
http://www.smogon.com/bw/pokemon/lanturn
[Overview]
-Massive HP, has resistances to Ice-, Electric-, Water-, and Fire-type moves.
-Defenses aren't great, but HP makes up for it.
-Pretty good coverage in BoltBeam and STAB Water-type moves
-Volt Absorb sets it apart from other Water-types such as Alomomola and Slowking
-Lanturn has no great recovery outside of Rest, Volt Absorb, and Aqua Ring
[SET]
name : Special Tank
move 1: Scald
move 2: Discharge / Thunderbolt
move 3: Ice Beam
move 4: Heal Bell
item: Leftovers
ability: Volt Absorb
natute: Calm
EVs: 168 HP / 252 Def / 88 SpD
[SET COMMENTS]
-Lanturn has massive HP, resistances to common special-based attacks (barring Grass)
-Volt Absorb gives it immunity to Electric-type moves
-Scald for STAB, Surf can be used for more power if you like
-Discharge for STAB, Thunderbolt can be used for more power
-Ice Beam is used to hit Grass-types such as Leafeon and Tangrowth on the switch in
-Heal Bell turns Lanturn into a cleric, and it stops other bulky Pokemon poisoning it to death.
[ADDITIONAL COMMENTS]
-Defensive EVs are maximized because Lanturn's HP is massive already.
-A Bold nature can be used to take physical Water and Ice-type attacks
-Volt Switch is a good choice to ease prediction and gain momentum, it also gains STAB. As this is a physical based move, Lanturn should use a Sassy nature.
-A Pokemon who can switch into physical attacks is recommended because Lanturn's Defense isn't great, and it's weak to the common Earthquake. Leafeon and Weezing are good choices as they can support Lanturn with Wish, and burn physical attackers, respectively.
-Wish support is nice because Lanturn lacks recovery. Alomomola, Leafeon, and Lickilicky can provide it
[SET]
name : Substitute + Charge Beam
move 1: Substitute
move 2: Charge Beam
move 3: Surf / Scald
move 4: Ice Beam / Thunderbolt
item: Leftovers
ability: Volt Absorb
natute: Modest
EVs: 52 HP / 32 Def / 252 SpA / 172 Spe
[SET COMMENTS]
-Lanturn is powerful after a few boosts, and it can set up easily cause it only has 2 weaknesses (Grass/Ground)
-101 HP Substitutes make it hard for Seismic Toss Pokemon to beat
-Can set up on Pokemon such as Slowking and Alomomola
-Charge Beam for STAB, Surf for more power, but Scald for burn rate
-Ice Beam hits Altaria / Leafeon etc. Thunderbolt for secondary stab.
[ADDITIONAL COMMENTS]
-EVs reach 404 HP, max Special Attack, enough Speed to outrun Adamant Rock Polish Torterra, and remains in Defense
-A slower and bulker spread can be used. 252 HP / 176 SpA / 44 SpD / 36 Spe outspeeds min base 70s, isn't 2hko'd by LO Timid Magmortar HP Grass, and OHKOs Magmortar 100% of the time with Hydro Pump
-Altaria and Leafeon can switch into Lanturn's weaknesses, so can Weezing and Drifblim.
-Toxic Spikes work well with Lanturn's Substitute. Garbodor and Scolipede can set them up
-Wish support is helpful, again. Togetic and Leafeon can set it up.
[SET]
name : Rain Support
move 1: Rain Dance
move 2: Hydro Pump / Scald
move 3: Thunder
move 4: Heal Bell / Ice Beam
item: Damp Rock
ability: Volt Absorb
natute: Modest
EVs: 4 HP / 252 SpA / 252 SpD
[SET COMMENTS]
-Lanturn is bulky, and it can benefit from rain itself. Also really good on rain dance teams because it can switch into Electric-type attacks
-STAB Hydro Pump is boosted by the rain, Thunder is 100% accurate, and its teammates benefit too
-Hydro Pump is more powerful, but Scald can burn an opponent
-Thunder hits Water- and Flying-types really hard
-Heal Bell is used for team support, and to keep Lanturn healthy
-Ice Beam is used to hit Grass-types super effectively
[ADDITIONAL COMMENTS]
-EVs let Lanturn deal huge hits, and also wall at the same time
-A switch-in to Ground-type attacks is welcomed. Leafeon, Altaria, and Weezing are good choices.
-Wish support can help with Lanturn's lack of recovery. Leafeon and Togetic can provide it, maybe Glaceon too.
-Pokemon who benefit from rain are good partners. Floatzel, Gorebyss etc. Electric-types who enjoy 100% accurate Thunder too. Dry Skin Parasect is another Pokemon to consider. Finally, Grass-types appreciate the rain weakening Fire-type moves.
[SET]
name : Agility
move 1: Agility
move 2: Hydro Pump
move 3: Thunderbolt
move 4: Ice Beam
item: Life Orb
ability: Volt Absorb
natute: Modest
EVs: 4 Def / 252 SpA / 252 Spe
[SET COMMENTS]
-It isn't powerful enough to play early on, but it's a good late game cleaner
-Agility lets Lanturn reach 466 Speed, outrunning most of the NU tier, even base 100's after a single boost.
-Hydro Pump is chosen for power and gives Lanturn STAB
-Thunderbolt is for secondary STAB, and it hits Flying and Water-types
-Ice Beam hits Grass-types super effectively
[ADDITIONAL COMMENTS]
-EVs are pretty obvious. A Timid nature is possible but rather pointless as it loses power etc.
-Entry hazard support can make KOs easier. Garbodor and Scolipede are good for Spikes/Toxic Spikes, while Pinsir and Torterra have access to Stealth Rock
-Note that the opposing team needs to be significantly weakened
-Pass a Nasty Plot to this thing for a lot of power. Togetic can do it, and they share good synergy.
[Other Options]
-Aqua Ring
-Water Absorb ability
-Icy Wind
-Toxic
-Blizzard
-Confuse Ray
-Signal Beam
-Stockpile
-Volt Switch
-Wild Charge
-Parafusion
[Checks and Counters]
-Grass-types such as Cradily and Bellosson screw it over with their STAB moves
-Ground-types such as Quagsire and Torterra (watch for Ice Beam) can beat it with Earthquake
-Dugtrio can switch into an Electric-type move and KO Lanturn with Earthquake
-Regice just laughs at Lanturn's Special Attack, and stalls it to death
-Lanturn walls itself...
-Anything with decent Special Defense, and a move to hit lanturn with it a good check.
-Toxic Spikes wear Lanturn down if it doesn't carry Heal Bell
-Taunt it
-Trick it a Choice item, it's useless then