Lanturn
X

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

Y

It blinds prey with an intense burst of light. With the prey incapacitated, the Pokémon swallows it in a single gulp.

Omega Ruby

Lanturn is nicknamed “the deep-sea star” for its illuminated antenna. This Pokémon produces light by causing a chemical reaction between bacteria and its bodily fluids inside the antenna.

Alpha Sapphire

Lanturn is known to emit light. If you peer down into the dark sea from a ship at night, you can sometimes see this Pokémon’s light rising from the depths where it swims. It gives the sea an appearance of a starlit night.

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

Azure Bay Area
Shalour City Area

Learned Moves

Level Up Moves

X/Y
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 Eerie Impulse
— 100% 15 Lowers the target’s Special Attack by two stages.
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 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
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.
60 Ion Deluge
— — 25 Changes all normal moves to electric moves for the rest of the turn.
64 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
OR/AS
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.
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.
6 Thunder Wave
— 90% 20 Paralyzes the target.
9 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
12 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
17 Confuse Ray
— 100% 10 Confuses the target.
20 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
23 Spark
65 100% 20 Has a 30% chance to paralyze the target.
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.
29 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
33 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
37 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
43 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
47 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
51 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
54 Ion Deluge
— — 25 Changes all normal moves to electric moves for the rest of the turn.
58 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.

TM/HM Moves

X/Y
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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
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.
HM07 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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
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.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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