ORAS OU Mega Medicham Bulky Offense by blunder and ABR

RMT Staff

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Introduction
Hello and welcome to our latest RMT staff archive team, by blunder and ABR! This team focuses on a "typespam" core of Mega Medicham and Choice Specs Keldeo, where they attempt to break down shared checks such as Slowbro. The Mega Medicham set also features the combination of Ice Punch and Thunder Punch, allowing it to beat many regular checks such as Slowbro and Landorus-T. Outside of the wallbreaking core, the team features pivots that can deal with common issues for Mega Medicham and Keldeo, such as Fairy-types and fast Flying-types. This team is a strong representation of late ORAS OU offense and as such has been selected for our archive. We hope you enjoy reading!

Team Members


Medicham-Mega (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Thunder Punch
- Ice Punch
Mega Medicham has always been recognized as one of the toughest wallbreakers to have defensive answers to throughout ORAS, and this statement is especially true in these past few months for one main reason; the double elemental punch set becoming extremely popular to break past what typically attempts to switch into it, such as Slowbro and Landorus-T, among others. On this team in particular, Mega Medicham is the first of the wallbreaking duo alongside Choice Specs Keldeo, with its main role being to create as many opportunities as possible to break down the opponent's team with powerful or threatening attacks. Mega Medicham matches up best against more defensively oriented teams, as defensive counters and even checks are limited to Pokemon such as Mega Sableye, which is certainly vulnerable to a potential Ice Punch freeze if it's constantly the go-to switch-in, and Pokemon that don't have a solid spot in the OU metagame such as Cresselia. Against more fast-paced teams, Mega Medicham will not get many chances to spam its monstrous attacks, as these team styles will typically apply enough pressure to the point where it struggles to come in. Furthermore, Mega Medicham does an excellent job at pressuring common hazard setters such as Ferrothorn, Heatran, and Landorus-T, which is beneficial to prevent offensive teams from switching around without punishment. Overall, Mega Medicham thrives off of its teammate's support through VoltTurn pivots allowing it to come in free, hazard removal to give it as many turns as possible to accomplish its goal of wallbreaking, and speed control via Thunder Wave alongside a fast Pokemon to ease the offense matchup in order to be a crucial part of this team.

In terms of abilities, Mega Medicham does not need nor have much versatility; Pure Power raises its Attack to insane levels. Adamant is the preferred nature on Mega Medicham to provide as much power as possible, achieving feats such as 2HKOing standard mixed defensive Clefable with High Jump Kick and having favorable odds of OHKOing physically defensive Landorus-T after Stealth Rock even at -1 Attack. As for Mega Medicham's EV spread, it is one that is fairly straightforward for an offensive pokemon; max Attack is used to give it as damage output as possible when it is wallbreaking, and max Speed is vital with its crowded Speed tier, allowing Mega Medicham to outspeed threats such as Timid Nidoking, Jolly Gyarados, and neutral Kyurem-B while potentially Speed tying with opposing neutral-natured base 100s such as contending Mega Medicham and Mega Gardevoir. Mega Medicham's moveset is also self explanatory for the most part; Fake Out is used to guarantee a free Mega Evolution to boost its Speed tier safely. High Jump Kick is its STAB move of choice and most powerful attack that is used to super effectively nail Steel-, Rock-, Normal-, and Dark-types while even denting pokemon that are neutral to or resist Fighting extremely hard. Thunder Punch is an excellent coverage move in Mega Medicham's arsenal to consistently hit Flying- and Water-types so you are not forced to use an inaccurate attack while also more importantly, luring in one of Mega Medicham's best defensive checks, Slowbro. Ice Punch is absolutely crucial in today's metagame, where Ground-types like Landorus-T and Garchomp are prevalent, while also allowing Mega Medicham to hit Grass- and Dragon-types super effectively.

In conclusion, Mega Medicham has a few other options. First off, a Jolly nature can be run in order to outspeed opposing Mega Medicham, which commonly run Adamant, positive-natured Kyurem-B, Jolly Excadrill outside of sand, and everything below this Speed tier, at the cost of not being capable of 2HKOing mixed defensive Clefable or achieving certain damage rolls. Fitting Zen Headbutt on Adamant Mega Medicham can be useful for exploiting one huge metagame trend in physically defensive Bold Clefable, allowing you to 2HKO that variant, while also coming in handy against, for example, a healthy Amoonguss. Bullet Punch is another move that people don't commonly expect to be run anymore, but it has the ability of dealing with Mega Diancie and Weavile more efficiently while also picking off some weakened faster pokemon, such as Latios.​


Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpD
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power Bug / Hidden Power Flying
Keldeo has been acknowledged as one of OU's most threatening Pokemon since its release, and it's easy to see why this is the case. In the current state of ORAS OU, Keldeo provides immense role compression as an offensive powerhouse that is capable of pressuring its own regular switch-ins via Scald burns and providing defensive utility in managing some metagame trends such as Darkspam (Bisharp, Weavile, Tyranitar, Crawdaunt, etc) along with various threats like Mega Scizor and Heatran while also having the possibility of playing multiple roles depending on your team's needs. On this build in particular, Keldeo serves as the second wallbreaker alongside Mega Medicham, as the two have excellent offensive synergy with each other, with Keldeo's ability to spam Scald throughout the match and fish for burns on Pokemon such as (Mega) Slowbro, which means it will eventually get overwhelmed, while also pressuring Mega Medicham's main counter in Mega Sableye. Keldeo's defensive typing is utilized on this team as a way of managing the aforementioned threats, which can often prove to be issues to more offensively based teams due to priority or their ability of wearing down the team consistently. Choice Specs Keldeo is used on this team in particular for its great ability to wallbreak and dent holes in the opponent's team, leaving them vulnerable to a late-game cleaner, in this case Choice Scarf Landorus-T. This statement goes even further, as Keldeo does an excellent job at crippling or removing some Pokemon that Scarf Landorus-T struggles with, such as Rotom-W, Slowbro, and prevalent bulky Ground-types. Furthermore, although Keldeo can be a self-sufficient pokemon due to its bulk offering opportunities to come in without much risk, it benefits from some of the team support as well. For example, specially defensive Jirachi baits in Pokemon such as Heatran, Landorus-T, Garchomp, and Skarmory, which Choice Specs Keldeo can constantly force out or leave the opponent in a position where they are forced to sacrifice it; this is especially true when Stealth Rock are on the field. Speaking of hazards, Keldeo is forced out by pokemon such as Latios, Clefable, and Serperior, which all provide specially defensive Jirachi a free turn to set up Stealth Rock or pivot out, thus pressuring the opponent.

Justified is Keldeo's only possible ability, and although it doesn't do anything for it as a special attacker, Keldeo's other advantages certainly make up for it. Timid is certainly the favored nature on Choice Specs keldeo to hit an important Speed tier. Choice Specs is the item of choice to raise Keldeo's Special Attack stat through the roof, allowing it to hit much harder. The EV spread chosen is self explanatory for an offensive pokemon; 252 Special Attack is invested for maximum damage output, 252 Speed is also invested to hit a Speed stat of 346, enabling it to creep Pokemon such as Manectric pre-Mega Evolution, offensive variants of Garchomp, positive-natured base 100s, positive-natured Kyurem-B, and everything below, with the 4 filler EVs being dumped in Defense. The moveset is also a fairly established one; Scald is used for consistent damage while fishing for burns on common switch-ins. Hydro Pump is used when the power is needed in a certain situation, such as netting a guaranteed 2HKO on standard mixed defensive Clefable, provided you hit both attacks. Secret Sword turns Choice Specs Keldeo into a mixed wallbreaker, allowing it to nail Water-resistant threats such as Rotom-W, Ferrothorn, Serperior, and opposing Keldeo for solid damage. As a filler slot, Hidden Power Bug allows Keldeo to hit a large majority of its switch-ins super effectively, including but not limited to Slowbro, Starmie, and Latios. Hidden Power Flying, on the other hand, can be used to nail various Pokemon such as Amoonguss, Mega Venusaur, and Serperior.

Choice Specs Keldeo is restricted to a specific yet effective set, but this team does have a few other potential options that could be taken into consideration. Despite being fairly uncommon, Rest + Sleep Talk Keldeo with a Life Orb can be used to more reliably check a few (combinations of) threats, most importantly Weavile and Bisharp. As Rotom-W opts for Thunder Wave instead of Pain Split on this team specifically, it will quickly get worn down and struggle with checking these threats, but this exact Keldeo variant will help in not getting swept. The only drawback here is the loss in power with Choice Specs, but it is still a viable option nonetheless. As opposed to a Hidden Power, Icy Wind can be used in the filler slot to 2HKO Latios among other pokemon, but it provides less utility than what is currently run.​


Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 72 HP / 240 Atk / 196 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Landorus-T has been one of the most used, if not the most used, Pokemon throughout a large majority of ORAS. It establishes itself as the most prominent Ground-type in the tier for its ability of fulfilling multiple roles depending on the team's requirements, and it is a major component of what this build is trying to accomplish. This team uses Scarf Landorus-T as the primary revenge killer for faster, threatening pokemon such as Mega Alakazam, Gengar, Latios, unboosted Mega Charizard X, Mega CharizardY, Mega Diancie, Mega Lopunny, and the list goes on. As this team isn't that quick overall (with a few Pokemon that sit in a mediocre Speed tier), Scarf Landorus-T not only provides a better matchup against more offensive, fast-paced teams but also generates momentum consistently throughout a match via U-turn, thus enabling one of the various wallbreakers of the team to come in and put you in an advantageous position. Furthermore, Landorus-T functions as the build's main late-game cleaner once Ground-resistant or -immune foes have been removed, typically via your main wallbreakers, but occasionally the inaccurate Stone Edge or Knock Off can let it clean up late-game as well. Despite Landorus-T being an offensive variant, it can still function as a switch-in to some physical attackers such as Excadrill and Mega Lopunny once or twice due to its defensive typing and bulk, but it still should definitely be played cautiously. Overall, Choice Scarf Landorus-T contributes to the team's simple concept of wallbreaker + cleaner/sweeper and will often be your endgame option, depending on the matchup of course.

Intimidate is Landorus-T's only possible ability, and it is very beneficial to have to neuter physical attackers, thus helping Landorus-T pivot into threats much more comfortably. Jolly is the preferred nature on Choice Scarf Landorus-T to outspeed threats like +1 Gyarados along with base 145s and 150s. As for the EV spread shown, it is one that isn't exactly straightforward; starting off with the Speed, an investment of 196 EVs alongside a Jolly nature outspeeds positive-natured base 150s (Mega Alakazam and Mega Aerodactyl), and 72 HP always avoids the 2HKO from -1 Adamant Life Orb Excadrill, with the rest dumped in Attack to hit as hard as possible. In terms of Scarf Landorus-T's moveset, it is quite simple; Earthquake is the STAB move of choice, allowing it to revenge kill or threaten Rock-types like Tyranitar and Mega Diancie, Steel-types such as Jirachi and Heatran, Fire-types like Volcanion and Mega Charizard X, and Electric-type Pokemon such as Mega Manectric and Raikou while dealing consistent damage, picking off weakened threats like Mega Lopunny or Keldeo, and being a safe option late-game to spam. Stone Edge enables Landorus-T to revenge kill or nail Flying-types such as Tornadus-T, Thundurus, Mega Charizard Y, Mega Pinsir, etc, and hit Pokemon that resist or are immune to Earthquake such as Rotom-W and opposing Landorus-T. Knock Off is extremely useful on this set for multiple reasons; Landorus-T can now beat threats such as Gengar and Latios without being forced in a position to U-turn or risk a Stone Edge miss, while the move's additional utility is extremely good for removing items, most notably Leftovers so the opposing team gets worn down much quicker. U-turn is one of Scarf Landorus-T's main selling points because it now becomes a revenge killer that can force out faster threats or susceptible Pokemon to gain switch initiative, thus allowing you to control the tempo and momentum of the match. U-turn is a move that is capable of putting you in an advantageous position quickly and leaves your opponent being forced into situations they don't want to be in.

As for potential other alternatives you can take with this Landorus-T set, it mainly has to do with the EV spread. A standard spread of max Attack and max Speed can be run to outspeed Choice Scarf Excadrill while maintaining maximum damage output; be careful if you do choose to go with this route, as the main sand check in Rotom-W does not have good recovery options.​


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
Rotom-W is one of the most effective pivots in the OU metagame due to the support it can offer to more offensive teams that rely on momentum to bring in threats safely and thus pressure the opponent. Other purposes include checking a multitude of Pokemon that threaten the team's offensive threats.

Many switch-ins to Rotom-W's Volt Switch, for example Grass-types like Ferrothorn, Amoonguss, Tangrowth, and Serperior or Dragon-types like Latios and Latias grant the team momentum either in the form of a hit with Medicham or Keldeo or in creating the opportunity to bring in the other pivots, Jirachi or Landorus-T, which both can use U-turn to gain momentum again or use utility moves like Stealth Rock or Knock Off. If Rotom-W doesn't grab momentum, it cripples its switch-ins with a burn through Will-O-Wisp or with a paralysis using Thunder Wave. Medicham and Keldeo benefit directly from that, as they share similar checks.

Defensively, Rotom-W serves as bulky pivot as part of the team's defensive framwork, which mainly consists of Jirachi and Rotom-W. Both try to cover a plethora of threats in the OU metagame.
Most of the time Rotom-W can switch into Pokemon that Jirachi invites in, for example Fire-types like Heatran, which can burn Keldeo if it were the only switch-in, and Will-O-Wisp Talonflame, which greatly threatens the team, as it burns Rotom on the switch. Common Ground-types like Landorus-T, Excadrill, and defensive Garchomp, which Jirachi can't deal with, are deterred from using their STAB moves thanks to Levitate. Bulky Water-types like Slowbro, which Medicham and Keldeo want softened up with a burn to have a greater chance of breaking through, can be pivoted into too. Other Water-types including opposing Rotom-W, Azumarill, and Manaphy are covered decently, given the last two Pokemon can be a threat to every team depending on their moveset. Additionally, Rotom-W supports the team to deal with Flying-types like Tornadus-T. The little overlap that Rotom-W and Jirachi create helps the team to improve its matchup against it, since it is able to whittle down both Jirachi and Rotom-W by removing Leftovers, with Knock Off, using U-turn, or hitting them with strong Life Orb Hurricanes.

As for the EV spread, 248 EVs in HP and 252 in Defense with a Bold nature make Rotom-W as sturdy as possible against physical attacks. Regarding moves, Hydro Pump hits Ground-, Fire-, and Rock-types hard with its high Base Power. Volt Switch and Will-O-Wisp are necessary to fulfill Rotom-W's role. Thunder Wave specifically targets Mega Charizard X, which can threaten the team with its powerful attacks, or Clefable, as it likes to switch into Rotom-W a lot. Because Rotom-W uses Thunder Wave over Pain Split, Leftovers is appreciated for its passive recovery, as Rotom-W gets worn down easily without Pain Split. The lack of recovery is remedied by the fact that Landorus-T and Latios are both immune to Ground-type attacks as well. This shared trait is appreciated, as Pokemon Rotom-W likes to switch into very often carry Toxic (Heatran, Landorus-T, Garchomp, Hippowdon), Knock Off (Landorus-T), or moves to phaze Rotom-W like Whirlwind, Dragon Tail and Roar to try wearing it down with Stealth Rock damage and status. Taking the pressure off of Rotom-W enables multiple approaches if the Pokemon it should deal with are on the field, either via scouting moves or through midground plays.

To sum it up, Rotom's role compression allows it to cover many threats in OU. It partners well with Jirachi defensively, tries to to bring the wallbreakers in safely, and helps the team to accumulate damage from U-turn, Volt Switch, Stealth Rock and burn (through Will-O-Wisp or Keldeo's Scald) by using the team's ability to pivot repeatedly. Chip and residual damage will pile up to the point where the opposing Pokemon are weakened enough to be KOed by the team's heavy hitters or swept by one of the faster Pokemon.​


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 236 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head
- U-turn
- Healing Wish
Jirachi has an excellent typing in Steel / Psychic and well-rounded stats that allow it to take on even the most powerful special hits. Its great movepool enables it to fulfill a role of a support Pokemon on this team while covering a lot of problematic threats in OU. Most of the time, Jirachi's switch-ins are Steel-types like Heatran, Scizor, Ferrothorn, Skarmory and Ground-types like Landorus-T and defensive Garchomp. It is not difficult to see that Medicham and Keldeo OHKO these Pokemon with their respective STAB or coverage moves. Thus, just like Rotom, Jirachi allows the two breakers to enter the field without taking damage from the opponent. It's also not limited to those two; common switch-ins to defensive Jirachi also include Water-types like Keldeo and Volcanion or bulkier variants like Rotom and Slowbro, most of which are threatened or forced out mainly by Latios or Landorus-T, if they are in range of or weak to its attacks.

Jirachi's typing and bulk allow it to act as a bulky pivot. Its task comprises two main points: checking and capitalizing on the opening created from Dragons and Fairies (special attackers that Rotom can't deal with mostly). Latios is commonly found on bulky offense teams because of its role compression. Kyurem and Latias (including Mega) are less common, but Jirachi exhibits the means to take them on. As for Fairies, Mega Gardevoir and Diancie are two very potent threats that are hard to cover in ORAS OU teambuilding due to their coverage and lure moves. Not only can Jirachi take multiple hits from these threats, but it can also exploit the Dragons' and Fairies' weakness to its moves, meaning it can set up Stealth Rock if needed, U-turn out to gain momentum, or use Iron Head for good damage. If Jirachi comes in successfully on a Draco Meteor, Hyper Voice, or Moonblast, for example, the opponent finds himself in a predicament: the Latis are weak to U-turn and have to take a little less than 50% from U-turn while also fearing Scarf Landorus-T to come in and U-turn again or Knock Off, while Fairies have to fear Iron Head, risking getting damaged severely or even OHKOed if they think of playing aggressively by staying in on the U-turn, not wanting to give up momentum. Jirachi's U-turn is slow, meaning that it will switch out after it has taken damage from the foe; hence, a threat can come in without taking damage. Dealing with the most common Fairy, Clefable, is a bit more complicated for Jirachi, as it likes to use T-Wave on the obvious switch because Jirachi is the team's only Fairy switch-in. Paralyzed Jirachi can't flinch Clefable and has the potential to lose to it, since the damage output from Iron Head is low. Other Fairies include Togekiss and Altaria, which are less common, but the former has the potential to outright sweep the team at +1, so Jirachi has to be kept healthy.

The EV spread of 240 HP / 236 SpD / 32 Spe maximizes SpD bulk to take as many hits as possible from the aforementioned threats while always outspeeding Jolly Tyranitar. As for moves, Iron Head hits Fairies and is known for its 60% flinch chance due to Serene Grace. Combined with Rotom's Thunder Wave, the chance that the foe won't be able to attack a particular turn jumps to 85%, which potentially allows for dirty sweeps late-game. Healing Wish completely heals a Pokemon if it has not fainted, enabling the wallbreakers to be played more aggressively or granting a second chance for a sweeper to clean.

In conclusion, Jirachi is the team player that complements Rotom-W to form a solid backbone. It supports the team by checking mainly Fairies and Dragons, gets up Stealth Rock, U-turns a few times, gets chip damage with Iron Head, and potentially uses Healing Wish to either heal a teammate or gain momentum. It gets worn down quickly though while Pokemon it should check are weakened by residual damage, Volt Switch, U-turn, Stealth Rock, and status. It is not meant to stay in the match for long, as it is not a sweeper. Nonetheless, there's a high number of Pokemon that can use Jirachi as setup fodder due to its passive nature, which can greatly threaten the rest of the team. To mention a few: DD Mega Charizard X, CM (Mega) Slowbro, Volcarona, SD Garchomp, Suicune, and Manaphy.​


Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Hidden Power Fire
- Defog
- Recover
Latios has been essential across all iterations of OU that it has been legal, providing incredible role compression for offensive teams that need checks for offensive Water-types and boasting incredible power with its STAB Draco Meteor. No Pokemon can entirely account for all of the threats that Latios is able to switch into consistently and force out consistently, and Latios helps this team by blanket checking a variety of those threats that the team would otherwise struggle with. This list includes but is not limited to opposing Keldeo, Mega Charizard Y, Manaphy, Rotom-W, and Mega Manectric to an extent. Furthermore, its high speed and powerful Draco Meteor enable Latios to force out Pokemon such as opposing Mega Medicham, Kyurem-B, and offensive Garchomp, which could otherwise be problematic for the team to handle if using Keldeo to force out those threats was not feasible given the opponent's counterplay. Hidden Power Fire mitigates the damage that Ferrothorn and Mega Scizor can do to the team, which could be challenging if they carried Protect in the case of the former and used an offensive spread to outspeed Rotom-W in the case of the latter. Latios also provides Defog support, which can be invaluable in a matchup against a team with Spikes or to clear Stealth Rock for Landorus-T and Rotom-W, both of which appreciate hazards being off the field to use Volt Switch and U-turn without penalty. Recover is necessary to stay healthy for the duration of the game and regain health lost from switching into Keldeo's Secret Sword or a potential Scald burn.

Levitate is Latios's only ability, which can help the team by forcing such threats as Sand Rush Excadrill to use Iron Head to take out Latios, which in turn prompts a free switch into Rotom-W. A Timid nature with maximum Speed investment is essential for outspeeding Timid Keldeo and potentially tying with opposing Latios that run Hidden Power Fire. Maximum Special Attack and Life Orb give Latios more power, dramatically increasing the damage output from Draco Meteor and Hidden Power Fire, and ensure that Latios can OHKO Keldeo and Landorus-T after Stealth Rock should it need to.

The team's requirements dictate that Latios run Draco Meteor and Recover, but there is some room to adjust the final two moveslots given personal preference. Either one of Psychic or Psyshock can be run to help handle Mega Venusaur and Amoonguss better while having a move to 2HKO Azumarill. Psychic has the added utility of 2HKOing physically defensive Clefable on the switch, which is increasingly being used as a hard check to Mega Medicham without Zen Headbutt. Thunderbolt is also an option to force out specially defensive Skarmory, although the teams on which it is found almost always have Pursuit support to eliminate Latios.​

Threatlist

Playstyles:


This team has its worst matchup against stall. The pivots will be more or less useless as they can't build up any pressure to get the team's machinery running. Sableye is one of the best walls against Medicham and due to the rise of Amoonguss, Keldeo struggles to dent stall teams. Landorus can be dealt with as it can't damage stall teams effectively, Latios can't touch Chansey and Rotom and Jirachi can't do enough damage to threaten stall either.


Birdspam got popular again during OLT. Medicham, Keldeo, Latios and Jirachi are weak to birds and Landorus has to lock itself into a move to revenge them creating setup opportunities, while Rotom too weak, lacks recovery and thus gets overloaded, while Dragonite's has a Lum Berry.​

Fire-types:


Mega Charizard X: Sets up on Jirachi comfortably and outspeeds Landorus after +1, so either Landorus or Rotom have to be kept almost at full to take it on with T-Wave or attacking respectively.


Talonflame: SpD Talonflame burns Rotom on the switch-in wearing it down. The rest of the team bar Landorus lets it either set up or outright kill with priority Brave Bird.


Mega Charizard Y + Tyranitar: After Latios gets trapped by Tyranitar, it can OHKO the whole team. Landorus and Keldeo can somewhat threaten it out though.


Volcarona: If caught in a bad spot with Jirachi, it can Quiver Dance and threaten the rest of the team depending on its set.​

Fighting-types:


Mega Lopunny: Nothing can come in on it, as it 2HKOs every Pokemon. With chip damage and trading or sweeping respectively, it can be beaten.


Mega Medicham (and Mega Gallade): Basically get a kill every time they get to attack. The one who brings in the threats faster will have a better shot and speed ties will probably decide the match.


Mega Heracross: It will get its kill unless Latios attacks it directly. Nothing much can be done, but accumulating chip damage and revenging with a faster Pokemon does the job.​

Fairy-types:

Mega Gardevoir (+ Jirachi trapper): Although the team has Jirachi, some Gardevoir have Will-O-Wisp which burns Jirachi on the switch. Magnezone traps Jirachi and whittles it down with attack, as it can only U-Turn because of Magnet Pull. Due to its lack of recovery it will get worn down quickly.


Dragon Dance Mega Altaria: Latios can't touch it at all with its set, so it gets to DD if it switches into Latios' attack. Jirachi has no defensive investment, so it has to be kept healthy. Fake Out combined with scarf Earthquake and attack drops through Intimidate can help.​

Other:

Water-types: Keldeo, Volcanion, Manaphy (+ Pursuit trapper): Latios is the only Water switch-in which can deal with these threats. Once its weakend or trapped, they can do a number to the team.


Dark-types (Weavile, Bisharp, Band Tyranitar, Crawdaunt) + Scizor: Dark-types weaken Keldeo as it is the only Dark resist on the team, and after that Scizor has the potential to run through the team.


Electric-types: Thundurus, CM Raikou, Mega Manectric: With the only Ground Type in Landorus, which fears HP Ice and Latios being prone to pursuit, the team struggles with these.


Mega Alakazam and Life Orb Alakazam: Hits everything on the team very hard as Jirachi is weak to its coverage moves. Lando needs to be kept around to beat it late game.


Mega Metagross: Because of its high speed tier and high attack stat with Tough Claws, it outspeeds the majority of the team with moves to kill every member after a little bit of damage, except for Rotom, but if Metagross carries Zen Headbutt, it will get 2HKOd on the switchin too with just a few percent prioir damage. It can be revenged with Landorus though and capitalizing its low speed tier prior to mega evolution it can be played around.


Gengar: No switch-in, it's immune to Fake Out and will most likely get its one or two kills. Landorus outspeeds it to revenge, but being locked into Knock Off to try to kill it is not the best option.​

Defensive Threats:


Mega Sableye: It is one of the best Medicham checks. Keldeo can try to break it but usually stall carries Amoonguss or other means to switch into it safely, so it can get worn down by hazards since it has to come in very often as it is the only Pokemon which can dent these kind of teams.


Reuniclus: If it gets one free turn to CM it will be hard to deal with. Sacrifising a Pokemon to damage it and then attacking with Landorus and Jirachi can remove it.


Cresselia and Mew: Both like to come in on Medicham and then spread status. After that they are hard to force out.


Slowbro: Catching it on the switch-in with Medicham will help, but after a boost it is a major threat. Trying to burn it and then spamming attacks with Medicham can break it.


Suicune: Medicham 2HKOs it, while Rotom and Latios can try to annoy it with status, super effective or just very strong hits. After boosts, Medicham can try to 2HKO it but it has to fear boosted Scald (and burns) through Sleep Talk.


Clefable: It switches into Latios very easily and has the tools to paralyze Jirachi, making it less of a check. Medicham can't break defensive variants with HJK. If it gets boosts with Jirachi burned or paralyzed, it will probably win.​

Importable
Medicham-Mega (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Thunder Punch
- Ice Punch

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpD
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Bug] / Hidden Power [Flying]

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 72 HP / 240 Atk / 196 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 236 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head
- U-turn
- Healing Wish

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Hidden Power [Fire]
- Defog
- Recover

Credits

Created by: blunder and ABR
Written by: Nedor, mil, Hector Hard Mode
Grammar checked by: The Dutch Plumberjack, P Squared
Art by: Team Pokepals
 

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