ORAS OU Mega Medicham + Scolipede Super Duper Ultra Hyper Chaos Thesaurus Chocolate Fudge Coated Ninja Combo

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Introduction

Heeeeeeeeeeeeeeeeeey I made a team by myself and it actually does decent for once. I was looking at all of the different megas because I wanted to make a team around one. One in particular caught my eye: Mega Medicham. Specifically its Pure Power ability, which doubles the Attack stat of the Pokémon with the ability. I figured I could rek some scrubs with an ability like that. The only problem was Mega Medicham's mediocre Speed stat. It was gonna get killed before it could do damage sometimes probably usually maybe. I brainstormed ways I could boost its Speed, and that's when I remembered a Baton Pass/Speed Boost Ninjask I was given in a Random Battle. The idea of this team is to get rid of anything that could counter Medicham, and then sweep with Mega Medicham after the Speed Boosts and Baton Pass from Ninjask. JESUS THAT'S A LONG INTRO.

The Team

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Asura (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Ice Punch

I'm using the build given by Smogon, so forgive me if it seems like I'm just putting what Smogon says in my own words. Because I am. High Jump Kick is Medicham's best attack with a base power of 130. That with Pure Power and STAB, Medicham's gonna be hitting pretty hard. Zen Headbutt has STAB, and hits Poison types super effectively that would resist HJK. Fake Out lets Medicham Mega Evolve safely, and sometimes the slight damage can make the difference between Medicham getting a kill and Medicham being killed. Finally, Ice Punch is on here for coverage. Gliscor will usually get sent out to wall Medicham from my experience, and the opponent never sees the Ice Punch coming.

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Polyp (Scolipede) (M) @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Megahorn
- Aqua Tail
- Poison Jab
- Baton Pass

Scolipede is on the team to provide a Speed increase to Mega Medicham with Baton Pass. I replaced Ninjask with him because Scolipede can apply considerable offensive pressure while building up speed with Speed Boost. Megahorn is extremely powerful, and Scolipede gets STAB on it. Poison Jab is for dealing with Fairy types, plus the chance to poison is nice. Aqua Tail hits Ground types like Lando-T and Hippowdon that try to wall Scolipede.

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Nyarlathotep (Manaphy) @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Dazzling Gleam

Manaphy is on here because I wanted a way to get rid of Mega Sableye, who completely walls Mega Medicham. I didn't want a whole slot on my team to be dedicated just to taking out Mega Sables (what if the opponent isn't using it?), so I went with Manaphy, who could do much more. Tail Glow is key on Manaphy; it raises Manaphy's Special Attack by a whole three stages! Scald is on Manaphy for STAB, and for the chance to burn. I've had Scald almost knock out the opposing Pokémon, and have it be taken out from burn damage. Dazzling Gleam is on Manaphy for the sole purpose of getting rid of Mega Sableye, but it's been very helpful against Dragon types like Garchomp, Dragonite, Latios, and, well, you get the idea. I carry Energy Ball to be able to get rid of Wash Rotoms that think they can wall and kill Manaphy. I usually lead with Manaphy and set up a Tail Glow while the opponent sets up hazards and such, then proceed to sweep. Manaphy usually takes out one to FOUR opposing Pokémon (yes, I've had that happen before).

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Mosquito (Excadrill) (M) @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock

Excadrill is on the team to get rid of hazards, and as a Special Wall. Talonflame hates Stealth Rocks, so a Rapid Spinner was a must have. He isn't affected by Toxic Spikes as a bonus. I gave him Stealth Rock to cripple Volcarona, which can be problematic for the team to face, and it's nice to have hazards set up anyway. Earthquake and Iron Head are on him for coverage and STAB. Excadrill is my backup plan against Rotom Wash if Manaphy can't kill it, since Earthquake can it through Levitate thanks to Mold Breaker. Excadrill can survive a Focus Blast from a Gengar that tries to Spin Block it, and proceed to kill it with Earthquake, which is nice.

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Shoggoth (Gastrodon) (M) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

While testing this team in its early stages, I had a lot of problems with Talonflame. A lot of problems. Manaphy couldn't take a priority Brave Bird, and the rest of my team didn't have much to hit it with. That's where Gastrodon came in. He's an excellent physical wall, and is completely immune to Water type attacks thanks to Storm Drain. Scald is on him for the same reason as Manaphy: STAB and burn chance. I used to have Ice Beam on Gastrodon, but thanks to the comments section I've put Earthquake on it, which has helped me. Toxic is nice to have because Gastrodon can stall the opponent until they die from poison damage with his bulkiness and Recover. One Grass type move and he's done for, and since most Volcaronas carry Giga Drain (at least from my experience), I can't wall them.

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Cthugha (Talonflame) (F) @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost

Talonflame ain't taking none of your sass. One priority Brave Bird and you're opponent's in for a world of pain. I originally had Weavile as my revenge killer, but I had problems with opposing Ferrothorn; Ferrothorn completely walled my team. Talonflame is an excellent revenge killer, and he completely destroys Ferrothorn with one Flare Blitz. Brave Bird is extremely powerful, and takes a good chunk out of the opponent's health if it doesn't kill them. U-Turn is to get out of any sticky situation it might find itself in, since it can outspeed most Pokés. Roost is to recover the HP that it loses because, believe me, Talonflame will be taking a lot of damage from recoil and Life Orb. I have Life Orb on Talonflame instead of Choice Band like Smogon reccomends because I like being able to choose different moves without having to switch out.

Old Team Members
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Mifune (Ninjask) (M) @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Substitute
- Protect
- Baton Pass
- X-Scissor
 

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Last edited:
Pretty cool team. First try scolipede over Ninjask. Scolipede can also bass speed boost but actually has a decent offensive presence and can even sweep late game on its own. Next put earthquake on Gastrodon over ice beam and make its nature relaxed. I know you already have earthquake on excadrill but you need earthquake so your gastrodon can take on keldeo. Finally replace steel wing on talonflame with roost.
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Megahorn
- Aqua Tail
- Poison Jab
- Baton pass
 
Pretty cool team. First try scolipede over Ninjask. Scolipede can also bass speed boost but actually has a decent offensive presence and can even sweep late game on its own. Next put earthquake on Gastrodon over ice beam and make its nature relaxed. I know you already have earthquake on excadrill but you need earthquake so your gastrodon can take on keldeo. Finally replace steel wing on talonflame with roost.
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Megahorn
- Aqua Tail
- Poison Jab
- Baton pass

All of this really helped! Thank you!
 
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