Project The Next Best Thing - ORAS OU Edition V3 - FINISHED

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Toxic Mega Medicham

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Fake Out
- Zen Headbutt
- High Jump Kick
- Toxic

Standard Mega Medi but with Toxic to cripple the bulky mons dat come in on it like Slowbro, gchomp, lando-t, Sableye(Before it Megas), Bulky Psychic types, etc
 
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Rock Tomb Lure Mega Medicham
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4SpDef / 252 Spe
Jolly/Adamant Nature
-High Jump Kick
-Zen Headbutt
-Ice Punch
-Rock Tomb
Ok, looks like a fairly standard Mega Medicham set, standard EVs, standard STABs, Ice coverage, then- what is a 60bp non-STAB move doing there? On a wallbreaker of all things??

Rock Tomb serves one role on this team- to ease prediction on forced switches. Mega Medicham's speed tier of 100, while decent, isn't fantastic, as Medicham gets outsped by a bunch of offensive Pokemon. However, it forces switches against glue mons like Clefable, Heatran, Rotom-W. When it does, the Medicham player is left with a difficult prediction, with checks like Lati@s, Gengar, and Lando-T lurking. If they pick the wrong move, they've lost all of their momentum, as Medicham gets outsped (assuming scarf on Lando) and OHKOed.

BUT

If Medicham uses Rock Tomb on the switch, it can outspeed its 'checks' and hit them with a super effective move in return. After a Rock Tomb, Jolly Medicham beats everything slower than 492 speed, including Scarfed Landorus, Scarfed Excadrill, +1 Gyarados, and Mega Alakazam. Medicham's ridiculous power allows it to OHKO these threats once given the chance.

NOTE: Adamant can be used for more power, but it only outspeeds up to 448 speed, so it loses a bit of the utility from Rock Tomb. Personally I'd go with Jolly, but it's not mandatory.
 
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Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Baton Pass
- Zen Headbutt
- High Jump Kick​

This is my first time posting here, so I hope I haven't made a mistake or anything! Anyway, the aim of this set is to get Medicham to set up with Bulk Up once or twice, and then Baton Pass it to another user of the team that may benefit from it (eg. Azumarill or Bisharp). At the least, Medicham should be able to use Bulk Up once, due to its low HP and defenses, but its high Speed stat means it can outspeed Alakazam, Serperior and Latias. If the opponent is going to use a super-effective move against Medicham, it can use Baton Pass with or without the stat boosts to safely switch into a Pokemon that resists that attack. Zen Headbutt and High Jump Kick aren't the stars of this set, but, instead, are both for coverage.

This set works best against teams with slightly less offensive presence, such as stall, just so long as Mega Sableye is dealt with. Medicham still has the potential to dent bulkier Pokemon with its last two moveslots, so don't think that it's passive with this set!​
uh, since when did medicham outspeed zam serp and lati????
 
Recover + Poison Jab Mega Medicham

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Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Recover
- Ice Punch / Zen Headbutt
- High Jump Kick
- Poison Jab

Poison Jab + Recover medicham is actually really fun. Medicham's job is to put offensive pressure to the opposing team and attempt to force a switch out and usually it does exactly that and they usually go into mons that wall medicham (Slowbro, Mega Sab etc) but now with this Mega Medicham set Medicham is able to get up a free Recover upon the switch in which increases MegaCham's longitivtiy and it's also able to keep up the offensive pressure for longer. Poison Jab is basically a stronger Bullet Punch without any priority and can hit fairies such as Mega Voir etc. on the switch in for more damage and can do some damage to slowbro (HJK does more but has a risk of missing, poison jab is a safer play. Not that anyone stays in on slowbro anyway) weakening it a bit more making it easier for other mons to pick up some kills and allows Medicham to keep up offensive pressure.

Poison Jab or Bullet Punch?

Calcs

Poison Jab


vs Slowbro. 252 Atk Pure Power Mega Medicham Poison Jab vs. 252 HP / 232+ Def Slowbro: 100-118 (25.3 - 29.9%) -- 0.1% chance to 4HKO after Leftovers recovery

vs Sylveon. 252 Atk Pure Power Mega Medicham Poison Jab vs. 240 HP / 0 Def Sylveon: 414-488 (105.8 - 124.8%) -- guaranteed OHKO

vs Clefable. 252 Atk Pure Power Mega Medicham Poison Jab vs. 248 HP / 252+ Def Clefable: 256-302 (65.1 - 76.8%) -- guaranteed 2HKO after Leftovers recovery

vs Azumarill. 252 Atk Pure Power Mega Medicham Poison Jab vs. 172 HP / 0 Def Azumarill: 350-414 (91.1 - 107.8%) -- 50% chance to OHKO

vs Mega Diancie. 252 Atk Pure Power Mega Medicham Poison Jab vs. 0 HP / 0 Def Mega Diancie: 134-158 (55.6 - 65.5%) -- guaranteed 2HKO

Vs Mega Gardevoir. 252 Atk Pure Power Mega Medicham Poison Jab vs. 0 HP / 24 Def Mega Gardevoir: 398-470 (143.6 - 169.6%) -- guaranteed OHKO

vs

Bullet Punch

vs Slowbro. 252 Atk Pure Power Mega Medicham Bullet Punch vs. 252 HP / 232+ Def Slowbro: 25-30 (6.3 - 7.6%) -- possibly the worst move ever

vs Sylveon. 252 Atk Pure Power Mega Medicham Bullet Punch vs. 240 HP / 0 Def Sylveon: 208-246 (53.1 - 62.9%) -- guaranteed 2HKO

vs Clefable. 252 Atk Pure Power Mega Medicham Bullet Punch vs. 248 HP / 252+ Def Clefable: 128-152 (32.5 - 38.6%) -- 3.7% chance to 3HKO after Leftovers recovery

vs Azumarill. 252 Atk Pure Power Mega Medicham Bullet Punch vs. 172 HP / 0 Def Azumarill: 88-104 (22.9 - 27%) -- 44.7% chance to 4HKO

vs Mega Diancie. 252 Atk Pure Power Mega Medicham Bullet Punch vs. 0 HP / 0 Def Mega Diancie: 272-320 (112.8 - 132.7%) -- guaranteed OHKO

vs Mega Gardevoir. 252 Atk Pure Power Mega Medicham Bullet Punch vs. 0 HP / 24 Def Mega Gardevoir: 200-236 (72.2 - 85.1%) -- guaranteed 2HKO

So basically, bullet punch misses out on some important kills (Azumarill and Clefable) and poison jab can OHKO a lot.
The only niche bullet punch has is priority and being to OHKO mega diancie.

 
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I want to underline more the differences between Bullet Punch and Poison Jab:
* They have a different purpose: ther former is better in a HO metagame, whereas the latter can be better in a more balanced ones. Bullet Punch is better than Poison Jab towards threats faster than Jolly MMedicham i.e. Mega Diancie. The two aforementioned moves have two different purposes.
* Bullet Punch allows MMedicham to run an Adamant nature because 100 base Spe, while not being the worst thing in the world, is not the greatest benchmark you want to have.
* I think the addition of Recover is...odd with such a low bulk. Why was Drain Punch cut? Why is Psycho Cut slashed and preferred over Zen Headbutt (you'll miss the OHKO on defensive Mega Venu)?

An AoA Mega Medicham is interesting (because you cut Fake Out which is there to do residual damage) but Recover seems strage. Can you explain more about that recovery move you choose, please?
 
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I want to underline more the differences between Bullet Punch and Poison Jab:
* They have a different purpose: ther former is better in a HO metagame, whereas the latter can be better in a more balanced ones. Bullet Punch is better than Poison Jab towards threats faster than Jolly MMedicham i.e. Mega Diancie. The two aforementioned moves have two different purposes.
* Bullet Punch allows MMedicham to run an Adamant nature because 100 base Spe, while not being the worst thing in the world, is not the greatest benchmark you want to have.
* I think the addition of Recover is...odd with such a low bulk. Why was Drain Punch cut? Why Psycho Cut is slashed and preferred over Zen Headbutt (you'll miss the OHKO on defensive Mega Venu)?

An AoA Mega Medicham is interesting (because you cut Fake Out which is there to do residual damage) but Recover seems strage. Can you explain more about that recovery move you choose, please?

Um....

1. I pointed out the benefits of Bullet Punch and how it's better against stuff like Mega Diancie
2. Yeah, I thought Psycho cut was the one with more BP, my bad.
3. Drain punch is somewhat common on Mega Cham and doesn't guarantee 50% recovery on the switch-in
4. This is the next big thing thread, I don't why I would put standard sets in it :\
 
Medicham is so unbelievably linear, wow. It's obvious that people are struggling to come up with anything (cause I sure can't). I kinda like the idea of Rock Tomb with hazard support for all the extra switches you could force.

Just a side note, but please no one do dual screens...
 
Ayy, I remembered this tem, Voting starts now and ends in 48 Hours! Here are your choices:

Acupressure Mega Medicham
Reversal Medicham
Bulk Up+Baton Pass Mega Medicham
Priority Mega Medicham
Magic Coat Mega Medicham
Toxic Mega Medicham
Rock Tomb Mega Medicham
Recover+Poison Jab Mega Medicham


yeah this was a tough one to work on, I'll try to make next week a little easier...
 
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