Lanturn
Type: Water/ Electric
Stats: 125 | 58 | 58 | 76 | 76 | 67
Abilities: Volt Absorb | Illuminate
Introduction
Whilst Lanturn might not stand out at first, due to being quite slow and low-powered, its unique typing and great bulk, as well as passable offensive power, make it a good check to rain-abusing attackers and good at controlling the momentum versus bulkier teams. Lanturn usually plays as a tank, spreading paralysis and pressuring common bulky Pokémon such as Moltres and Vaporeon with its good STABs and coverage. Whilst its Ground-type weakness and poorer physical bulk, as well as only passable offensive power, limit its capabilities, it's a strong anti-metagame Pokémon that should be worthy of consideration on your team.
Sets
ParaTank
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 84 Def / 172 SpA / 132 SpD / 80 Spe
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Ice Beam
- Surf
Set Details
Thunderbolt and Surf are reliable STAB options - Surf is chosen over Hydro Pump for both reliability and for the higher PP. Ice Beam complements its Electric STAB nicely and does heavy damage to Dragonite. Thunder Wave rounds out the set and lets it spread paralysis for a slower partner such as CB Rhydon, Bulk Up Hariyama, or Swords Dance Ursaring. Volt Absorb is its only useful ability, but it does very little in this metagame. The EVs invested into HP, Def, and SpD allow it to avoid the OHKO from unboosted Adamant Dragonite's Earthquake as well as the 2HKO from Modest Ludicolo's Giga Drain, whilst the Spe EVs allow it to outspeed Adamant Marowak, with the rest of the EVs put into SpA to maximise its offensive power, making it as hard to switch into as possible. Moving 28 EVs from its defenses into Special Attack is an option to turn its 87.5% chance to OHKO 48 HP Marowak with Surf into a guarantee'd OHKO. Lanturn's biggest vulnerability is often its weakness to status; although it can be somewhat mitigated if played well, it appreciates heal bell, or at least wish support.
Other Options
A set abusing Rain Dance, Thunder, and Hydro Pump and Ice Beam alongside is an interesting option for rain teams that can help in matchups against the likes of Vaporeon and opposing rain, but is difficult to make use of in practice often due to its low speed. Weaker options include Toxic but that's ineffective versus its best switch-ins in Chansey and Registeel, and is a much more commonly available status in the metagame. Hidden Power Grass is an option that hits other Quagsire and Lanturn. Finally, Substitute alongside either Leftovers or a pinch berry such as Petaya is an option but Lanturn is too slow and low-powered to make effective use of those approaches. Finally, Confuse Ray or Swagger can be tried alongside Thunder Wave to abuse parafusion, however it usually has better ways to make use of its moveslots.
Checks and Counters
Chansey takes absolutely nothing from anything Lanturn can throw at it, whilst Lanturn will go down to Toxic and Seismic Toss. Registeel takes very little from Lanturn's attacks and can often heal the damage off with Rest, whilst threatening Lanturn with Earthquake. Quagsire is immune to Lanturn's STABs and threatens it with Earthquake and Toxic. Venusaur can force Lanturn out and steal momentum with Sleep Powder and Leech Seed, but takes quite heavy damage from Ice Beam. Ludicolo as well as other Grass-types can force Lanturn out, but may find themselves crippled in the process. Failing that, landing Toxic on it and switching around abusing resistances and immunities is a means of forcing it out, or using a powerful offensive Pokémon such as Tauros or CBNite, however they may find it difficult to switch in.

Type: Water/ Electric
Stats: 125 | 58 | 58 | 76 | 76 | 67
Abilities: Volt Absorb | Illuminate
Introduction
Whilst Lanturn might not stand out at first, due to being quite slow and low-powered, its unique typing and great bulk, as well as passable offensive power, make it a good check to rain-abusing attackers and good at controlling the momentum versus bulkier teams. Lanturn usually plays as a tank, spreading paralysis and pressuring common bulky Pokémon such as Moltres and Vaporeon with its good STABs and coverage. Whilst its Ground-type weakness and poorer physical bulk, as well as only passable offensive power, limit its capabilities, it's a strong anti-metagame Pokémon that should be worthy of consideration on your team.
Sets
ParaTank
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 84 Def / 172 SpA / 132 SpD / 80 Spe
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Ice Beam
- Surf
Set Details
Thunderbolt and Surf are reliable STAB options - Surf is chosen over Hydro Pump for both reliability and for the higher PP. Ice Beam complements its Electric STAB nicely and does heavy damage to Dragonite. Thunder Wave rounds out the set and lets it spread paralysis for a slower partner such as CB Rhydon, Bulk Up Hariyama, or Swords Dance Ursaring. Volt Absorb is its only useful ability, but it does very little in this metagame. The EVs invested into HP, Def, and SpD allow it to avoid the OHKO from unboosted Adamant Dragonite's Earthquake as well as the 2HKO from Modest Ludicolo's Giga Drain, whilst the Spe EVs allow it to outspeed Adamant Marowak, with the rest of the EVs put into SpA to maximise its offensive power, making it as hard to switch into as possible. Moving 28 EVs from its defenses into Special Attack is an option to turn its 87.5% chance to OHKO 48 HP Marowak with Surf into a guarantee'd OHKO. Lanturn's biggest vulnerability is often its weakness to status; although it can be somewhat mitigated if played well, it appreciates heal bell, or at least wish support.
Other Options
A set abusing Rain Dance, Thunder, and Hydro Pump and Ice Beam alongside is an interesting option for rain teams that can help in matchups against the likes of Vaporeon and opposing rain, but is difficult to make use of in practice often due to its low speed. Weaker options include Toxic but that's ineffective versus its best switch-ins in Chansey and Registeel, and is a much more commonly available status in the metagame. Hidden Power Grass is an option that hits other Quagsire and Lanturn. Finally, Substitute alongside either Leftovers or a pinch berry such as Petaya is an option but Lanturn is too slow and low-powered to make effective use of those approaches. Finally, Confuse Ray or Swagger can be tried alongside Thunder Wave to abuse parafusion, however it usually has better ways to make use of its moveslots.
Checks and Counters
Chansey takes absolutely nothing from anything Lanturn can throw at it, whilst Lanturn will go down to Toxic and Seismic Toss. Registeel takes very little from Lanturn's attacks and can often heal the damage off with Rest, whilst threatening Lanturn with Earthquake. Quagsire is immune to Lanturn's STABs and threatens it with Earthquake and Toxic. Venusaur can force Lanturn out and steal momentum with Sleep Powder and Leech Seed, but takes quite heavy damage from Ice Beam. Ludicolo as well as other Grass-types can force Lanturn out, but may find themselves crippled in the process. Failing that, landing Toxic on it and switching around abusing resistances and immunities is a means of forcing it out, or using a powerful offensive Pokémon such as Tauros or CBNite, however they may find it difficult to switch in.
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