Garchomp
Battling Style: Power
Hit Points: 660
Unlocked: At Beginning of Game
Stance Features: In Its Low-Stance, It Will Regenerate Synergy.
Costume/Sprit Color Variants:
Standard Fighting Attacks:
Grab Attack - Grab Move - Usable In All Phases - Y + B - Overcomes Blocks - 80 Maximum Damage
Counter Attack - Counter Move - Usable In All Phases - X + A - Cancelled By Pad + R - 60 Maximum Damage
Charged Counter Attack - Counter Move - Usable In All Phases - X + Hold A - Breaks Counters - 90 Maximum Damage
Charged Strong Attack - Normal Move - Usable In All Phases - Charge, Release X - Best On Airbone Opponents, Can be Activated In Midair - 150 Maximum Damage
Nosedive - Damageless Move - Usable In All Phases - Midair + R - Drops Downward - 0 Damage
Combo #1 - Normal Move - Usable In Field Phases - Y, Y - Phase Shift - 94 Maximum Damage
Range Attack - Normal Move - Usable In Field Phases - Y - Cancelled By Pokemon Attack, Stops Opponents - 30 Maximum Damage
Combo #2 - Normal Move - Usable In Field Phases - Side + Y, Y - No Additional Features - 82 Maximum Damage
Side Range Attack - Normal Move - Usable In All Field Phases - Side + Y - Cancelled By Pokemon Attack - 54 Maximum Damage
Charged Side Range Attack - Normal Move - Usable In All Field Phases - Side + Hold Y - Stops Opponent - 80 Maximum Damage
Forward Range Attack - Normal Move - Usable In All Field Phases - Forward + Y - Phase Shift - 60 Maximum Damage
Backward Range Attack - Normal Move - Usable In All Field Phases - Backward + Y - Works Best Against Grab Attacks - 80 Maximum Damage
Charged Backward Range Attack - Normal Move - Usable In All Field Phases - Backward + Hold Y - Breaks Counter - 100 Maximum Damage
Jump Range Attack - Normal Move - Usable In All Field Phases - Midair + Y - Pad Left / Right To Change Trajectory - 30 Maximum Damage
Charged Jump Range Attack - Normal Move - Usable In All Field Phases - Midair + Hold Y - Pad Left / Right To Change Trajectory - 40 Maximum Damage
Homing Attack - Normal Move - Usable In All Field Phases - X, X - Cancelled By R / B - 112 Maximum Damage
Charged Homing Attack - Normal Move - Usable In All Field Phases - X, Hold X - Breaks Counters & Guards - 160 Maximum Damage
Jump Attack - Normal Move - Usable In All Field Phases - Midair + X - Phase Shift - 100 Maximum Damage
High Stance - Damageless Move - Usable In All Duel Phases - Hold Up - Resist Stun From Low Attacks, Counter Attacks After Resisting Close Range Ones - 0 Damage
Combo #3 - Normal Move - Usable In All Duel Phases - Y, Y, Y, Y - No Additional Features - 137 Maximum Damage
Weak Attack - Normal Move - Usable In All Duel Phases - Y, Y, Y - Cancelled By Pokemon Attack - 89 Maximum Damage
Forward Weak Attack - Normal Move - Usable In All Duel Phases - Forward + Y, Y - Pad Forward + Y, Hold Y To Go Into Running Stance - 120 Maximum Damage
Backward Weak Attack - Normal Move - Usable In All Duel Phases - Backward + Y - No Additional Features - 60 Maximum Damage
High-Stance Weak Attack - Normal Move - Usable In All Duel Phases - Up + Y - Best On Airbone Opponents - 50 Maximum Damage
Low-Stance Weak Attack - Normal Move - Usable In All Duel Phases - Down + Y - No Additional Features - 30 Maximum Damage
Combo #4 - Normal Move - Useable In All Duel Phases - Midair + Y, Y - No Additional Features - 150 Maximum Damage
Midair Weak Attack - Normal Move - Usable In All Duel Phases - Midair + Y - Cancelled By Pokemon Attack / Nosedive - 30 Maximum Damage
Strong Attack Follow-Up Midair Weak Attack - Normal Move - Usable In All Duel Phases - Midair + Y, X - No Additional Features - 63 Maximum Damage
Strong Attack - Normal Move - Usable In All Duel Phases - X - No Additional Features - 110 Maximum Damage
Backward Strong Attack - Normal Move - Usable In All Duel Phases - Backward + X - No Additional Features - 60 Maximum Damage
High-Stance Strong Attack - Normal Move - Usable In All Duel Phases - Up + X - Best Used On Grab Attacks - 100 Maximum Damage
Low-Stance Strong Attack - Normal Move - Usable In All Duel Phases - Down + X - Knocks Down Opponent - 94 Maximum Damage
Midair Strong Attack - Normal Move - Usable In All Duel Phases - Midair + X - No Additional Features - 60 Maximum Damage
Pokemon Attacks:
Dragon Claw - Normal Move - Useable In All Phases - A - Creates Opening, Hold A In Duel Phase To Go Into Running Stance - 80 Maximum Damage
Dig - Normal Move - Useable In All Phases - Forward + A - Invincible When Submerged, Attack With X / Y - 120 Maximum Damage
Cancel Dig - Damageless Move - Useable In All Phases - R During Dig - No Additional Features - 0 Damage
Jump Dig - Damageless Move - Useable In All Phases - B During Dig - Can Become Midair Attack - 0 Damage
Standby Stone Edge - Counter Move - Useable In All Phases - Backward + A - Counter - 0 Damage
Stone Edge - Counter Move - Useable In All Phases - Counter's Opponent During Stone Edge - Hold To Charge, Increases Synergy, Breaks Counters, Powers Up Critical Hits - 136 Maximum Damage
Earthquake - Normal Move - Useable In All Phases - Midair + A - No Additional Features - 120 Maximum Damage
Dragon Rush - Normal Move - Useable In Duel Phases - Up + A - Cancelled By R, Increases Critical hits & Synergy, Best Against Grab Attacks - 80 Maximum Damage
Dig Dragon Rush - Normal Move - Useable In Duel Phases - Up + Hold A - Invincible When Submerged Underground, Attack With X / Y - 120 Maximum Damage
Sand Tomb - Grab Move - Useable In Duel Phases - Down + A - R To Become Running Stance, Increases Critical Hits & Synergy - 64 Maximum Damage
Charged Sand Tomb - Grab Move - Useable In Duel Phases - Down + Hold A - Grabs Opponents On Ground & Midair - 82 Maximum Damage
Running-Stance Only Attacks:
Running Stance - Damageless Move - Useable In All Phases - Hold Forward During Forward Dash OR Forward + Forward + Forward - Increases Synergy, Cancelled By Pokemon Attack - 0 Damage
Cancel Running Stance - Damageless Move - Useable In All Phases - R During Running Stance - No Additional Features - 0 Damage
Jump Running Stance - Damageless Move - Useable In All Phases - B During Running Stance - No Additional Features - 0 Damage
Weak Attack Running Stance - Normal Move - Useable In All Phases - Y, Y During Running Stance - Y, Hold Y To Become Running Stance - 120 Maximum Damage
Strong Attack Running Stance - Normal Move - Useable In All Phases - X During Running Stance - Creates Opening - 80 Maximum Damage
Charged Strong Attack Running Stance - Normal Move - Useable In All Phases - Charge, Release X During Running Stance - No Additional Features - 80 Maximum Damage
Synergy Burst Form (Maximum Synerygy + L+R):
Burst Attack:
Outrage Smasher - Normal Move - Useable In All Phases - L + R In Synergy Burst Form - Breaks Counters, Resists Hit Stuns, Guard Break, Recoil Damage If Missed - 258 Maximum Damage