Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 152 HP / 104 Atk / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Ice Punch
I decided to use mega medicham because of its pure power ability and its unique typing, causing it to become a huge offensive threat.
My main focus for medicham was to be an effective wallbreaker to break down defensive cores and allow my sweepers to clean up.
High jump kick is used as a powerful stab attack for maximum damage possible while bullet punch gives priority for quick revenge kills, fake out is used for easy chip damage and ice punch gives good type coverage and is causes the team to surpass dragon types and helps with breaking down mega venusaur.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 172 HP / 84 Atk / 252 Def
Impish Nature
- Roost
- Swords Dance
- Earthquake
- Knock Off
After using steelix in this slot for this team i found i was having trouble with ground types namely excadrill, (with it also being part steel) it caused problems for clefairy, so i decided to use gliscor as a good switch in to ground types.
I used gliscor as a defensive tank which can take hits and set up/dish out attacks and turned out to surpass steelix in almost every aspect.
Roost is used for hp recovery along with the toxic orb with poison heal, swords dance to set up when i have momentum, earthquake a powerful stab attack and knock off to cripple sweepers which rely heavily on their items.
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 84 HP / 252 SpA / 172 SpD
Calm Nature
- Thunderbolt
- Dragon Pulse
- Sludge Bomb
- Flamethrower
Goodra is a pokemon i bring to the majourity of my games and is my absolute favourite to use in competitive play, with its rediculously high special defence combined with assault vest it allows me to take powerful special attacks like they are nothing and deal out an even harder hit, while sap sipper provides an excellent switch for mega venusaur which as i have said i find extreamly difficult to deal with, it also has an excellent movepool which gives excellent type coverage.
I use goodra as a special tank to cause problems for special attackers, this causes them to be forced to switch and allows me to predict easily by using the great variety of attacking moves, putting the opponent at a disadvantage.
Sludge bomb is needed to counter fairy types, i use dragon pulse as a stab attack over draco meteor to avoid a special attack drop and allows me to continue attacking, flamethrower and thunderbolt for type coverage.
Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Knock Off
I picked scizor to counter fairy types that cause problems for goodra and also because it poses a huge threat with a high attack stat and decent defensive bulk.
I use scizor as a bulky physical sweeper dealing out hard priority hits with technician boosted bullet punch to revenge kill easily, i set up potential sweeps with swords dance against fairy types, especially clefable, who is now very common in the OU metagame.
Bullet punch is used for priority revenge kills, swords dance to set up against fairy types, knock off to cause problems and cripple opponents pokemon, and u-turn to gain momentum.
Starmie @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Scald
- Ice Beam
I picked starmie since i needed coverage for fire types such as heatran and dragon types such as dragonite which otherwise would have completely decimated my team.
Starmie is used in the usual set, as a fast special sweeper with specs and a huge variety of moves to handle many situations that my team would otherwise struggle with.
Scald is used as a stab attack and to potentially cripple physical attackers with a burn, ice beam for dragon types, thunderbolt for other water types and psychic also as a strong stab attack to deal with fighting and poison types.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Toxic
- Stealth Rock
- Protect
I picked clefable since i needed a fairy type to balance out weaknesses in my team and also to set up stealth rocks.
I used clefable as a mixed wall/stealth rocker to set up hazards and stall with toxic, protect and softboiled, with the ability unaware it prevents me getting set up on since i take normal damage and am able to stall.
Stealth rock to set up hazards, toxic, protect and softboiled to stall.
Any advice for changes would be really appreciated!
Ability: Pure Power
EVs: 152 HP / 104 Atk / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Ice Punch
I decided to use mega medicham because of its pure power ability and its unique typing, causing it to become a huge offensive threat.
My main focus for medicham was to be an effective wallbreaker to break down defensive cores and allow my sweepers to clean up.
High jump kick is used as a powerful stab attack for maximum damage possible while bullet punch gives priority for quick revenge kills, fake out is used for easy chip damage and ice punch gives good type coverage and is causes the team to surpass dragon types and helps with breaking down mega venusaur.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 172 HP / 84 Atk / 252 Def
Impish Nature
- Roost
- Swords Dance
- Earthquake
- Knock Off
After using steelix in this slot for this team i found i was having trouble with ground types namely excadrill, (with it also being part steel) it caused problems for clefairy, so i decided to use gliscor as a good switch in to ground types.
I used gliscor as a defensive tank which can take hits and set up/dish out attacks and turned out to surpass steelix in almost every aspect.
Roost is used for hp recovery along with the toxic orb with poison heal, swords dance to set up when i have momentum, earthquake a powerful stab attack and knock off to cripple sweepers which rely heavily on their items.
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 84 HP / 252 SpA / 172 SpD
Calm Nature
- Thunderbolt
- Dragon Pulse
- Sludge Bomb
- Flamethrower
Goodra is a pokemon i bring to the majourity of my games and is my absolute favourite to use in competitive play, with its rediculously high special defence combined with assault vest it allows me to take powerful special attacks like they are nothing and deal out an even harder hit, while sap sipper provides an excellent switch for mega venusaur which as i have said i find extreamly difficult to deal with, it also has an excellent movepool which gives excellent type coverage.
I use goodra as a special tank to cause problems for special attackers, this causes them to be forced to switch and allows me to predict easily by using the great variety of attacking moves, putting the opponent at a disadvantage.
Sludge bomb is needed to counter fairy types, i use dragon pulse as a stab attack over draco meteor to avoid a special attack drop and allows me to continue attacking, flamethrower and thunderbolt for type coverage.
Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Knock Off
I picked scizor to counter fairy types that cause problems for goodra and also because it poses a huge threat with a high attack stat and decent defensive bulk.
I use scizor as a bulky physical sweeper dealing out hard priority hits with technician boosted bullet punch to revenge kill easily, i set up potential sweeps with swords dance against fairy types, especially clefable, who is now very common in the OU metagame.
Bullet punch is used for priority revenge kills, swords dance to set up against fairy types, knock off to cause problems and cripple opponents pokemon, and u-turn to gain momentum.
Starmie @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Scald
- Ice Beam
I picked starmie since i needed coverage for fire types such as heatran and dragon types such as dragonite which otherwise would have completely decimated my team.
Starmie is used in the usual set, as a fast special sweeper with specs and a huge variety of moves to handle many situations that my team would otherwise struggle with.
Scald is used as a stab attack and to potentially cripple physical attackers with a burn, ice beam for dragon types, thunderbolt for other water types and psychic also as a strong stab attack to deal with fighting and poison types.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Toxic
- Stealth Rock
- Protect
I picked clefable since i needed a fairy type to balance out weaknesses in my team and also to set up stealth rocks.
I used clefable as a mixed wall/stealth rocker to set up hazards and stall with toxic, protect and softboiled, with the ability unaware it prevents me getting set up on since i take normal damage and am able to stall.
Stealth rock to set up hazards, toxic, protect and softboiled to stall.
Any advice for changes would be really appreciated!