[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>