358 - Chimecho
Type | Ability | |
---|---|---|
(1) Levitate |
Evolutions
Chingling | Level Up with move Heal Bell | Chimecho |
Defenses
Immune | 0.25x Resist | 0.5x Resist | Neutral | 2x Weak | 4x Weak |
---|---|---|---|---|---|
Stats
HP+10 | ATK | DEF+10 | SPA+15 | SPD+10 | SPE | BST+45 |
---|---|---|---|---|---|---|
75 | 50 | 80 | 110 | 90 | 65 | 470 |
Wild Hold Items
- 5%: Colbur Berry
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Heal Bell | None | None | 5 | Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party. | ||
1 | Wrap | 15 | 90 | 20 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. |
||
1 | Astonish | 35 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
1 | Tail Whip | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
6 | Swift | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
8 | Disable | None | 100 | 20 | Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. | ||
10 | Disarming Voice | 40 | None | 15 | Priority: 0. Ignores accuracy and evasion. | ||
12 | Confusion | 50 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
14 | Captivate | None | 100 | 20 | Priority: 0. Lowers the target's Special Attack by two stages. If the user and target are the same gender, or either is genderless, this move will fail. | ||
16 | Uproar | 90 | 100 | 10 | Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move. | ||
18 | Stored Power | 20 | 100 | 10 | Priority: 0. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×. | ||
20 | Zen Headbutt | 80 | 90 | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
22 | Yawn | None | None | 10 | Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers. | ||
25 | Entrainment | None | 100 | 15 | Priority: 0. Changes the target's ability to match the user's. This effect ends when the target leaves battle. | ||
28 | Future Sight | 120 | 100 | 10 | Priority: 0. Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted. | ||
32 | Hypnosis | None | 60 | 20 | Priority: 0. Puts the target to sleep. | ||
36 | Wish | None | None | 10 | Priority: 0. At the end of the next turn, user will be healed for half its max HP. If the user is switched out, its replacement will be healed instead for half of the user's max HP. If the user faints or is forcefully switched by roar or whirlwind, this effect will not activate. | ||
40 | Cosmic Power | None | None | 20 | Priority: 0. Raises the user's Defense and Special Defense by one stage. | ||
44 | Heal Pulse | None | None | 10 | Priority: 0. Heals the target for half its max HP. | ||
48 | Synchronoise | 120 | 100 | 10 | Priority: 0. Only Pokémon that share a type with the user will take damage from this move. | ||
52 | Recover | None | None | 10 | Priority: 0. Heals the user for half its max HP. | ||
56 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
60 | Perish Song | None | None | 5 | Priority: 0. Every Pokémon is given a counter that starts at 3 and decreases by 1 at the end of every turn, including this one. When a Pokémon's counter reaches zero, that Pokémon faints. | ||
64 | Esper Wing | 70 | 100 | 10 | Priority: 1. None | ||
68 | Healing Wish | None | None | 10 | Priority: 0. User faints. Its replacement's HP is fully restored, and any major status effect is removed. If the replacement Pokémon is immediately fainted by a switch-in effect, the next replacement is healed by this move instead. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
TM12 | Taunt | None | 100 | 20 | Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random. | ||
TM16 | Light Screen | None | None | 30 | Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. | ||
TM17 | Protect | None | None | 10 | Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5 , to a maximum of 102. Power bottoms out at 1. |
||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by happiness * 2 / 5 , to a maximum of 102. Power bottoms out at 1. |
||
TM29 | Psychic | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM3 | Psyshock | 80 | 100 | 10 | Priority: 0. Damage calculation always uses the target's Defense, regardless of this move's damage class. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM32 | Dazzling Gleam | 80 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
TM33 | Reflect | None | None | 20 | Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. | ||
TM4 | Calm Mind | None | None | 10 | Priority: 0. Raises the user's Special Attack and Special Defense by one stage each. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM49 | Echoed Voice | 50 | 100 | 15 | Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200. | ||
TM53 | Energy Ball | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM56 | Weather Ball | 50 | 100 | 10 | Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move. | ||
TM57 | Charge Beam | 50 | 90 | 15 | Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM66 | Power Gem | 90 | 100 | 10 | Priority: 0. 10% chance to drop opponents Sp. Def by one stage | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM73 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
TM77 | Psych Up | None | None | 10 | Priority: 0. Discards the user's stat changes and copies the target's. This move cannot be copied by mirror move. |
||
TM86 | Grass Knot | None | 100 | 20 | Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
TM92 | Trick Room | None | None | 5 | Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect | |
---|---|---|---|---|---|---|---|
Tutor | Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
Tutor | Uproar | 90 | 100 | 10 | Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move. | ||
Tutor | Magic Coat | None | None | 15 | Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user. defog, memento, and teeter dance are not reflected. attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected. This move cannot be copied by mirror move. |
||
Tutor | Gravity | None | None | 5 | Priority: 0. For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop. Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes. bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect. Bug: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it. |
||
Tutor | Last Resort | 140 | 100 | 5 | Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail. | ||
Tutor | Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Tutor | Zen Headbutt | 80 | 90 | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
Tutor | Hyper Voice | 90 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
Tutor | Bind | 15 | 85 | 20 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. | ||
Tutor | Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Tutor | Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
Tutor | Heal Bell | None | None | 5 | Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party. | ||
Tutor | Helping Hand | None | None | 20 | Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome. |
||
Tutor | Trick | None | 100 | 10 | Priority: 0. User and target permanently swap held items. | ||
Tutor | Recycle | None | None | 10 | Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails. Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered. |
||
Tutor | Snatch | None | None | 10 | Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag. If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect. If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP. This move cannot be copied by mirror move, nor selected by assist or metronome. |
||
Tutor | Sleep Talk | None | None | 10 | Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. | ||
Tutor | Skill Swap | None | None | 10 | Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail. |
Pre-Evolution Moves
Species | Method | Move |
---|---|---|
Chingling | Lvl 1 | Telekinesis |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Celestial Tower | 2F | Floor | 39-42 | 5.0 |
Celestial Tower | 4F | Floor | 40-43 | 10.0 |
Celestial Tower | Roof | Floor | 40-44 | 10.0 |