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Lanturn (OU Parafusion)

grammar edits in pink
prose edits in blue

[box][SET]
name: OU Parafusion
move 1: Thunder Wave
move 2: Confuse Ray
move 3: Thunderbolt / Discharge
move 4: Ice Beam / Surf
item: Leftovers
nature: Calm
evs: 36 HP / 220 Def / 252 SpD

[SET COMMENTS]

<p>Lanturn is a relatively bulky Pokemon with a valuable niche in the OU metagame. By investing in his bulk, one can make Lanturn a very effective defensive Pokemon, and his movepool enables him to be a great staller. In order to further his ability to stall while simultaneously supporting the team, Thunder Wave can be used with Confuse Ray to give the opponent a mere 3/8 chance to move every turn.</p>

<p>Playing with this set is relatively simple, but requires some forethought. On Lanturn's first turn out, you can either have him use Confuse Ray or Thunder Wave. Thunder Wave will catch Pokemon that aren't immune to Electric and allow Lanturn to outspeed the opponent and use Confuse Ray the second turn. This strategy fails against Ground-type Pokemon, as well as Electivire and Jolteon, though, so leading with Confuse Ray is also viable. The only problem with leading with Confuse Ray is that you only have a 50% chance of then using Thunder Wave on the opponent without taking a hit on the second turn.</p>

<p>As for attacking moves, Thunderbolt and Ice Beam are preferred to form the infamous BoltBeam coverage combo. Discharge can be used over Thunderbolt if you'd like for Lanturn to have a chance to paralyze opponents while doing some damage. Additionally, Lanturn's secondary STAB move, Surf, is very effective for putting down opposing Fire-types and Ground-types neutral to Ice, so it's worth considering over Ice Beam depending upon your team.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is fairly straightforward for a defensive Pokemon. 36 HP EVs hit a Leftovers number, while maximizing special bulk. A Calm nature is critical for allowing Lanturn to switch into Starmie over the course of a match. The rest of the EVs are placed in Defense to patch up that lower defensive stat. Leftovers goes without saying on Lanturn to give it some semblence of durability over an entire battle. Substitute is an option over either an attacking move or Confuse Ray to scout for switch-ins and guarantee Lanturn a free turn. If using Substitute over an attacking move, one should use Surf due to its great mono-attacking neutral coverage.</p>

<p>It's not often that any Pokemon can say this, but Lanturn actually pairs exceptionally well with Togekiss. Togekiss can switch into Grass- and Ground-type attacks aimed at Lanturn and abuse paralysis with Serene Grace Air Slash's flinch rate to form the paraflinch combo. In return, Lanturn will happily switch into the Ice- and Electric-type attacks that Togekiss lures, and resists anything Starmie and other threats will throw at Togekiss. Jirachi also partners well with Lanturn thanks to Serene Grace Iron Head and its ability to switch into Grass-type attacks. Both Lanturn and Jirachi fear Ground-type attacks, though, so other partners should cover that. Generally speaking, even teams without Togekiss or Jirachi benefit from Lanturn's ability to check Starmie and other users of the BoltBeam attacking combo, like some variants of Zapdos.</p>[/box]
 
Implemented most of your changes. A few of them changed the meaning of sentences to something incorrect, though, so I ignored those. Thanks!
 
check yourself before you wreck yourself

GP CHECK 1/2

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[SET]
name: OU Parafusion
move 1: Thunder Wave
move 2: Confuse Ray
move 3: Thunderbolt / Discharge
move 4: Ice Beam / Surf
item: Leftovers
nature: Calm
evs: 36 HP / 220 Def / 252 SpD

[SET COMMENTS]

<p>Lanturn is a relatively bulky Pokemon with a valuable niche in the OU metagame. By investing in his bulk, one can make Lanturn a very effective defensive Pokemon, and his movepool enables him to be a great staller. In order To further his ability to stall while simultaneously supporting the team, Thunder Wave can be used is paired with Confuse Ray to give the opponent a mere 3/8 chance to move every turn.</p>

<p>Playing with this set is relatively simple, but requires some forethought nevertheless. On Lanturn's first turn out, you can either have him use Confuse Ray or Thunder Wave. Thunder Wave will catch out Pokemon susceptible that are not immune to Electric-type attacks, and which then allow allows Lanturn to outspeed them the following turn and hit them with Confuse Ray. However, this strategy fails does fail against Ground-type Pokemon and other Pokemon that are immune to Electric, like Electivire and Jolteon, though, so leading with Confuse Ray also works. The only problem with using Confuse Ray first is that Lanturn only has a 50% chance of being able to avoid the faster opponent's attack and follow up with Thunder Wave following up with Thunder Wave and avoiding the faster opponent's attack.</p>

<p>As for attacking moves, Thunderbolt and Ice Beam are preferred to form the infamous BoltBeam coverage combo. Discharge can be used over Thunderbolt if you'd like for Lanturn to have a good chance of paralyzing to paralyze opponents while doing some damage. Additionally, Lanturn's secondary STAB move, Surf, is very effective for putting down opposing Fire-types, as well as and Ground-type Pokemon that are neutral to Ice-type attacks, so it's worth considering over Ice Beam depending upon your team.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is fairly straightforward for a defensive Pokemon. 36 HP EVs hit a Leftovers number, and maximizing Special Defense investment with a Calm nature is critical for being able to switch into Starmie over the course of a match. The rest of the EVs are placed in Defense to patch up that lower defensive stat. Leftovers goes without saying on Lanturn to give it some semblence of durability over the course of an entire battle. Substitute is an option over either an attacking move or Confuse Ray to scout for switch-ins and guarantees Lanturn a free turn. If using Substitute over an attacking move, Surf becomes the recommended attack due to its great neutral coverage.</p>

<p>It's not often that you can say this about a Pokemon any Pokemon can say this, but Lanturn actually pairs exceptionally well with Togekiss. Togekiss can switch into Grass- and Ground-type attacks aimed at Lanturn, and abuse paralysis with Serene Grace Air Slash's flinch rate to form the paraflinch combo. In return, Lanturn will happily switch into the Ice- and Electric-type attacks that Togekiss lures, and resists almost anything Starmie and other threats will throw at Togekiss. Jirachi also partners well with Lanturn, thanks to Serene Grace Iron Head and its ability to effortlessly switch into Grass-type attacks well. Both Lanturn and Jirachi fear Ground-type attacks, though, so other partners should cover that. Generally speaking, even teams without Togekiss or Jirachi should benefit from Lanturn's ability to check Starmie and other users of the BoltBeam attacking combo, like some variants of Zapdos.</p>

good write-up, not much to complain about here

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Lanturn

Hi C&C. I just uploaded the rest of the OU Lanturn update and I noticed that there was no discussion anywhere about the OU Parafusion set. While it's not nearly as excellent in a random team as the OU Substitute + Charge Beam set is, it's certainly good enough to be of niche value in the tier, so I think it deserves a rewrite as well.

Status:
Copyediting (GP Checking Stage)
• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •​

[SET]
name: OU Parafusion
move 1: Thunder Wave
move 2: Confuse Ray
move 3: Thunderbolt / Discharge
move 4: Ice Beam / Surf
item: Leftovers
nature: Calm
evs: 36 HP / 220 Def / 252 SpD

[SET COMMENTS]

<p>Lanturn is a relatively bulky Pokemon with a valuable niche in the OU metagame. By investing in his bulk, one can make Lanturn a very effective defensive Pokemon, and his movepool enables him to be a great staller. To further his ability to stall while simultaneously supporting the team, Thunder Wave is paired with Confuse Ray to give the opponent a mere 3/8 chance to move every turn.</p>

<p>Playing with this set is relatively simple, but requires some forethought nevertheless. On Lanturn's first turn out, you can either have him use Confuse Ray or Thunder Wave. Thunder Wave will catch Pokemon that are not immune to Electric-type attacks, which then allows Lanturn to outspeed them the following turn and hit them with Confuse Ray. However, as this strategy fails against Ground-type Pokemon and other Pokemon that are immune to the Electric-type attack, like Electivire and Jolteon, leading with Confuse Ray also works. The only problem with using Confuse Ray first is that Lanturn only has a 50% chance of avoiding a faster opponent's attack and following up with Thunder Wave.</p>

<p>As for attacking moves, Thunderbolt and Ice Beam are preferred to form the infamous BoltBeam coverage combo. Discharge can be used over Thunderbolt if you'd like Lanturn to have a handy chance of paralyzing opponents while doing some damage. Additionally, Lanturn's secondary STAB move, Surf, is very effective for putting down opposing Fire-types, as well as Ground-type Pokemon that are neutral to Ice-type attacks, so it may be worth considering over Ice Beam depending upon your team.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is fairly straightforward for a defensive Pokemon. 36 HP EVs hit a Leftovers number, and maximizing Special Defense investment with a Calm nature is critical for being able to switch into Starmie over the course of a match. The rest of the EVs are placed in Defense to strengthen that lower defensive stat. Leftovers goes without saying on Lanturn to give it some semblence of durability over the course of an entire battle. Substitute is an option over either an attacking move or Confuse Ray to scout for switch-ins and guarantees Lanturn a free turn. If using Substitute over an attacking move, Surf becomes the recommended attack due to its great neutral coverage.</p>

<p>It's not often that you can say this about a Pokemon, but Lanturn actually pairs exceptionally well with Togekiss. Togekiss can switch into Grass- and Ground-type attacks aimed at Lanturn and abuse paralysis with Serene Grace Air Slash's flinch rate to form the paraflinch combo. In return, Lanturn will happily switch into the Ice- and Electric-type attacks that Togekiss lures, and resists all of the common moves that Starmie and other threats will throw at Togekiss. Jirachi also partners well with Lanturn thanks to Serene Grace Iron Head and its ability to effortlessly switch into Grass-type attacks. Both Lanturn and Jirachi fear Ground-type attacks, though, so other partners should cover that. Generally speaking, even teams without Togekiss or Jirachi should benefit from Lanturn's ability to check Starmie and other users of the BoltBeam attacking combo, like some variants of Zapdos.</p>

Overall, it is a well-written write-up.
 
a little rusty but bored of bio lab

[SET]
name: OU Parafusion
move 1: Thunder Wave
move 2: Confuse Ray
move 3: Thunderbolt / Discharge
move 4: Ice Beam / Surf
item: Leftovers
nature: Calm
ability: Volt Absorb
evs: 36 HP / 220 Def / 252 SpD

[SET COMMENTS]

<p>Lanturn is a relatively bulky Pokemon with a valuable niche in the OU metagame. By Investing in his Lanturn's bulk, one can makes Lanturn him a very effective defensive Pokemon, and his movepool further enables him to be a great staller. To further his ability to stall while simultaneously supporting the team, Thunder Wave is paired with Confuse Ray to give the opponent a mere 3/8 chance to move every turn.</p>

<p>Playing with this set is relatively simple, but still requires some forethought nevertheless. On Lanturn's first turn out, you can either have him use Confuse Ray or Thunder Wave. Thunder Wave will catch Pokemon that are not immune to Electric-type attacks, which then allows Lanturn to outspeed them the following turn and hit them with Confuse Ray. However, as this strategy fails against Ground-type Pokemon and other Pokemon that are immune to the Electric-type moves, like Electivire and Jolteon, leading with Confuse Ray also works. The only problem with using Confuse Ray first is that Lanturn only has a 50% chance of avoiding the faster opponent's attack and following up with Thunder Wave [using Thunder Wave first only gives you the extra 25% full paralyze chance, which makes this statement a bit misleading. Using Confuse Ray also means you lose out on PARALYSIS which is a “true” status effect (unlike confusion), which is probably the more compelling reason].</p>

<p>As for attacking moves, Thunderbolt and Ice Beam are preferred to form the infamous BoltBeam coverage combo. Discharge can be used over Thunderbolt if you'd like Lanturn to have a handy chance of paralyzing opponents while doing some damage. Additionally, Lanturn's secondary STAB move, Surf, is very effective for putting down opposing Fire-types, as well as Ground-type Pokemon that are neutral to Ice-type attacks, so it may be worth considering over Ice Beam depending upon your team.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is fairly straightforward for a defensive Pokemon. 36 HP EVs hit a Leftovers number, and maximizing Special Defense investment with a Calm nature is critical for being able to switching into Starmie over the course of a match. The rest of the EVs are placed in Defense to bolster that lower defensive stat. Leftovers goes without saying on Lanturn to give it some semblance of durability over the course of an entire battle. Substitute is an option over either an attacking move or Confuse Ray to scout for switch-ins and to guarantees Lanturn a free turn. If using Substitute over an attacking move, Surf becomes the recommended attack due to its great neutral coverage.</p>

<p>It's not often that you can say this about a Pokemon, but Lanturn actually pairs exceptionally well with Togekiss. Togekiss can switch into Grass- and Ground-type attacks aimed at Lanturn and abuse paralysis with Serene Grace Air Slash's flinch rate to form the paraflinch combo. In return, Lanturn will happily switch into the Ice- and Electric-type attacks that Togekiss lures, and resists all of the common moves that Starmie and other threats will throw at Togekiss. Jirachi also partners well with Lanturn thanks to Serene Grace Iron Head and its ability to effortlessly switch into Grass-type attacks. Both Lanturn and Jirachi fear Ground-type attacks, though, so other partners should cover that. Generally speaking, even teams without Togekiss or Jirachi should benefit from Lanturn's ability to check Starmie and other users of the BoltBeam attacking combo, like such as some variants of Zapdos.</p>
 
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