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BumbleBee (Medicham-Mega) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Zen Headbutt
- Ice Punch
- bullet punch
The main course, Mr Alladin here, which is a beast! He has Immediate power in the shape of (450+ atk) upon mega evolving, will destroy almost anything that it is slower than it and anything unprepared for it! I opted for Drain punch over HJK because In my experience the 2 attacks that miss the most are [Icy Wind and HJK] Both which are 90-95% accuracy, WHY? IDK! But with his huge amount of power, Even after an intimidate, his drain punches will keep his health up! Why Ice punch instead of thunderpunch for Slowbro? Lets face it, Slowbro was made to setup on, and that's why I have the next pokemon! Lastly, Bullet punch over fake-out because, most people expect fake out and always switch out, And a predicted switch will almost always end in a OHKO. Only drawbacks are Gengar, which is faster and other faster flying types.
Not my usual pokemon, Normally I choose pokemon which I like, this Mo-Fo looks crappy, but hey! Looks arent everything, as this little guy posses a very good typing along with an incredible ability. His SA is also decent, and witch choice scarf, It will almost always go first, Up on til now my only headache on this are grass type pokemon, and OP pokemon after setup. He takes care of talonflame, ground types, most water types and functions as physical pokemon crippler.
This is My almost Guaranteed KO Pokemon, Since most Landorus don't run Explosion on a 405 atk pokemon, this will usually KO itself and a specific Threat I want removed, also part of my U-turn/volt pivot and along with Rotom, they will cripple physical attackers. Also, With 20SDef, 100% of the time will survive any HO Ice.
My revenge killer, Used to hate it, but now I love it! The Ev spread might be weird, but I put his speed so as he can outspeed anything that flare blitz can take out! Not sure if it's optimal, but I guess you guys can help with that. Pretty much the pokemon I leave for last, The last Resort if I may, Usually left alone against pokemon that he will easily kill, fighting and grass/bug types. Hasn't lead me down, even with his x4 weakness to SR. When SR is up, I barely use him unless utterly necessary since, Switchin in and out will destroy him with SR Up.
Sylveon (F) @ Leftovers
Ability: Pixilate
EVs: 188 HP / 68 SpA / 252 SpD
Modest Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect
This is my special tank, Most Special attacks even neutral ones, wont damage this little cutie. Also works as my Cleric and status remover. With the given EV Spread, Sylveon not only receives special attacks all day, but will dish out NICE Damage. Wish and Protect are to heal up while protect also serves as time killer to use leftover recovery.
My Physical sponge, Seperior has a very high def, as well as a decent sdef. Rocky helmet along with Reflect, will punish physical pokes to the point of switching out, Glare is the first move he will always do on faster, and slower pokemon. After Reflect and a Synthesis, Serperior is up to spam Leaf tornado causing serious trouble to thos pokemon who cant double resist it. He is frail to special attacks though, and his spread wont guarantee he'll go first all the time.
Conclusion
Up until now I've been able to Discover three weaknesses to my team:
1) Fast Ghost Type pokemon make my team's strategy very Improvised.
2) Stall teams. My team doesn't have a defogger or spinner, so Teams that can stall and just go for indirect damage, will detroy it.
3) Most of my victories come from Risky decisions and super precise predictions which make some situations 50/50.[Just like on the DDtar Team]
I've worked a lot with Mega Medicham. Your team follows a fairly basic strategy with him as a sweeper (that being, damaging your opponent enough to Medicham to run in and sweep. That said, some of your choices are a tad questionable. I'll go ahead and make some recommendations if that appeals to you.
1. For Medicham, I'd try running Psycho Cut in place of Zen Headbutt. The trade-off is Power for Accuracy. Medicham generally hits very hard already with its Pure Power, but to miss a move is to lose your Mega in most cases (main reason most people are converting to Drain Punch>Hi Jump Kick). Also, instead of running Ice Punch, try Fake Out. I can understand the idea of running Ice Punch to check threats like Gliscor, but that's the only thing I'd risk even Ice Punching against. The other 3 Commonly checked by this move either outrun Medicham or can tank the hit. Fake Out opens up a double priority to take care of low health residual Scarf hitters. It also allows a free turn in case you don't have an otherwise solid lead.
2. Try running Swords Dance > Bulk Up on Talonflame. Most often when people are forced to switch against a Talonflame, it's not a pretty game for them if they see a Swords Dance. Even if they switch into a common T-Flame check like Tyranitar or Hippowdon, you can hit at least a little harder with the U-Turn on your way out.
3. For Landorus-Therian: replace Explosion with Knock Off. This will give you a strong hit against threats like Starmie and Gengar as an option to KO them before they hit you (thanks to the Scarf). It also provides a good switch prediction and way to remove Eviolite from Chansey/Porygon2).
That's about all I can say. Pretty solid setup for a Mega Medicham team.
As much as I hate missing HJK as well, it's pretty necessary for Mega Medicham to sweep. As such, I would definitely say High Jump Kick > Drain Punch. HJK provides way more power than Drain Punch does, and recovery doesn't matter too much on it, not nearly as much as power. I'd also consider an Adamant nature, although it isn't mandatory, and you already have a Jolly one bred anyways (I'm just taking this into account).
I don't think double scarfers benefit you too much, so I'd recommend you change Rotom-W to something else, such as a mon that can remove hazards. If you have Talonflame, you ABSOLUTELY FREAKING NEED HAZARD CONTROL!!! I'd suggest Starmie > Rotom-W. Starmie is also a Water-type, in case you still wanted that on your team.
Ripped straight from the Smogon analysis, in case you were wondering.
I agree on Zane Elliott's suggestion about Knock Off > Explosion on Lando-T. It helps you a lot, and Explosion isn't really used too much on Lando anyways. You should also run the 252 Atk / 4 Def / 252 Spe spread instead, as I don't see why you would need 20 SpD. Jolly Nature as well, if you can get that in game.
Again, Zane Elliott's suggestion looks good. Swords Dance > Bulk Up on Talonflame looks better, but if you like Bulk Up you definitely need a different set / spread on it. You should also use a different spread if you're going to use Swords Dance. I don't really see what the EV spread does for you.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp
Again, both sets are ripped straight from the Smogon analysis. Sorry, I don't have the time to write these myself.
I also don't see what the Sylveon spread does for you, if I were you I'd change it to the specially defensive variant. You can even run the physically defensive one if you want. (Most Sylveons are physically defensive as opposed to specially defensive).
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect
I would definitely say Tyranitar > Serperior, as you already said that and Serp isn't really known for walling in the metagame. Its typing already makes it weak to tons of threats in the game, and TTar looks better overall for your team. Tyranitar also provides hazards, which your team seems to like. I would run supportive variant > DD variant. Also, different spread. I don't see what that spread does.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
From the...sigh, do I even have to say this again. Smogon analysis. Only change I made from the analysis was leftovers > smooth rock as the item.
Sorry if this rate came off as long and boring, as well as a little offensive to your spreads. Nonetheless, I hope I helped you!
Hello! Cool team you have there! Coming from one who's used Megacham before, it's a brilliant 'mon who can destroy unprepared teams! That being said, I have a few suggestions that could potentially improve the team... Onto the rate, then!
First thing I noticed is the switch over from HJK. Honestly, not a great plan I'd say. You lose so much immediate power over that, it's not even funny. Drain Punch fails to KO the threats that HJK promises to destroy, and it's certainly not worth the accuracy. Besides, it's Megacham's signature move, so pleeeeeeeeaaaaassssseeee go back to HJK > Drain Punch. Another something I'd like to say is, opt for Fake Out > Ice Punch as everything that you want to ice punch will probably be faster, and considering the mediocre defenses of Megacham, will probably KO, so you don't wanna stay in on those 'mons like Garchomp, Lando, Serp etc. Fake Out + Bullet Punch helps clean up so many weak threats without them even being able to land a single hit.
If you're using Scarf Rotom, then you should definitely scrap Will-O-Wisp for Trick, just to screw with people because being locked into wisp isn't the smartest call. Buuuuut, I recommend making Rotom your physical sponge rather than Serp. That would mean Leftovers > Choice Scarf, Pain Split > Thunderbolt and a change of EVs to 252 HP / 4 SpA / 252 Def because defensive Rotom-W is a decent answer to Birdspam which is a big threat to Megacham.
Although you lose out on immediate power and such, again, I'm suggesting Leftovers/Rocky Helmet > Choice Scarf and then changing some of the moves as well such as Knock Off > Explosion and Stealth Rock > Rock Slidemainly because you lack a 'Mon to set up SR. Stealth Rocks is extremely important in OU as it forces a bunch of switches and really punishes VoltTurn teams, and simply allows your Sweepers to pick up so many KO's that wouldn't be possible without them. It also makes things like T-flame, Char Y/X Pre-Mega, Mega Pinsir, Volc etc think twice before switching in. Lando is an awesome 'mon to effectively set up rocks, and shouldn't be wasted with an Explosion set and such. Knock Off is awesome for wrecking the days of many psychic types, and also for making things like Chansey and Porygon2 redundant.
For T-flame, I'd suggest Roost > U-turn and Swords Dance > Bulk Upif you want him to stay as a sort of a bulky revenger. But, if you're going for a VoltTurn theme, which I can see with the Lando and the Rotom-W, then I'd suggest going with a Choice Banded set. It's a pretty powerful thing, and also works as a cool revenged where you can just spam BB till you die and such.
Sylveon is awesome. Like really, really awesome. Again, I have some changes you could make though. Giving it Max HP and Max SpD while throwing the rest into SpA works really well for it as it allows her to sponge so many more hits. Also, I'd go for Baton Pass > Protectthat allows it to pass Wishes over to weakened teammates pretty effectively. This keeps the momentum of the team up while also providing a second Chance for your sweepers to go to town on the other team.
Since you have a T-flame and have a sort of a VoltTurn theme to the team (Heh), keeping rocks off the field is something that the team would appreciate. Since it's one of the coolest Defoggers around, and can destroy things that decide to stay in on it, I'm suggesting Lati@s>Serp/TTar as it would give the team a good resist for common threats like Keldeo, Volc, Opposing Serp etc and gives you a good Nuke to toss in case of emergencies and such. If you go for Latias, you get Healing Wish, something that can provide a second Chance for your sweepers to knock around the other team, whereas if you went for Latios, you'd get awesome immediate power and the ability to KO weaker threats like Mega Pinsir, Mega Alakazam, Weavile (On the switch) and all, making it a a total boss while also providing defog support.
Tl;Dr
HJK > Drain Punch Fake Out > Ice Punch
Defensive > Scarf
Support > Scarf
Swords Dance > Bulk Up Roost > U-Turn
OR
Banded > Beaked
Max HP Max SpD Baton Pass > Protect
/
>
/
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Bullet Punch
Hey steffan08, I like the build of your team. VoltTurn + M-Cham is pretty hard to face. My suggestions are mainly on your sets, which aren't too efficient.
You should always run High Jump Kick on M-Medicham since it's strongest STAB option and is the sole reason why it's such a horrifying wallbreaker. Drain Punch is really weak, and there's no point in trying to have longevity on something so frail with no defensive utility anyway. HJK also scores 2HKOs and OHKOs that Drain Punch doesn't get, such as on Skarmory, Hippowdon, Ferrothorn, Heatran, Chansey etc. In short, you should run High Jump Kick > Drain Punch on M-Medicham. You should also run Fake Out > Bullet Punch since M-Medicham is very frail and Fake Out gives it a free opportunity to mega evolve. Ice Punch works well for this team since you're pretty Gliscor weak.
The next issue I see for your team is hazards, both your lack of removal when you have Talonflame, as well as you not having your own. To help with this, as well as have a lure for Slowbro to support M-Medicham and ground types like Seismitoad and Gastrodon that stop your Volt Switches, you should run Power Herb Solar Beam Heatran > Talonflame. This provides you hazards, mitigates your Stealth Rock weakness, and still checks Serperior for you while also checking Jolly Zard X which threatened you quite a bit before.
There's no real reason to have Scarf Rotom-W on this team, and it actually just makes you weaker to Choice Band Azumarill, which can get a kill with Play Rough every time it comes in, as well as rain teams and Weavile. So you should run defensive Rotom-W > Choice Scarf. Additionally, you should also should run Knock Off > Explosion on Landorus-T to handle Gengar better, as well as get rid of opposing Landorus-T's Choice Scarf so M-Medicham can outspeed and OHKO them.
My last two suggestions are to run offensive Serperior > Defensive since it's way better as a wincon rather than a defensive pivot, which wastes its capabilities quite a bit, as well as run Choice Specs Sylveon > Leftovers since this grants you an extra "VoltTurn" member by use of Baton Pass, to help provide a free switch-in opportunity for M-Medicham on Chansey switch-ins, and still can still run Heal Bell since the only moves you really need are Hyper Voice, HP Fire, and Baton Pass.
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Zen Headbutt
- High Jump Kick
- Ice Punch
Sylveon @ Choice Specs
Ability: Pixilate
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
- Hyper Voice
- Hidden Power [Fire]
- Baton Pass
- Heal Bell
Heatran @ Power Herb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Stealth Rock
- Solar Beam
- Earth Power
Hey there,
I like the concept of this team, and I noticed a similarity to some popular mega medicham builds in the current metagame. After reviewing the roles of the pokemon on your team and your common weaknesses, I think i have a way to modify this team in a way that will work for you. I've noticed that for many of the suggestions before mine, they fail to sufficiently address your weakness to fast, strong ghost types such as gengar. While I would like to change this team as little as possible, I find it important to address your weaknesses as fully as possible, and thus my suggestions will start with a way to deal with some of your issues, and then following modifications to cover introduced weaknesses as well as other issues you have noted.
Before I get started, the above listed changes to
Medicham (HJK and Fake Out > Bullet Punch) and
Rotom-Wash (running a defensive set) are ones i entirely agree with for the reasons already stated by other people.
One of your major problems is your hazard control; you have a talonflame 4x weak to stealth rocks, no way to remove hazards, and no way to set up your own to pressure the opponent. This definitely needs to change. Again, you also listed a weakness to "1) Fast Ghost Type pokemon make my team's strategy very Improvised." To handle such pokemon like Gengar, I suggest:
Chople Berry Defensive Tyranitar >
Serperior
With a chople berry, you will not only be able to check the aformentioned gengar, but also alakazam and tornadus-t (a scarf set cannot beat the latter two consistently), while also gaining a valuable stealth rock setter and pursuit trapper to support your team beautifully. You can find a sample set with bulk EVs to help tank DD Zard X and the aformentioned special attackers that threaten your team greatly.
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 4 Atk / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Crunch
Now, since you listed a weakness to stall (I am not entirely sure if you mean full stall or just fat hazard stacking teams), and because talonflame doesn't seem to fit well whereas Sylveon usually has better alternatives, I suggest
Togekiss >
Sylveon
With a set of Air Slash / Nasty Plot / Roost / Recover, you can get a bulky special stallbreaker/sweeper with also good support and synergy with the rest of your team, most importantly with Medicham and TTar. The only way for standard stall to beat togekiss is to trick it with gothitelle, and by running a shed shell, you can easily swap out togekiss into tyranitar and then go for pursuit, trapping the gothitelle and removing from the game so togekiss can just win from there. I would probably use a more specially bulky variant since that covers more on your team defensively, although a more physically bulky set is generally the standard (make sure you run enough speed to hit 263 or more preferably!).
Finally, I suggest
Scizor >
Talonflame
Talonflame generally does not do very well on your team due to the lack of hazard removal, and I feel like attempting to add one such as latios would not benefit the team as a whole. Scizor, instead, maintains a very solid answer to fairies such as Diancie or Clefable, and also functions as a revenge killer with Bullet Punch and can be a bulky sweeper with SD + Roost as well, which is very nice to replace talonflame. One major advantage is that you can fit U-Turn on it, which goes very well with rotom synergetically and helps generate free turns for mega medicham to get kills. Scizor can also check those aforementioned Fairies and also Mega Metagross much more reliably than talonflame, which is an added boon. I would use this set with U-Turn in the last slot for the above reasons.
While this does still leave your team somewhat weak to strong water attacks, especially from choice specs keldeo or perhaps choice band azumarill, it is difficult to alternate your team in a way that still maintains its originality. Otherwise, amoonguss is a fairly nice mon to consider since it has good synergy with the team. I fear, however, that doing so would deviate from the original too much until it develops into a similar yet entirely different squad (albeit likely much improved), so feel free to experiment with my ideas as you please. I hope this was helpful, and have a nice day! ^_^
For starters, I want to really and truly thank all of which have comment here, First because your answers have been so deep and full of details, second because I can see you took your time to actually see my team and analyze it which I am grateful for.
Firstly, I WILL change to HJK and ditch Drain punch, Secondly, I will continue to test fake-out vs ice punch, since most people on Mega Medi run fake out, Most opponents predict this and switch into landorus-t or garchomp, which are OHKO by this, even after lando's intimidate. I will change Landorus's Explosion to knock off, something I should probably do soon, and also change Rotom to a more defensive type with leftovers. I like the Idea of Baton pass Sylveon, and will change that ASAP. Tyranitar is my abslute favorite pokemon, and any oportunity that I have to fit it in my teams is welcome, and I pretty much have 1 tyranitar for every possible job. I'll Try to get a Togekiss and run some tests on it and see, and If I do implement her, Will change Talonflame to Scizor, I already have a Scizor, although less SDefinsive and mor HP/ATk based. I Dont really mind changing the team too much, since all I want is a successfull M-Medicham/Tyranitar team :3