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Medicham Moves & Learnsetin Pokémon Heart & Soul

fightingpsychic72 total moves

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

Move Summary

17
Level Up
47
TM/HM
0
Move Tutor
8
Egg Moves
72
Total

Level Up Moves (17)

Moves that Medicham learns naturally as it levels up.

Fire PunchLevel: 1fire
7510015
A fiery punch that may burn the foe.
Ice PunchLevel: 1ice
7510015
An icy punch that may leave the foe with frostbite.freeze the foe.
Thunder PunchLevel: 1electric
7510015
An electrified punch that may paralyze the foe.
BideLevel: 1normal
1010
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: 12fighting
005
Evades attack, but may fail if used in succession.
Hidden PowerLevel: 18normal
010015
The type varies with the user.The type and effectiveness vary with the user.
Mind ReaderLevel: 22normal
005
Senses the foe's action to ensure the next move's hit.
Calm MindLevel: 28psychic
0020
Raises Sp. Atk and Sp. Def by focusing the mind.
High Jump KickLevel: 32fighting
85900
A jumping knee kick. If it misses, the user is hurt.
Psych UpLevel: 40normal
0010
Copies foe's stat changes and gives to the user.
ReversalLevel: 46fighting
110015
Inflicts more damage when the user's HP is down.
RecoverLevel: 54normal
0020
Recovers up to half the user's maximum HP.

Egg Moves (8)

Moves that Medicham can learn through breeding with compatible Pokémon.

Fire Punchfire
7510015
A fiery punch that may burn the foe.
Thunder Punchelectric
7510015
An electrified punch that may paralyze the foe.
Ice Punchice
7510015
An icy punch that may leave the foe with frostbite.freeze the foe.
Foresightnormal
0040
Negates the foe's efforts to heighten evasiveness.
Fake Outnormal
4010010
Moves 1st and flinches. Only works on user's 1st turn.
Baton Passnormal
0040
Switches out the user while keeping effects in play.
Dynamic Punchfighting
100505
Powerful and sure to cause confusion, but inaccurate.
Psycho Cutpsychic
7010020
Tears with psychic blades. High critical-hit ratio.

TM/HM Moves (47)

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

Focus Punchfighting
15010020TM01
Powerful attack, moves last. The user flinches if hit.
Calm Mindpsychic
0020TM04
Raises Sp. Atk and Sp. Def by focusing the mind.
Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Bulk Upfighting
0020TM08
Bulks up the body to boost both Attack and Defense.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Tauntdark
010020TM12
Taunts the foe into only using attack moves.
Hyper Beamnormal
150905TM15
Leaves the user immobile if target is not KO'd.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Psychicpsychic
9010010TM29
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
Wall of light cuts physical damage for 5 turns.
Rock Tombrock
000TM39
Stops the foe from moving with rocks and cuts Speed.
Aerial Aceflying
60020TM40
An extremely speedy and unavoidable attack.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Thiefdark
01000TM46
While attacking, it may steal the foe's held item.
Skill Swappsychic
0010TM48
The user swaps special abilities with the target.
Focus Blastfighting
120705TM52
Attacks at full power. May lower Sp. Def.
Energy Ballgrass
010010TM53
Draws power from nature to attack. May lower Sp. Def.
Flingdark
110010TM56
The effectiveness varies with the held item.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Drain Punchfighting
01000TM60
Attack that absorbs half the damage inflicted.
Recyclenormal
0010TM67
Recycles a used item for one more use.
Giga Impactnormal
150905TM68
Leaves the user immobile if target is not KO'd.
Psych Upnormal
0010TM77
Copies foe's stat changes and gives to the user.
Captivatenormal
010020TM78
Makes the opposite gender sharply reduce its Sp. Atk.
Rock Sliderock
759010TM80
Hits the foe with an avalanche of rocks.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Poison Jabpoison
8010020TM84
A stabbing attack that may poison the foe.
Dream Eaterpsychic
10010015TM85
Takes one half the damage inflicted on a sleeping foe.
Grass Knotgrass
110020TM86
A snare attack that does more damage to heavier foes.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Trick Roompsychic
005TM92
Slower Pokémon get to move first for 5 turns.
Strengthnormal
8010015HM04
Builds enormous power, then slams the foe.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.
Rock Smashfighting
010015HM06
A rock-crushing attack that may lower Defense.