Medicham in depth
Charem, or how to call a yogi a champion
The Japanese name, チャーレム (Charem), reads like a jumble of English words—charm, harem, challenge, champ—and none of them points to meditation. The Western name fixes that by combining meditate and champion, and the Spanish version left it unchanged. It is one of the few cases where the translated version describes the creature better than the original.
The design heads in the same direction as the English name: a yogi who also fights. The posture, the balance and the way it dodges as described by the Pokédex—moving as if it were dancing—all come from yoga; the category, Meditate Pokémon, and the move it learns at level 1, Focus Energy, complete the circle. Even the detail of the shorter pom-pom in females is one of the few visible sex differences drawn in Generation III.
A 60 worth 120
Pure Power is one of those Abilities that changes how you read a stat sheet, and it is worth understanding what it does not fix. It doubles Attack and nothing else: it does not touch Speed, it does not touch the 60 HP, and it does not grant resistances. The result is an attacker that hits like the big ones and takes hits like the small ones, which in practice means one useful turn, two if it gets lucky.
The level-up list includes decisions that do not fit that profile. Power Trick, at 36, swaps Attack and Defense: a move designed for creatures with huge Defense and pitiful Attack—in other words, the opposite of what you have here. Acupressure, at 33, raises a random stat. Recover does not arrive until 47, and healing half of 60 HP is a slow way to gain very little. Counter and Axe Kick share level 53 and are the last moves it learns, when the game is already decided.
What is well ordered is the beginning. Fire Punch, Ice Punch and Thunder Punch are all at level 1, with 75 power each, so the coverage arrives before the strength. With doubled Attack, a 75-power move against a weakness does more damage than a 130-power move against a resistance.
Medichamite and the gap it left behind
In Generations VI and VII, and only during battle, it could Mega Evolve while holding Medichamite. That form boosted its entire stat spread and gave it the appearance of having multiple arms. When Mega Evolution left the main series games, it was left with what it had by default, and it still has both forms recorded.
The unavoidable comparison is Gallade, the other physical Fighting and Psychic type: it solves the same problem directly, with high Attack out of the box and no dependence on having the right Ability. Hariyama, Hoenn's other Fighting-type, goes in the opposite direction—bulk and staying power—and survives the mistakes that are punished in full here. Medicham has neither of those things: it has a mathematical trick and the obligation to land it on the first try.