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Medicham

[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.
 
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- Trick should definitely have its own slot on the scarf set, the ability to cripple its switch-ins is invaluable. Set should look like this:

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch / Baton Pass
- Trick

From my experience, it is fine to drop thunder punch for baton pass given you can still generate massive amounts of momentum cause medicham forces a lot of switches so you can pivot into the respective responses for medicham switch-ins (slowking, spiritomb, alomomola, sigilyph, etc).

- With that being said, remove trick from other options and add its benefits on set comments (Moves).

- Could mention Rhyperior as well on team options since it checks flying types like fletchinder as well, despite hating the burn.

- Since you already mention bulk up in other options, you can mention the option of running bulk up + baton pass as well there.

- You should definitely mention more relevant bullet punch targets instead of just saying diancie since LO High Jump Kick does a ton to it. Mention Mega Glalie, Sneasel and Aerodactyl as great targets for bullet punch, also weakened scarfers like opposing scarf medicham and scarf hitmonlee.

Really nice overall. QC 1/3 Once implemented.
 
add remove comments
[OVERVIEW]

Medicham is a good Offensive typing in fighting and psychic. It has access to powerful moves in High Jump Kick, Zen Headbutt. Medicham has a good offensive typing in Fighting / Psychic, as well as access to powerful moves in High Jump Kick and Zen Headbutt. It also has good coverage with moves like Thunder Punch, Ice Punch, and Bullet Punch. However, it's its awkward Speed tier results in Speed tie ties with Pokemon like Venusaur. Furthermore, (AC) while it can an act as a revenge killer or even a wallbreaker with Choice Scarf or Life Orb, (AC) It it is checked by a variety of Pokemon like Uxie and Spiritomb. A lack of Knock Off make makes Pokemon like Sigilyph relatively good checks, (AC) and a lack of Bulk bulk makes it very hard to switch into attacks and thus unable to pivot in, mainly pivoted in. Finally, (AC) High Jump Kick is risky to use with Ghost-types on the opposing team because of the recoil Recoil, therefore so the move 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 acts as Medicham's bread and butter move, allowing it allows Medicham to break through a variety of walls and do deal plenty of damage on neutral hits. Zen Headbutt hits Poison-types that resist High Jump Kick, like Venusaur, and is easier to spam when there is a Ghost-type on the opposing team Poison types that resist HJK like Venusaur as well is safer to spam when there is a ghost type present. Thunder Punch hits Pokemon like Sigilyph and Slowking that resist Medicham's STAB moves both STABs, and as well as other Pokemon like Jellicent. Trick allows you Medicham to cripple bulky switch-ins, such as Slowking, Spiritomb, Alomomola, and Sigilyph opposing bulky counters and checks that will switch in (slowking, spiritomb, alomomola, sigilyph, etc). (pokemon that are [bulky] switch-ins to medicham are obviously checks/counters; make sure I have not changed content. I don't think I have tho)

Set Details
========

Choice Scarf allows Medicham to act as a revenge killer + and [outspeed a variety of Pokemon that would normally give it trouble] (this part is really cliché; does it actually outspeed anything notable? if so, mention it). Pure Power is the best ability on Medicham, doubling as it doubles (I see this as more of a reason) its Attack stat. Jolly allows Medicham to tie with base 80s like timid A Jolly nature allows Medicham to Speed tie with base 80 Speed Pokemon like Timid Venusaur. Max attack and speed is used for maximum Damage output and speed. Full Attack and Speed investment is used for maximum damage output and pace.

Usage Tips
========

Use high jump kick when opponents lack ghost types as it takes recoil from missing it, expanding on this Medicham should use High Jump Kick when the opponent lacks Ghost-types, as it takes recoil from missing it; only use it when needed, (AC) as missing is very unfortunate. Do not normally bring in medicham vs Medicham against strong attackers, even if it resists their attacks, (even if it is a resisted attack) due to lack of bulk. (I changed "it is a resisted attack" because "it" sounds like you're referring to the strong attacker, which is not an attack. And you say not to bring it against strong attackers, not their attacks) Avoid paralysis and burns the most, (AC) as it cripples medicham they cripple Medicham a lot. Watch out for Protect users like Registeel when using High Jump Kick, as Medicham will take recoil. If an opponent has a Pokemon like Sigilyph or Slowbro, (AC) it is important to predict the right time to Thunder Punch because they can cripple Medicham with a burn. (I'm totally guessing this part, but I think this is what you mean. Do NOT implement it if it's untrue - state why it's important to predict the right time)

Team Options
========

Dark type pokemon work well, such as sneasel, trapping bulky psychics that can handle this pokemon. Dark-type Pokemon, such as Sneasel, work well with Medicham because they can trap the bulky Psychic-types that can handle it. Fairy types like Diancie helps with Spiritomb, as well as heal bell as medicham suffers from status has Heal Bell to cleanse Medicham from status, and can check Fletchinder checking fletchinder (I removed "Fairy-types like" because not all Fairy-types help with Spiritomb, have Heal Bell, and can check Fletchinder. But if they do, then keep it). Rhyperior also helps check Fletchinder. grass types like venusaur help remove threats like alomomola with protect that can make clicking hjk annoying. Grass-types like Venusaur help remove threats like Protect Alomomola, which makes clicking High Jump Kick risky. (prefer "risky" > "annoying", but up to you) Pokemon like Registeel also help check Fletchinder and set up rocks Stealth Rock, (AC) which is beneficial in wittling 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 HJK High Jump Kick, as well as Fighting-types, super effectively SE. Bullet Punch acts as priority due to lack of speed acts as priority due to Medicham's lack of Speed and hits Pokemon like Mega Glalie, Sneasel, (AC) and Aerodactyl, as well as hitting Pokemon like Diancie with 4x effectiveness. This also targets weakened Choice Scarf users like opposing Medicham and Hitmonlee scarfers like opposing medicham and hitmonlee. Thunder Punch hits Pokemon like Sigilyph and Alomomola Mola.

Set Details
========

Life Orb is used to enhance power and be able to switch moves. Jolly nature allows you to speed tie base 80s like Venusaur. 252 Atk and Speed are used to maximize offensive pressure. Pure Power is the obvious ability choice allowing you to double your attack.

252 Attack and Speed EVs are used to maximize Medicham's offensive pressure. A Jolly nature allows it to Speed tie with base 80 Speed Pokemon like Venusaur. Life Orb is used to enhance power and be able to switch moves. Pure Power allows it to double its Attack.

(sorry for removing the whole section but I figured it would be easier to reorder the section like this and easier to implement. I just re-ordered the section so it speaks about the evs/nature first)

Usage Tips
========

Again, Avoid spamming hjk with ghost types and protect High Jump Kick with Ghost-types and Protect users on opposing teams. Do not bring Medicham in vs on a neutral attack from an offensive Pokemon pokemon. Make sure that your Medicham's attack will ko KO if you are it is against a pokemon Pokemon that make might inflict status. Use bullet punch on weaker pokemon Bullet Punch on weakened Pokemon to finish them off and faster Pokemon like Sneasel and Aerodactyl mons like sneasel and aero. You Medicham can bluff a Choice Scarf before it attacks; however, the choice scarf before you attack. you still have to predict well, (AC) as most Pokemon outspeed Medicham and can do deal a lot of damage to it. For example, Medicham can use Thunder Punch on Sigilyph as it switches in, but Sigilyph outspeeds it and can threaten it with Air Slash or Psyshock. dmg, ex: tpunch a sigi on switch in.

Team Options
========

Pokemon that check Flying-types like Fletchinder are helpful; examples include Diancie and Rhyperior flying types like fletchinder are helpful, ex: diancie, rhyperior. Faster Pokemon are good partners, (AC) as they can help deal with stuff threatening Pokemon faster than Medicham, like Virizion and Flygon virizion, flygon, (anything faster that can threaten this). Running a heal bell user Wish passer or a wish passer Heal Bell user, like Alomomola or Aromatisse, like alomomola or aromatisse can be helpful. Running a fairy type to check pokemon like spiritomb is beneficial. Fairy-types make for good partners, as they can check Pokemon like Spiritomb. Running a dark type Dark-type to help vs versus Pokemon like jellicent, cofag Jellicent and Cofagrigus is also very nice.

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

Ice Punch can be used to OHKO more defensive variants of Flygon. Fake Out can be used on the Life Orb set to do deal some dmg chip damage (is the flinch chance worth mentioning?); (SC) however, (AC) it usually isn't recommended. Bulk Up can be used, however but the prior two options are usually better. Choice band Band can be used over Life Orb to bluff Choice Scarf and deal more damage do much dmg.

Checks and Counters
===================
(for future reference, these should be full sentences)

**Fletchinder**: priority acrobatics can ohko medicham and medicham usually has to switch out if this pokemon is sent out Fletchinder's priority Acrobatics can OHKO Medicham, which usually has to switch out when Fletchinder is sent out.

**Spiritomb**: resists both stabs and pursuits traps medicham Spiritomb resists both of Medicham's STAB moves and can Pursuit trap it.

**Psychic-types**: resist both stabs and can usually inflict status or deal good amount of damage: ex: uxie, sigliyph Psychic-types, such as Uxie and Sigilyph, resist both of Medicham's STAB moves and can usually inflict status or deal a good amount of damage.

**Ghost-types and Protect users**: dont let you spam high jump kick because of recoil and make medicham more reliant on the team to finish those mons off Ghost-types and Protect users don't let Medicham spam High Jump Kick because of the recoil, and they make it more reliant on its team to finish them off.
amcheck - sorry for so much red, there was quite a lot that needed to be fixed, and it was easier for me to simply remove a full sentence and re-write it than remove every second word and add another one. make sure I haven't changed content in places I developed some stuff (p. sure i spoke to you on ps! about them anyway).
 
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doing this too

will have largely the same changes as sobi but not gonna work on top of his check this time since it's easier for me


kVLLx3K.gif


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Medicham's is a good offensive typing in Fighting / Psychic (RP) and It has access to powerful moves in High Jump Kick (RC) and Zen Headbutt. It also has as well as good coverage with moves like Thunder Punch, Ice Punch, and Bullet Punch make it an excellent physical attacker. (or w/e to round out the sentence) It can act as a revenge killer or even a wallbreaker with Choice Scarf or Life Orb. However, it's its awkward Speed tier results in speed tie ties with Pokemon like Venusaur. Furthermore it can an act as a revenge killer or even a wall breaker with Choice Scarf or Life Orb. It also is checked by a variety of Pokemon like Uxie and Spiritomb, (comma) and a lack of Knock Off make makes Pokemon like Sigilyph relatively good checks. A lack of bulk makes it very hard to switch into attacks, leaving it mainly reliant on being pivoted in. Finally, (AC) High Jump Kick is risky to use with Ghost-types (AH) on opposing the team because of recoil, therefore 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 acts as Medicham's bread and butter move, allowing it allows Medicham to break through a variety of walls and do plenty of damage on neutral hits. Zen Headbutt hits Poison-types (AH) that resist HJK High Jump Kick like Venusaur as well and is safer to spam when there is a Ghost-type (AH) present. Thunder Punch hits Pokemon like Sigilyph and Slowking that resist both STAB attacks (RC) and as well as other Pokemon like Jellicent. Trick allows you to cripple opposing bulky counters and checks that will as they switch in, (parenthesis to comma) such as Slowking, Spiritomb, Alomomola, and Sigilyph, etc).

Set Details
========

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 timid Venusaur. Maximum Attack and Speed is are used for maximum damage output and speed.

Usage Tips
========

Use High Jump Kick (only?) when opponents lack Ghost-types, (AH, AC) as it Medicham takes recoil from missing it; (SC) expanding on this, (AC) only use it when needed, (AC) as missing is very unfortunate. Do not normally bring in medicham vs on strong attackers, (AC) not even if it is on a resisted attack, (parentheses to commas) due to its lack of bulk. Avoid paralysis and burns the most, (AC) as it cripples 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, (AC; also should be Slowking I reckon) it is important to predict the right time to use Thunder Punch.

Team Options
========

Dark-type (AH) Pokemon such as Sneasel work well with Medicham, such as sneasel, Pursuit trapping bulky Psychic-types that can handle this pokemon it. Fairy-types (AH) like Diancie help with Spiritomb, as well as providing Heal Bell support, (AC) as Medicham suffers from is vulnerable to status, and, (AC) in Diancie's case, (don't add this if there are more examples, but it didnt really seem intrinsic to Fairy-types in general yea) checking Fletchinder. Rhyperior also helps check Fletchinder. Grass-types (AH) like Venusaur help remove threats like Protect Alomomola with protect that can make clicking hjk High Jump Kick annoying. Pokemon like Registeel also help check Fletchinder and set up rocks Stealth Rock, (AC) which is beneficial in 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 (AH) that resist High Jump Kick as well as Fighting-types (AH) SE super effectively. Bullet Punch acts as priority due to Medicham's lack of Speed, targeting Pokemon like Mega Glalie, Sneasel, (AC) and Aerodactyl, as well as hitting Pokemon like Diancie with 4x effectiveness 4x super effectively. This 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 you it to Speed tie base 80s like Venusaur. 252 Attackk and Speed EVs are used to maximize offensive pressure. Pure Power is the obvious ability choice, (AC) allowing you to double your doubling Medicham's Attack.

Usage Tips
========

Again, Avoid spamming hjk High Jump Kick with Ghost-types and Protect users on opposing teams. Do not bring Medicham in vs even on a neutral attack from an offensive Pokemon. Make sure that your Medicham's attack will ko KO if you are it is up against a Pokemon that make can inflict status. Use Bullet Punch on weaker Pokemon to finish them off and on faster mons foes like Sneasel and Aerodactyl. You can bluff the Choice Scarf before you attack Medicham attacks. However, (AC) you still have to predict well, (AC) as most Pokemon outspeed Medicham and can do a lot of dmg damage to it; (SC) ex: for example, use Thunder Punch on a sigi on Sigilyph switch-in. (AH)

Team Options
========

Pokemon that check Flying-types (AH) like Fletchinder are helpful, ex: such as Diancie (RC) and Rhyperior. Faster Pokemon are good partners, (AC) as they can help deal with stuff threats like Virizion, Flygon, (anything faster that can threaten this). (insert the additional examples that you were going to pls) Running a Heal Bell user or a Wish passer like Alomomola or Aromatisse can be helpful. Running A Fairy-type (AH) to check Pokemon like Spiritomb is beneficial. Running and a Dark-type (AH) to help vs against Pokemon like Jellicent and Cofagrigus is also very nice beneficial.

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

Ice Punch can be used to OHKO more defensive variants of Flygon. Fake Out can be used on the Life Orb set to do some dmg chip damage; however, (AC) it usually isnt isn't recommended. A Bulk Up set can be used; (SC) however, (AC) the prior given (assuming you're referring to the sets) two options are usually better. Choice Band can be used over Life Orb to bluff Choice Scarf and do much dmg damage.

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

**Fletchinder**: Fletchinder's priority Acrobatics can OHKO Medicham, (AC) and medicham which usually has to switch out if this Pokemon is sent out. (AP)

**Spiritomb**: Spiritomb resists is immune to both of Medicham's STAB types and Pursuit traps medicham it.

**Psychic-types**: Psychic-types resist both stabs of Medicham's STAB moves and can usually inflict status or deal a good amount of damage; (SC) examples include Uxie (RC) and sigliyph Sigilyph,

**Ghost-types and Protect Users**: Ghost-types and Protect users dont let you spam prevent Medicham from freely spamming High Jump Kick because of the threat of recoil and make medicham it more reliant on the team to finish those mons off them off.
 
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remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
gWQRZHc.gif

[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
spam 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 and checks as they switch in, such as Slowking, Spiritomb, Alomomola, and Sigilyph. (Undo strikethrough on the period)

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 is 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
can handle check it. Fairy-types (RC) like Diancie help with Spiritomb, as well as providing Heal Bell provide cleric support, as Medicham is vulnerable to status, and, in Diancie's case, checking Fletchinder. Rhyperior also helps check Fletchinder. Grass-types like Venusaur help remove threats like Protect Alomomola that can make clicking using High Jump Kick annoying. risky. Pokemon like Registeel and Rhyperior can also help check Fletchinder and set up Stealth Rock, which is beneficial for whittling down opposing Pokemon. (restructuring for flow)

[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 Pokemon like Diancie 4x super effectively. (If Bullet Punch hits something aside from Diancie 4x super effectively, leave "Pokemon like" there.) 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
k 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
bring switch Medicham in even 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 (RC) and Flygon. Running a Heal Bell user or a Wish passer like Alomomola or Aromatisse can be helpful. A Fairy-type to check Pokemon like 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 given two given options are usually better. Choice Band can be used over Life Orb to bluff Choice Scarf and do much major damage.

Checks and Counters
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**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. (period)

**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
it Medicham more reliant on the team its teammates to finish them off.
 
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