#308 Medicham

General Location Attacks Stats Egg Moves
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Gen IV Dex Gen III Dex
Champions Pokédex

Picture
Normal SpriteShiny Sprite
Name Other Names No. Gender Ratio Type
Medicham
Japan: Charem
チャーレム
French: Charmina
German: Meditalis
Korean: 요가램
National: #308
Male :50%
Female :50%
Fighting-type Psychic-type
Classification Height Weight
Meditate Pokémon 4'03"
1.3m
69.4lbs
31.5kg
Abilities: Pure Power - Telepathy
Pure Power: The Pokémon’s Attack stat is doubled in battle while having this ability. :
Telepathy: Prevents damage from team-mates during Double battles

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *2 *1 *1 *0.5 *2 *1 *1 *1 *2
Evolutionary Chain
MedichamMega Medicham
Gender Differences
MaleFemale
Male Sprite Female Sprite

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Acupressure Acupressure - Normal-type Acupressure: Other Move -- 101 --
Boosts the Attack Defense Sp. Atk Sp. Def Speed accuracy or evasiveness of the user or an ally by 2 stages.
Aerial Ace Aerial Ace - Flying-type Aerial Ace: Physical Move 60 101 --
This move never misses.
Agility Agility - Psychic-type Agility: Other Move -- 101 --
Boosts the user's Speed stat by 2 stages.
Aura Sphere Aura Sphere - Fighting-type Aura Sphere: Special Move 80 101 --
This move never misses.
Axe Kick Axe Kick - Fighting-type Axe Kick: Physical Move 120 90 30
Has a 30% chance of confusing the target. If this move misses or fails the user takes damage equal to 1/2 of its max HP.
Baton Pass Baton Pass - Normal-type Baton Pass: Other Move -- 101 --
The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes a substitute or other such effects they will be passed on to the Pokémon switching in.
Blaze Kick Blaze Kick - Fire-type Blaze Kick: Physical Move 85 90 10
Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Brick Break Brick Break - Fighting-type Brick Break: Physical Move 75 100 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Bulk Up Bulk Up - Fighting-type Bulk Up: Other Move -- 101 --
Boosts the user's Attack and Defense stats by 1 stage.
Bullet Punch Bullet Punch - Steel-type Bullet Punch: Physical Move 40 100 --
Calm Mind Calm Mind - Psychic-type Calm Mind: Other Move -- 101 --
Boosts the user's Sp. Atk and Sp. Def stats by 1 stage.
Close Combat Close Combat - Fighting-type Close Combat: Physical Move 120 100 --
Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching Coaching - Fighting-type Coaching: Other Move -- 101 --
Boosts allies' Attack and Defense stats by 1 stage.
Counter Counter - Fighting-type Counter: Physical Move ?? 100 --
The user retaliates to deal double the damage it took from an opponent's physical move during the turn this move is used.
Detect Detect - Fighting-type Detect: Other Move -- 101 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Drain Punch Drain Punch - Fighting-type Drain Punch: Physical Move 75 100 --
The user's HP is restored by 1/2 of the damage dealt by this move.
Dynamic Punch Dynamic Punch - Fighting-type Dynamic Punch: Physical Move 100 50 100
Confuses the target.
Endure Endure - Normal-type Endure: Other Move -- 101 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Energy Ball Energy Ball - Grass-type Energy Ball: Special Move 90 100 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Expanding Force Expanding Force - Psychic-type Expanding Force: Special Move 80 100 --
If the user is under the effect of Psychic Terrain this move's power is boosted by 50% and its range extends to all opponents.
Facade Facade - Normal-type Facade: Physical Move 70 100 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Fake Out Fake Out - Normal-type Fake Out: Physical Move 40 100 100
Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Feint Feint - Normal-type Feint: Physical Move 30 100 --
This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fire Punch Fire Punch - Fire-type Fire Punch: Physical Move 75 100 10
Has a 10% chance of burning the target.
Fling Fling - Dark-type Fling: Physical Move ?? 100 --
This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast Focus Blast - Fighting-type Focus Blast: Special Move 120 70 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch Focus Punch - Fighting-type Focus Punch: Physical Move 150 100 --
This move fails if the user has already taken damage from a move in the same turn.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Grass Knot Grass Knot - Grass-type Grass Knot: Special Move ?? 100 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Gravity Gravity - Psychic-type Gravity: Other Move -- 101 --
Gives the entire field the Gravity status for 5 turns.
Guard Swap Guard Swap - Psychic-type Guard Swap: Other Move -- 101 --
The user swaps the changes to its Defense and Sp. Def stats with the changes to the target's Defense and Sp. Def stats.
Helping Hand Helping Hand - Normal-type Helping Hand: Other Move -- 101 --
Boosts the power of an ally's move by 50% during the turn this move is used.
High Jump Kick High Jump Kick - Fighting-type High Jump Kick: Physical Move 130 90 --
If this move misses or fails the user takes damage equal to 1/2 of its max HP.
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Ice Punch Ice Punch - Ice-type Ice Punch: Physical Move 75 100 10
Has a 10% chance of freezing the target.
Imprison Imprison - Psychic-type Imprison: Other Move -- 101 --
The user gains the Sealing Off status.
Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 --
Gives the user's side the Light Screen status for 5 turns.
Low Kick Low Kick - Fighting-type Low Kick: Physical Move ?? 100 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Low Sweep Low Sweep - Fighting-type Low Sweep: Physical Move 65 100 --
Lowers the target's Speed stat by 1 stage.
Mega Kick Mega Kick - Normal-type Mega Kick: Physical Move 120 75 --
Night Shade Night Shade - Ghost-type Night Shade: Special Move ?? 100 --
Deals 50 HP of damage.
Pain Split Pain Split - Normal-type Pain Split: Other Move -- 101 --
The user adds its remaining HP to the target's remaining HP then splits the total in half for them to share.
Poison Jab Poison Jab - Poison-type Poison Jab: Physical Move 80 100 30
Has a 30% chance of poisoning the target.
Power Swap Power Swap - Psychic-type Power Swap: Other Move -- 101 --
The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target's Attack and Sp. Atk stats.
Power Trick Power Trick - Psychic-type Power Trick: Other Move -- 101 --
The user gains the Atk/Def Swapped status.
Protect Protect - Normal-type Protect: Other Move -- 101 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Psych Up Psych Up - Normal-type Psych Up: Other Move -- 101 --
The user copies the target's stat changes.
Psychic Psychic - Psychic-type Psychic: Special Move 90 100 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Terrain Psychic Terrain - Psychic-type Psychic Terrain: Other Move -- 101 --
Turns the entire field into Psychic Terrain for 5 turns.
Psycho Cut Psycho Cut - Psychic-type Psycho Cut: Physical Move 70 100 --
This move has a 1-stage Critical-Hit Ratio Boost.
Psyshock Psyshock - Psychic-type Psyshock: Special Move 80 100 --
This is a special move but the damage it deals is calculated using the target's Defense stat.
Quick Guard Quick Guard - Fighting-type Quick Guard: Other Move -- 101 --
The user protects itself and its allies from priority moves for the turn.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 --
Summons rain for 5 turns.
Recover Recover - Normal-type Recover: Other Move -- 101 --
Restores 1/2 of the user's max HP.
Reflect Reflect - Psychic-type Reflect: Other Move -- 101 --
Gives the user's side the Reflect status for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal Reversal - Fighting-type Reversal: Physical Move ?? 100 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Rock Slide Rock Slide - Rock-type Rock Slide: Physical Move 75 90 30
Has a 30% chance of making targets flinch.
Rock Tomb Rock Tomb - Rock-type Rock Tomb: Physical Move 60 95 --
Lowers the target's Speed stat by 1 stage.
Round Round - Normal-type Round: Special Move 60 100 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Shadow Ball Shadow Ball - Ghost-type Shadow Ball: Special Move 80 100 20
Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Skill Swap Skill Swap - Psychic-type Skill Swap: Other Move -- 101 --
The user and the target swap their Abilities.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Stored Power Stored Power - Psychic-type Stored Power: Special Move 20 100 --
This move's power is increased by 20 for each stage that the user's stats have been boosted.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day Sunny Day - Fire-type Sunny Day: Other Move -- 101 --
Summons harsh sunlight for 5 turns.
Taunt Taunt - Dark-type Taunt: Other Move -- 100 --
Gives the target the Taunted status.
Thief Thief - Dark-type Thief: Physical Move 60 100 --
If the user is not already holding an item it steals the target's held item.
Thunder Punch Thunder Punch - Electric-type Thunder Punch: Physical Move 75 100 10
Has a 10% chance of paralyzing the target.
Trailblaze Trailblaze - Grass-type Trailblaze: Physical Move 50 100 --
Boosts the user's Speed stat by 1 stage.
Trick Trick - Psychic-type Trick: Other Move -- 100 --
The user and the target swap their held items.
Trick Room Trick Room - Psychic-type Trick Room: Other Move -- 101 --
Gives the entire field the Trick Room status for 5 turns.
Upper Hand Upper Hand - Fighting-type Upper Hand: Physical Move 65 100 --
Makes the target flinch. This move fails if the target isn't about to use a priority move.
Vacuum Wave Vacuum Wave - Fighting-type Vacuum Wave: Special Move 40 100 --
Zen Headbutt Zen Headbutt - Psychic-type Zen Headbutt: Physical Move 80 90 20
Has a 20% chance of making the target flinch.



Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 410 60 60 75 60 75 80
Max Stats
Hindering Nature
Standard 135 - 167 72 - 100 85 - 114 72 - 100 85 - 114 90 - 118
Max Stats
Neutral Nature
Standard 135 - 167 80 - 112 95 - 127 80 - 112 95 - 127 100 - 132
Max Stats
Beneficial Nature
Standard 135 - 167 88 - 123 104 - 139 88 - 123 104 - 139 110 - 145
60
60
75
80
75
60


Mega Medicham

Picture
Name Other Names No. Type
Mega Medicham
Japan: Mega Charem
メガチャーレム
French: Mega Charmina
German: Mega -Meditalis
Korean: 메가요가램
National: #308
Classification Height Weight Capture Rate
Meditate Pokémon 4'03"
1.3m
69.4lbs
31.5kg
Abilities: Pure Power
Pure Power: The Pokémon’s Attack stat is doubled in battle while having this ability.
Damage Taken
Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *2 *1 *1 *0.5 *2 *1 *1 *1 *2


Stats -

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 510 60 100 85 80 85 100
Max Stats
Hindering Nature
Standard 135 - 167 108 - 136 94 - 123 90 - 118 94 - 123 108 - 136
Max Stats
Neutral Nature
Standard 135 - 167 120 - 152 105 - 137 100 - 132 105 - 137 120 - 152
Max Stats
Beneficial Nature
Standard 135 - 167 132 - 167 115 - 150 110 - 145 115 - 150 132 - 167
60
100
85
100
85
80

<--- Aggron #306
Aggron
#310
Manectric
Manectric --->