Gen 3 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.
 
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