#421 · Recordkeepers · unchanged from the official games
Cherrim
GrassFlower Gift
Level-up moves 4
| Lv | Move | Type | Cat | Pow | Acc | PP |
|---|---|---|---|---|---|---|
| 100 | Sunny Day Phases 1–2 rotation Boosts the power of Fire- type moves for 5 turns. | Fire | Stat | — | — | 5 |
| 100 | Solar Beam Phases 1–2 rotation Absorbs light in one turn, then attacks next turn. | Grass | Spec | 120 | 100 | 10 |
| 100 | Weather Ball Phases 1–2 rotation The move's type and power change with the weather. | Normal | Spec | 50 | 100 | 10 |
| 100 | Dazzling Gleam Phases 1–2 rotation Damages foes by emitting a bright flash. | Fairy | Spec | 80 | 100 | 10 |
* a legal move, just moved to level-up · ** new to this game
TMs & HMs
This game's documentation doesn't publish TM compatibility, so none is listed here.
Where to find Cherrim
| Area | Method | Level | |
|---|---|---|---|
| Minibosses — Sun only | Miniboss (three per area, drawn from the pool) | 90–99, scales |
Other changes in this game
- Miniboss: three of the pool guard each area, drawn at the start of the run. In the Sun pool. Fights in 2 phases, restoring to full HP at the phase change.
- Its ability, Flower Gift: Allies power up in sunshine.
- Innates switch on as your boss count grows: Leaf Guard (Blocks status in sunshine.) — from your 2nd boss win; Serene Grace (Promotes added effects.) — from your 4th; Photosynthesis (Grass moves deal 50% more damage in sun.) — from your 6th.
- Reward for beating it: the move Solar Beam+ (Absorbs light in one turn, then attacks next turn.).