Medicham
Fighting
/
Psychic
Stats:
60 HP/ 60 ATK/ 75 DEF/ 60 SPA/ 75 SPD/ 80 SPE
Abilities:
Pure Power / Telepathy
Notable Moves:
Axe Kick
Bulk Up
Bullet Punch
Close Combat
Drain Punch
Fire Punch
Fake Out
Ice Punch
Poison Jab
Recover
Rock Slide
Taunt
Tera Blast
Pros
- Very powerful wallbreaker thanks to its access to Pure Power
- Has solid coverage options to get the jump on would be checks such as Slowbro or Florges
- Can run a multitude of sets while still retaining its wallbreaking prowess.
- Access to Taunt and Recover with the addition of outputting incredible damage make it a great stallbreaker.
- Forces progress on fat teams by constantly pressuring them with its hard hitting attacks.
Cons
- It's very slow for the meta. It struggles to keep up with fast offensive based teams. This makes it reliant on priority which it can't always slot
- It's incredibly frail. It can't switch into anything without taking big damage, which limits its potential.
- Despite having a ton of coverage, it can't run all of them so it needs to choose what it wants to be walled by.
- Faces heavy competition with the tier's premier Fighting types such as Iron Hands, Iron Valiant, and Great Tusks. Most of them outclass Medicham in some shape or form.
Terastal Potential:
-
Fighting
: Terastallizing into a Fighting type seeks to maximize the damage it deals from Close Combat. Using with Choice Band can give you a potential nuke button as not even bulky switch ins like Corviknight or Slowbro handle it long term.
-
Dark
: By Terastallizing into a Dark type, Medicham is able to use Tera Blast to punish common checks like Gholdengo and Slowbro and deal massive damage if not outright kill them. Tera Blast, in combination with its Fighting and Psychic coverage, makes it potentially unwallable.
Potential Sets:
Four Attacks
Medicham @ Life Orb
Ability: Pure Power
Tera Type: Fighting / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Fire Punch / Poison Jab / Thunder Punch
- Tera Blast / Thunder Punch / Bullet Punch / Fake Out
This set focuses on maximizing Medicham's coverage in order to hit as many threats as possible. Unlike Choice sets, this set is less prediction reliant and you're able to maneuver around switches you force.
Choice Attacker
Medicham @ Choice Band / Choice Scarf
Ability: Pure Power
Tera Type: Fighting / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Fire Punch / Tera Blast / Poison Jab / Thunder Punch
- Trick / Thunder Punch / Bullet Punch
Choice Band takes Medicham's wallbreaking power to nuclear capabilities, dealing massive damage to some of the most strongest physical walls in the game such as Avalugg or Dondozo. Combined with Tera Fighting, it's one of the scariest wallbreakers out there. Meanwhile, Choice Scarf outspeeds nearly all the the unboosted metagame, which lets you act as a fast and hard hitting cleaner.
Stallbreaker
Medicham @ Life Orb / Leftovers
Ability: Pure Power
Tera Type: Fighting / Dark
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Recover
- Close Combat / Axe Kick
- Tera Blast / Zen Headbutt / Fire Punch
Taunt and Recover can shut down most passive Pokémon. Common walls such as Garganacl and Avalugg are sitting ducks against this set since they're heavily reliant on their recovery and defense boosting moves to make progress. Unfortunately this set can't fit all of its coverage options so Medicham has to choose what it wants to be walled by. Dark type Tera Blast can check some walls such as Slowbro or Gholdengo but subsequently struggles against the likes of Florges, Toxapex, or Sylveon.
Overview:
My favorite low-tier Fighting type! Unfortunately that's all I ever see it being. Despite having incredible power and the capabilities to 6-0 most stall cores, Medicham struggles against any offensive playstyle. It's simply too slow and too frail to check any relevant threats such as Iron Moth, Chien-Pao, Great Tusks, or Chi-Yu. Other Pokémon such as Iron Valiant just do Medicham's job better as the massive power creep has simply made it undesirable on teams. I predict a solid career as a wallbreaker in the lower tiers, most likely NU or RU with a niche in UU if it's lucky.
Stats:
60 HP/ 60 ATK/ 75 DEF/ 60 SPA/ 75 SPD/ 80 SPE
Abilities:
Pure Power / Telepathy
Notable Moves:
Axe Kick
Bulk Up
Bullet Punch
Close Combat
Drain Punch
Fire Punch
Fake Out
Ice Punch
Poison Jab
Recover
Rock Slide
Taunt
Tera Blast
Axe Kick
Close Combat
Tera Blast
Trailblaze
Aura Sphere
Night Shade
Stored Power
Taunt
Trick Room
Aerial Ace
Imprison
Psybeam
Psychic Terrain
Skill Swap
Take Down
Thief
Close Combat
Tera Blast
Trailblaze
Aura Sphere
Night Shade
Stored Power
Taunt
Trick Room
Aerial Ace
Imprison
Psybeam
Psychic Terrain
Skill Swap
Take Down
Thief
Double-Edge
Hidden Power
Magic Coat
Pain Split
Power-Up Punch
Return
Seismic Toss
Signal Beam
Toxic
Attract
Bide
Captivate
Confide
Double Team
Dream Eater
Flash
Foresight
Gravity
Headbutt
Hidden Power
Laser Focus
Meditate
Mega Kick
Mega Punch
Mind Reader
Natural Gift
Mud-Slap
Mimic
Recycle
Retaliate
Rock Smash
Role Play
Round
Secret Power
Snore
Strength
Swagger
Telekinesis
Vacuum Wave
Hidden Power
Magic Coat
Pain Split
Power-Up Punch
Return
Seismic Toss
Signal Beam
Toxic
Attract
Bide
Captivate
Confide
Double Team
Dream Eater
Flash
Foresight
Gravity
Headbutt
Hidden Power
Laser Focus
Meditate
Mega Kick
Mega Punch
Mind Reader
Natural Gift
Mud-Slap
Mimic
Recycle
Retaliate
Rock Smash
Role Play
Round
Secret Power
Snore
Strength
Swagger
Telekinesis
Vacuum Wave
Learned Moves:
Fire Punch @ Lv. 1
Ice Punch @ Lv. 1
Thunder Punch @ Lv. 1
Work Up @ Lv. 1
Detect @ Lv. 1
Confusion @ Lv. 1
Endure @ Lv. 12
Feint @ Lv. 15
Force Palm @ Lv. 17
Psybeam @ Lv. 20
Calm Mind @ Lv. 23
Zen Headbutt @ Lv. 25
High Jump Kick @ Lv. 28
Psych Up @ Lv. 31
Acupressure @ Lv. 33
Power Trick @ Lv. 36
Recover @ Lv. 47
Counter @ Lv. 53
Axe Kick @ Lv. 53
TM Moves:
Fire Punch, Ice Punch, Thunder Punch, Body Slam, Take Down, Psybeam, Hyper Beam, Low Kick, Psychic, Night Shade, Light Screen, Reflect, Metronome, Swift, Rest, Rock Slide, Substitute, Thief, Reversal, Protect, Endure, Sleep Talk, Baton Pass, Rain Dance, Sunny Day, Shadow Ball, Facade, Taunt, Helping Hand, Trick, Brick Break, Skill Swap, Imprison, Rock Tomb, Aerial Ace, Bulk Up, Calm Mind, Close Combat, Fling, Aura Sphere, Poison Jab, Drain Punch, Focus Blast, Energy Ball, Giga Impact, Zen Headbutt, Trick Room, Grass Knot, Psyshock, Low Sweep, Stored Power, Psychic Terrain, Tera Blast, Trailblaze
Fire Punch @ Lv. 1
Ice Punch @ Lv. 1
Thunder Punch @ Lv. 1
Work Up @ Lv. 1
Detect @ Lv. 1
Confusion @ Lv. 1
Endure @ Lv. 12
Feint @ Lv. 15
Force Palm @ Lv. 17
Psybeam @ Lv. 20
Calm Mind @ Lv. 23
Zen Headbutt @ Lv. 25
High Jump Kick @ Lv. 28
Psych Up @ Lv. 31
Acupressure @ Lv. 33
Power Trick @ Lv. 36
Recover @ Lv. 47
Counter @ Lv. 53
Axe Kick @ Lv. 53
TM Moves:
Fire Punch, Ice Punch, Thunder Punch, Body Slam, Take Down, Psybeam, Hyper Beam, Low Kick, Psychic, Night Shade, Light Screen, Reflect, Metronome, Swift, Rest, Rock Slide, Substitute, Thief, Reversal, Protect, Endure, Sleep Talk, Baton Pass, Rain Dance, Sunny Day, Shadow Ball, Facade, Taunt, Helping Hand, Trick, Brick Break, Skill Swap, Imprison, Rock Tomb, Aerial Ace, Bulk Up, Calm Mind, Close Combat, Fling, Aura Sphere, Poison Jab, Drain Punch, Focus Blast, Energy Ball, Giga Impact, Zen Headbutt, Trick Room, Grass Knot, Psyshock, Low Sweep, Stored Power, Psychic Terrain, Tera Blast, Trailblaze
- Very powerful wallbreaker thanks to its access to Pure Power
- Has solid coverage options to get the jump on would be checks such as Slowbro or Florges
- Can run a multitude of sets while still retaining its wallbreaking prowess.
- Access to Taunt and Recover with the addition of outputting incredible damage make it a great stallbreaker.
- Forces progress on fat teams by constantly pressuring them with its hard hitting attacks.
Cons
- It's very slow for the meta. It struggles to keep up with fast offensive based teams. This makes it reliant on priority which it can't always slot
- It's incredibly frail. It can't switch into anything without taking big damage, which limits its potential.
- Despite having a ton of coverage, it can't run all of them so it needs to choose what it wants to be walled by.
- Faces heavy competition with the tier's premier Fighting types such as Iron Hands, Iron Valiant, and Great Tusks. Most of them outclass Medicham in some shape or form.
Terastal Potential:
-
-
Potential Sets:
Four Attacks
Medicham @ Life Orb
Ability: Pure Power
Tera Type: Fighting / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Fire Punch / Poison Jab / Thunder Punch
- Tera Blast / Thunder Punch / Bullet Punch / Fake Out
This set focuses on maximizing Medicham's coverage in order to hit as many threats as possible. Unlike Choice sets, this set is less prediction reliant and you're able to maneuver around switches you force.
Choice Attacker
Medicham @ Choice Band / Choice Scarf
Ability: Pure Power
Tera Type: Fighting / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Fire Punch / Tera Blast / Poison Jab / Thunder Punch
- Trick / Thunder Punch / Bullet Punch
Choice Band takes Medicham's wallbreaking power to nuclear capabilities, dealing massive damage to some of the most strongest physical walls in the game such as Avalugg or Dondozo. Combined with Tera Fighting, it's one of the scariest wallbreakers out there. Meanwhile, Choice Scarf outspeeds nearly all the the unboosted metagame, which lets you act as a fast and hard hitting cleaner.
Stallbreaker
Medicham @ Life Orb / Leftovers
Ability: Pure Power
Tera Type: Fighting / Dark
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Recover
- Close Combat / Axe Kick
- Tera Blast / Zen Headbutt / Fire Punch
Taunt and Recover can shut down most passive Pokémon. Common walls such as Garganacl and Avalugg are sitting ducks against this set since they're heavily reliant on their recovery and defense boosting moves to make progress. Unfortunately this set can't fit all of its coverage options so Medicham has to choose what it wants to be walled by. Dark type Tera Blast can check some walls such as Slowbro or Gholdengo but subsequently struggles against the likes of Florges, Toxapex, or Sylveon.
Overview:
My favorite low-tier Fighting type! Unfortunately that's all I ever see it being. Despite having incredible power and the capabilities to 6-0 most stall cores, Medicham struggles against any offensive playstyle. It's simply too slow and too frail to check any relevant threats such as Iron Moth, Chien-Pao, Great Tusks, or Chi-Yu. Other Pokémon such as Iron Valiant just do Medicham's job better as the massive power creep has simply made it undesirable on teams. I predict a solid career as a wallbreaker in the lower tiers, most likely NU or RU with a niche in UU if it's lucky.
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