Medicham
fightingpsychic
Front
Normal
Shiny
Animated
Shiny Animated
Back
Normal
Shiny
Type
FightingPsychic
Dex
#357
Abilities
Raises Attack.
Growth Rate
mediumfast
Gender Ratio
50% Male, 50% Female
Egg Groups
humanlike
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
90
Base Exp
153
EV Yield
2 Speed
Wild Held Items
None
Weak To
ghost ×2fairy ×2
Resists
fighting ×0.5rock ×0.5
Evolution Chain
How to Obtain
Medicham can be found in Victory Road B1f (rare), in Victory Road B2f (rare), and in Victory Road Moltres (rare). Wild ones range from level 40 to 44.
Wild Encounters (3)
Level Up Moves (20)
| Level | Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| Fire PunchLevel: 1 | ||||||
| fire | 75 | 100 | 15 | |||
| A fiery punch that may burn the foe. | ||||||
| Thunder PunchLevel: 1 | ||||||
| electric | 75 | 100 | 15 | |||
| An electrified punch that may paralyze the foe. | ||||||
| Ice PunchLevel: 1 | ||||||
| ice | 75 | 100 | 15 | |||
| An icy punch that may freeze the foe. | ||||||
| BideLevel: 1 | ||||||
| normal | 1 | 100 | 10 | |||
| Endures attack for 2 turns to retaliate double. | ||||||
| MeditateLevel: 1 | ||||||
| psychic | 0 | 0 | 40 | |||
| Meditates in a peaceful fashion to raise Attack. | ||||||
| ConfusionLevel: 1 | ||||||
| psychic | 50 | 100 | 25 | |||
| A psychic attack that may cause confusion. | ||||||
| DetectLevel: 1 | ||||||
| fighting | 0 | 0 | 5 | |||
| Evades attack, but may fail if used in succession. | ||||||
| Low KickLevel: 4 | ||||||
| fighting | 1 | 100 | 20 | |||
| A kick that inflicts more damage on heavier foes. | ||||||
| MeditateLevel: 4 | ||||||
| psychic | 0 | 0 | 40 | |||
| Meditates in a peaceful fashion to raise Attack. | ||||||
| ConfusionLevel: 9 | ||||||
| psychic | 50 | 100 | 25 | |||
| A psychic attack that may cause confusion. | ||||||
| DetectLevel: 12 | ||||||
| fighting | 0 | 0 | 5 | |||
| Evades attack, but may fail if used in succession. | ||||||
| Hidden PowerLevel: 18 | ||||||
| The effectiveness varies with the user. | ||||||
| Mind ReaderLevel: 22 | ||||||
| normal | 0 | 100 | 5 | |||
| Senses the foe's action to ensure the next move's hit. | ||||||
| Calm MindLevel: 28 | ||||||
| psychic | 0 | 0 | 20 | |||
| Raises Sp. Atk and Sp. Def by focusing the mind. | ||||||
| Hi Jump KickLevel: 32 | ||||||
| fighting | 100 | 90 | 10 | |||
| A jumping knee kick. If it misses, the user is hurt. | ||||||
| Psych UpLevel: 40 | ||||||
| normal | 0 | 0 | 10 | |||
| Copies the foe's effect(s) and gives to the user. | ||||||
| Focus BlastLevel: 41 | ||||||
| fighting | 120 | 70 | 5 | |||
| Attacks at full power. May lower Sp. Def. | ||||||
| ReversalLevel: 46 | ||||||
| fighting | 1 | 100 | 15 | |||
| Inflicts more damage when the user's HP is down. | ||||||
| CounterLevel: 53 | ||||||
| fighting | 1 | 100 | 20 | |||
| Retaliates any physical hit with double the power. | ||||||
| RecoverLevel: 54 | ||||||
| normal | 0 | 0 | 5 | |||
| Recovers up to half the user's maximum HP. | ||||||
Related Guides
TM/HM Moves (25)
| Move | Type | Cat. | Power | Acc. | PP | |
|---|---|---|---|---|---|---|
| Focus Punch | ||||||
| fighting | 150 | 100 | 20 | TM01 | ||
| A powerful loyalty attack. The user flinches if hit. | ||||||
| Calm Mind | ||||||
| psychic | 0 | 0 | 20 | TM04 | ||
| Raises Sp. Atk and Sp. Def by focusing the mind. | ||||||
| Toxic | ||||||
| poison | 0 | 70 | 10 | TM06 | ||
| Poisons the foe with an intensifying toxin. | ||||||
| Bulk Up | ||||||
| fighting | 0 | 0 | 20 | TM08 | ||
| Bulks up the body to boost both Attack and Defense. | ||||||
| Hidden Power | ||||||
| The effectiveness varies with the user. | ||||||
| Sunny Day | ||||||
| fire | 0 | 0 | 5 | TM11 | ||
| Boosts the power of Fire- type moves for 5 turns. | ||||||
| Hyper Beam | ||||||
| normal | 150 | 90 | 5 | TM15 | ||
| Powerful, but leaves the user immobile the next turn. | ||||||
| Light Screen | ||||||
| psychic | 0 | 0 | 30 | TM16 | ||
| Creates a wall of light that lowers Sp. Atk damage. | ||||||
| Protect | ||||||
| normal | 0 | 0 | 10 | TM17 | ||
| Evades attack, but may fail if used in succession. | ||||||
| Rain Dance | ||||||
| water | 0 | 0 | 5 | TM18 | ||
| Boosts the power of Water- type moves for 5 turns. | ||||||
| Frustration | ||||||
| normal | 1 | 100 | 20 | TM21 | ||
| An attack that is stronger if the Trainer is disliked. | ||||||
| Return | ||||||
| normal | 1 | 100 | 20 | TM27 | ||
| An attack that increases in power with friendship. | ||||||
| Psychic | ||||||
| psychic | 90 | 100 | 10 | TM29 | ||
| A powerful psychic attack that may lower Sp. Def. | ||||||
| Shadow Ball | ||||||
| ghost | 80 | 100 | 15 | TM30 | ||
| Hurls a black blob that may lower the foe's Sp. Def. | ||||||
| Brick Break | ||||||
| fighting | 75 | 100 | 15 | TM31 | ||
| Destroys barriers such as Reflect and causes damage. | ||||||
| Double Team | ||||||
| normal | 0 | 0 | 15 | TM32 | ||
| Creates illusory copies to raise evasiveness. | ||||||
| Reflect | ||||||
| psychic | 0 | 0 | 20 | TM33 | ||
| Creates a wall of light that weakens physical attacks. | ||||||
| Rock Tomb | ||||||
| rock | 60 | 95 | 15 | TM39 | ||
| Stops the foe from moving with rocks and cuts Speed. | ||||||
| Facade | ||||||
| normal | 70 | 100 | 20 | TM42 | ||
| Boosts Attack when burned, paralyzed, or poisoned. | ||||||
| Secret Power | ||||||
| normal | 70 | 100 | 20 | TM43 | ||
| An attack with effects that vary by location. | ||||||
| Rest | ||||||
| psychic | 0 | 0 | 5 | TM44 | ||
| The user sleeps for 2 turns, restoring HP and status. | ||||||
| Attract | ||||||
| normal | 0 | 100 | 15 | TM45 | ||
| Makes the opposite gender less likely to attack. | ||||||
| Strength | ||||||
| normal | 80 | 100 | 15 | HM04 | ||
| Builds enormous power, then slams the foe. | ||||||
| Flash | ||||||
| normal | 0 | 100 | 20 | HM05 | ||
| Looses a powerful blast of light that cuts accuracy. | ||||||
| Rock Smash | ||||||
| fighting | 40 | 100 | 15 | HM06 | ||
| A rock-crushing attack that may lower Defense. | ||||||
