Project PU Next Best Thing (MUDSDALE NOMS)

Lanturn @ Normalium Z
Ability: Volt Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Volt Switch
- Heal Bell

More physical bulk, ability to heal yourself as well as get rid of allies' status conditions, Toxic and pivot, what's not to love?

Calcs
252+ Atk Iron Fist Hitmonchan Drain Punch vs. 252 HP / 252+ Def Lanturn: 139-165 (30.6 - 36.3%) -- 54.5% chance to 3HKO
252+ Atk Skuntank Poison Jab vs. 252 HP / 252+ Def Lanturn: 115-136 (25.3 - 29.9%) -- guaranteed 4HKO
252 Atk Primeape Close Combat vs. 252 HP / 252+ Def Lanturn: 169-199 (37.2 - 43.8%) -- guaranteed 3HKO
 


AgilityFish (Lanturn) @ Waterium Z / Life Orb / Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Agility
- Hydro Pump
- Thunderbolt
- Ice Beam

Agility can turn Lanturn into a decent late game cleaner when equipped with Agility. With a Timid Nature it can outspeed everything up to Scarf Pyroar, meaning almost every relevant scarfer is outsped. When you take into account Lanturn's solid bulk and typing as well, This makes Lanturn difficult to revenge at +2. Thanks to Lanturn's excellent defensive capabilities, Lanturn can function as the fire, electric, and water check that it's know for as well as being a cleaner. This set obviously needs a lot of team support however. Lanturn is quite weak, so things like Ferroseed, Type: Null, and opposing Lanturn need to be removed before Lanturn can do anything. The item is customizable based on the team it's on. Waterium Z and LO aim to patch up Lanturn's middling spA while lefties can let Lanturn maintain more longevity and check things for longer, but leaves it quite weak.
 
Lst stole my set, so here's this mess

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 56 HP / 252 SpA / 40 SpD / 160 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt / Scald
- Toxic
- Substitute
- Protect / Soak

Now if there's 1 thing I know it's that I enjoy clicking toxic. So just mindlessly click toxic on switch-ins like Gastrodon or opposing Lanturns and subtect them to death. Having substitute also lets you abuse Ferroseed unless it has bullet seed, so go wild and spread toxic.

If you're feeling extra spicy, use soak over protect to bop mons you hit neutrally with thunderbolt. Or, just toxic them. Besides, why wouldn't you want to toxic a Skuntank?
 

Lanturn @ Waterium Z
Ability: Volt Absorb
EVs: 252 SpA / 96 SpD / 160 Spe
Modest Nature
IVs: 0 Atk
- Charge Beam
- Hydro Pump
- Ice Beam
- Hidden Power [Fire] / Hidden Power [Grass]

Charge Beam grants Lanturn a 70% chance to get a Special Attack boost, which lets it power through more bulkier pokes. While Choice Specs can achieve such power, being locked into a specific move is a huge hassle for Lanturn, especially since being locked into an electric or water move is easily to play around with things that resist or are immune to it. Having access to something like a Z Crystal is cool as well.

+1 252+ SpA Lanturn Ice Beam vs. 252 HP / 0 SpD Gourgeist-Super: 288-340 (77 - 90.9%) -- guaranteed 2HKO

+1 252+ SpA Lanturn Hidden Power Fire vs. 252 HP / 0 SpD Eviolite Ferroseed: 228-272 (78 - 93.1%) -- guaranteed 2HKO

+1 252+ SpA Lanturn Hydro Pump vs. 64 HP / 0 SpD Assault Vest Magmortar: 288-342 (93.8 - 111.4%) -- Guaranteed OHKO after Stealth Rock

+1 252+ SpA Lanturn Hydro Pump vs. 252 HP / 4 SpD Weezing: 277-327 (82.9 - 97.9%) -- 68.8% chance to OHKO after Stealth Rock

+1 252+ SpA Lanturn Hydro Vortex (185 BP) vs. 252 HP / 252+ SpD Eviolite Clefairy: 220-259 (63.9 - 75.2%) -- guaranteed 2HKO
 

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 SpA / 216 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Whirlpool
- Heal Bell
- Volt Switch

I've been using this set Teddeh made and it's really good at 1v1'ing opposing Lanturns for teammates such as Sub Jynx and Oricorio-Ghost / Electric. Whirlpool means you can trap the opposing Lanturn and win with Scald+the eventual burn chip damage. Heal Bell is for opposing Toxic Lanturns and burns making the matchup easier. You don't even have to stay in until the opposing Lanturn is dead you can just put in range of whatever you need it to.
 
Sorry for my previous post. A set I've been running on a Rain team with good results:

Lanturn @ Damp Rock
Ability: Volt Absorb
EVs: 136 Def / 252 SpD / 120 Spe
Calm Nature
- Rain Dance
- Volt Switch
- Scald / Hydro Pump
- Thunder / Ice Beam / Toxic / Heal Bell

Basically it's a rain setter and a pivot. Rain Dance sets up Rain for your teammates. Volt Switch is used to safely bring in a teammate - Lanturn can use it pretty safely as Ground types (bar Gastrodon) almost never switch in. Scald is powered up in Rain, and has a high chance to burn the opponent. Hydro Pump can be used for more power. Thunder has perfect accuracy in Rain and has a good chance to paralyse the opponent. Ice Beam hits the Grass-types that resist your STAB. Toxic can cripple Gastrodon and other walls on the switch. Heal Bell offers cleric support. EVs give you enough Speed to outrun Adamant Aggron. Max Special Defence lets you check Special Attackers better, with the rest in Defence for better all round bulk. As Lanturn already has such high HP, investing in defences is more productive. Damp Rock gives you 7 turns of Rain.
 

Mudsdale @ Choice Band
Ability: Stamina
EVs: 124 HP / 252 Atk / 132 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Close Combat
- Payback

With Payback, it allows Mudsdale to punish switch-ins such as Mesprit, Gourgeist and Misdreavus by taking a huge chunk out of them with a 100BP Dark type move. Mesprit in particular just barely avoids the 2HKO from Rock Slide without any investment.

252+ Atk Choice Band Mudsdale Payback (100 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 218-258 (58.2 - 68.9%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Mudsdale Payback (100 BP) vs. 0 HP / 4 Def Mesprit: 334-394 (110.9 - 130.8%) -- guaranteed OHKO

252+ Atk Choice Band Mudsdale Payback (100 BP) vs. 252 HP / 0 Def Eviolite Misdreavus: 352-416 (108.6 - 128.3%) -- guaranteed OHKO
 


Mudsdale @ Leftovers
Ability: Stamina
EVs: 240 HP / 56 Atk / 48 Def / 164 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Toxic
- Protect

mudsdale isn't a very versatile mon but here's something you can do with it. anyone who has seen toxtect seismitoad in nu, for example, knows how annoying this kind of set is. toxic annoys the living shit out of common (sr) mudsdale switchins like gastrodon, palossand, gourgeist, eelektross, mesprit etc etc, protect allows you to rack up the damage while simultaneously recovering more hp with lefties. it also allows you to scout moves of choice locked mons like specs drampa which is very clutch. stamina gives it even more lasting power which is cool. mudsdale being a ground type makes this set extra fun since it means you have a way of messing up poison and steel types that don't give a shit about toxic. you lose to weezing but rocks mudsdale loses to that regardless, ferroseed is also annoying, otherwise there's not a whole lot of mons that come in for free on this set. adamant with 56 EVs hits a benchmark (extra bang for your buck) and gives you a decent amount of firepower, allowing you to guarantee the 2hko on spdef clefairy for example 240 EVs allow you to hit a leftovers number, meaning you recover the highest possible amount of health from your lefties. 48 def EVs allow you to tank two ada cb aggron ice punches from full after a protect, the rest is dumped into special bulk because bulk is fun, allows you to tank shit like +2 all-out pummeling from raichu-a for example. the spread is entitely customizable to your needs, though.