Lanturn

Volt Absorb
Heals 25% HP when hit by an Electric-type attack.
Illuminate
Increases wild encounter rate (no effect in battles).
Type Tier
Water / Electric UU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
125
- 200 232 -
Atk
58
70 78 110 121
Def
58
70 78 110 121
SpA
76
86 96 128 140
SpD
76
86 96 128 140
Spe
67
78 87 119 130

Overview

Lanturn's best use doesn't really depend on what tier it's being used in, but more on what Pokemon are being used in the respective tier; Lanturn can switch into most Fire-, Water-, Electric-, and Ice-type special attackers with relative ease even in OU. UU, however, is where Lanturn really shines. Almost no other Pokemon can hold its own in the diverse special attacking metagame of UU, catching switches on bulky and offensive Fire- and Water-types alike. Even with all of these formidable resistances, however, Lanturn simply cannot take repeated beatings, resisted or not, without proper team support. Smart play and knowing Lanturn's limits are important when using it. With enough practice and experience, Lanturn makes a unique and colorful addition to any team.

Name Item Ability Nature

Special Tank

Leftovers Volt Absorb Calm
Moveset EVs
~ Surf
~ Thunderbolt / Discharge
~ Ice Beam
~ Heal Bell / Thunder Wave
40 HP / 192 Def / 100 SpA / 176 SpD

Lanturn is a great special tank, having the bulk to absorb many special hits in the UU tier. Surf is a reliable, yet reasonably powerful attack, and is one of Lanturn's main attacks. Thunderbolt is another STAB attack, and hits a lot of Pokemon that Surf does not for super effective damage. Discharge is an option over Thunderbolt, offering lower power but having a much higher chance of paralyzing a threat, allowing Lanturn and its teammates to have an easier time with them. Heal Bell turns Lanturn into a cleric, allowing it to clear status off all its teammates. It also prevents Lanturn from getting crippled by Toxic coming from the likes of Arcanine and Milotic. Thunder Wave guarantees an opponent paralyzed, and if Lanturn utilizes it, Thunderbolt should be used over Discharge.

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

Substitute + Charge Beam

Leftovers Volt Absorb Modest
Moveset EVs
~ Substitute
~ Charge Beam
~ Surf
~ Ice Beam / Thunderbolt
104 HP / 28 Def / 252 SpA / 124 Spe

Lanturn can utilize Substitute and Charge Beam to easily destroy unprepared teams, thanks to its ability to set up on many special walls, gain Special Attack boosts easily, and manage to come out on top. With a combination of Substitute and Charge Beam, Lanturn can beat Chansey and other Pokemon who rely on Seismic Toss to deal damage, as it will take two Seismic Toss to break Lanturn's Substitute. Lanturn hits hard with max Special Attack, and very hard after just a few boosts from Charge Beam. It has perfect coverage with its moves, bar opposing Lanturn and Shedinja, and is a very good weapon against stall and slower teams. It has a very good typing, ability, and coverage, which is very helpful for Lanturn.

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

Rain Dance

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

This set utilizes Lanturn's ability to set up Rain Dance, which can boost the power of its Water-type moves, while bringing its powerful Thunder to 100% accuracy. Hydro Pump is the main option, because it allows Lanturn to 2HKO Clefable in the rain, which is a great bonus. However, Surf can still be used if you are wary about Hydro Pump's shaky accuracy. Heal Bell allows Lanturn to also act as a cleric, while Ice Beam provides Lanturn with almost perfect coverage, hitting all Pokemon for at least neutral damage, except for other Lanturn and Shedinja. This set works very well thanks to Lanturn's invaluable Electric-type immunity, combined with good special bulk. Lanturn can easily switch in on Choice Scarf Rotom, amongst other Electric-type Pokemon, and set up Rain Dance with ease. While Lanturn works well as a bulky user of Rain Dance, Lanturn does a much better job when hitting hard, allowing it to beat several Pokemon that usually enjoy setting up on relatively weak Lanturn, such as Mismagius and Toxicroak.

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

Agility

Life Orb Volt Absorb Modest
Moveset EVs
~ Agility
~ Hydro Pump / Surf
~ Thunderbolt
~ Ice Beam
4 Def / 252 SpA / 252 Spe

Lanturn can make great use of Agility, turning it into a fearsome endgame sweeper. It doesn't quite have the power to get through bulkier teams, but if they are weakened from previous assaults and entry hazards, it can sweep many teams with its great coverage. Agility doubles Lanturn's Speed, allowing it to hit 466 Speed, outspeeding almost all Pokemon in the UU tier, unless they hold a Choice Scarf. Hydro Pump is Lanturn's most powerful attack, gains STAB, and hits very hard. Surf is an alternative, trading power for accuracy, and is much more reliable. Thunderbolt is for secondary STAB, and hits opposing Water-type Pokemon hard. Ice Beam hits Grass- and Dragon-type Pokemon such as Venusaur and Altaria, respectively.

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

RestTalk

Leftovers Volt Absorb Calm
Moveset EVs
~ Rest
~ Sleep Talk
~ Surf
~ Discharge / Thunderbolt
40 HP / 192 Def / 100 SpA / 176 SpD

Lanturn has access to impressive bulk, great typing, a great ability, Rest, and Sleep Talk, allowing Lanturn to effectively switch into powerful assaults and heal itself thanks to Rest. Sleep Talk prevents Lanturn from being a sitting duck while it's asleep, and prevents Lanturn from being set up on. Surf and Discharge are both reasonably powerful STAB moves, and have good coverage with each other. Thunderbolt is an option over Discharge to pack more power, but since this set lacks impressive offensive capabilities, Discharge is usually the better option thanks to its relatively high paralysis rate.

Team Options & Additional Comments >>>

Other Options

Lanturn has access to Aqua Ring, which when used in tandem with Leftovers, heals 1/8 of Lanturn's health every turn; however, every moveslot is worth a lot to Lanturn, and Lanturn will find itself struggling against certain opponents when Aqua Ring is used. Lanturn can make use of a parafusion set, utilizing Thunder Wave and Confuse Ray to make it almost impossible for the opponent to attack. Icy Wind can be used to slow an opponent down, but it is severely outclassed by Ice Beam in terms of power, and Agility and Thunder Wave in terms of Speed modification. Finally, Toxic can be used to severely cripple an opponent, but common Lanturn switch-ins such as Toxicroak and Venusaur are immune to Toxic, making Thunder Wave the best option in most cases.

Checks and Counters

In UU, specific Pokemon who can switch in neutrally on Lanturn's main attacking moves and come prepared with a super effective STAB attack do well. Quagsire, Ludicolo, and Gastrodon are excellent examples, all of which are armed with either Earthquake or a super effective Grass-type attack. Other Grass-types do exceedingly well at stopping Lanturn, especially those who don't mind taking a Thunder Wave while switching in; bulkier Grass-type Pokemon such as Tangrowth can absorb the paralysis in confidence that they won't have to worry about more dangerous damaging statuses. Chansey can switch in on any status move and simply dispose of them when she switches out thanks to her ability, while absorbing any weak special attacks Lanturn throws at her.

Dugtrio can trap and kill Lanturn if it can get in without eating Surf. It will survive Ice Beam at full health most of the time unless Lanturn is running more than 247 Special Attack (which is close to its maximum without a Modest nature). Other strong Ground-type attackers in UU like Donphan, Nidoking, and Nidoqueen can KO Lanturn if they get the chance to switch in.

In general, considering Lanturn's mediocre Defense stat, most strong physical attackers will easily dispense of Lanturn should they be able to safely switch in, either on a predicted resisted move or to revenge kill following a kill by Lanturn. Faster Ground-types do well, however most will have to watch out for STAB Water-type moves, especially from more offensive Lanturn. Toxic and Toxic Spikes also spell doom for Lanturn if it lacks Rest, and they help to wear Lanturn down enough to sweep.