Okay, as far as Lanturn vs. Zoroark vs. Samurott vs. Etc. goes, if the point is to take out their Typhlosions, why not use Basculin? (Supposing you either run {W} Energy or Rainbow Energy.) It's pretty much a kamikaze charge for the Basculin, but on the other hand, it's a lot like a snipe. You're taking out something that will cripple them for the remainder of the game, and they're taking out something that you left for dead. And if it somehow survives (I mean, I'm talking in the of 10% chance it has of surviving another turn, between the flips and the 80 HP) it can be used again.
The flips for the 80 to itself don't really matter, seeing as how it's a one in four chance that you'll hit double tails. It also attacks for the same energy as Lanturn, but doesn't require an evolution. For the 1-1 Lanturn you would put in, why not substitute 2 Basculin and 2 Rainbow and/or {W} Energy? You're going to end up trading 2 for 2 in prizes this way, where it would of only been 1-1 with Lanturn, but the after-effects are what you're shooting for.
It should play like this:
T1.You attack with normal strategy and/or stall for a turn to power up Basculin.
T2. Attach other energy to Basculin and kill a Typhlosion.
T3. Use normal strategy again and/or stall for another turn to power up Basculin.
T4. Attach another energy to that Basculin and take out their other Typhlosion.
(By the way, when I say T#, I mean it can be that turn of the strategy, of the game, when you get the resources, etc.)
Now, I know some people will say, "But you're trying to get out two basics and get three total energies on it, plus two Catchers!" Ok. Isn't that what they're trying to do too? They're also trying to set up some Stage 2's. And with Junk Arms, Communications, Catchers, Dual Balls and/or Collector, PONT, Juniper, and other staples that should already be in your deck in good count, it should not prove too difficult.
Now, as far as other matchups go, they can still function for very convenient and relatively cheap 80 damage snipes. Say time is called and you need a prize. You'll have two turns to get it, yes? At what point in time is there absolutely nothing on the field with 80 HP left? Maybe you notice that your opponent cannot seem to draw any setup cards. Wouldn't straight 80 for a few turns be useful while you get a head-start on your setup? Or perhaps you have one of those decks where you usually end up in a 2HKO prize exchange (Donphan, Kingdra, etc.). You take a prize with Basculin, they kill Basculin, and you get the first shot at their new attacker, putting you ahead in the prize race. And who could forget Donphan? They send up a Donphan, thinking they'll have some time to set up, so they don't really rush too much. You OHKO a Donphan (even if they have a Defender), and you just caught them with their pants around their ankles, so to speak.
In conclusion, I just thought Basculin should have its name put in the ring. I hadn't even thought about it until this thread, but after much recent testing, I believe it is a fantastic play. And, in my own respective opinion, do find it to be more functional that Lanturn.