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| {{Dex/Gen/1|gen=VIII|reg1=Galar|num1=220}} | | {{Dex/Gen/2|gen=VIII|reg1=Galar|num1=220|reg2=Galar|label2=Isle of Armor|num2=188}} |
| {{Dex/Entry1|v=Sword|entry=Its antennae, which evolved from a fin, have both positive and negative charges flowing through them.}} | | {{Dex/Entry1|v=Sword|entry=Its antennae, which evolved from a fin, have both positive and negative charges flowing through them.}} |
| {{Dex/Entry1|v=Shield|entry=On the dark ocean floor, its only means of communication is its constantly flashing lights.}} | | {{Dex/Entry1|v=Shield|entry=On the dark ocean floor, its only means of communication is its constantly flashing lights.}} |
Chinchou (Japanese: チョンチー Chonchie) is a dual-type Water/Electric Pokémon introduced in Generation II.
It evolves into Lanturn starting at level 27.
Biology
Chinchou is a small, fish-like Pokémon with a round, blue body. It has large yellow eyes with pupils shaped like plus signs, a pair of semi-transparent, light blue pectoral fins, and stubby feet. Positioned on its rear where its tail would be are a pair of antennae that curve up and over its head. The antennae developed from fins and have yellow, teardrop-shaped orbs at the tips.
Prey is lured toward Chinchou by the soft glow from the orbs on its antennae. It also flashes its light to communicate with others of its kind and claim territory. Inside the antennae are electricity-generating cells that create so much electrical power that they even make Chinchou tingle slightly. By discharging positive and negative electricity, it can both defend itself and stun its prey. Chinchou lives on dark ocean floors, rarely ever coming up to the surface. However, it has demonstrated the ability to walk on land in the anime.
In the anime
In the main series
A Chinchou
Egg in the anime
Major appearances
In Takin' it on the Chinchou, multiple Chinchou, including one nicknamed Bright that belonged to Dayton, were featured as subjects of the Parade of the Chinchou, which celebrated the natural migration of newly-hatched Chinchou from the mountains to the ocean.
In The Perfect Match!, Trinity used a Chinchou in her battle against Misty during the Whirl Cup. It was able to defeat Corsola with a combination of Confuse Ray and Water Gun. It reappeared in a flashback in Espeon, Not Included.
In The Great Eight Fate!, a Chinchou was part of Juan's Sootopolis City Water Exhibit. It and Juan's other Pokémon were captured by Team Rocket, but they all worked together to escape.
Minor appearances
In Pikachu & Pichu, a Chinchou was living Big Town.
A Chinchou appeared in Snorlax Snowman.
In The Legend of Thunder!, a Chinchou was swimming in a lake. Another was swimming in a pool in a Pokémon Center.
A Chinchou appeared in Pikachu's PikaBoo.
In As Clear As Crystal, a Chinchou was affected by a crystal that gave a lake the ability to heal Electric-type Pokémon.
In Enlighten Up!, multiple Chinchou were living in Lake Slowpoke.
In Pokémon Heroes: Latios & Latias, two Chinchou and a Mantine escorted Latias to Ash and his friends' boat. A third belonged to a Trainer competing in the Tour de Alto Mare.
Multiple Chinchou appeared in the opening sequence of Destiny Deoxys.
Multiple Chinchou appeared in The Relicanth Really Can.
A Coordinator's Chinchou appeared in Harley Rides Again.
In Pokémon Ranger and the Temple of the Sea, multiple Chinchou witnessed the final showdown with The Phantom and his crew. They briefly reappeared in a montage in The Rise of Darkrai, which chronicled the preceding nine movies.
In One Big Happiny Family!, Jessie's fantasy featured a Chinchou.
Multiple Chinchou appeared in Giratina and the Sky Warrior.
In Up Close and Personable!, a Chinchou lived in the lake near the Pokémon Summer Academy.
Multiple Chinchou appeared in Kalos, Where Dreams and Adventures Begin!.
In An Undersea Place to Call Home!, multiple Chinchou made the wreck of the S.S. Cussler their home.
Three Chinchou appeared in Alola to New Adventure!.
A Chinchou appeared in a fantasy in Yo, Ho, Ho! Go, Popplio!.
A Chinchou appeared in The Sun, the Scare, the Secret Lair!.
Multiple Chinchou appeared in Balloons, Brionne, and Belligerence!.
In Love at First Twirl!, a Chinchou was attacked by Poipole and forced to defend itself.
In Securing the Future!, four Chinchou joined the rest of Alola in showering Necrozma with light so it could return to its normal form.
Four Chinchou appeared in Pikachu's Exciting Adventure!.
A Chinchou appeared in a fantasy in Dreams of the Sun and Moon!.
A Trainer's Chinchou appeared in Thank You, Alola! The Journey Continues!.
In The Sinnoh Iceberg Race!, multiple Chinchou used their lights to mark the racetrack for the Pokémon Iceberg Race.
Pokédex entries
Episode
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Pokémon
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Source
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Entry
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EP212
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Chinchou
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Ash's Pokédex
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Chinchou, the Angler Pokémon, have the ability to conduct electrical currents from their two tentacles, which flow positive from one end and negative from the other. Chinchou can also communicate underwater by flashing its tentacles.
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In Pokémon Generations
In The Cavern, two wild Chinchou were in the waters that surrounded the Seafloor Cavern.
In Pokémon: Twilight Wings
In Early-Evening Waves, a Chinchou lived in a lake where Nessa was doing a photo shoot.
In the manga
In the Pocket Monsters manga
A Chinchou appeared in a fantasy in JNM01.
In the Pokémon Adventures manga
Chinchou debuted in Number One Donphan, where Gold encountered them during his search for his Poliwag. He caught multiple of them to avoid being electrocuted and later released them.
In Teddiursa's Picnic, a Chinchou appeared in its Poké Ball after a wild Granbull had spit out all of the Poké Balls that it stole to get attention on its dislocated jaw. It was later returned to its owner by Wilton afterwards.
Misty is later seen with a Chinchou in Chinchou in Charge, using it to light up the area behind the Tohjo Falls.
A Chinchou was one of the aquarium Pokémon seen in Archie's collection in Stick This in Your Craw, Crawdaunt I.
A Chinchou was one of the rental Pokémon used by Emerald in his Battle Factory challenge in Pinsir Me, I Must Be Dreaming.
The Battle Factory rented a Chinchou, which was stolen by Guile Hideout in Skirting Around Surskit I.
Two Chinchou first appeared in Well Met, Weepinbell, under the ownership of Sebastian. They were used as makeshift headlights for his carriage.
In the Pokémon Gold & Silver: The Golden Boys manga
Multiple Chinchou appeared in The Truth About The Mysterious Whirl Islands!!.
In the Pokémon Gotta Catch 'Em All manga
Shu caught a Chinchou in GDZ54.
In the TCG
- Main article: Chinchou (TCG)
Game data
NPC appearances
- Pokémon Pinball: Ruby & Sapphire: Chinchou are the main bumpers on the Ruby Field. Hitting a nearby button will change the formation from three floating in place, to three moving around, to just the one moving around. They will occasionally disappear and be replaced by Lotad or Whiscash.
Pokédex entries
This Pokémon was unavailable prior to Generation II.
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Generation II
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Johto #174
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Gold
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It shoots positive and negative electricity between the tips of its two antennae and zaps its enemies.
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Silver
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On the dark ocean floor, its only means of communication is its constantly flashing lights.
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Crystal
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Its antennae, which evolved from a fin, have both positive and negative charges flowing through them.
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Stadium 2
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It shoots positive and negative electricity between the tips of its two antennae and zaps its enemies.
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Generation III
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Hoenn #181
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Kanto #—
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Ruby
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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.
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Sapphire
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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.
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Emerald
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When it senses danger, it discharges positive and negative electricity from its two antennae. It lives in depths beyond sunlight's reach.
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FireRed
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On the dark ocean floor, its only means of communication is its constantly flashing lights.
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LeafGreen
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It shoots positive and negative electricity between the tips of its two antennae and zaps its enemies.
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Generation IV
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Sinnoh #—
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Johto #176
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Diamond
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It discharges positive and negative electricity from its antenna tips to shock its foes.
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Pearl
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Platinum
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HeartGold
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It shoots positive and negative electricity between the tips of its two antennae and zaps its enemies.
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SoulSilver
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On the dark ocean floor, its only means of communication is its constantly flashing lights.
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Generation V
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Unova #—
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Black
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It discharges positive and negative electricity from its antenna tips to shock its foes.
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White
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Black 2
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It discharges positive and negative electricity from its antenna tips to shock its foes.
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White 2
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Generation VI
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Kalos Coastal #147
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Hoenn #190
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X
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On the dark ocean floor, its only means of communication is its constantly flashing lights.
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Y
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It shoots positive and negative electricity between the tips of its two antennae and zaps its enemies.
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Omega Ruby
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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.
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Alpha Sapphire
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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.
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Generation VII
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Alola SM: #201
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Alola USUM: #257
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Kanto #—
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This Pokémon has no Pokédex entries in Let's Go, Pikachu! and Let's Go, Eevee!.
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Sun
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Its two antennae were originally fins. It discharges electricity to stun its prey before attacking.
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Moon
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It lives in the depths beyond the reach of sunlight. It flashes lights on its antennae to communicate with others of its kind.
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Ultra Sun
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Its two antennae glow softly to lure in prey, making it a useful Pokémon for night fishing.
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Ultra Moon
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Chinchou blink their shining antennae at one another to claim their respective turf.
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Generation VIII
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Galar #220
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Galar Isle of Armor #188
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Sword
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Its antennae, which evolved from a fin, have both positive and negative charges flowing through them.
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Shield
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On the dark ocean floor, its only means of communication is its constantly flashing lights.
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Game locations
This Pokémon was unavailable prior to Generation II.
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In side games
This Pokémon was unavailable prior to Generation II.
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Generation II
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This Pokémon is unavailable in Generation II side games.
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In events
Held items
Stats
Base stats
Stat
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Range
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At Lv. 50
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At Lv. 100
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75
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135 - 182
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260 - 354
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38
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38 - 99
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72 - 192
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38
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38 - 99
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72 - 192
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56
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54 - 118
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105 - 232
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56
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54 - 118
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105 - 232
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67
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64 - 130
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125 - 256
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Total: 330
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Other Pokémon with this total
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- Minimum stats are calculated with 0 EVs, IVs of 0, and (if applicable) a hindering nature.
- Maximum stats are calculated with 252 EVs, IVs of 31, and (if applicable) a helpful nature.
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Pokéathlon stats
Type effectiveness
Under normal battle conditions in Generation IX, this Pokémon is:
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Learnset
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- Bold indicates a move that gets STAB when used by Chinchou
- Italic indicates a move that gets STAB only when used by an Evolution of Chinchou
- Click on the generation numbers at the top to see level-up moves from other generations
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- Bold indicates a move that gets STAB when used by Chinchou
- Italic indicates a move that gets STAB only when used by an Evolution of Chinchou
- Click on the generation numbers at the top to see TM moves from other generations
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- Moves marked with an asterisk (*) must be chain bred onto Chinchou in Generation VIII
- Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
- Moves marked with a superscript game abbreviation can only be bred onto Chinchou in that game.
- Bold indicates a move that gets STAB when used by Chinchou
- Italic indicates a move that gets STAB only when used by an Evolution of Chinchou
- Click on the generation numbers at the top to see Egg moves from other generations
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- Bold indicates a move that gets STAB when used by Chinchou
- Italic indicates a move that gets STAB only when used by an Evolution of Chinchou
- Click on the generation numbers at the top to see Move Tutor moves from other generations
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TCG-only moves
Side game data
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Pokémon Ranger: Guardian Signs
Group:
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Poké Assist: (present)
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Field move: (present)
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(Recharge ×1)
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Not available in the past.
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Browser entry R-060
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It restores the Styler Energy a little.
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Evolution
Sprites
This Pokémon was unavailable prior to Generation II.
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Trivia
- Although Chinchou is shown to have the ability to walk on land in the anime, in the games, it can only be caught in water, and it lacks a footprint.
- The vowel sounds in Chinchou's English name are reverse of the vowels in its Japanese name.
Origin
Bulbanews has an article related to this subject:
Chinchou is based on an anglerfish, more specifically the footballfish.
Name origin
Chinchou is a play on 提灯 chōchin (lantern).
Chonchie is a corruption of 提灯 chōchin (lantern). Also, チョウチンアンコウ chōchin-ankō is the name of the footballfish, a deep-sea fish similar to Chinchou's evolution, Lanturn. Notably, 調和 chōwa is Japanese for harmony, describing the balance of Chinchou's water and electric types.
In other languages
Language
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Title
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Meaning
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Japanese
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チョンチー Chonchie
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From 提灯 chōchin (lantern), 提灯鮟鱇 chōchin-ankō (footballfish), and 調和 chōwa (harmony).
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French
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Loupio
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From loupiote
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Spanish
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Chinchou
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Same as English name
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German
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Lampi
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From Lampion
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Italian
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Chinchou
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Same as English name
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Korean
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초라기 Choragi
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From 초롱 (燭籠) chorong and 아귀 agwi
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Mandarin Chinese
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燈籠魚 / 灯笼鱼 Dēnglóngyú
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Literally "Lantern fish"
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Cantonese Chinese
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More languages
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Hebrew
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צ'ינצ'ו Chinchu
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Transcription of English name
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Hindi
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चिंचोउ Chinchou
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Transcription of English name
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Russian
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Чинчоу Chinchou
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Transcription of English name
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Thai
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ชอนชี Chonchie
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Transcription of Japanese name
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External links
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This Pokémon article is part of Project Pokédex, a Bulbapedia project that aims to write comprehensive articles on each Pokémon species, as well as Pokémon groups and forms.
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