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Community POTW #4

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kutyamen

New Member
BU champ won't work with Roop around, unless we capitalise on it's advantages there is no point of using it over Roop(DP's hax is nice for setting up, but that alone won't beat the advantages of Mach Punch). And this is it's better SpDef:

Machamp@Leftovers Adamant
Hp 252, SpDef 252, 4 Att
-Dynamic Punch
-Stone Edge/Payback
-Bullet Punch/Payback
-Bulk Up

Defensive BU, abusing never missing DP and SE, with good Special Defense able to take even STAB Psychics. Payback is an option since it's easier to stay in on those you'd hit with it, thanks to the SpDef investment. SpDef EVs can be geared to take hits from specific hits and the leftovers can be put into attack.

Guts Champ is one of the mons who beats Nattorei/Burungeru combo alone, though only if it runs Payback which is harder to pull of with the damage from Burn racking up. Main reason to use over Roop is the better SpDef, which allows it to beat Burungeru easier, forcing it out easier.

Fire Punch is not needed at all, only Scizor and Forretress are hit harder than by Dynamic Punch, both Nattorei and Skarmory are hit for the same damage by Dynamic Punch as Fire Punch.

Lead Champ while still nice, is much harder to pull off, since team preview exists, the advantage of it though is that lead champ can easily work outside of the lead position, so it still works, though Lum Berry is a questionable choice now, and can be replaced with either leftovers or Life orb depending on the team.
 

Eon8000

New Member
Firstly, Guts ignores the side effect of burn so Flame Orb is fine with Guts(just ask Swellow) as for Machamp it does have some decent sets:

Machamp @ Lum Berry
Adamant nature
No Guard
252HP 216Atk 12SpD 4Spe 24Def
DynamicPunch
Payback
Bullet Punch
Stone Edge/Ice Punch

Same old, same old. Standard Machamp Lead that can really cause problems to most other leads. DynamicPunch is awesome on Machamp as it won't miss thanks to No Guard and always causes confusion. Payback OHKOes Gengar and is Machamp's best weapon for lead Azelf. Bullet Punch allows Machamp to beat most Sashed Leads if it can get a hit in beforehand. Stone Edge blasts most Flying types though Ice Punch gives a stronger hit on stuff like Salamence and Dragonite. It also picks up a 4x effective hit on Garchomp. EVs allow Machamp to live through most Azelf leads to take them out. It's important to note that Lead Kojondo has risen as a counter to most Machamp with Fake Out+Hi Jump Kick.

SubChamp
Machamp @ Leftovers
No Guard
Adamant nature
EVs: 252HP 128Atk 128Spe
DynamicPunch
Payback
Ice Punch/Stone Edge
Substitute

A basic Sub+3 Attacks set for Machamp that takes advantage of his good type coverage. DynamicPunch and Payback have great coverage together while Ice Punch and Stone Edge strike the flyers. Substitute eases prediction and protects Machamp from status attacks. Again, Kojondo is something of a counter to this set as it can usually break Machamp's Sub with Fake Out+U-Turn; leaving Machamp vulnerable to whatever comes in behind Kojondo.

Machamp didn't really gain anything this Generation except for a few more counters; namely Roobushin and Kojondo. Breloom has risen as a more dangerous physical sweeper with Technician, which gives Machamp an even harder time to find a team slot. Still, Machamp is definitely something to be wary of when making your teams as it can make you pay for not being ready for it with its massive base 130 Attack and No Guard ability.
 

Weavile22

Imma be
Super powered Fling!!!!

Thunderpunch
Cross chop
Superpower
Fling

Item: Iron Ball
Nature: Jolly (+Speed -Sp.Atk)
EVs: attack: 150 speed: 125

This, in my opinion, is the standard way to go for a Machamp. Fling is to take out a psychic threat. Thunderpunch is a standard for taking out its other major threat: Flying. Superpower and Cross chop are both for the non threat pokemon. They also pose for good STAB moves
 

Trick Room Octillery

Awesome Kecleon Dude
LeadChamp
Ability: No Guard
Item: Life Orb
EVs: 252Atk, 252HP, 4Spd
Nature: Adamant

DynamicPunch
Bullet Punch
Stone Edge
Earthquake

Although Machamp isn't a great lead due to the absence of any entry hazards, it can hit with STAB DynamicPunch to confuse the opponent, then with a priority Bullet Punch. Also, this set doesn't have to be a lead. The Life Orb allows you to alternate between DynamicPunch and Bullet Punch.
 

Trick Room Octillery

Awesome Kecleon Dude
In theory, you have a good set here. But the problem is, Burn reduces the Attack stat, so it would be better with a Toxic Orb. For EVs and Nature, use Adamant with 252 Atk / 252 HP / 4 Def/SpDef. Also, Ice Punch offers more vital coverage than ThunderPunch, since it takes down Dragons, Bulky Grounds and Grass Types that would otherwise handle Machamp. Thunderpunch just covers Flying and Water, and Stone Edge already handles Flying.

You are right about Ice Punch, but Guts ignores burn's Attack reduction.
 
The only thing Ice Punch does is handle Gliscor / Dragonite. Dynamic Punch and Payback together handle just about everything else.
 

pikadon92

Raiden Maximus
In theory, you have a good set here. But the problem is, Burn reduces the Attack stat, so it would be better with a Toxic Orb.

Because machamp has guts, burn will not reduce it's attack stat. Burn with Guts it will still boost machamp's attack stat just like what other status would have done due to its ability. Since Burn damage won't increase from Flame Ord compared to Toxic Orb's poison damage, burn orb is still a better choice.
 

smayer

masters apprentice
dynamic punch
stone edge
substitute
payback

ability:no guard
item:focus sash

evs and nature to defence and special defence

dynamicpunch is best stab combined with no guard is just plain great. payback takes out psycics and combined plus dark/fighting covers all types for at least neutral damage.stone edge takes out every flyer for neutral.and substitute just to take some hits
 

jespoke

Nintendo Stalker
Handy Double/Triple battle partner treats:

* Any pokemon running low accuracy moves partners well with No Guard Machamp

* Fast pokemons who can take out Psychic- and Flying type pokemon effectively
 

noobiess

6 different pokemon
Well every possible set is already send here, but I guess this one isn't that bad:


Machamp@life orb/leftovers
adamant/JOLLY
IV's: all 31
EV's: 252 attack, 252 speed
Attacks:
Dynamic punch
Stone edge
Anckle sweep/rock tomb
EQ

The meaning of this set is to cut down the opponents speed so a fast sweeper can't outspeed machamp anymore. It actually is prety much the same as the substitute set, you win a free attack when the opponent switches.
The pros for this set are that you don't loose 25% of your HP every time and that you aren't weak against taunt and encore... It also is better when your opponent doesn't switch when send this pokémon. The last possitive thing it that you already damaged your opponent, in contrary with substitute.
The con's are that you have to invest in speed EV's, so you loose your bulkyness a bit. You also have a chance that ankle sweep is unaffected (if switched into a ghost pokemon) or that rock tomb misses. It also isn't shure that you still outspeed your opponent. The last downside is that payback is unusable because you become faster then the opponent
So to summarise, this set is a little less good the the substitute variant, but it allows you to give your team a little more of a supprising effect.
 

Luxrayess

Sound(?) asleep...
Here's one that turns Mechamp's poor speed into an asset. It needs to partner up with a Poke that knows Trick Room, though.

Slow and Steady Wins the Race: Trick Room Sweeper Machamp.
Machamp @ Life Orb/Expert Belt
No Guard, Brave/Sassy/Relaxed
252 HP/252 Def./4 Sp.Def
(IVs: 0 Speed)
-Dynamic Punch
-Stone Edge
-Thunder Punch/Ice Punch/Fire Punch
-Bullet Punch

It's basically a No Guard Sweeper with some modifications on the nature and a slightly bulkier build. Dynamic punch has STAB, Stone-Edge and the elemental punches provide coverage, and Bullet Punch is TR-Machamp's back-up priority move. You can run the Attack-boosting Brave Machamp, but you can also run bulkier by using a Sassy or Relaxed Machamp. As always, use a speed-reducing nature (and zero speed IVs) for a sweeper on a Trick Room team.

This Machamp MUST be partnered up with a Pokemon that can set up Trick Room, such as Slowbro or Bronzong. If you don't plan on using Trick Room, then don't bother with this set.
 

GarSlizer

Earthshaker
Machamp is outclassed not only by Roopushin but also by pre-evo stone Machoke, who has better defenses. Machoke's better defenses mean it can be a better RestTalker. Here is what I mean:

Machoke@Pre-evolution stone
No Guard Ability
Adamant/Brave Nature
EVs: 252hp 252atk 4sdef/def/spe
Dynamicpunch
Payback/Stone Edge/Ice Punch
Rest
Sleep Talk
You abuse Dynamicpunch to shuffle the opponent's team and use rest to heal yourself. Machoke is better b/c of the pre-evo stone.
 

Zachmac

Well-Known Member
Status Absorber
Guts/Leftovers
Brave
252 HP/252 Attack
Cross Chop/Brick Break
Payback
Facade
Sleep Talk

Basically, if your team is weak to status, this is the way to go. Cross chop and Brick break are for stab. Cross chop is the primary option for it's power, but Brick Break has accuracy on it's side and destroys light screen and reflect. Payback is well...Payback. Great coverage and stacks on low speed...You get the point. Facade gets 140 power when it has a status condition, and sleep talk allows it to, well, attack in it's sleep.
 

Luxrayess

Sound(?) asleep...
Machamp is outclassed not only by Roopushin but also by pre-evo stone Machoke, who has better defenses. Machoke's better defenses mean it can be a better RestTalker. Here is what I mean:

Machoke@Pre-evolution stone
No Guard Ability
Adamant/Brave Nature
EVs: 252hp 252atk 4sdef/def/spe
Dynamicpunch
Payback/Stone Edge/Ice Punch
Rest
Sleep Talk
You abuse Dynamicpunch to shuffle the opponent's team and use rest to heal yourself. Machoke is better b/c of the pre-evo stone.

Hmm, even if Machoke is slow, why would you want a Brave nature unless you were partnering up with a Trick-Roomer (or maybe running Payback?)? Even Tanks like to go first when they can get the chance.

Maybe instead of devoting a whole set to a Trick-Room sweeper build, you can put this note in the 'Other Options' category instead:
----------------
Other Options:
Brave/Sassy/Relaxed natures. Speed-reduction natures are good to consider if you are using Machamp in a Trick Room team, as Machamp's speed is already nothing to write home about. Putting Machamp in Trick Room can turn its poor speed into an asset. Keep in mind that when tailoring Machamp to Trick Room use you should have no Speed EVs and have a 0 IV in Speed for best results. Bullet Punch as a prioity move on a TR team Machoke is also a good idea in case Trick Room is not in play.
----------------
(And in case anyone was wondering, Machamp and Machoke don't learn TR. They need to partner up with Bronzong or Slowbrow for that.
I'm being Captain Obvious here, yes, but I'd rather not confuse anyone.)
 

Weavile22

Imma be
SUPER POWERED FLING

Cross chop
Fling/payback
Superpower/Close Combat
Thunderpunch
Item: Iron Ball
Nature: Adamant (+Atk -SAtk)

This is a great way to go for Machamp. Fling/payback and Thunderpunch take out all of Machamp's weaknesses. Iron ball is nessisary for fling to work. Payback will also work because Machamp is so slow. Cross chop is a great STAB move. Superpower and Close Combat are also great STAB moves, but picking one all depends on what you want to give up, atk/def or def/Sdef.
 

streetlightdsb

Uni hiatus
The only thing Ice Punch does is handle Gliscor / Dragonite. Dynamic Punch and Payback together handle just about everything else.

Hitting Gliscor is a big sell though. That thing is everywhere.


So I have some comments again.

Obviously, Machamp has a lot more competition this gen. Specifically with Conkeldurr/Roopushin, as a bulky, physically inlined pure Fighting-type. My suggestion would be to always run No Guard; if you want to run Guts (lol Steadfast) then you'd most likely be better off using Conkeldurr instead, who has more Attack, Mach Punch, and Drain Punch to heal.

Also, Fighting and Dark gets great coverage, and so Payback is always a firm choice, as Blue Harvest said. The only other attacking moves you should really be running are Ice Punch, as mentioned above ( having something to deal with Gliscor is very important) and maybe Stone Edge, if your team needs a Rock type attack or something. Using things like Fire Punch or Thunder Punch isn't great as most things hit super effective by those moves will be hit just as hard as Dynamicpunch. Exceptions being Bug/Steels and Water/Flyings (Gyara) however the bugs won't like eating D-Punch very much and Gyara has to deal with Stealth Rock and won't like confusion.

Bullet Punch is also viable, as Priority is always good, though Steel is a bad attacking type and it doesn't get the STAB or Technician boost that Scizor gets that make it good.

Finally, EV investment generally goes into Attack and HP for maximum bulk, though if you're running a Scarf or some kind of sweeper set, then they would go into speed I guess.

Hope this helps.
 
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Cldawson

I control Time so ha
DynamicPunch
Cross Chop
Stone Edge
Payback
Ability: No Guard

Dynamic Punch is there to confuse the opponent, and, with No Guard, has perfect accuracy. Cross Chop would be the main attacking move with the high critical hit ratio. Stone Edge is there for the annoying flying secondary types and also fire and ice types. And finally Payback is there for the Psychics that would sweep you and the ghosts that would wall you.
 
Do you post counters for the POTW here aswell, I love counter, especially thinking up ones that no-one would expect.
I find that a nice counter for no-guard machamp is ninetails. WAIT, don't turn up your nose just yet, let me finish. Firstly, machamp is unlikely to turn and run from a ninetails as it might from a conventional counter such as crobat, and it is sooo annoying when you have a perfect counter for a pokemon, but then it switches out and your counter dies before they send it out again. So, with ninetails out you can easily outspeed the dynamicpunch or stone edge coming your way and hit it with a 100% accurate hypnosis. Then you can completely mash the machamp with an 100% accurate purgatory with stab and usually sunny day assistance. Another great thing about this counter is that with a wide lens on the ninetails it can fit well into loads of teams.
OK, maybe that turned into more of a ninetails POTW but oh well, it's a nice counter, try it out!
 

bugcatchersdream

is not a moron
Chandelure/Shandera is probably one of the best partners for Machamp in the game. Besides covering each other's weaknesses, a no guard Dynamicpunch followed by Evil Eye kills just about everything. Bronzong is good for setting up a Trick Room sweep and is a good wall in general.
 
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