Cherrim
Diamond

It blooms during times of strong sunlight. It tries to make up for everything it endured as a bud.

Pearl

It is docile as a bud, but turns cheerful when it blooms. It folds back into a bud if sunlight wanes.

Platinum

If it senses strong sunlight, it opens its folded petals to absorb the sun’s rays with its whole body.

Heartgold/Soulsilver

During times of strong sunlight, its bud blooms, its petals open fully, and it becomes very active.

Evolution Chain

cherubi
Cherubi
Level 25
cherrim
Cherrim

Pokédex & Training Data

Classification Blossom Pokémon
Height 0.5 m (1'08")
Weight 9.3 kg (20.5 lbs)
Abilities
EV Yield +2 Sp. Atk
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Fairy, Plant

Pokédex Numbers

Sinnoh (D/P) #059
Sinnoh (Plat.) #059
Galar (Sw/Sh) #129
Hisui #067
National #421

Held Items

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
7 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
10 Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
13 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
19 Magical Leaf
60 — 20 Never misses.
22 Sunny Day
— — 5 Changes the weather to sunny for five turns.
25 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
30 Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.
35 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
43 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
48 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
7 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
10 Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
13 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
19 Magical Leaf
60 — 20 Never misses.
22 Sunny Day
— — 5 Changes the weather to sunny for five turns.
25 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
30 Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.
35 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
43 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
48 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
7 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
10 Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
13 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
19 Magical Leaf
60 — 20 Never misses.
22 Sunny Day
— — 5 Changes the weather to sunny for five turns.
25 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
30 Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.
35 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
43 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
48 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Bullet Seed
25 100% 30 Hits 2-5 times in one 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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM19 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
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.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
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.
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.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.

Base Stats

Hp 70
Attack 60
Defense 70
Sp. Atk 87
Sp. Def 78
Speed 85
Total 450

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0.5x
0.5x
2x
2x
0.5x
2x
2x