PU Lanturn

2xTheTap

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uploaded -zard

QC: RWBY / Tone / Megazard
GP: frenzyplant / CryoGyro


[OVERVIEW]

Lanturn's unique set of resistances allows it to check specially offensive Electric-, Flying-, Water-, and Fire-types like Rotom-S, Oricorio-G, Swanna, and Pyroar. Its large HP stat coupled with serviceable Special Defense, which can be further augmented through the use of an Assault Vest, grants it a niche in PU as a blanket check to a large portion of the tier's special attackers. In addition to running defensive sets because of its access to support moves like Heal Bell, Lanturn can also use offensive ones thanks to its wide movepool and usable Special Attack stat, which means the Pokemon that are able to set up on or take advantage of defensive Lanturn, like Lilligant and Ferroseed, cannot always switch into Lanturn directly. Lanturn's ability to control momentum in battles is exceptional; not only is it able to block the opponent's attempts at gaining momentum with Volt Switch thanks to its ability Volt Absorb, but its own Volt Switch in conjunction with its lower Speed stat is also an effective tool for grabbing momentum as well as bringing in frail teammates like Haunter and Jynx safely. Despite Lanturn's lower Speed stat being useful in this context, it is also harmful in certain matchups, as faster offensive Pokemon with a type advantage like Shiftry and Alolan Dugtrio are able to outspeed and OHKO Lanturn. While Lanturn sports only two weaknesses, Ground- and Grass-type coverage moves are commonplace in PU and are regularly run by Pokemon that Lanturn switches into like Magmortar and Manectric. This combined with Lanturn's vulnerability to entry hazards, its lack of reliable recovery, and its lackluster Defense stat can cause Lanturn to be worn down quickly over the course of a battle. Despite these weaknesses, however, Lanturn is still an overall advantageous choice for many different team archetypes, owing to both its ability to run offensive and defensive sets and the unparalleled team support that it provides.

[SET]
name: Assault Vest
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Assault Vest
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 72 SpD / 184 Spe

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

Scald deals super effective damage to Ground-, Rock-, and Fire-types, and despite its low Base Power, it is still able to OHKO offensive threats like Pyroar and Aggron. Scald-induced burns wear Lanturn's foes down and cripple physical attackers. Alternatively, Hydro Pump gives Lanturn a more powerful STAB option that allows it to deal more significant damage to Ground- and Rock-types like Palossand and Regirock, as well as secure the 2HKO on Assault Vest Magmortar. Volt Switch is a great tool for applying offensive pressure and letting Lanturn pivot out of unfavorable matchups. Ice Beam grants Lanturn super effective coverage against Dragon- and Grass-types. For example, it OHKOes Alolan Exeggutor and Torterra, 2HKOes Drampa and Lilligant, and does more damage to Oricorio-E than Lanturn's other moves would, OHKOing it after Stealth Rock damage. Hidden Power Grass 2HKOes Gastrodon and guarantees the OHKO on Kabutops. Hidden Power Fire can be used as an alternative to Hidden Power Grass to provide coverage against Abomasnow and Ferroseed. Hidden Power Fire has a high chance of 2HKOing Jynx.

Set Details
========

Volt Absorb heals Lanturn when it is hit by an Electric-type attack and lets it block Volt Switch for its teammates. 252 Special Attack EVs with a Modest nature maximize Lanturn's offensive capabilities; this level of investment allows Lanturn to OHKO Pyroar with Scald, as well as Flying-types like Archeops and Oricorio-G with Volt Switch after Stealth Rock damage. 184 Speed EVs are used to let Lanturn outspeed Modest Aurorus and 2HKO it with Scald. Additionally, Lanturn is able to outspeed neutral-natured base 55s like Exeggutor, Cacturne, and Golurk as well as positive-natured base 45s like Crustle and Golem. Its remaining EVs are used to augment its special bulk, which in conjunction with its Assault Vest lets it tank a wide array of special attacks. For example, the added Special Defense lets Lanturn survive two Hyper Voices from Choice Specs Pyroar and two Earth Powers from Gastrodon.

Usage Tips
========

Given its ability to switch between its coverage moves, Assault Vest Lanturn is able to use Volt Switch freely against Pokemon with an immunity to Electric-type moves. If entry hazards have been set on Lanturn's side of the field, avoid using Volt Switch too often without removing them, as they can whittle away Lanturn's HP prematurely. Use Lanturn's increased bulk from Assault Vest to switch into special attackers like Alolan Raichu, Pyroar, and Oricorio-E. However, be careful when switching into mixed attackers, especially Magmortar, Electivire, and Eelektross. The former two are able to take advantage of Lanturn's lower Defense stat with Earthquake, while Eelektross can remove Lanturn's Assault Vest via Knock Off, tank Lanturn's attacks with its own Assault Vest, and recover a portion of the HP lost via Giga Drain. While Scald can be used liberally, be careful when using it against Pokemon that can capitalize on burns inflicted by Lanturn. For example, Facade users like Stoutland and Pokemon with Guts like Gurdurr become more threatening when burned.

Team Options
========

Pokemon that can switch into Ground-type moves on Lanturn's behalf are useful partners. For example, Lurantis and Servine can easily pivot into Gastrodon's Earthquake and force it out while using this opportunity to remove entry hazards via Defog. Weezing is also particularly effective in this capacity, as it can comfortably switch into attacks from Torterra, Golurk, Sandslash, and Alolan Dugtrio while threatening them in return with Will-O-Wisp or Flamethrower. Pokemon with the ability Sap Sipper, such as Miltank and Drampa, are effective teammates given their ability to capitalize on Grass-type moves aimed at Lanturn. Miltank's immunity lets it set up Stealth Rock or pressure Grass-types with Toxic, while Drampa is able to use predicted Grass-type moves as a means of entering the field safely and firing off a powerful STAB- and Choice Specs-boosted move on the following turn. Other Pokemon with a resistance to Grass-type attacks work the same way; for example, Ferroseed can force out opposing Grass-types lacking Fire coverage and lay entry hazards on subsequent turns. Other Dragon-types like Alolan Exeggutor operate similarly to Drampa and find opportunities to wallbreak by taking Grass-type moves for Lanturn. Pinsir can also do this to some extent, while Lanturn's slow Volt Switch allows Pinsir enough breathing room to set up either Swords Dance or obtain a Speed boost via Z-Me First. Additionally, given Lilligant's ability to set up on and threaten out Lanturn, Pokemon that are able to check Lilligant specifically, like Oricorio-G, Skuntank, Magmortar, Drampa, and Ferroseed, are all useful for keeping Lanturn alive and Lilligant at bay. Frail attackers, especially those that require a turn of setup to function optimally, appreciate being brought onto the field safely by Lanturn's slow Volt Switch. Not only do they share beneficial type synergy with Lanturn, but sweepers like Jynx, Oricorio-G, Ninjask, and Lilligant are also effective in removing Grass- and Ground-types for Lanturn. Pyroar and Archeops also appreciate Lanturn's slow Volt Switch as well as its enhanced ability to pivot into special attacks on their behalves. In return, Pyroar and Archeops check Grass- and Ground-types for Lanturn and can ensure that defensive answers to Lanturn remain at low HP via Taunt. Ursaring and Zangoose are able to activate Toxic Orb on the turn they are brought in via Volt Switch and can break down specially defensive walls for Lanturn. Without Leftovers, Assault Vest Lanturn can be worn down quickly by entry hazards, so it works well with Rapid Spin or Defog support provided by Swanna, Shiftry, Hitmonchan, or Skuntank. Skuntank in particular is a noteworthy partner, as it has the bonus of absorbing Toxic Spikes for Lanturn. Finally, other grounded Poison-types like Roselia and Arbok keep Lanturn safe from Toxic Spikes, too, while also checking Ground- and Grass-types.

[SET]
name: Bulky Pivot
move 1: Volt Switch
move 2: Scald
move 3: Toxic
move 4: Heal Bell / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 220 Def / 248 SpD

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

Volt Switch hits Water- and Flying-types like Swanna and Oricorio-G super effectively and allows Lanturn to grab momentum for its teammates and pivot out of checks or counters that might switch in, assuming they are not immune to Electric coverage. Scald hits Ground-, Rock-, and Fire-types such as Golem, Aggron, and Pyroar for super effective damage. Its chance to burn is useful in wearing down the opposition and crippling physical attackers that might try to take advantage of Lanturn's lower Defense stat. Toxic wears down Grass-type switch-ins like Lilligant and Cradily as well as other Pokemon that wall Lanturn's Electric- and Water-type moves like Gastrodon. Heal Bell rids Lanturn and its teammates of status afflictions. Protect eases prediction, grants Lanturn a free turn of Leftovers recovery, and can stall out foes when used in tandem with Toxic.

Set Details
========

Volt Absorb lets Lanturn heal 25% of its maximum HP when struck by Electric-type moves like Togedemaru's Zing Zap and Clefairy's Thunder Wave while granting it an immunity to them. Leftovers grants Lanturn greater longevity and mitigates its lack of reliable recovery. 40 HP EVs maximize Leftovers recovery, while placing 220 EVs in Defense allows Lanturn to survive two Earthquakes from Assault Vest Magmortar after Stealth Rock damage. Additionally, this investment lets Lanturn take an unboosted Earthquake from Alolan Dugtrio as well as Alolan Raichu's Nasty Plot- and Life Orb-boosted Psyshock. Its remaining EVs are poured into Special Defense; this level of investment prevents Lanturn from being 2HKOed by Pyroar's Choice Specs-boosted Hyper Voice. In general, Lanturn's defensive EV spreads can be tailored to a team's specific needs. For example, 120 Speed EVs can be used to let Lanturn outspeed Aggron and hit it with Scald.

Usage Tips
========

Use Lanturn's Volt Absorb to pivot into attacks for its teammates such as Manectric's Volt Switch and Alolan Raichu's Thunderbolt and to keep Lanturn healthy throughout the match so that it can take on powerful special attackers like Pyroar and Magmortar. Even with Defense investment, Lanturn's bulk should not be overestimated in light of its lack of reliable recovery; switch it out of strong physical attackers like Shiftry and Zangoose. Use Lanturn's slow Volt Switch to safely bring in frail Pokemon that cannot afford to take a hit such as Liepard, Jynx, and Kadabra. If the opponent's team includes a Pokemon with an Electric immunity like Gastrodon or Golem, it is often better to use Toxic or Scald on a predicted switch so that the opponent is unable to capitalize on Lanturn's Volt Switch. Use Heal Bell to cure Lanturn and its teammates of crippling status effects. Heal Bell's PP can be depleted easily, so be sure to conserve it during longer battles. Use Protect for an extra turn of Leftovers recovery, especially in situations where Lanturn is in danger of being 2HKOed. Additionally, Protect and Toxic can be used together to stall out Lanturn's foes. Finally, Protect is an effective tool for easing prediction against Choice-locked Pokemon and reducing the damage of incoming Z-Moves, but avoid its overuse, as this can provide the opponent with a free turn of setup.

Team Options
========

Defensive checks to Grass-types like Weezing and Ferroseed mesh well with Lanturn. They appreciate Lanturn's ability to switch into Fire-types on their behalves, while in exchange, they are able to address many of the physical attackers that regularly target Lanturn's lower Defense stat. Furthermore, Weezing's Toxic Spikes ease the need for Lanturn to use or run Toxic, while Ferroseed's entry hazards in combination with Lanturn's Scald and Toxic are effective in wearing down foes. Lanturn also appreciates offensive checks to Grass-types, such as Jynx, Swanna, Oricorio-G, and Haunter. These Pokemon function optimally with Lanturn's slow Volt Switch given their lower defenses. Using Volt Switch too much when entry hazards are present can wear Lanturn down prematurely, so Defog and Rapid Spin support is useful in keeping it healthy. Skuntank can remove entry hazards with Defog and also checks Grass-types. Hitmonchan removes entry hazards with Rapid Spin and checks troublesome physical attackers like Absol and Zangoose, while Lanturn can switch into Flying-types like Swanna and Oricorio-G in return. Pokemon with Levitate can switch into Ground-type moves for Lanturn, making Mesprit and Weezing effective partners. Mesprit can also mitigate Lanturn's lack of reliable recovery through Healing Wish, while its U-turn forms a momentum-gaining core with Lanturn's Volt Switch. Variants of Weezing with Flamethrower can beat Alolan Dugtrio and Ferroseed for Lanturn, and Weezing in general wears down physically offensive threats to Lanturn with Will-O-Wisp. Fighting-types like Primeape appreciate Lanturn's Heal Bell support as well as its ability to switch into Flying-type moves. Additionally, Lanturn can wear down checks to Fighting-types, like Musharna and Weezing, with Toxic or one of its STAB moves. Finally, Lanturn and Primeape form a VoltTurn core together, which serves to weaken checks and counters to both.

[SET]
name: Choice Specs
move 1: Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 72 SpD / 184 Spe

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

Hydro Pump is Choice Specs Lanturn's STAB move of choice, and the boost in power provided by Choice Specs enables Lanturn to OHKO bulky Ground-, Rock-, and Fire-types such as Mudsdale, Regirock, and Assault Vest Magmortar after Stealth Rock damage. Its slow, strong Volt Switch grants its teammates momentum and severely damages anything that doesn't resist Electric. Ice Beam OHKOes offensive Grass-types that might attempt to switch into Lanturn's Volt Switch or Hydro Pump like Torterra and Alolan Exeggutor. Hidden Power Grass allows Lanturn to hit Gastrodon and other Lanturn super effectively, and it does slightly more damage to defensive Carracosta than Volt Switch. Hidden Power Fire enables Lanturn to OHKO neutral-natured Abomasnow and 2HKO Ferroseed.

Set Details
========

Volt Absorb lets Lanturn pivot into Electric-type moves for its teammates and heal itself in the process. 184 Speed EVs let Lanturn outspeed Modest Aurorus, Adamant Torterra, Adamant Golurk, and everything slower. Alternatively, 200 Speed EVs can be run with Hidden Power Fire to outspeed and OHKO neutral-natured Abomasnow after Stealth Rock damage before Lanturn is hit by a Grass-type move. 252 Special Attack EVs with Choice Specs and a Modest nature maximize Lanturn's offensive capabilities. Its remaining EVs are allocated toward its Special Defense to increase its bulk.

Usage Tips
========

Lanturn's Choice Specs-boosted Volt Switch is a powerful tool for wearing down foes and keeping up momentum, but its overuse can be easily capitalized on by Ground-types like Gastrodon. The same is true of Hydro Pump, given that Pokemon with an immunity to Water-type moves like Jynx can pivot into it and use this opportunity to set up. Choice Specs Lanturn should be switched conservatively into attacks it resists, given that it lacks the bulk that its more defensive counterparts possess. Use Lanturn's powerful Hydro Pump to punish Ground-types that attempt to switch into its Volt Switch. Similarly, use Ice Beam to blast Grass-types that attempt to wall its Water- and Electric-type coverage moves. Finally, despite holding Choice Specs, Lanturn's power should not be overestimated in light of the fact that it is still unable to 2HKO specially defensive Pokemon like Clefairy, Audino, and Type: Null.

Team Options
========

Choice Specs Lanturn fits well on offensive teams that are geared toward setting up multiple entry hazards because of Lanturn's ability to force switches with its STAB moves. Therefore, Spikes or Toxic Spikes setters like Ferroseed, Crustle, and Weezing are effective partners, as their entry hazards are conducive to weakening Grass- and Ground-types that are forced to switch into Lanturn's attacks. Additionally, Lanturn resists most of Crustle's weaknesses, and it is able to pressure special attackers for Weezing and Ferroseed. Ghost-types like Haunter and Oricorio-G can be used to block Rapid Spin for these entry hazard setters, too, and share good synergy with Lanturn; for example, Lanturn resists Ice- and Electric-type moves for Oricorio-G, which can switch into Ground-type moves and check Grass-types for Lanturn. Haunter operates similarly and also appreciates being brought onto the field via Lanturn's slow Volt Switch. Primeape forms a momentum-gaining VoltTurn core with Lanturn and can revenge KO +1 Lilligant in case it has used Lanturn as setup fodder, and Primeape's ability Defiant is useful in deterring entry hazards from being removed via Defog. In return, Lanturn can pressure many of the Flying-types that give Primeape trouble. Archeops pressures Grass-types threatening to Lanturn and keeps up offensive pressure with Taunt or momentum with U-turn. Lanturn reciprocates by switching into Water-, Ice-, and Electric-type moves aimed at Archeops. Moreover, Lanturn's slow Volt Switch brings in Archeops safely and conserves its HP so that it's less likely to be put into Defeatist range. Offensive Grass-types that can remove Gastrodon, like Abomasnow and Shiftry, are useful for allowing Lanturn to lock into its STAB moves. Lilligant is an excellent offensive partner to Lanturn, given that Lanturn's Choice Specs-boosted attacks are able to remove Pokemon that may potentially cut Lilligant's sweep short, like Assault Vest Magmortar and Choice Scarf Swanna. Zangoose also appreciates Choice Specs Lanturn as a teammate; not only is Lanturn able to bring Zangoose in safely with its slow Volt Switch, which also activates Zangoose's Toxic Orb, but Lanturn also breaks down Pokemon that resist Normal for Zangoose so that it's able to freely fire off its powerful Facades.

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

Thunderbolt is an option over Hidden Power Grass and Hidden Power Fire on Lanturn's offensive sets for when Gastrodon, Abomasnow, and Ferroseed have already been accounted for by Lanturn's teammates. The extra power from Thunderbolt allows Assault Vest Lanturn to OHKO Archeops and Choice Specs Lanturn to OHKO Wishiwashi and Lapras. Discharge can be used too, as it has a chance of paralysis that is useful in matchups against faster attackers. Soak can be used in tandem with Lanturn's Electric-type moves to score a super effective hit on Pokemon that would otherwise wall Lanturn, like Ferroseed, but Soak takes up a slot that it would've used for Toxic or Heal Bell on defensive sets or Hidden Power Grass or Fire on offensive ones. Whirlpool and Toxic can be used together to trap opposing Lanturn, but like with Soak, Lanturn's other moves are more practical overall. Normalium Z can be used in place of Leftovers on Lanturn's bulky pivot set for a full heal from Z-Heal Bell. However, a one-time heal does not grant Lanturn the longevity required for longer battles. Ion Deluge in conjunction with Volt Absorb allows Lanturn to absorb Normal-type attacks like Rapid Spin and heal itself for 25% of its maximum HP. Additionally, this combination prevents Choice-locked Normal-types like Pyroar and Stoutland from beating Lanturn. Lanturn can run a set of Rain Dance, Hydro Pump, Thunder, and Volt Switch with a Damp Rock to better support rain teams in need of an immunity to Electric-type moves, to act as a bulky pivot to bring in frail sweepers safely and as a secondary Rain Dance setter. Additionally, Rain Dance increases the potency of its STAB moves. Rest and Sleep Talk can be used to keep Lanturn healthy and allow it to continuously pivot in and out of battle. However, such a set lacks counterplay for Grass-types and Gastrodon, which causes Lanturn to be forced out more often. Signal Beam provides stronger coverage against Dark- and Psychic-types while still hitting Grass-types super effectively. For example, Ludicolo, Exeggutor, and Shiftry all take more damage from Signal Beam than Lanturn's other moves. However, Signal Beam takes up a slot Lanturn would normally use for hitting Ferroseed or Gastrodon harder. Charge Beam can be used on Lanturn's Assault Vest set so that it can attack with the same power as its Choice Specs set while retaining its ability to switch between moves. This is a lackluster option, however, given that Hidden Power Grass and Hidden Power Fire are more practical for beating common switch-ins to Lanturn. Finally, Water Absorb is an alternative over Volt Absorb for pivoting into Water-types like Floatzel and Swanna more efficiently, but such a tactic should only be employed when Lanturn's teammates already have a means of pivoting into Electric-type attacks.

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

**Ground-types**: Gastrodon and Torterra resist Lanturn's STAB attacks and can use a predicted Volt Switch or Scald to switch into Lanturn. However, they must be careful of Hidden Power Grass and Ice Beam, respectively, as well as Toxic. While they are unable to switch into Lanturn reliably due to the risk of being hit by Scald or Hydro Pump, offensive Ground-types like Golurk, Alolan Dugtrio, and Speed-invested Sandslash are able to outspeed and OHKO Lanturn with their STAB moves.

**Grass-types**: Cradily and Ferroseed wall Lanturn's STAB attacks and can use Lanturn to set up entry hazards or whittle it away with Toxic in Cradily's case. Other Grass-types like Abomasnow and Shiftry easily force Lanturn out via their STAB moves, although they must be careful of switching into Hidden Power Fire and Ice Beam, respectively. Lurantis can use Lanturn as a way to boost its Special Attack via Contrary Leaf Storm, while it is able to heal any status that Lanturn might inflict on it or its teammates with Aromatherapy.

**Physical Wallbreakers**: Zangoose and Stoutland are able to target Lanturn's lower Defense stat and bring it down with a powered-up Facade or a Choice Band-boosted Return. Similarly, Passimian's Choice Band-boosted Close Combat allows it to OHKO even bulky Lanturn with Stealth Rock damage factored in.

**Setup Sweepers**: Mesprit with Substitute and Calm Mind can use some of Lanturn's weaker attacks or status moves as an opportunity to set up multiple boosts. Lilligant can easily set up a Quiver Dance in Lanturn's face and recover any HP lost via Giga Drain. Lastly, Type: Null avoids the 3HKO from even Choice Specs Lanturn's Hydro Pump, meaning Lanturn can be used for Type: Null to boost its Attack via Swords Dance.

**Residual Damage**: Given Lanturn's lack of reliable recovery, passive sources of damage can limit the number of times Lanturn can pivot into attacks for its teammates. Entry hazards set by Pokemon like Weezing and Ferroseed are crippling to Lanturn. Toxic is similarly threatening to variants of Lanturn lacking Heal Bell.
 
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2xTheTap

YuGiOh main
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Alright, this is ready for QC.

Before you check though, please look at this hastebin. I've made a few other bulky pivot spreads for Lanturn since a lot of QC did not agree with creeping Golurk (or even Aggron). Pick a spread! https://hastebin.com/gibenocegu.go.

I am leaning toward #7, as it lets Lanturn hit Leftovers number, hits a jump point in Special Defense, and the Defense investment does this:

0 Atk Magmortar Earthquake vs. 40 HP / 220 Def Lanturn: 158-186 (39.4 - 46.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
 

yogi

I did not succumb...
is a Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
QC: ? / ? / ?
GP: ? / ?


[OVERVIEW]

  • Lanturn's unique set of resistances allows it to check specially offensive Electric-, Flying-, Water-, and Fire-types, like Rotom-S, Oricorio-G, Swanna, and Pyroar.
  • Its large HP stat coupled with serviceable Special Defense, which can be further augmented through the use of an Assault Vest, allows it to blanket check a large portion of the tier's special attackers.
  • In addition to running defensive sets through its access to support moves like Heal Bell, it can also run offensive ones thanks to its wide movepool and usable Special Attack stat, which means the Pokemon that are able to set up on or take advantage of defensive Lanturn, like Lilligant and Ferroseed, cannot always switch into Lanturn directly. (remove lilli and replace it with gastro imo if you're talking about directly switching into it, or reword)
  • Lanturn's slow, STAB-boosted Volt Switch is effective in gaining momentum, as well as bringing in frail teammates like Haunter and Jynx onto the field safely.
  • While Lanturn's slower Speed stat is conducive to gaining momentum, it can also be harmful, as faster offensive Pokemon with a type advantage like Shiftry and Alolan Dugtrio are able to outspeed and OHKO Lanturn.
  • Additionally, its mediocre Defense stat and lack of reliable recovery are often detrimental to its longevity.
  • While it sports only two weaknesses, Ground- and Grass-type coverage moves are commonplace in PU and are regularly run by Pokemon that Lanturn switches into, like Magmortar and Manectric. This combined with its vulnerability to entry hazards can cause it to be worn down quickly over the course of a battle. (remove mane. it 5hko's lant with the scarf set, which is the only one on the analysis)
  • Despite these weaknesses however, Lanturn is still overall an advantageous choice for many team archetypes, owing to both its ability to run offensive and defensive sets and the unparalleled team support that it provides.
  • No mention of Volt Absorb, apart from a slight nod, seems weird
[SET]
name: Bulky Pivot
move 1: Volt Switch
move 2: Scald
move 3: Toxic
move 4: Heal Bell / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 156 Def / 192 SpD / 120 Spe

[SET COMMENTS]
Moves
========
  • Volt Switch hits Water- and Flying-types like Swanna and Oricorio-G super effectively, and allows Lanturn to grab momentum for its teammates and pivot out of any checks or counters that might switch into Lanturn, assuming they are not immune to Electric coverage.
  • Scald hits Ground-, Rock-, and Fire-types such as Piloswine, Aggron, and Pyroar for super effective damage. Its chance for burn is useful in wearing down the opposition and crippling physical attackers that might try to take advantage of Lanturn's lower Defense stat.
  • Toxic wears down Grass-type switch-ins like Lilligant and Cradily, and other Pokemon that would otherwise wall its Electric- and Water-type moves, like Gastrodon.
  • Heal Bell rids Lanturn and its teammates of status afflictions.
  • Protect eases prediction, grants Lanturn another turn of Leftovers recovery, and can stall out foes when used in tandem with Toxic. (can also be used to scout for moves)

Set Details
========

  • Volt Absorb lets Lanturn heal itself for 25% of its maximum HP when struck by Electric-type moves, while simultaneously granting it an immunity to them. (also drains momentum from the opponent)
  • Leftovers provides Lanturn with passive recovery. Protect can add to this by allowing Lanturn an additional turn of Leftovers recovery.
  • 40 HP EVs maximize the HP regained by Leftovers.
  • 120 Speed EVs let Lanturn outspeed neutral-natured base 50s like Aggron.
  • Placing 40 EVs in HP and 156 EVs in Defense allows Lanturn to survive an unboosted Earthquake from Alolan Dugtrio, as well as Alolan Raichu's Nasty Plot- and Life Orb-boosted Psyshock. Additionally, this investment lets Lanturn live through two Earthquakes from AV Magmortar, guarantees that Archeops's Earthquake is a 2HKO with Stealth Rock damage factored in, and lets Lanturn survive Adamant Pinsir's Earthquake after Stealth Rock.
  • The given Defense investment also allows Lanturn to take neutral hits if necessary, such as Kangaskhan's Double-Edge and Choice Scarf Primeape's Close Combat.
  • The remainder of its EVs are poured into its Special Defense; this investment, in conjunction with a Calm nature, allows Lanturn to address specially offensive threats like Oricorio-G and Pyroar more efficiently.
  • In general, Lanturn's defensive EV spreads are variable and can be tailor-fit to a team's specific needs. For example, Speed EVs can be reallocated toward its bulk in order to better check Magmortar (not really, you already avoid the 2hko and any extra def evs don't really benefit it). A faster spread can also be used to 2HKO Golurk with Scald as it switches into a predicted Volt Switch. (adamant golurk and mention what evs imo)

Usage Tips
========

  • Use Lanturn's Volt Absorb to pivot into attacks such as Rotom-S's Volt Switch or Alolan Raichu's Thunderbolt and regain 25% HP in the process.
  • Even with Defense investment, Lanturn's bulk should not be overestimated in light of its lack of reliable recovery, and should therefore switch out of strong physical attackers like Shiftry and Zangoose.
  • Use Lanturn's slow Volt Switch to safely bring in frail Pokemon that cannot afford to take a hit, such as Liepard, Jynx, and Kadabra.
  • If the opponent's team is running an Electric immunity, it is often better to use Scald or Toxic on a predicted switch, so that the foe is unable to capitalize on Lanturn's Volt Switch. (like gastro for example)
  • Use Heal Bell to prevent Lanturn and its teammates from being crippled or KOed by status effects. (just say crippled)
  • Heal Bell's PP can be depleted easily, so be sure to conserve it for longer battles.
  • When Lanturn's HP is low, use Protect for an extra turn of Leftovers recovery, especially if Lanturn is in danger of being 2HKOed. (I wouldn't just use it when its HP is slow tbh, it's also used to scout moves)
  • Use Protect in conjunction with Toxic to stall out Lanturn's foes.
  • Protect can be used to ease prediction against choice-locked Pokemon, as well as to reduce the damage of incoming Z moves.

Team Options
========

  • Defensive checks to Grass-types mesh well with Lanturn, like Weezing and Ferroseed. They also appreciate Lanturn's ability to switch into Fire-types on their behalves. (weezing and ferro are also good physical resists too, and ferro offers hazard support (weezing does too if you're including tspikes, but no need to mention that since you're toxic))
  • Lanturn appreciates offensive checks to Grass-types as partners such as Jynx, Swanna, Oricorio-G, and Haunter. These Pokemon function optimally together with Lanturn's slow Volt Switch given their weaker defenses. (you've mentioned oricorio-g and swanna a lot, maybe mix it up a little?)
  • Using Volt Switch too much over entry hazards can wear Lanturn down prematurely, so Defog and Rapid Spin support is useful in keeping Lanturn alive. Skuntank can remove entry hazards with Defog and also checks Grass-types for Lanturn. Hitmonchan also removes entry hazards and checks troublesome physical attackers for Lanturn, while in return, Lanturn can switch into Flying-types like Swanna and Oricorio-G on Hitmonchan's behalf.
  • Pokemon with Levitate can be used to switch into Ground-type moves for Lanturn, making Mesprit and Weezing effective partners. Mesprit can also mitigate Lanturn's lack of reliable recovery through Healing Wish, while its U-turn forms a momentum core with Lanturn's Volt Switch. Variants of Weezing with Flamethrower can beat Alolan Dugtrio for Lanturn, and in general, Weezing wears down physically offensive threats to Lanturn with Will-O-Wisp. (mesprit also benefits from heal bell support)
  • Fighting-types like Primeape appreciate Lanturn's Heal Bell support, as well as being protected from Flying-type moves. Additionally, Lanturn can wear down checks to Fighting-types like Musharna and Weezing with either Toxic or one of its STAB moves. Finally, Lanturn and Primeape form a VoltTurn core together, which serves to weaken the other's checks and counters.

[SET]
name: Choice Specs
move 1: Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe


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

  • Lanturn's Choice Specs-boosted Hydro Pump is able to OHKO many Ground-, Rock-, and Fire-types such as Piloswine, Probopass, and Assault Vest Magmortar. (technically it's a roll on mag, so mention after sr or smth)
  • Its slow, strong Volt Switch grants its teammates momentum, and severely damages anything that doesn't resist it.
  • Ice Beam OHKOes offensive Grass-types that might attempt to switch into Lanturn's Volt Switch or Hydro Pump, like Torterra and Alolan Exeggutor.
  • Hidden Power Grass allows Lanturn to hit Gastrodon and other Lanturn super effectively, and does slightly more damage to defensive Carracosta than Volt Switch.
  • Hidden Power Fire backed by maximum Special Attack investment and Choice Specs enables Lanturn to OHKO Abomasnow and 2HKO Ferroseed.
  • Mention tbolt, good stab that doesn't force a switch

Set Details
========

  • Volt Absorb lets Lanturn pivot into Electric-type moves for its teammates and heal itself in the process.
  • 168 Speed EVs let Lanturn outspeed Adamant Torterra, Adamant Golurk, Qwilfish with 16 Speed EVs, and everything slower.
  • 200 Speed EVs can be run with Hidden Power Fire to outspeed and OHKO neutral-natured Abomasnow after Stealth Rock damage before Lanturn is hit by a Grass-type move.
  • 252 Special Attack EVs with Choice Specs and a Modest nature maximize Lanturn's offensive capabilities.
  • The rest of its EVs are allocated toward its Special Defense to increase its bulk. (good)

Usage Tips
========
  • Lanturn's Choice Specs-boosted Volt Switch is a powerful tool for wearing down its foes and keeping up momentum, but its overuse can be easily capitalized on by Ground-types like Gastrodon.
  • The same is true of Lanturn's choice-locked Hydro Pump, given that Pokemon with an immunity to Water-type moves like Jynx can pivot into it and use this opportunity to setup with Nasty Plot.
  • Choice Specs Lanturn should be used conservatively when switching into the attacks it resists, given that it lacks the same bulk that its more defensive counterparts possess. (basically, it stops being a good fire resist and such)
  • Use Lanturn's powerful Hydro Pump to punish Ground-types that might attempt to switch into its Volt Switch. Similarly, use Ice Beam to blast Grass-types that might attempt to wall its Water- and Electric-type coverage moves.
Team Options
========

  • Choice Specs Lanturn fits well on offensive teams that are geared toward setting up multiple entry hazards because of Lanturn's ability to force switches with its STAB moves.
  • Therefore, Spikes or Toxic Spikes setters like Ferroseed, Crustle, and Weezing are effective partners, as their entry hazards are conducive to weakening Grass- and Ground-types that are forced to switch into Lanturn's attacks. Additionally, Lanturn resists most of Crustle's weaknesses, while it is able to pressure special attackers for Weezing and Ferroseed. (remove crustle, it's only really use on HO and you wouldn't really use Lant on HO; i'll maybe ask about this though)
  • Ghost-types like Haunter and Oricorio-G can be used to block Rapid Spin for these entry hazard setters, too, and share good synergy with Lanturn; for example, Lanturn resists Ice- and Electric-type moves for Oricorio-G while it can switch into Ground-type moves and check Grass-types for Lanturn. Haunter operates similarly and also appreciates being brought onto the field via Lanturn's slow Volt Switch. (try to vary the partners, gourg-xl is a good spin blocker for example)
  • Primeape forms a momentum core with Lanturn and can revenge KO +1 Speed Lilligant in case it's used Lanturn as setup fodder, while Primeape's ability Defiant is useful in deterring entry hazards from being removed via Defog. In return, Lanturn can pressure many of the Flying-types that give Primeape trouble. (it can't revenge lilli without decent chip actually, unless it's using gunk which is uncommon)
  • Archeops pressures the Grass-types that are threatening to Lanturn, and keeps up offensive pressure and momentum via options like Taunt and U-turn, respectively. Lanturn reciprocates by switching into Water-, Ice-, and Electric-type moves aimed at Archeops. Moreover, Lanturn's slow Volt Switch brings in Archeops safely and conserves its HP so that it's less likely to be put into Defeatist range. (slight nit-pick, but i'd say "taunt or U-turn", just because they are generally not on the same set)
  • Offensive Grass-types that can remove Gastrodon, like Lilligant and Shiftry, are useful for allowing Lanturn to lock into its STAB moves. (you've mentioned lilli a lot, but not aboma)

[SET]
name: Assault Vest
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Assault Vest
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe


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

  • Scald deals super effective damage to Ground-, Rock-, and Fire-types, and despite its lower base-power, it is able to OHKO offensive threats like Pyroar and Aggron. Scald-induced burns wear Lanturn's foes down and cripple physical attackers.
  • Alternatively, Hydro Pump gives Lanturn a more powerful STAB option, which allows it to deal significant damage to Ground- and Rock-types like Palossand and Regirock, as well as secure the 2HKO on Assault Vest variants of Magmortar. (loses out on the ability to potentially cripple physical attackers tho)
  • Volt Switch is a great tool for applying offensive pressure and letting Lanturn pivot out of unfavorable match-ups.
  • Ice Beams grants Lanturn super effective coverage against Dragon- and Grass-types. For example, it OHKOes Alolan Exeggutor and Torterra, while 2HKOing Drampa and Lilligant. Additionally, it does more damage to Oricorio-E than its other moves would and OHKOes it after Stealth Rock damage.
  • Hidden Power Grass 2HKOes Gastrodon and guarantees the OHKO on Kabutops.
  • Hidden Power Fire can be used as an alternative to Hidden Power Grass to provide coverage for Abomasnow and Ferroseed. Hidden Power Fire also hits Jynx harder than its other moves would and scores the 2HKO. (has a very high chance, not 100%)

Set Details
========

  • Volt Absorb grants Lanturn a 25% heal when it is hit by an Electric-type attack and lets it block Volt Switch for its teammates.
  • 252 Special Attack EVs with a Modest nature maximize Lanturn's offensive capabilities; this level of investment allows Lanturn to OHKO Pyroar with Scald, as well as Water- and Flying-types like Qwilfish and Oricorio-G with Volt Switch after Stealth Rock damage. (change oricorio-g to something like archeops)
  • 168 Speed EVs are used to outspeed Adamant Torterra and OHKO it with Ice Beam. Additionally, Lanturn is able to outspeed neutral-natured base 55s like Exeggutor, Cacturne, and Golurk, as well as positive-natured base 45s like Crustle and Golem.
  • The remainder of its EVs is used to augment Lanturn's special bulk, which in conjunction with its Assault Vest, lets it tank a wide array of special attacks. For example, the added Special Defense lets Lanturn survive two Hyper Voices from Choice Specs Pyroar and two Earth Powers from Gastrodon.

Usage Tips
========

  • Given its ability to switch between its coverage moves, Assault Vest Lanturn is able to use Volt Switch more freely, as even if it mispredicts and Volt Switch is absorbed by a Pokemon with an Electric immunity, it is free to use Hydro Pump or Hidden Power Grass on the following turn. (mention scald too, because that is its main move)
  • If entry hazards have been set on Lanturn's side of the field, avoid using Volt Switch too often without entry hazard removal, as they can whittle away Lanturn's HP prematurely.
  • Use Lanturn's increased bulk to switch into special attackers like Alolan Raichu, Silvally-Steel, and Oricorio-E.
  • However, be careful when switching into mixed attackers, especially Magmortar, Electivire, and Eelektross. The former two are able to take advantage of Lanturn's weaker Defense stat with Earthquake, while Eelektross can remove Lanturn's Assault Vest via Knock Off, tank Lanturn's attacks with its own Assault Vest, and recover a portion of the HP lost via Giga Drain.
  • While Scald can be used liberally, be careful when using it against Pokemon that can capitalize on Scald-induced burns inflicted by Lanturn. For example, Musharna with Heal Bell can burn Lanturn via Synchronize and heal its own burn afterward, while Facade users like Stoutland and Pokemon with Guts like Gurdurr become more threatening when burned. (i'd remove musharna as an example. heal bell is a very uncommon move for it to run)

Team Options
========

  • Pokemon that can switch into Ground-type moves on Lanturn's behalf are useful partners. For example, Lurantis can easily pivot into Gastrodon's Earthquake and force it out, while using this opportunity to remove entry hazards via Defog. Weezing in particular is effective in this capacity, as it can comfortably switch into attacks from Torterra, Piloswine, Sandslash, and Alolan Dugtrio, while threatening them in return with Will-O-Wisp or Flamethrower.
  • Pokemon with the ability Sap Sipper, such as Miltank and Drampa, are effective teammates given their ability to capitalize on Grass-type moves aimed at Lanturn. Miltank's immunity lets it set up Stealth Rock or pressure Grass-types with Toxic, while Drampa is able to use predicted Grass-type moves as a means of entering the field safely and firing off a powerful STAB- and Choice Specs-boosted move on the following turn.
  • Other Pokemon with a resistance to Grass-type attacks work the same way; for example, Ferroseed can force out opposing Grass-types and lay entry hazards on subsequent turns. Other Dragon-types like Alolan Exeggutor operate similarly to Drampa and find opportunities to wallbreak by fielding Grass-type moves for Lanturn. Pinsir can also do this to some extent, while Lanturn's slow Volt Switch allows Pinsir enough breathing room to set up either Swords Dance or a Speed boost via Normalium Z Me First.
  • Frail attackers, especially those that require a turn of setup to function optimally, appreciate being brought onto the field safely by Lanturn's slow Volt Switch. Not only do they share beneficial type synergy with Lanturn, but sweepers like Jynx, Oricorio-G, Ninjask, and Lilligant are also effective in removing Grass- and Ground-types for Lanturn.
  • Pyroar and Archeops appreciate Lanturn's slow Volt Switch, as well as its enhanced ability to pivot into special attacks on their behalves. In return, Pyroar and Archeops check Grass- and Ground-types for Lanturn and can ensure that defensive answers to Lanturn remain at low HP via Taunt.
  • Ursaring and Zangoose are able to activate Toxic Orb on the turn after being brought in via Volt Switch and break down specially defensive walls for Lanturn on subsequent turns.
  • Without Leftovers, Assault Vest Lanturn can be worn down quickly by entry hazards, so it works well together with Rapid Spin or Defog support provided by Swanna, Shiftry, Skuntank, and Hitmonchan. Grounded Poison-types like Roselia and Arbok keep Lanturn safe from Toxic Spikes, while also checking Ground- and Grass-types, respectively. (i'd just say that skuntank also has the added bonus of absorbing tspikes)
  • Given Lilligant's ability to setup on and threaten out Lanturn, checks to Lilligant like Oricorio-G, Skuntank, Magmortar, Drampa, and Ferroseed are all useful for keeping Lanturn alive and Lilligant at bay. (merge with the point about grass-types)

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

  • Ion Deluge in conjunction with Volt Absorb allows Lanturn to absorb Normal-type attacks like Rapid Spin with priority and heal itself for 25% of its maximum HP at the same time. Additionally, this combo prevents choice-locked Normal-types like Pyroar and Stoutland from beating Lanturn with Hyper Voice and Return, respectively.
  • Lanturn can run a set of Rain Dance / Hydro Pump / Thunder / Volt Switch with a Damp Rock to better support Rain Dance-centric teams in need of an immunity to Electric-type moves, a bulky pivot to bring in frail sweepers safely, and a secondary Rain Dance setter. Additionally, Rain Dance boosts the power of Lanturn's Hydro Pump, while increasing Thunder's accuracy to 100%.
  • Normalium Z can be used in place of Leftovers on Lanturn's bulky pivot set for a 100% heal when used in combination with Heal Bell. On the downside however, a one-time heal does not grant Lanturn the longevity required for longer battles.
  • Water Absorb is an option over Volt Absorb for pivoting into Water-types like Floatzel and Swanna more efficiently, but such a tactic should only be employed when Lanturn's teammates already have a means of pivoting into Electric-type attacks. (i'd remove this, water absorb should never be considered on it)
  • Thunderbolt is an option over Hidden Power Grass and Hidden Power Fire on Lanturn's offensive sets for when Gastrodon, Abomasnow, and Ferroseed have already been accounted for by Lanturn's teammates. The extra power from Thunderbolt allows Lanturn to OHKO Qwilfish and Archeops on sets with Assault Vest, while the boost lets Choice Specs variants OHKO Wishiwashi and Lapras. Alternatively, Discharge can be used too, and has a chance for paralysis that is useful in match-ups against faster attackers.
  • Soak can be used in tandem with Lanturn's Electric-type moves to score a super effective hit on Pokemon that would otherwise wall Lanturn, like Ferroseed.
  • Rest and Sleep Talk can be used to keep Lanturn healthy and allow it to continuously pivot in and out of battle for its teammates. However, such a set lacks counterplay for Grass-types and Gastrodon, which would cause Lanturn to be forced out more often.
  • Signal Beam provides stronger coverage for Dark- and Psychic-types, while still hitting opposing Grass-types super effectively. For example, Ludicolo, Exeggutor, Shiftry all take more damage from Signal Beam than Lanturn's other moves. However, Signal Beam is hard to fit and takes up a slot Lanturn would normally use for hitting Ferroseed or Gastrodon harder.
  • Finally, Charge Beam can be used on Lanturn's Assault Vest set, so that it can attack with the same power as its Choice Specs set while retaining its ability to switch between moves. This is a lackluster option however, given that Hidden Power Grass and Hidden Power Fire are more practical for beating common switch-ins to Lanturn.
  • Whirlpool lant traps other lants and beats them

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

**Ground-types**: Torterra and Gastrodon both resist Lanturn's dual STAB attacks and can use a predicted Volt Switch or Scald to switch into Lanturn. However, they both must be careful of Ice Beam and Hidden Power Grass, respectively, as well as Toxic. Offensive Ground-types like Golurk, Alolan Dugtrio, and Speed-invested Sandslash are able to outspeed and OHKO Lanturn with their STAB moves.

**Grass-types**: Cradily and Ferroseed wall Lanturn's dual STAB attacks, and can use Lanturn to set up entry hazards or whittle it away with Toxic in Cradily's case. Other Grass-types like Lilligant and Shiftry easily force Lanturn out via their STAB moves and are able to use this opportunity to set up. Lurantis can use Lanturn as a target to boost its Special Attack via Contrary and Leaf Storm, while it is able to heal any status affliction that Lanturn might inflict on it or its teammates with Aromatherapy.

**Wallbreakers**: Zangoose and Stoutland are able to target Lanturn's weaker Defense stat and bring it down with a Toxic Boost Facade or Choice Band-boosted Return, respectively. Similarly, mixed wall-breakers like Abomasnow and Magmortar can break Lanturn down quickly with a well-timed Grass-type attack or Earthquake, respectively.

**Setup Sweepers**: Substitute Calm Mind Mesprit can use some of Lanturn's weaker attacks or status moves as an opportunity to set up multiple boosts. Lilligant can easily set up a Quiver Dance in Lanturn's face, and recover any HP lost via Giga Drain. Lastly, Type: Null avoids the 3HKO from even Choice Specs Lanturn's Hydro Pump, and is able to use Lanturn as an opportunity to setup Swords Dance.

**Residual Damage**: Given Lanturn's lack of reliable recovery, passive sources of damage can limit the number of times Lanturn can pivot into attacks for its teammates. Entry hazards set by Pokemon like Ferroseed are crippling to Lanturn. Toxic is similarly threatening to variants of Lanturn lacking Heal Bell.
Fantastic work! QC 1/3
 

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Implemented most of this. Ready for next check. Next QC, please check post with other possible bulky Lanturn spreads (before RWBY's).
 

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
QC: RWBY / ? / ?
GP: ? / ?


[OVERVIEW]

  • Lanturn's unique set of resistances allows it to check specially offensive Electric-, Flying-, Water-, and Fire-types, like Rotom-S, Oricorio-G, Swanna, and Pyroar.
  • Its large HP stat coupled with serviceable Special Defense, which can be further augmented through the use of an Assault Vest, allows it to blanket check a large portion of the tier's special attackers.
  • In addition to running defensive sets through its access to support moves like Heal Bell, it can also run offensive ones thanks to its wide movepool and usable Special Attack stat, which means the Pokemon that are able to set up on or take advantage of defensive Lanturn, like Lilligant and Ferroseed, cannot always switch into Lanturn directly.
  • Volt Absorb allows Lanturn to absorb Electric-type moves like Volt Switch, which helps mitigate its lack of recovery while blocking the opponent's attempts at gaining momentum.
  • Lanturn's slow, STAB-boosted Volt Switch is effective in gaining momentum, as well as bringing in frail teammates like Haunter and Jynx onto the field safely.
  • While Lanturn's slower Speed stat is conducive to gaining momentum, it can also be harmful, as faster offensive Pokemon with a type advantage like Shiftry and Alolan Dugtrio are able to outspeed and OHKO Lanturn.
  • Additionally, its mediocre Defense stat and lack of reliable recovery are often detrimental to its longevity.
  • While it sports only two weaknesses, Ground- and Grass-type coverage moves are commonplace in PU and are regularly run by Pokemon that Lanturn switches into, like Magmortar. This combined with its vulnerability to entry hazards can cause it to be worn down quickly over the course of a battle.
  • Despite these weaknesses however, Lanturn is still overall an advantageous choice for many team archetypes, owing to both its ability to run offensive and defensive sets and the unparalleled team support that it provides.
[SET]
name: Bulky Pivot
move 1: Volt Switch
move 2: Scald
move 3: Toxic
move 4: Heal Bell / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 220 Def / 248 SpD

[SET COMMENTS]
Moves
========
  • Volt Switch hits Water- and Flying-types like Swanna and Oricorio-G super effectively, and allows Lanturn to grab momentum for its teammates and pivot out of any checks or counters that might switch into Lanturn, assuming they are not immune to Electric coverage.
  • Scald hits Ground-, Rock-, and Fire-types such as Piloswine, Aggron, and Pyroar for super effective damage. Its chance for burn is useful in wearing down the opposition and crippling physical attackers that might try to take advantage of Lanturn's lower Defense stat.
  • Toxic wears down Grass-type switch-ins like Lilligant and Cradily, and other Pokemon that would otherwise wall its Electric- and Water-type moves, like Gastrodon.
  • Heal Bell rids Lanturn and its teammates of status afflictions.
  • Protect eases prediction, grants Lanturn another turn of Leftovers recovery, and can stall out foes when used in tandem with Toxic.

Set Details
========

  • Volt Absorb lets Lanturn heal itself for 25% of its maximum HP when struck by Electric-type moves, while simultaneously granting it an immunity to them.
  • Leftovers provides Lanturn with passive recovery. Protect can add to this by allowing Lanturn an additional turn of Leftovers recovery.
  • 40 HP EVs maximize the HP regained by Leftovers. maybe just rephrase this to hitting a Leftovers number.
  • Placing 40 EVs in HP and 220 EVs in Defense allows Lanturn to survive two Earthquakes from AV Magmortar with Stealth Rock damage factored in. Additionally, this investment lets Lanturn to take an unboosted Earthquake from Alolan Dugtrio, as well as Alolan Raichu's Nasty Plot- and Life Orb-boosted Psyshock.
  • The remainder of its EVs are poured into its Special Defense; this level of investment hits a jump point in Special Defense and prevents Lanturn from being 2HKOed by Pyroar's Choice Specs-boosted Hyper Voice.
  • In general, Lanturn's defensive EV spreads are variable and can be tailored to a team's specific needs. For example, 120 Speed EVs can be used to outspeed and hit Aggron with Scald.
Usage Tips
========

  • Use Lanturn's Volt Absorb to pivot into attacks such as Rotom-S's Volt Switch or Alolan Raichu's Thunderbolt and regain 25% HP in the process.
  • Even with Defense investment, Lanturn's bulk should not be overestimated in light of its lack of reliable recovery, and should therefore switch out of strong physical attackers like Shiftry and Zangoose.
  • Use Lanturn's slow Volt Switch to safely bring in frail Pokemon that cannot afford to take a hit, such as Liepard, Jynx, and Kadabra.
  • If the opponent's team is running an Electric immunity like Gastrodon or Piloswine, it is often better to use Toxic or Scald on a predicted switch, so that the foe is unable to capitalize on Lanturn's Volt Switch.
  • Use Heal Bell to prevent Lanturn and its teammates from being crippled by status effects.
  • Heal Bell's PP can be depleted easily, so be sure to conserve it for longer battles.
  • Use Protect for an extra turn of Leftovers recovery, especially in situations where Lanturn is in danger of being 2HKOed.
  • Use Protect in conjunction with Toxic to stall out Lanturn's foes.
  • Protect can be used to ease prediction against choice-locked Pokemon, as well as to reduce the damage of incoming Z moves.

Team Options
========

  • Defensive checks to Grass-types mesh well with Lanturn, like Weezing and Ferroseed. They appreciate Lanturn's ability to switch into Fire-types on their behalves, while in exchange, they are able to address many of the physical attackers which regularly target Lanturn's lower Defense stat. Weezing also sets Toxic Spikes to ease the need to click Toxic on Lanturn.
  • Lanturn appreciates offensive checks to Grass-types as partners such as Jynx, Swanna, Oricorio-G, and Haunter. These Pokemon function optimally together with Lanturn's slow Volt Switch given their weaker defenses.
  • Using Volt Switch too much over entry hazards can wear Lanturn down prematurely, so Defog and Rapid Spin support is useful in keeping Lanturn alive. Skuntank can remove entry hazards with Defog and also checks Grass-types for Lanturn. Hitmonchan also removes entry hazards and checks troublesome physical attackers for Lanturn, while in return, Lanturn can switch into Flying-types like Swanna and Oricorio-G on Hitmonchan's behalf.
  • Pokemon with Levitate can be used to switch into Ground-type moves for Lanturn, making Mesprit and Weezing effective partners. Mesprit can also mitigate Lanturn's lack of reliable recovery through Healing Wish, while its U-turn forms a momentum core with Lanturn's Volt Switch. Variants of Weezing with Flamethrower can beat Alolan Dugtrio for Lanturn, and in general, Weezing wears down physically offensive threats to Lanturn with Will-O-Wisp.
  • Fighting-types like Primeape appreciate Lanturn's Heal Bell support, as well as being protected from Flying-type moves. Additionally, Lanturn can wear down checks to Fighting-types like Musharna and Weezing with either Toxic or one of its STAB moves. Finally, Lanturn and Primeape form a VoltTurn core together, which serves to weaken the other's checks and counters.

[SET]
name: Choice Specs
move 1: Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe


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

  • Lanturn's Choice Specs-boosted Hydro Pump is able to OHKO many Ground-, Rock-, and Fire-types such as Piloswine, Probopass, and Assault Vest Magmortar with Stealth Rock damage factored in.
  • Its slow, strong Volt Switch grants its teammates momentum, and severely damages anything that doesn't resist it.
  • Ice Beam OHKOes offensive Grass-types that might attempt to switch into Lanturn's Volt Switch or Hydro Pump, like Torterra and Alolan Exeggutor.
  • Hidden Power Grass allows Lanturn to hit Gastrodon and other Lanturn super effectively, and does slightly more damage to defensive Carracosta than Volt Switch.
  • Hidden Power Fire backed by maximum Special Attack investment and Choice Specs enables Lanturn to OHKO Abomasnow and 2HKO Ferroseed.

Set Details
========

  • Volt Absorb lets Lanturn pivot into Electric-type moves for its teammates and heal itself in the process.
  • 168 Speed EVs let Lanturn outspeed Adamant Torterra, Adamant Golurk, Qwilfish with 16 Speed EVs, and everything slower.
  • 200 Speed EVs can be run with Hidden Power Fire to outspeed and OHKO neutral-natured Abomasnow after Stealth Rock damage before Lanturn is hit by a Grass-type move.
  • 252 Special Attack EVs with Choice Specs and a Modest nature maximize Lanturn's offensive capabilities.
  • The rest of its EVs are allocated toward its Special Defense to increase its bulk.

Usage Tips
========
  • Lanturn's Choice Specs-boosted Volt Switch is a powerful tool for wearing down its foes and keeping up momentum, but its overuse can be easily capitalized on by Ground-types like Gastrodon.
  • The same is true of Lanturn's choice-locked Hydro Pump, given that Pokemon with an immunity to Water-type moves like Jynx can pivot into it and use this opportunity to setup with Nasty Plot.
  • Choice Specs Lanturn should be used conservatively when switching into the attacks it resists, given that it lacks the same bulk that its more defensive counterparts possess.
  • Use Lanturn's powerful Hydro Pump to punish Ground-types that might attempt to switch into its Volt Switch. Similarly, use Ice Beam to blast Grass-types that might attempt to wall its Water- and Electric-type coverage moves.
Team Options
========

  • Choice Specs Lanturn fits well on offensive teams that are geared toward setting up multiple entry hazards because of Lanturn's ability to force switches with its STAB moves.
  • Therefore, Spikes or Toxic Spikes setters like Ferroseed, Crustle, and Weezing are effective partners, as their entry hazards are conducive to weakening Grass- and Ground-types that are forced to switch into Lanturn's attacks. Additionally, Lanturn resists most of Crustle's weaknesses, while it is able to pressure special attackers for Weezing and Ferroseed.
  • Ghost-types like Haunter and Drifblim can be used to block Rapid Spin for these entry hazard setters, too, and share good synergy with Lanturn; for example, Lanturn resists Ice- and Electric-type moves for Drifblim while it can switch into Ground-type moves and check Grass-types for Lanturn. Haunter operates similarly and also appreciates being brought onto the field via Lanturn's slow Volt Switch. maybe Oricorio-Ghost over Drifblim here
  • Primeape forms a momentum core with Lanturn and can revenge KO +1 Speed Lilligant in case it has used Lanturn as setup fodder, while Primeape's ability Defiant is useful in deterring entry hazards from being removed via Defog. In return, Lanturn can pressure many of the Flying-types that give Primeape trouble.
  • Archeops pressures the Grass-types that are threatening to Lanturn, and keeps up offensive pressure with Taunt or momentum with U-Turn. Lanturn reciprocates by switching into Water-, Ice-, and Electric-type moves aimed at Archeops. Moreover, Lanturn's slow Volt Switch brings in Archeops safely and conserves its HP so that it's less likely to be put into Defeatist range.
  • Offensive Grass-types that can remove Gastrodon, like Abomasnow and Shiftry, are useful for allowing Lanturn to lock into its STAB moves.
setup sweepers that appreciate Lanturn's wallbreaking and slow momentum should go here as well

[SET]
name: Assault Vest
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Assault Vest
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe


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

  • Scald deals super effective damage to Ground-, Rock-, and Fire-types, and despite its lower base-power, it is able to OHKO offensive threats like Pyroar and Aggron. Scald-induced burns wear Lanturn's foes down and cripple physical attackers.
  • Alternatively, Hydro Pump gives Lanturn a more powerful STAB option, which allows it to deal significant damage to Ground- and Rock-types like Palossand and Regirock, as well as secure the 2HKO on Assault Vest variants of Magmortar.
  • Volt Switch is a great tool for applying offensive pressure and letting Lanturn pivot out of unfavorable match-ups.
  • Ice Beams grants Lanturn super effective coverage against Dragon- and Grass-types. For example, it OHKOes Alolan Exeggutor and Torterra, while 2HKOing Drampa and Lilligant. Additionally, it does more damage to Oricorio-E than its other moves would and OHKOes it after Stealth Rock damage.
  • Hidden Power Grass 2HKOes Gastrodon and guarantees the OHKO on Kabutops.
  • Hidden Power Fire can be used as an alternative to Hidden Power Grass to provide coverage for Abomasnow and Ferroseed. Hidden Power Fire also hits Jynx harder than its other moves would, and has a high chance to score the 2HKO.

Set Details
========

  • Volt Absorb grants Lanturn a 25% heal when it is hit by an Electric-type attack and lets it block Volt Switch for its teammates.
  • 252 Special Attack EVs with a Modest nature maximize Lanturn's offensive capabilities; this level of investment allows Lanturn to OHKO Pyroar with Scald, as well as Water- and Flying-types like Qwilfish, Archeops, and Oricorio-G with Volt Switch after Stealth Rock damage.
  • 168 Speed EVs are used to outspeed Adamant Torterra and OHKO it with Ice Beam. Additionally, Lanturn is able to outspeed neutral-natured base 55s like Exeggutor, Cacturne, and Golurk, as well as positive-natured base 45s like Crustle and Golem.
  • The remainder of its EVs is used to augment Lanturn's special bulk, which in conjunction with its Assault Vest, lets it tank a wide array of special attacks. For example, the added Special Defense lets Lanturn survive two Hyper Voices from Choice Specs Pyroar and two Earth Powers from Gastrodon.

Usage Tips
========

  • Given its ability to switch between its coverage moves, Assault Vest Lanturn is able to use Volt Switch more freely, as even if it mispredicts and Volt Switch is absorbed by a Pokemon with an Electric immunity, it is free to use its Water STAB moves or Hidden Power Grass on the following turn.
  • If entry hazards have been set on Lanturn's side of the field, avoid using Volt Switch too often without entry hazard removal, as they can whittle away Lanturn's HP prematurely.
  • Use Lanturn's increased bulk to switch into special attackers like Alolan Raichu, Silvally-Steel, and Oricorio-E.
  • However, be careful when switching into mixed attackers, especially Magmortar, Electivire, and Eelektross. The former two are able to take advantage of Lanturn's weaker Defense stat with Earthquake, while Eelektross can remove Lanturn's Assault Vest via Knock Off, tank Lanturn's attacks with its own Assault Vest, and recover a portion of the HP lost via Giga Drain.
  • While Scald can be used liberally, be careful when using it against Pokemon that can capitalize on Scald-induced burns inflicted by Lanturn. For example, Facade users like Stoutland and Pokemon with Guts like Gurdurr become more threatening when burned.

Team Options
========

  • Pokemon that can switch into Ground-type moves on Lanturn's behalf are useful partners. For example, Lurantis can easily pivot into Gastrodon's Earthquake and force it out, while using this opportunity to remove entry hazards via Defog. Weezing in particular is effective in this capacity, as it can comfortably switch into attacks from Torterra, Piloswine, Sandslash, and Alolan Dugtrio, while threatening them in return with Will-O-Wisp or Flamethrower. Lilligant can check Grass-types as well and can set up, or put something to sleep.
  • Pokemon with the ability Sap Sipper, such as Miltank and Drampa, are effective teammates given their ability to capitalize on Grass-type moves aimed at Lanturn. Miltank's immunity lets it set up Stealth Rock or pressure Grass-types with Toxic, while Drampa is able to use predicted Grass-type moves as a means of entering the field safely and firing off a powerful STAB- and Choice Specs-boosted move on the following turn.
  • Other Pokemon with a resistance to Grass-type attacks work the same way; for example, Ferroseed can force out opposing Grass-types (not carrying HP Fire) and lay entry hazards on subsequent turns. Other Dragon-types like Alolan Exeggutor operate similarly to Drampa and find opportunities to wallbreak by fielding Grass-type moves for Lanturn. Pinsir can also do this to some extent, while Lanturn's slow Volt Switch allows Pinsir enough breathing room to set up either Swords Dance or a Speed boost via Normalium Z Me First.
  • Frail attackers, especially those that require a turn of setup to function optimally, appreciate being brought onto the field safely by Lanturn's slow Volt Switch. Not only do they share beneficial type synergy with Lanturn, but sweepers like Jynx, Oricorio-G, Ninjask, and Lilligant are also effective in removing Grass- and Ground-types for Lanturn.
  • Pyroar and Archeops appreciate Lanturn's slow Volt Switch, as well as its enhanced ability to pivot into special attacks on their behalves. In return, Pyroar and Archeops check Grass- and Ground-types for Lanturn and can ensure that defensive answers to Lanturn remain at low HP via Taunt.
  • Ursaring and Zangoose are able to activate Toxic Orb on the turn after being brought in via Volt Switch and break down specially defensive walls for Lanturn on subsequent turns.
  • Without Leftovers, Assault Vest Lanturn can be worn down quickly by entry hazards, so it works well together with Rapid Spin or Defog support provided by Swanna, Shiftry, and Hitmonchan. Skuntank in particular is a noteworthy partner, as it has the added bonus of absorbing Toxic Spikes for Lanturn via its typing. Additionally, other Grounded Poison-types like Roselia and Arbok keep Lanturn safe from Toxic Spikes too, while also checking Ground- and Grass-types on its behalf.
  • Given Lilligant's ability to setup on and threaten out Lanturn, Pokemon that are able to check Lilligant specifically, like Oricorio-G, Skuntank, Magmortar, Drampa, and Ferroseed, are all useful for keeping Lanturn alive and Lilligant at bay.

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

  • Ion Deluge in conjunction with Volt Absorb allows Lanturn to absorb Normal-type attacks like Rapid Spin with priority and heal itself for 25% of its maximum HP at the same time. Additionally, this combo prevents choice-locked Normal-types like Pyroar and Stoutland from beating Lanturn with Hyper Voice and Return, respectively.
  • Lanturn can run a set of Rain Dance / Hydro Pump / Thunder / Volt Switch with a Damp Rock to better support Rain Dance-centric teams in need of an immunity to Electric-type moves, a bulky pivot to bring in frail sweepers safely, and a secondary Rain Dance setter. Additionally, Rain Dance boosts the power of Lanturn's Hydro Pump, while increasing Thunder's accuracy to 100%.
  • Normalium Z can be used in place of Leftovers on Lanturn's bulky pivot set for a 100% heal when used in combination with Heal Bell. On the downside however, a one-time heal does not grant Lanturn the longevity required for longer battles.
  • Water Absorb is an option over Volt Absorb for pivoting into Water-types like Floatzel and Swanna more efficiently, but such a tactic should only be employed when Lanturn's teammates already have a means of pivoting into Electric-type attacks.
  • Thunderbolt is an option over Hidden Power Grass and Hidden Power Fire on Lanturn's offensive sets for when Gastrodon, Abomasnow, and Ferroseed have already been accounted for by Lanturn's teammates. The extra power from Thunderbolt allows Lanturn to OHKO Qwilfish and Archeops on sets with Assault Vest, while the boost lets Choice Specs variants OHKO Wishiwashi and Lapras. Alternatively, Discharge can be used too, and has a chance for paralysis that is useful in match-ups against faster attackers.
  • Soak can be used in tandem with Lanturn's Electric-type moves to score a super effective hit on Pokemon that would otherwise wall Lanturn, like Ferroseed.
  • Rest and Sleep Talk can be used to keep Lanturn healthy and allow it to continuously pivot in and out of battle for its teammates. However, such a set lacks counterplay for Grass-types and Gastrodon, which would cause Lanturn to be forced out more often.
  • Signal Beam provides stronger coverage for Dark- and Psychic-types, while still hitting opposing Grass-types super effectively. For example, Ludicolo, Exeggutor, Shiftry all take more damage from Signal Beam than Lanturn's other moves. However, Signal Beam is hard to fit and takes up a slot Lanturn would normally use for hitting Ferroseed or Gastrodon harder.
  • Whirlpool and Toxic can be used together to trap opposing Lanturn.
  • Finally, Charge Beam can be used on Lanturn's Assault Vest set, so that it can attack with the same power as its Choice Specs set while retaining its ability to switch between moves. This is a lackluster option however, given that Hidden Power Grass and Hidden Power Fire are more practical for beating common switch-ins to Lanturn.

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

**Ground-types**: Torterra and Gastrodon both resist Lanturn's dual STAB attacks and can use a predicted Volt Switch or Scald to switch into Lanturn. However, they both must be careful of Ice Beam and Hidden Power Grass, respectively, as well as Toxic. Offensive Ground-types like Golurk, Alolan Dugtrio, and Speed-invested Sandslash are able to outspeed and OHKO Lanturn with their STAB moves. mention that none of these mons want to switch in on a predicted Scald.

**Grass-types**: Cradily and Ferroseed wall Lanturn's dual STAB attacks, and can use Lanturn to set up entry hazards or whittle it away with Toxic in Cradily's case. Other Grass-types like Lilligant and Shiftry easily force Lanturn out via their STAB moves and are able to use this opportunity to set up. Lurantis can use Lanturn as a target to boost its Special Attack via Contrary and Leaf Storm, while it is able to heal any status affliction that Lanturn might inflict on it or its teammates with Aromatherapy.

**Wallbreakers**: Zangoose and Stoutland are able to target Lanturn's weaker Defense stat and bring it down with a Toxic Boost Facade or Choice Band-boosted Return, respectively. Similarly, mixed wall-breakers like Abomasnow and Magmortar can break Lanturn down quickly with a well-timed Grass-type attack or Earthquake, respectively.

**Setup Sweepers**: Substitute Calm Mind Mesprit can use some of Lanturn's weaker attacks or status moves as an opportunity to set up multiple boosts. Lilligant can easily set up a Quiver Dance in Lanturn's face, and recover any HP lost via Giga Drain. Lastly, Type:Null avoids the 3HKO from even Choice Specs Lanturn's Hydro Pump, and is able to use Lanturn as an opportunity to setup Swords Dance.

**Residual Damage**: Given Lanturn's lack of reliable recovery, passive sources of damage can limit the number of times Lanturn can pivot into attacks for its teammates. Entry hazards set by Pokemon like Ferroseed are crippling to Lanturn. Toxic is similarly threatening to variants of Lanturn lacking Heal Bell. toxic spikes as well
Excellent job as always man. 2/3.
 

MZ

And now for something completely different
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[OVERVIEW]

Lanturn's unique set of resistances allows it to check specially offensive Electric-, Flying-, Water-, and Fire-types, like Rotom-S,not what i call relevant atm Oricorio-G, Swanna, and Pyroar. Its large HP stat coupled with serviceable Special Defense, which can be further augmented through the use of an Assault Vest, grants it a niche in PU as a blanket check to a large portion of the tier's special attackers. In addition to running defensive sets through its access to support moves like Heal Bell, it can also use offensive ones thanks to its wide movepool and usable Special Attack stat, which means the Pokemon that are able to set up on or take advantage of defensive Lanturn, like Lilligant and Ferroseed, cannot always switch into Lanturn directly. Lanturn's ability to control momentum in battles is exceptional; not only is it able to block the opponent's attempts at gaining momentum with Volt Switch thanks to its ability, Volt Absorb, but its own Volt Switch in conjunction with its lower Speed stat is an effective tool for grabbing momentum, as well as bringing in frail teammates like Haunter and Jynx onto the field safely.
dont really see a need to split this into 2 paragraphs, no harm other than it's not something that u normally see on analyses but it doesn't really make this better either
Despite its slow Speed stat being useful in this context, it is also harmful in certain match-ups, as faster offensive Pokemon with a type advantage like Shiftry and Alolan Dugtrio are able to outspeed and OHKO Lanturn. While it sports only two weaknesses, Ground- and Grass-type coverage moves are commonplace in PU and are regularly run by Pokemon that Lanturn switches into, like Magmortar. This combined with its vulnerability to entry hazards, its lack of reliable recovery, and its lackluster Defense stat can all can cause Lanturn to be worn down quickly over the course of a battle. Despite these weaknesses however, Lanturn is still overall an advantageous choice for many team archetypes, owing to both its ability to run offensive and defensive sets and the unparalleled team support that it provides.

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[SET]
name: Bulky Pivot
move 1: Volt Switch
move 2: Scald
move 3: Toxic
move 4: Heal Bell / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 220 Def / 248 SpD

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

Volt Switch hits Water- and Flying-types like Swanna and Oricorio-G super effectively, and allows Lanturn to grab momentum for its teammates and pivot out of any checks or counters that might switch into Lanturn, assuming they are not immune to Electric coverage. Scald hits Ground-, Rock-, and Fire-types such as Piloswine rip pilo, Aggron, and Pyroar for super effective damage. Its chance for burn is useful in wearing down the opposition and crippling physical attackers that might try to take advantage of Lanturn's lower Defense stat. Toxic wears down Grass-type switch-ins like Lilligant and Cradily, and other Pokemon that would otherwise wall its Electric- and Water-type moves, like Gastrodon. Heal Bell rids Lanturn and its teammates of status afflictions. Protect eases prediction, grants Lanturn another turn of Leftovers recovery, and can stall out foes when used in tandem with Toxic.

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Set Details
========

Volt Absorb lets Lanturn heal itself for 25% of its maximum HP when struck by Electric-type moves, while simultaneously granting it an immunity to them. Leftovers provides Lanturn with passive recovery. Protect can add to this by allowing Lanturn an additional turn of Leftovers recovery. 40 HP EVs yields a Leftovers number, while placing 220 EVs in Defense allows Lanturn to survive two Earthquakes from AV i think for gper's sake u spell out assault vest, but nbd Magmortar with Stealth Rock damage factored in. Additionally, this investment lets Lanturn to take an unboosted Earthquake from Alolan Dugtrio, as well as Alolan Raichu's Nasty Plot- and Life Orb-boosted Psyshock. The remainder of its EVs are poured into its Special Defense; this level of investment hits a jump point in Special Defense and prevents Lanturn from being 2HKOed by Pyroar's Choice Specs-boosted Hyper Voice. In general, Lanturn's defensive EV spreads are variable and can be tailored to a team's specific needs. For example, 120 Speed EVs can be used to outspeed and hit Aggron with Scald.

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Usage Tips
========

Use Lanturn's Volt Absorb to pivot into attacks such as Rotom-S's again with the rotom-s, id really rather like manectric or eel or w/e Volt Switch or Alolan Raichu's Thunderbolt and regain 25% HP in the process. Even with Defense investment, Lanturn's bulk should not be overestimated in light of its lack of reliable recovery, and should therefore switch out of strong physical attackers like Shiftry and Zangoose. Use Lanturn's slow Volt Switch to safely bring in frail Pokemon that cannot afford to take a hit, such as Liepard, Jynx, and Kadabra. If the opponent's team is running an Electric immunity like Gastrodon or Piloswine rip piloswine, it is often better to use Toxic or Scald on a predicted switch, so that the foe is unable to capitalize on Lanturn's Volt Switch. Use Heal Bell to prevent Lanturn and its teammates from being crippled by status effects. Heal Bell's PP can be depleted easily, so be sure to conserve it for longer battles. Use Protect for an extra turn of Leftovers recovery, especially in situations where Lanturn is in danger of being 2HKOed. Additionally, Protect and Toxic can be used together to stall out Lanturn's foes. Finally, Protect is an effective tool for easing prediction against choice-locked Pokemon and reducing the damage of incoming Z moves, but avoid its overuse, as this can provide the opponent with a free turn of setup.

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Team Options
========

Defensive checks to Grass-types like Weezing and Ferroseed mesh well with Lanturn. They appreciate Lanturn's ability to switch into Fire-types on their behalves, while in exchange, they are able to address many of the physical attackers which regularly target Lanturn's lower Defense stat. Furthermore, Weezing's Toxic Spikes ease the need for Lanturn to use or run Toxic, while Ferroseed's entry hazards in combination with Lanturn's Scald and Toxic are effective in wearing down their foes. Lanturn appreciates offensive checks to Grass-types as partners such as Jynx, Swanna, Oricorio-G, and Haunter. These Pokemon function optimally together with Lanturn's slow Volt Switch given their weaker defenses. Using Volt Switch too much over entry hazards can wear Lanturn down prematurely, so Defog and Rapid Spin support is useful in keeping it alive. Skuntank can remove entry hazards with Defog and also checks Grass-types for Lanturn. the structure here with defensive then offensive checks to grass types feels a little weird, although all the info's gud Hitmonchan also removes entry hazards with Rapid Spin and checks troublesome physical attackers like Absol and Zangoose, while in return, Lanturn can switch into Flying-types like Swanna and Oricorio-G on Hitmonchan's behalf. Pokemon with Levitate can be used to switch into Ground-type moves for Lanturn, making Mesprit and Weezing effective partners. Mesprit can also mitigate Lanturn's lack of reliable recovery through Healing Wish, while its U-turn forms a momentum core with Lanturn's Volt Switch. Variants of Weezing with Flamethrower can beat Alolan Dugtrio and Ferroseed for Lanturn, and in general, Weezing wears down physically offensive threats to Lanturn with Will-O-Wisp. Fighting-types like Primeape appreciate Lanturn's Heal Bell support, as well as being protected from Flying-type moves. Additionally, Lanturn can wear down checks to Fighting-types like Musharna and Weezing with either Toxic or one of its STAB moves. Finally, Lanturn and Primeape form a VoltTurn core together, which serves to weaken the other's checks and counters.

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[SET]
name: Choice Specs
move 1: Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe


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

Lanturn's Choice Specs-boosted Hydro Pump is able to OHKO many Ground-, Rock-, and Fire-types such as Piloswine rip piloswine. also it's more run as a general strong main stab move, not specifically to OHKO these targets, Probopass, and Assault Vest Magmortar with Stealth Rock damage factored in. Its slow, strong Volt Switch grants its teammates momentum, and severely damages anything that doesn't resist it. Ice Beam OHKOes offensive Grass-types that might attempt to switch into Lanturn's Volt Switch or Hydro Pump, like Torterra and Alolan Exeggutor. Hidden Power Grass allows Lanturn to hit Gastrodon and other Lanturn super effectively, and does slightly more damage to defensive Carracosta than Volt Switch. Hidden Power Fire backed by maximum Special Attack investment and Choice Specs enables Lanturn to OHKO Abomasnow and 2HKO Ferroseed.

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Set Details
========

Volt Absorb lets Lanturn pivot into Electric-type moves for its teammates and heal itself in the process. 168 Speed EVs let Lanturn outspeed Adamant Torterra, Adamant Golurk, Qwilfish with 16 Speed EVs, and everything slower. Alternatively, 200 Speed EVs can be run with Hidden Power Fire to outspeed and OHKO neutral-natured Abomasnow after Stealth Rock damage before Lanturn is hit by a Grass-type move. 252 Special Attack EVs with Choice Specs and a Modest nature maximize Lanturn's offensive capabilities. The rest of its EVs are allocated toward its Special Defense to increase its bulk.

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Usage Tips
========

Lanturn's Choice Specs-boosted Volt Switch is a powerful tool for wearing down its foes and keeping up momentum, but its overuse can be easily capitalized on by Ground-types like Gastrodon. The same is true of Lanturn's choice-locked Hydro Pump, given that Pokemon with an immunity to Water-type moves like Jynx can pivot into it and use this opportunity to setup with Nasty Plot. Choice Specs Lanturn should be used conservatively when switching into the attacks it resists, given that it lacks the same bulk that its more defensive counterparts possess. Use Lanturn's powerful Hydro Pump to punish Ground-types that might attempt to switch into its Volt Switch. Similarly, use Ice Beam to blast Grass-types that might attempt to wall its Water- and Electric-type coverage moves. something about the lure value of ppl not expecting specs and also how even with specs it's still more of a lure/pivot than a wallbreaker, not all that strong of a mon

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Team Options
========

Choice Specs Lanturn fits well on offensive teams that are geared toward setting up multiple entry hazards because of Lanturn's ability to force switches with its STAB moves. Therefore, Spikes or Toxic Spikes setters like Ferroseed, Crustle, and Weezing are effective partners, as their entry hazards are conducive to weakening Grass- and Ground-types that are forced to switch into Lanturn's attacks. Additionally, Lanturn resists most of Crustle's weaknesses, while it is able to pressure special attackers for Weezing and Ferroseed. Ghost-types like Haunter and Oricorio-G can be used to block Rapid Spin for these entry hazard setters, too, and share good synergy with Lanturn; for example, Lanturn resists Ice- and Electric-type moves for Oricorio-G while it can switch into Ground-type moves and check Grass-types for Lanturn. Haunter operates similarly and also appreciates being brought onto the field via Lanturn's slow Volt Switch. Primeape forms a momentum core with Lanturn and can revenge KO +1 Speed Lilligant in case it has used Lanturn as setup fodder, while Primeape's ability Defiant is useful in deterring entry hazards from being removed via Defog. In return, Lanturn can pressure many of the Flying-types that give Primeape trouble. Archeops pressures the Grass-types that are threatening to Lanturn, and keeps up offensive pressure with Taunt or momentum with U-Turn. Lanturn reciprocates by switching into Water-, Ice-, and Electric-type moves aimed at Archeops. Moreover, Lanturn's slow Volt Switch brings in Archeops safely and conserves its HP so that it's less likely to be put into Defeatist range. Offensive Grass-types that can remove Gastrodon, like Abomasnow and Shiftry, are useful for allowing Lanturn to lock into its STAB moves. dont rly get why paragraph split here either. also arch and ghosts also check annoying normal types for u
Lilligant is an excellent offensive partner to Lanturn, given that Lanturn's Choice Specs-boosted Hydro Pump is able to remove Pokemon that may potentially cut its sweep early, like AV Magmortar and Piloswine. Zangoose also appreciates Choice Specs Lanturn as a teammate; not only is Lanturn able to bring Zangoose in safely with its slow Volt Switch, which activates Zangoose's Toxic Orb upon switching in, but Lanturn also breaks down Normal resists for Zangoose so that it's able to freely fire off its powerful Facades.

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[SET]
name: Assault Vest
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Assault Vest
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe

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

Scald deals super effective damage to Ground-, Rock-, and Fire-types, and despite its lower base-power, it is able to OHKO offensive threats like Pyroar and Aggron. Scald-induced burns wear Lanturn's foes down and cripple physical attackers. Alternatively, Hydro Pump gives Lanturn a more powerful STAB option, which allows it to deal significant damage to Ground- and Rock-types like Palossand and Regirock, as well as secure the 2HKO on Assault Vest variants of Magmortar. this is long and still kinda confuses me on why scald vs hydro. scald burns and has accuracy and has decent PP, hydro is stronger and makes up for lanturn being weak. they both hit the same targets so the differentiation there is unnecessary Volt Switch is a great tool for applying offensive pressure and letting Lanturn pivot out of unfavorable match-ups. Ice Beams grants Lanturn super effective coverage against Dragon- and Grass-types. For example, it OHKOes Alolan Exeggutor and Torterra, while 2HKOing Drampa and Lilligant. Additionally, it does more damage to Oricorio-E than its other moves would and OHKOes it after Stealth Rock damage. Hidden Power Grass 2HKOes Gastrodon and guarantees the OHKO on Kabutops. Hidden Power Fire can be used as an alternative to Hidden Power Grass to provide coverage for Abomasnow and Ferroseed. Hidden Power Fire also hits Jynx harder than its other moves would, and has a high chance to score the 2HKO.

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Set Details
========

Volt Absorb grants Lanturn a 25% heal when it is hit by an Electric-type attack and lets it block Volt Switch for its teammates. 252 Special Attack EVs with a Modest nature maximize Lanturn's offensive capabilities; this level of investment allows Lanturn to OHKO Pyroar with Scald, as well as Water- and Flying-types like Qwilfish, Archeops, and Oricorio-G with Volt Switch after Stealth Rock damage. 168 Speed EVs are used to outspeed Adamant Torterra and OHKO it with Ice Beam. Additionally, Lanturn is able to outspeed neutral-natured base 55s like Exeggutor, Cacturne, and Golurk, as well as positive-natured base 45s like Crustle and Golem. The remainder of its EVs is used to augment Lanturn's special bulk, which in conjunction with its Assault Vest, lets it tank a wide array of special attacks. For example, the added Special Defense lets Lanturn survive two Hyper Voices from Choice Specs Pyroar and two Earth Powers from Gastrodon.

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Usage Tips
========

Given its ability to switch between its coverage moves, Assault Vest Lanturn is able to use Volt Switch more freely, as even if it mispredicts and Volt Switch is absorbed by a Pokemon with an Electric immunity, it is free to use its Water STAB moves or Hidden Power Grass on the following turn. If entry hazards have been set on Lanturn's side of the field, avoid using Volt Switch too often without entry hazard removal, as they can whittle away Lanturn's HP prematurely. Use Lanturn's increased bulk to switch into special attackers like Alolan Raichu, Silvally-Steel i see a lot more physical steelvallys ngl, could mention like, haunter or somth idk, and Oricorio-E. However, be careful when switching into mixed attackers, especially Magmortar, Electivire, and Eelektross. The former two are able to take advantage of Lanturn's weaker Defense stat with Earthquake, while Eelektross can remove Lanturn's Assault Vest via Knock Off, tank Lanturn's attacks with its own Assault Vest, and recover a portion of the HP lost via Giga Drain. While Scald can be used liberally, be careful when using it against Pokemon that can capitalize on Scald-induced burns inflicted by Lanturn. For example, Facade users like Stoutland and Pokemon with Guts like Gurdurr become more threatening when burned.

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Team Options
========

Pokemon that can switch into Ground-type moves on Lanturn's behalf are useful partners. For example, Lurantis can easily pivot into Gastrodon's Earthquake and force it out, while using this opportunity to remove entry hazards via Defog. Weezing in particular is effective in this capacity, as it can comfortably switch into attacks from Torterra, Piloswine, Sandslash, and Alolan Dugtrio, while threatening them in return with Will-O-Wisp or Flamethrower. Pokemon with the ability Sap Sipper, such as Miltank and Drampa, are effective teammates given their ability to capitalize on Grass-type moves aimed at Lanturn. Miltank's immunity lets it set up Stealth Rock or pressure Grass-types with Toxic, while Drampa is able to use predicted Grass-type moves as a means of entering the field safely and firing off a powerful STAB- and Choice Specs-boosted move on the following turn. Other Pokemon with a resistance to Grass-type attacks work the same way; for example, Ferroseed can force out opposing Grass-types lacking Fire coverage and lay entry hazards on subsequent turns. Other Dragon-types like Alolan Exeggutor operate similarly to Drampa and find opportunities to wallbreak by fielding Grass-type moves for Lanturn. Pinsir can also do this to some extent, while Lanturn's slow Volt Switch allows Pinsir enough breathing room to set up either Swords Dance or a Speed boost via Normalium Z Me First. Frail attackers, especially those that require a turn of setup to function optimally, appreciate being brought onto the field safely by Lanturn's slow Volt Switch. Not only do they share beneficial type synergy with Lanturn, but sweepers like Jynx, Oricorio-G, Ninjask, and Lilligant are also effective in removing Grass- and Ground-types for Lanturn. Pyroar and Archeops appreciate Lanturn's slow Volt Switch, as well as its enhanced ability to pivot into special attacks on their behalves. In return, Pyroar and Archeops check Grass- and Ground-types for Lanturn and can ensure that defensive answers to Lanturn remain at low HP via Taunt. Ursaring and Zangoose are able to activate Toxic Orb on the turn after being brought in via Volt Switch and break down specially defensive walls for Lanturn on subsequent turns. Without Leftovers, Assault Vest Lanturn can be worn down quickly by entry hazards, so it works well together with Rapid Spin or Defog support provided by Swanna, Shiftry, and Hitmonchan. Skuntank in particular is a noteworthy partner, as it has the added bonus of absorbing Toxic Spikes for Lanturn via its typing. Additionally, other Grounded Poison-types like Roselia and Arbok keep Lanturn safe from Toxic Spikes too, while also checking Ground- and Grass-types on its behalf. Finally, given Lilligant's ability to setup on and threaten out Lanturn, Pokemon that are able to check Lilligant specifically, like Oricorio-G, Skuntank, Magmortar, Drampa, and Ferroseed, are all useful for keeping Lanturn alive and Lilligant at bay. didnt u just spend a ton of time above describing various grass checks? like that's literally half of this massive paragraph not sure why this is tacked on here now

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

Ion Deluge in conjunction with Volt Absorb allows Lanturn to absorb Normal-type attacks like Rapid Spin with priority and heal itself for 25% of its maximum HP at the same time. Additionally, this combo prevents choice-locked Normal-types like Pyroar and Stoutland from beating Lanturn with Hyper Voice and Return, respectively. why is this the first thing people see in OO? normally u wanna put the better things at the top, which to me is basically just thunderbolt and whirlpool sets. point is if someone skims into OO, I dont want the first thing they see being ion deluge Lanturn can run a set of Rain Dance, Hydro Pump, Thunder, and Volt Switch with a Damp Rock to better support Rain Dance-centric teams in need of an immunity to Electric-type moves, to act as a bulky pivot to bring in frail sweepers safely and as a secondary Rain Dance setter. Additionally, Rain Dance boosts the power of Lanturn's Hydro Pump, while increasing Thunder's accuracy to 100%. Normalium Z can be used in place of Leftovers on Lanturn's bulky pivot set for a 100% heal when used in combination with Heal Bell. On the downside however, a one-time heal does not grant Lanturn the longevity required for longer battles. Water Absorb is an alternative over Volt Absorb for pivoting into Water-types like Floatzel and Swanna more efficiently, but such a tactic should only be employed when Lanturn's teammates already have a means of pivoting into Electric-type attacks. Thunderbolt is an option over Hidden Power Grass and Hidden Power Fire on Lanturn's offensive sets for when Gastrodon, Abomasnow, and Ferroseed have already been accounted for by Lanturn's teammates. The extra power from Thunderbolt allows Lanturn to OHKO Qwilfish and Archeops on sets with Assault Vest, while the boost lets Choice Specs variants OHKO Wishiwashi and Lapras. Alternatively, Discharge can be used too, and has a chance for paralysis that is useful in match-ups against faster attackers. Soak can be used in tandem with Lanturn's Electric-type moves to score a super effective hit on Pokemon that would otherwise wall Lanturn, like Ferroseed, but Soak takes up a slot that it would've used for Toxic or Heal Bell on defensive sets, and Hidden Power Grass or Fire on offensive ones. Whirlpool and Toxic can be used together to trap opposing Lanturn, but like Soak, its other moves are more practical overall than Whirlpool. Rest and Sleep Talk can be used to keep Lanturn healthy and allow it to continuously pivot in and out of battle for its teammates. However, such a set lacks counterplay for Grass-types and Gastrodon, which would cause Lanturn to be forced out more often. Signal Beam provides stronger coverage for Dark- and Psychic-types, while still hitting opposing Grass-types super effectively. For example, Ludicolo, Exeggutor, Shiftry all take more damage from Signal Beam than Lanturn's other moves. However, Signal Beam is hard to fit and takes up a slot Lanturn would normally use for hitting Ferroseed or Gastrodon harder. Finally, Charge Beam can be used on Lanturn's Assault Vest set, so that it can attack with the same power as its Choice Specs set while retaining its ability to switch between moves. This is a lackluster option however, given that Hidden Power Grass and Hidden Power Fire are more practical for beating common switch-ins to Lanturn.

extra space here
Checks and Counters
===================

**Ground-types**: Torterra and Gastrodon both resist Lanturn's dual STAB attacks and can use a predicted Volt Switch or Scald to switch into Lanturn. However, they both must be careful of Ice Beam and Hidden Power Grass, respectively, as well as Toxic. While they are unable to switch into Lanturn reliably due to the risk of being hit by Scald or Hydro Pump, offensive Ground-types like Golurk, Alolan Dugtrio, and Speed-invested Sandslash are able to outspeed and OHKO Lanturn with their STAB moves.

**Grass-types**: Cradily and Ferroseed wall Lanturn's dual STAB attacks, and can use Lanturn to set up entry hazards or whittle it away with Toxic in Cradily's case. Other Grass-types like Lilligant and Shiftry easily force Lanturn out via their STAB moves and are able to use this opportunity to set up. Lurantis can use Lanturn as a target to boost its Special Attack via Contrary and Leaf Storm, while it is able to heal any status that Lanturn might inflict on it or its teammates with Aromatherapy.

**Wallbreakers**: Zangoose and Stoutland are able to target Lanturn's weaker Defense stat and bring it down with a powered-up Facade or a Choice Band-boosted Return, respectively. Similarly, mixed wallbreakers like Abomasnow and Magmortar can break Lanturn down quickly with a well-timed Grass-type attack or Earthquake.
abomasnow already goes into grass types and magmortar is not really a lanturn check or counter. id change the name of this to physical wallbreakers and mention other mons after the normals like passimian or w/e

**Setup Sweepers**: Substitute Calm Mind Mesprit can use some of Lanturn's weaker attacks or status moves as an opportunity to set up multiple boosts. Lilligant can easily set up a Quiver Dance in Lanturn's face, and recover any HP lost via Giga Drain. Lastly, Type:Null avoids the 3HKO from even Choice Specs Lanturn's Hydro Pump, meaning Lanturn can be used as setup bait for Type:Null to boost its Attack via Swords Dance. lilligant is already in grass types. here id specify maybe like "bulky setup sweepers" or somth since the frail ones just get volted out on anyway or hate specs. mushy can also go here for beating non-toxic sets

**Residual Damage**: Given Lanturn's lack of reliable recovery, passive sources of damage can limit the number of times Lanturn can pivot into attacks for its teammates. Entry hazards set by Pokemon like Weezing and Ferroseed are crippling to Lanturn. Toxic is similarly threatening to variants of Lanturn lacking Heal Bell.
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frenzyplant

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[OVERVIEW]

Lanturn's unique set of resistances allows it to check specially offensive Electric-, Flying-, Water-, and Fire-types, like Rotom-S, Oricorio-G, Swanna, and Pyroar. Its large HP stat coupled with serviceable Special Defense, which can be further augmented through the use of an Assault Vest, grants it a niche in PU as a blanket check to a large portion of the tier's special attackers. In addition to running defensive sets through because of (or a similar word, or replace "through its access to" with "with"; "through" does not make as much sense here) its access to support moves like Heal Bell, it Lanturn can also use offensive ones thanks to its wide movepool and usable Special Attack stat, which means the Pokemon that are able to set up on or take advantage of defensive Lanturn, like Lilligant and Ferroseed, cannot always switch into Lanturn directly. Lanturn's ability to control momentum in battles is exceptional; not only is it able to block the opponent's attempts at gaining momentum with Volt Switch thanks to its ability, Volt Absorb, but its own Volt Switch in conjunction with its lower Speed stat is an effective tool for grabbing momentum, (remove comma) as well as bringing in frail teammates like Haunter and Jynx onto the field (repetitive with "in") safely. Despite its slow Lanturn's low Speed stat being useful in this context, it is also harmful in certain match-ups, as faster offensive Pokemon with a type advantage like Shiftry and Alolan Dugtrio are able to outspeed and OHKO Lanturn. While it Lanturn sports only two weaknesses, Ground- and Grass-type coverage moves are commonplace in PU and are regularly run by Pokemon that Lanturn switches into, like Magmortar. This combined with its vulnerability to entry hazards, its lack of reliable recovery, and its lackluster Defense stat can all can cause (subject here is "this") Lanturn to be worn down quickly over the course of a battle. Despite these weaknesses however, Lanturn is still overall an advantageous choice for many team archetypes, owing to both its ability to run offensive and defensive sets and the unparalleled team support that it provides. (this sentence doesn't say much that you haven't already stated, either remove it or add something new)

[SET]
name: Bulky Pivot
move 1: Volt Switch
move 2: Scald
move 3: Toxic
move 4: Heal Bell / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 220 Def / 248 SpD

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

Volt Switch hits Water- and Flying-types like Swanna and Oricorio-G super effectively, (remove comma) and allows Lanturn to grab momentum for its teammates and pivot out of any checks or counters that might switch into Lanturn, assuming they are not immune to Electric coverage. Scald hits Ground-, Rock-, and Fire-types such as Golem, Aggron, and Pyroar for super effective damage. Its chance for burn to burn its target is useful in wearing down the opposition and crippling physical attackers that might try to take advantage of Lanturn's lower Defense stat. Toxic wears down Grass-type switch-ins like Lilligant and Cradily, and as well as other Pokemon that would otherwise wall its Lanturn's Electric- and Water-type moves, like Gastrodon. Heal Bell rids Lanturn and its teammates of status afflictions. Protect eases prediction, grants Lanturn another turn of Leftovers recovery, and can stall out foes when used in tandem with Toxic.

Set Details
========

Volt Absorb lets Lanturn heal itself for 25% of its maximum HP when struck by Electric-type moves, (remove comma) while simultaneously granting it an immunity to them. Leftovers provides Lanturn with passive recovery. Protect can add to this by allowing Lanturn an additional turn of Leftovers recovery. 40 HP EVs yield a Leftovers number, (explain what this is with a phrasing like "40 HP EVs maximize Leftovers recovery") while placing 220 EVs in Defense allows Lanturn to survive two Earthquakes from Assault Vest Magmortar with Stealth Rock damage factored in. Additionally, this investment lets Lanturn to take an unboosted Earthquake from Alolan Dugtrio, (remove comma) as well as Alolan Raichu's Nasty Plot- and Life Orb-boosted Psyshock. Its remaining EVs are poured into its Special Defense; this level of investment hits a jump point in Special Defense and (the reason this jump point is important is due to the KOs Lanturn avoids, so there is not as much relevance to just stating this) prevents Lanturn from being 2HKOed by Pyroar's Choice Specs-boosted Hyper Voice. In general, Lanturn's defensive EV spreads are variable and can be tailored to a team's specific needs. For example, 120 Speed EVs can be used to let Lanturn outspeed Aggron and hit it Aggron with Scald.

Usage Tips
========

Use Lanturn's Volt Absorb to pivot into attacks such as Manectric's Volt Switch or Alolan Raichu's Thunderbolt and regain 25% HP in the process. Even with Defense investment, Lanturn's bulk should not be overestimated in light of its lack of reliable recovery, and you should therefore switch out of strong physical attackers like Shiftry and Zangoose. Use Lanturn's slow Volt Switch to safely bring in frail Pokemon that cannot afford to take a hit, such as Liepard, Jynx, and Kadabra. If the opponent's team is running (use either "opponent's team includes" or "opponent is running") a Pokemon with an Electric immunity like Gastrodon or Golem, it is often better to use Toxic or Scald on a predicted switch, so that the foe opponent (use only opponent for the human player) is unable to capitalize on Lanturn's Volt Switch. Use Heal Bell to prevent Lanturn and its teammates from being crippled by status effects. Heal Bell's PP can be depleted easily, so be sure to conserve it for during longer battles. Use Protect for an extra turn of Leftovers recovery, especially in situations where Lanturn is in danger of being 2HKOed. Additionally, Protect and Toxic can be used together to stall out Lanturn's foes. Finally, Protect is an effective tool for easing prediction against Choice-locked Pokemon and reducing the damage of incoming Z moves, Z-Moves, but avoid its overuse, as this can provide the opponent with a free turn of setup.

Team Options
========

Defensive checks to Grass-types like Weezing and Ferroseed mesh well with Lanturn. They appreciate Lanturn's ability to switch into Fire-types on their behalves, while in exchange, they are able to address many of the physical attackers which that regularly target Lanturn's lower Defense stat. Furthermore, Weezing's Toxic Spikes ease the need for Lanturn to use or run Toxic, while Ferroseed's entry hazards in combination with Lanturn's Scald and Toxic are effective in wearing down their foes. Lanturn also appreciates offensive checks to Grass-types as partners, (comma) such as Jynx, Swanna, Oricorio-G, and Haunter. These Pokemon function optimally together with Lanturn's slow Volt Switch given their weaker lower defenses. Using Volt Switch too much over when entry hazards are present can wear Lanturn down prematurely, so Defog and Rapid Spin support is useful in keeping it alive. Skuntank can remove entry hazards with Defog and also checks Grass-types for Lanturn. Hitmonchan also removes entry hazards with Rapid Spin and checks troublesome physical attackers like Absol and Zangoose, while in return, Lanturn can switch into Flying-types like Swanna and Oricorio-G on Hitmonchan's behalf. (you already say "in return") Pokemon with Levitate can be used to switch into Ground-type moves for Lanturn, making Mesprit and Weezing effective partners. Mesprit can also mitigate Lanturn's lack of reliable recovery through Healing Wish, while its U-turn forms a momentum-gaining core with Lanturn's Volt Switch. Variants of Weezing with Flamethrower can beat Alolan Dugtrio and Ferroseed for Lanturn, and in general, Weezing wears down physically offensive threats to Lanturn with Will-O-Wisp. Fighting-types like Primeape appreciate Lanturn's Heal Bell support, (remove comma) as well as being protected from its ability to switch into (optional, I felt this phrasing was more clear) Flying-type moves. Additionally, Lanturn can wear down checks to Fighting-types, (comma) like Musharna and Weezing, (comma) with either Toxic or one of its STAB moves. Finally, Lanturn and Primeape form a VoltTurn core together, which serves to weaken the other's checks and counters to both.

[SET]
name: Choice Specs
move 1: Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe

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

Hydro Pump is Choice Specs Lanturn's STAB move of choice, and this the boost in power provided by Choice Specs enables it Lanturn to OHKO bulky Ground-, Rock-, and Fire-types such as Mudsdale, Regirock, and Assault Vest Magmortar with Stealth Rock damage factored in. Its slow, strong Volt Switch grants its teammates momentum, (remove comma) and severely damages anything that doesn't resist Electric. it. ("it" has been referring to Lanturn in this sentence) Ice Beam OHKOes offensive Grass-types that might attempt to switch into Lanturn's Volt Switch or Hydro Pump, like Torterra and Alolan Exeggutor. Hidden Power Grass allows Lanturn to hit Gastrodon and other Lanturn super effectively, and it does slightly more damage to defensive Carracosta than Volt Switch. Hidden Power Fire backed by maximum Special Attack investment and Choice Specs enables Lanturn to OHKO neutral-natured Abomasnow and 2HKO Ferroseed.

Set Details
========

Volt Absorb lets Lanturn pivot into Electric-type moves for its teammates and heal itself in the process. 168 Speed EVs let Lanturn outspeed Adamant Torterra, Adamant Golurk, Qwilfish with 16 Speed EVs, and everything slower. Alternatively, 200 Speed EVs can be run with Hidden Power Fire to outspeed and OHKO neutral-natured Abomasnow after Stealth Rock damage before Lanturn is hit by a Grass-type move. 252 Special Attack EVs with Choice Specs and a Modest nature maximize Lanturn's offensive capabilities. Its remaining EVs are allocated toward its Special Defense to increase its bulk.

Usage Tips
========

Lanturn's Choice Specs-boosted Volt Switch is a powerful tool for wearing down its foes and keeping up momentum, but its overuse can be easily capitalized on by Ground-types like Gastrodon. The same is true of Lanturn's Choice-locked Hydro Pump, given that Pokemon with an immunity to Water-type moves like Jynx can pivot into it and use this opportunity to set up (two words) with Nasty Plot. (remove "with Nasty Plot" unless all relevant PU Pokemon with a Water immunity set up with Nasty Plot. alternatively if Jynx is the only relevant Water-immune Pokemon, you can just say "Hydro Pump, given that Jynx can pivot into it ..." and keep the Nasty Plot mention) Choice Specs Lanturn should be used switched conservatively when switching into the attacks it resists, given that it lacks the same bulk that its more defensive counterparts possess. Use Lanturn's powerful Hydro Pump to punish Ground-types that might attempt to switch into its Volt Switch. Similarly, use Ice Beam to blast Grass-types that might attempt to wall its Water- and Electric-type coverage moves. Finally, despite holding Choice Specs, Lanturn's power should not be overestimated in light of the fact that it is still unable to 2HKO specially defensive Pokemon in PU like Clefairy, Audino, and Type: Null. (space)

Team Options
========

Choice Specs Lanturn fits well on offensive teams that are geared toward setting up multiple entry hazards because of Lanturn's ability to force switches with its STAB moves. Therefore, Spikes or Toxic Spikes setters like Ferroseed, Crustle, and Weezing are effective partners, as their entry hazards are conducive to weakening Grass- and Ground-types that are forced to switch into Lanturn's attacks. Additionally, Lanturn resists most of Crustle's weaknesses, while it is able to pressure special attackers for Weezing and Ferroseed. Ghost-types like Haunter and Oricorio-G can be used to block Rapid Spin for these entry hazard setters, too, and share good synergy with Lanturn; for example, Lanturn resists Ice- and Electric-type moves for Oricorio-G, which while it can switch into Ground-type moves and check Grass-types for Lanturn. Haunter operates similarly and also appreciates being brought onto the field via Lanturn's slow Volt Switch. Primeape forms a momentum-gaining VoltTurn core (for clarity) with Lanturn and can revenge KO +1 Speed Lilligant in case it has used Lanturn as setup fodder, while Primeape's ability Defiant is useful in deterring entry hazards from being removed via Defog. In return, Lanturn can pressure many of the Flying-types that give Primeape trouble. Archeops pressures the Grass-types that are threatening to Lanturn, (remove comma) and keeps up offensive pressure with Taunt or momentum with U-turn. U-Turn. Lanturn reciprocates by switching into Water-, Ice-, and Electric-type moves aimed at Archeops. Moreover, Lanturn's slow Volt Switch brings in Archeops safely and conserves its HP so that it's less likely to be put into Defeatist range. Offensive Grass-types that can remove Gastrodon, like Abomasnow and Shiftry, are useful for allowing Lanturn to lock into its STAB moves. Lilligant is an excellent offensive partner to Lanturn, given that Lanturn's Choice Specs-boosted attacks are able to remove Pokemon that may potentially cut its Lilligant's sweep short early, like Assault Vest Magmortar and Choice Scarf Swanna. Zangoose also appreciates Choice Specs Lanturn as a teammate; not only is Lanturn able to bring Zangoose in safely with its slow Volt Switch, which also activates Zangoose's Toxic Orb upon its switching in, but Lanturn also breaks down Pokemon that resist Normal resists for Zangoose so that it's able to freely fire off its powerful Facades.

[SET]
name: Assault Vest
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Assault Vest
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe

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

Scald deals super effective damage to Ground-, Rock-, and Fire-types, and despite its low Base Power, lower base-power, it is still able to OHKO offensive threats like Pyroar and Aggron. Scald-induced burns wear Lanturn's foes down and cripple physical attackers. Alternatively, Hydro Pump gives Lanturn a more powerful STAB option, which that allows it to deal more significant damage to Ground- and Rock-types like Palossand and Regirock, as well as secure the 2HKO on Assault Vest Magmortar. Volt Switch is a great tool for applying offensive pressure and letting Lanturn pivot out of unfavorable match-ups. Ice Beams Beam grants Lanturn super effective coverage against Dragon- and Grass-types. For example, it OHKOes Alolan Exeggutor and Torterra, while 2HKOing 2HKOes Drampa and Lilligant, and Additionally, it does more damage to Oricorio-E than its Lanturn's other moves would, OHKOing and OHKOes it after Stealth Rock damage. Hidden Power Grass 2HKOes Gastrodon and guarantees the OHKO on Kabutops. Hidden Power Fire can be used as an alternative to Hidden Power Grass to provide coverage for against Abomasnow and Ferroseed. (with "for", it could be either "provide for" or "coverage for") Hidden Power Fire also hits Jynx harder than its Lanturn's other moves would, (remove comma) and has a high chance to score the 2HKO.

Set Details
========

Volt Absorb grants Lanturn a 25% heal when it is hit by an Electric-type attack and lets it block Volt Switch for its teammates. 252 Special Attack EVs with a Modest nature maximize Lanturn's offensive capabilities; this level of investment allows Lanturn to OHKO Pyroar with Scald, as well as Water- and Flying-types like Qwilfish, Archeops, and Oricorio-G with Volt Switch after Stealth Rock damage. 168 Speed EVs are used to let Lanturn outspeed Adamant Torterra and OHKO it with Ice Beam. Additionally, Lanturn is able to outspeed neutral-natured base 55s like Exeggutor, Cacturne, and Golurk, (remove comma) as well as positive-natured base 45s like Crustle and Golem. The remainder of its EVs is are used to augment Lanturn's special bulk, which in conjunction with its Assault Vest, lets it tank a wide array of special attacks in conjunction with its Assault Vest. (optional) For example, the added Special Defense lets Lanturn survive two Hyper Voices from Choice Specs Pyroar and two Earth Powers from Gastrodon.

Usage Tips
========

Given its ability to switch between its coverage moves, Assault Vest Lanturn is able to use Volt Switch more freely, as even if it mispredicts and Volt Switch is absorbed by a Pokemon with an Electric immunity, it is free to use its Water-type STAB moves or Hidden Power Grass on the following turn. If entry hazards have been set on Lanturn's side of the field, avoid using Volt Switch too often without removing them, entry hazard removal, as they can whittle away Lanturn's HP prematurely. Use Lanturn's increased bulk from Assault Vest to switch into special attackers like Alolan Raichu, Silvally-Steel, and Oricorio-E. However, be careful when switching into mixed attackers, especially Magmortar, Electivire, and Eelektross. The former two are able to take advantage of Lanturn's weaker lower Defense stat with Earthquake, while Eelektross can remove Lanturn's Assault Vest via Knock Off, tank Lanturn's attacks with its own Assault Vest, and recover a portion of the HP lost via Giga Drain. While Scald can be used liberally, be careful when using it against Pokemon that can capitalize on Scald-induced burns inflicted by Lanturn. For example, Facade users like Stoutland and Pokemon with Guts like Gurdurr become more threatening when burned.

Team Options
========

Pokemon that can switch into Ground-type moves on Lanturn's behalf are useful partners. For example, Lurantis and Servine can easily pivot into Gastrodon's Earthquake and force it out, (remove comma) while using this opportunity to remove entry hazards via Defog. Weezing in particular is also particularly effective in this capacity, as it can comfortably switch into attacks from Torterra, Golurk, Sandslash, and Alolan Dugtrio, (remove comma) while threatening them in return with Will-O-Wisp or Flamethrower. Pokemon with the ability Sap Sipper, such as Miltank and Drampa, are effective teammates given their ability to capitalize on Grass-type moves aimed at Lanturn. Miltank's immunity lets it set up Stealth Rock or pressure Grass-types with Toxic, while Drampa is able to use predicted Grass-type moves as a means of entering the field safely and firing off a powerful STAB- and Choice Specs-boosted move on the following turn. Other Pokemon with a resistance to Grass-type attacks work the same way; for example, Ferroseed can force out opposing Grass-types lacking Fire coverage and lay entry hazards on subsequent turns. Other Dragon-types like Alolan Exeggutor operate similarly to Drampa and find opportunities to wallbreak by fielding Grass-type moves for Lanturn. Pinsir can also do this to some extent, while Lanturn's slow Volt Switch allows Pinsir enough breathing room to set up either Swords Dance or a Speed boost via Normalium Z Z-Me First. Additionally, given Lilligant's ability to setup set up on and threaten out Lanturn, Pokemon that are able to check Lilligant specifically, like Oricorio-G, Skuntank, Magmortar, Drampa, and Ferroseed, are all useful for keeping Lanturn alive and Lilligant at bay. Frail attackers, especially those that require a turn of setup to function optimally, appreciate being brought onto the field safely by Lanturn's slow Volt Switch. Not only do they share beneficial type synergy with Lanturn, but sweepers like Jynx, Oricorio-G, Ninjask, and Lilligant are also effective in removing Grass- and Ground-types for Lanturn. (consider switching these two sentences, as Pyroar, Archeops, etc. seem to be the frail attackers you talk about in the first sentence) Pyroar and Archeops appreciate Lanturn's slow Volt Switch, (remove comma) as well as its enhanced ability to pivot into special attacks on their behalves. In return, Pyroar and Archeops check Grass- and Ground-types for Lanturn and can ensure that defensive answers to Lanturn remain at low HP via Taunt. Ursaring and Zangoose are able to activate Toxic Orb on the turn after being they are brought in via Volt Switch and can break down specially defensive walls for Lanturn on subsequent turns. Without Leftovers, Assault Vest Lanturn can be worn down quickly by entry hazards, so it works well together with Rapid Spin or Defog support provided by Swanna, Shiftry, and Hitmonchan, or Skuntank. Skuntank in particular ("in particular" implies that Skuntank was mentioned earlier) is a noteworthy partner, as it has the added bonus of absorbing Toxic Spikes for Lanturn via its typing. Finally, other Grounded grounded Poison-types like Roselia and Arbok keep Lanturn safe from Toxic Spikes, (comma) too, while also checking Ground- and Grass-types on its behalf.

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

Thunderbolt is an option over Hidden Power Grass and Hidden Power Fire on Lanturn's offensive sets for when Gastrodon, Abomasnow, and Ferroseed have already been accounted for by Lanturn's teammates. The extra power from Thunderbolt allows Lanturn to OHKO Qwilfish and Archeops on sets with Assault Vest, while the boost lets Choice Specs variants OHKO Wishiwashi and Lapras. Alternatively, Discharge can be used too, and as it has a chance for paralysis that is useful in match-ups against faster attackers. Soak can be used in tandem with Lanturn's Electric-type moves to score a super effective hit on Pokemon that would otherwise wall Lanturn, like Ferroseed, but Soak takes up a slot that it would've used for Toxic or Heal Bell on defensive sets, and or Hidden Power Grass or Fire on offensive ones. Whirlpool and Toxic can be used together to trap opposing Lanturn, but like with Soak, its other moves are more practical overall than Whirlpool. Normalium Z can be used in place of Leftovers on Lanturn's bulky pivot set for a 100% heal when used in combination with from Z-Heal Bell. On the downside, (comma) however, a one-time heal does not grant Lanturn the longevity required for longer battles. Ion Deluge in conjunction with Volt Absorb allows Lanturn to absorb Normal-type attacks like Rapid Spin without priority (is this what you mean? Ion Deluge doesn't work on Normal-type attacks that have positive priority) and heal itself for 25% of its maximum HP at the same time. Additionally, this combo combination prevents Choice-locked Normal-types like Pyroar and Stoutland from beating Lanturn with Hyper Voice and Return, respectively. Lanturn can run a set of Rain Dance, Hydro Pump, Thunder, and Volt Switch with a Damp Rock to better support Rain Dance-centric rain teams in need of an immunity to Electric-type moves, to act as a bulky pivot to bring in frail sweepers safely and as a secondary Rain Dance setter. Additionally, Rain Dance boosts the power of Lanturn's Hydro Pump, (remove comma) while increasing Thunder's accuracy to 100%. Rest and Sleep Talk can be used to keep Lanturn healthy and allow it to continuously pivot in and out of battle for its teammates. However, such a set lacks counterplay for Grass-types and Gastrodon, which would cause Lanturn to be forced out more often. Signal Beam provides stronger coverage for against Dark- and Psychic-types, (remove comma) while still hitting opposing Grass-types super effectively. For example, Ludicolo, Exeggutor, and Shiftry all take more damage from Signal Beam than Lanturn's other moves. However, Signal Beam is hard to fit onto Lanturn's sets and takes up a slot Lanturn would normally use for hitting Ferroseed or Gastrodon harder. Charge Beam can be used on Lanturn's Assault Vest set, so that it can attack with the same power as its Choice Specs set while retaining its ability to switch between moves. This is a lackluster option, (comma) however, given that Hidden Power Grass and Hidden Power Fire are more practical for beating common switch-ins to Lanturn. Finally, Water Absorb is an alternative over Volt Absorb for pivoting into Water-types like Floatzel and Swanna more efficiently, but such a tactic should only be employed when Lanturn's teammates already have a means of pivoting into Electric-type attacks.

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

**Ground-types**: Gastrodon and Torterra both resist Lanturn's dual STAB attacks and can use a predicted Volt Switch or Scald to switch into Lanturn. However, they both must be careful of Hidden Power Grass and Ice Beam, respectively, as well as Toxic. While they are unable to switch into Lanturn reliably due to the risk of being hit by Scald or Hydro Pump, offensive Ground-types like Golurk, Alolan Dugtrio, and Speed-invested Sandslash are able to outspeed and OHKO Lanturn with their STAB moves.

**Grass-types**: Cradily and Ferroseed wall Lanturn's dual STAB attacks, (remove comma) and can use Lanturn to set up entry hazards or whittle it away with Toxic in Cradily's case. Other Grass-types like Abomasnow and Shiftry easily force Lanturn out via their STAB moves, although they must be careful of switching into Hidden Power Fire and Ice Beam, respectively. Lurantis can use Lanturn as a target to boost its Special Attack via Contrary and Leaf Storm, while it is able to heal any status that Lanturn might inflict on it or its teammates with Aromatherapy.

**Physically Offensive Wallbreakers**: Zangoose and Stoutland are able to target Lanturn's weaker lower Defense stat and bring it down with a powered-up Facade or a Choice Band-boosted Return, respectively. Similarly, Passimian's Choice Band-boosted Close Combat allows it to OHKO even bulky Lanturn with Stealth Rock damage factored in.

**Setup Sweepers**: Substitute + Calm Mind Mesprit can use some of Lanturn's weaker attacks or status moves as an opportunity to set up multiple boosts. Lilligant can easily set up a Quiver Dance in Lanturn's face, (remove comma) and recover any HP lost via Giga Drain. Lastly, Type: Null avoids the 3HKO from even Choice Specs Lanturn's Hydro Pump, meaning Lanturn can be used as setup bait for Type: Null to boost its Attack via Swords Dance. (either just "as setup bait" or just "for Type: Null to ... Dance")

**Residual Damage**: Given Lanturn's lack of reliable recovery, passive sources of damage can limit the number of times Lanturn can pivot into attacks for its teammates. Entry hazards set by Pokemon like Weezing and Ferroseed are crippling to Lanturn. Toxic is similarly threatening to variants of Lanturn lacking Heal Bell.
 

GP 2/2
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[OVERVIEW]

Lanturn's unique set of resistances allows it to check specially offensive Electric-, Flying-, Water-, and Fire-types, (comma) like Rotom-S, Oricorio-G, Swanna, and Pyroar. Its large HP stat coupled with serviceable Special Defense, which can be further augmented through the use of an Assault Vest, grants it a niche in PU as a blanket check to a large portion of the tier's special attackers. In addition to running defensive sets because of its access to support moves like Heal Bell, Lanturn can also use offensive ones thanks to its wide movepool and usable Special Attack stat, which means the Pokemon that are able to set up on or take advantage of defensive Lanturn, like Lilligant and Ferroseed, cannot always switch into Lanturn directly. Lanturn's ability to control momentum in battles is exceptional; not only is it able to block the opponent's attempts at gaining momentum with Volt Switch thanks to its ability, Volt Absorb, but its own Volt Switch in conjunction with its lower Speed stat is an effective tool for grabbing momentum as well as bringing in frail teammates like Haunter and Jynx safely. Despite Lanturn's low Speed stat being useful in this context, it is also harmful in certain match-ups situations, as faster offensive Pokemon with a type advantage like Shiftry and Alolan Dugtrio are able to outspeed and OHKO Lanturn. While Lanturn sports only two weaknesses, Ground- and Grass-type coverage moves are commonplace in PU and are regularly run by Pokemon that Lanturn switches into, (comma) like Magmortar and Manectric. This combined with its Lanturn's vulnerability to entry hazards, its lack of reliable recovery, and its lackluster Defense stat can cause Lanturn to be worn down quickly over the course of a battle. Despite these weaknesses however, Lanturn is still overall an overall advantageous choice for many different team archetypes, owing to both its ability to run offensive and defensive sets and the unparalleled team support that it provides.

[SET]
name: Bulky Pivot
move 1: Volt Switch
move 2: Scald
move 3: Toxic
move 4: Heal Bell / Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 40 HP / 220 Def / 248 SpD

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

Volt Switch hits Water- and Flying-types like Swanna and Oricorio-G super effectively and allows Lanturn to grab momentum for its teammates and pivot out of any Electric-vulnerable checks or counters that might switch in, assuming they are not immune to Electric coverage. Scald hits Ground-, Rock-, and Fire-types such as Golem, Aggron, and Pyroar for super effective damage. Its chance to burn its target is useful in wearing down the opposition and crippling physical attackers that might try to take advantage of Lanturn's lower Defense stat. Toxic wears down Grass-type switch-ins like Lilligant and Cradily as well as other Pokemon that would otherwise wall Lanturn's Electric- and Water-type moves, (comma) like Gastrodon. Heal Bell rids Lanturn and its teammates of status afflictions. Protect eases prediction, grants Lanturn another turn of free Leftovers recovery, and can stall out foes when used in tandem with Toxic.

Set Details
========

Volt Absorb lets Lanturn heal 25% of its maximum HP when struck by Electric-type moves while granting it an immunity to them. Leftovers provides Lanturn with passive recovery. Protect can add to this by allowing Lanturn an additional turn of Leftovers recovery. 40 HP EVs maximize Leftovers recovery, while placing 220 EVs in Defense allows Lanturn to survive two Earthquakes from Assault Vest Magmortar with Stealth Rock damage factored in after Stealth Rock damage. Additionally, this investment lets Lanturn take an unboosted Earthquake from Alolan Dugtrio as well as Alolan Raichu's Nasty Plot- and Life Orb-boosted Psyshock. Its remaining EVs are poured into Special Defense; this level of investment prevents Lanturn from being 2HKOed by Choice Specs Pyroar's Choice Specs-boosted Hyper Voice. In general, Lanturn's defensive EV spreads are variable and can be tailored to a team's specific needs. For example, 120 Speed EVs can be used to let Lanturn outspeed Aggron and hit it with Scald.

Usage Tips
========

Use Lanturn's Volt Absorb to pivot into attacks such as Manectric's Volt Switch or and Alolan Raichu's Thunderbolt and regain 25% HP in the process. Even with Defense investment, Lanturn's bulk should not be overestimated in light of its lack of reliable recovery,; (semi) so Lanturn should therefore switch it out of strong physical attackers like Shiftry and Zangoose. Use Lanturn's slow Volt Switch to safely bring in frail Pokemon that cannot afford to take a hit, (comma) such as Liepard, Jynx, and Kadabra. If the opponent's team includes a Pokemon with an Electric immunity like Gastrodon or Golem, it is often better to use Toxic or Scald on a predicted switch, (comma) so that the opponent is unable to capitalize on Lanturn's Volt Switch. Use Heal Bell to prevent Lanturn and its teammates from being crippled by cure Lanturn's team of crippling status effects. Heal Bell's PP can be depleted easily, so be sure to conserve it during longer battles. Use Protect for an extra turn of Leftovers recovery, especially in situations where Lanturn is in danger of being 2HKOed. Additionally, Protect and Toxic can be used together to stall out Lanturn's foes. Finally, Protect is an effective tool for easing prediction against Choice-locked Pokemon and reducing the damage of incoming Z-Moves, but avoid its overuse, as this can provide the opponent with a free turn of setup.

Team Options
========

Defensive checks to Grass-types, (comma) like Weezing and Ferroseed, (comma) mesh well with Lanturn. They appreciate Lanturn's ability to switch into Fire-types on their behalves, while in exchange, they and are also able to address many of the physical attackers that regularly target Lanturn's lower Defense stat. Furthermore, Weezing's Toxic Spikes ease the need for Lanturn to use or run Toxic, while Ferroseed's entry hazards in combination with Lanturn's Scald and Toxic are effective in wearing down foes. Lanturn also appreciates offensive checks to Grass-types as partners, such as Jynx, Swanna, Oricorio-G, and Haunter. These Pokemon function optimally together with Lanturn's slow Volt Switch given their lower defenses. Using Volt Switch too much when entry hazards are present can wear Lanturn down prematurely, so Defog and Rapid Spin support is useful in keeping it alive healthy. Skuntank can remove entry hazards with Defog and also checks Grass-types for Lanturn. Hitmonchan also similarly removes entry hazards with Rapid Spin and checks troublesome physical attackers like Absol and Zangoose, while in return, Lanturn can switch into Flying-types like Swanna and Oricorio-G in return. Pokemon with Levitate can switch into Ground-type moves for Lanturn, making Mesprit and Weezing effective partners. Mesprit can also mitigate Lanturn's lack of reliable recovery through Healing Wish, while its U-turn forms a momentum-gaining core with Lanturn's Volt Switch. Variants of Weezing with Flamethrower can beat Alolan Dugtrio and Ferroseed for Lanturn, and in general, Weezing in general wears down physically offensive threats to Lanturn with Will-O-Wisp. Fighting-types like Primeape appreciate Lanturn's Heal Bell support as well as its ability to switch into Flying-type moves. Additionally, Lanturn can wear down checks to Fighting-types, like Musharna and Weezing, with either Toxic or one of its STAB moves. Finally, Lanturn and Primeape form a VoltTurn core together, which serves to weaken checks and counters to both.

[SET]
name: Choice Specs
move 1: Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Choice Specs
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe

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

Hydro Pump is Choice Specs Lanturn's STAB move of choice, and the boost in power provided by Choice Specs enables Lanturn to OHKO bulky Ground-, Rock-, and Fire-types such as Mudsdale, Regirock, and Assault Vest Magmortar with Stealth Rock damage factored in after Stealth Rock damage. Its slow, strong Volt Switch grants its teammates momentum and severely damages anything that doesn't resist Electric. Ice Beam OHKOes offensive Grass-types that might attempt to switch into Lanturn's Volt Switch or Hydro Pump, (comma) like Torterra and Alolan Exeggutor. Hidden Power Grass allows Lanturn to hit Gastrodon and other Lanturn super effectively, and it does slightly more damage to defensive Carracosta than Volt Switch. Hidden Power Fire backed by maximum Special Attack investment and Choice Specs enables Lanturn to OHKO neutral-natured Abomasnow and 2HKO Ferroseed.

Set Details
========

Volt Absorb lets Lanturn pivot into Electric-type moves for its teammates and heal itself in the process. 168 Speed EVs let Lanturn outspeed Adamant Torterra, Adamant Golurk, Qwilfish with 16 Speed EVs, and everything slower. Alternatively, 200 Speed EVs can be run with Hidden Power Fire to outspeed and OHKO neutral-natured Abomasnow after Stealth Rock damage before Lanturn is hit by a Grass-type move. 252 Special Attack EVs with Choice Specs and a Modest nature maximize Lanturn's offensive capabilities. Its remaining EVs are allocated toward its Special Defense to increase its bulk.

Usage Tips
========

Lanturn's Choice Specs-boosted Volt Switch is a powerful tool for wearing down its foes and keeping up momentum, but its overuse can be easily capitalized on by Ground-types like Gastrodon. The same is true of Lanturn's Choice-locked Hydro Pump, given that Pokemon with an immunity to Water-type moves like Jynx can pivot into it and use this opportunity to set up. Choice Specs Lanturn should be switched conservatively switch into the attacks it resists, given that it lacks the bulk that its more defensive counterparts possess. Use Lanturn's powerful Hydro Pump to punish Ground-types that attempt to switch into its Volt Switch. Similarly, use Ice Beam to blast Grass-types that attempt to wall its Lanturn's Water- and Electric-type coverage moves. Finally, despite holding Choice Specs, Lanturn's power should not be overestimated in light of the fact that it is still unable to 2HKO specially defensive Pokemon in PU like Clefairy, Audino, and Type: Null.

Team Options
========

Choice Specs Lanturn fits well on offensive teams that are geared toward setting up multiple entry hazards because of Lanturn's ability to force switches with its STAB moves. Therefore, Spikes or Toxic Spikes setters like Ferroseed, Crustle, and Weezing are effective partners, as their entry hazards are conducive to weakening Grass- and Ground-types that are forced to switch into Lanturn's attacks. Additionally, Lanturn resists most of Crustle's weaknesses, while and it is able to pressure special attackers for Weezing and Ferroseed. Ghost-types like Haunter and Oricorio-G can be used to block Rapid Spin for these entry hazard setters, (comma) too, and share good synergy with Lanturn; for example, Lanturn resists Ice- and Electric-type moves for Oricorio-G, which can switch into Ground-type moves and check Grass-types for Lanturn. Haunter operates similarly and also appreciates being brought onto the field via Lanturn's slow Volt Switch. Primeape forms a momentum-gaining VoltTurn core with Lanturn and can revenge KO +1 Speed Lilligant in case it has used Lanturn as setup fodder, while and Primeape's ability Defiant is useful in deterring entry hazards from being removed via Defog. In return, Lanturn can pressure many of the Flying-types that give Primeape trouble. Archeops pressures Grass-types threatening to Lanturn and keeps up offensive pressure with Taunt or momentum with U-turn. Lanturn reciprocates by switching into Water-, Ice-, and Electric-type moves aimed at Archeops. Moreover, Lanturn's slow Volt Switch brings in Archeops safely and conserves its HP so that it's less likely to be put into Defeatist range. Offensive Grass-types that can remove Gastrodon, like Abomasnow and Shiftry, are useful for allowing Lanturn to lock into its STAB moves. Lilligant is an excellent offensive partner to Lanturn, given that Lanturn's Choice Specs-boosted attacks are able to remove Pokemon that may potentially cut Lilligant's sweep short, like Assault Vest Magmortar and Choice Scarf Swanna. Zangoose also appreciates Choice Specs Lanturn as a teammate; not only is Lanturn able to bring Zangoose in safely with its slow Volt Switch, which also activates Zangoose's Toxic Orb upon its switching in, but Lanturn also breaks down Pokemon that resist Normal for Zangoose so that it's able to freely fire off its powerful Facades.

[SET]
name: Assault Vest
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Assault Vest
ability: Volt Absorb
nature: Modest
evs: 252 SpA / 88 SpD / 168 Spe

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

Scald deals super effective damage to Ground-, Rock-, and Fire-types, and despite its low Base Power, it is still able to OHKO offensive threats like Pyroar and Aggron. Scald-induced burns wear Lanturn's foes down and cripple physical attackers. Alternatively, Hydro Pump gives Lanturn a more powerful STAB option that allows it to deal more significant damage to Ground- and Rock-types like Palossand and Regirock, (comma) as well as secure the 2HKO on Assault Vest Magmortar. Volt Switch is a great tool for applying offensive pressure and letting Lanturn pivot out of unfavorable match-ups matchups. Ice Beam grants Lanturn super effective coverage against Dragon- and Grass-types. For example, It OHKOes Alolan Exeggutor and Torterra, 2HKOes Drampa and Lilligant, and does more damage to Oricorio-E than Lanturn's other moves would, OHKOing it OHKOes Oricorio-E after Stealth Rock damage. Hidden Power Grass 2HKOes Gastrodon and guarantees the always OHKOes on Kabutops. Hidden Power Fire can be used as an alternative to Hidden Power Grass to provide coverage against Abomasnow and Ferroseed. Hidden Power Fire also hits Jynx harder than Lanturn's other moves would and has a high chance to score the 2HKO of 2HKOing Jynx.

Set Details
========

Volt Absorb grants Lanturn a 25% heal heals Lanturn when it is hit by an Electric-type attack and lets it block Volt Switch for its teammates. 252 Special Attack EVs with a Modest nature maximize Lanturn's offensive capabilities; this level of investment allows Lanturn to OHKO Pyroar with Scald, (comma) as well as and Water- and Flying-types like Qwilfish, Archeops, and Oricorio-G with Volt Switch after Stealth Rock damage. 168 Speed EVs are used to let Lanturn outspeed Adamant Torterra and OHKO it with Ice Beam. Additionally, Lanturn is able to outspeed neutral-natured base 55s Pokemon with base 55 Speed like Exeggutor, Cacturne, and Golurk as well as positive-natured base 45s like Crustle and Golem. Its remaining EVs are used to augment Lanturn's its special bulk, which in conjunction with its Assault Vest, (comma) lets it tank a wide array of special attacks. For example, the added Special Defense lets Lanturn survive two Hyper Voices from Choice Specs Pyroar and two Earth Powers from Gastrodon.

Usage Tips
========

Given its ability to switch between its coverage moves, Assault Vest Lanturn is able to use Volt Switch more freely, as even if it mispredicts and Volt Switch is absorbed by a Pokemon with an Electric immunity, it is free to use its Water-type STAB moves or Hidden Power Grass on the following turn. If entry hazards have been set on Lanturn's side of the field, avoid using Volt Switch too often without removing them, as they can whittle away Lanturn's HP prematurely. Use Lanturn's increased bulk from Assault Vest to switch into special attackers like Alolan Raichu, Silvally-Steel, and Oricorio-E. However, be careful when switching into mixed attackers, especially Magmortar, Electivire, and Eelektross. The former two are able to take advantage of Lanturn's lower Defense stat with Earthquake, while Eelektross can remove Lanturn's Assault Vest via Knock Off, tank Lanturn's attacks with its own Assault Vest, and recover a portion of the HP lost via Giga Drain. While Scald can be used liberally, be careful when using it against Pokemon that can capitalize on Scald-induced burns inflicted by Lanturn. For example, Facade users like Stoutland and Pokemon with Guts like Gurdurr become more threatening when burned.

Team Options
========

Pokemon that can switch into Ground-type moves on Lanturn's behalf are useful partners. For example, Lurantis and Servine can easily pivot into Gastrodon's Earthquake and force it out while using this opportunity to remove entry hazards via Defog. Weezing is also particularly effective in this capacity, as it can comfortably switch into attacks from Torterra, Golurk, Sandslash, and Alolan Dugtrio while threatening them in return with Will-O-Wisp or Flamethrower. Pokemon with the ability Sap Sipper, such as Miltank and Drampa, are effective teammates given their ability to capitalize on Grass-type moves aimed at Lanturn. Miltank's immunity lets it set up Stealth Rock or pressure Grass-types with Toxic, while Drampa is able to use predicted Grass-type moves as a means of entering the field safely and firing off a powerful STAB- and Choice Specs-boosted move on the following turn. Other Pokemon with a resistance to Grass-type attacks work the same way; for example, Ferroseed can force out opposing Grass-types lacking that lackFire-type coverage and lay entry hazards on subsequent turns. Other Dragon-types like Alolan Exeggutor operate similarly to Drampa and find opportunities to wallbreak by fielding taking Grass-type moves for Lanturn. Pinsir can also do this to some extent, while Lanturn's slow Volt Switch allows Pinsir enough breathing room to set up either Swords Dance or a Speed boost via Z-Me First. Additionally, Given Lilligant's ability to set up on and threaten out Lanturn, Pokemon that are able to check Lilligant specifically, like Oricorio-G, Skuntank, Magmortar, Drampa, and Ferroseed, are all useful for keeping Lanturn alive intact and Lilligant at bay. Frail attackers, especially those that require a turn of setup to function optimally, appreciate being brought onto the field safely by Lanturn's slow Volt Switch. Not only do they share beneficial type synergy with Lanturn, but Sweepers like Jynx, Oricorio-G, Ninjask, and Lilligant are also effective in removing Grass- and Ground-types for Lanturn. Pyroar and Archeops also appreciate Lanturn's slow Volt Switch as well as its enhanced ability to pivot into special attacks on their behalves. In return, Pyroar and Archeops check Grass- and Ground-types for Lanturn and can ensure that defensive answers to Lanturn remain at low HP via Taunt. Ursaring and Zangoose are able to activate Toxic Orb on the turn they are brought in via Volt Switch and can break down specially defensive walls for Lanturn on subsequent turns. Without Leftovers, Assault Vest Lanturn can be worn down quickly by entry hazards, so it works well together with Rapid Spin or Defog support provided by Swanna, Shiftry, and Hitmonchan, or Skuntank. Skuntank in particular is a noteworthy partner, as it has the added bonus of absorbing Toxic Spikes for Lanturn via its typing. Finally, Other grounded Poison-types like Roselia and Arbok keep Lanturn safe from Toxic Spikes, too, while also checking Ground- and Grass-types on its behalf.

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

Thunderbolt is an option over Hidden Power Grass and Hidden Power Fire on Lanturn's offensive sets for when Gastrodon, Abomasnow, and Ferroseed have already been accounted for by Lanturn's teammates. The extra power from Thunderbolt allows Assault Vest Lanturn to OHKO Qwilfish and Archeops on sets with Assault Vest, while the boost lets Choice Specs variants and Choice Specs Lanturn to OHKO Wishiwashi and Lapras. Alternatively, Discharge can be used too, as it has a chance for of paralysis that is useful in match-ups against faster attackers. Soak can be used in tandem with Lanturn's Electric-type moves to score a super effective hit on Pokemon that would otherwise wall Lanturn, like Ferroseed, but Soak takes up a slot that it would've used for Toxic or Heal Bell on defensive sets or Hidden Power Grass or Fire on offensive ones. Whirlpool and Toxic can be used together to trap opposing Lanturn, but like with Soak, its Lanturn's other moves are more practical overall than Whirlpool. Normalium Z can be used in place of Leftovers on Lanturn's bulky pivot set for a 100% full heal from Z-Heal Bell. On the downside, However, a one-time heal does not grant Lanturn the longevity required for longer battles. Ion Deluge in conjunction with Volt Absorb allows Lanturn to absorb with priority Normal-type attacks like Rapid Spin and heal itself for 25% of its maximum HP at the same time. Additionally, this combination prevents Choice-locked Normal-types like Pyroar and Stoutland from beating Lanturn with Hyper Voice and Return, respectively. Lanturn can run a set of Rain Dance, Hydro Pump, Thunder, and Volt Switch with a Damp Rock to better support rain teams in need of an immunity to Electric-type moves, to act as a bulky pivot to bring in frail sweepers safely, (comma) and as a secondary Rain Dance setter user. Additionally, Rain Dance boosts the power of Lanturn's Hydro Pump while increasing Thunder's accuracy to 100%. Rest and Sleep Talk can be used to keep Lanturn healthy and allow it to continuously pivot in and out of battle. However, such a set lacks counterplay for Grass-types and Gastrodon, which would causes Lanturn to be forced out more often. Signal Beam provides stronger coverage against Dark- and Psychic-types while still hitting opposing Grass-types super effectively. For example, Ludicolo, Exeggutor, and Shiftry all take more damage from Signal Beam than Lanturn's other moves. However, Signal Beam is hard to fit onto Lanturn's sets and takes up a slot Lanturn would normally use for hitting Ferroseed or Gastrodon harder. Charge Beam can be used on Lanturn's Assault Vest set, (comma) so that it can attack with the same power as its Choice Specs set while retaining its ability to switch between moves. This is a lackluster option, however, given that Hidden Power Grass and Hidden Power Fire are more practical for beating common switch-ins to Lanturn. Finally, Water Absorb is an alternative over Volt Absorb for pivoting into Water-types like Floatzel and Swanna more efficiently, but such a tactic should only be employed when Lanturn's teammates already have a means of pivoting into Electric-type attacks.

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

**Ground-types**: Gastrodon and Torterra both resist Lanturn's STAB attacks (torterra doesn't resist water) and can use a predicted Volt Switch or Scald to switch into Lanturn. However, they must be careful of Hidden Power Grass and Ice Beam, respectively, as well as Toxic. While they are unable to switch into Lanturn reliably due to the risk of being hit by Scald or Hydro Pump, offensive Ground-types like Golurk, Alolan Dugtrio, and Speed-invested Sandslash are able to outspeed and OHKO Lanturn with their STAB moves.

**Grass-types**: Cradily and Ferroseed wall Lanturn's STAB attacks and can use Lanturn to set up entry hazards or whittle it away with Toxic in Cradily's case. Other Grass-types like Abomasnow and Shiftry easily force Lanturn out via their STAB moves, although they must be careful of switching into Hidden Power Fire and Ice Beam, respectively. Lurantis can use Lanturn as a target way to boost its Special Attack via Contrary and Leaf Storm, while it is able to heal any status that Lanturn might inflict on it or its teammates with Aromatherapy.

**Physical Wallbreakers**: Zangoose and Stoutland are able to target Lanturn's lower Defense stat and bring it down with a powered-up Facade or a Choice Band-boosted Return, respectively. Similarly, Passimian's Choice Band-boosted Close Combat allows it to OHKO even bulky Lanturn with Stealth Rock damage factored in.

**Setup Sweepers**: Mesprit with Substitute and Calm Mind can use some of Lanturn's weaker attacks or status moves as an opportunity to set up get multiple boosts. Lilligant can easily set up a with Quiver Dance in Lanturn's face and recover any HP lost via Giga Drain. Lastly, Type: Null avoids the 3HKO from is not 3HKOed by even Choice Specs Lanturn's Hydro Pump, meaning Lanturn can be used for Type: Null to boost its Attack via Swords Dance.

**Residual Damage**: Given Lanturn's lack of reliable recovery, passive sources of damage can limit the number of times Lanturn can pivot into attacks for its teammates. Entry hazards set by Pokemon like Weezing and Ferroseed are crippling to Lanturn. Toxic is similarly threatening to variants of Lanturn lacking Heal Bell.

This analysis has taken a while to complete, so could someone make sure its content is up-to-date?
 

yogi

I did not succumb...
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All Qwilfish mentions need to be removed. I'd like Choice Specs and Assault Vest to have the Speed moved up to 184, to outspeed Modest Aurorus. Apart from that it's fine content-wise. Claydol isn't able to take on Lanturn very well and Aurorus doesn't really fit in c&c without creating a new section, and even then it struggles to take on Lanturn. Tagging 2xTheTap to make sure he sees this.
 

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