Lanturn (QC 3/3) (GP 2/2)

ScraftyIsTheBest

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So slow at posting skeletons these days. But anyways, here it is. Some sets haven't changed really.



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[Overview]

<p>Although Lanturn lacks any appealing stats outside of its HP, its rare Water / Electric typing gives it many useful resistances and, combined with its ability Volt Absorb, allows it to check many prominent threats such as Omastar, Manectric, Jynx, and most importantly Moltres. Lanturn stands out as the best counter to Moltres in RU, as it resists both of its STABs and can also tank its hits reasonably well thanks to its excellent HP stat. Lanturn also has access to useful utility moves, such as Volt Switch, Heal Bell, and Thunder Wave, giving it some excellent options to support its team. Lanturn's ultimate downfall, however, is its lack of reliable recovery. Due to this, constant damage from attacks and entry hazards will easily take their toll on it. Lanturn is also fairly weak offensively; its middling base 76 Special Attack isn't remarkably strong, which means Lanturn can sometimes be setup fodder for dangerous threats, particularly Sceptile and Lilligant. Lanturn's middling physical bulk also leaves it vulnerable to powerful physical attacks in the tier. Despite this, Lanturn holds a strong niche in RU as a great special tank and pivot.</p>

[SET]
name: Pivot
move 1: Scald
move 2: Volt Switch
move 3: Thunder Wave / Toxic
move 4: Protect / Heal Bell
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

[SET COMMENTS]

<p>This is Lanturn's most common set in the RU metagame, functioning mostly as a defensive pivot; Lanturn can come in on common special threats, while also being able to grab momentum with Volt Switch. It is able to check many of the prominent special threats in RU, such as Moltres, Omastar, and Manectric. Scald is a great move, as its burn chance allows Lanturn to weaken physical attackers that try to come in on it. Volt Switch lets Lanturn switch out of Grass-types and default to a proper teammate. Thunder Wave can paralyze fast Pokemon such as Accelgor and Sceptile, making them ineffective for the rest of the match. Toxic, however, allows Lanturn to wear down bulkier Pokemon like Druddigon and Slowking. Protect allows Lanturn to scout moves and gain Leftovers recovery; and works well with Toxic. Heal Bell is another invaluable support move in Lanturn's arsenal, allowing it to cure the team and itself from status.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread allows Lanturn to avoid being 2HKOed by Moltres's Hidden Power Grass, while still being able to check Entei and Emboar relatively well. A Calm nature is chosen to maximize special bulk to make checking Moltres easier. Volt Absorb allows Lanturn to come in on Galvantula and Manectric, while giving it some form of recovery outside of Leftovers. RestTalk is usable to provide Lanturn some form of recovery, and can repeatedly check Moltres. This is, however, quite situational otherwise. Ice Beam could also be used to hit Druddigon and Grass-types, but Lanturn is too weak most of the time anyways.</p>

<p>Spikes support is useful because of the numerous switches Lanturn forces; Ferroseed, Roselia, and Scolipede are all viable options for Spikers and handling opposing Grass-types. Scyther can be a decent teammate, as it can handle opposing Grass-types, and has U-turn to form a VoltTurn core with Lanturn. Emboar and Entei are excellent choices to handle Grass-types as well. Clefable and Alomomola are good teammates to pass Wishes to Lanturn due to its lack of recovery. Finally, Cryogonal is a great choice to remove entry hazards to prevent Lanturn from being repeatedly worn down. Cryogonal can also handle Grass-types decently for Lanturn, while Lanturn resists Fire-type moves in return.</p>

[SET]
name: Special Attacker
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Thunderbolt
move 4: Ice Beam
item: Choice Specs / Life Orb
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]

<p>Although Lanturn's middling Special Attack might make this seem like an odd choice, Lanturn is a perfectly viable candidate for a special attacker. Its bulk and typing allow it to come in on a number of special threats, Moltres in particular, and proceed to fire off reasonably powerful attacks. Its ability also allows it a form of recovery by switching into Galvantula and Manectric, which is useful to keep Lanturn healthy. Even though Lanturn's power can still be a bit lacking, it is bulky enough to use its moves multiple times. Lanturn's main advantage over Slowking in this role is its Electric typing, which grants it a good STAB to use against opposing bulky Water-types.</p>

<p>Volt Switch is the most notable move in Lanturn's arsenal, allowing it to switch out to other teammates while grabbing momentum. Hydro Pump is a solid STAB move, packing great power while pummeling Steelix and Rhydon hoping to absorb a Volt Switch. Surf is usable for its accuracy, but the loss in power is noticeable though. Thunderbolt serves as a powerful and reliable move to hit opposing Water-types hard. Ice Beam rounds out the coverage, providing Lanturn with a weapon against opposing Grass-types and Druddigon.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread maximizes Lanturn's power and bulk, and allows it to outpace standard Qwilfish. Choice Specs and Life Orb provide the needed power boosts to Lanturn's middling Special Attack stat, allowing it to deal more damage. Volt Absorb allows Lanturn to check Galvantula and Manectric, and provides it a source of recovery. Expert Belt is a good alternative over Choice Specs or Life Orb due to Lanturn's good coverage, although the loss in power against neutral targets is noticeable.</p>

<p>Entry hazard support is very useful to help Lanturn achieve needed KOs. Roselia and Scolipede are both viable options as they can keep opposing Grass-types at bay. Scyther synergizes very well with Lanturn, as it can handle Grass-types, while Lanturn can cover many of Scyther's weaknesses rather well. The two of them can also form a VoltTurn core to maintain pressure on the opponent. Finally, Entei or Emboar are especially useful to be able to handle opposing Grass-types.</p>

[Other Options]

<p>Lanturn has a number of other options at its disposal that it can make use of. It can use Charge Beam alongside Substitute to steadily boost its middling Special Attack to formidable levels. Rain Dance is usable, and allows Lanturn to hit hard with Surf and Thunder, but is only useful on dedicated rain teams. It can run Confuse Ray alongside Thunder Wave to perform the parafusion strategy; however, this is often seen as a gimmick, and is outdone by Liepard thanks to Prankster. It can also run Aqua Ring to give it a decent form of recovery alongside Leftovers. Lanturn has access to Signal Beam to handle Grass- and Psychic-types. Agility is a notable move to boost Lanturn's Speed and allow it to sweep teams. Finally, Brine is also a decent option to deal heavy damage to weakened opponents, but the move is very situational.</p>

[Checks and Counters]

<p>Grass-types such as Roselia, Sceptile, and Lilligant are notable, as they can come in on most of Lanturn's moves and hit it back bard. Substitute users can use Lanturn as setup fodder due to its low damage output. Strong physical attackers such as Cinccino, Druddigon, and Escavalier can do heavy damage to Lanturn, as its Defense is rather lackluster. Guts or Toxic Boost users such as Hariyama, Zangoose, and Gurdurr can avoid Thunder Wave and hit it extremely hard. Due to Lanturn's lack of reliable recovery, constant pressure will make it easier to eliminate from the match. Finally, Earthquake users such as Golurk, Archeops, and Scolipede can deal large amounts of damage to Lanturn.</p>


Skeleton:
[Overview]

  • Rare typing that gives it excellent resistances
  • Nice bulk and good utility
  • One of the best special walls in RU, rivaled only by Slowking and Roselia
  • The ultimate Moltres check
  • Checks a lot of hail threats too such as Rotom-F and Glaceon
  • Can serve as a cleric, cripple opponents with T-Wave, and scout
  • No recovery
  • Weak as hell
  • Fodder for dangerous Grass-types
  • Despite this, Lanturn is a very cool Pokemon that can make a great addition to your team

[Pivot]

  • Lanturn's cookie cutter, specially defensive pivoting set
  • Walls Moltres and checks Omastar and Manectric pretty well
  • Has good utility as well, Volt Switch keeping momentum intact and Heal Bell or T-Wave helping the team out
  • Scald for burning, helps Lanturn take physical hits
  • Volt Switch to escape from switch-ins (and Queen's gone, so less risk to using this)
  • Thunder Wave for crippling problematic opponents
  • Heal Bell helps the team from status
  • Ice Beam, however, catches Lilligant and Sceptile who may try to come in on you

[Pivot AC]

  • EV spread avoids 2HKO from Moltres's HP Grass, and gives okay physical bulk
  • Calm to maximize Special Defense (since you're taking special threats on
  • Leftovers for decent recovery
  • Volt Absorb to come in on Electric-types for free, also provides okay recovery
  • Protect is useful to block hits and extra Leftovers recovery
  • Ferroseed, Roselia, and Scolipede are all great Spikers that synergize well with Lanturn and can help rack up damage with the switches Lanturn forces
  • Scyther is decent to deal with dem Grass-types
  • Mola or Clefable can provide Wish support
  • Cryogonal can spin hazards so Lanturn doesn't get worn down as easily, also sports nice synergy with Lanturn (takes care of both Grass and Ground-types while Lanturn handles Fire and Steel)


[RestTalk]

  • Rest is Lanturn's only form of recovery, which it can use decently
  • Unlike the previous set, this can counter Moltres repeatedly over the course of the match
  • While Gen 5's sleep mechs normally make RestTalk a poor idea, Lanturn has Heal Bell so it can wake itself up, a nice boon too
  • Lanturn also has a nice defensive typing
  • Rest and Sleep Talk are for recovery and to do something while in the sleep turns
  • Heal Bell to wake itself up if called and to cure the team
  • Discharge is STAB that also causes annoying paralysis
  • Scald could be used over either because it checks Emboar and Entei well

[RestTalk AC]

  • EV's avoid 2HKO from Moltres HP Grass so that it does even better at checking it, while still checking Entei so some success
  • Leftovers for recovery
  • Calm Nature to check Moltres and Manectric
  • Volt Absorb so Electrics don't do jack to you, also modest recovery
  • Roselia and Ferroseed keep Grass-types at bay well
  • Maybe a second cleric in case Lanturn can't wake itself up
  • Missy can also wear down Steelix and Rhydon

[RD]

  • Lanturn is a good asset to rain teams
  • Can check Electric-types, set up rain reliably, and pose a nice offensive threat too (both STAB's like rain)
  • Abusing rain sets it apart from Volbeat and Uxie
  • Rain Dance is what this set does (duh)
  • Thunder to spam in rain
  • Hydro Pump for that power in the rain, but Surf for the accuracy. The old accuracy vs. power; pick your poison
  • Volt Switch to get Lanturn to a rain sweeper
  • Heal Bell work too though, as it heals status from your sweepers

[RD AC]

  • EV spread invests in bulk and power
  • Damp Rock for the full rain turns
  • Modest to hit pretty hard with Hydro Pump / Surf and Thunder
  • Volt Absorb to absorb Electric moves that trouble rain
  • Mesprit and Uxie make nice secondary rain setters
  • Kabutops, Omastar, and Ludicolo
  • Moltres

[AoA]

  • Hits with decent power and has neat coverage
  • Can recover itself in the process
  • Volt Switch is also nice
  • That also allows nice power and to switch out of battle
  • Hydro Pump or Surf for Water STAB
  • Thunderbolt for Electric STAB
  • Ice Beam for the nice coverage (ahem Druddigon)

[AoA AC]
  • Power and bulk to boot
  • Specs for obvious reasons, LO works too for freedom of moves
  • Modest for max power
  • Volt Absorb to come in on Electrics then spam moves
  • Scyther makes a good VoltTurn core
  • Scolipede and Roselia can set up Spikes to rack up the momentum between Volt Switch
  • Entei and Grass-types make FWG

[OO]

  • SubCharge Beam
  • Parafusion, but that's an impractical gimmick
  • Signal Beam
  • Aqua Ring
  • Agility
  • Not much

[C&C]
  • Grass-types
  • Anything with a Substitute can use Lanturn as setup fodder
  • Physical attackers in general
  • Substitute+Calm Mind can use Lanturn as setup fodder
  • Roselia
  • Pokemon with EQ and Speed such as Golurk, Archeops, etc can do
  • Escavalier doesn't mind much outside of Scald, can smash it
  • Hariyama and Gurdurr have Guts and can hurt Lanturn with power
  • Entry hazards will keep wearing Lanturn down over the course of the match
  • CB Cinccino and Druddigon will KO no matter what
  • Oh and Protect+Guts Swellow too I guess
 
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In my opinion this is what special walling Lanturn should look like :

name: Pivot
move 1: Scald
move 2: Volt Switch
move 3: Thunder Wave
move 4: Heal Bell / Ice Beam
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 128 HP - 128 Def - 252 SDef

EV spread avoids a 2HKO from Moltres LO HP Grass with SR in play, which I feel is pretty good since Lanturn is supposed to counter Moltres. The added bulk also helps tanking Blizzspam and special Fire or Electric types in general. While the current spread makes Lanturn more of a mixed wall, if you want a specially defensive Water type that beats Entei and Emboar, you should be using Slowking.

Both Thunder-Wave and Heal Bell are invaluable to Lanturn and should get main slashes. T-Wave cripples offensive Grass types on the switch and works really great alongside STAB Scald. Heal Bell supports the team and also makes Lanturn more durable by negating Scald or Toxic. Ice Beam feels like a lesser option to me. Uninvested Lanturn is so weak that it can't even 3HKO Leftovers Drudriggon, also between Quiver Dance and Giga Drain Lilligant can setup on it anyway. It does break Sceptile's Substitute though, which is great so you can play mindgames with it (the best scenario is still to catch it with T-Wave). Thunderbolt doesn't deserve more than a AC mention, there are really few situations where it is useful over the other moves of the set. 248/116 + Slowking is only 4HKOd by it and Omastar dies to Volt Switch at -1 SDef.

I have no comments on the other sets as I haven't used them. But you might want to explain the EV spread of Specs Lanturn (why use EV in HP instead of defenses). Also why does Scolipede gets a specific mention in the Checks and Counters section ? He has crappy special bulk, hates T-Wave and needs a Sword Dance to OHKO Lanturn.
 

august

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Definitely slash Life Orb on the Choice Specs set and call it something along the lines of "All Out Attacker". I think Life Orb is a much better alternative especially considering the number of Ground-types you can KO that see no lefties recovery and come into a Volt Switch.

Agility Lanturn is actually pretty good, i really liked it when i used it (i used a shuca berry but that was during queen era) so maybe test that a bit more. I think its personally better than OO but ill let other qc members chime in
 

complete legitimacy

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Please add the RestTalk set back in please. It's good because it can continuously counter Moltres over the course of a match, and isn't like other RestTalk mons because it can wake itself up with Heal Bell. I'd make the set look something like this:

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Heal Bell / Scald
move 4: Discharge / Scald
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

The EVs are for avoiding the 2HKO from LO Moltres HP Grass after Stealth Rock, and is more efficient than the one that Koinzell posted above. So, please make this the primary spread on the Tank set as well. Scald isn't as important as it once was because of Nidoqueen, but it's still helpful because Lanturn is still a good check to mons like Entei and Emboar that don't take as much from Discharge, although they both don't like paralysis either. However, Discharge is the main move because of Moltres as otherwise it would be able to stall out Scald quite easily, but it's easier to deal with when paralyzed, and parahax is how you hope to eventually beat it with Lanturn.

I also think that there's no reason why Ice Beam should be a primary slash on the Tank set, but I'll leave that to other QC members who have more experience with it.

EDIT: Just noticed that it's called Special Wall; that's not an accurate description, it's more of a pivot or a tank.
 

alexwolf

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I think Protect is good enough to go in the AC of the first set. Gets recovery to stick around longer, gets to scout choice-locked Pokemon that try to get smart, such as a Rotom-C using Volt Switch against Lanturn, and is a generally useful move.

Expert Belt is a very cool item on offensive Lanturn as it has excellent super effective coverage, and Leftovers is an acceptable choice from my experience too. Both can go to AC.
 

Oglemi

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you should mention Lanturn's ability to hard-check nearly every relevant hail threat, Rotom-F in particular, which should be mentioned along with its ability to "counter" Moltres

please don't mention Psybeam or Stockpile in OO

your Checks and Counters section needs some work, while Lanturn is a bit tricky to switch directly into, it's actually exceptionally easy to revenge kill or eliminate over the course of the match

- Remove SubSalac Scolipede, idk why you're mentioning it specifically

- entry hazards are huge in taking it out, especially since it can't just spam Volt Switch with them up and it has no reliable recovery to make up for it

- List some actual physical attackers cuz there's a lot that can eliminate it and saying "not much else really" is misleading cuz a lot actually can get rid of it

- nearly anything with Earthquake and some Speed OHKOes it (Rhydon, Tauros, Golurk, Archeops, Aggron, etc.)

- Escavalier can tank anything and OHKO it with Megahorn, CB Cinccino practically always OHKOes with Bullet Seed, CB Drudd almost always does with Outrage

[qc]1/3[/qc]
 
Just a minor thing I'm noticing as you are writing this up.

<p>Spikes support is useful since Lanturn can force numerous switches; Ferroseed, Roselia, and Scolipede are all viable options for Spikes users that have good synergy with Lanturn. Scyther can be a decent option as it has has good synergy with Lanturn, and has U-turn to form a VoltTurn core with it. Clefable and Alomomola are good teammates to pass Wish to Lanturn due to its lack of recovery. Finally, Cryogonal is a great choice to remove hazards to prevent it from being repeatedly worn down. Cryogonal also sports decent synergy with Lanturn.</p>
You say that x Pokemon has decent synergy with another, but explaining what kind of synergy the two have helps the reader. For example, the Spikes users are helpful because they can take Grass moves aimed at Lanturn and Lanturn resists Fire moves, and Cryogonal is somewhat similar. Syther takes on Grass-types and Lanturn's Electric move and Fire move resistance help. You already have the specific synergies in the skeleton, so it shouldn't be much of a problem.
 
[RestTalk]
  • Mention that that it also allows it to repeatedly check Hail sweepers such as Glaceon as well, as well as allow it to not get stalled out by Stallrein, especially with Discharge (although this won't matter if Hail gets banned)
  • Scald also allows it to hit Ground-types which otherwise wall the set and OHKO it.
[Rain Dance]
  • Do the EVs do anything in particular?
  • Be specific about the synergy with Mesprit and Uxie - if its because they can switch into Earthquake, then mention that.
  • AC in particular looks a bit short so a bit more detail, particularly with the rain sweepers, might help with that
[All Out-Attacker]
  • Expert Belt, as alexwolf mentioned, is actually pretty cool and should go into AC.
[Checks and Counters]
  • Mention that any Grass-type with access to hazards pretty much uses it as set up fodder. Also mention some of Sceptile, Lilligant, Amoonguss and/or Ferroseed alongside Roselia so then there is more than one Grass-type to choose from to counter Lanturn.
  • I'd replace Swellow with Zangoose - Lanturn likes to use Volt Switch a lot and Swellow really doesn't like switching into that. A Volt Switch from a Lanturn is something that Zangoose can easily switch into, which is otherwise difficult to do.
  • You mention EQ users in the skeleton but you have none in the write up, so add some of them.
I would give a mention for strong Fire-types such as Entei or something as a good partner for any set that doesn't have it yet (other than Rain Dance obviously), as they pretty much destroy the main things that are threatening Lanturn - Grass-types - especially when Lanturn may be targeted with Sleep Powder or Spore and many Fire-types run Sleep Talk, while obv. resisting their STAB moves.

Add all this and you can consider this QC Approved 3/3
 

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COMMENTS

[Overview]

<p>Although Lanturn lacks any appealing stats outside of its HP, its rare Water / Electric typing gives it many useful resistances, which when combined with its ability Volt Absorb, allows it to check many prominent threats, such as Omastar, Manectric, Jynx, and most of all importantly,(AC) Moltres. Lanturn stands out as the best Moltres counter in RU, as it resists both of its STAB's STABs and is also reasonably bulky thanks to its excellent HP stat. Lanturn also has access to useful utility moves, such as Volt Switch, Heal Bell, and Thunder Wave, giving it some excellent options to support its team. Lanturn's ultimate downfall, however, is its lack of reliable recovery. Due to this, constant repeated damage from attacks and entry hazards will easily take their toll on it. Lanturn is also fairly weak offensively; its dismal 76 Special Attack isn't dealing much damage, which means Lanturn can sometimes be setup fodder for dangerous threats, particularly Sceptile and Lilligant. Lanturn's middling physical bulk also leaves it vulnerable to powerful physical attacks in the tier. Despite this, Lanturn holds a strong niche in RU as a great special tank and pivot.</p>

[SET]
name: Pivot
move 1: Scald
move 2: Volt Switch
move 3: Thunder Wave
move 4: Heal Bell / Ice Beam
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

[SET COMMENTS]

<p>This is Lanturn's most common set in the RU metagame, functioning mostly as a defensive pivot; Lanturn can come in on common special threats, while also being able to grab momentum with Volt Switch. It stands out as being able to check many of the prominent special threats in RU, such as Moltres, Omastar, and Manectric. Scald is a great move, as its burn chance allows Lanturn to weaken physical attackers that try to come in on it. Volt Switch is a great move,(AC) as it lets for Lanturn to switch out of Grass-types and resort to a proper teammate. Thunder Wave can paralyze fast Pokemon such as Scolipede and Sceptile, making them ineffective for the match. Heal Bell is another invaluable support move in Lanturn's arsenal, and allows Lanturn it to cure the team as well as itself from status. However, Ice Beam is usable to deal solid damage to opposing Grass-types that normally like to come in on Lanturn.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread gives enough EV's allows Lanturn to avoid being 2HKO'd 2HKOed by Moltres's Hidden Power Grass and while being able to decently pose as a decent check to Entei and Emboar. A Calm nature is chosen so that Lanturn can better check the threats it aims to. (This is generally fluff as it isn't too specific.) Leftovers is Lanturn's only form of decent recovery (6% isn't really "decent", maybe you could say, "Leftovers provide Lanturn with passive recovery"). Volt Absorb allows Lanturn to come in on Galvantula and Manectric, while giving it some form of recovery outside of Leftovers. Lanturn could also run Protect over Heal Bell to stall and gain more Leftovers recovery, but the support moves Lanturn has access to listed above are invaluable.</p>

<p>Spikes support is useful since because Lanturn can force numerous switches; Ferroseed, Roselia, and Scolipede are all viable options for Spikes users as they can handle opposing Grass-types. Scyther can be a decent option teammate,(AC) as it can handle opposing Grass-types,(RC) and has U-turn to form a VoltTurn core with it Lanturn. Emboar and Entei are excellent choices to handle Grass-types as well. Clefable and Alomomola are good teammates to pass Wish to Lanturn due to its lack of recovery. Finally, Cryogonal is a great choice to remove hazards to prevent it Lanturn from being repeatedly worn down. Cryogonal can also handle Grass-types decently for Lanturn, while Lanturn it can return the favor with its Fire-type resistance.</p>

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Heal Bell / Scald
move 4: Discharge / Scald
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

[SET COMMENTS]

<p>Unfortunately, Rest is, unfortunately, Lanturn's only form of recovery, and but this set enables Lanturn to make great makes use of it (This change is a bit subjective, but the sentence sounded choppy otherwise). This set's main goal is to be able to repeatedly counter Moltres and other special threats throughout the match. While the fifth generation sleep mechanics often make RestTalk a poor idea, Lanturn has access to Heal Bell, meaning it has a chance to wake itself up to utilize Rest repeatedly. Sleep Talk serves as a way for Lanturn to accomplish something while it is asleep and prevents it from being complete dead weight. Heal Bell is useful so that Lanturn can wake itself up from Rest while healing the team of status. Discharge is a great move to paralyze the opponent, and has a good chance to do so. Scald, however, is usable over either of these options to deal more damage to Entei and Emboar, while also giving Lanturn a way to damage Manectric, Rhydon, and Steelix.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread helps Lanturn avoid being 2HKO'd 2HKOed by Moltres's Hidden Power Grass, while still giving it enough physical bulk to check Entei and Emboar to some success. A Calm nature further enhances Lanturn's special bulk to make it a viable check to the aforementioned special attackers. Leftovers provides Lanturn with consistent recovery to survive. Volt Absorb allows Lanturn to check Galvantula and Manectric while providing it another form of recovery. Ferroseed, Roselia, and Scolipede can keep Grass-types at bay while setting up entry hazards to aid in the switches Lanturn forces. Entei and Emboar are also great teammates to remove Grass-types. Since Because Sleep Talk is not always reliable, secondary cleric support may might also be necessary. Misdreavus and the aforementioned Roselia are both very useful for this, with the former wearing down Steelix and Rhydon while and the latter can keep check checking opposing Grass-types.</p>

[SET]
name: Rain Dance
move 1: Rain Dance
move 2: Thunder
move 3: Hydro Pump / Surf
move 4: Volt Switch / Heal Bell
item: Damp Rock
ability: Volt Absorb
nature: Modest
evs: 40 HP / 252 SpA / 216 SpD

[SET COMMENTS]

<p>Lanturn is a viable candidate to set up Rain Dance thanks to a number of good qualities. For one, it is quite bulky, meaning it can set up rain multiple times throughout the match. Its ability, Volt Absorb, is great on rain teams, as it can check opposing Galvantula and Manectric that often trouble most rain sweepers. And most of all, Lanturn is also capable of utilizing the rain itself with its two STAB moves is that are excellent to pose a threat in rain. Rain Dance is the obvious centerpiece of this set, setting up rain for the said kinds of teams eight turns with Damp Rock. Thunder is Lanturn's main STAB move, achieving perfect accuracy in the rain while being very powerful. Hydro Pump is Lanturn's secondary STAB move, hitting very hard with the boost in the rain despite Lanturn's middling Special Attack stat. However, Surf is usable for its accuracy, although it has less power than Hydro Pump. Finally, Volt Switch allows Lanturn to easily switch to a sweeper to get going. However, Heal Bell is a viable alternative to cure the team of crippling paralysis or burn paralyses and burns.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread and nature allow Lanturn to hit as hard as possible while giving it enough bulk (to do what??). Damp Rock is chosen to extend the rain turns for Lanturn to better support its team. Volt Absorb is chosen to allow Lanturn to come in on Electric-types while giving it some form of recovery. Because Lanturn is using Rain Dance, rain sweepers are mandatory. Kabutops, Moltres, Omastar, and Ludicolo are all viable options for Pokemon to take advantage of the rain; Moltres can also remove Grass-types such as Sceptile and Lilligant. Finally, Mesprit and Uxie are both viable secondary rain summoners that synergize well with Lanturn, being able to switch in on Earthquake from Steelix and Rhydon, while also putting less weight on it taking some weight off of Lanturn's back (I'm assuming this is what you meant).</p>

[SET]
name: All-Out Special Attacker ("All-Out Attacker" is only used for sets that utilize Life Orb / Expert Belt, not Choice items)
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Thunderbolt
move 4: Ice Beam
item: Choice Specs / Life Orb
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]

<p>Although Lanturn's middling Special Attack may might make this seem like an odd choice, Lanturn is a perfectly viable candidate for a special attacker. Its bulk and typing allow it to come in on a number of special threats, especially Moltres, and proceed to fire reasonably powerful attacks. Its ability also allows it a form of recovery by switching into Galvantula or and Manectric, which is useful to keep Lanturn healthy. Even if Lanturn's power may can still be a bit lacking, Lanturn is bulky enough to repeatedly use its moves multiple times. Lanturn's main advantage over Slowking is its Electric-type Electric typing, which grants it a good STAB to use against opposing bulky Water-types.</p> The word "may" is very vague and unsuitable for analyses, use "might" or "can" instead (depending on which suits the situation better)

<p>Volt Switch is the most notable move in Lanturn's arsenal, allowing Lanturn it to constantly switch out to other teammates while grabbing momentum. Hydro Pump is a solid STAB move, packing solid great power while pummeling Steelix or and Rhydon hoping to come in on a Volt Switch. Surf, however, is usable for its accuracy;(semi-colon) the The loss in power is noticeable though. Thunderbolt serves as a powerful and reliable move to hit opposing Water-types hard. Ice Beam rounds out the coverage, and provides Lanturn with a weapon against opposing Grass-types and Druddigon.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread maximizes Lanturn's attacking power and bulk,(RC) while allowing it to outpace standard Qwilfish. Choice Specs and Life Orb both provide the needed power boosts to Lanturn's middling Special Attack for it to deal damage. A Modest nature further enhances Lanturn's Special Attack to make use of. (Again, nothing specific) Volt Absorb allows Lanturn to check Galvantula and Manectric while providing it a source of recovery. Expert Belt is a good alternative over Choice Specs or Life Orb since because Lanturn has good coverage, although the loss in power against Pokemon hit neutrally by its moves is noticeable.</p>

<p>Entry hazard support is very useful to better help Lanturn achieve needed KO's KOs. Roselia and Scolipede are both viable options as they can keep opposing Grass-types at bay. Scyther synergizes very well with Lanturn, as it can also handle Grass-types, while Lanturn can handle many of Scyther's weaknesses rather well. The two of them can also form a VoltTurn core to maintain pressure on the opponent. Finally, using Entei or Emboar is especially useful to again be able to handle opposing Grass-types.</p>

[Other Options]

<p>Lanturn has a number of other options at its disposal that it can make use of. It can run Charge Beam along with a Substitute to steadily boost its middling Special Attack to formidable levels. It can run Confuse Ray alongside Thunder Wave to perform the "parafusion" parafusion strategy. However, this is often a gimmick, and this is outdone by Liepard thanks to Prankster. It can also run Aqua Ring to give it some decent form of recovery alongside Leftovers. Lanturn has access to Signal Beam to handle Grass Grass- and Psychic-types, as well as Blizzard, which it can make good use of in hail (Hail is banned now). Agility is a notable move to make Lanturn fast and allow it to sweep teams. Finally, Brine is also decent to deal heavy damage to weakened opponents, but the move is very situational in general.</p>

[Checks and Counters]

<p>Grass-types,(RC) such as Roselia, Sceptile, and Lilligant are notable as they can come in on most of Lilligant's Lanturn's moves and hit it back bard. Substitute users can use Lanturn as setup fodder due to its low damage output. Strong physical attackers such as Cinccino, Druddigon, and Escavalier can do heavy damage to Lanturn as its Defense is rather weak. Guts or Toxic Boost users such as Hariyama, Zangoose, and Gurdurr can use status to evade Thunder Wave while hitting and hit (Improper use of "while") it extremely hard. Due to Lanturn's lack of reliable recovery, constant entry hazard pressure will eventually make it easier to eliminate from the match. Finally, Earthquake users such as Golurk, Archeops, and Scolipede can deal large damage to Lanturn.</p>

Good job here, there were just a few choppy sentence structure issues.

GP Approved 1/2
 
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Blast

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Amcheck, great job @ScraftyIsTheBest !

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[Overview]

<p>Although Lanturn lacks any appealing stats outside of its HP, its rare Water / Electric typing gives it many useful resistances, which when combined with and its ability Volt Absorb (RC) allows it to check many prominent threats (RC) such as Omastar, Manectric, Jynx, and most of all importantly, Moltres. "Most of all" really doesn't fit this sentence correctly. If you really want, though, you could change it to "BEST of all." Lanturn stands out as the best Moltres counter to Moltres in RU, as it resists both of its STABs and is also can tank its hits reasonably bulky well thanks to its excellent HP stat. Lanturn also has access to useful utility moves, such as Volt Switch, Heal Bell, and Thunder Wave, giving it some excellent options to support its team. Lanturn's ultimate downfall, however, is its lack of reliable recovery. Due to this, constant repeated damage from attacks and entry hazards will easily take their toll on it Lanturn. Lanturn is also fairly weak offensively; its dismal mediocre I wouldn't call it "dismal," since there's an offensive set listed. base 76 Special Attack isn't dealing much damage very/excessively strong, which means Lanturn can sometimes be setup fodder for dangerous threats, particularly Sceptile and Lilligant. Lanturn's middling physical bulk also leaves it vulnerable to powerful physical attacks in the tier. Despite this, Lanturn holds a strong niche in RU as a great special tank and pivot.</p>

[SET]
name: Pivot
move 1: Scald
move 2: Volt Switch
move 3: Thunder Wave
move 4: Heal Bell / Ice Beam
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

[SET COMMENTS]

<p>This is Lanturn's most common set in the RU metagame, functioning mostly as a defensive pivot; Lanturn can come in on common special threats, while also being able to grab momentum with Volt Switch. It stands out as being is able to check many of the prominent special threats in RU, such as Moltres, Omastar, and Manectric. Scald is a great move, as its burn chance allows Lanturn to weaken potentially cripple physical attackers that try to come in on it. Volt Switch is a great move, as it Kinda repetitive. lets Lanturn switch out of against Grass-types and resort to a proper teammate. Thunder Wave can paralyze fast Pokemon such as Scolipede and Sceptile, making them ineffective for the rest of the match. Heal Bell is another invaluable support move in Lanturn's arsenal, and allows allowing it to cure the team as well as and itself from status. However, Ice Beam is usable to deal solid damage to opposing Grass-types that normally like to come in on Lanturn.</p> You could also say "...Grass-types that would normally get a free switch into Lanturn."

[ADDITIONAL COMMENTS]

<p>The given EV spread allows Lanturn to avoid being 2HKO'ed by Moltres's Hidden Power Grass, (AC) and while still being able to decently check Entei and Emboar relatively well. A Calm nature is chosen to maximize special bulk to better make checking Moltres easier. Leftovers is Lanturn's only form of recovery. Volt Absorb allows Lanturn to come in on Galvantula and Manectric, while giving it some form of recovery outside of Leftovers. These two bolded sentences kind of contradict each other, so you might want to delete one or the other (probably the first one). Lanturn could also run Protect over Heal Bell to stall and gain more Leftovers recovery, but the support moves listed above are invaluable more important.</p>

<p>Spikes support is useful because Lanturn can force of the numerous switches Lanturn forces; Ferroseed, Roselia, and Scolipede are all viable options for Spikes users as they can handle for handling opposing Grass-types. Scyther can be a decent teammate, as it can handle opposing Grass-types, and has U-turn to form a VoltTurn core with Lanturn. Emboar and Entei are excellent choices to handle Grass-types as well. Clefable and Alomomola are good teammates to pass Wishes to Lanturn due to its lack of recovery. Finally, Cryogonal is a great choice to remove entry hazards, (AC) to prevent Lanturn from being repeatedly worn down as it switches in. Cryogonal can also handle Grass-types decently for Lanturn, while it can return the favor with its Fire-type resistance Lanturn can resist Fire-type moves in return.</p>

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Heal Bell / Scald
move 4: Discharge / Scald
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

[SET COMMENTS]

<p>Unfortunately, Rest is Lanturn's only form of recovery, but this set enables Lanturn to make great use of it. This set's main goal is to be able to repeatedly more efficiently counter Moltres and other special threats throughout the match. While the fifth generation sleep mechanics often make RestTalk a poor idea, Lanturn has access to Heal Bell, meaning it has a chance to wake itself up to utilize Rest repeatedly. Sleep Talk serves as a way for Lanturn to accomplish something while it is asleep and prevents it from being complete dead weight while asleep. Heal Bell is useful so that Lanturn can potentially wake itself up from Rest while healing the team of status. Discharge is a great move with a high chance to paralyze the opponent, and has a good chance to do so. Scald, however, is usable over either of these options as a way to deal more damage to Entei and Emboar, while also giving Lanturn a way to damage Manectric, Rhydon, and Steelix.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread helps lets Lanturn avoid being 2HKOed by Moltres's Hidden Power Grass, while still giving it enough physical bulk to check Entei and Emboar to some success. A Calm nature further enhances Lanturn's special bulk to make it a viable check to the aforementioned You've only mentioned one special attacker so far in this set. special attackers. Leftovers provides Lanturn with consistent recovery. Volt Absorb allows Lanturn to check Galvantula and Manectric while providing it with another form of recovery. Ferroseed, Roselia, and Scolipede can keep Grass-types at bay while setting up entry hazards to aid in take advantage of the switches Lanturn forces. Entei and Emboar are also great teammates to remove Grass-types. Because Sleep Talk is not always reliable, secondary cleric support might also be necessary useful. Misdreavus and the aforementioned Roselia are both very useful for this, with the former wearing down Steelix and Rhydon and the latter checking opposing Grass-types.</p>

[SET]
name: Rain Dance
move 1: Rain Dance
move 2: Thunder
move 3: Hydro Pump / Surf
move 4: Volt Switch / Heal Bell
item: Damp Rock
ability: Volt Absorb
nature: Modest
evs: 40 HP / 252 SpA / 216 SpD

[SET COMMENTS]

<p>Lanturn is a viable candidate to set up Rain Dance thanks to a number of several good qualities. For one, it is quite bulky, meaning it can set up rain multiple times throughout the match. Its ability, Volt Absorb, is great on rain teams, as letting it can check opposing Galvantula and Manectric that often trouble most rain sweepers. And mMost of all, Lanturn is also capable of utilizing the rain itself, (AC) with two STAB moves that allow it excellent to pose a threat in rain. Rain Dance is the obvious centerpiece of this set, setting up rain for eight turns with Damp Rock. Thunder is Lanturn's main STAB move, achieving perfect accuracy in the rain while being very packing a lot of powerful. Hydro Pump is Lanturn's secondary STAB move, hitting very hard with the boost in the rain despite Lanturn's middling Special Attack stat. However, Surf is also usable for its accuracy, although it has less power than Hydro Pump. Finally, Volt Switch allows Lanturn to easily switch into a sweeper to get a potential sweep going. However, Heal Bell is a viable alternative to cure the team of crippling paralyses or burns.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread and nature allows Lanturn to hit as hard as possible, (AC) while allowing its HP to hit a Leftovers Stealth Rock number. Leftovers isn't even mentioned here... Damp Rock is chosen to extend the rain turns for so that Lanturn to can better support its team. Volt Absorb is chosen to allow Lanturn to come in on Electric-types, (AC) while giving it some form of recovery. Because Lanturn is using Rain Dance, rain sweepers are mandatory partners/teammates. Kabutops, Moltres, Omastar, and Ludicolo are all viable options for Pokemon to that can take advantage of the rain; Moltres can also remove Grass-types such as Sceptile and Lilligant. Finally, Mesprit and Uxie are both viable secondary rain summoners that synergize well with Lanturn, being able to switch in on Earthquake from Steelix and Rhydon, while also putting less off of pressure on Lanturn's back.</p> You could also say "...while also taking some pressure off of Lanturn's back."

[SET]
name: Special Attacker
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Thunderbolt
move 4: Ice Beam
item: Choice Specs / Life Orb
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]

<p>Although Lanturn's middling Special Attack might make this seem like an odd choice, Lanturn is a perfectly viable candidate for a special attacker. Its bulk and typing allow it to come in on a number of special threats, especially Moltres in particular, and proceed to fire off reasonably powerful attacks. Its ability also allows it a form of recovery by switching into Galvantula and Manectric, which is useful to keep Lanturn healthy. Even if though Lanturn's power can still be a bit lacking, Lanturn it is bulky enough to use its moves multiple times. Lanturn's main advantage over Slowking in this role/as an attacker is its Electric typing, which grants it a good STAB to use against opposing bulky Water-types.</p>

<p>Volt Switch is the most notable move in Lanturn's arsenal, allowing it to constantly switch out to other teammates while and grabbing momentum. Hydro Pump is a solid STAB move, packing great power while pummeling Steelix and Rhydon hoping to come in on take/absorb a Volt Switch. Surf, however, is usable for its accuracy, (change to comma) but the loss in power is noticeable though. Thunderbolt serves as a powerful and reliable move to hit opposing Water-types hard. Ice Beam rounds out the coverage, and provides providing Lanturn with a weapon against opposing Grass-types and Druddigon.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread maximizes Lanturn's attacking power and bulk, (AC) while allowing and allows it to outpace standard Qwilfish. Choice Specs and Life Orb both provide the a much-needed power boosts to Lanturn's middling Special Attack stat, allowing for it to deal more damage. Volt Absorb allows Lanturn to check Galvantula and Manectric, (AC) while providing and provides it with a source of recovery. Expert Belt is a good alternative over Choice Specs or Life Orb because Lanturn has due/thanks to Lanturn's good coverage, although the loss in power against Pokemon hit neutrally by its moves targets is noticeable.</p>

<p>Entry hazard support is very useful to better help Lanturn achieve much-needed KOs. Roselia and Scolipede are both viable options as they can keep opposing Grass-types at bay. Scyther synergizes very well with Lanturn, as it can also handle Grass-types, while Lanturn can handle cover many of Scyther's weaknesses rather well. The two of them can also form a VoltTurn core to maintain pressure on the opponent. Finally, using Entei or Emboar is are especially useful to be able to handle opposing Grass-types.</p>

[Other Options]

<p>Lanturn has a number of other options at its disposal that it can make use of. It can run use Charge Beam alongside with a Substitute to steadily boost its middling Special Attack to formidable levels. It can run Confuse Ray alongside Thunder Wave to perform the parafusion strategy; (change to semicolon) Hhowever, this is often seen as a gimmick, and is outdone by Liepard thanks to Prankster. It can also run Aqua Ring to give it some a decent form of recovery alongside Leftovers. Lanturn has access to Signal Beam to handle Grass- and Psychic-types. Agility is a notable move to make Lanturn fast boost Lanturn's Speed and allow it to sweep teams. Finally, Brine is also a decent option to deal heavy damage to weakened opponents, but the move is very situational in general.</p>

[Checks and Counters]

<p>Grass-types such as Roselia, Sceptile, and Lilligant are notable, (AC) as they can come in on most of Lanturn's moves and hit it back bard. Substitute users can use Lanturn as setup fodder due to its low damage output. Strong physical attackers such as Cinccino, Druddigon, and Escavalier can do heavy damage to Lanturn, (AC) as its Defense is rather weak lackluster. Guts or Toxic Boost users such as Hariyama, Zangoose, and Gurdurr can use status to evade avoid Thunder Wave and hit it extremely hard. Due to Lanturn's lack of reliable recovery, constant entry hazard pressure Offensive pressure works too! will eventually make it easier to eliminate from the match. Finally, Earthquake users such as Golurk, Archeops, and Scolipede can deal large amounts of damage to Lanturn.</p>
 

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[Overview]

<p>Although Lanturn lacks any appealing stats outside of its HP, its rare Water / Electric typing gives it many useful resistances, and its ability Volt Absorb allows it to check many prominent threats such as Omastar, Manectric, Jynx, and most importantly Moltres. Lanturn stands out as the best counter to Moltres in RU, as it resists both of its STABs and can also tank its hits reasonably well thanks to its excellent HP stat. Lanturn also has access to useful utility moves, such as Volt Switch, Heal Bell, and Thunder Wave, giving it some excellent options to support its team. Lanturn's ultimate downfall, however, is its lack of reliable recovery. Due to this, constant damage from attacks and entry hazards will easily take their toll on it. Lanturn is also fairly weak offensively; its middling base 76 Special Attack isn't remarkably strong, which means Lanturn can sometimes be setup fodder for dangerous threats, particularly Sceptile and Lilligant. Lanturn's middling physical bulk also leaves it vulnerable to powerful physical attacks in the tier. Despite this, Lanturn holds a strong niche in RU as a great special tank and pivot.</p>

[SET]
name: Pivot
move 1: Scald
move 2: Volt Switch
move 3: Thunder Wave
move 4: Heal Bell / Ice Beam
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

[SET COMMENTS]

<p>This is Lanturn's most common set in the RU metagame, functioning mostly as a defensive pivot; Lanturn can come in on common special threats, while also being able to grab momentum with Volt Switch. It is able to check many of the prominent special threats in RU, such as Moltres, Omastar, and Manectric. Scald is a great move, as its burn chance allows Lanturn to weaken physical attackers that try to come in on it. Volt Switch lets Lanturn switch out of Grass-types and default to a proper teammate. Thunder Wave can paralyze fast Pokemon such as Accelgor and Sceptile (I run Quick Feet on Scolipede tbh), making them ineffective for the rest of the match. Heal Bell is another invaluable support move in Lanturn's arsenal, allowing it to cure the team and itself from status. However, Ice Beam is usable to deal solid damage to opposing Grass-types that like to come in on Lanturn.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread allows Lanturn to avoid being 2HKOed by Moltres's Hidden Power Grass, while still being able to check Entei and Emboar relatively well. A Calm nature is chosen to maximize special bulk to make checking Moltres easier. Leftovers provides Lanturn decent recovery. Volt Absorb allows Lanturn to come in on Galvantula and Manectric, while giving it some form of recovery outside of Leftovers. Lanturn could also run Protect over Heal Bell to stall and gain more Leftovers recovery, but the support moves listed above are more important.</p>

<p>Spikes support is useful because of the numerous switches Lanturn forces; Ferroseed, Roselia, and Scolipede are all viable options for Spikers and handling opposing Grass-types. Scyther can be a decent teammate, as it can handle opposing Grass-types, and has U-turn to form a VoltTurn core with Lanturn. Emboar and Entei are excellent choices to handle Grass-types as well. Clefable and Alomomola are good teammates to pass Wishes to Lanturn due to its lack of recovery. Finally, Cryogonal is a great choice to remove entry hazards to prevent Lanturn from being repeatedly worn down. Cryogonal can also handle Grass-types decently for Lanturn, while Lanturn resists Fire-type moves in return.</p>

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Heal Bell / Scald
move 4: Discharge / Scald
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD

[SET COMMENTS]

<p>Unfortunately, Rest is Lanturn's only form of recovery, but this set enables Lanturn to make great use of it. This set's main goal is to be able to more efficiently counter Moltres and other special threats throughout the match. While the fifth generation sleep mechanics often make RestTalk a poor idea, Lanturn has access to Heal Bell, meaning it has a chance to wake itself up to utilize Rest repeatedly. Sleep Talk serves as a way for Lanturn to accomplish something while it is asleep and prevents it from being complete dead weight while asleep. Heal Bell is useful so that Lanturn can potentially wake itself up from Rest while healing the team of status. (You just kinda explained that in the prior sentence 9.9) Discharge is a great move with a high chance paralyze the opponent. Scald, however, is usable over either of these options Scald or Heal Bell as a way to deal more damage to Entei and Emboar, while also giving Lanturn a way to damage Manectric, Rhydon, and Steelix.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread lets Lanturn avoid being 2HKOed by Moltres's Hidden Power Grass, while still giving it enough physical bulk to check Entei and Emboar to some success. A Calm nature further enhances Lanturn's special bulk to make it a viable check to special attackers. Leftovers provides Lanturn with consistent recovery. Volt Absorb allows Lanturn to check Galvantula and Manectric while providing it with another form of recovery. Ferroseed, Roselia, and Scolipede can keep Grass-types at bay while setting up entry hazards to take advantage of the switches Lanturn forces. Entei and Emboar are also great teammates to remove Grass-types. Because Sleep Talk is not always reliable, secondary cleric support might also be useful. Misdreavus and the aforementioned Roselia are both very useful for this, with the former wearing down Steelix and Rhydon and the latter checking opposing Grass-types.</p>

[SET]
name: Rain Dance
move 1: Rain Dance
move 2: Thunder
move 3: Hydro Pump / Surf
move 4: Volt Switch / Heal Bell
item: Damp Rock
ability: Volt Absorb
nature: Modest
evs: 40 HP / 252 SpA / 216 SpD

[SET COMMENTS]

<p>Lanturn is a viable candidate to set up Rain Dance thanks to several good qualities. For one, it is quite bulky, meaning it can set up rain multiple times throughout the match. Its ability, Volt Absorb, is great on rain teams, letting it check Electric-types such as Galvantula and Manectric that often trouble most rain sweepers. Most of all, Lanturn is also capable of utilizing the rain itself, with two STAB moves that allow it to pose a threat in rain. Rain Dance is the obvious centerpiece of this set, setting up rain for eight turns with Damp Rock. Thunder is Lanturn's main STAB move, achieving perfect accuracy in the rain while packing a lot of power. Hydro Pump is Lanturn's secondary STAB move, hitting very hard in the rain despite Lanturn's middling Special Attack stat. Surf is also usable for its accuracy, although it has less power than Hydro Pump. Finally, Volt Switch allows Lanturn to easily switch into a sweeper to get a potential sweep going. However, Heal Bell is a viable alternative to cure the team of crippling paralysis or burns.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread allows Lanturn to hit as hard as possible and gives its HP a Stealth Rock number. Damp Rock is chosen to extend rain turns so that Lanturn better supports its team. Volt Absorb is chosen to allow Lanturn to come in on Electric-types, while giving it some form of recovery. Because Lanturn is using Rain Dance, rain sweepers are mandatory teammates. Kabutops, Moltres, Omastar, and Ludicolo are all viable options for Pokemon that can take advantage of the rain; Moltres can also remove Grass-types such as Sceptile and Lilligant. Finally, Mesprit and Uxie are both viable secondary rain summoners that synergize well with Lanturn, being able to switch in on Earthquake from Steelix and Rhydon, while also taking some pressure off of Lanturn's back.</p>

[SET]
name: Special Attacker
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Thunderbolt
move 4: Ice Beam
item: Choice Specs / Life Orb
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]

<p>Although Lanturn's middling Special Attack might make this seem like an odd choice, Lanturn is a perfectly viable candidate for a special attacker. Its bulk and typing allow it to come in on a number of special threats, Moltres in particular, and proceed to fire off reasonably powerful attacks. Its ability also allows it a form of recovery by switching into Galvantula and Manectric, which is useful to keep Lanturn healthy. Even though Lanturn's power can still be a bit lacking, it is bulky enough to use its moves multiple times. Lanturn's main advantage over Slowking in this role is its Electric typing, which grants it a good STAB to use against opposing bulky Water-types.</p>

<p>Volt Switch is the most notable move in Lanturn's arsenal, allowing it to switch out to other teammates while grabbing momentum. Hydro Pump is a solid STAB move, packing great power while pummeling Steelix and Rhydon hoping to absorb a Volt Switch. Surf is usable for its accuracy, but the loss in power is noticeable though. Thunderbolt serves as a powerful and reliable move to hit opposing Water-types hard. Ice Beam rounds out the coverage, providing Lanturn with a weapon against opposing Grass-types and Druddigon.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread maximizes Lanturn's power and bulk, and allows it to outpace standard Qwilfish. Choice Specs and Life Orb provide the needed power boosts to Lanturn's middling Special Attack stat, allowing it to deal more damage. Volt Absorb allows Lanturn to check Galvantula and Manectric, and provides it a source of recovery. Expert Belt is a good alternative over Choice Specs or Life Orb due to Lanturn's good coverage, although the loss in power against neutral targets is noticeable.</p>

<p>Entry hazard support is very useful to help Lanturn achieve needed KOs. Roselia and Scolipede are both viable options as they can keep opposing Grass-types at bay. Scyther synergizes very well with Lanturn, as it can handle Grass-types, while Lanturn can cover many of Scyther's weaknesses rather well. The two of them can also form a VoltTurn core to maintain pressure on the opponent. Finally, Entei or Emboar are especially useful to be able to handle opposing Grass-types.</p>

[Other Options]

<p>Lanturn has a number of other options at its disposal that it can make use of. It can use Charge Beam alongside Substitute to steadily boost its middling Special Attack to formidable levels. It can run Confuse Ray alongside Thunder Wave to perform the parafusion strategy; however, this is often seen as a gimmick, and is outdone by Liepard thanks to Prankster. It can also run Aqua Ring to give it a decent form of recovery alongside Leftovers. Lanturn has access to Signal Beam to handle Grass- and Psychic-types. Agility is a notable move to boost Lanturn's Speed and allow it to sweep teams. Finally, Brine is also a decent option to deal heavy damage to weakened opponents, but the move is very situational.</p>

[Checks and Counters]

<p>Grass-types such as Roselia, Sceptile, and Lilligant are notable, as they can come in on most of Lanturn's moves and hit it back bard. Substitute users can use Lanturn as setup fodder due to its low damage output. Strong physical attackers such as Cinccino, Druddigon, and Escavalier can do heavy damage to Lanturn, as its Defense is rather lackluster. Guts or Toxic Boost users such as Hariyama, Zangoose, and Gurdurr can avoid Thunder Wave and hit it extremely hard. Due to Lanturn's lack of reliable recovery, constant pressure will make it easier to eliminate from the match. Finally, Earthquake users such as Golurk, Archeops, and Scolipede can deal large amounts of damage to Lanturn.</p>


GP Approved 2/2
 

Honko

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Although Lanturn lacks any appealing stats outside of its HP, its rare Water / Electric typing gives it many useful resistances, (remove comma) and, (add comma) combined with its ability Volt Absorb, (add comma) allows it to check many prominent threats such as Omastar, Manectric, Jynx, and most importantly Moltres.
The original sentence had "its typing gives useful resistances" and "Volt Absorb allows it to check these Pokemon" as two separate clauses, which is incorrect since Volt Absorb doesn't help checking Omastar/Jynx/Moltres at all.
 
Before I upload this, shouldn't RestTalk just be merged with pivot? I mean, the main draw to using Lanturn is that it checks Moltres, and if you want to do it more reliably you can just change the moves on the pivot set to have RestTalk. I'm also saying this because right now I think it has too many sets. Rain Dance and Offensive can probably be merged or just have Rain Dance moved to OO. I've never seen Lanturn on a Rain Dance team and doubt it's better than other Water-type setters. More discussion would be appreciated since I just glanced over this for now.
 

Nails

Double Threat
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mention that protect + twave shouldn't be used, if you're using protect you p much have to use toxic.

and personally i think resttalk is ass and doesn't warrant a mention but this is already qced so w/e
 
col49 yeah, what's the current analysis doing?
17:32 Nails i'd probably put clefable above lanturn
17:32 Nails then lanturn and poliwrath are p much tied at 3rd
17:32 col49 i kinda figured it should be relaying that scald+switch are must-haves
17:33 col49 then just pick between status / heal bell / protect / resttalk
17:33 col49 depending on individual needs?
17:33 col49 oh, and tbolt i guess

DittoCrow protect lanturn is p good
17:35 col49 yhe, i think every lanturn i run uses it
17:35 Nails ^
17:35 DittoCrow you should qc it
17:35 DittoCrow i just commented but i only skimmed it

So aside from the fact that DC thought I was QC, basically this. Maybe its just me, but I strongly feel as though the slashes should be Scald / Volt Switch / (TWave / Toxic) / (Protect / Heal Bell), with coverage moves of any kind / ResTalk relegated to AC (if the sets are combined). The analysis seems geared towards cementing Lanturn's niche as a pivot / utility check (which is should be imo, since it's awful on stall and basically excels in balance much more so than anything else), but the use of stuff like Heal Bell, Ibeam, and a Rest-Talk set immediately conflicts with that. Heal Bell isn't consistently useful for balance teams to warrant main slash (since the defensive core is meant to just "hold off" offensive threats until you can establish a window for one of your sweepers to get to work, which shouldn't take long enough that you're overly concerned by status), status is more relevant v.every Grass-type / Drudd than the damage an unboosted IBeam is doing, and RestTalk is just the most slow and clunky thing on the planet, so I have no idea why I'd be using on balance :[ Also agreeing w/Nails on the TWave+Protect bit, simple scouting+a turn of Lefties recovery doesn't net enough benefit to warrant use on its own.

Ik it's kinda late into the QC process to be sayin' this, but I really think this sorta thing should get ironed out before it goes on-site '~'
 

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