Monotype Lanturn (Water)

scpinion

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[OVERVIEW]

* Lanturn's ability Volt Absorb grants it an immunity to Electric-type attacks, which is crucial for a Water-type team.
* It has an excellent HP stat. This makes up for its mediocre Defense and Special Defense stats and makes it a good switch-in for special attackers that also has respectable mixed bulk.
* It has an adequate movepool for a defensive Pokemon. Specifically, it has the moves it needs to be effective as a Water-type team's Electric immunity. However, it lacks a reliable form of recovery.
* Lanturn gets access to Volt Switch and has a low Speed stat, which allows it to utilize its mixed defenses to reliably pivot into many attackers and gain the switch initiative.
* Scald and Toxic also allow it to threaten opposing Pokemon with a status effect.
* Lanturn is the most viable user of Heal Bell for a Water-type team, which makes it a must-have on defensive teams.
* While Lanturn is useful for its immunity to Electric-type attacks, its typing adds a weakness to Ground-type attacks—a common trait amongst defensive Water-type Pokemon.
* Lanturn also lacks offensive presence and is setup fodder for sweepers that are not threatened by Scald or Toxic.

[SET]
name: Support / Pivot (Water)
move 1: Volt Switch
move 2: Toxic
move 3: Heal Bell
move 4: Scald / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 128 HP / 128 Def / 252 SpD

[SET COMMENTS]
Moves
========

* Volt Switch is used to maintain the switch initiative. Lanturn is often used as a pivot, especially against Electric-type attackers, and this enables a Water-type team to get the switch advantage.
* Toxic is the preferred status move and Lanturn's main source of damage.
* Importantly, Toxic enables Lanturn to threaten the Electric-type Pokemon it is meant to switch in on, such as Tapu Koko, Rotom-W, and Zapdos.
* Heal Bell enables Lanturn to support its teammates by removing status.
* The combination of Heal Bell and Toxic enables Lanturn to beat opposing walls by removing any status ailments they might inflict.
* Scald is Lanturn's preferred Water-type attack because of its chance to cripple physical attackers. Scald is not used for its damage output and is sometimes replaced when Lanturn is on a stall Water-type team.
* Protect is a good option on Lanturn over Scald for many teams, particularly on stall Water-type teams that would prefer to Toxic opposing Pokemon.
* Protect enables Lanturn to scout an opposing Pokemon's moveset or a Choice-locked Pokemon's move choice. It also pairs well with Leftovers and Toxic to increase recovery and residual damage, respectively.

Set Details
========

* Volt Absorb grants an immunity to Electric-type attacks and is the primary reason one chooses Lanturn for a Water-type team.
* Leftovers is chosen to provide Lanturn with passive recovery, as it does not have any form of reliable recovery.
* 252 Special Defense EVs and a Calm nature enable Lanturn to tank special attacks.
* 128 HP EVs enable Lanturn to survive specific hits from Electric-type Pokemon. For instance, it avoids an OHKO from +1 Xurkitree's Energy Ball after Stealth Rock damage and a 2HKO from Alolan Raichu's Choice Specs-boosted Psychic after Stealth Rock.
* The remaining EVs are placed into Defense to give Lanturn good mixed defenses.

Usage Tips
========

* Lanturn should utilize Volt Absorb to switch in on Electric-type attacks aimed at a Water-type team.
* The combination of Volt Switch and Lanturn's good mixed bulk makes it an excellent pivot.
* Offensively, Volt Switch lets Lanturn pivot out as common checks to it, such as Mew and Chansey, enter the battle.
* Defensively, Lanturn can switch in on many attackers, such as Thundurus and Tapu Koko, then use a slow Volt Switch to pivot out.
* Lanturn is a very light Pokemon, which enables it to take Grass Knot reasonably well despite the weakness to Grass-type attacks.
* While it is often used as a pivot, Lanturn should be preserved in matchups where its immunity to Electric-type attacks prevents the opponent from sweeping. This is particularly important against Pokemon like Choice Scarf Victini, Thundurus, Alolan Raichu, and Tapu Koko.
* Lanturn should attempt to spread status early-game through either Toxic or Scald.
* Be wary of spamming Scald against bulkier teams, though. Toxic's increased damage output is often needed to break such teams.
* Similarly, Lanturn should avoid switching in on entry hazards too often to avoid getting worn down.
* Use Heal Bell to restore Lanturn or its teammates if they acquire a status effect. However, be aware of Heal Bell's limited PP against bulkier teams with multiple Pokemon that carry status moves.
* Lanturn needs to avoid status because it doesn't have a reliable form of recovery and can easily get worn down.
* As a Water team's primary Electric-immune Pokemon, Lanturn is a frequent target of Z-moves from Pokemon such as Magearna, Latios, and Heatran. Protect can minimize the damage taken from these powerful attacks that would otherwise significantly damage every Pokemon on a Water-type team.
* If running Protect, use it liberally. Protect allows one to increase Leftovers recovery and Toxic damage, scout opponent's moves, or reduce the damage taken from a Z-move. However, be wary of using it against potential setup Pokemon, such as Tail Glow Xurkitree.

Team Options
========

* Lanturn's immunity to Electric-type attacks makes it an important part of many defensive cores on Water-type teams.
* Mantine is an ideal defensive partner for Lanturn. If offers an immunity to the Ground-type attacks that threaten most defensive Water-type Pokemon, entry hazard control to enable Lanturn to reliably pivot throughout a match, a neutrality to Grass-type attacks, and excellent defensive stats with reliable recovery. In return, Lanturn covers Mantine's weakness to Electric-type attacks and can cure it of any status effects.
* Toxapex provides a neutrality to Grass-type attacks, can set Toxic Spikes to help pressure the opponent's team, and can use Haze to beat opposing setup Pokemon, such as Calm Mind Mega Sableye. It is also very bulky and has reliable recovery. However, it exacerbates a Water-type team's weakness to Ground-type attacks when paired with Lanturn.
* On stall or semi-stall Water-type teams, Alomomola and Sap Sipper Azumarill are excellent teammates. The former can pass Wishes to Lanturn, which makes up for its lack of reliable recovery, while the latter offers an immunity to Grass-type attacks that pairs well with Lanturn immunity to Electric-type attacks.
* Pairing Lanturn with a second immunity to Electric-type attacks is often a good idea. It can sometimes be overwhelmed against Electric-type teams and is unable to take Kyurem-B's Fusion Bolt.
* Swampert can set up Stealth Rock and check Kyurem-B.
* Quagsire is a good choice for stall Water-type teams because of Unaware, which lets it check setup sweepers, such as Dragon Dance Dragonite.
* Lanturn also does an excellent job supporting offensive Water-type Pokemon, such as Greninja, Keldeo, Azumarill, and Manaphy, by bringing them into the match safely through a slow Volt Switch. Notably, these Pokemon can beat the stallbreakers that Lanturn often uses Volt Switch against.
* Lanturn's Heal Bell support also makes it an excellent partner for many Water-type Pokemon; defensive Water-types, such as Mantine, Sap Sipper Azumarill, and Alomomola, don't have to fear Toxic as much, offensive Water-types, such as Azumarill, Mega Sharpedo, and Mega Gyarados, can acquire a burn in the early game and not be crippled for the entire match, and setup sweepers, such as Calm Mind Slowbro, Mega Slowbro, and Dragon Dance Gyarados, can set up early-game without worrying about a status crippling them late-game.
* Empoleon is a niche pick for a teammate because it can compress many roles one desires in a defensive Water-type into one team slot. It can set Stealth Rock, Defog entry hazards, phaze opposing setup sweepers, and serve as a neutrality to Grass-type attacks. However, it compounds a Water-type team's weakness to Ground-type attacks when paired with Lanturn.


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

* Thunder Wave is an option over Scald or Toxic if the team needs Lanturn to slow down opposing offensive Pokemon. However, removing Toxic leaves Lanturn susceptible to opposing Electric types.
* Notable targets for Thunder Wave include Shift Gear Magearna and Mega Alakazam (that did not Trace Volt Absorb).


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

**Ground-types**: Ground-type Pokemon, such as Excadrill, prevent Lanturn from using Volt Switch and can hit it for super effective damage. However, they must watch out for Scald.

**Stallbreakers**: Pokemon such as Gliscor and Mew are not threatened by Lanturn's status moves, can reliably heal off any damage, and always win one-on-one. This includes stallbreakers with stat boosting moves, such as Calm Mind Mega Sableye, RestTalk Mega Slowbro, and Rain Dance Manaphy.

**Select Setup Sweepers**: Setup sweepers that aren't threatened by Scald or Toxic, such as Calm Mind Clefable and Lum Berry Volcarona or Dragonite, use Lanturn as setup bait.

**Grass-types**: Grass-type Pokemon resist both of Lanturn's STAB attacks and can hit back for super effective damage. Additionally, Mega Venusaur and Ferrothorn, the two most common Grass-types in the metagame, carry a secondary typing that makes them immune to Toxic.

**Wallbreakers**: While Lanturn is a very bulky Pokemon, it cannot take hits from the stronger wallbreakers in the metagame. Pokemon such as Landorus and Dragonite can all OHKO, while many other Pokemon carry Z-moves specifically to break bulky Pokemon like Lanturn. Lanturn can use Protect to scout Choice-locked Pokemon and reduce the damage taken from Z-moves.

**Grass or Ground Coverage Moves**: Pokemon that run Grass-type coverage, such as Xurkitree, Mega Charizard Y, and Chandelure, can hit Lanturn for significant damage. Similarly, Pokemon that run Earthquake as a coverage option, such as Mega Pinsir, can heavily damage Lanturn. However, they must be wary of Scald burns and Thunder Wave.
 
Last edited by a moderator:
Overview:
- I'd split talking about its movepool from saying it lacks reliable recovery because it really has a wide range of utility outside of that one admittedly major point.

Moves:
- Scald hitting the Ground-types that can block Volt Switch super effectively is notable.
- About Protect, it's strictly for scouting out Choice item users to ease prediction on stall teams, which is important enough to make it far superior to Scald on those teams. The Protect vs. Z-moves bullet should go in Usage Tips I think. It's correct but not really the reason why it's used or what it's for.
- I think Thunder Wave is almost inviable in SuMo after Thunder Wave nerfs. It was already very niche in ORAS and something I disagreed with because Lanturn loses out on Toxic + Heal Bell, but it's even worse in SuMo. It's OO at best.

Set Details:
- 401's mainly a number for surviving 5 Seismic Tosses with Leftovers.
- Let's keep the current spread on the set, but for the alternative: I've been using an alternative spread of 128 / 128 / 252+. It avoids things like +1 Xurkitree Energy Ball after Stealth Rock and Choice Specs Alolan Raichu's Psychic 2HKO after Stealth Rock. Sacrificing too much Defense investment would be bad because even though Choice Scarf Kyurem-B might not be as common, it can still be a serious problem if Lanturn is your only Electric immunity (as it may very well be) and Psyshock Alolan Raichu can be crushing. My spread avoids both 2HKOes most of the time. The 232 HP spread is a bit too vulnerable to that in my opinion.

Usage Tips:
- Mention that Lanturn should try to avoid switching into entry hazards often, as it'll easily be worn down from the lack of recovery.

Team Options:
- I'd add that those offensive Pokemon mentioned (Greninja, Keldeo, Azumarill, Manaphy) are all very useful for taking out stallbreakers that Lanturn has trouble with.
- Add that Toxapex's Haze lets it beat setup sweepers like Mega Sableye.
- Remove Seismitoad. Seismitoad only really works on HO, and Lanturn isn't going to fit on HO.
- For Quagsire, list Dragon Dance Dragonite as an example of a sweeper it walls?

Other Options:
- Thunder Wave should go here. The only way I'd personally use Thunder Wave is if I had it on the same set as Toxic for double status by the way. Toxic is too needed for Lanturn in my opinion.
- I really don't think either Rest option can actually be viable.

Checks and Counters:
- Excadrill's a good example for Ground-types I think, especially because it's scared of Scald and Scald burns.
- Those setup sweepers examples are basically all stallbreakers (Clefable, Mega Sableye, Mega Slowbro, Manaphy). I'd definitely add Mega Sableye and Manaphy to the stallbreakers section. Lum Berry Volcarona and Dragonite are good examples of setup sweepers that aren't stallbreakers.

Nice work! QC 1/3
 
Obviously not much to improve, but AM QC anyway.
[OVERVIEW]

Water
========


* Lanturn's Ability, Volt Absorb, grants it an all-important immunity to Electric-type attacks, which is crucial for a Water-type team.
* It has an excellent HP stat. This makes up for its mediocre Defense and Special Defense stats and makes it a good switchin for special attackers that also has respectable mixed bulk.
* It has an adequate movepool for a defensive Pokemon. Specifically, it has the moves it needs to be effective as a Water-type team's Electric immunity. However, it lacks a reliable form of recovery.
* Lanturn gets access to Volt Switch and has a low Speed stat, which allows it to utilize its mixed defenses to reliably pivot into many attackers and gain the switch initiative.
* Scald and Toxic also allow it to threaten opposing Pokemon with a status effect.
* Lanturn is the most viable user of Heal Bell for a Water-type team, which makes it a must-have on defensive teams.
* While Lanturn is useful as an immunity for Electric-type attacks, its typing adds a weakness to Ground-type attacks—a common trait amongst defensive Water-type Pokemon. GP, but while amongst is technically correct it's archaic.
* Lanturn also lacks offensive presence and is setup fodder for sweepers that are not threatened by Scald or Toxic.

[SET]
name: Support / Pivot (Water)
move 1: Volt Switch
move 2: Toxic
move 3: Heal Bell
move 4: Scald / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 216 Def / 252 SpD

[SET COMMENTS]
Moves
========

* Volt Switch is used to maintain the switch initiative. Lanturn is often used as a pivot, especially against Electric-type attackers, and this enables a Water-type team to get the switch advantage.
* Toxic is the preferred status move and Lanturn's main source of damage.
* Importantly, Toxic enables Lanturn to threaten the Electric-type Pokemon it is meant to switch in on, such as Tapu Koko with Roost (which otherwise can win 1v1), Rotom-Wash, or Zapdos. you don't need a clause in parentheses; if it's important enough to list, list it with em dashes or commas
* Heal Bell enables Lanturn to support its teammates by removing status.
* The combination of Heal Bell and Toxic enables Lanturn to beat opposing walls by removing any status ailments they might inflict.
* Scald is Lanturn's preferred Water-type attack because of its chance to cripple physical attackers. Scald is not used for its damage output and is sometimes replaced when Lanturn is on a stall Water-type team.
* Protect is a good option in the Gen 7 metagame, particularly on stall Water-type teams that would prefer to Toxic opposing Pokemon. don't mention the generation
* Protect enables Lanturn to scout an opposing Pokemon's moveset or a choice-locked Pokemon's move choice. It also pairs well with Leftovers and Toxic to increase recovery and residual damage, respectively.

Set Details
========

* Volt Absorb grants an immunity to Electric-type attacks and is the primary reason one chooses Lanturn for a Water-type team.
* Leftovers is chosen to provide Lanturn with passive recovery as it does not have any form of reliable recovery.
* 252 Special Defense EVs and a Calm nature enables Lanturn tank special attacks.
* 40 HP EVs gives Lanturn 401 HP, which enables it to survive 5 Seismic Tosses after Leftovers recovery.
* The remaining EVs are placed into Defense to give Lanturn good mixed defenses.
* An alternative spread with 128 HP EVs enables Lanturn to survive specific hits from Electric-type Pokemon. For instance, it avoids an OHKO from +1 Xurkitree's Energy Ball after Stealth Rock damage and a 2HKO from Alolan Raichu's Choice Specs-boosted Psychic after Stealth Rock.

Usage Tips
========

* Lanturn should utilize Volt Absorb to switch in on Electric-type attacks aimed at a Water-type team.
* The combination of Volt Switch and Lanturn's good mixed bulk makes it an excellent pivot.
* Offensively, Volt Switch lets you pivot out as common checks to Lanturn, such as Mew or Chansey, enter the battle.
* Defensively, Lanturn can switch in on many attackers, such as Thundurus or Tapu Koko, then use a slow Volt Switch to pivot out.
* Lanturn is a very light Pokemon, which enables it to take Grass Knot reasonably well despite the weakness to Grass-type attacks.
* While it is often used as a pivot, Lanturn should be preserved in matchups where its immunity to Electric-type attacks prevents the opponent from sweeping. This is particularly important against Pokemon like Choice Scarf Victini, Thundurus, Alolan Raichu, or Tapu Koko.
* Lanturn should attempt to spread status in the early game either through Toxic or Scald.
* Be wary of spamming Scald against bulkier teams, though. Toxic's increased damage output is often needed to break such teams.
* Lanturn needs to avoid status itself because it doesn't have a reliable form of recovery and can easily get worn down. this should probably come after the heal bell point, as otherwise its just confusing.
* Similarly, Lanturn should avoid switching in on hazards too often to avoid getting worn down.
* Use Heal Bell to restore Lanturn or its teammates if they acquire a status effect. However, be aware of Heal Bell's limited PP against bulkier teams with multiple Pokemon that carry status moves.
* As a Water team's primary Electric immunity, Lanturn is a frequent target of Z-moves from Pokemon such as Magearna or (latios? heatran? really wish we had usage stats...). Protect can minimize the damage taken from these powerful attacks which would otherwise significantly damage every Pokemon on a Water-type team.
* If running Protect, use it liberally. Protect allows one to increase Leftovers recovery and Toxic damage, scout opponent's moves, or reduce the damage taken from a Z-move. However, be wary of Protecting against potential setup Pokemon, such as Tail Glow Xurkitree.

Team Options
========

* Lanturn's immunity to Electric-type attacks makes it an important part of many defensive cores on Water-type teams.
* Mantine is an ideal defensive partner for Lanturn. If offers an immunity to the Ground-type attacks threaten most defensive Water-type Pokemon, hazard control to enable Lanturn to reliably pivot throughout a match, a neutrality to Grass-type attacks, and excellent defensive stats with reliable recovery. In return, Lanturn covers Mantine's weakness to Electric-type attacks and can cure it of any status effects.
* Toxapex provides a neutrality to Grass-type attacks, can set Toxic Spikes to help pressure the opponent's team, and use Haze to beat opposing setup Pokemon, such as Calm Mind Mega Sableye. It is also very bulky and has reliable recovery. However, it exacerbates a Water-type team's weakness to Ground-type attacks when paired with Lanturn.
* On stall or semi-stall Water-type teams, Alomomola and Sap Sipper Azumarill are excellent teammates. The former can pass Wishes to Lanturn, which makes up for its lack of reliable recovery, while the latter offers an immunity to Grass-type attacks that pairs well with Lanturn immunity to Electric-type attacks.
* Pairing Lanturn with a second immunity to Electric-type attacks is often a good idea. It can sometimes we overwhelmed against Electric-type teams and is unable to take Kyurem-Black's Fusion Bolt.
* Swampert can setup Stealth Rock and check Kyurem-Black.
* Quagsire is a good choice for stall Water-type teams because of Unaware, which lets it check setup sweepers, such as Dragon Dance Dragonite.
* Lanturn also does an excellent job supporting offensive Water-type Pokemon, such as Greninja, Keldeo, Azumarill, or Manaphy, by bringing them into the match safely through a slow Volt Switch. Notably, these Pokemon can beat the stallbreakers that Lanturn often uses Volt Switch against.
* Lanturn's Heal Bell support also makes it an excellent partner for many Water-type Pokemon.
* Defensive Water types, such as Mantine, Sap Sipper Azumarill, or Alomomola, don't have to fear Toxic as much.
* Offensive Water types, such as Azumarill, Mega Sharpedo, or Mega Gyarados, can acquire a burn in the early game and not be crippled for the entire match.
* Setup sweepers, such as Calm Mind Slowbro, Mega Slowbro, or Dragon Dance Gyarados, can set up in the early game without worrying about a status crippling them in the late game.
Somewhere in here should probably be a Ground-type answer; ik you have Mantine, but that's not the only one.

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

Water
--------


* Thunder Wave is an option over Scald or Toxic if the team needs Lanturn to slow down opposing offensive Pokemon. However, removing Toxic leaves Lanturn susceptible to opposing Electric types.
* Notable targets for Thunder Wave include Mega Metagross, Shift Gear Magearna, Mega Charizard Y, and Mega Alakazam (that did not Trace Volt Absorb). is shift gear magearna that big of a thing? It has no physical movepool, so it's just an agility sweeper, which a: can bypass the now-2x drop from twave and B: isn't in the same category as MMeta or MCharY. Also, when would you get the chance to twave char-y; it doesn't like coming in because volt switch, and if you leave it in you're sacking it.


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

Water
--------


**Ground Types**: Ground-type Pokemon, such as Excadrill, prevent Lanturn from using Volt Switch and can hit it for super effective damage. However, they must watch out for Scald.

**Stallbreakers**: Pokemon such as Gliscor or Mew are not threatened by Lanturn's status moves, can reliably heal off any damage, and always win 1v1. This includes stallbreakers with stat boosting moves, such as Calm Mind Mega Sableye, RestTalk Mega Slowbro, and Rain Dance Manaphy.

**Some Setup Sweepers**: Setup sweepers that aren't threatened by Scald or Toxic, such as Calm Mind Clefable and Lum Berry Volcarona or Dragonite, use Lanturn as setup bait.

**Grass Types**: Grass-type Pokemon resist both of Lanturn's attacks and can hit back for super effective damage. Additionally, Mega Venusaur and Ferrothorn, the two most common Grass types in the metagame, carry a secondary typing that makes them immune to Toxic.

**Wallbreakers**: While Lanturn is a very bulky Pokemon, it cannot take hits from the stronger wallbreakers in the metagame. Pokemon such as Hoopa-U, Landorus, or Dragonite can all OHKO, while many other Pokemon carry Z-moves specifically to break bulky Pokemon like Lanturn. Lanturn can use Protect to scout choice-locked Pokemon and reduce the damage taken from Z-moves.

**Grass or Ground Coverage Moves**: Pokemon that run Grass-type coverage, such as Xurkitree, Mega Charizard Y, or Chandelure, can hit Lanturn for significant damage. Similarly, Pokemon that run Earthquake as a coverage option, such as Mega Metagross or Mega Pinsir, can heavily damage Lanturn. However, they must be weary of Scald burns and Thunder Wave.
 

Vid

Our life is what our thoughts make it
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Comments / Minor Changes Additions
[OVERVIEW]

* Lanturn's Ability, Volt Absorb, grants it an all-important immunity to Electric-type attacks, which is crucial for a Water-type team.
* It has an excellent HP stat. This makes up for its mediocre Defense and Special Defense stats and makes it a good switchin for special attackers that also has respectable mixed bulk.
* It has an adequate movepool for a defensive Pokemon. Specifically, it has the moves it needs to be effective as a Water-type team's Electric immunity. However, it lacks a reliable form of recovery.
* Lanturn gets access to Volt Switch and has a low Speed stat, which allows it to utilize its mixed defenses to reliably pivot into many attackers and gain the switch initiative.
* Scald and Toxic also allow it to threaten opposing Pokemon with a status effect.
* Lanturn is the most viable user of Heal Bell for a Water-type team, which makes it a must-have on defensive teams.
* While Lanturn is useful as an immunity for Electric-type attacks, its typing adds a weakness to Ground-type attacks—a common trait amongst defensive Water-type Pokemon.
* Lanturn also lacks offensive presence and is setup fodder for sweepers that are not threatened by Scald or Toxic.

[SET]
name: Support / Pivot (Water)
move 1: Volt Switch
move 2: Toxic
move 3: Heal Bell
move 4: Scald / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 216 Def / 252 SpD

[SET COMMENTS]
Moves
========

* Volt Switch is used to maintain the switch initiative. Lanturn is often used as a pivot, especially against Electric-type attackers, and this enables a Water-type team to get the switch advantage.
* Toxic is the preferred status move and Lanturn's main source of damage.
* Importantly, Toxic enables Lanturn to threaten the Electric-type Pokemon it is meant to switch in on, such as Tapu Koko, Rotom-Wash, or Zapdos.
* Heal Bell enables Lanturn to support its teammates by removing status.
* The combination of Heal Bell and Toxic enables Lanturn to beat opposing walls by removing any status ailments they might inflict.
* Scald is Lanturn's preferred Water-type attack because of its chance to cripple physical attackers. Scald is not used for its damage output and is sometimes replaced when Lanturn is on a stall Water-type team.
* Protect is a good option on Lanturn over Scald for many teams, particularly on stall Water-type teams that would prefer to Toxic opposing Pokemon.
* Protect enables Lanturn to scout an opposing Pokemon's moveset or a choice-locked Pokemon's move choice. It also pairs well with Leftovers and Toxic to increase recovery and residual damage, respectively.

Set Details
========

* Volt Absorb grants an immunity to Electric-type attacks and is the primary reason one chooses Lanturn for a Water-type team.
* Leftovers is chosen to provide Lanturn with passive recovery as it does not have any form of reliable recovery.
* 252 Special Defense EVs and a Calm nature enables Lanturn tank special attacks.
* 40 HP EVs gives Lanturn 401 HP, which enables it to survive 5 Seismic Tosses after Leftovers recovery.
* The remaining EVs are placed into Defense to give Lanturn good mixed defenses.
* An alternative spread with 128 HP EVs enables Lanturn to survive specific hits from Electric-type Pokemon. For instance, it avoids an OHKO from +1 Xurkitree's Energy Ball after Stealth Rock damage and a 2HKO from Aloan Raichu's Choice Specs-boosted Psychic after Stealth Rock. What makes the spread listed on the top better?

Usage Tips
========

* Lanturn should utilize Volt Absorb to switch in on Electric-type attacks aimed at a Water-type team.
* The combination of Volt Switch and Lanturn's good mixed bulk makes it an excellent pivot.
* Offensively, Volt Switch lets you pivot out as common checks to Lanturn, such as Mew or Chansey, enter the battle.
* Defensively, Lanturn can switch in on many attackers, such as Thundurus or Tapu Koko, then use a slow Volt Switch to pivot out.
* Lanturn is a very light Pokemon, which enables it to take Grass Knot reasonably well despite the weakness to Grass-type attacks.
* While it is often used as a pivot, Lanturn should be preserved in matchups where its immunity to Electric-type attacks prevents the opponent from sweeping. This is particularly important against Pokemon like Choice Scarf Victini, Thundurus, Alolan Raichu, or Tapu Koko.
* Lanturn should attempt to spread status in the early game either through Toxic or Scald.
* Be wary of spamming Scald against bulkier teams, though. Toxic's increased damage output is often needed to break such teams.
* Similarly, Lanturn should avoid switching in on hazards too often to avoid getting worn down.
* Use Heal Bell to restore Lanturn or its teammates if they acquire a status effect. However, be aware of Heal Bell's limited PP against bulkier teams with multiple Pokemon that carry status moves.
* Lanturn needs to avoid status because it doesn't have a reliable form of recovery and can easily get worn down.
* As a Water team's primary Electric immunity, Lanturn is a frequent target of Z-moves from Pokemon such as Magearna or (latios? heatran? really wish we had usage stats...). Protect can minimize the damage taken from these powerful attacks which would otherwise significantly damage every Pokemon on a Water-type team. All of those are relevant z move examples so they're fine
* If running Protect, use it liberally. Protect allows one to increase Leftovers recovery and Toxic damage, scout opponent's moves, or reduce the damage taken from a Z-move. However, be wary of Protecting against potential setup Pokemon, such as Tail Glow Xurkitree.

Team Options
========

* Lanturn's immunity to Electric-type attacks makes it an important part of many defensive cores on Water-type teams.
* Mantine is an ideal defensive partner for Lanturn. If offers an immunity to the Ground-type attacks threaten most defensive Water-type Pokemon, hazard control to enable Lanturn to reliably pivot throughout a match, a neutrality to Grass-type attacks, and excellent defensive stats with reliable recovery. In return, Lanturn covers Mantine's weakness to Electric-type attacks and can cure it of any status effects.
* Toxapex provides a neutrality to Grass-type attacks, can set Toxic Spikes to help pressure the opponent's team, and use Haze to beat opposing setup Pokemon, such as Calm Mind Mega Sableye. It is also very bulky and has reliable recovery. However, it exacerbates a Water-type team's weakness to Ground-type attacks when paired with Lanturn.
* On stall or semi-stall Water-type teams, Alomomola and Sap Sipper Azumarill are excellent teammates. The former can pass Wishes to Lanturn, which makes up for its lack of reliable recovery, while the latter offers an immunity to Grass-type attacks that pairs well with Lanturn immunity to Electric-type attacks.
* Pairing Lanturn with a second immunity to Electric-type attacks is often a good idea. It can sometimes we overwhelmed against Electric-type teams and is unable to take Kyurem-Black's Fusion Bolt.
* Swampert can setup Stealth Rock and check Kyurem-Black.
* Quagsire is a good choice for stall Water-type teams because of Unaware, which lets it check setup sweepers, such as Dragon Dance Dragonite.
* Lanturn also does an excellent job supporting offensive Water-type Pokemon, such as Greninja, Keldeo, Azumarill, or Manaphy, by bringing them into the match safely through a slow Volt Switch. Notably, these Pokemon can beat the stallbreakers that Lanturn often uses Volt Switch against.
* Lanturn's Heal Bell support also makes it an excellent partner for many Water-type Pokemon.
* Defensive Water types, such as Mantine, Sap Sipper Azumarill, or Alomomola, don't have to fear Toxic as much.
* Offensive Water types, such as Azumarill, Mega Sharpedo, or Mega Gyarados, can acquire a burn in the early game and not be crippled for the entire match.
* Setup sweepers, such as Calm Mind Slowbro, Mega Slowbro, or Dragon Dance Gyarados, can set up in the early game without worrying about a status crippling them in the late game.
* Empoleon sets up Stealth Rock and can Defog. Grass neutrality as well

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

* Thunder Wave is an option over Scald or Toxic if the team needs Lanturn to slow down opposing offensive Pokemon. However, removing Toxic leaves Lanturn susceptible to opposing Electric types.
* Notable targets for Thunder Wave include Mega Metagross, Shift Gear Magearna, and Mega Alakazam (that did not Trace Volt Absorb).


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

**Ground Types**: Ground-type Pokemon, such as Excadrill, prevent Lanturn from using Volt Switch and can hit it for super effective damage. However, they must watch out for Scald.

**Stallbreakers**: Pokemon such as Gliscor or Mew are not threatened by Lanturn's status moves, can reliably heal off any damage, and always win 1v1. This includes stallbreakers with stat boosting moves, such as Calm Mind Mega Sableye, RestTalk Mega Slowbro, and Rain Dance Manaphy.

**Some Setup Sweepers**: Setup sweepers that aren't threatened by Scald or Toxic, such as Calm Mind Clefable and Lum Berry Volcarona or Dragonite, use Lanturn as setup bait.

**Grass Types**: Grass-type Pokemon resist both of Lanturn's attacks and can hit back for super effective damage. Additionally, Mega Venusaur and Ferrothorn, the two most common Grass types in the metagame, carry a secondary typing that makes them immune to Toxic.

**Wallbreakers**: While Lanturn is a very bulky Pokemon, it cannot take hits from the stronger wallbreakers in the metagame. Pokemon such as Hoopa-U, Landorus, or Dragonite can all OHKO, while many other Pokemon carry Z-moves specifically to break bulky Pokemon like Lanturn. Lanturn can use Protect to scout choice-locked Pokemon and reduce the damage taken from Z-moves.

**Grass or Ground Coverage Moves**: Pokemon that run Grass-type coverage, such as Xurkitree, Mega Charizard Y, or Chandelure, can hit Lanturn for significant damage. Similarly, Pokemon that run Earthquake as a coverage option, such as Mega Metagross or Mega Pinsir, can heavily damage Lanturn. However, they must be weary of Scald burns and Thunder Wave.
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[OVERVIEW]

* Lanturn's ability (RC) Volt Absorb (RC) grants it an all-important (redundant with following) immunity to Electric-type attacks, which is crucial for a Water-type team.
* It has an excellent HP stat. This makes up for its mediocre Defense and Special Defense stats and makes it a good switchin switch-in for special attackers that also has respectable mixed bulk.
* It has an adequate movepool for a defensive Pokemon. Specifically, it has the moves it needs to be effective as a Water-type team's Electric immunity. However, it lacks a reliable form of recovery.
* Lanturn gets access to Volt Switch and has a low Speed stat, which allows it to utilize its mixed defenses to reliably pivot into many attackers and gain the switch initiative.
* Scald and Toxic also allow it to threaten opposing Pokemon with a status effect.
* Lanturn is the most viable user of Heal Bell for a Water-type team, which makes it a must-have on defensive teams.
* While Lanturn is useful as an for its immunity for Electric-type attacks, its typing adds a weakness to Ground-type attacks—a common trait amongst defensive Water-type Pokemon.
* Lanturn also lacks offensive presence and is setup fodder for sweepers that are not threatened by Scald or Toxic.

[SET]
name: Support / Pivot (Water)
move 1: Volt Switch
move 2: Toxic
move 3: Heal Bell
move 4: Scald / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 128 HP / 128 Def / 252 SpD

[SET COMMENTS]
Moves
========

* Volt Switch is used to maintain the switch initiative. Lanturn is often used as a pivot, especially against Electric-type attackers, and this enables a Water-type team to get the switch advantage.
* Toxic is the preferred status move and Lanturn's main source of damage.
* Importantly, Toxic enables Lanturn to threaten the Electric-type Pokemon it is meant to switch in on, such as Tapu Koko, Rotom-Wash, or and Zapdos.
* Heal Bell enables Lanturn to support its teammates by removing status.
* The combination of Heal Bell and Toxic enables Lanturn to beat opposing walls by removing any status ailments they might inflict.
* Scald is Lanturn's preferred Water-type attack because of its chance to cripple physical attackers. Scald is not used for its damage output and is sometimes replaced when Lanturn is on a stall Water-type team.
* Protect is a good option on Lanturn over Scald for many teams, particularly on stall Water-type teams that would prefer to Toxic opposing Pokemon.
* Protect enables Lanturn to scout an opposing Pokemon's moveset or a Choice-locked Pokemon's move choice. It also pairs well with Leftovers and Toxic to increase recovery and residual damage, respectively.

Set Details
========

* Volt Absorb grants an immunity to Electric-type attacks and is the primary reason one chooses Lanturn for a Water-type team.
* Leftovers is chosen to provide Lanturn with passive recovery, (AC) as it does not have any form of reliable recovery.
* 252 Special Defense EVs and a Calm nature enables enable Lanturn to tank special attacks more effectively.
* 128 HP EVs enables enable Lanturn to survive specific hits from Electric-type Pokemon. For instance, it avoids an OHKO from +1 Xurkitree's Energy Ball after Stealth Rock damage and a 2HKO from Aloan Alolan Raichu's Choice Specs-boosted Psychic after Stealth Rock.
* The remaining EVs are placed into Defense to give Lanturn good mixed defenses.

Usage Tips
========

* Lanturn should utilize Volt Absorb to switch in on Electric-type attacks aimed at a Water-type team.
* The combination of Volt Switch and Lanturn's good mixed bulk makes it an excellent pivot.
* Offensively, Volt Switch lets you Lanturn pivot out as common checks to Lanturn it, such as Mew or and Chansey, enter the battle.
* Defensively, Lanturn can switch in on many attackers, such as Thundurus or Tapu Koko, then use a slow Volt Switch to pivot out.
* Lanturn is a very light Pokemon, which enables it to take Grass Knot reasonably well despite the weakness to Grass-type attacks.
* While it is often used as a pivot, Lanturn should be preserved in matchups where its immunity to Electric-type attacks prevents the opponent from sweeping. This is particularly important against Pokemon like Choice Scarf Victini, Thundurus, Alolan Raichu, or and Tapu Koko.
* Lanturn should attempt to spread status in the early-game (AH) either through either Toxic or Scald.
* Be wary of spamming Scald against bulkier teams, though. Toxic's increased damage output is often needed to break such teams.
* Similarly, Lanturn should avoid switching in on entry hazards too often to avoid getting worn down.
* Use Heal Bell to restore Lanturn or its teammates if they acquire a status effect. However, be aware of Heal Bell's limited PP against bulkier teams with multiple Pokemon that carry status moves.
* Lanturn needs to avoid status because it doesn't have a reliable form of recovery and can easily get worn down.
* As a Water team's primary Electric-immune Pokemon immunity, Lanturn is a frequent target of Z-moves from Pokemon such as Magearna, Latios, or and Heatran. Protect can minimize the damage taken from these powerful attacks which that would otherwise significantly damage every Pokemon on a Water-type team.
* If running Protect, use it liberally. Protect allows one to increase Leftovers recovery and Toxic damage, scout opponent's moves, or reduce the damage taken from a Z-move. However, be wary of Protecting using it against potential setup Pokemon, such as Tail Glow Xurkitree.

Team Options
========

* Lanturn's immunity to Electric-type attacks makes it an important part of many defensive cores on Water-type teams.
* Mantine is an ideal defensive partner for Lanturn. If offers an immunity to the Ground-type attacks that threaten most defensive Water-type Pokemon, entry hazard control to enable Lanturn to reliably pivot throughout a match, a neutrality to Grass-type attacks, and excellent defensive stats with reliable recovery. In return, Lanturn covers Mantine's weakness to Electric-type attacks and can cure it of any status effects.
* Toxapex provides a neutrality to Grass-type attacks, can set Toxic Spikes to help pressure the opponent's team, and can use Haze to beat opposing setup Pokemon, such as Calm Mind Mega Sableye. It is also very bulky and has reliable recovery. However, it exacerbates a Water-type team's weakness to Ground-type attacks when paired with Lanturn.
* On stall or semi-stall Water-type teams, Alomomola and Sap Sipper Azumarill are excellent teammates. The former can pass Wishes to Lanturn, which makes up for its lack of reliable recovery, while the latter offers an immunity to Grass-type attacks that pairs well with Lanturn immunity to Electric-type attacks.
* Pairing Lanturn with a second immunity to Electric-type attacks is often a good idea. It can sometimes we be overwhelmed against Electric-type teams and is unable to take Kyurem-Black's Fusion Bolt.
* Swampert can setup set up Stealth Rock and check Kyurem-Black.
* Quagsire is a good choice for stall Water-type teams because of Unaware, which lets it check setup sweepers, such as Dragon Dance Dragonite.
* Lanturn also does an excellent job supporting offensive Water-type Pokemon, such as Greninja, Keldeo, Azumarill, or and Manaphy, by bringing them into the match safely through a slow Volt Switch. Notably, these Pokemon can beat the stallbreakers that Lanturn often uses Volt Switch against.
* Lanturn's Heal Bell support also makes it an excellent partner for many Water-type Pokemon; (SC) defensive Water-types, (AH) such as Mantine, Sap Sipper Azumarill, or and Alomomola, don't have to fear Toxic as much, (AC) offensive Water-types, (AH) such as Azumarill, Mega Sharpedo, or and Mega Gyarados, can acquire a burn in the early game and not be crippled for the entire match, (AC) and setup sweepers, such as Calm Mind Slowbro, Mega Slowbro, or and Dragon Dance Gyarados, can set up in the early-game (AH) without worrying about a status crippling them in the late-game. (AH)
* Empoleon is a niche pick for a teammate because it can compress many roles one desires in a defensive Water-type (AH) into one team slot. It can set Stealth Rock, Defog entry hazards, phaze opposing setup sweepers, and serve as a neutrality to Grass-type attacks. However, it compounds a Water-type team's weakness to Ground-type attacks when paired with Lanturn.


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

* Thunder Wave is an option over Scald or Toxic if the team needs Lanturn to slow down opposing offensive Pokemon. However, removing Toxic leaves Lanturn susceptible to opposing Electric types.
* Notable targets for Thunder Wave include Mega Metagross, Shift Gear Magearna, and Mega Alakazam (that did not Trace Volt Absorb).


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

**Ground-types**: (AH) Ground-type Pokemon, such as Excadrill, prevent Lanturn from using Volt Switch and can hit it for super effective damage. However, they must watch out for Scald.

**Stallbreakers**: Pokemon such as Gliscor or and Mew are not threatened by Lanturn's status moves, can reliably heal off any damage, and always win 1v1 one-on-one. This includes stallbreakers with stat boosting moves, such as Calm Mind Mega Sableye, RestTalk Mega Slowbro, and Rain Dance Manaphy.

**Some Select (optional-ish ig) Setup Sweepers**: Setup sweepers that aren't threatened by Scald or Toxic, such as Calm Mind Clefable and Lum Berry Volcarona or Dragonite, use Lanturn as setup bait.

**Grass-types**: (AH) Grass-type Pokemon resist both of Lanturn's (STAB?) attacks and can hit back for super effective damage. Additionally, Mega Venusaur and Ferrothorn, the two most common Grass-types (AH) in the metagame, carry a secondary typing that makes them immune to Toxic.

**Wallbreakers**: While Lanturn is a very bulky Pokemon, it cannot take hits from the stronger wallbreakers in the metagame. Pokemon such as Hoopa-U, Landorus, or and Dragonite can all OHKO, while many other Pokemon carry Z-moves specifically to break bulky Pokemon like Lanturn. Lanturn can use Protect to scout Choice-locked Pokemon and reduce the damage taken from Z-moves.

**Grass or Ground Coverage Moves**: Pokemon that run Grass-type coverage, such as Xurkitree, Mega Charizard Y, or and Chandelure, can hit Lanturn for significant damage. Similarly, Pokemon that run Earthquake as a coverage option, such as Mega Metagross or and Mega Pinsir, can heavily damage Lanturn. However, they must be weary wary of Scald burns and Thunder Wave.
 
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