What is a good moveset for Machamp?
If you have a good competitive moveset for Machamp,post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.
Be sure to includefull set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated.Access the full list of guidelines here.
Machamp Pokédex and learnsetfor reference.
Pleaselog inorregisterto add a comment.
Gen 8 UU or OU
Machamp @ Choice BandAbility: No GuardEVs: 248 HP / 252 Atk / 8 SpDBrave NatureIVs: 0 Spe- Dynamic Punch- Earthquake- Poison Jab- Stone Edge
Explanation:With Machamp’s high attack and low speed, this set should be used on Trick Room teams. Dynamic Punch is STAB and doesn’t miss due to No Guard. Earthquake is a strong move. Poison Jab is for Fairy Type coverage. Stone Edge is for Flying Types.
Machamp @ Leftovers / Lum BerryAbility: No GuardEVs: 252 HP / 252 Atk / 4 DefAdamant Nature- Dynamic Punch / Cross Chop- Dual Chop- Stone Edge- Thunder Punch / Earthquake
Dynamic Punch/Cross Chop- Dynamic punch is super common and has that neat confuse rate. Although, I actually prefer Cross Chop ( I know, so weird.. ) because I love 100 base power moves that have high crit rates. Like Stone Edge… either way, both are good.
Dual Chop- Okay, not only is the animation really cool, but it’s a really neat way to take out Multiscale Dragonite. If you’re going full on Dragonite killer, then you need a completely different set overall. A set for killing Multiscale-Dragonite without rocks or assuming your rocks are already spun away would be using Flame Orb + Guts for the extra power. Once again, the only thing making Ice Punch inferior is that it gets weakened from Multiscale.
Stone Edge- I told you guys I like 100 BP moves with a high crit rate, didn’t I? :3 ~ It hits hard for nice coverage. If you screw Dual Chop for something like bulk up, Ice Punch is an option here. Although Stone Edge has a high crit rate and gets accuracy boosted, etc.
Thunder Punch/Earthquake- This thing sadly gets walled by Jellicent easily. Guts + Flame orb path can make Stone Edge enough to take out Jellicent with a lucky crit, or something like that. Although without Guts boosting your attack, you’re going to need a super effective hit. Or you can just rack some team support for that Jelly fish and go for some Earthquake action granting you Edge-Quake coverage.
Honestly what is with this thread and nearly every Machamp having No-Gaurd and Dynamic Punch/Cross Chop when Guts Close Combat is always better?
Machamp @ Flame OrbAbility: GutsEVs: 248 HP / 252 Atk / 8 SpDBrave NatureIVs: 0 Spe- Facade- Bullet Punch / Poison Jab- Close Combat / Drain Punch- Earthquake
Machamp is essentially a weaker Conkeldurr, but the Conk is banned from RU, so Machamp gets to excel alongside other abusers, such as Alolan Marowak, Glastrier, and Yours Truly, Stakataka. :P
Earthquake and Facade are probably the most straightforward picks here: coverage and a neutral damage nuke.
Poison Jab allows you to hit a few mons that threaten Machamp better (most Notably Mimikyu), but Bullet Punch comes with a myriad of uses. Facade usually does just as much damage anyways if you’re team isn’t as threatened by Mimikyu.Calcs:
252+ Atk Guts Machamp Poison Jab vs. 0 HP / 0 Def Togekiss: 300-354 (96.4 - 113.8%) – 75% chance to OHKO
252+ Atk Guts Machamp Facade (140 BP) vs. 0 HP / 0 Def Togekiss: 262-309 (84.2 - 99.3%) – guaranteed 2HKO
Granted, both KO after Rocks/With a Follow Up Bullet Punch.
The Special Defense EVs make Porygon Z’s Download boost Attack instead of Special Attack and boosts the only notable advantage of Machamp over Conkeldurr: Special Defense. :P
Bullet Punch allows you to be more Active Outside of Trick Room and get Niche KO’s on Togekiss and Sash Cloyster after TR ends.
Close Combat abuses TR and Switching to nuke things and comfortably decimate Steelix and Glastrier, as well as prevent Suicune from doing too much chip damage.Calcs:
252+ Atk Guts Machamp Close Combat vs. 248 HP / 252+ Def Glastrier: 390-458 (96.7 - 113.6%) – 75% chance to OHKO
252+ Atk Guts Machamp Close Combat vs. 252 HP / 252+ Def Suicune: 211-250 (52.2 - 61.8%) – guaranteed 2HKO after Stealth Rock and Leftovers recovery
Drain Punch gives Suicune up to 4 Scalds if it carries Protect, whereas Close Combat only takes 1 stronger hit:
0 SpA Suicune Scald vs. -1 248 HP / 8 SpD Machamp: 135-160 (35.2 - 41.7%) – guaranteed 3HKO after burn damage
Drain Punch does increase the length of usefulness of Machamp, and OHKOs White Herb Cloyster, so it is also a solid pick. :P
Damage Calc
Hope I helped!
Wallbreaker
Machamp@Choice BandAbility:GutsEVs:252 HP/252 Atk/4 SpDAdamantNature-Close Combat-Earthquake-Knock Off-Bullet Punch/Ice Punch
Bit of a different set, but it’s still pretty decent nonetheless. People usually expect No Guard with DynamicPunch, but this provides a nice little way to punish Will-O-Wisp users and anything else that has bulk and status moves. And lets face it, a Choice Band boosted base 130 attack isn’t anything you’d want to get hit with.Close Combat is STAB and OHKOs a 252 Def Bold Eviolite Chansey and it has about an 31% chance to OHKO a physically defensive Porygon2. The rest is coverage of your choice, but I just put up the moves I prefer.
Gen 8 NUMachamp @ Blunder PolicyAbility: GutsEVs: 252 Atk / 252 SpeAdamant / Jolly Nature- Earthquake- Dynamic Punch- Poison Jab- Darkest Lariat / Rock Slide / Bulk Up
This set is a little gimmiky. I have Guts for this Machamp set so it won’t get crippled by status. Earthquake is a strong move. Dynamic Punch is the gimmik of the set. If it hits, lucky you. If not, Blunder Policy activates, doubling your speed. Poison Jab deals with fairy types. For the last move, you could run Darkest Lariat to deal with ghost types such as Golurk and Dhelmise who seem to be apparently running no item lately. Rock Slide deals with flying types. Or you could use Bulk Up to raise your attack. You could run Adamant nature for more power, or Jolly for more speed.
Gen 7 RU / Gen 8 NU
Machamp @ Flame OrbAbility: GutsEVs: 4 HP / 252 Atk / 252 SpeAdamant / Jolly Nature
Close Combat is very powerful STAB, Drain Punch is powerful STAB that heals burn damage. Knock Off removes items, which limits the amount of switch-ins. Bullet Punch is priority and smashes Fairy types. Protect to safely activate Guts, Facade is very powerful neutral coverage after Guts and burn.
Gen 8 NUMachamp @ Assault VestAbility: No GuardEVs: 72 HP / 252 Atk / 184 SpeAdamant Nature- Dynamic Punch- Knock Off / Darkest Lariat- Rock Blast- Heavy Slam
If you feel like using an Assault Vest Machamp in NU for some reason, here is a set. Dynamic Punch is for STAB and causes guaranteed confusion. Knock Off provides utility by removing items from opposing Pokemon. Darkest Lariat is a cool move to use on this set to help you do more damage on Iron Defense + Body Press Bronzong, but should be used on a team that’s really weak to Ironpress Bronzong. Rock Blast allows you to deal with SubToxic Salazzle while still being able to deal with Talonflame. Heavy Slam is to deal super effective damage to fairy types like Diancie. The speed EVs are to outspeed most Diancie running speed to outspeed Guzzlord.
Physical Tank set:
Machamp @ LeftoversAbility: No GuardEVs: 212 Atk / 212 Def / 86 SpDAdamant / Mild Nature-Dynamic Punch / Cross Chop-Bulk Up-Payback-Stone Edge / Ice Punch / Thunder Punch
Physical sweeper
Machamp @ Choice scarfAbility: No GuardEVs: 4 HP / 252 Atk / 252 SpeAdamant / Jolly Nature-Dynamic Punch / Cross Chop-Stone Edge-Ice Punch-Fire Punch / Thunder Punch / Payback / Earthquake
Trick room sweeper:Well, Machamp can’t learn trick room but can be added to trick room teams.
Machamp @ Iron BallAbility: No GuardEVs: 252 HP / 252 Atk / 4 DefAdamant Nature-Dynamic Punch / Cross Chop-Fling-Stone Edge-Ice Punch / Thunder Punch / Fire Punch / Return / Strength
Gen V
Machamp (M) @ Life OrbAbility: No GuardEVs: 128 HP / 252 Atk / 128 SpDAdamant Nature- Dynamic Punch- Stone Edge- Ice Punch- Bullet Punch
So, this guy is NU now. Yeah… makes no sense to me either. I mean, this guy is much better than Hitmontop. And while Hitmonlee and Mienshao are good and deserve to be in UU, Machamp is Machamp! DynamicPunch just destroys everything. Stone Edge also makes use of No-Guard and gives nice type coverage along with nice power. Bullet Punch provides you with priority. And Ice Punch is there for taking down Gliscor (and also Landorus, but mainly Gliscor). It also does good damage on Dragon types. Life Orb lets you hit even harder. Your EVs provide you with some bulk, and maximizes your Attack. How is this incredibly powerful Pokemon NU? HOW?!?
Double/Triple Battle
Machamp (M) @ LeftoversAbility: No GuardEVs: 252 HP / 252 Atk / 4 SpDAdamant Nature- Dynamic Punch- Rock Slide- Earthquake- Wide Guard
No Guard is the selling point of Machamp. Your teammates can use inaccurate attacks such as Blizzard and Zap Cannon and then end up destroying the foe. DynamicPunch is STAB that confuses. Rock Slide hits multiple foes, as does Earthquake. Wide Guard protects your teammates from multiple Pokemon hitting attacks.
whoa this is old ;] but I have a set so I might as well share. I was taught this from someone…
Machamp @ LeftoversAbility: No GuardEVs: 252 HP / 252 Atk / 4 SpDAdamant Nature- Substitute- Dynamic Punch- Payback- Ice Punch / Stone Edge
That HP makes Machamp very bulky, decent defences make it very hard to OHKO. Hitting of a sub allows a definite Dynamic Punch. The power it brings is very hard hitting, anything that doesn’t get OHKOed will get a nasty case of confusion. And no Flying or Psychic type will like getting hit by a Payback or a stone edge.
LCB ;}
Machamp @ LeftoversAbility: No GuardEVs: 216 HP / 252 Atk / 40 SpeAdamant Nature- Dynamic Punch- Stone Edge- Payback- Substitute
MachampNo Guard@choice scarfJollylikes to fightAtk and Spd EV’s
Dynamic Punch - STAB, great power and will confuse target.Cross Chop - STAB, great power and high critical hit ratio.Earthquake - power deluxe and coverage.Stone Edge - coverage and power plus a high critical hit ratio.
No guard machamp is deadly, it allows the use of low accuracy moves persoanlly I’d maxed out the PP of dynamic punch, and the sheer power of this Pokemon will just demolish all, plus with choice scarf it will outspeed some if not most Pokemon, allowing for a deadly first attack, if EV trained correctly, this Pokemon wont even need to worry about weaknesses.
OR
MachampGuts@flame orbAdamantlikes to fightAtk and HP EV’s
Close Combat - STAB, power and accuracy, just the unfortunate loss of defenses.Sucker Punch - priority and coverageIce/Thunder Punch - coverage, decent power and a chance to freeze/paralyze respectively.Facade - makes use of status condition and good power.
This set is very good as well, it has a better neutral coverage, and a priority move to help hide the defense losses, however sucker punch will help cover its low speed stat, making even an alakazam a low threat, all weaknesses are covered, with EV training and the combination of machamps high attack stat, flame orb, guts and facade, he really can cover all his weaknesses and knock out almost anything.
P.S if you want to, replace ice or thunder punch with stone edge, it has better coverage, better power, a high critical hit ratio but lower accuracy.
“My mommy says I’mspecial!"-Machamp
Machamp @ Choice Specs
Ability: No GuardEVs: 252 HP / 4 Def / 252 SpAModest Nature-Focus Blast-Hidden Power [Ice]-Fire Blast-Vacuum Wave
Wow, I don’t know what I was thinking. but come on, never miss Focus Blast is just to good to say no to. but best of all, you can imagen the look on there face when you reveal that your Machamp is a Special attacker.
Machamp @ Choice Band / Flame Orb / Sitrus BerryAbility: No Guard / GutsEVs: 252 HP / 252 Atk / 4 SpeAdamant Nature- Dynamic punch / Cross Chop- Bullet Punch- Bulk Up / Revenge- Thunder Punch / Fire Punch / Ice Punch / [filler]
Dynamic punch goes well with no guard and has 100% to confuse while having good power and STAB. Cross Chop has good accuracy and power and an increased crit. ratio and STAB. Bullet punch has viability with machamp’s absurd attack and is good for killing sweepers and other frail Pokemon because it has priority. Bulk up makes machamp into a killing machine with bullet punch while tanking him up and making hi hit even harder. Revenge abuses Machamp’s low speed to make a hard hitting move while having STAB. And coverage is always good. The Evs maximize his longevity and power, while his nature amps up his attack. Sitrus berry is to recover lost health from setup while flame orb uses guts to make machamp score lots of OHKOs.
Hoped this heped:)
SubchampMachamp @ LeftoversAbility: No GuardEVs: 128 HP / 252 Atk / 128 SpeAdamant Nature- Substitute- Dynamic Punch- Knock Off- Stone Edge / Thunder Punch
Ah! The infamous Subchamp set. This set was one of the most feared back in the days of gen 4. Still a very feared set to this day actually. This set is pretty self-explanatory. Substitute then Go for stab and coverage.
Machamp @ Life Orb / Choice ScarfAbility: No GuardEVs: 4 HP / 252 Atk / 252 SpeAdamant Nature- Dynamic Punch- Stone Edge- Poison Jab- Knock Off
Machamp @ Flame OrbAbility: GutsEVs: 252 HP / 252 Atk / 4 DefAdamant Nature- Close Combat- Facade- Knock Off- Bullet Punch
Here is a set for people who like GMAX machampMachamp @ Scope LensAbility: No GuardEVs: 252 HP / 252 Atk / 4 DefAdamant Nature• Cross Chop• Stone Edge• Dual Chop• Knock Off
Scope Lens+G-Max Chi Strike make critical hit rate awesome. Cross chop is STAB with increased critical hit rate. Stone edge is strong and covers flying weakness, along with an increased critical hit rate. Dual chop can break subs and kill dragons, as well as hitting twice allowing for multiple critical hits. Knock Off gets rid of their item and does nice damage along with being super effective against psychic, which it is weak to
Gen 8Machamp @ Muscle bandAbility: No GuardEVs: 252 HP / 252 AtkAdamant Nature- Dynamic Punch- Knock Off- Mega Kick- Stone Edge / Poison Jab
Dynamic Punch is STAB and gives your opponent confusion. Knock off removes your opponent’s held item. Mega kick is for when dynamic punch is not very effective or you run out of PP. The last move is coverage.