Found a bug? Have a suggestion? File a bug report!
Looking for HG/SS? Have an unnatural hatred for brown? Enjoy cool new things? You probably want the beta Pokédex.


Medicham


Main Pokédex page | Flavor text and images

General

Medicham
fighting psychic

Abilities

Pure Power
This Pokémon's Attack is doubled.

Damage Taken

Dex Numbers

Generation
Ruby/Sapphire/Emerald RSE
Red/Blue/Yellow Kanto
308
Gold/Silver/Crystal Johto
n/a
Ruby/Sapphire/Emerald Hoenn
77
Diamond/Pearl Sinnoh
87

Names

Japanese
チャーレム
Romaji
Chaaremu

Flavor

Height
4'3.2" or 1.3 m
Weight
69.4 lb or 31.5 kg
Species
Meditate
Color
red
Cry
mp3 here
Fire Red/Leaf Green Habitat
Mountain
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
8: Humanshape
Steps to hatch
5,120
Compatible with
13 families; 35 total Pokémon

In the Wild

Base EXP
153 or 0x99
Capture rate
90 or 0x5a
Base happiness
70 or 0x46
Growth rate
medium
Effort points
2 Speed
Wild held items
n/a

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1
307 Meditite Base form 308 Medicham Raise to level 37

Stats

Stat Base Max Stat %ile
L50 L100
HP
60
167 324 36.1
Attack
60
112 219 31.2
Defense
75
127 249 61.1
Special Attack
60
112 219 39.6
Special Defense
75
127 249 59.8
Speed
80
132 259 65.1
Average
68.3
- - 48.9

Flavor

See also: All versions' flavor text and sprites

Diamond Through yoga training, it has honed its sixth sense. Its movements are elegant.

Pearl Through daily meditation, it hones its spiritual power. It can sense what others are thinking.

Locations

Route 217
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Victory Road
Victory Road
Victory Road
Victory Road
Victory Road
Victory Road

Note: this ONLY shows Diamond locations for the moment. (New Pokédex with all three games' encounters is in the works.)

Area Section Level Method
Route 217 35 - 36 Morning Daytime Night 20%
Mt. Coronet 2F 37 Morning Daytime Night 10%
Mt. Coronet 3F 37 Morning Daytime Night 10%
Mt. Coronet 4F 39 Morning Daytime Night 10%
Mt. Coronet 5F 39 Morning Daytime Night 10%
Mt. Coronet 6F 41 Morning Daytime Night 10%
Mt. Coronet 7F 41 Morning Daytime Night 10%
Mt. Coronet blizzard 39 - 40 Morning Daytime 20%; Night 10%
Mt. Coronet cave 40 Morning Daytime Night 10%
Mt. Coronet snowfall 39 - 40 Morning Daytime 20%; Night 10%
Victory Road 1F 44 - 46 Morning Daytime Night 15%
Victory Road 2F 45 - 47 Morning Daytime Night 15%
Victory Road B1F 44 - 46 Morning Daytime Night 15%
Victory Road inside 50 - 52 Morning Daytime Night 15%
Victory Road inside B1F 50 - 52 Morning Daytime Night 15%
Victory Road inside exit 50 - 52 Morning Daytime Night 15%
Acuity Lakefront 35 - 36 Morning Daytime Night 20%

Move List

See also: This list in the move search

See also: Contest list

Medicham gets the STAB from fighting and psychic moves.

Ruby/Sapphire/Emerald Fire Red/Leaf Green Diamond/Pearl/Platinum Move Type Dmg PP Power Acc.* Pri. Description
-- -- -- Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts typeless damage equal to twice the HP it lost while waiting.
-- -- -- Confusion psychic special 25 50 100% Has a 10% chance to Confuse the target.
-- -- -- Detect fighting none 5 -- 100% 3 Goes first. Prevents any moves from hitting the user this turn.
-- -- -- Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
-- -- -- Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
-- -- -- Meditate psychic none 40 -- 100% Raises the user's Attack.
-- -- -- ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
4 4 4 Meditate psychic none 40 -- 100% Raises the user's Attack.
9 9 8 Confusion psychic special 25 50 100% Has a 10% chance to Confuse the target.
12 12 11 Detect fighting none 5 -- 100% 3 Goes first. Prevents any moves from hitting the user this turn.
18 17 15 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
22 18 Mind Reader normal none 40 -- 100% Ensures that the user's next move will hit the target.
20 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
22 Feint normal physical 10 50 100% 2 Goes first. Only works if the target uses Protect or Detect on this turn.
25 Mind Reader normal none 40 -- 100% Ensures that the user's next move will hit the target.
28 28 25 Calm Mind psychic none 20 -- 100% Raises the user's Special Attack and Special Defense.
29 Force Palm fighting physical 10 60 100% Has a 30% chance to Paralyze the target.
32 33 32 Hi Jump Kick fighting physical 20 100 90% If the user misses, it takes 1/8 the damage it would have inflicted in recoil.
40 36 36 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
42 Power Trick psychic none 10 -- 0% User swaps Attack and Defense.
46 47 49 Reversal fighting physical 15 varies 100% Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
54 56 55 Recover normal none 10 -- 100% Heals the user by half its max HP.
Ruby/Sapphire/Emerald Fire Red/Leaf Green Diamond/Pearl/Platinum Tutored moves
Emerald Fire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Platinum Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Platinum Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Emerald ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
Platinum ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
Emerald Fire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
Emerald Fire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
Emerald Fire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Emerald Fire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. If the user takes physical damage this turn, inflicts twice the damage taken to the target.
Emerald Fire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
Emerald Fire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Fire Red/Leaf Green Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
Emerald Swift normal special 20 60 100% Never misses.
Platinum Swift normal special 20 60 100% Never misses.
Emerald Fire Red/Leaf Green Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
Emerald Fire Red/Leaf Green Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Emerald Fire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Platinum Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Platinum Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Emerald Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Platinum Helping Hand normal none 20 -- 100% 5 Goes first. User's ally's next move inflicts 50% more damage.
Platinum Trick psychic none 10 -- 100% User and target swap items.
Platinum Signal Beam bug special 15 75 100% Has a 10% chance to Confuse the target.
Platinum Vacuum Wave fighting special 30 40 100% 1 Goes first. Inflicts regular damage.
Platinum Zen Headbutt psychic physical 15 80 90% Has a 20% chance to make the target Flinch.
Ruby/Sapphire/Emerald Fire Red/Leaf Green Diamond/Pearl/Platinum TMs and HMs
Chains 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 31 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 08 08 08 Bulk Up fighting none 20 -- 100% Raises the user's Attack and Defense.
Chains 04 04 04 Calm Mind psychic none 20 -- 100% Raises the user's Special Attack and Special Defense.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 60 Drain Punch fighting physical 5 60 100% Heals the user by half the damage the target receives.
Chains 85 Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
Chains 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 53 Energy Ball grass special 10 80 100% Has a 10% chance to lower the target's Special Defense.
Chains 42 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains H5 H5 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 52 Focus Blast fighting special 5 120 70% Has a 10% chance to lower the target's Special Defense.
Chains 01 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Chains 86 Grass Knot grass special 20 varies 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 15 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 16 16 16 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 84 Poison Jab poison physical 20 80 100% Has a 30% chance to Poison the target.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 77 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Chains 29 29 29 Psychic psychic special 10 90 100% Has a 10% chance to lower the target's Special Defense.
Chains 18 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 67 Recycle normal none 10 -- 100% User regains the item it was holding when it entered battle, if it is no longer holding an item.
Chains 33 33 33 Reflect psychic none 20 -- 100% Reduces damage from physical attacks by 50%.
Chains 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 80 Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Chains H6 H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 39 39 39 Rock Tomb rock physical 10 50 80% Has a 100% chance to lower the target's Speed.
Chains 43 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 30 30 30 Shadow Ball ghost special 15 80 100% Has a 20% chance to lower the target's Special Defense.
Chains 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains H4 H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.

Medicham in other Pokédexes