Serebii.net Header
 #171 Lanturn
General Location Attacks Stats Egg Moves Battle
This database deals with Contests ONLY, for the battle version, Click here
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 its maximum Hit Points when hit with Electric-type moves.
Illuminate: Raises the likelihood of meeting wild Pokémon.
Hidden Ability (Available):
Water Absorb: The Pokémon heals up to 1/4 of its 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
Wild Hold Item Egg Groups
 
Deep Sea Scale
- 5%
Water 2
Evolutionary Chain
Locations - In-Depth Details
X Shalour City, Azure Bay - FishDetails
Y Shalour City, Azure Bay - FishDetails
Omega Ruby Route 107, Route 124, Route 126, Route 128, Route 129, Route 130Details
Alpha Sapphire Route 107, Route 124, Route 126, Route 128, Route 129, Route 130Details
Trainer Locations  Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Eerie Impulse
Badly startles the last Pokémon to act before the user.
Water Gun  
Quite an appealing move.
Supersonic  
Makes audience expect little of other contestants.
Thunder Wave
Startles all of the Pokémon to act before the user.
6 Thunder Wave
Startles all of the Pokémon to act before the user.
9 Flail  
Works better the later it is used in a turn.
12 Bubble  
Quite an appealing move.
17 Confuse Ray  
Badly startles Pokémon that the audience has high expectations of.
20 Spark  
Quite an appealing move.
23 Take Down  
A very appealing move, but after using this move, the user is more easily startled.
27 Stockpile  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
27 Swallow  
Prevents the user from being startled one time this turn.
27 Spit Up  
Works well if the user is pumped up.
30 Electro Ball  
Excites the audience a lot if used first.
35 Bubble Beam
Badly startles the last Pokémon to act before the user.
40 Signal Beam  
Makes audience expect little of other contestants.
47 Discharge
Badly startles the last Pokémon to act before the user.
52 Aqua Ring  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
57 Hydro Pump  
Works better the more the crowd is excited.
60 Ion Deluge  
Temporarily stops the crowd from growing excited.
64 Charge  
Gets the Pokémon pumped up. Helps prevent nervousness, too.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Eerie Impulse
Badly startles the last Pokémon to act before the user.
Bubble  
Quite an appealing move.
Supersonic  
Makes audience expect little of other contestants.
Thunder Wave
Startles all of the Pokémon to act before the user.
Electro Ball  
Excites the audience a lot if used first.
6 Thunder Wave
Startles all of the Pokémon to act before the user.
9 Electro Ball  
Excites the audience a lot if used first.
12 Water Gun  
Quite an appealing move.
17 Confuse Ray  
Badly startles Pokémon that the audience has high expectations of.
20 Bubble Beam
Badly startles the last Pokémon to act before the user.
23 Spark  
Quite an appealing move.
27 Stockpile  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
27 Swallow  
Prevents the user from being startled one time this turn.
27 Spit Up  
Works well if the user is pumped up.
29 Signal Beam  
Makes audience expect little of other contestants.
33 Flail  
Works better the later it is used in a turn.
37 Discharge
Badly startles the last Pokémon to act before the user.
43 Take Down  
A very appealing move, but after using this move, the user is more easily startled.
47 Aqua Ring  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
51 Hydro Pump  
Works better the more the crowd is excited.
54 Ion Deluge  
Temporarily stops the crowd from growing excited.
58 Charge  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM07 Hail
Badly startles all Pokémon that successfully showed their appeal.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM13 Ice Beam
Badly startles the last Pokémon to act before the user.
TM14 Blizzard
Badly startles the last Pokémon to act before the user.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM27 Return  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM55 Scald  
Makes the remaining Pokémon nervous.
TM57 Charge Beam  
Works well if the user is pumped up.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM72 Volt Switch  
Makes the audience quickly grow bored when an appeal move has little effect.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM93 Wild Charge  
A very appealing move, but after using this move, the user is more easily startled.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM03 Surf
Startles all of the Pokémon to act before the user.
HM05 Waterfall  
Quite an appealing move.
HM07 (ΩRαS) Dive  
Prevents the user from being startled one time this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Agility   Details
Causes the user to move earlier on the next turn.
Amnesia   Details
Prevents the user from being startled until the turn ends.
Brine   Details
Affected by how well the previous Pokémon's move went.
Flail   Details
Works better the later it is used in a turn.
Mist   Details
Prevents the user from being startled until the turn ends.
Psybeam   Details
Makes audience expect little of other contestants.
Screech   Details
Makes audience expect little of other contestants.
Shock Wave   Details
Works great if the user goes first this turn.
Soak Details
Badly startles Pokémon that the audience has high expectations of.
Water Pulse   Details
Makes audience expect little of other contestants.
Whirlpool   Details
Temporarily stops the crowd from growing excited.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Aqua Tail  
Quite an appealing move.
Bounce  
Prevents the user from being startled until the turn ends.
Heal Bell  
Prevents the user from being startled until the turn ends.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Water Pulse  
Makes audience expect little of other contestants.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Dive   Gen V HM06
Prevents the user from being startled one time this turn.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Dive   Move Tutor - PtHGSS
Prevents the user from being startled one time this turn.
Sucker Punch   Move Tutor - PtHGSS
Excites the audience a lot if used first.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.


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
--->

 
All Content is ©Copyright of Serebii.net 1999-2019. | Privacy Policy | Manage Cookie Settings
Pokémon And All Respective Names are Trademark & © of Nintendo 1996-2019