Pokédex › Medicham
Medicham — Stats & Moves (Pokémon Champions)
FightingPsychic Abilities: Pure Power
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Medicham build & best moveset / Best counters to Medicham / Calculate damage with Medicham / Calculate damage against Medicham
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 135 | 167 | — | |
| Attack | 80 | 112 | 123 | |
| Defense | 95 | 127 | 139 | |
| Sp. Atk | 80 | 112 | 123 | |
| Sp. Def | 95 | 127 | 139 | |
| Speed | 100 | 132 | 145 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | FlyingGhostFairy |
|---|---|
| resists (1/2) | FightingRock |
Learnset (77 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Mega Kick | Normal | Physical | 120 | 75 | 8 | Inflicts regular damage with no additional effect. |
| Body Slam | Normal | Physical | 85 | 100 | 16 | Has a chance to paralyze the target. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Fake Out | Normal | Physical | 40 | 100 | 12 | Can only be used as the first move after the user enters battle. Causes the target to flinch. |
| Feint | Normal | Physical | 30 | 100 | 12 | Hits through Protect and Detect. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Acupressure | Normal | Status | — | — | 20 | Raises one of a friendly Pokémon’s stats at random by two stages. |
| Helping Hand | Normal | Status | — | — | 20 | Ally’s next move inflicts half more damage. |
| Psych Up | Normal | Status | — | — | 12 | Discards the user’s stat changes and copies the target’s. |
| Baton Pass | Normal | Status | — | — | 20 | Allows the trainer to switch out the user and pass effects along to its replacement. |
| Pain Split | Normal | Status | — | — | 20 | Sets the user’s and targets’s HP to the average of their current HP. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Recover | Normal | Status | — | — | 8 | Heals the user by half its max HP. |
| Trailblaze | Grass | Physical | 50 | 100 | 20 | The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat. |
| Energy Ball | Grass | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Grass Knot | Grass | Special | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Blaze Kick | Fire | Physical | 85 | 90 | 12 | Has an increased chance for a critical hit and a chance to burn the target. |
| Fire Punch | Fire | Physical | 75 | 100 | 16 | Has a chance to burn the target. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Thunder Punch | Electric | Physical | 75 | 100 | 16 | Has a chance to paralyze the target. |
| Aerial Ace | Flying | Physical | 60 | — | 20 | Never misses. |
| Rock Slide | Rock | Physical | 75 | 90 | 12 | Has a chance to make the target flinch. |
| Rock Tomb | Rock | Physical | 60 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Poison Jab | Poison | Physical | 80 | 100 | 20 | Has a chance to poison the target. |
| Ice Punch | Ice | Physical | 75 | 100 | 16 | Has a chance to freeze the target. |
| Focus Punch | Fighting | Physical | 150 | 100 | 20 | If the user takes damage before attacking, the attack is canceled. |
| High Jump Kick | Fighting | Physical | 130 | 90 | 12 | If the user misses, it takes half the damage it would have inflicted in recoil. |
| Axe Kick | Fighting | Physical | 120 | 90 | 12 | The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead. |
| Close Combat | Fighting | Physical | 120 | 100 | 8 | Lowers the user’s Defense and Special Defense by one stage after inflicting damage. |
| Dynamic Punch | Fighting | Physical | 100 | 50 | 8 | Has a chance to confuse the target. |
| Drain Punch | Fighting | Physical | 75 | 100 | 12 | Drains half the damage inflicted to heal the user. |
| Brick Break | Fighting | Physical | 75 | 100 | 16 | Destroys Reflect and Light Screen. |
| Upper Hand | Fighting | Physical | 65 | 100 | 16 | The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move. |
| Low Sweep | Fighting | Physical | 65 | 100 | 20 | Lowers the target’s Speed by one stage. |
| Reversal | Fighting | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Counter | Fighting | Physical | — | 100 | 20 | Inflicts twice the damage the user received from the last physical hit it took. |
| Low Kick | Fighting | Physical | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Focus Blast | Fighting | Special | 120 | 70 | 8 | Has a chance to lower the target’s Special Defense by one stage. |
| Aura Sphere | Fighting | Special | 80 | — | 20 | Never misses. |
| Vacuum Wave | Fighting | Special | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Coaching | Fighting | Status | — | — | 12 | Inflicts regular damage with no additional effect. |
| Quick Guard | Fighting | Status | — | — | 16 | Prevents any priority moves from hitting friendly Pokémon this turn. |
| Bulk Up | Fighting | Status | — | — | 20 | Raises the user’s Attack and Defense by one stage. |
| Detect | Fighting | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Zen Headbutt | Psychic | Physical | 80 | 90 | 16 | Has a chance to make the target flinch. |
| Psycho Cut | Psychic | Physical | 70 | 100 | 20 | Has an increased chance for a critical hit. |
| Psychic | Psychic | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Expanding Force | Psychic | Special | 80 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Psyshock | Psychic | Special | 80 | 100 | 12 | Inflicts damage based on the target’s Defense, not Special Defense. |
| Stored Power | Psychic | Special | 20 | 100 | 12 | Power is higher the more the user’s stats have been raised, to a maximum of 31×. |
| Psychic Terrain | Psychic | Status | — | — | 12 | Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. |
| Trick Room | Psychic | Status | — | — | 8 | For five turns, slower Pokémon will act before faster Pokémon. |
| Guard Swap | Psychic | Status | — | — | 12 | User swaps Defense and Special Defense changes with the target. |
| Power Swap | Psychic | Status | — | — | 12 | User swaps Attack and Special Attack changes with the target. |
| Power Trick | Psychic | Status | — | — | 12 | User swaps Attack and Defense. |
| Gravity | Psychic | Status | — | — | 8 | Disables moves and immunities that involve flying or levitating for five turns. |
| Calm Mind | Psychic | Status | — | — | 20 | Raises the user’s Special Attack and Special Defense by one stage. |
| Imprison | Psychic | Status | — | — | 12 | Prevents the target from using any moves that the user also knows. |
| Skill Swap | Psychic | Status | — | — | 12 | User and target swap abilities. |
| Trick | Psychic | Status | — | 100 | 12 | User and target swap items. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Reflect | Psychic | Status | — | — | 20 | Reduces damage from physical attacks by half. |
| Light Screen | Psychic | Status | — | — | 20 | Reduces damage from special attacks by 50% for five turns. |
| Agility | Psychic | Status | — | — | 20 | Raises the user’s Speed by two stages. |
| Shadow Ball | Ghost | Special | 80 | 100 | 16 | Has a chance to lower the target’s Special Defense by one stage. |
| Night Shade | Ghost | Special | — | 100 | 16 | Inflicts damage equal to the user’s level. |
| Thief | Dark | Physical | 60 | 100 | 20 | Takes the target’s item. |
| Fling | Dark | Physical | — | 100 | 12 | Throws held item at the target; power depends on the item. |
| Taunt | Dark | Status | — | 100 | 20 | For the next few turns, the target can only use damaging moves. |
| Bullet Punch | Steel | Physical | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |