Chinchou
Ruby

CHINCHOU lets loose positive and negative electrical charges from its two antennas to make its prey faint. This POKéMON flashes its electric lights to exchange signals with others.

Sapphire

CHINCHOU’s two antennas are filled with cells that generate strong electricity. This POKéMON’s cells create so much electrical power, it even makes itself tingle slightly.

Emerald

When it senses danger, it discharges positive and negative electricity from its two antennae. It lives in depths beyond sunlight’s reach.

Firered

On the dark ocean floor, its only means of communication is its constantly flashing lights.

Leafgreen

It shoots positive and negative electricity between the tips of its two antennae and zaps its enemies.

Evolution Chain

chinchou
Chinchou
Level 27
lanturn
Lanturn

Pokédex & Training Data

Classification Angler Pokémon
Height 0.5 m (1'08")
Weight 12.0 kg (26.5 lbs)
EV Yield +1 hp
Catch Rate 190
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Water2

Pokédex Numbers

Johto (G/S/C) #174
Hoenn (R/S/E) #181
Johto (HG/SS) #176
Kalos (Coastal) #147
Hoenn (OR/AS) #190
Alola (S/M) #201
Alola (US/UM) #257
Galar (Sw/Sh) #220
National #170
Isle of Armor #188
Blueberry #078

Held Items

Game Locations

Hoenn Route 124 Underwater
Hoenn Route 126 Underwater

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Thunder Wave
— 90% 20 Paralyzes the target.
1 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
5 Supersonic
— 55% 20 Confuses the target.
13 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
17 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
25 Spark
65 100% 20 Has a 30% chance to paralyze the target.
29 Confuse Ray
— 100% 10 Confuses the target.
37 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
41 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
49 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Thunder Wave
— 90% 20 Paralyzes the target.
1 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
5 Supersonic
— 55% 20 Confuses the target.
13 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
17 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
25 Spark
65 100% 20 Has a 30% chance to paralyze the target.
29 Confuse Ray
— 100% 10 Confuses the target.
37 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
41 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
49 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Thunder Wave
— 90% 20 Paralyzes the target.
1 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
5 Supersonic
— 55% 20 Confuses the target.
13 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
17 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
25 Spark
65 100% 20 Has a 30% chance to paralyze the target.
29 Confuse Ray
— 100% 10 Confuses the target.
37 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
41 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
49 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
HM07 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM08 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM34 Shock Wave
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Mimic
— — 10 Copies the target’s last used move.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Substitute
— — 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.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Thunder Wave
— 90% 20 Paralyzes the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Mimic
— — 10 Copies the target’s last used move.
Substitute
— — 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.
Thunder Wave
— 90% 20 Paralyzes the target.

Egg Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
Amnesia
— — 20 Raises the user’s Special Defense by two stages.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Screech
— 85% 40 Lowers the target’s Defense by two stages.

Base Stats

Hp 75
Attack 38
Defense 38
Sp. Atk 56
Sp. Def 56
Speed 67
Total 330

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
0.5x
2x
0.5x
0.25x