
The advanced search option did not come up with a Lanturn topic, so I made one here. Please note that is topic is dedicated to discussing this Pokemon competitively, but not whether or not it will be banned!
# 171 Lanturn
Typing: Water / Electric
Base Stats: 125 HP / 58 Atk / 58 Def / 67 Spd / 76 Sp. Atk / 76 Sp. Def
Ability 1: Volt Absorb- This Pokemon is immune to Electric-type moves, and heals up 1/4th of its Max HP when hit by one.
Ability 2: Illuminate- When this Pokemon is in the first slot of your party, it increases the likelihood of wild encounters.
Dream World Ability: Water Absorb- This Pokemon is immune to Water-type moves, and heals up 1/4th of its Max HP when hit by one.
Movepool: All moves with competitive value will be bolded.
Lv1: Bubble
Lv1: Supersonic
Lv1: Thunder Wave
Lv6: Thunder Wave
Lv9: Flail
Lv12: Water Gun
Lv17: Confuse Ray
Lv20: Spark
Lv23: Take Down
Lv27: Stockpile
Lv27: Swallow
Lv27: Spit Up
Lv30: Electra Ball*
Lv35: Bubblebeam
Lv40: Signal Beam
Lv47: Discharge
Lv52: Aqua Ring
Lv57: Hydro Pump
Lv64: Charge
Lv1: Supersonic
Lv1: Thunder Wave
Lv6: Thunder Wave
Lv9: Flail
Lv12: Water Gun
Lv17: Confuse Ray
Lv20: Spark
Lv23: Take Down
Lv27: Stockpile
Lv27: Swallow
Lv27: Spit Up
Lv30: Electra Ball*
Lv35: Bubblebeam
Lv40: Signal Beam
Lv47: Discharge
Lv52: Aqua Ring
Lv57: Hydro Pump
Lv64: Charge
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM21 - Frustration
TM24 - Thunderbolt
TM25 - Thunder
TM27 - Return
TM32 - Double Team
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM48 - Troll*
TM55 - Boiling Water*
TM57 - Charge Beam
TM68 - Giga Impact
TM70 - Flash
TM72 - Volt Change*
TM73 - Thunder Wave
TM87 - Swagger
TM90 - Substitute
TM93 - Wild Bolt*
HM03 - Surf
HM05 - Waterfall
HM06 - Dive
TM07 - Hail
TM10 - Hidden Power
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM21 - Frustration
TM24 - Thunderbolt
TM25 - Thunder
TM27 - Return
TM32 - Double Team
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM48 - Troll*
TM55 - Boiling Water*
TM57 - Charge Beam
TM68 - Giga Impact
TM70 - Flash
TM72 - Volt Change*
TM73 - Thunder Wave
TM87 - Swagger
TM90 - Substitute
TM93 - Wild Bolt*
HM03 - Surf
HM05 - Waterfall
HM06 - Dive
Flail
Screech
Amnesia
Psybeam
Whirlpool
Agility
Mist
Shock Wave
Brine
Water Pulse
Screech
Amnesia
Psybeam
Whirlpool
Agility
Mist
Shock Wave
Brine
Water Pulse
Secret Power
Endure
Captivate
Sleep Talk
Natural Gift
Icy Wind
Sucker Punch
Snore
Aqua Tail
Bounce
Heal Bell
Endure
Captivate
Sleep Talk
Natural Gift
Icy Wind
Sucker Punch
Snore
Aqua Tail
Bounce
Heal Bell
Electra Ball: Special Electric / PP:10 / BP: ---/ Acc: 100 Effect:
The user slams an electric cluster into the opponent. The faster it is than it's opponent, the greater the power.
Troll: Special Normal / PP:15 / BP: 60/ Acc: 100 Effect: It attacks the opponents with song. If everyone sings together you can use the move in successive turns and have its power increase.
Boiling Water: Special Water PP: 15 Power: 80 / Accuracy: 100 Effect: May burn opponent. (30%)
Volt Change: Special Electric/PP: 20/BP: 70/Acc: 100/Effect: After this attack is used, if this attack is successful, if the user has at least 1 HP, and if user's party has at least one non-active Pokemon and the opposing Pokemon's party has at least one unfainted Pokmon that isn't an egg, this attack causes the user to switch even if it cannot switch. (The new Pokemon becomes active immediately. Effect of Destiny Bond and Grudge takes precedence over this attack's effect.)
Wild Bolt: Physical Electric PP: 15 Power: 90 / Accuracy: 100 Effect: Returns to user 1/4 of HP lost by opponent due to this attack (recoil).
The user slams an electric cluster into the opponent. The faster it is than it's opponent, the greater the power.
Troll: Special Normal / PP:15 / BP: 60/ Acc: 100 Effect: It attacks the opponents with song. If everyone sings together you can use the move in successive turns and have its power increase.
Boiling Water: Special Water PP: 15 Power: 80 / Accuracy: 100 Effect: May burn opponent. (30%)
Volt Change: Special Electric/PP: 20/BP: 70/Acc: 100/Effect: After this attack is used, if this attack is successful, if the user has at least 1 HP, and if user's party has at least one non-active Pokemon and the opposing Pokemon's party has at least one unfainted Pokmon that isn't an egg, this attack causes the user to switch even if it cannot switch. (The new Pokemon becomes active immediately. Effect of Destiny Bond and Grudge takes precedence over this attack's effect.)
Wild Bolt: Physical Electric PP: 15 Power: 90 / Accuracy: 100 Effect: Returns to user 1/4 of HP lost by opponent due to this attack (recoil).
Overall: Lanturn hasn't changed very much from Generation IV. One new move stands out, though: Boiling Water. Boiling Water in particular is a wonderful addition, allowing Lanturn to burn physical attacker that used to give it trouble. Additionally, this move is a TM, so it can run this with any of its 4th gen moves. Water Absorb is rather lackluster, as Lanturn already resists Water but is only neutral to Electric.
Key Traits:
1. Great Typing: Water/Electric is wonderful typing; defensively, it yields a quad resistance to Steel and resistances to Fire, Water, Ice, and Flying. On offense, Water+Electric dual STAB has great coverage with Ice Beam, resisted by only Shedinja, Lightningrod Seaking, and Lanturn itself (see Volt Absorb).
2. Volt Absorb: Aside from his Electric STAB, this is what separates Lanturn from other Bulky Waters. Not only does it eliminate Lanturn's Electric neutrality, but it heals Lanturn for 25% of its HP every time it switches into one!
3. Great Supporting Movepool: Lanturn has a variety of status-inflicting moves: Toxic, Thunder Wave, and now Boiling Water are all great options to cripple the enemy. Lanturn can also support his own teammates with Heal Bell, taking status ailments off his entire team.
4. Lackluster Stats: This is why Lanturn isn't a top-tier Pokemon: aside from its amazing base 125 HP, its stats are terrible. 76 in the Special stats, 58 in the Physical stats, and 67 Speed just don't cut it in Standard play.
5. No Reliable Recovery: Aside from Rest, Volt Absorb, and Leftovers, Lanturn has no means of recovery. This is as big of a thorn in his side as Stealth Rock is for Fliers.
Possible Sets:
Status Beacon
Lanturn @ Leftovers
Volt Absorb
Calm nature (-Atk, +Sp. Def)
EVs: 40 HP / 216 Def / 252 Sp. Def
~Boiling Water/Surf
~Discharge/Thunderbolt
~Ice Beam
~Toxic/Confuse Ray/Heal Bell/Thunder Wave
- Boiling Water and Discharge provide great coverage and can cripple switch-ins while causing damage
- Ice Beam is for Grass- and Dragon-types that resist both your STAB moves
- Last moves depends on what you prefer: poison, confusion, or a cleric
- EVs optimize Lanturn's defenses (particularly Sp. Def) while allowing it to survive 5 Seismic Tosses
- Thunderbolt or Surf are for more power, and Thunder Wave is for reliable paralysis
- An alternate spread of 40 HP / 140 Sp. Atk / 176 Def / 252 Sp. Def gives Lanturn a little more power behind its Special Attacks
SubCharge
Lanturn @ Leftovers
Volt Absorb
Modest nature (+Sp. Atk, -Atk)
EVs: 52 HP / 252 Sp. Atk / 148 Sp. Def / 56 Spe
Hydro Pump/Surf
Charge Beam
Ice Beam
Substitute
- Set takes advantage of Lanturn's resistances and bulk to attempt a sweep or open teams up for one
- Substitute is there to scout, block status, and makes setting up on walls a lot easier
- Charge Beam boost Lanturn's Special Attack, allowing it to beat walls it normally can't, such as Blissey
- Hydro Pump is preferred over Surf because it nets 2HKOs that Surf can't, such as on Tyraniatar, Machamp, Scizor, and Metagross
- EVs optimize Lanturn's Sp. Atk, give it 101 HP Substitutes, and let it outspeed standard Vaporeon; the rest is dumped into Sp. Def
- Signal Beam may be used to counter Celebi
- If running Rain Dance or Drizzle Politoed, Thunder may be run over Discharge
- Hydro Pump is an option if you prefer raw power
- Two notable Hidden Powers: Grass (for Water/Ground-types) and Fire (for Abomasnow, Nattorei, and Forretress)
- Substitute can be used to scout; just run 52 EVs in HP, which gives Lanturn 101 HP substitutes
- Rest can be used for recovery, but you better have Sleep Talk or a cleric
- Drizzle Politoed: it clears sand and hail while giving Lanturn 100% acc. Thunder, dual Water STAB, and an Electric lure
- Lanturn hates residual damage, so having a Rapid Spinner is helpful
- In general, Flying-, Bug-, and Grass-types are great partners, covering Lanturn's weaknesses and luring in its resistances
- Chansey and Blissey wall Lanturn to death unless you have Toxic
- Water/Ground-types; all but Swampert have an ability granting them a Water immunity, and Swampert has a strong STAB Earthquake
- Grass-types, especially Celebi, Nattorei, Abomasnow, and Grass/Poison dual-types, are very dangerous without the right moves
- Dugtrio can trap and kill Lanturn with Earthquake if it doesn't come in on a Water STAB or Substitute
- In general, any strong Grass or Ground STAB will at least 2HKO Lanturn