Competitive Information for Lanturn [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Lanturn lanturn
Base Stats for Lanturn

Water / Electric

Abilities:
Volt AbsorbVolt Absorb: This Pokemon heals 1/4 of its max HP when hit by Electric moves; Electric immunity.
,
IlluminateIlluminate: No competitive use.
,
Water AbsorbWater Absorb: This Pokemon heals 1/4 of its max HP when hit by Water moves; Water immunity.


Evolutions / Family:
Chinchou
Lanturn

Weakness Chart for Water/Electric-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
  
  
  
0.5x
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
2x
0.5x
  
  
  
  
0.25x
0.5x
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for LanturnVisit Serebii's Pokedex for location, breeding, and other game details about LanturnVisit Bulbapedia for more information about LanturnVisit Pikalytics for competitive usage stats on Lanturn

Movesets for Singles


What is a good competitive moveset for Lanturn? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Lanturn in Pokemon Sun/Moon:

PelipperKabutopsGarchompEspeonSerperiorSwampert-MegaKingdraVolcaronaLudicoloStarmieArbokHonchkrow


Lanturn is a stupendous Water and Electric-typed Pokemon. It's a super common sight to see Lanturn out in the 7th generation battlefield. Lanturn's only type-related weaknesses are Grass and Ground.


Species: Lanturn
Item: Leftovers / Assault Vest
Ability: Volt Absorb
Nature: Modest (+SpA, -Atk)
EVs: 252 Def / 252 SpA / 4 Spe
Moveset:
- Scald
- Volt Switch / Thunder Wave
- Heal Bell
- Toxic

Special Tank Lanturn (Analytic)

Lanturn is a marvelous Special Tank. It is meant to take a hefty amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Lanturn last longer regaining it's it's HP every turn. With Volt Absorb, Lanturn heals 1/4 of its max hp when hit by electric moves; electric immunity.

Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target. thaws target).
Volt Switch is a special STAB-boosted 70-base power Electric-type move (Lanturn switches out after damaging the target).
Thunder Wave is a status move (paralyzes the target).
Heal Bell is a status move (cures your Lanturn's party of all status conditions).
Toxic is a status move (badly poisons the target; Note: Poison types can't miss with Toxic).




Species: Lanturn
Item: Electrium Z / Life Orb
Ability: Volt Absorb
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Wild Charge / Spark
- Aqua Tail / Waterfall
- Double-Edge / Return
- Sucker Punch

Physical Sweeper Lanturn (Volt Absorb)

Lanturn is a fabulous Physical Sweeper. It's meant to take down the opponent's team with brute physical power. Life Orb boosts the power of Lanturn's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Volt Absorb, Lanturn heals 1/4 of its max hp when hit by electric moves; electric immunity.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Spark is a physical STAB-boosted 65-base power Electric-type move (30% chance to paralyze the target).
Aqua Tail is a physical STAB-boosted 90-base power Water-type move that deals a hefty amount of damage.
Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Sucker Punch is a physical priority-increased 70-base power Dark-type move (usually goes first. fails if target is not attacking).




Species: Lanturn
Item: Waterium Z / Life Orb
Ability: Volt Absorb
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Surf / Scald
- Thunderbolt / Discharge
- Ice Beam
- Dazzling Gleam

Special Sweeper Lanturn (Volt Absorb)

Lanturn is a notable Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Lanturn's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Volt Absorb, Lanturn heals 1/4 of its max hp when hit by electric moves; electric immunity.

Surf is a special STAB-boosted 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target. thaws target).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Ice Beam is a special 90-base power Ice-type move (10% chance to freeze the target).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).




Species: Lanturn
Item: Leftovers
Ability: Volt Absorb
Nature: Calm (+SpD, -Atk)
EVs: 64 Hp / 192 SpA / 252 SpD
Moveset:
- Scald
- Thunder Wave
- Thunderbolt
- Ice Beam

Lanturn Special Tank (Defensive Lanturn)

Lanturn is popular Special Tank. It's designed to take a large amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Lanturn last longer regaining it's it's vitality every turn. With Volt Absorb, Lanturn heals 1/4 of its max hp when hit by electric moves; electric immunity.

Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target. thaws target).
Thunder Wave is a status move (paralyzes the target).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Ice Beam is a special 90-base power Ice-type move (10% chance to freeze the target).




Species: Lanturn
Item: Life Orb / Damp Rock
Ability: Water Absorb
Nature: Modest (+SpA, -Atk)
EVs: 252 Hp / 252 SpA / 4 Spe
Moveset:
- Scald
- Signal Beam / Thunderbolt
- Rain Dance
- Thunder

Lanturn Special Tank (Rainy Angler)**

Lanturn is a notable Special Tank. It attempts to take a nice amount of hits from special attacks while dealing some decent damage. Life Orb boosts the power of Lanturn's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Water Absorb, Lanturn heals 1/4 of its max hp when hit by water moves; water immunity.

Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target. thaws target).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Rain Dance is a status move (for 5 turns, heavy rain powers water moves).
Thunder is a special STAB-boosted 110-base power Electric-type move (30% chance to paralyze. can't miss in rain).




Movesets for Doubles


What is a good doubles moveset for Lanturn? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Lanturn in Pokemon Sun/Moon:

PelipperKabutopsGarchompEspeonSerperiorSwampert-MegaKingdraVolcaronaLudicoloStarmieArbokHonchkrow


Species: Lanturn
Item: Electrium Z / Life Orb
Ability: Volt Absorb
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Wild Charge / Spark
- Aqua Tail / Waterfall
- Double-Edge / Return
- Sucker Punch

Doubles Physical Sweeper Lanturn (Volt Absorb)

Lanturn is a decent Physical Sweeper. It's meant to take down the opponent's team with brute physical power. Life Orb boosts the power of Lanturn's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Volt Absorb, Lanturn heals 1/4 of its max hp when hit by electric moves; electric immunity.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Spark is a physical STAB-boosted 65-base power Electric-type move (30% chance to paralyze the target).
Aqua Tail is a physical STAB-boosted 90-base power Water-type move that deals a hefty amount of damage.
Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Sucker Punch is a physical priority-increased 70-base power Dark-type move (usually goes first. fails if target is not attacking).




Species: Lanturn
Item: Waterium Z / Life Orb
Ability: Volt Absorb
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Surf / Bubble
- Discharge / Thunderbolt
- Dazzling Gleam
- Icy Wind

Doubles Special Sweeper Lanturn (Volt Absorb)

Lanturn is a sensational Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Lanturn's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Volt Absorb, Lanturn heals 1/4 of its max hp when hit by electric moves; electric immunity.

Surf is a special STAB-boosted 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Bubble is a special STAB-boosted 40-base power Water-type move (10% chance to lower the foes speed by 1 stage).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).



Movepool


Wondering what moves can Lanturn learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Brine
65
100%
10
Power doubles if the target's HP is 50% or less.
Bubble
40
100%
30
10% chance to lower the foe(s) Speed by 1.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Electro Ball
--
100%
10
More power the faster the user is than the target.
Hydro Pump
110
80%
5
No additional effect.
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Psybeam
65
100%
20
10% chance to confuse the target.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target. Thaws target.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Spit Up
--
100%
10
More power with more uses of Stockpile.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Volt Switch
70
100%
20
User switches out after damaging the target.
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Aqua Tail
90
90%
10
No additional effect.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Flail
--
100%
15
More power the less HP the user has left.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Spark
65
100%
20
30% chance to paralyze the target.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Take Down
90
85%
20
Has 1/4 recoil.
Waterfall
80
100%
15
20% chance to flinch the target.
Wild Charge
90
100%
15
Has 1/4 recoil.
Agility
--
--
30
Raises the user's Speed by 2.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Aqua Ring
--
--
20
User recovers 1/16 max HP per turn.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Confuse Ray
--
100%
10
Confuses the target.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Eerie Impulse
--
100%
15
Lowers the target's Sp. Atk by 2.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Hail
--
--
10
For 5 turns, hail crashes down.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Ion Deluge
--
--
25
Normal moves become Electric type this turn.
Mimic
--
--
10
The last move the target used replaces this one.
Mist
--
--
30
For 5 turns, protects user's party from stat drops.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Soak
--
100%
20
Changes the target's type to Water.
Spotlight
--
--
15
Target's foes' moves are redirected to it this turn.
Stockpile
--
--
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Supersonic
--
55%
20
Causes the target to become confused.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Swallow
--
--
10
Heals the user based on uses of Stockpile.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Lanturn can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Lanturn

Create a build


Have an idea in mind for Lanturn that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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