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Chain Chomp

I think that if you are finding a pokemon and EVing it specifically JUST to counter Chain Chomp, you are not proving how well it can be handled, but how potent it really is. What happens to your specially EVd Zapdos when it switches in on Garchomp to discover it's actually an all-physical choice bander using outrage? Oops.

Lee was right to be looking at standards. They are standard for a reason. Sure, you can alter them to handle chain chomp, but then they are less effective at handling the other things they handle. I'm not saying you shouldn't take chainchomp into account when EVing Pokemon, but if you have to be taking standards and completely tweaking the standard EV distribution just to handle the damn thing, it's obviously not "easily" counterable.

That said, since I know people keep taking this the wrong way, I'm not suggesting chainchomp is some godlike, unbeatable thing. But it's rather silly to write it off just because you can create a pokemon specifically designed to counter it and nothing else. You can do that with anything. I mean, Mantine? You're going to put Mantine on your team just because of chainchomp? There's a reason why nobody used Mantine in standard play. You're going to suffer for having it there.
 
Flygon doesn't handle Chain Chomp at all, seeing as how Chain Chomp is faster and will OHKO with Draco Meteor.

He was saying Mantine can take down Flygon, not that Flygon can take down Chain Chomp.

(Why are my posts never longer than a line or two?)
 
Flygon doesn't handle Chain Chomp at all, seeing as how Chain Chomp is faster and will OHKO with Draco Meteor.

Please discuss Manaphy in another thread.

I was discussing Mantine countering several pokemon including ChainChomp, I never said Flyogon counter ChainChomp.
 
Well, since I am considering breeding a chaingible, I would like to know what peoples opinions are about which nature is better. So far I am under the impression that lonely is better to survive ice beams, but I may be wrong.
 
To be fair, a decent amount of Zapdos users EV it toward taking Special hits.

I would agree in Advance, but in D/P the reasons to run Special Defense on it are more scarce while the ones for Defense are more potent. Milotic is hardly seen and Zapdos is a less efficient switch into it now that it cannot soak up Hypnosis (because Roost is standard and generally better than Rest/Sleep Talk), Suicune is more rare and Swampert often packs Ice Punch now. In the meanwhile you might be more curious for a good counter to the now physical Thunderpunch Metagross, which Zapdos is perfect for if it has no Rock Slide (if it does, that means Meteor Mash/Thunderpunch/Rock Slide, leaving one slot for either not Exploding, no Agility or no Earthquake). You might like Zapdos to take a Swords Danced Garchomp Dragon Claw normally (pretty sure investing in Defense increases its chances) and counterattack with HP Ice. Heracross and Medicham and Gallade are out there as well.
 
An ice beam from a Cresselia? I'm pretty sure that it can survive one, but it'll probably die after another attack because of life orb.
 
Considering a +Satk nature for a moment, what would be the absolute minimum special attack required to guarantee a Draco Meteor 2HKO (No SS/SR/Spikes involved) against the examples in the first post that might live after the second, lowered Meteor? For the needs of my team Rash/Mild seem superior, as long as I'm decimating those physical walls.
 
It could, but it'd be infinitely worse at it due to lower Speed, no STAB on Earthquake and no Swords Dance. The little merits it has (more Special Attack..which you didn't put any EVs in while you did say you are using 252 AND 192 EVs in Speed) do not outweigh the cons.

We considered a +SpA nature, really, but that KO on Blissey with Earthquake is what made us opt otherwise. +Atk gives more stat points too. The extra KO rate with something like Mild or Rash doesn't really feel "worth it".
 
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