Essentials
Pokédex Numbers
- Introduced in
- National
- 308
- Original Hoenn
- 77
- Original Sinnoh
- 87
- Extended Sinnoh
- 87
- Central Kalos
- 144
- New Hoenn
- 79
Names
- Japanese
- チャーレム (chaaremu)
- チャーレム
- Official roomaji
- Charem
- Korean
- 요가램
- Chinese
- 恰雷姆
- 恰雷姆
- French
- Charmina
- German
- Meditalis
- Spanish
- Medicham
- Italian
- Medicham
Breeding
Compatibility
Evolution
Baby | Basic | Stage 1 | Stage 2 |
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Meditite | Medicham Level up, starting at level 37 |
Medicham Forms
Stats
Pctile | Min IVs | Max IVs | ||
---|---|---|---|---|
HP | 38.0 | 293 | 324 | |
Attack | 74.8 | 268 | 299 | |
Defense | 68.0 | 238 | 269 | |
Special Attack | 62.7 | 228 | 259 | |
Special Defense | 69.7 | 238 | 269 | |
Speed | 84.0 | 268 | 299 | |
Total | 74.4 |
Flavor
Flavor Text
Sprites
Height
4'3.2"
1.3 m
Weight
69.4 lb
31.5 kg
Locations
Pal Park
- Area
- Mountain
- Score
- 70
- Rate
- 20
Moves
Fighting and Psychic moves get STAB, and have their type highlighted in green.
Physical moves better suit Medicham's higher Attack, and have their class highlighted in green.
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||
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Level up: Learned when a Pokémon reaches a certain level. | ||||||||||
— | — | — | Bide | 10 | * | — | 1 | User waits for two turns, then hits back for twice the damage it took. |
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— | — | — | Meditate | 40 | — | — | Raises the user's Attack by one stage. |
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— | — | — | Confusion | 25 | 50 | 100% | Has a 10% chance to confuse the target. |
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— | — | — | Detect | 5 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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4 | 4 | 4 | Meditate | 40 | — | — | Raises the user's Attack by one stage. |
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8 | 7 | 7 | Confusion | 25 | 50 | 100% | Has a 10% chance to confuse the target. |
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11 | 9 | 9 | Detect | 5 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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15 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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18 | Mind Reader | 5 | — | — | Ensures that the user's next move will hit the target. |
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12 | 12 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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22 | 15 | 15 | Feint | 10 | 30 | 100% | 2 | Hits through Protect and Detect. |
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17 | 17 | Force Palm | 10 | 60 | 100% | Has a 30% chance to paralyze the target. |
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20 | 20 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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25 | 23 | 23 | Calm Mind | 20 | — | — | Raises the user's Special Attack and Special Defense by one stage. |
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29 | Force Palm | 10 | 60 | 100% | Has a 30% chance to paralyze the target. |
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25 | 25 | Mind Reader | 5 | — | — | Ensures that the user's next move will hit the target. |
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32 | 28 | 28 | High Jump Kick | 10 | 130 | 90% | If the user misses, it takes half the damage it would have inflicted in recoil. |
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36 | 31 | 31 | Psych Up | 10 | — | — | Discards the user's stat changes and copies the target's. |
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42 | 33 | 33 | Acupressure | 30 | — | — | Raises one of a friendly Pokémon's stats at random by two stages. |
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49 | 36 | 36 | Power Trick | 10 | — | — | User swaps Attack and Defense. |
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55 | 42 | 42 | Reversal | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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62 | 47 | 47 | Recover | 10 | — | — | Heals the user by half its max HP. |
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53 | 53 | Counter | 20 | * | 100% | -5 | Inflicts twice the damage the user received from the last physical hit it took. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||
Egg: Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||||
Egg, learned by Meditite but not Medicham | ||||||||||
Baton Pass | 40 | — | — | Allows the trainer to switch out the user and pass effects along to its replacement. |
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Bullet Punch | 30 | 40 | 100% | 1 | Inflicts regular damage with no additional effect. |
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Drain Punch | 10 | 75 | 100% | Drains half the damage inflicted to heal the user. |
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Dynamic Punch | 5 | 100 | 50% | Has a 100% chance to confuse the target. |
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Fake Out | 10 | 40 | 100% | 3 | Can only be used as the first move after the user enters battle. Causes the target to flinch. |
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Fire Punch | 15 | 75 | 100% | Has a 10% chance to burn the target. |
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Foresight | 40 | — | — | Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost. |
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Guard Swap | 10 | — | — | User swaps Defense and Special Defense changes with the target. |
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Ice Punch | 15 | 75 | 100% | Has a 10% chance to freeze the target. |
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Power Swap | 10 | — | — | User swaps Attack and Special Attack changes with the target. |
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Psycho Cut | 20 | 70 | 100% | Has an increased chance for a critical hit. |
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Quick Guard | 15 | — | — | 3 | Prevents any priority moves from hitting friendly Pokémon this turn. |
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Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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Thunder Punch | 15 | 75 | 100% | Has a 10% chance to paralyze the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||
Move reminder: Can be taught at any time by the Move Reminder | ||||||||||
• | • | • | Fire Punch | 15 | 75 | 100% | Has a 10% chance to burn the target. |
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• | • | • | Ice Punch | 15 | 75 | 100% | Has a 10% chance to freeze the target. |
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• | • | • | Thunder Punch | 15 | 75 | 100% | Has a 10% chance to paralyze the target. |
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• | • | • | Zen Headbutt | 15 | 80 | 90% | Has a 20% chance to make the target flinch. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||
Tutor: Can be taught at any time by an NPC. | ||||||||||
Drain Punch | 10 | 75 | 100% | Drains half the damage inflicted to heal the user. |
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Fire Punch | 15 | 75 | 100% | Has a 10% chance to burn the target. |
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Focus Punch | 20 | 150 | 100% | -3 | If the user takes damage before attacking, the attack is canceled. |
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Gravity | 5 | — | — | Disables moves and immunities that involve flying or levitating for five turns. |
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Helping Hand | 20 | — | — | 5 | Ally's next move inflicts half more damage. |
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Ice Punch | 15 | 75 | 100% | Has a 10% chance to freeze the target. |
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Laser Focus | 30 | — | — | Guarantees a critical hit with the user's next move. |
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Low Kick | 20 | * | 100% | Inflicts more damage to heavier targets, with a maximum of 120 power. |
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Magic Coat | 15 | — | — | 4 | Reflects back the first effect move used on the user this turn. |
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Pain Split | 20 | — | — | Sets the user's and targets's HP to the average of their current HP. |
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Recycle | 10 | — | — | User recovers the item it last used up. |
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Role Play | 10 | — | — | Copies the target's ability. |
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Signal Beam | 15 | 75 | 100% | Has a 10% chance to confuse the target. |
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Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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Telekinesis | 15 | — | — | Moves have 100% accuracy against the target for three turns. |
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Thunder Punch | 15 | 75 | 100% | Has a 10% chance to paralyze the target. |
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Trick | 10 | — | 100% | User and target swap items. |
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Zen Headbutt | 15 | 80 | 90% | Has a 20% chance to make the target flinch. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||
Machine: Can be taught at any time by using a TM or HM. | ||||||||||
01 | Work Up | 30 | — | — | Raises the user's Attack and Special Attack by one stage each. |
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03 | 03 | 03 | Psyshock | 10 | 80 | 100% | Inflicts damage based on the target's Defense, not Special Defense. |
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04 | 04 | 04 | Calm Mind | 20 | — | — | Raises the user's Special Attack and Special Defense by one stage. |
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06 | 06 | 06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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08 | 08 | 08 | Bulk Up | 20 | — | — | Raises the user's Attack and Defense by one stage. |
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10 | 10 | 10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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11 | 11 | 11 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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15 | 15 | 15 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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16 | 16 | 16 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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17 | 17 | 17 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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18 | 18 | 18 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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21 | 21 | 21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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27 | 27 | 27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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29 | 29 | 29 | Psychic | 10 | 90 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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30 | 30 | 30 | Shadow Ball | 15 | 80 | 100% | Has a 20% chance to lower the target's Special Defense by one stage. |
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31 | 31 | 31 | Brick Break | 15 | 75 | 100% | Destroys Reflect and Light Screen. |
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32 | 32 | 32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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33 | 33 | 33 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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39 | 39 | 39 | Rock Tomb | 15 | 60 | 95% | Has a 100% chance to lower the target's Speed by one stage. |
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42 | 42 | 42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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44 | 44 | 44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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45 | 45 | 45 | Attract | 15 | — | 100% | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
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47 | 47 | 47 | Low Sweep | 20 | 65 | 100% | Lowers the target's Speed by one stage. |
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48 | 48 | 48 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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52 | 52 | 52 | Focus Blast | 5 | 120 | 70% | Has a 10% chance to lower the target's Special Defense by one stage. |
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53 | 53 | 53 | Energy Ball | 10 | 90 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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56 | 56 | 56 | Fling | 10 | * | 100% | Throws held item at the target; power depends on the item. |
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67 | 67 | Retaliate | 5 | 70 | 100% | Has double power if a friendly Pokémon fainted last turn. |
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68 | 68 | 68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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70 | 70 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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77 | 77 | 77 | Psych Up | 10 | — | — | Discards the user's stat changes and copies the target's. |
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80 | 80 | 80 | Rock Slide | 10 | 75 | 90% | Has a 30% chance to make the target flinch. |
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84 | 84 | 84 | Poison Jab | 20 | 80 | 100% | Has a 30% chance to poison the target. |
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85 | 85 | 85 | Dream Eater | 15 | 100 | 100% | Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user. |
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86 | 86 | 86 | Grass Knot | 20 | * | 100% | Inflicts more damage to heavier targets, with a maximum of 120 power. |
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87 | 87 | 87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | 88 | 88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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90 | 90 | 90 | Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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94 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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94 | Rock Smash | 15 | 40 | 100% | Has a 50% chance to lower the target's Defense by one stage. |
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98 | 98 | Power-Up Punch | 20 | 40 | 100% | Raises the user's Attack by one stage after inflicting damage. |
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100 | 100 | 100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |
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H4 | H4 | Strength | 15 | 80 | 100% | Inflicts regular damage with no additional effect. |
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H6 | Rock Smash | 15 | 40 | 100% | Has a 50% chance to lower the target's Defense by one stage. |