Medicham
FightingPsychic
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 Gen 9 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
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 — Gen 9
79 of 79 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. | |
| 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. | |
| 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. | |
| Confusion | Psychic | Special | 50 | 100 | 25 | 10% chance to confuse the target. | |
| 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. | |
| Fling | Dark | Physical | — | 100 | 10 | Flings the user's item at the target. Power varies. | |
| Focus Blast | Fighting | Special | 120 | 70 | 5 | 10% chance to lower the target's Sp. Def by 1. |