Note: I feel I should include this: These analyses are based 100% on my experiences with and against this Pokemon. The sets listed may not resemble your experience with them, but they are never deliberate lies. If you have a constructive experience to share, please do. Medicham #308 HP: 60 Atk: 60 Def: 75 SpA: 60 SpD: 75 Spe: 80 Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide PHP: [LEFT]Level-Up Moves -- Fire Punch-- ThunderPunch-- Ice Punch-- Bide-- Meditate-- Confusion-- DetectLv4 MeditateLv8 ConfusionLv11 DetectLv15 Hidden PowerLv18 Mind ReaderLv22 FeintLv25 Calm MindLv29 Force PalmLv32 Hi Jump KickLv36 Psych UpLv42 AcupressureLv49 Power TrickLv55 ReversalLv62 Recover Machine Moves TM03 PsyshockTM04 Calm MindTM06 ToxicTM08 Bulk UpTM10 Hidden PowerTM11 Sunny DayTM15 Hyper BeamTM16 Light ScreenTM17 ProtectTM18 Rain DanceTM19 TelekinesisTM21 FrustrationTM27 ReturnTM29 PsychicTM30 Shadow BallTM31 Brick BreakTM32 Double TeamTM33 ReflectTM39 Rock TombTM42 FacadeTM44 RestTM45 AttractTM47 Low SweepTM48 RoundTM52 Focus BlastTM53 Energy BallTM56 FlingTM67 RetaliateTM68 Giga ImpactTM70 FlashTM77 Psych UpTM80 Rock SlideTM83 Work UpTM84 Poison JabTM85 Dream EaterTM86 Grass KnotTM87 SwaggerTM90 SubstituteTM94 Rock SmashHM04 Strength Egg Moves Baton PassBullet PunchDrain PunchDynamicPunchFake OutFire PunchForesightGuard SwapIce PunchPower SwapPsycho CutSecret PowerThunderPunch Gen IV Tutor Moves (Pt/HG/SS) Fire Punch(Pt/HG/SS) Helping Hand(Pt/HG/SS) Ice Punch(Pt/HG/SS) Mud-Slap(Pt/HG/SS) Signal Beam(Pt/HG/SS) Snore(Pt/HG/SS) Swift(Pt/HG/SS) ThunderPunch(Pt/HG/SS) Trick(Pt/HG/SS) Vacuum Wave(Pt/HG/SS) Zen Headbutt(HG/SS) Gravity(HG/SS) Headbutt(HG/SS) Low Kick(HG/SS) Magic Coat(HG/SS) Pain Split(HG/SS) Role Play[/LEFT] Medicham -> Double Battles ->Standard<- Medicham @ Focus Sash / Life Orb ADAMANT +Pure Power+ 4 HP / 252 Atk / 252 Spe -Fake Out -Low Kick / Drain Punch -Ice Punch / ThunderPunch -Detect / Rock Slide Since the end of Gen III's dominance as standard play, Medicham has wanted a physical Ghost- or Dark-type attack to (basically) complete its coverage. However, it can use secondary moves (and use them well) to cover some of the Fighting-type's resistances. Low Kick and Drain Punch are both viable, but Low Kick is chosen here because it is usually going to hit for at least 80 base attack (before STAB) and often enough 100 or 120 to merit the spot it gets. Drain Punch sees less use on Medicham than other Pokemon but can be used to heal back Life Orb's recoil or "renew" the Focus Sash after a light hit as from an enemy Fake Out. Ice Punch and ThunderPunch are both worthy of a spot, but since Medicham is at least relatively frail it wants Detect/Protect in the last slot. All other things equal, Medicham prefers Ice Punch because it provides better coverage, and better general coverage is good because GBU Doubles is huge enough to not have a list of staples from which 90% of opponents' Pokemon will appear. Fake Out is chosen as a lone move because of its sheer usefulness, but given Medicham's mediocre Spe it isn't the best of users. This depends on the team; in a setup position, Medicham wants it badly, but if it's coming in to abuse speed-lowered or paralyzed foes, or even Trick Room or the rare Tailwind, it can use other moves for better coverage.