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Cynthia & Garchomp

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Table of Contents

Analysis by Svidrigailov
Other Forms

Trainer

Pokemon Info

Type Ground
Weak Vs Ice
Role Strike (Physical)
Base Potential
Gender Female

Pokemon Description

It flies at the speed of sound while searching for prey, and it has midair battles with Salamence as the two compete for food.

Table of Contents

Stats

5★
HP 108
ATK 22
DEF 12
Sp. ATK 13
Sp. DEF 10
Speed 21
HP 547
ATK 331
DEF 144
Sp. ATK 128
Sp. DEF 141
Speed 325
Bulk 600

Table of Contents

Pokemon Analysis

Overview

Garchomp is a hugely powerful Physical Striker and a strong contender for best Single-Player Striker in the game. Its sheer power, fairly rare typing, and powerful aoe attack give it the ability to be effective in Co-Op, but its reliance on supports for buffs to make full use of its moveset make it inconsistent and keep it out of the upper echelon of that format. Overall, Garchomp is a powerful choice for a Ground Type on a co-op player’s team but isn’t essential, and is an absolute must-have for anyone looking to focus on Single-Player.

Strengths

Earthquake

High power aoe moves are quite a powerful thing, and are extremely rare as well. Having one on a pair with an attack stat as formidable as Garchomp allows players to, with just a couple of buffs, knock out both of the opposing side pairs without sacrificing damage to the stage boss itself. In single player this is a nice benefit that allows you to focus the boss without worrying about anything else, but it really shines in Co-Op where side pairs are often massive threats. It’s so incredible in that format that it gives Garchomp a powerful niche in a wide variety of Ex Raids and Events by itself. 

Powerful Buffs

Between X Attack and the Speed/Critical Chance buff from “This Match Is Too Fun!”, Garchomp has access to all the buffs a Striker needs to deal massive damage. The one issue with this is that without outside support from a Dire Hit All or Sandstorm user it won’t be able to reach +3 (or 100%) Critical Chance. Regardless of this, X Atk combined with a still very high Critical Chance and its sizable base Attack allow it deal huge amounts of damage with very minimal setup.

Weaknesses

Suboptimal Single Target Damage

While Garchomp has some of the highest aoe damage potential in the game and is still capable of dishing it out to a single target, it just can’t compete with other powerful 5 Star pairs like  Solgaleo or Dragonite in terms of sheer dps. This keeps it out of the highest tier of co-op attackers since it is almost never an optimal choice for neutral Damage. 

Team Synergy

To get the most out of Garchomp, you’ll want to pair it with Dire Hit All users like Dusclops, Sandstorm setters like Acerola, and any support who can further increase Garchomp’s Attack and Speed (Oshawott being a great example of this). In co-op, Acerola’s Over Here! Already makes it a fairly powerful pair and using it as a sandstorm setter for Garchomp can greatly increase its consistency by allowing it to max its own Critical Chance.

Table of Contents

Moves

Type Ground
Category
Power
44 / 52
Accuracy 100
Target An opponent
Cost
Its power is doubled if the user’s previous move failed.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Sharply raises the user’s Attack.
Unlock Requirements
Unlocked by Default
Type Ground
Category
Power
100 / 120
Accuracy 100
Target All opponents
Cost
No additional effect.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Raises the user’s Speed and critical-hit rate. These stats are sharply raised when the user is in a sandstorm.
Unlock Requirements
Unlocked by Default

Sync Move

Type Ground
Category
Power
160 / 192
Accuracy -
Target An opponent
Effect Tag -

Become Mega Garchomp until the end of battle.

Passive Skills

Fast-Track 2

Has a moderate chance of raising the Pokémon’s Speed after it uses a move.

Sync Grid

Link to Sync Grid Planner Tool
Icon Bonus Sync Orb Cost Energy Cost Req Sync Level Grid Pos (X,Y)
Attack +5 5 0 (1,-1)
Attack +5 5 0 (-1,-1)
Attack +5 24 2 (-2,0)
Attack +5 24 2 (1,3)
Attack +5 24 2 (-3,1)
Attack +5 36 3 (2,6)
HP +10 5 0 (1,1)
HP +20 48 4 (-1,3)
HP +50 96 8 2 (-3,-9)
Speed +5 5 0 (0,2)
Speed +5 24 2 (2,0)
Speed +5 24 2 (3,-1)
Speed +10 48 4 2 (-2,-8)
Defense +5 5 0 (0,-2)
Defense +5 24 2 (-2,-4)
Defense +10 48 4 2 (-3,3)
Sp. Def +5 5 0 (-1,1)
Sp. Def +5 24 2 (-1,-5)
Sp. Def +10 48 4 (-3,-7)
Earthquake of Ancient Lore : Power +25 60 5 3 (0,-6)
Earthquake of Ancient Lore : Power +25 60 5 2 (-2,4)
Earthquake of Ancient Lore : Power +25 60 5 2 (2,-4)
Earthquake of Ancient Lore : Power +25 60 5 3 (0,6)
X Attack : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 (-3,-5)
Earthquake : Move Gauge Refresh 4 - Has a good chance of charging the user’s move gauge by one when a move is successful. 84 7 3 (2,-6)
Stomping Tantrum : Defense Crush 4 - Has a good chance of lowering the target’s Defense when an attack against it is successful. 84 7 3 (1,9)
Stomping Tantrum : Move Gauge Refresh 4 - Has a good chance of charging the user’s move gauge by one when a move is successful. 72 6 2 (2,8)
Slash : Critical Strike 3 - Powers up attacks if they become critical hits. 84 7 3 (2,10)
This Match Is Too Fun! : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 (-2,2)
This Match Is Too Fun! : Propulsion 3 - Has a moderately good chance of reducing the user’s sync move countdown by one when the user’s move is successful. 120 10 3 (-3,5)
Sand Shelter - Protects the Pokémon from damage from a sandstorm. 36 3 (-1,-3)
Sand Screen - Sp. Def increases 50% in a sandstorm. 84 7 (-2,-6)
Surging Sand 3 - Powers up moves in a sandstorm. 120 10 3 (-2,-10)
Sharp Entry 1 - Raises the user’s critical-hit rate when the Pokémon enters a battle. 120 10 3 (-2,6)
Ramming Speed - The more the user’s Speed has been raised, the more it powers up moves. 120 10 3 (3,-5)
Soothing Sand 1 - Restores the Pokémon’s HP whenever it takes an action during a sandstorm. 96 8 2 (-1,-7)
Sands of Time 2 - Quickly charges the move gauge in a sandstorm. 96 8 2 (-1,5)
Build Up - Ensures that the user’s next attack will be a critical hit after using a sync move. 96 8 3 (-1,-9)
Starting Node 0 0 (0,0)
Earthquake : Power +3 48 4 (1,-3)
Earthquake : Power +3 48 4 2 (3,-3)
Earthquake : Power +3 48 4 2 (1,-5)
Earthquake : Power +3 48 4 (2,-2)
Stomping Tantrum : Power +7 24 2 2 (1,7)
Stomping Tantrum : Power +7 24 2 (2,4)
Stomping Tantrum : Power +7 24 2 (1,5)
Slash : Power +8 24 2 (3,7)
Slash : Power +8 24 2 (3,5)
Slash : Power +8 24 2 2 (3,9)