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Pokedex

Chewtle Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Chewtle, a Water type creature first seen in Generation 8. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Chewtle #0833
Snapping Pokémon
Pokemon Profile
Pokédex Data
National No. #0833
Type water
Species Snapping Pokémon
Height 0.3 m (1'0")
Weight 8.5 kg (18.7 lbs)
Abilities Strong jaw,Shell armor,Swift swim
Color Green
Introduced in Generation 8
Egg Group monster, water1
Shiny
Pokemon Profile

Base Stats

Hp 50 18%
Attack 64 23%
Defense 50 18%
Sp. Atk 38 14%
Sp. Def 38 14%
Speed 44 16%
Total 284
Evolution
Pokemon 1
#0833
Chewtle
Pokemon 1
#0834
Drednaw

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Chewtle learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
21 Headbutt The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. Physical Normal 70 100 15
1 Tackle A physical attack in which the user charges and slams into the target with its whole body. Physical Normal 40 100 35
49 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
7 Bite The target is bitten with viciously sharp fangs. This may also make the target flinch. Physical Dark 60 100 25
1 Water Gun The target is blasted with a forceful shot of water. Special Water 40 100 25
28 Counter A retaliation move that counters any physical attack, inflicting double the damage taken. Physical Fighting 0 100 20
14 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
42 Liquidation The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat. Physical Water 85 100 10
35 Jaw Lock This move prevents the user and the target from switching out until either of them faints. The effect goes away if either of the Pokémon leaves the field. Physical Dark 80 100 10

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Skull Bash The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn. Physical Normal 130 100 10
0 Gastro Acid The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target’s Ability. Status Poison 0 100 10
0 Shell Smash The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats. Status Normal 0 0 15
0 Dragon Tail The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. Physical Dragon 60 90 10

Chewtle Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Hydro Pump The target is blasted by a huge volume of water launched under great pressure. Special Water 110 80 5
0 Surf The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water. Special Water 90 100 15
0 Waterfall The user charges at the target and may make it flinch. This can also be used to climb a waterfall. Physical Water 80 100 15
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 False Swipe A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. Physical Normal 40 100 40
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Crunch The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat. Physical Dark 80 100 15
0 Whirlpool The user traps the target in a violent swirling whirlpool for four to five turns. Special Water 35 85 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Revenge An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn. Physical Fighting 60 100 10
0 Dive Diving on the first turn, the user floats up and attacks on the next turn. Physical Water 80 100 10
0 Mud Shot The user attacks by hurling a blob of mud at the target. This also lowers the target’s Speed stat. Special Ground 55 95 15
0 Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. Special Water 60 100 20
0 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
0 Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled. Physical Dark 60 100 10
0 Poison Jab The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. Physical Poison 80 100 20
0 Ice Fang The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen. Physical Ice 65 95 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Stomping Tantrum Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles. Physical Ground 75 100 10
0 Tera Blast Special Normal 80 100 10
0 Chilling Water Special Water 50 100 20

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