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Chinchou

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Chinchou in Pokémon Ultra Sun & Ultra Moon

#257 in the Ultra Sun & Ultra Moon Pokédex • Angler Pokémon

Chinchou in the National Pokédex
Chinchou sprite

Normal

Shiny Chinchou sprite

Shiny

Pokédex entries

Ultra Sun

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

Ultra Moon

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

Pokémon details

Types

WaterElectric

Category

Angler Pokémon

Height

0.5 m (1'08")

Weight

12 kg (26.5 lbs)

National Pokédex

#0170

Pokédex

#257

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
Alola #257Akala #158
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

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

Chinchou

#257

Level 27

Lanturn

Lanturn

#258

Known encounter locations for this Pokémon in this game.
Ultra Moon
LocationMethodLevelChanceConditions

Akala Outskirts

Fishing in a bubbling spot10-2935%

-

Akala Outskirts

Fishing with the Fishing Rod10-245%

-

Route 8

Route 8 — Main Area

Fishing with the Fishing Rod10-205%

-

Route 8

Route 8 — Main Area

Fishing in a bubbling spot10-2535%

-

Akala Outskirts

SOS ally encounter10-24-

SOS ally of chinchou; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 87%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Akala Outskirts

SOS Battle from a bubbling spot10-29-

SOS ally of chinchou; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 87%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Route 8

Route 8 — Main Area

SOS ally encounter10-20-

SOS ally of chinchou; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 87%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Route 8

Route 8 — Main Area

SOS Battle from a bubbling spot10-25-

SOS ally of chinchou; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 87%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Ultra Sun
LocationMethodLevelChanceConditions

Akala Outskirts

Fishing with the Fishing Rod10-245%

-

Route 8

Route 8 — Main Area

Fishing in a bubbling spot10-2535%

-

Route 8

Route 8 — Main Area

Fishing with the Fishing Rod10-205%

-

Akala Outskirts

Fishing in a bubbling spot10-2935%

-

Akala Outskirts

SOS ally encounter10-24-

SOS ally of chinchou; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 87%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Route 8

Route 8 — Main Area

SOS Battle from a bubbling spot10-25-

SOS ally of chinchou; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 87%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Route 8

Route 8 — Main Area

SOS ally encounter10-20-

SOS ally of chinchou; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 87%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Akala Outskirts

SOS Battle from a bubbling spot10-29-

SOS ally of chinchou; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 87%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Items this Pokémon may hold when encountered in the wild.
Ultra Moon
5%
Ultra Sun
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartSupersonic

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

Normal-5520
StartBubble

A spray of countless bubbles is jetted at the opposing Pokémon. This may also lower their Speed stat.

Water4010030
6Thunder Wave

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

Electric-9020
9Electro 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
12Water Gun

The target is blasted with a forceful shot of water.

Water4010025
17Confuse Ray

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

Ghost-10010
20Bubble Beam

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

Water6510020
23Spark

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

Electric6510020
28Signal Beam

The user attacks with a sinister beam of light. This may also confuse the target.

Bug7510015
31Flail

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

Normal-10015
34Discharge

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

Electric8010015
39Take Down

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

Normal908520
42Aqua Ring

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

Water--20
45Hydro Pump

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

Water110805
47Ion Deluge

The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.

Electric--25
50Charge

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

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
Class
TM06Toxic

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

Poison-9010
TM07Hail

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

Ice--10
TM10Hidden Power

A unique attack that varies in type depending on the Pokémon using it.

Normal6010015
TM13Ice Beam

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

Ice9010010
TM14Blizzard

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

Ice110705
TM17Protect

Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain 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
TM21Frustration

This full-power attack grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

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

Electric9010015
TM25Thunder

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

Electric1107010
TM27Return

This full-power attack grows more powerful the more the user likes its Trainer.

Normal-10020
TM32Double Team

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

Normal--15
TM42Facade

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

Normal7010020
TM44Rest

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

Psychic--10
TM45Attract

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

Normal-10015
TM48Round

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

Normal6010015
TM55Scald

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

Water8010015
TM57Charge Beam

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

Electric509010
TM72Volt Switch

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

Electric7010020
TM73Thunder Wave

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

Electric-9020
TM87Swagger

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

Normal-8515
TM88Sleep Talk

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

Normal--10
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM93Wild Charge

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

Electric9010015
TM94Surf

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

Water9010015
TM98Waterfall

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

Water8010015
TM99Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM100Confide

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

Normal--20

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

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

Flying85855
Heal Bell

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

Normal--5
Icy Wind

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

Ice559515
Shock Wave

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

Electric60-20
Signal Beam

The user attacks with a sinister beam of light. This may also confuse the target.

Bug7510015
Snore

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

Normal5010015
Water Pulse

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

Water6010020

Moves this Pokémon can inherit through breeding or similar methods.
Class
Agility

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

Psychic--30
Amnesia

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

Psychic--20
Brine

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

Water6510010
Flail

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

Normal-10015
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
Screech

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

Normal-8540
Shock Wave

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

Electric60-20
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
Whirlpool

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

Water358515

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Captivate

If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Curse

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

Ghost--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Dive

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

Water8010010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Double-Edge

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

Normal12010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Endure

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Endure

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

Normal--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Mimic

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Sucker Punch

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

Dark701005

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Zap Cannon

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

Electric120505

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

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, healing for 1/4 max 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-type moves, healing for 1/4 max HP.

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