Medicham
FightingPsychic
In Itan fun leagues
Base stats
HP60
Atk60
Def75
SpA60
SpD75
Spe80
BST410
Abilities
- Primary
- Pure Power
- Secondary
- —
- Hidden
- Telepathy
Singles analysis
What this movepool and ability set qualify for under the Singles on Champions role checks used by league synergy and the roster builder.
Base 80 Speed sits in the middle tier: neither a natural revenge killer nor a slow pivot.
Recovery
- Reliable recovery
- Recover
- Rest (near-universal; pairs with Sleep Talk)
- Rest
Setup
- Offensive setup
- Calm Mind, Bulk Up
- Speed setup (Agility / Rock Polish / Autotomize)
- Agility
Priority
- Priority
- Bullet Punch, Vacuum Wave
- Fake Out (low value in singles)
- Fake Out
Stallbreak / utility
- Taunt
- Trick / Switcheroo
- Trick
- Substitute (near-universal)
- Substitute
- Chip / utility (Pain Split / Future Sight / Corrosive Gas)
- Pain Split
Screens
- Screens (near-universal movepool)
- Reflect, Light Screen
Offense abilities
- Offensive ability
- Pure Power
Moves — Champions
76 of 76 moves
| Details | |||||||
|---|---|---|---|---|---|---|---|
| Acupressure | Normal | Status | — | — | 30 | Raises a random stat of the user or an ally by 2. | |
| Aerial Ace | Flying | Physical | 60 | — | 20 | This move does not check accuracy. | |
| Agility | Psychic | Status | — | — | 30 | Raises the user's Speed by 2. | |
| Aura Sphere | Fighting | Special | 80 | — | 20 | This move does not check accuracy. | |
| Axe Kick | Fighting | Physical | 120 | 90 | 10 | 30% confusion. User loses 50% max HP if miss. | |
| Baton Pass | Normal | Status | — | — | 40 | User switches, passing stat changes and more. | |
| Blaze Kick | Fire | Physical | 85 | 90 | 10 | High critical hit ratio. 10% chance to burn. | |
| Body Slam | Normal | Physical | 85 | 100 | 15 | 30% chance to paralyze the target. | |
| Brick Break | Fighting | Physical | 75 | 100 | 15 | Destroys screens, unless the target is immune. | |
| Bulk Up | Fighting | Status | — | — | 20 | Raises the user's Attack and Defense by 1. | |
| Bullet Punch | Steel | Physical | 40 | 100 | 30 | Usually goes first. | |
| Calm Mind | Psychic | Status | — | — | 20 | Raises the user's Sp. Atk and Sp. Def by 1. | |
| Close Combat | Fighting | Physical | 120 | 100 | 5 | Lowers the user's Defense and Sp. Def by 1. | |
| Coaching | Fighting | Status | — | — | 10 | Raises an ally's Attack and Defense by 1. | |
| Counter | Fighting | Physical | — | 100 | 20 | If hit by physical attack, returns double damage. | |
| Detect | Fighting | Status | — | — | 5 | Prevents moves from affecting the user this turn. | |
| Drain Punch | Fighting | Physical | 75 | 100 | 10 | User recovers 50% of the damage dealt. | |
| Dynamic Punch | Fighting | Physical | 100 | 50 | 5 | 100% chance to confuse the target. | |
| Endure | Normal | Status | — | — | 10 | User survives attacks this turn with at least 1 HP. | |
| Energy Ball | Grass | Special | 90 | 100 | 10 | 10% chance to lower the target's Sp. Def by 1. | |
| Expanding Force | Psychic | Special | 80 | 100 | 10 | User on Psychic Terrain: 1.5x power, hits foes. | |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burn/poison/paralyzed. | |
| Fake Out | Normal | Physical | 40 | 100 | 10 | Hits first. First turn out only. 100% flinch chance. | |
| Feint | Normal | Physical | 30 | 100 | 10 | Nullifies Detect, Protect, and Quick/Wide Guard. | |
| Fire Punch | Fire | Physical | 75 | 100 | 15 | 10% chance to burn the target. |