Competitive Information for Machamp [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Machamp machamp
Base Stats for Machamp

Fighting

Abilities:
GutsGuts: If this Pokemon is statused, its Attack is 1.5x; ignores burn halving physical damage.
,
No GuardNo Guard: Every move used by or against this Pokemon will always hit.


Evolutions / Family:
Machop
Machoke
Machamp

Weakness Chart for Fighting-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
0.5x
0.5x
  
  
  
  
2x
  
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
2x
0.5x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MachampVisit Serebii's Pokedex for location, breeding, and other game details about MachampVisit Bulbapedia for more information about MachampVisit Pikalytics for competitive usage stats on Machamp

Movesets for Singles


What is a good competitive moveset for Machamp? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Common team mates for Machamp in Pokemon Diamond/Pearl:

TyranitarLatiasMetagrossDragoniteGyaradosHeatranAzelfBronzongCresseliaTogekissMamoswineVenusaur


Machamp is popular Fighting-typed Pokemon. Machamp are common Pokemon to see in the DP metagame. Machamp's only type-related weaknesses are Flying and Psychic.


Species: Machamp
Item: Leftovers / Focus Sash
Ability: No Guard
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Dynamic Punch
- Ice Punch
- Payback
- Bullet Punch

Physical Sweeper Machamp (Analytic)

Machamp is a wonderful Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Leftovers are always a great recovery option to ensure Machamp last longer regaining it's HP every turn. Focus Sash helps protect Machamp from being one-shotted and allowing it to atleast use a crucial move when brought out. With No Guard, every move used by or against Machamp will always hit.

Dynamic Punch is a physical STAB-boosted 100-base power Fighting-type move (100% chance to confuse the target).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).
Payback is a physical 50-base power Dark-type move (power doubles if your Machamp moves after the target).
Bullet Punch is a physical priority-increased 40-base power Steel-type move (usually goes first).




Species: Machamp
Item: Flame Orb / White Herb
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Superpower / Close Combat
- Facade / Double-Edge
- Earthquake
- Protect

Physical Sweeper Machamp (Guts)

Machamp is an astounding Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. Flame Orb will burn Machamp at the end of the turn which will activate Machamp's Guts ability. Use Protect to help guarantee the Orb activates on your first turn. With Guts, if Machamp is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Machamp a sweet boost.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machamp's attack and defense by 1 stage).
Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machamp's defense and special defense by 1 stage).
Facade is a physical 70-base power Normal-type move (power doubles if Machamp is burn/poison/paralyzed).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Protect is a status move (prevents moves from affecting your Machamp this turn).




Species: Machamp
Item: Leftovers
Ability: No Guard
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 6 Spe
Moveset:
- Stone Edge / Thunder Punch
- Bullet Punch
- Dynamic Punch
- Earthquake / Ice Punch

Machamp Physical Tank (Machamp The Champ)

Machamp is a spectacular Physical Tank. It's primary goal is to take a considerable amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Machamp last longer regaining it's it's HP every turn. With No Guard, every move used by or against Machamp will always hit. Good endurance, strong attack, speed of a dead body... I'm currently using the 1st noticed moves, Dynamic Punch is a STAB 100 BP 100% Confuse move, and EdgeQuake combo to hurt.

Stone Edge is a physical 100-base power Rock-type move (high critical hit ratio).
Thunder Punch is a physical 75-base power Electric-type move (10% chance to paralyze the target).
Bullet Punch is a physical priority-increased 40-base power Steel-type move (usually goes first).
Dynamic Punch is a physical STAB-boosted 100-base power Fighting-type move (100% chance to confuse the target).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).




Species: Machamp
Item: Life Orb
Ability: No Guard
Nature: Brave (+Atk, -Spe)
EVs: 128 Hp / 252 Atk / 128 SpD
Moveset:
- Cross Chop / Poison Jab
- Dynamic Punch / Close Combat
- Rock Slide / Fire Punch
- Earthquake

Machamp Physical Tank (We Are The Machampions)

Machamp is a notable Physical Tank. It attempts to take a hefty amount of physical hits while dealing some decent damage. Life Orb boosts the power of Machamp's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With No Guard, every move used by or against Machamp will always hit.

Cross Chop is a physical STAB-boosted 100-base power Fighting-type move (high critical hit ratio).
Poison Jab is a physical 80-base power Poison-type move (30% chance to poison the target).
Dynamic Punch is a physical STAB-boosted 100-base power Fighting-type move (100% chance to confuse the target).
Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machamp's defense and special defense by 1 stage).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).



Movesets for Doubles


What is a good doubles moveset for Machamp? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Common team mates for Machamp in Pokemon Diamond/Pearl:

TyranitarLatiasMetagrossDragoniteGyaradosHeatranAzelfBronzongCresseliaTogekissMamoswineVenusaur


Species: Machamp
Item: Flame Orb / White Herb
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Superpower / Close Combat
- Earthquake
- Facade
- Protect

Doubles Physical Sweeper Machamp (Guts)

Machamp is a phenomenal Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. Flame Orb will burn Machamp at the end of the turn which will activate Machamp's Guts ability. Use Protect to help guarantee the Orb activates on your first turn. With Guts, if Machamp is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Machamp a sweet boost.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machamp's attack and defense by 1 stage).
Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machamp's defense and special defense by 1 stage).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Facade is a physical 70-base power Normal-type move (power doubles if Machamp is burn/poison/paralyzed).
Protect is a status move (prevents moves from affecting your Machamp this turn).



Movepool


Wondering what moves can Machamp learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Fire Blast
120
85%
5
10% chance to burn the target.
Flamethrower
95
100%
15
10% chance to burn the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Hyper Beam
150
90%
5
User cannot move next turn.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Vacuum Wave
40
100%
30
Usually goes first.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Bullet Punch
40
100%
30
Usually goes first.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Cross Chop
100
80%
5
High critical hit ratio.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 1/3 recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Power doubles on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Karate Chop
50
100%
25
High critical hit ratio.
Low Kick
--
100%
20
More power the heavier the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
Poison Jab
80
100%
20
30% chance to poison the target.
Return
--
100%
20
Max 102 power at maximum Happiness.
Revenge
60
100%
10
Power doubles if user is damaged by the target.
Rock Climb
90
85%
20
20% chance to confuse the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
50
80%
10
100% chance to lower the target's Speed by 1.
Rolling Kick
60
85%
15
30% chance to flinch the target.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Smelling Salts
60
100%
10
Power doubles if target is paralyzed, and cures it.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Submission
80
80%
25
Has 1/4 recoil.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Thief
40
100%
10
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Vital Throw
70
--
10
This move does not check accuracy. Goes last.
Wake-Up Slap
60
100%
10
Power doubles if target is asleep, and wakes it.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
The target repeats its last move for 4-8 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Meditate
--
--
40
Raises the user's Attack by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Power Trick
--
--
10
Switches user's Attack and Defense stats.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Scary Face
--
90%
10
Lowers the target's Speed by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Toxic
--
85%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Machamp can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Machamp

Create a build


Have an idea in mind for Machamp that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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