Meditite
Diamond

It eats just one berry a day. By enduring hunger, its spirit is tempered and made sharper.

Pearl

It never misses its daily yoga workouts, and it heightens its spiritual power through meditation.

Platinum

It always trains deep in mountains. It levitates when it heightens its spiritual power through meditation.

Heartgold/Soulsilver

It meditates to heighten its inner energy and to float in the air. It eats one berry a day.

Evolution Chain

meditite
Meditite
Level 37
medicham
Medicham

Pokédex & Training Data

Classification Meditate Pokémon
Height 0.6 m (1'12")
Weight 11.2 kg (24.7 lbs)
Abilities
EV Yield +1 speed
Catch Rate 180
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Hoenn (R/S/E) #076
Sinnoh (D/P) #086
Sinnoh (Plat.) #086
Kalos (Central) #143
Hoenn (OR/AS) #078
Paldea (S/V) #161
National #307

Game Locations

Acuity Lakefront Area
Bell Tower 10f
Bell Tower 2f
Bell Tower 3f
Bell Tower 4f
Bell Tower 5f
Bell Tower 6f
Bell Tower 7f
Bell Tower 8f
Bell Tower 9f
Burned Tower 1f
Burned Tower B1f
Mt Coronet 1f Route 207
Mt Coronet 1f Route 211
Mt Coronet 1f Route 216
Mt Coronet B1f
Sinnoh Route 208 Area
Sinnoh Route 210 West Towards Celestic Town
Sinnoh Route 211 East Towards Celestic Town
Sinnoh Route 211 West Towards Eterna City
Sinnoh Route 216 Area
Sinnoh Route 217 Area
Sprout Tower 2f
Sprout Tower 3f

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
4 Meditate
— — 40 Raises the user’s Attack by one stage.
8 Confusion
50 100% 25 Has a 10% chance to confuse the target.
11 Detect
— — 5 Prevents any moves from hitting the user this turn.
15 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
18 Mind Reader
— — 5 Ensures that the user’s next move will hit the target.
22 Feint
30 100% 10 Hits through Protect and Detect.
25 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
29 Force Palm
60 100% 10 Has a 30% chance to paralyze the target.
32 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.
39 Power Trick
— — 10 User swaps Attack and Defense.
43 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
46 Recover
— — 5 Heals the user by half its max HP.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
4 Meditate
— — 40 Raises the user’s Attack by one stage.
8 Confusion
50 100% 25 Has a 10% chance to confuse the target.
11 Detect
— — 5 Prevents any moves from hitting the user this turn.
15 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
18 Mind Reader
— — 5 Ensures that the user’s next move will hit the target.
22 Feint
30 100% 10 Hits through Protect and Detect.
25 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
29 Force Palm
60 100% 10 Has a 30% chance to paralyze the target.
32 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.
39 Power Trick
— — 10 User swaps Attack and Defense.
43 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
46 Recover
— — 5 Heals the user by half its max HP.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
4 Meditate
— — 40 Raises the user’s Attack by one stage.
8 Confusion
50 100% 25 Has a 10% chance to confuse the target.
11 Detect
— — 5 Prevents any moves from hitting the user this turn.
15 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
18 Mind Reader
— — 5 Ensures that the user’s next move will hit the target.
22 Feint
30 100% 10 Hits through Protect and Detect.
25 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
29 Force Palm
60 100% 10 Has a 30% chance to paralyze the target.
32 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.
39 Power Trick
— — 10 User swaps Attack and Defense.
43 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
46 Recover
— — 5 Heals the user by half its max HP.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
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.
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.
TM52 Focus Blast
120 70% 5 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.
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.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Vacuum Wave
40 100% 30 Inflicts regular damage with no additional effect.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Role Play
— — 10 Copies the target’s ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Vacuum Wave
40 100% 30 Inflicts regular damage with no additional effect.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
Bullet Punch
40 100% 30 Inflicts regular damage with no additional effect.
Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
Guard Swap
— — 10 User swaps Defense and Special Defense changes with the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.
Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 30
Attack 40
Defense 55
Sp. Atk 40
Sp. Def 55
Speed 60
Total 280

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
2x
2x