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Medicham Moves & Learnsetin Pokémon Emerald Legacy

fightingpsychic45 total moves

Complete moveset and learnset for Medicham in Pokémon Emerald Legacy. Learn which moves Medicham can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

20
Level Up
25
TM/HM
0
Move Tutor
0
Egg Moves
45
Total

Level Up Moves (20)

Moves that Medicham learns naturally as it levels up.

Fire PunchLevel: 1fire
7510015
A fiery punch that may burn the foe.
Thunder PunchLevel: 1electric
7510015
An electrified punch that may paralyze the foe.
Ice PunchLevel: 1ice
7510015
An icy punch that may freeze the foe.
BideLevel: 1normal
110010
Endures attack for 2 turns to retaliate double.
MeditateLevel: 1psychic
0040
Meditates in a peaceful fashion to raise ATTACK.
ConfusionLevel: 1psychic
5010025
A psychic attack that may cause confusion.
DetectLevel: 1fighting
005
Evades attack, but may fail if used in succession.
MeditateLevel: 4psychic
0040
Meditates in a peaceful fashion to raise ATTACK.
ConfusionLevel: 9psychic
5010025
A psychic attack that may cause confusion.
DetectLevel: 11fighting
005
Evades attack, but may fail if used in succession.
Karate ChopLevel: 14fighting
5010025
A chopping attack with a high critical-hit ratio.
Hidden PowerLevel: 18normal
110015
The effectiveness varies with the user.
Mind ReaderLevel: 22normal
01005
Senses the foe's action to ensure the next move's hit.
Rolling KickLevel: 23fighting
7010025
A fast kick delivered from a rapid spin.
Calm MindLevel: 26psychic
0020
Raises SP. ATK and SP. DEF by focusing the mind.
ExtrasensoryLevel: 29psychic
8010030
Attacks with a peculiar power. May cause flinching.
Psych UpLevel: 34normal
0010
Copies the foe's effect(s) and gives to the user.
ReversalLevel: 38fighting
110015
Inflicts more damage when the user's HP is down.
Hi Jump KickLevel: 42fighting
1209020
A jumping knee kick. If it misses, the user is hurt.
RecoverLevel: 48normal
005
Recovers up to half the user's maximum HP.

TM/HM Moves (25)

Moves that Medicham can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Focus Punchfighting
15010020TM01
A powerful loyalty attack. The user flinches if hit.
Calm Mindpsychic
0020TM04
Raises SP. ATK and SP. DEF by focusing the mind.
Toxicpoison
08510TM06
Poisons the foe with an intensifying toxin.
Bulk Upfighting
0020TM08
Bulks up the body to boost both ATTACK and DEFENSE.
Hidden Powernormal
110015TM10
The effectiveness varies with the user.
Sunny Dayfire
0010TM11
Boosts the power of FIRE- type moves for 5 turns.
Hyper Beamnormal
150905TM15
Powerful, but leaves the user immobile the next turn.
Light Screenpsychic
0030TM16
Creates a wall of light that lowers SP. ATK damage.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
0010TM18
Boosts the power of WATER- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the TRAINER is disliked.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Psychicpsychic
9010015TM29
A powerful psychic attack that may lower SP. DEF.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's SP. DEF.
Brick Breakfighting
7510015TM31
Destroys barriers such as REFLECT and causes damage.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Reflectpsychic
0020TM33
Creates a wall of light that weakens physical attacks.
Rock Tombrock
509525TM39
Stops the foe from moving with rocks and cuts SPEED.
Facadenormal
7010020TM42
Boosts ATTACK when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
0010TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Strengthnormal
8010015HM04
Builds enormous power, then slams the foe.
Flashnormal
010020HM05
Looses a powerful blast of light that cuts accuracy.
Rock Smashfighting
6010015HM06
A rock-crushing attack that may lower DEFENSE.