Essentials
Abilities
- Volt Absorb
Absorbs Electric moves, healing for 1/4 max HP.
- Illuminate
Doubles the wild encounter rate.
Hidden Ability
- Water Absorb
Absorbs Water moves, healing for 1/4 max HP.
Damage Taken
Pokédex Numbers
- Introduced in
- National
- 171
- Original Johto
- 175
- Original Hoenn
- 182
- Updated Johto
- 177
- Coastal Kalos
- 148
- New Hoenn
- 191
- Original Alola
- 202
- Original Akala
- 129
- Updated Alola
- 258
- Updated Akala
- 159
Names
- Japanese
- ランターン (rantaan)
- ランターン
- Official roomaji
- Lantern
- Korean
- 랜턴
- Chinese
- 電燈怪
- 电灯怪
- French
- Lanturn
- German
- Lanturn
- Spanish
- Lanturn
- Italian
- Lanturn
Breeding
Compatibility
Training
Wild held items
5% | Yellow Shard | |
nothing | ||
5% | Deep Sea Scale | |
5% | Deep Sea Scale | |
5% | Deep Sea Scale | |
nothing | ||
5% | Deep Sea Scale |
Evolution
Baby | Basic | Stage 1 | Stage 2 |
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Chinchou | Lanturn Level up, starting at level 27 |
Stats
Pctile | Min IVs | Max IVs | ||
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HP | 97.5 | 423 | 454 | |
Attack | 27.0 | 184 | 215 | |
Defense | 31.8 | 184 | 215 | |
Special Attack | 60.2 | 220 | 251 | |
Special Defense | 60.1 | 220 | 251 | |
Speed | 50.7 | 202 | 233 | |
Total | 52.0 |
Pokéathlon Performance
Minimum; Base; Maximum
- Speed
- Power
- Skill
- Stamina
- Jump
- Total
- 7/15/17
Flavor
Flavor Text
-
Lanturn’s light can shine up from great depths. It is nicknamed “The Deep-Sea Star.”
-
Lanturn’s light can shine up from great depths. It is nicknamed “The Deep-Sea Star.”
It blinds prey with an intense burst of light. With the prey incapacitated, the Pokémon swallows it in a single gulp.
Lanturn is nicknamed “the deep-sea star” for its illuminated antenna. This Pokémon produces light by causing a chemical reaction between bacteria and its bodily fluids inside the antenna.
Lanturn is known to emit light. If you peer down into the dark sea from a ship at night, you can sometimes see this Pokémon’s light rising from the depths where it swims. It gives the sea an appearance of a starlit night.
-
Should you peer into the ocean at night and see a light shining like the stars, that is Lanturn.
This Pokémon flashes a bright light that blinds its prey. This creates an opening for it to deliver an electrical attack.
When the bacteria living inside its antennae absorb Lanturn’s bodily fluids, a strong luminescent effect is produced.
It lives far down in the depths of the ocean. It blinds its prey with light, using the moment they’re dazzled to swallow them whole.
Sprites
Height
3'11.2"
1.2 m
Weight
49.6 lb
22.5 kg
Locations
- Gold
- Silver
- Crystal
- Diamond
- Pearl
- HeartGold
- SoulSilver
- Black
- White
- Black 2
- White 2
- X
- Y
Pal Park
- Area
- Sea
- Score
- 70
- Rate
- 20
Moves
Water and Electric moves get STAB, and have their type highlighted in green.
Special moves better suit Lanturn's higher Special Attack, and have their class highlighted in green.
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||
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Level up: Learned when a Pokémon reaches a certain level. | ||||||||||||||||
— | — | Eerie Impulse | 15 | — | 100% | Lowers the target's Special Attack by two stages. |
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— | Water Gun | 25 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | — | — | — | — | — | Bubble | 30 | 40 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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0 | 0 | Stockpile | 20 | — | — | Stores energy up to three times for use with Spit Up and Swallow. |
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0 | 0 | Spit Up | 10 | * | 100% | Power is 100 times the amount of energy Stockpiled. |
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0 | 0 | Swallow | 10 | — | — | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. |
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— | — | Stockpile | 20 | — | — | Stores energy up to three times for use with Spit Up and Swallow. |
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— | — | Swallow | 10 | — | — | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. |
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— | — | Spit Up | 10 | * | 100% | Power is 100 times the amount of energy Stockpiled. |
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— | — | Eerie Impulse | 15 | — | 100% | Lowers the target's Special Attack by two stages. |
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— | Spotlight | 15 | — | — | 3 | Forces the target's opponents to aim at the target for the rest of the turn. |
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— | — | Bubble | 30 | 40 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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— | Supersonic | 20 | — | 55% | Confuses the target. |
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— | — | — | — | — | — | — | — | — | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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— | — | — | — | — | — | Supersonic | 20 | — | 55% | Confuses the target. |
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— | — | — | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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9 | 9 | 9 | 9 | Flail | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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12 | Bubble | 30 | 40 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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9 | 9 | 9 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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12 | 12 | 12 | 12 | 12 | 12 | Water Gun | 25 | 40 | 100% | Inflicts regular damage with no additional effect. |
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17 | 17 | 17 | 17 | 17 | 17 | 17 | Confuse Ray | 10 | — | 100% | Confuses the target. |
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20 | 20 | 20 | Bubble Beam | 20 | 65 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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— | — | Supersonic | 20 | — | 55% | Confuses the target. |
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20 | 20 | 20 | 20 | 23 | 23 | 23 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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23 | 23 | 23 | 23 | Take Down | 20 | 90 | 85% | User receives 1/4 the damage it inflicts in recoil. |
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27 | 27 | 27 | 27 | 27 | Stockpile | 20 | — | — | Stores energy up to three times for use with Spit Up and Swallow. |
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27 | 27 | 27 | 27 | 27 | Swallow | 10 | — | — | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. |
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27 | 27 | 27 | 27 | 27 | Spit Up | 10 | * | 100% | Power is 100 times the amount of energy Stockpiled. |
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30 | 30 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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30 | 30 | 35 | 35 | Bubble Beam | 20 | 65 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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35 | 35 | 40 | 40 | 29 | 29 | 29 | Signal Beam | 15 | 75 | 100% | Has a 10% chance to confuse the target. |
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5 | 5 | Supersonic | 20 | — | 55% | Confuses the target. |
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13 | 13 | 33 | 33 | 33 | Flail | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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40 | 40 | 47 | 47 | 37 | 37 | 37 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
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17 | 17 | Water Gun | 25 | 40 | 100% | Inflicts regular damage with no additional effect. |
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25 | 25 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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33 | 32 | Confuse Ray | 10 | — | 100% | Confuses the target. |
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45 | 43 | 43 | 43 | 43 | Take Down | 20 | 90 | 85% | User receives 1/4 the damage it inflicts in recoil. |
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47 | 47 | 52 | 52 | 47 | 47 | 47 | Aqua Ring | 20 | — | — | Restores 1/16 of the user's max HP each turn. |
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53 | 50 | 52 | 52 | 57 | 57 | 51 | 51 | 51 | Hydro Pump | 5 | 110 | 80% | Inflicts regular damage with no additional effect. |
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60 | 54 | 54 | 54 | Ion Deluge | 25 | — | — | 1 | Changes all Normal moves to Electric moves for the rest of the turn. |
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61 | 57 | 57 | 64 | 64 | 58 | 58 | 58 | Charge | 20 | — | — | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||
Egg: Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||||||||||
Egg, learned by Chinchou but not Lanturn | ||||||||||||||||
Agility | 30 | — | — | Raises the user's Speed by two stages. |
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Amnesia | 20 | — | — | Raises the user's Special Defense by two stages. |
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Brine | 10 | 65 | 100% | Has double power against Pokémon that have less than half their max HP remaining. |
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Flail | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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Mist | 30 | — | — | Protects the user's stats from being changed by enemy moves. |
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Psybeam | 20 | 65 | 100% | Has a 10% chance to confuse the target. |
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Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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Shock Wave | 20 | 60 | — | Never misses. |
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Soak | 20 | — | 100% | Changes the target's type to Water. |
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Supersonic | 20 | — | 55% | Confuses the target. |
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Water Pulse | 20 | 60 | 100% | Has a 20% chance to confuse the target. |
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Whirlpool | 15 | 35 | 85% | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||
Tutor: Can be taught at any time by an NPC. | ||||||||||||||||
Aqua Tail | 10 | 90 | 90% | Inflicts regular damage with no additional effect. |
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Bounce | 5 | 85 | 85% | User bounces high into the air, dodging all attacks, and hits next turn. |
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Dive | 10 | 80 | 100% | User dives underwater, dodging all attacks, and hits next turn. |
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Double-Edge | 15 | 120 | 100% | User receives 1/3 the damage inflicted in recoil. |
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Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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Heal Bell | 5 | — | — | Cures the entire party of major status effects. |
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Ice Beam | 10 | 90 | 100% | Has a 10% chance to freeze the target. |
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Icy Wind | 15 | 55 | 95% | Has a 100% chance to lower the target's Speed by one stage. |
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Mimic | 10 | — | — | Copies the target's last used move. |
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Shock Wave | 20 | 60 | — | Never misses. |
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Signal Beam | 15 | 75 | 100% | Has a 10% chance to confuse the target. |
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Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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Sucker Punch | 5 | 70 | 100% | 1 | Only works if the target is about to use a damaging move. |
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Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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Water Pulse | 20 | 60 | 100% | Has a 20% chance to confuse the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||
Machine: Can be taught at any time by using a TM or HM. | ||||||||||||||||
03 | 03 | 03 | Water Pulse | 20 | 60 | 100% | Has a 20% chance to confuse the target. |
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03 | Curse | 10 | — | — | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
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06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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07 | 07 | 07 | 07 | 07 | 07 | 07 | 07 | Hail | 10 | — | — | Changes the weather to a hailstorm for five turns. |
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07 | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | Ice Beam | 10 | 90 | 100% | Has a 10% chance to freeze the target. |
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14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | Blizzard | 5 | 110 | 70% | Has a 10% chance to freeze the target. |
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13 | Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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20 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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21 | 21 | 21 | 21 | 21 | 21 | 21 | 21 | 21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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27 | 27 | 27 | 27 | 27 | 27 | 27 | 27 | 27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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34 | 34 | 34 | Shock Wave | 20 | 60 | — | Never misses. |
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42 | 42 | 42 | 42 | 42 | 42 | 42 | 42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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43 | 43 | 43 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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34 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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35 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | Attract | 15 | — | 100% | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
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55 | 55 | Brine | 10 | 65 | 100% | Has double power against Pokémon that have less than half their max HP remaining. |
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48 | 48 | 48 | 48 | 48 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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55 | 55 | 55 | 55 | 55 | Scald | 15 | 80 | 100% | Has a 30% chance to burn the target. |
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57 | 57 | 57 | 57 | 57 | 57 | 57 | Charge Beam | 10 | 50 | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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58 | 58 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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68 | 68 | 68 | 68 | 68 | 68 | 68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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70 | 70 | 70 | 70 | 70 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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72 | 72 | 72 | 72 | 72 | Volt Switch | 20 | 70 | 100% | User must switch out after attacking. |
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73 | 73 | 73 | 73 | 73 | 73 | 73 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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78 | 78 | Captivate | 20 | — | 100% | Lowers the target's Special Attack by two stages if it's the opposite gender. |
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82 | 82 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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83 | 83 | Natural Gift | 15 | * | 100% | Power and type depend on the held berry. |
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87 | 87 | 87 | 87 | 87 | 87 | 87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | 88 | 88 | 88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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90 | 90 | 90 | 90 | 90 | 90 | 90 | Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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93 | 93 | 93 | 93 | 93 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
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H3 | H3 | H3 | H3 | H3 | 94 | 94 | Surf | 15 | 90 | 100% | Inflicts regular damage and can hit Dive users. |
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H5 | H5 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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H7 | H7 | H5 | 98 | 98 | Waterfall | 15 | 80 | 100% | Has a 20% chance to make the target flinch. |
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H6 | H5 | Whirlpool | 15 | 35 | 85% | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
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94 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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99 | 99 | 99 | 99 | Dazzling Gleam | 10 | 80 | 100% | Inflicts regular damage with no additional effect. |
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100 | 100 | 100 | 100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |
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H3 | H3 | Surf | 15 | 90 | 100% | Inflicts regular damage and can hit Dive users. |
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H7 | H7 | H5 | H5 | Waterfall | 15 | 80 | 100% | Has a 20% chance to make the target flinch. |
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H8 | H6 | H7 | Dive | 10 | 80 | 100% | User dives underwater, dodging all attacks, and hits next turn. |