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Medicham

    Jump to Gen IV Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Medicham's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Fallarbor Town (Hoenn) or Two Island (Kanto).

    Ruby/Sapphire/Emerald Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    Fire PunchFire751001510Beauty40
    May induce burn.
    A highly appealing move.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Ice PunchIce751001510Beauty40
    May induce freeze.
    A highly appealing move.
    BideNormal??10010--Tough10
    User takes hits for 2 rounds, then strikes back.
    Can avoid being startled by others.
    MeditatePsychic----40--Beauty10
    Raises user's ATTACK one stage.
    Ups the user's condition. Helps prevent nervousness.
    ConfusionPsychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    DetectFighting----5--Cool20
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others once.
    Meditate4Psychic----40--Beauty10
    Raises user's ATTACK one stage.
    Ups the user's condition. Helps prevent nervousness.
    Confusion9Psychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    Detect12Fighting----5--Cool20
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others once.
    Hidden Power18Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Mind Reader22Normal--1005--Smart30
    Ensures that user's next move will not fail.
    Temporarily stops the crowd from growing excited.
    Calm Mind28Psychic----20--Smart20
    Raises user's SP. ATK and SP. DEF one stage.
    Can avoid being startled by others once.
    Hi Jump Kick32Fighting859020--Cool60
    If attack misses, user takes 1/8 HP of damage.
    After this move, the user is more easily startled.
    Psych Up40Normal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    Reversal46Fighting??10015--Cool20
    Inflicts more damage when the user's HP is down.
    The appeal works great if performed last.
    Recover54Normal----20--Smart21
    User recovers half the maximum HP.
    Startles POKéMON that made a same-type appeal.
    Fire Red/Leaf Green Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    Fire PunchFire751001510Beauty40
    May induce burn.
    A highly appealing move.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Ice PunchIce751001510Beauty40
    May induce freeze.
    A highly appealing move.
    BideNormal??10010--Tough10
    User takes hits for 2 rounds, then strikes back.
    Can avoid being startled by others.
    MeditatePsychic----40--Beauty10
    Raises user's ATTACK one stage.
    Ups the user's condition. Helps prevent nervousness.
    ConfusionPsychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    DetectFighting----5--Cool20
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others once.
    Meditate4Psychic----40--Beauty10
    Raises user's ATTACK one stage.
    Ups the user's condition. Helps prevent nervousness.
    Confusion9Psychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    Detect12Fighting----5--Cool20
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others once.
    Hidden Power17Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Swagger20Normal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Mind Reader25Normal--1005--Smart30
    Ensures that user's next move will not fail.
    Temporarily stops the crowd from growing excited.
    Calm Mind28Psychic----20--Smart20
    Raises user's SP. ATK and SP. DEF one stage.
    Can avoid being startled by others once.
    Hi Jump Kick33Fighting859020--Cool60
    If attack misses, user takes 1/8 HP of damage.
    After this move, the user is more easily startled.
    Psych Up36Normal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    Reversal47Fighting??10015--Cool20
    Inflicts more damage when the user's HP is down.
    The appeal works great if performed last.
    Recover56Normal----20--Smart21
    User recovers half the maximum HP.
    Startles POKéMON that made a same-type appeal.
    Machine Moves
    Move NameMachineTypePw.Acc.PPEff.%C.TypeAppealJam
    Focus PunchTM01Fighting15010020--Tough30
    User flinches if hit before attacking.
    The next appeal can be made later next turn.
    Calm MindTM04Psychic----20--Smart20
    Raises user's SP. ATK and SP. DEF one stage.
    Can avoid being startled by others once.
    ToxicTM06Poison--8510100Smart30
    Induces severe poison.
    Worsens the condition of those that made appeals.
    Bulk UpTM08Fighting----20--Beauty10
    Raises user's ATTACK and DEFENSE one stage.
    Ups the user's condition. Helps prevent nervousness.
    Hidden PowerTM10Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Sunny DayTM11Fire----5--Beauty10
    Causes Sunshine for 5 rounds.
    The appeal works best the more the crowd is excited.
    Hyper BeamTM15Normal150905--Cool44
    User cannot attack on the next turn.
    Jams the others, and misses one turn of appeals.
    Light ScreenTM16Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    ProtectTM17Normal----10--Cute10
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others.
    Rain DanceTM18Water----5--Tough10
    Causes Rain for 5 rounds.
    The appeal works best the more the crowd is excited.
    FrustrationTM21Normal??10020--Cute10
    The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25.
    An appeal that excites the audience in any CONTEST.
    ReturnTM27Normal??10020--Cute10
    The happier the user, the stronger the attack. Power is Tameness*10/25.
    An appeal that excites the audience in any CONTEST.
    PsychicTM29Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Shadow BallTM30Ghost801001520Smart30
    May lower opponent's SP. DEF one stage.
    Shifts the JUDGE's attention from others.
    Brick BreakTM31Fighting7510015--Cool14
    Destroys protective barriers.
    Badly startles the POKéMON in front.
    Double TeamTM32Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    ReflectTM33Psychic----20--Smart10
    Halves ATTACK damage inflicted on user.
    Can avoid being startled by others.
    Rock TombTM39Rock508010100Smart30
    May lower opponent's SPEED one stage.
    Temporarily stops the crowd from growing excited.
    FacadeTM42Normal7010020--Cute20
    ATTACK is doubled when burned, paralyzed, or poisoned.
    The appeal works great if performed last.
    Secret PowerTM43Normal701002030Smart10
    Depends on battle location.
    The appeal works well if the user's condition is good.
    RestTM44Psychic----10--Cute20
    User restores health, then sleeps.
    Can avoid being startled by others once.
    AttractTM45Normal--10015--Cute20
    Induces ATTRACT.
    Makes all POKéMON after the user nervous.
    StrengthHM04Normal8010015--Tough21
    No effect.
    Startles POKéMON that made a same-type appeal.
    FlashHM05Normal--7020--Beauty30
    Lowers opponent's ACCURACY one stage.
    Shifts the JUDGE's attention from others.
    Rock SmashHM06Fighting201001550Tough10
    May lower opponent's DEFENSE one stage.
    The appeal works well if the user's condition is good.
    Fire Red/Leaf Green/Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Mega PunchNormal808520--Tough40
    No effect.
    A highly appealing move.
    Mega KickNormal120755--Cool40
    No effect.
    A highly appealing move.
    Body SlamNormal851001530Tough14
    May induce paralysis.
    Badly startles the POKéMON in front.
    Double-edgeNormal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    CounterFighting??10020--Tough20
    If hit by a physical attack, deals double the damage received.
    Can avoid being startled by others once.
    Seismic TossFighting??10020--Tough21
    Inflicts damage equal to the user's level.
    Startles POKéMON that made a same-type appeal.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    MetronomeNormal----10--Cute30
    Uses a random move.
    Can be repeatedly used without boring the JUDGE.
    Dream EaterPsychic10010015--Smart22
    User recovers half the damage inflicted on a sleeping opponent.
    Startles all POKéMON that have done their appeals.
    Rock SlideRock75901030Tough13
    May cause opponent to flinch.
    Badly startles those that have made appeals.
    SubstituteNormal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    DynamicpunchFighting100505100Cool21
    May induce CONFUSION.
    Startles the POKéMON that has the JUDGE's attention.
    Psych UpNormal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    SnoreNormal401001530Cute40
    Can only be used while asleep.
    A highly appealing move.
    EndureNormal----10--Tough20
    Survives any attack for one turn leaving at least 1 HP but move's accuracy drops.
    Can avoid being startled by others once.
    Mud-slapGround2010010100Cute21
    May lower opponent's ACCURACY one stage.
    Startles the POKéMON that has the JUDGE's attention.
    Ice PunchIce751001510Beauty40
    May induce freeze.
    A highly appealing move.
    SwaggerNormal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Sleep TalkNormal----10--Cute30
    Uses an own random move while asleep.
    Can be repeatedly used without boring the JUDGE.
    SwiftNormal60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Fire PunchFire751001510Beauty40
    May induce burn.
    A highly appealing move.
    Egg Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Fire PunchFire751001510Beauty40
    May induce burn.
    A highly appealing move.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Ice PunchIce751001510Beauty40
    May induce freeze.
    A highly appealing move.
    ForesightNormal--10040--Smart30
    Resets opponent's EVASIVENESS.
    Worsens the condition of those that made appeals.
    Fake OutNormal4010010--Cute21
    Causes opponent to flinch. Attacks first.
    Startles POKéMON that made a same-type appeal.
    Baton PassNormal----40--Cute20
    Switches out the user but status changes remain.
    Makes all POKéMON after the user nervous.
    DynamicpunchFighting100505100Cool21
    May induce CONFUSION.
    Startles the POKéMON that has the JUDGE's attention.

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