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Old Apr 28th, 2013, 11:00:28 AM   #1
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Default Lanturn (QC 2/3)

So slow at posting skeletons these days. But anyways, here it is. Some sets haven't changed really.



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[Overview]
  • Rare typing that gives it excellent resistances
  • Nice bulk and good utility
  • One of the best special walls in RU, rivaled only by Slowking and Roselia
  • The ultimate Moltres check
  • Checks a lot of hail threats too such as Rotom-F and Glaceon
  • Can serve as a cleric, cripple opponents with T-Wave, and scout
  • No recovery
  • Weak as hell
  • Fodder for dangerous Grass-types
  • Despite this, Lanturn is a very cool Pokemon that can make a great addition to your team

[SET]
name: Pivot
move 1: Scald
move 2: Volt Switch
move 3: Thunder Wave
move 4: Heal Bell / Ice Beam
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

[SET COMMENTS]
  • Lanturn's cookie cutter, specially defensive pivoting set
  • Walls Moltres and checks Omastar and Manectric pretty well
  • Has good utility as well, Volt Switch keeping momentum intact and Heal Bell or T-Wave helping the team out
  • Scald for burning, helps Lanturn take physical hits
  • Volt Switch to escape from switch-ins (and Queen's gone, so less risk to using this)
  • Thunder Wave for crippling problematic opponents
  • Heal Bell helps the team from status
  • Ice Beam, however, catches Lilligant and Sceptile who may try to come in on you

[ADDITIONAL COMMENTS]
  • EV spread avoids 2HKO from Moltres's HP Grass, and gives okay physical bulk
  • Calm to maximize Special Defense (since you're taking special threats on
  • Leftovers for decent recovery
  • Volt Absorb to come in on Electric-types for free, also provides okay recovery
  • Protect is useful to block hits and extra Leftovers recovery
  • Ferroseed, Roselia, and Scolipede are all great Spikers that synergize well with Lanturn and can help rack up damage with the switches Lanturn forces
  • Scyther is decent to deal with dem Grass-types
  • Mola or Clefable can provide Wish support
  • Cryogonal can spin hazards so Lanturn doesn't get worn down as easily, also sports nice synergy with Lanturn (takes care of both Grass and Ground-types while Lanturn handles Fire and Steel)

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Heal Bell / Scald
move 4: Duscharge / Scald
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

[SET COMMENTS]
  • Rest is Lanturn's only form of recovery, which it can use decently
  • Unlike the previous set, this can counter Moltres repeatedly over the course of the match
  • While Gen 5's sleep mechs normally make RestTalk a poor idea, Lanturn has Heal Bell so it can wake itself up, a nice boon too
  • Lanturn also has a nice defensive typing
  • Rest and Sleep Talk are for recovery and to do something while in the sleep turns
  • Heal Bell to wake itself up if called and to cure the team
  • Discharge is STAB that also causes annoying paralysis
  • Scald could be used over either because it checks Emboar and Entei well

[ADDITIONAL COMMENTS]
  • EV's avoid 2HKO from Moltres HP Grass so that it does even better at checking it, while still checking Entei so some success
  • Leftovers for recovery
  • Calm Nature to check Moltres and Manectric
  • Volt Absorb so Electrics don't do jack to you, also modest recovery
  • Roselia and Ferroseed keep Grass-types at bay well
  • Maybe a second cleric in case Lanturn can't wake itself up
  • Missy can also wear down Steelix and Rhydon

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

[SET COMMENTS]
  • Lanturn is a good asset to rain teams
  • Can check Electric-types, set up rain reliably, and pose a nice offensive threat too (both STAB's like rain)
  • Abusing rain sets it apart from Volbeat and Uxie
  • Rain Dance is what this set does (duh)
  • Thunder to spam in rain
  • Hydro Pump for that power in the rain, but Surf for the accuracy. The old accuracy vs. power; pick your poison
  • Volt Switch to get Lanturn to a rain sweeper
  • Heal Bell work too though, as it heals status from your sweepers

[ADDITIONAL COMMENTS]
  • EV spread invests in bulk and power
  • Damp Rock for the full rain turns
  • Modest to hit pretty hard with Hydro Pump / Surf and Thunder
  • Volt Absorb to absorb Electric moves that trouble rain
  • Mesprit and Uxie make nice secondary rain setters
  • Kabutops, Omastar, and Ludicolo
  • Moltres

[SET]
name: All-Out Attacker
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Thunderbolt
move 4: Ice Beam
item: Choice Specs / Life Orb
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]
  • Hits with decent power and has neat coverage
  • Can recover itself in the process
  • Volt Switch is also nice
  • That also allows nice power and to switch out of battle
  • Hydro Pump or Surf for Water STAB
  • Thunderbolt for Electric STAB
  • Ice Beam for the nice coverage (ahem Druddigon)

[ADDITIONAL COMMENTS]
  • Power and bulk to boot
  • Specs for obvious reasons, LO works too for freedom of moves
  • Modest for max power
  • Volt Absorb to come in on Electrics then spam moves
  • Scyther makes a good VoltTurn core
  • Scolipede and Roselia can set up Spikes to rack up the momentum between Volt Switch
  • Entei and Grass-types make FWG

[Other Options]
  • SubCharge Beam
  • Parafusion, but that's an impractical gimmick
  • Signal Beam
  • Aqua Ring
  • Agility
  • Not much

[Checks and Counters]
  • Grass-types
  • Anything with a Substitute can use Lanturn as setup fodder
  • Physical attackers in general
  • Substitute+Calm Mind can use Lanturn as setup fodder
  • Roselia
  • Pokemon with EQ and Speed such as Golurk, Archeops, etc can do
  • Escavalier doesn't mind much outside of Scald, can smash it
  • Hariyama and Gurdurr have Guts and can hurt Lanturn with power
  • Entry hazards will keep wearing Lanturn down over the course of the match
  • CB Cinccino and Druddigon will KO no matter what
  • Oh and Protect+Guts Swellow too I guess
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Last edited by ScraftyIsTheBest; May 14th, 2013 at 10:15:16 PM.
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Old Apr 29th, 2013, 2:05:58 PM   #2
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In my opinion this is what special walling Lanturn should look like :

name: Pivot
move 1: Scald
move 2: Volt Switch
move 3: Thunder Wave
move 4: Heal Bell / Ice Beam
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 128 HP - 128 Def - 252 SDef

EV spread avoids a 2HKO from Moltres LO HP Grass with SR in play, which I feel is pretty good since Lanturn is supposed to counter Moltres. The added bulk also helps tanking Blizzspam and special Fire or Electric types in general. While the current spread makes Lanturn more of a mixed wall, if you want a specially defensive Water type that beats Entei and Emboar, you should be using Slowking.

Both Thunder-Wave and Heal Bell are invaluable to Lanturn and should get main slashes. T-Wave cripples offensive Grass types on the switch and works really great alongside STAB Scald. Heal Bell supports the team and also makes Lanturn more durable by negating Scald or Toxic. Ice Beam feels like a lesser option to me. Uninvested Lanturn is so weak that it can't even 3HKO Leftovers Drudriggon, also between Quiver Dance and Giga Drain Lilligant can setup on it anyway. It does break Sceptile's Substitute though, which is great so you can play mindgames with it (the best scenario is still to catch it with T-Wave). Thunderbolt doesn't deserve more than a AC mention, there are really few situations where it is useful over the other moves of the set. 248/116 + Slowking is only 4HKOd by it and Omastar dies to Volt Switch at -1 SDef.

I have no comments on the other sets as I haven't used them. But you might want to explain the EV spread of Specs Lanturn (why use EV in HP instead of defenses). Also why does Scolipede gets a specific mention in the Checks and Counters section ? He has crappy special bulk, hates T-Wave and needs a Sword Dance to OHKO Lanturn.
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Old May 2nd, 2013, 9:53:03 PM   #3
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Definitely slash Life Orb on the Choice Specs set and call it something along the lines of "All Out Attacker". I think Life Orb is a much better alternative especially considering the number of Ground-types you can KO that see no lefties recovery and come into a Volt Switch.

Agility Lanturn is actually pretty good, i really liked it when i used it (i used a shuca berry but that was during queen era) so maybe test that a bit more. I think its personally better than OO but ill let other qc members chime in
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Old May 3rd, 2013, 5:23:26 PM   #4
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Please add the RestTalk set back in please. It's good because it can continuously counter Moltres over the course of a match, and isn't like other RestTalk mons because it can wake itself up with Heal Bell. I'd make the set look something like this:

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Heal Bell / Scald
move 4: Discharge / Scald
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

The EVs are for avoiding the 2HKO from LO Moltres HP Grass after Stealth Rock, and is more efficient than the one that Koinzell posted above. So, please make this the primary spread on the Tank set as well. Scald isn't as important as it once was because of Nidoqueen, but it's still helpful because Lanturn is still a good check to mons like Entei and Emboar that don't take as much from Discharge, although they both don't like paralysis either. However, Discharge is the main move because of Moltres as otherwise it would be able to stall out Scald quite easily, but it's easier to deal with when paralyzed, and parahax is how you hope to eventually beat it with Lanturn.

I also think that there's no reason why Ice Beam should be a primary slash on the Tank set, but I'll leave that to other QC members who have more experience with it.

EDIT: Just noticed that it's called Special Wall; that's not an accurate description, it's more of a pivot or a tank.
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Old May 5th, 2013, 10:06:22 AM   #5
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Okay thanks for the suggestions guys. I implemented them in.
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Old May 5th, 2013, 10:16:17 AM   #6
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I think Protect is good enough to go in the AC of the first set. Gets recovery to stick around longer, gets to scout choice-locked Pokemon that try to get smart, such as a Rotom-C using Volt Switch against Lanturn, and is a generally useful move.

Expert Belt is a very cool item on offensive Lanturn as it has excellent super effective coverage, and Leftovers is an acceptable choice from my experience too. Both can go to AC.
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Old May 5th, 2013, 10:56:36 AM   #7
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Alex beat me by a bit, Protect in AC of the first set.
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Old May 7th, 2013, 12:41:06 AM   #8
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you should mention Lanturn's ability to hard-check nearly every relevant hail threat, Rotom-F in particular, which should be mentioned along with its ability to "counter" Moltres

please don't mention Psybeam or Stockpile in OO

your Checks and Counters section needs some work, while Lanturn is a bit tricky to switch directly into, it's actually exceptionally easy to revenge kill or eliminate over the course of the match

- Remove SubSalac Scolipede, idk why you're mentioning it specifically

- entry hazards are huge in taking it out, especially since it can't just spam Volt Switch with them up and it has no reliable recovery to make up for it

- List some actual physical attackers cuz there's a lot that can eliminate it and saying "not much else really" is misleading cuz a lot actually can get rid of it

- nearly anything with Earthquake and some Speed OHKOes it (Rhydon, Tauros, Golurk, Archeops, Aggron, etc.)

- Escavalier can tank anything and OHKO it with Megahorn, CB Cinccino practically always OHKOes with Bullet Seed, CB Drudd almost always does with Outrage


QC Approved 1/3
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Old May 14th, 2013, 10:01:43 PM   #9
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QC Approved 2/3
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Old May 14th, 2013, 10:15:37 PM   #10
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Thanks for the check, I'll get this written up ASAP
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