Meditite
Black/WhiteBlack 2/White 2

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

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

Learned Moves

Level Up Moves

Black/White
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 Acupressure
— — 30 Raises one of a friendly Pokémon’s stats at random by two stages.
43 Power Trick
— — 10 User swaps Attack and Defense.
46 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
50 Recover
— — 5 Heals the user by half its max HP.
Black 2/White 2
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 Acupressure
— — 30 Raises one of a friendly Pokémon’s stats at random by two stages.
43 Power Trick
— — 10 User swaps Attack and Defense.
46 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
50 Recover
— — 5 Heals the user by half its max HP.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three 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.
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.
TM47 Low Sweep
65 100% 20 Lowers the target’s Speed by one stage.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
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.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
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.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
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.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
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.
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.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Black/WhiteBlack 2/White 2
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.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
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.
Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
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