Lanturn

Volt Absorb
Heals 25% HP when hit by an Electric-type attack.
Illuminate
Increases wild encounter rate (no effect in battles).
Type Tier
Water / Electric UU
Level 5 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
125
- 29 32 -
Atk
58
10 12 15 16
Def
58
10 12 15 16
SpA
76
12 14 17 18
SpD
76
12 14 17 18
Spe
67
11 13 16 17
Name Item Ability Nature

Specially Defensive

Leftovers Volt Absorb Calm
Moveset EVs
~ Thunder
~ Toxic
~ Ice Beam
~ Protect / Amnesia / Surf
252 HP / 4 SpA / 252 SpD

Lanturn has few purposes in Uber matches, but it accomplishes those very well. Lanturn makes a great Kyogre counter, for one. Thunder will break its Substitutes even after a Calm Mind, thanks to STAB, and Lanturn can then Toxic it when it decides that the best option is to either attack or Calm Mind again. It beats Thunder + Ice Beam Latias and Latios in the same way, except it usually doesn't need to break any Subs, but has Ice Beam to do a bit of damage. Boltbeaming Mewtwo and Deoxys-A also go down to Lanturn. Ice Beam also hits Groudon and Rayquaza switch-ins. Amnesia helps to stall out Pokémon once you Toxic them, so they don't get the bright idea of just Calm Minding up, and doing massive damage with Surf or whatever. Protect also helps with Toxic stalling, but is useful for checking Choice Band movesets as well. Surf is your only hope at damaging Metagross, and, to a lesser extent, Forretress. As Ice Beam isn't that useful, you could also go with Rest, Sleep Talk, Toxic, or Thunder. Mimic can be used to have Lanturn learn Calm Mind.