Meditite
X

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

Y

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

Omega Ruby

Meditite undertakes rigorous mental training deep in the mountains. However, whenever it meditates, this Pokémon always loses its concentration and focus. As a result, its training never ends.

Alpha Sapphire

Meditite heightens its inner energy through meditation. It survives on just one berry a day. Minimal eating is another aspect of this Pokémon’s training.

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

Connecting Cave Area

Learned Moves

Level Up Moves

X/Y
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.
OR/AS
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.
7 Confusion
50 100% 25 Has a 10% chance to confuse the target.
9 Detect
— — 5 Prevents any moves from hitting the user this turn.
12 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
15 Feint
30 100% 10 Hits through Protect and Detect.
17 Force Palm
60 100% 10 Has a 30% chance to paralyze the target.
20 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
23 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
25 Mind Reader
— — 5 Ensures that the user’s next move will hit the target.
28 High Jump Kick
130 90% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
31 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
33 Acupressure
— — 30 Raises one of a friendly Pokémon’s stats at random by two stages.
36 Power Trick
— — 10 User swaps Attack and Defense.
39 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
41 Recover
— — 5 Heals the user by half its max HP.
44 Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.

TM/HM Moves

X/Y
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.
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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
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.
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.
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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
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

X/YOR/AS
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.
Quick Guard
— — 15 Prevents any priority moves from hitting friendly Pokémon this turn.
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