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Lampent

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Lampent in Pokémon Black & White

#114 in the Unova Pokédex • Lamp Pokémon

Lampent in the National Pokédex

Pokédex entries

Pokémon Black

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

Pokémon White

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

Pokémon details

Types

GhostFire

Category

Lamp Pokémon

Height

0.6 m (2'00")

Weight

13 kg (28.7 lbs)

National Pokédex

#0608

Pokédex

#114

Lampent in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

60

230

324

Attack

40

76

196

Defense

60

112

240

Sp. Atk

95

175

317

Sp. Def

60

112

240

Speed

55

103

229

Total

370

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Lampent, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #114
EV yield
2 SpA
Catch rate
90
Base Exp.
130

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartEmber

The target is attacked with small flames. It may also leave the target with a burn.

Fire4010025
StartMinimize

The user compresses its body to make itself look smaller, which sharply raises its evasiveness.

Normal--20
StartSmog

The target is attacked with a discharge of filthy gases. It may also poison the target.

Poison207020
StartAstonish

The user attacks the target while shouting in a startling fashion. It may also make the target flinch.

Ghost3010015
3Minimize

The user compresses its body to make itself look smaller, which sharply raises its evasiveness.

Normal--20
5Smog

The target is attacked with a discharge of filthy gases. It may also poison the target.

Poison207020
7Fire Spin

The target becomes trapped within a fierce vortex of fire that rages for four to five turns.

Fire358515
10Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010
13Night Shade

The user makes the target see a frightening mirage. It inflicts damage matching the user’s level.

Ghost-10015
16Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-7515
20Flame Burst

The user attacks the target with a bursting flame. The bursting flame damages Pokémon next to the target as well.

Fire7010015
24Imprison

If the opponents know any move also known by the user, the opponents are prevented from using it.

Psychic--10
28Hex

This relentless attack does massive damage to a target affected by status problems.

Ghost5010010
33Memento

The user faints when using this move. In return, it harshly lowers the target’s Attack and Sp. Atk.

Dark-10010
38Inferno

The user attacks by engulfing the target in an intense fire. It leaves the target with a burn.

Fire100505
45Curse

A move that works differently for the Ghost type than for all other types.

Ghost--10
53Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
61Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20
69Overheat

The user attacks the target at full power. The attack’s recoil harshly reduces the user’s Sp. Atk stat.

Fire140905

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM22Solar Beam

A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

Grass12010010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM35Flamethrower

The target is scorched with an intense blast of fire. It may also leave the target with a burn.

Fire9510015
TM38Fire Blast

The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

Fire120855
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM43Flame Charge

The user cloaks itself with flame and attacks. Building up more power, it raises the user’s Speed stat.

Fire5010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM50Overheat

The user attacks the target at full power. The attack’s recoil harshly reduces the user’s Sp. Atk stat.

Fire140905
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM59Incinerate

The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.

Fire3010015
TM61Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-7515
TM63Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM66Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Acid

The opposing team is attacked with a spray of harsh acid. The acid may also lower the targets’ Sp. Def stats.

Poison4010030

Prior evolution: egg

Acid Armor

The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.

Poison--40

Prior evolution: egg

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

Prior evolution: egg

Clear Smog

The user attacks by throwing a clump of special mud. All status changes are returned to normal.

Poison50-15

Prior evolution: egg

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

Prior evolution: egg

Haze

The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.

Ice--30

Prior evolution: egg

Heat Wave

The user attacks by exhaling hot breath on the opposing team. It may also leave targets with a burn.

Fire1009010

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Dark Pulse

The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.

Dark8010015

Trade from Black 2 or White 2

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Trade from Black 2 or White 2

Spite

The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.

Ghost-10010

Trade from Black 2 or White 2

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Flash Fire

Ability Slot 1

It powers up Fire-type moves if it’s hit by one.

Protects against Fire moves. Once one has been blocked, the Pokémon's own Fire moves inflict 1.5× damage until it leaves battle.

Flame Body

Ability Slot 2

Contact with the Pokémon may burn the attacker.

Has a 30% chance of burning attacking Pokémon on contact.

Shadow Tag(Hidden Ability)

Prevents the foe from escaping.

Prevents opponents from fleeing or switching out.

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