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Lanturnin Pokémon Modern Emerald

waterelectric
Pokemon #171

Pokédex Entry

Light Pokémon

The light-emitting orbs on its back are very bright. They are formed from a part of its dorsal fin. This Pokémon illuminates the inky darkness of deep seas.

Lanturn in Pokémon Modern Emerald

Lanturn is #171 in the Pokédex for Pokémon lanturn. This page covers its water/electric typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it.

Type
WaterElectric
Dex
#171
Abilities
Volt Absorb(Primary)

Turns electricity into HP.

Illuminate(Secondary)

Encounter rate increases.

Growth Rate
slow
Gender Ratio
50% Male, 50% Female
Egg Groups
water2
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
75
pokeball
Poké Ball7.5%
greatball
Great Ball10.9%
ultraball
Ultra Ball13.4%
Base Exp
156
EV Yield
2 Hp
Wild Held Items
Weak To
grass ×2ground ×2
Resists
fire ×0.5water ×0.5ice ×0.5flying ×0.5steel ×0.25

How to Obtain

Lanturn isn't found in the wild. You'll need to evolve, trade, or breed to get one.

Level Up Moves (13)

BubbleLevel: 1water
3010030
An attack using bubbles. May lower the foe's Speed.
Thunder WaveLevel: 1electric
09020
A weak jolt of electricity that paralyzes the foe.
SupersonicLevel: 1normal
05520
Emits bizarre sound waves that may confuse the foe.
SupersonicLevel: 5normal
05520
Emits bizarre sound waves that may confuse the foe.
FlailLevel: 13normal
110015
Inflicts more damage when the user's HP is down.
Water GunLevel: 17water
4010025
Squirts water to attack the foe.
SparkLevel: 25electric
6510020
An electrified tackle that may paralyze the foe.
Bubble BeamLevel: 30water
6510020
Forcefully sprays bubbles that may lower Speed.
Confuse RayLevel: 32ghost
010010
A sinister ray that confuses the foe.
Signal BeamLevel: 35bug
7510015
A strange beam attack that may confuse the foe.
Take DownLevel: 43normal
908520
A reckless charge attack that also hurts the user.
Hydro PumpLevel: 50water
120805
Blasts water at high power to strike the foe.
ChargeLevel: 61electric
010020
Charges power to boost the electric move used next.

TM/HM Moves (23)

Water Pulsewater
6010020TM03
Attacks with ultrasonic waves. May confuse the foe.
Toxicpoison
07010TM06
Poisons the foe with an intensifying toxin.
Hailice
0010TM07
Summons a hailstorm that strikes every turn.
Hidden Powernormal
6010015TM10
The effectiveness varies with the user.
Ice Beamice
9010010TM13
Blasts the foe with an icy beam that may freeze it.
Blizzardice
110705TM14
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
005TM18
Boosts the power of Water- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the Trainer is disliked.
Thunderboltelectric
9010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
1107010TM25
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
005TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Surfwater
9010015HM03
Creates a huge wave, then crashes it down on the foe.
Flashnormal
010020HM05
Looses a powerful blast of light that cuts accuracy.
Waterfallwater
8010015HM07
Charges the foe with speed to climb waterfalls.
Divewater
9010010HM08
Dives underwater the first turn and strikes next turn.

Also in

This Pokémon appears in other games we cover. Typing and base stats shown are that game's own — differences from the game you're viewing are marked.

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