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 6% 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 4% 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 4% 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%

Varies based on the user's signature move.

Protect Normal * +4

Protects the user against all moves this action.

Psybeam Psychic Special 65 4% 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 5% 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