The Cave of Dragonflies ASB Database

Lanturn

WaterElectric
Speed
67
Gender
Female or male
Population
1

Abilities

Volt Absorb
Absorbs Electric moves, restoring health equal to 0.1× the move's base power, or 1% for non-damaging moves. Restores 5% energy with the use of an action if electricity is available.
Illuminate
Lowers incoming moves' accuracy by a flat 10% for contact moves, and 5% for other moves.
Water Absorb
(Hidden ability.) Absorbs Water moves, restoring health equal to 0.1× the move's base power, or 1% for non-damaging moves. Restores 5% health with the use of an action in water.

Type matchups

Very weak to (2×)
None
Weak to (1.5×)
GrassGround
Resistant to (0.67×)
FireWaterIceFlying
Very resistant to (0.5×)
Steel
Immune to (0×)
None

Evolution

Chinchou
Lanturn

3 EXP

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Agility Psychic 2% Raises the user's Speed by two stages.
Amnesia Psychic 2% Raises the user's Special Defense by two stages. The user forgets one of its own attacks.
Aqua Ring Water 5% Heals 1% of the user's health after each action, as long as it has remained in the Aqua Ring.
Aqua Tail Water Physical 90 5% 90% Deals damage. No other effect.
Attract Normal 4% 100% Infatuates the target if it is the opposite gender.
Blizzard Ice Special 110 7% 70% Has a 10% chance to freeze each target.
Bounce Flying Physical 85 5% 85% Leaps up high, avoiding most moves, then attacks. Costs 3% extra energy to do both in one action. Has a 30% chance to paralyze the target.
Brine Water Special 65 3% 100% Base power is doubled if the target is below 50% health.
Bubble Water Special 40 2% 100% Has a 10% chance to lower each target's Speed by one stage.
Bubble Beam Water Special 65 3% 100% Has a 10% chance to lower the target's Speed by one stage.
Captivate Normal 2% 100% Lowers the target's Special Attack by two stages if it is the opposite gender.
Charge Electric 4% Doubles the base power of the user's next Electric-type move and raises its Special Defense by one stage.
Charge Beam Electric Special 50 4% 90% Has a 70% chance to raise the user's Special Attack by one stage.
Confide Normal 1% Lowers the target's Special Attack by one stage.
Confuse Ray Ghost 4% 100% Confuses the target.
Curse Ghost * Ghost users: costs half health; deals damage to the target after each round. Others: raises Attack and Defense but lowers Speed by one stage.
Dazzling Gleam Fairy Special 80 4% 100% Deals damage. No other effect.
Discharge Electric Special 80 5% 100% Has a 30% chance to paralyze each target.
Dive Water Physical 80 4% 100% Dives underwater, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Double-Edge Normal Physical 120 7% 100% Deals recoil damage to the user equal to 1/3 the damage dealt.
Double Team Normal * Produces a number of illusory clones which act as decoys for single-target moves.
Eerie Impulse Electric 2% 100% Lowers the target's Special Attack by two stages.
Electro Ball Electric Special * * 100% Power ranges from 60 to 150 depending on how fast the user is compared to the target.
Endure Normal * +4 Prevents direct damage from lowering the user's health below 1% this action.
Facade Normal Physical 70 4% 100% Base power is doubled if the user has a major status ailment, excluding sleep.
Flail Normal Physical * * 100% Base power and energy cost rise as the user's health falls.
Flash Normal 1% 100% Lowers the target's Accuracy by one stage if it relies on sight.
Frustration Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Giga Impact Normal Physical 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Hail Ice 5% Changes the weather to hail for nine actions.
Heal Bell Normal 4% Heals the status conditions of all Pokémon who hear the bell.
Hidden Power Normal Special 60 3% 100% Type is randomized per Pokémon per battle.
Hydro Pump Water Special 110 7% 80% Deals damage. No other effect.
Hyper Beam Normal Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Ice Beam Ice Special 90 5% 100% Has a 10% chance to freeze the target.
Icy Wind Ice Special 55 4% 95% Has a 100% chance to lower each target's Speed by one stage.
Ion Deluge Electric 4% +1 Changes Normal-type moves to Electric-type moves for three actions.
Mimic Normal 1% Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.
Mist Ice 4% Prevents stat drops and lowers the accuracy of all moves by 10% for five actions.
Natural Gift Normal Physical * * 100% Has a really complicated effect based on the user's signature move. Going to change this soon.
Protect Normal * +4 Protects the user against all moves this action.
Psybeam Psychic Special 65 3% 100% Has a 10% chance to confuse the target.
Rain Dance Water 5% Changes the weather to rain for nine actions.
Rest Psychic * Puts the user to sleep and fully heals it over three actions.
Return Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Round Normal Special 60 3% 100% Has double power if used by multiple Pokémon in one action.
Scald Water Special 80 5% 100% Has a 30% chance to burn the target.
Screech Normal 2% 85% Lowers the target's Defense by two stages.
Secret Power Normal Physical 70 5% 100% Has a 30% chance of inflicting an extra effect that depends on the terrain.
Shock Wave Electric Special 60 3% Never misses.
Signal Beam Bug Special 75 4% 100% Has a 10% chance to confuse the target.
Sleep Talk Normal * Randomly uses any move the user has used since entering battle. Only works while asleep.
Snore Normal Special 50 4% 100% Has a 30% chance to make the target flinch. Only works while asleep.
Soak Water 5% 100% Changes the target's type to Water.
Spark Electric Physical 65 4% 100% Has a 30% chance to paralyze the target.
Spit Up Normal Special * 2% 100% Does damage equal to 1.5 times the amount of energy Stockpiled.
Spotlight Normal 3% +3 Redirects all other Pokémon's single-target moves to the target this action.
Stockpile Normal * Stores between 10% and 25% energy for use with Swallow or Spit Up.
Substitute Normal * Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.
Sucker Punch Dark Physical 70 5% 100% +1 Only works if the target is about to use a damaging move.
Supersonic Normal 1% 55% Confuses the target.
Surf Water Special 90 5% 100% Fails if there is not enough water available for the user to manipulate.
Swagger Normal 3% 85% Confuses the target and raises its Attack by two stages.
Swallow Normal 2% Restores an amount of health equal to 2.5× the energy Stockpiled.
Take Down Normal Physical 90 5% 85% Deals recoil damage to the user equal to 1/4 the damage dealt.
Thunder Electric Special 110 8% 70% Has a 30% chance to paralyze the target.
Thunderbolt Electric Special 90 5% 100% Has a 10% chance to paralyze the target.
Thunder Wave Electric 4% 90% Severely paralyzes the target.
Toxic Poison 4% 90% Badly poisons the target. Never misses if the user is Poison-type.
Volt Switch Electric Special 70 4% 100% Makes the user switch out.
Waterfall Water Physical 80 4% 100% Has a 20% chance to make the target flinch.
Water Gun Water Special 40 2% 100% Deals damage. No other effect.
Water Pulse Water Special 60 3% 100% Has a 20% chance to confuse the target.
Whirlpool Water Special 35 3% 85% Traps the target and deals 1% damage after each action for 4-5 actions.
Wild Charge Electric Physical 90 5% 100% Deals recoil damage to the user equal to 1/4 the damage dealt.
Zap Cannon Electric Special 120 8% 50% Has a 100% chance to paralyze the target.

Lanturn in the league

Name Trainer Ability XP :3 Item
Xiaoyu ultraviolet Volt Absorb 6 4 Reaper Cloth