Medicham-Mega [QC 0/3]

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[OVERVIEW]

- Ridiculously high attack stat making use of Pure Power allows it to break a significant portion of the metagame.

- Pressures defensive builds as not many Pokemon can avoid 2hkos from Medicham.

- Great offensive STAB combination allows it to hit a large portion of the metagame. This coupled with BoltBeam coverage greatly reduces Medichams potential switch ins.

- Access to priority allows Medicham to be utilised as a revenge killer and take down weakened threats such as Greninja, Syclant and Tapu Koko.

- Relatively poor bulk makes it so that Medicham can barley ever stay in to take a hit, as it is KO's by many powerful neutral hits such as: Earthquake from none defensive Landorus-T, Dark Pulse from Ash Greninja, Thunderbolt from Tapu Koko etc.

- 100 Base speed stat means that Medicham is outpaced by the majority of offensive threats within the meta, making it an easy target for revenge killing.

- Despite its excellent attack stat and decent coverage, Medicham can still have trouble breaking through defensive psychic type Pokémon such as Mew.

-

[SET]
name: All Out Attacker
move 1: High Jump Kick
move 2: Thunder Punch / Zen Headbutt
move 3: Ice Punch
move 4: Fake Out / Bullet Punch
item: Medichamite
ability: Telepathy
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
-High Jump Kick is Medicham's most powerful stab, with a base power of 130 coupled with Medichams gargantuan attack stat, there isnt much that can switch in it as it even 2hkos Cyclohm and Pyroak - some of the best psychically defensive walls in the meta.

-Thunder Punch allows Medicham to hit common switch-ins to its STAB coverage, such as Slowbro, Kitsunoh and Mega Sableye, extremley hard. Thunder Punch also allows Medicham to remove common checks more reliably, such as Celesteela and Tapu Fini.

-Ice Punch gives Medicham incredible coverage vs some of the most common Pokemon in the tier in Zygarde, Landorus-T and Tomohawk, allowing it to at least 2hko all of them. Ice punch can also used for considerable damage vs other bulky Grounds such as Colosoil and Hippowdon when missing HJK would be too detrimental.

- Fake Out allows Medicham to be used as a revenge killer despite is mediocre speed stat. The +3 priority allows it to beat out other priority users such as Ash-Greninja and Mega Pinsir and hit them for extremely large amounts. The flinch fake out provides can also be very pivotal chip without a drawback, allowing Medicham secure KO's it otherwise wouldn't.

-Bullet Punch gives Medicham an alternate form of priority, allowing it to revenge kill weakened opposing threats, such as Syclant and Stratagem. Bullet Punch also allows Medicham to avoid Sucker Punchs from popular revenge killers in the form of Colosoil and Mega Mawile.

-Zen Headbutt offers Medicham a secondary STAB option whilst also providing a way to hit Pokémon which would like to switch into High Jump Kick, such as Toxapex and Tomohawk.

Set Details
========
-252 Attack maximises Medichams offensive potential and takes advantage of its ability; Pure Power. This combination means that Medichams Attack stat becomes almost unrivalled, making its wall breaking potential some of the best in the metagame

-252 Speed with a Jolly nature allows Medicham to reach the important 328 speed tier, tieing all other +natured base 100 speed Pokémon, such as Charizard-Mega X and Y , Zapdos and Plasmanta. More importantly it allows Medicham to outspeed the heavily populated base 95 speed tier which contains massive threats to itself and a lot of the meta such as: Tapu Lele, Zygarde and Collosoil.

-Adamant Nature further enlarges Medicham's attack stat, allowing it to excel in Wallbreaking even more so. The downside however, to running adamant is that it it misses out on crucial speed tiers, beeing outsped by threats such as Jolly Landorus, Volkraken, Zygarde and Collosoil.

- Starting Medicham with telepathy before it Mega Evolves is for extremely fringe situations where the opponent copies your ability ( Ditto / Skill Swap Fidgit ayy). It does not affect Medicham greatly as it gains Pure Power when it mega evolves anyway.

Usage Tips
========
+ Medichams lacklustre defences mean that it cannot be bought directly in on most attacks.

+ Reliance on High Jump Kick for its wallbreaking potential means the user must be wary of ghost types, particularly Kitsunoh as it also resists Medichams other options. This means that when the opponent has a ghost type it is much better to use Medicham's coverage options instead of risking the recoil from HJK.

+ Thunder Punch is the best way to deal with Tomohawk for sets lacking Zen Headbutt as it is a 2hko and forces Tomohawk to roost, allowing High Jump Kick to no longer be resisted and thus able to score huge damage.

+ Using Terrain turns effectively with Medicham boosts its power significantly and so to make the most of the given turns, it is beneficial for Medicham to be bought in as early as possible whilst staying safe. This is often accomplished by forcing your opponent to switch with your chosen Tapu and doubling or pivoting directly to Medicham.


+ To be used to its full potential Medicham must be used aggressively and make use of momentum generated by its team mates. Whether this be through aggressive double switching or slow volt-turns to bring Medicham in safely.

Team Options
========
-Koko for boosting Thunder Punch
-Lele for boosting Zen Headbutt
-Webs Support can turn Medicham into a powerful sweeper as it allows it to outspeed Pokémon which would normally come in to revenge kill it, such as Greninja and Tapu Koko
-Pursuit trapper for ghosts so that Medicham is free to spam High Jump Kick. Also works for Pyschic types which wall Medicham
-Partners which beat Medichams two most common checks in Clefable and Mew.
[STRATEGY COMMENTS]
Other Options
=============

- A set utilising Drain Punch can be used to increase Medicham's survivability at the cost of its wall breaking potential.

- Substitute makes use of Medichams ability to force out defensive pokemon, allowing Medicham to essentially get a free hit on the opponents switch in from behind a substitute.

Checks and Counters
===================

**Bulky Psychic Types**: Psychic types resist both of Medicham's STAB options and often cannot be 2hkod depsite its great attack stat. Pokemon such as Mew and Slowbro can also threaten Medicham with burns to dampen Medicham's offensive pressure, or STAB psychic attacks for large amounts of damage.

**Clefable**: Clefable is one of the more common checks to Medicham on defensive builds. Clefable can threaten to OHKO Medicham with uninvested Moonblast as well as being able to avoid the 2hko if it comes in on any move other then Zen Headbutt.

**Mega Sableye**: Mega Sableye and its rare type combination give it immunity to both of Medicham's STABs. Mega Sableye also has access to Will-O-Wisp which can greatly weaken Medicham and whittle it down over time. Options such as Foul Play also give Mega Sableye options which can OHKO Medicham, making it one of the most reliable counters to it in the tier.

**Aurumoth**: Aurumoths typing and giant base HP means that it can safely switch into Medicham and use it as set-up fodder or threaten it with huge damage from either of its STABs as Medicham cannot 2hko it.

**Revenge Killers**: Medichams mediocre speed tiers means that it is susceptible to revenge killing from top metagame threats such as Greninja, Tapu Koko and Syclant. All of which can hit medicham for huge damage with STAB or coverage options.
 
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reachzero

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Medicham always uses Zen Headbutt in CAP because Psychic is an incredible attacking type here. Similarly, Thunder Punch is virtually always used over Ice Punch because it hits Slowbro, Kitsunoh and MSableye, especially in Electric Terrain (Tapu Koko is an extremely popular MMedicham partner).

I also feel that Bullet Punch is much better than Fake Out in CAP because of how well it covers Syclant and Stratagem, and helps the matchup against Sucker Punch Colossoil and MMawile.
 
Medicham always uses Zen Headbutt in CAP because Psychic is an incredible attacking type here. Similarly, Thunder Punch is virtually always used over Ice Punch because it hits Slowbro, Kitsunoh and MSableye, especially in Electric Terrain (Tapu Koko is an extremely popular MMedicham partner).

I also feel that Bullet Punch is much better than Fake Out in CAP because of how well it covers Syclant and Stratagem, and helps the matchup against Sucker Punch Colossoil and MMawile.
After consideration and looking through teams and talking to people and such, Im gonna drop BP to a / with fake out with fake out prefered - i feel the Flinch and chip is much more preferred to Bullet Punch but ig BP could be run if your team is particularly weak to the threats you mentioned.

As far as coverage moves go I think having Ice Punch + Thunder Punch is probably optimal, as much as you say Psychic coverage is important we have Thunderpunch to hit Tomohawk and Toxapex (The things you would probably run zen for anyway)- unless your paired with Lele then ofc Zen > TPunch and thats where im gonna slash zen in.

I feel Ice Punch is much too important to give up as it at least 2hkos the most used mons in the tier in Tomo Lando and Zyg aswell as OHKOs colo after rocks which is very quite important for the pursuit/sucker 50/50 not wanting to miss HJK.

Also gonna run some calcs for potentially preferring ada > jolly and talk to some guys about it- 10% of almost 600 Atk is a lot to give up on and jolly loses out on a lot of OHKOs adamant otherwise secures, we'll see though.

Ill let you read through this and offer thoughts reachzero
 
Sorry this is taking a while, life got sort of hectic + more pressing cap related content is taking priority. Will still aim to have this qc ready this weekend.
 

cbrevan

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Yo Jho whats the ETA on this? It's been a couple weeks since you touched it.

As for the set- I actually disagree with Reach on making ZHB it's own slash and slashing Tpunch with Ice Punch. I've ran and seen plenty of double punches Medichams and it's an effective set. The Tomohawk matchup isn't as surefire without ZHB, but Medicham does enough damage to 2hko with Ice Punch and force a Roost in most cases, and HJK does enough damage to power through with a little bit of luck. Even then, it's an unlikely scenario for Tomohawk to stay in on Medicham unless it's scouted the set, and Tomohawk really needs to be at full to to able to try any "tank one hit and chip Medicham for 90% and kill with helmet" shenanigan to any real success. I do think Thunder Punch is an important move for Medicham since it helps ease matchups against so much, but I also think Ice Punch is a more important move for Medicham to run because of how common Landorus-t is in CAP. It also gives a guaranteed OHKO on Zygarde, and between the two of them I'd say it's a lot more important to beat those two than say Slowbro and Kitsunoh, especially since a lot of the stuff Thunder Punch allows Medicham to beat stems from it being active in Electric Terrain. Overall I think Ice Punch should stay it's own slot and keep Thunder Punch slashed with Zen Headbutt- whichever one you want to slash first is fine.

Fake Out should be slashed over Bullet Punch. It helps get chip damage on Greninjas and Scarf Keldeo and Volkraken, and does a sizeable amount of damage to Syclant. I do think the OHKO on Syclant is worth keeping it slashed, but in general the main targets for it (Kerfluffle, Stratagem, Mega Crucibelle) see less usage/viability than the Pokemon Fake Out helps against.
 
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Yo Jho whats the ETA on this? It's been a couple weeks since you touched it.

As for the set- I actually disagree with Reach on making ZHB it's own slash and slashing Tpunch with Ice Punch. I've ran and seen plenty of double punches Medichams and it's an effective set. The Tomohawk matchup isn't as surefire without ZHB, but Medicham does enough damage to 2hko with Ice Punch and force a Roost in most cases, and HJK does enough damage to power through with a little bit of luck. Even then, it's an unlikely scenario for Tomohawk to stay in on Medicham unless it's scouted the set, and Tomohawk really needs to be at full to to able to try any "tank one hit and chip Medicham for 90% and kill with helmet" shenanigan to any real success. I do think Thunder Punch is an important move for Medicham since it helps ease matchups against so much, but I also think Ice Punch is a more important move for Medicham to run because of how common Landorus-t is in CAP. It also gives a guaranteed OHKO on Zygarde, and between the two of them I'd say it's a lot more important to beat those two than say Slowbro and Kitsunoh, especially since a lot of the stuff Thunder Punch allows Medicham to beat stems from it being active in Electric Terrain. Overall I think Ice Punch should stay it's own slot and keep Thunder Punch slashed with Zen Headbutt- whichever one you want to slash first is fine.

Fake Out should be slashed over Bullet Punch. It helps get chip damage on Greninjas and Scarf Keldeo and Volkraken, and does a sizeable amount of damage to Syclant. I do think the OHKO on Syclant is worth keeping it slashed, but in general the main targets for it (Kerfluffle, Stratagem, Mega Crucibelle) see less usage/viability than the Pokemon Fake Out helps against.
Sorry it's been a while on this, ETA couple days will be done by end of the weekend latest
 

snake

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[OVERVIEW]

- Ridiculously high attack stat making use of Pure Power allows it to break a significant portion of the metagame.

- Pressures defensive builds as not many Pokemon can avoid 2hkos from Medicham.

- Great offensive STAB combination allows it to hit a large portion of the metagame. This coupled with BoltBeam coverage greatly reduces Medichams potential switch ins.

- Access to priority allows Medicham to be utilised as a revenge killer and take down weakened threats such as Greninja, Syclant and Tapu Koko.

make a bulleted list of negatives too, like lacking bulk

[SET]
name: All Out Attacker
move 1: High Jump Kick
move 2: Thunder Punch / Zen Headbutt
move 3: Ice Punch
move 4: Fake Out / Bullet Punch
item: Medichamite
ability: Telepathy
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
-High Jump Kick is Medicham's most powerful stab, with a base power of 130 coupled with Medichams gargantuan attack stat, there isnt much that can switch in it. what seems like it would but get 2HKOed/OHKOed instead? "even 2HKOing a, b, and c"

-Thunder Punch allows Medicham to hit common switch-ins to its STAB coverage, such as Slowbro, Kitsunoh and Mega Sableye, extremley hard. Thunder Punch also allows Medicham to remove common checks more reliably, such as Celesteela and Tapu Fini.

-Ice Punch gives Medicham incredible coverage vs some of the most common Pokemon in the tier in Zygarde, Landorus-T and Tomohawk, allowing it to at least 2hko all of them. Ice punch can also used vs other bulky Grounds when missing HJK is deemd too risky why is it too risky? is it accuracy and Ice Punch will KO?.

- Fake Out allows Medicham to be used as a revenge killer despite is mediocre speed stat. The +3 priority allows it to beat out other priority users such as Ash-Greninja and Mega Pinsir and hit them for extremely large amounts. The flinch fake out provides can also be very pivotal chip without a drawback, allowing Medicham to then secure the K.O on the pokemon [Fake Out + HJK from jolly medicham = dead Rotom for eg.: my wording might be poor cant think of how to say this] say that Fake Out can guarentee OHKOs

-Bullet Punch gives Medicham an alternate form of priority, allowing it to revenge kill weakened opposing threats, such as Syclant and Stratagem. Bullet Punch also allows Medicham to avoid Sucker Punchs from popular revenge killers in the form of Colosoil and Mega Mawile.

-Zen Headbutt offers Medicham a secondary STAB option whilst also providing a way to hit Pokémon which would like to switch into High Jump Kick, such as Toxapex and Tomohawk.

Set Details
========
-252 Attack EVs maximize Medichams offensive potential and takes advantage of its ability; Pure Power. This combination means that Medichams Attack stat becomes almost unrivalled, making its wall breaking potential some of the best in the metagame

-252 Speed with a Jolly nature allows Medicham to reach the important 328 speed tier, tieing all other +natured base 100 speed Pokémon, such as Charizard-Mega X and Y , Zapdos and Plasmanta. More importantly it allows Medicham to outspeed the heavily populated base 95 speed tier which contains massive threats to itself and a lot of the meta such as: Tapu Lele, Zygarde and Collosoil.

-Adamant Nature further enlarges Medicham's attack stat, allowing it to excel in Wallbreaking even more so. The downside however, to running adamant is that it it misses out on crucial speed tiers, beeing outsped by threats such as Jolly Landorus, Volkraken, Zygarde and Collosoil. does Adamant nail any KOes that Jolly doesn't?

- Starting Medicham with telepathy before it Mega Evolves is for extremely fringe situations where the opponent copies your ability ( Ditto / Skill Swap Fidgit ayy). It does not affect Medicham greatly as it gains Pure Power when it mega evolves anyway.

Usage Tips
========
+ Medichams lacklustre defences mean that it cannot be bought directly in on most attacks.
+ Reliance on High Jump Kick for its wallbreaking potential means the user must be wary of ghost types, particularly Kitsunoh as it also resists Medichams other options. what do you do instead?
How do i break through Tomo if i don't run ZHB?
How do i use terrain turns well?

+ To be used to its full potential Medicham must be used aggressively and make use of momentum generated by its team mates. Whether this be through aggressive double switching or slow volt-turns to bring Medicham in safely.

Team Options
========
-Koko for boosting Thunder Punch
-Lele for boosting Zen Headbutt
-Webs Support can turn Medicham into a powerful sweeper as it allows it to outspeed Pokémon which would normally come in to revenge kill it, such as Greninja and Tapu Koko
-Pursuit trapper for ghosts so that Medicham is free to spam High Jump Kick. Also works for Pyschic types which wall Medicham
-Partners which beat Medichams two most common checks in Clefable and Mew. which ones?
hazard setters


[STRATEGY COMMENTS]
Other Options
=============

- A set utilising Drain Punch can be used to increase Medicham's survivability at the cost of its wall breaking potential. what would you use this over and are there any specific match ups that drain punch specifically helps with?

- Substitute makes use of Medichams ability to force out defensive pokemon, allowing Medicham to essentially get a free hit on the opponents switch in from behind a substitute.

Checks and Counters
===================

**Bulky Psychic Types**: Psychic types resist both of Medicham's STAB options and often cannot be 2hkod depsite its great attack stat. Pokemon such as Mew and Slowbro can also threaten Medicham with burns to dampen Medicham's offensive pressure, or STAB psychic attacks for large amounts of damage.

**Clefable**: Clefable is one of the more common checks to Medicham on defensive builds. Clefable can threaten to OHKO Medicham with uninvested Moonblast as well as being able to avoid the 2hko if it comes in on any move other then Zen Headbutt.

**Mega Sableye**: Mega Sableye and its rare type combination give it immunity to both of Medicham's STABs. Mega Sableye also has access to Will-O-Wisp which can greatly weaken Medicham and whittle it down over time. Options such as Foul Play also give Mega Sableye options which can OHKO Medicham, making it one of the most reliable counters to it in the tier.

**Aurumoth**: Aurumoths typing and giant base HP means that it can safely switch into Medicham and use it as set-up fodder or threaten it with huge damage from either of its STABs as Medicham cannot 2hko it.

**Revenge Killers**: Medichams mediocre speed tiers means that it is susceptible to revenge killing from top metagame threats such as Greninja, Tapu Koko and Syclant. All of which can hit medicham for huge damage with STAB or coverage options.

Tomo should get a mention since it can wear down Medi pretty easily

Choice Scarfers too

cyclohm and volcarona can status it, so maybe add a status section for paralysis and burn in general because that's a really good way to stop mmedi
This needs a little bit of expanding before I can give QC. Good start!
 
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cbrevan

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Hey Jho

How're you doing, offler? With USUM out, we need to shift our priorities to the current metagame. Would you be willing to update and finish Mega Medicham for USUM CAP?
 
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