I overlooked the fact Togekiss got Super Luck, nice set. But you can't deny it still has to sacrifice for it. And while the crits do let you get past Chansey, you only have a 25% chance of getting 2 back to back and 2 crits only have a 33.2% of 2HKO'ing when Chansey is invested in HP as well. This makes it about 8,3% while Chansey can kill with Foul Play 100% of the time.
EDIT: I overlooked the potential of Hoopa getting to +2 which does have more chance of netting a KO but it still only is 16,6% on HP-invested Chansey.
+2 252+ SpA Hoopa Psyshock vs. 252 HP / 252+ Def Eviolite Chansey on a critical hit: 637-751 (90.4 - 106.6%) -- 43.8% chance to OHKO
I'm not sure where you get 16.6% chance of getting the KO, when halving 43.8% is obviously going to be more than 20%.
The Super Luck set per se isn't even my point. It was just an aside about something you can do with Dazzling Gleam Hoopa that isn't an awful/niche Ability.
I personally find it alarming that your core of Chansey+Specially Defensive Unaware Mandibuzz demands Chansey be at full health at all times to have any chance of switching in at all, in addition to requiring the enemy has no hazards up, to deal with Life Orb Dazzling Gleam Hoopa. This is dedicating two Pokemon to countering Hoopa, and they can't actually do it without perfect play and/or luck being on the non-Hoopa player's side. Certainly, they do other things, but again: two dedicated counters, still can lose to the one Pokemon running one build that's still viable against the rest of the metagame. That's... really alarming.
If you're missing something like 10% of Chansey's health -the kind of chipping damage Chansey
should be able to ignore- suddenly Life Orb Dazzling Gleam Nasty Plot Hoopa can dismantle your core dedicated to answering it, and it's not crippling its ability to deal with multiple other major walls. That's
nuts.
No Head Smash Rock Head one? Head Smash hits insanely hard, and only a handful of things can take it
and Fighting coverage. Rock as coverage for Fighting isn't nearly so effective.
Finally managed to come up with a good counter to specs weather mons:
Altaria (Gyarados) @ Leftovers
Ability: Cloud Nine
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Roost
- Heal Bell
- Toxic
- Filler
Altaria has a great movepool, the first 3 are fairly standard and provide longevity, damage and team support the last option can be a variety of options. Gyara has base 125 attacks so you can put options like pursuit or earthquake to good use or even cotton guard if you feel like being trolly and never dying. Just watch out for the occasional thunder the rain ones often carry.
Lickilicky has Wish, Heal Bell, and Knock Off. It arguably makes a better donor for shutting down Primordial Sea/Desolate Land Specs, especially since very little is actually okay with switching in on Knock Off, where Toxic is risking a bounce.
used this with decent success on low ladder but I've only had 10 games or so so I don't have the full picture but this looks beastly
Venomoth (Shaymin) @ Leftovers
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Sleep Powder
- Quiver Dance
- Giga Drain
- Bug Buzz
Not many people play around a Quiver Dancing Shaymin, it's pretty easy to get one or two boosts and Sleep Powder annoying stuff (hi Heatran). Tinted Lens with Grass+Bug works pretty well but there might be space for something over Bug Buzz (probably HP Ground could work). It doesn't pack much damage off the bat but if you don't have the checks to it it's not priority weak and cleans up pretty nicely after a couple boosts. Best used with spike stacking support to finalize some kills (I use a silly Sturdy Custap Boom Lickilicky that inherits from Forretress, but there's probably much better stuff out there). Good wincon against offense overboosting kind of teams if you get to boost before they do.
You can be inheriting from Butterfree for that exact set, too, actually, so variations on this basic build are a little more flexible than they first seem, as you can count anything Butterfree has that Venomoth doesn't as an option.
AllJokesAside said:
I actually hit 1400 yesterday and then 40~ points vanished while I was asleep. Okay.
In addition to all the concerns that have been laid out by other people, I think Chatter is
deceptive. Yeah, it's RNG-based, but for instance a Substitute-abusing set can rig the odds: hit them with Chatter, put up a Substitute until they finally fail to break it whether because they switched or because they hurt themselves in their Confusion (25% chance of not hitting themselves over 2 turns, 12.5% over three, 6.25% over four...), and either re-Chatter or Nasty Plot. At that point it requires
extensive "RNG hates the Chatterer" to
not end up with at least +2 and a Substitute while murdering everything. Due to Chatter's adequate BP, high-ish PP, and a typing that is impossible to be immune to -even Shedinja is weak to it- Chatter and Nasty Plot is all you
really need to kill literally anything. Boomburst and Heat Wave as coverage is a bonus to make yourself a little less dependent on RNG shenanigans, of which you're already rigging things so the RNG favors you by default, in spite of technically being 50/50.
In other words, Chatter isn't
nearly as un-viable and luck-based as it first seems. If your Chatterer can arrange to be in front of something it can tank at least one hit from, it's not a 50/50 sort of situation. It's considerably more favorable to the Chatterer than that. Consider that (Ignoring the possibility of a very short Confusion duration) a Confused Pokemon only has a 25% chance of not hitting itself at least once over two turns of Confusion.
It obviously particularly proves itself against very passive Pokemon like Chansey, as they are much more likely to be unable to just KO it if they
do get a turn off, and are more likely to be frustrated by a Substitute in particular, but it's still usable against offense and offense suffers
considerably more if it takes to trying to switch out to escape Confusion -and it can still be screwed over by a Substitute build anyway, such as if it would like to revenge with an -atespeeder. Oops, Mega Pinsir will just break the Substitute and then die. Was that your only Chatterer answer on your offensive team? Welp, you're very possibly screwed. Since offensive teams tend to have less bulk than stall teams, a single Nasty Plot may be all the Chatterer needs to OHKO everything on the team, so the Chatterer doesn't need to fish for good results for all
that long.
In summary I am
pro-ban. (Whether of banning Chatter per se or of banning inheriting from Chatot: I have no strong inclination on this point)