Lanturn in Pokémon Emerald Rogue
#171 · Water / Electric · see locations below
WaterElectric
Abilities
Volt Absorb, Illuminate, Water Absorb (hidden)
Base stats
Compared with the official games
Its stats, type and abilities match the official games — this hack leaves them alone. Its level-up moves and TM list may still differ; those are listed above.
Other changes in this hack
- Tutor moves: Agility, Amnesia, Blizzard, Charge, Charge Beam, Chilling Water, Confuse Ray, Curse, Dazzling Gleam, Double-Edge, Eerie Impulse, Electric Terrain, Electro Ball, Electroweb, Endure, Facade, Flip Turn, Giga Impact, Heal Bell, Hidden Power, Hydro Pump, Hyper Beam, Ice Beam, Icy Wind, Liquidation, Mist, Muddy Water, Protect, Psybeam, Rain Dance, Rest, Scald, Sleep Talk, Soak, Substitute, Sucker Punch, Surf, Take Down, Tera Blast, Thunder, Thunder Wave, Thunderbolt, Volt Switch, Water Pulse, Waterfall, Whirlpool, Wild Charge
- Competitive set (Gen 6 RU): Volt Switch / Scald / Protect / Heal Bell, Volt Absorb, Leftovers, Calm
- Competitive set (Gen 6 RU, Gen 6 NU): Scald / Volt Switch / Heal Bell / Ice Beam, Volt Absorb, Leftovers, Calm
- Competitive set (Gen 6 NU, Gen 7 PU): Scald / Volt Switch / Ice Beam / Hidden Power, Volt Absorb, Assault Vest, Modest
- Competitive set (Gen 6 NU): Scald / Volt Switch / Heal Bell / Thunder Wave, Volt Absorb, Leftovers, Calm
- Competitive set (Gen 6 NU): Hydro Pump / Volt Switch / Ice Beam / Hidden Power, Volt Absorb, Choice Specs, Modest
- Competitive set (Gen 6 Monotype): Scald / Heal Bell / Thunder Wave / Volt Switch, Volt Absorb, Leftovers, Calm
- Competitive set (Gen 6 Monotype): Scald / Heal Bell / Volt Switch / Thunder Wave, Volt Absorb, Leftovers, Modest
- Competitive set (Gen 7 PU, Gen 8 PU): Volt Switch / Scald / Thunder Wave / Heal Bell, Volt Absorb, Leftovers, Calm
- Competitive set (Gen 7 PU): Hydro Pump / Ice Beam / Thunderbolt / Volt Switch, Volt Absorb, Choice Scarf, Timid
- Competitive set (Gen 7 PU): Volt Switch / Scald / Ice Beam / Heal Bell, Volt Absorb, Leftovers, Modest
- Competitive set (Gen 7 Monotype, Gen 8 Monotype): Volt Switch / Thunder Wave / Heal Bell / Protect, Volt Absorb, Leftovers, Calm
- Competitive set (Gen 7 Monotype): Volt Switch / Heal Bell / Scald / Thunder Wave, Volt Absorb, Leftovers, Calm
- Competitive set (Gen 8 UU): Volt Switch / Scald / Heal Bell / Thunder Wave, Volt Absorb, Leftovers, Calm
- Competitive set (Gen 8 PU): Scald / Volt Switch / Thunder Wave / Protect, Volt Absorb, Leftovers, Calm
- Competitive set (Gen 8 Monotype): Scald / Volt Switch / Heal Bell / Thunder Wave, Volt Absorb, Leftovers, Modest
- Competitive set (Gen 9 PU): Scald / Volt Switch / Thunder Wave / Ice Beam, Volt Absorb, Leftovers, Calm
Where to find Lanturn
| Area | Method | Level | |
|---|---|---|---|
| Field 1 — Hoenn | Electric-theme rooms | — | |
| Waterfront 0 — Hoenn | Water-theme rooms | — | |
| Urban 0 — Hoenn | Electric-theme rooms | — | |
| Mountain 0 — Kanto | Electric-theme rooms | — | |
| Urban 0 — Kanto | Water-theme rooms | — | |
| Field 0 — Johto | Electric-theme rooms | — | |
| Waterfront 0 — Johto | Water-theme rooms | — | |
| Route 205 — Sinnoh | Water-theme rooms | — | |
| Route 212 — Sinnoh | Water-theme rooms | — | |
| Route 209 — Sinnoh | Electric-theme rooms | — | |
| Iron Island — Sinnoh | Electric-theme rooms | — |
Level-up moves
| Lv | Move | Type | Cat | Pow | Acc | PP |
|---|---|---|---|---|---|---|
| 0 | Spit Up Releases stockpiled power (the more the better). | Normal | Spec | 1 | 100 | 10 |
| 0 | Stockpile Charges up power for up to 3 turns. | Normal | Stat | — | — | 20 |
| 0 | Swallow Absorbs stockpiled power and restores HP. | Normal | Stat | — | — | 10 |
| 1 | Eerie Impulse Exposes the foe to a pulse that sharply cuts Sp. Atk. | Electric | Stat | — | 100 | 15 |
| 1 | Electro Ball Hurls an orb that does more damage to slower foes. | Electric | Spec | 1 | 100 | 10 |
| 1 | Supersonic Emits bizarre sound waves that may confuse the foe. | Normal | Stat | — | 55 | 20 |
| 1 | Thunder Wave A weak jolt of electricity that paralyzes the foe. | Electric | Stat | — | 90 | 20 |
| 1 | Water Gun Squirts water to attack the foe. | Water | Spec | 40 | 100 | 25 |
| 12 | Bubble Beam Forcefully sprays bubbles that may lower Speed. | Water | Spec | 65 | 100 | 20 |
| 16 | Confuse Ray A sinister ray that confuses the foe. | Ghost | Stat | — | 100 | 10 |
| 20 | Spark An electrified tackle that may paralyze the foe. | Electric | Phys | 65 | 100 | 20 |
| 24 | Charge Charges power to boost the electric move used next. | Electric | Stat | — | 100 | 20 |
| 30 | Discharge Zaps the foes with electri- city. May paralyze them. | Electric | Spec | 80 | 100 | 15 |
| 36 | Aqua Ring Forms a veil of water that restores HP. | Water | Stat | — | — | 20 |
| 42 | Flail Inflicts more damage when the user's HP is down. | Normal | Phys | 1 | 100 | 15 |
| 48 | Take Down A reckless charge attack that also hurts the user. | Normal | Phys | 90 | 85 | 20 |
| 54 | Hydro Pump Blasts water at high power to strike the foe. | Water | Spec | 110 | 80 | 5 |
* a legal move, just moved to level-up · ** new to this hack
TMs & HMs (0)
| # | Move · where to get it | Type | Pow |
|---|