Reporting in a new entry for the leaderboard: 96 wins in Super Doubles with Mega-Medicham! (Proof below)
I decided recently that I missed mega-pokemon and battle facilties so I decided to see if I could get 50 wins with each mega. I wanted to start out with some I didn't see on the leaderboard, and after piloting Mega-Beedrill to 55 wins, I moved on to Mega-Medicham and much to my surprise got my deepest run ever, capping out at 96 wins and a loss to an unfortunate flinch. I'm still delighted, and think if I wanted to try it again the team could probably break triple figures.
THE TEAM:
Medicham-Mega @ Medichamite
Ability: Pure Power
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Bullet Punch
- Facade
- Protect
This is a super strange moveset on paper, but it turned out to be really sound in practice. Looking at Medicham's stats, it's too frail to bother investing EVs anywhere else, and since it's not in a blisteringly fast speed-tier, I decided that the best way to use Medicham was with Tailwind support. The TW boost meant that Adamant would be a better nature than Jolly because the extra power was preferrable to the extra speed points.
HJK is Mega-Medicham's best offensive attack, but at 90% accuracy I knew runs would be straight up lost because of it, so it was never an option. Drain Punch and Force Palm are Medicham's best 100% accurate fighting attacks, and of the two I felt Drain Punch worked better despite having lower Base Power. Since Medicham hits like a train, healing back 50% of the damage dealt was almost like a free recover every turn, and kept it around a lot longer than its paper-thin defenses would suggest. If Medicham didn't die in one hit, it was usually strong enough to take out one or two of the opposing pokemon by itself, which was amazing. A neutral hit from this thing takes about 80% off most opponents, so consistent neutral-damage was a lot more attractive than more powerful risky attacks.
Bullet Punch was for priority only, and it was sometimes useful for tearing chunks out of Fairy types like Togekiss who would otherwise completely ruin Medicham's day. With Tailwind support, Iron Head may have been just as good or better, but the ability to chip opponents with priority was too useful to leave off the team.
So, why Facade in the last moveslot? Honestly, I went back and forth on this a lot. I used Fake out for a while, but I found that usually when the opponent had something with Fake Out, it outsped Medicham anyway. What's more, when I was up against Fighting-resists, like Psychic types, I desperately needed a way to hit them for damage, which Fake Out couldn't do after turn one. Facade simply provided the best neutral coverage, but also helped recover from any unfortunate Static or Flame Body activations so that Medicham wasn't complete dead weight. Ice Punch would be a reasonable alternative, but honestly, if Medicham learned any Dark move that wasn't Fling, I'd have used that instead.
The Psychic coverage and power offered by Psycho-cut might have been useful to have, but honestly, it never came up.
Aerodactyl @ Focus Sash
Ability: Unnerve
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sky Drop
- Rock Slide
- Tailwind
- Wide Guard
This thing was probably the reason the team was able to make such a deep run. I realized in a few test games that Medicham could out-power anything in singles with enough speed control, but in doubles it was overwhelmed by simply having to face down two pokemon at once. A fake-out partner helped sometimes, but only on turn one. Sky-Drop solved a ton of problems at once, and Medicham had astonishing synergy with it, because it turns out most pokemon too heavy to be lifted by Sky Drop are both weak to Fighting and slower than Medicham. By being able to cycle between sky drop and protect, Medicham didn't have to take any hits it didn't want to, and Bullet punch helped chip down pokemon even more, to the point that sometimes you'd hit an oposing pokemon 3 times before it got a move off. It was amazing, and honestly this move alone could carry a lot of teams into high win streaks.
I decided early that Tailwind was essential for Medicham support, and Aerodactyls' speed and Sash just about always ensured it went off. Rock Slide provided great spread damage, and was surprisingly powerful thanks to Aerodactyl's STAB and full ATK investment. Wide Guard was probably the most-cuttable move, there were definitely times I wished I had Aerial Ace or Protect over it, but there are some opponents who are completely locked out of the game by Wide Guard spam, and Medicham given free turns will tear apart just about everything.
Unnerve was a surprisingly awesome bonus ability too, preventing Chople and Babiri Berry activations which would have prevented some KOs from Medicham. I'm not sure really how often it came up, but I appreciated the passive damage boost all the same.
Aerodactyl might be one of the best supporting tailwind setters I've ever used, and I'd highly recommend it.
Hydreigon @ Life Orb
Ability: Levitate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Earth Power
- Protect
I love this thing and I'm glad it was able to take the team so far. The front two had some awesome synergy, but also significant weaknesses, especially with Medicham's complete inability to touch Psychic/Ghost types. Enter Hydreigon, an almost-total counter to every Ghost in the game, and a threat to every Psychic Type not named Mega-Gallade (which is weak to Sky-drop btw). Backed up by Aerodactyl's Tailwind and the power of a Life Orb, this thing was a menace, and the ability to switch in on Psychic attacks aimed at Medicham was stellar. I wondered sometimes if there were better Dark-Types to run in this spot, but Hydreigon's natural bulk and fantastic coverage were just too good to pass up.
It always felt bad to click Draco Meteor and risk the miss, but the rest of the moveset was non-negotiable. The power and consistency of Dark Pulse was 9 times out of 10 all that was needed, but Earth Power was a really good way to hit Dark Resists and Mawile for decent damage. I ran flamethrower for a few tests but once I settled on the final pokemon of the team I found that Earth Power did everything Flamethrower did while also providing some extra type-coverage for the team.
Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 228 HP / 4 Def / 156 SpA / 12 SpD / 108 Spe
Modest Nature
- Burn Up (Inferno Overdrive)
- Snarl
- Protect
- Helping Hand
This Arcanine set was blatantly stolen from
Josh C.'s set at the top of the leaderboard, and it's amazing. I found the team was heavily threatened by Mega-Mawile, and though I tried an Incineroar in a few test runs I found that a special attacker was more valuable than Fake-Out (especially since Incineroar shares a Fighting weakness with Hydreigon). I decided to give this Arcanine moveset a try since I had no Z-move user on the team, and it's rapidly become my favourite Fire-Type for the battle tree. I'm not going to pretend I know what the EVs do, but it's bulky enough to survive a lot of moves thrown at Medicham/ Aerodactyl, and Intimidate/ Helping Hand Support was fantastic with these hyper offensive partners. The Z-Move followed by Burn Up was more than enough to clean up anything dented by the rest of the team.
The team is incredibly fun, and though it looks terrible on paper there was surprisingly solid synergy between the different team members. Despite being a hyper-offense team I found that playing safe payed off much better than being aggressive. Timing Protects and switches around Sky Drop turns was critical tot he Team's success.
THE LOSS: An unfortunate flinch stopped Medicham in its tracks. I forget the trainer, but it was a veteran with an all legendary team. I had taken out their first two pokemon thanks to them leading Suicune3, which was completely locked out of the game by Wide Guard Aerodactyl. I forget what the first two pokemon were, but they were thoroughly demolished by Medicham under Tailwind. I was on the last turn of Tailwind, and Aero's sash was broken. Suicune couldn't attack as long as I used Wide Guard, but it had already set up 2 calm minds, and I realised that nothing on the team could break a boosted Suicune except Medicham. The final pokemon came in, and it was Latias, which I knew Medicham couldn't kill in one hit, and would certainly kill Aerodactyl to stop the wide-guard spam. I didn't know the moveset, but ran some calcs, and knew Medicham would outspeed Suicune even without Tailwind and survive any attack from Latias 3 or 4 (those were the only Latias this trainer could have).
Since Aerodactyl was going down either way, I decided to stop using wide-guard spam and use protect/rock-slide instead so that Aero would go down and let me bring in Arcanine safely. Rock-slide connected on both opponents, Latias flinched, Suicune used Surf, Aero went down, Tailwind ended. I still had no idea which Lati it was, but felt safe enough attacking into Suicune with Medicham to let Hydreigon finish off Lati. Arcanine used Helping Hand to power up a Drain Punch, but Latias used Zen Headbutt on Medicham, and it flinched :(
Suicune used Surf and took out both my pokemon, leaving Hydreigon to pick up the pieces. Hydreigon took out Latias with one dark pulse, then dodged a blizzard from Suicune. I got off one Dark Pulse on Suicune before Hydreigon went down, and combined with the rock-slide damage above, Suicune was sitting at 50% remaining health. The damage calc on the Helping-Hand boosted Drain Punch from Mega-Medicham into Suicune 3? 55-65%. Painful, but that's how it goes.
THREATS:
Hariyama is too heavy to be picked up by Sky Drop, and can have Thick Fat to take essentially nothing from Arcanine's attacks, while also threatening SE damage on Hydreigon. It's crazy, but this thing threatened the team more than every other fighting-type, and demanded Medicham's full attention to take out early.
Talonflame's Gale-Wings completely invalidates Aerodactyl's Tailwind and will take out Medicham for free. Talonflame forces you to protect and hope rock-slide connects. If you miss or the opponent threatens Aerodactyl too much to risk a rock-slide, you may just be playing without Medicham that game, and that sucks.
I faced a Hariyama/Talonflame lead more than once, so that's... worth mentioning.
Intimidate was annoying, but Medicham simply cannot be stopped, and even at -1 will chunk a lot of opponents for 60-70%. Gyarados was the scariest intimidator, but between rock-slide and facade/drain punch (if it choses to mega), it would usually go down pretty quick. Mega-Salamence was also really scary, but Tailwind, a weakness to Rock Slide and a lurking Hydreigon meant it was usually went down without much trouble. These two did make me think Thunder/Ice Punch would be nice on Medicham tho...
Is stall a threat? Possibly. Weirdly I kept expecting to die a slow and weird death to a Double-Team Registeel or Stockpile Toxapex or something like that, but it turns out Sky-Drop Aero disrupted these things enough for Medicham to do an unbelievably good job as a wall-breaker. I'm sure if anyone else tries out this team they may have stranger encounters than I did, but it's weird how a hyper-offensive team like this was able to breeze through stall so consistently.
A note on Trick Room: The threat of Trick Room is probably incredibly obvious to anyone looking at the team, but surprisingly, between Sky Drop and Hydreigon being a huge threat to almost every TR setter, I found it was only an issue if the opponent brought in two TR-setters at once (and in those cases Medicham + Aerodactyl could usually knock out one setter before Trick Room went up). Between Protect, Sky Drop, and the bulk of the back row, Trick Room was surprisingly easy to either stall out or break entirely. I Know, I was surprised too.
This was a super fun run. I'm going to try Mega Altaria next and I doubt it will do so well, but I hope I can break the triple digits one day. Medicham really over-performed, and I'd recomend giving it a try.