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Lanturn

#258 in the Ultra Sun & Ultra Moon Pokédex • Light Pokémon

Ultra Sun

When the bacteria living inside its antennae absorb Lanturn’s bodily fluids, a strong luminescent effect is produced.

Ultra Moon

It lives far down in the depths of the ocean. It blinds its prey with light, using the moment they’re dazzled to swallow them whole.

Pokédexes

Updated Akala #159Updated Alola #258

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

#257

Level 27

Lanturn

Lanturn

#258

Ultra Moon

LocationMethodLevelChanceConditions

Route 8

Alola Route 8 Main

Sos From Bubbling Spot10-2515%

-

Route 8

Alola Route 8 Main

Sos Encounter10-2015%

-

Akala Outskirts

Sos Encounter10-2415%

-

Akala Outskirts

Sos From Bubbling Spot10-2915%

-

Ultra Sun

LocationMethodLevelChanceConditions

Route 8

Alola Route 8 Main

Sos From Bubbling Spot10-2515%

-

Route 8

Alola Route 8 Main

Sos Encounter10-2015%

-

Akala Outskirts

Sos Encounter10-2415%

-

Akala Outskirts

Sos From Bubbling Spot10-2915%

-

Chinchou

Natu

Lanturn normal sprite

Normal

Shiny Lanturn sprite

Shiny

Lanturn

Light Pokémon

#258
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
Ultra Moon: 5%
Ultra Sun: 5%
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.

StartThunder WaveElectricStatus-9020

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

StartBubbleWaterSpecial4010030

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

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.

StartSpotlightNormalStatus--15

The user shines a spotlight on the target so that only the target will be attacked during the turn.

6Thunder WaveElectricStatus-9020

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

9Electro 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.

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.

20Bubble BeamWaterSpecial6510020

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

23SparkElectricPhysical6510020

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

29Signal BeamBugSpecial7510015

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

33FlailNormalPhysical-10015

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

37DischargeElectricSpecial8010015

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

43Take DownNormalPhysical908520

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

47Aqua RingWaterStatus--20

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

51Hydro PumpWaterSpecial110805

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

54Ion DelugeElectricStatus--25

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

58ChargeElectricStatus--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.

Class
Description
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 PowerNormalSpecial6010015

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

TM13Ice BeamIceSpecial9010010

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

TM14BlizzardIceSpecial110705

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

TM15Hyper BeamNormalSpecial150905

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

TM17ProtectNormalStatus--10

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. It lowers the power of Fire-type moves.

TM21FrustrationNormalPhysical-10020

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

TM24ThunderboltElectricSpecial9010015

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

TM25ThunderElectricSpecial1107010

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

TM27ReturnNormalPhysical-10020

This full-power attack 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

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

TM44RestPsychicStatus--5

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

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 to increase the power of the attack.

TM55ScaldWaterSpecial8010015

The user shoots boiling hot water at its target. This 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 can’t move on the next turn.

TM72Volt SwitchElectricSpecial7010020

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

TM73Thunder WaveElectricStatus-9020

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

TM87SwaggerNormalStatus-8515

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

TM88Sleep TalkNormalStatus--10

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

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. This also damages the user a little.

TM94SurfWaterSpecial9010015

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

TM98WaterfallWaterPhysical8010015

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

TM99Dazzling GleamFairySpecial8010010

The user damages opposing Pokémon by emitting a powerful flash.

TM100ConfideNormalStatus--20

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

Class
Description
Aqua TailWaterPhysical909010

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

BounceFlyingPhysical85855

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

Heal BellNormalStatus--5

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

Icy WindIceSpecial559515

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

Shock WaveElectricSpecial60-20

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

Signal BeamBugSpecial7510015

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

SnoreNormalSpecial5010015

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

Water PulseWaterSpecial6010020

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

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.

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.

USUM / Pokédex

Lanturn

Lanturn

#258 in the Ultra Sun & Ultra Moon Pokédex • Light Pokémon

Ultra Sun

When the bacteria living inside its antennae absorb Lanturn’s bodily fluids, a strong luminescent effect is produced.

Ultra Moon

It lives far down in the depths of the ocean. It blinds its prey with light, using the moment they’re dazzled to swallow them whole.

Pokédexes

Updated Akala #159Updated Alola #258

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

#257

Level 27

Lanturn

Lanturn

#258

Ultra Moon

LocationMethodLevelChanceConditions

Route 8

Alola Route 8 Main

Sos From Bubbling Spot10-2515%

-

Route 8

Alola Route 8 Main

Sos Encounter10-2015%

-

Akala Outskirts

Sos Encounter10-2415%

-

Akala Outskirts

Sos From Bubbling Spot10-2915%

-

Ultra Sun

LocationMethodLevelChanceConditions

Route 8

Alola Route 8 Main

Sos From Bubbling Spot10-2515%

-

Route 8

Alola Route 8 Main

Sos Encounter10-2015%

-

Akala Outskirts

Sos Encounter10-2415%

-

Akala Outskirts

Sos From Bubbling Spot10-2915%

-

Chinchou

Natu

Lanturn normal sprite

Normal

Shiny Lanturn sprite

Shiny

Lanturn

Light Pokémon

#258
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
Ultra Moon: 5%
Ultra Sun: 5%
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.

StartThunder WaveElectricStatus-9020

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

StartBubbleWaterSpecial4010030

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

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.

StartSpotlightNormalStatus--15

The user shines a spotlight on the target so that only the target will be attacked during the turn.

6Thunder WaveElectricStatus-9020

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

9Electro 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.

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.

20Bubble BeamWaterSpecial6510020

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

23SparkElectricPhysical6510020

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

29Signal BeamBugSpecial7510015

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

33FlailNormalPhysical-10015

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

37DischargeElectricSpecial8010015

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

43Take DownNormalPhysical908520

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

47Aqua RingWaterStatus--20

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

51Hydro PumpWaterSpecial110805

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

54Ion DelugeElectricStatus--25

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

58ChargeElectricStatus--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.

Class
Description
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 PowerNormalSpecial6010015

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

TM13Ice BeamIceSpecial9010010

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

TM14BlizzardIceSpecial110705

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

TM15Hyper BeamNormalSpecial150905

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

TM17ProtectNormalStatus--10

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. It lowers the power of Fire-type moves.

TM21FrustrationNormalPhysical-10020

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

TM24ThunderboltElectricSpecial9010015

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

TM25ThunderElectricSpecial1107010

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

TM27ReturnNormalPhysical-10020

This full-power attack 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

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

TM44RestPsychicStatus--5

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

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 to increase the power of the attack.

TM55ScaldWaterSpecial8010015

The user shoots boiling hot water at its target. This 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 can’t move on the next turn.

TM72Volt SwitchElectricSpecial7010020

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

TM73Thunder WaveElectricStatus-9020

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

TM87SwaggerNormalStatus-8515

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

TM88Sleep TalkNormalStatus--10

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

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. This also damages the user a little.

TM94SurfWaterSpecial9010015

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

TM98WaterfallWaterPhysical8010015

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

TM99Dazzling GleamFairySpecial8010010

The user damages opposing Pokémon by emitting a powerful flash.

TM100ConfideNormalStatus--20

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

Class
Description
Aqua TailWaterPhysical909010

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

BounceFlyingPhysical85855

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

Heal BellNormalStatus--5

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

Icy WindIceSpecial559515

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

Shock WaveElectricSpecial60-20

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

Signal BeamBugSpecial7510015

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

SnoreNormalSpecial5010015

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

Water PulseWaterSpecial6010020

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

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.

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.