With Chesnaught, I'd like to suggest a more aggressive tank set.
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 36 Atk / 220 Spe
Adamant Nature
- Wood Hammer
- Drain Punch
- Spikes
- Leech Seed
If you have really fantastic memory, you'll remember I suggested this set about a year and a half ago, though it wasn't wanted because the primary benefit of it was you sacrificed a bit of bulk to destroy azumarill as a check-down. I'll give a few comparisons in relative power.
Vs Weak Attacks (or what you want to take)
0 Atk Landorus-T Earthquake vs. 252 HP / 252+ Def Chesnaught: 46-55 (12.1 - 14.4%) -- possibly the worst move ever
0 Atk Landorus-T Earthquake vs. 252 HP / 0 Def Chesnaught: 63-74 (16.5 - 19.4%) -- possible 7HKO after Leftovers recovery
Vs Stronger Attacks (This one in particular isn't relevant but it's a good example)
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 0 Def Chesnaught: 175-207 (46 - 54.4%) -- 6.6% chance to 2HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Chesnaught: 130-154 (34.2 - 40.5%) -- 46.9% chance to 3HKO after Leftovers recovery
So you do sacrifice a good bit of physical bulk. However, you gain back a few major things:
36+ Atk Chesnaught Wood Hammer vs. 172 HP / 0 Def Azumarill: 374-444 (97.3 - 115.6%) -- guaranteed OHKO after Stealth Rock (87.5 if you don't have it)
0 Atk Chesnaught Wood Hammer vs. 172 HP / 0 Def Azumarill: 330-390 (85.9 - 101.5%) -- 87.5% chance to OHKO after Stealth Rock (31.3 without)
This set was made to OHKO Azumarill up to like 132 HP and outspeed Jolly max speed azumarill. I know this isn't common at all (it wasn't common when I made the set, either), but the set grabs outspeeds on pivot Rotom-W, allowing you to do this:
36+ Atk Chesnaught Wood Hammer vs. 248 HP / 252+ Def Rotom-W: 216-254 (71.2 - 83.8%) -- guaranteed 2HKO after Leftovers recovery
Once Rotom has any chip damage (2 SR switches basically), you knock him out. And the set's a pretty good lure at this since Rotom-W wants to go for a burn.
For both of the above attacks, your investment in HP means that recoil is about 20% max (76 HP max recoil is .2 of 380).
Did I mention this set speed creeps landorus-t's defensive set? It's really nice to be able to take him out before he rocks up or skirts away. When countering him, you're not exactly pumping out damage, but you're still around a 3hko after hazards.
36+ Atk Chesnaught Wood Hammer vs. 252 HP / 240+ Def Landorus-T: 121-144 (31.6 - 37.6%) -- 91.5% chance to 3HKO after Stealth Rock and Leftovers recovery
It also is really nice because you can get spikes down BEFORE they bring in their next mon. Just a little positive trade of damage that's always nice.
This spread also allows you to outspeed Specially defensive heatran (obviously you need to scout this one first) even if they're running 68 speed (is that a thing?).
36+ Atk Chesnaught Drain Punch vs. 252 HP / 0 Def Heatran: 186-222 (48.1 - 57.5%) -- 45.7% chance to 2HKO after Leftovers recovery
This is a slightly more rare situation (actually during Aegi days, this was absolutely huge since you ran EQ instead) but spdef heatran is a son of a bitch for a lot of slow teams. On either set, heatran cannot grab a kill:
0 SpA Heatran Lava Plume vs. 252 HP / 4 SpD Chesnaught: 272-324 (71.5 - 85.2%) -- guaranteed 2HKO after Leftovers recovery
So you can attempt to trade through. You really shouldn't attempt this unless heatran comes in at 70% and you don't need Chesnaught any more (fear of burn). But mostly, if heatran has some chip damage down (which isn't uncommon), you can go for a nice burst.
This set is different from the actual tank set. It's an offensive tank that carries spikes to setup when you've generated enough pressure that you know your opponent has nothing better to do but switch. In this way, it circumvents one of Chesnaught's listed weaknesses (taunt). Use this set even in practice and I bet you you'll never be bothered by taunt. Your primary objective is just to blast attacks at shit that thinks it should be in against you and then set hazards if they can't come against you again.
Oh and the second threat of Mega Sableye?
36+ Atk Chesnaught Wood Hammer vs. 252 HP / 112 Def Mega Sableye: 118-139 (38.8 - 45.7%) -- guaranteed 3HKO
Get ANY chip damage onto Mega Sable and he's gone. 10-20% missing because you forced a switch earlier and Sable is straight up useless to guard you. This is compared to:
0 Atk Chesnaught Wood Hammer vs. 252 HP / 112 Def Mega Sableye: 103-123 (33.8 - 40.4%) -- guaranteed 3HKO
Where you need 20% min to take him out and 32% max missing to secure.
I think that the fact that this set does clear out Azumarill and Rotom-W so well after just a bit of damage is a draw enough to definitely consider it. You use him for the same primary reasons you'd use defensive chesnaught (Eq block, bisharp block, spiker), but in this case you add Azumarill and Rotom-W check along with offensive presence. He does lose a bit of bulk but in practice he's able to force more switches and allow more use for one turn leech seed trades. I've run Chesnaught on a great deal of teams since XY and this is the set I think I've used since after my first team. The defensive set just doesn't cut it for me, and whenever I see Chesnaught sitting at C- on a viability thread, I can't help but wonder if the set used isn't the issue.
I don't think this should be his primary set because it does require a bit more forethought and scouting to make sure your speed is actually where you think it is (rotom-w you need to check for a scarf first even if rare, heatran you need to check moveset to confirm/deny spdef spread). However, the reward to this set is, in my opinion, far higher. It depends on how high you value the outspeeds and extra power, but in particular the absolute knowledge that you can kill Azumarill regardless of set is huge.
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 36 Atk / 220 Spe
Adamant Nature
- Wood Hammer
- Drain Punch
- Spikes
- Leech Seed
If you have really fantastic memory, you'll remember I suggested this set about a year and a half ago, though it wasn't wanted because the primary benefit of it was you sacrificed a bit of bulk to destroy azumarill as a check-down. I'll give a few comparisons in relative power.
Vs Weak Attacks (or what you want to take)
0 Atk Landorus-T Earthquake vs. 252 HP / 252+ Def Chesnaught: 46-55 (12.1 - 14.4%) -- possibly the worst move ever
0 Atk Landorus-T Earthquake vs. 252 HP / 0 Def Chesnaught: 63-74 (16.5 - 19.4%) -- possible 7HKO after Leftovers recovery
Vs Stronger Attacks (This one in particular isn't relevant but it's a good example)
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 0 Def Chesnaught: 175-207 (46 - 54.4%) -- 6.6% chance to 2HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Chesnaught: 130-154 (34.2 - 40.5%) -- 46.9% chance to 3HKO after Leftovers recovery
So you do sacrifice a good bit of physical bulk. However, you gain back a few major things:
36+ Atk Chesnaught Wood Hammer vs. 172 HP / 0 Def Azumarill: 374-444 (97.3 - 115.6%) -- guaranteed OHKO after Stealth Rock (87.5 if you don't have it)
0 Atk Chesnaught Wood Hammer vs. 172 HP / 0 Def Azumarill: 330-390 (85.9 - 101.5%) -- 87.5% chance to OHKO after Stealth Rock (31.3 without)
This set was made to OHKO Azumarill up to like 132 HP and outspeed Jolly max speed azumarill. I know this isn't common at all (it wasn't common when I made the set, either), but the set grabs outspeeds on pivot Rotom-W, allowing you to do this:
36+ Atk Chesnaught Wood Hammer vs. 248 HP / 252+ Def Rotom-W: 216-254 (71.2 - 83.8%) -- guaranteed 2HKO after Leftovers recovery
Once Rotom has any chip damage (2 SR switches basically), you knock him out. And the set's a pretty good lure at this since Rotom-W wants to go for a burn.
For both of the above attacks, your investment in HP means that recoil is about 20% max (76 HP max recoil is .2 of 380).
Did I mention this set speed creeps landorus-t's defensive set? It's really nice to be able to take him out before he rocks up or skirts away. When countering him, you're not exactly pumping out damage, but you're still around a 3hko after hazards.
36+ Atk Chesnaught Wood Hammer vs. 252 HP / 240+ Def Landorus-T: 121-144 (31.6 - 37.6%) -- 91.5% chance to 3HKO after Stealth Rock and Leftovers recovery
It also is really nice because you can get spikes down BEFORE they bring in their next mon. Just a little positive trade of damage that's always nice.
This spread also allows you to outspeed Specially defensive heatran (obviously you need to scout this one first) even if they're running 68 speed (is that a thing?).
36+ Atk Chesnaught Drain Punch vs. 252 HP / 0 Def Heatran: 186-222 (48.1 - 57.5%) -- 45.7% chance to 2HKO after Leftovers recovery
This is a slightly more rare situation (actually during Aegi days, this was absolutely huge since you ran EQ instead) but spdef heatran is a son of a bitch for a lot of slow teams. On either set, heatran cannot grab a kill:
0 SpA Heatran Lava Plume vs. 252 HP / 4 SpD Chesnaught: 272-324 (71.5 - 85.2%) -- guaranteed 2HKO after Leftovers recovery
So you can attempt to trade through. You really shouldn't attempt this unless heatran comes in at 70% and you don't need Chesnaught any more (fear of burn). But mostly, if heatran has some chip damage down (which isn't uncommon), you can go for a nice burst.
This set is different from the actual tank set. It's an offensive tank that carries spikes to setup when you've generated enough pressure that you know your opponent has nothing better to do but switch. In this way, it circumvents one of Chesnaught's listed weaknesses (taunt). Use this set even in practice and I bet you you'll never be bothered by taunt. Your primary objective is just to blast attacks at shit that thinks it should be in against you and then set hazards if they can't come against you again.
Oh and the second threat of Mega Sableye?
36+ Atk Chesnaught Wood Hammer vs. 252 HP / 112 Def Mega Sableye: 118-139 (38.8 - 45.7%) -- guaranteed 3HKO
Get ANY chip damage onto Mega Sable and he's gone. 10-20% missing because you forced a switch earlier and Sable is straight up useless to guard you. This is compared to:
0 Atk Chesnaught Wood Hammer vs. 252 HP / 112 Def Mega Sableye: 103-123 (33.8 - 40.4%) -- guaranteed 3HKO
Where you need 20% min to take him out and 32% max missing to secure.
I think that the fact that this set does clear out Azumarill and Rotom-W so well after just a bit of damage is a draw enough to definitely consider it. You use him for the same primary reasons you'd use defensive chesnaught (Eq block, bisharp block, spiker), but in this case you add Azumarill and Rotom-W check along with offensive presence. He does lose a bit of bulk but in practice he's able to force more switches and allow more use for one turn leech seed trades. I've run Chesnaught on a great deal of teams since XY and this is the set I think I've used since after my first team. The defensive set just doesn't cut it for me, and whenever I see Chesnaught sitting at C- on a viability thread, I can't help but wonder if the set used isn't the issue.
I don't think this should be his primary set because it does require a bit more forethought and scouting to make sure your speed is actually where you think it is (rotom-w you need to check for a scarf first even if rare, heatran you need to check moveset to confirm/deny spdef spread). However, the reward to this set is, in my opinion, far higher. It depends on how high you value the outspeeds and extra power, but in particular the absolute knowledge that you can kill Azumarill regardless of set is huge.