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Mega-Medi hazzard stacking
Landorus-t | Mega-Medicham | Ferrothorn | Zapdos | Heatran | Starmie
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Overview
The team has/contains:
Landorus-t | Mega-Medicham | Ferrothorn | Zapdos | Heatran | Starmie
________________________________________________________________________________________
Overview
The team has/contains:
- 2 ice weakness (x2) with 2 ice resistances.
- 2 water weakness (x2) with 2 water resistances.
- 2 fight weakness (x2) with 3 fight resistances.
- 1 electric weakness(x2) with 1 electric immunity and 1 electric resistance.
- 1 fire weakness (x4) with 1 fire immunity and 1 fire resistance.
- 1 flying weakness (x2) with 2 flying resistances
- 2 ghost and 1 dark weakness (x2) without resistances.
- 1 spikes setter.
- 1 rock setter
- 1 Speed controller.
- 1 spinner.
- 2 pokemon that are not affected by spikes, 4 pokemon that are not affected by toxic spikes, 1 pokemon with resistance to stealth rock, 4 pokemon with a neutral damage of stealth rock and 1 pokemon with weakness (x2) to stealth rock.
Introduction
When medichamite was unleashed, I wanted to build a team around it (because mega medicham is broken lol), so I started with the landorus-t+ Mega-Medicham core. I needed a spinner and pheromosa was banned with the 92% of the votes, so I put starmie just like a test, because the only spinner in ou is excadrill, and is not very good.
Teambuilding Process
As I have said before, I started with the Mega-Medicham+Landorus-t core. First, landorus was rocky helmet, but then I would need a scarf, and I would change lando-t to scarf hp ice.
Then I put starmie as my water resist, ice resist, fire resist, and I have said the spinner of the team. It has a special set with ice beam and 36 in spa to KO offensive lando-t, which is a big threat to this team.
Next of that, I put ferrothorn because I need a grass type with a longevity during the match and a mon with speed control, that is why ferrothorn has t-wave.
Now with ferrothorn in the team, I had a x4 weakness to fire, so I thought is too much for starmie and I added heatran. Heatran was perfect too because I need a z-move pokemon in the team, and this is what heatran apports to the team.
In the last slot, I needed a electric type, but I could not put a electric type with weakness to ground, because I have a x4 weakness with heatran and only 1 inmmunitie, so I added zapdos with a roar set that take advantage of hazzards and rocks.
The Team
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 252 Spe
Adamant Nature
- Ice Punch
- Zen Headbutt
- Fake Out
- High Jump Kick
This is the main pokemon of the team. It has a spectacular power as a wallbreaker, it KO or 2KO almost all pokemon, except bulky psychic types like mew, and sableye (that is 2KO in electric terrain with t-punch, but I do not have electric terrain, so rip). Fake out is for priority and can ensures some KOs with fake out+hjk like rotom-wash. Ice punch is for landorus-therian mainly. Zen headbutt is for things like venusaur-mega, because my teams does not have a flying type like tornadus-therian I think this move is necesary. High Jump Kick is the main move, and will be spammed in many times. 252 in atk with an adamant nature for being as powerful as it can and 252 evs in spe for outspeeding things like modest lele.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- U-turn
When I finished the team, I noticed a scarf user was needed, so I added scarf landorus. HP ice is for other landorus-t and for subcoil zygarde too (as you will see later in the threat list, I have a lot of fear to subcoil zygarde). Stone edge has a spectacular coverage with earthquake, because flying types are eliminated. Earthquake is the stab move that will be spammed in many times like hjk in medi. U-turn is only a momentum move to switch into Mega-Medicham or heatran and kill a mon. A jolly nature is used to outpseed porygon z at +1, and mega-gyarados at +1. Evs are simple, 252 in atk to be a nice cleaner and the 252 in spe with a jolly nature to outspeed the things I have said before.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Ferrothorn is the grass type of the team, the hazzazrd setter and the speed control of the team. Without ferrothorn that would not be a hazzard stacking team. First, I think of having protect instead of thunder wave in ferro, and have thunder wave in starmie, nut my fear to offensive landorus-t and subcoil zygarde prevented it. Spikes is for help medicham, heatran and landorus-t to revenge kill. Leech seed is a pseudo-recovery move that helps ferrothorn to have more longevity in the battle. Thunder-wave is for have speed control. Power whip is used because I can not used gyro ball with t-wave and to 2KO fini and prevent it from taunting+defogging and be still alive. The evs allow him to resist both, psychical and special attacks without receiving a lot of damage.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 36 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Ice Beam
Starmie is my water, ice, and second fire resist. It is not the best pokemon in OU, I know, but with the pheromosa´s ban, there are not much options to spin. Scald is the stab move with the ability of burning physical threats. Rapid spin is for remove hazzards and to allow enter landorus-t, medicham and heatran numerous times without receiving damage. Recover is for recovery, necessary to enter in battle for removing hazzards. Ice beam, as I have said is to KO offensive landorus-t with the 36 in spa and have a chance to 2KO subcoil zygarde. 224 spe are enough for outspeed stuff like Mega-Metagross, latias and thundurus.
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Stealth Rock
- Earth Power
Heatran is the rock setter, and the z-move user of the team. It can trap other mons are kill them with bloom doom (like fini) or just put rocks if are necessary. Magma storm is a extremely powerful stab that traps other mons and damaged them. Solar beam is for trapping+killing water types, mainly tapu fini for prevent defogging. Earth power is for fire and electric types, for other heatrans mostly. Stealth rock is good with the ability to kill the most used defogger in the tier. 252 spe with a timid nature are used to outspeed SD fightnium z tapu bulu, and the 252 in spa are for power.
And last but not least ...
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Roar
Zapdos is the second ground immunity, with a special set that takes advantage of hazzards. Discharge is the electric stab with a decent 30% of paralysis. Roost is for recovery, to have more longevity during the match. Heat wave is used to kill ferrothorn if heatran is fainted and you do not want to arriesgate of using hjk (because some ferrothorn have protect). Roar is for stopping boosted pokemon, like the aforementioned subcoil zygarde, or scolipede. 20 spe to outspeed base 60 and zygarde if it is necesarry. The 240 def and the 248 HP evs are for been bulkier.
Threats
Volcarona: Oh, that pokemon is really problematic. With 1 quiver dance is capable of sweeping all my team. All what I can do with that pokemon is go with fake out in medicham and 3KO it (that is risky because it is used with flame body) or go to zapdos and click roar praying it do not go with z-fire blast or pressuring it with hazzards and rocks because it is really weak to them.
Rockium z landorus-t: As I have said in the thread, this one is a problem too, with the variations I have do in starmie, is not as risky as it was, but it can still do a 6-0 if starmie is killed, because without starmie all I can do is doing leech seed with ferro and then fake out with medi.
Choice band and subcoil zygarde: The same I have said with lando, it is still a problem with the changes I have done, but not as risky as it was, right now, with roar zapdos, choice band zygarde is more problematic, capable of koing or 2koing all except ferrothorn. Fortunately, choice band zygarde is not as bulky as subcoil zygarde is.
Greninja and Greninja-Ash: Both are problematic, but protean greninja is more problematic than greninja ash, because I can switch ferrothorn in greninja-ash and is a 3KO of dark pulse, but greninja protean is usually HP fire, ice beam and hydro pump so all what I can do with protean greninja is switch into starmie and pray for the gunk shot miss.
Mega-Charizard-Y: 0 switchs ins. All what you can do is trying to lure charizard-y with scarf landorus-t and do stone edge or if the zard y is fire blast go with zapdos and do discharge + mega-medi fake out.
Replays:
(More replays soon)
http://replay.pokemonshowdown.com/gen7ou-560202813
Conclusion
I think is a good team I do around mega-medicham. I peaked near 1700 with it. (Ignore the gxe, is from other teams I do only 4 fun haha).
I do not have much more to say, I hope you like the rmt :)
The team:
When medichamite was unleashed, I wanted to build a team around it (because mega medicham is broken lol), so I started with the landorus-t+ Mega-Medicham core. I needed a spinner and pheromosa was banned with the 92% of the votes, so I put starmie just like a test, because the only spinner in ou is excadrill, and is not very good.
Teambuilding Process
As I have said before, I started with the Mega-Medicham+Landorus-t core. First, landorus was rocky helmet, but then I would need a scarf, and I would change lando-t to scarf hp ice.
Then I put starmie as my water resist, ice resist, fire resist, and I have said the spinner of the team. It has a special set with ice beam and 36 in spa to KO offensive lando-t, which is a big threat to this team.
Next of that, I put ferrothorn because I need a grass type with a longevity during the match and a mon with speed control, that is why ferrothorn has t-wave.
Now with ferrothorn in the team, I had a x4 weakness to fire, so I thought is too much for starmie and I added heatran. Heatran was perfect too because I need a z-move pokemon in the team, and this is what heatran apports to the team.
In the last slot, I needed a electric type, but I could not put a electric type with weakness to ground, because I have a x4 weakness with heatran and only 1 inmmunitie, so I added zapdos with a roar set that take advantage of hazzards and rocks.
The Team
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 252 Spe
Adamant Nature
- Ice Punch
- Zen Headbutt
- Fake Out
- High Jump Kick
This is the main pokemon of the team. It has a spectacular power as a wallbreaker, it KO or 2KO almost all pokemon, except bulky psychic types like mew, and sableye (that is 2KO in electric terrain with t-punch, but I do not have electric terrain, so rip). Fake out is for priority and can ensures some KOs with fake out+hjk like rotom-wash. Ice punch is for landorus-therian mainly. Zen headbutt is for things like venusaur-mega, because my teams does not have a flying type like tornadus-therian I think this move is necesary. High Jump Kick is the main move, and will be spammed in many times. 252 in atk with an adamant nature for being as powerful as it can and 252 evs in spe for outspeeding things like modest lele.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- U-turn
When I finished the team, I noticed a scarf user was needed, so I added scarf landorus. HP ice is for other landorus-t and for subcoil zygarde too (as you will see later in the threat list, I have a lot of fear to subcoil zygarde). Stone edge has a spectacular coverage with earthquake, because flying types are eliminated. Earthquake is the stab move that will be spammed in many times like hjk in medi. U-turn is only a momentum move to switch into Mega-Medicham or heatran and kill a mon. A jolly nature is used to outpseed porygon z at +1, and mega-gyarados at +1. Evs are simple, 252 in atk to be a nice cleaner and the 252 in spe with a jolly nature to outspeed the things I have said before.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Ferrothorn is the grass type of the team, the hazzazrd setter and the speed control of the team. Without ferrothorn that would not be a hazzard stacking team. First, I think of having protect instead of thunder wave in ferro, and have thunder wave in starmie, nut my fear to offensive landorus-t and subcoil zygarde prevented it. Spikes is for help medicham, heatran and landorus-t to revenge kill. Leech seed is a pseudo-recovery move that helps ferrothorn to have more longevity in the battle. Thunder-wave is for have speed control. Power whip is used because I can not used gyro ball with t-wave and to 2KO fini and prevent it from taunting+defogging and be still alive. The evs allow him to resist both, psychical and special attacks without receiving a lot of damage.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 36 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Ice Beam
Starmie is my water, ice, and second fire resist. It is not the best pokemon in OU, I know, but with the pheromosa´s ban, there are not much options to spin. Scald is the stab move with the ability of burning physical threats. Rapid spin is for remove hazzards and to allow enter landorus-t, medicham and heatran numerous times without receiving damage. Recover is for recovery, necessary to enter in battle for removing hazzards. Ice beam, as I have said is to KO offensive landorus-t with the 36 in spa and have a chance to 2KO subcoil zygarde. 224 spe are enough for outspeed stuff like Mega-Metagross, latias and thundurus.
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Stealth Rock
- Earth Power
Heatran is the rock setter, and the z-move user of the team. It can trap other mons are kill them with bloom doom (like fini) or just put rocks if are necessary. Magma storm is a extremely powerful stab that traps other mons and damaged them. Solar beam is for trapping+killing water types, mainly tapu fini for prevent defogging. Earth power is for fire and electric types, for other heatrans mostly. Stealth rock is good with the ability to kill the most used defogger in the tier. 252 spe with a timid nature are used to outspeed SD fightnium z tapu bulu, and the 252 in spa are for power.
And last but not least ...
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Roar
Zapdos is the second ground immunity, with a special set that takes advantage of hazzards. Discharge is the electric stab with a decent 30% of paralysis. Roost is for recovery, to have more longevity during the match. Heat wave is used to kill ferrothorn if heatran is fainted and you do not want to arriesgate of using hjk (because some ferrothorn have protect). Roar is for stopping boosted pokemon, like the aforementioned subcoil zygarde, or scolipede. 20 spe to outspeed base 60 and zygarde if it is necesarry. The 240 def and the 248 HP evs are for been bulkier.
Threats
Volcarona: Oh, that pokemon is really problematic. With 1 quiver dance is capable of sweeping all my team. All what I can do with that pokemon is go with fake out in medicham and 3KO it (that is risky because it is used with flame body) or go to zapdos and click roar praying it do not go with z-fire blast or pressuring it with hazzards and rocks because it is really weak to them.
Rockium z landorus-t: As I have said in the thread, this one is a problem too, with the variations I have do in starmie, is not as risky as it was, but it can still do a 6-0 if starmie is killed, because without starmie all I can do is doing leech seed with ferro and then fake out with medi.
Choice band and subcoil zygarde: The same I have said with lando, it is still a problem with the changes I have done, but not as risky as it was, right now, with roar zapdos, choice band zygarde is more problematic, capable of koing or 2koing all except ferrothorn. Fortunately, choice band zygarde is not as bulky as subcoil zygarde is.
Greninja and Greninja-Ash: Both are problematic, but protean greninja is more problematic than greninja ash, because I can switch ferrothorn in greninja-ash and is a 3KO of dark pulse, but greninja protean is usually HP fire, ice beam and hydro pump so all what I can do with protean greninja is switch into starmie and pray for the gunk shot miss.
Mega-Charizard-Y: 0 switchs ins. All what you can do is trying to lure charizard-y with scarf landorus-t and do stone edge or if the zard y is fire blast go with zapdos and do discharge + mega-medi fake out.
Replays:
(More replays soon)
http://replay.pokemonshowdown.com/gen7ou-560202813
Conclusion
I think is a good team I do around mega-medicham. I peaked near 1700 with it. (Ignore the gxe, is from other teams I do only 4 fun haha).
I do not have much more to say, I hope you like the rmt :)
The team:
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 252 Spe
Adamant Nature
- Ice Punch
- Zen Headbutt
- Fake Out
- High Jump Kick
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 36 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Ice Beam
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- U-turn
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Stealth Rock
- Earth Power
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Roar
Ability: Pure Power
EVs: 252 Atk / 252 Spe
Adamant Nature
- Ice Punch
- Zen Headbutt
- Fake Out
- High Jump Kick
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 36 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Ice Beam
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- U-turn
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Stealth Rock
- Earth Power
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Roar
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