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Medicham

Discussion in 'Global Battle Union' started by Ashenlock, Aug 23, 2011.

  1. Ashenlock

    Ashenlock

    Joined:
    Aug 17, 2007
    Messages:
    941
    Note: I feel I should include this: These analyses are based 100% on my experiences with and against this Pokemon. The sets listed may not resemble your experience with them, but they are never deliberate lies. If you have a constructive experience to share, please do.​

    [​IMG]
    Medicham #308

    HP: 60
    Atk: 60
    Def: 75
    SpA: 60
    SpD: 75
    Spe: 80​

    Show Hide

    PHP:
    [LEFT]Level-Up Moves
     
    -- Fire Punch
    -- ThunderPunch
    -- Ice Punch
    -- Bide
    -- Meditate
    -- Confusion
    -- Detect
    Lv4 Meditate
    Lv8 Confusion
    Lv11 Detect
    Lv15 Hidden Power
    Lv18 Mind Reader
    Lv22 Feint
    Lv25 Calm Mind
    Lv29 Force Palm
    Lv32 Hi Jump Kick
    Lv36 Psych Up
    Lv42 Acupressure
    Lv49 Power Trick
    Lv55 Reversal
    Lv62 Recover
     
    Machine Moves
     
    TM03 Psyshock
    TM04 Calm Mind
    TM06 Toxic
    TM08 Bulk Up
    TM10 Hidden Power
    TM11 Sunny Day
    TM15 Hyper Beam
    TM16 Light Screen
    TM17 Protect
    TM18 Rain Dance
    TM19 Telekinesis
    TM21 Frustration
    TM27 
    Return
    TM29 Psychic
    TM30 Shadow Ball
    TM31 Brick 
    Break
    TM32 Double Team
    TM33 Reflect
    TM39 Rock Tomb
    TM42 Facade
    TM44 Rest
    TM45 Attract
    TM47 Low Sweep
    TM48 Round
    TM52 Focus Blast
    TM53 Energy Ball
    TM56 Fling
    TM67 Retaliate
    TM68 Giga Impact
    TM70 Flash
    TM77 Psych Up
    TM80 Rock Slide
    TM83 Work Up
    TM84 Poison Jab
    TM85 Dream Eater
    TM86 Grass Knot
    TM87 Swagger
    TM90 Substitute
    TM94 Rock Smash
    HM04 Strength
     
    Egg Moves
     
    Baton Pass
    Bullet Punch
    Drain Punch
    DynamicPunch
    Fake Out
    Fire Punch
    Foresight
    Guard Swap
    Ice Punch
    Power Swap
    Psycho Cut
    Secret Power
    ThunderPunch
     
    Gen IV Tutor Moves
     
    (Pt/HG/SSFire Punch
    (Pt/HG/SSHelping Hand
    (Pt/HG/SSIce Punch
    (Pt/HG/SSMud-Slap
    (Pt/HG/SSSignal Beam
    (Pt/HG/SSSnore
    (Pt/HG/SSSwift
    (Pt/HG/SSThunderPunch
    (Pt/HG/SSTrick
    (Pt/HG/SSVacuum Wave
    (Pt/HG/SSZen Headbutt
    (HG/SSGravity
    (HG/SSHeadbutt
    (HG/SSLow Kick
    (HG/SSMagic Coat
    (HG/SSPain Split
    (HG/SSRole Play
    [/LEFT]


    Medicham -> Double Battles

    ->Standard<-



    Medicham @ Focus Sash / Life Orb
    ADAMANT
    +Pure Power+
    4 HP / 252 Atk / 252 Spe
    -Fake Out
    -Low Kick / Drain Punch
    -Ice Punch / ThunderPunch
    -Detect / Rock Slide​

    Since the end of Gen III's dominance as standard play, Medicham has wanted a physical Ghost- or Dark-type attack to (basically) complete its coverage. However, it can use secondary moves (and use them well) to cover some of the Fighting-type's resistances.

    Low Kick and Drain Punch are both viable, but Low Kick is chosen here because it is usually going to hit for at least 80 base attack (before STAB) and often enough 100 or 120 to merit the spot it gets. Drain Punch sees less use on Medicham than other Pokemon but can be used to heal back Life Orb's recoil or "renew" the Focus Sash after a light hit as from an enemy Fake Out.

    Ice Punch and ThunderPunch are both worthy of a spot, but since Medicham is at least relatively frail it wants Detect/Protect in the last slot. All other things equal, Medicham prefers Ice Punch because it provides better coverage, and better general coverage is good because GBU Doubles is huge enough to not have a list of staples from which 90% of opponents' Pokemon will appear.

    Fake Out is chosen as a lone move because of its sheer usefulness, but given Medicham's mediocre Spe it isn't the best of users. This depends on the team; in a setup position, Medicham wants it badly, but if it's coming in to abuse speed-lowered or paralyzed foes, or even Trick Room or the rare Tailwind, it can use other moves for better coverage.​

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