Steps to Spirituality
Introduction
I was interested in using a lesser seen Mega Evolution so I just looked through the list and decided to settle with Mega Medicham. I liked it on paper but its defenses scared me quite a bit, with Talonflame and all, so I decided to stick with trying to use it as a late-game sweeper. I set out to make the rest of the team focused around removing or significantly weakening all checks and counters. It ended up looking less like a hyper offensive team, which I wanted to make, and more on the bulky side focused on slowly killing stuff rather than straight up taking it out. It has had some success, so far it is 25-4 on my account, Derp'sJunkitron, although I played 3 unrated battles against comparatively skilled players as well and won. I have been keeping track of the problems I have been experiencing, so I'll be putting that at the end.
The Team
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SDef / 40 Spd
IVs: 0 Atk
Calm Nature
- Lava Plume
- Stealth Rock
- Taunt
- Toxic
Talonflame. Talonflame was pretty much the first reason I decided to put Heatran here. Obviously it wasn't the only thing that pushed me but it was a huge factor because Medicham just died in front of it no matter what you did. Apart from that, I really needed entry hazards to make dealing with issues easier so Stealth Rock was an obvious option. Toxic and Protect were initially placeholders because I was considering Ancient Power and/or Earth Power. However, after using Toxic and Protect for a while, I started liking it a lot because Toxic really sped up the softening up of checks and counters to other Pokemon. Not sure what else to say here, this isn't a really unique set or anything and its role is pretty straightforward with Flash Fire and all.
Changed Protect to Taunt to allow Heatran to stop things from setting up on it while stopping recovery moves as well. EVs changed to outrun Mandibuzz.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch
I was debating between a physically defensive set and a specially defensive set and I ended up going with the latter. I had enough answers to Talonflame and I had a dedicated physical wall, so I could't see any reason to go with physically defensive Rotom. The next debate was between ChestoRest or Pain Split with Leftovers and I, once again, went with the latter. I was never a huge fan of ChestroRest unless I needed a status absorber, which I don't. Also, I really liked how much more useful Pain Split was in terms of setting the opponent back rather than regaining maximum HP. I was unsure if I should run Will-O-Wisp or Thunder Wave. Thunder Wave ended up not being really useful seeing how slowing down most things didn't usually make Medicham's job easier or anybody's really seeing how I needed the things weakened.
Switched to Conkeldurr. Solved a ton of problems, gave me a great status absorber and really just helped all around.
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 Def
IVs: 0 Atk
Timid Nature
- Dark Pulse
- Hydro Pump
- Ice Beam
- U-turn
Greninja was the first offensive Pokemon that came to mind when I thought fast and coverage (Genesect came second), so I gave it a try. I did have issues in that it doubled up some weaknesses, but those weaknesses could usually be dealt with easily by the rest of the team, so I didn't pay much attention to this issue. I was hoping for something bulkier but Greninja proved to be able to take resisted hits for not too much damage, although I probably shouldn't be using Greninja to take hits in the first place. The only thing I was unsure about here was running Dark Pulse. There were obvious uses for it and it was greatly appreciated and all, but I really felt that U-turn would come in handy quite often. In the end, I chose to stick with Dark Pulse because I really wasn't dealing much damage with U-turn in regards to super effective hits and switching out could be done manually too given the insignificant damage dealt.
Changed Extransensory to U-turn to help form a VoltTurn core with Rotom-W and Landorus-T. Changed Surf to Hydro Pump for extra power.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- U-turn
This right here is probably my favorite part of the team. Choice Scarf Excadrill catches pretty much everyone off guard, although only the first time. After that, it becomes obvious that some people had planned for something like Air Balloon Excadrill and that the Scarf was throwing them off. This was my backup answer to Talonflame, usually following it KOing something. Along with that, this thing was a great answer to Megazard Y. Most people have no idea why I switch it in and just go for an attack again but get outrun and hit with Rock Slide. The imperfect accuracy has gotten in the way multiple times, but it isn't that bad, so I stuck with it. Iron Head is usually just for neutral STAB but it also comes in handy against Fairy-types seeing how Bullet Punch usually doesn't OHKO. Earthquake tends to be the primary move of choice simply because of Mold Breaker and how much damage it deals even when neutral.
Landorus-T replaced Excadrill as this team's Scarfer. It helped deal with physical Pokemon, something that became necessary after dropping Skarmory, with Intimidate. Also, it formed a VoltTurn core with Rotom-W and Greninja, helping to build momentum.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SDef / 16 Spd
IVs: 0 Atk
Calm Nature
- Defog
- Heat Wave
- Roost
- Thunderbolt
I can't remember what Skarmory initially was but it was physically bulky. I needed a physical wall that could take on things like other Excadrill and Azumarill, especially Azumarill, so I ended up with the most obvious choice. I was unsure of whether I should use Defog or Spikes seeing how Excadrill had Scarf, but I went with Spikes when I saw that Excadrill forced switches without too much difficulty so you could predict and Spin. Amazingly, Skarmory played a huge role in softening things up by either aiding in Toxic stalling or phazing like there was no tomorrow, which actually happened quite often when I played.
Defog user replacing Skarmory. Provided great special bulk for the team while also dealing with bulky Water-types.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Bullet Punch
- Fire Punch
- High Jump Kick
- Zen Headbutt
And now we have the only reason why I bothered to make this team. It is pretty much a straightforward set aiming to hit as much as possible. Zen Headbutt over Psycho Cut just because I saw how many OHKOs became 2HKOs with Psycho Cut. The accuracy hasn't been a huge deal, only had a problem once, but I recovered from it nicely. I was debating between Substitute and Bullet Punch, but ended up going with the attack seeing how I only brought Medicham in at the very end or near the very end, so Substitute was pretty much useless. Fire Punch was supposed to be Ice Punch but it never happened seeing how things like Landorus-T were too troublesome on switch so I decided to leave it to the rest of the team, which wasn't too difficult.
Changed Drain Punch to High Jump Kick for the additional base power.
Issues I saw
Conclusion
Sorry if there were any problems with the RMT, I imagine that the descriptions may have been lacking in some necessary information that I just couldn't seem to think of. Apart from that, I really liked the team and how it played, so I'd appreciate it if, when providing feedback, the playstyle wasn't too vastly changed.
Exportable
Please keep the names. :D
Kallen (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SDef / 40 Spd
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Taunt
- Toxic
Kallen (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Knock Off
Kallen (Greninja) @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Hydro Pump
- Ice Beam
- U-turn
Kallen (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- U-turn
Kallen (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SDef / 16 Spd
IVs: 0 Atk
Calm Nature
- Thunderbolt
- Heat Wave
- Roost
- Defog
Kallen (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Bullet Punch
- Fire Punch
- High Jump Kick
- Zen Headbutt
Ability: Flash Fire
EVs: 248 HP / 220 SDef / 40 Spd
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Taunt
- Toxic
Kallen (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Knock Off
Kallen (Greninja) @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Hydro Pump
- Ice Beam
- U-turn
Kallen (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- U-turn
Kallen (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SDef / 16 Spd
IVs: 0 Atk
Calm Nature
- Thunderbolt
- Heat Wave
- Roost
- Defog
Kallen (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Bullet Punch
- Fire Punch
- High Jump Kick
- Zen Headbutt
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