Competitive Information for Machamp [Sword/Shield]

Competitive Pokemon Sword/Shield 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.
,
SteadfastSteadfast: If this Pokemon flinches, its Speed is raised by 1 stage.

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 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 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.


Common single-battle team mates for Machamp in Pokemon Sword/Shield:

TorkoalTogekissDuraludonVikavoltWhimsicottBlastoiseChandelureVenusaurAromatisseRhyperior


Machamp is a notable Fighting-typed Pokemon. It's usual to find yourself dealing with Machamp when battling in the 8th generation meta. Machamp is weak to Fairy, Flying, and Psychic-typed attacks.


Species: Machamp
Item: Flame Orb / Assault Vest
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 244 Hp / 60 Atk / 100 Def / 100 SpD / 4 Spe
Moveset:
- Close Combat / Dynamic Punch
- Rock Slide / Stone Edge
- Bullet Punch
- Protect / Facade

Double Wall Machamp (Popular/Trending)

Machamp is a pretty decent Double Wall. It is meant to have enough defenses and bulk to take both physical and special hits. 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).
Dynamic Punch is a physical STAB-boosted 100-base power Fighting-type move (100% chance to confuse the target).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Stone Edge is a physical 100-base power Rock-type move (high critical hit ratio).
Bullet Punch is a physical priority-increased 40-base power Steel-type move (usually goes first).
Protect is a status move (prevents moves from affecting your Machamp this turn).
Facade is a physical 70-base power Normal-type move (power doubles if Machamp is burn/poison/paralyzed).




Species: Machamp
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 (Guts)

Machamp is a phenomenal Physical Sweeper. It's primary goal 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.

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).




Species: Machamp
Item: Life Orb / White Herb
Ability: Steadfast
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Close Combat / Superpower
- Double-Edge
- Earthquake
- Knock Off

Physical Sweeper Machamp (Steadfast)

Machamp is a decent Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. 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 Steadfast, if Machamp flinches its speed is raised 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).
Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Machamp's attack and defense by 1 stage).
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).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).




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 marvelous Physical Tank. This moveset attempts to take a large 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 health 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; Note: Earthquake does double damage on Pokemon using 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 an awesome Physical Tank. It's goal is to take a nice 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; Note: Earthquake does double damage on Pokemon using dig).



Movesets for Doubles


What is a good doubles moveset for Machamp? 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.


Common double-battle team mates for Machamp in Pokemon Sword/Shield:

CorviknightSeismitoadChandelureAegislashFerrothornSylveonWhimsicottRotom-WashHaxorusKyurem-BlackMamoswineDiggersby


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 pretty popular Physical Sweeper. The purpose of this moveset 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; 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).




Species: Machamp
Item: Life Orb / White Herb
Ability: Steadfast
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Superpower / Close Combat
- Earthquake
- Rock Slide
- Double-Edge

Doubles Physical Sweeper Machamp (Steadfast)

Machamp is a pretty decent Physical Sweeper. It is meant to take down the opponent's team with brute physical power. 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 Steadfast, if Machamp flinches its speed is raised 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).
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).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).



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
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 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

Create a build


Have an idea in mind for Machamp 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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