Chinchou

MZ

Never more than twelve
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RUPL Champion
QC: Anty, 2xTheTap, Tone114
GP: Queez, Haund

[OVERVIEW]

Chinchou stands out due to its decent role compression, being able to wall many Electric-, Water-, and Ice-types in a single slot and take on threatening wallbreakers such as Rotom-F and Floatzel consistently throughout long matches. Chinchou also has access to slow pivoting with Volt Switch, which makes it less of a momentum drain than many other defensive Pokemon. However, its poor bulk leaves it reliant on its unique typing and ability combination to wall foes, leaving it easily threatened by Grass- and Ground-type attackers and strong wallbreakers. Chinchou also has competition from Seaking, which sports better offensive presence and coverage. Additionally, Chinchou can only function well on teams with bulkier playstyles due to its passiveness and the support needed for it to be effective.

[SET]
name: Specially Defensive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Rest
move 4: Sleep Talk
item: Eviolite
ability: Volt Absorb
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Scald is used to threaten foes switching in with a possible burn, while Volt Switch can give momentum back to Chinchou's team by pivoting out of faster foes that cannot threaten it. The combination of Rest and Sleep Talk allows Chinchou to attack while staying healthy over longer games.

Set Details
========

Eviolite is essential for increasing Chinchou's bulk significantly. Combined with maximum HP and Special Defense investment and a Calm nature, Chinchou can take on many threatening special attackers such as Simipour. Volt Absorb grants Chinchou an immunity to Electric-type attacks, helping it wall Electric-type foes.

Usage Tips
========

Chinchou's main role is to keep switching into foes that it walls, such as Rotom-F, Zebstrika, and Swanna. Scald can be useful for threatening switch-ins with a burn, but in most cases Chinchou prefers to simply go for its slow Volt Switch for momentum. Be careful of switching into Trick or Switcheroo from Floatzel or Rotom-F, which can permanently cripple Chinchou. Frustration variants of Floatzel can also lure in and 2HKO Chinchou. Similarly, avoid being prevented from recovering by Taunt users such as Grumpig and Encore users such as Politoed, both of which can keep Chinchou too low on HP to take on special attackers.

Team Options
========

Chinchou fits on bulkier teams that can provide defensive support for it. Physical walls such as Tangela and Avalugg are essential to take on wallbreakers that can KO Chinchou. Physically bulky Grass-types such as Quilladin and Gourgeist-XL can take on Ground-types such as Golem and opposing physical Grass-types such as Leafeon. Additional checks to Roselia such as Arbok are also crucial, as it can come in on Chinchou and set up Spikes or Toxic Spikes. Heal Bell users such as Audino can keep the pressure off of Chinchou by preventing it from relying on Sleep Talk rolls while Resting. On the flipside, Chinchou is very useful for supporting bulky teammates that are threatened by Rotom-F, such as Vullaby, Roselia, and Altaria, as well as teams that need a teammate to prevent foes from freely spamming Volt Switch.

[STRATEGY COMMENTS]
Other Options
========

Chinchou has many other useful moves, such as Heal Bell and Thunder Wave, but sacrificing Rest and Sleep Talk leaves it unable to reliably counter foes such as Substitute + Will-O-Wisp Rotom-F; additionally, losing Scald makes it far less reliable when attempting to use an attack with Sleep Talk. However, 80 EVs can be taken from Special Defense and invested in Speed instead to allow Chinchou to outspeed and OHKO offensive Golem without significantly reducing its bulk.

Checks & Counters
========

**Grass-types**: Chinchou can be threatened out by Grass-types such as Gourgeist-XL and Jumpluff, as they can KO it with their super effective STAB moves. Chinchou is also setup fodder for Jumpluff and Leafeon to set up Swords Dance or Roselia and Quilladin to lay down Spikes.

**Ground-types**: Although Ground-types have to be wary of switching into Scald, certain Ground-type Pokemon such as Golem and Gabite threaten to OHKO Chinchou with Earthquake. They can also use Chinchou switching out as an opportunity to set up Stealth Rock.

**Strong Attackers**: Due to Chinchou's poor bulk and reliance on its typing, most strong attackers that it does not wall, such as Stoutland, Dusknoir, and Pawniard, threaten to OHKO or 2HKO it while only fearing a potential Scald burn.

**Knock Off Users**: Knock Off users such as Simipour, Pawniard, Dodrio, and Raichu can remove Chinchou's Eviolite, significantly decreasing its bulk so that it cannot reliably switch into any foes anymore.
 
Last edited by a moderator:
Overview:
mention its passivity as thats the main reason why its so limited to a few playstyles

UT:
The 3rd and 4th points don't need to be mentioned as they are obvious (also i would much rather vswitch on switches than scald). Mention that it needs to be cautious of trick/switcheroo from rotom-f/floatzel
also give more examples of what it switches into

TO:
mention it only works on fat teams

In c&c maybe mention knock off as stuff like simipour/raichu bait it and generally it relies on evio for its bulk

Megazard 1/3
 
Overview:

- First line, you talk about how it beats Fire-types. Currently, a lot of Fire-types being used are physical or mixed at the moment (just save Ninetales and Camerupt), so would de-emphasize those and instead just list a few examples of which Electric, Water, Ice Pokemon it walls for bulkier teams.
- Can summarize its abilities by talking about how checking Waters and Electrics in one slot is nice for role compression and eases teambuilding in that regard

UT:

- Talk about when to use Scald (ex. predicting a physical attacker to switch into Chinchou, or against things like Probopass + Stunfisk where their Earth Power doesn't 2HKO Chinchou, even with SR factored in)
- There are a few more Pokemon worth mentioning that Chinchou is able to more or less wall: Regice, Mr. Mime lacking Psyshock, standard Kadabra, Raichu lacking Knock Off, Electabuzz, Electrode, and Swanna, so you could talk about these either here or you could list them as examples in the first line of Overview where you talk about its ability to beat Electric-, Ice-, and Water-types
- You've mentioned Floatzel being able to cripple it with Switcheroo, so you could also mention how the user should be careful of Taunt and Encore for their ability to ruin RestTalk and force Chinchou out

TO:

- "Bulky Pokemon which are threatened by Rotom-F such as Vullaby, Stunfisk, and Roselia appreciate the reliable switchin to it" --> Add Altaria to this list here
- "Chinchou will only be fitting on bulkier teams which can support it defensively" Be more specific, what kind of defensive support does it do well with? You could mention how partners with access to Heal Bell are able to wake it up and allow it to use Rest the next time it comes in (Altaria, Clefairy, Audino being viable users and therefore useful partners)
- When you mention Roselia as a Grass-check, also talk about how a combination of Rose's TSpikes and Chinchou's VSwitch can wear down teams together.
- Slow Volt Switch allows frail teammates to come in for free when they're used together with Chinchou on balance. That, coupled along with its ability to switch into and beat Probopass and Stunfisk, means that Dodrio and Zebstrika could be nice partners.
- Is able to complete VoltTurn cores with the various Pokemon in the tier who do this well, while protecting them from the Electric-, Water-, and Ice-types that scare them out in return (Vibrava / Lumineon / Vullaby as slowTurn, Ninjask / Chatot / Jumpluff / Purugly as fastTurn, Zebstrika / Raichu / Rotom-F / Electabuzz / Electrode as fastSwitch)

OO:

- 80 Spe EVs allow it to outspeed and OHKO Adamant Golem
- Ion Deluge + Volt Absorb guarantees that it can wall Normal-type attacks (Stoutland locked into Frustration, Dodrio's Frustration if it's going for the KO) and heal itself in the process. Ion Deluge + Volt Absorb blocks Rapid Spin, letting you spinblock/heal yourself at the same time.
- Thunder Wave and Toxic for effectively spreading status around
- Its bulk, ability to pivot and beat Electric-types for its Water-type teammates, and access to Rain Dance could let it set it set Rain Dance for its partners, but isn't a great option, as it cannot carry Damp Rock (needs Eviolite).

C&C:

- Encore Politoed can switch in and lock it into Scald, Rest, or Sleep Talk, and either refill its HP via Water Absorb or wear it down with HP Grass until Chinchou is forced to switch. Could list it under something like TauntCore
- Taunt users like Grumpig and Misdreavus prevent it from refilling its HP via Rest, disallowing Chinchou to continuously beat Electric-, Water-, and Ice-types over the course of a match

Megazard 2/3
 
Last edited:
You can mention stuff like Psyshock Mr. Mime which 2HKOs Chinchou under Strong Attackers. Other than that, everything looks good.

83pn8vD.gif
3/3.
 
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[OVERVIEW]

Chinchou stands out as one of the best role compression Pokemon in the metagame, being able to wall most Electric-, Water-, and Ice-types in a single slot (what do you mean by "in a single slot?" it's kind of awkward wording. might be unnecessary) and take on some of PU's most threatening wallbreakers such as Rotom-F and Floatzel consistency throughought consistently throughout long matches. Chinchou also has access to slow pivoting with Volt Switch,(add comma) which makes it less of a momentum drain than many other defensive Pokemon. However, its poor bulk leaves it reliant on its unique typing and ability combination to wall foes, leaving it easily threatened by Grass- and Ground-type attackers and strong wallbreakers which it does not happen to wall. Chinchou also has competition from Seaking, which sports better offensive presence and coverage.,(comma -> period) and Additionally, Chinchou can only find its way onto function well on teams with bulkier playstyles thanks due to its passiveness and the support needed for it to be effective.

[SET]
Name: Specially Defensive Pivot
Move 1: Scald
Move 2: Volt Switch
Move 3: Rest
Move 4: Sleep Talk
Item: Eviolite
Ability: Volt Absorb
Nature: Calm
EVs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Scald is used to threaten foes switching in with a possible burn, while Volt Switch can give momentum back to Chinchou's team by pivoting out of faster foes which that cannot threaten it. The combination of Rest and Sleep Talk allows Chinchou to attack while staying healthy stay healthy over longer games while not being useless while sleeping.

Set Details
========
Eviolite is essential for increasing Chinchou's bulk significantly. Combined with maximum HP and Special Defense investment and a Calm n(lowercase n)ature, Chinchou can better take on many threatening special attackers such as Simipour. Volt Absorb grants Chinchou an immunity to Electric-type attacks, helping it to absorb Volt Switch and wall Electric-type foes.

Usage Tips
========
Chinchou's main role is to keep switching into foes which that it walls, such as Rotom-F, Zebstrika, and Swanna. Scald can be useful for threatening switch-(add hyphen)ins with a burn, but in most cases Chinchou prefers to simply go for the slower its slow Volt Switch for free momentum. Keep healthy with Rest in order to stay out of KO range of strong attacks such as Floatzel's Focus Blast. Be careful of switching into Trick or Switcheroo from Floatzel and or Rotom-F, which can permanently cripple Chinchou. Frustration variants of Floatzel can also lure and 2HKO Chinchou. Similarly, avoid being prevented from recovering by Taunt users such as Grumpig and Encore users such as Politoed, both of which can keep Chinchou too low on HP to take on special attackers.

Team Options
========

Chinchou will need to fit fits on bulkier teams which that can provide defensive support for Chinchou it. Physical walls such as Tangela and Avalugg are essential to take on wallbreakers which that can KO Chinchou. Physically bulky Grass-types such as Quilladin and Gourgeist-XL can take on opposing Ground-types such as Golem and physical Grass-types such as Leafeon. Additional checks to Roselia such as Arbok are also crucial, as it can come in on Chinchou and set up Spikes or Toxic Spikes for free. Heal Bell users like such as Audino can keep the pressure off of Chinchou by preventing it to be reliant from relying on Sleep Talk rolls when while resting. On the flipside, Chinchou is very useful for supporting bulky teammates which that are threatened by Rotom-F,(add comma) such as Vullaby, Roselia, and Altaria,(add comma) as well as and teams which that need a Pokemon teammate to prevent foes from freely spamming Volt Switch. Frail wallbreakers on balance (what do you mean by "on balance" ??? odd wording) can use Chinchou's slow Volt Switch to gain free switch(add space)ins.

[STRATEGY COMMENTS]
Other Options
========
Chinchou has many other useful moves, ranging from such as Heal Bell to and Thunder Wave, but sacrificing Rest and Sleep Talk leaves it unable to reliably counter foes such as SubWisp Substitute + Will-O-Wisp (I've never heard of "SubWisp" being an acceptable term? correct me if I'm wrong though) Rotom-F,;(comma -> semicolon) and additionally,(add comma) losing Scald makes it far less reliable when attempting to pull use an attack with Sleep Talk. However, 80 Speed EVs can be taken from Special Defense to allow Chinchou to outspeed and OHKO offensive Golem without significantly reducing its bulk.

Checks & Counters
========

**Grass-types**: Chinchou can be threatened out by Grass-types such as Gourgeist-XL or and Jumpluff,(add comma) as they which can KO it with their super effective STAB moves. Chinchou is also setup fodder for Jumpluff or and Leafeon to set up Swords Dance or Roselia and Quilladin to lay Spikes.

**Ground-types**: Although Ground-types have to be wary of switching into Scald, certain Ground-type Pokemon such as Golem and Gabite threaten to OHKO Chinchou with Earthquake. They can also use the opportunity of Chinchou switching out as an opportunity to set up Stealth Rock.

**Strong Attackers**: Due to Chinchou's poor bulk and reliance on its typing, most any strong attacker which attackers that it does not wall, such as Stoutland, Dusknoir, or and Pawniard,(add comma) threaten to 1-2HKO OHKO or 2HKO it while only fearing a potential Scald burn.

**Knock Off Users**: Knock Off users such as Simipour, Pawniard, Dodrio, and Raichu can threaten to remove Chinchou's Eviolite, significantly decreasing its bulk so that it cannot reliably switch into anything any foes anymore.
GP 1/2!
 
Last edited:
ugh sorry, thought I went over this for basic terminology changes. implemented
 
add remove comments

Chinchou stands out as one of the best role compression Pokemon in the metagame, being able to wall most Electric-, Water-, and Ice-types in a single slot and take on some of PU's most threatening wallbreakers such as Rotom-F and Floatzel consistently throughout long matches. Chinchou also has access to slow pivoting with Volt Switch, which makes it less of a momentum drain than many other defensive Pokemon. However, its poor bulk leaves it reliant on its unique typing and ability combination to wall foes, leaving it easily threatened by Grass- and Ground-type attackers and strong wallbreakers. Chinchou also has competition from Seaking, which sports better offensive presence and coverage. Additionally, Chinchou can only function well on teams with bulkier playstyles due to its passiveness and the support needed for it to be effective.

[SET]
name: Specially Defensive Pivot
move 1: Scald
move 2: Volt Switch
move 3: Rest
move 4: Sleep Talk
item: Eviolite
ability: Volt Absorb
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Scald is used to threaten foes switching in with a possible burn, while Volt Switch can give momentum back to Chinchou's team by pivoting out of faster foes that cannot threaten it. The combination of Rest and Sleep Talk allows Chinchou to attack while staying healthy over longer games.

Set Details
========
(space)
Eviolite is essential for increasing Chinchou's bulk significantly. Combined with maximum HP and Special Defense investment and a Calm nature, Chinchou can better take on many threatening special attackers such as Simipour. Volt Absorb grants Chinchou an immunity to Electric-type attacks, helping it wall Electric-type foes.

Usage Tips
========
(space)
Chinchou's main role is to keep switching into foes that it walls, such as Rotom-F, Zebstrika, and Swanna. Scald can be useful for threatening switch-ins with a burn, but in most cases Chinchou prefers to simply go for its slow Volt Switch for momentum. Keep Chinchou healthy with Rest in order to so that it stays out of KO range of strong attacks such as Floatzel's Focus Blast. Be careful of switching into Trick or Switcheroo from Floatzel or Rotom-F, which can permanently cripple Chinchou. Frustration variants of Floatzel can also lure in and 2HKO Chinchou. Similarly, avoid being prevented from recovering by Taunt users such as Grumpig and Encore users such as Politoed, both of which can keep Chinchou too low on HP to take on special attackers.

Team Options
========

Chinchou fits on bulkier teams that can provide defensive support for it. Physical walls such as Tangela and Avalugg are essential to take on wallbreakers that can KO Chinchou. Physically bulky Grass-types such as Quilladin and Gourgeist-XL can take on opposing Ground-types such as Golem and opposing physical Grass-types such as Leafeon. Additional checks to Roselia such as Arbok are also crucial, as it can come in on Chinchou and set up Spikes or Toxic Spikes. Heal Bell users such as Audino can keep the pressure off of Chinchou by preventing it from relying on Sleep Talk rolls while Resting. On the flipside, Chinchou is very useful for supporting bulky teammates that are threatened by Rotom-F,(add comma) (keep the comma remove the comment) such as Vullaby, Roselia, and Altaria, as well as teams that need a teammate to prevent foes from freely spamming Volt Switch. Frail wallbreakers can use Chinchou's slow Volt Switch to gain free switch ins.

[STRATEGY COMMENTS]
Other Options
========

Chinchou has many other useful moves, such as Heal Bell and Thunder Wave, but sacrificing Rest and Sleep Talk leaves it unable to reliably counter foes such as Substitute + Will-O-Wisp Rotom-F; additionally, losing Scald makes it far less reliable when attempting to use an attack with Sleep Talk. However, 80 Speed EVs can be taken from Special Defense and invested in Speed instead to allow Chinchou to outspeed and OHKO offensive Golem without significantly reducing its bulk.

Checks & Counters
========

**Grass-types**: Chinchou can be threatened out by Grass-types such as Gourgeist-XL and Jumpluff, as they can KO it with their super effective STAB moves. Chinchou is also setup fodder for Jumpluff and Leafeon to set up Swords Dance or Roselia and Quilladin to lay down Spikes.

**Ground-types**: Although Ground-types have to be wary of switching into Scald, certain Ground-type Pokemon such as Golem and Gabite threaten to OHKO Chinchou with Earthquake. They can also use Chinchou switching out as an opportunity to set up Stealth Rock.

**Strong Attackers**: Due to Chinchou's poor bulk and reliance on its typing, most strong attackers that it does not wall, such as Stoutland, Dusknoir, and Pawniard, threaten to OHKO or 2HKO it while only fearing a potential Scald burn.

**Knock Off Users**: Knock Off users such as Simipour, Pawniard, Dodrio, and Raichu can remove Chinchou's Eviolite, significantly decreasing its bulk so that it cannot reliably switch into any foes anymore.
2/2
170.png
 
Last edited:
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