Stantler

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Rudolph the Red-Nosed Reindeer

QC: Raiza. / TONE114 / GrimoireGod
GP: The Dutch Plumberjack / ?

[OVERVIEW]

Although Stantler receives heavy competition from other Normal-types such as Stoutland and Ursaring because of its lack of power, bulk, and ability to set up, it is able to hit a wide array of Pokemon with its numerous coverage moves; as such, it is a good Pokemon to use on Normal-type spam teams, as it can lure in and KO checks to common Normal-types such as Stoutland. It also has a good ability in Intimidate, which allows it to better take on physical attackers, as well as priority in Sucker Punch, allowing it to hit Ghost-types for super effective damage and pick off weakened foes or frail Pokemon such as Raichu; especially along with Intimidate, Sucker Punch makes for a great revenge killing tool. On the downside, Stantler is worn down very easily, meaning it has trouble beating bulkier Pokemon that can take its hits. Even though it has Intimidate, it is very frail and can take few hits.

[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Sucker Punch
move 3: Jump Kick / Earthquake
move 4: Energy Ball / Signal Beam
item: Life Orb
ability: Intimidate
nature: Lonely / Hasty
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge can deal a lot of damage to neutral targets, although it inflicts a lot of recoil along with Life Orb. Sucker Punch allows Stantler to deal super effective damage to Ghost-types such as Misdreavus, which are immune to its STAB type, and allows it to pick off weakened foes or frail Pokemon such as Kadabra. Jump Kick deals super effective damage to Steel- and Rock-types such as Pawniard and Probopass, while Earthquake can additionally deal super effective damage to Fire-types but fails to hit Probopass with its Air Balloon intact; on top of that, Earthquake also has 100% accuracy and doesn't inflict recoil if it misses. Energy Ball allows Stantler to 2HKO Carracosta and Barbaracle, while Signal Beam allows it to 2HKO Tangela.

Set Details
========

Maximum Speed investment along with a Lonely nature allows Stantler to be fast enough to outspeed Pokemon such as Stoutland and Golduck, while a Hasty nature can be used for more Speed, at the cost of losing power. A Lonely nature is chosen over Adamant to preserve Stantler's Special Attack. Maximum Attack investment along with a Life Orb allows Stantler to hit very hard with its physical attacks, while the last 4 EVs are placed into Special Attack to slightly boost Signal Beam's and Energy Ball's power. Intimidate allows Stantler to take more physical hits, but it is still unable to take them well due to its frailty.

Usage Tips
========

Stantler shouldn't be switched into strong attacks, as it is very frail; instead, it should be switched in via Volt Switch, U-turn, or Baton Pass from Pokemon such as Raichu, Ninjask, and Dodrio. Alternatively, it can be brought in on a double switch or after a Pokemon has fainted. Stantler should be brought in against a slower Pokemon or a Pokemon that can't KO it in order to get off a free hit and wallbreak. It can be used to revenge kill weakened foes with Sucker Punch as well with the help of Intimidate. Double-Edge should be used carefully, as the recoil along with Life Orb can be detrimental. Jump Kick should be used with caution if the opponent has a Ghost-type such as Gourgeist-XL, as a miss causes Stantler to lose half of its health. Stantler can be used to lure in Normal-type spam checks such as Carracosta and Tangela and KO them with Energy Ball and Signal Beam, respectively, allowing other Normal-types to sweep.

Team Options
========

Stantler fits best on offensive and balanced teams for its wallbreaking capabilities. Stantler appreciates Stealth Rock support from Pokemon such as Probopass, as it can help it 2HKO Pokemon such as Pelipper. Probopass is also helpful in trapping Steel-types for Stantler as well as providing a slow Volt Switch to get Stantler in safely. Similarly, Stantler also appreciates Spikes and Toxic Spikes support from Pokemon such as Roselia and Whirlipede. Entry hazard control from Pokemon such as Armaldo and Pelipper is helpful to prevent Stantler from being worn down easily. Mr. Mime and Clefairy are good partners for Stantler, as they resist Fighting-type attacks, which Stantler is weak to, and can provide Healing Wish support for when Stantler is weakened. Setup sweepers such as Carracosta and Ninetales appreciate Stantler's wallbreaking capabilities, as it can weaken threats to the two. Other Normal-types such as Ursaring and Stoutland make for good partners for Stantler, as they can wear down each other's counters for the other to sweep. Ghost-, Psychic-, and Fairy-types such as Misdreavus, Mr. Mime, and Clefairy are good partners for Stantler for their ability to take on Fighting-types. Pursuit trappers such as Pawniard and Krokorok can trap Ghost-types such as Misdreavus and Gourgeist-XL, which can check Stantler and cripple it with Will-O-Wisp.

[STRATEGY COMMENTS]
Other Options
=============

Stantler can also make use of its other multiple coverage moves such as Thunderbolt for Pelipper, Psychic for Machoke, Wild Charge for specially defensive Pelipper, Zen Headbutt for Roselia, Shadow Ball for Gourgeist-XL, and Megahorn for Torterra. It can also use Sap Sipper to make it a reliable switch-in to Grass-types, but Intimidate is more useful and Sap Sipper is incompatible with Sucker Punch. Calm Mind can be used to turn Stantler into a sweeper, boosting its Special Attack and Special Defense. Work Up can turn Stantler into a threatening mixed sweeper, boosting its Attack and Special Attack. Toxic can be used to cripple bulkier Pokemon such as Piloswine and Lickilicky on the switch, although it makes Stantler lose out on coverage. Thunder Wave can be used on setup sweepers such as Carracosta and Barbaracle, though Stantler again will miss out on a coverage move; it can also be used.

Checks and Counters
===================

**Ghost-types**: Ghost-types such as Misdreavus and Gourgeist-XL are immune to Stantler's STAB moves and take little damage from Sucker Punch; they can also severely cripple it with Will-O-Wisp.

**Fighting-types**: Fighting-types such as Poliwrath and Machoke can take any hit from Stantler and retaliate with a super effective STAB move; however, both of the two are 2HKOed, so they can't safely switch in.

**Status**: Will-O-Wisp can severely weaken Stantler's main attacks, except Energy Ball and Signal Beam; Toxic can put it on a timer, forcing it to switch; and Thunder Wave can slow it down a ton.

**Physical Walls**: Physical walls such as Stunfisk and Pelipper can easily take Stantler's attacks and slowly wear it down.

**Residual Damage**: Stantler is easily worn down by the combination of Double-Edge recoil, Life Orb recoil, and entry hazard damage, and it lacks reliable recovery to heal back up; additionally, if Jump Kick misses, Stantler loses 50% of its health.

**Faster Pokemon**: Pokemon that are faster than Stantler, such as Raichu and Floatzel, can OHKO it, although Stantler can KO them with Sucker Punch if they are low on health.
 
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[OVERVIEW]
i'd also mention it's outclassed by ursaring, and talk about why it is outclassed
mention its niches over its counterparts are really slight
mention sucker punch is also useful to pick off pokemon such as Kadabra, and along with Intimidate provides Stantler decent revenge killing tools.

[SET]
the remaining 4 evs should go into special attack not defense

[SET COMMENTS]
Moves
========
mention double-edge recoil+life orb can be detrimental
sucker punch helps vs things like kadabra too
Energy Ball also OHKOs Barbaracle after little prior damage

Set Details
========
mention hasty is used to not make stantler's special coverage weaker, though it makes it even frailer on the pdef side.
intimidate also allows stantler to revengekill stuff

Usage Tips
========
mention that double-edge should be used carefully because along with life orb the recoils can be extremely detrimental for Stantler
also mention intimidate when you talk about sucker punch to revenge kill, as it helps too.
mention stantler should be weary about taking unnecessary damage and when switching into status users, especially ones that can inflict burn
mention stantler should be careful about using double-edge and especially jump kick when facing Ghost-types such as Misdreavus and Gourgeist, as they are immune to both and Stantler can get damaged by Jump Kick recoil

Team Options
========
mention in what playstyles stantler fits best
stantler also appreciates spikes/toxic spikes support
mention more Pokemon that can bring Stantler safely into field.
mention other normal-types such as ursaring, they share weaknesses, which can be patched easily, though they can deal with each other counters easily.
mention ghost- and psychic-types as they can deal with the fighting-types weakness stantler has.

[STRATEGY COMMENTS]
Other Options
=============
mention work up

Checks and Counters
===================
mention ghost-types, they take some damage from sucker punch, but they can just will-o-wisp stantler and use it as a setup fodder
mention jump kick recoil if it misses in residual damage.

Dundies QC 1/3
 
In Team Options, Clefairy does the same thing as Mr. Mime, so you can add that as well. In Other Options, when you mention Sap Sipper, mention that it is illegal with Sucker Punch. Also add Toxic and Thunder Wave to OO (if it has thunder wave, galbia would approve lol).

83pn8vD.gif
2/3.
 
Overview: Mention tgat Stantler is a 'good' Pokemon on Normal-spam teams because of its many lure move options, and can thus be paired with Normal-types such as Stoutland and Ursaring. Don't say it's weak, a Double-Edge coming from 95 Attack boosted by Life Orb is not weak at all. If Sap Sipper is in OO don't mention it in the overview.

Moves: Also mention that EQ has 100% accuracy and doesn't cause recoil if it doesn't hit the target. I also think Barbaracle and Carracosta are more relevant than Tangela so imo switch Energy Ball and Signal Beam around.

Set Details: Slash Lonely nature because the extra Speed rarely matters. The last line is more of a Usage Tips thing.

Usage Tips: Also it can be switched in with double switches or after a teammate has fainted. Mention that Stantler can lure standard Normal checks with special moves.

Team Options: Give examples of what hazard support helps with. Mention Pursuit trappers (Pawniard, Krokorok) because Stantler can't touch Wisp Ghosts.

Other Options: Mention what those other coverage moves hit. Also Mention that Thunder Wave stops Carracosta and Barbaracle from setting up on it if not using Energy Ball.

Checks and Counters: I think Ghosts need to be first here because they counter really hard with Wisp. Fighting-types actually aren't amazing counters really because they take a ton from Double-Edge. For all points here do add a little content, aim for at least two lines unless it's really really simple (status for example).

Do this and 3/3
 
remove
add (Capitalize)

(comments); (AC=add comma; RC=remove comma; SC=semicolon)
[OVERVIEW]

Although Stantler is outclassed by other Normal-types such as Stoutland and Ursaring because of its lack of power, bulk, and ability to set up, it is able to hit a wide array of Pokemon with its numerous coverage moves; (SC) as such, it is a good Pokemon to use on Normal-spam teams, as it can lure in and KO checks to common Normal-types such as Stoutland. (makes more sense to put this here, and feel free to replace 'as such' with 'additionally' if there's no causal link) It also has a good ability in Intimidate, (AC) that which allows it to better take on physical attacks attackers, (comma) It is also a good Pokemon to use on Normal-spam teams, as it can lure in checks to common Normal-types such as Stoutland. It also has as well as priority in Sucker Punch, allowing it to hit Ghost-types for super effective damage and pick off weakened foes or frail Pokemon such as Kadabra; Sucker Punch especially along with Intimidate, (AC) Sucker Punch makes it for a great revenge killing tool for revenge killing. On the downside, it Stantler is worn down very easily, meaning it has trouble beating bulkier Pokemon that can take its hits. Even though it has Intimidate, it is very frail and can take few hits.

[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Sucker Punch
move 3: Jump Kick / Earthquake
move 4: Energy Ball / Signal Beam
item: Life Orb
ability: Intimidate
nature: Hasty / Lonely
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge can deal a lot of damage to neutral targets, although it takes inflicts a lot of recoil along with Life Orb. Sucker Punch allows Stantler to deal super effective damage to Ghost-types such as Misdreavus, (AC) that which are immune to its STAB type, (AC) as well as allowing and allows it to pick off weakened foes or frail Pokemon such as Kadabra. Jump Kick deals super effective damage to Steel- and Rock-types such as Pawniard and Probopass, while Earthquake can additionally deal super effective damage to Fire-types (RC) but it fails to hit Probopass with its Air Balloon intact; on top of that, Earthquake also has 100% accuracy and Stantler doesn't take inflict recoil if it misses. Energy Ball allows Stantler to 2HKO Carracosta and Barbaracle, (AC) while Signal Beam allows it to 2HKO Tangela.

Set Details
========

Maximum Speed investment along with a Hasty nature allows Stantler to be as fast as possible, while a Lonely nature can also be used for more power, but it will then be at the cost of being outsped by Pokemon such as Timid maximum Speed Misdreavus with a Timid nature. A Hasty nature ensures that is chosen over Jolly to preserve Stantler's Special Attack won't be weakened, but its Defense is and <...>. (there's no point in mentioning it lowers Defense because it's just an unwelcome side effect and not a goal of using this nature, some stat has to be lowered and you don't e.g. mention Timid lowering Attack either. The only thing worth mentioning would be why Hasty>Naive because a -SpD nature is the default in cases such as this one, and I'm not too sure why you chose Hasty because Stantler doesn't have any specially based resistances to preserve :3) Maximum Attack investment along with a Life Orb allows Stantler to hit very hard with its physical attacks, (AC) while the last 4 EVs are placed into Special Attack to allow Stantler to hit harder with slightly boost Signal Beam's and Energy Ball's power. Intimidate allows Stantler to take more physical hits, but it is still very frail and unable to take physical attacks them well due to its frailty.

Usage Tips
========

Stantler shouldn't be switched into strong attacks, as it is very frail; instead, it should be switched in via a slow Volt Switch, U-turn, or Baton Pass from Pokemon such as Ninjask, Raichu, or and Dodrio. (period, stacking semicolons is eww) Alternatively, it can be brought in on a double switch or after a Pokemon has fainted. Stantler should be brought in against a slower Pokemon or a Pokemon that can't KO it in order to get off a free hit and wallbreak. It can be used to revenge kill weakened foes with Sucker Punch as well with the help of Intimidate. Double-Edge should be used carefully, as the recoil along with Life Orb can be detrimental. Jump Kick should be used with caution if the foe has a Ghost-type such as Gourgeist-XL, as it can a miss causes Stantler to lose half of its health. Stantler can be used to lure Normal-spam checks such as Carracosta and Tangela and KO them with Energy Ball and Signal Beam, respectively, allowing other Normal-types to sweep.

Team Options
========

Stantler fits best on offensive and balanced teams for its wallbreaking capabilities. Stantler appreciates Stealth Rock support from Pokemon such as Probopass, as it can help it to 2HKO Pokemon such as Pelipper after it takes damage from Stealth Rock. Probopass is also helpful in trapping Steel-types for Stantler as well as providing a slow Volt Switch to get Stantler in safely. It Similarly, Stantler also appreciates Spikes and Toxic Spikes support from Pokemon such as Roselia and Whirlipede. Entry hazard control from Pokemon such as Armaldo and Pelipper is helpful to prevent Stantler from being worn down easily. Mr. Mime and Clefairy are good partners for Stantler, as they can resist Fighting-type attacks that Stantler is weak to (RC) and it can provide Healing Wish support for when Stantler is weakened. Setup sweepers such as Carracosta and Ninetales appreciate Stantler's wallbreaking capabilities, as it can weaken threats to the two (such as? Otherwise I should scrap this bit on account of being fluff). Other Normal-types such as Ursaring and Stoutland make for good partners for Stantler, as they can wear down eachothers each other's counters for the other to sweep. Ghost-, Psychic-, and Fairy-types such as Misdreavus, Mr. Mime, and Clefairy are good partners for Stantler for their ability to take on Fighting-types. Pursuit trappers such as Pawniard and Krokorok can trap Ghost-types such as Misdreavus and Gourgeist-XL, who which can check Stantler and cripple it with Will-O-Wisp.

[STRATEGY COMMENTS]
Other Options
=============

Stantler can also make use of its other multiple coverage moves such as (RC) Thunderbolt for Pelipper, Psychic for Machoke, Wild Charge for specially defensive Pelipper, Zen Headbutt for Roselia, Shadow Ball for Gourgeist-XL, and Megahorn for Torterra. It can also use Sap Sipper to make it a reliable switch into switch-in to Grass-types, but Intimidate is more useful and Sap Sipper is incompatible with Sucker Punch. Calm Mind can be used to turn Stantler into a sweeper, boosting its Special Attack and Special Defense. Work Up can turn Stantler into a threatening mixed sweeper, boosting its Attack and Special Attack. Toxic can be used to cripple bulkier Pokemon such as Piloswine and Lickilicky upon switching in, although it loses makes Stantler lose out on coverage. Thunder Wave can be used to cripple faster Pokemon such as Floatzel and Mr. Mime upon switching in, though it Stantler again will miss out on a coverage move; it can also be used on setup sweepers such as Carracosta and Barbaracle if Stantler isn't using Energy Ball.

Checks and Counters
===================

**Ghost-types**: Ghost-types such as Misdreavus and Gourgeist-XL are immune to Stantler's STAB moves and take little damage from Sucker Punch; they can also severely cripple it with Will-O-Wisp.

**Fighting-types**: Fighting-types such as Poliwrath and Machoke can take any hit from Stantler and retaliate with a super effective STAB move; (SC) though however, both of the two are 2HKOed, so they can't safely switch in.

**Status**: Will-O-Wisp can severely weaken Stantler's main attacks, not including except Energy Ball and Signal Beam; (SC) Toxic can put it on a timer, forcing it to switch; (SC) while and Thunder Wave can slow it down a ton.

**Physical Walls**: Physical walls such as Stunfisk and Pelipper can easily take Stantler's attacks and slowly wear it down.

**Residual Damage**: Stantler is easily worn down by the combination of Double-Edge recoil, Life Orb recoil, and hazards entry hazard damage, and it lacks reliable recovery to heal back up; additionally, if Jump Kick misses, Stantler loses 50% of its health.

**Faster Pokemon**: Pokemon such as Raichu and Floatzel that are faster than Stantler, such as Raichu and Floatzel, can OHKO it, although Stantler can KO them with Sucker Punch if they are low on health.
contrib_gp.png


GP 1/2
also apparently this is my 200th GP check, so hurrah for that :]
 
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2/2
[OVERVIEW]

Although Stantler is outclassed by other Normal-types such as Stoutland and Ursaring because of its lack of power, bulk, and ability to set up, it is able to hit a wide array of Pokemon with its numerous coverage moves; as such, it is a good Pokemon to use on Normal-type spam teams, as it can lure in and KO checks to common Normal-types such as Stoutland. It also has a good ability in Intimidate, which allows it to better take on physical attackers, as well as priority in Sucker Punch, allowing it to hit Ghost-types for super effective damage and pick off weakened foes or frail Pokemon such as Kadabra; especially along with Intimidate, Sucker Punch makes for a great revenge killing tool. On the downside, Stantler is worn down very easily, meaning it has trouble beating bulkier Pokemon that can take its hits. Even though it has Intimidate, it is very frail and can take few hits.

[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Sucker Punch
move 3: Jump Kick / Earthquake
move 4: Energy Ball / Signal Beam
item: Life Orb
ability: Intimidate
nature: Hasty / Lonely
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge can deal a lot of damage to neutral targets, although it inflicts a lot of recoil along with Life Orb. Sucker Punch allows Stantler to deal super effective damage to Ghost-types such as Misdreavus, which are immune to its STAB type, and allows it to pick off weakened foes or frail Pokemon such as Kadabra. Jump Kick deals super effective damage to Steel- and Rock-types such as Pawniard and Probopass, while Earthquake can additionally deal super effective damage to Fire-types but fails to hit Probopass with its Air Balloon intact; on top of that, Earthquake also has 100% accuracy and doesn't inflict recoil if it misses. Energy Ball allows Stantler to 2HKO Carracosta and Barbaracle, while Signal Beam allows it to 2HKO Tangela.

Set Details
========

Maximum Speed investment along with a Hasty nature allows Stantler to be as fast as possible, while a Lonely nature can be used for more power, at the cost of being outsped by Pokemon such as Timid maximum Speed Misdreavus. A Hasty nature is chosen over Jolly to preserve Stantler's Special Attack. (period) and Maximum Attack investment along with a Life Orb allows Stantler to hit very hard with its physical attacks, while the last 4 EVs are placed into Special Attack to slightly boost Signal Beam's and Energy Ball's power. Intimidate allows Stantler to take more physical hits, but it is still unable to take them well due to its frailty.

Usage Tips
========

Stantler shouldn't be switched into strong attacks, as it is very frail; instead, it should be switched in via a slow Volt Switch, U-turn, or Baton Pass from Pokemon such as Raichu, Ninjask, Raichu, and Dodrio. Alternatively, it can be brought in on a double switch or after a Pokemon has fainted. Stantler should be brought in against a slower Pokemon or a Pokemon that can't KO it in order to get off a free hit and wallbreak. It can be used to revenge kill weakened foes with Sucker Punch as well with the help of Intimidate. Double-Edge should be used carefully, as the recoil along with Life Orb can be detrimental. Jump Kick should be used with caution if the foe opponent has a Ghost-type such as Gourgeist-XL, as a miss causes Stantler to lose half of its health. Stantler can be used to lure in Normal-type spam checks such as Carracosta and Tangela and KO them with Energy Ball and Signal Beam, respectively, allowing other Normal-types to sweep.

Team Options
========

Stantler fits best on offensive and balanced teams for its wallbreaking capabilities. Stantler appreciates Stealth Rock support from Pokemon such as Probopass, as it can help it 2HKO Pokemon such as Pelipper. Probopass is also helpful in trapping Steel-types for Stantler as well as providing a slow Volt Switch to get Stantler in safely. Similarly, Stantler also appreciates Spikes and Toxic Spikes support from Pokemon such as Roselia and Whirlipede. Entry hazard control from Pokemon such as Armaldo and Pelipper is helpful to prevent Stantler from being worn down easily. Mr. Mime and Clefairy are good partners for Stantler, as they resist Fighting-type attacks, which that Stantler is weak to, (comma) and can provide Healing Wish support for when Stantler is weakened. Setup sweepers such as Carracosta and Ninetales appreciate Stantler's wallbreaking capabilities, as it can weaken threats to the two. Other Normal-types such as Ursaring and Stoutland make for good partners for Stantler, as they can wear down each other's counters for the other to sweep. Ghost-, Psychic-, and Fairy-types such as Misdreavus, Mr. Mime, and Clefairy are good partners for Stantler for their ability to take on Fighting-types. Pursuit trappers such as Pawniard and Krokorok can trap Ghost-types such as Misdreavus and Gourgeist-XL, which can check Stantler and cripple it with Will-O-Wisp.

[STRATEGY COMMENTS]
Other Options
=============

Stantler can also make use of its other multiple coverage moves such as Thunderbolt for Pelipper, Psychic for Machoke, Wild Charge for specially defensive Pelipper, Zen Headbutt for Roselia, Shadow Ball for Gourgeist-XL, and Megahorn for Torterra. It can also use Sap Sipper to make it a reliable switch-in to Grass-types, but Intimidate is more useful and Sap Sipper is incompatible with Sucker Punch. Calm Mind can be used to turn Stantler into a sweeper, boosting its Special Attack and Special Defense. Work Up can turn Stantler into a threatening mixed sweeper, boosting its Attack and Special Attack. Toxic can be used to cripple bulkier Pokemon such as Piloswine and Lickilicky upon switching in, (this kiiinda makes it sound like it happens as Stantler switches in rather than as Pilo/Licki switch in; I think "on the switch" is less ambiguous?) although it makes Stantler lose out on coverage. Thunder Wave can be used to cripple faster Pokemon such as Floatzel and Mr. Mime upon switching in, (ditto) though Stantler again will miss out on a coverage move; it can also be used on setup sweepers such as Carracosta and Barbaracle if Stantler isn't using Energy Ball.

Checks and Counters
===================

**Ghost-types**: Ghost-types such as Misdreavus and Gourgeist-XL are immune to Stantler's STAB moves and take little damage from Sucker Punch; they can also severely cripple it with Will-O-Wisp.

**Fighting-types**: Fighting-types such as Poliwrath and Machoke can take any hit from Stantler and retaliate with a super effective STAB move; however, both of the two are 2HKOed, so they can't safely switch in.

**Status**: Will-O-Wisp can severely weaken Stantler's main attacks, except Energy Ball and Signal Beam; Toxic can put it on a timer, forcing it to switch; and Thunder Wave can slow it down a ton.

**Physical Walls**: Physical walls such as Stunfisk and Pelipper can easily take Stantler's attacks and slowly wear it down.

**Residual Damage**: Stantler is easily worn down by the combination of Double-Edge recoil, Life Orb recoil, and entry hazard damage, and it lacks reliable recovery to heal back up; additionally, if Jump Kick misses, Stantler loses 50% of its health.

**Faster Pokemon**: Pokemon that are faster than Stantler, such as Raichu and Floatzel, can OHKO it, although Stantler can KO them with Sucker Punch if they are low on health.
 
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Since this got completed when i was away i just want to say a few things:

In the overview dont say 'outclassed' as it isnt outclassed and you even state why it isnt

The nature should be +atk -sdef/def (sorry i cant see what that is rn - dunno which minus is better) as nothing around its speed tier uses +speed (max timid missy is really rare and you cant touch it anyway - otherwise stout/golduck/cuno are the only close relevant ones which run modest/adamant)

looks good tho :3
 
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