Thursday, November 27, 2014

Lv1: Bubble Lv1: Supersonic Lv1: Thunder Wave Lv6: Thunder Wave Lv9: Flail Lv12: Water Gun Lv17: Con


Welcome to Smogon! Check out the Smogon Starters Hangout for everything you need to know about starting out in the community. Don't forget to introduce night lights yourself in the Introduction and Hangout Thread , too!
The advanced search option did not come up with a Lanturn topic, so I made one here. Please note that is topic is dedicated to discussing this Pokemon competitively, but not whether or not it will be banned! # 171 Lanturn Typing: Water / Electric Base Stats: 125 HP / 58 Atk / 58 Def / 67 Spd / 76 Sp. Atk / 76 Sp. Def Ability 1: Volt Absorb- This Pokemon is immune to Electric-type moves, and heals up 1/4th of its Max HP when hit by one. Ability 2: Illuminate- When this Pokemon is in the first slot of your party, it increases the likelihood of wild encounters. Dream World Ability: night lights Water Absorb- This Pokemon is immune to Water-type night lights moves, and heals up 1/4th of its Max HP when hit by one. Movepool: All moves with competitive value will be bolded.
Lv1: Bubble Lv1: Supersonic Lv1: Thunder Wave Lv6: Thunder Wave Lv9: Flail Lv12: Water Gun Lv17: Confuse Ray Lv20: Spark Lv23: Take Down Lv27: Stockpile Lv27: Swallow Lv27: Spit Up Lv30: Electra Ball* Lv35: Bubblebeam Lv40: Signal Beam Lv47: Discharge Lv52: Aqua Ring Lv57: Hydro Pump Lv64: Charge
TM06 - Toxic TM07 - Hail TM10 - Hidden Power TM13 - Ice Beam TM14 - Blizzard TM15 - Hyper Beam TM17 - Protect TM18 - Rain Dance TM21 - Frustration TM24 - Thunderbolt TM25 - Thunder TM27 - Return TM32 - Double Team TM42 - Facade TM44 - Rest TM45 - Attract TM48 - Troll* TM55 - Boiling Water* TM57 - Charge Beam TM68 - Giga Impact TM70 - Flash TM72 - Volt Change* TM73 - Thunder Wave TM87 - Swagger TM90 - Substitute TM93 - Wild Bolt* HM03 - Surf HM05 - Waterfall HM06 - Dive
Electra Ball: Special Electric / PP:10 / BP: ---/ Acc: 100 Effect: The user slams an electric cluster into the opponent. The faster it is than it's opponent, the greater the power. Troll: Special Normal / PP:15 / BP: 60/ Acc: 100 Effect: It attacks the opponents with song. If everyone sings together you can use the move in successive turns and have its power increase. Boiling Water: Special Water PP: 15 Power: 80 / Accuracy: 100 Effect: May burn opponent. (30%) Volt Change: Special Electric/PP: 20/BP: 70/Acc: 100/Effect: After this attack is used, if this attack is successful, if the user has at least 1 HP, and if user's party has at least one non-active Pokemon and the opposing Pokemon's party has at least one unfainted Pokmon that isn't an egg, this attack causes the user to switch even if it cannot switch. (The new Pokemon becomes active immediately. Effect of Destiny Bond and Grudge night lights takes precedence over this attack's effect.) Wild Bolt: Physical Electric PP: 15 Power: 90 / Accuracy: 100 Effect: Returns to user 1/4 of HP lost by opponent due to this attack (recoil). Overall: Lanturn hasn't changed very much from Generation night lights IV. One new move stands out, though: Boiling Water. Boiling Water in particular is a wonderful addition, allowing Lanturn to burn physical attacker that used to give it trouble. Additionally, this move is a TM, so it can run this with any of its 4th gen moves. Water Absorb is rather lackluster, as Lanturn already resists Water but is only neutral to Electric. night lights Key Traits: 1. Great Typing: Water/Electric is wonderful typing; defensively, it yields a quad resistance to Steel and resistances to Fire, Water, Ice, and Flying. On offense, Water+Electric dual STAB has great coverage with Ice Beam, resisted by only Shedinja, Lightningrod Seaking, and Lanturn itself (see Volt Absorb). 2. Volt Absorb: Aside from his Electric STAB, this is what separates Lanturn from other Bulky Waters. Not only does it eliminate Lanturn's Electric neutrality, but it heals Lanturn for 25% of its HP every time it switches into one! 3. Great Supporting Movepool: Lanturn night lights has a variety of status-inflicting moves: Toxic, Thunder Wave, and now Boiling Water are all great options to cripple the enemy. Lanturn can also support his own teammates with Heal Bell, taking status ailments off his entire team. 4. Lackluster Stats: night lights This is why Lanturn isn't a top-tier Pokemon: aside from its amazing base 125 HP, its stats are terrible. 76 in the Special stats, 58 in the Physical stats, and 67 Speed just don't cut it in Standard play. 5. No Reliable Recovery: Aside from Rest, Volt Absorb, and Leftovers, Lanturn has no means of recovery. This is as big of a thorn in his side as Stealth Rock is for Fliers. Possible night lights Sets: Status Beacon Lanturn @ Leftovers Volt Absorb Calm nature (-Atk, +Sp. Def) EVs: 40 HP / 216 Def / 252 Sp. Def ~Boiling Water/Surf ~Discharge/Thunderbolt ~Ice Beam ~Toxic/Confuse Ray/Heal Bell/Thunder Wave Boiling Water and Discharge provide great coverage and can cripple switch-ins while causing damage Ice Beam is for Grass- and Dragon-types that resist night lights both your STAB moves Last moves depends on what you prefer: night lights poison, confusion, night lights or a cleric night lights EVs

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