
Black/WhiteBlack 2/White 2
Lanturn’s light can shine up from great depths. It is nicknamed “The Deep-Sea Star.”
Pokédex Data
Classification
Light Pokémon
Height
1.2 m (3'11")
Weight
22.5 kg (49.6 lbs)
Abilities
- Volt Absorb
- Illuminate
- Water Absorb (Hidden)
Held Items
Game Locations
- Driftveil City Area
- Undella Bay Area
Training
Learned Moves
Level Up Moves
Black/White
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Supersonic | — | 55% | 20 | Confuses the target. | |
1 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
1 | Bubble | 40 | 100% | 30 | Has a 10% chance to lower the target's Speed by one stage. | |
6 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
9 | Flail | — | 100% | 15 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | |
12 | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |
17 | Confuse Ray | — | 100% | 10 | Confuses the target. | |
20 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
23 | Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
27 | Stockpile | — | — | 20 | Stores energy up to three times for use with Spit Up and Swallow. | |
27 | Spit Up | — | 100% | 10 | Power is 100 times the amount of energy Stockpiled. | |
27 | Swallow | — | — | 10 | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. | |
30 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
35 | Bubble Beam | 65 | 100% | 20 | Has a 10% chance to lower the target's Speed by one stage. | |
40 | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
47 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
52 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |
57 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |
64 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. |
Black 2/White 2
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Supersonic | — | 55% | 20 | Confuses the target. | |
1 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
1 | Bubble | 40 | 100% | 30 | Has a 10% chance to lower the target's Speed by one stage. | |
6 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
9 | Flail | — | 100% | 15 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | |
12 | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |
17 | Confuse Ray | — | 100% | 10 | Confuses the target. | |
20 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
23 | Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
27 | Stockpile | — | — | 20 | Stores energy up to three times for use with Spit Up and Swallow. | |
27 | Spit Up | — | 100% | 10 | Power is 100 times the amount of energy Stockpiled. | |
27 | Swallow | — | — | 10 | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. | |
30 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
35 | Bubble Beam | 65 | 100% | 20 | Has a 10% chance to lower the target's Speed by one stage. | |
40 | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
47 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
52 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |
57 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |
64 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. |
TM/HM Moves
Black/WhiteBlack 2/White 2
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
HM03 Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |
HM05 Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |
HM06 Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |
TM06 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
TM07 Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |
TM10 Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |
TM13 Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |
TM14 Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |
TM15 Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
TM17 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
TM18 Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
TM21 Frustration | — | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |
TM24 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
TM25 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
TM27 Return | — | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |
TM32 Double Team | — | — | 15 | Raises the user's evasion by one stage. | |
TM42 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
TM44 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
TM45 Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |
TM48 Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |
TM55 Scald | 80 | 100% | 15 | Has a 30% chance to burn the target. | |
TM57 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
TM68 Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
TM70 Flash | — | 100% | 20 | Lowers the target's accuracy by one stage. | |
TM72 Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |
TM73 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
TM87 Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |
TM90 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. | |
TM93 Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. |
Tutor Moves
Black 2/White 2
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |
Bounce | 85 | 85% | 5 | User bounces high into the air, dodging all attacks, and hits next turn. | |
Heal Bell | — | — | 5 | Cures the entire party of major status effects. | |
Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
Base Stats
Hp
125
Attack
58
Defense
58
Sp. Atk
76
Sp. Def
76
Speed
67
Total
460
Type Defenses
(vs. Gen 6+ rules)