Mega Medicham used to be a fairly large threat in the XY OU Meta Game, having a decent Speed stat, and basically base 200 Attack thanks to it's ability Pure Power. Combine that with a diverse movepool, and you have a decent threat with the right support.
However, when ORAS came around, MegaCham gained a lot of competition in Mega Gallade, and was seemingly outclassed by Mega Loppuny, which has a far higher Speed Stat, and STAB Fake Out, which most MegaCham's run, and this being outclassed in that regard.
However, I personally really like MegaCham, and I do believe it can still be a very large threat given the right support. This team has tested fairly well, and I'd like to not only share it with everyone, but get a chance to get some input on what I can maybe to do make the team even better.
Team Building Process
Ok, so Mega Medicham. It has a great typing giving it access to some unique dual STAB. Not a lot can take on such a powerful STAB combo, making Medicham the main Sweeper of the team.
One of the biggest problems holding MegaCham back is its Speed. While base 100 isn't bad, with threats like Mega Loppunny running around, some speed control is needed. Galvantula not only provides Sticky Web support (the best user of the move in my opinion), but combine Focus Sash with some powerful STAB moves, Galvantula can actually be a pretty surprising threat if taken lightly.
Sticky Web on the field is a calling card for any Rapid Spinner or Defogger to come in a do their thing. While Rapid Spin can't really be stopped unless you have a Ghost type, common Defog users such as the Lati Twins and Mew are prime bait to have Bisharp come in and get a boost, while Pursuit trapping said Defoggers.
One of the biggest threats to any Fighting type is the Bravest of Birds, Talonflame. Despite Medicham resisting Fighting STAB, I didn't want to add a second Fighting weakness in Tyranitar as a Talonflame check, so I decided to go with Tankchomp instead, also providing Rock Support.
Next, I needed a scarfer. Rotom-Wash fits this bill nicely with some nice Dual STAB, as well as also checking Talonflame.
Last but not least, a specially defensive Spinner was needed to keep Hazards from my side of the field. Starmie can take many special hits fairly well, provide burns with Scald, and thanks to Starmie's wide movepool, can use either Ice Beam or Thunderbolt. Though with Rotom and Galvantula providing Electric STAB, Ice Beam has been chosen, allowing Starmie to threaten out None-scarfed Lando-T and Gliscor.
In-Depth Look
Asura (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
As stated above, MegaCham is an incredible threat when given the right support. This set allows Medicham to become a very powerful Physical Sweeper. Max Attack and Speed EVs are needed, especially with a Jolly nature for outspeeding certain threats without Sticky Web being up. Fake Out allows Medicham to Mega Evolve and deal a surprisingly high amount of damage while getting its speed up to Mega levels. High Jump Kick is the most powerful STAB option available to MegaCham, hitting a lot of neutral Pokemon incredibly hard. Zen Headbutt hits opposing Psychic types, and types that are resisted to Fighting. Finally, Ice Punch provides some nice coverage, hitting Ground and Flying types (Mostly Gliscor and Landorus-T). With all of these factors, it is easy to see why Medicham can be such a huge threat.
Spyder (Galvantula) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Energy Ball
Galvantula provides the team with much needed Sticky Web support. Focus Sash almost completely makes sure that it will be able to set up Sticky Web. Thanks to its decent Speed, Galvantula can also put a dent in someone's team thanks to dual Electric/Bug STAB. Thunder is actually viable on Galvantula thanks to it ability, Compound Eyes. Bug Buzz is a secondary STAB that hits Psychic types hard. Finally, Energy Ball allows Galvantula to hit Ground types, and any Mega Swamperts that may pop on on Rain Teams.
Shogun (Bisharp) (M) @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Despite not seeing much play, Assault Vest Bisharp fits very well on this team. Bisharp can easily switch in on those that would try to Defog away Sticky Web. Assault Vest also allows Bisharp to completely wall Latios and Latias, resisting their Dragon STAB and being immune to their Psychic STAB, and able to Pursuit Trap them. Knock off is the main STAB move in use, dealing decent damage, and knocking off most items off of the target. Sucker Punch helps Bisharp mitigate its lackluster speed. Iron Head hits Fairy types that can threaten Medicham, while hitting Rock types decently hard.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Talonflame posses a large threat to this team. In order to check/counter Talonflame, I was originally was going to put Tyranitar onto the team. However, not wanting to double my Fighting weaknesses, I decided to go with Tankchomp, which can deal serious damage to Talonflame without even attacking thanks to the Rough Skin/Rocky Helmet combo, and any recoil from both of T-Flames most common STAB attacks.
Stealth Rock provides another nice layer of Hazards, seriously harming Talonflame, and regular/MegaZard Y upon switching in. EQ Provides powerful STAB, while Dragon Tail allows for very useful phasing capabilities. Finally, Fire Blast is not only surprising, but allows Garchomp to hit switch ins like Ferrothorn and Forretress, 2HKOing the former, and OHKOing the latter after Stealth Rock damage.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Thunderbolt
- Trick
While it can also check Talonflame, this Rotom is the Scarfer of the team. With some great dual STAB, Rotom can be an effective Volt-Switcher. Hydro Pump, while mandatory on Rotom-Wash, it is a powerful STAB move that hits very hard. Thunderbolt is for pure Electric STAB power, hitting many water and flying threats hard. Finally, Trick can be used to mess up Set-up Sweepers and defensive mons, giving Rotom some useful utility.
Starmie @ Leftovers
Ability: Analytic
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Rapid Spin
- Psyshock
- Scald
- Ice Beam
Starmie provides the team with a needed Spinner. With proper investments, Starmie is actually fairly bulky on the special side. Psyshock is a fairly good STAB option, hitting Special Walls on the Physical Side. Scald, however, is the best STAB option as it can burn physical threats that switch in, or are slower than, Starmie. Finally, Ice Beam is a great option as it can hit huge threats like Landorus, and Gliscor. It does also hit other threats like opposing TankChomps, and other Ground types.
However, when ORAS came around, MegaCham gained a lot of competition in Mega Gallade, and was seemingly outclassed by Mega Loppuny, which has a far higher Speed Stat, and STAB Fake Out, which most MegaCham's run, and this being outclassed in that regard.
However, I personally really like MegaCham, and I do believe it can still be a very large threat given the right support. This team has tested fairly well, and I'd like to not only share it with everyone, but get a chance to get some input on what I can maybe to do make the team even better.
Team Building Process

Ok, so Mega Medicham. It has a great typing giving it access to some unique dual STAB. Not a lot can take on such a powerful STAB combo, making Medicham the main Sweeper of the team.


One of the biggest problems holding MegaCham back is its Speed. While base 100 isn't bad, with threats like Mega Loppunny running around, some speed control is needed. Galvantula not only provides Sticky Web support (the best user of the move in my opinion), but combine Focus Sash with some powerful STAB moves, Galvantula can actually be a pretty surprising threat if taken lightly.



Sticky Web on the field is a calling card for any Rapid Spinner or Defogger to come in a do their thing. While Rapid Spin can't really be stopped unless you have a Ghost type, common Defog users such as the Lati Twins and Mew are prime bait to have Bisharp come in and get a boost, while Pursuit trapping said Defoggers.




One of the biggest threats to any Fighting type is the Bravest of Birds, Talonflame. Despite Medicham resisting Fighting STAB, I didn't want to add a second Fighting weakness in Tyranitar as a Talonflame check, so I decided to go with Tankchomp instead, also providing Rock Support.





Next, I needed a scarfer. Rotom-Wash fits this bill nicely with some nice Dual STAB, as well as also checking Talonflame.






Last but not least, a specially defensive Spinner was needed to keep Hazards from my side of the field. Starmie can take many special hits fairly well, provide burns with Scald, and thanks to Starmie's wide movepool, can use either Ice Beam or Thunderbolt. Though with Rotom and Galvantula providing Electric STAB, Ice Beam has been chosen, allowing Starmie to threaten out None-scarfed Lando-T and Gliscor.
In-Depth Look

Asura (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
As stated above, MegaCham is an incredible threat when given the right support. This set allows Medicham to become a very powerful Physical Sweeper. Max Attack and Speed EVs are needed, especially with a Jolly nature for outspeeding certain threats without Sticky Web being up. Fake Out allows Medicham to Mega Evolve and deal a surprisingly high amount of damage while getting its speed up to Mega levels. High Jump Kick is the most powerful STAB option available to MegaCham, hitting a lot of neutral Pokemon incredibly hard. Zen Headbutt hits opposing Psychic types, and types that are resisted to Fighting. Finally, Ice Punch provides some nice coverage, hitting Ground and Flying types (Mostly Gliscor and Landorus-T). With all of these factors, it is easy to see why Medicham can be such a huge threat.

Spyder (Galvantula) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Energy Ball
Galvantula provides the team with much needed Sticky Web support. Focus Sash almost completely makes sure that it will be able to set up Sticky Web. Thanks to its decent Speed, Galvantula can also put a dent in someone's team thanks to dual Electric/Bug STAB. Thunder is actually viable on Galvantula thanks to it ability, Compound Eyes. Bug Buzz is a secondary STAB that hits Psychic types hard. Finally, Energy Ball allows Galvantula to hit Ground types, and any Mega Swamperts that may pop on on Rain Teams.

Shogun (Bisharp) (M) @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Despite not seeing much play, Assault Vest Bisharp fits very well on this team. Bisharp can easily switch in on those that would try to Defog away Sticky Web. Assault Vest also allows Bisharp to completely wall Latios and Latias, resisting their Dragon STAB and being immune to their Psychic STAB, and able to Pursuit Trap them. Knock off is the main STAB move in use, dealing decent damage, and knocking off most items off of the target. Sucker Punch helps Bisharp mitigate its lackluster speed. Iron Head hits Fairy types that can threaten Medicham, while hitting Rock types decently hard.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Talonflame posses a large threat to this team. In order to check/counter Talonflame, I was originally was going to put Tyranitar onto the team. However, not wanting to double my Fighting weaknesses, I decided to go with Tankchomp, which can deal serious damage to Talonflame without even attacking thanks to the Rough Skin/Rocky Helmet combo, and any recoil from both of T-Flames most common STAB attacks.
Stealth Rock provides another nice layer of Hazards, seriously harming Talonflame, and regular/MegaZard Y upon switching in. EQ Provides powerful STAB, while Dragon Tail allows for very useful phasing capabilities. Finally, Fire Blast is not only surprising, but allows Garchomp to hit switch ins like Ferrothorn and Forretress, 2HKOing the former, and OHKOing the latter after Stealth Rock damage.

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Thunderbolt
- Trick
While it can also check Talonflame, this Rotom is the Scarfer of the team. With some great dual STAB, Rotom can be an effective Volt-Switcher. Hydro Pump, while mandatory on Rotom-Wash, it is a powerful STAB move that hits very hard. Thunderbolt is for pure Electric STAB power, hitting many water and flying threats hard. Finally, Trick can be used to mess up Set-up Sweepers and defensive mons, giving Rotom some useful utility.

Starmie @ Leftovers
Ability: Analytic
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Rapid Spin
- Psyshock
- Scald
- Ice Beam
Starmie provides the team with a needed Spinner. With proper investments, Starmie is actually fairly bulky on the special side. Psyshock is a fairly good STAB option, hitting Special Walls on the Physical Side. Scald, however, is the best STAB option as it can burn physical threats that switch in, or are slower than, Starmie. Finally, Ice Beam is a great option as it can hit huge threats like Landorus, and Gliscor. It does also hit other threats like opposing TankChomps, and other Ground types.