QC Checks: Punchshroom / Soulgazer / Dat Blast
GP Checks: horyzhnz / fleurdyleurse
Overview
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name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Toxic / Thunder Wave
ability: Volt Absorb
item: Leftovers
evs: 40 HP / 252 Def / 216 SpD
nature: Calm
Moves
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Usage Tips
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Team Options
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name: Choice Specs
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Thunderbolt
ability: Volt Absorb
item: Choice Specs
evs: 196 HP / 252 SpA / 60 Spe
nature: Modest
Moves
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Set Details
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**Grass-types**: Special Grass types such as Sceptile, Exeggutor and Roselia can take any burns from Scald and resist both of Lanturns' STAB moves; they'll easily take any attack provided it isn't running the Choice Specs set. They threaten out Lanturn with their STAB Grass moves and can easily work around it by setting up Substitute and hazards while Lanturn switches.
**Ground-types**: Only Ground type which can counter is Seismitoad with its Water Absorb ability but others can't switch in due to Scald; taking a super effective hit and a chance of burn occuring. Ground types faster than Lanturn can check such as Torterra, Golurk and offensive Rhydon with Earthquake or force it to switch out.
**Lanturn**: Without the Choice Specs HP Grass or Toxic, you'll find yourself being walled by another Lanturn
**Hard hitters**: Such as Choice Band Sawk, Zangoose, Life Orb Kabutops and Kangaskhan can easily 2HKO or OHKO Lanturn due to their raw power depending on how much health Lanturn still has when they dish out the attack
**Hazards**: You want to keep hazards away from your team when Lanturn is trying to Volt Switch and gain momentum constantly otherwise you'll find Lanturns health going down and putting a stop to the amount of times you can keep switching in and out; Leftovers isn't reliable enough to gain back your HP
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- Reliable Abilities
- Can gain momentum with Volt Switch
- Access to support moves such as Thunder Wave and Heal Bell
- Good coverage
- Unique typing in the whole tier
- Resists Steel, Flying, Ice and Fire; nullifies Water and Electric moves based on the ability being used
- No reliable recovery
- Average stats overall
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name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Toxic / Thunder Wave
ability: Volt Absorb
item: Leftovers
evs: 40 HP / 252 Def / 216 SpD
nature: Calm
Moves
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- Scald helps Laturns' poor Defense stat by spreading burn and is a reliable STAB move
- Volt Switch can allow you to gain momentum
- Heal Bell is to provide support to the team and keep them free of status
- Toxic is for Pokemon such as Seismitoad which have no problem dealing with any of the moves above
- Thunder Wave spreads paralysis on the opposing team
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- Can run Bold as it avoids getting 2HKO from LO Magmortar's Earthquake without Stealth Rocks
- EVs allow Lanturn to hit Leftovers number and take hits from physical and special Pokemon
- Calm Nature to take Specially Defensive hits better while at the same time investing EVs in Defense.
- Leftovers as it has unreliable recovery; having to rely on Rest isn't good
- The no Speed EVs allow a slow Volt Switch; this means that Lanturn takes the damage before using Volt Switch and gives the one coming in a free switch-in
Usage Tips
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- Gaining momentum for your team
- Burning Pokemon
- Spreading status and recovering your own teams ones
- Take hits from both sides
- Help frail Pokemon come in and setup if needed
- Balance teams
Team Options
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- Support with bulky Grass types with recovery such as Tangela, Roselia and Vileplume
- Bulky Torterra works well with Lanturn due to its weaknesses being covered by Lanturns dual typing; it can also absorb grass attacks coming towards Lanturn and if bulky, can take physical hits well
- Weezing has access to Levitate and can take Grass attacks which are handed out
- Cryogonal can take Grass hits, is immune to Earthquake and can remove hazards with Rapid Spin
- Scyther; resists Grass attacks by 4x, has access to Roost and also gain momentum with U-turn making an effective VoltTurn
- Hard hitters such as Zangoose really enough the free switch from the slow Volt Switch giving it a switch-in to a Pokemon that is most likely going to be scared out; giving you a free turn to setup
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name: Choice Specs
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Thunderbolt
ability: Volt Absorb
item: Choice Specs
evs: 196 HP / 252 SpA / 60 Spe
nature: Modest
Moves
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- Ice Beam allows Lanturn to not get walled by Dragon-types and Grass-types which resist both its STAB moves
- Scald has 100% and the chance to burn the opponent
- Hydro Pump has more power than Scald but you have to risk the chance of missing
- Volt Switch is for the momentum again
- Hidden Power Grass is to hit Seismitoad and other Lanturns'
- Thunderbolt is also another option for a hard hitting STAB move. An electric move without being forced to switch and more people
Set Details
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- Choice Specs and max Special Attack(Modest) to ensure you're getting the most out of the attacks used
- Volt Absorb to recover health from those Electric attacks rather than Water Absorb since it already resists water type moves
- 60 Spd is to outspeed neutral Seismitoad and be able to check it with Hidden Power Grass
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- Natural bulk allows Lanturn to take hits unlike other Choice Specs users which are frailer due to their defense
- Works as an offensive pivot
- Gives setup sweepers a free switch in after using Volt Switch
- Longer durability when played right with ability than other Choice Specs users
- Offensive and Balance teams
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- Paired well with Lilligant and Exeggutor which can absorb Ground/Grass attacks and get a free Quiver Dance, Sleep Powder or weather.
- Flying types such as Xatu, Vivillon and Swellow appreciate a Pokemon able to gain HP from one of their weaknesses(Electric)
- Reliable Pokemon in a VoltTurn team
- Scyther can provide a great synergy with Lanturn with its Volt Switch and U-turn shenanigans. You'll be able to keep your momentum going while the opponent fears the attacks and is forced to switch constantly
- Torterra can set up Stealth Rock while opponent keeps switching due to momentum; withering away their health slowly. Lanturn can also take Flying, Ice and Fire attacks; 3/4 of Torterras' weaknesses
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- Surf
- Really open movepool
- Rest + Sleep Talk
- Hidden Power Fire
- Agility
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**Grass-types**: Special Grass types such as Sceptile, Exeggutor and Roselia can take any burns from Scald and resist both of Lanturns' STAB moves; they'll easily take any attack provided it isn't running the Choice Specs set. They threaten out Lanturn with their STAB Grass moves and can easily work around it by setting up Substitute and hazards while Lanturn switches.
**Ground-types**: Only Ground type which can counter is Seismitoad with its Water Absorb ability but others can't switch in due to Scald; taking a super effective hit and a chance of burn occuring. Ground types faster than Lanturn can check such as Torterra, Golurk and offensive Rhydon with Earthquake or force it to switch out.
**Lanturn**: Without the Choice Specs HP Grass or Toxic, you'll find yourself being walled by another Lanturn
**Hard hitters**: Such as Choice Band Sawk, Zangoose, Life Orb Kabutops and Kangaskhan can easily 2HKO or OHKO Lanturn due to their raw power depending on how much health Lanturn still has when they dish out the attack
**Hazards**: You want to keep hazards away from your team when Lanturn is trying to Volt Switch and gain momentum constantly otherwise you'll find Lanturns health going down and putting a stop to the amount of times you can keep switching in and out; Leftovers isn't reliable enough to gain back your HP
Overview
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Lanturn is a great support and offensive Pokemon; it can gain momentum with Volt Switch, which can be beneficial to the team. Its abilities, Volt Absorb and Water Absorb, are useful, as they allow Lanturn to gain back HP when hit by a Electric- or Water-type move, respectively, but Volt Absorb is preferred because Lanturn is already resistant to Water-type attacks. It has a unique Water / Electric typing, which gives it resistances to Steel-, Flying-, Ice-, and Fire-type moves; its typing is only shared this with its pre-evolution, Chinchou and Rotom-W, which is in OU. Although it has access to support moves such as Thunder Wave and Heal Bell, it lacks reliable recovery apart from the subpar Rest.
Supportive Pivot
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name: Supportive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Heal Bell
move 4: Toxic / Thunder Wave
ability: Volt Absorb
item: Leftovers
evs: 40 HP / 252 Def / 216 SpD
nature: Calm
Moves
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Scald is a reliable STAB move that helps Lanturn's poor Defense by crippling physical attackers with burn, halving their Attack. Having Volt Switch on Lanturn can allow it to gain momentum for your team when used effectively, and the fact that Lanturn has no Speed EVs ensures Lanturn will take hits and allow a frail Pokemon to come in after. Heal Bell is to keep Lanturn's teammates clear of status. Toxic aids Lanturn against problematic Pokemon such as Seismitoad, which has no problem dealing with the moves used on this set due to its typing and Water Absorb ability. Thunder Wave can also be used as an option to spread paralysis on the opposing team.
Set Details
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A Calm nature allows Lanturn to take hits better and still invest EVs in Defense to take hits from both sides. Leftovers is used, as Lanturn has unreliable recovery, and Rest isn't used all too much. The lack of Speed EVs allow a slow Volt Switch which means that Lanturn takes the damage before using Volt Switch and gives the Pokemon coming in a free switch. Lanturn can also consider running a Bold nature, as it avoids getting 2HKOed by Life Orb Magmortar's Earthquake without Stealth Rock on the field with one.
Usage Tips
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This set is to be used as a bulky pivot. Lanturn is used to gain momentum for the team with Volt Switch; however, you'll have to be cautious with when to use it, due to the ubiquity of Seismitoad. Lanturn is also used for spreading burns with Scald and keeping the team free of status with Heal Bell. It is quite bulky overall, due to the EVs that are invested in both Defense and Special Defense. Lanturn allows frail Pokemon on the team to come in and set up if needed; they can then potentially sweep or clean up the rest of the battle. This sort of strategy and usage is preferred on balanced or offensive teams.
Team Options
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Lanturn struggles to damage Grass-types, so support from bulky Grass types with access to recovery, such as Tangela, Roselia, and Vileplume, is really appreciated. Bulky Torterra works well with Lanturn, due to its Ice, Fire, and Flying-type weaknesses being easily covered by Lanturn. Torterra can take physical hits well and has access to Stealth Rock; this can be advantageous, due to the opponent having to keep switching out from Lanturn and the teammate that comes in through Volt Switch. Weezing has access to Levitate and can take Grass-type attacks. Cryogonal is a good specially defensive wall that can also take Grass-type hits and is immune to Earthquake; it can also remove hazards with Rapid Spin.
Scyther has excellent synergy with Lanturn, thanks to its Flying / Bug typing that gives it a 4x resistance to Grass-type attacks. Scyther also has access to Roost and can gain momentum similarly to Lanturn with its STAB U-turn, forcing Pokemon to switch or take a hard hit; this forms an effective VoltTurn core. Hard hitters such as Zangoose really like the slow Volt Switch, which can be used to switch a hard hitter in on a Pokemon that is most likely going to be scared out, therefore giving it a free turn to set up.
Choice Specs
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name: Choice Specs
move 1: Scald / Hydro Pump
move 2: Volt Switch
move 3: Ice Beam
move 4: Hidden Power Grass / Thunderbolt
ability: Volt Absorb
item: Choice Specs
evs: 196 HP / 252 SpA / 60 Spe
nature: Modest
Moves
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Scald has 100% accuracy and the chance to burn your foe, whereas Hydro Pump has more power than Scald if you're willing to risk the chance of the attack missing. Volt Switch is used for gaining momentum. Ice Beam is to ensure that Lanturn is not walled by Dragon- and Grass-types, which resist both of Lanturn's STAB moves. Hidden Power Grass is to catch the unsuspecting Seismitoad. Thunderbolt, however, is also another option for a hard-hitting Electric STAB move which doesn't force Lanturn to switch out.
Set Details
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Choice Specs, a Modest nature, and maximum Special Attack investment ensures that Lanturn hits as hard as possible. Volt Absorb is instead of Water Absorb, as Lanturn already resists Water-type attacks. The 60 Speed EVs are to outspeed neutral Seismitoad and be able to check it with Hidden Power Grass; however, you don't want to be switching Lanturn in on it unless you're sure it is going to use Scald.
Usage Tips
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This set should be used as an offensive pivot. The momentum of Volt Switch is still there and although it may be faster with those 60 Speed EVs invested, loads of Pokemon will still outspeed Lanturn, allowing it to take the hit and let another Pokemon come in unscathed. Lanturn doesn't want to take too many hits though, but you'll soon find it has more durability than other Choice Specs users. This set, similar to the supportive pivot set, can be used on offensive and balanced teams.
Team Options
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Lanturn pairs with Lilligant and Exeggutor which can absorb Ground and Grass-type attacks and get a Quiver Dance, Sleep Powder, or a hard hit off against the foe. Flying-types such as Xatu, Vivillon, and Swellow appreciate Lanturn as it absorb Electric-type attacks, which they are weak to. Due to Lanturn having Volt Switch it can easily be effective on a VoltTurn team. Scyther can form a VoltTurn core with Lanturn with U-turn; you'll constantly be able to keep momentum as the opponent fears the attacks and is forced to switch constantly. Torterra can set up Stealth Rock while the opponent is continually forced to switch; whittling away their health slowly.
Other Options
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Surf can be used on Lanturn as it hits harder than Scald but doesn't have the chance to miss like Hydro Pump does. Rest + Sleep Talk can be used with a bulky EV spread with Scald and Volt Switch being the other two moves, allowing Lanturn to recover HP however, this set is completely walled by Seismitoad. Hidden Power Fire is an option as it allows Lanturn to hit Ferroseed hard, thinking that it can come in and potentially catching it off guard. Agility can also be used to raise Lanturn's Speed; however, the fact that slow Volt Switches are really useful and you'll be switching out anyway can really put this to waste.
Checks & Counters
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**Grass-types**: Special Grass-types, such as Sceptile, Exeggutor, and Roselia, don't mind the burn from Scald and resist both of Lanturn's STAB moves. They'll easily take any attack provided Lanturn isn't running the Choice Specs set. They threaten out Lanturn with their STAB Grass-type moves and easily work around it by setting up Substitutes and entry hazards.
**Ground-types**: The only Ground-type that can counter Lanturn is Seismitoad with its Water Absorb ability but others can't switch in due to Scald; none enjoy taking a super effective hit and risking the chance of a burn. Ground-types faster than Lanturn, such as Torterra, Golurk, and offensive Rhydon with Earthquake, can check it or force it to switch out.
**Lanturn**: Without Hidden Power Grass or Toxic, Lanturn will be find itself being walled by opposing Lanturn
**Hard hitters**: Choice Band Sawk, Zangoose, Life Orb Kabutops, and Kangaskhan can easily 2HKO or OHKO Lanturn due to their raw power.
**Entry Hazards**: Entry hazards should be kept off the field when Lanturn is trying to Volt Switch and gain momentum, or you'll find that Lanturn won't be able to keep switching in and out, as Leftovers isn't reliable enough to gain back the HP lost from entry hazards.
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