Stats, type matchups, abilities, learnset, current usage, and build context for Medicham in Pokemon Champions.
Normal - status
Raises a random stat of the user or an ally by 2.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Fighting - special / 80 BP
This move does not check accuracy.
Fighting - physical / 120 BP / 90%
30% confusion. User loses 50% max HP if miss.
Normal - status
User switches, passing stat changes and more.
Fire - physical / 85 BP / 90%
High critical hit ratio. 10% chance to burn.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Fighting - status
Raises the user's Attack and Defense by 1.
Steel - physical / 40 BP / 100% / Priority +1
Usually goes first.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - status
Raises an ally's Attack and Defense by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Fighting - status / Priority +4
Prevents moves from affecting the user this turn.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Fighting - physical / 100 BP / 50%
100% chance to confuse the target.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Grass - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 80-120 BP / 100%
User on Psychic Terrain: 1.5x power, hits foes.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Psychic - status
5 turns: no Ground immunities, 1.67x accuracy.
Psychic - status
Swaps Defense and Sp. Def changes with target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Fighting - physical / 130 BP / 90%
User is hurt by 50% of its max HP if it misses.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Psychic - status
No foe can use any move known by the user.
Psychic - status
For 5 turns, special damage to allies is halved.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Fighting - physical / 65 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - physical / 120 BP / 75%
No additional effect.
Ghost - special / 100%
Does damage equal to the user's level.
Normal - status
Shares HP of user and target equally.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Psychic - status
Swaps Attack and Sp. Atk stat stages with target.
Psychic - status
Switches user's Attack and Defense stats.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - status
Copies the target's current stat stages.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - status
5 turns. Grounded: +Psychic power, priority-safe.
Psychic - physical / 70 BP / 100%
High critical hit ratio.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
Fighting - status / Priority +3
Protects allies from priority attacks this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Normal - status
Heals the user by 50% of its max HP.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Psychic - status
The user and the target trade Abilities.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Psychic - special / 20-860 BP / 100%
+ 20 power for each of the user's stat boosts.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - status / Priority -7
Goes last. For 5 turns, turn order is reversed.
Fighting - physical / 65 BP / 100% / Priority +3
100% flinch. Fails unless target using priority attack.
Fighting - special / 40 BP / 100% / Priority +1
Usually goes first.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.