Rotom’s Poké dex
#358 Chimecho
0.6 m
(2'00") —
1.0 kg
(2.2 lbs.)
Wind Chime Pokémon
Ability #1
• Levitate - By floating in the air, the Pokémon receives full
immunity to all Ground-type moves.
Hoenn-Dex #151 R SE ~ #158 ΩR αS
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#358 Chimecho
• Evolution
#358 Chimecho
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
Gen. VI+:
1
½
1
1
1
1
2
2
1
1
1
1
1
½
1
1
2
1
Gen. III-V:
1
½
1
1
1
1
2
2
1
1
1
1
1
½
1
1
2
-
This table ignores the ability.
#358 Chimecho
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
75Gen. III: 65
50
80Gen. III: 70
95
90Gen. III: 80
65
Level 50
135-182Gen. III: 125-172
49-112
76-145Gen. III: 67-134
90-161
85-156Gen. III: 76-145
63-128
Level 100
260-354Gen. III: 240-334
94-218
148-284Gen. III: 130-262
175-317
166-306Gen. III: 148-284
121-251
Tot. Base Stats : 455 ; Gen. III: 425
Effort values (2 )
0
0
0
1
1
0
Experience : 159 ; Before Sun and Moon : 149; Before Black 2 and White 2 : 147
#358 Chimecho
• Pokédex Entries
Ruby CHIMECHO makes its cries echo
inside its hollow body. When this
POKéMON becomes enraged, its cries
result in ultrasonic waves that have
the power to knock foes flying.
Sapphire In high winds, CHIMECHO cries as it
hangs from a tree branch or the eaves
of a building using a suction cup on its
head.
This POKéMON plucks berries with its
long tail and eats them.
Emerald They fly about very actively when the hot
season arrives. They communicate among
themselves using seven different and
distinguishing cries.
FireRed It travels by riding on winds. It cleverly
uses its long tail to pluck nuts and
berries, which it loves to eat.
LeafGreen It travels by riding on winds. It cleverly
uses its long tail to pluck nuts and
berries, which it loves to eat.
Diamond To knock foes flying, it makes the
air shudder with its cries. It
converses using seven cries.
Pearl Emitting ultrasonic cries, it
floats on winds to travel great
distances.
Platinum Its cries echo inside its hollow
body to emerge as beautiful notes
for startling and repelling foes.
HeartGold It uses the sucker on its head to
hang from a tree or from eaves. It
can produce seven different tones.
SoulSilver It uses the sucker on its head to
hang from a tree or from eaves. It
can produce seven different tones.
Black Its cries echo inside its hollow
body to emerge as beautiful notes
for startling and repelling foes.
White Its cries echo inside its hollow
body to emerge as beautiful notes
for startling and repelling foes.
Black 2 and White 2 Its cries echo inside its hollow
body to emerge as beautiful notes
for startling and repelling foes.
X It uses the sucker on its head to hang from a tree
or from eaves. It can produce seven different tones.
Y Emitting ultrasonic cries, it floats on winds to travel
great distances.
Omega Ruby Chimecho makes its cries echo inside its hollow body.
When this Pokémon becomes enraged, its cries result in
ultrasonic waves that have the power to knock foes flying.
Alpha Sapphire In high winds, Chimecho cries as it hangs from a tree branch or
the eaves of a building using a suction cup on its head. This
Pokémon plucks berries with its long tail and eats them.
#358 Chimecho
• Locations
Ruby
Mt. Pyre.
Sapphire
Mt. Pyre.
Emerald
Mt. Pyre.
Diamond
Mt. Coronet, Sendoff Spring.
Pearl
Mt. Coronet, Sendoff Spring.
Platinum
Mt. Coronet, Turnback Cave.
Black
Abundant Shrine.
White
Abundant Shrine.
#358 Chimecho
Held item
Diamond , Pearl , Platinum , HeartGold , SoulSilver , Black, White, Black 2 , White 2
5% => Colbur Berry
Sun , Moon , Ultra Sun , Ultra Moon
5% => Cleanse Tag
#358 Chimecho
Gen. III-V data
#358 Chimecho
• Egg Groups
#358 Chimecho
• Moves, Learnset of Chimecho
By leveling up
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Normal
15
85%
20
0
A long body, vines, or the like are used to wrap and
squeeze the target for four to five turns.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
50
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
10
0
The user lets loose a huge yawn that lulls the target
into falling asleep on the next turn.
Psychic
--
80%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
5
0
The user makes a soothing bell chime to heal the
status conditions of all the party Pokémon.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By breeding
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Psychic
--
60%
20
0
The user employs hypnotic suggestion to make the
target fall into a deep sleep.
By TM/HM
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Normal
15
85%
20
0
A long body, vines, or the like are used to wrap and
squeeze the target for four to five turns.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
50
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
10
0
The user lets loose a huge yawn that lulls the target
into falling asleep on the next turn.
Psychic
--
80%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
5
0
The user makes a soothing bell chime to heal the
status conditions of all the party Pokémon.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By breeding
Emerald
Move
Power
Accuracy
PP
Priority
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Psychic
--
60%
20
0
The user employs hypnotic suggestion to make the
target fall into a deep sleep.
By tutoring
Emerald
Move
Power
Accuracy
PP
Priority
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Ice
55
95%
15
0
The user attacks with a gust of chilled air. This also
lowers the opposing Pokémon’s Speed stats.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
By TM/HM
Emerald
Move
Power
Accuracy
PP
Priority
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
15
85%
20
0
A long body, vines, or the like are used to wrap and
squeeze the target for four to five turns.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
50
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
10
0
The user lets loose a huge yawn that lulls the target
into falling asleep on the next turn.
Psychic
--
80%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
5
0
The user makes a soothing bell chime to heal the
status conditions of all the party Pokémon.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By breeding
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Psychic
--
60%
20
0
The user employs hypnotic suggestion to make the
target fall into a deep sleep.
By tutoring
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
By TM/HM
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Normal
15
90%
20
0
A long body, vines, or the like are used to wrap and
squeeze the target for four to five turns.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
10
0
The user lets loose a huge yawn that lulls the target
into falling asleep on the next turn.
Psychic
--
80%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
5
0
The user makes a soothing bell chime to heal the
status conditions of all the party Pokémon.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By TM/HM
Colosseum
Move
Power
Accuracy
PP
Priority
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Normal
15
90%
20
0
A long body, vines, or the like are used to wrap and
squeeze the target for four to five turns.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
10
0
The user lets loose a huge yawn that lulls the target
into falling asleep on the next turn.
Psychic
--
80%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
5
0
The user makes a soothing bell chime to heal the
status conditions of all the party Pokémon.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By tutoring
XD
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Ice
55
95%
15
0
The user attacks with a gust of chilled air. This also
lowers the opposing Pokémon’s Speed stats.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Ghost
--
100%
15
0
A sleeping target sees a nightmare that inflicts some
damage every turn.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
By TM/HM
XD
Move
Power
Accuracy
PP
Priority
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By TM/HM
Diamond and Pearl
Move
Power
Accuracy
PP
Priority
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
By TM/HM
Platinum
Move
Power
Accuracy
PP
Priority
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
By TM/HM
HeartGold and SoulSilver
Move
Power
Accuracy
PP
Priority
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
By TM/HM
Black and White
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Psychic
--
--
15
0
The user makes the target float with its psychic
power. The target is easier to hit for three turns.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
By TM/HM
Black 2 and White 2
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Psychic
--
--
15
0
The user makes the target float with its psychic
power. The target is easier to hit for three turns.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
By leveling up
X and Y
Move
Power
Accuracy
PP
Priority
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Psychic
120
100%
10
0
Using an odd shock wave, the user inflicts damage
on any Pokémon of the same type in the area
around it.
Normal
15
90%
20
0
A long body, vines, or the like are used to wrap and
squeeze the target for four to five turns.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
--
--
10
0
The user lets loose a huge yawn that lulls the target
into falling asleep on the next turn.
Psychic
--
100%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
5
0
The user makes a soothing bell chime to heal the
status conditions of all the party Pokémon.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Psychic
80
100%
20
0
The user attacks with an odd, unseeable power.
This may also make the target flinch.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Psychic
120
100%
10
0
Using an odd shock wave, the user inflicts damage
on any Pokémon of the same type in the area
around it.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Psychic
120
100%
10
0
Using an odd shock wave, the user inflicts damage
on any Pokémon of the same type in the area
around it.
Normal
15
90%
20
0
A long body, vines, or the like are used to wrap and
squeeze the target for four to five turns.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
10
0
The user lets loose a huge yawn that lulls the target
into falling asleep on the next turn.
Psychic
--
100%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Psychic
80
100%
20
0
The user attacks with an odd, unseeable power.
This may also make the target flinch.
Normal
--
--
5
0
The user makes a soothing bell chime to heal the
status conditions of all the party Pokémon.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Psychic
120
100%
10
0
Using an odd shock wave, the user inflicts damage
on any Pokémon of the same type in the area
around it.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Sun and Moon
Move
Power
Accuracy
PP
Priority
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Psychic
120
100%
10
0
Using an odd shock wave, the user inflicts damage
on any Pokémon of the same type in the area
around it.
Normal
15
90%
20
0
A long body, vines, or the like are used to wrap and
squeeze the target for four to five turns.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
10
0
The user lets loose a huge yawn that lulls the target
into falling asleep on the next turn.
Psychic
--
100%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Psychic
80
100%
20
0
The user attacks with an odd, unseeable power.
This may also make the target flinch.
Normal
--
--
5
0
The user makes a soothing bell chime to heal the
status conditions of all the party Pokémon.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Psychic
120
100%
10
0
Using an odd shock wave, the user inflicts damage
on any Pokémon of the same type in the area
around it.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Psychic
120
100%
10
0
Using an odd shock wave, the user inflicts damage
on any Pokémon of the same type in the area
around it.
Normal
15
90%
20
0
A long body, vines, or the like are used to wrap and
squeeze the target for four to five turns.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Ghost
30
100%
15
0
The user attacks the target while shouting in a
startling fashion. This may also make the
target flinch.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
10
0
The user lets loose a huge yawn that lulls the target
into falling asleep on the next turn.
Psychic
--
100%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Psychic
80
100%
20
0
The user attacks with an odd, unseeable power.
This may also make the target flinch.
Normal
--
--
5
0
The user makes a soothing bell chime to heal the
status conditions of all the party Pokémon.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Psychic
120
100%
10
0
Using an odd shock wave, the user inflicts damage
on any Pokémon of the same type in the area
around it.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
By TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#358 Chimecho
• Sprites & extra info…