Chesnaught

Chesnaught

Rank #154GrassFighting

HP
163
Atk
127
Def
142
SpA
94
SpD
95
Spe
84
Total705

Usage Format

Chesnaught Abilities

All Chesnaught Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
ChesnaughtChesnaught
GrassFighting16312714294958470590
Mega ChesnaughtMega ChesnaughtGrassFighting163157192941356480590

Chesnaught Type Effectiveness

Weak to

Flying4×Poison2×Fire2×Psychic2×Ice2×Fairy2×

Resistant to

Ground½×Rock½×Water½×Grass½×Electric½×Dark½×

Immune to

—

Damaged normally by

Normal1×Fighting1×Bug1×Ghost1×Steel1×Dragon1×

Chesnaught Moves

Usage Move Type Category Target Power Acc PP Prio Description
79.8%Spiky ShieldGrassStatusSelf—∞8+4The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn take damage equal to 1/8 of their max HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
50.2%Drain PunchFightingPhysicalSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
43.5%Body PressFightingPhysicalSingle80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
37.3%Wood HammerGrassPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
37%Grassy GlideGrassPhysicalSingle55100200If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
33.1%Belly DrumNormalStatusSelf—∞120The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn’t have enough remaining HP.
25.9%Wide GuardRockStatusOwn Side—∞12+3During the turn this move is used, the user protects its side from moves that target all allies.
17.3%Iron DefenseSteelStatusSelf—∞160Boosts the user’s Defense stat by 2 stages.
10.9%Leech SeedGrassStatusSingle—90120Gives the target the Leech Seeded status.
8.2%Seed BombGrassPhysicalSingle80100160—
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Swords DanceNormalStatusSelf—∞200Boosts the user’s Attack stat by 2 stages.
—Body SlamNormalPhysicalSingle85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—Pin MissileBugPhysicalSingle2595200The user attacks 2 to 5 times in a row.
—BiteDarkPhysicalSingle60100200Has a 30% chance of making the target flinch.
—RoarNormalStatusSingle—∞20-6If there are other Pokemon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokemon at random.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—GrowthGrassStatusSelf—∞200Boosts the user’s Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
—Solar BeamGrassSpecialSingle120100120The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—RestPsychicStatusSelf—∞80Fully 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.
—Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
—Super FangNormalPhysicalSingle—90120Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—ProtectNormalStatusSelf—∞8+4The 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.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—Sludge BombPoisonSpecialSingle90100120Has a 30% chance of poisoning the target.
—Mud-SlapGroundSpecialSingle20100120Lowers the target’s accuracy by 1 stage.
—SpikesGroundStatusFoe Side—∞200Gives the opponent’s side the Spikes status.
—Giga DrainGrassSpecialSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
—EndureNormalStatusSelf—∞12+4During 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.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Pain SplitNormalStatusSingle—∞200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—SynthesisGrassStatusSelf—∞80Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—FacadeNormalPhysicalSingle70100200This 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.
—Focus PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—TauntDarkStatusSingle—100200Gives the target the Taunted status.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—SuperpowerFightingPhysicalSingle12010080Lowers the user’s Attack and Defense stats by 1 stage.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
—EndeavorNormalPhysicalSingle—10080Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Bullet SeedGrassPhysicalSingle25100200The user attacks 2 to 5 times in a row.
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—Dragon ClawDragonPhysicalSingle80100160—
—Frenzy PlantGrassSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—Hammer ArmFightingPhysicalSingle10090120Lowers the user’s Speed stat by 1 stage.
—Gyro BallSteelPhysicalSingle—10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
—FeintNormalPhysicalSingle3010012+2This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
—Close CombatFightingPhysicalSingle12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Poison JabPoisonPhysicalSingle80100200Has a 30% chance of poisoning the target.
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Energy BallGrassSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Shadow ClawGhostPhysicalSingle70100160This move has a 1-stage Critical-Hit Ratio Boost.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Leaf StormGrassSpecialSingle1309080Lowers the user’s Sp. Atk stat by 2 stages.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Smack DownRockPhysicalSingle50100160If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
—Low SweepFightingPhysicalSingle65100200Lowers the target’s Speed stat by 1 stage.
—RoundNormalSpecialSingle60100160If multiple Pokemon 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.
—Quick GuardFightingStatusOwn Side—∞16+3The user protects itself and its allies from priority moves for the turn.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Grassy TerrainGrassStatusField—∞120Turns the entire field into Grassy Terrain for 5 turns.
—High HorsepowerGroundPhysicalSingle9595120—
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—Steel RollerSteelPhysicalSingle13010080Removes any terrain. This move fails if there is no terrain on the field.
—CoachingFightingStatusAlly—∞120Boosts allies’ Attack and Defense stats by 1 stage.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.