Monotype Lanturn (Water)

twinkay

tu solo me quieres en tu imaginacion
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[OVERVIEW]

Water
========
Lanturn is a staple pick on stall Water teams because of its access to Heal Bell, allowing it to clear the status conditions of itself and its teammates, and its ability Volt Absorb, which lets it become a good check to Electric-types like Tapu Koko, Magnezone, and Alolan Raichu. Lanturn's good special bulk gives it multiple opportunities to switch in against special attackers such as Heatran and Mega Pidgeot. Lanturn is also an effective pivot with its slow Volt Switch, allowing it to safely bring in its teammates so they can more easily check their intended targets. However, Lanturn is also very reliant on its utility moves and can be easily taken advantage of by Pokemon with Taunt or certain setup sweepers, such as Gliscor, Suicune, and Tapu Bulu. Additionally, Lanturn lacks any reliable recovery options, meaning that it is worn down very easily by repeatedly switching into attacks. Lanturn can only be effectively used on stall Water teams, as it is outclassed as an Electric-immune Pokemon by Swampert and Gastrodon on balanced teams. Even on teams Lanturn does fit into, it often requires the support of another Electric-immune Pokemon to take on Zeraora, Alolan Golem, and Thundurus, so it cannot be placed haphazardly.

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

[SET COMMENTS]
Moves
========
Volt Switch is used for pivoting out and retaining momentum against the opposing team. Toxic is Lanturn's primary tool to pressure and put a timer on offensive foes and wear down the opposing team while working with Volt Switch to prevent Lanturn from being setup bait. Heal Bell allows Lanturn to fulfill the role of a cleric and rid itself and its teammates of status ailments from Pokemon like Toxic Zapdos, which every teammate on Water appreciates. Protect allows Lanturn to rack up Toxic damage, scout for moves, and most importantly gain passive recovery from Leftovers, keeping it healthy throughout the match.

Set Details
=======
Leftovers is Lanturn's primary means of recovery, as it does not have reliable recovery. Maximum investment in special bulk along with Volt Absorb optimizes Lanturn's niche in checking special Electric-types such as Tapu Koko and Alolan Raichu.

Usage Tips
========
Lanturn should be utilized as a switch-in to Electric-types like Tapu Koko and Alolan Raichu, as well as a general switch-in to special attackers. Make sure to not recklessly switch into special attackers, however, as that will only lead to Lanturn being worn down. Lanturn lacks reliable recovery, so make sure to preserve it throughout the battle and keep it healthy, especially when its Electric immunity is vital to the team, such as in the Electric and Fairy matchups. If possible, attempt to increase Lanturn's longevity with Wish support from teammates like Alomomola. Because Leftovers is Lanturn's primary form of recovery, avoid switching into Knock Off, as it will severely hinder Lanturn's defensive presence. Moreover, avoid wearing down Lanturn so that its defensive presence can be utilized most effectively. To stay healthy, Lanturn should almost always attempt to get extra Leftovers recovery with Protect whenever possible. Apart from special attackers, Lanturn can also switch into Choice-locked physical attackers such as Zeraora and Victini with Electric coverage, which prevents them from spamming their strongest moves against Water teams. However, it should generally not be used as a physically defensive switch-in because of its low physical bulk. Lanturn should use Protect to gain health and scout the chosen move of a predicted Choice item user, such as Victini. Volt Switch should be used to pivot out against predicted switch-ins when Lanturn comes in on something it usually checks to retain momentum and put the other team on the defensive. Early-game, Lanturn should aim to spread status and wear down the opposing team through Toxic, which can be used on predicted switch-ins to catch them off guard and help wear them down. Heal Bell should be used to deny the opposing team's status spreading and recover off opposing Pokemon's status onto Lanturn. However, Lanturn should attempt to avoid status, as its recovery is limited, and Heal Bell's PP can be easily worn out by bulky teams. Thus, it is safer to use Heal Bell against a Toxic user when at least one Pokemon has been poisoned to help create a victory in the PP war, as Toxic has double the PP of Heal Bell.

Team Options
========
Lanturn supports every Pokemon on Water teams, especially defensive Pokemon, through its immunity to Electric and ability to heal status. Alomomola eases Lanturn's recovery problem by passing Wishes and allowing it to easily regain health. Mantine is an ideal partner for Lanturn due to its Ground immunity and checking of stronger special attackers than Lanturn is able to handle. Mantine can also use Defog to clear entry hazards that can easily wear down Lanturn if left unchecked. In return, Lanturn covers Mantine's quadruple Electric weakness with its immunity and can use Electric attacks targeted at Mantine as opportunities to heal. Mantine can also use Haze against setup sweepers that attempt to boost against Lanturn. Toxapex is another great defensive partner for Lanturn. It is able to check strong Grass-types such as Tapu Bulu and support Lanturn with Toxic Spikes, making it much easier for Lanturn to wear down opposing Pokemon. Thanks to Unaware, Quagsire, most importantly, is able to check setup sweepers that threaten to set up on Lanturn and the team in general, such as Mega Gallade. It also provides another Electric immunity, which can help check Zeraora, which Lanturn struggles to check on its own. Sap Sipper Azumarill helps Lanturn check Grass-types such as Tapu Bulu and Breloom that would otherwise easily dispatch of it. Azumarill can Perish trap these threats, as well as support Lanturn with its Dragon immunity, dissuading strong Dragon-types such as Dragonite from using Lanturn as an opportunity to spam Outrage. Empoleon can use Defog to clear entry hazards for Lanturn, preventing it from being worn down easily by Stealth Rock and Spikes damage. Thanks to Sticky Hold, Gastrodon acts as a great Knock Off or Trick switch-in while also relieving pressure from Lanturn as an Electric-immune Pokemon, similarly to Quagsire. Like Gastrodon, Mega Slowbro can switch into these moves and is also an amazing physically defensive wall, enabling it to check physical attackers such as Choice Band Diggersby that would easily break through Lanturn. It can also act as the main wincon of the team with its Calm Mind set.

[STRATEGY COMMENTS]
Other Options
=============
Water
--------
Scald can be used over Protect to fish for burns and threaten out physical attackers, but Protect is generally the safer choice.

Checks and Counters
===================
Water
--------

**Ground-types**: Most Ground-types hit hard enough with their STAB Ground-type moves to OHKO or nearly OHKO Lanturn, including Landorus and Excadrill. Ground-types tend to wall Lanturn as well, since it only carries Toxic, which can also be stopped by Excadrill.

**Grass-types**: Grass-types fear little from Lanturn's Scald and Volt Switch, and Ferrothorn and Mega Venusaur are both immune to Toxic, leaving Lanturn powerless against them. Many of Grass's setup sweepers, such as Celebi, Breloom, and Tapu Bulu, can all also use Lanturn as setup bait.

**Taunt Users**: Lanturn relies a lot on Toxic to threaten Pokemon, meaning that Taunt users such as Mew and Keldeo can easily shut it down.

**Toxic-immune Pokemon**: Pokemon that are not affected by Toxic, such as Mega Venusaur and Jirachi, as well as Substitute users like Tapu Bulu and Suicune, can easily take advantage of Lanturn because of its reliance on Toxic to damage opposing Pokemon.

**Strong Wallbreakers**: Since Lanturn's physical bulk is pretty poor, strong wallbreakers such as Choice Band Dragonite can OHKO it without needing a super effective move, meaning Lanturn is forced out by them. Kyurem-B can freely spam Fusion Bolt against Lanturn thanks to Teravolt bypassing Volt Absorb.

**Entry Hazards**: Stealth Rock, Spikes, and Toxic Spikes all severely hinder Lanturn's ability to switch into threats and pivot, meaning it will get worn down very quickly if these are not dealt with properly.

[CREDITS]
- Written by: [[Felines, 290520]]
- Water analysis by: [[Felines, 290520]]
- Quality checked by: [[Decem, 362454], [maroon, 305839], [Eien, 100418]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [deetah, 297659]]
 
Last edited:

mushamu

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since protect is a lot better on lanturn nowadays, i deleted the scald mentions throughout the analysis.

[OVERVIEW]

Water
========
  • Lanturn's niche on Water teams lies in its ability Volt Absorb, which lets it act as a good check to Electric-types like Tapu Koko, something Water teams greatly appreciate. list 2 more electric type pokemon it can check, just because its bulk lets it check so many for free
  • Lanturn's mediocre defenses are made up for by its fantastic HP stat, enabling Lanturn to be an all-around solid answer to Special Attackers such as Latios and Nihilego.
  • Another draw of Lanturn is Heal Bell, as Lanturn is one of the only viable clerics that Water has. Since almost every Pokemon on Water hates status, Heal Bell is a very important tool to support teammates such as Suicune.
  • Lanturn is also an effective pivot with its slow Volt Switch, allowing another teammate to come in safely against Pokemon that Lanturn would not want to stay in against.
  • Unfortunately, Lanturn lacks any reliable recovery options, meaning that it is worn down very easily by attacks and its switch-in opportunities are limited.
  • Furthermore, Lanturn is very passive and can be set up on rather easily by Pokemon that do not fear its status moves. This gives it very stiff competition with Swampert as an Electric immunity, which has a much greater offensive presence and Roar to threaten out sweepers.
[SET]
name: Defensive (Water)
move 1: Volt Switch
move 2: Toxic
move 3: Heal Bell
move 4: Scald talk about protect > scald
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

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

  • Volt Switch is used for pivoting out and retaining momentum against the opposing team. It can also be used to threaten Pokemon weak to Electric, such as Pelipper.
  • Toxic is Lanturn's primary tool to pressure and put a timer on offensive opponents, because Lanturn usually cannot threaten them by itself.
  • Heal Bell allows Lanturn to fulfill the role of a cleric and rid itself and its teammates of status ailments, which every teammate on Water appreciates.
  • Scald is used to cripple and threaten out physical attackers on the switch-in, especially those which Lanturn cannot Volt Switch out against, like Excadrill.
  • Protect is an option over Scald on stall Water teams which would prefer to scout for moves and rack up Toxic damage, but generally Scald is more consistent. delete scald mention and mention being able to get lefties recovery too, which is good
Set Details
=======
  • Leftovers is Lanturn's primary means of recovery, as it does not have reliable recovery.
  • Maximum HP and Special Defense investment along with a Calm nature optimizes Lanturn's niche in checking special Electric-types such as Tapu Koko and Alolan Raichu.
  • Volt Absorb realizes Lanturn's role as an Electric immunity as well as provides it with a situational recovery option.
Usage Tips
========

  • Lanturn lacks reliable recovery, so make sure to preserve it throughout the battle and keep it healthy, especially when its Electric immunity is vital to the team, such as in the Electric and Fairy matchups. i would talk about defogging away hazards to prevent lanturn from getting chipped
  • avoiding knock off because having lefties knocked off sucks when its ur only recovery
  • Lanturn should primarily be utilized as a switch-in to certain Electric-types like Tapu Koko and Alolan Raichu, as well as a general switch-in to special attackers. move this bullet up to the first. lanturn switches into most electric types for free so u can axe the "certain". also give examples on special attackers it can switch into perhaps?
  • It can also switch into choice-locked physical attackers, such as Zeraora and Victini with Electric coverage, which prevents them from spamming their strongest moves against Water teams. perhaps add a line how it should generally avoid checking other physical attackers because its too weak defensively
  • protect bullet
  • Volt Switch should be used to pivot out against presumed switch-ins when Lanturn comes in on something it usually checks to retain momentum and put the other team on the defensive.
  • Early-game, Lanturn should aim to spread status and wear down the opposing team through Toxic and Scald. However, be careful when using Scald, as Toxic will provide much more help against bulky Pokemon. delete scald mention. could also talk about using toxic on predicted switch ins to catch things off guard
  • Heal Bell should be used to deny the opposing team's status spreading and recover off opposing Pokemon's status onto Lanturn. However, Lanturn should attempt to avoid status, as its recovery is limited, and Heal Bell's PP can be easily worn out by bulky teams.
Team Options
========
  • Lanturn supports every Pokemon on Water teams, especially defensive Pokemon, through its immunity to Electric and ability to heal status.
  • Mantine is an ideal partner for Lanturn, due to its Ground immunity and checking of stronger special attackers than Lanturn is able to handle. Mantine can also Defog away hazards that can easily wear down Lanturn if left unchecked. In return, Lanturn complements Mantine's quadruple Electric immunity with its immunity, and can use Electric attacks targeted at Mantine as opportunities to heal.
  • Toxapex is another great defensive partner for Lanturn. It is able to check strong Grass-types including Tapu Bulu, and Haze set-up sweepers that attempt to boost against Lanturn, such as Suicune and Facade Mega Scizor.
  • Swampert alleviates pressure from Lanturn to be the sole Electric check on the team, and can also check certain Pokemon that Lanturn cannot, such as Kyurem-Black. Lanturn can check the Electric-types that Swampert cannot, namely the ones that commonly carry Grass-type coverage such as Alolan Raichu and Tapu Koko.
  • Lanturn supports the offensive Pokemon on Water, such as Keldeo, Greninja, and Gyarados, by being a slow pivot with Volt Switch, allowing them to come in safely and pressure the opposing team.
  • Keldeo also appreciates Lanturn's ability to switch into Flying-type attacks from defensive Flying-types like Crobat or Skarmory, and gain momentum against them with Volt Switch.
  • Gyarados, like Mantine, enjoys having Lanturn as an answer to predicted Electric-type attacks, as well as being able to heal its burns.
  • alom
  • quag
  • azumarill
[STRATEGY COMMENTS]
Other Options
=============

Water
--------
  • Thunder Wave is an option over Toxic to slow down offensive Pokemon and create safer opportunities for Water's offensive threats such as Keldeo; however, Toxic generally provides the most useful support, in particular against the Pokemon Lanturn is meant to check, Electric-types.
  • scald
Checks and Counters
===================

Water
--------

**Ground-types**: Most Ground-types hit hard enough with their STAB Ground-type moves to OHKO or nearly OHKO Lanturn, including Landorus and Excadrill. Dugtrio deserves a special mention because it can trap Lanturn and OHKO it with Earthquake after Stealth Rocks. Choice Specs Seismitoad is immune to all of Lanturn's attacks aside from Toxic and can 2HKO it with Earth Power.

**Grass-types**: Grass-types fear little from Lanturn's Scald and Volt Switch, and Ferrothorn and Mega Venusaur are both immune to Toxic, leaving Lanturn powerless against them. Celebi, Breloom, and Tapu Bulu can all also use Lanturn as set-up bait, although the latter two must be wary of Scald on the switch-in. remove scald mention

**Substitute or Taunt Users**: Lanturn relies a lot on Toxic to threaten Pokemon, meaning that users of Taunt and especially Substitute can easily use Lanturn as an opportunity to set up. Calm Mind + Taunt Keldeo, Suicune, and Substitute + Swords Dance Tapu Bulu are all good examples of this. thin this down to taunt users like mew

write a bullet about pokemon that dont mind toxic and are able to deal w lanturn cause thats its main form of damaging things. you can also include sub users too


**Strong Wallbreakers**: Since Lanturn's physical bulk is pretty poor, strong wallbreakers such as Choice Band Dragonite can OHKO it without needing a super-effective move, meaning Lanturn is forced out by them.

[CREDITS]
- Written by: [[Felines, 290520]]
- Water analysis by: [[Felines, 290520]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>], [<username3>, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]

QC 1/3
 
Last edited:

maroon

free palestine
is a Site Content Manageris a Top Team Rateris a Member of Senior Staffis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Social Media Contributor Alumnus
RMT & Mono Leader
add/comment
remove
[OVERVIEW]

Water
========

* Lanturn's niche on Water teams lies in its ability Volt Absorb, which lets it act as a good check to Electric-types like Tapu Koko, Magnezone, and Alolan Raichu, something Water teams greatly appreciate.
- i would like you to redo this line. I would like the starting line of the overview to be about how lanturn is a staple pick on stall water teams thanks to its access to heal bell + volt absorb.

* Lanturn's mediocre defenses are made up for by its fantastic HP stat, enabling Lanturn to be an all-around solid answer to Special Attackers such as Latios and Nihilego.
- would use different examples, stall water shouldnt use lanturn to check these Pokemon, azumarill and toxapex should be doing that respectively.

* Another draw of Lanturn is Heal Bell, as Lanturn is one of the only viable clerics that Water has. Since almost every Pokemon on Water hates status, Heal Bell is a very important tool to support teammates such as Suicune.
- moved the part about heal bell to the first line. see notes under the first bullet.

* Lanturn is also an effective pivot with its slow Volt Switch, allowing another teammate to come in safely against Pokemon that Lanturn would not want to stay in against.
- this isnt clear, why would lanturn use volt switch instead of hard switching out if the pokemon infront of it is threatening since more times than not they will outspeed lanturn. say it can bring in teammates safely instead.

* Unfortunately, Lanturn lacks any reliable recovery options, meaning that it is worn down very easily by attacks and its switch-in opportunities are limited.

* is overly reliant on its utility so it can be easily shut down by many taunt pokemon and taken advantage of by setup sweepers, give examples.

* Furthermore, Lanturn is very passive and can be set up on rather easily by Pokemon that do not fear its status moves. This gives it very stiff competition with Swampert as an Electric immunity, which has a much greater offensive presence and Roar to threaten out sweepers.
- this should not be a problem, since it never has to fight for its spot on teams. its a staple of stall water.

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

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

* Volt Switch is used for pivoting out and retaining momentum against the opposing team. It can also be used to threaten Pokemon weak to Electric, such as Pelipper.
- this isnt actually important, just making sure the point of it being used as a slow pivot gets across.

* Toxic is Lanturn's primary tool to pressure and put a timer on offensive opponents, because Lanturn usually cannot threaten them by itself.
- the latter is unimportant, toxic is just used for wearing down the opposing team

* Heal Bell allows Lanturn to fulfill the role of a cleric and rid itself and its teammates of status ailments, which every teammate on Water appreciates.
* Protect allows Lanturn to rack up Toxic damage, scout for moves, and gain passive recovery from Leftovers.

Set Details
=======

* Leftovers is Lanturn's primary means of recovery, as it does not have reliable recovery.
* Maximum HP and Special Defense investment along with a Calm nature optimizes Lanturn's niche in checking special Electric-types such as Tapu Koko and Alolan Raichu.
* Volt Absorb realizes Lanturn's role as an Electric immunity as well as provides it with a situational recovery option.

Usage Tips
========

* Lanturn should primarily be utilized as a switch-in to Electric-types like Tapu Koko and Alolan Raichu, as well as a general switch-in to special attackers.
- i wouldnt say should be primarily used, being a cleric and slow pivot are also important roles for it. also make sure its clear that you shouldnt recklessly switch lanturn into special attackers

* Lanturn lacks reliable recovery, so make sure to preserve it throughout the battle and keep it healthy, especially when its Electric immunity is vital to the team, such as in the Electric and Fairy matchups.
- mention that you can get wish passes from alomomola

* Because Leftovers is Lanturn's only form of recovery, avoid switching into Knock Off as it will severely hinder Lanturn's defensive presence.
- this is nitpicky but, I wouldnt say only form of recovery, avoid switching it into knock off. even if it did have reliable recovery it would still want its leftovers, just mention avoiding losing its item. also talk about avoid wearing lanturn down because again no reliable recovery.

* Apart from special attackers, Lanturn can also switch into choice-locked physical attackers such as Zeraora and Victini with Electric coverage, which prevents them from spamming their strongest moves against Water teams.
* However, it should generally not be used as a physically defensive switch-in because of its low physical bulk.
* Lanturn should use Protect to scout the chosen move of predicted Choice item-using Pokemon including Victini.
* Volt Switch should be used to pivot out against presumed switch-ins when Lanturn comes in on something it usually checks to retain momentum and put the other team on the defensive.
* Early-game, Lanturn should aim to spread status and wear down the opposing team through Toxic, which can be used on predicted switch-ins to catch them off guard and help wear them down.
* Heal Bell should be used to deny the opposing team's status spreading and recover off opposing Pokemon's status onto Lanturn. However, Lanturn should attempt to avoid status, as its recovery is limited, and Heal Bell's PP can be easily worn out by bulky teams.

Team Options
========

* Lanturn supports every Pokemon on Water teams, especially defensive Pokemon, through its immunity to Electric and ability to heal status.
* Alomomola
* Mantine is an ideal partner for Lanturn, due to its Ground immunity and checking of stronger special attackers than Lanturn is able to handle. Mantine can also Defog away hazards that can easily wear down Lanturn if left unchecked. In return, Lanturn complements Mantine's quadruple Electric immunity with its immunity, and can use Electric attacks targeted at Mantine as opportunities to heal.
- talk about haze on mantine

* Toxapex is another great defensive partner for Lanturn. It is able to check strong Grass-types including Tapu Bulu, and Haze set-up sweepers that attempt to boost against Lanturn, such as Suicune and Facade Mega Scizor.
- talk about toxic spikes support, wouldnt talk about haze on toxapex since mantine does the job better.

* Quagsire, like Swampert, assists Lanturn by providing another Electric immunity, while also being able to check set-up sweepers that threaten to set-up on Lanturn thanks to Unaware.
- i want you to really focus on unaware, this is huge as it allows quagsire to check big threats such as mega gallade for the team

* Sap Sipper Azumarill helps Lanturn check Grass-types such as Tapu Bulu and Breloom that would otherwise easily dispatch of it.
- would also talk about azumarills ability of being able to perish trap threats as well as it providing a dragon immunity

* Empoleon
* Gastrodon
* Mega Slowbro


* Swampert alleviates pressure from Lanturn to be the sole Electric check on the team, and can also check certain Pokemon that Lanturn cannot, such as Kyurem-Black. Lanturn can check the Electric-types that Swampert cannot, namely the ones that commonly carry Grass-type coverage such as Alolan Raichu and Tapu Koko.
* Lanturn supports the offensive Pokemon on Water, such as Keldeo, Greninja, and Gyarados, by being a slow pivot with Volt Switch, allowing them to come in safely and pressure the opposing team.

* Keldeo also appreciates Lanturn's ability to switch into Flying-type attacks from defensive Flying-types like Crobat or Skarmory, and gain momentum against them with Volt Switch.
* Gyarados, like Mantine, enjoys having Lanturn as an answer to predicted Electric-type attacks, as well as being able to heal its burns.

Alomomola is a good partner for Lanturn because of its Wish passing, which allows Lanturn to slightly negate its problem of having no recovery.
- lanturn should only be used on stall water.

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

Water
--------
*Thunder Wave is an option over Toxic to slow down offensive Pokemon and create safer opportunities for Water's offensive threats such as Keldeo; however, Toxic generally provides the most useful support, in particular against the Pokemon Lanturn is meant to check, Electric-types.
- lanturn should quite literally never run any other move aside heal bell, volt switch, toxic, protect, and scald. thunder wave isnt ever worth dropping one of those

* Scald can be used over Protect to fish for burns and threaten out physical attackers, but Protect is generally the safer choice.

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

Water
--------

**Ground-types**: Most Ground-types hit hard enough with their STAB Ground-type moves to OHKO or nearly OHKO Lanturn, including Landorus and Excadrill. Dugtrio deserves a special mention because it can trap Lanturn and OHKO it with Earthquake after Stealth Rocks. Choice Specs Seismitoad is immune to all of Lanturn's attacks aside from Toxic and can 2HKO it with Earth Power.
- dugtrio is actual trash in monotype and hasn't been widely used since like bulu stopped running choice scarf

**Grass-types**: Grass-types fear little from Lanturn's Scald and Volt Switch, and Ferrothorn and Mega Venusaur are both immune to Toxic, leaving Lanturn powerless against them. Many of Grass' set-up sweepers, such as Celebi, Breloom, and Tapu Bulu, can all also use Lanturn as set-up bait.

**Taunt Users**: Lanturn relies a lot on Toxic to threaten Pokemon, meaning that users of Taunt can easily shut down Lanturn. These include Pokemon such as Mew and Keldeo.

**Toxic-Immune Pokemon**: Pokemon that are not affected by Toxic, such as Mega Venusaur and Jirachi, as well as Substitute users like Tapu Bulu and Suicune, can easily take advantage of Lanturn because of its reliance on Toxic to damage opposing Pokemon.

**Strong Wallbreakers**: Since Lanturn's physical bulk is pretty poor, strong wallbreakers such as Choice Band Dragonite can OHKO it without needing a super-effective move, meaning Lanturn is forced out by them.

[CREDITS]
- Written by: [[Felines, 290520]]
- Water analysis by: [[Felines, 290520]]
- Quality checked by: [[Decem, 362454], [<username2>, <userid2>], [<username3>, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
This is alot on the QC check, so please make sure to implement all of it then message me on discord. If it looks satisfactory to me I will stamp it with the next QC!
 

maroon

free palestine
is a Site Content Manageris a Top Team Rateris a Member of Senior Staffis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Social Media Contributor Alumnus
RMT & Mono Leader
after talking on discord i still had a few changes I wanted to make.
add/comment
remove
[OVERVIEW]

Water
========

Lanturn is a staple pick on stall Water teams because of its access to Heal Bell, allowing it to clear the status conditions of itself and its teammates, and its ability Volt Absorb, which lets it become a good check to Electric-types like Tapu Koko, Magnezone, and Alolan Raichu, something these Water teams greatly appreciate.
* would still keep the line about its bulk, i just told you to change examples

Lanturn is also an effective pivot with its slow Volt Switch, allowing it to safely bring its teammates so they can more easily check their intended targets. Unfortunately, Lanturn lacks any reliable recovery options, meaning that it is worn down very easily by attacks and its switch-in opportunities are limited. It also is very reliant on utility and can be easily taken advantage of by Pokemon with Taunt or certain set-up sweepers, such as Keldeo, Suicune, and Tapu Bulu.
These downfalls usually confine Lanturn to solely being used on stall Water, as it is mostly outclassed by other Pokemon for a place on other Water teams.
- if you really want to include this line say something like "However, Lanturn can only be effectively used on stall water teams, as it is outclassed as an Electric immunity by Swampert and Gastrodon on balanced teams."

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

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

Volt Switch is used for pivoting out and retaining momentum against the opposing team. Toxic is Lanturn's primary tool to pressure and put a timer on offensive opponents and wearing down the opposing team. Heal Bell allows Lanturn to fulfill the role of a cleric and rid itself and its teammates of status ailments, which every teammate on Water appreciates. Protect allows Lanturn to rack up Toxic damage, scout for moves, and gain passive recovery from Leftovers.

Set Details
=======

Leftovers is Lanturn's primary means of recovery, as it does not have reliable recovery. Maximum HP and Special Defense investment along with a Calm nature optimizes Lanturn's niche in checking special Electric-types such as Tapu Koko and Alolan Raichu. Volt Absorb realizes Lanturn's role as an Electric immunity as well as provides it with a situational recovery option.

Usage Tips
========

Lanturn should be utilized as a switch-in to Electric-types like Tapu Koko and Alolan Raichu, as well as a general switch-in to special attackers. Make sure to not recklessly switch into special attackers, however, as that will only lead to Lanturn being worn down. Lanturn lacks reliable recovery, so make sure to preserve it throughout the battle and keep it healthy, especially when its Electric immunity is vital to the team, such as in the Electric and Fairy matchups. If possible, attempt to retrieve Wish recovery from teammates such as Alomomola, as this will increase Lanturn's longevity.
Because Leftovers is Lanturn's primary form of recovery, avoid switching into Knock Off as it will severely hinder Lanturn's defensive presence. Moreover, avoid wearing down Lanturn so its defensive presence can be utilized most effectively. Apart from special attackers, Lanturn can also switch into choice-locked physical attackers such as Zeraora and Victini with Electric coverage, which prevents them from spamming their strongest moves against Water teams. However, it should generally not be used as a physically defensive switch-in because of its low physical bulk. Lanturn should use Protect to scout the chosen move of predicted Choice item-using Pokemon including Victini. Volt Switch should be used to pivot out against presumed switch-ins when Lanturn comes in on something it usually checks to retain momentum and put the other team on the defensive. Early-game, Lanturn should aim to spread status and wear down the opposing team through Toxic, which can be used on predicted switch-ins to catch them off guard and help wear them down. Heal Bell should be used to deny the opposing team's status spreading and recover off opposing Pokemon's status onto Lanturn. However, Lanturn should attempt to avoid status, as its recovery is limited, and Heal Bell's PP can be easily worn out by bulky teams.

Team Options
========

Lanturn supports every Pokemon on Water teams, especially defensive Pokemon, through its immunity to Electric and ability to heal status. Alomomola is a great partner for Lanturn, as it eases Lanturn's recovery problem by passing Wishes and allowing Lanturn to easily regain health. Mantine is an ideal partner for Lanturn, due to its Ground immunity and checking of stronger special attackers than Lanturn is able to handle. Mantine can also Defog away hazards that can easily wear down Lanturn if left unchecked. In return, Lanturn complements Mantine's quadruple Electric weakness with its immunity and can use Electric attacks targeted at Mantine as opportunities to heal. Mantine can also Haze set-up sweepers that attempt to boost against Lanturn. Toxapex is another great defensive partner for Lanturn. It is able to check strong Grass-types such as Tapu Bulu, and support Lanturn with Toxic Spikes, making it much easier for Lanturn to wear down opposing Pokemon. Quagsire, most importantly, is able to check set-up sweepers that threaten to set-up on Lanturn and the team in general, such as Mega Gallade, thanks to Unaware. It also provides another Electric immunity which eases off the pressure for Lanturn to be the sole check to them. Sap Sipper Azumarill helps Lanturn check Grass-types such as Tapu Bulu and Breloom that would otherwise easily dispatch of it. Azumarill can perish trap these threats, as well as support Lanturn with its Dragon immunity, dissuading strong Dragon-types such as Dragonite from using Lanturn as an opportunity to spam Outrage. Empoleon can Defog away hazards for Lanturn, preventing it from being worn down easily by Stealth Rock and Spikes damage. Thanks to Sticky Hold, Gastrodon acts as a great Knock Off or Trick switch-in, while also relieving pressure from Lanturn as an Electric immunity similarly to Quagsire. Like Gastrodon, Mega Slowbro switch into these moves and is also an amazing physically defensive wall, enabling it to check physical attackers such as Choice Band Diggersby that would easily break through Lanturn. would also talk about slowbros ability to act as a win-condition for the team with its calm mind set.

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

Water
--------
Scald can be used over Protect to fish for burns and threaten out physical attackers, but Protect is generally the safer choice.

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

Water
--------

**Ground-types**: Most Ground-types hit hard enough with their STAB Ground-type moves to OHKO or nearly OHKO Lanturn, including Landorus and Excadrill. Choice Specs Seismitoad is immune to all of Lanturn's attacks aside from Toxic and can 2HKO it with Earth Power.

**Grass-types**: Grass-types fear little from Lanturn's Scald and Volt Switch, and Ferrothorn and Mega Venusaur are both immune to Toxic, leaving Lanturn powerless against them. Many of Grass' set-up sweepers, such as Celebi, Breloom, and Tapu Bulu, can all also use Lanturn as set-up bait.

**Taunt Users**: Lanturn relies a lot on Toxic to threaten Pokemon, meaning that users of Taunt can easily shut down Lanturn. These include Pokemon such as Mew and Keldeo.

**Toxic-Immune Pokemon**: Pokemon that are not affected by Toxic, such as Mega Venusaur and Jirachi, as well as Substitute users like Tapu Bulu and Suicune, can easily take advantage of Lanturn because of its reliance on Toxic to damage opposing Pokemon.

**Strong Wallbreakers**: Since Lanturn's physical bulk is pretty poor, strong wallbreakers such as Choice Band Dragonite can OHKO it without needing a super-effective move, meaning Lanturn is forced out by them.

[CREDITS]
- Written by: [[Felines, 290520]]
- Water analysis by: [[Felines, 290520]]
- Quality checked by: [[Decem, 362454], [maroon, 305839], [<username3>, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
QC 2/3
 
Overview:
- Since Lanturn is scared of Keldeo's Secret Sword anyway, I wouldn't list that here. Gliscor is a great example of a Taunt user (that isn't a setup sweeper).
- I would switch the order of your sentences between the lack of recovery and the weakness to Taunt. Recovery is why Lanturn is pretty awful compared to Gastrodon. Swampert is better for regular teams purely off of its access to Stealth Rock, which lets it compress two absolutely necessary roles into one slot.
- I would perhaps not call Lanturn's physical bulk anything positive, since it really is quite poor. And then you can add a line at the end talking about how it often requires the help of another Electric immunity, as it cannot take on the very dangerous Zeraora along with the likes of Alolan Golem and Thundurus.

Moves:
- Worth just sneaking in a few words about how Volt Switch and Toxic make sure Lanturn isn't complete setup bait.
- Heal Bell keeps stall Water from just losing to something like Toxic Zapdos. An example here would help.
- Protect giving one extra turn of Leftovers healing is absolutely huge for Lanturn when Leftovers is its primary source of recovery (I see you made this the first sentence of Set Details. That's good!!). Would definitely highlight that.

Set Details:
- Volt Absorb's line is a bit vague here. Can we just tie it into the line about bulk? Something like: Volt Absorb and full investment into special bulk allows Lanturn to switch into some of the most dangerous Electric-types such as Tapu Koko and Alolan Raichu.

Usage Tips:
- I get where you're going with letting Lanturn get worn down, but that's literally its job and you were right to suggest that Lanturn be used to switch into Electric-types. Not much you can do when you see a Tapu Koko in front of your Toxapex and you need to address it somehow. As a result, I would suggest maybe we should reword this sentence or bring in the following comment I have:
- Worth noting that, while predictable, getting that extra Leftovers healing from Protect is often very worth it. For stall, prediction isn't really the most valuable point here, and we'd like to make sure Lanturn can continue to switch into threats throughout the fight.
- This second wearing down line is a bit better than the first was.
- Going off of what you have here about Heal Bell, definitely note that Toxic, while it does have 2x the PP, often needs to target more than just Lanturn. As a result, it's advised that Heal Bell should not be used unless at least one other Pokemon takes a Toxic (or even takes more, since you can bait out Toxic with Pokemon that have already been poisoned). This lets you win the PP war.

Team Options:
- I would note Zeraora as an Electric-type that Quagsire counters for Lanturn.

Checks and Counters:
- Point out that Ground-types also tend to wall Lanturn, since it lacks Scald.
- Kyurem-B is really good, since Teravolt prevents Lanturn from switching into it.
- Entry hazards should go here. Even just one layer of Spikes, Stealth Rock, or Toxic Spikes can prevent Lanturn from efficiently healing chip damage with Leftovers, making it very easily worn down.

Sorry for the long wait! Let's get this to GP QC 3/3
 

twinkay

tu solo me quieres en tu imaginacion
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
Overview:
- Since Lanturn is scared of Keldeo's Secret Sword anyway, I wouldn't list that here. Gliscor is a great example of a Taunt user (that isn't a setup sweeper).
- I would switch the order of your sentences between the lack of recovery and the weakness to Taunt. Recovery is why Lanturn is pretty awful compared to Gastrodon. Swampert is better for regular teams purely off of its access to Stealth Rock, which lets it compress two absolutely necessary roles into one slot.
- I would perhaps not call Lanturn's physical bulk anything positive, since it really is quite poor. And then you can add a line at the end talking about how it often requires the help of another Electric immunity, as it cannot take on the very dangerous Zeraora along with the likes of Alolan Golem and Thundurus.

Moves:
- Worth just sneaking in a few words about how Volt Switch and Toxic make sure Lanturn isn't complete setup bait.
- Heal Bell keeps stall Water from just losing to something like Toxic Zapdos. An example here would help.
- Protect giving one extra turn of Leftovers healing is absolutely huge for Lanturn when Leftovers is its primary source of recovery (I see you made this the first sentence of Set Details. That's good!!). Would definitely highlight that.

Set Details:
- Volt Absorb's line is a bit vague here. Can we just tie it into the line about bulk? Something like: Volt Absorb and full investment into special bulk allows Lanturn to switch into some of the most dangerous Electric-types such as Tapu Koko and Alolan Raichu.

Usage Tips:
- I get where you're going with letting Lanturn get worn down, but that's literally its job and you were right to suggest that Lanturn be used to switch into Electric-types. Not much you can do when you see a Tapu Koko in front of your Toxapex and you need to address it somehow. As a result, I would suggest maybe we should reword this sentence or bring in the following comment I have:
- Worth noting that, while predictable, getting that extra Leftovers healing from Protect is often very worth it. For stall, prediction isn't really the most valuable point here, and we'd like to make sure Lanturn can continue to switch into threats throughout the fight.
- This second wearing down line is a bit better than the first was.
- Going off of what you have here about Heal Bell, definitely note that Toxic, while it does have 2x the PP, often needs to target more than just Lanturn. As a result, it's advised that Heal Bell should not be used unless at least one other Pokemon takes a Toxic (or even takes more, since you can bait out Toxic with Pokemon that have already been poisoned). This lets you win the PP war.

Team Options:
- I would note Zeraora as an Electric-type that Quagsire counters for Lanturn.

Checks and Counters:
- Point out that Ground-types also tend to wall Lanturn, since it lacks Scald.
- Kyurem-B is really good, since Teravolt prevents Lanturn from switching into it.
- Entry hazards should go here. Even just one layer of Spikes, Stealth Rock, or Toxic Spikes can prevent Lanturn from efficiently healing chip damage with Leftovers, making it very easily worn down.

Sorry for the long wait! Let's get this to GP QC 3/3
implemented, thanks! this should be ready for GP now!
 

Dawn of Ares

Power of Athena!
is a Battle Simulator Staff Alumnus
amcheck
Additions
Removals
Comments
[OVERVIEW]
Water
========
Lanturn is a staple pick on stall Water teams because of its access to Heal Bell, allowing it to clear the status conditions of itself and its teammates, and its ability Volt Absorb, which lets it become a good check to Electric-types like Tapu Koko, Magnezone, and Alolan Raichu. Lanturn's good special bulk give gives it multiple opportunities to switch in against special attackers such as Heatran and Mega Pidgeot. Lanturn is also an effective pivot with its slow Volt Switch, allowing it to safely bring its teammates so they can more easily check their intended targets. However, Lanturn is also very reliant on utility and can be easily taken advantage of by Pokemon with Taunt or certain set-up setup sweepers, such as Gliscor, Suicune, and Tapu Bulu. Additionally, Lanturn lacks any reliable recovery options, meaning that it is worn down very easily by attacks. Lanturn can only be effectively used on stall water Water teams, as it is outclassed as an Electric immunity Electric-immune Pokemon by Swampert and Gastrodon on balanced teams. Even on teams Lanturn does fit, fit into, it often requires the support of another Electric immunity Electric-immune pokemon to take on Zeraora, Alolan Golem, and Thundurus, so it cannot be placed haphazardly.
[SET]
name: Defensive (Water)
move 1: Volt Switch
move 2: Toxic
move 3: Heal Bell
move 4: Protect
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
Moves
========
Volt Switch is used for pivoting out and retaining momentum against the opposing team. Toxic is Lanturn's primary tool to pressure and put a timer on offensive opponents and wearing wear down the opposing team while working with Volt Switch to prevent Lanturn from being set-up setup bait. Heal Bell allows Lanturn to fulfill the role of a cleric and rid itself and its teammates of status ailments from Pokemon like Toxic Zapdos, which every teammate on Water appreciates. Protect allows Lanturn to rack up Toxic damage, scout for moves, and most importantly gain passive recovery from Leftovers, keeping it healthy throughout the match.
Set Details
=======
Leftovers are is Lanturn's primary means of recovery, as it does not have reliable recovery. Maximum investment in special bulk along with Volt Absorb optimizes Lanturn's niche in checking special Electric-types such as Tapu Koko and Alolan Raichu.
Usage Tips
========
Lanturn should be utilized as a switch-in to Electric-types like Tapu Koko and Alolan Raichu, as well as a general switch-in to special attackers. Make sure to not recklessly switch into special attackers, however, as that will only lead to Lanturn being worn down. Lanturn lacks reliable recovery, so make sure to preserve it throughout the battle and keep it healthy, especially when its Electric immunity is vital to the team, such as in the Electric and Fairy matchups. If possible, attempt to retrieve Wish recovery from teammates such as Alomomola, as this will increase Lanturn's longevity.
Because Leftovers is Lanturn's primary form of recovery, avoid switching into Knock Off as it will severely hinder Lanturn's defensive presence. Moreover, avoid wearing down Lanturn so that its defensive presence can be utilized most effectively. To keep it healthy, Lanturn should almost always attempt to get extra Leftovers recovery with Protect whenever possible. Apart from special attackers, Lanturn can also switch into choice-locked physical attackers such as Zeraora and Victini with Electric coverage, which prevents them from spamming their strongest moves against Water teams. However, it should generally not be used as a physically defensive switch-in because of its low physical bulk. Lanturn should use Protect to gain health and scout the chosen move of a predicted Choice Choice item user, such as item-using Pokemon including Victini. Volt Switch should be used to pivot out against presumed predicted switch-ins when Lanturn comes in on something it usually checks to retain momentum and put the other team on the defensive. Early-game, Lanturn should aim to spread status and wear down the opposing team through Toxic, which can be used on predicted switch-ins to catch them off guard and help wear them down. Heal Bell should be used to deny the opposing team's status spreading and recover off opposing Pokemon's status onto Lanturn. However, Lanturn should attempt to avoid status, as its recovery is limited, and Heal Bell's PP can be easily worn out by bulky teams. Thus, it is safer to use Heal Bell against a Toxic user when at least one Pokemon has been poisoned to help create a victory in the PP war, as Toxic has double the PP of Heal Bell.
Team Options
========
Lanturn supports every Pokemon on Water teams, especially defensive Pokemon, through its immunity to Electric and ability to heal status. Alomomola is a great partner for Lanturn, as it eases Lanturn's recovery problem by passing Wishes and allowing Lanturn to easily regain health. Mantine is an ideal partner for Lanturn, due to its Ground immunity and checking of stronger special attackers than Lanturn is able to handle. Mantine can also use Defog to clear away hazards that can easily wear down Lanturn if left unchecked. In return, Lanturn complements Mantine's quadruple Electric weakness with its immunity and can use Electric attacks targeted at Mantine as opportunities to heal. Mantine can also use Haze against set-up setup sweepers that attempt to boost against Lanturn. Toxapex is another great defensive partner for Lanturn. It is able to check strong Grass-types such as Tapu Bulu, Bulu and support Lanturn with Toxic Spikes, making it much easier for Lanturn to wear down opposing Pokemon. Thanks to Unaware, Quagsire, most importantly, is able to check set-up setup sweepers that threaten to set-up set up on Lanturn and the team in general, such as Mega Gallade, Gallade. thanks to Unaware. It also provides another Electric immunity, which can help check Zeraora, which Lanturn struggles to check on its own. Sap Sipper Azumarill helps Lanturn check Grass-types such as Tapu Bulu and Breloom that would otherwise easily dispatch of it. Azumarill can perish trap these threats, as well as support Lanturn with its Dragon immunity, dissuading strong Dragon-types such as Dragonite from using Lanturn as an opportunity to spam Outrage. Empoleon can use Defog to clear away hazards for Lanturn, preventing it from being worn down easily by Stealth Rock and Spikes damage. Thanks to Sticky Hold, Gastrodon acts as a great Knock Off or Trick switch-in, while also relieving pressure from Lanturn as an Electric immunity Electric-immune Pokemon, similarly to Quagsire. Like Gastrodon, Mega Slowbro can switch into these moves and is also an amazing physically defensive wall, enabling it to check physical attackers such as Choice Band Diggersby that would easily break through Lanturn. Mega Slowbro can also act as the main win condition of the team with its Calm Mind set.
[STRATEGY COMMENTS]
Other Options
=============
Water
--------
Scald can be used over Protect to fish for burns and threaten out physical attackers, but Protect is generally the safer choice.
Checks and Counters
===================
Water
--------
**Ground-types**: Most Ground-types hit hard enough with their STAB Ground-type moves to OHKO or nearly OHKO Lanturn, including Landorus and Excadrill. Ground-types tend to wall Lanturn as well since it only carries Toxic, which can also be stopped by Excadrill Excadrill.
**Grass-types**: Grass-types fear little from Lanturn's Scald and Volt Switch, and Ferrothorn and Mega Venusaur are both immune to Toxic, leaving Lanturn powerless against them. Many of Grass' Grass's set-up setup sweepers, such as Celebi, Breloom, and Tapu Bulu, can all also use Lanturn as set-up setup bait.
**Taunt Users**: Lanturn relies a lot on Toxic to threaten Pokemon, meaning that users of Taunt users such as Mew and Keldeo can easily shut down Lanturn. These include Pokemon such as Mew and Keldeo.
**Toxic-Immune Pokemon**: Pokemon that are not affected by Toxic, such as Mega Venusaur and Jirachi, as well as Substitute users like Tapu Bulu and Suicune, can easily take advantage of Lanturn because of its reliance on Toxic to damage opposing Pokemon.
**Strong Wallbreakers**: Since Lanturn's physical bulk is pretty poor, strong wallbreakers such as Choice Band Dragonite can OHKO it without needing a super-effective move, meaning Lanturn is forced out by them. Kyurem-Black Kyurem-B can freely spam Fusion Bolt against Lanturn thanks to Teravolt bypassing Volt Absorb.
**Entry Hazards**: Stealth Rocks, Spikes, and Toxic Spikes all severely hinder Lanturn's ability to switch into threats and pivot, meaning it will get down very quickly if these are not dealt with properly.
[CREDITS]
- Written by: [[Felines, 290520]]
- Water analysis by: [[Felines, 290520]]
- Quality checked by: [[Decem, 362454], [maroon, 305839], [Eien, 100418]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
Dawn of ares: Additions Removals Comments
tdp: add / fix remove (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
p good stuff
[OVERVIEW]

Water
========
Lanturn is a staple pick on stall Water teams because of its access to Heal Bell, allowing it to clear the status conditions of itself and its teammates, and its ability Volt Absorb, which lets it become a good check to Electric-types like Tapu Koko, Magnezone, and Alolan Raichu. Lanturn's good special bulk give gives it multiple opportunities to switch in against special attackers such as Heatran and Mega Pidgeot. Lanturn is also an effective pivot with its slow Volt Switch, allowing it to safely bring its teammates so they can more easily check their intended targets. However, Lanturn is also very reliant on utility ("on its utility moves"? context makes me think this is what you mean but idk, and idk what it should be otherwise) and can be easily taken advantage of by Pokemon with Taunt or certain set-up setup sweepers, such as Gliscor, Suicune, and Tapu Bulu. Additionally, Lanturn lacks any reliable recovery options, meaning that it is worn down very easily by repeatedly switching into (optional, translates better to in-battle context) attacks. Lanturn can only be effectively used on stall water Water teams, as it is outclassed as an Electric immunity Electric-immune Pokemon by Swampert and Gastrodon on balanced teams. Even on teams Lanturn does fit, fit into, it often requires the support of another Electric immunity Electric-immune pokemon to take on Zeraora, Alolan Golem, and Thundurus, so it cannot be placed haphazardly.

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

[SET COMMENTS]
Moves
========
Volt Switch is used for pivoting out and retaining momentum against the opposing team. Toxic is Lanturn's primary tool to pressure and put a timer on offensive opponents and wearing wear down the opposing team while working with Volt Switch to prevent Lanturn from being set-up setup bait. Heal Bell allows Lanturn to fulfill the role of a cleric and rid itself and its teammates of status ailments from Pokemon like Toxic Zapdos, which every teammate on Water appreciates. Protect allows Lanturn to rack up Toxic damage, scout for moves, and most importantly gain passive recovery from Leftovers, keeping it healthy throughout the match.

Set Details
=======
Leftovers are is Lanturn's primary means of recovery, as it does not have reliable recovery. Maximum investment in special bulk along with Volt Absorb optimizes Lanturn's niche in checking special Electric-types such as Tapu Koko and Alolan Raichu.

Usage Tips
========
Lanturn should be utilized as a switch-in to Electric-types like Tapu Koko and Alolan Raichu, as well as a general switch-in to special attackers. Make sure to not recklessly switch into special attackers, however, as that will only lead to Lanturn being worn down. Lanturn lacks reliable recovery, so make sure to preserve it throughout the battle and keep it healthy, especially when its Electric immunity is vital to the team, such as in the Electric and Fairy matchups. If possible, attempt to retrieve Wish recovery from teammates such as Alomomola, as this will increase Lanturn's longevity with Wish support from teammates like Alomomola. Because Leftovers is Lanturn's primary form of recovery, avoid switching into Knock Off, (AC) as it will severely hinder Lanturn's defensive presence. Moreover, avoid wearing down Lanturn so that (either works p much) its defensive presence can be utilized most effectively. To keep it healthy, ("stay healthy" imo, better stick w/ intransitive) Lanturn should almost always attempt to get extra Leftovers recovery with Protect whenever possible. Apart from special attackers, Lanturn can also switch into Choice-locked physical attackers such as Zeraora and Victini with Electric coverage, which prevents them from spamming their strongest moves against Water teams. However, it should generally not be used as a physically defensive switch-in because of its low physical bulk. Lanturn should use Protect to gain health and scout the chosen move of a predicted Choice Choice item user, such as item-using Pokemon including Victini. Volt Switch should be used to pivot out against presumed predicted switch-ins when Lanturn comes in on something it usually checks to retain momentum and put the other team on the defensive. Early-game, Lanturn should aim to spread status and wear down the opposing team through Toxic, which can be used on predicted switch-ins to catch them off guard and help wear them down. Heal Bell should be used to deny the opposing team's status spreading and recover off opposing Pokemon's status onto Lanturn. However, Lanturn should attempt to avoid status, as its recovery is limited, and Heal Bell's PP can be easily worn out by bulky teams. Thus, it is safer to use Heal Bell against a Toxic user when at least one Pokemon has been poisoned to help create a victory in the PP war, as Toxic has double the PP of Heal Bell.

Team Options
========
Lanturn supports every Pokemon on Water teams, especially defensive Pokemon, through its immunity to Electric and ability to heal status. Alomomola is a great partner for Lanturn, as it (repetitive sentence structure) eases Lanturn's recovery problem by passing Wishes and allowing Lanturn to easily regain health. Mantine is an ideal partner for Lanturn, due to its Ground immunity and checking of stronger special attackers than Lanturn is able to handle. Mantine can also use Defog to clear away entry hazards that can easily wear down Lanturn if left unchecked. In return, Lanturn complements covers Mantine's quadruple Electric weakness with its immunity and can use Electric attacks targeted at Mantine as opportunities to heal. Mantine can also use Haze against set-up setup sweepers that attempt to boost against Lanturn. Toxapex is another great defensive partner for Lanturn. It is able to check strong Grass-types such as Tapu Bulu, Bulu and support Lanturn with Toxic Spikes, making it much easier for Lanturn to wear down opposing Pokemon. Thanks to Unaware, Quagsire, most importantly, is able to check set-up setup sweepers that threaten to set-up set up on Lanturn and the team in general, such as Mega Gallade, Gallade. thanks to Unaware. It also provides another Electric immunity, which can help check Zeraora, which Lanturn struggles to check on its own. Sap Sipper Azumarill helps Lanturn check Grass-types such as Tapu Bulu and Breloom that would otherwise easily dispatch of it. Azumarill can Perish trap these threats, as well as support Lanturn with its Dragon immunity, dissuading strong Dragon-types such as Dragonite from using Lanturn as an opportunity to spam Outrage. Empoleon can use Defog to clear away hazards for Lanturn, preventing it from being worn down easily by Stealth Rock and Spikes damage. Thanks to Sticky Hold, Gastrodon acts as a great Knock Off or Trick switch-in (RC) while also relieving pressure from Lanturn as an Electric immunity Electric-immune Pokemon, similarly to Quagsire. Like Gastrodon, Mega Slowbro can switch into these moves and is also an amazing physically defensive wall, enabling it to check physical attackers such as Choice Band Diggersby that would easily break through Lanturn. Mega Slowbro It can also act as the main win condition wincon of the team with its Calm Mind set.

[STRATEGY COMMENTS]
Other Options
=============
Water
--------
Scald can be used over Protect to fish for burns and threaten out physical attackers, but Protect is generally the safer choice.

Checks and Counters
===================
Water
--------

**Ground-types**: Most Ground-types hit hard enough with their STAB Ground-type moves to OHKO or nearly OHKO Lanturn, including Landorus and Excadrill. Ground-types tend to wall Lanturn as well, (AC) since it only carries Toxic, which can also be stopped by Excadrill Excadrill.

**Grass-types**: Grass-types fear little from Lanturn's Scald and Volt Switch, and Ferrothorn and Mega Venusaur are both immune to Toxic, leaving Lanturn powerless against them. Many of Grass' Grass's set-up setup sweepers, such as Celebi, Breloom, and Tapu Bulu, can all also use Lanturn as set-up setup bait.

**Taunt Users**: Lanturn relies a lot on Toxic to threaten Pokemon, meaning that users of Taunt users such as Mew and Keldeo can easily shut it down Lanturn. These include Pokemon such as Mew and Keldeo.

**Toxic-immune Pokemon**: Pokemon that are not affected by Toxic, such as Mega Venusaur and Jirachi, as well as Substitute users like Tapu Bulu and Suicune, can easily take advantage of Lanturn because of its reliance on Toxic to damage opposing Pokemon.

**Strong Wallbreakers**: Since Lanturn's physical bulk is pretty poor, strong wallbreakers such as Choice Band Dragonite can OHKO it without needing a super effective (RH) move, meaning Lanturn is forced out by them. Kyurem-Black Kyurem-B can freely spam Fusion Bolt against Lanturn thanks to Teravolt bypassing Volt Absorb.

**Entry Hazards**: Stealth Rocks Rock, Spikes, and Toxic Spikes all severely hinder Lanturn's ability to switch into threats and pivot, meaning it will get down very quickly if these are not dealt with properly.

[CREDITS]
- Written by: [[Felines, 290520]]
- Water analysis by: [[Felines, 290520]]
- Quality checked by: [[Decem, 362454], [maroon, 305839], [Eien, 100418]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
 

twinkay

tu solo me quieres en tu imaginacion
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
Dawn of ares: Additions Removals Comments
tdp: add / fix remove (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
p good stuff
[OVERVIEW]

Water
========
Lanturn is a staple pick on stall Water teams because of its access to Heal Bell, allowing it to clear the status conditions of itself and its teammates, and its ability Volt Absorb, which lets it become a good check to Electric-types like Tapu Koko, Magnezone, and Alolan Raichu. Lanturn's good special bulk give gives it multiple opportunities to switch in against special attackers such as Heatran and Mega Pidgeot. Lanturn is also an effective pivot with its slow Volt Switch, allowing it to safely bring its teammates so they can more easily check their intended targets. However, Lanturn is also very reliant on utility ("on its utility moves"? context makes me think this is what you mean but idk, and idk what it should be otherwise) and can be easily taken advantage of by Pokemon with Taunt or certain set-up setup sweepers, such as Gliscor, Suicune, and Tapu Bulu. Additionally, Lanturn lacks any reliable recovery options, meaning that it is worn down very easily by repeatedly switching into (optional, translates better to in-battle context) attacks. Lanturn can only be effectively used on stall water Water teams, as it is outclassed as an Electric immunity Electric-immune Pokemon by Swampert and Gastrodon on balanced teams. Even on teams Lanturn does fit, fit into, it often requires the support of another Electric immunity Electric-immune pokemon to take on Zeraora, Alolan Golem, and Thundurus, so it cannot be placed haphazardly.

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

[SET COMMENTS]
Moves
========
Volt Switch is used for pivoting out and retaining momentum against the opposing team. Toxic is Lanturn's primary tool to pressure and put a timer on offensive opponents and wearing wear down the opposing team while working with Volt Switch to prevent Lanturn from being set-up setup bait. Heal Bell allows Lanturn to fulfill the role of a cleric and rid itself and its teammates of status ailments from Pokemon like Toxic Zapdos, which every teammate on Water appreciates. Protect allows Lanturn to rack up Toxic damage, scout for moves, and most importantly gain passive recovery from Leftovers, keeping it healthy throughout the match.

Set Details
=======
Leftovers are is Lanturn's primary means of recovery, as it does not have reliable recovery. Maximum investment in special bulk along with Volt Absorb optimizes Lanturn's niche in checking special Electric-types such as Tapu Koko and Alolan Raichu.

Usage Tips
========
Lanturn should be utilized as a switch-in to Electric-types like Tapu Koko and Alolan Raichu, as well as a general switch-in to special attackers. Make sure to not recklessly switch into special attackers, however, as that will only lead to Lanturn being worn down. Lanturn lacks reliable recovery, so make sure to preserve it throughout the battle and keep it healthy, especially when its Electric immunity is vital to the team, such as in the Electric and Fairy matchups. If possible, attempt to retrieve Wish recovery from teammates such as Alomomola, as this will increase Lanturn's longevity with Wish support from teammates like Alomomola. Because Leftovers is Lanturn's primary form of recovery, avoid switching into Knock Off, (AC) as it will severely hinder Lanturn's defensive presence. Moreover, avoid wearing down Lanturn so that (either works p much) its defensive presence can be utilized most effectively. To keep it healthy, ("stay healthy" imo, better stick w/ intransitive) Lanturn should almost always attempt to get extra Leftovers recovery with Protect whenever possible. Apart from special attackers, Lanturn can also switch into Choice-locked physical attackers such as Zeraora and Victini with Electric coverage, which prevents them from spamming their strongest moves against Water teams. However, it should generally not be used as a physically defensive switch-in because of its low physical bulk. Lanturn should use Protect to gain health and scout the chosen move of a predicted Choice Choice item user, such as item-using Pokemon including Victini. Volt Switch should be used to pivot out against presumed predicted switch-ins when Lanturn comes in on something it usually checks to retain momentum and put the other team on the defensive. Early-game, Lanturn should aim to spread status and wear down the opposing team through Toxic, which can be used on predicted switch-ins to catch them off guard and help wear them down. Heal Bell should be used to deny the opposing team's status spreading and recover off opposing Pokemon's status onto Lanturn. However, Lanturn should attempt to avoid status, as its recovery is limited, and Heal Bell's PP can be easily worn out by bulky teams. Thus, it is safer to use Heal Bell against a Toxic user when at least one Pokemon has been poisoned to help create a victory in the PP war, as Toxic has double the PP of Heal Bell.

Team Options
========
Lanturn supports every Pokemon on Water teams, especially defensive Pokemon, through its immunity to Electric and ability to heal status. Alomomola is a great partner for Lanturn, as it (repetitive sentence structure) eases Lanturn's recovery problem by passing Wishes and allowing Lanturn to easily regain health. Mantine is an ideal partner for Lanturn, due to its Ground immunity and checking of stronger special attackers than Lanturn is able to handle. Mantine can also use Defog to clear away entry hazards that can easily wear down Lanturn if left unchecked. In return, Lanturn complements covers Mantine's quadruple Electric weakness with its immunity and can use Electric attacks targeted at Mantine as opportunities to heal. Mantine can also use Haze against set-up setup sweepers that attempt to boost against Lanturn. Toxapex is another great defensive partner for Lanturn. It is able to check strong Grass-types such as Tapu Bulu, Bulu and support Lanturn with Toxic Spikes, making it much easier for Lanturn to wear down opposing Pokemon. Thanks to Unaware, Quagsire, most importantly, is able to check set-up setup sweepers that threaten to set-up set up on Lanturn and the team in general, such as Mega Gallade, Gallade. thanks to Unaware. It also provides another Electric immunity, which can help check Zeraora, which Lanturn struggles to check on its own. Sap Sipper Azumarill helps Lanturn check Grass-types such as Tapu Bulu and Breloom that would otherwise easily dispatch of it. Azumarill can Perish trap these threats, as well as support Lanturn with its Dragon immunity, dissuading strong Dragon-types such as Dragonite from using Lanturn as an opportunity to spam Outrage. Empoleon can use Defog to clear away hazards for Lanturn, preventing it from being worn down easily by Stealth Rock and Spikes damage. Thanks to Sticky Hold, Gastrodon acts as a great Knock Off or Trick switch-in (RC) while also relieving pressure from Lanturn as an Electric immunity Electric-immune Pokemon, similarly to Quagsire. Like Gastrodon, Mega Slowbro can switch into these moves and is also an amazing physically defensive wall, enabling it to check physical attackers such as Choice Band Diggersby that would easily break through Lanturn. Mega Slowbro It can also act as the main win condition wincon of the team with its Calm Mind set.

[STRATEGY COMMENTS]
Other Options
=============
Water
--------
Scald can be used over Protect to fish for burns and threaten out physical attackers, but Protect is generally the safer choice.

Checks and Counters
===================
Water
--------

**Ground-types**: Most Ground-types hit hard enough with their STAB Ground-type moves to OHKO or nearly OHKO Lanturn, including Landorus and Excadrill. Ground-types tend to wall Lanturn as well, (AC) since it only carries Toxic, which can also be stopped by Excadrill Excadrill.

**Grass-types**: Grass-types fear little from Lanturn's Scald and Volt Switch, and Ferrothorn and Mega Venusaur are both immune to Toxic, leaving Lanturn powerless against them. Many of Grass' Grass's set-up setup sweepers, such as Celebi, Breloom, and Tapu Bulu, can all also use Lanturn as set-up setup bait.

**Taunt Users**: Lanturn relies a lot on Toxic to threaten Pokemon, meaning that users of Taunt users such as Mew and Keldeo can easily shut it down Lanturn. These include Pokemon such as Mew and Keldeo.

**Toxic-immune Pokemon**: Pokemon that are not affected by Toxic, such as Mega Venusaur and Jirachi, as well as Substitute users like Tapu Bulu and Suicune, can easily take advantage of Lanturn because of its reliance on Toxic to damage opposing Pokemon.

**Strong Wallbreakers**: Since Lanturn's physical bulk is pretty poor, strong wallbreakers such as Choice Band Dragonite can OHKO it without needing a super effective (RH) move, meaning Lanturn is forced out by them. Kyurem-Black Kyurem-B can freely spam Fusion Bolt against Lanturn thanks to Teravolt bypassing Volt Absorb.

**Entry Hazards**: Stealth Rocks Rock, Spikes, and Toxic Spikes all severely hinder Lanturn's ability to switch into threats and pivot, meaning it will get down very quickly if these are not dealt with properly.

[CREDITS]
- Written by: [[Felines, 290520]]
- Water analysis by: [[Felines, 290520]]
- Quality checked by: [[Decem, 362454], [maroon, 305839], [Eien, 100418]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
Implemented, thanks both! This is ready for GP 2.
 

deetah

Delicate as silk
is a Site Content Manageris a Top Social Media Contributoris an Artistis a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributor
GP & SocMed Lead
Add Remove Comments (RC) = Remove Comma
Not much to add to this, good stuff.

GP 2/2

shinxstamp.gif


[OVERVIEW]

Water
========
Lanturn is a staple pick on stall Water teams because of its access to Heal Bell, allowing it to clear the status conditions of itself and its teammates, and its ability Volt Absorb, which lets it become a good check to Electric-types like Tapu Koko, Magnezone, and Alolan Raichu. Lanturn's good special bulk gives it multiple opportunities to switch in against special attackers such as Heatran and Mega Pidgeot. Lanturn is also an effective pivot with its slow Volt Switch, allowing it to safely bring in its teammates so they can more easily check their intended targets. However, Lanturn is also very reliant on its utility moves and can be easily taken advantage of by Pokemon with Taunt or certain setup sweepers, such as Gliscor, Suicune, and Tapu Bulu. Additionally, Lanturn lacks any reliable recovery options, meaning that it is worn down very easily by repeatedly switching into attacks. Lanturn can only be effectively used on stall Water teams, as it is outclassed as an Electric-immune Pokemon by Swampert and Gastrodon on balanced teams. Even on teams Lanturn does fit into, it often requires the support of another Electric-immune Pokemon to take on Zeraora, Alolan Golem, and Thundurus, so it cannot be placed haphazardly.

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

[SET COMMENTS]
Moves
========
Volt Switch is used for pivoting out and retaining momentum against the opposing team. Toxic is Lanturn's primary tool to pressure and put a timer on offensive opponents foes and wear down the opposing team while working with Volt Switch to prevent Lanturn from being setup bait. Heal Bell allows Lanturn to fulfill the role of a cleric and rid itself and its teammates of status ailments from Pokemon like Toxic Zapdos, which every teammate on Water appreciates. Protect allows Lanturn to rack up Toxic damage, scout for moves, and most importantly gain passive recovery from Leftovers, keeping it healthy throughout the match.

Set Details
=======
Leftovers is Lanturn's primary means of recovery, as it does not have reliable recovery. Maximum investment in special bulk along with Volt Absorb optimizes Lanturn's niche in checking special Electric-types such as Tapu Koko and Alolan Raichu.

Usage Tips
========
Lanturn should be utilized as a switch-in to Electric-types like Tapu Koko and Alolan Raichu, as well as a general switch-in to special attackers. Make sure to not recklessly switch into special attackers, however, as that will only lead to Lanturn being worn down. Lanturn lacks reliable recovery, so make sure to preserve it throughout the battle and keep it healthy, especially when its Electric immunity is vital to the team, such as in the Electric and Fairy matchups. If possible, attempt to increase Lanturn's longevity with Wish support from teammates like Alomomola. Because Leftovers is Lanturn's primary form of recovery, avoid switching into Knock Off, as it will severely hinder Lanturn's defensive presence. Moreover, avoid wearing down Lanturn so that its defensive presence can be utilized most effectively. To stay healthy, Lanturn should almost always attempt to get extra Leftovers recovery with Protect whenever possible. Apart from special attackers, Lanturn can also switch into Choice-locked physical attackers such as Zeraora and Victini with Electric coverage, which prevents them from spamming their strongest moves against Water teams. However, it should generally not be used as a physically defensive switch-in because of its low physical bulk. Lanturn should use Protect to gain health and scout the chosen move of a predicted Choice item user, such as Victini. Volt Switch should be used to pivot out against predicted switch-ins when Lanturn comes in on something it usually checks to retain momentum and put the other team on the defensive. Early-game, Lanturn should aim to spread status and wear down the opposing team through Toxic, which can be used on predicted switch-ins to catch them off guard and help wear them down. Heal Bell should be used to deny the opposing team's status spreading and recover off opposing Pokemon's status onto Lanturn. However, Lanturn should attempt to avoid status, as its recovery is limited, and Heal Bell's PP can be easily worn out by bulky teams. Thus, it is safer to use Heal Bell against a Toxic user when at least one Pokemon has been poisoned to help create a victory in the PP war, as Toxic has double the PP of Heal Bell.

Team Options
========
Lanturn supports every Pokemon on Water teams, especially defensive Pokemon, through its immunity to Electric and ability to heal status. Alomomola eases Lanturn's recovery problem by passing Wishes and allowing Lanturn it to easily regain health. Mantine is an ideal partner for Lanturn, (RC) due to its Ground immunity and checking of stronger special attackers than Lanturn is able to handle. Mantine can also use Defog to clear entry hazards that can easily wear down Lanturn if left unchecked. In return, Lanturn covers Mantine's quadruple Electric weakness with its immunity and can use Electric attacks targeted at Mantine as opportunities to heal. Mantine can also use Haze against setup sweepers that attempt to boost against Lanturn. Toxapex is another great defensive partner for Lanturn. It is able to check strong Grass-types such as Tapu Bulu and support Lanturn with Toxic Spikes, making it much easier for Lanturn to wear down opposing Pokemon. Thanks to Unaware, Quagsire, most importantly, is able to check setup sweepers that threaten to set up on Lanturn and the team in general, such as Mega Gallade. It also provides another Electric immunity, which can help check Zeraora, which Lanturn struggles to check on its own. Sap Sipper Azumarill helps Lanturn check Grass-types such as Tapu Bulu and Breloom that would otherwise easily dispatch of it. Azumarill can Perish trap these threats, as well as support Lanturn with its Dragon immunity, dissuading strong Dragon-types such as Dragonite from using Lanturn as an opportunity to spam Outrage. Empoleon can use Defog to clear entry hazards for Lanturn, preventing it from being worn down easily by Stealth Rock and Spikes damage. Thanks to Sticky Hold, Gastrodon acts as a great Knock Off or Trick switch-in while also relieving pressure from Lanturn as an Electric-immune Pokemon, similarly to Quagsire. Like Gastrodon, Mega Slowbro can switch into these moves and is also an amazing physically defensive wall, enabling it to check physical attackers such as Choice Band Diggersby that would easily break through Lanturn. It can also act as the main wincon of the team with its Calm Mind set.

[STRATEGY COMMENTS]
Other Options
=============
Water
--------
Scald can be used over Protect to fish for burns and threaten out physical attackers, but Protect is generally the safer choice.

Checks and Counters
===================
Water
--------

**Ground-types**: Most Ground-types hit hard enough with their STAB Ground-type moves to OHKO or nearly OHKO Lanturn, including Landorus and Excadrill. Ground-types tend to wall Lanturn as well, since it only carries Toxic, which can also be stopped by Excadrill.

**Grass-types**: Grass-types fear little from Lanturn's Scald and Volt Switch, and Ferrothorn and Mega Venusaur are both immune to Toxic, leaving Lanturn powerless against them. Many of Grass's setup sweepers, such as Celebi, Breloom, and Tapu Bulu, can all also use Lanturn as setup bait.

**Taunt Users**: Lanturn relies a lot on Toxic to threaten Pokemon, meaning that Taunt users such as Mew and Keldeo can easily shut it down.

**Toxic-immune Pokemon**: Pokemon that are not affected by Toxic, such as Mega Venusaur and Jirachi, as well as Substitute users like Tapu Bulu and Suicune, can easily take advantage of Lanturn because of its reliance on Toxic to damage opposing Pokemon.

**Strong Wallbreakers**: Since Lanturn's physical bulk is pretty poor, strong wallbreakers such as Choice Band Dragonite can OHKO it without needing a super effective move, meaning Lanturn is forced out by them. Kyurem-B can freely spam Fusion Bolt against Lanturn thanks to Teravolt bypassing Volt Absorb.

**Entry Hazards**: Stealth Rock, Spikes, and Toxic Spikes all severely hinder Lanturn's ability to switch into threats and pivot, meaning it will get worn down very quickly if these are not dealt with properly.

[CREDITS]
- Written by: [[Felines, 290520]]
- Water analysis by: [[Felines, 290520]]
- Quality checked by: [[Decem, 362454], [maroon, 305839], [Eien, 100418]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [<username2>, <username2>]]
 

twinkay

tu solo me quieres en tu imaginacion
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
Add Remove Comments (RC) = Remove Comma
Not much to add to this, good stuff.

GP 2/2

View attachment 198785

[OVERVIEW]

Water
========
Lanturn is a staple pick on stall Water teams because of its access to Heal Bell, allowing it to clear the status conditions of itself and its teammates, and its ability Volt Absorb, which lets it become a good check to Electric-types like Tapu Koko, Magnezone, and Alolan Raichu. Lanturn's good special bulk gives it multiple opportunities to switch in against special attackers such as Heatran and Mega Pidgeot. Lanturn is also an effective pivot with its slow Volt Switch, allowing it to safely bring in its teammates so they can more easily check their intended targets. However, Lanturn is also very reliant on its utility moves and can be easily taken advantage of by Pokemon with Taunt or certain setup sweepers, such as Gliscor, Suicune, and Tapu Bulu. Additionally, Lanturn lacks any reliable recovery options, meaning that it is worn down very easily by repeatedly switching into attacks. Lanturn can only be effectively used on stall Water teams, as it is outclassed as an Electric-immune Pokemon by Swampert and Gastrodon on balanced teams. Even on teams Lanturn does fit into, it often requires the support of another Electric-immune Pokemon to take on Zeraora, Alolan Golem, and Thundurus, so it cannot be placed haphazardly.

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

[SET COMMENTS]
Moves
========
Volt Switch is used for pivoting out and retaining momentum against the opposing team. Toxic is Lanturn's primary tool to pressure and put a timer on offensive opponents foes and wear down the opposing team while working with Volt Switch to prevent Lanturn from being setup bait. Heal Bell allows Lanturn to fulfill the role of a cleric and rid itself and its teammates of status ailments from Pokemon like Toxic Zapdos, which every teammate on Water appreciates. Protect allows Lanturn to rack up Toxic damage, scout for moves, and most importantly gain passive recovery from Leftovers, keeping it healthy throughout the match.

Set Details
=======
Leftovers is Lanturn's primary means of recovery, as it does not have reliable recovery. Maximum investment in special bulk along with Volt Absorb optimizes Lanturn's niche in checking special Electric-types such as Tapu Koko and Alolan Raichu.

Usage Tips
========
Lanturn should be utilized as a switch-in to Electric-types like Tapu Koko and Alolan Raichu, as well as a general switch-in to special attackers. Make sure to not recklessly switch into special attackers, however, as that will only lead to Lanturn being worn down. Lanturn lacks reliable recovery, so make sure to preserve it throughout the battle and keep it healthy, especially when its Electric immunity is vital to the team, such as in the Electric and Fairy matchups. If possible, attempt to increase Lanturn's longevity with Wish support from teammates like Alomomola. Because Leftovers is Lanturn's primary form of recovery, avoid switching into Knock Off, as it will severely hinder Lanturn's defensive presence. Moreover, avoid wearing down Lanturn so that its defensive presence can be utilized most effectively. To stay healthy, Lanturn should almost always attempt to get extra Leftovers recovery with Protect whenever possible. Apart from special attackers, Lanturn can also switch into Choice-locked physical attackers such as Zeraora and Victini with Electric coverage, which prevents them from spamming their strongest moves against Water teams. However, it should generally not be used as a physically defensive switch-in because of its low physical bulk. Lanturn should use Protect to gain health and scout the chosen move of a predicted Choice item user, such as Victini. Volt Switch should be used to pivot out against predicted switch-ins when Lanturn comes in on something it usually checks to retain momentum and put the other team on the defensive. Early-game, Lanturn should aim to spread status and wear down the opposing team through Toxic, which can be used on predicted switch-ins to catch them off guard and help wear them down. Heal Bell should be used to deny the opposing team's status spreading and recover off opposing Pokemon's status onto Lanturn. However, Lanturn should attempt to avoid status, as its recovery is limited, and Heal Bell's PP can be easily worn out by bulky teams. Thus, it is safer to use Heal Bell against a Toxic user when at least one Pokemon has been poisoned to help create a victory in the PP war, as Toxic has double the PP of Heal Bell.

Team Options
========
Lanturn supports every Pokemon on Water teams, especially defensive Pokemon, through its immunity to Electric and ability to heal status. Alomomola eases Lanturn's recovery problem by passing Wishes and allowing Lanturn it to easily regain health. Mantine is an ideal partner for Lanturn, (RC) due to its Ground immunity and checking of stronger special attackers than Lanturn is able to handle. Mantine can also use Defog to clear entry hazards that can easily wear down Lanturn if left unchecked. In return, Lanturn covers Mantine's quadruple Electric weakness with its immunity and can use Electric attacks targeted at Mantine as opportunities to heal. Mantine can also use Haze against setup sweepers that attempt to boost against Lanturn. Toxapex is another great defensive partner for Lanturn. It is able to check strong Grass-types such as Tapu Bulu and support Lanturn with Toxic Spikes, making it much easier for Lanturn to wear down opposing Pokemon. Thanks to Unaware, Quagsire, most importantly, is able to check setup sweepers that threaten to set up on Lanturn and the team in general, such as Mega Gallade. It also provides another Electric immunity, which can help check Zeraora, which Lanturn struggles to check on its own. Sap Sipper Azumarill helps Lanturn check Grass-types such as Tapu Bulu and Breloom that would otherwise easily dispatch of it. Azumarill can Perish trap these threats, as well as support Lanturn with its Dragon immunity, dissuading strong Dragon-types such as Dragonite from using Lanturn as an opportunity to spam Outrage. Empoleon can use Defog to clear entry hazards for Lanturn, preventing it from being worn down easily by Stealth Rock and Spikes damage. Thanks to Sticky Hold, Gastrodon acts as a great Knock Off or Trick switch-in while also relieving pressure from Lanturn as an Electric-immune Pokemon, similarly to Quagsire. Like Gastrodon, Mega Slowbro can switch into these moves and is also an amazing physically defensive wall, enabling it to check physical attackers such as Choice Band Diggersby that would easily break through Lanturn. It can also act as the main wincon of the team with its Calm Mind set.

[STRATEGY COMMENTS]
Other Options
=============
Water
--------
Scald can be used over Protect to fish for burns and threaten out physical attackers, but Protect is generally the safer choice.

Checks and Counters
===================
Water
--------

**Ground-types**: Most Ground-types hit hard enough with their STAB Ground-type moves to OHKO or nearly OHKO Lanturn, including Landorus and Excadrill. Ground-types tend to wall Lanturn as well, since it only carries Toxic, which can also be stopped by Excadrill.

**Grass-types**: Grass-types fear little from Lanturn's Scald and Volt Switch, and Ferrothorn and Mega Venusaur are both immune to Toxic, leaving Lanturn powerless against them. Many of Grass's setup sweepers, such as Celebi, Breloom, and Tapu Bulu, can all also use Lanturn as setup bait.

**Taunt Users**: Lanturn relies a lot on Toxic to threaten Pokemon, meaning that Taunt users such as Mew and Keldeo can easily shut it down.

**Toxic-immune Pokemon**: Pokemon that are not affected by Toxic, such as Mega Venusaur and Jirachi, as well as Substitute users like Tapu Bulu and Suicune, can easily take advantage of Lanturn because of its reliance on Toxic to damage opposing Pokemon.

**Strong Wallbreakers**: Since Lanturn's physical bulk is pretty poor, strong wallbreakers such as Choice Band Dragonite can OHKO it without needing a super effective move, meaning Lanturn is forced out by them. Kyurem-B can freely spam Fusion Bolt against Lanturn thanks to Teravolt bypassing Volt Absorb.

**Entry Hazards**: Stealth Rock, Spikes, and Toxic Spikes all severely hinder Lanturn's ability to switch into threats and pivot, meaning it will get worn down very quickly if these are not dealt with properly.

[CREDITS]
- Written by: [[Felines, 290520]]
- Water analysis by: [[Felines, 290520]]
- Quality checked by: [[Decem, 362454], [maroon, 305839], [Eien, 100418]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [<username2>, <username2>]]
Done, thanks; and this should (finally) be done!
 

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