Pokemon Brilliant Diamond and Shining Pearl Cherrim is a Grass Type Blossom Pokémon, with a 9.8% Chance To Catch with a regular Pokeball. Cherrim can be found with Flower Gift as an Ability and has a Medium Fast growth rate with a 2 Special Attack EV Yield. We recommend the Modest Nature, based on 450 combined Base Stats.
Cherrim Stats and Abilities
Based on Cherrim Base IVs we consider this pokemon C-Tier choice. Cherrim Highest IV Stat is Special Attack 87 and the Lowest being Attack 60.
| Tier | Stat | Base | Min | Max |
|---|---|---|---|---|
| F | HP | 70 | 250 | 344 |
| E | Attack | 60 | 112 | 240 |
| E | Defense | 70 | 130 | 262 |
| C | Special Attack | 87 | 161 | 300 |
| E | Special Defense | 78 | 144 | 280 |
| D | Speed | 85 | 157 | 295 |
| C | Total | 450 |
| Cherrim | Detail |
|---|---|
| Best Nature | Modest
↑ +10% Special Attack↓ -10% Attack |
| Caught in the Wild Held Item Chance | 5% Miracle Seed |
| Like/Dislikes |
|
| EV Yield | 2 Special Attack |
| Growth Rate | Medium Fast |
| Catch Rate | 75 (9.8% with PokéBall, full HP) |
| Egg Groups | Fairy, Grass |
| Egg Cycles | 20 (4,884–5,140 steps) |
| Abilities | Description |
|---|---|
Flower Gift Ability 1 | Flower Gift raises the Attack and Special Defense of all party Pokémon by 50% during harsh sunlight. |
How To Evolve Cherrim in BDSP
Cherubi requires (Level 25) to evolve into Cherrim.
Evolution ChartWhere To Find Cherrim in BDSP
| Location | How To Catch | Pokemon Spawns |
|---|---|---|
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
20 - 5% |
Cherubi
Lv. 5-15
| |
|
Start |
Cherubi
Lv. 16-63
| |
|
Start |
Cherubi
Lv. 16-63
|
Locations ListPokemon Brilliant Diamond and Shining Pearl Cherrim Weakness
Cherrim is a Grass Type pokemon. This will cause Cherrim to take More Damage from , Poison, Bug, Fire, Ice Type Moves, and Less Damage from Ground, Water, Grass, Electric Type moves.
| Damage | Types |
|---|---|
| 4.0x More Damage | |
| 2.0x More Damage |
|
| 0.5x Less Damage |
|
| 0.25x Less Damage | |
| Immune to Damage |
What pokemon is Cherrim Weak Against?
What pokemon is Cherrim Strong Against?
Type Weakness ChartBest Moves Cherrim in BDSP
Best Moveset for Cherrim Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| 62 |
Petal Dance
| | Special | 180 | 100 | 10 | User attacks for 2-3 turns but then becomes confused. |
| 55 |
Solar Beam
| | Special | 180 | 100 | 10 | Charges on first turn, attacks on second. |
| 41 |
Petal Blizzard
| | Physical | 135 | 100 | 15 | Hits all adjacent Pokémon. |
| 34 |
Take Down
| | Physical | 90 | 85 | 20 | User receives recoil damage. |
Best Moveset for Cherrim TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| TM68 |
Giga Impact
| | Physical | 150 | 90 | 5 | User must recharge next turn. |
| TM15 |
Hyper Beam
| | Special | 150 | 90 | 5 | User must recharge next turn. |
| TM22 |
Solar Beam
| | Special | 180 | 100 | 10 | Charges on first turn, attacks on second. |
| TM53 |
Energy Ball
| | Special | 135 | 100 | 10 | May lower opponent's Special Defense. |
Cherrim Level Up Moves
List of Moves Cherrim can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc |
|---|---|---|
| 1 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Makes it sunny for 5 turns.
|
| 1 |
Flower Shield
|
Power: —
Acc: —
PP: 10
Sharply raises Defense of all Grass-type Pokémon on the field.
|
| 1 |
Morning Sun
|
Power: —
Acc: —
PP: 5
User recovers HP. Amount varies with the weather.
|
| 1 |
Tackle
|
Power: 40
Acc: 100
PP: 35
A physical attack in which the user charges and slams into the target with its whole body.
|
| 1 |
Leafage
|
Power:
60 Acc: 100
PP: 40
Strikes opponent with leaves.
|
| 1 |
Growth
|
Power: —
Acc: —
PP: 40
Raises user's Attack and Special Attack.
|
| 15 |
Helping Hand
|
Power: —
Acc: —
PP: 20
In Double Battles, boosts the power of the partner's move.
|
| 20 |
Magical Leaf
|
Power:
90 Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| 28 |
Leech Seed
|
Power: —
Acc: 90
PP: 10
Drains HP from opponent each turn.
|
| 34 |
Take Down
|
Power: 90
Acc: 85
PP: 20
User receives recoil damage.
|
| 41 |
Petal Blizzard
|
Power:
135 Acc: 100
PP: 15
Hits all adjacent Pokémon.
|
| 48 |
Worry Seed
|
Power: —
Acc: 100
PP: 10
Changes the opponent's Ability to Insomnia.
|
| 55 |
Solar Beam
|
Power:
180 Acc: 100
PP: 10
Charges on first turn, attacks on second.
|
| 62 |
Petal Dance
|
Power:
180 Acc: 100
PP: 10
User attacks for 2-3 turns but then becomes confused.
|
Cherrim TM Moves
List of Moves Cherrim can learn using (TMs) Technical Machine Items.
| TM | Move | Desc |
|---|---|---|
| TM09 |
Bullet Seed
|
Power:
37.5 Acc: 100
PP: 30
Hits 2-5 times in one turn.
|
| TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Makes it sunny for 5 turns.
|
| TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| TM19 |
Giga Drain
|
Power:
112.5 Acc: 100
PP: 10
User recovers half the HP inflicted on opponent.
|
| TM20 |
Safeguard
|
Power: —
Acc: —
PP: 25
The user's party is protected from status conditions.
|
| TM21 |
Dazzling Gleam
|
Power: 80
Acc: 100
PP: 10
Hits all adjacent opponents.
|
| TM22 |
Solar Beam
|
Power:
180 Acc: 100
PP: 10
Charges on first turn, attacks on second.
|
| TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Raises user's Evasiveness.
|
| TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Power doubles if user is burned, poisoned, or paralyzed.
|
| TM44 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
If opponent is the opposite gender, it's less likely to attack.
|
| TM53 |
Energy Ball
|
Power:
135 Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Always left with at least 1 HP, but may fail if used consecutively.
|
| TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Accuracy.
|
| TM75 |
Swords Dance
|
Power: —
Acc: —
PP: 20
Sharply raises user's Attack.
|
| TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
User performs one of its own moves while sleeping.
|
| TM86 |
Grass Knot
|
Power: —
Acc: 100
PP: 20
The heavier the opponent, the stronger the attack.
|
| TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Opponent becomes confused, but its Attack is sharply raised.
|
| TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Uses HP to creates a decoy that takes hits.
|
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