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Medicham   

Level-Up AttacksAll | DPP | RSE/FRLG
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Bide Usually goes first for the duration of the move. The user absorbs all damage for two turns and then, during the third turn, the user inflicts twice the absorbed damage on its target. This move ignores the target's type and even hits Ghost-type Pokemon. Physical Damage Normal Var Dmg 100%
1 1 Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 75 100%
1 1 Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
1 1 ThunderPunch Has a 10% chance to paralyze the target. Physical Damage Electric 75 100%
4 4 Meditate Raises the user's Attack by 1 stage. Other Damage Psychic N/A N/A
8 8 Confusion Has a 10% chance to confuse the target. Special Damage Psychic 50 100%
11 11 Detect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Detect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Fighting N/A N/A
15 15 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
18 18 Mind Reader This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. Other Damage Normal N/A N/A
22 22 Feint Almost always goes first. If the target does not use Protect or Detect, this move fails. Physical Damage Normal 50 100%
25 25 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
29 29 Force Palm Has a 30% chance to paralyze the target. Physical Damage Fighting 60 100%
32 32 Hi Jump Kick If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. Physical Damage Fighting 100 90%
36 36 Psych Up The user copies all six of the target's current stat modifiers. Other Damage Normal N/A N/A
42 42 Power Trick The user switches its Defense and Attack stats. Attack and Defense modifiers continue to affect their original stats only. Other Damage Psychic N/A N/A
49 49 Reversal Base power increases as the user's HP decreases. Physical Damage Fighting Var BP 100%
55 55 Recover Restores 1/2 of the user's max HP. Other Damage Normal N/A N/A

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