SM OU Gengar/Medicham Offense -- Need Team Help!

THE TEAM
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I wanted to build a team with Gengar in it, and eventually came up with this team. I feel as if may of the parts of the team are there, but in execution it always seems like there's something missing or I'm using the wrong mons. I've come here to ask for any advice on what I could do to change/fix this team. Now to the RMT-

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

I really wanted to use Gengar, not just because he's my favorite mon, but also because there is a SEVERE lack of ghost resists in the tier. Additionally, only a few Pokemon resist the Ghost/Poison dual stab and therefore very few can switch in (even TTar is scared to switch in out of fear of prediction Focus). Gengar's role is generally to chip/eliminate many threats to pave way for Kyurem or Medicham to kill. Gengar can be used early game to weaken threats such as Lando-T, Ferro, Clefable, etc. and can also be used as a revenge killer with its handy Scarf. I originally used the Ghostium Z set, but I realized I needed some form of speed control on the team and Gengar was the perfect fit, as it can come in and even OHKO threats like Mega Zam, non scarf Lele, Blace, Medicham, etc. Trick is to cripple setup sweepers and fat blobs like Chansey.

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Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Hidden Power [Fire]
- Iron Head​


Next is Ass Vest Magearna. I knew immediately that I wanted some form of Volt-Turn to compliment the "wearing down" aspect, and let my other Pokemon such as Gengar, Kyurem, and Medicham in to wreak havok. Magearna is also used to switch into threats such as Scarf Lele, Ash Gren, ghost types, and beat Pokemon like Clefable. HP Fire is for Ferrothorn and Scizor, who are both problems to this team; however, they get worn out easily especially after hazards/volt-turn/prediction moves.

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn​

The legend himself, Lando-T. Landorus compliments the slow Volt-Turn with Magearna, allowing the same Pokemon I mentioned before come in. Stealth Rock is SO important and helpful to almost every Pokemon on this team to wear down (I say that too much) the opposing team as a lot of my Pokemon cause switches. It also helps somewhat neuter threats like the Mega Zards and Pinsir that can break the team. Lastly, Lando the role of switching into physical attackers and Ground types to scare them out to get a free U-Turn.

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Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Freeze Shock
- Fusion Bolt
- Ice Beam
- Earth Power
Kyurem Black is a PERFECT compliment to the mons above, as it greatly appreciates being Volt-Turned into and can scare out many Pokemon while also doing a shit ton of damage with Z Freeze Shock. Gengar wears down steel and Fairy types that might give Kyurem some problems as well. Subzero hits SO MANY Pokemon and can OHKO threats like M-Venu, Chansey, or anything really. Bolt/Beam/Ground coverage is also very useful and hits a wide range of the OU tier.

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Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Moonblast
- Scald
- Taunt​

I realized I needed a Defogger to get rid of scary Spikes and Rocks that wittle the team down. Fini was a good fit for me, as it checks most of the spikers/rockers in the tier. Fini also serves as the resident bulky water type with Scald, and switches into Ash Gren and Heatran pretty easily as well. Misty Terrain also helps since Kyurem and Medicham HATE being statused.

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Medicham @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt​

Medicham is the wallbreaker and main offensive mon on the team. Fake Out in particular is very useful for wearing opponents down and dual stab + ice punch coverage smacks many teams around.

Threatlist

  • Magearna
    • Certain Magearna sets are hard to play against and opposing Assault Vest Magearna switches into Gengar/Kyurem/my own Magearna with ease. The only pokemon that can do good damage against it is Landorus, and he can't tank a lot of hits from it regardless.
  • Kartana
    • Kartana shreds through this team. I can play around him, though, but it is difficult. Although, Scarf Gar outspeeds all types of Kartana and can revenge kill it.
  • Steels in general
    • Pokemon like Ferrothorn and Scizor have to be played around, and the team becomes over reliant on Lando switch ins and Fini scald burns, which both Pokemon get worn down quickly.
  • Rain
    • I have no Swampert switch ins; the combination of Swampert + a Hurricane mon can shred tear through the team. I have to become overreaction on Scald burns and Fini gets worn down easily. Additionally, my best move to hit Pelliper is Volt Switch on Magearna, while no other mon on the team can deal with him/get rid of rain easily.
With all that being said, is there anything I should change, or any moves I should add?
 
Heyo, Dumb Broski here to give some suggestions for changes you can make to make this team even better. I'll be splitting it into 2 parts: Major Changes, where entire Mons or Sets can be changed and Minor Changes, where Moves, Items, and Stat Distributions can be changed.

Major Changes:
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Choice Scarf Gengar to Taunt Life Orb Gengar
In my opinion, Taunt Gengar is best Gengar in OU, as it can shut down a lot of defensive builds and harass offensive ones. The rest of the changes will cater to this one, so stay tuned to see that.

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Defensive Landorus-T to Scarfed Landorus-T
Both because Landorus-T already naturally checks physical Pokemon and because the team still needs speed control, I decided that Scarf Lando is a solid choice for the team.

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Tapu Fini to Tapu Koko
There are three main reasons why I feel as though Koko is a better fit for this team than Fini. Firstly, Tapu Koko helps mend the Rain weakness. Secondly, It boosts Kyurem's Fusion Bolt and (upcoming) Medicham's Thunder Punch. Lastly, Fini doesn't really fit onto an offensive build like this one, unless it's Scarfed or Calm mind, which it's not.

Minor Changes:
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Ice Punch to Thunder Punch
This change is both due to because Kyurem is already a disgustingly powerful ice type that I don't think the team warrants more ice coverage Tapu Koko supports Thunder Punch.

(Other Minor Changes are made within the Major Changes, such as move )

Conclusion:
This team had a very solid foundation, so there were not a lot of changes to be made, but I do think the ones that were make this team even better. Yes, the team still retains some of the previous weaknesses, such as the mild discomfort to Magearna, but that's the flavor of this team. It retains its uniqueness, and I didn't want to pull away from that. Keep momentum, and stay frosty. Chao! •-•

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Wow thank you! I was just wondering, how would I lay hazards since Stealth Rock on Scarf Lando isn't really a great idea

Also do you think Ghostium Z or Life Orb is better on Gengar?
 
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Wow thank you! I was just wondering, how would I lay hazards since Stealth Rock on Scarf Lando isn't really a great idea

Also do you think Ghostium Z or Life Orb is better on Gengar?
If you do want rocks, I would reccoment just sticking with the original Lando build, for that one is pretty solid. If that's the case, I would also recommend replacing Roost on Tapu Koko with Defog.

Also, I think that just in general, Life Orb is better on Gengar, but if you don't have another Z-Move, go for Ghostium Z.
 
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