Lanturn
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Water
-
Electric
0171
Size
1.2 m
22.5 kg
Gender ratio
50 %
50 %
Catch rate
75 / 255
17.52 %
Breeding
Growth rate
1,250,000 exp
slow
EV yield
-
2 HP
Stats
HP125
Attack58
Defense58
Sp. Atk76
Sp. Def76
Speed67
—
Total460
Type effectiveness
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
Abilities
Volt Absorb
If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage.
Illuminate
Doubles the wild encounter rate.
Water Absorb
If hit by a Water-type move, the Pokémon has its HP restored instead of taking damage.
Locations
Not encountered in Scarlet & Violet.
Evolution
Localization
-
de Lanturn
-
en Lanturn
-
es Lanturn
-
fr Lanturn
-
it Lanturn
-
ja ランターン
-
ja-hrkt ランターン
-
ja-roma Lantern
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ko 랜턴
-
zh-hans 电灯怪
-
zh-hant 電燈怪
Moves
Egg
Move | Power | Accuracy | PP | |||
|---|---|---|---|---|---|---|
54 | Mist The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns. | — | —% | 30 | ||
60 | Psybeam The target is attacked with a peculiar ray. This may also confuse the target. | 65 | 100% | 20 | ||
352 | Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. | 60 | 100% | 20 | ||
389 | Sucker Punch This move enables the user to attack first. This move fails if the target is not readying an attack. | 70 | 100% | 5 | ||
487 | Soak The user shoots a torrent of water that changes the target's type to Water. | — | 100% | 20 |
Level-Up
Level | Move | Power | Accuracy | PP | ||
|---|---|---|---|---|---|---|
Evolve | Stockpile The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times. | — | —% | 20 | ||
Evolve | Spit Up The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the move's power. | — | 100% | 10 | ||
Evolve | Swallow The power stored using the move Stockpile is absorbed by the user to restore its own HP. The more power is stored, the more HP is restored. | — | —% | 10 | ||
1 | Supersonic The user generates odd sound waves from its body that confuse the target. | — | 55% | 20 | ||
1 | Water Gun The target is blasted with a forceful shot of water. | 40 | 100% | 25 | ||
1 | Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. | — | 90% | 20 | ||
1 | Electro Ball The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. | — | 100% | 10 | ||
1 | Eerie Impulse The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. | — | 100% | 15 | ||
12 | Bubble Beam A spray of bubbles is forcefully ejected at the target. This may also lower the target's Speed stat. | 65 | 100% | 20 | ||
16 | Confuse Ray The target is exposed to a sinister ray that causes confusion. | — | 100% | 10 | ||
20 | Spark The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. | 65 | 100% | 20 | ||
24 | Charge The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. | — | —% | 20 | ||
30 | Discharge The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. | 80 | 100% | 15 | ||
36 | Aqua Ring The user envelops itself in a veil made of water. It regains some HP every turn. | — | —% | 20 | ||
42 | Flail The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. | — | 100% | 15 | ||
48 | Take Down A reckless full-body charge attack for slamming into the target. This also damages the user a little. | 90 | 85% | 20 | ||
54 | Hydro Pump The target is blasted by a huge volume of water launched under great pressure. | 110 | 80% | 5 |
Technical Machine
Item | Move | Power | Accuracy | PP | ||
|---|---|---|---|---|---|---|
TM01 | Take Down A reckless full-body charge attack for slamming into the target. This also damages the user a little. | 90 | 85% | 20 | ||
TM04 | Agility The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. | — | —% | 30 | ||
TM07 | Protect This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | — | —% | 10 | ||
TM11 | Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. | 60 | 100% | 20 | ||
TM16 | Psybeam The target is attacked with a peculiar ray. This may also confuse the target. | 65 | 100% | 20 | ||
TM17 | Confuse Ray The target is exposed to a sinister ray that causes confusion. | — | 100% | 10 | ||
TM22 | Chilling Water The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat. | 50 | 100% | 20 | ||
TM23 | Charge Beam The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. | 50 | 90% | 10 | ||
TM25 | Facade This move's power is doubled if the user is poisoned, burned, or paralyzed. | 70 | 100% | 20 | ||
TM34 | Icy Wind The user attacks with a gust of chilled air. This also lowers opposing Pokémon's Speed stats. | 55 | 95% | 15 | ||
TM47 | Endure The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. | — | —% | 10 | ||
TM48 | Volt Switch After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 70 | 100% | 20 | ||
TM50 | Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks. | — | —% | 5 | ||
TM70 | Sleep Talk The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. | — | —% | 10 | ||
TM72 | Electro Ball The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. | — | 100% | 10 | ||
TM77 | Waterfall The user charges at the target and may make it flinch. | 80 | 100% | 15 | ||
TM79 | Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. | 80 | 100% | 10 | ||
TM82 | Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. | — | 90% | 20 | ||
TM85 | Rest The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. | — | —% | 5 | ||
TM96 | Eerie Impulse The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. | — | 100% | 15 | ||
TM103 | Substitute The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. | — | —% | 10 | ||
TM110 | Liquidation The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat. | 85 | 100% | 10 | ||
TM123 | Surf The user attacks everything around it by swamping its surroundings with a giant wave. | 90 | 100% | 15 | ||
TM126 | Thunderbolt The user attacks the target with a strong electric blast. This may also leave the target with paralysis. | 90 | 100% | 15 | ||
TM128 | Amnesia The user temporarily empties its mind to forget its concerns. This sharply boosts the user's Sp. Def stat. | — | —% | 20 | ||
TM135 | Ice Beam The target is struck with an icy-cold beam of energy. This may also leave the target frozen. | 90 | 100% | 10 | ||
TM136 | Electric Terrain The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. | — | —% | 10 | ||
TM142 | Hydro Pump The target is blasted by a huge volume of water launched under great pressure. | 110 | 80% | 5 | ||
TM143 | Blizzard A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. | 110 | 70% | 5 | ||
TM147 | Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. | 90 | 100% | 15 | ||
TM152 | Giga Impact The user charges at the target using every bit of its power. The user can't move on the next turn. | 150 | 90% | 5 | ||
TM163 | Hyper Beam The target is attacked with a powerful beam. The user can't move on the next turn. | 150 | 90% | 5 | ||
TM166 | Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | 110 | 70% | 10 | ||
TM171 | Tera Blast If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. | 80 | 100% | 10 | ||
TM173 | Charge The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. | — | —% | 20 | ||
TM188 | Scald The user attacks by shooting boiling hot water at the target. This may also leave the target with a burn. | 80 | 100% | 15 | ||
TM196 | Flip Turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 60 | 100% | 20 | ||
TM204 | Double-Edge A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot. | 120 | 100% | 15 | ||
TM208 | Whirlpool The user traps the target inside a violent, swirling whirlpool that inflicts damage for four to five turns. | 35 | 85% | 15 | ||
TM209 | Muddy Water The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy. | 90 | 85% | 10 | ||
TM211 | Electroweb The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. | 55 | 95% | 15 | ||
TM224 | Curse A move that has different effects depending on whether the user is a Ghost type or not. | — | —% | 10 |