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Chewtle

Chewtle

National: #833 Galar: #42 Paldea: #57 Kitakami: #183 Isle Of Armor: #56

Water

Evolution chain

Evolution method (Scarlet & Violet). Methods may differ in earlier games.

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
506450383844284

Abilities

Moves

Target
Base Power 40
Accuracy 100%
Power Points 35
Base Power 90
Accuracy 85%
Power Points 20

User takes 1/4 the damage it inflicts in recoil.

Base Power 85
Accuracy 100%
Power Points 15

Has a 30% chance to paralyze the target.

Base Power
Accuracy
Power Points 5

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.

Base Power
Accuracy
Power Points 10

Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.

Base Power
Accuracy
Power Points 10

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.

+4
Base Power
Accuracy
Power Points 10

The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.

+4
Base Power 40
Accuracy 100%
Power Points 40

Will not reduce the target’s HP below 1.

Base Power
Accuracy
Power Points 10

Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.

Base Power 70
Accuracy 100%
Power Points 20

If the user is burned, paralyzed, or poisoned, this move has double power.

Base Power 80
Accuracy 100%
Power Points 10

If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.

Base Power
Accuracy 100%
Power Points 10

Lowers the target’s Speed by two stages.

Base Power 75
Accuracy 100%
Power Points 10

Power is doubled if the user’s last move failed for any reason (i.e., produced the message "But it failed!") or was ineffective due to types.

Base Power 60
Accuracy 100%
Power Points 25

Has a 30% chance to make the target flinch.

Base Power
Accuracy 100%
Power Points 20

Targets the last opposing Pokémon to hit the user with a physical move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored. This move cannot be copied by mirror move, nor selected by assist or metronome.

-5
Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to lower the target’s Defense by one stage.

Base Power 60
Accuracy 90%
Power Points 10

Inflicts regular damage, then switches the target out for another of its trainer’s Pokémon, selected at random. If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.

-6
Base Power 40
Accuracy 100%
Power Points 25
Base Power 110
Accuracy 80%
Power Points 5
Base Power 90
Accuracy 100%
Power Points 15

If the target is in the first turn of dive, this move will hit with double power.

Base Power
Accuracy
Power Points 5

Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.

Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to make the target flinch.

Base Power 85
Accuracy 100%
Power Points 10

Has a 20% chance to lower the target’s Defense by one stage.

Base Power 35
Accuracy 85%
Power Points 15

For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. If the target is in the first turn of dive, this move will hit with double power.

Base Power
Accuracy
Power Points 15

Raises the user’s Attack, Special Attack, and Speed by two stages each. Lowers the user’s Defense and Special Defense by one stage each.

Base Power 55
Accuracy 95%
Power Points 15

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 60
Accuracy 100%
Power Points 20

Has a 20% chance to confuse the target.

Base Power 50
Accuracy 100%
Power Points 20

The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.

Base Power
Accuracy 100%
Power Points 10

The target’s ability is disabled as long as it remains on the field. This effect is passed on by baton pass.

Base Power 70
Accuracy 90%
Power Points 10
Base Power 65
Accuracy 95%
Power Points 15

Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.

Base Power 80
Accuracy 100%
Power Points 10

Inflicts regular damage, then (if successful) sets leech seed on the target.

Base Power 70
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power 80
Accuracy 100%
Power Points 20

Has a 30% chance to poison the target.