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SwSh / Pokédex

Lanturn

Lanturn

Galar #221 in the Sword and Shield Pokédex • Light Pokémon

Lanturn

Galar #221 in the Sword and Shield Pokédex • Light Pokémon

Stats

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.

Chinchou

Togepi

Lanturn normal sprite

Normal

Shiny Lanturn sprite

Shiny

Lanturn

Light Pokémon

Galar #221
WaterElectric

Height

1.2 m (3'11")

Weight

22.5 kg (49.6 lbs)

Abilities

Volt AbsorbIlluminateWater Absorb(Hidden Ability)

It's Super Effective

Damage multipliers Lanturn takes from each attacking type, sorted from worst weakness to best resistance.

Weak to

Grass

Ground

Resists

Steel

0.25×

Fire

0.5×

Water

0.5×

Ice

0.5×

Flying

0.5×

Growth

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Galar #221Isle of Armor #189
EV yield
2 HP
Catch rate
75
Base Exp.
161

Eggs

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg Groups
Water 2
Gender
50% male
50% female
Egg cycles
20 (5,120 steps)

Lore

Version-specific Pokédex entries for this Pokémon.
Pokémon Sword box art

Sword

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

Pokémon Shield box art

Shield

This Pokémon flashes a bright light that blinds its prey. This creates an opening for it to deliver an electrical attack.

Evolution

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Chinchou

Chinchou

Galar #220

Level 27

Lanturn

Lanturn

Galar #221

Moves

Moves this Pokémon learns naturally by reaching specific levels.
Class
Description
StartStockpileNormalStatus--20

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

StartSpit UpNormalSpecial-10010

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.

StartSwallowNormalStatus--10

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

StartSupersonicNormalStatus-5520

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

StartWater GunWaterSpecial4010025

The target is blasted with a forceful shot of water.

StartThunder WaveElectricStatus-9020

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

StartStockpileNormalStatus--20

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

StartSpit UpNormalSpecial-10010

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.

StartSwallowNormalStatus--10

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

StartElectro BallElectricSpecial-10010

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

StartEerie ImpulseElectricStatus-10015

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

12Bubble BeamWaterSpecial6510020

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

16Confuse RayGhostStatus-10010

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

20SparkElectricPhysical6510020

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

24ChargeElectricStatus--20

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

30DischargeElectricSpecial8010015

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

36Aqua RingWaterStatus--20

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

42FlailNormalPhysical-10015

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

48Take DownNormalPhysical908520

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

54Hydro PumpWaterSpecial110805

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

Machines

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
Description
TM08Hyper BeamNormalSpecial150905

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

TM09Giga ImpactNormalPhysical150905

The user charges at the target using every bit of its power. The user can’t move on the next turn.

TM14Thunder WaveElectricStatus-9020

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

TM16ScreechNormalStatus-8540

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

TM21RestPsychicStatus--5

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

TM24SnoreNormalSpecial5010015

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

TM25ProtectNormalStatus--10

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

TM27Icy WindIceSpecial559515

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

TM31AttractNormalStatus-10015

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

TM33Rain DanceWaterStatus--5

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

TM35HailIceStatus--10

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

TM36WhirlpoolWaterSpecial358515

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

TM39FacadeNormalPhysical7010020

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

TM45DiveWaterPhysical8010010

Diving on the first turn, the user floats up and attacks on the next turn.

TM52BounceFlyingPhysical85855

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

TM55BrineWaterSpecial6510010

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

TM76RoundNormalSpecial6010015

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

TM80Volt SwitchElectricSpecial7010020

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

TM93Eerie ImpulseElectricStatus-10015

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

TR03Hydro PumpWaterSpecial110805

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

TR04SurfWaterSpecial9010015

The user attacks everything around it by swamping its surroundings with a giant wave.

TR05Ice BeamIceSpecial9010010

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

TR06BlizzardIceSpecial110705

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

TR08ThunderboltElectricSpecial9010015

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

TR09ThunderElectricSpecial1107010

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

TR12AgilityPsychicStatus--30

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

TR16WaterfallWaterPhysical8010015

The user charges at the target and may make it flinch.

TR17AmnesiaPsychicStatus--20

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

TR20SubstituteNormalStatus--10

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

TR26EndureNormalStatus--10

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

TR27Sleep TalkNormalStatus--10

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

TR80Electro BallElectricSpecial-10010

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

TR84ScaldWaterSpecial8010015

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

TR86Wild ChargeElectricPhysical9010015

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

TR92Dazzling GleamFairySpecial8010010

The user damages opposing Pokémon by emitting a powerful flash.

Tutors

Moves this Pokémon can learn from move tutors in this game.
Class
Description
Rising VoltageElectricSpecial7010020

The user attacks with electric voltage rising from the ground. This move’s power doubles when the target is on Electric Terrain.

Traits

Ability options available to this Pokémon in this game.

Volt Absorb

Ability Slot 1

Restores HP if hit by an Electric-type move instead of taking damage.

Absorbs Electric moves, healing for 1/4 max HP.

Illuminate

Ability Slot 2

Raises the likelihood of meeting wild Pokémon by illuminating the surroundings.

Doubles the wild encounter rate.

Water Absorb(Hidden Ability)

Restores HP if hit by a Water-type move instead of taking damage.

Absorbs Water moves, healing for 1/4 max HP.

#220

Chinchou

#257

Togepi

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