Medicham

alexwolf

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Remove "Medicham boasts a mega evolution," just start off by saying "Mega Medicham has one of the highest..." and that's fine enough.

Remove Zen Headbutt on the set and make a mention in the set comments that it lets you beat physically defensive Mega Venusaur. Both Tentacruel and specially defensive Mega Venusaur are 2HKOed by HJK with Stealth Rock in play. Ice Punch is absolutely 100% mandatory. It helps you defeat Gliscor, Landorus-T, Lati@s, Garchomp, Dragonite, Togekiss, and probably more. There's no reason for Zen Headbutt other than hitting defensive MVenu harder, who is easy to deal with anyway with teammates, and probably Azumarill, but it's still not OHKOed by Zen Headbutt and HJK 2HKOes it anyway. Gyarados is another target, but it's still hit for massive damage with -1 HJK and its mega form is OHKOed. Chandelure's another target, but it's not that relevant. So again, remove it and mention it in the comments. I talked with QC and they agreed.

I'm sure all of Genesect, Scizor, and Ferrothorn are obliterated by HJK already, so don't mention them when talking about what Fire Punch is nice for. Add Trevenant and Gourgeist in there, though.

Talk about Substitute before you mention Bullet Punch due to the moveset order.

Remove Landorus-T and Gliscor from the counters section, as that won't be true. You should add strong Choice Scarfers that aren't completley vulnerable to Bullet Punch.

I think that should suffice. QC 2/3
Garchomp is OHKOed by HJK and Tentacruel avoids the 2HKO from Jolly HJK most of the tie. Also, Adamant Zen Headbutt already 2HKOes physically defensive Togekiss and Dragonite (after SR for the latter). Anyway, beating Mega Venusaur and physically defensive Fairy-types, such as Clefable and Sylveon, and maiming Azumarill, is no small deal, so at worst slash Zen Headbutt after Ice Punch (not in the mood to argue about slash order atm).

EDIT: Zen Headbutt handles Jellicent too.
 
Remove "Medicham boasts a mega evolution," just start off by saying "Mega Medicham has one of the highest..." and that's fine enough.

Remove Zen Headbutt on the set and make a mention in the set comments that it lets you beat physically defensive Mega Venusaur. Both Tentacruel and specially defensive Mega Venusaur are 2HKOed by HJK with Stealth Rock in play. Ice Punch is absolutely 100% mandatory. It helps you defeat Gliscor, Landorus-T, Lati@s, Garchomp, Dragonite, Togekiss, and probably more. There's no reason for Zen Headbutt other than hitting defensive MVenu harder, who is easy to deal with anyway with teammates, and probably Azumarill, but it's still not OHKOed by Zen Headbutt and HJK 2HKOes it anyway. Gyarados is another target, but it's still hit for massive damage with -1 HJK and its mega form is OHKOed. Chandelure's another target, but it's not that relevant. So again, remove it and mention it in the comments. I talked with QC and they agreed.

I'm sure all of Genesect, Scizor, and Ferrothorn are obliterated by HJK already, so don't mention them when talking about what Fire Punch is nice for. Add Trevenant and Gourgeist in there, though.

Talk about Substitute before you mention Bullet Punch due to the moveset order.

Remove Landorus-T and Gliscor from the counters section, as that won't be true. You should add strong Choice Scarfers that aren't completley vulnerable to Bullet Punch.

I think that should suffice. QC 2/3

edit: Okay, slash it after Ice Punch. Forgot about Jellicent actually.
Thanks man, I'll get on the changes shortly.
 
Does Jolly really have to be the first slash? You miss so much power from not using Adamant. The OHKO's you might get for running Adamant are really good. Having SR on the field makes some of these OHKO's for both Jolly and Adamant, but with Defog's presence, you can't be so sure SR will be so permanent.

Landorus-T: (SR makes neutral)

-1 252 Atk Pure Power Medicham Ice Punch vs. 248 HP / 172 Def Landorus-T: 336-396 (88.18 - 103.93%) -- 25% chance to OHKO
-1 252+ Atk Pure Power Medicham Ice Punch vs. 248 HP / 172 Def Landorus-T: 364-432 (95.53 - 113.38%) -- 75% chance to OHKO

Dragonite: (SR makes neutral)
252 Atk Pure Power Medicham Ice Punch vs. 4 HP / 0 Def Multiscale Dragonite: 284-336 (87.65 - 103.7%) -- 25% chance to OHKO
252+ Atk Pure Power Medicham Ice Punch vs. 4 HP / 0 Def Multiscale Dragonite: 312-368 (96.29 - 113.58%) -- 75% chance to OHKO

Defensive Rotom-W:
252 Atk Pure Power Medicham Hi Jump Kick vs. 248 HP / 232+ Def Rotom-W: 247-292 (81.51 - 96.36%) -- 56.25% chance to OHKO after Stealth Rock
252+ Atk Pure Power Medicham Hi Jump Kick vs. 248 HP / 232+ Def Rotom-W: 271-319 (89.43 - 105.28%) -- guaranteed OHKO after Stealth Rock

Talonflame:
252 Atk Pure Power Medicham Zen Headbutt vs. 0 HP / 4 Def Talonflame: 288-339 (96.96 - 114.14%) -- 81.25% chance to OHKO
252+ Atk Pure Power Medicham Zen Headbutt vs. 0 HP / 4 Def (custom): 315-372 (106.06 - 125.25%) -- guaranteed OHKO

I find these chances for these OHKO's a lot more compelling than a chance of winning a speed tie against opposing base 100's. But tbh, what base 100 is really common right now outside of Mega-Charizard and maybe some opposing Mega-Medicham? Salamence, fully offensive Zapdos, and Ebelt Jirachi are no where to be seen.
 
Not QC but i think you should mention Starmie as an offensive check because it is faster and it resists every move Medicham normally carries
 

Colonel M

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Not QC but i think you should mention Starmie as an offensive check because it is faster and it resists every move Medicham normally carries
Both Starmie and Adamant Mega Medicham have a 6.3% chance of OHKOing each other. With Stealth Rock it leans slightly in Mega Medicham's favor (barring the scenario of Starmie being out and HPing first but still has a little over a coinflip chance to live). LO Hydro Pump Starmie is a decent suggestion as a check but I wouldn't go as far as switching into Mega Medicham with it (and if Mega Medicham Subs instead you're likely more screwed as Starmie).
 
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Checks and Counters should be in the form of a threat list as in the XY Smeargle example from the new analysis template:

Checks & Counters
########

**Magic Bounce**: Pokemon with Magic Bounce hard counter hazard-laying Smeargle. Due to its complete lack of offensive capability, Smeargle is unable to do anything to Magic Bounce users. However, note that they may be unable to stop a Baton Pass user in a heads-up match since Shell Smash will make Smeargle faster than other

**Hazard Removal**: Since Smeargle is typically KOed early in the match, Rapid Spin and Defog can eliminate entry hazards place by Smeargle at a later time and completely undermine it's efforts. (Defog is guaranteed to remove hazards)

**Taunt**: Faster Pokemon with access to Taunt are the best answers to Smeargle. They're capable of preventing Smeargle from doing anything of note (though they should be wary of Magic Coat), and can often force Smeargle to switch out or Struggle.

**Grass-types**: Grass-type Pokemon hold the distinction of being immuneto Spore, and as such, cannot be set up on. This makes them capable of limiting Smeargle's hazard laying, preventing it from inflicting Sleep, and forcing it to use its Focus Sash early in the match. However, as always, Smeargle can still Baton Pass at least one boost, so more defensive Grass-types may not be effective.

Also, minor thing, but evs: should come on the line above nature:. You have them flipped.
 
Checks and Counters should be in the form of a threat list as in the XY Smeargle example from the new analysis template:

Checks & Counters
########

**Magic Bounce**: Pokemon with Magic Bounce hard counter hazard-laying Smeargle. Due to its complete lack of offensive capability, Smeargle is unable to do anything to Magic Bounce users. However, note that they may be unable to stop a Baton Pass user in a heads-up match since Shell Smash will make Smeargle faster than other

**Hazard Removal**: Since Smeargle is typically KOed early in the match, Rapid Spin and Defog can eliminate entry hazards place by Smeargle at a later time and completely undermine it's efforts. (Defog is guaranteed to remove hazards)

**Taunt**: Faster Pokemon with access to Taunt are the best answers to Smeargle. They're capable of preventing Smeargle from doing anything of note (though they should be wary of Magic Coat), and can often force Smeargle to switch out or Struggle.

**Grass-types**: Grass-type Pokemon hold the distinction of being immuneto Spore, and as such, cannot be set up on. This makes them capable of limiting Smeargle's hazard laying, preventing it from inflicting Sleep, and forcing it to use its Focus Sash early in the match. However, as always, Smeargle can still Baton Pass at least one boost, so more defensive Grass-types may not be effective.

Also, minor thing, but evs: should come on the line above nature:. You have them flipped.
Oh I guess I must have overlooked this. Sorry about that i'll get on it immediately.

EDIT: All right, I think this is ready for some GP checks.
 
Last edited:

GatoDelFuego

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Josh Morales

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Overview
########
Say hello to Medicham, (comma) a Pokemon which that has suffered in the lower tiers of competitive battling in the past but now has been gifted a new hope for its existence in the OU tier, due to a Mega Evolution. It has a fantastic ability, being Pure Power, which doubles its Attack stat. In Mega form, With a positive attack nature and maximum Attack investment, Pure Power boosts your Mega Medicham's Attack stat to an equivalent of heart-attack-inducing base 249. The actual attack stat being base 100. An Attack stat this high is only rivaled by pokemon such as Mega Mawile, LO/CB Kyu-B, and CB Azumarill; however, Mega Medicham is the fastest of these. The speed boost up to the 100 speed tier in Mega Form is amazing but it's not quite enough to be completely reliable. Additionally, Mega Medicham is the fastest user of Pure/Huge Power. Mega Medicham also has a good movepool that allows it to annihilate any type of foe, but suffers from four-moveslot syndrome. Unfortunately, though, Mega Medicham does suffer from chronic four move slot syndrome. Furthermore, It's its moves are have generally a mediocre Base Power aside from High Jump Kick, which has its own downfall in unreliability. Overall, Medicham is a powerful physical attacker worthy of a spot on any offensive team. Its fraility can make it difficult to switch in or mega evolve at times. Its best set-up move is Bulk Up. The attack boost is much appreciated, as always; although, the defense boost isn't quite significant enough to make a huge difference in how many hits it will take before Mega Medicham faints. Another issue is that Mega Medicham just has trouble setting up Bulk Ups. Ghosts are better than ever in this generation and are much more common, making it much more difficult to spam High Jump Kick. Mega Medicham is prone to being killed by priority. If not running Substitute, Mega Medicham requires a very heavy amount of prediction to be used to its fullest potential. I find all this about bulk up very pointless as it's not really even mentioned in the analysis. This is just far too wordy for an overview.

Mega Physical Attacker
########
name: Mega Physical Attacker
move 1: High Jump Kick
move 2: Fire Punch
move 3: Ice Punch / Zen Headbutt
move 4: Substitute / Bullet Punch
ability: Pure Power
item: Medichamite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant

Moves
========
Mega Medicham boasts one of the highest Attack stats in the game, (RC) and a fantastic base 100 Speed to back it up, which Azumarril, Kyurem-Black, and Mega Mawile don't can't say. This set is built to simply to use all that power, as well as your movepool, to its fullest potential. High Jump Kick is used because it's simply Medicham's strongest physical STAB. While it is powerful, don't be reckless with it, as a Ghost-type switch-in or miss can be costly. We all wish Medicham got Close Combat due to High Jump Kick's unreliability but it's mostly not too bad, just be aware of enemy ghost types when using it. Fire Punch is used to annihilate Pokemon such as Aegislash, Trevenant, Gourgeist, and Skarmory that otherwise give you Medicham problems. If hitting Gliscor, Landorus-I, Landorus-T, or Dragonite (as well as reliably hitting Garchomp) is ever a concern for your team, Ice Punch is your the best way to deal with them. Zen Headbutt is a great STAB on Mega Medicham and it also allows Mega Medicham to hit Jellicent and physically defensive Mega Venusaur, who which normally takes very little from Mega Medicham's attacks, super effectively. It also lets you Medicham beat defensive Fairy-types such as Clefable and Sylveon and deal good damage doing a chunk to Azumarril. Substitute can be very useful to ease predictions as well as keeping Mega Medicham from being statused. Bullet Punch is a good option to allow Mega Medicham to function as a revenge killer and hit faster threats before they hit it you.

Set Details
========
252 Attack EVs are for you to get the most out of your Mega Medicham's monstrous Attack stat, (comma) while 252 Speed EVs are to help outspeed other offensive threats. Medichamite is essential for this massive Attack boost grants access to your Mega Evolution. A Jolly nature is to give you Medicham the maximum Speed possible to help ensure you'll it will outspeed certain Pokemon, (comma); although an Adamant nature can provide more power, enabling Mega Medicham to reach the impressive base 249 Attack. Overall, a Jolly nature provides more consistency at the cost of greater wallbreaking power. the power difference is noticable compared to an Adamant nature, the consistancy achieved from running Jolly is well worth the cost of power. However, an Adamant nature can be run to grant you that distinguishably high base 249 attack, making you a more consistant wall breaker but at the cost of being less consistant when dealing with other, more common, offensive pokemon.

Usage Tips
========
Mega Medicham is basically a nuke, but it has trouble switching into battle, so your team should have ways to bring it in safely, such as U-turn or Volt Switch (U-turn, Volt Switch, etc). Successfully setting up a Substitute is instrumental to doing heavy damage with Mega Medicham since you don't have to predict as much; Medicham can attack much more freely when it doesn't fear a potential OHKO in return. your moves; otherwise, you have to bluff an attack in order to force a switch and if your opponent is smart, you can be punished for it in the manner of losing precious hp. Setting up a Substitute on prediction of a Ghost-type switch-in or faster fighting resist is key. Mega Medicham can deal its maximum amount of devastation to enemy teams if you're predicting switch-ins because a wasted turn can cost you a KO. If you try and pull great plays 100% of the time or try and overpredict, a smart foe can cause you to waste turns and you may never get the opportunity to do anything for the team. Using common sense and making the safe plays tends to come out with more gain than loss the majority of the time but to a certain extent; save the big, awesome plays for when they are absolutely necessary. Mega Medicham is faster than every wall, so attacking what's in front of you like, for example, a Heatran with High Jump Kick on the obvious Gliscor switch-in is perfectly acceptable.

I stopped checking this paragraph because it needs some work. It's convoluted and confusing, it just needs to be looked over.

Team Options
========
Good teammates for Mega Medicham are Volt-Switch / U-turning Pokemon because it doesn't like hard switching into attacks due to its fraility. Among Volt-turning Pokemon, Scizor is a great partner because Mega Medicham takes care of many Scizor checks. Such as? Rotom-Wash is also a great Volt Switcher user that is capable of stomaching attacks from common priority users that want to pick off Mega Medicham and retaliate by crippling it with a burn. Mid- to late-game sweepers such as Lucario or Terrakion are great teammates for Mega Medicham because they can sweep with ease mid to late game after Mega Medicham has already broken down all the enemy walls.

Other Options
########
Thunder Punch can be used to hit Pokemon such as Slowbro, Azumarril, and Gyarados, (AC) but using this move sacrifices a ton of useful type coverage or the ever-useful Substitute. If you really want to use Mega Medicham as a sweeper, interchange the third or fourth moveslot for move slot 4 or move slot 3 from the original set for Bulk Up. The defense boost from Bulk Up is a waste, but ; however, achieving over 900 Attack is something that even some of the best physical sweepers that have access to Swords Dance (unbold) can only dream to have. Your opponent will also always usually expect Mega Medicham to be a wallbreaker instead of a setup sweeper. but then when you set up a Bulk Up it's a happy, "Surprise! You're screwed!"

Checks & Counters
########
**Slowbro**: Slowbro completely stops Medicham, taking nothing from all of Medicham's attacks and has Regerator and reliable recovery. Medicham can run Thunder Punch, but that isn't completely viable.
**Aegislash**: Aegislash can also come in on every move besides Fire Punch and threaten to either KO Medicham lower Mega Medicham's its Attack with King's Shield.
***Scarf Chandelure**: Choice Scarf Chandelure resists all of Medicham's moves outside of Zen Headbutt and can OHKO back with Shadow Ball.
**Common Priority Users**: Talonflame can revenge kill it with a priority Brave Bird, but it doesn't like switching into High Jump Kick. Likewise, Choice Banded Scizor and other common priority users can pick off a slightly weakened Mega Medicham
**Strong Choice Scarfers users**: Strong Choice Scarf users can revenge kill Medicham if they do not fear bullet punch, if not running Bullet Punch or if the opposing Choice Scarfer can easily stomach a Bullet Punch, will completely shut you down.


There were far too many errors in this short analysis; simple things like not capitalizing "Pokemon" or "Attack". I'd strongly recommend you look over the Spelling and Grammar Standards for the future. Additionally, the usage tips paragraph just needs to be almost completely rewritten; it's just not pleasant to read and I don't want to do that right now.

Otherwise this is

1/2
 
Last edited:

Ash Borer

I've heard they're short of room in hell
I dont see a reason to mention fire punch as a move to hit skarmory as HJK does more.
 
Josh Morales

REMOVE CHANGE COMMENTS

Overview
########
Say hello to Medicham, (comma) a Pokemon which that has suffered in the lower tiers of competitive battling in the past but now has been gifted a new hope for its existence in the OU tier, due to a Mega Evolution. It has a fantastic ability, being Pure Power, which doubles its Attack stat. In Mega form, With a positive attack nature and maximum Attack investment, Pure Power boosts your Mega Medicham's Attack stat to an equivalent of heart-attack-inducing base 249. The actual attack stat being base 100. An Attack stat this high is only rivaled by pokemon such as Mega Mawile, LO/CB Kyu-B, and CB Azumarill; however, Mega Medicham is the fastest of these. The speed boost up to the 100 speed tier in Mega Form is amazing but it's not quite enough to be completely reliable. Additionally, Mega Medicham is the fastest user of Pure/Huge Power. Mega Medicham also has a good movepool that allows it to annihilate any type of foe, but suffers from four-moveslot syndrome. Unfortunately, though, Mega Medicham does suffer from chronic four move slot syndrome. Furthermore, It's its moves are have generally a mediocre Base Power aside from High Jump Kick, which has its own downfall in unreliability. Overall, Medicham is a powerful physical attacker worthy of a spot on any offensive team. Its fraility can make it difficult to switch in or mega evolve at times. Its best set-up move is Bulk Up. The attack boost is much appreciated, as always; although, the defense boost isn't quite significant enough to make a huge difference in how many hits it will take before Mega Medicham faints. Another issue is that Mega Medicham just has trouble setting up Bulk Ups. Ghosts are better than ever in this generation and are much more common, making it much more difficult to spam High Jump Kick. Mega Medicham is prone to being killed by priority. If not running Substitute, Mega Medicham requires a very heavy amount of prediction to be used to its fullest potential. I find all this about bulk up very pointless as it's not really even mentioned in the analysis. This is just far too wordy for an overview.

Mega Physical Attacker
########
name: Mega Physical Attacker
move 1: High Jump Kick
move 2: Fire Punch
move 3: Ice Punch / Zen Headbutt
move 4: Substitute / Bullet Punch
ability: Pure Power
item: Medichamite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant

Moves
========
Mega Medicham boasts one of the highest Attack stats in the game, (RC) and a fantastic base 100 Speed to back it up, which Azumarril, Kyurem-Black, and Mega Mawile don't can't say. This set is built to simply to use all that power, as well as your movepool, to its fullest potential. High Jump Kick is used because it's simply Medicham's strongest physical STAB. While it is powerful, don't be reckless with it, as a Ghost-type switch-in or miss can be costly. We all wish Medicham got Close Combat due to High Jump Kick's unreliability but it's mostly not too bad, just be aware of enemy ghost types when using it. Fire Punch is used to annihilate Pokemon such as Aegislash, Trevenant, Gourgeist, and Skarmory that otherwise give you Medicham problems. If hitting Gliscor, Landorus-I, Landorus-T, or Dragonite (as well as reliably hitting Garchomp) is ever a concern for your team, Ice Punch is your the best way to deal with them. Zen Headbutt is a great STAB on Mega Medicham and it also allows Mega Medicham to hit Jellicent and physically defensive Mega Venusaur, who which normally takes very little from Mega Medicham's attacks, super effectively. It also lets you Medicham beat defensive Fairy-types such as Clefable and Sylveon and deal good damage doing a chunk to Azumarril. Substitute can be very useful to ease predictions as well as keeping Mega Medicham from being statused. Bullet Punch is a good option to allow Mega Medicham to function as a revenge killer and hit faster threats before they hit it you.

Set Details
========
252 Attack EVs are for you to get the most out of your Mega Medicham's monstrous Attack stat, (comma) while 252 Speed EVs are to help outspeed other offensive threats. Medichamite is essential for this massive Attack boost grants access to your Mega Evolution. A Jolly nature is to give you Medicham the maximum Speed possible to help ensure you'll it will outspeed certain Pokemon, (comma); although an Adamant nature can provide more power, enabling Mega Medicham to reach the impressive base 249 Attack. Overall, a Jolly nature provides more consistency at the cost of greater wallbreaking power. the power difference is noticable compared to an Adamant nature, the consistancy achieved from running Jolly is well worth the cost of power. However, an Adamant nature can be run to grant you that distinguishably high base 249 attack, making you a more consistant wall breaker but at the cost of being less consistant when dealing with other, more common, offensive pokemon.

Usage Tips
========
Mega Medicham is basically a nuke, but it has trouble switching into battle, so your team should have ways to bring it in safely, such as U-turn or Volt Switch (U-turn, Volt Switch, etc). Successfully setting up a Substitute is instrumental to doing heavy damage with Mega Medicham since you don't have to predict as much; Medicham can attack much more freely when it doesn't fear a potential OHKO in return. your moves; otherwise, you have to bluff an attack in order to force a switch and if your opponent is smart, you can be punished for it in the manner of losing precious hp. Setting up a Substitute on prediction of a Ghost-type switch-in or faster fighting resist is key. Mega Medicham can deal its maximum amount of devastation to enemy teams if you're predicting switch-ins because a wasted turn can cost you a KO. If you try and pull great plays 100% of the time or try and overpredict, a smart foe can cause you to waste turns and you may never get the opportunity to do anything for the team. Using common sense and making the safe plays tends to come out with more gain than loss the majority of the time but to a certain extent; save the big, awesome plays for when they are absolutely necessary. Mega Medicham is faster than every wall, so attacking what's in front of you like, for example, a Heatran with High Jump Kick on the obvious Gliscor switch-in is perfectly acceptable.

I stopped checking this paragraph because it needs some work. It's convoluted and confusing, it just needs to be looked over.

Team Options
========
Good teammates for Mega Medicham are Volt-Switch / U-turning Pokemon because it doesn't like hard switching into attacks due to its fraility. Among Volt-turning Pokemon, Scizor is a great partner because Mega Medicham takes care of many Scizor checks. Such as? Rotom-Wash is also a great Volt Switcher user that is capable of stomaching attacks from common priority users that want to pick off Mega Medicham and retaliate by crippling it with a burn. Mid- to late-game sweepers such as Lucario or Terrakion are great teammates for Mega Medicham because they can sweep with ease mid to late game after Mega Medicham has already broken down all the enemy walls.

Other Options
########
Thunder Punch can be used to hit Pokemon such as Slowbro, Azumarril, and Gyarados, (AC) but using this move sacrifices a ton of useful type coverage or the ever-useful Substitute. If you really want to use Mega Medicham as a sweeper, interchange the third or fourth moveslot for move slot 4 or move slot 3 from the original set for Bulk Up. The defense boost from Bulk Up is a waste, but ; however, achieving over 900 Attack is something that even some of the best physical sweepers that have access to Swords Dance (unbold) can only dream to have. Your opponent will also always usually expect Mega Medicham to be a wallbreaker instead of a setup sweeper. but then when you set up a Bulk Up it's a happy, "Surprise! You're screwed!"

Checks & Counters
########
**Slowbro**: Slowbro completely stops Medicham, taking nothing from all of Medicham's attacks and has Regerator and reliable recovery. Medicham can run Thunder Punch, but that isn't completely viable.
**Aegislash**: Aegislash can also come in on every move besides Fire Punch and threaten to either KO Medicham lower Mega Medicham's its Attack with King's Shield.
***Scarf Chandelure**: Choice Scarf Chandelure resists all of Medicham's moves outside of Zen Headbutt and can OHKO back with Shadow Ball.
**Common Priority Users**: Talonflame can revenge kill it with a priority Brave Bird, but it doesn't like switching into High Jump Kick. Likewise, Choice Banded Scizor and other common priority users can pick off a slightly weakened Mega Medicham
**Strong Choice Scarfers users**: Strong Choice Scarf users can revenge kill Medicham if they do not fear bullet punch, if not running Bullet Punch or if the opposing Choice Scarfer can easily stomach a Bullet Punch, will completely shut you down.


There were far too many errors in this short analysis; simple things like not capitalizing "Pokemon" or "Attack". I'd strongly recommend you look over the Spelling and Grammar Standards for the future. Additionally, the usage tips paragraph just needs to be almost completely rewritten; it's just not pleasant to read and I don't want to do that right now.

Otherwise this is

1/2
Implementing changes now.

EDIT: All done!
 
Last edited:

Electrolyte

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GP check #2, Josh Morales
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CAPITALIZATION
(COMMENTS)

Overview
########
Say hello to Medicham, a Pokemon that has suffered in the lower tiers of competitive battling in the past but now has a has recieved new hope for its existence in OU,(RC) due to a its Mega Evolution. It has a fantastic ability, Pure Power, which doubles its Attack stat,(AC) boosting . With a positive nature and maximum Attack investment, Pure Power boosts Mega Medicham's Attack stat to an equivalent of base 249 with a positive nature and maximum Attack investment. Additionally, Mega Medicham is the fastest user of Pure(+Space)/(+Space)Huge Power and . Medicham also has a good movepool that allows it to annihilate any type of foe.(+Per.) Unfortunately, it , but does suffer from four-moveslot syndrome,(AC) and . Furthermore, its moves are generally of a mediocre Base Power aside from High Jump Kick, which has its own downfall in unreliability. Overall Still, Medicham is a powerful physical attacker worthy of a spot on any offensive team.

Physical Attacker
########
name: Physical Attacker
move 1: High Jump Kick
move 2: Fire Punch
move 3: Ice Punch / Zen Headbutt
move 4: Substitute / Bullet Punch
ability: Pure Power
item: Medichamite
evs: 252 Atk / 4 Def / 252 Spd
nature: Jolly / Adamant

Moves
========
Mega Medicham boasts one of the highest Attack stats in the game and a fantastic base 100 Speed to back it up, which Azumarril Azumarill, Kyurem-Black, and Mega Mawile don't. This set is built to simply use all that power to its fullest potential. High Jump Kick is used because it's simply Medicham's strongest physical STAB. While it is powerful, don't be reckless with it, as a Ghost-type switch-in or miss can be costly. Fire Punch is used to annihilate Aegislash that otherwise gives Medicham problems. If hitting Gliscor, Landorus-I, Landorus-T, or Dragonite (as well as reliably hitting Garchomp) is a concern for your team, Ice Punch is the best way to deal with them. Zen Headbutt is a great secondary STAB on Medicham and it also allows Medicham to hit Jellicent and physically defensive Mega Venusaur, which normally takes very little from Medicham's attacks. It also lets Medicham beat defensive Fairy-types such as Clefable and Sylveon and deal good damage to Azumarril Azumarill. For the last slot, Substitute can be very useful to ease prediction as well as keeping Medicham from being statused. Bullet Punch is also a good option to allow Medicham to function as a revenge killer and hit faster threats before they hit it.

Set Details
========
252 Attack EVs are to get the most out of Mega Medicham's monstrous Attack stat, while 252 Speed EVs are to help outspeed other offensive threats. Medichamite is essential for the massive stat this massive attack boosts all around achieved by the Mega Evolution. (this sentence is extremely vague. What attack boost is "this" attack boost? It actually boosts all stats, not just Attack, which is why you want medichamite anyway) A Jolly nature is to gives Medicham the maximum Speed possible to help ensure you'll outspeed certain Pokemon, although an Adamant nature can provide more power, enabling Mega Medicham to reach the impressive base 249 Attack. Overall, a Jolly nature provides more consistency at the cost of greater wallbreaking power.

Usage Tips
========
Mega Medicham is basically a nuke, but it has trouble switching into battle, so your team should have ways to bring it in safely, such as U-turn or Volt Switch. Successfully setting up a Substitute is instrumental to doing heavy damage with Mega Medicham since you don't have to predict as much; Medicham can attack much more freely when it doesn't fear a potential OHKO in return. Setting up a Substitute on the prediction of a Ghost-type switch-in or faster fighting resist is key. (-Paragraph split)Mega Medicham can deal its the maximum amount of devastation to enemy teams if you're setting up a Substitute when you predict the enemy to switch out into another Pokemon or predicting which Pokemon they will switch into and choosing the appropriate attack to hit whichever Pokemon that is predicted to hitting a predicted switch in for the most possible damage. (clarification)

Team Options
========
Good teammates for Mega Medicham are Volt-(-Hyph.)Switch / U-turning Pokemon because it doesn't like hard switching into attacks due to its fraility. Among Volt-turning Pokemon, Scizor is a great partner because Mega Medicham takes care of many Scizor checks. Rotom-Wash is also a great Volt Switch user that is capable of stomaching attacks from common priority users that want to pick off Mega Medicham and retaliate by crippling it with a burn. Mid- to late-game sweepers such as Lucario or Terrakion are great teammates for Mega Medicham because they can sweep with ease game after Mega Medicham has already broken down all the enemy walls.

Other Options
########
Thunder Punch can be used to hit Pokemon such as Slowbro, Azumarril Azumarill,(AC) and Gyarados but using this move sacrifices a ton of useful type coverage or the ever-useful Substitute. If you really want to use Mega Medicham as a sweeper, interchange third or fourth moveslot for Bulk Up. The defense boost from Bulk Up is a waste, but,(RC) achieving over 900 Attack is something that even some of the best physical sweepers that have access to Swords Dance can only dream to have. Your opponent will also usually expect Mega Medicham to be a wall breaker instead of a sweeper.

Checks & Counters
########
**Slowbro**: Slowbro completely stops Medicham, taking nothing from all of Medicham's attacks and using Regenerator as has Regerator and reliable recovery. Medicham can run Thunder Punch, but that isn't completely viable.

**Aegislash**: Aegislash can also come in on every move besides Fire Punch and threaten to either KO Medicham or lower its Attack with King's Shield.

**Chandelure**: Choice Scarf Chandelure resists all of Medicham's moves outside of Zen Headbutt and can OHKO with Shadow Ball.

**Common Priority Users**: Talonflame can revenge kill it with a priority Brave Bird, but it doesn't like switching into High Jump Kick. Likewise, Choice Band Scizor and other common priority users can pick off a slightly weakened Mega Medicham.(+Per.)

**Strong Choice Scarf users**: Strong Choice Scarf users can revenge kill Medicham if they do not fear Bullet Punch.
(add spaces between the different checks / counters)


GP 2/2



nice work.
 
GP check #2, Josh Morales
ADD
REMOVE

CAPITALIZATION
(COMMENTS)

Overview
########
Say hello to Medicham, a Pokemon that has suffered in the lower tiers of competitive battling in the past but now has a has recieved new hope for its existence in OU,(RC) due to a its Mega Evolution. It has a fantastic ability, Pure Power, which doubles its Attack stat,(AC) boosting . With a positive nature and maximum Attack investment, Pure Power boosts Mega Medicham's Attack stat to an equivalent of base 249 with a positive nature and maximum Attack investment. Additionally, Mega Medicham is the fastest user of Pure(+Space)/(+Space)Huge Power and . Medicham also has a good movepool that allows it to annihilate any type of foe.(+Per.) Unfortunately, it , but does suffer from four-moveslot syndrome,(AC) and . Furthermore, its moves are generally of a mediocre Base Power aside from High Jump Kick, which has its own downfall in unreliability. Overall Still, Medicham is a powerful physical attacker worthy of a spot on any offensive team.

Physical Attacker
########
name: Physical Attacker
move 1: High Jump Kick
move 2: Fire Punch
move 3: Ice Punch / Zen Headbutt
move 4: Substitute / Bullet Punch
ability: Pure Power
item: Medichamite
evs: 252 Atk / 4 Def / 252 Spd
nature: Jolly / Adamant

Moves
========
Mega Medicham boasts one of the highest Attack stats in the game and a fantastic base 100 Speed to back it up, which Azumarril Azumarill, Kyurem-Black, and Mega Mawile don't. This set is built to simply use all that power to its fullest potential. High Jump Kick is used because it's simply Medicham's strongest physical STAB. While it is powerful, don't be reckless with it, as a Ghost-type switch-in or miss can be costly. Fire Punch is used to annihilate Aegislash that otherwise gives Medicham problems. If hitting Gliscor, Landorus-I, Landorus-T, or Dragonite (as well as reliably hitting Garchomp) is a concern for your team, Ice Punch is the best way to deal with them. Zen Headbutt is a great secondary STAB on Medicham and it also allows Medicham to hit Jellicent and physically defensive Mega Venusaur, which normally takes very little from Medicham's attacks. It also lets Medicham beat defensive Fairy-types such as Clefable and Sylveon and deal good damage to Azumarril Azumarill. For the last slot, Substitute can be very useful to ease prediction as well as keeping Medicham from being statused. Bullet Punch is also a good option to allow Medicham to function as a revenge killer and hit faster threats before they hit it.

Set Details
========
252 Attack EVs are to get the most out of Mega Medicham's monstrous Attack stat, while 252 Speed EVs are to help outspeed other offensive threats. Medichamite is essential for the massive stat this massive attack boosts all around achieved by the Mega Evolution. (this sentence is extremely vague. What attack boost is "this" attack boost? It actually boosts all stats, not just Attack, which is why you want medichamite anyway) A Jolly nature is to gives Medicham the maximum Speed possible to help ensure you'll outspeed certain Pokemon, although an Adamant nature can provide more power, enabling Mega Medicham to reach the impressive base 249 Attack. Overall, a Jolly nature provides more consistency at the cost of greater wallbreaking power.

Usage Tips
========
Mega Medicham is basically a nuke, but it has trouble switching into battle, so your team should have ways to bring it in safely, such as U-turn or Volt Switch. Successfully setting up a Substitute is instrumental to doing heavy damage with Mega Medicham since you don't have to predict as much; Medicham can attack much more freely when it doesn't fear a potential OHKO in return. Setting up a Substitute on the prediction of a Ghost-type switch-in or faster fighting resist is key. (-Paragraph split)Mega Medicham can deal its the maximum amount of devastation to enemy teams if you're setting up a Substitute when you predict the enemy to switch out into another Pokemon or predicting which Pokemon they will switch into and choosing the appropriate attack to hit whichever Pokemon that is predicted to hitting a predicted switch in for the most possible damage. (clarification)

Team Options
========
Good teammates for Mega Medicham are Volt-(-Hyph.)Switch / U-turning Pokemon because it doesn't like hard switching into attacks due to its fraility. Among Volt-turning Pokemon, Scizor is a great partner because Mega Medicham takes care of many Scizor checks. Rotom-Wash is also a great Volt Switch user that is capable of stomaching attacks from common priority users that want to pick off Mega Medicham and retaliate by crippling it with a burn. Mid- to late-game sweepers such as Lucario or Terrakion are great teammates for Mega Medicham because they can sweep with ease game after Mega Medicham has already broken down all the enemy walls.

Other Options
########
Thunder Punch can be used to hit Pokemon such as Slowbro, Azumarril Azumarill,(AC) and Gyarados but using this move sacrifices a ton of useful type coverage or the ever-useful Substitute. If you really want to use Mega Medicham as a sweeper, interchange third or fourth moveslot for Bulk Up. The defense boost from Bulk Up is a waste, but,(RC) achieving over 900 Attack is something that even some of the best physical sweepers that have access to Swords Dance can only dream to have. Your opponent will also usually expect Mega Medicham to be a wall breaker instead of a sweeper.

Checks & Counters
########
**Slowbro**: Slowbro completely stops Medicham, taking nothing from all of Medicham's attacks and using Regenerator as has Regerator and reliable recovery. Medicham can run Thunder Punch, but that isn't completely viable.

**Aegislash**: Aegislash can also come in on every move besides Fire Punch and threaten to either KO Medicham or lower its Attack with King's Shield.

**Chandelure**: Choice Scarf Chandelure resists all of Medicham's moves outside of Zen Headbutt and can OHKO with Shadow Ball.

**Common Priority Users**: Talonflame can revenge kill it with a priority Brave Bird, but it doesn't like switching into High Jump Kick. Likewise, Choice Band Scizor and other common priority users can pick off a slightly weakened Mega Medicham.(+Per.)

**Strong Choice Scarf users**: Strong Choice Scarf users can revenge kill Medicham if they do not fear Bullet Punch.
(add spaces between the different checks / counters)


GP 2/2



nice work.
Thanks man. Working on it now.
 
some stuff from the last check wasnt implemented
Overview
########
Say hello to Medicham, a Pokemon that has suffered in the lower tiers of competitive battling in the past but has recieved new hope for its existence in OU due to its Mega Evolution. It has a fantastic ability, Pure Power, which doubles its Attack stat, boosting Mega Medicham's Attack stat to an equivalent of base 249 with a positive nature and maximum Attack investment. Additionally, Mega Medicham is the fastest user of Pure / Huge Power and Medicham also has a good movepool that allows it to annihilate any type of foe. Unfortunately, it does suffer from four-moveslot syndrome, and its moves are generally of a mediocre Base Power aside from High Jump Kick, which has its own downfall in unreliability. Still, Medicham is a powerful physical attacker worthy of a spot on any offensive team.

Physical Attacker
########
name: Physical Attacker
move 1: High Jump Kick
move 2: Fire Punch
move 3: Ice Punch / Zen Headbutt
move 4: Substitute / Bullet Punch
ability: Pure Power
item: Medichamite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant

Moves
========
Mega Medicham boasts one of the highest Attack stats in the game and a fantastic base 100 Speed to back it up, which Azumarill, Kyurem-Black, and Mega Mawile don't. This set is built to simply use all that power to its fullest potential. High Jump Kick is used because it's simply Medicham's strongest physical STAB move. While it is powerful, don't be reckless with it, as a Ghost-type switch-in or a miss can be costly. Fire Punch is used to annihilate the ubiquitous common Aegislash that otherwise gives Medicham problems as well as incinerating to incinerate Scizor and Genesect. If hitting Gliscor, Landorus-I, Landorus-T, or and Dragonite (as well as reliably hitting Garchomp) is a concern for your team, Ice Punch is the best way to deal with them. Zen Headbutt is a great secondary STAB on move for Medicham and it also allows Medicham to hit Jellicent and physically defensive Mega Venusaur, which normally takes take very little from Medicham's attacks. It also lets Medicham beat defensive Fairy-types such as Clefable and Sylveon and deal good damage to Azumarill. For the last slot, Substitute can be very useful to ease prediction as well as keeping Medicham from being statused. Bullet Punch is also a good option to allow Medicham to function as a revenge killer and hit faster threats before they hit it.

Set Details
========
252 Attack EVs are to get the most out of Mega Medicham's monstrous Attack stat, while 252 Speed EVs are to help outspeed other offensive threats(what specific kos does it get...if not dont mention any). Medichamite is essential for the massive stat boosts all around achieved by the Mega Evolution. A Jolly nature gives Medicham the maximum Speed possible to help ensure you'll outspeed certain Pokemon, although an Adamant nature can provide more power, enabling Mega Medicham to reach the impressive base 249 Attack. Overall, a Jolly nature provides more consistency at the cost of greater wallbreaking power.

Usage Tips
========
Mega Medicham is basically a nuke, but it has trouble switching into battle, so your team should have ways to bring it in safely, such as U-turn or Volt Switch. Successfully setting up a Substitute is instrumental to doing heavy damage with Mega Medicham since you don't have to predict as much; Medicham can attack much more freely when it doesn't fear a potential OHKO in return. Setting up a Substitute on the prediction of a Ghost-type switch-in or faster fighting resist is key. Mega Medicham can deal the maximum amount of devastation to enemy teams if you're setting up a Substitute when you predict the enemy to switch out into another Pokemon or hitting a predicted switch in for the most possible damage.

Team Options
========
Good teammates for Mega Medicham are Volt Switch / U-turning Pokemon with access to U-turn or Volt Switch because it doesn't like hard switching into attacks due to its fraility. Among Volt-turning Pokemon found on VoltTurn teams, Scizor is a great partner because Mega Medicham takes care of many Scizor checks to Scizor. Rotom-Wash is also a great Volt Switch user that is capable of stomaching attacks from common priority users that want to pick off Mega Medicham and retaliate by crippling it with a burn. Mid- to late-game sweepers such as Lucario or Terrakion are great teammates for Mega Medicham because they can sweep with ease after Mega Medicham has already broken down all the enemy walls.

Other Options
########
Thunder Punch can be used to hit Pokemon such as Slowbro, Azumarill, and Gyarados,(AC) but using this move sacrifices a ton of useful type coverage or the ever-useful Substitute. If you really want to use Mega Medicham as a sweeper, interchange the third or fourth moveslot for Bulk Up. The defense Defense boost from Bulk Up is a waste, but achieving over 900 Attack is something that even some of the best physical sweepers that have access to Swords Dance can only dream to have. Your opponent will also usually expect Mega Medicham to be a wall(remove space)breaker instead of a sweeper.

Checks & Counters
########
**Slowbro**: Slowbro completely stops Medicham, taking nothing from all of Medicham's attacks and using Regenerator as reliable recovery to recover off the damage. Medicham can run Thunder Punch, but that isn't completely viable.(uhh you mentioned that its useful....isnt saying something like its rare more appropriate)

**Aegislash**: Aegislash can also come in on every move besides Fire Punch and threaten to either KO Medicham or lower its Attack with use King's Shield to lower its Attack in the event that it attacks.

**Chandelure**: Choice Scarf Chandelure resists all of Medicham's moves outside of except for Zen Headbutt and can OHKO it with Shadow Ball.

**Common Priority Users**: Talonflame can revenge kill it Medicham with a priority Brave Bird, but it doesn't like switching into High Jump Kick. Likewise, Choice Band Scizor and other common priority users can pick off a slightly weakened Mega Medicham

**Strong Choice Scarf users**: Strong Choice Scarf users that are not OHKOed by Bullet Punch can revenge kill Medicham if they do not fear bullet punch.

Ok, so half the time mega medicham is written and medicham the other half. The analysis is a bit clunky too, and that's after two checks. Agreeing that QC should look over this
anyway gp 3/3
 
Just a suggestion, but what does everyone think of this set?

Medicham (F) @ Medichamite
Ability: Pure Power
Nature: Careful (+Sp.Def,-Sp.Atk)
EVs: 252 HP / 252 Sp.Def / 6 Spe
- Bulk Up
- Drain Punch
- Ice Punch
- Substitute
 
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