[Monotype/Psychic] Mega Medicham [QC: 3/3] [GP: 2/2]

[OVERVIEW]

**Psychic**:

Mega Medicham has the single highest Attack stat in all of Monotype. It is a potent physical wallbreaker that has a good matchup against most types, and it does not have a lot of counters. This is exemplified by Psychic's great team support, as other Psychic-type Pokemon can easily beat the few counters Mega Medicham has. Its high Attack stat, coupled with powerful STAB and coverage moves, allows it to overwhelm defensive teams with powerful attacks. However, despite all of its power, Mega Medicham suffers from average Speed and subpar defenses, and while its decent Speed makes Mega Medicham's priority moves very useful in damaging faster threats, its poor bulk means it is unable to switch into many attacks. Its main Fighting-type STAB move, High Jump Kick, is rendered much less effective against teams with Ghost-type Pokemon because of the 50% recoil Mega Medicham takes when it misses. It also faces competition from Mega Gardevoir, a stallbreaker and a more solid Dark check thanks to its Fairy typing and access to Pixilate-boosted Hyper Voice.

[SET]
Name: Wallbreaker (Psychic)
Move 1: High Jump Kick
Move 2: Fake Out
Move 3: Bullet Punch
Move 4: Ice Punch / Psycho Cut / Zen Headbutt
Item: Medichamite
Ability: Pure Power
Nature: Jolly / Adamant
Evs: 252 Atk / 4 SpD / 252 Spe


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

High Jump Kick is Mega Medicham's strongest attack, hitting most Pokemon that don't resist it for a sizable amount of damage. It runs through the Normal bulky core that Psychic really struggles against. Fake Out ensures Medicham Mega Evolves safely while also dealing chip damage and breaking Focus Sashes. Mega Medicham is very vulnerable to teams that have a lot of fast Pokemon, so Fake Out and Bullet Punch are good ways to keep it useful. Ice Punch puts a good dent in many bulky Flying-type Pokemon while giving the team Ice-type coverage that Psychic generally tends to lack. For example, Zapdos almost always gets KOed by the combination of Fake Out and Ice Punch. Alternatively, Zen Headbutt can be used, as with an Adamant nature, Mega Medicham 2HKOes physically defensive Clefable. Another option for the last slot is Psycho Cut, which is a more spammable STAB move than Zen Headbutt. It is a non-contact move that is very helpful in avoiding unneeded Rocky Helmet damage from Pokemon like Skarmory.


Set Details
=========

252 Attack and 252 Speed EVs allow Mega Medicham to be as powerful and as fast as possible. A Jolly nature is useful to Speed tie with the crowded base 100 Speed tier. Alternatively, an Adamant nature gives Mega Medicham a better chance to knock out certain Pokemon, such as Dragonite through Multiscale with Ice Punch and offensive Mega Scizor with High Jump Kick. It also guarantees a 2HKO on physically defensive Clefable with Zen Headbutt. However, an Adamant nature will make Mega Medicham slower than threats like positive-natured Mega Garchomp and Kyurem-B.


Usage Tips
========

Mega Medicham should be used early-game to see what walls it can get away with KOing. Don't forget to use Fake Out when Medicham Mega Evolves against Pokemon faster than it. After it Mega Evolves, its Speed changes significantly, and it will outspeed a lot more Pokemon than it could before. Furthermore, the free turns provided by Fake Out are helpful in stalling out weather against Ground teams and Swift Swim Water teams. When using High Jump Kick, be aware of opposing Ghost-types and Pokemon that carry Protect. Otherwise, it is a spammable move that will do heavy damage to most Pokemon. Walls like Slowbro must be played around or specifically checked by suboptimal coverage moves like Thunder Punch. Mega Medicham can revenge kill and finish off weakened Pokemon with Fake Out and Bullet Punch. Avoiding status is crucial, as poison, paralysis, and burns heavily cripple it. Fake Out + High Jump Kick makes Mega Medicham an effective hit-and-run attacker. Use it in combination with U-turn and Rocky Helmet teammates for as much free damage as possible.


Team Options
==========

Slowbro is a fierce regenerating wall that can switch into a lot of attacks that threaten Mega Medicham. It also uses Thunder Wave, which provides speed control against faster Pokemon. Hoopa-U is another wallbreaker that decimates the few physical walls that can stand up to Mega Medicham. It also covers a lot of its Ghost-type checks. Choice Scarf Gardevoir has access to Healing Wish, which can give Mega Medicham the HP boost it needs to deal with the last of the opponent's Pokemon late-game. Gardevoir also deals with Sableye, a hard wall to Mega Medicham. Mew is fantastic for checking and crippling huge threats like Doublade and Dragonite with Will-O-Wisp. Mew and Jirachi provide Stealth Rock support, which helps put a lot of Pokemon into range of an OHKO by Mega Medicham. Psychic teams have many good revenge killers, such as Victini and Jirachi, that are capable of taking out threats to Mega Medicham. They both have access to U-turn to give it a safe switch in.


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

**Psychic**:

Fire Punch or Thunder Punch could be used over Ice Punch if one's team is really having trouble with Steel-types or bulky Water-types, respectively. Bulk Up and Drain Punch can boost Mega Medicham's stellar Attack and poor Defense while increasing its longevity, but Mega Gallade does a better job as a setup sweeper with its excellent Special Defense stat and access to Swords Dance. Mega Medicham's lack of bulk makes it difficult to find setup opportunities.


Checks and Counters
===============

**Psychic**:

**Bulky Psychic-types**: Mega Medicham's STAB moves are walled by most bulky Psychic-types, rendering it fodder in most Psychic matchups. However, Mega Medicham can run a coverage move to hit specific Psychic-types such as Slowbro and Mega Latias.

**Doublade**: Doublade on both Steel and Ghost deserves a special mention because it can switch in and set up on Mega Medicham and sweep its entire team.

**Ghost-type Pokemon**: Ghost-types make Mega Medicham wary of using High Jump Kick. Pokemon like Sableye and Jellicent can switch in and cripple Mega Medicham. Gengar OHKOes it and has sufficient support on Poison that makes Mega Medicham wary of using Psychic or Fighting type STAB moves.

**Status**: Poison coupled with Fake Out stacks up damage more quickly than it would on other offensive Pokemon. Thunder Wave destroys Mega Medicham's ability to outspeed Pokemon, so it will be useless due to its fragility. Burns cancel out its Huge Power and turn it into a below-average hitter.

**Faster Pokemon**: Mega Medicham has poor defenses, rendering it vulnerable to being KOed by stronger and faster Pokemon like Infernape and Mega Manectric.
 
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You have most of the basic content for Mega Medicham and I do think you generally know what's what with Mega Medicham. That being said, there's just so little depth and so little detail in every single section, as Sobi already mentioned. I want to give you the benefit of the doubt that, as this is your first analysis, you didn't know what level of detail we're looking for. Right now, this is somewhat problematic for the QC team because I'm basically writing the analysis for you. There really is no reason my check should need to be this long to just say what should already be on the analysis. Please implement this check and tag me afterwards so that I can look it over once more. If you feel overwhelmed, and there's absolutely nothing wrong with that, let us know and the analysis can be reassigned. If you're up for it though, let's give Mega Medicham our best effort!

Overview:
I have no idea if "has incredible team support" means Mega Medicham provides incredible team support or if the team provides support to Mega Medicham. If you mean it supports the team very well, then say so, and explain what Mega Medicham does to support the team.

Mention that, as one of the best wallbreakers, Mega Medicham is useful for overwhelming most defensive cores by just having so much power they can't check actually check it.

Explain why it's important for Mega Medicham to have priority and why Psychic appreciates it. Meag Medicham is relatively slow and having priority helps it against faster threats. Psychic almost always has no priority at all and Mega Medicham's access to Fake Out is particularly useful.

Don't say Mega Medicham covers Psychic's Dark-type weakness for two reasons. Offensively, Mega Medicham cannot break the defensive Dark core because of Mega Sableye. Defensively, Mega Medicham cannot reliably switch into Dark-type attacks due to its lack of bulk. Mega Medicham is more used for its matchup against most types, but certainly not for its matchup against Dark.

Instead of saying "forced to run a...check", just say it's walled by Mega Sableye.

Mention that it faces serious competition from Mega Gardevoir, which is another powerful wallbreaker that also has an advantage against Dark-types.

Add that its bulk is subpar, making it unable to switch into attacks and take advantage of its Fighting typing to take neutral damage from Bug- and Dark-type attacks.

Its Speed is also not very good, making it very vulnerable to being revenge killed by faster threats.

Set:
Wallbreaker is one word. You don't need to slash Medicham-Mega either.

Your set should look like this:

Name: Wallbreaker (Psychic)
Move 1: High Jump Kick
Move 2: Fake Out
Move 3: Bullet Punch
Move 4: Ice Punch / Psycho Cut / Zen Headbutt
Item: Medichamite
Ability: Pure Power
Nature: Jolly / Adamant
EVs: 252 Atk / 4 SpD / 252 Spe

High Jump Kick is the most important move on the set, so it should be first. Ice Punch should be slashed first because Psychic-type coverage is not so important. Psycho Cut is better than Zen Headbutt.

I explain the Adamant slash in Set Details.

Moves: Make sure it's in the order of the moves in the set itself. Shift things around to reflect the new move order and slashing.

Remove "- Fake out + bullet punch gives incredible priority." as it doesn't actually fit here. This should be what goes in the Overview where you said fantastic priority. Of course you should then explain why it's important.

Fake Out + Bullet Punch doesn't beat Belly Drum Azumarill (note it's not Belly Jet). The combination does around 50%, where Azumarill has 75% HP.

Bullet Punch is helpful for hitting Mega Diancie, as you mentioned, but it's mainly in general for hitting faster threats. Mega Medicham is very vulnerable to teams that have a lot of fast Pokemon and Bullet Punch is its main way of being useful in those matchups.

Remove the Elemental punches line. Ice Punch is the most, and probably only, relevant of the set. That's because Ice Punch hits for very good coverage with High Jump Kick and dents most Flying-types, such as almost always KOing Zapdos after Fake Out damage. Since Psychic tends to lack Ice-type coverage, it's the best option in the fourth slot.

Explain that Psycho Cut can be used as a more reliable STAB attack than High Jump Kick. Psychic generally doesn't need the coverage, but it can be nice if Ice Punch is for some reason unwanted. Psycho Cut is also not a contact move, unlike all of Mega Medicham's other moves, allowing it to safely hit the likes of Garchomp or Rocky Helmet users.

I'm not sure why you said Zen Headbutt is a more spammable attack than High Jump Kick, having the same 90 accuracy. Just say Zen Headbutt has more damage than Psycho Cut at the cost of making contact and having less accuracy.

Set Details:
Mention that Adamant can be used to boost Mega Medicham's damage more, netting a guaranteed 2HKO on Clefable if you use Zen Headbutt It also gives a few extra things such as usually OHKOing Dragonite through Multiscale with Ice Punch and always OHKOing Mega Scizor with High Jump Kick.

Basically, say that it gets several more KOes and boosts its priority damage at the cost of Speed.

Usage Tips:
Merge your first two tips about High Jump Kick into one tip along the lines of: Be aware of High Jump Kick's weakness to Ghost-type and Protect-using foes. It's not very useful to say "Clear the Foe’s team of ghost types before even attempting to HJK" in Monotype as long as you mention that High Jump Kick is risky against them.

You should say that High Jump Kick is quite spammable, as even foes that resist it take serious damage.

You said to Fake Out as Mega Medicham Mega Evolves, but that's not exactly the best advice at times. Instead, make it clear that Medicham should rely on Fake Out to safely Mega Evolve against faster threats. There's no real reason to Fake Out slower Pokemon when Mega Medicham can simply attack them. Examples of this would be Swampert or Heatran.

Mention that Mega Medicham should be used early-game to break through walls fast to allow its teammates to work more freely. This is especially useful against balance teams, as breaking the defensive core early on can spell a quick defeat for the opponent.

You should talk about what the roles of Mega Medicham are. In addition to being a wallbreaker, Mega Medicham can also be used as a revenge killer. You should explain that its Fake Out + Bullet Punch combination can take out weakened foes.

As a result of its low bulk, you should be talking about how to se Mega Medicham safely. Something like: against offensive teams, Mega Medicham should pivot in and out, using Fake Out to grab chip damage before switching out safely to be used at a later time.

You should mention that Fake Out can also be used to stall out turns of weather, which is helpful for reducing the time in which Sand Rush Excadrill and Swift Swimmers such as Kingdra are actively taking advantage of their weather bonuses.

There needs to be a mention that Mega Medicham seriously needs to avoid status in general. Burns will make it pitifully weak and paralysis completely cripples its Speed. Toxic poisons are the least dangerous, but still should be avoided because of the usage of Fake Out upon switch in, generally adding one extra turn of Toxic poison, which will slowly add up.

It should be noted that Ice Punch is generally only used when High Jump Kick is resisted, which is the case for example against Zapdos or an incoming Latios, as otherwise the STAB bonus will make High Jump Kick more powerful.

Team Options:
Add to what you have for Slowbro, who is also very important as a defensive wall. Slowbro can safely switch into most physical attacks that threaten Mega Medicham.

You need to add that Hoopa-U doesn't just help against Ghost-types. It's also another wallbreaker, which, when in conjunction with Mega Medicham, can help put immense pressure on the opposing walls. Choice Specs Hoopa-U is especially useful for breaking physical walls such as Doublade or Slowbro that easily wall Mega Medicham. On the other hand the stallbreaker set really defeats the Steel-types that Mega Medicham really struggles with in Mega Scizor, Doublade, and even Bisharp. It's also a great Mega Sableye check.

You said that Meloetta checks Mega Sableye. Meloetta is not a check to Mega Sableye in the slightest, as it requires Dazzling Gleam to do so, and fails to check Mega Sableye if it gets a Calm Mind on the switch in. I would not mention Meloetta here, but instead give the mention to Hoopa-U as I said.

Note that Gardevoir is especially good at checking Mega Sableye thanks to Trace, able to Bounce the Will-O-Wisp that Mega Sableye tries to cripple Mega Medicham with back to it.

You should also mention Gardevoir's utility outside of Mega Sableye. Gardevoir can have Healing Wish, to heal Mega Medicham back up late-game. Gardevoir is just a good teammate as Choice Scarf variants help take out faster threats.

You don't even mention Mew or Stealth Rock support. Mew is fantastic for providing Stealth Rock support, which helps Mega Medicham a lot. Examples include OHKOing Zapdos with Ice Punch, OHKOing Dragonite with Ice Punch (otherwise a roll), and breaking Focus Sashes and Sturdy. Mew can also serve as a sort of special wall, capable of sponging most special attacks that aren't super effective.

Mention Victini and Jirachi as good revenge killers that can help take out threats faster than Mega Medicham, making it safer for Mega Medicham to be on the field. Further, they both have access to U-turn, which can be useful for bringing in Mega Medicham safely when the foe retreats.

Other Options:
I would disagree with having Drain Punch here, as I think it's a completely inferior option to High Jump Kick, in spite of its perfect accuracy. You sort of lose the whole point of Mega Medicham if you're using an attack with half the Base Power of High Jump Kick. If you really want to keep it, then you should mention that it's an option over the fourth slot, not having High Jump Kick is unacceptable in my opinion.

Fire Punch can go here for ability to hit Mega Scizor or Doublade. That being said, both of them OHKO Mega Medicham at +2 and Doublade isn't even 2HKOed by Fire Punch, making this a relatively poor option.

I suppose Thunder Punch can have a mention for specifically hitting Slowbro while still hitting some Flying-types. It is inferior to Ice Punch for hitting Flying-types though, as most either take neutral or resisted damage from Thunder PUnch.

Checks and Counters:
Mega Sableye is hardly a threat to Psychic because Gardevoir and Mega Gardevoir so easily beat it. That being said, it is a complete counter to Mega Medicham. Its bulk means it takes almost nothing from Ice Punch and can proceed to burn, heal, and set up on Mega Medicham.

Give examples of Ghost-types that are problematic. Doublade, for example, takes no damage from any move Mega Medicham viably uses and proceeds to OHKO Mega Medicham after setting up a Swords Dance. Gengar outspeeds Mega Medicham and OHKOes with Shadow Ball. In fact, Doublade may deserve a special mention like Mega Sableye does.

Protect is not seriously a check to Mega Medicham, unless it's on something completely unexpected, in which case it's probably a gimmick and not a viable check. Mega Medicham can play around Protect anyway.

Bulky Flying-types are not a check to Mega Medicham. Ice Punch, Psycho Cut, Zen Headbutt, and even High Jump Kick are all incredibly powerful and can threaten them out. All of your examples are OHKOed after Stealth Rock damage.

Rather than "Faster Sweepers" actually just say Faster Pokemon, as it doesn't have to be a sweeper to beat Mega Medicham if it's faster.

Status is a great check to Mega Medicham and absolutely should be mentioned here. If paralyzed, almost anything can be faster and take it out due to its poor bulk. If it's burned, Mega Medicham will likely be unable to break walls and its priority will hardly be able to revenge kill.
 
(double posting but I see you're in QC now, so I hope it's ok?)

Just a few nitpicky comments left:

Overview:
Mega Sableye has been banned, so remove this line.

Base 100 Speed isn't "subpar", but it's not spectacular because that makes it Speed tie a lot, especially with other Mega Evolutions. I would maybe phrase this as something like saying Mega Medicham is in the crowded base 100 Speed tier.

Should explain why Mega Gardevoir can potentially be a better pick, doesn't have to be a lot, just like 1 or maybe 2 lines.

Set:
I think the 4th move slash should still be: Ice Punch / Psycho Cut / Zen Headbutt

Ice Punch's coverage is just too good and a Psychic team really doesn't need the coverage from Psycho Cut or Zen Headbutt very often. Psycho Cut is above Zen Headbutt for reliability and it does have some uses, such as hitting Mega Venusaur and Jellicent. If you really don't like it, we can leave it to the other QCers.

Name: Wallbreaker (Psychic)
Move 1: High Jump Kick
Move 2: Fake Out
Move 3: Bullet Punch
Move 4: Ice Punch / Psycho Cut / Zen Headbutt
Item: Medichamite
Ability: Pure Power
Nature: Jolly / Adamant
EVs: 252 Atk / 4 SpD / 252 Spe

Moves:
Zen Headbutt's biggest niche is that it can potentially 2HKO Clefable, which Psycho Cut almost never does. That should be mentioned as probably the main reason to use it.

Set Details:
Adamant doesn't guarantee an OHKO on Dragonite, it just makes it very likely, even through Multiscale. Make note that it is offensive Mega Scizor, as a bulky variant will not be OHKOed even after Stealth Rock damage.

Team Options:
Hoopa-U not Hoopa-Unbound. I would mention that it can run a Choice Specs set to be a special wallbreaker, specifically. I would also probably mention its steelbreaker, since the likes of HO Steel teams can actually be quite frustrating for Mega Medicham.

Mention that Gardevoir helps beat Sableye, which can burn and then proceed to wall Mega Medicham.

Other Options:
Specifically mention Slowbro as a target for Thunder Punch. That's pretty much the only reason to use Thunder Punch, as Jellicent is not a problem for Psycho Cut or Zen Headbutt. Other Water-types will take more damage from High Jump Kick.

I thought about it a bit more, the Drain Punch + Bulk Up set might be worth mentioning (although I did say not to before) just because I guess it does have a use, it's just not a very good set. That's what OO is for though I suppose.

Check and Counters:
Under the Ghost Pokemon, just say High Jump Kick, instead of "strongest move". Also, Jellicent can't switch in on a Psycho Cut or a Zen Headbutt Mega Medicham.

The Bulky Flying section really isn't good, but I guess you can keep it if you say they can't switch in. Mega Medicham 2HKOes all of them. Zapdos should be removed, as it does nothing to Mega Medicham. Togekiss is usually a revenge killer anyway with Choice Scarf, so it doesn't really belong here. And Mandibuzz uses Foul Play, which isn't really a crippling move. I don't really like this section, but it's up to you if you want to make it more accurate.

Great work! It looks a lot better now. Thanks for putting up with me haha. QC 1/3

 
I'd mention Ice Punch as a method of hitting Mega Latias

I guess I can see what you meant when you said ''Psycho Cut is more spammable'' since it doesn't cost have your hp when missed, but hjk's ability to shatter resistances and punch holes in teams should make it more spammable in that sense

Mention examples of threats to psychic Mega Medicham is slower than with adamant, like Mega Garchomp, Kyurem, and especially Hydreigon, and why jolly is preferred on most sets

I wouldn't mention Celebi as a good switch into a Medicham since you mentioned Ice punch as a first slash, but if we're disregarding ice punch id mention bulky Mega Latias as a counter

It's probably already implied but mention gardevoir's ability to get rid of status like para and burns with healing wish

Maybe also mention bullet punch as a means of revenging Diancie without Jirachi, but that might be a longshot who knows

Not much to add, great job!

qc 2/3
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Nice Job! Comments in bold. Most of them are just clarifying things or adding a bit of detail. QC 3/3 once they're implemented.



[OVERVIEW]
Mega-Medicham [Psychic]

Mega-Medicham has the single highest attack stat in all of monotype. It is a potent physical wall breaker that has a good matchup against most types, and does not have a lot of counters. This is exemplified by Psychic’s great team support, which have pokemon that can deal with the few counters Medicham has. Its high attack stat, coupled with powerful STAB and coverage moves, allows it to overwhelm defensive teams with relentless attacks. Despite all of its power, Medicham suffers from average speed and subpar defenses. This makes Mega-Medicham’s priority moves very useful in damaging faster threats. It is unable to switch into many attacks. High Jump kick is rendered much less effective against teams with ghost pokemon because of the 50% recoil when it misses. Mega-Medicham faces competition from Mega-Gardevoir, a stallbreaker and a more solid dark check.

I'm not sure what this sentence means? I think you're wanting to say that it makes a great addition to Psychic teams because the type offers great team support. Specifically, other Psychic-types can easily counter the few Pokemon that are capable of countering Mega-Medi. If that is the case just restructure this sentence. Else, just pm me on PS and we can discuss what it is trying to say.

[SET]
Name: Wallbreaker (Psychic)
Move 1: High Jump Kick
Move 2: Fake Out
Move 3: Bullet Punch
Move 4: Ice Punch / Psycho Cut / Zen Headbutt
Item: Medichamite
Ability: Pure Power
Nature: Jolly / Adamant
EVs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
=========
Talk about HJK here since it is listed first in the moveset. Fake Out provides Medicham a safe Mega Evolution while also dealing chip damage and breaking sashes. Medicham is very vulnerable to teams that have a lot of fast pokemon. Fake Out and Bullet Punch are a good way to keep Medicham useful. High Jump Kick is Medicham's strongest attack, hitting most Pokemon that don't resist it aren't immune to immune to it for a sizable amount of damage. Ice Punch puts a good dent in many bulky flying pokemon while giving the team ice moves that Psychic generally tends to lack. For example, Zapdos almost always gets ko'd by Fake Out and Ice Punch. Psycho Cut is a more spammable Ppsychic-type STAB than Zen Headbutt HJK. It is a non contact move which is very helpful in avoiding unneeded rocky helmet damage from Pokemon like Skarmory. It should be noted that with an adamant nature, Zen Headbutt 2HKO's (qualify this Clefable, Physically Defensive? Mixed Defenses?) Clefable.

Set Details
=========
252 Attack and Speed investment allows Mega-Medicham to be as powerful and as fast as possible. A Jolly nature is useful to speed tie with the crowded base 100 speed tier. An adamant nature gives Medicham a better chance to knock out certain pokemon. It gives it a higher chance to OHKO Dragonite with Ice punch through Multiscale, and on offensive (mega-?)Scizor with High Jump Kick. It guarantees a 2HKO on (qualify this Clefable, Physically Defensive? Mixed Defenses?) Clefable with Zen Headbutt. An Adamant nature will make Medicham slower than all jolly base 90 speed threats, notably Mega-Garchomp and (pick another base 90+ Krook, Hydreigon, etc.), plus Jolly Excadrill outside sand.

Usage Tips
========
Medicham should be used early game to see what walls it can get away with killing early on. Rephrase this next sentence. "Medicham can use Fake Out to safely mega evolve, but it should only Fake Out against faster pokemon and those that it can't threaten with an OHKO." Far too many people click Fake Out "just because" and I want our usage tip to dissuade this notion. Don’t forget to fake out before you mega on faster pokemon. After it mega evolves, its speed changes significantly, and it will outspeed a lot more pokemon as a mega than it could before. When using High Jump Kick, be aware of opposing ghost pokemon and pokemon that carry protect. Otherwise, High Jump Kick is a spammable move that will do heavy damage to most pokemon. Mention the few Pokemon that Medi can't just spam HJK on, like Slowbro, and say that they must be played around either by doubling, getting significant chip damage, or running a sub-optimal coverage move, like Thunder Punch. The free turns from Fake out are helpful in stalling out weather against Ground and Swift Swim Water teams. It can revenge kill and finish off weakened pokemon with Fake Out and Bullet Punch. Avoiding status is crucial. Poison, Paralysis Paralyzation, and Burns, heavily cripple it. Talk about Medicham being a great hit-and-run attacker with Fake Out/HJK and the amazing team support Psychic provides.

Team Options
==========
The Psychic type is blessed with pokemon that excel at almost every role in competitive play. Mega-Medicham has great team support. Slowbro is a fierce regenerating wall that can switch into a lot of attacks that threaten Medicham. It also uses Thunder Wave, which helps speed control faster pokemon. Hoopa-U is another wall breaker that decimates the few physical walls that can stand up to Medicham. It also covers a lot of its ghost threats. Scarf Gardevoir has access to Healing Wish which can give Medicham the HP boost it needs to deal with the last of the opponents pokemon late game. It also deals with Sableye, a hard wall to Mega Medicham. Mew is fantastic for and checking and crippling huge threats like Doublade and Dragonite with Will o Wisp. Mew or Jirachi may provide Stealth Rock support, which helps put a lot of pokemon in range of an OHKO by Medicham. Psychic teams have many good revenege killers, such as Victini and Jirachi, and good revenge killers that are capable of taking out threats to Medicham. They both have access to U-Turn to give Medicham a safe switch in.

[STRATEGY COMMENTS]
Other Options
==========
Fire Punch or Thunder Punch could be used over Ice Punch if one’s team is really having trouble with Steel types or bulky waters respectively. Bulk Up and Drain Punch can boost Mega-Medichams stellar attack and poor defense while increasing its longevity, but Mega-Gallade does a better job as a setup sweeper with its excellent SpD stat and access to Swords Dance. Medicham’s lack of bulk makes it difficult to find set up opportunities.


Checks and Counters
===============
You need to update the formatting here. It should be:

**Bulky Psychic Types:** <details>

**Doublade:** <details>
(no bold, just ** around each check/counter)

Bulky Psychic Types: Medicham’s STABS are walled by most bulky Psychic types, rendering it to be fodder in most Psychic matchups. However, Medicham may run a coverage move to hit Psychic-types like Slowbro or (Mega-)Latias

Doublade: Doublade deserves a special mention because Doublade can switch in and set up on Medicham and sweep your entire team on both Steel and Ghost.

Ghost pokemon: Makes you wary of using High Jump Kick. Pokemon like Sableye and Jellicent will switch in and cripple Medicham. Gengar OHKOs and has support on poison that makes you wary of using Psychic or Fighting STAB.

Status: Poison coupled with Fake Out stacks up damage more quickly than it would on other offensive pokemon. Thuder Wave destroys its ability to outspeed pokemon, so it will be useless due to its fragility. Burns cancel out its huge power and turns it into a below average hitter.

Faster Pokemon: Medicham has poor defenses rendering it vulnerable to OHKOs from strong pokemon.
 

Sobi

Banned deucer.
hi, this is an amcheck

add/fix remove comments (AC=add comma, RC=remove comma, SC=semicolon, H=hyphen, P=period)
(let me know if anything is unclear)

[OVERVIEW]
Mega-Medicham [Psychic]

**Psychic**:

Mega Medicham has the single highest Attack stat in all of Monotype. It is a potent physical wallbreaker that has a good matchup against most types, and it does not have a lot of counters. This is exemplified by Psychic's great team support, as other Psychic-type Pokemon can easily counter beat the few counters Mega Medicham has. Its high Attack stat, coupled with powerful STAB and coverage moves, allows it to overwhelm defensive teams with relentless powerful attacks. However, despite all of its power, Mega Medicham suffers from average Speed and subpar defenses. (remove full stop) This , (add comma) and while its decent Speed makes Mega Medicham's priority moves very useful in damaging faster threats. (remove period) It , (add comma) its poor bulk means it is unable to switch into many attacks. Its main Fighting-type STAB move (something to introduce HJK was needed here) High Jump Kick is rendered much less effective against teams with Ghost-type Pokemon because of the 50% recoil Mega Medicham takes when it misses. Mega-Medicham It also faces competition from Mega Gardevoir, a stallbreaker and a more solid Dark check. (QC approves this minor content change: add "thanks to its Fairy typing and access to Pixilate-boosted Hyper Voice")

[SET]
name: Wallbreaker (Psychic)
move 1: High Jump Kick
move 2: Fake Out
move 3: Bullet Punch
move 4: Ice Punch / Psycho Cut / Zen Headbutt
item: Medichamite
ability: Pure Power
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
=========
(space for readability)
High Jump Kick is Mega Medicham's strongest attack, hitting most Pokemon that don't resist it for a sizable amount of damage (QC approves this change: mention HJK hits the Normal bulky core that Psychic really struggles against). Fake Out provides ensures Medicham a safe Mega Evolution Evolves safely while also dealing chip damage and breaking Focus Sashes sashes. Mega Medicham is very vulnerable to teams that have a lot of fast Pokemon, so Fake Out and Bullet Punch are a good way good ways to keep Medicham it useful. Ice Punch puts a good dent in many bulky Flying-type Pokemon while giving the team Ice-type moves coverage that Psychic generally tends to lack. For example, Zapdos almost always gets ko'd KOed by the combination of Fake Out and Ice Punch. Alternatively, Zen Headbutt can be used, as with an Adamant nature, Mega Medicham 2HKOes physically defensive Clefable. Another option for the last slot is Psycho Cut, which is a more spammable STAB move than Zen Headbutt. It is a non-contact (add hyphen) move which that is very helpful in avoiding unneeded Rocky Helmet damage from Pokemon like Skarmory. It should be noted that with an adamant nature, Zen Headbutt 2HKO's physically defensive Clefable.

Set Details
=========

252 Attack and 252 Speed investment EVs allow Mega Medicham to be as powerful and as fast as possible. A Jolly nature is useful to Speed tie with the crowded base 100 Speed tier. Alternatively, an Adamant nature gives Mega Medicham a better chance to knock out certain Pokemon. (remove full stop) It gives it a higher chance to OHKO , (add comma) such as Dragonite with Ice Punch through Multiscale with Ice Punch (RC) and on offensive Mega Scizor with High Jump Kick. It also guarantees a 2HKO on physically defensive Clefable with Zen Headbutt. An Adamant nature will make Medicham slower than all jolly base 90 speed threats like Mega-Garchomp and Kyurem-Black, plus Jolly Excadrill outside sand. However, an Adamant nature will make Mega Medicham slower than threats like positive-natured Mega Garchomp and Kyurem-B. (QC approves this change, due to the Excadrill mention being irrelevant and M-Chomp + KyuB not being of base 90 Speed)

Usage Tips
========

Mega Medicham should be used early-game (AH) to see what walls it can get away with killing KOing early on. Don't forget to use Fake Out when you Medicham Mega Evolves on against Pokemon faster than it regular Medicham. After it Mega Evolves, its Speed changes significantly, (AC) and it will outspeed a lot more Pokemon than it could before. Furthermore, the free turns provided by Fake Out are helpful in stalling out weather against Ground teams and Swift Swim Water teams. When using High Jump Kick, be aware of opposing Ghost-types pokemon and Pokemon that carry Protect. Otherwise, High Jump Kick it is a spammable move that will do heavy damage to most Pokemon. Walls like Slowbro must be played around (RC) or specifically checked by suboptimal (RH) coverage moves like Thunder Punch. The free turns provided by Fake out are helpful in stalling out weather against Ground teams and Swift Swim Water teams. it Mega Medicham can revenge kill and finish off weakened Pokemon with Fake Out and Bullet Punch. Avoiding status is crucial (RP) , (add comma) as poison, paralysis, and burns (RC) heavily cripple it. Fake Out + High Jump Kick makes Mega Medicham an effective hit-and-run (AH) attacker. Use it in combination with U-turn and Rocky Helmet teammates for as much free damage as possible.

Team Options
==========

The Psychic type is blessed with pokemon that excel at almost every role in competitive play. Mega-Medicham has great team support. Slowbro is a fierce regenerating wall that can switch into a lot of attacks that threaten Mega Medicham. It also uses Thunder Wave, which helps provides speed control against faster Pokemon. Hoopa-U is another wallbreaker (one word) that decimates the few physical walls that can stand up to Mega Medicham. It also covers a lot of its Ghost-type checks threats. Choice Scarf Gardevoir has access to Healing Wish, (AC) which can give Mega Medicham the HP boost it needs to deal with the last of the opponents opponent's Pokemon late-game (AH). It Gardevoir also deals with Sableye, a hard wall to Mega Medicham. Mew is fantastic for checking and crippling huge threats like Doublade and Dragonite with Will-O-Wisp. Mew or and Jirachi may provide Stealth Rock support, which helps put a lot of Pokemon in into range of an OHKO by Mega Medicham. Psychic teams have many good revenge killers, such as Victini and Jirachi, that are capable of taking out threats to Mega Medicham. They both have access to U-turn to give Medicham it a safe switch in.

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

**Psychic**:

Fire Punch or Thunder Punch could be used over Ice Punch if one’s one's team is really having trouble with Steel-types (AH) or bulky waters Water-types, (AC) respectively. Bulk Up and Drain Punch can boost Mega Medicham's stellar Attack and poor Defense while increasing its longevity, but Mega Gallade does a better job as a setup sweeper with its excellent SpD Special Defense stat and access to Swords Dance. Mega Medicham's lack of bulk makes it difficult to find setup (one word) opportunities.


Checks and Counters
===============

**Psychic**:

**Bulky Psychic-types (AH)**: Medicham’s Mega Medicham's STABS STAB moves are walled by most bulky Psychic-types (AH), rendering it to be fodder in most Psychic matchups. However, Mega Medicham may can run a coverage move to hit specific Psychic-types like such as Slowbro or and (Mega-) (Mega) Latias.

**Doublade**: Doublade on both Steel and Ghost deserves a special mention because Doublade it can switch in and set up on Mega Medicham and sweep your its entire team on both Steel and Ghost.

**Ghost-type Pokemon pokemon**: Makes Ghost-types make you Mega Medicham wary of using High Jump Kick. Pokemon like Sableye and Jellicent will can switch in and cripple Mega Medicham. Gengar OHKOs OHKOes it and has sufficient support on Poison that makes you Mega Medicham wary of using Psychic- (hyphen) or Fighting-(hyphen)type STAB moves.

**Status**: Poison coupled with Fake Out stacks up damage more quickly than it would on other offensive Pokemon. Thuder Thunder Wave destroys its Mega Medicham's ability to outspeed Pokemon, so it will be useless due to its fragility. Burns cancel out its Huge Power and turns turn it into a below average hitter.

**Faster Pokemon**: Mega Medicham has poor defenses, (AC) rendering it vulnerable to OHKOs from stronger and faster Pokemon. (examples?)
how to implement this check: click on "reply", remove everything in red, address all the comments in bold black, and deformat everything blue (highlight and click on Tx)
 
Last edited:
hi, this is an amcheck

add/fix remove comments (AC=add comma, RC=remove comma, SC=semicolon, H=hyphen, P=period)
(let me know if anything is unclear)

[OVERVIEW]
Mega-Medicham [Psychic]

**Psychic**:

Mega Medicham has the single highest Attack stat in all of Monotype. It is a potent physical wallbreaker that has a good matchup against most types, and it does not have a lot of counters. This is exemplified by Psychic's great team support, as other Psychic-type Pokemon can easily counter beat the few counters Mega Medicham has. Its high Attack stat, coupled with powerful STAB and coverage moves, allows it to overwhelm defensive teams with relentless powerful attacks. However, despite all of its power, Mega Medicham suffers from average Speed and subpar defenses. (remove full stop) This , (add comma) and while its decent Speed makes Mega Medicham's priority moves very useful in damaging faster threats. (remove period) It , (add comma) its poor bulk means it is unable to switch into many attacks. Its main Fighting-type STAB move (something to introduce HJK was needed here) High Jump Kick is rendered much less effective against teams with Ghost-type Pokemon because of the 50% recoil Mega Medicham takes when it misses. Mega-Medicham It also faces competition from Mega Gardevoir, a stallbreaker and a more solid Dark check. (QC approves this minor content change: add "thanks to its Fairy typing and access to Pixilate-boosted Hyper Voice")

[SET]
name: Wallbreaker (Psychic)
move 1: High Jump Kick
move 2: Fake Out
move 3: Bullet Punch
move 4: Ice Punch / Psycho Cut / Zen Headbutt
item: Medichamite
ability: Pure Power
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
=========
(space for readability)
High Jump Kick is Mega Medicham's strongest attack, hitting most Pokemon that don't resist it for a sizable amount of damage (QC approves this change: mention HJK hits the Normal bulky core that Psychic really struggles against). Fake Out provides ensures Medicham a safe Mega Evolution Evolves safely while also dealing chip damage and breaking Focus Sashes sashes. Mega Medicham is very vulnerable to teams that have a lot of fast Pokemon, so Fake Out and Bullet Punch are a good way good ways to keep Medicham it useful. Ice Punch puts a good dent in many bulky Flying-type Pokemon while giving the team Ice-type moves coverage that Psychic generally tends to lack. For example, Zapdos almost always gets ko'd KOed by the combination of Fake Out and Ice Punch. Alternatively, Zen Headbutt can be used, as with an Adamant nature, Mega Medicham 2HKOes physically defensive Clefable. Another option for the last slot is Psycho Cut, which is a more spammable STAB move than Zen Headbutt. It is a non-contact (add hyphen) move which that is very helpful in avoiding unneeded Rocky Helmet damage from Pokemon like Skarmory. It should be noted that with an adamant nature, Zen Headbutt 2HKO's physically defensive Clefable.

Set Details
=========

252 Attack and 252 Speed investment EVs allow Mega Medicham to be as powerful and as fast as possible. A Jolly nature is useful to Speed tie with the crowded base 100 Speed tier. Alternatively, an Adamant nature gives Mega Medicham a better chance to knock out certain Pokemon. (remove full stop) It gives it a higher chance to OHKO , (add comma) such as Dragonite with Ice Punch through Multiscale with Ice Punch (RC) and on offensive Mega Scizor with High Jump Kick. It also guarantees a 2HKO on physically defensive Clefable with Zen Headbutt. An Adamant nature will make Medicham slower than all jolly base 90 speed threats like Mega-Garchomp and Kyurem-Black, plus Jolly Excadrill outside sand. However, an Adamant nature will make Mega Medicham slower than threats like positive-natured Mega Garchomp and Kyurem-B. (QC approves this change, due to the Excadrill mention being irrelevant and M-Chomp + KyuB not being of base 90 Speed)

Usage Tips
========

Mega Medicham should be used early-game (AH) to see what walls it can get away with killing KOing early on. Don't forget to use Fake Out when you Medicham Mega Evolves on against Pokemon faster than it regular Medicham. After it Mega Evolves, its Speed changes significantly, (AC) and it will outspeed a lot more Pokemon than it could before. Furthermore, the free turns provided by Fake Out are helpful in stalling out weather against Ground teams and Swift Swim Water teams. When using High Jump Kick, be aware of opposing Ghost-types pokemon and Pokemon that carry Protect. Otherwise, High Jump Kick it is a spammable move that will do heavy damage to most Pokemon. Walls like Slowbro must be played around (RC) or specifically checked by suboptimal (RH) coverage moves like Thunder Punch. The free turns provided by Fake out are helpful in stalling out weather against Ground teams and Swift Swim Water teams. it Mega Medicham can revenge kill and finish off weakened Pokemon with Fake Out and Bullet Punch. Avoiding status is crucial (RP) , (add comma) as poison, paralysis, and burns (RC) heavily cripple it. Fake Out + High Jump Kick makes Mega Medicham an effective hit-and-run (AH) attacker. Use it in combination with U-turn and Rocky Helmet teammates for as much free damage as possible.

Team Options
==========

The Psychic type is blessed with pokemon that excel at almost every role in competitive play. Mega-Medicham has great team support. Slowbro is a fierce regenerating wall that can switch into a lot of attacks that threaten Mega Medicham. It also uses Thunder Wave, which helps provides speed control against faster Pokemon. Hoopa-U is another wallbreaker (one word) that decimates the few physical walls that can stand up to Mega Medicham. It also covers a lot of its Ghost-type checks threats. Choice Scarf Gardevoir has access to Healing Wish, (AC) which can give Mega Medicham the HP boost it needs to deal with the last of the opponents opponent's Pokemon late-game (AH). It Gardevoir also deals with Sableye, a hard wall to Mega Medicham. Mew is fantastic for checking and crippling huge threats like Doublade and Dragonite with Will-O-Wisp. Mew or and Jirachi may provide Stealth Rock support, which helps put a lot of Pokemon in into range of an OHKO by Mega Medicham. Psychic teams have many good revenge killers, such as Victini and Jirachi, that are capable of taking out threats to Mega Medicham. They both have access to U-turn to give Medicham it a safe switch in.

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

**Psychic**:

Fire Punch or Thunder Punch could be used over Ice Punch if one’s one's team is really having trouble with Steel-types (AH) or bulky waters Water-types, (AC) respectively. Bulk Up and Drain Punch can boost Mega Medicham's stellar Attack and poor Defense while increasing its longevity, but Mega Gallade does a better job as a setup sweeper with its excellent SpD Special Defense stat and access to Swords Dance. Mega Medicham's lack of bulk makes it difficult to find setup (one word) opportunities.


Checks and Counters
===============

**Psychic**:

**Bulky Psychic-types (AH)**: Medicham’s Mega Medicham's STABS STAB moves are walled by most bulky Psychic-types (AH), rendering it to be fodder in most Psychic matchups. However, Mega Medicham may can run a coverage move to hit specific Psychic-types like such as Slowbro or and (Mega-) (Mega) Latias.

**Doublade**: Doublade on both Steel and Ghost deserves a special mention because Doublade it can switch in and set up on Mega Medicham and sweep your its entire team on both Steel and Ghost.

**Ghost-type Pokemon pokemon**: Makes Ghost-types make you Mega Medicham wary of using High Jump Kick. Pokemon like Sableye and Jellicent will can switch in and cripple Mega Medicham. Gengar OHKOs OHKOes it and has sufficient support on Poison that makes you Mega Medicham wary of using Psychic- (hyphen) or Fighting-(hyphen)type STAB moves.

**Status**: Poison coupled with Fake Out stacks up damage more quickly than it would on other offensive Pokemon. Thuder Thunder Wave destroys its Mega Medicham's ability to outspeed Pokemon, so it will be useless due to its fragility. Burns cancel out its Huge Power and turns turn it into a below average hitter.

**Faster Pokemon**: Mega Medicham has poor defenses, (AC) rendering it vulnerable to OHKOs from stronger and faster Pokemon. (examples?)
how to implement this check: click on "reply", remove everything in red, address all the comments in bold black, and deformat everything blue (highlight and click on Tx)
[OVERVIEW]

**Psychic**:

Mega Medicham has the single highest Attack stat in all of Monotype. It is a potent physical wallbreaker that has a good matchup against most types, and it does not have a lot of counters. This is exemplified by Psychic's great team support, as other Psychic-type Pokemon can easily beat the few counters Mega Medicham has. Its high Attack stat, coupled with powerful STAB and coverage moves, allows it to overwhelm defensive teams with powerful attacks. However, despite all of its power, Mega Medicham suffers from average Speed and subpar defenses, and while its decent Speed makes Mega Medicham's priority moves very useful in damaging faster threats, its poor bulk means it is unable to switch into many attacks. Its main Fighting-type STAB move High Jump Kick is rendered much less effective against teams with Ghost-type Pokemonbecause of the 50% recoil Mega Medicham takes when it misses. It also faces competition from Mega Gardevoir, a stallbreaker and a more solid Dark check thanks to its Fairy typing and access to Pixilate-boosted Hyper Voice.

[SET]
Name: Wallbreaker (Psychic)
Move 1: High Jump Kick
Move 2: Fake Out
Move 3: Bullet Punch
Move 4: Ice Punch / Psycho Cut / Zen Headbutt
Item: Medichamite
Ability: Pure Power
Nature: Jolly / Adamant
Evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
=========
(space for readability)
High Jump Kick is Mega Medicham's strongest attack, hitting most Pokemon that don't resist it for a sizable amount of damage. It runs through the Normal bulky core that Psychic really struggles against. Fake Out ensures Medicham Mega Evolves safely while also dealing chip damage and breaking Focus Sashes. Mega Medicham is very vulnerable to teams that have a lot of fast Pokemon, so Fake Out and Bullet Punch are good ways to keep it useful. Ice Punch puts a good dent in many bulky Flying-type Pokemon while giving the team Ice-type coverage that Psychic generally tends to lack. For example, Zapdos almost always gets KOed by the combination ofFake Out and Ice Punch. Alternatively, Zen Headbutt can be used, as with an Adamant nature, Mega Medicham 2HKOes physically defensive Clefable. Another option for the last slot is Psycho Cut, which is a more spammable STAB move than Zen Headbutt. It is a non-contact move that is very helpful in avoiding unneeded Rocky Helmet damage fromPokemon like Skarmory.


Set Details
=========

252 Attack and 252 Speed EVs allow Mega Medicham to be as powerful and as fast as possible. A Jolly nature is useful to Speed tie with the crowded base 100 Speed tier. Alternatively, an Adamant nature gives Mega Medicham a better chance to knock out certain Pokemon, such as Dragonite through Multiscale with Ice Punch and offensive Mega Scizor with High Jump Kick. It also guarantees a 2HKO on physically defensive Clefable with Zen Headbutt. However, an Adamant nature will make Mega Medicham slower than threats like positive-natured Mega Garchomp and Kyurem-B.


Usage Tips
========

Mega Medicham should be used early-game to see what walls it can get away with KOing. Don't forget to use Fake Out when Medicham Mega Evolves against Pokemon faster than it. After it Mega Evolves, its Speed changes significantly, and it will outspeed a lot more Pokemon than it could before. Furthermore, the free turns provided by Fake Out are helpful in stalling out weather against Ground teams and Swift Swim Water teams. When using High Jump Kick, be aware of opposing Ghost-types and Pokemon that carry Protect. Otherwise, it is a spammable move that will do heavy damage to most Pokemon. Walls like Slowbro must be played around or specifically checked by suboptimal coverage moves like Thunder Punch. Mega Medicham can revenge kill and finish off weakenedPokemon with Fake Out and Bullet Punch. Avoiding status is crucial, as poison, paralysis, and burns heavily cripple it. Fake Out + High Jump Kick makes Mega Medicham an effective hit-and-run attacker. Use it in combination with U-turn and Rocky Helmet teammates for as much free damage as possible.

Team Options
==========


Slowbro is a fierce regenerating wall that can switch into a lot of attacks that threaten Mega Medicham. It also uses Thunder Wave, which provides speed control against faster Pokemon. Hoopa-U is another wallbreaker that decimates the few physical walls that can stand up to Mega Medicham. It also covers a lot of its Ghost-type checks. Choice Scarf Gardevoir has access to Healing Wish, which can give Mega Medicham the HP boost it needs to deal with the last of the opponent's Pokemon late-game. Gardevoir also deals with Sableye, a hard wall to Mega Medicham. Mew is fantastic for checking and crippling huge threats like Doublade and Dragonite with Will-O-Wisp. Mew and Jirachi provide Stealth Rock support, which helps put a lot of Pokemon into range of an OHKO by Mega Medicham. Psychic teams have many good revenge killers, such as Victini and Jirachi, that are capable of taking out threats to Mega Medicham. They both have access to U-turn to give it a safe switch in.

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

**Psychic**:

Fire Punch or Thunder Punch could be used over Ice Punch if one's team is really having trouble with Steel-types or bulky Water-types, respectively. Bulk Up and Drain Punch can boost Mega Medicham's stellar Attack and poor Defense while increasing its longevity, but Mega Gallade does a better job as a setup sweeper with its excellent Special Defense stat and access to Swords Dance. Mega Medicham's lack of bulk makes it difficult to find setup opportunities.


Checks and Counters
===============

**Psychic**:

**Bulky Psychic-types**: Mega Medicham's STAB moves are walled by most bulky Psychic-types, rendering it fodder in most Psychic matchups. However, Mega Medicham can run a coverage move to hit specific Psychic-types such as Slowbro and Mega Latias.

**Doublade**: Doublade on both Steel and Ghost deserves a special mention because it can switch in and set up on Mega Medicham and sweep its entire team.

**Ghost-type Pokemon**: Ghost-types make Mega Medicham wary of using High Jump Kick. Pokemon like Sableye and Jellicent can switch in and cripple Mega Medicham. Gengar OHKOes it and has sufficient support onPoison that makes Mega Medicham wary of using Psychic- (hyphen) or Fighting-(hyphen)type STAB moves.

**Status**: Poison coupled with Fake Out stacks up damage more quickly than it would on other offensive Pokemon. Thunder Wave destroys Mega Medicham's ability to outspeed Pokemon, so it will be useless due to its fragility. Burns cancel out its Huge Power and turn it into a below average hitter.

**Faster Pokemon**: Mega Medicham has poor defenses, rendering it vulnerable to OHKOs from stronger and faster Pokemon like Infernape and Mega-Manectric.
 

Winry

Super Graduate-Level Napper
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
[OVERVIEW]

**Psychic**:

Mega Medicham has the single highest Attack stat in all of Monotype. It is a potent physical wallbreaker that has a good matchup against most types, and it does not have a lot of counters. This is exemplified by Psychic's great team support, as other Psychic-type Pokemon can easily beat the few counters Mega Medicham has. Its high Attack stat, coupled with powerful STAB and coverage moves, allows it to overwhelm defensive teams with powerful attacks. However, despite all of its power, Mega Medicham suffers from average Speed and subpar defenses, and while its decent Speed makes Mega Medicham's priority moves very useful in damaging faster threats, its poor bulk means it is unable to switch into many attacks. Its main Fighting-type STAB move, [ac] High Jump Kick, [ac] is rendered much less effective against teams with Ghost-type Pokemon [add space] because of the 50% recoil Mega Medicham takes when it misses. It also faces competition from Mega Gardevoir, a stallbreaker and a more solid Dark check thanks to its Fairy typing and access to Pixilate-boosted Hyper Voice.

[SET]
Name: Wallbreaker (Psychic)
Move 1: High Jump Kick
Move 2: Fake Out
Move 3: Bullet Punch
Move 4: Ice Punch / Psycho Cut / Zen Headbutt
Item: Medichamite
Ability: Pure Power
Nature: Jolly / Adamant
Evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
=========
(space for readability)[remove text]
High Jump Kick is Mega Medicham's strongest attack, hitting most Pokemon that don't resist it for a sizable amount of damage. It runs through the Normal bulky core that Psychic really struggles against. Fake Out ensures Medicham Mega Evolves safely while also dealing chip damage and breaking Focus Sashes. Mega Medicham is very vulnerable to teams that have a lot of fast Pokemon, so Fake Out and Bullet Punch are good ways to keep it useful. Ice Punch puts a good dent in many bulky Flying-type Pokemon while giving the team Ice-type coverage that Psychic generally tends to lack. For example, Zapdos almost always gets KOed by the combination of [add space] Fake Out and Ice Punch. Alternatively, Zen Headbutt can be used, as with an Adamant nature, Mega Medicham 2HKOes physically defensive Clefable. Another option for the last slot is Psycho Cut, which is a more spammable STAB move than Zen Headbutt. It is a non-contact move that is very helpful in avoiding unneeded Rocky Helmet damage from [add space] Pokemon like Skarmory.


Set Details
=========

252 Attack and 252 Speed EVs allow Mega Medicham to be as powerful and as fast as possible. A Jolly nature is useful to Speed tie with the crowded base 100 Speed tier. Alternatively, an Adamant nature gives Mega Medicham a better chance to knock out certain Pokemon, such as Dragonite through Multiscale with Ice Punch and offensive Mega Scizor with High Jump Kick. It also guarantees a 2HKO on physically defensive Clefable with Zen Headbutt. However, an Adamant nature will make Mega Medicham slower than threats like positive-natured Mega Garchomp and Kyurem-B.


Usage Tips
========

Mega Medicham should be used early-game to see what walls it can get away with KOing. Don't forget to use Fake Out when Medicham Mega Evolves against Pokemon faster than it. After it Mega Evolves, its Speed changes significantly, and it will outspeed a lot more Pokemon than it could before. Furthermore, the free turns provided by Fake Out are helpful in stalling out weather against Ground teams and Swift Swim Water teams. When using High Jump Kick, be aware of opposing Ghost-types and Pokemon that carry Protect. Otherwise, it is a spammable move that will do heavy damage to most Pokemon. Walls like Slowbro must be played around or specifically checked by suboptimal coverage moves like Thunder Punch. Mega Medicham can revenge kill and finish off weakened [add space] Pokemon with Fake Out and Bullet Punch. Avoiding status is crucial, as poison, paralysis, and burns heavily cripple it. Fake Out + High Jump Kick makes Mega Medicham an effective hit-and-run attacker. Use it in combination with U-turn and Rocky Helmet teammates for as much free damage as possible.

Team Options
==========


Slowbro is a fierce regenerating wall that can switch into a lot of attacks that threaten Mega Medicham. It also uses Thunder Wave, which provides speed control against faster Pokemon. Hoopa-U is another wallbreaker that decimates the few physical walls that can stand up to Mega Medicham. It also covers a lot of its Ghost-type checks. Choice Scarf Gardevoir has access to Healing Wish, which can give Mega Medicham the HP boost it needs to deal with the last of the opponent's Pokemon late-game. Gardevoir also deals with Sableye, a hard wall to Mega Medicham. Mew is fantastic for checking and crippling huge threats like Doublade and Dragonite with Will-O-Wisp. Mew and Jirachi provide Stealth Rock support, which helps put a lot of Pokemon into range of an OHKO by Mega Medicham. Psychic teams have many good revenge killers, such as Victini and Jirachi, that are capable of taking out threats to Mega Medicham. They both have access to U-turn to give it a safe switch in.

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

**Psychic**:

Fire Punch or Thunder Punch could be used over Ice Punch if one's team is really having trouble with Steel-types or bulky Water-types, respectively. Bulk Up and Drain Punch can boost Mega Medicham's stellar Attack and poor Defense while increasing its longevity, but Mega Gallade does a better job as a setup sweeper with its excellent Special Defense stat and access to Swords Dance. Mega Medicham's lack of bulk makes it difficult to find setup opportunities.


Checks and Counters
===============

**Psychic**: [Uh I think something needs to be here?]

**Bulky Psychic-types**: Mega Medicham's STAB moves are walled by most bulky Psychic-types, rendering it fodder in most Psychic matchups. However, Mega Medicham can run a coverage move to hit specific Psychic-types such as Slowbro and Mega Latias.

**Doublade**: Doublade on both Steel and Ghost deserves a special mention because it can switch in and set up on Mega Medicham and sweep its entire team.

**Ghost-type Pokemon**: Ghost-types make Mega Medicham wary of using High Jump Kick. Pokemon like Sableye and Jellicent can switch in and cripple Mega Medicham. Gengar OHKOes it and has sufficient support on [add space] Poison that makes Mega Medicham wary of using Psychic- (hyphen) or Fighting-(hyphen)type STAB moves.

**Status**: Poison coupled with Fake Out stacks up damage more quickly than it would on other offensive Pokemon. Thunder Wave destroys Mega Medicham's ability to outspeed Pokemon, so it will be useless due to its fragility. Burns cancel out its Huge Power and turn it into a below-average hitter.

**Faster Pokemon**: Mega Medicham has poor defenses, rendering it vulnerable to being KOed by OHKOs from stronger and faster Pokemon like Infernape and Mega- [remove hyphen] Manectric.

2/2

Also remove the hyphen in the title, should be Mega Medicham.

 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Tacoman implemented the final check (he let me know on PS) and this was uploaded!
 

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