Machamp, The Superpower Pokémon. It punches with its four arms at blinding speed. It can launch 1,000 punches in two seconds. It can knock a train flying with a punch. However, it is terrible at delicate work using its fingers. It uses its four powerful arms to pin the limbs of its foe, then throws the victim over the horizon.
Machamp has always been a good Pokémon, and 4th gen was its peak of greatness. With the introduction of Conkeldurr and other Pokémon with No Guard, Machamp has lost its shine. Still a great Pokémon but outclassed in general by Conkeldurr, it's worth using if you focus on its strengths. DynamicPunch and No Guard, higher Speed, slightly higher Special Attack, the elemental punches, Sleep Talk, and a better lead set.
Guts: get a hench Attack boost when you are inflicted with status. It's a cool ability that'd normally get chosen, but compared to No Guard... it's nothing.
Lead Machamp leading the POTW
- Dynamic Punch
Having an incredibly threatening Pokémon immediately in your face right at the start of the match is not a pretty sight. Machamp is not a pretty sight. DynamicPunch in your face is not pretty either, especially when it confuses you on contact. Yeah, it's ridiculous. DynamicPunch wins games. Bullet Punch makes Machamp's awful speed irrelevant, letting it jump the gun on many faster Pokémon, finishing them off or taking a bite out before you go down. Payback gets near perfect coverage with DynamicPunch, and works great with Machamp's already mentioned Speed. Stone Edge also gets good coverage with DynamicPunch and is an awesome attack in general, especially with No Guard bringing that often annoying 80% accuracy up to max. However, Ice Punch is an option as it can take out the many 4x weak Pokémon in OU. Remember, a 2x super effective Ice Punch is the same strength as a neutral DynamicPunch.
- DynamicPunch / Revenge
A Machamp set with serious staying power. Anyway, DynamicPunch is your move of choice here, due to its amazingness. However, (and someone correct me if I'm wrong (which I don't think I am) Revenge is a good option here with Guts. On top of the Guts boost, you will often be getting the double base power thanks to Machamp's sluggish Speed (which you could lower with Brave and a low Speed IV), meaning uh... STAB brings it up to 90... Guts adds to your Attack but as that affects Revenge's power, let's say that takes it to 135, which is often doubled to 270 thanks to its effect. Yeah, 270 power. That's cool. Anyway, the rest of the moves are standard. Stone Edge is great in general, good coverage with Fighting, works with No Guard. Payback is awesome with Machamp's Speed, and gets near perfect coverage with Fighting. Ice Punch is cool for coverage, a good move in general. Rest recovers any health and puts you to sleep, activating Guts. Sleep Talk means you can do something whilst you nap.
Substitute blocks status and allows you to ease up on prediction. DynamicPunch is amazing, yeah yeah. Ice Punch is also amazing, works well with Fighting, etc. Same with Stone Edge. Payback hits Ghosts and what not hard... yeah, this set is cool but it's pretty dull to explain after the same moves have been explained about four times. Oh well, it's a good set. Substitute is really good for Machamp.
- DynamicPunch / Close Combat
Hard hitting at its best. DynamicPunch confuses and wrecks everything, where as Close Combat just... wrecks everything more. Payback hits whatever resists Fighting hard, and Ice Punch decimates Gliscor and other flyers. Bullet Punch bypasses Machamp's awful Speed, but Stone Edge kills Gyarados and is a lot more dangerous.
DynamicPunch hurts stuff and confuses, awesome. Ice Punch destroys plenty of common switch ins and common Pokémon in OU, awesome. Payback wrecks other switch ins and gets near perfect coverage, awesome. Bulk Up raises your already scary Attack to massive levels, as well as making you more bulky physically. It's a great move, especially considering how many times the opponent switches when they get confused.
EVs & Natures
Lead Machamp leading the POTW
Choice Scarf, Counter, Encore, Fire Blast, Fire Punch, Fling, Knock Off, Low Kick
Double & Triple Battle Options
No Guard is Machamp's main selling point in multi Pokémon battles. It allows you to run moves that would otherwise be risky. DynamicPunch is always going to be useful, as it potentially shuts a Pokémon down whislt it is confused. Machamp also has access to Earthquake, but that's better left to Pokémon with STAB. Machamp also has Light Screen, strangely enough, so you could have it set that up if you wanted. There's also Wide Guard, which is an all party Protect.
Anything to take out and switch into Flying and Psychic types work well. Heatran, Magnezone, Metagross, they all work as partners. Machamp forces a lot of switches, so using it on a team with entry hazards is definitely a wise move. Machamp is a Pokémon that can reliably switch into Tyranitar and force it out, meaning you can semi-safely run Pokémon who would fear Pursuit. Honestly, Machamp doesn't really need partners. It can do its job of hitting hard and forcing switches on every team. Unlike something like... Porygon-Z, where it can't just be thrown onto a team, Machamp can fit into most teams well enough to make an impact.
You want bulk and a Fighting resist? You have a few options. Gliscor is the key Fighting counter, but most Machamp carry Ice Punch which wrecks Gliscor, so watch out. Weezing can burn and wear Machamp down whilst taking nothing from its attacks. The flyers with Intimidate work well, such as Gyarados and Salamence, just watch out for Stone Edge and the elemental punches. Slowbro can heal any damage Machamp causes, switch in to anything it can do, force it out, inflict it with status, whatever. It's also immune to confusion if you use Own Tempo. Slowbro dominates Machamp. Rotom still works as a counter, as long as you are careful around Payback. Zapdos is a great Pokémon for beating Machamp, thanks to Roost and Pressure. DynamicPunch only has 8pp, so after just four uses on Zapdos it'll be gone. Cresselia and other bulky Psychic Pokémon like Deoxys work well. There's also Dusknoir and Spiritomb, who can abuse Pressure, Will-o-wisp and their immunity to Fighting to stay on top of Machamp. There really aren't many reliable counters thanks to confusion potentially ruining any chance of stopping Machamp. However, revenge killing Machamp is another story. Thanks to its poor Speed, Machamp is easily revenge killed by any hard hitting attack. I'd make a list but honestly, there are so many Pokémon that outspeed Machamp that can be a threat to it that a list would be ridiculous. Togekiss, Starmie, Azelf, Yanmega, the list is more or less endless. Revenge killing Machamp is often the best way of taking it out, as you don't risk hitting yourself after DynamicPunch. Anyway, closing comments... outclassed now as a Fighting type, it still has its own little place in OU, which is basically ABUSE NO GUARD LIKE CRAZY. It's still a great Pokémon just... generally not as useful as others like Conkeldurr.
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