Medicham (Full Revamp) +

Turns out Trick wasn't exactly great; so Set Comments and Other Options.

www.smogon.com/dp/pokemon/medicham/

[SET]
name: Choice
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: Ice Punch
move 4: ThunderPunch
item: Choice Scarf / Choice Band
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
<p>Medicham's incredible offensive power makes it a brilliant candidate to use Choice Scarf, boosting its mediocre Speed to a higher level. This means Medicham can outspeed many threats and OHKO them before they can do anything back, hopefully avoiding being hit, because of Medicham's lacklustre defenses. Medicham can also cause huge destruction through Choice Band, which will 2HKO many of OU's common walls.</p>

<p>Hi Jump Kick is a very powerful STAB move that can sweep any opposing team unprepared. However, due to it only having 90% accuracy, Brick Break is completely viable for the better accuracy. Hi Jump Kick will also harm Medicham if it misses, or if the opponent brings in a Ghost-type Pokémon. This means Medicham loses a turn damaging the opponent, and hurting itself, which may prove fatal. However, the 25% power drop is still rather hefty. Note with Choice Band attached, Medicham will do a minimum of 55% to any 252 HP / 252 Def Skarmory, a guaranteed 2HKO.</p>

<p>Psycho Cut is a second STAB move that deals huge damage to many Ghost-types. Any Gengar not holding a Choice Scarf is easily outsped and OHKOed by Psycho Cut, and it also 2HKOs the most defensive Dusknoir. Zen Headbutt may be used for the extra power, but Medicham often needs an accurate STAB move paired with High Jump Kick. Zen Headbutt's flinch chance can also come in handy with Choice Scarf.</p>

<p>Ice Punch and ThunderPunch give the set excellent coverage with your choice of Fighting-type move, hitting everything in OU for at least neutral damage, bar Shedinja who escapes damage through Wonder Guard. Ice Punch helps deal with Salamence, Dragonite, and Gliscor, while ThunderPunch will OHKO offensive Gyarados after an Intimidate 87% of the time, provided you are using Choice Scarf, which becomes a definitive OHKO if Gyarados loses health to Stealth Rock damage. Using ThunderPunch also means you can hit threats such as Skarmory just as hard, without having to worry about damaging yourself if Hi Jump Kick misses. Trick can be used to help disable Pokémon coming in to stop Medicham, such as Cresselia. However, Medicham really excels because of the coverage given by the four attacking moves.</p>

<p>Jolly should be used with Choice Scarf as it allows Medicham to reach 426 Speed, although it drops Medicham's Attack from 480 to 438. However, it means Medicham can outspeed many more threats such as Timid Choice Scarf Heatran. This means Medicham can threaten Pokémon it would previously be unable to, greatly improving its capabilities to sweep unsuspecting opponents. Adamant is generally more useful with Choice Band, as it means Medicham's Attack is 720 compared to 657 when used with Jolly, a noticeable difference.</p>

<h3>Damage Calculations (Choice Band)</h3>

<pre>
Hi Jump Kick vs. max HP / Def Bronzong: 63.02% - 74.56%
Hi Jump Kick vs. 240 HP / 76 Def Jirachi: 69.08% - 81.55%
Psycho Cut vs. max HP / Def Dusknoir: 91.84% - 108.16% (46.15% chance to OHKO)
ThunderPunch vs. max HP / Def Skarmory: 56.29% - 66.47%
ThunderPunch vs. max HP / Def Suicune: 52.97% - 62.87% (99.41% chance to 2HKO with Leftovers)
ThunderPunch vs. 156 HP / 100 Def Gyarados after Intimidate: 128.65% - 151.35%
Ice Punch vs. max HP / Def Hippowdon: 50.48% - 59.52% (80% chance to 2HKO with Leftovers)
Ice Punch vs. max HP / Def Celebi: 58.91% - 69.31%
Ice Punch vs. max HP / 228 Def Tangrowth: 50.99% - 60.4% (87.51% chance to 2HKO with Leftovers)
</pre>

[SET]
name: Reversaler
move 1: Endure / Substitute
move 2: Ice Punch / ThunderPunch
move 3: Reversal
move 4: Psycho Cut
item: Salac Berry
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
<p>One can never deny the great power behind a fully powered STAB Reversal from an Attack stat of 438, although one can question the reliability of this set which is so easily troubled.</p>

<p>The concept of the set is simple; get the most powerful Reversal possible, hopefully opening up a sweep. To effectively maximize the power and potential behind a Reversal sweep, the user must reduce Medicham's health to 1%, not only raising Reversal's base power to a massive 200, but also activating Salac Berry, giving Medicham 426 Speed.</p>

<p>Endure is the preferred choice to reach the point of maximization, as it means Medicham is less susceptible to Stealth Rock and Spikes, which would often ruin Substitute's chances of allowing a set up. Endure also means you can set up against a potential threat whose Speed lies between 284 and 426 (whereas Substitute cannot), so you can outspeed the threat, and hopefully KO, after the Salac boost. However, Substitute means that Medicham can avoid status, and can also be used as insurance against opponents that are setting up, meaning the user can act depending on the opponent's moves.</p>

<p>Jolly is used on this set because Medicham needs as much Speed as possible to pull this set off. It allows Medicham to outspeed various threats that would easily OHKO Medicham, and ruin a possible sweep.</p>

<p>However, Medicham is faced with many problems when using this set. Sandstream and Hail will immediately threaten this set, due to the 6.25% damage at the end of every turn. This means the turn that Reversal damage is maximized, Medicham will be KOed, thus defeating the whole concept. Priority moves will also ruin the set, nullifying the Speed boost and KOing any low HP Medicham.</p>

[Other Options]
<p>Focus Punch will severely dent any Pokémon that does not resist it or is immune to it, making it a valid choice. Trick can work well with Medicham's item of choice, meaning it can cripple Cresselia who otherwise causes serious problems for Medicham. Rock Slide can be used over ThunderPunch, still hitting many Flying-types for super effective damage, and doesn't accidently give Electivire a Motor Drive boost. Its flinch chance can also come in handy, especially with Choice Scarf. However, the coverage lost by ThunderPunch is generally a little too much for Medicham, losing power on threats such as Gyarados. Fire Punch is a good option to hit Forretress especially hard, as well as other Steel-types. Bulk Up can be used to increase Medicham's already incredible Attack stat, but because of Medicham's fragility it will often struggle to pull it off.</p>

[EVs]
<p>Maximize Attack and Speed. For the Reversal set, you should put the 4 EVs into Defense, but otherwise into HP. Medicham's poor defenses means that it will not benefit as much from a defensive EV spread.</p>

[Opinion]
<p>Medicham's incredible Attack stat is high enough to scare any team. "Glass cannon" is a phrase which sums up Medicham nicely; a huge Attack stat with very poor defenses. Because of this, Medicham may be hard to get onto the field, due to it being threatened by many attacks, but once in can cause quite a bit of havoc.</p>

[Counters]
<p>Cresselia is an excellent counter to Medicham with its large base HP and defenses, as well as resistance to Medicham's STAB attacks. Coupled with the fact that Medicham lacks any sort of super-effective attack on it at all makes Cresselia arguably the best counter. Furthermore, it can disable Medicham with Thunder Wave, and reduce the damage done by it by setting up a Reflect.</p>

<p>Dusknoir, with enough EVs in Defense, can block Medicham's attacks outside of Psycho Cut and hit hard with Shadow Punch or Shadow Sneak. It can also remove Medicham as a threat by burning it with Will-O-Wisp. By extension, Spiritomb can also counter Medicham, with a further immunity to Psycho Cut due to its part Dark typing.</p>

<p>Celebi can sponge a Medicham locked into any attack not named Ice Punch, and on top of this, set up Reflect so Medicham poses a lesser threat to its team members.</p>

<p>Choice Band Tyranitar is threatening to any Medicham not locked into its STAB Fighting-type move, with Tyranitar not being 2HKOed by either ThunderPunch or Ice Punch, so it can OHKO with a STAB Pursuit as Medicham flees.</p>
 
Again, I don't think that Trick should be the name of the set or the first option:

[SET]
name: Choice Band
move 1: Hi Jump Kick
move 2: Ice Punch/Thunderpunch
move 3: Psycho Cut
move 4: Trick
item: Choice Band
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

<---Isn't this the proper format?
 
The Trick set will probably utilize both Choice Scarf / Choice Band, which makes it a bit too slashy to be the "main" sets too. The focus of the new set should be Trick, not the item of Choice X, therefore I think it should be called Trick. Having a Choice Band, Choice Scarf, Reversal and THEN Trick to me, sounds like the best way. If people want to use Medicham's Choice abilities, they can just go and use Choice Band / Scarf, not Trick.
 
Hey wait a minute....

...

(flames and cries)

No, like I really wanted to do this...

Trick is kind of sucky on Medicham as he can't take the hit he needs to after using it most of the time. He should definitely use it with Choice Scarf though so he can at least pray for survival. I'll continue to test him.

Zen Headbutt is a lot like Aqua Tail in that the accuracy makes it worse than its counterpart, especially on Medicham... It averages 72 base power, barely more than Psycho Cut over time which has a high crit rate to make up for it. It's not bad, but Psycho Cut is better unless there's a specific 2HKO I'm missing.

I'm going to be extensively testing Medicham this week, so I'll report back here what I come up with. Hint: It won't be much of a surprise.

Anyway the current writing is kind of shitty and a bit over the top, to be honest. It could use a rewrite.
 
For CB Adamant Medicham, Zen Headbutt has the advantage of a guaranteed 2HKO on Dusknoir, though Psycho Cut is a guaranteed 2HKO with SR up. Probably not worth using Zen Headbutt overall.
 
Try and fix the slashitis on this set. Zen Headbutt and HJK should be in the set comments, but not in the actual set itself. Explain how they are more powerful but have obvious risks.
 
HJK is main set material. 100 base power and 90% accuracy is way too good to pass up for a weak move like Brick Break, even if HJK may damage you.
 
What Slobroking said, though the same can't be said for Zen Headbutt. HJK to Brick Break is the equivalent to Fire Blast / Flamethrower but with more accuracy, while ZenButt and Psycho Cut is just like Aqua Tail and Waterfall.
 
HJK is main set material. 100 base power and 90% accuracy is way too good to pass up for a weak move like Brick Break, even if HJK may damage you.

I'm not so sure. Hi Jump Kick on a Gengar and your dead. Don't miss against Blissey either... or you die. Just terrible repricussions.
 
HJK is a 2HKO on Skarmory, which makes it good if you're bad at predicting and using Thunderpunch, for example. HJK is a huge power difference. Also, Gengar resists the attack even without the Ghost immunity so it's not "as" bad as it seems. Still shit though that nearly kills you.
 
Getting hurt on TOP of a free Gengar switch puts you in a pretty bad place, if you don't have something like a Calm Zapdos sitting around.

Even IF Gengar is pushing his luck switching into a psychic type.
 
Finished.

Trick doesn't deserve its own set after testing, so it has gone in Set Comments and Other Options. Havak and I decided that the two Choice sets could be merged into one too.
 
Reversal kind of really sucks on Medicham; while it's kind of sucky for Medicham to have just one set it looks like that's what it's going to be, unless you want a Bulk Up passer for a BP chain or something.

Other sets that don't work include a boosting Bulk Up sweeper (too slow) and Dual Screen (lol).

I'd write a separate Choice Scarf set just simply because Medicham doesn't have much to work with and should probably have more than one set.

Maybe add a little something about how neutral HJK = SE element punch but with low accuracy.
 
Turns out Trick wasn't exactly great; so Set Comments and Other Options.

www.smogon.com/dp/pokemon/medicham/

[SET]
name: Choice
move 1: Hi Jump Kick / Brick Break
move 2: Psycho Cut
move 3: Ice Punch
move 4: ThunderPunch
item: Choice Scarf / Choice Band
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
<p>Medicham's incredible offensive power makes it a brilliant candidate to use Choice Scarf, boosting its mediocre Speed to higher levels. This means Medicham can outspeed many threats and OHKO them before they can do anything back, hopefully avoiding being hit because of Medicham's lacklustre defenses. Medicham can also cause huge destruction through Choice Band, which will 2HKO many of OU's common walls.</p>

<p>Hi Jump Kick is a very powerful STAB move that can sweep any opposing team unprepared. However, due to it only having 90% accuracy, Brick Break is completely viable (no comma) for the better accuracy. Hi Jump Kick will also harm Medicham if it misses, or if the opponent brings in a Ghost-type Pokémon. This means Medicham loses a turn, damaging itself, which may prove fatal. However, the 25% power drop is still rather hefty. Note with Choice Band attached, Hi Jump Kick will do a minimum of 55% to any 252 HP / 252 Def Skarmory, a guaranteed 2HKO.</p>

<p>Psycho Cut is a second STAB move that deals huge damage to many Ghost-types. Any non-Scarf Gengar is outpaced and OHKOed by Psycho Cut, and it also 2HKOs even the most defensive Dusknoir. (remove 'However') Zen Headbutt may be used for extra power, but Medicham often needs an accurate STAB move to use when paired with High Jump Kick.</p>

<p>Ice Punch and ThunderPunch give the set excellent coverage with your choice of Fighting-type move, hitting everything in OU for at least neutral damage bar Shedinja (remove Wonder Guard bit). Ice Punch helps deal with Salamence, Dragonite, and Gliscor, while ThunderPunch will OHKO offensive Gyarados after Intimidate 87% of the time provided (no comma) you are using Choice Scarf. Using ThunderPunch also means you can hit threats such as Skarmory just as hard, without having to worry about hurting yourself if Hi Jump Kick misses. Trick can be used to help disable Pokémon coming in to stop Medicham, such as Cresselia, however, Medicham really excels with (remove 'of') the coverage given by the four attacking moves.</p>

<p>Jolly should be used with Choice Scarf as it allows Medicham to reach 426 Speed, although it drops Medicham's Attack stat from 480 to 438. However, it means Medicham can outspeed many more threats such as Timid Choice Scarf Heatran. This means Medicham can threaten Pokémon it would previously be unable to (remove), greatly improving its capabilities to sweep unsuspecting opponents. Adamant is generally more useful with Choice Band, as it means Medicham's Attack is 720 compared to 657 when used with Jolly, a noticeable difference.</p>

<h3>Damage Calculations (Choice Band)</h3>

<pre>
Hi Jump Kick vs. max HP / Def Bronzong: 63.02% - 74.56%
Hi Jump Kick vs. 240 HP / 76 Def Jirachi: 69.08% - 81.55%
Psycho Cut vs. max HP / Def Dusknoir: 91.84% - 108.16% (46.15% chance to OHKO)
ThunderPunch vs. max HP / Def Skarmory: 56.29% - 66.47%
ThunderPunch vs. max HP / Def Suicune: 52.97% - 62.87% (99.41% chance to 2HKO with Leftovers)
ThunderPunch vs. 156 HP / 100 Def Gyarados after Intimidate: 128.65% - 151.35%
Ice Punch vs. max HP / Def Hippowdon: 50.48% - 59.52% (80% chance to 2HKO with Leftovers)
Ice Punch vs. max HP / Def Celebi: 58.91% - 69.31%
Ice Punch vs. max HP / 228 Def Tangrowth: 50.99% - 60.4% (87.51% chance to 2HKO with Leftovers)
</pre>

[SET]
name: Reversaler
move 1: Endure / Substitute
move 2: Ice Punch / ThunderPunch
move 3: Reversal
move 4: Psycho Cut
item: Salac Berry
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
<p>One can never deny the great power behind a fully powered STAB Reversal from an Attack stat of 438, although they can question the reliability of a set so easily troubled.</p>

<p>The concept of the set is simple; (remove to) get the most powerful Reversal possible, hopefully opening up a sweep. To effectively maximize the power and potential behind a Reversal sweep, the user must reduce Medicham's health to 1%, not only raising Reversal's base power to a massive 200, but also activating Salac Berry, giving Medicham 426 Speed.</p>

<p>Endure is the preferred choice to reach the point of maximization, as it means Medicham is less susceptible to Stealth Rock and Spikes, which would often ruin Substitute's chances of allowing a set up. Endure also means you can set up against a potential threat whose Speed lies between 284 and 426 (whereas Substitute cannot), so you can outspeed the threat, and hopefully KO, after the Salac boost. However, Substitute means that Medicham can avoid status, and can also be used as insurance against opponents that are setting up, meaning the user can act depending on the opponent's moves.</p>

<p>Jolly is used on this set because Medicham (remove 'simply') needs as much Speed as possible to pull this set off. It allows Medicham to outspeed various threats that would easily OHKO Medicham, and ruin a possible sweep.</p>

<p>However, Medicham is faced with many problems when using this set. Sandstream and Hail will immediately threaten this set, due to the 6.25% damage at the end of every turn. This means the turn that Reversal damage is maximized, Medicham will be KOed, thus defeating the whole concept. Priority moves will also ruin the set, nullifying the Speed boost and KOing any low HP Medicham.</p>

[Other Options]
<p>Focus Punch will severely dent any Pokémon that does not resist it or is immune to it, making it a valid choice. Trick can work well with Medicham's item of choice, meaning it can cripple Cresselia which can't be touched by any of the sets, Rock Slide can be used over ThunderPunch, still hitting many Flying-types for super effective damage, and doesn't accidentally give Electivire a Motor Drive boost. Its flinch chance can also come in handy, especially with Choice Scarf. However, the coverage lost by ThunderPunch is generally a little too much for Medicham, losing power on threats such as Gyarados. Fire Punch is a good option to hit Forretress especially hard, as well as other Steel-types. Bulk Up can be used to increase Medicham's already incredible Attack stat, but because of Medicham's fragility it will often struggle to pull it off.</p>

[EVs]
<p>Maximize Attack and Speed. For the Reversal set, you should put the 4 EVs into Defense, but otherwise into HP. Medicham's poor defenses means that it will not benefit as much from a defensive EV spread.</p>

[Opinion]
<p>Medicham's incredible Attack stat is high enough to scare any team, especially to teams vulnerable to it. "Glass cannon" is a phrase which sums up Medicham nicely; a huge Attack stat with very poor defenses. Because of this, Medicham may be hard to get onto the field, due to it being threatened by many attacks.</p>

[Counters]
<p>Cresselia is an excellent counter to Medicham with its large base HP and defenses, as well as resistance to Medicham's STAB attacks as well as Medicham's lack of super-effective attack on it at all. Furthermore, it can disable Medicham with (remove 'a') Thunder Wave, and reduce the damage done by it by setting up a Reflect.</p>

<p>Dusknoir, with enough EVs in Defense, can block Medicham's attacks outside of Psycho Cut and hit hard with Shadow Punch or Shadow Sneak. It can also remove Medicham as a threat by burning it with Will-O-Wisp. By extension, Spiritomb can also counter Medicham, with a further immunity to Psycho Cut due to its part Dark typing.</p>

<p>Celebi can sponge a Medicham locked into any attack not named Ice Punch, and on top of this, set up Reflect so Medicham poses a lesser threat to its team members.</p>

<p>Choice Band Tyranitar is threatening to any Medicham not locked into its STAB Fighting-type move, with Tyranitar not being 2HKOed by either ThunderPunch or Ice Punch, so it can OHKO with a STAB Pursuit as Medicham flees.</p>

On the Choice set, you talk about Choice Scarf being the better option, but you list CB calcs. -_-
 
ThunderPunch will OHKO offensive Gyarados after Intimidate 87% of the timde, provided you are using Choice Scarf.

Is this assuming Stealth Rock is set up? If not, you might as well mention that with Stealth Rocks up the OHKO is guranteed.

However, Zen Headbutt may be used, but Medicham often needs an accurate STAB move paired with High Jump Kick.

I may be wrong, but I don't think he learns Zen Headbutt.
EDIT: Nevermind, I was wrong. :P
It's because it's not listed on the page. http://www.smogon.com/dp/pokemon/medicham/moves

Has anyone considered Bullet Punch on Medicham?
 
For the Choice set, you may want to mention how Choice Scarf can augment Zen Headbutt by makings its flinching more useful.
 
Oh, to answer your question Bullet Punch Medicham sucks balls, don't bother even on the Choice Band.
 
Medicham @ Leftovers
Adamant
252Atk/252Spe/6HP
~Substitute
~FocusPunch
~IcePunch/ThunderPunch/PsychoCut
~Toxic

This is sort of my attempt to kill Medicham's counters. The Sub prevents paralysis and burn, and it lets Medicham use its ridiculously powerful FocusPunch. Ice Punch kills things FocusPunch doesn't (Flyers, -Dragons and Skymin especially-, Poison Grassers, etc)

Toxic lols at Cresselia, Dusknoir, Spiritomb and Swampert.


SubPunch Medicham was used in Advance, right? So why not in DPPt?
 
The short answer? "It sucks". Pretty much anything will break the Sub and Medicham is neither slow nor bulky enough to pull it off. Toxicing Cress won't stop it from easily beating Medicham and Dusknoir can be 2HKOed by Psycho Cut sometimes. Spiritomb is usually a Rest-Talker anyway.

Swampert was never a Medicham counter.
 
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