UU Lanturn

Estarossa

moo?
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:bw/lanturn:

[OVERVIEW]

Lanturn's typing, Volt Absorb, and Heal Bell make it one of the most reliable Rotom-W and Rotom-H counters for stall teams, and an excellent switch-in to Celesteela and Salamence. It blocking Volt Switch from the former two, while checking Thundurus-T very reliably, mitigates the damage VoltTurn teams can output versus defensive teams. Heal Bell is a crucial tool for stall teams and frees up moveslots on teammates like Umbreon and Chansey. Volt Switch lets Lanturn maintain momentum when checking Pokemon such as Rotom-W and worry less about predicting switch-ins. Lanturn can alternatively run Thunderbolt, leveraging its typing and special bulk for a fantastic matchup versus a premier stallbreaker in Nasty Plot + Heal Bell Togekiss. The momentum from Volt Switch and status spreading from Scald + Toxic makes Lanturn difficult to safely switch into: checks such as Amoonguss, Tangrowth, and Hydreigon easily get crippled. However, its lack of reliable recovery leaves it reliant on Wish support from teammates like Umbreon and occasional Volt Absorb recovery, limiting how easily it can switch in to use Heal Bell throughout the match. Lacking recovery also stops Lanturn from being a primary check to Pokemon such as Primarina. Lanturn lacks significant immediate damage against Nasty Plot Thundurus-T variants, often having to trade itself for a Toxic and some Scald damage so its teammates can take it down. Similarly, it can't meaningfully hurt Zarude, limited to a Volt Switch pivot on the switch or forcing the occasional Jungle Healing with status. Finally, Lanturn's physical bulk leaves a lot to desired, preventing it from checking Pokemon such as Cobalion, Keldeo, and Scizor outside of emergencies, typically forcing Water-type teammates such as Slowking and Jellicent alongside it.

[SET]
name: Cleric Support
move 1: Volt Switch / Thunderbolt
move 2: Scald
move 3: Heal Bell
move 4: Toxic
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 252 HP / 132 SpD / 124 Spe

[SET COMMENTS]

When forcing out Pokemon such as Rotom-W, Volt Switch allows Lanturn to maintain momentum against switch-ins such as Zarude. Thunderbolt is an alternative if one fears the matchup versus Nasty Plot + Heal Bell Togekiss, but it should not be used otherwise. Scald punishes switch-ins such as Amoonguss with burns and prevents Ground-types like Excadrill and Diggersby from safely switching in. It also directly damages Thundurus-T. Heal Bell lets Lanturn reliably counter Toxic Rotom-W and support its teammates. Toxic lets Lanturn punish switch-ins such as Tangrowth and offensively pressure Pokemon it checks such as Rotom-W and Thundurus-T. Volt Absorb lets Lanturn block Volt Switch from Pokemon such as Rotom-W, Rotom-H, and Thundurus-T, potentially offsetting its lack of recovery when doing so. Due to said lack of recovery, Leftovers is preferred over Heavy-Duty Boots. Even with Stealth Rock up, Lanturn will still break even on HP when switching into a Pokemon and forcing it out. 124 Speed EVs allow Lanturn to outspeed Adamant Azumarill and Conkeldurr and land Volt Switch. The rest of the EVs are put into its special bulk to improve its matchup versus Thundurus-T.

Lanturn fits on stall teams that appreciate the cleric support and reliable answer to Volt Switch users it provides. Wish support is mandatory alongside Lanturn to offset its lack of reliable recovery. Umbreon is a prime teammate for this, capable of checking Ground-types such as Mamoswine, Excadrill, and Zygarde-10% for Lanturn, as well as Pokemon like Nasty Plot Azelf. Lanturn should be paired alongside other checks to dangerous special attackers such as Hydreigon, Nihilego, and Primarina, as its lack of recovery leaves it as a last-resort option in this role. Chansey is an ideal option that appreciates Lanturn running Heal Bell, which lets it run Stealth Rock to help wear down Pokemon switching into Lanturn's Volt Switch, and being a primary switch-in to Volt Switch users like Rotom-W, which could wear Chansey down over time alongside entry hazards. Due to Lanturn not running Heavy-Duty Boots, it greatly appreciates having reliable entry hazard removal. Teammates such as Salamence and Skarmory can offer this while dealing with bad matchups such as Zarude, Cobalion, and opposing Skarmory. Skarmory can also check threats such as Conkeldurr and Azumarill with Iron Defense. Slowking can reliably answer Keldeo for Lanturn and provide a dangerous potential wincon with Calm Mind. Lanturn's Heal Bell support lets Slowking more freely check Pokemon such as Calm Mind Galarian Slowbro, and it can more readily take status, such as Toxic from Hippowdon, to make progress more easily. Celesteela can reliably answer Calm Mind Hatterene and check Ground-types like Diggersby.

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

Ice Beam over Scald directly threatens Amoonguss, Tangrowth, and Zarude, but it lacks enough power off Lanturn's mediocre Special Attack to justify.

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

**Grass-types**: Amoonguss, Tangrowth, and Zarude can all counter Lanturn long-term. Zarude's Jungle Healing allows it to shrug off anything Lanturn can throw at it although long-term, though it may waste more Jungle Healing PP than it would like against Lanturn and teammates such as Scald Slowking and Toxic Umbreon. Amoonguss can threaten Lanturn with Spore and Sludge Bomb; Tangrowth can likewise win one-on-one comfortably, but it must be more wary of Toxic and Scald burns.

**Ground-types**: While they cannot comfortably switch into Lanturn's Scald, Ground-types such as Excadrill, Mamoswine, Zygarde-10%, and Diggersby can all force Lanturn out with their powerful STAB moves. Hippowdon has the special bulk to more safely switch into Scald; it must be wary of being burned unless it has already taken a poison, but it can still safely force Lanturn out, negate its recovery with sand, and set up Stealth Rock against it.

**Strong Wallbreakers**: While Lanturn is a reliable answer to pivot Thundurus-T sets, its poor short-term damage lets Nasty Plot variants set up and 2HKO it with +2 Focus Blast. Lanturn's lack of reliable recovery means it can't check Pokemon such as Hydreigon and Primarina long-term, forcing teammates such as Chansey to take them on instead—unless Lanturn needs to use them as an opportunity to use Heal Bell.

[CREDITS]
- Written by: [[Estarossa, 461329]]
- Quality checked by: [[Mystras Leoxses, 530118], [Sulo, 528036]]
- Grammar checked by: [[Adeleine, 517429], [Sulo, 528036]]
 
Last edited:

Sulo

pure heroine
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amqc check, implement what you want
add remove comment
:bw/lanturn:

[OVERVIEW]

  • Lanturn's combination of its typing, Volt Absorb, and Heal Bell lets it be one of the most reliable stopgaps to Volt Switch users like Thundurus-T, Rotom-W, and Rotom-H, mitigating the damage that VoltTurn cores do to stall teams. Rotom-W and Rotom-H counters for stall teams. Its ability to block Volt Switch from these Pokemon while being a very reliable Thundurus-T check helps it mitigate the damage VoltTurn teams can output versus such playstyles. (i just felt like you could have condensed this info. im not sure how much grass knot does so maybe it still is only a check to thundyt, in which case you shouldnt lump them in together.)
  • Heal Bell support is a crucial tool for stall teams that lets teammates like Umbreon and Chansey free up their moveslots. Combined with its strong defensive profile it also lets it act as a very reliable switch in to Celesteela and Salamence.
  • Access to Volt Switch lets Lanturn maintain momentum when checking Pokemon such as Rotom-W and ease prediction. Lanturn can alternatively capitalise on its typing and special bulk to have a fantastic matchup versus one of the premier stallbreakers in Nasty Plot + Heal Bell Togekiss by using Thunderbolt.
  • Combination of momentum from Volt Switch + status spreading from Scald + Toxic makes it difficult to safely switch into, checks such as Amoonguss, Tangrowth, and Hydreigon easily get crippled.
  • Despite all these benefits, Lanturn is held back by a few factors. Firstly its lack of reliable recovery leaves it reliant on Wish support from teammates like Umbreon and the occasional recovery Volt Absorb can provide, limiting how easily it can switch in to remove status with Heal Bell throughout the match, and preventing it from acting as a primary check to Pokemon such as Primarina. (surely cm prim wins the 1v1? especially if its like cm/snore/mblast/rest; would change this to steela or thundy)
  • mention needing to be careful around potential knock users like sciz and azelf so it doesnt lose leftovers.
  • While it has a lot of ability to spread status, it lacks any moves to largely damage Nasty Plot Thundurus-T variants, often being forced to trade itself for a Toxic and some Scald damage to allow its teammates to take it down. Similarly it finds itself unable to hurt Zarude at all outside of Volt Switching against it on switch-in or forcing the occasional Jungle Healing with status. mention amoong bothering no matter what it if its giga.
  • Finally, Lanturn's physical defense leaves a lot to desired, preventing it from really checking Pokemon such as Cobalion, Keldeo, or Scizor comfortably outside of emergencies, typically forcing other Water-types such as Slowking or Jellicent alongside it. Scizor and Cobalion must be careful of Scald burns, however.

[SET]
name: Cleric Support
move 1: Volt Switch / Thunderbolt
move 2: Scald
move 3: Heal Bell
move 4: Toxic
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 252 HP / 132 SpD / 124 Spe

[SET COMMENTS]

  • When forcing out Pokemon such as Rotom-W, Volt Switch allows Lanturn to maintain momentum against switch-ins such as Zarude and Tangrowth.
  • Thunderbolt is an alternative option if concerned about the matchup versus Nasty Plot + Heal Bell Togekiss, but should not be used otherwise.
  • Scald lets Lanturn punish switch ins such as Amoonguss and prevents Ground-types like Excadrill and Diggersby from safely switching in. It is also Lanturn's main offensive move versus Thundurus-T.
  • Heal Bell lets Lanturn reliably counter Toxic Rotom-H Rotom-W, and support its teammates by removing status.
  • Toxic lets Lanturn punish switch ins such as Tangrowth while providing it with the means to offensively pressure Pokemon it matches up well against such as Rotom-W and Thundurus-T.
  • Volt Absorb lets Lanturn block Volt Switch from Pokemon such as Rotom-W, Rotom-H, and Thundurus-T, while being able to offset its lack of recovery when doing so.
  • Due to lack of reliably recovery, Leftovers is preferred over Heavy-Duty Boots, as in a worst case scenario with Stealth Rock up Lanturn will still break even on HP when switching into a Pokemon and forcing them out.
  • 124 Speed EVs allows Lanturn to outspeed Adamant Azumarill and Conkeldurr to ensure it can use a fast Volt Switch against both. The rest of the EVs are put into its special bulk to maximise its matchup versus Thundurus-T.

  • Lanturn fits on stall teams that appreciate the cleric support and reliable answer to Volt Switch users it provides.
  • Wish support is mandatory alongside Lanturn to offset its lack of reliable recovery. Umbreon is a prime teammate for this, capable of checking Ground-types such as Mamoswine, Excadrill, and Zygarde-10% for Lanturn.
  • Lanturn should be paired alongside other checks to dangerous special attackers such as Hydreigon, Nihilego, and Primarina as its lack of reliable recovery leaves it as only a last resort option in this role. Chansey is an ideal option that appreciates Lanturn taking Heal Bell to allow it to run Stealth Rock to help wear down Pokemon switching into Lanturn's Volt Switch, and appreciates Lanturn acting as a primary switch-in to Volt Switch users like... that could wear Chansey down over time.
  • Due to its lack of reliably recover encouraging the use of Leftovers, Lanturn greatly appreciates having reliable hazard control. Teammates such as Salamence and Skarmory can offer this while dealing with checks such as Zarude. They can also cover for Pokemon such as Cobalion and Skarmory that Lanturn matches up poorly against, Skarmory can also act as a check to threats such as Conkeldurr and Azumarill with Iron Defense.
  • Slowking can act as a reliable answer to Keldeo for Lanturn, while providing a dangerous win condition with Calm Mind that appreciates Lanturn's Heal Bell support, which lets Slowking more freely check Pokemon such as Calm Mind Galarian Slowbro, and more readily take status such as Toxic from Hippowdon to make progress more easily.

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

Ice Beam could be used over Scald to more directly threaten Amoonguss, Tangrowth, and Zarude, but lacks enough power off Lanturn's mediocre special attack stat to be truly threatening enough to justify losing the Burn chance and weaker damage versus Ground-types.

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

**Grass-types**: Amoonguss, Tangrowth, and Zarude can all counter Lanturn long term. Zarude's access to Jungle Healing allows it to shrug off anything Lanturn can throw at it with Scald or Toxic, while Amoonguss can threaten it with Spore and Sludge Bomb poison. Tangrowth must be more wary of Toxic or Scald Burns but can likewise comfortably 1v1 Lanturn.

**Ground-types**: While they cannot comfortably switch into Lanturn's Scald, Ground-types such as Excadrill, Mamoswine, Zygarde-10%, and Diggersby can all force Lanturn out with their powerful Ground-type STAB moves. Hippowdon has the special bulk to more safely switch into Scald but must be wary of being burned unless it has already taken a poison, but can still safely force Lanturn out, negate its recovery with Sandstorm, and set up Stealth Rock against it.

**Strong Wallbreakers**: While Lanturn is a reliable answer to pivot Thundurus-T sets, its inability to directly harm Thundurus-T short term leaves it capable of being 2HKO'd by a +2 Focus Blast, while it can only Poison it with Toxic in return to potentially let its teammates stall it out afterwards. Lanturn's lack of reliable recovery leaves it unable to properly check Pokemon such as Hydreigon and Primarina that it can otherwise check short term, forcing teammates such as Chansey to take these Pokemon on instead unless Lanturn needs to use them as an opportunity to use Heal Bell.

[CREDITS]
- Written by: [[Estarossa, 461329]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
1/2 nothing really seems wrong here I think, just some nit picks regarding common errors I see and a few suggestions
ADD REMOVE COMMENT
:bw/lanturn:

[OVERVIEW]

  • Lanturn's combination of its typing, Volt Absorb, and Heal Bell lets it be one of the most reliable Rotom-W and Rotom-H counters for stall teams. Its ability to block Volt Switch from these Pokemon while being a very reliable Thundurus-T check helps it mitigate the damage VoltTurn teams can output versus such playstyles.
  • Heal Bell support is a crucial tool for stall teams that lets teammates like Umbreon and Chansey free up their moveslots. Combined with its strong defensive profile it also lets it act as a very reliable switch-in AH to Celesteela and Salamence. feels like this is better in the first point as it relates more to its stats
  • Access to Volt Switch lets Lanturn maintain momentum when checking Pokemon such as Rotom-W and ease prediction. Lanturn can alternatively capitalise on its typing and special bulk to have a fantastic matchup versus one of the premier stallbreakers in Nasty Plot + Heal Bell Togekiss by using Thunderbolt.
  • Combination of momentum from Volt Switch + status spreading from Scald + Toxic makes it difficult to safely switch into, checks such as Amoonguss, Tangrowth, and Hydreigon easily get crippled.
  • Despite all these benefits, Lanturn is held back by a few factors. fluff Firstly Its changed capitalization lack of reliable recovery leaves it reliant on Wish support from teammates like Umbreon and the occasional recovery Volt Absorb can provide, limiting how easily it can switch in to remove status with Heal Bell throughout the match, and preventing it from acting as a primary check to Pokemon such as Primarina.
  • While it has a lot of ability to spread status, it lacks any moves to largely damage Nasty Plot Thundurus-T variants, often being forced to trade itself for a Toxic and some Scald damage to allow its teammates to take it down. Similarly it finds itself unable to hurt Zarude at all outside of Volt Switching against it on switch-in or forcing the occasional Jungle Healing with status.
  • Finally, Lanturn's physical defense leaves a lot to desired, preventing it from really checking Pokemon such as Cobalion, Keldeo, or Scizor comfortably outside of emergencies, typically forcing other Water-types such as Slowking or Jellicent alongside it.

[SET]
name: Cleric Support
move 1: Volt Switch / Thunderbolt
move 2: Scald
move 3: Heal Bell
move 4: Toxic
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 252 HP / 132 SpD / 124 Spe

[SET COMMENTS]

  • When forcing out Pokemon such as Rotom-W, Volt Switch allows Lanturn to maintain momentum against switch-ins such as Zarude.
  • Thunderbolt is an alternative option if concerned about the matchup versus Nasty Plot + Heal Bell Togekiss, but should not be used otherwise.
  • Scald lets Lanturn punish switch-ins (AH) such as Amoonguss and prevents Ground-types like Excadrill and Diggersby from safely switching in. It is also Lanturn's main offensive move versus Thundurus-T.
  • Heal Bell lets Lanturn reliably counter Toxic Rotom-W, and support its teammates by removing status. not sure how often it runs toxic for me to feel comfortable, maybe make it a bit more broad and just saying both of the rotoms since wash carries will-o more often than not
  • Toxic lets Lanturn punish switch-ins (AH) such as Tangrowth while providing it with the means to offensively pressure Pokemon it matches up against such as Rotom-W and Thundurus-T.
  • Volt Absorb lets Lanturn block Volt Switch from Pokemon such as Rotom-W, Rotom-H, and Thundurus-T, while potentially offsetting being able to offset its lack of recovery when doing so. no guarantee they'll click it every single time, changed wording to reflect that
  • Due to lack of reliably recovery, Leftovers is preferred over Heavy-Duty Boots, as in a worst case scenario with Stealth Rock up Lanturn will still break even on HP when switching into a Pokemon and forcing them out.
  • 124 Speed EVs allows Lanturn to outspeed Adamant Azumarill and Conkeldurr to ensure it can use a fast Volt Switch against both. The rest of the EVs are put into its special bulk to maximise its matchup versus Thundurus-T.

  • Lanturn fits on stall teams that appreciate the cleric support and reliable answer to Volt Switch users it provides.
  • Wish support is mandatory alongside Lanturn to offset its lack of reliable recovery. Umbreon is a prime teammate for this, capable of checking Ground-types such as Mamoswine, Excadrill, and Zygarde-10% for Lanturn. mention nasty plot Azelf as something else umbreon can check.
  • Lanturn should be paired alongside other checks to dangerous special attackers such as Hydreigon, Nihilego, and Primarina as its lack of reliable recovery leaves it as only a last resort option in this role. Chansey is an ideal option that appreciates Lanturn taking Heal Bell to allow it to run Stealth Rock to help wear down Pokemon switching into Lanturn's Volt Switch, and appreciates Lanturn acting as a primary switch-in to Volt Switch users like Rotom-W that could wear Chansey down over time with hazards.
  • Due to its lack of reliably recover encouraging the use of Leftovers, Lanturn greatly appreciates having reliable hazard control. Teammates such as Salamence and Skarmory can offer this while dealing with checks such as Zarude. They can also cover for Pokemon such as Cobalion and Skarmory that Lanturn matches up poorly against, Skarmory can also act as a check to threats such as Conkeldurr and Azumarill with Iron Defense.
Maybe mention Celesteela here as another reliable answer to the ground types that unlike skarm isnt as vulnerable to hyd or Hatterene.
  • Slowking can act as a reliable answer to Keldeo for Lanturn, while providing a dangerous win condition with Calm Mind that appreciates Lanturn's Heal Bell support, which lets Slowking more freely check Pokemon such as Calm Mind Galarian Slowbro, and more readily take status such as Toxic from Hippowdon to make progress more easily.
[STRATEGY COMMENTS]
Other Options
=============

Ice Beam could be used over Scald to more directly threaten Amoonguss, Tangrowth, and Zarude, but lacks enough power off Lanturn's mediocre special attack stat to be truly threatening enough to justify losing the Burn burn lowercase chance and weaker damage versus Ground-types.

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

**Grass-types**: Amoonguss, Tangrowth, and Zarude can all counter Lanturn long term. Zarude's access to Jungle Healing allows it to shrug off anything Lanturn can throw at it with Scald or Toxic, while Amoonguss can threaten it with Spore and Sludge Bomb. Tangrowth must be more wary of Toxic or Scald Burns burns lowercase but can likewise comfortably 1v1 Lanturn. you can mention that zarude can be forced into using more jungle healing pp in longer games in conjunction with other mons it can come in against, such as recovering from Slowking's scalds or Umbreon's toxic. up to you if you want to implement it

**Ground-types**: While they cannot comfortably switch into Lanturn's Scald, Ground-types such as Excadrill, Mamoswine, Zygarde-10%, and Diggersby can all force Lanturn out with their powerful Ground-type STAB moves. Hippowdon has the special bulk to more safely switch into Scald but must be wary of being burned unless it has already taken a poison, but can still safely force Lanturn out, negate its recovery with Sandstorm, and set up Stealth Rock against it.

**Strong Wallbreakers**: While Lanturn is a reliable answer to pivot Thundurus-T sets, its inability to directly harm Thundurus-T short term leaves it capable of being 2HKO'd by a +2 Focus Blast, while it can only Poison poison lower case it with Toxic in return to potentially let its teammates stall it out afterwards. Lanturn's lack of reliable recovery leaves it unable to properly check Pokemon such as Hydreigon and Primarina that it can otherwise check short term, forcing teammates such as Chansey to take these Pokemon on instead unless Lanturn needs to use them as an opportunity to use Heal Bell.

[CREDITS]
- Written by: [[Estarossa, 461329]]
- Quality checked by: [[Mystras Leoxses, 530118], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
this should be in paragraph form, rather than bullet point form, before being checked
 

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
Add/Fix Remove Comment
(AC): Add Comma
[OVERVIEW]

Lanturn's combination of its typing, Volt Absorb, and Heal Bell lets it be make it one of the most reliable Rotom-W and Rotom-H counters for stall teams. Its ability to block teams, and an excellent switch-in to Celesteela and Salamence. It blocking Volt Switch from these Pokemon while being a very reliable Thundurus-T check helps it mitigate the former two, while checking Thundurus-T very reliably, mitigates the damage VoltTurn teams can output versus such playstyles. defensive teams. (I imagine?) Heal Bell support is a crucial tool for stall teams that lets teammates like Umbreon and Chansey free up their moveslots. Combined with its strong defensive profile it also lets it act as a very reliable switch-in to Celesteela and Salamence. Access to and frees up moveslots on teammates like Umbreon and Chansey. Volt Switch lets Lanturn maintain momentum when checking Pokemon such as Rotom-W and ease prediction. worry less about predicting switch-ins. (I imagine this makes sense?) Lanturn can alternatively capitalise on its typing and special bulk to have a fantastic matchup versus one of the premier stallbreakers in Nasty Plot + Heal Bell Togekiss by using Thunderbolt. Combination of run Thunderbolt, leveraging its typing and special bulk for a fantastic matchup versus a premier stallbreaker in Nasty Plot + Heal Bell Togekiss. The momentum from Volt Switch + and status spreading from Scald + Toxic makes it Lanturn difficult to safely switch into: (comma -> colon) checks such as Amoonguss, Tangrowth, and Hydreigon easily get crippled. However, its lack of reliable recovery leaves it reliant on Wish support from teammates like Umbreon and the occasional recovery Volt Absorb can provide, occasional Volt Switch recovery, limiting how easily it can switch in to remove status with use Heal Bell throughout the match, and preventing it from acting as match. Lacking recovery also stops Lanturn from being a primary check to Pokemon such as Primarina. While it has a lot of ability to spread status, it lacks any moves to largely damage Lanturn also lacks significant immediate damage against Nasty Plot Thundurus-T variants, often being forced having to trade itself for a Toxic and some Scald damage to allow so its teammates to can take it down. Similarly it finds itself unable to hurt Zarude at all outside of Volt Switching against it on switch-in Similarly, it can't meaningfully hurt Zarude, limited to a Volt Switch pivot on the switch or forcing the occasional Jungle Healing with status. Finally, Lanturn's physical defense bulk leaves a lot to desired, preventing it from really checking Pokemon such as Cobalion, Keldeo, or Scizor comfortably and Scizor outside of emergencies, typically forcing other Water-types Water-type teammates such as Slowking or and Jellicent alongside it.

[SET]
name: Cleric Support
move 1: Volt Switch / Thunderbolt
move 2: Scald
move 3: Heal Bell
move 4: Toxic
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 252 HP / 132 SpD / 124 Spe

[SET COMMENTS]

When forcing out Pokemon such as Rotom-W, Volt Switch allows Lanturn to maintain momentum against switch-ins such as Zarude. Thunderbolt is an alternative option if concerned about if one fears the matchup versus Nasty Plot + Heal Bell Togekiss, but it should not be used otherwise. Scald lets Lanturn punish punishes switch-ins such as Amoonguss with burns (I imagine?) and prevents Ground-types like Excadrill and Diggersby from safely switching in. It is also Lanturn's main offensive move versus also directly damages Thundurus-T. Heal Bell lets Lanturn reliably counter Toxic Rotom-W (RC) and support its teammates by removing status. Toxic lets Lanturn punish switch-ins such as Tangrowth while providing it with the means to offensively pressure Pokemon it matches up against and offensively pressure Pokemon it checks (I imagine?) such as Rotom-W and Thundurus-T. Volt Absorb lets Lanturn block Volt Switch from Pokemon such as Rotom-W, Rotom-H, and Thundurus-T, while potentially offsetting its lack of recovery when doing so. Due to lack of reliably said lack of recovery, Leftovers is preferred over Heavy-Duty Boots, as in a worst case scenario Boots. Even with Stealth Rock up, (AC) Lanturn will still break even on HP when switching into a Pokemon and forcing them it out. 124 Speed EVs allows allow Lanturn to outspeed Adamant Azumarill and Conkeldurr to ensure it can use a fast Volt Switch against both. outspeed them and land Volt Switch. The rest of the EVs are put into its special bulk to maximise improve its matchup versus Thundurus-T.

Lanturn fits on stall teams that appreciate the cleric support and reliable answer to Volt Switch users it provides. Wish support is mandatory alongside Lanturn to offset its lack of reliable recovery. Umbreon is a prime teammate for this, capable of checking Ground-types such as Mamoswine, Excadrill, and Zygarde-10% for Lanturn, as well as Pokemon like Nasty Plot Azelf. Lanturn should be paired alongside other checks to dangerous special attackers such as Hydreigon, Nihilego, and Primarina, (AC) as its lack of reliable recovery leaves it as only a last resort a last-resort option in this role. Chansey is an ideal option that appreciates Lanturn taking Heal Bell to allow it to running Heal Bell, which lets it run Stealth Rock to help wear down Pokemon switching into Lanturn's Volt Switch, and appreciates Lanturn acting as being a primary switch-in to Volt Switch users like Rotom-W that Rotom-W, which could wear Chansey down over time with alongside entry hazards. Due to its lack of reliably recover encouraging the use of Leftovers, Lanturn Lanturn not running Heavy-Duty Boots, it greatly appreciates having reliable hazard control. removal. Teammates such as Salamence and Skarmory can offer this while dealing with checks such as Zarude. They can also cover for Pokemon such as Cobalion and Skarmory that Lanturn matches up poorly against, bad matchups such as Zarude, Cobalion, and opposing Skarmory. Skarmory can also act as a check to check threats such as Conkeldurr and Azumarill with Iron Defense. Slowking can act as a reliable answer to reliably answer Keldeo for Lanturn, while providing a dangerous win condition Lanturn and provide a dangerous potential wincon with Calm Mind that appreciates Mind. Lanturn's Heal Bell support, which support lets Slowking more freely check Pokemon such as Calm Mind Galarian Slowbro, and it can more readily take status, (AC) such as Toxic from Hippowdon, (AC) to make progress more easily. Celesteela can provide a reliable answer to reliably answer Calm Mind Hatterene and a check to check Ground-types like Diggersby.

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

Ice Beam could be used over Scald to more directly threaten over Scald more directly threatens Amoonguss, Tangrowth, and Zarude, but it lacks enough power off Lanturn's mediocre special attack stat to be truly threatening enough to justify losing the burn chance and weaker damage versus Ground-types. Special Attack to justify.

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

**Grass-types**: Amoonguss, Tangrowth, and Zarude can all counter Lanturn long term. Zarude's access to long-term. Zarude's Jungle Healing allows it to shrug off anything Lanturn can throw at it with Scald or Toxic, although long-term it can be forced to long-term, it may waste more Jungle Healing PP than it would like against Lanturn and teammates such as Scald Slowking and Toxic Umbreon. Amoonguss can threaten it Lanturn with Spore and Sludge Bomb, while Tangrowth must be more wary of Toxic or Scald burns but can likewise comfortably 1v1 Lanturn. Bomb; Tangrowth can likewise win one-on-one comfortably, but it must be more wary of Toxic and Scald burns.

**Ground-types**: While they cannot comfortably switch into Lanturn's Scald, Ground-types such as Excadrill, Mamoswine, Zygarde-10%, and Diggersby can all force Lanturn out with their powerful Ground-type STAB moves. Hippowdon has the special bulk to more safely switch into Scald but Scald; it must be wary of being burned unless it has already taken a poison, but it can still safely force Lanturn out, negate its recovery with Sandstorm, sand, and set up Stealth Rock against it.

**Strong Wallbreakers**: While Lanturn is a reliable answer to pivot Thundurus-T sets, its inability to directly harm Thundurus-T short term leaves it capable of being 2HKO'd by a +2 Focus Blast, while it can only poison it with Toxic in return to potentially let its teammates stall it out afterwards. poor short-term damage lets Nasty Plot variants set up and 2HKO it with +2 Focus Blast. Lanturn's lack of reliable recovery leaves it unable to properly check Pokemon such as Hydreigon and Primarina that it can otherwise check short term, means it can't check Pokemon such as Hydreigon and Primarina long-term, forcing teammates such as Chansey to take these Pokemon them on instead—unless Lanturn needs to use them as an opportunity to use Heal Bell.

[CREDITS]
- Written by: [[Estarossa, 461329]]
- Quality checked by: [[Mystras Leoxses, 530118], [Sulo, 528036]]
- Grammar checked by: [[Adeleine, 517429], [username2, userid2]]
 
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Adeleine

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one thing id note that is, while your content and presentation/explanation of it seems to be strong (as much as i can tell from not playing the tier haha), your writing can be a bit difficult to digest at times from wordiness and inefficiency. stuff like that is why we're here, but even changes like "providing it with the means to offensively pressure" -> "offensively pressuring" and "act as a reliable answer to" -> "reliably answer" can add up a lot over an analysis
 

Sulo

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[OVERVIEW]

Lanturn's typing, Volt Absorb, and Heal Bell make it one of the most reliable Rotom-W and Rotom-H counters for stall teams, and an excellent switch-in to Celesteela and Salamence. It blocking Volt Switch from the former two, while checking Thundurus-T very reliably, mitigates the damage VoltTurn teams can output versus defensive teams. Heal Bell is a crucial tool for stall teams and frees up moveslots on teammates like Umbreon and Chansey. Volt Switch lets Lanturn maintain momentum when checking Pokemon such as Rotom-W and worry less about predicting switch-ins. Lanturn can alternatively run Thunderbolt, leveraging its typing and special bulk for a fantastic matchup versus a premier stallbreaker in Nasty Plot + Heal Bell Togekiss. The momentum from Volt Switch and status spreading from Scald + Toxic makes Lanturn difficult to safely switch into: checks such as Amoonguss, Tangrowth, and Hydreigon easily get crippled. However, its lack of reliable recovery leaves it reliant on Wish support from teammates like Umbreon and occasional Volt Absorb Switch recovery, limiting how easily it can switch in to use Heal Bell throughout the match. Lacking recovery also stops Lanturn from being a primary check to Pokemon such as Primarina. Lanturn also lacks significant immediate damage against Nasty Plot Thundurus-T variants, often having to trade itself for a Toxic and some Scald damage so its teammates can take it down. Similarly, it can't meaningfully hurt Zarude, limited to a Volt Switch pivot on the switch or forcing the occasional Jungle Healing with status. Finally, Lanturn's physical bulk leaves a lot to desired, preventing it from checking Pokemon such as Cobalion, Keldeo, and Scizor outside of emergencies, typically forcing Water-type teammates such as Slowking and Jellicent alongside it.

[SET]
name: Cleric Support
move 1: Volt Switch / Thunderbolt
move 2: Scald
move 3: Heal Bell
move 4: Toxic
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 252 HP / 132 SpD / 124 Spe

[SET COMMENTS]

When forcing out Pokemon such as Rotom-W, Volt Switch allows Lanturn to maintain momentum against switch-ins such as Zarude. Thunderbolt is an alternative if one fears the matchup versus Nasty Plot + Heal Bell Togekiss, but it should not be used otherwise. Scald punishes switch-ins such as Amoonguss with burns and prevents Ground-types like Excadrill and Diggersby from safely switching in. It also directly damages Thundurus-T. Heal Bell lets Lanturn reliably counter Toxic Rotom-W and support its teammates. Toxic lets Lanturn punish switch-ins such as Tangrowth and offensively pressure Pokemon it checks such as Rotom-W and Thundurus-T. Volt Absorb lets Lanturn block Volt Switch from Pokemon such as Rotom-W, Rotom-H, and Thundurus-T, potentially offsetting its lack of recovery when doing so. Due to said lack of recovery, Leftovers is preferred over Heavy-Duty Boots. Even with Stealth Rock up, Lanturn will still break even on HP when switching into a Pokemon and forcing it out. 124 Speed EVs allow Lanturn to outspeed Adamant Azumarill and Conkeldurr to outspeed them and land Volt Switch. The rest of the EVs are put into its special bulk to improve its matchup versus Thundurus-T.

Lanturn fits on stall teams that appreciate the cleric support and reliable answer to Volt Switch users it provides. Wish support is mandatory alongside Lanturn to offset its lack of reliable recovery. Umbreon is a prime teammate for this, capable of checking Ground-types such as Mamoswine, Excadrill, and Zygarde-10% for Lanturn, as well as Pokemon like Nasty Plot Azelf. Lanturn should be paired alongside other checks to dangerous special attackers such as Hydreigon, Nihilego, and Primarina, as its lack of recovery leaves it as a last-resort option in this role. Chansey is an ideal option that appreciates Lanturn running Heal Bell, which lets it run Stealth Rock to help wear down Pokemon switching into Lanturn's Volt Switch, and being a primary switch-in to Volt Switch users like Rotom-W, which could wear Chansey down over time alongside entry hazards. Due to Lanturn not running Heavy-Duty Boots, it greatly appreciates having reliable entry hazard removal. Teammates such as Salamence and Skarmory can offer this while dealing with bad matchups such as Zarude, Cobalion, and opposing Skarmory. Skarmory can also check threats such as Conkeldurr and Azumarill with Iron Defense. Slowking can reliably answer Keldeo for Lanturn and provide a dangerous potential wincon with Calm Mind. Lanturn's Heal Bell support lets Slowking more freely check Pokemon such as Calm Mind Galarian Slowbro, and it can more readily take status, such as Toxic from Hippowdon, to make progress more easily. Celesteela can reliably answer Calm Mind Hatterene and check Ground-types like Diggersby.

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

Ice Beam over Scald could more directly threatens Amoonguss, Tangrowth, and Zarude, but it lacks enough power off Lanturn's mediocre Special Attack to justify.

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

**Grass-types**: Amoonguss, Tangrowth, and Zarude can all counter Lanturn long-term. Zarude's Jungle Healing allows it to shrug off anything Lanturn can throw at it although long-term, though it may waste more Jungle Healing PP than it would like against Lanturn and teammates such as Scald Slowking and Toxic Umbreon. Amoonguss can threaten Lanturn with Spore and Sludge Bomb; Tangrowth can likewise win one-on-one comfortably, but it must be more wary of Toxic and Scald burns.

**Ground-types**: While they cannot comfortably switch into Lanturn's Scald, Ground-types such as Excadrill, Mamoswine, Zygarde-10%, and Diggersby can all force Lanturn out with their powerful STAB moves. Hippowdon has the special bulk to more safely switch into Scald; it must be wary of being burned unless it has already taken a poison, but it can still safely force Lanturn out, negate its recovery with sand, and set up Stealth Rock against it.

**Strong Wallbreakers**: While Lanturn is a reliable answer to pivot Thundurus-T sets, its poor short-term damage lets Nasty Plot variants set up and 2HKO it with +2 Focus Blast. Lanturn's lack of reliable recovery means it can't check Pokemon such as Hydreigon and Primarina long-term, forcing teammates such as Chansey to take them on instead—unless Lanturn needs to use them as an opportunity to use Heal Bell.

[CREDITS]
- Written by: [[Estarossa, 461329]]
- Quality checked by: [[Mystras Leoxses, 530118], [Sulo, 528036]]
- Grammar checked by: [[Adeleine, 517429], [Sulo, 528036]]
GP 2/2

GP Team done
 
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