





Medicham puts out huge damage. Huge damage numbers make me happy. I built around Medicham because I like feeling happy!

MEGACHAN (Medicham-Mega) @ Medichamite
Ability: Pure Power
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Bullet Punch
- Ice Punch
- Fake Out
I'm sure everyone knows what Medicham is capable of. Easily one of the best wallbreakers in the tier right now thanks to its massive attack stat. HJK punches holes through pretty much everything (including Medicham itself >,<). I tested Psycho Cut/Zen Headbutt instead of Bullet Punch, but Fake Out and Bullet Punch together provide a very nice priority 1-2 combo that I don't want to give up. This lets you net revenge kills even with Medicham's lackluster speed stat. Bullet Punch also provides safe damage if the opponent has a Ghost-type they can switch in on HJK; for example it 2HKOs Gengar after rocks on the switch.

KUNG FU PUDGY (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Calm Mind
- Flamethrower
Mega-Sableye is the biggest annoyance to Medicham, so I wanted something to deal with it. Clefable takes care of business while also providing a secondary win condition with Calm Mind. Flamethrower lets Clefable lure in Steel-types not named Heatran on the switch, although I am thinking about experimenting with Thunder Wave, since Medicham obliterates almost everything that it outspeeds.

USA USA USA (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 168 HP / 88 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Heat Wave
- Knock Off
I needed a way to get Medicham in safely; a bulky Volt-turn core seemed like the way to go. Tornadus-T is a pretty amazing pivot, dealing with special attackers that would otherwise run amok, like Gengar, Zard-Y, the Latis, etc. Given EV spread OHKOs Keldeo with Hurricane while retaining enough bulk to repeatedly switch in to threats. Hurricane for STAB, Heat Wave for Steel-types, Knock Off spammed early to get rid of items.

DOUBLE RINSE (Rotom-Wash) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
For the other half of the Volt-turn core, no surprises. It's Rotom-W, just doing Rotom-W things- passing burns, slow-switching into better matchups, checking Talonflame, checking sand, just all around grabbing momentum. Went with the standard set, no reason to reinvent the wheel.

THE INHUMAN TORCH (Heatran) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Taunt
- Stealth Rock
At this point I needed to fill in utility to round out the gaps in the team. Heatran's Steel typing provides much needed resistances for the team- it also absorbs burns and sets up rocks. Lava Plume is the most consistent STAB, and with full SpA investment it hits pretty hard. Earth Power handles opposing Heatrans, and Taunt prevents people from setting up on 'Tran. I tested a more bulky EV set with Leftovers, but Air Balloon relieves pressure from Ground-types and spikes, which felt more valuable.

LIKE A G6 (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Entry hazards are a huge threat to the team, as it switches very often, so I needed a defogger or spinner in the last slot. Latias fit the bill and also offered Healing Wish support, letting me play a bit riskier with Medicham. Its typing gives me a good switch-in to a variety of threats. I passed on Roost in favor of Psyshock since I was likely to sac Latias anyway. Psyshock also provides a more consistent STAB than Draco Meteor and a way of ignoring SpD to counter Calm Mind users. Because I opted for Bullet Punch on Medicham, it's my only Psychic coverage move.
DOUBLE RINSE (Rotom-Wash) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
LIKE A G6 (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
USA USA USA (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 168 HP / 88 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Heat Wave
- Knock Off
KUNG FU PUDGY (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Calm Mind
- Flamethrower
THE INHUMAN TORCH (Heatran) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Taunt
- Stealth Rock
MEGACHAN (Medicham-Mega) @ Medichamite
Ability: Pure Power
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Bullet Punch
- Ice Punch
- Fake Out
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
LIKE A G6 (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
USA USA USA (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 168 HP / 88 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Heat Wave
- Knock Off
KUNG FU PUDGY (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Calm Mind
- Flamethrower
THE INHUMAN TORCH (Heatran) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Taunt
- Stealth Rock
MEGACHAN (Medicham-Mega) @ Medichamite
Ability: Pure Power
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Bullet Punch
- Ice Punch
- Fake Out