Is Mega Medicham good in Pokemon Champions?
- Fighting/Psychic types
- Base stat total 510
- Weak to Flying, Ghost, Fairy
Base Stats
Mega Medicham Weaknesses & Resistances
Mega Medicham Weaknesses
Offensive Coverage
STAB vs. all typesHow this Pokémon's STAB attacks land against every defending type.
One tap: Mega Medicham's most-run set against each top meta set, preloaded in the damage calc.
Common Sets
Full configurations that actually appeared together — scouting an unfamiliar opponent? Match their item, the moves they're likely running are here.
Movepool
Sorted by STAB then competitive usage
Prevents any moves from hitting the user this turn.
Prevents any priority moves from hitting friendly Pokémon this turn.
For five turns, slower Pokémon will act before faster Pokémon.
If the user takes damage before attacking, the attack is canceled.
If the user misses, it takes half the damage it would have inflicted in recoil.
Lowers the user’s Defense and Special Defense by one stage after inflicting dama…
Has a chance to lower the target’s Special Defense by one stage.
Has a chance to confuse the target.
Has a chance to lower the target’s Special Defense by one stage.
Never misses.
Inflicts regular damage with no additional effect.
Inflicts damage based on the target’s Defense, not Special Defense.
Has a chance to make the target flinch.
Destroys Reflect and Light Screen.
Drains half the damage inflicted to heal the user.
Has an increased chance for a critical hit.
Lowers the target’s Speed by one stage.
Inflicts regular damage with no additional effect.
Power is higher the more the user’s stats have been raised, to a maximum of 31×.
Raises the user’s Speed by two stages.
Raises the user’s Attack and Defense by one stage.
Raises the user’s Special Attack and Special Defense by one stage.
Inflicts regular damage with no additional effect.
Inflicts twice the damage the user received from the last physical hit it took.
Disables moves and immunities that involve flying or levitating for five turns.
User swaps Defense and Special Defense changes with the target.
Prevents the target from using any moves that the user also knows.
Reduces damage from special attacks by 50% for five turns.
Inflicts more damage to heavier targets, with a maximum of 120 power.
User swaps Attack and Special Attack changes with the target.
User swaps Attack and Defense.
Protects Pokémon on the ground from priority moves and increases the power of th…
Reduces damage from physical attacks by half.
User sleeps for two turns, completely healing itself.
Inflicts more damage when the user has less HP remaining, with a maximum of 200…
User and target swap abilities.
User and target swap items.
Can only be used as the first move after the user enters battle. Causes the tar…
Ally’s next move inflicts half more damage.
Prevents any moves from hitting the user this turn.
User foregoes its next turn to recharge.
User foregoes its next turn to recharge.
Inflicts regular damage with no additional effect.
Has a chance to lower the target’s Special Defense by one stage.
Has an increased chance for a critical hit and a chance to burn the target.
Has a chance to paralyze the target.
Has a chance to poison the target.
Has a chance to lower the target’s Special Defense by one stage.
Has a chance to burn the target.
Has a chance to freeze the target.
Has a chance to make the target flinch.
Has a chance to paralyze the target.
Power doubles if user is burned, paralyzed, or poisoned.
Never misses.
Has a chance to lower the target’s Speed by one stage.
Has double power if it’s used more than once per turn.
Takes the target’s item.
Has a chance to make the target flinch. Only works if the user is sleeping.
Inflicts regular damage with no additional effect.
Hits through Protect and Detect.
Raises one of a friendly Pokémon’s stats at random by two stages.
Allows the trainer to switch out the user and pass effects along to its replacem…
Prevents the user’s HP from lowering below 1 this turn.
Throws held item at the target; power depends on the item.
Inflicts more damage to heavier targets, with a maximum of 120 power.
Inflicts damage equal to the user’s level.
Sets the user’s and targets’s HP to the average of their current HP.
Discards the user’s stat changes and copies the target’s.
Changes the weather to rain for five turns.
Heals the user by half its max HP.
Randomly uses one of the user’s other three moves. Only works if the user is sl…
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further…
Changes the weather to sunny for five turns.
For the next few turns, the target can only use damaging moves.
Abilities
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