Stonjourner

Stonjourner, the Big Rock Pokémon. The elemental composition of the rocks that form its body were found to match the bedrock of a land far away from this Pokémon's habitat. This Pokémon spends its life gazing at the setting sun. It strides leisurely across grassy plains on legs of rock that weigh over 400 pounds each.

Overview

Stonjourner, as a generic Rock type designed for Doubles has very bleak prospects in Singles from the word go. Not to say this curious rock formation isn’t devoid of good points. Base 130 Defense and 100 HP is quite respectable from a defensive standpoint, allowing Stonjourner to endure all sorts of physical blows. Stonjourner isn’t completely passive either. Base 125 Attack as seen on many other Pokémon is a great starting point for offensive excellence, and Stonjourner is no different with Ground, Fire and Steel and Fighting coverage wonderfully complementing Stonjourner’s potent Rock STAB. Access to Curse to bolster both of Stonjourner’s best points, allowing it to rock and rumble with physical attackers of all stripes.

There is nothing else that can polish this monument. Rock is a horrid defensive typing with weaknesses to common physical attacking types in Fighting, Ground and to a lesser extent Steel that compromise Stonjourner’s integrity, while offering little in return. However, the travesty that is Rock as a defensive type pales in comparison to Stonjourner’s Special Defense. Base 20 Special Defense is the worst Special Defense a Pokémon can have and unlike Chansey and Blissey who manage their horrid Defense with an insane HP stat, Stonjourner’s HP is nowhere near that good to make up for such a dire weakness. Even if Stonjourner’s HP was that good, the lack of reliable recovery stops any thoughts of being a physical wall. Stonjourner doesn’t have the Speed to make up for its horrid Special Defense either. While Base 70 Speed is good for a Rock type, Stonjourner still falls short of a plethora of foes. The fact that Stonjourner’s ability does nothing in Singles is a death knell in of itself, making just another Rock type. Stonjourner is just about everything wrong with the Rock type and is outclassed by Kantonian Golem, who is similarly outclassed by other Rock types, but has a niches thanks to Sturdy. Stonjourner is an odd rock, but sadly for all the wrong reasons.
Positives
125 Attack ensures that Stonjourner can deal serious damage if it lands an attack. Rock STAB with numerous coverage options and Curse make Stonjourner a competent physical attacker. 100/130 physical bulk is nothing to scoff at, allowing Stonjourner to weather serious physical attacks with ease.

Negatives
Rock is a horrible defensive typing with almost no utility and extremely exploitable weaknesses. Base 20 Special Defense is literally the worst in the game. Stonjourner struggles to survive neutral Special Attacks. Ability does nothing in Singles. Doesn’t do anything that another Rock type couldn’t do better.

Movesets

Stealth Henge

-Stealth Rock
-Stone Edge
-Iron Defense
-Body Press
Ability: Power Spot
Item: Rocky Helmet
EVs and Nature:
252 HP / 252 Atk / 4 Def Adamant Nature

This supportive Stonjourner set works wonders if you ignore the existence of Special Attackers. Have Stonjourner come in on a physical attacker, make use of its great physical bulk to guarantee Stealth Rock setup, ensure that Stonjourner will at least have contributed to the match even if it gets removed. Stone Edge helps with this task, threatening the usually Rock weak Defog users, ensuring the Stealth Rocks stick. Once hazards are established, Iron Defense makes Stonjourner difficult to break through physically with even super effective attacks like Sandslash’s Earthquake and Scarf Floatzel’s Wave Crash failing to even 2HKO Stonjourner. Stonjourner can then weaponize its boosted Defense with Body Press offering it incredible coverage that nicely complements Stonjourner’s Rock STAB.

Tera Types:
As with any Rock type Pokémon, Stonjourner loves Terastalizing, allowing it to turn the table on wall breakers looking to exploit its many weaknesses. However, Stonjourner’s abysmal Special Defense makes it one of the last Pokémon you want to Terastalize until such attackers are removed. Tera Fighting is preferred given the scarcity of physical Psychic types and Flying types often wanting nothing to do with Stonjourner’s STAB while giving Body Press pseudo-STAB. Tera Steel is a more defensive, but still excellent option given the number of Pokémon that don’t have the coverage for Steel types or can’t afford to fit such coverage in, though the shared weakness to Fighting and Ground is unfortunate. As with any hazard setter, Tera Ghost must be considered, for its ability to block Rapid Spin completely, though rock typed setters like Stonjourner can punish Rapid Spin.

EVs and Items:
Max HP and Attack EV investment is suggested, giving Stonjourner some general bulk while making it a more active threat against neutral targets. If one wants to address Stonjourner’s horrid Special Defense however, maxing out Special Defense investment goes a lot farther than maxing out HP and can be worth while if Stonjourner can get the Special Defense bonus from Sandstorm. Alternatively, one can go all in on Defense to improve Stonjourner’s walling capabilities as well as maximize the output from Iron Defense and Body Press. Rocky Helmet is recommended as the item for punishing physical attackers, especially, Rapid Spin users. Stonjourner’s Rock typing and high defense means even the chip damage from Rapid Spin is negligible, while the chip damage from Rocky Helmet will easily outstrip Rapid Spin, placing an opponent into a difficult position. Otherwise, Leftovers is good for giving Stonjourner badly needed passive recovery as it boosts up with Iron Defense.

Partners:
: As a Stealth Rock setter, attackers of all stripes love the support Stonjourner gives as the chip damage goes a long way in pushing targets to the point where they can’t survive an attack. Special Attackers like Typhlosion and Jolteon in particular love Stonjourner for its fantastic matchup against Snorlax, able to outrun Snorlax’s Curses with its own Iron Defenses and brutalize Snorlax with the boosted Body Presses. Their great matchups into Grass and Water type Pokémon in turn allow them to threaten common checks to Stonjourner.

Other Options:
Stonjourner can run a Rock Polish to great effect given its base 70 Speed is quite decent and can even outrun common Scarf users like Passimian, Rotom-Fan and Rotom-Wash with just an Adamant Nature, while outrunning base 100 Scarf users if one springs for Jolly. Even a Double Dance set with Iron Defense is viable. Curse is Stonjourner’s other boosting option and a good one at that. While the Speed is unfortunate in Stonjourner’s case, buffing both Rock STAB and Body Press is quite invaluable.

Doubles and VGC Options

At first glance, one would expect Stonjourner’s prospects to fare better in Doubles. An ability that grants Stonjourner’s ally an effective Life Orb boost with no drawback is amazing. Indeed Power Spot is a very powerful reason to use Stonjourner in Doubles, allowing it to support just by being on the field. However, Stonjourner has little to offer outside of Power Spot. While Stonjourner does have some interesting support options in Wide Guard, Imprison and Gravity, it is a poor user of the latter moves thanks to its horrid Special bulk and middling Speed. Stonjourner struggles to survive long enough to use such moves, let alone stick around to get the most out of Imprison and Gravity. Stonjourner’s lopsided defensive profile just ruins it in doubles where it is so much harder to wall off two opponents. If Stonjourner had at least usable Special Defense, or a moveset that helped keep itself and its allies alive or even Helping Hand, there could have been something. As it stands, Stonjourner remains a curiousity and nothing more.

Power Formation

-Rock Slide
-Wide Guard
-Low Kick
-Protect
Ability: Power Spot
Item: Focus Sash
Tera Type: Rock
EVs and Nature:
4 HP / 252 Atk / 252 Spe
Jolly Nature

Stonjourner’s doubles standard has it as an offensive support piece, pushing its teammates damage even higher while it alternates between offensive pressure and shielding itself. Rock Slide is a staple on all doubles oriented Stonjourner. Rock Slide has a long history in VGC for good reason, being a spread move off an excellent offensive type with a great 30% chance to flinch, capable of deciding games with a little luck. With Stonjourner’s great attack and good enough base speed making such Flinches possible, it couldn’t ask for a better STAB attack. Wide Guard is the other consistent pick for Stonjourner and is a great way to keep itself and its allies up as they go on the offense, blocking all sorts of deadly spread attacks such as Torkoal’s and Typhlosion’s Eruptions, Armarouge’s Expanding Force, Gholdengo’s Make It Rain, Ursaluna’s and Garchomp’s Earthquakes, Muddy Water from numerous Water types and more. Low Kick offers invaluable Fighting typed coverage, invaluable into Rock resistant targets like Kingambit, both Ursalunas, and Tera Steel Pokémon as well as Tyranitar. Protect is a Doubles staple and even more important for Stonjourner given it provides support just by being on the field, so even ducking behind Protect allows Stonjourner to perform its job.

A fully offensive spread is recommended. Stonjourner’s ability and frailty consign it to very aggressive teams who can make the most out of Power Spot, so Stonjourner’s ability to apply pressure is just as tantamount. While Stonjourner is an unattractive Terastalization target due to its frailty, Tera Rock is recommended for the incredible boost it gives to Stonjourner’s Rock Slide, making up for the lower power and spread reduction the move incurs. Focus Sash is recommended as the item, ensuring Stonjourner survives at least one hit.

Preferred Partners:
Allies that can make the most out of Stonjourner’s Power Spot are ideal, addressing its frailty though offense is the best Defense. Hisuian Typhlosion is an ideal example, turning its already terrifying Eruptions nuclear, with the capability of Scarf Hisuian Typhlosion able to OHKO Max HP Ursaluna in the Sun with Power Spot. Dragapult is another example with its Smart Dragon Darts and the Protect breaking Phantom Force. Sneasler also adores the extra power for picking up knockouts it would otherwise miss. Tailwind setters also work well with Stonjourner. Given its decent Speed, Stonjourner is quite swift with Tailwind and can pick up many more Flinches with Rock Slide. Drifblim is a decent partner in crime, its Unburdened Acrobatics getting much more dangerous with Power Spot, securing the OHKO on Sneasler, and 2HKOing Rillaboom through Grassy Terrain. Heavy Slam and Heat Crash are alternative coverage options over Low Kick, Heavy Slam handily wrecking most Tera Fairy targets while Heat Crash obliterates opposing Grass types like Rillaboom, Sinistcha, and Whimsicott.

Countering Stonjourner

Stonjourner’s worst in the game Special Defense and horrid base typing present easy outs to it, despite what few good traits it does have.

Special attackers are recommended against Stonjourner for reasons beyond its horrid Special Defense. Stonjourner has several tools to boost its already good physical bulk, to the point of nearly becoming unbreakable on the physical side. Physically bulky Special Attackers are ideal, enduring whatever offensive pressure Stonjourner can provide while threatening it back with a OHKO. Palossand effectively counters Stonjourner, being immune to common Fighting coverage while resisting Rock STAB and being heavy enough for Stonjourner to not get the most out of its other coverage. Weezing also does well, having the bulk to tank even boosted attacks, ruin Stonjourner with Will-O-Wisp and wipe its boosts with Haze, though it cannot immediately threaten Stonjourner with a knockout.

Other Ground type physical walls like Mudsdale, Sandaconda, and Sandslash tend to work well especially against Rock Polish Stonjourner, soaking up Stonjourner’s attacks, though they do need a way to match boosts against IronPress Stonjourner or it will overwhelm them. Regirock can beat IronPress Stonjourner at its own Game, its much higher Defense making its Body Presses that much more dangerous, though a boosted Earthquake (from Curse variants) does sting.

Rock Polish Stonjourner can be tricky if lacking a defensive check. Even sets with Adamant still outrun Hisuian Electrode, though they can be checked by base 100 Scarf users like Typhlosion and Charizard. Jolly Stonjourner can be realistically outspeed by naturally faster weather sweepers like Leafeon, and Scovillain as well as Unburden Sceptile, though aside from Leafeon, none like switching into a Stone Edge or Heat Crash. Still Special Attackers are the way to go against Stonjourner, as it is so horribly weak that even unbossted resisted hits are a threat.

Locations in Games

Red/Blue/Yellow:
Not in game.

Gold/Silver/Crystal:
Not in game.

Ruby/Sapphire/Emerald:
Not in game.

FireRed/LeafGreen:
Not in game

Colosseum/XD:
Not in game.

Diamond/Pearl/Platinum:
Not in game.

HeartGold/SoulSilver:
Not in game.

Black/White:
Not in game.

Black 2/White 2:
Not in game.

X/Y:
Not in game

Omega Ruby/Alpha Sapphire:
Not in game.

Sun/Moon:
Not in game.

Ultra Sun/Ultra Moon:
Not in game

Let's Go, Pikachu!/Let's Go, Eevee!:
Not in game.

Sword/Shield:
Route 10, Lake of Outrage, Giant's Bed, Giant's Foot (Sword)
Max Raid Battles: Giant's Seat, Rolling Fields, Stony Wilderness, Slippery Slope, Giant's Bed, Snowslide Slope, Ballimere Lake

Brilliant Diamond/Shining Pearl:
Not in game

Legends: Arceus:
Not in game

Scarlet/Violet:
Asado Desert (Scarlet)
Tera Raid Battles: 4 Star Raid Battles

Anime Appearences

Stonjourner has made a few appearances in the anime. First Team Rocket used one during one trip to Galar and another protected Diana's castle

# -English Episode Name- -Jp. Episode Name- Pics
1216 Just a Scone's Throw From Here Goh and Cinderace! The Place Where It All Began!! Pics
24 Reunion at the Ancient Castle! Reunion at the Old Castle Pics