Believe it or not, I believe that Bulky Garchomp is actually regaining a decent amount of relevance in the metagame.
The sole reason I believe this is that its a superior check to Mega Scizor and it functions as a feasible Rock resist that a large amount of teams take for granted. However, offensive sets are still king in the current metagame as defensive Landorus-T still reigns as the best defensive Ground-type currently.
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Fire Fang / Aqua Tail
This is usually the Garchomp set I use these days since it pairs very well with other offensive Stealth Rock setters. Fire Fang is a pretty great move overall in it since it directly pressures Mega Scizor, Ferrothorn, and Skarmory a lot more especially Skarm. Aqua Tail is something I've fiddled with since its not too shabby when you're looking to weaken defensive Landorus for the main wincon.
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Earthquake
- Hidden Power [Ice]
- Stone Edge
This is actually a pretty set that's appreciates Garchomp's ability to lure in certain mons such as the aforementioned Landorus-T and weaken them through the appropriate coverage move. It also capitalizes on the fact that Dragon STAB isn't necessary at all Garchomp sets. Made by AM I think.
Garchomp @ Salac Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Endure / Substitute
- Sword Dance
Salac Berry Garchomp is really starting to become a standard set actually. It's a pretty fun and effective set that allows it to clean very effectively and terrorize offense teams. The choice between Substitute and Endure depends upon whether you care if you could be crippled by status and shit down by Intimidate or not. All in all its a pretty nice set overall.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Swords Dance
Swords Dance Tankchomp is something I've used a lot lately when i do get around to using this variant. It solves the issue with its dreaded passivity and functions very similarly to SD Defensive Landorus-T. Obviously the lack of Fire Blast leaves it prone to things like Mega Scizor, but residual damage and a boosted hit actually does a number on them. As i said before its a Rock resist and many teams that forgo one get heavily pressured by Terrakion. I'm guilty as well since it happens a lot.
Am I the only one who doesn't /really/ sweat Volcanion when building? It's Specs set is good and all, but it's not that huge of a constraint when team building, not like I initially thought. Maybe it's due to the fact that most of the time I'm using offense that doesn't mind losing 1 partner since the other 5 can, in some shape or form, deal with Volcanion. Not to mention that a lot of player like myself just slaps on a Roost Latios and call it a day since it checks it well enough.
Finally, I've also noticed how hazard removal is becoming near nonexistent these days unless you're specifically using something that needs it such as Mega Pinsir or Talonflame. Defog Latios or Latias is honestly underwhelming these days since it just leaves you so vulnerable to Pursuit ot making a Bisharp user's day. 3 Attacks + Roost is pretty much the best set it can run these days since Thunderbolt is pretty excellent and keeps Skarmory at bay, as a ton of builds are left at the mercy of Spikes since its just invited each and every time to just set them up. Surf is also swell since it does solid damage to Tyranitar and catches Heatran. Heal Block is also cool since denying recovery is always nice. I find myself using builds that include Thundurus, Volcanion, etc without hazard removal regardless of typing simply because hazard removal sucks and mandates a certain direction you have to take the team.
So what's something everyone else has noticed? And btw Mega Aerodactyl is actually good, you should try it.