I like to start of by saying this team so far has been so fun to use medicham and keldeo cause so much destruction like Rip if you have got a counter to both of them so yea if you couldn't tell already this team is build around keldeo and mega medicham .I not going though team building processes because im bad at it so with out further to do on to the team also the peak was just after hoopa suspect so my account isnt that high right now and proof of the peak will be at the bottom
First mon keldeo
Keldeo's job in this team is to take advantage of the volt-turn momentum provided by the rest of the team it is also my weavile and bisharp counter HP electric over icy wind becuase HP electric hit more than e.g slowbro ,starmie ,gyrados befor mega alots more and the IVs are so i can run least possible attack so I take less from foul play
Destruction (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
second mon Tornadus-Therian
torn-t is first of all my keldeo check/counter and my check/counter to many other mons like latios but torn-t also gains u-turn momentum for keldeo and mega medicham im running assault vest to help me better deal with special attacking treats like keldeo and latios also because i think assault vest is better at gaining momentum than life orb is
Take off (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off
Third mon lando-t
Lando-t is physical wall and my answer to many offensive treats like Mega lopunny it is also another momentum gaining pokemon thanks to u-turn im running leftover over rocky hemlmit because i think that leftovers suits my purpose better since lando-t is used more for momentum on this team than damaging the opponents pokemon and so I think leftovers sustainability is more need than the more damage provided by rocky helmet also 30 ivs on lando-t so i can get the slower u-turn on other lando's
Landing (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Fourth mon Magnezone
Zones job on this team is not its usual job as zone is usually use as a trapper there not much that this team need it to trap although trapping things is still really nice it main purpose is to be the team fairy resist and to provide even more momentum for keldeo and medicham im using scarf over spec because scarf get more momentum against water types in this meta e,g keldeo and manaphy
in the Zone (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Firth mons Tyranitar
T-tars main job is to trap latios and latias for keldeo to help it in causing more destruction and to give it an easier time spaming scald also t-tar also traps Alakazam normol and mega and Mega-gard and the chople berry is to help it take focus blast from either of them
on the Pursuit (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Crunch
- Pursuit
- Stone Edge
- Ice Beam
Last but not least mega medicham
Ive been talking about mega medicham on all the other mons turns so thier really not much else to say but mega medicham like keldeo's job is to take advantage of volt-turn on spam fake out and HJK every time it gets the chance also ice punch over zen because i feel the coverage of ice punch is much more need then another stab it also give you something to hit mega sab with
To high (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Fake Out
- Bullet Punch
Here is the proof of the peak
and here is the team importable
Replay (there's only one but its better than none and one all you really need)
Last words:
any comment are appreciated but if you can make it constructive criticism if there is any criticism ;)
complement to the team are welcome to xD

First mon keldeo
Keldeo's job in this team is to take advantage of the volt-turn momentum provided by the rest of the team it is also my weavile and bisharp counter HP electric over icy wind becuase HP electric hit more than e.g slowbro ,starmie ,gyrados befor mega alots more and the IVs are so i can run least possible attack so I take less from foul play
Destruction (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

second mon Tornadus-Therian
torn-t is first of all my keldeo check/counter and my check/counter to many other mons like latios but torn-t also gains u-turn momentum for keldeo and mega medicham im running assault vest to help me better deal with special attacking treats like keldeo and latios also because i think assault vest is better at gaining momentum than life orb is
Take off (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off

Third mon lando-t
Lando-t is physical wall and my answer to many offensive treats like Mega lopunny it is also another momentum gaining pokemon thanks to u-turn im running leftover over rocky hemlmit because i think that leftovers suits my purpose better since lando-t is used more for momentum on this team than damaging the opponents pokemon and so I think leftovers sustainability is more need than the more damage provided by rocky helmet also 30 ivs on lando-t so i can get the slower u-turn on other lando's
Landing (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Fourth mon Magnezone
Zones job on this team is not its usual job as zone is usually use as a trapper there not much that this team need it to trap although trapping things is still really nice it main purpose is to be the team fairy resist and to provide even more momentum for keldeo and medicham im using scarf over spec because scarf get more momentum against water types in this meta e,g keldeo and manaphy
in the Zone (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Firth mons Tyranitar
T-tars main job is to trap latios and latias for keldeo to help it in causing more destruction and to give it an easier time spaming scald also t-tar also traps Alakazam normol and mega and Mega-gard and the chople berry is to help it take focus blast from either of them
on the Pursuit (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Crunch
- Pursuit
- Stone Edge
- Ice Beam

Last but not least mega medicham
Ive been talking about mega medicham on all the other mons turns so thier really not much else to say but mega medicham like keldeo's job is to take advantage of volt-turn on spam fake out and HJK every time it gets the chance also ice punch over zen because i feel the coverage of ice punch is much more need then another stab it also give you something to hit mega sab with
To high (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Fake Out
- Bullet Punch
Here is the proof of the peak

and here is the team importable
Destruction (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
Take off (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off
Landing (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
in the Zone (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
on the Pursuit (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Crunch
- Pursuit
- Stone Edge
- Ice Beam
To high (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Fake Out
- Bullet Punch
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
Take off (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off
Landing (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
in the Zone (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
on the Pursuit (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Crunch
- Pursuit
- Stone Edge
- Ice Beam
To high (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Fake Out
- Bullet Punch
Replay (there's only one but its better than none and one all you really need)
Last words:
any comment are appreciated but if you can make it constructive criticism if there is any criticism ;)
complement to the team are welcome to xD
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