[OVERVIEW]
<h4>OU</h4>
<p>Despite the many Water- and Electric-types in OU, Lanturn fills a niche in the OU metagame that no other Pokemon can. Resistances to some of the most common special attacks, a 4x resistance to Steel, and fantastic coverage with its two STABs and Ice Beam are all very appealing. Immunity to Thunder Wave and other Electric attacks is just the icing on the cake. Lanturn is the closest thing you will find to a 100% counter to Life Orb Starmie and Substitute/Thunder Wave Jirachi, both of whom run rampant in today's metagame. If you're looking for a Pokemon to reliably take on some of OU's top threats and open the floor for a Salamence, Infernape, Heatan, or Gyarados sweep of your own, give Lanturn a splash!</p>
[TEAM OPTIONS]
<h4>OU</h4>
<p>Not sure what to write here, as we're only proposing one set for Lanturn in OU and virtually everything I would write I've already said in the above paragraph. I read through the Team Options section on the Analysis page and it seems very solid. Basically all the same things apply except you'll want to use OU Grass and Flying types instead of UU ones (obviously).</p>
lol you read my mind
[OPTIONAL CHANGES]
<h4>OU</h4>
<p>Again, I'm not sure what I should say as we're only proposing one set for Lanturn in OU, and the only viable alternative option is switching between Surf and Hydro Pump, which I've covered above. Everything else is pretty gimmicky. Looking at the on-site analysis, I would definitely take out the Agility+Life Orb mention; it really doesn't work, I've tried it. You're much better of using Starmie if you want such a set. Stockpile could be mentioned here I guess, though it's very much inferior to Substitute in the OU environment at least.</p>
yeah.
[COUNTERS]
<h4>OU</h4>
<p>Without a Substitute up on the SubCharge set, most of OU's physical threats can easily force Lanturn out, as they will usually be faster than Lanturn. Be careful switching such Pokemon into Lanturn though, as between Lanturn's offensive coverage and the possibility of having a Substitute up, Lanturn can severely weaken many of OU's top physical threats. For this reason Flygon with U-turn makes a particularly good counter to SubCharge Lanturn, as it can remove Lanturn's Substitute and switch to an appropriate counter in the same turn. When using the Parafusion set, Lanturn becomes a lot harder to take down in one blow, especially if the opponent is not immune to Thunder Wave. For this reason Ground-type Pokemon with a powerful Earthquake are strongly recommended to effectively deal with this set.</p>
<p>On the special side, countering Lanturn is a lot harder. Choice Scarf Heatran's Earth Power is a 2HKO against the SubCharge set, but keep in mind that Hydro Pump will OHKO. Gengar is not usually a safe bet, but can always work in a pinch: Shadow Ball is a 3HKO if it is running Life Orb, and Lanturn cannot OHKO Gengar with Hydro Pump. It can always resort to Hypnosis or Explosion though, so watch out for those moves. Gengar needs Substitute to deal with the Parafusion set, as it hates paralysis. Electrics with HP Grass pose a decent threat to SubCharge Lanturn, especially if they catch Lanturn on the switch-in, but note that Hydro Pump usually puts the advantage in Lanturn's court in the event of such match-ups. Defensive Rotom-A can incapacitate Lanturn with Will-O-Wisp, but it should not stick around as Shadow Ball only does 30% while Hydro Pump is a 2HKO. Rotom-C works particularly well with its access to Leaf Storm however. Jolteon with HP Grass is easily one of the best counters to the Parafusion set, since it's immune to Thunder Wave, and Lanturn's Ice Beam won't hit Jolteon for much damage.</p>
<p>As far as defensive Pokemon go, Swampert deserves special mention as the only bulky water capable of handling Lanturn: Hydro Pump is only a 3HKO, while Earthquake will scare Lanturn away. Note that Swampert cannot switch <remove "in"> repeatedly into Lanturn however, as it will quickly succumb to Hydro Pump. Celebi with Leaf Storm also poses a threat to Lanturn, as it is not even 2HKOed by Ice Beam. Grass Knot is a laughing matter for Lanturn though, as it hits for 40 Base Power. Blissey can handle Lanturn if it comes in when Lanturn is low on health, but be wary of a Charge Beam sweep if it comes in on a Lanturn with over 70% health.</p>
<p>Residual damage in the form of entry hazards, Sand Stream damage, and status conditions are perhaps the most effective way to wear Lanturn down. Lanturn's ability to switch in on so much of the OU metagame is one of the huge draws to using it. Raising the penalty for switching quickly diminishes Lanturn's utility, especially against defensive teams where switching is common. Toxic Spikes are particularly effective at taking out Lanturn, as they remove any chance Lanturn has of sweeping or using parafusion.</p>