XY OU Chesnaught roasting by an open fire

Chesnaught Roasting You Over an Open Fire
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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.
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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.
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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.
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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.
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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.
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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:
Beauty (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
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. XD
 
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This team looks fairly nice, and I really like this bulky setup set on Chesnaught. The EVs on Rotom are a little odd though, and for a defensive set I recommend:

Rotom-Wash @ Leftovers/Chesto Berry
Ability: Levitate
EVs: 248 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split/Rest

44 Spe EVs allows you to outspeed Azumarril, and 248 HP EVs lessens the amount you take from entry hazards (something I recommend for all Pokemon switching in/out a lot).

Other than that, this team is really cool. Good job making it!
 
thanks!!! :D
Hmm... I'll try that set on Rotom and see how it fits in
however i've never seen an azumarill in play with a speed over 178 is that even need to be considered?
 
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thanks!!! :D
Hmm... I'll try that set on Rotom and see how it fits in
Also, I just remembered that Chesnaught now gets Drain Punch through Move Tutor in ORAS, so you may wanna throw that on there for even MORE recovery, unless the extra power from Hammer Arm is desired.
 
I used drain punch in oras ou and I do like it alot, as it only makes chesnaught harder to kill at the sacrifice of a bit of power. Imo it's totally worth it, but since i don't have oras irl i'm stuck using hammer arm.
 
You have no mega.

I recommend using Mega Gardevoir to really help with Sp Def and sweeping with her insane Sp Atk.

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 4 SpD / 252 Sp Atk / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock/Psychic
- Taunt
- Focus Blast

It will benefit your team rather well, and a Taunt can always throw your opponents off.

Hope it helps.
 
Although I do like the scarf, i will try mega cause i do only have one specially bulky mon so having two would probably help
thanks for the help :)
 
o_o my gosh mega garde is godly with taunt, THANK YOU so MUCH!!!
Good. I'm glad it's working out for you. Mega Gardevoir really needs to be used more and can Hyper Voice a subbed Megamence, which is rather helpful, and it will OHKO it.
 
I saw Mega Gardevoir mentioned. Out of the two variants, I think this set works better since the speed creep, base 100 speed isn't all that superb anymore so try a bulkier set to make up for her abysmal defence:
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 HP / 252 Def / 4 Sp Atk
Bold/Modest Nature
- Hyper Voice
- Psyshock/Psychic
- Calm Mind
- Focus Blast
This set goes well with your Wish-passing Chansey as well since Gardevoir has no reliable recovery of her own, it means you don't have to sac her off when she's at low health, you can switch her out and pass her a Wish later to get her back safely and resume sweeping.
 
I saw Mega Gardevoir mentioned. Out of the two variants, I think this set works better since the speed creep, base 100 speed isn't all that superb anymore so try a bulkier set to make up for her abysmal defence:
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 HP / 252 Def / 4 Sp Atk
Bold/Modest Nature
- Hyper Voice
- Psyshock/Psychic
- Calm Mind
- Focus Blast
This set goes well with your Wish-passing Chansey as well since Gardevoir has no reliable recovery of her own, it means you don't have to sac her off when she's at low health, you can switch her out and pass her a Wish later to get her back safely and resume sweeping.

I disagree with this suggestion. Trying to go bulky with Mega Gardevoir only wastes the offensive pressure it contains, since it can easily be stopped even at +1. Furthermore, the lack of speed and Gardevoir's pitiful physical bulk (even when invested, it is not great) makes it very easy for the opponent to take you out. Just stick to the regular max speed.

Bulk Up Chesnaught is not that good of a set since many Physical Attackers, such as MGallade, MAltaria, MMetagross, Garchomp, MSalamence, MBeedrill, Zard X, and Talonflame all have some way of busting, whether it be strong STABs, or in Garchomp's case, coverage in Fire Blast. Furthermore, Chesnaught is vulnerable to Special Attackers like Gengar, Heatran, MGardevoir, Latios (LO Draco Meteor has over a 50% chance to OHKO), and Clefable. In reality, Chesnaught will get forced out really quickly due to its susceptibility to these common / good Pokemon. Therefore, I would switch Bulk Up to Spikes, which Chesnaught's teammates, such as Gardevoir and Talonflame, appreciate, because they like their checks being worn down by Spikes.

You also do not have Stealth Rock either, replace Chansey's Heal Bell with Stealth Rock, since you really do not need Heal Bell that much, since many of your Pokemon can tolerate getting inflicted with status, or are not going to be staying in on Pokemon that would inflict them with status that would cripple them (ie Talonflame is not staying in on Thundurus). I would also switch Chansey's Protect to Soft-Boiled, which allows it to have an instant form of recovery rather than wait two turns to be healed by Wish. It does conflict with Wish whatsoever, you can still run it.

To have Talonflame without a means of removing Stealth Rock is almost completely disregarding the support Talonflame needs. To be honest, your team is not bothered that much by opposing Steel-types, so Magnezone really is not that necessary. I would replace Magnezone with a Scarf Excadrill, which gives you a Stealth Rock remover that does not remove your own Spikes and Stealth Rock.

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Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Rock Slide
- Earthquake
- Rapid Spin

I tend to dislike Chansey-based balanced teams because these teams tend to have a lot of weaknesses, but if you allow me to replace Chansey, then I can address some of these weaknesses much easier (especially since this team gets ran over by any physical attacker that can get past Chesnaught). Can I edit Chansey out of this team?
 
well I agree that fast gardevoir is necessary it's speed is seriously needed on my team, I don't really care much about chansey but she is the only special wall I have in game that has access to clerical moves. I like magnezone as he can really damage an unprepared team with it's choice specs, however i'm not particularly attached to him so he if he is not really needed then thats fine to change. However I do have a bone to pick with spikes over bulk up, I personally believe that spikes is one of the most useless hazards, rocks are amazing and toxic spikes can be useful in the right occasion but the amount of turns needed to set up all the layers needed to be effective can get damn annoying especially with defog on the loose and with magnezone skarmory can defog all it wants with only rotom to look out for magnezone is crucial if I use spikes. Now with that said you said that garchomp can get through chesnaught but I have yet to fight a garchomp that can, and even if I severely miss play and they do get a fire blast or something off on me that only 2hko's me so with leftovers and leech seed, that I would probably get on the turn chomp fireblasts, he would only 3hko me and by that turn he has at least 18% percent of his health taken away by leech seed if chesnaught did nothing but he doesn't the first turn garchomp comes in i run bulk up and then spiky shield to recover and then fire off hammer arms/ drain punches in between turn the shield turns because after 1 bulk up chesnaught has 99.6 chance to 2hko garchomp, and if garchomp is sword dance chesnaught can set up while garchomp does its brazen but if u time it right you can wall garchomp and then eventually 1 shot him once your bulky enough. So I get why spikes can be used but i personally perfer bulk up because not only has it been working for me but no on expects it. However some of the new megas do pose a problem to this set, but this is in x and y not oras.
 
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