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Lanturn

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Lanturn in Pokémon Black & White

#171 in the National Pokédex • Light Pokémon

Lanturn in the National Pokédex
Lanturn sprite

Normal

Shiny Lanturn sprite

Shiny

Pokédex entries

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.”

Pokémon details

Types

WaterElectric

Category

Light Pokémon

Height

1.2 m (3'11")

Weight

22.5 kg (49.6 lbs)

National Pokédex

#0171

Lanturn in Other Games

National Dex page

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

Min

Max

HP

125

360

454

Attack

58

108

236

Defense

58

108

236

Sp. Atk

76

141

276

Sp. Def

76

141

276

Speed

67

125

256

Total

460

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 Lanturn, 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
-
EV yield
2 HP
Catch rate
75
Base Exp.
161

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.
PokémonRequiresEvolution
Chinchou

Chinchou

#170

Level 27

Lanturn

Lanturn

#171

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Driftveil City

Fishing in dark spots45-704%

Requires the Super Rod received from Looker after defeating Ghetsis

Driftveil City

Fishing in dark spots45-701%

Requires the Super Rod received from Looker after defeating Ghetsis

White
LocationMethodLevelChanceConditions

Driftveil City

Fishing in dark spots45-704%

Requires the Super Rod received from Looker after defeating Ghetsis

Driftveil City

Fishing in dark spots45-701%

Requires the Super Rod received from Looker after defeating Ghetsis

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

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

The user generates odd sound waves from its body. It may confuse the target.

Normal-5520
StartThunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
StartBubble

A spray of countless bubbles is jetted at the opposing team. It may also lower the targets’ Speed stats.

Water2010030
6Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
9Flail

The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.

Normal-10015
12Water Gun

The target is blasted with a forceful shot of water.

Water4010025
17Confuse Ray

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

Ghost-10010
20Spark

The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.

Electric6510020
23Take Down

A reckless, full-body charge attack for slamming into the target. It also damages the user a little.

Normal908520
27Stockpile

The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.

Normal--20
27Spit Up

The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage.

Normal-10010
27Swallow

The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.

Normal--10
30Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.

Electric-10010
35Bubble Beam

A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats.

Water6510020
40Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015
47Discharge

A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.

Electric8010015
52Aqua Ring

The user envelops itself in a veil made of water. It regains some HP on every turn.

Water--20
57Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water120805
64Charge

The user boosts the power of the Electric move it uses on the next turn. It also raises the user’s Sp. Def stat.

Electric--20

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

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

Poison-9010
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

Ice--10
TM10Hidden Power

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

Varies

30–7010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM14Blizzard

A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

Ice120705
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM17Protect

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

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

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

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

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

Normal-10020
TM32Double Team

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

Normal--15
TM42Facade

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

Normal7010020
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
TM48Round

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

Normal6010015
TM55Scald

The user shoots boiling hot water at its target. It may also leave the target with a burn.

Water8010015
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

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

Normal-10020
TM72Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
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
TM93Wild Charge

The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

Electric9010015
HM03Surf

It swamps the area around the user with a giant wave. It can also be used for crossing water.

Water9510015
HM05Waterfall

The user charges at the target and may make it flinch. It can also be used to climb a waterfall.

Water8010015
HM06Dive

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.

Water8010010

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
Agility

The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.

Psychic--30

Prior evolution: egg

Amnesia

The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat.

Psychic--20

Prior evolution: egg

Brine

If the target’s HP is down to about half, this attack will hit with double the power.

Water6510010

Prior evolution: egg

Mist

The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.

Ice--30

Prior evolution: egg

Psybeam

The target is attacked with a peculiar ray. It may also cause confusion.

Psychic6510020

Prior evolution: egg

Screech

An earsplitting screech harshly reduces the target’s Defense stat.

Normal-8540

Prior evolution: egg

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

Prior evolution: egg

Water Pulse

The user attacks the target with a pulsing blast of water. It may also confuse the target.

Water6010020

Prior evolution: egg

Whirlpool

Traps foes in a violent swirling whirlpool for four to five turns.

Water358515

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
Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010

PokéTransfer from Generation IV

Bounce

The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.

Flying85855

PokéTransfer from Generation IV

Captivate

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

Normal-10020

PokéTransfer from Generation IV

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

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

Normal--10

PokéTransfer from Generation IV

Heal Bell

The user makes a soothing bell chime to heal the status problems of all the party Pokémon.

Normal--5

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Sleep Talk

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

Normal--10

PokéTransfer from Generation IV

Snore

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

Normal4010015

PokéTransfer from Generation IV

Sucker Punch

This move enables the user to attack first. It fails if the target is not readying an attack, however.

Dark801005

PokéTransfer from Generation IV

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.

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.

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