Lanturn #171 Heart Gold and Soul Silver
Diamond and Pearl | Platinum | Heart Gold and Soul Silver | Black and White |

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#171 Lanturn
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Normal Sprites | Normal Backsprites | ||
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Shiny Sprites | Shiny Backsprites | |||
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Gender Ratio
Lanturn - Light Pokémon
Flavor Text | |||||||||||||||||
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Heart Gold | The light it emits is so bright that it can illuminate the sea’s surface from a depth of over three miles. | ||||||||||||||||
Soul Silver | It blinds prey with an intense burst of light. With the prey incapacitated, the Pokémon swallows it in a single gulp. | ||||||||||||||||
Type: ![]() ![]() | |||||||||||||||||
Resistance to Moves: | |||||||||||||||||
Attacking Type: | ![]() |
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Damage Received: | ×1![]() |
×1![]() |
×1⁄2![]() |
×1![]() |
×2![]() |
×1![]() |
×1![]() |
×1![]() |
×1⁄4![]() |
×1⁄2![]() |
×1⁄2![]() |
×2![]() |
×1![]() |
×1![]() |
×1⁄2![]() |
×1![]() |
×1![]() |
Evolutions
-- Level 27 -->
Ability
Volt Absorb | Restores HP if hit by an Electric-type move. |
Illuminate | Raises the likelihood of meeting wild Pokémon. |
Height
Male Trainer: 4'11"
Lanturn: 4'11"
Weight



Lanturn: 50 lbs. Female Trainer: 88 lbs.
Catching/ Experience Data
Items | Catch Rate | Run Chance | Experience Won | Experience Rate | Total Experience | |
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None | 75 | 0 | 156 | Slow | 1,250,000 |
Moves
Level | Name | Power | Accuracy | Effect |
Type | Category | Power Points | Description | |
1 | Bubble | 20 | 100 | Has a 0% chance to lower the target's Speed by one stage. |
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30 | A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats. | |
1 | Supersonic | 0 | 55 | Confuses the target. |
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20 | The user generates odd sound waves from its body. It may confuse the target. | |
1 | Thunder Wave | 0 | 100 | Paralyzes the target. |
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20 | A weak electric charge is launched at the target. It causes paralysis if it hits. | |
6 | Thunder Wave | 0 | 100 | Paralyzes the target. |
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20 | A weak electric charge is launched at the target. It causes paralysis if it hits. | |
9 | Flail | 1 | 100 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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15 | The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. | |
12 | Water Gun | 40 | 100 | Inflicts regular damage with no additional effect. |
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25 | The target is blasted with a forceful shot of water. | |
17 | Confuse Ray | 0 | 100 | Confuses the target. |
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10 | The target is exposed to a sinister ray that triggers confusion. | |
20 | Spark | 65 | 100 | Has a 30% chance to paralyze the target. |
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20 | The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. | |
23 | Take Down | 90 | 85 | User receives 1/4 the damage it inflicts in recoil. |
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20 | A reckless, full-body charge attack for slamming into the target. It also damages the user a little. | |
27 | Spit Up | 1 | 100 | Power is 100 times the amount of energy Stockpiled. |
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10 | The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage. | |
27 | Swallow | 0 | 0 | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. |
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10 | The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. | |
27 | Stockpile | 0 | 0 | Stores energy up to three times for use with Spit Up and Swallow. |
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20 | The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. | |
30 | BubbleBeam | 65 | 100 | Has a 0% chance to lower the target's Speed by one stage. |
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20 | A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats. | |
35 | Signal Beam | 75 | 100 | Has a 10% chance to confuse the target. |
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15 | The user attacks with a sinister beam of light. It may also confuse the target. | |
40 | Discharge | 80 | 100 | Has a 30% chance to paralyze the target. |
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15 | A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. | |
47 | Aqua Ring | 0 | 0 | Restores 1/16 of the user's max HP each turn. |
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20 | The user envelops itself in a veil made of water. It regains some HP on every turn. | |
52 | Hydro Pump | 120 | 80 | Inflicts regular damage with no additional effect. |
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5 | The target is blasted by a huge volume of water launched under great pressure. | |
57 | Charge | 0 | 0 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. |
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20 | The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
Stats | ||||||
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Hit Points (HP) | Attack (ATK) | Defense (DEF) | Speed (SPD) | Special Attack (SPATK) | Special Defense (SPDEF) | |
EV Gain | +2 | +0 | +0 | +0 | +0 | +0 |
Base | 125 | 58 | 58 | 67 | 76 | 76 |
Ranking | Hit Points (HP) | Attack (ATK) | Defense (DEF) | Speed (SPD) | Special Attack (SPATK) | Special Defense (SPDEF) |
15⁄493 | 342⁄493 | 304⁄493 | 225⁄493 | 178⁄493 | 175⁄493 |