This team was based on medicham, since i've never used it before, so i thought to my self what will it need to succeed, this is what my thought process was
Get the Shoe (Galvantula) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Sticky Web
To me, this was the best lead idea since Medicham can be outsped by many pokes, mainly sweepers. it also provides coverage to rain teams/ keldeo and greninja, the webs would help me then the sash would ensure the attack if the lead with them, another big threat is latios/latias, so the bug buzz was a must. the last thing this covers is Rotom-wash, witch is bulky enough to take a thunderbolt, but unless its assault vest, it wont take a thunder
Define Derp (Quagsire) (M) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Recover
- Toxic
- Earthquake
- Scald
Quagsire is one of if not my favoraite pokemon, and it sunergizes very well with my lead, Galvantula, it is the BEST counter to espeon, dragon dancers, and stops most ground or rockm type leads, scald is to burn anything that can outspeed if i fail to get webs up, or is really tanky in general (I.e. gengar, excadrill, jirachi, clefable). another reason that i use it is to toxic stall beefy bastards like conkeldurr.
High Jump Miss (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
The main pokemon that i wanted to use, its attack is good when mega, especially with its ability, and i wanted a mega that is not used as often like mega charizard(both x and y) and mega garchomp. I also wanted a Mega that could definately do some damage, the main focus of medicham is to annoy and destroy, what i mean by that is to fake out, switch to a wall, then when safe go in and get the kill. i use jolly over adamant for one reason, to outspeed 100/100/100/100/100/100 pokes like mew, jirachi, celebi., victini(Esepecially Victini).
GengBeng (Gengar) @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Destiny Bond
- Shadow Ball
- Dazzling Gleam
- Icy Wind
No matter what, you need to run a ghost type on all ou teams to stop fake outs and rapid spins, gengar is usually the one who is in charge of that role, i run focus sash instead of black sludge besause if i overpredict, i can easily get saved by it and destiny bond my opponent, i run icy wind incase i lead off with him and i need their speed to go down, and usually acts as a free switch for me or a forced switch for them, and in general, gengar is a badass in ou, that why is mega is banned.
InfernRape (Infernape) @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- Close Combat
- U-turn
Man, i love infernape, he dishes out damage quickly and has saved me so many times ever since 5th gen, i used to run blaze bu i saw that iron fist close combat helped me MUCH more, i prefer scarf over life orb because im going to need all the life i can get if i keep using flare blitz or close combat, i also prefer this over talon flame because if theres rocks on the field, im going to die in 3 turns, not with infernape tho, its true that talonflame wrecks infernape if its trapped or last poke, but i think if quagsire is still alive, il do just fine.
Goodie Goodie (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 108 HP / 148 SpA / 252 SpD
Modest Nature
- Defog
- Energy Ball
- Recover
- Psychic
At first, i ran a latios, but it kept dying before it could do any damage, and i needed a special wall/defogger. so this was my decision, plus, the shiny form looks AWESOME *clears throat* Erm... anyway, latias help block out many pokes like landorus(T), Arcanine, and most of all, the number 1 threats to this team, greninja and and choice specs latios, which is a PAIN, main use is to wall out poisoned pokes and to stop special sweepers, like most walls are meant to do.
TRANSPORTABLE TEXT:
Get the Shoe (Galvantula) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Sticky Web
Define Derp (Quagsire) (M) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Recover
- Toxic
- Earthquake
- Scald
High Jump Miss (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
GengBeng (Gengar) @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Destiny Bond
- Shadow Ball
- Dazzling Gleam
- Icy Wind
InfernRape (Infernape) @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- Close Combat
- U-turn
Goodie Goodie (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 108 HP / 148 SpA / 252 SpD
Modest Nature
- Defog
- Energy Ball
- Recover
- Psychic

Get the Shoe (Galvantula) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Sticky Web
To me, this was the best lead idea since Medicham can be outsped by many pokes, mainly sweepers. it also provides coverage to rain teams/ keldeo and greninja, the webs would help me then the sash would ensure the attack if the lead with them, another big threat is latios/latias, so the bug buzz was a must. the last thing this covers is Rotom-wash, witch is bulky enough to take a thunderbolt, but unless its assault vest, it wont take a thunder

Define Derp (Quagsire) (M) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Recover
- Toxic
- Earthquake
- Scald
Quagsire is one of if not my favoraite pokemon, and it sunergizes very well with my lead, Galvantula, it is the BEST counter to espeon, dragon dancers, and stops most ground or rockm type leads, scald is to burn anything that can outspeed if i fail to get webs up, or is really tanky in general (I.e. gengar, excadrill, jirachi, clefable). another reason that i use it is to toxic stall beefy bastards like conkeldurr.

High Jump Miss (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
The main pokemon that i wanted to use, its attack is good when mega, especially with its ability, and i wanted a mega that is not used as often like mega charizard(both x and y) and mega garchomp. I also wanted a Mega that could definately do some damage, the main focus of medicham is to annoy and destroy, what i mean by that is to fake out, switch to a wall, then when safe go in and get the kill. i use jolly over adamant for one reason, to outspeed 100/100/100/100/100/100 pokes like mew, jirachi, celebi., victini(Esepecially Victini).

GengBeng (Gengar) @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Destiny Bond
- Shadow Ball
- Dazzling Gleam
- Icy Wind
No matter what, you need to run a ghost type on all ou teams to stop fake outs and rapid spins, gengar is usually the one who is in charge of that role, i run focus sash instead of black sludge besause if i overpredict, i can easily get saved by it and destiny bond my opponent, i run icy wind incase i lead off with him and i need their speed to go down, and usually acts as a free switch for me or a forced switch for them, and in general, gengar is a badass in ou, that why is mega is banned.

InfernRape (Infernape) @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- Close Combat
- U-turn
Man, i love infernape, he dishes out damage quickly and has saved me so many times ever since 5th gen, i used to run blaze bu i saw that iron fist close combat helped me MUCH more, i prefer scarf over life orb because im going to need all the life i can get if i keep using flare blitz or close combat, i also prefer this over talon flame because if theres rocks on the field, im going to die in 3 turns, not with infernape tho, its true that talonflame wrecks infernape if its trapped or last poke, but i think if quagsire is still alive, il do just fine.

Goodie Goodie (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 108 HP / 148 SpA / 252 SpD
Modest Nature
- Defog
- Energy Ball
- Recover
- Psychic
At first, i ran a latios, but it kept dying before it could do any damage, and i needed a special wall/defogger. so this was my decision, plus, the shiny form looks AWESOME *clears throat* Erm... anyway, latias help block out many pokes like landorus(T), Arcanine, and most of all, the number 1 threats to this team, greninja and and choice specs latios, which is a PAIN, main use is to wall out poisoned pokes and to stop special sweepers, like most walls are meant to do.
TRANSPORTABLE TEXT:
Get the Shoe (Galvantula) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Sticky Web
Define Derp (Quagsire) (M) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Recover
- Toxic
- Earthquake
- Scald
High Jump Miss (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
GengBeng (Gengar) @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Destiny Bond
- Shadow Ball
- Dazzling Gleam
- Icy Wind
InfernRape (Infernape) @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- Close Combat
- U-turn
Goodie Goodie (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 108 HP / 148 SpA / 252 SpD
Modest Nature
- Defog
- Energy Ball
- Recover
- Psychic