Garchomp

Garchomp

Rank #6DragonGround

HP
183
Atk
150
Def
115
SpA
100
SpD
105
Spe
122
Total775

Usage Format

Garchomp Abilities

All Garchomp Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
GarchompGarchomp
DragonGround18315011510010512277595
Mega GarchompMega GarchompDragonGround18319013514011511287595
Mega Garchomp ZMega Garchomp ZDragon18315010516110517187599

Garchomp Type Effectiveness

Weak to

Ice4×Dragon2×Fairy2×

Resistant to

Poison½×Rock½×Fire½×

Immune to

Electric0×

Damaged normally by

Normal1×Fighting1×Flying1×Ground1×Bug1×Ghost1×Steel1×Water1×Grass1×Psychic1×Dark1×

Garchomp Moves

Usage Move Type Category Target Power Acc PP Prio Description
80.8%ProtectNormalStatusSelf—∞8+4The 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.
42.9%Power GemRockSpecialSingle80100200—
39.1%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
37.8%Dragon ClawDragonPhysicalSingle80100160—
37.1%EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
31.8%Earth PowerGroundSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
27.4%Dragon PulseDragonSpecialSingle85100120—
26.8%FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
25.9%Draco MeteorDragonSpecialSingle1309080Lowers the user’s Sp. Atk stat by 2 stages.
20.1%Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—Swords DanceNormalStatusSelf—∞200Boosts the user’s Attack stat by 2 stages.
—Body SlamNormalPhysicalSingle85100160Has 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.
—ThrashNormalPhysicalRandom120100120The user gains the Rampaging status.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—BiteDarkPhysicalSingle60100200Has a 30% chance of making the target flinch.
—SurfWaterSpecialAll90100160This move’s power is doubled against targets that have the Submerged status.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—Fire BlastFireSpecialSingle1108580Has a 10% chance of burning the target.
—RestPsychicStatusSelf—∞80Fully 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.
—SlashNormalPhysicalSingle80100200This move has a 1-stage Critical-Hit Ratio Boost.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—SpikesGroundStatusFoe Side—∞200Gives the opponent’s side the Spikes status.
—OutrageDragonPhysicalRandom120100120The user gains the Rampaging status.
—SandstormRockStatusField—∞80Summons a sandstorm for 5 turns.
—EndureNormalStatusSelf—∞12+4During 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.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—TwisterDragonSpecialAll Foes40100200—
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—FacadeNormalPhysicalSingle70100200This 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.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Sand TombGroundPhysicalSingle3585160Gives the target the Bound status.
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Poison JabPoisonPhysicalSingle80100200Has a 30% chance of poisoning the target.
—Dragon RushDragonPhysicalSingle10075120Has 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.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Shadow ClawGhostPhysicalSingle70100160This move has a 1-stage Critical-Hit Ratio Boost.
—Thunder FangElectricPhysicalSingle6595160Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
—Fire FangFirePhysicalSingle6595160Has a 10% chance of burning the target and a 10% chance of making the target flinch.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—Stealth RockRockStatusFoe Side—∞200Gives the opponent’s side the Stealth Rock status.
—RoundNormalSpecialSingle60100160If multiple Pokemon 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.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Dragon TailDragonPhysicalSingle609012-6If there are other Pokemon 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 Pokemon at random.
—Brutal SwingDarkPhysicalAll60100200—
—LiquidationWaterPhysicalSingle85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—Breaking SwipeDragonPhysicalAll Foes60100160Lowers targets’ Attack stats by 1 stage.
—Scale ShotDragonPhysicalSingle2590200The 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.
—Scorching SandsGroundSpecialSingle70100120Has a 30% chance of burning the target. Cures the user and target of being frozen.
—Dragon CheerDragonStatusAlly—∞160Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.