Togekiss

Hustle
Physical moves do 50% more damage at the cost of 20% accuracy. Increases wild encounter rate with higher level Pokemon.
Serene Grace
This Pokemon's secondary effect chances are doubled.
Super Luck
Critical hit rate is boosted by one stage.
Type Tier
Normal / Flying UU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
85
- 311 374 -
Atk
50
122 136 199 218
Def
95
203 226 289 317
SpA
120
248 276 339 372
SpD
115
239 266 329 361
Spe
80
176 196 259 284

Overview

Togekiss, along with many of its DPP OU peers, has descended from grace (no pun intended) due to the numerous new threats introduced in the generation shift. As the OU metagame struggled to achieve stability, Togekiss was passed up in favor of Pokemon more suited to combat current threats, ranging from now-banned threats such as Thundurus to today's mainstays, namely Dragonite and Rotom-W. Coupled with a Stealth Rock weakness and competition with the omnipresent Jirachi as a support Pokemon, its usage dwindled as a result.

Sad endings aside, Togekiss fortunately finds a more welcoming home in the UU tier, where it has less room for failure and more potential for destruction. Even after the generation shift, Togekiss still has an accumulation of good competitive traits, consisting of high Special Attack, decent speed, amazing defenses, and a unique ability that few others can take advantage of so well: Serene Grace. Despite its docile presence (both aesthetically and competitively) and flaws, Togekiss has the potential to completely turn games around with its helpful support sets and equally dangerous offensive sets. Looking at its list of options, it isn't a stretch to say that Togekiss is one of the most versatile and unpredictable threats to exist in UU. More often than not, Togekiss's sheer versatility will leave one side of the battlefield victorious, and the other shamefully in tatters in a storm of feathers and waves of thunder.

Name Item Ability Nature

ParaFlinch

Leftovers Serene Grace Calm
Moveset EVs
~ Thunder Wave / Body Slam
~ Air Slash
~ Roost
~ Aura Sphere / Nasty Plot
252 HP / 56 Def / 200 SpD

What Togekiss lacks in the Speed department is made up for by its ability to support its team by tanking hits and crippling the opposition with paralysis. Unlike other similar defensive Pokemon, however, it has a unique way of providing some decent offensive pressure; when paralyzed and hit with Air Slash, the foe will only have a 30% chance of productive movement because of the increased flinch chance. In addition to being extremely difficult to play around, Togekiss's access to instant recovery to shrug off damage also makes it ridiculously hard to take down. After successfully paralyzing a Pokemon, Togekiss can also choose between switching to another counter against an incoming hit, healing off damage with Roost, or flinching the paralyzed Pokemon down to KO range.

Togekiss has a choice of two paralysis-inducing moves, but Thunder Wave is usually the more reliable option for crippling a more specialized list of Pokemon in UU. When using Thunder Wave, Togekiss's only major concern is against Pokemon who absorb Electric-type attacks, an area where Body Slam has the upper hand. As for the last slot, Aura Sphere gives Togekiss overall neutral coverage against all but Zapdos. It also hits Steel- and Rock-type Pokemon super effectively, making Togekiss much harder to wall. Nasty Plot, however, has most use in endgame sweeping. After paralyzing or eliminating all of its counters, Togekiss can use Nasty Plot to make Air Slash even stronger, making itself an incredibly self-sufficient attacker if it manages to avoid Toxic or paralysis.

Team Options & Additional Comments >>>
Name Item Ability Nature

Choice Scarf

Choice Scarf Serene Grace Timid
Moveset EVs
~ Air Slash
~ Aura Sphere
~ Fire Blast
~ Trick
252 SpA / 4 SpD / 252 Spe

Togekiss's decent Speed and attacking capabilities practically demand the use of Choice Scarf. With Choice Scarf, Togekiss reaches a Speed of 426, allowing it to revenge kill base 130 Speed Pokemon, as well as slower threats with a Speed boost. The main appeal of this set, however, is the ability to flinch foes continually with Air Slash, a task made immediately easier by Choice Scarf. Faster foes that expect to face a slower, more defensive Togekiss may be forced to switch out, taking extra entry hazard damage, or suffer multiple Air Slashes. To make matters even worse for the opponent, Togekiss also has access to Trick, which, when used correctly, can severely cripple the likes of Porygon2, Empoleon, and other defensive Pokemon.

Team Options & Additional Comments >>>
Name Item Ability Nature

Defensive Nasty Plot

Leftovers Serene Grace Timid / Modest
Moveset EVs
~ Nasty Plot
~ Roost
~ Air Slash
~ Heal Bell / Aura Sphere
252 HP / 4 SpA / 252 Spe

This is arguably one of the best Togekiss sets, taking advantage of most of its great qualities, including access to Nasty Plot, a decent defensive typing in conjunction with great defenses, and a dangerous weapon in the combination of Air Slash and Serene Grace. Another is the fact that Togekiss, as a Nasty Plot sweeper, defies the usual culture of Nasty Plot sweeping; instead of setting up with offensive sweeping in mind, this Togekiss aims to accumulate multiple boosts while staying comparatively healthy throughout the match. This strategy is comparable to those of Calm Mind users, but boasts advantages of a faster Special Attack boost and access to recovery via Roost and Heal Bell. After acquiring a boost or more, Togekiss will have little problems literally slashing through various types of teams thanks to its bulk and the high flinch chance of its boosted STAB Air Slash.

Togekiss's overall role depends entirely on its final move. First of all, Heal Bell is primary in the last slot simply because of its overall benefit: healing the entire team of status. The efficiency of Heal Bell is amplified by the fact that special walls, such as Snorlax and Milotic, are so common in the metagame. By utilizing Heal Bell, Togekiss can bypass attempts to stop it with status while setting up. From there, it can proceed to flinch its counters multiple times, thereby forcing them to do little else besides attempting to recover or use status again. This, however, leaves Togekiss with a single Flying-type move, which isn't all bad considering Air Slash's high flinch chance and great coverage. If the limited coverage is a concern, Aura Sphere can be used in place of Heal Bell for near-perfect coverage with Air Slash.

Team Options & Additional Comments >>>
Name Item Ability Nature

Offensive Nasty Plot

Life Orb Serene Grace Timid
Moveset EVs
~ Nasty Plot
~ Air Slash
~ Fire Blast
~ Roost / Aura Sphere
176 HP / 80 SpA / 252 Spe

A Nasty Plot set focused entirely on offense is a natural possibility due to Togekiss's initially high Special Attack and decent Speed. Unlike its defensive counterpart, which functions mainly on attaining multiple boosts and healing to be effective, this variant becomes an extremely threatening wallbreaker and sweeper with Life Orb and one turn of setup. For instance, after the boost, Togekiss can OHKO all bar specially defensive variants of Zapdos with Fire Blast after Stealth Rock damage. The few Pokemon that can take boosted hits are also at risk of being flinched with Air Slash, enabling Togekiss to weaken its target a bit before going for the KO. Additionally, Togekiss is still formidably bulky despite being more offensive, so it can still find opportunities to set up or attack immediately if necessary.

The first three moveslots have specific mentioned purposes, but only the last slot depends on preference. Roost can be used to recover from any damage or recoil Togekiss may have taken previously, while Aura Sphere rounds off Togekiss's coverage by hitting Pokemon with the Rock / Ground typing super effectively. Keep in mind that if Togekiss uses Aura Sphere, it won't last very long considering its only decent Speed and weakness to Stealth Rock. Choose which move corresponds with your team best.

Team Options & Additional Comments >>>
Name Item Ability Nature

Mixed Attacker

Life Orb Hustle Brave
Moveset EVs
~ Work Up
~ ExtremeSpeed
~ Air Slash
~ Roost / Aura Sphere / Drain Punch
252 Atk / 252 SpA / 4 Spe

Physically-offensive Togekiss has been long-forgotten ever since the combination of Hustle and ExtremeSpeed was deemed a gimmick. This generation, "HustleKiss" has a chance to become less obscure thanks to the advent of its new boosting move, Work Up, which boosts both attack stats at once. Although Togekiss's abysmal base 50 Attack stat may initially seem underwhelming, ExtremeSpeed becomes deceivingly powerful after the boosts, scoring KOes on many common UU Pokemon. Even checks waiting to take advantage of Togekiss's normally slow Speed, such as Raikou and Zapdos, are nearly OHKOed, a possibility that becomes real with just Stealth Rock damage. When Togekiss isn't using ExtremeSpeed, it can also function specially with Air Slash, which deals decent damage due to the Special Attack boost and investment. The lack of Serene Grace, however, lessens this move's effectiveness. In the last slot, Togekiss can choose between Roost for recovery from recoil and damage, or Aura Sphere for additional coverage against Steel- and Rock-types. Although Drain Punch may seem like a mere comedy mention (due to a lack of certain body parts), it is an actually viable compromise between the Roost's recovery and Aura Sphere's coverage.

Team Options & Additional Comments >>>

Other Options

Togekiss has plenty of other neat competitive options, so it's not just limited to its standard supporting or sweeping sets. Rather than boost its offenses with Nasty Plot or Work Up, it can utilize simple three-attack sets with Roost to threaten its usual checks and counters. Togekiss's most notable coverage options include Grass Knot, for bulky Ground- and Water-types, and specific Hidden Powers. If Togekiss does opt to use Hidden Power, Ground is generally the best option for hitting opposing Electric-, Steel-, and Fire-type Pokemon.

As for support moves, Baton Pass is certainly a viable and unexpected option on Togekiss, given its good bulk, access to recovery, and offensive potential after a Nasty Plot boost. On an offensive set, Baton Pass can be used to pass the boosts to a recipient (special mentions go to Nidoking, Cobalion, and Chandelure) if Togekiss is met with a troublesome foe. Togekiss also has access to Encore, which, if used successfully, can lock slower Pokemon into a support move and give Togekiss more opportunities to cripple other foes. Light Screen, Reflect, and Wish are worthy of mention for further supporting the team with temporary defensive boosts or recovery, but Togekiss generally should invest its time in paralyzing foes and recovering.

Checks and Counters

Unless Togekiss invests significantly in bulk, it won't be too difficult to defeat due to its Stealth Rock weakness and only decent Speed and initial bulk. Even if the opposing team lacks a solid counter, a strong attack, such as Victini's V-create or Chandelure's Overheat, should take even the bulkiest sets down with prior damage. Furthermore, Electric-types will prove to be a headache for any Togekiss due to their resistance to Air Slash and ability to threaten with their STAB attacks. Slower ones, however, are threatened by the more offensive sets, so a faster Electric-type, such as an offensive Zapdos or Raikou, will usually be the best way to check it immediately. Rock-types also sport a resistance to Togekiss's STAB attacks and super effective STAB moves of their own, making them near-flawless counters if Togekiss lacks Aura Sphere or Grass Knot. Defensively-oriented sets can be dealt with by using status or disrupting moves such as Encore and Taunt, disabling Togekiss's efforts to heal or set up at all. Such solutions are futile, however, if Togekiss has Heal Bell, paralyzes that counter, or manages to accumulate enough Special Attack boosts to pose an offensive threat.