Stoutland QC: (2/3) Already Written

Aaronboyer

Something Worth Fighting For
is a Contributor to Smogon
AM QC: MewBby
QC: allstarapology (grats on PU c&c mod) / quizel / ?
GP: ? / ?
[OVERVIEW]

Stoutland is the premier wallbreaker for offensive sand teams in NU, outspeeding the entire unboosted metagame once its Sand Rush ability is activated, and can be devastating for balance offense teams to play around due to its high Attack, coverage, and Speed under sand. Stoutland also possesses decent bulk for a wallbreaker, meaning that the most common forms of priority besides Mach Punch from Hitmonlee won't do a lot, giving teams a harder time revenge killing it under sand. Although Stoutland's coverage of Normal-, Fighting-, and Dark-type attacks hits the entire tier neutrally and can be hard to switch into, Pokemon such as physically defensive Diancie, defensive pivot Slowbro, and Palossand can do so if Stoutland locks itself into the wrong move. Furthermore, Gigalith and Stoutland share a weakness to Fighting-types, so teams wanting to utilize Stoutland must pack Fighting-resistances such as Slowbro and Garbodor. Finally, Stoutland is reliant on sand to adequately peform its role as a wallbreaker, as otherwise it's very susceptible to be revenge killed by Pokemon such as Choice Scarf Passimian.

[SET]
name: Sand Rush
move 1: Return
move 2: Facade / Iron Head
move 3: Superpower
move 4: Crunch / Pursuit
item: Choice Band / Life Orb
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

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

Return is Stoutland's most reliable STAB attack, reliably 2HKOing Pokemon such as Mega Audino and Vileplume. When it becomes induced with status, Facade becomes Stoutland's new most spammable move, able to break down the sturdiest of defensive walls such as Uxie and Slowbro. Iron Head nails Fairy-types such as Diancie and Whimsicott while also hitting Vanilluxe and opposing Gigalith without the drops from Superpower. Superpower nails Rock- and Steel-types such as Steelix and Gigalith while also being its strongest move against Pokemon such as Incineroar. Crunch hits Ghost-types such as Palossand and Rotom-N that would otherwise being fully immune to the rest of Stoutland's attacks, rounding out its coverage in the process. Pursuit allows Stoutland to trap Pokemon such as Xatu and Rotom-N but locking yourself into Pursuit can be problematic if one opts to run a Choice Band.

Set Details
========

Maximum EVs in Attack alongside an Adamant nature allow Stoutland to wallbreak efficiently, hitting as hard as possible, whereas maximum EVs in Speed allow Stoutland to outpace Pokemon such as Incineroar, Bulk Up Braviary, and Modest Vanilluxe without sand and Pokemon such as Sneasel, Sceptile, and Choice Scarf Passimian with Sand Rush activated. Choice Band turns Stoutland from a strong physical attacker into an overwhelming wallbreaker. Life Orb doesn't give Stoutland nearly the same power boost as Choice Band, but allows it to freely change moves and is not as prediction reliant against opposing Ghost-types.

Usage Tips
========

Stoutland is an important Pokemon for any sand team and should be preserved for as long as possible. Therefore, Stoutland should switch out in the face of healthy Fighting-types such as Passiamian and Scrafty that aren't in range of a Return. If there are several turns of sand left but Stoutland is at low health, consider foddering it to allow Sandslash to safely be brought in without losing momentum. Even if it runs Facade, Stoutland does not appreciate being induced with status very much. Poison recoil cuts down on Stoutland's lifespan, paralysis cancels out Sand Rush, and a burn prevents Stoutland from effectively using its other coverage moves. Stoutland, when equipped with a Choice Band, is reliant on predicting correctly in order to catch its switch-ins off guard. For instance, if Stoutland is predicting Steelix to come in, go for Superpower. If Stoutland is predicting Palossand to come in, go for Crunch. Stoutland can also be used as a late-game sweeper, cleaning through the opposing team once all of the Rock-, Steel-, and Ghost-type Pokemon are weakened or removed.

Team Options
========

Gigalith is a mandatory teammate for Stoutland, setting up eight turns of sand via its ability Sand Stream and acting as a solid defensive pivot into Pokemon such as Delphox, Houndoom, and Vanilluxe. Sandslash is another common sight on the sand offense team Stoutland is commonly used on, as it too has access to Sand Rush and can use its fantastic Rock- and Ground-type coverage in tandem with Swords Dance to pose as an offensive threat alongside Stoutland. Sandslash can also set up on the Rock- and Steel-type Pokemon Stoutland brings in. Stoutland and Sandslash are also able to very easily remove one another's checks, paving the way for one of them to sweep late-game. Fighting-type resists such as Vileplume, Slowbro, and Whimsicott make great partners for Stoutland as the former two are great defensive switch-ins and the latter two can threaten them out with their super effective STAB attacks. Fast, offensive Pokemon such as Sneasel, Whimsicott, and Choice Scarf Passimian can act as speed control even when sand is not up and preserve momentum until sand is activated again. In particular, Sneasel can Pursuit trap Ghost-types such as Rotom-N, Mismagius, and Froslass, while Whimsicott and Passimian can generate momentum with U-turn. Special wallbreakers such as Sceptile, Vikavolt, and Sigilyph can assist Stoutland by breaking down physically defensive walls such as Steelix, Palossand, and Diancie so that Stoutland can more freely spam its Normal-type STAB. Eject Button users such as Slowbro can generate instant momentum for a sand hyper offense team.

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

A Jolly nature allows Stoutland to outspeed opposing Adamant Stoutland both inside and outside of sand, as well as Timid Choice Specs Vanilluxe and Klinklang outside of sand. This speed creep comes at the cost, however, of a noticeable power loss. Scrappy allows Stoutland to hit Ghost-types such as Rotom-N and Mismagius without having to predict between Crunch and another move. However, changing Stoutland's held item from Choice Band to Life Orb resolves this issue without losing Sand Rush, the primary purpose of using Stoutland in the first place. Toxic cripples defensive Water-types such as Slowbro, Blastoise, and Jellicent but doesn't accomplish much otherwise, and invites in Pokemon such as Toxicroak and Klinklang if Stoutland holds a Choice Band. Stoutland can bluff a Choice item utilizing Silk Scarf, Normalium Z, or Fightinium Z, but serves more as a lure than a main set. Work Up allows Stoutland to have the strength of a Choice Band with the freedom the change moves at the cost of losing coverage.

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

**Rock- and Steel-types**: Pokemon such as Rhydon, Gigalith, Steelix, and Silvally-Steel are not afraid of any move of Stoutland's bar Superpower. Diancie, in particular, is a great check, as its secondary Fairy typing makes Superpower only a neutral hit. Diancie must be wary of Iron Head though.

**Ghost-types**: Pokemon such as Rotom-N, Palossand, and Jellicent are unfazed by Stoutland locking itself into any move besides Crunch. These Ghost-types, in particular, can make great use of a Colbur Berry, allowing them to take one hit and cripple Stoutland by inducing status or attacking it. Palossand is especially noteworthy as it has a great matchup against Stoutland, Gigalith, and Sandslash due to its immense physical bulk and access to reliable recovery that regenerates even more health under sand.

**Fighting-types**: Fighting-types such as Scrafty, Passimian, and Medicham all put offensive pressure on Stoutland by threatening it out with their super effective STAB attacks outside of sand. Hitmonlee and Toxicroak can also threaten Stoutland out with priority Mach Punch or Vacuum Wave.

**Faster Pokemon**: While they are few and far between, Pokemon that outspeed Sand Rush Stoutland such as Choice Scarf Heliolisk can take Stoutland out with Focus Blast. Pokemon that can outspeed Stoutland outside of sand such as Sceptile, Scyther, Delphox, and Accelgor can also revenge kill it.

**Defensive Switch-ins**: Physically defensive Pokemon such as Slowbro, Altaria, Uxie, and Blastoise can switch in and chip at it. However, it should be noted that only Slowbro and Altaria have access to reliable recovery.
 
Last edited:

Aaronboyer

Something Worth Fighting For
is a Contributor to Smogon
I've never written an analysis and gotten it out of WIP in less than a week. :psyduck: I realize this is an A+ mon and you want to ship this out quickly, so I'll try to get this finished by this time Wednesday, if not sooner.
 

asa

is a Site Content Manageris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnus
PU Leader
[OVERVIEW]
  • The advent of Gigalith into NU brought forth several changes in the metagame, with Stoutland arising as a top-tier threat seemingly out of left field. (don't talk about tier shifts, make this more about how stoutland is a premier wallbreaker on sand teams.)
  • Gigalith's Sand Stream activates Stoutland's Sand Rush, which doubles its Speed for the duration of the Sandstorm, outspeeding the entire unboosted metagame and making it a fearsome mid-game wallbreaker.
  • Although Stoutland's coverage of Normal-, Fighting-, and Dark-type attacks hits the entire tier neutrally and can be hard to switch into, Pokemon such as physically defensive Diancie, defensive pivot Slowbro, and Palossand can do so if Stoutland locks itself into the wrong move.
  • Furthermore, Gigalith and Stoutland share a weakness to Fighting-types, so teams wanting to utilize Stoutland must pack several Fighting-resistances such as Slowbro and Garbodor. ('several' is exaggeration, i've seen and used successful sand teams that didn't stack fighting checks.)
  • Nevertheless, Stoutland is extremely solid wallbreaker and a key component to any successful sand team. (imo, this last bit is kinda pointless. the overview gets across the fact that it's great on sand and stuff and doesn't need to end with what it's already established.)
  • Make this overview more about Stoutland and how devastating it can be for teams to play around due to its high Attack + coverage + Speed under sand, as it talks a bit too much about Gigalith for my liking. Be sure to mention its decent bulk, meaning that the most common forms of priority besides Mach Punch from Hitmonlee won't do a lot, which gives teams a harder time revenge killing it under sand, and that it's reliant on sand to properly wallbreak.
[SET]
name: Sand Rush
move 1: Frustration (make this return.)
move 2: Facade
move 3: Superpower
move 4: Crunch
item: Choice Band / Life Orb
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
  • Frustration is Stoutland's most reliable STAB attack, reliably 2HKOing Pokemon such as Mega Audino and Vileplume
  • When it becomes statused, Facade becomes Stoutland's new most spammable move, able to break down the sturdiest of defensive walls such as Uxie and Slowbro.
  • Superpower nails Rock- and Steel-types such as Steelix and Gigalith while also being its strongest move against Pokemon such as Incineroar and Diancie (remove diancie, you'll see why in a sec.)
  • Crunch hits Ghost-types such as Palossand and Rotom-N that would otherwise being fully immune to the rest of Stoutland's attacks, rounding out its coverage in the process.
  • Add Iron Head here imo, remove it from OO.
Set Details
========
  • Maximum EVs in Attack alongside an Adamant nature allow Stoutland to wallbreak efficiently, hitting as hard as possible, whereas maximum EVs in Speed allow Stoutland to outpace Pokemon such as Incineroar and Bulk Up Braviary (also outspeed modest vanilluxe outside of sand.) without sand and Pokemon such as Sneasel, Sceptile, and Choice Scarf Passimian with Sand Rush activated.
  • Choice Band turns Stoutland from a strong physical attacker into an overwhelming wallbreaker. Life Orb doesn't give Stoutland nearly the same power boost as Choice Band, but allows it to freely change moves and is not as prediction reliant against opposing Ghost-types.
Usage Tips
========
  • Stoutland should try not to be brought in before Gigalith's Sand Stream is activated, as without Sand Rush doubling it's Speed, Stoutland is susceptible to faster threats such as Z-Happy Hour Malamar, (mention passimian and medicham over this.) Heliolisk, and Delphox
  • Stoutland is an important Pokemon for any sand team and should be preserved for as long as possible. Therefore, Stoutland should switch out in the face of healthy Fighting-types such as Passiamian and Scrafty that aren't in range of a Frustration or statused Facade. (you're gonna ohko both of these pokemon with a statused facade, hell, they barely take a return.) Some Fighting-types such as Hariyama and Medicham have access to priority moves, so one should take that into consideration as well when deciding to leave Stoutland in or not.
  • When Stoutland is at a low amount of health but there are still several turns of Sandstorm left, foddering it to allow Sandslash to be brought in freely may end up being the best possible play.
  • While it does run Facade, Stoutland does not appreciate being induced with status very much. Poison recoil cuts down on Stoutland's lifespan, paralyzation cancels out Sand Rush, and a burn prevents Stoutland from effectively using its other coverage moves.
  • Reliant on prediction to work to the best of its ability, especially Choice Band variants. If it predicts a Normal-resistant or -immune Pokemon to switch in, it should use the appropriate coverage move.
  • Can also be used as a sweeper, so make that clear.
Team Options
========
  • Gigalith is near mandatory (not near mandatory, it is mandatory. nitpicking, yes, but still.) teammate for Stoutland, setting up eight turns of sand via its ability Sand Stream and acting as a solid defensive pivot into Pokemon such as Braviary, (idk if this is the best example, since superpower has a chance to 2hko this, assuming stealth rock is up.) Houndoom, and Vanilluxe.
  • Sandslash is another common sight on the sand offense team Stoutland is commonly used on, as it too has access to Sand Rush and can use its fantastic EdgeQuake coverage in tandem with Swords Dance to pose as an offensive threat. (the two very easily remove one another's checks, paving the way for the other to sweep late-game.)
  • Fighting-type resists such as Vileplume, Slowbro, and Whimsicott make great partners for Stoutland as the former two are great defensive switch-ins and the latter two can threaten them out with their super effective STAB attacks.
  • Fast, offensive Pokemon such as Sneasel, Whimsicott, and Choice Scarf Passimian can act as speed control even when sand is not up and preserve momentum until sand is activated again. (something about how the latter two generate momentum with u-turn.) (sneasel pursuit traps ghost-types, which is huge for stoutland.)
  • Mention some special wallbreakers like Sceptile, Vikavolt, and Sigilyph, having them break through physically bulky Pokemon is really good for Stoutland, since this gives it an easier time breaking through teams / cleaning. Sigilyph doesn't even mind the sand because of Magic Guard.
  • Eject Button users, most notably Slowbro, can generate immediate momentum for sand teams.
[STRATEGY COMMENTS]
Other Options
=============
  • Scrappy allows Stoutland to hit Ghost-types such as Rotom-N and Mismagius without having to predict between Crunch and another move. However, changing Stoutland's held item from Choice Band to Life Orb resolves this issue without losing Sand Rush, the primary purpose of using Stoutland in the first place.
  • Iron Head nails Fairy-types such as Diancie and Whimsicott while also hitting Vanilluxe and opposing Gigalith without the drops from Superpower. However, Stoutland would miss out on hitting several Pokemon super effectively such as Incineroar and Steelix. (put this in moves.)
  • Play Rough hits Fighting-types such as Passimian, Medicham, and Scrafty while also being the strongest option against Spiritomb. Similarly, Psychic Fangs can also hit Fighting-types and even break the opposing Reflect and Light Screen. However, Stoutland has to forfeit an important coverage move to make room for Play Rough or Psychic Fangs, and having a defensive Fighting check is usually more beneficial in the long run. (remove this whole bullet. play rough is basically useless, since spiritomb is uncommon af + these fighting-types barely take return, and psychic fangs is even more useless.)
  • A Jolly nature allows Stoutland to outspeed opposing Adamant Stoutland both inside and outside of sand, as well as Choice Specs Vanilluxe (you outspeed modest with adamant outside of sand, so specify timid.) and Klinklang outside of sand. This speed creep comes at the cost, however, of a noticeable power loss. (make this the first point.)
  • Wild Charge hits defensive Water-types such as Slowbro, Blastoise, and Jellicent harder than any other move but doesn't accomplish much otherwise, and the costs of giving up another coverage move plus the recoil are disadvantageous.
  • Stoutland can bluff a Choice item utilizing Silk Scarf, Normalium Z, or Fightinium Z, but serves more as a lure than a main set.
  • Work Up.
  • Pursuit.
Checks and Counters
===================

**Ghost-types**: Pokemon such as Rotom-N, Palossand, and Jellicent are unfazed by Stoutland locking itself into any move besides Crunch. These Ghost-types in particular can make great use of a Colbur Berry, allowing them to take one hit and cripple Stoutland by statusing or attacking it.

**Fighting-types**: Fighting-types such as Scrafty, Passimian, and Medicham all put offensive pressure on Stoutland by threatening it out with their super effective STAB attacks. (specifically outside of sand.) Hitmonlee and Toxicroak can also threaten Stoutland out with priority Mach Punch or Vacuum Wave.

**Rock- and Steel-types**: Pokemon such as Rhydon, Gigalith, Steelix, and Silvally-Steel are not afraid of any move of Stoutland's bar Superpower. Diancie in particular is a great check, as it's secondary Fairy typing makes Superpower only a neutral hit. (has to watch out for iron head, though.)

**Faster Pokemon**: While they are few and far between, Pokemon that outspeed Sand Rush Stoutland such as Choice Scarf Heliolisk and Minior after a Shell Smash can take Stoutland out with Focus Blast and a +2 Acrobatics, respectively. (i'm shaky about the heliolisk mention, but definitely remove the minior mention.) (include pokemon that outspeed it outside of sand and pressure it.)
done, 1/3. good work and stuffs
 
Last edited:

quziel

I am the Scientist now
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Smogon Discord Contributoris a Top CAP Contributoris a Contributor to Smogonis a member of the Battle Simulator Staff
QC: allstarapology (grats on PU c&c mod) / ? / ?
GP: ? / ?
[OVERVIEW]
  • Stoutland is the premier wallbreaker for sand hyper offense teams in NU, outspeeding the entire unboosted metagame once it's Sand Rush ability is activated, and can be devastating for balance offense teams to play around due to its high Attack, coverage, and Speed under sand.
  • Stoutland also possesses decent bulk for a wallbreaker, meaning that the most common forms of priority besides Mach Punch from Hitmonlee won't do a lot, giving teams a harder time revenge killing it under sand.
  • Although Stoutland's coverage of Normal-, Fighting-, and Dark-type attacks hits the entire tier neutrally and can be hard to switch into, Pokemon such as physically defensive Diancie, defensive pivot Slowbro, and Palossand can do so if Stoutland locks itself into the wrong move.
  • Furthermore, Gigalith and Stoutland share a weakness to Fighting-types, so teams wanting to utilize Stoutland must pack Fighting-resistances such as Slowbro and Garbodor.
  • Finally, Stoutland is very reliant on sand to wallbreak, as otherwise it's very susceptible to be revenge killed by Pokemon such as Choice Scarf Passimian.
[SET]
name: Sand Rush
move 1: Return
move 2: Facade / Iron Head
move 3: Superpower
move 4: Crunch / Pursuit
item: Choice Band / Life Orb
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
  • Return is Stoutland's most reliable STAB attack, reliably 2HKOing Pokemon such as Mega Audino and Vileplume
  • When it becomes induced with status, Facade becomes Stoutland's new most spammable move, able to break down the sturdiest of defensive walls such as Uxie and Slowbro.
  • Iron Head nails Fairy-types such as Diancie and Whimsicott while also hitting Vanilluxe and opposing Gigalith without the drops from Superpower.
  • Superpower nails Rock- and Steel-types such as Steelix and Gigalith while also being its strongest move against Pokemon such as Incineroar
  • Crunch hits Ghost-types such as Palossand and Rotom-N that would otherwise being fully immune to the rest of Stoutland's attacks, rounding out its coverage in the process.
Write up and slash pursuit here

Set Details
========
  • Maximum EVs in Attack alongside an Adamant nature allow Stoutland to wallbreak efficiently, hitting as hard as possible, whereas maximum EVs in Speed allow Stoutland to outpace Pokemon such as Incineroar, Bulk Up Braviary, and Modest Vanilluxe without sand and Pokemon such as Sneasel, Sceptile, and Choice Scarf Passimian with Sand Rush activated.
  • Choice Band turns Stoutland from a strong physical attacker into an overwhelming wallbreaker. Life Orb doesn't give Stoutland nearly the same power boost as Choice Band, but allows it to freely change moves and is not as prediction reliant against opposing Ghost-types.
Usage Tips
========
  • Stoutland should try not to be brought in before Gigalith's Sand Stream is activated, as without Sand Rush doubling its Speed, Stoutland is susceptible to faster threats such as Passimian, Toxicroak, Heliolisk, and Delphox Strike this; if you have an opportunity to bring it in safely wihtout sand up, do so, its still got 110 attack and a choice band, sand doesn't increase its power.
  • Stoutland is an important Pokemon for any sand team and should be preserved for as long as possible. Therefore, Stoutland should switch out in the face of healthy Fighting-types such as Passiamian and Scrafty that aren't in range of a Frustration. Some Fighting-types such as Hariyama and Medicham have access to priority moves, so one should take that into consideration as well when deciding to leave Stoutland in or not. The priority section makes this bullet too confusing, and isn't amazingly relevant, ergo cutting it makes the analysis easier to read.
  • When Stoutland is at a low amount of health but there are still several turns of Sandstorm left, foddering it to allow Sandslash to be brought in freely may end up being the best possible play. Reword this, note that letting Stout die leaves Slash with a safe switchin without losing momentum on a switch.
  • While it does run Facade, Stoutland does not appreciate being induced with status very much. Poison recoil cuts down on Stoutland's lifespan, paralyzation cancels out Sand Rush, and a burn prevents Stoutland from effectively using its other coverage moves. Rephrase this, facade isn't mandatory according to slashes, so say "Even if running Facade, ...."
  • Stoutland, when equipped with a Choice Band, is reliant on predicting correctly in order to catch its switch-ins off guard. For instance, if Stoutland is predicting Steelix to come in, go for Superpower. If Stoutland is predicting Palossand to come in, go for Crunch.
  • Stoutland can also be used as a late-game sweeper, cleaning through the opposing team once all of the Rock-, Steel-, and Ghost-type Pokemon are weakened or removed.
Team Options
========
  • Gigalith is a mandatory teammate for Stoutland, setting up eight turns of sand via its ability Sand Stream and acting as a solid defensive pivot into Pokemon such as Delphox, Houndoom, and Vanilluxe.
  • Sandslash is another common sight on the sand offense team Stoutland is commonly used on, as it too has access to Sand Rush and can use its fantastic EdgeQuake coverage in tandem with Swords Dance to pose as an offensive threat. Stoutland and Sandslash are also able to very easily remove one another's checks, paving the way for one of them to sweep late-game. Note that Slash can set up on Rock'/Steel types that Stout brings in.
  • Fighting-type resists such as Vileplume, Slowbro, and Whimsicott make great partners for Stoutland as the former two are great defensive switch-ins and the latter two can threaten them out with their super effective STAB attacks.
  • Fast, offensive Pokemon such as Sneasel, Whimsicott, and Choice Scarf Passimian can act as speed control even when sand is not up and preserve momentum until sand is activated again. In particular, Sneasel can Pursuit trap Ghost-types such as Rotom-N, Mismagius, and Froslass, while Whimsicott and Passimian can generate momentum with U-turn.
  • Special wallbreakers such as Sceptile, Vikavolt, and Sigilyph can assist Stoutland by breaking down physically defensive walls such as Steelix, Palossand, and Diancie so that Stoutland can more freely spam its Normal-type STAB.
  • Eject Button users such as Slowbro can generate instant momentum for a sand hyper offense team.

[STRATEGY COMMENTS]
Other Options
=============
  • A Jolly nature allows Stoutland to outspeed opposing Adamant Stoutland both inside and outside of sand, as well as Timid Choice Specs Vanilluxe and Klinklang outside of sand. This speed creep comes at the cost, however, of a noticeable power loss.
  • Scrappy allows Stoutland to hit Ghost-types such as Rotom-N and Mismagius without having to predict between Crunch and another move. However, changing Stoutland's held item from Choice Band to Life Orb resolves this issue without losing Sand Rush, the primary purpose of using Stoutland in the first place.
  • Wild Charge hits defensive Water-types such as Slowbro, Blastoise, and Jellicent harder than any other move but doesn't accomplish much otherwise, and the costs of giving up another coverage move plus the recoil are disadvantageous. Honestly, replace this with toxic ngl.
  • Stoutland can bluff a Choice item utilizing Silk Scarf, Normalium Z, or Fightinium Z, but serves more as a lure than a main set.
  • Work Up allows Stoutland to have the strength of a Choice Band with the freedom the change moves at the cost of losing coverage.
  • Pursuit allows Stoutland to trap Pokemon such as Xatu and Rotom-N but detracts from Stoutland's primary goal of a wallbreaker in sand. Move to main set.
Checks and Counters
===================

**Ghost-types**: Pokemon such as Rotom-N, Palossand, and Jellicent are unfazed by Stoutland locking itself into any move besides Crunch. These Ghost-types, in particular, can make great use of a Colbur Berry, allowing them to take one hit and cripple Stoutland by inducing status or attacking it.

**Fighting-types**: Fighting-types such as Scrafty, Passimian, and Medicham all put offensive pressure on Stoutland by threatening it out with their super effective STAB attacks outside of sand. Hitmonlee and Toxicroak can also threaten Stoutland out with priority Mach Punch or Vacuum Wave.

**Rock- and Steel-types**: Pokemon such as Rhydon, Gigalith, Steelix, and Silvally-Steel are not afraid of any move of Stoutland's bar Superpower. Diancie, in particular, is a great check, as it's secondary Fairy typing makes Superpower only a neutral hit. Diancie must be wary of Iron Head though.

**Faster Pokemon**: While they are few and far between, Pokemon that outspeed Sand Rush Stoutland such as Choice Scarf Heliolisk can take Stoutland out with Focus Blast. Pokemon that can outspeed Stoutland outside of sand such as Sceptile, Scyther, Delphox, and Accelgor can also revenge kill it.

**Defensive Switch-ins**: Physically defensive Pokemon such as Slowbro, Altaria, Uxie, and Blastoise can switch in and chip at it. However, it should be noted that only Slowbro and Altaria have access to reliable recovery.

Reorder this, rock/steel types need to be prolly the first bullet, cause they're what stops it from clicking buttons. Emphasize that Palossand is one of the few normal resists that isn't really afraid of slash/sand in general.
Good job QC 2/3 (I'd wait on implementing, as stout may well be irrelevant in 2 weeks, but w/e)
 
Last edited:

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
amcheck implement whatever you feel is good; my comments in bold
QC: allstarapology (grats on PU c&c mod) / quizel / ?
GP: ? / ?
[OVERVIEW]

Stoutland is the premier wallbreaker for sand hyper offense teams in NU (I would just say sand offense in NU to generalize and convey Stoutland isn't limited to purely Sand HO), outspeeding the entire unboosted metagame once it's its Sand Rush ability is activated, and can be devastating for balance offense teams to play around due to its high Attack, coverage, and Speed under sand. Stoutland also possesses decent bulk for a wallbreaker, meaning that the most common forms of priority besides Mach Punch from Hitmonlee won't do a lot, giving teams a harder time revenge killing it under sand. Although Stoutland's coverage of Normal-, Fighting-, and Dark-type attacks hits the entire tier neutrally and can be hard to switch into, Pokemon such as physically defensive Diancie, defensive pivot Slowbro, and Palossand can do so if Stoutland locks itself into the wrong move. Furthermore, Gigalith and Stoutland share a weakness to Fighting-types, so teams wanting to utilize Stoutland must pack Fighting-resistances such as Slowbro and Garbodor. Finally, Stoutland is very reliant on sand to wallbreak, as otherwise it's very susceptible to be revenge killed by Pokemon such as Choice Scarf Passimian (this sentence makes it seem like sand provides Stoutland with an Attack boost; I would rephrase this to focus more on it being more easily revenged outside of sand).

[SET]
name: Sand Rush
move 1: Return
move 2: Facade / Iron Head
move 3: Superpower
move 4: Crunch / Pursuit
item: Choice Band / Life Orb
ability: Sand Rush
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

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

Return is Stoutland's most reliable STAB attack, reliably 2HKOing Pokemon such as Mega Audino and Vileplume. When it becomes induced with status, Facade becomes Stoutland's new most spammable move, able to break down the sturdiest of defensive walls such as Uxie and Slowbro. Iron Head nails Fairy-types such as Diancie and Whimsicott while also hitting Vanilluxe and opposing Gigalith without the drops from Superpower. Superpower nails Rock- and Steel-types such as Steelix and Gigalith while also being its strongest move against Pokemon such as Incineroar. Crunch hits Ghost-types such as Palossand and Rotom-N that would otherwise being fully immune to the rest of Stoutland's attacks, rounding out its coverage in the process. Pursuit allows Stoutland to trap Pokemon such as Xatu and Rotom-N but works only if used with a Life Orb (this sentence is awkward as it makes it sound like you can only run Pursuit on Life Orb Stoutland; rephrase this to state how locking yourself into Pursuit can prove problematic).

Set Details
========

Maximum EVs in Attack alongside an Adamant nature allow Stoutland to wallbreak efficiently, hitting as hard as possible, whereas maximum EVs in Speed allow Stoutland to outpace Pokemon such as Incineroar, Bulk Up Braviary, and Modest Vanilluxe without sand and Pokemon such as Sneasel, Sceptile, and Choice Scarf Passimian with Sand Rush activated. Choice Band turns Stoutland from a strong physical attacker into an overwhelming wallbreaker. Life Orb doesn't give Stoutland nearly the same power boost as Choice Band, but allows it to freely change moves and is not as prediction reliant against opposing Ghost-types.

Usage Tips
========

Stoutland is an important Pokemon for any sand team and should be preserved for as long as possible. Therefore, Stoutland should switch out in the face of healthy Fighting-types such as Passiamian and Scrafty that aren't in range of a Frustration Return. If there are several turns of sand left but Stoutland is at low health, consider foddering it to allow Sandslash to safely be brought in without losing momentum. Even if it runs Facade, Stoutland does not appreciate being induced with status very much. Poison recoil cuts down on Stoutland's lifespan, paralyzation paralysis cancels out Sand Rush, and a burn prevents Stoutland from effectively using its other coverage moves. Stoutland, when equipped with a Choice Band, is reliant on predicting correctly in order to catch its switch-ins off guard. For instance, if Stoutland is predicting Steelix to come in, go for Superpower. If Stoutland is predicting Palossand to come in, go for Crunch. Stoutland can also be used as a late-game sweeper, cleaning through the opposing team once all of the Rock-, Steel-, and Ghost-type Pokemon are weakened or removed.

Team Options
========

Gigalith is a mandatory teammate for Stoutland, setting up eight turns of sand via its ability Sand Stream and acting as a solid defensive pivot into Pokemon such as Delphox, Houndoom, and Vanilluxe. Sandslash is another common sight on the sand offense team Stoutland is commonly used on, as it too has access to Sand Rush and can use its fantastic Rock- and Ground-type coverage in tandem with Swords Dance to pose as an offensive threat alongside Stoutland. Sandslash can also set up on the Rock- and Steel-type Pokemon Stoutland brings in. Stoutland and Sandslash are also able to very easily remove one another's checks, paving the way for one of them to sweep late-game. Fighting-type resists such as Vileplume, Slowbro, and Whimsicott make great partners for Stoutland as the former two are great defensive switch-ins and the latter two can threaten them out with their super effective STAB attacks. Fast, offensive Pokemon such as Sneasel, Whimsicott, and Choice Scarf Passimian can act as speed control even when sand is not up and preserve momentum until sand is activated again. In particular, Sneasel can Pursuit trap Ghost-types such as Rotom-N, Mismagius, and Froslass, while Whimsicott and Passimian can generate momentum with U-turn. Special wallbreakers such as Sceptile, Vikavolt, and Sigilyph can assist Stoutland by breaking down physically defensive walls such as Steelix, Palossand, and Diancie so that Stoutland can more freely spam its Normal-type STAB. Eject Button users such as Slowbro can generate instant momentum for a sand hyper offense team.

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

A Jolly nature allows Stoutland to outspeed opposing Adamant Stoutland both inside and outside of sand, as well as Timid Choice Specs Vanilluxe and Klinklang outside of sand. This speed creep comes at the cost, however, of a noticeable power loss (any 2HKOs or OHKOs Jolly misses out on? Those would be good to include here). Scrappy allows Stoutland to hit Ghost-types such as Rotom-N and Mismagius without having to predict between Crunch and another move. However, changing Stoutland's held item from Choice Band to Life Orb resolves this issue without losing Sand Rush, the primary purpose of using Stoutland in the first place (I'd just note the main niche of Stoutland resides in its access to Sand Rush). Toxic cripples defensive Water-types such as Slowbro, Blastoise, and Jellicent but doesn't accomplish much otherwise, and the costs of giving up a coverage move plus the fact you would be choice-locked into a non-attacking move if Stoutland chooses to run a Choice Band are disadvantageous (awkward wording, I would state something along the lines of "Toxic... but has few uses otherwise, and invites in Pokemon such as Toxicroak and Klinklang if Stoutland is a Choice Band set"). Stoutland can bluff a Choice item utilizing Silk Scarf, Normalium Z, or Fightinium Z, but serves more as a lure than a main set. Work Up allows Stoutland to have the strength of a Choice Band with the freedom the change moves at the cost of losing coverage.

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

**Rock- and Steel-types**: Pokemon such as Rhydon, Gigalith, Steelix, and Silvally-Steel are not afraid of any move of Stoutland's bar Superpower. Diancie, in particular, is a great check, as it's its secondary Fairy typing makes Superpower only a neutral hit. Diancie must be wary of Iron Head though.

**Ghost-types**: Pokemon such as Rotom-N, Palossand, and Jellicent are unfazed by Stoutland locking itself into any move besides Crunch. These Ghost-types, in particular, can make great use of a Colbur Berry, allowing them to take one hit and cripple Stoutland by inducing status or attacking it. Palossand is especially noteworthy as it has a great matchup against Stoutland, Gigalith, and Sandslash due to its immense physical bulk and access to reliable recovery that regenerates even more health under sand.

**Fighting-types**: Fighting-types such as Scrafty, Passimian, and Medicham all put offensive pressure on Stoutland by threatening it out with their super effective STAB attacks outside of sand. Hitmonlee and Toxicroak can also threaten Stoutland out with priority Mach Punch or Vacuum Wave.

**Faster Pokemon**: While they are few and far between, Pokemon that outspeed Sand Rush Stoutland such as Choice Scarf Heliolisk can take Stoutland out with Focus Blast. Pokemon that can outspeed Stoutland outside of sand such as Sceptile, Scyther, Delphox, and Accelgor can also revenge kill it.

**Defensive Switch-ins**: Physically defensive Pokemon such as Slowbro, Altaria, Uxie, and Blastoise can switch in and chip at it. However, it should be noted that only Slowbro and Altaria have access to reliable recovery.
252+ Atk Choice Band Stoutland Return vs. 248 HP / 240+ Def Altaria: 190-225 (53.8 - 63.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Stoutland Return vs. 252 HP / 252+ Def Blastoise: 177-208 (48.8 - 57.4%) -- 50.8% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Stoutland Crunch vs. 252 HP / 252+ Def Uxie: 154-182 (43.5 - 51.4%) -- 99.6% chance to 2HKO after Stealth Rock
(The point here is these Pokemon don't actually switch in all that well, and that I'm not sure if this is really a bullet point worth including unless there are some more relevant Pokemon you can include; otherwise, I would just condense this among the other points; I would also remove the Altaria mention entirely given Altaria is sort of an unmon).
 
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