Lanturn (QC: 3/3) (GP: 2/2)

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor


[OVERVIEW]
Lanturn boasts a fantastic typing and an amazing ability in Volt Absorb, which grant it a huge variety of resistances, namely to Fire, Water, Ice, Flying, and Steel, plus an immunity to Electric. Moreover, it has excellent utility moves in Scald, Volt Switch, and Heal Bell, making it one of the best supportive pivots in the tier. It even has a workable offensive movepool coupled with decent neutral coverage, which grants it a mild offensive niche. However, while Lanturn's HP stat is huge, its remaining stats are pretty unimpressive. It doesn't have reliable recovery either, and its large HP stat works against it when it comes to healing via Wish, so it can be awkward to help keep it going. While Lanturn has few weaknesses, most of the Pokemon it checks do carry coverage moves for it, particularly Earthquake from the likes of Magmortar, Electivire, and Archeops, which will do a number on Lanturn.

[SET]
name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Protect / Thunder Wave / Ice Beam
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 220 Def / 208 SpD / 40 Spe

[SET COMMENTS]
Moves
========
Scald can burn foes and deters physical attackers from waltzing in. Volt Switch allows Lanturn to pivot, using its bulk and low Speed to send its frailer teammates into battle without them having to take a hit. Against slower foes, it instead allows Lanturn to do chip damage while making the switch. Heal Bell allows Lanturn to cleanse its teammates and itself from status. This is especially useful for Lanturn, as it is commonly subjected to burns and poison. Protect is useful for stalling for Leftovers recovery, inching Lanturn out of 3HKOs from the likes of Choice Specs Pyroar's Hyper Voice, Choice Specs Rotom's Shadow Ball, Jynx's Psyshock, and Magmortar's Earthquake. It can also be used to stall for burn damage from Scald or scout Choice item users. Thunder Wave cripples speedy threats such as Pyroar, Mismagius, Vivillon, and Jynx while still deterring the likes of Lilligant and Ludicolo from switching in and setting up on Lanturn with the threat of paralysis. Lanturn can also safely throw this move out even in the presence of Xatu, as Lanturn's Volt Absorb would only make Xatu's Magic Bounce backfire on itself. Ice Beam deters Grass-types such as Cacturne and Torterra from switching in freely. Toxic can be considered alongside Protect to stall for accumulating damage, but giving up Heal Bell in place for it is not recommended unless Lanturn's teammate already performs clerical duties. Toxic's most significant use, however, is to harass opposing Lanturn.

Set Details
========
Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP. 208 Special Defense EVs would hit the highest jump point in Special Defense, while 40 HP EVs hit a Leftovers number for the most efficient HP recovery. 40 Speed EVs allow Lanturn to outrun Adamant Rock Polish Rhydon before the boost, allowing to KO Rhydon and avoid a fatal Earthquake. 16 Special Attack EVs can even be used to guarantee the OHKO on said Rhydon, if it is truly a bothersome threat to the team. The remaining EVs are poured into Defense, giving Lanturn effective mixed bulk and allowing it to better take hits from Fletchinder and Klinklang.

Usage Tips
========
Lanturn has many resistances and a slow Volt Switch, making it a remarkable bulky pivot that can facilitate safe switches for its faster and frailer teammates. Additional supportive options in Scald and Heal Bell grant it even more utility, allowing it to spread burns and keep its teammates, as well as itself, free of status. If Pokemon immune to Electric are present on the opposing team, Scald is a safer move to throw out, as it nails Ground-types hard and stings the likes of Electivire, as well as having the potential to cripple them via a burn. If Lanturn has Protect, it should best be used to inch Lanturn out of potential KOs from various attackers it would have an advantage against, namely Fire-, Electric-, and Flying-types, effectively forcing them out. It can also stall for burn damage from Scald and scout Choice item users. However, this move should be used with discretion to avoid becoming predictable, so Lanturn should only Protect if it really needs to. Thunder Wave can shut down most attackers Lanturn confronts, and it shouldn't really have to worry about Pokemon immune to Electric because it either doesn't struggle with them or can strike back with Scald.

Team Options
========
Lanturn has weaknesses to Grass and Ground, which are fortunately very easy to cover. Grass-types and Flying-types are the best teammates, synergizing defensively with Lanturn, as it resists their weaknesses in turn. From a defensive standpoint, the likes of Gourgeist, Leafeon, Torterra, and Vileplume can take care of Lanturn's issues with Ground- or Grass-types, whereas more offensive Grass-types such as Lilligant and Cacturne appreciate the slow Volt Switch bringing them safely into battle to start wreaking havoc. Bulky Flying-types or even Levitate Pokemon, such as Xatu, Togetic, Weezing, and Uxie, can switch into Grass- and Ground-type moves with ease and bring their own brand of supportive moves alongside Lanturn. Offensive Flying-types such as Archeops, Fletchinder, and Scyther can easily remove Grass-types, and Scyther with U-turn is also able to form a VoltTurn core with Lanturn. Bulky teammates appreciate the numerous resistances Lanturn brings to the table, while fast and frail teammates like the slow Volt Switch allowing them to safely enter battle. Slower wallbreakers such as Aurorus, Magmortar, Gallade, and Beheeyem can make use of Lanturn's paralysis support.

[SET]
name: Offensive Tank
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Fire / Thunderbolt
item: Assault Vest / Leftovers
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 204 SpD / 52 Spe

[SET COMMENTS]
Moves
========
Scald is a reliable Water-type attack that can induce burns to wear down foes. Hydro Pump is Lanturn's strongest attack, trading Scald's utility for hole-punching capability by dealing a solid chunk to non-resistant foes. Volt Switch offers Lanturn an Electric-type STAB move and serves as a pivoting move to allow frailer teammates to enter battle safely. Ice Beam deters Grass-types such as Lilligant, Cacturne, and Exeggutor from switching into Lanturn easily. Hidden Power Fire nails Ferroseed, which otherwise shrugs off all of Lanturn's attacks. Thunderbolt can be used for an alternative Electric-type STAB move that doesn't force Lanturn out. Signal Beam can be used to hit Malamar in exchange for missing out on some Grass-types such as Vileplume and Gourgeist. If using Leftovers, Heal Bell and Thunder Wave are fine options to allow Lanturn to carry out its supportive role.

Set Details
========
Maximum Special Attack investment and a Modest nature give Lanturn's attacks a much-needed punch. 52 Speed EVs allow Lanturn to outspeed Malamar, letting Lanturn get chip damage on it with Volt Switch without having to eat a Superpower, while keeping ahead of Mantine. Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP; thus, the remaining EVs are dumped into Special Defense. Splitting up EV investment between Special Defense and Defense is an option if one wants a better Fletchinder check, although this can noticeably impact Lanturn's ability to tank most special attacks. Assault Vest is used to allow Lanturn to take strong special hits much better within a brief period of time. Alternatively, Leftovers provides longevity and the ability to use non-damaging moves, although without substantial HP and Special Defense investment, the passive healing is noticeably less significant than Assault Vest's weakening of attacks.

Usage Tips
========
This Lanturn variant makes use of its resistances to switch into foes and pivot away with Volt Switch or smack the foe with its decently strong attacks. It functions as a bulky pivot with offensive presence, gaining offensive momentum for its faster teammates while softening the foe up with its good neutral coverage. Volt Switch is very safe to spam due to the scarcity of Electric-immune targets that aren't threatened by Water-type attacks.

Team Options
========
The mix between bulk and strength of this Lanturn variant make it a neat fit on more balanced teams. Fast attackers such as Tauros, Sneasel, Pyroar, and Archeops appreciate the safe switches granted by Lanturn, allowing them to enter battle much more frequently. Flying-types and Grass-types can make use of Lanturn's pivoting while complementing each other defensively as well as offensively. Flying-types such as Swellow, Fletchinder, and Archeops can take out and threaten Grass-types while Lanturn protects them from Electric-, Water-, and Ice-type attacks (bar Freeze-Dry) and takes out bulky Rock- and Steel-type Pokemon for them. Grass-types such as Lilligant, Ludicolo, Cacturne, and Exeggutor can swiftly beat the Ground-types that can give Lanturn trouble; Lanturn in turn resists Fire- and Ice-type moves for them and targets problematic Flying- and Steel-types.

[SET]
name: Choice Specs
move 1: Hydro Pump / Scald
move 2: Volt Switch
move 3: Ice Beam / Signal Beam
move 4: Hidden Power Grass / Hidden Power Fire / Thunderbolt
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 72 SpD / 184 Spe

[SET COMMENTS]
Moves
========
Hydro Pump is Lanturn's strongest attack, dealing a solid chunk to non-resistant foes. Scald is a more reliable Water-type attack that trades hole-punching capability for the ability to burn and wear down foes. Volt Switch offers Lanturn an Electric-type STAB move and serves as a pivoting move to allow frailer teammates to enter battle safely. Ice Beam deters Grass-types such as Lilligant, Cacturne, and Exeggutor from switching into Lanturn easily. Signal Beam puts down Malamar while still retaining coverage on Grass-types, especially Ludicolo, though it misses out on a few Grass-types such as Gourgeist and Vileplume. Hidden Power Grass hits opposing Lanturn, while Hidden Power Fire nails Ferroseed. Thunderbolt can be used for an alternative Electric-type STAB move that doesn't force Lanturn out.

Set Details
========
Maximum Special Attack investment, a Modest nature, and a Choice Specs maximize Lanturn's damage output. 184 Speed EVs allow Lanturn to outspeed everything up to neutral-natured base 58 Speed Pokemon, namely Aurorus, Torterra, Golurk, Exeggutor, and Cacturne, and swiftly OHKO them. If more bulk is favored, 52 Speed EVs is the advised minimum to still keep ahead of Malamar, letting Lanturn get chip damage on Malamar with Volt Switch without having to eat a Superpower or simply hit it with Signal Beam, while also outspeeding Mantine. Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP, so the remaining EVs are dumped into Special Defense.

Usage Tips
========
Choice Specs Lanturn is intended to be a hole puncher; what it lacks in sheer power, it makes up for with its switch-in opportunities and decent neutral coverage, by virtue of its good defensive and offensive typing. Choice Specs Volt Switch can soften up foes for its teammates to finish off, while Lanturn's Water-type attacks can nail most Pokemon immune to Electric hard. Because this Lanturn is Choiced, it should exercise more caution when using its Volt Switch, as it won't be able to immediately respond with Water-type STAB attacks; instead, Lanturn should predict and hit Electric-immune Pokemon on the switch with its respective coverage move.

Team Options
========
Offensive Pokemon that also complement Lanturn defensively make for the best partners. The likes of Lilligant, Pyroar, Fletchinder, and Swellow can be safeguarded from Fire, Ice, Water, and Electric attacks while making use of the advantageous switch granted by Lanturn's Volt Switch; these Pokemon can also protect Lanturn from its weakness to Grass- and Ground-type moves, as well as Freeze-Dry in Pyroar's case. Choice Specs Lanturn is also fairly easy to support offensively. U-turn users such as Swellow, Mesprit, and Scyther can form a VoltTurn core alongside Lanturn to grant each other favorable switch-ins and keep the pressure on the opponent. Sneasel can use Pursuit to finish off a target weakened by Volt Switch and take out Grass- and Ground-types with its Ice-type STAB moves. While not too necessary, entry hazard support from Garbodor, Uxie, and Cacturne can help Lanturn wear down foes more efficiently.

[STRATEGY COMMENTS]
Other Options
=============
Rest + Sleep Talk allows Lanturn to fully restore itself while retaining its ability to function while asleep at the cost of taking up moveslots that would have allowed Lanturn to support its team better. However, Lanturn benefits greatly from being able to choose when to use Scald or Volt Switch. ChestoRest is an alternative to RestTalk, though forgoing Leftovers is less than favorable. Discharge can be used to paralyze the foe, but it can clash with the more useful burn effect of Scald, plus Lanturn can already guarantee paralysis with Thunder Wave. Soak turns the target into a pure Water-type, removing their STAB to their attacks and rendering them vulnerable to Lanturn's Electric-type moves, but this effect can be reset by switching out, and Lanturn is too slow to effectively pull this off. Agility speeds Lanturn up, although its lackluster power can hold its sweeping potential back. Lanturn has access to the ability Water Absorb, but trading a Water resistance for an immunity is usually not worth being hit by Electric moves for neutral damage.


Checks & Counters
==================
**Grass-types**: Grass-types resist both of Lanturn's STAB moves and threaten back with their own STAB attacks in kind. Grass-types such as Lilligant, Ludicolo, Vileplume, and Exeggutor can deal massive damage to Lanturn, while certain Grass-types such as Water Absorb Cacturne and Torterra can even switch in for free on one of Lanturn's STAB moves. However, the possibility of Ice Beam or Signal Beam can give most of them pause.

**Physical Attackers**: Lanturn's less than desirable Defense stat leaves it vulnerable to a wide variety of physical attackers in the tier, such as Sawk, Tauros, Sneasel, and Kangaskhan. Chief amongst these threats are Ground-type Pokemon or even just Ground-type moves in general. While most Ground-types can find it tricky to switch into Lanturn due to the threat of Scald, they can try to switch in on Volt Switch and smack Lanturn with a STAB Earthquake to the face, though said Ground-type needs to be faster to attempt this. Non-STAB Earthquakes from attackers such as Tauros, Archeops, Magmortar, and Electivire can also leave a sizable dent in Lanturn. However, most attackers need to be wary of Scald and Thunder Wave.

**Residual Damage**: If all else fails, Lanturn's lack of reliable recovery should be taken advantage of. While Heal Bell means status ailments such as burn and poison have limited effectiveness on Lanturn, Lanturn's inability to heal would prompt it to use Heal Bell immediately, making for a decent distraction to pull off a safe switch. Entry hazards can cut Lanturn's Volt Switching sprees short, hurting it repeatedly upon reentry. Leech Seed can also recover a lot of health for the recipient due to Lanturn's large HP stat.
 
Last edited:

Blast

Member of the Alien Nation
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Pivot set needs phdef investment to check Fletch and Klinklang, also pivots into Psyshock Jynx and the occasional EQ Magmortar better. 40 HP / 252 Def / 216 SpD from the old analysis prob still works fine though I think hollywood or someone had a slightly different one? idr though

Don't really like the sound of RestTalk, Lanturn really likes being able to Scald and Volt Switch at specific turns especially against Ground-types. Protect + Toxic sounds better if you want it to last a bit longer (both of those moves should get mentions even if not slashes btw)

Specs should just get a set of its own imo, plays a bit differently from AV / Lefties cuz it's more aggressive. Also mention T-Wave / Heal Bell in Moves if you're running Lefties
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
The spread I use is 104 HP / 196 Def / 208 SpD Calm; hits a Leftovers number and a jump point in SpDef. 104 HP is the most Lanturn should ever invest in HP, as its just not efficient to go past that number. Personally I'd like to see this as the main spread for the first set, but if someone has a better one chime in. Oh also I disagree with the speed investment for Malamar, at least for the defensive set. Maybe for the offensive ones since you actually deal significant damage to Malamar, but on the defensive set running those Speed EVs really takes away from its bulk.

Ya move resttalk to OO.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Well the main reason I went with my spread is mainly because of the LO Pyroar matchup, and handling the Specs Magneton matchup a bit better:
252 SpA Life Orb Pyroar Hyper Voice vs. 228 HP / 252+ SpD Lanturn: 144-172 (32.1 - 38.3%) -- 1.5% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Pyroar Hyper Voice vs. 40 HP / 216+ SpD Lanturn: 152-179 (37.9 - 44.6%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Pyroar Hyper Voice vs. 104 HP / 208+ SpD Lanturn: 152-179 (36.4 - 42.9%) -- 96.5% chance to 3HKO after Leftovers recovery
But yeah, I'll use your spread for reasons below.

Pivot set needs phdef investment to check Fletch and Klinklang, also pivots into Psyshock Jynx and the occasional EQ Magmortar better. 40 HP / 252 Def / 216 SpD from the old analysis prob still works fine though I think hollywood or someone had a slightly different one? idr though
Don't really like the sound of RestTalk, Lanturn really likes being able to Scald and Volt Switch at specific turns especially against Ground-types. Protect + Toxic sounds better if you want it to last a bit longer (both of those moves should get mentions even if not slashes btw)
Shit, I completely forgot about Protect; it actually solves a significant issue I always had with Lanturn (avoiding 3HKOes). Protect is worth a slash for that alone, but I don't know if Toxic is worth slashing with Heal Bell just to further utilise Protect (Lanturn can already make use of Protect stalling with Scald burns).

Specs should just get a set of its own imo, plays a bit differently from AV / Lefties cuz it's more aggressive. Also mention T-Wave / Heal Bell in Moves if you're running Lefties
Noted.

The spread I use is 104 HP / 196 Def / 208 SpD Calm; hits a Leftovers number and a jump point in SpDef. 104 HP is the most Lanturn should ever invest in HP, as its just not efficient to go past that number. Personally I'd like to see this as the main spread for the first set, but if someone has a better one chime in. Oh also I disagree with the speed investment for Malamar, at least for the defensive set. Maybe for the offensive ones since you actually deal significant damage to Malamar, but on the defensive set running those Speed EVs really takes away from its bulk.
I'm not too certain if this spread is too efficient for the standard Lanturn. This does net a higher Leftovers number, but both of Lanturn's defenses become lower as a result. This leads to your Lanturn getting a ~0.7% special bulk increase and ~1.0-1.1% physical bulk decrease.

Edit: Blastral boltsandbombers what do you think of taking out some Defense and Special Defense EVs (still enough for the jump point) and putting them into Speed so Lanturn can outspeed Mantine? That would leave Lanturn with a spread of 40 HP / 232 Def / 208 SpD / 28 Spe.
 
Last edited:

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
Fair enough, I'm fine with the 40 / 252 / 216 spread being the main one, but at least mention a spread with 104 HP and whatever distribution of the remaining EVs in set details. I think queen and holly have used similar spreads.
Don't really agree with Protect slashed first on the pivot set, but I'll hear you out. Ice Beam or Twave (or even Toxic for that matter albeit that was mainly for toad) tends to be much more useful.
Edit: I'm cool with that spread, I don't think losing 28 defense EVs changes any 2HKOs, but if I'm wrong let me know.
 
thoughts on slashing signal beam with ice beam on specs? you get the ohko on exeggutor, and the ohko on malamar after SR (always nice) and it still has an 80% chance to ohko lilligant after SR on the switch
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Made the Specs set much faster, with the 52 Speed spread for Malamar mentioned as an alternate spread.

Ready for QC.
 

Blast

Member of the Alien Nation
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Pivot
  • eh idk if Lanturn should creep Mantine specifically since they should always be creeping max Spe Donner, thoughts on creeping that instead? (It's like 40 Spe iirc)
  • Expand some more on UT, explain when it should use Protect, T-Wave, etc
  • I wouldn't advertise U-turn Archeops or Fletchinder in Team Options, they usually don't run it and it's not that great on either imo
Tank
  • Scald first slash, burn chance + reliability is more important on a tankier set
  • Mention that splitting up the SpD EVs into both Def and SpD is an option if you need a better Fletch check
OO
  • Remove Dazzling Gleam
  • Add Agility
QC 1/3 after that
 


[OVERVIEW]
- Excellent typing and Volt Absorb grant it a huge variety of resistances, namely Fire, Water, Ice, Electric, Flying, and Steel (mention that with VA it is immune to electric rather than resisting it)
- Excellent utility moves in Scald, Volt Switch, and Heal Bell
- One of the best supportive pivots in the tier
- Decent neutral coverage grants it a mild offensive niche
- Huge HP, but its remaining stats are unimpressive
- No reliable recovery, and its large HP stat works against it when it comes to healing via Wish

[SET]
name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Protect / Thunder Wave / Ice Beam
ability: Volt Absorb
item: Leftovers
evs: 40 HP / 220 Def / 208 SpD / 40 Spe
nature: Calm

[SET COMMENTS]
Moves
========
- Scald burns foes and deters physical foes from waltzing in
- Volt Switch allows Lanturn to pivot, using its bulk and low Speed to send its frailer teammates into battle without them having to take a hit. Against slower opponents, it instead allows Lanturn to do chip damage while making the switch.
- Heal Bell is a great supporting move, cleansing its teammates and itself from status. This is especially useful for Lanturn as it is commonly subjected to burns and poison.
- Protect is useful for stalling for Leftovers recovery, inching Lanturn out of 3HKOes from the likes of Pyroar's Hyper Voice, Specs Magneton's Hidden Power, Jynx's Psyshock, or Magmortar's Earthquake. It can also be used to stall for burn damage from Scald or scout Choice users.
- Thunder Wave cripples speedy threats such as Pyroar, Mismagius, Vivillon, and Jynx, while still deterring the likes of Lilligant from switching in. Lanturn can also safely throw this move out even in the presence of Xatu, as Lanturn's Volt Absorb would only make Xatu's Magic Bounce backfire on itself.
- Ice Beam deters Grass-types such as Cacturne and Torterra from switching in freely
- Toxic can be considered alongside Protect to stall for accumulating damage, but giving up Heal Bell in place for it is not recommended unless Lanturn's teammate already performs clerical duties. Toxic's most significant use however is to harass opposing Lanturn.

Set Details
========
- Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP.
- 208 Special Defense EVs would hit the highest jump point in Special Defense, while 40 HP EVs hit a Leftovers number for the most efficient HP recovery.
- 40 Speed EVs allows Mantine to outrun Rock Polish Rhydon before the boost, allowing to KO Rhydon and avoid a fatal Earthquake.
- The remaining EVs are poured into Defense, giving Lanturn effective mixed bulk and allows it to better take hits from Fletchinder and Klinklang

Usage Tips
========
- Lanturn has many resistances and a slow Volt Switch, making it a remarkable bulky pivot that can facilitate safe switches for its faster frailer teammates
- Additional supportive options in Scald and Heal Bell grant it even more utility, allowing it to spread burns and keep its teammates, as well as itself, free of status
- If Electric immunities are present on the opposing team, Scald is a safer move to throw out, as it nails Ground-types hard and stings the likes of Electivire, as well as having the potential to cripple them via a burn
- If Lanturn has Protect, it should best be used to inch Lanturn out of potential KOes from various attackers it would have an advantage against, namely Fire-, Electric-, and Flying-types, effectively forcing them out. It can also stall for burn damage from Scald and scout Choice users. However, this move should be used with discretion to avoid becoming predictable, so Lanturn should only Protect if it really needs to.
- Thunder Wave can shut down most special attackers (thunder wave doesnt solely shut down special attackers, edit accordingly) Lanturn confronts, and it shouldn't really have to worry about Electric immunities since it either doesn't struggle with them or can strike back with Scald.
- Between its resistances, pivoting prowess, and clerical abilities, Lanturn is able to make its home on many kinds of teams (idt this belongs in UT, maybe move it to TO or just remove it altogether)

Team Options
========
- Lanturn has two weaknesses to Grass and Ground, which are fortunately very easy to cover
- Grass-types and Flying-types are amongst the best teammates, synergizing defensively with Lanturn as it resists their weaknesses in turn
- From a defensive standpoint, the likes of Gourgeist, Leafeon, Torterra, and Vileplume can take care of Lanturn's issues with Ground- or Grass-types, whereas more offensive Grass-types such as Lilligant and Cacturne appreciate the slow Volt Switch bringing them safely into battle to start wreaking havoc
- Bulky Flying-types or even Levitate Pokemon, such as Xatu, Togetic, Weezing, and Uxie, can switch into Grass and Ground moves with ease and bring their own brand of supporting moves alongside Lanturn. Offensive Flying-types such as Archeops, Fletchinder, and Scyther can easily remove Grass-types, and Scyther with U-turn is also able to form a VoltTurn core with Lanturn
- Bulky teammates appreciate the numerous resistances Lanturn brings to the table, while fast and frail teammates like the slow Volt Switch allowing them to safely enter battle.

[SET]
name: Tank
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Fire / Thunderbolt
ability: Volt Absorb
item: Assault Vest / Leftovers
evs: 252 SpA / 204 SpD / 52 Spe
nature: Modest

[SET COMMENTS]
Moves
========
- Scald is a more reliable Water-type attack that trades holepunching capability for the ability to burn and wear down foes.
- Hydro Pump is Lanturn's strongest attack, dealing a solid chunk to non-resistant foes.
- Volt Switch offers Lanturn Electric-type STAB, and also serves as a pivoting move to allow frailer teammates to enter battle safely.
- Ice Beam deters Grass-types such as Lilligant, Cacturne, and Exeggutor from switching into it easily
- Hidden Power Fire nails Ferroseed, which otherwise shrugs off all of Lanturn's attacks
- Thunderbolt can be used for an alternative Electric-type STAB move that doesn't force Lanturn out
- If using Leftovers, Heal Bell and Thunder Wave are fine options to allow Lanturn to carry out its supportive role

Mention signal beam in moves as it hits p much the same stuff as ice beam and can act as a check to Malamar

Set Details
========
- Maximum Special Attack investment and a Modest nature give Lanturn's attacks a much needed punch
- 52 Speed EVs allow Lanturn to outspeed Malamar, letting Lanturn get chip damage on Malamar with Volt Switch without having to eat a Superpower, while keeping ahead of Mantine.
- Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP, thus the remaining EVs are dumped into Special Defense.
- Splitting up EV investment between Special Defense and Defense is an option if one wants a better Fletchinder check, although this can noticeably impact Lanturn's ability to tank most special attacks
- Assault Vest to allow Lanturn to take strong special hits much better within a brief period of time
- Leftovers provides longevity and the ability to use non-damaging moves, although without substantial HP and Special Defense investment, the passive healing is noticeably less significant than Assault Vest's weakening of attacks

Usage Tips
========
- This Lanturn variant makes use of its resistances to switch into foes and pivot away with Volt Switch, or smack the foe with its decently strong attacks
- Bulky pivot with offensive presence
- Gain offensive momentum for its faster teammates, while softening the foe up with its good neutral coverage

Team Options
========
- The mix between bulk and strength of this Lanturn variant make it a neat fit on more balanced teams
- Fast attackers such as Tauros, Sneasel, Pyroar, and Archeops appreciate the safe switches granted by Lanturn, allowing them to enter battle much more frequently
- Flying-types and Grass-types can make use of Lanturn's pivoting while complementing each other defensively as well as offensively
- Flying-types such as Swellow, Fletchinder, and Archeops can take out and threaten Grass-types, while Lanturn protects them from Electric and Water attacks and takes out bulky Rock- and Steel-type Pokemon for them.
- Grass-types such as Lilligant, Ludicolo, Cacturne, and Exeggutor can swiftly beat the Ground-types that can give Lanturn trouble; Lanturn in turn resists Fire and Ice moves for them and targets problematic Flying- and Steel-types.

[SET]
name: Offensive
move 1: Hydro Pump / Scald
move 2: Volt Switch
move 3: Ice Beam / Signal Beam
move 4: Hidden Power Fire / Hidden Power Ground / Thunderbolt
ability: Volt Absorb
item: Choice Specs
evs: 252 SpA / 72 SpD / 184 Spe
nature: Modest

[SET COMMENTS]
Moves
========
- Hydro Pump is Lanturn's strongest attack, dealing a solid chunk to non-resistant foes.
- Scald is a more reliable Water-type attack that trades holepunching capability for the ability to burn and wear down foes.
- Volt Switch offers Lanturn Electric-type STAB, and also serves as a pivoting move to allow frailer teammates to enter battle safely.
- Ice Beam deters Grass-types such as Lilligant, Cacturne, and Exeggutor from switching into it easily
- Signal Beam puts down Malamar while still retaining coverage on Grass-types, especially Ludicolo, though it misses out on a few Grass-types such as Gourgeist and Vileplume
- Hidden Power Fire nails Ferroseed, while Hidden Power Ground hits opposing Lanturns and OHKOes Eviolite Magneton

Slash HP Ground 1st until we learn the fate of magnets. If it stays keep it, if it leaves move it back.

- Thunderbolt can be used for an alternative Electric-type STAB move that doesn't force Lanturn out

Set Details
========
- Maximum Special Attack investment, a Modest nature, and a Choice Specs gives Lanturn the most damage output from its attacks.
- 184 Speed EVs allows Lanturn to outspeed everything below neutral base 58 Speed, namely Aurorus, Torterra, Golurk, Exeggutor, and Cacturne, and swiftly OHKO them.
- If more bulk is favored, 52 Speed EVs is the advised minimum to still keep ahead of Malamar, letting Lanturn get chip damage on Malamar with Volt Switch without having to eat a Superpower or simply hit it with Signal Beam, while also outspeeding Mantine.
- Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP, thus the remaining EVs are dumped into Special Defense.

Usage Tips
========
- Choice Specs Lanturn is intended to be a holepuncher
- What it lacks in sheer power, it makes up for with its switch-in opportunities and decent neutral coverage, by virtue of its good defensive and offensive typing
- Choice Specs Volt Switch can soften up foes for its teammates to finish off, while Lanturn's Water-type attacks can nail most Electric immunities hard

Team Options
========
- Offensive Pokemon that also complement Lanturn defensively make for the best partners
- The likes of Lilligant, Pyroar, Fletchinder, and Swellow can be safeguarded from Fire, Ice, Water, and Electric attacks, while making use of the advantageous switch granted by Lanturn's Volt Switch; these Pokemon can also protect Lanturn from its weakness to Grass- and Ground-type moves, as well as Freeze-Dry in Pyroar's case.
- Specs Lanturn is also fairly easy to support offensively.
- U-turn users such as Swellow, Mesprit, and Scyther can form a VoltTurn core alongside Lanturn to grant each other favorable switch-ins and keep the pressure on the opponent
- Sneasel can use Pursuit to finish off a target weakened by Volt Switch, and take out Grass- and Ground-types with its Ice-type STAB moves.
- While not too necessary, hazard support from Garbodor, Uxie, and Cacturne can help Lanturn wear down opponents more efficiently.

[STRATEGY COMMENTS]
Other Options
=============
- Rest + Sleep Talk allows Lanturn to fully restore itself while retaining its ability to function, at the cost of taking up moveslots that would have allowed Lanturn to support its team better. However, Lanturn benefits greatly from being able to choose when to Scald or Volt Switch
- Discharge can be used to paralyze the foe, but it can clash with the more useful burn effect of Scald, plus Lanturn can already guarantee paralysis with Thunder Wave
- Soak turns the target into a pure Water-type, removing their STAB to their attacks and rendering them vulnerable to Lanturn's Electric-type moves, but this effect can be reset by switching out, and Lanturn is too slow to effectively pull this off
- Agility speeds Lanturn up, although its lackluster power can hold its sweeping potential back
- Water Absorb, but gaining a Water resistance for an immunity is usually not worth being hit by Electric moves for neutral damage

ChestoRest in OO

Checks & Counters
==================
**Grass-types**: Grass-types resist both of Lanturn's STAB moves, and threaten back with their own STAB attacks in kind. Grass-types such as Lilligant, Ludicolo, Vileplume, and Exeggutor can deal massive damage to Lanturn, while certain Grass-types such as Water Absorb Cacturne and Torterra can even claim to switch in for free on one of Lanturn's STAB moves. However, the possibility of Ice Beam or Signal Beam can give most of them pause.

**Physical Attackers**: Lanturn's less than desirable Defense stat leaves it vulnerable to a wide variety of physical attackers in the tier, such as Sawk, Tauros, Sneasel, and Kangaskhan. Chief amongst these threats are Ground-type Pokemon or even just Ground-type moves in general. While most Ground-types can find it tricky to switch into Lanturn due to the threat of Scald, they can try to switch in on Volt Switch and smack Lanturn with a STAB Earthquake to the face, though said Ground-type needs to be faster to attempt this. UnSTABed Earthquakes from attackers such as Tauros, Archeops, Magmortar, and Electivire can also leave a sizable dent in Lanturn.

Also mention that most non-ground type attackers fear both scald burns and thunder wave.

**Residual Damage**: If all else fails, Lanturn's lack of reliable recovery should be taken advantage of. While Heal Bell means status ailments such as burn and poison have limited effectiveness on Lanturn, Lanturn's inability to heal would prompt it to Heal Bell immediately, making for a decent distraction to pull off a safe switch. Entry hazards can cut Lanturn's Volt Switching sprees short, hurting it repeatedly upon reentry. Leech Seed can also recover a lot of health for the recipient, due to Lanturn's large HP stat.
QC 2/3
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
Remove all Magneton mentions and I'd probably change HP Ground to HP Grass for obvious reasons.

Small formatting nitpick, there should be an empty line between the "=====" and the text, so the sections should look like this:
[SET COMMENTS]
Moves
========

Scald burns foes and deters physical foes from waltzing in, a standard fare move for a bulky Water-type. Volt Switch allows Lanturn to pivot, using its bulk and low Speed to send its frailer teammates into battle without them having to take a hit. Against slower opponents, it instead allows Lanturn to do chip damage while making the switch. Heal Bell is a great supporting move, cleansing its teammates and itself from status. This is especially useful for Lanturn as it is commonly subjected to burns and poison. Protect is useful for stalling for Leftovers recovery, inching Lanturn out of 3HKOes from the likes of Pyroar's Hyper Voice, Specs Magneton's Hidden Power, Jynx's Psyshock, or Magmortar's Earthquake. It can also be used to stall for burn damage from Scald or scout Choice users. Thunder Wave cripples speedy threats such as Pyroar, Mismagius, Vivillon, and Jynx, while still deterring the likes of Lilligant from switching in. Lanturn can also safely throw this move out even in the presence of Xatu, as Lanturn's Volt Absorb would only make Xatu's Magic Bounce backfire on itself. Ice Beam deters Grass-types such as Cacturne and Torterra from switching in freely. Toxic can be considered alongside Protect to stall for accumulating damage, but giving up Heal Bell in place for it is not recommended unless Lanturn's teammate already performs clerical duties. Toxic's most significant use however is to harass opposing Lanturn.
[Overview]
The part in the last sentence about how its low HP doesn't work well with Wish somewhat odd and overspecific imo since there aren't that many Wish users in the tier. Maybe add something about how it has a great offensive movepool as well, giving it some degree of versatility and unpredictability, and you could also note that a bunch of mons carry coverage moves specifically for Lanturn like EQ on Magmortar / Archeops / Electivire and HP Grass on other stuff. Similar to this sentence in the XY Vileplume analysis: "and the Pokemon that it usually checks often carry coverage moves for Vileplume, such as Ice Punch on Feraligatr or Hidden Power Ice on Sceptile and Lilligant."

[Pivot]
LO Pyroar's Hyper Voice can never 2HKO after Rocks without any prior damage, specify that it used for Choice Specs Pyroar's Hyper Voice.
Maybe toss in some examples of common choice users.
When you refer to Lilligant with twave, you say it deters the likes of Lilligant but its not exactly clear why lilligant. Note that twave also helps if Lilligant tries to set up on Lanturn, I've seen that situation happen before.

Specify that the 40 Speed is used to outpace Adamant max Speed Rhydon, Jolly isn't that bad of a choice because it outpseeds Sneasel and more importantly Floatzel after a boost which can be quite useful.
Heck, you could even mention that 16 Special Attack EVs can be used to always OHKO 0/0 Rhydon from full HP if it's that much of a problem to your team.

In team options, add a sentence listing a few slow wallbreakers that appreciate the slow pivot, like Aurorus, Magmortar, and Beheeyem.

I think the second set should be named "Offensive Tank" since it separates from the first set which takes more of a defensive role, and Tank is a tad general. With that, you could name the 3rd set just "Choice Specs" since it's more clear and to the point.

Beef up the usage tips a bit on the 2nd and 3rd sets, they're a bit lackluster.

As always, let me know if you disagree with something - everything else looks solid.

QC 3/3
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Small formatting nitpick, there should be an empty line between the "=====" and the text, so the sections should look like this:
My Claydol analysis did not have this implemented either, and it was uploaded :/

[Overview]
The part in the last sentence about how its low HP doesn't work well with Wish somewhat odd and overspecific imo since there aren't that many Wish users in the tier.
First off, it's large HP. Second off, it's mostly to exemplify that Lanturn is trickier to maintain compared to most bulky walls w/o recovery because Wish support doesn't benefit Lanturn as well as it would like. Added the point about the movepool and EQ mention.

[Pivot]
When you refer to Lilligant with twave, you say it deters the likes of Lilligant but its not exactly clear why lilligant. Note that twave also helps if Lilligant tries to set up on Lanturn, I've seen that situation happen before.
Pretty sure that is exactly what I implied. Added Ludicolo alongside Lilligant.

Beef up the usage tips a bit on the 2nd and 3rd sets, they're a bit lackluster.
Buffed them up very slightly, because I don't know what else I can add.

Added everything else.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove
add (Capitalize)

(comments); (AC=add comma; RC=remove comma; SC=semicolon)
[OVERVIEW]
Lanturn boasts a fantastic typing and an amazing ability in Volt Absorb, which grant it a huge variety of resistances, namely to Fire, Water, Ice, Flying, and Steel, plus an immunity to Electric. Moreover, it has excellent utility moves in Scald, Volt Switch, and Heal Bell, making it one of the best supportive pivots in the tier. It even has a workable offensive movepool coupled with decent neutral coverage, which grants it a mild offensive niche. However, while Lanturn's HP stat is huge, its remaining stats are pretty unimpressive. It doesn't have reliable recovery either, and its large HP stat works against it when it comes to healing via Wish, so it can be awkward to help keep it going. While Lanturn has few weaknesses, most of the Pokemon it checks do carry coverage moves for it, particularly Earthquake from the likes of Magmortar, Electivire, and Archeops, which will do a number on Lanturn.

[SET]
name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Protect / Thunder Wave / Ice Beam
ability: Volt Absorb
item: Leftovers
ability: Volt Absorb
nature: Calm

evs: 40 HP / 220 Def / 208 SpD / 40 Spe
nature: Calm

[SET COMMENTS]
Moves
========
Scald burns can burn (it's not WoW haha) foes and deters physical foes attackers from waltzing in, a standard fare move for a bulky Water-type. Volt Switch allows Lanturn to pivot, using its bulk and low Speed to send its frailer teammates into battle without them having to take a hit. Against slower opponents, it instead allows Lanturn to do chip damage while making the switch. Heal Bell is a great supporting move, cleansing allowing Lanturn to clenase its teammates and itself from status. This is especially useful for Lanturn, (AC) as it is commonly subjected to burns and poison. Protect is useful for stalling for Leftovers recovery, inching Lanturn out of 3HKOes 3HKOs from the likes of Choice Specs Pyroar's Hyper Voice, Choice Specs Rotom's Shadow Ball, Jynx's Psyshock, or and Magmortar's Earthquake. It can also be used to stall for burn damage from Scald or scout Choice item users. Thunder Wave cripples speedy threats such as Pyroar, Mismagius, Vivillon, and Jynx (RC) while still deterring the likes of Lilligant or and Ludicolo from switching in and setting up on Lanturn (RC) with the threat of paralysis. Lanturn can also safely throw this move out even in the presence of Xatu, as Lanturn's Volt Absorb would only make Xatu's Magic Bounce backfire on itself. Ice Beam deters Grass-types such as Cacturne and Torterra from switching in freely. Toxic can be considered alongside Protect to stall for accumulating damage, but giving up Heal Bell in place for it is not recommended unless Lanturn's teammate already performs clerical duties. Toxic's most significant use, (AC) however, (AC) is to harass opposing Lanturn.

Set Details
========
Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP. 208 Special Defense EVs would hit the highest jump point in Special Defense, while 40 HP EVs hit a Leftovers number for the most efficient HP recovery. 40 Speed EVs allows allow Lanturn to outrun Adamant Rock Polish Rhydon before the boost, allowing to KO Rhydon and avoid a fatal Earthquake. 16 SpA EVs can even be used to guarantee the OHKO on said Rhydon (RC) if it is truly a bothersome threat to the team. The remaining EVs are poured into Defense, giving Lanturn effective mixed bulk and allows allowing it to better take hits from Fletchinder and Klinklang.

Usage Tips
========
Lanturn has many resistances and a slow Volt Switch, making it a remarkable bulky pivot that can facilitate safe switches for its faster frailer teammates. Additional supportive options in Scald and Heal Bell grant it even more utility, allowing it to spread burns and keep its teammates, as well as itself, free of status. If Pokemon immune to Electric immunities are present on the opposing team, Scald is a safer move to throw out, as it nails Ground-types hard and stings the likes of Electivire, as well as having the potential to cripple them via a burn. If Lanturn has Protect, it should best be used to inch Lanturn out of potential KOes KOs from various attackers it would have an advantage against, namely Fire-, Electric-, and Flying-types, effectively forcing them out. It can also stall for burn damage from Scald and scout Choice item users. However, this move should be used with discretion to avoid becoming predictable, so Lanturn should only Protect if it really needs to. Thunder Wave can shut down most attackers Lanturn confronts, and it shouldn't really have to worry about Electric immunities since Pokemon immune to Electric because it either doesn't struggle with them or can strike back with Scald.

Team Options
========
Lanturn has two weaknesses, (AC; or don't add the comma and remove 'two') to Grass and Ground, which are fortunately very easy to cover. Grass-types and Flying-types are amongst the best teammates, synergizing defensively with Lanturn, (AC) as it resists their weaknesses in turn. From a defensive standpoint, the likes of Gourgeist, Leafeon, Torterra, and Vileplume can take care of Lanturn's issues with Ground- or Grass-types, whereas more offensive Grass-types such as Lilligant and Cacturne appreciate the slow Volt Switch bringing them safely into battle to start wreaking havoc. Bulky Flying-types or even Levitate Pokemon, such as Xatu, Togetic, Weezing, and Uxie, can switch into Grass- (add hyphen) and Ground-type moves with ease and bring their own brand of supporting supportive ('supporting' as an adjective sounds awkward) moves alongside Lanturn. Offensive Flying-types such as Archeops, Fletchinder, and Scyther can easily remove Grass-types, and Scyther with U-turn is also able to form a VoltTurn core with Lanturn. Bulky teammates appreciate the numerous resistances Lanturn brings to the table, while fast and frail teammates like the slow Volt Switch allowing them to safely enter battle. Slower wallbreakers such as Aurorus, Magmortar, Gallade, (AC) and Beheeyem can make use of Lanturn's paralysis support.

[SET]
name: Offensive Tank
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Fire / Thunderbolt
ability: Volt Absorb
item: Assault Vest / Leftovers
ability: Volt Absorb
nature: Modest

evs: 252 SpA / 204 SpD / 52 Spe
nature: Modest

[SET COMMENTS]
Moves
========
Scald is a reliable Water-type attack that can induce burns to wear down foes. Hydro Pump is Lanturn's strongest attack, trading Scald's utility for holepunching hole punching capability by dealing a solid chunk to non-resistant foes. Volt Switch offers Lanturn an Electric-type STAB move (RC) and also (redundant with 'and') serves as a pivoting move to allow frailer teammates to enter battle safely. Ice Beam deters Grass-types such as Lilligant, Cacturne, and Exeggutor from switching into it Lanturn easily. Hidden Power Fire nails Ferroseed, which otherwise shrugs off all of Lanturn's attacks. Thunderbolt can be used for an alternative Electric-type STAB move that doesn't force Lanturn out. Signal Beam can be used to hit Malamar, in exchange of for missing out on some Grass-types such as Vileplume and Gourgeist. If using Leftovers, Heal Bell and Thunder Wave are fine options to allow Lanturn to carry out its supportive role.

Set Details
========
Maximum Special Attack investment and a Modest nature give Lanturn's attacks a much-needed (add hyphen) punch. 52 Speed EVs allow Lanturn to outspeed Malamar, letting Lanturn get chip damage on Malamar it with Volt Switch without having to eat a Superpower, while keeping ahead of Mantine. Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP; (SC) thus, (AC) the remaining EVs are dumped into Special Defense. Splitting up EV investment between Special Defense and Defense is an option if one wants a better Fletchinder check, although this can noticeably impact Lanturn's ability to tank most special attacks. Assault Vest is used to allow Lanturn to take strong special hits much better within a brief period of time. Alternatively, Leftovers provides longevity and the ability to use non-damaging moves, although without substantial HP and Special Defense investment, the passive healing is noticeably less significant than Assault Vest's weakening of attacks.

Usage Tips
========
This Lanturn variant makes use of its resistances to switch into foes and pivot away with Volt Switch (RC) or smack the foe with its decently strong attacks. It functions as a bulky pivot with offensive presence, gain gaining offensive momentum for its faster teammates while softening the foe up with its good neutral coverage. Volt Switch is very safe to spam due to the scarcity of Electric-immune (add hyphen)targets that aren't threatened by Water-type attacks.

Team Options
========
The mix between bulk and strength of this Lanturn variant make it a neat fit on more balanced teams. Fast attackers such as Tauros, Sneasel, Pyroar, and Archeops appreciate the safe switches granted by Lanturn, allowing them to enter battle much more frequently. Flying-types and Grass-types can make use of Lanturn's pivoting while complementing each other defensively as well as offensively. Flying-types such as Swellow, Fletchinder, and Archeops can take out and threaten Grass-types, while Lanturn protects them from Electric- (add hyphen) and Water-type attacks and takes out bulky Rock- and Steel-type Pokemon for them. Grass-types such as Lilligant, Ludicolo, Cacturne, and Exeggutor can swiftly beat the Ground-types that can give Lanturn trouble; Lanturn in turn resists Fire and Ice moves for them and targets problematic Flying- and Steel-types.

[SET]
name: Choice Specs
move 1: Hydro Pump / Scald
move 2: Volt Switch
move 3: Ice Beam / Signal Beam
move 4: Hidden Power Grass / Hidden Power Fire / Thunderbolt
ability: Volt Absorb
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 72 SpD / 184 Spe
nature: Modest

[SET COMMENTS]
Moves
========
Hydro Pump is Lanturn's strongest attack, dealing a solid chunk to non-resistant foes. Scald is a more reliable Water-type attack that trades holepunching hole punching capability for the ability to burn and wear down foes. Volt Switch offers Lanturn an Electric-type STAB move (RC) and also serves as a pivoting move to allow frailer teammates to enter battle safely. Ice Beam deters Grass-types such as Lilligant, Cacturne, and Exeggutor from switching into it Lanturn easily. Signal Beam puts down Malamar while still retaining coverage on Grass-types, especially Ludicolo, though it misses out on a few Grass-types such as Gourgeist and Vileplume. Hidden Power Grass hits opposing Lanturns Lanturn, while Hidden Power Fire nails Ferroseed. Thunderbolt can be used for an alternative Electric-type STAB move that doesn't force Lanturn out.

Set Details
========
Maximum Special Attack investment, a Modest nature, and a Choice Specs gives Lanturn the most maximize Lanturn's damage output from its attacks. 184 Speed EVs allows Lanturn to outspeed everything below neutral base 58 Speed, namely Aurorus, Torterra, Golurk, Exeggutor, and Cacturne, and swiftly OHKO them it. If more bulk is favored, 52 Speed EVs is it the advised minimum to still keep ahead of Malamar, letting Lanturn get chip damage on Malamar with Volt Switch without having to eat a Superpower or simply hit it with Signal Beam, while also outspeeding Mantine. Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP, thus so the remaining EVs are dumped into Special Defense.

Usage Tips
========
Choice Specs Lanturn is intended to be a holepuncher hole puncher; what it lacks in sheer power, it makes up for with its switch-in opportunities and decent neutral coverage, by virtue of its good defensive and offensive typing. Choice Specs Volt Switch can soften up foes for its teammates to finish off, while Lanturn's Water-type attacks can nail most Pokemon immune to Electric immunities hard. Because this Lanturn is Choiced, it should exercise more caution when using its Volt Switch, (AC) as it won't be able to immediately respond with Water-type STAB attacks; instead, Lanturn should predict and hit Electric-immune Pokemon on the switch with its respective coverage move.

Team Options
========
Offensive Pokemon that also complement Lanturn defensively make for the best partners. The likes of Lilligant, Pyroar, Fletchinder, and Swellow can be safeguarded from Fire, Ice, Water, and Electric attacks (RC) while making use of the advantageous switch granted by Lanturn's Volt Switch; these Pokemon can also protect Lanturn from its weakness to Grass- and Ground-type moves, as well as Freeze-Dry in Pyroar's case. Choice Specs Lanturn is also fairly easy to support offensively. U-turn users such as Swellow, Mesprit, and Scyther can form a VoltTurn core alongside Lanturn to grant each other favorable switch-ins and keep the pressure on the opponent. Sneasel can use Pursuit to finish off a target weakened by Volt Switch (RC) and take out Grass- and Ground-types with its Ice-type STAB moves. While not too necessary, hazard support from Garbodor, Uxie, and Cacturne can help Lanturn wear down opponents more efficiently.

[STRATEGY COMMENTS]
Other Options
=============
Rest + Sleep Talk allows Lanturn to fully restore itself while retaining its ability to function while asleep, at the cost of taking up moveslots that would have allowed Lanturn to support its team better. However, Lanturn benefits greatly from being able to choose when to use Scald or Volt Switch. ChestoRest is an alternative to RestTalk, though forgoing Leftovers is less than favorable. Discharge can be used to paralyze the foe, but it can clash with the more useful burn effect of Scald, plus Lanturn can already guarantee paralysis with Thunder Wave. Soak turns the target into a pure Water-type, removing their STAB to their attacks and rendering them vulnerable to Lanturn's Electric-type moves, but this effect can be reset by switching out, and Lanturn is too slow to effectively pull this off. Agility speeds Lanturn up, although its lackluster power can hold its sweeping potential back. Lanturn has access to the ability Water Absorb, but gaining a Water resistance for an immunity immunity over a resistance is usually not worth being hit by Electric moves for neutral damage.


Checks & Counters
==================
**Grass-types**: Grass-types resist both of Lanturn's STAB moves (RC) and threaten back with their own STAB attacks in kind. Grass-types such as Lilligant, Ludicolo, Vileplume, and Exeggutor can deal massive damage to Lanturn, while certain Grass-types such as Water Absorb Cacturne and Torterra can even claim to switch in for free on one of Lanturn's STAB moves. However, the possibility of Ice Beam or Signal Beam can give most of them pause.

**Physical Attackers**: Lanturn's less than desirable Defense stat leaves it vulnerable to a wide variety of physical attackers in the tier, such as Sawk, Tauros, Sneasel, and Kangaskhan. Chief amongst these threats are Ground-type Pokemon or even just Ground-type moves in general. While most Ground-types can find it tricky to switch into Lanturn due to the threat of Scald, they can try to switch in on Volt Switch and smack Lanturn with a STAB Earthquake to the face, though said Ground-type needs to be faster to attempt this. UnSTABed Non-STAB Earthquakes from attackers such as Tauros, Archeops, Magmortar, and Electivire can also leave a sizable dent in Lanturn. However, most attackers need to be wary of Scald and Thunder Wave.

**Residual Damage**: If all else fails, Lanturn's lack of reliable recovery should be taken advantage of. While Heal Bell means status ailments such as burn and poison have limited effectiveness on Lanturn, Lanturn's inability to heal would prompt it to use Heal Bell immediately, making for a decent distraction to pull off a safe switch. Entry hazards can cut Lanturn's Volt Switching sprees short, hurting it repeatedly upon reentry. Leech Seed can also recover a lot of health for the recipient (RC) due to Lanturn's large HP stat.



GP 1/2, nice work
 
Last edited:

Winry

Super Graduate-Level Napper
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
add/correct remove comments
[OVERVIEW]
Lanturn boasts a fantastic typing and an amazing ability in Volt Absorb, which grant it a huge variety of resistances, namely to Fire, Water, Ice, Flying, and Steel, plus an immunity to Electric. Moreover, it has excellent utility moves in Scald, Volt Switch, and Heal Bell, making it one of the best supportive pivots in the tier. It even has a workable offensive movepool coupled with decent neutral coverage, which grants it a mild offensive niche. However, while Lanturn's HP stat is huge, its remaining stats are pretty unimpressive. It doesn't have reliable recovery either, and its large HP stat works against it when it comes to healing via Wish, so it can be awkward to help keep it going. While Lanturn has few weaknesses, most of the Pokemon it checks do carry coverage moves for it, particularly Earthquake from the likes of Magmortar, Electivire, and Archeops, which will do a number on Lanturn.

[SET]
name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Protect / Thunder Wave / Ice Beam
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 220 Def / 208 SpD / 40 Spe

[SET COMMENTS]
Moves
========
Scald can burn foes and deters physical attackers from waltzing in, a standard fare move for a bulky Water-type. Volt Switch allows Lanturn to pivot, using its bulk and low Speed to send its frailer teammates into battle without them having to take a hit. Against slower opponents foes, it instead allows Lanturn to do chip damage while making the switch. Heal Bell allows is a great supporting move, allowing Lanturn to cleanse its teammates and itself from status. This is especially useful for Lanturn, as it is commonly subjected to burns and poison. Protect is useful for stalling for Leftovers recovery, inching Lanturn out of 3HKOs from the likes of Choice Specs Pyroar's Hyper Voice, Choice Specs Rotom's Shadow Ball, Jynx's Psyshock, and Magmortar's Earthquake. It can also be used to stall for burn damage from Scald or scout Choice item users. Thunder Wave cripples speedy threats such as Pyroar, Mismagius, Vivillon, and Jynx while still deterring the likes of Lilligant and Ludicolo from switching in and setting up on Lanturn with the threat of paralysis. Lanturn can also safely throw this move out even in the presence of Xatu, as Lanturn's Volt Absorb would only make Xatu's Magic Bounce backfire on itself. Ice Beam deters Grass-types such as Cacturne and Torterra from switching in freely. Toxic can be considered alongside Protect to stall for accumulating damage, but giving up Heal Bell in place for it is not recommended unless Lanturn's teammate already performs clerical duties. Toxic's most significant use, however, is to harass opposing Lanturn.

Set Details
========
Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP. 208 Special Defense EVs would hit the highest jump point in Special Defense, while 40 HP EVs hit a Leftovers number for the most efficient HP recovery. 40 Speed EVs allow Lanturn to outrun Adamant Rock Polish Rhydon before the boost, allowing to KO Rhydon and avoid a fatal Earthquake. 16 SpA Special Attack EVs can even be used to guarantee the OHKO on said Rhydon, if it is truly a bothersome threat to the team. The remaining EVs are poured into Defense, giving Lanturn effective mixed bulk and allowing it to better take hits from Fletchinder and Klinklang.

Usage Tips
========
Lanturn has many resistances and a slow Volt Switch, making it a remarkable bulky pivot that can facilitate safe switches for its faster and frailer teammates. Additional supportive options in Scald and Heal Bell grant it even more utility, allowing it to spread burns and keep its teammates, as well as itself, free of status. If Pokemon immune to Electric are present on the opposing team, Scald is a safer move to throw out, as it nails Ground-types hard and stings the likes of Electivire, as well as having the potential to cripple them via a burn. If Lanturn has Protect, it should best be used to inch Lanturn out of potential KOs from various attackers it would have an advantage against, namely Fire-, Electric-, and Flying-types, effectively forcing them out. It can also stall for burn damage from Scald and scout Choice item users. However, this move should be used with discretion to avoid becoming predictable, so Lanturn should only Protect if it really needs to. Thunder Wave can shut down most attackers Lanturn confronts, and it shouldn't really have to worry about Pokemon immune to Electric because since it either doesn't struggle with them or can strike back with Scald.

Team Options
========
Lanturn has weaknesses to Grass and Ground, [ac] which are fortunately very easy to cover. Grass-types and Flying-types are amongst the best teammates, synergizing defensively with Lanturn, as it resists their weaknesses in turn. From a defensive standpoint, the likes of Gourgeist, Leafeon, Torterra, and Vileplume can take care of Lanturn's issues with Ground- or Grass-types, whereas more offensive Grass-types such as Lilligant and Cacturne appreciate the slow Volt Switch bringing them safely into battle to start wreaking havoc. Bulky Flying-types or even Levitate Pokemon, such as Xatu, Togetic, Weezing, and Uxie, can switch into Grass- and Ground-type moves with ease and bring their own brand of supportive moves alongside Lanturn. Offensive Flying-types such as Archeops, Fletchinder, and Scyther can easily remove Grass-types, and Scyther with U-turn is also able to form a VoltTurn core with Lanturn. Bulky teammates appreciate the numerous resistances Lanturn brings to the table, while fast and frail teammates like the slow Volt Switch allowing them to safely enter battle. Slower wallbreakers such as Aurorus, Magmortar, Gallade, and Beheeyem can make use of Lanturn's paralysis support.

[SET]
name: Offensive Tank
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Fire / Thunderbolt
item: Assault Vest / Leftovers
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 204 SpD / 52 Spe

[SET COMMENTS]
Moves
========
Scald is a reliable Water-type attack that can induce burns to wear down foes. Hydro Pump is Lanturn's strongest attack, trading Scald's utility for hole-punching capability by dealing a solid chunk to non-resistant foes. Volt Switch offers Lanturn an Electric-type STAB move and serves as a pivoting move to allow frailer teammates to enter battle safely. Ice Beam deters Grass-types such as Lilligant, Cacturne, and Exeggutor from switching into Lanturn easily. Hidden Power Fire nails Ferroseed, which otherwise shrugs off all of Lanturn's attacks. Thunderbolt can be used for an alternative Electric-type STAB move that doesn't force Lanturn out. Signal Beam can be used to hit Malamar, [rc] in exchange for missing out on some Grass-types such as Vileplume and Gourgeist. If using Leftovers, Heal Bell and Thunder Wave are fine options to allow Lanturn to carry out its supportive role.

Set Details
========
Maximum Special Attack investment and a Modest nature give Lanturn's attacks a much-needed punch. 52 Speed EVs allow Lanturn to outspeed Malamar, letting Lanturn get chip damage on it with Volt Switch without having to eat a Superpower, while keeping ahead of Mantine. Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP; thus, the remaining EVs are dumped into Special Defense. Splitting up EV investment between Special Defense and Defense is an option if one wants a better Fletchinder check, although this can noticeably impact Lanturn's ability to tank most special attacks. Assault Vest is used to allow Lanturn to take strong special hits much better within a brief period of time. Alternatively, Leftovers provides longevity and the ability to use non-damaging moves, although without substantial HP and Special Defense investment, the passive healing is noticeably less significant than Assault Vest's weakening of attacks.

Usage Tips
========
This Lanturn variant makes use of its resistances to switch into foes and pivot away with Volt Switch or smack the foe with its decently strong attacks. It functions as a bulky pivot with offensive presence, gaining offensive momentum for its faster teammates while softening the foe up with its good neutral coverage. Volt Switch is very safe to spam due to the scarcity of Electric-immune targets that aren't threatened by Water-type attacks.

Team Options
========
The mix between bulk and strength of this Lanturn variant make it a neat fit on more balanced teams. Fast attackers such as Tauros, Sneasel, Pyroar, and Archeops appreciate the safe switches granted by Lanturn, allowing them to enter battle much more frequently. Flying-types and Grass-types can make use of Lanturn's pivoting while complementing each other defensively as well as offensively. Flying-types such as Swellow, Fletchinder, and Archeops can take out and threaten Grass-types, [rc] while Lanturn protects them from Electric-, Water-, and Ice-type attacks (bar Freeze-Dry) and takes out bulky Rock- and Steel-type Pokemon for them. Grass-types such as Lilligant, Ludicolo, Cacturne, and Exeggutor can swiftly beat the Ground-types that can give Lanturn trouble; Lanturn in turn resists Fire- [hyphen] and Ice-type moves for them and targets problematic Flying- and Steel-types.

[SET]
name: Choice Specs
move 1: Hydro Pump / Scald
move 2: Volt Switch
move 3: Ice Beam / Signal Beam
move 4: Hidden Power Grass / Hidden Power Fire / Thunderbolt
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 72 SpD / 184 Spe

[SET COMMENTS]
Moves
========
Hydro Pump is Lanturn's strongest attack, dealing a solid chunk to non-resistant foes. Scald is a more reliable Water-type attack that trades hole-punching capability for the ability to burn and wear down foes. Volt Switch offers Lanturn an Electric-type STAB move and serves as a pivoting move to allow frailer teammates to enter battle safely. Ice Beam deters Grass-types such as Lilligant, Cacturne, and Exeggutor from switching into Lanturn easily. Signal Beam puts down Malamar while still retaining coverage on Grass-types, especially Ludicolo, though it misses out on a few Grass-types such as Gourgeist and Vileplume. Hidden Power Grass hits opposing Lanturn, while Hidden Power Fire nails Ferroseed. Thunderbolt can be used for an alternative Electric-type STAB move that doesn't force Lanturn out.

Set Details
========
Maximum Special Attack investment, a Modest nature, and a Choice Specs maximize Lanturn's damage output. 184 Speed EVs allows Lanturn to outspeed everything below neutral-natured base 58 Speed Pokemon, namely Aurorus, Torterra, Golurk, Exeggutor, and Cacturne, and swiftly OHKO them. If more bulk is favored, 52 Speed EVs is the advised minimum to still keep ahead of Malamar, letting Lanturn get chip damage on Malamar with Volt Switch without having to eat a Superpower or simply hit it with Signal Beam, while also outspeeding Mantine. Proportionally low Special Defense compared to its HP means that Special Defense investment should be prioritized over HP, so the remaining EVs are dumped into Special Defense.

Usage Tips
========
Choice Specs Lanturn is intended to be a hole puncher; what it lacks in sheer power, it makes up for with its switch-in opportunities and decent neutral coverage, by virtue of its good defensive and offensive typing. Choice Specs Volt Switch can soften up foes for its teammates to finish off, while Lanturn's Water-type attacks can nail most Pokemon immune to Electric hard. Because this Lanturn is Choiced, it should exercise more caution when using its Volt Switch, as it won't be able to immediately respond with Water-type STAB attacks; instead, Lanturn should predict and hit Electric-immune Pokemon on the switch with its respective coverage move.

Team Options
========
Offensive Pokemon that also complement Lanturn defensively make for the best partners. The likes of Lilligant, Pyroar, Fletchinder, and Swellow can be safeguarded from Fire, Ice, Water, and Electric attacks while making use of the advantageous switch granted by Lanturn's Volt Switch; these Pokemon can also protect Lanturn from its weakness to Grass- and Ground-type moves, as well as Freeze-Dry in Pyroar's case. Choice Specs Lanturn is also fairly easy to support offensively. U-turn users such as Swellow, Mesprit, and Scyther can form a VoltTurn core alongside Lanturn to grant each other favorable switch-ins and keep the pressure on the opponent. Sneasel can use Pursuit to finish off a target weakened by Volt Switch and take out Grass- and Ground-types with its Ice-type STAB moves. While not too necessary, entry hazard support from Garbodor, Uxie, and Cacturne can help Lanturn wear down opponents foes more efficiently.

[STRATEGY COMMENTS]
Other Options
=============
Rest + Sleep Talk allows Lanturn to fully restore itself while retaining its ability to function while asleep, [rc] at the cost of taking up moveslots that would have allowed Lanturn to support its team better. However, Lanturn benefits greatly from being able to choose when to use Scald or Volt Switch. ChestoRest is an alternative to RestTalk, though forgoing Leftovers is less than favorable. Discharge can be used to paralyze the foe, but it can clash with the more useful burn effect of Scald, plus Lanturn can already guarantee paralysis with Thunder Wave. Soak turns the target into a pure Water-type, removing their STAB to their attacks and rendering them vulnerable to Lanturn's Electric-type moves, but this effect can be reset by switching out, and Lanturn is too slow to effectively pull this off. Agility speeds Lanturn up, although its lackluster power can hold its sweeping potential back. Lanturn has access to the ability Water Absorb, but trading a Water resistance for an immunity is usually not worth being hit by Electric moves for neutral damage.


Checks & Counters
==================
**Grass-types**: Grass-types resist both of Lanturn's STAB moves and threaten back with their own STAB attacks in kind. Grass-types such as Lilligant, Ludicolo, Vileplume, and Exeggutor can deal massive damage to Lanturn, while certain Grass-types such as Water Absorb Cacturne and Torterra can even claim to switch in for free on one of Lanturn's STAB moves. However, the possibility of Ice Beam or Signal Beam can give most of them pause.

**Physical Attackers**: Lanturn's less than desirable Defense stat leaves it vulnerable to a wide variety of physical attackers in the tier, such as Sawk, Tauros, Sneasel, and Kangaskhan. Chief amongst these threats are Ground-type Pokemon or even just Ground-type moves in general. While most Ground-types can find it tricky to switch into Lanturn due to the threat of Scald, they can try to switch in on Volt Switch and smack Lanturn with a STAB Earthquake to the face, though said Ground-type needs to be faster to attempt this. Non-STAB Earthquakes from attackers such as Tauros, Archeops, Magmortar, and Electivire can also leave a sizable dent in Lanturn. However, most attackers need to be wary of Scald and Thunder Wave.

**Residual Damage**: If all else fails, Lanturn's lack of reliable recovery should be taken advantage of. While Heal Bell means status ailments such as burn and poison have limited effectiveness on Lanturn, Lanturn's inability to heal would prompt it to use Heal Bell immediately, making for a decent distraction to pull off a safe switch. Entry hazards can cut Lanturn's Volt Switching sprees short, hurting it repeatedly upon reentry. Leech Seed can also recover a lot of health for the recipient due to Lanturn's large HP stat.
2/2
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top