Stoutland

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QC: trc / Anty / Megazard
GP: The Dutch Plumberjack / P Squared

[OVERVIEW]

Stoutland is able to distinguish itself from other Pokemon in the PU metagame with its high Attack stat, good bulk, and access to great abilities in Scrappy and Sand Rush. Thanks to Scrappy, Stoutland is a fearsome wallbreaker due to the fact that it isn't forced to predict around Ghost-types and can use his Normal-type STAB moves freely. Stoutland can also take advantage of Sand Rush to double its Speed under sandstorm, making it an incredibly fast and strong sweeper. These two abilities make Stoutland very effective against defensive and offensive teams, respectively. Stoutland also has great natural bulk, meaning it can avoid being revenge killed by faster Pokemon such as Floatzel and Zebstrika. On the downside, Stoutland faces strong competition from Dodrio, which is faster and has access to a stronger secondary STAB move in Brave Bird as well as priority in Quick Attack. Thankfully, Stoutland can take on Steel- and Rock-types more effectively with Superpower, and it isn't weak to Stealth Rock, unlike Dodrio. Stoutland also faces major competition from Bouffalant, which has access to Swords Dance and abilities such as Sap Sipper and Soundproof but lacks the ability to take on Ghost-types. Stoutland, while very bulky, is relatively slow, meaning it can easily be revenge killed by Pokemon such as Simipour and Monferno.

[SET]
name: Wallbreaker
move 1: Return
move 2: Facade
move 3: Superpower
move 4: Crunch / Pursuit
item: Choice Band
ability: Scrappy
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Stoutland's strongest and most spammable STAB move and is extremely difficult to switch into. Facade prevents Stoutland from being crippled by moves such as Will-O-Wisp and Toxic while even punishing the use of these moves by giving it an even stronger STAB move once inflicted by status. Superpower deals a lot of damage to Steel- and Rock-types such as Probopass and Golem. Crunch allows Stoutland to deal more damage to Solrock and Metang, both of which are strong checks to Stoutland. Pursuit is another option that allows Stoutland to deal a lot of damage to Pokemon that it threatens out, even KOing Pokemon such as Grumpig if they switch out.

Set Details
========

Scrappy allows Stoutland to hit Ghost-types such as Misdreavus and Gourgeist-XL with Normal-type moves. Maximum Attack investment along with a Choice Band and an Adamant nature is used to hit as hard as possible, while maximum Speed investment allows Stoutland to outspeed Pokemon such as Mightyena.

Usage Tips
========

Stoutland should mainly spam Return and Facade, although if the opponent has a Steel- or Rock-type such as Probopass, Stoutland can use Superpower in order to pick up a KO; however, be wary of locking Stoutland into a move that is resisted by another opposing Pokemon, as Stoutland can then be taken advantage of. Stoutland can be switched into status-inducing moves such as Toxic in order to boost the damage output of Facade, though the negatives sometimes outweigh the positives when it comes to the status infliction. Stoutland can be switched into weaker attacks such as Clefairy's Moonblast and defensive Roselia's Giga Drain, though it should be wary of being worn down. Be wary of using Superpower, as setup sweepers such as Gorebyss can take advantage of the Attack drop.

Team Options
========

Slower Pokemon with access to Volt Switch and U-turn such as Probopass and Pelipper can be used to get Stoutland into the field of play without having to take unnecessary damage. Sweepers such as Fraxure and Mightyena appreciate Stoutland's wallbreaking capabilities, as they make it easier for them to sweep. Healing Wish support from Pokemon such as Mr. Mime and Clefairy can be helpful to fully revive Stoutland after it has been worn down or severely weakened. Sticky Web support from Leavanny can slow down foes, making it easier for Stoutland to sweep through opposing teams. Machoke makes for a good partner for Stoutland, as it can lure Pokemon that check Stoutland such as Tangela and Solrock and cripple them with Knock Off.

[SET]
name: Sand Rush
move 1: Return
move 2: Superpower
move 3: Crunch
move 4: Wild Charge
item: Life Orb / Choice Band
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Stoutland's most spammable STAB move and is extremely hard to switch into. Superpower allows Stoutland to hit Steel- and Rock-types such as Probopass and Golem, which resist Return. Crunch allows Stoutland to hit Ghost-types such as Misdreavus and Gourgeist-XL, which are immune to both Return and Superpower. Wild Charge allows Stoutland to OHKO Pelipper, one of its biggest checks.

Set Details
========

An Adamant nature along with maximum Attack investment and a Choice Band allows Stoutland to hit as hard as possible, while Life Orb allows Stoutland to spam its STAB moves without having to predict at the cost of having to take recoil at the end of every turn. While sand is active, maximum Speed investment along with Sand Rush allows Stoutland to outspeed the entire unboosted PU metagame.

Usage Tips
========

Once sand has been set up, Stoutland should be brought in as soon as possible to take full advantage of sand turns. In order to keep sand present, make sure to keep Hippopotas alive as long as possible. Hippopotas can be sacrificed late-game, giving Stoutland a free switch in and a chance to sweep. Stoutland shouldn't be switched directly into strong attacks; instead, it should be brought in after a Pokemon has been KOed or on a double switch. Opponents may try to switch around Stoutland to waste turns of sand, so you can predict what Pokemon your opponent will switch in in order to limit this.

Team Options
========

Hippopotas is a mandatory partner for Stoutland, as it is the only Pokemon in PU that can provide Stoutland with sand thanks to its access to Sand Stream. Rock-types such as Relicanth can get a Special Defense boost from the sand, making them good partners on a sand team. Water- and Grass-types such as Floatzel and Roselia are important in taking on Hippopotas's checks, making it easier to keep it alive throughout the battle.

[STRATEGY COMMENTS]
Other Options
=============

Choice Scarf is an option that allows Stoutland to take on faster Pokemon that would normally outspeed it such as Floatzel and Jumpluff. Work Up can be used to boost Stoutland's Attack stat, though Stoutland is easily revenge killed because of its relatively low Speed. Sleep Talk can be used if nothing else on your team can switch into Sleep Powder. Silk Scarf is another option that, at the cost of power, allows Stoutland to switch moves freely while also bluffing Choice Band. Toxic can be used to cripple Pokemon such as Tangela as they switch in, making them easier to take on later in the battle. Play Rough allows Stoutland to deal more damage to Machoke, although it is much more situational than moves such as Crunch and Pursuit. Iron Head allows Stoutland to better take on Pokemon such as Armaldo and Carbink, although Carbink is less relevant than Metang, which Crunch is able to hit for a lot of damage.

Checks and Counters
===================

**Physically Bulky Pokemon**: Tangela and Gourgeist-XL can take multiple hits from Stoutland, recover their health, damage or cripple it with a status move such as Sleep Powder or damage it with an attack such as Foul Play.

**Rock-types**: Solrock and Relicanth resist Stoutland's STAB moves and can stop the spam of Return, although the former is 2HKOed by Crunch and the latter is 2HKOed by Superpower unless it's defensive.

**Steel-types**: Metang and Klang resist Stoutland's STAB moves and don't take too much damage from its coverage moves. The former can use Pursuit in order to get off chip damage against Stoutland, while the latter can use Stoutland as setup fodder if it is locked into a STAB move.

**Faster Pokemon**: Pokemon that outspeed Stoutland such as Floatzel, Monferno, and Chatot can take advantage of Stoutland's low Speed and deal a lot of damage to it, although Stoutland can usually take any one hit and KO them in return.
 
Last edited by a moderator:

MZ

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scarf does not deserve a full set. save yourself the trouble
edit: the old one has a full set for sand, did you mean that instead?
 
Yeah the sets have completely different team options so they should be separate

Also don't mention intimidate, and any reason there's iron head instead of crunch?
 
carbink is irrelevant and crunch is much better to be locked into than iron head, I think crunch is better but idrc too much
 
carbink is irrelevant and crunch is much better to be locked into than iron head, I think crunch is better but idrc too much
im just going to leave it as iron head if thats cool with you. i dont think "crunch is much better to be locked into than iron head" really warrants why it should get a slash when iron head hits an extra mon
 
because being locked into iron head makes it so you're forced out by Politoed, Klang, spdef Stunfisk, etc etc while hardly anything relevant resists crunch. I think that's much more valuable than hitting something I haven't seen a good player use in like 8 months.
 
Crunch hits metang. Sand rush needs a crunch main slash and remove pursuit completely. Also facade isn't that useful on Sand rush I'd just use wild charge for Pelipper or something
 
intimidate out of overview

instead of mentioning literally what scrappy enables, mention that it makes stoutland a much more fearsome wallbreaker because it lessens the need for prediction with its moves

replace threatening sweeper with incredibly fast and strong sweeper. ngl i kind of hate the word threatening

mention dodrio is faster

probably talk about how stoutland can often avoid being revenge killed from faster pokemon like zebstrika and floatzel because of its great bulk, but that its low speed means it becomes a lot less useful after it has taken damage

there needs to be a mention at some point in the overview about how stoutland is incredibly effective vs defensive teams with its scrappy set, and against offensive teams with its sand rush set

for the set: i would slash crunch first as i don't find pursuit particularly useful and hitting metang is quite important imo. up to you. would definitely remove silk scarf though because even though it is a pretty good item, it is more of a bluff choice item than a choice for its benefit, which makes me think it should go in set details. again your choice.

[SET]
name: Scrappy
move 1: Return
move 2: Facade
move 3: Superpower
move 4: Crunch / Pursuit
item: Choice Band
ability: Scrappy
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

talk about how return is a strong stab that crumbles most pokemon and is difficult af to switch into, so it sounds more relevant than objective

mention how facade is used to punish status including the wisps of midreavus and thunder waves of clefairy, at the price of making rock and steel types able to wall it easily

you can probably mention iron head here, if only because it pretty much hits the same things, losing out on metang but hitting carbink

you don't really need to keep saying that ghost types can be hit with fighting type moves now because it is kind of irrelevant, the main draw is being able to spam return against teams with gourg/missy

specify that you mean opposing adamant stoutland in the jolly statement

"Stoutland should mainly spam Return and Facade, although if the foe has a Steel- or Rock-type such as Probopass, Stoutland can use Facade in order to pick up a KO."

then talk about how stoutland is easily taken advantage of after a superpower and also how a lot of 50/50s can occur since superpower is mandatory on the set so sometimes people don't switch their probopass or w/e in as you superpower like a grumpig and get koed in return

under switching into status specify you don't really WANT to switch into burns because they invalidate 3/4 of your set and wear you down, just say that you can switch into pokemon like clefairy and really take advantage of them. it is important to remember though that while you are boosting facade with your status inflicted stoutland, it isn't always worth the negatives of that status (being really slow, not being able to use superpower, being worn down quickly)

id get rid of the pelipper statement as well as the slow volt switch/uturn statement as it is kind of obvious and true for most pokemon.

ditch the entire hazard statement

only mention slow volt switch and uturners if they have specific good synergy: ie rotom-f scarfed which volt switches on incoming grumpig/clefairy/lickilicky for stoutland to take advantage of

i also don't think fraxure and mightyena are the best mentions here. return is breaking everything that switches into it that doesnt resist it, so you need to think more about the things stoutland lures. for example, if it uses superpower as the opponent predicts return and it kills probopass, then plenty of pokemon would now have a much easier time sweeping, partner scarf chatot can have an easier time cleaning, pokemon like mr. mime can wallbreak without fear of missing, etc. and then you can talk about crunch here as well

stoutland is actually a very good wallbreaker on webs, so good mention.

mention. tangela. lures. including surprise knock off mons, knock off support is good because it punishes gourgeist while also crippling misdreavus

[SET]
name: Sand Rush
move 1: Return
move 2: Superpower
move 3: Crunch
move 4: Wild Charge
item: Choice Band / Life Orb
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

maybe make the moves sections a little less pokedex

readers know what life orb does. instead talk about how the freedom to switch moves is great because stoutland isn't just 2hkoing everything like the scrappy set, and that because lacking scrappy means having to predict more, switching moves is a good benefit

fix the slow u-turn / volt switch part, talk about how sand turns being on a timer means you may need to predict your opponent who is trying to switch around your moves to stall out the sand turns

i don't really like krokorok on sand, it manages to compound literally every weakness of stoutland and hippopotas and pursuit is rly not mandatory. spikes is good here, and should be the only hazard mentioned because it has a legitimate reason for inclusion: it punishes opponents attempting to stall out sand turns

what is play rough hitting? don't see why it should be mentioned imo

in c&c you should mention pokemon with protect when combined with general normal resists eg probopass golem etc

QC 1/3
 

Anty

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1st set:
I really dont think ss deserves a slash as w/o CB it is much less of a threat to defensive teams:
252+ Atk Stoutland Superpower vs. 252 HP / 252+ Def Relicanth: 154-182 (38.1 - 45%) -- guaranteed 4HKO
252+ Atk Stoutland Superpower vs. 252 HP / 0 Def Lickilicky: 268-316 (63.2 - 74.5%) -- 98.8% chance to 2HKO after Leftovers recovery
Just a few examples of the severe lack of power. The ability to switch moves is also overrated as every sturdy normal resist can take a return + superpower, but would dislike taking more than one CB superpowers (SD is fine)

I also think crunch should be first slash as solrock/metang are more popular and usually stout prefers spamming return than trapping shit (pursuit is easy to take advantage of too)

'Scrappy is the main selling point of the set' - not really

Jolly doesnt need to be mentioned in SD imo as it's effectively speed creeping if the main mon to outspeed is itself

'Stoutland can be switched into status-inducing moves such as Toxic and Thunder Wave' - i wouldnt suggest thunder wave for this

'If the foe has a Pokemon in that Stoutland can beat such as Grumpig, it can use Pursuit in order to trap it.' - this doesn't need to be said, there is a moves section for that

2nd set:
I personally prefer LO over CB as every team should have a normal resist, and stout cant afford to switch in and out like the scrappy set does

Half of UT is focused around hippopotas lol. Mention something about counter-playing the opp if they try to sand-turn stall

TO isnt complete

c&c:
Mention that rock-types stop the spam of return, even if they get 2HKO'd by superpower
For faster pokemon mention monferno as it can OHKO stout (mach also does a lot vs sand rush)

Dundies
 
First set
You mention pursuit in moves before crunch while they are in fact slashed the other way

Silk scarf to oo

You can add defensive roselia to take things stout can switch into as well as misdreavus
Remove pelipper tho since physdef stalls you out if you lock yourself into return and it burns or facade and it doesn't

Armaldo isn't really that good in sand so mention water and grass types that cover hp hippopotas weaknesses for example and stuff that can deal with threats to stoutland such as gourgeist and Misdreavus

"Mightyena is a good partner for Stoutland, as it greatly benefits from Stoutland's wallbreaking abilities against Pokemon such as Tangela and Vullaby." They both just get walled?

Oo:
Add toxic play rough and iron head as well as maybe twave and intimidate

C&c

Change rocks to rocks and steels and add metang
 
Last edited:
First set
You mention pursuit in moves before crunch while they are in fact slashed the other way

Silk scarf to oo

You can add defensive roselia to take things stout can switch into as well as misdreavus
Remove pelipper tho since physdef stalls you out if you lock yourself into return and it burns or facade and it doesn't

Armaldo isn't really that good in sand so mention water and grass types that cover hp hippopotas weaknesses for example and stuff that can deal with threats to stoutland such as gourgeist and Misdreavus

"Mightyena is a good partner for Stoutland, as it greatly benefits from Stoutland's wallbreaking abilities against Pokemon such as Tangela and Vullaby." They both just get walled?

Oo:
Add toxic play rough and iron head as well as maybe twave and intimidate

C&c

Change rocks to rocks and steels and add metang
i didnt get a notification for this and didnt see until now that you checked. added bouff mentions too. anything else?
 

MZ

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Add a bullet talking about how Stoutland should be careful about using superpower if they have some setup sweeper like gorebyss waiting to take advantage of it
3/3
 

Lumari

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remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Stoutland is able to distinguish itself from other Pokemon in the PU metagame with its high Attack stat, good bulk, and its access to great abilities in Scrappy and Sand Rush. Thanks to Scrappy, Stoutland is a fearsome wallbreaker due to the fact that it isn't forced to predict around Ghost-types. On top of its strong ability in Scrappy this, Stoutland can also abuse take advantage of Sand Rush to double its Speed under Sandstorm, making it an incredibly fast and strong sweeper. Because of these two abilities, Stoutland has the ability to be These two abilities make Stoutland very effective against defensive and offensive teams thanks to Scrappy and Sand Rush, respectively. Stoutland also has great natural bulk, meaning it can avoid being revenge killed from by faster Pokemon such as Floatzel and Zebstrika. On the downside, Stoutland faces strong competition from Dodrio, who which is faster and has access to a stronger secondary STAB move in Brave Bird as well as priority in Quick Attack. Thankfully, Stoutland can take on Steel- and Rock-types more effectively with Superpower, (AC) and it isn't weak to Stealth Rock, unlike Dodrio. Stoutland also faces major competition from Bouffalant, who which has access to Swords Dance and abilities such as Sap Sipper and Soundproof (RC) but lacks the ability to take on Ghost-types. Stoutland, while very bulky, is relatively slow, meaning it can easily be revenge killed by Pokemon such as Simipour and Monferno.

[SET]
name: Scrappy
move 1: Return
move 2: Facade
move 3: Superpower
move 4: Crunch / Pursuit
item: Choice Band
ability: Scrappy
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Stoutland's strongest and most spammable STAB move that and is extremely difficult to switch into. Facade prevents Stoutland from being crippled by moves such as Will-O-Wisp and Toxic while also even punishing the use of status these moves by (RC) giving it an even stronger STAB move once inflicted by status. Superpower deals a lot of damage to Steel- and Rock-types such as Probopass and Golem. Crunch allows Stoutland to deal more damage to Solrock and Metang, both of which are strong checks to Stoutland. Pursuit is another option that allows Stoutland to deal a lot of damage to Pokemon that it threatens out, even KOing Pokemon such as Grumpig if they switch out.

Set Details
========

Scrappy allows Stoutland to hit Ghost-types such as Misdreavus and Gourgeist-XL with Normal-type moves. Maximum Attack investment along with a Choice Band and an Adamant nature allows Stoutland is used to hit as hard as possible, while maximum Speed investment allows it Stoutland to outspeed Pokemon such as Mightyena.

Usage Tips
========

Stoutland should mainly spam Return and Facade, although if the foe has a Steel- or Rock-type such as Probopass, Stoutland can use Superpower in order to pick up a KO; however, be wary of locking yourself into a move that is countered resisted (or w/e, but you don't "counter" a move) by another opposing Pokemon, as Stoutland can be taken advantage of. Stoutland can be switched into status-inducing moves such as Toxic in order to boost the damage output from Facade, though the negatives sometimes outweight outweigh the positives when it comes to the status infliction. Stoutland can be switched into weaker attacks such as Clefairy's Moonblast or defensive Roselia's Giga Drain, though Stoutland it should be wary of being worn down. Be wary of using Superpower, as setup sweepers such as Gorebyss can take advantage of Stoutland's the Attack drop.

Team Options
========

Slower Pokemon with access to Volt Switch and U-turn such as Pelipper and Probopass can be used to get Stoutland into the field of play without having to take unnecessary damage. Sweepers such as Fraxure and Mightyena appreciate Stoutland's wallbreaking capabilities, (AC) that as they make it easier for them to sweep. Healing Wish support from Pokemon such as Mr. Mime or and Clefairy can be helpful to fully revive Stoutland after it has been worn down or severely weakened. Sticky Web support from Leavanny can slow down foes, making it easier for Stoutland to sweep through opposing teams. Machoke makes for a good partner for Stoutland, as it can lure Pokemon that check Stoutland such as Tangela and Solrock and cripple them with Knock Off.

[SET]
name: Sand Rush
move 1: Return
move 2: Superpower
move 3: Crunch
move 4: Wild Charge
item: Life Orb / Choice Band
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Stoutland's most spammable STAB move that and is extremely hard to switch into. Superpower allows Stoutland to hit Steel- and Rock-types such as Probopass and Golem that resist Return. Crunch allows Stoutland to hit Ghost-types such as Misdreavus and Gourgeist-XL, (AC) who which are immune to both Return and Superpower. Wild Charge allows Stoutland to OHKO Pelipper, one of Stoutland's its biggest checks.

Set Details
========

An Adamant nature along with maximum Attack investment and a Choice Band allows Stoutland to hit as hard as possible, while Life Orb allows Stoutland to spam its STAB moves without having to predict at the cost of having to take recoil at the end of every turn. While sand is active, maximum Speed investment along with Sand Rush allows Stoutland to outspeed the entire unboosted PU metagame. Opponents may try to switch around Stoutland to waste turns of sand, so you can predict what Pokemon your foe will switch into in order to limit this. (doesn't this go in UT?)

Usage Tips
========

Once sand has been set up, Stoutland should be brought in as soon as possible to maximize take full advantage of sand turns. In order to keep sand present, make sure to keep Hippopotas alive as long as possible. Hippopotas can be sacrificed late-game, giving Stoutland a free switch in and a chance to sweep. Stoutland shouldn't be switched directly into strong attacks; instead, it should be brought in after a Pokemon has been KOed or on a double switch.

Team Options
========

Hippopotas is a mandatory partner for Stoutland, as it is the only Pokemon in PU that can provide Stoutland with sand thanks to its access to Sand Stream. Rock-types such as Relicanth can take advantage of get a Special Defense boost from the sand, making for them good partners on a sand team. Water- and Grass-types such as Floatzel and Roselia are important in taking on Hippopotas's checks, therefore making it easier to keep it alive throughout the battle.

[STRATEGY COMMENTS]
Other Options
=============

Choice Scarf is an option that allows Stoutland to take on faster Pokemon that would normally outspeed it such as Floatzel and Jumpluff. Work Up can be used to boost Stoutland's Attack stat, though Stoutland is relatively slow, meaning it is easily revenge killed because of its relatively low Speed. Sleep Talk can be used if nothing else on your team can switch into Sleep Powder. Silk Scarf is another option that, at the cost of power, allows you Stoutland to switch moves freely while also bluffing Choice Band. Toxic is an option that allows Stoutland can be used to cripple Pokemon such as Tangela upon switching as they switch in, making it them easier to take on later in the battle. Play Rough allows Stoutland to deal more damage to Machoke, although it is much more situational than moves such as Crunch and Pursuit. Iron Head allows Stoutland to better take on Pokemon such as Armaldo and Carbink, although Carbink is less relevant than Metang, which Crunch is able to hit for a lot of damage.

Checks and Counters
===================

**Physically Bulky Pokemon**: Tangela and Gourgeist-XL can take multiple hits from Stoutland, recover their health, and proceed to damage or cripple it with a status move such as Sleep Powder or an attack such as Foul Play.

**Rock-types**: Solrock and Relicanth resist Stoutland's STAB moves and can stop the spam of Return, although the former is 2HKOed by Crunch and the former latter is 2HKOed by Superpower unless it's defensive.

**Steel-types**: Metang and Klang resist Stoutland's STAB moves and don't take too much damage from its coverages moves. The former can use Pursuit in order to get off chip damage against Stoutland, (AC) while the latter can use Stoutland as setup fodder if it is locked into a STAB move.

**Faster Pokemon**: Pokemon that outspeed Stoutland such as Floatzel, Monferno, and Chatot can take advantage of Stoutland's low Speed and deal a lot of damage, although Stoutland can usually take any one hit and KO them in return.
 
Last edited:

P Squared

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2/2 :]
[OVERVIEW]

Stoutland is able to distinguish itself from other Pokemon in the PU metagame with its high Attack stat, good bulk, and access to great abilities in Scrappy and Sand Rush. Thanks to Scrappy, Stoutland is a fearsome wallbreaker due to the fact that it isn't forced to predict around Ghost-types. On top of this, Stoutland can also take advantage of Sand Rush to double its Speed under sandstorm, making it an incredibly fast and strong sweeper. These two abilities make Stoutland very effective against defensive and offensive teams, respectively. Stoutland also has great natural bulk, meaning it can avoid being revenge killed by faster Pokemon such as Floatzel and Zebstrika. On the downside, Stoutland faces strong competition from Dodrio, which is faster and has access to a stronger secondary STAB move in Brave Bird as well as priority in Quick Attack. Thankfully, Stoutland can take on Steel- and Rock-types more effectively with Superpower, and it isn't weak to Stealth Rock, unlike Dodrio. Stoutland also faces major competition from Bouffalant, which has access to Swords Dance and abilities such as Sap Sipper and Soundproof but lacks the ability to take on Ghost-types. Stoutland, while very bulky, is relatively slow, meaning it can easily be revenge killed by Pokemon such as Simipour and Monferno.

[SET]
name: Scrappy
move 1: Return
move 2: Facade
move 3: Superpower
move 4: Crunch / Pursuit
item: Choice Band
ability: Scrappy
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Stoutland's strongest and most spammable STAB move and is extremely difficult to switch into. Facade prevents Stoutland from being crippled by moves such as Will-O-Wisp and Toxic while even punishing the use of these moves by giving it an even stronger STAB move once inflicted by status. Superpower deals a lot of damage to Steel- and Rock-types such as Probopass and Golem. Crunch allows Stoutland to deal more damage to Solrock and Metang, both of which are strong checks to Stoutland. Pursuit is another option that allows Stoutland to deal a lot of damage to Pokemon that it threatens out, even KOing Pokemon such as Grumpig if they switch out.

Set Details
========

Scrappy allows Stoutland to hit Ghost-types such as Misdreavus and Gourgeist-XL with Normal-type moves. Maximum Attack investment along with a Choice Band and an Adamant nature is used to hit as hard as possible, while maximum Speed investment allows Stoutland to outspeed Pokemon such as Mightyena.

Usage Tips
========

Stoutland should mainly spam Return and Facade, although if the foe opponent has a Steel- or Rock-type such as Probopass, Stoutland can use Superpower in order to pick up a KO; however, be wary of locking yourself Stoutland into a move that is resisted by another opposing Pokemon, as Stoutland can then be taken advantage of. Stoutland can be switched into status-inducing moves such as Toxic in order to boost the damage output from of Facade, though the negatives sometimes outweigh the positives when it comes to the status infliction. Stoutland can be switched into weaker attacks such as Clefairy's Moonblast or and defensive Roselia's Giga Drain, though it should be wary of being worn down. Be wary of using Superpower, as setup sweepers such as Gorebyss can take advantage of the Attack drop.

Team Options
========

Slower Pokemon with access to Volt Switch and U-turn such as Pelipper and Probopass and Pelipper can be used to get Stoutland into the field of play without having to take unnecessary damage. Sweepers such as Fraxure and Mightyena appreciate Stoutland's wallbreaking capabilities, as they make it easier for them to sweep. Healing Wish support from Pokemon such as Mr. Mime and Clefairy can be helpful to fully revive Stoutland after it has been worn down or severely weakened. Sticky Web support from Leavanny can slow down foes, making it easier for Stoutland to sweep through opposing teams. Machoke makes for a good partner for Stoutland, as it can lure Pokemon that check Stoutland such as Tangela and Solrock and cripple them with Knock Off.

[SET]
name: Sand Rush
move 1: Return
move 2: Superpower
move 3: Crunch
move 4: Wild Charge
item: Life Orb / Choice Band
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Stoutland's most spammable STAB move and is extremely hard to switch into. Superpower allows Stoutland to hit Steel- and Rock-types such as Probopass and Golem, which that resist Return. Crunch allows Stoutland to hit Ghost-types such as Misdreavus and Gourgeist-XL, which are immune to both Return and Superpower. Wild Charge allows Stoutland to OHKO Pelipper, one of its biggest checks.

Set Details
========

An Adamant nature along with maximum Attack investment and a Choice Band allows Stoutland to hit as hard as possible, while Life Orb allows Stoutland to spam its STAB moves without having to predict at the cost of having to take recoil at the end of every turn. While sand is active, maximum Speed investment along with Sand Rush allows Stoutland to outspeed the entire unboosted PU metagame. Opponents may try to switch around Stoutland to waste turns of sand, so you can predict what Pokemon your foe will switch into in order to limit this. (this is in the next paragraph?)

Usage Tips
========

Once sand has been set up, Stoutland should be brought in as soon as possible to take full advantage of sand turns. In order to keep sand present, make sure to keep Hippopotas alive as long as possible. Hippopotas can be sacrificed late-game, giving Stoutland a free switch in and a chance to sweep. Stoutland shouldn't be switched directly into strong attacks; instead, it should be brought in after a Pokemon has been KOed or on a double switch. Opponents may try to switch around Stoutland to waste turns of sand, so you can predict what Pokemon your foe opponent will switch into in order to limit this.

Team Options
========

Hippopotas is a mandatory partner for Stoutland, as it is the only Pokemon in PU that can provide Stoutland with sand thanks to its access to Sand Stream. Rock-types such as Relicanth can get a Special Defense boost from the sand, making them good partners on a sand team. Water- and Grass-types such as Floatzel and Roselia are important in taking on Hippopotas's checks, therefore making it easier to keep it alive throughout the battle.

[STRATEGY COMMENTS]
Other Options
=============

Choice Scarf is an option that allows Stoutland to take on faster Pokemon that would normally outspeed it such as Floatzel and Jumpluff. Work Up can be used to boost Stoutland's Attack stat, though Stoutland is easily revenge killed because of its relatively low Speed. Sleep Talk can be used if nothing else on your team can switch into Sleep Powder. Silk Scarf is another option that, at the cost of power, allows Stoutland to switch moves freely while also bluffing Choice Band. Toxic can be used to cripple Pokemon such as Tangela as they switch in, making them easier to take on later in the battle. Play Rough allows Stoutland to deal more damage to Machoke, although it is much more situational than moves such as Crunch and Pursuit. Iron Head allows Stoutland to better take on Pokemon such as Armaldo and Carbink, although Carbink is less relevant than Metang, which Crunch is able to hit for a lot of damage.

Checks and Counters
===================

**Physically Bulky Pokemon**: Tangela and Gourgeist-XL can take multiple hits from Stoutland, recover their health, and proceed to damage or cripple it with a status move such as Sleep Powder or damage it with an attack such as Foul Play.

**Rock-types**: Solrock and Relicanth resist Stoutland's STAB moves and can stop the spam of Return, although the former is 2HKOed by Crunch and the latter is 2HKOed by Superpower unless it's defensive.

**Steel-types**: Metang and Klang resist Stoutland's STAB moves and don't take too much damage from its coverage moves. The former can use Pursuit in order to get off chip damage against Stoutland, while the latter can use Stoutland as setup fodder if it is locked into a STAB move.

**Faster Pokemon**: Pokemon that outspeed Stoutland such as Floatzel, Monferno, and Chatot can take advantage of Stoutland's low Speed and deal a lot of damage to it, although Stoutland can usually take any one hit and KO them in return.
 
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