The first time I used a lanturn against a gary, my 1100CP WG/T Lanturn took out a 29XXCP shiny Gary with some CP left and very little dodging on my part. Lanturns are tanky and can hang in there long enough to finish the job. With better dodging and/or move set, I think they'd be pretty excellent, but not potion efficient.
Lanturn...
Has anyone been using Lanturn with electric moves as a prestiger against Garys? Seems like it would be better than Jolteon (I have an army of Jolts from 13k-15k CP, as I'm sure we all do), given it's resistance to HP. I haven't evolved any Chinchou yet and was just wondering if I could end up with a viable new member of my prestiging team.
Answers
Tanky mons use more potions precisely because of the high HP.
Jolt's effective dueling power is in its attack and defense. Due to the higher defense he takes less damage but he has less HP to expend.
Lanturn's effective dueling power is in its HP. He takes more damage due to the lower defense stat but has a lot of HP to expend. Hence, you would need more potions to heal up Lanturn than jolt.
I see your point now. I wonder if there is a clean formula to figure out HP bang-for-your-buck that incorporates defensive stats?
I was approaching this from a pure HP number viewpoint. I find myself using super and hyper potions to heal Jolts that need less (leaving HP on the table).
Also, since revives replenish half HP I felt like you get more for your money when they are used on higher HP mons.
In other words, I approach this problem as: how much HP could I replenish and how to manage that number efficiently.
I appreciate the lesson, I'll have to start considering the actual value of each individual HP point.
The trick is getting the right moveset. I have managed to evolve everything except for Charge Beam/Thunderbolt - Charge Beam/Thunder and Water Gun/Thunderbolt are ok but I feel like I'd really enjoy CB/TB. If you prefer quicker, more fragile mons, Jolteon is definitely better for Gyarados, but Lanturn is a good all-arounder and you don't need a perfect moveset to take advantage of that against most opponents.
I evolved 3 chinchous
2x water gun + hydro pump
1x charge beam + hydro pump (almost 1600cp)
I will leave charge beam for prestige but i think it is bit too high cp.
I also catch wild chinchou with charge beam + thunder bolt with 1100cp.....which is good, but i think i will move him up from that cp range to 1400cp.