Lanturn (QC 2/3) WIP

OK koko wanted me to take over this from Alfalfa, credits to him for the skeleton I guess. EDIT: And credits to SOMALIA for the RD set!



is angler fish

[Overview]

<p>Lanturn's role in BW2 UU remains much the same as in BW, thanks to its unique for the metagame Water/Electric typing coupled with Volt Absorb, which allow it to be a good check to several special attackers such as Zapdos or Rotom-H. Its high base 125 HP stat also means it can take some physical hits well, despite its low base defenses. Lanturn also has access to good support moves such as Thunder Wave and Heal Bell, which give it a defined role on a metagame as bulky as UU. Lanturn can also go offensive with Choice Specs, scaring away Electric immunities such as Rhyperior with the threat of Hydro Pump. However, its weaknesses to Grass- and Ground-type moves, common coverage options for many Pokemon, and its lack of reliable recovery mean that it can be worn down pretty easily. Lanturn also has poor offensive presence when uninvested, which means things like Substitute + Calm Mind Raikou can set up on it. Overall, its best roles are as a Cleric for defensive and balanced teams or a slow Volt Switch user for more offensive ones, thanks to its Thunder Wave immunity and good dual STAB moves.</p>

  • Metagame has changed much since BW, but Lanturn can hold its own in UU
  • Unique Water/Electric typing gives it key resistances to Fire, Ice, Flying, and Water type moves, and it holds Volt Absorb, allowing it to be a decent check to several special attackers in the metagame
  • Base 125 base HP allows it to absorb hits relatively well
  • Access to key support moves such as Thunder Wave and Heal Bell in a bulky metagame is very useful
  • Crappy 58/76 defenses undermine its colossal HP stat
  • Grass and Ground-type moves are common, and can ram through it
  • Slow, though its speed is not as bad as you would think
  • Lacks decent offensive presence, which can make it setup fodder

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

[SET COMMENTS]

<p></p>

<p></p>

  • Key immunities and beefy HP allows it to check special threats like Suicune, Raikou, Rotom-F, Rotom-H, Empoleon, Togekiss, Zapdos and Chandelure
  • Scald has burn chance that prevents physical threats from breaking through Lanturn, bar Guts Heracross
  • Volt Switch can bring in a teammate unharmed
  • Heal Bell to revitalize teammates. Not many pokemon have access to either Heal Bell/Aromatherapy, and the ability to clear its teammates of status is too hard to pass up.
  • However, Toxic can be used to wear down some of the threats Lanturn checks, like Suicune and Raikou
  • Thunder Wave for slowing down opponents. With so many slow offensive Pokemon in the tier, such as Rhyperior and Scrafty, the teammates will appreciate Lanturn's support. With Lanturn's great special bulk, it is capable of slowing down all of those threats it checks, putting momentum in your favor

[ADDITIONAL COMMENTS]

<p></p>

<p></p>

  • Spread prevents Lanturn from being 2HKOd by LO Zapdos' HP Grass
  • Lanturn will still be relatively weak with SpA EVs
  • Protect allows Mienshao to crash from Hi-Jump Kick
  • Togekiss synergizes well with Lanturn, taking Grass and Ground-type moves, whereas Lanturn takes BoltBeam
  • Roserade can take Grass type moves, and can lay down Spikes, which Lanturn appreciates. Also, Lanturn takes Ice-type moves for Roserade
  • The ability to paralyze top threats is definitely something offensive teams, slow ones in particular, would want. Good offensive teammates include Scrafty, Rhyperior, Honchkrow, , Nidoking, Snorlax, and Swampert
  • Heracross is a good teammate with Lanturn, as the fish lures in a lot of Pokemon Heracross can start up a sweep on with Moxie or Swords Dance, such as Abomasnow, Amoonguss, Clefable, Roserade, Shaymin, Snorlax, and Umbreon.

[SET]
name: Choice Specs
move 1: Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Thunderbolt / Scald
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 104 SpD / 152 Spe

[SET COMMENTS]

<p></p>

<p></p>

  • Specs Lanturn is quite unexpected, and can dish out damage, despite base 76 SpA
  • Hydro Pump is strong STAB that will surprise the opponent
  • Volt Switch is secondary STAB that allows a teammate to come in
  • Ice Beam has good coverage with water and electric
  • Thunderbolt offers a stronger electric STAB than vswitch, whereas Scald is a 100% accurate water STAB that has a cool burn chance, allowing it to bluff a defensive set.

[ADDITIONAL COMMENTS]

<p></p>

<p></p>

  • 148 Speed EVs outrun defensive Togekiss and Gligar
  • Surf can be used in place of Scald, but the ability to bluff a defensive set is better than some more power.
  • Discharge can be used in place of Thunderbolt; 20% higher paralysis chance versus 15 more BP
  • Roserade and Nidoking/queen have good synergy with Lanturn, and can lay down hazards to wear opponent further
  • Heracross and Mienshao can kill Snorlax and Umbreon, who would otherwise wall Lanturn
  • Blizzard over Ice Beam if Lanturn is being used in hail, though the residual damage from hail will hurt Lanturn's bulk
  • Togekiss has good synergy with Lanturn, and can lure in Zapdos and Raikou

[SET]
name: Rain Dance
move 1: Rain Dance
move 2: Volt Switch
move 3: Thunder / Heal Bell
move 4: Hydro Pump / Surf
item: Damp Rock
ability: Volt Absorb
nature: Modest
evs: 252 SAtk / 104 SpD / 152 Spe

[SET COMMENTS]

<p>Lanturn's ability to summon rain with Rain Dance and fend off stray Electric-type attacks with Volt Absorb allows it to fit on Rain teams with ease. 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. Its relatively extensive movepool allows it to directly abuse the rain and further support the team, making Lanturn rather invaluable to rain teams. Lanturn's poor base Speed in combination with Volt Switch allows Lanturn to act as a fantastic pivot that also provides rain support, enabling it to switch in a rain sweeper unscathed. The third moveslot is a matter of utility. Thunder is a powerful STAB move to abuse under the storm, frying opposing bulky Water-types that try to wall your rain sweepers, while Heal Bell grants the team cleric support, cleansing the team of annoying status. Raw power vs perfect accuracy is what the final moveslot is all about. Hydro Pump is Lanturn's strongest move that can be sure to leave a dent on almost anything that it hits 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.</p>

  • Volt Absorb, good movepool for rain
  • Volt Switch allows a teammate to come in somewhat safely
  • STAB Thunder with 100% accuracy hits hard
  • Heal Bell is a rare and awesome move that clears rain sweepers of debilitating status conditions. Rain teammates like Kabutops and Kingdra would greatly appreciate Lanturn's ability to fit it into its moveset
  • Hydro Pump is absurdly strong in rain, Surf is weaker but more accurate

[ADDITIONAL COMMENTS]

<p>The given EV spread is pretty straight forward. 152 Speed EVs enables Lanturn to outpace minimum Speed Gligar and Suicune which is pretty vital considering that the former if given the chance can prevent Lanturn from setting up Rain by either Taunting it or potentially putting Lanturn out of commision via earthquake. A Modest nature and 252 Special Attack EVs allow Lanturn to abuse the Rain itself and hit hard with its STAB attacks whilst the remaining EVs are dedicated to its Special Defensive. The item of choice is Damp Rock to maximise the amount of turns that Rain can be up. This might seem inferior to Leftovers at a glance however every extra turn that your Rain sweepers can abuse the Rain is pretty important and at times, can be the difference between a win or a loss.</p>

<p>Water-type rain sweepers such as Omastar, Kabutops and Kingdra are great teammates for Lanturn. Lanturn can switch in freely on Electric-type attacks aimed at the former three powerhouses and replenish its HP with Volt Absorb, which is vital in ensuring its longevity as it lacks Leftovers. Ludicolo also springs to mind, due to the fact that it 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. Despite Lanturn's ability to set up Rain potentially several times during the battle, it is important to have a secondary (Rain dancer?, I don't know the correct term for this) on board as this removes some pressure from Lanturn. Great partners include both Bronzong and Zapdos, both whom have excellent synergy with lanturn as they are immune to Ground-type attacks as well as resist Grass-types attacks. Tornadus also has amazing synergy with Lanturn and can abuse the rain with its 100% accurate Hurricane; not to mention that it can set up a prioritised rain thanks to its ability.</p>

  • 148 Speed EVs allow Lanturn to outspeed on Defensive Suicune and Togekiss
  • Ice Beam only 2HKOs Roserade, of all Grass types.
  • Abomasnow removal from pokemon like Heracross and Mienshao is appreciated
  • Rain abusers like Kingdra and Ludicolo are appreciated
  • Tornadus can set up Rain Dance and has the added bonus of possessing Prankster as its ability; U-Turn allowing it to divert Electric-type moves to Lanturn and get a free health boost. Its STAB Hurricane is also very powerful, is boosted to 100% in rain, and can confuse the opponent, making it hard to pass up.
  • Nidoking and Nidoqueen like a 100% accurate Thunder to abuse, and have good synergy with Lanturn
  • Secondary rain setters to remove pressure from Lanturn is appreciated; Bronzong, Xatu, Sableye, etc.

[Other Options]

<p></p>

<p></p>

  • Blizzard can be used if Lanturn is being used in hail, especially over Ice Beam, though the residual damage is not very friendly to Lanturn, negating Leftovers
  • Lanturn is not a bad ResTalk user, as it can repeatedly check special threats throughout the game, especially Zapdos and Raikou
  • SubCharge is not as good as it was in DPP; despite a larger HP stat reducing the need for several HP EVs, Lanturn is not very strong after +1 to sweep, and it lacks the speed to do so.
  • Don't even use Agility; it lacks enough power to sweep
  • Discharge can be used instead of Thunderbolt for 30% paralysis chance; however, on the rain set, it is completely outclassed by Thunder, which has the same paralysis chance, but much more power.

[Checks and Counters]

<p></p>

<p></p>

  • Abomasnow is neutral to Ice Beam, resists Lanturn's STABs, can remove rain, and cain KO with Grass STABs.
  • Virizion, Roserade and Shaymin all possess the bulk to live an Ice Beam and destroy Lanturn with their Grass-type attacks.
  • Lanturn can wall Lanturn due to its ability, though Toxic is annoying.
  • Snorlax and Umbreon take Lanturn's attacks like they are nothing, though the former needs to watch for Scald
  • Grounds like Swampert and Nidoking need to watch for Scald or Hydro Pump, but can also hammer Lanturn, and prevent it from using Volt Switch to gain momentum
  • Krookodile can use Lanturn to start a Moxie sweep
  • Choice Band and Swords Dance Heracross can take special hits and do not mind being burned, couretesy of Guts
  • Strong attackers, like Choice Specs Chandelure and Mienshao, can take advantage of the poor defense stat to muscle past Lanturn
  • Toxic Spikes wear Lanturn down little by little
 
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Nas

Banned deucer.
remove the hide tags please, too much clicking is required to read this thing.
 

kokoloko

what matters is our plan!
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Two-Time Past SPL Champion
i'd definitely go with 208 speed if you're thinking 207. jolly crustle sits at 207 btw so you might as well.
 
Since I could not provide any replays to aid Ernesto with writing the RD set (due to lack of much free time or accessibility to PO) and did not want to waste anymore of his time, we agreed that I would be writing it and then he can include it in the analysis.

[SET]
name: Rain Dance
move 1: Rain Dance
move 2: Volt Switch
move 3: Thunder / Heal Bell
move 4: Hydro Pump / Surf
item: Damp Rock
ability: Volt Absorb
nature: Modest
evs: 252 SAtk / 104 SpD / 152 Spe

[SET COMMENTS]

<p>Lanturn's ability to summon rain with Rain Dance and fend off stray Electric-type attacks with Volt Absorb allows it to fit on Rain teams with ease. 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. Its relatively extensive movepool allows it to directly abuse the rain and further support the team, making Lanturn rather invaluable to rain teams. Lanturn's poor base Speed in combination with Volt Switch allows Lanturn to act as a fantastic pivot that also provides rain support, enabling it to switch in a rain sweeper unscathed. The third moveslot is a matter of utility. Thunder is a powerful STAB move to abuse under the storm, frying opposing bulky Water-types that try to wall your rain sweepers, while Heal Bell grants the team cleric support, cleansing the team of annoying status. Raw power vs perfect accuracy is what the final moveslot is all about. Hydro Pump is Lanturn's strongest move that can be sure to leave a dent on almost anything that it hits 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.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread is pretty straight forward. 152 Speed EVs enables Lanturn to outpace minimum Speed Gligar and Suicune which is pretty vital considering that the former if given the chance can prevent Lanturn from setting up Rain by either Taunting it or potentially putting Lanturn out of commision via earthquake. A Modest nature and 252 Special Attack EVs allow Lanturn to abuse the Rain itself and hit hard with its STAB attacks whilst the remaining EVs are dedicated to its Special Defensive. The item of choice is Damp Rock to maximise the amount of turns that Rain can be up. This might seem inferior to Leftovers at a glance however every extra turn that your Rain sweepers can abuse the Rain is pretty important and at times, can be the difference between a win or a loss.</p>

<p>Water-type rain sweepers such as Omastar, Kabutops and Kingdra are great teammates for Lanturn. Lanturn can switch in freely on Electric-type attacks aimed at the former three powerhouses and replenish its HP with Volt Absorb, which is vital in ensuring its longevity as it lacks Leftovers. Ludicolo also springs to mind, due to the fact that it 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. Despite Lanturn's ability to set up Rain potentially several times during the battle, it is important to have a secondary (Rain dancer?, I don't know the correct term for this) on board as this removes some pressure from Lanturn. Great partners include both Bronzong and Zapdos, both whom have excellent synergy with lanturn as they are immune to Ground-type attacks as well as resist Grass-types attacks. Tornadus also has amazing synergy with Lanturn and can abuse the rain with its 100% accurate Hurricane; not to mention that it can set up a prioritised rain thanks to its ability.</p>
 
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Wow, this is really great! Thanks, man; seriously.

Well, I don't have any excuses to not get this done now, lol. I'll finish writing the other sets and add Somalia's write-up later this afternoon/tomorrow morning at most (for real this time).
 
The only thing you need to read is the 'WIP' part, since I still haven't written it... Why you'd want to read the skelly again is beyond me.

EDIT: I didn't even know Jolly Crustle was a thing, lol. Well I guess I can bump it up then.

Also, wtf, I put the option to 'watch' this thread, but I didn't receive any notification. How does it work?
No suggestions as of yet, but I think what RT. means is that too much clicking is needed to view the skeleton, which you can remedy by just putting the whole skeleton into one hide tag.
 
Typographical and stylistic edits.

[Overview]

<p>Lanturn's role in BW2 UU remains much the same as in BW, thanks to its unique-for-the-metagame Water/Electric typing coupled with Volt Absorb, which allow it to be a good check to several special attackers such as Zapdos or Rotom-H. Its high base-125 HP stat also means it can take some physical hits well, despite its low base defenses. Lanturn also has access to good support moves such as Thunder Wave and Heal Bell, which give it a defined role on a metagame as bulky as UU. Lanturn can also go offensive with Choice Specs, scaring away Electric immunities such as Rhyperior with the threat of Hydro Pump. However, its weaknesses to Grass- and Ground-type moves (common coverage options on many Pokemon) and its lack of reliable recovery mean that it can be worn down pretty easily. Lanturn also has poor offensive presence when uninvested, which means threats like Substitute + Calm Mind Raikou can set up on it. Overall, its best roles are as a Cleric for defensive and balanced teams or as a slow Volt Switch user for more offensive teams, thanks to its Thunder Wave immunity and good dual STAB moves.</p>
<p>Lanturn's ability to summon rain with Rain Dance and fend off stray Electric-type attacks with Volt Absorb allows it to fit onto Rain teams with ease. 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. Its relatively extensive movepool allows it to directly abuse the rain and further support the team, making Lanturn rather invaluable to rain teams. Lanturn's low base Speed in combination with Volt Switch allows Lanturn to act as a fantastic pivot that also provides rain support, enabling it to provide a safe switch-in to rain sweeper. The third moveslot is a matter of utility. Thunder is a powerful STAB move to abuse under the storm, frying opposing bulky Water-types that try to wall your rain sweepers, while Heal Bell grants the team cleric support, cleansing your team of annoying status. Raw power vs. perfect accuracy is what the final moveslot is all about. Hydro Pump is Lanturn's strongest move that will be sure to leave a dent on almost anything that it hits in the rain. Surf is another alternative that also receives a power boost from rain but has lower Base Power in exchange for perfect accuracy.</p>
To elaborate, "pseudo-STAB" in the last sentence is confusing, since Lanturn's water typing gives it ACTUAL stab.

[ADDITIONAL COMMENTS]

<p>The given EV spread is pretty straight forward. 152 Speed EVs enables Lanturn to outpace minimum Speed Gligar and Suicune which is pretty vital considering that the former, if given the chance, can prevent Lanturn from setting up Rain by either Taunting it or potentially putting Lanturn out of commission via Earthquake.
0 Atk Gligar Earthquake vs. 0 HP / 0 Def Lanturn: 264-312 (67.51 - 79.79%) -- guaranteed 2HKO

A Modest nature and 252 Special Attack EVs allow Lanturn to abuse the Rain itself and hit hard with its STAB attacks whilst the remaining EVs are dedicated to its Special Defensive. The item of choice is Damp Rock to maximize the amount of turns that Rain can be up. This might seem inferior to Leftovers at a glance, however in practice the three extra turns will prove much more valuable to your Rain sweepers and will often mean the difference between a win or a loss.</p>

<p>Water-type rain sweepers such as Omastar, Kabutops and Kingdra are great teammates for Lanturn. Lanturn can switch in freely on Electric-type attacks aimed at the former three powerhouses and replenish its HP with Volt Absorb, which is vital in ensuring its longevity as it lacks Leftovers. Ludicolo is another strong choice, due to the fact that it 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. Despite Lanturn's ability to set up Rain potentially several times during the battle, it is important to have a secondary weather inducer on board as this removes some pressure from Lanturn. Great partners include both Bronzong and Zapdos, both whom have excellent synergy with Lanturn as they are immune to Ground-type attacks and resist Grass-types attacks. Tornadus also has amazing synergy with Lanturn and can abuse the rain with its 100% accurate Hurricane besides being able to set up a Prankster-prioritized rain.</p>
 

SmogonWorkHorse

Banned deucer.
[WIP]

Overview

<p>Lanturn's role in BW2 UU remains much the same as in BW, thanks to its unique-for-the-metagame Water/Electric typing coupled with Volt Absorb, which allow it to be a good check to several special attackers such as Zapdos or Rotom-H. Its high base-125 HP stat also means it can take some physical hits well, despite its low base defenses. Lanturn also has access to good support moves such as Thunder Wave and Heal Bell, which give it a defined role on a metagame as bulky as UU. Lanturn can also go offensive with Choice Specs, scaring away Electric immunities such as Rhyperior with the threat of Hydro Pump. However, its weaknesses to Grass- and Ground-type moves (common coverage options on many Pokemon) and its lack of reliable recovery mean that it can be worn down pretty easily. Lanturn also has poor offensive presence when uninvested, which means threats like Substitute + Calm Mind Raikou can set up on it. Overall, its best roles are as a Cleric for defensive and balanced teams or as a slow Volt Switch user for more offensive teams, thanks to its Thunder Wave immunity and good dual STAB moves.</p>

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

[SET COMMENTS]

<p>This set capitalizes on Lanturn's great Special Defense stat. Pair this with its great defensive typing and ability in Volt Absorb and you find yourself a stellar tank. Scald starts off the moveset, potentially crippling incoming counters such as Abomasnow and Virizion. What makes Volt Switch such a great move on Lanturn is the fact that it has poor base Speed, meaning that it almost always will move last giving a safe switch-in opportunity to a team mate. The third slot is a toss up between Heal Bell and Toxic. The former move allows Lanturn to play more a team support role such as providing multiple chances for wall breakers to run havoc on the enemy party. Toxic is a great asset to have on board when dealing with opposing Lanturn, bulky water-types such as Suicune and Raikou. However one must be ware of Substitute Calm Mind variants who will find it easy to set up and start Calm Minding up on a failed Toxic attempt. Thunder Wave cripples the majority of the Underused metagame pretty hard, most of which sport rather decent Speed. This allows for slower teammates such as Rhyperior and Scrafty to avoid being as prone to being revenge killed by more agile threats. Most of these threats hits from the special side, meaning that Lanturn's great Special Defense will allow it to get the job done.</p>



[ADDITIONAL COMMENTS]

<p>The combination of HP and SpD evs allow Lanturn to avoid ever being 2hkoed by Choice Specs Zapdos' Hidden Power Grass. This spread has its drawbacks such as being unable to live a Leaf Blade from Life Orb Virizion (referenced below) however it generally isn't a good idea to stay in and the majority of the time there will be some chip damage on Lanturn. There is little use of investing in its Special Attack, so the remainder is thrown into its Def stat to help take hits from the likes of Choice Scarf Heracross and co. slightly better. Protect is a decent alternative to either Thunder Wave or Heal Bell to get the drop on Mienshao and scout choiced users in general.</p>

<p>
252 Atk Life Orb Virizion Leaf Blade vs. 204 HP / 96 Def Lanturn: 398-471 (90 - 106.5%) -- 37.5% chance to OHKO

252 Atk Life Orb Virizion Leaf Blade vs. 52 HP / 252 Def Lanturn: 330-390 (81.6 - 96.5%) -- guaranteed 2HKO after Leftovers recovery</p>


<p>Pokemon that lack many relevant resistances appreciate the slow Volt Switch that Lanturn provides, examples being Rhyperior and Weavile. As Lanturn typically lures in Grass-types such as Roserade, Shaymin and Virizion, Fire types (especially those that sport a pivot move ie. U-Turn) and Crobat make good partners as they have great synergy with Lanturn both offensively and defensively, being able to force out its counters after luring them with Volt Switch. One can take advantage of this turn and further gain momentum by U-turning out on a predicted switch. Entry hazards are very beneficial when using Lanturn as its impressive bulk can force quite alot of switches; Roserade and Bronzong spring to mind, both having great synergy with Lanturn and able to set up hazards. </p>

[Checks and Counters]

<p>When one thinks of counters to Lanturn, Grass-types immediately spring to mind. Roserade and Shaymin are the best counters due to their ability Natural Cure, allowing them to switch in without any fear. Abomasnow and Virizion come a close second, with the former having the additional advantage of nullifying Lanturn's much treasured Leftovers recovery. Virizion poses much more of an immediate threat, being able to end Lanturn swiftly with STAB Leaf Blade.</p>

<p>Hitting Lanturn with physical attacks is generally the way to go. Heracross can take hits relatively well from Lanturn and deal hefty damage with either of its STAB attacks while possibly possessing Guts as its ability, meaning that Lanturn has to be wary of possibly inflicting it with a status condition. Gligar and Flygon both outpace and can scare Lanturn with a Super effective Earthquake however cannot reliably take a hit in return.</p>

<p>Whilst Lanturn does have Heal Bell to ward of status, it has limited pp and limited opportunities to safely used it in the high paced metagame of BW UU. Thus, status can put alot of pressure on it and is ideally the best way for stall based to teams to remove it from the battle.</p>
 
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