Chinchou
Ultra Moon

Chinchou blink their shining antennae at one another to claim their respective turf.

Sun

Its two antennae were originally fins. It discharges electricity to stun its prey before attacking.

Moon

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

Ultra Sun

Its two antennae glow softly to lure in prey, making it a useful Pokémon for night fishing.

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

Game Locations

Akala Outskirts Area
Alola Route 8 Main

Learned Moves

Level Up Moves

Sun/Moon
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.
Ultra Sun/Ultra Moon
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

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
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.
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 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM98 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
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

Ultra Sun/Ultra Moon
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

Sun/MoonUltra Sun/Ultra Moon
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