Lanturn
- 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
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(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×)
- FireWaterIce
- 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. |
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Amnesia | Psychic | — | — | 2% | — | Raises the user's Special Defense by two stages. The user forgets one of its own attacks. |
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Aqua Ring | Water | — | — | 5% | — | Heals 1% of the user's health after each action, as long as it has remained in the Aqua Ring. |
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Aqua Tail | Water | Physical | 90 | 5% | 90% | Deals damage. No other effect. |
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Attract | Normal | — | — | 4% | 100% | Infatuates the target if it is the opposite gender. |
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Blizzard | Ice | Special | 110 | 7% | 70% | Has a 10% chance to freeze each target. |
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Bounce | 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. |
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Brine | Water | Special | 65 | 4% | 100% | Base power is doubled if the target is below 50% health. |
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Bubble | Water | Special | 40 | 2% | 100% | Has a 10% chance to lower each target's Speed by one stage. |
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Bubble Beam | Water | Special | 65 | 4% | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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Captivate | Normal | — | — | 2% | 100% | Lowers the target's Special Attack by two stages if it is the opposite gender. |
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Charge | Electric | — | — | 4% | — | Doubles the base power of the user's next Electric-type move and raises its Special Defense by one stage. |
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Charge Beam | Electric | Special | 50 | 4% | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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Confide | Normal | — | — | 1% | — | Lowers the target's Special Attack by one stage. |
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Confuse Ray | Ghost | — | — | 4% | 100% | Confuses the target. |
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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. |
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Dazzling Gleam | Fairy | Special | 80 | 4% | 100% | Deals damage. No other effect. |
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Discharge | Electric | Special | 80 | 5% | 100% | Has a 30% chance to paralyze each target. |
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Dive | Water | Physical | 80 | 4% | 100% | Dives underwater, dodging most moves, then hits. Costs 3% extra energy to do both in one action. |
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Double-Edge | Normal | Physical | 120 | 7% | 100% | Deals recoil damage to the user equal to 1/3 the damage dealt. |
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Double Team | Normal | — | — | * | — | Produces a number of illusory clones which act as decoys for single-target moves. |
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Eerie Impulse | Electric | — | — | 2% | 100% | Lowers the target's Special Attack by two stages. |
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Electro Ball | Electric | Special | * | * | 100% | Power ranges from 60 to 150 depending on how fast the user is compared to the target. |
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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. |
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Flail | Normal | Physical | * | * | 100% | Base power and energy cost rise as the user's health falls. |
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Flash | Normal | — | — | 1% | 100% | Lowers the target's Accuracy by one stage if it relies on sight. |
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Frustration | Normal | Physical | * | * | 100% | Base power and energy cost vary with the user's mood. |
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Giga Impact | Normal | Physical | 150 | 9% | 90% | Requires an action to recharge. Can be used in one action for 3% extra energy. |
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Hail | Ice | — | — | 5% | — | Changes the weather to hail for nine actions. |
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Heal Bell | Normal | — | — | 4% | — | Heals the status conditions of all Pokémon who hear the bell. |
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Hidden Power | Normal | Special | 60 | 3% | 100% | Type is randomized per Pokémon per battle. |
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Hydro Pump | Water | Special | 110 | 7% | 80% | Deals damage. No other effect. |
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Hyper Beam | Normal | Special | 150 | 9% | 90% | Requires an action to recharge. Can be used in one action for 3% extra energy. |
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Ice Beam | Ice | Special | 90 | 5% | 100% | Has a 10% chance to freeze the target. |
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Icy Wind | Ice | Special | 55 | 4% | 95% | Has a 100% chance to lower each target's Speed by one stage. |
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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. |
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Mist | Ice | — | — | 4% | — | Prevents stat drops and lowers the accuracy of all moves by 10% for five actions. |
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Natural Gift | Normal | Physical | * | * | 100% | Varies based on the user's signature move. |
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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. |
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Rain Dance | Water | — | — | 5% | — | Changes the weather to rain for nine actions. |
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Rest | Psychic | — | — | * | — | Puts the user to sleep and fully heals it over three actions. |
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Return | Normal | Physical | * | * | 100% | Base power and energy cost vary with the user's mood. |
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Round | Normal | Special | 60 | 3% | 100% | Has double power if used by multiple Pokémon in one action. |
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Scald | Water | Special | 80 | 5% | 100% | Has a 30% chance to burn the target. |
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Screech | Normal | — | — | 2% | 85% | Lowers the target's Defense by two stages. |
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Secret Power | Normal | Physical | 70 | 5% | 100% | Has a 30% chance of inflicting an extra effect that depends on the terrain. |
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Shock Wave | Electric | Special | 60 | 3% | — | Never misses. |
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Signal Beam | Bug | Special | 75 | 4% | 100% | Has a 10% chance to confuse the target. |
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Sleep Talk | Normal | — | — | * | — | Randomly uses any move the user has used since entering battle. Only works while asleep. |
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Snore | Normal | Special | 50 | 4% | 100% | Has a 30% chance to make the target flinch. Only works while asleep. |
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Soak | Water | — | — | 5% | 100% | Changes the target's type to Water. |
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Spark | Electric | Physical | 65 | 5% | 100% | Has a 30% chance to paralyze the target. |
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Spit Up | Normal | Special | * | 2% | 100% | Does damage equal to 1.5 times the amount of energy Stockpiled. |
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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. |
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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. |
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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. |
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Surf | Water | Special | 90 | 5% | 100% | Fails if there is not enough water available for the user to manipulate. |
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Swagger | Normal | — | — | 3% | 85% | Confuses the target and raises its Attack by two stages. |
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Swallow | Normal | — | — | 2% | — | Restores an amount of health equal to 2.5× the energy Stockpiled. |
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Take Down | Normal | Physical | 90 | 5% | 85% | Deals recoil damage to the user equal to 1/4 the damage dealt. |
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Thunder | Electric | Special | 110 | 8% | 70% | Has a 30% chance to paralyze the target. |
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Thunderbolt | Electric | Special | 90 | 5% | 100% | Has a 10% chance to paralyze the target. |
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Thunder Wave | Electric | — | — | 4% | 90% | Severely paralyzes the target. |
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Toxic | Poison | — | — | 4% | 90% | Badly poisons the target. Never misses if the user is Poison-type. |
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Volt Switch | Electric | Special | 70 | 4% | 100% | Makes the user switch out. |
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Waterfall | Water | Physical | 80 | 4% | 100% | Has a 20% chance to make the target flinch. |
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Water Gun | Water | Special | 40 | 2% | 100% | Deals damage. No other effect. |
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Water Pulse | Water | Special | 60 | 3% | 100% | Has a 20% chance to confuse the target. |
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Whirlpool | Water | Special | 35 | 3% | 85% | Traps the target and deals 1% damage after each action for 4-5 actions. |
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Wild Charge | Electric | Physical | 90 | 5% | 100% | Deals recoil damage to the user equal to 1/4 the damage dealt. |
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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 |
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Reaper Cloth |