Hello Everyone, this is my first RMT so i will try my best to make a good one.
I never really had a successful OU team…until this one:
New Try, New RANK!
Introduction:
Legionem ex Monstris -> Legion of Monsters in Latin
As my Nickname is Latino (I am from Brazil), I chose to give Latin Nicknames for my pokemon, this way it ended up like somewhat a Roman Legion of Gladiators around the Pinky Emperor that Mega-Medicham is.
Well, let's do it:

Team Building:
Imperii Roseo (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
-Ice Punch Fire Punch
- Zen Headbutt
1 - Ok, as you already figured, this team is centered around Mega Medicham. I chose him because he is simply to strong to be countered, dealing considerable amount of damage even if the hit is resisted. I wanted to use the highest Base Power Stabs he had so i could hit things as hard as I could. This left me with just 2 move slots left:
The first choice was Fake Out, while 80 base speed it at best OK, the 100 speed tier is actually pretty nice, so it was a must. It is actually surprising how this priority move is handy on some occasions, sometimes scoring a KO, others guaranteeing a KO that HJK or Zen Headbutt would fail to.
At last the biggest question…Ice or Fire Punch. At first i chose Ice, because it would get clean KOs against Gliscor and Landorus-I (even after Intimidate if we factor Fake Out), and could hit Dragons and Flying types for Great damage. BUT i came to realize a few things:
1 - Both Gliscor and Land-I weren't troublesome for the rest of the team to handle.
2 - both Dragon and Flying mons are already hurt really badly by my other stabs.
3 - Most of them out speed Medicham and I often have to switch out.
So I changed it to Fire Punch, and it helped me GREATLY just because i could take at least 60% from Aegislash in the switch in. Aegislash is in every team and easily resist both my stabs I needed something to hit it…now i have.
Interesting Calcs:
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 232+ Def Skarmory: 204-240 (61 - 71.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham High Jump Kick vs. 4 HP / 0 Def Latios: 213-251 (70.5 - 83.1%) -- guaranteed 2HKO
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 228-268 (54.2 - 63.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 240+ Def Rotom-W: 246-289 (80.9 - 95%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham Zen Headbutt vs. 4 HP / 0 Def Mega Charizard Y: 268-316 (89.9 - 106%) -- 37.5% chance to OHKO
252 Atk Pure Power Mega Medicham Fire Punch vs. 252 HP / 0 Def Aegislash-Shield: 192-228 (59.2 - 70.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Quagsire: 283-334 (71.8 - 84.7%) -- guaranteed 2HKO after Leftovers recovery
Argentum Mantis (Scizor) @ Choice Band
Ability: Technician
EVs: 252 Atk / 44 HP / 212 Spd
Adamant Nature
- U-turn
- Bullet Punch
-Super Power Aerial Ace
- Pursuit
Band Scizor is still awesome! His mission? To trap/scout.
Every one knows how strong is his scouting U-Turn. The fact is that the Speed investment is perfect for my team, allowing it to out speed what it must out speed, yet being conveniently slow so that it can put Medicham in safely. Enough speed to be faster than Max Speed Mawile and Azumarill, also useful against Mandibuzz, Rotom and MegaSaur.
The moves are obvious, expect for Aerial Ace. Super Power was here, but I only used it against Heatran, but as you can notice, Heatran isn't a problem for my team. On the other hand, MegaSaur and Keldeo are very annoying. Choice locked Bullet Punch is bait for Keldeo to switch in, so I manage to get a few surprise KO's with this one. Also, MegaSaur thinks it can take a U-Turn and Synthesis after it, or HP fire me first.
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Mega Venusaur: 202-238 (55.4 - 65.3%) -- guaranteed 2HKO
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 252 HP / 0 Def Mega Venusaur: 272-320 (74.7 - 87.9%) -- guaranteed 2HKO
Serpentem Mira (Milotic) @ Leftovers
Ability: Marvel Scale
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Dragon Tail
- Haze
Milotic is what sometimes saves me from complete destruction, the combination of HAZE and DRAGON TAIL maybe too much, but they have beautiful synergy, if the set up Pokemon uses Taunt, I go for D-Tail, if it uses Sub, I go for Haze.
As I don't use him for offense, no need to use a stronger stab, the occasional burns from Scald are more useful.
This guy is particularly useful against Mega-Gyarados, Clefable, BellyDrum Azumarill (Haze). He is also my last hope against a +1 DD Zard-X (Haze/D-tail).
He can also take hits from Excadrill, T-Tar and Landorus (both forms) and strike back.
Other than that, I don't really mind being PRZ or BRN cause of Marvel Scale.
Well last but not least, I don't really need to say this but it stops BP chains.
Venenum Scorpionem (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 216 Spd / 48 Def / 244 HP
Jolly Nature
- Taunt
- Knock Off
- Earthquake
- U-turn
I simply love this guy. Nowadays people often choose Land-I as their Flying/Ground pokemon, and even if they choose Gliscor, it is the Defensive Tank variation. This "tailor made" Gliscor is absolutely fantastic. It is my WallBreaker. WTF you may ask, you have MegaCham for Gods sake! Ok I see your point. But this guy has fast Taunt that completely shuts many Defensive pokemons: Hippodown, Chansey, Mandibuzz, Gliscor, Deoxys-D, Skarm, Land-I, and many others. After I Taunt something I just use Knock Off so i can cripple whatever is switching in or U-Turn to the appropriate pokemon.
It still is kinda bulky, but don't expect him to resist hit as its other variant do.
With Knock Off in his arsenal, he takes many Gengars that think they will be Immune to either Toxic or Earthaquake.
His speed is so he can be faster than max investment 90 based pokemons, and usefully that out speeds 100 neutral based pokemons.
Magna Tonitrua (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spd
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave
Zapdos duty is to Defog right? WRONG! He is here to counter…well, you know who.
Talon and Pinsir are HUGE threats to any team, mine is not an exception. this guy can take hits and KO back.
2 of my pokemon resist Rocks, Gliscor and Milotic don't mind them either, zapdos is actually the only pokemon that is weak to rocks on my team…YET i must admit Defog is useful sometimes, it helps Zap to come in again and if the opponent have Spikes and/or Sticky Web it clears it too. Anyway, most times i don't even use it cause either the opponent is going to have to use Defog himself or becauseI just don't hunk it will benefit me more that damaging the opposing Defog Counter pokemon.
I've been wanting to use HP Ice instead of Heatwave, but I still think Heatwave is the best option here as HP ice is weak.
Amphibian Siccitatis (Seismitoad) (F) @ Leftovers
Ability: Water Absorb
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Stealth Rock
- Protect
- Ice Punch
- Earthquake
One might ask: What this Ugly (Specially Defensive?) Frog is doing in a OU RMT. Well, some of you might've noticed my team is incredible weak against Electric pokemons (Thundy and Manectric) and this guy completely shuts them, taking pitiful damage from even a +2 HP Ice, (let's be honest, no one uses G-Knot anymore). But why not Unaware Quagsire? I need the Water Absorb to handle Specs Keldeo, Graninja and Crocune. So you should go for Gastrodon!! Yeah that was my first option, but Gastrodon doesn't learn Rocks and I really need them, leaving me with this guy.
I must admit i was "joking" when I first tried her, but she is surprisingly bulky on the special side factoring the Protect+Lefties recovery! avoiding even the 2HKO from Life Orb Latios, and became my #1 Aegislash Counter!
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Seismitoad: 138-163 (33.3 - 39.3%) -- guaranteed 3HKO
Situation:
I switch in taking 36% damage, Aegislash uses Kings Shield to avoid KO from Earthquake, I use Rocks, he uses Shadow Ball while I Protect, he uses K-Shield or flee way.
This is what normally happens, and i get away with rocks and almost full HP.
This means S-Rocks+Protect+Earthquake are mandatory, leaving 1 spot open. First I chose Rock Slide to hit Talon and Pinsir for great damage while still hitting Thundy hard, later a tried Ice Punch, cause it hits more stuff for Super Effective damage and is particularly useful against Landorus and Garchomp, putting then in range for a Fake Out/Bullet Punch KO.
MAIN THREATS
MegaSaur
Other than Medicham and Aerial Ace, nothing can hurt it. I must wear it down with predicted U-Turns and keep making him switch to get Rocks damage. Some well timed Taunts are really useful too.
The HP fire variation is the one that gives me most trouble.
MegaZard
Both forms give me a lot of trouble, but as both are never Max speed i can normally get them killed with Medicham.
Zard-X - if it sets up I must sacrifice Milotic to Haze/D-tail so that Medicham can Revenge kill later.
Zard-Y - If I don't get the match up with Medicham, I must stall the sun out with Milotic+Seismitoad (Protect)+Scizor switching on predicted Solarbeams and Fireblasts until sun is out.
Garchomp
Only the Swords Dance + Outrage gives me trouble…but it is very dangerous
BandNite
This guy popularity has raised and it is very dangerous. It often takes down one pokemon before I can kill it.
Greninja
Greninja is so dangerous because of its various possible movesets, normally I switch Scizor in against a predicted Ice Beam and Pursuit while it flees afraid of B-Punch. If that fails i must Life Orb damage stall him until Fake Out can kill it.
-----------------------------------------
OTHER THREATS
Deoxys-S
The Life Orb version can sweep me in the late game if Scizor is out.
Diggersby
Good thing this guy is rarely used in OU, cause he is a pain… just too strong… If my team is already damaged it can sweep.
Rotom-W
I don't really have trouble against this guy, but it can often get something burnt.
Kyurem-B
Same problem as Greninja, but more predictable. I normally bait the Ice Beam and resist it with Scizor then B-Punch or U-Turn. Rocks help a lot.
Wishing Fairies
They give me some trouble…because what normally happens is it wishes when i switch in Scizor and Protect or Switch to something Scizor can't kill, restoring a lot of HP.
------------------------------
Well PLZ help me!! I really wish to be in the Top10!
There must be something I can do because I won't admit #18 is the limit for this team!!
Thanks in Advance =]
I never really had a successful OU team…until this one:
New Try, New RANK!
Introduction:
Legionem ex Monstris -> Legion of Monsters in Latin
As my Nickname is Latino (I am from Brazil), I chose to give Latin Nicknames for my pokemon, this way it ended up like somewhat a Roman Legion of Gladiators around the Pinky Emperor that Mega-Medicham is.
Well, let's do it:






Team Building:
Imperii Roseo (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Fake Out- High Jump Kick
-
- Zen Headbutt
1 - Ok, as you already figured, this team is centered around Mega Medicham. I chose him because he is simply to strong to be countered, dealing considerable amount of damage even if the hit is resisted. I wanted to use the highest Base Power Stabs he had so i could hit things as hard as I could. This left me with just 2 move slots left:
The first choice was Fake Out, while 80 base speed it at best OK, the 100 speed tier is actually pretty nice, so it was a must. It is actually surprising how this priority move is handy on some occasions, sometimes scoring a KO, others guaranteeing a KO that HJK or Zen Headbutt would fail to.
At last the biggest question…Ice or Fire Punch. At first i chose Ice, because it would get clean KOs against Gliscor and Landorus-I (even after Intimidate if we factor Fake Out), and could hit Dragons and Flying types for Great damage. BUT i came to realize a few things:
1 - Both Gliscor and Land-I weren't troublesome for the rest of the team to handle.
2 - both Dragon and Flying mons are already hurt really badly by my other stabs.
3 - Most of them out speed Medicham and I often have to switch out.
So I changed it to Fire Punch, and it helped me GREATLY just because i could take at least 60% from Aegislash in the switch in. Aegislash is in every team and easily resist both my stabs I needed something to hit it…now i have.
Interesting Calcs:
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 232+ Def Skarmory: 204-240 (61 - 71.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham High Jump Kick vs. 4 HP / 0 Def Latios: 213-251 (70.5 - 83.1%) -- guaranteed 2HKO
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 228-268 (54.2 - 63.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 240+ Def Rotom-W: 246-289 (80.9 - 95%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham Zen Headbutt vs. 4 HP / 0 Def Mega Charizard Y: 268-316 (89.9 - 106%) -- 37.5% chance to OHKO
252 Atk Pure Power Mega Medicham Fire Punch vs. 252 HP / 0 Def Aegislash-Shield: 192-228 (59.2 - 70.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Quagsire: 283-334 (71.8 - 84.7%) -- guaranteed 2HKO after Leftovers recovery
Argentum Mantis (Scizor) @ Choice Band
Ability: Technician
EVs: 252 Atk / 44 HP / 212 Spd
Adamant Nature
- U-turn
- Bullet Punch
-
- Pursuit
Band Scizor is still awesome! His mission? To trap/scout.
Every one knows how strong is his scouting U-Turn. The fact is that the Speed investment is perfect for my team, allowing it to out speed what it must out speed, yet being conveniently slow so that it can put Medicham in safely. Enough speed to be faster than Max Speed Mawile and Azumarill, also useful against Mandibuzz, Rotom and MegaSaur.
The moves are obvious, expect for Aerial Ace. Super Power was here, but I only used it against Heatran, but as you can notice, Heatran isn't a problem for my team. On the other hand, MegaSaur and Keldeo are very annoying. Choice locked Bullet Punch is bait for Keldeo to switch in, so I manage to get a few surprise KO's with this one. Also, MegaSaur thinks it can take a U-Turn and Synthesis after it, or HP fire me first.
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Mega Venusaur: 202-238 (55.4 - 65.3%) -- guaranteed 2HKO
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 252 HP / 0 Def Mega Venusaur: 272-320 (74.7 - 87.9%) -- guaranteed 2HKO
Serpentem Mira (Milotic) @ Leftovers
Ability: Marvel Scale
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Dragon Tail
- Haze
Milotic is what sometimes saves me from complete destruction, the combination of HAZE and DRAGON TAIL maybe too much, but they have beautiful synergy, if the set up Pokemon uses Taunt, I go for D-Tail, if it uses Sub, I go for Haze.
As I don't use him for offense, no need to use a stronger stab, the occasional burns from Scald are more useful.
This guy is particularly useful against Mega-Gyarados, Clefable, BellyDrum Azumarill (Haze). He is also my last hope against a +1 DD Zard-X (Haze/D-tail).
He can also take hits from Excadrill, T-Tar and Landorus (both forms) and strike back.
Other than that, I don't really mind being PRZ or BRN cause of Marvel Scale.
Well last but not least, I don't really need to say this but it stops BP chains.
Venenum Scorpionem (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 216 Spd / 48 Def / 244 HP
Jolly Nature
- Taunt
- Knock Off
- Earthquake
- U-turn
I simply love this guy. Nowadays people often choose Land-I as their Flying/Ground pokemon, and even if they choose Gliscor, it is the Defensive Tank variation. This "tailor made" Gliscor is absolutely fantastic. It is my WallBreaker. WTF you may ask, you have MegaCham for Gods sake! Ok I see your point. But this guy has fast Taunt that completely shuts many Defensive pokemons: Hippodown, Chansey, Mandibuzz, Gliscor, Deoxys-D, Skarm, Land-I, and many others. After I Taunt something I just use Knock Off so i can cripple whatever is switching in or U-Turn to the appropriate pokemon.
It still is kinda bulky, but don't expect him to resist hit as its other variant do.
With Knock Off in his arsenal, he takes many Gengars that think they will be Immune to either Toxic or Earthaquake.
His speed is so he can be faster than max investment 90 based pokemons, and usefully that out speeds 100 neutral based pokemons.
Magna Tonitrua (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spd
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave
Zapdos duty is to Defog right? WRONG! He is here to counter…well, you know who.
Talon and Pinsir are HUGE threats to any team, mine is not an exception. this guy can take hits and KO back.
2 of my pokemon resist Rocks, Gliscor and Milotic don't mind them either, zapdos is actually the only pokemon that is weak to rocks on my team…YET i must admit Defog is useful sometimes, it helps Zap to come in again and if the opponent have Spikes and/or Sticky Web it clears it too. Anyway, most times i don't even use it cause either the opponent is going to have to use Defog himself or becauseI just don't hunk it will benefit me more that damaging the opposing Defog Counter pokemon.
I've been wanting to use HP Ice instead of Heatwave, but I still think Heatwave is the best option here as HP ice is weak.
Amphibian Siccitatis (Seismitoad) (F) @ Leftovers
Ability: Water Absorb
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Stealth Rock
- Protect
- Ice Punch
- Earthquake
One might ask: What this Ugly (Specially Defensive?) Frog is doing in a OU RMT. Well, some of you might've noticed my team is incredible weak against Electric pokemons (Thundy and Manectric) and this guy completely shuts them, taking pitiful damage from even a +2 HP Ice, (let's be honest, no one uses G-Knot anymore). But why not Unaware Quagsire? I need the Water Absorb to handle Specs Keldeo, Graninja and Crocune. So you should go for Gastrodon!! Yeah that was my first option, but Gastrodon doesn't learn Rocks and I really need them, leaving me with this guy.
I must admit i was "joking" when I first tried her, but she is surprisingly bulky on the special side factoring the Protect+Lefties recovery! avoiding even the 2HKO from Life Orb Latios, and became my #1 Aegislash Counter!
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Seismitoad: 138-163 (33.3 - 39.3%) -- guaranteed 3HKO
Situation:
I switch in taking 36% damage, Aegislash uses Kings Shield to avoid KO from Earthquake, I use Rocks, he uses Shadow Ball while I Protect, he uses K-Shield or flee way.
This is what normally happens, and i get away with rocks and almost full HP.
This means S-Rocks+Protect+Earthquake are mandatory, leaving 1 spot open. First I chose Rock Slide to hit Talon and Pinsir for great damage while still hitting Thundy hard, later a tried Ice Punch, cause it hits more stuff for Super Effective damage and is particularly useful against Landorus and Garchomp, putting then in range for a Fake Out/Bullet Punch KO.
MAIN THREATS
MegaSaur
Other than Medicham and Aerial Ace, nothing can hurt it. I must wear it down with predicted U-Turns and keep making him switch to get Rocks damage. Some well timed Taunts are really useful too.
The HP fire variation is the one that gives me most trouble.
MegaZard
Both forms give me a lot of trouble, but as both are never Max speed i can normally get them killed with Medicham.
Zard-X - if it sets up I must sacrifice Milotic to Haze/D-tail so that Medicham can Revenge kill later.
Zard-Y - If I don't get the match up with Medicham, I must stall the sun out with Milotic+Seismitoad (Protect)+Scizor switching on predicted Solarbeams and Fireblasts until sun is out.
Garchomp
Only the Swords Dance + Outrage gives me trouble…but it is very dangerous
BandNite
This guy popularity has raised and it is very dangerous. It often takes down one pokemon before I can kill it.
Greninja
Greninja is so dangerous because of its various possible movesets, normally I switch Scizor in against a predicted Ice Beam and Pursuit while it flees afraid of B-Punch. If that fails i must Life Orb damage stall him until Fake Out can kill it.
-----------------------------------------
OTHER THREATS
Deoxys-S
The Life Orb version can sweep me in the late game if Scizor is out.
Diggersby
Good thing this guy is rarely used in OU, cause he is a pain… just too strong… If my team is already damaged it can sweep.
Rotom-W
I don't really have trouble against this guy, but it can often get something burnt.
Kyurem-B
Same problem as Greninja, but more predictable. I normally bait the Ice Beam and resist it with Scizor then B-Punch or U-Turn. Rocks help a lot.
Wishing Fairies
They give me some trouble…because what normally happens is it wishes when i switch in Scizor and Protect or Switch to something Scizor can't kill, restoring a lot of HP.
------------------------------
Well PLZ help me!! I really wish to be in the Top10!
There must be something I can do because I won't admit #18 is the limit for this team!!
Thanks in Advance =]
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