VGC Immortal Chansey (Peaked #10)

.....o0o..... [Introduction] .....o0o.....

This team is based arround setting up Chansey until she can sweep. I have played with this type of concept for a few years now, they are usually fun to play in Smogon's ladder but not viable in any VGC even because of the timer. HOWEVER, I belive I have finally made a team that can: A) do quite well (Peaked #10 on the ladder) and B) reliable win games inside VGC's timer.

The bast majority of you have grow up thinking "timmer doesnt let you play gimmick or stall games because you get time stalled and lose". All I can say is I have won or put myself into a winning tiebreaker position in +95% of my games by turn 15, and considering VGC current rules (45 seconds a move + 15 mins time limit) Im pretty sure this team can win inside those rules (specially if I play arround the clock aswell). Also, I dont remember a single time I needed more than 25 turns to win a game, and considering the current online vgc 2015 ladder has a 30 mins limit with a 60 seconds a move limit, Im pretty sure I can do even better in the online ladder.

Anyways, I will gladly appreciate any suggestion that could improve my team. So with no further delay, let me introduce you my team!

.....o0o..... [The Team] .....o0o.....


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It's So Fluffy! (Chansey) @ Eviolite
Ability: Healer
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Soft-Boiled
- Calm Mind
- Minimize

Chansey is the fundation of the team. I lead with her 100% of the time and just spam Minimize until she either dies (in which case I will probably lose) or she goes to +6 Eva (3 turns). Because of her natural huge bulk and a single weakness, its almost impossible to take her down before she sets up, specially with all the support I give her.

Once Im at +6 Eva, I simply Calm Mind a few times and start taking everything down with Hyper Voice. At +1 SpD no special attack can do anything against her. At +4 SpA her special attack reaches Sylveon's. At +6 it reaches MegaGengar's. Even factoring the turns I have to Softboild, and considering I rarely go to +6 SpA/SpD, I can set by turn 8 to 10. And since 5 to 7 Hyper Voices are usually enough to take down at last 2 mons + and damage others, I can dodge time loses in real VGC events vs people who want to stall me out.

Softboild is there for obvious reasons. Hyper Voice is my attacking move of choise because she gets STAB on it and its overall a solid move. I think STAB is more important than been able to hit Ghosts since I can use MSableye to compensate the lack of coverage. Im Maxing her HP and Def because if she falls, it will be a physical attack 99.99% of times. Specially since I can bulk up her SpD via Calm Mind.


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The Joker (Sableye) @ Sablenite
Ability: Prankster
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Snarl
- Will-O-Wisp
- Recover
- Psych Up

MSableye is the reason why this team doesnt relay on hax to win. I always send MSableye last, at which point Chansey has several boosts. At that point, I can Prankster Psych Up the Chansey to copy the +X Evasion and +X SpA/SpD, so even if Chansey somehow dies, MSableye can clean up.

Recover is there for obvious reasons. I have decided to go for Snarl + WoW as my offensive moves because they can do damage AND reduce incoming damage (Burn shut downs physical attackers while Snarl shut downs special attackers). MSableye has a solid base SpA so with some Calm Mind boost his STAB Snarl does insane damage. It basically is as strong as Chansey's Hyper Voice (twice Base SpA, halve Base Power).

Minimum attack to reduce Foul Play and Confusion damage. As with Chansey, Im maxing his Def because I can cover the lack of SpD via Calm Mind. The 1HKO vs MGardevoir is a roll when Im at 0 SpD. MMawile cant 1HKO if I manage to burn it. Azumarril needs LO or Band to be able to 1HKO and cant do so anymore if I manage to burn him. Non Spec Sylveon cant 1HKO, and Spec Sylveon cant 1HKO at +1 SpD. MAltaria cant 1HKO regardless of his moveset. MLopunny cant 1HKO with Low Kick and its a roll with HJK (nobody will try to HJK a +6 Evasion pokmon regardless lol). Scrappy Kangaskhan's Low Kick is a 3HKO.


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Worm Hole (Shuckle) @ Mental Herb
Ability: Sturdy
Level: 50
Shiny: Yes
EVs: 228 HP / 252 Def / 28 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Guard Split
- Power Split
- Struggle Bug
- Protect

Shuckle is the final piece of this holy trinity. However, while I use Chansey/Sableye in 100% of my games, I send Shuckle in about 90% of them. Basically, Eviolite Chansey (one of the lowest defenses with one of the higgest HP pools in the game) plus Guard Split Shuckle (one of the higgest defenses in the game) equals Immortal Chansey.

By immortal I mean ChoiceBand Adamant Terrakion's Close Combat goes from 121.5 - 143.4% (guaranteed 1HKO) to 40.8 - 48.7% (guaranteed 3HKO). Thats right, Guard Split improves Chansey's Def by 300% and her SpD by 200%. Even if she loses her Eviolite her Def is still 200% higher (than Eviolite Chansey) and her SpD 150% higger.

The rest is pretty much filler because in the bast majority of games I dont use any of that. Simply put, once Shuckle halves her defenses he usually dies quite fast. Sturdy is there to make sure I Guard Split (all I care) and Mental Herb is there for random Taunts (I only need to use his non attacking move once). I tried Safety Goggles to counter Rage Powder and Spore but since I rarely send Shuckle over Gourgeist when I face Amoonguss I didnt really needed it.

I maxed Def because thats what Chansey needs the most. Rest goes to HP because I have lost him before the could Guard Split several times vs 2 random attacks in turn 1 when I didnt maxed his HP. 28 SpD over 4 SpD because it maximises Guard Split and Eviolite numbers.

The filler moves are Power Split because its the only viable crippling/supporting move he has left. Once in a lifetime I get to steal some big SpA and give it to Chansey but its quite uncommon and results in a +25/50% SpA increase at best. The attacking moves are there so they cant ignore me after Guard Split + Power Split. Shuckle gets STAB on both moves and with some attack he can put major damage on the field. I used to have Rock Slide there but I wanted to play Protect since some games I just need to boost up Chansey for MSableye and having an extra turn is sometimes priceless. Struggle Bug is there so I dont struggle after the second Taunt. Also, the -1 SpA to both opponents is pretty cool, specially vs Trick Room.


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Karen (Aromatisse) @ Sitrus Berry
Ability: Aroma Veil
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Heal Pulse
- Reflect
- Protect

Aroma is kind of the reason this team can succeed vs good players. Aroma Veil is sickening because it protects my beloved Chansey from Taunt (plus Encore/Disable). And even if they manage to take down Aroma fast, having an ensured 1/2 Minimize is usually enough to ensure the full set up since they will most likely miss Taunt before I go to +6, at which point, even if they Taunt I can simply wait until its over via Hyper Voice.

I used to have Dual Screens and Light Clay, however, after a lot of testing I decided I really wanted Protect on her because having another secure anti-Taunt turn is priceless. I still kept Reflect because its ability to shut down one Chansey's biggest issues (huge physical attacks) is priceless.

Next up is Trick Room. Its pretty cool for two main reasons. On one side it makes Shuckle waaay more usefull (specially since I usually have him as my 3rd mon when Aroma is my lead). On the other side, if they didnt expect Minimize and I manage to Trick Room + Minimize turn 1, I will get a 2nd Minimize off before they can even do anything which puts me in an insanely advantageous possition.

My final move is Heal Pulse which works as a pseudo Follow Me. It also is a very nice follow up to Trick Room when they focused Chansey turn 1 because it allows me to keep seting up instead having to waste a turn on Softboild.

Finally, I decided to go for a defensive set over a mixed or specially defensive set because I feel like physically offensive teams are the biggest threat to this strat, and I wanna optimise the odds against them. Sitrus Berry is there because is one of the best items to help me pull of a Trick Room vs a double focus.


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This is Halloween (Gourgeist-Small) @ Choice Scarf
Ability: Frisk
Level: 50
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick-or-Treat
- Safeguard
- Will-O-Wisp
- Trick

First of all, I know what your first impression is: What the actual fuck? With that been said, Gourgeist-S is a very specific counter for certain things that would, otherwise, really hurt me. The biggest reason I have him is ToT, obviously, since it trades Chansey's Fight weakness for a Dark weakness. In some games thats the difference between winning and losing. The most notable examples are Sacred Sword, No Guard Machamp, Aura Sphere, Vital Throw, Terrakion, etc. It also completely decimates MKhan who is the most used Mega in the metagame.

The other moves are general support. A really fast Safeguard + Grass/Ghost typing is quite awesome imo since Fake Out + Dark Void / Spore is running rampant in our metagame. Fast WoW to cripple physical attackers and Light Screen to cripple special attackers. Frisk is the cherry on the top since it helps me make really good reads and predictions that may ensure the win.

I have decided to go for the Small one because I think a fast ToT is crucial. That Speed EV + Nature is enough to oughtspeed Jolly 95 base aswell as Adamant Terrakion (who would otherwise do a major number on Chansey). The rest goes into bulk for obvious reasons. Focus Sash with that Speed usually allows me to ensure the ToT/Safeguard regardless of what my opponent decides to do.


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Linux (Linoone) @ Focus Sash
Ability: Quick Feet
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Simple Beam
- Protect
- Thunder Wave
- Charm

First of all, I have played many things in this slot. At first I used to play Hitmontop, then MLopunny and now Linoone. I dont have definitive conclusions on whether I whould play Linoone or not yet. Linoone is a situational pick that some times gives me the edge in the battle.

With that been said lets start with Simple Beam, a move that, in combination with Chansey, provides +4 Evasion out of 1 Minimize and +2 SpA/SpD out of a single Calm Mind. This is specially effective when my opponent is a specially offensive based team (and more so if they have MGardevoir or Sylveon, since if Im at +some SpD they cant kill MSableye anymore).

On top of that, Simple Beam lets me cripple certain mons that relay on their ability to do damage (Huge Power, Parental Bond, Pixiliate, etc) or dodge allied damage (Levitate, Storm Drain, etc).

Protects is there to gain time for Chansey to boost up, while TWave and Charm are there to cripple opponents giving Chansey better odds at setting up.

.....o0o..... [Replays] .....o0o.....

http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-209141710
Vs Infernape, Knock off Kecleon, Sylveon and Mienshao.
Got into tiebreak win position by turn 10.

http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207591036
Vs No Guard Machamp and Knock Off Uxie.
Got into tiebreak win position by turn 10.

http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207578623
Vs Thundurus, MKhan, Amoonguss, Aegislash and Talonflame.
Got into tiebreak win position by turn 10.

http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207576598
Vs Taunt Gyarados, Raichu and Breloom.
Got into tiebreak win position by turn 14.

http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207269149
Vs Knock Off Bisharp, Raichu, Breloom, MGardevoir and Taunt Talonflame.
Got into tiebreak win position by turn 11.

http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207259149
Vs Togekiss, Knock Off Bisharp, MLucario and Gengar.
Got into tiebreak win position by turn 12.

http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207230691
Vs Jolly Taunt Terrakion, Bisharp and MKhan.
Honestly, that Terrakion almost stomps me lol, I didnt expected that fast Taunt in the least.
Would have been into tiebreak win position by turn 13 if he didnt FF in turn 12.

http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-206556240
Vs Spec Sylveon, Amoongus, Knock Off Bisharp and MKhan.
Got into tiebreak win position by turn 10.

.....o0o..... [Changelog] .....o0o.....

01/02/15 - This team was posted.
01/02/15 - Peak #10:
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05/02/15 - Updated:
Hitmontop: Switched for MLopunny.
Shuckle: Switched Rock Slide for Protect.
Gourgeis-Small: Speed from 228 to 242 to outspeed Modest Gengar.
Aromatisse: Switched Light Screen and Light Clay for Protect and Sitrus Berry.
07/02/15 - Updated:
MLopunny: Switched for Linoone.
Gourgeis-Small: Switched Focus Sash for Choice Scarf.​
 
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I have no idea how Struggle Bug has anything to do with Toxic. Also, who plays Toxic in VGC? lol.

Btw, Gourgeist's Safeguard > Toxic. And even if I get Toxic'd I still have 5 turns of setup, which means I can still bring Sableye and Psych Up +3 Eva +2 CM. Not to mention I can try to save Shuckle for after this and try to Guard Split MSableye to make sure I have better odds at winning the game (I did it once, when I got Tricked into Choice Scarf on Chansey).
 
how does this team even lose
all i can think of off the top of my head are scarf machamp and stuff like +spe taunt terrakion..

I totally agree, and even then, Gourgeist can give Chansey Ghost typing, so while she may take a Dpunch early, she won't take another. Aromatisse also helps against Taunts. So cool.

Edit: After playing with this team a few times, a big threat appears: Being left on the field with just Chansey and Gengar. I've switched Hyper Voice with ice Beam just to see how well it might work. I also realize that the ideal situation is to have Sableye come in and take the stat changes, then Snarl to victory, but sometimes that doesn't get to happen, lol. The other way it gets shut down hard is a fast taunt, like Gengar. This team rubs up hard against Bisharp/Gengar openings. Leading Chansey/Aromatisse is a pain for obvious reasons. Tisse gets double stabbed and dies. Chansey/Gourgeist is no better, same situation. Sableye might be a good opening, as I can burn Bisharp early on. Top is bad to send out because Bisharp. So that's a threat.
 
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chuavechito there's only one thing i can recommend, and that's swapping snarl for dark pulse on sableye. if the opponent uses wide guard you simply cant hit him. also you need some way to deal with perish song im afraid, as if the opponent has it, as of now you just lose. brilliant team, its akin to baton pass in ou except far, far more consistent in my opinion
 
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Thanks for all the feedback so far :) I have decided to update the original post into the current version. I dont have definitive conclusions on wether MLopunny is better than Hitmontop yet. I will keep you guys updated.

How does this not have more views and notes and junk? I'm PKHeXing this team right now. It looks sick.
Thanks :)

how does this team even lose
all i can think of off the top of my head are scarf machamp and stuff like +spe taunt terrakion..
Scarf Machamp can only outspeed Gourgeist if Jolly, Adamant cant. And Jolly Machamp can do 62.1 - 73.9% before becoming completely useless due to ToT.
This is an example of a win vs standar Machamp:
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207591036

Also, this is an example of a win vs Jolly Taunt Terrakion
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207230691

Anyways, there are ways to lose. Hax is one of them. A stack of several counters is another. Misplays obviously is another one. Roar (I have seen it once) and Scarf-Trick (I have faced it 3 times on Rotoms) are also a big problems.

I totally agree, and even then, Gourgeist can give Chansey Ghost typing, so while she may take a Dpunch early, she won't take another. Aromatisse also helps against Taunts. So cool.

Edit: After playing with this team a few times, a big threat appears: Being left on the field with just Chansey and Gengar. I've switched Hyper Voice with ice Beam just to see how well it might work. I also realize that the ideal situation is to have Sableye come in and take the stat changes, then Snarl to victory, but sometimes that doesn't get to happen, lol. The other way it gets shut down hard is a fast taunt, like Gengar. This team rubs up hard against Bisharp/Gengar openings. Leading Chansey/Aromatisse is a pain for obvious reasons. Tisse gets double stabbed and dies. Chansey/Gourgeist is no better, same situation. Sableye might be a good opening, as I can burn Bisharp early on. Top is bad to send out because Bisharp. So that's a threat.
When you face Gengar + Bisharp (or some big steel or psn) what I like to do is lead Gourgeist and have Aroma in the back. This way if they go Gengar/Bisharp I just switch into Aroma to stop Taunt and go to +2 Eva, and then Protect turn 2 for the +4, then even if Aroma dies Im at +6 and Taut rarely stomps me anymore. Gourgeist is a very solid lead btw. One of the fastest WoW out there, on top of a very fast Screen, immunity to Fake Out and a really fast Safeguard.

On the Ghost thing, the best way to deal with them is always priorice WoW Ghosts over anything with Sableye, this way you can always burn them to death in case you have bad misses on MSableye.

Another thing I have been toying arround is having MLopunny over Hitmontop. She has a very fast Fake Out, on top of access to Encore, Teeter Dance and After You so she work as a support. It really throws people off guard and it lets you hide the fact that you are using MSableye over regulard Sableye. However, the biggest thing I belive is access to Entrainment. You can Entrainment Lopunny's Klutz before you mega to counter Trick + Choise Scarf; and you can Entrainment MLopunny's Scrappy so Chansey can hit Ghost.

chuavechito there's only one thing i can recommend, and that's swapping snarl for dark pulse on sableye. if the opponent uses wide guard you simply cant hit him. also you need some way to deal with perish song im afraid, as if the opponent has it, as of now you just lose. brilliant team, its akin to baton pass in ou except far, far more consistent in my opinion
If my opponent has Perish Song I lose. I have ran all the scenarios, there is no possible way this team beats a solid Perish Song team.

On the Dark Pulse over Snarl. Wile its true Wide Guard is a problem, WoW lets me bypass that up to a point. Also, Snarl is way to important when facing the omnipresent Sylveon.
 
Thanks for all the feedback so far :) I have decided to update the original post into the current version. I dont have definitive conclusions on wether MLopunny is better than Hitmontop yet. I will keep you guys updated.

When you face Gengar + Bisharp (or some big steel or psn) what I like to do is lead Gourgeist and have Aroma in the back. This way if they go Gengar/Bisharp I just switch into Aroma to stop Taunt and go to +2 Eva, and then Protect turn 2 for the +4, then even if Aroma dies Im at +6 and Taut rarely stomps me anymore. Gourgeist is a very solid lead btw. One of the fastest WoW out there, on top of a very fast Screen, immunity to Fake Out and a really fast Safeguard.

On the Ghost thing, the best way to deal with them is always priorice WoW Ghosts over anything with Sableye, this way you can always burn them to death in case you have bad misses on MSableye.

Another thing I have been toying arround is having MLopunny over Hitmontop. She has a very fast Fake Out, on top of access to Encore, Teeter Dance and After You so she work as a support. It really throws people off guard and it lets you hide the fact that you are using MSableye over regulard Sableye. However, the biggest thing I belive is access to Entrainment. You can Entrainment Lopunny's Klutz before you mega to counter Trick + Choise Scarf; and you can Entrainment MLopunny's Scrappy so Chansey can hit Ghost.
.

Huh, MLopunny does give some aggressive benefits. I'm also running into issues with Top intimidating Bisharp, which is bad.

I think the adding of protect is a much better idea, on all kinds of things. Shuckle needs it badly, I've used Rock Slide like once out of thirty games. Sitrus Berry Tisse is also a good idea. GOOD IDEAS EVERYWHERE.
 
Updated:

1) I have been losing games that would have been auto-wins if I managed to pull of a ToT before Jolly Terrakion can take Chansey down with Close Combat. For this reason I tested and finally decided to make the formal switch. Gourgeist now has Choice Scarf over Focus Sash and Trick over Light Screen.

2) MLopunny ended up been way to situational. Since Focus Sash was free I decided to test one of my old Linoone builds and he is having some degree of success so far so I updated the original thread with him.

Also, added a replay of Linoone in action:
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-209141710
Vs Infernape, Knock off Kecleon, Sylveon and Mienshao.
Got into tiebreak win position by turn 10.
 
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