Bouffalant (Analysis)

they're forming in a straight line
they're going through a tight wind
the kids are losing their minds

GPkrieg Ein

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[Overview]
<p>Bouffalant is, without a doubt, a very unique Pokemon. Bouffalant It boasts a great 110 base Attack, a high amount of bulk, and an astounding afro. Bouffalant even gets his its own signature move, Afro Break, allowing him to do high amounts of damage with his its tremendous tresses, which is further powered up by his its ability: Reckless. With an immense physical movepool, Bouffalant is a very dangerous threat. However, such a glorious afro hinders Bouffalant's Speed; 55 Speed is nothing to celebrate at all, but with the proper team support, this well-groomed bull can wreck wreak havoc.</p>

[Set]
name: Choice Band
move 1: Afro Break / Return
move 2: Wild Bolt
move 3: Earthquake
move 4: Payback / Megahorn
item: Choice Band
ability: Reckless / Sap Sipper
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[Set Comments]
<p>With its ample movepool, single weakness, great 95/95/95 defenses, and immunity (or immunities if you're using Sap Sipper Herbivore) to a common type, Bouffalant is simply screaming to wear a Choice Band over those lustrous locks. Afro Break is the STAB move of choice, OHKOing almost all switch-ins to Bouffalant who dare to switch in, but Return instead can be used to preserve Bouffalant's bulk. Wild Bolt is used in the second slot to nail bulky Water-types as well as all these new bulky Flying-types, and Wild Bolt is even more powerful with the help of Reckless. Earthquake in the third last slot is your you're best bet against Electric-, Steel-, and Rock-types, especially if you're using Sap Sipper Herbivore. Earthquake will also nail Shandera Chandelure on the switch. Payback and Megahorn are both good attacks to use in the last slot. Payback hits Ghost-type Pokemon the hardest, while Megahorn is mainly for bulky Grass-types. Payback is advised to use best used with Reckless, as the Reckless boost almost guarentees that Afro Break will OHKO max HP Shaymin and Celebi after Stealth Rock. If you decide to use Herbivore Sap Sipper, Megahorn is the superior option to OHKO almost every Grass-type that Bouffalant switches in on.</p>

[Additional Comments]
<p>Life Orb can be used for the freedom to change attacks, but the recoil takes away detracts from the value of Bouffalant's bulk, and the power from Choice Band is too good to pass up. A Careful nature can be used to help Bouffalant take special hits better. Megahorn can be used over Payback if you have Pursuit support. Trick Room is a great option to remedy Bouffalant's underwhelming Speed this guy's speed. Thrash got a huge boost this generation, now having 120 Base Power. it can be used in the first slot, but it's generally not a good idea to be locked into a Normal-type move without the ability to switch.</p>

[Team Options]
<p>Spirtomb can trap and kill Ghost-types with Pursuit; Spritiomb is also resists immune to Bouffalant's Fighting weakness and doesn't have any weaknesses itself, so it can fit easily into on most teams. Warubiaru Krookodile can kill Steel-types as well as Ghost-types with its STAB attacks, but it shares a Fighting weakness with Bouffalant, and in today's metagame, most Steel-types and most Steel-types common to the metagame, such as Skarmory and Ferrothorn, aren't weak to Ground, like Skarmory and Nattorei. Stealth Rock helps Bouffalant get gets some significant KOs, like on such as Shaymin and Celebi; Swampert is a great candidate to set it up, especially since it lures so many in Grass-type attacks that which Bouffalant can abuse to raise its Attack with Sap Sipper. Bouffalant definatley definitely appreciates screen support to help it take hits; Starmie has great synergy with Bouffalant and can set up screens, as well as draw in more Grass-type attacks. Garchomp is a great sweeping partner for Bouffalant as it can easily take out Steel-types, and Bouffalant can take out many of it's its counters, allowing Garchomp to tear tare through the rest of your you're opponent's team.</p>

[Optional Changes]
<p>Leftovers can be used for more survivability survivibility, which works well with Bouffalant's bulky nature. Stone Edge is an option to hit the likes of Salamence and Thundurus Borutorusu harder than Wild Bolt. Bouffalant also has access to Swords Dance, but its poor excuse for a Speed stat means that most of its counters can just outspeed it and kill it before it gets a chance to set up.</p>

[Counters]
<p>Bouffalant isn't very easy to counter due to the gargantuan power of Afro Break. Skarmory and Jellicent Burungeru can come in on anything with the exception of except Wild Bolt and set up on Bouffalant it or whittle it down with STAB Brave Bird/Boiling Water. Even with the power of such a massive mane, Bouffalant has trouble taking down Steel-types. Magnezone can come in on most Steel-types and set up on them before killing them, although the two share a nasty Fighting weakness. {Magnezone should be in Team Options not Counters} Ghost-types in general can switch into Afro Break and force Bouffalant out. Mach Punch from Conkeldurr Roobushin isn't fun to take, but after a Herbivore Sap Sipper boost, Bouffalant will always kill max HP Roobushin Conkeldurr with Afro Break, and Mach Punch will only do 52.2% max (with Iron Fist and max Attack). Bouffalant isn't very easy to counter due to the gargantuan power of Afro Break.</p>

[Dream World]
<p>Bouffalant recieves Soundproof as a Dream World ability. It's not really doing anything pretty much irrelevant for Bouffalant unless you decide to run a Swords Dance set which won't be able to be Roared away, but even then Soundproof is far too situational and its other two abilities are far superior.</p>

anglicised the names
also watch out for some basic spelling mistakes
more emphasis should be placed on the dangers of steels and ghosts, particularly in [team options] and [counters]

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Alright thanks. I wrote this before I got FireFox so yeah spelling errors are harder to find =/
edit: wut...Sap Sipper? >_<
 
Promised I'd check this ages ago so...

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[Overview]

<p>Bouffalant is, without a doubt, a very unique Pokemon. It boasts a great 110 base Attack stat, a high amount of impressive bulk, and an astounding afro. Bouffalant even gets its own signature move, Afro Break, allowing the bull to do high amounts of damage with it its tremendous tresses, which is further powered up by its ability: Reckless. With an immense physical movepool, Bouffalant is a very dangerous threat. However, such a glorious afro hinders Bouffalant's Speed; 55 Speed is nothing to celebrate at all, but with the proper team support, this well-groomed bull can wreak havoc.</p>

[SET]
name: Choice Band
move 1: Afro Break / Return
move 2: Wild Bolt
move 3: Earthquake
move 4: Payback / Megahorn
item: Choice Band
ability: Reckless / Sap Sipper
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>With its ample movepool, single weakness, great 95/95/95 defenses, and immunity to Ghost-type attacks (as well as to Grass-type attacks or immunities if you're using Sap Sipper) to a common type, Bouffalant is simply screaming to wear a Choice Band over those lustrous locks. Afro Break is the STAB move of choice, OHKOing almost all who dare to switch in, but Return instead can be used instead to preserve Bouffalant's bulk. Wild Bolt is used in the second slot to nail bulky Water-types as well as all these new bulky and Flying-types, and is even more powerful with the help of Reckless. Earthquake in the third slot is your best bet against Electric-, Steel-, and Rock-types, especially if you're using Sap Sipper. Earthquake will also nail Chandelure on the switch. Payback and Megahorn are both good attacks to use in the last slot. Payback hits Ghost-type Pokemon the hardest hard, while Megahorn is mainly for bulky Grass-types. Payback is best used with Reckless, as Grass-types are less of an issue: the Reckless boost almost guarentees guarantees that Afro Break will OHKO max HP Shaymin and Celebi after Stealth Rock. If you decide to use Sap Sipper, Megahorn is the superior option to OHKO almost every Grass-type that Bouffalant switches in on.</p>

[ADDITIONAL COMMENTS]

<p>Life Orb can be used for the freedom to change attacks, but the recoil detracts from the value of Bouffalant's bulk, and the power from Choice Band is too good to pass up. A Careful nature can be used to help Bouffalant take special hits better. Trick Room is a great option to remedy Bouffalant's underwhelming Speed. Thrash got a huge boost this generation, now having 120 Base Power. it It can be used in the first slot, but it's generally not a good idea to be locked into a Normal-type move without the ability to switch.</p>

[Team Options]

<p>Magnezone is great for removing Steel-types. Spiritomb can trap and kill Ghost-types with Pursuit; Spritiomb Spiritomb is also immune to Bouffalant's Fighting weakness and doesn't have any weaknesses itself, so it can fit easily into most teams. Krookodile can kill Steel-types as well as Ghost-types with its STAB attacks, but it shares a Fighting-type weakness with Bouffalant, and most common Steel-types common to the metagame, such as Skarmory and Ferrothorn, aren't weak to Ground. Stealth Rock helps Bouffalant get some significant KOs, such as on Shaymin and Celebi; Swampert is a great candidate to set it up, especially since it lures in Grass-type attacks which Bouffalant can abuse to raise its Attack with Sap Sipper [I'd strongly advise against this: Swampert sees almost no use in this metagame, advising people to use it generally isn't the best idea. You can keep it in if you want to, but I'd definitely advise that you give an alternative option, such as Forretress, Skarmory, or Deoxys-S. Also Spikes support from Nattorei and the like should be mentioned]. Bouffalant definitely appreciates screen support to help it take hits; Starmie has great synergy with Bouffalant and can set up screens, as well as draw in more Grass-type attacks. Garchomp is a great sweeping partner for Bouffalant as it can easily take out Steel-types, and Bouffalant can take out many of its Garchomp's counters, allowing Garchomp to tear through the rest of your opponent's team.</p>

[Optional Changes]

<p>Leftovers can be used for more survivability, which works well with Bouffalant's bulky nature. Stone Edge is an option to hit the likes of Salamence and Thundurus harder than Wild Bolt [Um I'm pretty sure that Reckless Afro Break hits both harder regardless. Actually, more to the point, even with Sap Sipper, Adamant CB Afro Break will OHKO both Salamence and Thundurus anyway. Perhaps you could find a better example?]. Bouffalant also has access to Swords Dance, but its poor excuse for a Speed stat means that most of its counters can just outspeed it and kill it before it gets a chance to set up.</p>

[Counters]

<p>Defensive or bulky Steel-types and Ghost-types counter Bouffalant. Bouffalant isn't very easy to counter due to the gargantuan power of Afro Break. However, defensive or bulky Steel-types and Ghost-types do a pretty decent job of halting it. Skarmory and Jellicent can come in on anything except Wild Bolt and set up on Bouffalant or whittle it down with STAB Brave Bird/Boiling Water. Even with the power of such a massive mane, Bouffalant has trouble taking down Steel-types. Ghost-types in general can switch into Afro Break and force Bouffalant out. Mach Punch from Conkeldurr isn't fun to take, but after a Sap Sipper boost, Bouffalant will always kill max HP Conkeldurr with Afro Break, and Mach Punch will only do 52.2% max (with Iron Fist and max Attack).</p>

[Dream World]

<p>Bouffalant recieves receives Soundproof as a Dream World ability. It's pretty much irrelevant for Bouffalant unless you decide to run a Swords Dance set which won't be able to be Roared away, but even then Soundproof is far too situational and its other two abilities are far superior.</p>

Yeh.

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Thanks bmb ^_^ sorry about all those basic mistakes, I wrote this with IE and it's really easy to make typos and not notice them with it. I'll make all the changes =)
 
Make sure to leave a space between the headers and the paragraphs. Also capitalize [SET COMMENTS] and [ADDITIONAL COMMENTS].
 
Still got some spelling and stuff wrong: For one thing, Bouffalant is a buffalo, not a bull. There's a big difference.

Changed bull to buffalo, but you can still call it Afro Bull or Buffafro or something like that on the page, as long as it says "the buffalo" instead of "the bull". Also there was a weird period near the end that I deleted, and you misspelled Spiritomb again.

[Overview]
<p>Bouffalant is, without a doubt, a very unique Pokemon. It boasts a great 110 base Attack, impressive bulk, and an astounding afro. Bouffalant even gets its own signature move, Afro Break, allowing the buffalo to do high amounts of damage with its tremendous tresses, further powered up by its ability: Reckless. With an immense physical movepool, Bouffalant is a very dangerous threat. However, such a glorious afro hinders Bouffalant's Speed; 55 Speed is nothing to celebrate at all, but with the proper team support, this well-groomed buffalo can wreak havoc.</p>

[Set]
name: Choice Band
move 1: Afro Break / Return
move 2: Wild Bolt
move 3: Earthquake
move 4: Payback / Megahorn
item: Choice Band
ability: Reckless / Sap Sipper
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[Set Comments]
<p>With its ample movepool, single weakness, great 95/95/95 defenses, and immunity to Ghost-type attacks (as well as to Grass-type attacks if you're using Sap Sipper), Bouffalant is simply screaming to wear a Choice Band over those lustrous locks. Afro Break is the STAB move of choice, OHKOing almost all who dare to switch in, but Return can be used instead to preserve Bouffalant's bulk. Wild Bolt is used in the second slot to nail bulky Water- and Flying-types, and is even more powerful with the help of Reckless. Earthquake in the third slot is your best bet against Electric-, Steel-, and Rock-types, especially if you're using Sap Sipper. Earthquake will also nail Chandelure on the switch. Payback and Megahorn are both good attacks to use in the last slot. Payback hits Ghost-type Pokemon hard, while Megahorn is mainly for bulky Grass-types. Payback is best used with Reckless, as Grass-types are less of an issue: the Reckless boost almost guarantees that Afro Break will OHKO max HP Shaymin and Celebi after Stealth Rock. If you decide to use Sap Sipper, Megahorn is the superior option to OHKO almost every Grass-type that Bouffalant switches in on.</p>

[Additional Comments]
<p>Life Orb can be used for the freedom to change attacks, but the recoil detracts from the value of Bouffalant's bulk, and the power from Choice Band is too good to pass up. A Careful nature can be used to help Bouffalant take special hits better. Trick Room is a great option to remedy Bouffalant's underwhelming Speed. Thrash got a huge boost this generation, now having 120 Base Power. It can be used in the first slot, but it's generally not a good idea to be locked into a Normal-type move without the ability to switch.</p>

[Team Options]
<p>Magnezone is great for removing Steel-types. Spiritomb can trap and kill Ghost-types with Pursuit; Spiritomb is also immune to Bouffalant's Fighting weakness and doesn't have any weaknesses itself, so it can fit easily into most teams. Krookodile can kill Steel-types as well as Ghost-types with its STAB attacks, but it shares a Fighting-type weakness with Bouffalant, and most common Steel-types, such as Skarmory and Ferrothorn, aren't weak to Ground. Stealth Rock helps Bouffalant get some significant KOs, such as on Shaymin and Celebi; Forretress and Nattorei can set up Stealth Rock and Spikes, aiding Bouffalant's sweep. Bouffalant definitely appreciates screen support to help it take hits; Starmie has great synergy with Bouffalant and can set up screens, as well as draw in more Grass-type attacks. Garchomp is a great sweeping partner for Bouffalant as it can easily take out Steel-types, and Bouffalant can take out many of Garchomp's counters, allowing Garchomp to tear through the rest of your opponent's team.</p>

[Optional Changes]
<p>Leftovers can be used for more survivability, which works well with Bouffalant's bulky nature. Stone Edge is an option to hit the likes of Shuckle hard. Bouffalant also has access to Swords Dance, but its poor excuse for a Speed stat means that most of its counters can just outspeed it and kill it before it gets a chance to set up.</p>

[Counters]
<p>Bouffalant isn't very easy to counter due to the gargantuan power of Afro Break. However, defensive or bulky Steel-types and Ghost-types do a pretty decent job of halting it. Skarmory and Jellicent can come in on anything except Wild Bolt and set up on Bouffalant or whittle it down with STAB Brave Bird/Boiling Water. Even with the power of such a massive mane, Bouffalant has trouble taking down Steel-types. Ghost-types in general can switch into Afro Break and force Bouffalant out. Mach Punch from Conkeldurr isn't fun to take, but after a Sap Sipper boost, Bouffalant will always kill max HP Conkeldurr with Afro Break, and Mach Punch will only do 52.2% max (with Iron Fist and max Attack).</p>

[Dream World]
<p>Bouffalant receives Soundproof as a Dream World ability. It's pretty much irrelevant for Bouffalant unless you decide to run a Swords Dance set which won't be Roared away, but even then Soundproof is far too situational and its other two abilities are far superior.</p>
 
Well everyone calls it Afro Bull, so that's kind of the name we adopted for Bouffalant. Also, I'm not going to make any change since I have no idea what you changed, and I don't feel comfortable just copy and pasting GP checks.

And alright SOMALIA
 
Wild Bolt -> Wild Charge
The Overview mentions Afro Break instead of Head Charge.

Afro Break > Head Charge all day
 
Pursuit could be nice against stuff like Reuniclus who thinks it could take a load of damage from Megahorn, and against Scarf Latios that's used Draco Meteor.
 
Okay, bear in mind...i got out of jail a week ago, hastilly downloaded a PKMN White emulator(btw you definately dont get props talking about pokemon in jail....) and am trying to get myself up to speed with the 5th gen. I've been a fan of Taurous for a while, and when i saw this guy i fell in love <3 I've been tinkering with him slightly to see what i can come up with for competitive movesets....here's what i got

@Choice Scarf 252 Atk/252 Spe/4 Hp(Adamant/Sap Sipper)
-Thrash
-Payback
-Earthquake
-Wild Charge/Megahorn/Stone Edge
Basically the star of the show is STABed Thrash(really wanted to choice band this guy, but thought the scarf might be more appropriate for speed reasons) Payback is for ghosts(lolduh) Earthquake for Rocks and Steels, last slot is pretty much up in the air, Wild Charge for bulky waters, Megahorn for bulky Grass, Stone Edge for....well, if you like stone edge
Again, Scarf can(and probably should?) be swapped for Band, just to make the KABOOM bigger

@Life Orb(TORA TORA TORA set) 252 atk/252 spe/4 hp(adamant/reckless)
-Head Charge
-Wild Charge
-Earthquake
-Payback
Extremely straightforward, complete suicide set with orb/reckless/recoil, DEFINATELY likes having wish/seed support, and this set may very well be worthless, but i like the idea on paper
 
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