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Lanturn sprite

#0171

Lanturn

waterelectric1.2 m · 22.5 kg

Base stats — 460 total

HP
125
Atk
58
Def
58
SpA
76
SpD
76
Spe
67

Abilities

  • Volt Absorb
  • Illuminate
  • Water Absorb hidden

Learnset

What Lanturn learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level17

  • —Spit UpnormalSpecial100% acc10 PPPower is 100 times the amount of energy Stockpiled.
  • —StockpilenormalStatus20 PPStores energy up to three times for use with Spit Up and Swallow.
  • —SwallownormalStatus10 PPRecovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
  • 1Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • 1Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • 1SupersonicnormalStatus55% acc20 PPConfuses the target.
  • 1Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 1Water GunwaterSpecial40 BP100% acc25 PPInflicts regular damage with no additional effect.
  • 12Bubble BeamwaterSpecial65 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • 16Confuse RayghostStatus100% acc10 PPConfuses the target.
  • 20SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 24ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 30DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 36Aqua RingwaterStatus20 PPRestores 1/16 of the user’s max HP each turn.
  • 42FlailnormalPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • 48Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • 54Hydro PumpwaterSpecial110 BP80% acc5 PPInflicts regular damage with no additional effect.

Egg5

  • MisticeStatus30 PPProtects the user’s stats from being changed by enemy moves.
  • PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
  • SoakwaterStatus100% acc20 PPChanges the target’s type to Water.
  • Sucker PunchdarkPhysical70 BP100% acc5 PPOnly works if the target is about to use a damaging move.
  • Water PulsewaterSpecial60 BP100% acc20 PPHas a chance to confuse the target.

TM/HM42

  • AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • BlizzardiceSpecial110 BP70% acc5 PPHas a chance to freeze the target.
  • ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • Chilling WaterwaterSpecial50 BP100% acc20 PPThe user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
  • Confuse RayghostStatus100% acc10 PPConfuses the target.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • Dazzling GleamfairySpecial80 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Flip TurnwaterPhysical60 BP100% acc20 PPUser must switch out after attacking.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hydro PumpwaterSpecial110 BP80% acc5 PPInflicts regular damage with no additional effect.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
  • Icy WindiceSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • LiquidationwaterPhysical85 BP100% acc10 PPHas a chance to lower the target’s Defense by one stage.
  • Muddy WaterwaterSpecial90 BP85% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ScaldwaterSpecial80 BP100% acc15 PPHas a chance to burn the target.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • SurfwaterSpecial90 BP100% acc15 PPInflicts regular damage and can hit Dive users.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Water PulsewaterSpecial60 BP100% acc20 PPHas a chance to confuse the target.
  • WaterfallwaterPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • WhirlpoolwaterSpecial35 BP85% acc15 PPPrevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Appears in — 19 games

Click a game to see the learnset as it works there; click again to go back to the latest.