Bouffalant (Analysis)

cosmicexplorer

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Bouffalant


[OVERVIEW]
<p>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.</p>

[SET]
name: Physical Attacker
move 1: Head Charge
move 2: Earthquake / Rock Slide
move 3: Wild Charge
move 4: Protect
nature: Brave
ability: Reckless / Sap Sipper
item: Life Orb / Chople Berry
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]
<p>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.</p>

[ADDITIONAL COMMENTS]
<p>Rock Slide is a viable option over Earthquake; although Bouffalant loses the ability to hit Rock- and Steel-types for super effective damage, Rock Slide does hit the genies and Chandelure for super effective damage, and does not hit Bouffalant's partner. An EV spread of 140 HP / 252 Atk / 116 Spe with an Adamant nature should be used if Bouffalant is being used in Tailwind, to allow it to outspeed the genies under Tailwind, and still give it good bulk. Sap Sipper can also be a useful ability, due to the popularity of Amoonguss. Although Bouffalant loses the ability to abuse Reckless Head Charge, with Sap Sipper it can take a Spore aimed at it to increase its Attack by 1 stage, and OHKO most Amoonguss in return with a Life Orb Head Charge. A Chople Berry allows Bouffalant a turn to take out the many Fighting-types that can stop it in its tracks. If using Bouffalant in Tailwind, Tornadus is an excellent partner, KOing or doing severe damage to Fighting-types with Acrobatics, and setting up Tailwind to allow Bouffalant to sweep. A Psychic-type partner such as Musharna or Reuniclus is similarly useful for Trick Room teams, setting up Trick Room and KOing most Fighting-types with their STAB Psychic.</p>

<p>Bouffalant fails to do significant damage to most Rock- and Steel-types. As such, a Fighting-type such as Conkeldurr or Scrafty can help tremendously, doing severe damage with their STAB Fighting-type moves, and working well in either Trick Room or Tailwind. Ghost-types are also a problem, as they are immune to Head Charge, so Chandelure makes an excellent partner, doing massive damage with its powerful STAB Shadow Ball while also being able to set up Trick Room for Bouffalant. Chandelure's STAB Fire-type moves also allow it to KO the Steel-types that would otherwise wall Bouffalant.</p>

[Other Options]
<p>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.</p>

<p>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.</p>

[Checks and Counters]
<p>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.</p>
 

Alaka

formerly Alakapimp
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I fail to see how useful Megahorn is. When Super Effective it reaches 240 bp, but with accuracy factored in that's an average of 204. Head Charge + STAB reaches 180 BP and with reckless further added onto that it reaches 216. When Megahorn does hit, it is more poweful, but its not a huge difference. On the other hand, having both Earthquake for Rocks like Gigalith and Steels like Bisharp, and Chandelure and Wild Charge for Jellicent, can prove very useful. That still leaves Confagrigus and especially Golurk hardly touched, but Megahorn wasn't helping with that anyway.

Also when comparing Life Orb and a jewel, its important to mention that over the course of two attacks, Life Orb provides more power.
 

sandman

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Chople Berry should get a slash, besides all the fighting types, Conkeldurr's Mach Punch can do 72% max with guts and the recoil from Head Charge makes it even worse.

Also on the Tail Wind set, dividing the HP EVs into 132 HP / 4 Def / 4 SpD gives better overall bulk than 140 evs in HP.
 

cosmicexplorer

pewpewpew
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I fail to see how useful Megahorn is. When Super Effective it reaches 240 bp, but with accuracy factored in that's an average of 204. Head Charge + STAB reaches 180 BP and with reckless further added onto that it reaches 216. When Megahorn does hit, it is more poweful, but its not a huge difference. On the other hand, having both Earthquake for Rocks like Gigalith and Steels like Bisharp, and Chandelure and Wild Charge for Jellicent, can prove very useful. That still leaves Confagrigus and especially Golurk hardly touched, but Megahorn wasn't helping with that anyway.

Also when comparing Life Orb and a jewel, its important to mention that over the course of two attacks, Life Orb provides more power.
Including Megahorn was the result of me calcing it incorrectly against Hydreigon. When Head Charge OHKOs 4 HP Hydreigon with a Life Orb anyway, and Megahorn still fails to OHKO without a Life Orb, it does seem pretty useless. I have removed it and changed the set, and I have mentioned the Life Orb vs. Gem pros and cons. Thanks.

Chople Berry should get a slash, besides all the fighting types, Conkeldurr's Mach Punch can do 72% max with guts and the recoil from Head Charge makes it even worse.

Also on the Tail Wind set, dividing the HP EVs into 132 HP / 4 Def / 4 SpD gives better overall bulk than 140 evs in HP.
I actually thought I'd mentioned Chople already; thanks for pointing that out, I've added it. As for the EVs, 132 HP / 4 Def / 4 SpD gives a barely noticeable increase in bulk, but does increase the percent amount of recoil of recoil Bouffalant takes from Head Charge and Wild Charge, so as much HP as possible is always better for Bouffalant.
 

sandman

Bum bum bum bum
is a Forum Moderator Alumnus
I actually thought I'd mentioned Chople already; thanks for pointing that out, I've added it. As for the EVs, 132 HP / 4 Def / 4 SpD gives a barely noticeable increase in bulk, but does increase the percent amount of recoil of recoil Bouffalant takes from Head Charge and Wild Charge, so as much HP as possible is always better for Bouffalant.
good point forgot about that.

Megahorn is still pretty good for not receiving recoil damage but it is kind of inferior if using Reckless.
 
Deletions
Additions / Corrections
Comments

[OVERVIEW]
<p>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. while Its Normal typing also leaves it weak to the many Fighting-types in 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.</p>

[SET]
name: Physical Attacker
move 1: Head Charge
move 2: Earthquake / Rock Slide
move 3: Wild Charge
move 4: Protect
nature: Brave
ability: Reckless / Sap Sipper
item: Life Orb / Chople Berry
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]
<p>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.</p>

[ADDITIONAL COMMENTS]
<p>Rock Slide is a viable option over Earthquake; although Bouffalant loses the ability to hit Rock- and Steel-types for super effective damage, Rock Slide does hit the genies and Chandelure for super effective damage, and does not hit Bouffalant's partner. An EV spread of 140 HP / 252 Atk / 116 Spe with an Adamant nature should be used if Bouffalant is being used in Tailwind, to allow it to outspeed the genies under Tailwind, and to still give it good bulk. Sap Sipper, while Bouffalant loses the ability to abuse Reckless Head Charge, can still make a good ability simply because of the preponderance of Amoonguss, allowing Bouffalant to take a Spore aimed at it to increase its Attack by 1 stage, allowing it to and deal extreme damage, even OHKOing most Amoonguss in return with a Life Orb Head Charge. A Chople Berry allows Bouffalant a turn to take out the many Fighting-types that can stop it in its tracks. If using Bouffalant in Tailwind, Tornadus is an excellent partner, KOing or doing severe damage to Fighting-types with Acrobatics, and setting up Tailwind to allows Bouffalant to sweep. A Psychic-type partner like such as Musharna or Reuniclus is similarly useful for Trick Room teams, setting up Trick Room and KOing most Fighting-types with their STAB Psychic.</p>

[OTHER OPTIONS]
<p>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 helps to offset the recoil caused by Head Charge.</p>

<p>Thrash or Giga Impact 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 conidering 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 setup 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 does a lot more good just attacking rather than setting up, as it needs to do as much damage to the opposing team as possible within the turns of Trick Room or Tailwind. 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.</p>

[CHECKS AND COUNTERS]
<p>Bouffalant is almost stopped cold by most Fighting-types, taking huge damage from their STAB moves and being unable to OHKO most of them in return. A Psychic-type such as Reuniclus, Musharna, or Beheeyem is recommended to combat this, easily OHKOing most Fighting-types with their STAB Psychic, while also being able to setup Trick Room to allow Bouffalant to attack effectively. Tornadus or Braviary also make excellent partners, setting up Tailwind and taking out most Fighting-types with their STAB Flying-type moves. They can also take out Amoonguss, which Bouffalant is unable to OHKO and loses to without Sap Sipper. Many Rock- and Steel-types can easily take any of Bouffalant's attacks outside of Earthquake, which can damage Bouffalant's partner, and as such a Fighting-type on Bouffalant's side such as Conkeldurr or Scrafty can help tremendously, doing severe damage with their STAB Fighting-type moves, and working well in Trick Room or Tailwind OHKO it back with the appropriate move. Chandelure and Cofagrigus are immune to Head Charge, and take little from Bouffalant's other attacks, and. Jellicent easily walls Bouffalant if it doesn't carry Wild Charge. Because of this, Chandelure makes an excellent partner, doing severe damage with its powerful STAB Shadow Ball while also being able to setup Trick Room for Bouffalant. Chandelure's STAB Fire-type moves also allow it to KO the Steel-types that would otherwise wall Bouffalant.</p>


As with your Cryogonal analysis, don't talk about about teammates in [Counters]. Move those sentences to AC; they belong more to that section. Otherwise,



GP 1 / 2
 
Not a member of the GP team, but here's an unofficial check.

Deletions
Additions/Corrections
(Comments)

[OVERVIEW]
<p>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 in 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.</p>

[SET]
name: Physical Attacker
move 1: Head Charge
move 2: Earthquake / Rock Slide
move 3: Wild Charge
move 4: Protect
nature: Brave
ability: Reckless / Sap Sipper
item: Life Orb / Chople Berry
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]
<p>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.</p>

[ADDITIONAL COMMENTS]
<p>Rock Slide is a viable option over Earthquake; although Bouffalant loses the ability to hit Rock- and Steel-types for super effective damage, Rock Slide does hit the genies and Chandelure for super effective damage, and does not hit Bouffalant's partner. An EV spread of 140 HP / 252 Atk / 116 Spe with an Adamant nature should be used if Bouffalant is being used in Tailwind, to allow it to outspeed the genies under Tailwind, and still give it good bulk. Sap Sipper, while Bouffalant loses the ability to abuse Reckless Head Charge, can still make a good ability simply because of the preponderance of Amoonguss, allowing Bouffalant to take a Spore aimed at it to increase its Attack by 1 stage, and deal extreme damage, even OHKOing most Amoonguss in return with a Life Orb Head Charge. Sap Sipper can also be a useful ability, due to the popularity of Amoonguss. Although Bouffalant loses the ability to abuse Reckless Head Charge, with Sap Sipper it can take a Spore aimed at it to increase its Attack by 1 stage and OHKOes most Amoonguss in return with a Life Orb Head Charge. (long, convoluted sentence) A Chople Berry allows Bouffalant a turn to take out the many Fighting-types that can stop it in its tracks. If using Bouffalant in Tailwind, Tornadus is an excellent partner, KOing or doing severe damage to Fighting-types with Acrobatics, and setting up Tailwind to allow Bouffalant to sweep. A Psychic-type partner such as Musharna or Reuniclus is similarly useful for Trick Room teams, setting up Trick Room and KOing most Fighting-types with their STAB Psychic.</p>

<p>Bouffalant fails to do significant damage to most Rock- and Steel-types, and. As such, a Fighting-type on Bouffalant's side such as Conkeldurr or Scrafty can help tremendously, doing severe damage with their STAB Fighting-type moves, and working well in either Trick Room or Tailwind. Ghost-types are also a problem, as they are immune to Head Charge, so Chandelure makes an excellent partner, doing severe massive (you just used that exact phrase, how about another word) damage with its powerful STAB Shadow Ball while also being able to set up (space) Trick Room for Bouffalant. Chandelure's STAB Fire-type moves also allow it to KO the Steel-types that would otherwise wall Bouffalant.</p>

[Other Options]
<p>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.</p>

<p>Thrash or Giga Impact 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 (space) 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 does a lot more good just attacking rather than setting up, as it needs to do as much damage to the opposing team as possible within the turns of Trick Room or Tailwind is better off simply attacking rather than wasting turns of Trick Room / Tailwind 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.</p>

[Checks and Counters]
<p>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.</p>


A lot of really, really long sentences. I tried to break up the most excessive ones.
 

cosmicexplorer

pewpewpew
is a Forum Moderator Alumnusis a Contributor Alumnus
Ergh, looking over this there was a lot of bad grammar and sentence structure. I might have to take another look at this. In any case, thanks for the check, wekhter. It helps a lot, and I really appreciate it.
 

Chou Toshio

Over9000
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Wehkter is now a GP team member... and that check looks good anyway, so I'll stamp it. Up to you CE if you're looking to overhaul the analysis though.



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