Medicham

yo wtf this has been sitting for a while
Overview
########

Pure Power makes Medicham ridiculously powerful; it hits harder than Reckless Hitmonlee and (its stab hjk???) is the strongest attack in the tier, making it one of the best answers a huge nuisance (you don't really "answer" slower teams like, say, alom answers mega steelix) to slower teams. It has a good STAB combination that only misses out on Psychic- and Ghost-types in general (youre not really /missing/ out on ghost types and uh does anything resist the combo? otherwise "in general" doesnt feel necessary). Medicham also has a workable movepool; having access to the elemental punches are pretty cool (feels rly informal so change this up as you wish), and Baton Pass is great for momentum. However, mediocre defenses make it somewhat of a glass cannon; hits hard but relies on not getting hit. (thats p much what glass cannon means lol) Base 80 Speed is also somewhat average, leaving it outspeed by a bit and is good portion of the metagame and prone to being easily OHKOed by strong STAB moves. Unfortunately Medicham does not get Knock Off so it gets pretty hard walled by psychics, unlike Gallade which outclasses it to an extant, which is why it requires a bit of support in Pursuit. Unfortunately, Medicham is outclassed to an extent by Gallade due to the latter's access to Knock Off, which leaves it reliant on Pursuit support

Wallbreaker
########
name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Drain Punch / Fire Punch / Bullet Punch
ability: Pure Power
item: Life Orb
evs: 4 Def / 252 Atk / 252 Spe
nature: Jolly / Adamant

Moves
========

High Jump Kick is by far Medicham's most powerful STAB that is even stronger than Reckless Hitmonlee's thanks to Pure Power and OHKOes many bulky offensive mons (examples?). Zen Headbutt is nice coverage since it hits reliably well both Poison- and Fairy-type physically defensive walls, mostly Qwilfish and Aromatisse. Also, Thunder Punch is probably the most useful elemental punch Medicham has in the tier, as it hits Pokemon that do not take much from its STAB attacks such as Sigilyph and Togetic, while still touching Spiritomb and letting Medicham hit defensive Jellicent harder. Drain Punch gives Medicham a safer Fighting STAB attack, which also has the benefit on preventing it from being too much bothered by Life Orb's recoil that might easily worn down it. Fire Punch might be pretty useful as a safer attacking move to hit Steel-types as well, especially when the opponent has a Ghost-type such as Gourgeist-XL or Trevenant in their team over on the field. However, Bullet Punch might be crucial in most situations to revenge kill some weakened faster sweepers such as mostly Sneasel, Mega Glalie, or Rock Polish or Choice Scarf Tyrantrum.

Set Details
========

Maximum Speed and Attack investment lets Medicham hit as hard and fast as possible (this is honestly filler lol and doesnt need to be mentioned). With a Jolly nature, Medicham ties with non-Mega Evolved Glalie and is allowed to outspeed Jolly Tyrantrum as well as standard Adamant Hitmonlee. However, an Adamant nature is still usable since it guarantees the 2HKO on offensive Spiritomb with Thunder Punch after Stealth Rock. Pure Power is Medicham's only viable ability and is the source of its incredible power (also p obvious/filelr). And finally Life Orb to get significantly more damages. (any KOs? any specific reason why life orb?)


Usage Tips
========

Due to Medicham's frailty, it should not be brought in directly on defensive tanks such as Rhyperior or Mega Steelix as it is almost OHKOed by their attacks, thus meaning you gotta get it through momentum moves. Spamming High Jump Kick vs. opposing teams might be quite challenging if there is a Ghost-type or a Protect user, since it may take 50% recoil if you hit them. In that case using any other move if you're allowed to or Drain Punch would be the safest way to scout for a Protect or a switch into an immunity. Most of the time you have to do the good predictions only on the switchin if you want to ensure a kill. Sigilyph is a good example as it is faster and can potentially OHKO Medicham before you go to the right move.

Team Options
========

A Stealth Rock user is really appreciated as it lets ensures 2HKOs such as Thunder Punch or Fire Punch on Spiritomb and Zen Headbutt on both Bold Aromatisse and Jellicent. Archeops's suicide lead set is a pretty good one considering how it lures in Rock- and Steel-types that are OHKOed by Medicham and allowing it to threaten the opposing team. Mega Steelix and Registeel are good teammates as they pair fairly well with Medicham on covering all of its weaknesses. Medicham also really appreciates Pursuit-trapping support seeing as how it is walled by most Ghost- and Psychic-types. Reliable Pursuit users such as Skuntank, Escavalier, or Houndoom—which is additionally immune to Will-O-Wisp from Ghost-types—are good at this role. However, poor bulk might be problematic for it to start sweeping when just bringing out directly. That's why momentum grabbers in general are great with it. Mesprit and Uxie are good examples as they tend to easily bring bulky Steel- and Dark- types as well as setting Stealth Rock. Baton Pass Jolteon also pairs well with Medicham as it forces out a lot of slower bulky Ground-types, that are pretty mostly easy High Jump Kick bait. Furthermore, seeing as how Medicham applies pressure on balance and common offensive Pokemon that resist Fighting, additional sweepers such as Sawk, Hitmonlee, and Durant are good partners to take advantage of Medicham's wallbreaking.

Choice Scarf
########
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch / Rock Slide
move 4: Trick / Drain Punch
ability: Pure Power
item: Choice Scarf
evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly

Moves
========

Even without a Life Orb Medicham's High Jump Kick still hits like a truck thanks to the great ability Pure Power is (no need to exaggerate how good pure power is, it's better to be factual). Though Zen Headbutt isn't as easily spammable than High Jump Kick, it's still a safer STAB that is nice to hit Poison-types. Thunder Punch is probably the most relevant elemental punch Medicham has in the tier, as it hits mons that can take both stabs such as Sigilyph and Togetic, while still hitting Spiritomb and letting Medicham hit defensive Jellicent harder. (same changes to first part of sentence as first set) Rock Slide lets Medicham revenge killer another dangerous target, Delphox, as well as still hitting for consistent damage Sigilyph, Togetic and Spiritomb for good damage. Trick is a really great option which is why is this set is so popular; Trick + Choice Scarf lets Medicham cripple litterally all the common checks it has, especially Wish+Protect Alomomola and Aromatisse, that are totally prevented from putting in work in the battle anymore. Drain Punch can be fairly useful as a safer fighting STAB, being much more easily spammable in late-game.

Set Details
========

Standard max Speed and Attack investment lets Medicham hit as hard and fast as possible. Pure Power is Medicham's only viable ability and is the source of its incredible power. Medicham can revenge kill many fast threats with a Choice Scarf, such as Swords Dance Virizion, Hone Claws Durant and +1 Dragon Dance Scrafty. Jolly Nature is used to outspeed opposing Jolly scarfed Tyrantrum, as well as Jolteon, which might make it quite annoying for Medicham to clean offensive teams in late-game.
(same as first set details so change this up too lol. also don't c/p stuff from set to set plzzz)
Usage Tips
========

Due to its frailty it should not be brought in directly on defensive tanks such as Rhyperior or Mega-Steelix as it will take up to 90% from their attacks, thus meaning you gotta get it through momentum moves. Medicham's poor bulk might be problematic for it to start sweeping on just bringing out directly. That's why momentum grabbers in general are great with it. Mesprit/Uxie are good examples as they tend to easily bring Steel/Dark- types as well as setting Stealth Rocks. Baton Pass Jolteon is pretty good as well since it forces out a lot of slower bulky Ground-types, that are pretty mostly easy High Jump Kick bait. If you are seeing a potential fast threat that might bother your team a lot in the opponent's, try to keep the Choice Scarf as long as possible, othwerwise you might not be able to handle it anymore. However Trick is better to use when facing more defensive teams, since many members on those are crippled by it, and you have less need for the increased speed since you outspeed most pokemon on defensive teams anyway.
(the first UT changes apply + change this up a bit since it's kinda mostly c/ped)
Team Options
========

Once more Stealth Rock are really appreciated as it lets Medicham guarantee 2HKOs, such as High Jump Kick on both Alomomola and offensive Tangrowth, Zen Headbutt on Calm Aromatisse, and Thunder Punch on defensive Jellicent and Togetic. Archeops' Suicide Lead set is a pretty good one considering how well this forces most bulky Rock-/Steel-types to be sent out as an answer for it, leaving you free to start threatning the opponent with Medicham. However Mega-Steelix or Registeel are pretty good ones as they pair fairly well with Medicham on covering all of its weaknesses. Nevertheless some boosting physical attackers such as Bulk Up Gurdurr, Hone Claws Durant or even Dragon Dance Scrafty that have a way easier time getting through Clerics such as Alomomola and Aromatisse considering they're tricked.

Other Options
########

Medicham can use a Endure + Reversal set, but it is not very reliable, as unlike Hitmonlee it doesn't get either Knock Off and Unburden. Foresight could be a good alternative on the wallbreaker set since it lets Medicham hit Ghost-types such as Spiritomb with High Jump Kick for free. Psycho Cut can be also used over Zen Headbutt; although it's not as powerful, it's a 100% accurate move that has a nice critical hit chance. An honorable mention goes to Baton Pass, as it can grab momentum and allow Medicham to give Pursuit trappers a free switch against its Pursuit-prone checks. Fake Out as a priority move that is great to get nice chip damage on many sweepers which is also a safe way to scout for the opponent's actions in the battle. A Bulk Up set, paired with other moves such as Substitute or Baton Pass, is a possibly feasible option. Finally, a Choice Banded set for significantly more sheer power can be used.

Checks & Counters
########

**Psychic-types**: Uxie is Medicham's sturdiest counter considering it has a resistance to both STABs as well as a huge natural bulk, preventing it from taking too much damage from coverage moves. Sigilyph and Mesprit are pretty reliable (?) soft checks; however, the former has to watch out for Thunder Punch while the latter might be 2HKOed by (this life orb boosted or n) High Jump Kick after Stealth Rock damage.

**Ghost-types**: Spiritomb is immune to both STABs and can easily take it down with Foul Play. However, it risks getting 2HKOed by a Life Orb Thunder Punch Punch after Stealth Rock. Cofagrigus easily removes Medicham's ability with Mummy if it gets hit by Zen Headbutt as well as burning it with Will-O-Wisp.

**Fairy-types**: Though a resistance to High Jump Kick and a super effective STAB is really helpful for them to check the monster that Medicham is, they still have to be careful about Zen Headbutt which might OHKO/2HKO them after Stealth Rock (only misses out on physically defensive Granbull).

**Flying-types**: Flying-type moves such as Choice Scarf Braviary's Brave Bird, Noivern's Hurricane and Fletchinder's Acrobatics, really bother Medicham since they are super effective and really powerful as they OHKO it, making it a necessity to have an answer for those in your team.

**Faster Pokemon**: Since Medicham's bulk is not really good, STAB-boosted moves with high Base Power from faster Pokemon quite easily destroy Medicham and most of the time result in an OHKO. That includes Choice Scarf Emboar's Flare Blitz, Mega Glalie's Refrigerate-boosted moves, Jolteon's Thunderbolt, Flygon's Outrage and Meloetta's Hyper Voice etc.

phew this was long
 
Thanks! Changes implemented
also, as for c/ps from sets to sets this is mostly due to how reastically the same both sets are, despite having different roles x_x (without trick they're both offensive all-out-attackers)
but ya i did my best to change this up anyways
 
got this

also, as for c/ps from sets to sets this is mostly due to how reastically the same both sets are, despite having different roles x_x (without trick they're both offensive all-out-attackers)
still don't c/p them :[ it just looks careless and unprofessional if you do, and if you just write those bits again from scratch the words usually will combine differently inside your head and the paragraphs will end up being sufficiently different, no need to go out of your way for it
thanks for changing it up though :]

remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/3

Overview
########


[OVERVIEW]
Pure Power makes Medicham ridiculously powerful; its STAB High Jump Kick STAB hits harder than Reckless Hitmonlee's and is the strongest attack in the tier, making it a huge nuisance to slower teams. It has a good STAB combination that only misses out on Psychic-types. Medicham also has a workable movepool; having access to the elemental punches are pretty cool provides it with good coverage options, and Baton Pass is great for momentum. However, mediocre defenses make it somewhat of (remove this imo, no need to understate it) a glass cannon. Base 80 Speed is also somewhat average, leaving it outspeed outsped by a good portion of the metagame and prone vulnerable to being easily OHKOed by strong STAB moves. Unfortunately Additionally, Medicham is outclassed to an extent by Gallade due to the latter's access to Knock Off, which leaves it reliant on Pursuit support.

Wallbreaker
########
[SET]

name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Drain Punch / Fire Punch / Bullet Punch
ability: Pure Power
item: Life Orb
ability: Pure Power
nature: Jolly / Adamant

evs: 4 Def / 252 Atk / 252 Spe
nature: Jolly / Adamant

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

High Jump Kick is by far Medicham's most powerful STAB move; (SC) that it is even stronger than Reckless Hitmonlee's thanks to Pure Power and OHKOes many bulky offensive mons Pokemon such as Eelektross, Escavalier, (AC) and Druddigon. Zen Headbutt is provides nice coverage since it hits by reliably well both hitting Poison- and Fairy-type physically defensive walls, mostly Qwilfish and Aromatisse. Also, Thunder Punch is probably the most useful elemental punch Medicham has in the tier, as it hits Pokemon that do not take much from its STAB attacks, (AC) such as Sigilyph and Togetic, while still touching Spiritomb and letting Medicham hit defensive Jellicent harder. Drain Punch gives Medicham a safer Fighting-type STAB attack, which and it also has the benefit on of preventing it from being too much bothered easily worn down by Life Orb's recoil that might easily worn down it. Fire Punch might be pretty useful as a safer attacking move to hit Steel-types as well, especially when the opponent has a Ghost-type such as Gourgeist-XL or Trevenant in their team over on the field. However, Bullet Punch might be crucial in most situations to revenge kill some weakened faster sweepers such as mostly Sneasel, Mega Glalie, or and Rock Polish or Choice Scarf Tyrantrum.

Set Details
========

Maximum Speed and Attack investment lets Medicham hit as hard and fast as possible. With a Jolly nature, (AC) Medicham Speed ties with non-Mega-Evolved Glalie and is allowed to outspeed outspeeds Jolly Tyrantrum as well as standard Adamant Hitmonlee. However, an Adamant nature is still hounourable since viable because it guarantees the 2HKO on offensive Spiritomb with Thunder Punch after Stealth Rock. And finally Lastly, (AC) Life Orb is used to get significantly more damages damage on sturdy walls such as Jellicent, Aromatisse, and Alomomola.


Usage Tips
========

Due to Medicham's frailty, it should not be brought in directly even on defensive tanks such as Rhyperior or Mega Steelix, (AC)as it is almost OHKOed by their attacks; (SC) thus meaning therefore, (AC) you gotta have to get it in through momentum pivoting moves. Spamming High Jump Kick vs. opposing teams might be quite challenging is quite dangerous if there is a Ghost-type or a potential Protect user on the opposing team, since it may take 50% recoil if you hit them. (self-explanatory) In that case, (AC) using any other move if you're allowed to or Drain Punch would be the safest way to scout for a Protect or a switch into an immunity to a Pokemon immune to Fighting. Most of the time, (AC) you have to do the good predictions only on the switch-in (add hyphen) if you want to ensure a kill KO. (idg this sentence, can you clarify?) Sigilyph is a good example, (AC) as it is faster and can potentially OHKO Medicham before you go to it can use the right move.

Team Options
========

A Stealth Rock user is really appreciated, (AC) as it lets ensures helps Medicham ensure 2HKOs such as with Thunder Punch or Fire Punch on Spiritomb and with Zen Headbutt on both Bold Aromatisse and Jellicent. Archeops's suicide lead set is a pretty good one considering how it lures in Rock- and Steel-types that are OHKOed by Medicham and allowing it to threaten the opposing team. (what do you mean by this?) Mega Steelix and Registeel are good teammates, (AC) as they pair fairly well with Medicham, (AC) covering all of its weaknesses. Medicham also really appreciates Pursuit-trapping support, (AC) seeing as how it is walled by most Ghost- and Psychic-types. Reliable Pursuit users such as include Skuntank, Escavalier, or and Houndoom; which Houndoom also is additionally immune to Will-O-Wisp from Ghost-types; are good at this role. However Additionally, because Medicham's poor bulk might be problematic for it to start sweeping when you just bringing bring it out directly, (comma) That's why momentum grabbers in general are great with it. Mesprit and Uxie are good examples, (AC) as they tend to easily bring lure in bulky Steel- and Dark- types as well as setting and can set Stealth Rock. Baton Pass Jolteon also pairs well with Medicham, (AC) as it Medicham forces out a lot of slower bulky Ground-types, that which are pretty mostly easy High Jump Kick bait. Furthermore, seeing as how Medicham applies(space)pressure on balance and common offensive Pokemon that resist Fighting, additional sweepers such as Sawk, Hitmonlee, and Durant are good partners to take advantage of Medicham's wallbreaking.

Choice Scarf
########
[SET]

name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch / Rock Slide
move 4: Trick / Drain Punch
ability: Pure Power
item: Choice Scarf
ability: Pure Power
nature: Jolly

evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly

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

Even without a Life Orb boosting item, (AC) (borders on cross-set referencing) Medicham's High Jump Kick still hits like a truck thanks to the boost from Pure Power's boost. Though Zen Headbutt isn't as easily spammable than as High Jump Kick, it's still a safest safe STAB that is nice move to hit Poison- and Fairy-types. Also, Thunder Punch is probably the most useful elemental punch Medicham has in the tier, as it hits Pokemon that do not take much from its Medicham's STAB attacks, (AC) such as Sigilyph and Togetic, while still touching Spiritomb and letting Medicham hit defensive Jellicent harder. Rock Slide lets Medicham revenge kill an other ("another" or "an otherwise") dangerous target, Delphox, as well as still hitting Sigilyph, Togetic, (AC) and Spiritomb. Trick is a really great option which is why is this set is so popula;, Trick + in combination with Choice Scarf lets Medicham cripple litterally all the its common checks it has, especially Wish + (spaces)Protect Alomomola or and Aromatisse, that are totally prevented which it completely prevents from putting in any more work in the battle anymore. Drain Punch might be fairly useful as a safer fighting Fighting-type STAB move, being much more easily spammable in the late-game.

Set Details
========

Again, Maximum Speed and Attack investment lets Medicham hit as hard and fast as possible. Medicham can revenge kill many fast threats equiped with a Choice Scarf, such as Swords Dance Virizion, Hone Claws Durant, (AC) and +1 Dragon Dance Scrafty. A Jolly Nature is used to outspeed opposing Jolly scarfed Choice Scarf Tyrantrum and Emboar, as well as Jolteon, (AC) which might make it quite annoying for Medicham to clean offensive teams late-game.

Usage Tips
========

Due to its frailty, (AC) it Medicham should not be brought in directly on defensive tanks such as Rhyperior or Mega Steelix, (AC, remove hyphen) as it will take up to 90% from their attacks; (SC) thus meaning you gotta therefore, you have to get it in through momentum pivoting moves. Spamming High Jump Kick vs. opposing teams remains being quite challenging is discouraged if there is a Ghost-type or a Protect user off the field, since Medicham may take 50% recoil if you hit them. In that case either crippling them with Trick or using Drain Punch would be the safest way to dodge bypass them. Also Additionally, if you are seeing a potential fast threat that might bother your team a lot in the opponent's, try to keep the Choice Scarf as long as possible; (SC) othwerwise otherwise, (AC) you might not be able to handle it anymore. However, (AC) Trick is better to use when facing more defensive teams, since as many members Pokemon on those are crippled by it (RC) and you have Medicham has less need for the increased Speed since you outspeed because it outspeeds most Pokemon on defensive teams anyway.

Team Options
========

Once more Stealth Rock is really appreciated, (AC) as it lets ensures Medicham ensure 2HKOs such as with High Jump Kick on both Alomomola and offensive Tangrowth, Zen Headbutt on Calm Aromatisse, and Thunder Punch on defensive Jellicent and Togetic. Mega Steelix and Registeel are still good teammates, (AC) as they pair fairly well with Medicham, (AC) covering all of its weaknesses. Nevertheless Additionally, (AC) some boosting physical attackers such as Bulk Up Gurdurr, Hone Claws Durant, (AC) or and even Dragon Dance Scrafty that have a way easier time getting through clerics such as Alomomola and Aromatisse considering they're tricked after they have been Tricked. (make sure i understood this one properly)

Other Options
########

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


Medicham can use a Endure + Reversal set, but it is not very reliable, as unlike Hitmonlee, (AC) it doesn't get either Knock Off and Unburden. Foresight could be a good alternative on the wallbreaker set since it lets Medicham to hit Ghost-types such as Spiritomb with High Jump Kick for free. Psycho Cut can be also used over Zen Headbutt; although it's not as powerful, it's a 100% accurate move that and has a nice high critical hit chance. An honorable mention(space)goes to Baton Pass, as it can grab momentum and allow Medicham to give freely bring in Pursuit trappers a free switch against its Pursuit-prone checks. Fake Out can be used as a priority move that is great to get nice chip damage on many sweepers which is also and as a safe way to scout for the opponent's actions in the battle. A Bulk Up set (RC) paired with other moves such as Substitute or and Baton Pass, is a possibly feasible option. Finally, a Choice Banded set can be used for significantly more sheer power can be used.

Checks & Counters
########

Checks and Counters
========


**Psychic-types**: Uxie is Medicham's sturdiest counter, (AC) considering it haa a resistance to resists both Medicham's STAB types as well as a and has huge natural bulk, preventing it from taking too much damage from coverage moves. Sigilyph and Mesprit are pretty reliable soft checks; however, (AC) the former has to watch out for Thunder Punch, (AC) while the latter might be 2HKO'd 2HKOed by Choice Scarf Medicham's High Jump Kick after Stealth Rock damage.

**Ghost-types**: Spiritomb is immune to both Medicham's STAB types and can easily take it down with Foul Play. However, it risks getting 2HKOed by a Life Orb-boosted elemental punch after Stealth Rock damage. Cofagrigus easily removes Medicham's ability with Mummy if it gets hit by Zen Headbutt as well as burning and can burn it with Will-O-Wisp.

**Fairy-types**: Though Fairy-types can check Medicham by virtue of their a resistance to High Jump Kick and a super effective STAB moves is really helpful for them to check the monster that Medicham is, they still have to be careful about Zen Headbutt, (AC) which might OHKO/2HKO OHKOes or 2HKOes all of them except physically defensive Granbull after Stealth Rock (only misses out on physically defensive Granbull).

**Flying-types**: Flying-type moves such as Choice Scarf Braviary's Brave Bird, (unbold this one please) Sigilyph's Air Slash, (AC) and Fletchinder's Acrobatics (RC) really bother Medicham, (AC) as they are faster and OHKO it before it can move, (the moves aren't faster, their users are) making it a necessity to have an answer for those in your team.

**Faster Pokemon**: Since Because Medicham's bulk is not really good, STAB-boosted moves with high Base Power from faster Pokemon quite easily destroy Medicham, (AC) and most of the time result in an OHKOing it. That includes These include Choice Scarf Emboar's Flare Blitz, Mega Glalie's Refrigerate-boosted moves, Jolteon's Choice Specs-boosted Thunderbolt, Flygon's Outrage, (AC) and Meloetta's Choice Specs-boosted STAB moves.
would be more comfortable if this got someone else to look over it before it goes through, sorry :T
 
Last edited:
Add
Remove
Comment

[OVERVIEW]
Pure Power makes Medicham ridiculously powerful; its STAB High Jump Kick hits harder than Reckless Hitmonlee's and is the strongest attack in the tier, making it a huge nuisance to slower teams. It has a good STAB combination that only misses out on Psychic-types. Medicham also has a workable movepool; access to the elemental punches provides it with good coverage options, and Baton Pass is great for gaining momentum. However, Medicham's mediocre defenses make it a glass cannon. Base 80 Speed is also somewhat average, leaving it outsped by a good portion of the metagame and vulnerable to being easily OHKOed by strong STAB moves. Additionally, Medicham is somewhat outclassed to an extent by Gallade due to the latter's access to Knock Off, which leaves it leaving Medicham reliant on Pursuit support to get past Ghost- and Psychic-types.

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

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

High Jump Kick is by far Medicham's most powerful STAB move; it is even stronger than Reckless Hitmonlee's thanks to Pure Power and OHKOes many bulky offensive Pokemon such as Eelektross, Escavalier, and Druddigon. Zen Headbutt provides nice coverage by reliably hitting Poison- and Fairy-type physical walls, mostly particularly Qwilfish and Aromatisse. Thunder Punch is probably arguably the most useful elemental punch, as it hits Pokemon that do not take much from its Medicham's STAB attacks, such as Sigilyph and Togetic, while still touching Spiritomb and letting Medicham hitting defensive Jellicent harder than Ice Punch. Drain Punch gives Medicham a safer Fighting-type STAB attack, (RC) and it also has the benefit of preventing prevents it from being too easily worn down too quickly by Life Orb recoil. Fire Punch might can be pretty useful used as a safer attacking move to hit Steel-types as well, especially when the opponent has a Ghost-type such as Gourgeist-XL or Trevenant in on their team. However, Bullet Punch might can also be crucial in most some situations to revenge kill some weakened faster sweepers such as Sneasel, Mega Glalie, and Rock Polish or Choice Scarf Tyrantrum.

Set Details
========

Maximum Speed and Attack investment lets Medicham hit as hard and fast as possible. With a Jolly nature, Medicham Speed ties with non-Mega-Evolved Glalie and outspeeds Jolly Tyrantrum as well as Adamant Hitmonlee. However, an Adamant nature is still viable because it guarantees the 2HKO on offensive Spiritomb with Thunder Punch after Stealth Rock. Lastly, Life Orb is used to get deal significantly more damage on to sturdy walls such as Jellicent, Aromatisse, and Alomomola.


Usage Tips
========

Due to Medicham's frailty, it should not be brought in directly even on defensive tanks such as Rhyperior or andMega Steelix, as they 2HKO it is almost OHKOed by their attacks; therefore, you have to get it in through pivoting moves free switches. Spamming High Jump Kick is quite dangerous if there is a Ghost-type or a potential Protect user on the opposing team. In that case, using any other move if you're allowed to or Drain Punch would be is the safest way to scout for a Protect user or a switch to a Pokemon immune to Fighting. Most of the time, (AC) you have to do the good predictions only on the switchin - predict well on the switch if you want to ensure a KO. For example, it's important to nail Sigilyph as it switches in, is a good example as it is faster and can OHKO Medicham before it can use the right move.

Team Options
========

A Stealth Rock user is really appreciated, as it helps Medicham ensure 2HKOs such as with Thunder Punch or Fire Punch on Spiritomb and with Zen Headbutt on both Bold Aromatisse and Jellicent. Lead Archeops's suicide lead set is a pretty good one considering how it forces lures in most Rock- and Steel-types, (RC) to be OHKOed by Medicham's High Jump Kick STAB. Mega Steelix and Registeel are good teammates, as they pair fairly well with Medicham, covering all of its weaknesses. Medicham also really appreciates Pursuit support, seeing how as it is walled by most Ghost- and Psychic-types. Reliable Pursuit users include Skuntank, Escavalier, and Houndoom; Houndoom is also is immune to Will-O-Wisp from Ghost-types. Additionally, because Medicham's poor bulk might can be problematic for it to start sweeping when you just bring it out directly, momentum grabbers in general are make for great with it partners. Mesprit and Uxie are good examples, as they tend to lure in bulky Steel- and Dark- types and can set up Stealth Rocks. Baton Pass Jolteon also pairs well with Medicham, as Medicham forces out a lot of slower bulky Ground-types, most of which are mostly easy High Jump Kick bait. Furthermore, seeing as how Medicham applies pressure on balance teams and common offensive Pokemon that resist Fighting, additional sweepers such as Sawk, Hitmonlee, and Durant are good partners to take advantage of Medicham's wallbreaking.

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

Moves
========

Even without a boosting item, Medicham's High Jump Kick hits like a truck thanks to the boost from Pure Power. Though Zen Headbutt isn't as easily spammable as High Jump Kick, it's still a safe STAB move to hit Poison- and Fairy-types. Thunder Punch is probably the most useful elemental punch Medicham has in the tier, as it hits Pokemon that do not take much from Medicham's STAB attacks, such as Sigilyph and Togetic, while still touching Spiritomb and letting Medicham hitting defensive Jellicent harder than Ice Punch. Rock Slide lets Medicham revenge kill another dangerous target, Delphox, as well as while still hitting Sigilyph, Togetic, and Spiritomb. Trick in combination with Choice Scarf lets Medicham cripple all of its common checks, especially Wish + Protect Alomomola and Aromatisse, which it completely prevents preventing them from putting in any more work in the battle. Drain Punch might be fairly useful as is a safer Fighting-type STAB move, being much more easily spammable than High Jump Kick in the late-game.

Set Details
========

Maximum Speed and Attack investment lets Medicham hit as hard and fast as possible. Medicham can revenge kill many fast threats when equiped with a Choice Scarf, such as Swords Dance Virizion, Hone Claws Durant, and +1 Dragon Dance Scrafty. A Jolly Nature nature is used to outspeed opposing Jolly Choice Scarf Tyrantrum and Emboar, as well as Jolteon, which might can make it quite annoying for Medicham to clean offensive teams late-game.

Usage Tips
========

Due to its frailty, Medicham should not be brought in directly, even on defensive tanks such as Rhyperior or and Mega Steelix, as it will take up to 90% from their attacks; therefore, you have to get it in through pivoting moves. Spamming High Jump Kick vs. versus opposing teams(space)is discouraged if there is a Ghost-type or a Protect user off (are you sure?) the field. In that case, (AC) either crippling them with Trick or using Drain Punch would be is the safest way to bypass them. Additionally, if you are seeing a potential fast threat that might bother your team a lot in the opponent's, try to keep the hold onto Medicham's Choice Scarf as long as possible; otherwise, you it might not be able to handle it the threat anymore. However, Trick is better to use when facing more defensive teams, as many Pokemon on those teams are crippled by it, (AC) and Medicham has less need for the increased Speed because it outspeeds most Pokemon on defensive teams anyway.

Team Options
========

Stealth Rock is really appreciated as it lets Medicham ensure 2HKOs, (AC) such as with High Jump Kick on both Alomomola and offensive Tangrowth, Zen Headbutt on Calm Aromatisse, and Thunder Punch on defensive Jellicent and Togetic. Mega Steelix and Registeel are good teammates, as they pair fairly well with Medicham, covering all of its weaknesses. Additionally, some boosting physical attackers setup sweepers such as Bulk Up Gurdurr, Hone Claws Durant, and even Dragon Dance Scrafty that have appreciate Medicham's Trick support, as it gives them an way easier time getting through clerics such as Alomomola and Aromatisse after they have been Tricked and therefore lack by stripping them of their reliable ways of recovery.

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

Medicham can use an Endure + Reversal set, but it is not very reliable, as unlike Hitmonlee, it doesn't get Knock Off and or Unburden. Foresight could can be a good alternative on the wallbreaker set to hit Ghost-types such as Spiritomb with High Jump Kick for free. Psycho Cut can be also used over Zen Headbutt; although it's not as powerful, it's 100% perfectly accurate and has a high chance to land a critical hit chance. An honorable mention goes to Baton Pass, as it can grab momentum and allow Medicham to freely bring in Pursuit trappers against its Pursuit-prone checks. Fake Out can be used as a priority move to get chip damage on many sweepers and as a safe way to scout for the opponent's actions in the battle. A Bulk Up set with moves such as Substitute and Baton Pass, (RC) is a possibly feasible option. Finally, a Choice Band set can also be used(space)for significantly more sheer raw power.

Checks and Counters
========

**Psychic-types**: Uxie is Medicham's sturdiest counter, considering as it resists both of Medicham's STABs types and has huge natural bulk, preventing it from taking too much damage from coverage moves. Sigilyph and Mesprit are pretty reliable soft checks; however, the former has to watch out for Thunder Punch, while the latter might can be 2HKOed by Choice Scarf Medicham's High Jump Kick after Stealth Rock damage.

**Ghost-types**: Spiritomb is immune to both of Medicham's STAB types and can easily take it down with Foul Play. However, it risks getting 2HKOed by a Life Orb-boosted elemental punch after Stealth Rock damage. Cofagrigus removes replaces Medicham's ability Pure Power with Mummy if it gets hit by Zen Headbutt and can burn it with Will-O-Wisp.

**Fairy-types**: Though Fairy-types can check Medicham by virtue of their super effective STAB moves and resistance to High Jump Kick and super effective STAB moves, they still have to be careful about Zen Headbutt, which OHKOes/or 2HKOes all of them after Stealth Rock except for physically defensive Granbull after Stealth Rock.

**Flying-types**: Flying-type moves such as Choice Scarf Braviary's Brave Bird, Sigilyph's Air Slash, and Fletchinder's Acrobatics really bother Medicham, as they OHKO it before it can move, making it a necessity to have an answer for those them in your team.

**Faster Pokemon**: Because Medicham's bulk is not really that good, STAB-boosted moves with high Base Power from faster Pokemon quite easily destroy Medicham it, most of the time often OHKOing it. These includes Choice Scarf Emboar's Flare Blitz, Mega Glalie's Refrigerate-boosted moves, Jolteon's Choice Specs-boosted Thunderbolt, Flygon's Outrage, (AC) and Meloetta's Choice Specs-boosted STAB moves.
GP 3/3
XMjBx4g.gif
 
Last edited:
Ok this is *finally* done, sorry for such a long process, the metagame shifted soo much throughout my exams plus vacas period, between doublade and slowking rise, noivern's arrival, reuniclus' departure, uxie's rise in usage.. whatever all those didnt really help and increased the writeup's standing, but i'll do my best to write analysis much quicker in the future.
also thanks to all the checkers!
 
Last edited:
Back
Top