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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

Water 2

Steps to Hatch

5,120

Effort Values Yielded

2 HP

Gender Ratio

50% male / 50% female

Capture Rate

75

Base Experience

161
PokémonRequiresEvolution
Chinchou

Chinchou

#170

Level 27

Lanturn

Lanturn

#171

Pokémon Black

LocationMethodLevelChanceConditions

Driftveil City

Fishing in dark spots45-704%

-

Driftveil City

Fishing in dark spots45-701%

-

Pokémon White

LocationMethodLevelChanceConditions

Driftveil City

Fishing in dark spots45-704%

-

Driftveil City

Fishing in dark spots45-701%

-

Chinchou

Togepi

Lanturn normal sprite

Normal

Shiny Lanturn sprite

Shiny

Lanturn

Light Pokémon

#171
WaterElectric

Height

1.2 m

Weight

22.5 kg

Base XP

161

Abilities

Volt AbsorbIlluminateWater Absorb

HP

125

Attack

58

Defense

58

Sp. Atk

76

Sp. Def

76

Speed

67

Total

460

Type Chart

Weaknesses

Takes 2× from

GrassGround

Resistances

Takes 0.25× from

Steel

Takes 0.5× from

FireWaterIceFlying
Deep Sea ScaleDeep Sea Scale
Pokémon Black: 5%
Pokémon White: 5%
Class
Description
StartSupersonicNormalStatus-5520

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

StartThunder WaveElectricStatus-10020

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

StartBubbleWaterSpecial2010030

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

6Thunder WaveElectricStatus-10020

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

9FlailNormalPhysical-10015

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

12Water GunWaterSpecial4010025

The target is blasted with a forceful shot of water.

17Confuse RayGhostStatus-10010

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

20SparkElectricPhysical6510020

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

23Take DownNormalPhysical908520

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

27StockpileNormalStatus--20

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

27Spit UpNormalSpecial-10010

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

27SwallowNormalStatus--10

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

30Electro BallElectricSpecial-10010

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

35Bubble BeamWaterSpecial6510020

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

40Signal BeamBugSpecial7510015

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

47DischargeElectricSpecial8010015

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

52Aqua RingWaterStatus--20

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

57Hydro PumpWaterSpecial120805

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

64ChargeElectricStatus--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
HM03SurfWaterSpecial9510015

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

HM05WaterfallWaterPhysical8010015

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

HM06DiveWaterPhysical8010010

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.

TM06ToxicPoisonStatus-9010

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

TM07HailIceStatus--10

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

TM10Hidden PowerNormalSpecial110015

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

TM13Ice BeamIceSpecial9510010

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

TM14BlizzardIceSpecial120705

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

TM15Hyper BeamNormalSpecial150905

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

TM17ProtectNormalStatus--10

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

TM18Rain DanceWaterStatus--5

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

TM21FrustrationNormalPhysical-10020

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

TM24ThunderboltElectricSpecial9510015

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

TM25ThunderElectricSpecial1207010

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

TM27ReturnNormalPhysical-10020

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

TM32Double TeamNormalStatus--15

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

TM42FacadeNormalPhysical7010020

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

TM44RestPsychicStatus--5

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

TM45AttractNormalStatus-10015

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

TM48RoundNormalSpecial6010015

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

TM55ScaldWaterSpecial8010015

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

TM57Charge BeamElectricSpecial509010

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

TM68Giga ImpactNormalPhysical150905

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

TM70FlashNormalStatus-10020

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

TM72Volt SwitchElectricSpecial7010020

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

TM73Thunder WaveElectricStatus-10020

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

TM87SwaggerNormalStatus-9015

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

TM90SubstituteNormalStatus--10

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

TM93Wild ChargeElectricPhysical9010015

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.

Dittobase

© 2026 dittobase.com. All rights reserved.

This website is an independent platform and is not associated with, validated, backed, or sponsored by Nintendo, Game Freak, Niantic, or The Pokémon Company.

B/W / Pokédex

Lanturn

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

Water 2

Steps to Hatch

5,120

Effort Values Yielded

2 HP

Gender Ratio

50% male / 50% female

Capture Rate

75

Base Experience

161
PokémonRequiresEvolution
Chinchou

Chinchou

#170

Level 27

Lanturn

Lanturn

#171

Pokémon Black

LocationMethodLevelChanceConditions

Driftveil City

Fishing in dark spots45-704%

-

Driftveil City

Fishing in dark spots45-701%

-

Pokémon White

LocationMethodLevelChanceConditions

Driftveil City

Fishing in dark spots45-704%

-

Driftveil City

Fishing in dark spots45-701%

-

Chinchou

Togepi

Lanturn normal sprite

Normal

Shiny Lanturn sprite

Shiny

Lanturn

Light Pokémon

#171
WaterElectric

Height

1.2 m

Weight

22.5 kg

Base XP

161

Abilities

Volt AbsorbIlluminateWater Absorb

HP

125

Attack

58

Defense

58

Sp. Atk

76

Sp. Def

76

Speed

67

Total

460

Type Chart

Weaknesses

Takes 2× from

GrassGround

Resistances

Takes 0.25× from

Steel

Takes 0.5× from

FireWaterIceFlying
Deep Sea ScaleDeep Sea Scale
Pokémon Black: 5%
Pokémon White: 5%
Class
Description
StartSupersonicNormalStatus-5520

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

StartThunder WaveElectricStatus-10020

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

StartBubbleWaterSpecial2010030

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

6Thunder WaveElectricStatus-10020

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

9FlailNormalPhysical-10015

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

12Water GunWaterSpecial4010025

The target is blasted with a forceful shot of water.

17Confuse RayGhostStatus-10010

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

20SparkElectricPhysical6510020

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

23Take DownNormalPhysical908520

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

27StockpileNormalStatus--20

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

27Spit UpNormalSpecial-10010

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

27SwallowNormalStatus--10

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

30Electro BallElectricSpecial-10010

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

35Bubble BeamWaterSpecial6510020

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

40Signal BeamBugSpecial7510015

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

47DischargeElectricSpecial8010015

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

52Aqua RingWaterStatus--20

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

57Hydro PumpWaterSpecial120805

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

64ChargeElectricStatus--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
HM03SurfWaterSpecial9510015

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

HM05WaterfallWaterPhysical8010015

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

HM06DiveWaterPhysical8010010

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.

TM06ToxicPoisonStatus-9010

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

TM07HailIceStatus--10

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

TM10Hidden PowerNormalSpecial110015

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

TM13Ice BeamIceSpecial9510010

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

TM14BlizzardIceSpecial120705

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

TM15Hyper BeamNormalSpecial150905

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

TM17ProtectNormalStatus--10

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

TM18Rain DanceWaterStatus--5

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

TM21FrustrationNormalPhysical-10020

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

TM24ThunderboltElectricSpecial9510015

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

TM25ThunderElectricSpecial1207010

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

TM27ReturnNormalPhysical-10020

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

TM32Double TeamNormalStatus--15

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

TM42FacadeNormalPhysical7010020

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

TM44RestPsychicStatus--5

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

TM45AttractNormalStatus-10015

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

TM48RoundNormalSpecial6010015

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

TM55ScaldWaterSpecial8010015

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

TM57Charge BeamElectricSpecial509010

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

TM68Giga ImpactNormalPhysical150905

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

TM70FlashNormalStatus-10020

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

TM72Volt SwitchElectricSpecial7010020

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

TM73Thunder WaveElectricStatus-10020

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

TM87SwaggerNormalStatus-9015

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

TM90SubstituteNormalStatus--10

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

TM93Wild ChargeElectricPhysical9010015

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.

Dittobase

© 2026 dittobase.com. All rights reserved.

This website is an independent platform and is not associated with, validated, backed, or sponsored by Nintendo, Game Freak, Niantic, or The Pokémon Company.