Competitive Information for Stantler [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Stantler stantler
Base Stats for Stantler

Normal

Abilities:
IntimidateIntimidate: On switch-in, this Pokemon lowers the Attack of adjacent opponents by 1 stage.
,
FriskFrisk: On switch-in, this Pokemon identifies the held items of all opposing Pokemon.
,
Sap SipperSap Sipper: This Pokemon's Attack is raised 1 stage if hit by a Grass move; Grass immunity.


Evolutions / Family:
Stantler

Weakness Chart for Normal-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
  
  
2x
  
  
0x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
  
  
  
  
¼x
½x
2x
4x

Optimize Stantler's EVs for Sun/Moon

Movesets for Singles


What is a good competitive moveset for Stantler? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Stantler is a notable Normal-typed Pokemon. It's a common sight to see Stantler out in the 7th generation battlefield. Stantler's only type-related weakness is Fighting.


Species: Stantler
Item: Normalium Z / Focus Sash
Ability: Sap Sipper
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Earthquake / Bulldoze
- Jump Kick / Double Kick
- Wild Charge / Throat Chop

Physical Sweeper Stantler (Sap Sipper)

Stantler is an outstanding Physical Sweeper. It is designed to take down the opponent's team with brute physical power. Focus Sash helps protect Stantler from being one-shotted and allowing it to atleast use a crucial move when brought out. With Sap Sipper, Stantler's attack is raised 1 stage if hit by a grass move; grass immunity.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon).
Bulldoze is a physical 60-base power Ground-type move (100% chance lower adjacent pkmn speed by 1 stage).
Jump Kick is a physical 100-base power Fighting-type move (Stantler is hurt by 50% of its max hp if it misses).
Double Kick is a physical 30-base power Fighting-type move (hits 2 times in one turn).
Wild Charge is a physical 90-base power Electric-type move (has 1/4 recoil).
Throat Chop is a physical 80-base power Dark-type move (for 2 turns, the target cannot use sound moves).



Species: Stantler
Item: Psychium Z / Focus Sash
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Extrasensory
- Thunderbolt / Charge Beam
- Energy Ball / Solar Beam
- Round / Snore

Special Sweeper Stantler (Sap Sipper)

Stantler is an extraordinary Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Stantler from being one-shotted and allowing it to atleast use a crucial move when brought out. With Sap Sipper, Stantler's attack is raised 1 stage if hit by a grass move; grass immunity.

Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Extrasensory is a special 80-base power Psychic-type move (10% chance to flinch the target).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Charge Beam is a special 50-base power Electric-type move (70% chance to raise your Stantler's special attack by 1 stage).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Solar Beam is a special 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).
Round is a special STAB-boosted 60-base power Normal-type move (power doubles if others used round this turn).
Snore is a special STAB-boosted 50-base power Normal-type move (Stantler must be asleep. 30% chance to flinch target).


Movesets for Doubles


What is a good doubles moveset for Stantler? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Stantler
Item: Normalium Z / Focus Sash
Ability: Sap Sipper
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Earthquake / Bulldoze
- Jump Kick / Double Kick
- Wild Charge / Throat Chop

Doubles Physical Sweeper Stantler (Sap Sipper)

Stantler is a decent Physical Sweeper. It's designed to take down the opponent's team with brute physical power. Focus Sash helps protect Stantler from being one-shotted and allowing it to atleast use a crucial move when brought out. With Sap Sipper, Stantler's attack is raised 1 stage if hit by a grass move; grass immunity.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon).
Bulldoze is a physical 60-base power Ground-type move (100% chance lower adjacent pkmn speed by 1 stage).
Jump Kick is a physical 100-base power Fighting-type move (Stantler is hurt by 50% of its max hp if it misses).
Double Kick is a physical 30-base power Fighting-type move (hits 2 times in one turn).
Wild Charge is a physical 90-base power Electric-type move (has 1/4 recoil).
Throat Chop is a physical 80-base power Dark-type move (for 2 turns, the target cannot use sound moves).



Species: Stantler
Item: Psychium Z / Focus Sash
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Extrasensory
- Thunderbolt / Charge Beam
- Energy Ball / Solar Beam
- Round / Snore

Doubles Special Sweeper Stantler (Sap Sipper)

Stantler is a decent Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Stantler from being one-shotted and allowing it to atleast use a crucial move when brought out. With Sap Sipper, Stantler's attack is raised 1 stage if hit by a grass move; grass immunity.

Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Extrasensory is a special 80-base power Psychic-type move (10% chance to flinch the target).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Charge Beam is a special 50-base power Electric-type move (70% chance to raise your Stantler's special attack by 1 stage).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Solar Beam is a special 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).
Round is a special STAB-boosted 60-base power Normal-type move (power doubles if others used round this turn).
Snore is a special STAB-boosted 50-base power Normal-type move (Stantler must be asleep. 30% chance to flinch target).


Movepool


Wondering what moves can Stantler learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Extrasensory
80
100%
20
10% chance to flinch the target.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Astonish
30
100%
15
30% chance to flinch the target.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Double Kick
30
100%
30
Hits 2 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Jump Kick
100
95%
10
User is hurt by 50% of its max HP if it misses.
Last Resort
140
100%
5
Fails unless each known move has been used.
Megahorn
120
85%
10
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Stomp
65
100%
20
30% chance to flinch the target.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thrash
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Throat Chop
80
100%
15
For 2 turns, the target cannot use sound moves.
Wild Charge
90
100%
15
Has 1/4 recoil.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Confuse Ray
--
100%
10
Confuses the target.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Imprison
--
--
10
No foe can use any move known by the user.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Me First
--
--
20
Copies a foe at 1.5x power. User must be faster.
Mimic
--
--
10
The last move the target used replaces this one.
Mud Sport
--
--
15
For 5 turns, Electric-type attacks have 1/3 power.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Role Play
--
--
10
User replaces its Ability with the target's.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Stantler can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Stantler

Related Videos


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