Lanturn
#171 in the Black and White Pokédex • Light Pokémon
Pokémon Black
Lanturn’s light can shine up from great depths. It is nicknamed “The Deep-Sea Star.”
Pokémon White
Lanturn’s light can shine up from great depths. It is nicknamed “The Deep-Sea Star.”
Pokédexes
Egg Group
Steps to Hatch
Effort Values Yielded
Gender Ratio
Capture Rate
Base Experience
| Pokémon | Requires | Evolution |
|---|---|---|
![]() Chinchou #170 | Level 27 | ![]() Lanturn #171 |
Pokémon Black
| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
Driftveil City | Fishing in dark spots | 45-70 | 4% | - |
Driftveil City | Fishing in dark spots | 45-70 | 1% | - |
Pokémon White
| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
Driftveil City | Fishing in dark spots | 45-70 | 4% | - |
Driftveil City | Fishing in dark spots | 45-70 | 1% | - |

Normal

Shiny
Lanturn
Light Pokémon


HP
125
Attack
58
Defense
58
Sp. Atk
76
Sp. Def
76
Speed
67
Total
460
Type Chart
Weaknesses
Takes 2× from


Resistances
Takes 0.25× from

Takes 0.5× from




| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| Start | Supersonic | ![]() | Status | - | 55 | 20 | The user generates odd sound waves from its body. It may confuse the target. |
| Start | Thunder Wave | ![]() | Status | - | 100 | 20 | A weak electric charge is launched at the target. It causes paralysis if it hits. |
| Start | Bubble | ![]() | Special | 20 | 100 | 30 | A spray of countless bubbles is jetted at the opposing team. It may also lower the targets’ Speed stats. |
| 6 | Thunder Wave | ![]() | Status | - | 100 | 20 | A weak electric charge is launched at the target. It causes paralysis if it hits. |
| 9 | Flail | ![]() | Physical | - | 100 | 15 | The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
| 12 | Water Gun | ![]() | Special | 40 | 100 | 25 | The target is blasted with a forceful shot of water. |
| 17 | Confuse Ray | ![]() | Status | - | 100 | 10 | The target is exposed to a sinister ray that triggers confusion. |
| 20 | Spark | ![]() | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
| 23 | Take Down | ![]() | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the target. It also damages the user a little. |
| 27 | Stockpile | ![]() | Status | - | - | 20 | The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. |
| 27 | Spit Up | ![]() | Special | - | 100 | 10 | The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage. |
| 27 | Swallow | ![]() | Status | - | - | 10 | The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. |
| 30 | Electro Ball | ![]() | Special | - | 100 | 10 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. |
| 35 | Bubble Beam | ![]() | Special | 65 | 100 | 20 | A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats. |
| 40 | Signal Beam | ![]() | Special | 75 | 100 | 15 | The user attacks with a sinister beam of light. It may also confuse the target. |
| 47 | Discharge | ![]() | Special | 80 | 100 | 15 | A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
| 52 | Aqua Ring | ![]() | Status | - | - | 20 | The user envelops itself in a veil made of water. It regains some HP on every turn. |
| 57 | Hydro Pump | ![]() | Special | 120 | 80 | 5 | The target is blasted by a huge volume of water launched under great pressure. |
| 64 | Charge | ![]() | Status | - | - | 20 | The user boosts the power of the Electric move it uses on the next turn. It also raises the user’s Sp. Def stat. |
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| HM03 | Surf | ![]() | Special | 95 | 100 | 15 | It swamps the area around the user with a giant wave. It can also be used for crossing water. |
| HM05 | Waterfall | ![]() | Physical | 80 | 100 | 15 | The user charges at the target and may make it flinch. It can also be used to climb a waterfall. |
| HM06 | Dive | ![]() | Physical | 80 | 100 | 10 | Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
| TM06 | Toxic | ![]() | Status | - | 90 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM07 | Hail | ![]() | Status | - | - | 10 | The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
| TM10 | Hidden Power | ![]() | Special | 1 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM13 | Ice Beam | ![]() | Special | 95 | 100 | 10 | The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
| TM14 | Blizzard | ![]() | Special | 120 | 70 | 5 | A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
| TM15 | Hyper Beam | ![]() | Special | 150 | 90 | 5 | The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| TM17 | Protect | ![]() | Status | - | - | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM18 | Rain Dance | ![]() | Status | - | - | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
| TM21 | Frustration | ![]() | Physical | - | 100 | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM24 | Thunderbolt | ![]() | Special | 95 | 100 | 15 | A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
| TM25 | Thunder | ![]() | Special | 120 | 70 | 10 | A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
| TM27 | Return | ![]() | Physical | - | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM32 | Double Team | ![]() | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM42 | Facade | ![]() | Physical | 70 | 100 | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
| TM44 | Rest | ![]() | Status | - | - | 5 | The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. |
| TM45 | Attract | ![]() | Status | - | 100 | 15 | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
| TM48 | Round | ![]() | Special | 60 | 100 | 15 | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
| TM55 | Scald | ![]() | Special | 80 | 100 | 15 | The user shoots boiling hot water at its target. It may also leave the target with a burn. |
| TM57 | Charge Beam | ![]() | Special | 50 | 90 | 10 | The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
| TM68 | Giga Impact | ![]() | Physical | 150 | 90 | 5 | The user charges at the target using every bit of its power. The user must rest on the next turn. |
| TM70 | Flash | ![]() | Status | - | 100 | 20 | The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves. |
| TM72 | Volt Switch | ![]() | Special | 70 | 100 | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| TM73 | Thunder Wave | ![]() | Status | - | 100 | 20 | A weak electric charge is launched at the target. It causes paralysis if it hits. |
| TM87 | Swagger | ![]() | Status | - | 90 | 15 | The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat. |
| TM90 | Substitute | ![]() | Status | - | - | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
| TM93 | Wild Charge | ![]() | Physical | 90 | 100 | 15 | The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
Volt Absorb
Ability Slot 1
Restores HP if hit by an Electric-type move.
Absorbs Electric moves, healing for 1/4 max HP.
Illuminate
Ability Slot 2
Raises the likelihood of meeting wild Pokémon.
Doubles the wild encounter rate.
Water Absorb
Hidden Ability
Restores HP if hit by a Water-type move.
Absorbs Water moves, healing for 1/4 max HP.






















Status
Special
Physical



