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Lanturn

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Lanturn in Pokémon Omega Ruby & Alpha Sapphire

#191 in the Omega Ruby and Alpha Sapphire Pokédex • Light Pokémon

Lanturn in the National Pokédex
Lanturn sprite

Normal

Shiny Lanturn sprite

Shiny

Pokédex entries

Omega Ruby

Lanturn is nicknamed “the deep-sea star” for its illuminated antenna. This Pokémon produces light by causing a chemical reaction between bacteria and its bodily fluids inside the antenna.

Alpha Sapphire

Lanturn is known to emit light. If you peer down into the dark sea from a ship at night, you can sometimes see this Pokémon’s light rising from the depths where it swims. It gives the sea an appearance of a starlit night.

Pokémon details

Types

WaterElectric

Category

Light Pokémon

Height

1.2 m (3'11")

Weight

22.5 kg (49.6 lbs)

National Pokédex

#0171

Pokédex

#191

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
New Hoenn #191
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

#190

Level 27

Lanturn

Lanturn

#191

Wild encounter

Found Underwater on Routes 107, 124, 126, 128, 129, and 130, the same dark dive spots where Chinchou appears.

Alpha Sapphire
LocationMethodLevelChanceConditions

Route 107

Route 107 (Underwater)

Walking in tall grass or a cave3015%

-

Route 124

Route 124 (Underwater)

Walking in tall grass or a cave3015%

-

Route 126

Route 126 (Underwater)

Walking in tall grass or a cave3015%

-

Route 128

Route 128 (Underwater)

Walking in tall grass or a cave3015%

-

Route 129

Route 129 (Underwater)

Walking in tall grass or a cave3015%

-

Route 130

Route 130 (Underwater)

Walking in tall grass or a cave3015%

-

Omega Ruby
LocationMethodLevelChanceConditions

Route 107

Route 107 (Underwater)

Walking in tall grass or a cave3015%

-

Route 124

Route 124 (Underwater)

Walking in tall grass or a cave3015%

-

Route 126

Route 126 (Underwater)

Walking in tall grass or a cave3015%

-

Route 128

Route 128 (Underwater)

Walking in tall grass or a cave3015%

-

Route 129

Route 129 (Underwater)

Walking in tall grass or a cave3015%

-

Route 130

Route 130 (Underwater)

Walking in tall grass or a cave3015%

-

Items this Pokémon may hold when encountered in the wild.
Alpha Sapphire
5%
Omega Ruby
5%

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

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

Normal-5520
StartThunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-10020
StartBubble

A spray of countless bubbles is jetted at the opposing Pokémon. This may also lower their Speed stats.

Water4010030
StartElectro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
StartEerie Impulse

The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.

Electric-10015
6Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-10020
9Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
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
20Bubble Beam

A spray of bubbles is forcefully ejected at the target. This may also lower its Speed stat.

Water6510020
23Spark

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

Electric6510020
27Stockpile

The user charges up power and raises both its Defense and Sp. Def stats. 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 move’s power.

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
29Signal Beam

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

Bug7510015
33Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Normal-10015
37Discharge

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Electric8010015
43Take Down

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

Normal908520
47Aqua Ring

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

Water--20
51Hydro Pump

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

Water110805
54Ion Deluge

The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.

Electric--25
58Charge

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

Electric--20

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Omega Ruby and Alpha Sapphire.
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 depending on the Pokémon using it.

Normal6010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TM14Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TM15Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM17Protect

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 crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM25Thunder

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

Electric1107010
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. This fully restores the user’s HP and heals any status conditions.

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. This 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 can’t move 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 dark 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

The user launches a weak jolt of electricity that paralyzes the target.

Electric-10020
TM87Swagger

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

Normal-9015
TM88Sleep Talk

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

Normal--10
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. This also damages the user a little.

Electric9010015
TM94Secret Power

An attack whose additional effects depend upon where it was used. Can also be used to make a Secret Base.

Normal7010020
TM99Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20
HM03Surf

The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water.

Water9010015
HM05Waterfall

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

Water8010015
HM07Dive

Diving on the first turn, the user floats up and attacks on the next turn. It can be used to dive deep in the ocean.

Water8010010

Moves this Pokémon can learn from move tutors in this game.
Class
Aqua Tail

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

Water909010
Bounce

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

Flying85855
Heal Bell

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

Normal--5
Icy Wind

The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats.

Ice559515
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
Signal Beam

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

Bug7510015
Snore

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

Normal5010015
Water Pulse

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

Water6010020

Learn before evolving. Some moves must be retained from breeding or a prior stage.
Class
Acquisition source
Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30

Chinchou — breeding

Amnesia

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

Psychic--20

Chinchou — breeding

Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010

Chinchou — breeding

Mist

The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.

Ice--30

Chinchou — breeding

Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020

Chinchou — breeding

Screech

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

Normal-8540

Chinchou — breeding

Soak

The user shoots a torrent of water at the target and changes the target’s type to Water.

Water-10020

Chinchou — breeding

Whirlpool

The user traps the target in a violent swirling whirlpool for four to five turns.

Water358515

Chinchou — breeding

Transfers, local trades, historical distributions, Sketch and costume changes have separate requirements. These options do not guarantee every four-move combination.
Class
Acquisition source
Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30

Generation III–V import via Poké Transporter and Pokémon Bank

Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30

Trade from X/Y; retain through local trade and evolution where applicable

Amnesia

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

Psychic--20

Generation III–V import via Poké Transporter and Pokémon Bank

Amnesia

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

Psychic--20

Trade from X/Y; retain through local trade and evolution where applicable

Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010

Generation III–V import via Poké Transporter and Pokémon Bank

Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010

Trade from X/Y; retain through local trade and evolution where applicable

Captivate

If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.

Normal-10020

Generation III–V import via Poké Transporter and Pokémon Bank

Double-Edge

A reckless, life-risking tackle. This also damages the user quite a lot.

Normal12010015

Generation III–V import via Poké Transporter and Pokémon Bank

Endure

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

Normal--10

Generation III–V import via Poké Transporter and Pokémon Bank

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–V import via Poké Transporter and Pokémon Bank

Mist

The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.

Ice--30

Generation III–V import via Poké Transporter and Pokémon Bank

Mist

The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.

Ice--30

Trade from X/Y; retain through local trade and evolution where applicable

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Generation III–V import via Poké Transporter and Pokémon Bank

Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020

Generation III–V import via Poké Transporter and Pokémon Bank

Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020

Trade from X/Y; retain through local trade and evolution where applicable

Screech

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

Normal-8540

Generation III–V import via Poké Transporter and Pokémon Bank

Screech

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

Normal-8540

Trade from X/Y; retain through local trade and evolution where applicable

Soak

The user shoots a torrent of water at the target and changes the target’s type to Water.

Water-10020

Trade from X/Y; retain through local trade and evolution where applicable

Sucker Punch

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

Dark801005

Generation III–V import via Poké Transporter and Pokémon Bank

Whirlpool

The user traps the target in a violent swirling whirlpool for four to five turns.

Water358515

Generation III–V import via Poké Transporter and Pokémon Bank

Whirlpool

The user traps the target in a violent swirling whirlpool for four to five turns.

Water358515

Trade from X/Y; retain through local trade and evolution where applicable

Ability options available to this Pokémon in this game.

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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