Chinchou
Scarlet

It lives in ocean depths beyond the reach of sunlight. It flashes light on its antennae to communicate with others of its kind.

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)
Abilities
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

None in this generation.

Learned Moves

Level Up Moves

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Supersonic
— 55% 20 Confuses the target.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
4 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
8 Thunder Wave
— 90% 20 Paralyzes the target.
12 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
16 Confuse Ray
— 100% 10 Confuses the target.
20 Spark
65 100% 20 Has a 30% chance to paralyze the target.
24 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
28 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
32 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
36 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
40 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
44 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM01 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM04 Agility
— — 30 Raises the user’s Speed by two stages.
TM07 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM11 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
TM17 Confuse Ray
— 100% 10 Confuses the target.
TM22 Chilling Water
50 100% 20 No effect description available.
TM23 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM34 Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM47 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM48 Volt Switch
70 100% 20 User must switch out after attacking.
TM50 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM70 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM72 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
TM77 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM79 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM82 Thunder Wave
— 90% 20 Paralyzes the target.
TM85 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM96 Eerie Impulse
— 100% 15 Lowers the target’s Special Attack by two stages.
TM103 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.
TM110 Liquidation
85 100% 10 Has a 20% chance to lower the target’s Defense by one stage.
TM123 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM126 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM128 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
TM135 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM136 Electric Terrain
— — 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
TM142 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
TM143 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM147 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM166 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM171 Tera Blast
80 100% 10 No effect description available.
TM173 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
TM188 Scald
80 100% 15 Has a 30% chance to burn the target.
TM196 Flip Turn
60 100% 20 Inflicts regular damage with no additional effect.
TM204 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM208 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
TM209 Muddy Water
90 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
TM211 Electroweb
55 95% 15 Lowers the target’s Speed by one stage.
TM224 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

Egg Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
Mist
— — 30 Protects the user’s stats from being changed by enemy moves.
Psybeam
65 100% 20 Has a 10% chance to confuse the target.
Soak
— 100% 20 Changes the target’s type to Water.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

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