VGC Chip Damage
Stacking Guide
Individual chip damage sources look insignificant, but multiple layers combined push targets past KO thresholds within 2–3 turns without spending move slots. Rocky Helmet, Rough Skin, burn, and sandstorm each contribute quietly — making the next direct hit a guaranteed KO rather than a roll.
Primary Chip Damage Sources
Rocky Helmet
Attacker loses 1/6 max HP when hitting the holder with a contact move. Activates on Fake Out, Drain Punch, and every physical contact move.
Incineroar 180HP → loses 30 HP per contact
Rough Skin / Iron Barbs
Ability-based contact chip, slightly weaker than Rocky Helmet but frees the item slot for another purpose.
Hippowdon 180HP → opponent loses 22 HP per contact
Sandstorm Passive
Non-Rock/Ground/Steel types lose 1/16 HP per turn. Small per-turn but 4 turns = 25% HP accumulated.
Flutter Mane Lv50 ~170HP → 10 HP lost per turn
Burn Status
Physical Attack halved plus 1/8 HP per turn. Combined with sandstorm, the passive drain accelerates dramatically.
Burn + Rocky Helmet contact = ~40% HP in 2 turns
Stack Math: Helmet + Sand + Burn
Team Composition for Chip Damage Strategies
Rocky Helmet + Sand
Tyranitar (Sand) + Rocky Helmet pivot + Physical sweeper
Sand lasts 8 turns with Smooth Rock; 2-3 Helmet contacts push opponents into guaranteed KO range for the sweeper
Burn + Rocky Helmet
Arcanine (Will-O-Wisp) + Rocky Helmet pivot + Special sweeper
Burn halves physical Attack while passive drain accumulates; extremely effective against physical-attacker-heavy teams