Lanturn (Update) [GP 2/2]

Triangles

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[Overview]

<p>With an excellent typing that makes it one of the three Pokemon resistant to the BoltBeam combination in ADV (and the only one that can be called bulky by any stretch of the word), good special bulk, excellent type synergy with Pokemon such as Skarmory and Gyarados, and the ability to spread paralysis around the opposing team, Lanturn is a decent choice for standard teams. It is also one of the few Pokemon that can effectively stop offensive Calm Mind Suicune, a huge threat which many teams have difficulty dealing with. However, Lanturn lacks firepower without large investment in Special Attack, suffers a crippling weakness to very common Ground-type attacks, and cannot phaze, and as such is setup fodder for Pokemon such as Calm Mind Celebi and Curse Snorlax. It is also vulnerable to all forms of passive damage and hates poison unless it uses a RestTalk set. Nonetheless, its glut of resistances and immunities to common attacks and good bulk make it a worthwhile addition to most teams needing a bulky Water-type.</p>

[SET]
name: RestTalk
move 1: Thunderbolt
move 2: Surf / Ice Beam
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Volt Absorb
nature: Modest
evs: 40 HP / 252 SpA / 216 SpD

[SET COMMENTS]

<p>This Lanturn acts as a status absorber and check to Water-types bar Swampert, also walling Electric-types to a certain extent. It is also very durable, with reliable recovery in Rest and Volt Absorb constantly bringing it back up to high health. Sleep Talk stops it from being dead weight when asleep and also means that Lanturn does not require cleric support. Thunderbolt is a powerful STAB move that provides decent coverage alongside Surf. However, Ice Beam provides better coverage in general, allows Lanturn to hit Zapdos harder, and also puts a large dent into Grass- and Dragon-types that love to switch in on it, such as Venusaur and Flygon, respectively. Celebi, however, shrugs off Ice Beam damage and can Recover any lost health. This set is easily trapped and killed by Dugtrio as it has to Rest at some point, which allows Dugtrio to switch in freely; Dugtrio can alternatively come in on a predicted Thunderbolt.</p>

[ADDITIONAL COMMENTS]

<p>The given spread here allows Lanturn to reach 401 HP, which means that it can survive five Seismic Tosses with Leftovers recovery, switch into three layers of Spikes four times, and also survive eight turns of Leech Seed damage. Maximum Special Attack and a Modest nature allow it to deal decent damage. The rest of the EVs are placed in Special Defense to maximize Lanturn's special bulk. Skarmory is an awesome partner for this set because of its Ground-type immunity, 4x resistance to Grass-type attacks, and ability to check physical threats to Lanturn, such as Snorlax and Salamence. In return, Lanturn can switch into Electric- and Fire-types attacks while beating counters to Skarmory, such as Starmie, one-on-one. When using this set, make sure that you attack first with Surf or Ice Beam as opposed to Thunderbolt so that Dugtrio cannot freely switch in. Be careful about when you Rest as well.</p>

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

[SET COMMENTS]

<p>This set, as opposed to absorbing status like the RestTalk set, aims to spread status of its own around the opponent's team. It is best utilized alongside Spikes support, as Spikes puts opponents in a catch-22 situation when switching: they are forced to make the difficult decision between staying in on Lanturn while confused and possibly taking confusion damage or switching out and taking Spikes damage. Parafusion is also an excellent method to allow your hard-hitting Pokemon to switch in with more ease. Thunder Wave and Confuse Ray are the two most important moves on this set as they form the parafusion combination, while Thunderbolt is an obligatory STAB. There are two choices for the last slot—Surf provides another reliable STAB and Ice Beam is an option for better type coverage, especially on the Grass-types that Lanturn despises. The issues with this set are its lack of reliable recovery aside from Volt Absorb and its vulnerability to being stalled and/or poisoned, because, despite the fact that it can switch into Electric-type attacks with impunity and gain health back from them, a good opponent will predict Lanturn switch-ins once he has seen it, and the benevolent anglerfish will soon be worn down, be it by Spikes, sandstorm, status, or simply prediction.</p>

[ADDITIONAL COMMENTS]

<p>This set synergizes excellently with all three of OU's premier Spikes users—Cloyster, Forretress, and Skarmory—not only type-wise, but also by forcing switches through inflicting confusion. Cloyster is also a large help for Lanturn in that it spins away the Spikes that this Lanturn dislikes. This set also works well alongside sweepers and hard hitters such as Gyarados and Aerodactyl. Not only does Lanturn make it easier for them to switch in and hit hard or set up by paralyzing and confusing the opponent's Pokemon, the two aforementioned hard-hitters also bait Electric-type moves for Lanturn to switch into and recover from. A large issue with this set is that many Electric-types have now decided to favor Hidden Power Grass or Toxic over Hidden Power Ice to hit Swampert, and this indirectly reduces Lanturn's effectiveness when switching into them. This set is easily worn down by status, and as such, clerics in general make good partners. When using this set, like the RestTalk set, attack first up with Surf or Ice Beam so Dugtrio can't just freely switch in and dispatch Lanturn.</p>

[Other Options]

<p>A set with Substitute and three attacks works well on Lanturn, in that it will prove to be a thorn in the side of typical stall teams that use a combination of Suicune, Zapdos, and Skarmory once Blissey and Celebi are removed. Therefore, Dugtrio makes a good partner for the aforementioned set due to its ability to remove its counters. However, this set is both setup fodder for Pokemon such as Curse Snorlax and unable to recover efficiently. Toxic is an interesting option to use over either Confuse Ray on the parafusion set or even Surf on the RestTalk set (although the latter is not recommended as it allows Dugtrio to get in freely) so that it can wear down counters such as Swampert. Hydro Pump is an alternative STAB option, but its low PP is an issue in drawn-out games, and it does not give enough extra power over Surf to merit its use. Thunder is actually a viable option on the RestTalk set if you want Lanturn to deal out status. However, its low accuracy is a major turn-off, because even though Lanturn is bulky enough to miss a few Thunders, it could miss a crucial KO on a threat such as a Cloyster that is Exploding.</p>

[Checks and Counters]

<p>Celebi is the best Lanturn counter in the game, resisting both its STAB moves, not fearing paralysis, and being able to Leech Seed the anglerfish and chip away at its HP. It can also set up Calm Mind on Lanturn with impunity. Swampert is immune to Electric-type attacks, takes little from Surf, and does heavy damage with Earthquake or sets up on it with Curse; it needs to watch out for Toxic, however. Snorlax has an awesome Special Defense stat, can take any hit that Lanturn dishes out, and sets up Curse on it fearlessly. Blissey stops Lanturn cold, but it can't really hurt it back. It will always win a stall war between the two, however. Metagross can take anything that Lanturn throws at it and can OHKO it with Earthquake. Venusaur resists both of Lanturn's STAB moves and can wear away at it with Leech Seed or hit it hard with Razor Leaf. It can even set up a Swords Dance on it. However, Venusaur needs to avoid paralysis and Ice Beam. Exeggutor is in the same boat as Venusaur, but it also needs to watch out for paralysis and Ice Beam if attempting to sweep. Dugtrio can trap and revenge kill Lanturn, but can't switch in on Surf or Ice Beam.</p>
 

gene

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lanturn should be written with uu in mind, there's no reason to mention all of these standards. its counters/checks in uu include grumpig, hypno, vileplume and meganium (must be careful with ice beam).

second, ice beam > surf. surf is an "other option" if that. thunder should not be used. the ice beam/thunderbolt/confuse ray/thunder wave set should be mentioned as its own separate set, not as a gimmick option.

lanturn should be ev'd for some defense and not just spdef. i don't remember what spread i used, but you will take physical hits too and you can't neglect def.
 

Triangles

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Ok, I'll take these points on, but this was intended to be an analysis for standard play as it is quite viable there, beating all Bulky Waters aside from Swampert and being the only BoltBeam resist that can be called bulky. It also acts as an excellent partner for stuff like Gyara, Skarm, and Mence. I understand and will take into consideration your points regarding Ice Beam being the choice over Surf, Thunder being unusable, the Parafusion set being its own set as opposed to an Other Options choice, and the physical Defense investment, but this was intended to be an analysis for the use of Lanturn in standard play, as it is indeed very underrated.
 

gene

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all uu analyses should be written for uu and only have a section for standard/ubers if it's actually viable there. (lanturn doesn't do shit in standard honestly)
 
Ok, I'll take these points on, but this was intended to be an analysis for standard play as it is quite viable there, beating all Bulky Waters aside from Swampert and being the only BoltBeam resist that can be called bulky.
1. switching your "aerodactyl or whatever has trouble with bulky waters" out for a mon that is extremely easy to wall and set up on aka lanturn is not exactly the way to beat bulky waters... they're still doing their job in that situation

2. boltbeam resistance is not relevant in rse ou

do this for UU
 

Tamahome

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There aren't many reasons you would use Lanturn competitively, but one of them is to counter Suicune with CM + 3 attacks, which is pretty tough to handle, and I noticed you didn't even mention that. Lanturn can't be considered a counter for bulky waters. Stop and think of all reliable bulky waters in today's metagame you'll find three: Swampert, Milotic, and Suicune. If Pert and Cune have Rest Lanturn can't beat them bar hax. I'd seriously take off the part in Overview section where you pretty much overhype Lanturn's qualities as you forget its best 'quality'.

Also mention how easy is for Dugtrio to kill Lanturn, since the latter really need Rest to survive the whole match. On top of that, I don't really think a set without TWave or Toxic can work. Just a reminder: with this set Lanturn will not stop Zapdos, considering the possibility of Toxic / HP Grass and is something to mention in the set description.

This analysis is not ready for an approval check yet, but I think as soon as you edit the stuff I mentioned it'll be pretty much ready to go if you keep it for OU.
 
as an avid lanturn user in adv i can say sub three attacks is pretty clutch against the zapdos suicune skarm teams. you just have to get rid of celebi or blissey, sub up, and do some wreckage. i haven't tried the set you mentioned, but i think the sub set at least deserves a reference somewhere.

not much to add i think.

fun pokemon in general.
 

gene

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why would an analysis of a uu pokemon that doesn't mention anything about the pokemon's place in the uu metagame get any approval checks
 

Pocket

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gene, this is an OU analysis, not an UU analysis, so there should be no mention of Lanturn's role in the UU metagame.
 

gene

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the point is: why make an ou analysis for a pokemon that hasn't ever been used in standard play? a few years ago all of the rs uu analyses were rewritten because they were written for standard play (and therefore 99% useless), why go back to that?
 

Oglemi

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Because the two analyses can be split, one for UU, one for OU.

http://www.smogon.com/rs/pokemon/lanturn

There seems to be enough consensus that Lanturn is usable in OU, and Triangles is willing to write the analysis for it (you saying that it isn't usable is fine, but there are enough players here to do think it is usable and outnumber you, for now anyway). This doesn't delete the UU analysis that's there. If someone else wants to update the UU analysis separately, they are free to do so.
 
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note to whoever does the second check: i think i fixed all the curly apostrophes but please double check!

[Overview]

<p>With an excellent typing that allows it to be one of the three BoltBeam resists in Advancemakes it one of the three Pokemon resistant to the BoltBeam combination in ADV (and the only one that can be called bulky by any stretch of the word), very good special bulk, excellent type synergy with thingsPokemon such as Skarmory and Gyarados, and the ability to spread paralysis around the opposing team, Lanturn is a decent choice for standard teams. Lanturn is also one of the few pPokesmon that can effectively stop Ooffensive CMalm Mind Suicune, a huge threat that not many teams are built to cater forheck, cold. However, Lanturn lacks firepower without large EV investment in Special Attack, suffers a crippling weakness to a very common physical attacking type - GroundGround-type attacks, and cannot phaze, and as such is setup fodder for things like CMPokemon such as Calm Mind Celebi and Curse Snorlax. It is also vulnerable to all forms of passive damage and hates poison unless it uses a RestTalk set. Nonetheless, its glut of resistances and immunities to common attacking types and good bulk make it a worthwhile choice for standard teams.</p>

[SET]
name: RestTalk
move 1: Thunderbolt
move 2: Surf / Ice Beam
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Volt Absorb
nature: Modest
evs: 40 HP / 252 Sp.AtkA / 216 Sp.DefD

[SET COMMENTS]

<p>This Lanturn acts as a status absorber, and alsos well as a check to Water-types bar Swampert and also Electric-types to a certain extent. It is very durable, with Volt Absorb constantly bringing it back up to high health, and also recovery inrecovery in both Volt Absorb and Rest. Sleep Talk stops it from being dead weight when asleep and also means that Lanturn does not require cleric support. Thunderbolt is a powerful STAB move whichthat provides decent coverage alongside Surf. However, Ice Beam provides better coverage in general, allows itLanturn to hit Zapdos harder, and also allows it to put a large dent into the Grass-types whichthat counter it such as Venusaur, and alsos well as Dragon-types that dare to switch in on it such as Salamence and Flygon. Celebi, however, shrugs off Ice Beam damage and can Recover any lost health. This set is easily trapped and killKOed by Dugtrio as at some stage, it has to Rest, which allows Dugtrio to switch in freely on the turn it does so, and trap and kill it.it has to Rest at some point, which allows Dugtrio to switch in freely; Dugtrio can alternatively come in on a predicted Thunderbolt.</p>

[ADDITIONAL COMMENTS]

<p>The given spread here allows Lanturn to reach 401 HP, which means that it can survive five Seismic Tosses with Leftovers recovery, switch into three layers of Spikes four times with 1 HP left, and also survive eight turns of Leech Seed damage with 1 HP left. Maximum Special Attack and a Modest nature allow it to deal decent damage as well as walling. The rest of the EVs are placed in Special Defense to maximiseze Lanturn's special bulk. Skarmory is an awesome partner for this set because of its Ground-type immunity, Grass double resist4x resistance to Grass-type attacks, and the ability to check physical threats to Lanturn such as Snorlax and Salamence. Lanturn also works excellently as a partner for Skarmory itself, with an immunity to the Electric-type attacks that Skarmory hates, a resistance to Fire-type attacks, and the ability to beat Skarmory counters 1 on 1 such as Starmie one-on-one. When using this set, make sure that you attack first with Surf/ or Ice Beam as opposed to Thunderbolt so that Dugtrio cannot freely switch in. Be careful about when you Rest as well.</p>

[SET]
name: Parafusion
move 1: Thunderbolt
move 2: Surf / Ice Beam
move 3: Thunder Wave
move 4: Confuse Ray
item: Leftovers
ability: Volt Absorb
nature: Modest
evs: 40 HP / 252 Sp.AtkA / 216 Sp.DefD

[SET COMMENTS]

<p>This set, as opposed to absorbing status like the firsRestTalk set, aims to spread status of its own around the opponent's team. This set is best utiliszed alongside Spikes support; in that with, as Spikes it puts the opponents in a Ccatch-22 situation about switching. T: they are forced to make the difficult decision between staying in on Lanturn while confused and possibly taking confusion damage, or switching out and taking Spikes damage. Parafusion is also an excellent method to allow your hard-hitting pPokesmon to switch in with more ease. (explain moveset here. it doesn't need to be more than a sentence or two, just something like "Thunder Wave and Confuse Ray form the crux of this set, as they [stuff]. Thunderbolt and Surf are reliable STAB options, while Ice Beam is usable to hit Grass- and Dragon-types super effectively.") The issues with this set are its lack of reliable recovery aside from Volt Absorb and also its vulnerability to being stalled and/or poisoned, because, despite the fact that it can switch into Electric-type attacks with impunity and gain health back from them, a good opponent will predict Lanturn switch-ins once ithe has seen Lanturnit, and the benevolent anglerfish will soon be worn down, be it by Spikes, sand, status, or simply prediction.</p>

[ADDITIONAL COMMENTS]

<p>This set synergiszes excellently with all three of OU's premier sSpikers - s users—Cloyster, Forretress, and Skarmory - not only type-wise, but it abuses the Spikesalso by forcing switches through inflicting confusion. Cloyster is also a large help for Lanturn in that it spins the Spikes that this Lanturn dislikes away. This set also works well alongside sweepers and hard hitters such as Gyarados and Aerodactyl. Not only does Lanturn make it easier for them to switch in and hit hard or set up by "Paraparalyzing and confusing" the opponent's pPokesmon, the two above forementioned hard hitters bait Electric-type moves for Lanturn to switch into and recover from. A large issue with this set is that many Electric-types have now decided to favour HP Grass or even in some cases,idden Power Grass or Toxic, over HPidden Power Ice to hit Swampert, and this indirectly reduces Lanturn's effectiveness when switching into Electricsthem. This set is easily worn down by status, and as such, clerics in general make good partners for this set. When using this set, like the previousRestTalk set, attack first up with Surf/ or Ice Beam.</p>

[Other Options]

<p>A set with Substitute and 3 Athree attacks set works well on Lanturn, in that it will prove to be a thorn in the side of typical stall teams that use a combination of Suciune/Zapdos/icune, Zapdos, and Skarmory once Blissey and/or Celebi are removed. Thuserefore, Dugtrio makes a good partner for the aforementioned set due to its ability to remove this Lanturn'its counters. However, this set is both setup fodder for stuff likePokemon such as Curse Snorlax and also unable to recover efficiently. Toxic is an interesting option to use over either Confuse Ray on the Parafusion set or even Surf on the RestTalk set (although the latter is very un-not recommended sinceas it allows Dugtrio to get in freely on anything) so that it can wear down its counters such as Swampert. Hydro Pump is an alternative STAB option, but its low PP is an issue in drawn-out games and it does not give enough extra power over Surf to merit its use. Thunder is actually a viable option on the RestTalk set if you want Lanturn to deal out status. However, its low accuracy is a major turn-off, because even though Lanturn is bulky enough to miss a few Thunders, it could miss a crucial KO, for example, on a threat such as a Cloyster that is Exploding.</p>

[Checks and Counters]

<p>Celebi is the best Lanturn counter in the game, resisting both its STAB moves, not fearing paralysis, and being able to Leech Seed the anglerfish and wear away at its HP. It can also set up Calm Minds on itLanturn with impunity. Swampert is immune to Electric-type attacks, takes little from Surf, and does very good damage to Lanturn with Earthquake or sets up on it with Curse. Swampert needs to watch out for Toxic, however. Snorlax has an awesome Special Defense stat, can take any hit that Lanturn dishes out, and sets up Curses on it fearlessly. Blissey stops Lanturn cold, but it can't really hurt it back. It will always win a stall war between the two, however. Metagross can take anything that Lanturn throws at it and can OHKO it with Earthquake. Venusaur resists both of Lanturn's STAB moves, and can wear away at it with Leech Seed or hit it hard with Razor Leaf. It can even set up a Swords Dance on it. However, Venusaur needs to avoid being paralysedis and Ice Beam. Exeggutor is in the same boat as Venusaur, but it also needs to watch out for paralysis and Ice Beam if attempting to sweep. Dugtrio can trap and revenge itkill Lanturn, but can't switch in on Surf or Ice Beam.</p>


[Overview]

<p>With an excellent typing that makes it one of the three Pokemon resistant to the BoltBeam combination in ADV (and the only one that can be called bulky by any stretch of the word), very good special bulk, excellent type synergy with Pokemon such as Skarmory and Gyarados, and the ability to spread paralysis around the opposing team, Lanturn is a decent choice for standard teams. Lanturn is also one of the few Pokemon that can effectively stop offensive Calm Mind Suicune, a huge threat that not many teams are built to cater for, cold. However, Lanturn lacks firepower without large EV investment in Special Attack, suffers a crippling weakness to very common Ground-type attacks, and cannot phaze, and as such is setup fodder for Pokemon such as Calm Mind Celebi and Curse Snorlax. It is also vulnerable to all forms of passive damage and hates poison unless it uses a RestTalk set. Nonetheless, its glut of resistances and immunities to common attacking types and good bulk make it a worthwhile choice for standard teams.</p>

[SET]
name: RestTalk
move 1: Thunderbolt
move 2: Surf / Ice Beam
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Volt Absorb
nature: Modest
evs: 40 HP / 252 SpA / 216 SpD

[SET COMMENTS]

<p>This Lanturn acts as a status absorber, as well as a check to Water-types bar Swampert and also Electric-types to a certain extent. It is very durable, with Volt Absorb constantly bringing it back up to high health, and also recovery in Rest. Sleep Talk stops it from being dead weight when asleep and also means that Lanturn does not require cleric support. Thunderbolt is a powerful STAB move that provides decent coverage alongside Surf. However, Ice Beam provides better coverage in general, allows Lanturn to hit Zapdos harder, and also allows it to put a large dent into the Grass-types that counter it such as Venusaur, as well as Dragon-types that dare to switch in on it such as Salamence and Flygon. Celebi, however, shrugs off Ice Beam damage and can Recover any lost health. This set is easily trapped and killed by Dugtrio as it has to Rest at some point, which allows Dugtrio to switch in freely; Dugtrio can alternatively come in on a predicted Thunderbolt.</p>

[ADDITIONAL COMMENTS]

<p>The given spread here allows Lanturn to reach 401 HP, which means that it can survive five Seismic Tosses with Leftovers recovery, switch into three layers of Spikes four times with 1 HP left, and also survive eight turns of Leech Seed damage with 1 HP left. Maximum Special Attack and a Modest nature allow it to deal decent damage. The rest of the EVs are placed in Special Defense to maximize Lanturn's special bulk. Skarmory is an awesome partner for this set because of its Ground-type immunity, 4x resistance to Grass-type attacks, and ability to check physical threats to Lanturn such as Snorlax and Salamence. Lanturn also works excellently as a partner for Skarmory itself, with an immunity to the Electric-type attacks that Skarmory hates, a resistance to Fire-type attacks, and the ability to beat Skarmory counters such as Starmie one-on-one. When using this set, make sure that you attack first with Surf or Ice Beam as opposed to Thunderbolt so that Dugtrio cannot freely switch in. Be careful about when you Rest as well.</p>

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

[SET COMMENTS]

<p>This set, as opposed to absorbing status like the RestTalk set, aims to spread status of its own around the opponent's team. This set is best utilized alongside Spikes support, as Spikes puts opponents in a catch-22 situation about switching: they are forced to make the difficult decision between staying in on Lanturn while confused and possibly taking confusion damage or switching out and taking Spikes damage. Parafusion is also an excellent method to allow your hard-hitting Pokemon to switch in with more ease. (explain moveset here. it doesn't need to be more than a sentence or two, just something like "Thunder Wave and Confuse Ray form the crux of this set, as they [stuff]. Thunderbolt and Surf are reliable STAB options, while Ice Beam is usable to hit Grass- and Dragon-types super effectively.") The issues with this set are its lack of reliable recovery aside from Volt Absorb and its vulnerability to being stalled and/or poisoned, because, despite the fact that it can switch into Electric-type attacks with impunity and gain health back from them, a good opponent will predict Lanturn switch-ins once he has seen it, and the benevolent anglerfish will soon be worn down, be it by Spikes, sand, status, or simply prediction.</p>

[ADDITIONAL COMMENTS]

<p>This set synergizes excellently with all three of OU's premier Spikes users—Cloyster, Forretress, and Skarmory—not only type-wise, but also by forcing switches through inflicting confusion. Cloyster is also a large help for Lanturn in that it spins the Spikes that this Lanturn dislikes away. This set also works well alongside sweepers and hard hitters such as Gyarados and Aerodactyl. Not only does Lanturn make it easier for them to switch in and hit hard or set up by paralyzing and confusing the opponent's Pokemon, the two aforementioned hard hitters bait Electric-type moves for Lanturn to switch into and recover from. A large issue with this set is that many Electric-types have now decided to favor Hidden Power Grass or Toxic over Hidden Power Ice to hit Swampert, and this indirectly reduces Lanturn's effectiveness when switching into them. This set is easily worn down by status, and as such, clerics in general make good partners for this set. When using this set, like the RestTalk set, attack first up with Surf or Ice Beam.</p>

[Other Options]

<p>A set with Substitute and three attacks works well on Lanturn, in that it will prove to be a thorn in the side of typical stall teams that use a combination of Suicune, Zapdos, and Skarmory once Blissey and Celebi are removed. Therefore, Dugtrio makes a good partner for the aforementioned set due to its ability to remove its counters. However, this set is both setup fodder for Pokemon such as Curse Snorlax and unable to recover efficiently. Toxic is an interesting option to use over either Confuse Ray on the Parafusion set or even Surf on the RestTalk set (although the latter is not recommended as it allows Dugtrio to get in freely on anything) so that it can wear down its counters such as Swampert. Hydro Pump is an alternative STAB option, but its low PP is an issue in drawn-out games and it does not give enough extra power over Surf to merit its use. Thunder is actually a viable option on the RestTalk set if you want Lanturn to deal out status. However, its low accuracy is a major turn-off, because even though Lanturn is bulky enough to miss a few Thunders, it could miss a crucial KO on a threat such as a Cloyster that is Exploding.</p>

[Checks and Counters]

<p>Celebi is the best Lanturn counter in the game, resisting both its STAB moves, not fearing paralysis, and being able to Leech Seed the anglerfish and wear away at its HP. It can also set up Calm Minds on Lanturn with impunity. Swampert is immune to Electric-type attacks, takes little from Surf, and does very good damage to Lanturn with Earthquake or sets up on it with Curse. Swampert needs to watch out for Toxic, however. Snorlax has an awesome Special Defense stat, can take any hit that Lanturn dishes out, and sets up Curses on it fearlessly. Blissey stops Lanturn cold, but it can't really hurt it back. It will always win a stall war between the two, however. Metagross can take anything that Lanturn throws at it and can OHKO it with Earthquake. Venusaur resists both of Lanturn's STAB moves and can wear away at it with Leech Seed or hit it hard with Razor Leaf. It can even set up a Swords Dance on it. However, Venusaur needs to avoid paralysis and Ice Beam. Exeggutor is in the same boat as Venusaur, but it also needs to watch out for paralysis and Ice Beam if attempting to sweep. Dugtrio can trap and revenge kill Lanturn, but can't switch in on Surf or Ice Beam.</p>



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[Overview]

<p>With an excellent typing that makes it one of the three Pokemon resistant to the BoltBeam combination in ADV (and the only one that can be called bulky by any stretch of the word), very good special bulk (this is somewhat of a hyperbole, since compared to stuff like Blissey, 125 / 76 special bulk is ''good'', not ''very good''), excellent type synergy with Pokemon such as Skarmory and Gyarados, and the ability to spread paralysis around the opposing team, Lanturn is a decent choice for standard teams. Lanturn It is also one of the few Pokemon that can effectively stop offensive Calm Mind Suicune, a huge threat that not which many teams have difficulty dealing with are built to cater for, cold. However, Lanturn lacks firepower without large EV investment in Special Attack, suffers a crippling weakness to very common Ground-type attacks, and cannot phaze, and as such is setup fodder for Pokemon such as Calm Mind Celebi and Curse Snorlax. It is also vulnerable to all forms of passive damage and hates poison unless it uses a RestTalk set. Nonetheless, its glut of resistances and immunities to common attacking types attacksand good bulk make it a worthwhile choice for standard teams addition to most teams needing a bulky Water-type.(you use the exact same phrase before in this Overview, so I changed it to avoid repetition)</p>

[SET]
name: RestTalk
move 1: Thunderbolt
move 2: Surf / Ice Beam
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Volt Absorb
nature: Modest
evs: 40 HP / 252 SpA / 216 SpD

[SET COMMENTS]

<p>This Lanturn acts as a status absorber, as well as a and check to Water-types bar Swampert, and also walling Electric-types to a certain extent. It is also very durable, with reliable recovery in Rest and Volt Absorb constantly bringing it back up to high health, and also recovery in Rest. Sleep Talk stops it from being dead weight when asleep and also means that Lanturn does not require cleric support. Thunderbolt is a powerful STAB move that provides decent coverage alongside Surf. However, Ice Beam provides better coverage in general, allows Lanturn to hit Zapdos harder, and also allows it to puts a large dent into the Grass- and Dragon-types that counter it such as Venusaur, as well as Dragon-types that dare love to switch in on it, such as Salamence Venusaur and Flygon, respectively. (Removed Salamence since it is hit neutrally by Thunderbolt, even though TBolt doesn't 2HKO) Celebi, however, shrugs off Ice Beam damage and can Recover any lost health. This set is easily trapped and killed by Dugtrio as it has to Rest at some point, which allows Dugtrio to switch in freely; Dugtrio can alternatively come in on a predicted Thunderbolt.</p>

[ADDITIONAL COMMENTS]

<p>The given spread here allows Lanturn to reach 401 HP, which means that it can survive five Seismic Tosses with Leftovers recovery, switch into three layers of Spikes four times with 1 HP left, and also survive eight turns of Leech Seed damage with 1 HP left (the amount of HP left is pretty much irrelevant). Maximum Special Attack and a Modest nature allow it to deal decent damage. The rest of the EVs are placed in Special Defense to maximize Lanturn's special bulk. Skarmory is an awesome partner for this set because of its Ground-type immunity, 4x resistance to Grass-type attacks, and ability to check physical threats to Lanturn, such as Snorlax and Salamence. In return, Lanturn can switch into Electric- and Fire-types attacks while beating counters to Skarmory, such as Starmie, one-on-one Lanturn also works excellently as a partner for Skarmory itself, with an immunity to the Electric-type attacks that Skarmory hates, a resistance to Fire-type attacks, and the ability to beat Skarmory counters such as Starmie one-on-one. When using this set, make sure that you attack first with Surf or Ice Beam as opposed to Thunderbolt so that Dugtrio cannot freely switch in. Be careful about when you Rest as well.</p>

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

[SET COMMENTS]

<p>This set, as opposed to absorbing status like the RestTalk set, aims to spread status of its own around the opponent's team. This set It is best utilized alongside Spikes support, as Spikes puts opponents in a catch-22 situation about when switching: they are forced to make the difficult decision between staying in on Lanturn while confused and possibly taking confusion damage or switching out and taking Spikes damage. Parafusion is also an excellent method to allow your hard-hitting Pokemon to switch in with more ease. Thunder Wave and Confuse Ray are the two most important moves on this set as they form the "Parafusion" combination, while Thunderbolt is an obligatory STAB. There are two choices for the last slot(em dash)Surf provides another reliable STAB and Ice Beam is an option for better type coverage, especially on the Grass-types that Lanturn despises. The issues with this set are its lack of reliable recovery aside from Volt Absorb and its vulnerability to being stalled and/or poisoned, because, despite the fact that it can switch into Electric-type attacks with impunity and gain health back from them, a good opponent will predict Lanturn switch-ins once he has seen it, and the benevolent anglerfish will soon be worn down, be it by Spikes, sand, status, or simply prediction.</p>

[ADDITIONAL COMMENTS]

<p>This set synergizes excellently with all three of OU's premier Spikes users—Cloyster, Forretress, and Skarmory—not only type-wise, but also by forcing switches through inflicting confusion. Cloyster is also a large help for Lanturn in that it spins the Spikes that this Lanturn dislikes away. This set also works well alongside sweepers and hard hitters such as Gyarados and Aerodactyl. Not only does Lanturn make it easier for them to switch in and hit hard or set up by paralyzing and confusing the opponent's Pokemon, the two aforementioned hard-hitters also bait Electric-type moves for Lanturn to switch into and recover from. A large issue with this set is that many Electric-types have now decided to favor Hidden Power Grass or Toxic over Hidden Power Ice to hit Swampert, and this indirectly reduces Lanturn's effectiveness when switching into them. This set is easily worn down by status, and as such, clerics in general make good partners for this set. When using this set, like the RestTalk set, attack first up with Surf or Ice Beam.</p>

[Other Options]

<p>A set with Substitute and three attacks works well on Lanturn, in that it will prove to be a thorn in the side of typical stall teams that use a combination of Suicune, Zapdos, and Skarmory once Blissey and Celebi are removed. Therefore, Dugtrio makes a good partner for the aforementioned set due to its ability to remove its counters. However, this set is both setup fodder for Pokemon such as Curse Snorlax and unable to recover efficiently. Toxic is an interesting option to use over either Confuse Ray on the Parafusion set or even Surf on the RestTalk set (although the latter is not recommended as it allows Dugtrio to get in freely on anything) so that it can wear down its counters such as Swampert. Hydro Pump is an alternative STAB option, but its low PP is an issue in drawn-out games, and it does not give enough extra power over Surf to merit its use. Thunder is actually a viable option on the RestTalk set if you want Lanturn to deal out status. However, its low accuracy is a major turn-off, because even though Lanturn is bulky enough to miss a few Thunders, it could miss a crucial KO on a threat such as a Cloyster that is Exploding.</p>

[Checks and Counters]

<p>Celebi is the best Lanturn counter in the game, resisting both its STAB moves, not fearing paralysis, and being able to Leech Seed the anglerfish and wear chip away at its HP. It can also set up Calm Mind on Lanturn with impunity. Swampert is immune to Electric-type attacks, takes little from Surf, and does very good damage to Lanturn heavy damage with Earthquake or sets up on it with Curse; it needs to watch out for Toxic, however. Swampert needs to watch out for Toxic, however. Snorlax has an awesome Special Defense stat, can take any hit that Lanturn dishes out, and sets up Curse on it fearlessly. Blissey stops Lanturn cold, but it can't really hurt it back. It will always win a stall war between the two, however. Metagross can take anything that Lanturn throws at it and can OHKO it with Earthquake. Venusaur resists both of Lanturn's STAB moves and can wear away at it with Leech Seed or hit it hard with Razor Leaf. It can even set up a Swords Dance on it. However, Venusaur needs to avoid paralysis and Ice Beam. Exeggutor is in the same boat as Venusaur, but it also needs to watch out for paralysis and Ice Beam if attempting to sweep. Dugtrio can trap and revenge kill Lanturn, but can't switch in on Surf or Ice Beam.</p>




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