Sunday, November 13, 2011

Competitive Battling Spotlight #29: Old Pokemon Eight


  The ruler of the Ancient Skies, Aerodactyl.
The Fossil Pokemon
H.P.: 80
Attk: 105
Def.: 65
Sp.A: 60
Sp.D: 75
Spe: 130

Abilities:  
Rock Head: Is not affected by recoil from recoil-causing moves, such as Double Edge, Brave Bird, Wild Charge, etc. This is an excellent ability for just about any Pokemon with competent enough stats to abuse recoil causing moves, but on Aerodactyl it is only sub-par. The reasoning for this is that Aero has just one move in its arsenal that allows it to abuse Rock Head (Double Edge), and while this can come in handy on an offensive set, it then becomes the sole reason for running Rock Head in the first place. If Aerodactyl got Head Smash, I think things would be a lot different for the metagame.

Pressure: Opponent loses 2 PP upon hitting Aerodactyl, as opposed to one. This ability, as I’ve stated in other posts on this site, works best with Stall sets. And since Dactyl is anything but a Stall Pokemon, Pressure seems a futile choice. It does, however, tend to work with some success on a Sashed Lead set, but on any other variant, you are probably better off running a different ability. Pressure is a good choice if you don’t know which trait to use on Aerodactyl, but there are other monsters that can flaunt it better.

Unnerve: Prevents opponent from using their held Berry when Aerodactyl is in play. The newest of Dactyl’s traits, Unnerve proves to be the most effective in a situational sense. It allows you to switch in on a Pokemon that relies on Berry usage to get the job done, and completely annihilate their strategy. This could definitely turn the battle in your favor, since a lot of Berry-holding sets are efficient in setting up for sweeps and other problematic scenarios. The problem here, though, is that Berries are quite rare in the UU scene. Furthermore, the most common user of Berries, Resto/Lum Kingdra, demolishes Aerodactyl with natural bulk and STAB Super Effective Water moves. This makes Unnerve a rather unusable trait during many battles, but when it is used efficiently, you will not be displeased. UnnerveDactyl also serves as a good check to the increasingly popular Resto Volcarona set in OU. So don’t count this as completely imbecilic an ability.

Tier: RU (as of January 2012) -previously UU


Analysis:  

            Aerodactyl was one of the best leads in the OU environment in 4th Gen, boasting a nearly unrivaled Speed stat, excellent Attack, and a pretty good STAB combination. All of this together, with a Focus Sash equipped, allowed Dactyl to lay up Stealth Rocks just about 100% of the time, and prevent slower leads from doing the same with Taunt.

            Not much has changed about this prehistoric bird in Black and White. And while Aero is probably as good as it was back in the day, the enormous amount of increase in Speed and Power in the new metagame has essentially done no less than leave it in the dust with bigger, badder Leads to choose over it. What’s more its offensive capabilities, while beneficial in the Lead slot, prove to be sub-par on a solely offensive set. All of these reasons account for Aerodactyl’s drop from OU to UU in the four year shift, but in the latter tier is perhaps where Dactyl is best suited for now.  

Potential Sets:

  1. Sash Lead
Ability: Pressure
252 Atk/4 Def/252 Spe
Jolly @ Focus Sash
-Stealth Rock
-Taunt
-Stone Edge
-Earthquake

A staple set in  4th gen, Aerodactyl returns as an effective Stealth Rock/Anti-lead-esque threat in Black and White. With one of the best Speed stats in its tier and Focus Sash equipped, Dactyl is almost always guaranteed to set up Rocks for you in battle. EdgeQuake is there for the good coverage and power it provides and, with base 105 Attack, should be doing some damage to opposing team members. Taunt is to stop things like Frosslass or Roserade, and works nicely with Dactyl’s fast Speed.

  1. AeroHoneClaws
Ability: Pressure/Rock Head
252 Atk/4 Def/252 Spe
Jolly @ Life Orb/Leftovers
-Hone Claws
-Taunt/Roost/Substitute
-Stone Edge
-Earthquake/Double Edge

Aerodactyl’s often times overlooked offensive prowess can be made excellent use of with a Hone Claws set. The Accuracy boost works perfectly with STAB Stone Edge, and after just one HC, Edge will hit 100% of the time. Earthquake, of course, is there for coverage again, but Double Edge can be used in its stead for less coverage, but a little more power to boot. The second moveslot can be filled by several moves. Taunt prevents annoying status from stopping your sweep, and also stops fellow Taunters in their tracks, though Roost can restore Dactyl’s dwindling health, especially with Life Orb equipped. However, if you enjoy forcing switches and scouting opposition before you set up, Substitute may be the best choice to aid in your sweep.

  1. ChioceDactyl
Ability: Rock Head
252 Atk/4 Def/252 Spe
Adamant @ Choice Band/Choice Scarf
-Double Edge
-Stone Edge
-Earthquake
-Aqua Tail/Fire Fang/Pursuit
                          
        With its good power and ability to outspeed nearly everything in OU and UU, Dactyl makes a superb Choice user. Adamant nature is ideal here to hit everything harder than normal, and even with a Choice Band equipped, it still hits 359 Speed, which outpaces everything up to base 113’s. Of course, whether you choose Band or Scarf depends on how you want to play this set.
        EdgeQuake is here again for coverage, while Double Edge again works nicely with Rock Head, and also adds a bit more coverage as well. The last moveslot may be filled with Aqua Tail in OU, as it hits things like Landorus and Gliscor for hard damage, though Fire Fang is always nice to hit Escavalier and Ferroseed in UU. 

  1. Phazer
Ability: Pressure
252 Atk/4 Def/252 Spe
Jolly @ Leftovers
- Taunt/Stealth Rock
-Whirlwind
-Roost
-Stone Edge

Again with the amazing Speed, Aerodactyl makes a pretty decent phazer. In short, this set acts as a more offensively oriented Skarmory, with the ability to force Pokemon out on the switch and gain some nice momentum, as well as rack up some hazard damage. Roost is nice to shrug off the damage of any hits you take, though with sub-par defenses you won’t want to take too many hits all at once. For this set you’ll want to switch Dactyl in on something that can’t harm it in any way, then proceed to either Stone Edge or Whirlwind on the predicted switch. For this reason, a great partner for this set is something like Roserade or Frosslass, as they can stack up the hazards that Dactyl will be forcing switches into.

  1.  Smackdown!
Ability: Pressure
252 Atk/4 Def/252 Spe
Adamant @ Life Orb
- Substitute
-Smack Down
-Earthquake
-Roost

          This set has really only ever been seen on Landorus in OU, but Aerodactyl brings some extra usability to the table with its plethora of assets over Landorus. Firstly, even with an Adamant nature Dactyl outspeeds Jolly Landorus, and reaches an Attack stat of only 10 points less than Lando. Also, Aero gets STAB on Smack Down, meaning it will do more initial damage than when Landorus does it, though it is still quite a weak move. Lastly, Aerodactyl has access to Roost, which allows it to reliably remove Life Orb and Substitute damage and increase its longevity.  
            The objective of the Smackdown spread is to safely set up a Sub on the forced switch, or blatantly predict something particular to come in, then use Smack Down to remove its Ground type immunity, hitting it then with a LO boosted Adamant Earthquake. The reason this set is quite effective is that it catches a lot of opponents off guard, as they believe their Skarmory or Bronzong can effectively wall Aerodactyl. With the given spread, however, both Skarm and Zong are 2HKOed by Earthquake after taking Smackdown damage. This set may appear to be more of a gimmick, but its surprise value, coupled with the fact that Dactyl is naturally fast and powerful, make it one to not overlook in UU, and even notably in OU.


Conclusion:
           
Aerodactyl is never the first choice for an offensive threat on most teams, but given its godly Speed and mixed array of support/attacking options it makes for a uniquely mixed bag that can be quite unpredictable if used as an anomaly from what is expected of it. Give Aerodactyl a chance, and you’ll find its assets are more than enough reason to push through many top-tier monsters, even as they predict an old standard lead set.

  

  Competitive Usability: 
Pros- 
  •  130 base Speed, enough to outpace almost everything in OU and UU.
  • STAB Rock type Attacks and decent support movepool (Taunt + SR)
  • Good base 105 Attack makes for a decent sweeper.
Cons- 
  • Weakness to common Rock, Ice and Electric attacks (and Steel in OU)
  • Poor Defenses
Verdict:  8 out of 10 

I’ve always thought Aerodactyl to be a really cool Pokemon. It’s based off the ancestral bird that lived during the era of dinosaurs, which is always awesome, and its fierce gaze is enough to strike fear into the hearts of prey and trainers alike. I’d say Aerodactyl is about as cool as it is competitively viable; not the best out there, but still pretty darn awesome.
        
Aesthetic Design:  8 out of 10

Wednesday, November 9, 2011

Competitive Battling Spotlight

A new Competitive Pokemon Analysis will go up later tonight (as scheduled). I have started working on it, but probably won't finish in the near future, and I have to be somewhere tonight.

Thanks for your patience!

Monday, November 7, 2011

Competitive Battling Spotlight #28: Ability Two



Today we will go in depth about the rare but effective ability, Hustle.

            What it Does:

Increases damage output of physical attacks by 1.5 times (50%), however, decreases the accuracy of moves by approximately 20%.

Example:
Durant with Hustle will have the equivalent of +1 Attack (like having a Choice Band equipped without being locked into a move), but moves with 100% Accuracy will now only be 80% accurate. Likewise, the already inaccurate Stone Edge will be relegated from 80% to 60% Accuracy.


            Who Has It Now:

-Delibird; Probably not well worth mentioning competitively, but Delibird does have STAB Aerial Ace, which will always hit 100% of the time. Slap on a Choice Band and you’ve got yourself an offensive threat that really won’t be doing much of anything.  

-Darumakka; I am only mentioning little Darm because of his base 90 Attack stat which, with Hustle and Fire type STAB, is pretty darn good. However, as the rest of his stats are below awful, this thing will really only be even decently threatening in the abysses of NU or Little Cup. 

-Durant; 109 Attack and Speed with the same typing as Scizor make Durant a truly phenomenal abuser of Hustle. If you don't miss your attacks, Durant should be punching holes in most teams. 

-Zweilous; Hustle is something that the much more prominent evolution, Hydreigon, lacks, and Zweilous makes fair use of it in the lower tiers with 85 base Attack, STAB Outrage, and pretty good type coverage.

-Raticate; In my personal opinion, Hustle actually makes Raticate decently viable in competitive terms. Giving its rather average base 81 Attack a much needed +1 boost, it allows this over-sized hamster to gnaw its way through quite a lot of threats with STAB normal moves and stuff like Wild Charge and Sucker Punch for coverage. Also, with an Adamant nature and Choice Scarf, its middling 97 Speed is compensated for, while Hustle gives it ideally a Choice Band boost all the while.

The Good and the Bad of Hustling:

            When put into perspective, Hustle is a high risk, high reward kind of ability, giving a few Pokemon the edge they need over otherwise annoying/bulky threats. The best part is that if used on an Attack boosting set (i.e. Swords Dance or Hone Claws), it won’t take many turns of setup  before your attacks are wrecking things.

Still, the Accuracy drop is very risky, and when considering that really nothing that gets Hustle has bulk worth mentioning, you’ll find yourself losing valuable Hustle Pokemon if they miss an attack. Also, the fact that nothing that gets Hustle (besides Durant) has really awesome initial Attack or Speed, many players consider this to be a wasted ability; one with great potential but nothing more.


        The Best Hustlers:


     Here are no doubt the best Hustle abusers. Despite the fact that each one of these is confined to the lower tiers, they are still reasonably viable threats in even UU, and could serve as very threatening powerhouses in NU and RU if the Miss Gods are not against you. 




Zweilous @Choice Band
4 HP/252 Atk/252 Spe, Adamant
-Outrage
-Dragon Tail
-Fire Fang
-Crunch


Since Heatran is the only Pokemon that resists the Dragon+Fire coverage combo, this set is essentially unresisted in the lower tiers. With Choice Band + Hustle + Adamant nature, Zweilous reaches unbelievably high Physical power, managing to OHKO a good portion of non-defensive threats. The bulk and Speed of this set are pretty absent, so as long as you are able to get Zwei in safely and fire off a monstrous hit, you will not be disappointed. 



Raticate @ Choice Scarf
4 HP/252 Atk/252 Spe, Adamant
-Quick Attack/Sucker Punch
-Double Edge/Return
-Wild Charge
-U-Turn


            Though not the best type coverage, with Hustle, this set yields essentially Choice Band and Choice Scarf in one, reaching 400+ on each stat. Priority is essential here against things that have it themselves/are (somehow) faster. Also, for choice of STAB, Double Edge is amazing, though the recoil may not be too favorable. Return may be used if the recoil scares you, and Retaliate can be used for Revenge Killing purposes. 



Durant @ Life Orb/ Leftovers
4 HP/252 Atk/252 Spe, Jolly
-Hone Claws
-Iron Head
-X-Scissor
-Stone Edge/Crunch

            Durant is definitely the best user of Hustle in the entire game. With amazing Speed and good natural power, Ant can charge through teams with ease. Hone Claws was built for this Bug, as after only one turn it nullifies the Accuracy drop of Hustle, as well as adding in an additional Attack boost. Coverage on this set is limited, as is Durant’s movepool, but it remains strong as one of the best Sweepers in RU at the moment.


Who Should Get It:

Infernape- With Fantastic Speed and Attack, as well as superb coverage, Ape would become arguably more dominant in OU if it had an ability like Hustle. The Attack boost would make its Flare Blitz and Close Combat hurt even more than they already do now, and the viability of a Choice Band set would increase several times over. Plus, as an acrobatic monkey, Hustle seems a logical choice in terms of real-life perception of the beast.

Tornadus- Base 115 Attack and STAB Aerial Ace would make Hustle truly monstrous on this already-dominant genie. Pair that with the ability to already outspeed a good portion of OU at the moment, and you’ve got yourself one nasty physical Attacker on your team. Plus, the viability of a physical set over a very common Special set would make for a refreshing choice of options for Tornadus.

Flygon- Black and White brought no change for Flygon, sinking it to the middling realms of UU. However, with Hustle, a whole new level of play for the premium Dragon scout Pokemon would become available, dishing out harder hits with those U-Turns and STAB EQ+Outrage combo. If Flygon got its act together, the entire UU metagame would tremble beneath its wings.

How It Could Be Better:

Why should Hustle limit users to just physical Attacks? If there were a counterpart for Special Attackers, i.e. Togekiss, things would be very interesting. Of course, this isn’t an improvement on the ability itself (as I can’t think of many ways to make it better without making it broken), but rather a separate ability for Special Attackers, like Togekiss, who can abuse the power boost with their STABs and a never-missing Aura Sphere. How about we call this one Overzealous?


Conclusion:

            Hustle is actually a very good ability when used in your favor. Its reasoning for being so rarely seen is possibly due to the fact that not too many competitively potent Pokemon have it. However, if you can get past the 20% Accuracy drop (ideally with Hone Claws), you will see that this ability has the potential to make many threats crumble. Don’t let Hustle’s underrated potential fool you.

Saturday, November 5, 2011

Competitive Battling Spotlight #27: Move One


        The first Competitive Move analysis of the Psychic type move, Calm Mind.  

           What it does:

            Calm Mind gives the user a +1 (50%) boost to both the Special Attack and Special Defense stat, making it a uniquely offensive and defensive setup move all in one.

            The Calmest Minds:

            Many Pokemon can utilize Calm Mind effectively, but the most prominent users are bulkier threats with a good HP stat and preferably good Defense and Special Attack as well. The reason high Defense is ideal is because Calm Mind boosts the Special Defense stat, meaning that users with natural physical bulk will be able to take hits from virtually any offensive threat (Special or Physical) after only a boost or two. Below is a listing of the best Calm Minders in any and every tier. This is not meant to be a complete list, and only lists a few examples of good Calm Mind abusers. You should definitely try out any Pokemon that has Calm Mind and fits the above criteria that is not listed here.

            Playing Calm Mind Defensively:

            Though I’ve described it as being both an offensive and defensive move in one, certain abusers are built inherently to take hits, as opposed to dishing them out. This means that most of these Pokemon won’t be doing too much outright damage and must rely on having several boosts before doing too much. A lot of these also have access to instant recovery and focus on withstanding turns in battle before they can make a dent in teams. Below are a few that make use of this strategy.

          
           Reuniclus
The supreme Calm Minder of OU, Reuniclus has it all; gargantuan HP, monstrous Special Attack, a well-rounded offensive (and defensive) movepool, and Magic Guard. Be weary of this little guy setting up some CMs against you, as it could very easily put away your team thereafter.
 
            Jirachi
In the rain, with 60% paralysis Thunder and 60% confusion Water Pulse, Calm Mind Jirachi becomes one of the most annoyingly effective set-uppers out there. Its naturally well-rounded stats perfect this strategy, making it a true staple of CM abuse.

Suicune
Arguably the best of his trio for possessing good typing, reasonably mixed stats and massive bulk, Suicune makes for one of the best CM set-uppers in the Underused tier. The fact that its veteran “CroCune” set (CM+RestTalk) is enhanced now with the new 30% burn chance move Scald only makes for more reason for Cune to celebrate.  


Slowbro
The premier physical wall of the UU tier, Slowbro’s ability to utilize Calm Mind is often times overlooked due to the popularity of a straight walling set. However, with 110 HP, 80 Special Defense, and 100 base Special Attack, along with recovery in Slack Off and STAB Water moves, Slowbro might just be one of the most underrated CM abusers in the game.

           

Playing Offensively:

Taking hits and restoring damage is not the only way to play. Some Pokemon are naturally fast and capable of a high initial damage output, but resort to Calm Mind for means of getting past threats that would otherwise absorb and shrug off their powerful attacks. These are the offensive users of Calm Mind, and are no more or less threatening than their hefty counterparts.

Lati@s
The Lati twins are built to abuse Calm Mind, what with their amazing offensive stats (Latios moreso), high Speed and reasonably good bulk (Latias moreso). Their movepools and STAB Dragon typing, along with base 80 HP, further compliment their idealization of making use of the +1 Special Attack and Special Defense boosts.


Alakazam
Alakazam has abysmal bulk and for that reason is only an amazing CM’er due to its base 135 Sp.Atk and 120 Speed, making it one of the fastest, most deadly offensive threats in the entire metagame. Oh, what’s that? It has Magic Guard too? Yea, Zam is an absolute beast when it comes to picking apart unprepared teams. However, because it lacks any significant amount of bulk without any Calm Mind boosts, its main reason for using CM is because this is its only means of boosting its already deadly Special Attack. Truly one of the best offensive users of the move.


Raikou
Much like Alakazam, Raikou has not the best bulk out there, but a moderate HP stat and good overall offensive stats make this one deadly sweeper in the upper tiers. Access to STAB Thunder in the rain also makes this an extremely underrated, yet highly competent, threat.


Espeon
Speed, power, and immunity to direct status moves and Taunt thanks to Magic Bounce make Espeon a great candidate for this setup move as well. With naturally high Speed and Special Attack, after just one boost Espeon will be hurting a lot of things. Also, with access to Baton Pass, she can share in the boosts with any of her teammates, making her an ideal support Pokemon.


            Playing in the Lower Tiers:

            OU and UU aren’t the only tiers to have some Calm Mind fun in! A number of usable threats in RU and even NU stand out as effective in utilizing the setup move to do some damage. Here are a few potent choices:

Mesprit
The King of NU (probably soon to be moved to RU), Mesprit serves as a perfectly balanced Pokemon with good power and bulk alike. This, as you might guess, allows it to make perfect use of the +1 Special boosts. With excellent coverage as well, Mesprit becomes a deadly sweeper after only a few turns of setup.

 
Beheeyem
Beheeyem isn’t too far off its Psychic-type counterpart Reuniclus. They both have decent Defenses, 125 Special Attack, and pretty good movepools. But even though Beheeyem has a lower HP stat and Synchronize instead of Magic Guard, it still has potential to make use of all its assets by setting up. Try CM Beheeyem in the lower tiers. You might be surprised.  


Duosion
With Eviolite equipped, the only thing that makes Duosion even minimally worse than its evolution is its much lower HP stat. Still, the retention of 125 Sp.Atk and Magic Guard, as well as higher defenses than Reuniclus (thanks to Eviolite) makes for a lower-tier mini-sweeper just as devastating as its cousin.
           

Other Notable Users:

Here are a few other Pokemon to consider and their attributions to a Calm Mind set:

-Chandelure; The highest Special Attack stat in the entire non-Uber metagame + decent bulk make Chandelure a wonderfully scary threat in UU and above.

-Serperior; Natural defensive capabilities, great Speed and access to Leech Seed for a support-ish set all help alongside STAB Giga Drain and HP Fire for coverage.

-Cofagrigus; Cofagrigus can take hits very well. It has defensive potential on par with Skarmory and an excellent Special Attack stat for a wall, making Calm Mind abuse very viable.

-Cresselia; Not the most powerful out there, but being one of the most bulky definitely helps. Cresselia will always be the epitome of annoying defensive threat (think weaker Blissey), and CM abuse makes it no less so.

-Cobalion; After +1 Special Attack and +1 Special Defense, Cobalion becomes a very balanced, very effective threat. Max out HP and Speed, and watch as foes crumble to your powerfully boosted attacks and fail to take you down with all but the most powerful Super Effective hits.

-Virizion; Essentially the same as Cobalion, but with a different typing. STAB Giga Drain as means of pseudo-recovery makes this set fifteen times better than its musketeer brethren, though.

            Conclusion:

            It is definitely not the most popular setup move, nor is it the most offensively contributory. Calm Mind requires patience and strategy in order to work more effectively, especially as it is not as outright successful as something like Nasty Plot or Growth. Still, on the right Pokemon, it can become the key to finishing teams and winning games.

Apologies

I am currently in the process of editing my Competitive Move analysis that I was supposed to have posted yesterday. I apologize for not doing so, as I was busy with midterms. A Competitive Item analysis will be posted later today, as planned.

Wednesday, November 2, 2011

Competitive Battling Spotlight #26: Old Pokemon Seven


Medicham, An oddity in both appearance and Competitive potential.
The Meditate Pokemon

H.P.: 60
Attk: 60
Def.: 75
Sp.A: 60
Sp.D: 75
Spe: 80

Tier: RU (as of October 2011)

Abilities:
Pure Power: Doubles the Pokemon's Attack stat. If you didn't know what this ability did before reading this, just know that it is the only thing that makes Medicham even remotely viable in the current metagame, and for good reason. Doubling the meager base 60 Attack gives this Pokemon usability that bottom-feeder NU monsters would kill to have. Such a wonderful ability on such a would-be godawful Pokemon.

Telepathy:  Takes no damage from teammates' attacks in a Double or Triple Battle. When given; a) Medicham's other options for ability, b) The fact that it would suck horrendously with any ability other than Pure Power, and c) The fact that no one would use Medicham in Doubles and Triples anyway, it should be apparent that Telepathy is a waste on this Pokemon. Stick with Pure Power.

Analysis:  

        Medicham is perhaps one of the most interesting Pokemon competitively, with awful stats across the board that naturally do nothing to compliment its good typing. However, thanks to Pure Power, Medicham's viability receives a welcomed aid, giving it essentially one of the best outright Attack stats in the game. Still, with a below average Speed and quite low defenses, Cham has always been relegated to the lower end of the usage curve, standing out only to some.

        There is hope for it still, though. 80 base Speed, while nothing in particular to gawk over, is idealized with a Scarf set, backed by 438 Attack with a Jolly nature and great coverage overall. These assets are also made much more profound with a Choice Band equipped, giving Cham the potential to destroy top threats in virtually any tier.

Potential Sets: 

     1. MediChoice Band
         6 HP/252 Atk/252 Spe
         Adamant/Jolly @ Choice Band
         -Bullet Punch
         -Hi Jump Kick
         -Ice Punch
         -Rock Slide/Psycho Cut/Drain Punch

        Pure Power gives Medicham a raw Attack stat higher than the likes of even Haxorus and Darmanitan, meaning that with a Choice Band, it has potential to hit harder than nearly anything unboosted in the current metagame. This is only made greater by the fact that Fighting is an excellent STAB type to have. Add in the fact that Ice Punch and Rock Slide give it near-perfect coverage, and you have one very promising offensive powerhouse on your hands.
        Unfortunately, with lack of good Speed and bulk, this set is optimized through use of forcing and predicting switches, but if you are actually able to connect with the right move, you will not be sorry. Your opponent might, though.

   2. Leadicham
       6 HP/252 Atk/252 Spe
       Jolly @ Life Orb
       -Fake Out

       -Bullet Punch

       -Hi Jump Kick

       -Rock Slide/Ice Punch/Recover

        With its natural strength and access to Fake Out and some good coverage options, Cham makes a reliable choice for a lead slot, threatening a lot of common first-turn foes. Fake Out is a staple on this set, scoring loads of damage on frailer opponents and working to generally scout your opponent's next move. STAB Hi Jump Kick rounds off coverage nicely, and destroys anything weak or neutral to it, while Bullet Punch is for added priority after using the first-turn Fake Out. The last slot is there to fill up coverage holes, as both Rock Slide and Ice Punch work well with Hi Jump Kick. Recover may also be selected to increase longevity and nullify Life Orb damage, though the opportunities to get up a free Recover without being hit and KO-ed by an opponent's move are slim.

   3. Bulk Up
       252 HP/6 Atk/252 Sp.Def
       Careful @ Leftovers
       -Bulk Up

       -Bullet Punch/Substitute/Recover

       -Drain Punch

       -Ice Punch/Rock Slide


        Although Medicham is quite notably frail, it does have usable bulk when used as the focus for a set. That, and access to Bullk Up as means of increasing its already-superb Attack to even greater heights (with no investment at all, it has 312 Attack initially). With STAB Drain Punch for recovery, this set really has a lot going for it if played correctly. Rock Slide is great for coverage in OU, while Ice Punch yields better coverage against the threats of the lower tiers. Priority in the form of Bullet Punch is nice here, as without any Speed Cham will be much slower than usual, but if you'd like to go for a safer, more bulky route, Substitute may also be employed. Also, if you'd prefer brute power over the ability to recover some HP, you may choose Hi Jump Kick over Drain Punch and Recover over Bullet Punch/Sub.


4. ScarfCham

       6 HP/252 Atk/252 Spe
       Jolly/Adamant @ Choice Scarf

       -Hi Jump Kick

       -Rock Slide

       -Ice Punch

       -Psycho Cut/Drain Punch



      With Choice Scarf, Medicham becomes noticeably faster, becomeing able to outspeed countless threats it would not otherwise and smack them with a powerful hit. Bullet Punch is a bit unnecessary here, so the best optimal coverage is displayed above. Psycho Cut may be used for powerful STAB, while Drain Punch is good for pseudo-recovery. It should be recognized that this set, with a Jolly nature and the given EVs, hits 400+ with both its Attack and Speed stats, making it a very underrated revenge killer in OU, UU and RU alike.


Conclusion: 


        Medicham has always fallen victim to its own list of flaws, which accounts for its very low tiering placement since its introduction in Ruby and Sapphire. The good news about this, however, is that Medicham can be used in virtually any tier (bar NU) thanks to its low usage, making it effective in even the upper tiers. So while many are laughing in Cham's face for its "sucky" potential, you should be giving it a shot on one of your teams. It's really one of the most underrated competitively competent Monsters in today's game.


  Competitive Usability: 
Pros- 
  •  An Attack stat of over 400 with Pure Power. 
  • STAB Fighting 
  • A decent physical movepool, including Rock Slide and Ice Punch for coverage 
Cons- 
  • Lack of bulk and support options. 
  • Below average Speed.
Verdict:  8 out of 10 
         Design-wise, Medicham isn't pretty. It's a Fighting type, which means it has a starkly humanoid shape, but its skinny body and odd posture keep you from wishing it was anything close. It also has big lips and some odd headpiece thing that resemble a woopie-cushion or a flattened fish screaming for help. Its got a cool coloration on both the normal and shiny sprites, and the concept is cool, but otherwise that's as far as Medicham goes for me in the appeal factor.
        
        Aesthetic Design: 6 out of 10