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Lanturn Moves & Learnsetin Pokémon Emerald Legacy

waterelectric38 total moves

Complete moveset and learnset for Lanturn in Pokémon Emerald Legacy. Learn which moves Lanturn can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

15
Level Up
23
TM/HM
0
Move Tutor
0
Egg Moves
38
Total

Level Up Moves (15)

Moves that Lanturn learns naturally as it levels up.

BubbleLevel: 1water
3010030
An attack using bubbles. May lower the foe's SPEED.
Thunder WaveLevel: 1electric
010020
A weak jolt of electricity that paralyzes the foe.
SupersonicLevel: 1normal
07020
Emits bizarre sound waves that may confuse the foe.
SupersonicLevel: 5normal
07020
Emits bizarre sound waves that may confuse the foe.
FlailLevel: 8normal
110015
Inflicts more damage when the user's HP is down.
Water GunLevel: 13water
4010025
Squirts water to attack the foe.
SparkLevel: 19electric
6510020
An electrified tackle that may paralyze the foe.
Confuse RayLevel: 25ghost
010010
A sinister ray that confuses the foe.
Bubble BeamLevel: 28water
6510020
Forcefully sprays bubbles that may lower SPEED.
ThunderboltLevel: 33electric
9510015
A strong electrical attack that may paralyze the foe.
Rain DanceLevel: 35water
0010
Boosts the power of WATER- type moves for 5 turns.
Take DownLevel: 37normal
9510020
A reckless charge attack that also hurts the user.
Hydro PumpLevel: 41water
120855
Blasts water at high power to strike the foe.
ChargeLevel: 44electric
010020
Charges power to boost the electric move used next.
ThunderLevel: 47electric
1207010
A lightning attack that may cause paralysis.

TM/HM Moves (23)

Moves that Lanturn can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Water Pulsewater
6010020TM03
Attacks with ultrasonic waves. May confuse the foe.
Toxicpoison
08510TM06
Poisons the foe with an intensifying toxin.
Hailice
0010TM07
Summons a hailstorm that strikes every turn.
Hidden Powernormal
110015TM10
The effectiveness varies with the user.
Ice Beamice
9510015TM13
Blasts the foe with an icy beam that may freeze it.
Blizzardice
120705TM14
Hits the foe with an icy storm that may freeze it.
Hyper Beamnormal
150905TM15
Powerful, but leaves the user immobile the next turn.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
0010TM18
Boosts the power of WATER- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the TRAINER is disliked.
Thunderboltelectric
9510015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
1207010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Facadenormal
7010020TM42
Boosts ATTACK when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
0010TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Surfwater
9510015HM03
Creates a huge wave, then crashes it down on the foe.
Flashnormal
010020HM05
Looses a powerful blast of light that cuts accuracy.
Waterfallwater
7010015HM07
Charges the foe with speed to climb waterfalls.
Divewater
8010015HM08
Dives underwater the first turn and strikes next turn.