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358 - Chimecho (チリーン)

pokemon front pokemon shiny front pokemon back pokemon shiny back

hg "It uses the sucker on its head to hang from a tree or from eaves. It can produce seven different tones."

ss "It uses the sucker on its head to hang from a tree or from eaves. It can produce seven different tones."

Classification Wind Pokémon
Height 2'00"
Weight 2.2 lbs
Capture Rate 45
Egg Steps 6,400
Egg Groups Indeterminate
Experience Growth 800,000 - Fast
Safari Zone Flee Rate 90
Color Blue
Base Happiness 70
Gender Ratio ♂: 50%   ♀: 50%

Held Item Chance
Colbur Berry 5%
Damage Taken
normal fire water electric grass ice fighting poison ground flying psychic bug rock ghost dragon dark steel
1 1 1 1 1 1 0.5 1 1 1 0.5 2 1 2 1 2 1

Locations

hg Safari Zone (Special Items)

ss Safari Zone (Special Items)

Stat Base Range
At Lv. 50 At Lv. 100
HP:
65
125 - 172 240 - 334
Attack:
50
49 - 112 94 - 218
Defense:
70
67 - 134 130 - 262
Special Attack:
95
90 - 161 175 - 317
Special Defense:
80
76 - 145 148 - 284
Speed:
65
63 - 128 121 - 251
Total:
425
EVs Gained
HP Att. Def. Sp.Att. Sp.Def. Speed
0 1 1 0 0 0

Abilities

  • Levitate
  • This Pokemon is immune to Ground-type attacks, Spikes, Toxic Spikes and the Arena Trap ability; it loses these immunities while holding Iron Ball, after using Ingrain or if Gravity is in effect.

Level Up Moves

Level Learned Move Type Cat. Power Acc. PP
0 Wrap 15 85% 20
A long body or vines are used to wrap and squeeze the foe for two to five turns.
6 Growl - 100% 40
The user growls in an endearing way, making the foe less wary. The target's Attack stat is lowered.
9 Astonish 30 100% 15
The user attacks the foe while shouting in a startling fashion. It may also make the target flinch.
14 Confusion 50 100% 25
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
17 Uproar 50 100% 10
The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.
22 Take Down 90 85% 20
A reckless, full-body charge attack for slamming into the foe. It also damages the user a little.
25 Yawn - 100% 10
The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn.
33 Double-Edge 120 100% 15
A reckless, life- risking tackle. It also damages the user by a fairly large amount, however.
38 Heal Bell - - 5
The user makes a soothing bell chime to heal the status problems of all the party Pokémon.
41 Safeguard - - 25
The user creates a protective field that prevents status problems for five turns.
46 Extrasensory 80 100% 30
The user attacks with an odd, unseeable power. It may also make the foe flinch.
49 Healing Wish - - 10
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.

Learnable TMs and HMs

TMHM Move Type Cat. Power Acc. PP
TM04 Calm Mind - - 20
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic - 85% 10
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power Varies 100% 15
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day - - 5
The user intensifies the sun for five turns, powering up Fire-type moves.
TM12 Taunt - 100% 20
The foe is taunted into a rage that allows it to use only attack moves for two to four turns.
TM16 Light Screen - - 30
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect - - 10
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance - - 5
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM20 Safeguard - - 25
The user creates a protective field that prevents status problems for five turns.
TM21 Frustration Varies 100% 20
A full-power attack that grows more powerful the less the user likes its Trainer.
TM27 Return Varies 100% 20
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100% 10
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30 Shadow Ball 80 100% 15
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
TM32 Double Team - - 15
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect - - 20
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34 Shock Wave 60 - 20
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM41 Torment - 100% 15
The user torments and enrages the foe, making it incapable of using the same move twice in a row.
TM42 Facade 70 100% 20
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power 70 100% 20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest - - 10
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract - 100% 15
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM48 Skill Swap - 100% 10
The user employs its psychic power to exchange abilities with the foe.
TM49 Snatch - 100% 10
The user steals the effects of any healing or stat- changing move the foe attempts to use.
TM53 Energy Ball 80 100% 10
The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def.
TM57 Charge Beam 50 90% 10
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58 Endure - - 10
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
TM67 Recycle - 100% 10
The user recycles a held item that has been used in battle so it can be used again.
TM70 Flash - 70% 20
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave - 100% 20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM77 Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
TM78 Captivate - 100% 20
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM82 Sleep Talk - - 10
While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift Varies 100% 15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM85 Dream Eater 100 100% 15
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot Varies 100% 20
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87 Swagger - 90% 15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute - - 10
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM92 Trick Room - - 5
The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Tutor Moves

Move Type Cat. Power Acc. PP
Icy Wind 55 95% 15
The user attacks with a gust of chilled air. It also lowers the target's Speed stat.
Knock Off 20 100% 20
The user slaps down the foe's held item, preventing the item from being used during the battle.
Trick - 100% 10
The user catches the foe off guard and swaps the foe's held item with its own.
Zen Headbutt 80 90% 15
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Helping Hand - 100% 20
A move that boosts the power of the ally's attack in a Double Battle.
Last Resort 130 100% 5
This move can be used only after the user has used all the other moves it knows in the battle.
Snore 40 100% 15
An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
Uproar 50 100% 10
The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.
Rollout 30 90% 20
The user continually rolls into the foe over five turns. It becomes stronger each time it hits.
Signal Beam 75 100% 15
The user attacks with a sinister beam of light. It may also confuse the target.
Gravity - - 5
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
Magic Coat - 100% 15
A barrier reflects back to the foe moves like Leech Seed and moves that damage status.
Heal Bell - - 5
The user makes a soothing bell chime to heal the status problems of all the party Pokémon.

Egg Moves

Move Type Cat. Power Acc. PP
Disable - 55% 20
For several turns, this move prevents the foe from using the move it last used.
Curse - - 10
A move that works differently for the Ghost type than for all the other types.
Hypnosis - 60% 20
The user employs hypnotic suggestion to make the target fall into a deep sleep.
Dream Eater 100 100% 15
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
Wish - 100% 10
A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn.
Future Sight 80 90% 15
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.