QC [3/3] Grammar Ready GC (0/1)
Togekiss
Overview:
Togekiss has a very diverse movepool, including diversity in both offensive and status moves, which in turn allow for both an impressive neutral coverage and a wide variety of support roles. It also a solid typing in Fairy / Flying, giving it an important immunity to Ground, a less important one to Dragon, and many resistances, including one to Fighting. In addition, it can become Fairy / Fire with a water immunity thanks to a Red Orb, turning it into a big stallbreaker with a resistance to Ice.
120 base Special Attack guarantees that Togekiss will not be extremely passive when attacking. 85/95/115 bulk pre-mega is enough to make sure Togekiss takes at least one hit, and most often two, allowing it to effectively be a supporter. Togekiss will always be weak to Rock types, meaning Archeops and Terrakion will always stop Togekiss, thanks to its 80 base speed. Electric types easily break Togekiss's natural Flying type, making Sablenite Togekiss a momentum sink against Tapu Koko and other fast Volt Switch users.
Sablenite Support
Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpDef
Calm Nature
IVs: 0 Atk
-Dazzling Gleam/Air Slash
-Roost
-Toxic/Thunder Wave
-Defog/Heal Bell
Move Details:
Dazzling Gleam is Toekiss's primary STAB move, hitting Dragon, Dark, and Fighting types super effectively from a base 140 Special Attack.. Air Slash is Togekiss's secondary STAB to compliment Thunder Wave, but it other wise not great compared to Dazzling Gleam. It is moderately powerful Flying attack, hitting Bug and Grass types for SE damage, while hitting Fire types neutrally. However, Dazzling Gleam is the better attack most of the time.
Recovery is also important here, and the best choice is Roost, healing half of Togekiss's health. Thunder Wave helps slow down offense such as Mimikyu, Cobalion, and Dragonite. Thunder Wave can be used well by the Air Slash flinch chance, or from moderately fast teammates. Toxic wears down bulkier threats that Togekiss cannot handle on its own.
Heal Bell is very nice support for the whole team, ridding them of their status, with Togekiss being one of the best users. Defog is an important support move, removing hazards when needed.
Set Details:
Togekiss's bulk is increased by 50 for both defenses, skyrocketing it to 85/145/165 upon Mega Evolving with Sablenite, leaving it free to use the great amount of support options it has to offer. The EVs are set up to maximize bulk on the special side of the spectrum, which lets it take on Support Arceus, Hoopa-Unbound, and Keldeo extremely well. Bold Nature with 252 Defense EVs is just as viable, however, letting it take on Dragonite, Garchomp, and physical Arceus (among other physical attackers) far better.
Usage Tips:
This set is best used reactively, being switched in on incoming Fighting, Ground, or Dragon moves, and using that opportunity to Mega Evolve. Then Togekiss should either poison or simply attack the opponent, depending on the situation. Togekiss is typically bulky enough to also take several attacks, especially the side that it's invested in. After Mega Evolving, you can also use this to freely switch in on incoming Toxics, punishing the user heavily.
Regardless of investment, Togekiss cannot handle Glalite users, so don't leave it in against them unless you have to. It also struggles against Electric types.
Team Options:
Heal Bell support is appreciated by a number of physical sweepers, including Gyarados, Terrakion and Weavile, who simply cannot function with any status.
Togekiss appreciates Electric resists, meaning Primal Groudon serves as a good partner. Primal Groudon also hates Toxic Spikes, along with other hazards. and benefits from having a bouncer that can also remove them.
Ground types such as Hippowdon, Gliscor, and Garchomp can take Rock and Electric attacks, and usually force out the attacker.
While anything weak to Stealth Rocks also shares a weakness to Togekiss, Weavile and other speedy sweepers like not having to deal with chip damage every time they come in. Pivots appreciate this quality of Togekiss especially, as they can fall back on Togekiss when needed, as well.
Steel types such as Magearna and Arceus-Steel provide Togekiss with an important Ice switch in, blunting the blows from threats such as Weavile and Kyruem. Excadrill in particular has a great type to deal with all of Togekiss's weaknesses, and can take them out with either an Iron Head or an Earthquake. However, do be wary that is not meant as a wall for Togekiss, as a wise prediction can severely hurt it.
Red Orb Support
Togekiss @ Red Orb
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpD
Calm Nature
IVs: 0 Atk
Flamethrower
Morning Sun/Roost
Dazzling Gleam/Toxic
Heal Bell/Defog
Move Details:
Flamethrower is reliable STAB, and you should never leave home without it. Recovery depends on preference. Morning Sun heals more in Desolate Land, but Roost has more PP, and is more reliable in rain. While Dazzling Gleam can be used as another STAB source. the slot can also be filled with a status move, both of which benefit Togekiss greatly in hampering an opposing team.
Toxic is a good move to wear down bulky walls, especially Primal Groudon, who otherwise has little to fear from this set. Heal Bell restores the status of the whole team, which is incredibly valuable for keeping the team healthy. Defog removes pesky hazards from your side of the field. The status move in slot 2 can also be replaced by another support move, if needed.
The last 2 slots are fully open to a support move, including whatever you didn't use in slot 2. Thunder Wave can also be used in the third or fourth slot to slow down fast attackers that Togekiss and its teammates might struggle with otherwise.
Set Details:
Red Orb Togekiss can assume a more supportive role on a team, as 85/115/115 bulk, along with the unique Fire/Fairy typing, gives it opportunities where it otherwise wouldn't. Notably, it walls Golisopod without coverage, Manaphy, and Weavile, both of which are threats to many teams.
Togekiss also gains a newfound Fire typing, which, when coupled with Desolate Land, allows Togekiss to wall both Water and Ice types with ease, and removes a weakness to Electric, allowing Togekiss to support the team better against them.
EVs are made to maximize Special Defense, which is better for taking on opposing Red Orb users and Special Arceus, while still having enough natural bulk to shrug off Weavile.
A physically defensive variant can also be used, but cannot withstand powerful special attackers like Tapu Koko and Raikou anymore, in exchange for withstanding some-ate sweepers better.
Usage Tips:
Thanks to being Desolate Land Fire type, and having good defenses, Togekiss can shrug off weaker Ice and all Water attacks, both of which give Togekiss an opportunity to Nasty Plot, support the team, or heal, giving it the opportunity to inflict major damage to the opponent or to disrupt the opponent's efforts to inflict status on the team.
Like most Red Orb mons, be wary of anything that could be a Blue Orb that's switching in. Dazzling Gleam will dent a good chunk of the neutral ones, so that's often the go-to option.
If you find yourself going to 40% or lower, you should heal with Morning Sun or Roost to sustain Togekiss longer.
Togekiss is an ideal switch to Golisopod, Keldeo, and Manaphy alike thanks to the Red Orb, in addition to other Blue Orb threats like Primal Kyogre and any other Blue Orb Water types they might have. As such, you can use this as a Water type counter. Red Orb Togekiss also scares out Blue Orb Steel types such as Skarmory and Scizor, so use this to force them out.
Togekiss functions as more of a check than a counter to Blue Orb Water types, as they can simply switch back in and summon their rain. As such, Blue Orb users are best worn down by Dazzling Gleam, if Togekiss has it.
Team Options:
Hippowdon, Gliscor, and Garchomp remain very good choices to absorb Rock type attacks and retaliate against them. They also appreciate the shield from opposing Water types such as Manaphy, and the easy guard against Weavile.
Blue Orb Steel types such as Skarmory and Scizor help nullify Togekiss's weaknesses on the Fairy side, and can form a Red/Blue Orb core with Togekiss, allowing you to wall both kinds of weather users with ease, and potentially giving your team the upper hand.
Red Orb Togekiss likes having Giratina-Origin, among other Primal Groudon answers. Giratina can also Defog away Stealth Rocks that would otherwise hurt Togekiss significantly.
Both Zygarde and Dragonite appreciate the Weavile counter greatly, but beware that they share a Rock weakness with Togekiss, which can potentially cause issues.
Other Options:
Togekiss can also hold Salamancite, which compliments it rather well, allowing it to focus on either speedy or bulky offense with Nasty Plot/Hyper Voice/Dazzling Gleam/Roost, or can be used to support the team.
Nasty Plot is an option if you wish to go for a more offensive role with Togekiss. You should shift EVs from Special Defense into Special Attack and run Modest Nature if you decide to run Nasty Plot, particularly on a Red Orb set.
As a result, Togekiss becomes a very strong and bulky attacker.
Seismic Toss is consistent damage on a Sablenite set, which can be beneficial against certain threats such as Cresselia.
Aura Sphere, Shadow Ball, and Flamethrower can also be used on the Sablenite supporting set to remove a counter
from play, such as Heatran with Aura Sphere, Offensive Celesteela and other Fighting neutral Steels with Flamethrower, and Gengar with Shadow Ball.
While Roost is more reliable, Wish allows you to help a weakened member, giving it new life. Protect compliments Wish nicely, allowing for guaranteed healing.
Encore can be used on any support set to discourage sweepers from setting up in front of Togekiss.
Tailwind can help set up a sweep from a teammate, but requires either another attacking move or support move to be sacrificed, which is undesirable.
Checks and counters:
[
Blue Orb users] Blue Orb Steel types such as Skarmory and Scizor do very well against all Togekiss variants, blocking Flamethrower, and then attacking Togekiss with their Steel attack of choice. Primal Kyogre can either force Togekiss to switch or get KOed with a combination of Calm Mind and Thunder. Red Orb variants are obviously forced out.
[Poison types] Poison types can easily switch in on Dazzling Gleam and Toxic, but need to be careful of Thunder Wave, Air Slash, and Flamethrower on the Red Orb variants.
Of these, Nihilego is the best at countering Togekiss, as even a +2 Flamethrower or Solar Beam from Red Orb variants merely dents it, while it 2HKOes at worst with Power Gem or Sludge Bomb.
Toxapex can poison Red Orb variants and stall them out with ease, but Sablenite variants need to be worn down.
[Primal Groudon] Primal Groudon does well against all variants, particularly if it knows Swords Dance, hitting all of them with Stone Edge, and having the option to use Ground moves on Red Orb variants.
[Steel types] Sablenite Togekiss has trouble against steel types, such as Excadrill and Metagross, who can switch in on Togekiss's STABs, and retaliate with a steel attack. They do fear Flamethrower, however.
[Heatran] Heatran serves as a hard counter to all Togekiss variants, taking little damage from everything besides Aura Sphere, outspeeding all three, and taking them down with Flash Cannon, and can deal heavy damage to Red Orb Togekiss with Earth Power, too.
[Rock types] All Togekiss variants are OHKOed by strong Rock attacks such as Terrakion and Archeops's Stone Edge, but some of them struggle switching in against Dazzling Gleam.
[Electric Types] Electric types such as Raikou and Tapu Koko have no problem forcing out Sablenite Togekiss, but struggle against Specially Defensive Red Orb variants. Raikou can get around this with Calm Mind, however.