Accent Image to accompany hero

Medichamin Pokémon Crystal Advance Redux

fightingpsychic

Pokédex Entry

Meditate Pokémon

It elegantly avoids attacks with dance- like steps, then launches a devastating blow in the same motion.

Medicham in Pokémon Crystal Advance Redux

Medicham is #308 in the Pokédex for Pokémon Crystal Advance Redux. This page covers its fighting/psychic typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it.

Type
FightingPsychic
Dex
#308
Abilities
Pure Power(Primary)

Doubles Physical Attack power.

Huge Power(Secondary)

Doubles Physical Attack power.

Growth Rate
mediumfast
Gender Ratio
50% Male, 50% Female
Egg Groups
humanlike
Hatch Rate
Slowest (40 cycles)
Catch Rate
90
pokeball
Poké Ball8.9%
greatball
Great Ball12.1%
ultraball
Ultra Ball14.9%
Base Exp
153
EV Yield
2 Speed
Wild Held Items
None
Weak To
flying ×2ghost ×2fairy ×2
Resists
fighting ×0.5rock ×0.5

Evolution Chain

Base form
Level up Meditite to Lv. 37

How to Obtain

Medicham has no wild encounters recorded in this game. Evolve Meditite to get one.

Evolution Moves (1)

Moves learned upon evolving into Medicham.

Acupressurenormal
PWR0ACC0PP30
The user sharply raises one of its stats by pressing its stress points.

Level Up Moves (20)

Fire PunchLevel: 1fire
PWR75ACC100PP15
The foe is punched with a fiery fist. It may leave the foe with a burn.
ThunderpunchLevel: 1electric
PWR75ACC100PP15
The foe is punched with an electrified fist. It may leave the foe paralyzed.
Ice PunchLevel: 1ice
PWR75ACC100PP15
The foe is punched with an icy fist. It may leave the foe frostbitten.
PoundLevel: 1normal
PWR40ACC100PP35
A physical attack delivered with a long tail or a foreleg, etc.
MeditateLevel: 3psychic
PWR0ACC0PP40
The user meditates to awaken its power and raise its Attack stat.
ConfusionLevel: 5psychic
PWR50ACC100PP25
A weak telekinetic attack that may also leave the foe confused.
DetectLevel: 7fighting
PWR0ACC0PP5
Enables the user to evade all attacks. It may fail if used in succession.
Low KickLevel: 10fighting
PWR1ACC100PP20
A low, tripping kick that inflicts more damage on heavier foes.
Hidden PowerLevel: 13typeless
PWR60ACC100PP15
An attack that varies in type and intensity depending on the user.
Mind ReaderLevel: 17normal
PWR0ACC0PP5
The user predicts the foe's action to ensure its next attack hits.
FeintLevel: 21normal
PWR50ACC100PP10
An attack that hits a protected target. This also lifts the protection.
Calm MindLevel: 25psychic
PWR0ACC0PP20
The user focuses its mind to raise the Sp. Atk and Sp. Def stats.
Force PalmLevel: 29fighting
PWR60ACC100PP10
The foe is attacked with a shock wave that may also leave it paralyzed.
Psycho CutLevel: 32psychic
PWR70ACC100PP20
The user tears the foe with psychic blades. It has a high crit ratio.
Psych UpLevel: 36normal
PWR0ACC0PP10
The user hypnotizes itself into copying any stat change made by the foe.
Power TrickLevel: 40psychic
PWR0ACC0PP10
The user employs its psychic power to switch its Attack stat with its Defense stat.
Jump KickLevel: 44fighting
PWR85ACC95PP25
The user jumps up high, then kicks. If it misses, the user hurts itself.
RecoverLevel: 47normal
PWR0ACC0PP10
A self-healing move that restores HP by up to half of the user's maximum HP.
Zen HeadbuttLevel: 51psychic
PWR80ACC100PP15
The user focuses and rams the foe. It may also make the foe flinch.
High Jump kickLevel: 56fighting
PWR130ACC90PP20
A strong jumping knee kick. If it misses, the user is hurt.

TM/HM Moves (25)

Dynamicpunchfighting
PWR100ACC50PP5TM01
The foe is punched with the user's full power. It confuses the foe if it hits.
Headbuttnormal
PWR70ACC100PP15TM02
The user sticks its head out and rams. It may make the foe flinch.
Curseghost
PWR0ACC0PP10TM03
A move that works differently for the Ghost type and all the other types.
Toxicpoison
PWR0ACC85PP10TM06
A move that badly poisons the foe. Its poison damage worsens every turn.
Zap Cannonelectric
PWR120ACC50PP5TM07
An electric blast is fired like a cannon to inflict damage and paralyze.
Rock Sliderock
PWR75ACC90PP10TM08
Large boulders are hurled at the foe. It may make the foe flinch.
Calm Mindpsychic
PWR0ACC0PP20TM09
The user focuses its mind to raise the Sp. Atk and Sp. Def stats.
Hidden Powertypeless
PWR60ACC100PP15TM10
An attack that varies in type and intensity depending on the user.
Sunny Dayfire
PWR0ACC0PP5TM11
The sun blazes for five turns, powering up Fire-type moves.
Hyper Beamnormal
PWR150ACC90PP5TM15
A severely damaging attack that makes the user rest on the next turn.
Protectnormal
PWR0ACC0PP10TM17
Enables the user to evade all attacks. It may fail if used in succession.
Rain Dancewater
PWR0ACC0PP5TM18
A heavy rain falls for five turns, powering up Water- type moves.
Returnnormal
PWR1ACC100PP20TM27
This attack move grows more powerful the more the user likes its Trainer.
Psychicpsychic
PWR90ACC100PP10TM29
A strong telekinetic attack. It may also lower the foe's Sp. Def stat.
Shadow Ballghost
PWR80ACC100PP15TM30
A shadowy blob is hurled at the foe. May also lower the foe's Sp. Def.
Double Teamnormal
PWR0ACC0PP15TM32
The user creates illusory copies of itself to raise its evasiveness.
Swaggernormal
PWR0ACC90PP15TM34
A move that makes the foe confused, but also sharply raises its Attack.
Drain Punchfighting
PWR75ACC100PP10TM35
A harsh punch that absorbs half the damage it inflicted to restore HP.
Swiftnormal
PWR60ACC0PP20TM39
Star-shaped rays that never miss are fired at all foes in battle.
Dream Eaterpsychic
PWR100ACC100PP15TM42
Absorbs half the damage it inflicted on a sleeping foe to restore HP.
Detectfighting
PWR0ACC0PP5TM43
Enables the user to evade all attacks. It may fail if used in succession.
Restpsychic
PWR0ACC0PP10TM44
The user sleeps for two turns to fully restore HP and heal any status problem.
Strengthrock
PWR95ACC100PP15HM04
The user throws a large boulder at the foe. Chance to cause flinch.
Flashnormal
PWR0ACC100PP20HM05
A blast of light that cuts the foe's accuracy. It also illuminates caves.
Rock Smashfighting
PWR55ACC100PP15HM06
An attack that may also cut Defense. It can also smash cracked boulders.

Move Tutor Moves (26)

Grass Knot(National Park, New Bark Town)grass
PWR1ACC100PP20Tutor
Grass snares and trips the foe. It does more damage to heavier foes.
Focus Blast(Route 13)fighting
PWR120ACC70PP5Tutor
The user unleashes its power. It may also lower the foe's Sp. Def.
Zen Headbutt(Blackthorn City, Route 8)psychic
PWR80ACC100PP15Tutor
The user focuses and rams the foe. It may also make the foe flinch.
Poison Jab(Safari Zone)poison
PWR80ACC100PP20Tutor
The foe is stabbed by an arm steeped in poison. It may also poison the foe.
Attract(Goldenrod City)normal
PWR0ACC100PP15Tutor
If it is the other gender, the foe is made infatuated and unlikely to attack.
Sleep Talk(Ecruteak City)normal
PWR0ACC0PP10Tutor
While asleep, the user randomly uses one of the moves it knows.
Bulk Up(Cianwood City)fighting
PWR0ACC0PP20Tutor
The user bulks up its body to boost both its Attack and Defense stats.
Aura Sphere(Fighting Dojo, Saffron City)fighting
PWR80ACC0PP20Tutor
A blast of aura power is let loose at the foe, it is sure to hit.
Work Up(Underwater Sevii, Viridian City)normal
PWR0ACC0PP30Tutor
The user rouses itself to raise its Attack and Sp. Atk stats.
Fire Punch(Goldenrod City)fire
PWR75ACC100PP15Tutor
The foe is punched with a fiery fist. It may leave the foe with a burn.
Thunderpunch(Goldenrod City)electric
PWR75ACC100PP15Tutor
The foe is punched with an electrified fist. It may leave the foe paralyzed.
Ice Punch(Goldenrod City)ice
PWR75ACC100PP15Tutor
The foe is punched with an icy fist. It may leave the foe frostbitten.
Energy Ball(Celadon City)grass
PWR80ACC100PP10Tutor
The foe is blasted with natural energy. It may also lower the foe's Sp. Def.
Signal Beam(Saffron City)bug
PWR75ACC100PP15Tutor
The foe is hit with a flashing beam that may also cause confusion.
Pain Split(Sprout Tower)normal
PWR0ACC0PP20Tutor
The user adds its HP to the foe's HP, then equally shares the total HP.
Baton Pass(Goldenrod Dept.)normal
PWR0ACC0PP40Tutor
The user switches out, passing along any stat changes to the new battler.
Facade(Goldenrod Dept., Ice Path)normal
PWR70ACC100PP20Tutor
An attack that is boosted if user is burned, poisoned, or paralyzed.
Mimic(Goldenrod Dept., Saffron City)normal
PWR0ACC100PP10Tutor
The user copies the move last used by the foe for the rest of the battle.
Body Slam(Battle Tower, Route 25)normal
PWR85ACC100PP15Tutor
The user drops its full body on the foe. It may leave the foe paralyzed.
Superpower(Celadon Dept.)fighting
PWR120ACC100PP5Tutor
A powerful attack, but it also lowers the user's Attack and Defense stats.
Metronome(Goldenrod Dept.)normal
PWR0ACC0PP10Tutor
Waggles a finger and stimulates the brain into using any move at random.
Close Combat(Celadon Dept., Underwater Sevii)fighting
PWR120ACC100PP5Tutor
The foe is fought up close. This cuts the user's Defense and Sp. Def.
Skill Swap(Goldenrod Dept.)psychic
PWR0ACC100PP10Tutor
The user employs its psychic power to swap abilities with the foe.
Agility(Blackthorn City)psychic
PWR0ACC0PP30Tutor
The user relaxes and lightens its body to sharply boost its Speed.
Taunt(Battle Tower, Three Island, Underwater Sevii)dark
PWR0ACC100PP20Tutor
The foe is taunted into a rage that allows it to use only attack moves.
Trick Room(Battle Tower, Tin Tower)psychic
PWR0ACC0PP5Tutor
Slower Pokémon move first in the turn for five turns.

Type Summary

2
Weaknesses
2
Resistances
0
Immunities
14
Neutral

Weaknesses

Types that deal increased damage to Medicham. Use these types to counter it effectively.

Resistances & Immunities

Types that Medicham resists or is immune to. Avoid using these types against it.

Base Stats

Also in

This Pokémon appears in other games we cover. Typing and base stats shown are that game's own — differences from the game you're viewing are marked.

See how Medicham differs across the games we cover →

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