Lanturn
#177 in the HeartGold & SoulSilver Pokédex • Light Pokémon
Lanturn
#177 in the HeartGold & SoulSilver Pokédex • Light Pokémon
Stats
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.

Normal

Shiny
Lanturn
Light Pokémon


Growth
| Pokédexes | Updated Johto #177 |
|---|---|
| EV yield | 2 HP |
| Catch rate | 75 |
| Base Exp. | 161 |
Eggs
| Egg Groups | |
|---|---|
| Gender | 50% male 50% female |
| Egg cycles | 20 (5,120 steps) |
Lore

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

SoulSilver
It blinds prey with an intense burst of light. With the prey incapacitated, the Pokémon swallows it in a single gulp.
Evolution
| Pokémon | Requires | Evolution |
|---|---|---|
![]() Chinchou #176 | Level 27 | ![]() Lanturn #177 |
Encounters
| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
New Bark Town | Fishing with a Super Rod | 40 | 10% | - |
Sea Route 41 Road 41 | Fishing with a Super Rod | 40 | 10% | - |
Route 47 Road 47 | Fishing with a Super Rod | 40 | 10% | - |
Sea Route 20 Road 20 | Fishing with a Super Rod | 40 | 10% | - |
Cinnabar Island | Fishing with a Super Rod | 40 | 10% | - |
Vermilion City | Fishing with a Super Rod | 40 | 10% | - |
Pallet Town | Fishing with a Super Rod | 40 | 10% | - |
Route 26 Road 26 | Fishing with a Super Rod | 40 | 10% | - |
Route 27 Road 27 | Fishing with a Super Rod | 40 | 10% | - |
Sea Route 21 Road 21 | Fishing with a Super Rod | 40 | 10% | - |
Vermilion City S.S. Anne dock | Fishing with a Super Rod | 40 | 10% | - |
| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
New Bark Town | Fishing with a Super Rod | 40 | 10% | - |
Sea Route 41 Road 41 | Fishing with a Super Rod | 40 | 10% | - |
Route 47 Road 47 | Fishing with a Super Rod | 40 | 10% | - |
Sea Route 20 Road 20 | Fishing with a Super Rod | 40 | 10% | - |
Cinnabar Island | Fishing with a Super Rod | 40 | 10% | - |
Vermilion City | Fishing with a Super Rod | 40 | 10% | - |
Pallet Town | Fishing with a Super Rod | 40 | 10% | - |
Route 26 Road 26 | Fishing with a Super Rod | 40 | 10% | - |
Route 27 Road 27 | Fishing with a Super Rod | 40 | 10% | - |
Sea Route 21 Road 21 | Fishing with a Super Rod | 40 | 10% | - |
Vermilion City S.S. Anne dock | Fishing with a Super Rod | 40 | 10% | - |
Held Items
Moves
| 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 foe. It causes paralysis if it hits. |
| Start | Bubble | ![]() | Special | 20 | 100 | 30 | A spray of countless bubbles is jetted at the foe. It may also lower the target’s Speed stat. |
| 6 | Thunder Wave | ![]() | Status | - | 100 | 20 | A weak electric charge is launched at the foe. 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 foe is blasted with a forceful shot of water. |
| 17 | Confuse Ray | ![]() | Status | - | 100 | 10 | The foe is exposed to a sinister ray that triggers confusion. |
| 20 | Spark | ![]() | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the foe. It may also leave the target paralyzed. |
| 23 | Take Down | ![]() | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the foe. 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. |
| 27 | Swallow | ![]() | Status | - | - | 10 | The power stored using the move Stockpile is absorbed by the user to heal its HP. |
| 30 | Bubble Beam | ![]() | Special | 65 | 100 | 20 | A spray of bubbles is forcefully ejected at the foe. It may also lower the target’s Speed stat. |
| 35 | Signal Beam | ![]() | Special | 75 | 100 | 15 | The user attacks with a sinister beam of light. It may also confuse the target. |
| 40 | Discharge | ![]() | Special | 80 | 100 | 15 | A flare of electricity is loosed to strike all Pokémon in battle. It may also cause paralysis. |
| 47 | Aqua Ring | ![]() | Status | - | - | 20 | The user envelops itself in a veil made of water. It regains some HP on every turn. |
| 52 | Hydro Pump | ![]() | Special | 120 | 80 | 5 | The foe is blasted by a huge volume of water launched under great pressure. |
| 57 | Charge | ![]() | Status | - | - | 20 | The user boosts the power of the Electric move it uses next. It also raises the user’s Sp. Def stat. |
Machines
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| TM03 | Water Pulse | ![]() | Special | 60 | 100 | 20 | The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
| TM06 | Toxic | ![]() | Status | - | 85 | 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 foe 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 foe. It may also freeze the target solid. |
| TM15 | Hyper Beam | ![]() | Special | 150 | 90 | 5 | The foe 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 foe. It may also leave the foe paralyzed. |
| TM25 | Thunder | ![]() | Special | 120 | 70 | 10 | A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
| 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. |
| TM34 | Shock Wave | ![]() | Special | 60 | - | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| TM42 | Facade | ![]() | Physical | 70 | 100 | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
| TM43 | Secret Power | ![]() | Physical | 70 | 100 | 20 | The user attacks with a secret power. Its added effects vary depending on the user’s environment. |
| 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 foe becomes infatuated and less likely to attack. |
| TM55 | Brine | ![]() | Special | 65 | 100 | 10 | If the foe’s HP is down to about half, this attack will hit with double the power. |
| TM57 | Charge Beam | ![]() | Special | 50 | 90 | 10 | The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat. |
| TM58 | Endure | ![]() | Status | - | - | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| TM68 | Giga Impact | ![]() | Physical | 150 | 90 | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. |
| TM70 | Flash | ![]() | Status | - | 100 | 20 | The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves. |
| TM73 | Thunder Wave | ![]() | Status | - | 100 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM78 | Captivate | ![]() | Status | - | 100 | 20 | If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
| TM82 | Sleep Talk | ![]() | Status | - | - | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM83 | Natural Gift | ![]() | Physical | - | 100 | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. |
| TM87 | Swagger | ![]() | Status | - | 90 | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe’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. |
| HM03 | Surf | ![]() | Special | 95 | 100 | 15 | It swamps the entire battlefield with a giant wave. It can also be used for crossing water. |
| HM05 | Whirlpool | ![]() | Special | 15 | 70 | 15 | Traps the foe inside a whirlpool that lasts for two to five turns. The user can pass through whirlpools. |
| HM07 | Waterfall | ![]() | Physical | 80 | 100 | 15 | The user charges at the foe rapidly, and may make it flinch. It can also be used to climb a waterfall. |
Tutors
| Class | Description | |||||
|---|---|---|---|---|---|---|
| Aqua Tail | ![]() | Physical | 90 | 90 | 10 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
| Bounce | ![]() | Physical | 85 | 85 | 5 | The user bounces up high, then drops on the foe on the second turn. It may also paralyze the foe. |
| Dive | ![]() | Physical | 80 | 100 | 10 | A two-turn attack. The user dives underwater on the first turn, then hits on the next turn. |
| Heal Bell | ![]() | Status | - | - | 5 | The user makes a soothing bell chime to heal the status problems of all the party Pokémon. |
| Icy Wind | ![]() | Special | 55 | 95 | 15 | The user attacks with a gust of chilled air. It also lowers the target’s Speed stat. |
| Signal Beam | ![]() | Special | 75 | 100 | 15 | The user attacks with a sinister beam of light. It may also confuse the target. |
| Snore | ![]() | Special | 40 | 100 | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
| Sucker Punch | ![]() | Physical | 80 | 100 | 5 | This move enables the user to attack first. It fails if the foe is not readying an attack, however. |
Traits
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.







































Status
Special
Physical






