Turner forms part 2 of my defensive core, being extremely bulky with an excellent amount of defense invested EVs, a solid recovery move, and a plethora of resistances that allow it to switch in on nearly any predicted move. Volt Switch is the move that helps it to keep momentum up, and also provides STAB damage that KOs any weakened 'Mons in the field like an Azumarill who has just Belly Drummed. Pain Split is an excellent method of regaining HP from a healthy 'Mon and cutting them down to size at the same time, also helping with the trolling potential and the rage quits that come after sometimes. Will-O-Wisp cuts the power to any physical powerhouses in play, and makes people rage, and is also good for wearing down your opponent, or forcing a switch into a cleric. Hydro Pump is the STAB answer to any wise guys who try to stop it from Volt Switching, and puts a sizeable dent in whatever doesn't resist it. This thing is so bulky and I love it for its ability to take so much punishment, and then troll around. Being a slow pivot, it can switch in safely to Korra after taking the hit which it can probably survive. Lankor is usually my lead, and helps me scout for a good opening for Korra to come in and wreak havoc. This is my special wall, burn spreader/sweeper crippler, troll and scouter. Hydro Pump / Will-O-Wisp / Pain Split / Volt Switch Once it gets a safe switch in via Volt Switch or U-turn, this baby will eat things alive. Unprepared teams are ripped to shreds by this monster and prepared teams are ripped a little less to shreds than the others. The other two moves are his main STAB moves, High Jump Kick destroying anything that doesn't resist it, unless it misses which sucks, and Zen Headbutt which deal with any switch ins like Gengar and also finishes off anything that resists HJK. The Fake Out + Bullet Punch combo is superb, and allows to KO weak 'mons pretty well. Bullet Punch is the secondary priority move with OHKO's Diancie and Weavile before they get a chance to land a punch, and hits quite hard on things that don't resist it, allowing Korra to revenge kill quite effectively. Fake out deals Meh damage, but has a 100% flinch chance that allows Korra to Mega Evolve safely unless it's a Ghost type she's up against, in which case you really shouldn't try to Mega Evolve, but rather switch out to someone who can handle the ghosts. Introducing the powerful yogi who crushes skulls underneath that powerful heel, Korra the Medicham! Her ability, Pure Power, boosts her mediocre attack to the highest in the tier with that extra EV investment, and allows her to plow through any sorry-ass Stallers or Walls that try to stop him from ripping their team to shreds.
#1: "Korra" the Medicham (F) Medichamiteįake Out / Bullet Punch / Zen Headbutt / High Jump KickĪh yes, the MVP of this team.