Stats, type matchups, abilities, learnset, current usage, and build context for Medicham in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Normal - status
Raises a random stat of the user or an ally by 2.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Fighting - special / 80 BP
This move does not check accuracy.
Fighting - physical / 120 BP / 90%
30% confusion. User loses 50% max HP if miss.
Normal - status
User switches, passing stat changes and more.
Fire - physical / 85 BP / 90%
High critical hit ratio. 10% chance to burn.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Fighting - status
Raises the user's Attack and Defense by 1.
Steel - physical / 40 BP / 100% / Priority +1
Usually goes first.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - status
Raises an ally's Attack and Defense by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Fighting - status / Priority +4
Prevents moves from affecting the user this turn.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Fighting - physical / 100 BP / 50%
100% chance to confuse the target.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Grass - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 80-120 BP / 100%
User on Psychic Terrain: 1.5x power, hits foes.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Psychic - status
5 turns: no Ground immunities, 1.67x accuracy.
Psychic - status
Swaps Defense and Sp. Def changes with target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Fighting - physical / 130 BP / 90%
User is hurt by 50% of its max HP if it misses.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Psychic - status
No foe can use any move known by the user.
Psychic - status
For 5 turns, special damage to allies is halved.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Fighting - physical / 65 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - physical / 120 BP / 75%
No additional effect.
Ghost - special / 100%
Does damage equal to the user's level.
Normal - status
Shares HP of user and target equally.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Psychic - status
Swaps Attack and Sp. Atk stat stages with target.
Psychic - status
Switches user's Attack and Defense stats.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - status
Copies the target's current stat stages.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - status
5 turns. Grounded: +Psychic power, priority-safe.
Psychic - physical / 70 BP / 100%
High critical hit ratio.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
Fighting - status / Priority +3
Protects allies from priority attacks this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Normal - status
Heals the user by 50% of its max HP.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Psychic - status
The user and the target trade Abilities.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Psychic - special / 20-860 BP / 100%
+ 20 power for each of the user's stat boosts.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - status / Priority -7
Goes last. For 5 turns, turn order is reversed.
Fighting - physical / 65 BP / 100% / Priority +3
100% flinch. Fails unless target using priority attack.
Fighting - special / 40 BP / 100% / Priority +1
Usually goes first.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.