Chesnaught is built very defensively, although sadly it’s typing leaves it open to 6 weaknesses: Flying, Poison, Fire, Psychic, Ice, and Fairy. Luckily, however, its Defense is enough to cover for physical attackers of these types, and Spiky Shield can cover for special contact moves.
First, a few words about Bulletproof (Chesnaught’s HA):
Bulletproof is Chesnaught’s hidden ability. It protects against ball and bomb moves. The list of moves rendered useless by Bulletproof are as follows (moves that would normally be super-effective against Chesnaught are bolded):
Acid Spray (Poison)
Aura Sphere (Fighting)
Bullet Seed (Grass)
Egg Bomb (Normal)
Electro Ball (Electric)
Energy Ball (Grass)
Focus Blast (Fighting)
Gyro Ball (Steel)
Ice Ball (Ice)
Magnet Bomb (Steel)
Mist Ball (Psychic)
Mud Bomb (Ground)
Rock Wrecker (Rock)
Searing Shot (Fire)
Seed Bomb (Grass)
Shadow Ball (Ghost)
Sludge Bomb (Poison)
Weather Ball (Normal)*
Zap Cannon (Electric)
*Weather Ball is only super-effective under the conditions of Sunny Day or Hail
This list is taken directly from Bulbapedia’s article on Bulletproof. So obviously Bulletproof adds quite a bit to Chesnaught’s defensive potential, and takes care of several moves that are serious threats to Chesnaught. Anyway, onto the full run-down.
Sounds the Drums of War
Nature: Adamant (Up Attack, down Sp.Atk)
EVs: 252 Attack, 252 HP, 4 Defense
IVs: HP, Attack, Defense, Sp.Def
Ability+Hold Item: Bulletproof+Chesto Berry
Moveset: Belly Drum, Rest, Wood Hammer, Hammer Arm
A bit of a risky set to use, but highly worth it if it works. Beat the Belly Drum to max out Attack, Rest up the next turn, start sweeping. Chesnaught will be highly vulnerable with it’s HP halved before using Rest, so I recommend using an ally with Follow Me to allow Chesnaught to set up. Clefable will happily fill this role, with it’s respectable HP and Sp.Def. It’s Speed isn’t crazy good, but now that Follow Me is a priority move that hardly matters.
Anywhoozle, with a max Attack and full HP, Chesnaught is now ready to start sweeping through the foe with Hammer Arm and Wood Hammer. Just be careful of Wood Hammer’s 1/3 recoil! Hammer Arm’s Speed reduction is non-consequential since Chesnaught is already super slow anyway. At any rate, Clefable will be more than happy to spam Thunder Wave and swallow a few more attacks with Follow Me, should Chesnaught need to Rest again (because of this I recommend breeding Amnesia onto Clefable).
Warning: May Contain Sharp Objects
Nature: Impish (Up Defense, down Sp.Atk)
EVs: 252 Defense, 252 HP, 4 Sp.Def
IVs: HP, Attack, Defense, Sp.Def
Ability+Hold Item: Bulletproof+Leftovers
Moveset: Spikes, Spiky Shield, Leech Seed, Wood Hammer/Hammer Arm
This set takes full advantage of Chesnaught’s defensive capabilities. HP restoration will be no issue with Leftovers and Leech Seed in play. Spiky Shield will give a nasty surprise to opposing sweepers, and allow a free turn of HP restoration. Having an entry hazard in play is never a bad idea, thus Spikes. Finally, should Chesnaught decide to attack, Wood Hammer or Hammer Arm will work nicely. The recoil from Wood Hammer should be covered well with Leftovers and Leech Seed, or you can avoid the matter altogether and use Hammer Arm. Seeing as Spiky Shield has priority, lowering Chesnaught’s Speed is no big deal. This Chesnaught will make for a welcome supporter in just about any team.
Overall Chesnaught is best used with the ability Bulletproof, which works well with its already defensive spread as well as covering for a few of its many weaknesses. Chesnaught need only watch out for special attackers who can take advantage of its 6 type weaknesses. For this reason, Chesnaught greatly appreciates the protection of a bulky Follow Me ally such as Clefable. Chesnaught can sweep through opponents using Belly Drum and Rest, or it can become a bulky wall using a support set of Spikes, Spiky Shield, and Leech Seed.
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