Essentials
Abilities
- Volt Absorb
Absorbs Electric moves, healing for 1/4 max HP.
- Illuminate
Doubles the wild encounter rate.
Hidden Ability
- Water Absorb
Absorbs Water moves, healing for 1/4 max HP.
Damage Taken
Pokédex Numbers
- Introduced in
- National
- 171
- Original Johto
- 175
- Original Hoenn
- 182
- Updated Johto
- 177
- Coastal Kalos
- 148
- New Hoenn
- 191
- Original Alola
- 202
- Updated Alola
- 258
- Galar
- 221
- Isle of Armor
- 189
Names
- Japanese
- ランターン (rantaan)
- ランターン
- Official roomaji
- Lantern
- Korean
- 랜턴
- Chinese
- 電燈怪
- 电灯怪
- French
- Lanturn
- German
- Lanturn
- Spanish
- Lanturn
- Italian
- Lanturn
Breeding
Compatibility
Training
Wild held items
5% | Yellow Shard | |
nothing | ||
5% | Deep Sea Scale | |
5% | Deep Sea Scale | |
5% | Deep Sea Scale | |
5% | Deep Sea Scale | |
nothing | ||
nothing |
Evolution
Baby | Basic | Stage 1 | Stage 2 |
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Chinchou | Lanturn Level up, starting at level 27 |
Stats
Pctile | Min IVs | Max IVs | ||
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HP | 97.4 | 423 | 454 | |
Attack | 26.2 | 184 | 215 | |
Defense | 32.0 | 184 | 215 | |
Special Attack | 60.0 | 220 | 251 | |
Special Defense | 60.0 | 220 | 251 | |
Speed | 50.2 | 202 | 233 | |
Total | 50.9 |
Pokéathlon Performance
Minimum; Base; Maximum
- Speed
- Power
- Skill
- Stamina
- Jump
- Total
- 7/15/17
Flavor
Flavor Text
-
Should you peer into the ocean at night and see a light shining like the stars, that is Lanturn.
This Pokémon flashes a bright light that blinds its prey. This creates an opening for it to deliver an electrical attack.
When the bacteria living inside its antennae absorb Lanturn’s bodily fluids, a strong luminescent effect is produced.
It lives far down in the depths of the ocean. It blinds its prey with light, using the moment they’re dazzled to swallow them whole.
-
The light it emits is so bright that it can illuminate the sea’s surface from a depth of over three miles.
This Pokémon flashes a bright light that blinds its prey. This creates an opening for it to deliver an electrical attack.
Sprites
Height
3'11.2"
1.2 m
Weight
49.6 lb
22.5 kg
Locations
- Gold
- Silver
- Crystal
- Diamond
- Pearl
- HeartGold
- SoulSilver
- Black
- White
- Black 2
- White 2
- X
- Y
Pal Park
- Area
- Sea
- Score
- 70
- Rate
- 20
Moves
Water and Electric moves get STAB, and have their type highlighted in green.
Special moves better suit Lanturn's higher Special Attack, and have their class highlighted in green.
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||||
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Level up: Learned when a Pokémon reaches a certain level. | |||||||||||||||||
— | Eerie Impulse | 15 | — | 100% | Lowers the target's Special Attack by two stages. |
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— | — | Water Gun | 25 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | — | — | — | — | — | — | — | Bubble | 30 | 40 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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— | — | — | — | — | — | — | — | Supersonic | 20 | — | 55% | Confuses the target. |
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— | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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— | — | — | — | — | — | — | — | — | — | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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12 | Bubble Beam | 20 | 65 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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— | — | — | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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— | — | Supersonic | 20 | — | 55% | Confuses the target. |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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9 | 9 | 9 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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9 | 9 | 9 | 9 | Flail | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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12 | Bubble | 30 | 40 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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5 | 5 | Supersonic | 20 | — | 55% | Confuses the target. |
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13 | 13 | Flail | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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17 | 17 | 12 | 12 | 12 | 12 | 12 | 12 | Water Gun | 25 | 40 | 100% | Inflicts regular damage with no additional effect. |
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17 | 17 | 17 | 17 | 17 | 17 | 17 | 16 | Confuse Ray | 10 | — | 100% | Confuses the target. |
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20 | 20 | 20 | Bubble Beam | 20 | 65 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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25 | 25 | 20 | 20 | 20 | 20 | 23 | 23 | 23 | 20 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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33 | 32 | Confuse Ray | 10 | — | 100% | Confuses the target. |
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24 | Charge | 20 | — | — | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. |
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30 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
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36 | Aqua Ring | 20 | — | — | Restores 1/16 of the user's max HP each turn. |
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45 | 43 | 23 | 23 | 23 | 23 | Take Down | 20 | 90 | 85% | User receives 1/4 the damage it inflicts in recoil. |
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27 | 27 | 27 | 27 | 27 | Stockpile | 20 | — | — | Stores energy up to three times for use with Spit Up and Swallow. |
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27 | 27 | 27 | 27 | 27 | Swallow | 10 | — | — | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. |
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27 | 27 | 27 | 27 | 27 | Spit Up | 10 | * | 100% | Power is 100 times the amount of energy Stockpiled. |
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30 | 30 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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30 | 30 | 35 | 35 | Bubble Beam | 20 | 65 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
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35 | 35 | 40 | 40 | 29 | 29 | 29 | Signal Beam | 15 | 75 | 100% | Has a 10% chance to confuse the target. |
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33 | 33 | 33 | 42 | Flail | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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40 | 40 | 47 | 47 | 37 | 37 | 37 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
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43 | 43 | 43 | 48 | Take Down | 20 | 90 | 85% | User receives 1/4 the damage it inflicts in recoil. |
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47 | 47 | 52 | 52 | 47 | 47 | 47 | Aqua Ring | 20 | — | — | Restores 1/16 of the user's max HP each turn. |
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53 | 50 | 52 | 52 | 57 | 57 | 51 | 51 | 51 | 54 | Hydro Pump | 5 | 110 | 80% | Inflicts regular damage with no additional effect. |
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60 | 54 | 54 | 54 | Ion Deluge | 25 | — | — | 1 | Changes all Normal moves to Electric moves for the rest of the turn. |
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61 | 57 | 57 | 64 | 64 | 58 | 58 | 58 | Charge | 20 | — | — | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||||
Evolve: Learned when the Pokémon first evolves | |||||||||||||||||
* | * | * | Spit Up | 10 | * | 100% | Power is 100 times the amount of energy Stockpiled. |
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* | * | * | Swallow | 10 | — | — | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. |
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* | * | * | Stockpile | 20 | — | — | Stores energy up to three times for use with Spit Up and Swallow. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||||
Egg: Appears on a newly-hatched Pokémon, if the father had the same move. | |||||||||||||||||
Egg, learned by Chinchou but not Lanturn | |||||||||||||||||
Agility | 30 | — | — | Raises the user's Speed by two stages. |
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Amnesia | 20 | — | — | Raises the user's Special Defense by two stages. |
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Brine | 10 | 65 | 100% | Has double power against Pokémon that have less than half their max HP remaining. |
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Flail | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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Mist | 30 | — | — | Protects the user's stats from being changed by enemy moves. |
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Psybeam | 20 | 65 | 100% | Has a 10% chance to confuse the target. |
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Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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Shock Wave | 20 | 60 | — | Never misses. |
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Soak | 20 | — | 100% | Changes the target's type to Water. |
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Supersonic | 20 | — | 55% | Confuses the target. |
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Water Pulse | 20 | 60 | 100% | Has a 20% chance to confuse the target. |
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Whirlpool | 15 | 35 | 85% | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||||
Move reminder: Can be taught at any time by the Move Reminder | |||||||||||||||||
• | • | • | • | Eerie Impulse | 15 | — | 100% | Lowers the target's Special Attack by two stages. |
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• | • | • | Spit Up | 10 | * | 100% | Power is 100 times the amount of energy Stockpiled. |
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• | Spotlight | 15 | — | — | 3 | Forces the target's opponents to aim at the target for the rest of the turn. |
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• | • | • | Stockpile | 20 | — | — | Stores energy up to three times for use with Spit Up and Swallow. |
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• | • | • | Swallow | 10 | — | — | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||||
Tutor: Can be taught at any time by an NPC. | |||||||||||||||||
Aqua Tail | 10 | 90 | 90% | Inflicts regular damage with no additional effect. |
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Bounce | 5 | 85 | 85% | User bounces high into the air, dodging all attacks, and hits next turn. |
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Dive | 10 | 80 | 100% | User dives underwater, dodging all attacks, and hits next turn. |
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Double-Edge | 15 | 120 | 100% | User receives 1/3 the damage inflicted in recoil. |
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Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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Heal Bell | 5 | — | — | Cures the entire party of major status effects. |
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Ice Beam | 10 | 90 | 100% | Has a 10% chance to freeze the target. |
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Icy Wind | 15 | 55 | 95% | Has a 100% chance to lower the target's Speed by one stage. |
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Mimic | 10 | — | — | Copies the target's last used move. |
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Rising Voltage | 20 | 70 | 100% | Inflicts regular damage with no additional effect. |
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Shock Wave | 20 | 60 | — | Never misses. |
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Signal Beam | 15 | 75 | 100% | Has a 10% chance to confuse the target. |
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Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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Sucker Punch | 5 | 70 | 100% | 1 | Only works if the target is about to use a damaging move. |
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Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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Water Pulse | 20 | 60 | 100% | Has a 20% chance to confuse the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||||
Machine: Can be taught at any time by using a TM or HM. | |||||||||||||||||
08 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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09 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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14 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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16 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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21 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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03 | 03 | 03 | Water Pulse | 20 | 60 | 100% | Has a 20% chance to confuse the target. |
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03 | Curse | 10 | — | — | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
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06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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07 | 07 | 07 | 07 | 07 | 07 | 07 | 07 | Hail | 10 | — | — | Changes the weather to a hailstorm for five turns. |
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07 | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | Ice Beam | 10 | 90 | 100% | Has a 10% chance to freeze the target. |
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14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | Blizzard | 5 | 110 | 70% | Has a 10% chance to freeze the target. |
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13 | 24 | Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 25 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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27 | Icy Wind | 15 | 55 | 95% | Has a 100% chance to lower the target's Speed by one stage. |
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31 | Attract | 15 | — | 100% | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
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18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 33 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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35 | Hail | 10 | — | — | Changes the weather to a hailstorm for five turns. |
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36 | Whirlpool | 15 | 35 | 85% | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
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20 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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21 | 21 | 21 | 21 | 21 | 21 | 21 | 21 | 21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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27 | 27 | 27 | 27 | 27 | 27 | 27 | 27 | 27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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34 | 34 | 34 | Shock Wave | 20 | 60 | — | Never misses. |
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34 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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42 | 42 | 42 | 42 | 42 | 42 | 42 | 42 | 39 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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45 | Dive | 10 | 80 | 100% | User dives underwater, dodging all attacks, and hits next turn. |
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52 | Bounce | 5 | 85 | 85% | User bounces high into the air, dodging all attacks, and hits next turn. |
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43 | 43 | 43 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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35 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | Attract | 15 | — | 100% | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
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55 | 55 | 55 | Brine | 10 | 65 | 100% | Has double power against Pokémon that have less than half their max HP remaining. |
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48 | 48 | 48 | 48 | 48 | 76 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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55 | 55 | 55 | 55 | 55 | Scald | 15 | 80 | 100% | Has a 30% chance to burn the target. |
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57 | 57 | 57 | 57 | 57 | 57 | 57 | Charge Beam | 10 | 50 | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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58 | 58 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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68 | 68 | 68 | 68 | 68 | 68 | 68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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70 | 70 | 70 | 70 | 70 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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72 | 72 | 72 | 72 | 72 | 80 | Volt Switch | 20 | 70 | 100% | User must switch out after attacking. |
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93 | Eerie Impulse | 15 | — | 100% | Lowers the target's Special Attack by two stages. |
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R03 | Hydro Pump | 5 | 110 | 80% | Inflicts regular damage with no additional effect. |
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73 | 73 | 73 | 73 | 73 | 73 | 73 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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78 | 78 | Captivate | 20 | — | 100% | Lowers the target's Special Attack by two stages if it's the opposite gender. |
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82 | 82 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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83 | 83 | Natural Gift | 15 | * | 100% | Power and type depend on the held berry. |
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87 | 87 | 87 | 87 | 87 | 87 | 87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | 88 | 88 | 88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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90 | 90 | 90 | 90 | 90 | 90 | 90 | Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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93 | 93 | 93 | 93 | 93 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
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H3 | H3 | H3 | H3 | H3 | 94 | 94 | R04 | Surf | 15 | 90 | 100% | Inflicts regular damage and can hit Dive users. |
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R05 | Ice Beam | 10 | 90 | 100% | Has a 10% chance to freeze the target. |
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R06 | Blizzard | 5 | 110 | 70% | Has a 10% chance to freeze the target. |
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R08 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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R09 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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R12 | Agility | 30 | — | — | Raises the user's Speed by two stages. |
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H5 | H5 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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H7 | H7 | H5 | 98 | 98 | R16 | Waterfall | 15 | 80 | 100% | Has a 20% chance to make the target flinch. |
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R17 | Amnesia | 20 | — | — | Raises the user's Special Defense by two stages. |
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R20 | Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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R26 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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R27 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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R80 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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R84 | Scald | 15 | 80 | 100% | Has a 30% chance to burn the target. |
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R86 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
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H6 | H5 | Whirlpool | 15 | 35 | 85% | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
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94 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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99 | 99 | 99 | 99 | R92 | Dazzling Gleam | 10 | 80 | 100% | Inflicts regular damage with no additional effect. |
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100 | 100 | 100 | 100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |
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H3 | H3 | Surf | 15 | 90 | 100% | Inflicts regular damage and can hit Dive users. |
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H7 | H7 | H5 | H5 | Waterfall | 15 | 80 | 100% | Has a 20% chance to make the target flinch. |
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H8 | H6 | H7 | Dive | 10 | 80 | 100% | User dives underwater, dodging all attacks, and hits next turn. |