Stantler in depth
The deer-scaring contraption
オドシシ, Odoshishi, comes from shishi-odoshi: the bamboo contraption that fills with water, tips over, and strikes a stone with a dry click, installed in Japanese gardens specifically to scare away deer and wild boar. The name turns the two halves around and leaves “shishi”—an old word for deer or beast—stuck to “odoshi”, threat. It names both the animal and the thing that scares it away.
English settles for much less. Stantler is antler, the branched horn, with its first syllable tweaked, and the English name was left untouched in Spanish, as in almost all European languages.
The design goes straight to the point: brown fur, a cream belly, spots on its back, and pale antlers with a black orb in the center of each branch. Those orbs look like eyes. That is where all the design work is, because what the Pokédex describes is not an attack or a defense, but the dizziness of someone who stares at them for too long.
Psychic powers without the type to support them
The movepool does not match the stat sheet. It is pure Normal, but learns Hypnosis at 10, Confuse Ray at 23, Calm Mind at 27, Zen Headbutt at 37, and Imprison at 49, while TMs give it access to Psychic, Future Sight, Trick Room, Trick, and Skill Swap. All that Psychic baggage without a type to back it up: the attacks get no STAB, with 85 Special Attack trying to do the work.
The inconsistency was resolved when Wyrdeer arrived, as it is Normal and Psychic, rises to 525 base points, and has 105 Attack and 105 Special Attack. It is literally the version of Stantler that knows what it wants to be. Compared with Girafarig, the other Johto quadruped with Psychic ambitions, Stantler had higher physical Attack—95 to 80—and a worse typing for making use of it.
Three borrowed abilities and one move of its own
There were no abilities in Generation II. When they appeared in Generation III, Stantler got Intimidate; Frisk, which reveals the opponent’s held item and does nothing else, was added in Generation IV; Sap Sipper arrived later as a hidden ability. None of the three is its own. Intimidate is shared by dozens of species, Frisk is a scouting utility, and Sap Sipper is spread among various herbivorous beasts.
The only thing Stantler can call its own is Psyshield Bash, which it shares with its evolution. It is also the move that triggers the evolution, creating a strange situation: the species-exclusive attack exists mainly so the species can stop being that species. Twenty uses in Agile Style, a requirement that only makes sense within Hisui’s battle system and has not been repeated in any later game.
What to do with one
In a normal playthrough, the plan is short and it works. Hypnosis first, Confuse Ray on top, and from there Zen Headbutt or whatever physical attack fits while the opponent loses turns. Double-Edge at 55 is the strongest hit it learns by level, and with 73 HP and 62 Defense the recoil becomes noticeable quickly: save it for finishing, not for opening. Megahorn, if it was bred with it, does that job better and without the cost.