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Chinchou Moves & Learnsetin Pokémon PokeOrange

waterelectric30 total moves

Complete moveset and learnset for Chinchou in Pokémon PokeOrange. Learn which moves Chinchou can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

10
Level Up
20
TM/HM
0
Move Tutor
0
Egg Moves
30
Total

Level Up Moves (10)

Moves that Chinchou learns naturally as it levels up.

BubbleLevel: 1water
4010030
An attack that may lower SPEED.
Thunder WaveLevel: 1electric
09020
A move that may cause paralysis.
SupersonicLevel: 5normal
05520
Sound waves that cause confusion.
FlailLevel: 13normal
110015
Stronger if the user's HP is low.
Water GunLevel: 17water
4010025
Squirts water to attack.
SparkLevel: 25electric
6510020
An attack that may cause paralysis.
Confuse RayLevel: 29ghost
010010
A move that causes confusion.
Take DownLevel: 37normal
908520
A tackle that also hurts the user.
Hydro PumpLevel: 41water
1108010
A powerful watertype attack.
ThunderboltLevel: 49electric
9010015
An attack that may cause paralysis.

TM/HM Moves (20)

Moves that Chinchou can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Water Pulsewater
6010020TM03
An attack that may confuse the foe.
Toxicpoison
09010TM06
A poison move with increasing damage.
Hailice
010010TM07
Inflicts damage every turn.
Whirlpoolwater
408515TM08
Traps the foe for 2-5 turns.
Ice Beamice
9010010TM13
An attack that may freeze the foe.
Blizzardice
110705TM14
An attack that may freeze the foe.
Protectnormal
010010TM17
Foils attack that turn. It may fail.
Rain Dancewater
0905TM18
Boosts water-type moves for 5 turns.
Thunderboltelectric
9010015TM24
An attack that may cause paralysis.
Thunderelectric
1107010TM25
An attack that may cause paralysis.
Returnnormal
110020TM27
An attack that is based on loyalty.
Bubblebeamwater
6510020TM31
An attack that may lower SPEED.
Double Teamnormal
010015TM32
Heightens evasiveness.
Dazzlingleamfairy
8010010TM39
Dazzles with a powerful flash.
Facadenormal
7010020TM42
Double damage with PSN, BRN, or PRZ.
Restpsychic
010010TM44
Sleep for 2 turns to fully recover.
Flashnormal
010020TM50
Blinds the foe to reduce accuracy.
Surfwater
110020HM03
A strong watertype attack.
Divewater
9010010HM06
1st turn: Dive 2nd turn: Attack
Waterfallwater
9010015HM07
An aquatic charge attack.