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What is a good moveset for Lanturn?

2 votes

Mine knows:

Thunderbolt: Good power, high accuracy, chance to paralyze, can attack Pokemon using Fly, STAB.

Charge: Increases power of Thunderbolt, increases Sp. Def.

Surf: Good power, high accuracy, STAB.

Aqua Ring: Heals Lanturn, makes poison and burn almost useless.

Lanturn Learnset

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Very good moves to complement lanturn.
Lanturn (M) @ Leftovers
Trait: Volt Absorb
EVs: 252 HP / 192 Def / 16 SAtk / 48 SDef
Modest Nature (+SAtk, -Atk)
- Stockpile
- Boil Over
- Heal Bell
- Thunderbolt
Awesome stall Lanturn:
Lanturn (F) @ Leftovers
Trait: Volt Absorb / Water Absorb
*Confuse Ray*
*Thunder Wave*
*Attract*
*Waterfall*
I used this Lanturn at Battle Frontier and rekt everything.

13 Answers

11 votes

This is my bulky Lanturn, kind of fun, and the perfect amount of annoying:

Lanturn (M) @ Leftovers
Trait: Volt Absorb / Water Absorb
EVs: 44 HP / 192 Def / 224 SAtk / 48 SDef
Modest Nature (+SAtk, -Atk)
- Discharge
- Ice Beam
- Aqua Ring
- Stockpile
The basic idea of this move-set is to Stockpile to increase both defenses up to a +3 (500 each) and abuse Healing over time (Leftovers + Aqua Ring) and Lanturn's huge HP Stat. Discharge is a nice special STAB with a 30% Para chance, which in nice, given Lanturn's cruddy Speed stat. Ice Beam gives that Bolt-Beam coverage, with Discharge being the Bolt part, as well as covering Lanturn's 2 weaknesses (Grass and Ground).
EVs give it a healthy 401 HP, even 200 for both defenses, and a healthy 268 SpAtk. Nature further increases Lanturn's attacking ability. The ability is preference, although I prefer Water Absorb, simply due to the influx of Rain teams this meta; however, I would suggest you base the choice from your team, if most of your team resists Water, then there isn't much chance a water type attack is going to come your way to abuse a switch.

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3 votes

Good, but maybe replace charge with signal beam, to cover the grass weakness, since thunderbolt and surf are not very effective against grass types.

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1 vote

Double/Triple Battle

Lanturn (M) @ Leftovers
Trait: Water Absorb/Volt Absorb
EVs: 40 HP / 192 Def / 228 SAtk / 48 SDef
Modest Nature (+SAtk, -Atk)
- Surf
- Discharge
- Blizzard
- Protect

Choosing between Water and Volt Absorb depends on your teammates. Surf is the more common attack in multi-battles though, so Water Absorb might be the best choice. Surf and Discharge are STAB that hit multiple foes. Blizzard hits multiple foes. Protect protects you from Earthquake mainly.

answered by
1 vote

1.Firstly,thunder which has a high power.
2.Hydro pump(same reason as thunder.)+covers ground weakness.
3.Rain dance to boost attack of hydro pump,accuracy of thunder and gives thunder a 25% chance of penetrating protect and detect.(Oh yeah, adds another turn for getting ready for solarbeam too!)
4.Signal beam isn't that good but at least it covers lanturn's grass weakness.

answered by
Maybe IceBeam instead of signal beam for power? By the way, good luck with accuracy!
1 vote

Lanturn

Lanturn (M) @ Salac Berry
Trait: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)

  • Thunder Wave
  • Surf/ Whirlpool
  • Electro Ball
  • Confuse Ray/ Ice Beam/ Signal Beam

First, If you chose Whirlpool, you use that to trap the opponent. Surf is just a strong STAB move.

Thunder Wave is to slow the opponent down, powering up your Electro Ball.

Confuse Ray is for possible free turns of damage.

Ice Beam & Signal Beam are coverage.

Salac Berry is for extra speed
___

NOTE: I did not put Scald as an option because you do not want to risk burning them instead of paralyzing them. You need to paralyze them for Electro Ball's sake.

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edited by
Oooh, cool I love to see that Lanturn in the metagame!
In B2/W2 It can learn Icy Wind, so that will help with the Electro Ball boost, it's weaker than Ice Beam, but since you are a Timid Lanturn, that would work way better by lowering your opponent's Speed, since Thunder Wave already has a chance to paralyze anyway.
1 vote

Lanturn
This is my Lanturn on my X Version (yes, she's shiny~!)
[email protected] Orb
Ability: Volt Absorb
Nature: Hasty (+Speed, -Defense)
Characteristic: Takes plenty of siestas (HP)
EVs: 252 HP, 252 Special Attack, 4 Speed
Moveset:
Ion Deluge (Turns Normal moves into Electric, which she can absorb)
Volt Switch (STAB, switches out to a stronger Pokemon to face the opponent)
Scald (STAB, chance of burn)
Ice Beam (Coverage, protects against her only weaknesses, Ground and Grass)

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1 vote

Stall Lanturn

Lanturn @leftovers
Ability: Volt Absorb
Nature: Lonely
EVs: Either 252 Def/ 252 Sp. Def OR 252 HP/132 Def/128 Sp. Def
I'm not quite sure which spread would give it better bulk. I think the first one would, but I could be wrong.

Moves:
Thunder wave- Keep your opponent from attacking you.
Confuse Ray- Keep your opponent from attacking you even more, and make them punch themself in the face.
Stockpile- Boost your bulk.
Aqua Ring- Heal yourself as your opponent is punching themself in the face.

This can be very useful, but if your opponent has Own Tempo or uses a taunt, you'd better switch. I recommend having something on your team that's weak to electricity so you can predict a thunderbolt and switch into Lanturn.

answered by
you could add Toxic instead of Thunder Wave for damage over time
0 votes

Gen V

Lanturn (F) @ Life Orb

Trait: Water Absorb

EVs: 252 HP / 128 SAtk / 128 SDef

Modest Nature (+SAtk, -Atk)

  • Scald
  • Confuse Ray
  • Ice Beam
  • Thunderbolt
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0 votes

Lanturn (M) @ Focus Sash
Trait: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Thunder Wave
- Ice Beam
- Confuse Ray

A crippler set start things off with thunder wave to slow em down and possibly take a hit with focus sash then makes them almost incapable of attack with confuse ray delivering the last few blows with surf and ice beam.

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0 votes

Lanturn (M) @ Leftovers
Trait: Volt Absorb / Water Absorb
EVs: 44 HP / 192 Def / 224 SAtk / 48 SDef
Modest Nature (+SAtk, -Atk)
- Confuse Ray
- Thunder Wave
- Thunder Bolt
- Surf
Confuse Ray+T-Wave it gives them 33% of attacking.
Thunder bolt is a nice STAB also Surf is another STAB

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0 votes


Fat Mais Heureux (Lanturn) (F) @ Chesto Berry
Ability: Volt Absorb
EVs: 232 Def / 252 HP / 24 SAtk
Bold Nature
- Stockpile
- Rest
- Scald
- Ice Beam/Thunderbolt

This guy is great. If you set up a few Stockpiles, you'll be able to live everything. Scald is obvious, it's STAB and has a good chance to burn. Ice Beam is for extra coverage and is great for for Dragons. You could run Thunderbolt instead if you want, but I prefer Ice Beam.

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0 votes

Here's a quirky (or should I say Timid) moveset:

Volt Absorb
King's Rock
Timid (+Speed, -Attack)
252 Speed/252 Special Attack/4 HP

Electro Ball
Soak
Thunder Wave
Ion Deluge

Here's the strategy: Start off with Soak if the opponent is Ground-type (which makes them lose their STAB EQ, etc. and sets them up for being T-Waved next turn) or start off with T-Wave if the opponent isn't Ground-type. Now that they're paralyzed, Electro Ball yourself to victory while nabbing some recovery via Ion Deluge.

Now, I realize that this Lanturn in particular is frail, but that's why I gave it max Speed-130 at Lv. 50-which'll allow it to out-speed most Ground-types. No investments in defenses because you're basically shutting down the opponent and KO-ing them rather quickly.

I'd say this set works just as well in Singles as other formats.

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0 votes

Lanturn @ Shell Bell
Ability: Water Absorb
Nature: Modest
Moves:

  • Scald, high power, chance to burn, counters Ground weakness
  • Ice Beam, counter Grass weakness, chance to freeze
  • Thunder, very high power, accuracy boosted with
  • Rain Dance, positively effects Thunder and Rain Dance, halves Fire-Type effectiveness

You want to set up Rain Dance, then Thunder to not waste PP. If paired with my support Gardevoir ( WoW, T-Wave, Heal Pulse, Psyshock) it wrecks opposing teams. Support Gardevoir heals Lanturn and Psyshocks it's way through those pesky Special Walls.

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