Lanturn
Sword

The light it emits is so bright that it can illuminate the sea’s surface from a depth of over three miles.

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

None in this generation.

Training

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

Learned Moves

Level Up Moves

Sword/Shield
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 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.
12 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
16 Confuse Ray
100% 10 Confuses the target.
20 Spark
65 100% 20 Has a 30% chance to paralyze the target.
24 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
30 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
36 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
42 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
48 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
54 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
BD/SP
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 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.
12 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
16 Confuse Ray
100% 10 Confuses the target.
20 Spark
65 100% 20 Has a 30% chance to paralyze the target.
24 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
30 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
36 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
42 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
48 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
54 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM14 Thunder Wave
90% 20 Paralyzes the target.
TM16 Screech
85% 40 Lowers the target's Defense by two stages.
TM21 Rest
5 User sleeps for two turns, completely healing itself.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
10 Prevents any moves from hitting the user this turn.
TM27 Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM31 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM33 Rain Dance
5 Changes the weather to rain for five turns.
TM35 Hail
10 Changes the weather to a hailstorm for five turns.
TM36 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM45 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM52 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
TM55 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
TM76 Round
60 100% 15 Has double power if it's used more than once per turn.
TM80 Volt Switch
70 100% 20 User must switch out after attacking.
TM93 Eerie Impulse
100% 15 Lowers the target's Special Attack by two stages.
TR03 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
TR04 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TR05 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TR06 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TR08 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TR09 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TR12 Agility
30 Raises the user's Speed by two stages.
TR16 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TR17 Amnesia
20 Raises the user's Special Defense by two stages.
TR20 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.
TR26 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TR27 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TR80 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
TR84 Scald
80 100% 15 Has a 30% chance to burn the target.
TR86 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TR92 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
BD/SP
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM07 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM21 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM43 Volt Switch
70 100% 20 User must switch out after attacking.
TM49 Scald
80 100% 15 Has a 30% chance to burn the target.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Rising Voltage
70 100% 20 Inflicts regular damage with no additional effect.

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