Introduction
With the introduction of my favorite mega pokemon (outside of the semi-worthless Mega-Ampharos), I was looking to find the best way to abuse Medicham in the OU tier. This team currently has me at #24 on the OU ladder with an ELO of 1829. If I continue to climb I will update my progress, but I really wanted to use this team as my first RMT since this is also my first time hitting the top 25 of the ladder.
Teambuilding Process
As I mentioned, I love Mega Medicham. Mostly for the reason that I hate fat mons and this thing obliterates balance/stall builds. High Jump Kick still has next to no switch ins; the breaking power of this mon is unmatched.
I decided to pair Medicham with Koko since the electric terrain boosts Medicham's tpunch allowing it to break through a common counter to Medicham, Mega Sableye. In addition, Koko gives Medicham a lot of free switches by U-turning on common fat mons like AV Tangrowth and Ferrothorn which allows Medicham to fire off high jump kicks. Between these two mons, the stall matchup becomes relatively easy as the only mon on standard stall that likes to switch in to Koko is Chansey, which obviously gets obliterated by Medicham
The next pokemon I decided on adding to the squad was Ash-Greninja, which acts as the main wincon for the team. Koko and Ash-Gren share a lot of the same checks in fat grasses, so I am able to put a lot of pressure on these mons. Also, Tapu Koko helps Ash-Gren by removing the bulky water types that can check it such as Tapu Fini and Spdef Toxapex. Just like Koko, Greninja also forces a lot of switches allowing you to U-turn into Medicham to break through your opponent. After Battle Bond and breaking from Medicham cleaning with this mon is very easy by clicking Water Shuriken
After finishing my offensive core, I needed to find Pokemon to glue this team together and take hits. I decided first on Ferrothorn because for one, it can switch in to opposing Ash-Gren and Tapu Koko, which my offensive core is very weak to. The main selling point to this mon over something like AV Tangrowth is spikes. All three of my above mons love spike support and make their jobs much easier. Also, I have no hazard control of my own so spikes allows me to pressure my opponent into defogging. In addition, this is a great check to Metagross that don't carry hammer arm.
So why did I decide to use Landorus Therian Formation? Well tbh I couldn't tell you the last team I built without this mon. The role compression is so valuable on an offensive team like this.
The last mon I needed was a scarfer to revenge kill offensive threats. Nihilego was the perfect fit as it revenges +1 Volcarona, +1 Charizard X, +1 Flyinium Gyrados, and the Tapus. Being able to switch in to Zard Y multiple times was another selling point as the rest of my team gets completely roasted by that mon. This also works as a great late game wincon due to beast boost after the opponents steels have been removed/weakened which is relatively easy with Medi and Koko. It is also able to absorb toxic spikes which is important for a team lacking hazard control.
Turn-Turn Medicham
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Bullet Punch
- Ice Punch
- Thunder Punch
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Taunt
Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- Hydro Pump
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 248 HP / 200 Def / 24 SpD / 36 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- Fly
Edit: Leftovers and U-turn were change for Flyinium Z as was suggested below in the comments. This is very good to nuke fat grasses like M-Venusuar, Amoongus, and Tangrowth which open things up for Ash Gren and Koko. In addition is does over 50 to pretty much every non-resist so it helps pick up unexpected KO's on a lot of fat mons and really compliments the team a lot more than the original set did.
Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Fire]
- Thunderbolt
THREAT LIST
#1: Tapu Lele. The only thing that resists both stabs is Ferro, which gets blown away by the super common HP Fire. That being said Nihilego can always revenge and can switch in if you feel very confident they aren't going for the Psychic move (ferro or greninja are in for example)
#2: Ash Greninja: Protean isn't as bad as you can pivot around to get in your koko or nihilego on an Hp Fire for example to threaten it. If Ash Gren gets off the battle bond tho you are in trouble. Goal should be to get your transformation off before they do which should give you a huge advantage in the battle.
#3: Smeargle/Sticky Webs: If your opponent gets up webs you are most likely losing. That is why taunt is so important on Koko. Lead it if you see a sticky web user and pressure your opponent so they don't get a free double back into smeargle. Tbh I played a couple shuckle teams on the ladder and those were actually much harder/impossible to deal with because it runs mental herb so the best strategy may be clicking X or flinching multiple times with Dark Pulse.
#4: Opposing Mega-Medicham: Well this should be pretty obvious that offensive teams have no switch ins to Medicham. That being said you can easily pressure your opponent to prevent them from getting free switch ins since you have a lot of fast hard hiting mons that can provide momentum with u-turn. If the Medicham comes in tho on one of your slower mons like Ferro expect to lose something. Best way to play this is to click whip or twave when Ferro is in to punish them from trying to hard into Medicham.
#5: SD Scizor: I am ranking this number 5 because tbh it isn't that common anymore seeing that Scizor is one of the only good Defoggers in the tier. If it is SD tho you have to immediately pressure it with Greninja/Koko/Medicham and don't let it set up. They can all live a +2 Bullet Punch and can dent scizor good enough to put it in priority range.
This being an offensive team it clearly is going to have weaknesses/limited switch ins to a lot of mons. That being said, your goal is to beat your opponent through momentum and agressive plays, not by trying to find switch ins to hard hitters. If you play passive with this team you are probably going to lose a decent amount. Having offensive checks are more important than defensive ones and I feel for the most part this team does have that.
CONCLUSION
This is a very fun Medicham offense that rewards agressive plays and can destroy fat stuff/stall. It has obviously worked well for me as this is the highest I have peaked on the ladder. I'd love to hear your guys opinions on what you would change to help with the above threats. And as I said, I'll throw an edit in here if I end up peaking higher up than what I currently am. Thanks in advance for the help!
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Bullet Punch
- Ice Punch
- Thunder Punch
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Taunt
Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- Hydro Pump
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 248 HP / 200 Def / 24 SpD / 36 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- Fly
Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Fire]
- Thunderbolt
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Bullet Punch
- Ice Punch
- Thunder Punch
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Taunt
Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- Hydro Pump
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 248 HP / 200 Def / 24 SpD / 36 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- Fly
Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Fire]
- Thunderbolt
Last edited: