Nice thread! ♥
This is something fun I thought of while playing around in the teambuilder:
Chespin @ Eviolite
Ability: Overgrow
Level: 5
EVs: 108 Atk / 236 Def / 156 SDef
Sassy Nature
IVs: 0 Spd
- Curse
- Gyro Ball
- Seed Bomb
- Synthesis
While this might look a bit confusing at first, all it needs is one turn to start snowballing into a complete physical juggernaut. Curse was used here instead of Bulk Up for a very important reason: Curse raises the power of Gyro Ball in TWO ways. Not only does it increase Chespin's Attack and Defense stats, but it also lowers Speed, thereby making Gyro Ball even stronger in addition to the separate Attack increase (Gyro Ball increases in power the less Speed you have than your target). With so many quick threats in the metagame, switching one into a +1 Gyro Ball is going to hurt, and switching into one after Curse has been used twice is just murder. Seed Bomb is the obligatory STAB attack, which deals high damage after Curse boosts, and deals even more if the foe happens to take you below 1/3 health on the turn before it's used. Synthesis is there to ease survivability, similarly to the way Quagsire did with Curse + Recover last generation in RU, and keeps Chespin alive so that it can continue to dish out chaos. Sassy nature and special defense investment are somewhat needed to help patch up its weaker side of the defensive spectrum. Stats for Attack and Defense are EVed so that the stat points are even numbers (14 Attack, 16 Defense) so that it gets the most out of boosts while still having decent special bulk. If Chespin is underestimated and it gets going, heads are going to roll, and not much will enjoy switching in. It should be noted that mons like Swirlix and Tyrunt who have ways of raising their Speed by themselves in battle... it also makes them weaker to Gyro Ball. Plus, if your opponent has Sticky Web in play, it only makes Gyro Ball stronger right off the bat!
+2 108 Atk Chespin Gyro Ball (133) vs. 0 HP / 0 Def Yanma: 24-29 (104.3 - 126%)
+2 108 Atk Chespin Gyro Ball (91) vs. 20 HP / 68 Def Swirlix: 26-32 (113 - 139.1%)
+2 108 Atk Chespin Gyro Ball (91) vs. 52 HP / 0 Def Tyrunt: 26-32 (113 - 139.1%)
+2 108 Atk Chespin Gyro Ball (125) vs. 116 HP / 0 Def Murkrow: 25-30 (104.1 - 125%)
And even though it's been banned, just for kicks... after only ONE boost:
+1 108 Atk Chespin Gyro Ball (112) vs. 0 HP / 0 Def Sneasel: 28-34 (127.2 - 154.5%)
For maximum LOLs, try switching in on Slowpoke's Thunder Wave. It will probably switch out afterward, giving you a free Curse. From then, you'll have a super-powerful Gyro Ball due to the 75% Speed drop from paralysis, AND you will also be immune to Sleep as well as Will-O-Wisp, which will really suck if you get hit by it (thankfully it's fairly easy to see coming).
Of course it's not flawless. Special attackers and Fire-types can obviously give it problems. It's just something fun I thought up after seeing this thread. ♥
The set is ironically walled by bulletproof Chespin.