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OU ADV OU Teambuilding Competition

Joaf

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ADV Teambuilding Competition
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Welcome to the brand new ADV OU Teambuilding Competition thread! Each week I will post a new Pokemon, core or set, and it’s up to you to make the best possibile team out of it! Every time you post a new team, you will have to provide an explanation of the building process, strength and weaknesses, and the importable of the team itself. Each month will have a new requirement/restriction in the teambuilder. The winner of each month will get their team inducted into the Hall of Fame as well as a fun name color (some restrictions apply) in the Smogon ADV Discord Server.

Each round will begin at the start of the month, with 2 weeks of submissions, 1 week for public voting (vote by reacting to team posts), and the final week for the judges to rank the top 5 teams remaining and declare the winner for that month.

To enter, submit your team as a reply in this thread. The 5 highest voted teams will be further reviewed and then ranked by the judges who will ultimately decide on the winner of the month. The judges will be AC7, Zpanther, and Kollin7.

Rules for team submissions & voting:
  1. Don't copy somebody else's team. Pretty straightforward here, we want this competition to be as diverse as possible, and copying a team someone else posted will result in a disqualification. Taking inspiration is absolutely fine, but we don't wanna see copies of teams. Also, remember to provide a PokePaste.
  2. Remember to go into detail on the team, building process, sets, spreads, etc. Just PokePastes will be deleted.
  3. Vote by liking/reacting to others team post. You may vote more than once.
  4. Don't ask for votes, neither for you or your friends. Let's keep the competition fair and clean.
  5. Have fun!

September 2025 - TBD
 
Teambuilding Competition - September 2025:

Each month will have a Pokemon selected to build around, or some restriction/requirement in the teambuilder selected by one of our judges to keep things fun. For the first month of building AC7 wanted to commemorate Medicham as the newest ADV OU Pokemon. Excited to see what people come up with!

Note: Since this started a week into the month, the submission and voting phases will be condensed into 2 weeks. Final round of judge ranking will be done on last week of the month as always still.
1757279878481.png
 
Double-Band Rain Balance

Cool song that I had in the background when building and stimulation for yall when reading this post <3

:medicham::blissey::kingdra::dugtrio::celebi::forretress: <- Press for the Pokepaste

The building process: I wanted to dip my toes into a metagame I haven’t really touched on before and decided this would be a fun way to get me into singles.I looked at something that would be similar to what I would find in doubles, so I decided on a very offensive team that hinges on removal of key threats to surprise your opponent with an unexpected pick that cleans everything up well. Since Medicham was a must I wanted something that thrives upon the removal of Tyranitar, Zapdos and Blissey - which brought me to Rain.

Set decisions and Mon choice explanations:

Medicham :medicham:
I chose to put medicham in the lead slot because of the team’s aforementioned weakness to Tyranitar and Zapdos and the fact 2HKOing everything with Brick Break is just super fun. The set is pretty standard all things considered; but I decided on Baton Pass for my 4th move because it scouts the switch from Tyranitar and Suicune and keeps you momentum. In the worst case scenario, you have a free Blissey or Forretress entrance.


Blissey :blissey:
From the beginning of building I already knew the team would need some longevity and ways to pivot around strong Ice Beams and Thunder Bolts, and Blissey is just the perfect wall and can easily make progress with Seismic
Toss and Thunder Wave. I have Ice Beam over something like Heal Bell or Rain Dance so it can hit Gengar, which was a big issue in testing. Another pretty standard pick but would probably be better off as a Wish Blissey now that I think of it lol

Kingdra :kingdra:
The main mon and the primary sweeper of the team, Kingdra is an Offensive POWERHOUSE and does illegal amounts of damage with Surf + Spikes chip. Has a really positive Swampert matchup which the team really needs so far. Lum Berry lets it swap in for free on Moltres/Gengar Will-o-Wisps and hit back hard. Cool mon but Hidden Power Grass could probs be replaced with Electric for a better Gyarados Matchup.


Dugtrio :dugtrio:
This mon is a lot sillier then the others purely because it only exists to spite late game Tyranitar and Suicune, if you lose the speed tie versus opposing Lead Medicham and get Shadow Balled into oblivion and/or to chip everything into Surf range. That’s pretty much it lol


Celebi:celebi:
Another Water resist is super nice and provides team-wide recovery with Leech Seed. Also significantly improves your Toxic Swampert matchup and can snipe opposing Forretress with Hidden Power Fire. Recover on Celebi really gives the team a safety net for if Kingdra goes down early, so you can commit to playing out the rest of the game as stall in conjunction with Blissey and Forretress.


Forretress :Forretress:
Speaking of Forretress, it fills out the team excellently and is great role compression in the form of Spikes + Spin + Calm Mind Celebi check. Spikes is just an amazing move, we all know this. A single spike gives you so much momentum and can force you opponent into unfavourable situations super easily. It also has spectacular synergy with Surf from Kingdra as loads of mons just love taking 80% from surf and OHKOing in return, so for the first time ever; 2 layers of Spikes is worth going for (!) Explosion is also a really good option as it is another Offcune answer and can finish off the opposing Spinner so you have 2 layers for the rest of the game and there is nothing your opponent can do about it :3c

That’s my team, hope yall enjoyed the post. (Friendly reminder I barely know what im doing so lots of this post is just assumptions xP)
 

Dual Fighters + Rain Spikeless/Trapless Hyper Offense

https://pokepast.es/e021edc5738de41c (Rain Rain Go Reigning)

My Building Process:
As I'm known on the ADV OU ladder to have a "shtick" of running mostly the same signature team on main, I wanted to test out a different playstyle on an alt account on Showdown for laddering and reaching at least 1500 elo. I tend to enjoy overwhelming my opponents with hard reads and playin' mind games of sorts, so I've decided to make a team that does what I've intended to do on ladder. Medicham, at the time of making this team, was ranked UUBL previously, so I've decided to build a team around lead Medicham and put some sorts of contingency plans or as much possible backup plans in case of certain mons fainting at some point in a given battle on ladder.

The Details of My Alt Team

Band Jolly Medicham (Lead Slot): I've decided to run this Medi set as lead since I love dealing massive damage (thanks to the combination of Huge Power and Choice Band) all the while of outspeeding certain mons that Adamant variants couldn't in comparison. I don't expect said Medi to usually be preserved in the early game, so the best I could do was basically have the mon go out swingin' and takin' down as much mons when alive. As the Medi faints, I have other mons to take its place and finish off what the aforementioned mon had left off. I like Focus Punch as my fourth move just 'cause it's quite satisfyin' to punish certain player habits of playin' too safe, even when taking Choice Band into account.

SubSalac Heracross:
In case of Medicham fainting, I at the very least have Heracross as a secondary fighting-type mon in the back; it's one of my wincons and also the second banana to Medi. Finding opportunities in battles in regards to setting up Swords Dance and substitutes to activate the Salac Berry makes the reverse sweeping (or comeback) with Heracross to be satisfying, in spite of risking misses with Swarm-boosted Megahorn and Rock Slide. Do have to keep in mind that I would have to consider HP ranges, Spikes, and Sand chip when decidin' whether to make Hera my possible wincon, even as last mon in which no phazing moves can ruin much of my chances of making some comebacks.

Lum Kingdra: Weather changer that can potentially blast through a couple mons with Rain-boosted Surfs with such amplified speed in the rain. I ran Lum Berry on my Kingdra so it has a one-time safety net when it comes to especially paralysis as a likely hinderance to my plans for winning. I went with HP Grass mainly to hit Swampert super effectively and as much I'd like the idea of Rain-boosted Hydro Pumps, I don't wanna risk missing such overs and eventually run out of PP or have Kingdra faint. Also clearing out Sand is good enough for supporting the longevity of the Fighters, just so these mons don't simply faint in the switch-in at a critically low health. Just because I have Rain Dance doesn't mean I'll consider having Jolteon and Gengar to run Thunder; I'd rather have a consistent way of dealing damage than solely rely on weather to make my hardhitting moves with less accuracy in order to actually land in a sense. Have to keep in mind about Special Walls in order to make Kingdra be an alternative wincon.

Standard Jolteon: A mon that can speedtie Aerodactyl - and even outspeed base 120 speed mons - is a mon that is great at spreading chaos with Thunder-Wave and pivoting with DryPass. All the while of using such strong BoltBeam coverage, I've went with HP Ice as I've already had enough of mons that can deal with Ground/Rock/Water mons with Grass coverage; I'd rather have HP Ice Jolteon to have my team be more diversed in dealing mons like Salamence and Flygon than just stubbornly deal with Pert solely. It's awesome that Jolteon can simply Baton Pass first before stayin' trapped by Dugtrio; bein' a naturally fast mon does have its perks, but getting crippled by Paralysis tends to be very devastating in a sense. Spreadin' Paralysis is also fun and supports my other mons in outspeeding certain mons that tends to outspeed them.

Offensive Gengar: The ghostly trickster that has vast coverage options to hit as much mons in the competitive setting, even without STAB moves. The main idea of this Gengar is to simply hit as many super effective moves towards lead and back mons, before eventually BOOMING for whenever such time/opportunity comes into fruition. This ghastly menace is one of "pumpkin bombs" in regards to the team basically, in spite of lacking status-inflicting moves on my overall arsenal for the mon.

Utility Claydol: It's intended to clear out spikes and deny greedy plays regardin' opposing mons setting up to eventually sweep my HO team. Originally I had Rain Dance Defensive Starmie, as sixth mon, but that would have made the mon a huge liability of sorts in the long run as it would have been a huge vital point for my alt team. As much as Natural Cure is a cool ability n' all, I've decided to have a ground-type spinner that can remove Spikes from the field and also go BOOM on Mence/Gyara/etc. to prevent possible boosts; being immune to Sand, Spikes, Ground moves, Electric moves, and couple of Paralysis-inflicting moves (aside from a few) is also a bonus. This eye spinner is also the other "pumpkin bomb" as having two exploding mons tends to be a bit better than having just one.

Notable Replays (as "TimWee")

https://replay.pokemonshowdown.com/gen3ou-2301049972
https://replay.pokemonshowdown.com/gen3ou-2301056787
https://replay.pokemonshowdown.com/gen3ou-2309035003?p2

fleetway jolt.png

(My Jolteon fanart's related to my Medi Team submission btw)
 
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[U]Medicham x Registeel[/U]

https://pokepast.es/0080b38caa032460

My building process: I wanted to base this off of a previous team I built. That team also revolved around a fighter, mixmence, and defensive Celebi, except it had pace issues and leaned too far into a kind of team that isn't particularly viable. I decided to take a similar idea into a more spikeless balanced offensive direction, and decided Registeel would work really well with this idea, which is how I got the idea for this team.

Team Details

Salamence: I decided on mixed Salamence because it's an excellent progress maker that gives me access to a consistent lead, and gives me access to a lot of defensive options with Intimidate. Salamence also helps handle the Celebi matchup, which is important on this team.

Registeel: Registeel is a really great tank with an excellent moveset and role compression. It can check special threats, Snorlax, Metagross, and Aerodactyl. Thunder Wave is a formidable support option for our offensive threats, and allows it to be an offensive threat in its own right with access to Explosion and Seismic Toss. Registeel is also an excellent option for its ability to flip the script on physical attackers with Counter and keep taking hits to boot.

Medicham: The star of the show, Medicham is a second progress maker that can do damage to almost any Pokémon in the metagame. Medicham can immediately win big damage vs any team, and destroys Tyranitar and Blissey with ease. Medicham appreciates this team's access to multiple explosions and progress makers. Medicham is also an excellent user of paralysis support from Registeel, and an excellent partner to Suicune. I decided on a basic 4 attacks lum berry set for its ability to handle the Gengar matchup.

Suicune: I'd considered crocune, or Rest Ice Beam, or bold Roarcune, however I decided Substitute Surf Ice Beam was the best option for multiple reasons. Its ability to handle Blissey is valuable, and so is its ability to benefit so heavily from paralysis. It's also necessary that Suicune uses Ice Beam, so Roar wasn't really an option, and nor was crocune. SubCune is the perfect balance of sweeping and progress-making this team needs, while being able to match up well into Salamence.

Claydol: I think Claydol is important for its ability to handle this team's spikes weakness, while also being capable of hitting Gengar hard and handling greedy plays by using Explosion.

Celebi: I decided on defensive Celebi, as it can make progress with Leech Seed, while also freeing up the Roar slot on Suicune with Perish Song. Psychic just helps make the Gengar matchup better. Perish Song also helps with lastmon Suicune and Lax, which I think is fairly valuable.
 
Bulk Up Pass Medicham + Triple Trappers

https://pokepast.es/aef2f2d61002a81f

Generally speaking I am a WAY better pilot than I am a team builder, but anyone who knows my history in the tier will know that I learned the game by exclusively using a (very bad) Medicham lead team that I made, featuring Magneton and Dugtrio. I definitely should not have learned the game with something so cheesy, and I have abandoned it as I have improved as a player. That being said, today I dared to ask: "What if there were THREE trappers?". This comp abuses typical counterplay to Medicham leads in order to achieve early traps and enable a Suicune or Rest Lax sweep for the late game. It is absolutely a matchup fish, but when it works well, it works VERY well, especially into things like Beer Lover, Classico, and other forms of TSS. I have been able to ladder to high 1600s using this paste, with wins on several very good players participating in the Ladder Tour, which has helped boost my faith that this team has some legs to stand on.

Medicham - In my original team, I had used Jolly CB Medi with Brick Break, Rock Slide, Shadow Ball/Focus Punch, and Baton Pass. This was fine, but swapping Rock Slide for Bulk Up really opens up opportunities to assist the rest of the team. Snorlax appreciates a head start on Curse boosts (similar to CM Passing to SuperRachi), Houndoom can live an explosion from Gengar, and most notably, Bold Suicune becomes borderline unkillable if you activate it late game. Into TTar lead, I typically just Brick Break, but Baton Pass is acceptable if you want a more cleanly executed trap on an incoming Skarmory, Celebi, or Gengar. It mostly just depends on how you think your opponent will respond. Most other leads will force Medicham to hard switch to either Snorlax or Suicune, but this generally draws out trap targets early anyway, which allows you to form your plan of attack. The one lead that is the exception to this is Metagross, which I recommend hard pivoting to Magneton instead of Suicune. Even if they EQ on the predicted Magneton switch, Adamant Dugtrio is favored to revenge KO. Removing Metagross early is so important for both Suicune and Snorlax that it is worth potentially sacrificing Magneton early. Shadow Ball and Focus Punch both have their merits, but I tend to lean towards Shadow Ball to allow Medicham to duel Claydol and serve as a backup way to hit Gengar if something should happen to Houndoom. Recover could also be considered for added longevity into some Pokemon, but finding turns for it is difficult, and I typically find myself more often wishing I had Ghost coverage instead.

Dugtrio - I find that Dugtrio is the most expendable trapper out of the three, but it allows for Magneton and Houndoom to operate at an increased consistency. As stated above, Metagross is a very high value target. If Magneton switches in on Metagross and is able to determine that the set is not CB, usually there is some hesitation in sacrificing Magneton for one Tbolt into Metagross, but the Dugtrio follow up makes this a 1 to 1 trade. This Dugtrio is EV'd to switch in on most Celebi builds, OHKO ing many common sets, and living hits from more passive builds. If HP Bug does not OHKO Celebi, then Houndoom is safely able to revenge KO with Pursuit due to the implied lack of speed on bulkier Celebi builds. Adamant Dugtrio is heavily favored to whittle down Blissey while only using Earthquake, and still lives one Ice Beam from Modest sets.

Magneton - Magneton is Magneton. Nothing crazy new going on here. Rain Dance or Sunny Day both work as weather clear options, but I find that Rain Dance often pairs better in late game scenarios. I am frequently going back and forth on whether Toxic or TWave is a better option, but Toxic allowing Magneton to hit Swampert on its way out is very strong, so I lean Toxic generally.

Houndoom - Houndoom is here purely to remove Gengar and Sandstorm. Black Glasses Pursuit ensures a 2HKO on sets that stay in, and is very heavily favored to OHKO bulky sets switching out. It frequently finds very safe early entry points, as for many teams, Wisp Gengar is their best Medicham check. Sunny Beam has the added benefit of obliterating common switch ins like Swampert and Milotic, but on top of that if you set sun on a turn that Tyranitar switches in, you are able to Solar Beam as you sacrifice Houndoom for a confirmed revenge KO from Dugtrio. There are several instances where Houndoom + Dugtrio will be able to remove a threat that they could not on their own, which is very nice synergy. I attempted using this team with Black Glasses Rain Dance Tyranitar, but it only added another gimmick to an already pretty gimmicky team, and was generally worse at removing Gengar anyway, so only attempt that set at your own risk.

Suicune - Suicune operates as a very important defensive and offensive piece for this team. You may notice that there is no "real" rock resist to be found here. Typically this is because you are assuming that Tyranitar gets trapped early, but if it doesn't then Bold Suicune is your best answer. It works surprisingly well, and served a similar defensive role on the original double trapper team I used to use, but used Roar over Ice Beam. This is unfortunately not as safe in this comp, as Salamence is horrible for this team, and forces Suicune to run Ice Beam to act as a blanket counter to it. Suicune is a major reason why I decided to run Bulk Up Pass Medicham, as Bold Suicune at +1 Defense is nearly unkillable for any physical attacker and can just run away with games if Zapdos isn't there to stop it. This is easier to set up than you would think, and is a major point against revealing both Bulk Up and Baton Pass too early. The surprise factor is very very strong, and I am honestly surprised I have not seen more teams built around passing defense boosts to Suicune in the past.

Snorlax - Snorlax runs mono Body Slam, with Curse, Rest, and Sleep Talk. Once Metagross, Gengar, Skarmory, Celebi, Tyranitar, and sand are removed, it is incredibly difficult to meaningfully punish such a greedy set. This is obviously not the first team to attempt to enable MonoLax, but it is the first one I have seen that goes all in on it as hard as this. Even if you are only partially successful in your traps, this set is ignorant enough to blow through most of these in the endgame anyway. Snorlax pairs very well with Bulk Up Pass as well, as it will outspeed other Curse lax sets upon being passed in, and getting a head start on boosts will allow for it to hit much harder immediately.

Overall, I think this team is a great example of how to generate momentum with Medicham in several ways. It sacrifices some power for utility and the ability to enable other members of the team in a way that a simple CB set cannot.


--------------------

UPDATE: This is the team that pushed me from 1680 to 1780 for ladder tour in 30 minutes. It's actually got the juice :boi:
 
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:changry: Medicham Weather Clear + Zapdug 4 Dummies :changry:
:zapdos: :medicham: :metagross: :kingdra: :dugtrio: :celebi:
Pokepaste: https://pokepast.es/66116f083446fbba


I wanted to make something simple, where Medicham is the undeniable star of the team.

Check this shit out:

Step 1: Kill Tar
Step 2: Weather Clear
Step 3: Bonkin' Tiem

  • Zapdos is 328 HP Ice to better manage Salamence, whose band and mixed sets can cause problems otherwise.
  • Metagross is EV'd to live +1 Tar, Gyara, Mence + their band sets, and dugtrio.
  • Kingdra can live a Dragon Claw after a spike.
  • Celebi outspeeds Jolly Medicham
Replays

https://replay.pokemonshowdown.com/gen3ou-2439520486-ftyq24hn1b83f32b7qwet9b8wlsfvmkpw
https://replay.pokemonshowdown.com/gen3ou-2439517387
 
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Triple Band Offense

I pretty much just tinkered in the builder until I just made something I’m confident in, so the team is super straight forward.

Note: My descriptions may not give them enough spotlight, and credit due to the fact I’m running on maybe 5 hours of sleep if I’m generous.

IMG_1627.jpeg

https://pokepast.es/39fb61fb36964284

Metagross :Metagross:
Boom lead is honestly huge for offense, and with how Metagross is the most threatening lead, they naturally find their place here.

Otherwise, just Banded Meta doing Banded Meta stuff.

(Celd might like this because they’ve advertised Metagross a lot to me, and also because Meta lead has been putting in consistent work)


Aerodactyl :Aerodactyl:
Second Band mon. Mostly here to help speed control, and just because they naturally pair well with Medi, and Meta who work together to roll over everything that walls them. And ofc, since it’s an offense team, they fit right in with the other mons who sorta fixate on offensive output; coming into broken teams, and hitting them harder than my sleep deprivation hits me.


Medicham :Medicham:
The Star Mon for the team. A breaker worthy of their recent rise to OU who basically does the Medicham thing where they come in on vulnerable mons, and simply whoop their ass.

I found them an especially helpful partner for Suicune because they take care of Snorlax, and Blissey, which they appreciate for their late game cleaning.


Tyranitar :Tyranitar:
This one is the simple Fast Dragon Dance set. I just like using them because:

1. Sand makes the damage stick
2. Just a fun sweeper in general

They’re mostly here for sand setting, but ofc, they put in work because they’re Tyranitar.

I have a hating ass thing with the mid ladder camper (Raikou), so I started bringing this Tyranitar set to actively hate on them.

Being able to punish Adamant Dugtrio sets is also nice.

Though I still have to get used to their pre-setup damage.
(I’ve been a CBT/ Choice Band Tyranitar main, so I am yearning whenever I can’t just unga bunga big damage off the bat)


Zapdos :Zapdos:
Idk why, but adding Zapdos to my teams seems to solve a lot of problems for me.

Mostly ones involving Swampert, but other stuff as well. Like they make the team feel like less of a pain to use.

And I personally prefer running Toxic to pair with the sand for extra chip on stuff like Blissey.

Also Baton Pass pivoting is nice asw, always appreciated.

Oh, and they help me bully Milotic.


(Note: Heavy glaze ahead/all true cuz I said so)
IMG_1628.jpeg

Suicune (My Glorious King/real OU top1):Suicune:
The second setup sweeper on my team, and ofc my beautiful, powerful, dignified, lovely, awe-inspiring, GOAT’ed, top tier, badass, highly-regarded, amazing, superb, excellent, generous, glorious king.

Usually after the Band mons broke through the opponent’s team composition, they can come in, and set up a single Calm Mind, and sometimes just win games off there.

very nice that they have the bulk to reliably come in on stuff like Metagross’ Meteor Mash, Rock Slides, etc at least once (though keeping them healthy til later parts of the game is always recommended, if possible).

They’re also a reliable phaser who can live hits, and Roar out whatever is setting up because they’re just built different, and the opponent’s attacks doesn’t stop their active mewing streak.

They’re just SO PEAK.

Give me Band
Give me the one I admire
Give me Suicune agenda, or I retire

Note: I’m gonna be honest, I actually also made this team because I needed an excuse to glaze my GOAT.
 
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Ludicolo + Endure Reversal Medicham

zapdos.png.m.1753797560
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dugtrio.png.m.1753797560
gengar.png.m.1753797560

https://pokepast.es/ed23bad94a35f358

This team's main goal is to set up for a reversal medi sweep by eliminating or chipping down important pokemon and weather clearing with Ludi. However, it's not completely banking on it and can still win without a medi sweep.

Zapdos
zapdos.png.m.1753797560

Rest zap is my favorite lead in adv ou. It wins most lead matchups, can pretty much wall every special attacking mon in the game, toxic is broken and I really like having 2 roar users in case I verse mag or calm minders and it's also great for spikes chip.

I like having a more aggressive special wall than bliss because this team doesn't have that much longevity and isn't passive, also zap being spike immuned is great since this team doesn't have a spinner.

Weather clear synergises well with rest zap as it allows it chip heal with lefties and rest loop against things like bliss, offensive gengar and offensive swampert.

Skarmory
skarmory.png.m.1753797560


Skarm is this team's line of defense against physical threats.

Spikes are very important for dugtrio and medicham to be able to one shot mons like tyranocif, metagross, swampert and celebi and they're also just the best way to make progress in adv. You're gonna want to set them early in the game.

You could also run taunt instead of toxic to deal with other skarms and forre better since this team doesn't have a spinner.

Ludicolo
ludicolo.png.m.1753797560


Ludi is my favorite rain mon. Its typing may not be as good as kingdra's but i think having leech seed is so valuable against the usual switch-ins like bliss or suicune. Leech seed also allows ludi to heal back spike damage that was dealt when switching onto the field which is great.

I use surf over hydro pump because I dont like missing and this set has just enough speed to outrun everything in rain and the rest is invested in hp and special attack of course

Ludi's main purpose is to weather clear for medi but it's also great against pretty much every water type and can do much more than simply clicking rain dance.

Medicham
medicham.png.m.1753797560


You know it, you love it, it's the featured mon and so it had to be the win con in this team.

The great thing with endure is that it kinda gives medi a second life. You can switch it in against weaker moves to apply pressure during the game and then at the end once sand is gone you click endure, get the salac boost and take everything out of existence with reversal, shadow ball, rock slide and the greatest attack stat in the game.

Now i know endure+reversal is kinda gimmicky but it works really well if your opponent isn't expecting it and just the threat of it can sometimes be enough to get kills with your other moves. I've definitely robbed my fair share of games with it.

I use jolly nature because I value being faster than aero, jolt and agil meta with the salac boost over dealing more damage.

Dugtrio
dugtrio.png.m.1753797560


Dugtrio is so good at eliminating threats for this team. It takes out tar to get rid of sand, celebi which is one of the best mons at tanking medi's attacks and is also just very annoying, breloom which can run mach punch to kill medi, it can kill mag before it can trap your skarm and a bunch of other mons like starm, bliss, etc.

Jolly nature is very important for dd tar

Dug, zap and ludi are great at tricking your opponent into thinking you're playing a special offense team with a ludi wincon and then win with a surprise endure with medi.

Gengar
gengar.png.m.1753797560


Gengar is the best spinblocker in the tier. I use defensive gengar in this team for dd salamence and because living pursuit into dug trap is a great combo against tar and houndoom. It can then trade with a whole other pokemon with destiny bond with the little health it has left. Destiny bond is also great at taking out claydoll to keep your spikes and allow medi to sweep more easily.

Even tho it's innacurate, I think wisp is still really good and definitely worth using as ice punch and thunderbolt provide enough coverage. giga drain isn't worth using cuz I already have ludi for swampert and ice punch is really important for dd mence.

Gengar can pretty much always get at least one kill per game and can even clean up at the end sometimes.

I hope you guys like it!
 
Medicham + Camel CM Spam
1758050272306.png
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1758050425679.png
1758050500705.png
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1758050570339.png

https://pokepast.es/be9c6bdc11ff9f47
I'd been thinking about building CM Spam for a bit, and I noticed on ladder that a good chunk of CM Spam teams seemed to run a lead Fighting type, so I decided this was a good chance to try that out.

1758051160993.png

If you're going to lead with a Fighting-type, and you're building a team with Medicham... you're gonna lead Medicham. Band Medicham in this case, because hitting mons for a truckload of damage is really fun. I ran Adamant, just to do even more damage. Focus Punch is there because it doesn't really need any extra coverage, and because you can occasionally pass it an intact sub, leading to some shenanigans.

1758051304121.png

One of the two CM spammers. Ran the defensive spread as a way to better deal with physical attackers due to the overall lack of bulk on the team. Ice Beam > Roar to deal with all Salamence variants more effectively.

1758051401882.png

The other CM spammer. I went with a stallbreaker set to make it easier to deal with, well, stall teams, and especially Blissey. 101 HP subs, enough speed to outrun Tyranitar, and maxing out SpA after that. Boltbeam coverage to avoid getting bricked by anything.

1758051881582.png

Kills Waters and outspeeds and kills most Mence. Also passes subs which can be handy to give teammates safe entry or let them set up (or let them fire off consequence-free Focus Punches lol)

1758052673975.png

Kinda oddball set but it works. HP Grass messes up Pert, Fire Punch provides good coverage, burn stuff with Will-o-Wisp, Explode to crack special walls.

1758052777135.png

Compresses countering Electrics, Gengar, and Celebi, while providing a secondary Fire answer. Last slot is probably changeable, I went with Roar to provide utility. It does phaze Zaps, Jolts, and Celebi that sub up on the switch or a Toxic.

Hope you like it!
 
Teambuilding Competition : Medicham :Medicham:

Without further ado heres my review and ratings for the teams submitted :)

Team 1: Double band Rain by Politoad with an A


Team Synergy and Cohesion: 5 ; 6 grounded is always tough in a meta dominated by spikes. There is spin but no reliable way to get it off without suit support and i dont think medi can reliably lure gar enough to make that work. Dug + Kingdra does have some synergy.

Competitive Viability: 3 ; Way too weak to Gengar, past the point i think its acceptable to cheat on it. Blissey can offer temporary reprieve but theres no way of reliably dealing with it. This weakness is compounded by using forre here and bi without psy as well as two cb mons which most common clicks is a fight move and eq respectively.

Creativity and Originality: 9 ; definitely a very creative team fitting kingdra medi and forre all on one squad is very unique.

Clarity of Explanation: 7 ; explanation on the teams pokemon and move choices is coherent however i think they could have gone more in depth on certain choices and how they deal with their tough matchups.

Adaptability and Flexibility: 4 ; This team does seem like it would do well into gar-less, tar lead spikes teams. Medi applies alot of immediate pressure in those matchups however i think theres some fundamental issues with the team especially the lack of a real rock resist and the gar issue. Those are among the most common teams in the meta so i think a 4 is fair here.

Total: 28


Team 2: Rain Rain Go Reigning by Omniweeb


Team Synergy and Cohesion: 5 ; It has the shell of a decent mix off team but theres some unusual combinations here like dra and jolt + dol and gar that may cause some inconsistencies.

Competitive Viability: 5 ; has enough of a core i think it can win games however the choices of gar and dra without dug isnt gonna be very reliable into common stuff. And nothing on this team really likes to come into status.

Creativity and Originality: 7 ; its somewhat of a mix between specoff and mix off nothing too crazy but pretty unique in its own right.

Clarity of Explanation: 8 ; went into great detail on choices tho i think the reasoning isnt perfect still explained well.

Adaptability and Flexibility: 4 ; Mix off already struggles with inconsistency in adv and i think this one is no different. this team REALLY needs a dug somewhere.

Total : 29


Team 3: Registeel X Medicham by Sylveon HRT


Team Synergy and Cohesion: 7 ; its a little soft into things like Cm Pixies and DD tar but it has ways to get around those matchups. I think the team would improve alot by having a more offensive celebi set here.

Competitive Viability: 7 ; This looks like it can definitely win games but seems like it would struggle vs like opposing mix mence and zap with spikes long term however. its stretched very thin defensively and relies on a committee approach to dealing with most threats which can cause them to be overloaded.

Creativity and Originality: 5 ; theres some unusual sets for this style team but overall very similar to common mix offs you'll see.

Clarity of Explanation: 5 ; didn't go too in depth but covered their basic points.

Adaptability and Flexibility: 6 ; This is very much a team thats looking to beat down tss types outside of those matchups it may struggle and may lack the firepower needed to keep up with some offenses.

Total: 30


Team 4: Medi Bulk Up Pass + Triple Trappers by HeyYa!_Forte


Team Synergy and Cohesion: 8 ; mons picks make sense for the gameplan. All in on cune and lax does have some issues especially here where u cant spin.i think a lum medi to lure gar or just dol over doom angle is prob more consistent.

Competitive Viability: 7 ; For sure can win games, very classic style of team despite the more niche picks like medi and doom here. Solarbeam on doom seems very unnecessary and unreliable but considering its just filler and the main idea is just to weather clear its not that pressing. Lack of real rock resist here is also a major issue especially vs aero.

Creativity and Originality: 5 ; these style of teams have existed in adv forever so not really something thats fresh or unique but 1 bonus point for houndoom :)

Clarity of Explanation: 7 ; well explained tho i dont agree with all the sets choices here.

Adaptability and Flexibility: 4 ; pretty inflexible by nature of the team style tho i dont think this is a knock on the build itself, i cant really rate it high on the flexibility scale

Total: 31



Team 5: Weather Clear Medi Zap Dug by Celdanami


Team Synergy and Cohesion: 9 ; gameplan is very straight forward and mons help towards the same goal here. Tho i think some different sets would be better here to help facilitate the weather clear plan.

Competitive Viability: 7 ; these teams are very akin to specoff but aren't as reliable however they also dont live and die by dug not getting crit/frozen so theres some cool tradeoffs.

Creativity and Originality: 3 ; pretty basic as far weather clear goes all of them are very similar to this team ie medi/hera weather setter dug and zap.nothing too crazy but function > creativity anyways

Clarity of Explanation: 1 ; doesn't really go into any detail on mon or set choices

Adaptability and Flexibility: 4 ; pretty inflexible like the all in on lax by forte here youre all in on weather clearing. It can make it very tough in matchups where your opponent doesn't play into ur gameplan orr keeps key defensive mons healthy.

Total: 24


Team 6: ADV OU Triple Band by Tamotaco69


Team Synergy and Cohesion: 6 ; 3 Cbers akin to the Mdragon team is a cool concept ive been liking personally and i think medi fits great on that kinda style however i think suicune feels really out of place id prob put a swapert there likely end pert.

Competitive Viability: 5 ; 3 Cb users will always require some gaming and proactive play i think a team like this by nature is inconsistent and needs to pull a great matchup. Will struggle to break some stuff and i think its pretty dire into offensive waters particularly starmie. But its got some merit.

Creativity and Originality: 6 ; not a team style that is used very often and medi seems like a seamless fit on the style. Its not groundbreaking tho and i think the cune spot in particular leaves a lot to be desired.

Clarity of Explanation:7 ; coherent explanation does not go into too much depth but bonus point for it being funny

Adaptability and Flexibility: 4 ; pretty inflexible by nature of 3 mons that get choice locked and no really special switch in

Total: 28


Team 7: Ludicolo + Reversal Medicham by Dark Catman


Team Synergy and Cohesion: 3 ; kinda mix between two styles i think this will hurt it in the consistency department especially with no real rock check. Fighters notoriously dont benefit much from spikes and the skarm slot could just be a metagross.

Competitive Viability: 5 ; it has enough good mons to be usable but without key fundamentals such as a real rock check or special check this is gonna struggle into alot especially with skarm letting in alot of those strong special threats i dont think the teammates can make up for it.

Creativity and Originality: 5 ; unique in that its a mesh of two styles that dont often get mixed but in reference to both it has the same basic cores youd expect from spikes team (skarm gar) and specoff team (Zap dug) even if the sets arent traditional to those styles.

Clarity of Explanation: 8 ; clean nice explanation tho i think reasoning can be a little more fleshed out.

Adaptability and Flexibility: 6 ; while it may struggle in the consistency department it doesnt seem to have any absolutely cant find a way to win matchups albeit vs rocks it will have to play it almost perfectly and position ludi well.

Total: 27


Team 8: Medicham + Camel Cm Spam by EarthTraveler413


Team Synergy and Cohesion: 6 ; has the blueprint of a solid mix off team but certain slots particularly gar and rachi could be better imo. I think gar being replaced by meta would make this team alot better because u can pressure blissy alot more easily. Camel is a novel but great choice here as we've seen from these submissions medi isnt necessarily easy to fit alongside a special check like blissey. And camel helps keep your momentum here.

Competitive Viability: 5 ; gar and the nature of both set up mons being slow to ramp up can create a pace mismatch that hampers its viability.

Creativity and Originality: 8 i really like the use of camel here alongside medi i think they both fit well together on pivot heavy fast paced teams. The gengar is kinda ball and chain here imo if it was just a more threatening physical threat/rock resist with boom (particularly meta or dol even) i think this team would be alot more solid.

Clarity of Explanation:3 ; short and too the point doesn't go into much detail

Adaptability and Flexibility: 5 ; as far as the team structure style goes with medi, camel, zap, cune, etc i think theres actually alot of flexibility in the teammates that could be used and the different matchups that would effect however this one in particular due to no real rock resist has a much worse match up spread.

Total: 27



I tried to be as objective as i could with this. Please dont be upset with me if you think my opinion was harsh. this is in good faith for constructive criticism purposes and i really appreciate all of you that submitted a team and hope you all continue to build in ADV!

- Zpanther
 
Teambuilding Competition : Medicham :Medicham:

Without further ado heres my review and ratings for the teams submitted :)

Team 1: Double band Rain by Politoad with an A


Team Synergy and Cohesion: 5 ; 6 grounded is always tough in a meta dominated by spikes. There is spin but no reliable way to get it off without suit support and i dont think medi can reliably lure gar enough to make that work. Dug + Kingdra does have some synergy.

Competitive Viability: 3 ; Way too weak to Gengar, past the point i think its acceptable to cheat on it. Blissey can offer temporary reprieve but theres no way of reliably dealing with it. This weakness is compounded by using forre here and bi without psy as well as two cb mons which most common clicks is a fight move and eq respectively.

Creativity and Originality: 9 ; definitely a very creative team fitting kingdra medi and forre all on one squad is very unique.

Clarity of Explanation: 7 ; explanation on the teams pokemon and move choices is coherent however i think they could have gone more in depth on certain choices and how they deal with their tough matchups.

Adaptability and Flexibility: 4 ; This team does seem like it would do well into gar-less, tar lead spikes teams. Medi applies alot of immediate pressure in those matchups however i think theres some fundamental issues with the team especially the lack of a real rock resist and the gar issue. Those are among the most common teams in the meta so i think a 4 is fair here.

Total: 28


Team 2: Rain Rain Go Reigning by Omniweeb


Team Synergy and Cohesion: 5 ; It has the shell of a decent mix off team but theres some unusual combinations here like dra and jolt + dol and gar that may cause some inconsistencies.

Competitive Viability: 5 ; has enough of a core i think it can win games however the choices of gar and dra without dug isnt gonna be very reliable into common stuff. And nothing on this team really likes to come into status.

Creativity and Originality: 7 ; its somewhat of a mix between specoff and mix off nothing too crazy but pretty unique in its own right.

Clarity of Explanation: 8 ; went into great detail on choices tho i think the reasoning isnt perfect still explained well.

Adaptability and Flexibility: 4 ; Mix off already struggles with inconsistency in adv and i think this one is no different. this team REALLY needs a dug somewhere.

Total : 29


Team 3: Registeel X Medicham by Sylveon HRT


Team Synergy and Cohesion: 7 ; its a little soft into things like Cm Pixies and DD tar but it has ways to get around those matchups. I think the team would improve alot by having a more offensive celebi set here.

Competitive Viability: 7 ; This looks like it can definitely win games but seems like it would struggle vs like opposing mix mence and zap with spikes long term however. its stretched very thin defensively and relies on a committee approach to dealing with most threats which can cause them to be overloaded.

Creativity and Originality: 5 ; theres some unusual sets for this style team but overall very similar to common mix offs you'll see.

Clarity of Explanation: 5 ; didn't go too in depth but covered their basic points.

Adaptability and Flexibility: 6 ; This is very much a team thats looking to beat down tss types outside of those matchups it may struggle and may lack the firepower needed to keep up with some offenses.

Total: 30


Team 4: Medi Bulk Up Pass + Triple Trappers by HeyYa!_Forte


Team Synergy and Cohesion: 8 ; mons picks make sense for the gameplan. All in on cune and lax does have some issues especially here where u cant spin.i think a lum medi to lure gar or just dol over doom angle is prob more consistent.

Competitive Viability: 7 ; For sure can win games, very classic style of team despite the more niche picks like medi and doom here. Solarbeam on doom seems very unnecessary and unreliable but considering its just filler and the main idea is just to weather clear its not that pressing. Lack of real rock resist here is also a major issue especially vs aero.

Creativity and Originality: 5 ; these style of teams have existed in adv forever so not really something thats fresh or unique but 1 bonus point for houndoom :)

Clarity of Explanation: 7 ; well explained tho i dont agree with all the sets choices here.

Adaptability and Flexibility: 4 ; pretty inflexible by nature of the team style tho i dont think this is a knock on the build itself, i cant really rate it high on the flexibility scale

Total: 31



Team 5: Weather Clear Medi Zap Dug by Celdanami


Team Synergy and Cohesion: 9 ; gameplan is very straight forward and mons help towards the same goal here. Tho i think some different sets would be better here to help facilitate the weather clear plan.

Competitive Viability: 7 ; these teams are very akin to specoff but aren't as reliable however they also dont live and die by dug not getting crit/frozen so theres some cool tradeoffs.

Creativity and Originality: 3 ; pretty basic as far weather clear goes all of them are very similar to this team ie medi/hera weather setter dug and zap.nothing too crazy but function > creativity anyways

Clarity of Explanation: 1 ; doesn't really go into any detail on mon or set choices

Adaptability and Flexibility: 4 ; pretty inflexible like the all in on lax by forte here youre all in on weather clearing. It can make it very tough in matchups where your opponent doesn't play into ur gameplan orr keeps key defensive mons healthy.

Total: 24


Team 6: ADV OU Triple Band by Tamotaco69


Team Synergy and Cohesion: 6 ; 3 Cbers akin to the Mdragon team is a cool concept ive been liking personally and i think medi fits great on that kinda style however i think suicune feels really out of place id prob put a swapert there likely end pert.

Competitive Viability: 5 ; 3 Cb users will always require some gaming and proactive play i think a team like this by nature is inconsistent and needs to pull a great matchup. Will struggle to break some stuff and i think its pretty dire into offensive waters particularly starmie. But its got some merit.

Creativity and Originality: 6 ; not a team style that is used very often and medi seems like a seamless fit on the style. Its not groundbreaking tho and i think the cune spot in particular leaves a lot to be desired.

Clarity of Explanation:7 ; coherent explanation does not go into too much depth but bonus point for it being funny

Adaptability and Flexibility: 4 ; pretty inflexible by nature of 3 mons that get choice locked and no really special switch in

Total: 28


Team 7: Ludicolo + Reversal Medicham by Dark Catman


Team Synergy and Cohesion: 3 ; kinda mix between two styles i think this will hurt it in the consistency department especially with no real rock check. Fighters notoriously dont benefit much from spikes and the skarm slot could just be a metagross.

Competitive Viability: 5 ; it has enough good mons to be usable but without key fundamentals such as a real rock check or special check this is gonna struggle into alot especially with skarm letting in alot of those strong special threats i dont think the teammates can make up for it.

Creativity and Originality: 5 ; unique in that its a mesh of two styles that dont often get mixed but in reference to both it has the same basic cores youd expect from spikes team (skarm gar) and specoff team (Zap dug) even if the sets arent traditional to those styles.

Clarity of Explanation: 8 ; clean nice explanation tho i think reasoning can be a little more fleshed out.

Adaptability and Flexibility: 6 ; while it may struggle in the consistency department it doesnt seem to have any absolutely cant find a way to win matchups albeit vs rocks it will have to play it almost perfectly and position ludi well.

Total: 27


Team 8: Medicham + Camel Cm Spam by EarthTraveler413


Team Synergy and Cohesion: 6 ; has the blueprint of a solid mix off team but certain slots particularly gar and rachi could be better imo. I think gar being replaced by meta would make this team alot better because u can pressure blissy alot more easily. Camel is a novel but great choice here as we've seen from these submissions medi isnt necessarily easy to fit alongside a special check like blissey. And camel helps keep your momentum here.

Competitive Viability: 5 ; gar and the nature of both set up mons being slow to ramp up can create a pace mismatch that hampers its viability.

Creativity and Originality: 8 i really like the use of camel here alongside medi i think they both fit well together on pivot heavy fast paced teams. The gengar is kinda ball and chain here imo if it was just a more threatening physical threat/rock resist with boom (particularly meta or dol even) i think this team would be alot more solid.

Clarity of Explanation:3 ; short and too the point doesn't go into much detail

Adaptability and Flexibility: 5 ; as far as the team structure style goes with medi, camel, zap, cune, etc i think theres actually alot of flexibility in the teammates that could be used and the different matchups that would effect however this one in particular due to no real rock resist has a much worse match up spread.

Total: 27



I tried to be as objective as i could with this. Please dont be upset with me if you think my opinion was harsh. this is in good faith for constructive criticism purposes and i really appreciate all of you that submitted a team and hope you all continue to build in ADV!

- Zpanther
Last place with the highest competitive viability and team synergy scores xD
 
Double Band Cham Rain (https://pokepast.es/80112bce2aa0cb7d)
by Politoad with an A


Team Synergy & Cohesion: 2
Competitive Viabilitiy: 2
Creativity & Originality: 4
Clarity of Explanation: 3
Adaptability & Flexibility: 2

Total: 13/50

Rain Rain Go Reigning (https://pokepast.es/e021edc5738de41c)
by OMNIWEEB

Team Synergy & Cohesion: 3
Competitive Viability: 3
Creativity & Originality: 5
Clarity of Explanation: 4.5
Adaptability & Flexibility: 4

Total: 19.5/50

Registeel x Medicham (https://pokepast.es/0080b38caa032460)
by Sylveon HRT

Team Synergy & Cohesion: 5.5
Competitive Viability: 5
Creativity & Originality: 4.5
Clarity of Explanation: 4
Adaptability & Flexibility: 5.5

Total: 24.5/50

Medi Bulk UP Pass + Triple Trappers (https://pokepast.es/aef2f2d61002a81f)
by HeyYa!_Forte

Team Synergy & Cohesion: 8.5
Competitive Viability: 7.5
Creativity & Originality: 6.5
Clarity of Explanation: 6.5
Adaptability & Flexibility: 4.5

Total: 33.5/50

Weather Clear Medi Zapdug (https://pokepast.es/66116f083446fbba)
by Celdanami

Team Synergy & Cohesion: 6
Competitive Viability: 5
Creativity & Originality: 4
Clarity of Explanation: 1.5
Adaptability & Flexibility: 4

Total: 20.5/50

ADV OU Triple Band (https://pokepast.es/39fb61fb36964284)
by Tomotaco69

Team Synergy & Cohesion: 3.5
Competitive Viability: 3
Creativity & Originality: 5.5
Clarity of Explanation: 3.5
Adaptability & Flexibility: 3

Total: 18.5/50

Ludicolo + Reversal Medicham (https://pokepast.es/ed23bad94a35f358)
by Dark Catman

Team Synergy & Cohesion: 2
Competitive Viability: 2
Creativity & Originality: 4
Clarity of Explanation: 3
Adaptability & Flexibility: 2

Total: 13/50

Medicham + Camel CM Spam (https://pokepast.es/be9c6bdc11ff9f47)
by EarthTraveler413

Team Synergy & Cohesion: 1.5
Competitive Viability: 2.5
Creativity & Originality: 4.5
Clarity of Explanation: 2
Adaptability & Flexibility: 4.5

Total: 15/50
 
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