NU Bouffalant


Overview
########

Unlike most other Normal-types commonly found in the tier, Bouffalant doesn't rely on Speed or access to priority to be effective, but rather on its amazing bulk. In addition, it boasts a great Attack stat and 3 useful abilities, each of which have their own unique uses and add to Bouffalant's versatility. Bouffalant's movepool contains everything it could wish for, with the standout being its signature move Head Charge, a powerful move with minimal recoil. Unfortunately, Bouffalant sports a low Speed stat, which often prevents it from sweeping faster teams.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return / Head Charge
move 3: Earthquake
move 4: Substitute / Stone Edge
ability: Sap Sipper
item: Leftovers / Lum Berry
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Swords Dance boosts Bouffalant's Attack stat to sky-high levels, allowing it to easily power through most physical walls. Return is a reliable STAB move with no drawbacks; Head Charge is a stronger option, though its recoil cuts into Bouffalant's bulk. Earthquake hits the Rock- and Steel-types that resist Bouffalant's Normal-type STAB moves. Substitute lets Bouffalant avoid status and allow it an easier time setting up. Stone Edge is Bouffalant's only way to hit Ghost-types such as Mismagius and Rotom, while also providing a stronger hit on Pokemon such as Archeops.

Set Details
========

100 Speed EVs are used to outspeed Lanturn, with full Attack investment used to maximize Bouffalant's power, while the rest of the EVs are dumped into HP to enhance Bouffalant's great natural bulk. Leftovers allows Bouffalant to make more Substitutes and stay around longer, and is also useful to negate Head Charge recoil if it is used. Sap Sipper provides Bouffalant with free switch-ins into Grass types such as Vileplume and Lilligant, turning them into setup bait. Soundproof is an alternative to absorb sound-based moves, but as there aren't many relevant ones in the NU metagame, it's usually not as useful. 216 HP / 72 Atk / 220 SpD with a Careful nature is an alternative spread to provide an easier time setting up against defensive Pokemon, specifically Vileplume, which can never break Bouffalant's Substitute with Sludge Bomb when using this spread. Lum Berry is helpful to avoid status if not running Substitute, as Bouffalant hates status.

Usage Tips
========

This set does best against bulky teams; Bouffalant should aim to set up on something that can't hurt it, and proceed to smash through the opposing team. When facing offensive teams, try to generate free switch-ins for Bouffalant, as frailer Pokemon absolutely hate having to switch in on it, but it can't do much if it takes damage when switching in.

Team Options
========

A Pursuit trapper is nice to have on your team, as Bouffalant hates facing Ghost-types (and Uxie, to an extent); Sneasel, Liepard, and Scyther all perform this job well. Having something to beat Gurdurr with, such as Mesprit, is also appreciated. Bouffalant despises Toxic Spikes, so having a Poison-type on your team to absorb them is recommended.


Choice Band
########
name: Choice Band
move 1: Head Charge
move 2: Earthquake
move 3: Stone Edge
move 4: Megahorn
ability: Reckless / Sap Sipper
item: Choice Band
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Head Charge is a ridiculously strong STAB move, especially with a Reckless boost. Earthquake hits Rock- and Steel-types such as Regirock and Steelix, respectively. Stone Edge is Bouffalant's main option to hit Ghost-types and hits Archeops and Armaldo for super effective damage. Finally, Megahorn gets super effective coverage on Cradily. Pursuit is a cool option in the last slot to trap Mismagius and Rotom that lack Will-O-Wisp.

Set Details
========

100 Speed EVs allow Bouffalant to outpace Lanturn, while full Attack investment maximizes power; the rest of the EVs are thrown into HP to enhance Bouffalant's great natural bulk. Choice Band increases Bouffalant's power to jaw-dropping levels. Reckless significantly increases Head Charge's power, while Sap Sipper gives Bouffalant a handy immunity to Grass-type moves as well as potential Attack boosts.

Usage Tips
========

Head Charge is by far Bouffalant's strongest move; as such, it should be used as much as possible. Earthquake is useful to hit predicted switch-ins of Rock- and Steel-types such as Rhydon and Steelix, allowing it to weaken or outright beat them so that Bouffalant can spam Head Charge later on. Stone Edge should only be used to get rid of Archeops and Armaldo and to hit Ghost-types such as Mismagius or Rotom if not running Pursuit. If Pursuit is run, it should be used to trap those Ghost-types and get rid of them for teammates. Megahorn's only targets are Cradily and Gourgeist, which Bouffalant doesn't have a more effective move for.


Team Options
========

Pursuit support is very important if Bouffalant itself isn't running it, with Sneasel, Liepard, and Scyther being good teammates. Pokemon such as Mesprit also pair well with Bouffalant, as they can take advantage of Gurdurr. Pivots such as Lanturn and Probopass can provide free switch-ins for Bouffalant to wallbreak. Late-game sweepers such as Swords Dance Feraligatr appreciate having physical walls broken down to aid their sweep.


Other Options
########

Assault Vest can turn Bouffalant into a great special tank and a counter to Pokemon such as Lilligant and Vivillon, but the lack of passive recovery limits Bouffalant's tanking capabilities throughout the battle. Wild Charge is a coverage option for sets with Reckless to hit Flying- and Ghost-types hard, but doesn't do much to Rotom which can be a problem.


Checks & Counters
########

**Ghost-types**: Ghost-types such as Mismagius, Rotom, and Gourgeist are immune to Bouffalant's STAB moves and can burn it with Will-O-Wisp.

**Bulky Rock- and Steel-types**: Pokemon such as Regirock, Steelix, and Rhydon all resist Normal and can even take Earthquake relatively well with their great physical bulk. They can then retaliate back with an attack, status, or phazing move.

**Fighting-types**: Fighting-types such as Sawk and Primeape outspeed Bouffalant and hit it hard with STAB Close Combat. Gurdurr can use its great physical bulk and Drain Punch to defeat Bouffalant, though it is cleanly 2HKOed by Choice Band Head Charge and can't OHKO with Mach Punch.

**Entry Hazards**: All types of entry hazards take away a chunk of Bouffalant's bulk and make it more susceptible to being revenge killed by faster Pokemon such as Samurott and Archeops.

**Strong Attackers**: Bouffalant's poor Speed makes it prone to being outsped by powerful attackers such as Typhlosion, Zangoose, and Magmortar.
 
Last edited by a moderator:

CanadianWifier

Run Away With Me
Make mention of QoL's spread of 216 HP / 76 Atk / 216+ SDef to always have your substitutes live Vileplume's Sludge Bomb as use it as set-up fodder :]
idk I might even use it as the main spread, depending on how important outspeeding lanturn / other slow stuff is. Definitely worth a mention as an optional spread in Set details :]
 

CanadianWifier

Run Away With Me
(aren't bulls supposed to be fast? If they weren't, Spaniards wouldn't have to run away so quickly when they get loose) It's the big hair, holding it back. Cut it off and you get Tauros - a base 110 :]

Fix your CC formatting, you're better than that.

Because you're part of QC I assume you'll implement that above so have one of these:
[QC 1/3]
 
make Return the main slash on the SubSD set. Recoil + Substitute really cuts into Bouffs survivability.

Remove the Spiritomb mentions, no more Tomb is quite the boon for Bouff. Mention other more niche pursuit trappers in its place (Sneasel / Scyther)

Also fix your spacing :)

once this is done ill give it another check and stamp it Aladyyn
 

watashi

is a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Three-Time Past SPL Champion
World Defender
slash stone edge with sub on the sd set imo. sub 3 attacks is too weak

slash lum berry as the item in the case where u use sd 3 attacks

mention pursuit on the cb set since it beats a lot of ghosts
 

Weebl

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Overview
########

Normal-types (add hyphen) have always been big threats in NeverUused and the newcomer Bouffalant is not different exception. Contrary to Unlike most other common Normal-types that are a common sight in the tier, Bouffalant doesn't rely on sSpeed and priority to be effective, but rather on its amazing bulk. In addition, to that it boasts a great Attack stat and 3 useful abilities, each of which can which can all catch the opponent off guard. ItBouffalant's movepool contains everything Bouffalant it could wish for, with the standout being his its signature move: Head Charge, a high powered move with minimal recoil. Unfortunately, (add comma) Bouffalant sports a low Speed stat, which prevents him it from being a truly top tier threat.
(remove one empty line)
Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return / Head Charge
move 3: Earthquake
move 4: Substitute / Stone Edge
ability: Sap Sipper
item: Leftovers / Lum Berry
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Swords Dance boosts Bouffalant's Attack stat to sky high sky-high (add hyphen) levels, allowing it to easily power through most physical walls. Return is a reliable STAB with no drawbacks, while Head Charge is a stronger option, but its recoil cuts into Bouffalant's bulk, his its largest claim to fame. Earthquake hits Rock- and Steel-types (add hyphens) that resist the Bouffalant's Normal STAB. Substitute lets Bouffalant avoid status and get SD Swords Dance boosts easier more easily. Stone Edge is an option to hit Flying-types for super effective damage and it's while also being Bouffalant's strongest move against ghosts Ghost-types such as Mismagius.

Set Details
========

100 Speeds EVs are used to outspeed Lanturn, and full Attack investment gives Bouffalant maximum power, while the rest of the EVs is are dumped into HP to enhance Bouffalant's great natural bulk. Leftovers allows Bouffalant to make more Substitutes set more Substitutes up, and stay around longer increases its longevity. They are Leftovers is also useful to negate mitigate Head Charge recoil, if that it is used over Return. Sap Sipper provides allows Bouffalant with free switchins to switch into Grass-type (add hyphen) moves from Pokemon such as Vileplume and Lilligant for free, turning them into setup bait. Soundproof is an less useful alternative, but as there aren't many relevant sound moves in the NU metagame so it's usually not as useful. An alternative spread of 216 HP / 72 Atk / 220 SpD with a Careful nature is an alternative spread can be used if you want an easier time to set up setting up against on defensive pPokemon, specifically namely Vileplume, as with it, Vileplume can never break your sub Substitute with a Sludge Bomb when using this particular spread. Lum Berry is helpful to avoid status if you are not running Substitute, as Bouffalant really hates being burnt burned (interchangeable terms, but since you've used "poisoned," I think it sounds nicer.) or poisoned.

Usage Tips
========

This set does best against bulky teams,: set up a sub Substitute on something that can't hurt you or will try to status you ( such as Ferroseed, or Audino), and go to town. When facing offensive teams, try to generate free switch (add space) ins for Bouffalant, as while frailer stuff Pokemon absolutely hates having to switching in on it, but Bouffalant itself can't do much if it takes too much damage when while switching in.

Team Options
========

A Pursuit trapper such as Sneasel, Liepard, or Scyther is nice to have on your team, as Bouffalant hates facing Ghosts Ghost-types (and Uxie, to an extent): Sneasel, Liepard, and Scyther all perform this job well. Having something to beat Gurdurr such as Calm Mind Slurpuff also makes for is also appreciated, - Calm Mind Slurpuff in particular is a great partner. Bouffalant despises Toxic Spikes, (add comma) so having a grounded Poison-type (add hyphen | Poison-types with Levitate won't remove Toxic Spikes) on your team to absorb them is recommended.


Choice Band
########
name: Choice Band
move 1: Head Charge
move 2: Earthquake
move 3: Stone Edge
move 4: Megahorn
ability: Reckless / Sap Sipper
item: Choice Band
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Head Charge is a ridiculously strong stab STAB move, especially with a Reckless boost when boosted by Reckless and a Choice Band. Earthquake covers Rock- (add hyphen) and Steel Types Steel-types that resist Head Charge, such as Regirock. Stone Edge hits Archeops and Armaldo for super effective damage, and Megahorn gets super effective coverage on Cradily. Pursuit is a cool option to trap Mismagius and Rotom lacking that lack Will-O-Wisp. (This isn't mentioned in the set.)

Set Details
========

100 Speeds EVs are used to outspeed Lanturn, and full Attack investment gives Bouffalant maximum power, while the rest of the EVs is are dumped into HP to enhance Bouffalant's great natural bulk. Choice Band increases Bouffalant's power from great to jaw-dropping levels. Reckless powers up Head Charge, consistently while whereas Sap Sipper gives Bouff Bouffalant a handy immunity to Grass-type moves and potentially an even higher Attack stat stronger Head Charges.

Usage Tips
========

Head Charge is Bouffalant's strongest move by far, so and therefore you should aim to use it whenever possible. Earthquake is useful for predicted switch (add space) ins of Rock- and Steel-types (add hyphens) such as Steelix, and is able to weaken them or outright beat them so you can spam Head Charges later on late-game. Stone Edge should only be used to get rid of Archeops and Armaldo and or to be able to hit Mismagius if you don't have Pursuit. If you do have Pursuit, use it to trap Rotom and Mismagius so you don't have to worry about them later. Megahorn is to be used only against Cradily and Gourgeist, for whom Bouffalant doesn't have a more effective move.
(remove empty line here)
Team Options
========

Pursuit support is very important if Bouffalant itself isn't running it, with examples of good teammates being Sneasel, Liepard, and Scytherthe same as for the SD set. Calm Mind Slurpuff is again a great partner that because it can take advantage reliably set up on and beat of Gurdurr. Pivots such as Lanturn and Probopass can provide free switch (add space) ins for Bouffalant to score a possible KO break stuff. Late-game (add hyphen) sweepers such as SD Swords Dance Feraligatr appreciate having physical walls broken down to aid in ease their sweep.


Other Options
########

Assault Vest can turn Bouffalant into a great special tank and a great counter to stuff like Pokemon such as Lilligant and Vivillon, but its lack of passive recovery moves limits its long-term tanking capabilities throughout the battle. Wild Charge is a coverage option for sets with Reckless to hit Flying- and Ghost-types. (add hyphens)


Checks & Counters
########

**Ghost-types**: Mismagius, Rotom, and Gourgeist are immune to Bouffalalant's STAB and can burn it with Will-oO-Wisp.

**Fighting-types**: Sawk and Primeape outspeed Bouffalant and can hit it hard with STAB Close Combats, while Gurdurr can use its Drain Punch along with its physical bulk physical bulk and Drain Punch to defeat Bouffalant.

**Entry hHazards**: All types of entry hazards bar Sticky Web take away a chunk of Bouffalant's bulk health and make it more susceptible to being revenge killed by easier for the likes of Samurott, and Archeops, to revenge kill it. (passive voice --> active voice)

**Strong faster and Fast aAttackers**: Unfortunately, Bouffalant's poor sSpeed stat means that makes it prone to being outsped by powerful attackers such as Typhlosion, Zangoose, and Magmortar can outspeed it and deal heavy damage. (passive voice --> active voice)
 
Last edited:

fleurdyleurse

nobody,not even the rain,has such small hands
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
hi
Overview
########
Normal types have always been big threats in NeverUsed and the newcomer Bouffalant is not different. Contrary to most other Normal-types that are a common sight in the tier, Bouffalant doesn't rely on its Speed and access to priority to be effective, but rather on its amazing bulk. In addition to that, it boasts a great Attack stat and 3 useful abilities, each of which can catch the opponent off guard. Its movepool contains everything Bouffalant could wish for, with the standout being hits signature move:, Head Charge, a high poweredful move with minimal recoil. Unfortunately Bouffalant sports a low Speed stat, which prevents himit from being a truly top-tier threat.


Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return / Head Charge
move 3: Earthquake
move 4: Substitute / Stone Edge
ability: Sap Sipper
item: Leftovers / Lum Berry
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Swords Dance boosts Bouffalant's Attack stat to sky -high levels, allowing it to easily power through most physical walls. Return is a reliable STAB move with no drawback,; Head Charge is a stronger option, butthough its recoil cuts into Bouffalant's bulk, his largest claim to fame. Earthquake hits Rock- and Steel -types that, which resist theits Normal-type STAB moves. Substitute lets Bouffalant avoid status and get SD boosts with more easier. Stone Edge is an option to hit Flying -types for super effective damage, and it's also Bouffalant's strongest move against gGhost-types, such as Mismagius.

Set Details
========

100 Speeds EVs are used to outspeed Lanturn, full Attack investment givesis used to maximize Bouffalant maximum's power, while the rest of EVs isare dumped into HP to enhance Bouffalant's great natural bulk. Leftovers allow Bouffalant to make more Substitutes and stay around longer. They are also useful to negate Head Charge recoil, if thait is used. Sap Sipper provides Bouffalant with free switch-ins into Grass -types such as Vileplume and Lilligant, turning them into setup bait. Soundproof is an alternative, but there aren't many relevant sound-based moves in the NU metagame, so it's usually not as useful. 216 HP / 72 Atk / 220 SpD with a Careful nature is an alternative spread if you want an easier time to setting up against defensive pPokemon, specificalparticularly Vileplume, as itwhich can nevernot break your sBouffalant's Substitute with a Sludge Bomb whenif Bouffalant usinges this particulare more defensive spread. Lum Berry is helpful to avoid status if not running Substitute, as Bouffalant really hates being burnt or poisonedstatus.

Usage Tips
========

This set does best against bulky teams, set up a sub on somethingas against thaem, it can't hurt you or w easill try to status you (Ferroseedset up a Substitute, Swords Dance, Audino) and go to townsweep the opposing team. When facing offensive teams, try to generate free switch-ins for Bouffalant, as frailer stuffPokemon absolutely hates having to switch in on it, but Bouffalant itself can't do much if it takes damage when switching in.

Team Options
========

A Pursuit trapper is nice to have on your team, as Bouffalant hates facing Ghost-types (and Uxie, to an extent): Sneasel, Liepard, and Scyther all perform this job well. Having something to beat Gurdurr is also appreciated,; Calm Mind Slurpuff, in particular is, makes for a great partner. Bouffalant despises Toxic Spikes, so having a Poison -type on your team to absorb them is recommended.


Choice Band
########
name: Choice Band
move 1: Head Charge
move 2: Earthquake
move 3: Stone Edge
move 4: Megahorn
ability: Reckless / Sap Sipper
item: Choice Band
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Head Charge is a ridiculously strong stabSTAB move, especially with a Reckless boost. Earthquake covers Rock- and Steel T-types, such as Regirock. Stone Edge hits Archeops and Armaldo for super effective damage, and Megahorn gets super effective coverage on Cradily. Pursuit is a cool option to trap Mismagius and Rotom that lacking Will-O-Wisp.

Set Details
========

100 Speeds EVs are used to outspeed Lanturn, full Attack investment gives Bouffalant maximumore power, and the rest of the EVs isare dumped into HP to enhance Bouffalant's great natural bulk. Choice Band increases Bouffalant's power from great to jaw-dropping levelsdamage output. Reckless powers up Head Charge's power consistently, while Sap Sipper gives Bouffalant a handy immunity andto Grass-type attacks as well as potentially even stronger Head Charge attack boosts.

Usage Tips
========

Head Charge is Bouffalant's strongest move by far and therefore; as such, you should aim to use it whenever possible. Earthquake is useful forto hit predicted switch-ins of Rock- and Steel -types such as Steelix and, it is able to weaken them or outright beat them so you c, allowing Bouffalant to spam Head Charges later on. Stone Edge should only be used to get rid of Archeops and Armaldo and to be able to hit Mismagius if you don't have Pursuit. If you do have Pursuit, use it to trap Rotom and Mismagius so you don't have to worry about them later. Megahorn is to be used only against Cradily and Gourgeist, for whomich Bouffalant doesn't have a more effective move for.


Team Options
========

Pursuit support is very important if Bouffalant itself isn't running it, with good teammateusers of it being the same as for Liepard, Sneasel, and Scythe SD setr. Calm Mind Slurpuff is again a great partner, thas it can take advantage of Gurdurr.
Pivots such as Lanturn and Probopass can provide free switch-ins for Bouffalant to wallbreak stuff. Late game sweepers such as Swords Dance Feraligatr appreciate having physical walls broken down to aid in their sweep.


Other Options
########

Assault Vest can turn Bouffalant into a great special tank and a great counter to stuffPokemon like Lilligant and Vivillon, but lack of passive recovery limits its tanking capabilities throughout the battle. Wild Charge is a coverage option for sets with Reckless to hit Flying- and Ghost -types hard.


Checks & Counters
########

**Ghost -types**: Mismagius, Rotom, and Gourgeist are immune to Bouffalalant's STAB moves and can burn it with Will-oO-Wisp.

**Fighting types**: Sawk and Primeape outspeed Bouffalant and hit it hard with STAB Close Combats, while Gurdurr can use its physical bulk anddefeat Bouffalant with Drain Punch while not taking a lot of defeatamage from Bouffalant thanks to its high Defense stat.

**Entry hazards**: All types of hazards take away a chunk of Bouffalant's bulk and make it more susceptible to being revenge killed by the likes of Samurott, and Archeops,.

**Strong, faster attackers**: Bouffalant's poor sSpeed makes it prone to being outsped by powerful attackers such as Typhlosion, Zangoose, and Magmortar.

GP 1/2
 
Last edited:

tehy

Banned deucer.
Amcheck

Dat Blast guess you're writing this now? Anyhow done

As a heads-up, since the second ev spread sentence is just a c/p of the first, i altered it to distinguish it somewhat.

Does bouff's low speed prevent it from sweeping, always? I guess i can see the SD set just breaking some walls and not sweeping fully, but it sure seems like it should sweep at least sometimes, maybe say 'often prevents' or 'prevents it from sweeping faster/offensive teams',?

Honestly, stone edge getting the neutral hit on quake-immune ghosts should be the first and most emphasized point. Flying-types aren't that threatening to bouff and it can just hit them with normal stab (except archeops, who might deserve a brief mention.) Those ghosts 100% wall you without edge though!!! If anything mention all the types Stone Edge hits SE except fire (eq has that), they're all about equally relevant imo.

Not sure if sound moves piercing subs counts as common knowledge, maybe elaborate a bit more on why you'd use soundproof?

Second set, stone edge neutral hits ghosts needs mention. Also, pursuit>what? Megahorn? Stone edge?

OO: wild charge blows against Rotom or it'd arguably be better than stone edge, so please mention that

Checks and counters could use some work. Is burning you all ghosts do? Don't some 100% wall your most common variant? Does gurdurr even beat bouff? What about cb? Entry hazards is kinda lame imo, strong attackers just outspeed you and...what? At least say 'hit you hard' or something. Also, there are probably more checks and counters than just the ones listed-various steels and rocks can stop cb from just head spamming, for example.


Overview
########

Contrary to Unlike most other Normal-types commonly found in the tier, Bouffalant doesn't rely on Speed or access to priority to be effective, but rather on its amazing bulk. In addition, it boasts a great Attack stat and 3 useful abilities, each of which have their own unique uses and uniquely add to Bouffalant's versatility. Its Bouffalant's movepool contains everything Bouffalant it could wish for, with the standout being its signature move Head Charge, a powerful move with minimal recoil. Unfortunately, Bouffalant sports a low Speed stat, which prevents it from sweeping teams.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return / Head Charge
move 3: Earthquake
move 4: Substitute / Stone Edge
ability: Sap Sipper
item: Leftovers / Lum Berry
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Swords Dance boosts Bouffalant's Attack stat to sky-high levels, allowing it to easily power through most physical walls. Return is a reliable STAB move with no drawbacks;, while Head Charge is a stronger option, though it whose recoil cuts into Bouffalant's bulk. Earthquake hits the Rock- and Steel-types that resist Bouffalant's Normal-type STAB moves. Substitute lets Bouffalant avoid status and allow it an easier time setting up. Stone Edge is an option to hit Flying-types for super effective damage, and is also Bouffalant's only way to hit Ghost-types such as Mismagius and Rotom.

Set Details
========

100 Speed EVs are used to outspeed Lanturn, while full Attack investment is used to maximize Bouffalant's power, andwith the rest of the EVs are dumped into HP to enhance Bouffalant's great natural bulk. Leftovers allows Bouffalant to make more Substitutes and stay around longer., Itand is also useful to negate Head Charge recoil, if it is used over Return. Sap Sipper provides Bouffalant with free switch-ins against into Grass types such as Vileplume and Lilligant, turning them into setup bait. Soundproof is an alternative to absorb sound-based moves, but as there aren't many relevant sound-based moves ones in the NU metagame, it's usually not as useful. 216 HP / 72 Atk / 220 SpD with a Careful nature is an alternative spread to provide an easier time setting up against defensive Pokemon, specifically Vileplume, which can never break Bouffalant's Substitute with Sludge Bomb when using this spread. Lum Berry is helpful to avoid status if not running Substitute, as Bouffalant hates status.

Usage Tips
========

This set does best against bulky teams.; Bouffalant should aim to set up on something that can't hurt it, and proceed to smash through the opposing team. When facing offensive teams, try to generate free switchins for Bouffalant, as frailer Pokemon absolutely hate having to switch in on it, but it can't do much if it takes damage when switching in.

Team Options
========

A Pursuit trapper is nice to have on your team, as Bouffalant hates facing Ghost-types (and Uxie, to an extent):; Sneasel, Liepard, and Scyther all perform this job well. Having something to beat Gurdurr, such as Mesprit, is also appreciated. Bouffalant despises Toxic Spikes, so having a Poison type on your team to absorb them is recommended.


Choice Band
########
name: Choice Band
move 1: Head Charge
move 2: Earthquake
move 3: Stone Edge
move 4: Megahorn
ability: Reckless / Sap Sipper
item: Choice Band
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Head Charge is a ridiculously strong STAB move, especially with a Reckless boost. Earthquake covers Rock- and Steel-types, (rc) such as Regirock and Steelix. Stone Edge hits Archeops and Armaldo for super effective damage, and Megahorn gets super effective coverage on Cradily. Pursuit is a cool option to trap Mismagius and Rotom lacking Will-O-Wisp.

Set Details
========

100 Speed EVs are used allow Bouffalant to outpace to outspeed Lanturn, while full Attack investment is used to maximizes Bouffalant's its power and; the rest of the EVs are dumpedthrown into HP to enhance Bouffalant's great natural bulk. Choice Band increases Bouffalant's power to jaw-dropping levels. Reckless significantly increases Head Charge's power, while Sap Sipper gives Bouffalant a handy immunity to Grass-type moves as well as potential Attack boosts.

Usage Tips
========

Head Charge is by far Bouffalant's strongest move; as such, it should be used as much as possible. Earthquake is useful to hit predicted switch-ins of Rock- and Steel-types such as Steelix, allowing it to weaken or outright beat them and allowing Bouffalant to spam Head Charge later on. Stone Edge should only be used to get rid of Archeops and Armaldo and to be able to hit Ghost-types like Mismagius or Rotom if not running Pursuit. If Pursuit is run, it should be used to trap those Ghost-types and get rid of them for teammates. Megahorn's only targets are Cradily and Gourgeist, which Bouffalant doesn't have a more effective move for.


Team Options
========

Pursuit support is very important if Bouffalant itself isn't running it, with Sneasel, Liepard, and Scyther making good teammates. Pokemon such as Mesprit also pair well with Bouffalant, as it they can take advantage of Gurdurr. Pivots such as Lanturn and Probopass can provide free switchins for Bouffalant to wallbreak. Late game sweepers such as Swords Dance Feraligatr appreciate having physical walls broken down to aid their sweep.


Other Options
########

Assault Vest can turn Bouffalant into a great special tank and a great counter to Pokemon like Lilligant and Vivillon, but lack of passive recovery limits its tanking capabilities throughout the battle. Wild Charge is a coverage option for sets with Reckless to hit Flying- and Ghost-types hard.


Checks & Counters
########

**Ghost-types**: Mismagius, Rotom, and Gourgeist are immune to Bouffalant's STAB and can burn it with Will-O-Wisp.

**Fighting-types**: Sawk and Primeape outspeed Bouffalant and hit it hard with STAB Close Combat, while Gurdurr can use its great physical bulk and Drain Punch to defeat Bouffalant.

**Entry Hazards**: All types of entry hazards take away a chunk of Bouffalant's bulk and make it more susceptible to being revenge killed by faster Pokemon such as Samurott and Archeops.

**Strong Attackers**: Bouffalant's poor Speed makes it prone to being outsped by powerful attackers such as Typhlosion, Zangoose, and Magmortar.
 
Last edited:

Winry

Super Graduate-Level Napper
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
I am going over tehy's check with my comments in green and my additions/removes in the same colors as his! :)
Overview
########

Contrary to Unlike most other Normal-types commonly found in the tier, Bouffalant doesn't rely on Speed or access to (keep this) priority to be effective, but rather on its amazing bulk. In addition, it boasts a great Attack stat and 3 useful abilities, each of which have their own unique uses and uniquely add to Bouffalant's versatility. Its Bouffalant's movepool contains everything Bouffalant it could wish for, with the standout being its signature move, (AC) Head Charge, a powerful move with minimal recoil. Unfortunately, Bouffalant sports a low Speed stat, which prevents it from sweeping teams.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return / Head Charge
move 3: Earthquake
move 4: Substitute / Stone Edge
ability: Sap Sipper
item: Leftovers / Lum Berry
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Swords Dance boosts Bouffalant's Attack stat to sky-high levels, allowing it to easily power through most physical walls. Return is a reliable STAB move with no drawbacks;, while Head Charge is a stronger option, though it whose recoil cuts into Bouffalant's bulk. (keep the sentence as it was before) Earthquake hits the Rock- and Steel-types, (AC) which that resist Bouffalant's Normal-type STAB moves. Substitute lets Bouffalant avoid status and allow it an easier time setting up. Stone Edge is an option to hit Flying-types for super effective damage, and it is also Bouffalant's only way to hit Ghost-types such as Mismagius and Rotom.

Set Details
========

100 Speed EVs are used to outspeed Lanturn, while full Attack investment is used to maximize Bouffalant's power, (AC) andwith (use "while" over "and"/"with") the rest of the EVs are (keep are) dumped into HP to enhance Bouffalant's great natural bulk. Leftovers allows Bouffalant to make more Substitutes and stay around longer.; (period -> semi) it is also useful to negate Head Charge recoil, (RC) if it is used over Return (you can keep "over Return"). Sap Sipper provides Bouffalant with free switch-ins against into (keep "into") Grass types such as Vileplume and Lilligant, turning them into setup bait. Soundproof is an alternative to absorb sound-based moves, but as there aren't many relevant sound-based moves ones in the NU metagame, it's usually not as useful. 216 HP / 72 Atk / 220 SpD with a Careful nature is an alternative spread to provide an easier time setting up against defensive Pokemon, specifically Vileplume, which can never break Bouffalant's Substitute with Sludge Bomb when using this spread. Lum Berry is helpful to avoid status if not running Substitute, as Bouffalant hates status.

Usage Tips
========

This set does best against bulky teams.; (period -> semi) Bouffalant should aim to set up on something that can't hurt it, and proceed to smash through the opposing team. When facing offensive teams, try to generate free switch-ins for Bouffalant, as frailer Pokemon absolutely hate having to switch in on it, (AC) but it can't do much if it takes damage when switching in.

Team Options
========

A Pursuit trapper is nice to have on your team, as Bouffalant hates facing Ghost-types (and Uxie, to an extent):; (semi) Sneasel, Liepard, and Scyther all perform this job well. Having something to beat Gurdurr with, such as Mesprit, is also appreciated. Bouffalant despises Toxic Spikes, so having a Poison-type on your team to absorb them is recommended.


Choice Band
########
name: Choice Band
move 1: Head Charge
move 2: Earthquake
move 3: Stone Edge
move 4: Megahorn
ability: Reckless / Sap Sipper
item: Choice Band
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Head Charge is a ridiculously strong STAB move, especially with a Reckless boost. Earthquake covers hits Rock- and Steel-types, (RC) such as Regirock and Steelix, (AC) respectively. Stone Edge hits Archeops and Armaldo for super effective damage, and Megahorn gets super effective coverage on Cradily. Pursuit is a cool option to trap Mismagius and Rotom that lacking Will-O-Wisp.

Set Details
========

100 Speed EVs are used allow Bouffalant to outpace to outspeed Lanturn (unnecessary change), while full Attack investment is used to maximizes Bouffalant's its power and; the rest of the EVs are dumpedthrown (dumped is fine) into HP to enhance Bouffalant's great natural (keep natural) bulk. Choice Band increases Bouffalant's power to jaw-dropping levels. Reckless significantly increases Head Charge's power, while Sap Sipper gives Bouffalant a handy immunity to Grass-type moves as well as potential Attack boosts.

Usage Tips
========

Head Charge is by far Bouffalant's strongest move; as such, it should be used as much as possible. Earthquake is useful to hit predicted switch-ins of Rock- and Steel-types such as Steelix (keep this), allowing it to weaken or outright beat them so that and allowing Bouffalant to can spam Head Charge later on. Stone Edge should only be used to get rid of Archeops and Armaldo and to be able to hit Ghost-types like such as Mismagius or Rotom if not running Pursuit. If Pursuit is run, it should be used to trap those Ghost-types and get rid of them for teammates. Megahorn's only targets are Cradily and Gourgeist, which Bouffalant doesn't have a more effective move for.


Team Options
========

Pursuit support is very important if Bouffalant itself isn't running it, with Sneasel, Liepard, and Scyther making being good teammates. Pokemon such as Mesprit also pair well with Bouffalant, as it they can take advantage of Gurdurr. Pivots such as Lanturn and Probopass can provide free switch-ins for Bouffalant to wallbreak. Late-game sweepers such as Swords Dance Feraligatr appreciate having physical walls broken down to aid their sweep.


Other Options
########

Assault Vest can turn Bouffalant into a great special tank and a great counter to Pokemon like such as Lilligant and Vivillon, but the lack of passive recovery limits its Bouffalant's tanking capabilities throughout the battle. Wild Charge is a coverage option for sets with Reckless to hit Flying- and Ghost-types hard.


Checks & Counters
########

**Ghost-types**: Ghost-types such as Mismagius, Rotom, and Gourgeist are immune to Bouffalant's STAB moves and can burn it with Will-O-Wisp.

**Fighting-types**: Fighting-types such as Sawk and Primeape outspeed Bouffalant and hit it hard with STAB Close Combat, while Gurdurr can use its great physical bulk and Drain Punch to defeat Bouffalant.

**Entry Hazards**: All types of entry hazards take away a chunk of Bouffalant's bulk and make it more susceptible to being revenge killed by faster Pokemon such as Samurott and Archeops.

**Strong Attackers**: Bouffalant's poor Speed makes it prone to being outsped by powerful attackers such as Typhlosion, Zangoose, and Magmortar.

Aladyyn or Dat Blast (?)
2/2
 

tehy

Banned deucer.
I am going over tehy's check with my comments in green and my additions/removes in the same colors as his! :)
Overview
########

Contrary to Unlike most other Normal-types commonly found in the tier, Bouffalant doesn't rely on Speed or access to (keep this) priority to be effective, but rather on its amazing bulk. In addition, it boasts a great Attack stat and 3 useful abilities, each of which have their own unique uses and uniquely add to Bouffalant's versatility. Its Bouffalant's movepool contains everything Bouffalant it could wish for, with the standout being its signature move, (AC) Head Charge, a powerful move with minimal recoil. Unfortunately, Bouffalant sports a low Speed stat, which prevents it from sweeping teams.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return / Head Charge
move 3: Earthquake
move 4: Substitute / Stone Edge
ability: Sap Sipper
item: Leftovers / Lum Berry
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Swords Dance boosts Bouffalant's Attack stat to sky-high levels, allowing it to easily power through most physical walls. Return is a reliable STAB move with no drawbacks;, while Head Charge is a stronger option, though it whose recoil cuts into Bouffalant's bulk. (keep the sentence as it was before) Earthquake hits the Rock- and Steel-types, (AC) which that resist Bouffalant's Normal-type STAB moves. Substitute lets Bouffalant avoid status and allow it an easier time setting up. Stone Edge is an option to hit Flying-types for super effective damage, and it is also Bouffalant's only way to hit Ghost-types such as Mismagius and Rotom.

Set Details
========

100 Speed EVs are used to outspeed Lanturn, while full Attack investment is used to maximize Bouffalant's power, (AC) andwith (use "while" over "and"/"with") the rest of the EVs are (keep are) dumped into HP to enhance Bouffalant's great natural bulk. Leftovers allows Bouffalant to make more Substitutes and stay around longer.; (period -> semi) it is also useful to negate Head Charge recoil, (RC) if it is used over Return (you can keep "over Return"). Sap Sipper provides Bouffalant with free switch-ins against into (keep "into") Grass types such as Vileplume and Lilligant, turning them into setup bait. Soundproof is an alternative to absorb sound-based moves, but as there aren't many relevant sound-based moves ones in the NU metagame, it's usually not as useful. 216 HP / 72 Atk / 220 SpD with a Careful nature is an alternative spread to provide an easier time setting up against defensive Pokemon, specifically Vileplume, which can never break Bouffalant's Substitute with Sludge Bomb when using this spread. Lum Berry is helpful to avoid status if not running Substitute, as Bouffalant hates status.

Usage Tips
========

This set does best against bulky teams.; (period -> semi) Bouffalant should aim to set up on something that can't hurt it, and proceed to smash through the opposing team. When facing offensive teams, try to generate free switch-ins for Bouffalant, as frailer Pokemon absolutely hate having to switch in on it, (AC) but it can't do much if it takes damage when switching in.

Team Options
========

A Pursuit trapper is nice to have on your team, as Bouffalant hates facing Ghost-types (and Uxie, to an extent):; (semi) Sneasel, Liepard, and Scyther all perform this job well. Having something to beat Gurdurr with, such as Mesprit, is also appreciated. Bouffalant despises Toxic Spikes, so having a Poison-type on your team to absorb them is recommended.


Choice Band
########
name: Choice Band
move 1: Head Charge
move 2: Earthquake
move 3: Stone Edge
move 4: Megahorn
ability: Reckless / Sap Sipper
item: Choice Band
EVs: 156 HP / 252 Atk / 100 Spe
nature: Adamant

Moves
========

Head Charge is a ridiculously strong STAB move, especially with a Reckless boost. Earthquake covers hits Rock- and Steel-types, (RC) such as Regirock and Steelix, (AC) respectively. Stone Edge hits Archeops and Armaldo for super effective damage, and Megahorn gets super effective coverage on Cradily. Pursuit is a cool option to trap Mismagius and Rotom that lacking Will-O-Wisp.

Set Details
========

100 Speed EVs are used allow Bouffalant to outpace to outspeed Lanturn (unnecessary change), while full Attack investment is used to maximizes Bouffalant's its power and; the rest of the EVs are dumpedthrown (dumped is fine) into HP to enhance Bouffalant's great natural (keep natural) bulk. Choice Band increases Bouffalant's power to jaw-dropping levels. Reckless significantly increases Head Charge's power, while Sap Sipper gives Bouffalant a handy immunity to Grass-type moves as well as potential Attack boosts.

Usage Tips
========

Head Charge is by far Bouffalant's strongest move; as such, it should be used as much as possible. Earthquake is useful to hit predicted switch-ins of Rock- and Steel-types such as Steelix (keep this), allowing it to weaken or outright beat them so that and allowing Bouffalant to can spam Head Charge later on. Stone Edge should only be used to get rid of Archeops and Armaldo and to be able to hit Ghost-types like such as Mismagius or Rotom if not running Pursuit. If Pursuit is run, it should be used to trap those Ghost-types and get rid of them for teammates. Megahorn's only targets are Cradily and Gourgeist, which Bouffalant doesn't have a more effective move for.


Team Options
========

Pursuit support is very important if Bouffalant itself isn't running it, with Sneasel, Liepard, and Scyther making being good teammates. Pokemon such as Mesprit also pair well with Bouffalant, as it they can take advantage of Gurdurr. Pivots such as Lanturn and Probopass can provide free switch-ins for Bouffalant to wallbreak. Late-game sweepers such as Swords Dance Feraligatr appreciate having physical walls broken down to aid their sweep.


Other Options
########

Assault Vest can turn Bouffalant into a great special tank and a great counter to Pokemon like such as Lilligant and Vivillon, but the lack of passive recovery limits its Bouffalant's tanking capabilities throughout the battle. Wild Charge is a coverage option for sets with Reckless to hit Flying- and Ghost-types hard.


Checks & Counters
########

**Ghost-types**: Ghost-types such as Mismagius, Rotom, and Gourgeist are immune to Bouffalant's STAB moves and can burn it with Will-O-Wisp.

**Fighting-types**: Fighting-types such as Sawk and Primeape outspeed Bouffalant and hit it hard with STAB Close Combat, while Gurdurr can use its great physical bulk and Drain Punch to defeat Bouffalant.

**Entry Hazards**: All types of entry hazards take away a chunk of Bouffalant's bulk and make it more susceptible to being revenge killed by faster Pokemon such as Samurott and Archeops.

**Strong Attackers**: Bouffalant's poor Speed makes it prone to being outsped by powerful attackers such as Typhlosion, Zangoose, and Magmortar.

Aladyyn or Dat Blast (?)
2/2
Just a heads up, pretty all my changes in the second EV sentence are unneccesary; like i said earlier though, it's a 100% copy/paste so i wanted to change that, basically that's something the author should do so my sentence is more of a grammatically correct suggestion (then again, the original author left the building, so w/e)

O yea 'such as steelix' i cut that because it really needed a rock mention and i felt no mention was necessary there anyhow, but if it is at least add in a rock-type
 

Blast

Member of the Alien Nation
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Thanks to both, implemented

Also re: tehy 's comments:

Does bouff's low speed prevent it from sweeping, always? I guess i can see the SD set just breaking some walls and not sweeping fully, but it sure seems like it should sweep at least sometimes, maybe say 'often prevents' or 'prevents it from sweeping faster/offensive teams',?

Yeah I changed it to "often prevents it from sweeping faster teams"

Honestly, stone edge getting the neutral hit on quake-immune ghosts should be the first and most emphasized point. Flying-types aren't that threatening to bouff and it can just hit them with normal stab (except archeops, who might deserve a brief mention.) Those ghosts 100% wall you without edge though!!! If anything mention all the types Stone Edge hits SE except fire (eq has that), they're all about equally relevant imo.

did, I agree with that

Not sure if sound moves piercing subs counts as common knowledge, maybe elaborate a bit more on why you'd use soundproof?

tbh I don't really think it's that important to get into so many specifics for an option that's not slashed, I mean if you're using Soundproof in the first place you should already know what you're using it for lol

Second set, stone edge neutral hits ghosts needs mention. Also, pursuit>what? Megahorn? Stone edge?

over Megahorn

OO: wild charge blows against Rotom or it'd arguably be better than stone edge, so please mention that

did

Checks and counters could use some work. Is burning you all ghosts do? Don't some 100% wall your most common variant? Does gurdurr even beat bouff? What about cb? Entry hazards is kinda lame imo, strong attackers just outspeed you and...what? At least say 'hit you hard' or something. Also, there are probably more checks and counters than just the ones listed-various steels and rocks can stop cb from just head spamming, for example.

Yes, WoW is the main thing for Ghosts. I mentioned Gurdurr can't switch into CB, but yes it does almost always beat the SD set and 1v1. And I mean it's pretty obvious what "strong attackers" do to Bouff lol. I mentioned bulky Rocks and Steels as well
Anyway I'm uploading this now :O
 

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