Competitive Information for Medicham [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Medicham medicham
Base Stats for Medicham

Fighting / Psychic

Abilities:
Pure PowerPure Power: This Pokemon's Attack is doubled.
,
TelepathyTelepathy: This Pokemon does not take damage from attacks made by its allies.


Evolutions / Family:
Meditite
Medicham
Medicham-Mega

Weakness Chart for Fighting/Psychic-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
  
2x
0.5x
  
2x
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
  
0.5x
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MedichamVisit Serebii's Pokedex for location, breeding, and other game details about MedichamVisit Bulbapedia for more information about Medicham

Movesets for Singles


What is a good competitive moveset for Medicham? These builds have been optimized for Pokemon competing in X/Y Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the X/Y generation metagame.


Medicham is a phenomenal Fighting and Psychic-typed Pokemon. Medicham is a pretty regular Pokemon to see in Generation 6. Medicham is weak to Fairy, Flying, and Ghost-typed attacks.


Species: Medicham
Item: Life Orb
Ability: Pure Power
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- High Jump Kick / Brick Break
- Double-Edge / Return
- Zen Headbutt / Psycho Cut
- Poison Jab

Physical Sweeper Medicham (Pure Power)

Medicham is an outstanding Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Life Orb boosts the power of Medicham's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pure Power, Medicham's attack is doubled.

High Jump Kick is a physical STAB-boosted 130-base power Fighting-type move (Medicham is hurt by 50% of its max hp if it misses).
Brick Break is a physical STAB-boosted 75-base power Fighting-type move (destroys screens, unless the target is immune).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).
Psycho Cut is a physical STAB-boosted 70-base power Psychic-type move (high critical hit ratio).
Poison Jab is a physical 80-base power Poison-type move (30% chance to poison the target).




Species: Medicham
Item: Life Orb
Ability: Pure Power
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Energy Ball
- Shadow Ball
- Signal Beam

Special Sweeper Medicham

Medicham is an outstanding Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Medicham's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pure Power, Medicham's attack is doubled.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).




Species: Medicham
Item: Leftovers
Ability: Pure Power
Nature: Modest (+SpA, -Atk)
EVs: 5 Hp / 252 SpA / 251 Spe
Moveset:
- Psyshock
- Focus Blast
- Calm Mind
- Baton Pass

Medicham Special Sweeper (Breakfast Of Champion)

Medicham is a remarkable Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Leftovers are always a great recovery option to ensure Medicham last longer regaining it's health points every turn. With Pure Power, Medicham's attack is doubled.

Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Focus Blast is a special STAB-boosted 120-base power Fighting-type move (10% chance to lower the target's special defense by 1 stage).
Calm Mind is a status move (raises your Medicham's special attack and special defense by 1 stage).
Baton Pass is a status move (Medicham switches, passing stat changes and more).




Species: Medicham
Item: Life Orb
Ability: Telepathy
Nature: Hardy
EVs: 10 Hp / 250 Atk / 250 SpA
Moveset:
- Energy Ball
- Drain Punch
- Fake Out
- Psychic

Medicham Mixed Sweeper (Mixed Attacking Cham)

Medicham is a sensational Mixed Sweeper. Life Orb boosts the power of Medicham's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Telepathy, Medicham does not take damage from attacks made by its allies.

Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Drain Punch is a physical STAB-boosted 75-base power Fighting-type move (Medicham recovers 50% of the damage dealt).
Fake Out is a physical priority-increased 40-base power Normal-type move (hits first. first turn out only. 100% flinch chance).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).



Movesets for Doubles


What is a good doubles moveset for Medicham? These builds have been optimized for X/Y Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the X/Y generation metagame.


Species: Medicham
Item: Life Orb
Ability: Pure Power
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- High Jump Kick / Brick Break
- Rock Slide
- Double-Edge
- Zen Headbutt

Doubles Physical Sweeper Medicham (Pure Power)

Medicham is an outstanding Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Life Orb boosts the power of Medicham's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pure Power, Medicham's attack is doubled.

High Jump Kick is a physical STAB-boosted 130-base power Fighting-type move (Medicham is hurt by 50% of its max hp if it misses).
Brick Break is a physical STAB-boosted 75-base power Fighting-type move (destroys screens, unless the target is immune).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).




Species: Medicham
Item: Life Orb
Ability: Telepathy
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Energy Ball
- Shadow Ball
- Signal Beam

Doubles Special Sweeper Medicham (Telepathy)

Medicham is a notable Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Medicham's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Telepathy, Medicham does not take damage from attacks made by its allies.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).



Movepool


Wondering what moves can Medicham learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Confusion
50
100%
25
10% chance to confuse the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Vacuum Wave
40
100%
30
Usually goes first.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bullet Punch
40
100%
30
Usually goes first.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Double-Edge
120
100%
15
Has 33% recoil.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
Feint
30
100%
10
Nullifies Detect, Protect, and Quick/Wide Guard.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Force Palm
60
100%
10
30% chance to paralyze the target.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
High Jump Kick
130
90%
10
User is hurt by 50% of its max HP if it misses.
Ice Punch
75
100%
15
10% chance to freeze the target.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Poison Jab
80
100%
20
30% chance to poison the target.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Psycho Cut
70
100%
20
High critical hit ratio.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Strength
80
100%
15
No additional effect.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Acupressure
--
--
30
Raises a random stat of the user or an ally by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Guard Swap
--
--
10
Swaps Defense and Sp. Def changes with target.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Meditate
--
--
40
Raises the user's Attack by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Mind Reader
--
--
5
User's next move will not miss the target.
Pain Split
--
--
20
Shares HP of user and target equally.
Power Swap
--
--
10
Swaps Attack and Sp. Atk stat stages with target.
Power Trick
--
--
10
Switches user's Attack and Defense stats.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Quick Guard
--
--
15
Protects allies from priority attacks this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recover
--
--
10
Heals the user by 50% of its max HP.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Medicham can perform in X/Y. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive XY Move and Ability Combos for Medicham

Create a build


Have an idea in mind for Medicham that you'd like to test? Customize the IVs, EVs and their X/Y moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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