Lanturn-Entwicklung
Detaillierte Statuswerte von Lanturn
| Wert | Basis | EVs | IVs | Gesamt | |
|---|---|---|---|---|---|
| KP | 125 | 391 | |||
| Angriff | 58 | 152 | |||
| Verteidigung | 58 | 152 | |||
| Sp.-Ang. | 76 | 188 | |||
| Sp.-Vert. | 76 | 188 | |||
| Initiative | 67 | 170 | |||
| 1241 | |||||
Lanturn-Fähigkeiten
Absorbs Electric moves, healing for 1/4 max HP.
Doubles the wild encounter rate.
Absorbs Water moves, healing for 1/4 max HP.
Lanturn-Attacken
| Attacke▲ | Typ▲ | Kat.▲ | Stärke▲ | Genauigkeit▲ | Methode▲ | Beschreibung |
|---|---|---|---|---|---|---|
| Superschall | Normal | status | – | 55 | Level 1 | The user generates odd sound waves from its body that confuse the target. |
| Aquaknarre | Wasser | special | 40 | 100 | Level 1 | The target is blasted with a forceful shot of water. |
| Donnerwelle | Elektro | status | – | 90 | Level 1 | The user launches a weak jolt of electricity that paralyzes the target. |
| Horter | Normal | status | – | – | Level 1 | The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times. |
| Entfessler | Normal | special | – | 100 | Level 1 | 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. |
| Verzehrer | Normal | status | – | – | Level 1 | The power stored using the move Stockpile is absorbed by the user to restore its own HP. The more power is stored, the more HP is restored. |
| Elektroball | Elektro | special | – | 100 | Level 1 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
| Mystowellen | Elektro | status | – | 100 | Level 1 | The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
| Blubbstrahl | Wasser | special | 65 | 100 | Level 12 | A spray of bubbles is forcefully ejected at the target. This may also lower the target's Speed stat. |
| Konfusstrahl | Geist | status | – | 100 | Level 16 | The target is exposed to a sinister ray that causes confusion. |
| Funkensprung | Elektro | physical | 65 | 100 | Level 20 | The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. |
| Ladevorgang | Elektro | status | – | – | Level 24 | The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. |
| Ladungsstoß | Elektro | special | 80 | 100 | Level 30 | The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. |
| Wasserring | Wasser | status | – | – | Level 36 | The user envelops itself in a veil made of water. It regains some HP every turn. |
| Dreschflegel | Normal | physical | – | 100 | Level 42 | The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. |
| Bodycheck | Normal | physical | 90 | 85 | Level 48 | A reckless full-body charge attack for slamming into the target. This also damages the user a little. |
| Hydropumpe | Wasser | special | 110 | 80 | Level 54 | The target is blasted by a huge volume of water launched under great pressure. |
| Agilität | Psycho | status | – | – | TM | The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. |
| Amnesie | Psycho | status | – | – | TM | The user temporarily empties its mind to forget its concerns. This sharply boosts the user's Sp. Def stat. |
| Blizzard | Eis | special | 110 | 70 | TM | A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. |
| Ladestrahl | Elektro | special | 50 | 90 | TM | The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. |
| Kalte Dusche | Wasser | special | 50 | 100 | TM | The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat. |
| Fluch | Geist | status | – | – | TM | A move that has different effects depending on whether the user is a Ghost type or not. |
| Zauberschein | Fee | special | 80 | 100 | TM | The user damages opposing Pokémon by emitting a powerful flash. |
| Risikotackle | Normal | physical | 120 | 100 | TM | A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
| Elektrofeld | Elektro | status | – | – | TM | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. |
| Elektronetz | Elektro | special | 55 | 95 | TM | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. |
| Ausdauer | Normal | status | – | – | TM | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. |
| Fassade | Normal | physical | 70 | 100 | TM | This move's power is doubled if the user is poisoned, burned, or paralyzed. |
| Rollwende | Wasser | physical | 60 | 100 | TM | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| Gigastoß | Normal | physical | 150 | 90 | TM | The user charges at the target using every bit of its power. The user can't move on the next turn. |
| Hyperstrahl | Normal | special | 150 | 90 | TM | The target is attacked with a powerful beam. The user can't move on the next turn. |
| Eisstrahl | Eis | special | 90 | 100 | TM | The target is struck with an icy-cold beam of energy. This may also leave the target frozen. |
| Eissturm | Eis | special | 55 | 95 | TM | The user attacks with a gust of chilled air. This also lowers opposing Pokémon's Speed stats. |
| Aquadurchstoß | Wasser | physical | 85 | 100 | TM | The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat. |
| Lehmbrühe | Wasser | special | 90 | 85 | TM | The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy. |
| Schutzschild | Normal | status | – | – | TM | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
| Regentanz | Wasser | status | – | – | TM | The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks. |
| Erholung | Psycho | status | – | – | TM | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
| Siedewasser | Wasser | special | 80 | 100 | TM | The user attacks by shooting boiling hot water at the target. This may also leave the target with a burn. |
| Schlafrede | Normal | status | – | – | TM | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
| Delegator | Normal | status | – | – | TM | The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. |
| Surfer | Wasser | special | 90 | 100 | TM | The user attacks everything around it by swamping its surroundings with a giant wave. |
| Tera-Ausbruch | Normal | special | 80 | 100 | TM | If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. |
| Donner | Elektro | special | 110 | 70 | TM | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| Donnerblitz | Elektro | special | 90 | 100 | TM | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
| Voltwechsel | Elektro | special | 70 | 100 | TM | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| Kaskade | Wasser | physical | 80 | 100 | TM | The user charges at the target and may make it flinch. |
| Whirlpool | Wasser | special | 35 | 85 | TM | The user traps the target inside a violent, swirling whirlpool that inflicts damage for four to five turns. |
| Stromstoß | Elektro | physical | 90 | 100 | TM | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
| Weißnebel | Eis | status | – | – | Egg | The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns. |
| Psystrahl | Psycho | special | 65 | 100 | Egg | The target is attacked with a peculiar ray. This may also confuse the target. |
| Überflutung | Wasser | status | – | 100 | Egg | The user shoots a torrent of water that changes the target's type to Water. |
| Tiefschlag | Unlicht | physical | 70 | 100 | Egg | This move enables the user to attack first. This move fails if the target is not readying an attack. |
| Aquawelle | Wasser | special | 60 | 100 | Egg | The user attacks the target with a pulsing blast of water. This may also confuse the target. |
Lanturn-Sprites
The light it emits is so bright that it can illuminate the sea's surface from a depth of over three miles.
It blinds prey with an intense burst of light, then swallows the immobilized prey in a single gulp.
This POKéMON uses the bright part of its body, which changed from a dorsal fin, to lure prey.
LANTURN is nicknamed “the deep-sea star” for its illuminated antenna. This POKéMON produces light by causing a chemical reaction between bacteria and its bodily fluids inside the antenna.
LANTURN is known to emit light. If you peer down into the dark sea from a ship at night, you can sometimes see this POKéMON’s light rising from the depths where it swims. It gives the sea an appearance of a starlit night.
Der japanische Name von Lanturn ist Lantern (ランターン). Hier sind alle offiziellen Namen von Lanturn in verschiedenen Sprachen:
Lanturn-Zucht
Lanturn erhalten
Lanturn kann nicht in der Wildnis gefangen werden – es wird normalerweise durch Geschenke, Events oder Tausch im Spiel erhalten. So erhältst du Lanturn in jedem Spiel, in dem es verfügbar ist:
Über Lanturn
Lanturn ist ein Pokémon vom Typ Wasser/Elektro, das in Generation 2 eingeführt wurde. Mit einer Basiswertsumme (BST) von 460 wird Lanturn als Leuchten-Pokémon klassifiziert und gehört zur Entwicklungsreihe Lampi → Lanturn.
Im kompetitiven Spiel ist Lanturn im Tier PU mit einer Nutzungsrate von 5.87% vertreten. Seine wichtigsten Fähigkeiten sind Voltabsorber und Erleuchtung und H2O-Absorber, wodurch es als vielseitiges Teammitglied eingesetzt werden kann. Lanturn ist schwach gegen Attacken vom Typ Pflanze, Boden, daher sollten Trainer diese Schwächen einplanen.
Lanturn kann durch Levelaufstieg, TM, Tutor und Ei 84 Attacken erlernen. Zu seinen beliebtesten kompetitiven Attacken zählen Siedewasser, Voltwechsel, Erholung, Schlafrede. Mit 1.2 m Größe und 22.5 kg Gewicht ist Lanturn seit seinem Debüt in den Spielen der Region Johto ein Fanliebling.