The Cave of Dragonflies ASB Database

Chespin

Grass
Speed
38
Rarity
8 ($30)
Gender
Female or male
Population
5

Abilities

Overgrow
Multiplies Grass moves' base power by 1.3 at 33% health or less.
Bulletproof
(Hidden ability.) Protects against ballistics moves.

Type matchups

Weak to (1.5×)
FireIcePoisonFlyingBug
Resistant to (0.67×)
WaterGrassElectricGround
Immune to (0×)
None

Evolution

Chespin
Quilladin

2 EXP

Chesnaught

6 EXP

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Aerial Ace Flying Physical 60 3% Never misses.
Attract Normal 4% 100% Infatuates the target if it is the opposite gender.
Belly Drum Normal 6% Maximizes the user's Attack. Costs 15% HP.
Bite Dark Physical 60 4% 100% Has a 30% chance to make the target flinch.
Body Slam Normal Physical 85 6% 100% Has a 30% chance to paralyze the target.
Brick Break Fighting Physical 75 4% 100% Breaks through Reflect and Light Screen.
Bulk Up Fighting 2% Raises the user's Attack and Defense by one stage.
Bulldoze Ground Physical 60 4% 100% Has a 100% chance to lower each target's Speed by one stage.
Confide Normal 1% Lowers the target's Special Attack by one stage.
Curse Ghost * Ghost users: costs half health; deals damage to the target after each round. Others: raises Attack and Defense but lowers Speed by one stage.
Cut Normal Physical 50 3% 95% Deals damage. No other effect.
Defense Curl Normal 1% Raises the user's Defense by one stage.
Dig Ground Physical 80 4% 100% Digs underground, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Double Team Normal * Produces a number of illusory clones which act as decoys for single-target moves.
Drain Punch Fighting Physical 75 4% 100% Drains half the damage dealt to heal the user.
Dual Chop Dragon Physical 40 2% 90% Hits twice in one action.
Endeavor Normal Physical * * 100% Lowers the target's health to match the user's.
Energy Ball Grass Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Facade Normal Physical 70 4% 100% Base power is doubled if the user has a major status ailment, excluding sleep.
Flash Normal 1% 100% Lowers the target's Accuracy by one stage if it relies on sight.
Fling Dark Physical * * 100% Throws the user's held item at the target. Base power and energy cost depend on the item.
Focus Punch Fighting Physical 150 9% 100% −3 Fails if the user takes damage before using this move.
Frustration Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Giga Drain Grass Special 75 4% 100% Drains half the damage dealt to heal the user.
Grass Knot Grass Special * * 100% Base power and energy cost depend on the target's weight.
Grass Pledge Grass Special 80 4% 100% Changes the terrain when used alongside Fire Pledge or Water Pledge.
Growl Normal 1% 100% Lowers each target's Attack by one stage.
Gyro Ball Steel Physical * * 100% Deals more damage the slower the user is compared to the target.
Helping Hand Normal * +5 Multiplies the power of an ally's move by 1.5 this action.
Hidden Power Normal Special 60 3% 100% Type is randomized per Pokémon per battle.
Iron Defense Steel 2% Raises the user's Defense by two stages.
Iron Head Steel Physical 80 5% 100% Has a 30% chance to make the target flinch.
Iron Tail Steel Physical 100 7% 75% Has a 30% chance to lower the target's Defense by one stage.
Leech Seed Grass 5% 90% Drains 1% of the target's health to heal the user after each action.
Low Kick Fighting Physical * * 100% Base power and energy cost vary with the target's weight.
Low Sweep Fighting Physical 65 4% 100% Has a 100% chance to lower the target's Speed by one stage.
Mud Shot Ground Special 55 4% 95% Has a 100% chance to lower the target's Speed by one stage.
Nature Power Normal * Uses another move depending on the arena.
Pain Split Normal * Averages the user and target's health.
Payback Dark Physical 50 3% 100% Has double base power if the target has already acted this action.
Pin Missile Bug Physical 25 * 95% Hits 2-5 times in one action. Base power is 25 times the number of hits.
Poison Jab Poison Physical 80 5% 100% Has a 30% chance to poison the target.
Power-Up Punch Fighting Physical 40 3% 100% Has a 100% chance to raise the user's Attack.
Protect Normal * +4 Protects the user against all moves this action.
Quick Guard Fighting * +3 Protects the user and its allies against priority moves this action.
Reflect Psychic * Halves damage taken from physical moves for five actions.
Rest Psychic * Puts the user to sleep and fully heals it over three actions.
Retaliate Normal Physical 70 4% 100% Base power is doubled if an ally fainted this action or last action.
Return Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Roar Normal 3% −6 Tries to make the target flinch. Success rate varies depending on the circumstances.
Rock Slide Rock Physical 75 5% 90% Has a 30% chance to make each target flinch.
Rock Smash Fighting Physical 40 3% 100% Has a 50% chance to lower the target's Defense.
Rock Tomb Rock Physical 60 4% 95% Has a 100% chance to lower the target's Speed by one stage.
Rollout Rock Physical 30 2% 90% Base power doubles with each consecutive use.
Round Normal Special 60 3% 100% Has double power if used by multiple Pokémon in one action.
Secret Power Normal Physical 70 5% 100% Has a 30% chance of inflicting an extra effect that depends on the terrain.
Seed Bomb Grass Physical 80 4% 100% Deals damage. No other effect.
Shadow Claw Ghost Physical 70 4% 100% Has a critical hit rate one stage higher than normal.
Sleep Talk Normal * Randomly uses any move the user has used since entering battle. Only works while asleep.
Sludge Bomb Poison Special 90 6% 100% Has a 30% chance to poison the target.
Smack Down Rock Physical 50 3% 100% Knocks the target to the ground.
Snore Normal Special 50 4% 100% Has a 30% chance to make the target flinch. Only works while asleep.
Solar Beam Grass Special 120 7% 100% Requires an action to charge. Can be used in one action for 3% extra energy.
Spikes Ground 2% Scatters spikes which deal 2% damage to any Pokémon who steps on them.
Stomping Tantrum Ground Physical 75 4% 100% Has double power if the user's previous move failed.
Stone Edge Rock Physical 100 6% 80% Has a critical hit rate one stage higher than normal.
Strength Normal Physical 80 4% 100% Deals damage. No other effect.
Substitute Normal * Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.
Sunny Day Fire 5% Changes the weather to strong sunlight for nine actions.
Super Fang Normal Physical * * 90% Deals damage equal to half the target's current health.
Superpower Fighting Physical 120 7% 100% Lowers the user's Attack and Defense by one stage.
Swagger Normal 3% 85% Confuses the target and raises its Attack by two stages.
Swords Dance Normal 2% Raises the user's Attack by two stages.
Synthesis Grass * Restores 50% of the user's health usually, 66% during strong sunlight, or 25% during rain, sandstorm, or hail.
Tackle Normal Physical 40 2% 100% Deals damage. No other effect.
Take Down Normal Physical 90 5% 85% Deals recoil damage to the user equal to 1/4 the damage dealt.
Taunt Dark 4% 100% Prevents the target from using non-damaging moves for three actions.
Thunder Punch Electric Physical 75 4% 100% Has a 10% chance to paralyze the target.
Toxic Poison 4% 90% Badly poisons the target. Never misses if the user is Poison-type.
Vine Whip Grass Physical 45 2% 100% Deals damage. No other effect.
Wood Hammer Grass Physical 120 7% 100% Deals recoil damage to the user equal to 1/3 the damage dealt.
Work Up Normal 2% Raises the user's Attack and Special Attack by one stage.
Worry Seed Grass 3% 100% Changes the target's ability to Insomnia.
Zen Headbutt Psychic Physical 80 4% 90% Has a 20% chance to make the target flinch.

Chespin in the league

Name Trainer Ability XP :3 Item
Chestnut Arlust Overgrow 0 0
Chippy Zexion Bulletproof 0 0 Leaf Stone
Knight Kratos Aurion Overgrow 0 0 Miracle Seed
Viskran Ether's Bane Overgrow 0 0 Salac Berry
Von Chosais I liek Squirtles Bulletproof 1 1