Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Stoutland

In-battle formes

HP:85
Attack:100
Defense:90
Sp. Atk:45
Sp. Def:90
Speed:80
Min (-ve nature, 0 IVs)76
Default100
Max Neutral132
Max Positive145
Max Neutral (+1)198
Max Positive (+1)217
Max Neutral (+2)264
Max Positive (+2)290
VGC11
Physical Attacker101

Evolutions

Strategies

  • en
Formats:
Written by cosmicexplorer

Overview

Stoutland's ability Intimidate, along with its decent Attack and defenses, allows it to serve as a usable attacker in VGC 2011. Unfortunately, Stoutland is weak to the very common Fighting-type attacks, which hampers its ability to abuse Intimidate. Overall, Stoutland's Intimidate is incredibly useful, and it can make a good complement to almost any team.

Physical Attacker

Move 1
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 2
  • Crunch
    20% chance to lower the target's Defense by 1.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • Thunder Wave
    Paralyzes the target.
    TypeElectric
    Accuracy100%
Move 3
  • Helping Hand
    One adjacent ally's move power is 1.5x this turn.
    TypeNormal
    Priority5
  • Fire Fang
    10% chance to burn. 10% chance to flinch.
    TypeFire
    CategoryPhysical
    Power65 BP
    Accuracy95%
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

Stoutland's ability Intimidate allows it to cripple opposing physical attackers, which means it can support its partner while dealing damage. Return is Stoutland's STAB move of choice, doing good damage to most offensive Pokemon, while Crunch hits Ghost-types such as Chandelure and Jellicent for super effective damage. Helping Hand lets Stoutland increase the power of a teammate's attack, which allows it to bypass its middling offenses when paired with a hard hitter such as Chandelure or Haxorus. Protect gives Stoutland the ability to avoid damage for a turn. The EVs and nature help Stoutland hit as hard as possible while retaining good bulk, and a Chople Berry allows Stoutland to withstand any Fighting-type attack and hit hard with Return.

Thunder Wave is used so Stoutland can take a hit and slow down its opponent, which works well in conjunction with Intimidate to support an attacking partner. This helps immensely against Tailwind teams, removing their Speed boost. Fire Fang is an option over Crunch, attaining super effective coverage against Steel-types, but Stoutland will then lose out to the common Ghost-types, making it the inferior choice. A Life Orb allows Stoutland to hit much harder, nabbing 2HKOs on most opposing Pokemon, but Stoutland's weakness to common Fighting-type attacks means that it requires significant support to function without a Chople Berry. A Jolly nature with 252 Speed EVs is feasible, as Stoutland is then able to outrun Adamant Krookodile and opposing Modest Chandelure, but detracts greatly from its bulk and power.

Stoutland's weakness to Fighting-type attacks and low Speed makes Tornadus an excellent partner, as it can eliminate opposing Fighting-types with its powerful Acrobatics while being able to set up Tailwind. This is extremely beneficial for Stoutland, as it gives a much needed boost to its Speed, meaning that it will be able to do much more damage. Chandelure also makes an excellent partner, benefiting from Intimidate due to its many weaknesses (most of which are to common physical attacks), and taking advantage of Stoutland's Helping Hand to boost the power of its Heat Wave to incredible levels. Archeops can take out any Fighting-type with its STAB Acrobatics, and can take advantage of Stoutland's Intimidate to cushion attacks against it, helping it to avoid being put into the range of Defeatist activation. Stoutland's Helping Hand can also boost the power of Archeops's Rock Slide, making it quite powerful. Amoonguss can easily take any Fighting-type attack and put an opponent to sleep with Spore, and any Psychic-type will also make a good teammate for Stoutland, eliminating most Fighting-types, as well as opposing Amoonguss, which easily weathers its assaults and uses Spore.

Other Options

Stoutland has access to Ice Fang and Wild Charge, giving it super effective coverage on a multitude of targets. A Normal Gem-boosted Return OHKOes the genies, and as such is a viable choice for an item. Retaliate can be used as a STAB move, doubling in power if Stoutland switches in after a teammate is KOed, but it has a measly 70 Base Power otherwise, making Return the superior choice. Stoutland has access to Roar, which can stop Trick Room from being set up, but Rage Powder users such as Amoonguss and Imprison users such as Chandelure do a much better job of stopping Trick Room. Yawn allows Stoutland to force an opponent to switch or become incapacitated, but Pokemon such as Amoonguss with Spore do that much more reliably. Stoutland has access to both Rain Dance and Sunny Day, allowing it to support a weather team, but Pokemon such as Whimsicott and the genies can set up weather much more reliably due to Prankster. Sand Rush doubles Stoutland's Speed in a sandstorm, which can allow it to outpace and damage many of the Pokemon that would otherwise threaten it, but its mediocre offenses and movepool makes Excadrill a far better abuser of Sand Rush. Using Sand Rush also means Stoutland loses Intimidate, is perhaps Stoutland's main niche over other, more competent Pokemon.

Checks and Counters

Stoutland is weak to Fighting-type moves, and while Intimidate allows it to dampen their effects, it often finds itself unable to avoid a KO. Conkeldurr, Scrafty, and Terrakion can all do severe damage to Stoutland while not taking much damage in return, although a Chople Berry helps Stoutland to deal with some of these Pokemon. Stoutland's low Speed makes it susceptible to many faster attackers such as Haxorus and Archeops, but if Tailwind is up, Intimidate's ability to cripple an opponent's offensive presence and Stoutland's decent Attack stat will allow it to take out many opposing offensive Pokemon. Stoutland is unable to do significant damage to bulkier Pokemon due to its middling offenses, so most opposing Trick Room or Tailwind users can easily set up in its face, and many opposing support Pokemon such as Musharna or Amoonguss can easily take any of its attacks.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
60
Accuracy
100%
PP
40
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
40
Raises the user's Attack by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
20
Accuracy
100%
PP
30
30% chance to paralyze the target.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
95
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
Loading...