
Sun
Should you peer into the ocean at night and see a light shining like the stars, that is Lanturn.
Moon
This Pokémon flashes a bright light that blinds its prey. This creates an opening for it to deliver an electrical attack.
Ultra Sun
When the bacteria living inside its antennae absorb Lanturn’s bodily fluids, a strong luminescent effect is produced.
Ultra Moon
It lives far down in the depths of the ocean. It blinds its prey with light, using the moment they’re dazzled to swallow them whole.
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
- Akala Outskirts Area
- Alola Route 8 Main
Training
Learned Moves
Level Up Moves
Sun/Moon
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 | Stockpile | — | — | 20 | Stores energy up to three times for use with Spit Up and Swallow. | |
1 | Spit Up | — | 100% | 10 | Power is 100 times the amount of energy Stockpiled. | |
1 | Swallow | — | — | 10 | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. | |
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. | |
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. |
Ultra Sun/Ultra Moon
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 | Stockpile | — | — | 20 | Stores energy up to three times for use with Spit Up and Swallow. | |
1 | Spit Up | — | 100% | 10 | Power is 100 times the amount of energy Stockpiled. | |
1 | Swallow | — | — | 10 | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. | |
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. | |
1 | Spotlight | — | — | 15 | Forces the target's opponents to aim at the target for the rest of the turn. | |
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. | |
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
Sun/MoonUltra Sun/Ultra Moon
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
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. | |
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 Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |
TM98 Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |
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
Ultra Sun/Ultra Moon
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)