Bouffalant

Reckless
Increases the power of recoil moves by 20%.
Sap Sipper
Grants immunity to Grass-type moves and boosts Attack by 1 stage when hit by a Grass-type move.
Soundproof
Unaffected by sound moves.
Type Tier
Normal RU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
95
- 170 202 -
Atk
110
117 130 162 178
Def
95
103 115 147 161
SpA
40
54 60 92 101
SpD
95
103 115 147 161
Spe
55
67 75 107 117

Overview

Bouffalant has great bulk, a high Attack stat, and an incredibly powerful STAB move in Head Charge, which can be further augmented with its ability Reckless, along with several excellent coverage moves. However, Bouffalant is quite slow, and as such requires Trick Room or Tailwind support to work effectively, or it will just end up being outsped and KOed. Its Normal typing also leaves it weak to the many Fighting-types of VGC 2011, including Conkeldurr, Scrafty, and Terrakion. Overall, though, its bulk and the huge power of its STAB Head Charge make it an excellent choice for any Trick Room or Tailwind team.

Name Item Ability Nature

Physical Attacker

Life Orb / Chople Berry Reckless / Sap Sipper Brave
Moveset EVs
~ Head Charge
~ Earthquake / Rock Slide
~ Wild Charge
~ Protect
252 HP / 252 Atk / 4 Def

Bouffalant's STAB Head Charge does huge damage to most Pokemon, and with Reckless, its power is increased to an incredible level, scoring a large number of OHKOs with a Life Orb attached. Earthquake allows Bouffalant to hit the Rock- and Steel-types that resist Head Charge for super effective damage, while Wild Charge gets a boost from Reckless and allows Bouffalant to hit Tornadus and Jellicent for super effective damage. Protect gives Bouffalant's partner a turn to set up Trick Room or Tailwind, allowing it to bypass many of the Fighting-types that give it trouble. A Brave nature along with 252 HP EVs allow Bouffalant to hit as hard as possible while still retaining its decent bulk, even taking an unboosted Conkeldurr's Drain Punch, and to outspeed everything up to Scrafty under Trick Room.

Team Options & Additional Comments >>>

Other Options

A Normal Gem is a good option for an item, allowing Bouffalant to OHKO almost anything with Head Charge, but its single use, the fact that Life Orb hits harder over two turns, and the loss of power on its other moves generally makes Life Orb the better option. Payback is an option to hit the Ghost-types that resist Bouffalant's main STAB for super effective damage, but its low Base Power means that it won't hit too hard, even on opponents it hits for super effective damage, and Bouffalant has good enough coverage with the moves already listed. Megahorn allows Bouffalant to hit Hydreigon and many Psychic-types harder than Head Charge if using Sap Sipper, but its low accuracy and inability to hit any of the Pokemon that resist Head Charge for super effective damage makes it generally an inferior choice. A Sitrus Berry allows Bouffalant to extend its bulk even further and stay around a bit longer; although it loses the valuable Life Orb boost, it is able to abuse its good bulk and possibly stay in an extra turn to deal some more damage, and offset the recoil caused by Head Charge.

Thrash or Giga Impact may seem like powerful STAB options, but a Reckless Head Charge outdamages Thrash and is very near to Giga Impact in power, so they're both quite unnecessary, even without considering their crippling side effects. Even with Sap Sipper, though, Giga Impact's recharge turn after use allows Bouffalant to be easily KOed, or worse, allows the opponent to set up or take down Trick Room or Tailwind, completely destroying any advantage gained by a KO. Swords Dance is certainly a usable move with Bouffalant's great defenses, and allows it to OHKO almost anything, but Bouffalant's weakness to Fighting-types and reliance upon Trick Room or Tailwind to attack effectively means that it is better off simply attacking rather than wasting turns of Trick Room or Tailwind by setting up. Taunt allows Bouffalant to stop Trick Room from being set up on a Tailwind team, but with Mental Herb easily stopping it, it will be useless most of the time.

Checks and Counters

Bouffalant is almost always stopped cold by most Fighting-types, taking huge damage from their STAB moves and being unable to OHKO most of them in return. Many Rock- and Steel-types can easily take any of Bouffalant's attacks outside of Earthquake, which can damage Bouffalant's partner. Chandelure and Cofagrigus are immune to Head Charge and take little from Bouffalant's other attacks. Jellicent easily walls Bouffalant if it doesn't carry Wild Charge. Amoonguss can easily put a stop to Bouffalant, taking any attack and putting it to sleep with Spore, but must be very wary of Sap Sipper, which allows Bouffalant to increase its Attack after being hit by Spore.