Stoutland

Intimidate
Lowers the foe's Attack one stage. Decreases wild encounter rate.
Sand Rush
Speed doubles in sandstorm.
Scrappy
Can hit Ghost-types with Fighting- and Normal-type moves.
Type Tier
Normal NU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
85
- 160 192 -
Atk
100
108 120 152 167
Def
90
99 110 142 156
SpA
45
58 65 97 106
SpD
90
99 110 142 156
Spe
80
90 100 132 145

Overview

Stoutland's ability Intimidate, along with its decent Attack and defenses, allows it to serve as a usable attacker in VGC 2011. Unfortunately, Stoutland is weak to the very common Fighting-type attacks, which hampers its ability to abuse Intimidate. Overall, Stoutland's Intimidate is incredibly useful, and it can make a good complement to almost any team.

Name Item Ability Nature

Physical Attacker

Chople Berry / Life Orb Intimidate Adamant
Moveset EVs
~ Return
~ Crunch / Thunder Wave
~ Helping Hand / Fire Fang
~ Protect
252 HP / 252 Atk / 4 Spe

Stoutland's ability Intimidate allows it to cripple opposing physical attackers, which means it can support its partner while dealing damage. Return is Stoutland's STAB move of choice, doing good damage to most offensive Pokemon, while Crunch hits Ghost-types such as Chandelure and Jellicent for super effective damage. Helping Hand lets Stoutland increase the power of a teammate's attack, which allows it to bypass its middling offenses when paired with a hard hitter such as Chandelure or Haxorus. Protect gives Stoutland the ability to avoid damage for a turn. The EVs and nature help Stoutland hit as hard as possible while retaining good bulk, and a Chople Berry allows Stoutland to withstand any Fighting-type attack and hit hard with Return.

Team Options & Additional Comments >>>

Other Options

Stoutland has access to Ice Fang and Wild Charge, giving it super effective coverage on a multitude of targets. A Normal Gem-boosted Return OHKOes the genies, and as such is a viable choice for an item. Retaliate can be used as a STAB move, doubling in power if Stoutland switches in after a teammate is KOed, but it has a measly 70 Base Power otherwise, making Return the superior choice. Stoutland has access to Roar, which can stop Trick Room from being set up, but Rage Powder users such as Amoonguss and Imprison users such as Chandelure do a much better job of stopping Trick Room. Yawn allows Stoutland to force an opponent to switch or become incapacitated, but Pokemon such as Amoonguss with Spore do that much more reliably. Stoutland has access to both Rain Dance and Sunny Day, allowing it to support a weather team, but Pokemon such as Whimsicott and the genies can set up weather much more reliably due to Prankster. Sand Rush doubles Stoutland's Speed in a sandstorm, which can allow it to outpace and damage many of the Pokemon that would otherwise threaten it, but its mediocre offenses and movepool makes Excadrill a far better abuser of Sand Rush. Using Sand Rush also means Stoutland loses Intimidate, is perhaps Stoutland's main niche over other, more competent Pokemon.

Checks and Counters

Stoutland is weak to Fighting-type moves, and while Intimidate allows it to dampen their effects, it often finds itself unable to avoid a KO. Conkeldurr, Scrafty, and Terrakion can all do severe damage to Stoutland while not taking much damage in return, although a Chople Berry helps Stoutland to deal with some of these Pokemon. Stoutland's low Speed makes it susceptible to many faster attackers such as Haxorus and Archeops, but if Tailwind is up, Intimidate's ability to cripple an opponent's offensive presence and Stoutland's decent Attack stat will allow it to take out many opposing offensive Pokemon. Stoutland is unable to do significant damage to bulkier Pokemon due to its middling offenses, so most opposing Trick Room or Tailwind users can easily set up in its face, and many opposing support Pokemon such as Musharna or Amoonguss can easily take any of its attacks.