LC Chespin [QC: 3/3] [GP: 3/3]

Overview
########

Chespin boasts a unique ability in Bulletproof, which gives it an immunity to all 'ball' and 'bomb' moves, including Sludge Bomb and Shadow Ball. This allows Chespin to wall Pokemon that rely on such moves, such as Foongus and Gastly. Chespin's typing gives it useful resistances to common Water-, Ground-, and Electric-type attacks. Its access to Spikes, backed by its respectable bulk with Eviolite, enables it to be a reliable entry hazard setter. Chespin has reliable recovery in Synthesis, which increases its longevity. The icing on the cake is Chespin's access to reliable and somewhat strong STAB options, which not all Pokemon have the luxury of. However, Chespin's typing also leaves it with many common weaknesses to Flying-, Fire-, and Ice-type attacks. Fletchling is very common as well, and Chespin can't stand up to it. Chespin is also very easy to set up on should it lack Roar or Taunt because of how passive it is. It has a massive case of four-moveslot syndrome, which severely limits it, and its Speed lets it down a lot, as it will usually be taking a hit before it can do anything in return. Chespin also receives competition from other Grass-types in the tier such as Cottonee and Foongus.

Defensive
########
name: Defensive
move 1: Bulk Up
move 2: Synthesis
move 3: Seed Bomb
move 4: Rock Slide
ability: Bulletproof
item: Eviolite
evs: 228 HP / 28 Atk / 236 SpD
nature: Impish

Moves
========

Bulk Up allows Chespin to differentiate itself from other defensive Pokemon by letting it set up on many Pokemon and slowly wear them down. Bulk Up enables Chespin to live an Acrobatics from Fletchling and OHKO it in return with Rock Slide at +1. Synthesis in tandem with Bulk Up enables Chespin to keep itself healthy while setting up throughout the match. Rock Slide is a very nice move on Chespin, which naturally lures in Bug- and Fire-type Pokemon such as Larvesta and Ponyta. Seed Bomb is a very reliable STAB move that allows Chespin to beat Chinchou and gets nice all-around coverage in conjunction with Rock Slide. Although Bulk Up is highly advised, running Spikes is not a bad idea instead because of the raw support it provides. Spikes also wears down switch-ins, helping Chespin's teammates.

Set Details
========

Eviolite is the item of choice over Berry Juice because it offers more longevity and overall higher bulk; Synthesis keeps Chespin healthy as well. Chespin should invest into Special Defense to further boost it. Although an Impish nature seems a bit odd when running a specially defensive EV spread set, it provides an overall larger boost to bulk by increasing Chespin's Defense stat to an even Eviolite number. 28 Attack EVs give Chespin one extra point in Attack. Overgrow should never be considered when running Chespin, as Bulletproof always outclasses it by allowing Chespin to wall Gastly and Foongus, amongst other Pokemon. Thus, the benefits of Bulletproof far outweigh the niches of Overgrow.

Usage Tips
========

Chespin is phenomenal at countering Drilbur, which is what this set does best. Drilbur cannot break through Chespin without running Poison Jab, while Chespin severely dents it with Seed Bomb. Chespin also completely counters Pokemon that rely on 'ball' or 'bomb' moves, such as Foongus and Gastly. Therefore, try to prevent Chespin from being worn down too much to the point where it is unable to check such Pokemon. Bulk Up should not be used recklessly, as Timburr can set up on Chespin in return and eventually beat Chespin one-on-one. If running Spikes, try using it when Chespin forces a switch to slowly rack up entry hazard damage.

Team Options
========

Pokemon that have great difficulty with Drilbur are prime partners; this includes Pokemon such as defensive Chinchou and Magnemite. Chinchou in particular has nice synergy with Chespin and can keep it healthy with Heal Bell. Chespin doesn't appreciate opposing Fire- and Flying-types, which Chinchou keeps in check. When running Spikes, Pokemon that enjoy foes being worn down before they sweep, such as Titrouga and Larvesta, make good partners.

Spikes Support
########
name: Spikes Support
move 1: Spikes
move 2: Seed Bomb
move 3: Synthesis
move 4: Low Sweep / Roar / Rock Tomb
ability: Bulletproof
item: Eviolite
evs: 68 HP / 28 Atk / 156 Def / 236 SpD
nature: Impish

Moves
========

Chespin differentiates itself from Ferroseed as a Spikes setter because of its access to reliable recovery in Synthesis and its lack of a Fighting-type weakness. Seed Bomb allows Chespin to beat Drilbur, the tier's main Rapid Spinner, a trait that both Ferroseed and Trubbish lack. Synthesis keeps Chespin healthy throughout the match and allows it to repeatedly set Spikes and pivot much more easily. Low Sweep OHKOes Pawniard on the switch and is a great move in general to hit and slow Steel-types and other switch-ins. Roar, on the other hand, phazes out Steel-types and forces the opponent's team to take repeated entry hazard damage. Rock Tomb is weaker than Low Sweep but has the benefit of being able to smack Fletchling on the switch and slow it down for a teammate to better take it on. These three moves all provide certain benefits, and all are viable to use on Chespin.

Set Details
========

The allocated defensive EVs allow Chespin to hit Eviolite numbers, achieving maximum bulk all-around. This investment, alongside an Impish nature, allows Chespin to make full use of its Defense stat and allows it to be a very viable physical wall and pivot. 28 Attack EVs are a minor investment but provide a tiny boost in Attack, which could potentially be helpful. Eviolite is always preferred over Berry Juice, which serves little purpose on Chespin because of its access to Synthesis. Bulletproof is an extremely useful ability because it allows Chespin to wall Gastly and Foongus with ease, making it the preferred option over Overgrow.

Usage Tips
========

Chespin finds a key niche in its ability to take on and beat Drilbur with ease. Ferroseed and Trubbish, other Spikes setters, both fail to do this, so be sure to capitalize on Chespin's ability to do so. Chespin has no Fighting-type weakness, allowing it to differentiate itself from Ferroseed; it also has much better bulk than Trubbish and access to reliable recovery. Chespin should use its high physical bulk to pivot into physical threats such as Drilbur and Mienfoo and either set Spikes or use Synthesis as it forces them out. Chespin should not try to set Spikes all at once, but rather set them gradually throughout the match. Chespin recieves competition from Foongus, which has access to Spore and is another bulky Grass-type pivot; however, Chespin has a nifty Ground-type resistance that allows it to differentiate itself from Foongus. Always be sure to highlight on Chespin's perks and benefits over its competition when using it.

Team Options
========

Pokemon that appreciate Chespin's ability to wall Drilbur and Mienfoo, such as Chinchou and Magnemite, make for good partners; these two Pokemon in particular stand out for their synergy and ability to form a pivot core together with Chespin. Chinchou stands out for its access to Heal Bell, keeping Chespin healthy by ridding it of status. Magnemite is able to pivot into Chespin with Volt Switch and really appreciates Chespin's ability to take on Drilbur. Pawniard also likes Chespin's ability to wall Drilbur and Mienfoo and is able to punish Defoggers trying to remove Spikes thanks to Defiant. Tirtouga has nice synergy with Chespin and enjoys Chespin's ability to take on both Drilbur and Mienfoo; Tirtouga also appreciates Spikes support to wear down foes for late-game sweeping.

Other Options
########

Curse sets can be pulled off thanks to Chespin's high Attack stat; however, its defensive capabilities far eclipse its offensive ones. Chespin also has access to Swords Dance to become an immediate threat, but it's often too slow to pull off a sweep. Stone Edge is interesting to hit potential Fire- and Flying-type switch-ins, but it has little use aside from this, and Rock Slide or Rock Tomb usually do the job better. Payback is interesting, as it allows Chespin to OHKO Gastly. Brick Break hits Pawniard hard, deterring it from setting up. Poison Jab hits Spritzee for super effective damage but has subpar coverage otherwise. Aerial Ace gets nice coverage and is also a way to hit Foongus. Finally, Toxic is viable to hurt a ton of defensive Pokemon while also putting most other Pokemon on timers.

Checks & Counters
########

**Fletchling**: Fletchling resists Chespin's STAB moves and can easily set up a Swords Dance on it. Fletchling also has a powerful STAB attack of its own to dispose of Chespin with. Chespin can catch it off guard with Rock Tomb, however, so Fletchling has to be sure Chespin is not carrying this move. Fletchling also doesn't enjoy switching into the rare Leech Seed, but this is not as much of a problem as Rock Tomb is. Low Sweep also lowers Fletchling's Speed, which can be detrimental to it. Finally, Chespin can even Roar away Fletchling as it switches in, thus racking up Stealth Rock damage, but Fletchling is still usually going to prevail against Chespin.

**Steel-types**: Steel-types such as Pawniard and Ferroseed wall Chespin and render it setup fodder. However, if Chespin is running Low Sweep, such Pokemon have to worry about Chespin, and no Steel-types, bar Ferroseed, particularly like to take the rare Leech Seed. Honedge walls Chespin regardless, but it too does not like to take residual Leech Seed damage.

**Super Effective Attacks**: Flying-type moves from Fletchling, Fire-type moves from Ponyta, and Ice-type moves from Snover all put a dent in Chespin, even though it is bulky. Chespin can dent all of these Pokemon with Rock Slide or Rock Tomb, but it really should not be staying in on any of them. It is worthwhile to note that it is immune to Sludge Bomb thanks to Bulletproof, technically removing Chespin's Poison-type weakness, but some Poison-types run Sludge Wave solely to deal with Chespin.

**Grass-types**: Grass-types such as Foongus, Cottonee, Ferroseed, and opposing Chespin are immune to Leech Seed and resist Seed Bomb and Rock Slide. However, these Grass-types fail to do much to Chespin in return, creating a stalemate.
 
Last edited:

tcr

sage of six tabs
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Honestly I would like Payback to be an option on the standard set. Walling Gastly and Misdreavus as well as Foongus doesn't mean anything when you cannot do anything to them. At least mention it, and with 108 Atk you 2hko Eviolite Misdreavus, allowing for a great counter. I would prefer this over Leech Seed in the last spot, as in general Leech Seed won't do too much. Chespin is either threatened out by common Pokemon such as Fletchling, as well as losing to Pokemon that it should normally "beat" such as Sub Gastly or Sub Misdreavus. this is not a check, I'll review this later :o
 
TCR, I would like to point out, however:
  • 28 Atk Chespin Wood Hammer vs. 36 HP / 0 Def Eviolite Misdreavus: 9-12 (39.1 - 52.1%) -- 12.1% chance to 2HKO after Stealth Rock
  • 28 Atk Chespin Wood Hammer vs. 0 HP / 0 Def Gastly: 9-11 (47.3 - 57.8%) -- guaranteed 2HKO after Stealth Rock
I'll give you that Foongus walls it in return, but what can it do to Chespin anyways?
  • 0 SpA Foongus Hidden Power Fire vs. 68 HP / 236 SpD Eviolite Chespin: 6-8 (26 - 34.7%) -- 1.1% chance to 3HKO after Stealth Rock
It can run more SpA EVs, sure, but even 236+ (which nobody runs) only 3HKOes it. Meanwhile, Chespin can set Spikes or Taunt / Roar Foongus away anyways. I'm really not sold on Payback at all, as although it 2HKOes Misdreavus, Chespin can still break its Substitute and Gastly is 2HKOed anyways as well. I'll give you OHKOing Gastly and 2HKOing Misdreavus is great, but it doesn't help against Foongus and I see not many other places where it would come in handy. I'll mention it in OO, for now, I'm not sold on putting it on the main set.
 

doomsday doink

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is a Tutor Alumnusis a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Hey Unfixable, I'm going to agree with TCR in saying that Payback deserves at least a mention, as it's not dealing recoil like Wood Hammer. Also, I'd like Low Sweep to at least be included somewhere in the analysis because it's a great way to hit Pawniard (it's getting OHKOed so the Defiant boost wont matter) and it can make other mons easier to handle due to the speed drop. I've also found some success with an EV spread of 68 HP / 108 Atk / 76 Def / 236 SpD w/ Brave nature (just something to consider).
 

tcr

sage of six tabs
is a Tutor Alumnusis a Team Rater Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
I would honestly like Wood Hammer taken off of the main analysis. There's no point to it outside a little extra power that doesn't matter with no investment, and it only detracts health from Chespin. Seeing as Chespin is a sort of bulky pivot, it doesn't need any more damage on it, as Synthesis only has 8 PP. Remove this, remove Misdravus, and QC 1/3
 

fleurdyleurse

nobody,not even the rain,has such small hands
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
hi
Overview
########
Chespin boasts access to a unique ability in Bulletproof, which gives it an immunity to all 'ball' and 'bomb' moves such as Sludge Bomb or Shadow Ball. This allows it to wall various Pokemon who rely on these moves as their STAB moves, such as Foongus and Gastly. Its typing gives it useful resistances to common Water-, Ground-, and Electric-type moves. Its access to Spikes backed by its respectable bulk with Eviolite enables it to be a reliable entry hazard setter. Chespin has reliable recovery in Synthesis, which enables it to stay throughout the match. The icing on the cake is Chespin's access to reliable and somewhat strong STAB options, which not all Pokemon have the luxury of. However, Chespin's typing also leaves it with many common weaknesses like to Flying-, Fire-, and Ice-type moves. Fletchling is very common as well, and Chespin can't stand up to it. Chespin is also very easy to set up on, should it lack Roar or Taunt, because of how passive it is. Its has a massive case of 4MSS, which severely limits it. Its Speed lets it down a lot,; it will usually be taking a hit before it can do anything in return. Chespin also receives competition from other Grass-types in the tier such as Cottonee and Foongus.
Spikes
########
name: Spikes
move 1: Spikes
move 2: Synthesis
move 3: Seed Bomb
move 4: Leech Seed / Taunt / Roar
ability: Bulletproof
item: Eviolite
evs: 68 HP / 28 Atk / 160 Def / 236 SpD
nature: Impish
Moves
========
Spikes provides great support for Chespin's teammates by wearing down the opponent's team. Synthesis is Chespin's main form of recovery and; it keeps itChespin healthy throughout the match to set Spikes repeatedly. Seed Bomb is Chespin's main STAB move, hitting a respectable pBase Power and being quitea reliable of a move. Leech Seed is another means of recovery and causes chip damage, off putpreventing the opponent from setting up. Taunt is an interesting move to shut down set up sweepers and slower leads. Roar works well with Spikes because it quickly racks up entry hazard damage and can force out Pokemon that may attempt to switch into Chespin such as Fire-types.
Set Details
========
Eviolite is the item of choice over Berry Juice because it offers more sustainability and provides an overall higher boost in bulk; Synthesis keeps Chespin healthy as well. The listed EVs are split into Defense and Special Defense to hit Eviolite numbers, increasing bulk. 28 Attack EVs aren't necessary, but do provide one extra Attack point. Impish is the chosen nature thanks to the boost in Defense it provides to make Chespin as physically bulky as possible.
Usage Tips
========
Chespin has a good matchup against Drillbur because it can OHKO it while not taking that much from any of Drillbur's attacks, so if you predict a lead Drillbur, then it's best to lead with Chespin. Chespin is best saved for Pokemon such as Foongus and Gastly whothat rely on 'ball' moves, as it counters these Pokemon very well. This basically means to try and prevent Chespin from being worn down too much. On predicted switches, using Leech Seed is often the best idea to continuously keep up Leech Seed.
Team Options
========
First and foremost, blocking hazard removal is very much appreciated. Thus, Ghost-types such as Gastly make for good partners. Pawniard also works effectively because it discourages the use of Defog. Fletchling is a good partner because it appreciates bulkier Pokemon being worn down by Spikes and it also has decent synergy with Chespin. Pokemon that enjoy the opponents being worn down before they sweep make good partners in general,; this includes Tirtouga and Larvesta.
Other Options
########
Bulk Up or Curse sets can be pulled off thanks to Chespin's high Attack stat,; however, its offensive capabilities are far eclipsed by its defensive capabilities. Chespin does also haves access to Swords Dance to become an immediate threat, but it's often too slow to pull off a sweep. Stone Edge is interesting to hit potential Fire- and Flying-type switch -ins, but it has little use aside this. Payback is interesting as it allows it to OHKO Gastly. Brick Break hits Pawniard hard, which allows Chespin to not be set up on by it. Poison Jab hits Spritzee hard, but has not-so-greatsubpar coverage otherwise. Aerial Ace gets nice coverage and also hits Foongus very hard. Low Sweep hits Steel-types and also has the benefit of lowering Speed for Chespin or its teammates to take advantage of. Finally, Toxic is viable to hurt a ton of defensive Pokemon while also putting most other Pokemon on timers.
Checks & Counters
########
**Fletchling**: Fletchling resists Chespin's STAB moves and can easily set up a Swords Dance on it. Fletchling also has a powerful STAB attack of its own to dispose of Chespin with.
**Steel-types**: Steel-types likesuch as Pawniard and Ferroseed wall Chespin and can turender it into a setup fodder.
**Super Effective Attacks**: Flying-type moves from Fletchling, Fire-type moves from Ponyta, and Ice-type moves from Snover all put a dent in Chespin, even though it is bulky.
**Grass-types**: Grass-types are immune to Leech Seed and resist Seed Bomb.

GP 1/2
 
Last edited:

frenzyplant

Inertia is a property of matter.
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
amcheck :)

add remove (comments)

Overview
########

Chespin boasts access to a unique ability in Bulletproof, which gives it an immunity to all 'ball' and 'bomb' moves, including such as Sludge Bomb or and Shadow Ball. This allows it to wall various Pokemon who that rely on these moves as their STAB moves, such as Foongus and Gastly. Its Chespin typing gives it useful resistances to common Water-, Ground-, and Electric-type moves. Its access to Spikes backed by its respectable bulk with Eviolite enables it to be a reliable entry hazard setter. Chespin has reliable recovery in Synthesis, which enables it to stay throughout the match. The icing on the cake is Chespin's access to reliable and somewhat strong STAB options, which not all Pokemon have the luxury of. However, Chespin's typing also leaves it with many common weaknesses to Flying-, Fire-, and Ice-type moves. Fletchling is very common as well, and Chespin can't stand up to it. Chespin is also very easy to set up (add space) on, (remove comma) should it lack Roar or Taunt, (remove comma) because of how passive it is. It has a massive case of four-moveslot syndrome 4MSS, which severely limits it. Its Speed lets it down a lot; it will usually be taking a hit before it can do anything in return. Chespin also receives competition from other Grass-types in the tier such as Cottonee and Foongus.

Spikes
########
name: Spikes
move 1: Spikes
move 2: Synthesis
move 3: Seed Bomb
move 4: Leech Seed / Taunt / Roar
ability: Bulletproof
item: Eviolite
evs: 68 HP / 28 Atk / 160 Def / 236 SpD
nature: Impish

Moves
========

Spikes provides great support for Chespin's teammates by wearing down the opponent's team. Synthesis is Chespin's main form of recovery; it keeps Chespin healthy throughout the match and allows it to set Spikes repeatedly. Seed Bomb is Chespin's main STAB move, hitting a respectable Base Power and being a reliable move. Leech Seed is another means of recovery and causes chip damage, preventing the opponent from setting up. Taunt is an interesting move to shut down setup (remove space) sweepers and slower leads. Roar works well with Spikes because it by quickly rackings up entry hazards damage, (comma) and Roar can also force out Pokemon that may attempt to switch into Chespin such as Fire-types.

Set Details
========

Eviolite is the item of choice over Berry Juice because it offers more sustainability and an overall higher boost in bulk; Synthesis keeps Chespin healthy as well. The listed EVs are split into Defense and Special Defense to hit Eviolite numbers, increasing bulk. 28 Attack EVs aren't necessary, but do provide one extra Attack point. Impish is the chosen nature thanks to the boost in Defense it provides to make Chespin as physically bulky as possible.

Usage Tips
========

Chespin has a good matchup against Drilbur because it can OHKO it Drilbur while not taking that much from any of Drilbur's attacks, so if you predict a lead Drilbur, then it's best to lead with Chespin. Chespin is best saved for Pokemon such as Foongus and Gastly that rely on 'ball' or 'bomb' moves, as it counters these Pokemon very well. This basically means to try and to prevent Chespin from being worn down too much. On predicted switches, using Leech Seed is often the best idea to continuously keep up Leech Seed.

Team Options
========

First and foremost, blocking hazard removal is very much appreciated. Thus, Ghost-types such as Gastly make for good partners. Pawniard also works effectively because it discourages the use of Defog. Fletchling is a good partner because it appreciates bulkier Pokemon being worn down by Spikes and it also has decent synergy with Chespin. Pokemon such as Tirtouga and Larvesta that enjoy the opponents being worn down before they sweep make good partners in general; this includes Tirtouga and Larvesta.

Other Options
########

Bulk Up or Curse sets can be pulled off thanks to Chespin's high Attack stat; however, its offensive capabilities are far eclipsed by its defensive capabilities. Chespin also has access to Swords Dance to become an immediate threat, but it's often too slow to pull off a sweep. Stone Edge is interesting to hit potential Fire- and Flying-type switch-ins, but it has little use aside from this. Payback is interesting as it allows it Chespin to OHKO Gastly. Brick Break hits Pawniard hard, deterring it from setting up which allows Chespin to not be set up on by it. Poison Jab hits Spritzee hard, (could you reword this to avoid the repetition of "x hits y hard") but has subpar coverage otherwise. Aerial Ace gets nice coverage and also hits Foongus very hard. (again, "x hits y hard") Low Sweep hits Steel-types and also has the benefit of lowering Speed for Chespin's or its teammates to take advantage of. Finally, Toxic is viable to hurt a ton of defensive Pokemon while also putting most other Pokemon on timers.

Checks & Counters
########

**Fletchling**: Fletchling resists Chespin's STAB moves and can easily set up a Swords Dance on it. Fletchling also has a powerful STAB attack of its own to dispose of Chespin with.

**Steel-types**: Steel-types such as Pawniard and Ferroseed wall Chespin and render it setup fodder.

**Super Effective Attacks**: Flying-type moves from Fletchling, Fire-type moves from Ponyta, and Ice-type moves from Snover all put a dent in Chespin, even though it is bulky.

**Grass-types**: Grass-types are immune to Leech Seed and resist Seed Bomb.
 

tehy

Banned deucer.
Amcheck

Seed bomb is one of the crappier Stabs, only like physical ghosts consider that a luxury.

Leech seed does put pokemon off setup but does NOT prevent it. If a gp member makes that change its on you to say "sorry but that is qc business'.

Fletchling has its own checks and counters paragraph, so i mentioned vullaby instead, feel free to do w/e you want there

Some grasses are spikesbait though, its not like your so offensive that walling you is a big deal.

A couple bits i thought were dumb or fluff or both.

Overview
########

Chespin boasts access to a unique ability in Bulletproof, which gives it an immunity to all 'ball' and 'bomb' moves, including as Sludge Bomb and Shadow Ball. This allows it to wall various Pokemon that rely on these moves as their STAB moves, such as Foongus and Gastly. Chespin's typing gives it useful resistances to common Water-, Ground-, and Electric-type moves. I, while its access to Spikes backed by its respectable bulk with Eviolite enables it to be a reliable entry hazard setter. Chespin has reliable recovery in Synthesis, which enables it to stay throughout the match. The icing onalthy the cake is Chespin's access to reliable and somewhat strong STAB options, which not all Pokemon havroughout the matche luxury of. However, Chespin's typing also leaves it with many common weaknesses to common Flying-, Fire-, and Ice-type moves. Fletchling is very common as well, and Chespin can't stand up to it. Chespin is also very easy to set up on should it lack Roar or Taunt because of how passive it is. It has a massive case of four-moveslot syndrome, which severely limits it. Its Speed lets it down a lot; it will usually be taking a hit before it can do anything in return. Chespin also receives competition from other Grass-types in the tier, such as Cottonee and Foongus.

Spikes
########
name: Spikes
move 1: Spikes
move 2: Synthesis
move 3: Seed Bomb
move 4: Leech Seed / Taunt / Roar
ability: Bulletproof
item: Eviolite
evs: 68 HP / 28 Atk / 160 Def / 236 SpD
nature: Impish

Moves
========

Spikes provides great support for Chespin's teammates by wearing down the opponent's team. Synthesis is Chespin's main form of recovery; it keeps Chespin healthy throughout the match and allows it to set Spikes repeatedly. Seed Bomb is Chespin's main STAB move, hitting a respectable80 Base Power and being a reliable movewith no drawbacks. Leech Seed is another means of recovery and causes chip damage, preventdiscouraging the opponent from setting up. Taunt is an interesting move to shut down setup sweepers and slower leads. Roar works well with Spikes by quickly racking up entry hazards damage, and Roar can also force out Pokemon that may attempt to switch into Chespin, such as Fire-types.

Set Details
========

Eviolite is the item of choice over Berry Juice because it offers more sustainability and an overall higher boost in bulk; Synthesis keeps Chespin healthy as well. The EVs are split into Defense and Special Defense to hit Eviolite numbers, increasing bulk. 28 Attack EVs provide one extra Attack point. Impish is the chosen nature thanks to the boost in Defense it provides to make Chespin as physically bulky as possible.

Usage Tips
========

Chespin has a good matchup against Drilbur, because it can OHKO Drilbur while not taking that much from any of Drilbur's attacks, so if you predict a lead Drilbur, then it's best to lead with Chespin. Chespin is best saved for Pokemon such as Foongus and Gastly that rely on 'ball' or 'bomb' moves, as it counters these Pokemon very well. This basically means to try tpo prevent Chespin from being worn down too much. On predicted switches, using Leech Seed is often the best idea to continuously keep up Leech Seed.

Team Options
========

First and foremost, blocking hazard removal is very much appreciated. Thus, Ghost-types such as Gastly make for good partners. Pawniard also works effectively because it discourages the use of Defog. Fletchling is a good partner because it appreciates bulkier Pokemon being worn down by Spikes and also has decent synergy with Chespin. Pokemon such as Tirtouga and Larvesta that enjoy the opponents being worn down before they sweep make good partners.

Other Options
########

Bulk Up or Curse sets can be pulled off thanks to Chespin's high Attack stat; however, its offensive capabilities are far eclipsed by its defensive capabilities. Chespin also has access to Swords Dance to become an immediate threat, but it's often too slow to pull off a sweep. Stone Edge is interesting to hit potential Fire- and Flying-type switch-ins, but it has little use aside from this. Payback is interesting as it allows Chespin to OHKO Gastly. Brick Break hits Pawniard hard, deterring it from setting up. Poison Jab hits Spritzee for super effective damage, but has subpar coverage otherwise. Aerial Ace gets nice coverage and is also a way to hit Foongus. Low Sweep hits Steel-types and also has the benefit of lowering Speed for Chespin's team to take advantage of. Finally, Toxic is viable to hurt a ton of defensive Pokemon while also putting most other Pokemon on timers.

Checks & Counters
########

**Fletchling**: Fletchling resists Chespin's STAB moves and can easily set up a Swords Dance on it. Fletchling also has a powerful STAB attack of its own to dispose of Chespin with.

**Steel-types**: Steel-types such as Pawniard and Ferroseed wall Chespin and render it setup fodder.

**Super Effective Attacks**: Flying-type moves from Fletchling, Fire-type moves from Ponyta, and Ice-type moves from Snover all put a dent in Chespin, even though it is bulky.

**Grass-types**: Grass-types are immune to Leech Seed and resist Seed Bomb.
 

Goddess Briyella

Banned deucer.
I have something important to add here before this continues any further.

Chespin @ Eviolite
Ability: Bulletproof
Level: 5
EVs: 228 HP / 28 Atk / 236 SpD
Impish Nature
- Seed Bomb
- Rock Slide
- Synthesis
- Bulk Up / Spikes

This is the absolute best set Chespin can run in the current metagame, with a bulk of 25/21/21. Spikes is a very good move for Chespin but it sort of neutralizes its greater purpose in walling Drilbur (which has Rapid Spin). Rock Slide does more than enough to Gastly after Chespin switches into it, and is also super effective against a lot of types that Grass is weak to; this punishes the opponent for switching out of Chespin and going to something like Fletchling or Ponyta.

Before anything comes up along the lines of "lol Drilbur can just run Poison Jab", think of how it would disadvantage itself by doing that and how easily this could be capitalized on. Stealth Rock and Rapid Spin are vital to Drilbur's purpose as a hazard control Pokemon, and Earthquake is vital to its use in the offense department. Not running Rock Slide would take away Drilbur's means of threatening the Flying-types that are immune to its STAB attack, especially Archen, which is extremely common in the current metagame. Do you think Drilbur will give up its ability to beat Archen and nail Fletchling on the switch-in, just for a coverage move against Chespin?

Not only that, but Chespin is also a great check to Chinchou, which is also very common. Spikes can work as an option over Bulk Up, but being able to tank Fletchling's Acrobatics and OHKO back with +1 Rock Slide is also important. Bulk Up and Synthesis in tandem allow Chespin to set up and beat down a ton of physically inclined Pokemon, even if they resist its moves, and there are several important Pokemon in LC right now that Chespin gets a free turn against for that first Bulk Up. It even beats Pawniard (non-Swords Dance) in this scenario unless it gets a crapload of hax.


I don't mean to interrupt this after it's already gone to GP, but this analysis has been written and QC checked over a period of different eras in Little Cup, and I think catching this now would be much better than waiting until after it's uploaded to misinform new players who will immerse themselves in a newer metagame than this analysis reflects. It's important that our information remains up to date, especially before being uploaded for the public to see onsite.
 

Goddess Briyella

Banned deucer.
Added Goddess Briyella :]. Also, was a bit lost on Team Options, so if you have suggestions then please let me know.
  • Things that have problems with Drilbur (such as Magnemite, Dwebble, and Trubbish), Chinchou (such as Slowpoke, Fletchling, again Magnemite), Tirtouga (Flying-types in general), and Gastly (all the things that Gastly puts pressure on) appreciate have Chespin as a partner. Slow U-turn/Volt Switch pivots are also good for getting Chespin in unharmed against a disadvantaged foe so it can get rolling with Bulk Up before its answer comes in (the vast majority of which are physically inclined).
  • Please emphasize somewhere that Foongus is powerless against Chespin without Clear Smog or Hidden Power Fire. Spore, Stun Spore, and Sludge Bomb are all totally useless against it and Giga Drain won't be doing enough damage to matter. Chespin can use Foongus for setup bait just as it can with Gastly if it doesn't have one of the aforementioned moves.
  • You talk about Rock Slide being good because Chespin lures in Fire- and Bug-types. Be sure to also mention it's the case as well with Flying-types like Fletchling and Archen; this is very important.
  • Remember to remove Bulk Up from Other Options now that it's in the main set. Also remove Toxic and Curse, as these moves are almost useless to Chespin. Payback is also a bad move for beating Gastly when it takes up a slot you could use for Rock Slide to hit birds, which also deals with Gastly while it can't do anything back anyway. Never ever suggest Aerial Ace on anything in Little Cup (Foongus can't damage it or status it anyway without Clear Smog or HP Fire); it's not even good on Swords Dance Anorith. The other mentions are mostly okay, but you need to emphasize that Stone Edge is a stronger alternative to Rock Slide but is less accurate instead of implying that it's an iffy coverage type (it hits 4 of the 5 things Grass is weak to for super effective damage).


Add these things in and it should be good to go.
 

tcr

sage of six tabs
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OK so, I just noticed this, and I horribly disagree with this set. For the moment I am rescinding my QC of this, and if possibly putting this back to before gp checks. For one adding in a set after it has already been qc'd (not even adding something to OO completely changing the entire analysis) is just scummy. I also horribly disagree with your set. While me and Champion Fizz where theorymonning during the Misdreavus Era, I suggested the previous set,

Chespin @ Eviolite
Ability: Bulletproof
Level: 5
EVs: 64 HP / 108 Atk / 76 Def / 236 SpD
Brave Nature
- Payback
- Low Sweep
- Synthesis
- Seed Bomb

since I calced a shit ton of Pokemon to get the correct EV spread. This set underspeeds 10 Speed Pokemon allowing it to almost always get the Payback off, and was specifically for Honedge. Yes, it was made for the Misdreavus Era. No Payback is not shit. No Low Sweep is not shit. I simply replace Brave nature with an Adamant nature and Payback with Spikes and its good to go. Honestly I cannot even recall what Pokemon it is supposed to live when or when its supposed to OHKO because I took a ton of time to custom make this EV Spread. Rock Slide is a gimmicky move that doesn't really "Punish" anything, considering that they all heal back any damage, with Rock Slide not even 2hkoing Ponyta and not OHKOing BJ Archen nor Fletchling. It doesn't even OHKO Larvesta. That set is honestly extremely bad, and I refuse to QC this until an agreement is made. I am still wondering what makes you think it is OK to completely revamp the analysis while it is in GP. It was not written during several different eras it was written in one era, Misdravus Era, where the metagame has largely stayed the same and not shifted.

Tagging Goddess Briyella Rowan macle unfixable
 
Ok, I'm terribly confused. I'm going to just leave this as it is now until QC team figures out which set is going to get used n_n!
 

Goddess Briyella

Banned deucer.
Umm, isn't it too late to make that severe of a change to the analysis? It's in the GP phase. =\
OK so, I just noticed this, and I horribly disagree with this set. For the moment I am rescinding my QC of this, and if possibly putting this back to before gp checks. For one adding in a set after it has already been qc'd (not even adding something to OO completely changing the entire analysis) is just scummy. I also horribly disagree with your set.
I didn't have experience with this Pokemon until later.

I don't mind explaining everything right here, though I already explained most of it and I think you misread a lot of it. But I'll make everything perfectly clear just to be sure, and I'll explain the differences in our sets.

This set underspeeds 10 Speed Pokemon allowing it to almost always get the Payback off, and was specifically for Honedge. Yes, it was made for the Misdreavus Era. No Payback is not shit. No Low Sweep is not shit. I simply replace Brave nature with an Adamant nature and Payback with Spikes and its good to go.
It's not that simple. Honedge is not a relevant enough Pokemon to consider when doing calcs; it wasn't then and it isn't now. Misdreavus being banned doesn't change that. Just about any notable user of Knock Off, of which there are several and there's one on every team, can beat Honedge, so there's no reason for a set for one Pokemon to be designed with beating Honedge in mind, definitely not when it has better options.


MOVES


Payback

I understand why this would be good against Misdreavus. However, now that it's gone, there is no need for Dark-type coverage at all. Chespin can literally beat Life Orb Gastly with Seed Bomb even though it's resisted, and it breaks Gastly's Substitute too if it uses that. The fact that Chespin can heal and Gastly cannot means that Chespin will always win, and that is the most relevant Ghost-type in the tier. Frillish is weak to Seed Bomb, Drifloon is weak to Rock Slide, and Pumpkaboo/Phantump cannot heal outside of Leech Seed, which doesn't affect Chespin. Boosted Payback never OHKOs Pumpkaboo and Pumpkaboo 2HKOes Chespin with Fire Blast if Stealth Rock is up, which means if Chespin switches into Pumpkaboo's Fire Blast, it loses whether it has Payback or not. Payback hits nothing relevant that other moves can't deal with already and the one thing it may need the move for beats it anyway with the appropriate move, when it has options that let it beat much more relevant things. This isn't a necessary move.


Low Sweep

I'm not sure why you wanted Low Sweep in your original set if its purpose with Brave nature was to be intentionally slow to get more power out of Payback. Low Sweep lowers the target's Speed and Chespin also gets Brick Break, which is more powerful and doesn't go against the spread's idea that way. Low Sweep as Fighting-type coverage doesn't really help outside of getting a big hit against Pawniard, my Chespin set can check and beat that anyway (non-Swords Dance variants) by spamming Bulk Up and Synthesis. And outside of Pawniard, Low Sweep hits nothing that the other moves don't already hit. If you want to lower Speed for switch-ins, Rock Tomb hits a lot more things that resist Grass than Low Sweep, but honestly, a Speed drop to the foe will only really matter if they're only 14 Speed or lower, because 15 and 16 will tie with Chespin's 10 (10 is Chespin's Speed in both of our sets if you're not running Brave anymore) and 17+ will outspeed even after their Speed is reduced by -1. Grass/Rock is much better coverage than Grass/Fighting in Little Cup. This isn't a necessary move.


Bulk Up

Regardless of Chespin's 5 weaknesses, there are a handful of relevant Pokemon Chespin can force out for this boost, and this adds not only to Chespin's offense, but also its ability to tank hits, as the vast majority of Pokemon that threaten Chespin are physically inclined.


Life Orb Gastly

Chespin's Bulletproof makes Shadow Ball and Sludge Bomb do nothing, and Dazzling Gleam and HP Fighting hardly hurt it. Chespin can simply use Seed Bomb and Synthesis back and forth to beat Gastly easily, and Seed Bomb also breaks Gastly's Substitutes. Chespin can switch into this set and then get a free Bulk Up boost, or more than one if Gastly does not switch out immediately. Life Orb Gastly must switch out or be defeated.

SubDisable Gastly

It doesn't matter if Gastly Disables any of Chespin's moves, because Gastly cannot significantly damage Chespin and it can break Gastly's Sub with Seed Bomb or any secondary attack (besides one Gastly is immune to such as Low Sweep). Chespin can switch into this set and then get a free Bulk Up boost. Gastly cannot Disable Bulk Up unless it has already been used, which means it's already boosted to at least +1. SubDisable Gastly must switch out or be defeated.

Sub + WoW Gastly

I personally don't think Gastly has the bulk to really get away with using Will-O-Wisp, but apparently people do use this, so... here goes. +1 Rock Slide from burned Chespin breaks Gastly's Substitutes. Chespin can continuously heal while Gastly cannot, and all Gastly can do after burning Chespin is nick at it with its coverage move, unless its other two moves are Shadow Ball and Sludge Bomb. If it's assumed that Gastly can simply burn Chespin and switch to a teammate, it's also fair to say that Chespin can have a cleric partner as well. It sort of ruins Chespin's Bulk Up process, but Gastly still loses against it; kind of a waste, really. Regardless, Sub + WoW Gastly must switch out or be defeated.

Trick Gastly

Okay, this ruins Chespin, but it also ruins literally any bulky Pokemon that uses non-damaging moves to be effective. This includes Lickitung, Spritzee, Porygon, Munchlax, the list goes on. It's not a special case here.

Non-Choice Scarf Chinchou

Ice Beam is not commonly used on Chinchou unless it is equipped with Choice Scarf, and all of its other attacks are resisted by Chespin, with Seed Bomb also easily 2HKOing the Eviolite set. It's not a super good idea for Chespin to switch into Chinchou, but it's a great check to it that allows for a Bulk Up boost. Chinchou will have to switch/pivot out or be defeated.

Shell Smash Tirtouga

Chespin can switch into any move and OHKO back with Seed Bomb (including Solid Rock variants) on the following turn, providing Stealth Rock is down to break Sturdy. Tirtouga must switch out or be defeated.

Drilbur

Chespin can switch into any move and set up, unless Drilbur runs Poison Jab. Poison Jab has a 99.6% chance to 2HKO Chespin after Stealth Rock damage. That said, Stealth Rock probably won't be up already at first, as Drilbur is the setter most of the time, and Poison Jab only has an 11.3% chance to 2HKO without it. Seed Bomb deals heavy damage to Drilbur if it stays in. The idea here, though, is to bring Chespin in on Earthquake or when you the know the opponent wants to get Stealth Rock down or use Rapid Spin. Also, if it does run Poison Jab, it's missing something important, as I explained above:
Before anything comes up along the lines of "lol Drilbur can just run Poison Jab", think of how it would disadvantage itself by doing that and how easily this could be capitalized on. Stealth Rock and Rapid Spin are vital to Drilbur's purpose as a hazard control Pokemon, and Earthquake is vital to its use in the offense department. Not running Rock Slide would take away Drilbur's means of threatening the Flying-types that are immune to its STAB attack, especially Archen, which is extremely common in the current metagame. Do you think Drilbur will give up its ability to beat Archen and nail Fletchling on the switch-in, just for a coverage move against Chespin?
The only somewhat reasonable way around this for Drilbur if it wants Poison Jab is to just let something else be a setter for Stealth Rock, which is something that maybe Eviolite Pawniard could do. But, the traditional do-it-all Drilbur set (Earthquake / Rock Slide / Stealth Rock / Rapid Spin) is definitely Chespin bait, and it can switch in on it and set up with ease.

Foongus

Chespin walls Foongus entirely and can set up on it with extreme ease. Unless Foongus specifically runs Clear Smog over Sludge Bomb (Clear Smog only has a 17.6% chance to 3HKO though), it must switch out or be defeated. Chespin would still beat Foongus even with Clear Smog; it would just take forever.

Bellsprout

Chespin totally walls it under any and all circumstances, unless it uses something off the beaten path like Belch with Oran Berry. It must switch out or be defeated. I know this is really only used on sun teams, but Chespin can hit Vulpix with Rock Slide if it comes in as Bellsprout flees, which is a guaranteed OHKO after Stealth Rock, without Bulk Up boosts.


Since Chespin is able to take advantage of these relevant Pokemon and make them switch out, it can gain a power position by using that turn to Bulk Up. As mentioned above, most of the threats that Chespin would normally have a hard time beating are physically inclined, and Bulk Up helps it tremendously in dealing with many of them, and this is especially useful for getting key KOs with Rock Slide. Chespin can even beat down Pawniard (non-SD variants) if it comes in on the Bulk Up. Bulk Up and Synthesis in conjuction allow Chespin to overpower a lot of physically inclined things even if they resist both of its attacks, simply because it can heal and they cannot.

This is how Chespin uses a free turn against Gastly: http://replay.pokemonshowdown.com/lc-163885993


Rock Slide

Rock Slide is a gimmicky move that doesn't really "Punish" anything, considering that they all heal back any damage, with Rock Slide not even 2hkoing Ponyta and not OHKOing BJ Archen nor Fletchling. It doesn't even OHKO Larvesta. That set is honestly extremely bad, and I refuse to QC this until an agreement is made.
This is something I think you misunderstood. I wasn't talking about an unboosted Rock Slide. A boosted Rock Slide, via Bulk Up, is more than enough to handle a lot of things that threaten Chespin.


+1 Chespin vs Fletchling:

196+ Atk Fletchling Acrobatics (110 BP) vs. +1 236 HP / 0+ Def Eviolite Chespin: 14-18 (56 - 72%) -- guaranteed 2HKO after Stealth Rock

40 SpA Fletchling Overheat vs. 236 HP / 236 SpD Eviolite Chespin: 10-14 (40 - 56%) -- 99.6% chance to 2HKO after Stealth Rock


+1 28 Atk Chespin Rock Slide vs. 156 HP / 92 Def Fletchling: 18-22 (78.2 - 95.6%) -- guaranteed OHKO after Stealth Rock


+1 Chespin vs Archen:

180 Atk Archen Acrobatics (110 BP) vs. +1 236 HP / 0+ Def Eviolite Chespin: 14-20 (56 - 80%) -- guaranteed 2HKO after Stealth Rock

+1 28 Atk Chespin Rock Slide vs. 76 HP / 0 Def Archen: 20-24 (86.9 - 104.3%) -- guaranteed OHKO after Stealth Rock



+1 Chespin vs Larvesta

236+ Atk Larvesta Flare Blitz vs. +1 228 HP / 0+ Def Eviolite Chespin: 14-20 (56 - 80%) -- guaranteed 2HKO after Stealth Rock

+1 28 Atk Chespin Rock Slide vs. 76 HP / 156 Def Eviolite Larvesta: 20-28 (86.9 - 121.7%) -- 93.8% chance to OHKO

+1 28 Atk burned Chespin Rock Slide vs. 76 HP / 156 Def Eviolite Larvesta: 10-14 (43.4 - 60.8%) -- 93.8% chance to OHKO after Stealth Rock


+1 Chespin vs Ponyta:

236 Atk Ponyta Flare Blitz vs. +1 228 HP / 0+ Def Eviolite Chespin: 14-20 (56 - 80%) -- guaranteed 2HKO after Stealth Rock

+1 28 Atk Chespin Rock Slide vs. 76 HP / 0 Def Eviolite Ponyta: 12-16 (54.5 - 72.7%) -- guaranteed 2HKO after Stealth Rock


Ponyta will die to +1 Rock Slide after Stealth Rock and Flare Blitz recoil, but it does win with Will-O-Wisp, so there's that for this one scenario.


Spikes

This is a good use of the free turns Chespin gets as it forces out some of the Pokemon mentioned above. However, the main issue with using Chespin as a Spikes setter is that Ferroseed does it better, and also gets Stealth Rock and Thunder Wave. Chespin, having as many weaknesses as it does, is also likely to cause a 180 momentum shift in the opponent's favor after setting a Spikes layer as their opponent goes out to a threat. Since Archen and Fletchling are very important Pokemon to be able to take care of and since there are better Spikes setters, Bulk Up is fundamentally a much better use of a free turn for Chespin.

Honestly I cannot even recall what Pokemon it is supposed to live when or when its supposed to OHKO because I took a ton of time to custom make this EV Spread.
Your EV spread has a bulk of 22/22/21, and mine has 25/21/21. My spread takes any hit better than the one you suggested here, literally any possible attack.
 
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I was asked to look at this.

Here are a few thoughts:

1) If one of the primary reasons for using a Pokemon is banned or altered in some way, I think it goes without saying that the over all analysis should at least be reevaluated.

note: even if there's just an new opinion or thought brought to the table, it should be reevaluated. The job is called quality control after all.

2) If I was active at the point of this analysis I would probably have not QCed it (and honestly, probably discouraged people from QCing it) with the moves and EVs listed barring a reasonable explanation.

When I used Chespin for fun I think Spikes and Roar were two of the better moves that are sort of being understated here. Not only can Ferroseed NOT do that, but it also has Fighting-weakness and no reliable recovery. The set TCR listed above is a very much "so what" set in that it doesn't actually do much (its attack is not that high as to run 3 attacking moves (only one of them being STAB)). I think it needs some utility besides just switching into something (especially other Pokemon that can set up hazards or burn it or something).

I think Briyella's EVs make more sense but that's possibly because they were explained better.

Imo: Seed Bomb / Synthesis are staples, [Spikes / Roar] or [Bulk Up / Rock Slide] slashes. But I'm not nearly active enough to pursue this, so don't take this as law.
 

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