Pokédex Entry: #307 Meditite

#307 Meditite

アサナン (Asanan)
Meditate Pokémon
Fighting / Psychic
Ability: Pure Power
Hidden Ability: Telepathy
Height: 0.6m
Weight: 11.2kg
Male: 50%
Female: 50%
Egg Group: Humanshape
Steps required to hatch: 5100

Family:


Meditite

Level up at Lv. 37

Medicham

Movesets:

Attack Level Power Accuracy PP Type Damage Effect
Meditate 4 0 -- 40 Raises the user's Attack by one stage.
Confusion 8 50 100 25 Has a 10% chance to confuse the target.
Hidden Power 15 1 100 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
Mind Reader 18 0 -- 5 Ensures that the user's next move will hit the target.
Feint 22 50 100 10 Only works if the target uses Protect or Detect on this turn.
Calm Mind 25 0 -- 20 Raises the user's Special Attack and Special Defense by one stage.
Force Palm 29 60 100 10 Has a 30% chance to paralyze the target.
Hi Jump Kick 32 130 90 10 If the user misses, it takes half the damage it would have inflicted in recoil.
Psych Up 36 0 -- 10 Discards the user's stat changes and copies the target's.
Acupressure 39 0 -- 30 Raises one of a friendly Pokémon's stats at random by two stages.
Power Trick 43 0 -- 10 User swaps Attack and Defense.
Reversal 46 1 100 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Recover 50 0 -- 10 Heals the user by half its max HP.
Attack Power Accuracy PP Type Damage Effect
Foresight 0 -- 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
Baton Pass 0 -- 40 Allows the trainer to switch out the user and pass effects along to its replacement.
Fake Out 40 100 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Power Swap 0 -- 10 User swaps Attack and Special Attack changes with the target.
Guard Swap 0 -- 10 User swaps Defense and Special Defense changes with the target.
Bullet Punch 40 100 30 Inflicts regular damage with no additional effect.
Psycho Cut 70 100 20 Has an increased chance for a critical hit.
Machine Number Attack Power Accuracy PP Type Damage Effect
TM03 Psyshock 80 100 10 Inflicts damage based on the target's Defense, not Special Defense.
TM04 Calm Mind 0 -- 20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic 0 90 10 Badly poisons the target, inflicting more damage every turn.
TM08 Bulk Up 0 -- 20 Raises the user's Attack and Defense by one stage.
TM10 Hidden Power 1 100 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day 0 -- 5 Changes the weather to sunny for five turns.
TM16 Light Screen 0 -- 30 Reduces damage from special attacks by 50% for five turns..
TM17 Protect 0 -- 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance 0 -- 5 Changes the weather to rain for five turns.
TM19 Telekinesis 0 -- 15 Moves have 100% accuracy against the target for three turns.
TM21 Frustration 1 100 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return 1 100 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic 90 100 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball 80 100 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM31 Brick Break 75 100 15 Destroys Reflect and Light Screen.
TM32 Double Team 0 -- 15 Raises the user's evasion by one stage.
TM33 Reflect 0 -- 20 Reduces damage from physical attacks by half.
TM39 Rock Tomb 50 80 10 Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade 70 100 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest 0 -- 10 User sleeps for two turns, completely healing itself.
TM45 Attract 0 100 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM47 Low Sweep 60 100 20 Lowers the target's Speed by one stage.
TM48 Round 60 100 15 Has double power if it's used more than once per turn.
TM52 Focus Blast 120 70 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling 1 100 10 Throws held item at the target; power depends on the item.
TM67 Retaliate 70 100 5 Has double power if a friendly Pokémon fainted last turn.
TM70 Flash 0 100 20 Lowers the target's accuracy by one stage.
TM77 Psych Up 0 -- 10 Discards the user's stat changes and copies the target's.
TM80 Rock Slide 75 90 10 Has a 30% chance to make the target flinch.
TM83 Work Up 0 -- 30 Raises the user's Attack and Special Attack by one stage each.
TM84 Poison Jab 80 100 20 Has a 30% chance to poison the target.
TM85 Dream Eater 100 100 15 Only works on sleeping Pokémon. Heals the user by half the damage inflicted.
TM86 Grass Knot 1 100 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger 0 90 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute 0 -- 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM94 Rock Smash 40 100 15 Has a 50% chance to lower the target's Defense by one stage.
HM04 Strength 80 100 15 Inflicts regular damage with no additional effect.

Stats:

Base Stats: IV EV Actual at Lv. EV Yield
HP: 30
 
264 0
Top Average: 80
 
Attack: 40
 
179 0
Top Average: 90
 
Defense: 55
 
209 0
Top Average: 83
 
Sp Attack: 40
 
179 0
Top Average: 83
 
Sp Defense: 55
 
209 0
Top Average: 83
 
Speed: 60
 
219 1
Top Average: 78
 
Base Stat Total: 280
 
Top Average: 500
 
(Note: Some stat changes will not display any effect if the level is very low, the IV hasn't changed enough or if the EV is not divisible by 4.)
Averages reflect the average stats for fully evolved Pokémon. Red stats mean below average, green stats mean above average.
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