Chesnaught Roasting You Over an Open Fire
Chesnaught (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Hammer Arm
- Leech Seed
- Bulk Up
- Spiky Shield
Chesnaught is my physical wall/tank and the main focus of my team. Being able to shut down pretty much every physical thing i've come across, well except for flying types :( , Chesnaught has always been one of my faovrites. On top of that if played correctly he can actually set up on physical power houses. I chose chesnaught one cause he is my starter XD but two, the actual reason i chose him, he is an amazing physical wall only falling short to the infamous Skarmory. However unlike skarmory, chesnaught can effectively wear down the opponent without attacking or using the rocky helmet. Chesnaught also resists every one of talonflame's weaknesses allowing him to switch in to almost all of talonflame's counters as long as they dont have another special stab that can take him out. Chesnuaght's set is the usual set he runs in uu with the change of spikes to bulk up, I chose bulk up as it allows chesnught to effectively wall physical set up sweepers, with the only exception being mega charizard X, darmatian, and flying types. Bulk allows chesnaught to set up to keep up with the sweepers, and surprisingly most people try to set up on him. Once chesnaught has 2 or 3 bulk ups under his sleeve he can take a +3 sand force boosted mega garchomp outrage and pretty easily get leech seed on it and then spiky shield recover enough to easily take another outrage and attack garchomp as well.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- U-turn
- Flare Blitz
- Tailwind/ Roost
Talonflame is my Lead/ Revenge Killer on this team as if chesnaught fails to wall a certain threat dies in the process talonfalme usually serves to rid the chesnaught slayer from the team almost instantly. Talonflame usually leads my team because of it's massive speed stat so it outspeeds a huge amount of pokemon allowing it to either brave bird their faces if their frail or weak to flying, but if their not u-turn allows the appropriate counter to come in. Flare blitz is a strong stab, and tailwind provides team support if Talonflame has become pointless or if knockoff is used. Talonflame is my main choice, mainly because of its ability as it allows me to invest fully in attack and get the most out of a revenge killer, plus it's typing is fits great into the team.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 220 Def / 40 SpD
Bold Nature
- Volt Switch
- Hidden Power [Ice]
- Hydro Pump
- Will-O-Wisp/ Light Screen
Rotom is my team's glue as it can take hits that chesnaught cant and synergizes well with talonflame and chesnaught having only a weakness to grass his weaknesses are covered quite well. By burning threats rotom-wash can guarantee chesnaught a free switch into any physical attacker care, free forcing a switch and gaining valuable momentum for the team. I also use lightscreen in certain situation to allow chesnaught to come in on even more things, but for the most part I run will o wisp. Volt switch grabs momentum and punishes flying types that switch into chesnaught, hydropump punishes rock types that switch into talon and fire types that switch into chesnaught. hp ice destroys any dragons that might have gotten past chesnaught and lets me stay in battle to attack flying types that might out live a volt switch. Ev's are for maximum physical tankiness for powerful physical stab fire and flying attacks looking at you mega pinsir and mega char x, the 32 are meant to take any surprise special hits.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Heal Bell
- Wish
- Protect
This Chansey is like any other clerical Chansey, it heals and walls thats all it does all the time every time.
Chansey is the special counter part to Chesnaught on this team however instead of gaining momentum Chansey fixes loss in momentum our team might have. With Chesnaught and Chansey this team can Wall quite a large portion of the meta and is self contained.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 4 SpD / 84 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
The Trapper, Magnezone's job is to utterly erase steel types from the field of play, skarmory in particular. he also serves as a slow, but powerful special revenge killer wiping out many pokemon on the switch in. He also has decent synergy with talonflame and chesnaught. Flashcannon is for predicted fairy switches and tyranitar, thunderbolt obliterates bulky water's and does massive damage to any thing that doesn't have a mountianus spD and/or resist it, volt switch is necessity, and Hp Fire is for slaying steels that resist lighting or are extra weak to fire. Hp fire is incredibly useful for destroying excradrill switch ins. 88 spe ev is for outspeeding non invested speed skarmory.
Beauty (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
Gardevoir is the special version of my talonflame if one of my other pokes go down Gardevoir and talonflame make sure to punish their faces for killing talon's and garde's team mate. Gardevoir also rounds out my team's defensive coverage although its not bulky it can come in on a resisted attacks and do some major damage. Moonblast is self explanatory, psyshock provides another stab and the ability to do so more damage to chansey or special walls that switch in. Thunder wave and trick are awesome together because of how it either completely cripples a pokemon or punishes their switch. By using trick you can refrain the opposing pokemon to a single move for the rest of the game having to only choose one move makes swithcing in a lot easier for the rest of the team, but a the negative of giving them more speed, but thunder wave fixes that making the opponent slow as they were with out the scarf and restrained to one move. But getting those two off on the same poke is usually asking for alot, but thunder wave has another benefit that being if they do switch you can paralyze the switch in instead. Making you faster then the switch and even maybe netting you a ko next turn, or forcing another switch.
anyways that's my team tell me what ya think about it :D
Chesnaught (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Hammer Arm
- Leech Seed
- Bulk Up
- Spiky Shield
Chesnaught is my physical wall/tank and the main focus of my team. Being able to shut down pretty much every physical thing i've come across, well except for flying types :( , Chesnaught has always been one of my faovrites. On top of that if played correctly he can actually set up on physical power houses. I chose chesnaught one cause he is my starter XD but two, the actual reason i chose him, he is an amazing physical wall only falling short to the infamous Skarmory. However unlike skarmory, chesnaught can effectively wear down the opponent without attacking or using the rocky helmet. Chesnaught also resists every one of talonflame's weaknesses allowing him to switch in to almost all of talonflame's counters as long as they dont have another special stab that can take him out. Chesnuaght's set is the usual set he runs in uu with the change of spikes to bulk up, I chose bulk up as it allows chesnught to effectively wall physical set up sweepers, with the only exception being mega charizard X, darmatian, and flying types. Bulk allows chesnaught to set up to keep up with the sweepers, and surprisingly most people try to set up on him. Once chesnaught has 2 or 3 bulk ups under his sleeve he can take a +3 sand force boosted mega garchomp outrage and pretty easily get leech seed on it and then spiky shield recover enough to easily take another outrage and attack garchomp as well.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- U-turn
- Flare Blitz
- Tailwind/ Roost
Talonflame is my Lead/ Revenge Killer on this team as if chesnaught fails to wall a certain threat dies in the process talonfalme usually serves to rid the chesnaught slayer from the team almost instantly. Talonflame usually leads my team because of it's massive speed stat so it outspeeds a huge amount of pokemon allowing it to either brave bird their faces if their frail or weak to flying, but if their not u-turn allows the appropriate counter to come in. Flare blitz is a strong stab, and tailwind provides team support if Talonflame has become pointless or if knockoff is used. Talonflame is my main choice, mainly because of its ability as it allows me to invest fully in attack and get the most out of a revenge killer, plus it's typing is fits great into the team.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 220 Def / 40 SpD
Bold Nature
- Volt Switch
- Hidden Power [Ice]
- Hydro Pump
- Will-O-Wisp/ Light Screen
Rotom is my team's glue as it can take hits that chesnaught cant and synergizes well with talonflame and chesnaught having only a weakness to grass his weaknesses are covered quite well. By burning threats rotom-wash can guarantee chesnaught a free switch into any physical attacker care, free forcing a switch and gaining valuable momentum for the team. I also use lightscreen in certain situation to allow chesnaught to come in on even more things, but for the most part I run will o wisp. Volt switch grabs momentum and punishes flying types that switch into chesnaught, hydropump punishes rock types that switch into talon and fire types that switch into chesnaught. hp ice destroys any dragons that might have gotten past chesnaught and lets me stay in battle to attack flying types that might out live a volt switch. Ev's are for maximum physical tankiness for powerful physical stab fire and flying attacks looking at you mega pinsir and mega char x, the 32 are meant to take any surprise special hits.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Heal Bell
- Wish
- Protect
This Chansey is like any other clerical Chansey, it heals and walls thats all it does all the time every time.
Chansey is the special counter part to Chesnaught on this team however instead of gaining momentum Chansey fixes loss in momentum our team might have. With Chesnaught and Chansey this team can Wall quite a large portion of the meta and is self contained.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 4 SpD / 84 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
The Trapper, Magnezone's job is to utterly erase steel types from the field of play, skarmory in particular. he also serves as a slow, but powerful special revenge killer wiping out many pokemon on the switch in. He also has decent synergy with talonflame and chesnaught. Flashcannon is for predicted fairy switches and tyranitar, thunderbolt obliterates bulky water's and does massive damage to any thing that doesn't have a mountianus spD and/or resist it, volt switch is necessity, and Hp Fire is for slaying steels that resist lighting or are extra weak to fire. Hp fire is incredibly useful for destroying excradrill switch ins. 88 spe ev is for outspeeding non invested speed skarmory.
Beauty (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
Gardevoir is the special version of my talonflame if one of my other pokes go down Gardevoir and talonflame make sure to punish their faces for killing talon's and garde's team mate. Gardevoir also rounds out my team's defensive coverage although its not bulky it can come in on a resisted attacks and do some major damage. Moonblast is self explanatory, psyshock provides another stab and the ability to do so more damage to chansey or special walls that switch in. Thunder wave and trick are awesome together because of how it either completely cripples a pokemon or punishes their switch. By using trick you can refrain the opposing pokemon to a single move for the rest of the game having to only choose one move makes swithcing in a lot easier for the rest of the team, but a the negative of giving them more speed, but thunder wave fixes that making the opponent slow as they were with out the scarf and restrained to one move. But getting those two off on the same poke is usually asking for alot, but thunder wave has another benefit that being if they do switch you can paralyze the switch in instead. Making you faster then the switch and even maybe netting you a ko next turn, or forcing another switch.
anyways that's my team tell me what ya think about it :D
importable:
I have won 8-10 games with this team at the moment and those 2 losses are mostly because of the change in ou to include that Unbelievably powerful mega salamence something chesnaught could deal with before he mega'd, and then that freakin gunkshot greninja freaked me out the other time. XDBeauty (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
XLR8 (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- U-turn
- Flare Blitz
- Tailwind
Dem Magnets (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
KingPin (Chesnaught) (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Drain Punch
- Leech Seed
- Bulk Up
- Spiky Shield
Chubkins (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Heal Bell
- Wish
- Protect
Rotom-WasHere (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 220 Def / 40 SpD
Bold Nature
- Volt Switch
- Hidden Power [Ice]
- Hydro Pump
- Will-O-Wisp
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
XLR8 (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- U-turn
- Flare Blitz
- Tailwind
Dem Magnets (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
KingPin (Chesnaught) (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Drain Punch
- Leech Seed
- Bulk Up
- Spiky Shield
Chubkins (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Heal Bell
- Wish
- Protect
Rotom-WasHere (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 220 Def / 40 SpD
Bold Nature
- Volt Switch
- Hidden Power [Ice]
- Hydro Pump
- Will-O-Wisp
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