SM OU RMT Mega Medicham Web Offense "Sticky Maneuvers"

Teambuild Process:
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Smeargle is arguably the best Sticky Web setter and a must have in any web offense team so naturally it's how we start the team:
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Magic Coat
- Spore
- Stealth Rock
  • Smeargle serves as the team's lead and thus Sticky Webs and Stealth Rock are obvious choices.
  • Magic Coat prevents taunt and can work against other Stealth Rock leads if predicted correctly such as Landorus-T or Ferrothorn.
  • Spore serves as a pivoting move that gives at least a single free turn.
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Mega Medicham is an incredibly powerful attacker thanks to its ability Huge Power and due to webs its sub par speed is of no concern:
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Thunder Punch
  • HJK is a powerful stab attack that can break past cores with absolute ease.
  • Ice and Thunder Punch offer Bolt-Beam coverage.
  • Fake Out is a nice chip damage option.
  • Adamant Nature maximizes damage output.
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We want to make sure our Sticky Webs are up on the field to support the team so a Defiant user can deteriorate the use of Defog. One such user is Bisharp which can serve as a great sweeper/cleaner for the team:
Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
  • Adamant Nature again maximizes damage output and in tandem with the Dread Plate the power of Knock off and Sucker Punch reaches scary heights.
  • Sucker Punch adds priority and can help pick off weakened foes.
  • Knock off can also be used for utility outside of being a powerful stab.
  • Iron head serves as our secondary stab move of choice.
  • Swords Dance turn Bisharp into an immediate threat.
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Besides Defog we also need to block Rapid Spin so a ghost type such as Mimikyu is of great use:
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Shadow Sneak
- Shadow Claw
  • Disguise helps Mimikyu deal with threats that have already set up or with things such as Mega Metagross.
  • An Adamant Nature and Life Orb maximize damage output.
  • Swords Dance can turn Mimikyu into an amazing sweeper.
  • Play Rough fills the role of a strong stab move.
  • Shadow Sneak works as priority to pick off weakened opponents.
  • Shadow Claw is our secondary stab of choice.
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Tapu Koko and Electric types in general worried us and we realised we lacked any Special Offense on the team Thundurus-Therian with Volt Absorb fulfilled both of these roles:
Thundurus-Therian (M) @ Expert Belt
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Dark Pulse
  • Timid Nature is used to ouspeed base 100 Scarf users under webs.
  • Nasty Plot turns Thundurus-T into a deadly threat.
  • Thunderbolt is our strong stab of choice.
  • Hidden Power Ice offers coverage against Landorus-T and Garchomp.
  • Dark Pulse offers coverage against A-Marowak and Mega Metagross.
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To round off the team we decided that we'd enjoy something to resist both of Mega Metagross' stabs. In addition Autotomize Celesteela in tandem with Beast Boost can result in surpsing sweeps:
Celesteela @ Flyinium Z
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Air Slash
- Autotomize
- Fire Blast
- Giga Drain
  • 252 Atk Tough Claws Metagross-Mega Thunder Punch vs. 84 HP / 0 Def Celesteela: 226-268 (63.4 - 75.2%) -- guaranteed 2HKO
  • 252+ SpA Celesteela Fire Blast vs. 0 HP / 0 SpD Metagross-Mega: 214-252 (71 - 83.7%) -- guaranteed 2HKO
  • Celesteela can survive a single Thunder Punch in case Metagross runs that and can retaliate with Fire Blast if it comes down to that.
  • Fire Blast and Giga Drain offer great coverage.
  • Air Slash is the stab move of choice to hit popular grass types such as Amoongus, Tangrowth and Mega Venusaur with a powerful Supersonic Skystrike.
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And that wraps up the team. Any and all suggestions and criticisms are welcomed, thank you for your time.
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Thank you very much! You make excellent points and we'll make sure to update the team with your comments in mind, surprised we glossed over Char Y like that not gonna lie. Again, thank you for your time!

Edit: We also considered Zygarde but chose not to use it just cause we already made a webs team with it in so Thundu-T was kinda just shoe horned in, but yeah Zygarde is the better option.
 
I'd even consider double dance thundy-t tbh. Sometimes the speed is likely more important than the Nasty Plot itself; even with the speed control of webs, the idea can still be considered. D-pulse has the benefit of hitting A-Marow and the like which I suppose is fine, but I don't see it as important. In most cases, BoltBeam should be enough to go by. On another note, add a threatlist and replays. Calcs like you've put in with Celesteela is very good to give an idea of how much damage the Mon can put out.
 
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