Lanturn (Update)

FlareBlitz

Relaxed nature. Loves to eat.
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Lanturn, fuck yeah

In my QC rounds I noticed that Lanturn's analysis is somewhat outdated, so I committed to revamping it. Sorry it took so long.

[SET]
name: SubCharge
move 1: Substitute
move 2: Charge Beam
move 3: Surf
move 4: Ice Beam/Thunderbolt
item: Leftovers
nature: Modest
evs: 104 HP/28 Def/252 SpA/124 Spe

Why this should be on-site:


-Excellent typing, ability, and coverage with decent bulk.
-101 subs let it set up on and beat some common special walls.
-Messes with FWG cores.
-Lanturn's only real offensive niche.

Additional Comments:

-Explain EVs; outruns the standard 8 Spe Milotic, defensive venusaur, rhyperior, adamant aggron. HP EVs create 101 subs and give lefties number. Max SpA for power. rest into Def because lanturn's defense is shit and it helps you not get 2hko'd by Arcanine's Flare Blitz and things.
-Ice beam versus thunderbolt; grass types versus consistent STAB and beating haze milotic.
-Higher speed numbers; 168 for Adamant Torterra, 224 for outrunning Jolly Aggron. You can drop down HP EVs to as low as 56 and also take some from Def, but the rest need to come out of SpA.

Team mates and counters:

-Appreciates things that can take powerful physical hits, particularly Ground and Grass typed ones. Altaria, Scyther, and Moltres make nice partners, although Rhyperior will cause issue because Lanturn has no business switching into Stone Edge. Tangrowth is also a great partner.
-Offensive venusaur screws with it, even with Ice Beam. Pack things that can beat Venusaur. Altaria once again comes to mind. Also Toxicroak for special variants and Scyther/Moltres for physical ones. Don't be stupid, watch out for sleep.

[SET]
name: Rain Dance
move 1: Rain Dance
move 2: Hydro Pump/Surf
move 3: Thunder
move 4: Heal Bell/Ice Beam
item: Damp Rock
nature: Modest
evs: 40 HP/252 SpA/216 SpD

Comments and Updates:

Basically this set works because it has the invaluable electric-type immunity combined with good special bulk. You can switch in on those annoying scarf rotoms and set up rain again with ease. Instead of being a more bulky supporter I think Lanturn does better with the ability to hit harder, letting it beat several things that try and set up on less offensive inclined versions (like Mismagius and Toxicroak). That's why the EV spread is more inclined towards offensive ability. I am open to debate on this, however.

The only real change I made is making the nature Modest instead of Calm and removing Confuse Ray and replacing it with Heal Bell. I also added Hydro Pump as the primary option over Surf, given that it does cool shit that Surf can't, like 2hkoing Clefable in the rain.

[SET]
name: Agility Sweeper
move 1: Hydro Pump/Surf
move 2: Thunderbolt
move 3: Ice Beam
move 4: Agility
item: Life Orb
nature: Modest
evs: 4 Def/ 252 SpA /252 Spe

Comments and Updates: Great endgame sweeper. Doesn't quite have the power to get through bulkier teams without them being slightly weakened first, but its coverage means that most things are going to get hit really fucking hard. The speed outruns Scarf Rotom and below after an Agility, while outrunning Jolly Torterra before an Agility. Loves getting in on bulky waters, so pair it with something like Moltres for a nice special offense core.
I will also make a mention that adding Thunder Wave over Agility and shifting most of the speed into HP and SpD makes it a serviceable LO tank; I don't think it's worth mentioning as its own set.

[SET]
name: Special Tank
move 1: Surf
move 2: Thunderbolt/Discharge
move 3: Ice Beam
move 4: Heal Bell/Thunder Wave
item: Leftovers
nature: Calm
evs: 40 HP/192 Def/100 SpA/176 SpD

Comments and Updates:

Pretty much the same moves as the one on-site, but I removed Toxic to make it less slashy. Lanturn's most common switch-ins are immune to it anyway, and it's better off paralyzing things like Venusaur, especially as its typing discourages ground types from switching in and absorbing it. I also moved Heal Bell up to the first slash because Heal Bell is awesome team support and prevents Lanturn from getting messed up if it switches into a random Toxic from Arcanine or Milotic.

The EV spread is where I made major changes. I figured this EV spread out from my QC round, and it is, in my opinion, optimal. I'll quote what I wrote in that thread:
"I worked through a lot of calcs to come up with that and I had them all listed but yeah. Just as a quick summary that lets you survive Impish Donphan's Earthquake and boosted Swellow Facade and +2 LO Return from Feraligatr and other stuff while still giving you enough special defense to tank Moltres. The SATK is required for the ohko on Rhyperior and the 2hko on specially defensive Donphan and kills on Moltres and Feraligatr." The HP also hits a leftovers number.

[SET]
name: RestTalk
move 1: Surf
move 2: Discharge/Thunderbolt
move 3: Rest
move 4: Sleep Talk
item: Leftovers
nature: Calm
evs: 40 HP/192 Def/100 SpA/176 SpD

Comments and Updates:

Basically just the special tank set but with healing and status absorption properties. Discharge is now the first option because this is meant to be more of a "switch in and continuously wall things while asleep" type set instead of just being a specific counter to certain special attackers. That way, the paralysis chance of Discharge is more valuable than getting certain kills with Thunderbolt, although that's still an option.

I already explained the EVs, although given the slightly more defensive nature of this set I might consider removing the SpA EVs and allocating them among defense and special defense...but really, it kinda needs them for dealing with Rhyperior and Donphan switchins.

------------------------------

For this update I'm just going to write more metagame relevant analysis for the sets, which is really just going to be mentioning Venusaur a lot more and removing mention of OU pokemon and Pokemon that aren't common anymore (like Grumpig and Flareon). I'll also include the EV and moveset changes to the existing sets. The biggest difference is going to be my revised set order and the inclusion of the SubCharge set, so for this skeleton, I'll be most interested in comments on that.
 
Why was the OU set removed? It looks good on paper, and walls Scizor and Heatran. I suck at OU, so I'm not going to try it however.
 
Looks fine. The defensive sets were on site before and worked fine in old UU, so I'm sure they are analysis worthy now. The SubCharge set is simply amazing and really works wonderfully, so definite yes to that as well. The rain dance set I'm iffy on, but I think an electric immunity is necessary on a rain team, so I'll test that one out.

QCstamp.png
 
Have either seen or used all of this sets, and can vouch for their effectiveness (Rain Dance set also happens to be an annoying bitch...). I'm not sure if this has already been discussed, but I'd consider adding a Specs set, as it works surprisingly well, baiting things like Venusaur, switching into Milotic, while making a great defensive pivot, even with no huge amounts of investment and being incredibly hard to switch into. Outside of that, Kaupheen:

QCstamp.png
 
A specs set sounds really interesting actually. I was considering an LO tank set before, like Milotic's, so I'll work out an EV spread for that and probably apply it to the Specs set as well. Thanks for the approvals guys, I'll get started on the analysis proper.
 
Does anyone besides me think that hydro Pump should be slashed with surf on the SubCharge set? I have been using it recently, to very great success.

A +4 Hydro Pump does 49.1% - 58% to standard Chansey. While a +4 Surf only does 38.8% - 45.9%. The drawbacks to Hydro Pump are minimal compared to the rewards of beating Chansey and non-EQ Registeel, in my opinion. I will provide logs if need be.
 
Oh I remember using Specs Lanturn back in the day as an offensive duo with DD Lapras. Those were the days. It kicked ass back then but I don't know how great it would be currently. Ima test it.

And Agility + 3 attacks is always OO. How about we test it out and see if it's worth its own set?
 
Well, now that Heracross is here, testing these sets is going to be a pain...but I'll use my best judgement as to their viability.

This is what I'm planning on doing:

-Test Specs
-Test LO tank
-Test Agility + 3 attacks

I'm going to wait until Random Pizzaman is finished with his SubCharge update before actually writing up any of these sets, so GP doesn't have to keep coming back here.

Thanks guys.
 
Goddamn it I had a whole thing written up here and it completely fucking went to shit because I hit backspace and it went to the previous page, fuck you backspace key.

Anyway I tested specs, lo tank, and agility. I didn't like specs (used same spread as subcharge), lo tank was good (hydro pump/ice beam/thunderbolt/thunder wave, 32 HP/252 SpA/184 SpD/40 Spe), agility was also good (hydro pump/ice beam/thunderbolt/thunder wave). We can probably include LO tank in the AC of agility, because agility was slightly more useful.

Other people should also test all of these. Specs is a mid-game wallbreaker, LO Tank is a midgame paralysis spreader, agility is an endgame sweeper. Use them as such.

Once I have final results for those I'll write up the analysis. Hopefully subcharge is done by then.
 
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