ScraftyIsTheBest
On to new Horizons!
So slow at posting skeletons these days. But anyways, here it is. Some sets haven't changed really.
I'm Cool, ain't I?
[Overview]
<p>Although Lanturn lacks any appealing stats outside of its HP, its rare Water / Electric typing gives it many useful resistances and, combined with its ability Volt Absorb, allows it to check many prominent threats such as Omastar, Manectric, Jynx, and most importantly Moltres. Lanturn stands out as the best counter to Moltres in RU, as it resists both of its STABs and can also tank its hits reasonably well thanks to its excellent HP stat. Lanturn also has access to useful utility moves, such as Volt Switch, Heal Bell, and Thunder Wave, giving it some excellent options to support its team. Lanturn's ultimate downfall, however, is its lack of reliable recovery. Due to this, constant damage from attacks and entry hazards will easily take their toll on it. Lanturn is also fairly weak offensively; its middling base 76 Special Attack isn't remarkably strong, which means Lanturn can sometimes be setup fodder for dangerous threats, particularly Sceptile and Lilligant. Lanturn's middling physical bulk also leaves it vulnerable to powerful physical attacks in the tier. Despite this, Lanturn holds a strong niche in RU as a great special tank and pivot.</p>
[SET]
name: Pivot
move 1: Scald
move 2: Volt Switch
move 3: Thunder Wave / Toxic
move 4: Protect / Heal Bell
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD
[SET COMMENTS]
<p>This is Lanturn's most common set in the RU metagame, functioning mostly as a defensive pivot; Lanturn can come in on common special threats, while also being able to grab momentum with Volt Switch. It is able to check many of the prominent special threats in RU, such as Moltres, Omastar, and Manectric. Scald is a great move, as its burn chance allows Lanturn to weaken physical attackers that try to come in on it. Volt Switch lets Lanturn switch out of Grass-types and default to a proper teammate. Thunder Wave can paralyze fast Pokemon such as Accelgor and Sceptile, making them ineffective for the rest of the match. Toxic, however, allows Lanturn to wear down bulkier Pokemon like Druddigon and Slowking. Protect allows Lanturn to scout moves and gain Leftovers recovery; and works well with Toxic. Heal Bell is another invaluable support move in Lanturn's arsenal, allowing it to cure the team and itself from status.</p>
[ADDITIONAL COMMENTS]
<p>The given EV spread allows Lanturn to avoid being 2HKOed by Moltres's Hidden Power Grass, while still being able to check Entei and Emboar relatively well. A Calm nature is chosen to maximize special bulk to make checking Moltres easier. Volt Absorb allows Lanturn to come in on Galvantula and Manectric, while giving it some form of recovery outside of Leftovers. RestTalk is usable to provide Lanturn some form of recovery, and can repeatedly check Moltres. This is, however, quite situational otherwise. Ice Beam could also be used to hit Druddigon and Grass-types, but Lanturn is too weak most of the time anyways.</p>
<p>Spikes support is useful because of the numerous switches Lanturn forces; Ferroseed, Roselia, and Scolipede are all viable options for Spikers and handling opposing Grass-types. Scyther can be a decent teammate, as it can handle opposing Grass-types, and has U-turn to form a VoltTurn core with Lanturn. Emboar and Entei are excellent choices to handle Grass-types as well. Clefable and Alomomola are good teammates to pass Wishes to Lanturn due to its lack of recovery. Finally, Cryogonal is a great choice to remove entry hazards to prevent Lanturn from being repeatedly worn down. Cryogonal can also handle Grass-types decently for Lanturn, while Lanturn resists Fire-type moves in return.</p>
[SET]
name: Special Attacker
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Thunderbolt
move 4: Ice Beam
item: Choice Specs / Life Orb
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe
[SET COMMENTS]
<p>Although Lanturn's middling Special Attack might make this seem like an odd choice, Lanturn is a perfectly viable candidate for a special attacker. Its bulk and typing allow it to come in on a number of special threats, Moltres in particular, and proceed to fire off reasonably powerful attacks. Its ability also allows it a form of recovery by switching into Galvantula and Manectric, which is useful to keep Lanturn healthy. Even though Lanturn's power can still be a bit lacking, it is bulky enough to use its moves multiple times. Lanturn's main advantage over Slowking in this role is its Electric typing, which grants it a good STAB to use against opposing bulky Water-types.</p>
<p>Volt Switch is the most notable move in Lanturn's arsenal, allowing it to switch out to other teammates while grabbing momentum. Hydro Pump is a solid STAB move, packing great power while pummeling Steelix and Rhydon hoping to absorb a Volt Switch. Surf is usable for its accuracy, but the loss in power is noticeable though. Thunderbolt serves as a powerful and reliable move to hit opposing Water-types hard. Ice Beam rounds out the coverage, providing Lanturn with a weapon against opposing Grass-types and Druddigon.</p>
[ADDITIONAL COMMENTS]
<p>The EV spread maximizes Lanturn's power and bulk, and allows it to outpace standard Qwilfish. Choice Specs and Life Orb provide the needed power boosts to Lanturn's middling Special Attack stat, allowing it to deal more damage. Volt Absorb allows Lanturn to check Galvantula and Manectric, and provides it a source of recovery. Expert Belt is a good alternative over Choice Specs or Life Orb due to Lanturn's good coverage, although the loss in power against neutral targets is noticeable.</p>
<p>Entry hazard support is very useful to help Lanturn achieve needed KOs. Roselia and Scolipede are both viable options as they can keep opposing Grass-types at bay. Scyther synergizes very well with Lanturn, as it can handle Grass-types, while Lanturn can cover many of Scyther's weaknesses rather well. The two of them can also form a VoltTurn core to maintain pressure on the opponent. Finally, Entei or Emboar are especially useful to be able to handle opposing Grass-types.</p>
[Other Options]
<p>Lanturn has a number of other options at its disposal that it can make use of. It can use Charge Beam alongside Substitute to steadily boost its middling Special Attack to formidable levels. Rain Dance is usable, and allows Lanturn to hit hard with Surf and Thunder, but is only useful on dedicated rain teams. It can run Confuse Ray alongside Thunder Wave to perform the parafusion strategy; however, this is often seen as a gimmick, and is outdone by Liepard thanks to Prankster. It can also run Aqua Ring to give it a decent form of recovery alongside Leftovers. Lanturn has access to Signal Beam to handle Grass- and Psychic-types. Agility is a notable move to boost Lanturn's Speed and allow it to sweep teams. Finally, Brine is also a decent option to deal heavy damage to weakened opponents, but the move is very situational.</p>
[Checks and Counters]
<p>Grass-types such as Roselia, Sceptile, and Lilligant are notable, as they can come in on most of Lanturn's moves and hit it back bard. Substitute users can use Lanturn as setup fodder due to its low damage output. Strong physical attackers such as Cinccino, Druddigon, and Escavalier can do heavy damage to Lanturn, as its Defense is rather lackluster. Guts or Toxic Boost users such as Hariyama, Zangoose, and Gurdurr can avoid Thunder Wave and hit it extremely hard. Due to Lanturn's lack of reliable recovery, constant pressure will make it easier to eliminate from the match. Finally, Earthquake users such as Golurk, Archeops, and Scolipede can deal large amounts of damage to Lanturn.</p>
Skeleton:
I'm Cool, ain't I?
[Overview]
<p>Although Lanturn lacks any appealing stats outside of its HP, its rare Water / Electric typing gives it many useful resistances and, combined with its ability Volt Absorb, allows it to check many prominent threats such as Omastar, Manectric, Jynx, and most importantly Moltres. Lanturn stands out as the best counter to Moltres in RU, as it resists both of its STABs and can also tank its hits reasonably well thanks to its excellent HP stat. Lanturn also has access to useful utility moves, such as Volt Switch, Heal Bell, and Thunder Wave, giving it some excellent options to support its team. Lanturn's ultimate downfall, however, is its lack of reliable recovery. Due to this, constant damage from attacks and entry hazards will easily take their toll on it. Lanturn is also fairly weak offensively; its middling base 76 Special Attack isn't remarkably strong, which means Lanturn can sometimes be setup fodder for dangerous threats, particularly Sceptile and Lilligant. Lanturn's middling physical bulk also leaves it vulnerable to powerful physical attacks in the tier. Despite this, Lanturn holds a strong niche in RU as a great special tank and pivot.</p>
[SET]
name: Pivot
move 1: Scald
move 2: Volt Switch
move 3: Thunder Wave / Toxic
move 4: Protect / Heal Bell
item: Leftovers
ability: Volt Absorb
nature: Calm
evs: 204 HP / 96 Def / 208 SpD
[SET COMMENTS]
<p>This is Lanturn's most common set in the RU metagame, functioning mostly as a defensive pivot; Lanturn can come in on common special threats, while also being able to grab momentum with Volt Switch. It is able to check many of the prominent special threats in RU, such as Moltres, Omastar, and Manectric. Scald is a great move, as its burn chance allows Lanturn to weaken physical attackers that try to come in on it. Volt Switch lets Lanturn switch out of Grass-types and default to a proper teammate. Thunder Wave can paralyze fast Pokemon such as Accelgor and Sceptile, making them ineffective for the rest of the match. Toxic, however, allows Lanturn to wear down bulkier Pokemon like Druddigon and Slowking. Protect allows Lanturn to scout moves and gain Leftovers recovery; and works well with Toxic. Heal Bell is another invaluable support move in Lanturn's arsenal, allowing it to cure the team and itself from status.</p>
[ADDITIONAL COMMENTS]
<p>The given EV spread allows Lanturn to avoid being 2HKOed by Moltres's Hidden Power Grass, while still being able to check Entei and Emboar relatively well. A Calm nature is chosen to maximize special bulk to make checking Moltres easier. Volt Absorb allows Lanturn to come in on Galvantula and Manectric, while giving it some form of recovery outside of Leftovers. RestTalk is usable to provide Lanturn some form of recovery, and can repeatedly check Moltres. This is, however, quite situational otherwise. Ice Beam could also be used to hit Druddigon and Grass-types, but Lanturn is too weak most of the time anyways.</p>
<p>Spikes support is useful because of the numerous switches Lanturn forces; Ferroseed, Roselia, and Scolipede are all viable options for Spikers and handling opposing Grass-types. Scyther can be a decent teammate, as it can handle opposing Grass-types, and has U-turn to form a VoltTurn core with Lanturn. Emboar and Entei are excellent choices to handle Grass-types as well. Clefable and Alomomola are good teammates to pass Wishes to Lanturn due to its lack of recovery. Finally, Cryogonal is a great choice to remove entry hazards to prevent Lanturn from being repeatedly worn down. Cryogonal can also handle Grass-types decently for Lanturn, while Lanturn resists Fire-type moves in return.</p>
[SET]
name: Special Attacker
move 1: Volt Switch
move 2: Hydro Pump / Surf
move 3: Thunderbolt
move 4: Ice Beam
item: Choice Specs / Life Orb
ability: Volt Absorb
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe
[SET COMMENTS]
<p>Although Lanturn's middling Special Attack might make this seem like an odd choice, Lanturn is a perfectly viable candidate for a special attacker. Its bulk and typing allow it to come in on a number of special threats, Moltres in particular, and proceed to fire off reasonably powerful attacks. Its ability also allows it a form of recovery by switching into Galvantula and Manectric, which is useful to keep Lanturn healthy. Even though Lanturn's power can still be a bit lacking, it is bulky enough to use its moves multiple times. Lanturn's main advantage over Slowking in this role is its Electric typing, which grants it a good STAB to use against opposing bulky Water-types.</p>
<p>Volt Switch is the most notable move in Lanturn's arsenal, allowing it to switch out to other teammates while grabbing momentum. Hydro Pump is a solid STAB move, packing great power while pummeling Steelix and Rhydon hoping to absorb a Volt Switch. Surf is usable for its accuracy, but the loss in power is noticeable though. Thunderbolt serves as a powerful and reliable move to hit opposing Water-types hard. Ice Beam rounds out the coverage, providing Lanturn with a weapon against opposing Grass-types and Druddigon.</p>
[ADDITIONAL COMMENTS]
<p>The EV spread maximizes Lanturn's power and bulk, and allows it to outpace standard Qwilfish. Choice Specs and Life Orb provide the needed power boosts to Lanturn's middling Special Attack stat, allowing it to deal more damage. Volt Absorb allows Lanturn to check Galvantula and Manectric, and provides it a source of recovery. Expert Belt is a good alternative over Choice Specs or Life Orb due to Lanturn's good coverage, although the loss in power against neutral targets is noticeable.</p>
<p>Entry hazard support is very useful to help Lanturn achieve needed KOs. Roselia and Scolipede are both viable options as they can keep opposing Grass-types at bay. Scyther synergizes very well with Lanturn, as it can handle Grass-types, while Lanturn can cover many of Scyther's weaknesses rather well. The two of them can also form a VoltTurn core to maintain pressure on the opponent. Finally, Entei or Emboar are especially useful to be able to handle opposing Grass-types.</p>
[Other Options]
<p>Lanturn has a number of other options at its disposal that it can make use of. It can use Charge Beam alongside Substitute to steadily boost its middling Special Attack to formidable levels. Rain Dance is usable, and allows Lanturn to hit hard with Surf and Thunder, but is only useful on dedicated rain teams. It can run Confuse Ray alongside Thunder Wave to perform the parafusion strategy; however, this is often seen as a gimmick, and is outdone by Liepard thanks to Prankster. It can also run Aqua Ring to give it a decent form of recovery alongside Leftovers. Lanturn has access to Signal Beam to handle Grass- and Psychic-types. Agility is a notable move to boost Lanturn's Speed and allow it to sweep teams. Finally, Brine is also a decent option to deal heavy damage to weakened opponents, but the move is very situational.</p>
[Checks and Counters]
<p>Grass-types such as Roselia, Sceptile, and Lilligant are notable, as they can come in on most of Lanturn's moves and hit it back bard. Substitute users can use Lanturn as setup fodder due to its low damage output. Strong physical attackers such as Cinccino, Druddigon, and Escavalier can do heavy damage to Lanturn, as its Defense is rather lackluster. Guts or Toxic Boost users such as Hariyama, Zangoose, and Gurdurr can avoid Thunder Wave and hit it extremely hard. Due to Lanturn's lack of reliable recovery, constant pressure will make it easier to eliminate from the match. Finally, Earthquake users such as Golurk, Archeops, and Scolipede can deal large amounts of damage to Lanturn.</p>
Skeleton:
[Overview]
[Pivot]
[Pivot AC]
[RestTalk]
[RestTalk AC]
[RD]
[RD AC]
[AoA]
[AoA AC]
[OO]
[C&C]
- Rare typing that gives it excellent resistances
- Nice bulk and good utility
- One of the best special walls in RU, rivaled only by Slowking and Roselia
- The ultimate Moltres check
- Checks a lot of hail threats too such as Rotom-F and Glaceon
- Can serve as a cleric, cripple opponents with T-Wave, and scout
- No recovery
- Weak as hell
- Fodder for dangerous Grass-types
- Despite this, Lanturn is a very cool Pokemon that can make a great addition to your team
[Pivot]
- Lanturn's cookie cutter, specially defensive pivoting set
- Walls Moltres and checks Omastar and Manectric pretty well
- Has good utility as well, Volt Switch keeping momentum intact and Heal Bell or T-Wave helping the team out
- Scald for burning, helps Lanturn take physical hits
- Volt Switch to escape from switch-ins (and Queen's gone, so less risk to using this)
- Thunder Wave for crippling problematic opponents
- Heal Bell helps the team from status
- Ice Beam, however, catches Lilligant and Sceptile who may try to come in on you
[Pivot AC]
- EV spread avoids 2HKO from Moltres's HP Grass, and gives okay physical bulk
- Calm to maximize Special Defense (since you're taking special threats on
- Leftovers for decent recovery
- Volt Absorb to come in on Electric-types for free, also provides okay recovery
- Protect is useful to block hits and extra Leftovers recovery
- Ferroseed, Roselia, and Scolipede are all great Spikers that synergize well with Lanturn and can help rack up damage with the switches Lanturn forces
- Scyther is decent to deal with dem Grass-types
- Mola or Clefable can provide Wish support
- Cryogonal can spin hazards so Lanturn doesn't get worn down as easily, also sports nice synergy with Lanturn (takes care of both Grass and Ground-types while Lanturn handles Fire and Steel)
[RestTalk]
- Rest is Lanturn's only form of recovery, which it can use decently
- Unlike the previous set, this can counter Moltres repeatedly over the course of the match
- While Gen 5's sleep mechs normally make RestTalk a poor idea, Lanturn has Heal Bell so it can wake itself up, a nice boon too
- Lanturn also has a nice defensive typing
- Rest and Sleep Talk are for recovery and to do something while in the sleep turns
- Heal Bell to wake itself up if called and to cure the team
- Discharge is STAB that also causes annoying paralysis
- Scald could be used over either because it checks Emboar and Entei well
[RestTalk AC]
- EV's avoid 2HKO from Moltres HP Grass so that it does even better at checking it, while still checking Entei so some success
- Leftovers for recovery
- Calm Nature to check Moltres and Manectric
- Volt Absorb so Electrics don't do jack to you, also modest recovery
- Roselia and Ferroseed keep Grass-types at bay well
- Maybe a second cleric in case Lanturn can't wake itself up
- Missy can also wear down Steelix and Rhydon
[RD]
- Lanturn is a good asset to rain teams
- Can check Electric-types, set up rain reliably, and pose a nice offensive threat too (both STAB's like rain)
- Abusing rain sets it apart from Volbeat and Uxie
- Rain Dance is what this set does (duh)
- Thunder to spam in rain
- Hydro Pump for that power in the rain, but Surf for the accuracy. The old accuracy vs. power; pick your poison
- Volt Switch to get Lanturn to a rain sweeper
- Heal Bell work too though, as it heals status from your sweepers
[RD AC]
- EV spread invests in bulk and power
- Damp Rock for the full rain turns
- Modest to hit pretty hard with Hydro Pump / Surf and Thunder
- Volt Absorb to absorb Electric moves that trouble rain
- Mesprit and Uxie make nice secondary rain setters
- Kabutops, Omastar, and Ludicolo
- Moltres
[AoA]
- Hits with decent power and has neat coverage
- Can recover itself in the process
- Volt Switch is also nice
- That also allows nice power and to switch out of battle
- Hydro Pump or Surf for Water STAB
- Thunderbolt for Electric STAB
- Ice Beam for the nice coverage (ahem Druddigon)
[AoA AC]
- Power and bulk to boot
- Specs for obvious reasons, LO works too for freedom of moves
- Modest for max power
- Volt Absorb to come in on Electrics then spam moves
- Scyther makes a good VoltTurn core
- Scolipede and Roselia can set up Spikes to rack up the momentum between Volt Switch
- Entei and Grass-types make FWG
[OO]
- SubCharge Beam
- Parafusion, but that's an impractical gimmick
- Signal Beam
- Aqua Ring
- Agility
- Not much
[C&C]
- Grass-types
- Anything with a Substitute can use Lanturn as setup fodder
- Physical attackers in general
- Substitute+Calm Mind can use Lanturn as setup fodder
- Roselia
- Pokemon with EQ and Speed such as Golurk, Archeops, etc can do
- Escavalier doesn't mind much outside of Scald, can smash it
- Hariyama and Gurdurr have Guts and can hurt Lanturn with power
- Entry hazards will keep wearing Lanturn down over the course of the match
- CB Cinccino and Druddigon will KO no matter what
- Oh and Protect+Guts Swellow too I guess
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