NU Medicham

Metal Sonic

Resurgence
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uploaded by eternally

[OVERVIEW]

With a good offensive typing in Fighting / Psychic, a great ability in Pure Power, and an extremely powerful STAB High Jump Kick, Medicham stands out among NU's Fighting-types as the wallbreaker with the greatest damage output. Furthermore, access to strong coverage moves such as Thunder Punch and STAB Zen Headbutt allows Medicham to tackle many of the common Fighting-type checks in the NeverUsed tier, such as bulky Water-types like Jellicent and Slowbro as well as Poison-types like Garbodor and Qwilfish. Medicham's Speed, while not great, is good enough to allow it to function effectively as a hard-hitting Choice Scarf user, although wallbreaking sets fail to outpace foes with more than base 80 Speed. Medicham can further increase its damage potential with Bulk Up, allowing it to crush defensive behemoths with ease. However, poor defenses and a mediocre defensive typing make it difficult for Medicham to switch into attacks and easy to revenge kill. Furthermore, Medicham's STAB combination leaves it struggling against a variety of Ghost- and Psychic-types, specifically Spiritomb, Slowbro, and Uxie. The presence of Ghost-types in the tier sometimes makes it difficult for Medicham to spam High Jump Kick safely.

[SET]
name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Bulk Up
item: Life Orb / Electrium Z
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

High Jump Kick is Medicham's strongest and thus obligatory STAB attack; it threatens a 2HKO at worst on every Pokemon that does not resist it even without a boosting item and has enough raw power to OHKO the likes of Substitute + Bulk Up Braviary and offensive Druddigon. Zen Headbutt is a secondary STAB attack that defeats the Poison-types that resist High Jump Kick, such as Qwilfish, Garbodor, and Vileplume. Golbat also takes massive damage from Zen Headbutt and is likely to be OHKOed after Life Orb and Bulk Up. Thunder Punch heavily hurts the majority of Pokemon in the tier that resist High Jump Kick, usually Water-types like Jellicent, Slowbro, and Slowking, while also being able to hit Xatu, Sigilyph, and Spiritomb. It also threatens hefty damage on Vaporeon without risking using High Jump Kick against Protect. Bulk Up gives Medicham the ability to break past most of the foes that check it defensively, such as Slowbro, without being required to set up at all times (as compared to Gallade needing its Swords Dance boost) because of Medicham's immediate power. Alternatively, Bullet Punch is a great priority move that allows Medicham to eliminate weakened revenge killers, and it becomes extremely dangerous after the boosts from Pure Power and Life Orb. Fake Out can be used as an additional form of priority that is highly threatening to offensive teams.

Set Details
========

252 Attack and 252 Speed EVs with a Jolly nature give Medicham maximum damage output and Speed. A Jolly nature is preferred so that Medicham can utilize its decent Speed tier to outspeed and neutralize as many threats as possible, including Vanilluxe, Absol, and neutral-natured Klinklang and Skuntank, without giving them the chance to retaliate. Life Orb gives Medicham a massive power boost while allowing it to switch moves. Electrium Z allows Medicham to surprise and deal major damage to Slowbro as well as Slowking, at the same time bluffing a Choice set; unboosted Gigavolt Havoc can OHKO Slowking and threatens to OHKO Jellicent and Delphox after Stealth Rock damage, whereas +1 Gigavolt Havoc OHKOes Slowbro 75% of the time and easily wipes out Vaporeon and Golbat.

Usage Tips
========

Medicham's Pure Power- and Life Orb-boosted High Jump Kicks become devastatingly powerful attacks, being able to OHKO many Pokemon with neutral hits, including the likes of Machamp, Turtonator, and bulky Rhydon and Alolan Exeggutor after Stealth Rock damage. Furthermore, common defensive Fighting-type checks such as Jellicent, Slowbro, Slowking, Garbodor, Golbat, and Qwilfish are 2HKOed by the appropriate coverage move, although this means that the Medicham user has to put some effort into predicting their switch. Hence, the skilled use of Bulk Up or Gigavolt Havoc can dramatically turn the tides of a game in Medicham's favor. Nonetheless, Medicham is still walled by some threats, including Spiritomb, Uxie, Granbull, Aromatisse, and Gourgeist-XL, which must be identified during Team Preview and eliminated early so that Medicham can have an easier time punching holes in the opponent's team. In addition, one should avoid clicking High Jump Kick carelessly if a Ghost-type is spotted on the opponent's team during Team Preview. Medicham's mediocre bulk and defensive typing mean that it cannot switch into attacks easily, so care must be taken to pivot it in or allow it to enter the field safely.

Team Options
========

Physically bulky Ghost- and Psychic- types can switch in on Medicham and give it problems, so Ghost- and Dark-type teammates, preferably specially offensive, are recommended to take advantage of them. Houndoom and Mismagius are good examples of teammates that fit the bill—they can take advantage of the switch-ins and set up Nasty Plot. Fairy-types can be a nuisance as well, so Medicham should have partners that take advantage of them, such as Garbodor, Qwilfish, and Delphox. Garbodor and Qwilfish benefit Medicham by setting up Spikes as well as Toxic Spikes against the foe while passively removing Toxic Spikes from the user's field; Delphox can set up Calm Mind in the face of resisted Fairy-type attacks and threaten to sweep the opposing team. Meanwhile, offensive Pokemon that enjoy physical walls such as Steelix and Rhydon being broken down, such as Braviary, Drapion, Sneasel, and Virizion, appreciate Medicham's wallbreaking prowess and support. Braviary can further take advantage of this fact thanks to U-turn, which can safely pivot Medicham onto the field.

[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

High Jump Kick is Medicham's main STAB attack. Zen Headbutt is a secondary STAB attack that can take down the Poison-types that resist High Jump Kick, such as Vileplume and Garbodor. Thunder Punch deals major damage to common switch-ins that resist High Jump Kick, especially the likes of Xatu, Jellicent, Slowbro, and Slowking. It is also Medicham's best answer to Spiritomb. Trick allows Medicham to cripple defensive checks and counters, such as Vaporeon and Aromatisse, which commonly give Choice-locked Medicham issues with Protect.

Set Details
========

252 Attack and 252 Speed EVs with a Jolly nature give Medicham maximum damage output and Speed. An Adamant nature can be used if the additional power is preferred, as Medicham still outspeeds most of the unboosted metagame with an Adamant nature outside of Accelgor. Choice Scarf gives Medicham its much-needed Speed to outspeed a large majority of the tier.

Usage Tips
========

Medicham's powerful High Jump Kicks coming off its sky-high Attack will OHKO foes that do not have much bulk, including Sceptile, Virizion, and Emboar, even on neutral hits. However, Medicham should be wary of spamming High Jump Kick when the opponent has a Ghost-type on their team. Optimally, Ghost-types on the opponent's team should be eliminated before Medicham spams High Jump Kick. In a situation where the opponent has a healthy Ghost-type, it's safer to click a coverage move with less potential drawbacks. Using Medicham to force out or to revenge kill common threats that are weak to Fighting, including Steelix and Rhydon, is a great way for Medicham to inflict pressure on the opponent early-game. Using Trick on a defensive Pokemon is a great way to cripple them and to allow Medicham to sweep more easily later in the match, but take note that Trick fails on foes that are holding Z-Crystals, such as Normalium Z Granbull and Aromatisse and Waterium Z Slowbro.

Team Options
========

Teammates that can switch in on Ghost-types that attempt to hinder Medicham are necessary. Skuntank, and to some extent Braviary, can make great teammates that can beat Ghost-types easily thanks to their strong offensive presence while taking little from Ghost-type attacks. Medicham also appreciates bulky Psychic-types being removed from the field, so Dark- and Ghost-types such as Sneasel, Skuntank, Houndoom, and Mismagius make for good teammates. These Pokemon also grant additional offensive presence to the team and can aid in taking down the Ghost-types that are a thorn in Medicham's side. Furthermore, Sneasel and Drapion can use Pursuit to trap and KO these problematic enemies. Guzzlord is also a serviceable partner, since it handles most Ghost- and Psychic-types and lures Fairy-types and can remove them with Sludge Bomb. Poison-types such as Drapion and Garbodor are also good partners that can deal with the rare Fairy-types in the tier that resist High Jump Kick while appreciating Medicham's ability to pressure Rock-, Ground-, and Steel-types. Garbodor can also function as an additional Fighting-type switch-in for the team.

[STRATEGY COMMENTS]
Other Options
=============

A Choice Band set can be used, allowing Medicham to play a stronger role as an extremely deadly wallbreaker, but this is arguably overkill and needlessly riskier than Life Orb. Psychium Z allows Medicham to use Z-Trick, giving Medicham a major boost of Speed while allowing it to switch moves, making it a fearsome sweeper. Medicham can also use Shattered Psyche from Zen Headbutt if the Speed boost is not required in the game, making the set flexible. However, Z-Trick's Speed-boosting effect is only usable once, and thus it prompts Medicham to stay in once it is used, relegating it solely to late-game use, as well as slightly competing with Unburden Hitmonlee, which doesn't consume the Z-Crystal slot.

Checks and Counters
==============

**Psychic-types**: Bulky Psychic-types such as Uxie and Slowbro resist Medicham's STAB combination and can threaten it with crippling status. Other notable Psychic-types such as Delphox and Sigilyph, although lacking in bulk and unable to take multiple hits from Medicham, usually outspeed and threaten massive damage if not an outright KO while being able to soft check the Choice Scarf set. Mesprit is a notable obstacle for Medicham as well, having the bulk to stomach some hits while outdamaging Medicham.

**Fairy-types**: Bulky Fairy-types such as Aromatisse and Granbull can take multiple High Jump Kicks and can retaliate with super effective Fairy-type STAB attacks. Aromatisse can disrupt High Jump Kick spam with Protect, while Granbull has Intimidate to cripple Medicham with. Whimsicott also offensively checks Medicham, surviving a High Jump Kick or Bullet Punch to defeat Medicham with a Moonblast, but it cannot survive two High Jump Kicks.

**Ghost-types**: Ghost-types are immune to Medicham's High Jump Kick, making it risky to use, as Medicham suffers a heavy 50% recoil if they switch into it successfully. Spiritomb in particular is extremely problematic for Medicham, as it is immune to Medicham's STAB combination and can burn it with Will-O-Wisp. Mismagius and Rotom are also worth a mention as offensive checks that can outspeed and OHKO Medicham. Gourgeist-XL can cripple Medicham with Will-O-Wisp and also withstand a couple of Medicham's blows.

**Faster Offensive Pokemon and Priority Users**: Due to Medicham's mediocre bulk, faster Pokemon can easily revenge kill it, especially if Medicham is not running the Choice Scarf set. Accelgor can outspeed even Choice Scarf Medicham and deal heavy damage with Bug Buzz. Other faster Choice Scarf users including Delphox and Rotom-C can similarly inflict massive amounts of damage to Medicham while outspeeding it. Priority, to a lesser extent, can also pose a problem to weakened Medicham, though it resists Mach Punch.
 
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etern

is a Community Leaderis a Top Tiering Contributoris a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a defending SCL Championis a Former Smogon Metagame Tournament Circuit Champion
NU Leader
Overview:
- With a good offensive typing in Fighting / Psychic and an extremely powerful STAB High Jump Kick, as well as access to strong coverage moves in Thunder Punch, Ice Punch, and Bullet Punch, Medicham stands out among NU's Fighting types as a highly threatening wallbreaker.
  • All of our Fighting-types are threatening wallbreakers, be more specific as to how Medicham stands out, also give examples of which threats it can target with the coverage moves you've mentioned. (Remove Ice Punch since Medicham never uses that, and get rid of Bullet Punch since that isn't exactly powerful).
With Choice Scarf, Medicham can also play the role of a very dangerous revenge killer.
  • Rather than focusing on Choice Scarf, explain how its speed tier makes it a decent choice scarf user, and what threats it can outpace.
However, its Speed is not the best, rendering it outsped by many of the faster offensive Pokemon in the tier.
  • Talk about how the Choice Scarf set can be taken advantage of, while the LO set can be outpaced by many faster Pokemon (however access to priority in Bullet Punch can slightly alleviate this)
Weak defenses also make it difficult for Medicham to switch into attacks.
  • And a mediocre defensive typing.
Furthermore, Medicham's STAB combination is unable to hurt Spiritomb and Sableye, while the lack of access to Knock Off also makes Medicham easily checked by bulky Psychic-types.
  • Reword this to "Furthermore, Medicham's STAB combination leaves it struggling against a variety of Ghost- and Psychic-types; specifically, Sableye, Spiritomb, Slowbro, and Uxie."
The ubiquity of Ghost-types in the tier make it difficult for Medicham to spam High Jump Kick safely, especially with the penalty of losing fifty percent of its maximum health for every unsuccessful Kick.
  • No need to explain the drawbacks of HJK here, just assume knowledge of the reader.

Moves:
  • Give examples of some of the walls HJK can destroy
Set Details:
  • Choice Scarf lets it outspeed, not do damage, just remove that part so people dont get confused.
  • Also note that Medicham still outspeeds most of the unboosted metagame with an Adamant nature outside of Accelgor. In fact, I'd even consider slashing Adamant first, but I'll let some other QC members weigh in on that.
Usage Tips:
One way that Medicham can get past this is to use its high powered coverage moves on the switch to hurt those Ghost-types who attempt to block a High Jump Kick.
  • Medicham's coverage moves are actually quite weak, it's the raw power it possesses which lets it really deal damage. Just say that in a situation where the opponent has a healthy Ghost-type, it's safer to click a coverage move with less drawback.
In the late game, Medicham can easily clean the opponent's team, assuming that Ghost-types have been eliminated, by simply spamming High Jump Kick.
  • Remove this, you've already said it.
Team Options:
  • Give examples of these 2HKO's and OHKOs.
  • Add Poison-types as good partners that can deal with Fairy-types, act as an additional Fighting-type resist, and also note that they appreciate Medicham's ability to pressure Rock-, Ground-, and Steel-types.
Other Options:
  • Please get rid of Life Orb from here, this should be the main set, ahead of Choice Scarf.
Checks & Counters:
  • Merge Spiritomb and Sableye into the Ghost-type section, add Cofagrigus to this, and also add Mismagius as an offensive check.
  • You need to give clear examples in this section, just stating typings is too generic, what type of Bulky Psychic-types stop Medicham? Uxie, Slowbro, etc.
  • Add Accelgor to the "Faster Pokemon" section.

Please make sure that you add a Life Orb set, and make it the first one, ahead of Choice Scarf. Tweak the overview to put emphasis on this set. The set should be the following:

Medicham @ Life Orb
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Bullet Punch
- Thunder Punch

In general this is a little too vague and lacking detail atm, once you've added the Life Orb set and added in all of my changes, tag me and I'll take another look at this and QC check it. Keep it up, you're getting there.
 

etern

is a Community Leaderis a Top Tiering Contributoris a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a defending SCL Championis a Former Smogon Metagame Tournament Circuit Champion
NU Leader
Life Orb set:
  • Deslash Psycho Cut and just leave it in moves.
  • Make ThunderPunch the third move, deslash Fake Out and just have it mentioned in Moves.
Set Details:
  • Give some examples of Pokemon it can outspeed with a Jolly nature

Also dont forget to fix up the formatting from dashes to bullet points. Good, QC 1/3

Edit: Also since we banned Cofagrigus today, make sure to remove any mentions of it
 
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Kiyo

the cowboy kid
is a Forum Moderatoris a Top Tiering Contributoris a Top Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
i'd like to see something in the overview comparing and contrasting medicham and gallade, why should i use medicham over gallade

i'd like to see a usage tip about z moves blocking trick on the scarf set. a lot of the targets cham would look to trick (slowbro, aromatisse, granbull) have been commonly seen carrying z crystals these days

mention drapion and sneasel specifically because of pursuit, not just their dark typing. i'd also like to see a pursuit mention on the LO set too, but maybe thats just me.

z-trick in oo as +2 speed cham that switches moves is insane and having shattered psyche for ghosts is cool too

fairy types deserve a mention in C&C, granbull and aromatisse are both excellent switch ins and pack z-heal bell to block trick whimsicott takes an hjk or bp and revenges with moonblast

2/3
 

Metal Sonic

Resurgence
is a Tutor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Thank you! I have implemented the changes!

Never saw Z aromatisse before so I will abstain on adding that, but added slowbro and granbull :)
 

Disjunction

Everything I waste gets recycled
is a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
I'm going to start by saying that I think that the set should be this

[SET]
name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Bulk Up
item: Life Orb / Electrium Z
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

mention bp in moves but it's really not that great even on a pokemon with >400 some attack. bulk up actually gives medi the ability to break past most of the stuff that checks it defensively (slowbro) while not having to serve as the main function of the set (compared to gallade needing its +2) by doing so because of its immediate power.

anyways gonna offer more shit to change too


[OVERVIEW]

With a good offensive typing in Fighting / Psychic and an extremely powerful STAB High Jump Kick, Medicham stands out among NU's Fighting types the wallbreaker with the greatest damage output, thanks to Pure Power. Furthermore, access to strong coverage moves such as Thunder Punch and Zen Headbutt allow Medicham to tackle many of the common Fighting-type checks in the NeverUsed tier, such as bulky Water-types Jellicent and Slowbro, as well as Poison-types Garbodor and Qwilfish respectively. With Life Orb, Medicham becomes the tier's strongest unboosted wallbreaker, and can take advantage of its good coverage moves to defeat the tier's usual Fighting-type checks with ease. this is a fluff sentence Additionally, Medicham's decent Speed tier also allows it to be a formidable Choice Scarf user, outspeeding almost all unboosted Pokemon in the metagame including the likes of Sneasel and Sceptile, as well as Choice Scarf Emboar, and Scrafty after a Dragon Dance. In fact, Medicham has the same speed tier as Braviary, and therefore can speedtie with Choice Scarf Braviary. it's not like this is wrong, but you don't need to provide so much detail on what Medicham can outspeed. Outspeeding +1 Scrafty is not necessarily impressive and speed tying Scarf Braviary seems unnecessary to mention when anyone who scrolls over the Pokemon's icon on Showdown knows the two speed tie. Compared to Gallade, with a similar typing and speed tier as Medicham, Medicham has more power in its High Jump Kick as well as access to priority moves, letting it play a role as a hit-and-run wallbreaker. Meanwhile Gallade's access to Swords Dance makes it more suited for a setup sweeper and cleaner role. "Medicham has immediate power" should be your main point here Despite this, its Speed is not the best, rendering it outsped by many of the faster offensive Pokemon in the tier. The Choice Scarf set remains slower than Choice Scarf Hitmonlee as well as Lilligant after a Quiver Dance boost, while the Life Orb set can be outpaced by many faster Pokemon (though access to priority in Bullet Punch helps to alleviate this slightly). Weak defenses and a mediocre defensive typing also make it difficult for Medicham to switch into attacks and easy to revenge kill. Furthermore, Medicham's STAB combination leaves it struggling against a variety of Ghost- and Psychic-types; specifically, Sableye we unranked this remove it, Spiritomb, Slowbro, and Uxie. The ubiquity of Ghost-types in the tier make it difficult for Medicham to spam High Jump Kick safely.

mention bulk up

[SET]
name: Life Orb
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Bullet Punch
item: Life Orb
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
High Jump Kick boosted with Life Orb makes Medicham the strongest wallbreaker in the tier, allowing it to OHKO Rhydon and Steelix, a feat that almost all other unboosted physical attackers in the tier cannot achieve just say its Medicham's strongest STAB. you aren't using hjk because it ohkoes rhydon/steelix and only that. describe why you choose each move, don't fluff it up. Zen Headbutt is a secondary STAB that defeats the Poison-types that resist High Jump Kick, such as Qwilfish, Garbodor, and Vileplume. Psycho Cut can be used as a more accurate but slightly less powerful option not even worth mentioning. Bullet Punch is a great priority move that allows Medicham to eliminate weakened revenge killers, and becomes extremely dangerous after the boosts from Pure Power and Life Orb. Thunder Punch heavily hurts the majority of Water-types in the tier that resist High Jump Kick, in particular Jellicent, Slowbro, and Slowking tpunch's only targets are xatu, spiritomb, slowbro, and slowking everything else is handled by zen. It is also Medicham's best answer to Spiritomb. Fake Out can be used as an additional form of priority that is highly threatening to offensive teams.

make sure to update this with the updated set
Set Details
========
252 Attack and 252 Speed with a Jolly nature gives Medicham maximum damage output. A Jolly nature is preferred, so that Medicham utilize its decent Speed tier to outspeed and neutralize as many threats as possible, including Vanilluxe, Absol, as well as Neutral natured Klinklang and Skuntank, without the chance of them being able to retaliate. Life Orb gives Medicham a massive power boost, while allowing it to switch moves.

Usage Tips
========
Medicham's powerful High Jump Kicks boosted by Pure Power as well as Life Orb become devastating nukes, being able to OHKO many Pokemon with neutral hits, including the likes of Meloetta banned, Machamp, and specially defensive Seismitoad unmon, and 2HKOing anything else misleading fluff. Almost everything in the tier is OHKOed by a super effective High Jump Kick. more fluff Furthermore, common defensive Fighting-type checks such as Jellicent, Slowbro, Slowking, Garbodor, Golbat, and Qwilfish are 2HKOed by the appropriate coverage move, although this means that the Medicham user has to put some effort into predicting their switch-in. Nonetheless, Medicham is still walled by some threats, including Sableye unranked, Spiritomb, and Uxie, SLOWBRO who must be identified during Team Preview and eliminated early so that Medicham can have an easier time punching holes in the opponent's team. In addition, one should avoid clicking High Jump Kick carelessly if a Ghost-type is spotted on the opponent's team during Team Preview. Medicham's mediocre bulk and defensive typing means that it cannot switch into attacks easily, so care must be taken to pivot it in or allow it to enter the field safely.

Team Options
========
Physically bulky Ghost- and Psychic- types can switch in on Medicham and give it problems, so Ghost- and Dark-type teammates, preferably specially offensive, are recommended to take advantage of them. Houndoom and Mismagius are good examples of teammates that fit the bill -- they can take advantage of the switch-ins and set up Nasty Plot. Offensive Pokemon that enjoy physical walls such as Steelix and Rhydon being broken down, such as Braviary, Drapion, Sneasel, and Virizion, appreciate Medicham's wallbreaking prowess and support. Braviary can further take advantage of this fact thanks to U-turn, which can safely pivot Medicham into the field. As Medicham tends to force switches (if any can do so on the opponent's team), entry hazard support on Medicham's team is appreciated to further punish the opponent. Garbodor and Qwilfish can set up Spikes, and perhaps Toxic Spikes, on the opponent's field, while to remove Toxic Spikes on its own field which would further wear Life Orb Medicham down. They also appreciate the Rock-, Ground-, and Steel-types being removed from their opponent's team, to either deal more damage with their STAB attacks, or cripple them with Toxic. every pokemon appreciates hazard support from teammates. it's why stealth rock is considered a mandatory move on every team. also just about every pokemon appreciates having hazards removed from their side of the field (in this case tspikes.) mention teammates that help with medicham's weaknesses and if they come with hazards then you can make it a supplementary point, but saying "spikes and stealth rocks help a mon" isn't a good thing to add for TO nowadays.

[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
Although less powerful than the Life Orb set, High Jump Kick remains insanely powerful, landing the 2HKO on Rhydon, Steelix, and Vaporeon, while still heavily denting, if not outright OHKOing, anything that does not resist it. again, super fluffy. you just need to say you want hjk cause it's your main stab. Zen Headbutt is a secondary STAB that can take down the Poison-types that resist High Jump Kick, such as Vileplume and Garbodor. Thunder Punch is a great move for dealing damage to the majority of Water-types in the tier that resist High Jump Kick, in particular Jellicent, Slowbro, and Slowking. It is also Medicham's best answer to Spiritomb. try your absolute hardest to not just c/p earlier sections of your analysis please Trick allows Medicham to cripple defensive checks and counters, such as Vaporeon and Aromatisse, who commonly give choice-locked Medicham issues with their Protect.

Set Details
========
252 Attack and 252 Speed with a Jolly nature gives Medicham maximum damage output, while being able to speed tie with other Scarfed Base 80s, such as Scarfed Braviary.again, it's not as relevant mentioning what you speed tie with as opposed to what you outspeed. it's also confusing saying you outspeed these without mentioning scarf first. An Adamant nature can be used if the additional power is preferred, as Medicham still outspeeds most of the unboosted metagame with an Adamant nature outside of Accelgor. Choice Scarf gives Medicham its much needed Speed to outspeed a large majority of the tier.


Usage Tips
========
Medicham's powerful High Jump Kicks coming off its sky-high Attack will cause opponents without much bulk, including Sceptile, Virizion, and Emboar, to be OHKOed, even on neutral hits. Medicham should use this to its advantage. However, Medicham should be wary of spamming High Jump Kick when opponents have a Ghost-type in their team. Optimally, Ghost-types on the opponent's team should be eliminated before Medicham spams High Jump Kick. In a situation where the opponent has a healthy Ghost-type, it's safer to click a coverage move with less drawback. Using Medicham to force out, or to revenge kill common threats that are weak to Fighting in the tier, including Steelix and Rhydon, is a great way for Medicham to inflict pressure on the opponents early game. Using Trick on a defensive opponent may be a great way to cripple them and to allow Medicham to sweep more easily later in the match, but take note that Trick fails on opponents that are holding Z-Crystals; some opponents that may do so include Normalium Z Granbull as well as Waterium Z Slowbro.


Team Options
========
Teammates that can switch in on Ghost-types that attempt to hinder Medicham are necessary. Meloetta banned, Drapion, and to some extent Braviary can make for great teammates that can beat Ghost-types easily thanks to their strong offensive presence, while taking little from Ghost-type attacks. Medicham also appreciates bulky Psychic-types being removed from the field, therefore Dark- and Ghost-types such as Sneasel, Drapion, and Mismagius make for good teammates. These teammates also grant additional offensive presence to the team, and can aid in taking down the Ghost-types that are a thorn in Medicham's side. Furthermore, Sneasel and Drapion can use Pursuit to trap and kill these problematic enemies. Medicham appreciates entry hazards on the opponent's field, allowing 2HKOs on threats including Drapion, Meloetta, Samurott, and Machamp (with HJK) to turn into OHKOs, thus hazard setters like Steelix, Rhydon, Qwilfish and Garbodor make for good teammates. The former two can alleviate pressure caused by Scarf Braviary, which speed ties with Medicham and can deliver a painful Brave Bird, while the latter two can absorb Toxic Spikes which lessens Medicham's staying power. been over this in previous TO Poison-types such as Drapion and Garbodor are also good partners that can deal with the rare Fairy-types in the tier that resist High Jump Kick, while they appreciate Medicham's ability to pressure Rock-, Ground-, and Steel-types. Garbodor can also function as an additional Fighting-type resist for the team.

[STRATEGY COMMENTS]
Other Options
=============
A Choice Band set can also be used, allowing Medicham to play a stronger role as an extremely deadly wallbreaker. A Bulk Up set can be used on Medicham to boost its Attack to monstrous levels, while toughening its physical bulk, but Medicham's mediocre speed renders it vulnerable to being revenge killed easily. Holding a Psychium Z to allow Medicham to use Z-Trick, giving Medicham a major boost of Speed, while allowing it to switch moves, making it a fearsome sweeper. Alternatively, Medicham can use Shattered Psyche from Zen Headbutt if the speed boost is not required in the game, making the set flexible.

Checks and Counters
==============

order here should be psychics > fairies > ghosts > fastmons

**Ghost-types**: Ghost-types are immune to Medicham's High Jump Kick, making it risky to use as Medicham suffers a heavy 50% recoil if they switch into it successfully. Spiritomb and Sableye in particular are extremely problematic for Medicham, as they resist Medicham's STAB combination and can burn it with Will-O-Wisp. Mismagius is also worth a mention as an offensive check that can outspeed and OHKO Medicham.

**Bulky Psychic-types**: Bulky Psychic-types such as Uxie and Slowbro resist Medicham's STAB combination, and can hurt Medicham heavily because of Medicham's lacking bulk.

**Fairy-types**: Bulky Fairy-types such as Aromatisse and Granbull can take multiple High Jump Kicks and can retaliate with a super effective Moonblast. Aromatisse can disrupt High Jump Kick spam with Protect, while Granbull has Intimidate to cripple Medicham with. Whimsicott also offensively checks Medicham, surviving a High Jump Kick or Bullet Punch to defeat Medicham with a Moonblast, but it cannot survive two High Jump Kicks. listen to kiyo z-bell aroma is an actual set and it's good

**Faster Offensive Pokemon/Priority**: With Medicham's mediocre bulk, faster Pokemon can easily revenge kill it, especially if Medicham is not running the Choice Scarf set. Accelgor can outspeed even Choice Scarf Medicham, and deal heavy damage with Bug Buzz. Other faster Choice Scarf users including Drapion, Meloetta, Delphox, and Rotom, can similarly inflict massive amounts of damage to Medicham while outspeeding it. Priority, to a lesser extent, can also pose a problem to weakened Medicham, but it resists Mach Punch.
implement this for now. I'll come back with a second check after all of this
 

Metal Sonic

Resurgence
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I'm going to start by saying that I think that the set should be this

[SET]
name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Bulk Up
item: Life Orb / Electrium Z
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

mention bp in moves but it's really not that great even on a pokemon with >400 some attack. bulk up actually gives medi the ability to break past most of the stuff that checks it defensively (slowbro) while not having to serve as the main function of the set (compared to gallade needing its +2) by doing so because of its immediate power.

anyways gonna offer more shit to change too
implement this for now. I'll come back with a second check after all of this
Thank you very much for your long-awaited check, sir!

I have implemented all your suggested changes, except for the capitalized SLOWBRO in the "Wallbreaker" usage Tips, since it gets mulched by Thunder Punch.

Let me know if any more changes need to be made! :)
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
[OVERVIEW]
I wouldn't say Ghost-types are 'ubiquitous' right now, but mention that their presence makes it hard to Medicham to safely click High Jump Kick anyway. You may even bring up Gallade not having to worry about this risk with Close Combat when comparing it with Medicham.

[SET]
name: Wallbreaker
[SET COMMENTS]
Moves
========
- You may want to emphasize High Jump Kick's power, namely how it threatens a 2HKO at worst on every Pokemon that does not resist it even without a boosting item. You can drive this point further by listing examples, such as how High Jump Kick has enough raw power to OHKO the likes of Substitute + Bulk Up Braviary and offensive Druddigon.
- Mention that Golbat also takes massive damage from Zen Headbutt, and is liable to be OHKOed after Life Orb and Bulk Up.
- Mention Sigilyph as a Thunder Punch target, as well as threatening hefty damage on Vaporeon without risking using High Jump Kick against Protect.

Set Details
========
- Bring up examples to showcase Life Orb's boost, such as being able to OHKO the likes of Turtonator, or OHKO things like bulky Rhydon and Alolan Exeggutor, after Stealth Rock damage.
- If Electrium Z can nab KOes then it should be specified instead of just saying 'doing major damage', otherwise that makes the Z-Move less worthwhile. +0 Gigavolt Havoc can actually OHKO Slowking and threatens to OHKO Jellicent and Delphox after Stealth Rock damage, whereas +1 Gigavolt Havoc OHKOes Slowbro 75% of the time and easily wipes out Vaporeon and Golbat.

Usage Tips
========
Furthermore, common defensive Fighting-type checks such as Jellicent, Slowbro, Slowking, Garbodor, Golbat, and Qwilfish are 2HKOed by the appropriate coverage move, although this means that the Medicham user has to put some effort into predicting their switch-in.
This would likely be where Bulk Up and Electrium Z would come into play, especially considering you have not once mentioned Electrium Z in Usage Tips.

Nonetheless, Medicham is still walled by some threats, including Spiritomb, and Uxie
Other examples include Granbull, Aromatisse, and Gourgeist-XL.

Team Options
========
Fairy-types can be a nuisance as well, so you can add partners that can take advantage of them.

[SET]
name: Choice Scarf
Team Options
========
I'm surprised you didn't mention Houndoom whatsoever as a partner here, considering you mentioned nearly every other Dark-type. You may even mention Guzzlord as a serviceable partner, since it handles most Ghost- and Psychic-types and lures Fairy-types with Sludge Bomb.

[STRATEGY COMMENTS]
Other Options
=============
A Choice Band set can also be used, allowing Medicham to play a stronger role as an extremely deadly wallbreaker. A Bulk Up set can be used on Medicham to boost its Attack to monstrous levels, while toughening its physical bulk, but Medicham's mediocre speed renders it vulnerable to being revenge killed easily. Holding a Psychium Z to allow Medicham to use Z-Trick, giving Medicham a major boost of Speed, while allowing it to switch moves, making it a fearsome sweeper. Alternatively, Medicham can use Shattered Psyche from Zen Headbutt if the speed boost is not required in the game, making the set flexible.

- Bulk Up is already in a main set, so it can be omitted here.
- You'd want to mention these sets' notable disadvantages so that newer readers know what they're in for and why these aren't main sets. Choice Band Medicham is extremely powerful but is arguably overkill and needlessly riskier than Life Orb. Z-Trick's Speed boosting effect is only usable once and thus prompts Medicham to stay in once it is used, delegating it solely for late-game use, as well as slightly competing with Unburden Hitmonlee which doesn't consume the Z-slot.

Checks and Counters
==============

**Bulky Psychic-types**: Uxie is not an example of a Pokemon that threatens with damage, so mention that Uxie (and Slowbro) threatens Medicham with status. Honestly I wouldn't even say that Psychic-types have to be bulky to check Medicham; Sigilyph and Delphox outspeed it and threaten massive damage if not an outright KO while being able to soft-check the Choice Scarf set. Mesprit is a notable obstacle for Medicham as well, having the bulk to stomach some hits while outdamaging Medicham.

**Fairy-types**:
Bulky Fairy-types such as Aromatisse and Granbull can take multiple High Jump Kicks and can retaliate with a super effective Moonblast.
Just say super effective STAB Fairy-type attacks.

**Ghost-types**: Rotom is another offensive Medicham check, while Gourgeist-XL can be mentioned as a defensive response.

**Faster Offensive Pokemon/Priority**: Wait, why'd you mention Rotom here instead of in the Ghost section? I also think Drapion has difficulty KOing Medicham, much less one with a Z-Crystal. Replace these mentions with like Rotom-C or some Flying-type or whatever.

QC 3/3
 
I'm just posting to say that your overview is far to long and goes into too many specific details that aren't really necessary. Most of those attributes are explained in the analysis already or should be instead of the overview. I also don't see the need to mention Gallade's access to Swords Dance as that hardly seems relevant to the actual analysis. Close Combat is only 10 Base Power less, but you make it seem like High Jump Kick is the reason it's stronger than Gallade when its the Pure Power ability that makes it more powerful. Either rephrase that sentence or remove it entirely. Mentioning so many specific Pokemon as references when discussing Medicham's Speed is also unnecessary. You can condense several of those sentences into something like "Medicham's Speed, while not great, is good enough to allow it to function effectively as a hard-hitting Scarfer, although it still fails to outpace foes with more than Base 80 Speed." Or something like that. Basically I'm just suggesting that you do a bit of paraphrasing throughout the overview, because at the moment I wouldn't even bother reading an overview that large. That's what the rest of the analysis is for. I'm not saying your content is incorrect or even bad, it just looks rather wordy and is hard to read through.
 

Metal Sonic

Resurgence
is a Tutor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
[OVERVIEW]
I wouldn't say Ghost-types are 'ubiquitous' right now, but mention that their presence makes it hard to Medicham to safely click High Jump Kick anyway. You may even bring up Gallade not having to worry about this risk with Close Combat when comparing it with Medicham.

[SET]
name: Wallbreaker
[SET COMMENTS]
Moves
========
- You may want to emphasize High Jump Kick's power, namely how it threatens a 2HKO at worst on every Pokemon that does not resist it even without a boosting item. You can drive this point further by listing examples, such as how High Jump Kick has enough raw power to OHKO the likes of Substitute + Bulk Up Braviary and offensive Druddigon.
- Mention that Golbat also takes massive damage from Zen Headbutt, and is liable to be OHKOed after Life Orb and Bulk Up.
- Mention Sigilyph as a Thunder Punch target, as well as threatening hefty damage on Vaporeon without risking using High Jump Kick against Protect.

Set Details
========
- Bring up examples to showcase Life Orb's boost, such as being able to OHKO the likes of Turtonator, or OHKO things like bulky Rhydon and Alolan Exeggutor, after Stealth Rock damage.
- If Electrium Z can nab KOes then it should be specified instead of just saying 'doing major damage', otherwise that makes the Z-Move less worthwhile. +0 Gigavolt Havoc can actually OHKO Slowking and threatens to OHKO Jellicent and Delphox after Stealth Rock damage, whereas +1 Gigavolt Havoc OHKOes Slowbro 75% of the time and easily wipes out Vaporeon and Golbat.

Usage Tips
========
This would likely be where Bulk Up and Electrium Z would come into play, especially considering you have not once mentioned Electrium Z in Usage Tips.

Other examples include Granbull, Aromatisse, and Gourgeist-XL.

Team Options
========
Fairy-types can be a nuisance as well, so you can add partners that can take advantage of them.

[SET]
name: Choice Scarf
Team Options
========
I'm surprised you didn't mention Houndoom whatsoever as a partner here, considering you mentioned nearly every other Dark-type. You may even mention Guzzlord as a serviceable partner, since it handles most Ghost- and Psychic-types and lures Fairy-types with Sludge Bomb.

[STRATEGY COMMENTS]
Other Options
=============
A Choice Band set can also be used, allowing Medicham to play a stronger role as an extremely deadly wallbreaker. A Bulk Up set can be used on Medicham to boost its Attack to monstrous levels, while toughening its physical bulk, but Medicham's mediocre speed renders it vulnerable to being revenge killed easily. Holding a Psychium Z to allow Medicham to use Z-Trick, giving Medicham a major boost of Speed, while allowing it to switch moves, making it a fearsome sweeper. Alternatively, Medicham can use Shattered Psyche from Zen Headbutt if the speed boost is not required in the game, making the set flexible.

- Bulk Up is already in a main set, so it can be omitted here.
- You'd want to mention these sets' notable disadvantages so that newer readers know what they're in for and why these aren't main sets. Choice Band Medicham is extremely powerful but is arguably overkill and needlessly riskier than Life Orb. Z-Trick's Speed boosting effect is only usable once and thus prompts Medicham to stay in once it is used, delegating it solely for late-game use, as well as slightly competing with Unburden Hitmonlee which doesn't consume the Z-slot.

Checks and Counters
==============

**Bulky Psychic-types**: Uxie is not an example of a Pokemon that threatens with damage, so mention that Uxie (and Slowbro) threatens Medicham with status. Honestly I wouldn't even say that Psychic-types have to be bulky to check Medicham; Sigilyph and Delphox outspeed it and threaten massive damage if not an outright KO while being able to soft-check the Choice Scarf set. Mesprit is a notable obstacle for Medicham as well, having the bulk to stomach some hits while outdamaging Medicham.

**Fairy-types**: Just say super effective STAB Fairy-type attacks.

**Ghost-types**: Rotom is another offensive Medicham check, while Gourgeist-XL can be mentioned as a defensive response.

**Faster Offensive Pokemon/Priority**: Wait, why'd you mention Rotom here instead of in the Ghost section? I also think Drapion has difficulty KOing Medicham, much less one with a Z-Crystal. Replace these mentions with like Rotom-C or some Flying-type or whatever.

QC 3/3
Thank you so much for your suggestions! I have implemented the changes :)

However, a note that in the "Checks and Counters" -> Faster Pokemon section, it referred to Choice Scarf Medicham as it is the fastest Medicham can be; needless to say, anything that is above base 80 would outspeed the Life Orb set and already deal hefty damage. I have left Drapion in there for now since Z crystal medicham would not be applicable. Also, I probably have writer's block but for now I cannot think of a usable Flying type that is Scarfed and is above Base 80 for now (Braviary is Base 80 and would Speed tie).

I'm just posting to say that your overview is far to long and goes into too many specific details that aren't really necessary. Most of those attributes are explained in the analysis already or should be instead of the overview. I also don't see the need to mention Gallade's access to Swords Dance as that hardly seems relevant to the actual analysis. Close Combat is only 10 Base Power less, but you make it seem like High Jump Kick is the reason it's stronger than Gallade when its the Pure Power ability that makes it more powerful. Either rephrase that sentence or remove it entirely. Mentioning so many specific Pokemon as references when discussing Medicham's Speed is also unnecessary. You can condense several of those sentences into something like "Medicham's Speed, while not great, is good enough to allow it to function effectively as a hard-hitting Scarfer, although it still fails to outpace foes with more than Base 80 Speed." Or something like that. Basically I'm just suggesting that you do a bit of paraphrasing throughout the overview, because at the moment I wouldn't even bother reading an overview that large. That's what the rest of the analysis is for. I'm not saying your content is incorrect or even bad, it just looks rather wordy and is hard to read through.
I agree with you too. I thought this was the case while writing but was unsure and apprehensive about removing stuff, since Kiyo specifically ordered a comparison between medicham and gallade. Maybe my writing is long-winded but my creation was a rather dense paragraph.

I have paraphrased the overview as I saw fit and I hope it is much better now
 
Last edited:

Lumari

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is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

With a good offensive typing in Fighting / Psychic, a great ability in Pure Power, and an extremely powerful STAB High Jump Kick, Medicham stands out among NU's Fighting-types (AH) as the wallbreaker with the greatest damage output, thanks to Pure Power. Furthermore, access to strong coverage moves such as Thunder Punch and Zen Headbutt allows Medicham to tackle many of the common Fighting-type checks in the NeverUsed tier, such as bulky Water-types like Jellicent and Slowbro (RC) as well as Poison-types like Garbodor and Qwilfish respectively. Medicham's Speed, while not great, is good enough to allow it to function effectively as a hard-hitting Choice Scarf user, although it still fails wallbreaking sets fail (? unless you mean Choice Scarf sets cannot outpace base 80 Scarfers) to outpace foes with more than base 80 Speed. Medicham can further increase its damage potential greatly with Bulk Up, allowing it to crush defensive behemoths with ease. However, weak poor defenses and a mediocre defensive typing make it difficult for Medicham to switch into attacks and easy to revenge kill. Furthermore, Medicham's STAB combination leaves it struggling against a variety of Ghost- and Psychic-types, (comma) specifically (RC) Spiritomb, Slowbro, and Uxie. The presence of Ghost-types in the tier sometimes makes it difficult for Medicham to spam High Jump Kick safely.

[SET]
name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Bulk Up
item: Life Orb / Electrium Z
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
High Jump Kick is Medicham's strongest and thus obligatory STAB attack; it threatens a 2HKO at worst on every Pokemon that does not resist it even without a boosting item, and has enough raw power to OHKO the likes of Substitute + Bulk Up Braviary and offensive Druddigon. Zen Headbutt is a secondary STAB attack that defeats the Poison-types that resist High Jump Kick, such as Qwilfish, Garbodor, and Vileplume. Golbat also takes massive damage from Zen Headbutt (RC) and is liable likely to be OHKOed after Life Orb and Bulk Up. Thunder Punch heavily hurts the majority of Pokemon in the tier that resist High Jump Kick, (AC) which happen to be usually Water-types (RC) in particular like Jellicent, Slowbro, (AC) and Slowking, while also being able to hit Xatu, Sigilyph, (AC) and Spiritomb. It also threatens hefty damage on Vaporeon without risking using High Jump Kick against Protect. Bulk Up gives Medicham the ability to break past most of the stuff foes that checks check it defensively, such as Slowbro, while not without having to serve as the main function of the set being required to set up at all times (as compared to Gallade needing its Swords Dance boost) because of Medicham's immediate power. Alternatively, (AC) Bullet Punch is a great priority move that allows Medicham to eliminate weakened revenge killers (RC) and becomes extremely dangerous after the boosts from Pure Power and Life Orb. Fake Out can be used as an additional form of priority that is highly threatening to offensive teams.

Set Details
========
252 Attack and 252 Speed EVs with a Jolly nature gives give Medicham maximum damage output and Speed. A Jolly nature is preferred (RC) so that Medicham can utilize its decent Speed tier to outspeed and neutralize as many threats as possible, including Vanilluxe, Absol, as well as and neutral-natured (AH) Klinklang and Skuntank, without giving them the chance of them being able to retaliate. Life Orb gives Medicham a massive power boost (RC) while allowing it to switch moves. Electrium Z allows Medicham to surprise and deal major damage to Slowbro as well as Slowking, at the same time bluffing a Choice set; +0 Gigavolt Havoc can OHKO Slowking and threatens to OHKO Jellicent and Delphox after Stealth Rock damage, whereas +1 Gigavolt Havoc OHKOes Slowbro 75% of the time and easily wipes out Vaporeon and Golbat.

Usage Tips
========
Medicham's powerful Pure Power- and Life Orb-boosted High Jump Kicks boosted by Pure Power as well as Life Orb become devastating nukes, being able to OHKO many Pokemon with neutral hits, including the likes of Machamp, Turtonator, as well as and bulky Rhydon and Alolan Exeggutor after Stealth Rock damage. Furthermore, common defensive Fighting-type checks such as Jellicent, Slowbro, Slowking, Garbodor, Golbat, and Qwilfish are 2HKOed by the appropriate coverage move, although this means that the Medicham user has to put some effort into predicting their switch-in. Hence, the skilled use of Bulk Up or Gigavolt Havoc can dramatically turn the tides of a game in Medicham's favor. Nonetheless, Medicham is still walled by some threats, including Spiritomb, Uxie, Granbull, Aromatisse, and Gourgeist-XL, who which must be identified during Team Preview and eliminated early so that Medicham can have an easier time punching holes in the opponent's team. In addition, one should avoid clicking High Jump Kick carelessly if a Ghost-type is spotted on the opponent's team during Team Preview. Medicham's mediocre bulk and defensive typing means mean that it cannot switch into attacks easily, so care must be taken to pivot it in or allow it to enter the field safely.

Team Options
========
Physically bulky Ghost- and Psychic- types can switch in on Medicham and give it problems, so Ghost- and Dark-type teammates, preferably specially offensive, are recommended to take advantage of them. Houndoom and Mismagius are good examples of teammates that fit the bill—they can take advantage of the switch-ins and set up Nasty Plot. Fairy-types can be a nuisance as well, so Medicham should have partners that take advantage of them, such as Garbodor, Qwilfish, or and Delphox. Garbodor and Qwilfish benefit Medicham by setting up Spikes as well as Toxic Spikes against the opponent (RC) while passively removing Toxic Spikes from the user's field; Delphox can set up Calm Mind in the face of resisted Fairy attacks and threaten to sweep the opponent opposing team. Meanwhile, offensive Pokemon that enjoy physical walls such as Steelix and Rhydon being broken down, such as Braviary, Drapion, Sneasel, and Virizion, appreciate Medicham's wallbreaking prowess and support. Braviary can further take advantage of this fact thanks to U-turn, which can safely pivot Medicham into the field.

[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
High Jump Kick is Medicham's main STAB attack. Zen Headbutt is a secondary STAB attack that can take down the Poison-types that resist High Jump Kick, such as Vileplume and Garbodor. Thunder Punch deals major damage to common switch-ins that resist High Jump Kick, especially the likes of Xatu, Jellicent, Slowbro, and Slowking. It is also Medicham's best answer to Spiritomb. Trick allows Medicham to cripple defensive checks and counters, such as Vaporeon and Aromatisse, who which commonly give Choice-locked Medicham issues with their Protect.

Set Details
========
252 Attack and 252 Speed EVs with a Jolly nature gives give Medicham maximum damage output and Speed. An Adamant nature can be used if the additional power is preferred, as Medicham still outspeeds most of the unboosted metagame with an Adamant nature outside of Accelgor. Choice Scarf gives Medicham its much-needed (AH) Speed to outspeed a large majority of the tier.

Usage Tips
========
Medicham's powerful High Jump Kicks coming off its sky-high Attack will cause opponents OHKO foes without much bulk, including Sceptile, Virizion, and Emboar, to be OHKOed, even on neutral hits. However, Medicham should be wary of spamming High Jump Kick when opponents have a Ghost-type in their team. Optimally, Ghost-types on the opponent's team should be eliminated before Medicham spams High Jump Kick. In a situation where the opponent has a healthy Ghost-type, it's safer to click a coverage move with less potential drawback. Using Medicham to force out (RC) or to revenge kill common threats that are weak to Fighting in the tier, including Steelix and Rhydon, is a great way for Medicham to inflict pressure on the opponents early-game. (AH) Using Trick on a defensive opponent Pokemon may be is a great way to cripple them and to allow Medicham to sweep more easily later in the match, but take note that Trick fails on opponents foes that are holding Z-Crystals, (comma) some opponents that may do so include such as Normalium Z Granbull and Aromatisse (RC) as well as and Waterium Z Slowbro.

Team Options
========
Teammates that can switch in on Ghost-types that attempt to hinder Medicham are necessary. Drapion, (ded) and to some extent Braviary can make for great teammates that can beat Ghost-types easily thanks to their strong offensive presence (RC) while taking little from Ghost-type attacks. Medicham also appreciates bulky Psychic-types being removed from the field, therefore so Dark- and Ghost-types such as Sneasel, Drapion, (ded) Houndoom, and Mismagius make for good teammates. These teammates Pokemon also grant additional offensive presence to the team (RC) and can aid in taking down the Ghost-types that are a thorn in Medicham's side. Furthermore, Sneasel and Drapion can use Pursuit to trap and kill KO these problematic enemies. Guzzlord is also a serviceable partner, since it handles most Ghost- and Psychic-types and lures Fairy-types and can remove them with Sludge Bomb. Poison-types such as Drapion (etc) and Garbodor are also good partners that can deal with the rare Fairy-types in the tier that resist High Jump Kick (RC) while they appreciate appreciating Medicham's ability to pressure Rock-, Ground-, and Steel-types. Garbodor can also function as an additional Fighting-type resist (switch-in / check / w/e, but not resist) for the team.

[STRATEGY COMMENTS]
Other Options
=============
A Choice Band set can also be used, allowing Medicham to play a stronger role as an extremely deadly wallbreaker, but this is arguably overkill and needlessly riskier than Life Orb. Holding a Psychium Z to allow allows Medicham to use Z-Trick, giving Medicham a major boost of Speed (RC) while allowing it to switch moves, making it a fearsome sweeper. Medicham can also use Shattered Psyche from Zen Headbutt if the Speed boost is not required in the game, making the set flexible. However, Z-Trick's Speed-boosting (AH) effect is only usable once, (AC) and thus it prompts Medicham to stay in once it is used, delegating relegating it solely for to late-game use, as well as slightly competing with Unburden Hitmonlee, (AC) which doesn't consume the Z-Crystal slot.

Checks and Counters
==============

**Psychic-types**: Bulky Psychic-types such as Uxie and Slowbro resist Medicham's STAB combination (RC) and can threaten Medicham with crippling status. Other notable Psychic-types (AH) such as Delphox and Sigilyph, although lacking in bulk and cannot unable to take multiple hits from Medicham, usually outspeed and threaten massive damage if not an outright KO while being able to soft check (RH) the Choice Scarf set. Mesprit is a notable obstacle for Medicham as well, having the bulk to stomach some hits while outdamaging Medicham.

**Fairy-types**: Bulky Fairy-types such as Aromatisse and Granbull can take multiple High Jump Kicks and can retaliate with super effective STAB Fairy-type attacks. Aromatisse can disrupt High Jump Kick spam with Protect, while Granbull has Intimidate to cripple Medicham with. Whimsicott also offensively checks Medicham, surviving a High Jump Kick or Bullet Punch to defeat Medicham with a Moonblast, but it cannot survive two High Jump Kicks.

**Ghost-types**: Ghost-types are immune to Medicham's High Jump Kick, making it risky to use, (AC) as Medicham suffers a heavy 50% recoil if they switch into it successfully. Spiritomb in particular is extremely problematic for Medicham, as it resists is immune to Medicham's STAB combination and can burn it with Will-O-Wisp. Mismagius and Rotom are also worth a mention as offensive checks that can outspeed and OHKO Medicham. Gourgeist-XL can cripple Medicham with Will-O-Wisp and also withstand a couple of Medicham's blows.

**Faster Offensive Pokemon and Priority users**: With Medicham's mediocre bulk, faster Pokemon can easily revenge kill it, especially if Medicham is not running the Choice Scarf set. Accelgor can outspeed even Choice Scarf Medicham (RC) and deal heavy damage with Bug Buzz. Other faster Choice Scarf users including Drapion, (ded) Delphox, and Rotom-C (RC) can similarly inflict massive amounts of damage to Medicham while outspeeding it. Priority, to a lesser extent, can also pose a problem to weakened Medicham, but though it resists Mach Punch.
 
Last edited:

Metal Sonic

Resurgence
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remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

With a good offensive typing in Fighting / Psychic, a great ability in Pure Power, and an extremely powerful STAB High Jump Kick, Medicham stands out among NU's Fighting-types (AH) as the wallbreaker with the greatest damage output, thanks to Pure Power. Furthermore, access to strong coverage moves such as Thunder Punch and Zen Headbutt allows Medicham to tackle many of the common Fighting-type checks in the NeverUsed tier, such as bulky Water-types like Jellicent and Slowbro (RC) as well as Poison-types like Garbodor and Qwilfish respectively. Medicham's Speed, while not great, is good enough to allow it to function effectively as a hard-hitting Choice Scarf user, although it still fails wallbreaking sets fail (? unless you mean Choice Scarf sets cannot outpace base 80 Scarfers) to outpace foes with more than base 80 Speed. Medicham can further increase its damage potential greatly with Bulk Up, allowing it to crush defensive behemoths with ease. However, weak poor defenses and a mediocre defensive typing make it difficult for Medicham to switch into attacks and easy to revenge kill. Furthermore, Medicham's STAB combination leaves it struggling against a variety of Ghost- and Psychic-types, (comma) specifically (RC) Spiritomb, Slowbro, and Uxie. The presence of Ghost-types in the tier sometimes makes it difficult for Medicham to spam High Jump Kick safely.

[SET]
name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Bulk Up
item: Life Orb / Electrium Z
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
High Jump Kick is Medicham's strongest and thus obligatory STAB attack; it threatens a 2HKO at worst on every Pokemon that does not resist it even without a boosting item, and has enough raw power to OHKO the likes of Substitute + Bulk Up Braviary and offensive Druddigon. Zen Headbutt is a secondary STAB attack that defeats the Poison-types that resist High Jump Kick, such as Qwilfish, Garbodor, and Vileplume. Golbat also takes massive damage from Zen Headbutt (RC) and is liable likely to be OHKOed after Life Orb and Bulk Up. Thunder Punch heavily hurts the majority of Pokemon in the tier that resist High Jump Kick, (AC) which happen to be usually Water-types (RC) in particular like Jellicent, Slowbro, (AC) and Slowking, while also being able to hit Xatu, Sigilyph, (AC) and Spiritomb. It also threatens hefty damage on Vaporeon without risking using High Jump Kick against Protect. Bulk Up gives Medicham the ability to break past most of the stuff foes that checks check it defensively, such as Slowbro, while not without having to serve as the main function of the set being required to set up at all times (as compared to Gallade needing its Swords Dance boost) because of Medicham's immediate power. Alternatively, (AC) Bullet Punch is a great priority move that allows Medicham to eliminate weakened revenge killers (RC) and becomes extremely dangerous after the boosts from Pure Power and Life Orb. Fake Out can be used as an additional form of priority that is highly threatening to offensive teams.

Set Details
========
252 Attack and 252 Speed EVs with a Jolly nature gives give Medicham maximum damage output and Speed. A Jolly nature is preferred (RC) so that Medicham can utilize its decent Speed tier to outspeed and neutralize as many threats as possible, including Vanilluxe, Absol, as well as and neutral-natured (AH) Klinklang and Skuntank, without giving them the chance of them being able to retaliate. Life Orb gives Medicham a massive power boost (RC) while allowing it to switch moves. Electrium Z allows Medicham to surprise and deal major damage to Slowbro as well as Slowking, at the same time bluffing a Choice set; +0 Gigavolt Havoc can OHKO Slowking and threatens to OHKO Jellicent and Delphox after Stealth Rock damage, whereas +1 Gigavolt Havoc OHKOes Slowbro 75% of the time and easily wipes out Vaporeon and Golbat.

Usage Tips
========
Medicham's powerful Pure Power- and Life Orb-boosted High Jump Kicks boosted by Pure Power as well as Life Orb become devastating nukes, being able to OHKO many Pokemon with neutral hits, including the likes of Machamp, Turtonator, as well as and bulky Rhydon and Alolan Exeggutor after Stealth Rock damage. Furthermore, common defensive Fighting-type checks such as Jellicent, Slowbro, Slowking, Garbodor, Golbat, and Qwilfish are 2HKOed by the appropriate coverage move, although this means that the Medicham user has to put some effort into predicting their switch-in. Hence, the skilled use of Bulk Up or Gigavolt Havoc can dramatically turn the tides of a game in Medicham's favor. Nonetheless, Medicham is still walled by some threats, including Spiritomb, Uxie, Granbull, Aromatisse, and Gourgeist-XL, who which must be identified during Team Preview and eliminated early so that Medicham can have an easier time punching holes in the opponent's team. In addition, one should avoid clicking High Jump Kick carelessly if a Ghost-type is spotted on the opponent's team during Team Preview. Medicham's mediocre bulk and defensive typing means mean that it cannot switch into attacks easily, so care must be taken to pivot it in or allow it to enter the field safely.

Team Options
========
Physically bulky Ghost- and Psychic- types can switch in on Medicham and give it problems, so Ghost- and Dark-type teammates, preferably specially offensive, are recommended to take advantage of them. Houndoom and Mismagius are good examples of teammates that fit the bill—they can take advantage of the switch-ins and set up Nasty Plot. Fairy-types can be a nuisance as well, so Medicham should have partners that take advantage of them, such as Garbodor, Qwilfish, or and Delphox. Garbodor and Qwilfish benefit Medicham by setting up Spikes as well as Toxic Spikes against the opponent (RC) while passively removing Toxic Spikes from the user's field; Delphox can set up Calm Mind in the face of resisted Fairy attacks and threaten to sweep the opponent opposing team. Meanwhile, offensive Pokemon that enjoy physical walls such as Steelix and Rhydon being broken down, such as Braviary, Drapion, Sneasel, and Virizion, appreciate Medicham's wallbreaking prowess and support. Braviary can further take advantage of this fact thanks to U-turn, which can safely pivot Medicham into the field.

[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
High Jump Kick is Medicham's main STAB attack. Zen Headbutt is a secondary STAB attack that can take down the Poison-types that resist High Jump Kick, such as Vileplume and Garbodor. Thunder Punch deals major damage to common switch-ins that resist High Jump Kick, especially the likes of Xatu, Jellicent, Slowbro, and Slowking. It is also Medicham's best answer to Spiritomb. Trick allows Medicham to cripple defensive checks and counters, such as Vaporeon and Aromatisse, who which commonly give Choice-locked Medicham issues with their Protect.

Set Details
========
252 Attack and 252 Speed EVs with a Jolly nature gives give Medicham maximum damage output and Speed. An Adamant nature can be used if the additional power is preferred, as Medicham still outspeeds most of the unboosted metagame with an Adamant nature outside of Accelgor. Choice Scarf gives Medicham its much-needed (AH) Speed to outspeed a large majority of the tier.

Usage Tips
========
Medicham's powerful High Jump Kicks coming off its sky-high Attack will cause opponents OHKO foes without much bulk, including Sceptile, Virizion, and Emboar, to be OHKOed, even on neutral hits. However, Medicham should be wary of spamming High Jump Kick when opponents have a Ghost-type in their team. Optimally, Ghost-types on the opponent's team should be eliminated before Medicham spams High Jump Kick. In a situation where the opponent has a healthy Ghost-type, it's safer to click a coverage move with less potential drawback. Using Medicham to force out (RC) or to revenge kill common threats that are weak to Fighting in the tier, including Steelix and Rhydon, is a great way for Medicham to inflict pressure on the opponents early-game. (AH) Using Trick on a defensive opponent Pokemon may be is a great way to cripple them and to allow Medicham to sweep more easily later in the match, but take note that Trick fails on opponents foes that are holding Z-Crystals, (comma) some opponents that may do so include such as Normalium Z Granbull and Aromatisse (RC) as well as and Waterium Z Slowbro.

Team Options
========
Teammates that can switch in on Ghost-types that attempt to hinder Medicham are necessary. Drapion, (ded) and to some extent Braviary can make for great teammates that can beat Ghost-types easily thanks to their strong offensive presence (RC) while taking little from Ghost-type attacks. Medicham also appreciates bulky Psychic-types being removed from the field, therefore so Dark- and Ghost-types such as Sneasel, Drapion, (ded) Houndoom, and Mismagius make for good teammates. These teammates Pokemon also grant additional offensive presence to the team (RC) and can aid in taking down the Ghost-types that are a thorn in Medicham's side. Furthermore, Sneasel and Drapion can use Pursuit to trap and kill KO these problematic enemies. Guzzlord is also a serviceable partner, since it handles most Ghost- and Psychic-types and lures Fairy-types and can remove them with Sludge Bomb. Poison-types such as Drapion (etc) and Garbodor are also good partners that can deal with the rare Fairy-types in the tier that resist High Jump Kick (RC) while they appreciate appreciating Medicham's ability to pressure Rock-, Ground-, and Steel-types. Garbodor can also function as an additional Fighting-type resist (switch-in / check / w/e, but not resist) for the team.

[STRATEGY COMMENTS]
Other Options
=============
A Choice Band set can also be used, allowing Medicham to play a stronger role as an extremely deadly wallbreaker, but this is arguably overkill and needlessly riskier than Life Orb. Holding a Psychium Z to allow allows Medicham to use Z-Trick, giving Medicham a major boost of Speed (RC) while allowing it to switch moves, making it a fearsome sweeper. Medicham can also use Shattered Psyche from Zen Headbutt if the Speed boost is not required in the game, making the set flexible. However, Z-Trick's Speed-boosting (AH) effect is only usable once, (AC) and thus it prompts Medicham to stay in once it is used, delegating relegating it solely for to late-game use, as well as slightly competing with Unburden Hitmonlee, (AC) which doesn't consume the Z-Crystal slot.

Checks and Counters
==============

**Psychic-types**: Bulky Psychic-types such as Uxie and Slowbro resist Medicham's STAB combination (RC) and can threaten Medicham with crippling status. Other notable Psychic-types (AH) such as Delphox and Sigilyph, although lacking in bulk and cannot unable to take multiple hits from Medicham, usually outspeed and threaten massive damage if not an outright KO while being able to soft check (RH) the Choice Scarf set. Mesprit is a notable obstacle for Medicham as well, having the bulk to stomach some hits while outdamaging Medicham.

**Fairy-types**: Bulky Fairy-types such as Aromatisse and Granbull can take multiple High Jump Kicks and can retaliate with super effective STAB Fairy-type attacks. Aromatisse can disrupt High Jump Kick spam with Protect, while Granbull has Intimidate to cripple Medicham with. Whimsicott also offensively checks Medicham, surviving a High Jump Kick or Bullet Punch to defeat Medicham with a Moonblast, but it cannot survive two High Jump Kicks.

**Ghost-types**: Ghost-types are immune to Medicham's High Jump Kick, making it risky to use, (AC) as Medicham suffers a heavy 50% recoil if they switch into it successfully. Spiritomb in particular is extremely problematic for Medicham, as it resists is immune to Medicham's STAB combination and can burn it with Will-O-Wisp. Mismagius and Rotom are also worth a mention as offensive checks that can outspeed and OHKO Medicham. Gourgeist-XL can cripple Medicham with Will-O-Wisp and also withstand a couple of Medicham's blows.

**Faster Offensive Pokemon and Priority users**: With Medicham's mediocre bulk, faster Pokemon can easily revenge kill it, especially if Medicham is not running the Choice Scarf set. Accelgor can outspeed even Choice Scarf Medicham (RC) and deal heavy damage with Bug Buzz. Other faster Choice Scarf users including Drapion, (ded) Delphox, and Rotom-C (RC) can similarly inflict massive amounts of damage to Medicham while outspeeding it. Priority, to a lesser extent, can also pose a problem to weakened Medicham, but though it resists Mach Punch.
Thank you so much The Dutch Plumberjack! For some reason I didn't get a notification for this check, but I've implemented these changes!
 

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[OVERVIEW]

With a good offensive typing in Fighting / Psychic, a great ability in Pure Power, and an extremely powerful STAB High Jump Kick, Medicham stands out among NU's Fighting-types as the wallbreaker with the greatest damage output. Furthermore, access to strong coverage moves such as Thunder Punch and Zen Headbutt (this isn't coverage; it's STAB, so maybe change/rephrase) allows Medicham to tackle many of the common Fighting-type checks in the NeverUsed tier, such as bulky Water-types like Jellicent and Slowbro as well as Poison-types like Garbodor and Qwilfish. Medicham's Speed, while not great, is good enough to allow it to function effectively as a hard-hitting Choice Scarf user, although wallbreaking sets fail to outpace foes with more than base 80 Speed. Medicham can further increase its damage potential with Bulk Up, allowing it to crush defensive behemoths with ease. However, poor defenses and a mediocre defensive typing make it difficult for Medicham to switch into attacks and easy to revenge kill. Furthermore, Medicham's STAB combination leaves it struggling against a variety of Ghost- and Psychic-types, specifically Spiritomb, Slowbro, and Uxie. The presence of Ghost-types in the tier sometimes makes it difficult for Medicham to spam High Jump Kick safely.

[SET]
name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Bulk Up
item: Life Orb / Electrium Z
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
(line break)
High Jump Kick is Medicham's strongest and thus obligatory STAB attack; it threatens a 2HKO at worst on every Pokemon that does not resist it even without a boosting item, (RC) and has enough raw power to OHKO the likes of Substitute + Bulk Up Braviary and offensive Druddigon. Zen Headbutt is a secondary STAB attack that defeats the Poison-types that resist High Jump Kick, such as Qwilfish, Garbodor, and Vileplume. Golbat also takes massive damage from Zen Headbutt and is likely to be OHKOed after Life Orb and Bulk Up. Thunder Punch heavily hurts the majority of Pokemon in the tier that resist High Jump Kick, usually Water-types like Jellicent, Slowbro, and Slowking, while also being able to hit Xatu, Sigilyph, and Spiritomb. It also threatens hefty damage on Vaporeon without risking using High Jump Kick against Protect. Bulk Up gives Medicham the ability to break past most of the foes that check it defensively, such as Slowbro, without being required to set up at all times (as compared to Gallade needing its Swords Dance boost) because of Medicham's immediate power. Alternatively, Bullet Punch is a great priority move that allows Medicham to eliminate weakened revenge killers, (AC) and it becomes extremely dangerous after the boosts from Pure Power and Life Orb. Fake Out can be used as an additional form of priority that is highly threatening to offensive teams.

Set Details
========
(line break)
252 Attack and 252 Speed EVs with a Jolly nature give Medicham maximum damage output and Speed. A Jolly nature is preferred so that Medicham can utilize its decent Speed tier to outspeed and neutralize as many threats as possible, including Vanilluxe, Absol, and neutral-natured Klinklang and Skuntank, without giving them the chance to retaliate. Life Orb gives Medicham a massive power boost while allowing it to switch moves. Electrium Z allows Medicham to surprise and deal major damage to Slowbro as well as Slowking, at the same time bluffing a Choice (choice what? band? scarf?) set; +0 unboosted Gigavolt Havoc can OHKO Slowking and threatens to OHKO Jellicent and Delphox after Stealth Rock damage, whereas +1 Gigavolt Havoc OHKOes Slowbro 75% of the time and easily wipes out Vaporeon and Golbat.

Usage Tips
========
(line break)
Medicham's powerful Pure Power- and Life Orb-boosted High Jump Kicks become devastatingly powerful attacks nukes, being able to OHKO many Pokemon with neutral hits, including the likes of Machamp, Turtonator, and bulky Rhydon and Alolan Exeggutor after Stealth Rock damage. Furthermore, common defensive Fighting-type checks such as Jellicent, Slowbro, Slowking, Garbodor, Golbat, and Qwilfish are 2HKOed by the appropriate coverage move, although this means that the Medicham user has to put some effort into predicting their switch. Hence, the skilled use of Bulk Up or Gigavolt Havoc can dramatically turn the tides of a game in Medicham's favor. Nonetheless, Medicham is still walled by some threats, including Spiritomb, Uxie, Granbull, Aromatisse, and Gourgeist-XL, which must be identified during Team Preview and eliminated early so that Medicham can have an easier time punching holes in the opponent's team. In addition, one should avoid clicking High Jump Kick carelessly if a Ghost-type is spotted on the opponent's team during Team Preview. Medicham's mediocre bulk and defensive typing mean that it cannot switch into attacks easily, so care must be taken to pivot it in or allow it to enter the field safely.

Team Options
========
(line break)
Physically bulky Ghost- and Psychic- types can switch in on Medicham and give it problems, so Ghost- and Dark-type teammates, preferably specially offensive, are recommended to take advantage of them. Houndoom and Mismagius are good examples of teammates that fit the bill—they can take advantage of the switch-ins and set up Nasty Plot. Fairy-types can be a nuisance as well, so Medicham should have partners that take advantage of them, such as Garbodor, Qwilfish, and Delphox. Garbodor and Qwilfish benefit Medicham by setting up Spikes as well as Toxic Spikes against the opponent foe while passively removing Toxic Spikes from the user's field; Delphox can set up Calm Mind in the face of resisted Fairy-type attacks and threaten to sweep the opposing team. Meanwhile, offensive Pokemon that enjoy physical walls such as Steelix and Rhydon being broken down, such as Braviary, Drapion, Sneasel, and Virizion, appreciate Medicham's wallbreaking prowess and support. Braviary can further take advantage of this fact thanks to U-turn, which can safely pivot Medicham into onto the field.

[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
(line break)
High Jump Kick is Medicham's main STAB attack. Zen Headbutt is a secondary STAB attack that can take down the Poison-types that resist High Jump Kick, such as Vileplume and Garbodor. Thunder Punch deals major damage to common switch-ins that resist High Jump Kick, especially the likes of Xatu, Jellicent, Slowbro, and Slowking. It is also Medicham's best answer to Spiritomb. Trick allows Medicham to cripple defensive checks and counters, such as Vaporeon and Aromatisse, which commonly give Choice-locked Medicham issues with Protect.

Set Details
========
(line break)
252 Attack and 252 Speed EVs with a Jolly nature give Medicham maximum damage output and Speed. An Adamant nature can be used if the additional power is preferred, as Medicham still outspeeds most of the unboosted metagame with an Adamant nature outside of Accelgor. Choice Scarf gives Medicham its much-needed Speed to outspeed a large majority of the tier.

Usage Tips
========
(line break)
Medicham's powerful High Jump Kicks coming off its sky-high Attack will OHKO foes without that do not have much bulk, including Sceptile, Virizion, and Emboar, even on neutral hits. However, Medicham should be wary of spamming High Jump Kick when the opponents have has a Ghost-type in on their team. Optimally, Ghost-types on the opponent's team should be eliminated before Medicham spams High Jump Kick. In a situation where the opponent has a healthy Ghost-type, it's safer to click a coverage move with less potential drawbacks. Using Medicham to force out or to revenge kill common threats that are weak to Fighting, including Steelix and Rhydon, is a great way for Medicham to inflict pressure on the opponents early-game. Using Trick on a defensive Pokemon is a great way to cripple them and to allow Medicham to sweep more easily later in the match, but take note that Trick fails on foes that are holding Z-Crystals, such as Normalium Z Granbull and Aromatisse and Waterium Z Slowbro.

Team Options
========
(line break)
Teammates that can switch in on Ghost-types that attempt to hinder Medicham are necessary. Skuntank, and to some extent Braviary, (AC) can make for great teammates that can beat Ghost-types easily thanks to their strong offensive presence while taking little from Ghost-type attacks. Medicham also appreciates bulky Psychic-types being removed from the field, therefore so Dark- and Ghost-types such as Sneasel, Skuntank, Houndoom, and Mismagius make for good teammates. These Pokemon also grant additional offensive presence to the team and can aid in taking down the Ghost-types that are a thorn in Medicham's side. Furthermore, Sneasel and Drapion can use Pursuit to trap and KO these problematic enemies. Guzzlord is also a serviceable partner, since it handles most Ghost- and Psychic-types and lures Fairy-types and can remove them with Sludge Bomb. Poison-types such as Drapion and Garbodor are also good partners that can deal with the rare Fairy-types in the tier that resist High Jump Kick while appreciating Medicham's ability to pressure Rock-, Ground-, and Steel-types. Garbodor can also function as an additional Fighting-type switch-in for the team.

[STRATEGY COMMENTS]
Other Options
=============
(line break)
A Choice Band set can be used, allowing Medicham to play a stronger role as an extremely deadly wallbreaker, but this is arguably overkill and needlessly riskier than Life Orb. Psychium Z allows Medicham to use Z-Trick, giving Medicham a major boost of Speed while allowing it to switch moves, making it a fearsome sweeper. Medicham can also use Shattered Psyche from Zen Headbutt if the Speed boost is not required in the game, making the set flexible. However, Z-Trick's Speed-boosting effect is only usable once, and thus it prompts Medicham to stay in once it is used, relegating it solely to late-game use, as well as slightly competing with Unburden Hitmonlee, which doesn't consume the Z-Crystal slot.

Checks and Counters
==============

**Psychic-types**: Bulky Psychic-types such as Uxie and Slowbro resist Medicham's STAB combination and can threaten Medicham it with crippling status. Other notable Psychic-types such as Delphox and Sigilyph, although lacking in bulk and unable to take multiple hits from Medicham, usually outspeed and threaten massive damage if not an outright KO while being able to soft check the Choice Scarf set. Mesprit is a notable obstacle for Medicham as well, having the bulk to stomach some hits while outdamaging Medicham.

**Fairy-types**: Bulky Fairy-types such as Aromatisse and Granbull can take multiple High Jump Kicks and can retaliate with super effective Fairy-type STAB Fairy-type (optional but reads better) attacks. Aromatisse can disrupt High Jump Kick spam with Protect, while Granbull has Intimidate to cripple Medicham with. Whimsicott also offensively checks Medicham, surviving a High Jump Kick or Bullet Punch to defeat Medicham with a Moonblast, but it cannot survive two High Jump Kicks.

**Ghost-types**: Ghost-types are immune to Medicham's High Jump Kick, making it risky to use, as Medicham suffers a heavy 50% recoil if they switch into it successfully. Spiritomb in particular is extremely problematic for Medicham, as it is immune to Medicham's STAB combination and can burn it with Will-O-Wisp. Mismagius and Rotom are also worth a mention as offensive checks that can outspeed and OHKO Medicham. Gourgeist-XL can cripple Medicham with Will-O-Wisp and also withstand a couple of Medicham's blows.

**Faster Offensive Pokemon and Priority Users**: With Due to Medicham's mediocre bulk, faster Pokemon can easily revenge kill it, especially if Medicham is not running the Choice Scarf set. Accelgor can outspeed even Choice Scarf Medicham and deal heavy damage with Bug Buzz. Other faster Choice Scarf users including Delphox and Rotom-C can similarly inflict massive amounts of damage to Medicham while outspeeding it. Priority, to a lesser extent, can also pose a problem to weakened Medicham, though it resists Mach Punch.
 

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