Pokémon: Tabletop Version

Chinchou Family

Chinchou

Chinchou schools are breathtaking sights that draw tourists, but produce enough electromagnetic interference to disrupt undersea communication cables. Their feet developed to walk on the ocean floor and are clumsy on land.

Type:
Water / Electric
Height: 
1′8″
Weight: 
26.5 lbs.
Egg Group: 
Fish
Catch DC: 
4
Starting Abilities
Volt Absorb
Illuminate
Level 5 Abilities
Battery
Plus
Water Absorb
HP45
ATK3Athletics-2
DEF3Endurance-2
SATK5Focus0
SDEF5Stealth0
SPE6Acrobatics1

Moves

LevelLearns
1Bubble, Supersonic, Electro Ball, Flash
2Confuse Ray
3Bubble Beam, Life Dew
4Spark
5Thunder Wave, Charge
6Aqua Ring
7Double Shock
8Dive, Haze
9Flail
10Energy Ball
11Signal Beam
12Hydro Pump
13Eerie Impulse
14Splishy Splash
15Rising Voltage

Tutor Moves

Lanturn

Trained Lanturn escort deepsea divers to provide light and advance warning; they sense movement via electric fields further than light can reach. Other Water-Types know Lanturn’s friendly appearance hides a super-effective viciousness.

Type:
Water / Electric
Height: 
3′11″
Weight: 
49.6 lbs.
Egg Group: 
Fish
Catch DC: 
16
Evolves from: 
Chinchou (Level 5)
Starting Abilities
Volt Absorb
Illuminate
Level 5 Abilities
Rain Dish
Plus
Water Absorb
HP70
ATK5Athletics0
DEF5Endurance0
SATK7Focus2
SDEF7Stealth2
SPE6Acrobatics1

Moves

LevelLearns
FormStockpile, Swallow, Spit Up
1Bubble, Supersonic, Electro Ball, Flash
2Confuse Ray
3Bubble Beam, Life Dew
4Spark
5
6Thunder Wave, Ion Deluge
7Aqua Ring
8Discharge
9Dive, Yawn
10Flail
11Take Down
12Signal Beam
13Hydro Pump
14Eerie Impulse
15Aqua Tail
16Rising Voltage

Tutor Moves