#0308.1
Mega Medicham

Mega Medicham

Fighting Psychic

Abilities

  • Pure Power Doubles the power of the Pokémon's physical moves.

Stat Points

HP
60
ATK
100
DEF
85
Sp. Atk
80
Sp. Def
85
SPE
100

Weakness and Resistance

2x ⦿ Super Effective
Flying Ghost Fairy
1x – Normal
Normal Fire Water Grass Electric Ice Poison Ground Psychic Bug Dragon Dark Steel
0.5x △ Resists
Fighting Rock

Learnable Moves (77)

Name Type Category Power PP Description
Acupressure status - 20 Boosts the Attack, Defense, Sp.Atk, Sp. Def, Speed, accuracy, or evasiveness of the user or an ally by 2 stages.
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Aura Sphere special 80 20 This move never misses.
Axe Kick physical 120 12 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 status - 20 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 physical 85 12 Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Body Slam physical 85 16 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 physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bullet Punch physical 40 20 —
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Detect status - 8 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 physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Dynamic Punch physical 100 8 Confuses the target.
Endure status - 12 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 special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Expanding Force special 80 12 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 physical 70 20 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 physical 40 12 Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
Fling physical - 12 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 special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Gravity status - 8 Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used.
Guard Swap status - 12 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 status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
High Jump Kick physical 130 12 If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mega Kick physical 120 8 —
Night Shade special - 16 Deals 50 HP of damage.
Pain Split status - 20 The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Power Swap status - 12 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 status - 12 The user gains the Atk/Def Swapped status, which swaps the Pokémon's Attack and Defense stats.
Protect status - 8 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 status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Terrain status - 12 Turns the entire field into Psychic Terrain for 5 turns.
Psycho Cut physical 70 20 This move has a 1-stage Critical-Hit Ratio Boost.
Psyshock special 80 12 This is a special move, but the damage it deals is calculated using the target's Defense stat.
Quick Guard status - 16 The user protects itself and its allies from priority moves for the turn.
Rain Dance status - 8 Summons rain for 5 turns.
Recover status - 8 Restores 1/2 of the user's max HP.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 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 physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 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 special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Skill Swap status - 12 The user and the target swap their Abilities.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Stored Power special 20 12 This move's power is increased by20 for each stage that the user's stats have been boosted.
Substitute status - 12 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 status - 8 Summons harsh sunlight for 5 turns.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Trick status - 12 The user and the target swap their held items.
Trick Room status - 8 Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Vacuum Wave special 40 20 —
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.