Medicham (Update)

This has been written, would have been sooner but damn midterms and lab reports, so if it can get some GP checks that would be great.
 
Changes in Bold
Removals in Red

[Overview]

<p>Medicham's phenomenal Attack, thanks to Pure Power, coupled with its decent base Speed of 80, make it a top offensive threat in the UU metagame. Medicham can destroy common offensive and defensive UU threats like Venusaur, Blaziken, and Weezing. However, though Medicham's offensive prowess is unquestionable, it is frail, and with only average Speed, it gets demolished by the faster sweepers, especially Rotom and Mismagius, that haunt the UU tier. Much like a double-edged sword, smart playing will turn Medicham into a one-man demolition crew, 2HKOing most opposing Pokémon, but recklessness will only get it KOed faster and leave you with one-man... short.</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: Ice Punch / ThunderPunch
move 4: Trick / Ice Punch
item: Choice Scarf
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>An exceptional Attack stat along with decent base Speed, makes Medicham a perfect candidate for a Choice Scarf, which transforms it into a potent revenge killer and late-game sweeper. Due to Medicham's low defenses, low HP, and lack of resistances, it is best to bring it on the revenge kill, and then let it proceed to demolish the opposing team from there, which should prove less than troublesome with Medicham's good coverage on a large number of Pokémon.</p>

<p>Hi Jump Kick is Medicham's choice attack, reaching 150 BP after STAB and always OHKOing many neutral targets, such as Swellow and Sceptile that Medicham now outspeeds thanks to Choice Scarf. Bulkier sweepers such as Leafeon and Drapion will not have an easy time against Hi Jump Kick either, as most are easily 2HKOed even without residual damage. Despite this, Hi Jump Kick should not be used haphazardly, as it will invite Ghost-types to switch-in and cause Medicham to lose a significant portion of its HP, while giving the opponent the opportunity to set up or OHKO Medicham. Brick Break is a much weaker alternative that does not suffer from Hi Jump Kick's 90% accuracy and potential recoil issues. Psycho Cut serves as good secondary STAB, and handles Poison-type that resist Hi Jump Kick, primarily Venusaur and Weezing; both of which are 2HKOed. It also puts a large dent on Rotom and Mismagius that try to switch in on a predicted Fighting-type move. ThunderPunch and Ice Punch are for additional coverage, mainly against specific Pokémon that resist or are neutral to either of Medicham's STAB attacks. ThunderPunch has an assured 2HKO on Moltres and Slowking, while Ice Punch can OHKO Gligar and Altaria and 2HKO Claydol. Trick cripples defensive Pokémon like Slowbro and Uxie that would otherwise wall Medicham by removing their Leftovers, making it easier for Medicham or another team member to dispose of them.</p>

[ADDITIONAL COMMENTS]

<p>A Jolly nature and Choice Scarf bring Medicham's Speed to 426, enough to outspeed Adamant Rock Polish Torterra and Rock Polish Aggron even after their boost, and OHKO both with Ice Punch and Hi Jump Kick, respectively. Alternatively, Medicham can use an Adamant nature to improve its chances of scoring an OHKO against fast offensive threats such as Scyther and Alakazam; Scyther over 50 % chance of OHKO without residual damage and Alakzam over 50% of the time after Stealth Rocks with Ice Punch or TunderPunch. An Adamant nature also helps mitigate Brick Break's low Base Power and makes it a more viable option over Hi Jump Kick. (they're still coming off the same Attack stat) The loss of Speed from using an Adamant nature, however, will leave Medicham's team susceptible to boosting sweepers like Rock Polish Rhyperior, which Medicham would normally deal with with a Jolly nature. Additionally, with an Adamant nature, Medicham will Speed tie with +1 neutral base 80 like Choice Scarf Blaziken and Venusaur, leaving Medicham in a tough position, as it is OHKOed if luck favors the opponent.</p>

<p>Since Hi Jump Kick scores most of Medicham's KOs, a means of handling Ghost-types is necessary to let Medicham smash through opposing teams. Therefore, a Pursuit user is an excellent teammate for Medicham, and Houndoom fits that role perfectly as well as assisting it beyond eliminating Ghosts. Mixed Houndoom eliminates Ghost-types with ease, as its Life Orb boosted Pursuit OHKOes Mismagius and most Rotom as they switch out, and can also threaten Sucker Punch if they decide to risk staying in. Additionally, Houndoom absorbs Will-O-Wisp aimed at Medicham to gain a Flash Fire boost, which will let it weaken the opposing team faster, so Medicham can come in and clean up later on.</p>

<p>Phazers help Medicham tremendously when coupled with entry hazards, as they can scout opposing teams for any Ghost-types or physically defensive Pokémon that cause Medicham trouble and rack up entry hazard damage by inducing multiple switches. Specially Defensive Drapion works well for this role because it can also KO Ghost-types that it may expose with Whirlwind or wear down opposing Pokémon with Toxic Spikes so Medicham can finish them off.</p>

[SET]
name: Life Orb
move 1: Hi Jump Kick / Low Kick
move 2: Zen Headbutt
move 3: Fake Out / ThunderPunch / Ice Punch
move 4: Bullet Punch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Medicham's amazing Attack, coupled with its decent Speed, make it a potent sweeper in UU. Hi Jump Kick now decimates even more Pokemon with the Life Orb boost, even defensive threats, such as Milotic, will be 2HKOed if they attempt to come in on it; Max/Max+ Milotic takes 55.2% - 65.1% damage from Hi Jump Kick. Low Kick is a safer option over Hi Jump Kick, as it has the same or greater Base Power as Hi Jump Kick when used bulky Pokémon like Torterra and Donphan. However, the inconsistency in its Base Power can make it more of a liability for Medicham than an asset, since Medicham will lose OHKOs Hi Jump Kick would've scored against lighter Pokemon. Zen Headbutt deals with Pokémon that resist Medicham's Fighting-type STAB move, as well as providing a 20% flinch rate to potentially spare Medicham from taking serious damage. Finally, Fake Out and Bullet Punch provide priority and let Medicham revenge kill weakened faster, frail threats such as Alakazam and Sceptile with ease, in the same vein as the Choice Scarf set. ThunderPunch and Ice Punch can be used for extra coverage on Pokémon like Claydol or Slowbro, which resist both of Medicham's STAB attacks. Additionally, they serve as safer substitutes for Hi Jump Kick when used on Pokémon that are hit for super effective damage by the respective attack.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is a viable option on Medicham to ensure some OHKOs on bulkier Pokémon that it still outspeeds, such as Dragon Dance Feraligatr (before the Speed boost from Dragon Dance) and Weezing. However, that will cause it to not at least Speed tie with the many base 80s of UU, most notably Venusaur. Since Psycho Cut is illegal with Bullet Punch, Zen Headbutt is the only Psychic-type STAB available to this Medicham set. While one can forgo Bullet Punch to use Psycho Cut, Bullet Punch is Medicham's reliable priority move, as Fake Out only works once, and Medicham wants one to handle faster Pokémon.</p>

<p>Medicham enjoys having entry hazards and paralysis support to allow it to sweep through teams with greater ease. Registeel is a good teammate for this task, as it can set up Stealth Rock, paralyze opposing Pokémon with Thunder Wave, and resists Flying- and Ghost-type attacks aimed at Medicham. Wish support is recommended to compensate for the loss of HP from Life OrbMedicham's overall frailty, so the loss of HP will make it especially vulnerable (this part doesn't make sense). Leafeon and Chansey are good choices, thanks to their good bulk, so they can absorb attacks aimed at Medicham and restore its HP for another sweep.</p>

[SET]
name: Choice Band
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Ice Punch / Trick
item: Choice Band
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>A Choice Band allows Medicham to break through even the sturdiest of physical walls. Hi Jump Kick coming off an Attack stat of 657 can OHKO walls like Steelix and Regirock with minimal residual damage. Even Pokémon that take neutral damage from Hi Jump Kick are effectively 2HKOed after a switch in; for instance, Tank Torterra is dealt a minimum of 54.2% damage. Despite this destructive power, one should be wary of Ghost-types on the opposing team, which enjoy switching into Medicham locked into Hi Jump Kick, causing it to lose a significant portion of its HP. Brick Break is a good option to avoid the perils of Hi Jump Kick, but Medicham will have to settle for 2HKOs on Pokémon it would normally OHKO with Hi Jump Kick. Psycho Cut deals with Pokemon that Hi Jump Kick or Brick Break cannot dispose of, such as Venusaur and Weezing. ThunderPunch is for Flying-types and an alternative for Hi Jump Kick against Water-types. Slowbro, which normally counters Medicham, takes 51.8% - 60.9% from ThudnerPunch, making it difficult for it to wall Medicham. Ice Punch is for added coverage alongside ThunderPunch, primarily against Ground-types like Claydol and Gligar. Trick cripples defensive threats such as Uxie by ridding them of their Leftovers, and is especially useful when partnered with Brick Break, so Medicham can at least ruin an opposing wall if it cannot KO it.</p>

[ADDITIONAL COMMENTS]

<p>This Medicham is an asset to offensive teams that need a reliable wallbreaker, opening the way for an easy sweep. While Medicham normally appreciates an Adamant nature to boost its already phenomenal Attack, Jolly is necessary to tie with other positive Speed nature Base 80 Pokémon like Venusaur, Blaziken and Altaria. A Pursuit user is also necessary to ensure that Medicham can attack without the fear of Ghosts switching in. Once again, Houndoom is an excellent candidate for the position as it also absorbs Will-O-Wisps aimed at Medicham. Entry hazards help Medicham tear through defensive, bulky Pokémon much easier. Omastar is a good choice with its access to all three types of entry hazards and resistance to Flying-type moves, so it can set up entry hazards to wear down the opponent's Pokémon and take hits for Medicham.</p>

[Team Options]

<p>Since Medicham fears Ghost-types, its teammates naturally should be able to handle them. Houndoom is the optimal teammate for Medicham due to its ability to KO frail Ghosts like Mismagius and Rotom with STAB Pursuit, Sucker Punch, Dark Pulse or Crunch. Additionally, Houndoom happily switches into Will-O-Wisp and gains a nice boost, courtesy of Flash Fire, while sparing Medicham a debilitating (<- nice) burn. Along with clearing out Ghosts, Houndoom can also dispose of Tangrowth and Uxie, which can wall Medicham. Spiritomb can also take out opposing Ghosts with its access to Pursuit, Sucker Punch, Dark Pulse, or Shadow Sneak, and has greater bulk than Houndoom, so it can come in more easily on attacks. However, it will not like taking a Will-O-Wisp.</p>
 
[Overview]

<p>Medicham's phenomenal Attack, thanks to Pure Power, coupled with its decent base 80 Speed, make it a top offensive threat in the UU metagame. However, it is frail, and with only average Speed, gets demolished by faster sweepers especially Rotom and Mismagius that haunt the UU tier Medicham is easily demolished by faster sweepers such as Rotom and Mismagius who haunt the UU tier, due to its frailty and mediocre speed. Much like a double-edged sword, smart playing will turn Medicham into a one-man demolition crew, 2HKOing most opposing Pokémon, but recklessness will leave you out one Pokémon short. Using Medicham is similar to using a double-edged sword: smart predictions and plays allow you to sweep through teams with Medicham, but reckless moves will leave you without a key teammate on your team.</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: Ice Punch / ThunderPunch
move 4: Trick / Ice Punch
item: Choice Scarf
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>An Its exceptional Attack stat along with a its decent Speed stat, makes Medicham a perfect candidate for a Choice Scarf, which transforms it into a potent revenge killer and late-game sweeper. Due to Medicham's medicore defenses and lack of resistance, it is best to bring it in on a revenge kill, and proceed to demolish the opposing team from there, which should prove to be a simple task with Medicham's good coverage.[Author's note] How does good coverage help you sweep with a Choice Scarf? You're restricted to one move, so coverage should not be the issue. Rather, it should be Medicham's raw attack that allow it to power through weakened teams. Either that or you meant to say that Medicham can sweep through many variants of teams because of the different moves that it carries. Just something that didn't make sense.</p>

<p>Hi Jump Kick is Medicham's choice attack, reaching 150 BP after STAB and OHKOing many neutral targets, such as Swellow and Sceptile. Bulkier sweepers such as Leafeon and Drapion will not have an easy time against Hi Jump Kick either, as most variants are 2HKOed even without residual damage. Despite this, Hi Jump Kick should not be used haphazardly, as it will invite Ghost-types to switch in and cause Medicham to lose a significant portion of its HP, while giving the opponent an opportunity to set up or KO Medicham. Brick Break is a weaker alternative that does not suffer from Hi Jump Kick's accuracy pitfalls and potential recoil. Psycho Cut is good secondary STAB to handle Poison-types that resist Hi Jump Kick, primarily Venusaur and Weezing; Venusaur is OHKOed, support variants after a switch into Stealth Rocks,[Author's Note] Do you mean that the support variants of Venusaur are KOed after Steath Rock, and that other variants are KOed regardless of residual damage, or do you mean that all variants are KOed with residual damage? It's a bit ambiguous there. Regardless, you have a run on sentence, and you want to remedy that. and Weezing is 2HKOed. It also puts a large dent on Rotom and Mismagius that try to switch in on a predicted Fighting-type move. ThunderPunch and Ice Punch are for additional coverage, mainly against specific Pokémon that resist or are neutral to either of Medicham's STAB attacks. ThunderPunch assures a 2HKO on Moltres and Slowking, while Ice Punch can OHKO Gligar and Altaria and 2HKO Claydol. Trick cripples defensive Pokémon like such as Slowbro and Uxie that would otherwise wall Medicham, making it easier for Medicham or another team member to dispose of them.</p>

[ADDITIONAL COMMENTS]

<p>A Jolly nature and Choice Scarf bring Medicham's Speed to 426, enough to outspeed Adamant Rock Polish Torterra and Aggron after a boost, and OHKO both with Ice Punch and Hi Jump Kick, respectively. Alternatively, Medicham can use an Adamant nature to improve its chances of scoring an OHKO against threats such as Scyther and Alakazam. The loss of Speed from using an Adamant nature, however, will leave Medicham susceptible vulnerable to boosting sweepers like such as Rock Polish Rhyperior, which Medicham can normally take on with a Jolly nature.</p>

<p>Since Hi Jump Kick scores most of Medicham's KOs, a means of handling Ghost-types is necessary to let Medicham smash through opposing teams. Therefore, a Pursuit user is an excellent teammate for Medicham, and Houndoom fits that role perfectly. Mixed Houndoom eliminates Ghost-types with ease, as its Life Orb boosted Pursuit OHKOes Mismagius and most Rotom as they switch out, or threaten with Sucker Punch if they decide to risk staying in. Additionally, Houndoom absorbs Will-O-Wisp aimed at Medicham to gain a Flash Fire boost, which will let it weaken the opposing team with a boosted Fire-type attack, so Medicham can come in and clean up later on.</p>

<p>Phazers help Medicham tremendously when coupled with entry hazards, as they can scout opposing teams for any Ghost-types or physically defensive Pokémon that cause Medicham trouble and rack up entry hazard damage by inducing multiple switches. Specially Defensive Drapion works well for this role because it can also KO Ghost-types that it may expose with Whirlwind or wear down opposing Pokémon with Toxic Spikes so Medicham can finish them off.</p>

Didn't have time for the rest of them. Good write up. Mainly concerned with some of the stuff you wrote.
 
Thanks Eraddd, I mainly used your suggestions to fix those two ambiguous statements, and some of your other minor edits. The overview I didn't really change because I had an issue with some of your rewording so I'll wait and see if the GP team or someone else really finds the current wording horrible enough to be re-written.

Lol Flora.
 
bumping this to see if it can be GP checked and so it doesn't get lost in oblivion.
 
I'm no official checker but ill take a lookie :)

Changes in bold
Removals in red

[Overview]

<p>Medicham's phenomenal Attack, thanks to Pure Power, coupled with its decent base 80 Speed, make it a top offensive threat in the UU metagame. However, Medicham is frail, and with only average Speed, gets demolished by faster sweepers, especially Rotom and Mismagius that haunt the UU tier. Much like a double-edged sword, smart playing will turn Medicham into a one-man demolition crew, 2HKOing most opposing Pokémon, but recklessness will leave you one Pokémon short and your opponent free of a major threat(remove space).</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: Ice Punch / ThunderPunch
move 4: Trick / Ice Punch
item: Choice Scarf
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>An exceptional Attack stat along with a decent Speed stat, makes Medicham a perfect candidate for a Choice Scarf, transforming which transforms it into a potent revenge killer and late-game sweeper. Due to Medicham's medicore defenses and lack of resistance, it is best to bring it in for on a revenge kill, which should prove to be a simple task as Medicham has good type coverage with its attacks to let it switch in and KO most opponents. From there, Medicham can proceed to muscle its way through weakened teams with its great Attack.</p>

<p>Hi Jump Kick is Medicham's choice attack, reaching 150 Base Power after STAB,(comma) and OHKOing many neutral targets, such as Swellow and Sceptile. Bulkier sweepers such as Leafeon and Drapion won't will not have an easy time against Hi Jump Kick either, as most are 2HKOed even without residual damage. Despite this, Hi Jump Kick should not be used haphazardly, as it will invites Ghost-types to switch in and cause Medicham to lose a significant portion of its HP, while giving the opponent an opportunity to set up or KO Medicham (isn't really needed). Brick Break is a weaker alternative that does not suffer from Hi Jump Kick's accuracy and potential recoil. Psycho Cut is good secondary STAB to handle Poison-types that resist Hi Jump Kick, primarily Venusaur and Weezing. Most Venusaur are OHKOed and Weezing is always 2HKOed, regardless of residual damage. Support and Subseeder Venusaur, however, are only OHKOed with residual residual damage. Psycho Cut also puts a large dent on Rotom and Mismagius that try to switch into on a predicted Fighting-type move. ThunderPunch and Ice Punch are for additional coverage, mainly against specific Pokémon that resist or are neutral to either of Medicham's STAB attacks. ThunderPunch assures a 2HKO on Moltres and Slowking, while Ice Punch can OHKO Gligar and Altaria and 2HKO Claydol. Trick cripples defensive Pokémon like Slowbro and Uxie that would otherwise wall Medicham, making it easier for Medicham or another team member to dispose of them.</p>

[ADDITIONAL COMMENTS]

<p>A Jolly nature and Choice Scarf bring Medicham's Speed to 426, enough to outspeed Adamant Rock Polish Torterra and Aggron after a boost, and OHKO both with Ice Punch and Hi Jump Kick, respectively. Alternatively, Medicham can use an Adamant nature to improve its chances of scoring an OHKO against threats such as Scyther and Alakazam. The loss of Speed from using an Adamant nature, however, will leave Medicham vulnerable to boosting sweepers such as Rock Polish Rhyperior, which Medicham can normally take on with a Jolly nature.</p>

<p>Since Hi Jump Kick scores most of Medicham's KOs, a means of handling Ghost-types is necessary to let Medicham smash through opposing teams. Therefore, a Pursuit user is an excellent teammate for Medicham, and Houndoom fits that role perfectly. Mixed Houndoom eliminates Ghost-types with ease, as its Life Orb boosted Pursuit OHKOes Mismagius and most Rotom as they switch out, or threaten with Sucker Punch if they decide to risk staying in. Additionally, Houndoom absorbs Will-O-Wisp aimed at Medicham to gain a Flash Fire boost, which will let it weaken the opposing team with a boosted Fire-type attack, so Medicham can come in and clean up later on.</p>

<p>Phazers help Medicham tremendously when coupled with entry hazards, as they can allowing you to scout opposing teams for any Ghost-types or physically defensive Pokémon that cause Medicham trouble and rack up entry hazard damage by inducing multiple switches. Specially Defensive Drapion works well for this role because it can also KO Ghost-types that it may expose with Whirlwind or wear down opposing Pokémon with Toxic Spikes so Medicham can finish them off.</p>

[SET]
name: Life Orb
move 1: Hi Jump Kick / Low Kick
move 2: Zen Headbutt
move 3: Fake Out / ThunderPunch / Ice Punch
move 4: Bullet Punch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Medicham's amazing Attack, coupled with its decent Speed, make it a potent sweeper in UU. Hi Jump Kick now 2HKOes even more Pokemon with the Life Orb boost. Defensive threats, such as Milotic, will be 2HKOed if they attempt to come in on a Hi Jump Kick; for example, 248 HP / 252 Def Bold Milotic takes 55.2% - 65.1% damage. Low Kick is a safer option over Hi Jump Kick, as it has the same or greater Base Power as Hi Jump Kick when used against bulky Pokémon like Torterra and Donphan. However, the inconsistency in its Base Power can make more of a liability for Medicham than an asset, since Medicham will lose OHKOs Hi Jump Kick would have scored against lighter Pokémon. Zen Headbutt deals with Pokémon that resist Medicham's Fighting-type STAB move, as well as providing a 20% flinch rate to potentially spare Medicham from taking serious damage. Fake Out and Bullet Punch provide priority and let Medicham revenge kill weakened threats, such as Alakazam and Sceptile,with ease. ThunderPunch and Ice Punch can be used for coverage on Pokémon like Claydol or Slowbro, which resist both of Medicham's STAB attacks. Additionally, they serve as safer substitutes for Hi Jump Kick when used on Pokémon that are hit for super effective damage by the respective attack.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is a viable option on Medicham to ensure OHKOs on bulkier Pokémon that it still outspeeds, such as Dragon Dance Feraligatr (before the Speed boost from Dragon Dance) and Weezing. However, that will leave it unable to at least tie with many of the +Speed positive Base 80 Speed Pokemon in UU,(comma) most noteably Venusaur. Since Psycho Cut is illegal with Bullet Punch, Zen Headbutt is the only Psychic-type STAB available to this Medicham set. While one can forgo Bullet Punch to use Psycho Cut, Bullet Punch is Medicham's reliable priority move, as Fake Out only works once, and Medicham wants one to handle faster Pokémon.</p>

<p>Medicham enjoys having entry hazards and paralysis support to sweep through teams with greater ease. Registeel is a good teammate for this task, as it can set up Stealth Rock, paralyze opposing Pokémon with Thunder Wave, and resist Flying- and Ghost-type attacks aimed at Medicham. Wish support is recommended to compensate for the loss of HP from Life Orb, which would leave Medicham at more risk than usual. Leafeon and Chansey are also good choices due to their bulk.</p>

[SET]
name: Choice Band
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Ice Punch / Trick
item: Choice Band
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>A Choice Band provides Medicham with the necessary boost to break through even the sturdiest of physical walls. Hi Jump Kick coming off a 657 Attack stat can OHKO walls like Steelix and Regirock with minimal residual damage. Even Pokémon that take neutral damage from Hi Jump Kick are effectively 2HKOed after a switch in; for instance, Tank Torterra is dealt a minimum of 54.2% damage. Despite this destructive power, one should be wary of Ghost-types on the opposing team, which enjoy switching into Medicham locked into Hi Jump Kick, causing it to lose a significant portion of its HP. Brick Break is a good option to avoid the perils of Hi Jump Kick, but Medicham will have to settle for 2HKOs on Pokémon it would normally OHKO with Hi Jump Kick. Psycho Cut deals with Pokemon that Hi Jump Kick or Brick Break cannot dispose of, such as Venusaur and Weezing. ThunderPunch is for Flying-types and an alternative for Hi Jump Kick against Water-types. Slowbro, who normally counters Medicham, takes 51.8% - 60.9% from ThunderPunch, making it difficult for it to wall Medicham. Ice Punch is for added coverage alongside ThunderPunch, mainly for against Ground-types like Claydol and Gligar. Trick cripples defensive threats like Uxie by ridding them of their Leftovers, and is especially useful when partnered with Brick Break, so Medicham can at least ruin an opposing wall if it cannot KO it.</p>

[ADDITIONAL COMMENTS]

<p>This Medicham is an asset to offensive teams that need a reliable wallbreaker opening the way for an easy sweep (unneccessary). While Medicham normally appreciates an Adamant nature to boost its already phenomenal Attack, Jolly is necessary to tie with other positive Speed nature Base 80 Pokémon like Venusaur, Blaziken and Altaria. A Pursuit user is also necessary to ensure that Medicham can attack without the fear of Ghosts switching in. Once again, Houndoom is an excellent candidate for the position as it also absorbs Will-O-Wisps aimed at Medicham. Entry hazards help Medicham tear through defensive, bulky Pokémon much easier. Omastar is a good choice with its access to all three types of entry hazards and resistance to Flying-type moves.</p>

[Team Options]

<p>Since Medicham fears Ghost-types, its teammates naturally should be able to handle them. Houndoom is the optimal teammate for Medicham due to its ability to KO frail Ghosts like Mismagius and Rotom with STAB Pursuit, Sucker Punch, Dark Pulse,(comma) or Crunch. Additionally, Houndoom happily switches into Will-O-Wisp and gains a nice boost, courtesy of Flash Fire, while sparing Medicham a debilitating burn. Along with clearing out Ghosts, Houndoom can also dispose of Tangrowth and Uxie, who can wall Medicham. Spiritomb can also take out opposing Ghosts with Pursuit, Sucker Punch, Dark Pulse, or Shadow Sneak, and has greater bulk than Houndoom, so it can come in more easily on attacks. However, it will not like taking a Will-O-Wisp.</p>

<p>Supportively, Medicham appreciates teammates that can lay entry hazards to wear down opposing Pokémon so it can knock them out with ease. Omastar fits the bill, as it can lay Spikes, Stealth Rock, and Toxic Spikes to rack up large amounts of residual damage. Furthermore, Omastar's excellent Defense and Water / Rock (spacing) typing let it absorb physical attacks like Arcanine's Flare Blitz and Swellow's Brave Bird that would otherwise crush Medicham. Registeel is another good choice as it can lay down Stealth Rock and paralyze the opposing team with Thunder Wave, which is a great asset for non-Choice Scarf Medicham, as it can then sweep through teams without fear of a faster Pokémon revenging it. Finally, Drapion works well alongside Medicham due to Toxic Spikes and Whirlwind, which can be used in conjunction to scout and weaken teams. Although grounded Poison-types will absorb Toxic Spikes, Medicham can handle most of them with its STAB Psycho Cut. Drapion can also deal with Uxie, Mesprit, and Ghost-types thanks to its Dark-type STAB and reasonable bulk. </p>

[Optional Changes]

<p>Medicham can attempt to diminish its inherent frailty by running a Bulk Up set with 200 HP / 56 Atk / 252 Spe and Recover. After a single Bulk Up, Medicham is never 2HKOed by a combination of Waterfall and Aqua Jet from maximum Attack Azumarill and still has a high enough Attack stat to 2HKO max HP Donphan and Milotic. However, Medicham rarely gets opportunities to set up due to its natural lack of bulk and average speed. Substitute and Focus Punch can be used to nail opponents with a 225 Base Powered attack while sparing Medicham from being KOed in an instant, but Medicham will find it difficult to consistently create Substitutes due to its low HP and non-stellar defenses.</p>

<p>Toxic is a viable option to weaken physically defensive Pokémon like Slowbro and Tangrowth, that who easily switch into Medicham. Rock Slide is alternative for Ice Punch or ThunderPunch to deal with Flying-types like Moltres, Swellow, and Altaria with a decent 30%(spacing) flinch rate, but the 90% accuracy may end up hurting Medicham as any of the previously mentioned Pokémon can OHKO it. Baton Pass is useful for passing Bulk Up boosts or Substitutes and scouting opposing teams for possible threats, but Medicham lacks the Speed necessary to use it effectively all the time.</p>

[Counters]

<p>Few Pokémon can reliably counter Medicham due to its incredible Attack. Spiritomb stands out as a counter due to its immunity to both of Medicham's STAB attacks. With overall great defenses, Spiritomb can switch into any of Medicham's attacks with impunity and force it out with the threat of being KOed by Shadow Ball or Shadow Sneak. Tangrowth easily walls Medicham and can inflict it with sleep or paralysis and dispose of Medicham with Leaf Storm or Power Whip. A non-boosted Hi Jump Kick barely 3HKOes 252 HP / 252 Def Tangrowth even after a switch into Stealth Rock.</p>

<p>Bulky Psychic-types have no trouble coming in and ruining Medicham's sweep. Slowbro resists Fighting- and Psychic-type moves, as well as Ice Punch, and with superb Defense, can easily switch into Medicham and threaten it with STAB Surf and Psychic. However, it has to watch out for ThunderPunch and Trick, which ruin its walling capabilities. Uxie functions in the same vein as Slowbro, as it resists both of Medicham's STAB moves and with its base 130 Defense, withstands any attack in Medicham's repertoire and threaten it with Thunder Wave, Yawn, and Psychic. Offensively, Mesprit can 2HKO Medicham with Psychic or Zen Headbutt while switching in easily due to its resistance to Medicham's dual STAB and reasonable bulk.</p>
 
I'm lazy so I'm only fixing the Overview:
add
remove

[Overview]

<p>Medicham's phenomenal Attack, thanks to Pure Power, coupled with its and decent base 80 Speed, make it a top offensive threat in the UU metagame. However, Medicham is frail, and with only average Speed, it can potentially be gets demolished by faster sweepers, especially Rotom and Mismagius that haunt the UU tier. Much like a double-edged sword, smart playing will turn Medicham into a one-man demolition crew, 2HKOing most opposing Pokémon, but recklessness will leave you one Pokémon short and your opponent free of a major threat.</p>
 
GP Check 1/2:
additions/changes in blue
removals in red
comments in navy

[Overview]

<p>Medicham's phenomenal Attack, thanks to Pure Power, and decent base 80 Speed, and great offensive movepool make it a top offensive threat in the UU metagame. However, Medicham's frailty and average Speed means that it is frail, and with only average Speed, can potentially be easily demolished by faster sweepers, especially Rotom and Mismagius, (comma) that haunt the UU tier. Much like a double-edged sword, smart playing will turn Medicham into a one-man demolition crew, 2HKOing most opposing Pokémon, but recklessness will leave you one Pokémon short and your opponent free of a major threat.</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: Ice Punch / ThunderPunch
move 4: Trick / Ice Punch
item: Choice Scarf
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>An exceptional Attack stat, (comma) along with decent Speed, makes Medicham a perfect candidate for a Choice Scarf, transforming it into a potent revenge killer and late-game sweeper. Due to Medicham's mediocre defenses and lack of resistances, it is best to bring it in for a revenge kill, which should prove to be a simple task as Medicham has good type coverage with its attacks to switch in and KO most opponents. From there, Medicham can muscle its way through weakened teams with its great Attack.</p>

<p>Hi Jump Kick is Medicham's choice main attack, (remove comma) reaching that can reach 150 Base Power after STAB, OHKOing which can OHKO many neutral targets, such as Swellow and Sceptile. Bulkier sweepers such as Leafeon and Drapion will not have an easy time against Hi Jump Kick either, as most are 2HKOed even without residual damage. Despite this, Hi Jump Kick should not be used haphazardly, as it invites Ghost-types to switch in and cause Medicham to lose a significant portion of its HP. Brick Break is a weaker alternative that does not suffer from Hi Jump Kick's accuracy and potential recoil. Psycho Cut is a good secondary STAB to handle Poison-types that resist Hi Jump Kick, primarily Venusaur and Weezing. Most Venusaur are OHKOed and Weezing is always 2HKOed, regardless of residual damage. Support and SubSeeder Venusaur, however, are only OHKOed with residual residual damage. Psycho Cut also puts a large dent on Rotom and Mismagius that try to switch into a predicted Fighting-type move. ThunderPunch and Ice Punch are for additional coverage, mainly against specific Pokémon that resist or are neutral to either of Medicham's STAB attacks. ThunderPunch assures a 2HKO on Moltres and Slowking, while Ice Punch can OHKO Gligar and Altaria and 2HKO Claydol. Trick cripples defensive Pokémon like Slowbro and Uxie that would otherwise wall Medicham, making it easier for Medicham or another team member to dispose of them.</p>

[ADDITIONAL COMMENTS]

<p>A Jolly nature and a Choice Scarf bring Medicham's Speed to 426, which is enough to outspeed Adamant Rock Polish Torterra and Aggron after a boost, and OHKO both with Ice Punch and Hi Jump Kick, respectively. (Nothing to do with Speed.) Alternatively, Medicham can use an Adamant nature to improve its chances of scoring an OHKO against threats such as Scyther and Alakazam. The loss of Speed from using an Adamant nature, however, will leave Medicham vulnerable to boosting sweepers such as Rock Polish Rhyperior, which Medicham can normally take on with a Jolly nature.</p>

<p>Since Hi Jump Kick scores most of Medicham's KOs, a means of handling Ghost-types is necessary to let Medicham smash through opposing teams. Therefore, a Pursuit user is an excellent teammate for Medicham, and Houndoom fits that role perfectly. Mixed Houndoom eliminates Ghost-types with ease, as its Life Orb boosted Pursuit OHKOes Mismagius and most Rotom as they switch out, or threaten with Sucker Punch and its Sucker Punch will OHKO them if they decide to stay in. Additionally, Houndoom absorbs Will-O-Wisp aimed at Medicham to gain a Flash Fire boost, which will let it weaken the opposing team with a boosted Fire-type attack, so Medicham can come in and clean up later on.</p>

<p>Phazers help Medicham tremendously when coupled with entry hazards, allowing as they allow you to scout opposing teams for any Ghost-types or physically defensive Pokémon that cause Medicham trouble and rack up entry hazard damage by inducing multiple switches. Specially Defensive Drapion works well for this role because it can also KO Ghost-types that it may expose with Whirlwind or wear down opposing Pokémon with Toxic Spikes so Medicham can finish them off.</p>

[SET]
name: Life Orb
move 1: Hi Jump Kick / Low Kick
move 2: Zen Headbutt
move 3: Fake Out / ThunderPunch / Ice Punch
move 4: Bullet Punch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Medicham's amazing Attack, coupled with its decent Speed, make it a potent sweeper in UU. Hi Jump Kick now 2HKOes even more Pokemon with the Life Orb boost. Defensive threats, such as Milotic, will be 2HKOed if they attempt to come in on a Hi Jump Kick; for example, 248 HP / 252 Def Bold Milotic takes 55.2% - 65.1% damage. Low Kick is a safer option over Hi Jump Kick, as it has the same or greater Base Power as Hi Jump Kick when used against bulky Pokémon like Torterra and Donphan. However, the inconsistency in its Base Power can make more of a liability for Medicham than an asset, since Medicham will lose OHKOs that Hi Jump Kick would have scored against lighter Pokémon. Zen Headbutt deals with Pokémon that resist Medicham's Fighting-type STAB move, as well as providing a 20% flinch rate to potentially spare Medicham from taking serious damage. Fake Out and Bullet Punch provide priority and let Medicham revenge kill weakened threats, such as Alakazam and Sceptile,(space)with ease. ThunderPunch and Ice Punch can be used for coverage on Pokémon like Claydol or Slowbro, which resist both of Medicham's STAB attacks. Additionally, they serve as safer substitutes for Hi Jump Kick when used on Pokémon that are hit for super effective damage by the respective attack.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is a viable option on Medicham to ensure OHKOs on bulkier Pokémon that it still outspeeds, such as Dragon Dance Feraligatr (before the Speed boost from Dragon Dance) and Weezing. However, that will leave it unable to at least tie with many of the positive base 80 Pokemon in UU, most notably Venusaur. Since Psycho Cut is illegal with Bullet Punch, Zen Headbutt is the only Psychic-type STAB available to this Medicham set. While one can forgo Bullet Punch to use Psycho Cut, Bullet Punch is Medicham's most reliable priority move, as Fake Out only works once, and Medicham wants one needs a reliable priority move to handle faster Pokémon.</p>

<p>Medicham enjoys having entry hazards and paralysis support to sweep through teams with greater ease. Registeel is a good teammate for this task as it can set up Stealth Rock, paralyze opposing Pokémon with Thunder Wave, and resist Flying- and Ghost-type attacks aimed at Medicham. Wish support is recommended to compensate for the loss of HP from Life Orb, which would leave Medicham at more risk than usual. Leafeon and Chansey are good choices due to their bulk.</p>

[SET]
name: Choice Band
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Ice Punch / Trick
item: Choice Band
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>A Choice Band provides Medicham with the necessary boost to break through even the sturdiest of physical walls. Hi Jump Kick coming off 657 Attack can OHKO walls like Steelix and Regirock with minimal residual damage. Even Pokémon that take neutral damage from Hi Jump Kick are effectively 2HKOed after a switch in; for instance, Tank Torterra is dealt a minimum of 54.2% damage. Despite this destructive power, one should be wary of Ghost-types on the opposing team, which enjoy switching into Medicham locked into Hi Jump Kick, causing it to lose a significant portion of its HP. Brick Break is a good option to avoid the perils of Hi Jump Kick, but Medicham will have to settle for 2HKOs on Pokémon that it would normally OHKO with Hi Jump Kick. Psycho Cut deals with Pokemon that Hi Jump Kick or Brick Break cannot dispose of, such as Venusaur and Weezing. ThunderPunch is for Flying-types and an alternative for Hi Jump Kick against Water-types. Slowbro, which normally counters Medicham, takes 51.8% - 60.9% damage from ThunderPunch, making it difficult for it to wall Medicham. Ice Punch is for added coverage alongside ThunderPunch, mainly for Ground-types like Claydol and Gligar. Trick cripples defensive threats like Uxie by ridding them of their Leftovers, and is especially useful when partnered with Brick Break, so Medicham can at least ruin an opposing wall if it cannot KO it.</p>

[ADDITIONAL COMMENTS]

<p>This Medicham is an asset to offensive teams that need a reliable wallbreaker. While Medicham normally appreciates an Adamant nature to boost its already phenomenal Attack, Jolly is necessary to tie with other positive Speed nature base 80 Pokémon like Venusaur, Blaziken, (comma) and Altaria. A Pursuit user is also necessary to ensure that Medicham can attack without the fear of Ghosts switching in. Once again, Houndoom is an excellent candidate for the position as it also absorbs Will-O-Wisp aimed at Medicham. Entry hazards help Medicham tear through defensive, (remove) bulky Pokémon much easier. Omastar is a good choice with its access to all three entry hazards and resistance to Flying-type moves.</p>

[Team Options]

<p>Since Medicham fears Ghost-types, its teammates naturally should be able to handle them. Houndoom is the optimal teammate for Medicham due to its ability to KO frail Ghosts like Mismagius and Rotom with STAB Pursuit, Sucker Punch, Dark Pulse, or Crunch. Additionally, Houndoom happily switches into Will-O-Wisp and gains a nice boost, courtesy of Flash Fire, while sparing Medicham a debilitating burn. Along with clearing out Ghosts, Houndoom can also dispose of Tangrowth and Uxie, which can wall Medicham. Spiritomb can also take out opposing Ghosts with Pursuit, Sucker Punch, Dark Pulse, or Shadow Sneak, and has greater bulk than Houndoom, so it can come in more easily on attacks. However, it will not like taking a Will-O-Wisp.</p>

<p>Supportively For support, Medicham appreciates teammates that can lay entry hazards to wear down opposing Pokémon so it can knock them out with ease. Omastar fits the bill, as it can lay Spikes, Stealth Rock, and Toxic Spikes to rack up large amounts of residual damage. Furthermore, Omastar's excellent Defense and Water / Rock typing let it absorb physical attacks like Arcanine's Flare Blitz and Swellow's Brave Bird that would otherwise crush Medicham. Registeel is another good choice as it can lay down Stealth Rock and paralyze the opposing team with Thunder Wave, which is a great asset for non-Choice Scarf Medicham, as it can then sweep through teams without fear of a faster Pokémon revenging it. Finally, Drapion works well alongside Medicham due to Toxic Spikes and Whirlwind, which can be used in conjunction to scout and weaken teams. Although grounded Poison-types will absorb Toxic Spikes, Medicham can handle most of them with its STAB Psycho Cut. Drapion can also deal with Uxie, Mesprit, and Ghost-types thanks to its Dark-type STAB and reasonable bulk. </p>

[Optional Changes]

<p>Medicham can attempt to diminish its frailty by running a Bulk Up set with 200 HP / 56 Atk / 252 Spe and Recover. After a single Bulk Up, Medicham is never 2HKOed by a combination of Waterfall and Aqua Jet from maximum Attack Azumarill and still has a high enough Attack stat to 2HKO max HP Donphan and Milotic. However, Medicham rarely gets opportunities to set up due to its lack of bulk and average Speed. Substitute and Focus Punch can be used to nail opponents with a 225 Base Power attack while sparing Medicham from being KOed in an instant, but Medicham will find it difficult to consistently create Substitutes due to its low HP and non-stellar defenses.</p>

<p>Toxic is a viable option to weaken physically defensive Pokémon like Slowbro and Tangrowth that easily switch into Medicham. Rock Slide is an alternative for Ice Punch or ThunderPunch to deal with Flying-types like Moltres, Swellow, and Altaria with a decent 30% flinch rate, but the 90% accuracy may end up hurting Medicham as any of the previously mentioned Pokémon can OHKO it. Baton Pass is useful for passing Bulk Up boosts or Substitutes and scouting opposing teams for possible threats, but Medicham lacks the Speed necessary to use it effectively all the time.</p>

[Counters]

<p>Few Pokémon can reliably counter Medicham due to its incredible Attack. Spiritomb stands out as a counter due to its immunity to both of Medicham's STAB attacks. With overall great defenses, Spiritomb can switch into any of Medicham's attacks with impunity and force it out with the threat of being KOed by Shadow Ball or Shadow Sneak. Tangrowth easily walls Medicham and can inflict it with sleep or paralysis and dispose of Medicham with Leaf Storm or Power Whip. A non-boosted Hi Jump Kick barely 3HKOes 252 HP / 252 Def Tangrowth even after a switch into Stealth Rock.</p>

<p>Bulky Psychic-types have no trouble coming in and ruining Medicham's sweep. Slowbro resists Fighting- and Psychic-type moves, as well as Ice Punch, and with superb Defense, can easily switch into Medicham and threaten it with STAB Surf and Psychic. However, it has to watch out for ThunderPunch and Trick, which ruins its walling capabilities. Uxie functions in the same vein as Slowbro, as it can easily withstand any attack in Medicham's repertoire due to its base 130 Defense and resistances to both of Medicham's STAB moves, (comma) resists both of Medicham's STAB moves and with its base 130 Defense, withstands any attack in Medicham's repertoire and threaten it with Thunder Wave, Yawn, and Psychic. Offensively, Mesprit can 2HKO Medicham with Psychic or Zen Headbutt while switching in easily due to its resistances to Medicham's dual STABs and reasonable bulk.</p>

I can't tell if your writing was naturally this good or it's because of all the edits that have already happened. But, I'll say you're pretty good though, so keep it up. =D
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GP CHECK 2/2

blue is additions
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[Overview]

<p>Medicham's phenomenal Attack, thanks to Pure Power, decent base 80 Speed, and great offensive movepool make it a top offensive threat in the UU metagame. However, Medicham's frailty and average Speed means that it can be easily demolished by faster sweepers, especially Rotom and Mismagius, that haunt the UU tier. Much like a double-edged sword, smart playing will turn Medicham into a one-man demolition crew, 2HKOing most opposing Pokémon, but recklessness will leave you one Pokémon short and your opponent free of a major threat.</p>

[SET]
name: Choice Scarf
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: Ice Punch / ThunderPunch
move 4: Trick / Ice Punch
item: Choice Scarf
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>An exceptional Attack stat, along with decent Speed, makes Medicham a perfect candidate for a Choice Scarf, transforming it into a potent revenge killer and late-game sweeper. Due to Medicham's mediocre defenses defensive stats and lack of resistances, it is best to bring it in for a revenge kill, which should prove to be a simple task as Medicham has good type coverage with its attacks to switch in and KO most opponents. From there, Medicham can muscle its way through weakened teams with its great titanic Attack.</p>

<p>Hi Jump Kick is Medicham's main attack that reaches 150 Base Power after STAB, which can OHKO many neutral targets, such as Swellow and Sceptile. Bulkier sweepers such as Leafeon and Drapion will not have an easy time against Hi Jump Kick either, as most are 2HKOed even without residual damage factored in. Despite this, Hi Jump Kick should not be used haphazardly, as it invites Ghost-types to switch in and cause Medicham to lose a significant portion of its HP. Brick Break is a weaker alternative that does not suffer from Hi Jump Kick's flawed accuracy and potential recoil. Psycho Cut is a good secondary STAB move that allows Medicham to handle Poison-types that resist Hi Jump Kick, primarily Venusaur and Weezing. Most Venusaur are OHKOed, and while Weezing is always 2HKOed, regardless of residual damage. Support and SubSeeder Venusaur, however, are only OHKOed with residual residual damage. Psycho Cut also puts a large dent on in Rotom and Mismagius that try to switch into a predicted Fighting-type move. ThunderPunch and Ice Punch are for additional coverage, mainly against specific Pokémon that resist or are neutral to either of Medicham's STAB attacks. ThunderPunch assures a 2HKO on Moltres and Slowking, while Ice Punch can OHKO Gligar and Altaria and 2HKO Claydol. Trick cripples defensive Pokémon like Slowbro and Uxie that would otherwise wall Medicham, making it easier for Medicham or another team member to dispose of them.</p>

[ADDITIONAL COMMENTS]

<p>A Jolly nature and Choice Scarf bring Medicham's Speed to 426, which is enough to outspeed Adamant Rock Polish Torterra and Aggron after a boost. Alternatively, Medicham can use an Adamant nature to improve its chances of scoring an OHKO against threats such as Scyther and Alakazam. The loss of Speed from using an Adamant nature, however, will leave Medicham vulnerable to boosting sweepers such as Rock Polish Rhyperior, which Medicham can normally take on with a when using a Jolly nature.</p>

<p>Since Hi Jump Kick scores most of Medicham's KOs, a means of handling Ghost-types is necessary to let Medicham smash through opposing teams. Therefore, a Pursuit user is an excellent teammate for Medicham, and Houndoom fits that role perfectly. Mixed Houndoom eliminates Ghost-types with ease, as its Life Orb-boosted Pursuit OHKOes Mismagius and most Rotom as they switch out, and its Sucker Punch will KO them. Additionally, Houndoom absorbs Will-O-Wisp aimed at Medicham to gain a Flash Fire boost, which will let it weaken the opposing team with a boosted Fire-type attack, so Medicham can come in and clean up later on in the match.</p>

<p>Phazers help Medicham tremendously when coupled with entry hazards, as they allow you to scout opposing teams for any Ghost-types or physically defensive Pokémon that cause Medicham trouble and rack up entry hazard damage by inducing multiple switches. Specially Defensive Drapion works well for this role because it can also KO Ghost-types that it may expose with Whirlwind or wear down opposing Pokémon with Toxic Spikes so Medicham can finish them off.</p>

[SET]
name: Life Orb
move 1: Hi Jump Kick / Low Kick
move 2: Zen Headbutt
move 3: Fake Out / ThunderPunch / Ice Punch
move 4: Bullet Punch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Medicham's amazing Attack, coupled with its decent Speed, make it a potent sweeper in UU. With the boost Life Orb provides, Hi Jump Kick now 2HKOes even more Pokemon with the Life Orb boost. Defensive threats, such as Milotic, will be 2HKOed if they attempt to come in on a Hi Jump Kick; for example, 248 HP / 252 Def Bold Milotic takes 55.2% - 65.1% damage. Low Kick is a safer option over Hi Jump Kick, as it has the same or greater Base Power as Hi Jump Kick when used against bulky Pokémon like Torterra and Donphan. However, the inconsistency in its Base Power can make it more of a liability for Medicham than an asset, since Medicham will lose OHKOs that Hi Jump Kick would have scored against lighter Pokémon. Zen Headbutt deals with Pokémon that resist Medicham's Fighting-type STAB move, as well as providing a having 20% flinch rate to potentially spare Medicham from taking serious damage. Fake Out and Bullet Punch provide priority and let Medicham revenge kill weakened threats, such as Alakazam and Sceptile, with ease. ThunderPunch and Ice Punch can be used for coverage on Pokémon like Claydol or Slowbro, which resist both of Medicham's STAB attacks. Additionally, they serve as safer substitutes alternatives for Hi Jump Kick when used on Pokémon that are hit for super effective damage by the respective attack.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is a viable option on Medicham to ensure OHKOs on bulkier Pokémon that it still outspeeds, such as Dragon Dance Feraligatr (before the Speed boost from Dragon Dance) and Weezing. However, that will leave it unable to at least tie with many of the positive base 80 Pokemon in UU, most notably Venusaur. Since Psycho Cut is illegal with alongside Bullet Punch, Zen Headbutt is the only Psychic-type STAB available to this Medicham set. While one can forgo Bullet Punch to use Psycho Cut, Bullet Punch is Medicham's most reliable priority move, as Fake Out only works once, and Medicham needs a reliable priority move to handle faster Pokémon.</p>

<p>Medicham enjoys having entry hazards and paralysis support to sweep through opposing teams with greater ease. Registeel is a good teammate for this task as it can set up Stealth Rock, paralyze opposing Pokémon with Thunder Wave, and resist Flying- and Ghost-type attacks aimed at Medicham. Wish support is recommended to compensate for the loss of HP from Life Orb, which would leave Medicham at more risk than usual. Leafeon and Chansey are good choices due to their bulk.</p>

[SET]
name: Choice Band
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: ThunderPunch
move 4: Ice Punch / Trick
item: Choice Band
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>A Choice Band provides Medicham with the necessary boost to break through even the sturdiest of physical walls. Hi Jump Kick coming off 657 Attack can OHKO walls like Steelix and Regirock with minimal residual damage. Even Pokémon that take neutral damage from Hi Jump Kick are effectively 2HKOed after a switch in; for instance, Tank Torterra is dealt a minimum of 54.2% damage. Despite this destructive power, one should be wary of Ghost-types on the opposing team, which enjoy switching into Medicham locked into Hi Jump Kick, causing it to lose a significant portion of its HP in the process. Brick Break is a good option to avoid the perils of Hi Jump Kick, but Medicham will have to settle for 2HKOs on Pokémon that it would normally OHKO with Hi Jump Kick. Psycho Cut deals with Pokemon that Hi Jump Kick or Brick Break cannot dispose of, such as Venusaur and Weezing. ThunderPunch is for Flying-types and an alternative for Hi Jump Kick against Water-types. Slowbro, which normally counters Medicham, takes 51.8% - 60.9% damage from ThunderPunch, making it difficult for it to wall Medicham. Ice Punch is for added additional coverage alongside ThunderPunch, mainly for Ground-types like Claydol and Gligar. Trick cripples defensive threats like Uxie by ridding them of their Leftovers, and is especially useful when partnered with Brick Break, so Medicham can at least ruin an opposing wall if it cannot KO it.</p>

[ADDITIONAL COMMENTS]

<p>This Medicham is an asset to offensive teams that need a reliable wallbreaker. While Medicham normally appreciates an Adamant nature to boost its already phenomenal Attack stat, Jolly is necessary to tie with other positive Speed nature base 80 Pokémon like Venusaur, Blaziken, and Altaria. A Pursuit user is also necessary to ensure that Medicham can attack without the fear of Ghosts switching in. Once again, Houndoom is an excellent candidate for the position as it also absorbs Will-O-Wisp aimed at Medicham. Entry hazards help Medicham tear through bulky Pokémon much easier. Omastar is a good choice to provide this with due to its access to all three entry hazards and resistance to Flying-type moves.</p>

[Team Options]

<p>Since Medicham fears Ghost-types, its teammates naturally should be able to handle them. Houndoom is the optimal teammate for Medicham due to its ability to KO frail Ghosts like Mismagius and Rotom with STAB Pursuit, Sucker Punch, Dark Pulse, or Crunch. Additionally, Houndoom happily switches into Will-O-Wisp and gains a nice boost, courtesy of Flash Fire, while sparing Medicham saving Medicham from a debilitating burn. Along with clearing out Ghosts, Houndoom can also dispose of Tangrowth and Uxie, which can wall Medicham. Spiritomb can also take out opposing Ghosts with Pursuit, Sucker Punch, Dark Pulse, or Shadow Sneak, and has greater bulk than Houndoom, so it can come in more easily on attacks. However, it will not like taking a Will-O-Wisp.</p>

<p>For support, Medicham appreciates teammates that can lay entry hazards to wear down opposing Pokémon so it can knock them out KO them with ease. Omastar fits the bill, as it can lay Spikes, Stealth Rock, and Toxic Spikes to rack up large amounts of residual damage on the opposing Pokemon. Furthermore, Omastar's excellent Defense and Water / Rock typing let it absorb physical attacks like Arcanine's Flare Blitz and Swellow's Brave Bird that would otherwise crush Medicham. Registeel is another good choice as it can lay down Stealth Rock and paralyze spread paralysis among the opposing team with Thunder Wave, which is a great asset for non-Choice Scarf Medicham, as it can then sweep through teams without fear of a faster Pokémon revenging revenge killing it. Finally, Drapion works well alongside Medicham due to Toxic Spikes and Whirlwind, which can be used in conjunction to scout and weaken teams. Although grounded Poison-types will absorb Toxic Spikes, Medicham can handle most of them with its STAB Psycho Cut. Drapion can also deal with Uxie, Mesprit, and Ghost-types thanks to its Dark-type STAB and reasonable bulk.</p>

[Optional Changes]

<p>Medicham can attempt to diminish its frailty by running a Bulk Up set with 200 HP / 56 Atk / 252 Spe and Recover. After a single Bulk Up, Medicham is never 2HKOed by a combination of Waterfall and Aqua Jet from maximum Attack Azumarill and still has a high enough Attack stat to 2HKO max HP Donphan and Milotic. However, Medicham rarely gets opportunities to set up due to its lack of bulk and average Speed. Substitute and Focus Punch can be used to nail opponents with a 225 Base Power attack while sparing Medicham from being KOed in an instant, but Medicham will find it difficult to consistently create Substitutes due to its low HP and non-stellar above-average defenses.</p>

<p>Toxic is a viable option to weaken physically defensive Pokémon like Slowbro and Tangrowth that easily switch into Medicham. Rock Slide is an alternative for Ice Punch or ThunderPunch to deal with Flying-types like Moltres, Swellow, and Altaria with a decent 30% flinch rate, but the 90% accuracy may end up hurting Medicham as any of the previously mentioned Pokémon can OHKO it should Rock Slide fail to hit. Baton Pass is useful for passing Bulk Up boosts or Substitutes and scouting opposing teams for possible threats, but Medicham lacks the Speed necessary to use it effectively all the time.</p>

[Counters]

<p>Few Pokémon can reliably counter Medicham due to its incredible Attack. Spiritomb stands out as a counter due to its immunity to both of Medicham's STAB attacks moves. With overall great defenses, Spiritomb can switch into any of Medicham's attacks with impunity and force it out with the threat of being KOed by Shadow Ball or Shadow Sneak. Tangrowth easily walls Medicham and can inflict cripple it with sleep or paralysis and dispose of Medicham with Leaf Storm or Power Whip. A non-boosted Hi Jump Kick barely 3HKOes 252 HP / 252 Def Tangrowth even after a switch into Stealth Rock.</p>

<p>Bulky Psychic-types have no trouble coming in and ruining Medicham's sweep. Slowbro resists Fighting- and Psychic-type moves, as well as Ice Punch, and with its superb Defense stat, can easily switch into Medicham and threaten it with STAB Surf and Psychic. However, it has to watch out for ThunderPunch and Trick, which ruin its walling capabilities. Uxie functions in the same vein as Slowbro, as it can easily withstand any attack in Medicham's repertoire due to its base 130 Defense and resistances to both of Medicham's STAB moves, and threaten it with Thunder Wave, Yawn, and Psychic. Offensively, Mesprit can 2HKO Medicham with Psychic or Zen Headbutt while switching in easily due to its resistances to Medicham's STABs and reasonable bulk.</p>

awesome analysis~

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