Medicham @ Life Orb
Trait: Pure Power
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Foresight
- Hi Jump Kick
- Psycho Cut/Drain Punch
- ThunderPunch
This moveset may look really strange at first, why the hell would you put foresight on a non-spinner? That makes absolutely no sense. Well until you realize that Medicham draws in every ghost in the tier. This set aims to predict the switch in and beat defensive Rotom-N, non-banded Spiritomb (can still beat it if medicham has 100% health), and Dusknoir. This is really useful on a dual fighting type team, as the previous mons are the only solid answer to SD Gallade in the tier, (this helps Hitmonlee too). This set also makes rapid spinning a lot easier, as the opponents spin blocker will be lured in and heavily damaged/OHKOed (mostly the latter). Thunder punch allows it to get at Slowking, while Psycho Cut is there for STAB, but drain punch can be used for recovery and still OHKOes spiritomb after rocks.
Fun Calcs:
252+ Atk Life Orb Pure Power Medicham Hi Jump Kick vs. 252 HP / 248+ Def Dusknoir: 216-255 (73.46 - 86.73%) -- guaranteed 2HKO
252+ Atk Life Orb Pure Power Medicham Hi Jump Kick vs. 180 HP / 252 Def Rotom: 344-407 (120.27 - 142.3%) -- guaranteed OHKO
252+ Atk Life Orb Pure Power Medicham Hi Jump Kick vs. 252 HP / 252+ Def Spiritomb: 507-595 (166.77 - 195.72%) -- guaranteed OHKO
252+ Atk Life Orb Pure Power Medicham Drain Punch vs. 252 HP / 252+ Def Spiritomb: 291-346 (95.72 - 113.81%) -- guaranteed OHKO after Stealth Rock
Yeah, this set should be used on teams that need to lure in ghosts, and makes a cool member of a dual fighting core.
Edit: also foresight is a psuedo-status, so you can switch out of offensive rotom-n, and spin, or spam fighting type moves with something else