Medicham

Medicham

Rank #173FightingPsychic

HP
135
Atk
80
Def
95
SpA
80
SpD
95
Spe
100
Total585

Usage Format

Medicham Abilities

All Medicham Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
MedichamMedicham
FightingPsychic1358095809510058531.5
Mega MedichamMega MedichamFightingPsychic13512010510010512068531.5

Medicham Type Effectiveness

Weak to

Flying2×Ghost2×Fairy2×

Resistant to

Fighting½×Rock½×

Immune to

—

Damaged normally by

Normal1×Poison1×Ground1×Bug1×Steel1×Fire1×Water1×Grass1×Electric1×Psychic1×Ice1×Dragon1×Dark1×

Medicham Moves

Usage Move Type Category Target Power Acc PP Prio Description
57.8%Close CombatFightingPhysicalSingle12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
54.7%Fake OutNormalPhysicalSingle4010012+3Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
29.6%Psycho CutPsychicPhysicalSingle70100200This move has a 1-stage Critical-Hit Ratio Boost.
23.8%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
22.6%Ice PunchIcePhysicalSingle75100160Has a 10% chance of freezing the target.
22%Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
20.2%Drain PunchFightingPhysicalSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
17.6%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
13.9%Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
11.4%Bullet PunchSteelPhysicalSingle4010020+1—
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Mega KickNormalPhysicalSingle1207580—
—Body SlamNormalPhysicalSingle85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—CounterFightingPhysicalVaries—10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
—PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Night ShadeGhostSpecialSingle—100160Deals 50 HP of damage.
—RecoverNormalStatusSelf—∞80Restores 1/2 of the user’s max HP.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—High Jump KickFightingPhysicalSingle13090120If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—DetectFightingStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Pain SplitNormalStatusSingle—∞200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
—Dynamic PunchFightingPhysicalSingle1005080Confuses the target.
—Baton PassNormalStatusSelf—∞200The user switches out of battle to be replaced by another party Pokemon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokemon switching in.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—Focus PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—TauntDarkStatusSingle—100200Gives the target the Taunted status.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
—Blaze KickFirePhysicalSingle8590120Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—GravityPsychicStatusField—∞80Gives the entire field the Gravity status for 5 turns.
—FeintNormalPhysicalSingle3010012+2This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
—AcupressureNormalStatusAlly—∞200Boosts the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness of the user or an ally by 2 stages.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Power TrickPsychicStatusSelf—∞120The user gains the Atk/Def Swapped status.
—Power SwapPsychicStatusSingle—∞120The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats.
—Guard SwapPsychicStatusSingle—∞120The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats.
—Aura SphereFightingSpecialSingle80∞200This move never misses.
—Poison JabPoisonPhysicalSingle80100200Has a 30% chance of poisoning the target.
—Vacuum WaveFightingSpecialSingle4010020+1—
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Energy BallGrassSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Low SweepFightingPhysicalSingle65100200Lowers the target’s Speed stat by 1 stage.
—RoundNormalSpecialSingle60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
—Stored PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—Quick GuardFightingStatusOwn Side—∞16+3The user protects itself and its allies from priority moves for the turn.
—Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.
—Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
—CoachingFightingStatusAlly—∞120Boosts allies’ Attack and Defense stats by 1 stage.
—Axe KickFightingPhysicalSingle12090120Has a 30% chance of confusing the target. If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Upper HandFightingPhysicalSingle6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority attack.