Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 Def / 224 HP / 32 Spe
Bold/Impish Nature
- Foul Play
- Roost
- Defog/Taunt/Knock Off/Toxic/Tailwind
- Defog/Taunt/Knock Off/Toxic/Tailwind
Role: Physical Wall, Hazard Remover
What It Does: Tanks things, hits back with Foul Play. Mandibuzz's great bulk makes her an excellent wall, and her Dark typing gives it a role that things like Skarmory can no longer perform: wall powerful Ghost or Dark attackers. Her secondary Flying typing means she's neutral to Fighting; this is especially handy for Aegislash's Sacred Sword, and is the reason why her role can't be filled by other bulky Dark types such as Umbreon. Mandibuzz also stands out from others walls by having STAB Foul Play. With Foul Play, she can hit any non-Dark resistant physical attacker hard. Foul Play takes the target's attack stat into calculation, not your own, so you can deal heavy damage to a physical attacker, or even OHKO anything that has used a boosting move such as Swords Dance.
Mandibuzz has access to many support moves, such as Defog, which allows her to clear away entry hazards on your (and your opponent's) side of the field. Taunt is also useful for shutting down opposing walls and prevents her from becoming Toxic'ed, and due to her useful speed tier she is faster than many other walls. Knock Off doesn't deal a lot of damage but is useful for removing an opponent's item, nerfing an attacker's power by removing a damage boosting item or depriving an opposing wall of precious Leftovers recovery. Toxic allows her to deal more damage over time, and finally Tailwind can provide an opportunity for a slow but powerful teammate to sweep.
Good Teammates: Anything that can appreciate a sturdy wall and hazard remover. Mega Pinsir, Talonflame, Mega Charizard X and Y, and other hazard-prone Pokemon especially, as a sturdy defogger with great longevity can be more reliable than a frail spinner such as Excadrill, who doesn't have recovery. Mandibuzz does not need much team support herself, but a secondary wall that does not share her weaknesses would be good. A special wall and cleric like Chansey or Blissey is the best, as it can rid Mandibuzz of crippling status effects and effortlessly absorb any special attacks.
What Counters It: Like all walls, strong attackers that can hit Mandibuzz with SE damage. Mandibuzz also has trouble dealing with Dark-resistant attackers; Conkeldurr is especially problematic for her, as it is slower than her and as such can hit her hard with a SE Drain Punch when she Roosts. Being Burned, while not being too much of an issue for other physical walls such as Slowbro and Skarmory, severely hurts Mandibuzz as it halves her Foul Play damage.
Any Additional Info: Due to her great special bulk, which is very similar to her physical bulk, Mandibuzz can be used as a special or mixed wall; however, she is weak to Ice, Electric and Fairy, which are common coverage moves on special attackers. Stone Edge is a common coverage move for some physical attackers, however her bulk is so great that few can even 2HKO with a STAB-less Stone Edge. Furthermore, Stone Edge's accuracy and PP mean it can easily be stalled out.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Spe / 252 Atk / 4 Def
Jolly Nature
- High Jump Kick
- Psycho Cut/Zen Headbutt
- Ice Punch
- Baton Pass/Fire Punch/Thunder Punch
Role: Wallbreaker
What It Does: Rips and tears. Mega Medicham excels at getting rid of walls and defensive cores, opening up a sweep for the rest of its teammates. Being able to OHKO or 2HKO nearly the entire game with only one moveset is not something that many Pokemon can boast. High Jump Kick is your main STAB move, and is the strongest unboosted and unbanded physical attack in the game. Psycho Cut and Zen Headbutt are good for things that resist High Jump Kick, and is especially good for Mega Venusaur. Ice Punch is for things like Gliscor, Dragonite and Lando-T, which would otherwise counter you, and are all prominent enough to warrant the usage of Ice Punch. The last slot has some options; Fire Punch allows you to deal heavy damage to Aegislash on the switch, but Aegislash can deal heavy damage or OHKO with Shadow Sneak, or use King's Shield to reduce your attack and avoid the 2HKO from Fire Punch. Thunder Punch allows you to deal with Gyarados and Slowbro. Baton Pass is a great option, as it removes the need to predict switches and allows Medicham to act as an offensive pivot.
Drain Punch provides a source of healing, and allows Medicham to stick around longer, but is not recommended for a pure wallbreaker set. Bullet Punch and Fake Out are two possible sources of priority for Medicham, but neither deal significant damage and are entirely ineffective against walls.
Good Teammates: Mandibuzz and Bisharp are great teammates for Medicham. Mandibuzz is an excellent wall and the #1 counter to Aegislash, who gives Medicham the most trouble. Bisharp is one of the best partners for Medicham, as it can come in with Baton Pass on many of Medicham's counters and Pursuit trap them, and is a great check to Aegislash. Rotom-W and Tyranitar are great for dealing with Talonflame, who is a huge threat to Medicham. A cleric is another great teammate, as, like most physical attackers, Medicham is dead weight when Burned.
What Counters It: Bulky Psychics and Ghosts. Aegislash is by and far the most prominent and Slowbro is also a headache. Aegislash and Slowbro can be dealt with by using Fire Punch and Thunder Punch, but Medicham will never, ever get past Sableye. There's also Cofagrigus and Mew who are rare but not unseen.
Even the presence of a ghost on the other team hinders Medicham's wall-breaking ability, since it can't safely use High Jump Kick without a possible ghost switch in. Things with Protect can also cause severe damage to Medicham, but it's usually easy to tell what has Protect and what doesn't. Medicham's counters are all almost exclusively weak to Dark, which is why Bisharp makes such a good partner.
Any Additional Info: It is possible for Medicham to sweep a team, but this would usually require a Parashuffler or Tailwind support. It's more reliable to have Medicham crush any walls, and have other teammates handle the clean up. Due to Medicham's general frailty and decent but not great speed, it is relatively easy to check, so it would be good to have a defensive core to retreat to when you're forced out.
There are pros and cons to Psycho Cut and Zen Headbutt: Psycho Cut is 100% accurate, does not make contact (good for Flame Body, e.g. Volcarona) and has a high crit ratio, but is slightly less powerful. Zen Headbutt is more powerful and has a flinch chance, but is less accurate and makes contact.