Not sure why this isn't in the analysis already, but ok! Oh, and for some reason the computer I'm on atm can't save logs, so if you qc guys want them I'll have to get them tomorrow or something.
Lanturn
[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Thunderbolt / Heal Bell
move 4: Scald / Heal Bell
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 252 Def / 216 SpD
[SET COMMENTS]
<p>While Lanturn is often viewed as one of RU's premier bulky Water-types, its lack of recovery holds it back. Without any form of recovery, Lanturn becomes somewhat easy to wear down, and so cannot consistently check or counter the Pokemon that it is supposed to deal with. For example, Moltres, a Pokemon who Lanturn is supposed to check, can easily hit the standard Lanturn set with Hidden Power Grass once, switch out, then come back in later to 2HKO it with Hidden Power Grass. To make Lanturn a more consistent check to these types of Pokemon, it can use the RestTalk combination, giving it a form of recovery while ensuring that Lanturn is not completely useless while it is asleep. While BW's sleep mechanics have made this strategy less reliable, Lanturn has a few things which make it stand out, including its excellent bulk, Volt Absorb, good STABs, and Heal Bell.</p>
<p>Rest and Sleep Talk are the crux of this set, as they give Lanturn the recovery needed for it to take on those common threats consistently. Thunderbolt is a powerful STAB attack that Lanturn has at its disposal, and, in tandem with Scald, makes it hard for anything other than Grass-types to switch into Lanturn. However, one thing that you may wish to use is Heal Bell over either of those STAB moves. With Heal Bell, Lanturn can act as a reliable cleric; moreover, Heal Bell helps make the RestTalk combination more reliable, since it will cure Lanturn of its sleep status once selected by Sleep Talk, which means that Lanturn does not always have to wait out those two turns. It also allows you to have a cleric who can use Heal Bell more than eight times. If you decide to do this, though, note that you will be only able to use one of Lanturn's STAB moves, and each move has specific advantages and disadvantages. Thunderbolt will allow Lanturn to hit pesky Flying- and Water-types such as Moltres, Honchkrow, Slowking, and Feraligatr hard, but it leaves Lanturn utterly walled by Ground-types and Pokemon with Lightningrod, including Manectric. Scald, on the other hand, will hit Fire-types such as Moltres and Entei and also has a nice chance to burn opponents. However, this makes Lanturn set-up bait for Pokemon such as Poliwrath and Slowking. Either attack will make Lanturn set-up bait for certain Pokemon, so it comes down to team support to ensure that whatever Lanturn is helpless against isn't problematic for your team as a whole.</p>
[ADDITIONAL COMMENTS]
<p>This EV spread gives Lanturn some nice mixed bulk with a bias towards Special Defense. 40 HP EVs allow Lanturn to hit a Leftovers number, while 252 Defense EVs allow Lanturn to take a fair amount of physical attacks. For this set in particular, it ensures that Lanturn is not 2HKOed by Honchkrow's Brave Bird, which makes Lanturn a good check against it. 216 Special Defense EVs and a Calm nature give Lanturn quite a bit of special bulk, and allows it to stomach special attacks from powerful foes such as Moltres with relative ease. The moveset can also be customized to fit certain teams better. If paralysis support is desired, Discharge is an option over Thunderbolt for a higher paralysis rate in exchange for a bit of power. However, Discharge should only be used with Heal Bell or Surf, so that you don't accidentally paralyze a Pokemon who you would want to burn with Scald. If Grass-types are problematic, Ice Beam can be used over Scald; it also forms the illustrious BoltBeam coverage with Thunderbolt.</p>
<p>RestTalk Lanturn tends to work better on dedicated stall or more defensive balanced teams, since these teams often need a reliable check to Moltres, and Lanturn can do this and also provide cleric support. Grass-types such as Ferroseed, Roselia, and Tangrowth work well with Lanturn, since they can take on the Grass- and Ground-type Pokemon who give Lanturn trouble, while Lanturn can beat troublesome Pokemon such as Moltres and Honchkrow for them and cure them of troublesome status effects. Roselia and Ferroseed can also set up entry hazards for the defensive team they should be used on. Gligar is another good teammate, as it flawlessly takes on both Ground-types and physical attacks and can set up Stealth Rock for your team. Ironically, Moltres itself makes a wonderful partner for Lanturn, as it uses the Grass-types that Lanturn lures in as set-up bait and can easily dispose of them with its powerful STAB attacks. Furthermore, with Heal Bell support from Lanturn and their access to instant recovery moves, both Gligar and Moltres become incredibly hard to take down when paired alongside Lanturn.</p>

Lanturn
[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Thunderbolt / Heal Bell
move 4: Scald / Heal Bell
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 252 Def / 216 SpD
[SET COMMENTS]
<p>While Lanturn is often viewed as one of RU's premier bulky Water-types, its lack of recovery holds it back. Without any form of recovery, Lanturn becomes somewhat easy to wear down, and so cannot consistently check or counter the Pokemon that it is supposed to deal with. For example, Moltres, a Pokemon who Lanturn is supposed to check, can easily hit the standard Lanturn set with Hidden Power Grass once, switch out, then come back in later to 2HKO it with Hidden Power Grass. To make Lanturn a more consistent check to these types of Pokemon, it can use the RestTalk combination, giving it a form of recovery while ensuring that Lanturn is not completely useless while it is asleep. While BW's sleep mechanics have made this strategy less reliable, Lanturn has a few things which make it stand out, including its excellent bulk, Volt Absorb, good STABs, and Heal Bell.</p>
<p>Rest and Sleep Talk are the crux of this set, as they give Lanturn the recovery needed for it to take on those common threats consistently. Thunderbolt is a powerful STAB attack that Lanturn has at its disposal, and, in tandem with Scald, makes it hard for anything other than Grass-types to switch into Lanturn. However, one thing that you may wish to use is Heal Bell over either of those STAB moves. With Heal Bell, Lanturn can act as a reliable cleric; moreover, Heal Bell helps make the RestTalk combination more reliable, since it will cure Lanturn of its sleep status once selected by Sleep Talk, which means that Lanturn does not always have to wait out those two turns. It also allows you to have a cleric who can use Heal Bell more than eight times. If you decide to do this, though, note that you will be only able to use one of Lanturn's STAB moves, and each move has specific advantages and disadvantages. Thunderbolt will allow Lanturn to hit pesky Flying- and Water-types such as Moltres, Honchkrow, Slowking, and Feraligatr hard, but it leaves Lanturn utterly walled by Ground-types and Pokemon with Lightningrod, including Manectric. Scald, on the other hand, will hit Fire-types such as Moltres and Entei and also has a nice chance to burn opponents. However, this makes Lanturn set-up bait for Pokemon such as Poliwrath and Slowking. Either attack will make Lanturn set-up bait for certain Pokemon, so it comes down to team support to ensure that whatever Lanturn is helpless against isn't problematic for your team as a whole.</p>
[ADDITIONAL COMMENTS]
<p>This EV spread gives Lanturn some nice mixed bulk with a bias towards Special Defense. 40 HP EVs allow Lanturn to hit a Leftovers number, while 252 Defense EVs allow Lanturn to take a fair amount of physical attacks. For this set in particular, it ensures that Lanturn is not 2HKOed by Honchkrow's Brave Bird, which makes Lanturn a good check against it. 216 Special Defense EVs and a Calm nature give Lanturn quite a bit of special bulk, and allows it to stomach special attacks from powerful foes such as Moltres with relative ease. The moveset can also be customized to fit certain teams better. If paralysis support is desired, Discharge is an option over Thunderbolt for a higher paralysis rate in exchange for a bit of power. However, Discharge should only be used with Heal Bell or Surf, so that you don't accidentally paralyze a Pokemon who you would want to burn with Scald. If Grass-types are problematic, Ice Beam can be used over Scald; it also forms the illustrious BoltBeam coverage with Thunderbolt.</p>
<p>RestTalk Lanturn tends to work better on dedicated stall or more defensive balanced teams, since these teams often need a reliable check to Moltres, and Lanturn can do this and also provide cleric support. Grass-types such as Ferroseed, Roselia, and Tangrowth work well with Lanturn, since they can take on the Grass- and Ground-type Pokemon who give Lanturn trouble, while Lanturn can beat troublesome Pokemon such as Moltres and Honchkrow for them and cure them of troublesome status effects. Roselia and Ferroseed can also set up entry hazards for the defensive team they should be used on. Gligar is another good teammate, as it flawlessly takes on both Ground-types and physical attacks and can set up Stealth Rock for your team. Ironically, Moltres itself makes a wonderful partner for Lanturn, as it uses the Grass-types that Lanturn lures in as set-up bait and can easily dispose of them with its powerful STAB attacks. Furthermore, with Heal Bell support from Lanturn and their access to instant recovery moves, both Gligar and Moltres become incredibly hard to take down when paired alongside Lanturn.</p>