





"The Medichamp"
The Team

Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Zen Headbutt
- High Jump Kick
- Ice Punch
Medicham is the star here. His ability, Pure Power, gives him the highest attack stat in OU - 598(!) with a JOLLY nature! It can either open walls for other Pokemon, or seal wins on its own. It's almost impossibleto switch in on this thing. The moves listed here give it excellent coverage: Fake Out lets me Mega for free, and Ice Punch actually OHKOs defensive Garchomp.

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch
Mega Medicham has a serious weakness to Pokemon like Talonflame and Tornadus-T; therefore, Tyranitar became my answer to bird spam. T-Tar comes in on expected Flying-type moves and often surprises opponents with its Speed for the KO. It also has the ability to Pursuit Trap ghosts, which allows Medicham to spam HJK at will. The moves listed above allow Tyranitar to fulfill his role on the team nicely. These two were a nice core, but I noticed a nasty weakness to Weavile (and Mega-Altaria at +1). My answer?

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Modest Scarf Keldeo is one of my favorite sets. It outspeeds threats like Weavile, Altaria, and Gengar, while packing exptra power due to the modest nature. A few opponents have actually thought it was Specs due to the higher damage output, only to be surprised later in the game. The typical Scarf moveset is used here. Icy Wind lets me slow things like +1 Altaria and Torn-T down if it becomes necessary, so something else can come in for the kill.

Chesnaught @ Rocky Helmet
Ability: Bulletproof
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Leech Seed
- Spiky Shield
- Drain Punch
Chesnaught is here for three reasons. First, it allows me to start a FWG core for type synergy. It's also an awesome defensive wall that helps me deal with things like Rotom-W. The Rocky Helmet, Leech Seed, and Drain Punch combo is annoying for a lot of strong, Physical attackers. Finally, Spikes makes the games go faster on the lower ladder. Medicham and the other heavy hitters definitely appreciate the extra damage.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Protect
- Stealth Rock
Classic Sp.Def Heatran adds defensive synergy to the team; Chesnaught is my Defensive wall, and Heatran does the same for Special Defense. It sets Stealth Rock for a dreaded Hazard Stack. I opted for the Toxic + Protect combo to wear Pokemon down, and give Medicham and the other heavy hitters a better chance for a late game sweep. Protect also allows me to scout the opponent's moves (and kill the occasional HJK-user).

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Gengar was the last member added to my team. Levitate is always helpful, especially since I needed a little more help against ground-types. It's a spin-blocker too. There'd be no point in setting up all those hazards, only for the opponent to Rapid Spin them away with no resistance. Gengar definitely benefits from Medicham's presence on the team. Medicham brings down some of the metagames best Special Walls, freeing Gengar to come in and clean up. I chose Taunt in the final moveslot because I don't have hazard control on my team (which has hurt me at times).
Threat List

Torn-T is a big problem for me, as it outspeeds both Mega-Medicham and Choice Scarf T-Tar. I've been able to play around it so far - but if it's packing Focus Blast, Hurricane, and Knock Off? It can 6-0 my team. I need help coming up with an answer. Sacrificing Keldeo for a chance to slow it down isn't optimal.

Alakazam and Mega Alakazam are both trouble-makers, though not to the same degree as Tornadus. Their speed often forces me to wear them down with Medicham's Fake Out and/or Hazards before relying on Keldeo for the surprise KO.
As previously stated, hazards have caused a small problem (though not a major one). I'm open to almost every suggestion; my only request is that Medicham stay on the team. Thanks! :]
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