Ryan's PokAnalysis
Stoutland is a decent Pokemon. However, it has a case of early-Pokemon syndrome, meaning its stats are by no means anything special. However, it has three great abilities which allow for some diversity, but the most commonly used Ability, Sand Rush, doubles Speed in sand, which suddenly turns this dog into a viable Pokemon.
Abilities
Intimidate: Lowers the foe's Attack upon switching in. A decent ability. This one grants Stoutland some bulk which means it has a better chance against some of its counters like Machamp.
Sand Rush: Doubles Speed in a sandstorm and grants immunity to sandstorm damage. This is the ability Stoutland will be running in Standard, or at least should be anyway. The speed up is extremely important in the weather-dominated metagame.
Scrappy: Normal- and Fighting-types used by the Pokemon now hit Ghost-types with this ability. An interesting ability to use if you want to go offensive without sand. You hit Ghost-types with your STABs, which hurts most of them quite a bit.
Who let the dog out?
- Return
- Superpower
- Pursuit / Crunch
- Wild Charge
Item Equipped: Choice Band / Life Orb
Ability: Sand Rush
EVs and Nature:
252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
This is the main set you'll see from Stoutland. It covers everything Stoutland needs to thrive in OU. Return is a nice move which is very reliable against most Pokemon. Superpower can hit things super-effective, but with Stoutland doesn't hit as hard otherwise and it lowers its vital stats, but you'll be going for it because it will hit things super-effective. Pursuit is a coverage option, and can take a chunk out of things switching out. Wild Charge hits Skarmory pretty hard, which is a necessity. Go for a Choice Band for maximum power, or a Life Orb to be able to switch between moves.
Doggone it, my Pokemon's paralyzed again!
- Thunder Wave
- Return
- Roar
- Pursuit / Crunch / Ice Fang / Fire Fang
Item Attached: Leftovers
Ability: Intimidate / Sand Rush
EVs and Nature:
200 HP / 152 Atk / 56 Def / 100 Spd
Impish Nature (+Def, -SAtk)
This is a support set, which uses either Intimidate or Sand Rush as well as showing Stoutland's bulk some love. This set's main selling point is Thunder Wave, which works nicely to slow down and disable key players in the opponent's team. After that, you can beat them to death with Return or a coverage move, or Roar them off and paralyze the next if they aren't too harmful to Stoutland's existence.
Working like a dog
- Return
- Superpower
- Fire Fang
- Wild Charge
Item Attached: Focus Sash
Ability: Scrappy
EVs and Nature:
252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -Atk)
A set to run if you're using Scrappy, although I wouldn't be too high on using it in Standard. Return is Stoutland's STAB and stuff can get wrecked with it. Superpower wrecks a lot of stuff, including Sableye and Spiritomb. Fire Fang is for Forretress, Skarmory, stuff that would otherwise wall you. Wild Charge is another alternative on things like Jellicent.
Other Options
Choice Scarf, Dig, Endure, Facade, Giga Impact, Last Resort, Rest / Sleep Talk, Thunder Fang, Toxic, Work Up, Yawn.
Choice Scarf is something you can consider using if you want to run Intimidate or Scrappy, but it's outclassed by Sand Rush in Standard and to a lesser extent UU as well.
Dig is a neat option, as it can phaze out a Rock or Steel that would otherwise wall Stoutland into something that Thunder/Ice Fang could deal nice damage to.
Endure I could see working if you want to run Reversal with a Liechi Berry.
Facade can be powerful if Stoutland is poisoned, but only if Stoutland is poisoned, and it doesn't have Guts so it wouldn't work too well.
Giga Impact is doable with Stoutland's decent bulk.
A set with Last Resort can work, but it will have trouble against things that resist it.
Stoutland can pull off a Rest / Sleep Talk set with its decent bulk and appreciable power.
Thunder Fang is a neat option for coverage with Superpower, but I guess Ice Fang is better.
Toxic is another option that can work on a support set.
Work Up gets a mention just to say don't use it. While Stoutland's only other boosting move is Howl, and it has a lot of nice Special moves like Thunder and Surf, this is no better than Howl because of Stoutland's bad Special Attack.
Yawn is an interesting move that either phazes or puts the foe to sleep. Another support option.
Double and Triple Battle Options
Stoutland isn't a very good Pokemon in multi-Pokemon battles as it has a physical focus. However, it isn't bad either, as it hits hard and fast in sand. Intimidate is an option to consider outside of sand, but sand or no sand the second set is viable in doubles as it's a great Thunder Wave user - the fastest in the game, in fact, other than Pranksters such as Thundurus and Liepard.
Partners
Sand Rush offense is arguably what it does best, so Hippowdon is its best partner, tanking Fighting-type attacks. Golurk is also a good partner because it's immune to Fighting-types and has the Attack to throw a haymaker back while being immune to Sandstorm damage. Togekiss is a good partner with the support set as it can set up right in the face of the helpless Pokemon and Air Slash the enemy to death. Claydol resists Fighting-type attacks and can KO back with Psychic while being immune to Sandstorm damage; same thing goes for Metagross and Bronzong, except they tank those moves instead. Reuniclus, Sigilyph and Alakazam can also take those Fighting moves, take burns with Magic Guard, and KO back with a strong Psychic. As Stoutland doesn't like status, a Pokemon like Espeon works as it provides Heal Bell and Wish support and can switch into most Fighting-types. The support set appreciates Stealth Rock support as it parashuffles the team.
Countering Stoutland
Not a whole lot can counter Stoutland when sand is in play. The first thing that comes to mind, however, is Thundurus, who can stun Stoutland with paralysis before it can sweep a team. Tanking fighters like Hariyama can tank whatever Stoutland can throw at it and KO back with a strong Fighting move. Sableye can burn Stoutland before it can attack; Scrappy Superpower can still deal a lot of damage to Sableye, though. Conkeldurr can wall some of Stoutland's attacks and punch its lights out with Mach Punch or Drain Punch. Putting out sand makes countering Stoutland so much easier it's funny. Any faster, powerful Fighter like Mienshao or Medicham can immediately put it out with a Hi Jump Kick. Status will, more or less, put Stoutland into a state where it's nothing short of a living target practice. If you get rid of the sandstorm and can hit hard, you will usually win that fight.