Lanturn [GP 2/2]

sandshrewz

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Taking over from barry4ever over here. Time to write this when I can! !_!


Blue Lanturn!

[Overview]

<p>Lanturn is probably one of the, if not the, best bulky Water-types in RU. Its great defensive Water / Electric typing is shared with only two other Pokemon—Rotom-W and Chinchou—both of whom are rather good in their respective tiers as well. Ignore the useless Illuminate ability and you'll find that it has an ability that other bulky Water-types would kill for: Volt Absorb. Its typing also grants it several useful resistances, as well as a weakness to only two types, all of which is backed by an enormous base 125 HP. Though its base 76 Special Defense might seem dismal, Lanturn is a rather reliable special wall thanks to its gigantic HP stat. Lanturn's relatively wide movepool gives it much flexibility and allows it to take on many important roles. As with several Water-types, Lanturn has wide coverage and can take on many threats while still fulfilling its duty without fail; this makes it a great fit on many teams, due to its good typing and ability to halt several threats just by itself. While Lanturn's defenses aren't as lopsided as Blissey's, its Defense is really miserable and its Special Defense isn't the best. Still, Lanturn can tank most special hits all day long. If you find that your team needs a bulky Water-type, you can confidently throw in Lanturn, as it's almost certain that it can fill whatever role you need it to.</p>

[SET]
name: Tank
move 1: Scald
move 2: Ice Beam / Thunderbolt
move 3: Volt Switch
move 4: Heal Bell / Thunder Wave
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 252 Def / 216 SpD

[SET COMMENTS]

<p>This is what Lanturn does best: walling special attackers to no end. It is capable of taking the myriad of special Fire-, Water-, and Electric-type moves that are common in the tier, and can easily check Moltres and Typhlosion that lack Hidden Power Grass. Lanturn is a rather unique wall itself, as it can go on the offensive if need be. In just 3 moves, Lanturn has near-perfect coverage, resisted by only opposing Lanturn and Shedinja. Scald is the primary move on any bulky Water-type, as the ability to burn the target makes it easier for Lanturn to wall physical threats even though it has a Defense stat comparable to Blissey's. Ice Beam nails Grass-types such as Tangrowth and Rotom-C, while Thunderbolt can be used instead to fry Flying-types and opposing Water-types; however, Lanturn has access to the mouthwatering Volt Switch, making Ice Beam the preferred option to increase coverage, especially as the extra power from Thunderbolt is often not needed. Volt Switch capitalizes on Lanturn's ability to force switches due to its wonderful bulk and typing, and makes a damaging exit after its role is done. The final moveslot is dedicated to providing team support; Heal Bell allows Lanturn to function as a cleric, curing the party of annoying status, while Thunder Wave aids in slowing down foes, which is especially useful on more offensive teams.</p>

[ADDITIONAL COMMENTS]

<p>The given HP EVs allow Lanturn to reach the minimum HP for a Leftovers number, while maximum Defense EVs are used to let it tank an occasional physical hit. The remaining EVs are invested into Special Defense along with a Calm nature to make special attacks seem like nothing to Lanturn. Leftovers is the compulsory item here, providing Lanturn with a pinch of healing. With access to Volt Switch, a partner with U-turn is naturally a good option. Gligar is the perfect teammate for Lanturn, and can take physical shots without a single scratch, or just heal itself with Roost. Furthermore, it is immune to Ground-type attacks, easily coming on Earthquake and the like; Lanturn can, in turn, come in on Ice- and Water-type attacks without a hitch. This good synergy makes the defensive combination much harder to break through. Ferroseed makes an amazing defensive partner with that in mind; it completes the almost impenetrable fortress by forming a combination of three Pokemon that covers each others' weaknesses. It has a 4x resistance to the Grass-type attacks that Lanturn abhors, while its Fire- and Fighting-type weaknesses are dealt with by Lanturn and Gligar, respectively. In addition, Ferroseed can make the their VoltTurn combo even more formidable by providing entry hazards support. Entry hazards such as Spikes just stacks up residual damage on the opponents as they try to stop the irritating VoltTurn tactic. Leech Seed from Ferroseed also gives Lanturn a way to regain health.</p>

<p>Lanturn has several other moves that can be used to further support the team. Discharge can be used over Thunderbolt for the paralysis chance; however, Scald's burn and Discharge's paralysis can contradict each other, or give the target the less desired status. For example, Scald would be useful against Bulk Up Gallade as a burn would cripple it many times over, while Discharge might just give it a 'status immunity' as paralysis does not affect it as much. Toxic is an interesting option over Thunder Wave or Heal Bell, as it can cripple opposing Lanturn especially since it has no other way of dealing significant damage to it. Lanturn absolutely abhors Toxic Spikes, even though it has access to Heal Bell, but that has only a miserably low 8 PP. Therefore, a grounded Poison-type or a Rapid Spin user is a great teammate as it can remove the said entry hazards. Roselia is a good example of the former and can act as an additional cleric or special wall to reduce strain on Lanturn.</p>

[SET]
name: Choice Specs
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Hidden Power Fire / Ice Beam
move 4: Thunderbolt / Hidden Power Grass
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]

<p>Lanturn has a terribly low base 76 Special Attack that might not even seem usable in the first place; in fact, it doesn't even seem to give Lanturn much to work with. However, it is actually a rather good candidate to use Choice Specs, as it has resistances to several common types which it can come in on and launch powerful Choice Specs-boosted attacks. Lanturn proves itself to be quite a unique Choice Specs user; it has excellent natural bulk and a way to heal itself via Volt Absorb. That, combined with its good set of resistances, makes Lanturn a fantastic pivot for most balanced teams. Despite its pathetic Special Attack that doesn't even get past 300, it is deceptively strong and reaches 406 with a Choice Specs. Though it might not seem like much for a Choice Specs user, one must keep in mind that Lanturn does not simply try to severely dent the opponents for a short period of time and then quickly faint; instead, it aims to deal a chunk of damage for many turns thanks to its great longevity.</p>

<p>Volt Switch is the main STAB move to use; thanks to its ability to force switches, Lanturn can make full use of Volt Switch to deal devastating damage and gain momentum. Lanturn is a fantastic Volt Switch user too, as its Water typing deters Ground-types from eagerly switching in to block Volt Switch. Hydro Pump is its strongest move in its huge arsenal, blasting through anything that does not resist it while keeping Ground-types at bay. Surf is a more reliable option over Hydro Pump, though Lanturn finds itself needing all the power it can get; moreover, a miss might not be as significant for it as it's not entirely frail and can afford to launch a second attempt. Hidden Power Fire gives Lanturn a way to burn through Ferroseed, which resists both its STAB moves. However, Ice Beam can be used to provide superior coverage and forms the famous BoltBeam combination. If not using Hidden Power Fire, Hidden Power Grass is useful in handling Quagsire, which can stop Volt Switch without fear of a super effective Hydro Pump. Otherwise, Thunderbolt is a more powerful Electric-type STAB move to fry opposing Water-types and other Pokemon weak to it where should it be better for Lanturn to stay in.</p>

[ADDITIONAL COMMENTS]

<p>Special Attack EVs are maximized along with a Modest nature to push Lanturn's Special Attack to the limit. 120 Speed EVs are required to outpace minimum Speed Gligar, allowing Lanturn to destroy the former with Ice Beam or Hydro Pump before it can use Earthquake. The remaining EVs are placed into HP to provide Lanturn with additional overall bulk. Entry hazard support is extremely useful due to Lanturn's tendency to force switches and gain momentum, which might result in even more switches. Thus, it can easily rack up plenty of residual damage on the opposition. Ironically, no matter how annoying Ferroseed is to Lanturn, it is actually a good teammate to provide this support. Spikes is a pure annoyance with Lanturn Volt Switching around, and Leech Seed provides a way for Lanturn to regain HP. Ferroseed also provides a good 4x resistance to Grass. As much as Lanturn appreciates entry hazards, it also detests them a lot. As Lanturn itself switches plenty of times, it can be a victim of the entry hazards as well; thus, a Rapid Spin user such as Claydol is therefore a great teammate, as it can not only spin away said entry hazards but also lay its own Stealth Rock. Natu is something to consider as its Magic Bounce deters the opponent from recklessly setting up entry hazards and often attracts Electric-type attacks for Lanturn to switch in on and gain health for free.</p>

<p>If keeping entry hazards off the field isn't an issue, Scyther is yet another good teammate to pair with Lanturn. It also has a 4x resistance to Grass-type moves and an immunity to Ground-type attacks, and can still attract Ice- and Electric-type attacks for Lanturn to capitalize on. The pair can then form a solid VoltTurn combination. Along a safer route, Sawsbuck is a teammate for consideration as it is immune to Grass and resists Ground-type attacks; it can even nab an Attack boost by switching into a Grass-type attack.</p>

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

[SET COMMENTS]

<p>Lanturn is an excellent fit on rain teams, as it can summon rain with Rain Dance and fend off stray Electric-type attacks with Volt Absorb. Lanturn often finds it easy to set up Rain Dance on Fire-, Water-, and Electric-types, and its naturally good special bulk and typing grant it the ability to reliably bring in the rain and set it up repeatedly if need be. Setting up rain is a breeze for Lanturn, and its list of assets does not just end there. Its extensive movepool allows it to directly abuse the rain and further support the team, making Lanturn rather invaluable to rain teams. Thunder is a powerful STAB move to abuse under the storm, frying opposing bulky Water-types that try to wall your rain sweepers. Hydro Pump is Lanturn's strongest move that it can randomly fire off in the rain. Surf is another alternative that also receives a pseudo-STAB from rain but has lower Base Power in exchange for better accuracy. The last moveslot is a matter of utility. Volt Switch allows Lanturn to act as a fantastic pivot that also provides rain support, enabling it to switch in a rain sweeper unscathed, while Heal Bell grants the team cleric support, cleansing the team of annoying status. Ice Beam is an option to freeze Grass-types and Altaria; the former group can deter Lanturn from switching into a Water-type sweeper, while the latter can launch powerful Earthquakes and Draco Meteors and nullify the effects of rain if it's running Cloud Nine.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread aims to provide Lanturn with maximum Special Attack without compromising its bulk too much. The Special Defense and HP EVs grant it excellent special bulk. Though investing heavily in its offenses might seem like a bad choice as it has an almost non-existent base Special Attack, Lanturn can still deal good amount of damage to most targets. Hydro Pump, in particular, drowns anything that doesn't resist it, or at least severely dents them. Damp Rock is the preferred item, prolonging the rain, giving its teammates the maximum period of time to use it.</p>

<p>Water-type rain sweepers are great teammates for Lanturn. The latter can switch in freely on Electric-type attacks and replenish its HP with Volt Absorb, which is even more important with the lack of Leftovers. While they share a Grass-type weakness, that can often be handled by another teammate such as Roselia or Ferroseed. In addition, Ludicolo resists the Ground-type attacks Lanturn is weak to, meaning that Ludicolo can be manually switched in instead of via Volt Switch to sponge a Ground-type attack.</p>

[SET]
name: Parafusion
move 1: Thunder Wave
move 2: Confuse Ray
move 3: Volt Switch / Discharge
move 4: Ice Beam / Surf
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 252 Def / 216 SpD

[SET COMMENTS]

<p>Other than by walling opponents with its huge bulk, Lanturn has other means with which to seriously annoy its foes. The infamous parafusion set makes a return from DPP Lanturn. While rarely seen, this set is purely annoying to face, and not a complete gimmick anyway. The first slot is dedicated to paralyze all opponents bar Ground-types and other Pokemon immune to Electric-type moves. What allows Lanturn to spam Thunder Waves randomly is that it deters Ground-types from switching in, thanks to its Water typing. While Ground-types put their tails between their legs and flee in fear of getting drowned by a Water-type STAB, Lanturn happily discharges random bolts of Thunder Wave, paralyzing things left, right, and center. After that, it can simply confound the paralyzed opponents with Confuse Ray; the foe has only a mere 3/8 chance of moving after being crippled by the full brunt of parafusion. They can then watch in despair as their Pokemon fails to make a move while Lanturn slowly depletes them of their health, and recover some by munching greedily on its Leftovers.</p>

<p>BW gave Lanturn a huge boon in Volt Switch, making the parafusion set much easier to pull off. After paralyzing something, such as Roselia, that Lanturn can't touch, it can make a swift getaway via Volt Switch, making a safe exit possible as its opponents become slower. Discharge is an alternative is you want to deal some damage while also having the possibility of paralyzing something without relying on Thunder Wave, though the latter is more reliable and Volt Switch is often too useful to pass up. Ice Beam and Surf vie for the final moveslot; Ice Beam picks off Grass-types such as Tangrowth and Ground-types such as Gligar, while Surf is a reliable STAB move to keep Ground-types such as Rhydon at bay to prevent them from ruining Lanturn's parafusion streak.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread grants Lanturn a Leftovers number and also retains its overall bulk, in order to make it even harder to take down as the opponents struggle to break free from the parafusion. Leftovers gives Lanturn greater longevity, while capitalizing on the fact that the opponent is likely to fail its attack against Lanturn. By paralyzing and confusing foes, Lanturn forces a ton of switches as the opponent tries to avoid getting both paralyzed and confused in an attempt to evade complete parafusion. This makes entry hazard support particularly useful to indirectly drain the foes of their HP, without Lanturn having to throw assaults at them. Ferroseed is a great teammate for this role; it can lay Spikes or Stealth Rock to aid Lanturn in gradually weakening the opponents, while also providing nice synergy with its teammate—Lanturn can easily switch in on Fire-type attacks that will roast Ferroseed while also being able to switch out to it when faced with a Grass-type. However, one must take note to never employ Toxic Spikes with parafusion Lanturn around as that spoils the chances of it being able to paralyze targets.</p>

<p>Teammates that appreciate the paralysis support which Lanturn easily provides are great as well. Moltres and Bouffalant have rather good synergy with Lanturn, and can make good use of the paralysis to sweep entire teams; the latter even has Sap Sipper to make itself a fearsome sweeper. Other notable slow but powerful teammates include Torterra, Gallade, and Druddigon. The paralysis support Lanturn gives the team aids them to sweep late-game, meaning that parafusion Lanturn isn't merely a gimmick, but also an alternative way to provide great and annoying team support. However, if you'd like to be a really frustrating opponent to face, a teammate that can utilize paraflinch can work on top of Lanturn's parafusion. Rotom-S is an example that can spam Air Slash right after Lanturn's parafusion to cut down the opponent's chance of moving to approximately 1/4. Still, it is highly unlikely for anyone not to switch and take the full brunt of parafusion and paraflinch, unless it's the last Pokemon left.</p>

[Other Options]

<p>Lanturn's wide movepool stretches down as deep as the oceans that it lives in. It contains a wide array of interesting moves, such as Aqua Ring, Electro Ball, Mist, Psybeam, Screech, Signal Beam, and Stockpile. However, most of them are not as useful as the moves stated in the given sets. Signal Beam shouldn't be used anyway as Lanturn already has access to Ice Beam, which is better in every aspect you can think of aside from hitting Exeggutor minutely stronger. Stockpile is a possibility to make Lanturn surprisingly hard to take down. A RestTalk set is viable, though it is better left to other Pokemon, especially when Lanturn can fill other important roles, such as a cleric. Agility makes Lanturn as fast as a dolphin and gives it a shot at sweeping, though its Special Attack is rather poor and hard to work with. Lanturn can make use of the SubCharge set to attempt a sweep thanks to its good bulk, typing, and coverage. However, in a tier full of phazers and bulky Pokemon, Lanturn has a tough time breaking through many of them. The SubCharge set has a good ability of breaking through teams reliant on the rare Fire / Water / Grass cores, though.</p>

[Checks and Counters]

<p>Lanturn's Water / Electric typing grants it many resistances and only two weaknesses. However, there are still a few flaws to work around Lanturn. Grass- and Ground-types aren't rare in the RU tier, and might even be common enough to keep Lanturn on its toes or fins. Grass-types are terribly troublesome for Lanturn, even though it might carry the occasional Ice Beam to ward them off. Still, Grass-types with great special bulk, such as Roselia, will not be deterred and can easily defeat Lanturn; Ferroseed and Lilligant can even set up on it. Anything with a physical Ground-type attack can scare it off as well; moreover, strong physical attackers such as Aerodactyl, Gallade, and Aggron can demolish Lanturn before it can retaliate. The rare Water Absorb Quagsire walls it to no end, unless it carries Hidden Power Grass. While Lanturn can wall most special attackers easily, it will easily fold after a physical hit or two. Ironically, opposing Lanturn also completely walls itself, unless it carries Toxic. Then again, it can cure itself with Heal Bell. Lanturn vs. Lanturn matchups also allows both parties to let their Lanturn do their respective roles, from setting up the rain to curing the team of status, without any trouble. In the event that the final Pokemon on each team happens to be Lanturn, have fun trying to PP stall each other out.</p>
 

sandshrewz

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Hiii~ Haven't written an analysis for quite some time... Though this has gone through QC, can I have one additional QC check please? Thanks! :)

I know it's a little late / nitpicky but I do think it makes way more sense to have this set:


[SET]
name: Choice Specs
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Ice Beam / Hidden Power Fire
move 4: Hidden Power Grass / Thunderbolt
item: Choice Specs
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

The main set in the current analysis is possible, but this offers the best coverage / power for RU. Thunderbolt is sacrificing coverage for sweeping power, which is actually worth it a lot of the time but Quagsire is everywhere. More common than Ferroseed in my experience anyway.
Here's what Heysup suggested in the other set. I have no idea to implement this or not, so QC to weigh in please? :x Oh, and can I also add SubCharge to OO? It's a good set, probably the best, except that it doesn't work in RU -.-

One more stamp please! :D
 
Yeah I'll approve that last set. I've seen it in action and it can be effective. Make Hidden Power Fire the first slash though. Destroying Ferroseed is HUGE! Ice Beam doesn't hit too many things regardless, as things such as Tangrowth are hit hard enough by HP Fire anyway; Hydro Pump hits extremely hard as well.

QC APPROVED 4/3
 

ebeast

she's probably sexting nprtprt
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I already posted my reasons why I think 40 HP / 216 Def / 252 SpD is better than the current Tank set EVs. Would you be allowed to change it if a QC member agreed?

Only thing I see it(100 SAtk EVs) helping is guaranteeing the 2HKO on Entei with Scald, which is somewhat irrelevant if you are switching into Flare Blitz anyways. 100 SAtk EVs also don't help 2HKO Moltres with Tbolt OR Volt Switch.( After the LO damage it'll take once you sponge a hit, Tbolt and Volt Switch are 2HKOs anyways.
You uploaded this thread at 4:44:44 AM PST, nice :P
 

sandshrewz

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oh... yea sure. If there's an available QC member to weigh in on this and explain what the EV spread is for, why not? But, here's the reasoning from DPP UU analyses on the current EV spread:

DPP UU Lanturn said:
The Defense EVs allow Lanturn to survive an Earthquake from Impish Donphan, boosted Facade from Swellow, and +2 Return from Life Orb Feraligatr. The Special Defense EVs allow Lanturn to tank Moltres's Fire Blast assaults. The Special Attack EVs allow Lanturn to OHKO Rhyperior and 2HKO specially defensive Donphan with Surf. The remaining EVs are put into HP to give Lanturn more bulk and to hit a Leftovers number. Calm nature allows Lanturn to tank special hits more easily, while not altering any of its necessary stats.
annnnd... rofl the timing... more like unlucky >.> 4 sounds like death in chinese and wth all of them are 4 :/ w/e haha
 

alexwolf

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So as seen from the above post, the SpA evs are completely unnecessary as both Rhyperior and Donphan are in higher tiers.

So is there any real reason at all for the 100 SpA evs? I think we should definitely move them to either HP or S.Def.
 

sandshrewz

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I AM FINALLY DONE WRITING THIS AFTER A MONTH!! >.> longest time taken to complete an analysis I took over ;_; Pre-U life is hectic. /endgroan

haha. Yay ready for GP! :DDDD
 

Engineer Pikachu

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Overview]

<p>Lanturn is probably one of the, if not the, best bulky Water-types in RU. Its great defensive Water / Electric typing is shared with only two other Pokemon—Rotom-W and Chinchou, both of which who are rather good in their respective tiers as well. Ignore the useless Illuminate ability and you'll find that it has an ability that other bulky Water-types would wish for,: Volt Absorb. Its typing also grants it several useful resistances and an immunity, as well as a weakness to only two types. All that, all of which is backed by an enormous base 125 HP. Though its base 76 Special Defense might seem dismal, it's a rather reliable special wall thanks to its gigantic HP stat. Lanturn's relatively wide movepool gives it much flexibility and allows it to take on many important roles. As with several Water-types, Lanturn has a wide coverage and can take on many threats while still fulfilling its duty without fail. Lanturn is, which makes it a great fit on many teams due to its good typing and ability to halt several threats just by itself. While Lanturn's defenses aren't as lopsided as Blissey's, its Defense is really miserable and its Special Defense isn't the best. Still, Lanturn can tank most special hits all day long. If you find that your team needs a bulky Water-type, you can confidently throw in Lanturn as it's almost certain that it can fill whatever role you need it to.</p>

[SET]
name: Tank
move 1: Scald
move 2: Ice Beam / Thunderbolt
move 3: Volt Switch
move 4: Heal Bell / Thunder Wave
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 252 Def / 216 SpD

[SET COMMENTS]

<p>This is what Lanturn does best: walling special attackers tillo no end. It can sponge almost any special attack and get away rather comfortably. It is capable of taking the myriad of special Fire-, Water-, and Electric-type moves that are common in the tier. It, and can easily check Moltres and Typhlosion without Hidden Power Grass. Lanturn is a prettyrather special wall itself, as it can go on the offensive whenif need be. In just 3 moves, Lanturn has near-perfect accuracy, resisted by only opposing Lanturn and failing to touch Shedinja. Scald is the primary move on any bulky Water-type. T, as the ability to possibly burn the target is an interesting prospect. A, and the burn just makes it easier for Lanturn to wall physical threats even though it has a Defense stat comparable to Blissey's. Ice Beam nails Grass-types such as Tangrowth and Rotom-C, while Thunderbolt can be used instead to fry Flying-types and opposing Water-types. H; however, Lanturn has access to the mouth-watering Volt Switch, making Ice Beam usually the preferred option to increase coverage, especially as the extra power from Thunderbolt is often not needed. Volt Switch capitalizes on Lanturn's ability to force switches due to its wonderful bulk and typing, and makes a damaging exit after its role is done. The final moveslot is dedicated to providing team support; Heal Bell allows Lanturn to function as a cleric, curing the party of annoying status, while Thunder Wave aids in slowing down the foes, which is especially useful on more offensive teams.</p>

[ADDITIONAL COMMENTS]

<p>The given HP EVs allows Lanturn to reach the minimum HP for a Leftovers number, while maximum Defese EVs are used to let it tank an occasional physical hit. The remaining EVs are invested into Special Defense along with a Calm nature make special attacks seem like nothing to Lanturn. Leftovers is the compulsory item here to, provideing Lanturn with a pinch of healing. With access to Volt Switch, a partner with U-turn is naturally a good option. Gligar is the perfect teammate for Lanturn, and can take physical shots without a single scratch, or just heal itself with Roost. Furthermore, it is immune to Ground-type attacks, easily coming on Earthquake and the likes.; Lanturn can, in turn, come in on Ice- and Water-type attacks without a hitch. The duo also has good synergy, making the defensive combination much harder to break through. Ferroseed makes an amazing defensive partner with that in mind; it completes the almost impenetrable fortress by forming a combination of three Pokemon that covers each others' weaknesses. It has 4x resistance to Grass-type attacks that Lanturn abhors, while its Fire- and Fighting type weaknesses are dealt with by Lanturn and Gligar, respectively. In addition, Ferroseed can make the their Volt-Turn combo even more formidable by providing entry hazards support. Entry hazards such as Spikes just stacks up residual damage on the opponents as they try to stop the irritating Volt-Turn tactic. Leech Seed from Ferroseed also gives Lanturn a way to regain health.</p>

<p>Lanturn has several other moves that can be used to further support the team. Discharge can be used over Thunderbolt for the paralysis chance, just like Scald except that it burns instead. H; however, Scald's burn and Discharge's paralysis can contradict each other, or give the target the less desired status. For example, Scald would be useful against Bulk Up Gallade as a burn would cripple it many times over, while Discharge might just give it a 'status immunity' as paralysis does not affect it as much. Toxic is an interesting option over Thunder Wave or Heal Bell, as it can cripple opposing Lanturn especially since it has no other way of dealing significant damage to it. Lanturn absolutely abhors Toxic Spikes, even though it has access to Heal Bell, but that has only a miserably low 8 PP. Therefore, a grounded Poison-type or a Rapid Spin user is a great teammate as it can remove the said entry hazards. Roselia is a good example of the former and can act as an additional cleric or special wall to reduce strain on Lanturn.</p>

[SET]
name: Choice Specs
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Hidden Power Fire / Ice Beam
move 4: Hidden Power Grass / Thunderbolt
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]

<p>Lanturn has a terribly low base 76 Special Attack that might not even seem usable in the first place. Its base 76 Special Attack; in fact, it doesn't even seem to give Lanturn much to work with. However, it is actually a rather good candidate to use Choice Specs. It has resistances to several types which it can come in on and launch powerful Choice Specs-boosted attacks. Lanturn proves itself to be quite a unique Choice Specs user; it has excellent natural bulk and a way to heal itself via Volt Absorb. That, combined with its good set of resistances, makes Lanturn a fantastic pivot for most balanced teams. Despite its pathetic Special Attack that doesn't even get past 300, it is deceptively strong and reaches 406 with a Choice Specs. Though thait might not seem like much for a Choice Specs user, one must keep in mind that Lanturn does not simply aimtry to severely dent the opponents for a short period of time and then quickly faint, but; instead, it aims to deal a chunk of damage for many turns thanks to its great longevity.</p>

<p>Volt Switch is the main STAB move to use. T; thanks to its ability to force switches, Lanturn can make full use of Volt Switch to deal devastating damage and gain momentum. Lanturn is a fantastic Volt Switch user too, as its Water typing deters Ground-types from eagerly switching in to block Volt Switch. Hydro Pump is its strongest move in its huge arsenal, blasting through anything that does not resist it andwhile keepsing Ground-types at bay. Surf is a more reliable option over Hydro Pump, though Lanturn finds itself needing all the power it can get. A; moreover, a miss might not be as significant for it as it's not entirely frail and can afford to launch a second attempt. Hidden Power Fire gives Lanturn a way to burn through Ferroseed, which resists both its STAB moves. However, Ice Beam can be used to provide superior coverage and forms the famous BoltBeam combination. If not using Hidden Power Fire, Hidden Power Grass is useful in handling Quagsire, which can stop Volt Switch without fear of a super effective Hydro Pump. Otherwise, Thunderbolt is a more powerful Electric-type STAB move to use to fry opposing Water-types and other Pokemon weak to it should it be better for Lanturn to stay in.</p>

[ADDITIONAL COMMENTS]

<p>Special Attack EVs are maximized andlong with a Modest nature is used to push Lanturn's Special Attack to the limit. 120 Speed EVs are required to outpace minimum Speed Gligar, allowing Lanturn to destroy the former with Ice Beam or Hydro Pump before it can use Earthquake. The remaining EVs are placed into HP to provide Lanturn with additional overall bulk. Entry hazard support is extremely useful due to Lanturn's tendency to force switches and gain momentum, which might result in even more switches. Thus, it can easily wreck up plently of residual damage on the opposition. Ironically, no matter how annoying Ferroseed is to Lanturn, it is actually a good teammate to provide this support. Spikes is a pure annoyingance with Lanturn Volt Switching around, and Leech Seed provides a way for Lanturn to regain HP. It also provides a good 4x resistance to Grass. As much as itLanturn appreciates entry hazards, it also detests itthem a lot. As Lanturn itself switches plenty of times, it can be a victim of the entry hazards. A as well; thus, a Rapid Spin user such as Claydol is therefore a great teammate;, as it can not only spin away said entry hazards but also lay its own Stealth Rock. Natu is something to consider as its Magic Bounce deters the opponent from recklessly setting up entry hazards and often attracts Electric-types for Lanturn to switch in on and gain health for free.</p>

<p>If keeping entry hazards off the field isn't an issue, Scyther is yet another good teammate to pair with Lanturn. It also has a 4x resistance to Grass-type moves and has an immunity to Ground-type attacks, and can still attract Ice- and Electric-type attacks for Lanturn to capitalize on. The pair can then form a solid Volt-Turn combination. Along a safer route, Sawsbuck is a teammate for consideration as it is immune to Grass and resists Ground-type attacks. I; it can even nab an Attack boost by switching into a Grass-type attack.</p>

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

[SET COMMENTS]

<p>Lanturn is an excellent fit on rain teams;, as it can summon the rain with Rain Dance and fend the team from stray Electric-type attacks with Volt Absorb. Lanturn often finds it easy to set up Rain Dance on Fire-, Water-, and Electric-types. I, and its naturally good Sspecial bulk and typing grant it the ability to reliably bring in the rain, and set it up repeatedly if need be. Setting up the rain is a breeze for Lanturn, and its list of assets does not just end there. Its extensive movepool allows it to directly abuse the rain and further support the team, making Lanturn rather invaluable to rain teams. Thunder is a powerful STAB move to abuse under the storm, frying opposing bulky Water-types that try to wall your rain sweepers. Hydro Pump is Lanturn's strongest move that it can randomly fire off in the rain. Surf is another alternative that also receives a pseudo-STAB from rain but has lower Base Power in exchange for better accuracy. The last moveslot is a matter of utility. Volt Switch allows Lanturn to act as a fantastic pivot that also provides rain support, enabling it to switch in a rain sweeper unscathed., while Heal Bell grants the team cleric support, cleansing the team of annoying status. Ice Beam is an option to freeze Grass-types and Altaria,; the former group can deter Lanturn from switching into a Water-type sweeper, while the formlatter can launch powerful Earthquakes and Draco Meteors.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread nature aims to provide Lanturn with maximum Special Attack without compromizsing its bulk too much. The Special Defense and HP EVs grants it excellent special bulk. Though investing heavily in its offenses might seem like a bad choice as it has an almost non-existent base Special Attack, Lanturn can still deal good amount of damage to most targets. Hydro Pump, in particular, drowns anything that doesn't resist it, or at least severely dents them. Damp Rock is the item of choice topreferred item, prolonging the rain, giving its teammates the maximum period of time to abuse it.</p>

<p>Water-type rain sweepers are great teammates for Lanturn. The latter can switch in freely on Electric-type attacks and replenish its HP with Volt Absorb, which is even more important with the lack of Leftovers. While they share their Grass-type weakness, that can often be handled by another teammate likesuch as Roserade or Ferroseed. In addition, Ludicolo resists the Ground-type attacks Lanturn is weak to, meaning that Ludicolo can be manually switched in instead of via Volt Switch to sponge a Ground-type attack.</p>

[SET]
name: Parafusion
move 1: Thunder Wave
move 2: Confuse Ray
move 3: Volt Switch / Discharge
move 4: Ice Beam / Surf
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 36 HP / 220 Def / 252 SpD

[SET COMMENTS]

<p>Other than by walling opponents with its huge bulk, Lanturn has other means with which to seriously annoy theits foes. The infamous parafusion set makes a return from DPP Lanturn. While rarely seen, this set is purely annoying to face, and not a completely a gimmick anyway. The first slot is dedicated to paralyze all opponents bar Ground-types and other Electric-immune PokemonPokemon immune to Electric-type moves. What allows Lanturn to spam Thunder Waves randomly is that it deters Ground-types from switching in, thanks to its Water typing. While Ground-types put their tails between their legs and flee in fear of getting drowned by a Water-type STAB, Lanturn happily discharges random bolts of Thunder Wave, paralyzing things left, right, and centreer. After whichthat, it can simply confound the paralyzed opponents with Confuse Ray. T; the foe has only a mere 3/8 chance of moving after being crippled by the full blownrunt of parafusion. They can then watch in despair as their Pokemon fails to make a move while Lanturn slowly depletes them of their health, and recover some by munching greedily on its Leftovers.</p>

<p>BW gave Lanturn a huge boon in Volt Switch, making the parafusion set much easier to pull off. After paralyzing something such as Roselia that Lanturn can't touch, it can make a swift getaway via Volt Switch, making a safe exit possible as its opponents become slower. Discharge is an alternative is you want to deal some damage while also having the possibility of paralyzing something without relying on Thunder Wave, though the latter is more reliable and Volt Switch is often too useful to pass up. Ice Beam and Surf vie for the final moveslot; Ice Beam picks off Grass-types such as Tangrowth and and Ground-types such as Gliscor, while Surf is a reliable STAB move to keep Ground-types such as Rhydon at bay to prevent them from ruining Lanturn's parafusion streak.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread grants Lanturn a Leftovers number and also retains its overall bulk with which, in order to make it even harder to take down as the opponents struggle to break free from the parafusion. Leftovers gives Lanturn greater longevity, while capitalizing on the fact that the opponent struggles to make a move and slowly healsis likely to fail its attack against Lanturn. By paralyzing and confusing foes, Lanturn forces a ton of switches as the opponent tries to aviooid getting both paralyzed and confused in an attempt to aviodevade complete parafusion. This makes entry hazard support particularly useful to indirectly drain the foes of their HP, without Lanturn having to throw assaults at them. Ferroseed is a great teammate for this role; it can lay Spikes or Stealth Rock to aid Lanturn in gradually weakening the opponents, while also providing nice synergy with its teammate—Lanturn can easily switch in on Fire-types attacks that will roast Ferroseed while also being able to switch out to it when faced with a Grass-type. However, one must take not never to employ Toxic Spikes with parafusion Lanturn around as that spoils the chances of it being able to paralyze targets.</p>

<p>Teammates that appreciate the paralysis support which Lanturn easily provides are great as well. Moltres and Bouffallant have rather good synergy with Lanturn, and can make good use of the paralysis to sweep entire teams. T; the latter even has Sap Sipper to make itself a fearsome sweeper. Other notable slow but powerful teammates include Torterra, Gallade, and Druddigon. The paralysis support Lanturn gives the team aids them to sweep late-game, meaning that parafusion Lanturn isn't merely a gimmick, but also an alternative way to provide great—but yet and annoying team support. However, if you'd like to be a really frustrating opponent to face, a teammate that can utilize paraflinch can work on top of Lanturn's parafusion. Rotom-S is an example that can spam Air Slash right after Lanturn's parafusion to cut down the opponent's chance of moving to a minisculepproximately 1/4. Still, it is highly unlikely for anyone not to switch and take the full brunt of parafusion and paraflinch, unless it's the last Pokemon.</p>

[Other Options]

<p>Lanturn's wide movepool stretches down as deep as the oceans that it lives in. It contains a wide array of interesting moves, such as Aqua Ring, Electro Ball, Mist, Psybeam, Screech, Signal Beam, and Stockpile. Signal Beam shouldn't be used anyway as Lanturn already has access to Ice Beam, which is better in every aspect you can think of. Stockpile is a possibility to make Lanturn surprisingly hard to take down. A RestTalk set is viable, though it is better left to other Pokemon especially when Lanturn can fill other important roles such as a cleric. Agility makes Lanturn as fast as a dolphin and gives it a shot at sweeping, though its Special Attack is rather poor and hard to work with. Lanturn can make use of the SubCharge set to attempt a sweep thanks to its good bulk, typing, and coverage. However, in a tier full of phazers and bulky Pokemon, Lanturn has a tough time breaking through many of them. The SubCharge set has a good ability of breaking through teams reliant on the rare Fire-Water-Grass cores, though. <what about the other moves you mentioned?></p>

[Checks and Counters]

<p>Lanturn's Water / Electric typing grants it many resisntances and only two weaknesses. However, there are still a few flaws to work around Lanturn. Grass- and Ground-types aren't rare in the RU tier, and might even be common enough to keep Lanturn on its toes or fins. Grass-types are terribly troublesome for Lanturn, even though the latterit might carry the occasional Ice Beam to ward them off. Still, Grass-types with great special bulk, such as Roselia, will not be deterred and can easily defeat Lanturn.; Ferroseed and Lilligant can even set up on it. Anything with a physical Ground-type attack can scare it off. S as well; moreover, strong physical attackers such as Aerodactyl, Gallade, and Aggron can demolish Lanturn before it can retaliate. The rare Water Absorb Quagsire walls it to no end, unless it carries occasional Hidden Power Grass. While Lanturn can wall most special attackers easily, it will easily fold after a physical hit or two. Ironically, opposing Lanturn also completely walls itself, unless it carries Toxic. Then again, it can cure itself with Heal Bell. Lanturn vs. Lanturn matchups also allows both parties to let their Lanturn do their respective roles, such asfrom setting up the rain to curing the team of status, without any trouble. In the event that the final Pokemon on each team happens to be Lanturn, have fun trying to PP stall out each other.</p>
Overview]

<p>Lanturn is probably one of the, if not the, best bulky Water-types in RU. Its great defensive Water / Electric typing is shared with only two other Pokemon—Rotom-W and Chinchou—both of which who are rather good in their respective tiers as well. Ignore the useless Illuminate ability and you'll find that it has an ability that other bulky Water-types would wish for: Volt Absorb. Its typing also grants it several useful resistances and an immunity, as well as a weakness to only two types, all of which is backed by an enormous base 125 HP. Though its base 76 Special Defense might seem dismal, it's a rather reliable special wall thanks to its gigantic HP stat. Lanturn's relatively wide movepool gives it much flexibility and allows it to take on many important roles. As with several Water-types, Lanturn has wide coverage and can take on many threats while still fulfilling its duty without fail, which makes it a great fit on many teams due to its good typing and ability to halt several threats just by itself. While Lanturn's defenses aren't as lopsided as Blissey's, its Defense is really miserable and its Special Defense isn't the best. Still, Lanturn can tank most special hits all day long. If you find that your team needs a bulky Water-type, you can confidently throw in Lanturn as it's almost certain that it can fill whatever role you need it to.</p>

[SET]
name: Tank
move 1: Scald
move 2: Ice Beam / Thunderbolt
move 3: Volt Switch
move 4: Heal Bell / Thunder Wave
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 252 Def / 216 SpD

[SET COMMENTS]

<p>This is what Lanturn does best: walling special attackers to no end. It can sponge almost any special attack and get away rather comfortably. It is capable of taking the myriad of special Fire-, Water-, and Electric-type moves that are common in the tier, and can easily check Moltres and Typhlosion without Hidden Power Grass. Lanturn is a rather special wall itself, as it can go on the offensive if need be. In just 3 moves, Lanturn has near-perfect accuracy, resisted by only opposing Lanturn and Shedinja. Scald is the primary move on any bulky Water-type, as the ability to possibly burn the target is an interesting prospect, and the burn just makes it easier for Lanturn to wall physical threats even though it has a Defense stat comparable to Blissey's. Ice Beam nails Grass-types such as Tangrowth and Rotom-C, while Thunderbolt can be used instead to fry Flying-types and opposing Water-types; however, Lanturn has access to the mouthwatering Volt Switch, making Ice Beam the preferred option to increase coverage, especially as the extra power from Thunderbolt is often not needed. Volt Switch capitalizes on Lanturn's ability to force switches due to its wonderful bulk and typing, and makes a damaging exit after its role is done. The final moveslot is dedicated to providing team support; Heal Bell allows Lanturn to function as a cleric, curing the party of annoying status, while Thunder Wave aids in slowing down the foes, which is especially useful on more offensive teams.</p>

[ADDITIONAL COMMENTS]

<p>The given HP EVs allows Lanturn to reach the minimum HP for a Leftovers number, while maximum Defese EVs are used to let it tank an occasional physical hit. The remaining EVs are invested into Special Defense along with a Calm nature make special attacks seem like nothing to Lanturn. Leftovers is the compulsory item here, providing Lanturn with a pinch of healing. With access to Volt Switch, a partner with U-turn is naturally a good option. Gligar is the perfect teammate for Lanturn, and can take physical shots without a single scratch, or just heal itself with Roost. Furthermore, it is immune to Ground-type attacks, easily coming on Earthquake and the like; Lanturn can, in turn, come in on Ice- and Water-type attacks without a hitch. The duo also has good synergy, making the defensive combination much harder to break through. Ferroseed makes an amazing defensive partner with that in mind; it completes the almost impenetrable fortress by forming a combination of three Pokemon that covers each others' weaknesses. It has 4x resistance to Grass-type attacks that Lanturn abhors, while its Fire- and Fighting type weaknesses are dealt with by Lanturn and Gligar, respectively. In addition, Ferroseed can make the their Volt-Turn combo even more formidable by providing entry hazards support. Entry hazards such as Spikes just stacks up residual damage on the opponents as they try to stop the irritating Volt-Turn tactic. Leech Seed from Ferroseed also gives Lanturn a way to regain health.</p>

<p>Lanturn has several other moves that can be used to further support the team. Discharge can be used over Thunderbolt for the paralysis chance; however, Scald's burn and Discharge's paralysis can contradict each other, or give the target the less desired status. For example, Scald would be useful against Bulk Up Gallade as a burn would cripple it many times over, while Discharge might just give it a 'status immunity' as paralysis does not affect it as much. Toxic is an interesting option over Thunder Wave or Heal Bell, as it can cripple opposing Lanturn especially since it has no other way of dealing significant damage to it. Lanturn absolutely abhors Toxic Spikes, even though it has access to Heal Bell, but that has only a miserably low 8 PP. Therefore, a grounded Poison-type or a Rapid Spin user is a great teammate as it can remove the said entry hazards. Roselia is a good example of the former and can act as an additional cleric or special wall to reduce strain on Lanturn.</p>

[SET]
name: Choice Specs
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Hidden Power Fire / Ice Beam
move 4: Hidden Power Grass / Thunderbolt
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]

<p>Lanturn has a terribly low base 76 Special Attack that might not even seem usable in the first place; in fact, it doesn't even seem to give Lanturn much to work with. However, it is actually a rather good candidate to use Choice Specs. It has resistances to several types which it can come in on and launch powerful Choice Specs-boosted attacks. Lanturn proves itself to be quite a unique Choice Specs user; it has excellent natural bulk and a way to heal itself via Volt Absorb. That, combined with its good set of resistances, makes Lanturn a fantastic pivot for most balanced teams. Despite its pathetic Special Attack that doesn't even get past 300, it is deceptively strong and reaches 406 with a Choice Specs. Though it might not seem like much for a Choice Specs user, one must keep in mind that Lanturn does not simply try to severely dent the opponents for a short period of time and then quickly faint; instead, it aims to deal a chunk of damage for many turns thanks to its great longevity.</p>

<p>Volt Switch is the main STAB move to use; thanks to its ability to force switches, Lanturn can make full use of Volt Switch to deal devastating damage and gain momentum. Lanturn is a fantastic Volt Switch user too, as its Water typing deters Ground-types from eagerly switching in to block Volt Switch. Hydro Pump is its strongest move in its huge arsenal, blasting through anything that does not resist it while keeping Ground-types at bay. Surf is a more reliable option over Hydro Pump, though Lanturn finds itself needing all the power it can get; moreover, a miss might not be as significant for it as it's not entirely frail and can afford to launch a second attempt. Hidden Power Fire gives Lanturn a way to burn through Ferroseed, which resists both its STAB moves. However, Ice Beam can be used to provide superior coverage and forms the famous BoltBeam combination. If not using Hidden Power Fire, Hidden Power Grass is useful in handling Quagsire, which can stop Volt Switch without fear of a super effective Hydro Pump. Otherwise, Thunderbolt is a more powerful Electric-type STAB move to use to fry opposing Water-types and other Pokemon weak to it should it be better for Lanturn to stay in.</p>

[ADDITIONAL COMMENTS]

<p>Special Attack EVs are maximized along with a Modest nature to push Lanturn's Special Attack to the limit. 120 Speed EVs are required to outpace minimum Speed Gligar, allowing Lanturn to destroy the former with Ice Beam or Hydro Pump before it can use Earthquake. The remaining EVs are placed into HP to provide Lanturn with additional overall bulk. Entry hazard support is extremely useful due to Lanturn's tendency to force switches and gain momentum, which might result in even more switches. Thus, it can easily wreck up plenty of residual damage on the opposition. Ironically, no matter how annoying Ferroseed is to Lanturn, it is actually a good teammate to provide this support. Spikes is a pure annoyance with Lanturn Volt Switching around, and Leech Seed provides a way for Lanturn to regain HP. It also provides a good 4x resistance to Grass. As much as Lanturn appreciates entry hazards, it also detests them a lot. As Lanturn itself switches plenty of times, it can be a victim of the entry hazards as well; thus, a Rapid Spin user such as Claydol is therefore a great teammate, as it can not only spin away said entry hazards but also lay its own Stealth Rock. Natu is something to consider as its Magic Bounce deters the opponent from recklessly setting up entry hazards and often attracts Electric-types for Lanturn to switch in on and gain health for free.</p>

<p>If keeping entry hazards off the field isn't an issue, Scyther is yet another good teammate to pair with Lanturn. It also has a 4x resistance to Grass-type moves and an immunity to Ground-type attacks, and can still attract Ice- and Electric-type attacks for Lanturn to capitalize on. The pair can then form a solid Volt-Turn combination. Along a safer route, Sawsbuck is a teammate for consideration as it is immune to Grass and resists Ground-type attacks; it can even nab an Attack boost by switching into a Grass-type attack.</p>

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

[SET COMMENTS]

<p>Lanturn is an excellent fit on rain teams, as it can summon rain with Rain Dance and fend the team from stray Electric-type attacks with Volt Absorb. Lanturn often finds it easy to set up Rain Dance on Fire-, Water-, and Electric-types, and its naturally good special bulk and typing grant it the ability to reliably bring in the rain and set it up repeatedly if need be. Setting up rain is a breeze for Lanturn, and its list of assets does not just end there. Its extensive movepool allows it to directly abuse the rain and further support the team, making Lanturn rather invaluable to rain teams. Thunder is a powerful STAB move to abuse under the storm, frying opposing bulky Water-types that try to wall your rain sweepers. Hydro Pump is Lanturn's strongest move that it can randomly fire off in the rain. Surf is another alternative that also receives a pseudo-STAB from rain but has lower Base Power in exchange for better accuracy. The last moveslot is a matter of utility. Volt Switch allows Lanturn to act as a fantastic pivot that also provides rain support, enabling it to switch in a rain sweeper unscathed, while Heal Bell grants the team cleric support, cleansing the team of annoying status. Ice Beam is an option to freeze Grass-types and Altaria; the former group can deter Lanturn from switching into a Water-type sweeper, while the latter can launch powerful Earthquakes and Draco Meteors.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread nature aims to provide Lanturn with maximum Special Attack without compromising its bulk too much. The Special Defense and HP EVs grant it excellent special bulk. Though investing heavily in its offenses might seem like a bad choice as it has an almost non-existent base Special Attack, Lanturn can still deal good amount of damage to most targets. Hydro Pump, in particular, drowns anything that doesn't resist it, or at least severely dents them. Damp Rock is the preferred item, prolonging the rain, giving its teammates the maximum period of time to use it.</p>

<p>Water-type rain sweepers are great teammates for Lanturn. The latter can switch in freely on Electric-type attacks and replenish its HP with Volt Absorb, which is even more important with the lack of Leftovers. While they share their Grass-type weakness, that can often be handled by another teammate such as Roserade or Ferroseed. In addition, Ludicolo resists the Ground-type attacks Lanturn is weak to, meaning that Ludicolo can be manually switched in instead of via Volt Switch to sponge a Ground-type attack.</p>

[SET]
name: Parafusion
move 1: Thunder Wave
move 2: Confuse Ray
move 3: Volt Switch / Discharge
move 4: Ice Beam / Surf
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 36 HP / 220 Def / 252 SpD

[SET COMMENTS]

<p>Other than by walling opponents with its huge bulk, Lanturn has other means with which to seriously annoy its foes. The infamous parafusion set makes a return from DPP Lanturn. While rarely seen, this set is purely annoying to face, and not a complete gimmick anyway. The first slot is dedicated to paralyze all opponents bar Ground-types and other Pokemon immune to Electric-type moves. What allows Lanturn to spam Thunder Waves randomly is that it deters Ground-types from switching in, thanks to its Water typing. While Ground-types put their tails between their legs and flee in fear of getting drowned by a Water-type STAB, Lanturn happily discharges random bolts of Thunder Wave, paralyzing things left, right, and center. After that, it can simply confound the paralyzed opponents with Confuse Ray; the foe has only a mere 3/8 chance of moving after being crippled by the full brunt of parafusion. They can then watch in despair as their Pokemon fails to make a move while Lanturn slowly depletes them of their health, and recover some by munching greedily on its Leftovers.</p>

<p>BW gave Lanturn a huge boon in Volt Switch, making the parafusion set much easier to pull off. After paralyzing something such as Roselia that Lanturn can't touch, it can make a swift getaway via Volt Switch, making a safe exit possible as its opponents become slower. Discharge is an alternative is you want to deal some damage while also having the possibility of paralyzing something without relying on Thunder Wave, though the latter is more reliable and Volt Switch is often too useful to pass up. Ice Beam and Surf vie for the final moveslot; Ice Beam picks off Grass-types such as Tangrowth and Ground-types such as Gliscor, while Surf is a reliable STAB move to keep Ground-types such as Rhydon at bay to prevent them from ruining Lanturn's parafusion streak.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread grants Lanturn a Leftovers number and also retains its overall bulk, in order to make it even harder to take down as the opponents struggle to break free from the parafusion. Leftovers gives Lanturn greater longevity, while capitalizing on the fact that the opponent is likely to fail its attack against Lanturn. By paralyzing and confusing foes, Lanturn forces a ton of switches as the opponent tries to avoid getting both paralyzed and confused in an attempt to evade complete parafusion. This makes entry hazard support particularly useful to indirectly drain the foes of their HP, without Lanturn having to throw assaults at them. Ferroseed is a great teammate for this role; it can lay Spikes or Stealth Rock to aid Lanturn in gradually weakening the opponents, while also providing nice synergy with its teammate—Lanturn can easily switch in on Fire-type attacks that will roast Ferroseed while also being able to switch out to it when faced with a Grass-type. However, one must take not never to employ Toxic Spikes with parafusion Lanturn around as that spoils the chances of it being able to paralyze targets.</p>

<p>Teammates that appreciate the paralysis support which Lanturn easily provides are great as well. Moltres and Bouffalant have rather good synergy with Lanturn, and can make good use of the paralysis to sweep entire teams; the latter even has Sap Sipper to make itself a fearsome sweeper. Other notable slow but powerful teammates include Torterra, Gallade, and Druddigon. The paralysis support Lanturn gives the team aids them to sweep late-game, meaning that parafusion Lanturn isn't merely a gimmick, but also an alternative way to provide great and annoying team support. However, if you'd like to be a really frustrating opponent to face, a teammate that can utilize paraflinch can work on top of Lanturn's parafusion. Rotom-S is an example that can spam Air Slash right after Lanturn's parafusion to cut down the opponent's chance of moving to approximately 1/4. Still, it is highly unlikely for anyone not to switch and take the full brunt of parafusion and paraflinch, unless it's the last Pokemon.</p>

[Other Options]

<p>Lanturn's wide movepool stretches down as deep as the oceans that it lives in. It contains a wide array of interesting moves, such as Aqua Ring, Electro Ball, Mist, Psybeam, Screech, Signal Beam, and Stockpile. Signal Beam shouldn't be used anyway as Lanturn already has access to Ice Beam, which is better in every aspect you can think of. Stockpile is a possibility to make Lanturn surprisingly hard to take down. A RestTalk set is viable, though it is better left to other Pokemon especially when Lanturn can fill other important roles such as a cleric. Agility makes Lanturn as fast as a dolphin and gives it a shot at sweeping, though its Special Attack is rather poor and hard to work with. Lanturn can make use of the SubCharge set to attempt a sweep thanks to its good bulk, typing, and coverage. However, in a tier full of phazers and bulky Pokemon, Lanturn has a tough time breaking through many of them. The SubCharge set has a good ability of breaking through teams reliant on the rare Fire-Water-Grass cores, though. <what about the other moves you mentioned?></p>

[Checks and Counters]

<p>Lanturn's Water / Electric typing grants it many resistances and only two weaknesses. However, there are still a few flaws to work around Lanturn. Grass- and Ground-types aren't rare in the RU tier, and might even be common enough to keep Lanturn on its toes or fins. Grass-types are terribly troublesome for Lanturn, even though it might carry the occasional Ice Beam to ward them off. Still, Grass-types with great special bulk, such as Roselia, will not be deterred and can easily defeat Lanturn; Ferroseed and Lilligant can even set up on it. Anything with a physical Ground-type attack can scare it off as well; moreover, strong physical attackers such as Aerodactyl, Gallade, and Aggron can demolish Lanturn before it can retaliate. The rare Water Absorb Quagsire walls it to no end, unless it carries Hidden Power Grass. While Lanturn can wall most special attackers easily, it will easily fold after a physical hit or two. Ironically, opposing Lanturn also completely walls itself, unless it carries Toxic. Then again, it can cure itself with Heal Bell. Lanturn vs. Lanturn matchups also allows both parties to let their Lanturn do their respective roles, from setting up the rain to curing the team of status, without any trouble. In the event that the final Pokemon on each team happens to be Lanturn, have fun trying to PP stall out each other.</p>



GP [1/2]
 

Oglemi

Borf
is a Forum Moderatoris a Top Contributoris a Tournament Director Alumnusis a Site Content Manager Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Top Dedicated Tournament Host Alumnus
woah woah we need to figure out those slashes on the Specs set, right now it looks like you can use two Hidden Powers at the same time.

The slashes should probably look:

- Volt Switch
- Hydro Pump / Surf
- Hidden Power Fire / Ice Beam
- Thunderbolt / Hidden Power Grass
 

sandshrewz

POTATO
is a Site Content Manager Alumnusis a Top Artist Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Thanks Engi! lol Oglemi... I did state if one isn't used, the other can be used >.> anyway, changed. Thanks haha coughMolkcough >.>

ready for the second key out of jail!
 
I will free you shrewz!
STATUS: DONE
<p>Lanturn is probably one of the, if not the, best bulky Water-types in RU. Its great defensive Water / Electric typing is shared with only two other Pokemon—Rotom-W and Chinchou—both of which whoom are rather good in their respective tiers as well. Ignore the useless Illuminate ability and you'll find that it has an ability that other bulky Water-types would wish for: Volt Absorb. Its typing also grants it several useful resistances and an immunity, as well as a weakness to only two types, all of which is backed by an enormous base 125 HP. Though its base 76 Special Defense might seem dismal, it'Lanturn is a rather reliable special wall thanks to its gigantic HP stat. Lanturn's relatively wide movepool gives it much flexibility and allows it to take on many important roles. As with several Water-types, Lanturn has wide coverage and can take on many threats while still fulfilling its duty without fail, which; this makes it a great fit on many teams, due to its good typing and ability to halt several threats just by itself. While Lanturn's defenses aren't as lopsided as Blissey's, its Defense is really miserable and its Special Defense isn't the best. Still, Lanturn can tank most special hits all day long. If you find that your team needs a bulky Water-type, you can confidently throw in Lanturn, as it's almost certain that it can fill whatever role you need it to.</p>

[SET]
name: Tank
move 1: Scald
move 2: Ice Beam / Thunderbolt
move 3: Volt Switch
move 4: Heal Bell / Thunder Wave
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 252 Def / 216 SpD

[SET COMMENTS]

<p>This is what Lanturn does best: walling special attackers to no end. It can sponge almost any special attack and get away rather comfortably. It is capable of taking the myriad of special Fire-, Water-, and Electric-type moves that are common in the tier, and can easily check Moltres and Typhlosion withoutthat lack Hidden Power Grass. Lanturn is a rather special wall itself, as it can go on the offensive if need be. In just 3 moves, Lanturn has near-perfect accuracycoverage, resisted by only opposing Lanturn and Shedinja. Scald is the primary move on any bulky Water-type, as the ability to possibly burn the target is an interesting prospect, and the burn just makes it easier for Lanturn to wall physical threats even though it has a Defense stat comparable to Blissey's. Ice Beam nails Grass-types such as Tangrowth and Rotom-C, while Thunderbolt can be used instead to fry Flying-types and opposing Water-types; however, Lanturn has access to the mouthwatering Volt Switch, making Ice Beam the preferred option to increase coverage, especially as the extra power from Thunderbolt is often not needed. Volt Switch capitalizes on Lanturn's ability to force switches due to its wonderful bulk and typing, and makes a damaging exit after its role is done. The final moveslot is dedicated to providing team support; Heal Bell allows Lanturn to function as a cleric, curing the party of annoying status, while Thunder Wave aids in slowing down the foes, which is especially useful on more offensive teams.</p>

[ADDITIONAL COMMENTS]

<p>The given HP EVs allows Lanturn to reach the minimum HP for a Leftovers number, while maximum Defese EVs are used to let it tank an occasional physical hit. The remaining EVs are invested into Special Defense along with a Calm nature make special attacks seem like nothing to Lanturn. Leftovers is the compulsory item here, providing Lanturn with a pinch of healing. With access to Volt Switch, a partner with U-turn is naturally a good option. Gligar is the perfect teammate for Lanturn, and can take physical shots without a single scratch, or just heal itself with Roost. Furthermore, it is immune to Ground-type attacks, easily coming on Earthquake and the like; Lanturn can, in turn, come in on Ice- and Water-type attacks without a hitch. The duo also hais good synergy, makinges the defensive combination much harder to break through. Ferroseed makes an amazing defensive partner with that in mind; it completes the almost impenetrable fortress by forming a combination of three Pokemon that covers each others' weaknesses. It has a 4x resistance to the Grass-type attacks that Lanturn abhors, while its Fire- and Fighting -type weaknesses are dealt with by Lanturn and Gligar, respectively. In addition, Ferroseed can make the their Volt-Turn combo even more formidable by providing entry hazards support. Entry hazards such as Spikes just stacks up residual damage on the opponents as they try to stop the irritating Volt-Turn tactic. Leech Seed from Ferroseed also gives Lanturn a way to regain health.</p>

<p>Lanturn has several other moves that can be used to further support the team. Discharge can be used over Thunderbolt for the paralysis chance; however, Scald's burn and Discharge's paralysis can contradict each other, or give the target the less desired status. For example, Scald would be useful against Bulk Up Gallade as a burn would cripple it many times over, while Discharge might just give it a 'status immunity' as paralysis does not affect it as much. Toxic is an interesting option over Thunder Wave or Heal Bell, as it can cripple opposing Lanturn especially since it has no other way of dealing significant damage to it. Lanturn absolutely abhors Toxic Spikes, even though it has access to Heal Bell, but that has only a miserably low 8 PP. Therefore, a grounded Poison-type or a Rapid Spin user is a great teammate as it can remove the said entry hazards. Roselia is a good example of the former and can act as an additional cleric or special wall to reduce strain on Lanturn.</p>

[SET]
name: Choice Specs
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Hidden Power Fire / Ice Beam
move 4: Thunderbolt / Hidden Power Grass
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]

<p>Lanturn has a terribly low base 76 Special Attack that might not even seem usable in the first place; in fact, it doesn't even seem to give Lanturn much to work with. However, it is actually a rather good candidate to use Choice Specs. I, as it has resistances to several common types which it can come in on and launch powerful Choice Specs-boosted attacks. Lanturn proves itself to be quite a unique Choice Specs user; it has excellent natural bulk and a way to heal itself via Volt Absorb. That, combined with its good set of resistances, makes Lanturn a fantastic pivot for most balanced teams. Despite its pathetic Special Attack that doesn't even get past 300, it is deceptively strong and reaches 406 with a Choice Specs. Though it might not seem like much for a Choice Specs user, one must keep in mind that Lanturn does not simply try to severely dent the opponents for a short period of time and then quickly faint; instead, it aims to deal a chunk of damage for many turns thanks to its great longevity.</p>

<p>Volt Switch is the main STAB move to use; thanks to its ability to force switches, Lanturn can make full use of Volt Switch to deal devastating damage and gain momentum. Lanturn is a fantastic Volt Switch user too, as its Water typing deters Ground-types from eagerly switching in to block Volt Switch. Hydro Pump is its strongest move in its huge arsenal, blasting through anything that does not resist it while keeping Ground-types at bay. Surf is a more reliable option over Hydro Pump, though Lanturn finds itself needing all the power it can get; moreover, a miss might not be as significant for it as it's not entirely frail and can afford to launch a second attempt. Hidden Power Fire gives Lanturn a way to burn through Ferroseed, which resists both its STAB moves. However, Ice Beam can be used to provide superior coverage and forms the famous BoltBeam combination. If not using Hidden Power Fire, Hidden Power Grass is useful in handling Quagsire, which can stop Volt Switch without fear of a super effective Hydro Pump. Otherwise, Thunderbolt is a more powerful Electric-type STAB move to use to fry opposing Water-types and other Pokemon weak to it where should it be better for Lanturn to stay in.</p>

[ADDITIONAL COMMENTS]

<p>Special Attack EVs are maximized along with a Modest nature to push Lanturn's Special Attack to the limit. 120 Speed EVs are required to outpace minimum Speed Gligar, allowing Lanturn to destroy the former with Ice Beam or Hydro Pump before it can use Earthquake. The remaining EVs are placed into HP to provide Lanturn with additional overall bulk. Entry hazard support is extremely useful due to Lanturn's tendency to force switches and gain momentum, which might result in even more switches. Thus, it can easily wreck up plenty of residual damage on the opposition. Ironically, no matter how annoying Ferroseed is to Lanturn, it is actually a good teammate to provide this support. Spikes is a pure annoyance with Lanturn Volt Switching around, and Leech Seed provides a way for Lanturn to regain HP. It also provides a good 4x resistance to Grass. As much as Lanturn appreciates entry hazards, it also detests them a lot. As Lanturn itself switches plenty of times, it can be a victim of the entry hazards as well; thus, a Rapid Spin user such as Claydol is therefore a great teammate, as it can not only spin away said entry hazards but also lay its own Stealth Rock. Natu is something to consider as its Magic Bounce deters the opponent from recklessly setting up entry hazards and often attracts Electric-type attacks for Lanturn to switch in on and gain health for free.</p>

<p>If keeping entry hazards off the field isn't an issue, Scyther is yet another good teammate to pair with Lanturn. It also has a 4x resistance to Grass-type moves and an immunity to Ground-type attacks, and can still attract Ice- and Electric-type attacks for Lanturn to capitalize on. The pair can then form a solid Volt-Turn combination. Along a safer route, Sawsbuck is a teammate for consideration as it is immune to Grass and resists Ground-type attacks; it can even nab an Attack boost by switching into a Grass-type attack.</p>

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

[SET COMMENTS]

<p>Lanturn is an excellent fit on rain teams, as it can summon rain with Rain Dance and fend the team from stray Electric-type attacks with Volt Absorb. Lanturn often finds it easy to set up Rain Dance on Fire-, Water-, and Electric-types, and its naturally good special bulk and typing grant it the ability to reliably bring in the rain and set it up repeatedly if need be. Setting up rain is a breeze for Lanturn, and its list of assets does not just end there. Its extensive movepool allows it to directly abuse the rain and further support the team, making Lanturn rather invaluable to rain teams. Thunder is a powerful STAB move to abuse under the storm, frying opposing bulky Water-types that try to wall your rain sweepers. Hydro Pump is Lanturn's strongest move that it can randomly fire off in the rain. Surf is another alternative that also receives a pseudo-STAB from rain but has lower Base Power in exchange for better accuracy. The last moveslot is a matter of utility. Volt Switch allows Lanturn to act as a fantastic pivot that also provides rain support, enabling it to switch in a rain sweeper unscathed, while Heal Bell grants the team cleric support, cleansing the team of annoying status. Ice Beam is an option to freeze Grass-types and Altaria; the former group can deter Lanturn from switching into a Water-type sweeper, while the latter can launch powerful Earthquakes and Draco Meteors.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread nature aims to provide Lanturn with maximum Special Attack without compromising its bulk too much. The Special Defense and HP EVs grant it excellent special bulk. Though investing heavily in its offenses might seem like a bad choice as it has an almost non-existent base Special Attack, Lanturn can still deal good amount of damage to most targets. Hydro Pump, in particular, drowns anything that doesn't resist it, or at least severely dents them. Damp Rock is the preferred item, prolonging the rain, giving its teammates the maximum period of time to use it.</p>

<p>Water-type rain sweepers are great teammates for Lanturn. The latter can switch in freely on Electric-type attacks and replenish its HP with Volt Absorb, which is even more important with the lack of Leftovers. While they share their Grass-type weakness, that can often be handled by another teammate such as Roserade or Ferroseed. In addition, Ludicolo resists the Ground-type attacks Lanturn is weak to, meaning that Ludicolo can be manually switched in instead of via Volt Switch to sponge a Ground-type attack.</p>

[SET]
name: Parafusion
move 1: Thunder Wave
move 2: Confuse Ray
move 3: Volt Switch / Discharge
move 4: Ice Beam / Surf
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 36 HP / 220 Def / 252 SpD

[SET COMMENTS]

<p>Other than by walling opponents with its huge bulk, Lanturn has other means with which to seriously annoy its foes. The infamous parafusion set makes a return from DPP Lanturn. While rarely seen, this set is purely annoying to face, and not a complete gimmick anyway. The first slot is dedicated to paralyze all opponents bar Ground-types and other Pokemon immune to Electric-type moves. What allows Lanturn to spam Thunder Waves randomly is that it deters Ground-types from switching in, thanks to its Water typing. While Ground-types put their tails between their legs and flee in fear of getting drowned by a Water-type STAB, Lanturn happily discharges random bolts of Thunder Wave, paralyzing things left, right, and center. After that, it can simply confound the paralyzed opponents with Confuse Ray; the foe has only a mere 3/8 chance of moving after being crippled by the full brunt of parafusion. They can then watch in despair as their Pokemon fails to make a move while Lanturn slowly depletes them of their health, and recover some by munching greedily on its Leftovers.</p>

<p>BW gave Lanturn a huge boon in Volt Switch, making the parafusion set much easier to pull off. After paralyzing something, such as Roselia, that Lanturn can't touch, it can make a swift getaway via Volt Switch, making a safe exit possible as its opponents become slower. Discharge is an alternative is you want to deal some damage while also having the possibility of paralyzing something without relying on Thunder Wave, though the latter is more reliable and Volt Switch is often too useful to pass up. Ice Beam and Surf vie for the final moveslot; Ice Beam picks off Grass-types such as Tangrowth and Ground-types such as Gliscor, while Surf is a reliable STAB move to keep Ground-types such as Rhydon at bay to prevent them from ruining Lanturn's parafusion streak.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread grants Lanturn a Leftovers number and also retains its overall bulk, in order to make it even harder to take down as the opponents struggle to break free from the parafusion. Leftovers gives Lanturn greater longevity, while capitalizing on the fact that the opponent is likely to fail its attack against Lanturn. By paralyzing and confusing foes, Lanturn forces a ton of switches as the opponent tries to avoid getting both paralyzed and confused in an attempt to evade complete parafusion. This makes entry hazard support particularly useful to indirectly drain the foes of their HP, without Lanturn having to throw assaults at them. Ferroseed is a great teammate for this role; it can lay Spikes or Stealth Rock to aid Lanturn in gradually weakening the opponents, while also providing nice synergy with its teammate—Lanturn can easily switch in on Fire-type attacks that will roast Ferroseed while also being able to switch out to it when faced with a Grass-type. However, one must take not never to employ Toxic Spikes with parafusion Lanturn around as that spoils the chances of it being able to paralyze targets.</p>

<p>Teammates that appreciate the paralysis support which Lanturn easily provides are great as well. Moltres and Bouffalant have rather good synergy with Lanturn, and can make good use of the paralysis to sweep entire teams; the latter even has Sap Sipper to make itself a fearsome sweeper. Other notable slow but powerful teammates include Torterra, Gallade, and Druddigon. The paralysis support Lanturn gives the team aids them to sweep late-game, meaning that parafusion Lanturn isn't merely a gimmick, but also an alternative way to provide great and annoying team support. However, if you'd like to be a really frustrating opponent to face, a teammate that can utilize paraflinch can work on top of Lanturn's parafusion. Rotom-S is an example that can spam Air Slash right after Lanturn's parafusion to cut down the opponent's chance of moving to approximately 1/4. Still, it is highly unlikely for anyone not to switch and take the full brunt of parafusion and paraflinch, unless it's the last Pokemon left.</p>

[Other Options]

<p>Lanturn's wide movepool stretches down as deep as the oceans that it lives in. It contains a wide array of interesting moves, such as Aqua Ring, Electro Ball, Mist, Psybeam, Screech, Signal Beam, and Stockpile. However, most of them are not as useful as the moves stated in the given sets. Signal Beam shouldn't be used anyway as Lanturn already has access to Ice Beam, which is better in every aspect you can think of. Stockpile is a possibility to make Lanturn surprisingly hard to take down. A RestTalk set is viable, though it is better left to other Pokemon, especially when Lanturn can fill other important roles, such as a cleric. Agility makes Lanturn as fast as a dolphin and gives it a shot at sweeping, though its Special Attack is rather poor and hard to work with. Lanturn can make use of the SubCharge set to attempt a sweep thanks to its good bulk, typing, and coverage. However, in a tier full of phazers and bulky Pokemon, Lanturn has a tough time breaking through many of them. The SubCharge set has a good ability of breaking through teams reliant on the rare Fire-Water-Grass cores, though.</p>

[Checks and Counters]

<p>Lanturn's Water / Electric typing grants it many resistances and only two weaknesses. However, there are still a few flaws to work around Lanturn. Grass- and Ground-types aren't rare in the RU tier, and might even be common enough to keep Lanturn on its toes or fins. Grass-types are terribly troublesome for Lanturn, even though it might carry the occasional Ice Beam to ward them off. Still, Grass-types with great special bulk, such as Roselia, will not be deterred and can easily defeat Lanturn; Ferroseed and Lilligant can even set up on it. Anything with a physical Ground-type attack can scare it off as well; moreover, strong physical attackers such as Aerodactyl, Gallade, and Aggron can demolish Lanturn before it can retaliate. The rare Water Absorb Quagsire walls it to no end, unless it carries Hidden Power Grass. While Lanturn can wall most special attackers easily, it will easily fold after a physical hit or two. Ironically, opposing Lanturn also completely walls itself, unless it carries Toxic. Then again, it can cure itself with Heal Bell. Lanturn vs. Lanturn matchups also allows both parties to let their Lanturn do their respective roles, from setting up the rain to curing the team of status, without any trouble. In the event that the final Pokemon on each team happens to be Lanturn, have fun trying to PP stall out each other out.</p>

<p>Lanturn is probably one of the, if not the, best bulky Water-types in RU. Its great defensive Water / Electric typing is shared with only two other Pokemon—Rotom-W and Chinchou—both of whom are rather good in their respective tiers as well. Ignore the useless Illuminate ability and you'll find that it has an ability that other bulky Water-types would wish for: Volt Absorb. Its typing also grants it several useful resistances, as well as a weakness to only two types, all of which is backed by an enormous base 125 HP. Though its base 76 Special Defense might seem dismal, Lanturn is a rather reliable special wall thanks to its gigantic HP stat. Lanturn's relatively wide movepool gives it much flexibility and allows it to take on many important roles. As with several Water-types, Lanturn has wide coverage and can take on many threats while still fulfilling its duty without fail; this makes it a great fit on many teams, due to its good typing and ability to halt several threats just by itself. While Lanturn's defenses aren't as lopsided as Blissey's, its Defense is really miserable and its Special Defense isn't the best. Still, Lanturn can tank most special hits all day long. If you find that your team needs a bulky Water-type, you can confidently throw in Lanturn, as it's almost certain that it can fill whatever role you need it to.</p>

[SET]
name: Tank
move 1: Scald
move 2: Ice Beam / Thunderbolt
move 3: Volt Switch
move 4: Heal Bell / Thunder Wave
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 252 Def / 216 SpD

[SET COMMENTS]

<p>This is what Lanturn does best: walling special attackers to no end. It is capable of taking the myriad of special Fire-, Water-, and Electric-type moves that are common in the tier, and can easily check Moltres and Typhlosion that lack Hidden Power Grass. Lanturn is a rather special wall itself, as it can go on the offensive if need be. In just 3 moves, Lanturn has near-perfect coverage, resisted by only opposing Lanturn and Shedinja. Scald is the primary move on any bulky Water-type, as the ability to burn the target makes it easier for Lanturn to wall physical threats even though it has a Defense stat comparable to Blissey's. Ice Beam nails Grass-types such as Tangrowth and Rotom-C, while Thunderbolt can be used instead to fry Flying-types and opposing Water-types; however, Lanturn has access to the mouthwatering Volt Switch, making Ice Beam the preferred option to increase coverage, especially as the extra power from Thunderbolt is often not needed. Volt Switch capitalizes on Lanturn's ability to force switches due to its wonderful bulk and typing, and makes a damaging exit after its role is done. The final moveslot is dedicated to providing team support; Heal Bell allows Lanturn to function as a cleric, curing the party of annoying status, while Thunder Wave aids in slowing down the foes, which is especially useful on more offensive teams.</p>

[ADDITIONAL COMMENTS]

<p>The given HP EVs allow Lanturn to reach the minimum HP for a Leftovers number, while maximum Defese EVs are used to let it tank an occasional physical hit. The remaining EVs are invested into Special Defense along with a Calm nature make special attacks seem like nothing to Lanturn. Leftovers is the compulsory item here, providing Lanturn with a pinch of healing. With access to Volt Switch, a partner with U-turn is naturally a good option. Gligar is the perfect teammate for Lanturn, and can take physical shots without a single scratch, or just heal itself with Roost. Furthermore, it is immune to Ground-type attacks, easily coming on Earthquake and the like; Lanturn can, in turn, come in on Ice- and Water-type attacks without a hitch. This good synergy makes the defensive combination much harder to break through. Ferroseed makes an amazing defensive partner with that in mind; it completes the almost impenetrable fortress by forming a combination of three Pokemon that covers each others' weaknesses. It has a 4x resistance to the Grass-type attacks that Lanturn abhors, while its Fire- and Fighting-type weaknesses are dealt with by Lanturn and Gligar, respectively. In addition, Ferroseed can make the their Volt-Turn combo even more formidable by providing entry hazards support. Entry hazards such as Spikes just stacks up residual damage on the opponents as they try to stop the irritating Volt-Turn tactic. Leech Seed from Ferroseed also gives Lanturn a way to regain health.</p>

<p>Lanturn has several other moves that can be used to further support the team. Discharge can be used over Thunderbolt for the paralysis chance; however, Scald's burn and Discharge's paralysis can contradict each other, or give the target the less desired status. For example, Scald would be useful against Bulk Up Gallade as a burn would cripple it many times over, while Discharge might just give it a 'status immunity' as paralysis does not affect it as much. Toxic is an interesting option over Thunder Wave or Heal Bell, as it can cripple opposing Lanturn especially since it has no other way of dealing significant damage to it. Lanturn absolutely abhors Toxic Spikes, even though it has access to Heal Bell, but that has only a miserably low 8 PP. Therefore, a grounded Poison-type or a Rapid Spin user is a great teammate as it can remove the said entry hazards. Roselia is a good example of the former and can act as an additional cleric or special wall to reduce strain on Lanturn.</p>

[SET]
name: Choice Specs
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Hidden Power Fire / Ice Beam
move 4: Thunderbolt / Hidden Power Grass
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]

<p>Lanturn has a terribly low base 76 Special Attack that might not even seem usable in the first place; in fact, it doesn't even seem to give Lanturn much to work with. However, it is actually a rather good candidate to use Choice Specs, as it has resistances to several common types which it can come in on and launch powerful Choice Specs-boosted attacks. Lanturn proves itself to be quite a unique Choice Specs user; it has excellent natural bulk and a way to heal itself via Volt Absorb. That, combined with its good set of resistances, makes Lanturn a fantastic pivot for most balanced teams. Despite its pathetic Special Attack that doesn't even get past 300, it is deceptively strong and reaches 406 with a Choice Specs. Though it might not seem like much for a Choice Specs user, one must keep in mind that Lanturn does not simply try to severely dent the opponents for a short period of time and then quickly faint; instead, it aims to deal a chunk of damage for many turns thanks to its great longevity.</p>

<p>Volt Switch is the main STAB move to use; thanks to its ability to force switches, Lanturn can make full use of Volt Switch to deal devastating damage and gain momentum. Lanturn is a fantastic Volt Switch user too, as its Water typing deters Ground-types from eagerly switching in to block Volt Switch. Hydro Pump is its strongest move in its huge arsenal, blasting through anything that does not resist it while keeping Ground-types at bay. Surf is a more reliable option over Hydro Pump, though Lanturn finds itself needing all the power it can get; moreover, a miss might not be as significant for it as it's not entirely frail and can afford to launch a second attempt. Hidden Power Fire gives Lanturn a way to burn through Ferroseed, which resists both its STAB moves. However, Ice Beam can be used to provide superior coverage and forms the famous BoltBeam combination. If not using Hidden Power Fire, Hidden Power Grass is useful in handling Quagsire, which can stop Volt Switch without fear of a super effective Hydro Pump. Otherwise, Thunderbolt is a more powerful Electric-type STAB move to fry opposing Water-types and other Pokemon weak to it where should it be better for Lanturn to stay in.</p>

[ADDITIONAL COMMENTS]

<p>Special Attack EVs are maximized along with a Modest nature to push Lanturn's Special Attack to the limit. 120 Speed EVs are required to outpace minimum Speed Gligar, allowing Lanturn to destroy the former with Ice Beam or Hydro Pump before it can use Earthquake. The remaining EVs are placed into HP to provide Lanturn with additional overall bulk. Entry hazard support is extremely useful due to Lanturn's tendency to force switches and gain momentum, which might result in even more switches. Thus, it can easily wreck up plenty of residual damage on the opposition. Ironically, no matter how annoying Ferroseed is to Lanturn, it is actually a good teammate to provide this support. Spikes is a pure annoyance with Lanturn Volt Switching around, and Leech Seed provides a way for Lanturn to regain HP. It also provides a good 4x resistance to Grass. As much as Lanturn appreciates entry hazards, it also detests them a lot. As Lanturn itself switches plenty of times, it can be a victim of the entry hazards as well; thus, a Rapid Spin user such as Claydol is therefore a great teammate, as it can not only spin away said entry hazards but also lay its own Stealth Rock. Natu is something to consider as its Magic Bounce deters the opponent from recklessly setting up entry hazards and often attracts Electric-type attacks for Lanturn to switch in on and gain health for free.</p>

<p>If keeping entry hazards off the field isn't an issue, Scyther is yet another good teammate to pair with Lanturn. It also has a 4x resistance to Grass-type moves and an immunity to Ground-type attacks, and can still attract Ice- and Electric-type attacks for Lanturn to capitalize on. The pair can then form a solid Volt-Turn combination. Along a safer route, Sawsbuck is a teammate for consideration as it is immune to Grass and resists Ground-type attacks; it can even nab an Attack boost by switching into a Grass-type attack.</p>

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

[SET COMMENTS]

<p>Lanturn is an excellent fit on rain teams, as it can summon rain with Rain Dance and fend the team from stray Electric-type attacks with Volt Absorb. Lanturn often finds it easy to set up Rain Dance on Fire-, Water-, and Electric-types, and its naturally good special bulk and typing grant it the ability to reliably bring in the rain and set it up repeatedly if need be. Setting up rain is a breeze for Lanturn, and its list of assets does not just end there. Its extensive movepool allows it to directly abuse the rain and further support the team, making Lanturn rather invaluable to rain teams. Thunder is a powerful STAB move to abuse under the storm, frying opposing bulky Water-types that try to wall your rain sweepers. Hydro Pump is Lanturn's strongest move that it can randomly fire off in the rain. Surf is another alternative that also receives a pseudo-STAB from rain but has lower Base Power in exchange for better accuracy. The last moveslot is a matter of utility. Volt Switch allows Lanturn to act as a fantastic pivot that also provides rain support, enabling it to switch in a rain sweeper unscathed, while Heal Bell grants the team cleric support, cleansing the team of annoying status. Ice Beam is an option to freeze Grass-types and Altaria; the former group can deter Lanturn from switching into a Water-type sweeper, while the latter can launch powerful Earthquakes and Draco Meteors.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread nature aims to provide Lanturn with maximum Special Attack without compromising its bulk too much. The Special Defense and HP EVs grant it excellent special bulk. Though investing heavily in its offenses might seem like a bad choice as it has an almost non-existent base Special Attack, Lanturn can still deal good amount of damage to most targets. Hydro Pump, in particular, drowns anything that doesn't resist it, or at least severely dents them. Damp Rock is the preferred item, prolonging the rain, giving its teammates the maximum period of time to use it.</p>

<p>Water-type rain sweepers are great teammates for Lanturn. The latter can switch in freely on Electric-type attacks and replenish its HP with Volt Absorb, which is even more important with the lack of Leftovers. While they share their Grass-type weakness, that can often be handled by another teammate such as Roserade or Ferroseed. In addition, Ludicolo resists the Ground-type attacks Lanturn is weak to, meaning that Ludicolo can be manually switched in instead of via Volt Switch to sponge a Ground-type attack.</p>

[SET]
name: Parafusion
move 1: Thunder Wave
move 2: Confuse Ray
move 3: Volt Switch / Discharge
move 4: Ice Beam / Surf
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 36 HP / 220 Def / 252 SpD

[SET COMMENTS]

<p>Other than by walling opponents with its huge bulk, Lanturn has other means with which to seriously annoy its foes. The infamous parafusion set makes a return from DPP Lanturn. While rarely seen, this set is purely annoying to face, and not a complete gimmick anyway. The first slot is dedicated to paralyze all opponents bar Ground-types and other Pokemon immune to Electric-type moves. What allows Lanturn to spam Thunder Waves randomly is that it deters Ground-types from switching in, thanks to its Water typing. While Ground-types put their tails between their legs and flee in fear of getting drowned by a Water-type STAB, Lanturn happily discharges random bolts of Thunder Wave, paralyzing things left, right, and center. After that, it can simply confound the paralyzed opponents with Confuse Ray; the foe has only a mere 3/8 chance of moving after being crippled by the full brunt of parafusion. They can then watch in despair as their Pokemon fails to make a move while Lanturn slowly depletes them of their health, and recover some by munching greedily on its Leftovers.</p>

<p>BW gave Lanturn a huge boon in Volt Switch, making the parafusion set much easier to pull off. After paralyzing something, such as Roselia, that Lanturn can't touch, it can make a swift getaway via Volt Switch, making a safe exit possible as its opponents become slower. Discharge is an alternative is you want to deal some damage while also having the possibility of paralyzing something without relying on Thunder Wave, though the latter is more reliable and Volt Switch is often too useful to pass up. Ice Beam and Surf vie for the final moveslot; Ice Beam picks off Grass-types such as Tangrowth and Ground-types such as Gliscor, while Surf is a reliable STAB move to keep Ground-types such as Rhydon at bay to prevent them from ruining Lanturn's parafusion streak.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread grants Lanturn a Leftovers number and also retains its overall bulk, in order to make it even harder to take down as the opponents struggle to break free from the parafusion. Leftovers gives Lanturn greater longevity, while capitalizing on the fact that the opponent is likely to fail its attack against Lanturn. By paralyzing and confusing foes, Lanturn forces a ton of switches as the opponent tries to avoid getting both paralyzed and confused in an attempt to evade complete parafusion. This makes entry hazard support particularly useful to indirectly drain the foes of their HP, without Lanturn having to throw assaults at them. Ferroseed is a great teammate for this role; it can lay Spikes or Stealth Rock to aid Lanturn in gradually weakening the opponents, while also providing nice synergy with its teammate—Lanturn can easily switch in on Fire-type attacks that will roast Ferroseed while also being able to switch out to it when faced with a Grass-type. However, one must take not never to employ Toxic Spikes with parafusion Lanturn around as that spoils the chances of it being able to paralyze targets.</p>

<p>Teammates that appreciate the paralysis support which Lanturn easily provides are great as well. Moltres and Bouffalant have rather good synergy with Lanturn, and can make good use of the paralysis to sweep entire teams; the latter even has Sap Sipper to make itself a fearsome sweeper. Other notable slow but powerful teammates include Torterra, Gallade, and Druddigon. The paralysis support Lanturn gives the team aids them to sweep late-game, meaning that parafusion Lanturn isn't merely a gimmick, but also an alternative way to provide great and annoying team support. However, if you'd like to be a really frustrating opponent to face, a teammate that can utilize paraflinch can work on top of Lanturn's parafusion. Rotom-S is an example that can spam Air Slash right after Lanturn's parafusion to cut down the opponent's chance of moving to approximately 1/4. Still, it is highly unlikely for anyone not to switch and take the full brunt of parafusion and paraflinch, unless it's the last Pokemon left.</p>

[Other Options]

<p>Lanturn's wide movepool stretches down as deep as the oceans that it lives in. It contains a wide array of interesting moves, such as Aqua Ring, Electro Ball, Mist, Psybeam, Screech, Signal Beam, and Stockpile. However, most of them are not as useful as the moves stated in the given sets. Signal Beam shouldn't be used anyway as Lanturn already has access to Ice Beam, which is better in every aspect you can think of. Stockpile is a possibility to make Lanturn surprisingly hard to take down. A RestTalk set is viable, though it is better left to other Pokemon, especially when Lanturn can fill other important roles, such as a cleric. Agility makes Lanturn as fast as a dolphin and gives it a shot at sweeping, though its Special Attack is rather poor and hard to work with. Lanturn can make use of the SubCharge set to attempt a sweep thanks to its good bulk, typing, and coverage. However, in a tier full of phazers and bulky Pokemon, Lanturn has a tough time breaking through many of them. The SubCharge set has a good ability of breaking through teams reliant on the rare Fire-Water-Grass cores, though.</p>

[Checks and Counters]

<p>Lanturn's Water / Electric typing grants it many resistances and only two weaknesses. However, there are still a few flaws to work around Lanturn. Grass- and Ground-types aren't rare in the RU tier, and might even be common enough to keep Lanturn on its toes or fins. Grass-types are terribly troublesome for Lanturn, even though it might carry the occasional Ice Beam to ward them off. Still, Grass-types with great special bulk, such as Roselia, will not be deterred and can easily defeat Lanturn; Ferroseed and Lilligant can even set up on it. Anything with a physical Ground-type attack can scare it off as well; moreover, strong physical attackers such as Aerodactyl, Gallade, and Aggron can demolish Lanturn before it can retaliate. The rare Water Absorb Quagsire walls it to no end, unless it carries Hidden Power Grass. While Lanturn can wall most special attackers easily, it will easily fold after a physical hit or two. Ironically, opposing Lanturn also completely walls itself, unless it carries Toxic. Then again, it can cure itself with Heal Bell. Lanturn vs. Lanturn matchups also allows both parties to let their Lanturn do their respective roles, from setting up the rain to curing the team of status, without any trouble. In the event that the final Pokemon on each team happens to be Lanturn, have fun trying to PP stall each other out.</p>

GP 2/2
 

sandshrewz

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Thanks Ritter for freeing Lanturn from RU Analyses to where it can meet all its friends at Uploaded Analyses. :)

haha. In other words, this is done. I changed Volt-Turn to VoltTurn because I am rusty and forgot which is correct .-.
 

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