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#0308

Medicham

Medicham
FightingPsychic

Height 1.3 m·Weight 31.5 kg

Base stats

HP
60
Atk
60
Def
75
SpA
60
SpD
75
Spe
80
Total410

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

Learnable moves

77 moves
  • Power 120Acc. 75PP 8
    Contact
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • Restores 50% of max HP

    Power Acc. PP 8
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Averages HP with the target

    Power Acc. PP 20
  • Switches out, passing stat changes to the replacement

    Power Acc. PP 20
  • Copies the target's stat changes

    Power Acc. PP 12
  • [Priority +3] Only works on the first turn out; makes the target flinch

    Power 40Acc. 100PP 12
    Contact
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • [Priority +5] Boosts an ally's next move to 1.5× power

    Power Acc. PP 20
  • [Priority +2] Hits through Protect and Detect

    Power 30Acc. 100PP 12
  • Raises a random stat of the user or an ally by 2

    Power Acc. PP 20
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • 10% chance: burn

    Power 75Acc. 100PP 16
    ContactPunch
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • 10% chance: burn · Crit stage +1 (12.5% crit chance)

    Power 85Acc. 90PP 12
    Contact
  • Sets rain for 5 turns

    Power Acc. PP 8
  • 10% chance: Lowers target's Sp. Def by 1

    Power 90Acc. 100PP 12
    Ball & bomb
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • Raises the user's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • 10% chance: paralysis

    Power 75Acc. 100PP 16
    ContactPunch
  • 10% chance: freeze

    Power 75Acc. 100PP 16
    ContactPunch
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • [Priority -5] Returns double the physical damage taken

    Power Acc. 100PP 20
    Contact
  • User loses half its max HP if it misses

    Power 130Acc. 90PP 12
    ContactAirborne
  • More power the less HP the user has left (max 200)

    Power Acc. 100PP 16
    Contact
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • Inflicts confusion

    Power 100Acc. 50PP 8
    ContactPunch
  • [Priority -3] Fails if the user takes damage before attacking

    Power 150Acc. 100PP 20
    ContactPunch
  • Destroys Reflect and Light Screen

    Power 75Acc. 100PP 16
    Contact
  • Raises own Attack·Defense by 1

    Power Acc. PP 20
  • Lowers own Defense·Sp. Def by 1

    Power 120Acc. 100PP 8
    Contact
  • Never misses

    Power 80Acc. PP 20
    Ball & bombPulse
  • Restores 50% of damage dealt

    Power 75Acc. 100PP 12
    ContactPunch
  • [Priority +1]

    Power 40Acc. 100PP 20
  • 10% chance: Lowers target's Sp. Def by 1

    Power 120Acc. 70PP 8
    Ball & bomb
  • Lowers target's Speed by 1

    Power 65Acc. 100PP 20
    Contact
  • [Priority +3] Protects the team from priority moves this turn

    Power Acc. PP 16
  • Raises an ally's Attack and Defense by 1

    Power Acc. PP 12
  • 30% chance to confuse; user takes recoil if it misses

    Power 120Acc. 90PP 12
    Contact
  • [Priority +3] Only works vs priority moves; makes the target flinch

    Power 65Acc. 100PP 16
    Contact
  • 30% chance: poison

    Power 80Acc. 100PP 20
    Contact
  • Never misses

    Power 60Acc. PP 20
    ContactSlicing
  • 10% chance: Lowers target's Sp. Def by 1

    Power 90Acc. 100PP 12
  • Raises own Speed by 2

    Power Acc. PP 20
  • Halves special damage for 5 turns

    Power Acc. PP 20
  • Halves physical damage for 5 turns

    Power Acc. PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Swaps held items with the target

    Power Acc. 100PP 12
  • Swaps abilities with the target

    Power Acc. PP 12
  • Blocks moves the user also knows

    Power Acc. PP 12
  • Raises own Sp. Atk·Sp. Def by 1

    Power Acc. PP 20
  • 5 turns: grounds all Pokémon and boosts accuracy

    Power Acc. PP 8
  • Swaps the user's Attack and Defense

    Power Acc. PP 12
  • Swaps Attack and Sp. Atk stat changes with the target

    Power Acc. PP 12
  • Swaps Defense and Sp. Def stat changes with the target

    Power Acc. PP 12
  • Crit stage +1 (12.5% crit chance)

    Power 70Acc. 100PP 20
    Slicing
  • 20% chance: flinch

    Power 80Acc. 90PP 16
    Contact
  • [Priority -7] For 5 turns, slower Pokémon move first

    Power Acc. PP 8
  • Special move that hits the target's Defense

    Power 80Acc. 100PP 12
  • +20 power per stat boost on the user

    Power 20Acc. 100PP 12
  • 5 turns: blocks priority moves; Psychic moves boosted

    Power Acc. PP 12
  • Power 80Acc. 100PP 12
  • 30% chance: flinch

    Power 75Acc. 90PP 12
  • Lowers target's Speed by 1

    Power 60Acc. 95PP 16
  • Deals damage equal to the user's level

    Power Acc. 100PP 16
  • 20% chance: Lowers target's Sp. Def by 1

    Power 80Acc. 100PP 16
    Ball & bomb
  • Steals the target's held item

    Power 60Acc. 100PP 20
    Contact
  • For 3 turns, the target can only use damaging moves

    Power Acc. 100PP 20
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • [Priority +1]

    Power 40Acc. 100PP 20
    ContactPunch