Chesnaught
No entry available for this game era.

Evolution Chain

chespin
Chespin
Level 16
quilladin
Quilladin
Level 36
chesnaught
Chesnaught

Pokédex Data

Classification Spiny Armor Pokémon
Height 1.6 m (5'03")
Weight 90.0 kg (198.4 lbs)
Abilities

Training

EV Yield +3 defense
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
Egg Groups Ground

Learned Moves

Level Up Moves

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Hammer Arm
100 90% 10 Lowers user's Speed by one stage.
1 Feint
30 100% 10 Hits through Protect and Detect.
11 Bite
60 100% 25 Has a 30% chance to make the target flinch.
15 Leech Seed
90% 10 Seeds the target, stealing HP from it every turn.
19 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
29 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
35 Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
41 Mud Shot
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
48 Bulk Up
20 Raises the user's Attack and Defense by one stage.
54 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
60 Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
66 Wood Hammer
120 100% 15 User receives 1/3 the damage inflicted in recoil.
78 Giga Impact
150 90% 5 User foregoes its next turn to recharge.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM01 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM05 Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
TM06 Scary Face
100% 10 Lowers the target's Speed by two stages.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM12 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM20 Trailblaze
50 100% 20 No effect description available.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM27 Aerial Ace
60 20 Never misses.
TM28 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM31 Metal Claw
50 95% 35 Has a 10% chance to raise the user's Attack by one stage.
TM32 Swift
60 20 Never misses.
TM33 Magical Leaf
60 20 Never misses.
TM35 Mud Shot
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM36 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM39 Low Sweep
65 100% 20 Lowers the target's Speed by one stage.
TM43 Fling
100% 10 Throws held item at the target; power depends on the item.
TM47 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM49 Sunny Day
5 Changes the weather to sunny for five turns.
TM50 Rain Dance
5 Changes the weather to rain for five turns.
TM55 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM56 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
TM58 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM59 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TM61 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM64 Bulk Up
20 Raises the user's Attack and Defense by one stage.
TM66 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM68 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM70 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM71 Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
TM73 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
TM74 Reflect
20 Reduces damage from physical attacks by half.
TM78 Dragon Claw
80 100% 15 Inflicts regular damage with no additional effect.
TM81 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM83 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM84 Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
TM85 Rest
5 User sleeps for two turns, completely healing itself.
TM86 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM87 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM88 Swords Dance
20 Raises the user's Attack by two stages.
TM89 Body Press
80 100% 10 No effect description available.
TM90 Spikes
20 Scatters Spikes, hurting opposing Pokémon that switch in.
TM99 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
TM103 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.
TM104 Iron Defense
15 Raises the user's Defense by two stages.
TM108 Crunch
80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
TM111 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
TM119 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM130 Helping Hand
20 Ally's next move inflicts half more damage.
TM134 Reversal
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
TM137 Grassy Terrain
10 For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their grass moves to 1.5× their power.
TM146 Grass Pledge
80 100% 10 With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
TM149 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM150 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM152 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM155 Frenzy Plant
150 90% 5 User foregoes its next turn to recharge.
TM158 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM159 Leaf Storm
130 90% 5 Lowers the user's Special Attack by two stages after inflicting damage.
TM163 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM167 Close Combat
120 100% 5 Lowers the user's Defense and Special Defense by one stage after inflicting damage.
TM168 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM171 Tera Blast
80 100% 10 No effect description available.
TM172 Roar
20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM179 Smack Down
50 100% 15 Removes any immunity to Ground damage.
TM180 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM181 Knock Off
65 100% 20 Target drops its held item.
TM183 Super Fang
90% 10 Inflicts damage equal to half the target's HP.
TM186 High Horsepower
95 95% 10 Inflicts regular damage with no additional effect.
TM192 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM194 Grassy Glide
55 100% 20 Inflicts regular damage with no additional effect.
TM202 Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
TM204 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM205 Endeavor
100% 5 Lowers the target's HP to equal the user's.
TM213 Coaching
10 Inflicts regular damage with no additional effect.
TM224 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

Egg Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
Belly Drum
10 User pays half its max HP to max out its Attack.
Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Quick Guard
15 Prevents any priority moves from hitting friendly Pokémon this turn.
Spikes
20 Scatters Spikes, hurting opposing Pokémon that switch in.
Super Fang
90% 10 Inflicts damage equal to half the target's HP.
Synthesis
5 Heals the user by half its max HP. Affected by weather.
Wide Guard
10 Prevents any multi-target moves from hitting friendly Pokémon this turn.

Base Stats

Hp 88
Attack 107
Defense 122
Sp. Atk 74
Sp. Def 75
Speed 64
Total 530

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0.5x
0.5x
2x
2x
0.5x
4x
2x
0.5x
0.5x
2x