Mega Medicham

Mega Medicham

FightingPsychic

HP
135
Atk
120
Def
105
SpA
100
SpD
105
Spe
120
Total685

Usage Format

Mega Medicham Abilities

All Medicham Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
MedichamMedichamFightingPsychic1358095809510058531.5
Mega MedichamMega Medicham
FightingPsychic13512010510010512068531.5

Mega Medicham Type Effectiveness

Weak to

FlyingGhostFairy

Resistant to

Fighting½×Rock½×

Immune to

Damaged normally by

NormalPoisonGroundBugSteelFireWaterGrassElectricPsychicIceDragonDark

Mega Medicham Moves

Usage Move Type Category Power Acc PP Prio Description
76.4%Close CombatFightingPhysical12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
73.7%Fake OutNormalPhysical4010012+3Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
43.3%Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
27.1%Poison JabPoisonPhysical80100200Has a 30% chance of poisoning the target.
26.3%Psycho CutPsychicPhysical70100200This move has a 1-stage Critical-Hit Ratio Boost.
21.2%Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
13.5%Ice PunchIcePhysical75100160Has a 10% chance of freezing the target.
12.8%ProtectNormalStatus8+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.
11.2%Bullet PunchSteelPhysical4010020+1
10.2%Drain PunchFightingPhysical75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
Fire PunchFirePhysical75100160Has a 10% chance of burning the target.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Mega KickNormalPhysical1207580
Body SlamNormalPhysical85100160Has 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 BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Low KickFightingPhysical100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
CounterFightingPhysical10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
PsychicPsychicSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
AgilityPsychicStatus200Boosts the user’s Speed stat by 2 stages.
Night ShadeGhostSpecial100160Deals 50 HP of damage.
RecoverNormalStatus80Restores 1/2 of the user’s max HP.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
High Jump KickFightingPhysical13090120If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
RestPsychicStatus80Fully 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.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
ReversalFightingPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
DetectFightingStatus8+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.
EndureNormalStatus12+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 TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Pain SplitNormalStatus200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
Dynamic PunchFightingPhysical1005080Confuses the target.
Baton PassNormalStatus200The 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 DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Psych UpNormalStatus120The user copies the target’s stat changes.
Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
FacadeNormalPhysical70100200This 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 PunchFightingPhysical15010020-3This move fails if the user has already taken damage from a move in the same turn.
TauntDarkStatus100200Gives the target the Taunted status.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
TrickPsychicStatus100120The user and the target swap their held items.
Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Skill SwapPsychicStatus120The user and the target swap their Abilities.
ImprisonPsychicStatus120The user gains the Sealing Off status.
Blaze KickFirePhysical8590120Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Aerial AceFlyingPhysical60200This move never misses.
Bulk UpFightingStatus200Boosts the user’s Attack and Defense stats by 1 stage.
Calm MindPsychicStatus200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
GravityPsychicStatus80Gives the entire field the Gravity status for 5 turns.
FeintNormalPhysical3010012+2This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
AcupressureNormalStatus200Boosts the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness of the user or an ally by 2 stages.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Power TrickPsychicStatus120The user gains the Atk/Def Swapped status.
Power SwapPsychicStatus120The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats.
Guard SwapPsychicStatus120The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats.
Aura SphereFightingSpecial80200This move never misses.
Vacuum WaveFightingSpecial4010020+1
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Energy BallGrassSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Trick RoomPsychicStatus8-7Gives the entire field the Trick Room status for 5 turns.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
PsyshockPsychicSpecial80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
Low SweepFightingPhysical65100200Lowers the target’s Speed stat by 1 stage.
RoundNormalSpecial60100160If 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 PowerPsychicSpecial20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
Quick GuardFightingStatus16+3The user protects itself and its allies from priority moves for the turn.
Psychic TerrainPsychicStatus120Turns the entire field into Psychic Terrain for 5 turns.
Expanding ForcePsychicSpecial80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
CoachingFightingStatus120Boosts allies’ Attack and Defense stats by 1 stage.
Axe KickFightingPhysical12090120Has 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.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.
Upper HandFightingPhysical6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority move.