Medicham (Update)

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Since Medicham's analysis could use an update, I decided to write one. This is my first time doing one of these so if something is out of place and should be moved or removed entirely, feel free to mention it.

Changes from Analysis on site:
-Removed the Reversal Set
-Made the Choice Scarf set its own set as it differentiates itself from the other in function.
-Made Choice Band set a separate set, and included a Life Orb set as well.
-Updated overall analysis to the current format.

QC approval/rejections:
stamp3.png
(Bad Ass)
stamp3.png
(Uragg)

GP checks:
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(Flora)
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(Snorlaxe)

[OVERVIEW]
- Amazing Attack due to Pure Power; reaches 438 without a boosting nature
- Average base 80 Speed lets it outrun common Defensive threats and tie with Pokémon like non-scarfed Venusaur and Blaziken.
- Access to support moves such as Recover, Magic Coat, and Bulk Up, but lacks the bulk to use them effectively most of the time.
- Overall frail and weak to Ghost-types, which are common in UU.

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

[SET COMMENTS]
- Great late-game sweeper.
- STAB Hi Jump Kick can 2HKO a majority of the UU tier and OHKO common late-threats, such as Sceptile and Swellow. However, using it recklessly will just invite a Ghost-type to switch in and cause Medicham to lose 50% of its HP.
- Brick Break is a good alternative due to Hi Jump Kick's 90% accuracy.
- Psycho Cut is secondary STAB and to deal with Pokémon that resist Hi Jump Kick.
- Trick cripples defensive Pokémon like Slowbro, but for this set to function late-game or revenge it's going to want the Speed boost from Choice Scarf.
- ThunderPunch and Ice Punch are for coverage.


[ADDITIONAL COMMENTS]
- Jolly nature lets Medicham hit a Speed of 426, which lets it revenge Pokémon like Adamant Rock Polish Aggron and Rock Polish Torterra after a Rock Polish. Adamant makes a decent alternative, granting Medicham some additional Attack, and helps make up for the Brick Break's low BP if you decide to use it.
- A Pursuit trapper like Spiritomb or Houdoom is highly recommended for this set to eliminate Ghosts that would switch into a Hi Jump Kick. Houndoom is preferred, as it can also absorb a Will-o-Wisp aimed at Medicham.
- A phazer helps scout for Ghost-types and rack up entry hazard damage, which will help Medicham assure some KOs later in the game. Specially Defensive Drapion works for this role, as it can also handle Ghosts for Medicham.

[SET]
name: Life Orb
move 1: Hi Jump Kick / Low Kick
move 2: Zen headbutt
move 3: Fake Out / ThunderPunch / Ice Punch
move 4: Bullet Punch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
- Great mid-game sweeper and decent revenge killer.
- Hi Jump Kick is the move of choice, capable of dealing huge amounts of damage to anything that doesn't resist it, and still makes a dent in Pokemon that do.
-Low Kick is a good alternative as it deals with bulkier Pokemon like Tangrowth, Hariyama, and Milotic with same or more Base Power as Hi Jump Kick.
- Zen headbutt provides additional STAB and a decent 20% chance of flinching and is there to handle Poison-types like Weezing.
- Fake Out and Bullet Punch are used to pick off weakened opposing Pokémon or revenge faster Pokemon.
- ThunderPunch is for coverage to handle Slowbro and Flying-types. Ice Punch is a decent alternative to deal with Altaria, Claydol, and Gligar, the latter have good Defense to weather the brunt of Medicham's other attacks, but lack reliable recovery, so ThunderPunch is a better choice.

[ADDITIONAL COMMENTS]
- Jolly is necessary to tie with other positive Speed base 80 Pokémon such as offensive Venusaur as well as neutral 90s (ex: Adamant Kangaskhan), but Adamant secures some OHKOes, which Medicham would enjoy considering its frailty.
-Psycho Cut is illegal with Bullet Punch, so when using Bullet Punch, Zen headbutt is the only choice.
- Wide Lens can be used if you want to improve the odds of landing a hit with Hi Jump Kick or Zen headbutt, but Medicham might not appreciate the loss of its Life Orb boost.
- Paralysis support is needed for this set to take on faster Pokémon. Registeel is a good teammate for this, as it can take on Ghost-types while Medicham can KO Fighting-types for Registeel.

[SET]
name: Choice Band
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Ice Punch / Trick
item: Choice Band
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
- Excellent wall breaker, capable of OHKOing/2HKOing most of the tier.
- Hi Jump Kick packs a lot of power. A Choice Banded Hi Jump Kick is capable of 2HKOing defensive threats like Support Venusaur or Bulky Mitotic on the switch in.
- Brick Break is a more reliable STAB option due to its better accruacy, and it can remove the opposing teams screens if thye happen to be usign them to weather Medicham's heavy hits.
-ThunderPunch and Ice Punch are for coverage. ThunderPunch deals with Slowbro, while Ice Punch handles Claydol and Gligar, who can absorb the other attacks on this set with their great Defense.
- Trick cripples Pokémon like Uxie who can wall Medicham.

[ADDITIONAL COMMENTS]
- Jolly is necessary to tie with other base 80s like Venusuar and Blaziken, and Choice Band already provides enough of a boost to compensate.
- A pursuit trapper, like Houndoom or Drapion, helps this set immensely to eliminate fast Ghost-types like Mismagius and Rotom, who can OHKO Medicham.
- Entry hazards are great to help weaken opposing Pokemon and help turn some 2HKOs into OHKOs, and make Medicham's job easier.

[Team Options]
- Houndoom makes an excellent teammate due to its ability to absorb Will-o-Wisp and take care of defensive Spiritomb, which wall Medicham. Also, it can take on Tangrowth, and Uxie, which wall Medicham due to their impressive physical bulk.
- Spikes support is useful to help with a sweep. Omastar works here due to it’s resistance to Flying-type moves and access to Stealth Rock as well and can take on Donphan who can check Medicham.
- Registeel can handle threats like Swellow, Rotom, and Mismagius who can OHKO Medicham.
- Drapion makes a good teammate since it can handle Uxie and Mesprit with STAB Crunch or Taunt them to prevent them from setting up Stealth Rocks or using Thunder Wave. Drapion can also trap and KO Ghosts for Medicham.

[Optional Changes]
- Medicham can run Bulk Up set to raise its already impressive Attack and improve its durability. Recover works well in conjunction with a Bulk Up set, since Medicham can survive some hits with a bulky EV spread and some Defense boosts.
-Toxic can be used to weaken walls like Tangrowth and Slowbro as they switch in to absorb one of Medicham’s attacks.
- A Substitute set with Focus Punch is useable but Medicham is too fragile and may not find too many opportunities to use Substitute.
- Rock Slide can be used to hit Flying-types like Moltres, but ThunderPunch and Ice Punch are better options.
- Baton Pass can be used to pass Bulk Up boosts or Substitutes but Medicham lacks significant bulk or impressive Speed to use it effectively most of the time.

[Counters]
-Not easy to counter due to its excellent Attack, especially if it’s the Physical Attacker Stat as most Pokémon are 2HKOed.
- Spiritomb is immune to both of Medicham’s STAB moves and can KO it with moves like Shadow Sneak, Dark Pulse, and Shadow Ball.
- Uxie and Mesprit resist both of Medicham’s STABs. The Support sets for each can weaken Medicham with Psychic or Uxie can paralyze it.
- Against Choice Scarf or Choice Band sets, a simple switch in to a defensive Pokemon that resists or is immune to the selected attack is usually enough to force Medicham out. Slowbro is a good example, as it resists 3 out of 4 of Medicham’s typical attacks.
- Physical Tank Tangrowth is 3HKOed by non-Choice Band Hi Jump Kick and KO Medicham or put it sleep.

Changes from Analysis on site:
-Removed the Reversal Set
-Made the Choice Scarf set its own set as it differentiates itself from the other in function.
-Moved Choice Band set to a new set, named Physical Attacker, and included Life Orb as secondary option.

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http://www.smogon.com/dp/pokemon/medicham

[Overview]

<p>Medicham's phenomenal Attack, thanks to Pure Power, decent base 80 Speed, and great offensive movepool make it a top offensive threat in the UU metagame. However, Medicham's frailty and average Speed means that it can be easily demolished by faster sweepers, especially Rotom and Mismagius, that haunt the UU tier. Much like a double-edged sword, smart playing will turn Medicham into a one-man demolition crew, 2HKOing most opposing Pokémon, but recklessness will leave you one Pokémon short and your opponent free of a major threat.</p>

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

[SET COMMENTS]

<p>An exceptional Attack stat, along with decent Speed, makes Medicham a perfect candidate for a Choice Scarf, transforming it into a potent revenge killer and late-game sweeper. Due to Medicham's mediocre defensive stats and lack of resistances, it is best to bring it in for a revenge kill, which should prove to be a simple task as Medicham has good type coverage with its attacks to KO most opponents. From there, Medicham can muscle its way through weakened teams with its titanic Attack.</p>

<p>Hi Jump Kick is Medicham's main attack and reaches 150 Base Power after STAB, which can OHKO many neutral targets, such as Swellow and Sceptile. Bulkier sweepers such as Leafeon and Drapion will not have an easy time against Hi Jump Kick either, as most are 2HKOed even without residual damage factored in. Despite this, Hi Jump Kick should not be used haphazardly, as it invites Ghost-types to switch in and cause Medicham to lose a significant portion of its HP. Brick Break is a weaker alternative that does not suffer from Hi Jump Kick's flawed accuracy and potential recoil. Psycho Cut is a good secondary STAB that allows Medicham to handle Poison-types that resist Hi Jump Kick, primarily Venusaur and Weezing. Most Venusaur are OHKOed, while Weezing is always 2HKOed, regardless of residual damage. Support and SubSeeder Venusaur, however, are only OHKOed with residual damage. Psycho Cut also puts a large dent in Rotom and Mismagius that try to switch into a predicted Fighting-type move. ThunderPunch and Ice Punch are for additional coverage, mainly against specific Pokémon that resist or are neutral to either of Medicham's STAB attacks. ThunderPunch assures a 2HKO on Moltres and Slowking, while Ice Punch can OHKO Gligar and Altaria and 2HKO Claydol. Trick cripples defensive Pokemon like Slowbro and Uxie that would otherwise wall Medicham, making it easier for Medicham or another team member to dispose of them.</p>

[ADDITIONAL COMMENTS]

<p>A Jolly nature and Choice Scarf bring Medicham's Speed to 426, which is enough to outspeed Adamant Rock Polish Torterra and Aggron after a boost. Alternatively, Medicham can use an Adamant nature to improve its chances of scoring an OHKO against threats such as Scyther and Alakazam. The loss of Speed from using an Adamant nature, however, will leave Medicham vulnerable to boosting sweepers such as Rock Polish Rhyperior, which Medicham can normally take on when using a Jolly nature.</p>

<p>Since Hi Jump Kick scores most of Medicham's KOs, a means of handling Ghost-types is necessary to let Medicham smash through opposing teams. Therefore, a Pursuit user is an excellent teammate for Medicham, and Houndoom fits that role perfectly. Mixed Houndoom eliminates Ghost-types with ease, as its Life Orb-boosted Pursuit OHKOes Mismagius and most Rotom as they switch out, and its Sucker Punch will always KO them. Additionally, Houndoom absorbs Will-O-Wisp aimed at Medicham to gain a Flash Fire boost, which will let it weaken the opposing team with a boosted Fire-type attack, so Medicham can come in and clean up later in the match.</p>

<p>Phazers help Medicham tremendously when coupled with entry hazards, as they allow you to scout opposing teams for any Ghost-types or physically defensive Pokémon that cause Medicham trouble and rack up entry hazard damage by inducing multiple switches. Specially Defensive Drapion works well for this role because it can also KO Ghost-types that it may expose with Whirlwind or wear down opposing Pokémon with Toxic Spikes so Medicham can finish them off.</p>

[SET]
name: Life Orb
move 1: Hi Jump Kick / Low Kick
move 2: Zen Headbutt
move 3: Fake Out / ThunderPunch / Ice Punch
move 4: Bullet Punch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Medicham's amazing Attack, coupled with its decent Speed, make it a potent sweeper in UU. With the boost Life Orb provides, a quite extensive list of what Hi Jump Kick 2HKOes is created. Defensive threats, such as Milotic, will be 2HKOed if they attempt to come in on a Hi Jump Kick; for example, 248 HP / 252 Def Bold Milotic takes 55.2% - 65.1% damage. Low Kick is a safer option over Hi Jump Kick, as it has the same or greater Base Power as Hi Jump Kick when used against bulky Pokémon like Torterra and Donphan. However, the inconsistency in its Base Power can make more of a liability for Medicham than an asset, since Medicham will lose OHKOs that Hi Jump Kick would have scored against lighter Pokémon, such as Lanturn. Zen Headbutt deals with Pokémon that resist Medicham's Fighting-type STAB move, as well as having a 20% flinch rate to potentially spare Medicham from taking serious damage. Fake Out and Bullet Punch provide priority and let Medicham revenge kill weakened threats, such as Alakazam and Sceptile, with ease. ThunderPunch and Ice Punch can be used for coverage on Pokémon like Claydol or Slowbro, which resist both of Medicham's STAB attacks. Additionally, they serve as safer alternatives for Hi Jump Kick when used on Pokémon that are hit for super effective damage by the respective attack.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is a viable option on Medicham to ensure OHKOs on bulkier Pokémon that it still outspeeds, such as Dragon Dance Feraligatr (before the Speed boost from Dragon Dance) and Weezing. However, that will leave it unable to at least tie with many of the positive base 80 Pokemon in UU, most notably Venusaur. Since Psycho Cut is illegal alongside Bullet Punch, Zen Headbutt is the only physical Psychic-type STAB available to this Medicham set. While one can forgo Bullet Punch to use Psycho Cut, Bullet Punch is Medicham's most reliable priority move, as Fake Out only works once, and Medicham needs a reliable priority move to handle faster Pokémon.</p>

<p>Medicham enjoys having entry hazards and paralysis support to sweep through opposing teams with greater ease. Registeel is a good teammate for this task as it can set up Stealth Rock, paralyze opposing Pokémon with Thunder Wave, and resists Flying- and Ghost-type attacks aimed at Medicham. Wish support is recommended to compensate for the loss of HP from Life Orb, which would leave Medicham at more risk than usual. Leafeon and Chansey are good choices due to their bulk.</p>

[SET]
name: Choice Band
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Ice Punch / Trick
item: Choice Band
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>A Choice Band provides Medicham with the necessary boost to break through even the sturdiest of physical walls. Hi Jump Kick coming off 657 Attack can OHKO walls like Steelix and Regirock with minimal residual damage. Even Pokémon that take neutral damage from Hi Jump Kick are effectively 2HKOed after a switch in; for instance, Tank Torterra is dealt a minimum of 54.2% damage. Despite this destructive power, one should be wary of Ghost-types on the opposing team, which enjoy switching into Medicham locked into Hi Jump Kick, causing it to lose a significant portion of its HP in the process. Brick Break is a good option to avoid the perils of Hi Jump Kick, but Medicham will have to settle for 2HKOs on Pokémon that it would normally OHKO with Hi Jump Kick. Psycho Cut deals with Pokemon that Hi Jump Kick or Brick Break cannot dispose of, such as Venusaur and Weezing. ThunderPunch is for Flying-types and an alternative for Hi Jump Kick against Water-types. Slowbro, which normally counters Medicham, takes 51.8% - 60.9% damage from ThunderPunch, making it difficult for it to wall Medicham. Ice Punch is for additional coverage alongside ThunderPunch, mainly for Ground-types like Claydol and Gligar. Trick cripples defensive threats like Uxie by ridding them of their Leftovers, and is especially useful when partnered with Brick Break, so Medicham can at least ruin an opposing wall if it cannot KO it.</p>

[ADDITIONAL COMMENTS]

<p>This Medicham is an asset to offensive teams that need a reliable wallbreaker. While Medicham normally appreciates an Adamant nature to boost its already phenomenal Attack stat, Jolly is necessary to tie with other positive Speed nature base 80 Pokémon like Venusaur, Blaziken, and Altaria. A Pursuit user is also necessary to ensure that Medicham can attack without the fear of Ghosts switching in. Once again, Houndoom is an excellent candidate for the position as it also absorbs Will-O-Wisp aimed at Medicham. Entry hazards help Medicham tear through bulky Pokémon much easier. Omastar is a good choice to provide this due to its access to all three entry hazards and resistance to Flying-type moves.</p>

[Team Options]

<p>Since Medicham fears Ghost-types, its teammates naturally should be able to handle them. Houndoom is the optimal teammate for Medicham due to its ability to KO frail Ghosts like Mismagius and Rotom with STAB Pursuit, Sucker Punch, Dark Pulse, or Crunch. Additionally, Houndoom happily switches into Will-O-Wisp and gains a nice boost, courtesy of Flash Fire, while saving Medicham from a debilitating burn. Along with clearing out Ghosts, Houndoom can also dispose of Tangrowth and Uxie, which can wall Medicham. Spiritomb can also take out opposing Ghosts with Pursuit, Sucker Punch, Dark Pulse, or Shadow Sneak, and has greater bulk than Houndoom, so it can come in more easily on attacks. However, it will usually not like taking a Will-O-Wisp.</p>

<p>For support, Medicham appreciates teammates that can lay entry hazards down to wear out opposing Pokémon so it can KO them with ease. Omastar fits the bill, as it can lay Spikes, Stealth Rock, and Toxic Spikes to rack up large amounts of residual damage on opposing Pokemon. Furthermore, Omastar's excellent Defense and Water / Rock typing let it absorb physical attacks like Arcanine's Flare Blitz and Swellow's Brave Bird that would otherwise crush Medicham. Registeel is another good choice as it can lay down Stealth Rock and spread paralysis among the opposing team with Thunder Wave, which is a great asset for non-Choice Scarf Medicham, as it can then sweep through teams without fear of a faster Pokémon revenging killing it. Finally, Drapion works well alongside Medicham due to Toxic Spikes and Whirlwind, which can be used in conjunction to scout and weaken teams. Although grounded Poison-types will absorb Toxic Spikes, Medicham can handle most of them with its STAB Psycho Cut. Drapion can also deal with Uxie, Mesprit, and Ghost-types thanks to its Dark-type STAB and reasonable bulk.</p>

[Optional Changes]

<p>Medicham can attempt to diminish its frailty by running a Bulk Up set with 200 HP / 56 Atk / 252 Spe and Recover. After a single Bulk Up, Medicham is never 2HKOed by a combination of Waterfall and Aqua Jet from maximum Attack Azumarill and still has a high enough Attack stat to 2HKO max HP Donphan and Milotic. However, Medicham rarely gets opportunities to set up due to its lack of bulk and average Speed. Substitute and Focus Punch can be used to nail opponents with a 225 Base Power attack while sparing Medicham from being KOed in an instant, but Medicham will find it difficult to consistently create Substitutes due to its low HP and slightly above-average defenses.</p>

<p>Toxic is a viable option to weaken physically defensive Pokémon like Slowbro and Tangrowth that easily switch into Medicham. Rock Slide is an alternative for Ice Punch or ThunderPunch to deal with Flying-types like Moltres, Swellow, and Altaria with a decent 30% flinch rate, but the 90% accuracy may end up hurting Medicham as any of the previously mentioned Pokémon can OHKO it should Rock Slide fail to hit. Baton Pass is useful for passing Bulk Up boosts or Substitutes and scouting opposing teams for possible threats, but Medicham lacks the Speed necessary to use it effectively.</p>

[Counters]

<p>Few Pokémon can reliably counter Medicham due to its incredible Attack. Spiritomb stands out as a counter due to its immunity to both of Medicham's STAB moves. With overall great defenses, Spiritomb can switch into any of Medicham's attacks with impunity and force it out with the threat of being KOed by Shadow Ball or Shadow Sneak. Tangrowth easily walls Medicham and can cripple it with sleep or paralysis and dispose of Medicham with Leaf Storm or Power Whip. A non-boosted Hi Jump Kick barely 3HKOes 252 HP / 252 Def Tangrowth even after a switch into Stealth Rock.</p>

<p>Bulky Psychic-types have no trouble coming in and ruining Medicham's sweep. Slowbro resists Fighting- and Psychic-type moves, as well as Ice Punch, and with its superb Defense, can easily switch into Medicham and threaten it with STAB Surf and Psychic. However, it has to watch out for ThunderPunch and Trick, which ruin its walling capabilities. Uxie functions in the same vein as Slowbro, as it can easily withstand any attack in Medicham's repertoire due to its base 130 Defense and resistances to both of Medicham's STAB moves, as well as threaten it with Thunder Wave, Yawn, and Psychic. Offensively, Mesprit can 2HKO Medicham with Psychic or Zen Headbutt while switching in easily due to its reasonable bulk and resistances to Medicham's STABs.</p>
 
I think Recover in conjunction with Bulk Up could be great OC material. It's also the only Pokemon who can do that combination outside of Ubers effectively.

And that makes me wonder how Pain Split could work out with Medicham. It might be a little slow, but base 80 Speed is still Speed tying with Venusaur so it can SubSplit perhaps. Probably only OC worthy though.

Low Kick could be mentioned too? 120 BP against Milotic, Steelix, and Registeel, 100 BP against Arcanine and Donphan, 80 BP against Drapion, with no fear of recoil from missing. 60 BP against Clefable (65.5% - 77.7%) and Chansey (80.8% - 95.5%) might be troubling, but they're still 2HKOs. It'll suck against Lanturn too, but 40/76 Calm Lanturn takes 48.1% - 56.9% from Psycho Cut, which is a 2HKO. I'm not sure where Low Kick would be mentioned though (leaning toward AC) since it has its ups and downs.

edit: Glad you found some uses for Recover and Low Kick! Yeah, Pain Split seems lackluster so I agree with no mention of it now that you've point it out.
 
Thanks Flora I'll address each of the recommendations individually:

-Recover sounds good on a Bulk Up set in OC, since after a Defense bost Medicham can take physical attacks, and with a bulkier spread with max HP some special attacks from pokemon that normally wall it, so it can find an opportunity to heal itself.

-Low Kick is a good alternative on the Physical Attacker set to hit bulkier Pokemon, so I'll mention it in AC there. I'm leaving it out of the Scarf set, since that set is mainly for late game and due to the inconsistency in BP Low Kick doesn't look like a good alternative, at east that's what I found through testing but if others would like to see it as an option there or in OC even then I'll move it there.

-Pain Split I'm not to sure about adding, even on a SubSplit set in OC. Medicham lacks a significant number of resistances it and no immunities and against stuff like Venusaur you'd be best just hitting it with Psycho Cut, which will OHKO the offensive variants most of the time and easily 2HKO Support Venusaur. Against slower mons Medicham can usually score a 2HKO against them as well. Additionally, Pain Split isn't a reliable way of recovery when it has access to Recover.
 
Notable Pokemon who are hit harder by...

Low Kick > or = Hi Jump Kick (therefore Low Kick better)
120BP > Aggron, Hariyama, Registeel, Regirock, Rhyperior, Steelix, Torterra,
100BP = Arcanine, Cloyster, Donphan, Milotic, Tangrowth, Ursaring, Venusaur

Hi Jump Kick > Low Kick (80BP) > Brick Break
Blastoise, Blaziken, Cradily, Drapion, Feraligatr, Kangaskhan, Miltank, Sceptile, Tauros

Hi Jump Kick > Brick Break > Low Kick
60BP Absol, Azumarill, Chansey, Clefable, Dugtrio, Hitmonlee, Hitmontop, Houndoom, Kabutops, Leafeon, Manectric, Omastar, Skuntank
40BP Ambipom, Swellow
20BP Pikachu LOL

I left out quite a few Pokemon which resist Fighting namely the Flying types and the Psychic types. I'd let you decide which two are the best options, but personally I think Low Kick has proven its worth over Brick Break

EDIT: Could Wide Lens be an AC option? Hi Jump Kick is now 99% accurate, you bluff a Choice set and you can run the 99% accurate Zen Headbutt and Rock Slide which have cool flinch chances.

Also mention the perils of spamming HJK as a simple switch to a Ghost will cause major recoil damage
 
Medicham can revenge kill with Fake Out + Bullet Punch as a quasi Extremespeed. Neutral High Jump Kick does the same as super effective Thunder/Ice punch, so those are pretty much filler anyway. A set like:

Medicham @ Life Orb
252 Atk / 252 Spe, Jolly / Adamant

Fake Out
Bullet Punch
High Jump Kick / Low Kick
Psycho Cut / Zen Headbutt

takes advantage of it's priority to hit fast threats while still being powerful enough to break walls.
 
Yam - I like the BP on Low Kick especially for stuff like Tangrowth and bulkier mons, so I agree with you, and it now being slashed next to Hi Jump Kick and Brick Break will probably be moved to AC as an alternative for consistent damage, since it does look inferior to Low Kick, however, this for the Physical Attacker set as for the Choice Scarf set I prefer Brick break's consistency. Wide Lens would be good to lessen the impact of Hi Jump Kick and make Zen headbutt more viable, so that will be added to AC. I am aware of the issue with Hi Jump Kick, I just didn't want to restate it in each line of the skeleton.

Scoopapa - Bullet Punch is already in AC and I will now add Fake Out as replacements over ThunderPunch and Ice Punch to let Medicham revenge faster sweepers, similar to the scarf set.

Thanks for the suggestions.
 
Quick nitpick:
"Bulk Up set, since Medicham can survive soem hits with a bulky EV spread and some Defense boosts."

Oh, and what are the Attacking moves for a Bulk Up set? Coverage is incredibly limited.
 
thanks but it's not necessary to nitpick this unless its based on the content as this isn't the actual analysis just a skeleton. As for the Bulk Up set it will probably be Bulk Up, Hi Jump Kick/Low Kick, Psycho Cut, and Recover, ThunderPunch, or a different move if you want to cover different Pokemon. That will be expanded on in the actual analysis.
 
ok tested the physical attacker set some more, and life Orb is looking better with Fake Out and Bullet Punch as the two filler moves. So, I've changed the physical Attacker set, to make Life Orb the primary option and Choice Band secondary. With that, Ice and ThunderPunch got secondary slashes, but now the set looks like too many slashes, so I'm not sure if Choice Band along with the Punches and Trick should be moved to AC, since I don't feel the differences between Choice Band and Life Orb warrant a separate set I'd like it if someone could test the Choice Band set because right now it looks a little lack luster without the versatility that life orb provides.

EDIT: Choice Band isn't as bad, but still think it should remain secondary to Life Orb though.
 
If you're thinking of doing Bulk Up in OC, run Bulk Up, Recover, Ice Punch, and Brick Break/Low Kick/HJK. Fighting+Ice gets above-average neutral coverage while retaining a Super-Effective hit on Venusaur and other Grass types, and it'll provide you a move to use against Flying types. Also, I'd suggest including an alternate EV spread, since having a bit more bulk would be beneficial.
 
Thanks, that's what I had in mind for the Bulk Up set, I'm not to sure on the EVs though I agree with extra bulk but just not sure how much to remove from Speed or Attack to give it sufficient bulk. I'm not good with EV sets.
 
^I'd remove from Attack, it will be boosted by Bulk Up anyway, and several key Pokemon (read:Venusaur) lurk around the Base 80 Speed teir. Not sure how much you want to take out though, maybe leave enough to 2HKO Venusaur when unboosted?
 
Well after some calcs 200 HP / 52 Atk / 252 Speed Jolly nature works (feel free to suggest better) as it ensures that you aren't 2HKOed by Max Atk Jolly Leafeon's Leaf Blade, Max Atk Adamant Donphan's Earthquake, without Stealthrock, and never by Swords Dance Drapion's Crunch. The previous statements do not factor in a Swords Dance boost, and even after one they can't OHKO Medicham. While, possessing enough Atk to 2HKO Donphan and Bulky Milotic after Stealth Rocks and a single Bulk Up. Calcs will be provided if requested.
 
^Calcs would probably be a good idea, since the idea of the set is actually quite impressive. Maybe even consider making Bulk Up its own set? Also, it's 56 Atk, not 52.
 
my only suggestion is to put trick as the main option over ice punch. neutral hjk is hitting harder than a super effective ice punch.

stamp3.png
 
I really don't get why CB and Scarf were split up. Normally, when each choice item gets its own set it's because they perform their duties in such a different way that they shouldn't recieve the same description (at least as far as I know), but both sets are just meant to sweep, in a different way but they have the same objective, not to revenge kill as Rotom does. Added to that, choiced Fake Out and Bullet Punch is rather underwhelming.... I think these should be the two sets (also, for the sake of making this less slash-ish):

name: Choice Attacker
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: Thunder Punch
move 4: Trick / Ice Punch
item: Choice Scarf / Choice Band
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

Base 80 pretty much demands the use of Jolly. Adamant goes in AC IMHO.

name: Physical Attacker
move 1: Fake Out
move 2: Bullet Punch / Thunder Punch / Ice Punch
move 3: Hi Jump Kick / Brick Break
move 4: Psycho Cut
item: Life Orb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

This sets this set apart from the choiced one (as it was pretty much a different order of slashes before). I'm unsure about Zen Headbutt and Low Kick, so I'm waiting feedback from other QC members.

Because I made so many changes, I'd like to hear from other QC members before approving it and see if they like the changes as well.
 
Well I should at least explain why I made my choices before QC makes the final verdict. Psycho Cut + Bullet Punch is an illegal combination, both are egg moves for Medicham and there is no combination that gives them, so Zen headbutt was a must with Bullet Punch, I didn't insert it because of the extra BP or flinch chance, and I mentioned Psycho Cut as the alternative with CB. Second, it was only form experience that Choice Scarf and Band played differently enough to warrant individual sets, I found myself using Choice Scarf more towards end game while Choice Band I could bring in mid game or even early to take out a Pokemon or to take out walls if I was facing a stall team. Choice Scarf also has the great revenge killing aspect that Band lacks. Finally, I'm sorry if I didn't make it clear in the skeleton but I was in no way recommending the use of Fake Out and BP with CB, I even mentioned that Psycho Cut be used instead of Zen headbutt with CB, so Bullet Punch was out of the question due to the point I made at the beginning.

So, I would just like to make that clear before the final decision and even I wasn't fond of the slashes in the second set.
 
bumping this so a QC member can look over at Bluewind's comments like they asked for and make the call on what to do with the sets so I can write this.
 
Ok, I forgot to weigh in on this after your reply, so I'll do it now. Considering what you said and further playtesting with user uragg, I think Life Orb Attacker should remain as it is (with Zen Headbutt over Psycho Cut of course), and then CB and Scarf each one get their own sets. The current Scarf moveset can be used for both, just change the order of Slashes on the CB set as the likelihood of you tricking your Band is way lower. That would mean 3 separate sets.
 
Bluewind's changes have been made, so if a QC member can look over it and if it's ok stamp it that'd be great.
 
Looks good to me, but I'll see if someone else can stamp this because it'd be good to see if people agree with my changes before the set is actually written.
 
any particular reason why Ice Punch isn't slashed in the third slot on Choice Scarf? I think it deserves a slash there as well as being slashed with Trick. Also, I would emphasize all forms of entry hazards a bit more, as Cham is ridiculous to switch in against already and for every set they help out a lot. but everything else looks good.

stamp3.png
 
Slashed Ice Punch with ThunderPunch on the Scarf set, guess it didn't cross my mind to double slash it, will write as soon as possible. Thanks Uragg.
 
Nitpick; You forgot to capitalize the 'h' in 'Zen Headbutt.'

[SET]
name: Life Orb
move 1: Hi Jump Kick / Low Kick
move 2: Zen Headbutt
move 3: Fake Out / ThunderPunch / Ice Punch
move 4: Bullet Punch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe
 
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