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SynerDexOpen Team Builder
Pokemon Champions - Reg M-B / VGC 2026

Medicham - Pokemon Champions

Stats, type matchups, abilities, learnset, current usage, and build context for Medicham in Pokemon Champions.

FightingPsychicStage 1Gen 3
Tournament usageCheck team weaknesses
Medicham

Base stats

HP
60
Atk
60
Def
75
SpA
60
SpD
75
Spe
80

Type matchups

2x weak to
FlyingGhostFairy
0.5x resists
FightingRock

Current usage and builds

Moves

Fake Out
physical / 40 BP / 100% / Priority +3
100%
Close Combat
physical / 120 BP / 100%
100%
Poison Jab
physical / 80 BP / 100%
74%
Rock Slide
physical / 75 BP / 90%
61%
Psycho Cut
physical / 70 BP / 100%
50%
Thunder Punch
physical / 75 BP / 100%
7%
Bullet Punch
physical / 40 BP / 100% / Priority +1
3%
Feint
physical / 30 BP / 100% / Priority +2
2%

Items

Focus Sash
If holder's HP is full, will survive an attack that would KO it with 1 HP. Single use.
13%
Iron Ball
Holder is grounded, Speed halved. If Flying type, takes neutral Ground damage.
11%

Abilities

Pure Power
This Pokemon's Attack is doubled.
98%
Telepathy
This Pokemon does not take damage from attacks made by its allies.
2%

Spreads

Brave
HP 32 / Atk 32 / Def 1 / SpA 0 / SpD 1 / Spe 0
42%
Jolly
HP 2 / Atk 32 / Def 0 / SpA 0 / SpD 0 / Spe 32
28%
Jolly
HP 32 / Atk 32 / Def 1 / SpA 0 / SpD 1 / Spe 0
42%
Brave
HP 2 / Atk 32 / Def 0 / SpA 0 / SpD 0 / Spe 32
28%

Learnset

Acupressure

Normal - status

status

Raises a random stat of the user or an ally by 2.

Aerial Ace

Flying - physical / 60 BP

physical

This move does not check accuracy.

Agility

Psychic - status

status

Raises the user's Speed by 2.

Aura Sphere

Fighting - special / 80 BP

special

This move does not check accuracy.

Axe Kick

Fighting - physical / 120 BP / 90%

physical

30% confusion. User loses 50% max HP if miss.

Baton Pass

Normal - status

status

User switches, passing stat changes and more.

Blaze Kick

Fire - physical / 85 BP / 90%

physical

High critical hit ratio. 10% chance to burn.

Body Slam

Normal - physical / 85 BP / 100%

physical

30% chance to paralyze the target.

Brick Break

Fighting - physical / 75 BP / 100%

physical

Destroys screens, unless the target is immune.

Bulk Up

Fighting - status

status

Raises the user's Attack and Defense by 1.

Bullet Punch

Steel - physical / 40 BP / 100% / Priority +1

physical

Usually goes first.

Calm Mind

Psychic - status

status

Raises the user's Sp. Atk and Sp. Def by 1.

Close Combat

Fighting - physical / 120 BP / 100%

physical

Lowers the user's Defense and Sp. Def by 1.

Coaching

Fighting - status

status

Raises an ally's Attack and Defense by 1.

Counter

Fighting - physical / 100% / Priority -5

physical

If hit by physical attack, returns double damage.

Detect

Fighting - status / Priority +4

status

Prevents moves from affecting the user this turn.

Drain Punch

Fighting - physical / 75 BP / 100%

physical

User recovers 50% of the damage dealt.

Dynamic Punch

Fighting - physical / 100 BP / 50%

physical

100% chance to confuse the target.

Endure

Normal - status / Priority +4

status

User survives attacks this turn with at least 1 HP.

Energy Ball

Grass - special / 90 BP / 100%

special

10% chance to lower the target's Sp. Def by 1.

Expanding Force

Psychic - special / 80-120 BP / 100%

special

User on Psychic Terrain: 1.5x power, hits foes.

Facade

Normal - physical / 70-140 BP / 100%

physical

Power doubles if user is burn/poison/paralyzed.

Fake Out

Normal - physical / 40 BP / 100% / Priority +3

physical

Hits first. First turn out only. 100% flinch chance.

Feint

Normal - physical / 30 BP / 100% / Priority +2

physical

Nullifies Detect, Protect, and Quick/Wide Guard.

Fire Punch

Fire - physical / 75 BP / 100%

physical

10% chance to burn the target.

Fling

Dark - physical / 10-130 BP / 100%

physical

Flings the user's item at the target. Power varies.

Focus Blast

Fighting - special / 120 BP / 70%

special

10% chance to lower the target's Sp. Def by 1.

Focus Punch

Fighting - physical / 150 BP / 100% / Priority -3

physical

Fails if the user takes damage before it hits.

Giga Impact

Normal - physical / 150 BP / 90%

physical

User cannot move next turn.

Grass Knot

Grass - special / 20-120 BP / 100%

special

More power the heavier the target.

Gravity

Psychic - status

status

5 turns: no Ground immunities, 1.67x accuracy.

Guard Swap

Psychic - status

status

Swaps Defense and Sp. Def changes with target.

Helping Hand

Normal - status / Priority +5

status

One adjacent ally's move power is 1.5x this turn.

High Jump Kick

Fighting - physical / 130 BP / 90%

physical

User is hurt by 50% of its max HP if it misses.

Hyper Beam

Normal - special / 150 BP / 90%

special

User cannot move next turn.

Ice Punch

Ice - physical / 75 BP / 100%

physical

10% chance to freeze the target.

Imprison

Psychic - status

status

No foe can use any move known by the user.

Light Screen

Psychic - status

status

For 5 turns, special damage to allies is halved.

Low Kick

Fighting - physical / 20-120 BP / 100%

physical

More power the heavier the target.

Low Sweep

Fighting - physical / 65 BP / 100%

physical

100% chance to lower the target's Speed by 1.

Mega Kick

Normal - physical / 120 BP / 75%

physical

No additional effect.

Night Shade

Ghost - special / 100%

special

Does damage equal to the user's level.

Pain Split

Normal - status

status

Shares HP of user and target equally.

Poison Jab

Poison - physical / 80 BP / 100%

physical

30% chance to poison the target.

Power Swap

Psychic - status

status

Swaps Attack and Sp. Atk stat stages with target.

Power Trick

Psychic - status

status

Switches user's Attack and Defense stats.

Protect

Normal - status / Priority +4

status

Prevents moves from affecting the user this turn.

Psych Up

Normal - status

status

Copies the target's current stat stages.

Psychic

Psychic - special / 90 BP / 100%

special

10% chance to lower the target's Sp. Def by 1.

Psychic Terrain

Psychic - status

status

5 turns. Grounded: +Psychic power, priority-safe.

Psycho Cut

Psychic - physical / 70 BP / 100%

physical

High critical hit ratio.

Psyshock

Psychic - special / 80 BP / 100%

special

Damages target based on Defense, not Sp. Def.

Quick Guard

Fighting - status / Priority +3

status

Protects allies from priority attacks this turn.

Rain Dance

Water - status

status

For 5 turns, heavy rain powers Water moves.

Recover

Normal - status

status

Heals the user by 50% of its max HP.

Reflect

Psychic - status

status

For 5 turns, physical damage to allies is halved.

Rest

Psychic - status

status

User sleeps 2 turns and restores HP and status.

Reversal

Fighting - physical / 20-200 BP / 100%

physical

More power the less HP the user has left.

Rock Slide

Rock - physical / 75 BP / 90%

physical

30% chance to make the foe(s) flinch.

Rock Tomb

Rock - physical / 60 BP / 95%

physical

100% chance to lower the target's Speed by 1.

Round

Normal - special / 60 BP / 100%

special

Power doubles if others used Round this turn.

Shadow Ball

Ghost - special / 80 BP / 100%

special

20% chance to lower the target's Sp. Def by 1.

Skill Swap

Psychic - status

status

The user and the target trade Abilities.

Sleep Talk

Normal - status

status

User must be asleep. Uses another known move.

Snore

Normal - special / 50 BP / 100%

special

User must be asleep. 30% chance to flinch target.

Stored Power

Psychic - special / 20-860 BP / 100%

special

+ 20 power for each of the user's stat boosts.

Substitute

Normal - status

status

User takes 1/4 its max HP to put in a substitute.

Sunny Day

Fire - status

status

For 5 turns, intense sunlight powers Fire moves.

Taunt

Dark - status / 100%

status

Target can't use status moves its next 3 turns.

Thief

Dark - physical / 60 BP / 100%

physical

If the user has no item, it steals the target's.

Thunder Punch

Electric - physical / 75 BP / 100%

physical

10% chance to paralyze the target.

Trailblaze

Grass - physical / 50 BP / 100%

physical

100% chance to raise the user's Speed by 1.

Trick

Psychic - status / 100%

status

User switches its held item with the target's.

Trick Room

Psychic - status / Priority -7

status

Goes last. For 5 turns, turn order is reversed.

Upper Hand

Fighting - physical / 65 BP / 100% / Priority +3

physical

100% flinch. Fails unless target using priority attack.

Vacuum Wave

Fighting - special / 40 BP / 100% / Priority +1

special

Usually goes first.

Zen Headbutt

Psychic - physical / 80 BP / 90%

physical

20% chance to make the target flinch.

Abilities

Pure Power

This Pokemon's Attack is doubled.

Telepathy

This Pokemon does not take damage from attacks made by its allies.

Mechanics

Speed Control

Trick Room affects turn order.

Fake Out

Fake Out appears in top usage moves.

Priority

Bullet Punch has positive priority.

Forms and items

MedichamFighting / PsychicOpenMega MedichamFighting / PsychicOpen

Medichamite

One of a variety of mysterious Mega Stones. A Medicham holding this stone will be able to Mega Evolve during battle.

Questions

What is Medicham weak to in Pokemon Champions?

Medicham is weak to Flying, Ghost, Fairy based on its Fighting / Psychic typing.

What are Medicham's base stats?

Medicham's base stats are HP 60, Atk 60, Def 75, SpA 60, SpD 75, Spe 80.

What are common moves for Medicham?

Common Medicham moves include Fake Out, Close Combat, Poison Jab, Rock Slide in current Reg M-B usage.

Is Medicham good in the current regulation?

Medicham has current Reg M-B usage data in PokeSynergy, with its most common moves, abilities, items, and spreads listed here.