Special
Support
67Speed · Below Avg

Lanturn Best Moveset

125 HP on Water/Electric with AbilityVolt Absorb absorbing Electric moves for healing. Held ItemLeftovers with NatureModest at 76 Sp. Atk runs dual TermStab coverage. The moveset tanks hits from the massive HP pool and fires back slowly. Only Ground hits both TermStab types super-effectively. Tera Water or Tera Electric refines the defensive profile.

SABCDEFAAABCEEEGold, Silver & CrystalIIGS/CPEAKRuby, Sapphire & EmeraldIIIRS/EDiamond, Pearl & PlatinumIVDP/PtBlack & White / B2W2VBW/B2W2X & Y / ORASVIXY/ORASSun & Moon / USUMVIISM/USUMTHE FALLSword & Shield / BDSPVIIISS/BDSPScarlet & Violet / Legends Z-AIXSV/LZACURRENT
Gen II — Gold, Silver & CrystalA

Water/Electric with only one weakness (Ground) in Gen II (Gold & Silver). 125 HP let it tank hits, and Thunderbolt plus Surf was clean dual STAB.

Best Moves

SRCMOVETYPECATPWRPOPROLE
Lv 33
Confuse Ray
GhostCOMMONUtility
Lv 1
Thunder Wave
ElectricCOMMONSTAB
Tutor
Thunderbolt
Electric90COMMONSTAB
HM3
Surf
Water90COMMONSTAB
Lv 53
Hydro Pump
Water110COMMONSTAB
Tutor
Ice Beam
Ice90RARECoverage

Best Build

Experimental
Utility
Ability
Unknown
Item
LeftoversSUSTAIN
Best Nature for Lanturn
HardyNEUTRAL

Utility Moveset

  • Confuse Ray
  • Thunder WaveSTAB
  • ThunderboltSTAB
  • SurfSTAB
Gen III — Ruby, Sapphire & EmeraldA

Volt Absorb gave it an Electric immunity on top of great defensive typing in Gen III (Ruby & Sapphire). Lanturn could switch into almost any special attacker and fire back.

Received Volt Absorb and Illuminate
SRCMOVETYPECATPWRPOPROLE
TM24
Thunderbolt
Electric90COMMONSTAB
Lv 50
Hydro Pump
Water110COMMONSTAB
Lv 1
Thunder Wave
ElectricCOMMONSTAB
TM13
Ice Beam
Ice90COMMONCoverage
HM3
Surf
Water90RARESTAB
TM6
Toxic
PoisonRAREUtility
TM25
Thunder
Electric110RARESTAB
Tutor
Substitute
NormalRAREUtility
Experimental
Special Tank
Ability
Volt Absorb
Item
LeftoversSUSTAIN
Best Nature for Lanturn
Modest+SPA
EVs

Special Tank Moveset

  • ThunderboltSTAB
  • Hydro PumpSTAB
  • Thunder WaveSTAB
  • Ice Beam
Gen IV — Diamond, Pearl & PlatinumA

Three gens of solid performance in Gen IV (Diamond & Pearl). Discharge for paralysis, Surf for STAB, and Ice Beam for Dragon coverage. A reliable utility Pokemon.

Physical/Special split overhauled move damage
SRCMOVETYPECATPWRPOPROLE
HM3
Surf
Water90COMMONSTAB
Lv 6
Thunder Wave
ElectricCOMMONSTAB
Lv 17
Confuse Ray
GhostCOMMONUtility
TM13
Ice Beam
Ice90COMMONCoverage
Xfer
Heal Bell
NormalCOMMONUtility
TM6
Toxic
PoisonRAREUtility
TM24
Thunderbolt
Electric90RARESTAB
Lv 40
Discharge
Electric80RARESTAB
Experimental
Wall
Ability
Volt Absorb
Item
LeftoversSUSTAIN
Best Nature for Lanturn
Calm+SPD
EVs

Wall Moveset

  • SurfSTAB
  • Thunder WaveSTAB
  • Confuse Ray
  • Ice Beam
Gen V — Black & White / B2W2B

Dropped as power creep made 76 Sp. Atk less threatening in Gen V (Black & White). Lanturn tanked hits but couldn't threaten knockouts.

Gained Water Absorb as hidden abilityHidden Abilities became available
SRCMOVETYPECATPWRPOPROLE
HM3
Surf
Water90COMMONSTAB
TM13
Ice Beam
Ice90COMMONCoverage
TM25
Thunder
Electric110RARESTAB
TM55
Scald
Water80RARESTAB
TM72
Volt Switch
Electric70RARESTAB
TM18
Rain Dance
WaterRARESTAB
Lv 47
Discharge
Electric80RARESTAB
Lv 6
Thunder Wave
ElectricRARESTAB
Experimental
Special Attacker
Ability
Volt Absorb
Item
LeftoversSUSTAIN
Best Nature for Lanturn
Calm+SPD
EVs

Special Attacker Moveset

  • SurfSTAB
  • Ice Beam
  • ThunderSTAB
  • ScaldSTAB
Gen VI — X & Y / ORASC

Rotom-Wash did the Water/Electric job better with Levitate in Gen VI (X & Y). Lanturn was outclassed by a Pokemon with the same typing and a Ground immunity.

Fairy type added to the gameMega Evolution became available
SRCMOVETYPECATPWRPOPROLE
TM55
Scald
Water80COMMONSTAB
TM72
Volt Switch
Electric70COMMONSTAB
Lv 6
Thunder Wave
ElectricCOMMONSTAB
Tutor
Heal Bell
NormalCOMMONUtility
TM13
Ice Beam
Ice90RARECoverage
Experimental
Wall
Ability
Volt Absorb
Item
LeftoversSUSTAIN
Best Nature for Lanturn
Calm+SPD
EVs

Wall Moveset

  • ScaldSTAB
  • Volt SwitchSTAB
  • Thunder WaveSTAB
  • Heal Bell
Gen VII — Sun & Moon / USUME

Same Rotom-Wash problem in Gen VII (Sun & Moon). Two gens where a direct competitor was strictly superior in every way.

Z-Moves became available
SRCMOVETYPECATPWRPOPROLE
TM72
Volt Switch
Electric70COMMONSTAB
TM55
Scald
Water80COMMONSTAB
TM13
Ice Beam
Ice90COMMONCoverage
TM94
Surf
Water90RARESTAB
Lv 6
Thunder Wave
ElectricRARESTAB
TM10
Hidden Power (Fighting)
Fighting60RARECoverage
TM24
Thunderbolt
Electric90RARESTAB
Experimental
Pivot
Ability
Volt Absorb
Item
Assault VestBULK
Best Nature for Lanturn
Modest+SPA
EVs

Pivot Moveset

  • Volt SwitchSTAB
  • ScaldSTAB
  • Ice Beam
  • SurfSTAB
Gen VIII — Sword & Shield / BDSPE

Still outclassed in Gen VIII (Sword & Shield). 125 HP couldn't compensate for mediocre Defense, Sp. Def, and low offensive power.

Gigantamax became availableDynamax became available
SRCMOVETYPECATPWRPOPROLE
TM80
Volt Switch
Electric70COMMONSTAB
TR84
Scald
Water80COMMONSTAB
Xfer
Heal Bell
NormalCOMMONUtility
TR5
Ice Beam
Ice90COMMONCoverage
TR8
Thunderbolt
Electric90RARESTAB
Lv 1
Thunder Wave
ElectricRARESTAB
TM21
Rest
PsychicRARERecovery
TR9
Thunder
Electric110RARESTAB
Experimental
Pivot
Ability
Volt Absorb
Item
LeftoversSUSTAIN
Best Nature for Lanturn
Calm+SPD
EVs

Pivot Moveset

  • Volt SwitchSTAB
  • ScaldSTAB
  • Heal Bell
  • Ice Beam
Gen IX — Scarlet & Violet / Legends Z-AE

The decline was final in Gen IX (Scarlet & Violet). Rotom-Wash and newer options like Kilowattrel left Lanturn without a competitive niche.

Terastallization became available
SRCMOVETYPECATPWRPOPROLE
TM188
Scald
Water80COMMONSTAB
TM135
Ice Beam
Ice90COMMONCoverage
TM48
Volt Switch
Electric70COMMONSTAB
Lv 1
Thunder Wave
ElectricRARESTAB
TM126
Thunderbolt
Electric90RARESTAB
Lv 30
Discharge
Electric80RARESTAB
Experimental
Special Tank
Ability
Volt Absorb
Item
LeftoversSUSTAIN
Best Nature for Lanturn
Modest+SPA
EVs

Special Tank Moveset

  • ScaldSTAB
  • Ice Beam
  • Volt SwitchSTAB
  • Thunder WaveSTAB

Recommended Teammates

Lanturn Weakness

Lanturn's Water/Electric typing leaves it vulnerable to Grass and Ground. It resists 5 types, giving it decent defensive coverage. Volt Absorb grants an additional Electric immunity, reshaping the matchup chart. With 125 HP and balanced defenses, Lanturn can afford to eat a neutral hit or two.

Lanturn Weakness and Resistance Chart
DamageTypes
2x (Weak)Grass, Ground
0.5x (Resist)Fire, Water, Ice, Flying
0.25x (Resist)Steel

What is Lanturn Weak Against

Good
2Weak
5Resist
2Immune
Score+2
4xCritical
None
¼xResist

What is Lanturn Strong Against

5Strong
2Resisted
0Immune
Score+3
½xResisted
0xImmune
None

Best Pokemon Against Lanturn

Rillaboom's Wood Hammer also KOs at 215-252%.

Evolution

Lanturn is the evolved form of Chinchou. Breeding produces Chinchou eggs, and they're average hatch time. Evolving from Chinchou gave Lanturn the biggest boost in HP (+50), bringing the total to 460 stats. View every chain in the Evolution Chart.

How to Evolve

2 Forms
Stat Comparison 2 Stages
Chinchou
WaterElectric
Lanturn
WaterElectric
HP
75
125+50
ATK
38
58+20
DEF
38
58+20
SP.ATK
56
76+20
SP.DEF
56
76+20
SPE
67
67
BST
330B-Tier
460C-Tier+130
ROLE
Balanced
Support
TYPE
Utility
Special

Breeding

Very Easy

Breed with Lanturn to get Chinchou eggs easily using 34 partners from the Water2 egg group.

Egg Groups
Gender
50.0%50.0%
Hatch Time
20 cycles·5,140 steps
Quick~5 min with Flame Body
Breed With (best first)
gyaradosoctillerymalamarmagikarpremoraidinkaywailordrelicanthalomomolapalafinwailmerfinizen

How to Get Lanturn

All 17 games

A handful of locations for Lanturn with moderate rates across endgame routes. The sort toggle below swaps between best odds and earliest access, so you can approach it based on where you are in the game.

Where To Catch Lanturn in SV

To get Lanturn, start by catching Chinchou through walking encounters at Lv. 50-80. The chain covers 2 catchable stages before reaching the final form.

  1. Chinchou
    Step 1Catch Chinchou
    Canyon Biome
    Lv.50-80Overworld
  2. Lanturn
    Step 2Lanturn
    Canyon Biome
    Lv.50-80Overworld
    Coastal Biome
    Lv.50-80Overworld
    Coastal Biome
    Lv.64Overworld
    or evolve from Chinchou (Step 1)

Base Stats

Lanturn's spread is anchored by HP, with special bulk backing it up. Attack is the clear weak point. Worth 2 HP EVs per KO, and the slow 1.25M XP grind keeps leveling painless.

Base Stats
Above
HP125
A
Attack58
D
Defense58
D
Sp. Atk76
C
Sp. Def76
C
Speed67
C
Total460
Details
Catch Rate
Challenging75 / 255
Growth Rate
Slow1.25M XP
Height1.2 m
Weight22.5 kg
Base XP161
Abilities
Volt Absorb
Absorbs electric moves, healing for 1/4 max HP.
Illuminate
Doubles the wild encounter rate.
Water AbsorbHidden Ability
Absorbs water moves, healing for 1/4 max HP.
Volt Absorb grants Electric immunity · Water Absorb grants Water immunity
EV Yield
HP+2AtkDefSpASpDSpe
HP training target
Pokedex Entry

The light it emits is so bright that it can illuminate the sea’s surface from a depth of over three miles.

Pokemon Legends: Z-A

Lanturn Guide

  • Don't let Lanturn's 460 base stat total fool you. Volt Absorb is what makes it tick. It punches way above its weight class. We rate it C-Tier as a support.

  • Watch for Exeggutor (Grass) and Golem (Ground) when using Lanturn. They all hit it super-effectively with STAB. Only 2 weaknesses means fewer dedicated counters to worry about.

  • Run Volt Absorb on Lanturn. It's the ability that defines how you build around it and the main reason it holds a competitive niche. Lanturn also gets Illuminate and Water Absorb, but they don't compare.

  • Lanturn fills the support role. It's a special attacker with base 76 Sp. Atk. At base 67 Speed, it won't be moving first often. And it's enough bulk to take a hit or two.

  • Run Scald, Ice Beam, Volt Switch, and Thunder Wave on Lanturn. Scald is the most common pick at 0% usage. Scald provides reliable STAB damage.

Game Availability

Lanturn first appeared in Gold & Silver and has been available in 17 games across 9 generations. Obtainable through wild encounters in most titles where it appears.

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