#171 Lanturn
General Location Attacks Stats Egg Moves
Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex

Picture Name Other Names No. Gender Ratio Type
Lanturn
Japan: Rantern
ランターン
French: Lanturn
German: Lanturn
Korean: 랜턴
National: #171
Central Kalos: #---
Coastal Kalos: #148
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Light Pokémon 3'11"
1.2m
49.6lbs
22.5kg
755,120
Abilities: Volt Absorb - Illuminate - Water Absorb (Hidden Ability)
Volt Absorb: The Pokémon heals up to 1/4 of it’s maximum Hit Points when hit with Electric-type moves.
Illuminate: Raises the likelihood of meeting wild Pokémon.
Hidden Ability (Available through transfer):
Water Absorb: The Pokémon heals up to 1/4 of it’s maximum Hit Points when hit with Water-type moves.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
70 2 HP Point(s)
Not Eligible/Known
Damage Taken
*1 *0.5 *0.5 *1 *2 *0.5 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.25 *1
Wild Hold Item Egg Groups
 
DeepSeaScale
- 5%
Water 2
Evolutionary Chain
Locations - In-Depth Details
X Shalour City, Azure Bay - FishDetails
Y Shalour City, Azure Bay - FishDetails
Trainer Locations  Details
Flavor Text
X Lanturn's light can shine up from great depths. It is nicknamed "The Deep-Sea Star."
Y It blinds prey with an intense burst of light. With the prey incapacitated, the Pokémon swallows it in a single gulp.

X / Y Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Eerie Impulse -- 100 15 --
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
Water Gun 40 100 25 --
The target is blasted with a forceful shot of water.
Supersonic -- 55 20 --
The user generates odd sound waves from its body. It may confuse the target.
Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
6 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
9 Flail ?? 100 15 --
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
12 Bubble 40 100 30 10
A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats.
17 Confuse Ray -- 100 10 --
The target is exposed to a sinister ray that triggers confusion.
20 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
23 Take Down 90 85 20 --
A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
27 Stockpile -- -- 20 --
The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.
27 Swallow -- -- 10 --
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
27 Spit Up ?? 100 10 --
The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage.
30 Electro Ball ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.
35 Bubble Beam 65 100 20 10
A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats.
40 Signal Beam 75 100 15 10
The user attacks with a sinister beam of light. It may also confuse the target.
47 Discharge 80 100 15 30
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
52 Aqua Ring -- -- 20 --
The user envelops itself in a veil made of water. It regains some HP on every turn.
57 Hydro Pump 110 80 5 --
The target is blasted by a huge volume of water launched under great pressure.
60 Ion Deluge -- -- 25 --
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
64 Charge -- -- 20 --
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM07 Hail -- -- 10 --
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.
TM10 Hidden Power 60 100 15 --
A unique attack that varies in type depending on the Pokémon using it.
TM13 Ice Beam 90 100 10 10
The target is struck with an icy-cold beam of energy. It may also freeze the target solid.
TM14 Blizzard 110 70 5 10
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.
TM15 Hyper Beam 150 90 5 --
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM17 Protect -- -- 10 --
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 90 100 15 10
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
TM25 Thunder 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
TM27 Return ?? 100 20 --
A full-power attack that grows more powerful the more the user likes its Trainer.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM42 Facade 70 100 20 --
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract -- 100 15 --
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM55 Scald 80 100 15 30
The user shoots boiling hot water at its target. It may also leave the target with a burn.
TM57 Charge Beam 50 90 10 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user must rest on the next turn.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM72 Volt Switch 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM73 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM93 Wild Charge 90 100 15 --
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
TM99 Dazzling Gleam 80 100 10 --
The user damages opposing Pokémon by emitting a powerful flash.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
HM03 Surf 90 100 15 --
It swamps the area around the user with a giant wave. It can also be used for crossing water.
HM05 Waterfall 80 100 15 20
The user charges at the target and may make it flinch. It can also be used to climb a waterfall.
Egg Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %  
Agility -- -- 30 -- Details
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
Amnesia -- -- 20 -- Details
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
Brine 65 100 10 -- Details
If the target's HP is down to about half, this attack will hit with double the power.
Flail ?? 100 15 -- Details
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
Mist -- -- 30 -- Details
The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.
Psybeam 65 100 20 10 Details
The target is attacked with a peculiar ray. It may also cause confusion.
Screech -- 85 40 -- Details
An earsplitting screech harshly reduces the target's Defense stat.
Shock Wave 60 -- 20 -- Details
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Soak -- 100 20 -- Details
The user shoots a torrent of water at the target and changes the target's type to Water.
Water Pulse 60 100 20 20 Details
The user attacks the target with a pulsing blast of water. It may also confuse the target.
Whirlpool 35 85 15 100 Details
Traps foes in a violent swirling whirlpool for four to five turns.

Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Dive 80 100 10 -- Gen V HM06
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.
Aqua Tail 90 90 10 -- Move Tutor - B2W2
The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
Bounce 85 85 5 30 Move Tutor - B2W2
The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.
Heal Bell -- -- 5 -- Move Tutor - B2W2
The user makes a soothing bell chime to heal the status problems of all the party Pokémon.
Icy Wind 55 95 15 100 Move Tutor - B2W2
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat.
Snore 50 100 15 30 Move Tutor - B2W2
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Secret Power 70 100 20 30 Gen IV TM43
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Captivate -- 100 20 -- Gen IV TM78
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Sucker Punch 80 100 5 -- Move Tutor - PtHGSS
This move enables the user to attack first. It fails if the target is not readying an attack, however.
Double-edge 120 100 15 -- Move Tutor - FRLG
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
Mimic -- -- 10 -- Move Tutor - FRLG
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Endure -- -- 10 -- Move Tutor - Emerald
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 460 125 58 58 76 76 67
Max Stats
Hindering Nature
Lv. 50 185 - 232 56 - 99 56 - 99 72 - 115 72 - 115 64 - 107
Lv. 100 360 - 454 108 - 193 108 - 193 141 - 225 141 - 225 125 - 209
Max Stats
Neutral Nature
Lv. 50 185 - 232 63 - 110 63 - 110 81 - 128 81 - 128 72 - 119
Lv. 100 360 - 454 121 - 215 121 - 215 157 - 251 157 - 251 139 - 233
Max Stats
Beneficial Nature
Lv. 50 185 - 232 69 - 121 69 - 121 89 - 140 89 - 140 79 - 130
Lv. 100 360 - 454 133 - 236 133 - 236 172 - 276 172 - 276 152 - 256

<--- #170
Chinchou
#172
Pichu
--->

 
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