Hello Frens. I'm back with a new team I've been work shopping for a few weeks. Since the downfall of Landorus-I, I have seen a drastic increase in balanced and stall teams which I despise. So I decided to get some help from one of my favorite megas, Medicham! This team was built to destroy balance and stall, while being able to deal with offense. This team was originally built by Krakatoa and I and since then I've made a couple tweeks. It popped it's 1600 cherry and I'm very happy with it! It is very incomplete, but what is the RMT forum for, right?
Let's start with our Stallbreakers:
Medicham @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Bullet Punch
I started out with Medicham because of it's access to immediate power! Pure Power with a base 100 Atk is no laughing matter. I love Adamant Nature>Jolly because power. I love Chun Lee's ability to break through Stall/Balanced mons like Chansey, Ferro, Heatran, Rotom-W, Quag, Rachi, Venu etc. Chun also does a great job at picking off frail offensive mons like Weavile, Mega-Diancie, and Alakazam with Dual Priority moves. Let's hop into the moveset:
- High Jump Kick: Power, Medicham's strongest STAB move that completely wrecks with the drawback of never hitting when you need it to. In all seriousness, STAB HJK+Adamant+Max Attack will hurt anything that isn't a ghost, Gliscor or Lando-T. Overall very powerful and able to do so much for the team offensively.
As you can see, even some of the bulkier mons in the meta cannot switch into HJK. If it does, it is immediate 2HKO'd by the respective move.
- Zen Headbutt: Awesome secondary STAB for Venu, Dragalge, and Conk. Hits many things very powerfully. Also has a flinch rate which helps.
- Fake Out: FO is essential in the same way it is for Lopunny. It has priority and allows for a safe Mega Evolution. It also helps clean up frail and weakened mons.
- Bullet Punch: Bullet Punch is my second STAB move because I love being able to clean up late game! It's also a nice answer for Diancie and Weavile, two very dangerous mons in the OU meta.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
A powerhouse if I have ever seen one. Life Orb make the non-StAB moves STAB and the STAB moves even more pwrfl. Teravolt makes Kyu-b a huge threat to Rotom-W and Venu. EVs and Nature are Standard. Has awesome offensive synergy being able to breakthrough Medicham's best checks such as Hippo, Lando-T, and Skarm.
- Ice Beam: STAB coverage move for Grass/Flying/Ground/Dragon Types. LO really boosts it. Neutralizes common threats such as Serp, Venu, Celebi, Torn-T, Hippo, Lando, Glis, and FatChomp.
- Earth Power: Great coverage move. Lets Kyurem beat some of it's checks like Jirachi, SpecZone, Tran, ans Bisharp.
-Fusion Bolt: Another great coverage move. Hits Bulky Waters such as Manaphy, Slowbro/king, Tenta, Azu and Gyara, who otherwise check Kyu really well.
- Roost: Recovery move to help deal with LO recoil.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 48 Def / 216 Spe
Jolly Nature
- Roost
- Knock Off
- Earthquake
- Swords Dance
Gliscor is a pretty cool mon this team! Toxic Orb is essential for healing. EVs provide me with bulk while still letting me hit 309 Speed w/ Jolly Nature. It helps me check various things like Def Lando-T. I may replace this set with the EQ/Taunt/KO/Roost instead of SD, however, SD is very useful. SD Gliscor is so good against Stall once the mon with Unaware is gone. You can SD on virtually anything, not care about being statused, and roost if you happened to get low. Gliscor also performs very well against Sand Offense. It beats T-Tar and Exca, Amoonguss, and other support mons.
- Roost: Recovery.
- Knock Off: KO is essential. I love being able to remove Eviolite from Chansey or Rocky Helmet from Ferro/Skarmy w/o actually damaging myself thanks to poison heal. Definitely helps a lot against Stall and balanced teams.
- Earthquake: STAB.
- Swords Dance: Because I lack atk EVs, SD really helps me pick off some mons after a boost or two which I can usually get without too much hassle.
Now due to their average speed, these mons really only accel against balanced/stall team (with exceptions). The next few Pokemon are here to sort of bridge the gap. They all have access to paralyzing faster mons, some more consistent than others.
Utility Frens:
Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 Spe
Impish Nature
- Thunder Wave
- Waterfall
- Rest
- Sleep Talk
Krakatoa suggested this set when started building. I actually ended up loving. It's an awesome check for a few mons that this team doesn't like such as Talonflame, Weavile, and Pinsir. Lefties gives me some residual recovery. Intimidate helps me check said mons. Def EVs and Impish Nature maximize bulk in the Defense department. Awesome mon. Takes hits, Spreads Para.
- Thunder Wave: T-wave helps we slow down faster threats like Talonflame, Weavile, DD Gyara, DD Altaria, Char X, Lopunny, and MegaGross. After said threats are slowed down, SD Glis, Kyu-B, and Medicham have a fun time with all these mons.
- Waterfall: Pwrfl STAB. Pairs nice with T-wave to create a lesser paraflincher, not intentional as Rachi, but occasionally comes through.
- Rest: Recovery.
- Sleep Talk: Allows me to spread para and do damage while I slumber.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
Rachi is super cool on this squad. Lefties is a nice for residual recover and aids Wish. Serene Grace makes the ParaFlinch possible. If I could, I would replace Iron Head with Fire Punch, but I need to be able to check Fairy Types. Sp. Def Rachi is love. Medicham/Kyu-B hate Steel and Fairy Types so Rachi is an awesome asset to the team. ParaFlinch isn't my favorite technique, but it does work well on this team.
- Iron Head: Slays Fairy Types! Also the flinch in the paraflinch combination.
- Body Slam: The para in ParaFlinch. It really helps me slow down Ground Types as they often switch in to eat up the Iron Head. Slowing mons down is essential to the team.
- Wish: Recovery.
- Protect: Scouts moves and gives me reliable recovery in tandem with Wish.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave
Zapdos was a nice fit for the team as a defogger! It helps check birdspam, has reliable bulk to take hits and access to discharge for paralyzing things. Lefties for residual gamage along w/ Roost. Pressure really helps, but it isn't as widely noticed especially on BBs. EVs let me maximize my Def, while the 16 help me speed creep just a tad bit. A friend built me this set, so I'm not 100 on the mechanics of the Speed EVs and 0 Atk IVs, but I'll rollout with it.
- Discharge: I'm alright with giving up a little power for access to a paralytic secondary effect. STAB, and spreads para.
- Roost: Recovery.
-Defog: Kyu-B and Gyara really hate rocks and half of the team is grounded, so removing hazards really helps out.
- Heat Wave: keeps from getting walled by Ferro and other Steel Types.
Threat List:
Magnezone is a huge theat to the team. Specs variants are worse than Scarfers IMO. Specs Thunderbolt puts in work against Gyara and Zapdos. Flash Cannon beat Kyu-B, Volt Switch gains momentum and it has the ability to trap Jirachi. While Gliscor and Medicham have the ability to deal with it, it is still a threat.
Pony is really hard to deal with it I lose Zapdos. The problem is, I can't check it with Zapdos.
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 0 SpD Zapdos: 292-345 (76 - 89.8%) -- guaranteed 2HKO after Leftovers recovery
So naturally Gyara is my best choice, checking it's STABs, and paralyzing it. It's biggest problem isn't it's speed. It is it's typing plus my priority moves are non-effective.
DD=Win lol. Sub DD is honestly a pain. Several pokes must die to take it down unless I prepare for it ahead of time.
It is very Versatile. Same issues that I have with Magnezone, but Gliscor dies to HP Ice. Luckily, It's non-STAB move don't hit too hard so Kyu-B and Rachi can take it down over time.
Very hard to deal with.
THANKFULLY, most of these mons can't be paired together, due to them being Megas. These are honestly the biggest threats to the squad.
Thanks for viewing Fam! All feedback would be greatly appreciated. This team is really fun to use! I advise you check it out. It is nice to ladder with and p fun to use in tours. Again, I'd love feedback and suggestions as this team needs work!
Let's start with our Stallbreakers:

Medicham @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Bullet Punch
I started out with Medicham because of it's access to immediate power! Pure Power with a base 100 Atk is no laughing matter. I love Adamant Nature>Jolly because power. I love Chun Lee's ability to break through Stall/Balanced mons like Chansey, Ferro, Heatran, Rotom-W, Quag, Rachi, Venu etc. Chun also does a great job at picking off frail offensive mons like Weavile, Mega-Diancie, and Alakazam with Dual Priority moves. Let's hop into the moveset:
- High Jump Kick: Power, Medicham's strongest STAB move that completely wrecks with the drawback of never hitting when you need it to. In all seriousness, STAB HJK+Adamant+Max Attack will hurt anything that isn't a ghost, Gliscor or Lando-T. Overall very powerful and able to do so much for the team offensively.
240+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 144+ Def Hippowdon: 270-318 (64.2 - 75.7%) -- guaranteed 2HKO after Leftovers recovery (Can't switch in)
240+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Clefable: 168-198 (42.6 - 50.2%) -- 41% chance to 2HKO after Stealth Rock and Leftovers recovery
+
240+ Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Clefable: 208-246 (52.7 - 62.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (Can't switch in)
240+ Atk Pure Power Mega Medicham High Jump Kick vs. 64 HP / 0 Def Mega Altaria: 177-209 (57.6 - 68%) -- guaranteed 2HKO after Stealth Rock
240+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 219-258 (65.5 - 77.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
240+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Clefable: 168-198 (42.6 - 50.2%) -- 41% chance to 2HKO after Stealth Rock and Leftovers recovery
+
240+ Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Clefable: 208-246 (52.7 - 62.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (Can't switch in)
240+ Atk Pure Power Mega Medicham High Jump Kick vs. 64 HP / 0 Def Mega Altaria: 177-209 (57.6 - 68%) -- guaranteed 2HKO after Stealth Rock
240+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 219-258 (65.5 - 77.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
- Zen Headbutt: Awesome secondary STAB for Venu, Dragalge, and Conk. Hits many things very powerfully. Also has a flinch rate which helps.
- Fake Out: FO is essential in the same way it is for Lopunny. It has priority and allows for a safe Mega Evolution. It also helps clean up frail and weakened mons.
- Bullet Punch: Bullet Punch is my second STAB move because I love being able to clean up late game! It's also a nice answer for Diancie and Weavile, two very dangerous mons in the OU meta.

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
A powerhouse if I have ever seen one. Life Orb make the non-StAB moves STAB and the STAB moves even more pwrfl. Teravolt makes Kyu-b a huge threat to Rotom-W and Venu. EVs and Nature are Standard. Has awesome offensive synergy being able to breakthrough Medicham's best checks such as Hippo, Lando-T, and Skarm.
- Ice Beam: STAB coverage move for Grass/Flying/Ground/Dragon Types. LO really boosts it. Neutralizes common threats such as Serp, Venu, Celebi, Torn-T, Hippo, Lando, Glis, and FatChomp.
- Earth Power: Great coverage move. Lets Kyurem beat some of it's checks like Jirachi, SpecZone, Tran, ans Bisharp.
-Fusion Bolt: Another great coverage move. Hits Bulky Waters such as Manaphy, Slowbro/king, Tenta, Azu and Gyara, who otherwise check Kyu really well.
- Roost: Recovery move to help deal with LO recoil.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 48 Def / 216 Spe
Jolly Nature
- Roost
- Knock Off
- Earthquake
- Swords Dance
Gliscor is a pretty cool mon this team! Toxic Orb is essential for healing. EVs provide me with bulk while still letting me hit 309 Speed w/ Jolly Nature. It helps me check various things like Def Lando-T. I may replace this set with the EQ/Taunt/KO/Roost instead of SD, however, SD is very useful. SD Gliscor is so good against Stall once the mon with Unaware is gone. You can SD on virtually anything, not care about being statused, and roost if you happened to get low. Gliscor also performs very well against Sand Offense. It beats T-Tar and Exca, Amoonguss, and other support mons.
- Roost: Recovery.
- Knock Off: KO is essential. I love being able to remove Eviolite from Chansey or Rocky Helmet from Ferro/Skarmy w/o actually damaging myself thanks to poison heal. Definitely helps a lot against Stall and balanced teams.
- Earthquake: STAB.
- Swords Dance: Because I lack atk EVs, SD really helps me pick off some mons after a boost or two which I can usually get without too much hassle.
Now due to their average speed, these mons really only accel against balanced/stall team (with exceptions). The next few Pokemon are here to sort of bridge the gap. They all have access to paralyzing faster mons, some more consistent than others.
Utility Frens:

Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 Spe
Impish Nature
- Thunder Wave
- Waterfall
- Rest
- Sleep Talk
Krakatoa suggested this set when started building. I actually ended up loving. It's an awesome check for a few mons that this team doesn't like such as Talonflame, Weavile, and Pinsir. Lefties gives me some residual recovery. Intimidate helps me check said mons. Def EVs and Impish Nature maximize bulk in the Defense department. Awesome mon. Takes hits, Spreads Para.
- Thunder Wave: T-wave helps we slow down faster threats like Talonflame, Weavile, DD Gyara, DD Altaria, Char X, Lopunny, and MegaGross. After said threats are slowed down, SD Glis, Kyu-B, and Medicham have a fun time with all these mons.
- Waterfall: Pwrfl STAB. Pairs nice with T-wave to create a lesser paraflincher, not intentional as Rachi, but occasionally comes through.
- Rest: Recovery.
- Sleep Talk: Allows me to spread para and do damage while I slumber.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
Rachi is super cool on this squad. Lefties is a nice for residual recover and aids Wish. Serene Grace makes the ParaFlinch possible. If I could, I would replace Iron Head with Fire Punch, but I need to be able to check Fairy Types. Sp. Def Rachi is love. Medicham/Kyu-B hate Steel and Fairy Types so Rachi is an awesome asset to the team. ParaFlinch isn't my favorite technique, but it does work well on this team.
- Iron Head: Slays Fairy Types! Also the flinch in the paraflinch combination.
- Body Slam: The para in ParaFlinch. It really helps me slow down Ground Types as they often switch in to eat up the Iron Head. Slowing mons down is essential to the team.
- Wish: Recovery.
- Protect: Scouts moves and gives me reliable recovery in tandem with Wish.

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave
Zapdos was a nice fit for the team as a defogger! It helps check birdspam, has reliable bulk to take hits and access to discharge for paralyzing things. Lefties for residual gamage along w/ Roost. Pressure really helps, but it isn't as widely noticed especially on BBs. EVs let me maximize my Def, while the 16 help me speed creep just a tad bit. A friend built me this set, so I'm not 100 on the mechanics of the Speed EVs and 0 Atk IVs, but I'll roll
- Discharge: I'm alright with giving up a little power for access to a paralytic secondary effect. STAB, and spreads para.
- Roost: Recovery.
-Defog: Kyu-B and Gyara really hate rocks and half of the team is grounded, so removing hazards really helps out.
- Heat Wave: keeps from getting walled by Ferro and other Steel Types.
Threat List:

Magnezone is a huge theat to the team. Specs variants are worse than Scarfers IMO. Specs Thunderbolt puts in work against Gyara and Zapdos. Flash Cannon beat Kyu-B, Volt Switch gains momentum and it has the ability to trap Jirachi. While Gliscor and Medicham have the ability to deal with it, it is still a threat.

Pony is really hard to deal with it I lose Zapdos. The problem is, I can't check it with Zapdos.
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 0 SpD Zapdos: 292-345 (76 - 89.8%) -- guaranteed 2HKO after Leftovers recovery
So naturally Gyara is my best choice, checking it's STABs, and paralyzing it. It's biggest problem isn't it's speed. It is it's typing plus my priority moves are non-effective.

DD=Win lol. Sub DD is honestly a pain. Several pokes must die to take it down unless I prepare for it ahead of time.

It is very Versatile. Same issues that I have with Magnezone, but Gliscor dies to HP Ice. Luckily, It's non-STAB move don't hit too hard so Kyu-B and Rachi can take it down over time.

Very hard to deal with.
THANKFULLY, most of these mons can't be paired together, due to them being Megas. These are honestly the biggest threats to the squad.
Thanks for viewing Fam! All feedback would be greatly appreciated. This team is really fun to use! I advise you check it out. It is nice to ladder with and p fun to use in tours. Again, I'd love feedback and suggestions as this team needs work!
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave
Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 Spe
Impish Nature
- Thunder Wave
- Waterfall
- Rest
- Sleep Talk
Medicham @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Bullet Punch
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
Venenum (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 48 Def / 216 Spe
Jolly Nature
- Roost
- Knock Off
- Earthquake
- Swords Dance
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave
Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 Spe
Impish Nature
- Thunder Wave
- Waterfall
- Rest
- Sleep Talk
Medicham @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Bullet Punch
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
Venenum (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 48 Def / 216 Spe
Jolly Nature
- Roost
- Knock Off
- Earthquake
- Swords Dance