PokeRogue Pokedex /
Mega Medicham
View Mega Medicham's detailed stats, abilities, types, evolution and moves in PokeRogue Dex.
Mega Medicham Pokédex Data
key | value |
---|---|
Type | Fighting Psychic |
Starter Cost | 4 |
Weight | 31.5 kg |
Biomes | |
Ability | Pure Power Using its pure power, the Pokémon doubles its Attack stat. |
Pure Power Using its pure power, the Pokémon doubles its Attack stat. |
Mega Medicham Base Stats
key | value |
---|---|
HP | 60 |
Attack | 100 |
Defense | 85 |
Sp. Atk | 80 |
Sp. Def | 85 |
Speed | 100 |
BST | 510 |
Mega Medicham Evolution
Mega Medicham Type Chart
Fighting Type Strength
Normal
2
Fire
1
Water
1
Electric
1
Grass
1
Ice
2
Fighting
1
Poison
0.5
Ground
1
Flying
0.5
Psychic
0.5
Bug
0.5
Rock
2
Ghost
0
Dragon
1
Dark
2
Steel
2
Fairy
0.5
Psychic Type Strength
Normal
1
Fire
1
Water
1
Electric
1
Grass
1
Ice
1
Fighting
2
Poison
2
Ground
1
Flying
1
Psychic
0.5
Bug
1
Rock
1
Ghost
1
Dragon
1
Dark
0
Steel
0.5
Fairy
1
Fighting + Psychic Type Weakness
Normal
1
Fire
1
Water
1
Electric
1
Grass
1
Ice
1
Fighting
0.5
Poison
1
Ground
1
Flying
2
Psychic
1
Bug
1
Rock
0.5
Ghost
2
Dragon
1
Dark
1
Steel
1
Fairy
2
Mega Medicham Egg Moves
Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|
Thunderous Kick | Fighting | Physical | 90 | 100 | 10 | The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat. |
Sucker Punch | Dark | Physical | 70 | 100 | 5 | This move enables the user to attack first. This move fails if the target is not readying an attack. |
Bullet Punch | Steel | Physical | 40 | 100 | 30 | The user strikes the target with tough punches as fast as bullets. This move always goes first. |
Photon Geyser | Psychic | Special | 100 | 100 | 5 | The user attacks a target with a pillar of light. This move inflicts Attack or Sp. Atk damage—whichever stat is higher for the user. |
Mega Medicham Moves learned by level up
Total 20 move
Level | Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|---|
1 | Fire Punch | Fire | Physical | 75 | 100 | 15 | The target is punched with a fiery fist. This may also leave the target with a burn. |
1 | Ice Punch | Ice | Physical | 75 | 100 | 15 | The target is punched with an icy fist. This may also leave the target frozen. |
1 | Thunder Punch | Electric | Physical | 75 | 100 | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
1 | Confusion | Psychic | Special | 50 | 100 | 25 | The target is hit by a weak telekinetic force. This may also confuse the target. |
1 | Detect | Fighting | Status | - | - | 5 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
1 | Work Up | Normal | Status | - | - | 30 | The user is roused, and its Attack and Sp. Atk stats increase. |
1 | Bide | Normal | Physical | - | - | 10 | The user endures attacks for two turns, then strikes back to cause double the damage taken. |
12 | Endure | Normal | Status | - | - | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
15 | Feint | Normal | Physical | 30 | 100 | 10 | This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves. |
17 | Force Palm | Fighting | Physical | 60 | 100 | 10 | The target is attacked with a shock wave. This may also leave the target with paralysis. |
20 | Psybeam | Psychic | Special | 65 | 100 | 20 | The target is attacked with a peculiar ray. This may also leave the target confused. |
23 | Calm Mind | Psychic | Status | - | - | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
25 | Zen Headbutt | Psychic | Physical | 80 | 90 | 15 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
28 | High Jump Kick | Fighting | Physical | 130 | 90 | 10 | The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
31 | Psych Up | Normal | Status | - | - | 10 | The user hypnotizes itself into copying any stat change made by the target. |
33 | Acupressure | Normal | Status | - | - | 30 | The user applies pressure to stress points, sharply boosting one of its or its allies' stats. |
36 | Power Trick | Psychic | Status | - | - | 10 | The user employs its psychic power to switch its Attack stat with its Defense stat. |
47 | Recover | Normal | Status | - | - | 5 | Restoring its own cells, the user restores its own HP by half of its max HP. |
53 | Counter | Fighting | Physical | - | 100 | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. |
53 | Axe Kick | Fighting | Physical | 120 | 90 | 10 | The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead. |
Mega Medicham Moves learned by TM/HM
Total 84 move
Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|
Mega Punch | Normal | Physical | 80 | 85 | 20 | The target is slugged by a punch thrown with muscle-packed power. |
Fire Punch | Fire | Physical | 75 | 100 | 15 | The target is punched with a fiery fist. This may also leave the target with a burn. |
Ice Punch | Ice | Physical | 75 | 100 | 15 | The target is punched with an icy fist. This may also leave the target frozen. |
Thunder Punch | Electric | Physical | 75 | 100 | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
Mega Kick | Normal | Physical | 120 | 75 | 5 | The target is attacked by a kick launched with muscle-packed power. |
Body Slam | Normal | Physical | 85 | 100 | 15 | The user drops onto the target with its full body weight. This may also leave the target with paralysis. |
Take Down | Normal | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
Psybeam | Psychic | Special | 65 | 100 | 20 | The target is attacked with a peculiar ray. This may also leave the target confused. |
Hyper Beam | Normal | Special | 150 | 90 | 5 | The target is attacked with a powerful beam. The user can't move on the next turn. |
Low Kick | Fighting | Physical | - | 100 | 20 | A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power. |
Counter | Fighting | Physical | - | 100 | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. |
Strength | Normal | Physical | 80 | 100 | 15 | The target is slugged with a punch thrown at maximum power. |
Toxic | Poison | Status | - | 90 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
Psychic | Psychic | Special | 90 | 100 | 10 | The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. |
Night Shade | Ghost | Special | - | 100 | 15 | The user makes the target see a frightening mirage. It inflicts damage equal to the user's level. |
Double Team | Normal | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Light Screen | Psychic | Status | - | - | 30 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
Reflect | Psychic | Status | - | - | 20 | A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
Metronome | Normal | Status | - | - | 10 | The user waggles a finger and stimulates its brain into randomly using nearly any move. |
Swift | Normal | Special | 60 | - | 20 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |