Medicham

Alternate Forms

medicham
Base
X

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

Y

Through yoga training, it gained the psychic power to predict its foe’s next move.

Omega 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.

Alpha 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.

Evolution Chain

meditite
Meditite
Level 37
medicham
Medicham

Pokédex Data

Classification Meditate Pokémon
Height 1.3 m (4'03")
Weight 31.5 kg (69.4 lbs)
Abilities

Training

EV Yield +2 speed
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Humanshape

Learned Moves

Level Up Moves

X/Y
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.
1 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
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.
42 Acupressure
30 Raises one of a friendly Pokémon's stats at random by two stages.
49 Power Trick
10 User swaps Attack and Defense.
55 Reversal
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
62 Recover
5 Heals the user by half its max HP.
OR/AS
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.
1 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
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.
42 Reversal
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
47 Recover
5 Heals the user by half its max HP.
53 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.
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.
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.
TM53 Energy Ball
90 100% 10 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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
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.
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.
TM53 Energy Ball
90 100% 10 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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.

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

Mega Medicham

Mega Medicham
Hp 60
Attack 100
Defense 85
Sp. Atk 80
Sp. Def 85
Speed 100
Total 510