PU Scrappy Stoutland [Moveset]

Empress

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Scrappy Wallbreaker
########
name: Scrappy Wallbreaker
move 1: Return
move 2: Superpower
move 3: Facade
move 4: Pursuit /(space)Toxic /(space)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 and strongest move. Superpower gives Stoutland perfect neutral coverage in two moves, taking on the Rock-(AH) and Steel-(replace space with hyphen)types, (AC) which that can resist a Scrappy Return (all Rock- and Steel-types resist Return). Facade allows Stoutland to take absorb stray status without being crippled as a wallbreaker (what do you mean? I don't understand this sentence.). In the last slot, Pursuit can be used for extra team support as a way to trap and remove mons Pokemon such as Misdreauvs, toxic Toxic can cripple defensive switch-(AH)ins to Stoutland that would be able to can take two Returns and counter it, while Play Rough does more immediate damage to Poliwrath and Machoke.


Set Details
========

Attack and speed Speed are maximized for Stoutland to be as powerful as possible and outspeed everything up to Jolly Barbaracle, minimizing the damage Stoutland has to take. An Adamant nature and Choice Band further increases Stoutland's attacking power, allowing it to smash through most walls by strength alone, although Silk Scarf can be used to increase Stoutland's power raise the power of Return and Facade (remember that Silk Scarf only works on Normal-type moves) while not locking it into a single move.

Usage Tips
========

Return is Stoutland's strongest attack, (RC) and should be used every single turn unless specifically trying to hit a pokemon Pokemon with a different coverage move or statused if Stoutland has a status ailment. Return alone is enough to break down most walls without a resistance or incredible natural bulk, (RC) and is easily spammable due to scrappy. Stoutland should be doubled or pivoted into 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 by forcing switches. 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 resists resistances, so avoid switching it into strong moves. Even with Facade, don't aim to get Stoutland statused crippled with status unless it isn't needed for the late-(AH)game, as burn and poison wear it down quickly and paralysis makes it unfortunately slow and easy to kill KO. However, Stoutland can still be used to absorb status on offensive teams with no better option. If running pursuit Pursuit, use it for team support rather than super effective coverage, as it isn't close to returns Return's power unless it's super effective and used on a switch. With both Pursuit and Toxic, be Be aware that being locked into a weak/not damaging move Pursuit or Toxic can make Stoutland setup fodder, so use them carefully.

Team Options
========

Stealth Rocks Rock and Spikes are incredibly beneficial for Stoutland, as it they can wear down the few things that can switch into it Stoutland. Most notably, Stealth Rock alone guarantees the 2HKO on Avalugg and Pawniard with Return and boosts the odds of 2HKOing physically defensive Poliwrath to over 50%. Toxic Spikes are also useful for crippling defensive Pokemon forced to switch into Stoutland such as Carracosta or Gourgeist-XL Gourgeist-S. Slow pivots such as Volt Switch Probopass and Baton Pass Togetic can also give Stoutland more free switch-(AH)ins for extra wallbreaking opportunities. Paralysis support from Pokemon like such as Grumpig or Stunfisk or Sticky Web support from Leavanny can help patch up Stoutland's only average speed for a wallbreaker, allowing it to take out the Pokemon that would normally be faster than it and revenge kill it such as Simipour. Rapid Spinners (strange as it is, the correct term is spinner) appreciate the Pursuit support provided by Stoutland, as it allows them to freely spin without being blocked by Pokemon Ghost-types (remember only Ghost-types can spinblock) such as Misdreavus. Most physical sweepers pair well with Stoutland due to its incredibly incredible wallbreaking capabilities. In particular, Rapidash can abuse appreciates Stoutland weakening defensive Carracosta and Poliwrath, and Shell Smash Carracosta enjoys the removal of Poliwrath and bulky grass types like Grass-types such as Gourgeist. Jumpluff can support Stoutland by taking on the Fighting-(AH) and Rock-(replace space with hyphen)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 capacity. Arbok can also help Stoutland take on Fighting-(replace space with hyphen)types while appreciating the removal of Piloswine and Torterra for coil Coil sweeps.[/quote]
 

MZ

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Scrappy Wallbreaker
########
name: Scrappy Wallbreaker
move 1: Return
move 2: Superpower
move 3: Facade
move 4: Pursuit /(space)Toxic /(space)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 and strongest move. Superpower gives Stoutland perfect neutral coverage in two moves, taking on the Rock-(AH) and Steel-(replace space with hyphen)types, (AC) which that can resist a Scrappy Return (all Rock- and Steel-types resist Return). Facade allows Stoutland to take absorb stray status without being crippled as a wallbreaker (what do you mean? I don't understand this sentence.). In the last slot, Pursuit can be used for extra team support as a way to trap and remove mons Pokemon such as Misdreauvs, toxic Toxic can cripple defensive switch-(AH)ins to Stoutland that would be able to can take two Returns and counter it, while Play Rough does more immediate damage to Poliwrath and Machoke.


Set Details
========

Attack and speed Speed are maximized for Stoutland to be as powerful as possible and outspeed everything up to Jolly Barbaracle, minimizing the damage Stoutland has to take. An Adamant nature and Choice Band further increases Stoutland's attacking power, allowing it to smash through most walls by strength alone, although Silk Scarf can be used to increase Stoutland's power raise the power of Return and Facade (remember that Silk Scarf only works on Normal-type moves) while not locking it into a single move.

Usage Tips
========

Return is Stoutland's strongest attack, (RC) and should be used every single turn unless specifically trying to hit a pokemon Pokemon with a different coverage move or statused if Stoutland has a status ailment. Return alone is enough to break down most walls without a resistance or incredible natural bulk, (RC) and is easily spammable due to scrappy. Stoutland should be doubled or pivoted into 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 by forcing switches. 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 resists resistances, so avoid switching it into strong moves. Even with Facade, don't aim to get Stoutland statused crippled with status unless it isn't needed for the late-(AH)game, as burn and poison wear it down quickly and paralysis makes it unfortunately slow and easy to kill KO. However, Stoutland can still be used to absorb status on offensive teams with no better option. If running pursuit Pursuit, use it for team support rather than super effective coverage, as it isn't close to returns Return's power unless it's super effective and used on a switch. With both Pursuit and Toxic, be Be aware that being locked into a weak/not damaging move Pursuit or Toxic can make Stoutland setup fodder, so use them carefully.

Team Options
========

Stealth Rocks Rock and Spikes are incredibly beneficial for Stoutland, as it they can wear down the few things that can switch into it Stoutland. Most notably, Stealth Rock alone guarantees the 2HKO on Avalugg and Pawniard with Return and boosts the odds of 2HKOing physically defensive Poliwrath to over 50%. Toxic Spikes are also useful for crippling defensive Pokemon forced to switch into Stoutland such as Carracosta or Gourgeist-XL Gourgeist-S. Slow pivots such as Volt Switch Probopass and Baton Pass Togetic can also give Stoutland more free switch-(AH)ins for extra wallbreaking opportunities. Paralysis support from Pokemon like such as Grumpig or Stunfisk or Sticky Web support from Leavanny can help patch up Stoutland's only average speed for a wallbreaker, allowing it to take out the Pokemon that would normally be faster than it and revenge kill it such as Simipour. Rapid Spinners (strange as it is, the correct term is spinner) appreciate the Pursuit support provided by Stoutland, as it allows them to freely spin without being blocked by Pokemon Ghost-types (remember only Ghost-types can spinblock) such as Misdreavus. Most physical sweepers pair well with Stoutland due to its incredibly incredible wallbreaking capabilities. In particular, Rapidash can abuse appreciates Stoutland weakening defensive Carracosta and Poliwrath, and Shell Smash Carracosta enjoys the removal of Poliwrath and bulky grass types like Grass-types such as Gourgeist. Jumpluff can support Stoutland by taking on the Fighting-(AH) and Rock-(replace space with hyphen)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 capacity. Arbok can also help Stoutland take on Fighting-(replace space with hyphen)types while appreciating the removal of Piloswine and Torterra for coil Coil sweeps.

Thanks, implemented everything except for one thing.
"Toxic Spikes are also useful for crippling defensive Pokemon forced to switch into Stoutland such as Carracosta or Gourgeist-XL Gourgeist-S."
Was this change because Gourgeist-S is the proper way to refer to the largest, bulkiest form of gourgeist? Because I'm currently doing the analysis on "gourgeist-xl" as well, so does that title need to change? Also replaced the sentence you didn't understand at all (and I don't looking back on it) with "Facade allows Stoutland to absorb burns while still maintaining offensive presence", which was what it was supposed to mean
 

Empress

Don't waffle or you'll get pancaked
is a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

Thanks, implemented everything except for one thing.
"Toxic Spikes are also useful for crippling defensive Pokemon forced to switch into Stoutland such as Carracosta or Gourgeist-XL Gourgeist-S."
Was this change because Gourgeist-S is the proper way to refer to the largest, bulkiest form of gourgeist? Because I'm currently doing the analysis on "gourgeist-xl" as well, so does that title need to change? Also replaced the sentence you didn't understand at all (and I don't looking back on it) with "Facade allows Stoutland to absorb burns while still maintaining offensive presence", which was what it was supposed to mean
The correct way to refer to it is Gourgeist-XL. My mistake.
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
Return is Stoutland's strongest attack, (RC) and should be used every single turn unless
due to its only passable bulk and lack of resists resistances, so avoid switching it into strong moves.
I almost shed a tear
stamping for 1/2, plus a few extra things below
add remove comment
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 the 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 Misdreavus, Toxic can cripple defensive switch-ins to Stoutland that can take two Returns, while 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, minimizing the damage Stoutland has to take. 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 it 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 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 by forcing switches. (already said "force switches") 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 power 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 are 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 switch-ins switches in 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(dash)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.
 

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Thanks! This is done and ready to be uploaded

edit: didn't see snobalt cant stamp @_@ not done yet
 
Last edited:
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 Misdreavus, 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, minimizing the damage Stoutland has to take (not qc but this doesn't really sound right lol; you wouldn't want to take as little damage as possible, you want to outspeed and ko w/ super effective move). 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 in 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.

didn't really ifnd anything, gud job Snobalt
 
Last edited:

Empress

Don't waffle or you'll get pancaked
is a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
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 Misdreavus, 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, minimizing the damage Stoutland has to take (not qc but this doesn't really sound right lol; you wouldn't want to take as little damage as possible, you want to outspeed and ko w/ super effective move). 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 switches in 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.

didn't really ifnd anything, gud job Snobalt
Uh Kingler I already got stamped by P Squared, so you gave this guy the second and final check.
 

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