[UU] Lanturn

Empress

Don't waffle or you'll get pancaked
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Approved by Jirachee and taken over from the late SOMALIA/SmogonWorkHorse (He wrote it, and I gave it the first GP check)

Lanturn
QC: 3/3 (Nas, kokoloko, SOMALIA) [jesus fucking christ this was from a long time ago]
GP: 2/2 (Snobalt, The Dutch Plumberjack)

[OVERVIEW]

Lanturn's unique-for-the-metagame Water / Electric typing coupled with Volt Absorb allows it to be a good check to several special attackers such as Zapdos and Rotom-H. Its high base 125 HP also means that it can take some physical hits well despite its low Defense. Lanturn also has access to good support moves such as Thunder Wave and Heal Bell, which give it a defined role in the bulky UU metagame. Lanturn can also go offensive with Choice Specs, scaring away Pokemon immune to Electric such as Rhyperior with the threat of Hydro Pump. However, its weaknesses to Grass- and Ground-type moves, which are common coverage options on many Pokemon, and its lack of reliable recovery mean that it can be worn down pretty easily. Lanturn also has poor offensive presence when uninvested, which means that threats such as Substitute + Calm Mind Raikou can set up on it. Overall, its best roles are as a cleric for defensive and balanced teams and as a slow Volt Switch user for more offensive teams thanks to its Thunder Wave immunity and good dual STAB types.

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

[SET COMMENTS]

This set capitalizes on Lanturn's great Special Defense stat. Pair this with its great defensive typing and Volt Absorb, and you'll find yourself a stellar tank. Scald can cripple incoming counters such as Abomasnow and Virizion. What makes Volt Switch such a great move on Lanturn is its low Speed, meaning that it almost always will move last, giving a free switch to a teammate. The third slot is a toss-up between Heal Bell and Toxic. The former move allows Lanturn to play more of a team support role by providing multiple chances for wallbreakers to wreak havoc on the opposing team. Toxic is a great asset to have on board when dealing with opposing Lanturn, other bulky Water-types such as Suicune, and Raikou. However, you must be wary of Substitute + Calm Mind variants of Raikou and Suicune, which will find it easy to set up Substitute on a failed Toxic attempt and subsequently boost with Calm Mind. Thunder Wave cripples the majority of the UU metagame pretty hard, as many of its Pokemon sport rather decent Speed, leaving slower teammates such as Rhyperior and Scrafty less vulnerable to being revenge killed by faster threats. Most of these threats are special attackers, meaning that Lanturn's great Special Defense will allow it to get the job done.


[ADDITIONAL SET COMMENTS]

The combination of HP and Special Defense EVs allows Lanturn to avoid the 2HKO from Choice Specs Zapdos's Hidden Power Grass. This spread has its drawbacks, such as being unable to survive Leaf Blade from Life Orb Virizion, as referenced below. However, it generally isn't a good idea to stay in on Virizion, and Lanturn will have taken prior damage the majority of the time. There is little use in investing in its Special Attack, so the remainder is thrown into its Defense to help take hits from the likes of Choice Scarf Heracross slightly better. Protect is a decent alternative to either Thunder Wave or Heal Bell to punish Mienshao's Hi Jump Kick and scout for Choice item users in general.

252 Atk Life Orb Virizion Leaf Blade vs. 204 HP / 96 Def Lanturn: 398-471 (90 - 106.5%) -- 37.5% chance to OHKO

252 Atk Life Orb Virizion Leaf Blade vs. 52 HP / 252 Def Lanturn: 330-390 (81.6 - 96.5%) -- guaranteed 2HKO after Leftovers recovery

Pokemon that lack many relevant resistances appreciate the slow Volt Switch that Lanturn provides, such as Rhyperior and Weavile. Lanturn typically lures in Grass-types such as Roserade, Shaymin, and Virizion, so Fire-types, especially those that sport a pivoting move such as U-turn, and Crobat make for good partners, as they have great synergy with Lanturn both offensively and defensively, being able to force out its counters after Lanturn brings them in with Volt Switch. One can take advantage of this turn and further gain momentum by using U-turn on a predicted switch. Entry hazards are very beneficial when using Lanturn, as its impressive bulk can help it force quite a few switches; Roserade and Bronzong are Pokemon that spring to mind, as both have great synergy with Lanturn and are able to set up entry hazards.

[SET]
name: Rain Dance
move 1: Rain Dance
move 2: Volt Switch
move 3: Thunder / Heal Bell
move 4: Hydro Pump / Surf
item: Damp Rock
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 104 SpD / 152 Spe

[SET COMMENTS]

Lanturn's ability to summon rain with Rain Dance and fend off stray Electric-type attacks with Volt Absorb allows it to fit onto rain teams with ease. Lanturn often finds it easy to set up Rain Dance on Fire-, Water-, and Electric-types, and its naturally good special bulk and typing grant it the ability to reliably bring the rain and set it up repeatedly if need be. Its relatively extensive movepool allows it to directly utilize the rain and further support the team, making Lanturn rather invaluable to rain teams. Lanturn's low base Speed and access to Volt Switch allow it to act as a fantastic pivot that also provides rain support, enabling it to provide a safe switch to a rain sweeper. The third moveslot is a matter of utility. Thunder is a powerful STAB move to spam under rain, frying opposing bulky Water-types that try to wall your team's rain sweepers, while Heal Bell grants the team cleric support, cleansing your team of annoying status conditions. Raw power versus perfect accuracy is what the final moveslot is all about. Hydro Pump is Lanturn's strongest move and will be sure to leave a dent on almost anything that it hits in the rain. Surf is another alternative that also receives a power boost from rain but has lower Base Power in exchange for perfect accuracy.

[ADDITIONAL SET COMMENTS]

The given EV spread is pretty straightforward. 152 Speed EVs enable Lanturn to outpace minimum Speed Gligar and Suicune, which is pretty vital considering that the former, if given the chance, can prevent Lanturn from setting up rain by either Taunting it or potentially putting Lanturn out of commission with Earthquake.

0 Atk Gligar Earthquake vs. 0 HP / 0 Def Lanturn: 264-312 (67.51 - 79.79%) -- guaranteed 2HKO

A Modest nature and 252 Special Attack EVs allow Lanturn to and hit hard with its STAB attacks under rain, and the remaining EVs are dedicated to its Special Defense. Damp Rock maximizes the number of turns that rain is up. This might seem inferior to Leftovers at first glance, but in practice, the three extra turns will prove much more valuable to your rain sweepers and will often be the difference between a win and a loss.

Water-type rain sweepers such as Omastar, Kabutops, and Kingdra are great teammates for Lanturn. Lanturn can switch in freely on Electric-type attacks aimed at these three powerhouses and replenish its HP with Volt Absorb, which is vital in ensuring its longevity, as it lacks Leftovers. Ludicolo is another strong choice due to its resistance to the Ground-type attacks that Lanturn is weak to, meaning that Ludicolo can be manually switched in without the aid of Volt Switch to sponge a Ground-type attack. Despite Lanturn's ability to potentially set up rain several times during the battle, it is important to have a secondary weather inducer on board to remove some pressure from Lanturn. Great partners include Bronzong and Zapdos, both of which have excellent defensive synergy with Lanturn, as they are immune to Ground-type attacks and resist Grass-types attacks. Tornadus also has amazing synergy with Lanturn and can take advantage of rain with its perfectly accurate Hurricane; it is also able to set up a Prankster-prioritized Rain Dance.

[SET]
name: Choice Specs
move 1: Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Thunderbolt / Scald
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 104 SpD / 152 Spe

[SET COMMENTS]

Although Lanturn's middling Special Attack might make this set seem like an odd choice, Lanturn is a perfectly viable candidate for a Choice Specs special attacker. Its bulk and typing allow it to come in on a number of special threats, particularly Moltres and Suicune, and proceed to launch reasonably powerful attacks. Volt Absorb also gives it a way to recover HP by switching into Electric-type attacks from the likes of Raikou and Zapdos, 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 type to use against opposing bulky Water-types.

Hydro Pump is very unexpected on a Pokemon known for its defensive prowess, so it often possesses the element of surprise. It OHKOes defensive Nidoqueen in addition to offensive Zapdos after Stealth Rock, which neither Scald nor Surf can accomplish all of the time. Volt Switch is the most notable move in Lanturn's arsenal due to its below-average Speed stat, allowing it to switch out to other teammates while grabbing momentum. Ice Beam is the only way that Lanturn can deal with Grass-types that roam the tier as well as Druddigon, having a slight chance to OHKO the Choice Band set after Stealth Rock. Thunderbolt serves as a powerful and reliable option to hit Water-types and doesn't force Lanturn to switch out of a favorable position.

[ADDITIONAL SET COMMENTS]

The Speed EVs allow Lanturn to outpace Gligar and defensive Togekiss. Surf can be used instead of Scald; however, you forgo the chance to bluff a defensive set in addition to getting some timely burns on some of Lanturn's most common switch-ins. Discharge works in a similar fashion to Scald and can be used instead of Thunderbolt; however, the drop in power is noticeable.

Poison-types such as Roserade, Nidoqueen, and Nidoking have great synergy with Lanturn and can get rid of the much-dreaded Toxic Spikes, and the former two can lay down entry hazards to aid Lanturn's path of destruction. Special tanks such as Umbreon and Snorlax are troubling for Lanturn, so utilizing Fighting-types such as Scrafty and Heracross can be much appreciated. More subtle ways to bait and remove those two tanks are possible, such as using one or two hard-hitting mixed attackers or setup sweepers such as Raikou and Cofagrigus to severely weaken them, thereby paving the way for Lanturn. Togekiss can switch into Ground-type attacks aimed at Lanturn, while Lanturn can absorb any Electric-type attacks thrown at Togekiss from Raikou and Zapdos in return.

[STRATEGY COMMENTS]
Other Options
============

There isn't much else Lanturn can run with great effectiveness. A RestTalk set can be utilized; with RestTalk, Lanturn can absorb status ailments, launch an attack, and heal itself quite easily. While asleep, Lanturn can proceed to use Sleep Talk to dish out decent damage while having the potential to burn incoming switch-ins. While Suicune and Milotic might seem to outclass it as a RestTalk user, Lanturn's unique typing and ability allow it to stand strong in the face of virtually all special attackers, including Zapdos. A combination of Substitute and Charge Beam is another option, but it will rarely work due to Lanturn's mediocre Special Attack and low Speed. Lanturn can run a parafusion set with Water Pulse and Thunder Wave, but this is ineffective because switching is not common in UU due to the tier's lack of Choice item users. However, parafusion complements paraflinch variants of Togekiss very nicely, forming a solid paralysis-spreading core to aid slower sweepers.

Checks and Counters
============

When one thinks of counters to Lanturn, Grass-types immediately spring to mind. Roserade and Shaymin are the best counters due to Natural Cure, which allows them to switch in without any fear. Abomasnow and Virizion also work, with the former having the additional advantage of nullifying Lanturn's much-treasured Leftovers recovery with Snow Warning. Virizion poses much more of an immediate threat, being able to swiftly KO Lanturn with STAB Leaf Blade.

Hitting Lanturn with physical attacks is generally the way to go. Heracross can take hits relatively well from Lanturn and deal hefty damage with either of its STAB attacks, and the threat of Guts means that Lanturn has to be wary of possibly inflicting it with a status condition. Gligar and Flygon both outpace Lanturn and can scare it out with a super effective Earthquake; however, these two cannot reliably take a hit in return.

While Lanturn does have Heal Bell to ward off status ailments, the move has limited PP, and there are limited opportunities to safely use it in the fast-paced BW UU metagame. Because of this, status conditions can put a lot of pressure on Lanturn, so inflicting it with one is ideally the best way for stall teams to remove it from the battle. In a similar vein, due to Lanturn's lack of a reliable recovery move, bulky walls such as Chansey, Umbreon, and Clefable can take anything in Lanturn's arsenal and stall it out with ease.
 
Last edited:

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
dude i could just have used my mod powers to finish this in the old thread :P
anyways, doing this a more conventional way then haha

remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Lanturn's unique-for-the-metagame Water / Electric typing coupled with Volt Absorb allows it to be a good check to several special attackers such as Zapdos and Rotom-H. Its high base 125 HP also means that it can take some physical hits well despite its low Defense. Lanturn also has access to good support moves such as Thunder Wave and Heal Bell, which give it a defined role in the bulky UU metagame. Lanturn can also go offensive with Choice Specs, scaring away Pokemon immune to Electric such as Rhyperior with the threat of Hydro Pump. However, its weaknesses to Grass- and Ground-type moves, which are common coverage options on many Pokemon, and its lack of reliable recovery mean that it can be worn down pretty easily. Lanturn also has poor offensive presence when uninvested, which means that threats such as Substitute + Calm Mind Raikou can set up on it. Overall, its best roles are as a cleric for defensive and balanced teams or and as a slow Volt Switch user for more offensive teams thanks to its Thunder Wave immunity and good dual STAB types.

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

[SET COMMENTS]

This set capitalizes on Lanturn's great Special Defense stat. Pair this with its great defensive typing and Volt Absorb, (AC) and you'll find yourself a stellar tank. Scald can potentially cripple incoming counters such as Abomasnow and Virizion. What makes Volt Switch such a great move on Lanturn is the fact that it has its low Speed, meaning that it almost always will move last, giving a free switch to a teammate. The third slot is a toss-up between Heal Bell and Toxic. The former move allows Lanturn to play more of a team support role by providing multiple chances for wallbreakers to wreak havoc on the opposing team. Toxic is a great asset to have on board when dealing with opposing Lanturn, other bulky Water-types such as Suicune, and Raikou. However, you must be wary of Substitute + Calm Mind variants of Raikou and Suicune, which will find it easy to set up Substitute on a failed Toxic attempt and subsequently boost with Calm Mind. Thunder Wave cripples the majority of the UU metagame pretty hard, as many of its Pokemon sport rather decent Speed, (comma) This allows for leaving slower teammates such as Rhyperior and Scrafty to avoid being as less vulnerable to being revenge killed by faster threats. Most of these threats are special attackers, meaning that Lanturn's great Special Defense will allow it to get the job done.


[ADDITIONAL SET COMMENTS]

The combination of HP and Special Defense EVs allows Lanturn to avoid the 2HKO from Choice Specs Zapdos's Hidden Power Grass. This spread has its drawbacks, such as being unable to survive Leaf Blade from Life Orb Virizion, as referenced below. However, it generally isn't a good idea to stay in on Virizion, and Lanturn will have taken prior damage the majority of the time. There is little use of in investing in its Special Attack, so the remainder is thrown into its Defense to help take hits from the likes of Choice Scarf Heracross slightly better. Protect is a decent alternative to either Thunder Wave or Heal Bell to punish Mienshao's Hi Jump Kick and scout for Choice item users in general.

252 Atk Life Orb Virizion Leaf Blade vs. 204 HP / 96 Def Lanturn: 398-471 (90 - 106.5%) -- 37.5% chance to OHKO

252 Atk Life Orb Virizion Leaf Blade vs. 52 HP / 252 Def Lanturn: 330-390 (81.6 - 96.5%) -- guaranteed 2HKO after Leftovers recovery


Pokemon that lack many relevant resistances appreciate the slow Volt Switch that Lanturn provides, such as Rhyperior and Weavile. Lanturn typically lures in Grass-types such as Roserade, Shaymin, and Virizion, so Fire-types, especially those that sport a pivoting move such as U-turn, and Crobat make for good partners, as they have great synergy with Lanturn both offensively and defensively, being able to force out its counters after Lanturn brings them in with Volt Switch. One can take advantage of this turn and further gain momentum by using U-turn on a predicted switch. Entry hazards are very beneficial when using Lanturn, as its impressive bulk can help it force quite a few switches; Roserade and Bronzong are Pokemon that spring to mind, as both have great synergy with Lanturn and are able to set up entry hazards.

[SET]
name: Rain Dance
move 1: Rain Dance
move 2: Volt Switch
move 3: Thunder / Heal Bell
move 4: Hydro Pump / Surf
item: Damp Rock
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 104 SpD / 152 Spe

[SET COMMENTS]

Lanturn's ability to summon rain with Rain Dance and fend off stray Electric-type attacks with Volt Absorb allows it to fit onto rain teams with ease. Lanturn often finds it easy to set up Rain Dance on Fire-, Water-, and Electric-types, and its naturally good special bulk and typing grant it the ability to reliably bring the rain and set it up repeatedly if need be. Its relatively extensive movepool allows it to directly utilize the rain and further support the team, making Lanturn rather invaluable to rain teams. Lanturn's low base Speed and access to Volt Switch allow it to act as a fantastic pivot that also provides rain support, enabling it to provide a safe switch to a rain sweeper. The third moveslot is a matter of utility. Thunder is a powerful STAB move to spam under rain, frying opposing bulky Water-types that try to wall your team's rain sweepers, while Heal Bell grants the team cleric support, cleansing your team of annoying status conditions. Raw power vs. versus perfect accuracy is what the final moveslot is all about. Hydro Pump is Lanturn's strongest move that and will be sure to leave a dent on almost anything that it hits in the rain. Surf is another alternative that also receives a power boost from rain but has lower Base Power in exchange for perfect accuracy.

[ADDITIONAL SET COMMENTS]

The given EV spread is pretty straightforward. 152 Speed EVs enable Lanturn to outpace minimum Speed Gligar and Suicune, which is pretty vital considering that the former, if given the chance, can prevent Lanturn from setting up rain by either Taunting it or potentially putting Lanturn out of commission with Earthquake.

0 Atk Gligar Earthquake vs. 0 HP / 0 Def Lanturn: 264-312 (67.51 - 79.79%) -- guaranteed 2HKO

A Modest nature and 252 Special Attack EVs allow Lanturn to and hit hard with its STAB attacks under rain, and the remaining EVs are dedicated to its Special Defense. Damp Rock maximizes the amount number of turns that rain is up. This might seem inferior to Leftovers at first glance, but in practice, the three extra turns will prove much more valuable to your rain sweepers and will often be the difference between a win and a loss.

Water-type rain sweepers such as Omastar, Kabutops, and Kingdra are great teammates for Lanturn. Lanturn can switch in freely on Electric-type attacks aimed at these three powerhouses and replenish its HP with Volt Absorb, which is vital in ensuring its longevity, as it lacks Leftovers. Ludicolo is another strong choice(space)due to the fact that it resists its resistance to the Ground-type attacks that Lanturn is weak to, meaning that Ludicolo can be manually switched in without the aid of Volt Switch to sponge a Ground-type attack. Despite Lanturn's ability to potentially set up rain several times during the battle, it is important to have a secondary weather inducer on board to remove some pressure from Lanturn. Great partners include both Bronzong and Zapdos, both of which have excellent defensive synergy with Lanturn, as they are immune to Ground-type attacks and resist Grass-types attacks. Tornadus also has amazing synergy with Lanturn and can take advantage of rain with its perfectly accurate Hurricane; it is also able to set up a Prankster-prioritized Rain Dance.

[SET]
name: Choice Specs
move 1: Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Thunderbolt / Scald
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 104 SpD / 152 Spe

[SET COMMENTS]

Although Lanturn's middling Special Attack might make this set seem like an odd choice, Lanturn is a perfectly viable candidate for a Choice Specs special attacker. Its bulk and typing allow it to come in on a number of special threats, particularly Moltres and Suicune, and proceed to launch reasonably powerful attacks. Volt Absorb also gives it a way to recover HP by switching into Electric-type attacks from the likes of Raikou and Zapdos, 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 type to use against opposing bulky Water-types.

Hydro Pump is very unexpected on a Pokemon known for its defensive prowess, so it often possesses the element of surprise. It OHKOes defensive Nidoqueen in addition to offensive Zapdos after Stealth Rock, which neither Scald nor Surf can accomplish all of the time. Volt Switch is the most notable move in Lanturn's arsenal due to its below-average Speed stat, allowing it to switch out to other teammates while grabbing momentum. Ice Beam is the only way that Lanturn can deal with Grass-types that roam the tier as well as Druddigon, having a slight chance to OHKO the Choice Band set after Stealth Rock. Thunderbolt serves as a powerful and reliable option to hit Water-types and doesn't force Lanturn to switch out of a favorable position.

[ADDITIONAL SET COMMENTS]

The Speed EVs allow Lanturn to outpace Gligar and defensive Togekiss. Surf can be used instead of Scald; however, you forgo the chance to bluff a defensive set in addition to getting some timely burns on some of Lanturn's most common switch-ins. Discharge works in a similar fashion to Scald and can be used instead of Thunderbolt; however, the drop in power is noticeable.

Poison-types such as Roserade, Nidoqueen, and Nidoking have great synergy with Lanturn and can get rid of the much-dreaded Toxic Spikes, and can the former two can lay down entry hazards to aid Lanturn's path of destruction. Special tanks such as Umbreon and Snorlax are troubling for Lanturn, so utilizing Fighting-types such as Scrafty and Heracross can be much appreciated. More subtle ways to bait and remove those two tanks are possible, such as using one or two hard-hitting mixed attackers or setup sweepers such as Raikou and Cofagrigus to severely weaken them, thereby paving the way for Lanturn. Togekiss can switch into Ground-type attacks aimed at Lanturn, while Lanturn can absorb any Electric-type attacks thrown at Togekiss from Raikou and Zapdos in return.

[STRATEGY COMMENTS]
Other Options
============

There isn't much else Lanturn can run with great effectiveness. A RestTalk set can be utilized; with RestTalk, Lanturn can absorb status ailments, launch an attack, and heal itself quite easily. While asleep, Lanturn can proceed to use Sleep Talk to dish out decent damage while having the potential to burn incoming switch-ins. While Suicune and Milotic might seem to outclass it as a RestTalk user, Lanturn's unique typing and ability allow it to stand strong in the face of virtually all special attackers, including Zapdos. A combination of Substitute and Charge Beam is another option, but it will rarely work due to Lanturn's mediocre Special Attack and low Speed. Lanturn can run a parafusion set with Water Pulse and Thunder Wave, but this is ineffective because switching is not common in UU due to the tier's lack of Choice item users. However, parafusion complements paraflinch variants of Togekiss very nicely, forming a solid paralysis-spreading core to aid slower sweepers.

Checks and Counters
============

When one thinks of counters to Lanturn, Grass-types immediately spring to mind. Roserade and Shaymin are the best counters due to Natural Cure, which allows them to switch in without any fear. Abomasnow and Virizion also work, with the former having the additional advantage of nullifying Lanturn's much-treasured Leftovers recovery with Snow Warning. Virizion poses much more of an immediate threat, being able to swiftly KO Lanturn with STAB Leaf Blade.

Hitting Lanturn with physical attacks is generally the way to go. Heracross can take hits relatively well from Lanturn and deal hefty damage with either of its STAB attacks, and the threat of Guts means that Lanturn has to be wary of possibly inflicting it with a status condition. Gligar and Flygon both outpace Lanturn and can scare it out with a super effective Earthquake; however, these two cannot reliably take a hit in return.

While Lanturn does have Heal Bell to ward off status ailments, the move has limited PP, and there are limited opportunities to safely use it in the fast-paced BW UU metagame. Because of this, status conditions can put a lot of pressure on Lanturn, so inflicting it with one is ideally the best way for stall teams to remove it from the battle. In a similar vein, due to Lanturn's lack of a reliable recovery move, bulky walls such as Chansey, Umbreon, and Clefable can take anything in Lanturn's arsenal and stall it out with ease.
 
Last edited:
i uploaded this (oglemi said that was fine)

this is a few months old, but hey, never too late to upload things around here
 

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