SM OU Top Ten in Ranked: Bulky Bulk Up Medicham (1976 ELO and counting)

S1nn0hC0nfirm3d

aka Ho3nConfirm3d
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a defending SPL Championis a Past SCL Championis a Past WCoP Champion
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Hey guys, Ho3n here. You may remember when I got high ladder earlier this summer with electric seed Hawlucha, and I would like to share another fun team that I've found great success with.

The beauty of this team is that it is the accumulation of a lot of what I have learned about the meta and what I am comfortable with using. The only real innovation is this team's namesake with my bulky mega medicham. I encourage you to take this team with a grain of salt, and adjust to your own preferences and what you are comfy with.

While a well built team is important, finding what works for you as a player is what will form your success.

Importable:

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunderbolt
- U-turn
- Dazzling Gleam
- Brave Bird

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Hidden Power [Ice]
- Quiver Dance

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Screech
- Reversal
- Stealth Rock

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Hydro Pump
- Nature's Madness
- Taunt

Zygarde @ Leftovers
Ability: Aura Break
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Iron Tail
- Protect

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 HP / 44 Atk / 100 Def / 112 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Bullet Punch
- Thunder Punch

Pokemon Breakdown:

1.) Mega Medicham

The thought for this set came when I realized something with the other huge power mega, mega Mawile; I do not need all this attack investment! Wether it's 600 attack or 550, most of the time you get the same OHKOs or 2HKOs, with a very small margin of difference. In comparison, investing more into the meager 65/85/85 defensive stats of mega Medicham can surprisingly pay off. Just with 252 in hp, you can bank on surviving one non boosted, neutral hit. After one bulk up, which can be easy to set up thanks to most people expecting a fake out, you're attack is back at staggering power (812!), and your physical defense is awesome as well.

Thanks to drain punch's recovery and bulk up boosting defense, a solid win con is to set up when the opponent's special attackers are gone (that and Pinsir lol). Bullet punch for priority, and while ice punch and thunder punch may sound more orthodox, thunder punch still allows you to hit most flying types and has the added bonus of being buffed by electric terrain and hitting bulky waters.

This set is also GREAT for beating stall. I've gotten to +4 while being burned and was able to still sweep.
Little awkward to get the feel for, but this set has had me paid in full.

2.) Dugtrio

Focas sash reversal duggy is without doubt the biggest asset for stall.

Here's how you can beat cookie cutter stall in 2 turns.

1: Leak Koko and gleam when the sabeyle megas and protects / fake outs

2: U turn out when they bring in Chancy, bring in dugtrio.

Every. Damn. Time. It's almost too easy at this point! Because you have at least three turns because of seismic toss or toxic, try to set up a screech first before stealth rocks. Good players may seismic toss first, then toxic, then try to soft boiled off earthquakes and hit you when reversal is still not strong enough and you may still die.

Besides Chansey, obviously Heatran is an issue when sweeping with Volc. Also don't be afraid to screech and reversal or even EQ walls like Ferrothorn and Toxapex.

I've once swept lie 4 mons against a high ladder stall player, just couldn't deal with this set! A must have for the Volc core.

3.) Volcorna

Speaking of the goldy bug, Volc is your premier set up sweeper, and kind of fits the special side to Medicham's physical setting up.

This is a relatively standard set, but let me put emphasis on how great Firium z is:

+1 252 SpA Volcarona Inferno Overdrive (185 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 297-349 (42.2 - 49.6%) -- guaranteed 3HKO

+1 252 SpA Volcarona Fire Blast vs. 248 HP / 8 SpD Eviolite Chansey: 177-208 (25.1 - 29.5%) -- guaranteed 4HKO

This goes to show that with just about 30% of chip damage, Chansy can not safely switch in on a fire blast and then expect to life an Inferno Overdrive. That's crazy to me! But it's also very practical and possible. Plus, if it's this strong on Chansy for christ sakes, imagine what it could do to anything not named Heatran.

Timid is totally essential, so many Choice Scarf users are at 100 base speed or lower, so you want to out speed those or at least tie with one quiver dance.

HP Ice is perfect for baiting and killing Landorus, as it may want to stay in and attack while they presume you will set up. It also hits Zygarde and Garchomp like a rock, but sadly you'll need to be at +2 to either kill or out speed in the sense of scarf chomp.

Finish it off with giga drain for those annoying water types and you got yourself a scary set.

4.) Tapu Fini

The last member of the Volc core i mentioned, Fini's main job here is to tank a hit or two and fire off a defog when needed.

With max hp, you still do a fair enough job defending hits, but it does leave something to be desired. Regardless, that max speed is absolutely justified when getting off crucial defogs for both Volc and Duggy's sash. Fast taunts should be in addition mentioned as a perk.

Hydro Pump and Nature's Madness are just okay as attacking moves and coverage, and I just needed them for either power or worthwhile chip damage. NM and taunt also works wonder on wearing down walls, and the low accuracy a lot of the time is negated through defog. I even defogged on an opponent when all I needed was one to hit and I wanted to guarantee it. It worked out trust me.

Misty Terrain is the last thing I'd like to mention, as it is great defensively for your team. It can stop other offensive terrains from getting the damage bonuses, and it allows your bulky set up sweepers to set up safely free of hazards for a couple turns. Keep Fini alive for the late game and you'll see it can really work out.

5.) Zygarde

I have a little Zygarde set, as i run both Protect and Iron Tail. I know, I know, lemmie explain before you think I lucked my way to the top.

Protect and leftovers gives you subpar recovery, which is great coming off 108/121/95 defenses. I almost want to invest more into the HP, but Zygarde's 328 max attack is still a little weak and you want as much damage as you can for Iron Tail.

Two mons and two mons only: Tapu Bulu and Clefable. Both have historically been perfect counters to most if not all Zygarde sets. Until now bitches, Iron Tail can straight up bulu, and easily 2HKOs unaware clef into oblivion. It may sound pretty niche and even unreliable with 75% accuracy, but there's so little that can stomach a Thousand Arrows that all I want is to make that list even smaller. Even the 20% chance to lower defense can be used in stall like situations like against Quagsire or Tangrowth. Iron Tail is decent enough move for what it's worth, and I personally have more wins with it in comparison to substitute, super power, outrage, ect.

Other than that, its DD garde, what more can I say? Go sweep some teams already.

6.) Tapu Koko

Koko has been hit or miss with me on this team, and theres not too much to explain again without reiterating myself. It supports this team to the best of its ability (pun intended) and can revenge kill a good portion of the meta thanks to its speed, so don't kill it off too quickly.


I've won with Zygarde, Mega Medicham, and Volc with just about the same amount. Play with this team, make it your own, and lemmie know if you see any glaring flaws or improvements.

-Ho3n
 
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Hey man this is a pretty unique team. I won't lie to you, I haven't tried it out yet so I won't suggest anything like changing your Medicham set but I have a couple suggestions that I think might help you out.

The first is a pretty simple tech to change Dugtrio's HP IV to 21 instead of 31. What this does is let you take exactly 2 Seismic Tosses from Chansey before being brought to 1 HP giving you max power on Reversal. A smart Chansey should Toxic, but you'll have the opportunity to Screech at that point anyway. The additional 10 HP isn't helping you tank hits anyway, since you have a Sash and even stuff like Toxapex can 2HKO Dugtrio.

Second would be to try Psychic over Giga Drain on Volcarona. I know what you're thinking -- you have Dugtrio to eliminate Toxapex. But sometimes you might need to use Dugtrio for another pokemon (like Chansey), and also you are the Sash set not the Groundium Z set, so sometimes Toxapex will get the burn and live. I do see that your team has a lot of other ways to pressure Toxapex, but that just means it's rarely going to stay in and it'll still be a roadblock for Volcarona. I won't say you'll never miss Giga Drain, but Psychic still OHKOs Keldeo at +1 and also helps you break past annoying pokemon like Mega Venusaur without wasting your Firium Z or risking misses. Again, this is just something to try out, but generally HP Ice Volcaronas have been found running Psychic as coverage for good reason.

As for Zygarde, I think Iron Tail is a nice tech but how does it 2HKO Unaware Clefable?

252+ Atk Zygarde Iron Tail vs. 252 HP / 252+ Def Clefable: 176-208 (44.6 - 52.7%) -- guaranteed 3HKO after Leftovers recovery

Even if you manage to get rocks up, they can Protect stall for one turn making it a really low chance for you to finish the job. If it works for you then that's cool, but I think a good stall player would be able to keep their Clefable alive against this. This might sound a bit odd but you could try something like Steelium Z, though you would obviously lose Leftovers recovery and want to swap out Protect for maybe Extreme Speed. Groundium Z could also be an option, since Iron Tail would put Clefable in range. Steelium Z would also help with missing, which sucks. I guess this would probably change the Volcarona set again but a lot of the time it doesn't need the Z move, or you can run a double Z move team which is viable though I wouldn't call it optimal. TBH if you did make a change here, I might keep Giga Drain on Volc and make it Charti Berry.

252+ Atk Zygarde Corkscrew Crash (180 BP) vs. 252 HP / 252+ Def Clefable: 316-372 (80.2 - 94.4%)
252+ Atk Zygarde Tectonic Rage (180 BP) vs. 252 HP / 252+ Def Unaware Clefable: 237-279 (60.1 - 70.8%)

Anyway like I said I haven't yet had a chance to try out the team for myself so these are suggestions just based on looking. You don't have to implement any if you don't want to but I think they might be worth testing.
 
Bulkup medicham is awesome versus stall man! I love it!

However it doesn't help vs sableye, so maybe that Substitute>Bulletpunch might be great so you can set up on sableye's knock off! Your team is really interesting and you have explained pretty well the strengths and weaknesses: medicham can't do much if fast special attackers are alive. So my question is: why don't you use a gengar/latios switchin? They basically 6-0 your team. Same with tapu lele, gardevoir.... Your team actually has no steel type, which is the best type and is almost mandatory in every team. I feel you put many scary mons together, but I can't see why you choose them. Medicham+Zygarde are able to beat stall, so dugtrio is unnecessary. I guess volcarona is for tapu bulu and clefa, koko for speed and pinsir. Fini ok if there's volcarona. So why not use something for gengar/latios/ sticky web pinsir/tapu lele? Celesteela is a great steel type that would fix many flaws and shares great synergy with Fini, Medicham and Zygarde.

A tank set might help stop your opponent's lele, gengar, latios, pinsir otherwise they hit too hard
celesteela.gif


lol at special hits (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 252 Spe
Timid Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

I hope it sheds some light on easily fixable weaknesses, just take it as a suggestion from an open-minded player :)
 
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Hey man this is a pretty unique team. I won't lie to you, I haven't tried it out yet so I won't suggest anything like changing your Medicham set but I have a couple suggestions that I think might help you out.

I agree with all the bold besides changing to Steelium Z, just maybe not this team.

Thanks for the dugtrio and volc tip though, I agree 100%! :)
 
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