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Stoutland (Analysis)

Discussion in 'Uploaded Analyses' started by cosmicexplorer, May 8, 2011.

  1. cosmicexplorer

    cosmicexplorer pewpewpew
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    888th post aw yeah

    [​IMG]
    Stoutland
    [​IMG]

    [Overview]

    <p>Stoutland's ability Intimidate, along with its decent Attack and defenses, allows it to serve as a usable attacker in VGC 2011. Unfortunately, Stoutland is weak to the very common Fighting-type attacks, which hampers its ability to abuse Intimidate. Overall, Stoutland's Intimidate is incredibly useful, and it can make a good complement to almost any team.</p>

    [SET]
    name: Physical Attacker
    move 1: Return
    move 2: Crunch / Thunder Wave
    move 3: Helping Hand / Fire Fang
    move 4: Protect
    item: Chople Berry / Life Orb
    ability: Intimidate
    nature: Adamant
    evs: 252 HP / 252 Atk / 4 Spe

    [SET COMMENTS]

    <p>Stoutland's ability Intimidate allows it to cripple opposing physical attackers, which means it can support its partner while dealing damage. Return is Stoutland's STAB move of choice, doing good damage to most offensive Pokemon, while Crunch hits Ghost-types such as Chandelure and Jellicent for super effective damage. Helping Hand lets Stoutland increase the power of a teammate's attack, which allows it to bypass its middling offenses when paired with a hard hitter such as Chandelure or Haxorus. Protect gives Stoutland the ability to avoid damage for a turn. The EVs and nature help Stoutland hit as hard as possible while retaining good bulk, and a Chople Berry allows Stoutland to withstand any Fighting-type attack and hit hard with Return.</p>

    [ADDITIONAL COMMENTS]

    <p>Thunder Wave is used so Stoutland can take a hit and slow down its opponent, which works well in conjunction with Intimidate to support an attacking partner. This helps immensely against Tailwind teams, removing their Speed boost. Fire Fang is an option over Crunch, attaining super effective coverage against Steel-types, but Stoutland will then lose out to the common Ghost-types, making it the inferior choice. A Life Orb allows Stoutland to hit much harder, nabbing 2HKOs on most opposing Pokemon, but Stoutland's weakness to common Fighting-type attacks means that it requires significant support to function without a Chople Berry. A Jolly nature with 252 Speed EVs is feasible, as Stoutland is then able to outrun Adamant Krookodile and opposing Modest Chandelure, but detracts greatly from its bulk and power.</p>

    <p>Stoutland's weakness to Fighting-type attacks and low Speed makes Tornadus an excellent partner, as it can eliminate opposing Fighting-types with its powerful Acrobatics while being able to set up Tailwind. This is extremely beneficial for Stoutland, as it ives a much needed boost to its Speed, meaning that it will be able to do much more damage. Chandelure also makes an excellent partner, benefiting from Intimidate due to its many weaknesses (most of which are to common physical attacks), and taking advantage of Stoutland's Helping Hand to boost the power of its Heat Wave to incredible levels. Archeops can take out any Fighting-type with its STAB Acrobatics, and can take advantage of Stoutland's Intimidate to cushion attacks against it, helping it to avoid being put into the range of Defeatist activation. Stoutland's Helping Hand can also boost the power of Archeops's Rock Slide, making it quite powerful. Amoonguss can easily take any Fighting-type attack and put an opponent to sleep with Spore, and any Psychic-type will also make a good teammate for Stoutland, eliminating most Fighting-types, as well as opposing Amoonguss, which easily weathers its assaults and uses Spore.</p>

    [Other Options]

    <p>Stoutland has access to Ice Fang and Wild Charge, giving it super effective coverage on a multitude of targets. A Normal Gem-boosted Return OHKOes the genies, and as such is a viable choice for an item. Retaliate can be used as a STAB move, doubling in power if Stoutland switches in after a teammate is KOed, but it has a measly 70 Base Power otherwise, making Return the superior choice. Stoutland has access to Roar, which can stop Trick Room from being set up, but Rage Powder users such as Amoonguss and Imprison users such as Chandelure do a much better job of stopping Trick Room. Yawn allows Stoutland to force an opponent to switch or become incapacitated, but Pokemon such as Amoonguss with Spore do that much more reliably. Stoutland has access to both Rain Dance and Sunny Day, allowing it to support a weather team, but Pokemon such as Whimsicott and the genies can set up weather much more reliably due to Prankster. Sand Rush doubles Stoutland's Speed in a sandstorm, which can allow it to outpace and damage many of the Pokemon that would otherwise threaten it, but its mediocre offenses and movepool makes Excadrill a far better abuser of Sand Rush. Using Sand Rush also means Stoutland loses Intimidate, is perhaps Stoutland's main niche over other, more competent Pokemon.</p>

    [Checks and Counters]

    <p>Stoutland is weak to Fighting-type moves, and while Intimidate allows it to dampen their effects, it often finds itself unable to avoid a KO. Conkeldurr, Scrafty, and Terrakion can all do severe damage to Stoutland while not taking much damage in return, although a Chople Berry helps Stoutland to deal with some of these Pokemon. Stoutland's low Speed makes it susceptible to many faster attackers such as Haxorus and Archeops, but if Tailwind is up, Intimidate's ability to cripple an opponent's offensive presence and Stoutland's decent Attack stat will allow it to take out many opposing offensive Pokemon. Stoutland is unable to do significant damage to bulkier Pokemon due to its middling offenses, so most opposing Trick Room or Tailwind users can easily set up in its face, and many opposing support Pokemon such as Musharna or Amoonguss can easily take any of its attacks.</p>
  2. sandman

    sandman Bum bum bum bum
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    Sand Rush should probably get a mention since Stoutland is one of two pokemon who gets it. I think Retaliate is worth slashing with Return too because of the huge power increase out damaging Return after two turns and possibly OHKOing Thundurus and Tornadus on the turn it doubles in power.
  3. cosmicexplorer

    cosmicexplorer pewpewpew
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    I'll mention Sand Rush, but I really don't think Retaliate deserves a mention. Return gives reliable damage, and Retaliate only has a 68.8% chance to OHKO the genies on the turn it has 140 Base Power. It's also not positive that Stoutland will come in after a kill, and if the opponent uses Protect, it's pointless. It's just really situational, and I don't think it's useful at all.
  4. sandman

    sandman Bum bum bum bum
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    I don't agree with it being useless as when I used Stoutland it worked quite well. Retaliate works whenever one of your pokemon dies even if Stoutland is already out and because of the fast paced nature of VGC there are plenty of opportunities to take advantage of it. If you suspect your opponent will protect the turn it activates, you can use that pressure to set up like Subbing or something. 68% isn't that bad ether.
  5. cosmicexplorer

    cosmicexplorer pewpewpew
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    68% chance to KO sucks, and a 70 BP STAB move from 100 base Attack sucks. I'll put it in OO.

    EDIT: I have tried it myself, I'm not just blowing you off.

    EDIT2: one after 909

    EDIT3: I've slashed Thunder Wave in the second slot; I can't believe I didn't notice it in Stoutland's movepool x.x
  6. cosmicexplorer

    cosmicexplorer pewpewpew
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    I've slashed Thunder Wave in the second slot; I can't believe I didn't notice it in Stoutland's movepool x.x
  7. Kinneas

    Kinneas
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    QC Approved 1/2

    I agree with cosmicexplorer, I honestly don't think Retaliate deserves a mention at all. Far too situational.
  8. cosmicexplorer

    cosmicexplorer pewpewpew
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    Thanks Kinneas.
  9. Alakapimp

    Alakapimp All washed up
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  10. cosmicexplorer

    cosmicexplorer pewpewpew
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    Written up. Thanks a lot guys.
  11. Calm Pokemaster

    Calm Pokemaster
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    [OVERVIEW]
    <p>Stoutland's ability Intimidate, along with its decent Attack and defenses, allows it to serve as a usable attacker in VGC 2011. Unfortunately, Stoutland is weak to the very common Fighting-type attacks, which hampers its ability to abuse Intimidate. Overall, Stoutland's Intimidate is incredibly useful, and it can make a good complement toalmost any team.</p>

    [SET]
    name: Physical Attacker
    move 1: Return
    move 2: Crunch / Thunder Wave
    move 3: Helping Hand / Fire Fang
    move 4: Protect
    item: Chople Berry / Life Orb
    ability: Intimidate
    nature: Adamant
    evs: 252 HP / 252 Atk / 4 Spe

    [SET COMMENTS]
    <p>Stoutland's ability Intimidate allows it to cripple opposing physical attackers, allowing it to support its partner while dealing damage. Return is Stoutland's STAB move, doing good damage to most offensive Pokemon, while Crunch hits Ghost-types such as Chandelure and Jellicent for super effective damage. Helping Hand lets Stoutland increase the power of a teammate's attack, which allows it to bypass its middling offenses when paired with a hard hitter such as Chandelure or Haxorus. Protect allows Stoutland to avoid damage for a turn and give its partner a chance to eliminate any Pokemon that might threaten Stoutland. The EVs and nature make help Stoutland hit as hard as possible while retaining good bulk, and a Chople Berry allows Stoutland to withstand a hit from any Fighting-type attack and hit hard with Return.</p>

    [ADDITIONAL COMMENTS]
    <p>Thunder Wave allows Stoutland to take a hit and slow down its opponent, which works well in conjunction with Intimidate to support an attacking partner, and helps immensely against Tailwind teams, removing their Speed advantage boost. Fire Fang is an option over Crunch, attaining super effective coverage against Steel-types, but Stoutland will then lose out against the common Ghost-types, usually making it the inferior choice. A Life Orb allows Stoutland to hit much harder, attaining 2HKOs on most opposing Pokemon, but Stoutland's weakness to the common Fighting-type attacks means that it requires significant support to function without a Chople Berry. A Jolly nature with 252 Speed EVs is feasible, allowing Stoutland to outrun Adamant Krookodile and opposing Modest Chandelure, but detracts greatly from its bulk and power. Stoutland's weakness to Fighting-type attacks and low Speed makes Tornadus an excellent partner, able to as it can eliminate opposing Fighting-types with its powerful Acrobatics and set up Tailwind to allow Stoutland to outspeed most of the metagame Pokemon in VGC 11. Chandelure also makes an excellent partner, benefiting from Intimidate due to its many weaknesses (most of which come from the physical side are physical attacks), and being able to taking advantage of Stoutland's Helping Hand to boost the power of its Heat Wave to incredible levels. Archeops can take out any Fighting-type with its STAB Acrobatics, and can take advantage of Stoutland's Intimidate to cushion attacks against it, helping it to avoid being put into the range for Defeatist to activate. Stoutland's Helping Hand can also boost the power of Archeops's Rock Slide. Amoonguss can easily take any Fighting-type attack and put an opponent to sleep with Spore, and any Psychic-type can will also make a good teammate for Stoutland, allowing it to bypass eliminating most Fighting-types, as well as opposing Amoonguss, which easily weathers its assaults and uses Spore.</p>

    [Other Options]
    <p>Stoutland has access to Ice Fang and Wild Charge, giving it super effective coverage on a multitude of targets. A Normal Gem-boosted Return OHKOes the genies, and as such is a viable choice for an item. Retaliate is another option for a STAB move, with excellent power after a KO, but unfortunately has a measly 70 Base Power normally, so it's usually not as useful as Return Retaliate can be used for a STAB move, doubling in power if Stoutland switches in after a teammate is KOed, but it has a measly 70 Base Power otherwise, making Return the superior choice. Stoutland has access to Roar, which can stop Trick Room from being set up, but that is stopped by a Rage Powder users such as Amoonguss, and Pokemon such as Chandelure with Imprison Imprison users such as Chandelure do a much better job of stopping Trick Room. Yawn allows Stoutland to force an opponent to switch or become incapacitated, but Pokemon such as Amoonguss with Spore do that much more reliably. Stoutland has access to both Rain Dance and Sunny Day, allowing it to support a weather team, but Pokemon such as Whimsicott or and the genies can set up weather much more reliably due to Prankster. Sand Rush doubles Stoutland's Speed in a sandstorm, which can allow it to outpace and damage many of the Pokemon that would otherwise threaten it, but its mediocre offenses and movepool makes Excadrill a far better abuser of Sand Rush. Using Sand Rush also means Stoutland loses Intimidate, which allows it to support its team and greatly helps it against the Fighting-types which threaten it.</p>

    [Checks and Counters]
    <p>Stoutland is weak to the common Fighting-type moves, and while Intimidate allows it to dampen their effects, it often finds itself unable to avoid a KO. Conkeldurr, Scrafty, and Terrakion can all do severe damage to Stoutland while not taking much damage in return. Stoutland's low Speed makes it susceptible to many faster attackers such as Haxorus and Archeops, but if Tailwind is up, Intimidate's ability to cripple an opponent's offensive presence and Stoutland's decent Attack stat will allow it to take out many opposing offensive Pokemon. Stoutland is unable to do significant damage to bulkier Pokemon due to its mediocre offenses, so most opposing Trick Room or Tailwind users can easily set up in its face, and many opposing support Pokemon such as Musharna or Amoonguss can easily take any of its attacks.</p>


    [​IMG]

    GP 1 / 2
  12. cosmicexplorer

    cosmicexplorer pewpewpew
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    Thanks a lot for the Retaliate rewording. I really appreciate the check.
  13. 212709

    212709

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    I've been using this on a UU Sandstorm team to great effect:

    SET]
    name: Sand Rush
    move 1: Return
    move 2: Crunch
    move 3: Fire Fang
    move 4: Wild Charge
    item: Choice Band / Life Orb
    ability: Sand Rush
    nature: Adamant
    evs: 252 Spe / 252 Atk / 4 HP

    [SET COMMENTS]
    Stoutland makes a phenomenal UU revenge killer in the sand. Choice Band is preferred, but Life Orb can be used to grant greater versatility. STAB Return does a hefty amount of damage to anything that doesn't resist it, almost guaranteeing a 2HKO. The rest is for coverage. Crunch hits psychics and ghosts, with Wild Charge taking out any flying or water opponents. Fire Fang rounds out the coverage by hitting steel.
  14. SuicuneScale

    SuicuneScale

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    Yeah, this Poke does work. Nice coverage with good movepool, decent speed and bulk, and a great ability makes stoutland a good UU Sandstorm team. Thanks, 212709!!! [​IMG]
  15. lucariojr

    lucariojr goodra will hunting
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    mention sitrus berry/leftovers for more defensive items; if you're using stoutland for intimidate, you want it to stick around so you can weaken a rock slide or something, and with chople guts conkeldurr 2hkos with hammer arm+mach punch anyway (yeah conk fucks you over no matter what you do)

    it also gets a good leftovers and sitrus number with max HP, which is cool

    also cosimc'splorer getting busy with 1000 posts aw yeah

    edit:
    check yourself son

    EDIT: 252 guts conkeldurr (intimidate factored in) vs 252 hp stoutland with chople

    drain punch
    210 Atk vs 110 Def & 192 HP (75 Base Power): 82 - 97 (42.71% - 50.52%)

    hammer arm
    210 Atk vs 110 Def & 192 HP (100 Base Power): 109 - 129 (56.77% - 67.19%)

    mach punch (after chople is eaten)
    210 Atk vs 110 Def & 192 HP (40 Base Power): 86 - 104 (44.79% - 54.17%)
  16. elDino

    elDino Deal With It.
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    The Check (open)

    [OVERVIEW] [Overview]
    <space>
    <p>Stoutland's ability Intimidate, along with its decent Attack and defenses, allows it to serve as a usable attacker in VGC 2011. Unfortunately, Stoutland is weak to the very common Fighting-type attacks, which hampers its ability to abuse Intimidate. Overall, Stoutland's Intimidate is incredibly useful, and it can make a good complement to almost any team.</p>

    [SET]
    name: Physical Attacker
    move 1: Return
    move 2: Crunch / Thunder Wave
    move 3: Helping Hand / Fire Fang
    move 4: Protect
    item: Chople Berry / Life Orb
    ability: Intimidate
    nature: Adamant
    evs: 252 HP / 252 Atk / 4 Spe

    [SET COMMENTS]
    <space>
    <p>Stoutland's ability: Intimidate, allows it to cripple opposing physical attackers, allowing which means it to can support its partner while dealing damage. Return is Stoutland's STAB move of choice, doing good damage to most offensive Pokemon, while Crunch hits Ghost-types such as Chandelure and Jellicent for super effective damage. Helping Hand lets Stoutland increase the power of a teammate's attack, which allows it to bypass its middling offenses when paired with a hard hitter such as Chandelure or Haxorus. Protect allows gives Stoutland the ability to avoid damage for a turn and give its partner a chance to eliminate any Pokemon that might threaten Stoutland while buying time for Stoutland's partner to eliminate any threats to Stoutland. The EVs and nature help Stoutland hit as hard as possible while retaining good bulk, and a Chople Berry allows Stoutland to withstand a hit from any Fighting-type attack and hit hard with Return.</p>

    [ADDITIONAL COMMENTS]
    <space>
    <p>Thunder Wave allows is used so Stoutland to can (that's like the 100th time you've used "allows/allow"...) take a hit and slow down its opponent, which works well in conjunction with Intimidate to support an attacking partner,. and This helps immensely against Tailwind teams, removing their Speed boost. Fire Fang is an option over Crunch, attaining super effective coverage against Steel-types, but Stoutland will then lose out to the common Ghost-types, making it the inferior choice. A Life Orb allows Stoutland to hit much harder, attaining grabbing it 2HKOs on most opposing Pokemon, but Stoutland's weakness to common Fighting-type attacks means that it requires significant support to function without a Chople Berry. A Jolly nature with 252 Speed EVs is feasible, allowing as Stoutland is then able to outrun Adamant Krookodile and opposing Modest Chandelure, but detracts greatly from its bulk and power.</p>
    <space>
    <p>
    Stoutland's weakness to Fighting-type attacks and low Speed makes Tornadus an excellent partner, as it can eliminate opposing Fighting-types with its powerful Acrobatics and while being able to set up Tailwind. to allow Stoutland to outspeed most of the Pokemon in VGC 2011 This is extremely beneficial for Stoutland, as it gives a much needed boost to its Speed, meaning that it will be able to do much more damage. Chandelure also makes an excellent partner, benefiting from Intimidate due to its many weaknesses (most of which are to common physical attacks), and while taking advantage of Stoutland's Helping Hand to boost the power of its Heat Wave to incredible levels. Archeops can take out any Fighting-type with its STAB Acrobatics, and can take advantage of Stoutland's Intimidate to cushion attacks against it, helping it to avoid being put into the range for Defeatist to activate of Defeatist activation. Stoutland's Helping Hand can also boost the power of Archeops's Rock Slide to huge levels. Amoonguss can easily take any Fighting-type attack and put an opponent to sleep with Spore, and any Psychic-type will also make a good teammate for Stoutland, eliminating most Fighting-types, as well as opposing Amoonguss, which easily weathers its assaults and uses Spore.</p>

    [Other Options]
    <space>
    <p>Stoutland has access to Ice Fang and Wild Charge, giving it super effective coverage on a multitude of targets. A Normal Gem-boosted Return OHKOes the genies, and as such is a viable choice for an item. Retaliate can be used for as a STAB move, doubling in power if Stoutland switches in after a teammate is KOed, but it has a measly 70 Base Power otherwise, making Return the superior choice. Stoutland has access to Roar, which can stop Trick Room from being set up, but Rage Powder users such as Amoonguss and Imprison users such as Chandelure do a much better job of stopping Trick Room. Yawn allows Stoutland to force an opponent to switch or become incapacitated, but Pokemon such as Amoonguss with Spore do that much more reliably. Stoutland has access to both Rain Dance and Sunny Day, allowing it to support a weather team, but Pokemon such as Whimsicott and the genies can set up weather much more reliably due to Prankster. Sand Rush doubles Stoutland's Speed in a sandstorm, which can allow it to outpace and damage many of the Pokemon that would otherwise threaten it, but its mediocre offenses and movepool makes Excadrill a far better abuser of Sand Rush. Using Sand Rush also means Stoutland loses Intimidate, which allows it to support its team and greatly helps it against the Fighting-types which threaten it is perhaps Stoutland's main niche over other, more competent Pokemon.</p>

    [Checks and Counters]
    <space>
    <p>Stoutland is weak to common Fighting-type moves, and while Intimidate allows it to dampen their effects, it often finds itself unable to avoid a KO. Conkeldurr, Scrafty, and Terrakion can all do severe damage to Stoutland while not taking much damage in return, although a Chople Berry will allow Stoutland to take most Fighting-type attacks helps Stoutland to deal with some of these Pokemon. Stoutland's low Speed makes it susceptible to many faster attackers such as Haxorus and Archeops, but if Tailwind is up, Intimidate's ability to cripple an opponent's offensive presence and Stoutland's decent Attack stat will allow it to take out many opposing offensive Pokemon. Stoutland is unable to do significant damage to bulkier Pokemon due to its middling offenses, so most opposing Trick Room or Tailwind users can easily set up in its face, and many opposing support Pokemon such as Musharna or Amoonguss can easily take any of its attacks.</p>


    You used "allowing or allows" waayyy too much, and you need to work on using this less.

    Also, your sentences all follow the same structure; spice things up a bit!

    An example of one of your sentences is: "Stoutland has access to Ice Fang and Wild Charge, giving it super effective coverage on a multitude of targets."

    This sentence follows the same structure as a lot of others.
    Part 1: Stoutland can do something...
    Part 2: This helps is in this way...

    You could change that sentence to something like:

    Coverage moves such as Ice Fang and Wild Charge can be useful for Stoutland, as either move will grant Stoutland additional coverage, which it appreciates due to its only middling Attack stat without setup.

    As you can see, this sentence sounds a lot more fluent, and it really helps to give the analysis some variation. You should really try to include this in future analyses.

    I found an example of such a sentence that you wrote:
    Stoutland's low Speed makes it susceptible to many faster attackers such as Haxorus and Archeops, but if Tailwind is up, Intimidate's ability to cripple an opponent's offensive presence and Stoutland's decent Attack stat will allow it to take out many opposing offensive Pokemon.

    This is good, try and use more of those!

    GP Approved 2/2
    [​IMG]
  17. cosmicexplorer

    cosmicexplorer pewpewpew
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