PokeRogue Pokedex /
Lanturn
View Lanturn's detailed stats, abilities, types, evolution and moves in PokeRogue Dex.
Lanturn Pokédex Data
key | value |
---|---|
Type | Water Electric |
Starter Cost | 3 |
Weight | 22.5 kg |
Biomes | |
Ability | Volt Absorb Restores HP if hit by an Electric-type move instead of taking damage. Illuminate By illuminating its surroundings, the Pokémon raises the likelihood of meeting wild Pokémon and prevents its accuracy from being lowered. |
Water Absorb Restores HP if hit by a Water-type move instead of taking damage. |
Lanturn Base Stats
key | value |
---|---|
HP | 125 |
Attack | 58 |
Defense | 58 |
Sp. Atk | 76 |
Sp. Def | 76 |
Speed | 67 |
BST | 460 |
Lanturn Evolution
Lanturn Type Chart
Water Type Strength
Normal
1
Fire
2
Water
0.5
Electric
1
Grass
0.5
Ice
1
Fighting
1
Poison
1
Ground
2
Flying
1
Psychic
1
Bug
1
Rock
2
Ghost
1
Dragon
0.5
Dark
1
Steel
1
Fairy
1
Electric Type Strength
Normal
1
Fire
1
Water
2
Electric
0.5
Grass
0.5
Ice
1
Fighting
1
Poison
1
Ground
0
Flying
2
Psychic
1
Bug
1
Rock
1
Ghost
1
Dragon
0.5
Dark
1
Steel
1
Fairy
1
Water + Electric Type Weakness
Normal
1
Fire
0.5
Water
0.5
Electric
1
Grass
2
Ice
0.5
Fighting
1
Poison
1
Ground
2
Flying
0.5
Psychic
1
Bug
1
Rock
1
Ghost
1
Dragon
1
Dark
1
Steel
0.25
Fairy
1
Lanturn Egg Moves
Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|
Thunderclap | Electric | Special | 70 | 100 | 5 | This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack. |
Bouncy Bubble | Water | Special | 60 | 100 | 20 | The user attacks by shooting water bubbles at the target. It then absorbs water and restores its HP by the damage taken by the target. |
Volt Switch | Electric | Special | 70 | 100 | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
Tail Glow | Bug | Status | - | - | 20 | The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat. |
Lanturn Moves learned by level up
Total 18 move
Level | Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|---|
0 | Stockpile | Normal | Status | - | - | 20 | The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times. |
0 | Spit Up | Normal | Special | - | - | 10 | 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. |
0 | Swallow | Normal | Status | - | - | 10 | The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. |
1 | Supersonic | Normal | Status | - | 55 | 20 | The user generates odd sound waves from its body that confuse the target. |
1 | Water Gun | Water | Special | 40 | 100 | 25 | The target is blasted with a forceful shot of water. |
1 | Spotlight | Normal | Status | - | - | 15 | The user shines a spotlight on the target so that only the target will be attacked during the turn. |
1 | Thunder Wave | Electric | Status | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
1 | Electro Ball | Electric | Special | - | 100 | 10 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
1 | Eerie Impulse | Electric | Status | - | 100 | 15 | The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
12 | Bubble Beam | Water | Special | 65 | 100 | 20 | A spray of bubbles is forcefully ejected at the target. This may also lower the target's Speed stat. |
16 | Confuse Ray | Ghost | Status | - | 100 | 10 | The target is exposed to a sinister ray that triggers confusion. |
20 | Spark | Electric | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. |
24 | Charge | Electric | Status | - | - | 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. |
30 | Discharge | Electric | Special | 80 | 100 | 15 | The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. |
36 | Aqua Ring | Water | Status | - | - | 20 | The user envelops itself in a veil made of water. It regains some HP every turn. |
42 | Flail | Normal | Physical | - | 100 | 15 | The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. |
48 | Take Down | Normal | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
54 | Hydro Pump | Water | Special | 110 | 80 | 5 | The target is blasted by a huge volume of water launched under great pressure. |
Lanturn Moves learned by TM/HM
Total 57 move
Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|
Take Down | Normal | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
Double-Edge | Normal | Physical | 120 | 100 | 15 | A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
Hydro Pump | Water | Special | 110 | 80 | 5 | The target is blasted by a huge volume of water launched under great pressure. |
Surf | Water | Special | 90 | 100 | 15 | The user attacks everything around it by swamping its surroundings with a giant wave. |
Ice Beam | Ice | Special | 90 | 100 | 10 | The target is struck with an icy-cold beam of energy. This may also leave the target frozen. |
Blizzard | Ice | Special | 110 | 70 | 5 | A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. |
Hyper Beam | Normal | Special | 150 | 90 | 5 | The target is attacked with a powerful beam. The user can't move on the next turn. |
Thunderbolt | Electric | Special | 90 | 100 | 15 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
Thunder Wave | Electric | Status | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
Thunder | Electric | Special | 110 | 70 | 10 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
Toxic | Poison | Status | - | 90 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
Agility | Psychic | Status | - | - | 30 | The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. |
Screech | Normal | Status | - | 85 | 40 | An earsplitting screech harshly lowers the target's Defense stat. |
Double Team | Normal | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Confuse Ray | Ghost | Status | - | 100 | 10 | The target is exposed to a sinister ray that triggers confusion. |
Waterfall | Water | Physical | 80 | 100 | 15 | The user charges at the target and may make it flinch. |
Amnesia | Psychic | Status | - | - | 20 | The user temporarily empties its mind to forget its concerns. This sharply raises the user's Sp. Def stat. |
Flash | Normal | Status | - | 100 | 20 | The user flashes a bright light that cuts the target's accuracy. |
Rest | Psychic | Status | - | - | 5 | The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
Substitute | Normal | Status | - | - | 10 | The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |