NU Stoutland

scorpdestroyer

it's a skorupi egg
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Stoutland

Overview
########

Stoutland faces a lot of competition from the other offensive Normal-types in the tier: Kangaskhan, Zangoose, Tauros, and Bouffalant outperform it in almost every role. Stoutland, however, stands out as one of NU's two Sand Rush sweepers and boasts good coverage, power, and decent bulk. Unfortunately, sand is not such a great playstyle because of its reliance on matchup and it cannot beat rain or sun teams easily.

Sand Rush Sweeper
########
name: Sand Rush Sweeper
move 1: Return
move 2: Crunch
move 3: Superpower
move 4: Play Rough
ability: Sand Rush
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Return is a powerful STAB move that hits very hard. Crunch is a coverage move to hit Ghost-types. Superpower weakens or outright KOes most Rock- or Steel-types. Finally, Play Rough is used to OHKO Spiritomb after Stealth Rock and Sandstorm damage, and it 2HKOes Gurdurr even without entry hazard damage.

Set Details
========

The EVs maximize Attack and Speed. An Adamant nature is used to hit as hard as possible, allowing Stoutland to nab some important KOs. For example, Adamant Stoutland always 2HKOes Gurdurr with Return after Stealth Rock damage. A Jolly nature allows Stoutland to outrun non-Choice Scarf Adamant Sawk and Timid Ludicolo outside of sand, but Stoutland should not attempt to sweep outside of sand anyway. Choice Band is used for maximum power; a Life Orb can be considered, but the power drop is quite noticeable. Life Orb also cuts into Stoutland's above-average bulk.

Usage Tips
========

Sand should always be set up before Stoutland tries to sweep. In addition, you should try to predict switch-ins to Stoutland where appropriate to avoid wasting precious sand turns. It is better to eliminate Rock-, Steel-, and Ghost-types before sweeping with Stoutland so that it can spam Return. Stoutland can be played as either a wallbreaker or a sweeper; it can either wear down bulky opponents for its teammates or sweep with sand up once its checks and counters are KOed.

Team Options
========

Hippopotas with Sand Stream is a compulsory teammate because Stoutland is mediocre outside of sand. Sandslash is another good Sand Rush sweeper, working together with Stoutland to break down opposing teams. Cacturne can be considered on sand teams thanks to its ability, Sand Veil, and Spikes, which aid its teammates. Other entry hazard users, such as Qwilfish, Crustle, and Rhydon, are good teammates to help Stoutland grab more KOs. For example, Stealth Rock and a layer of Spikes ensure 2HKOs on Qwilfish, Gourgeist-Super, specially defensive Steelix, and Rhydon with the appropriate move. Rock-types are good teammates that take advantage of sand's Special Defense boost. In particular, Carracosta makes use of the boost extremely well, in conjunction with good physical bulk and Solid Rock to set up Shell Smash. Pursuit Spiritomb is also another good teammate for its ability to trap and KO troublesome Ghost-types that prevent Stoutland from freely using Return.

Other Options
########

Sleep Talk is a good alternative to Play Rough that allows Stoutland to absorb sleep. A bulky tank set with Intimidate and Thunder Wave can be considered. A Choice Band Scrappy set can be run, but it faces competition from the faster Kangaskhan. Wild Charge can be used to 2HKO Qwilfish, but it is not worth it because Return accomplishes the same thing after Stealth Rock and some prior damage. Stoutland gets Roar, but it would generally prefer to attack rather than phaze. Stoutland also gets Facade to switch into and take advantage of status moves, although it is quite situational. Pursuit could be used, but Ghost-types don't usually switch out of Stoutland, making this inferior to Crunch.

Checks & Counters
########

**Bulky Rock- and Steel-types**: Rhydon, Regirock, Steelix, and Ferroseed can easily defeat Stoutland, especially if they have defensive investment. Variants that do not invest in Defense are still rather safe because they can avoid being 2HKOed if they do not switch into Superpower.

**Ghost-types**: Bulky Ghost-types are hard checks to Stoutland. Spiritomb needs to avoid Play Rough, but if it switches in safely, it can burn Stoutland with Will-O-Wisp or wear it down with Pursuit. Gourgeist, if it avoids Crunch, can get off a Will-O-Wisp or a Leech Seed onto Stoutland or one of its teammates. Offensive Ghost-types, including Haunter and Mismagius, can check Stoutland too, if they predict around Crunch.

**Opposing weather**: Opposing rain or sun teams cut Stoutland's Speed and leave it vulnerable. It is an almost impossible matchup for sand teams because opposing weather teams usually have multiple weather starters, some of which have Prankster.

**Gurdurr**: Gurdurr can't switch in on Return or Play Rough, but it can beat Stoutland one-on-one with a combination of Drain Punch and Mach Punch.

**Priority users**: Priority users, such as Kangaskhan and Feraligatr, usually can't do a lot of damage to Stoutland because it is relatively bulky. However, they can easily finish it off once weakened.

**Lack of sand**: Once Hippopotas is KOed and sand stops, Stoutland is much slower and easier to defeat.
 
Last edited:
stoutland is really simple and I really don't see much to change about this
step 1: get sand up
step 2: kill the stoutland counter
step 3: sweep

so im just going to give this 2/3
 

CanadianWifier

Run Away With Me
In the ghost types section of CC, maybe change "avoid crunches" to "predict around crunch" because at the moment it sounds like you're relying on crunch to miss which just isn't a thing.

good otherwise, [QC 3/3]
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
Soulgazer

252+ Atk Gurdurr Mach Punch vs. 0 HP / 0 Def Stoutland: 134-162 (43 - 52%) -- 9.4% chance to 2HKO

Gurdurr Mach Punch doesn't even 2HKO, while Stoutland 2HKOs after a bit of prior dmg so I'm a little hesitant to put that in. If you insist I will but I'll leave it now for now.

Anyways I'll write this soon

Edit nvm we discussed this
 
Last edited:
amcheck!

adding removing (comments)

Stoutland

Overview
########

Stoutland faces a lot of competition from the other offensive Normal-types in the tier.; (semicolon) Kangaskhan, Zangoose, Tauros, and Bouffalant are Normal-types that all perform better at in almost every role. Stoutland, however, does stands out as one of NU's two Sand Rush sweepers and boasts good coverage, power, and decent bulk. Unfortunately, sand is not a great playstyle because of its matchup reliance, and Stoutland is an inferior Pokemon outside of this role.


Sand Rush Sweeper
########
name: Sand Rush Sweeper
move 1: Return
move 2: Crunch
move 3: Superpower
move 4: Play Rough
ability: Sand Rush
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant


Moves
========

Return is an extremely spammable STAB move that hits very hard. Crunch is a coverage move to hit Ghost-types. Superpower weakens or outright KOs KOes most Rock- or Steel-types. Finally, Play Rough is used to OHKO Spiritomb after Stealth Rock and Sandstorm damage, and also 2HKOs Gurdurr without entry hazard support.


Set Details
========

The EVs maximize power and Speed. An Adamant nature is used to hit as hard as possible. The Adamant nature, (comma) allows allowing Stoutland to nab some important KOs. For example, with Adamant, Stoutland always 2HKOs 2HKOing Gurdurr with Return after Stealth Rock damage with Return with this nature. A Jolly nature allows Stoutland to outrun Adamant Sawk and Timid Ludicolo outside of sand, but it is not important because Stoutland should not be attempting to sweep outside of sand. Choice Band is used for maximum power; a Life Orb can be considered, but the power drop is quite noticeable. Life Orb also cuts into Stoutland's above average bulk.


Usage Tips
========

Sand should always be up before Stoutland tries to sweep. In addition, you should try to predict switch-ins to Stoutland where appropriate to avoid wasting precious sand turns. It is good better to eliminate Rock-, Steel-, and Ghost-types first, (comma) before sweeping with Stoutland, (comma) so that all it needs to do is spam Return. Do note that Stoutland can be played as both a wallbreaker and a sweeper; it can either wear down bulky opponents for its teammates, (comma) or sweep with sand up given the right conditions once its checks and counters are KOed.


Team Options
========

Hippopotas with Sand Stream is a compulsory teammate, (remove comma) because Stoutland is mediocre outside of sand. Sandslash is another good Sand Rush sweeper, working together with Stoutland to break down opposing teams. Cacturne can be considered on sand teams thanks to its ability, Sand Veil, and it can help set up Spikes to aid its teammates. Speaking of Spikes, Other entry hazard users, such as Qwilfish, Crustle, and Rhydon, are good teammates to help Stoutland grab more KOs. For example, Stealth Rock and a layer of Spikes ensure the 2HKOs on Qwilfish, Gourgeist-Super, specially defensive Steelix, and Rhydon with the appropriate move. Rock-types are good teammates to take advantage of Sandstorm's Special Defense boost. In particular, Carracosta makes use of the boost extremely well, (comma) in conjunction with good physical bulk and Solid Rock to set up Shell Smash. Spiritomb is also another good teammate for being able its ability to trap and KO troublesome Ghost-types that prevent Stoutland from freely using Return.


Other Options
########

Sleep Talk is a good alternative to Play Rough, (comma) to absorbing sleep on a non-Choice Band set (I presume you wouldn't really want run Sleep Talk with CB). A bulky tank set with Intimidate and Thunder Wave can be considered. A Choice Band Scrappy set can be run, but it faces competition from the speedier Kangaskhan (Is this actually another option, if it is outclassed?). Wild Charge can be used to 2HKO Qwilfish, but it is not worth it because Return accomplishes the same thing with Stealth Rock and some prior damage. Stoutland gets Roar, but it would generally prefer to attack rather than phaze. Stoutland also gets Facade to switch into and take advantage of status moves, although it is quite situational. Stoutland also gets Pursuit could be used, but Ghost-types don't usually try and switch out of a Stoutland, making this inferior to Crunch.

Checks & Counters
########

**Bulky Steel- and Rock-types**: Steelix, Ferroseed, Rhydon, (comma) and Regirock, especially those invested in Defense, can easily defeat Stoutland, especially with Defense investment. As for variants not invested in Defense, they are still rather safe bets because Superpower isn't a very spammable move and they can avoid the getting 2HKOed if they do not switch into Superpower.

**Bulky Steel-types**: Steelix and Ferroseed, especially those invested in Defense, can easily defeat Stoutland. As for variants not invested in Defense, they are still rather safe bets because Superpower isn't a very spammable move and they can avoid the 2HKO if they do not switch into Superpower.

**Ghost-types**: Bulky Ghost-types are hard checks. Spiritomb needs to avoid Play Rough, but if it gets in safely, it can burn Stoutland with Will-O-Wisp or wear it down with Pursuit. Gourgeist, if it avoids Crunch, can get off a Will-O-Wisp or a Leech Seed onto Stoutland or one of its teammates. Offensive Ghost-types, including Haunter and Mismagius can check Stoutland too, if they predict around Crunch.

**Opposing weather**: Opposing rain or sun teams cut Stoutland's Speed and leave it vulnerable. It's almost an unwinnable matchup for Sand because opposing weather teams usually have multiple weather starters, some of which have Prankster.

**Gurdurr**: It can't switch in directly on Return or Play Rough, but it can beat Stoutland with 1-on-1 with a combination of Drain Punch and Mach Punch

**Priority users**: Priority users, such as Kangaskhan and Feraligatr, usually can't do a lot of damage to Stoutland because it is relatively bulky. However, they can easily finish it off a once weakened one.

**Kill Hippopotas KO**: If Hippopotas gets knocked out and sand is prevented, Stoutland is much slower and easier to defeat.
 

frenzyplant

Inertia is a property of matter.
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
another amcheck :)

Overview
########

Stoutland faces a lot of competition from the other offensive Normal-types in the tier: (colon) Kangaskhan, Zangoose, Tauros, and Bouffalant all perform better in almost every role. Stoutland, however, stands out as one of NU's two Sand Rush sweepers and boasts good coverage, power, and decent bulk. Unfortunately, sand is not a great playstyle because of its matchup reliance (possibly reword; kind of vague), and Stoutland is an inferior Pokemon outside of this role.

Sand Rush Sweeper
########
name: Sand Rush Sweeper
move 1: Return
move 2: Crunch
move 3: Superpower
move 4: Play Rough
ability: Sand Rush
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Return is an extremely spammable STAB move that hits very hard. Crunch is a coverage move to hit Ghost-types. Superpower weakens or outright KOes most Rock- or Steel-types. Finally, Play Rough is used to OHKO Spiritomb after Stealth Rock and Sandstorm damage, and it also 2HKOes Gurdurr even without entry hazards damage support.

Set Details
========

The EVs maximize power and Speed. An Adamant nature is used to hit as hard as possible, allowing Stoutland to nab some important KOs. For example, with Adamant, (remove comma) Stoutland always 2HKOes Gurdurr with Return after Stealth Rock damage. A Jolly nature allows Stoutland to outrun Adamant Sawk and Timid Ludicolo outside of sand, but it is not important because Stoutland should not be attempting to sweep outside of sand anyway. Choice Band is used for maximum power; a Life Orb can be considered, but the power drop is quite noticeable. Life Orb also cuts into Stoutland's above-average (dash) bulk.

Usage Tips
========

Sand should always be up before Stoutland tries to sweep. In addition, you should try to predict switch-ins to Stoutland where appropriate to avoid wasting precious sand turns. It is better to eliminate Rock-, Steel-, and Ghost-types first, before sweeping with Stoutland, (remove comma) so that all it needs to do is can spam Return. Do note that Stoutland can be played as both a wallbreaker and a sweeper; it can either wear down bulky opponents for its teammates, or sweep with sand up once its checks and counters are KOed.

Team Options
========

Hippopotas with Sand Stream is a compulsory teammate because Stoutland is mediocre outside of sand. Sandslash is another good Sand Rush sweeper, working together with Stoutland to break down opposing teams. Cacturne can be considered on sand teams thanks to its ability, Sand Veil, and it can help set up Spikes to aid its teammates. Other entry hazard users, such as Qwilfish, Crustle, and Rhydon, are good teammates to help Stoutland grab more KOs. For example, Stealth Rock and a layer of Spikes ensure 2HKOs on Qwilfish, Gourgeist-Super, specially defensive Steelix, and Rhydon with the appropriate coverage move. Rock-types are good teammates to take advantage of Sandstorm's Special Defense boost. In particular, Carracosta makes use of the boost extremely well, in conjunction with good physical bulk and Solid Rock to set up Shell Smash. Spiritomb is also another good teammate for its ability to trap and KO troublesome Ghost-types that prevent Stoutland from freely using Return.

Other Options
########

Sleep Talk is a good alternative to Play Rough to allow Stoutland to absorb sleep. A bulky tank set with Intimidate and Thunder Wave can be considered. A Choice Band Scrappy set can be run, but it faces competition from the speedier faster Kangaskhan. Wild Charge can be used to 2HKO Qwilfish, but it is not worth it because Return accomplishes the same thing with after Stealth Rock and some prior damage. Stoutland gets Roar, but it would generally prefer to attack rather than phaze. Stoutland also gets Facade to switch into and take advantage of status moves, although it is quite situational. Pursuit could be used, but Ghost-types don't usually try and switch out of a Stoutland, making this Pursuit inferior to Crunch.

Checks & Counters
########

**Bulky Rock- and Steel-types**: Rhydon, Regirock, Steelix, and Ferroseed can easily defeat Stoutland, especially with Defensive if they have defensive investment. As for Variants that do not invested in Defense, they are still rather safe because they can avoid getting 2HKOed if they do not switch into Superpower.

**Ghost-types**: Bulky Ghost-types are hard checks to Stoutland. Spiritomb needs to avoid Play Rough, but if it gets in safely, it can burn Stoutland with Will-O-Wisp or wear it down with Pursuit. Gourgeist, if it avoids Crunch, can get off a Will-O-Wisp or a Leech Seed onto Stoutland or one of its teammates. Offensive Ghost-types, including Haunter and Mismagius, (comma) can check Stoutland too, if they predict around Crunch.

**Opposing weather**: Opposing rain or sun teams cut Stoutland's Speed and leave it vulnerable. It's They are almost an unwinnable matchups for sand teams because opposing weather teams usually have multiple weather starters, some of which have Prankster.

**Gurdurr**: It Gurdurr can't switch in on Return or Play Rough, but it can beat Stoutland 1-on-1 one-on-one with a combination of Drain Punch and Mach Punch. (period)

**Priority users**: Priority users, such as Kangaskhan and Feraligatr, usually can't do a lot of damage to Stoutland because it is relatively bulky. However, they can easily finish it off once weakened.

**KO HippopotasLack of sand**: If Hippopotas gets knocked out and sand is prevented, Stoutland is much slower and easier to defeat.
 

fleurdyleurse

nobody,not even the rain,has such small hands
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
hi
Overview
########

Stoutland faces a lot of competition from the other offensive Normal-types in the tier: Kangaskhan, Zangoose, Tauros, and Bouffalant all outperform better in almost every role. Stoutland, however, stands out as one of NU's two Sand Rush sweepers, and boasts good coverage, power, and decent bulk. Unfortunately, sand is not such a great playstyle because of its relies a lotance on matchup, and it cannot beat rain or sun teams easily, and; furthermore. Stoutland is an inferior Pokemon outside of this role.

Sand Rush Sweeper
########
name: Sand Rush Sweeper
move 1: Return
move 2: Crunch
move 3: Superpower
move 4: Play Rough
ability: Sand Rush
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Return is a spammable STAB move that hits very hard. Crunch is a coverage move to hit Ghost-types. Superpower weakens or outright KOes most Rock- or Steel-types. Finally, Play Rough is used to OHKO Spiritomb after Stealth Rock and Sandstorm damage, and it also 2HKOes Gurdurr even without entry hazards damage.

Set Details
========

The EVs maximize power and Speed. An Adamant nature is used to hit as hard as possible, allowing Stoutland to nab some important KOs. For example, Adamant Stoutland always 2HKOes Gurdurr with Return after Stealth Rock damage. A Jolly nature allows Stoutland to outrun Adamant Sawk and Timid Ludicolo outside of sand, but Stoutland should not attempt to sweep outside of sand anyway. Choice Band is used for maximum power; a Life Orb can be considered, but the power drop is quite noticeable. Life Orb also cuts into Stoutland's above-average bulk.

Usage Tips
========

Sand should always be set up before Stoutland tries to sweep. In addition, you should try to predict switch-ins to Stoutland where appropriate, to avoid wasting precious sand turns. It is better to eliminate Rock-, Steel-, and Ghost-types before sweeping with Stoutland so that it can spam Return. Stoutland can be played as both a wallbreaker and a sweeper; it can either wear down bulky opponents for its teammates, or sweep with sand up once its checks and counters are KOed.

Team Options
========

Hippopotas with Sand Stream is a compulsory teammate because Stoutland is mediocre outside of sand. Sandslash is another good Sand Rush sweeper, working together with Stoutland to break down opposing teams. Cacturne can be considered on sand teams thanks to its ability, Sand Veil, and it can help set up Spikes to aid its teammates. Other entry hazard users, such as Qwilfish, Crustle, and Rhydon, are good teammates to help Stoutland grab more KOs. For example, Stealth Rock and a layer of Spikes ensure 2HKOs on Qwilfish, Gourgeist-Super, specially defensive Steelix, and Rhydon, with the appropriate move. Rock-types are good teammates to take advantage of Ssandstorm's Special Defense boost. In particular, Carracosta makes use of the boost extremely well, in conjunction with good physical bulk and Solid Rock to set up Shell Smash. Spiritomb is also another good teammate for its ability to trap and KO troublesome Ghost-types that prevent Stoutland from freely using Return.

Other Options
########

Sleep Talk is a good alternative to Play Rough to allow Stoutland to absorb sleep. A bulky tank set with Intimidate and Thunder Wave can be considered. A Choice Band Scrappy set can be run, but it faces competition from the faster Kangaskhan. Wild Charge can be used to 2HKO Qwilfish, but it is not worth it because Return accomplishes the same thing after Stealth Rock and some prior damage. Stoutland gets Roar, but it would generally prefer to attack rather than phaze. Stoutland also gets Facade to switch into and take advantage of status moves, although it is quite situational. Pursuit could be used, but Ghost-types don't usually switch out of Stoutland, making this inferior to Pursuit.

Checks & Counters
########

**Bulky Rock- and Steel-types**: Rhydon, Regirock, Steelix, and Ferroseed can easily defeat Stoutland, especially if they have defensive investment. Variants that do not invest in Defense are still rather safe because they can avoid getting 2HKOed if they do not switch into Superpower.

**Ghost-types**: Bulky Ghost-types are hard checks to Stoutland. Spiritomb needs to avoid Play Rough, but if it gets in safely, it can burn Stoutland with Will-O-Wisp or wear it down with Pursuit. Gourgeist, if it avoids Crunch, can get off a Will-O-Wisp or a Leech Seed onto Stoutland or one of its teammates. Offensive Ghost-types, including Haunter and Mismagius, can check Stoutland too, if they predict around Crunch.

**Opposing weather**: Opposing rain or sun teams cut Stoutland's Speed and leave it vulnerable. They are almost unwinnable matchups for sand teams because opposing weather teams usually have multiple weather starters, some of which have Prankster.

**Gurdurr**: Gurdurr can't switch in on Return or Play Rough, but it can beat Stoutland one-on-one with a combination of Drain Punch and Mach Punch.

**Priority users**: Priority users, such as Kangaskhan and Feraligatr, usually can't do a lot of damage to Stoutland because it is relatively bulky. However, they can easily finish it off once weakened.

**Lack of sand**: If Hippopotas gets knockKOed out and sand is prevented, Stoutland is much slower and easier to defeat.

gp 1/2
 
Last edited:

Lord Alphose

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Comment
Overview
########

Stoutland faces a lot of competition from the other offensive Normal-types in the tier: Kangaskhan, Zangoose, Tauros, and Bouffalant outperform it in almost every role. Stoutland, however, stands out as one of NU's two Sand Rush sweepers and boasts good coverage, power, and decent bulk. Unfortunately, sand is not such a great playstyle because of its reliance on matchup and it cannot beat rain or sun teams easily; furthermore, Stoutland is an inferior Pokemon outside of this role.(You already mentioned this is the first sentence. You don't need to say it again.)

Sand Rush Sweeper
########
name: Sand Rush Sweeper
move 1: Return
move 2: Crunch
move 3: Superpower
move 4: Play Rough
ability: Sand Rush
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Return is a spammablepowerful STAB move that hits very hard. Crunch is a coverage move to hit Ghost-types. Superpower weakens or outright KOes most Rock- or Steel-types. Finally, Play Rough is used to OHKO Spiritomb after Stealth Rock and Sandstorm damage, and it 2HKOes Gurdurr even without entry hazard damage.

Set Details
========

The EVs maximize powerAttack and Speed. An Adamant nature is used to hit as hard as possible, allowing Stoutland to nab some important KOs. For example, Adamant Stoutland always 2HKOes Gurdurr with Return after Stealth Rock damage. A Jolly nature allows Stoutland to outrun Adamant Sawk and Timid Ludicolo outside of sand(I assume that Sawk doesn't have a Scarf. You should mention that, as Sawk often carries a Scarf), but Stoutland should not attempt to sweep outside of sand anyway. Choice Band is used for maximum power; a Life Orb can be considered, but the power drop is quite noticeable. Life Orb also cuts into Stoutland's above-average bulk.

Usage Tips
========

Sand should always be set up before Stoutland tries to sweep. In addition, you should try to predict switch-ins to Stoutland where appropriate to avoid wasting precious sand turns. It is better to eliminate Rock-, Steel-, and Ghost-types before sweeping with Stoutland so that it can spam Return. Stoutland can be played as boeither a wallbreaker andor a sweeper; it can either wear down bulky opponents for its teammates,(RC) or sweep with sand up once its checks and counters are KOed.

Team Options
========

Hippopotas with Sand Stream is a compulsory teammate because Stoutland is mediocre outside of sand. Sandslash is another good Sand Rush sweeper, working together with Stoutland to break down opposing teams. Cacturne can be considered on sand teams thanks to its ability, Sand Veil, and it can help set up Spikes to, which aid its teammates. Other entry hazard users, such as Qwilfish, Crustle, and Rhydon, are good teammates to help Stoutland grab more KOs. For example, Stealth Rock and a layer of Spikes ensure 2HKOs on Qwilfish, Gourgeist-Super, specially defensive Steelix, and Rhydon with the appropriate move. Rock-types are good teammates tohat take advantage of sand's Special Defense boost. In particular, Carracosta makes use of the boost extremely well, in conjunction with good physical bulk and Solid Rock to set up Shell Smash. Pursuit Spiritomb is also another good teammate for its ability to trap and KO troublesome Ghost-types that prevent Stoutland from freely using Return.

Other Options
########

Sleep Talk is a good alternative to Play Rough tohat allows Stoutland to absorb sleep. A bulky tank set with Intimidate and Thunder Wave can be considered. A Choice Band Scrappy set can be run, but it faces competition from the faster Kangaskhan. Wild Charge can be used to 2HKO Qwilfish, but it is not worth it because Return accomplishes the same thing after Stealth Rock and some prior damage. Stoutland gets Roar, but it would generally prefer to attack rather than phaze. Stoutland also gets Facade to switch into and take advantage of status moves, although it is quite situational. Pursuit could be used, but Ghost-types don't usually switch out of Stoutland, making this inferior to Pursuit.Crunch.(Pursuit is inferior to Crunch, not to Pursuit, yah dingus)

Checks & Counters
########

**Bulky Rock- and Steel-types**: Rhydon, Regirock, Steelix, and Ferroseed can easily defeat Stoutland, especially if they have defensive investment. Variants that do not invest in Defense are still rather safe because they can avoid gettbeing 2HKOed if they do not switch into Superpower.

**Ghost-types**: Bulky Ghost-types are hard checks to Stoutland. Spiritomb needs to avoid Play Rough, but if it getswitches in safely, it can burn Stoutland with Will-O-Wisp or wear it down with Pursuit. Gourgeist, if it avoids Crunch, can get off a Will-O-Wisp or a Leech Seed onto Stoutland or one of its teammates. Offensive Ghost-types, including Haunter and Mismagius, can check Stoutland too, if they predict around Crunch.

**Opposing weather**: Opposing rain or sun teams cut Stoutland's Speed and leave it vulnerable. They areIt is an almost unwinnaimpossible matchups for sand teams because opposing weather teams usually have multiple weather starters, some of which have Prankster.

**Gurdurr**: Gurdurr can't switch in on Return or Play Rough, but it can beat Stoutland one-on-one with a combination of Drain Punch and Mach Punch.

**Priority users**: Priority users, such as Kangaskhan and Feraligatr, usually can't do a lot of damage to Stoutland because it is relatively bulky. However, they can easily finish it off once weakened.

**Lack of sand**: IfOnce Hippopotas getis KOed and sand is preventedstops, Stoutland is much slower and easier to defeat.
GP Approved 2/2
 
Last edited:
I made a few changes to this because of Spiritomb's leaving. I'm uploading this now, but message me if you think a different move should be featured > Play Rough
 

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