Bouffalant (Analysis)

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Bouffalant

[Overview]

<p>With an excellent base Attack stat of 110, access to Reckless, and an exclusive recoil move in Head Charge, Bouffalant can hit extremely hard. Bouffalant can also use Swords Dance to boost its Attack stat to sky-high levels, letting it hit even harder. It takes care of the most common physical walls in the tier, at worst 2HKOing them, and can outspeed and Taunt them, preventing them from doing much back. While Reckless makes Bouffalant the powerhouse that it is, it also has access to Sap Sipper, giving it immunity Grass-type moves, including Leech Seed and, crucially, to the most common sleep-inducing move, Sleep Powder. With this, Bouffalant also receives a welcome boost to its Attack stat.</p>

<p>In addition to these assets, Bouffalant has great bulk too, with base 95 in all three defensive stats; therefore it takes little damage from weak attacks, and with screen support, takes minimal damage even from the strongest moves. Despite these strengths, Bouffalant is weak to the common Fighting-type moves and is pretty slow, often ending up a sitting duck while setting up. Even with these minor flaws, Bouffalant is still a great wallbreaker and can sweep late-game.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Head Charge / Return
move 3: Earthquake
move 4: Wild Charge / Taunt / Megahorn
item: Lum Berry / Leftovers
ability: Reckless / Sap Sipper
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>Although Swords Dance may imply that this set is meant to sweep, it lacks the Speed to do so. Instead, Bouffalant can break slower Pokemon and walls, KOing them with ease with a Reckless-boosted Head Charge. Any Pokemon foolish enough to switch into a Head Charge from Bouffalant is going to bite the grass, even if it resists the move, it is still going to take a lot of damage. The other moves compliment Head Charge well. Earthquake hits Rock- and Steel-types that resist Head Charge, while Wild Charge hits Mismagius and Aerodactyl, who resist Head Charge and Earthquake.</p>

<p>Taunt renders walls who try to status Bouffalant useless, as they aren't powerful enough to do any significant damage back to Bouffalant. Megahorn hits Mew and Deoxys-D really hard, while also hitting Slowbro ad Tangrowth slightly harder than Head Charge; it is capable of OHKOing Slowbro after a Swords Dance. You can also opt to use Sap Sipper over Reckless to gain immunity to the most common sleep-inducing move, Sleep Powder, and other Grass-typ moves, which will raise Bouffalant's Attack stat. You can use Return over Head Charge if you opt to use Sap Sipper to avoid the recoil damage.</p>

[ADDTIONAL COMMENTS]

<p>The EVs listed let Bouffalant hit as hard and last as long as possible. Technician Hitmontop won't be able to OHKO Bouffalant with Mach Punch, even without EV investment in Defense, only 2HKOing it with some luck. Close Combat, however, OHKOes Bouffalant. An alternate EV spread of 132 HP/ 252 Atk / 124 Spe can be used to outspeed some faster defensive Pokemon, such as Walrein and Hitmontop. If you want to outspeed Milotic, use 212 Speed EVs instead. To showcase Bouffalant's offensive capabilities, here are some damage calculations, all with the listed EVs, Reckless, and Swords Dance boost.</p>

<ul class="damage_calculation">
<li>Head Charge vs. 252/252+ Chansey 85.9% - 101.1%</li>
<li>Head Charge vs. 252/252+ Suicune 74.5% - 87.6%</li>
<li>Head Charge vs. 252/252+ Slowbro 78.6% - 92.6%</li>
<li>Head Charge vs. 252/252+ Zapdos 95.8% - 112.7%</li>
<li>Head Charge vs. 252/252+ Snorlax 93.7% - 110.1%</li>
<li>Head Charge vs. 252/0+ Donphan 93.2% - 109.6%</li>
<li>Head Charge vs. 252/252+ Donphan 76.0% - 89.3%</li>
<li>Head Charge vs. 252/252 Donphan 102.3% - 117.3%</li>
<li>Head Charge vs. 252/252+ Hitmontop 112.5% - 132.6%</li>
<li>Head Charge vs. 252/252+ Tangrowth 70.3% - 82.7%</li>
<li>Head Charge vs. 252/252+ Milotic 97.7% - 114.7%</li>
</ul>

<p>Since you are faster than all of these Pokemon bar Suicune, Zapdos, Hitmontop, and Milotic, you will be able to Taunt them and get a Swords Dance boost. The choice of item is up to preference. Leftovers lets Bouffalant recover the recoil damage from Head Charge, while Lum Berry, the preferred choice, keeps you safe from status. Life Orb can also be used to hit harder, but it will wear Bouffalant down really quickly. As far as support goes, dual screens from Pokemon such as Uxie and Cresselia help Bouffalant to last longer. Psychic-types such as the aforementioned Pokemon make excellent teammates for Bouffalant, the resisting Fighting-type moves it is weak to. Behind screens, even Choice Band Heracross can't OHKO Bouffalant at full health. Entry hazard can help Bouffalant score some extra OHKOs. Deoxys-D and Roserade are great teammates for Bouffalant, as they resist Fighting-type moves. Deoxys-D can set up Spikes and Stealth Rock, while Roserade can set up Toxic Spikes alongside Spikes. In addition to screens, Uxie can set up Stealth Rock. Bulky Ghost- and Flying-types, such as Dusclops and Zapdos, help take Fighting-type moves directed at Bouffalant. Dark-types, such as Weavile and Zoroark, can help take down Ghost-types, which are immune to Head Charge. Zoroark's Illusion ability can help early on in the battle, letting it disguise itself as Bouffalant to lure out Ghost-types that predict a Head Charge.</p>

<p>This set can also be used on a Trick Room team, with no alterations needed to the moveset. However, a Brave nature with 0 Speed IVs is needed to make Bouffalant as slow as possible. Even though Bouffalant becomes faster than most Pokemon with of Trick Room in effect, it's still outrun by Pokemon such as Slowbro and Escavalier. Although Slowbro can't do much to Bouffalant, Escavalier can hit it hard. Pokemon that are good at setting up Trick Room are needed. Uxie and Slowbro do this well, and they also resist Fighting-type moves.</p>

[SET]
name: Choice Band
move 1: Head Charge
move 2: Earthquake
move 3: Wild Charge / Pursuit
move 4: Megahorn
item: Choice Band
ability: Reckless
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>This Bouffalant doesn't hit as hard as the Swords Dance version, but saves it the trouble of setting up and, even if it doesn't hit as hard, it does 2HKO the most common walls in the tier. Head Charge is your main move and deals heavy damage. Earthquake covers the Steel- and Rock-types that resist Head Charge, while Pursuit and Wild Charge hit Mismagius and Aerodactyl, who resist both Head Charge and Earthquake. Pursuit also punish fleeing opponents, especially frail sweepers. Megahorn is mostly a filler move, but hits Slowbro, Celebi, and Tangrowth slightly harder than Head Charge.</p>

[ADDITIONAL COMMENTS]

<p>The EVs do the same as for the Swords Dance set, except Bouffalant won't last as long without Leftovers, and without Lum Berry, is vulnerable to status. The same alternate EV spread of 132 HP / 252 Atk / 124 Spe can be applied to this set to outspeed some faster defensive Pokemon such as Walrein and Hitmontop. This allow Bouffalant to knock both of them out before they can do anything to it. If you want to outspeed Milotic, move 212 EVs to Speed. Support in form of entry hazards is needed, as Bouffalant won't hit as hard without Swords Dance. Once again, Deoxys-D and Roserade are great teammates, resisting the Fighting-type, moves to which Bouffalant is weak. Both can set up Spikes, while Deoxys-D can set up Stealth Rock and Roserade Toxic Spikes. Screen support can help Bouffalant take some hits that would KO it otherwise. Uxie or other Psychic-types that can set up screens are good teammates as well, as they also resist Fighting-type moves. Bulky Flying- and Ghost-types make great teammates, as they can take super effective Fighting-type moves directed at Bouffalant. Dark-type Pokemon help by taking down Ghost-types, which can get in Bouffalant's way.</p>

[Other Options]

<p>Bouffalant doesn't have much else to use. Other moves it has access to are Retaliate, Iron Head, Poison Jab, Stone Edge, and Rock Slide, but they are inferior to the listed moves and don't cover anything the others don't. It can utilize its bulk to support a team, with access to both Sunny Day and Rain Dance, as well as Toxic, but there are several Pokemon that do this better. It also has access to Rest as its only form recovery.</p>

[Checks and Counters]

<p>To counter Bouffalant, it's best to send out a faster Pokemon while it's setting up or if a Pokemon has fainted. Heracross can easily KO Bouffalant if Reflect isn't up, but it can't switch into a boosted Head Charge. Dusclops is a fine counter to Bouffalant and can burn it with Will-O-Wisp, but can't do much if Bouffalant Taunts it. Escavalier resists Head Charge and, if it carries a Choice Band and Bouffalant has suffered some damage, can OHKO with Megahorn. However, it's still 2HKOed by Head Charge, even with max HP. Cobalion also resists Head Charge, and can OHKO Bouffalant with Close Combat or Focus Blast, if Bouffalant has taken some damage before, but it needs to be wary of Earthquake.</p>

[Dream World]

<p>Bouffalant gets Soundproof as its Dream World ability. It's practically useless on Bouffalant, because Reckless makes it the offensive threat that it is, and Sap Sipper gives it an immunity to Grass-type moves. It does get immunity to Roar, but that's about the extent of its usefulness.</p>
 
not sure about QC policy for this, but just merge the TR and CB sets, call the new set CB, and mention Brave + 0 IV in AC for TR. as far as I can remember, Pokemon usually don't have TR analyses since the basic formula is the same if it's not a Trick Room setter: get slow pokemon, use standard set, put on LO/CB, attack.

if you're supposed to keep the set, then remove swords dance (swords dance on a Trick Room pokemon is counterintuitive since you have only 3 turns to sweep)

return is weaker than head charge, so you may want to remove that when talking about sap sipper.

since nobody uses Take Down, just say that recoil from Head Charge is 1/4 of damage done instead of 1/3 ala Double Edge.

mention LO at least in AC of Swords Dance. the sheer number of 2HKOes that become OHKOes is amazing. Hell, it has a chance to OHKO Gligar with SR. I realize you'll be taking idiotic recoil but it's something.

Gligar and Deo-D can be outsped with near max adamant and near max jolly respectively; mention those spreads in AC. may want to mention calcs against both (Specially defensive Deoxys and physically defensive both need mentions)

for the alternate spread, don't take out of attack; take out of bulk instead.

Otherwise, this seems rather well done. Pity about mismagius, but it's not the scariest threat at all.
 
Dusclops should get a mention for setting up Trick Room and having great synergy with Bouffalant also Tauros I believe can use a Choice Band better due to its speed so it deserves a mention but this bull can set-up so I think having a TR sweeper and slashing a Choice Band or mentioning it in AC would probably be the best route. Other than that I see this easily passing QC in the near future :D
 
Tauros has less bulk and attack than Bouf as well as a stronger STAB. Head Charge from Adamant Bouf does 1.4x the damage of Double Edge from Jolly Tauros, roughly.
 
not sure about QC policy for this, but just merge the TR and CB sets, call the new set CB, and mention Brave + 0 IV in AC for TR. as far as I can remember, Pokemon usually don't have TR analyses since the basic formula is the same if it's not a Trick Room setter: get slow pokemon, use standard set, put on LO/CB, attack.

if you're supposed to keep the set, then remove swords dance (swords dance on a Trick Room pokemon is counterintuitive since you have only 3 turns to sweep)

return is weaker than head charge, so you may want to remove that when talking about sap sipper.

since nobody uses Take Down, just say that recoil from Head Charge is 1/4 of damage done instead of 1/3 ala Double Edge.

mention LO at least in AC of Swords Dance. the sheer number of 2HKOes that become OHKOes is amazing. Hell, it has a chance to OHKO Gligar with SR. I realize you'll be taking idiotic recoil but it's something.

Gligar and Deo-D can be outsped with near max adamant and near max jolly respectively; mention those spreads in AC. may want to mention calcs against both (Specially defensive Deoxys and physically defensive both need mentions)

for the alternate spread, don't take out of attack; take out of bulk instead.

Otherwise, this seems rather well done. Pity about mismagius, but it's not the scariest threat at all.
I've read your suggestions, and I've made those changes I feel I need to do (must've misunderstood Return's BP a long time ago, anyway). What I want you to do is to read what others have written. Life Orb as been mentioned since yesterday, when I posted it.
And about the TR set, I'll wait until the QC team have checked to see if they want it mentioned on the Choice Band set or in Other Options.
And Jolly with max speed is just waste of EVs, because what are Deoxys-D and Gligar gonna do to you?

(did I say that anyone is using Take Down...?)
 
if reckless is the preferred ability (which i think it should be, though i guess both are viable in UU), then there should be an ability tag. for the first set specifically, your bullet points imply that reckless is the preferred ability.

the alternate ev spread for the choice band set should be 132 HP / 252 Atk / 124 Spe. there is no reason to not run max attacl on a choice bander, and i highly doubt that extra HP will help (unless you have calcs that say otherwise)

also a choice scarf set could work? you lose to base 108 and above, but the most common speed tiers are from 100 down. at least a mention in OO
 
if reckless is the preferred ability (which i think it should be, though i guess both are viable in UU), then there should be an ability tag. for the first set specifically, your bullet points imply that reckless is the preferred ability.

the alternate ev spread for the choice band set should be 132 HP / 252 Atk / 124 Spe. there is no reason to not run max attacl on a choice bander, and i highly doubt that extra HP will help (unless you have calcs that say otherwise)

also a choice scarf set could work? you lose to base 108 and above, but the most common speed tiers are from 100 down. at least a mention in OO
Yeah... You've got everything wrong. I've never even mentioned, in any way, that Reckless is the preffered ability. It's Reckless or don't use Bouffalant at all. Sap Sipper only get mentioned in the OO.

And if you throw away EVs into Spe on the CB set, you won't hit hard at all. And that's fact. You need even more Atk now, than on the Swords Dance set.
And I think Choice Scarf is useless.

But it's not up you or me, it's up QC.
 
no what prem means is you need to add

ability: Reckless

after the item.

you never said people use take down; it's just that nobody knows what it does or the recoil it has.

Deoxys-D and Gligar can toxic you before dying while you need LO to KO. that's something. and prem echoed my comment about taking EVs for speed from HP, not attack.

http://www.smogon.com/forums/announcement.php?f=172&a=181

[SET]
name: Set Name
move 1: Most Important
move 2: Second Most Important
move 3: Third Most Important
move 4: Least Important
item: Item
ability: Ability
nature: Nature
evs: EVs
ivs: IVs
 
[ADDITIONAL COMMENTS]
  • The EVs does the same thing as for the above set, except you won't last as long without Leftovers.
  • The same alternate EV spread of 252 HP / 132 Atk / 124 Spe can be used on this too, to outspeed some faster defensive Pokemon like Walrein and Hitmontop. This allow Bouffalant to knock both of them out before they can do something against you. But you won't hit as hard.
  • To outspeed Milotic, you can use 212 Speed EVs.
  • Good support is needed even more on this set. Atleast in form of Entry Hazard.
  • Again, Deoxys-D and Roserade are great teammates to Bouffalant, resisting Fighting-type moves as well. Both can set up Spikes, while Deoxys-D can set Stealth Rock and Roserade Toxic Spikes.
  • Screen support can helps take hits that would KO Bouffalant otherwise. Uxie and Cresselia can do that, while Uxie also can set up Stealth Rock. They also resist Fighting-type moves that Bouffalant is weak to.
  • Bulky Ghost- and Flying-types also make good teammates to Bouffalant, resisting Fighting-type moves directed at it.
  • Dark-type Pokémon, that can take care of Ghost-types, such as Houndoom or Weavile, can help take down Ghost-types that resist Head Charge.

im saying that should be changed to 132 HP / 252 Atk / 124 Spe. the extra bulk is useless from what i know and the extra power is appreciated...

also i have awkward wording when i write stuff out. its not nonsense, you just have to try to understand and skim through it, but sorry ill try to be more clear next time
 
Yeah no need to have the trick room sweeper set. AC mention of it in the SD set is good enough.

SD set should look like this:
name: Swords Dance
move 1: Swords Dance
move 2: Head Charge / Return
move 3: Earthquake
move 4: Wild Charge / Taunt / Megahorn
item: Lum Berry / Leftovers
ability: Reckless / Sap Sipper
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

I'm a fan of sap sipper. It allows Bouffalant to switch in much more easily, and absorbing sleep powders is always fun. Wild Charge is the best option in the last slot to hit Slowbro, Milotic, Aerodactyl, and provides a key neutral hit on Mismagius (one of the few pokemon non-sap sipper Bouffalant can switch in on). Megahorn still hits Slowbro, and also hits Mew and Deoxys-D pretty hard. Lum Berry is the first slash because Bouffalant really needs it to wallbreak. Deoxys-D, Mew, Chansey, Dusclops, etc. all significantly threaten Bouffalant with status, and these pokemon are exactly what a swords dance user should be aiming to take out.

The third slot of the choice band set should be Wild Charge / Pursuit, for reasons I covered above. Stone Edge really doesnt hit anything significant except for Aerodactyl, and Wild Charge covers that.
 
Being locked into only 1 move during your precious TR turns is even worse. Just because you have SD in your 4 moves doesn't mean you have to waste a turn using it.
 
Agreed. Being forced to switch during a turn of Trick Room is so much worse than burning one to get a Swords Dance off.
 
Yeah no need to have the trick room sweeper set. AC mention of it in the SD set is good enough.

SD set should look like this:
name: Swords Dance
move 1: Swords Dance
move 2: Head Charge / Return
move 3: Earthquake
move 4: Wild Charge / Taunt / Megahorn
item: Lum Berry / Leftovers
ability: Reckless / Sap Sipper
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

I'm a fan of sap sipper. It allows Bouffalant to switch in much more easily, and absorbing sleep powders is always fun. Wild Charge is the best option in the last slot to hit Slowbro, Milotic, Aerodactyl, and provides a key neutral hit on Mismagius (one of the few pokemon non-sap sipper Bouffalant can switch in on). Megahorn still hits Slowbro, and also hits Mew and Deoxys-D pretty hard. Lum Berry is the first slash because Bouffalant really needs it to wallbreak. Deoxys-D, Mew, Chansey, Dusclops, etc. all significantly threaten Bouffalant with status, and these pokemon are exactly what a swords dance user should be aiming to take out.

The third slot of the choice band set should be Wild Charge / Pursuit, for reasons I covered above. Stone Edge really doesnt hit anything significant except for Aerodactyl, and Wild Charge covers that.
Well, ok. But I'll add the changes later.
 
Changes has been made, and I must agree they are better. That I didn't think that far is outrageous. Oh well.
 
Checkin' this
omit
add
comment
Cap/decap

[Overview]

<p>Bouffalant has great stats overall. It has an excellent base Attack stat of 110 and has access to Reckless, meaning that it can hit super(space)hard with Head Charge, a recoil move exclusive to Bouffalant. Bouffalant can also use Swords Dance to boost its Attack stat to sky-(hyphen)high levels, making it hit even harder. Bouffalant takes care of the most common physical walls in the tier, atleast at most 2HKOing them all, and can outspeed and taunt them, making them unable to do much back at Bouffalant. While Reckless makes Bouffalant the powerhouse that it is, it also got access to Sap Sipper, giving Bouffalant immunity to the most common sleep inducing move, Sleep Powder, while also absorbing Leech Seed and other Grass-type moves, raising Bouffalant's Attack stat in the process.</p>

<p>
In addition to these great assets, Bouffalant has a great bulk too, having a base 95 in all three defensive stats, taking little damage from weak attacks, and with screen support, it takes minimum minimal damage even from the strongest moves. Even though it has all these good sides to it, Bouffalant is weak to the common Fighting-type moves in the tier, being unable to survive powerful hits. On top of that, Bouffalant is pretty slow,(comma) too, and might end up a sitting duck while setting up. Even with these minor flaws, Bouffalant is still a great wall breaker and can sweep late game.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Head Charge / Return
move 3: Earthquake
move 4: Wild Charge / Taunt / Megahorn
item: Lum Berry / Leftovers
ability: Reckless / Sap Sipper
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>Come in and set up Swords Dance, but Bouffalant's main purpose isn't to sweep, as it isn't fast enough, it's to take care of the opponent's slower Pokemon and walls, KOing them with ease with a Reckless boosted Head Charge. Although Swords Dance may imply that this set is meant to sweep, it lacks the Speed to do so. Instead, Bouffalant can break slower Pokemon and walls, KOing them with ease with a Reckless boosted Head Charge. Any Pokemon foolish enough to switch into a Head Charge from Bouffalant is going to bite grass, as even if it resists the move, it is still going to take alot of damage from it. The other moves compliment Head Charge well,.(period, no comma) Earthquake hits Rock- and Steel-types that resist Head Charge, while Wild Charge hits Mismagius and Aerodactyl,(comma) who resists Head Charge and Earthquake.</p>

<p>
Taunt renders walls who tries to status Bouffalant useless, as they aren't powerful enough to do any significant damage back at Bouffalant. Megahorn hits Mew and Deoxys-D really hard, while also hitting Slowbro ad Tangrowth slightly harder than Head Charge, capable of OHKOing Slowbro. You can also option to use Sap Sipper over Reckless to gain immunity to the most common sleep inducing move, Sleep Powder, and other Grass-moves, which will raise Bouffalant's Attack stat. You can use Return over Head Charge if you option to use Sap Sipper to avoid the recoil damage.</p>

[ADDTIONAL COMMENTS]

<p>The EVs listed make Bouffalant hit as hard as possible and last as long as possible. Technician Hitmontop won't be able to OHKO Bouffalant with Mach Punch, even without EV investment in Defense, capable of only 2HKOing it with some luck. Close Combat, however, OHKOes Bouffalant. An alternate EV spread of 132 HP/ 252 Atk / 124 Spe can be used to outspeed some faster defensive Pokemon, such as Walrein and Hitmontop. This allows Bouffalant to knock Hitmontop out before it can knock Bouffalant out with Close Combat, while also making it able to taunt Walrein before it can do anything, making it practically useless. If you want to outspeed Milotic, use 212 Speed EVs instead. To showcase Bouffalant's offensive capabilities, here are some damage calculations, all with listed EVs,(comma) Reckless, and Swords Dance boost.</p>

<ul class="damage_calculation">
<li>Head Charge vs. 252/252+ Chansey 85.9% - 101.1%</li>
<li>Head Charge vs. 252/252+ Suicune 74.5% - 87.6%</li>
<li>Head Charge vs. 252/252+ Slowbro 78.6% - 92.6%</li>
<li>Head Charge vs. 252/252+ Zapdos 95.8% - 112.7%</li>
<li>Head Charge vs. 252/252+ Snorlax 93.7% - 110.1%</li>
<li>Head Charge vs. 252/0+ Donphan 93.2% - 109.6%</li>
<li>Head Charge vs. 252/252+ Donphan 76.0% - 89.3%</li>
<li>Head Charge vs. 252/252 Donphan 102.3% - 117.3%</li>
<li>Head Charge vs. 252/252+ Hitmontop 112.5% - 132.6%</li>
<li>Head Charge vs. 252/252+ Tangrowth 70.3% - 82.7%</li>
<li>Head Charge vs. 252/252+ Milotic 97.7% - 114.7%</li>
</ul>

<p>As Since you are faster than all of these Pokemon,(no comma) except for bar Suicune, Zapdos, Hitmontop, and Milotic, you will be able to Taunt them and get a Swords Dance boost. The choice of item is up to preferance,.(period, no comma( Leftovers lets Bouffalant recover the recoil damage from Head Charge, while Lum Berry keeps you safe from status. Lum Berry is the preffered preferred choice, though. Life Orb can also be used to hit harder, but it will wear Bouffalant down really fast. quickly. Good support helps Bouffalant alot. Screen support from Pokemon such as Uxie and Cresselia helps Bouffalant to last longer, and Psychic-types such as those two make excellent teammates for Bouffalant, as they resist resisting Fighting-type moves that it is weak to. Behind screens, even Choice Scarf Heracross can't OHKO Bouffalant, not even while holding Choice Band, Heracross can't OHKO Bouffalant behind Reflect when it's at full health. Behind screens, even Choice Band Heracross can't OHKO Bouffalant at full health. Entry hazard can help Bouffalant to score some extra OHKOs. Deoxys-D and Roserade are great teammates for Bouffalant, as they resist Fighting-type moves. Deoxys-D can set up Spikes and Stealth Rock, while Roserade can set up Toxic Spikes alongside Spikes. Uxie can also set up Stealth Rock besides screen. In addition to screens, Uxie can set up Stealth Rock. Bulky Ghost- and Flying-types, such as Dusclops and Zapdos, helps taking take Fighting-type moves directed at Bouffalant. Dark-types Pokemon, such as Weavile and Zoroark,(no comma) can help take down Ghost-types that resists Head Charge. Zoroark's Illusion ability can help early on in the battle, making it disguise itself as Bouffalant to lure out Ghost-types that predicts a Head Charge.</p>

<p>
This set can also be used on a Trick Room team, with no alterations needed to the moveset. However, a Brave nature with 0 Speed IVs is needed to make Bouffalant as slow as possible. Even though Bouffalant becomes faster than most Pokemon inside of Trick Room, it's still outrun by faster than Pokemon such as Slowbro and Escavalier outside inside of Trick Room, and they can take advantage of that. (I re-worded this, since this part focuses on being in Trick Room) Although Slowbro can't do much to Bouffalant, Escavalier can and it hits hit it hard. Pokemon that are good at setting up Trick Room is are needed. Uxie and Slowbro do this well, and they also resist Fighting-type moves. Uxie can, again, set up Stealth Rock besides alongside Trick Room.</p>

[SET]
name: Choice Band
move 1: Head Charge
move 2: Earthquake
move 3: Wild Charge / Pursuit
move 4: Megahorn
item: Choice Band
ability: Reckless
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>This Bouffalant doesn't hit as hard as the Swords Dance version, but saves it the trouble of setting up,(no comma) and,(comma) even if it doesn't hit as hard, it does 2HKO the most common walls in the tier. Head Charge is your main move and deals heavy damage. Earthquake covers the Steel- and Rock-types that resists Head Charge, while Wild Charge Pursuit and Pursuit Wild Charge hits Mismagius and Aerodactyl, who resists both Head Charge and Earthquake. Pursuit also punish fleeing opponents, especially frail sweepers. Megahorn is mostly a filler move, but hits Slowbro and Tangrowth slightly harder than Head Charge.</p>

[ADDITIONAL COMMENTS]

<p>The EVs does the same as for the above set, except you won't last as long as with without Leftovers, and without Lum Berry,(comma) you're vulnerable to status. The same alternate EV spread of 132 HP / 252 Atk / 124 Spe can be applied to this set too, to outspeed some faster defensive Pokemon such as Walrein and Hitmontop. This allow Bouffalant to knock both of them out before they can do anything to it. If you want to outspeed Milotic, use move 212 EVs to its Speed.(period) EVs instead, moving some EVs from HP. Good support is needed even more on this set, atleast in form of entry hazards,(no comma) is needed, as Bouffalant don't don't hit as hard without Swords Dance. Once again, Deoxys-D and Roserade are great teammates, resisting Fighting-types that Bouffalant is weak to. Both can set up Spikes, while Deoxys-D can set up Stealth Rock and Roserade Toxic Spikes. Screen support can help Bouffalant take some hits that would KO Bouffalant it otherwise. Uxie or other Psychic-types that can set up screens are good teammates as well, as they also resists Fighting-type moves. Bulky Flying- and Ghost-types make great teammates, as they can take super effective Fighting-type moves directed at Bouffalant. Dark-type Pokemon helps taking down Ghost-types that gets in Bouffalant's way.</p>

[Other Options]

<p>Bouffalant doesn't have much else to use. Other moves it has access to are Retaliate, Iron Head, Poison Jab, Stone Edge, and Rock Slide, but they are inferior to the listed moves and doesn't don't cover anything they the others don't. It can utilize its bulk to support a team. It has access to both Sunny Day and Rain Dance, as well as Toxic, but there are several Pokemon that do this better. It also got access to Rest as its only form recovery.</p>

[Checks and Counters]

<p>To counter Bouffalant, it's best to send out a faster Pokemon while it's setting up or if a Pokemon has fainted. Heracross can easily KO Bouffalant,(no comma) if Reflect isn't up, but it can't switch into a boosted Head Charge. Dusclops is a fine counter to Bouffalant and can burn it with Will-O-Wisp, but can't do much if Bouffalant Taunts it. Escavalier resists Head Charge,(no comma) and,(comma) can, if Bouffalant has suffered some damage, can OHKO it with Megahorn, if it holds Choice Band. But However, it's still 2HKOed by Head Charge, even with max HP. Cobalion also resists Head Charge,(comma) and can OHKO Bouffalant with Close Combat or Focus Blast, if Bouffalant has taken some damage before, but it needs to be careful of Earthquake.(comma) though.</p>

[Dream World]

<p>Bouffalant gets Soundproof as its Dream World ability. It's practically useless on Bouffalant, because Reckless makes it the offensive threat that it is,(comma) and Sap Sipper gives it an immunity to Grass-type moves. It does get immunity to Roar, but that's about the extent of its usefulness. it and you should always stick with either Reckless or Sap Sipper.</p>

gpstamp


[GP 1/2]
 
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