Made this MediSharp VoltTurn team recently and did pretty well with it, so I wanted to improve on it further, so lets go right ahead.
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Zen Headbutt
- Fake Out
The start to this team. Medicham is a very powerful wallbreaker in ORAS and is able to kill many bulky threats easily with 656 Attack and very powerful moves. HJK can threaten the steel types in the tier, Zen Headbutt provides STAB and can hit Clefable for about 70%, Ice Punch threatens Garchomp and Lando-T and even OHKOs Tank Garchomp and have a chance to OHKO Tank Lando-T after rocks. Adamant nature is able to kill many bulky threats with more ease than Jolly. I don't run Jolly because I find most base 100 speed pokemon are not threatened by Medicham and anything under base 100 will likely be outsped even with Adamant. I also find that you are able to bluff Jolly and force a switch if needed.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
The next part of the team. Bisharp is clearly a fantasic pokemon in OU and its typing and
moves allow it to check ghost types that keep Medicham from using HJK. Iron Head has a 25% chance to OHKO CM Clefable, Knock Off can do massive damage and cripple other pokemon, Sucker Punch allows for priority other than Fake Out on this team. SD is used as, I found, many teams on the ladder do not carry a ghost type SD allows Bisharp to perform a late game sweep providing another use to Bisharp other than checking ghost types.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Standard CM Magic Guard Clef is a constant threat in ORAS. This was put on this team in order to check
Mega Sableye, a threat that Medicham is countered by and can cripple Bisharp. This can also perform a late game sweep if needed. Max HP, + Max Def works surprisingly well and after a few Calm Minds, the lack of SpDef doesn't matter much. NOTE This is one thing that is most likely to change in this team as having extra Def doesn't do too much.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Standard Rotom-W is able to check Talonflame, cripple threats with Hydro Pump and Will-O-Wisp, and keep momentum with Volt Switch. All while being able to take hits and in general be a menace to the opponent.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Scarf Lando-T is very powerful, and many do not expect it. Standard EdgeQuake hits many threats and provides my second pseudo-check to Talonflame. U-Turn keeps up momentum, forming the VoltTurn core with Rotom, and Knock Off can cripple pokemon like Chansey, and OHKO offensive Lati@s while taking half off of defensive Latias.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
The 6th slot is the most changed member on this team. This was Thunder Wave + 3 Attacks Thundurus but my weakness to Ferrothorn(with protect, to keep me from using HJK) and Klefki who could Spike stack on my entire team and T-Wave my Medicham before killing it with HJK caused me to used Magnezone who can trap and kill both of those while providing a 3rd addition to the VoltTurn with Volt Switch. I am also considering any Defogger/Spinner, mostly Latios as it is able to run HP Fire to check Ferrothorn and clear any hazards off the field.
Any Suggestions are appreciated
Import

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Zen Headbutt
- Fake Out
The start to this team. Medicham is a very powerful wallbreaker in ORAS and is able to kill many bulky threats easily with 656 Attack and very powerful moves. HJK can threaten the steel types in the tier, Zen Headbutt provides STAB and can hit Clefable for about 70%, Ice Punch threatens Garchomp and Lando-T and even OHKOs Tank Garchomp and have a chance to OHKO Tank Lando-T after rocks. Adamant nature is able to kill many bulky threats with more ease than Jolly. I don't run Jolly because I find most base 100 speed pokemon are not threatened by Medicham and anything under base 100 will likely be outsped even with Adamant. I also find that you are able to bluff Jolly and force a switch if needed.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
The next part of the team. Bisharp is clearly a fantasic pokemon in OU and its typing and
moves allow it to check ghost types that keep Medicham from using HJK. Iron Head has a 25% chance to OHKO CM Clefable, Knock Off can do massive damage and cripple other pokemon, Sucker Punch allows for priority other than Fake Out on this team. SD is used as, I found, many teams on the ladder do not carry a ghost type SD allows Bisharp to perform a late game sweep providing another use to Bisharp other than checking ghost types.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Standard CM Magic Guard Clef is a constant threat in ORAS. This was put on this team in order to check
Mega Sableye, a threat that Medicham is countered by and can cripple Bisharp. This can also perform a late game sweep if needed. Max HP, + Max Def works surprisingly well and after a few Calm Minds, the lack of SpDef doesn't matter much. NOTE This is one thing that is most likely to change in this team as having extra Def doesn't do too much.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Standard Rotom-W is able to check Talonflame, cripple threats with Hydro Pump and Will-O-Wisp, and keep momentum with Volt Switch. All while being able to take hits and in general be a menace to the opponent.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Scarf Lando-T is very powerful, and many do not expect it. Standard EdgeQuake hits many threats and provides my second pseudo-check to Talonflame. U-Turn keeps up momentum, forming the VoltTurn core with Rotom, and Knock Off can cripple pokemon like Chansey, and OHKO offensive Lati@s while taking half off of defensive Latias.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
The 6th slot is the most changed member on this team. This was Thunder Wave + 3 Attacks Thundurus but my weakness to Ferrothorn(with protect, to keep me from using HJK) and Klefki who could Spike stack on my entire team and T-Wave my Medicham before killing it with HJK caused me to used Magnezone who can trap and kill both of those while providing a 3rd addition to the VoltTurn with Volt Switch. I am also considering any Defogger/Spinner, mostly Latios as it is able to run HP Fire to check Ferrothorn and clear any hazards off the field.
Any Suggestions are appreciated
Import
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Zen Headbutt
- Fake Out
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Zen Headbutt
- Fake Out
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon