Lanturn, The Light Pokémon. It is nicknamed "the deep-sea star" for its illuminated antenna. It produces light by causing a chemical reaction between bacteria and its bodily fluids inside the antenna. If you peer down into the dark sea from a ship at night, you can sometimes see Lanturn's light rising from the depths where it swims. It gives the sea an appearance of a starlit night. The light-emitting orbs on its back are very bright. They are formed from a part of its dorsal fin. It blinds prey with an intense burst of light, then swallows the immobilized prey in a single gulp. The light it emits is so bright that it can illuminate the sea's surface from a depth of over three miles.

Battle Moveset

A Good Moveset for Lanturn would have to be this:


Thunder Wave
Confuse Ray

Items Attached:


Preferred Trait:

Volt Absorb

Preferred Nature:


Strategy Using Lanturn

Lanturn is takes a place as one of the top tier UU Pokémon, with special defence and HP that'll only take an serious damage from STABed Grass attacks and passable physical defences that can stick around enough to cripple the opponent with Para-fusion. This set is probably the most popular to use on Lanturn, generally crippling your opponent into switching and having another Pokémon on the receiving end of a Thunder Wave, a strategy that goes over a lot smoother in the UU environment where Lanturn doesn't have to fear a Blissey's Heal Bell or Aromatherapy wiping all out all its work as well as not having to worry about how easily Blissey can switch into it. The general recovery strategy is to switch into Thunderbolts and take advantage of Volt Absorb.

EV Corner:

EVs: 40 HP / 192 Def / 118 SAtk / 160 SDef
Calm Nature (+SDef, -Atk)

401 HP, 200 Def and 250 SDef gives Lanturn solid durability in UU for taking hits. A few mix and match options could be tried like sacrificing defence for special attack but the Para-fusion set is for a more defensive Lanturn.

Other Optional Sets

Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 40 HP / 252 SAtk / 218 SDef
Modest Nature (+SAtk, -Atk)
- Surf
- Thunderbolt
- Ice Beam
- Thunder Wave

Sweeping Lanturn. Lanturn generally doesn't have enough special attack at base to sweep effectively but has a wide enough move-pool and double STAB to make it work and still maintains Thunder Wave to continue a supportive roll.

Strategy Against Lanturn

Earthquake is generally the number one way to stop Lanturn in its tracks. If you can predict a Thunder Wave and have a faster Ground type it should do the trick. Quagsire walls out Lanturn pretty much completely (short of Confuse Ray), same goes for Swampert in OU (since its defences outweigh the measly damage that Surf will accomplish). Properly timed Substitutes also do the trick, especially when combined with Calm Mind. Most physical attacks take chunks out of Lanturn as well as strong special attacks. Grass types with good special defence wall non-Ice Beam Lanturn very easily but can still be subjected to Para-fusion. Leech Seed can also make Lanturn cringe.

Contest Moveset

A good Contest Moveset for Lanturn would have to be this for the Cool Contest best with Lonely, Adament, Naughty or Brave Nature:



Items Attached:

Red Scarf

Strategy Using Lanturn

If you do the attacks in this following order you should have very few problems; 1st - Thunderbolt, 2nd - Surf, 3rd - Thunder, 4th - Surf, 5th - Hyper beam

Locations in Games


Evolve Chinchou


Trade from RSE

Fire Red/Leaf Green

Trade from RSE

Animé Appearences

Lanturn has had a few Animé Appearences. First it was used by a trainer to play with a Baby Lugia. After that it was used in a battle against Misty at the Coastline Gym

Episode 222: The Mystery is History!
Episode 246: Enlighten Up!
Episode 258: Just Add Water!
Episode 259: Lapras of Luxury!

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