Bologo
Have fun with birds and bees.
http://www.smogon.com/dp/pokemon/lanturn
Ok, here's the deal. I've been testing this set in OU for months and months, and I've found that this is the best way for him to avoid being outclassed in OU. It lets him use his resistances and other unique qualities to differentiate himself from other Waters and Electrics, and it's been extremely successful for me to the point that I include it on almost all of my teams. It's also a staple on hax teams as a paralysis inducer that can hax the crap out of teams as well (especially in tandem with Togekiss). I'm not sure how well this particular moveset and EV spread work in UU, so I haven't made any comments in there for it, but if anyone would like to test this in UU, be my guest.
I decided that making a new thread for this was the right thing to do, since it works in a completely different tier than the rest of the sets, and the other thread was a UU revamp, and this is just one set.
[SET]
name: Parafusion
move 1: Confuse Ray
move 2: Thunder Wave
move 3: Thunderbolt
move 4: Ice Beam / Surf
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 216 Def / 252 SpD
[SET COMMENTS]
<p>If you're looking to use Lanturn in the land of OU, then this set is the way to go. "Parafusion" is a strategy that includes inducing both paralysis and confusion on the opponent. This means that for 5 turns out of 8, the notion of "stop hitting yourself" will be quite valid for the opponent. This strategy is quite easy to pull off with Lanturn's unique set of resistances allowing him to come in several times during the match and cripple the opponent. The best way to utilize the combination is to paralyze first and to then use Confuse Ray. This way, if Lanturn gets the paralysis off, it's guaranteed to get the confusion off as well. However, this is obviously not always possible due to Ground-types, Jolteon, and opposing Lanturn so the reverse is possible too; just note that the combination will not be guaranteed in that situation.</p>
<p>Thunderbolt and Ice Beam are the recommended attacking moves because of their near flawless coverage, which helps Lanturn compensate for his below average Special Attack stat. Discharge is an option over Thunderbolt for an easier chance at paralysis. However, it isn't the recommended choice because Thunder Wave is already on the set, and being able to control what you paralyze is very important. For example, you don't want to accidentally paralyze something you intended to put to sleep with a different Pokemon. In addition, Thunderbolt allows Lanturn an 87% chance to OHKO a min/min Gyarados even if Stealth Rock is not up, while Discharge has no chance without Stealth Rock. Discharge also cannot guarantee a OHKO on BulkyGyara even if Stealth Rock is up, while Thunderbolt can. Ice Beam is needed so that Lanturn can beat Celebi, Latias, and Zapdos one-on-one while also netting OHKOs on the 4x weak Dragons, provided Stealth Rock is up. Surf is a possibility in the last slot if you find that Lanturn has a lot of trouble with Magnezone or Mamoswine, but it's less useful than Ice Beam due to the poor coverage.</p>
<p>The EV spread is tailored for survival in the OU metagame. The biggest difference is the large amount of Defense EVs. Defense EVs are an absolute necessity for Lanturn's survival in OU because without them, many unboosted neutral attacks can 2HKO him, and even resisted attacks take off massive chunks of damage. It should be noted that with these Defense EVs, Lanturn is easily able to survive a Life Orb MixMence's Earthquake. In addition, without any Defense EVs, Lanturn is 2HKOed by a +1 Life Orb Waterfall from Gyarados, but with them he doesn't even come close to a 2HKO. Lastly, these Defense EVs let Lanturn take next to nothing from Choice Band Scizor's Bullet Punch, making a great switch-in to a very common move. Therefore, after maxing out Special Defense and reaching 401 HP for a Leftovers number, the rest of the EVs should be dumped into Defense. This will allow Lanturn to parafuse a much wider variety of opponents. This EV spread also works very well in UU, where it makes a great counter to Arcanine while acting as a check to Blaziken and Azumarill. It also helps Lanturn take non-STAB Earthquakes relatively well if he has no choice. Surf is recommended over Ice Beam in UU as Fire-types are much more common, as well as Steelix.</p>
<p>Since Lanturn's job is to spread paralysis and confuse in the process, teammates that benefit from paralyzed opponents would greatly appreciate partnering up with him. Togekiss is the best example of this, as he and Lanturn cover each other's weaknesses extremely well while paralysis helps Togekiss hax things to death with Air Slash. Encore Supporter Togekiss is the best variation of Togekiss to use in tandem with Lanturn, because he can Encore all of the Earthquakes aimed at Lanturn with ease, as well as offering Wish support for him. In addition, the two together are staples on a hax team, as they make it nearly impossible for the opponent to move. Latias and Salamence also greatly appreciate Lanturn's support, as he takes down the Ice Beam wielding Bulky Waters with ease, with the exception of Swampert. Lanturn also enjoys their support as they have perfect (Latias) or near-perfect (Salamence) coverage of each other's weaknesses. Teammates with strong Grass-type attacks, such as Shaymin, complement Lanturn very well, as he has a lot of trouble with Swampert, and again, they cover each other's weaknesses. Rotom-C is also helpful for defeating Swampert and covering the Ground weakness, but he also helps against Electivire who gives Lanturn a bit of trouble. A partner that can kill Blissey is helpful, as Lanturn is helpless against her. Something such as Machamp can fill this role, while being a great partner in hax as well. Lastly, something such as Roserade or Rapid Spinners that can get rid of Toxic Spikes would be very helpful to Lanturn's survival, as it becomes very difficult for him to do his job while poisoned.</p>
I proofread all my syntax and spelling, but let me know if I missed anything and I'll edit it. Thanks.
Ok, here's the deal. I've been testing this set in OU for months and months, and I've found that this is the best way for him to avoid being outclassed in OU. It lets him use his resistances and other unique qualities to differentiate himself from other Waters and Electrics, and it's been extremely successful for me to the point that I include it on almost all of my teams. It's also a staple on hax teams as a paralysis inducer that can hax the crap out of teams as well (especially in tandem with Togekiss). I'm not sure how well this particular moveset and EV spread work in UU, so I haven't made any comments in there for it, but if anyone would like to test this in UU, be my guest.
I decided that making a new thread for this was the right thing to do, since it works in a completely different tier than the rest of the sets, and the other thread was a UU revamp, and this is just one set.
[SET]
name: Parafusion
move 1: Confuse Ray
move 2: Thunder Wave
move 3: Thunderbolt
move 4: Ice Beam / Surf
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 216 Def / 252 SpD
[SET COMMENTS]
<p>If you're looking to use Lanturn in the land of OU, then this set is the way to go. "Parafusion" is a strategy that includes inducing both paralysis and confusion on the opponent. This means that for 5 turns out of 8, the notion of "stop hitting yourself" will be quite valid for the opponent. This strategy is quite easy to pull off with Lanturn's unique set of resistances allowing him to come in several times during the match and cripple the opponent. The best way to utilize the combination is to paralyze first and to then use Confuse Ray. This way, if Lanturn gets the paralysis off, it's guaranteed to get the confusion off as well. However, this is obviously not always possible due to Ground-types, Jolteon, and opposing Lanturn so the reverse is possible too; just note that the combination will not be guaranteed in that situation.</p>
<p>Thunderbolt and Ice Beam are the recommended attacking moves because of their near flawless coverage, which helps Lanturn compensate for his below average Special Attack stat. Discharge is an option over Thunderbolt for an easier chance at paralysis. However, it isn't the recommended choice because Thunder Wave is already on the set, and being able to control what you paralyze is very important. For example, you don't want to accidentally paralyze something you intended to put to sleep with a different Pokemon. In addition, Thunderbolt allows Lanturn an 87% chance to OHKO a min/min Gyarados even if Stealth Rock is not up, while Discharge has no chance without Stealth Rock. Discharge also cannot guarantee a OHKO on BulkyGyara even if Stealth Rock is up, while Thunderbolt can. Ice Beam is needed so that Lanturn can beat Celebi, Latias, and Zapdos one-on-one while also netting OHKOs on the 4x weak Dragons, provided Stealth Rock is up. Surf is a possibility in the last slot if you find that Lanturn has a lot of trouble with Magnezone or Mamoswine, but it's less useful than Ice Beam due to the poor coverage.</p>
<p>The EV spread is tailored for survival in the OU metagame. The biggest difference is the large amount of Defense EVs. Defense EVs are an absolute necessity for Lanturn's survival in OU because without them, many unboosted neutral attacks can 2HKO him, and even resisted attacks take off massive chunks of damage. It should be noted that with these Defense EVs, Lanturn is easily able to survive a Life Orb MixMence's Earthquake. In addition, without any Defense EVs, Lanturn is 2HKOed by a +1 Life Orb Waterfall from Gyarados, but with them he doesn't even come close to a 2HKO. Lastly, these Defense EVs let Lanturn take next to nothing from Choice Band Scizor's Bullet Punch, making a great switch-in to a very common move. Therefore, after maxing out Special Defense and reaching 401 HP for a Leftovers number, the rest of the EVs should be dumped into Defense. This will allow Lanturn to parafuse a much wider variety of opponents. This EV spread also works very well in UU, where it makes a great counter to Arcanine while acting as a check to Blaziken and Azumarill. It also helps Lanturn take non-STAB Earthquakes relatively well if he has no choice. Surf is recommended over Ice Beam in UU as Fire-types are much more common, as well as Steelix.</p>
<p>Since Lanturn's job is to spread paralysis and confuse in the process, teammates that benefit from paralyzed opponents would greatly appreciate partnering up with him. Togekiss is the best example of this, as he and Lanturn cover each other's weaknesses extremely well while paralysis helps Togekiss hax things to death with Air Slash. Encore Supporter Togekiss is the best variation of Togekiss to use in tandem with Lanturn, because he can Encore all of the Earthquakes aimed at Lanturn with ease, as well as offering Wish support for him. In addition, the two together are staples on a hax team, as they make it nearly impossible for the opponent to move. Latias and Salamence also greatly appreciate Lanturn's support, as he takes down the Ice Beam wielding Bulky Waters with ease, with the exception of Swampert. Lanturn also enjoys their support as they have perfect (Latias) or near-perfect (Salamence) coverage of each other's weaknesses. Teammates with strong Grass-type attacks, such as Shaymin, complement Lanturn very well, as he has a lot of trouble with Swampert, and again, they cover each other's weaknesses. Rotom-C is also helpful for defeating Swampert and covering the Ground weakness, but he also helps against Electivire who gives Lanturn a bit of trouble. A partner that can kill Blissey is helpful, as Lanturn is helpless against her. Something such as Machamp can fill this role, while being a great partner in hax as well. Lastly, something such as Roserade or Rapid Spinners that can get rid of Toxic Spikes would be very helpful to Lanturn's survival, as it becomes very difficult for him to do his job while poisoned.</p>
I proofread all my syntax and spelling, but let me know if I missed anything and I'll edit it. Thanks.