
- Abilities
- Volt AbsorbRestores HP if hit by an Electric-type move.IlluminateWhen the opponent attacks this Pokémon, their accuracy is reduced by 20%.
- Hidden ability
- Water AbsorbRestores HP if hit by a Water-type move.
- Capture
- Gender
- 50.0% female
- Egg groups
- Water 2
- Growth
- Slow
- EV yield
- 2 HP
- Wild held item
- Deep Sea Scale
| HP | 125 | |
|---|---|---|
| Attack | 58 | |
| Defense | 70 (official 58) | |
| Sp. Atk | 86 (official 76) | |
| Sp. Def | 86 (official 76) | |
| Speed | 67 | |
| Total | 492 | Official games: 460, +32 in this hack. All base stat changes |
Where to find it
Chance per encounter, under the conditions shown.
Times and conditions
- Morning: 4:00–9:59
- Day: 10:00–19:59
- Night: 20:00–3:59
| Location | Method / conditions | Level | Chance |
|---|---|---|---|
| Pallet Town | 40 | 10% | |
| Vermilion City | 40 | 10% | |
| Route 20 | 40 | 10% | |
| Cinnabar Island | 40 | 10% | |
| Route 26 | 40 | 10% | |
| Route 27 | 40 | 10% | |
| New Bark Town | 40 | 10% | |
| Olivine City | 40 | 40% | |
| Route 40 | 40 | 5% | |
| Route 41 | 40 | 10% | |
| Cianwood City | 40 | 5% | |
| Route 47 | 40 | 10% |
Evolution
Evolves from Chinchou at Lv 27.
Level-up moves
“On evolution” moves are learned when this Pokémon evolves. Open a move for its full effects and any special behavior in this hack.
| Level | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| On evolution | Stockpile | Normal | Status | — | — | 20 | The user charges up power, raising its Defense and Sp. Def. It can be used up to 3 times. |
| On evolution | Swallow | Normal | Status | — | — | 10 | Heals HP with stored power. The more it has stored, the more HP it restores. |
| On evolution | Spit Up | Normal | Special | var. | 100 | 10 | Attacks with stored power. The more it has stored, the greater the power. |
| 1 | Stockpile | Normal | Status | — | — | 20 | The user charges up power, raising its Defense and Sp. Def. It can be used up to 3 times. |
| 1 | Swallow | Normal | Status | — | — | 10 | Heals HP with stored power. The more it has stored, the more HP it restores. |
| 1 | Spit Up | Normal | Special | var. | 100 | 10 | Attacks with stored power. The more it has stored, the greater the power. |
| 1 | Eerie Impulse | Electric | Status | — | 100 | 15 | Emits strange electrical waves that greatly lower the target’s Special Attack. |
| 1 | Water Gun | Water | Special | 40 | 100 | 25 | Blasts the target with water. Does not burn the target. |
| 1 | Supersonic | Normal | Status | — | 55 | 20 | The user generates odd sound waves from its body. It may confuse the target. |
| 1 | Electro Ball | Electric | Special | var. | 100 | 10 | The user hurls an electric orb. The faster the user is than the foe, the stronger it is. |
| 1 | Thunder Wave | Electric | Status | — | 90 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| 12 | Bubble Beam | Water | Special | 65 | 100 | 20 | A spray of bubbles is forcefully ejected at the foe. 10% chance to lower its Speed by 1 stage. |
| 16 | Confuse Ray | Ghost | Status | — | 100 | 10 | The foe is exposed to a sinister ray that triggers confusion. |
| 20 | Spark | Electric | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the foe. It has a 30% chance to paralyze the target. |
| 24 | Charge | Electric | Status | — | — | 20 | The user boosts the power of the Electric move it uses next. It also raises the user’s Sp. Def stat. |
| 30 | Discharge | Electric | Special | 80 | 100 | 15 | A flare of electricity strikes all Pokémon in battle. It has a 30% chance to paralyze the foe. |
| 36 | Aqua Ring | Water | Status | — | — | 20 | The user envelops itself in a veil made of water. It regains some HP on every turn. |
| 42 | Flail | Normal | Physical | var. | 100 | 15 | The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
| 48 | Take Down | Normal | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. |
| 54 | Hydro Pump | Water | Special | 110 | 90 | 10 | Blasts the target with a huge volume of water. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| TM03 | Water Pulse | Water | Special | 60 | 100 | 20 | The user attacks with a pulsing blast of water. It has a 20% chance to confuse the foe. |
| TM07 | Hail | Ice | Status | — | — | 10 | The user summons a hailstorm lasting 5 turns. It damages all Pokémon except Ice types. |
| TM10 | Hidden Power | Normal | Special | 60 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM13 | Ice Beam | Ice | Special | 90 | 100 | 10 | The foe is struck with an icy-cold beam of energy. It has a 10% chance to freeze the target. |
| TM14 | Blizzard | Ice | Special | 110 | 70 | 5 | A howling blizzard is summoned to strike the foe. It has a 10% chance to freeze the target. |
| TM15 | Hyper Beam | Normal | Special | 150 | 90 | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| TM17 | Protect | Normal | Status | — | — | 10 | It enables the user to evade all attacks for 1 turn. Its chance of failing rises if used in succession. |
| TM18 | Rain Dance | Water | Status | — | — | 5 | The user summons a heavy rain for 5 turns. Water-type moves become 1.5 times stronger. |
| TM24 | Thunderbolt | Electric | Special | 90 | 100 | 15 | A strong electric blast is loosed at the foe. It has a 10% chance to paralyze the target. |
| TM25 | Thunder | Electric | Special | 110 | 70 | 10 | A wicked thunderbolt strikes the foe. It is more accurate in rain. 30% chance to paralyze the target. |
| TM27 | Return | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM32 | Double Team | Normal | Status | — | — | 15 | By moving rapidly, the user makes illusory copies of itself. Raises its evasiveness by 1 stage. |
| TM34 | Shock Wave | Electric | Special | 60 | — | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| TM42 | Facade | Normal | Physical | 70 | 100 | 20 | An attack whose power is 2 times higher if the user is poisoned, burned, or paralyzed. |
| TM44 | Rest | Psychic | Status | — | — | 5 | The user goes to sleep for 2 turns. It fully restores the user’s HP and heals any status problem. |
| TM45 | Attract | Normal | Status | — | 100 | 15 | The user charms a foe of the opposite gender. The foe has a 50% chance of being unable to act. |
| TM55 | Brine | Water | Special | 65 | 100 | 10 | If the foe’s HP is below half, this attack hits with double the power. |
| TM57 | Charge Beam | Electric | Special | 50 | 90 | 10 | The user fires a bundle of electricity. 70% chance to raise the user’s Sp. Atk by 1 stage. |
| TM58 | Endure | Normal | Status | — | — | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| TM68 | Giga Impact | Normal | Physical | 150 | 90 | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. |
| TM70 | Flash | Normal | Status | — | 100 | 20 | The user flashes a light that lowers the foe’s accuracy by 1 stage. It can also light up caves. |
| TM73 | Thunder Wave | Electric | Status | — | 90 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM82 | Sleep Talk | Normal | Status | — | — | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM87 | Swagger | Normal | Status | — | 85 | 15 | The user enrages the foe into confusion. However, it also raises the foe’s Attack by 2 stages. |
| TM90 | Substitute | Normal | Status | — | — | 10 | The user makes a copy of itself using 1/4 of its HP. The copy serves as the user’s decoy. |
| TM101 | Scald | Water | Special | 80 | 100 | 15 | Scalds the target with boiling water. May burn the target. |
| TM111 | Eerie Impulse | Electric | Status | — | 100 | 15 | Emits strange electrical waves that greatly lower the target’s Special Attack. |
| HM03 | Surf | Water | Special | 90 | 100 | 15 | A giant wave swamps the whole battlefield. Double damage on a foe using Dive. Also used to cross water. |
| HM05 | Whirlpool | Water | Special | 40 | 90 | 10 | Traps the target in a whirlpool, damaging it for 2–5 turns. |
| HM07 | Waterfall | Water | Physical | 80 | 100 | 15 | The user charges at the foe with great force. 20% chance to make it flinch. Also climbs waterfalls. |
Move tutors
| Move | Type | Category | Power | Accuracy | PP | Effect and notes | Tutor location, cost and requirements |
|---|---|---|---|---|---|---|---|
| Aqua Tail | Water | Physical | 95 | 100 | 10 | Attacks with a powerful tail swipe. Has a 10% chance to lower the target’s Defense by one stage. | Cerulean Gym · Cost: Free taught by Daisy at the Cerulean Gym |
| Dazzling Gleam | Fairy | Special | 80 | 100 | 10 | The user fires a powerful flash of light at the foe to deal damage. | Route 15 · Cost: Moon Ball ×1 Route 15 |
| Heal Bell | Normal | Status | — | — | 5 | The user makes a soothing bell chime to heal the status problems of all the party Pokémon. | Cianwood Gym · Cost: Free Requirements: Cianwood Gym: the winch and Chuck's Fighting-type Double Battle (the Storm Badge) Cianwood Gym |
| Icy Wind | Ice | Special | 55 | 95 | 15 | The user attacks with a gust of chilled air. Lowers the target’s Speed by 1 stage. | Route 20 · Cost: Aspear Berry ×1 Route 20 |
| Octazooka | Water | Special | 95 | 100 | 10 | Sprays ink at the target. Has a 50% chance to lower the target’s accuracy. | Route 14 · Cost: Dive Ball ×1 Route 14 |
| Volt Switch | Electric | Special | 70 | 100 | 20 | After attacking, the user rushes back to switch places with a party Pokémon in waiting. | Saffron Fighting Dojo · Cost: ₽10000 Requirements: Saffron City: the Hunyuan Dojo (beat the disciples → Hitmonlee or Hitmonchan) the Hunyuan martial-arts hall, Saffron City |
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