Chesnaught
No entry available for this game era.

Evolution Chain

chespin
Chespin
Level 16
quilladin
Quilladin
Level 36
chesnaught
Chesnaught

Pokédex & Training Data

Classification Spiny Armor Pokémon
Height 1.6 m (5'03")
Weight 90.0 kg (198.4 lbs)
Abilities
EV Yield +3 defense
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Kalos (Central) #003
National #652
Blueberry #211

Game Locations

Exeggutor Island Area

Learned Moves

Level Up Moves

Sun/Moon
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 Belly Drum
— — 10 User pays half its max HP to max out its Attack.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Needle Arm
60 100% 15 Has a 30% chance to make the target flinch.
1 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
1 Feint
30 100% 10 Hits through Protect and Detect.
1 Spiky Shield
— — 10 Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
5 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
8 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
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.
72 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
78 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
Ultra Sun/Ultra Moon
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 Belly Drum
— — 10 User pays half its max HP to max out its Attack.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Needle Arm
60 100% 15 Has a 30% chance to make the target flinch.
1 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
1 Feint
30 100% 10 Hits through Protect and Detect.
1 Spiky Shield
— — 10 Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
5 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
8 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
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.
72 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
78 Giga Impact
150 90% 5 User foregoes its next turn to recharge.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM02 Dragon Claw
80 100% 15 Inflicts regular damage with no additional effect.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
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.
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.
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.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
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.
TM47 Low Sweep
65 100% 20 Lowers the target’s Speed by one stage.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM96 Nature Power
— — 20 Uses a move which depends upon the terrain.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Sun/Moon
Name Class Power Acc. PP Effect
Frenzy Plant
150 90% 5 User foregoes its next turn to recharge.
Grass Pledge
80 100% 10 With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Block
— — 5 Prevents the target from leaving battle.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Dual Chop
40 90% 15 Hits twice in one turn.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Frenzy Plant
150 90% 5 User foregoes its next turn to recharge.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
Grass Pledge
80 100% 10 With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
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.
Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.
Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

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