Chimecho
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/Soulsilver

It uses the sucker on its head to hang from a tree or from eaves. It can produce seven different tones.

Evolution Chain

chingling
Chingling
😊
High Friendship
at night
chimecho
Chimecho

Pokédex & Training Data

Classification Wind Chime Pokémon
Height 0.6 m (1'12")
Weight 1.0 kg (2.2 lbs)
Abilities
EV Yield +1 Sp. Atk
+1 Sp. Def
Catch Rate 45
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Indeterminate

Pokédex Numbers

Hoenn (R/S/E) #151
Sinnoh (D/P) #083
Sinnoh (Plat.) #083
Kalos (Coastal) #112
Hoenn (OR/AS) #158
Hisui #196
National #358
Kitakami #143

Held Items

Game Locations

Mt Coronet 4f Small Room
Mt Coronet 5f
Mt Coronet 6f
Sendoff Spring Area
Turnback Cave After Pillar 3
Turnback Cave Between Pillars 1 And 2
Turnback Cave Between Pillars 2 And 3
Turnback Cave Pillar 2
Turnback Cave Pillar 3

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
6 Growl
— 100% 40 Lowers the target’s Attack by one stage.
9 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
14 Confusion
50 100% 25 Has a 10% chance to confuse the target.
17 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
22 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
25 Yawn
— — 10 Target sleeps at the end of the next turn.
30 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
33 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
38 Heal Bell
— — 5 Cures the entire party of major status effects.
41 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
46 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
49 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
6 Growl
— 100% 40 Lowers the target’s Attack by one stage.
9 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
14 Confusion
50 100% 25 Has a 10% chance to confuse the target.
17 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
22 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
25 Yawn
— — 10 Target sleeps at the end of the next turn.
30 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
33 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
38 Heal Bell
— — 5 Cures the entire party of major status effects.
41 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
46 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
49 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
6 Growl
— 100% 40 Lowers the target’s Attack by one stage.
9 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
14 Confusion
50 100% 25 Has a 10% chance to confuse the target.
17 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
22 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
25 Yawn
— — 10 Target sleeps at the end of the next turn.
30 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
33 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
38 Heal Bell
— — 5 Cures the entire party of major status effects.
41 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
46 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
49 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM34 Shock Wave
60 — 20 Never misses.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Skill Swap
— — 10 User and target swap abilities.
TM49 Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM67 Recycle
— — 10 User recovers the item it last used up.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Knock Off
65 100% 20 Target drops its held item.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Trick
— 100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Knock Off
65 100% 20 Target drops its held item.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Trick
— 100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Future Sight
120 100% 10 Hits the target two turns later.
Hypnosis
— 60% 20 Puts the target to sleep.
Wish
— — 10 User will recover half its max HP at the end of the next turn.

Base Stats

Hp 75
Attack 50
Defense 80
Sp. Atk 95
Sp. Def 90
Speed 65
Total 455

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x