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Pokemon Analysis #1: POTW Medicham
Topic Started: Jul 28 2013, 04:42 PM (428 Views)
Radioactive
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Medicham
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60|60|75|60|75|80|410


General Information:
Medicham's position of its humanshape body resembles a yoga practitioner, with a gray body and what seems to be large red and yellow pants or shorts. It wears some sort of headpiece that is also red with three yellow spots in the center, that seems to have three bulb-like extensions on the top and on the sides. Its large focused eyes are slightly covered by the headpiece, and its red lips seem to be in a rounded or puckered position.

Place In the Metagame:

Despite having poor base stats Medicham stands in the Wifi LU Tier. With Only 2 weaknesses and resistances, Medicham is neutrally hit by 13 Types. Armed With a Unique movepool, Medicham can still withstand threats in its tier.

Sets:

Fashionista:
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Medicham (M) @ Choice Scarf
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk) (Or Jolly)
- Hi Jump Kick
- Psycho Cut
- ThunderPunch/fire punch/ice punch/Retaliate
- Trick

Even With its poor base stat total Medicham is still a force to be reckoned with. With this Set Outspeeding its foes Medicham can make a swift kill with Hi jump kick against opponents like Bisharp or Cryognal. Trick can disable the effectiveness of the opponents wall ( eg. dusclops )

Banded Menace
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(Medicham) (M) @ Choice Band
Trait: Pure Power
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Hi Jump Kick
- Psycho Cut
- ThunderPunch/ice punch/fire punch/Bullet Punch
- Drain Punch

Unfortunately Medicham doesn't carry many viable sets, meaning choiced medicham sets are the norm in Main stream Tiers. This doesn't Make Medicham any less of a power house reaching 720 attack with the Choice band. Medicham also has the advantage with drain punch dealing massive damage and recovering health.

Baton Pass:
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Medicham (F) @ Lum Berry
Trait: Pure Power
EVs: 252 Atk / 252 Spd / 4 hp
Jolly Nature (+Spd, -SAtk)
- Baton Pass
- Bulk Up / accupressure
- Drain Punch
- Foresight


Medicham can be used as a great Baton passer, having decent speed and stat boosting moves. Since Spiritomb can be generally bothersome for Medicham Foresight can come in handy to deal serious damage to it. Lum berry can deal with the inevitable Will-o-wisp from Spiritomb

Medicham>Breloom:
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Medicham (M) @ Leftovers or Lum Berry
Trait: Pure Power
EVs: 240 HP / 36 Atk / 4 Def / 172 SpD / 56 Spe
Jolly Nature (+Spd, -SAtk)
- Substitute
- Focus Punch
- Bulk Up
- Recover/drain Punch/Foresight

Medicham can be a fantastic sub puncher when used correctly, With self healing and bulk up, Medicham can become tanky and a Powerful attacker. +1 Bulk up w/ burn focus punch can OH KO 330 def spiritomb ( With Foresight ofc.)

Slim Shady:
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Medicham (F) @ Choice Specs
Trait: Pure Power
EVs: 252 SAtk / 252 Spd / 4 hp
Modest Nature (+SAtk, -Atk)
- Psychic
- Vacuum Wave
- Grass Knot
- Focus Blast

Choice specs Medicham can inflict massive damage to some bulkier foes, Grass knot is great for taking out the notoriously heavy ground types like Swampert/rhyperior, focus blast dealing with the obvious rock/steel/ice/normal types. Psychic destroys opposing fighting and poison types like venomoth or hitmonchan/lee.

Life Hurts:
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Medicham (F) @ Life Orb
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Hi Jump Kick
- Zen Headbutt
- Fake Out
- Bullet Punch

With the Life orb boost of 1.3x, Medicham can deal massive damage along with the stab boost. Fake out can be used to successfully break an opponents sash or scout to see if the opponent switches out without the danger of a High jump MISS. Hi Jump Kick being a powerful move in general, will deal massive damage along with STAB and the effects of Life Orb. This set can Break walls while easily finishing off frail foes.

Gen 3 Beast:
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Medicham (M) @ Leftovers
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Brick Break
- Shadow Ball
- Rock Slide
- ThunderPunch/Baton Pass


Other Options:

There isn't many other viable combinations for medicham other than low kick and reversal which could be decent moves for the banded set. You could also go for more bulk on the Sub punch set. You could use Calm mind for a more specially orientated set, using Vacuum wave and psychic/psyshock.


Counters/Checks
Counters:
Spiritomb Completely Walls Choiced Medicham sets, Tanking its shots with ease and being immune to both of its stab type moves.
Checks:
Archeops can destroy non scarfed medicham with acrobatics
Sceptile with Stab Leaf storm
Banded Entei with Espeed
Moltres/scyther/slowking/sigilyph deal with Medicham if it doesnt carry thunder punch.

If you have any comments/suggestions post them below. Other Viable Sets would be appreciated.
Edited by Radioactive, Aug 6 2013, 08:14 AM.
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Frostbite
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Come on man, 2 choice sets with 2 lines each for explanation?
And for counters, the only real ones I see is Spiritomb.
Counters means completely walls. You're just giving me some calcs that will OHKO medicham. Does Entei / Sceptile / Archeops take HJK well? Maybe if they were already in, they could outspeed and OHKO but as switch in's they're f8cking terrible.

And this is coming from a guy who doesn't know sh*t about the tier.
While I do like the designs and I see that you atleast put a tiny bit of effot (2 choiced sets don't really count) maybe you could come up w/ some viable sets by yourself like SubPunch Medicham. See? That wasn't so hard.

Edited by Frostbite, Jul 28 2013, 05:14 PM.
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Knight


Like Frosbite said, counter pokemon are pokemon that wall the opponents stab move or overall movepool, Entei isn't a wall, it's a check to Medicham
Could've tried some other sets than two choice sets which are the same except for the item
Scarf Medicham could also have Retaliate as a revenge killing moveslot. You did it learns BU and CM, try showing us a set that is viable, because the two sets shown to us are basically the same thing.
Edited by Knight, Jul 28 2013, 05:28 PM.
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Radioactive
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I probably should have put it as counters/checks xd

K made 2 more sets, Tested them etc. They seem pretty viable. Added some ofthe suggestions from Knight and Frostbite
Edited by Radioactive, Jul 28 2013, 06:47 PM.
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49.
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Since I like lower tiers (welp, I play RU, not LU, but they're similar enough assuming hail gets banned after this round of suspects
'-'), I'll mention a couple things. Idk why I would run anything besides TPunch for coverage on Choice 'Cham, it realistically hits everything that it needs to (largely hitting King+Sigi for SE damage, nailing significant Flying-type attempting to sponge an HJK or two, and hitting every other Psychic 'mon of note neutrally), using any of the other options listed don't have any real benefits of note. Of the top of my head, Fire Punch OHKO's Durant with no prior damage (since HJK does 91% min, being a KO after SR / 1 round of LO recoil), Ice Punch RK's Altaria I guess, and Retaliate I guess helps Medicham RK offensive Psychics? Like, that's a pretty weird list, but seriously I can't find anything beyond that to justify those move's use lol. Also, no idea why Trick would ever be used on CB Medicham; their are only 3 viable Pokemon in tier that can avoid the 2HKO from any given attack from CBcham, being Uxie, 'Tomb, and Musharna, and even these Pokemon take enough such that they need to run a physically defensive EV spread in order to do so (meaning SubCM Uxie, CB / SpDef 'Tomb, and OTR / Specs Musharna all are 2HKOed by an attack after SR). With that few defensive responses, using Trick, a move intended to cripple defensive responses fundamentally, is highly inefficient. Drain Punch / Bullet Punch are the only worthwhile moves in that slot imo. I admittedly never tried a BP set, though it doesn't look too good tbh :/ Not sure what reason I'd be using such a potent offensive 'mon with no real defensive capacities or useful resists to be passing boosts to other 'mons, especially ones as inconsistent as Accupressure, though I suppose it's usable enough, especially since it can easily grab a boost off a 'Tombster or something and pass off. I did however use a set similar to the last one (Bulk Up / [Drain Punch / HJK] / Substitute / Recover, obviously with Pursuit support), and it was decent enough. If I could make a suggestion, I used a spread of 240 HP / 36 Atk / 4 Def / 172 SpD / 56 Spe, the extra bulk was pretty crucial from my experiences with it, and though it still faces serious competition with Gallade, higher damage output and access to Recover gives it a definite niche. Just my two cents tho.
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Radioactive
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49.
Jul 28 2013, 08:58 PM
Since I like lower tiers (welp, I play RU, not LU, but they're similar enough assuming hail gets banned after this round of suspects
'-'), I'll mention a couple things. Idk why I would run anything besides TPunch for coverage on Choice 'Cham, it realistically hits everything that it needs to (largely hitting King+Sigi for SE damage, nailing significant Flying-type attempting to sponge an HJK or two, and hitting every other Psychic 'mon of note neutrally), using any of the other options listed don't have any real benefits of note. Of the top of my head, Fire Punch OHKO's Durant with no prior damage (since HJK does 91% min, being a KO after SR / 1 round of LO recoil), Ice Punch RK's Altaria I guess, and Retaliate I guess helps Medicham RK offensive Psychics? Like, that's a pretty weird list, but seriously I can't find anything beyond that to justify those move's use lol. Also, no idea why Trick would ever be used on CB Medicham; their are only 3 viable Pokemon in tier that can avoid the 2HKO from any given attack from CBcham, being Uxie, 'Tomb, and Musharna, and even these Pokemon take enough such that they need to run a physically defensive EV spread in order to do so (meaning SubCM Uxie, CB / SpDef 'Tomb, and OTR / Specs Musharna all are 2HKOed by an attack after SR). With that few defensive responses, using Trick, a move intended to cripple defensive responses fundamentally, is highly inefficient. Drain Punch / Bullet Punch are the only worthwhile moves in that slot imo. I admittedly never tried a BP set, though it doesn't look too good tbh :/ Not sure what reason I'd be using such a potent offensive 'mon with no real defensive capacities or useful resists to be passing boosts to other 'mons, especially ones as inconsistent as Accupressure, though I suppose it's usable enough, especially since it can easily grab a boost off a 'Tombster or something and pass off. I did however use a set similar to the last one (Bulk Up / [Drain Punch / HJK] / Substitute / Recover, obviously with Pursuit support), and it was decent enough. If I could make a suggestion, I used a spread of 240 HP / 36 Atk / 4 Def / 172 SpD / 56 Spe, the extra bulk was pretty crucial from my experiences with it, and though it still faces serious competition with Gallade, higher damage output and access to Recover gives it a definite niche. Just my two cents tho.


lol thanks dude I'll change some stuff
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Frostbite
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If it makes you feel any better, I've seen longer posts from 49 tearing up all your beautiful sets (cough UL54)
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Chromium
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ADV OU is good. Use Medicham in ADV OU. c:
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DatPineapple
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Titanium

Medicham (F) @ Life Orb
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Hi Jump Kick
- Zen Headbutt
- Fake Out
- Bullet Punch

why is there not a set like this one here fgt?
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planshy
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The Derper

DatPineapple
Aug 1 2013, 11:46 AM
Medicham (F) @ Life Orb
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Hi Jump Kick
- Zen Headbutt
- Fake Out
- Bullet Punch

why is there not a set like this one here fgt?
I agree, this set needs to be included. I've used it before in UU, and it's actually really good, its able to inflict massive damage against walls, and pick off weakened, frail foes with ease.
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