ORAS OU ✧✧✧Mega Medicham: A Superb Deity✧✧✧ (ELO 1601 / GXE 79%)

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Music: Play


“I'm new to showdown, so I started an account as Trainer Red 360.
I have used this team since I began, and these are the scores they've earned me:"

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About Mega Medicham:

Mega Medicham is a powerful being whose attack stat transcends all understanding. It has access to a wide array of move-pools which allows it to defeat any opponent. With access to priority moves such as Fake Out and Bullet Punch, even the quickest of beasts have much to fear. With all this taken into account, it's no wonder many people revere to Mega Medicham as the "all knowing god of destruction".

Team building

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[core]
Mega Medicham, Weavile and Serperior form a powerful offensive core. Weavile is of great benefit to Medicham thanks to its speed stat, a trait which allows Weavile to pick off weakened foes from Medicham's wrath. It also has access to pursuit, a tool used for punishing cowering Pokemon. Serperior acts as a powerful wallbreaker aiding Medicham in breaking down its walls (Mega Sableye & Slowbro).

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[Hazard setter and Volt-Turn support]
The combination of Landorus-Therian and Rotom Wash is an infamous one. Together these Pokemon ward off each others threats and counters. Such a duo is beneficial for Medicham as they are both study and are capable of reducing the foes offence. The former achieves this through its ability, whilst the latter via status. They also provide excellent gateways for Mega Medicham to safely enter battles (U-Turn & Volt Switch).

Neat Trick: Landorus-T's ability, U-Turn and Medicham's Fake Out can be used [continuously] in a combo to safely get rid of certain physical attackers e.g. fast Excadrill, Choice Scarf Jirachi, Choice Scarf Tyranitar, Dragonite, Choice Scarf Landorus-T, Mega Lopunny, Choice Band Scizor, Talonflame and even Charizard X.

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[Late game cleaner and hazard remover]
Choice Scarf Excadrill is an excellent late game cleaner, with access to Rapid Spin, it is useful for getting rid of hazards. Its steel typing makes its great for taking on special fairy type attacks.

Team members:
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Psykick (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Ice Punch / Bullet Punch (Adamant Nature if using Bullet Punch)

High Jump Kick is Medicham's strongest attack, hitting most Pokemon that aren't immune to it for a great amount of damage. Zen Headbutt provides decent neutral coverage with High Jump Kick, hitting Fairy-types such as Clefable and Sylveon incredibly hard. Fake Out grants Medicham a safe turn to Mega Evolve while also dealing chip damage and potentially picking off a weakened foe. Ice Punch is preferred in the last moveslot, as it gets the OHKO on bulky Garchomp, Gliscor, and offensive Landorus-T. Bullet Punch helps Medicham's matchup against more offensively oriented teams while having the added perk of being able to revenge kill Mega Diancie.

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Jackfrost (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit

Knock Off is Weavile's best Dark-type STAB move and comes with the benefit of removing items such as Eviolite and Leftovers. Icicle Crash is Weavile's strongest STAB move when the foe does not have an item and can also make the foe flinch. It also does not make contact, so it avoids Rocky Helmet, Rough Skin, and Iron Barbs damage from the likes of Garchomp and Ferrothorn. Ice Shard is used to pick off naturally faster threats such as Mega Alakazam, Mega Lopunny, and Mega Aerodactyl as well as boosted threats such as +1 Mega Altaria and Choice Scarf Landorus-T. Ice Shard also helps Weavile circumvent opposing priority attackers, but this is only really useful against Breloom going for Mach Punch, as Ice Shard doesn't hit any other priority attacker for super effective damage. Pursuit is an option to trap Ghost- and Psychic-types such as Latios and Gengar.

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Tigerland (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Rock Slide
- Stealth Rock

Earthquake is Landorus-T's best STAB attack due to its great power and perfect accuracy; it provides defensive Landorus-T with a way of hitting opposing Pokemon hard and allows him to maintain some offensive presence. U-turn allows Landorus-T to pivot out and gain momentum by putting the matchup in your favor; it works well with Landorus-T's defensive potential, as it can force a switch quite easily when sent in against a physical threat. Rock Slide hit Flying-types, such as Talonflame and Thundurus, and Levitate users that are immune to Earthquake for super effective damage. Finally, Stealth Rock provides entry hazard support, wearing down opposing teams with residual damage.

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WaterHazard (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Volt Switch is Rotom-W's Electric STAB move that allows it to regain momentum after pivoting into a threat. Hydro Pump is Rotom-W's secondary STAB that allows it to beat some of the Pokemon it checks, most notably Ground-types such as Landorus-T and Mamoswine, which are immune to Volt Switch. Will-O-Wisp allows Rotom-W to inflict burns on the foe and deter physical attackers. Pain Split can be used when Rotom-W's HP is low to regain some HP, but it tends to be very inconsistent overall due to being dependent on the foe's HP.

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Slitherquick (Serperior) (M) @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Glare / Taunt

With its high Base Power and backed by a Life Orb, Leaf Storm actually hits surprisingly hard, despite Serperior's low base Special Attack. The boost provided by Leaf Storm makes the coverage moves available to Serperior more usable. Dragon Pulse hits Dragon-types such as Latios and Dragonite after Multiscale is broken. It's also good for neutral damage on Pokemon such as Talonflame on the switch.
Hidden Power Ground is used instead because Serperior a lures Heatran. After a Leaf Storm boost and Life Orb, Hidden Power Ground is a guaranteed OHKO Heatran. Glare has great utility in crippling common checks to Serperior such as both Mega Charizard forms, Heatran, Talonflame, and Tornadus-T. Taunt is especially useful against defensive teams, since most rely on Mega Sableye to deflect Taunt users and Serperior can simply outboost and KO it.

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Drillbill (Excadrill) (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Earthquake has great coverage with the help of Mold Breaker, allowing Excadrill to hit Rotom-W, Gengar, and the rare Bronzong for super effective damage, as well as Latios and Latias for neutral damage. Iron Head deals more damage to Fairy-types such as Clefable, Sylveon, and Mega Gardevoir. Rock Slide has great coverage alongside Earthquake and hits Flying-types such as Talonflame, Thundurus, Mega Charizard Y, Dragonite, Tornadus-T, and Gyarados. Nothing else in Excadrill's movepool provides extra coverage, so Rapid Spin is the best option in the last slot, as it allows Excadrill to remove entry hazards, but it is a huge momentum killer.


Import Team:
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Medicham-Mega (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Bullet Punch

Jackfrost (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick

Landgenie (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
- Earthquake
- U-turn
- Rock Slide
- Stealth Rock

WaterHazard (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Slitherquick (Serperior) (M) @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Taunt

Drillbill (Excadrill) (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Conclusion:
When all is said and done, I had a lot of fun with this team. And I hope you do too. The team covers what it needs to and it's very effective at providing battles that are sure not to disappoint.

The Team in action:
http://replay.pokemonshowdown.com/ou-350162959
http://replay.pokemonshowdown.com/ou-349682165
http://replay.pokemonshowdown.com/ou-349676675
http://replay.pokemonshowdown.com/ou-349678896
 
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Hey! Nice team.

Some minor nitpicks:

1. Your team seems quite weak to B-Drum Azu. Your only way of handling it atm is through fake out + Ice shard & rock dmg. You can improve the matchup against it by running the below Rotom-W spread which outspeeds max speed azu so that you can wisp it.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

2. To help compensate for a faster Rotom-w, I would suggest running the following spread on your Landorus (which ensures slow u-turns versus other lando's) so that you can bring in M-Medichan & Weaville safely.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 29 Spe
- Earthquake
- Rock Slide
- Stealth Rock
- U-turn

3. I would suggest switching Hidden power Ground to Hidden power Fire on Serperior. This ensures you have a way of hitting Scizor super effectively as you do not currently have a way to do this. This does not undermine your matchup with Heatran however as you have both Landorus-T & Excadrill to pressure it - therefore Hidden power ground is unnecessary in my opinion. It isn't necessary, but running 0 attack iv's on Serperior can be nice to minimize confusion and foul play damage.

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare

4. Finally I would suggest switching your Excadrill to Jolly. The damage loss isn't very noticeable & this gives you the option of speed tying with other Scarf Excadrill's. An interesting option can also be to drop rock slide for toxic (Lando can handle Talonflame) - which allows you to pressure M-Sabeleye & Zapdos based stall variants.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Rapid Spin
- Rock slide / Toxic

Hope I helped! Good luck on the ladder. :D
 
Hey! Nice team.

Some minor nitpicks:

1. Your team seems quite weak to B-Drum Azu. Your only way of handling it atm is through fake out + Ice shard & rock dmg. You can improve the matchup against it by running the below Rotom-W spread which outspeeds max speed azu so that you can wisp it.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

2. To help compensate for a faster Rotom-w, I would suggest running the following spread on your Landorus (which ensures slow u-turns versus other lando's) so that you can bring in M-Medichan & Weaville safely.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 29 Spe
- Earthquake
- Rock Slide
- Stealth Rock
- U-turn

3. I would suggest switching Hidden power Ground to Hidden power Fire on Serperior. This ensures you have a way of hitting Scizor super effectively as you do not currently have a way to do this. This does not undermine your matchup with Heatran however as you have both Landorus-T & Excadrill to pressure it - therefore Hidden power ground is unnecessary in my opinion. It isn't necessary, but running 0 attack iv's on Serperior can be nice to minimize confusion and foul play damage.

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare

4. Finally I would suggest switching your Excadrill to Jolly. The damage loss isn't very noticeable & this gives you the option of speed tying with other Scarf Excadrill's. An interesting option can also be to drop rock slide for toxic (Lando can handle Talonflame) - which allows you to pressure M-Sabeleye & Zapdos based stall variants.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Rapid Spin
- Rock slide / Toxic

Hope I helped! Good luck on the ladder. :D
LOL thanks a lot for the feedback, I appreciate it :D

You made some great points, but I'd like to add a few tokens into the bag (if I may):
1)
The smogon set for a Belly Drum Azumarill only allows it to out-speed Pokemon of base 70 Speed. Rotom Wash is base 86 (surprisingly fast right?).
Defensive Rotom Wash speed -210
Belly Drum Azumarill speed -177 (with "max" speed investment and adamant nature it still fails to out-speed...)
It's a little weird and surprising, but that's something I learnt the hard way a few months ago xD

PS: It's probably best to just KO Azumarill ASAP. By Volt switching, sacrificing a Pokemon, and then using Fake Out, Azumarill should be dead in 2 turns (and I'd still have Rotom Wash >:D

2)
Thanks for the Landorus tip ^^

3)
I know what you mean, and I considered that, but I figured the perk of killing Heatran ASAP was just too tempting i.e. it stops it setting up rocks and I don't even have to risk getting anything burned lol
But you make a very strong point. Scizor has always been annoying...
However HP fire is common is Serperior, so the foe might be expecting that. Which makes Bullet Punch their only option...Serperior can't take that, not with Life orb anyway xD

But thanks a lot for the Foul Play tip, that was really helpful :D
I'll try it out for other special attacks (I fear that it might affect Serperior's hidden power lol)

4)
LOL omg, you have a sharp eye, nicely done. I didn't even see that, Excadrill was suppose to have Jolly Nature lol xD

Thank you so very much for your reply. I appreciate it \(^w^)/
 
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Hahaha thanks a lot for the feedback, I appreciate it :D

You made some great points, but I'd like to add a few tokens into the bag (if I may):
1)
The smogon set for a Belly Drum Azumarill only allows it to out-speed Pokemon of base 70 Speed. Rotom Wash is base 86 (surprisingly fast right?).
Defensive Rotom Wash speed -210
Belly Drum Azumarill speed -177 (with "max" speed investment and adamant nature it still fails to out-speed...)
It's a little weird and surprising, but that's something I learnt the hard way a few months ago xD

PS: It's probably best to just KO Azumarill ASAP. By Volt switching, sacrificing a Pokemon, and then using Fake Out, Azumarill should be dead in 2 turns (and I'd still have Rotom Wash >:D

2) Thanks for the Landorus tip ^^

3) I know what you mean, and I considered that, but I figured the perk of killing Heatran ASAP was just too tempting i.e. it stops it setting up rocks and I don't even have to risk getting anything burned lol
But you make a very strong point. Scizor has always been annoying...
However HP fire is common is Serperior, so the foe might be expecting that. Which makes Bullet Punch their only option...Serperior can't take that, not with Life orb anyway xD

But thanks a lot for the Foul Play tip, that was really helpful :D
I'll try it out for other special attacks (I fear that it might affect Serperior's hidden power lol)

4) Hahaha omg, you have a sharp eye, nicely done. I didn't even see that, Excadrill was suppose to have Jolly Nature lol xD

Thank you so very much for your reply. I appreciate it \(^w^)/

If you feel like keeping HP ground - go to 1 IV in attack. It keeps HP ground & accomplishes the same thing. Good point with the Rotom-w.

Anytime fren. :)
 
Hello Light!

Your team looks very solid, I like it! I really love Mega Medicham, I have a lot of experience with it, I would love to help you making full potential out of it!

I really suggest you changing Medicham's nature from Jolly -> Adamant. Please don't hate me for that, Medicham has two priority attacks. The difference is huge: with a Jolly nature, Medicham reaches 598 attack and with Adamant nature it reaches 656 attack, which will allow you to pick extra kills with your double priority. Other than that, being Jolly means speed tying with 100 base speed `mon. Nowadays, the only 100 base speed `mon you see with max speed + positive nature are Mega Gardevoir (drops to Fake Out + Bullet Punch from an Adamant Medicham), Mega Pinsir (already kills Medicham with a Quick Attack) and Manaphy (you already have Serperior for it).

Another suggestion is changing Landorus-T's item to Leftovers -> Rocky Helmet. This is just a little way to punish Lopunny to freely Fake Out on your team and pressure Volt-Turn teams.

Landgenie (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Rock Slide
- Stealth Rock

Keep Hidden Power Ground on your Serperior, just as a nice lure to Heatran. Your team has no switch-ins for a Lava Plume except for Rotom-W. A Rocky Helmet Landorus-T is enough to deal with Scizor and about Ferrothorn... meh it is annoying, especially ones with Protect, meaning you will not be able to freely click High Jump Kick on it, but it is possible to wear it down. However, I have something you could use to deal with Ferrothorn...

Pursuit -> Low Kick on Weavile. I know how useful Pursuit is on Mega Medicham teams for Lati@s and faster `mon in general from experience with Mega Medicham but your weakness to Ferrothorn is really bad :(. Low Kick is just a nice lure for Ferrothorn and also for Tyranitar!

Another cool thing is having 29 HP IVs on your Life Orb `mon, it should give you an extra attack with Life Orb!

Jackfrost (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
IVs: 29 HP
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick

I hope my suggestions will help you!
 
Hello Light!

Your team looks very solid, I like it! I really love Mega Medicham, I have a lot of experience with it, I would love to help you making full potential out of it!

I really suggest you changing Medicham's nature from Jolly -> Adamant. Please don't hate me for that, Medicham has two priority attacks. The difference is huge: with a Jolly nature, Medicham reaches 598 attack and with Adamant nature it reaches 656 attack, which will allow you to pick extra kills with your double priority. Other than that, being Jolly means speed tying with 100 base speed `mon. Nowadays, the only 100 base speed `mon you see with max speed + positive nature are Mega Gardevoir (drops to Fake Out + Bullet Punch from an Adamant Medicham), Mega Pinsir (already kills Medicham with a Quick Attack) and Manaphy (you already have Serperior for it).

Another suggestion is changing Landorus-T's item to Leftovers -> Rocky Helmet. This is just a little way to punish Lopunny to freely Fake Out on your team and pressure Volt-Turn teams.

Landgenie (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Rock Slide
- Stealth Rock

Keep Hidden Power Ground on your Serperior, just as a nice lure to Heatran. Your team has no switch-ins for a Lava Plume except for Rotom-W. A Rocky Helmet Landorus-T is enough to deal with Scizor and about Ferrothorn... meh it is annoying, especially ones with Protect, meaning you will not be able to freely click High Jump Kick on it, but it is possible to wear it down. However, I have something you could use to deal with Ferrothorn...

Pursuit -> Low Kick on Weavile. I know how useful Pursuit is on Mega Medicham teams for Lati@s and faster `mon in general from experience with Mega Medicham but your weakness to Ferrothorn is really bad :(. Low Kick is just a nice lure for Ferrothorn and also for Tyranitar!

Another cool thing is having 29 HP IVs on your Life Orb `mon, it should give you an extra attack with Life Orb!

Jackfrost (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
IVs: 29 HP
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick

I hope my suggestions will help you!

Hey Misa, long time no see, how're you doing? ;) (lol)

Thanks a lot for the changes, they really aren't half bad. I especially liked the changes made to Medicham (i.e. Adamant Nature and Double Priority), so much so that I had to give it a try. I recorded the results, and here they are:
http://replay.pokemonshowdown.com/ou-351043495
http://replay.pokemonshowdown.com/ou-351054449

Thanks to Medicham, I was bound to win the game ^^

Forgoing Ice Punch was a little difficult (for obvious reasons i.e. Landorus, Gliscors etc). However we do already have weavile and Rotom Wash to deal with those threats...

So once again, thanks for the advice. Double Priority Medicham... I'd never thought of that, not only does it [somewhat] patch up Medicham's poor speed stats but it also destroys Mega Diancie! Making it a wicked bonus! >:3
 
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I really like your team, Mega Medi + Weavile is always fun.

1. Special Dragons, especially the Lati twins, look a bit problematic as you have to rely on scarf Excadrill to come in on a hit, or Weavile coming in on Psyshock/Ice Beam. Between the priority on your pokemon, Dragon Pulse on Serperior, Scarf Excadrill, and Weavile, I'm sure you can revenge Latis well enough so I don't think its a massive problem, just something to consider.

2. Your team is walled by a Mega Venusaur. After it Mega evolves, nothing on your team can even 2hko it (unless Serp is at +4 or you catch it before it Megas with Weavile or Medicham somehow). Therefore, I would recommend Ice Punch -> Zen Headbutt on Mega Medicham. Sure Medicham struggles a bit more with stuff like Landorus or Fat Garchomp, but between Weavile, Serperior, and Rotom Wash the team can handle those mons well enough.
 
I really like your team, Mega Medi + Weavile is always fun.

1. Special Dragons, especially the Lati twins, look a bit problematic as you have to rely on scarf Excadrill to come in on a hit, or Weavile coming in on Psyshock/Ice Beam. Between the priority on your pokemon, Dragon Pulse on Serperior, Scarf Excadrill, and Weavile, I'm sure you can revenge Latis well enough so I don't think its a massive problem, just something to consider.

2. Your team is walled by a Mega Venusaur. After it Mega evolves, nothing on your team can even 2hko it (unless Serp is at +4 or you catch it before it Megas with Weavile or Medicham somehow). Therefore, I would recommend Ice Punch -> Zen Headbutt on Mega Medicham. Sure Medicham struggles a bit more with stuff like Landorus or Fat Garchomp, but between Weavile, Serperior, and Rotom Wash the team can handle those mons well enough.

Hello, thanks for supporting my team, I'm glad you liked it.
...Psst I'm sorry if this comes across as a little rude, but I'm not sure we've been looking at the same thread. My Medicham already has Zen Headbutt. I'm not sure why anyone would get rid of it. It's far too useful to just toss away xD

You may have been looking at this thread Smoking Gunz. Again, I'm not sure why anyone would abandon a powerful STAB move like Zen Headbutt. But I'm sure the creator of Smoking Gunz knew what he was doing i.e. he has two psychic types on his team.

Oh and yeah, the Lati-Twins; like you said, I could always trap and KO them with Weavile's Pursuit attack.

Thanks again for the advice, I really appreciate it ^^
 
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