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OU Medicham + Jolteon Spikes Balance

Chun Li (Medicham) (F) @ Lum Berry
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brick Break
- Rock Slide
- Shadow Ball
- Focus Punch

Medi lead, not a whole lot to say. Good for forcing switches to rack up spikes damage. I like lum berry to catch will-o-wisp users off guard and give it more chances to enter. Considering potentially running band but I'm unsure if that would be ideal on lead. Shadow Ball + Rock Slide to be the most immediately threatening to other common leads. Overall just meant to hit really hard. Also one of the only real answers I have to Blissey.

Boeing (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Roar
- Protect
- Drill Peck

The centerpiece of the team and main enabler of guaranteed progress. Roar provides phasing so I don't instantly lose to SubPass shenanigans. It mostly just does what skarm always does, making spikes, chip healing with leftovers and checking physical attackers. Gave it 8 Speed EVs rather than 4 to have a slightly faster roar in the mirror match. Drill Peck helps to beat Focus Punch users, scares Breloom and Heracross, and does solid neutral damage to Claydol and can wear down Gengar on switch in.

Lump (Swampert) (F) @ Leftovers
Ability: Torrent
EVs: 108 Def / 252 SpA / 148 Spe
Rash Nature
- Hydro Pump
- Earthquake
- Ice Beam
- Focus Punch

Offensive swampert to help enable Jolteon by pressuring important mons that check it, such as claydol. Also likes clicking hydro pump and dealing big neutral damage. Focus punch helps as one of my few methods to break Blissey, as well as helping to 1v1 rest Snorlax if Skarmory has been weakened or eliminated. Overall just bulky enough to check what it needs to and pose a threat back. As always its terrified of HP grass, and often gets overwhelmed by multiple strong physical attackers or lured in and killed.

Ky Kiske (Jolteon) (M) @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Baton Pass
- Thunder Wave

Jolteon's main job is to make the opponent dance and rack up spikes damage, pivot to punish switches and preserve momentum, and clean up in the lategame with fast thunderbolts. You know what Jolteon does. HP grass prevents Swampert from safely coming in on thunderbolt. Thunder Wave helps to cripple some sweepers and offensive mons, and offers a fairly safe click. Full SpAtk investment rather than bulk, while it makes the Starmie matchup harder, generally makes it more difficult to switch into Thunderbolt after key special walls and electric-immune pokemon are worn-down.

egg_irl (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Seismic Toss
- Ice Beam

Defensive glue against special mons, Patches up weaknesses and helps check major threats such as Zapdos, Gengar, and mixed Mence. Ice beam hits Mence and Flygon, and allows it to 1v1 Gengar, and Seismic Toss does a little damage to most toxic immune mons. Toxic generally exists to force progress and pressure bulky mons into exiting, racking up more spikes damage. Also helps to deal with defensive Pert which the team can often struggle to break.

Jimothy Ghoul (Gengar) (M) @ Leftovers
Ability: Levitate
EVs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe
Timid Nature
- Will-O-Wisp
- Explosion
- Fire Punch
- Ice Punch

Standard defensive utility Gengar. Will O' Wisp helps to take some weight off of pert and wears down defensive mons. Its main job is to spinblock, and threaten spinners back with its coverage. fire punch allows it to more effectively 1v1 forretress and reduces a bit of overlap with Jolteon by running it over thunderbolt. Boom enables it to trade with spinners if necessary, as well as damaging bulky special walls such as Blissey and Celebi, as well as being a powerful tool to maintain momentum.
 
The team feels pretty fun! Medicham lead with Lum feels pretty solid. I don't think you can go too wrong with any of it's usual held items since you'll be hitting hard regardless. Skarm, not much to say here either but I would prefer Forretress in it's slot to give you access to hazard removal without losing spikes. Whether you go this route or not, I would consider Roar on Jolteon or Swampert to let you continue to maximize spikes damage. Specifically, this will help punish Blissey switch-ins since Blissey can be an issue. Going Taunt on Gengar could help in the Blissey match up as well by preventing Blissey from healing. Last thing is I'll just reiterate how much rapid spin will help you especially with an offensive leaning team. Swampert in particular would really benefit from removal or some way to heal, like Wish Bliss support. The teams main struggle was just being worn down pretty easily especially versus some of these fatter teams that have been so common on ladder.
 
feels more like bulky offense imo if you want it to be a balance team maybe switching out the pert set and changing the jolteon to a zapdos could work out

since offpert as a sole rock resist on a "balance" team is rough(medicham is not a real rock resist)

jolteon is also seen usually on faster pace offensive squads

outside of skarmbliss there aren't any real defensive mons, there are mons that have defensive utility like pert however since it's an offensive set it's not being used defensively which explains my classification of this team as bulky offense

moltres is amazing into this team

- the only thing that switches in is blissey(which is not immovable)

- switches in for free against Gengar


rockspam is also amazing into this team

- offpert due to not being as solid of a rock resist as bulky pert sets it can easily get worn down



other issues

medicham spikes doesn't add up

- salamence is the primary check for fighting types, salamence doesn't get hurt by spikes

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possible team changes

- switch the medicham to a metagross, this helps you a lot since metagross is a lot more offensively threatening then medicham due to boom and also helps out the team a lot defensively by providing another rock resist

- the jolteon to a bulkier zapdos set to help out the team defensively against the fires and also allowing you freedom to run a faster gengar set with less physdef as a bulky zapdos can also act as a soft check to a lot with twave



- cm blissey really feels amazing here to help out against fat teams, as cm blissey is really good at abusing spikes

- you could honestly run the utility gar ev spread with gengar with just wisp taunt tbolt ice punch

(Reminder that offensive overlap is good)

the original team to me seems like a 6.5/10

also when I'm talking about a bulky zapdos I'm not talking about rest spdf zapdos I'm just talking about a dos with significant hp investment while still being able to run modest with a decent speed tier

cool team
 
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