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Chimecho

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Chimecho in Pokémon Black & White

#358 in the National Pokédex • Wind Chime Pokémon

Chimecho in the National Pokédex
Chimecho sprite

Normal

Shiny Chimecho sprite

Shiny

Pokédex entries

Pokémon Black

Its cries echo inside its hollow body to emerge as beautiful notes for startling and repelling foes.

Pokémon White

Its cries echo inside its hollow body to emerge as beautiful notes for startling and repelling foes.

Pokémon details

Type

Psychic

Category

Wind Chime Pokémon

Abilities

Height

0.6 m (2'00")

Weight

1 kg (2.2 lbs)

National Pokédex

#0358

Chimecho in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

65

240

334

Attack

50

94

218

Defense

70

130

262

Sp. Atk

95

175

317

Sp. Def

80

148

284

Speed

65

121

251

Total

425

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Chimecho, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 SpA, 1 SpD
Catch rate
45
Base Exp.
149

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
25

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Chingling

Chingling

#433

Level up with friendship 220 or higher at night.

Chimecho

Chimecho

#358

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Abundant Shrine

Walking in tall grass or a cave4720%

-

Abundant Shrine

Walking in tall grass or a cave4910%

-

Abundant Shrine

Walking in dark grass5720%

-

Abundant Shrine

Walking in dark grass5910%

-

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Levitate ability

White
LocationMethodLevelChanceConditions

Abundant Shrine

Walking in tall grass or a cave4720%

-

Abundant Shrine

Walking in tall grass or a cave4910%

-

Abundant Shrine

Walking in dark grass5720%

-

Abundant Shrine

Walking in dark grass5910%

-

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Levitate ability

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartWrap

A long body or vines are used to wrap and squeeze the target for four to five turns.

Normal159020
6Growl

The user growls in an endearing way, making the opposing team less wary. The foes’ Attack stats are lowered.

Normal-10040
9Astonish

The user attacks the target while shouting in a startling fashion. It may also make the target flinch.

Ghost3010015
14Confusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
17Uproar

The user attacks in an uproar for three turns. Over that time, no one can fall asleep.

Normal9010010
22Take Down

A reckless, full-body charge attack for slamming into the target. It also damages the user a little.

Normal908520
25Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Normal--10
30Psywave

The target is attacked with an odd psychic wave. The attack varies in intensity.

Psychic-8015
33Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015
38Heal Bell

The user makes a soothing bell chime to heal the status problems of all the party Pokémon.

Normal--5
41Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
46Extrasensory

The user attacks with an odd, unseeable power. It may also make the target flinch.

Psychic8010030
49Heal Pulse

The user emits a healing pulse which restores the target’s HP by up to half of its max HP.

Psychic--10
54Synchronoise

Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.

Psychic7010015
57Healing Wish

The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.

Psychic--10

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM49Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.

Normal4010015
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

Moves this Pokémon can inherit through breeding or similar methods.
Class
Curse

A move that works differently for the Ghost type than for all other types.

Ghost--10
Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010
Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10
Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the damage.

Psychic2010010
Wish

One turn after this move is used, the target’s HP is restored by half the user’s maximum HP.

Normal--10

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Entrainment

The user dances with an odd rhythm that compels the target to mimic it, making the target’s Ability the same as the user’s.

Normal-10015

Prior evolution: level-up (Lv. 25)

Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005

Prior evolution: level-up (Lv. 22)

Recover

Restoring its own cells, the user restores its own HP by half of its max HP.

Normal--10

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Bind

Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.

Normal158520

Trade from Black 2 or White 2

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5

PokéTransfer from Generation IV

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

PokéTransfer from Generation IV

Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010

Historical Dream World: Spooky Manor

Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010

Trade from Black 2 or White 2

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Knock Off

The user slaps down the target’s held item, preventing that item from being used in the battle.

Dark2010020

PokéTransfer from Generation IV

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20

PokéTransfer from Generation IV

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

PokéTransfer from Generation IV

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Levitate

Ability Slot 1

Gives full immunity to all Ground-type moves.

Evades Ground moves.

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