yo wtf this has been sitting for a while
phew this was long
Overview
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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.
########
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