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Stantler (Analysis)

Discussion in 'Uploaded Analyses' started by SuperJOCKE, Mar 15, 2012.

  1. SuperJOCKE

    SuperJOCKE Deleting...
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    [​IMG]
    Stantler
    -Credits also goes to Steamroll for making the skeleton for this analysis and getting it through QC, before I took over.

    [Overview]

    <p>Stantler: a Normal-type Pokemon like the rest, but often outclassed. Its Attack stat lies at an average base 95, while its Speed and Special Attack stats are rather sub-par; however, it's still relatively fast for NU. Unfortunately, Stantler lacks the bulk other Normal-types, such as Kangaskhan and Miltank, possess. Thankfully, Stantler has a rather diverse movepool to take advantage of, including moves such as Megahorn, Earthquake, and Jump Kick, as well as two good abilities in Intimidate and Sap Sipper. Intimidate lets Stantler switch into most physical moves more easily, but Sap Sipper provides so many opportunities; Sap Sipper allows Stantler to switch in on Pokemon such as Tangela and Amoonguss attempting to put something to sleep, boost its Attack, and threaten them with a powerful Megahorn or Return. Stantler's diverse movepool and Sap Sipper gives it a niche many Normal-types of its kind wish they had, and it is sure to make a great addition to your team if you need a physical Normal-type that can plow through Tangela.</p>

    [SET]
    name: Physical Attacker
    move 1: Return
    move 2: Megahorn
    move 3: Earthquake
    move 4: Bite / Jump Kick
    item: Life Orb / Choice Band
    ability: Sap Sipper
    nature: Jolly
    evs: 4 HP / 252 Atk / 252 Spe

    [SET COMMENTS]

    <p>This is what Stantler does best: simple, all-out physical offense. Megahorn works great with Sap Sipper, as with the two, Stantler can effectively switch in on Grass-type moves from Pokemon such as Tangela and Exeggutor and KO them. Earthquake lets Stantler hit the ever-so-annoying Steel-types, such as Probopass and Bastiodon, that would otherwise stop it in its tracks. Bite is unfortunately Stantler's best bet against Ghost-types such as Misdreavus, while Jump Kick allows Stantler to hit Normal-types, most notably Miltank and Lickilicky, harder than any of its other moves. The choice between these two moves depends on whether you want Stantler to hit the aforementioned Normal-types harder, or if you want it to be able to finish off weakened Ghost-types.</p>

    [ADDITIONAL COMMENTS]

    <p>Retaliate is a viable option over Return, especially with Choice Band, as it allows Stantler to effectively revenge kill the opponent with a 210 Base Power move if a teammate was KOed on the previous turn. Zen Headbutt can be used to hit Fighting-types for super effective damage, and the flinch rate can come in handy; however, its imperfect accuracy can be off-putting. Wild Charge is an option to hit Pokemon such as Mantine and Gorebyss harder, but beyond that it doesn't provide much more coverage. Though Sap Sipper is the preferred ability for this set, Intimidate can still be used to lower the opponent's Attack stat and soften certain physical moves. Psychic-types that can take care of Fighting-types effectively, such as Exeggutor and Mesprit, make great teammates for Stantler. Pokemon that draw out Grass-type moves, such as Quagsire and Regirock, can easily provide Stantler with an Attack boost. The same applies to physical attackers, such as Absol and Marowak, who are completely stopped by Tangela; Stantler can switch into and take out Tangela with ease.</p>

    [Other Options]

    <p>Stantler has a few interesting moves it can use outside of what has already been mentioned. Stantler has three useful status moves it can use in the last slot, namely Thunder Wave, Hypnosis, and Toxic, all inflicting a useful status on the opponent; however, Hypnosis's low accuracy can be a little off-putting, and Stantler can also find it hard to use any of these three moves due to its frailty. Double-Edge and Sucker Punch are two options over Return and Bite, respectively, but using them comes with a price: they are illegal with Sap Sipper. It should also be noted that, though Double-Edge is more powerful than Return, the recoil damage suffered from using the move severely lowers Stantler's longevity, while Bite is only slightly less powerful but more reliable than Sucker Punch; overall, it is often not worth forgoing Sap Sipper. Energy Ball is an option to hit Pokemon such as Quagsire and Golem harder, who otherwise gives Stantler severe trouble; however, Stantler can't OHKO Quagsire without investment, and investing in Stantler's Special Attack stat will greatly lower its physical attacking power. Running mixed or fully special sets and using either Work Up or Calm Mind to take advantage of Stantler's decent Special Attack are also options. Stantler has access to useful special moves such as Psychic, Shadow Ball, Thunderbolt, and Signal Beam, which will grant it the coverage it needs; however, it has no special STAB move other than the weak and unreliable Swift, Round, and Uproar. Additionally, a fully special set won't let it capitalize on Sap Sipper—one of Stantler's biggest draws—while a mixed set will greatly lower its offensive power, especially when you consider that Stantler's offensive stats are rather low for it to pose much of a threat with such a set.</p>

    [Checks and Counters]

    <p>Faster Pokemon are often the best answer to Stantler. Powerful threats such as Swellow, Jynx, and Sawk, as well as Choice Scarf Braviary and Rotom-A, can outspeed and easily dispatch Stantler. Ghost-types, such as Misdreavus and Haunter, can switch in on Return, Earthquake, Megahorn, and Jump Kick, and even take advantage of the recoil Stantler receives from Jump Kick missing; however, Haunter must be careful switching in on both Bite and Megahorn, as it is really frail and can't take hits well at all. Protect users, such as Lickilicky and Glaceon, can effectively take advantage of Jump Kick missing as well. Strong priority moves from Pokemon such as Absol, Golem, and Gurdurr will also make short work of Stantler. Bulky Fighting-types, such as Throh and Gurdurr, can easily take all of Stantler's attacks barring Zen Headbutt, while either can use the time given to set up or just outright KO it.</p>
  2. SuperJOCKE

    SuperJOCKE Deleting...
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    Ok, this is written. GP members, have at it.
  3. November Blue

    November Blue NO YOUTUBE, I DO NOT WANT TO WATCH VIDEOS AT MAX VOLUME!!
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    [​IMG]

    Stantler Analysis (open)
    [Overview]

    <p>Stantler: a run-of-the-mill Normal-type Pokemon like the rest, but often outclassed. Stantler's Attack stat lies at a rather an average base 95, while its Speed and Special Attack stats is are rather subpar; however, it's still relatively fast for NU. Unfortunately, Stantler lacks the bulk other Normal-types of the same status, such as Kangaskhan and Miltank, possess. Thankfully, Stantler has a rather diverse movepool to take advantage off of, including moves such as Megahorn, Earthquake, and Jump Kick,(Period) while it Stantler has two good abilities in Intimidate and Sap Sipper. While Intimidate lets Stantler switch in more easily on into most physical moves more easily, but Sap Sipper provides so many opportunities.(Semicolon) Sap Sipper allows Stantler to switch in on Pokemon such as Tangela and Amoonguss attemting attempting to put something to sleep, boosting its Attack in the process absorb the Grass-type move and boost its Attack, and threaten them with a powerful Megahorn or Return. Stantler's diverse movepool and Sap Sipper gives it a niche many Normal-types of its kind wish they had, and Stantler is sure to make a great addition to your team if you need a physical Normal-type that can plow through Tangela.</p>

    [SET]
    name: Physical Attacker
    move 1: Return
    move 2: Megahorn
    move 3: Earthquake
    move 4: Bite / Jump Kick
    item: Life Orb / Choice Band
    ability: Sap Sipper
    nature: Jolly
    evs: 4 HP / 252 Atk / 252 Spe

    [SET COMMENTS]

    <p>This is what Stantler does best: simple, all-out physical offense. Megahorn works great together with with Sap Sippper, as with the two, Stantler can effectively switch in on Grass-type moves from Pokemon such as Tangela and Exeggutor and KO them. Earthquake lets Stantler hit the ever(Hyphen) so(Hyphen) annoying Steel-types, such as Probopass and Bastiodon, that would otherwise stop it in its tracks. Bite is unfortunately Stantler's best be bet against Ghost-types such as Misdreavus, while Jump Kick allows Stantler to hit Normal-types, most notably Miltank and Lickilicky, harder than it can with any of its other moves. The choice between these two moves depends on if you want Stantler to hit the aforementioned Normal-types harder, or if you want Stantler it to be able to finish of off weakened Ghost-types.</p>

    [ADDITIONAL COMMENTS]

    <p>Retaliate is a viable option over Return, especially with Choice Band, as it allows Stantler to effectively revenge kill the opponent with a 210 Base Power move if a teammate went down was KOed on the previous turn. Zen Headbutt can be used to hit Fighting-types for super effective damage, and the flinch rate could come handy; however, its imperfect accuracy can be off-putting. Wild Charge is an option to hit Pokemon such as Mantine and Gorebyss harder, but beyond that is it doesn't provide much more coverage. Though Sap Sipper is the prefered preferred ability on for this set, giving Stantler the ability to effectively threaten Grass-types, Intimidate can still be used to lower the opponent's Attack stat and soften certain physical moves. Psychic-types that can effectively take care of Fighting-types effectively, such as Exeggutor and Mesprit, make great teammates for Stantler. Pokemon that draws out Grass-type moves, such as Quagsire and Regirock, can effectively give easily provide Stantler with an Attack boost. The same applies to physical Attackers attackers, such as Absol and Marowak, who are completely stopped by Tangela; Stantler can capitalize on Tangela with ease.</p>

    [Other Options]

    <p>Stantler has a few interesting moves it can use outside what has already been mentioned. Stantler has three useful status moves it can use in the last slot, namely Thunder Wave, Hypnosis, and Toxic, all inflicting an useful status on the opponent; however, Hypnosis's low accuracy can be a little off-putting, while Stantler can find it hard to use any of these three moves due to its frailty. Double-edge Double-Edge and Sucker Punch are two options over Return and Bite, respectively, but using them comes with a price: they are illegal with Sap Sipper. It should also be noted that, though Double-edge Double-Edge is more powerful than Return, the recoil damage suffered from using the move severely lowers Stantler's surviablity longevity, while Bite is only slightly less powerful but more reliable than Sucker Punch; this means overall, it is often not worth it to sacrifice forgo Sap Sipper. Energy Ball is an option to hit Pokemon such as Quagsire and Golem harder, who otherwise gives Stantler servere severe trouble; however, without investment, Stantler can't OHKO Quagsire without investment, and investing in Stantler's Special Attack stat will greatly lower its physical attacking power. Running mixed or fully special sets are a possibility(Comma) with Stantler by using either Work Up or Calm Mind to take advantage of its Stantler's decent Special Attack. Stantler has access to useful special moves such as Psychic, Shadow Ball, Thunderbolt, and Signal Beam, which will grant it the coverage it needs; however, Stantler has no special STAB move other than the weak and unreliable Swift, Round, and Uproar. However Additionally, a fully special set won't let it capitalize on Sap Sipper,(Em Dash) —one of Stantler's biggest draws, while a mixed set will greatly lower its offensive power, because Stantler's offensive stats are too low to make use of such a set.</p>

    [Checks and Counters]

    <p>Faster Pokemon is are often the best answer to Stantler. Powerful threats such as Swellow, Jynx, and Sawk, as well as Choice Scarf Braviary and Rotom-A Rotom-S, can outspeed and easily dispatch of Stantler. Ghost-types,(Remove Comma) such as Misdreavus and Haunter,(Remove Comma) can switch in on Stantler's STAB moves, as well as Return, Earthquake, Megahorn, and Jump Kick, even taking advantage of the recoil Stantler receives from Jump Kick missing; however, Hanuter Haunter must be careful switching in on both Bite and Megahorn, as it is really frail and can't take hits well at all. Protect users, such as Lickilicky and Glaceon, can effectively take advantage of Jump Kick missing as well. Strong priority moves from Pokemon such as Absol, Golem, and Gurdurr will also make short work of Stantler. Bulky Fighting-types, such as Throh and Gurdurr, can easily take hits from Stantler bar Zen Headbutt, while either using the time given to set up or just outright KO it.</p>


    [​IMG]

    GP Approved 1/2
  4. SuperJOCKE

    SuperJOCKE Deleting...
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    Ouch, not my best work I'll admit.

    However, "Ghost-types, such as Example1 and Example2, can..." is correct though.

    Thanks for the check NoBlue. Should be ready for the second one.
  5. November Blue

    November Blue NO YOUTUBE, I DO NOT WANT TO WATCH VIDEOS AT MAX VOLUME!!
    is a Contributor Alumnus

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    Either way is correct, I know. The section seemed a little comma-heavy, and it reads more smoothly without them. It's a preference thing I guess, up to you.
  6. Harsha

    Harsha Rest In Beats
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    RMT Co-Leader

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    amateur gp check
    status: done
    remove
    add/replace with
    <quick comment>

    nice work!
  7. SuperJOCKE

    SuperJOCKE Deleting...
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    Swell

    [​IMG]

    GP Approved 2/2
  8. Calm Pokemaster

    Calm Pokemaster
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    On top of harsha's check -

    Show Hide

    [Overview]

    <p>Stantler: a Normal-type Pokemon like the rest, but often outclassed. Its Attack stat lies at an average base 95, while its Speed and Special Attack stats are rather sub-par; however, it's still relatively fast for NU. Unfortunately, Stantler lacks the bulk other Normal-types of the same status (this is largely unnecessary imo, since you are providing examples in any case), such as Kangaskhan and Miltank, possess. Thankfully, Stantler has a rather diverse movepool to take advantage of, including moves such as Megahorn, Earthquake, and Jump Kick, as well as Stantler has two good abilities in Intimidate and Sap Sipper. Intimidate lets Stantler switch into most physical moves more easily, but Sap Sipper provides so many opportunities; Sap Sipper allows Stantler to switch in on Pokemon such as Tangela and Amoonguss attempting to put something a Pokemon to sleep, absorb the Grass-type move and (this is a pretty big sentence, and what I removed is obvious to the reader in any case) boost its Attack, and threaten them with a powerful Megahorn or Return. Stantler's diverse movepool and Sap Sipper gives it a niche many Normal-types of its kind wish they had, and Stantler it is sure to make a great addition to your team if you need a physical Normal-type that can plow through Tangela.</p><hmm, this is a bit comma heavy, so i think breaking some sentences down would ease the flow. your call though!>

    [SET]
    name: Physical Attacker
    move 1: Return
    move 2: Megahorn
    move 3: Earthquake
    move 4: Bite / Jump Kick
    item: Life Orb / Choice Band
    ability: Sap Sipper
    nature: Jolly
    evs: 4 HP / 252 Atk / 252 Spe

    [SET COMMENTS]

    <p>This is what Stantler does best: simple, all-out physical offense. Megahorn works great well with with Sap Sipper, as with the two attacks, Stantler can effectively switch in on Grass-type moves from Pokemon such as Tangela and Exeggutor and KO them. Earthquake lets Stantler hit the ever-so-annoying Steel-types, such as Probopass and Bastiodon, that would otherwise stop it in its tracks. Bite is unfortunately Stantler's best bet against Ghost-types such as Misdreavus, while Jump Kick allows Stantler to hit Normal-types, most notably Miltank and Lickilicky, harder than it can with any of its other moves. The choice between these two moves depends on if whether you want Stantler to hit the aforementioned Normal-types harder, or if you want it to be able to finish off weakened Ghost-types.</p>

    [ADDITIONAL COMMENTS]

    <p>Retaliate is a viable option over Return, especially with Choice Band, as it allows Stantler to effectively revenge kill the opponent with a 210 Base Power move if a teammate was KOed on the previous turn. Zen Headbutt can be used to hit Fighting-types for super effective damage, and the flinch rate could can come in handy; however, its imperfect accuracy can be off-putting. Wild Charge is an option to hit Pokemon such as Mantine and Gorebyss harder, but beyond that it doesn't provide much more coverage. Though Sap Sipper is the preferred ability for this set, Intimidate can still be used to lower the opponent's Attack stat and soften certain physical moves. Psychic-types that can take care of Fighting-types effectively, such as Exeggutor and Mesprit, make great teammates for Stantler. Pokemon that draw out Grass-type moves, such as Quagsire and Regirock, can easily provide Stantler with an Attack boost. The same applies to physical attackers, such as Absol and Marowak, who are completely stopped by Tangela; Stantler can capitalize on switch into and take out Tangela with ease.</p>

    [Other Options]

    <p>Stantler has a few interesting moves it can use outside of what has already been mentioned. Stantler has three useful status moves it can use in the last slot, namely Thunder Wave, Hypnosis, and Toxic, all inflicting all inflict a useful status on the opponent and can be used in the fourth moveslot; however, Hypnosis's low accuracy can be a little off-putting, while and Stantler can also find it hard to use any of these three moves due to its frailty. Double-Edge and Sucker Punch are two options over Return and Bite, respectively, but using them comes with a price: they are illegal with Sap Sipper. It should also be noted that,(comma) though Double-Edge is more powerful than Return, the recoil damage suffered from using the move severely lowers Stantler's longevity, while Bite is only slightly less powerful but more reliable than Sucker Punch; overall, it is often not worth it to forgoforgoing Sap Sipper. Energy Ball is an option to hit Pokemon such as Quagsire and Golem harder, who otherwise gives Stantler severe trouble; however, Stantler can't OHKO Quagsire without investment, and investing in Stantler's Special Attack stat will greatly lower its physical attacking power. Running mixed or fully special sets are a possibility,(comma) and using either Work Up or Calm Mind to take advantage of Stantler's decent Special Attack are also options. Stantler has access to useful special moves such as Psychic, Shadow Ball, Thunderbolt, and Signal Beam, which will grant it the coverage it needs; however, Stantler it has no special STAB move other than the weak and unreliable Swift, Round, and Uproar. Additionally, a fully special set won't let it capitalize on Sap Sipper—one of Stantler's biggest draws(em dash)while a mixed set will greatly lower its offensive power, especially when you consider that because Stantler's offensive stats are rather low to make much use of for it to pose much of a threat withsuch a set.</p>

    [Checks and Counters]

    <p>Faster Pokemon are often the best answer to Stantler. Powerful threats such as Swellow, Jynx, and Sawk, as well as Choice Scarf Braviary and Rotom-A, can outspeed and easily dispatch Stantler. Ghost-types, such as Misdreavus and Haunter, can switch in on Return, Earthquake, Megahorn, and Jump Kick, and even taking take advantage of the recoil Stantler receives from Jump Kick's missing; however, Haunter must be careful switching in on(space)both Bite and Megahorn, as it is really frail and can't take hits very well at all. Protect users,(comma) such as Lickilicky and Glaceon,(comma) can effectively take advantage of Jump Kick's missing as well. Strong priority moves from Pokemon such as Absol, Golem, and Gurdurr will also make short work of Stantler. Bulky Fighting-types,(comma) such as Throh and Gurdurr,(comma) can easily take hits from Stantler all of Stantler's attacks barring Zen Headbutt, while either using can use the time given to set up or just outright KO it.</p><i removed a lot of commas from here because they go before unnecessary appositives, and i felt like these were necessary. also it's jump kick's missing because in this case, you're using missing as a gerund and you need a possessive before a gerund>


    [​IMG]

    GP 2 / 2

    Crap, SJ ninja'd me by 4 minutes. Oh well, GP 3 / 2 then ...
  9. SuperJOCKE

    SuperJOCKE Deleting...
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    This is done.

    EDIT:

    CP's check is implemented as well so there's nothing that prevents this from being uploaded. js.
  10. Zebraiken

    Zebraiken GANONBOARF
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    oh i didn't see this

    taogpu

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