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 #650 Chespin
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Chespin
Japan: Harimaron
ハリマロン
French: Marisson
German: Igamaro
Korean: 도치마론
National: #650
Central Kalos: #001
Coastal Kalos: #---
Mountain Kalos: #---
Male :87.5%
Female :12.5%
Classification Height Weight Capture Rate Base Egg Steps
Spiky Nut Pokémon 1'04"
0.4m
19.8lbs
9kg
455,120
Abilities: Overgrow - Bulletproof (Hidden Ability)
Overgrow: When HP is below 1/3rd its maximum, power of Grass-type moves is increased by 50%.
Hidden Ability (Available):
Bulletproof: Protects the Pokémon from some ball and bomb moves.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
70 1 Defense Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Field
Evolutionary Chain
Locations
X Starter Pokémon
Y Starter Pokémon
Omega Ruby  
Alpha Sapphire  
Trainer Locations  Details
Generation VI Level Up
LevelAttack NameTypeAppealJam
Tackle  
Quite an appealing move.
Growl  
Works great if the user goes last this turn.
5 Vine Whip  
Quite an appealing move.
8 Rollout  
An appealing move that can be used repeatedly without boring the audience.
11 Bite
Badly startles the last Pokémon to act before the user.
15 Leech Seed  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
18 Pin Missile  
Effectiveness varies depending on when it is used.
27 Take Down  
A very appealing move, but after using this move, the user is more easily startled.
32 Seed Bomb  
Quite an appealing move.
35 Mud Shot  
Quite an appealing move.
39 Bulk Up  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
42 Body Slam
Badly startles the last Pokémon to act before the user.
45 Pain Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
48 Wood Hammer  
A very appealing move, but after using this move, the user is more easily startled.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM05 Roar  
Causes the user to move later on the next turn.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM08 Bulk Up  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM23 Smack Down
Badly startles Pokémon that the audience has high expectations of.
TM27 Return  
Quite an appealing move.
TM28 Dig  
Prevents the user from being startled one time this turn.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM36 Sludge Bomb
Badly startles Pokémon that the audience has high expectations of.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM47 Low Sweep
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM53 Energy Ball  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM65 Shadow Claw  
Quite an appealing move.
TM66 Payback  
Works great if the user goes last this turn.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM70 Flash  
Makes audience expect little of other contestants.
TM71 Stone Edge  
Affected by how well the previous Pokémon's move went.
TM74 Gyro Ball  
Works better the later it is used in a turn.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM78 Bulldoze
Badly startles the last Pokémon to act before the user.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM84 Poison Jab  
Quite an appealing move.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM96 Nature Power  
Works better the more the crowd is excited.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
HM04 Strength  
Quite an appealing move.
Egg Moves (Details)
Attack NameTypeAppealJam  
Belly Drum   Details
A very appealing move, but after using this move, the user is more easily startled.
Curse   Details
Causes the user to move later on the next turn.
Defense Curl   Details
Prevents the user from being startled one time this turn.
Quick Guard   Details
Works great if the user goes first this turn.
Rollout   Details
An appealing move that can be used repeatedly without boring the audience.
Spikes   Details
Makes the remaining Pokémon nervous.
Synthesis   Details
Effectiveness varies depending on when it is used.

Move Tutor Attacks
Attack NameTypeAppealJam
Grass Pledge  
An appealing move that can be used repeatedly without boring the audience.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Dual Chop
Badly startles Pokémon that used a move of the same type.
Endeavor  
Works great if the user goes last this turn.
Focus Punch  
Works great if the user goes last this turn.
Giga Drain
Badly startles the last Pokémon to act before the user.
Helping Hand  
Quite an appealing move.
Iron Defense  
Prevents the user from being startled until the turn ends.
Iron Head  
Quite an appealing move.
Iron Tail  
Quite an appealing move.
Low Kick  
Works better the later it is used in a turn.
Pain Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Seed Bomb  
Quite an appealing move.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Super Fang
Badly startles all Pokémon that successfully showed their appeal.
Superpower  
A very appealing move, but after using this move, the user is more easily startled.
Synthesis  
Effectiveness varies depending on when it is used.
Thunder Punch  
Quite an appealing move.
Worry Seed  
Makes the remaining Pokémon nervous.
Zen Headbutt  
Quite an appealing move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 313 56 61 65 48 45 38
Max Stats
Hindering Nature
Lv. 50 116 - 163 59 - 101 63 - 105 47 - 90 45 - 87 38 - 81
Lv. 100 222 - 316 114 - 198 121 - 206 90 - 175 85 - 170 72 - 157
Max Stats
Neutral Nature
Lv. 50 116 - 163 66 - 113 70 - 117 53 - 100 50 - 97 43 - 90
Lv. 100 222 - 316 127 - 221 135 - 229 101 - 195 95 - 189 81 - 175
Max Stats
Beneficial Nature
Lv. 50 116 - 163 72 - 124 77 - 128 58 - 110 55 - 106 47 - 99
Lv. 100 222 - 316 139 - 243 148 - 251 111 - 214 104 - 207 89 - 192

<--- #649
Genesect
#651
Quilladin
--->

 
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