ORAS OU Chesnaught Enough to Beat Me! (Currently 1600+)

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weavile.gif
magnezone.gif
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aerodactyl-mega.gif


"Chesnaught Enough to Beat Me!"
It was a normal day on the Showdown ladder. I was climbing my way towards 1700 with a squad featured on one of Emvee's team-building videos, when I ran into something I've never seen before: the "Sanic and Knuckles" Chesnaught. It looked like an ordinary Chesnaught - until it Belly Drummed behind a sub. I had no idea how to deal with it. Chesnaught promptly eliminated my lead 6-3 and swept me. But here's the thing: watching it was fun!

I decided to build my own offensive team around this rare beast, in the hopes of catching others "unaware" like a Quagsire. It's a gimmick, sure. But it's been an effective one!

The Team


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Chesnaught @ Salac Berry
Ability: Bulletproof
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Seed Bomb

Did I mention using this Pokemon is an absolute blast? Chesnaught is the center of the team. The listed EV spread guarantees that Salac Berry will activate after Substitute and Belly Drum. Chesnaught can set up easily on a lot of common defensive Pokemon. Landorus-T, Ferrothorn, Rotom-Wash are prime examples, as they cannot break Chesnaught's Substitute nor inflict Chesnaught with status (because Chesnaught gets its Substitue first). Bulletproof was selected because it gives Chesnaught a few useful immunities, and Overgrow would have lost utility because of Drain Punch anyway.


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Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick

Weavile is a welcome addition to almost any team, but it's vital on this one. It OHKOs two Pokemon that Chesnaught can't OHKO without a Belly Drum: Lando-T and TankChomp. Furthermore, it checks the Lati Twins and Tornadus-T. Weavile's ability to beat Torn-T is especially crucial given the latter's ability to outspeed Chesnaught after a Salac Berry boost. Bulletproof Chesnaught can switch in to the Bullet Punches that Weaviles tends to invite, further augmenting their synergy.

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Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Fairies beat Chesnaught and Weavile, but they have trouble with Magnezone! Magnezone's offensive power handles those Fairies. It also checks every form of Volcanion bar Scarf. Volt Switch gives me great momentum and switch-in opportunities. Zone's offensive teammates are relatively frail, and always appreciate the opportunity to come in at the perfect moment.

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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Stealth Rocks are almost always necessary. Landorus-T fills that role on my team. It also works well with the other Pokemon on my team. It combines to create a VoltTurn core with Magnezone, with the added benefit of being immune to the ground-type moves that OHKO 'Zone. It's also a natural switch-in to Talonflame, which can beat Chesnaught and the others with its priority. I chose Rocky Helmet over Leftovers to keep Landorus from being too passive. The extra damage is a great benefit to this team, as I've been able to work some Pokemon into the KO range of Landorus' teammates.

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

A glaring weakness to fire-types existed at this point, and I still didn't have any hazard control. Starmie meets both of those needs. Offensive Starmie was chosen for its ability to remove hazards while maintaining heavy offensive pressure. Psychic gives me coverage against Fighting-types, which I lacked. It's also an important answer to Mega Venusaur. Life Orb Hydro Pump smashes opposing Pokemon, and Ice Beam gives me even more help against the Lati twins/Tornadus.

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Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Roost
- Aqua Tail

M-Aerodactyl was the last member added to the team. It's tied for the title of fastest Pokemon in the unboosted metagame, serving as the answer to hard-hitters that outspeed Chesnaught and Weavile. M-Alakazam, M-Lopunny, and opposing Weavile hate seeing this Pokemon. Stone Edge and Aerial Ace are there for STAB, Aqua Tail give M-Aero an option against bulky Ground and Rock-types, and Roost adds to its longevity.

Threat List

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This thing. Volcanion is such a monster. I can threaten it offensively, but I can't switch-in to its powerful attacks. (Starmie can only come in on one Specs-boosted steam erruption.) Volcanion essentially gets a kill whenever it comes in against my team. If my opponent keeps it healthy, then it's over for me.

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Must be a 'Volc' thing. Standard Quiver Dance Volcarona outspeeds my entire team after one Dance, and can potentially OHKO M-Aero after two dances plus Rocks. I've been able to play around this possibility so far, but it still exists.

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Azumarill can be a major issue once Chesnaught's gone. The Belly Drum and Choice Band sets are the most difficult to deal with. It's taken the combined efforts of two Pokemon to beat Azumarill whenever Chesnaught goes down.

Chesnaught @ Salac Berry
Ability: Overgrow
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Seed Bomb

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Aqua Tail
- Roost

That looks to be it. I'm open to almost any suggestion; my only request is that Chesnaught and Weavile stay on the team. Thanks! :]
 
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Hi
I really like BD Chesnaught and this team looks fairly solid, but I'm going to make some suggestions I think may improve your team a little. (My rating skills suck though...)

Pursuit Bisharp>Weavile
I know you requsted Weavile to stay, but I think Pursuit Bisharp suits your team better. Bisharp threatens your opponent from defogging since the main counters to Chesnaught is Pinsir and Talonflame and you really want your rocks to stay (Additionally you said Volcarona is a problem). Pursuit also pressures L@tis better and Iron Head helps with fairy types that threaten Chesnaught. Landorus-T is really not a large problem since intimidate gives Bisharp a +1 boost and when weakened he can just be picked off. Sucker Punch is also a better priority then ice shard as it threatens Zam better and is just a strong dark Priority overall. You mentioned Tornadus as a threat but LO Sucker Punch Bisharp has a 82% chance to OHKO after rocks. Garchomp can be a problem but the combination of Lando, Chesnaught, and Starmie sould be able to take care of it.

Zapdos>Magnezone
With Bisharp/Weavile, you need a better answer to Water types such as Keldeo and Azu. Offensive Starmie cannot repeatedly switch in on Keldeos moves and can only really counter Specs Version. Chesnaught also becomes dead weight if get burned by scald. Zapdos helps with Scarf Keld and Azu while also being a reliable counter to Garchomp through HP Ice. If you really want you can even run Scarf Zapdos with Volt Switch.

If both my suggestions seem redundant to you, then i would say run pursuit>low kick on Weavile. Low Kick only helps with ttar which is set up bait for Chesnaught anyways.
 
Hi
I really like BD Chesnaught and this team looks fairly solid, but I'm going to make some suggestions I think may improve your team a little. (My rating skills suck though...)

Pursuit Bisharp>Weavile
I know you requsted Weavile to stay, but I think Pursuit Bisharp suits your team better. Bisharp threatens your opponent from defogging since the main counters to Chesnaught is Pinsir and Talonflame and you really want your rocks to stay (Additionally you said Volcarona is a problem). Pursuit also pressures L@tis better and Iron Head helps with fairy types that threaten Chesnaught. Landorus-T is really not a large problem since intimidate gives Bisharp a +1 boost and when weakened he can just be picked off. Sucker Punch is also a better priority then ice shard as it threatens Zam better and is just a strong dark Priority overall. You mentioned Tornadus as a threat but LO Sucker Punch Bisharp has a 82% chance to OHKO after rocks. Garchomp can be a problem but the combination of Lando, Chesnaught, and Starmie sould be able to take care of it.

Zapdos>Magnezone
With Bisharp/Weavile, you need a better answer to Water types such as Keldeo and Azu. Offensive Starmie cannot repeatedly switch in on Keldeos moves and can only really counter Specs Version. Chesnaught also becomes dead weight if get burned by scald. Zapdos helps with Scarf Keld and Azu while also being a reliable counter to Garchomp through HP Ice. If you really want you can even run Scarf Zapdos with Volt Switch.

If both my suggestions seem redundant to you, then i would say run pursuit>low kick on Weavile. Low Kick only helps with ttar which is set up bait for Chesnaught anyways.

I like the ideas! I'll give them a shot and let you know how it turns out. Thanks for taking the time to help.

UPDATE: It turns out the additions are working pretty well. Weavile was a great win-condition, but Bisharp+Zapdos help the team operate the way it's designed more effectively. I just crossed 1600. Here's what it looks like now:

Chesnaught @ Salac Berry
Ability: Overgrow
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Seed Bomb

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Sucker Punch
- Pursuit

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 80 SpA / 180 SpD
Calm Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Roost

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Aqua Tail
- Fire Fang
 
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