- Type
- Species
- Light Pokémon
- Height
- 1.2 m
- Weight
- 22.5 kg
- Notes
- Trade required
Lanturn
- Omega Ruby
- 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.
- Alpha Sapphire
- 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.
Base stats
EVs: +2 HP
| HP | 125 | |
|---|---|---|
| Attack | 58 | |
| Defense | 58 | |
| Sp. Atk | 76 | |
| Sp. Def | 76 | |
| Speed | 67 | |
| Total | 460 |
Abilities
- Volt Absorb
- Absorbs Electric moves, healing for 1/4 max HP.
- Illuminate
- Doubles the wild encounter rate.
- Water Absorb (hidden)
- Absorbs Water moves, healing for 1/4 max HP.
Locations
Not found in Omega Ruby & Alpha Sapphire. Trade from X & Y.
Damage taken
- x1
- x1
- x0.5
- x1
- x2
- x1
- x1
- x1
- x0.25
- x0.5
- x0.5
- x2
- x1
- x1
- x0.5
- x1
- x1
- x1
| Level Up | ||||||||
|---|---|---|---|---|---|---|---|---|
| Level | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| 1 | Bubble | Special | 40 | 100 | 30 | 10 | ||
Has a chance to lower the target’s Speed by one stage. | ||||||||
| 1 | Eerie Impulse | Status | -- | 100 | 15 | -- | ||
Lowers the target’s Special Attack by two stages. | ||||||||
| 1 | Electro Ball | Special | -- | 100 | 10 | -- | ||
Power is higher when the user has greater Speed than the target, up to a maximum of 150. | ||||||||
| 1 | Supersonic | Status | -- | 55 | 20 | -- | ||
Confuses the target. | ||||||||
| 1 | Thunder Wave | Status | -- | 90 | 20 | -- | ||
Paralyzes the target. | ||||||||
| 6 | Thunder Wave | Status | -- | 90 | 20 | -- | ||
Paralyzes the target. | ||||||||
| 9 | Electro Ball | Special | -- | 100 | 10 | -- | ||
Power is higher when the user has greater Speed than the target, up to a maximum of 150. | ||||||||
| 12 | Water Gun | Special | 40 | 100 | 25 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| 17 | Confuse Ray | Status | -- | 100 | 10 | -- | ||
Confuses the target. | ||||||||
| 20 | Bubble Beam | Special | 65 | 100 | 20 | 10 | ||
Has a chance to lower the target’s Speed by one stage. | ||||||||
| 23 | Spark | Physical | 65 | 100 | 20 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| 27 | Spit Up | Special | -- | 100 | 10 | -- | ||
Power is 100 times the amount of energy Stockpiled. | ||||||||
| 27 | Stockpile | Status | -- | -- | 20 | -- | ||
Stores energy up to three times for use with Spit Up and Swallow. | ||||||||
| 27 | Swallow | Status | -- | -- | 10 | -- | ||
Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. | ||||||||
| 29 | Signal Beam | Special | 75 | 100 | 15 | 10 | ||
Has a chance to confuse the target. | ||||||||
| 33 | Flail | Physical | -- | 100 | 15 | -- | ||
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | ||||||||
| 37 | Discharge | Special | 80 | 100 | 15 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| 43 | Take Down | Physical | 90 | 85 | 20 | -- | ||
User receives 1/4 the damage it inflicts in recoil. | ||||||||
| 47 | Aqua Ring | Status | -- | -- | 20 | -- | ||
Restores 1/16 of the user’s max HP each turn. | ||||||||
| 51 | Hydro Pump | Special | 110 | 80 | 5 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| 54 | Ion Deluge | Status | -- | -- | 25 | -- | ||
Changes all Normal moves to Electric moves for the rest of the turn. | ||||||||
| 58 | Charge | Status | -- | -- | 20 | -- | ||
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | ||||||||
| TM/HM | ||||||||
|---|---|---|---|---|---|---|---|---|
| Machine | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| HM03 | Surf | Special | 90 | 100 | 15 | -- | ||
Inflicts regular damage and can hit Dive users. | ||||||||
| HM05 | Waterfall | Physical | 80 | 100 | 15 | 20 | ||
Has a chance to make the target flinch. | ||||||||
| HM07 | Dive | Physical | 80 | 100 | 10 | -- | ||
User dives underwater, dodging all attacks, and hits next turn. | ||||||||
| TM06 | Toxic | Status | -- | 90 | 10 | -- | ||
Badly poisons the target, inflicting more damage every turn. | ||||||||
| TM07 | Hail | Status | -- | -- | 10 | -- | ||
Changes the weather to a hailstorm for five turns. | ||||||||
| TM10 | Hidden Power | Special | 60 | 100 | 15 | -- | ||
Power and type depend upon user’s IVs. Power can range from 30 to 70. | ||||||||
| TM100 | Confide | Status | -- | -- | 20 | 100 | ||
Lowers the target’s Special Attack by one stage. | ||||||||
| TM13 | Ice Beam | Special | 90 | 100 | 10 | 10 | ||
Has a chance to freeze the target. | ||||||||
| TM14 | Blizzard | Special | 110 | 70 | 5 | 10 | ||
Has a chance to freeze the target. | ||||||||
| TM15 | Hyper Beam | Special | 150 | 90 | 5 | -- | ||
User foregoes its next turn to recharge. | ||||||||
| TM17 | Protect | Status | -- | -- | 10 | -- | ||
Prevents any moves from hitting the user this turn. | ||||||||
| TM18 | Rain Dance | Status | -- | -- | 5 | -- | ||
Changes the weather to rain for five turns. | ||||||||
| TM21 | Frustration | Physical | -- | 100 | 20 | -- | ||
Power increases as happiness decreases, up to a maximum of 102. | ||||||||
| TM24 | Thunderbolt | Special | 90 | 100 | 15 | 10 | ||
Has a chance to paralyze the target. | ||||||||
| TM25 | Thunder | Special | 110 | 70 | 10 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| TM27 | Return | Physical | -- | 100 | 20 | -- | ||
Power increases with happiness, up to a maximum of 102. | ||||||||
| TM32 | Double Team | Status | -- | -- | 15 | -- | ||
Raises the user’s evasion by one stage. | ||||||||
| TM42 | Facade | Physical | 70 | 100 | 20 | -- | ||
Power doubles if user is burned, paralyzed, or poisoned. | ||||||||
| TM44 | Rest | Status | -- | -- | 5 | -- | ||
User sleeps for two turns, completely healing itself. | ||||||||
| TM45 | Attract | Status | -- | 100 | 15 | -- | ||
Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | ||||||||
| TM48 | Round | Special | 60 | 100 | 15 | -- | ||
Has double power if it’s used more than once per turn. | ||||||||
| TM55 | Scald | Special | 80 | 100 | 15 | 30 | ||
Has a chance to burn the target. | ||||||||
| TM57 | Charge Beam | Special | 50 | 90 | 10 | 70 | ||
Has a chance to raise the user’s Special Attack by one stage. | ||||||||
| TM68 | Giga Impact | Physical | 150 | 90 | 5 | -- | ||
User foregoes its next turn to recharge. | ||||||||
| TM70 | Flash | Status | -- | 100 | 20 | -- | ||
Lowers the target’s accuracy by one stage. | ||||||||
| TM72 | Volt Switch | Special | 70 | 100 | 20 | -- | ||
User must switch out after attacking. | ||||||||
| TM73 | Thunder Wave | Status | -- | 90 | 20 | -- | ||
Paralyzes the target. | ||||||||
| TM87 | Swagger | Status | -- | 85 | 15 | -- | ||
Raises the target’s Attack by two stages and confuses the target. | ||||||||
| TM88 | Sleep Talk | Status | -- | -- | 10 | -- | ||
Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | ||||||||
| TM90 | Substitute | Status | -- | -- | 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. | ||||||||
| TM93 | Wild Charge | Physical | 90 | 100 | 15 | -- | ||
User receives 1/4 the damage it inflicts in recoil. | ||||||||
| TM94 | Secret Power | Physical | 70 | 100 | 20 | 30 | ||
Has a chance to inflict a status effect which depends upon the terrain. | ||||||||
| TM99 | Dazzling Gleam | Special | 80 | 100 | 10 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| Tutor | |||||||
|---|---|---|---|---|---|---|---|
| Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| Aqua Tail | Physical | 90 | 90 | 10 | -- | ||
Inflicts regular damage with no additional effect. | |||||||
| Bounce | Physical | 85 | 85 | 5 | 30 | ||
User bounces high into the air, dodging all attacks, and hits next turn. | |||||||
| Heal Bell | Status | -- | -- | 5 | -- | ||
Cures the entire party of major status effects. | |||||||
| Icy Wind | Special | 55 | 95 | 15 | 100 | ||
Has a chance to lower the target’s Speed by one stage. | |||||||
| Shock Wave | Special | 60 | -- | 20 | -- | ||
Never misses. | |||||||
| Signal Beam | Special | 75 | 100 | 15 | 10 | ||
Has a chance to confuse the target. | |||||||
| Snore | Special | 50 | 100 | 15 | 30 | ||
Has a chance to make the target flinch. Only works if the user is sleeping. | |||||||
| Water Pulse | Special | 60 | 100 | 20 | 20 | ||
Has a chance to confuse the target. | |||||||
Other generations
Gold, Silver & Crystal, Ruby, Sapphire & Emerald, FireRed & LeafGreen, Diamond, Pearl & Platinum, HeartGold & SoulSilver, Black & White, Black 2 & White 2, X & Y, Sun & Moon, Ultra Sun & Ultra Moon, Sword & Shield, Brilliant Diamond & Shining Pearl, Scarlet & Violet