#0358.1
Mega Chimecho

Mega Chimecho

Psychic Steel

Abilities

  • Levitate The Pokémon floats off the ground, making it immune to Ground-type moves, as well as the Spikes, Toxic Spikes, and Sticky Web statuses.

Stat Points

HP
75
ATK
50
DEF
110
Sp. Atk
135
Sp. Def
120
SPE
65

Weakness and Resistance

2x ⦿ Super Effective
Fire Ground Ghost Dark
1x – Normal
Water Electric Fighting Bug
0.5x △ Resists
Normal Grass Ice Flying Rock Dragon Steel Fairy
0.25x ▼ Mostly Ineffective
Psychic
0x × Immune
Poison

Learnable Moves (63)

Name Type Category Power PP Description
Ally Switch status - 16 The user switches spots with one of its allies. With each consecutive use, this move's chance of success becomes 1/3 of what it was before.
Baton Pass status - 20 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Boomburst special 140 12 —
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Charge Beam special 50 12 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm status - 20 Lowers the target's Attack stat by 2 stages.
Cosmic Power status - 20 Boosts the user's Defense and Sp. Def stats by 1 stage.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dazzling Gleam special 80 12 —
Disable status - 20 Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting the status.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Draining Kiss special 50 12 The user's HP is restored by 3/4 of the damage dealt by this move.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Expanding Force special 80 12 If the user is under the effect of Psychic Terrain, this move's power is boosted by 50% and its range extends to all opponents.
Extrasensory special 80 20 Has a 10% chance of making the target flinch.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fake Tears status - 20 Lowers the target's Sp. Def stat by 2 stages.
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Future Sight special 120 12 Gives the target the Future Attack status, where the Pokémon in the targeted spot will take damage 2 turns after the status is activated.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Gravity status - 8 Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used.
Heal Bell status - 8 The user cures the status conditions of all the Pokémon in its party, including itself, as well as its allies.
Heal Pulse status - 12 Restores 1/2 of the target's max HP.
Healing Wish status - 12 The user faints. The Pokémon taking its place will have its HP fully restored and its status conditions cured.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Voice special 90 12 —
Hypnosis status - 20 Puts the target to sleep.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Metal Sound status - 20 Lowers the target's Sp. Def stat by 2 stages.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Noise special 75 12 Gives the target the Healing Prevented status, where the Pokémon is unable to restore HP from moves, abilities, or held items, for 2 turns.
Psyshock special 80 12 This is a special move, but the damage it deals is calculated using the target's Defense stat.
Rain Dance status - 8 Summons rain for 5 turns.
Recover status - 8 Restores 1/2 of the user's max HP.
Recycle status - 12 Regenerates the last held item that the user consumed. The user then holds this item once more.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Safeguard status - 20 Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Self-Destruct physical 200 8 The user faints upon using this move.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Skill Swap status - 12 The user and the target swap their Abilities.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Stored Power special 20 12 This move's power is increased by20 for each stage that the user's stats have been boosted.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thunder Wave status - 20 Paralyzes the target.
Trick status - 12 The user and the target swap their held items.
Trick Room status - 8 Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Wish status - 12 Gives the user's spot the Wish status. At the end of the next turn after the Wish status is activated, the HP of the Pokémon in the affected spot will be restored by 1/2 of the max HP of the Pokémon that caused the status.
Wrap physical 15 20 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Yawn status - 12 Makes the target drowsy. This move never misses.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.