Competitive Information for Machop [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Machop machop
Base Stats for Machop

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 MachopVisit Serebii's Pokedex for location, breeding, and other game details about MachopVisit Bulbapedia for more information about Machop

Movesets for Singles


What is a good competitive moveset for Machop? 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.


Machop is a notable Fighting-typed Pokemon. Machop is not a Pokemon anyone usually expects sees on the battlefield. Machop's only type-related weaknesses are Flying and Psychic.


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

Physical Sweeper Machop (Guts)

Machop is a wonderful Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Machop from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Machop at the end of the turn which will activate Machop's Guts ability. Use Protect to help guarantee the Orb activates on your first turn. With Guts, if Machop 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 Machop a sweet boost.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machop's attack and defense by 1 stage).
Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machop's defense and special defense by 1 stage).
Facade is a physical 70-base power Normal-type move (power doubles if Machop 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 Machop this turn).



Movesets for Doubles


What is a good doubles moveset for Machop? 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.


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

Doubles Physical Sweeper Machop (Guts)

Machop is a phenomenal Physical Sweeper. It's designed to take down the opponent's team with brute physical power. Focus Sash helps protect Machop from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Machop at the end of the turn which will activate Machop's Guts ability. Use Protect to help guarantee the Orb activates on your first turn. With Guts, if Machop 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 Machop a sweet boost.

Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machop's defense and special defense by 1 stage).
Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machop's attack and 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 Machop is burn/poison/paralyzed).
Protect is a status move (prevents moves from affecting your Machop this turn).



Movepool


Wondering what moves can Machop 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.
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.
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.
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 Machop 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 Machop

Create a build


Have an idea in mind for Machop 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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