#358 Chimecho
General Location Attacks Stats Egg Moves
Gen VII Dex Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex

Picture Name Other Names No. Gender Ratio Type
Chimecho
Japan: Chirean
チリーン
French: Éoko
German: Palimpalim
Korean: 치렁
National: #358
Alola: #---
Melemele: #---
Akala: #---
Ula'ula: #---
Poni: #---
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 S.O.S. Calling
800,000 Points
Fast
70 1 Sp. Attack Point(s)
1 Sp. Defense Point(s)
Not Wild
Damage Taken
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *1 *1
Wild Hold Item Egg Groups
 
Cleanse Tag
- 5%
Amorphous
Evolutionary Chain
To get Chingling, you will need to breed while holding the Pure Incense
Locations
Sun Transfer required
Moon Transfer required
Ultra Sun Transfer required
Ultra Moon Transfer required
Generation VII Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Healing Wish -- -- 10 --
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.
Synchronoise 120 100 10 --
Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.
Wrap 15 90 20 100
A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
Growl -- 100 40 --
The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat.
Astonish 30 100 15 30
The user attacks the target while shouting in a startling fashion. This may also make the target flinch.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. This may also confuse the target.
4 Growl -- 100 40 --
The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat.
7 Astonish 30 100 15 30
The user attacks the target while shouting in a startling fashion. This may also make the target flinch.
10 Confusion 50 100 25 10
The target is hit by a weak telekinetic force. This may also confuse the target.
13 Yawn -- -- 10 --
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
16 Psywave ?? 100 15 --
The target is attacked with an odd psychic wave. The attack varies in intensity.
19 Take Down 90 85 20 --
A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
22 Extrasensory 80 100 20 10
The user attacks with an odd, unseeable power. This may also make the target flinch.
27 Heal Bell -- -- 5 --
The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
32 Uproar 90 100 10 --
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
37 Safeguard -- -- 25 --
The user creates a protective field that prevents status conditions for five turns.
42 Double-Edge 120 100 15 --
A reckless, life-risking tackle. This also damages the user quite a lot.
47 Heal Pulse -- -- 10 --
The user emits a healing pulse that restores the target's HP by up to half of its max HP.
52 Synchronoise 120 100 10 --
Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.
57 Healing Wish -- -- 10 --
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM03 Psyshock 80 100 10 --
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
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 -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power 60 100 15 --
A unique attack that varies in type depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
TM12 Taunt -- 100 20 --
The target is taunted into a rage that allows it to use only attack moves for three turns.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
TM17 Protect -- -- 10 --
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. It lowers the power of Fire-type moves.
TM20 Safeguard -- -- 25 --
The user creates a protective field that prevents status conditions for five turns.
TM21 Frustration ?? 100 20 --
This full-power attack grows more powerful the less the user likes its Trainer.
TM27 Return ?? 100 20 --
This full-power attack grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100 10 10
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
TM30 Shadow Ball 80 100 15 20
The user hurls a shadowy blob at the target. This may also lower the target'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 reduce damage from physical attacks for five turns.
TM41 Torment -- 100 15 --
The user torments and enrages the target, making it incapable of using the same move twice in a row.
TM42 Facade 70 100 20 --
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
TM45 Attract -- 100 15 --
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
TM49 Echoed Voice 40 100 15 --
The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.
TM53 Energy Ball 90 100 10 10
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
TM57 Charge Beam 50 90 10 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM73 Thunder Wave -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM85 Dream Eater 100 100 15 --
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP.
TM86 Grass Knot ?? 100 20 --
The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
TM87 Swagger -- 85 15 --
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
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.
TM99 Dazzling Gleam 80 100 10 --
The user damages opposing Pokémon by emitting a powerful flash.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Egg Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %  
Disable -- 100 20 -- Details
For four turns, this move prevents the target from using the move it last used.
Curse -- -- 10 -- Details
A move that works differently for the Ghost type than for all other types.
Hypnosis -- 60 20 -- Details
The user employs hypnotic suggestion to make the target fall into a deep sleep.
Wish -- -- 10 -- Details
One turn after this move is used, the user's or its replacement's HP is restored by half the user's max HP.
Future Sight 120 100 10 -- Details
Two turns after this move is used, a hunk of psychic energy attacks the target.
Recover -- -- 10 -- Details
Restoring its own cells, the user restores its own HP by half of its max HP.
Stored Power 20 100 10 -- Details
The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power.
Skill Swap -- -- 10 -- Details
The user employs its psychic power to exchange Abilities with the target.
Cosmic Power -- -- 20 -- Details
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
Crafty Shield
USUM Only
-- -- 10 -- Details
The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
Perish Song
USUM Only
-- -- 5 -- Details
Any Pokémon that hears this song faints in three turns, unless it switches out of battle.

Ultra Sun/Ultra Moon Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Signal Beam751001510
The user attacks with a sinister beam of light. This may also confuse the target.
Uproar9010010--
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
Magic Coat----15--
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Gravity----5--
Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can't be used.
Last Resort1401005--
This move can be used only after the user has used all the other moves it knows in the battle.
Icy Wind559515100
The user attacks with a gust of chilled air. This also lowers the opposing Pokémon's Speed stats.
Zen Headbutt80901520
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
Hyper Voice9010010--
The user lets loose a horribly echoing shout with the power to inflict damage.
Bind158520100
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
Snore501001530
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Knock Off6510020--
The user slaps down the target's held item, and that item can't be used in that battle. The move does more damage if the target has a held item.
Heal Bell----5--
The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
Shock Wave60--20--
The user strikes the target with a quick jolt of electricity. This attack never misses.
Helping Hand----20--
The user assists an ally by boosting the power of that ally's attack.
Trick--10010--
The user catches the target off guard and swaps its held item with its own.
Recycle----10--
The user recycles a held item that has been used in battle so it can be used again.
Snatch----10--
The user steals the effects of any attempts to use a healing or stat-changing move.
Skill Swap----10--
The user employs its psychic power to exchange Abilities with the target.
Telekinesis----15--
The user makes the target float with its psychic power. The target is easier to hit for three turns.
Ally Switch----15--
The user teleports using a strange power and switches places with one of its allies.
Defog----15--
A strong wind blows away the target's barriers such as Reflect or Light Screen. This also lowers the target's evasiveness.
Laser Focus----30--
The user concentrates intensely. The attack on the next turn always results in a critical hit.
Usable Z Moves
Attack NameTypeCat.Max Att.Acc.PPEffect %
Breakneck Blitz 200(Phy)/175(Spe) -- 1 --
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
Savage Spin-Out 140 -- 1 --
The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move.
Never-Ending Nightmare 100(Phy)/160(Spe) -- 1 --
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move.
Bloom Doom 175 -- 1 --
The user collects energy from plants using its Z-Power and attacks the target with full force. The power varies, depending on the original move.
Gigavolt Havoc 120 -- 1 --
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.
Shattered Psyche 160(Phy)/190(Spe) -- 1 --
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move.
Subzero Slammer 100 -- 1 --
The user dramatically drops the temperature using its Z-Power and freezes the target with full force. The power varies, depending on the original move.
Black Hole Eclipse 120 -- 1 --
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move.
Twinkle Tackle 160 -- 1 --
The user creates a very charming space using its Z-Power and totally toys with the target. The power varies, depending on the original move.
Usable Z Moves (Transfer Only/Improved)
Attack NameTypeCat.Max Att.Acc.PPEffect %
Continental Crush
Gen V or earlier
100 -- 1 --
The user summons a huge rock mountain using its Z-Power and drops it onto the target with full force. The power varies, depending on the original move.


Pre-Evolution Only Moves
Attack NameTypeCat.Att.Acc.PPEffect % Method
Last Resort 140 100 5 --
Lv. 16
This move can be used only after the user has used all the other moves it knows in the battle.
Entrainment -- 100 15 --
Lv. 19
The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.


Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Flash -- 100 20 -- Gen VI TM70
The user flashes a bright light that cuts the target's accuracy.
Secret Power 70 100 20 30 Gen VI TM94 (ΪRαS)
The additional effects of this attack depend upon where it was used.
Secret Power 70 100 20 30 Gen IV TM43
The additional effects of this attack depend upon where it was used.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Captivate -- 100 20 -- Gen IV TM78
If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines the move's type and power.
Rollout 30 90 20 -- Move Tutor - PtHGSS
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
Mimic -- -- 10 -- Move Tutor - FRLG
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Defense Curl -- -- 40 -- Move Tutor - Emerald
The user curls up to conceal weak spots and raise its Defense stat.
Nightmare -- 100 15 -- Move Tutor - XD
A sleeping target sees a nightmare that inflicts some damage every turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 455 75 50 80 95 90 65
Max Stats
Hindering Nature
Lv. 50 135 - 182 49 - 91 76 - 118 90 - 132 85 - 127 63 - 105
Lv. 100 260 - 354 94 - 179 148 - 233 175 - 260 166 - 251 121 - 206
Max Stats
Neutral Nature
Lv. 50 135 - 182 55 - 102 85 - 132 100 - 147 95 - 142 70 - 117
Lv. 100 260 - 354 105 - 199 165 - 259 195 - 289 185 - 279 135 - 229
Max Stats
Beneficial Nature
Lv. 50 135 - 182 60 - 112 93 - 145 110 - 161 104 - 156 77 - 128
Lv. 100 260 - 354 115 - 218 181 - 284 214 - 317 203 - 306 148 - 251

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

 
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