ADV Draft Baseball League Other

ADV Draft Database

Version 1.1

Lanturn

Water / Electric

Average Cost:
9.833
Cost Over Time - Lanturn
123456789101112131415161718Tournament Number →10101010101010101010109101091010924681012141618↑ Cost

Smogon Article

1255858767667HPAttackDefenseSp. AttackSp. DefenseSpeed
Team StatsDraft Stats
Value MetricsCombinations of other stats that attempt to quantify Pokemon value. Generally, if a Pokemon's ranking in a value stat is better than that of its ADP, it is undervalued relative to other Pokemon at its ADP. Otherwise, it is overvalued relative to other Pokemon at its ADP.
Win RateThe percentage of a Pokemon's battles that resulted in wins.
53.043%
(16th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Draft RateThe percentage of a total drafts this Pokemon was available and taken.
36.42%
(58th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
WRDR2Win Rate * Draft Rate
This stat tracks the combination of a Pokemon's usage and performance and is normalized such that 100 is average.
123.835
(53rd of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Fraud IndexA value that shows how well a Pokemon does into better players compared to the average. Higher numbers mean this Pokemon is worse into better players than the average, marking the Pokemon as "fraudulent". Hover over the value itself to see the calculation, and click the link to head to an article explaining the index calculations further.
-0.037Lanturn Battle Record vs. 50%+ Win Rate Players: 44 / 120 (36.667%)

Average Pokemon's Win Rate vs. 50%: 34.204%

Fraud Index: 34.204-36.667 = -0.037

(40th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Drafts ChosenDraft rate expressed as a fraction.
59 / 162
VPPValue Per Point
Average cost multiplied by win rate and divided by 10. This tracks a Pokemon's value towards wins per point it costs.
52.157
(56th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Stomper IndexA value that shows how well a Pokemon does versus newer players compared to the average. Higher numbers mean this Pokemon is better into newer players than the average. Hover over the value itself to see the calculation, and click the link to head to an article explaining the index calculations further.
3.194Lanturn Battle Record: 122 / 230 (53.043%)

Lanturn Battle Record vs. 50%+ Win Rate Players: 44 / 120 (36.667%)

Average Drop: -14.509%

Stomper Index: 53.043-36.667-14.509 = 3.194

(15th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
ADPAverage Draft Position
The average spot in a draft where a Pokemon is chosen.
41.983Round 6, Pick 2

(64th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
CVComposite Value
A combination of win rate and draft rate that seeks to determine value, with different weights applied, with 10 being average.
13.609
(44th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Wins Per DraftPokemon wins divided by Pokemon drafts. Currently, 1.831 is average, with higher numbers being better.
2.068
(16th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Drafted RangeThe earliest and latest a Pokemon has been drafted.
10 - 62Percentage of Picks by Round - Lanturn12345678051015202530354045Click the Drafted Range to learn more about pick data!
pCVPoints-Based Composite Value
A combination of win rate, draft rate, and Pokemon cost that seeks to determine value, with different weights applied, with 10 being average.
15.027
(49th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Battle StatsStats are taken from available replays and as a result these statistics are incomplete, as all information is not available in all matches.
Most Common MovesOnly revealed moves in available replays are counted.
Usage RateThe amount of replays a Pokemon was revealed in, compared to the amount of possible replays a Pokemon could have appeared in.
95%
(60th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Lead RateThe amount of replays a Pokemon led (was sent out first), compared to the amount of replays it was revealed in.
11.58%
(56th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Thunderbolt
49.47%
Direct DMGThe amount of direct damage from attacks a Pokemon deals per game.
92.24%
(44th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
StatusesThe amount of statuses inflicted by this Pokemon onto another. Does not count self-inflicted status, such as from Rest.
0.68
(12th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Surf
47.37%
Indirect DMGThe amount of indirect damage a Pokemon deals per game -- this includes status, Sandstorm or Hail from weather setters, Spikes, and other indirect effects.
7.29%
(44th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
K/D RatioThe amount of KOs a Pokemon has divided by its deaths. KOs from indirect damage are credited to the Pokemon that caused it, such as spike setters, Sandstorm setters, and status inflictors, as opposed to the Pokemon on the field.
0.66
(55th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Thunder Wave
27.37%
RecoveryThe amount of damage healed by a Pokemon per game, including from effects such as Leftovers and Leech Seed.
46.29%
(20th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
SwitchesThe amount of times a Pokemon switches in per game. Helps to measure defensive utility.
2.86
(17th of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Ice Beam
21.05%
Damage TakenThe amount damage taken by a Pokemon per game, both direct and indirect.
129.79%
(22nd of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Turns ActiveThe amount of turns a Pokemon is on the field per game. Helps to measure defensive utility.
7.72
(21st of 78)Pokemon rankings are out of the pool of qualified (21.1% draft rate, 50 available replays) Pokemon. 39 or better is above average. 20 or better is in the upper quartile, and should be considered good for that particular stat.
Rest
16.84%

Summary

Lanturn is a very unusual Pokemon with a unique set of attributes that can help bolster certain teams that struggle against BoltBeam attackers, however, all of its positive attributes come with serious caveats that restrict it greatly. Its serviceable special bulk, access to Volt Absorb, and plethora of resistances make it a potent defensive piece. However, its Grass weakness limits its ability to check Electric-type attackers. Its Electric/Water STAB and complementary Ice Beam hit many Pokemon for super effective damage, but its low special attack stat of 76 ensures that even with investment, it often fails to knock out its opponents. It has access to the relatively uncommon Thunder Wave, but cannot seriously threaten common clerics. Its movepool is as deep as a puddle, yet it still has a handful of interesting sets that can surprise opponents. All in all, Lanturn is a niche late-draft pick suitable for specific teams with stacked BoltBeam weaknesses that were unable to get a more robust special wall in their first few picks.

Lanturn’s immunity to Electric and resistance to Water, Fire, and Ice combine with its exceptionally high HP stat to make it very hard for many special attackers to break if they do not have Grass coverage. Most of the time, Lanturn needs special defense investment to do its job: with a little investment it can avoid 2HKOs from most Hidden Power Grasses, and with near-maximum investment, it can prevent most 3HKOs. It can bolster its special defense further with Amnesia, but it does not have enough move slots for this move in most cases, especially with how easily it can be forced out. Its physical bulk is much less impressive -- while its Flying and quadruple Steel resistances are helpful, these attacking types are often paired with Ground coverage that will decimate Lanturn. Unfortunately, due to its atrocious base stats, Lanturn will usually not have many spare EVs to put into physical bulk, so it usually needs to retreat from physical attackers. This Pokemon is also somewhat vulnerable to status and chip damage, with Rest being its only way to heal itself. Rest sets with a Heal Bell user, or RestTalk sets with either two attacks or one attack and a status move, have decent longevity but they require high amounts of special defense investment in order to do their job and thus end up being a bit passive. Substitute is an extremely helpful move on Lanturn, as it can block status moves from the slow walls it tends to outrun and capitalize on the switches it often forces. Lanturn can make 101 HP substitutes and safely set them on special attackers that cannot hit it for super-effective damage. When behind a substitute, Lanturn is safe from many of its usual checks, which tend to be weak to Lanturn’s attacks.

Offensively, Lanturn is a mixed bag. Its Electric, Water, and Ice attacks are very widely threatening, but base 76 special attack is simply not enough in most cases. Even with maximum investment and a Modest nature, Lanturn’s Surf and Thunderbolt will often fall short of OHKOing opposing Pokemon weak to them. Its Thunderbolts additionally struggle to reliably 2HKO opposing bulky Waters like Milotic, but its Ice Beams with maximum investment are at least able to delete most quad-weak dragons such as Salamence and Flygon in a single hit. More offensive Lanturns may opt for Hydro Pump and/or Thunder instead if even more power is needed to hit certain kill benchmarks. Lanturn is bulky enough that it often has a second chance to attack if it misses, but this is far from ideal. Finally, Hidden Power Grass can be used to 2HKO annoying Water/Ground types should the need arise -- with Lanturn's plethora of coverage moves, there’s very little reason to run a different Hidden Power type. Another issue with Lanturn’s offenses is its mediocre base 67 speed. With how much it needs Special Defense and Special Attack EVs, Lanturn will usually find itself with very little speed investment and generally trying to outspeed uninvested walls and slow wallbreakers only. However, if Lanturn’s defensive profile is not as needed, it can run heavy speed investment to get the jump on certain Pokemon such as max speed Tyranitar. However, a Timid nature reduces Lanturn’s limited offenses even further, so this is generally not recommended without heavy support.

In terms of utility moves, Lanturn has very little to offer beyond Toxic and Thunder Wave. Toxic is a decent midground move, especially if Lanturn is only running one attacking move, and is also Lanturn’s best option against opposing walls -- especially if paired with Substitute. It can also work on very bulky RestTalk sets that hope to play the long game. Lanturn is a decent Thunder Wave user, as it is an Electric-type that most Ground-types cannot safely switch into. However, Thunder Wave Lanturn should not be used in matchups where the opponent has a Water/Ground type. Thunder Wave can be paired with Confuse Ray to annoy opponents even further, with Substitute punishing switch-outs or failed attacks further. However, this style of set is more of a gimmick, as it leaves Lanturn with only 1 move to attack things. With how common Heal Bell users are in ADV Draft, building fully into status is generally not recommended. Most of the time, defensive Lanturn sets will use Leftovers, while more offensive ones will utilize Lum Berry. Lanturn is not a great user of pinch berries, though Salac Berry can be used to help Lanturn get one final hit off and potentially trade with a specific target. While Petaya Berry may seem tempting to fix Lanturn’s low special attack, it is usually far too slow to make use of it. Unfortunately, Lanturn has plenty of bad matchups, and tends to fare poorly against opposing special walls which it cannot hurt except with Toxic. Fast special threats with Toxic or grass coverage are also a pain to deal with, unless Lanturn is supported by teammates. Bulky Grass-types are also a problem for Lanturn - its puny Ice Beam often struggles to even 3HKO them. Fast Ground-types force out Lanturn if it isn’t behind a substitute, and Water/Ground types usually beat it. Any fast or bulky physical attacker, especially those with Earthquake, ruin Lanturn. Finally, it is a bad idea to bring Lanturn if your opponent has Dugtrio as it can easily be trapped and eliminated. However, Lanturn tends to match up extremely well into specially-oriented teams. It also matches up decently well into most spikers and spinners. Its status-spreading sets are also strong against teams without a solid Heal Bell user. Notably, it completely walls a top Pokemon in the format, Raikou, without Hidden Power Grass and can often stall it out of PP with a Bubble set.

Lanturn synergizes incredibly well with Flying-types, notably Gyarados. It provides immunity to Electric-type moves, while they provide their immunity to Ground-type moves. It also appreciates being paired with a second answer to Electric-type moves that is unafraid of Grass coverage, such as Flygon or a bulky Grass type (which coincidentally also helps with Lanturn’s Ground weakness). Drafts relying on Lanturn as a BoltBeam answer likely do not have a solid dedicated special wall, so it may be a good idea to pair it with something that can handle the Psychic-type threats that Lanturn struggles against. Heal Bell and Wish support also help Lanturn with its longevity issues. Finally, Lanturn makes a decent Calm Mind recipient, especially if it has Substitute, as the special attack boost helps it actually kill things while the special defense boost improves its resilience as a wall.

Summary written by Mezzoloth

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About

This page interfaces with a database that I maintain and collect data for from a specific format of Pokemon competition I enjoy called "ADV Draft". I have a few posts about it on this site -- one talking about how I initially went about data storage and some of the stats I use, and another about "graduating" from Google Sheets to a standard relational database and actually setting this part of my website up, and a third about adding more advanced analytics to the site.

I manually update this database as tournaments finish as I don't feel like paying money to host the database separately. The most recent finished tournament I have in the database is Zinc-Tratufo Draft League Season 2, which ended on 2/15/2025. I don't have stats for tournaments in progress here. I also don't have (or want) stats for team tournaments.

If you have a tournament you think I should add to my database or a summary for a Pokemon, give me a shout at the contact info on my home page -- I'll be happy to talk to you! This also applies to custom data requests -- send me an email with the subject "ADV DB Custom Data Request" (or similar) and I'll see what I can do for you!

All sprites are pulled from Smogon and all replays are pulled from Pokemon Showdown. This site uses Stuart Langridge's sorttable script.

Note: Mr. Mime and Farfetch'd are stored as "MrMime" and "Farfetchd", respectively.