Quoted By:
>Garchomp
>Dragon/Ground
>108/130/95/80/102
>Standard Moveset:
>Earthquake
>Slash/Rock Slide
>Hyper Beam/Rock Slide
>Surf/Flamethrower/Swords Dance
Garchomp is an absolute beast, even in Gen I, and is everything Dragonite wishes it could be. High speed gives it a near 20% chance to crit, 130 base attack makes attacks hurt like hell, and it carries the coveted Ground/Rock coverage. Earthquake is there as its STAB of choice, and can take a massive chunk out of anything that doesn't resist it. The choice between Slash and Rock Slide really comes down to personal choice, as they both do more or less the same thing in allowing Garchomp to threaten out flying types, with Slash being more consistent but Rock Slide having more potential to turn a game around. Hyper Beam is optional as a finisher, but it typically does the same amount of damage as Earthquake anyway. Last slot is up to preference. Surf gives a guaranteed kill on Golem, but Flamethrower is usually preferred over it for hitting Exeggutor. Swords Dance is also an option for sets that choose to forgo Slash, and can allow Garchomp to be an incredible sweeper.
Cloyster is probably the best counter Garchomp has, coming in on any of its moves and one shotting it with Blizzard as long as it doesn't get two crits in a row on it. Starmie can also counter it, coming in on any non-crit move and outspeeding next turn, most likely ohko'ing it with Blizzard. Slowbros that carry Ice Beam can also give Garchomp a ton of trouble, getting the ohko outright if it was allowed to set up an amnesia, while Garchomp can't ohko it in turn. As well, paralysis can end Garchomp's hopes of sweeping, meaning it doesn't want to switch in on Body Slam. It's inability to inflict paralysis itself means that it would rather avoid facing Tauros 1v1, unless it had the opportunity to set up first.
That said, Garchomp would easily be one of the most threatening mons in Gen I OU, and would no doubt shape the meta around it.