Last updated: 2026-07-27

Related Pokemon
Boosts the Pokémon’s evasiveness by 25% in a sandstorm. The Pokémon does not take damage from the sandstorm.
When the Pokémon is hit by a contact move, the attacker takes damage equal to 1/8 of its max HP.
A top-tier Dragon/Ground attacker and setup lead. It almost always runs Earthquake, combines STAB Dragon moves in Outrage/Scale Shot with Stealth Rock, and repeatedly fires off STAB attacks from the standard Jolly A130. Focus Sash is the main item, letting it survive one hit to set Stealth Rock or create a Swords Dance setup opening, while Choice Scarf also sees use for cleaning power by outspeeding from S102, giving the sets distinct roles.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Focus Sash Setup Sweeper
A face-off setup sweeper that leverages Focus Sash for a guaranteed turn, boosting Attack with Swords Dance to sweep the opposing team.
Garchomp
| HP | 185 | 2 | |
|---|---|---|---|
| Atk | 182 | 32 | |
| Def | 115 | - | |
| SpA↓ | 90 | - | |
| SpD | 105 | - | |
| Spe↑ | 169 | 32 |
Focus Sash guarantees survival, allowing it to Swords Danceboost Attack with Swords Dance and sweep the opposing team — a face-off setup sweeper build.Rock Tomb also provides Speed control, and Focus Sash lets it force its way through unfavorable matchups.
Swap in coverage moves to handle weaknesses
To deal with troublesome Fairy types, swap Rock Tomb for Poison Jab or Iron Head.
Send it in as a lead or after a teammate faints,
Focus Sash ensures action turns while Swords Dance sets up — a physical sweeper. Against faster foes, use Rock Tomb to drop their Speed and pivot, or break through yourself.
Pokémon with multi-hit moves that bypass Focus Sash
Focus Sash resists single big hits, but multi-hit moves bypass it and can knock you out. In particular, Pokémon with Ice-type multi-hit moves like Icicle Spear or Triple Axel — which hit Garchomp's 4× weakness — are hard counters.
Example Pokémon with Ice-type multi-hit moves
Stealth Rock & Spikes
A lead build that invests in physical bulk to chip down the opponent with Stealth Rock and Spikes.
Garchomp
| HP | 215 | 32 | |
|---|---|---|---|
| Atk | 150 | - | |
| Def↑ | 154 | 25 | |
| SpA↓ | 90 | - | |
| SpD | 105 | - | |
| Spe | 131 | 9 |
Specialized HP and Defense investment to boost physical bulk, Stealth Rock and Dragon Tail combine for chip damage — a lead Garchomp build.
Sitrus Berry tanks physical attacks while Rough Skin chips down opponents, setting up a favorable field — a viable role.
Lead or face physical attackers to set hazards, Stealth Rock supports later aces in finishing the opponent. With high bulk as a shield, Dragon Tail forces switches, gradually chipping down the entire opposing team — its role.
High-power special attackers
Sitrus BerryThis Garchomp build is weak to high-power special moves like Ice or Fairy that hit weaknesses can KO in one shot. Use teammates to absorb or carefully time the lead.
Example Threats
Choice Scarf Attacker
A Choice Scarf build that boosts Speed to outspeed even Greninja and Dragapult.
Garchomp
| HP | 185 | 2 | |
|---|---|---|---|
| Atk | 182 | 32 | |
| Def | 115 | - | |
| SpA↓ | 90 | - | |
| SpD | 105 | - | |
| Spe↑ | 169 | 32 |
Max Attack and Speed investment,
Choice Scarf is held to lock down fast Pokémon from above — a Garchomp build. Its high Attack delivers STAB Outrage and Earthquake to pressure the opposing field.
Stone Edge slot can be freely swapped
Stone Edge for Rock Tomb and Rock Slide is fine. All options have shaky accuracy, so use carefully. Also, Poison Jab is recommended for Fairy coverage.
Choice Scarf flips the Speed tier, handling opposing setup sweepers and fast attackers from above — a stopper role.Iron Head and Stone Edge and broad coverage, plus the ability Rough Skin inflicts chip damage on contact.
High-bulk physical walls
Garchomp struggles against high-bulk physical walls. Even with Scarf, they can tank hits and disrupt the field, so coordinate with teammates to handle them.
Example Threats
Scale Shot Physical Attacker
A physical attacker build that compensates for the Speed drop from Mega Evolution by attacking while raising Speed with Scale Shot.
Mega Garchomp
| HP | 185 | 2 | |
|---|---|---|---|
| Atk | 222 | 32 | |
| Def | 135 | - | |
| SpA↓ | 126 | - | |
| SpD | 115 | - | |
| Spe↑ | 158 | 32 |
A Mega Garchomp build that maxes Attack and Speed and uses a move that raises Speed while attacking, compensating for the Speed drop from Mega Evolution. Boosting the lowered Speed allows pressing high physical firepower from above — a viable playstyle.
Sub-weapons are swap candidates
The Iron Head slot is a swap candidate. Pick types your team lacks or types that hit common Pokémon's weaknesses for the move.
After boosting Speed, it works as an ace, pressuring the entire opposing team with STAB attacks from 170 Attack. Against its Fairy and Ice weaknesses, it carries an effective Steel move, so it can trade with a wide range of opponents.
High physical bulk Pokémon
This Mega Garchomp fights physically, so high physical bulk Pokémon are tough. In particular, those with the ability "Intimidate" Pokémon can drop its key strength — Attack, so be careful.
Example Threats
Doubles AS White Herb
A Doubles-oriented build that uses White Herb to reset the Attack drop from Intimidate.
Garchomp
| HP | 183 | - | |
|---|---|---|---|
| Atk | 182 | 32 | |
| Def | 117 | 2 | |
| SpA↓ | 90 | - | |
| SpD | 105 | - | |
| Spe↑ | 169 | 32 |
Investing in Attack and Speed, blocking stat drops from abilities and moves with
White Herb — a physical attacker Garchomp build. Earthquake and Rock Slide are powerful spread moves in Doubles, used to pressure the entire opposing field.
Earthquake competes with Stomping Tantrum
Earthquake is Stomping Tantrum a choice.Earthquake is a powerful 2-target move but also hits your partner. Without a Flying-type or the ability Levitate on the team, it's hard to prevent friendly fire, so Stomping Tantrum is recommended.
Leveraging high Speed and Attack to damage multiple opponents — its role. White Herb negates the firepower drop from Intimidate etc., and Protect can block focused attacks.
Ice-type Pokémon
Garchomp struggles against Ice-type Pokémon. Ice-type moves hit its 4× weakness, so even high-stat Garchomp can be KO'd in one hit. When facing an Ice-type, use Protect to avoid the hit, or Rock Slide to hit weaknesses and aim for flinch.
Example Threats
Type
Category
Target
Properties
58 / 58
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Thrash | Normal | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Fire Fang | Fire | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of burning the target and a 10% chance of making the target flinch. |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance of burning the target. | |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Liquidation | Water | Phys | 85 | 100 | 12 | Contact | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Surf | Water | Spec | 90 | 100 | 16 | All | This move’s power is doubled against targets that have the Submerged status. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder Fang | Electric | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Power Gem | Rock | Spec | 80 | 100 | 20 | 1 Foe | A regular attacking move. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Poison Jab | Poison | Phys | 80 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Sand Tomb | Ground | Phys | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Earth Power | Ground | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Scorching Sands | Ground | Spec | 70 | 100 | 12 | 1 Foe | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Spikes | Ground | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Spikes status. | |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Dragon Rush | Dragon | Phys | 100 | 75 | 12 | Contact | 1 Foe | Has a 20% chance of making the target flinch. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Dragon Claw | Dragon | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | A regular attacking move. |
| Breaking Swipe | Dragon | Phys | 60 | 100 | 16 | Contact | All Foes | Lowers targets’ Attack stats by 1 stage. |
| Dragon Tail | Dragon | Phys | 60 | 90 | 12 | Contact | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Scale Shot | Dragon | Phys | 25 | 90 | 20 | 1 Foe | The user attacks 2 to 5 times in a row. This move lowers the user’s Defense stat by 1 stage and boosts its Speed stat by 1 stage. | |
| Draco Meteor | Dragon | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Dragon Cheer | Dragon | Stat | - | - | 16 | Sound | Ally | Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |