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 #358 Chimecho
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Chimecho
Japan: Chiriin
チリーン
French: Éoko
German: Palimpalim
Korean: 치렁
National: #358
Central Kalos: #---
Coastal Kalos: #112
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Wind Chime Pokémon 2'00"
0.6m
2.2lbs
1kg
456,400
Abilities: Levitate
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
800,000 Points
Fast
70 1 Sp. Attack Point(s)
1 Sp. Defense Point(s)
Eligible
Wild Hold Item Egg Groups
 
DexNav

Cleanse Tag
%
Amorphous
Evolutionary Chain
To get Chingling, you will need to breed while holding the Pure Incense
Locations
X Evolve Chingling
Y Evolve Chingling
Omega Ruby Mt. PyreDetails
Alpha Sapphire Mt. PyreDetails
Trainer Locations  Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Synchronoise  
Works well if it is the same type as the move used by the last Pokémon.
Wrap  
Temporarily stops the crowd from growing excited.
6 Growl  
Works great if the user goes last this turn.
9 Astonish
Badly startles the last Pokémon to act before the user.
14 Confusion  
Quite an appealing move.
17 Uproar
Badly startles Pokémon that the audience has high expectations of.
22 Take Down  
A very appealing move, but after using this move, the user is more easily startled.
25 Yawn  
Makes the remaining Pokémon nervous.
30 Psywave  
Effectiveness varies depending on when it is used.
33 Double-Edge  
A very appealing move, but after using this move, the user is more easily startled.
38 Heal Bell  
Prevents the user from being startled until the turn ends.
41 Safeguard  
Prevents the user from being startled one time this turn.
46 Extrasensory
Badly startles Pokémon that used a move of the same type.
49 Heal Pulse  
Excites the audience in any kind of contest.
54 Synchronoise  
Works well if it is the same type as the move used by the last Pokémon.
57 Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Synchronoise  
Works well if it is the same type as the move used by the last Pokémon.
Wrap  
Temporarily stops the crowd from growing excited.
Growl  
Works great if the user goes last this turn.
Astonish
Badly startles the last Pokémon to act before the user.
Confusion  
Quite an appealing move.
4 Growl  
Works great if the user goes last this turn.
7 Astonish
Badly startles the last Pokémon to act before the user.
10 Confusion  
Quite an appealing move.
13 Yawn  
Makes the remaining Pokémon nervous.
16 Psywave  
Effectiveness varies depending on when it is used.
19 Take Down  
A very appealing move, but after using this move, the user is more easily startled.
22 Extrasensory
Badly startles Pokémon that used a move of the same type.
27 Heal Bell  
Prevents the user from being startled until the turn ends.
32 Uproar
Badly startles Pokémon that the audience has high expectations of.
37 Safeguard  
Prevents the user from being startled one time this turn.
42 Double-Edge  
A very appealing move, but after using this move, the user is more easily startled.
47 Heal Pulse  
Excites the audience in any kind of contest.
52 Synchronoise  
Works well if it is the same type as the move used by the last Pokémon.
57 Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM49 Echoed Voice  
An appealing move that can be used repeatedly without boring the audience.
TM53 Energy Ball  
Quite an appealing move.
TM57 Charge Beam  
Works well if the user is pumped up.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Cosmic Power   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Curse   Details
Causes the user to move later on the next turn.
Disable   Details
Makes the remaining Pokémon nervous.
Future Sight   Details
Works well if it is the same type as the move used by the last Pokémon.
Hypnosis Details
Startles all of the Pokémon to act before the user.
Recover   Details
Works well if it is the same type as the move used by the last Pokémon.
Skill Swap   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Stored Power   Details
Works well if the user is pumped up.
Wish   Details
Excites the audience a lot if used last.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Bind  
Temporarily stops the crowd from growing excited.
Gravity  
Makes the remaining Pokémon nervous.
Heal Bell  
Prevents the user from being startled until the turn ends.
Helping Hand  
Quite an appealing move.
Hyper Voice
Startles all of the Pokémon to act before the user.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Knock Off
Badly startles all of the Pokémon to act before the user.
Last Resort  
Works well if the user is pumped up.
Magic Coat  
Works great if the user goes last this turn.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Trick
Badly startles Pokémon that used a move of the same type.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Zen Headbutt  
Quite an appealing move.
Pre-Evolution Only Moves
Attack NameTypeAppealJam Method
Last Resort  
Lv. 16
Works well if the user is pumped up.
Entrainment
Lv. 19
Badly startles Pokémon that used a move of the same type.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Rollout   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Rollout   Move Tutor - Emerald
An appealing move that can be used repeatedly without boring the audience.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Defense Curl   Move Tutor - Emerald
Prevents the user from being startled one time this turn.
Nightmare Move Tutor - XD
Startles all of the Pokémon to act before the user.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 425 65 50 70 95 80 65
Max Stats
Hindering Nature
Lv. 50 125 - 172 49 - 91 67 - 109 90 - 132 76 - 118 63 - 105
Lv. 100 240 - 334 94 - 179 130 - 215 175 - 260 148 - 233 121 - 206
Max Stats
Neutral Nature
Lv. 50 125 - 172 55 - 102 75 - 122 100 - 147 85 - 132 70 - 117
Lv. 100 240 - 334 105 - 199 145 - 239 195 - 289 165 - 259 135 - 229
Max Stats
Beneficial Nature
Lv. 50 125 - 172 60 - 112 82 - 134 110 - 161 93 - 145 77 - 128
Lv. 100 240 - 334 115 - 218 159 - 262 214 - 317 181 - 284 148 - 251

<--- #357
Tropius
#359
Absol
--->

 
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