[OVERVIEW]
Medicham's good offensive typing in Fighting / Psychic and access to powerful moves in High Jump Kick and Zen Headbutt as well as good coverage with moves like Thunder Punch, Ice Punch, and Bullet Punch make it an excellent physical attacker. It can act as a revenge killer or even a wallbreaker with Choice Scarf or Life Orb. However, its awkward tier results in ties with Pokemon like Venusaur. It also is checked by a variety of Pokemon like Uxie and Spiritomb, and a lack of access to Knock Off makes Pokemon like Sigilyph relatively good checks. A lack of bulk makes it very hard for Medicham to switch into attacks, leaving it mainly reliant on being pivoted in. Finally, High Jump Kick is risky to use with Ghost-types on opposing the team because of recoil, so it cannot be spammed easily.
[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
High Jump Kick allows Medicham to break through a variety of walls and do plenty of damage on neutral hits. Zen Headbutt hits Poison-types that resist High Jump Kick like Venusaur and is safer to use when there is a Ghost-type present. Thunder Punch hits Pokemon like Sigilyph and Slowking that resist both of Medicham's STAB attacks as well as other bulky Pokemon like Jellicent. Trick allows you to cripple opposing bulky checks and counters as they switch in, such as Slowking, Spiritomb, Alomomola, and Sigilyph.
Set Details
========
A Choice Scarf allows Medicham to act as a revenge killer and outspeed a variety of Pokemon that would normally give it trouble. Pure Power is the best ability on Medicham, doubling its Attack stat. Jolly allows Medicham to tie with positive-natured base 80s like Venusaur. Maximum Attack and Speed EVs are used for maximum damage output and speed.
Usage Tips
========
Use High Jump Kick when opponents lack Ghost-types, as Medicham takes recoil from missing it; expanding on this, only use it when needed, as the consequences of missing are very unfortunate. Do not normally bring in Medicham on strong attackers, not even on a predicted resisted attack, due to its lack of bulk. Avoid paralysis and burns the most, as they cripple Medicham a lot. Watch out for Protect users like Registeel when using High Jump Kick. If an opponent has a Pokemon like Sigilyph or Slowbro, it is important to predict the right time to use Thunder Punch.
Team Options
========
Dark-type Pokemon such as Sneasel work well with Medicham, Pursuit trapping bulky Psychic-types that check it. Fairy-types like Diancie help with Spiritomb, as well as provide cleric support, as Medicham is vulnerable to status, and, in Diancie's case, check Fletchinder. Grass-types like Venusaur help remove threats like Protect Alomomola that can make using High Jump Kick risky. Pokemon like Registeel and Rhyperior can also check Fletchinder and set up Stealth Rock, which is beneficial for whittling down opposing Pokemon.
[SET]
name: Life Orb
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Bullet Punch
move 4: Thunder Punch
item: Life Orb
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
High Jump Kick is Medicham's main and most spammable move, hitting the hardest. Zen Headbutt hits Poison-types that resist High Jump Kick as well as Fighting-types super effectively. Bullet Punch acts as a priority attack due to Medicham's lack of Speed, targeting Pokemon like Mega Glalie, Sneasel, and Aerodactyl, as well as hitting Diancie 4x super effectively. It also targets weakened Choice Scarf users like opposing Medicham and Hitmonlee. Thunder Punch hits Pokemon like Sigilyph and Alomomola.
Set Details
========
Life Orb is used to enhance Medicham's power and be able to switch moves. A Jolly nature allows it to Speed tie base 80s like Venusaur. 252 Attack and Speed EVs are used to maximize offensive pressure. Pure Power is the obvious ability choice, doubling Medicham's Attack.
Usage Tips
========
Avoid spamming High Jump Kick with Ghost-types and Protect users on opposing teams. Do not switch Medicham in on even a neutral attack from an offensive Pokemon. Make sure that Medicham's attack will KO if it is up against a Pokemon that can inflict status. Use Bullet Punch on weaker Pokemon to finish them off and on faster foes like Sneasel and Aerodactyl. You can bluff a Choice Scarf set before Medicham attacks. However, you still have to predict well, as most Pokemon outspeed Medicham and can do a lot of damage to it; for example, use Thunder Punch on a Sigilyph switch-in.
Team Options
========
Pokemon that check Flying-types like Fletchinder are helpful, such as Diancie and Rhyperior. Faster Pokemon are good partners, as they can help deal with fast threats like Virizion and Flygon. Running a Heal Bell user or a Wish passer like Alomomola or Aromatisse can be helpful. A Fairy-type to check Spiritomb and a Dark-type to help against Ghost-type Pokemon like Jellicent and Cofagrigus is also beneficial.
[STRATEGY COMMENTS]
Other Options
=============
Ice Punch can be used to OHKO more defensive variants of Flygon that survive High Jump Kick. Fake Out can be used on the Life Orb set to do some chip damage; however, it usually isn't recommended. A Bulk Up set can be used; however, the two given options are usually better. Choice Band can be used over Life Orb to bluff Choice Scarf and do major damage.
Checks and Counters
===================
**Fletchinder**: Fletchinder's priority Acrobatics can OHKO Medicham, which usually has to switch out if this Pokemon is sent out.
**Spiritomb**: Spiritomb is immune to both of Medicham's STAB types and Pursuit traps it.
**Psychic-types**: Psychic-types resist both of Medicham's STAB moves and can usually inflict status or deal a good amount of damage; examples include Uxie and Sigilyph.
**Ghost-types and Protect Users**: Ghost-types and Protect users prevent Medicham from freely spamming High Jump Kick because of the threat of recoil and make Medicham more reliant on its teammates to finish them off.
Medicham's good offensive typing in Fighting / Psychic and access to powerful moves in High Jump Kick and Zen Headbutt as well as good coverage with moves like Thunder Punch, Ice Punch, and Bullet Punch make it an excellent physical attacker. It can act as a revenge killer or even a wallbreaker with Choice Scarf or Life Orb. However, its awkward tier results in ties with Pokemon like Venusaur. It also is checked by a variety of Pokemon like Uxie and Spiritomb, and a lack of access to Knock Off makes Pokemon like Sigilyph relatively good checks. A lack of bulk makes it very hard for Medicham to switch into attacks, leaving it mainly reliant on being pivoted in. Finally, High Jump Kick is risky to use with Ghost-types on opposing the team because of recoil, so it cannot be spammed easily.
[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Thunder Punch
move 4: Trick
item: Choice Scarf
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
High Jump Kick allows Medicham to break through a variety of walls and do plenty of damage on neutral hits. Zen Headbutt hits Poison-types that resist High Jump Kick like Venusaur and is safer to use when there is a Ghost-type present. Thunder Punch hits Pokemon like Sigilyph and Slowking that resist both of Medicham's STAB attacks as well as other bulky Pokemon like Jellicent. Trick allows you to cripple opposing bulky checks and counters as they switch in, such as Slowking, Spiritomb, Alomomola, and Sigilyph.
Set Details
========
A Choice Scarf allows Medicham to act as a revenge killer and outspeed a variety of Pokemon that would normally give it trouble. Pure Power is the best ability on Medicham, doubling its Attack stat. Jolly allows Medicham to tie with positive-natured base 80s like Venusaur. Maximum Attack and Speed EVs are used for maximum damage output and speed.
Usage Tips
========
Use High Jump Kick when opponents lack Ghost-types, as Medicham takes recoil from missing it; expanding on this, only use it when needed, as the consequences of missing are very unfortunate. Do not normally bring in Medicham on strong attackers, not even on a predicted resisted attack, due to its lack of bulk. Avoid paralysis and burns the most, as they cripple Medicham a lot. Watch out for Protect users like Registeel when using High Jump Kick. If an opponent has a Pokemon like Sigilyph or Slowbro, it is important to predict the right time to use Thunder Punch.
Team Options
========
Dark-type Pokemon such as Sneasel work well with Medicham, Pursuit trapping bulky Psychic-types that check it. Fairy-types like Diancie help with Spiritomb, as well as provide cleric support, as Medicham is vulnerable to status, and, in Diancie's case, check Fletchinder. Grass-types like Venusaur help remove threats like Protect Alomomola that can make using High Jump Kick risky. Pokemon like Registeel and Rhyperior can also check Fletchinder and set up Stealth Rock, which is beneficial for whittling down opposing Pokemon.
[SET]
name: Life Orb
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Bullet Punch
move 4: Thunder Punch
item: Life Orb
ability: Pure Power
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
High Jump Kick is Medicham's main and most spammable move, hitting the hardest. Zen Headbutt hits Poison-types that resist High Jump Kick as well as Fighting-types super effectively. Bullet Punch acts as a priority attack due to Medicham's lack of Speed, targeting Pokemon like Mega Glalie, Sneasel, and Aerodactyl, as well as hitting Diancie 4x super effectively. It also targets weakened Choice Scarf users like opposing Medicham and Hitmonlee. Thunder Punch hits Pokemon like Sigilyph and Alomomola.
Set Details
========
Life Orb is used to enhance Medicham's power and be able to switch moves. A Jolly nature allows it to Speed tie base 80s like Venusaur. 252 Attack and Speed EVs are used to maximize offensive pressure. Pure Power is the obvious ability choice, doubling Medicham's Attack.
Usage Tips
========
Avoid spamming High Jump Kick with Ghost-types and Protect users on opposing teams. Do not switch Medicham in on even a neutral attack from an offensive Pokemon. Make sure that Medicham's attack will KO if it is up against a Pokemon that can inflict status. Use Bullet Punch on weaker Pokemon to finish them off and on faster foes like Sneasel and Aerodactyl. You can bluff a Choice Scarf set before Medicham attacks. However, you still have to predict well, as most Pokemon outspeed Medicham and can do a lot of damage to it; for example, use Thunder Punch on a Sigilyph switch-in.
Team Options
========
Pokemon that check Flying-types like Fletchinder are helpful, such as Diancie and Rhyperior. Faster Pokemon are good partners, as they can help deal with fast threats like Virizion and Flygon. Running a Heal Bell user or a Wish passer like Alomomola or Aromatisse can be helpful. A Fairy-type to check Spiritomb and a Dark-type to help against Ghost-type Pokemon like Jellicent and Cofagrigus is also beneficial.
[STRATEGY COMMENTS]
Other Options
=============
Ice Punch can be used to OHKO more defensive variants of Flygon that survive High Jump Kick. Fake Out can be used on the Life Orb set to do some chip damage; however, it usually isn't recommended. A Bulk Up set can be used; however, the two given options are usually better. Choice Band can be used over Life Orb to bluff Choice Scarf and do major damage.
Checks and Counters
===================
**Fletchinder**: Fletchinder's priority Acrobatics can OHKO Medicham, which usually has to switch out if this Pokemon is sent out.
**Spiritomb**: Spiritomb is immune to both of Medicham's STAB types and Pursuit traps it.
**Psychic-types**: Psychic-types resist both of Medicham's STAB moves and can usually inflict status or deal a good amount of damage; examples include Uxie and Sigilyph.
**Ghost-types and Protect Users**: Ghost-types and Protect users prevent Medicham from freely spamming High Jump Kick because of the threat of recoil and make Medicham more reliant on its teammates to finish them off.
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