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If you have a good competitive moveset for Lanturn, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Lanturn Pokédex and learnset for reference.

Sprite

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18 Answers

11 votes

This is my bulky Lanturn, kind of fun, and the perfect amount of annoying:
Lanturn
Lanturn (M) @ Leftovers
Ability: Volt Absorb / Water Absorb
EVs: 44 HP / 192 Def / 224 SpA / 48 SpD
Modest Nature
- 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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2 votes

Lanturn
This is my Lanturn on my X Version (yes, she's shiny~!)

Lanturn @ Life Orb
Ability: Volt Absorb
EVs: 252 HP / 252 SpA / 4 Spe
Hasty Nature
- Ion Deluge
- Volt Switch
- Scald
- Ice Beam

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

Double/Triple Battle

Lanturn (M) @ Leftovers
Ability: Water Absorb / Volt Absorb
EVs: 40 HP / 192 Def / 228 SpA / 48 SpD
Modest Nature
- 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.

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1 vote

Lanturn

Lanturn (M) @ Salac Berry
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- 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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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


Fat Mais Heureux (Lanturn) (F) @ Chesto Berry
Ability: Volt Absorb
EVs: 252 HP / 232 Def / 24 SpA
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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1 vote

Stall Lanturn

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 Def / 252 SpD or 252 HP / 132 Def / 128 SpD
Lonely Nature
- Thunder Wave
- Confuse Ray
- Stockpile
- Aqua Ring

I'm not quite sure which EV spread would give it better bulk. I think the first one would, but I could be wrong.

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.

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you could add Toxic instead of Thunder Wave for damage over time
Small issue -- Taunt will end you, because you have no damaging moves
1 vote

Lanturn @ Leftovers
Ability: Volt Absorb / Water Absorb
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Soak
- Thunder / Thunderbolt
- Thunder Wave / Confuse Ray / Hydro Pump
- Ice Beam

  • soak
    Allows next move to hit super effectively
  • thunder/thunderbolt
    This Pokemon is great on a rain team. Use thunder if you are using a rain team, thunder bolt if not.
  • Thunder wave/confuse Ray/hydro pump
    Inflict Status or STAB
    -Ice beam
    ...

The other moves apart from the first two is in case something goes wrong, and you still will have boltbeam to attack.

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0 votes

Lanturn (M) @ Focus Sash
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- 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
Ability: Volt Absorb / Water Absorb
EVs: 44 HP / 192 Def / 224 SpA / 48 SpD
Modest Nature
- Confuse Ray
- Thunder Wave
- Thunder Bolt
- Surf

Confuse Ray + T-Wave gives them a 33% of attacking.
Thunder bolt is a nice STAB also Surf is another STAB

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0 votes

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

Lanturn @ King's Rock
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- 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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I love using this set-thanks!
0 votes

I don't use Lanturn that much, so here's the moveset.

Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Thunder
- Thunderbolt
- Blizzard
- Hydro Pump

Basically, Thunderbolt is just a less powerful Thunder, with more PP and a chance of paralysis. Thunder is an extremely powerful electric attack with a chance of paralysis, but only 70 accuracy on a downside. Blizzard is basically the ice version of Thunder but can instead leave the opposing Pokemon frozen. Hydro Pump also has great power, and slightly more accuracy, with that being 80.

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0 votes

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Scald / Hydro Pump
- Volt Switch
- Ice Beam
- Hidden Power [Fire]

Scald/Hydro Pump (water STAB)
Volt Switch (STAB pivot)
Ice Beam (for Dragon, Ice, Ground)
Hidden Power Fire (for Ferrothorn and others)

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0 votes

Gen 8 PU
Lanturn
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Volt Switch
- Heal Bell

Volt Absorb allows Lanturn to be able to switch into an electric type move. Scald is STAB and has a chance to inflict a burn, which can cripple physical attackers. Toxic is to help wear down the opponent's HP. Volt Switch is for pivoting. Heal Bell allows Lanturn to heal your team's status conditions that could cripple them.

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0 votes

Gen 8 PU

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 36 HP / 236 Def / 236 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Rest
- Sleep Talk

Basically RestTalk Wishiwashi, but on a different Pokemon. Scald is for the 30% chance to burn. Volt Switch is for pivoting. Rest is for healing. Sleep Talk allows you to fish for a burn or pivot while you're sleeping.

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0 votes

Gen 6 NU
Lanturn (M) @ Wise Glasses
Ability: Volt Absorb
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunder
- Blizzard
- Charge Beam
Hydro Pump is STAB, and it has coverage. Thunder is STAB and may Paralyze the target. Blizzard can cover up Dragon and Grass and may freeze. Charge Beam and those Wise Glasses can make its Special Attack Stronger. (Charge Beam has 70% to raise the stat.)

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Lanturn was NU in Gen 6, not PU.
https://www.smogon.com/dex/xy/pokemon/lanturn/#!
0 votes

Gen 8

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 Def / 4 HP / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Confuse Ray
- Scald
- Volt Switch

Lanturn still struggles to be somewhat viable, but it has potential for it. Don't expect it to stand against any of the current high tier meta, but do expect it to leave off some of its very annoying impact for those unsuspecting victims.

Now, you're running Para-Fusion along with a potential Scald burn, which should be clear what your job here is. This little fishy has both some speed and bulk to it, so keep that in mind as you start off with T-Wave. Once you get that off, you will most likely have a free Confusion as well, and with a little luck gain a free move.

This means your opponent will either be switching out, or struggling their way through to kill (be mindful, those determined can likely take you out in 2-3 hits). The setups are in your favor here, so whether you choose to stall a bit, Scald-Burn a likely switch, or simply Volt Switch out of there is your choice.

Lanturn has very little healing options, so you should be careful when it's worth sacking it and when you can predict the all-common Regileki or Fishious Rend to get some HP back. (Though you won't live either of those, but you may get Regi to switch.)

Calm Nature gives you a little more SpD, and Leftovers are pretty much Lanturn's only way of healing. Its Abilities I suggest basing over the current meta rather than anything else, as it tends to be ever-changing depending on GameFreak's next Mega Rayquaza of the generation. It's likely you'll be switching the two if you find the other fitting you better.

Edit: I meant Confuse Ray instead of Confusion, typed wrong. Thanks for pointing out!

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Why do you mention sending Lanturn into Regieleki? Why not just use Lanturn in lower tiers?
0 votes

Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 SpD/ 4 SpA
Calm Nature
- Discharge / Thunderbolt / Thunder
- Scald
- Ice Beam / Blizzard
- Stockpile

Explanation: Lanturn is underrated, its got one of the best defensive type combination in the game with good enough offensive power with its move pool being wide with BoltBeam+Water Type coverage and it has access to Stockpile to make it even more bulky and it having Leftovers for some extra recover to make it a bit of an annoyance to kill. Overall, a solid but underrated Pokemon.

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0 votes

Special Wall Lanturn

Lanturn @ Leftovers
Ability: Water Absorb / Volt Absorb
EVs: 48 SpD / 224 SpA / 192 Def / 44 HP
Calm Nature
- Eerie Impulse
- Thunder Wave / Confuse Ray
- Scald
- Aqua Ring

Explanation: This is my Special Wall Lanturn. Eerie Impulse is to screw special attackers, Thunder Wave is for paralyzing, Confuse Ray to confuse, Scald is STAB that can burn opponents which screws physical attackers as well ( and even if they cannot be burnt due to being a fire type, scald will be super affective ), Aqua Ring is compulsory since Lanturn doesn’t have any other healing moves like Recover, and stacks nicely with Leftovers.

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Volt Absorb is better due to it already resisting Water. Also, EVs should be in multiples of 4, so you are wasting 4 EVs right now.
What's the purpose of the EV spread?
First, sorry for the late reply. This EV spread gives a level 100 Lanturn 200 in both defenses, 401 HP and 268 spA. The nature boosts it’s special defense even more
Yes, but in what situation does having 200 defense help you specifically? If it's a special wall, wouldn't you be better off running 252HP and 252Sp.Def? And in what situation does 268 Spa make the set better?