QC: 49 / Spirit / galbia
GP: Kingler12345 / The Dutch Plumberjack / Snobalt
[OVERVIEW]
Pure Power makes Medicham ridiculously powerful; its STAB High Jump Kick hits harder than Reckless Hitmonlee's and is the strongest attack in the tier, making it a huge nuisance to slower teams. It has a good STAB combination that only misses out on Psychic-types. Medicham also has a workable movepool; access to the elemental punches provides it with good coverage options, and Baton Pass is great for gaining momentum. However, Medicham's mediocre defenses make it a glass cannon. Base 80 Speed is also somewhat average, leaving it outsped by a good portion of the metagame and vulnerable to being easily OHKOed by strong STAB moves. Additionally, Medicham is somewhat outclassed by Gallade due to the latter's access to Knock Off, leaving Medicham reliant on Pursuit support to get past Ghost- and Psychic-types.
[SET]
name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Drain Punch / Fire Punch / Bullet Punch
item: Life Orb
ability: Pure Power
nature: Jolly / Adamant
evs: 4 Def / 252 Atk / 252 Spe
[SET COMMENTS]
Moves
========
High Jump Kick is by far Medicham's most powerful STAB move; it is even stronger than Reckless Hitmonlee's thanks to Pure Power and OHKOes many bulky offensive Pokemon such as Eelektross, Escavalier, and Druddigon. Zen Headbutt provides nice coverage by reliably hitting Poison- and Fairy-type physical walls, particularly Qwilfish and Aromatisse. Thunder Punch is arguably the most useful elemental punch, as it hits Pokemon that do not take much from Medicham's STAB attacks, such as Sigilyph and Togetic, while still touching Spiritomb and hitting defensive Jellicent harder than Ice Punch. Drain Punch gives Medicham a safer Fighting-type STAB attack and prevents it from being worn down too quickly by Life Orb recoil. Fire Punch can be used as a safer attacking move to hit Steel-types as well, especially when the opponent has a Ghost-type such as Gourgeist-XL or Trevenant on their team. Bullet Punch can also be crucial in some situations to revenge kill some weakened faster sweepers such as Sneasel, Mega Glalie, and Rock Polish or Choice Scarf Tyrantrum.
Set Details
========
Maximum Speed and Attack investment lets Medicham hit as hard and fast as possible. With a Jolly nature, Medicham Speed ties with non-Mega-Evolved Glalie and outspeeds Jolly Tyrantrum as well as Adamant Hitmonlee. However, an Adamant nature is still viable because it guarantees the 2HKO on offensive Spiritomb with Thunder Punch after Stealth Rock. Life Orb is used to deal significantly more damage to sturdy walls such as Jellicent, Aromatisse, and Alomomola.
Usage Tips
========
Due to Medicham's frailty, it should not be brought in directly even on defensive tanks such as Rhyperior and Mega Steelix, as they 2HKO it; therefore, you have to get it in through free switches or directly switch it into slower foes that can't 2HKO it, particularly Fighting-types such as Hitmontop and Gurdurr. Spamming High Jump Kick is quite dangerous if there is a Ghost-type or a potential Protect user on the opposing team. In that case, using any other move is the safest way to scout for a Protect user or a switch to a Pokemon immune to Fighting. Most of the time, you have to predict well if you want to ensure a KO. For example, it is important to nail Sigilyph as it switches in, as it is faster and can OHKO Medicham before it can use the right move.
Team Options
========
A Stealth Rock user helps Medicham ensure 2HKOs such as with Thunder Punch or Fire Punch on Spiritomb and with Zen Headbutt on both Bold Aromatisse and Jellicent. Lead Archeops is a pretty good one considering how it lures in most Rock- and Steel-types to be OHKOed by Medicham's High Jump Kick. Mega Steelix and Bronzong pair fairly well with Medicham, covering all of its weaknesses. Medicham also really appreciates Pursuit support, as it is walled by most Ghost- and Psychic-types. Reliable Pursuit users include Skuntank, Escavalier, and Houndoom; Houndoom is also immune to Will-O-Wisp from Ghost-types. Additionally, because Medicham's poor bulk can be problematic for it to start sweeping when you just bring it out directly, momentum grabbers make for great partners. Mesprit and Uxie are good examples, as they tend to lure in bulky Steel- and Dark- types and can set up Stealth Rock. Baton Pass Jolteon also pairs well with Medicham, as Medicham forces out a lot of slower bulky Ground-types, most of which are easy High Jump Kick bait. Furthermore, seeing as how Medicham applies pressure on balance teams and common offensive Pokemon that resist Fighting, sweepers such as Sawk, Hitmonlee, and Durant are good partners to take advantage of Medicham's wallbreaking.
[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch / Rock Slide
move 4: Trick / Drain Punch
item: Choice Scarf
ability: Pure Power
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
Moves
========
Even without a boosting item, Medicham's High Jump Kick hits like a truck thanks to the boost from Pure Power. Though Zen Headbutt isn't as spammable as High Jump Kick, it's still a safe STAB move to hit Poison- and Fairy-types. Thunder Punch is probably the most useful elemental punch Medicham has, as it hits Pokemon that do not take much from Medicham's STAB attacks, such as Sigilyph and Togetic, while still touching Spiritomb and hitting defensive Jellicent harder than Ice Punch. Rock Slide lets Medicham revenge kill another dangerous target, Delphox, while still hitting Sigilyph, Togetic, and Spiritomb. Trick in combination with Choice Scarf lets Medicham cripple all of its common checks, especially Wish + Protect Alomomola and Aromatisse, preventing them from putting in any more work in the battle. Drain Punch is a safer Fighting-type STAB, being much more spammable than High Jump Kick in the late-game.
Set Details
========
Maximum Speed and Attack investment lets Medicham hit as hard and fast as possible. Medicham can revenge kill many fast threats when equiped with a Choice Scarf, such as Swords Dance Virizion, Hone Claws Durant, and +1 Dragon Dance Scrafty. A Jolly nature is used to outspeed opposing Jolly Choice Scarf Tyrantrum and Emboar, as well as Jolteon, which can make it quite annoying for Medicham to clean offensive teams late-game.
Usage Tips
========
Due to its frailty, Medicham should not be brought in directly, even on defensive tanks such as Rhyperior and Mega Steelix, as it will take up to 90% from their attacks; therefore, you should get it in through pivoting moves. However, Medicham avoids the 2HKO from any of Virizion's moves, allowing it to switch into Virizion and force it out. Spamming High Jump Kick versus opposing teams is discouraged if there is a Ghost-type or a Protect user off the field. In that case, either crippling them with Trick or using Drain Punch is the safest way to bypass them. Additionally, if you see a potential fast threat that might bother your team a lot, try to hold on Medicham's Choice Scarf as long as possible; otherwise, it might not be able to handle the threat anymore. However, Trick is better to use when facing more defensive teams, as many Pokemon on those teams are crippled by it, and Medicham has less need for the increased Speed because it outspeeds most Pokemon on defensive teams anyway.
Team Options
========
Stealth Rock lets Medicham ensure 2HKOs, such as with High Jump Kick on both Alomomola and offensive Tangrowth, Zen Headbutt on Calm Aromatisse, and Thunder Punch on defensive Jellicent and Togetic. Mega Steelix and Bronzong pair fairly well with Medicham, covering all of its weaknesses. Additionally, some physical setup sweepers such as Bulk Up Gurdurr, Hone Claws Durant, and even Dragon Dance Scrafty appreciate Medicham's Trick support, as it gives them an easier time getting through clerics such as Alomomola and Aromatisse by stripping them of their reliable recovery.
[STRATEGY COMMENTS]
Other Options
========
Medicham can use an Endure + Reversal set, but it is not very reliable, as unlike Hitmonlee, it doesn't get Knock Off or Unburden. Foresight can be a good alternative on the wallbreaker set to hit Ghost-types such as Spiritomb with High Jump Kick for free. Psycho Cut can be also used over Zen Headbutt; although it's not as powerful, it's perfectly accurate and has a high chance to land a critical hit. An honorable mention goes to Baton Pass, as it can grab momentum and allow Medicham to freely bring in Pursuit trappers against its Pursuit-prone checks. Fake Out can be used to get chip damage on many sweepers and scout for the opponent's actions in the battle. A Bulk Up set with moves such as Substitute and Baton Pass is a possibly feasible option. Choice Band can be also used for significantly more raw power.
Checks and Counters
========
**Psychic-types**: Uxie is Medicham's sturdiest counter, as it resists both of Medicham's STAB types and has huge natural bulk, preventing it from taking too much damage from coverage moves. Sigilyph and Mesprit are pretty reliable soft checks; however, the former has to watch out for Thunder Punch, while the latter can be 2HKOed by Choice Scarf Medicham's High Jump Kick after Stealth Rock damage.
**Ghost-types**: Spiritomb is immune to both of Medicham's STAB types and can easily take it down with Foul Play. However, it risks getting 2HKOed by a Life Orb-boosted elemental punch after Stealth Rock damage. Cofagrigus replaces Medicham's Pure Power with Mummy if it gets hit by Zen Headbutt and can burn it with Will-O-Wisp.
**Fairy-types**: Though Fairy-types can check Medicham by virtue of their super effective STAB moves and resistance to High Jump Kick, they still have to be careful about Zen Headbutt, which OHKOes or 2HKOes all of them after Stealth Rock except for physically defensive Granbull.
**Flying-types**: Flying-type moves such as Choice Scarf Braviary's Brave Bird, Sigilyph's Air Slash, and Fletchinder's Acrobatics really bother Medicham, as they OHKO it before it can move, making it a necessity to have an answer for them in your team.
**Faster Pokemon**: Because Medicham's bulk is not that good, STAB-boosted moves with high Base Power from faster Pokemon easily destroy it, often OHKOing it. These includes Choice Scarf Emboar's Flare Blitz, Mega Glalie's Refrigerate-boosted moves, Jolteon's Choice Specs-boosted Thunderbolt, Flygon's Outrage, and Meloetta's Choice Specs-boosted STAB moves.
GP: Kingler12345 / The Dutch Plumberjack / Snobalt
[OVERVIEW]
Pure Power makes Medicham ridiculously powerful; its STAB High Jump Kick hits harder than Reckless Hitmonlee's and is the strongest attack in the tier, making it a huge nuisance to slower teams. It has a good STAB combination that only misses out on Psychic-types. Medicham also has a workable movepool; access to the elemental punches provides it with good coverage options, and Baton Pass is great for gaining momentum. However, Medicham's mediocre defenses make it a glass cannon. Base 80 Speed is also somewhat average, leaving it outsped by a good portion of the metagame and vulnerable to being easily OHKOed by strong STAB moves. Additionally, Medicham is somewhat outclassed by Gallade due to the latter's access to Knock Off, leaving Medicham reliant on Pursuit support to get past Ghost- and Psychic-types.
[SET]
name: Wallbreaker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Drain Punch / Fire Punch / Bullet Punch
item: Life Orb
ability: Pure Power
nature: Jolly / Adamant
evs: 4 Def / 252 Atk / 252 Spe
[SET COMMENTS]
Moves
========
High Jump Kick is by far Medicham's most powerful STAB move; it is even stronger than Reckless Hitmonlee's thanks to Pure Power and OHKOes many bulky offensive Pokemon such as Eelektross, Escavalier, and Druddigon. Zen Headbutt provides nice coverage by reliably hitting Poison- and Fairy-type physical walls, particularly Qwilfish and Aromatisse. Thunder Punch is arguably the most useful elemental punch, as it hits Pokemon that do not take much from Medicham's STAB attacks, such as Sigilyph and Togetic, while still touching Spiritomb and hitting defensive Jellicent harder than Ice Punch. Drain Punch gives Medicham a safer Fighting-type STAB attack and prevents it from being worn down too quickly by Life Orb recoil. Fire Punch can be used as a safer attacking move to hit Steel-types as well, especially when the opponent has a Ghost-type such as Gourgeist-XL or Trevenant on their team. Bullet Punch can also be crucial in some situations to revenge kill some weakened faster sweepers such as Sneasel, Mega Glalie, and Rock Polish or Choice Scarf Tyrantrum.
Set Details
========
Maximum Speed and Attack investment lets Medicham hit as hard and fast as possible. With a Jolly nature, Medicham Speed ties with non-Mega-Evolved Glalie and outspeeds Jolly Tyrantrum as well as Adamant Hitmonlee. However, an Adamant nature is still viable because it guarantees the 2HKO on offensive Spiritomb with Thunder Punch after Stealth Rock. Life Orb is used to deal significantly more damage to sturdy walls such as Jellicent, Aromatisse, and Alomomola.
Usage Tips
========
Due to Medicham's frailty, it should not be brought in directly even on defensive tanks such as Rhyperior and Mega Steelix, as they 2HKO it; therefore, you have to get it in through free switches or directly switch it into slower foes that can't 2HKO it, particularly Fighting-types such as Hitmontop and Gurdurr. Spamming High Jump Kick is quite dangerous if there is a Ghost-type or a potential Protect user on the opposing team. In that case, using any other move is the safest way to scout for a Protect user or a switch to a Pokemon immune to Fighting. Most of the time, you have to predict well if you want to ensure a KO. For example, it is important to nail Sigilyph as it switches in, as it is faster and can OHKO Medicham before it can use the right move.
Team Options
========
A Stealth Rock user helps Medicham ensure 2HKOs such as with Thunder Punch or Fire Punch on Spiritomb and with Zen Headbutt on both Bold Aromatisse and Jellicent. Lead Archeops is a pretty good one considering how it lures in most Rock- and Steel-types to be OHKOed by Medicham's High Jump Kick. Mega Steelix and Bronzong pair fairly well with Medicham, covering all of its weaknesses. Medicham also really appreciates Pursuit support, as it is walled by most Ghost- and Psychic-types. Reliable Pursuit users include Skuntank, Escavalier, and Houndoom; Houndoom is also immune to Will-O-Wisp from Ghost-types. Additionally, because Medicham's poor bulk can be problematic for it to start sweeping when you just bring it out directly, momentum grabbers make for great partners. Mesprit and Uxie are good examples, as they tend to lure in bulky Steel- and Dark- types and can set up Stealth Rock. Baton Pass Jolteon also pairs well with Medicham, as Medicham forces out a lot of slower bulky Ground-types, most of which are easy High Jump Kick bait. Furthermore, seeing as how Medicham applies pressure on balance teams and common offensive Pokemon that resist Fighting, sweepers such as Sawk, Hitmonlee, and Durant are good partners to take advantage of Medicham's wallbreaking.
[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch / Rock Slide
move 4: Trick / Drain Punch
item: Choice Scarf
ability: Pure Power
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
Moves
========
Even without a boosting item, Medicham's High Jump Kick hits like a truck thanks to the boost from Pure Power. Though Zen Headbutt isn't as spammable as High Jump Kick, it's still a safe STAB move to hit Poison- and Fairy-types. Thunder Punch is probably the most useful elemental punch Medicham has, as it hits Pokemon that do not take much from Medicham's STAB attacks, such as Sigilyph and Togetic, while still touching Spiritomb and hitting defensive Jellicent harder than Ice Punch. Rock Slide lets Medicham revenge kill another dangerous target, Delphox, while still hitting Sigilyph, Togetic, and Spiritomb. Trick in combination with Choice Scarf lets Medicham cripple all of its common checks, especially Wish + Protect Alomomola and Aromatisse, preventing them from putting in any more work in the battle. Drain Punch is a safer Fighting-type STAB, being much more spammable than High Jump Kick in the late-game.
Set Details
========
Maximum Speed and Attack investment lets Medicham hit as hard and fast as possible. Medicham can revenge kill many fast threats when equiped with a Choice Scarf, such as Swords Dance Virizion, Hone Claws Durant, and +1 Dragon Dance Scrafty. A Jolly nature is used to outspeed opposing Jolly Choice Scarf Tyrantrum and Emboar, as well as Jolteon, which can make it quite annoying for Medicham to clean offensive teams late-game.
Usage Tips
========
Due to its frailty, Medicham should not be brought in directly, even on defensive tanks such as Rhyperior and Mega Steelix, as it will take up to 90% from their attacks; therefore, you should get it in through pivoting moves. However, Medicham avoids the 2HKO from any of Virizion's moves, allowing it to switch into Virizion and force it out. Spamming High Jump Kick versus opposing teams is discouraged if there is a Ghost-type or a Protect user off the field. In that case, either crippling them with Trick or using Drain Punch is the safest way to bypass them. Additionally, if you see a potential fast threat that might bother your team a lot, try to hold on Medicham's Choice Scarf as long as possible; otherwise, it might not be able to handle the threat anymore. However, Trick is better to use when facing more defensive teams, as many Pokemon on those teams are crippled by it, and Medicham has less need for the increased Speed because it outspeeds most Pokemon on defensive teams anyway.
Team Options
========
Stealth Rock lets Medicham ensure 2HKOs, such as with High Jump Kick on both Alomomola and offensive Tangrowth, Zen Headbutt on Calm Aromatisse, and Thunder Punch on defensive Jellicent and Togetic. Mega Steelix and Bronzong pair fairly well with Medicham, covering all of its weaknesses. Additionally, some physical setup sweepers such as Bulk Up Gurdurr, Hone Claws Durant, and even Dragon Dance Scrafty appreciate Medicham's Trick support, as it gives them an easier time getting through clerics such as Alomomola and Aromatisse by stripping them of their reliable recovery.
[STRATEGY COMMENTS]
Other Options
========
Medicham can use an Endure + Reversal set, but it is not very reliable, as unlike Hitmonlee, it doesn't get Knock Off or Unburden. Foresight can be a good alternative on the wallbreaker set to hit Ghost-types such as Spiritomb with High Jump Kick for free. Psycho Cut can be also used over Zen Headbutt; although it's not as powerful, it's perfectly accurate and has a high chance to land a critical hit. An honorable mention goes to Baton Pass, as it can grab momentum and allow Medicham to freely bring in Pursuit trappers against its Pursuit-prone checks. Fake Out can be used to get chip damage on many sweepers and scout for the opponent's actions in the battle. A Bulk Up set with moves such as Substitute and Baton Pass is a possibly feasible option. Choice Band can be also used for significantly more raw power.
Checks and Counters
========
**Psychic-types**: Uxie is Medicham's sturdiest counter, as it resists both of Medicham's STAB types and has huge natural bulk, preventing it from taking too much damage from coverage moves. Sigilyph and Mesprit are pretty reliable soft checks; however, the former has to watch out for Thunder Punch, while the latter can be 2HKOed by Choice Scarf Medicham's High Jump Kick after Stealth Rock damage.
**Ghost-types**: Spiritomb is immune to both of Medicham's STAB types and can easily take it down with Foul Play. However, it risks getting 2HKOed by a Life Orb-boosted elemental punch after Stealth Rock damage. Cofagrigus replaces Medicham's Pure Power with Mummy if it gets hit by Zen Headbutt and can burn it with Will-O-Wisp.
**Fairy-types**: Though Fairy-types can check Medicham by virtue of their super effective STAB moves and resistance to High Jump Kick, they still have to be careful about Zen Headbutt, which OHKOes or 2HKOes all of them after Stealth Rock except for physically defensive Granbull.
**Flying-types**: Flying-type moves such as Choice Scarf Braviary's Brave Bird, Sigilyph's Air Slash, and Fletchinder's Acrobatics really bother Medicham, as they OHKO it before it can move, making it a necessity to have an answer for them in your team.
**Faster Pokemon**: Because Medicham's bulk is not that good, STAB-boosted moves with high Base Power from faster Pokemon easily destroy it, often OHKOing it. These includes Choice Scarf Emboar's Flare Blitz, Mega Glalie's Refrigerate-boosted moves, Jolteon's Choice Specs-boosted Thunderbolt, Flygon's Outrage, and Meloetta's Choice Specs-boosted STAB moves.
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