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170 - Chinchou

TypeAbility

(1) Volt Absorb
(2) Water Absorb
(HA) Illuminate
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Chinchou
Level 27
Lanturn

Stats

HP
75
ATK
38
DEF
38
SPA
56
SPD
56
SPE
67
BST
330

Wild Hold Items

  • 5%: DeepSeaScale

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1MistNoneNone30Priority: 0. Pokémon on the user's side of the field are immune to stat-lowering effects for five turns. Defog used by an opponent will end this effect.
1SupersonicNone5520Priority: 0. Confuses the target.
1Water Gun4010025Priority: 0. Inflicts regular damage.
1Whirlpool358515Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

If the target is in the first turn of dive, this move will hit with double power.
4Spark6510020Priority: 0. Has a 30% chance to paralyze the target.
7Confuse RayNone10010Priority: 0. Confuses the target.
10Shock Wave60None20Priority: 0. Ignores accuracy and evasion modifiers.
13Water Pulse6010020Priority: 0. Has a 20% chance to confuse the target.
16Thunder WaveNone9020Priority: 0. Paralyzes the target.
19Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
22Bubble Beam7010020Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
25Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
28Psybeam6510020Priority: 0. Has a 10% chance to confuse the target.
31Aqua RingNoneNone20Priority: 0. Restores 1/16 of the user's max HP at the end of each turn. If the user leaves the field, this effect ends.

This effect is passed on by baton pass.
34SoakNone10020Priority: 0. Changes the target to pure water-type until it leaves the field. If the target has multitype, this move will fail.
37AmnesiaNoneNone20Priority: 0. Raises the user's Special Defense by two stages.
40Heal BellNoneNone5Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party.
44Discharge8010015Priority: 0. Has a 30% chance to paralyze the target.
48Take Down908520Priority: 0. User takes 1/4 the damage it inflicts in recoil.
52AgilityNoneNone30Priority: 0. Raises the user's Speed by two stages.
56Hydro Pump110805Priority: 0. Inflicts regular damage.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM7HailNoneNone10Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13Ice Beam9010010Priority: 0. Has a 10% chance to freeze the target.
TM14Blizzard110705Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM24Thunderbolt9010010Priority: 0. Has a 10% chance to paralyze the target.
TM25Thunder110705Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM32Dazzling Gleam8010010Priority: 0. Inflicts regular damage.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM55Scald8010010Priority: 0. Has a 30% chance to burn the target.
TM57Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM72Volt Switch7010020Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM93Wild Charge9010010Priority: 0. Inflicts regular damage without recoil.
HM3Surf9010015Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM5Waterfall8010010Priority: 0. Has a 20% chance to make the target flinch.
HM6Dive10010010Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Bounce85855Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
Heal BellNoneNone5Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.

Encounter Locations

Location     Level Spawn Percent
P2 Laboratory Fish   55 30.0
Route 18 Fish   55 30.0
Route 6 Spring, Summer, Autumn Fish 25 60.0
Route 6 Spring, Summer, Autumn Fish, Rippling Water 30 30.0
Route 6 Winter Fish 25 60.0
Route 6 Winter Fish, Rippling Water 30 30.0
Undella Bay Autumn, Spring, Summer Fish 40-46 30.0
Undella Bay Winter Fish 40-46 30.0
Virbank City Fish   13-15 5.0
Virbank City Fish, Rippling Water   13-17 30.0