NU Lanturn

Darnell

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QC Checks: Punchshroom / Soulgazer / Dat Blast
GP Checks: horyzhnz / fleurdyleurse

Overview
########
  • Reliable Abilities
  • Can gain momentum with Volt Switch
  • Access to support moves such as Thunder Wave and Heal Bell
  • Good coverage
  • Unique typing in the whole tier
  • Resists Steel, Flying, Ice and Fire; nullifies Water and Electric moves based on the ability being used
  • No reliable recovery
  • Average stats overall
Supportive Pivot
########
name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Toxic / Thunder Wave
ability: Volt Absorb
item: Leftovers
evs: 40 HP / 252 Def / 216 SpD
nature: Calm

Moves
========
  • Scald helps Laturns' poor Defense stat by spreading burn and is a reliable STAB move
  • Volt Switch can allow you to gain momentum
  • Heal Bell is to provide support to the team and keep them free of status
  • Toxic is for Pokemon such as Seismitoad which have no problem dealing with any of the moves above
  • Thunder Wave spreads paralysis on the opposing team
Set Details
========
  • Can run Bold as it avoids getting 2HKO from LO Magmortar's Earthquake without Stealth Rocks
  • EVs allow Lanturn to hit Leftovers number and take hits from physical and special Pokemon
  • Calm Nature to take Specially Defensive hits better while at the same time investing EVs in Defense.
  • Leftovers as it has unreliable recovery; having to rely on Rest isn't good
  • The no Speed EVs allow a slow Volt Switch; this means that Lanturn takes the damage before using Volt Switch and gives the one coming in a free switch-in

Usage Tips
========
  • Gaining momentum for your team
  • Burning Pokemon
  • Spreading status and recovering your own teams ones
  • Take hits from both sides
  • Help frail Pokemon come in and setup if needed
  • Balance teams

Team Options
========
  • Support with bulky Grass types with recovery such as Tangela, Roselia and Vileplume
  • Bulky Torterra works well with Lanturn due to its weaknesses being covered by Lanturns dual typing; it can also absorb grass attacks coming towards Lanturn and if bulky, can take physical hits well
  • Weezing has access to Levitate and can take Grass attacks which are handed out
  • Cryogonal can take Grass hits, is immune to Earthquake and can remove hazards with Rapid Spin
  • Scyther; resists Grass attacks by 4x, has access to Roost and also gain momentum with U-turn making an effective VoltTurn
  • Hard hitters such as Zangoose really enough the free switch from the slow Volt Switch giving it a switch-in to a Pokemon that is most likely going to be scared out; giving you a free turn to setup
Choice Specs
########
name: Choice Specs
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Thunderbolt
ability: Volt Absorb
item: Choice Specs
evs: 196 HP / 252 SpA / 60 Spe
nature: Modest

Moves
========
  • Ice Beam allows Lanturn to not get walled by Dragon-types and Grass-types which resist both its STAB moves
  • Scald has 100% and the chance to burn the opponent
  • Hydro Pump has more power than Scald but you have to risk the chance of missing
  • Volt Switch is for the momentum again
  • Hidden Power Grass is to hit Seismitoad and other Lanturns'
  • Thunderbolt is also another option for a hard hitting STAB move. An electric move without being forced to switch and more people

Set Details
========
  • Choice Specs and max Special Attack(Modest) to ensure you're getting the most out of the attacks used
  • Volt Absorb to recover health from those Electric attacks rather than Water Absorb since it already resists water type moves
  • 60 Spd is to outspeed neutral Seismitoad and be able to check it with Hidden Power Grass
Usage Tips
========
  • Natural bulk allows Lanturn to take hits unlike other Choice Specs users which are frailer due to their defense
  • Works as an offensive pivot
  • Gives setup sweepers a free switch in after using Volt Switch
  • Longer durability when played right with ability than other Choice Specs users
  • Offensive and Balance teams
Team Options
========
  • Paired well with Lilligant and Exeggutor which can absorb Ground/Grass attacks and get a free Quiver Dance, Sleep Powder or weather.
  • Flying types such as Xatu, Vivillon and Swellow appreciate a Pokemon able to gain HP from one of their weaknesses(Electric)
  • Reliable Pokemon in a VoltTurn team
  • Scyther can provide a great synergy with Lanturn with its Volt Switch and U-turn shenanigans. You'll be able to keep your momentum going while the opponent fears the attacks and is forced to switch constantly
  • Torterra can set up Stealth Rock while opponent keeps switching due to momentum; withering away their health slowly. Lanturn can also take Flying, Ice and Fire attacks; 3/4 of Torterras' weaknesses
Other Options
########
  • Surf
  • Really open movepool
  • Rest + Sleep Talk
  • Hidden Power Fire
  • Agility
Checks & Counters
########

**Grass-types**: Special Grass types such as Sceptile, Exeggutor and Roselia can take any burns from Scald and resist both of Lanturns' STAB moves; they'll easily take any attack provided it isn't running the Choice Specs set. They threaten out Lanturn with their STAB Grass moves and can easily work around it by setting up Substitute and hazards while Lanturn switches.

**Ground-types**: Only Ground type which can counter is Seismitoad with its Water Absorb ability but others can't switch in due to Scald; taking a super effective hit and a chance of burn occuring. Ground types faster than Lanturn can check such as Torterra, Golurk and offensive Rhydon with Earthquake or force it to switch out.

**Lanturn**: Without the Choice Specs HP Grass or Toxic, you'll find yourself being walled by another Lanturn

**Hard hitters**: Such as Choice Band Sawk, Zangoose, Life Orb Kabutops and Kangaskhan can easily 2HKO or OHKO Lanturn due to their raw power depending on how much health Lanturn still has when they dish out the attack

**Hazards**: You want to keep hazards away from your team when Lanturn is trying to Volt Switch and gain momentum constantly otherwise you'll find Lanturns health going down and putting a stop to the amount of times you can keep switching in and out; Leftovers isn't reliable enough to gain back your HP


Overview
########
Lanturn is a great support and offensive Pokemon; it can gain momentum with Volt Switch, which can be beneficial to the team. Its abilities, Volt Absorb and Water Absorb, are useful, as they allow Lanturn to gain back HP when hit by a Electric- or Water-type move, respectively, but Volt Absorb is preferred because Lanturn is already resistant to Water-type attacks. It has a unique Water / Electric typing, which gives it resistances to Steel-, Flying-, Ice-, and Fire-type moves; its typing is only shared this with its pre-evolution, Chinchou and Rotom-W, which is in OU. Although it has access to support moves such as Thunder Wave and Heal Bell, it lacks reliable recovery apart from the subpar Rest.

Supportive Pivot
########
name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Toxic / Thunder Wave
ability: Volt Absorb
item: Leftovers
evs: 40 HP / 252 Def / 216 SpD
nature: Calm

Moves
========
Scald is a reliable STAB move that helps Lanturn's poor Defense by crippling physical attackers with burn, halving their Attack. Having Volt Switch on Lanturn can allow it to gain momentum for your team when used effectively, and the fact that Lanturn has no Speed EVs ensures Lanturn will take hits and allow a frail Pokemon to come in after. Heal Bell is to keep Lanturn's teammates clear of status. Toxic aids Lanturn against problematic Pokemon such as Seismitoad, which has no problem dealing with the moves used on this set due to its typing and Water Absorb ability. Thunder Wave can also be used as an option to spread paralysis on the opposing team.

Set Details
========
A Calm nature allows Lanturn to take hits better and still invest EVs in Defense to take hits from both sides. Leftovers is used, as Lanturn has unreliable recovery, and Rest isn't used all too much. The lack of Speed EVs allow a slow Volt Switch which means that Lanturn takes the damage before using Volt Switch and gives the Pokemon coming in a free switch. Lanturn can also consider running a Bold nature, as it avoids getting 2HKOed by Life Orb Magmortar's Earthquake without Stealth Rock on the field with one.

Usage Tips
========
This set is to be used as a bulky pivot. Lanturn is used to gain momentum for the team with Volt Switch; however, you'll have to be cautious with when to use it, due to the ubiquity of Seismitoad. Lanturn is also used for spreading burns with Scald and keeping the team free of status with Heal Bell. It is quite bulky overall, due to the EVs that are invested in both Defense and Special Defense. Lanturn allows frail Pokemon on the team to come in and set up if needed; they can then potentially sweep or clean up the rest of the battle. This sort of strategy and usage is preferred on balanced or offensive teams.

Team Options
========
Lanturn struggles to damage Grass-types, so support from bulky Grass types with access to recovery, such as Tangela, Roselia, and Vileplume, is really appreciated. Bulky Torterra works well with Lanturn, due to its Ice, Fire, and Flying-type weaknesses being easily covered by Lanturn. Torterra can take physical hits well and has access to Stealth Rock; this can be advantageous, due to the opponent having to keep switching out from Lanturn and the teammate that comes in through Volt Switch. Weezing has access to Levitate and can take Grass-type attacks. Cryogonal is a good specially defensive wall that can also take Grass-type hits and is immune to Earthquake; it can also remove hazards with Rapid Spin.

Scyther has excellent synergy with Lanturn, thanks to its Flying / Bug typing that gives it a 4x resistance to Grass-type attacks. Scyther also has access to Roost and can gain momentum similarly to Lanturn with its STAB U-turn, forcing Pokemon to switch or take a hard hit; this forms an effective VoltTurn core. Hard hitters such as Zangoose really like the slow Volt Switch, which can be used to switch a hard hitter in on a Pokemon that is most likely going to be scared out, therefore giving it a free turn to set up.

Choice Specs
########
name: Choice Specs
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Thunderbolt
ability: Volt Absorb
item: Choice Specs
evs: 196 HP / 252 SpA / 60 Spe
nature: Modest

Moves
========
Scald has 100% accuracy and the chance to burn your foe, whereas Hydro Pump has more power than Scald if you're willing to risk the chance of the attack missing. Volt Switch is used for gaining momentum. Ice Beam is to ensure that Lanturn is not walled by Dragon- and Grass-types, which resist both of Lanturn's STAB moves. Hidden Power Grass is to catch the unsuspecting Seismitoad. Thunderbolt, however, is also another option for a hard-hitting Electric STAB move which doesn't force Lanturn to switch out.

Set Details
========
Choice Specs, a Modest nature, and maximum Special Attack investment ensures that Lanturn hits as hard as possible. Volt Absorb is instead of Water Absorb, as Lanturn already resists Water-type attacks. The 60 Speed EVs are to outspeed neutral Seismitoad and be able to check it with Hidden Power Grass; however, you don't want to be switching Lanturn in on it unless you're sure it is going to use Scald.

Usage Tips
========
This set should be used as an offensive pivot. The momentum of Volt Switch is still there and although it may be faster with those 60 Speed EVs invested, loads of Pokemon will still outspeed Lanturn, allowing it to take the hit and let another Pokemon come in unscathed. Lanturn doesn't want to take too many hits though, but you'll soon find it has more durability than other Choice Specs users. This set, similar to the supportive pivot set, can be used on offensive and balanced teams.

Team Options
========
Lanturn pairs with Lilligant and Exeggutor which can absorb Ground and Grass-type attacks and get a Quiver Dance, Sleep Powder, or a hard hit off against the foe. Flying-types such as Xatu, Vivillon, and Swellow appreciate Lanturn as it absorb Electric-type attacks, which they are weak to. Due to Lanturn having Volt Switch it can easily be effective on a VoltTurn team. Scyther can form a VoltTurn core with Lanturn with U-turn; you'll constantly be able to keep momentum as the opponent fears the attacks and is forced to switch constantly. Torterra can set up Stealth Rock while the opponent is continually forced to switch; whittling away their health slowly.

Other Options
########
Surf can be used on Lanturn as it hits harder than Scald but doesn't have the chance to miss like Hydro Pump does. Rest + Sleep Talk can be used with a bulky EV spread with Scald and Volt Switch being the other two moves, allowing Lanturn to recover HP however, this set is completely walled by Seismitoad. Hidden Power Fire is an option as it allows Lanturn to hit Ferroseed hard, thinking that it can come in and potentially catching it off guard. Agility can also be used to raise Lanturn's Speed; however, the fact that slow Volt Switches are really useful and you'll be switching out anyway can really put this to waste.

Checks & Counters
########
**Grass-types**: Special Grass-types, such as Sceptile, Exeggutor, and Roselia, don't mind the burn from Scald and resist both of Lanturn's STAB moves. They'll easily take any attack provided Lanturn isn't running the Choice Specs set. They threaten out Lanturn with their STAB Grass-type moves and easily work around it by setting up Substitutes and entry hazards.

**Ground-types**: The only Ground-type that can counter Lanturn is Seismitoad with its Water Absorb ability but others can't switch in due to Scald; none enjoy taking a super effective hit and risking the chance of a burn. Ground-types faster than Lanturn, such as Torterra, Golurk, and offensive Rhydon with Earthquake, can check it or force it to switch out.

**Lanturn**: Without Hidden Power Grass or Toxic, Lanturn will be find itself being walled by opposing Lanturn

**Hard hitters**: Choice Band Sawk, Zangoose, Life Orb Kabutops, and Kangaskhan can easily 2HKO or OHKO Lanturn due to their raw power.

**Entry Hazards**: Entry hazards should be kept off the field when Lanturn is trying to Volt Switch and gain momentum, or you'll find that Lanturn won't be able to keep switching in and out, as Leftovers isn't reliable enough to gain back the HP lost from entry hazards.
 
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Darnell

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Feel free to suggest anything to me, will do more and check back when I get home tomorrow; tired and going to bed now, night!

EDIT: I APOLOGIZE IN ADVANCE IF I SUCK :< Really wanted to start some where with analysises
 
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Why is the first thing that comes to my mind is Stockpile in OO...? Uch. I'll correct your stuff later when it's done.
 

Punchshroom

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evs: 40 HP / 96 Def / 208 SpD
For the record, even going 252 Def would leave Lanturn with 8 leftover EVs, so maybe 48 HP / 252 Def / 208 SpD?

You can make a small mention of Bold in Set Details, as it allows Lanturn to avoid the 2HKO from LO Magmortar's Earthquake all of the time (without SR).
 

Blast

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I don't think Ice Beam should be on the defensive set because it's piss weak:

0 SpA Lanturn Ice Beam vs. 252 HP / 0 SpD Vileplume: 112-134 (31.6 - 37.8%) -- 0.2% chance to 3HKO after Black Sludge recovery
0 SpA Lanturn Ice Beam vs. 200 HP / 0 SpD Dragalge: 88-104 (27.4 - 32.3%) -- guaranteed 4HKO
0 SpA Lanturn Ice Beam vs. 0 HP / 4 SpD Sceptile: 118-140 (41.9 - 49.8%) -- guaranteed 3HKO

Status moves / Scald are better at crippling Grasses anyway or just Volt Switching out on the switch to gain momentum, so I think it should be removed
 
why would your use HP Fire on La turn? i dont rally think iets worth a mention, the power sucks And inly hits grass-types that ice beam does beter.
 
So how crazy am I to think RestTalk, SubCharge, or Rain Setter. Honestly I like RestTalk, I remember SubCharge, but not a fan imo, and Rain Dance is ok tho. Ludicolo sweep anyone?
 

Punchshroom

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Mention its plethora of useful resistances in the Overview.

Support set's Usage Tips should mention that it is best used on balance teams, like how Specs Lanturn suits offensive teams (or possibly even balance as well). Emphasize the slow Volt Switch too.

Thunder Wave spreads paralysis on the opposing team
Toxic is for Pokemon such as Seismitoad which have no problem dealing with any of the moves above
Switch this around, according to the order of the moves listed on the set.

EVs allow Lanturn to hit Leftovers number and take hits from physical and special Pokemon
Oh shoot, I forgot the extra 8 EVs messes up this number. You either need to rephrase this, or dump the EVs into another stat (although putting it into Special Defense does not seem to make any notable difference at all).

Scald has 100% and the chance to burn the opponent
Hue jk :P

QC 1/3
 
Dump it in SpA or Speed
No reason to ever use Surf over Scald or Hydro Pump imo so honestly even in OO I question it
 

Darnell

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Mention its plethora of useful resistances in the Overview.

Support set's Usage Tips should mention that it is best used on balance teams, like how Specs Lanturn suits offensive teams (or possibly even balance as well). Emphasize the slow Volt Switch too.


Switch this around, according to the order of the moves listed on the set.


Oh shoot, I forgot the extra 8 EVs messes up this number. You either need to rephrase this, or dump the EVs into another stat (although putting it into Special Defense does not seem to make any notable difference at all).


Hue jk :P

QC 1/3
Thanks! This has been implemented ;_; It does feel like Scald always wants to burn when used against you, haha

Dump it in SpA or Speed
No reason to ever use Surf over Scald or Hydro Pump imo so honestly even in OO I question it
I put it in Special Attack and yeah; Surf got moved to OO
 

soulgazer

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add torterra in team option bulky grass set #1, and i dont rly think rotom-frost works well with lanturn, add stuff on balance that likes a slow volt switch, like zangoose and other hard hitters

for specs set, remove Pelipper. water typing is a bit redundant and doesnt work much. needs more scyther

in c&c, mention hard hitters. CB Sawk, Zangoose, and even Kangaskhan can easily 2HKO or even OHKO. try to mention other things too. Lanturn doesn't like entry hazards too has it limits its survivability and makes it easy to wear it down as it isnt that fast and only has leftovers to gain health

Darnell do that and 2/3
 

Darnell

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add torterra in team option bulky grass set #1, and i dont rly think rotom-frost works well with lanturn, add stuff on balance that likes a slow volt switch, like zangoose and other hard hitters

for specs set, remove Pelipper. water typing is a bit redundant and doesnt work much. needs more scyther

in c&c, mention hard hitters. CB Sawk, Zangoose, and even Kangaskhan can easily 2HKO or even OHKO. try to mention other things too. Lanturn doesn't like entry hazards too has it limits its survivability and makes it easy to wear it down as it isnt that fast and only has leftovers to gain health

Darnell do that and 2/3
Thanks Soul! Ready for the last QC check :]
 
Darnell so mean. -_- Warns me in Tourney Room :,(
Scald has 100% accuracy* It just makes me twitch when I see 100% and ... 100% WHAT .-.
Also, can I say Icy Wind for OO(better than Ice Beam) and Confuse Ray(I mean ParaFusion amirite?).
 

Darnell

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Darnell so mean. -_- Warns me in Tourney Room :,(
Scald has 100% accuracy* It just makes me twitch when I see 100% and ... 100% WHAT .-.
Also, can I say Icy Wind for OO(better than Ice Beam) and Confuse Ray(I mean ParaFusion amirite?).
I'm not mean...if I warn you on PS!, you've done something bad but not sure why that was brought up on an analysis
I honestly don't think Icy Wind deserves to be in OO and I brought it up with someone from the QC; they agreed. I'll leave it for now, thanks.
 

Blast

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There's no need to mention Water Absorb in the Overview since it's not on a main set

QC 3/3
 

Punchshroom

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Has excellent coverage for only two weaknesses(Ground and Grass)
Now that I look at it, I don't actually get what this means. Does this mean Lanturn has good offensive coverage, or defensive coverage (resists a lot of relevant types in the tier)? If it's the former, why bother mentioning its weaknesses as a detriment to its coverage (especially Ground-types)?
 

Darnell

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There's no need to mention Water Absorb in the Overview since it's not on a main set
QC 3/3
Thank you Dat Blast ^_^
Now that I look at it, I don't actually get what this means. Does this mean Lanturn has good offensive coverage, or defensive coverage (resists a lot of relevant types in the tier)? If it's the former, why bother mentioning its weaknesses as a detriment to its coverage (especially Ground-types)?
I changed it up to just 'Good coverage' but I was trying to imply offensive as to Water attacks for Ground types and Ice attacks from Grass; just worded it very wrong :o

I'll be writing this up when I get home later on
 

Timbuktu

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Here's an amcheck :)

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Comments

Overview
########
Lanturn is an excellent Pokemon; when wanting to it gains excellent momentum due to having Volt Switch. It has both Volt Absorb and Water Absorb as reliable abilities although, but Volt Switch is preferred. It has a unique typing of Water/Electric, only sharing this with its pre-evolution; Chinchou and Rotom-W. Although it has access to support moves, such as Thunder Wave and Heal Bell, it lacks reliable recovery as since Rest just isn't good enough is very subpar.

Lanturn resists Steel-, Flying-, Ice-, and Fire-types and nullifies Electric-types or Water-types, depending on the ability being used. It would be better to Resisting Electric-types would be beneficial to Lanturn, since as it already resists Water-types with its typing;. Overall, Lanturn has average stats. This ending doesn't really pertain to the rest of this paragraph since you never mentioned anything about Lanturn's stats. Changing this to something like "Overall, Lanturn is a decent Pokemon with average capabilities." would be better.

Supportive Pivot
########
name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Toxic / Thunder Wave
ability: Volt Absorb
item: Leftovers
evs: 40 HP / 252 Def / 216 SpD
nature: Calm

Moves
========
Scald is a reliable STAB move that for helpsing Lanturns' poor Defensive stat by spreading crippling physical attackers with burn and is a reliable STAB move. Having Volt Switch on Lanturn can allow you to gain momentum for your team when used effectively. Heal Bell is to provide support to the team and (redundant) keep them Lanturn's teammates clear of status. Toxic aides Lanturn against problematic Pokemon, is for problematic Pokemon that Lanturn deals with such as Seismitoad, which has no problem dealing with the moves listed above used on this set due to its typing and Water Absorb ability. Thunder Wave can also be used as an option to spread paralysis on the opposing team.

Set Details
========
The Calm nature is to take for taking Specially Defensive hits better and for allowing Lanturn to still investing EVs in Defense to take hits from both sides. Leftovers is used, as an item as Lanturn has unreliable recovery, and Rest isn't used all too much. The no lack of Speed EVs allow a slow Volt Switch, which means that Lanturn takes the damage before using Volt Switch and gives the Pokemon coming in a free switch-in. You Lanturn can run Bold nature, as it avoids getting 2HKOed from Life Orb Magmortars' Earthquake without Stealth Rock on the field.

Usage Tips
========
This set is too be used as a bulky pivot. Lanturn is used to gain momentum for the team with Volt Switch; however, you'll have to be cautious with when to use it, due to an easy switch the shut down by Seismitoad avoiding that. Lanturn is also used for spreading burns with Scald while at the same time and keeping the team healthy from of status with Heal Bell. It is built in taking hits from both sides with both Defensive and Specially Defensive, due to the EVs that are invested in both Defense and Special Defense defenses not to mention the ability. this doesn't really have to do with the fact that it is doubly defensive. Lanturns allows frail Pokemon on the team to come in and setup if needed; they can then and potentially sweep or clean-up the rest of the battle;. This sort of strategy and usage is preferred to be used on balanced or offensive teams.

Team Options
========
Lanturn struggles to damage Grass-types, so support from bulky Grass-types with access to recovery, is really appreciated such as Tangela, Roselia, and Vileplume, is really appreciated. Bulky Torterra works well with Lanturn, due to its Ice-, Fire-, and Flying-type weaknesses being easily absorbed due to by its typing. Torterra can take physical hits well and also has access to Stealth Rock; this can be taken advantage of adventageous, due to the opponent having to keep switching out from Lanturn and Volt Switch momentum. Weezing has access to Levitate and can take Grass-type attacks, which are made to hit Lanturn. Cryogonal is a good Specially Defensive wall which that can also take Grass-type hits and is immune to Earthquake.; It it can also remove hazards with Rapid Spin.

Scyther is an has excellent synergy with Lanturn, due to its quad resistanceing to Grass-type attacks by four from its Flying/Bug typing. Scyther also has access to Roost and can gain momentum similar to Lanturn with its STAB U-turn, forcing Pokemon to switch or take a hard hit; this method proves to be an effective VoltTurn. Hard hitters, such as Zangoose, really like the free switch from the slow Volt Switch, which can be used to come in on a Pokemon that is most likely going to be scared out, therefore giving it a free turn to set-up.

Choice Specs
########
name: Choice Specs
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Thunderbolt
ability: Volt Absorb
item: Choice Specs
evs: 196 HP / 252 SpA / 60 Spe
nature: Modest

Moves
========
Scald has 100% accuracy and the chance to burn your opponents, whereas Hydro Pump has more power than Scald; only use it if you're willing to risk the chance of missing. Volt Switch just has to be abused in is a necessity for gaining momentum; when aided with and how that this is Choice Specs, you'll Lanturn will be doing even more damage. Ice Beam is to ensure that Lanturn is not walled by Dragon-types and Grass-types, which resist both of Lanturn's' STAB moves. Hidden Power Grass is to catch the unsuspecting Seismitoad, due to it thinking that it can take any hits thought to be invincible to Lanturn's attacks. Thunderbolt, however, is also another option, due to it being a hard hitting Electric-type STAB move which that doesn't force you Lanturn to switch out.

Set Details
========
The Choice Specs, and max Special Attack from the 252 SpA EVs, and Modest nature is to ensure that Lanturn is getting the most out of the its attacks being used. Used to recover health from Electric-type attacks, Volt Absorb to recover health from Electric attacks is the preferred ability over rather than Water Absorb, as since Lanturn's' typing makes it so that it already resists Water-type moves. The 60 Speed EVs is used to outspeed neutral Seismitoad and be able to check it with Hidden Power Grass; you don't want to be switching in on it however unless you're sure Scald is coming.

Usage Tips
========
The natural bulk of Lanturn's natural bulk allows it to take hits unlike other Choice Specs users which that may have poor Defenses thereby making them frail. Lanturn is a great support pivot, but there is no reason why it can't be an offensive pivot either; and this set shows exactly why. The momentum of Volt Switch is still there present, but although it may be faster with those 60 Speed EVs invested,. Loads of Pokemon will still outspeed Lanturn, allowing Lanturn it to take the hit and another Pokemon to come in. Lanturn doesn't want to take too many hits, though but you'll soon find it has a longer durability than other Choice Specs users. This sort of set, similar to the supportive pivot, can also be seen on offensive and balanced teams.

Team Options
========
Lanturn is paired well with Lilligant and Exeggutor, which can absorb Ground-types and Grass-type attacks, and get a Quiver Dance, or a Sleep Power, or a hard hit of against the Pokemon currently on the opposing side of the battle opposing Pokemon. Flying-types, such as Xatu, Vivillon, and Swellow, appreciate Lanturn ,as it can gain HP from their weakness to Electric-type attacks. Due to Lanturn having Volt Switch, it can easily be effective on a VoltTurn team. Scyther provides a great synergy with Lanturns Volt Switch and its U-turn shenanigans; you'll constantly be able to keep momentum as the opponent fears the attacks and is forced to switch constantly. Torterra can set up Stealth Rock while the opponent is continually forced to switch;, while withering away their health withers away slowly.

Other Options
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Surf can be used on Lanturn, as it hits harder than Scald but doesn't have the chance to miss like Hydro Pump does. Rest + Sleep Talk can be used with a bulky EV spread with Scald and Volt Switch being the other two moves allowing Lanturn to recover the HP. However, this set is completely walled by Seismitoad with no way of touching it. Hidden Power Fire is an option, as it allows you Lanturn to hit Ferroseed hard. The opponent will thinking that it can come in without risk of being caught and potentially catching it off guard. Agility can also be used to raise Lanturn's speed; however, the fact that slow Volt Switches are really useful and you'll be switching out anyways can really put this to waste.

Checks & Counters
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**Grass-types**: Special Grass types, such as Sceptile, Exeggutor, and Roselia, can take any burns from Scald and resist both of Lanturn's' STAB moves. They'll easily take any attack provided it Lanturn isn't running the Choice Specs set. They threaten out Lanturn with their STAB Grass moves and can easily work around it by setting up Substitute and entry hazards. In the meantime, while Lanturn switches fearing a Grass-type move coming.

**Ground-types**: The only Ground type which that can counter is Seismitoad. With its Water Absorb ability, it has a distinct advantage over but others; however, it can't switch in due to Scald;. Seismitoad cannot take taking a super effective hit and a chance of burn occurring. Ground-types faster than Lanturn can check, such as Torterra, Golurk and offensive Rhydon with Earthquake, can check it or force it to switch out.

**Lanturn**: Without the Choice Specs HP Grass or Toxic, Lanturn will be find itself being walled by another Lanturn.

**Hard hitters**: Hard hitters, Such such as Choice Band Sawk, Zangoose, Life Orb Kabutops, and Kangaskhan, can easily 2HKO or OHKO Lanturn, due to their raw power, depending on how much health Lanturn still has when they dish out the attack.

**Entry Hazards**: You want to keep entry hazards away from your team when Lanturn is trying to Volt Switch and gain momentum constantly; otherwise, you'll find Lanturn's health going down and putting a stop to the amount of times you can keep switching in and out;. Leftovers isn't reliable enough to gain back your HP.


Remember the Oxford comma :>
 

Darnell

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**Ground-types**: The only Ground type which that can counter is Seismitoad. With its Water Absorb ability, it has a distinct advantage over but others; however, it can't switch in due to Scald;. Seismitoad cannot take taking a super effective hit and a chance of burn occurring. Ground-types faster than Lanturn can check, such as Torterra, Golurk and offensive Rhydon with Earthquake, can check it or force it to switch out.
**Ground-types**: The only Ground type that can counter is Seismitoad. With its Water Absorb ability, it has a distinct advantage over others; however, it can't switch in due to Scald; Seismitoad cannot take a super effective hit and a chance of burn occurring.

Made some of the changes Tim! Thank you! I think you got confused in some sections however ?_?

I mentioned Water Absorb and then you tell me to change the writing so it says... 'Seismitoad cannot take a super effective hit and a chance of burn occurring.'
 

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