Two fairly common Pokemon that I feel do a really good job of "luring" and beating Lanturn as is.
Rotom @ Spooky Plate
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Volt Switch
- Shadow Ball/Substitute/Discharge/Pain Split
252 SpA Spell Tag Rotom Hex (130 BP) vs. 40 HP / 204+ SpD Lanturn: 186-219 (46.3 - 54.6%) -- 98.4% chance to 2HKO after Leftovers recovery and burn damage + chip burn damage over time
Spooky Splate Rotom does an excellent job at forcing Lanturn in as Lanturn is generally the only electric switch in on teams that use Lanturn, and Will-o-Wisp + Hex forces the opponent to take a ton of damage to Heal Bell. Scald doesn't even knock out Rotom and the momentum that Rotom provides is excellent because switching into a ghost move is generally difficult in this tier. At the very least Rotom can weaken, neuter, and whittle Lanturn down to the point where threats like Magmortar and Charizard don't have to predict and can click their incredibly powerful fire STAB freely.
Samurott @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Megahorn
Again, Samurott can do really well at breaking down Lanturn for other team members as Lanturn is generally the primary switch in to Samu the first time it comes in. Letting Samu get to +4 is basically suicide so the opponent is forced to take a +2 Megahorn or sack the rest of their team.
+2 252+ Atk Samurott Megahorn vs. 40 HP / 156 Def Lanturn: 295-348 (73.5 - 86.7%) -- guaranteed 2HKO after Leftovers recovery
At this point Lanturn can't even kill with Volt Switch, burn with Scald, para with T-Wave/Discharge and is effectively neutered for the rest of the game.
My philosophy and basis for calling these "lures":
My philosophy when it comes to Pokemon like Hariyama and Lanturn (bulky pivots without recovery) is that an effective lure doesn't necessarily have to kill them, but that they have to weaken them to the point that they cannot do their job anymore (In the case of Lanturn walling stuff like Floatzel, Magmortar, Electrics, etc). I believe these two sets do an excellent job of forcing opponents into Lanturn and forcing them to choose to either take a lot of damage on Lanturn or weaken the rest of their team for either these threats or something else on the team.