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#171 Lanturn | |
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Picture |
Name |
Other Names |
No. |
Gender Ratio |
Type |
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Lanturn |
Japan: | Rantern ランターン |
French: | Lanturn |
German: | Lanturn |
Korean: | 랜턴 |
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National: | #171 |
Central Kalos: | #--- |
Coastal Kalos: | #148 |
Mountain Kalos: | #--- |
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Classification |
Height |
Weight |
Capture Rate |
Base Egg Steps |
Light Pokémon |
3'11"
1.2m |
49.6lbs
22.5kg | 75 | 5,120 |
Abilities: Volt Absorb - Illuminate - Water Absorb (Hidden Ability) |
Volt Absorb: The Pokémon heals up to 1/4 of its maximum Hit Points when hit with Electric-type moves.
Illuminate: Raises the likelihood of meeting wild Pokémon.
Hidden Ability (Available): Water Absorb: The Pokémon heals up to 1/4 of its maximum Hit Points when hit with Water-type moves. |
Experience Growth |
Base Happiness |
Effort Values Earned |
Eligible for Sky Battle? |
1,250,000 Points Slow |
70 | 2 HP Point(s)
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Not Eligible/Known
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Locations - In-Depth Details |
X |
Shalour City, Azure Bay - Fish | Details |
Y |
Shalour City, Azure Bay - Fish | Details |
Omega Ruby |
Route 107, Route 124, Route 126, Route 128, Route 129, Route 130 | Details |
Alpha Sapphire |
Route 107, Route 124, Route 126, Route 128, Route 129, Route 130 | Details |
Trainer Locations | |
Details |
X & Y Level Up | |
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Eerie Impulse |
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| Badly startles the last Pokémon to act before the user. |
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Water Gun |
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| Quite an appealing move. |
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Supersonic |
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| Makes audience expect little of other contestants. |
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Thunder Wave |
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| Startles all of the Pokémon to act before the user. |
6 |
Thunder Wave |
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| Startles all of the Pokémon to act before the user. |
9 |
Flail |
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| Works better the later it is used in a turn. |
12 |
Bubble |
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| Quite an appealing move. |
17 |
Confuse Ray |
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| Badly startles Pokémon that the audience has high expectations of. |
20 |
Spark |
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| Quite an appealing move. |
23 |
Take Down |
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| A very appealing move, but after using this move, the user is more easily startled. |
27 |
Stockpile |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
27 |
Swallow |
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| Prevents the user from being startled one time this turn. |
27 |
Spit Up |
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| Works well if the user is pumped up. |
30 |
Electro Ball |
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| Excites the audience a lot if used first. |
35 |
Bubble Beam |
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| Badly startles the last Pokémon to act before the user. |
40 |
Signal Beam |
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| Makes audience expect little of other contestants. |
47 |
Discharge |
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| Badly startles the last Pokémon to act before the user. |
52 |
Aqua Ring |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
57 |
Hydro Pump |
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| Works better the more the crowd is excited. |
60 |
Ion Deluge |
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| Temporarily stops the crowd from growing excited. |
64 |
Charge |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
ΩRαS Level Up | |
— |
Eerie Impulse |
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| Badly startles the last Pokémon to act before the user. |
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Bubble |
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| Quite an appealing move. |
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Supersonic |
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| Makes audience expect little of other contestants. |
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Thunder Wave |
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| Startles all of the Pokémon to act before the user. |
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Electro Ball |
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| Excites the audience a lot if used first. |
6 |
Thunder Wave |
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| Startles all of the Pokémon to act before the user. |
9 |
Electro Ball |
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| Excites the audience a lot if used first. |
12 |
Water Gun |
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| Quite an appealing move. |
17 |
Confuse Ray |
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| Badly startles Pokémon that the audience has high expectations of. |
20 |
Bubble Beam |
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| Badly startles the last Pokémon to act before the user. |
23 |
Spark |
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| Quite an appealing move. |
27 |
Stockpile |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
27 |
Swallow |
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| Prevents the user from being startled one time this turn. |
27 |
Spit Up |
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| Works well if the user is pumped up. |
29 |
Signal Beam |
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| Makes audience expect little of other contestants. |
33 |
Flail |
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| Works better the later it is used in a turn. |
37 |
Discharge |
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| Badly startles the last Pokémon to act before the user. |
43 |
Take Down |
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| A very appealing move, but after using this move, the user is more easily startled. |
47 |
Aqua Ring |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
51 |
Hydro Pump |
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| Works better the more the crowd is excited. |
54 |
Ion Deluge |
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| Temporarily stops the crowd from growing excited. |
58 |
Charge |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM & HM Attacks | |
TM06 |
Toxic |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
TM07 |
Hail |
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| Badly startles all Pokémon that successfully showed their appeal. |
TM10 |
Hidden Power |
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| An appealing move that can be used repeatedly without boring the audience. |
TM13 |
Ice Beam |
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| Badly startles the last Pokémon to act before the user. |
TM14 |
Blizzard |
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| Badly startles the last Pokémon to act before the user. |
TM15 |
Hyper Beam |
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| Startles all other Pokémon. User cannot act in the next turn. |
TM17 |
Protect |
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| Prevents the user from being startled one time this turn. |
TM18 |
Rain Dance |
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| Works better the more the crowd is excited. |
TM21 |
Frustration |
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| Badly startles the last Pokémon to act before the user. |
TM24 |
Thunderbolt |
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| Quite an appealing move. |
TM25 |
Thunder |
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| Works better the more the crowd is excited. |
TM27 |
Return |
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| Quite an appealing move. |
TM32 |
Double Team |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM42 |
Facade |
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| Works great if the user goes last this turn. |
TM44 |
Rest |
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| Prevents the user from being startled until the turn ends. |
TM45 |
Attract |
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| Makes the remaining Pokémon nervous. |
TM48 |
Round |
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| Works well if it is the same type as the move used by the last Pokémon. |
TM55 |
Scald |
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| Makes the remaining Pokémon nervous. |
TM57 |
Charge Beam |
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| Works well if the user is pumped up. |
TM68 |
Giga Impact |
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| Startles all other Pokémon. User cannot act in the next turn. |
TM70 |
Flash |
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| Makes audience expect little of other contestants. |
TM72 |
Volt Switch |
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| Makes the audience quickly grow bored when an appeal move has little effect. |
TM73 |
Thunder Wave |
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| Startles all of the Pokémon to act before the user. |
TM87 |
Swagger |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
TM88 |
Sleep Talk |
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| Effectiveness varies depending on when it is used. |
TM90 |
Substitute |
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| Prevents the user from being startled one time this turn. |
TM93 |
Wild Charge |
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| A very appealing move, but after using this move, the user is more easily startled. |
TM94 (ΩRαS) |
Secret Power |
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| Works well if the user is pumped up. |
TM99 |
Dazzling Gleam |
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| Quite an appealing move. |
TM100 |
Confide |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
HM03 |
Surf |
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| Startles all of the Pokémon to act before the user. |
HM05 |
Waterfall |
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| Quite an appealing move. |
HM07 (ΩRαS) |
Dive |
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| Prevents the user from being startled one time this turn. |
Omega Ruby/Alpha Sapphire Move Tutor Attacks | |
Aqua Tail |
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| Quite an appealing move. |
Bounce |
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| Prevents the user from being startled until the turn ends. |
Heal Bell |
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| Prevents the user from being startled until the turn ends. |
Icy Wind |
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| Makes the audience quickly grow bored when an appeal move has little effect. |
Shock Wave |
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| Works great if the user goes first this turn. |
Signal Beam |
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| Makes audience expect little of other contestants. |
Snore |
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| Makes the audience quickly grow bored when an appeal move has little effect. |
Water Pulse |
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| Makes audience expect little of other contestants. |
Transfer Only Moves (Details) | |
Dive |
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Gen V HM06 |
Prevents the user from being startled one time this turn. | Endure |
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Gen IV 203 |
Causes the user to move later on the next turn. | Captivate |
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Gen IV 445 |
Makes the audience quickly grow bored when an appeal move has little effect. | Natural Gift |
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Gen IV 363 |
Works better the more the crowd is excited. | Dive |
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Move Tutor - PtHGSS |
Prevents the user from being startled one time this turn. | Sucker Punch |
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Move Tutor - PtHGSS |
Excites the audience a lot if used first. | Double-edge |
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| Move Tutor - FRLG |
A very appealing move, but after using this move, the user is more easily startled. | Mimic |
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| Move Tutor - FRLG |
Shows off the Pokémon’s appeal about as well as the move used just before it. | Endure |
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Move Tutor - Emerald |
Causes the user to move later on the next turn. |
Stats |
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HP |
Attack |
Defense |
Sp. Attack |
Sp. Defense |
Speed |
Base Stats - Total: 460 |
125 |
58 |
58 |
76 |
76 |
67 |
Max Stats Hindering Nature |
Lv. 50 |
185 - 232 |
56 - 99 |
56 - 99 |
72 - 115 |
72 - 115 |
64 - 107 |
Lv. 100 |
360 - 454 |
108 - 193 |
108 - 193 |
141 - 225 |
141 - 225 |
125 - 209 |
Max Stats Neutral Nature |
Lv. 50 |
185 - 232 |
63 - 110 |
63 - 110 |
81 - 128 |
81 - 128 |
72 - 119 |
Lv. 100 |
360 - 454 |
121 - 215 |
121 - 215 |
157 - 251 |
157 - 251 |
139 - 233 |
Max Stats Beneficial Nature |
Lv. 50 |
185 - 232 |
69 - 121 |
69 - 121 |
89 - 140 |
89 - 140 |
79 - 130 |
Lv. 100 |
360 - 454 |
133 - 236 |
133 - 236 |
172 - 276 |
172 - 276 |
152 - 256 |
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