Lampent
Black

This ominous Pokémon is feared. Through cities it wanders, searching for the spirits of the fallen.

White

It arrives near the moment of death and steals spirit from the body.

Black 2/White 2

The spirits it absorbs fuel its baleful fire. It hangs around hospitals waiting for people to pass on.

Evolution Chain

litwick
Litwick
Level 41
lampent
Lampent
chandelure
Chandelure

Pokédex & Training Data

Classification Lamp Pokémon
Height 0.6 m (1'12")
Weight 13.0 kg (28.7 lbs)
Abilities
EV Yield +2 Sp. Atk
Catch Rate 90
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Indeterminate

Pokédex Numbers

Unova (B/W) #114
Unova (B2/W2) #191
Kalos (Mountain) #066
Galar (Sw/Sh) #288
National #608
Crown Tundra #049
Kitakami #147

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Ember
40 100% 25 Has a 10% chance to burn the target.
1 Minimize
— — 10 Raises the user’s evasion by two stages.
1 Smog
30 70% 20 Has a 40% chance to poison the target.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
3 Minimize
— — 10 Raises the user’s evasion by two stages.
5 Smog
30 70% 20 Has a 40% chance to poison the target.
7 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
10 Confuse Ray
— 100% 10 Confuses the target.
13 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
16 Will O Wisp
— 85% 15 Burns the target.
20 Flame Burst
70 100% 15 Deals splash damage to Pokémon next to the target.
24 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
28 Hex
65 100% 10 Has double power if the target has a major status ailment.
33 Memento
— 100% 10 Lowers the target’s Attack and Special Attack by two stages. User faints.
38 Inferno
100 50% 5 Has a 100% chance to burn the target.
45 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
53 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
61 Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
69 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Ember
40 100% 25 Has a 10% chance to burn the target.
1 Minimize
— — 10 Raises the user’s evasion by two stages.
1 Smog
30 70% 20 Has a 40% chance to poison the target.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
3 Minimize
— — 10 Raises the user’s evasion by two stages.
5 Smog
30 70% 20 Has a 40% chance to poison the target.
7 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
10 Confuse Ray
— 100% 10 Confuses the target.
13 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
16 Will O Wisp
— 85% 15 Burns the target.
20 Flame Burst
70 100% 15 Deals splash damage to Pokémon next to the target.
24 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
28 Hex
65 100% 10 Has double power if the target has a major status ailment.
33 Memento
— 100% 10 Lowers the target’s Attack and Special Attack by two stages. User faints.
38 Inferno
100 50% 5 Has a 100% chance to burn the target.
45 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
53 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
61 Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
69 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
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.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM50 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Heat Wave
95 90% 10 Has a 10% chance to burn the target.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
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.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Trick
— 100% 10 User and target swap items.

Base Stats

Hp 60
Attack 40
Defense 60
Sp. Atk 95
Sp. Def 60
Speed 55
Total 370

Type Defenses

(vs. Gen 6+ rules)

0x
0.5x
2x
0.5x
0.5x
0x
0.5x
2x
0.25x
2x
2x
2x
0.5x
0.5x