Skip to content

308 - Medicham

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4
   

















 

Ability

Version Ability
All Pure Power / Telepathy

Base Stats

Version HP Atk Def SAtk SDef Spd BST
Classic 60 60 75 60 75 80 410
Complete 60 60 80 80 80 90 450

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Fire Punch 75 100% 15 Has a 10% chance to burn the target.
1 Thunder Punch 75 100% 15 Has a 10% chance to paralyze the target.
1 Ice Punch 75 100% 15 Has a 10% chance to freeze the target.
1 Bide - - 10 User waits for two turns, then hits back for twice the damage it took.
1 Meditate - - 40 Raises the user's Attack by one stage.
1 Detect - - 5 Prevents any moves from hitting the user this turn.
7 Confusion 50 100% 25 Has a 10% chance to confuse the target.
10 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
13 Feint 30 100% 10 Hits through Protect and Detect.
16 Force Palm 60 100% 10 Has a 30% chance to paralyze the target.
19 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
22 Psycho Cut 70 100% 20 Has an increased chance for a critical hit.
25 Calm Mind - - 20 Raises the user's Special Attack and Special Defense by one stage.
28 Mind Reader - - 5 Ensures that the user's next move will hit the target.
31 High Jump Kick 130 90% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
35 Psych Up - - 10 Discards the user's stat changes and copies the target's.
39 Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.
43 Acupressure - - 30 Raises one of a friendly Pokémon's stats at random by two stages.
47 Power Trick - - 10 User swaps Attack and Defense.
51 Reversal - 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
55 Recover - - 10 Heals the user by half its max HP.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM01 Focus Punch 150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM04 Calm Mind - - 20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Bulk Up - - 20 Raises the user's Attack and Defense by one stage.
TM10 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day - - 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam 150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen - - 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect - - 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
TM21 Frustration - 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball 80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM31 Brick Break 75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM33 Reflect - - 20 Reduces damage from physical attacks by half.
TM39 Rock Tomb 60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM45 Attract - 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM52 Focus Blast 120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM53 Energy Ball 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling - 100% 10 Throws held item at the target; power depends on the item.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM60 Drain Punch 75 100% 10 Drains half the damage inflicted to heal the user.
TM67 Recycle - - 10 User recovers the item it last used up.
TM68 Giga Impact 150 90% 5 User foregoes its next turn to recharge.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM77 Psych Up - - 10 Discards the user's stat changes and copies the target's.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM80 Rock Slide 75 90% 10 Has a 30% chance to make the target flinch.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM84 Poison Jab 80 100% 20 Has a 30% chance to poison the target.
TM86 Grass Knot - 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute - - 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
HM04 Strength 100 100% 15 Has a 10% chance to raise the user's Attack by one stage.
HM06 Rock Smash 60 100% 15 Has a 50% chance to lower the target's Defense by one stage.
Move Tutor Fire Punch 75 100% 15 Has a 10% chance to burn the target.
Move Tutor Helping Hand - - 20 Ally's next move inflicts half more damage.
Move Tutor Ice Punch 75 100% 15 Has a 10% chance to freeze the target.
Move Tutor Mud-Slap 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Move Tutor Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Swift 60 - 20 Never misses.
Move Tutor Thunder Punch 75 100% 15 Has a 10% chance to paralyze the target.
Move Tutor Trick - 100% 10 User and target swap items.
Move Tutor Vacuum Wave 40 100% 30 Inflicts regular damage with no additional effect.
Move Tutor Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.

Wild Encounters

Route Method Level Chance
Mt. Coronet ~ Snow Area 🌅 Morning Lv. 50 - 52 20%
Mt. Coronet ~ Snow Area 🌞 Day Lv. 50 - 52 20%
Mt. Coronet ~ Snow Area 🌙 Night Lv. 50 - 52 20%
Mt. Coronet ~ Summit 🌅 Morning Lv. 51 - 53 20%
Mt. Coronet ~ Summit 🌞 Day Lv. 51 - 53 20%
Mt. Coronet ~ Summit 🌙 Night Lv. 51 - 53 20%
Victory Road ~ 1F 🌅 Morning Lv. 59 10%
Victory Road ~ 1F 🌞 Day Lv. 59 10%
Victory Road ~ 1F 🌙 Night Lv. 59 10%
Victory Road ~ 1F Back 1 🌅 Morning Lv. 59 10%
Victory Road ~ 1F Back 1 🌞 Day Lv. 59 10%
Victory Road ~ 1F Back 1 🌙 Night Lv. 59 10%
Victory Road ~ 1F Back 2 🌅 Morning Lv. 59 10%
Victory Road ~ 1F Back 2 🌞 Day Lv. 59 10%
Victory Road ~ 1F Back 2 🌙 Night Lv. 59 10%
Victory Road ~ 1F Back 3 🌅 Morning Lv. 59 10%
Victory Road ~ 1F Back 3 🌞 Day Lv. 59 10%
Victory Road ~ 1F Back 3 🌙 Night Lv. 59 10%