Medicham doesnt really pull off bulky sets, substitute + drain punch could work I suppose, but I can't see it be better than the hjk wallbreaker set.drain punch has its uses if you want semi-reliable recovery, especially on bulky sets
Drain Punch has never been a good move on Medicham IMO.It seems that over time the best moveset for Medicham has changed. People's support for Drain Punch has dwindled to support for High Jump Kick, due to Medicham's position as a non-bulky wall breaker. What I'm curious about is the popular opinion of Psycho Cut v. Zen Headbutt. Is the 10 BP and 20% flinch chance worth losing the 10% accuracy and 12.5% critical hit chance?
252+ Atk Life Orb Iron Fist Conkeldurr Drain Punch vs. 252 HP / 0- Def Abomasnow: 627-741 (163.2 - 192.9%) -- guaranteed OHKO252+ Atk Conkeldurr Drain Punch vs. 252 HP / 0- Def Abomasnow: 402-474 (104.6 - 123.4%) -- guaranteed OHKO
252 Atk Pure Power Mega Medicham Drain Punch vs. 252 HP / 0- Def Abomasnow: 576-680 (150 - 177%) -- guaranteed OHKO
What do you mean weaker? It terms of Pure Power (haha, get it?) Medicham's is more powerful. If you mean utility, however, Conk's is better.
Remember you're using Life Orb, where AV is the most common set (without it, Conk actually doesn't take special hits THAT well). Even so, it barely matters:252+ Atk Life Orb Iron Fist Conkeldurr Drain Punch vs. 252 HP / 0- Def Abomasnow: 627-741 (163.2 - 192.9%) -- guaranteed OHKO
Conkeldurr has Iron Fist and an Item Slot. Its got more HP / Defense AND does more damage.
I'm well aware, Cofagrigus is the only thing I've found where Psycho Cut gives you a legitimate edge over Zen Headbutt and it is rather rare.Why would you use Psycho CUt against Aegislash, though? Either you try to Fire Punch it into poké-hell or you get away from it. STAB Shadow Ball (or even Shadow Sneak) is no joking matter when you're a Psychic-type!
Normal medicham in ou has no niche. It cannot sweep. Scarf/band are heavily outclassed by terrakion. Ninjask is also a joke in ou, especcially when you can use scolipede. Lol, hone claws.Why don't I see a Normal Cham set? It upsets me that spme people are forgetting about old Medicham, because he is still good, imo. I think his best role outside of mega sets is pass recieving. Ive been testing it with a Hone Claws Ninjask, then passing it to a normal Medicham. One noteworthy result is sweeping an entire team.
It doesn't really have 4mss as HJK, Zen Headbutt, Ice Punch, Fire Punch and Fake Out are the only moves to even be considered imo and out of those Fake Out doesnt do much besides letting you avoid the poor pre-Mevo speed, 100 speed isn't all that bad, 80 speed however, is.Normal medicham in ou has no niche. It cannot sweep. Scarf/band are heavily outclassed by terrakion. Ninjask is also a joke in ou, especcially when you can use scolipede. Lol, hone claws.
edit: mega medichm would be a better bp receiver anyway...
Mega medicham is my favourite mega, the only problems are 4mms and 100 speed tier. I love using this with stciky web. Im sure its been mentioned but with sticky web cham is much harder to revenge kill. Only really faster scarfers, talonflame latwins and gengar. Its a monster
Okay, favorable point, but how about in lower tiers such as UU? Then, it is a practical combo, since Mega Cham would more than likely be banned in tiers like this and below. When I said I swept a whole team with it, I was not lying. Did I mention it was OU, too? The reason I carry Hone Claws on the Ninjask is so that Hi Jump Kick does not miss(Imagine that on Mega Cham. Afraid yet?). I find it funny that anyone would find that funny.Normal medicham in ou has no niche. It cannot sweep. Scarf/band are heavily outclassed by terrakion. Ninjask is also a joke in ou, especcially when you can use scolipede. Lol, hone claws.
edit: mega medichm would be a better bp receiver anyway...
Mega medicham is my favourite mega, the only problems are 4mms and 100 speed tier. I love using this with stciky web. Im sure its been mentioned but with sticky web cham is much harder to revenge kill. Only really faster scarfers, talonflame latwins and gengar. Its a monster
Iron Fist and Life Orb is a bad set that makes Conkeldurr vulnerable to burns and compromises its bulk. Guts is better, Assault Vest is better still.252+ Atk Life Orb Iron Fist Conkeldurr Drain Punch vs. 252 HP / 0- Def Abomasnow: 627-741 (163.2 - 192.9%) -- guaranteed OHKO
Conkeldurr has Iron Fist and an Item Slot. Its got more HP / Defense AND does more damage.
Are the dashes supposed to be bullet points, or are you using a Timid/Modest nature accidentally? :P And to be honest, I never like priority on wall breakers. It just does not hit hard enough. I know it supposed to pick off weakened threats, but that really isn't what I feel medicham should be doing. It shouldn't be using a 40 BP just to avoid being revenge killed, when the move often isn't enough. It can't even 2HKO Alazakam for God's sake. Also, if Medicham cannot OHKO another pokemon, it really shouldn't stay it in on it; it isn't its job.Over the course of 3 different Mega-Medicham centric teams, each focusing around various standard and unique sets, I have found that the two forms of priority Medicham gets should not be disregarded. Bullet Punch is easily the most viable priority that Medicham gets allowing him to pick off weakened foes, or get in a hit before dying. Fake Out is more questionable due to normal typing and how it is limited to one use per outing. I have found that the following set is, as a whole the best imo:
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- Psycho Cut/ Ice Punch
- Bullet Punch
- Fire Punch
The sheer power of High Jump Kick makes up for the possible absence of Ice punch, chunking incoming targets allowing you to finish off with bullet punch.
On Switch:
-252 Atk Pure Power Mega Medicham High Jump Kick vs. 4 HP / 0 Def Latios: 213-251 (70.5 - 83.1%) -- guaranteed 2HKO
-252 Atk Pure Power Mega Medicham Bullet Punch vs. 4 HP / 0 Def Latios: 88-104 (29.1 - 34.4%) -- 3.6% chance to 3HKO
Yes, Mega-Medicham is a Wallbreaker, however, there will be times where you wont be able to ko and be outspeed and it is in those times where priority really shines. It in all honesty depends on your teams needs and if you lack priority but already have a plethora of coverage, the sacrifice of either ice punch, fire punch, or Psychic stab for Bullet Punch is more then worth it. I have seen and received far to many negative comments about Bullet Punch on Medicham and through experience have come to this conclusion.
This is also the set I use. Medicham was the second Mega I tried (I used Lucario first, favourite Pokemon), and it hit's ridiculously hard. There's just about no wall actually WALLING it. It has about 200 Base Attack, a decent Priority (Not very good, but still priority :P). Great coverage, and most importantly, it has a godly HJK, which hits about as hard as a Mega Pinsir +1 Return, pretty powerful isn't it? I don't have much else to say about this set other then that it kills just about everything in 1-2 hits.Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- Psycho Cut/ Ice Punch
- Bullet Punch
- Fire Punch
You might be a little bit insane. Sableye can WoW before Bisharp attacks, and Sableye will take about 50% from a Knock Off, now that it's item is knocked off, all it can do it Iron Head which does about 38%, where Sableye can chill going back and forth between Recover, and Foul Play. Bisharp only wins if Sableye misses WoW. Sableye does pretty much the same with Medicham, except it deals with it MUCH easier.Sableye doesn't wall Bisharp at all lol. Knock Off and Iron Head rape it's face. Don't think just because it has WoW it can suddenly wall it.
I'd be much more scared:Okay, favorable point, but how about in lower tiers such as UU? Then, it is a practical combo, since Mega Cham would more than likely be banned in tiers like this and below. When I said I swept a whole team with it, I was not lying. Did I mention it was OU, too? The reason I carry Hone Claws on the Ninjask is so that Hi Jump Kick does not miss(Imagine that on Mega Cham. Afraid yet?). I find it funny that anyone would find that funny.
In the end, all I am saying is that the old Medicham does deserve at least some respect. The Life Orb set in combination with Drain Punch is very viable, in my opinion. I am not dissing or hating on Mega Medicham at all. I actually frickin love it. Too stronk. The Life Orb set in combination with Drain Punch is very viable, in my opinion.
PS: I did not think about Scolipede. I think I will look into that. Thanks!
There's not that many things faster than Megacham other than scarfers, DDers and two of the most common ones that are faster take pitiful damage from Bullet Punch:Again, I'd like to reiterate my point that I think it honestly depends on what your team needs and if said team lacks priority but has plenty of coverage then Bullet Punch is a fine option. Bullet Punch gives Mega-Medicham the ability to pick off faster threats that are weakened which is invaluable and though it does take away a bit of his wallbreaking potential, it is not as if you lose that much in the whole scheme of things. I have personally been in many situations where I predicted a switch and chunked an incoming target yet was unable to finish said target off due to my speed being limited at base 100 which is above average yet many threats still outspeed. I think this argument really comes down to personal preference rather then one option being superior to the other as both have their own niche on any given Medicham set.
Perhaps. But all of those factors contribute to the fact that Conkeldurr is a superior Drain Punch user. Mega Medicham is facing 4MSS as it is. As soon as you place "Drain Punch" on Mega Medicham, it is simply losing the battle to Conkeldurr.Iron Fist and Life Orb is a bad set that makes Conkeldurr vulnerable to burns and compromises its bulk. Guts is better, Assault Vest is better still.
Plus nothing Conkeldurr can reasonably do can compare to HJK.
Medicham breaks through Slowbro with Thunderpunch.Bullet Punch is really bad, Medicham is a wallbreaker, not a sweeper, it OHKOs or 2HKOs pretty much every wall in the game except for Mew, Cresselia, Slowbro, Sableye and Reuniclus (might have missed a few but these are the most relevant ones) and also outspeeds every wall so priority isnt needed, offensive pokemon rarely have any business switching in on Medicham as they will die if they come in on the wrong move (or in the case of Aegislash take ~70% damage) Medicham shouldn't be left in against something that it doesnt outspeed and OHKO unless there's little it can do back to Medicham, HJK shouldn't be used if there's still ghosts alive on the other team.
If you think about it, Ninjask can make time. He can protect and sub(respectively, in that pattern) until the end of time, otherwise known as when he reaches 25% HP from subs. If the opponent misses(if the Jask is holding Bright Powder for example. Yes, it's luck, but guess what? Luck can decide win or lose for the most part) then he can set up Hone Claws behind a substitute. The one problem with this method is priority, but you could just jump the gun if you are behind your subpass all that speed, and forget the attack and accuracy, onto fearsome super-gypsy Mega Medicham. If you are lucky, you can even pass the substitute so medicham gets in without taking direct damage. Jask can at least pass speed. This would be much more practical and OU worthy if Scolipede could learn Hone Claws and not invoke such risk using Ninjask.I'd be much more scared:
a. if it were a mega medicham
b. if ninjask has time to settup, which it doesnt because its very frail and cannot cause switches
Regular Medicham will have a niche in ru, maybe in uu, but this is ou, so there is no point of mentioning it. Its not even on the viability rankings, even regular mawile is on there iirc.
My worst problem with megacham is its set is set out for you, fighting stab (strongest move or recover)/ psychic stab (strong coverage)/ fire punch (aegislash)/ bullet punch (priority). Ice punch is viable in the last slot by i wouldnt use cham without priority.
I really dont like fake out. Megacham is great at forcing switches, so you want to hit incoming switches hard with a 130 bp stab fighting move rather than a 40 bp normal move
Not really, it can use T-Wave and Slack Off before Cham Punches next turn, continue this until Cham gets fully paralyzed (or simply switch into a ground type and be healed up due to Regenerator), a Paralyzed Cham can easily be revenge killed.Medic
ham breaks through Slowbro with Thunderpunch.
252 Atk Pure Power Mega Medicham Thunder Punch vs. 252 HP / 252+ Def Slowbro: 184-218 (46.7 - 55.3%) -- 99.6% chance to 2HKO after Stealth Rock and Leftovers recovery
Slowbro is forced to use SlackOff every turn as long as Mega Medicham spams T-Punch.