Pokédex Entry: #420 Cherubi

#420 Cherubi

チェリンボ (Cherinbo)
Cherry Pokémon
Grass
Ability: Chlorophyll
Height: 0.4m
Weight: 3.3kg
Male: 50%
Female: 50%
Egg Groups: Fairy / Plant
Steps required to hatch: 5100
Held Item in Wild: Miracle Seed (5%)

Family:


Cherubi

Level up at Lv. 25

Cherrim

Movesets:

Attack Level Power Accuracy PP Type Damage Effect
Morning Sun 1 0 -- 5 Heals the user by half its max HP. Affected by weather.
Tackle 1 50 100 35 Inflicts regular damage with no additional effect.
Growth 7 0 -- 40 Raises the user's Attack and Special Attack by one stage.
Leech Seed 10 0 90 10 Seeds the target, stealing HP from it every turn.
Helping Hand 13 0 -- 20 Ally's next move inflicts half more damage.
Magical Leaf 19 60 -- 20 Never misses.
Sunny Day 22 0 -- 5 Changes the weather to sunny for five turns.
Worry Seed 28 0 100 10 Changes the target's ability to Insomnia.
SolarBeam 37 120 100 10 Requires a turn to charge before attacking.
Lucky Chant 40 0 -- 30 Prevents the target from scoring critical hits for five turns.
Attack Power Accuracy PP Type Damage Effect
Razor Leaf 55 95 25 Has an increased chance for a critical hit.
Nature Power 0 -- 20 Uses a move which depends upon the terrain.
Weather Ball 50 100 10 If there be weather, this move has doubled power and the weather's type.
Aromatherapy 0 -- 5 Cures the entire party of major status effects.
GrassWhistle 0 55 15 Puts the target to sleep.
Tickle 0 100 20 Lowers the target's Attack and Defense by one stage.
Healing Wish 0 -- 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
Seed Bomb 80 100 15 Inflicts regular damage with no additional effect.
Heal Pulse 0 -- 10 Heals the target for half its max HP.
Machine Number Attack Power Accuracy PP Type Damage Effect
TM06 Toxic 0 90 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 1 100 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day 0 -- 5 Changes the weather to sunny for five turns.
TM17 Protect 0 -- 10 Prevents any moves from hitting the user this turn.
TM20 Safeguard 0 -- 25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration 1 100 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 SolarBeam 120 100 10 Requires a turn to charge before attacking.
TM27 Return 1 100 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team 0 -- 15 Raises the user's evasion by one stage.
TM42 Facade 70 100 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest 0 -- 10 User sleeps for two turns, completely healing itself.
TM45 Attract 0 100 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round 60 100 15 Has double power if it's used more than once per turn.
TM53 Energy Ball 80 100 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM70 Flash 0 100 20 Lowers the target's accuracy by one stage.
TM75 Swords Dance 0 -- 30 Raises the user's Attack by two stages.
TM86 Grass Knot 1 100 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger 0 90 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute 0 -- 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Stats:

Base Stats: IV EV Actual at Lv. EV Yield
HP: 45
 
294 0
Top Average: 80
 
Attack: 35
 
169 0
Top Average: 90
 
Defense: 45
 
189 0
Top Average: 83
 
Sp Attack: 62
 
223 1
Top Average: 83
 
Sp Defense: 53
 
205 0
Top Average: 83
 
Speed: 35
 
169 0
Top Average: 78
 
Base Stat Total: 275
 
Top Average: 500
 
(Note: Some stat changes will not display any effect if the level is very low, the IV hasn't changed enough or if the EV is not divisible by 4.)
Averages reflect the average stats for fully evolved Pokémon. Red stats mean below average, green stats mean above average.
Keep up to-date with the latest changes and updates to the Pokedex with the Changelog.