Lanturn
Black/WhiteBlack 2/White 2

Lanturn’s light can shine up from great depths. It is nicknamed “The Deep-Sea Star.”

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

Game Locations

Driftveil City Area
Undella Bay Area

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)

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