Lanturn

Volt Absorb
Heals 25% HP when hit by an Electric-type attack.
Illuminate
Increases wild encounter rate (no effect in battles).
Water Absorb
Heals 25% HP when hit by a Water-type attack.
Type Tier
Water / Electric RU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
125
- 391 454 -
Atk
58
136 152 215 236
Def
58
136 152 215 236
SpA
76
169 188 251 276
SpD
76
169 188 251 276
Spe
67
153 170 233 256

Overview

Lanturn is probably one of the, if not the, best bulky Water-types in RU. Its great defensive Water / Electric typing is shared with only two other Pokemon—Rotom-W and Chinchou—both of whom are rather good in their respective tiers as well. Ignore the useless Illuminate ability and you'll find that it has an ability that other bulky Water-types would kill for: Volt Absorb. Its typing also grants it several useful resistances, as well as a weakness to only two types, all of which is backed by an enormous base 125 HP. Though its base 76 Special Defense might seem dismal, Lanturn is a rather reliable special wall thanks to its gigantic HP stat. Lanturn's relatively wide movepool gives it much flexibility and allows it to take on many important roles. As with several Water-types, Lanturn has wide coverage and can take on many threats while still fulfilling its duty without fail; this makes it a great fit on many teams, due to its good typing and ability to halt several threats just by itself. While Lanturn's defenses aren't as lopsided as Blissey's, its Defense is really miserable and its Special Defense isn't the best. Still, Lanturn can tank most special hits all day long. If you find that your team needs a bulky Water-type, you can confidently throw in Lanturn, as it's almost certain that it can fill whatever role you need it to.

Name Item Ability Nature

Tank

Leftovers Volt Absorb Calm
Moveset EVs
~ Scald
~ Ice Beam / Thunderbolt
~ Volt Switch
~ Heal Bell / Thunder Wave
40 HP / 252 Def / 216 SpD

This is what Lanturn does best: walling special attackers to no end. It is capable of taking the myriad of special Fire-, Water-, and Electric-type moves that are common in the tier, and can easily check Moltres and Typhlosion that lack Hidden Power Grass. Lanturn is a rather unique wall itself, as it can go on the offensive if need be. In just 3 moves, Lanturn has near-perfect coverage, resisted by only opposing Lanturn, Lightningrod Seaking, and Shedinja. Scald is the primary move on any bulky Water-type, as the ability to burn the target makes it easier for Lanturn to wall physical threats even though it has a Defense stat comparable to Blissey's. Ice Beam nails Grass-types such as Tangrowth and Rotom-C, while Thunderbolt can be used instead to fry Flying-types and opposing Water-types; however, Lanturn has access to the mouthwatering Volt Switch, making Ice Beam the preferred option to increase coverage, especially as the extra power from Thunderbolt is often not needed. Volt Switch capitalizes on Lanturn's ability to force switches due to its wonderful bulk and typing, and makes a damaging exit after its role is done. The final moveslot is dedicated to providing team support; Heal Bell allows Lanturn to function as a cleric, curing the party of annoying status, while Thunder Wave aids in slowing down foes, which is especially useful on more offensive teams.

Team Options & Additional Comments >>>
Name Item Ability Nature

RestTalk

Leftovers Volt Absorb Calm
Moveset EVs
~ Rest
~ Sleep Talk
~ Thunderbolt / Heal Bell
~ Scald / Heal Bell
40 HP / 252 Def / 216 SpD

While Lanturn is often viewed as one of RU's premier bulky Water-types, its lack of recovery holds it back. Without any form of recovery, Lanturn becomes somewhat easy to wear down, and so cannot consistently check or counter the Pokemon that it is supposed to deal with. For example, Moltres, a Pokemon who Lanturn is supposed to check, can easily hit the standard Lanturn set with Hidden Power Grass once, switch out, then come back in later to 2HKO it with Hidden Power Grass. To make Lanturn a more consistent check to these types of Pokemon, it can use the RestTalk combination, giving it a form of recovery while ensuring that Lanturn is not completely useless while it is asleep. While BW's sleep mechanics have made this strategy less reliable, Lanturn has a few things which make it stand out, including its excellent bulk, Volt Absorb, good STABs, and Heal Bell.

Rest and Sleep Talk give Lanturn the recovery needed for it to take on the common threats it is meant to take on consistently. Thunderbolt is a powerful STAB attack that Lanturn has at its disposal, and, in tandem with Scald, makes it hard for anything other than Grass-types to switch into Lanturn. However, one thing that you may wish to use is Heal Bell over either of those STAB moves. With Heal Bell, Lanturn can act as a reliable cleric; moreover, Heal Bell helps make the RestTalk combination more reliable, since it will cure Lanturn of its sleep status once selected by Sleep Talk, which means that Lanturn does not always have to wait out those two turns. It also allows you to have a cleric who can use Heal Bell more than eight times. If you decide to do this, though, note that you will be only able to use one of Lanturn's STAB moves, and each move has specific advantages and disadvantages. Thunderbolt will allow Lanturn to hit pesky Flying- and Water-types such as Moltres, Slowking, and Feraligatr hard, but it leaves Lanturn utterly walled by Ground-types and Pokemon with Lightningrod, including Manectric. Scald, on the other hand, will hit Fire-types such as Moltres and Entei and also has a nice chance to burn opponents. However, this makes Lanturn set-up bait for Pokemon such as Poliwrath and Slowking. Either attack will make Lanturn set-up bait for certain Pokemon, so it comes down to team support to ensure that whatever Lanturn is helpless against isn't problematic for your team as a whole.

Team Options & Additional Comments >>>
Name Item Ability Nature

Choice Specs

Choice Specs Volt Absorb Modest
Moveset EVs
~ Volt Switch
~ Hydro Pump / Surf
~ Hidden Power Fire / Ice Beam
~ Thunderbolt / Hidden Power Grass
136 HP / 252 SpA / 120 Spe

Lanturn has a terribly low base 76 Special Attack that might not even seem usable in the first place; in fact, it doesn't even seem to give Lanturn much to work with. However, it is actually a rather good candidate to use Choice Specs, as it has resistances to several common types which it can come in on and launch powerful Choice Specs-boosted attacks. Lanturn proves itself to be quite a unique Choice Specs user; it has excellent natural bulk and a way to heal itself via Volt Absorb. That, combined with its good set of resistances, makes Lanturn a fantastic pivot for most balanced teams. Despite its pathetic Special Attack that doesn't even get past 300, it is deceptively strong and reaches 406 with a Choice Specs. Though it might not seem like much for a Choice Specs user, one must keep in mind that Lanturn does not simply try to severely dent the opponents for a short period of time and then quickly faint; instead, it aims to deal a chunk of damage for many turns thanks to its great longevity.

Volt Switch is the main STAB move to use; thanks to its ability to force switches, Lanturn can make full use of Volt Switch to deal devastating damage and gain momentum. Lanturn is a fantastic Volt Switch user too, as its Water typing deters Ground-types from eagerly switching in to block Volt Switch. Hydro Pump is the strongest move in its huge arsenal, blasting through anything that does not resist it while keeping Ground-types at bay. Surf is a more reliable option over Hydro Pump, though Lanturn finds itself needing all the power it can get; moreover, a miss might not be as significant for it as it's not entirely frail and can afford to launch a second attempt. Hidden Power Fire gives Lanturn a way to burn through Ferroseed, which resists both its STAB moves. However, Ice Beam can be used to provide superior coverage and forms the famous BoltBeam combination. If not using Hidden Power Fire, Hidden Power Grass is useful in handling Quagsire, which can stop Volt Switch without fear of a super effective Hydro Pump. Otherwise, Thunderbolt is a more powerful Electric-type STAB move to fry opposing Water-types and other Pokemon weak to it where should it be better for Lanturn to stay in.

Team Options & Additional Comments >>>
Name Item Ability Nature

Rain Dance

Damp Rock Volt Absorb Modest
Moveset EVs
~ Rain Dance
~ Thunder
~ Surf / Hydro Pump
~ Volt Switch / Heal Bell / Ice Beam
40 HP / 252 SpA / 216 SpD

Lanturn is an excellent fit on rain teams, as it can summon rain with Rain Dance and fend off stray Electric-type attacks with Volt Absorb. Lanturn often finds it easy to set up Rain Dance on Fire-, Water-, and Electric-types, and its naturally good special bulk and typing grant it the ability to reliably bring in the rain and set it up repeatedly if need be. Setting up rain is a breeze for Lanturn, and its list of assets does not just end there. Its extensive movepool allows it to directly abuse the rain and further support the team, making Lanturn rather invaluable to rain teams. Thunder is a powerful STAB move to abuse under the storm, frying opposing bulky Water-types that try to wall your rain sweepers. Hydro Pump is Lanturn's strongest move that it can randomly fire off in the rain. Surf is another alternative that also receives a pseudo-STAB from rain but has lower Base Power in exchange for better accuracy. The last moveslot is a matter of utility. Volt Switch allows Lanturn to act as a fantastic pivot that also provides rain support, enabling it to switch in a rain sweeper unscathed, while Heal Bell grants the team cleric support, cleansing the team of annoying status. Ice Beam is an option to freeze Grass-types and Altaria; the former group can deter Lanturn from switching into a Water-type sweeper, while the latter can launch powerful Earthquakes and Draco Meteors and nullify the effects of rain if it's running Cloud Nine.

Team Options & Additional Comments >>>
Name Item Ability Nature

Parafusion

Leftovers Volt Absorb Calm
Moveset EVs
~ Thunder Wave
~ Confuse Ray
~ Volt Switch / Discharge
~ Ice Beam / Surf
40 HP / 252 Def / 216 SpD

Other than by walling opponents with its huge bulk, Lanturn has other means with which to seriously annoy its foes. The infamous parafusion set makes a return from DPP Lanturn. While rarely seen, this set is purely annoying to face, and not a complete gimmick anyway. The first slot is dedicated to paralyze all opponents bar Ground-types and other Pokemon immune to Electric-type moves. What allows Lanturn to spam Thunder Waves randomly is that it deters Ground-types from switching in, thanks to its Water typing. While Ground-types put their tails between their legs and flee in fear of getting drowned by a Water-type STAB, Lanturn happily discharges random bolts of Thunder Wave, paralyzing things left, right, and center. After that, it can simply confound the paralyzed opponents with Confuse Ray; the foe has only a mere 3/8 chance of moving after being crippled by the full brunt of parafusion. They can then watch in despair as their Pokemon fails to make a move while Lanturn slowly depletes them of their health, and recover some by munching greedily on its Leftovers.

BW gave Lanturn a huge boon in Volt Switch, making the parafusion set much easier to pull off. After paralyzing something, such as Roselia, that Lanturn can't touch, it can make a swift getaway via Volt Switch, making a safe exit possible as its opponents become slower. Discharge is an alternative is you want to deal some damage while also having the possibility of paralyzing something without relying on Thunder Wave, though the latter is more reliable and Volt Switch is often too useful to pass up. Ice Beam and Surf vie for the final moveslot; Ice Beam picks off Grass-types such as Tangrowth and Ground-types such as Sandslash, while Surf is a reliable STAB move to keep Ground-types such as Rhydon at bay to prevent them from ruining Lanturn's parafusion streak.

Team Options & Additional Comments >>>

Other Options

Lanturn's wide movepool stretches down as deep as the oceans that it lives in. It contains a wide array of interesting moves, such as Aqua Ring, Electro Ball, Mist, Psybeam, Screech, Signal Beam, and Stockpile. However, most of them are not as useful as the moves stated in the given sets. Signal Beam shouldn't be used anyway as Lanturn already has access to Ice Beam, which is better in every aspect you can think of aside from hitting Exeggutor minutely stronger. Stockpile is a possibility to make Lanturn surprisingly hard to take down. Agility makes Lanturn as fast as a dolphin and gives it a shot at sweeping, though its Special Attack is rather poor and hard to work with. Lanturn can make use of the SubCharge set to attempt a sweep thanks to its good bulk, typing, and coverage. However, in a tier full of phazers and bulky Pokemon, Lanturn has a tough time breaking through many of them. The SubCharge set has a good ability of breaking through teams reliant on the rare Fire / Water / Grass cores, though.

Checks and Counters

Lanturn's Water / Electric typing grants it many resistances and only two weaknesses. However, there are still a few flaws to work around Lanturn. Grass- and Ground-types aren't rare in the RU tier, and might even be common enough to keep Lanturn on its toes or fins. Grass-types are terribly troublesome for Lanturn, even though it might carry the occasional Ice Beam to ward them off. Still, Grass-types with great special bulk, such as Roselia, will not be deterred and can easily defeat Lanturn; Ferroseed and Lilligant can even set up on it. Anything with a physical Ground-type attack can scare it off as well; moreover, strong physical attackers such as Aerodactyl, Gallade, and Aggron can demolish Lanturn before it can retaliate. The rare Water Absorb Quagsire walls it to no end, unless it carries Hidden Power Grass. While Lanturn can wall most special attackers easily, it will easily fold after a physical hit or two. Ironically, opposing Lanturn also completely walls itself, unless it carries Toxic. Then again, it can cure itself with Heal Bell. Lanturn vs. Lanturn matchups also allows both parties to let their Lanturn do their respective roles, from setting up the rain to curing the team of status, without any trouble. In the event that the final Pokemon on each team happens to be Lanturn, have fun trying to PP stall each other out.