UU Stoutland

[OVERVIEW]

Stoutland has a small niche in UU as a decent sand sweeper. Thanks to Sand Rush, it is capable of outspeeding the entire unboosted metagame under sand. Its solid Attack stat and great neutral coverage between its STAB and coverage moves allow it to hit most Pokemon in the tier hard, and its decent bulk allows it to take most priority hits and survive neutral hits from offensive Pokemon such as Mega Pidgeot and Hydreigon. However, Stoutland relies on sand support from Hippowdon and Gigalith to have its blistering Speed, meaning that outside of sand, Stoutland is not very useful. This also limits the types of team builds Stoutland is on. Its offensive Normal typing is merely average at best, resisted by common Pokemon such as Scizor and Doublade, so prediction is often necessary when playing with Stoutland. Defensively, its typing is not good either, providing it with no resistances or useful immunities and a weakness to Fighting, which is a common type, leaving it easily forced out by threats such as Cobalion and Infernape.

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

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

Return is a strong STAB move that puts dents in most Pokemon that do not resist it, having a good chance of OHKOing threats such as Latias and Mega Pidgeot. Superpower hits Steel- and Rock-types such as Cobalion and Terrakion super effectively, OHKOing Cobalion after a slight amount of chip damage and always OHKOing Terrakion. Crunch hits Ghost-types, which are immune to Return and Superpower, super effectively, dealing good damage to Chandelure and Cofagrigus, but it doesn't 2HKO Doublade. Facade is useful when Stoutland is afflicted by status, as it's essentially a stronger Return. Pursuit is another option because it traps and heavily damages or OHKOes common Pokemon such as Latias, Mega Beedrill, and Chandelure. Fire Fang is also an option because it OHKOes Scizor and hits Klefki slightly harder than Superpower, but Facade and Pursuit are usually better options.

Set Details
========

252 Attack and Speed EVs give Stoutland as much Speed and power as it can get. Stoutland can afford to run an Adamant nature because Sand Rush makes it incredibly fast anyway, but this does leave Stoutland outsped by Choice Scarf Infernape, Terrakion, and Latias. Sand Rush gives Stoutland its niche, doubling its Speed in sand. Choice Band gives Stoutland a necessary increase in power, allowing it to 2HKO bulky threats such as Hippowdon and Rotom-W, although it needs Spikes support to 2HKO Hippowdon.

Usage Tips
========

Stoutland should only really be brought out when sand is up, as its middling Speed tier and lack of resistances make it unable to take too many hits. However, on the rare occasion that there are no Pokemon that outspeed Stoutland on the other team, you can just send it out without sand regardless. Return is pretty spammable, but the omnipresence of Steel-types makes prediction with Superpower necessary in almost every game. For example, Superpower 2HKOes Choice Band Scizor 100% of the time, which Return cannot do. You must also be very careful to not let Ghost-types in for free, since Doublade can use Stoutland as Swords Dance fodder and Cofagrigus uses Trick Room on it. Stoutland's bulk does allow it to take a couple of neutral hits from Pokemon such as Hydreigon and Mega Pidgeot, but try to keep it healthy so that it can actually do this.

Team Options
========

Stoutland only fits on sand balance teams because it is reliant on sand to have any niche in UU. Hippowdon and Gigalith are Stoutland's mandatory partners, providing key sand support, which is the only thing that makes Stoutland viable. They are also able to set up Stealth Rock to wear down Stoutland's defensive answers. Magneton is an amazing Stoutland partner because of its ability to trap and remove troublesome Steel-types such as Scizor and Klefki. In general, Pokemon that can deal with Steel-types, such as Infernape and Moltres, make for good teammates. VoltTurn users such as Scizor and Rotom-W are able to get Stoutland in safely to let it punch holes in the opposing team. Entry hazard setters such as Klefki and Tentacruel make for great teammates because of their ability to set up Spikes and Toxic Spikes to wear down defensive Pokemon such as Mega Aggron and Scizor that try to pivot into Stoutland. Fighting-type checks such as Starmie and Choice Scarf Latias can switch into common threats to Stoutland such as Cobalion and Infernape; they can also switch into Terrakion, but switching in is pretty shaky, since Stone Edge does a lot of damage if not outright OHKO them. Additionally, Choice Scarf Latias can heal up Stoutland when it is low with Healing Wish. Pokemon such as Tentacruel and Mantine can clear entry hazards, which really bother Stoutland and make it unable to take the neutral hits that it usually would be able to.

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

A Jolly nature can be used to outspeed Choice Scarf Infernape and Terrakion under sand, but Adamant is extremely important to nab OHKOs on Pokemon such as Latias after Stealth Rock and Cobalion with Superpower 70% of the time. Play Rough and Psychic Fangs are mediocre options because Superpower is far more important and hits most relevant Fighting-types anyway. Howl with Normalium Z acts like Swords Dance and can allow Stoutland to become a more threatening wallbreaker. Fightinium Z is also an option, but Choice Band generally provides more consistent damage.

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

**Ghost-types**: Ghost-types such as Doublade, Cofagrigus, and Chandelure can switch into Stoutland's Return and Superpower and proceed to set up on it with Swords Dance, Trick Room, and Calm Mind, respectively. However, they should watch out for Crunch, which OHKOes Chandelure, 2HKOes Cofagrigus, and 3HKOes Doublade.

**Rock- and Steel-types**: Rock- and Steel-types such as Terrakion, Mega Aerodactyl, and Cobalion are capable of easily tanking Return and retaliating with a strong STAB move; Cobalion and Terrakion have Fighting-type STAB moves to take Stoutland out, and Mega Aerodactyl can even set up on it with Hone Claws and recover off damage with a possible Roost. Mega Steelix and Mega Aggron have ridiculous physical bulk to shrug off even Superpower and set up Stealth Rock or just retaliate with a strong Heavy Slam; Mega Steelix even turns Stoutland's sand support against it to make its Heavy Slam and Earthquake stronger. Mega Steelix and Mega Aggron usually have Wish support as well to consistently switch into Stoutland.

**Choice Scarf Fighting-types**: Choice Scarf Fighting-types such as Infernape and Terrakion can outspeed and OHKO Stoutland with Close Combat before it can even hit them. However, they must be wary of Jolly variants of Stoutland, which outspeed both under sand and OHKO both with Return and Superpower, (AC) respectively.

**Physically Defensive Pokemon**: Hippowdon, Alomomola, and Suicune are bulky enough to avoid the 2HKO from Stoutland's moves and can cripple it with status in return.

**Priority**: Priority users such as Scizor, Entei, and Zygarde-10% can hit Stoutland before it can move and can pick it off when weakened.
 
Last edited:

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*overv*

it doesn't outspeed the entire metagame under sand so rephrase this to say almost the entire metagame

*moves*

in the facade line, statused>burned because stout is vulnerable to all statuses

*set deets*

mention that scarf nape terrak and lati all outspeed ada stout in sand

*usage tips*

mention that in the rare case where there's nothing that outspeeds stoutland outside of sand left on the opposing team, you can send it out without setting sand first, and rephrase the first point accordingly.

*team opts*

mention the playstyle that stoutland fits on in a first point (sand balance or whatever you want to call it)

In a point next to the Magneton point, mention general Steel-type checks like infernape etc since magneton can't trap all of the tier's steels, and just to give more options than just magneton as steel checks for stoutland

*other opts*

mention jolly to outspeed the scarfboys and state some kos that it misses out on with jolly that prevent it from being optimal or desirable

1/3
 

Amaroq

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Pursuit deserves a slash with Facade on the main set.

In Usage Tips, emphasize the fact that Stoutland can perform multiple roles (breaker vs. cleaner) depending on matchup.

Mention Gigalith as a partner.

Howl + Z-Move can go in Other Options. Normalium or Fightinium Z let it nuke stuff, and Normalium Z also gives it the option of a +2 Attack boost. It's not a great choice, but it's at least as useful as Play Rough or Psychic Fangs would ever be.

Physically defensive Pokemon and priority moves deserve their own entries in Checks and Counters (Pokemon like Suicune, Alomomola, etc. are bulky enough to avoid a 2HKO from Return unless you get really good rolls and priority can revenge a weakened Stoutland).

QC 2/3.
 
for the return bit in moves, just add mega pidgeot to the part alongside latias as the ohko guaranteed with sr part (latias has a chance to be ohko'd without rocks as too so might as well)

in team options, mention that scarf latias can hw stoutland up to full which is useful since stout gets worn down p easy

qc 3/3
 

Kreme

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I'd change how Hippowdon's mention in Team Options from being a #1 partner to saying it's mandatory or rather it or Gigalith is pretty mandatory since no Sand = not using this 'mon.
 
amcheck, no need to implement

[OVERVIEW]

Stoutland has a small niche in UU as a decent sand sweeper. Thanks to Sand Rush, it is capable of outspeeding the entire unboosted metagame under sand. It has a solid Attack stat and great neutral coverage between its STABs STAB and coverage moves, which allows it to hit most Pokemon in the tier hard. Its bulk is decent, allowing it to take most priority hits and live neutral hits from offensive Pokemon such as Mega Pidgeot and Hydreigon. However, Stoutland relies on sand support from Hippowdon and Gigalith to have its blistering Speed, meaning that outside of sand, Stoutland is not very useful. It This also limits the types of team builds Stoutland is on. Its offensive Normal typing is merely average at best, resisted by common Pokemon such as Scizor and Doublade, so prediction is often necessary when playing with Stoutland. Defensively, its typing is not good either, providing it with no useful resistances or immunities and a common weakness to Fighting, which is a common type, (only make this change if you mean that Fighting itself is common, not the weakness to it) leaving it easily forced out by threats such as Cobalion and Infernape.

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

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

Return is a strong STAB move that puts dents in most Pokemon that do not resist it, having a good chance of OHKOing threats such as Latias and Mega Pidgeot. Superpower hits Steel- and Rock-types such as Cobalion and Terrakion super effectively, OHKOing Cobalion 100% of the time after a slight amount of chip damage and always OHKOing Terrakion. Crunch hits Ghost-types,(AC) that which are immune to Return and Superpower,(AC) super effectively, dealing good damage to Chandelure and Cofagrigus,(AC) but it doesn't 2HKO Doublade. Facade is useful when Stoutland is statused, as it's essentially a stronger Return. Pursuit is another option because it traps and heavily damages or OHKOes common Pokemon such as Latias, Mega Beedrill, and Chandelure. Fire Fang is also an option because it OHKOes Scizor and hits Klefki slightly stronger harder than Superpower, but Facade and Pursuit are usually better options.

Set Details
========

A standard offensive EV spread of 252 Atk / 4 Def / 252 Spe gives Stoutland as much Speed and power as it can get. Stoutland can also afford to run an Adamant nature because Sand Rush makes it incredibly fast anyways anyway, but it an Adamant nature does leave Stoutland outsped by Choice Scarf Infernape, Terrakion, and Latias. Sand Rush is what gives Stoutland its niche, doubling its Speed in sand. Choice Band gives Stoutland a necessary increase in power, allowing it to 2HKO bulky threats such as Hippowdon and Rotom-W, although Hippowdon it needs Spikes support to be 2HKOed 2HKO Hippowdon.

Usage Tips
========

Stoutland should only really be brought out when sand is up, as its middling Speed tier and lack of resistances makes make it unable to take too many hits otherwise. However, on the rare occasion that there are no Pokemon that outspeed Stoutland on the other team, you can just send it out without sand regardless. Return is pretty spammable,(AC) but the omnipresence of Steel-types makes prediction with Superpower necessary in almost every game. For example, Superpower 2HKOes Choice Band Scizor 100% of the time, which Return can not cannot do. You must also be very careful to not let Ghost-types in for free, since Doublade can use Stoutland as Swords Dance fodder and Cofagrigus uses Trick Room on it. Stoutland's bulk does allow it to take a couple of neutral hits from Pokemon such as Hydreigon and Mega Pidgeot, but try and keep it healthy so that it can actually do this.

Team Options
========

Stoutland only fits on sand balance teams because it is reliant on sand to have any niche in UU. Hippowdon and Gigalith are Stoutland's mandatory partners, providing key sand support, which is the only thing that makes Stoutland viable. They are also able to set up Stealth Rock to wear down Stoutland's defensive answers. They check and are checked by a different group of Pokemon, which is important to keep note of in teambuilding. Magneton is an amazing Stoutland partner because of its ability to trap and remove troublesome Steel-types such as Scizor and Klefki that give Stoutland trouble. In general, Pokemon that can deal with Steel-types, such as Infernape and Moltres, make for good teammates. VoltTurn users such as Scizor and Rotom-W are able to get Stoutland in safely to let it punch holes in the opposing team. Entry hazard setters such as Klefki and Tentacruel make for great teammates because of their ability to set up Spikes and Toxic Spikes to wear down defensive Pokemon such as Mega Aggron and Scizor that try and pivot into Stoutland. Fighting-type checks such as Starmie and Choice Scarf Latias make for good teammates because of their ability to switch into common threats to Stoutland such as Cobalion and Infernape; they can also switch into Terrakion,(AC) but it's switching in is pretty shaky,(AC) since Stone Edge does a lot of damage if not outright OHKOing OHKOes them. Additionally, Choice Scarf Latias can heal up Stoutland when Stoutland is low with Healing Wish. Hazard removers such as Tentacruel and Mantine can clear entry hazards,(AC) which really bother Stoutland and make it unable to take the neutral hits that it usually could be able to.

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

Jolly can be used to outspeed Choice Scarf Infernape and Terrakion under sand, but Adamant is extremely important to nab OHKOes on Pokemon such as Latias after Stealth Rock and Cobalion with Superpower 70% of the time. Play Rough and Psychic Fangs are mediocre options because Superpower is far more important and it hits most relevant Fighting-types anyways anyway. Howl + with Normalium Z acts like Swords Dance and can allow Stoutland to become a more threatening wallbreaker. Fightinium Z is also an option, but Choice Band generally provides more consistent damage.

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

**Ghost-types**: Ghost-types such as Doublade, Cofagrigus, and Chandelure can switch into Stoutland's Return and Superpower and proceed to set up on it with Swords Dance, Trick Room, and Calm Mind, respectively. However, they should watch out for Crunch, which OHKOes Chandelure, 2HKOes Cofagrigus, and 3HKOes Doublade.

**Rock- and Steel-types**: Rock- and Steel-types such as Cobalion, Terrakion, and Mega Aerodactyl are capable of easily tanking Return and retaliating with a strong STAB move; Cobalion and Terrakion have Fighting-type STAB moves to take it Stoutland out and Mega Aerodactyl can even set up on it with Hone Claws and recover off damage with a possible Roost. Mega Steelix and Mega Aggron have ridiculous physical bulk to shrug off even Superpower and use it to set up Stealth Rock,(RC) or just retaliate with a strong Heavy Slam; Mega Steelix even uses Stoutland's sand support to make its Heavy Slam and Earthquake stronger. Steelix and Aggron usually have Wish support as well to consistently switch into Stoutland.

**Choice Scarf Fighting-types**: Choice Scarf Fighting-types such as Infernape and Terrakion can outspeed and OHKO Stoutland with Close Combat before it can even hit them. However, they must be wary of Jolly variants of Stoutland, which outspeed both under sand and OHKO both with Return and Superpower respectively.

**Physically Defensive Pokemon**: Hippowdon, Alomomola, and Suicune are bulky enough to avoid the 2HKO from Stoutland's moves and can cripple it with status in return.

**Priority**: Priority users such as Scizor, Entei, and Zygarde-10% can hit Stoutland before it can move and can pick it off when weakened.
 

autumn

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[OVERVIEW]

Stoutland has a small niche in UU as a decent sand sweeper. Thanks to Sand Rush, it is capable of outspeeding the entire unboosted metagame under sand. It has a solid Attack stat and great neutral coverage between its STABs STAB and coverage moves, which allows it to hit most Pokemon in the tier hard. Its bulk is decent, allowing it to take most priority hits and live survive neutral hits from offensive Pokemon such as Mega Pidgeot and Hydreigon. However, Stoutland relies on sand support from Hippowdon and Gigalith to have its blistering Speed, meaning that outside of sand, Stoutland is not very useful. It This also limits the types of team builds Stoutland is on. Its offensive Normal typing is merely average at best, resisted by common Pokemon such as Scizor and Doublade, so prediction is often necessary when playing with Stoutland. Defensively, its typing is not good either, providing it with no useful resistances or useful immunities (not really sure about this because it does have one immunity that could arguably be useful) and a common weakness to Fighting, which is a common type, (only make this change if you mean that Fighting itself is common, not the weakness to it) leaving it easily forced out by threats such as Cobalion and Infernape.

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

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

Return is a strong STAB move that puts dents in most Pokemon that do not resist it, having a good chance of OHKOing threats such as Latias and Mega Pidgeot. Superpower hits Steel- and Rock-types such as Cobalion and Terrakion super effectively, OHKOing Cobalion 100% of the time after a slight amount of chip damage and always OHKOing Terrakion. Crunch hits Ghost-types,(AC) that which are immune to Return and Superpower,(AC) super effectively, dealing good damage to Chandelure and Cofagrigus,(AC) but it doesn't 2HKO Doublade. Facade is useful when Stoutland is statused afflicted by status, as it's essentially a stronger Return. Pursuit is another option because it traps and heavily damages or OHKOes common Pokemon such as Latias, Mega Beedrill, and Chandelure. Fire Fang is also an option because it OHKOes Scizor and hits Klefki slightly stronger harder than Superpower, but Facade and Pursuit are usually better options.

Set Details
========

A standard offensive EV spread of 252 Atk / 4 Def / 252 Spe
252 Attack and Speed EVs gives Stoutland as much Speed and power as it can get. Stoutland can also afford to run an Adamant nature because Sand Rush makes it incredibly fast anyways anyway, but it an Adamant nature does leave Stoutland outsped by Choice Scarf Infernape, Terrakion, and Latias. Sand Rush is what gives Stoutland its niche, doubling its Speed in sand. Choice Band gives Stoutland a necessary increase in power, allowing it to 2HKO bulky threats such as Hippowdon and Rotom-W, although Hippowdon it needs Spikes support to be 2HKOed 2HKO Hippowdon.

Usage Tips
========

Stoutland should only really be brought out when sand is up, as its middling Speed tier and lack of resistances makes make it unable to take too many hits otherwise. However, on the rare occasion that there are no Pokemon that outspeed Stoutland on the other team, you can just send it out without sand regardless. Return is pretty spammable,(AC) but the omnipresence of Steel-types makes prediction with Superpower necessary in almost every game. For example, Superpower 2HKOes Choice Band Scizor 100% of the time, which Return can not cannot do. You must also be very careful to not let Ghost-types in for free, since Doublade can use Stoutland as Swords Dance fodder and Cofagrigus uses Trick Room on it. Stoutland's bulk does allow it to take a couple of neutral hits from Pokemon such as Hydreigon and Mega Pidgeot, but try and keep it healthy so that it can actually do this.

Team Options
========

Stoutland only fits on sand balance teams because it is reliant on sand to have any niche in UU. Hippowdon and Gigalith are Stoutland's mandatory partners, providing key sand support, which is the only thing that makes Stoutland viable. They are also able to set up Stealth Rock to wear down Stoutland's defensive answers. They check and are checked by a different group of Pokemon, which is important to keep note of in teambuilding. (fluff that adds nothing unless you actually say the checks) Magneton is an amazing Stoutland partner because of its ability to trap and remove troublesome Steel-types such as Scizor and Klefki that give Stoutland trouble. In general, Pokemon that can deal with Steel-types, such as Infernape and Moltres, make for good teammates. VoltTurn users such as Scizor and Rotom-W are able to get Stoutland in safely to let it punch holes in the opposing team. Entry hazard setters such as Klefki and Tentacruel make for great teammates because of their ability to set up Spikes and Toxic Spikes to wear down defensive Pokemon such as Mega Aggron and Scizor (give an example that toxic spikes wears down, because those two are immune) that try and pivot into Stoutland. Fighting-type checks such as Starmie and Choice Scarf Latias make for good teammates because of their ability to switch into common threats to Stoutland such as Cobalion and Infernape; they can also switch into Terrakion,(AC) but it's switching in is pretty shaky,(AC) since Stone Edge does a lot of damage if not it doesn't outright OHKOing OHKOes them. Additionally, Choice Scarf Latias can heal up Stoutland when Stoutland it is low with Healing Wish. Hazard removers such as Tentacruel and Mantine can clear entry hazards,(AC) which really bother Stoutland and make it unable to take the neutral hits that it usually could be able to.

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

Jolly can be used to outspeed Choice Scarf Infernape and Terrakion under sand, but Adamant is extremely important to nab OHKOes OHKOs on Pokemon such as Latias after Stealth Rock and Cobalion with Superpower 70% of the time. (you mentioned this in set details, is there a reason it's in oo too?) Play Rough and Psychic Fangs are mediocre options because Superpower is far more important and it hits most relevant Fighting-types anyways anyway. Howl + with Normalium Z acts like Swords Dance and can allow Stoutland to become a more threatening wallbreaker. Fightinium Z is also an option, but Choice Band generally provides more consistent damage.

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

**Ghost-types**: Ghost-types such as Doublade, Cofagrigus, and Chandelure can switch into Stoutland's Return and Superpower and proceed to set up on it with Swords Dance, Trick Room, and Calm Mind, respectively. However, they should watch out for Crunch, which OHKOes Chandelure, 2HKOes Cofagrigus, and 3HKOes Doublade.

**Rock- and Steel-types**: Rock- and Steel-types such as Cobalion, Terrakion, and Mega Aerodactyl Terrakion, Mega Aerodactyl, and Cobalion are capable of easily tanking Return and retaliating with a strong STAB move; Cobalion and Terrakion have Fighting-type STAB moves to take it Stoutland out and Mega Aerodactyl can even set up on it with Hone Claws and recover off damage with a possible Roost. Mega Steelix and Mega Aggron have ridiculous physical bulk to shrug off even Superpower and use it to set up Stealth Rock,(RC) or just retaliate with a strong Heavy Slam; Mega Steelix even uses Stoutland's sand support to make its Heavy Slam and Earthquake stronger. Mega Steelix and Mega Aggron usually have Wish support as well to consistently switch into Stoutland.

**Choice Scarf Fighting-types**: Choice Scarf Fighting-types such as Infernape and Terrakion can outspeed and OHKO Stoutland with Close Combat before it can even hit them. However, they must be wary of Jolly variants of Stoutland, which outspeed both under sand and OHKO both with Return and Superpower respectively.

**Physically Defensive Pokemon**: Hippowdon, Alomomola, and Suicune are bulky enough to avoid the 2HKO from Stoutland's moves and can cripple it with status in return.

**Priority**: Priority users such as Scizor, Entei, and Zygarde-10% can hit Stoutland before it can move and can pick it off when weakened.
 

Lumari

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[OVERVIEW]

Stoutland has a small niche in UU as a decent sand sweeper. Thanks to Sand Rush, it is capable of outspeeding the entire unboosted metagame under sand. It has a Its solid Attack stat and great neutral coverage between its STAB and coverage moves, which allow it to hit most Pokemon in the tier hard, (comma) and its decent bulk is decent, allowing allows it to take most priority hits and survive neutral hits from offensive Pokemon such as Mega Pidgeot and Hydreigon. However, Stoutland relies on sand support from Hippowdon and Gigalith to have its blistering Speed, meaning that outside of sand, Stoutland is not very useful. This also limits the types of team builds Stoutland is on. Its offensive Normal typing is merely average at best, resisted by common Pokemon such as Scizor and Doublade, so prediction is often necessary when playing with Stoutland. Defensively, its typing is not good either, providing it with no resistances or useful immunities and a weakness to Fighting, which is a common type, leaving it easily forced out by threats such as Cobalion and Infernape.

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

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

Return is a strong STAB move that puts dents in most Pokemon that do not resist it, having a good chance of OHKOing threats such as Latias and Mega Pidgeot. Superpower hits Steel- and Rock-types such as Cobalion and Terrakion super effectively, OHKOing Cobalion 100% of the time after a slight amount of chip damage and always OHKOing Terrakion. Crunch hits Ghost-types, which are immune to Return and Superpower, super effectively, dealing good damage to Chandelure and Cofagrigus, but it doesn't 2HKO Doublade. Facade is useful when Stoutland is afflicted by status, as it's essentially a stronger Return. Pursuit is another option because it traps and heavily damages or OHKOes common Pokemon such as Latias, Mega Beedrill, and Chandelure. Fire Fang is also an option because it OHKOes Scizor and hits Klefki slightly harder than Superpower, but Facade and Pursuit are usually better options.

Set Details
========

252 Attack and Speed EVs give Stoutland as much Speed and power as it can get. Stoutland can afford to run an Adamant nature because Sand Rush makes it incredibly fast anyway, but an Adamant nature this does leave Stoutland outsped by Choice Scarf Infernape, Terrakion, and Latias. Sand Rush gives Stoutland its niche, doubling its Speed in sand. Choice Band gives Stoutland a necessary increase in power, allowing it to 2HKO bulky threats such as Hippowdon and Rotom-W, although it needs Spikes support to 2HKO Hippowdon.

Usage Tips
========

Stoutland should only really be brought out when sand is up, as its middling Speed tier and lack of resistances make it unable to take too many hits. However, on the rare occasion that there are no Pokemon that outspeed Stoutland on the other team, you can just send it out without sand regardless. Return is pretty spammable, but the omnipresence of Steel-types makes prediction with Superpower necessary in almost every game. For example, Superpower 2HKOes Choice Band Scizor 100% of the time, which Return cannot do. You must also be very careful to not let Ghost-types in for free, since Doublade can use Stoutland as Swords Dance fodder and Cofagrigus uses Trick Room on it. Stoutland's bulk does allow it to take a couple of neutral hits from Pokemon such as Hydreigon and Mega Pidgeot, but try and to keep it healthy so that it can actually do this.

Team Options
========

Stoutland only fits on sand balance teams because it is reliant on sand to have any niche in UU. Hippowdon and Gigalith are Stoutland's mandatory partners, providing key sand support, which is the only thing that makes Stoutland viable. They are also able to set up Stealth Rock to wear down Stoutland's defensive answers. Magneton is an amazing Stoutland partner because of its ability to trap and remove troublesome Steel-types such as Scizor and Klefki that give Stoutland trouble. In general, Pokemon that can deal with Steel-types, such as Infernape and Moltres, make for good teammates. VoltTurn users such as Scizor and Rotom-W are able to get Stoutland in safely to let it punch holes in the opposing team. Entry hazard setters such as Klefki and Tentacruel make for great teammates because of their ability to set up Spikes and Toxic Spikes to wear down defensive Pokemon such as Mega Aggron and Scizor that try and to pivot into Stoutland. Fighting-type checks such as Starmie and Choice Scarf Latias make for good teammates because of their ability to can switch into common threats to Stoutland such as Cobalion and Infernape; they can also switch into Terrakion, but switching in is pretty shaky, since Stone Edge does a lot of damage if it doesn't not outright OHKO them. Additionally, Choice Scarf Latias can heal up Stoutland when it is low with Healing Wish. Hazard removers Pokemon such as Tentacruel and Mantine can clear entry hazards, which really bother Stoutland and make it unable to take the neutral hits that it usually could would be able to.

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

A Jolly nature can be used to outspeed Choice Scarf Infernape and Terrakion under sand, but Adamant is extremely important to nab OHKOs on Pokemon such as Latias after Stealth Rock and Cobalion with Superpower 70% of the time. Play Rough and Psychic Fangs are mediocre options because Superpower is far more important and hits most relevant Fighting-types anyway. Howl with Normalium Z acts like Swords Dance and can allow Stoutland to become a more threatening wallbreaker. Fightinium Z is also an option, but Choice Band generally provides more consistent damage.

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

**Ghost-types**: Ghost-types such as Doublade, Cofagrigus, and Chandelure can switch into Stoutland's Return and Superpower and proceed to set up on it with Swords Dance, Trick Room, and Calm Mind, respectively. However, they should watch out for Crunch, which OHKOes Chandelure, 2HKOes Cofagrigus, and 3HKOes Doublade.

**Rock- and Steel-types**: Rock- and Steel-types such as Terrakion, Mega Aerodactyl, and Cobalion are capable of easily tanking Return and retaliating with a strong STAB move; Cobalion and Terrakion have Fighting-type STAB moves to take Stoutland out, (AC) and Mega Aerodactyl can even set up on it with Hone Claws and recover off damage with a possible Roost. Mega Steelix and Mega Aggron have ridiculous physical bulk to shrug off even Superpower and set up Stealth Rock or just retaliate with a strong Heavy Slam; Mega Steelix even uses turns Stoutland's sand support against it to make its Heavy Slam and Earthquake stronger. Mega Steelix and Mega Aggron usually have Wish support as well to consistently switch into Stoutland.

**Choice Scarf Fighting-types**: Choice Scarf Fighting-types such as Infernape and Terrakion can outspeed and OHKO Stoutland with Close Combat before it can even hit them. However, they must be wary of Jolly variants of Stoutland, which outspeed both under sand and OHKO both with Return and Superpower, (AC) respectively.

**Physically Defensive Pokemon**: Hippowdon, Alomomola, and Suicune are bulky enough to avoid the 2HKO from Stoutland's moves and can cripple it with status in return.

**Priority**: Priority users such as Scizor, Entei, and Zygarde-10% can hit Stoutland before it can move and can pick it off when weakened.
an hit Stoutland before it can move and can pick it off when weakened.
 

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