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 | ||
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HP | 38.5 | 293 | 324 | |
Attack | 75.0 | 268 | 299 | |
Defense | 68.5 | 238 | 269 | |
Special Attack | 62.6 | 228 | 259 | |
Special Defense | 69.9 | 238 | 269 | |
Speed | 84.3 | 268 | 299 | |
Total | 74.0 |
Flavor
Flavor Text
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It gains the ability to see the aura of its opponents by honing its mind through starvation.
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It elegantly avoids attacks with dance-like steps, then launches a devastating blow in the same motion.
Through yoga training, it gained the psychic power to predict its foe’s next move.
It is said that through meditation, Medicham heightens energy inside its body and sharpens its sixth sense. This Pokémon hides its presence by merging itself with fields and mountains.
Through the power of meditation, Medicham developed its sixth sense. It gained the ability to use psychokinetic powers. This Pokémon is known to meditate for a whole month without eating.
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.
Move | Type | Class | PP | Power | Acc | Pri | Effect | |||
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Level up: Learned when a Pokémon reaches a certain level. | ||||||||||
— | — | — | Zen Headbutt | 15 | 80 | 90% | Has a 20% chance to make the target flinch. |
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— | — | — | Fire Punch | 15 | 75 | 100% | Has a 10% chance to burn the target. |
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— | — | — | Thunder Punch | 15 | 75 | 100% | Has a 10% chance to paralyze the target. |
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— | — | — | Ice Punch | 15 | 75 | 100% | Has a 10% chance to freeze the target. |
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— | — | — | 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 | |||
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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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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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. |