Stoutland (Analysis)

SJCrew

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http://www.serebii.net/pokedex-bw/508.shtml

<p>Sand Rush is Stoutland's ace in the hole. With a Speed stat well above the likes of even Accelgor, 100 base Attack suddenly changes from 'average' to 'acceptable' and turns the great terrier into a catch-all check for most offensive playstyles. Its only real downfall is its vulnerability to defensive Rock- and Steel-types, since it lacks any viable way to get past them on its own. Overcoming these obstacles requires sufficient team support and the well-timed use of its Pursuit to make sure its intended target does not get off scot-free.</p>

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

[SET COMMENTS]

<p>Stoutland 101: come in on something with relatively low offense or defenses, hit it with your STAB, or Pursuit it as it attempts to get out to a resist. Crunch targets bulkier Ghosts that may want to come in on Return, or stay in and attempt to burn while Pursuit fails to KO, whereas Fire Fang gives it a chance to beat Steel-type targets such as Cobalion, Durant, and Escavalier.</p>

<p>As far as a main STAB goes, Return is the most reliable option Stoutland has access to, and it sports just enough power to puncture walls such as Milotic and Chansey. With Stoutland's considerable bulk and lack of residual damage from the Sand to threaten it, it can very easily wear down some of the tier's most defensive threats by simply battering away while they fumble to recover or get a hit in.</p>

<p>The key advantage in using this set lies within the immediate power and speed that allows it to check virtually any offensive Pokemon, including ones that commonly carry a Choice Scarf. Take Flygon, for instance—even with its respectable base 80/80/80 defenses, Stoutland still has a good chance of KOing it with Return after Stealth Rock damage, and being locked into Outrage means certain death. The list of Pokemon that can be revenge killed by Stoutland stretches out into the horizon, making it one of the most effective Pokemon to overtake the role of 'revenge killer' in UU.</p>

[Additional Comments]

<p>Any team in which an offensive Stoutland is present requires Hippopotas, since its Sand Stream summons the field effect necessary for Sand Rush to activate. Also, a way to remove the previously mentioned Rock- and Steel-types would be prudent, and can be achieved through support from trappers such as Dugtrio and Magneton. Toxic Spikes can also be a great strategy for removing Rhyperior or the rare Cradily, but it's a double-edged sword in that it gives Milotic a free Defense boost and ultimately makes it more difficult for Stoutland to do its job. If struggling to find room for a Toxic Spikes user, adding Toxic to its fourth moveslot in place of Pursuit would be sufficient.</p>

[SET]
name: Howl
move 1: Howl
move 2: Return
move 3: Crunch
move 4: Fire Fang / Wild Charge
item: Life Orb / Lum Berry
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Stoutland is a revenge killer first, and sweeper second; however, even with this principle in mind, it is still a better late-game cleanup sweeper than most Pokemon, with Sand Rush sending its Speed stat through the roof. Howl boosts Stoutland's attack by a single stage, which means that after a boost, it obtains the power of a Choice Band with the ability to switch moves—before even factoring in Life Orb. Life Orb is the main option here, amplifying its ability to sweep by allowing it to catch a few KOs it would otherwise normally miss, even when holding a Choice Band.</p>

<p>A boosted Return 2HKOs a max Defense Suicune after Stealth Rock damage; especially bulky Ghosts Cofagrigus and Dusclops are also looking at a 2HKO from a boosted Crunch after Stealth Rock damage, whilst they're forced to rely on the inaccurate Will-o-Wisp to attempt to cripple it. Even Cobalion fears a boosted Fire Fang, which will do well over half its HP in damage if the opponent is not careful.</p>

<p> Alternatively, Lum Berry could be used, as there are a few Pokemon that can check Stoutland by surviving a hit and crippling it with a status move. Stoutland trades a bit of power for temporary invulnerability to Will-o-Wisp, Thunder Wave, or the extra burn chance from Scald while it sets up or attacks. Of course, this also means a bit more prior damage is required before it can beat some of its more common checks, but it's a small price to pay for the additional flexibility. In this vein, Wild Charge allows Stoutland to catch up on additional KOs against bulky Water- and Flying-types it may miss without Life Orb, and make life hard for any Empoleon.</p>

[Additional Comments]

<p>Defensive Rock-types are still a major obstacle for Stoutland, and a great way to remove them is through the use of Spikes support. Omastar serves as a decent check to Rhyperior, and can set up in the face of Empoleon and other fellow defensive Water-types with the Sand Storm Sandstorm boosting its Special Defense. Intimidate Qwilfish switches in handily on Technician variants of Hitmontop, and can set up on them without fear of an ensuing Rapid Spin. Most viable Spike users can work on a team with Stoutland, and it would be mostly up to the player's preference to dictate which one is best for the team.</p>

[Other Options]

<p>Stoutland doesn't have much in the way of an offensive movepool, so its other options are very limited. Retaliate is the standout amongst them, which doubles to a sky-high base power of 140 if you use it just as a team member has fainted the previous turn. It's viable, but inconsistent, since you're required to be put in a losing position in order for it to work. Ice Fang deals heavy damage to Eviolite Gligar and OHKOs Torterra, but that's about the only notable coverage it offers. The only difference between Work Up and Howl are the Special Attack boost the former offers, which is useless when working off of a base stat of 45.</p>

[Checks and Counters]

<p>Rhyperior is the single most threatening counter to Stoutland in the tier, and should be prepared for at all costs. Omastar also cares very little for anything Stoutland does, bar Wild Charge, and can use it to either set up hazards or consecutive Shell Smashes. Cradily and other Rock-types with the defenses to weather its attacks fit the bill here as well. Steel-types are also great checks to Stoutland, provided it's locked into a move they resist. Defensive Hitmontop with Intimidate is good for at least one safe switch-in, and can OHKO with Close Combat, but Technician variants have a slight chance to be KOed upon entry. Eviolite Gligar can expect to switch in safely the majority of the time, and only has to fear the rare Ice Fang. Most Ghost-types can garner momentum against a Stoutland locked into Return, regardless of whether or not they choose to switch in.</p>

[Dream World]

<p>Scrappy would have been a more interesting option on Stoutland were it not already well overshadowed by competition in Miltank and Kangaskhan, who make greater use of the ability with better movepools and superior bulk for survivability. Stoutland would have difficulty surviving without the Speed boost from Sand Rush. Even with its competition removed from the picture, free double Speed is far more valuable than a STAB attack that hits Ghosts, especially when it already has access to Crunch. Stick to Sand Rush.</p>
 
hey sjc. make sure theres a life orb slashed with choice band. this thing can actually sweep.
 
from Paradoxus' thread:

sets that don't make use of Sand Rush are outclassed by Kangaskhan (which has similar stats but a wider movepool) or Tauros. Scrappy (for DW) is also directly outclassed by Kangaskhan.

seconding prem's suggestion of CB; other than it and LO, all other sets don't seem too amazing.
 
CB seems to be the only viable set Stoutland runs that isn't directly outclassed IMO, since Sand Rush gives it a great niche of its own.
 
I've never used Retaliate and don't plan to. If QC deems it important enough, it will get a slash, but in my experience, it's strictly Other Options material.
 
is there really a need for 252 spe evs? maybe you want to outspeed a certain speed tier (scarfgon?) and then put the rest in bulk. that way he can take priority attacks aimed at him better while still being faster than the whole tier
 
Retaliate should probably get at least an OO mention, but yeah, not so much in the main sets.

Speed is good-- in fact, for some teams I'd even say Jolly is warranted, if only to stay ahead of Jolly Smeargle after Shell Break (Stoutland Speed tier 80, Smeargle 75). It might be worth a mention somewhere, though hopefully, Shell Smash Pass will get banned before this analysis ever goes on site... :P
 
I doubt it matters. I've faced many Baton Pass teams to where even if Smeargle could get a pass off, there was absolutely nothing they could switch in on Stoutland unless Reflect was up (in which case the higher speed still wouldn't matter).
 
most good bp teams I've seen start with Ninjask (that bloody annoying one with zapdos); they will have enough speed to outspeed anyway.

is there really that much difference between the LO/CB set and the Howl set? It doesn't seem like they play that differently. I realize I'm no genius when it comes to using stoutland, but can't you just merge the sets?

also, Retribution is the Japanese name of Retaliate.

since it can potentially confuse an opponent into thinking you run a gimmick set, shouldn't work up be used over howl? it's not like the pp will ever become an issue.

EDIT: Fair enough; I still feel that Work Up should be run though.
 
The Howl set plays entirely differently from the CB set. Sweeping with Stoutland requires support from your team, while the main set is the support for your team. Each set requires a different set of teammates and is checked/countered differently.
 
For clarification, the policy is that we use Howl over Work Up on only physical mons just in case of Power Swap.

Looks good to me. Approved 1/3.
 
It might be good to mention advantages Stoutland has over Sandslash since they both pack Sand Rush.

Sandslash isn't weak to Mach Punch, or Vacuum Wave, but Stoutland isn't weak to Aqua Jet or Ice Shard. Sandslash can KO Steels and Rocks while Stoutland has trouble dealing with them, but Stoutland doesn't add any more Ice, Water, or Grass weaknesses to a Hippopotas (Ground/Rock Sandstream) team.

Sandslash notably has higher Defense and gets Swords Dance, resists Stealth Rock, and is immune to Electric Attacks (Thunder Wave), while Stoutland is immune to Ghost, is faster and has higher Special Defense. Stoutland hits Water types harder with Wild Charge than Sandslash can with Earthquake.

Sandslash does get the QuakeEdge combo, Stealth Rock and Rapid Spin, X-Scissor for Dark-Psychic-Grass types.
Stoutland does get Pursuit, Fire Fang, Ice Fang, and Crunch (over Sandslash's Night Slash) to hit levitating Ghosts like Mismagious
 
I'm not too sure if Pursuit should be a primary option on a choice set, it's really risky to be locked into that shitass move (game). If you want to keep it, make sure there's a warning about it in the analysis.
 
It might be good to mention advantages Stoutland has over Sandslash since they both pack Sand Rush.

Sandslash isn't weak to Mach Punch, or Vacuum Wave, but Stoutland isn't weak to Aqua Jet or Ice Shard. Sandslash can KO Steels and Rocks while Stoutland has trouble dealing with them, but Stoutland doesn't add any more Ice, Water, or Grass weaknesses to a Hippopotas (Ground/Rock Sandstream) team.

Sandslash notably has higher Defense and gets Swords Dance, resists Stealth Rock, and is immune to Electric Attacks (Thunder Wave), while Stoutland is immune to Ghost, is faster and has higher Special Defense. Stoutland hits Water types harder with Wild Charge than Sandslash can with Earthquake.

Sandslash does get the QuakeEdge combo, Stealth Rock and Rapid Spin, X-Scissor for Dark-Psychic-Grass types.
Stoutland does get Pursuit, Fire Fang, Ice Fang, and Crunch (over Sandslash's Night Slash) to hit levitating Ghosts like Mismagious

I think you missed the most important difference: Sand Rush is legal on Stoutland and not Sandslash.................
 
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http://www.serebii.net/pokedex-bw/508.shtml

[Overview]
(space)
<p>Sand Rush is Stoutland's ace in the hole (I don't really know what you mean by that, but you should re-phrase it to something better). With a Speed stat well above the likes of even Accelgor, 100 base Attack suddenly changes from 'average' to 'acceptable' and turns the great terrier into a catch-all check for most offensive playstyles. Its only real downfalls are its vulnerability to defensive Rock- and Steel-types, since it lacks any viable way to get past them on its own. Overcoming these obstacles requires sufficient team support and the well-timed use of its Pursuit to make sure its intended target does not get off scott-free scotchfree into something it has no chance of beating.</p>

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

[SET COMMENTS]
(space)

<p>Stoutland 101: come in on something with relatively low offense or defenses, hit it with your STAB, or Pursuit it as it attempts to get out to a resist. Crunch targets bulkier Ghosts that may want to come in on Return, or stay in and attempt to burn while Pursuit fails to KO, whereas Fire Fang gives it a chance to beat Steel-type targets like such as Cobalion, Durant, and Escavalier.</p>

<p>As far as a main STAB goes, Return is the most reliable option Stoutland has access to, and it sports just enough power to puncture walls like such as Milotic and Chansey. With Stoutland's considerable bulk and lack of residual damage from the Sand to threaten it, it can very easily wear down some of the tier's most defensive threats by simply battering away while they fumble to recover or get a hit in.</p>

<p>The key advantage in using this set lies within the immediate power and speed that allows it to check virtually any offensive Pokemon, including ones that commonly carry a Choice Scarf. Take Flygon, for instance:, even with its respectable base 80/80/80 defenses, Stoutland still has a good chance of KOing it with Return after Stealth Rock damage, and being locked into Outrage means certain death. The list of Pokemon that can be revenged by Stoutland stretches out into the horizon, making it one of the most effective Pokemon to overtake the role of 'revenge killer' in UU.</p>

[Additional Comments]
(space)
<p>Any team in which an offensive Stoutland is present requires Hippopotas, since its Sand Stream summons the field effect necessary for Sand Rush to activate. Also, a way to remove the previously mentioned Rock- and Steel-types would be prudent, and can be achieved through support from trappers like such as Dugtrio and Magneton. Toxic Spikes can also be a great strategy for removing Rhyperior or the rare Cradily, but it's a double-edged sword in that it gives Milotic a free Defense boost and ultimately makes it more difficult for Stoutland to do its job.</p>

[SET]
name: Howl
move 1: Howl
move 2: Return
move 3: Crunch
move 4: Fire Fang / Wild Charge
item: Life Orb / Lum Berry
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
(space)
<p>Stoutland is a revenge killer first, and sweeper second; however, even with this principle in mind, it is still a better late-game cleaner than most Pokemon, with Sand Rush sending its Speed stat through the roof. Howl boosts Stoutland's attack by a single stage, which means that after a boost, it contains the power of a Choice Band with the ability to switch moves. Life Orb is the main option here, amplifying its ability to sweep by allowing it to catch a few KOs it would otherwise normally miss, even when holding a Choice Band.</p>

<p>A boosted Return 2HKOs a max Defense Suicune after Rocks Stealth Rock damage; especially bulky Ghosts Cofagrigus and Dusclops are also looking at a 2HKO from a boosted Crunch after Stealth Rock damage, whilst they're forced to rely on the inaccurate Will-o-Wisp to attempt to cripple it. Even Cobalion fears a boosted Fire Fang, which will do well over half its HP in damage if the opponent is not careful.</p>

<p>While it can be observed that some of the above common checks to Stoutland above can threaten for to use a status attack before it gets the chance to move a second time, this is where Lum Berry comes in handy:. Stoutland trades a bit of power for temporary invulnerability to Will-o-Wisp, Thunder Wave, or the extra burn chance from Scald while it sets up or attacks. Of course, this also means a bit more prior damage is required before it can beat some of its more common checks, but it's a small price to pay for the additional flexibility. In this vein, Wild Charge allows Stoutland to catch up on additional KOs against bulky Water- and Flying-types it may miss without Life Orb, and make life hard for any Empoleon that sees fit to switch in.</p>

[Additional Comments]
(space)
<p>Defensive Rock-types are still a major obstacle for Stoutland, and the best way to remove them is through use of Spikes support. Omastar serves as a decent check to Rhyperior, and can set up in the face of Empoleon and other fellow defensive Water-types with the Sand Storm Sandstorm boosting its Special Defense. Intimidate Qwilfish switches in handily on Technician variants of Hitmontop, and can set up on them without fear of an ensuing Rapid Spin. Most viable Spikers can work on a team with Stoutland, and it would be mostly up to the player's preference to dictate which one is best for the team.</p>

[Other Options]
(space)
<p>Stoutland doesn't have much in the way of an offensive movepool, so it's other options are, for the most part, paltry. Retaliate is probably the standout amongst them, which sports a sky-high base power of 140 if you use it just as a team member has fainted the previous turn. You obviously don't want to rely too much on it, since you're required to be put in a losing position in order for it to work. Ice Fang deals heavy damage to Eviolite Gligar and OHKOs Torterra, but that's about the only notable coverage it offers. The only difference between Work Up and Howl are the Special Attack boost the former offers, which is useless when working off of a base stat of 45.</p>

[Checks and Counters]
(space)
<p>Rhyperior is the single most threatening counter to Stoutland in the tier, and should be prepared for at all costs. Omastar also cares very little for anything Stoutland does, bar Wild Charge, and can use it to either set up hazards or consecutive Shell Smashes. Cradily and other Rock-types with the defenses to weather its attacks, fit the bill here as well. Steel-types are also great checks to Stoutland, provided it's locked into a move they resist. Defensive Hitmontop with Intimidate is good for at least one safe switch-in, and can OHKO with Close Combat, but Technician variants have a slight chance to be KOed upon entry. Eviolite Gligar can expect to switch in safely a vast majority of the time, and only has to fear the rare Ice Fang. Most Ghosts-types can garner momentum against a Stoutland locked into Return, regardless of whether or not they choose to switch-in.</p>

[Dream World]
(space)
<p>Scrappy would have perhaps been a more interesting option on Stoutland, were it not already well overshadowed by competitors Miltank and Kangaskhan, who make greater use of the ability with mostly better stats and movepools. Even with its competition removed from the picture, free double Speed is leagues more valuable than a STAB attack with which to hit Ghosts, especially when it already has access to Crunch. Stick to Sand Rush for any and all offensive sets.</p>
That's about it. Not much fault.
 
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