Lanturn

Type HP Attack Defense Speed Special Attack Special Defense Total
125 58 58 67 76 76 460
#171 0' 4.7"
49.6 lbs.
Light Pokémon The light-emitting orbs on its back are very bright. They are formed from a part of its dorsal fin. This Pokémon illuminates the inky darkness of deep seas.
Ability capacity:
77
Egg group(s):
Water 2
EV Yield:
Hp: 2
Growth:
Medium Slow
Catch Rate:
75

Evolution

Chinchou
Level 27Lanturn

Wild Encounters

Type Map Chance Level

Trainers

Bard Bender
Magnezone Lv. 54
Abilities Moves
Magnet Pull
Analytic
Soundproof
Sturdy
Screech
Discharge
Lock-On
Magnet Rise
Ampharos Lv. 55
Abilities Moves
Static
Fluffy
Illuminate
Power Gem
Discharge
Cotton Guard
Signal Beam
Lanturn Lv. 54
Abilities Moves
Volt Absorb
Water Absorb
Anticipation
Electromorphosis
Aqua Ring
Flail
Take Down
Hydro Pump
Fisherman Kyler
Dewgong Lv. 30
Abilities Moves
Thick Fat
Ice Body
Hydration
Chilling Water
Rest
Aqua Ring
Aurora Beam
Lanturn Lv. 30
Abilities Moves
Volt Absorb
Electromorphosis
Illuminate
Confuse Ray
Spark
Charge
Discharge
Fisherman Lucio
Seadra Lv. 5
Abilities Moves
Poison Point
Sniper
Water Gun
Leer
Smokescreen
Twister
Octillery Lv. 5
Abilities Moves
Suction Cups
Hustle
Water Gun
Constrict
Psybeam
Aurora Beam
Lanturn Lv. 5
Abilities Moves
Volt Absorb
Illuminate
Water Gun
Supersonic
Electro Ball
Thunder Wave
Swimmer Jo & Lia
Toxapex Lv. 55
Abilities Moves
Merciless
Poison Point
Recover
Poison Jab
Venom Drench
Pin Missile
Dhelmise Lv. 55
Abilities Moves
Steelworker
Rock Head
Steely Spirit
Lightning Rod
Energy Ball
Slam
Heavy Slam
Phantom Force
Lanturn Lv. 56
Abilities Moves
Volt Absorb
Water Absorb
Anticipation
Electromorphosis
Aqua Ring
Flail
Take Down
Hydro Pump
Crustle Lv. 57
Abilities Moves
Sturdy
Purifying Salt
X-Scissor
Shell Smash
Flail
Rock Wrecker
Diver Stewart
Lanturn Lv. 48
Abilities Moves
Volt Absorb
Anticipation
Electromorphosis
Illuminate
Discharge
Aqua Ring
Flail
Take Down
Cloyster Lv. 50
Abilities Moves
Shell Armor
Rock Head
Overcoat
Aurora Beam
Spike Cannon
Spikes
Icicle Crash
Diver Harlan
Lanturn Lv. 50
Abilities Moves
Volt Absorb
Anticipation
Electromorphosis
Illuminate
Discharge
Aqua Ring
Flail
Take Down
Seadra Lv. 50
Abilities Moves
Poison Point
Serene Grace
Damp
Agility
Brine
Dragon Pulse
Laser Focus
Barbaracle Lv. 51
Abilities Moves
Tough Claws Hone Claws
Fury Cutter
Night Slash
Razor Shell

Battle Frontier

Lanturn @ Rindo Berry
Abilities Moves
Surf
Discharge
Thunder Wave
Aqua Ring
Lanturn @ Rindo Berry
Abilities Moves
Volt Absorb
Anticipation
Scald
Thunderbolt
Charge
Rain Dance

Move learnset

By leveling up

Level Move Type Cat. Pwr. Acc. PP
Evolve Stockpile 20
Evolve Spit Up 100 10
Evolve Swallow 10
1 Stockpile 20
1 Spit Up 100 10
1 Swallow 10
1 Eerie Impulse 100 15
1 Water Gun 40 100 25
1 Supersonic 55 20
1 Electro Ball 100 10
1 Thunder Wave 90 20
12 Bubble Beam 65 100 20
16 Confuse Ray 100 10
20 Spark 65 100 20
24 Charge 100 20
30 Discharge 80 100 15
36 Aqua Ring 20
42 Flail 100 15
48 Take Down 90 85 20
54 Hydro Pump 110 80 5
  • Bold indicates a move that gets STAB when used by Lanturn
  • Italic indicates a move that gets STAB only when used by an evolution of Lanturn

By TM

TM Move Type Cat. Pwr. Acc. PP
TM 007 Hail 10
TM 010 Hidden Power 60 100 15
TM 022 Thunderbolt 90 100 15
TM 027 Double Team 15
TM 034 Secret Power 70 100 20
TM 035 Rest 10
TM 036 Attract 100 15
TM 046 Scald 80 100 15
TM 076 Surf 90 100 15
TM 081 Dazzling Gleam 80 100 10
TM 083 Blubber Bump 80 100 10
TM 088 Polar Plunge 80 95 15
TM 089 Volt Overload 80 100 15
TM 092 Psybeam 65 100 20
TM 100 Ice Beam 90 100 10
TM 105 Water Pulse 60 100 20
TM 110 Giga Impact 150 90 5
TM 114 Thunder 110 70 10
  • Bold indicates a move that gets STAB when used by Lanturn
  • Italic indicates a move that gets STAB only when used by an evolution of Lanturn

By breeding

Parents Move Type Cat. Pwr. Acc. PP
Agility 30
Amnesia 20
Brine 65 100 10
Flail 100 15
Mist 30
Psybeam 65 100 20
Rising Voltage 70 100 20
Screech 85 40
Shock Wave 60 20
Soak 100 20
Supersonic 55 20
Water Pulse 60 100 20
Whirlpool 35 85 15
  • Bold indicates a move that gets STAB when used by Lanturn
  • Italic indicates a move that gets STAB only when used by an evolution of Lanturn

By tutoring

Move Type Cat. Pwr. Acc. PP
Agility 30
Amnesia 20
Aqua Ring 20
Blizzard 110 70 5
Bounce 85 85 5
Brine 65 100 10
Bubble 40 100 30
Bubble Beam 65 100 20
Captivate 100 20
Charge 100 20
Charge Beam 50 90 10
Charm 100 20
Confide 20
Confuse Ray 100 10
Curse 10
Discharge 80 100 15
Dive 80 100 10
Double-Edge 120 100 15
Electric Terrain 10
Electro Ball 100 10
Endure 10
Enthrall 100 20
Facade 70 100 20
Flail 100 15
Flash 100 20
Frustration 100 20
Heal Bell 5
Hydro Pump 110 80 5
Hydrofoil 50 100 20
Icy Wind 55 95 15
Ion Deluge 25
Mimic 10
Mist 30
Natural Gift 100 15
Negative Energy 80 100 20
Protect 10
Rain Dance 5
Return 100 20
Rising Voltage 70 100 20
Round 60 100 15
Screech 85 40
Shock Wave 60 20
Signal Beam 75 100 15
Sleep Talk 10
Snore 50 100 15
Soak 100 20
Spark 65 100 20
Substitute 10
Sucker Punch 70 100 5
Supersonic 55 20
Swagger 85 15
Take Down 90 85 20
Thunder Wave 90 20
Toxic 90 10
Volt Switch 70 100 20
Water Gun 40 100 25
Waterfall 90 100 15
Whirlpool 35 85 15
Wild Charge 90 100 15
Zap Cannon 120 50 5
Aqua Tail 90 90 10
Eerie Impulse 100 15
Hyper Beam 150 90 5
Spit Up 100 10
Spotlight 15
Stockpile 20
Swallow 10
Water Pledge 80 100 10
  • Bold indicates a move that gets STAB when used by Lanturn
  • Italic indicates a move that gets STAB only when used by an evolution of Lanturn

Ability Learnset

By leveling up

Level Ability Cost Description
1 Volt Absorb 15 Restores HP if hit by an Electric-type move instead of taking damage.
1 Illuminate 4 Raises the Pokémon's evasiveness.
18 Electromorphosis 12 The Pokémon becomes Charged up when it takes damage.
36 Anticipation 1 The Pokémon can sense an opposing Pokémon's dangerous moves.
54 Water Absorb 15 Restores HP if hit by a Water-type move instead of taking damage.
72 Lightning Rod 18 The Pokémon draws in and neutralises Electric-type moves, boosting its Sp. Atk.
90 Static 31 The Pokémon is charged with static electricity, so contact with it may cause paralysis.
100 Regenerator 54 Restores a little HP when withdrawn from battle.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By Disc

Disc Ability Cost Description
Disc 06 Keen Eye 5 Prevents other Pokémon from lowering this Pokémon's accuracy.
Disc 07 Illuminate 4 Raises the Pokémon's evasiveness.
Disc 34 Water Absorb 15 Restores HP if hit by a Water-type move instead of taking damage.
Disc 41 Swift Swim 60 Boosts the Pokémon's Speed stat in rain.
Disc 51 Cecity -19 This Pokémon's poor eyesight makes its moves more likely to miss.
Disc 52 Damp 2 Prevents the use of explosive moves, such as Self-Destruct, by dampening its surroundings.
Disc 54 Storm Drain 18 The Pokémon draws in and neutralises Water-type moves, boosting its Sp. Atk.
Disc 55 Regenerator 54 Restores a little HP when withdrawn from battle.
Disc 59 Stamina 33 Boosts the Defense stat when hit by an attack.
Disc 61 Unburden 33 Boosts the Speed stat if the Pokémon's held item is used or lost.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By tutoring

Ability Cost Description
Anticipation 1 The Pokémon can sense an opposing Pokémon's dangerous moves.
Cloud Nine 32 Eliminates the effects of weather.
Distillize 77 Normal-type moves become Water-type moves. Their power is boosted a little.
Electromorphosis 12 The Pokémon becomes Charged up when it takes damage.
Forewarn 1 When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.
Galvanize 77 Normal-type moves become Electric-type moves. Their power is boosted a little.
Heavy Water 7 Boosts the Pokémon's Defensive stats in Rain.
High Entropy 32 Boosts the Pokémon's Evasiveness under Gravity.
Hydration 23 Heals status conditions if it's raining.
Infiltrator 16 Passes through the opposing Pokémon's barrier, substitute, and the like and strikes.
Inner Focus 11 The Pokémon's intensely focused, and that protects the Pokémon from flinching.
Lightning Rod 18 The Pokémon draws in and neutralises Electric-type moves, boosting its Sp. Atk.
Menace 57 The Pokémon intimidates opposing Pokémon upon entry, lowering their Sp. Atk stat.
Merciless 69 The Pokémon's attacks become critical hits if the target is poisoned.
Motor Drive 17 Boosts its Speed stat if hit by an Electric-type move instead of taking damage.
Natural Cure 32 All status conditions heal when the Pokémon switches out.
Pressure 17 By putting pressure on the opposing Pokémon, it raises their PP usage.
Rain Dish 7 The Pokémon gradually regains HP in rain.
Short Circuit 42 The Pokémon generates Electric Terrain when it's hit by an attack.
Static 31 The Pokémon is charged with static electricity, so contact with it may cause paralysis.
Surge Surfer 65 Doubles the Pokémon's Speed stat on Electric Terrain.
Technician 68 Powers up the Pokémon's weaker moves.
Torrent 14 Powers up Water-type moves when the Pokémon's HP is low.
Transistor 16 Powers up Electric-type moves.
Vital Spirit 10 The Pokémon is full of vitality, and that prevents it from falling asleep.
Volt Absorb 15 Restores HP if hit by an Electric-type move instead of taking damage.
Water Veil 17 The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn.
Wonder Skin 11 Makes status moves more likely to miss.
Propeller Tail 11 Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves.
Pure Power 178 Using its pure power, the Pokémon doubles its Sp. Attack stat.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled