scpinion
Life > Monotype... unfortunately :)
[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.
* 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.
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