• Hi all. We have had reports of member's signatures being edited to include malicious content. You can rest assured this wasn't done by staff and we can find no indication that the forums themselves have been compromised.

    However, remember to keep your passwords secure. If you use similar logins on multiple sites, people and even bots may be able to access your account.

    We always recommend using unique passwords and enable two-factor authentication if possible. Make sure you are secure.
  • Be sure to join the discussion on our discord at: Discord.gg/serebii
  • If you're still waiting for the e-mail, be sure to check your junk/spam e-mail folders

Community POTW #99

Status
Not open for further replies.

Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for another Pokémon of the Week. This time we got a Gen V Pokémon

508.png


This week we've got Stoutland, the Normal-type Pokémon. Despite the fact it evolves from an early route Normal-type, it is capable of quite a lot, with a diverse movepool and some interesting abilities

http://www.serebii.net/pokedex-bw/508.shtml

Go nuts
 

Pokemaster342

Trainer&ChainBreeder
Stoutland

Ability: Intimidate, Sand Rush , Scrappy
Item: Life Orb or Leftovers

Return
Superpower
Pursuit / Crunch
Wild Charge

Speeds Doubles with sand rush.
Return for STAB
Superpower for rock, steel, other normals.
Pursuit for switch outs, crunch for power.
Wild Charge for waters.
 
Last edited:

Lucario Fan

Well-Known Member
Ability: Intimidate
Item: Muscle Band
Moves: Return, Crunch, Wild Charge, Ice Fang
 

Cometstarlight

What do I do now?
Ability: Sand Rush (for in game purposes and sandstorm teams competitively) but Intimidate is a good one too

Attack Dog, GO!
Nature: Adamant/Jolly
EVs: 252 Att/252Speed/4Def
-Crunch
-Return/Retaliate
-Wild Charge/Ice Fang/Fire Fang
-Superpower

This dog is out for all kinds of power, this is a lay out all your cards on the table and beat the crap out of them before they can hit you.
 
Last edited:

Sala-imence

Rock type trainer
Item: Life Orb
Nature: Jolly
EVs: 252 Atk / 252 Spe / 4 HP
Ability: Sand Rush
Moveset:
- Last Resort
- Retaliate
-
-

As long as Stoutland is sent out just after one of your own pokemon is defeated, this set is awesome. Use RETALIATE on its first turn to get double damage. Then just keep hitting with an immensly powerful LAST RESORT until your out. Scrappy makes you a good switch into ghosts, where as sand rush is good for a sandstorm set.
 

dragontamer44722

Pokegyms Owner
Sala-imence, that would be problematic. What if the pokemon was a ghost type? then you are a sitting duck.
 

Amaretto

Active Member
A banded common set

Hey, thats my dog!
Nature: Adamant
EVs:252 ATK/SPD, 4 HP
Ability: Sand Rush
Item: Choice Band
Moves: Return/Frustration, Crunch/Pursuit, Superpower, Wild Charge/Ice fang/Fire fang

Ok, to get started, this should be used with Tyranitar or Hippowdon having Sandstream.
Return or Frustration, same thing, 102 base power, stab etc...
Crunch for power and a chance to lower DEF by a stage, which is always nice, and Pursuit to trap fleeing ghosts that can't do anything
Superpower for coverage... also switch after use since -1 ATK and DEF isn't really nice
Wild Charge should be used nearly just for Gyarados
Ice Fang for Gliscor,Flygon,Salamence etc...
Fire fang for Genesect,Forretress,Ferrothorn,Scizor etc...

Endureversal!
This might look awkward, lol but somebody can give it a try, its a gimmick

Nature: Adamant
EVs: 252 ATK/SPD, 4 HP
Ability: Sand rush
Item: Focus Sash
Moves: Reversal,Crunch,Fire fang,Ice fang

This one is a huge gimmick that might work.
Reversal for 200 base power, its amazing
Crunch for coverage, hitting ghosts that Reversal can't hit
Fire fang and Ice fang for coverage..

Trolldog

A "troll" set for Stoutland

Nature: Adamant
EVs: 252 HP, 94 DEF/SDEF, 64 SPD
Ability: Sand Rush
Item: Leftovers
Moves: Toxic/Thunder wave,Roar,Crunch,Superpower

Ok, this might also work.
Toxic or Thunderwave to cripple opponents, your choice.
Roar to spread the "plague" or to phaze
Crunch and Superpower to not let you taunt bait.

Entry hazards are just perfect with this set :D
 

StreetFlare

Master of Flame
Ah, Stoutland. One of my favourite Unovans. Not in least because I have you in shiny, and you prove effective in battle.

Shepard's Revenge
Item: Normal Gem/Life Orb/Choice Scarf
Nature:Jolly/Adamant
Ability: Intimidate
EVs: 252 Atk, 252 Speed, 4 HP
- Retaliate
- Crunch
- Reversal/Superpower
- Wild Charge

I've run this in tournaments, and it's done brilliantly in both singles and doubles, although I run it with a Lonely nature (what can I say, that's the nature I got the shiny in). I bring it out right after a KO, and go for the Normal Gem'd Retaliate for as much damage as possible. If the opponent has a ghost-type in battle, I use Crunch. If the Ghost is Jellicent, Wild Charge is a much more powerful option, and although it has recoil, it can punch holes into almost any Water-type. Reversal is only really on there for the few chances it gets when at low-health, although in the Choice Scarf set Superpower makes a decent replacement. Ability is the less common of the two main options, but can ruin most physical attackers. Items and nature for different reasons - Normal Gem for maximum power on Retaliate, typically with a Jolly nature for maximum speed, Life Orb for all-around power with the same nature, or Adamant with Choice Scarf for a repeat attacker.
 

Luthor

Well-Known Member
Item: Life Orb
Nature: Jolly
EVs: 252 Atk / 252 Spe / 4 HP
Ability: Sand Rush
Moveset:
- Last Resort
- Retaliate
-
-

As long as Stoutland is sent out just after one of your own pokemon is defeated, this set is awesome. Use RETALIATE on its first turn to get double damage. Then just keep hitting with an immensly powerful LAST RESORT until your out. Scrappy makes you a good switch into ghosts, where as sand rush is good for a sandstorm set.

and what do you do against steel types or fighting types or if last resort get's disabled or you get hit with torment and without scrappy any ghost type can ruin you.
 

Meowmeow

selfproclaimed guru
Stoutland is... not bad. Not spectacular, but certainly above average.
Ever since Excadrill got banished to the uber tier, Stoutland has been the Sand Rush abuser until Sandslash got access to it as well. Stat-wise, Stoutland is very average. In terms of defenses, 85/90/90 is pretty good, but not having any resistances (ghost immunity does not count) really makes that bulk pretty weak. Offensively, a 100 attack stat is quite low in today's metagame, but Sand Rush fixes up that base 80 speed, making this shaggy dog an excellent revenge killer.
I have issues with that movepool. It's stat boosting options are Work Up and Howl, hardly ideal. Bulk Up would have been nice. To hit ghosts, it has Crunch, which I have no complaints about. As for steel, I'm not happy. Fire Fang has pathetic power, hardly enough to punch through those bulky steel types. It's nice for Ferrothorn and Scizor, but not even close to enough. As for Superpower, the attack drop is a huge problem. Stoutland's attack stat is not very high, so dropping it will make Superpup switch in and out a lot. Without U-Turn, Stoutland is asking to get hit by Pursuit, and entry hazard damage will wear it down. Not only that, Wild Charge recoil will increase that residual damage. Throw in Life Orb recoil and Stoutland is on a very nasty timer.

The Sand's Revenge Killer - The only set you will see.
Nature: Adamant
Ability: Sand Rush. DO NOT USE ANYTHING ELSE!
EVs: 252 attack and speed, 4 hp
@: Life Orb/Choice Band

Return
Crunch/Pursuit
Superpower/Fire Fang
Retaliate/Pursuit/Wild Charge

Stoutland's trademark set. This is the only one you should have to worry about. Return is standard STAB. Crunch hits Halloween themes (ghosts). Pursuit can be used if they try to run. Superpower hits Heatran, Ferrothorn, Tyranitar, and Terrakion. Fire Fang hits Ferrothorn a little harder, as well as scoring hits on Scizor and Forretress. Pick what you think you need help getting rid of. The last slot is best to have Retaliate or Pursuit. Retaliate has monster power (which Stoutland needs) when a teammate has been KOed. If coverage concerns you, Wild Charge is an option.
 

Kraleck

Well-Known Member
Kraleck's Poke-Analysis
Abilities:
-Intimidate - Pretty standard competitive fare. Not the best against Defiant or Contrary Ability Pokemon or Special Attackers, but still quite useable.
-Sand Rush - Sandstorm immunity and doubled Speed during Sandstorm is quite nice when you only have Average Speed normally.
-Scrappy (DW) - Useful for using your STAB against Ghost Types, but you do have access to Crunch, so...

Stats:
HP - Above-Average bordering Good. Base 85 will get you HP in the 300's which can stave off some hits.
Attack - Great. Base 100 is quite nice, especially with so many Physical-based Move options.
Defense - Good. Base 90 Defense pairs decently with Base 85 HP, so you can really take a few hits.
Sp.Atk - Bad. However, you do see how much better Base 100 Attack is in comparison.
Sp.Def - Good. Being equal in Base Defense and Sp.Def means you have less worry about an opponent exploiting the lower one.
Speed - Average (usually non-Trick Room). Base 80 is neither Good nor Bad for you. However, Sand Rush Ability is a huge asset to Stoutland's middling Speed.

Usable Offensive Movepool:
-Normal (STAB) - Retaliate, Last Resort, Return, Facade. Not the best choices, but not the worst. Retaliate is a good Revenge-KO Move, Last Resort is powerful (if you can use all of your other Moves first), Return is standard Normal-Type fare, and Facade is good for those Pokemon that throw Status Effects around like a Mankey with so much poo...
-Dark - Bite, Crunch, Payback, Pursuit. Again, not the best choices, but not the worst. Bite can help with Sand Rush Flinch-hax, Crunch has good Power, Payback is good outside of Sand Rush, and Pursuit can help with picking off fleeing Pokemon that have been weakened.
-Fighting - Reversal, Rock Smash, Superpower. It's like a broken record here...Reversal is good considering your non-Sand Rush Speed, Rock Smash is there purely for the high rate of inflicting those Defense debuffs, and Superpower is pure Power for a Choice set.
-Others - Elemental Fangs, Rock Tomb, Dig, Wild Charge, Aerial Ace, Iron Head. Ice and Thunder Fang give you a Physical pseudo-Bolt-Beam combo, Fire Fang can help against Steel Types, Dig is for prediction, Rock Tomb is for aiding your innate Speed, Wild Charge is powerful yet risky, Aerial Ace is for Fighting Types and going after the far side in Triples, and Iron Head is for Rock Types if you don't want to risk Ghost's immunity to Fighting.

Singles Allies & Multi Partners
-Ghost Types - Due to Stoutland's balanced defenses and sole Weakness to Fighting, Ghost Types are a popular choice to back it up.
-Sand Stream Hippowdon & Tyranitar - Sand Rush-Stoutland is rare without one of these on its side. However, Tyranitar has a Quad-Weakness to Fighting (Stoutland's only Weakness), so it's less of a usable choice on Stoutland's team.
-Levitate-Ability and Flying-Type Pokemon - In Triples, Earthquake is an obvious Move to use, so not getting your entire side slaughtered is always a good thing.
-Fire Types - Simply put, Stoutland has a problem with Burns. Fire Types help deal with Will-o-Wisp, but beware of Scald.
-Intimidate-Ability Pokemon - Why not neuter your opponent's Attack faster in Doubles & Triples? Gyarados and Arcanine also have the "Flying Type" and "Fire Type" criteria down, respectively.
-Ground Types - Stoutland's Sand Rush Ability pairs quite well with Sandstorm Teams, but its Normal Type does not when you consider the Weakness it shares with Rock and Steel Types. Hippowdon is a very good choice due to it having Sand Stream Ability as well.
-Pressure Ability Pokemon - Doubles & Triples run so many HPLP (High-Power, Low PP) Moves that Pressure-dactyl, Eviolite-clops, and Dusknoir can help wear down your opponents. Plus, all three have Types that work in Stoutland's favor in singles, too.
 
Stoutland's usage has dropped considerably, due to the fact that automatic Sandstorm inducers are banned in all tiers below OU. This is not too much of a setback though, as Stoutland still becomes a very potent revenge killer with Sandstorm support. The lack of weather inducers below OU is also a boon to Stoutland, since weather inducers are often used to stop Pokemon reliant on abilities.

However, it has a few problems. It has an average-at-best attack stat, so it will often be in situations where it lacks enough power. It's normal typing also brings it with a weakness to Fighting-type moves, which isn't good with Fighting types all over. With the right support, Stoutland is a good Pokemon to use on Sandstorm teams though.

Abilities
Intimidate: Lowers the opponent's attack stat. This is a good ability, but wasted on Stoutland.
Sand Rush: Speed doubles in sandstorm; makes you immune to sandstorm damage. This is the only ability you'll be using. Base 80 speed doubled is icing on the cake.
Scrappy: Allows you to hit Ghost-types with Normal-type moves. Again, wasted on Stoutland, as it gets Crunch.

Choice Band
Ability: Sand Rush
Item: Choice Band
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Return
- Crunch / Pursuit
- Wild Charge
- Superpower

This is the most viable set. The moves provide the best coverage. Pursuit can be used in the second slot to trap certain Pokemon weak to it. Jolly nature could also be used so it can outpaced base 108 speed Pokemon, but Stoutland will usually lose to them anyway.

Other Options
Stoutland doesn't have too much else. Ice Fang OHKO Gliscor, Salamence, and Dragonite after Multiscale is broken, but can be easily exploited by your opponent due to its low base power. Fire Fang is in the same boat, but still could be used to OHKO Escavalier, Scizor, and Genesect.

Counters
Escavalier only has a small chance of being 2HKO'd by Superpower and OHKOs back with Megahorn. It has to watch out for Fire Fang though. Defensive Nidoqueen can switch in fairly easily, only fearing a 3HKO from Ice Fang, and can set up Toxic Spikes as Stoutland switches out. If Stoutland is using Pursuit over Crunch, Dusknoir can switch in and cripple it with Will-O-Wisp.
 

Dragalge

"Orange" Magical Girl
Number 99 of the 5th Generation POTW. Uh huh, next week is 100.

Say hello to Stoutland, a rather early meet in the early routes of the BW franchise. Thanks to access to Superpower, it's got a new way of hitting Rocks and Steels. Plus it's bulk isn't that bad either.

Counters: Sableye looks to be good as it can send a Will-o-wisp to the dog although Choice Band sets will really hurt him.
 

Ghosts of the Forums

Who Ya Gonna Call?
duuuuuuude. stoutland. awesome.

Stoutland @Choice Band
Adamant
Sand Rush
252Atk 252Spe 4Sp.Def
-Return
-Crunch/Fire Fang
-Superpower
-Ice Fang
my personal set, except i added the option of fire fang, which could be used if you desire the ability to revenge genesect and scizor. crunch is preferred because of its solid power and good coverage.

i'll add some calcs later.
 

rc52

Member
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.
 
Last edited:

Zachmac

Well-Known Member
It's DW ability is pretty much useless. Saybleye will cripple it with will-o-wisp anyway, so you may as well just run Crunch.

....Unless hitting Spiritomb with super power is really that important.
 

Ryan7437

Banned
I Must-ache You a Question:
Adamant/Jolly Nature, Sand Rush.
252 Att/252 Spe/4 HP
~ Retaliate
~ Ice Fang
~ Superpower
~ Crunch

Retaliate for after your enemies knock out the Pokemon before it.
Ice Fang for Coverage
Superpower for Steel Types
Crunch for Ghosts

Wall:
Impish/Careful Nature, Sand Rush
252 HP/128 Def/ 128 SpD
~ Yawn
~ Protect/Toxic
~ Return
~ Crunch
 

rc52

Member
It's DW ability is pretty much useless. Saybleye will cripple it with will-o-wisp anyway, so you may as well just run Crunch.

....Unless hitting Spiritomb with super power is really that important.

I'm not just thinking about Spiritomb or Sableye or whatever, although OHKO'ing one of those is healthy for the rest of your team. Scrappy, though, is a considerable option in Rarelyused where from my experiences you see Ghosts more often than sandstorm setters. There's no debate which one is better overall; though Scrappy is what I'd go with in RU because of what I mentioned already.
 

TurboMechaElgyem

Well-Known Member
A stoutlandish excadrill counter
-superpower
-retaliate/takedown
-iron head
-crunch
Life orb
Sand rush
Jolly
252 atk and speed 4 def

Stoutland can go toe-to-toe with excadrill thanks to sand rush, and its movepool is great when combined with the speed boost. Superpower and crunch have perfect coverage, the second move is STAB, and iron head is there to be annoying.
 
Status
Not open for further replies.
Top