Medicham

Note: I feel I should include this: These analyses are based 100% on my experiences with and against this Pokemon. The sets listed may not resemble your experience with them, but they are never deliberate lies. If you have a constructive experience to share, please do.​


Medicham #308

HP: 60
Atk: 60
Def: 75
SpA: 60
SpD: 75
Spe: 80​

PHP:
[LEFT]Level-Up Moves
 
-- Fire Punch
-- ThunderPunch
-- Ice Punch
-- Bide
-- Meditate
-- Confusion
-- Detect
Lv4 Meditate
Lv8 Confusion
Lv11 Detect
Lv15 Hidden Power
Lv18 Mind Reader
Lv22 Feint
Lv25 Calm Mind
Lv29 Force Palm
Lv32 Hi Jump Kick
Lv36 Psych Up
Lv42 Acupressure
Lv49 Power Trick
Lv55 Reversal
Lv62 Recover
 
Machine Moves
 
TM03 Psyshock
TM04 Calm Mind
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM19 Telekinesis
TM21 Frustration
TM27 Return
TM29 Psychic
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM33 Reflect
TM39 Rock Tomb
TM42 Facade
TM44 Rest
TM45 Attract
TM47 Low Sweep
TM48 Round
TM52 Focus Blast
TM53 Energy Ball
TM56 Fling
TM67 Retaliate
TM68 Giga Impact
TM70 Flash
TM77 Psych Up
TM80 Rock Slide
TM83 Work Up
TM84 Poison Jab
TM85 Dream Eater
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
TM94 Rock Smash
HM04 Strength
 
Egg Moves
 
Baton Pass
Bullet Punch
Drain Punch
DynamicPunch
Fake Out
Fire Punch
Foresight
Guard Swap
Ice Punch
Power Swap
Psycho Cut
Secret Power
ThunderPunch
 
Gen IV Tutor Moves
 
(Pt/HG/SS) Fire Punch
(Pt/HG/SS) Helping Hand
(Pt/HG/SS) Ice Punch
(Pt/HG/SS) Mud-Slap
(Pt/HG/SS) Signal Beam
(Pt/HG/SS) Snore
(Pt/HG/SS) Swift
(Pt/HG/SS) ThunderPunch
(Pt/HG/SS) Trick
(Pt/HG/SS) Vacuum Wave
(Pt/HG/SS) Zen Headbutt
(HG/SS) Gravity
(HG/SS) Headbutt
(HG/SS) Low Kick
(HG/SS) Magic Coat
(HG/SS) Pain Split
(HG/SS) Role Play
[/LEFT]


Medicham -> Double Battles

->Standard<-



Medicham @ Focus Sash / Life Orb
ADAMANT
+Pure Power+
4 HP / 252 Atk / 252 Spe
-Fake Out
-Low Kick / Drain Punch
-Ice Punch / ThunderPunch
-Detect / Rock Slide​

Since the end of Gen III's dominance as standard play, Medicham has wanted a physical Ghost- or Dark-type attack to (basically) complete its coverage. However, it can use secondary moves (and use them well) to cover some of the Fighting-type's resistances.

Low Kick and Drain Punch are both viable, but Low Kick is chosen here because it is usually going to hit for at least 80 base attack (before STAB) and often enough 100 or 120 to merit the spot it gets. Drain Punch sees less use on Medicham than other Pokemon but can be used to heal back Life Orb's recoil or "renew" the Focus Sash after a light hit as from an enemy Fake Out.

Ice Punch and ThunderPunch are both worthy of a spot, but since Medicham is at least relatively frail it wants Detect/Protect in the last slot. All other things equal, Medicham prefers Ice Punch because it provides better coverage, and better general coverage is good because GBU Doubles is huge enough to not have a list of staples from which 90% of opponents' Pokemon will appear.

Fake Out is chosen as a lone move because of its sheer usefulness, but given Medicham's mediocre Spe it isn't the best of users. This depends on the team; in a setup position, Medicham wants it badly, but if it's coming in to abuse speed-lowered or paralyzed foes, or even Trick Room or the rare Tailwind, it can use other moves for better coverage.​
 

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