Chinchou
X

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

Y

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

Omega 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.

Alpha 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.

Evolution Chain

chinchou
Chinchou
Level 27
lanturn
Lanturn

Pokédex Data

Classification Angler Pokémon
Height 0.5 m (1'08")
Weight 12.0 kg (26.5 lbs)
Abilities

Held Items

Game Locations

  • Azure Bay Area
  • Shalour City Area

Training

EV Yield +1 hp
Catch Rate 190
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups Water2

Learned Moves

Level Up Moves

X/Y
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.
6 Thunder Wave
90% 20 Paralyzes the target.
9 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
12 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
17 Confuse Ray
100% 10 Confuses the target.
20 Spark
65 100% 20 Has a 30% chance to paralyze the target.
23 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
28 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
31 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
34 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
39 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
42 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
45 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
47 Ion Deluge
25 Changes all normal moves to electric moves for the rest of the turn.
50 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Supersonic
55% 20 Confuses the target.
1 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
6 Thunder Wave
90% 20 Paralyzes the target.
9 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
12 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
17 Confuse Ray
100% 10 Confuses the target.
20 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
23 Spark
65 100% 20 Has a 30% chance to paralyze the target.
28 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
31 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
34 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
39 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
42 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
45 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
47 Ion Deluge
25 Changes all normal moves to electric moves for the rest of the turn.
50 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
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.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
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.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM90 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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM07 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
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.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
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.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM90 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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Heal Bell
5 Cures the entire party of major status effects.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Shock Wave
60 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Egg Moves

X/YOR/AS
Name Class Power Acc. PP Effect
Agility
30 Raises the user's Speed by two stages.
Amnesia
20 Raises the user's Special Defense by two stages.
Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
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.
Screech
85% 40 Lowers the target's Defense by two stages.
Shock Wave
60 20 Never misses.
Soak
100% 20 Changes the target's type to Water.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.

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