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Chinchou

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Chinchou in Pokémon Sword & Shield

Galar Pokédex #220 • Angler Pokémon

Chinchou in the National Pokédex
Chinchou sprite

Normal

Shiny Chinchou sprite

Shiny

Pokédex entries

Sword

Its antennae, which evolved from a fin, have both positive and negative charges flowing through them.

Shield

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

Pokémon details

Types

WaterElectric

Category

Angler Pokémon

Height

0.5 m (1'08")

Weight

12 kg (26.5 lbs)

National Pokédex

#0170

Pokédex

Galar #220

Chinchou in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

75

260

354

Attack

38

72

192

Defense

38

72

192

Sp. Atk

56

105

232

Sp. Def

56

105

232

Speed

67

125

256

Total

330

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Chinchou, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Galar #220Isle of Armor #188
EV yield
1 HP
Catch rate
190
Base Exp.
66

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20 cycles

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Chinchou

Chinchou

Galar #220

Level 27

Lanturn

Lanturn

Galar #221

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

East Lake Axewell

Wild Pokémon

In the Water40-4370%

Before the Darkest Day and Eternatus battle, Thunderstorm

East Lake Axewell

Wild Pokémon

In the Water6070%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Giant's Mirror

Main Area

Fishing26-2810%

Before the Darkest Day and Eternatus battle

Giant's Mirror

Main Area

Fishing6010%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60

Hulbury

Main Area

Fishing20-2420%

-

West Lake Axewell

Wild Pokémon

In the Water38-4060%

Before the Darkest Day and Eternatus battle, Thunderstorm

West Lake Axewell

Wild Pokémon

In the Water6060%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Honeycalm Island

Wild Pokémon

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Honeycalm Island

Wild Pokémon

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Honeycalm Sea

Wild Pokémon

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Honeycalm Sea

Wild Pokémon

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Insular Sea

Wild Pokémon

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Insular Sea

Wild Pokémon

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Stepping-Stone Sea

Main Area

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Stepping-Stone Sea

Main Area

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Workout Sea

Wild Pokémon

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Workout Sea

Wild Pokémon

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle15-2010%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle15-2010%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle25-3030%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle25-3030%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 25 (common beam)

Max Raid Battle15-2010%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 25 (common beam)

Max Raid Battle15-2010%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 25 (common beam)

Max Raid Battle25-3030%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 25 (common beam)

Max Raid Battle25-3030%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle25-3020%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle25-3020%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle35-4020%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle35-4020%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 72 (rare beam)

Max Raid Battle25-3020%

Permanent pool 72, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 72 (rare beam)

Max Raid Battle35-4020%

Permanent pool 72, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

East Lake Axewell

Wild Pokémon

In the Water40-4370%

Before the Darkest Day and Eternatus battle, Thunderstorm

East Lake Axewell

Wild Pokémon

In the Water6070%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Giant's Mirror

Main Area

Fishing26-2810%

Before the Darkest Day and Eternatus battle

Giant's Mirror

Main Area

Fishing6010%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60

Hulbury

Main Area

Fishing20-2420%

-

West Lake Axewell

Wild Pokémon

In the Water38-4060%

Before the Darkest Day and Eternatus battle, Thunderstorm

West Lake Axewell

Wild Pokémon

In the Water6060%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Honeycalm Island

Wild Pokémon

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Honeycalm Island

Wild Pokémon

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Honeycalm Sea

Wild Pokémon

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Honeycalm Sea

Wild Pokémon

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Insular Sea

Wild Pokémon

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Insular Sea

Wild Pokémon

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Stepping-Stone Sea

Main Area

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Stepping-Stone Sea

Main Area

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Workout Sea

Wild Pokémon

In the Water40-4510%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Workout Sea

Wild Pokémon

In the Water6010%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle15-2010%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle15-2010%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle25-3030%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle25-3030%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 25 (common beam)

Max Raid Battle15-2010%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 25 (common beam)

Max Raid Battle15-2010%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 25 (common beam)

Max Raid Battle25-3030%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 25 (common beam)

Max Raid Battle25-3030%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle25-3020%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle25-3020%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle35-4020%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle35-4020%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 72 (rare beam)

Max Raid Battle25-3020%

Permanent pool 72, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 72 (rare beam)

Max Raid Battle35-4020%

Permanent pool 72, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartSupersonic

The user generates odd sound waves from its body that confuse the target.

Normal-5520
StartWater Gun

The target is blasted with a forceful shot of water.

Water4010025
4Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
8Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
12Bubble Beam

A spray of bubbles is forcefully ejected at the target. This may also lower the target’s Speed stat.

Water6510020
16Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010
20Spark

The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.

Electric6510020
24Charge

The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.

Electric--20
28Discharge

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Electric8010015
32Aqua Ring

The user envelops itself in a veil made of water. It regains some HP every turn.

Water--20
36Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Normal-10015
40Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Normal908520
44Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water110805

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM14Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM16Screech

An earsplitting screech harshly lowers the target’s Defense stat.

Normal-8540
TM21Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM27Icy Wind

The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.

Ice559515
TM31Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM35Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.

Ice--10
TM36Whirlpool

The user traps the target in a violent swirling whirlpool for four to five turns.

Water358515
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM45Dive

Diving on the first turn, the user floats up and attacks on the next turn.

Water8010010
TM52Bounce

The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

Flying85855
TM55Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM80Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TR03Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water110805
TR04Surf

The user attacks everything around it by swamping its surroundings with a giant wave.

Water9010015
TR05Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TR06Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR09Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TR12Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
TR16Waterfall

The user charges at the target and may make it flinch.

Water8010015
TR17Amnesia

The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.

Psychic--20
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR26Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TR27Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TR80Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
TR84Scald

The user shoots boiling hot water at its target. This may also leave the target with a burn.

Water8010015
TR86Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
TR92Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010

Moves this Pokémon can learn from move tutors in this game.
Class
Rising Voltage

The user attacks with electric voltage rising from the ground. This move’s power doubles when the target is on Electric Terrain.

Electric7010020

Moves acquired through eligible breeding. Sword/Shield also supports same-species Nursery sharing with an empty recipient move slot.
Class
Mist

The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.

Ice--30
Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
Soak

The user shoots a torrent of water at the target and changes the target’s type to Water.

Water-10020
Water Pulse

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Water6010020

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Charge Beam

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Curse

A move that works differently for the Ghost type than for all other types.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ghost--10
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Double-Edge

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal12010015
Heal Bell

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Sucker Punch

This move enables the user to attack first. This move fails if the target is not readying an attack.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark701005
Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Zap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric120505

Ability options available to this Pokémon in this game.

Volt Absorb

Ability Slot 1

Restores HP if hit by an Electric-type move instead of taking damage.

Absorbs Electric-type moves and restores one-quarter maximum HP.

Illuminate

Ability Slot 2

Raises the likelihood of meeting wild Pokémon by illuminating the surroundings.

Doubles the wild encounter rate.

Water Absorb(Hidden Ability)

Restores HP if hit by a Water-type move instead of taking damage.

Absorbs Water moves, healing for 1/4 max HP.

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