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Chimecho

    Jump to Gen IV Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Chimecho's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Fallarbor Town (Hoenn) or Two Island (Kanto).

    Ruby/Sapphire/Emerald/Fire Red/Leaf Green Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    WrapNormal158520100Tough30
    Traps opponent.
    Temporarily stops the crowd from growing excited.
    Growl6Normal--10040--Cute20
    Lowers opponent's ATTACK one stage.
    The appeal works great if performed last.
    Astonish9Ghost301001530Smart23
    May cause opponent to flinch.
    Startles the POKéMON that appealed before the user.
    Confusion14Psychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    Take Down17Normal908520--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    Uproar22Normal5010010100Cute30
    User cannot sleep for 2-5 turns.
    Scrambles the order of appeals on the next turn.
    Yawn25Normal--10010--Cute20
    User and opponent sleep the next turn.
    Makes all POKéMON after the user nervous.
    Psywave30Psychic??8015--Smart21
    Inflicts damage equal to 1 to 1.5 x user's level. Damage = user's level * (n * 10 + 50) / 100. Where n is a random number between 0 and 10 inclusive.
    Badly startles all POKéMON that made good appeals.
    Double-edge33Normal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    Heal Bell38Normal----5--Beauty20
    Heals party's status problems.
    The appeal works great if performed last.
    Safeguard41Normal----25--Beauty10
    Prevents all status problems.
    Can avoid being startled by others.
    Psychic46Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Machine Moves
    Move NameMachineTypePw.Acc.PPEff.%C.TypeAppealJam
    Calm MindTM04Psychic----20--Smart20
    Raises user's SP. ATK and SP. DEF one stage.
    Can avoid being startled by others once.
    ToxicTM06Poison--8510100Smart30
    Induces severe poison.
    Worsens the condition of those that made appeals.
    Hidden PowerTM10Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Sunny DayTM11Fire----5--Beauty10
    Causes Sunshine for 5 rounds.
    The appeal works best the more the crowd is excited.
    TauntTM12Dark--10020--Smart20
    Opponent can only use attack moves.
    Makes all POKéMON after the user nervous.
    Light ScreenTM16Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    ProtectTM17Normal----10--Cute10
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others.
    Rain DanceTM18Water----5--Tough10
    Causes Rain for 5 rounds.
    The appeal works best the more the crowd is excited.
    SafeguardTM20Normal----25--Beauty10
    Prevents all status problems.
    Can avoid being startled by others.
    FrustrationTM21Normal??10020--Cute10
    The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25.
    An appeal that excites the audience in any CONTEST.
    ReturnTM27Normal??10020--Cute10
    The happier the user, the stronger the attack. Power is Tameness*10/25.
    An appeal that excites the audience in any CONTEST.
    PsychicTM29Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Shadow BallTM30Ghost801001520Smart30
    May lower opponent's SP. DEF one stage.
    Shifts the JUDGE's attention from others.
    Double TeamTM32Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    ReflectTM33Psychic----20--Smart10
    Halves ATTACK damage inflicted on user.
    Can avoid being startled by others.
    Shock WaveTM34Electric60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    TormentTM41Dark--10015--Tough20
    Opponent cannot use the same move in a row.
    Makes all POKéMON after the user nervous.
    FacadeTM42Normal7010020--Cute20
    ATTACK is doubled when burned, paralyzed, or poisoned.
    The appeal works great if performed last.
    Secret PowerTM43Normal701002030Smart10
    Depends on battle location.
    The appeal works well if the user's condition is good.
    RestTM44Psychic----10--Cute20
    User restores health, then sleeps.
    Can avoid being startled by others once.
    AttractTM45Normal--10015--Cute20
    Induces ATTRACT.
    Makes all POKéMON after the user nervous.
    Skill SwapTM48Psychic--10010--Smart10
    Use and target trade abilities.
    Makes the appeal as good as those before it.
    SnatchTM49Dark--10010--Smart21
    Steals the effects of opponent's next move.
    Badly startles all POKéMON that made good appeals.
    FlashHM05Normal--7020--Beauty30
    Lowers opponent's ACCURACY one stage.
    Shifts the JUDGE's attention from others.
    Fire Red/Leaf Green/Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Double-edgeNormal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    Dream EaterPsychic10010015--Smart22
    User recovers half the damage inflicted on a sleeping opponent.
    Startles all POKéMON that have done their appeals.
    SubstituteNormal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    RolloutRock309020--Tough30
    Uses the same move for 5 turns; move's power doubles every time it hits.
    Temporarily stops the crowd from growing excited.
    Psych UpNormal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    SnoreNormal401001530Cute40
    Can only be used while asleep.
    A highly appealing move.
    Icy WindIce559515100Beauty13
    May lower opponent's SPEED one stage.
    Badly startles those that have made appeals.
    EndureNormal----10--Tough20
    Survives any attack for one turn leaving at least 1 HP but move's accuracy drops.
    Can avoid being startled by others once.
    SwaggerNormal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Sleep TalkNormal----10--Cute30
    Uses an own random move while asleep.
    Can be repeatedly used without boring the JUDGE.
    Defense CurlNormal----40--Cool20
    Raises user's DEFENSE one stage. Damage from ROLLOUT will be higher.
    Can avoid being startled by others once.
    Egg Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    DisableNormal--5520--Smart20
    Disables opponent's last move.
    Makes all POKéMON after the user nervous.
    Curse???----10--Tough30
    Ghost type Pokémon: User loses half their maximum HP, and the opponent gets a Nightmare. Other Pokémon types: Raises user's ATTACK and DEFENSE one stage. Lowers user's SPEED one stage.
    The next appeal can be made later next turn.
    HypnosisPsychic--6020--Smart13
    Induces sleep.
    Badly startles those that have made appeals.
    Dream EaterPsychic10010015--Smart22
    User recovers half the damage inflicted on a sleeping opponent.
    Startles all POKéMON that have done their appeals.

    Generated in 0.083 seconds | Last modified on 07/09/4 13:03 | Cached: always

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