Mega Medicham Bulky Offense






Introduction
Hey all, so this is a team I build a long time ago when Mega Medicham was just released in SM. It did really well but then I was kind of messing around with other teams and forgot about it. A few weeks ago I started using it again and it was kind of working well. I peaked at 1700 I think, which is the best I got so far with a team I made myself. Yesterday I was getting super mad because I missed about 1000 High Jump Kicks and decided to not use it anymore. It is still my best SM OU team so far though so I wanted to RMT it anyways and maybe get some feedback.
Teambuilding Process
As I stated in the introduction, my goal was to build a team aroundn Mega Medicham to try it out in the new meta. My favourite playstyles are Bulky Offense and Balance which is cool because Medicham actually fits well on those. In the end I decided to go for a BO playstyle because I didn't feel balance was particulary strong in the current meta.
The Team

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Fake Out
So the first pick was obvious. I wanted to build around Mega-Medicham so I had to start with it. Jolly nature was what I wanted to go for to be able to outspeed stuff like Tapu Lele because otherwise that mon would give me a lot of trouble. High Jump Kick is pretty mandatory. Thunderpunch and Zen Headbutt came later when I felt that my team might struggle against the likes of Skarmory, Celesteela and to a lesser extend Mega Venusaur. Fake Out is just nice to get some extra damage on stuff like fini to be able to kill it with some prior damage.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Hydro Pump
- Water Shuriken
- U-turn / Ice Beam
I decided Ash-Greninja would form a core with Medicham quite nicely. Gren can take care of Mew for Medicham and Medicham can pressure bulky grass types that are annoying for Gren and Toxapex which was super popular when I build the team. I also thought about forming a u-turn core in the team at that point and Greninja could help forming that. I tried out Ice Beam for a while but eventually went back to U-turn. I can't pinpoint why, but I felt my team was performing better like that and I never had issues dealing with the mons Ice Beam hit.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 212 Def / 44 SpD / 4 Spe
Impish Nature
- U-turn
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
Ok so honestly I basically never build without Lando-T and everytime I do I regret it at some point. Here it fit quite nicely providing rocks and a ground immunity. It also helped me form my u-turn core so that was also appreciated. I decided to go for the HP Ice set when I realised I would not run that many Ice Type moves on my team. Subcoil Zygarde would have been a bitch otherwise.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Protect
- Power Whip / Gyro Ball
Next I wanted Spikes support. Obviously Medicham appreciates it a lot and same goes for Ash-Gren. It also synergises well with the U-Turn core. Ferrothorn in general also gives me an ok switch-in to oposing Ash-Greninjas and banded Zygarde for cases I need to keep Lando healthy. Leech Seed is pretty standard. Protect is to help me stall out dangerous stuff with leech seed and also to deter oposing Medichams to spam HJK. I originally used Gyro Ball on this set but the ladder is flooded with Tapu Fini and everybody is switching their Finis into Ferro so I eventually decided to run Power Whip over Gyro Ball.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Ancient Power
- Flash Cannon
So next I needed a scarfer and I also wanted to complete my Fire-Water-Grass core. Heatran was my choice. It struggles a bit with the common scarfers being so fast and it is also too slow to outspeed Volcarona after setup. But in the end I felt like Volcaronas don't run Hp Ground that often anymore and Heatran is fine against the other sets. Worst case worst I try to kill Volcaronas with Fake-Out and Water-Shuriken and just pressure them not to set up. For the Rest Heatran helps against Bulky Grass Types, Steels, and Fairies which is much appretiated by the rest of the team.
If I'm honest though I just wanted to use Scarf-Heatran again and it ended up working.
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Taunt
The last mon I wanted to use was Tornadus-T. It gives me anouth U-Turn user, an emegency check to steels in case my Heartran gets trapped, and Taunt against sticky web and Trickroom teams, both of which my team would struggle against otherwise. I saw Flyinium Z Tornadus-T once on the ladder and wanted to use that over Life Orb because I didn't have a good Z-Move abuser bar Lando yet and I really appreciated the idea of not having to rely on 70% accuracy all the time.
Importable






Introduction
Hey all, so this is a team I build a long time ago when Mega Medicham was just released in SM. It did really well but then I was kind of messing around with other teams and forgot about it. A few weeks ago I started using it again and it was kind of working well. I peaked at 1700 I think, which is the best I got so far with a team I made myself. Yesterday I was getting super mad because I missed about 1000 High Jump Kicks and decided to not use it anymore. It is still my best SM OU team so far though so I wanted to RMT it anyways and maybe get some feedback.
Teambuilding Process
As I stated in the introduction, my goal was to build a team aroundn Mega Medicham to try it out in the new meta. My favourite playstyles are Bulky Offense and Balance which is cool because Medicham actually fits well on those. In the end I decided to go for a BO playstyle because I didn't feel balance was particulary strong in the current meta.
The Team

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Fake Out
So the first pick was obvious. I wanted to build around Mega-Medicham so I had to start with it. Jolly nature was what I wanted to go for to be able to outspeed stuff like Tapu Lele because otherwise that mon would give me a lot of trouble. High Jump Kick is pretty mandatory. Thunderpunch and Zen Headbutt came later when I felt that my team might struggle against the likes of Skarmory, Celesteela and to a lesser extend Mega Venusaur. Fake Out is just nice to get some extra damage on stuff like fini to be able to kill it with some prior damage.

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Hydro Pump
- Water Shuriken
- U-turn / Ice Beam
I decided Ash-Greninja would form a core with Medicham quite nicely. Gren can take care of Mew for Medicham and Medicham can pressure bulky grass types that are annoying for Gren and Toxapex which was super popular when I build the team. I also thought about forming a u-turn core in the team at that point and Greninja could help forming that. I tried out Ice Beam for a while but eventually went back to U-turn. I can't pinpoint why, but I felt my team was performing better like that and I never had issues dealing with the mons Ice Beam hit.

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 212 Def / 44 SpD / 4 Spe
Impish Nature
- U-turn
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
Ok so honestly I basically never build without Lando-T and everytime I do I regret it at some point. Here it fit quite nicely providing rocks and a ground immunity. It also helped me form my u-turn core so that was also appreciated. I decided to go for the HP Ice set when I realised I would not run that many Ice Type moves on my team. Subcoil Zygarde would have been a bitch otherwise.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Protect
- Power Whip / Gyro Ball
Next I wanted Spikes support. Obviously Medicham appreciates it a lot and same goes for Ash-Gren. It also synergises well with the U-Turn core. Ferrothorn in general also gives me an ok switch-in to oposing Ash-Greninjas and banded Zygarde for cases I need to keep Lando healthy. Leech Seed is pretty standard. Protect is to help me stall out dangerous stuff with leech seed and also to deter oposing Medichams to spam HJK. I originally used Gyro Ball on this set but the ladder is flooded with Tapu Fini and everybody is switching their Finis into Ferro so I eventually decided to run Power Whip over Gyro Ball.

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Ancient Power
- Flash Cannon
So next I needed a scarfer and I also wanted to complete my Fire-Water-Grass core. Heatran was my choice. It struggles a bit with the common scarfers being so fast and it is also too slow to outspeed Volcarona after setup. But in the end I felt like Volcaronas don't run Hp Ground that often anymore and Heatran is fine against the other sets. Worst case worst I try to kill Volcaronas with Fake-Out and Water-Shuriken and just pressure them not to set up. For the Rest Heatran helps against Bulky Grass Types, Steels, and Fairies which is much appretiated by the rest of the team.
If I'm honest though I just wanted to use Scarf-Heatran again and it ended up working.

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Taunt
The last mon I wanted to use was Tornadus-T. It gives me anouth U-Turn user, an emegency check to steels in case my Heartran gets trapped, and Taunt against sticky web and Trickroom teams, both of which my team would struggle against otherwise. I saw Flyinium Z Tornadus-T once on the ladder and wanted to use that over Life Orb because I didn't have a good Z-Move abuser bar Lando yet and I really appreciated the idea of not having to rely on 70% accuracy all the time.
Importable
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Fake Out
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Hydro Pump
- Water Shuriken
- U-turn
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 212 Def / 44 SpD / 4 Spe
Impish Nature
- U-turn
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Protect
- Power Whip
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Ancient Power
- Flash Cannon
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Taunt
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Fake Out
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Hydro Pump
- Water Shuriken
- U-turn
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 212 Def / 44 SpD / 4 Spe
Impish Nature
- U-turn
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Protect
- Power Whip
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Ancient Power
- Flash Cannon
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Taunt
Conclusion
All in all I feel like this is the most solid team I've build in SM OU so far. Accuracy is a problem with this team, which is why I would not use it in Tour games anymore. On the ladder it's good fun though.
My main concern with the team is that Shiftgear Magearna is pretty dangerous. My only way to deal with it is chipping it while it sets up and then revenge it with Water-Shuriken. Similary annoying are Zapdos and Mega-Manectric. If anybody has any Ideas how to make the team better and to deal with the aforementioned mons, I'd be happy to hear them. Thanks for reading.