Hey guys,
I think I've come up with a pretty decent team this time around. My team is centric around mega Medicham, so I'm trying to cover up flying and fairy weaknesses. I've noticed that I may really need some fire strength (hence the Arcanine) but i'm not sure what to put in my final slot. I don't think Arcanine is my best option. I've fooled around with Latias and Hydregion, but I can't seem to make it click. Any ideas? (also, i don't want to use landorus)
with zeal,
Jolly-O
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Drain Punch
- Zen Headbutt
- Ice Punch
>Medicham is the center of this team due to his coverage options. I realize how strong the option for high jump kick is, but i've been burnt too many times to ignore the reliability of drain punch. Ice punch is obvious since Lando and Gliscor are everywhere. From here, I try to cover his weaknesses.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 80 SpD / 176 SpA
Modest Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Clear Smog
- Synthesis
>Behold my fairy wall! lol. But seriously, It's impressive how ridiculous this thing counters Clefable and Azumarill. There's nothing especially unique about this Amoonguss, but i do recognize its weaknesses like Zard X. Still, it's an obvious switch when clefable is on the field.
Klefki @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Foul Play
- Torment
>I love running Klefki for this team. I major issue that Medicham has is his lack of true speed. Thunder Wave makes this entire team much more viable against the typical Dragon Dancers in OU. Of course, the ground types are really messing with klefki right now, so i'm up for putting something else instead of torment.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk
>I'll admit, I think Suicune is the best water type in the meta right now (other than legendaries). This set prevents me from getting toxic, burned, etc. Also, its sheer bulk keeps me safe from almost everything in the tier besides chansey. But it works really well with the rest of the team and i've had matches saved by this beast.
Talonflame
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics (or brave bird with leftovers)
- Swords Dance
- Roost
- Substitute
I'm surprised I don't see this talonflame set more often. In any case, if and when rocks aren't up the red bird is an excellent late game sweeper and i love to keep it in my back pocket. Obviously, rock types destroy Talonflame, so i often use klefki and medicham as a ready switch in when i see tyranitar or lando
.
Arcanine @ Sitrus Berry
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Morning Sun
- Flare Blitz
- Extreme Speed
- Will-O-Wisp
>Arcanine is a fantastic wall for UU and OU... but it just doesn't work for this team in my opinion. I do feel that i need some kind of fire type attack but i don't think this is the answer, especially when i have so much ground and rock weakness already. I really need some help in this spot.
I think I've come up with a pretty decent team this time around. My team is centric around mega Medicham, so I'm trying to cover up flying and fairy weaknesses. I've noticed that I may really need some fire strength (hence the Arcanine) but i'm not sure what to put in my final slot. I don't think Arcanine is my best option. I've fooled around with Latias and Hydregion, but I can't seem to make it click. Any ideas? (also, i don't want to use landorus)
with zeal,
Jolly-O
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Drain Punch
- Zen Headbutt
- Ice Punch
>Medicham is the center of this team due to his coverage options. I realize how strong the option for high jump kick is, but i've been burnt too many times to ignore the reliability of drain punch. Ice punch is obvious since Lando and Gliscor are everywhere. From here, I try to cover his weaknesses.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 80 SpD / 176 SpA
Modest Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Clear Smog
- Synthesis
>Behold my fairy wall! lol. But seriously, It's impressive how ridiculous this thing counters Clefable and Azumarill. There's nothing especially unique about this Amoonguss, but i do recognize its weaknesses like Zard X. Still, it's an obvious switch when clefable is on the field.
Klefki @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Foul Play
- Torment
>I love running Klefki for this team. I major issue that Medicham has is his lack of true speed. Thunder Wave makes this entire team much more viable against the typical Dragon Dancers in OU. Of course, the ground types are really messing with klefki right now, so i'm up for putting something else instead of torment.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk
>I'll admit, I think Suicune is the best water type in the meta right now (other than legendaries). This set prevents me from getting toxic, burned, etc. Also, its sheer bulk keeps me safe from almost everything in the tier besides chansey. But it works really well with the rest of the team and i've had matches saved by this beast.
Talonflame
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics (or brave bird with leftovers)
- Swords Dance
- Roost
- Substitute
I'm surprised I don't see this talonflame set more often. In any case, if and when rocks aren't up the red bird is an excellent late game sweeper and i love to keep it in my back pocket. Obviously, rock types destroy Talonflame, so i often use klefki and medicham as a ready switch in when i see tyranitar or lando
.
Arcanine @ Sitrus Berry
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Morning Sun
- Flare Blitz
- Extreme Speed
- Will-O-Wisp
>Arcanine is a fantastic wall for UU and OU... but it just doesn't work for this team in my opinion. I do feel that i need some kind of fire type attack but i don't think this is the answer, especially when i have so much ground and rock weakness already. I really need some help in this spot.