SM OU Catch this HJK - Mega Medicham BO

Just thought I would share a team I was using before the MegaGross suspect test and have had a lot of fun with

Team building process
OK so I wanted to start off with with Mega Medicham as it was recently released in Sun and Moon and it was one of my favourite megas to use due it's sheer power. I added koko as an offensive pivot and to provide electric terrain support for Medi's Thunder Punch. Next I wanted a hazard stacking core so I put in ferrothorn + garchomp now ferrothorn is specially defensive to help vs ash gren before transformation, and garchomp which I might replace with lando as it also provides rocks but also gives u turn for momentum and intimidate for physical attackers, I went with garchomp as fire blast 2hkos ferrothorn and scizor and the 30% chip damage from rough skin + helmet was appealing to me. So far my team lacked a setup sweeper so I added DD zygarde, Mega medi deals with things that could be a problem for this snake looking dragon, e.g. ferrothorn but a Devastating Drake with outrage hits extremely hard. Lastly I added ScarfGar because my team was quite weak to Lele and this gave me an offensive answer plus a spinblocker for teams that lack defog.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 228 Def / 12 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

First we have our Rocks setter in Garchomp, with HP and defence investment it deters a lot of physical attackers thanks to Rough Skin + Helmet which does 30% to anything that makes contact with Chomp. As for the move set we have rocks because I can't have a team without them lol, Dragon Tail to phaze setup sweepers and to rack up hazard damage, fire blast to help deal with scizor and ferrothorn and earthquake as a reliable stab move.

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Thunder Punch

Now we have our Mega in Medicham and this thing hits like a truck for example HJK does 43-51% to lele which 4x resists and with hazard stacking it's hard to switch into. Now for the set I have Fake Out which gives me priority and the chip damage is nice HJK for hard hitting stab, Ice Punch to deal with Lando, Zygarde etc and Thunder Punch because it 2hkos Mega Sableye in electric terrain.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Spikes
- Leech Seed
- Protect
- Power Whip

Now I wanted to add spikes to my team because I feel hazard stacking is very good this gen and ferrothorn adds needed bulk to my
We have spikes which I've stated why leech seed to whittle down opposing mons and give me a form of recovery on top of leftovers protect for scouting and give me more recovery from seeds and power whip to hit water types and not be taunt bait.

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Taunt

Next we have Tapu Koko which I'm using a standard set but it's here to provide electric terrain which helps vs amoongus to stop it putting things like Medi asleep and to boost its Thunder Punch. Anyway we have u turn to not get trapped by dugtrio that's not scarf thunderbolt for stab, HP ice helps deal with Lando and other 4x weak mons and taunt is to stop smeargle from getting up webs since I lack hazard removal

Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Dragon Dance
- Thousand Arrows
- Extreme Speed

[IMG=4G5]

Next up we have zygarde which gave me a setup sweeper and another form of priority, now I'm using DD because I feel I needed the speed to clean late game. We have Outrage for stab and gives me a very powerful Devastating Drake, Thousand Arrows as another stab and it being broken in the fact it hits flying types and mons with levitate and lastly E-Speed to revenge kill and priority.

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

Lastly we have ScarfGar this gives me an offensive answer to Tapu Lele and a spinblocker to keep up hazard against teams that only have rapid spin as their hazard removal. Now we have Shadow Ball for stab and the fact that good ghost resists aren't that common, Sludge Wave helps deal with faires and the poison chance is nice, Focus Miss to hit things like Tyranitar which would otherwise pursuit trap my Gengar and lastly we have trick to shut down tanks like Chansey.

Here's some replays of the team to show how it works now I'm terrible at battling so it may not be the best representation.

http://replay.pokemonshowdown.com/gen7ou-563167979

http://replay.pokemonshowdown.com/gen7ou-563174186

http://replay.pokemonshowdown.com/gen7ou-563213168

http://replay.pokemonshowdown.com/gen7ou-563224559

http://replay.pokemonshowdown.com/gen7ou-563766504

Here's a link to the team for anyone who wants to use it https://pastebin.com/eZGqLb0C
 
Yo, just some quick tips.
  • I would change Garchomp to Landorus-therian to give your team a way to take ground attacks. Currently your team lacks a ground resist making things like Double Dance Landorus-therian, Zygardge and Excadrill threatening. Landorus-therian also gives you another u-turner making a volt turn core with Koko and giving other team members Medicam-mega more safe switch ins.
  • Something you can consider running would be Keldeo over Gengar. Keldeo gives the team a better way to check Greninjas and Ash Greninjas which otherwise could prove problematic to switch into. Keldeo also acts as a check to Volcarona and Charizard Y, being able to pivit into a fire move and retaliate back with something like a Stone Edge.
  • Another thing you can consider running is Gyro Ball over Protect on Ferrothorn. Giving Ferrothorn a way to hit mons like Gengar, Alakazam, Kyurem-Black which can all also prove problematic to switch into.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power Ice
- U-turn

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Secret Sword
- Hydro Pump
- Scald
- Stone Edge
That's it for me, good luck with your team.
 
Last edited:
Yo, just some quick tips.
  • I would change Garchomp to Landorus-therian to give your team a way to take ground attacks. Currently your team lacks a ground resist making things like Double Dance Landorus-therian, Zygardge and Excadrill threatening. Landorus-therian also gives you another u-turner making a volt turn core with Koko and giving other team members Medicam-mega more safe switch ins.
  • Something you can consider running would be Keldeo over Gengar. Keldeo gives the team a better way to check Greninjas and Ash Greninjas which otherwise could prove problematic to switch into. Keldeo also acts as a check to Volcarona and Charizard Y, being able to pivit into a fire move and retaliate back with something like a Stone Edge.
  • Another thing you can consider running is Gyro Ball over Protect on Ferrothorn. Giving Ferrothorn a way to hit mons like Gengar, Alakazam, Kyurem-Black which can all also prove problematic to switch into.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power Ice
- U-turn

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Secret Sword
- Hydro Pump
- Scald
- Stone Edge
That's it for me, good luck with your team.

Thank you for taking a look at my team I'll make the changes you have recommended since it improves my team
 
Back
Top