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2 votes
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If you have a good competitive moveset for Medicham, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some explanation, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Medicham Pokédex and learnset for reference.

Sprite

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15 Answers

5 votes

Medicham @ Life Orb
Ability: Pure Power
EVs: 252 Def / 4 SpD / 252 Spe
Impish Nature
- Drain Punch
- Bullet Punch
- Power Trick
- Bulk Up / Thunder Punch / Psycho Cut

Pretty cool set here. The idea is to use Power trick to switch defense with attack. Since he has higher defense than attack, it will double that instead, giving him 546 attack, not including the life orb. Drain Punch gives him STAB and recovery, while bullet punch gives him priority. Throw in the power that the life orb gives him, and he's pretty tough to survive, especially since he's a low tier Pokemon. Before you use it, he is hard to bring down with physical attacks thanks to his typing and EVs invested in defense.

  • Giving him thunderpunch will mean that he is only resisted by Rotom (Normal), Joltik, and Galvantula.
  • Giving him Psycho Cut will mean that he's only resisted by Slowpoke, Slowbro, Starmie, Slowking, Victini, and Darmanitan (Zen Mode). Slowpoke and Darmantian-Z (depending on what tiers you're using) are the only ones you have a chance of seeing in NU.
  • Giving him Bulk up will allow him to remain bulky in both stats.
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Is this for Meditite, since you are talking about NU?
It can be. I don't really keep up with tiers. Either way, that's a full list of pokemon capable if resisting him, so it's not too bad to deal with in RU or up. It works pretty well with both pokemon, but I had this in mind specifically for medicham, and the 546 attack is based on his stats. If you want to use it for meditite, I would definitely adjust a few things to better fit it.
I think you should have more EVs in HP, since you are doing the Life Orb. Otherwise, I think that it's a really good set!
Mega medicham would be better, since he also has more speed to compliment his power in his mega form, and more power than life orb will give him, as well as taking no damage every turn.
4 votes

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Psycho Cut
- Rock Slide / Ice Punch
- Bullet Punch

Mega Medicham is the only Pure Power/Huge Power Pokemon with speed to back it up. Before, Medicham's base 80 speed wasn't any where close to useful; but now, with the ability to mega evolve, Medicham doesn't need a Choice Scarf to be able to out speed it's enemies and it's new attack stat is almost higher than a normal Medicham with Choice Band (720 vs. the new 656).

High Jump Kick and Psycho Cut are obvious stabs, with High Jump Kick the most powerful fighting type move in the game. Rock Slide, Ice Punch and Bullet Punch are all for coverage; with Rock Slide having the ability to flinch and Ice Punch having perfect accuracy, both covering it's flying type weakness. Bullet Punch, on the other hand, covers Mega Medicham's fairy type weakness, along with having priority over Scarfers and faster Pokemon that threaten to take Mega Medicham out.

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This actually sounds like a good Moveset to use regardless of the nature. I'm actually gonna try this with my Medicham in Ultra Moon.
but with high jump kicks low accuracy the chances of landing a hit are low along with taking half your hp
It's a shame that medicham doesn't learn close combat. That's the same story of infernape not learning drain punch.
3 votes

Gen V

Medicham (F) @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 Def / 4 SpD / 248 Spe
Adamant Nature
- Hi Jump Kick
- Psycho Cut
- Ice Punch
- ThunderPunch

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I prefer Zen Headbutt.
Nah, Zen HB has lower Accuracy so it will fail to Abuse Pure Power as much as Psycho Cut and as an addition, Psycho Cut gets a Higher Crit rate.
3 votes

Medicham @ Salac berry
Ability: Pure Power
EVs: 6 HP / 252 Atk / 252 Spe
Hasty / Jolly / Naive Nature
- Endure
- Reversal
- Ice Punch
- Thunder Punch


Endure lets you activate the berry and power up Reversal. Reversal is for STAB and after Endure is 200 base power. Ice-punch and Thunder-punch are for a physical Bolt-beam coverage. Salac berry is to boost your 284 speed to a massive 426 speed.


You could swap Ice-punch and/or Thunder-punch for other coverage moves(Rock-slide, Fire-punch) or Zen headbutt/Psycho-cut for more STAB, or Bullet-punch for priority.

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1 vote

Medicham
Medicham (M) @ Choice Band
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hi Jump Kick
- Psycho Cut
- Ice Punch / Bullet Punch
- Thunder Punch / Bullet Punch

Hi Jump Miss(aka High Jump Kick) is good STAB with Medicham enjoying itself with the secondary effect.
Psycho Cut makes dual STAB.
Ice Punch takes care of Gligar and Claydol, while ThunderPunch takes care of Slowking and has good coverage they have good coverage.
Should these threats not be a concern, Bullet Punch is a solid alternative over either one.

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you mean Hi jump kick
Not really.
1 vote

ParaFlinch terror

Medicham (M) @ Muscle Band
Abilityt: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Force Palm
- Rock Slide
- Zen Headbutt
- Recover / Ice Punch


Force Palm gives the paralyze chance, along with rock slide and zen headbutt for flinching. Recover extends its longevity, while ice punch offers more coverage.

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0 votes

Medicham @ Black Belt / Wide Lens
Ability: Pure Power
EVs: 128 HP / 252 Atk / 28 Def / 100 SpD
Adamant Nature
- High Jump Kick
- Recover
- Thunder Punch
- Psycho Cut

Hi Jump Kick: One time someone did this to me and I almost wet myself. Also STAB.
Recover: For when Hi Jump Kick doesn't quite make it or when you get hit hard.
ThunderPunch: For those annoying flying types that threaten this guy.
Psycho Cut: For all those crits and STAB.

Medicham isn't used very often, but in reality, he's actually pretty good. Black Belt is for extra power on Hi Jump Kick, and Wide Lens is for no misses ever. I've actually used Medicham in Ubers, and I destroyed half of this guy's team. Medicham is a better choice than Gallade, because Medicham can take hits easier, and actually sometimes hit harder.

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0 votes

Medicham @ Choice Band
Ability: Pure Power
EVs: 8 HP / 252 Attack / 248 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt / Psycho Cut
- Ice Punch / Thunder Punch
- Bullet Punch

High Jump Kick: High power; STAB.

Zen Headbutt / Psycho Cut: Both have good power and STAB. While Zen Headbutt has a higher base power (80 base power rather than the 70 base power of psycho cut) and a chance to flinch, Psycho Cut has a higher accuracy (100% accuracy rather than the 90% accuracy of Zen Headbutt) and an increased crit ratio (it is also worth noting that unlike Zen Headbutt, Psycho Cut does not make contact, so Medicham won't be affected by Rough Skin, Flame Body, Gooey, etc).

Ice Punch / Thunder Punch: Both have good power and deal with flying types.

Bullet Punch: Priority; deals with fairy types.

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0 votes

Medicham (F) @ Life Orb
Ability: Pure Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Drain Punch / Brick Break
- Ice Punch / Thunder Punch
- Psycho Cut / Psyshock
- Poison Jab / Shadow Ball / Bullet Punch

  • Drain Punch / Brick Break: STAB, with either healing or Reflect/Light Screen break up
  • Ice Punch / ThunderPunch: coverage against Flying, although Ice provides more coverage and is therefore more desirable
  • Psycho Cut / Psyschock: STAB
  • Poison Jab/ Shadow Ball / Bullet Punch: Poison Jab and Shadow Ball are for coverage against weaknesses, and Bullet Punch is priority
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0 votes

Medicham @ Life Orb
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Zen HeadButt
- High Jump Kick
- Thunder Punch
- Ice Punch

This is a pretty good moveset for me I'd have to say. Zen HeadButt leaves the STAB Damage also dealing with poison types like Gengar, (Which will have the Advantage)also can leave out a flinch if your lucky. High Jump Kick is also a STAB and to deal with Dark Types, So As Greninja, Houndoom, Etc. Also with the EVs and nature you actually might be faster than Greninja and Houndoom. I would say Medicham is a full Attacker when you battle with him so just go full on with Medicham. Thunder Punch is to deal with flying and water types. A lot of people use fly, which they can be fly spammers but you can just use Thunder Punch, you will also be faster due to those EVs and the nature. Also, Thunder Punch Has A chance to Paralyze, which makes you be faster. Ice Punch Deals with Dragon Types and flying, Ice Punch is more like a back up move just in case, Also of someone had a flying type and they switched into Salamence, and you use Thunder Punch but it's not very effective because he switched out, you have Ice Punch to deal with the Salamence. Ice Punch can also freeze the opponent. I also didn't mention rock and ground for Ice Punch because they get countered by High Jump Kick. There it is, The best moveset in my opinion for medicham, it might not be the best information, but it can still do the job.

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0 votes

Gen 7 OU

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick / Drain Punch
- Zen Headbutt
- Bullet Punch / Bulk Up

On the first turn, you mega evolve and open up with Fake Out for free priority chip damage. Hi Jump Kick is strong STAB. Drain Punch could be used instead for healing. Zen Headbutt is also STAB. Bullet Punch is for revenge killing. Bulk Up could be used instead to boost your Attack and Defense.

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0 votes

Gen 3 OU
Medicham @ Salac Berry
Ability: Pure Power
EVs: 252 Atk / 252 Spe
IVs: 0 Def, 0 SpD, 0 HP
Lonely Nature
- Endure
- Reversal
- Shadow Ball
- Bulk Up
This thing is pure terror. Salac Berry allows you to boost its speed at low health, which means it can outspeed things it normally can't. Pure Power boosts its attack to sky high levels. The EVs are your bread and butter offensive EVs. Lonely Nature is used because at 1+ it outspeeds everything and to get you into Salac Berry range easier. The IVs allow it to get to Salac Berry range easier. Endure allows you to get to 1+ speed with Salac Berry easier. Reversal has base 200 power at 1 HP, and hits most things. Shadow Ball hits everything Reversal doesn't, and they cover everything in the tier. Bulk Up is used when you predict a switch. Once it has 1+ Atk, combined with Pure Power, it kills everything.

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0 votes

Gen 8 BDSP Monotype (Psychic)

Medicham @ Choice Band
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Thunder Punch
- Ice Punch
- Bullet Punch

This is a Choice Band set used on Psychic-type teams in BDSP Monotype. With Huge Power, good coverage options, and a Choice Band, basically no one can switch in to this Medicham set. High Jump Kick is incredibly strong STAB coupled with Huge Power and Choice Band. Thunder Punch targets certain water and flying types like Pelipper, Mantine, and Slowbro. Ice Punch allows you to OHKO Gliscor and Dragonite. Bullet Punch is used as priority and is used to pick off weakened Pokémon.

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0 votes

National Dex UU Trailblaze

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trailblaze
- Close Combat
- Zen Headbutt
- Ice Punch

This Mega Medicham set is for Gen 9 NatDex UU as this set has some things Mega Medicham doesn't have in Gen 8. I saw this set on the NatDex UU Team Bazaar and thought it was a good set, so I'm posting it here.

This set is used to clean late game. The first new thing Mega Medicham has in Gen 9 NatDex Formats is Trailblaze. Let me explain why I have Trailblaze. Mega Medicham has a powerful attack stat thanks to Pure Power but was always held back by its mid base 80 speed. However, Trailblaze lets you do damage and get a +1 Speed boost. This means Mega Medicham can actually outspeed Pokemon that it otherwise wouldn't be able to. Pokemon such as Specially Defensive Gastrodon helps with being able to use Trailblaze to use your speed. Another thing Mega Medicham gets in Gen 9 NatDex UU is Close Combat (about time it did). Close Combat, while weaker than High Jump Kick, is safer vs Protect Pokemon and Ghost-types. Zen Headbutt is used for Psychic STAB that has a chance to flinch opposing Pokemon. Ice Punch is used for coverage against Pokemon such as Lati@s, Mega Latias, Thundurus, and Tornadus-Therian.

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0 votes

Gen 9 NU Wallbreaker

Medicham @ Life Orb
Ability: Pure Power
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Trailblaze
- Tera Blast
- Zen Headbutt / Rock Slide / Bulk Up

This is the Life Orb set Medicham uses in NU Alpha. Medicham finally has access to a safer Fighting STAB in Close Combat in Gen 9, so no more worrying about missing High Jump Kick. Trailblaze is a new move Medicham gets in Gen 9 that allows Medicham to boost its speed, which is useful for letting Medicham clean through weakened teams late game. Tera Blast with Fairy as your Tera Type is a must so Medicham can deal super effective damage to Spiritomb. The last slot is honestly a filler move. Zen Headbutt can be used for a Psychic STAB to deal super effective damage to Poison-types such as Swalot, Toxicroak, and Venomoth. Rock Slide is useful for hitting Venomoth and the Oricorio forms super effectively. Bulk Up is an option to boost your attack to make Medicham hit harder and could essentially serve as a wincon.

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