Pokémon Chesnaught (Revamp Occurring)

What variant of Bulk Up should I do?


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Chesnaught is one of my favorite new Pokémon and it is a shame that he seems to have been overlooked by most battlers. With good stats, an interesting movepool and a cool ability he is surprisingly versatile. Here's the set I've been using:
(Chesnaught) (M) @ Leftovers
Ability: Bulletproof
EVs: 252 Def / 252 HP / 4 SDef
Impish Nature
- Spiky Shield
- Leech Seed
- Substitute
- Hammer Arm
I just threw this set together right after X and Y came out because I chose Chespin as my starter and wanted to make a team on Showdown based on my in game team but it has been surprisingly effective for me. Chesnaught can get a free sub up on many common OU pokes, such as Choice Band Scizor and Ferrothorn and from there he is a huge annoyance to many teams. He checks a variety of physical attackers, most notably Swords Dance Aegislash. He can even take on some mixed Aegis since Bulletproof grants him immunity to Shadow Ball. Gengar can't touch him either unless it is running Psychic or Sludge Wave, both of which are rare. Of course, all Chesnaught can do to Gengar is Leech Seed and if Gengar gets behind a sub it can't even do that. Trevenant completely walls this set unfortunately but Trev is not very common and not very hard to play around in my experience. Talonflame is obviously a huge issue for this set but I found that if I am behind a sub and go for leech seed as it switches in I can often stall it to death. If Talonflame goes for Roost during a stall war, Hammer Arm does about 57% to it. A rock type move could be used over Hammer Arm just to kill an incoming Talonflame but I'd say Hammer Arm is better overall. It wears Ferrothorn down while it can do nothing in return and OHKOes Mega Lucario. Chesnaught will not be placed in OU but that does not mean he has no use there. He is a decent physical wall and staller and has a great niche role as a counter to Aegislash. He can also serve as a situational counter to Mega Lucario. He may not get much attention in standard play but I can see him tearing up UU once it is released. In a Talonflame free environment Chesnaught will be able to more effectively take on an offensive role. I really enjoy using this set and look forward to further experimenting with Chesnaught in the future.

I've been using this set and spread and I basically agree with everything you've written. The number of opportunities to set up with a grass/fighting typing is actually pretty high- resisting edgequake and also dark moves is no joke and this means he can set up all over both garchomp AND landorus-t, as well as happily switching in on tyranitar/mega tyranitar, gyarados/mega gyarados, as well as any pokemon like donphan, rhyperior, and acts as a shaky check to choice locked azumarill taking nothing from waterfall or aqua jet.
Honestly I kinda put him on my team as a joke but he's been incredibly reliable so far just for his very relevant physical resists in combination with making good use of substitute.

edit: the only thing i'm kinda disappointed by is that bulletproof will block a hit before spiky shield, meaning you cant really deal spiky shield damage to stuff like gyro ball users.
 
So I'm thinking of building this..

Bullet Proof Vest Chesnaught
Nature: Impish
Ability: Bulletproof
Item: Assault Vest
EVs: 200 Attack, 244 Def, 66(64) SpDef
Woodhammer/Seed Bomb
Earthquake
Stone Edge
Hammer Arm/Brick Break/Power Up Punch

200 EVs on Attack will give it a maximum 300 on its attack stat. 66 on SpDef bring it up to 200 x 1.5 (Assault Vest) making it a solid 300.

Use Seed Bomb over Woodhammer as your 1st STAB if you don't like recoil. Earthquake for coverage. Stone Edge if you can predict flying switch ins.

The 2nd STAB is situational. Hammer Arm for instant high damage. Brick Break for screens. Power Up Punch if you want to buff up while using the Assault Vest.

Obviously no recovery for this guy. He's just meant to tank both forms of attack and hit back hard, taking down one or two opposing Pokemon before it goes down.

Opinions?
This is a very bad idea. The whole reason you'd want to run Chesnaught is for his longevity which stems from Spiky Shield/Leech Seed/Synthesis (pick 2) or for bulk up or spikes, this variant squanders everything that's good about him. If you want a bulky AV grass type run Tangrowth, who outclasses this set in every way. (Also woodhammer, or any recoil move really, is also a bad idea on an AV mon).
 
Hello all, new around here and to the competitive scene, but I just thought I'd throw my lot in.
Chesnaught Leftovers
Ability: Bulletproof
Nature: Careful
EV: 252HP/252SpD/4Att
Spiky Shield
Leech Seed/Synthesis
Hammer Arm
Earthquake/Stone Edge/Rock Slide

I see everyone trying to fully invest in defense when Chesnaught doesn't really need it, he has such a high base def stat that HP investment will more than allow for him to check/counter most of the things he already does, while investing in SpD allows him to take special hit significantly better, allowing him to better check a wider range of opponents, especially with access to spiky shield. Honestly speaking Chesnaught's biggest enemy is MSS, you have to choose what he can check in his given role.

This set gives up on spiking as I either don't care, or have another hazard setter, granted though, this post is more about the EV spread than anything else. The EV spread allows you to deal with resisted and neutral special hits far better, as well as stray SE hits from things that want to hit their counters/checks hard, i.e Ttar or Garchomp w/Fire Blast. Here are some calcs(note: since I play on cart these are level 50 calcs)

Tyranitar:
We all know how well Chesnaught deals with Ttar, but this is just to show how well he does w/spD investment instead of def.
252+ Atk Choice Band Tyranitar Earthquake vs. 252 HP / 0 Def Chesnaught: 40-48 (20.5 - 24.6%) -- possible 6HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 0 Def Chesnaught: 60-72 (30.7 - 36.9%) -- guaranteed 4HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Crunch vs. 252 HP / 0 Def Chesnaught: 48-57 (24.6 - 29.2%) -- possible 5HKO after Leftovers recovery

4 SpA Tyranitar Fire Blast vs. 252 HP / 252+ SpD Chesnaught: 70-84 (35.8 - 43%) -- 94.6% chance to 3HKO after Leftovers recovery
vs
252+ Atk Choice Band Tyranitar Crunch vs. 252 HP / 252+ Def Chesnaught: 36-43 (18.4 - 22%) -- possible 6HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Chesnaught: 45-54 (23 - 27.6%) -- possible 5HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Earthquake vs. 252 HP / 252+ Def Chesnaught: 30-36 (15.3 - 18.4%) -- possible 8HKO after Leftovers recovery

4 SpA Tyranitar Fire Blast vs. 252 HP / 0 SpD Chesnaught: 102-122 (52.3 - 62.5%) -- 98.8% chance to 2HKO after Leftovers recovery
Had Ttar decided to speed creep a bit, Chesnaught would be likely dead.

Just for giggles:
252 SpA Tyranitar Fire Blast vs. 252 HP / 252+ SpD Chesnaught: 90-106 (46.1 - 54.3%) -- 3.1% chance to 2HKO after Leftovers recovery
Most Subsequent calcs won't have max defense vs max special defense comparisons, just what this EV spread can take.

Garchomp:
This is naive scarfed
252 Atk Garchomp Outrage vs. 252 HP / 0 Def Chesnaught: 87-103 (44.6 - 52.8%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Garchomp Stone Edge vs. 252 HP / 0 Def Chesnaught: 24-29 (12.3 - 14.8%) -- possibly the worst move ever

252 Atk Garchomp Dragon Claw vs. 252 HP / 0 Def Chesnaught: 58-70 (29.7 - 35.8%) -- guaranteed 4HKO after Leftovers recovery

252 Atk Garchomp Earthquake vs. 252 HP / 0 Def Chesnaught: 36-43 (18.4 - 22%) -- possible 6HKO after Leftovers recovery

4 SpA Garchomp Fire Blast vs. 252 HP / 252+ SpD Chesnaught: 62-74 (31.7 - 37.9%) -- 0.2% chance to 3HKO after Leftovers recovery

Mega Garchomp:
Naive
252 Atk Mega Garchomp Outrage vs. 252 HP / 0 Def Chesnaught: 106-126 (54.3 - 64.6%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Mega Garchomp Stone Edge vs. 252 HP / 0 Def Chesnaught: 29-35 (14.8 - 17.9%) -- possible 8HKO after Leftovers recovery

252 Atk Mega Garchomp Dragon Claw vs. 252 HP / 0 Def Chesnaught: 72-85 (36.9 - 43.5%) -- 99.5% chance to 3HKO after Leftovers recovery

252 Atk Mega Garchomp Earthquake vs. 252 HP / 0 Def Chesnaught: 44-52 (22.5 - 26.6%) -- possible 5HKO after Leftovers recovery

4 SpA Mega Garchomp Fire Blast vs. 252 HP / 252+ SpD Chesnaught: 86-102 (44.1 - 52.3%) -- guaranteed 3HKO after Leftovers recovery

Gengar
Timid LO

252 SpA Life Orb Gengar Icy Wind vs. 252 HP / 252+ SpD Chesnaught: 73-86 (37.4 - 44.1%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Life Orb Gengar Hidden Power Ice vs. 252 HP / 252+ SpD Chesnaught: 78-94 (40 - 48.2%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Life Orb Gengar Dazzling Gleam vs. 252 HP / 252+ SpD Chesnaught: 104-125 (53.3 - 64.1%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Gengar Sludge Wave vs. 252 HP / 252+ SpD Chesnaught: 182-218 (93.3 - 111.7%) -- 68.8% chance to OHKO

The only way Gengar is getting past you is with Sludge wave and dazzling gleam if you forgo spiky shield, you're honestly more likely to switch based on the fact that this is going to go nowhere, as opposed to a fear of dying from icy wind and hp ice. You could always change this by running shadow claw though...

Goodra
Modest AV

252+ SpA Goodra Dragon Pulse vs. 252 HP / 252+ SpD Chesnaught: 61-73 (31.2 - 37.4%) -- 0% chance to 3HKO after Leftovers recovery

252+ SpA Goodra Flamethrower vs. 252 HP / 252+ SpD Chesnaught: 88-104 (45.1 - 53.3%) -- 0.4% chance to 2HKO after Leftovers recovery

252+ SpA Goodra Fire Blast vs. 252 HP / 252+ SpD Chesnaught: 106-126 (54.3 - 64.6%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Goodra Draco Meteor vs. 252 HP / 252+ SpD Chesnaught: 94-112 (48.2 - 57.4%) -- 50.4% chance to 2HKO after Leftovers recovery

4 Atk Chesnaught Hammer Arm vs. 252 HP / 0 Def Goodra: 81-96 (41.1 - 48.7%) -- guaranteed 3HKO

If the Goodra's coming in, those that run flamethrower over FB lose, those that run FB can force you out but not before getting seeded(unless running Sap sipper), you can win if you're feeling ballsy, and those that run Draco Meteor and use it on you lose.

Gyrados:
Adamant lefties

252+ Atk Gyarados Ice Fang vs. 252 HP / 0 Def Chesnaught: 68-82 (34.8 - 42%) -- 78.8% chance to 3HKO after Leftovers recovery

252+ Atk Gyarados Earthquake vs. 252 HP / 0 Def Chesnaught: 26-31 (13.3 - 15.8%) -- possibly the worst move ever

252+ Atk Gyarados Waterfall vs. 252 HP / 0 Def Chesnaught: 31-37 (15.8 - 18.9%) -- possible 8HKO after Leftovers recovery

-1 4 Atk Chesnaught Stone Edge vs. 4 HP / 0 Def Gyarados: 66-78 (38.5 - 45.6%) -- guaranteed 3HKO after Leftovers recovery

The only thing I can think of that scares you is bounce, except you have spiky shield, so it doesn't actually scare you. Also +1 Ice fang is a pain.
+1 252+ Atk Gyarados Ice Fang vs. 252 HP / 0 Def Chesnaught: 102-120 (52.3 - 61.5%) -- 95.3% chance to 2HKO after Leftovers recovery

Mega Gyrados
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 0 Def Chesnaught: 36-43 (18.4 - 22%) -- possible 6HKO after Leftovers recovery

252+ Atk Mold Breaker Mega Gyarados Earthquake vs. 252 HP / 0 Def Chesnaught: 30-36 (15.3 - 18.4%) -- possible 8HKO after Leftovers recovery

252+ Atk Mold Breaker Mega Gyarados Ice Fang vs. 252 HP / 0 Def Chesnaught: 78-94 (40 - 48.2%) -- guaranteed 3HKO after Leftovers recovery

Greninja
252 SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 252+ SpD Chesnaught: 151-179 (77.4 - 91.7%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Greninja Dark Pulse vs. 252 HP / 252+ SpD Chesnaught: 32-39 (16.4 - 20%) -- possible 7HKO after Leftovers recovery

0- Atk Life Orb Protean Greninja U-turn vs. 252 HP / 0 Def Chesnaught: 39-47 (20 - 24.1%) -- possible 6HKO after Leftovers recovery

252 SpA Life Orb Protean Greninja Hidden Power Fire vs. 252 HP / 252+ SpD Chesnaught: 101-120 (51.7 - 61.5%) -- 89.5% chance to 2HKO after Leftovers recovery

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 252+ SpD Chesnaught: 44-53 (22.5 - 27.1%) -- possible 5HKO after Leftovers recovery

The only things Greninja has that can actually hurt you are Ice Beam and HP Fire, neither of which OHKO. Greninja cannot safe switch into nor safely stay in on a full/almost full health Chesnaught as Chesnaught vs Greninja:

4 Atk Chesnaught Hammer Arm vs. 4 HP / 0 Def Greninja: 168-198 (113.5 - 133.7%) -- guaranteed OHKO

And assuming it used HP fire:
252 SpA Life Orb Protean Greninja Hidden Power Fire vs. 252 HP / 252+ SpD Chesnaught: 101-120 (51.7 - 61.5%) -- 89.5% chance to 2HKO after Leftovers recovery

4 Atk Chesnaught Earthquake vs. 4 HP / 0 Def Greninja: 112-132 (75.6 - 89.1%) -- guaranteed 2HKO
4 Atk Chesnaught Hammer Arm vs. 4 HP / 0 Def Greninja: 84-99 (56.7 - 66.8%) -- guaranteed 2HKO

Assuming it didn't have the option of HP Fire Greninja simply loses if it stays to fight, though crippling Chesnaught.

MLucario
Here it gets a bit interesting
Physical:

252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0 Def Chesnaught: 126-150 (64.6 - 76.9%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Chesnaught: 94-112 (48.2 - 57.4%) -- 40.6% chance to 2HKO after Leftovers recovery

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Chesnaught: 186-220 (95.3 - 112.8%) -- 68.8% chance to OHKO

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0 Def Chesnaught: 250-296 (128.2 - 151.7%) -- guaranteed OHKO

+2 252 Atk Mega Lucario Extreme Speed vs. 252 HP / 0 Def Chesnaught: 84-99 (43 - 50.7%) -- guaranteed 3HKO after Leftovers recovery

+2 252 Atk Adaptability Mega Lucario Bullet Punch vs. 252 HP / 0 Def Chesnaught: 84-100 (43 - 51.2%) -- guaranteed 3HKO after Leftovers recovery

+2 252 Atk Mega Lucario Crunch vs. 252 HP / 0 Def Chesnaught: 42-49 (21.5 - 25.1%) -- possible 5HKO after Leftovers recovery

Special:

252 SpA Adaptability Mega Lucario Flash Cannon vs. 252 HP / 252+ SpD Chesnaught: 84-100 (43 - 51.2%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Adaptability Mega Lucario Vacuum Wave vs. 252 HP / 252+ SpD Chesnaught: 44-52 (22.5 - 26.6%) -- possible 5HKO after Leftovers recovery

252 SpA Mega Lucario Dark Pulse vs. 252 HP / 252+ SpD Chesnaught: 21-25 (10.7 - 12.8%) -- possibly the worst move ever

+2 252 SpA Adaptability Mega Lucario Flash Cannon vs. 252 HP / 252+ SpD Chesnaught: 168-198 (86.1 - 101.5%) -- 12.5% chance to OHKO

+2 252 SpA Adaptability Mega Lucario Vacuum Wave vs. 252 HP / 252+ SpD Chesnaught: 84-100 (43 - 51.2%) -- guaranteed 3HKO after Leftovers recovery

+2 252 SpA Mega Lucario Dark Pulse vs. 252 HP / 252+ SpD Chesnaught: 42-49 (21.5 - 25.1%) -- possible 5HKO after Leftovers recovery

This variant serves to better check specially based MLuc, as well as any special variant not running flash cannon(dunno why, just throwing it out there), specially based mixed(nasty plot and non-boosting sets), physically based mixed(non-boosting sets). The physical variant of Chesnaught pretty much gets dumped on by any MLuc that's not running double priority, crunch, and CC.

Aegislash
252+ SpA Life Orb Aegislash-Blade Flash Cannon vs. 252 HP / 252+ SpD Chesnaught: 95-113 (48.7 - 57.9%) -- 48.8% chance to 2HKO after Leftovers recovery

252 Atk Life Orb Aegislash-Blade Shadow Sneak vs. 252 HP / 0 Def Chesnaught: 43-52 (22 - 26.6%) -- possible 5HKO after Leftovers recovery

252 Atk Life Orb Aegislash-Blade Sacred Sword vs. 252 HP / 0 Def Chesnaught: 64-75 (32.8 - 38.4%) -- 3.1% chance to 3HKO after Leftovers recovery

252 Atk Life Orb Aegislash-Blade Shadow Claw vs. 252 HP / 0 Def Chesnaught: 74-87 (37.9 - 44.6%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Life Orb Aegislash-Blade Iron Head vs. 252 HP / 0 Def Chesnaught: 86-101 (44.1 - 51.7%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Life Orb Aegislash-Blade Head Smash vs. 252 HP / 0 Def Chesnaught: 52-61 (26.6 - 31.2%) -- 23% chance to 4HKO after Leftovers recovery

+2 252 Atk Life Orb Aegislash-Blade Sacred Sword vs. 252 HP / 0 Def Chesnaught: 125-148 (64.1 - 75.8%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ SpA Life Orb Aegislash-Blade Flash Cannon vs. 252 HP / 252+ SpD Chesnaught: 187-222 (95.8 - 113.8%) -- 81.3% chance to OHKO

4 Atk Chesnaught Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 58-70 (34.7 - 41.9%) -- 76.2% chance to 3HKO after Leftovers recovery

SpD Chesnaught can reliably deal with special and mixed variants of Aegislash, Aegislash that don't run life orb have a hard time breaking through Chesnaught:

252+ SpA Aegislash-Blade Flash Cannon vs. 252 HP / 252+ SpD Chesnaught: 73-87 (37.4 - 44.6%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Aegislash-Blade Sacred Sword vs. 252 HP / 0 Def Chesnaught: 49-58 (25.1 - 29.7%) -- 0% chance to 4HKO after Leftovers recovery

Though this variant has issues with boost Aegislash(less so if it doesn't have LO).

Charizard X and Charizard Y
pls don't do this.

Keldeo
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 0 Def Chesnaught: 93-109 (47.6 - 55.8%) -- 22.3% chance to 2HKO after Leftovers recovery

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Chesnaught: 60-72 (30.7 - 36.9%) -- guaranteed 4HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Chesnaught in Rain: 91-108 (46.6 - 55.3%) -- 14.8% chance to 2HKO after Leftovers recovery

252 SpA Choice Specs Keldeo Icy Wind vs. 252 HP / 252+ SpD Chesnaught: 82-98 (42 - 50.2%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Choice Specs Keldeo Surf vs. 252 HP / 252+ SpD Chesnaught in Rain: 75-88 (38.4 - 45.1%) -- guaranteed 3HKO after Leftovers recovery

You can check Keldeo too, the physically defensive version gets 2HKO'd by Hydro Pump:

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 0 SpD Chesnaught in Rain: 133-157 (68.2 - 80.5%) -- guaranteed 2HKO after Leftovers recovery

Terrakion
252 Atk Terrakion Close Combat vs. 252 HP / 0 Def Chesnaught: 87-103 (44.6 - 52.8%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Terrakion Stone Edge vs. 252 HP / 0 Def Chesnaught: 36-43 (18.4 - 22%) -- possible 6HKO after Leftovers recovery

252 Atk Terrakion Earthquake vs. 252 HP / 0 Def Chesnaught: 24-29 (12.3 - 14.8%) -- possibly the worst move ever

252 Atk Terrakion X-Scissor vs. 252 HP / 0 Def Chesnaught: 39-46 (20 - 23.5%) -- possible 6HKO after Leftovers recovery

Even with no def EV's you serve as a counter to scarf terrakion, and a good check to LO and Banded versions.

4 Atk Chesnaught Hammer Arm vs. -1 0 HP / 0 Def Terrakion: 200-236 (120.4 - 142.1%) -- guaranteed OHKO

Sorry my first post is a bit jumbled and extensive.
 
Running full SPdef Chesnaught isn't optimal since his greatest feature is his physical bulk, there's really no point in investing into 88/75 special defenses because if you want a specially defensive mon there are FAR better options than Chesnaught. It's like running physically offensive Keldeo: sure I could whip out some stats that show him doing well with Aqua Jet/Aqua Tail/Close Combat against T-tar or something, but his special stats are just so much better than there's no point in running physical Keldeo. If you're having trouble with special or mixed attackers switch to Chansey or AV Slowbro when they come in on Chesnaught.
 
Why don't we try thinking like skarmory Chessnaught has all simalar moves to skarmory in
Skarmory
spikes
Wirlwind
Roost
Bravebird

Chessnaught
Spikes
Roar
sythesis/leech seed/spikeshield
woodhammer/seedbomb/hammerarm

Add leftovers and he would be a really good lead
 
Running full SPdef Chesnaught isn't optimal since his greatest feature is his physical bulk, there's really no point in investing into 88/75 special defenses because if you want a specially defensive mon there are FAR better options than Chesnaught. It's like running physically offensive Keldeo: sure I could whip out some stats that show him doing well with Aqua Jet/Aqua Tail/Close Combat against T-tar or something, but his special stats are just so much better than there's no point in running physical Keldeo. If you're having trouble with special or mixed attackers switch to Chansey or AV Slowbro when they come in on Chesnaught.

I think his point is that his natural physical bulk is already good enough that the returns you get out of investing into it even more aren't worth it. Why bother turning a physical 4HKO into a 5HKO when you could turn a special OHKO into a 2HKO, which will serve you much better in the long run?
 
I think his point is that his natural physical bulk is already good enough that the returns you get out of investing into it even more aren't worth it. Why bother turning a physical 4HKO into a 5HKO when you could turn a special OHKO into a 2HKO, which will serve you much better in the long run?
You wouldn't keep Gliscor in on, say, Greninja, or Skarmory in on Heatran. If a special attacker shows up, it's probably because he can take you, so why bother staying? Meanwhile bolstering their physical defense will allow them to continuously come in on pokemon they can actually take and do their thing more frequently without having to stop for heals. If a special attacker comes in they should be leaving anyway because they really don't have any business trying to stomach special attacks because there are pokemon that can actually do that without getting 2HKO'd.
 
Here's a set I've been using:

Chesnaught@Leftovers
Impish Nature w/ Bulletproof
252 HP/246 Def/12 Spd (Allows you to outspeed -1 Garchomp)
-Spiky Shield
-Leech Seed
-Substitute
-Low Sweep


It's actually really effective in UU right now, and it functions a lot like poison heal breloom, but with a protect move that stacks damage. It works pretty well if you can get some entry hazards up, because it forces a lot of switches. It might have use in OU, but I've yet to try it out.
 
Here's a set I've been using:

Chesnaught@Leftovers
Impish Nature w/ Bulletproof
252 HP/246 Def/12 Spd (Allows you to outspeed -1 Garchomp)
-Spiky Shield
-Leech Seed
-Substitute
-Low Sweep


It's actually really effective in UU right now, and it functions a lot like poison heal breloom, but with a protect move that stacks damage. It works pretty well if you can get some entry hazards up, because it forces a lot of switches. It might have use in OU, but I've yet to try it out.

It probably wouldn't with all the Talonflame, Mixed Aegis, etc, plus you are using a move that has an immunity, and.....

I honestly wouldn't recommend this in OU unless you are absolutely sure you have a way around some of the most common pokemon that threaten this Juggernaught, and with the prevalence of Defog, Hazard-Stacking might be all for naught. All in all, this set could work, but it's gimmick is best IMO. I like Chestnaught, but I think its best use with this set would be UU, like you said.
 
It probably wouldn't with all the Talonflame, Mixed Aegis, etc, plus you are using a move that has an immunity, and.....

I honestly wouldn't recommend this in OU unless you are absolutely sure you have a way around some of the most common pokemon that threaten this Juggernaught, and with the prevalence of Defog, Hazard-Stacking might be all for naught. All in all, this set could work, but it's gimmick is best IMO. I like Chestnaught, but I think its best use with this set would be UU, like you said.

Actually, what does Mixed Aegislash do to Bulletproof Chesnaught? It's immune to Shadow Ball, Shadow Sneak does pitiful damage, King's Shield doesn't protect against Leech seed, and Sacred Sword does less than 25%. I'm not saying it's gonna revolutionize OU, but it's got a fun little niche it can pull off.
 
Actually, what does Mixed Aegislash do to Bulletproof Chesnaught? It's immune to Shadow Ball, Shadow Sneak does pitiful damage, King's Shield doesn't protect against Leech seed, and Sacred Sword does less than 25%. I'm not saying it's gonna revolutionize OU, but it's got a fun little niche it can pull off.

Hahahaha, I forgot Bullet proof :D Autotomize sets running HP ice still wreck, but yeah, thats an awesome niche now that I realize it!
 
You wouldn't keep Gliscor in on, say, Greninja, or Skarmory in on Heatran. If a special attacker shows up, it's probably because he can take you, so why bother staying? Meanwhile bolstering their physical defense will allow them to continuously come in on pokemon they can actually take and do their thing more frequently without having to stop for heals. If a special attacker comes in they should be leaving anyway because they really don't have any business trying to stomach special attacks because there are pokemon that can actually do that without getting 2HKO'd.


Well actually you can still come in on most physical threats you're supposed to continuously regardless of the investment, the issue w/ investing everything in physical defense is if any of those threats you're supposed to stop cold carry a special attack(i.e Ttar, Garchomp), you can no longer switch into them, as now you're crippled or dead, which kinda means you can't do your job very well at all.

And actually there are special attackers that have difficulty or very well even can't take you if you're investing in special defense. Any boosting special variant of MLuc not carrying flash cannon can't actually kill you at +2, and those that do get a 12.6% chance to OHKO while you threaten to OHKO w/hammer arm at a 62% chance, guaranteed OHKO after a layer of spikes, so he can serve as an emergency check at the very least.

Aegislash variants carrying lefties/spooky plate can't beat you at all as HP Ice/Flash cannon are guaranteed 3HKO's, the Autotomize WP set can only 2hko you at best with both HP Ice and Flash cannon, and that's after the +2, w/Leech seed+leftovers recovery+spiky shield you might be able to turn that into a 3HKO. Humorously enough, Autotomize WP sets can't hope to kill you w/o the WP boost, due to synthesis/leech seed/spiky shield(not all three of course), so you can sit in its face and set-up spikes(if you have them) all day, then proceed to phase, or just stall w/leech seed+spiky shield. Aegislash variants carrying LO have an easier time getting through, but you can pull off a win vs them too.

Thunderus-I and Thunderus-T running Timid LO(non boosting sets) can only get 3HKO's at best w/Hp Ice. As I showed above non LO variants of Gengar have severe difficultly doing anything to you w/o sludge wave, LO sludge bomb variants that don't opt for dazzling gleam and instead go for something like HP fire/ice only get 3HKO's at best. Alakazam dominates you, but if you absolutely need to you can survive any one hit from above ~85% health and break it's sash.

Granted, of course there are better options for special defensive walls, that wasn't my point. My point was that as it stands you get your ass kicked by anybody with a special move you're not immune to, even things like specs Keldeo(granted it's keldeo, but you resist half it's moveset, and you still can't stay in when physically invested) and some things you're supposed to come in on can carry special moves, which kind of hinders your walling potential as a whole. Sure you don't have to stay in on those special threats, but this also means that certain threats that would usually force you out on the switch can't do so as safely anymore(given you have the right coverage move) as they risk dying before you do.
 
Off the top of my head,
Energy Ball
Seed Bomb
Mud Bomb
Weather Ball
Gyro Ball
Electro Ball
....Explosion? Bullet Punch?

Only common stuff are gyro ball, seed bomb and energy ball, maybe electro ball if sticky web galvantula gets popular. It already resists everything bar gyro ball.Then again bulletproof might not even resist all of these.

Also ferrothorn is completely fucked by this thing.
Bulletproof gives it immunity to all ball and bomb moves
 
I really want to use this guy, but I feel like he won't be as good as he can be without Drain Punch. If theres a Move Tutor in future games, I bet he'll get that move for even more recovery. Leech Seed + Drain Punch would just be so much healing as Breloom has shown us. But on a more defensive Pokemon like Chesnaut it'd be pretty scary.
 
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Well actually you can still come in on most physical threats you're supposed to continuously regardless of the investment, the issue w/ investing everything in physical defense is if any of those threats you're supposed to stop cold carry a special attack(i.e Ttar, Garchomp), you can no longer switch into them, as now you're crippled or dead, which kinda means you can't do your job very well at all.

And actually there are special attackers that have difficulty or very well even can't take you if you're investing in special defense. Any boosting special variant of MLuc not carrying flash cannon can't actually kill you at +2, and those that do get a 12.6% chance to OHKO while you threaten to OHKO w/hammer arm at a 62% chance, guaranteed OHKO after a layer of spikes, so he can serve as an emergency check at the very least.

Aegislash variants carrying lefties/spooky plate can't beat you at all as HP Ice/Flash cannon are guaranteed 3HKO's, the Autotomize WP set can only 2hko you at best with both HP Ice and Flash cannon, and that's after the +2, w/Leech seed+leftovers recovery+spiky shield you might be able to turn that into a 3HKO. Humorously enough, Autotomize WP sets can't hope to kill you w/o the WP boost, due to synthesis/leech seed/spiky shield(not all three of course), so you can sit in its face and set-up spikes(if you have them) all day, then proceed to phase, or just stall w/leech seed+spiky shield. Aegislash variants carrying LO have an easier time getting through, but you can pull off a win vs them too.

Thunderus-I and Thunderus-T running Timid LO(non boosting sets) can only get 3HKO's at best w/Hp Ice. As I showed above non LO variants of Gengar have severe difficultly doing anything to you w/o sludge wave, LO sludge bomb variants that don't opt for dazzling gleam and instead go for something like HP fire/ice only get 3HKO's at best. Alakazam dominates you, but if you absolutely need to you can survive any one hit from above ~85% health and break it's sash.

Granted, of course there are better options for special defensive walls, that wasn't my point. My point was that as it stands you get your ass kicked by anybody with a special move you're not immune to, even things like specs Keldeo(granted it's keldeo, but you resist half it's moveset, and you still can't stay in when physically invested) and some things you're supposed to come in on can carry special moves, which kind of hinders your walling potential as a whole. Sure you don't have to stay in on those special threats, but this also means that certain threats that would usually force you out on the switch can't do so as safely anymore(given you have the right coverage move) as they risk dying before you do.
I really have to agree with this, and this was always my main complaint about Chesnaught. He can survive a surprising amount of special attacks (the amount of HP Fire that failed to OHKO actually caught me off guard), and contrary to popular belief, unSTAB'd, neutral (or even a few Super effective) special attacks can also fail to KO; 74 SP.Def isn't all that God-awful with the resistances he has. Bad, but not the worst. I can switch him into Rotom-Wash and have a field day, for example, while nothing it does hurts me enough.

However, I've always used max HP/Def EV's, and that may not be necessary. He hits hard enough that I can hurt whatever is hurting him, but there are too many STAB'd attackers that forces me out. With a bit of Sp.Def EV's, that may as well become much less of an issue.

I mean, he's meant to be a pivot for the most part, toss him in, throw a Spikes, toss him out. So I never really cared if he's forced out; he's already done his job by using one layer of Spikes, and I will get an opportunity to send him out again.
 
What protection does Bulletproof give against Bomb/Ball moves?Immune,half damage or what?Sorry if someone already responded to a similar question.
 
What protection does Bulletproof give against Bomb/Ball moves?Immune,half damage or what?Sorry if someone already responded to a similar question.
Bulletproof makes Chesnaught not take any damage at all from those attacks.
 
What protection does Bulletproof give against Bomb/Ball moves?Immune,half damage or what?Sorry if someone already responded to a similar question.

http://lmgtfy.com/?q=bulletproof+chesnaught

In all seriousness, it is a good ability but situational. Immunity to Sludge Bomb, Shadow Ball and Focus Blast is nifty but most of the other moves it blocks are really obscure or would do little damage anyway. It does hilariously allow you to wall Weather Ball/Sludge Bomb Victreebel in the sun and other Grass/Poison types but you can't really do anything back to them either since they resist Grass/Fighting.
 
I've been a very avid user of Chesnaught, and honestly I'm very underwhelmed. I mean, sure, it has great Physical Bulk, but it has an ok ability at best, it does alleviate one of it's weaknesses. It just isn't cutting it imo.
 
I dont think Chesnaught is underwhelming. Considering his resistances to Volt switch and neutrality to u-turn paired with huge physical bulk, substitute Chesnaught is a great check to almost every pivot mon outside of Genesect (obviously a big one admittedly). He makes a fantastic switch-in to Landorus-T and his typing is actually pretty awesome, with resistance to edgequake being one of the standout perks. Immunity to spore is great, and the two main grass types don't make much business staying in against him- Ferrothorn can't hit him with gyro ball due to bulletproof and is hit super effectively by hammer arm, and Chesnaught resists almost all of mega-venusaur's moveset- immune to sludge bomb, resists giga drain, resists earthquake and knock off, neither pokemon can do much against the other. If you run spikes, you can set up on mega venusaur too. There's not much room for spikes in a subseed moveset but I think for just a regular substitute set it has a place.
Honestly this guy feels so underrated, has a ton of switch-in opportunities and can set up a substitute on the switch, and can do whatever he wants after that. His best set definitely feels like sub + synthesis/leech seed + 2 moves to me, you kinda need that sub to make the most of your middling speed and speed reduction from hammer arm.
 
http://lmgtfy.com/?q=bulletproof chesnaught

In all seriousness, it is a good ability but situational. Immunity to Sludge Bomb, Shadow Ball and Focus Blast is nifty but most of the other moves it blocks are really obscure or would do little damage anyway. It does hilariously allow you to wall Weather Ball/Sludge Bomb Victreebel in the sun and other Grass/Poison types but you can't really do anything back to them either since they resist Grass/Fighting.
Immunity to Shadow Ball, Sludge Bomb, and Focus Blast (along with Aura Sphere, and to a much lesser extent, Bullet Seed & Seed Bomb for whatever reason) is what makes him so useful. Honestly, those three alone are amazing immunities, and the only thing better is the fact that nobody seems to realize just what he is immune too. It isn't uncommon to face at least two of his immunities on one team (at one point, on one mon), which allowed me to set up a layer of Spikes which was quick to be blown away.
 
I think his point is that his natural physical bulk is already good enough that the returns you get out of investing into it even more aren't worth it. Why bother turning a physical 4HKO into a 5HKO when you could turn a special OHKO into a 2HKO, which will serve you much better in the long run?

Well, there are not many 5HKOs in the current meta with 130 ATK being the boarderline of physical attackers. And I don't actually see how much extra things it walls on the special side which is not walled better by something else(bulletproof immunity is rather centralized). If one want a special defensive grass, I think we have better choices like shaymin or perhaps in some way Trevenant. (oh, and how can I miss Virizion?)
 
You want to invest in defense anyway because turning that 4hko into a 5hko means it wont break your substitute- plus if you are getting 2hkod by something specially offensive its probably going to beat you anyways. Hes got awesome typing for physical defense and bulk so you might as well make the most of it (as well as immunity to shadow ball and sludge bomb which are threats from 2 of the main mixed attackers aegislash and venusaur)
 
I think the main point is that there are a few cheap KOs he could withstand outright. I haven't experimented fully to back up what I say, so take it with a grain of salt, but I suspect there were a few times he was taken out that he could have survived, mainly by mixed sweepers, where I thought that he would survive with just a tad HP.
 
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