twinkay
it's handled
[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]]
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]]
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