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SM OU Koko Medicham

landorus-therian.png
mew.png
medicham-mega.png
tapu koko.png
heatran.png
tangrowth.png

Introduction

Hey everyone, this is my first RMT. I wanted to build around a core I had seen- Koko + Medicham. This core allows medicham to break through things that would usually be able to take its attacks, such as Mew and deal a decent chunk to Sableye. I added Mew and Tangrowth to form a defensive core, and added scarf Landorus for a little more speed.​
[Edit]: Koko doesn't seem to load, so keep that in mind.


The Team

landorus-therian.png

! (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stone Edge
- Earthquake
- U-turn
- Hidden Power [Ice]
Landorus adds a little more speed. being able to outspeed and deal 95% to Greninja is really nice,
as it weakens it severely. I have a naive nature to be able to 2hit KO standard defensive Landorus with HP ice. Stone edge because Pinsir is a problem for the team if Koko's gone.​

mew.png

Mew @ Leftovers
Ability: Synchronize
EVs: 128 HP / 196 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Ice Beam
- Will-O-Wisp
- Roost
I chose Mew as it's bulky and able to sponge a lot of physical hits. I went with enough speed to outspeed Jolly Landorus and burn it or do a lot with ice beam. Pretty standard set moveslot wise; defog + recovery move.​

medicham-mega.png

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Punch
- Ice Punch
- Bullet Punch
- High Jump Kick
Medicham is one of the main breakers on my team. Being able to muscle through a lot of its checks with electric terrain boosted thunder punch is really nice. Ice punch is necessary to hit Landorus, and high jump kick is my stab move. I went with bullet punch as I found that fake out wasn't really too necessary on this team, and bullet punch gives me something to hit faster weakened pokemon with that I don't only have one shot at.​

tapu koko.png

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam
I went with specs Koko on this team to give this team a strong special option. Thunderbolt and volt switch are really nice together, being able to pivot out to preserve momentum as well as sweep late game with thunderbolt.​
Hp ice is necessary for Landorus, and even kills offensive Landorus from full. Dazzling gleam is a nice saftey vs. pokemon like greninja, as if they switch into their ground type, you lose a lot of momentum.


heatran.png

Heatran @ Leftovers
Ability: Flash Fire
EVs: 204 HP / 64 SpD / 240 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Toxic / Taunt
- Earth Power
Heatran is my rocker on this team, as well as trapping pokemon like Clefable and removing them,
which would otherwise be a nuisance to the team. Earth power is necessary to hit other Heatran as well as toxapex.​
Toxic is an option to further cripple defensive pokemon like chansey once they're trapped. The speed is enough to outspeed bulu, which I found to be a threat to the team.​

tangrowth.png

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Earthquake
- Knock Off
- Hidden Power [Fire] / Hidden Power [Ice]
Tangrowth provides a specially defensive wall that helps the team's weakness to Greninja. Mew and Tangrowth can be sufficient to wall most special and physical attacks. I have earthquake to deal a chunk to Heatran upon switch in. Knock off is a safe play to remove items like specs from Greninja, leftovers from Mew, and assault vests from opposing tangrowth. Hp fire is used to hit scizor and ferrothorn, although hp ice can be used to hit Landorus and Zygarde.​

Conclusion

This team can be used to effectively beat many standard builds, especially bulkier teams. If Tangrowth is removed, scarf Keldeo is a pretty big issue, however. Stall has a harder time vs. this team as koko + medicham can break through stall nicely, aside from Clefable. Heatran what I use to deal with Clefable, trapping it and killing it. Taunt can be ran to stop Clefable from healing. Mew serves as a blanket to take hits and hit back. Played well, this team can muscle through many commonly used playstyles.​

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stone Edge
- Earthquake
- U-turn
- Hidden Power [Flying]

Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 128 HP / 196 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Ice Beam
- Will-O-Wisp
- Roost

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

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam

Heatran @ Leftovers
Ability: Flash Fire
EVs: 204 HP / 64 SpD / 240 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Toxic / Taunt
- Earth Power

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Earthquake
- Knock Off
- Hidden Power [Fire] / Hidden Power [Ice]
 
Hey Buddy! Good team you bring here, however I see some issues here: your team have a really hard time dealing with stall, also, if for some reason you lose Heatran, then your team is walled to no end by VenuPexSteela cores, because you lack Psychic STAB in M-Medicham. Also, I see a weakness to Volcarona and M-Charizard Y, since both of them carry moves to take on Heatran (HP Ground the former/Focus Blast the latter), potentially KOing it with previous chip.
In order to fix this issues, I suggest try this changes:

1.- Your team haven't a Z-Crystal user, so I suggest you Z-Wild Charge Tapu Koko. This change allows you deal more easily with stall, luring in Chansey and KO it with Wild Charge + Gigavolt Havoc. This set have U-Turn, so you don't miss the momentum provided by Volt Switch. HP Ice still 2HKO Chomp/Zyg/Lando-T and Taunt to deal better with stall and status moves, or, Roost to heal up Wild Charge recoil, but I don't see it necessary, since the most common move you'll clicking would be U-turn.

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- Hidden Power Ice
- Taunt/Roost
- U-turn

2.- Replace Bullet Punch in M-Medicham's set by Zen Headbutt. This change allows you to deal with the core I said previously ripping through M-Venusaur and Toxapex.

3.- I would Replace Mew for Mantine. Heatran/Mantine have really good sinergy and really helps with your Greninja/Keldeo matchup as well as the Volcarona/Zard Y weakness I mentioned before , walling Ash-Ninja as well as any Keldeo set lacking HP Electric, also, it provides you Defog support, and it take away some pressure from Tangrowth in the Rain Matchup. Toxic is good for some predicted switch-in for things like Tangrowth/Rotom-W or Latios; Haze allows you to deal with sweepers who carry Sub such as Zygarde, SubCM Keldeo, or Gyarados. This change lets you preserve your Scarf Lando-T, who is unable to revenge kill Volcarona at +1 for example.

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 136 Def / 124 SpD
Calm Nature
- Roost
- Scald
- Toxic/Haze
- Defog

4.- Then, I would use a deffensive Tangrowth instead of AV, since you have Mantine covering the special side. They have really good sinergy and cover each weaknesses really well.

Tangrowth @ Rocky Helmet/Leftovers
Ability: Regenerator
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sleep Powder
- Hidden Power Ice/ Hidden Power Fire

5.- Since You're ussing Heatran as your rocker and Trapper, I would use more offensive set. This set really benefits from the deffensive Answers Lando-T and Koko lures in such as Tangrowth, M-Venusaur, Ferrothorn, Skarm/Celes in Lando-T's case, allowing you set up SR or get a heavy hit in the incoming Pokémon. Air Balloon is good to take advantage from things like Choice Locked Garchomp, Lando-T or Excadrill, while Power Herb should be used with Solar Beam.

Heatran @ Air Balloon/Power Herb/Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt/HP Ice/Solar Beam
- Stealth Rock

I can't insert a importable because I'm from cell phone, but latter I would put one :)
Good luck!
 
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