PU Scrappy Stoutland [Moveset]

MZ

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QC: Raizae, Anty, Magnemite
GP: P Squared, Kingler12345

Scrappy Wallbreaker
########
name: Scrappy Wallbreaker
move 1: Return
move 2: Superpower
move 3: Facade
move 4: Pursuit / Toxic / Play Rough
ability: Scrappy
item: Choice Band / Silk Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Return is Stoutland's main STAB move. Superpower gives Stoutland perfect neutral coverage in two moves, taking on Rock- and Steel-types, which resist Return. Facade allows Stoutland to absorb burns while still maintaining offensive presence. In the last slot, Pursuit can be used as a way to trap and remove Pokemon such as Misdreauvs, Toxic can cripple defensive switch-ins to Stoutland that can take two Returns, and Play Rough does more immediate damage to Poliwrath and Machoke.


Set Details
========

Attack and Speed are maximized for Stoutland to be as powerful as possible and outspeed everything up to Jolly Barbaracle. An Adamant nature and Choice Band further increase Stoutland's attacking power, allowing it to smash through most walls by strength alone, although Silk Scarf can be used to raise the power of Return and Facade while not locking Stoutland into a single move.

Usage Tips
========

Return is Stoutland's strongest attack and should be used every single turn unless specifically trying to hit a Pokemon with a different coverage move or if Stoutland has a status ailment. Return is enough to break down most walls without a resistance to it or incredible natural bulk and is easily spammable due to Scrappy. Stoutland should be brought in on a double switch or a slow Volt Switch, U-turn, or Baton Pass as often as possible to keep up offensive pressure and force switches, which can wear down opposing teams quite quickly and rack up entry hazard damage. However, switching Stoutland even into uninvested walls such as Pelipper can quickly wear it down in conjunction with entry hazards due to its only passable bulk and lack of resistances, so avoid switching it into strong moves. Even with Facade, don't aim to get Stoutland crippled with status unless it isn't needed for the late-game, as burn and poison wear it down quickly and paralysis makes it slow and easy to KO. However, Stoutland can still be used to absorb status on offensive teams. If running Pursuit, use it for team support rather than super effective coverage, as its power isn't close to Return's unless it's super effective and used on a switch. Be aware that being locked into Pursuit or Toxic can make Stoutland setup fodder, so use them carefully.

Team Options
========

Stealth Rock and Spikes are incredibly beneficial for Stoutland, as they can wear down the few things that can switch into Stoutland. Most notably, Stealth Rock guarantees the 2HKO on Avalugg and Pawniard with Return and boosts the odds of 2HKOing physically defensive Poliwrath to over 50%. Toxic Spikes is also useful for crippling defensive Pokemon forced to switch into Stoutland such as Carracosta or Gourgeist-XL. Slow pivots such as Volt Switch Probopass and Baton Pass Togetic can also give Stoutland more free switches for extra wallbreaking opportunities. Paralysis support from Pokemon such as Grumpig or Stunfisk or Sticky Web support from Leavanny can help patch up Stoutland's average Speed, allowing it to take out the Pokemon that would normally revenge kill it such as Simipour. Spinners appreciate the Pursuit support provided by Stoutland, as it allows them to freely spin without being blocked by Ghost-types such as Misdreavus. Most physical sweepers pair well with Stoutland due to its incredible wallbreaking capabilities. In particular, Rapidash appreciates Stoutland weakening defensive Carracosta and Poliwrath, and Shell Smash Carracosta enjoys the removal of Poliwrath and bulky Grass-types such as Gourgeist. Jumpluff can support Stoutland by taking on the Fighting- and Rock-types that give it trouble and also using U-turn to get Stoutland free switches, in addition to Swords Dance variants enjoying Stoutland's wallbreaking. Arbok can also help Stoutland take on Fighting-types while appreciating the removal of Piloswine and Torterra for Coil sweeps.
 
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MZ

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Most of this was just taken from Montsegur's sand sweeper set as the same ideas apply here
 

Anty

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Play rough should be in move 3 and pursuit should go to moves at max. Also silk scarf should be used over life orb as it bluffs the choice

O and do what b&b said and do it in bullet point form
 

MZ

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Changed to bullet form but seeing how play rough doesn't do enough damage to net new KOs on Stoutland, I don't see why it's a necessary move. You need rocks and two spikes to get OHKOs and you're still locked into an inferior move. Changing but ¯\_(ツ)_/¯

252+ Atk Choice Band Stoutland Return vs. 192 HP / 32 Def Throh: 270-318 (62.9 - 74.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Stoutland Play Rough vs. 192 HP / 32 Def Throh: 316-374 (73.6 - 87.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Stoutland Play Rough vs. 192 HP / 0+ Def Poliwrath: 274-324 (74.2 - 87.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Stoutland Return vs. 192 HP / 0+ Def Poliwrath: 232-274 (62.8 - 74.2%) -- guaranteed 2HKO after Leftovers recovery

Any other opinions?
 
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Anty

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This is really lacking in detail, so you should do what you did with gourgeist and expand upon these points.

Also in TO ursaring isnt a very good team member as they have the same job, normal spam isnt really a thing now tauros is banned
Megazard Z
 

Raiza

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Just general suggestions to also help you out making paragraphs more beefy:

I don't think Pursuit is worth a mention in the set itself as Anty already said, as most of the times Stoutland will prefer to go safe and spam its STAB or coverage move instead of risking Pursuit because it will still probably deal massive damage even if the Ghost in question switches out.

In moves specify that Return should be used every time against every Pokemon that doesn't resist it, especially if running a Scrappy Set
Wild Charge could be mentioned in moves to lure Bulky Water- and Flying-types, especially Pelipper, and also works better if you bait the Choice Band with Silk Scarf
Clarify that Facade is used to switch in on status moves and not really directly on Ghosts

In set details you have to explain better EVs and Nature (ie: why Adamant is used over Jolly)

In usage tips discuss more about when it's better to just spam Return or another coverage move and the reasons why it can't directly switch in even if it has decent Bulk

In TO other than removing Ursaring, talk about Thunder Wave and Toxic being good options to cripple enemy foes and overall ease the job of Stoutland along with entry hazards, which you mentioned (you could add examples of entry hazard users such as Roselia).
List sweepers that appreciate the wallbreaking from Stoutland.
You can also discuss about Rapid Spin users to remove entry hazard from own field and keep Stoutland healthy


Megazard Z
 

MZ

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Beefed this one up a lot. I won't be adding wild charge to moves Raiza. as you already 2hko pelipper easily and 2hko defensive poliwrath after minimal damage (77% after rocks), plus it's just a mediocre move to be locked into. Anty
 
I don't really see the point of Play Rough especially now that Throh is banned, there's not much else you could run but Play Rough is pretty useless.

Also Return should be mentioned instead of Frustration as it's C&C policy to do so
 

MZ

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Switched to return and removed play rough from the main set. I suppose can still be run on a spikes team, but it isn't really worth a mention now (not that I think it ever was).

252+ Atk Choice Band Stoutland Play Rough vs. 200 HP / 0 Def Poliwrath: 300-354 (80.8 - 95.4%) -- 93.8% chance to OHKO after Stealth Rock and 1 layer of Spikes
 

WhiteDMist

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I think Facade should be Move 3, and Pursuit can be listed last, maybe with Play Rough slashed but idk. Defensive wrath is the only target you really need it for as it guarantees a 2HKO at full HP, unlike Return. Wild Charge might be the more accurate option which also hits Pelipper for a quick ohko, though being locked into a non-STAB electric move gives Ground-types too much of a chance to switch in. either way, these move are far more niche and can go last.

More importantly, you need to update everything with the changes you made. Stuff like Moves, where you are using Return over Return makes no sense, or still talking about Facade and Pursuit as if they aren't on the set.

In Usage Tips, do note that Facade isn't a reason to switch into status, but that on the offensive teams that Stoutland is generally run on, most cannot afford to carry a cleric so there are many situations where predicting the status and using Facade is the better move.
 
Scrappy Wallbreaker
########
name: Scrappy Wallbreaker
move 1: Return
move 2: Superpower
move 3: Pursuit
move 4: Facade
ability: Scrappy
item: Choice Band / Silk Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========
  • Return for main STAB, and is used over return to give the rare ditto a less powerful attack -> frustration was changed so this shouldn't be there.
  • Superpower for rocks and steels, creates perfect neutral coverage along with scrappy return
  • Facade allows it to switch/stay in on will-o-wisp and scald users more freely and potentially benefit from stray status would mention missy in particular as facade helps stoutland circumvent the issue of will-o-wisp, what you have written covers the rest
  • Pursuit can be used to trap ghosts for some team support missy and haunter can be trapped but they have ways to circumvent it (WoW and dbond respectively) so might wanna warn the user about that


Set Details
========
  • Attack and speed are maximized to increase damage output and outspeed everything slower
  • Adamant nature is run because jolly doesn't outspeed anything notable and it increases Stoutland's attack even more
  • Choice band maxes stoutland hit as strong as possible to maximize wall breaking potential
  • Silk scarf can be used to feign choice band to lure and kill probopass who assume you're locked into frustration

Usage Tips
========
  • Click return nearly every turn unless getting a specific kill with play rough/superpower, trapping with pursuit, or statuses and using facade. Return alone is enough to break down most mons that don't have a resistance and good natural bulk, and is easily spammable due to scrappy.
  • Double into stoutland to keep up offensive pressure as much as possible to break walls
  • Don't switch it directly into strong attackers as it cannot take more than one strong attack due to no resists and lack of defensive investment
  • If running pursuit, use for team support rather than coverage as it does less damage than frustration unless it's super effective on the switch and locks stoutland into a weak move this needs to be phrased differently as pursuit has an exclusive slot (along w/ every other move of the set lol)
  • If running facade, don't specifically aim to get stoutland statused as it can be worn down quickly with burn/toxic and hazards and crippled by paralysis (no "if")

Team Options
========
  • Hazard support is important for breaking mons like avalugg (avalugg honestly isn't that relevant anymore lol, stealth rock does guarantee the 2HKO on 0/0 Pawniard though) that would otherwise survive two frustrations and useful due to the switches stoutland forces. Stealth rock alone guarantees the 2hko on avalugg and greatly increases the chance of a 2hko on defensive poliwrath
  • Jumpluff can take fighting attacks, spread sleep and threaten rock types for stoutland, as well as appreciating the wall breaking for an easier sweep
  • Slow pivots such as baton pass togetic can get stoutland a free switch to wallbreak easier
  • Something that can handle avalugg well, such as poliwrath or floatzel
  • Thunder wave support can help stoutland patch up its middling speed to beat faster threats
  • Toxic/toxic spike support prevents avalugg from recover stalling stoutland's frustration
  • Arbok can take fighting type attacks for stoutland and appreciates the weakening/removal of Piloswine and Avalugg for coil sweeps
maybe mention zebstrika as it provides a fast revenge killer for threats that revenge kill stoutland (jumpluff etc.) and it appreciates the weakening of piloswine very much. rapidash really likes defensive costa worn down so it can break through later. maybe stress on using a physical "core" to wear down common checks and counters and sweep with a 'mon lategame.

mention that pursuit helps rapid spinners spin more freely without the threat of spinblockers, especially missy


good analysis :o
 

MZ

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Yeah, I totally changed the set up with return vs frustration plus throh being gone, will edit tomorrow/ very late tonight
 

Raiza

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Set Details
========
Nitpick but Probopass isn't really the only Pokemon you lure in faking the Choice Band so I would add ''Pokemon such as''

Team Options
========
When you talk about Thunder Wave to slow down foes you can also mention Sticky Web
Avalugg is setup fodder for Arbok so I wouldn't say it appreciates its removal, it's just indifferent, also you can merge this with the second-last point about physical attackers appreciating walls wore down.

do this and I'll stamp
 

scorpdestroyer

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Thoughts on just moving silk scarf to set details? It's just a lure and stout will mostly spam return, also silk scarf can be easily calced.

also thoughts on slashing toxic with pursuit? catching Carracosta / Tangela / Avalugg on the switch is really nice to prevent them from stalling you out.

Sleep Talk might deserve a moves mention too. These are all filler moves really, but so is pursuit. Thoughts?
 

MZ

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I agree with all of those tbh, just wanna get other QC people's input before changing

edit: put toxic in

edit2: Also sleep talk, and added to UT that it should only be run if no other reliable sleep absorber is on the team
 
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Anty

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I agree with all of those tbh, just wanna get other QC people's input before changing

edit: put toxic in

edit2: Also sleep talk, and added to UT that it should only be run if no other reliable sleep absorber is on the team
Firstly there should be a space between the moves like:
move 4: Pursuit /Toxic / Sleep talk

And secondly i disagree on sleep talk having a slash (or having a mention in moves) as the main sleeping mons are Tangela; who you cant 2HKO and will do 70+ with leaf storm on a bad prediction, jumpluff; who can SD/attack on switch in then it comes down to a 50/50 between sleep talking and swords dancing, and Roselia; who can do 50+ with Sludge bomb. Heck even butterfree can 2HKO.

Toxic sounds good.


e: this is looking solid so might as well check:
In UT mention that it should be careful when using toxic as it can make stoutland set up fodder

TO: give others examples of pokes that can take fighting hits as jumpluff hates switching into poliwrath (or even machoke) in fear of ice coverage. Also talk about set up sweepers in general that appreciate the weakening of walls/the opposing team in general.

GJ QC 2/3
 
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MZ

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May not be written up for a few days even though it says 2/3 qc
 
When you mention that para support is nice mention grumpig who spreads it and uses twave very well and checks poliwrath and stunfisk who has static and beats a lot of stuff atm

Play rough should be in moves as it does more immediate damage to poliwrath and machine which is cool
 

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