Medicham
Ruby

It is said that through meditation, MEDICHAM heightens energy inside its body and sharpens its sixth sense. This POKéMON hides its presence by merging itself with fields and mountains.

Sapphire

Through the power of meditation, MEDICHAM developed its sixth sense. It gained the ability to use psychokinetic powers. This POKéMON is known to meditate for a whole month without eating.

Emerald

Through crushingly harsh yoga training, it gained the power to foretell its foe’s actions. It battles with elegant, dance- like movement.

Firered/Leafgreen

It elegantly avoids attacks with dance- like steps, then launches a devastating blow in the same motion.

Evolution Chain

meditite
Meditite
Level 37
medicham
Medicham

Pokédex & Training Data

Classification Meditate Pokémon
Height 1.3 m (4'03")
Weight 31.5 kg (69.4 lbs)
Abilities
EV Yield +2 speed
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Hoenn (R/S/E) #077
Sinnoh (D/P) #087
Sinnoh (Plat.) #087
Kalos (Central) #144
Hoenn (OR/AS) #079
Paldea (S/V) #162
National #308

Game Locations

Hoenn Victory Road B1f
Hoenn Victory Road B2f

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
1 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
1 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Meditate
— — 40 Raises the user’s Attack by one stage.
1 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
1 Detect
— — 5 Prevents any moves from hitting the user this turn.
4 Meditate
— — 40 Raises the user’s Attack by one stage.
9 Confusion
50 100% 25 Has a 10% chance to confuse the target.
12 Detect
— — 5 Prevents any moves from hitting the user this turn.
18 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
22 Mind Reader
— — 5 Ensures that the user’s next move will hit the target.
28 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
32 High Jump Kick
130 90% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
40 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
46 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
54 Recover
— — 5 Heals the user by half its max HP.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
1 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
1 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Meditate
— — 40 Raises the user’s Attack by one stage.
1 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
1 Detect
— — 5 Prevents any moves from hitting the user this turn.
4 Meditate
— — 40 Raises the user’s Attack by one stage.
9 Confusion
50 100% 25 Has a 10% chance to confuse the target.
12 Detect
— — 5 Prevents any moves from hitting the user this turn.
18 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
22 Mind Reader
— — 5 Ensures that the user’s next move will hit the target.
28 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
32 High Jump Kick
130 90% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
40 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
46 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
54 Recover
— — 5 Heals the user by half its max HP.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
1 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
1 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Meditate
— — 40 Raises the user’s Attack by one stage.
1 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
1 Detect
— — 5 Prevents any moves from hitting the user this turn.
4 Meditate
— — 40 Raises the user’s Attack by one stage.
9 Confusion
50 100% 25 Has a 10% chance to confuse the target.
12 Detect
— — 5 Prevents any moves from hitting the user this turn.
17 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
20 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
25 Mind Reader
— — 5 Ensures that the user’s next move will hit the target.
28 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
33 High Jump Kick
130 90% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
36 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
47 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
56 Recover
— — 5 Heals the user by half its max HP.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
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
— — 5 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.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Metronome
— — 10 Randomly selects and uses any move in the game.
Mimic
— — 10 Copies the target’s last used move.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Swift
60 — 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Metronome
— — 10 Randomly selects and uses any move in the game.
Mimic
— — 10 Copies the target’s last used move.
Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
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.

Base Stats

Hp 60
Attack 60
Defense 75
Sp. Atk 60
Sp. Def 75
Speed 80
Total 410

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
2x
2x