#170 Chinchou
General Location Attacks Stats Egg Moves Contests
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex

This Pokédex entry is for Generation VII Pokémon games. For Generation IX Pokémon games. Check out Chinchou Pokémon Scarlet & Violet data
Picture
Name Other Names No. Gender Ratio Type
Chinchou
Japan: Chonchie
チョンチー
French: Loupio
German: Lampi
Korean: 초라기
National: #170
Central: #---
Coastal: #147
Mountain: #---
Hoenn: #190
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Angler Pokémon 1'08"
0.5m
26.5lbs
12.0kg
1905,120
Abilities: Volt Absorb - Illuminate - Water Absorb (Hidden Ability)
Volt Absorb: The Pokémon heals up to 1/4 of its maximum Hit Points when hit with Electric-type moves.
Illuminate: Raises the likelihood of meeting wild Pokémon.
Hidden Ability (Available):
Water Absorb: The Pokémon heals up to 1/4 of its maximum Hit Points when hit with Water-type moves.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
70 1 HP Point(s)
Not Eligible/Known
Damage Taken
*1 *0.5 *0.5 *1 *2 *0.5 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.25 *1
Wild Hold Item Egg Groups
 
Deep Sea Scale
- 5%
Water 2
Evolutionary Chain
Locations - In-Depth Details
X Shalour City, Azure Bay - FishDetails
Y Shalour City, Azure Bay - FishDetails
Omega Ruby Route 107, Route 124, Route 126, Route 128, Route 129, Route 130Details
Alpha Sapphire Route 107, Route 124, Route 126, Route 128, Route 129, Route 130Details
Flavor Text
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.

Level Up Anchors X & Y ΩRαS
X & Y Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Water Gun 40 100 25 --
The target is blasted with a forceful shot of water.
Supersonic -- 55 20 --
The user generates odd sound waves from its body. It may confuse the target.
6 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
9 Flail ?? 100 15 --
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
12 Bubble 40 100 30 10
A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats.
17 Confuse Ray -- 100 10 --
The target is exposed to a sinister ray that triggers confusion.
20 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
23 Take Down 90 85 20 --
A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
28 Electro Ball ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.
31 Bubble Beam 65 100 20 10
A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats.
34 Signal Beam 75 100 15 10
The user attacks with a sinister beam of light. It may also confuse the target.
39 Discharge 80 100 15 30
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
42 Aqua Ring -- -- 20 --
The user envelops itself in a veil made of water. It regains some HP on every turn.
45 Hydro Pump 110 80 5 --
The target is blasted by a huge volume of water launched under great pressure.
47 Ion Deluge -- -- 25 --
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
50 Charge -- -- 20 --
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.

ΩRαS Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Bubble 40 100 30 10
A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats.
Supersonic -- 55 20 --
The user generates odd sound waves from its body. It may confuse the target.
6 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
9 Electro Ball ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.
12 Water Gun 40 100 25 --
The target is blasted with a forceful shot of water.
17 Confuse Ray -- 100 10 --
The target is exposed to a sinister ray that triggers confusion.
20 Bubble Beam 65 100 20 10
A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats.
23 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
28 Signal Beam 75 100 15 10
The user attacks with a sinister beam of light. It may also confuse the target.
31 Flail ?? 100 15 --
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
34 Discharge 80 100 15 30
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
39 Take Down 90 85 20 --
A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
42 Aqua Ring -- -- 20 --
The user envelops itself in a veil made of water. It regains some HP on every turn.
45 Hydro Pump 110 80 5 --
The target is blasted by a huge volume of water launched under great pressure.
47 Ion Deluge -- -- 25 --
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
50 Charge -- -- 20 --
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM07 Hail -- -- 10 --
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.
TM10 Hidden Power 60 100 15 --
A unique attack that varies in type depending on the Pokémon using it.
TM13 Ice Beam 90 100 10 10
The target is struck with an icy-cold beam of energy. It may also freeze the target solid.
TM14 Blizzard 110 70 5 10
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.
TM17 Protect -- -- 10 --
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 90 100 15 10
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
TM25 Thunder 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
TM27 Return ?? 100 20 --
A full-power attack that grows more powerful the more the user likes its Trainer.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM42 Facade 70 100 20 --
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract -- 100 15 --
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM55 Scald 80 100 15 30
The user shoots boiling hot water at its target. It may also leave the target with a burn.
TM57 Charge Beam 50 90 10 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM72 Volt Switch 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM73 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM93 Wild Charge 90 100 15 --
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
TM94 (ORAS) Secret Power 70 100 20 30
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
TM99 Dazzling Gleam 80 100 10 --
The user damages opposing Pokémon by emitting a powerful flash.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
HM03 Surf 90 100 15 --
It swamps the area around the user with a giant wave. It can also be used for crossing water.
HM05 Waterfall 80 100 15 20
The user charges at the target and may make it flinch. It can also be used to climb a waterfall.
HM07 (ORAS) Dive 80 100 10 --
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.
Egg Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %  
Agility -- -- 30 -- Details
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
Amnesia -- -- 20 -- Details
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
Brine 65 100 10 -- Details
If the target's HP is down to about half, this attack will hit with double the power.
Flail ?? 100 15 -- Details
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
Mist -- -- 30 -- Details
The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.
Psybeam 65 100 20 10 Details
The target is attacked with a peculiar ray. It may also cause confusion.
Screech -- 85 40 -- Details
An earsplitting screech harshly reduces the target's Defense stat.
Shock Wave 60 -- 20 -- Details
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Soak -- 100 20 -- Details
The user shoots a torrent of water at the target and changes the target's type to Water.
Water Pulse 60 100 20 20 Details
The user attacks the target with a pulsing blast of water. It may also confuse the target.
Whirlpool 35 85 15 100 Details
Traps foes in a violent swirling whirlpool for four to five turns.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Bounce8585530
The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.
Heal Bell----5--
The user makes a soothing bell chime to heal the status problems of all the party Pokémon.
Icy Wind559515100
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat.
Shock Wave60--20--
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Signal Beam751001510
The user attacks with a sinister beam of light. It may also confuse the target.
Snore501001530
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Water Pulse601002020
The user attacks the target with a pulsing blast of water. It may also confuse the target.
Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Dive 80 100 10 -- Gen V HM06
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Captivate -- 100 20 -- Gen IV TM78
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Dive 80 100 10 -- Move Tutor - PtHGSS
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.
Sucker Punch 80 100 5 -- Move Tutor - PtHGSS
This move enables the user to attack first. It fails if the target is not readying an attack, however.
Double-edge 120 100 15 -- Move Tutor - FRLG
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
Mimic -- -- 10 -- Move Tutor - FRLG
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Endure -- -- 10 -- Move Tutor - Emerald
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 330 75 38 38 56 56 67
Max Stats
Hindering Nature
Lv. 50 135 - 182 38 - 81 38 - 81 54 - 97 54 - 97 64 - 107
Lv. 100 260 - 354 72 - 157 72 - 157 105 - 189 105 - 189 125 - 209
Max Stats
Neutral Nature
Lv. 50 135 - 182 43 - 90 43 - 90 61 - 108 61 - 108 72 - 119
Lv. 100 260 - 354 81 - 175 81 - 175 117 - 211 117 - 211 139 - 233
Max Stats
Beneficial Nature
Lv. 50 135 - 182 47 - 99 47 - 99 67 - 118 67 - 118 79 - 130
Lv. 100 260 - 354 89 - 192 89 - 192 128 - 232 128 - 232 152 - 256

<--- #169
Crobat
#171
Lanturn
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