Intro
I'm not good at introductions but whatever, this is my latest team. Technically it is a sand team because I have a setter but T-tar is here as a niche counter to many of MegaCham's common checks. I chose not to go down the whole Keldeo or fighting type/Pinsir/Celebi/Excadrill/Dragon or Fairy/T-Tar route, even if it is the most successful type of sand team right now. I wanted to show the power of Medicham as a team player, not as a 3rd wheel.
Laddering on a new alt:
Boasting a 598 attack stat with a jolly nature and a plethora of coverage, priority to suit your needs I felt that with the right support Medicham could work well.
Flying spam priority stops Medicham in its tracks. So do ghost and some psychic types. Say hello to ScarfTar, outspeeding positive natured 115's he'll play mind games all day and stops the MegaZards too.
Steel and Electric types are a nuisance for T-Tar and Medicham alike, oh and Slowbro and Suicune too. Fast Specs Zone is a pretty good stop to the aforementioned and paired with Celebi is a nice Volt-Turn core that I've only just realised my team has!
Keldeo counter, SR setter, Steel lure, Status sponge, Rotom counter yeah celebi is UU but still fits the bill in the OU metagame. Benn playing around with Phys ans Spec def variants, either way a solid poke in general.
Clefairy has long since earnt its place in the metagame and on my team, stops Greninja, CM destroys all. And is a very good mixed wall pivot that this team appreciates.
The last member of my team needed to fulfil two roles, speed control for Medicham and to get rid of screens/hazards. Physically defensive latias is no joke, most people expect LO fast defog,Because he's the hero Gotham deserves, but not the one it needs right now. So we'll hunt him. Because he can take it. Because he's not our hero. He's a silent guardian. A watchful protector. A Dark Knight. Yeah very good midgame poke that takes hits on both sides of the spectrum and checks more pokes than the less bulky variant.
The Team
Medicham-Mega @ Medichamite
Ability: Pure Power
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- Psycho Cut
- High Jump Kick
This gen medicham didn't get much love because of Mega Mawile and Aegislash and Lucario. the prior two being counters and the latter being a much more successful fighting type in general. Jolly because speed ties, the added power doesn't make a difference on this team. Shiny cuz wynaut? The moveset was troubling me however. A Fake Out plus Bullet Punch can take down MegaVoir and guarantees a mega evolve and has +3 priority. BP finishes of weakened foes, Psycho Cut is for reliability and HJK nukes pretty much everything bar a select few psychic types.
"I got 99 problems but physical walls ain't one"
I'm not good at introductions but whatever, this is my latest team. Technically it is a sand team because I have a setter but T-tar is here as a niche counter to many of MegaCham's common checks. I chose not to go down the whole Keldeo or fighting type/Pinsir/Celebi/Excadrill/Dragon or Fairy/T-Tar route, even if it is the most successful type of sand team right now. I wanted to show the power of Medicham as a team player, not as a 3rd wheel.
Boasting a 598 attack stat with a jolly nature and a plethora of coverage, priority to suit your needs I felt that with the right support Medicham could work well.
Flying spam priority stops Medicham in its tracks. So do ghost and some psychic types. Say hello to ScarfTar, outspeeding positive natured 115's he'll play mind games all day and stops the MegaZards too.
Steel and Electric types are a nuisance for T-Tar and Medicham alike, oh and Slowbro and Suicune too. Fast Specs Zone is a pretty good stop to the aforementioned and paired with Celebi is a nice Volt-Turn core that I've only just realised my team has!
Keldeo counter, SR setter, Steel lure, Status sponge, Rotom counter yeah celebi is UU but still fits the bill in the OU metagame. Benn playing around with Phys ans Spec def variants, either way a solid poke in general.
Clefairy has long since earnt its place in the metagame and on my team, stops Greninja, CM destroys all. And is a very good mixed wall pivot that this team appreciates.
The last member of my team needed to fulfil two roles, speed control for Medicham and to get rid of screens/hazards. Physically defensive latias is no joke, most people expect LO fast defog,
The Team
Medicham-Mega @ Medichamite
Ability: Pure Power
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- Psycho Cut
- High Jump Kick
This gen medicham didn't get much love because of Mega Mawile and Aegislash and Lucario. the prior two being counters and the latter being a much more successful fighting type in general. Jolly because speed ties, the added power doesn't make a difference on this team. Shiny cuz wynaut? The moveset was troubling me however. A Fake Out plus Bullet Punch can take down MegaVoir and guarantees a mega evolve and has +3 priority. BP finishes of weakened foes, Psycho Cut is for reliability and HJK nukes pretty much everything bar a select few psychic types.
"I got 99 problems but physical walls ain't one"
- 252 Atk Pure Power Mega Medicham High Jump Kick vs. 4 HP / 0 Def Latios: 213-251 (70.5 - 83.1%) -- guaranteed 2HKO after Stealth Rock (This is not a switchin people!)
- 252 Atk Pure Power Mega Medicham High Jump Kick vs. 248 HP / 136+ Def Mandibuzz: 271-321 (64 - 75.8%) -- guaranteed 2HKO after Leftovers recovery (And neither is this)
- 252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 228-268 (54.2 - 63.8%) -- guaranteed 2HKO after Leftovers recovery (Nor this)
- 252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 201-237 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery (*coughs*)
- 252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 168+ Def Zapdos: 153-181 (39.8 - 47.1%) -- 98% chance to 2HKO after Stealth Rock and Leftovers recovery (-_-)
- 252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 212+ Def Rotom-W: 252-297 (82.8 - 97.6%) -- 68.8% chance to OHKO after Stealth Rock (Fake Out + HJK)
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Pursuit
- Earthquake
The best scarfer in the game for what it is meant to kill. EdgeQuake and Dual STAB dark moves with a 134 attack stat and effectively 115+ speed is insane. Checks flying spam and counters Mega-Pinsir, Lati Twins and more. I opted for T-Tar over a pursuit trapper like Bisharp because of his rock typing, speed and higher special bulk. Sand is pretty much the dominant force this meta alongside stall and a few HO teams, it breaks sashes nullifies items like lefties even further and has the most abusable boosts in sdef and ability usage like sand rush and sand force.
"All the right places"
- 252 Atk Tyranitar Crunch vs. 252 HP / 0 Def Mew: 270-318 (66.8 - 78.7%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery (I'd easily sacrifice a burn/taunt lol to wreck this)
- 252 Atk Tyranitar Stone Edge vs. 0 HP / 24 Def Mega Gardevoir: 229-271 (82.6 - 97.8%) -- guaranteed 2HKO after sandstorm damage
- 252 Atk Tyranitar Crunch vs. 252 HP / 252+ Def Slowbro: 182-216 (46.1 - 54.8%) -- 55.9% chance to 2HKO after sandstorm damage and Leftovers recovery (I'd risk a burn for damage on this)
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 44 HP / 252 SpA / 212 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
212 Speed to slam Suicune with a Specs Tbolt before it sets up or burns me. Nearly always OHKO's Ferrothorn as U-Turn from Celebi knocks it within range. Takes out rocky helmet Skarmory with ease. Has 11 resistance and 1 immunity... let that sink in. Zone often gets a hit off each game and crucially weakens some bulky mons like MegaVenu throughout the match. Most importantly deters bulky water types from getting much say in the momentum of the game.
"You just got Zone'd"
- 252+ SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 0 SpD Suicune: 428-506 (105.9 - 125.2%) -- guaranteed OHKO (Same goes for Slowbro and Choiced Talonflame)
- 252+ SpA Choice Specs Magnezone Flash Cannon vs. 252 HP / 0 SpD Mega Venusaur: 184-217 (50.5 - 59.6%) -- guaranteed 2HKO after Stealth Rock
- 252+ SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 0 SpD Rotom-W: 229-270 (75.3 - 88.8%) -- 12.5% chance to OHKO after Stealth Rock (Try and switchin in again)
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 SpD / 36 Spe
Calm Nature
- Giga Drain
- Recover
- Stealth Rock
- U-turn
Celebi is often the unsung hero hero of the team. As previously mentioned it lures in many pokemon that Magnezone can fire off a hard hit on. SR setter, chip damage, continuous recovery etc. One thing that does bug me is the number of psychic types I have on this team, it hasn't caused me to lose just yet but choosing a synergetic 6th member was extremely tricky and Latias is probably only temporary. Celebi is too a status sponge and am considering a more physically defensive set but so far the lack of it hasn't hindered its usefulness. Pairs well with Pursuit trapping T-Tar too! As the time travel pokemon it can really speed up the game with a twitch reactions from the opponent and a U-Turn into Zone.
"Oh why won't senpai notice me?"
- No calcs here except 6.5% to 50% damage from rocks means that Celebi's presence is always felt.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Calm Mind
- Flamethrower
- Soft-Boiled
The most notorious Clefable set can smash through unprepared teams and decimates Scizors on the switch. The credit goes to Tele for the Evs iirc, this allows Clef to dodge the 2HKO from the LO Hydro Pump off Greninja. Simple really, if you see a lack of a special wall, remove it with the rest of the team and watch as your opponent didn't realise how important Steel types are this gen (namely Heatran). Immune to sand and toxic stalling this is what I often beat stall with once Mew or Sableye is history. Tricks are bound to stop the effectiveness of this set however, therefore it is wise to take note of common trick users like the Lati Twins.
"I'm fairy now bitch"
- Don't really needed calcs except 2HKO on all the common steel types without any boosts; Scizor, Ferro, Skarm and Exca.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Recover
- Dragon Pulse
- Icy Wind
The hardest slot to fill I find when teambuilding is the last. I had rocks, I wanted hazard control and speed support to aid MegaCham but didn't want to increase reliance on Celebi and Clefable to handle fighting types, hence why Excadrill is not on this team. The first two moves are self explanatory, Dragon Pulse is there as a nice STAB but the crux of the set is Icy Wind for slowing down key fast threats and Ko'ing Lando's and nullifying any benefits that the opponents evs have in order to recover some hp. Max Def is more of a gen V set with CM however once I started using this it became pretty good. I was suggested 128 or so speed evs for something but I forget what it was for. Max Hp helps a lot and allows Latias to stick around for more than 2 Draco's like its counterpart set. (Edit: Testing Excadrill in this slot as an SD spinner, who needs to slow them down when I can just speed up?)
"Why won't anyone look at my vast movepool?"
- Latias is again defensive, I guess one thing that should be noted is a 3HKO on diggersby with either STAB...not much else, it lives pretty much anything checks Keldeo nicely and once the first Knock-Off has been used it can sponge them all day.
OR
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance
The testing with Excadrill has gone...superbly! However I think for the sake of the RMT I'll leave the last slot up to you. Excadrill sitting in the back shuts down any set up sweeping attempts and punishes Thundy's prankster T wave. Air balloon allows it to get an SD off common pokes like Garchomp, Landorous etc. Only 3/4 sand turns are needed for this mole to leave a mark in your team. It makes a lot more sense to speed yourself up than to slow the opponent down because icy wind is heavily reliant on switching out, as was T wave on latias (ground types like Lando). It depends on the mood your in and if a lot of people in your rating range have faced the team and know the Latias set already, think of Exca as a substitute not a 7th member. He deserves a description though because he was regularly interchanged with Latias on my alt DaftMunkey. Spin is more reliable than Defog as to not lure in Bisharps and keeps rocks up, but it does mean things like screens are bad. Exca is good Vs Hyper Offense because of his insane speed in the sand. Double STAB is more than enough with T-Tar being the main man to fling rocks at flying mons. Excadrill still lures in pokes like PhyDef MegaZor but can also do some serious damage to opposing Ferros without the reliance on Magezone. I thought of Lefties for a while but Air Balloon is just much better, it allows me to beat Mamoswine 1v1 and allows Exca to take at least 2 Hits before spinning or wrecking the opposing team at +2.
"My Earthquake brings all the birds to the yard"
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance
The testing with Excadrill has gone...superbly! However I think for the sake of the RMT I'll leave the last slot up to you. Excadrill sitting in the back shuts down any set up sweeping attempts and punishes Thundy's prankster T wave. Air balloon allows it to get an SD off common pokes like Garchomp, Landorous etc. Only 3/4 sand turns are needed for this mole to leave a mark in your team. It makes a lot more sense to speed yourself up than to slow the opponent down because icy wind is heavily reliant on switching out, as was T wave on latias (ground types like Lando). It depends on the mood your in and if a lot of people in your rating range have faced the team and know the Latias set already, think of Exca as a substitute not a 7th member. He deserves a description though because he was regularly interchanged with Latias on my alt DaftMunkey. Spin is more reliable than Defog as to not lure in Bisharps and keeps rocks up, but it does mean things like screens are bad. Exca is good Vs Hyper Offense because of his insane speed in the sand. Double STAB is more than enough with T-Tar being the main man to fling rocks at flying mons. Excadrill still lures in pokes like PhyDef MegaZor but can also do some serious damage to opposing Ferros without the reliance on Magezone. I thought of Lefties for a while but Air Balloon is just much better, it allows me to beat Mamoswine 1v1 and allows Exca to take at least 2 Hits before spinning or wrecking the opposing team at +2.
"My Earthquake brings all the birds to the yard"
Afterword
So far this team has reached it's fullest potential in my hands, that is why I am Rmt'ing it. I haven't included a threats list because this team can handle most styles of play TR, HO, Stall fairly well and isn't sacrificing one thing for another. If there is a glaring weakness please point it out. Some replays are below, I urge you to check them out. Thanks for reading!
Replays
http://replay.pokemonshowdown.com/ou-167005092 (Vs Heart Attacks 1900+ Team)
http://replay.pokemonshowdown.com/ou-167002531 (I repeat, Latios is not a switchin)
So far this team has reached it's fullest potential in my hands, that is why I am Rmt'ing it. I haven't included a threats list because this team can handle most styles of play TR, HO, Stall fairly well and isn't sacrificing one thing for another. If there is a glaring weakness please point it out. Some replays are below, I urge you to check them out. Thanks for reading!
Replays
http://replay.pokemonshowdown.com/ou-167005092 (Vs Heart Attacks 1900+ Team)
http://replay.pokemonshowdown.com/ou-167002531 (I repeat, Latios is not a switchin)
Last edited: