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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Mega Medicham sits at a 0.41% usage rate, ranked 107th in singles. Its Fighting-Psychic typing and Pure Power doubling its Attack stat give it the ceiling to threaten bulky cores, but a base 50 Speed means it almost always moves last, making Trick Room the natural way to seize tempo.
Playstyle:The standard build revolves around Trick Room, with 89.8% running Adamant 32/24/0/0/10/0 to maximise Pure Power's damage output while picking up a sliver of special bulk. Move selection is remarkably even — Ice Punch, Trick Room, Psycho Cut and Drain Punch each hover near 22%, covering the Dragon and Flying weaknesses, sustaining through Drain Punch and bypassing accuracy drops with Psycho Cut. Close Combat only sees 2.5% use, since its defence drops conflict with Drain Punch's recovery role.
At 0.08% usage and rank 196 in doubles, Mega Medicham is essentially absent from the format. The Fighting-Psychic typing invites spread damage, and the Speed tier keeps it from fulfilling the typical Fake Out lead role that fast Fighting types occupy elsewhere. Even in its rare appearances, Pure Power still anchors the damage output, but the role overlaps heavily with singles builds without finding a distinct doubles niche.
Medicham has a 0% usage rate in singles and does not appear on the ranked ladder. Its Fighting and Psychic coverage lacks decisive neutral advantages in the current metagame, and while Choice Scarf lets it outspeed threats, its 60/75/75 bulk cannot reliably absorb heavy hits. The handful of appearances come from niche builds rather than established archetypes.
Medicham holds a 0.06% usage rate in doubles, ranked 209th. Pure Power doubles its physical output regardless of the target's Defense, and Choice Scarf plus Focus Sash together account for 77.6% of item choices, signaling two distinct roles: priority Fake Out into Close Combat, or a last-monstanding revenge-killer. Pure Power is locked in at 89.7%, with Telepathy at 10.3% as the minority pick to dodge ally spread damage.
Playstyle:Close Combat leads at 21.7% as the primary nuke, paired with Fake Out at 18.0% to form the standard flincher-into-nuke sequence. Fake Out shuts down opposing priority and, with Choice Scarf, flows directly into Close Combat. Rock Slide at 8.0% patches the Flying weakness, while Zen Headbutt, Ice Punch, and Poison Jab provide lower-frequency coverage. Trick Room at 5.6% and Skill Swap at 5.1% open niche roles as an anti-room pivot or a tool to steal opponent's boosting abilities.