Chesnaught
Rank #122![]()
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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 |
|---|
| 163 | 127 | 142 | 94 | 95 | 84 | 705 | 90 | ||
| 163 | 157 | 192 | 94 | 135 | 64 | 805 | 90 |
Chesnaught Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Chesnaught Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 85.2% | Spiky Shield | — | ∞ | 8 | +4 | The 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. | ||
| 66.9% | Body Press | 80 | 100 | 12 | 0 | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. | ||
| 60.8% | Wood Hammer | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| 47.3% | Wide Guard | — | ∞ | 12 | +3 | During the turn this move is used, the user protects its side from moves that target all allies. | ||
| 28.6% | Drain Punch | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| 18.7% | Iron Defense | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| 15.1% | Belly Drum | — | ∞ | 12 | 0 | The 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. | ||
| 11.7% | Leech Seed | — | 90 | 12 | 0 | Gives the target the Leech Seeded status. | ||
| 10.1% | Grassy Glide | 55 | 100 | 20 | 0 | If the user is under the effect of Grassy Terrain, this move’s priority becomes +1. | ||
| 8.6% | Seed Bomb | 80 | 100 | 16 | 0 | — | ||
| — | Thunder Punch | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Swords Dance | — | ∞ | 20 | 0 | Boosts the user’s Attack stat by 2 stages. | ||
| — | Body Slam | 85 | 100 | 16 | 0 | Has 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-Edge | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Pin Missile | 25 | 95 | 20 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Bite | 60 | 100 | 20 | 0 | Has a 30% chance of making the target flinch. | ||
| — | Roar | — | ∞ | 20 | -6 | If 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 Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Low Kick | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Growth | — | ∞ | 20 | 0 | Boosts the user’s Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead. | ||
| — | Solar Beam | 120 | 100 | 12 | 0 | The 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. | ||
| — | Earthquake | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully 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 Slide | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| — | Super Fang | — | 90 | 12 | 0 | Deals 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. | ||
| — | Substitute | — | ∞ | 12 | 0 | The 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. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Reversal | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Protect | — | ∞ | 8 | +4 | The 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 Face | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Sludge Bomb | 90 | 100 | 12 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Mud-Slap | 20 | 100 | 12 | 0 | Lowers the target’s accuracy by 1 stage. | ||
| — | Spikes | — | ∞ | 20 | 0 | Gives the opponent’s side the Spikes status. | ||
| — | Giga Drain | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| — | Endure | — | ∞ | 12 | +4 | During 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 Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Pain Split | — | ∞ | 20 | 0 | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | ||
| — | Iron Tail | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Synthesis | — | ∞ | 8 | 0 | Restores 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 Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Crunch | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Facade | 70 | 100 | 20 | 0 | This 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 Punch | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Superpower | 120 | 100 | 8 | 0 | Lowers the user’s Attack and Defense stats by 1 stage. | ||
| — | Brick Break | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Knock Off | 65 | 100 | 20 | 0 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | ||
| — | Endeavor | — | 100 | 8 | 0 | Deals 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 Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Bullet Seed | 25 | 100 | 20 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Aerial Ace | 60 | ∞ | 20 | 0 | This move never misses. | ||
| — | Dragon Claw | 80 | 100 | 16 | 0 | — | ||
| — | Frenzy Plant | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Bulk Up | — | ∞ | 20 | 0 | Boosts the user’s Attack and Defense stats by 1 stage. | ||
| — | Mud Shot | 55 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Hammer Arm | 100 | 90 | 12 | 0 | Lowers the user’s Speed stat by 1 stage. | ||
| — | Gyro Ball | — | 100 | 8 | 0 | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). | ||
| — | Feint | 30 | 100 | 12 | +2 | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | ||
| — | Close Combat | 120 | 100 | 8 | 0 | Lowers the user’s Defense and Sp. Def stats by 1 stage. | ||
| — | Payback | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Poison Jab | 80 | 100 | 20 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Focus Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Energy Ball | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Shadow Claw | 70 | 100 | 16 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Leaf Storm | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| — | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Stone Edge | 100 | 80 | 8 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Smack Down | 50 | 100 | 16 | 0 | If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status. | ||
| — | Low Sweep | 65 | 100 | 20 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Round | 60 | 100 | 16 | 0 | If 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 Guard | — | ∞ | 16 | +3 | The user protects itself and its allies from priority moves for the turn. | ||
| — | Bulldoze | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Grassy Terrain | — | ∞ | 12 | 0 | Turns the entire field into Grassy Terrain for 5 turns. | ||
| — | High Horsepower | 95 | 95 | 12 | 0 | — | ||
| — | Stomping Tantrum | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | ||
| — | Steel Roller | 130 | 100 | 8 | 0 | Removes any terrain. This move fails if there is no terrain on the field. | ||
| — | Coaching | — | ∞ | 12 | 0 | Boosts allies’ Attack and Defense stats by 1 stage. | ||
| — | Trailblaze | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. |