Lanturn #171 Black and White
| Diamond and Pearl | Platinum | Heart Gold and Soul Silver | Black and White |
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#171 Lanturn
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Normal Sprites | Normal Backsprites | ||
| Shiny Sprites | Shiny Backsprites | |||
Gender Ratio

Lanturn - Light Pokémon
| Flavor Text | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Black | Lanturn's light can shine up from great depths. It is nicknamed “The Deep-Sea Star.” | ||||||||||||||||
| White | |||||||||||||||||
Type: ![]() ![]() | |||||||||||||||||
| Resistance to Moves: | |||||||||||||||||
| Attacking Type: | ![]() |
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| Damage Received: | ×1![]() |
×1![]() |
×1⁄2![]() |
×1![]() |
×2![]() |
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×1⁄4![]() |
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Evolutions
-- Level 27 -->
Ability
| Volt Absorb | Restores HP if hit by an Electric-type move. |
| Illuminate | Raises the likelihood of meeting wild Pokémon. |
| Water Absorb (Dreamworld) |
Restores HP if hit by a Water-type move. |
Height
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Male Trainer: 4'11"
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Lanturn: 4'11"
Weight
Lanturn: 50 lbs. Female Trainer: 88 lbs.
Catching/ Experience Data
| Items | Catch Rate | Run Chance | Experience Won | Experience Rate | Total Experience | |
|---|---|---|---|---|---|---|
| None | 75 | 0 | 161 | Slow | 1,250,000 | |
Moves
| Level | Name | Power | Accuracy | Effect |
| Type | Category | Power Points | Description | |
| 1 | Bubble | 20 | 100 | Has a 0% chance to lower the target's Speed by one stage. |
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30 | A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats. | |
| 1 | Supersonic | 0 | 55 | Confuses the target. |
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20 | The user generates odd sound waves from its body. It may confuse the target. | |
| 1 | Thunder Wave | 0 | 100 | Paralyzes the target. |
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20 | A weak electric charge is launched at the target. It causes paralysis if it hits. | |
| 6 | Thunder Wave | 0 | 100 | Paralyzes the target. |
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20 | A weak electric charge is launched at the target. It causes paralysis if it hits. | |
| 9 | Flail | 1 | 100 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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15 | The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. | |
| 12 | Water Gun | 40 | 100 | Inflicts regular damage with no additional effect. |
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25 | The target is blasted with a forceful shot of water. | |
| 17 | Confuse Ray | 0 | 100 | Confuses the target. |
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10 | The target is exposed to a sinister ray that triggers confusion. | |
| 20 | Spark | 65 | 100 | Has a 30% chance to paralyze the target. |
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20 | The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. | |
| 23 | Take Down | 90 | 85 | User receives 1/4 the damage it inflicts in recoil. |
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20 | A reckless, full-body charge attack for slamming into the target. It also damages the user a little. | |
| 27 | Spit Up | 1 | 100 | Power is 100 times the amount of energy Stockpiled. |
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10 | The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage. | |
| 27 | Swallow | 0 | -- | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. |
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10 | The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. | |
| 27 | Stockpile | 0 | -- | Stores energy up to three times for use with Spit Up and Swallow. |
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20 | The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. | |
| 30 | Electro Ball | 1 | 100 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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10 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. | |
| 35 | BubbleBeam | 65 | 100 | Has a 0% chance to lower the target's Speed by one stage. |
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20 | A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats. | |
| 40 | Signal Beam | 75 | 100 | Has a 10% chance to confuse the target. |
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15 | The user attacks with a sinister beam of light. It may also confuse the target. | |
| 47 | Discharge | 80 | 100 | Has a 30% chance to paralyze the target. |
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15 | A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. | |
| 52 | Aqua Ring | 0 | -- | Restores 1/16 of the user's max HP each turn. |
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20 | The user envelops itself in a veil made of water. It regains some HP on every turn. | |
| 57 | Hydro Pump | 120 | 80 | Inflicts regular damage with no additional effect. |
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5 | The target is blasted by a huge volume of water launched under great pressure. | |
| 64 | Charge | 0 | -- | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. |
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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. |
| Stats | ||||||
|---|---|---|---|---|---|---|
| Hit Points (HP) | Attack (ATK) | Defense (DEF) | Speed (SPD) | Special Attack (SPATK) | Special Defense (SPDEF) | |
| EV Gain | +2 | +0 | +0 | +0 | +0 | +0 |
| Base | 125 | 58 | 58 | 67 | 76 | 76 |
| Ranking | Hit Points (HP) | Attack (ATK) | Defense (DEF) | Speed (SPD) | Special Attack (SPATK) | Special Defense (SPDEF) |
| 17⁄649 | 456⁄649 | 411⁄649 | 291⁄649 | 233⁄649 | 222⁄649 | |

































