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308 - Medicham (チャーレム)

Male Sprites

pokemon front pokemon shiny front pokemon back pokemon shiny back

Female Sprites

pokemon female front pokemon shiny female front pokemon female back pokemon shiny female back

hg "Through yoga training, it gained the psychic power to predict its foe's next move."

ss "Through yoga training, it gained the psychic power to predict its foe's next move."

Classification Meditate Pokémon
Height 4'03"
Weight 69.4 lbs
Capture Rate 90
Egg Steps 5,120
Egg Groups HumanShape
Experience Growth 1,000,000 - Medium Fast
Safari Zone Flee Rate 60
Color Red
Base Happiness 70
Gender Ratio ♂: 50%   ♀: 50%
Damage Taken
normal fire water electric grass ice fighting poison ground flying psychic bug rock ghost dragon dark steel
1 1 1 1 1 1 0.5 1 1 2 1 1 0.5 2 1 1 1

Locations

hg Safari Zone (With Blocks After Levelled Up)

ss Safari Zone (With Blocks After Levelled Up)

Stat Base Range
At Lv. 50 At Lv. 100
HP:
60
120 - 167 230 - 324
Attack:
60
58 - 123 112 - 240
Defense:
75
72 - 139 139 - 273
Special Attack:
60
58 - 123 112 - 240
Special Defense:
75
72 - 139 139 - 273
Speed:
80
76 - 145 148 - 284
Total:
410
EVs Gained
HP Att. Def. Sp.Att. Sp.Def. Speed
0 0 0 0 0 2

Abilities

  • Pure Power
  • This Pokemon's Attack stat is doubled. Therefore, if this Pokemon's Attack stat on the status screen is 200, it effectively has an Attack stat of 400; which is then subject to the full range of stat boosts and reductions.

Level Up Moves

Level Learned Move Type Cat. Power Acc. PP
0 Fire Punch 75 100% 15
The foe is punched with a fiery fist. It may leave the target with a burn.
0 Thunder Punch 75 100% 15
The foe is punched with an electrified fist. It may leave the target with paralysis.
0 Ice Punch 75 100% 15
The foe is punched with an icy fist. It may leave the target frozen.
0 Meditate - - 40
The user meditates to awaken the power deep within its body and raise its Attack stat.
0 Confusion 50 100% 25
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
0 Detect - - 5
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
18 Mind Reader - 100% 5
The user senses the foe's movements with its mind to ensure its next attack does not miss.
22 Feint 50 100% 10
An attack that hits a foe using Protect or Detect. It also lifts the effects of those moves.
25 Calm Mind - - 20
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
29 Force Palm 60 100% 10
The foe is attacked with a shock wave. It may also leave the target paralyzed.
32 Hi Jump Kick 85 90% 20
The foe is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
36 Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
42 Power Trick - - 10
The user employs its psychic power to switch its Attack with its Defense stat.
55 Recover - - 10
A self-healing move. The user restores its own HP by up to half of its max HP.

Learnable TMs and HMs

TMHM Move Type Cat. Power Acc. PP
TM01 Focus Punch 150 100% 20
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
TM04 Calm Mind - - 20
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic - 85% 10
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM08 Bulk Up - - 20
The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
TM10 Hidden Power Varies 100% 15
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day - - 5
The user intensifies the sun for five turns, powering up Fire-type moves.
TM15 Hyper Beam 150 90% 5
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM16 Light Screen - - 30
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect - - 10
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance - - 5
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM21 Frustration Varies 100% 20
A full-power attack that grows more powerful the less the user likes its Trainer.
TM27 Return Varies 100% 20
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100% 10
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30 Shadow Ball 80 100% 15
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
TM31 Brick Break 75 100% 15
The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.
TM32 Double Team - - 15
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect - - 20
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM39 Rock Tomb 50 80% 10
Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement.
TM42 Facade 70 100% 20
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power 70 100% 20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest - - 10
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract - 100% 15
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM52 Focus Blast 120 70% 5
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
TM53 Energy Ball 80 100% 10
The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def.
TM56 Fling Varies 100% 10
The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM58 Endure - - 10
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
TM60 Drain Punch 60 100% 5
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
TM67 Recycle - 100% 10
The user recycles a held item that has been used in battle so it can be used again.
TM68 Giga Impact 150 90% 5
The user charges at the foe using every bit of its power. The user must rest on the next turn.
TM70 Flash - 70% 20
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM77 Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
TM78 Captivate - 100% 20
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM80 Rock Slide 75 90% 10
Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
TM82 Sleep Talk - - 10
While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift Varies 100% 15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM84 Poison Jab 80 100% 20
The foe is stabbed with a tentacle or arm steeped in poison. It may also poison the foe.
TM85 Dream Eater 100 100% 15
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot Varies 100% 20
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87 Swagger - 90% 15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute - - 10
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
HM04 Strength 80 100% 15
The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
HM06 Rock Smash 20 100% 15
The user hits with a punch that may lower the target's Defense. It can also smash cracked boulders.

Tutor Moves

Move Type Cat. Power Acc. PP
Fire Punch 75 100% 15
The foe is punched with a fiery fist. It may leave the target with a burn.
Ice Punch 75 100% 15
The foe is punched with an icy fist. It may leave the target frozen.
Trick - 100% 10
The user catches the foe off guard and swaps the foe's held item with its own.
Thunder Punch 75 100% 15
The foe is punched with an electrified fist. It may leave the target with paralysis.
Vacuum Wave 40 100% 30
The user whirls its fists to send a wave of pure vacuum at the foe. This move always goes first.
Zen Headbutt 80 90% 15
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Helping Hand - 100% 20
A move that boosts the power of the ally's attack in a Double Battle.
Snore 40 100% 15
An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
Swift 60 - 20
Star-shaped rays are shot at the foe. This attack never misses.
Mud-Slap 20 100% 10
The user hurls mud in the foe's face to inflict damage and lower its accuracy.
Signal Beam 75 100% 15
The user attacks with a sinister beam of light. It may also confuse the target.
Pain Split - 100% 20
The user adds its HP to the foe's HP, then equally shares the combined HP with the foe.
Gravity - - 5
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
Role Play - 100% 10
The user mimics the foe completely, copying the foe's natural ability.
Magic Coat - 100% 15
A barrier reflects back to the foe moves like Leech Seed and moves that damage status.
Low Kick Varies 100% 20
A powerful low kick that makes the foe fall over. It inflicts greater damage on heavier foes.
Headbutt 70 100% 15
The user attacks with its head. It may make the foe flinch. To find Pokémon, hit trees.

Egg Moves

Move Type Cat. Power Acc. PP
Fire Punch 75 100% 15
The foe is punched with a fiery fist. It may leave the target with a burn.
Thunder Punch 75 100% 15
The foe is punched with an electrified fist. It may leave the target with paralysis.
Ice Punch 75 100% 15
The foe is punched with an icy fist. It may leave the target frozen.
Foresight - 100% 40
Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.
Fake Out 40 100% 10
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
Baton Pass - - 40
The user switches places with a party Pokémon in waiting, passing along any stat changes.
Dynamicpunch 100 50% 5
The foe is punched with the user's full, concentrated power. It confuses the foe if it hits.
Power Swap - - 10
The user employs its psychic power to switch changes to its Attack and Sp. Atk with the foe.
Guard Swap - - 10
The user employs its psychic power to switch changes to its Defense and Sp. Def with the foe.
Psycho Cut 70 100% 20
The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio.
Bullet Punch 40 100% 30
The user strikes with a tough punch as fast as a bullet. This move always goes first.