Medicham (Update)

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Medicham
Credit to Heysup for the original analysis.

[Overview]

<p>If Medicham had existed in GSC, it would've been one of the worst Pokemon in the game. However, with ADV came innate abilities, and Medicham received one of the best around in Pure Power. In fact, Choice Band Medicham's Hi Jump Kick is the most powerful move in RU, surpassing even Aggron's Head Smash and Moltres's Fire Blast. Medicham was also blessed with a great movepool to hit Pokemon that resist Hi Jump Kick, including a great secondary STAB in Psycho Cut. However, Medicham's Attack is really its only good stat, as base 80 Speed is only decent in RU and 60 / 75 / 75 defenses leave a lot to be desired. Although Medicham can run a Bulk Up set effectively, it has no way around the fact that RU is densely populated with Ghost-types, making it hard to rely on Hi Jump Kick. For this reason, Medicham can only reach its full potential with Pursuit support. However, this does not mean that Medicham is helpless, as it is easily one of the most threatening Pokemon in the tier that you would do well to prepare for.</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Medicham is most commonly seen utilizing a Choice Scarf set to fix its middling Speed. Hi Jump Kick is a brutally powerful STAB move that 2HKOes nearly everything that doesn't resist it, and even then it can power through frailer Pokemon resistant to Fighting-type moves. Psycho Cut is a wonderful secondary STAB move for Medicham as it provides good coverage with Hi Jump Kick. It is mainly used for Poison-type Pokemon such as Qwilfish, Roselia, and Scolipede, and it also 2HKOes Rotom. ThunderPunch gets coverage on Flying-types that resist Hi Jump Kick, such as Scyther and Moltres, and is especially useful for hitting Sigilyph, which resists both of Medicham's STAB moves. It also 2HKOes Slowking, which would otherwise counter Choice Scarf Medicham, and hits other Psychic-types such as Uxie for at least neutral damage. Trick can cripple walls that not even Medicham can break through, such as Tangrowth.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is standard for an offensive Pokemon, maximizing power and Speed to hit as hard and as fast as possible. When holding a Choice Scarf, a Jolly nature is recommended to outspeed many boosting sweepers, most notably Feraligatr at +1 and Aggron and Modest Omastar at +2. It is also worth noting that Adamant Medicham just barely misses out on outspeeding Aerodactyl. Ice Punch is an option to hit more uncommon threats such as Golurk, Altaria, and Torterra harder, but you will generally be rewarded more often if you go with ThunderPunch as Medicham's coverage move. Rock Slide is another option if your team particularly struggles against Moltres, as ThunderPunch will only 2HKO it, while Rock Slide is a guaranteed OHKO. It also has the added bonus of hitting Bug-types, most notably Galvantula and Scyther, harder. Despite its flinch rate and higher Base Power, Zen Headbutt is not recommended over Psycho Cut, as the latter is more accurate and doesn't trigger Cofagrigus's Mummy ability.</p>

<p>Hazard support is greatly appreciated when using Medicham as it typically can force a lot of switches. Steelix and Omastar are good choices to set up entry hazards and also synergize well with Medicham. Furthermore, Medicham needs Pursuit support to function to the best of its ability; Spiritomb, Drapion, and Absol are all great choices.</p>

[SET]
name: Choice Band
move 1: Hi Jump Kick
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Drain Punch / Trick
item: Choice Band
ability: Pure Power
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>If you can accept the fact that Medicham is too slow to destroy offensive teams without a Choice Scarf, you could use a Choice Band. With a Choice Band, Medicham reaches an Attack stat of 720, and the power of Hi Jump Kick becomes truly terrifying. Psycho Cut is even more important on this set than the Choice Scarf one, as with Stealth Rock in play, Psycho Cut is a guaranteed 2HKO on Nasty Plot Cofagrigus. In addition, Medicham's Choice Band effectively cancels out the effect of Intimidate, allowing it to OHKO Qwilfish with Psycho Cut. ThunderPunch is again required for crucial coverage on the likes of Slowking, Moltres, and Sigilyph and is Medicham's best option against other Psychic-types. Drain Punch is preferred in the last slot to clean up once all physical walls are gone and Hi Jump Kick's ridiculous power isn't needed anymore. It is also good against offensive teams, as they generally have very few Pokemon that are able to take such a hit. Another option is Trick, which is especially useful against Eviolite-wielding walls. However, Trick on this set supports the team more than Medicham itself as it is able to 2HKO just about everything in RU. Giving Munchlax a Choice Band will give a teammate such as Moltres the opportunity to sweep late-game.</p>

[ADDITIONAL COMMENTS]

<p>Maximum investment in Attack and Speed allows Medicham to hit hard and fast. An Adamant nature is preferred on this set because the only key threat that it would otherwise beat with Jolly is Smeargle, which will almost always be carrying a Focus Sash and will put Medicham to sleep with Spore regardless of its superior Speed. However, Sleep Talk is a very interesting move on this set as it completely contradicts the effects of a Choice item, allowing Medicham to use different moves while asleep; however, Medicham is not able to select which one. It is useful for switching into the aforementioned Smeargle, as well as Tangrowth and Lilligant. Another option is Bullet Punch, which allows Medicham to revenge kill Archeops and Aerodactyl, while also 2HKOing Sceptile after Stealth Rock. However, this comes with a price, as Bullet Punch is illegal with Psycho Cut, forcing Medicham to use Zen Headbutt instead. Bullet Punch generally isn't recommended because 2HKOing Nasty Plot Cofagrigus is of huge importance and Drain Punch has greater utility. Other moves that can be of some use are Ice Punch and Fire Punch, but both only hit specific threats, so unless your team has trouble with Altaria or Galvantula, stick with Drain Punch or Trick instead.</p>

<p>As always, hazards are a great asset to Medicham's success. They are especially crucial in securing a number of KOs with Stealth Rock, including the 2HKO on Nasty Plot Cofagrigus with Psycho Cut, as well as the OHKO on defensive Rhydon with Hi Jump Kick. Both Steelix and Omastar synergize well with Medicham and have access to Stealth Rock. Another thing that is crucial with any Medicham set is Pursuit support, and of the very few Pokemon that can avoid the 2HKO from Medicham, both Uxie and defensive Cofagrigus are weak to Pursuit, making Spiritomb, Drapion, and Absol good partners. Another good partner is Mandibuzz, as it can wear down both defensive Cofagrigus and defensive Spiritomb with the combination of Taunt and Toxic.</p>

[SET]
name: Offensive
move 1: Bulk Up / Fake Out
move 2: Hi Jump Kick
move 3: Zen Headbutt
move 4: Bullet Punch
item: Life Orb / Lum Berry
ability: Pure Power
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Medicham also excels without a Choice item. It can run an effective offensive Bulk Up set, increasing Hi Jump Kick's power to truly scary levels. Not even Pokemon that resist Hi Jump Kick can take too much punishment after a Bulk Up or two. Zen Headbutt is the preferred secondary STAB move on this set because Psycho Cut and Bullet Punch are illegal together, and a Psychic-type STAB move is still necessary to hit Ghost-types. Fake Out is a good choice over Bulk Up as well and can form a double priority combination with Bullet Punch that can check frail sweepers, which are frequently seen on weather teams. Bullet Punch is a necessity if Medicham using either Bulk Up or Fake Out, as it can hit frail sweepers that attempt to stop Medicham's rampage, often before it truly begins.</p>

[ADDITIONAL COMMENTS]

<p>As usual, maximum in investment in Attack and Speed lets Medicham hit as hard and as fast as possible. An Adamant nature is preferred over a Jolly one because the only major threat that Adamant Medicham fails to outspeed is Smeargle, which has a small chance of being OHKOed by the combination of Life Orb-boosted Fake Out and Bullet Punch. As such, Life Orb is the preferred item, especially when using Fake Out over Bulk Up. However, a Lum Berry allows Medicham to set up on weak Scalds or Toxics, especially from the likes of Lanturn. It also makes Medicham a Smeargle counter, as it can hit Smeargle with Hi Jump Kick to break the Focus Sash while absorbing the oncoming Spore and finish it off with Bullet Punch. Recover is an option in the last slot over Bullet Punch, but that caters to a more defensive spread and is better used with Substitute and Leftovers to accumulate multiple boosts.</p>

<p>Hazard support is recommended, as Medicham only needs Stealth Rock to secure the 2HKO on Slowking with Hi Jump Kick. Steelix and Omastar are good choices for setting up hazards as they share good synergy with Medicham. In addition, Pursuit support from the likes of Spiritomb, Drapion, and Absol works wonders with this set, as Zen Headbutt means that Medicham loses against Cofagrigus, and Rotom won't be hit hard by Bullet Punch and can easily OHKO with Shadow Ball. This set works as a great partner for other Fighting-types such as Hitmonchan and Primeape, because with Pursuit support, Medicham can rip holes into everything that resists Fighting-type attacks, leaving Hitmonchan or Primeape able to clean up late-game. This set has no way of hitting Moltres hard enough, so Lanturn is a great partner that is capable of countering Moltres while also bringing cleric support to the table if you choose to go with Life Orb.</p>

[Other Options]

<p>Medicham has a large movepool and is capable of running many more sets than the ones listed. One set that is viable is a Substitute + three attacks set utilizing Hi Jump Kick, Psycho Cut, and Drain Punch with a Life Orb and an offensive EV spread of 4 HP / 252 Atk / 252 Spe. While this set can be effective, it lacks the Speed of the Choice Scarf set or the power of the Choice Band and offensive sets, while its Substitutes are broken by nearly everything. Another interesting prospect is the idea of a Focus Sash + Reversal set, with Reversal outdamaging even Hi Jump Kick while Medicham has 1 HP. However, it comes with the same problems that traditionally plague users of Focus Sash, such as vulnerability to hazards and priority. A useful move in Medicham's movepool is Foresight, which allows Medicham to hit the Ghost-types that always get in its way with Hi Jump Kick. However, this strategy is better done by Hitmonlee, which boasts higher Speed as well as Rapid Spin to take advantage of Foresight.</p>

<p>Medicham can also use more gimmicky sets that are usually far less effective than anything mentioned thus far. First and foremost, Medicham can use Baton Pass to pass any boosts from Bulk Up, Calm Mind, or Work Up to a teammate. However, it is better off using the Bulk Up boosts itself, and Volbeat, Smeargle, and even Musharna are all better users of Baton Pass. Medicham also has access to dual screens and both Rain Dance and Sunny Day, but Uxie is better in both of these roles, as it sports better bulk, higher Speed, and access to Stealth Rock and U-turn to aid its team more. Medicham has access to Recover, but it only finds utility on non-Choice sets; it can also use Pain Split or Rest, but Recover is the superior option. Lastly, Medicham has a wide special movepool as well, highlighted by Psychic, Focus Blast, Shadow Ball, and Vacuum Wave. However, its Special Attack is atrocious, so a specially attacking Medicham could only function as a Baton Pass recipient from Volbeat or Smeargle.</p>

[Checks and Counters]

<p>Due to Medicham's ridiculous power, only Pokemon that either resist or are immune to Hi Jump Kick can hope to counter it. Defensive Spiritomb is arguably its best counter, as it is immune to both of Medicham's STABs and can cripple Medicham with Will-O-Wisp before healing off damage with Pain Split. Offensive versions of Spiritomb are good checks as well, as Choice Band Spiritomb OHKOes Medicham with Shadow Sneak after two layers of Spikes, while Calm Mind versions can use Medicham as setup fodder. Cofagrigus is another top-notch counter, as Trick Room variants only fear the 2HKO from Choice Band-boosted Psycho Cut, and any other variant of Medicham becomes setup fodder. However, defensive variants are a hard counter to any Medicham set and can burn Medicham to cripple it while healing off damage with Rest. Dusknoir is another good Medicham check as it can take on common Choice Scarf variants with ease. It can cripple Medicham with Will-O-Wisp and bring it into KO range with Pain Split before finishing it off with Shadow Sneak. Also, offensive versions of Dusknoir have identical physical bulk as defensive versions and have the added bonus of being able to 2HKO Medicham with Shadow Sneak. Uxie avoids being 2HKOed by even Choice Band Medicham and can cripple it with Thunder Wave before U-turning out, wearing it down with Psychic, or making it setup fodder with Memento.</p>

<p>Of course, you can also take advantage of the fact that Medicham is slow without a Choice Scarf and can be killed by powerful STAB moves due to its frailty. Moltres can switch in on Hi Jump Kick and OHKO with a Life Orb-boosted Air Slash. Scyther 4x resists Hi Jump Kick and also OHKOes with Aerial Ace. Sigilyph can switch in on either STAB move and can either burn Medicham with a Flame Orb and Psycho Shift or OHKO with a Life Orb-boosted Air Slash. However, all three Pokemon must watch out for ThunderPunch. Scolipede 4x resists Hi Jump Kick as well and OHKOes with Life Orb Megahorn after Stealth Rock; it will fall to Psycho Cut or Zen Headbutt, however. Archeops OHKOes with Acrobatics with or without a Flying Gem, but it can't switch in at all due to its frailty and lack of resistances; it also falls to a Life Orb Bullet Punch. Mandibuzz can take even a Choice Band Hi Jump Kick and OHKO with Brave Bird before a Bulk Up, although the recoil will KO it. As a general rule, Medicham is easier to counter when you know which set it's running. Choice Scarf variants can be dealt with by bulky walls such as Tangrowth and Poliwrath, while Choice Band and Bulk Up variants can be revenge killed easily by fast sweepers such as Rotom and Sceptile.</p>
 

Honko

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Scarf and Band should be separate sets.

Ice Punch hits literally nothing harder
Golurk, Exeggutor, Torterra, Altaria, Rotom-S, Wormadam.....ThunderPunch is definitely better now, but Ice Punch still has its uses.
 

Honko

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I've always used Drain Punch in the last slot of CB. Once you've smashed through their physical walls, you don't really need HJK's ridiculous power anymore. Drain Punch is still very powerful (it OHKOes most offensive Pokemon after SR) and is much safer, plus you get free healing. Make it the primary slash, with Trick the secondary slash (you usually don't want or need to Trick away your Band, since you crush every wall not named Spiritomb or Cofagrigus anyway) and Sleep Talk in AC.
 

jc104

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I have to agree with Honko there. Drain Punch is a great move that can fit pretty well on all of Medicham's sets. I think you should mention Bullet Punch in AC of the CB set too. It can sometimes save you in a tricky situation.

Also, I'm not very good at RU, but might a set something along the lines of Substitute, HJK, Psycho Cut, ThunderPunch/Drain Punch @ Life Orb and an offensive spread be worth a try? I've had great experiences with Sub + LO Medicham in OU, so I thought it might be good in RU. It's especially nice that you can afford to run Drain Punch and Sub together, not requiring Ice Punch as you do in OU. Sub is a great move to take advantage of free turns (e.g the opponent uses Protect, the opponent switches to a ghost), to ease prediction, and to protect from nasty status moves.

edit: OK I gave it a try too. Works much better in OU, unusually. Basically, the main draw of the set in OU is just Life Orb and three attacks. Here, you don't even really need three attacks, and setting up with Bulk Up is actually viable, so I'd say Bulk Up is preferred. Do note that you can still just 2HKO Mandibuzz on the switch, as always. I'd recommend you move Choice Band down one, though. The extra power is kind of just overkill, and the choice item really limits Medicham. None of its moves are good ones to be locked into really.
 

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Ok, Drain Punch it is.

And, jc104, I'll try that set. I think that Drain Punch would best option, since Life Orb recoil and Substitute adds up. Fighting / Psychic can hit everything hard except bulky Psychics and Spiritomb. Spiritomb will always be a counter, and you should be using Medicham with Pursuit support anyway, so I don't think the loss in coverage is a big deal.

EDIT: Okay, I've played about 10 or so games with it, and it's really only OO. Every time I wished I was either using CB, Scarf, or SubBU. While it forces out a lot, it struggles to get a Sub up since a lot outspeeds it, and the things that can't outspeed still easily break the Sub. The only really good thing about it is that you set up while Ferroseed uses Protect, while other sets would take damage due to missing Hi Jump Kick. It's also inferior in the fact that Mandibuzz switches in, you use Hi Jump Kick, it uses Whirlwind, and it gets to heal so the cycle repeats. CB would just 2HKO on the switch. The speed problem is fixed with Scarf, and you can actually set up a Substitute without things breaking it if you use Bulk Up.

Edit2: Put in the above as well as add Bullet Punch to AC of Choice Band.
 

Honko

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Make sure when you talk about Bullet Punch in AC of CB that you mention it's illegal with Psycho Cut.

I wanna test that last set before I stamp this.
 

Upstart

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I think that CB should be jolly but I completely understand the adamant and the speed isn't really that big of a deal.

QC APPROVED 3/3
 

Texas Cloverleaf

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Please keep this at 2/3 until Honko provides his decision on the Sub+3 attacks set

to clarify, you can start to write the other stuff but keep this at 2/3 until honko posts
 

SkullCandy

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I have a question about the last set. Should Psycho Cut be the primary slash? My only problem with Recover being the first slash is the prevalence of Ghost-type Pokemon in RU. Rotom, Cofagrigus, Dusknoir, Golurk, Spiritomb all those Pokemon are quite common, and all of them could take advantage of Medicham being unable to touch them. With Psycho Cut you can hit all of them (apart from Spiritomb, who you shouldn't be staying in on any way) relatively hard and get better neutral coverage overall. You also hit Qwilfish, which is always nice for physical attackers. I know you can use Pursuit users to get rid of Ghosts but a lot of people run two Ghost these days and there's no saying that your trapper might get KOed before you have a chance to go ghost hunting.
 

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The only problem with that is that at some point you need to draw the line between Medicham and Gallade. Drain Punch would be better with Psycho Cut, and at that point you should be using Gallade, which can actually beat some Ghosts. Recover is the main advantage over Gallade, and is recommended for more longevity while still getting the power of Hi Jump Kick, which unlike Gallade is still powerful without investment. Psycho Cut is really only slashed if your team is extremely weak to Rotom, since you're not really denting any of the other Ghosts. If you use Substitute while Rotom switches in, you 2HKO with Psycho Cut (if it has Leftovers you need Stealth Rock to secure the 2HKO), and it can't OHKO you after Substitute + 2 turns of Leftovers without Life Orb, even if Medicham initially switches in with Stealth Rock. So basically, you barely beat Rotom, and are worse against everything else that's not a Ghost.
 

jc104

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I would consider trying that set without Sub, and with a Lum Berry if status concerns you. Bulk Up/Hi Jump Kick/Psycho Cut/Recover. I don't think being so completely walled by anything is a good idea. Pursuit trapping is a long way from reliable.
 

Texas Cloverleaf

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Amending my previous post, it is currently the Sub+BU set that is under consideration. Please do not write that set until a decision is reached.
 

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Amending my previous post, it is currently the Sub+BU set that is under consideration. Please do not write that set until a decision is reached.
Don't worry, we already discussed it on IRC and I knew what you meant.

I would consider trying that set without Sub, and with a Lum Berry if status concerns you. Bulk Up/Hi Jump Kick/Psycho Cut/Recover. I don't think being so completely walled by anything is a good idea. Pursuit trapping is a long way from reliable.
That set's really similar to the Offensive set, and the only difference is Recover over Bullet Punch, and the illegality of Bullet Punch with Psycho Cut making you use Zen Headbutt instead. I'll mention Recover in the AC of that set instead, and also say that you are free to go with Psycho Cut if you drop Bullet Punch. I don't think a defensive spread would be good without Substitute, since the SubBU set is designed to set up on weak walls, and powerful special attackers would still be able to plow through you anyway.

I also disagree on saying Pursuit trapping is unreliable. Spiritomb, Drapion, and Absol are all great at it, because they either have the combination of Sucker Punch and Pursuit, or are fast. In comparison to OU, I find that only Scarf variants of Tyranitar can Pursuit trap effectively, while Scizor has no way of punishing Starmie and Latios for going for the second Life Orb Hydro Pump or Specs Surf, respectively. Most RU teams should have a Pursuit trapper anyway, due to the lack of good spinners and the prevalence of Ghosts.
 

Honko

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I'm rejecting the defensive Sub + Bulk Up set. Mention Substitute, Recover, and Leftovers in AC of the offensive Bulk Up set if you want, but it's absolutely not good enough for a full set.
 

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edit: done

[Overview]

<p>If Medicham had existed in GSC, it would've been one of the worst Pokemon in the game. However, with ADV came the introduction of innate abilites, and Medicham received one of the best around in with Pure Power. In fact, Choice Band Medicham's Hi Jump Kick is the most powerful move in RU, surpassing even Choice Band Aggron's Head Smash and Choice Specs (Mafe told me to ;-;) Moltres's Fire Blast. Medicham was also blessed with a great movepool to hit Pokemon that resist Hi Jump Kick, including a great secondary STAB in Psycho Cut. However, Medicham's Attack is really its only good stat, [remove comma] as Bbase 80 Speed is only decent in RU, [remove comma] and 60/75/75 defenses leave a lot to be desired. Although Medicham can run a Bulk Up set effectively, it has no way around the fact that RU is densely populated with Ghost-types, making it hard to rely on Hi Jump Kick. For this reason, Medicham can only reach its full potential with Pursuit support. However, this does not mean that Medicham is helpless, [remove comma] as it is easily one of the most threatening Pokemon in the tier that you would do well to prepare for.</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Medicham is most commonly seen utilizing a Choice Scarf set to fix its middling Speed. Hi Jump Kick is a brutally powerful STAB move that 2HKOes nearly everything that doesn't resist it, and even then it can power through frailer resists. Psycho Cut is a wonderful secondary STAB move for Medicham, as it provides good coverage with Hi Jump Kick. It is mainly used for Poison-type Pokemon such as Qwilfish, Roselia, and Scolipede, and it also 2HKOes Rotom and Slowking. ThunderPunch gets coverage on Flying-types such as Sigilyph Scyther, Moltres, and Scyther Sigilyph, with the former resisting both of Medicham's STABs. ; this is especially important for Sigilyph. It also 2HKOes Slowking, which would otherwise counter Choice Scarf Medicham, and hits other Psychic-types such as Uxie for at least neutral damage. Trick can be used to cripple walls that not even Medicham can break through, such as Tangrowth.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is standard for an offensive Pokemon, maximizing power and Speed to hit as hard and as fast as possible. When holding a Chioice Scarf, a Jolly nature is recommended to outspeed many boosting sweepers, most notably Feraligatr at +1, and Omastar and Aggron at +2. It is also worth noting that an Adamant nature just barely misses out on outspeeding Aerodactyl. Ice Punch is an option to hit more uncommon threats such as Golurk, Altaria, and Torterra harder, but you will generally be rewarded more often if you go with ThunderPunch as your coverage move of choice. Rock Slide is anoter option if your team particularly struggles against Moltres, as ThunderPunch will only 2HKO while Rock Slide is a guaranteed OHKO. It also has the added bonus of hitting Bug-types, especially most notably Galvantula and Scyther, harder. Zen Headbutt is not recommended, as the 10 extra Bbase Power ovr Zen Headbutt and flinch rate isn't enough of a reward to match the risk of 10% lower accuracy and losing Pure Power when hitting Cofagrigus.</p>

<p>Hazard support is greatly appreciated when using Medicham, as it typically can force a lot of switches. Steelix and Omastar are good choices for entry hazards, and both also synergize well with Medicham. Also, Medicham needs Pursuit support to function to the best of its ability; Spiritomb, Drapion, and Absol, are all great choices.</p>

[SET]
name: Choice Band
move 1: Hi Jump Kick
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Drain Punch / Trick
item: Choice Band
ability: Pure Power
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>If you can accept the fact that Since Medicham is too slow to destroy offensive teams without a Choice Scarf, then you will surely be rewarded when you choose to equip could use a Choice Band. With a Choice Band, Medicham reaches an Attack stat of 720 without a boost, and the power of Hi Jump Kick becomes truly terrifying. Psycho Cut is even more important on this set than the previous one, as with Stealth Rock in play Psycho Cut is a guaranteed 2HKO on Nasty Plot Cofagrigus. It can also OHKO Qwilfish even after Intimidate, since holding a Choice Band effectively cancels out the effect of Intimidate. ThunderPunch is again required for crucial coverage on the likes of Slowking, Moltres, and Sigilyph, and is Medicham's best option and against other Psychic-types. Drain Punch is preferred in the last slot to clean up once all physical walls are gone, and Hi Jump Kick's ridiculous power isn't needed anymore. It is also good against offensive teams, as there are very few offensive Pokemon that are able to take such a hit. However, anotheer option is Trick, which is especially useful against Eviolite-wielding walls. However, Trick on this set supports the team more than Medicham itself, as Medicham is able to 2HKO everything in RU. Giving Munchlax a Choice Band will allow something such as Moltres the opportunity to sweep late-game.</p>

[ADDITIONAL COMMENTS]

<p>Once again, mMaximum investment in Attack and Speed allows Medicham to hit hard and fast. An Adamant nature is preferred on this set because the only key threat that it would otherwise beat with Jolly is Smeargle, which will almost always be carrying a Focus Sash, and will put Medicham to sleep with Spore regardless of its superior Speed. However, Sleep Talk is a very interesting move on this set, as it completely contradicts the effects of a Choice item, allowing you to use different moves while asleep, but not being show to select which one. It is useful for switching into the aforementioned Smeargle, as well as Tangrowth and Lilligant. Another option is Bullet Punch, which allows Medicham to revenge kill Archeops and Aerodactyl, while also 2HKOing Sceptile after Stealth Rock. However, this comes with a price, as Bullet Punch is illegal with Psycho Cut, forcing you to use Zen Headbutt instead. Bullet Punch generally isn't recommended because 2HKOing Nasty Plot Cofagrigus is of huge importance, and Drain Punch also has greater utility. Other moves that can be of some use are Ice Punch and Fire Punch, but both are only used to hit specific threats, so unless your team has trouble with Altaria or Galvantula, stick with Drain Punch or Trick instead.</p>

<p>As always, hazards are a great asset to Medicham's success. They are especially crucial in securing a number of KOs with Stealth Rock, including the 2HKO on Nasty Plot Cofagrigus with Psycho Cut, as well as the OHKO on defensive Rhydon with Hi Jump Kick. Both Steelix and Omastar synergize well with Medicham and have access to Stealth Rock. Another thing that is crucial on any Medicham set is Pursuit support, and of the very few Pokemon that can avoid the 2HKO from Medicham, both Uxie and defensive Cofagrigus are weak to Pursuit, making Spiritomb, Drapion, and Absol good partners. Another good partner is Mandibuzz, as it can wear down both defensive Cofagrigus and defensive Spiritomb with the combination of Taunt and Toxic.</p>

[SET]
name: Offensive
move 1: Bulk Up / Fake Out
move 2: Hi Jump Kick
move 3: Zen Headbutt
move 4: Bullet Punch
item: Life Orb / Lum Berry
ability: Pure Power
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Medicham also excels without a Choice item. It can run an effective offensive Bulk Up set, increasing Hi Jump Kick's power to truly scary levels. Not even Pokemon that resist Hi Jump Kick can take too much punishment after a Bulk Up or two. Zen Headbutt is the preferred secondary STAB move on this set because Psycho Cut and Bullet Punch are illegal together, and a Psychic-type STAB move is still necessary to hit Ghosttypes. Fake Out is a good choice over Bulk Up as well however, and along with Bullet Punch can form a double priority combination that can be used to check frail sweepers, the likes if which who are frequently seen on weather teams. Bullet Punch is a necessity if you are using either Bulk Up or Fake Out, and can hit frail sweepers that attempt to stop Medicham's rampage, a lot if the time before it truly begins.</p>

[ADDITIONAL COMMENTS]

<p>As usual, maximum in investment in Attack and Speed lets Medicham hit as hard and as fast as possible. An Adamant nature is preferred over Jolly because the only major threat that Adamant fails to outspeed is Smeargle, and that has a small chance to be OHKOed by the combination of Life Orb-boosted Fake Out and Bullet Punch. As such, Life Orb is the preferred item, especially when using Fake Out over Bulk Up. However, Lum Berry allows Medicham to set up on weak Scalds or Toxic, especially from the likes of Lanturn. It also makes it a Smeargle counter, as it can hit Smeargle with Hi Jump Kick to break the Focus Sash while absorbing the oncoming Spore, and finishing it off with Bullet Punch. Recover is an option in the last slot over Bullet Punch, but that caters to a more defensive spread, and is better used with Substitute to accumulate multiple boosts along with Leftovers..</p>

<p>Hazard support is recommended, and is especially crucial at +0, as Medicham only needs Stealth Rock to secure the 2HKO on Slowking with Hi Jump Kick. Steelix and Omastar are good choices for setting up hazards, as they share good synergy. Also, Pursuit support from the likes of Spiritomb, Drapion, and Absol works wonders with this set, as Zen Headbutt means that you lose against Cofagrigus, and Rotom won't be hit hard by Bullet Punch and can easily OHKOes with Shadow Ball. This set works as a great partner for other Fighting-types such as Hitmonchan and Primeape, as along because with Pursuit support Medicham can rip holes into everything that resists Fighting-type attacks, leaving Hitmonchan or Primeape able to clean up late-game. Unlike the previous sets, tThis set has no way of hitting Moltres hard enough, so Lanturn is a great partner that is capable of countering Moltres while also bringing cleric support to the table if you choose to go with Life Orb.</p>


[Other Options]

<p>Medicham has a large movepool, and is capable of running many more sets than just the ones listed. One set that is viable is a Substitute + 3 Attacks set, using utilizing Hi Jump Kick, Psycho Cut, and Drain Punch with a Life Orb and an offensive EV spread of 4 HP / 252 Atk / 252 Spe. While this set can be effective, it usually lacks the Speed of the Choice Scarf set, or the power of the Choice Band set and the Offensive set, while its Substitutes are broken by nearly everything. Another interesting prospect of the idea of a Focus Sash + Reversal set, with Reversal outdamaging even Hi Jump Kick while Medicham has 1 HP. However, it comes with the same problems that traditionally plague users of Focus Sash, such as vulnerability to hazards and priority. A useful move that is in Medicham's movepool is Foresight, which allows Medicham to hit the Ghost-types that always get in the way of it. However, this strategy is better done by Hitmonlee, which boasts higher Speed as well as Rapid Spin to take advantage of Foresight.</p>

<p>Medicham can also use more gimmicky sets that are usually far less effective than anything mentioned thus far. First and foremost, Medicham can use Baton Pass to pass any boosts from Bulk Up, Calm Mind, or Work Up boosts to a teammate. However, it is better off using the Bulk Up boosts itself, and Volbeat, Smeargle, and even Musharna are all better users of Baton Pass. Medicham also has access to dual screens and both Rain Dance and Sunny Day, but Uxie is better in both of these roles, as it sports better bulk, higher Speed, and has access to Stealth Rock and U-turn to aid its team more. Medicham has access to a plethora of recovery moves, such as Recover, Pain Split, and RestTalk, but Recover is far and away the superior option, and even then it only finds utility on non-Choice sets. Lastly, Medicham has a wide special movepool as well, highlighted by Psychic, Focus Blast, Shadow Ball, and Vacuum Wave. However, its Special Attack is atrocious, so a specially attacking Medicham could only function as a Baton Pass recipient from Volbeat or Smeargle.</p>

[Checks and Counters]

<p>Due to Medicham's ridiculous power, only Pokemon that either resist Hi Jump Kick it are immune to it can hope to counter it. Defensive Spiritomb is arguably its best counter, as it is immune to both of Medicham's STABs, and can cripple Medicham with Will-O-Wisp, before healing off the damage with Pain Split. Offensive versions of Spiritomb are good checks as well, as Choice Band Spiritomb OHKOes with Shadow Sneak after two layers of Spikes, while Calm Mind versions can use Medicham as setup fodder. Cofagrigus is another top-notch counter, as Trick Room variants only fears the 2HKO from Choice Band-boosted Psycho Cut, and since any other variant of Medicham becomes setup fodder. However, defensive variants are a hard counter to any Medicham set, and can burn Medicham to cripple it while healing off the damage with Rest. Dusknoir is another good check, taking on common Choice Scarf variants with ease. It can cripple Medicham with Will-O-Wisp, and can bring it into KO range with Pain Split before finishing it off with Shadow Sneak. Also, offensive versions of Dusknoir have identical physical bulk as defensive versions, and have the added bonus if being show to 2HKO with Shadow Sneak. Uxie can also avoid being 2HKOed by even Choice Band Medicham, and can cripple it with Thunder Wave before U-turning out, wearing it down with Psychic, or making it setup fodder with Memento.</p>

<p>Of course, you can also take advantage of the fact that Medicham is slow less powerful without a Choice Band, and can be killed by powerful STAB moves due to its frailty. Moltres can switch in on Hi Jump Kick, and OHKOes with a Life Orb Air Slash. Scyther 4x resists Hi Jump Kick, and also OHKOes with Aerial Ace. Sigilyph can switch in on either STAB move, and can either burn Medicham using Psycho Shift when holding a Flame Orb, and can also or it could OHKO with Life Orb Air Slash. However, both iof them must watch out for ThunderPunch. Scolipede 4x resists Hi Jump Kick as well, and OHKOes with Life Orb Megahorn after Stealth Rock. It will fall to Psycho Cut or Zen Headbutt, however. Archeops OHKOes with Acrobatics, with or without a Flying Gem, but can't switch in at all due to its frailty and lack of resistances. It also falls to Life Orb Bullet Punch. Mandibuzz can take even a Choice Band Hi Jump Kick, and OHKOes with Brave Bird before a Bulk Up, although it kills itself due to recoil after that. As a general rule, Medicham is easier to counter when you know which set it's running. Choice Scarf variants can be dealt with by bulky walls such as Tangrowth and Poliwrath, while Choice Band and Bulk Up variants can be revenge killed easily by fast sweepers such as Rotom and Sceptile.
 

Mafeking

channels his inner Wolverine
is a Contributor Alumnus
placeholder for feedback / stampaging

Overview said:
best around in with Pure Power.
I actually prefer "in" to "with" here.

Overview said:
Choice Band Aggron's Head Smash and Choice Specs (Mafe told me to ;-;)
Haha, yeah I did. It's because saying that Choice Band HJK is the strongest move would imply that both Head Smash and Fire Blast are being assumed at their strongest form and removing the Choice item de-clutters some of the wording.

Scarf SC said:
it also 2HKOes Rotom and Slowking.
Does Psycho Cut really 2HKO Slowking? O_o

I'm guessing this was actually meant to go down in the ThunderPunch section.

Scarf SC said:
ThunderPunch gets coverage on Flying-types such as Sigilyph Scyther, Moltres, and Scyther Sigilyph, with the former resisting both of Medicham's STABs. ; this is especially important for Sigilyph.
I messed around with the phrasing of this last night and told Redew to make Sigilyph the last in the sequence but evidently the way I phrased it wasn't exactly the best (blame the hour, haha). Anyway, I think this looks best as follows:

"ThunderPunch gets coverage on Flying-types such as Scyther and Moltres, who resist Fighting-type moves, and is especially useful for hitting Sigilyph, who resists both of Medicham's STAB moves."

The note about Slowking can go afterward in a separate sentence.

Scarf AC said:
Rock Slide is anoter option
another*

Scarf AC said:
as the 10 extra Bbase Power ovr Zen Headbutt and flinch rate isn't enough of a reward to match the risk of 10% lower accuracy and losing Pure Power when hitting Cofagrigus.
This one is also my fault as I told Redew that "base" should be lowercase but didn't make it apparent that I was talking about when referring to stat spreads. Base Power is correct. Also, over*

Band SC said:
If you can accept the fact that Since Medicham
We tend to avoid "since" unless it's noting time passage. Also, changing this kind of ruins the meaning of the sentence because it's saying that Medicham is slow, but then totally going on a tangent and saying that it's fine and you should just run a Choice Band.

Band SC said:
However, Trick on this set supports the team more than Medicham itself, as Medicham is able to 2HKO everything in RU.
Comma removal is fine, but I'd change the second Medicham to "it" so it reads as "...more than Medicham itself as it is able to..."

Band AC said:
An Adamant nature is preferred on this set because the only key threat that it would otherwise beat with Jolly is Smeargle, which will almost always be carrying a Focus Sash, and will put Medicham to sleep with Spore regardless of its superior Speed.
IMO the first comma is fine, but the second one isn't necessary.

Offensive AC said:
Steelix and Omastar are good choices for setting up hazards, as they share good synergy.
Would work better with a "with each other" tacked onto the end of this.

Other things looked good.


GP (1/2)
 
placeholder

[Overview]

<p>If Medicham had existed in GSC, it would've been one of the worst Pokemon in the game. However, with ADV came innate abilities, and Medicham received one of the best around in Pure Power. In fact, Choice Band Medicham's Hi Jump Kick is the most powerful move in RU, surpassing even Aggron's Head Smash and Moltres's Fire Blast. Medicham was also blessed with a great movepool to hit Pokemon that resist Hi Jump Kick, including a great secondary STAB in Psycho Cut. However, Medicham's Attack is really its only good stat, as base 80 Speed is only decent in RU and 60/75/ / 75 / 75 defenses leave a lot to be desired. Although Medicham can run a Bulk Up set effectively, it has no way around the fact that RU is densely populated with Ghost-types, making it hard to rely on Hi Jump Kick. For this reason, Medicham can only reach its full potential with Pursuit support. However, this does not mean that Medicham is helpless, as it is easily one of the most threatening Pokemon in the tier that you would do well to prepare for.</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Medicham is most commonly seen utilizing a Choice Scarf set to fix its middling Speed. Hi Jump Kick is a brutally powerful STAB move that 2HKOes nearly everything that doesn't resist it, and even then it can power through frailer resistPokemon resistant to Fighting-type moves. Psycho Cut is a wonderful secondary STAB move for Medicham as it provides good coverage with Hi Jump Kick. It is mainly used for Poison-type Pokemon such as Qwilfish, Roselia, and Scolipede, and it also 2HKOes Rotom. ThunderPunch gets coverage on Flying-types that resist Hi Jump Kick, such as Scyther and Moltres, who resist Fighting-type moves, and is especially useful for hitting Sigilyph, whoich resists both of Medicham's STAB moves. It also 2HKOes Slowking, which would otherwise counter Choice Scarf Medicham, and hits other Psychic-types such as Uxie for at least neutral damage. Trick can be used to cripple walls that not even Medicham can break through, such as Tangrowth.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is standard for an offensive Pokemon, maximizing power and Speed to hit as hard and as fast as possible. When holding a Choice Scarf, a Jolly nature is recommended to outspeed many boosting sweepers, most notably Feraligatr at +1 and Aggron and Modest Omastar at +2. It is also worth noting that an Adamant natureMedicham just barely misses out on outspeeding Aerodactyl. Ice Punch is an option to hit more uncommon threats such as Golurk, Altaria, and Torterra harder, but you will generally be rewarded more often if you go with ThunderPunch as yourMedicham's coverage move. Rock Slide is another option if your team particularly struggles against Moltres, as ThunderPunch will only 2HKO it, while Rock Slide is a guaranteed OHKO. It also has the added bonus of hitting Bug-types, most notably Galvantula and Scyther, harder. Zen HeadbuttDespite its not recommended, as the 10 extraflinch rate and higher Base Power over, Zen Headbutt and flinch rate isn't enough of a reward to match the risk of 10% loweris not recommended over Psycho Cut, as the latter is more accuracyte and losing Pure Power when hitting Cofagrigusdoesn't trigger Cofagrigus's Mummy ability.</p>

<p>Hazard support is greatly appreciated when using Medicham as it typically can force a lot of switches. Steelix and Omastar are good choices forto set up entry hazards and also synergize well with Medicham. AlsoFurthermore, Medicham needs Pursuit support to function to the best of its ability; Spiritomb, Drapion, and Absol, are all great choices.</p>

[SET]
name: Choice Band
move 1: Hi Jump Kick
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Drain Punch / Trick
item: Choice Band
ability: Pure Power
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>If you can accept the fact that Medicham is too slow to destroy offensive teams without a Choice Scarf, you could use a Choice Band. With a Choice Band, Medicham reaches an Attack stat of 720, and the power of Hi Jump Kick becomes truly terrifying. Psycho Cut is even more important on this set than the previousChoice Scarf one, as with Stealth Rock in play, Psycho Cut is a guaranteed 2HKO on Nasty Plot Cofagrigus. It can also OHKO Qwilfish even after Intimidate, since holding an addition, Medicham's Choice Band effectively cancels out the effect of Intimidate, allowing it to OHKO Qwilfish with Psycho Cut. ThunderPunch is again required for crucial coverage on the likes of Slowking, Moltres, and Sigilyph, and is Medicham's best option and against other Psychic-types. Drain Punch is preferred in the last slot to clean up once all physical walls are gone, and Hi Jump Kick's ridiculous power isn't needed anymore. It is also good against offensive teams, as there ary generally have very few offensive Pokemon that are able to take such a hit. However, aAnother option is Trick, which is especially useful against Eviolite-wielding walls. However, Trick on this set supports the team more than Medicham itself as it is able to 2HKO just about everything in RU. Giving Munchlax a Choice Band will allow somethinggive a teammate such as Moltres the opportunity to sweep late-game.</p>

[ADDITIONAL COMMENTS]

<p>Maximum investment in Attack and Speed allows Medicham to hit hard and fast. An Adamant nature is preferred on this set because the only key threat that it would otherwise beat with Jolly is Smeargle, which will almost always be carrying a Focus Sash and will put Medicham to sleep with Spore regardless of its superior Speed. However, Sleep Talk is a very interesting move on this set as it completely contradicts the effects of a Choice item, allowing youMedicham to use different moves while asleep, but not being; however, Medicham is not able to select which one. It is useful for switching into the aforementioned Smeargle, as well as Tangrowth and Lilligant. Another option is Bullet Punch, which allows Medicham to revenge kill Archeops and Aerodactyl, while also 2HKOing Sceptile after Stealth Rock. However, this comes with a price, as Bullet Punch is illegal with Psycho Cut, forcing youMedicham to use Zen Headbutt instead. Bullet Punch generally isn't recommended because 2HKOing Nasty Plot Cofagrigus is of huge importance, and Drain Punch also has greater utility. Other moves that can be of some use are Ice Punch and Fire Punch, but both are only used to hit specific threats, so unless your team has trouble with Altaria or Galvantula, stick with Drain Punch or Trick instead.</p>

<p>As always, hazards are a great asset to Medicham's success. They are especially crucial in securing a number of KOs with Stealth Rock, including the 2HKO on Nasty Plot Cofagrigus with Psycho Cut, as well as the OHKO on defensive Rhydon with Hi Jump Kick. Both Steelix and Omastar synergize well with Medicham and have access to Stealth Rock. Another thing that is crucial onwith any Medicham set is Pursuit support, and of the very few Pokemon that can avoid the 2HKO from Medicham, both Uxie and defensive Cofagrigus are weak to Pursuit, making Spiritomb, Drapion, and Absol good partners. Another good partner is Mandibuzz, as it can wear down both defensive Cofagrigus and defensive Spiritomb with the combination of Taunt and Toxic.</p>

[SET]
name: Offensive
move 1: Bulk Up / Fake Out
move 2: Hi Jump Kick
move 3: Zen Headbutt
move 4: Bullet Punch
item: Life Orb / Lum Berry
ability: Pure Power
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Medicham also excels without a Choice item. It can run an effective offensive Bulk Up set, increasing Hi Jump Kick's power to truly scary levels. Not even Pokemon that resist Hi Jump Kick can take too much punishment after a Bulk Up or two. Zen Headbutt is the preferred secondary STAB move on this set because Psycho Cut and Bullet Punch are illegal together, and a Psychic-type STAB move is still necessary to hit Ghost-types. Fake Out is a good choice over Bulk Up as well and along with Bullet Punch can form a double priority combination that can be used towith Bullet Punch that can check frail sweepers, whoich are frequently seen on weather teams. Bullet Punch is a necessity if you areMedicham using either Bulk Up or Fake Out, ands it can hit frail sweepers that attempt to stop Medicham's rampage, a lot of the timeoften before it truly begins.</p>

[ADDITIONAL COMMENTS]

<p>As usual, maximum in investment in Attack and Speed lets Medicham hit as hard and as fast as possible. An Adamant nature is preferred over a Jolly one because the only major threat that Adamant Medicham fails to outspeed is Smeargle, and thatwhich has a small chance to beof being OHKOed by the combination of Life Orb-boosted Fake Out and Bullet Punch. As such, Life Orb is the preferred item, especially when using Fake Out over Bulk Up. However, a Lum Berry allows Medicham to set up on weak Scalds or Toxics, especially from the likes of Lanturn. It also makes itMedicham a Smeargle counter, as it can hit Smeargle with Hi Jump Kick to break the Focus Sash while absorbing the oncoming Spore, and finishing it off with Bullet Punch. Recover is an option in the last slot over Bullet Punch, but that caters to a more defensive spread, and is better used with Substitute and Leftovers to accumulate multiple boosts along with Leftovers.</p>

<p>Hazard support is recommended, as Medicham only needs Stealth Rock to secure the 2HKO on Slowking with Hi Jump Kick. Steelix and Omastar are good choices for setting up hazards as they share good synergy with Medicham. AlsoIn addition, Pursuit support from the likes of Spiritomb, Drapion, and Absol works wonders with this set, as Zen Headbutt means that youMedicham loses against Cofagrigus, and Rotom won't be hit hard by Bullet Punch and cabn easily OHKO with Shadow Ball. This set works as a great partner for other Fighting-types such as Hitmonchan and Primeape, because with Pursuit support, Medicham can rip holes into everything that resists Fighting-type attacks, leaving Hitmonchan or Primeape able to clean up late-game. This set has no way of hitting Moltres hard enough, so Lanturn is a great partner that is capable of countering Moltres while also bringing cleric support to the table if you choose to go with Life Orb.</p>

[Other Options]

<p>Medicham has a large movepool and is capable of running many more sets than just the ones listed. One set that is viable is a Substitute + 3 Athree attacks set utilizing Hi Jump Kick, Psycho Cut, and Drain Punch with a Life Orb and an offensive EV spread of 4 HP / 252 Atk / 252 Spe. While this set can be effective, it usually lacks the Speed of the Choice Scarf set, or the power of the Choice Band and Ooffensive sets, while its Substitutes are broken by nearly everything. Another interesting prospect ofis the idea of a Focus Sash + Reversal set, with Reversal outdamaging even Hi Jump Kick while Medicham has 1 HP. However, it comes with the same problems that traditionally plague users of Focus Sash, such as vulnerability to hazards and priority. A useful move that is in Medicham's movepool is Foresight, which allows Medicham to hit the Ghost-types that always get in the way of itits way with Hi Jump Kick. However, this strategy is better done by Hitmonlee, which boasts higher Speed as well as Rapid Spin to take advantage of Foresight.</p>

<p>Medicham can also use more gimmicky sets that are usually far less effective than anything mentioned thus far. First and foremost, Medicham can use Baton Pass to pass any boosts from Bulk Up, Calm Mind, or Work Up to a teammate. However, it is better off using the Bulk Up boosts itself, and Volbeat, Smeargle, and even Musharna are all better users of Baton Pass. Medicham also has access to dual screens and both Rain Dance and Sunny Day, but Uxie is better in both of these roles, as it sports better bulk, higher Speed, and has access to Stealth Rock and U-turn to aid its team more. Medicham has access to a plethora of recovery moves such as Recover,Recover, but it only finds utility on non-Choice sets; it can also use Pain Split, and or RestTalk, but Recover is the superior option, and even then it only finds utility on non-Choice sets. Lastly, Medicham has a wide special movepool as well, highlighted by Psychic, Focus Blast, Shadow Ball, and Vacuum Wave. However, its Special Attack is atrocious, so a specially attacking Medicham could only function as a Baton Pass recipient from Volbeat or Smeargle.</p>

[Checks and Counters]

<p>Due to Medicham's ridiculous power, only Pokemon that either resist Hi Jump Kick itor are immune to itHi Jump Kick can hope to counter it. Defensive Spiritomb is arguably its best counter, as it is immune to both of Medicham's STABs and can cripple Medicham with Will-O-Wisp before healing off the damage with Pain Split. Offensive versions of Spiritomb are good checks as well, as Choice Band Spiritomb OHKOes Medicham with Shadow Sneak after two layers of Spikes, while Calm Mind versions can use Medicham as setup fodder. Cofagrigus is another top-notch counter, as Trick Room variants only fear the 2HKO from Choice Band-boosted Psycho Cut, sinceand any other variant of Medicham becomes setup fodder. However, defensive variants are a hard counter to any Medicham set and can burn Medicham to cripple it while healing off the damage with Rest. Dusknoir is another good check, takingMedicham check as it can take on common Choice Scarf variants with ease. It can cripple Medicham with Will-O-Wisp and can bring it into KO range with Pain Split before finishing it off with Shadow Sneak. Also, offensive versions of Dusknoir have identical physical bulk as defensive versions and have the added bonus iof being showable to 2HKO Medicham with Shadow Sneak. Uxie can also avoids being 2HKOed by even Choice Band Medicham and can cripple it with Thunder Wave before U-turning out, wearing it down with Psychic, or making it setup fodder with Memento.</p>

<p>Of course, you can also take advantage of the fact that Medicham is slow without a Choice Scarf and can be killed by powerful STAB moves due to its frailty. Moltres can switch in on Hi Jump Kick and OHKO with a Life Orb-boosted Air Slash. Scyther 4x resists Hi Jump Kick and also OHKOes with Aerial Ace. Sigilyph can switch in on either STAB move and can either burn Medicham using Psycho Shift when holding a Flame Orb, or it couldwith a Flame Orb and Psycho Shift or OHKO with a Life Orb-boosted Air Slash. However, both of themall three Pokemon must watch out for ThunderPunch. Scolipede 4x resists Hi Jump Kick as well, and OHKOes with Life Orb Megahorn after Stealth Rock. I; it will fall to Psycho Cut or Zen Headbutt, however. Archeops OHKOes with Acrobatics with or without a Flying Gem, but it can't switch in at all due to its frailty and lack of resistances. I; it also falls to a Life Orb Bullet Punch. Mandibuzz can take even a Choice Band Hi Jump Kick and OHKOes with Brave Bird before a Bulk Up, although it kills itself due to recoil after thathe recoil will KO it. As a general rule, Medicham is easier to counter when you know which set it's running. Choice Scarf variants can be dealt with by bulky walls such as Tangrowth and Poliwrath, while Choice Band and Bulk Up variants can be revenge killed easily by fast sweepers such as Rotom and Sceptile.</p>


[Overview]

<p>If Medicham had existed in GSC, it would've been one of the worst Pokemon in the game. However, with ADV came innate abilities, and Medicham received one of the best around in Pure Power. In fact, Choice Band Medicham's Hi Jump Kick is the most powerful move in RU, surpassing even Aggron's Head Smash and Moltres's Fire Blast. Medicham was also blessed with a great movepool to hit Pokemon that resist Hi Jump Kick, including a great secondary STAB in Psycho Cut. However, Medicham's Attack is really its only good stat, as base 80 Speed is only decent in RU and 60 / 75 / 75 defenses leave a lot to be desired. Although Medicham can run a Bulk Up set effectively, it has no way around the fact that RU is densely populated with Ghost-types, making it hard to rely on Hi Jump Kick. For this reason, Medicham can only reach its full potential with Pursuit support. However, this does not mean that Medicham is helpless, as it is easily one of the most threatening Pokemon in the tier that you would do well to prepare for.</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Medicham is most commonly seen utilizing a Choice Scarf set to fix its middling Speed. Hi Jump Kick is a brutally powerful STAB move that 2HKOes nearly everything that doesn't resist it, and even then it can power through frailer Pokemon resistant to Fighting-type moves. Psycho Cut is a wonderful secondary STAB move for Medicham as it provides good coverage with Hi Jump Kick. It is mainly used for Poison-type Pokemon such as Qwilfish, Roselia, and Scolipede, and it also 2HKOes Rotom. ThunderPunch gets coverage on Flying-types that resist Hi Jump Kick, such as Scyther and Moltres, and is especially useful for hitting Sigilyph, which resists both of Medicham's STAB moves. It also 2HKOes Slowking, which would otherwise counter Choice Scarf Medicham, and hits other Psychic-types such as Uxie for at least neutral damage. Trick can cripple walls that not even Medicham can break through, such as Tangrowth.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is standard for an offensive Pokemon, maximizing power and Speed to hit as hard and as fast as possible. When holding a Choice Scarf, a Jolly nature is recommended to outspeed many boosting sweepers, most notably Feraligatr at +1 and Aggron and Modest Omastar at +2. It is also worth noting that Adamant Medicham just barely misses out on outspeeding Aerodactyl. Ice Punch is an option to hit more uncommon threats such as Golurk, Altaria, and Torterra harder, but you will generally be rewarded more often if you go with ThunderPunch as Medicham's coverage move. Rock Slide is another option if your team particularly struggles against Moltres, as ThunderPunch will only 2HKO it, while Rock Slide is a guaranteed OHKO. It also has the added bonus of hitting Bug-types, most notably Galvantula and Scyther, harder. Despite its flinch rate and higher Base Power, Zen Headbutt is not recommended over Psycho Cut, as the latter is more accurate and doesn't trigger Cofagrigus's Mummy ability.</p>

<p>Hazard support is greatly appreciated when using Medicham as it typically can force a lot of switches. Steelix and Omastar are good choices to set up entry hazards and also synergize well with Medicham. Furthermore, Medicham needs Pursuit support to function to the best of its ability; Spiritomb, Drapion, and Absol are all great choices.</p>

[SET]
name: Choice Band
move 1: Hi Jump Kick
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Drain Punch / Trick
item: Choice Band
ability: Pure Power
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>If you can accept the fact that Medicham is too slow to destroy offensive teams without a Choice Scarf, you could use a Choice Band. With a Choice Band, Medicham reaches an Attack stat of 720, and the power of Hi Jump Kick becomes truly terrifying. Psycho Cut is even more important on this set than the Choice Scarf one, as with Stealth Rock in play, Psycho Cut is a guaranteed 2HKO on Nasty Plot Cofagrigus. In addition, Medicham's Choice Band effectively cancels out the effect of Intimidate, allowing it to OHKO Qwilfish with Psycho Cut. ThunderPunch is again required for crucial coverage on the likes of Slowking, Moltres, and Sigilyph and is Medicham's best option against other Psychic-types. Drain Punch is preferred in the last slot to clean up once all physical walls are gone and Hi Jump Kick's ridiculous power isn't needed anymore. It is also good against offensive teams, as they generally have very few Pokemon that are able to take such a hit. Another option is Trick, which is especially useful against Eviolite-wielding walls. However, Trick on this set supports the team more than Medicham itself as it is able to 2HKO just about everything in RU. Giving Munchlax a Choice Band will give a teammate such as Moltres the opportunity to sweep late-game.</p>
[ADDITIONAL COMMENTS]

<p>Maximum investment in Attack and Speed allows Medicham to hit hard and fast. An Adamant nature is preferred on this set because the only key threat that it would otherwise beat with Jolly is Smeargle, which will almost always be carrying a Focus Sash and will put Medicham to sleep with Spore regardless of its superior Speed. However, Sleep Talk is a very interesting move on this set as it completely contradicts the effects of a Choice item, allowing Medicham to use different moves while asleep; however, Medicham is not able to select which one. It is useful for switching into the aforementioned Smeargle, as well as Tangrowth and Lilligant. Another option is Bullet Punch, which allows Medicham to revenge kill Archeops and Aerodactyl, while also 2HKOing Sceptile after Stealth Rock. However, this comes with a price, as Bullet Punch is illegal with Psycho Cut, forcing Medicham to use Zen Headbutt instead. Bullet Punch generally isn't recommended because 2HKOing Nasty Plot Cofagrigus is of huge importance and Drain Punch has greater utility. Other moves that can be of some use are Ice Punch and Fire Punch, but both only hit specific threats, so unless your team has trouble with Altaria or Galvantula, stick with Drain Punch or Trick instead.</p>

<p>As always, hazards are a great asset to Medicham's success. They are especially crucial in securing a number of KOs with Stealth Rock, including the 2HKO on Nasty Plot Cofagrigus with Psycho Cut, as well as the OHKO on defensive Rhydon with Hi Jump Kick. Both Steelix and Omastar synergize well with Medicham and have access to Stealth Rock. Another thing that is crucial with any Medicham set is Pursuit support, and of the very few Pokemon that can avoid the 2HKO from Medicham, both Uxie and defensive Cofagrigus are weak to Pursuit, making Spiritomb, Drapion, and Absol good partners. Another good partner is Mandibuzz, as it can wear down both defensive Cofagrigus and defensive Spiritomb with the combination of Taunt and Toxic.</p>

[SET]
name: Offensive
move 1: Bulk Up / Fake Out
move 2: Hi Jump Kick
move 3: Zen Headbutt
move 4: Bullet Punch
item: Life Orb / Lum Berry
ability: Pure Power
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Medicham also excels without a Choice item. It can run an effective offensive Bulk Up set, increasing Hi Jump Kick's power to truly scary levels. Not even Pokemon that resist Hi Jump Kick can take too much punishment after a Bulk Up or two. Zen Headbutt is the preferred secondary STAB move on this set because Psycho Cut and Bullet Punch are illegal together, and a Psychic-type STAB move is still necessary to hit Ghost-types. Fake Out is a good choice over Bulk Up as well and can form a double priority combination with Bullet Punch that can check frail sweepers, which are frequently seen on weather teams. Bullet Punch is a necessity if Medicham using either Bulk Up or Fake Out, as it can hit frail sweepers that attempt to stop Medicham's rampage, often before it truly begins.</p>

[ADDITIONAL COMMENTS]

<p>As usual, maximum in investment in Attack and Speed lets Medicham hit as hard and as fast as possible. An Adamant nature is preferred over a Jolly one because the only major threat that Adamant Medicham fails to outspeed is Smeargle, which has a small chance of being OHKOed by the combination of Life Orb-boosted Fake Out and Bullet Punch. As such, Life Orb is the preferred item, especially when using Fake Out over Bulk Up. However, a Lum Berry allows Medicham to set up on weak Scalds or Toxics, especially from the likes of Lanturn. It also makes Medicham a Smeargle counter, as it can hit Smeargle with Hi Jump Kick to break the Focus Sash while absorbing the oncoming Spore and finish it off with Bullet Punch. Recover is an option in the last slot over Bullet Punch, but that caters to a more defensive spread and is better used with Substitute and Leftovers to accumulate multiple boosts.</p>

<p>Hazard support is recommended, as Medicham only needs Stealth Rock to secure the 2HKO on Slowking with Hi Jump Kick. Steelix and Omastar are good choices for setting up hazards as they share good synergy with Medicham. In addition, Pursuit support from the likes of Spiritomb, Drapion, and Absol works wonders with this set, as Zen Headbutt means that Medicham loses against Cofagrigus, and Rotom won't be hit hard by Bullet Punch and can easily OHKO with Shadow Ball. This set works as a great partner for other Fighting-types such as Hitmonchan and Primeape, because with Pursuit support, Medicham can rip holes into everything that resists Fighting-type attacks, leaving Hitmonchan or Primeape able to clean up late-game. This set has no way of hitting Moltres hard enough, so Lanturn is a great partner that is capable of countering Moltres while also bringing cleric support to the table if you choose to go with Life Orb.</p>

[Other Options]

<p>Medicham has a large movepool and is capable of running many more sets than the ones listed. One set that is viable is a Substitute + three attacks set utilizing Hi Jump Kick, Psycho Cut, and Drain Punch with a Life Orb and an offensive EV spread of 4 HP / 252 Atk / 252 Spe. While this set can be effective, it lacks the Speed of the Choice Scarf set or the power of the Choice Band and offensive sets, while its Substitutes are broken by nearly everything. Another interesting prospect is the idea of a Focus Sash + Reversal set, with Reversal outdamaging even Hi Jump Kick while Medicham has 1 HP. However, it comes with the same problems that traditionally plague users of Focus Sash, such as vulnerability to hazards and priority. A useful move in Medicham's movepool is Foresight, which allows Medicham to hit the Ghost-types that always get in its way with Hi Jump Kick. However, this strategy is better done by Hitmonlee, which boasts higher Speed as well as Rapid Spin to take advantage of Foresight.</p>

<p>Medicham can also use more gimmicky sets that are usually far less effective than anything mentioned thus far. First and foremost, Medicham can use Baton Pass to pass any boosts from Bulk Up, Calm Mind, or Work Up to a teammate. However, it is better off using the Bulk Up boosts itself, and Volbeat, Smeargle, and even Musharna are all better users of Baton Pass. Medicham also has access to dual screens and both Rain Dance and Sunny Day, but Uxie is better in both of these roles, as it sports better bulk, higher Speed, and access to Stealth Rock and U-turn to aid its team more. Medicham has access to Recover, but it only finds utility on non-Choice sets; it can also use Pain Split or Rest, but Recover is the superior option. Lastly, Medicham has a wide special movepool as well, highlighted by Psychic, Focus Blast, Shadow Ball, and Vacuum Wave. However, its Special Attack is atrocious, so a specially attacking Medicham could only function as a Baton Pass recipient from Volbeat or Smeargle.</p>

[Checks and Counters]

<p>Due to Medicham's ridiculous power, only Pokemon that either resist or are immune to Hi Jump Kick can hope to counter it. Defensive Spiritomb is arguably its best counter, as it is immune to both of Medicham's STABs and can cripple Medicham with Will-O-Wisp before healing off damage with Pain Split. Offensive versions of Spiritomb are good checks as well, as Choice Band Spiritomb OHKOes Medicham with Shadow Sneak after two layers of Spikes, while Calm Mind versions can use Medicham as setup fodder. Cofagrigus is another top-notch counter, as Trick Room variants only fear the 2HKO from Choice Band-boosted Psycho Cut, and any other variant of Medicham becomes setup fodder. However, defensive variants are a hard counter to any Medicham set and can burn Medicham to cripple it while healing off damage with Rest. Dusknoir is another good Medicham check as it can take on common Choice Scarf variants with ease. It can cripple Medicham with Will-O-Wisp and bring it into KO range with Pain Split before finishing it off with Shadow Sneak. Also, offensive versions of Dusknoir have identical physical bulk as defensive versions and have the added bonus of being able to 2HKO Medicham with Shadow Sneak. Uxie avoids being 2HKOed by even Choice Band Medicham and can cripple it with Thunder Wave before U-turning out, wearing it down with Psychic, or making it setup fodder with Memento.</p>

<p>Of course, you can also take advantage of the fact that Medicham is slow without a Choice Scarf and can be killed by powerful STAB moves due to its frailty. Moltres can switch in on Hi Jump Kick and OHKO with a Life Orb-boosted Air Slash. Scyther 4x resists Hi Jump Kick and also OHKOes with Aerial Ace. Sigilyph can switch in on either STAB move and can either burn Medicham with a Flame Orb and Psycho Shift or OHKO with a Life Orb-boosted Air Slash. However, all three Pokemon must watch out for ThunderPunch. Scolipede 4x resists Hi Jump Kick as well and OHKOes with Life Orb Megahorn after Stealth Rock; it will fall to Psycho Cut or Zen Headbutt, however. Archeops OHKOes with Acrobatics with or without a Flying Gem, but it can't switch in at all due to its frailty and lack of resistances; it also falls to a Life Orb Bullet Punch. Mandibuzz can take even a Choice Band Hi Jump Kick and OHKO with Brave Bird before a Bulk Up, although the recoil will KO it. As a general rule, Medicham is easier to counter when you know which set it's running. Choice Scarf variants can be dealt with by bulky walls such as Tangrowth and Poliwrath, while Choice Band and Bulk Up variants can be revenge killed easily by fast sweepers such as Rotom and Sceptile.</p>



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