Chansey in depth
A name that is a gamble
In Japanese, it is called ラッキー, which is “lucky” written in katakana, with no extra twist. The English Chansey pulls the same thread from another angle, playing on chance. The idea of luck has been attached to the species since day one, and the games developed it through items: the Lucky Egg, which increases experience gained, and the Lucky Punch, which raises the critical-hit ratio and which no other Pokémon can make use of. Both appear held by wild specimens, alongside the Oval Stone.
The other pillar of its design is the infirmary. The anime associated the species with Nurse Joys and Pokémon Centers, and that reading fed back into the games through its move roster: Life Dew at level 12, Heal Pulse at 28, Soft-Boiled at 44, and Healing Wish at 52, all designed to keep someone else alive.
What arithmetic did to it
In Generation I, Special was a single stat that worked both for attacking and resisting, and Chansey had 105. When that figure was split in two, it kept 105 Special Defense and a measly 35 Special Attack, which is what it has today. It lost any pretence of being offensive and gained a clear identity.
The second change came from an item. Eviolite multiplies both defenses by 1.5 for a Pokémon that can still evolve, and applied here it produces an odd figure: 105 × 1.5 is 157.5 effective Special Defense, above the 135 that Blissey keeps forever. Defense is still 5, and multiplying 5 by 1.5 fixes nothing, but the comparison with its own evolution stopped being obvious. Blissey brings 255 HP and 135 Special Defense with its item slot free; Chansey brings lower base stats and makes up for it with Eviolite equipped.
Fast on paper, slow in practice
There is a funny contradiction between what the Pokédex says and what the stats say. Entries from the later generations insist that it developed great speed to flee egg thieves, and its base Speed is 50. In Generation I, that figure was enough to outrun quite a few things; today it leaves it behind almost everything that moves, and its answer to a fast opponent is Thunder Wave, not moving first.
The TM list does not help you read it as an attacker, either. It can learn Hyper Beam, Giga Impact, Thunder, Fire Blast, Earthquake, and Focus Blast, all with powers between 100 and 150, and none of them do anything with 5 Attack and 35 Special Attack behind them. It is a catalogue of moves that exist on paper and nobody uses. Last Resort, at level 48, has 140 power and only works if the opponent has already exhausted all its PP: even its strongest hit comes with conditions.