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Stoutland (Analysis)

SuperJOCKE, your check as pretty good for the most part. just some things to note:
-scott free = scot free = scotch free. I googled it and couldn't find scotchfree, but in any case I think the OP should leave it how he typed it.
-maybe I'm misunderstanding your cap/decap convention, but the O in Will-O-Wisp is capitalized.
-the scms stuff (in []) isn't case sensitive, so no need to correct that.

The write-up itself is excellent and other than the points I mentioned, the GP is also, so....

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[GP 1/2]

firecape edit: sandstorm is not capitalized
 
Yeah, again, I know Will-O-Wisp spells with a capital O. xP I don't change the letter.

Well, I was reffering to the move Sandstorm. I thought he meant it, but it doesn't matter.
 
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http://www.serebii.net/pokedex-bw/508.shtml

[Overview]

<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 scott-free 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]


<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.</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 contains 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>While it can be observed that some of the common checks to Stoutland above can threaten to use a status attack before it gets the chance to move a second time, this is where Lum Berry comes in handy Alternatively, Lum Berry could be used to heal status, as there are a few Pokemon that can check Stoutland by surviving a hit and throwing around 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 that sees fit to switch in.</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 it's other options are, for the most part, paltry 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 a vast 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 perhaps been a more interesting option on Stoutland, were it not already well overshadowed by competitors competition in Miltank and Kangaskhan, who make greater use of the ability with mostly better stats and 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 leagues far more valuable than a STAB attack with which to hit that hits Ghosts, especially when it already has access to Crunch. Stick to Sand Rush for any and all offensive sets.</p>

Excellent job SJ, delete red and implement blue.

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GP APPROVED (2/2)
 
I went straight to Google on that one. While it may be true that the original phrasing was spelled with one 't', the one with two turned up over thirty times as many results and is generally accepted as an alternate spelling. It makes more sense to me, anyhow, and most readers won't know the difference (if there is any).
 
It should be scot-free since that's how it is in all the DP analyses (R_D made us standardize it)
 
sorry for pseudo-necrobumping, but

iirc I battled you a while back and you said that you would add toxic to OO (or was it AC?)... are you ever going to do that?
 
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