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Medicham [GP 2/2]

Take a note that if you run Lefties, you basically force Medicham to run Adamant to make up for the massive Drop in damage output.

Also, after dismantling a Baton Pass team (which usually wreck my teams =p) by being able to Sub up on Smeargle trying to Spore me, I've finally been convinced that Jolly is the better nature for the set.

Also what does Drain Punch provide that Recover doesn't that makes it worth a Slash rather than just a mention? What does it provide over Sub?
 
Well it's really there as an option for people who don't like how sub eventually kills you. The recoil really does add up, and although you may think it's worth it, someone else might want their medicham to be a bit more durable. It's also notable that you still have to predict against protect users and ghosts from behind a sub. If you have drain punch you just use it, no real risk involved. Still powerful enough a lot of the time, and very good for finishing off weakened stuff.
 
The main draw of the non-Scarfed set is gaining a power boost in exchange for Speed, not simply the freedom to change moves, imo. Items like Wide Lens and Leftovers would make this set hitting weaker than the Scarf set, which is unfortunate. These items are only worth an AC mention.

Slashing Drain Punch with Substitute makes the set look messier, but it does bring up a good point that Medicham can afford to pack 2 Fighting STABs, and it also makes Black Belt more relevant as an alternative item. If you are satisfied with its performance, keep it slashed.

Hmm, I think this analysis is ready?

QC Approved (1/3)

EDIT: Could the non-choiced set possibly pull off a LO SubSplit set like Gengar??? I think that is worth investigating.

EDIT: UltiMario, how can Medicham kill 5 Pokemon at 25% health? I assume Wish support? Isn't it difficult to switch in Medicham to receive those Wishes?
 
I dunno.

The risk involved with using Drain Punch is you're a below-average speed Pokemon with fairly bad defenses without a substitute up in front of you.

If durability is a factor, Wish support should be mentioned above all else. I've used 75% HP worth of Substitutes and KO'd 5 Pokemon in the same round thanks to it, of which tends to include Latios, which is impossible to get rid of without serious prediction otherwise.

I understand Sub LO tends to make people uncomfortable with how fast they're dying (which is why it's such a rare strategy) but honestly that's by far the most efficient way for the set to function. I don't think detracting from a set's capabilities just to make people more comfortable with it likely isn't the way to go at this.
 
Thanks for the stamp Pocket.

I don't know about LO subsplit. Apart from anything else, you have to give up an attacking move, leaving you walled by a number of things. It has to compete for a slot with drain punch, which has a similar effect. Still, if you think it's worth testing, it's worth testing.

Supporting Medicham with wish is really difficult, as you have to switch medicham in to heal up. Maybe something like a wish + (slow) U-turn Jirachi could do it, but I don't think it's worth it. SpD Jirachi has been performing well as a teammate though, even though I have yet to succesfully pass a Wish to a weakened Medicham. I might add it as a partner if I could work out why.
 
Jirachi is able to spread paralysis, check Reuniclus, Gengar, weaken Skarm with Thunder, and get Medicham in safely with U-turn. In return, Medicham smacks around pretty much every Pokemon that gives Jirachi problems. Even without Wish (dunno why anyone wouldn't run Wish on Jirachi, but w/e), Jirachi is a superb teammate for Medicham.

On a related note, I'm starting to grow fond of Medicham + Mienshao. They form a pretty effective tag team duo (U-turn + Baton Pass sounds pretty cool, too, but I've yet to try it) -- and as a bonus, Mienshao can violate Jellicent with Grass Knot.
 
Thanks Chillarmy; that really should've been obvious lol.

And yes, pairing Medicham with another fighting type such as Terrakion or Mienshao is an effective strategy. I'll put that in there.

LO + Subsplit update: I don't think it's going to get more than an AC mention. You're just too badly walled by Jellicent for me; it renders Medicham almost completely useless, unless you crit and freeze them (I was lucky and froze two!). A Psychic move (or thunderpunch) is pretty much mandatory in my opinion. The healing was occasionally useful, but no more so than the healing from drain punch.
 
I tried out Sub + Black Belt Medicham, and while obvious problems exist with residual damage (a reason why I chose BB or Life Orb) and faster Pokemon, it's served me pretty well against a large variety of teams and Pokemon, especially those over-reliant on physically-defensive Skarmory and Gliscor. Medicham also has a fair chance of breaking through Multiscale Dragonite without Stealth Rock, which is pretty nice.

Fv0Om.gif

QC Approved [3/3]
 
Thanks for the stamp. I'll get to writing this as soon as I can (probably Monday, if not earlier).
 
[Overview]

<p>At first glance, one may simply dismissight not think much of Medicham, with itho has poor base stats and a ridiculous appearance. But to boot. However, it would seem, that pink pantaloons are not merely a source of ridicule, but also the source of Pure Power. Taking its ability into account, Medicham has the highest Attack stat in the game, with the exception of behind only Deoxys-A, letting it pack a mean punch. This is backed up by a workable 80 base 80 Speed, allowing Medichamwhich allows it to outrun the unboosted metagame with a Choice Scarf, and pretty much all defensive Pokemon without. On top of this, Medicham has access to Hi Jump Kick, a stupidly powerful move; Medicham's Hi Jump Kick that is the second -most powerful non-suicidal move you're likely to see, being trumped only by Darmanitan. T's Flare Blitz.</p>

<p>On the other hand, t
he less that is said about Medicham's defenses though, the better. Medicham is not quite in Dugtrio or Sharpedo territory—for reference, it can take a Choice Band Scizor's Bullet Punch – but this is not exactly. However, this is not much of an achievement. G; getting Medicham safely into battle mawill likely be a challenge.</p>

<p>One
Another major concern for Medicham is the competition with other f faces from Fighting-types such as Mienshao and Terrakion, both of whichom possess significantly better stats, besides Attack. ar Attack.</p>

<p>
Notably, Medicham has access to Psychic STAB; though neither Zen Headbutt nor Psycho Cut has good Base Power, they provide Medicham wiboth are reliable attack, and hitnd do decent damage to Pokemon such as Tentacruel hard. Without these moves, Medicham is extremely vulnerable to Ghost-types and the move Protect, each of which will cause 50% recoil when using Hi Jump Kick. At least Medicham <i>has</i> a secondary STABit to take Hi Jump Kick recoil. More importantly, Medicham has access to Ice Punch, ThunderPunch, and Trick, letting itwhich let it easily take out Gliscor easily and cripple defensive Pokemon. Overall, this means that Medicham has very few if any safe switch-ins. Make sure not to underestimate the power of Hi Jump Kick.</p

[SET]
name: Choice Scarf
move 1: Hi Jump Kick
move 2: Ice Punch
move 3: Psycho Cut / Zen Headbutt
move 4: Trick / ThunderPunch
item: Choice Scarf
ability: Pure Power <DW ABILITY IS RELEASED>
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Given Medicham's already outrageous power and average Speed, a Choice Scarf set seems entirely obvious, lettingas the boost lets Medicham outrun the vast majority of Pokemon in the OU metagame. However, Medicham achieves more than your typical sChoice Scarf user; it can not only play a revenge killing role, but also break through most walls, and even sweep late in the game under the right conditions. Largely, this ispull off a late-game sweep under the right conditions. This is largely due to the sheer power of Hi Jump Kick. A; a 130 Base Power move coming from an effective base Attack stat of 169 is no laughing matter. For example, with it, Adamant Medicham can 2HKO Skarmory and OHKO 112 HP Rotom-W. This is almost as powerful as a super effective Psycho Cut, so clearly this is the move you'll want to use as soon as it is safe to do so. <physically or specially defensive?> Skarmory and OHKO 112/0 <or "standard"?> Rotom-W. As a neutral Hi Jump Kick is almost as powerful as a super effective Psycho Cut, it will likely be Medicham's most-used move.</p>

<p>
Unfortunately, Ghost-types and the move Protect will both cause Hi Jump Kick to miss and Medicham to receive 50%huge recoil, so another STAB attack can often prove useful. Psycho Cut and Zen Headbutt mayight have low Base Power, but they provide Medicham with a less risky move for revenge killing weakened threats, also hittingnd also lets it hit Poison-types, such as Gengar and Tentacruel, super effectively. The choice between Psycho Cut and Zen Headbutt is a little tricky: Psycho Cut is generally preferred, as the main purpose of Medicham's Psychic STAB is to reliably kill weakened opponents. Zen Headbutt's chance to miss is not appreciated, as it leaves Medicham with only Ice Punch as an accurate move, but it is significantly more powerful than a resisted Hi Jump Kick, and has a very handy flinch chance.</p>

<p>
Ice Punch is Medicham's main coverage move, as it hitsdoes super effective damage to a number of Pokemon that resist Hi Jump Kick super effectively;. For example, it OHKOes Dragonite, Landorus, and Latios after Stealth Rock damage, and easily 2HKOes Gliscor. Trick provides a very good option for the last slot, differentiating Medicham from other Fighting-types by allowing it to cripple the likes of Jellicent, Reuniclus, Mew, and Slowbro. Alsodditionally, if the Choice Scarf is proving inconvenient (for example, if the opponent has a Ghost-type or is spamming Protect), it can be removed. and foisted onto an opponent. Alternatively, ThunderPunch allows Medicham to 2HKO Jellicent and OHKO Gyarados, but notably will falls short of a 2HKO on Slowbro.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread for this set is very simple; Attack is maximized, as is Speed, since for power, and Speed is too as this is required to Speed tie with +1 Dragonite of the same nature as Medichama similar nature. The choice of nature is much more difficult; as previously mentioned, Medicham can act as a wallbreaker and a sweeper, as well as a revenge killer. ForDue to this, the extra power provided by Adamant is greatly appreciated, giving you a guaranteedas it secures the OHKO on 4/0 Latios with Ice Punch after Stealth Rock, athe 2HKO on Skarmory and Forretress, and a potential OHKO on Choice Band Scizor after Stealth Rock. However, with Jolly Medicham can outrun and revenge kill Jolteon, Adamant +1 Dragonite, Modest Choice Scarf Rotom-W, and Timid Choice Scarf Heatran and revenge kill any of them. So g. Generally, a Jolly nature is preferred if Medicham is intendedyou intend for Medicham to be more of a revenge killer rather than a sweeper. WithIf running a Jolly nature, you can also consider changeing the EV Sspread to 48 HP / 252 Atk / 208 Spe in orderto give Medicham a little more bulk while maintaining the ability to outrun Modest Choice Scarf Rotom-W, giving you a little more bulk.</p>.

<p>Medicham is also somewhat flexible as far as moves are concerned. The choice between Psycho Cut and Zen Headbutt is a little tricky; Psycho Cut is generally preferred as this set uses its Psychic STAB to reliably kill weakened opponents. Zen Headbutt's chance to miss is not appreciated, leaving only Ice Punch as an accurate move, but it is significantly more powerful than a resisted Hi Jump Kick, and has a very handy flinch chance. In terms of alternative moves, Baton Pass can also be used over Trick to scout the opponent's switch-in and maintain momentum. This is very useful if trying to trap a Ghost-type with Pursuit.</p>

<p>Ghost-types will always be the main threat to Medicham, as their mere presence prevents it fromThe main threat to Medicham is always going to be Ghost-types, as they prevent the freely usinge of Hi Jump Kick. Medicham merely by being present on the opposing team. You might be able to beat some of them one-on-onewith Medicham, but they are still best removed by Medicham's teammates, specifically. Pursuit trappers such as Tyranitar and Choice Band Scizor. Protect users are also are therefore strongly recommended. The second most annoying thing for Medicham to face, but t is Protect users, which strip 50% of Medicham's health if it uses Hi Jump Kick, and allows an appropriate switch to a resistant Pokemon otherwise. There is little you can do about this besides being wary of common Protect users, such as Jirachi, Blissey, Vaporeon, Gliscor, Politoed, and Tentacruel. In additionBesides Pursuit trappers, you mightay want to pair Medicham with another Fighting-type, such as Mienshao or Terrakion, to overwhelm the opponent's Fighting -resistsant Pokemon. Mienshao can notably has U-turn to helpget Medicham switch in safely with U-turn, and can 2HKO Jellicent with Grass Knot. Other than this, you'll want to providesupport Medicham with Stealth Rock support, as many of the Pokemon that resistant to Hi Jump Kick will take 25% damage from it <does it secure any xhkos, specifically? also, suggest stealth rock users>.</p>

[SET]
name: Non-Choice
move 1: Hi Jump Kick
move 2: Ice Punch
move 3: Zen Headbutt / Psycho Cut
move 4: Substitute / Drain Punch
item: Life Orb / Black Belt
ability: Pure Power
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe


[SET COMMENTS]

<p>Though it mayight be tempting to putequip Medicham with a cChoice item on Medicham, the power and flexibility provided by other items can be extremely useful. Instead of a revenge killer, Medicham becomes a potent wallbreaker and destroyer of defensive teams <stallbreaker?>. Medicham also becomes much less vulnerable to Ghosts, Gliscor, and Protect users. In fact, if played correctly, Medicham can actually take advantage of Protect by using Substitute; this move also helps to ease prediction for Medicham, and can be used, which can ease prediction in addition to blocking status move coming Medicham's ways. However, the damage from Substitute, Life Orb, and potentially Hi Jump Kick recoil will build up tremendously fastrapidly, so you mayight wish to consider another option. Drain Punch over Substitute providesprovides Medicham with a reliable STAB move withthat also has a useful secondary effect, preventing Medicham from being worn down. This is anIt is a particularly excellent move to use against opponents whichthat spam Protect <why?>, and is good for finishing off weakened Pokemon. Black Belt is a viable alternative item, providing a boost to Hi Jump Kick comparable to that of Life Orb without causing recoil. This also lets Medicham convincingly bluff a choice item before surprising the opponent. </p>

<p>
Ice Punch is a required move, giving as it has a good chance to OHKO 252/184+ Gliscor, as well as guaranteednd secures the OHKOs on 4/0 Salamence, Latios, and Landorus, ands well as Dragonite after Stealth Rock damage. Zen Headbutt orand Psycho Cut gives Medicham a reliableare both reliable secondary STAB attack,s that also hitting Tentacruel, Gengar, Fighting-types, Gengar, and Jellicent harder than theMedicham's other moves do. Psycho Cut is noticeably weaker and doesn't cause flinches, but alsolacks a handy flinch chance, but doesn’t miss either. Still, a miss is not the end of the world when behind the safety of a Substitute, which increases the viability of Zen Headbutt.</p>

<p>Overall, this set is extremely potent, but it does have a tendency to fall flat on its face occasionally. I; it's not the most consistent Pokemon ever. Medicham will often prove useful against more defensive teams, especially those whichthat underestimate its power. Offensive teams, on the other hand, can present trouble; n. Nonetheless, Medicham should be able to attain a KO every time it gets in safely. Another issue worth bearing in mind is that an intelligent opponent can often wear Medicham down with smart switches, especially if they have a gGhost, which is worth bearing in mind-type. Therefore, Medicham requires much more prediction than your typical Substitute user, especially if running Life Orb. You should also think carefully as to whether the much weaker Mienshao might make a better choice thanks to better Speed and Regenerator, which gives it much better durability. Still,give careful thought as to whether Mienshao might make a better choice. Although it is much weaker, Mienshao packs better Speed and durability, the latter thanks to its Regenerator ability. Still, rest assured that almost nothing can toumatch Medicham's sheer power.</p>

[ADDITIONAL COMMENTS]

<p>Choosing tThe EV spread is not difficult.; Attack and Speed are maximized so that Medicham can hit as hard and as fast as possible. Medicham's defenses are rather poor anyway, and as such are best ignored. A Jolly nature allows Medicham to outrun Adamant Dragonite, Mamoswine, and Lucario, as well as Modest Rotom-W and Timid Heatran; in each case a Jolly nature is, which in all cases will make the difference between life and death. The additional Speed granted by Jolly will give Medicham considerably more utility against offensive teams, against which it might otherwise might struggle due to its weak defenses. However, the power drop will prove significant at times, including missing the chance to OHKO offensive Dragonitesuch as against offensive Dragonite, who will never be OHKOed through Multiscale. If you choose to use an item other thanforgo Life Orb, an Adamant nature also becomes more favourable. <why?></p>

<p>Speaking of items, Black Belt is a viable alternative to Life Orb, as the boost it provides to Hi Jump Kick is comparable to that of Life Orb, and it doesn't cause recoil. Additionally, it lets Medicham convincingly bluff a Choice item and quite possibly surprise the opponent. Other options include Wide Lens, Expert Belt, and Leftovers, but all leave Medicham's Hi Jump Kick too weak. If not using Substitute, Life Orb will usually prove the best option.</p>

<p>A number of moves can be used instead of Substitute or Drain Punch. ThunderPunch is useful for hitting OHKOing Gyarados and Starmie, and 2HKOing Slowbro if also running an Adamant nature and a Life Orb. Recover allows Medicham to take advantage of a free turn, for example from a switch or an opposing Protect, making Medicham much more durable. Bulk Up could also helpis another way to take advantage of free turns, but Medicham will probably be easily revenge killed <give a common attack that KOes at +1, or unless you mean special moves, in which case state so>. A priority move, such as Fake Out or Bullet Punch, is also possiviable, but remember that Psycho Cut is illegal with Bullet Punch. You can also replace yourMedicham can even elect to forgo its Psychic STAB if you want, but Jellicent and Tentacruel maywill prove very problematic if you alsoit lacks ThunderPunch. If they are not present on the opposing team, running both Substitute and Drain Punch can be very effective, as the HP lost to Life Orb and Substitute can be recovered. As for the item choice, other options include Wide Lens, Expert Belt, and Leftovers, but all leave Medicham's Hi Jump Kick too weak. If not using Substitute, Life Orb will usually prove the best option. </p>

<p>This set has some trouble with Ghosts, though admittedly not nearly as much as the choice set
as well. If one isn't concerned about Jellicent and Tentacruel, running both Substitute and Drain Punch can be very effective, as the latter move allows Medicham to recover HP lost to Life Orb and Substitute.</p>

<p>This set has some trouble with Ghosts, but not as much as its Choice counterpart does
. Medicham can muscle its way past most of them, but they still prevent theit from freely use ofing Hi Jump Kick. Unfortunately, Tyranitar is a poor partner since Sandstorm just tips theas the sandstorm it summons just tips Medicham's residual damage problem over the edge, but other Pursuit users, such as Choice Band Scizor and specially defensive Metagross, can help trap Ghosts- and Psychic-types. Stallbreaker Mew and Sableye can both prove problematic for this set, so a reliable switch-in to them, such as Heatran or Volcarona, makes a good partner. Finally, specially defensive Jirachi makes an excellent partner forpairs well with Medicham, as it is able to spread paralysis with Thunder Wave, Body Slam, and Thunder, as well asnd also checkings Gengar and Reuniclus. Wish and U-turn can make switching Medicham in ratherFurthermore, its access to U-turn can help Medicham switch in even more easierly, and with Wish, it can even heal a weakened Medicham if you can get it in safely. This does a lot forAll in all, the support Jirachi provides does a lot to mitigate Medicham's issues with its average Speed, rapid wearing downtendency to take large amounts of residual damage, and inability to switch in safely.</p>

[Other Options]

<p>As far as alternative sets go, the most obvious is a Choice Band. T one consisting of Hi Jump Kick, Ice Punch, and two of Drain Punch, ThunderPunch, and Bullet Punch, but this is a lot less flexible than and often inferior to the non-cChoice set, leaving. As the opponent able to sacrifice something beforewill often simply sacrifice one of their weakened or less useful Pokemon to forcinge Medicham back out;, the extra attack is often just overkill. Still, the set would be Hi Jump Kick, Ice Punch, and two of Drain Punch, ThunderPunch and Bullet Punch. additional power is often just overkill.</p>

<p>
A number of other moves could occasionally prove useful: Double -Edge hits Psychic-types harder than any of Medicham's other moves do, but thisit is a bad move to be locked into <why?>, and the recoil iLife Orb set does not appreciated on the Life Orb setrecoil. Fire Punch allows Medicham to OHKO Scizor and Forretress (assumingafter Sturdy is broken), but these Pokemon arewill already takinge a ton from Hi Jump Kick. Rock Slide is useful against Volcarona and Flying-types, but usually a Psychic-type move or Ice Punch is more effective in general. Foresight allows Medicham to hit Ghosts with Hi Jump Kick, but you can KO most in the required two turns anyway. Pain Split can be used on a set with Life Orb an Substitute to provide longevity and damage opponents, but Medicham's coverage is sacrificed.most can be 2HKOed by Medicham's other moves. Pain Split can be used on a set with Substitute and Life Orb to provide longevity and damage opponents, but this requires Medicham to sacrifice coverage. Either Accupressure andor Bulk Up can be used to set up on opponents that spam Protect, but Medicham's average Speed leaves it too vulnerable to being revenge killinged.</p>

[Checks and Counters]

<p>Directly countering Medicham can prove extremely difficult, due to its phenomenal power and decent coverage. However, there are still a couple of ways to deal with Medicham effectively. First and foremost, we hav are Ghost-types; the mere presence of an opposing Ghost will hamper Medicham significantly, by preventing it from using Hi Jump Kick freely. However, most gGhosts are not themselves perfect counters; Gengar is OHKOed by a Psychic-type move or a Life Orb Ice Punch, Jellicent falls to ThunderPunch or a Life Orb Zen Headbutt, and many other defensive ghosts, such as Sableye, Dusclops, and Cofagrigus, absolutely hate Trick. Psychic-types cannot hinder Medicham purely by existing, but are often great switch-ins. Slowbro, Sstallbreaker Mew, and Calm Mind Reuniclus can usually counter Medicham if they avoid Trick., while Gyarados can also wall any variant lacking ThunderPunch. There are also lots of Pokemon which can take two sMoreover, several bulky Pokemon are not 2HKOed by Choice Scarf Hi Jump Kicks,; examples includinge Dragonite, bulky Volcarona, Gliscor, Celebi, and Intimidate Salamence. </p>

<p>
Finally, the move Protect is also an effective check to Medicham, as it punishes Medicham for using Hi Jump Kick. ThisProtect is very effective against the Choice set, but it is less so against the other set, as itnon-Choice variants, which can take advantage of the free turn with Substitute.</p>

gpstamp


GP APPROVED 1/2

[Overview]

<p>At first glance, one might not think much of Medicham, who has poor base stats and a ridiculous appearance to boot. However, it would seem that pink pantaloons are not merely a source of ridicule, but also the source of Pure Power. Taking its ability into account, Medicham has the highest Attack stat in the game behind only Deoxys-A, letting it pack a mean punch. This is backed up by a workable base 80 Speed, which allows it to outrun the unboosted metagame with a Choice Scarf, and pretty much all defensive Pokemon without. On top of this, Medicham has access to Hi Jump Kick, a stupidly powerful move that is the second-most powerful non-suicidal move you're likely to see, being trumped only by Darmanitan's Flare Blitz.</p>

<p>On the other hand, the less that said about Medicham's defenses, the better. Medicham is not quite in Dugtrio or Sharpedo territory—for reference, it can take a Choice Band Scizor's Bullet Punch. However, this is not much of an achievement; getting Medicham safely into battle will likely be a challenge. Another major concern for Medicham is the competition it faces from Fighting-types such as Mienshao and Terrakion, both of whom possess significantly better stats bar Attack.</p>

<p>Notably, Medicham has access to Psychic STAB; though neither Zen Headbutt nor Psycho Cut has good Base Power, both are reliable and do decent damage to Pokemon such as Tentacruel. Without these moves, Medicham is extremely vulnerable to Ghost-types and the move Protect, which will cause it to take Hi Jump Kick recoil. More importantly, Medicham has access to Ice Punch, ThunderPunch, and Trick, which let it easily take out Gliscor and cripple defensive Pokemon. Overall, Medicham has very few—if any—safe switch-ins. Make sure not to underestimate the power of Hi Jump Kick.</p

[SET]
name: Choice Scarf
move 1: Hi Jump Kick
move 2: Ice Punch
move 3: Psycho Cut / Zen Headbutt
move 4: Trick / ThunderPunch
item: Choice Scarf
ability: Pure Power
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Given Medicham's already outrageous power and average Speed, a Choice Scarf set seems entirely obvious, as the boost lets Medicham outrun the vast majority of Pokemon in the OU metagame. However, Medicham achieves more than your typical Choice Scarf user; it can not only play a revenge killing role, but also break through most walls, and even pull off a late-game sweep under the right conditions. This is largely due to the sheer power of Hi Jump Kick; a 130 Base Power move coming from an effective base Attack stat of 169 is no laughing matter. For example, with it, Adamant Medicham can 2HKO <physically or specially defensive?> Skarmory and OHKO 112/0 <or "standard"?> Rotom-W. As a neutral Hi Jump Kick is almost as powerful as a super effective Psycho Cut, it will likely be Medicham's most-used move.</p>

<p>Unfortunately, Ghost-types and the move Protect will both cause Hi Jump Kick to miss and Medicham to receive huge recoil, so another STAB attack can often prove useful. Psycho Cut and Zen Headbutt might have low Base Power, but they provide Medicham with a less risky move for revenge killing weakened threats, and also lets it hit Poison-types, such as Gengar and Tentacruel, super effectively. The choice between Psycho Cut and Zen Headbutt is a little tricky: Psycho Cut is generally preferred, as the main purpose of Medicham's Psychic STAB is to reliably kill weakened opponents. Zen Headbutt's chance to miss is not appreciated, as it leaves Medicham with only Ice Punch as an accurate move, but it is significantly more powerful than a resisted Hi Jump Kick, and has a very handy flinch chance.</p>

<p>Ice Punch is Medicham's main coverage move, as it does super effective damage to a number of Pokemon that resist Hi Jump Kick. For example, it OHKOes Dragonite, Landorus, and Latios after Stealth Rock damage, and easily 2HKOes Gliscor. Trick provides a very good option for the last slot, differentiating Medicham from other Fighting-types by allowing it to cripple the likes of Jellicent, Reuniclus, Mew, and Slowbro. Additionally, if the Choice Scarf is proving inconvenient (for example, if the opponent has a Ghost-type or is spamming Protect), it can be removed and foisted onto an opponent. Alternatively, ThunderPunch allows Medicham to 2HKO Jellicent and OHKO Gyarados, but notably falls short of a 2HKO on Slowbro.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread for this set is very simple; Attack is maximized for power, and Speed is too as this is required to Speed tie with +1 Dragonite of a similar nature. The choice of nature is much more difficult; as previously mentioned, Medicham can act as a wallbreaker and a sweeper, as well as a revenge killer. Due to this, the extra power provided by Adamant is greatly appreciated, as it secures the OHKO on 4/0 Latios with Ice Punch after Stealth Rock, the 2HKO on Skarmory and Forretress, and a potential OHKO on Choice Band Scizor after Stealth Rock. However, Jolly Medicham can outrun and revenge kill Jolteon, Adamant +1 Dragonite, Modest Choice Scarf Rotom-W, and Timid Choice Scarf Heatran. Generally, a Jolly nature is preferred if you intend for Medicham to be more of a revenge killer than a sweeper. If running a Jolly nature, you can also consider changing the EV spread to 48 HP / 252 Atk / 208 Spe to give Medicham a little more bulk while maintaining the ability to outrun Modest Choice Scarf Rotom-W. In terms of alternative moves, Baton Pass can be used over Trick to scout the opponent's switch-in and maintain momentum. This is very useful if trying to trap a Ghost-type with Pursuit.</p>

<p>Ghost-types will always be the main threat to Medicham, as their mere presence prevents it from freely using Hi Jump Kick. Medicham might be able to beat some of them one-on-one, but they are still best removed by Medicham's teammates, specifically Pursuit trappers such as Tyranitar and Choice Band Scizor. Protect users are also annoying for Medicham to face, but there is little you can do about this besides being wary of common Protect users, such as Jirachi, Blissey, Vaporeon, Gliscor, Politoed, and Tentacruel. In addition, you might want to pair Medicham with another Fighting-type, such as Mienshao or Terrakion, to overwhelm the opponent's Fighting resists. Mienshao notably has U-turn to help Medicham switch in safely, and can 2HKO Jellicent with Grass Knot. Other than this, you'll want to provide Medicham with Stealth Rock support, as many of the Pokemon that resist Hi Jump Kick will take 25% damage from it <does it secure any xhkos, specifically? also, suggest stealth rock users>.</p>

[SET]
name: Non-Choice
move 1: Hi Jump Kick
move 2: Ice Punch
move 3: Zen Headbutt / Psycho Cut
move 4: Substitute / Drain Punch
item: Life Orb / Black Belt
ability: Pure Power
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Though it might be tempting to equip Medicham with a Choice item, the power and flexibility provided by other items can be extremely useful. Instead of a revenge killer, Medicham becomes a potent wallbreaker and destroyer of defensive teams <stallbreaker?>. Medicham also becomes much less vulnerable to Ghosts, Gliscor, and Protect users. In fact, if played correctly, Medicham can actually take advantage of Protect by using Substitute, which can ease prediction in addition to blocking status moves. However, the damage from Substitute, Life Orb, and potential Hi Jump Kick recoil will build up rapidly, so you might wish to consider another option. Drain Punch provides Medicham with a reliable STAB move that also has a useful secondary effect, preventing Medicham from being worn down. It is a particularly excellent move to use against opponents that spam Protect <why?>, and is good for finishing off weakened Pokemon.</p>

<p>Ice Punch is a required move as it has a good chance to OHKO 252/184+ Gliscor, and secures the OHKO on 4/0 Salamence, Latios, and Landorus, as well as Dragonite after Stealth Rock damage. Zen Headbutt and Psycho Cut are both reliable secondary STAB attacks that also hit Tentacruel, Fighting-types, Gengar, and Jellicent harder than Medicham's other moves do. Psycho Cut is noticeably weaker and lacks a handy flinch chance, but doesn’t miss either. Still, a miss is not the end of the world when behind the safety of a Substitute, which increases the viability of Zen Headbutt.</p>

<p>Overall, this set is extremely potent, but it does have a tendency to fall flat on its face occasionally; it's not the most consistent Pokemon ever. Medicham will often prove useful against more defensive teams, especially those that underestimate its power. Offensive teams, on the other hand, can present trouble. Nonetheless, Medicham should be able to attain a KO every time it gets in safely. Another issue worth bearing in mind is that an intelligent opponent can often wear Medicham down with smart switches, especially if they have a Ghost-type. Therefore, Medicham requires much more prediction than your typical Substitute user, especially if running Life Orb. You should also give careful thought as to whether Mienshao might make a better choice. Although it is much weaker, Mienshao packs better Speed and durability, the latter thanks to its Regenerator ability. Still, rest assured that almost nothing can match Medicham's sheer power.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is not difficult; Attack and Speed are maximized so that Medicham can hit as hard and as fast as possible. Medicham's defenses are rather poor anyway, and as such are best ignored. A Jolly nature allows Medicham to outrun Adamant Dragonite, Mamoswine, and Lucario, as well as Modest Rotom-W and Timid Heatran, which in all cases will make the difference between life and death. The additional Speed granted by Jolly will give Medicham considerably more utility against offensive teams, against which it might otherwise struggle due to its weak defenses. However, the power drop will prove significant at times, such as against offensive Dragonite, who will never be OHKOed through Multiscale. If you choose to forgo Life Orb, an Adamant nature also becomes more favorable <why?></p>
<paragraph break optional tbh>
<p>Speaking of items, Black Belt is a viable alternative to Life Orb, as the boost it provides to Hi Jump Kick is comparable to that of Life Orb, and it doesn't cause recoil. Additionally, it lets Medicham convincingly bluff a Choice item and quite possibly surprise the opponent. Other options include Wide Lens, Expert Belt, and Leftovers, but all leave Medicham's Hi Jump Kick too weak. If not using Substitute, Life Orb will usually prove the best option.</p>

<p>A number of moves can be used instead of Substitute or Drain Punch. ThunderPunch is useful for OHKOing Gyarados and Starmie, and 2HKOing Slowbro if also running an Adamant nature and a Life Orb. Recover allows Medicham to take advantage of a free turn, for example from a switch or an opposing Protect, making Medicham much more durable. Bulk Up is another way to take advantage of free turns, but Medicham will probably be easily revenge killed <give a common attack that KOes at +1, or unless you mean special moves, in which case state so>. A priority move, such as Fake Out or Bullet Punch, is also viable, but remember that Psycho Cut is illegal with Bullet Punch. Medicham can even elect to forgo its Psychic STAB, but Jellicent and Tentacruel will prove very problematic if it lacks ThunderPunch as well. If one isn't concerned about Jellicent and Tentacruel, running both Substitute and Drain Punch can be very effective, as the latter move allows Medicham to recover HP lost to Life Orb and Substitute.</p>

<p>This set has some trouble with Ghosts, but not as much as its Choice counterpart does. Medicham can muscle its way past most of them, but they still prevent it from freely using Hi Jump Kick. Unfortunately, Tyranitar is a poor partner as the sandstorm it summons just tips Medicham's residual damage problem over the edge, but other Pursuit users, such as Choice Band Scizor and specially defensive Metagross, can help trap Ghost- and Psychic-types. Stallbreaker Mew and Sableye can both prove problematic for this set, so a reliable switch-in to them, such as Heatran or Volcarona, makes a good partner. Finally, specially defensive Jirachi pairs well with Medicham, as it is able to spread paralysis with Thunder Wave, Body Slam, and Thunder, and also checks Gengar and Reuniclus. Furthermore, its access to U-turn can help Medicham switch in even more easily, and with Wish, it can even heal a weakened Medicham if you can get it in safely. All in all, the support Jirachi provides does a lot to mitigate Medicham's issues with its average Speed, tendency to take large amounts of residual damage, and inability to switch in safely.</p>

[Other Options]

<p>As far as alternative sets go, the most obvious is a Choice Band one consisting of Hi Jump Kick, Ice Punch, and two of Drain Punch, ThunderPunch, and Bullet Punch, but this is a lot less flexible than and often inferior to the non-Choice set. As the opponent will often simply sacrifice one of their weakened or less useful Pokemon to force Medicham back out, the additional power is often just overkill.</p>

<p>A number of other moves could occasionally prove useful: Double-Edge hits Psychic-types harder than any of Medicham's other moves do, but it is a bad move to be locked into <why?>, and the Life Orb set does not appreciate the recoil. Fire Punch allows Medicham to OHKO Scizor and Forretress after Sturdy is broken, but these Pokemon will already take a ton from Hi Jump Kick. Rock Slide is useful against Volcarona and Flying-types, but a Psychic-type move or Ice Punch is more effective in general. Foresight allows Medicham to hit Ghosts with Hi Jump Kick, but most can be 2HKOed by Medicham's other moves. Pain Split can be used on a set with Substitute and Life Orb to provide longevity and damage opponents, but this requires Medicham to sacrifice coverage. Either Acupressure or Bulk Up can be used to set up on opponents that spam Protect, but Medicham's average Speed leaves it too vulnerable to being revenge killed.</p>

<paragraph break can go anywhere else you deem suitable - for example, if you can make a distinction between actually viable moves and complete gimmicks in this section?>

[Checks and Counters]

<p>Directly countering Medicham can prove extremely difficult, due to its phenomenal power and decent coverage. However, there are still a couple of ways to deal with Medicham effectively. First and foremost are Ghost-types; the mere presence of an opposing Ghost will hamper Medicham significantly by preventing it from using Hi Jump Kick freely. However, most Ghosts are not themselves perfect counters; Gengar is OHKOed by a Psychic-type move or Life Orb Ice Punch, Jellicent falls to ThunderPunch or Life Orb Zen Headbutt, and many other defensive ghosts, such as Sableye, Dusclops, and Cofagrigus, absolutely hate Trick. Psychic-types cannot hinder Medicham purely by existing, but are often great switch-ins. Slowbro, stallbreaker Mew, and Calm Mind Reuniclus can usually counter Medicham if they avoid Trick, while Gyarados can wall any variant lacking ThunderPunch. Moreover, several bulky Pokemon are not 2HKOed by Choice Scarf Hi Jump Kick; examples include Dragonite, bulky Volcarona, Gliscor, Celebi, and Intimidate Salamence.</p>

<p>Finally, the move Protect is also an effective check to Medicham, as it punishes Medicham for using Hi Jump Kick. Protect is very effective against the Choice set, but it is less so against non-Choice variants, which can take advantage of the free turn with Substitute.</p>

ETA: apologies again jc104!! thanks so much for taking the time to get back to me on this. X:
 
That's a really shocking number of changes sirndpt, so many that I'm really not sure I can accept them all. I know that I understand the English language (and Pokemon) pretty well, and most of those changes seem pretty unnecessary to say the least. So basically I'm going to reject the stamp and simply make the changes I feel are appropriate.

If you're happy with it after I've done this, then you can stamp it again.

edit: ok made some changes. Your changes seemed more reasonable towards the end (my writing deteriorates lol).

edit2: Discussed on irc. Some more changes made. This can now be considered GP 1/2.
 
Even though it's somewhat obvious, maybe there should be a clear mention that Substitute allows you to dispatch faster Pokemon that (if you use Drain Punch or another option) would otherwise stop the set in its tracks (without insane prediction)?
 
strut on a line, it's discord and rhyme.
GP 2/2
contrib_gp.png

[Overview]
<p>At first glance, one may simply dismiss Medicham, with its poor base stats and ridiculous appearance. But, it would seem, pink pantaloons are not merely a source of ridicule, but also the source of Pure Power. Taking its ability into account, Medicham has the highest Attack stat in the game, with the exception of Deoxys-A, letting it pack a mean punch. This is backed up by a workable base 80 Speed, which allows Medicham to outrun the unboosted metagame with a Choice Scarf and pretty much all defensive Pokemon without. On top of this, Medicham has access to Hi Jump Kick, a stupidly powerful move; Medicham's Hi Jump Kick is the second most powerful non-suicidal move you're likely to see, trumped only by Darmanitan's Flare Blitz.</p>

<p>The less that is said about Medicham's defenses though, the better. Medicham is not quite in Dugtrio or Sharpedo territory—it can take a Choice Band Scizor Bullet Punch, but this is not exactly an achievement. Getting Medicham safely into battle may be a challenge. Another major concern for Medicham is competition from other Fighting-types such as Mienshao and Terrakion; both possess significantly better stats excluding Attack. Notably, Medicham has access to Psychic STAB; though neither Zen Headbutt nor Psycho Cut has good Base Power, both are reliable and hit Pokemon such as Tentacruel hard. Without these moves, Medicham is extremely vulnerable to Ghosts and the move Protect, each of which will cause 50% recoil when using Hi Jump Kick. At least Medicham <em>has</em> a secondary STAB. More importantly, Medicham has access to Ice Punch, ThunderPunch and Trick, letting it take out Gliscor easily and cripple defensive Pokemon. Overall, this means that Medicham has very few, if any, safe switch-ins. Make sure not to underestimate the power of Hi Jump Kick.</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick
move 2: Ice Punch
move 3: Psycho Cut / Zen Headbutt
move 4: Trick / ThunderPunch
item: Choice Scarf
ability: Pure Power
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Given Medicham's already outrageous power and average Speed, a Choice Scarf set seems entirely obvious, letting Medicham outrun the vast majority of Pokemon in the OU metagame. However, Medicham achieves more than your typical Choice Scarf user; it can not only play a revenge killing role, but also break through most walls, and even sweep late in the game under the right conditions. Largely, this is due to the sheer power of Hi Jump Kick; a 130 Base Power move coming from an effective base Attack stat of 169 is no laughing matter. For example, Adamant Medicham can 2HKO Skarmory and OHKO 112/0 Rotom-W. Hi Jump Kick is almost as powerful as a super effective Psycho Cut, so you'll want to be spamming it as soon as it is safe to do so. Unfortunately, Ghost-types and the move Protect will both cause Medicham to receive 50% recoil, so another STAB attack can often prove useful. In this regard, Psycho Cut and Zen Headbutt are great options; they might have low Base Power, but they provide a less risky move for revenge killing weakened threats, and hit Poison-types, such as Gengar and Tentacruel, super effectively. The choice between the two is a little tricky; Psycho Cut is generally preferred as this set uses its Psychic STAB to reliably kill weakened opponents. Zen Headbutt's chance to miss is not appreciated, leaving only Ice Punch as an accurate move, but it is significantly more powerful than a resisted Hi Jump Kick, and has a very handy flinch chance. </p>

<p>Ice Punch is Medicham's main coverage move, as it deals super effective damage to a number of Pokemon that resist Hi Jump Kick; it OHKOes Dragonite, Landorus, and Latios after Stealth Rock damage, and easily 2HKOes Gliscor. Trick provides a very good option for the last slot, differentiating Medicham from other Fighting-types by allowing it to cripple the likes of Jellicent, Reuniclus, Mew, and Slowbro. Also, if the Choice Scarf is proving inconvenient (for example, if the opponent has a Ghost-type or is spamming Protect) it can be removed. ThunderPunch allows Medicham to 2HKO Jellicent and OHKO Gyarados, but will fall short of a 2HKO on Slowbro.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread for this set is very simple; Attack is maximized, as is Speed, since this is required to tie with +1 Dragonite of the same nature as Medicham. The choice of nature is much more difficult; as previously mentioned, Medicham can act as a wallbreaker and a sweeper as well as a revenge killer. For this, the extra power provided by Adamant is greatly appreciated, giving you a guaranteed OHKO on 4/0 Latios with Ice Punch after Stealth Rock, a 2HKO on Skarmory and Forretress, and a potential OHKO on Choice Band Scizor after Stealth Rock. However, with Jolly Medicham can outrun Jolteon, Adamant +1 Dragonite, Modest Choice Scarf Rotom-W, and Timid Choice Scarf Heatran and revenge kill any of them. So generally, Jolly is preferred if Medicham is intended to be more of a revenge killer rather than a sweeper. If running a Jolly nature, you can change the EV spread to 48 HP / 252 Atk / 208 Spe, giving Medicham a little more bulk while maintaining the ability to outrun Modest Choice Scarf Rotom-W. In terms of alternative moves, Baton Pass can be used over Trick to scout the opponent's switch-in and maintain momentum. This is very useful if trying to trap a Ghost-type with Pursuit.</p>

<p>The main threat to Medicham is always going to be Ghost-types, as they prevent the free use of Hi Jump Kick merely by being present on the opposing team. You might be able to beat some of them with Medicham, but they are still best removed by Medicham's teammates. Pursuit trappers, such as Tyranitar and Choice Band Scizor, are therefore strongly recommended. The second most annoying thing for Medicham to face is Protect users, which strip 50% of Medicham's health if it uses Hi Jump Kick, and allows an appropriate switch to a resistant Pokemon otherwise. There is little you can do about this besides being wary of common Protect users, such as Jirachi, Blissey, Vaporeon, Gliscor, Politoed, and Tentacruel. Besides Pursuit trappers, you may want to pair Medicham with another Fighting-type, such as Mienshao or Terrakion to overwhelm the opponent's Fighting-resistant Pokemon. Notably, Mienshao can use U-turn to get Medicham in safely, and can 2HKO Jellicent with Grass Knot. Other than this, you'll want to support Medicham with Stealth Rock, as many of the Pokemon resistant to Hi Jump Kick will take 25% damage from it.</p>

[SET]
name: Non-Choice
move 1: Hi Jump Kick
move 2: Ice Punch
move 3: Zen Headbutt / Psycho Cut
move 4: Substitute / Drain Punch
item: Life Orb / Black Belt
ability: Pure Power
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Though it might be tempting to equip Medicham with a choice item, the power and flexibility provided by other items can be extremely useful. Instead of a revenge killer, Medicham becomes a potent wallbreaker and destroyer of defensive teams. Medicham also becomes much less vulnerable to Ghosts, Gliscor, and Protect. In fact, if played correctly, Medicham can actually take advantage of Protect by using Substitute, which can ease prediction in addition to blocking status moves. However, the damage from Substitute, Life Orb and potentially Hi Jump Kick recoil will build up tremendously fast, so you might wish to consider another option. Drain Punch provides a reliable STAB move with a useful secondary effect, preventing Medicham from being worn down. This is an excellent move to use against opponents which spam Protect, and is good for finishing off weakened Pokemon. Black Belt is a viable alternative item, providing a boost to Hi Jump Kick comparable to that of Life Orb without causing recoil. This also lets Medicham convincingly bluff a choice item before surprising the opponent. Ice Punch is a required move, giving a good chance to OHKO 252/184+ Gliscor, as well as guaranteed OHKOs on 4/0 Salamence, Latios, and Landorus, as well as Dragonite after Stealth Rock damage. Zen Headbutt or Psycho Cut gives Medicham a reliable STAB attack that also hits Tentacruel, Gengar, Fighting-types, and Jellicent harder than the other moves. Psycho Cut is noticeably weaker and doesn't cause flinches, but also doesn't miss. Still, a miss is not the end of the world when behind the safety of a Substitute, so Zen Headbutt may be the better option in that case.</p>

<p>Overall, this set is extremely potent, but it does have a tendency to fall flat on its face occasionally. It's not the most consistent Pokemon ever. Medicham will often prove useful against more defensive players, especially those that underestimate its power. Offensive teams, on the other hand, can present trouble; nonetheless, Medicham should be able to attain a KO every time it gets in safely. Another issue worth bearing in mind is that an intelligent opponent can often wear Medicham down with smart switches, especially if they have a Ghost-type. Therefore, Medicham requires much more prediction than your typical Substitute user especially if running Life Orb. You should also think carefully as to whether the much weaker Mienshao might make a better choice thanks to better Speed and Regenerator, which gives it much better longevity. Still, rest assured that almost nothing can match Medicham's sheer power.</p>

[ADDITIONAL COMMENTS]

<p>Choosing the EV spread is not difficult; Attack and Speed are maximized so that Medicham can hit as hard and fast as possible. Medicham's defenses are rather poor anyway, and as such are best ignored. A Jolly nature allows Medicham to outrun Adamant Dragonite, Mamoswine, and Lucario as well as Modest Rotom-W and Timid Heatran; in each case a Jolly nature is the difference between life and death. Jolly will give Medicham considerably more utility against offensive teams, against which it otherwise might struggle due to its weak defenses. However, the power drop will prove significant at times, especially against offensive Dragonite, which will never be OHKOed through Multiscale. If you choose to use an item other than Life Orb, an Adamant nature also becomes more favorable.</p>

<p>A number of moves can be used instead of Substitute or Drain Punch. ThunderPunch is useful for hitting OHKOing Gyarados and Starmie and 2HKOing Slowbro if running Adamant and Life Orb. Recover allows Medicham to take advantage of a free turn, for example, from a switch or an opposing Protect, making Medicham much more durable. Bulk Up could also help take advantage of free turns, but Medicham will probably be easily revenge killed with super effective or special moves. A priority move, such as Fake Out or Bullet Punch, is also possible, but remember that Psycho Cut is illegal with Bullet Punch. You can also replace your Psychic STAB if you want, but Jellicent and Tentacruel may prove very problematic if you also lack ThunderPunch. If they are not present on the opposing team, running both Substitute and Drain Punch can be very effective, as the HP lost to Life Orb and Substitute can be recovered. As for the item choice, other options include Wide Lens, Expert Belt, and Leftovers, but all leave Medicham's Hi Jump Kick too weak. If not using Substitute, Life Orb will usually prove the best option. </p>

<p>This set has some trouble with Ghosts, though admittedly not nearly as much as the Choice Scarf set. Medicham can muscle its way past most of them, but they still prevent it from freely using Hi Jump Kick. Unfortunately, Tyranitar is a poor partner since sandstorm just tips the residual damage problem over the edge, but other Pursuit users such as Choice Band Scizor and specially defensive Metagross can help trap Ghost- and Psychic-types. Stallbreaker Mew and Sableye can prove problematic for this set, so a reliable switch-in such as Heatran or Volcarona makes a good partner. Finally, Specially Defensive Jirachi is an excellent partner for Medicham, as it is able to spread paralysis with Thunder Wave, Body Slam and Thunder while checking Gengar and Reuniclus. Wish and U-turn can make switching Medicham in rather easy, and can even heal a weakened Medicham if you can get it in safely. This does a lot for Medicham's issues with average Speed, rapid HP deterioration, and inability to switch in safely.</p>

[Other Options]

<p>As far as alternative sets go, the most obvious is Choice Band. This is a lot less flexible than the non-choice set, leaving the opponent able to sacrifice something before forcing Medicham back out; the extra attack is often just overkill. Still, the set would be Hi Jump Kick, Ice Punch, and two of Drain Punch, ThunderPunch, and Bullet Punch. A number of other moves could occasionally prove useful: Double Edge hits Psychic-types harder than any of Medicham's other moves, but this is a bad move to be locked into, and the recoil is not appreciated when running Life Orb. Fire Punch allows Medicham to OHKO Scizor and Forretress (assuming Sturdy is broken), but these Pokemon are already taking a ton from Hi Jump Kick. Rock Slide is useful against Volcarona and Flying-types, but a Psychic-type move or Ice Punch is more effective in general. Foresight allows Medicham to hit Ghosts with Hi Jump Kick, but you can KO most in the required two turns anyway. Pain Split can be used on a set with Life Orb and Substitute to provide longevity and damage opponents, but Medicham's coverage is sacrificed. Acupressure or Bulk Up can be used to set up on opponents that spam Protect, but Medicham's average Speed leaves it too vulnerable to revenge killing.</p>

[Checks and Counters]

<p>Directly countering Medicham can prove extremely difficult, due to its phenomenal power and decent coverage. However, there are still a couple of ways to deal with Medicham effectively. First and foremost, we have Ghost-types; the mere presence of a Ghost will hamper Medicham significantly, preventing it from using Hi Jump Kick freely. However, most Ghosts are not themselves perfect counters; Gengar is OHKOed by a Psychic-type move or a Life Orb Ice Punch, Jellicent falls to ThunderPunch or a Life Orb Zen Headbutt, and many other defensive ghosts, such as Sableye, Dusclops, and Cofagrigus, absolutely hate Trick. Psychic-types cannot hinder Medicham purely by existing, but are often great switch-ins. Slowbro, Stallbreaker Mew, and Calm Mind Reuniclus can usually counter Medicham if they avoid Trick. Gyarados can also wall any variant lacking ThunderPunch. Moreover, several Pokemon are not 2HKOed by Choice Scarf Hi Jump Kick, including Dragonite, bulky Volcarona, Gliscor, Celebi, and Intimidate Salamence. Finally, the move Protect is also an effective check to Medicham, as it punishes Medicham for using Hi Jump Kick. This is very effective against the Choice Scarf set, but less so against other sets as they can take advantage of the free turn, for example with Substitute.</p>
[Overview]
<p>At first glance, one may simply dismiss Medicham, with its poor base stats and ridiculous appearance. But, it would seem, pink pantaloons are not merely a source of ridicule, but also the source of Pure Power. Taking its ability into account, Medicham has the highest Attack stat in the game, with the exception of Deoxys-A, letting it pack a mean punch. This is backed up by a workable base 80 Speed, which allows Medicham to outrun the unboosted metagame with a Choice Scarf, and pretty much all defensive Pokemon without. On top of this, Medicham has access to Hi Jump Kick, a stupidly powerful move; Medicham's Hi Jump Kick is the second most powerful non-suicidal move you're likely to see, trumped only by Darmanitan's Flare Blitz.</p>
<p>The less that is said about Medicham's defenses though, the better. Medicham is not quite in Dugtrio or Sharpedo territoryit can take a Choice Band Scizor Bullet Punch, but this is not exactly an achievement. Getting Medicham safely into battle may be a challenge. Another major concern for Medicham is competition from other fFighting-types such as Mienshao and Terrakion,; both of which possess significantly better stats, besides excluding Attack. Notably, Medicham has access to Psychic STAB; though neither Zen Headbutt nor Psycho Cut has good Base Power, both are reliable and hit Pokemon such as Tentacruel hard. Without these moves, Medicham is extremely vulnerable to Ghosts and the move Protect, each of which will cause 50% recoil when using Hi Jump Kick. At least Medicham <iem>has</iem> a secondary STAB. More importantly, Medicham has access to Ice Punch, ThunderPunch and Trick, letting it take out Gliscor easily and cripple defensive Pokemon. Overall, this means that Medicham has very few, if any, safe switch-ins. Make sure not to underestimate the power of Hi Jump Kick.</p>
[SET]
name: Choice Scarf
move 1: Hi Jump Kick
move 2: Ice Punch
move 3: Psycho Cut / Zen Headbutt
move 4: Trick / ThunderPunch
item: Choice Scarf
ability: Pure Power
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
<p>Given Medicham's already outrageous power and average Speed, a Choice Scarf set seems entirely obvious, letting Medicham outrun the vast majority of Pokemon in the OU metagame. However, Medicham achieves more than your typical Choice Scarf user; it can not only play a revenge killing role, but also break through most walls, and even sweep late in the game under the right conditions. Largely, this is due to the sheer power of Hi Jump Kick; a 130 Base Power move coming from an effective base Attack stat of 169 is no laughing matter. For example, Adamant Medicham can 2HKO Skarmory and OHKO 112/0 Rotom-W. Hi Jump Kick is almost as powerful as a super effective Psycho Cut, so you'll want to be spamming it as soon as it is safe to do so. Unfortunately, Ghost-types and the move Protect will both cause Medicham to receive 50% recoil, so another STAB attack can often prove useful. In this regard, Psycho Cut and Zen Headbutt are great options; they might have low Base Power, but they provide a less risky move for revenge killing weakened threats, and hit Poison-types, such as Gengar and Tentacruel, super effectively. The choice between the two is a little tricky; Psycho Cut is generally preferred as this set uses its Psychic STAB to reliably kill weakened opponents. Zen Headbutt's chance to miss is not appreciated, leaving only Ice Punch as an accurate move, but it is significantly more powerful than a resisted Hi Jump Kick, and has a very handy flinch chance. </p>
<p>Ice Punch is Medicham's main coverage move, as it deals super effective damage to a number of Pokemon that resist Hi Jump Kick; it OHKOes Dragonite, Landorus, and Latios after Stealth Rock damage, and easily 2HKOes Gliscor. Trick provides a very good option for the last slot, differentiating Medicham from other Fighting-types by allowing it to cripple the likes of Jellicent, Reuniclus, Mew, and Slowbro. Also, if the Choice Scarf is proving inconvenient (for example, if the opponent has a Ghost-type or is spamming Protect) it can be removed. ThunderPunch allows Medicham to 2HKO Jellicent and OHKO Gyarados, but notably will fall short of a 2HKO on Slowbro.</p>
[ADDITIONAL COMMENTS]
<p>The EV spread for this set is very simple; Attack is maximized, as is Speed, since this is required to tie with +1 Dragonite of the same nature as Medicham. The choice of nature is much more difficult; as previously mentioned, Medicham can act as a wallbreaker and a sweeper as well as a revenge killer. For this, the extra power provided by Adamant is greatly appreciated, giving you a guaranteed OHKO on 4/0 Latios with Ice Punch after Stealth Rock, a 2HKO on Skarmory and Forretress, and a potential OHKO on Choice Band Scizor after Stealth Rock. However, with Jolly Medicham can outrun Jolteon, Adamant +1 Dragonite, Modest Choice Scarf Rotom-W, and Timid Choice Scarf Heatran and revenge kill any of them. So generally, Jolly is preferred if Medicham is intended to be more of a revenge killer rather than a sweeper. If running a Jolly nature, you can change the EV spread to 48 HP / 252 Atk / 208 Spe, giving Medicham a little more bulk while maintaining the ability to outrun Modest Choice Scarf Rotom-W. In terms of alternative moves, Baton Pass can be used over Trick to scout the opponent's switch-in and maintain momentum. This is very useful if trying to trap a Ghost-type with Pursuit.</p>
<p>The main threat to Medicham is always going to be Ghost-types, as they prevent the free use of Hi Jump Kick merely by being present on the opposing team. You might be able to beat some of them with Medicham, but they are still best removed by Medicham's teammates. Pursuit trappers, such as Tyranitar and Choice Band Scizor, are therefore strongly recommended. The second most annoying thing for Medicham to face is Protect users, which strip 50% of Medicham's health if it uses Hi Jump Kick, and allows an appropriate switch to a resistant Pokemon otherwise. There is little you can do about this besides being wary of common Protect users, such as Jirachi, Blissey, Vaporeon, Gliscor, Politoed, and Tentacruel. Besides Pursuit trappers, you may want to pair Medicham with another Fighting-type, such as Mienshao or Terrakion to overwhelm the opponent's Fighting-resistant Pokemon. Notably, Mienshao can use U-turn to get Medicham in safely, and can 2HKO Jellicent with Grass Knot. Other than this, you'll want to support Medicham with Stealth Rock, as many of the Pokemon resistant to Hi Jump Kick will take 25% damage from it.</p>

[SET]
name: Non-Choice
move 1: Hi Jump Kick
move 2: Ice Punch
move 3: Zen Headbutt / Psycho Cut
move 4: Substitute / Drain Punch
item: Life Orb / Black Belt
ability: Pure Power
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
<p>Though it might be tempting to equip Medicham with a choice item, the power and flexibility provided by other items can be extremely useful. Instead of a revenge killer, Medicham becomes a potent wallbreaker and destroyer of defensive teams. Medicham also becomes much less vulnerable to Ghosts, Gliscor, and Protect. In fact, if played correctly, Medicham can actually take advantage of Protect by using Substitute, which can ease prediction in addition to blocking status moves. However, the damage from Substitute, Life Orb and potentially Hi Jump Kick recoil will build up tremendously fast, so you might wish to consider another option. Drain Punch provides a reliable STAB move with a useful secondary effect, preventing Medicham from being worn down. This is an excellent move to use against opponents which spam Protect, and is good for finishing off weakened Pokemon. Black Belt is a viable alternative item, providing a boost to Hi Jump Kick comparable to that of Life Orb without causing recoil. This also lets Medicham convincingly bluff a choice item before surprising the opponent. Ice Punch is a required move, giving a good chance to OHKO 252/184+ Gliscor, as well as guaranteed OHKOs on 4/0 Salamence, Latios, and Landorus, as well as Dragonite after Stealth Rock damage. Zen Headbutt or Psycho Cut gives Medicham a reliable STAB attack, that also hittings Tentacruel, Gengar, Fighting-types, and Jellicent harder than the other moves. Psycho Cut is noticeably weaker and doesn't cause flinches, but also doesn't miss. Still, a miss is not the end of the world when behind the safety of a Substitute, so Zen Headbutt may be the better option in that case.</p>
<p>Overall, this set is extremely potent, but it does have a tendency to fall flat on its face occasionally. It's not the most consistent Pokemon ever. Medicham will often prove useful against more defensive players, especially those that underestimate its power. Offensive teams, on the other hand, can present trouble; nonetheless, Medicham should be able to attain a KO every time it gets in safely. Another issue worth bearing in mind is that an intelligent opponent can often wear Medicham down with smart switches, especially if they have a Ghost-type. Therefore, Medicham requires much more prediction than your typical Substitute user especially if running Life Orb. You should also think carefully as to whether the much weaker Mienshao might make a better choice thanks to better Speed and Regenerator, which gives it much better durabillongevity. Still, rest assured that almost nothing can match Medicham's sheer power.</p>
[ADDITIONAL COMMENTS]
<p>Choosing the EV spread is not difficult; Attack and Speed are maximized so that Medicham can hit as hard and fast as possible. Medicham's defenses are rather poor anyway, and as such are best ignored. A Jolly nature allows Medicham to outrun Adamant Dragonite, Mamoswine, and Lucario as well as Modest Rotom-W and Timid Heatran; in each case a Jolly nature is the difference between life and death. Jolly will give Medicham considerably more utility against offensive teams, against which it otherwise might struggle due to its weak defenses. However, the power drop will prove significant at times, especially against offensive Dragonite, which will never be OHKOed through Multiscale. If you choose to use an item other than Life Orb, an Adamant nature also becomes more favorable. </p>
<p>A number of moves can be used instead of Substitute or Drain Punch. ThunderPunch is useful for hitting OHKOing Gyarados and Starmie, and 2HKOing Slowbro if running Adamant and Life Orb. Recover allows Medicham to take advantage of a free turn, for example, from a switch or an opposing Protect, making Medicham much more durable. Bulk Up could also help take advantage of free turns, but Medicham will probably be easily revenge killed with super effective or special moves. A priority move, such as Fake Out or Bullet Punch, is also possible, but remember that Psycho Cut is illegal with Bullet Punch. You can also replace your Psychic STAB if you want, but Jellicent and Tentacruel may prove very problematic if you also lack ThunderPunch. If they are not present on the opposing team, running both Substitute and Drain Punch can be very effective, as the HP lost to Life Orb and Substitute can be recovered. As for the item choice, other options include Wide Lens, Expert Belt, and Leftovers, but all leave Medicham's Hi Jump Kick too weak. If not using Substitute, Life Orb will usually prove the best option. </p>
<p>This set has some trouble with Ghosts, though admittedly not nearly as much as the Choice Scarf set. Medicham can muscle its way past most of them, but they still prevent it from freely using Hi Jump Kick. Unfortunately, Tyranitar is a poor partner since sandstorm just tips the residual damage problem over the edge, but other Pursuit users such as Choice Band Scizor and specially defensive Metagross can help trap Ghost- and Psychic-types. Stallbreaker Mew and Sableye can prove problematic for this set, so a reliable switch-in such as Heatran or Volcarona makes a good partner. Finally, sSpecially dDefensive Jirachi makeis an excellent partner for Medicham, as it is able to spread paralysis with Thunder Wave, Body Slam and Thunder, as well as while checking Gengar and Reuniclus. Wish and U-turn can make switching Medicham in rather easiery, and can even heal a weakened Medicham if you can get it in safely. This does a lot for Medicham's issues with average Speed, rapid wearing dowHP deterioration, and inability to switch in safely.</p>

[Other Options]
<p>As far as alternative sets go, the most obvious is Choice Band. This is a lot less flexible than the non-choice set, leaving the opponent able to sacrifice something before forcing Medicham back out; the extra attack is often just overkill. Still, the set would be Hi Jump Kick, Ice Punch, and two of Drain Punch, ThunderPunch, and Bullet Punch. A number of other moves could occasionally prove useful: Double Edge hits Psychic-types harder than any of Medicham's other moves, but this is a bad move to be locked into, and the recoil is not appreciated when running Life Orb. Fire Punch allows Medicham to OHKO Scizor and Forretress (assuming Sturdy is broken), but these Pokemon are already taking a ton from Hi Jump Kick. Rock Slide is useful against Volcarona and Flying-types, but a Psychic-type move or Ice Punch is more effective in general. Foresight allows Medicham to hit Ghosts with Hi Jump Kick, but you can KO most in the required two turns anyway. Pain Split can be used on a set with Life Orb and Substitute to provide longevity and damage opponents, but Medicham's coverage is sacrificed. Acupressure or Bulk Up can be used to set up on opponents that spam Protect, but Medicham's average Speed leaves it too vulnerable to revenge killing.</p>

[Checks and Counters]
<p>Directly countering Medicham can prove extremely difficult, due to its phenomenal power and decent coverage. However, there are still a couple of ways to deal with Medicham effectively. First and foremost, we have Ghost-types; the mere presence of a Ghost will hamper Medicham significantly, preventing it from using Hi Jump Kick freely. However, most Ghosts are not themselves perfect counters; Gengar is OHKOed by a Psychic-type move or a Life Orb Ice Punch, Jellicent falls to ThunderPunch or a Life Orb Zen Headbutt, and many other defensive ghosts, such as Sableye, Dusclops, and Cofagrigus, absolutely hate Trick. Psychic-types cannot hinder Medicham purely by existing, but are often great switch-ins. Slowbro, Stallbreaker Mew, and Calm Mind Reuniclus can usually counter Medicham if they avoid Trick. Gyarados can also wall any variant lacking ThunderPunch. Moreover, several Pokemon are not 2HKOed by Choice Scarf Hi Jump Kick, including Dragonite, bulky Volcarona, Gliscor, Celebi, and Intimidate Salamence. Finally, the move Protect is also an effective check to Medicham, as it punishes Medicham for using Hi Jump Kick. This is very effective against the Choice Scarf set, but less so against other sets as they can take advantage of the free turn, for example with Substitute.</p>
 
Thanks Ray Jay. This is done.

Oh, and UltiMario, that's what's meant by "easing prediction".
 
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