Guts: Raises Attack if inflicted with a status problem.
No Guard: Accuracy modifiers are ignored from attacks from and against this Pokemon. Allows attacks to hit through Bounce, Fly, Dig and Dive.
Substitute Bullet Punch Payback Dynamicpunch
188 HP / 252 Atk / 68 Sp Def
With respectible defenses and a 100% accurate STAB attack that causes confusion all the time, Machoke is a very powerful force in NFE. Substitute is used on a switch on something that can't easily damage Machoke to give it assurance that the foe's switch-in can be confused through the use of Dynamicpunch. Dynamicpunch is the main attack of this set, while Payback accommodates for Machoke's low Speed, and has passable coverage alongside Dynamicpunch. It also covers Haunter and Misdreavus, who are immune to Dynamicpunch. Bullet Punch is mainly for Sneasel and Kadabra, while giving Machoke a finishing move for times that Dynamicpunch falls short of a KO or 2HKO, although it should be noted that Bullet Punch in itself does surprisingly low damage. It only muscles around 50% - 60% against most variants of Sneasel, and does between 44% - 52% to Kadabra. Still, it's Machoke's best priority attack answer, and works well as a finishing move.
Attack is maximized to give Bullet Punch and Dynamicpunch the best overall attacking power, as Bullet Punch in itself, as described before, is relatively weak when one factors in no STAB, and only 40 base power. The remaining EVs are delegated to maximize Machoke's defenses to aid it in its tanking potential.
Rest Sleep Talk Payback Dynamicpunch
196 HP / 252 Atk / 4 Def / 56 Sp Def
While stall is somewhat harder to pull off in NFE, Machoke's defenses and access to a very powerful attack, once again Dynamicpunch, makes it a powerful force with the right support. It's best to cripple the foe before attempting Rest, or attempting to cause a switch-out in fear of Dynamicpunch before attempting Rest to allow Machoke an unscathed recovery with Rest. Dynamicpunch's confusion effect in itself works well for this in some cases, but paralysis support makes this especially effective. Dynamicpunch and Payback together provide passable type coverage, only being resisted by Croagunk, who isn't a common sight in OU NFE.
Ice Punch Earthquake Bullet Punch / Rock Slide Dynamicpunch
252 Atk / 252 Spd / 4 Sp Def
Machoke's biggest issue is its low Speed, and Bullet Punch's low base power hardly makes up for it. This set attempts to remedy Machoke's Speed issue, putting it at a Speed of 310, which is enough to outspeed a neutral-natured, 252 Speed Kadabra and Electabuzz. Dynamicpunch is still Machoke's main attack, while Earthquake and Ice Punch hit many NFEs for super-effective damage if one can switch Machoke in at an opportune time. The third moveslot is mainly filler because of Machoke's already passable coverage factor with its other three attacks. Bullet Punch seems like an odd choice, but aids in attacking Sneasel and Scarf Cranidos, who continue to be able to outspeed Machoke. Rock Slide is an alternative to cover Flying-types and Fire-types simultaneously, which is notable on a Choice set because of the fact that only one attack may be used.
Payapa Berry / Leftovers / Lum Berry
214 HP / 252 Atk / 44 Spd
LeadChoke is quite similar to LeadChamp in OU, but it has a different item, which can really be put into good use here.
LeadChoke is designed to be able to take down every lead in OU, from Gligar to Sneasel. It wins versus every one except 1 or 2 depending on what item you choose to use; lead Golbat
is this set's only true setback. Payapa Berry gives it the ability to beat Kadabra leads with little threat, KOing with Payback + Bullet Punch, or even Ice Punch + Bullet Punch for
that manner. Leftovers give it a ability to heal, which is a great bonus as it can take about 40% on average when facing things like Sneasel and Marshtomp, but Lum Berry is also
an option in case Machoke is faced with a lead Roselia, Haunter or Drifloon.
The EVS give it max attacking power and allow it to outpace a 0 Speed Metang, who can beat Machoke due to carrying Explosion. The rest are put into HP to give it bulk so it can take hits easier.
Machoke works very well on NFE stall teams with its respecitble defenses, and its 100% accurate STAB Dynamicpunch, which sets back even foes that resist it with its confusion issue. Machoke works especially well with paralysis support to create a ParaFusion combo along with its Dynamicpunch. Psychic-types work well alongside Machoke, being weak to Dark-type attacks, and resistant to rivaling Psychic attacks. Drowzee works well, as it can learn Thunder Wave that can compliment Machoke's Dynamicpunch if one can keep the foe's Pokemon in on the combination. Murkrow cannot take many hits, but can switch into a Kadabra's Psychic attack, and KO with Sucker Punch or use Pursuit if Kadabra attempts to switch out. Murkrow also works well with the lead set in that it can be given Insomnia, giving the user an easy switch-out if Lum Berry is not the chosen item. Slowpoke also learns Thunder Wave, and can switch into a Psychic attack, but is rather slow, and usually suffers a second attack before being able to attack itself, which can mean death in NFE. Sneasel works somewhat well to attract Kadabra, Machoke's main counter, but doesn't have a particular weakness that Machoke could switch into.
Machoke absolutely hates burns, making Fire-types useful switch-ins. Duskull, Kirlia, Misdreavus and Charmeleon are the most common Will-O-Wisp users, making one's own Fire-type a good option. Houndour generally is best used in UU NFE, but with immunity to both Psychic and Will-O-Wisp, and possibly a Choice Scarf, it could work in OU NFE as well alongside Machoke.
Kadabra is Machoke's main counter if it hasn't been weakened previously, as Bullet Punch is a 2HKO, and can hit Machoke with Psychic. Misdreavus is immune to Dynamicpunch, and can hit Machoke with a STAB Shadow Ball, although it must beware of Payback. Haunter can switch into Dynamicpunch, is 2HKOed by Bullet Punch,
and can threaten Machoke with Psychic.
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