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Machamp
Oracle Text
Ability No Guard: As long as Machamp is your Active Pokémon, each of Machamp's attacks does 60 more damage to the Active Pokémon (before applying Weakness and Resistance) and any damage done to Machamp by your opponent's Pokémon is increased by 60 (after applying Weakness and Resistance).
Attack Strong-Willed (20): During your opponent's next turn, if Machamp would be Knocked Out by damage from an attack, flip a coin. If heads, Machamp is not Knocked Out and its remaining HP becomes 10 instead.
Card Details
Set
Character Background
Machamp from Base Set is a classic Fighting Stage 2 that rewards a straightforward tempo plan: force trades, punish contact, and keep pressure on the opponent while you swing for 60 with Seismic Toss. Its Ability Strikes Back is especially nasty in the early game, because even if Machamp gets knocked out, it can still chip the attacker for 10 damage, making every hit against it less efficient and often setting up later knockouts. Since the power shuts off while Machamp is Asleep, Confused, or Paralyzed, deckbuilding should prioritize status protection and mobility, such as switching effects or cards that keep it active and attacking. Pair it with Energy acceleration and sturdy basic Fighting Pokémon to bridge the Stage 2 setup, then use Machamp as a durable midgame closer. The lore fits its image perfectly: a disciplined bruiser that turns every blow into a counterpunch, ideal for players who like honest, board-fighting aggression with a touch of control.
Generated using gpt-5.4-mini
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Character Background
Machamp from Base Set is a classic Fighting Stage 2 that rewards a straightforward tempo plan: force trades, punish contact, and keep pressure on the opponent while you swing for 60 with Seismic Toss. Its Ability Strikes Back is especially nasty in the early game, because even if Machamp gets knocked out, it can still chip the attacker for 10 damage, making every hit against it less efficient and often setting up later knockouts. Since the power shuts off while Machamp is Asleep, Confused, or Paralyzed, deckbuilding should prioritize status protection and mobility, such as switching effects or cards that keep it active and attacking. Pair it with Energy acceleration and sturdy basic Fighting Pokémon to bridge the Stage 2 setup, then use Machamp as a durable midgame closer. The lore fits its image perfectly: a disciplined bruiser that turns every blow into a counterpunch, ideal for players who like honest, board-fighting aggression with a touch of control.
Generated using gpt-5.4-mini · Updated at 2026-08-08 19:10:46 UTC
