Lanturn
No entry available for this game era.

Evolution Chain

chinchou
Chinchou
Level 27
lanturn
Lanturn

Pokédex & Training Data

Classification Light Pokémon
Height 1.2 m (3'11")
Weight 22.5 kg (49.6 lbs)
Abilities
EV Yield +2 hp
Catch Rate 75
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Water2

Pokédex Numbers

Johto (G/S/C) #175
Hoenn (R/S/E) #182
Johto (HG/SS) #177
Kalos (Coastal) #148
Hoenn (OR/AS) #191
Alola (S/M) #202
Alola (US/UM) #258
Galar (Sw/Sh) #221
National #171
Isle of Armor #189
Blueberry #079

Held Items

None in this generation.

Learned Moves

Level Up Moves

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Supersonic
— 55% 20 Confuses the target.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Thunder Wave
— 90% 20 Paralyzes the target.
1 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
1 Eerie Impulse
— 100% 15 Lowers the target’s Special Attack by two stages.
12 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
16 Confuse Ray
— 100% 10 Confuses the target.
20 Spark
65 100% 20 Has a 30% chance to paralyze the target.
24 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
30 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
36 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
42 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
48 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
54 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM01 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM04 Agility
— — 30 Raises the user’s Speed by two stages.
TM07 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM11 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
TM17 Confuse Ray
— 100% 10 Confuses the target.
TM22 Chilling Water
50 100% 20 No effect description available.
TM23 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM34 Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM47 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM48 Volt Switch
70 100% 20 User must switch out after attacking.
TM50 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM70 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM72 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
TM77 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM79 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM82 Thunder Wave
— 90% 20 Paralyzes the target.
TM85 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM96 Eerie Impulse
— 100% 15 Lowers the target’s Special Attack by two stages.
TM103 Substitute
— — 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.
TM110 Liquidation
85 100% 10 Has a 20% chance to lower the target’s Defense by one stage.
TM123 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM126 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM128 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
TM135 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM136 Electric Terrain
— — 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
TM142 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
TM143 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM147 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM152 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM163 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM166 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM171 Tera Blast
80 100% 10 No effect description available.
TM173 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
TM188 Scald
80 100% 15 Has a 30% chance to burn the target.
TM196 Flip Turn
60 100% 20 Inflicts regular damage with no additional effect.
TM204 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM208 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
TM209 Muddy Water
90 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
TM211 Electroweb
55 95% 15 Lowers the target’s Speed by one stage.
TM224 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

Egg Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
Mist
— — 30 Protects the user’s stats from being changed by enemy moves.
Psybeam
65 100% 20 Has a 10% chance to confuse the target.
Soak
— 100% 20 Changes the target’s type to Water.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 125
Attack 58
Defense 58
Sp. Atk 76
Sp. Def 76
Speed 67
Total 460

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
0.5x
2x
0.5x
0.25x