Chimecho
Wind Chime Pokémon
- height
- 0.6 m
- weight
- 1 kg
Can emit waves of air powerful enough to knock out prey taller than itself. I hypothesize that it amplifies the faint sound of wind within its body.
Base stats
Abilities
- Levitate
This Pokemon is immune to Ground; Gravity/Ingrain/Smack Down/Iron Ball nullify it.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Ability effects
- Levitate — immune to Ground
Moves65
User and ally swap positions; using again can fail.
User switches, passing stat changes and more.
No additional effect. Hits adjacent Pokemon.
Raises the user's Sp. Atk and Sp. Def by 1.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Attack by 2.
Raises the user's Defense and Sp. Def by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
No additional effect. Hits adjacent foes.
For 4 turns, disables the target's last move used.
Has 33% recoil.
User recovers 75% of the damage dealt.
Target repeats its last move for its next 3 turns.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
User on Psychic Terrain: 1.5x power, hits foes.
10% chance to make the target flinch.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
10% chance to lower the target's Sp. Def by 1.
Hits two turns after being used.
More power the heavier the target.
5 turns: no Ground immunities, 1.67x accuracy.
Cures the user's party of all status conditions.
Heals the target by 50% of its max HP.
User faints. Next hurt Pokemon is fully healed.
One adjacent ally's move power is 1.5x this turn.
No additional effect. Hits adjacent foes.
Causes the target to fall asleep.
100% chance to lower the foe(s) Speed by 1.
No foe can use any move known by the user.
1.5x damage if foe holds an item. Removes item.
For 5 turns, special damage to allies is halved.
Lowers the target's Sp. Def by 2.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
10% chance to lower the target's Sp. Def by 1.
For 2 turns, the target is prevented from healing.
Damages target based on Defense, not Sp. Def.
For 5 turns, heavy rain powers Water moves.
Heals the user by 50% of its max HP.
Restores the item the user last used.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
Lowers the target's Defense by 2.
Hits adjacent Pokemon. The user faints.
20% chance to lower the target's Sp. Def by 1.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
User must be asleep. 30% chance to flinch target.
+ 20 power for each of the user's stat boosts.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Target can't use status moves its next 3 turns.
Paralyzes the target.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
Lasts 3 turns. Active Pokemon cannot fall asleep.
Next turn, 50% of the user's max HP is restored.
Traps and damages the target for 4-5 turns.
Puts the target to sleep after 1 turn.
20% chance to make the target flinch.