Hello Smogon. I here to present an offensive team around Medicham since I really like the poke. I was really successful but I would like to make it better and share it with the Smogon community. So lets begin and also remember when faced with challenges in life GO BEYOND PLUS ULTRA!
Author's note: Please excuse any grammar or spelling errors made in this RMT.
The alt I used for this peak was Terry24.
Music Recommendations:
All Might (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- Bullet Punch
- High Jump Kick
Here's the main focus of the team. Medicham in my opinion is one of the best wall breakers in the game. There's really not much to say about this set because its not far from the standard Medicham-M set. Fake out is for priority and to help break things focus sash and sturdy. Ice punch pokes super effective to ice like bulky ground types, grass types and dragons. Also the reason why its jolly is because I wanted outspeed bulky garchomp before mega evolution so I wouldn't lose too much damage other than rocky helmet and rough skin. The reason for bullet punch is to counter weavile after fake out since my team was weak to it during team building and to lure in Mega diancie especially if it leads against me.
252 Atk Pure Power Mega Medicham Fake Out vs. 0 HP / 4 Def Weavile: 103-122 (36.6 - 43.4%) -- guaranteed 3HKO
252 Atk Pure Power Mega Medicham Bullet Punch vs. 0 HP / 4 Def Weavile: 206-244 (73.3 - 86.8%) -- guaranteed 2HKO
252 Atk Pure Power Mega Medicham Bullet Punch vs. 0 HP / 0 Def Mega Diancie: 272-320 (112.8 - 132.7%) -- guaranteed OHKO
Deathgoro (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 164 HP / 252 Def / 92 Spe
Impish Nature
- Fire Blast
- Earthquake
- Dragon Tail
- Stealth Rock
Garchomp here is the standard Chomp set. This set is able to get hazard over mega lopunny while doing considerable amount to damage because of its bulk,rocky helmet and rough skin. Fire blast is to damage steel types like ferrothorn and skarmory. Earthquake is STAB. Dragon tail is to help phase so your point will have less chance to set up on Garchomp. Also the reason why I have bulky chomp > Lando T is because I needed a better way to deal with bisharp.
Present Mic (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 212 HP / 244 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Pain Split
- Hydro Pump
- Volt Switch
- Thunder Wave
Rotom's job here is to the primary bird check of the team because of its bulk and typing. Volt switch helps the team gain momentum since its a bulky slow Volt turner. The reason why I have thunder wave > will - o - wisp because this team is weak to DD Zard X. Rotom is able to take a 1+ Adamant dragon claw so rotom will be able to twave it after the hit or while its trying to use dragon dance.
+1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 248 HP / 212+ Def Rotom-W: 204-240 (67.3 - 79.2%) -- guaranteed 2HKO after Leftovers recovery
Backdraft (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Tail Glow
- Rain Dance
- Energy Ball
Manaphy here is the second hard hitter for the team and I need something else to handle stall. Manaphy is able to set on mega sableye with tail and hell from will o wisp with rain dance. Also I chose energy ball > ice beam so i can handle bulky water types better like slowbro, rotom-w and alomomola while dealing with bulky ground types.
Mt.Lady (Excadrill) (F) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Rock Slide
- Rapid Spin
- Earthquake
Now I needed hazard removal so I chose excadrill because of that and I needed something to deal with Thundurus and Manectric-M( and no latias doesn't count in this case because im not able to stop mantric volt turn and the momentum my opponent gains on me). Iron head helps deal with fairies and rock slide helps deal with bird spam. Also mold breaker also allows Excadrill to hit pokes like Rotom-w or pokes with levitate with Earthquake.
Gran Torino (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 64 HP / 192 SpA / 252 Spe
Hasty Nature
- U-turn
- Knock Off
- Hurricane
- Iron Tail/Heat Wave
Now Tornadus-t is here is because I needed a draco switch in. Assault vest allows me to take special attacks better. U-turn and regenerate helps me gain momentum and pivot. Hurricane allows Tornadus-t to check Mega Venusaur and Amoonguss since I dont have a psychic type move on Medicham. Also the reason for Iron tail is to deal with fairies like Diance Mega. Shoutouts to my friend teso24 for recommending Iron tail to me.
0 Atk Tornadus-T Iron Tail vs. 0 HP / 0 Def Diancie: 204-244 (84.6 - 101.2%) -- 6.3% chance to OHKO
Thats all. I hope you enjoy the team and any constructive criticism is appreciated. Have a nice day everyone. Again PLUS ULTRA and SMASH!
Author's note: Please excuse any grammar or spelling errors made in this RMT.
The alt I used for this peak was Terry24.
Music Recommendations:

All Might (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- Bullet Punch
- High Jump Kick
Here's the main focus of the team. Medicham in my opinion is one of the best wall breakers in the game. There's really not much to say about this set because its not far from the standard Medicham-M set. Fake out is for priority and to help break things focus sash and sturdy. Ice punch pokes super effective to ice like bulky ground types, grass types and dragons. Also the reason why its jolly is because I wanted outspeed bulky garchomp before mega evolution so I wouldn't lose too much damage other than rocky helmet and rough skin. The reason for bullet punch is to counter weavile after fake out since my team was weak to it during team building and to lure in Mega diancie especially if it leads against me.
252 Atk Pure Power Mega Medicham Fake Out vs. 0 HP / 4 Def Weavile: 103-122 (36.6 - 43.4%) -- guaranteed 3HKO
252 Atk Pure Power Mega Medicham Bullet Punch vs. 0 HP / 4 Def Weavile: 206-244 (73.3 - 86.8%) -- guaranteed 2HKO
252 Atk Pure Power Mega Medicham Bullet Punch vs. 0 HP / 0 Def Mega Diancie: 272-320 (112.8 - 132.7%) -- guaranteed OHKO

Deathgoro (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 164 HP / 252 Def / 92 Spe
Impish Nature
- Fire Blast
- Earthquake
- Dragon Tail
- Stealth Rock
Garchomp here is the standard Chomp set. This set is able to get hazard over mega lopunny while doing considerable amount to damage because of its bulk,rocky helmet and rough skin. Fire blast is to damage steel types like ferrothorn and skarmory. Earthquake is STAB. Dragon tail is to help phase so your point will have less chance to set up on Garchomp. Also the reason why I have bulky chomp > Lando T is because I needed a better way to deal with bisharp.

Present Mic (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 212 HP / 244 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Pain Split
- Hydro Pump
- Volt Switch
- Thunder Wave
Rotom's job here is to the primary bird check of the team because of its bulk and typing. Volt switch helps the team gain momentum since its a bulky slow Volt turner. The reason why I have thunder wave > will - o - wisp because this team is weak to DD Zard X. Rotom is able to take a 1+ Adamant dragon claw so rotom will be able to twave it after the hit or while its trying to use dragon dance.
+1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 248 HP / 212+ Def Rotom-W: 204-240 (67.3 - 79.2%) -- guaranteed 2HKO after Leftovers recovery

Backdraft (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Tail Glow
- Rain Dance
- Energy Ball
Manaphy here is the second hard hitter for the team and I need something else to handle stall. Manaphy is able to set on mega sableye with tail and hell from will o wisp with rain dance. Also I chose energy ball > ice beam so i can handle bulky water types better like slowbro, rotom-w and alomomola while dealing with bulky ground types.

Mt.Lady (Excadrill) (F) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Rock Slide
- Rapid Spin
- Earthquake
Now I needed hazard removal so I chose excadrill because of that and I needed something to deal with Thundurus and Manectric-M( and no latias doesn't count in this case because im not able to stop mantric volt turn and the momentum my opponent gains on me). Iron head helps deal with fairies and rock slide helps deal with bird spam. Also mold breaker also allows Excadrill to hit pokes like Rotom-w or pokes with levitate with Earthquake.

Gran Torino (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 64 HP / 192 SpA / 252 Spe
Hasty Nature
- U-turn
- Knock Off
- Hurricane
- Iron Tail/Heat Wave
Now Tornadus-t is here is because I needed a draco switch in. Assault vest allows me to take special attacks better. U-turn and regenerate helps me gain momentum and pivot. Hurricane allows Tornadus-t to check Mega Venusaur and Amoonguss since I dont have a psychic type move on Medicham. Also the reason for Iron tail is to deal with fairies like Diance Mega. Shoutouts to my friend teso24 for recommending Iron tail to me.
0 Atk Tornadus-T Iron Tail vs. 0 HP / 0 Def Diancie: 204-244 (84.6 - 101.2%) -- 6.3% chance to OHKO
Deathgoro (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 164 HP / 252 Def / 92 Spe
Impish Nature
- Fire Blast
- Earthquake
- Dragon Tail
- Stealth Rock
Mt.Lady (Excadrill) (F) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Rock Slide
- Rapid Spin
- Earthquake
All Might (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- Bullet Punch
- High Jump Kick
Present Mic (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs:212 HP / 244 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Pain Split
- Hydro Pump
- Volt Switch
- Thunder Wave
Backdraft (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Tail Glow
- Rain Dance
- Energy Ball
Gran Torino (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 64 HP / 192 SpA / 252 Spe
Hasty Nature
- U-turn
- Knock Off
- Hurricane
- Iron Tail
Ability: Rough Skin
EVs: 164 HP / 252 Def / 92 Spe
Impish Nature
- Fire Blast
- Earthquake
- Dragon Tail
- Stealth Rock
Mt.Lady (Excadrill) (F) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Rock Slide
- Rapid Spin
- Earthquake
All Might (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- Bullet Punch
- High Jump Kick
Present Mic (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs:212 HP / 244 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Pain Split
- Hydro Pump
- Volt Switch
- Thunder Wave
Backdraft (Manaphy) @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Tail Glow
- Rain Dance
- Energy Ball
Gran Torino (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 64 HP / 192 SpA / 252 Spe
Hasty Nature
- U-turn
- Knock Off
- Hurricane
- Iron Tail
Thats all. I hope you enjoy the team and any constructive criticism is appreciated. Have a nice day everyone. Again PLUS ULTRA and SMASH!
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