ORAS OU Medicham and friends

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

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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.

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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.

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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.

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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.

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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.

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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
 
Hey epiz, your build is pretty solid, but I feel like come set changes can be made to improve its offensive capabilities so you can fare better against bulkier builds.

I don't really think you need Assault Vest on Tornadus-T at all honestly since you have Clefable to check (Mega) Alakazam and the Latis, Heatran to check Serperior, plus a Keldeo check in Latias. Because of this I think you should run Life Orb > Assault Vest on Tornadus-T, and run Superpower > Knock Off and Taunt > U-Turn. This set allows you to beat common checks to Tornadus-T like SpDef Skarmory, Tyranitar, and Heatran, as well as a ton of common balance cores like M-Venusuar + Heatran, Heatran + Ferrothorn, and Tyranitar + Skarmory + bulky Ground type. This set is very hard for teams that don't have Rotom-W or Zapdos to handle, and since you have both Clefable and Latias, you always will have something to fall back on against teams that do carry them. You could opt to run U-Turn > Taunt if you want to keep your VoltTurn core of Tornadus-T and Rotom-W, but this makes Clefable and Chansey be capable of either Life Orb stalling you or potentially be able to neuter you with Thunder Wave.

With Rotom-W being able to burn Ferrothorn to put it on a timer, you having Heat Wave Tornadus-T, Heatran, and a M-Medicham, I don't think you really need Flamethrower on Clefable. M-Scizor is also checked by Rotom-W and Heatran very well, so I think you should run Thunder Wave > Flamethrower on Clefable to grant your team with speed control. I also think you should run Zen Headbutt > Bullet Punch on M-Medicham since otherwise physically defensive Clefable and M-Venusaur can check you. Since you have Rotom-W for Weavile and Clefable (and potentially Heatran) for M-Diancie, Bullet Punch honestly isn't really needed, whereas Ice Punch still has utility in helping you beat Gliscor which can be really annoying for this team to deal with since it can potentially stall Rotom-W out of Hydro Pumps. I also recommend you run Jolly Nature > Adamant on M-Medicham since Base 100s are very common in the tier and being able to force a speed tie can be beneficial in certain situations.

I honestly feel like Air Balloon Heatran is a pretty lackluster set since you put yourself on a timer to hazards for the sake of being able to stay in on Ground types that you can't break, bar Excadrill, for one turn (assuming you're not running Hidden Power Ice). Seeing as though this is your main check to Volcarona, Charizard-X, and Serperior, you should run Leftovers > Air Balloon on Heatran to grant it more longevity, and also run Toxic > Earth Power since this allows you to break SpDef Talonflame (which can potentially stall Rotom-W out of Hydro Pumps) and Volcarona much more reliably while also catching Slowbro switch-ins to support M-Medicham in breaking it. Like I said before, this is your main way of breaking stuff like Volcarona and Clefable, and also acts as your Gengar check in place of Assault Vest Tornadus-T, so I'd say to run Max HP > Max SpA on Heatran since this helps grant you even more staying power while still maintaining the speed needed to help check Bisharp and Swords Dance + 3 Attacks M-Scizor.

Lastly, I feel like Latias really doesn't seem necessary for this team since Clefable already checks Thundurus, Healing Wish support doesn't seem exceptionally helpful, and only really Heatran (and sort of M-Medicham) cares about hazards. I think you should run Calm Mind Latios > Latias since this provides you with a great wallbreaker when paired with Life Orb Tornadus-T. Tornadus-T beats Tyranitar, Skarmory, and Heatran that annoy Latios, and Latios can then set up and potentially clean through teams. It also forms a nice Calm Mind core with Clefable since it beats Calm Mind users it struggles with like Slowbro, Suicune, and Manaphy.

MEGACHAN (Medicham-Mega) @ Medichamite
Ability: Pure Power
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch

USA USA USA (Tornadus-Therian) @ Life Orb
Ability: Regenerator
Shiny: Yes
EVs: 72 Atk / 184 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- Superpower
- Taunt

KUNG FU PUDGY (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Thunder Wave
- Soft-Boiled

THE INHUMAN TORCH (Heatran) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Lava Plume
- Stealth Rock
- Toxic

LIKE A G6 (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Calm Mind
- Recover

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
Hope i was able to help!
 
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