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Thread: Community POTW #150

  1. #1
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    Default Community POTW #150

    Time for the next Pokémon of the Week





    This week is Medicham, and Medicham is surprisingly strong thanks to its ability.

    http://www.serebii.net/pokedex-xy/308.shtml

    Go nuts

  2. #2
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    Here it is folks, the first Pokemon to combine two polar opposites in the Pokemon world, a fighter to combine hand to hand Fighting with mind over matter Psychic
    Sounds cool right? You'd think "Gee, it must have great mixed damage capability with balanced SpA and Attack"

    No, actually what we got was similar but the thing is, its special movepool is tiny and its offensive stats are equal in the form of base 60 Attack and SpA... it did not have brains close to the levels of Alakazam or the brawn of Machamp
    Now, on paper Medicham's stats are nothing impressive, it's highest stat is it's base 80 speed, that is a major embarrassment when your best stat is matched by the likes of Glalie and Phione who even have 6 stats each being base 80.

    You are nothing special... until you see it's ability, Medicham's claim to fame lies in the greatest ability an offensive Pokemon could ask for, Pure Power.
    Pure Power takes Medicham's otherwise laughable Attack stat at doubles it, it's still not going to make Medicham an absolute gamebreaker but it gives it the best use as it is the one who has mastered the purest of powers.


    For Medicham's mastery of patience came X and Y and it was graced with the power of Mega Evolution, its speed was brought up to the metagame par and it's attack was blessed to match it at base 100

    It retained its gift of Pure Power and this effectively gives Mega Medicham a base attack of 200


    Medicham's physical movepool has always worked for it, this is where things get exciting but Medicham prefers being calm so you might want to get the oolong tea and zen garden out in the meantime.



    Medichampion

    Medicham @ Medichamite
    Ability: Pure Power
    EVs: 252 Atk / 4 Defense / 252 Spe
    Jolly

    - Fake Out
    - Hi Jump Kick/Drain Punch
    - Ice Punch
    - Zen Headbutt

    This is a pretty standardish Mega Medicham set
    Fake Out provides chip damage and is especially great for Mega Evolving Pokemon, this allows them to get their Mega Evolution stats without being hit in base form, Medicham needs this for it's next attack to really pack a punch as well as buff its otherwise deadzone speed.
    Ice Punch is to hit Flying and Grass types for Super Effective damage, this also gives some neutral damage to Psychic types.
    Hi Jump Kick is incredibly threatening when used by Medicham and especially Mega Medicham, even if it's for neutral damage, it's respectable damage

    252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Filter Mega Aggron: 109-130 (61.5 - 73.4%) -- guaranteed 2HKO
    252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Mega Audino: 115-136 (54.7 - 64.7%) -- guaranteed 2HKO

    These are some bulky mon and they are 2HKO'd by the might of Mega Medicham's Hi Jump Kick
    Even though Hi Jump Kick is what you should almost exclusively go with, the accuracy coupled with the fact Ghosts and Protect exist make it risky and requires some good prediction
    If those aren't your things you should use Drain Punch for recovery and safety.

    Zen Headbutt is used for coverage and capitalizes on a physical psychic attacker
    with the combined power of Fake Out and Zen Headbutt, you can cleanly 2HKO even the bulkiest of Mega Venusaur

    Feraligator is comin for you

  3. #3

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    At first, Mega Medicham might not strike one as a high-tier threat, having the lowest base stat total for a Mega Evolution. But then you notice that it keeps Pure Power as an ability, and that effective base 200 Atk probably scares you a little. This thing hits absurdly hard with Hi Jump Kick, and it's no slouch with the rest of its movepool either. However, there's a few reasons why it's fallen behind in popularity as this generation begins drawing to a close. It's still a high-tier threat, but it suffers from poor defenses and a speed tier that it wishes was just a little bit higher. On toop of that, it only realistically has one viable set, so there's no element of surprise with this thing. On top of that, Mega Lopunny now does what Mega Medicham does, trading a massive attack stat for perfect neutral STAB coverage and one of the best speed tiers out there. That said, you know what's coming when you see Medicham in your opponent's lineup, so don't underestimate it.

    Only OO I can think of is Protect instead of Fake Out, and that's only relevant if you need to stop multiple hits as opposed to Fake Out only working on a fresh switch in.
    The risk I took was calculated, but man, am I bad at math.

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    Mega Medicham doesn't have an effective Base 200 Attack. It ACTUALLY has higher than that (Base 200 would be just marginally higher than Mega Rayquaza's).
    At most, Mega Medicham can, with maximum investment, have 656 Attack, counting Pure Power.

    Medicham's Options:
    High Jump Kick- The best option for Medicham, HJK's Raw Power is simply too good to be ignored.
    Fire/Ice/Thunder Punches- The Elemental Punches each allow Medicham to hit something different that would otherwise give it problems: Ice Punch allows Medicham to ruin pesky Dragonites who would otherwise stonewall it, having a chance to OHKO the dragon even through Multiscale:
    252 Atk Pure Power Mega Medicham Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 282-334 (87.3 - 103.4%) -- 18.8% chance to OHKO
    Fire Punch allows Medicham at least a fighting chance against weakened Mega Metagross, but realistically speaking it's the least useful of the elemental punches.
    Thunder Punch gives Medicham a shot at taking down Azumarill, who would otherwise one-shot Medicham with Play Rough, as well as making Slowbro a bit more hesitant to stay in. It also helps nail those pesky Talonflames AKA Smogonbirds on the switch, OHKOing them before they can throw out Brave Birds, without the chance of failure, unlike Zen Headbutt.
    Zen Headbutt- Obligatory Psychic STAB. It also helps in taking down Mega Heracross and can nail Gengar on a predicted switch.
    Fake Out is good priority+flinch. Always worth noting.

    And Checks/Counters:
    Mega Sableye gets special mention for walling just about everything Mega Medicham can throw at it, and being able to turn Medicham's own Pure Power against it by using Foul Play. Mega Metagross is also useful as it outspeeds Medicham and doesn't fear anything it can throw out save Fire Punch, while it can OHKO with Meteor Mash. Mega Gardevoir is also noteworthy as Medicham cannot OHKO without a crit and Mega Gardevoir can OHKO with Hyper Voice. Ghosts like Gengar and Flyers like Talonflame are also helpful since they can cause High Jump Kick to fail for the former and OHKO Medicham with flying STAB for the latter, though neither can come in completely safely (With the exception of Mega Sableye, mentioned earlier). Cofagrigus also gets a mention due to the Mummy Ability removing Huge Power.
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    Quote Originally Posted by MarcDKramer View Post
    For Medicham's mastery of patience came X and Y and it was graced with the power of Mega Evolution, its speed was brought up to the metagame par and it's attack was blessed to match it at base 100

    It retained its gift of Pure Power and this effectively gives Mega Medicham a base attack of 200
    That's not quite how pure power works. It doubles the pokemon's final attack stat not its base attack. The boost from EVs and IVs are also doubled and they have a higher weighting than the base stat. So Mega Medicham actually hits harder than something with a base 200 attack stat with no ability would. For example lets compare a medicham with base 60 power and pure power to a hitmonlee with base 120 attack.

    252 Atk Pure Power Medicham High Jump Kick vs. 4 HP / 252+ Def Eviolite Chansey: 686-810 (106.8 - 126.1%) -- guaranteed OHKO
    252 Atk Hitmonlee High Jump Kick vs. 4 HP / 252+ Def Eviolite Chansey: 530-626 (82.5 - 97.5%) -- guaranteed 2HKO

    In fact an unboosted regular medicham even hits harder than an unboosted mega lopunny (136 base attack) with the same nature.
    252 Atk Mega Lopunny High Jump Kick vs. 4 HP / 252+ Def Eviolite Chansey: 582-686 (90.6 - 106.8%) -- 43.8% chance to OHKO

    I'm not sure what the exact base power for mega medicham would be factoring in pure power, but I think its closer to 240 than 200. Regular medicham's is somewhere between mega lucario's at 145 and mega lopunny's at 136.

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    Quote Originally Posted by generic villager #5 View Post
    At first, Mega Medicham might not strike one as a high-tier threat, having the lowest base stat total for a Mega Evolution.
    Beedrill, Mawile, Sableye?

    Quote Originally Posted by Aduro View Post
    I'm not sure what the exact base power for mega medicham would be factoring in pure power, but I think its closer to 240 than 200. Regular medicham's is somewhere between mega lucario's at 145 and mega lopunny's at 136.
    Mega Medicham with an Adamant nature caps at 656 attack, which is an effective base 249. Standard Medicham caps at 480 with Adamant, which is an effective base 169... at least by my calculations. Math was never my strongest suit.

    On another note...

    The folly of ORAS was that many people assumed that Mega Gallade completely outclass Mega Medicham due to a higher speed tier, some neat toys such as Knock Off, and that "Swords Dance could even the odds for power". Well, as it so happens, the exact opposite happened, and now Mega Medicham is A rank in viability while Mega Gallade is C+ rank. While hitting base 110 speed is important, the fact of the matter is that Mega Medicham's raw power absolutely cannot be denied. With no need for setup, Mega Medicham can 2HKO many things that Mega Gallade wishes it could, making it much harder to switch into. For instance:

    Mega Medicham:
    252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 201-237 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery
    252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 228-268 (54.2 - 63.8%) -- guaranteed 2HKO after Leftovers recovery
    252 Atk Pure Power Mega Medicham Zen Headbutt vs. 248 HP / 252+ Def Clefable: 192-226 (48.8 - 57.5%) -- 50% chance to 2HKO after Leftovers recovery

    Mega Gallade:
    252 Atk Mega Gallade Close Combat vs. 252 HP / 252+ Def Skarmory: 133-157 (39.8 - 47%) -- guaranteed 3HKO after Leftovers recovery
    252 Atk Mega Gallade Close Combat vs. 252 HP / 252+ Def Hippowdon: 151-178 (35.9 - 42.3%) -- 92.4% chance to 3HKO after Leftovers recovery
    252 Atk Mega Gallade Zen Headbutt vs. 248 HP / 252+ Def Clefable: 138-163 (35.1 - 41.4%) -- 76.7% chance to 3HKO after Leftovers recovery

    The ability to 2HKO some of the bulkiest physical walls in the game should NEVER be underestimated. Plus, without the need for SD, Mega Medicham is able to utilize Fake Out to Mega Evolve more safely, which is good considering that neither Pokemon is particularly bulky and Fighting/Psychic is rather unreliable defensive typing.

    So the idea that Mega Gallade outclasses Mega Medicham can be safely thrown in the trash for this thread.
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  7. #7

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    Thanks to Pure Power, Medicham is really a strong Pokémon for sure. Its Mega is also far stronger...

    ----

    Pre-evolution corner:

    Meditite with an Eviolite can really be used. It still has good defences, boosted with Eviolite, and don't forget Pure Power too. For a Pre-Evo, Meditite is really strong, and I used it.

    ---

    Abitlity: Pure Power. ALWAYS chosse this ability, never it's hidden ability, which is Telepethy. I serioulsy hope that no one consider Telepathy over Pure Power!!!! Telepathy makes Medicham weaker, so much weaker... Just like Jellicent's Hidden Ability in Damp, Medicham's hidden Ability is really bad. The orginal one is SO MUCH better!!!!

    Moveset (For both Meditite and Medicham):

    - Hi Jump Kick / Drain Punch / Force Palm / Brick Break / Low Sweep
    - Zen Headbutt
    - Bulk Up / Power Trick
    - Thunderpunch / Ice Punch

    Hi Jump Kick is STAB, but the other three can be good, depending on what you prefer and if you don't want to risk with the recoil of HJK. Drain Punch recover health, Force Palm can paralyse, Brick Break beraks screen, and is stronger than the 2 previous moves. Low Sweep reduces foe's speed, whch can be really good!!!
    - Zen Headbutt is second STAB move. Hits Poison and FTG types hard!
    - Bulk Up increse ATK and DEF. the ATK boost with Pure Power is really scary. Power Trick can insted be used, caz Medicham base DEF is higher than base ATK. I think Bulk Up is better...
    - Thunderpucnh hits flying types and water type hars, but Ice Punch does hit Flying types hard too, but it does it well against Grass and Dragon types too. Choose the want you prefer.

    Other options:
    - Fire Punch is another strong move, but is mostly the same coverange as FTG and ICE.
    - Acupressure can raise a good stat by 2 stages. If you are lucky an Accuracy (Hi Jump Kick, ha ha!), ATK, SPD, defences and Evasion, this can really help 90% of the time!!!! I love that move, especially in Dobules, but If it raises Medicham's Sp.ATK, it's thrash and worthless.
    - Recover for recovery for sure!!! Should be considered!!!
    - Rock Slide for hitting Flying, Fire and Bug types hard.
    - Poison Jab for hitting Fairy types hard.
    - Power-Up Punch increases you ATK each time, and you do damage too, which can be really great with Pure Power!!! Ha ha!!! Can replace Bulk Up in that sense!
    - Psycho Cut can critical hit sometimes, and can replace Zen Headbutt if you want.
    - Role Play. Ha ha ha!!! This is a joke!! never use this on Medicham!!! You REALLY don't want to lose your Pure Power, right?

    So that's it!
    I'm not the best, but I always do the best I can!

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    Quote Originally Posted by Neosonic97 View Post

    And Checks/Counters:
    Mega Sableye gets special mention for walling just about everything Mega Medicham can throw at it, and being able to turn Medicham's own Pure Power against it by using Foul Play. Mega Metagross is also useful as it outspeeds Medicham and doesn't fear anything it can throw out save Fire Punch, while it can OHKO with Meteor Mash. Mega Gardevoir is also noteworthy as Medicham cannot OHKO without a crit and Mega Gardevoir can OHKO with Hyper Voice. Ghosts like Gengar and Flyers like Talonflame are also helpful since they can cause High Jump Kick to fail for the former and OHKO Medicham with flying STAB for the latter, though neither can come in completely safely (With the exception of Mega Sableye, mentioned earlier). Cofagrigus also gets a mention due to the Mummy Ability removing Huge Power.
    If you're running a bulky psychic to counter medicham, don't make it a steel type. A non-bulky Mega Metagross can take up to 97% damage from high jump kick, and can't guarantee an OHKO with meteor mash even if its its adamant with massive attack investment and mega metagross needs to be jolly to outspeed jolly mega medicham. Metagross can't guarantee it will switch into a high jump kick then survive a bullet punch without reducing the chance to OHKO medicham significantly. Plus Metagross won't outspeed unless its already mega evolved. Sableye is a fantastic counter though, even when non-mega it takes less than 50% from elemental punches and runs will-o-wisp.

    A really nice counter for Mega Medicham that might be mentioned rarely is Doublade, I know its not the most common of pokemon in OU but its far from unviable there, and it takes three hits for mega medicham to take Doublade out even if it runs the extremely niche fire punch, while doublade can do significant damage back with shadow sneak or even gyro ball or paralyze it with thunder wave. A min-speed doublade will 2HKO a mega medicham even if its sassy rather than brave.


    Quote Originally Posted by KillerDraco View Post
    So the idea that Mega Gallade outclasses Mega Medicham can be safely thrown in the trash for this thread.
    Well that was pre-emptive lol I agree with you, but you might just sparked a discussion on that subject by trying to shut it down. Its going to be roar of time all over again.




    I've been researching and trying to build more niche sets for RU medicham, did you know it gets dream eater? And that its only sleep-inducing move is secret power in grassy terrain or tall grass? That's the kind of stellar thinking that gives umbreon synchronoise!


    Yoga & Diet
    Medicham @ Salac Berry
    Ability: Pure Power
    EVs: 252 Atk / 4 SpD / 252 Spe
    Hasty Nature
    IVs: 0 Atk / 0 SpD
    - Endure
    - Reversal
    - Ice Punch/Thunder Punch
    - Zen Headbutt

    The biggest problems for regular medicham is that its too frail and slow and that dies easily to priority moves such as fletchinder's acrobatics. Well this is even weaker to fletch, but it moves pretty fast. Endure salac has gone out of style in higher tiers what with tyranitar and rocky helmet, but in RU they aren't so common, and this is a medicham built as a late-game win condition. Reversal does massive amounts of damage with 200 base power and after the salac boost medicham runs up to a maximum of 426 speed, more than a +2 modest Omastar, although its still slower than max speed timid accelgor so its quite unreliable.


    It also gets low sweep, which isn't that strong, but can be really nice when you think you're opponents switching something in, as it means medicham is more likely to outspeed the next turn, which can be nice if it turns out to be something like a qwilfish hoping to use a sneaky destiny bond or thunder wave, or a jumpluff that you don't quite KO with just zen headbutt, a sigiliph planning to burn you, or a golbat that was expecting a high jump kick and want to brave bird you.
    Medicham also gets substitute and focus punch, but its a little slow to set up subs on status in RU and the mega is too slow to do it in ou.
    Medicham gets retaliate, which does massive damage but most of its walls & counters are ghosts so that doesn't matter much, and it already has to decide between thunder punch, bullet punch, fire punch and ice punch
    And it gets counter, which might work with a focus sash
    Last edited by Aduro; 5th September 2016 at 9:46 PM.

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    First Victini and now Medicham, it seems August will not be a kind month for stall players.

    Anyways Medicham's unparalleled ability to decimate bulky Pokemon and dedicated walls is by far his greatest selling point. He has average Speed, subpar bulk, and a pretty mediocre typing, but having effectively the second highest base Attack stat in the entire game behind the much slower (and banned in OU) Mega Mawile is reason enough alone to consider using this monster on any team. Anyways, since the standard set (which honestly is the only set I'd consider using) has already been posted, I'll offer this slightly less standard Bulk Up set.



    Medicham @ Medichamite
    Adamant - Pure Power
    252 Speed, 252 Attack, 4 Sp. Def
    -Bulk Up
    -Drain Punch
    -Zen Headbutt
    -Ice Punch

    Mega Medicham forces so many switches that it's rarely hard to find an opportunity to set up Bulk Up. Instead of relying on the much riskier High Jump Kick, this set uses Drain Punch, which despite being much weaker allows Medicham to recover health, letting it set up on weaker threats like Ferrothorn. Zen Headbutt offers some measure of coverage against Ghosts but sadly fails to touch Mega Sableye, his biggest enemy. In fact, there's really nothing in Medicham's entire arsenal that bothers Mega Sableye much without getting several boosts. Ice Punch offers coverage against Landorus-T, Gliscor, Dragonite, Hippowdon, etc. Bullet Punch is another niche option for priority but honestly on a set like this Ice Punch will give you far more mileage.

    A lot of people have also been comparing him to Mega Gallade, but that's the wrong comparison. Mega Lopunny is the number one thing that gives Medicham competition for a team slot. Despite not hitting nearly as hard thanks to the lack of Pure Power, Mega Lopunny packs a much, much better Speed tier and Scrappy, giving it flawless neutral coverate between its STABs and allowing it to smash past Mega Sableye, which is Mega Medicham's number one counter.

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    Countering Mega Medicham

    Medicham has Pure Power which can be horrible to face against, but with a good counter, Medicham (whose mega form appears to be based off the Hindu religion I am affiliated with) will be defeated easily. Talonflame is pretty much a go to hard check to it with the priority Flying-type capabilities it carries, and some other great hard counters include Gengar, Hawlucha, Mega Pidgeot, Mega Diancie, Mega Lopunny, Mega Manectric (which also carries Intimidate), Tornadus-T, Mega Metagross, and Jolly Mega Pinsir (dang so many Megas…), as well as various Choice Scarf Pokémon that roam in the tier. While it can be hard, Mega Medicham lacking Thunder Punch can also be beaten with defensive walls like Slowbro, regular or Mega (which can also deal good damage and burn with Scald), Skarmory (which can KO with a Flying-STAB move), Mew, Gyarados, and Azumarill. Mega Sableye deserves a special mention as well, taking nothing from its STAB attacks, and very little from its coverage moves, which can be healed off with Recover, and can retaliate with Shadow Ball or Will-O-Wisp. For that matter, Ghost types like Gengar, Gourgeist-XL, and Cofagrigus (which Medicham doesn't wanna take Mummy from) can switch into a predicted High Jump Kick and knock off half of Medicham's health and burn it back or KO with STAB moves.

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    Quote Originally Posted by ampfire101 View Post
    some other great hard counters include Gengar, Hawlucha, Mega Pidgeot, Mega Diancie, Mega Lopunny, Mega Manectric (which also carries Intimidate), Tornadus-T, Mega Metagross, and Jolly Mega Pinsir (
    The only Pokemon in this list that can be considered hard counters are Metagross, Pinsir and to a lesser extent Tornadus-T (who actually gets OHKO'd by Ice Punch if Stealth Rock is in play, and loses if Medicham is carrying Bullet Punch or if Hurricane misses).

    252 Atk Pure Power Medicham Zen Headbutt vs. 0 HP / 0 Def Gengar: 482-570 (186.1 - 220%) -- guaranteed OHKO
    252 Atk Pure Power Medicham Zen Headbutt vs. 12 HP / 0 Def Hawlucha: 408-480 (136 - 160%) -- guaranteed OHKO
    252 Atk Pure Power Medicham High Jump Kick vs. 0 HP / 4 Def Mega Pidgeot: 310-366 (100.9 - 119.2%) -- guaranteed OHKO
    252 Atk Pure Power Medicham High Jump Kick vs. 0 HP / 0 Def Mega Diancie: 238-282 (98.7 - 117%) -- 93.8% chance to OHKO
    252 Atk Pure Power Medicham High Jump Kick vs. 0 HP / 4 Def Mega Lopunny: 542-642 (200 - 236.9%) -- guaranteed OHKO
    -1 252 Atk Pure Power Medicham High Jump Kick vs. 0 HP / 4 Def Mega Manectric: 207-244 (73.6 - 86.8%) -- guaranteed 2HKO
    (252 SpA Mega Manectric Thunderbolt vs. 16 HP / 0 SpD Medicham: 192-226 (72.4 - 85.2%) -- guaranteed 2HKO)

    As you can see all these Pokemon are flat out OHKO'd on the switch, with the exception of Mega Manectric if it's already Mega Evolved (but he fails to OHKO in return). As such these can be considered checks of varying degrees of reliability but not counters. I should also point out that the Pokemon you listed who can be classified as "hard counters" can only do it once, with the possible exception of Tornadus-T. If they switch into the wrong move and Medicham switches out, then the next time they try to switch in they lose.
    Last edited by Divine Retribution; 4th September 2016 at 11:05 PM.

  12. #12

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    Quote Originally Posted by ericgall23 View Post
    - Bulk Up increse ATK and DEF. the ATK boost with Pure Power is really scary. Power Trick can insted be used, caz Medicham base DEF is higher than base ATK. I think Bulk Up is better...
    Never use Power Trick on Medicham, it's a gimmick that isn't worth it. Bulk Up is always better. Mega Medicham uninvested Defence reaches 206 assuming neutral nature, while its invested (Jolly) Attack reaches 299, prior to Pure Power. Using Power Trick swaps those two, so you end up with 299 Def and 206 Attack, which doubles to 412 Attack. So you're losing offensive power for a bit more defence. If you use Bulk Up however, that uninvested Defence reaches 309 after a single stat boost, higher than with Power Trick, and you get a boost to your offensive power rather than a downgrade. There's literally no reason to go with Power Trick at all.

    tl;dr: Bulk Up reaches effective 897 attack and 309 defence after a single turn, Power Trick reaches effective 412 attack and 299 defence, so Bulk Up Medicham can hit over twice as hard as Power Trick Medicham and takes hits slightly better.

    As far as Endure-Reversal-Salac goes, I think Hitmonlee does that better with Liechi berry and unburden, it reaches a higher attack stat after Liechi than Medicham does as well as a higher speed stat. Hitmonlee also gets STAB Mach Punch for priority which hits harder than Medichams Bullet Punch.
    Last edited by Sceptile Leaf Blade; 4th September 2016 at 11:11 PM.

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    perhaps i should've mentioned that the pokemon i mentioned are hard counters if they can come in for free. Probs should've referred to them as good revenge killers. Mega Pinsir outspends with its base 105 speed vs Medicham's base 100 speed.

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    Quote Originally Posted by ampfire101 View Post
    perhaps i should've mentioned that the pokemon i mentioned are hard counters if they can come in for free. Probs should've referred to them as good revenge killers. Mega Pinsir outspends with its base 105 speed vs Medicham's base 100 speed.
    That would be called a check, not a hard counter. It's only a hard counter if it can switch into pretty much anything (that's viable, I mean) in their movepool and then either force them out, cripple them, or KO them. If something can revenge kill but not switch in, it's a check.
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    We Are The Cham-pions
    Medicham@Medichamite
    Jolly nature
    Pure Power
    252 Attack/252 Speed/4 HP
    ~Detect/Fake Out
    ~High Jump Kick
    ~Zen Headbutt
    ~Poison Jab/Ice Punch/Thunder Punch/Fire Punch/Bullet Punch

    It doesn't get too much more straightforward than this. Detect to get the free turn to Mega Evolve. Alternatively, Fake Out can work as well to get in some free damage in addition to the free turn, but Ghost-types won't be deterred by this. Then proceed to destroy things. High Jump Kick, with STAB and the Attack buff from Pure Power, is all but unstoppable. Zen Headbutt is additional STAB. Last slot's up to you. Any of those moves could work for Medicham, so go with whatever you think will help it out the most.

    Item lets Medicham Mega Evolve. Ability is needed for the Attack boost.


    Other options:
    *Medicham gets Baton Pass, Bulk Up, and Calm Mind, but it's really better suited for attacking.
    *Drain Punch is an interesting option- would surely make for some great HP recovery with Pure Power. Only thing is, Medicham's not built for taking hits so much, so opportunities to even need HP recovery are gonna be kinda slim.
    *Low Kick might seem tempting for heavier opponents, but... stick with High Jump Kick.

    Abilities:
    *Pure Power: Medicham's Attack stat is double what it would normally be. Easily the best option for Medicham. It should really go without saying. Thankfully, also the only Ability of Mega Medicham, so yeah.
    *Telepathy: Medicham's Hidden Ability. Medicham takes no damage from attacks used by its allies, be they attacks that target friend and foe alike, or attacks specifically aimed at Medicham for whatever reason. This... yeah, no, I'd stick with Pure Power. They didn't even need to give Medicham a Hidden Ability, in my opinion. And for some strange reason, Medicham doesn't even get Skill Swap, which means it can't even be used to pass Skill Swap to a Shiny Seviper/Zangoose/Heatmor in a Zangoose/Seviper/Durant horde to prevent it from getting slaughtered before you can KO the rest of the horde. By the way, yes, that really does work. Also good for Geodude and Graveler hordes to prevent any Magnitude-related tragedies. I use a Beheeyem for this purpose, and all three of my Shiny Golem have been successfully caught thanks to this method.

    Partners:
    You want stuff that can get through physical walls, because Medicham's gonna struggle against those.

    Counters:
    Physical walls. Skarmory springs readily to mind. A Spiritomb or Sableye can switch in on either of Medicham's STABs with impunity, and in fact, any Ghost would be a nice option to switch in, considering the devastating aftermath of a failed High Jump Kick.

    Opinion:
    I like Medicham alright. Not one of my favorites, but the concept's a pretty cool one, and it's done rather well.

    Prediction for next week:
    Maractus.

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    Quote Originally Posted by Missingno. Master View Post
    Partners:
    You want stuff that can get through physical walls, because Medicham's gonna struggle against those.

    Counters:
    Physical walls. Skarmory springs readily to mind.
    You might try reading the posts before yours, because you're directly contradicting the Calcs posted earlier. For your convenience...

    252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 201-237 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery
    252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 228-268 (54.2 - 63.8%) -- guaranteed 2HKO after Leftovers recovery
    252 Atk Pure Power Mega Medicham Zen Headbutt vs. 248 HP / 252+ Def Clefable: 192-226 (48.8 - 57.5%) -- 50% chance to 2HKO after Leftovers recovery

    Any physical wall that's 2HKO'ed isn't exactly a struggle, nor is it a counter. Skarmory and Clefable can check Mega Medicham but they don't really counter it.

    So, since there's been a lot of talk of potential counters that aren't actually counters, let's go over what actually does counter it, with some calcs to go with them.

    Mega Sableye is a good example of a counter, given Mega Medicham struggles to 3HKO it, and its very presence on an opposing team puts an inordinate amount of pressure on Mega Medicham, given it can't freely utilize HJK.

    252+ Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 252+ Def Mega Sableye: 92-109 (30.2 - 35.8%) -- 39.2% chance to 3HKO

    4 SpA Mega Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Medicham: 174-206 (66.6 - 78.9%) -- guaranteed 2HKO (Or it could just Will-o-Wisp to render it useless)

    Mega Slowbro takes hits even better. Resists both STAB, and its most common coverage move, Ice Punch. Plus, even if it does use Thunder Punch (which is rare because without Ice Punch Gliscor and Landorus-T become issues), it's only a 3HKO.

    252+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Mega Slowbro: 91-108 (23 - 27.4%) -- 62.1% chance to 4HKO
    252+ Atk Pure Power Mega Medicham Thunder Punch vs. 252 HP / 252+ Def Mega Slowbro: 142-168 (36 - 42.6%) -- guaranteed 3HKO

    4 SpA Mega Slowbro Scald vs. 0 HP / 0 SpD Mega Medicham: 124-147 (47.5 - 56.3%) -- 84% chance to 2HKO (if the hax burn chance doesn't outright screw it)

    Cresselia is an option, but it's only barely OU viable, so it shouldn't really be your dedicated Mega Medicham counter.

    252+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Cresselia: 123-145 (27.7 - 32.6%) -- 78.9% chance to 4HKO after Leftovers recovery

    0 SpA Cresselia Psychic vs. 0 HP / 0 SpD Mega Medicham: 88-105 (33.7 - 40.2%) -- guaranteed 3HKO (Toxic-Moonlight Stall is also an option)

    It's true that Spiritomb can counter Mega Medicham but it's really not OU viable at all, and Mega Sableye does the job better. You don't really want to pack Spiritomb just for the sake of Mega Medicham.

    252+ Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 252+ Def Spiritomb: 102-121 (33.5 - 39.8%) -- 23.9% chance to 3HKO after Leftovers recovery

    0 Atk Spiritomb Foul Play vs. 0 HP / 0 Def Mega Medicham: 163-193 (62.4 - 73.9%) -- guaranteed 2HKO

    Mew is an option, although it should be noted that most Mew are specially defensive, which makes it a little bit shakier. Still, it can typically take a HJK (or any other move), and then burn with Will-o-Wisp to screw Mega Medicham.

    252+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Mew: 140-165 (34.6 - 40.8%) -- 56.4% chance to 3HKO after Leftovers recovery
    252+ Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 0 Def Mew: 194-228 (48 - 56.4%) -- 32% chance to 2HKO after Leftovers recovery

    Edit: Oh, also! I nearly forgot to mention...

    Friendly reminder that Meditite is actually one of a handful of Pokemon to be banned from the Little Cup.
    Last edited by KillerDraco; 5th September 2016 at 3:18 AM.
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    I feel like standard Slowbro hasn't gotten enough credit here. With Thunderpunch being relatively rare on Mega Medicham, Slowbro in its base form will usually only be 4HKO after Leftovers. It also has Regenerator, so you can switch it out to potentially heal off the HJK you took on the switch or leave it in to spam Scald. That creates mind games, and if Mega Medicham chooses the wrong move (e.g., it uses HJK to hit Slowbro as hard as possible but you bring in Gengar) it could be game over. That, or it forces a switch, which is also nice because Mega Medicham is too frail to come back in easily.


    Also, apologies for earlier when I said Mega-cham had the lowest BST for a Mega:

    Quote Originally Posted by KillerDraco View Post
    Beedrill, Mawile, Sableye?
    I saw him at the bottom of the Top 300 BST list and forgot that the other were too low to even make that list. It is low, though, make no mistake; it sits only a dozen or so points bove the average for all fully evolved pokes, whereas you'd think a Mega would be sitting closer to 100 over. Of course, Pure Power more than compensates for that flaw.
    The risk I took was calculated, but man, am I bad at math.

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    While I used a Medicham with Drain Punch, High Jump Kick, Ice Punch and Zen Headbutt in the past, I won't post the set as this pretty much is the same as all above.

    One thing does pop up in my head. In doubles, Telepathy should not be completely unviable is it, at least not when running Mega. There is no specific reason not to Mega Evolve Medi when you use it, so the ability of Non-Mega Medicham is not used offensively at all. So, while not used that much I know, why not slap Telepathy on it so it could come in safe on partners Surfs, Quakes and Boombursts?

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    Quote Originally Posted by BorrelnootjeNL View Post
    While I used a Medicham with Drain Punch, High Jump Kick, Ice Punch and Zen Headbutt in the past, I won't post the set as this pretty much is the same as all above.

    One thing does pop up in my head. In doubles, Telepathy should not be completely unviable is it, at least not when running Mega. There is no specific reason not to Mega Evolve Medi when you use it, so the ability of Non-Mega Medicham is not used offensively at all. So, while not used that much I know, why not slap Telepathy on it so it could come in safe on partners Surfs, Quakes and Boombursts?
    Medicham honestly isn't the best Mega for doubles formats for a number of reasons (not least of which is the fact that Protect is on like 80% of all Pokemon in most Doubles formats), but yes if for some reason you were going to use Mega Medicham in doubles Telepathy would be the base ability of choice for that very reason.

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    Making Medicham Miss

    Medicham and its Mega Evolution fill a similar niche in their respective tiers as wall breakers, muscling through anything in its path with Pure Power. This power makes switching a risky proposition, meaning that any misprediction can lead to a KO'd or maimed pokémon. That being said, there are some pokémon that make relative safe switch ins. Bulky Psychic types like Reuniclus, Uxie, Mespirit and Sigilyph (after a few Cosmic Powers) resist both of Medicham's STABs and can switch in with relative safety then scare Medicham off with a STAB Psychic or Shadow Ball. Ghost types are another desirable switch in. While few have the bulk to take on Medicham, switching into a predicted Hi Jump Kick can have Medicham KO or maim itself with the recoil. Dusknoir, Dusclops, Spiritomb, and Cofagrigus can all abuse this trait and can survive a mispredict and scare Medicham away with Shadow Sneak or a Will-o-Wisp. Spiritomb gets bonus points for resisting both of Medicham's STABs while Cofagrigus can remove Pure Power with Mummy, almost certainly forcing a switch. As implied beforehand, burning Medicham turns it into a near nonissue for the rest of the battle, while ability suppressors like Gastro Acid, Entrainment, Skill Swap, etc. while niche options will remove Pure Power and thus Medicham's threat. At the end of the day, though, Medicham is a Wall Breaker, not a Sweeper. There are numerous pokémon that can outspeed and OHKO it with ease.
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    It's interesting to note that Medicham gets Foresight. While it's an OO at best because in most matches it will be a wasted move slot, in particular it allows Medicham to not be complete deadweight against any team with Mega Sableye on it. A Foresight on a predicted switch to Mega Sableye can put a lot of pressure on opposing Stall teams, because if they lack a second switchin to Medicham (and many do) they're forced to sacrifice something. While it's generally not worth giving up Fake Out's utility or Ice Punch's coverage, it can be used over either (preferably Fake Out) if you want to dedicate Medicham solely to screwing over Stall teams. Definitely not a standard option but maybe something worth mentioning in OO.

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    Quote Originally Posted by Divine Retribution View Post
    It's interesting to note that Medicham gets Foresight. While it's an OO at best because in most matches it will be a wasted move slot, in particular it allows Medicham to not be complete deadweight against any team with Mega Sableye on it. A Foresight on a predicted switch to Mega Sableye can put a lot of pressure on opposing Stall teams, because if they lack a second switchin to Medicham (and many do) they're forced to sacrifice something. While it's generally not worth giving up Fake Out's utility or Ice Punch's coverage, it can be used over either (preferably Fake Out) if you want to dedicate Medicham solely to screwing over Stall teams. Definitely not a standard option but maybe something worth mentioning in OO.
    It's OO-worthy, but it is worth noting that it has to catch Mega Sableye on a switch before it Mega Evolves, as Foresight can be reflected by Magic Bounce. But in such a case, Sableye will also have Prankster still, so if it does get Foresighted on the Switch, it can still try to burn with Will-o-Wisp before it goes down. This is what makes it very, very niche.
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    Quote Originally Posted by KillerDraco View Post
    It's OO-worthy, but it is worth noting that it has to catch Mega Sableye on a switch before it Mega Evolves, as Foresight can be reflected by Magic Bounce. But in such a case, Sableye will also have Prankster still, so if it does get Foresighted on the Switch, it can still try to burn with Will-o-Wisp before it goes down. This is what makes it very, very niche.
    Oh, I honestly didn't know Foresight was reflected by Magic Bounce. That actually kind of kills it to be honest, since Mega Sableye is really the only common Ghost that doesn't mind taking a Zen Headbutt. I guess there's just nothing in Mega Medicham's entire movepool that will let it do anything to Mega Sableye.
    Last edited by Divine Retribution; 6th September 2016 at 4:51 AM.

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    Quote Originally Posted by KillerDraco View Post
    That would be called a check, not a hard counter. It's only a hard counter if it can switch into pretty much anything (that's viable, I mean) in their movepool and then either force them out, cripple them, or KO them. If something can revenge kill but not switch in, it's a check.
    My apologies

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