Punchshroom
FISHIOUS REND MEGA SHARPEDO
[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.
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