Competitive Information for Machamp (gmax) [Sword/Shield]

Competitive Pokemon Sword/Shield Movesets and Strategies for Machamp-gmax machamp-gmax
Base Stats for Machamp-Gmax

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.
,
SteadfastSteadfast: If this Pokemon flinches, its Speed is raised by 1 stage.


Evolutions / Family:
Machamp

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


Visit Smogon's Pokedex for more competitive movesets for Machamp-gmaxVisit Bulbapedia for more information about Machamp-gmax

Movesets for Singles


What is a good competitive moveset for Machamp-gmax? These builds have been optimized for Pokemon competing in Sword/Shield 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 Sword/Shield generation metagame.


Machamp is a marvelous Fighting-typed Pokemon. It's common to see Machamp show up as a Sword/Shield opponent. Machamp is weak to Fairy, Flying, and Psychic-typed attacks.


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

Physical Sweeper Machamp-Gmax (Guts)

Machamp is a spectacular Physical Sweeper. It tries 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.

Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machamp's defense and special defense by 1 stage).
Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machamp's attack and 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 33% recoil).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Protect is a status move (prevents moves from affecting your Machamp this turn).



Movesets for Doubles


What is a good doubles moveset for Machamp-gmax? These builds have been optimized for Sword/Shield 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 Sword/Shield generation metagame.


Species: Machamp-Gmax
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-Gmax (Guts)

Machamp is a pretty decent Physical Sweeper. It is designed 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; Note: Earthquake does double damage on Pokemon using 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-gmax 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
110
85%
5
10% chance to burn the target.
Flamethrower
90
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.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Assurance
60
100%
10
Power doubles if target was damaged this turn.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
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.
Cross Poison
70
100%
20
High critical hit ratio. 10% chance to poison.
Darkest Lariat
85
100%
10
Ignores the target's stat stage changes.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Dual Chop
40
90%
15
Hits 2 times in one turn.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage 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.
Giga Impact
150
90%
5
User cannot move next turn.
Heavy Slam
--
100%
10
More power the heavier the user than the target.
High Horsepower
95
95%
10
No additional effect.
Ice Punch
75
100%
15
10% chance to freeze the target.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Payback
50
100%
10
Power doubles if the user moves after the target.
Poison Jab
80
100%
20
30% chance to poison the target.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Revenge
60
100%
10
Power doubles if user is damaged by the target.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Blast
25
90%
10
Hits 2-5 times in one turn.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Stomping Tantrum
75
100%
10
Power doubles if the user's last move failed.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Submission
80
80%
20
Has 1/4 recoil.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Thief
60
100%
25
If the user has no item, it steals the target's.
Throat Chop
80
100%
15
For 2 turns, the target cannot use sound moves.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Vital Throw
70
--
10
This move does not check accuracy. Goes last.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Encore
--
100%
5
Target repeats its last move for its next 3 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.
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.
Metronome
--
--
10
Picks a random move.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Quick Guard
--
--
15
Protects allies from priority attacks this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Scary Face
--
100%
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.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Wide Guard
--
--
10
Protects allies from multi-target moves this turn.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Machamp-gmax can perform in Sword/Shield. 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 SS Move and Ability Combos for Machamp-gmax

Create a build


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



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