Lanturn
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.

Evolution Chain

chinchou
Chinchou
Level 27
lanturn
Lanturn

Pokédex Data

Classification Light Pokémon
Height 1.2 m (3'11")
Weight 22.5 kg (49.6 lbs)
Abilities

Held Items

Game Locations

  • Akala Outskirts Area
  • Alola Route 8 Main

Training

EV Yield +2 hp
Catch Rate 75
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups Water2

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)

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