ORAS OU Mega medicham

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!
 
Yo cool team but I think you change chance a bit about it.

Threats
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This team is very weak to slowbro. If starmei gets weakened this thing just wins. It can setup on medicham, starmie if its locked into psychic, gliscor, and goodra. Scald can burn clef on the switchin and they can just go into their dedicated clefable counter and since you don't have heal bell this could be troublesome. Psyshock can easily pick off medicham and goodra while scald can just burn or KO scizor, clef, gliscor, and starmie.

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Excadrill can easily sweep this team granted it has the conditions. All excadrill has to do to sweep this team is get up an SD, which easily be done on the clefable. I don't see gliscor as a good counter because it just gets 2hkod and possibly flinched. Gliscor dies 64 minimum and 76 max after rocks. Scizor since it's not mega gets OHKO'd by +2 earthquake and same goes for medi, goodra, starmei, and clefable.

Set Changes
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First of all changing the medicham spread to 252 attack 252 speed 4 spdefadaman would help this team a lot. Calm Mind slowbro can really destroy this team if it has the chance of getting up 1 calm mind and it can do so pretty easily on medicham. So to prevent this you should run thunder punch over bullet punch. Tpunch helps when facing slowbro as it can 2hko without rocks but it is guaranteed with rocks. Tpunch can also hit things like starmie which can be used as a medicham switch in.

252+ Atk Pure Power Mega Medicham Thunder Punch vs. 252 HP / 232+ Def Slowbro: 204-242 (51.7 - 61.4%) -- 96.9% chance to 2HKO after Leftovers recovery
252+ Atk Pure Power Mega Medicham Thunder Punch vs. 252 HP / 232+ Def Slowbro: 204-242 (51.7 - 61.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Pure Power Mega Medicham Thunder Punch vs. 252 HP / 232+ Def Mega Slowbro: 142-168 (36 - 42.6%) -- guaranteed 3HKO

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Next I suggest using landorus-t as a rocker over gliscor. I personally think landorus-t is a much better ground immunity and drill counter than gliscor. As i stated before excadrill is a huge problem to this team Lando-t takes on drill much better thanks to rocky helmet and intimidate. Instead of playing a +2 drill with gliscor you're playing a +1 drill with landorus. Now that we have a landorus we can use it as a rocker which opens up a moveslot for clefable. Also using toxic can help with wearing down slowbro.

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Using the cm flamethrower set clefable is a solid wincon. Calm Mind is amazing on clef as it is one of the best wincons in oras ou due to its amazing typing and movepool. Moonblast is it's main stab move and can help with beating dragons and slowbro. Flamethrower is here because of this teams weakness to drill, some people like to setup on the clef but that won't happen thanks to flamethrower. After a flamethrower drill loses its sweeping capability thanks to the life orb + rockyhelmet recoil. Flamethrower can also be a backup counter to ferrothorn in case things go south with medicham.

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Making this life orb starmie can help the team a lot. Being able to switch moves can help while playing diancie/serperior cores. Life Orb also lets starmie keep its offensive presence and still being a good defensive lando-t set. I think boltbeam is needed on this team due to the slowbro weakness, and as you said dragonite.

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Zapdos can work very well on this team. Zapdos beats both excadrill and slowbro, I also noticed this team could be weak to mega scizor and zapdos walls any mega scizor set. It also provides a good defogger which can allow Starmie to use 4 attacks.

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Thunder Punch
- High Jump Kick
- Ice Punch

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Stealth Rock
- Toxic
- U-turn
- Earthquake

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Hydro Pump
- Ice Beam

Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Knock Off

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Calm Mind
- Moonblast
- Flamethrower
 
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Thank you amoonguss for your amazing review it really helped me a lot! After using the updated team ive been winning so many more games, i didnt even notice the huge slowbro weakness untill you pointed it out.
My problem is i like to breed my pokemon onto my game after trying it out on showdown, and landorus-t and zapdos are just so difficult to get with decent IV's without cheating.
But thank you so much, ill have to find a way to gen them in i guess.
 
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