Togekiss (Analysis)

AccidentalGreed

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Togekiss has a load of options. Suggest anything that's viable in UU.

Status: Done

QC Approvals (3/3): (Oglemi) (Snunch) (PK Gaming)

GP Approvals (2/2): (Tobes) (Komodo)

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I screw Chansey. That is all.

[Overview]

<p>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.</p>

<p>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.</p>

[SET]
name: Defensive Nasty Plot
move 1: Nasty Plot
move 2: Roost
move 3: Air Slash
move 4: Heal Bell / Aura Sphere
item: Leftovers
ability: Serene Grace
nature: Timid / Modest
EVs: 252 HP / 4 SpA / 252 Spe

[SET COMMENTS]

<p>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.</p>

<p>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 Chansey 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.</p>

[ADDITIONAL COMMENTS]

<p>Rest assured that the low investment in Special Attack will be patched up with Nasty Plot; therefore, investing in any relevant stat other than Special Attack is advised. Since Togekiss should be built defensively, maximum EV investment in HP is mandatory for general bulk. The amount of Speed EVs and choice of nature, however, are up to preference, as both are factors in how Togekiss fares against certain foes. Maximum Speed, with either nature, is the main option to be less susceptible to slower foes (such as Calm Roserade and unboosted Adamant Kingdra) and revenge killing from faster foes. Otherwise, the EVs can be modified to outrun a specific speed tier, while the remaining can be put into either Special Attack or Special Defense.</p>

<p>Given Togekiss's ability to recover and set up flexibly, Air Slash is usually its only attacking move. Because of this, Electric- and Rock-type foes, especially Raikou, Zapdos, and Rhyperior, should first be eliminated or crippled before attempting to sweep. Threatening these Pokemon outright with obvious counters would only force them out, only to have them return later. Instead, using lures or offensive teammates with the correct coverage move is a better way of eliminating these threats. Another way to assist Togekiss's sweep is by providing it with paralysis support, allowing it to bypass its counters with the 'paraflinch' strategy. The combination of paralysis and Air Slash flinching greatly reduces a foe's chance of moving, making Togekiss one of the most difficult defensive sweepers for any opponent to counter. Lastly, Rapid Spin support, preferably from the likes of defensive Pokemon such as Donphan, is highly recommended to keep Stealth Rock at bay. Magic Bounce support is less helpful because the only the only fully evolved user of the ability is Xatu, who shares many weaknesses with Togekiss.</p>

[SET]
name: Paralysis Abuse
move 1: Thunder Wave / Body Slam
move 2: Air Slash
move 3: Roost
move 4: Aura Sphere / Nasty Plot
item: Leftovers
ability: Serene Grace
nature: Calm
EVs: 252 HP / 56 Def / 200 SpD

[SET COMMENTS]

<p>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.</p>

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>Since Togekiss aims to sponge attacks and paralyze as many opponents as possible, its stats should be oriented towards bulk. A Calm nature, along with maximum HP and 200 EVs in Special Defense, turns Togekiss into an incredible special sponge, taking pittance from Milotic's Ice Beam and Chandelure's unboosted Fire-type attacks. The rest of the EVs are put into Defense, allowing Togekiss to survive standard Kingdra's +1 Outrage after Stealth Rock damage and a turn of Leftovers. Special Attack investment is not necessary due to this set's defensive nature and ability to take down foes with Air Slash. Alternatively, Togekiss can become physically defensive simply by relocating its EVs to Defense and changing its nature to Bold.</p>

<p>A Pokemon so focused on paralyzing foes should obviously be paired with teammates who require paralysis support. Such teammates include slow powerhouses, especially those who have problems taking faster super effective attacks. Chandelure and Rhyperior are prime examples of this; when provided with paralysis support, both can use this opportunity to completely destroy teams without having to worry about being taken out beforehand. Defensively speaking, Rhyperior, again, is a good teammate to sponge incoming Rock- and Electric-type moves, while Togekiss in return can brush off Ground- and Grass-type attacks aimed at Rhyperior. Ideally, some of Togekiss's teammates should be able to benefit from paralysis while being able to complement it defensively. To further debilitate the opposing team, entry hazards are generally beneficial particularly considering Togekiss's ability to force switches. Examples of Pokemon that can easily provide entry hazard support are Donphan (who conveniently has Rapid Spin) and Roserade (preferably one with Spikes rather than Toxic Spikes for obvious reasons).</p>

[SET]
name: Choice
move 1: Air Slash
move 2: Aura Sphere
move 3: Fire Blast
move 4: Trick
item: Choice Scarf
ability: Serene Grace
nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>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 Chansey, Porygon2, Empoleon, and other defensive Pokemon.</p>

[ADDITIONAL COMMENTS]

<p>To round off the set, Aura Sphere completes coverage by hitting Pokemon who resist Air Slash neutrally (with the exception of Zapdos), while Fire Blast scorches a harder blow on Electric- and Steel-types. Flamethrower is an alternative , but hitting as hard as possible should be Togekiss's main priority. A set like this may also seem obvious with Choice Specs, but without paralysis support, Togekiss lacks the Speed to muscle through faster threats, and Nasty Plot is generally a better option.</p>

<p>Thanks to Togekiss's boosted Speed and ability to flinch unwanted foes to death, it can be placed on offensive teams requiring a reliable revenge killer. Good prediction and the correct move can usually bypass Togekiss's common switch-ins. Regardless, Togekiss will need backup from alternative offensive teammates, preferably ones that can fend off special walls and counters that resist Air Slash. Given that this Togekiss will be switching in and out often, Rapid Spin support is also highly advised. Due to their great defensive and offensive prowess, the likes of Hitmontop and Donphan are top picks for this role.</p>

[SET]
name: Offensive Nasty Plot
move 1: Nasty Plot
move 2: Air Slash
move 3: Fire Blast
move 4: Roost / Aura Sphere
item: Life Orb
ability: Serene Grace
nature: Timid
evs: 176 HP / 80 SpA / 252 Spe

[SET COMMENTS]

<p>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 still formidably bulky despite being more offensive, so it can still find opportunities to set up or attack immediately if necessary.</p>

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>Special Attack is the only stat that needs a specific amount of investment; 80 EVs, with a Timid nature, are enough to ensure an OHKO on Zapdos with Fire Blast after Stealth Rock damage. After this, simply maximize Speed and pour the rest into HP so Togekiss can tie with opposing base 80 Pokemon and gain a considerable amount of bulk. Maximum Speed investment is also important to get the jump on specific neutral-natured Pokemon with a greater base Speed, such as Kingdra, Heracross, and Roserade. Alternatively, a Modest nature is best utilized with a spread of 70 HP / 252 SpA / 186 Spe, which maximizes its Special Attack and allows it to outrun neutral base 70 Pokemon. In turn, Togekiss becomes frailer and slower, so keep in mind the trade-offs of each spread.</p>

<p>As powerful as Togekiss is with this set, it still runs into problems defeating users of Rock- and Electric-type moves. These problems, however, are less of an issue because of Togekiss's increased offense, so typical counters such as Zapdos and Registeel may be KOed swiftly. Since Togekiss can lure and break through such opponents, teammates that had problems with them would appreciate their removal. For instance, with the absence of such dedicated walls, Dragon Dance Kingdra and Swords Dance Cobalion can easily set up and sweep after Togekiss is finished. Team support in the form of paralysis and entry hazards is always welcome, since, even with investment, Togekiss isn't the fastest or most powerful attacker around.</p>

[SET]
name: Mixed Attacker
move 1: Work Up
move 2: ExtremeSpeed
move 3: Air Slash
move 4: Roost / Aura Sphere / Drain Punch
item: Life Orb
ability: Hustle
nature: Brave
evs: 252 Atk / 252 SpA / 4 Spe

[SET COMMENTS]

<p>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 funtion 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 and accuracy. 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.</p>

[ADDITIONAL COMMENTS]

<p>The following calculations illustrate the efficiency of this Togekiss:</p>

<ul class="damage_calculations">
<li>+1 ExtremeSpeed vs. 4/0 Raikou: 91.6% - 107.8%</li>
<li>+1 ExtremeSpeed vs. 4/0 Heracross: 97.7% - 115.2%</li>
<li>+1 ExtremeSpeed vs. 4/0 Flygon: 93% - 110%</li>
<li>+1 ExtremeSpeed vs. 4/0 Rotom-H: 90.9% - 107.1%</li>
<li>+1 ExtremeSpeed vs. 4/0 Victini: 68% - 80.4% (OHKO with Stealth Rock)</li>
<li>+1 ExtremeSpeed vs. 248/0 Zapdos: 82.6% - 97.5% (OHKO with Stealth Rock)</li>
<li>+0 ExtremeSpeed vs. 4/0 Alakazam: 114.7% - 135.7%</li>
</ul>

<p>To get the most out of ExtremeSpeed, Togekiss's Attack must first be maximized with an Attack-boosting nature. The nature and the rest of the EVs comes down to preference; if Togekiss is required to attack specially, you may consider investing significantly in its Special Attack with a Brave nature. Bear in mind, however, that this compromises Togekiss's ability to outspeed certain walls. Also note that running Hustle means forgoing Serene Grace's boost to Air Slash, making special attacking much more difficult. If such factors don't appeal to you, Togekiss can afford to invest in HP or Speed with either a Naughty or Lonely nature for bulk or the ability to outspeed more Pokemon respectively.</p>

<p>Because of this Togekiss's low Speed, lack of bulk, and reliance on Life Orb (in addition to a Stealth Rock weakness), it requires considerable support to be able to pull off its sweep. However, since this set is such a rarity in UU, Togekiss can afford to set up at least one time and make its mark before fainting. As shown previously, Togekiss is able to lure and take out a number of common sweepers in UU with the help of Stealth Rock damage. Therefore, if any of your Pokemon have trouble with faster threats, Togekiss can be counted on to eliminate them. This kind of Togekiss should be placed on an offensive team that functions on stacking sweepers together so each attacker has little issue combating counters. The main opponents Togekiss itself will have trouble bypassing are bulky attackers that are immune or resistant to ExtremeSpeed, prime suspects being Mismagius, Chandelure, and Cobalion. Since these foes are Steel- or Ghost-type, users of Fire- and Dark-type attacks, such as Houndoom and Arcanine, should suffice against them.</p>

[Other Options]

<p>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.</p>

<p>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.</p>

[Checks and Counters]

<p>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 Jolteon, 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.</p>
 

AccidentalGreed

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Two standard sets posted. Let me know what do you guys think should be changed and worked out. I've used the first set to good success in UU due to the amount of defensive Pokemon I can set up on (i.e. Chansey, Dusclops...).

Suggest!
 
Due to the threatening ground types being banned in UU (Excadrill and Chomp), I think that Thunder Wave should be the primary option on the Paralysis Abuse set. 60% chance for paralysis is simply not reliable enough for me.

Also, maybe a dedicated Cleric set with Heal Bell and/or Wish? Chansey doesn't outclass it because Togekiss can actually be a somewhat offensively threatening presence.

Looks good otherwise.
 

AccidentalGreed

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Ubiquitous said:
Due to the threatening ground types being banned in UU (Excadrill and Chomp), I think that Thunder Wave should be the primary option on the Paralysis Abuse set. 60% chance for paralysis is simply not reliable enough for me.
Works for me. Too little important Ground-types make Thunder Wave the primary option, so I'll do just that.

As for a possible Cleric set, I feel that the last slot in the Abuser set could do, and perhaps Wish can tale the place of Roost in this case (free recovery by Air Slash).

Any opinions or takes on this?
 
Remove Flamethrower and add Aura Sphere in its place for the paralysis abuse set. Flying + Fighting has great neutral coverage, and Aura Sphere hits Empoleon and Rock-types for super effective damage. As far as I can tell, Flamethrower doesnt help for anything notable.
 

AccidentalGreed

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Remove Flamethrower and add Aura Sphere in its place for the paralysis abuse set. Flying + Fighting has great neutral coverage, and Aura Sphere hits Empoleon and Rock-types for super effective damage. As far as I can tell, Flamethrower doesnt help for anything notable.
Change made. It's a pretty solid option, and Flamethrower works more substantially in a Ferrothorn-infested OU.

As far as other options go, Togekiss has many. Please suggest any viable that can be implemented here. The current sets in testing are Choice and Offensive Nasty Plot.
 

prem

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  • Maximum HP to boost general bulk. Maximum really isn't necessary, but it helps when Togekiss only has base 80 speed to work with.
im assuming you mean speed there but add in whatever you mean. also would the 252hp/ 36 spa / 220 spe modest spread work in uu? whats a better spread if any?
 

AccidentalGreed

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im assuming you mean speed there but add in whatever you mean. also would the 252hp/ 36 spa / 220 spe modest spread work in uu? whats a better spread if any?
I really don't see what the 36 SpA EVs achieve, and since Togekiss doesn't have to outrun Modest Heatran anymore, it can just invest the leftover EVs into Speed for a chance to tie with other base 80 Pokemon. I've been seeing a lot of neutral natured base 90 Pokemon lately, so Timid Togekiss takes immediate advantage of this (just to gain some momentum against offensive teams).
 

Chou Toshio

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The sets look good so far, though I wouldn't call normal/flying "good defensive typing." Not enough useful (uncommon) resistances (there are a lot of alternatives for the resistances it brings), and some very dire common weaknesses.

Choice Scarf?

Is probably a set that should get mentioned
 
Choice Scarf / Choice Specs needs to be added.

Also, an offensive set with Life Orb and Air Slash and Fire Blast should be mentioned I don't know why it was ever removed (Togekiss OHKOs Zapdos and foes outright with +2 Fire Blast remember?)
 

AccidentalGreed

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Alright, I added the Choice set mentioned. Choice Scarf was decent, and, though I hesitate to say, Choice Specs will only be getting a mention due to the less amount of utility it offered in comparison to Scarf.

And I also added in Offensive Nasty Plot because it's generally flips a bird at that popular bulky Zapdos, though it will probably sound redundant when trying to implement this in the UU analysis (I already wrote OU Offensive Nasty Plot).
 

AccidentalGreed

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Okay, I'm giving this a bump just because Togekiss is too good of a UU Pokemon to pass up. Like I said, makes Chansey look like a loser. There's so many ways to go with that.
 

prem

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why does the offensive nasty plot set have only a slightly more offensive spread that defensive... shouldnt it be 252spa/252spe timid? and since its offensive shouldnt it have aura sphere over roost.
 

breh

強いだね
agreeing with prem.

also, you could try grass knot for milotic (which it hits really hard) and gastrodon (which I would think OHKOes if you are at +2) over fire blast, which doesn't seem to offer much over GK bar power vs. registeel.

it also hits Rhyperior really effing hard, regardless of whether or not you have a Nasty Plot up.

hell, if you really want you could even run modest (stick all of the speed in HP, bar enough to outspeed no investment 85s) as it's not like there's all that much in togekiss's speed tier in this UU.
 

AccidentalGreed

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Keep in mind that the Offensive Nasty Plot is just a carbon copy of OU's set, which is pretty much pasted from 4th generation. Of course, significant Special Attack investment is fine, but Togekiss only actually needs to tune in 80 EVs to KO Zapdos after a Nasty Plot boost.

As for Grass Knot, I might consider it just because it hits Milotic and Rhyperior hard, and those two are very common to not get a mention. I'll make a stand that Roost is a main option, though.

Speaking on the same set, what do you guys think of Leftovers as a slash besides Life Orb?

Breludicolo said:
hell, if you really want you could even run modest (stick all of the speed in HP, bar enough to outspeed no investment 85s) as it's not like there's all that much in togekiss's speed tier in this UU.
There is a lot Togekiss can beat with the Speed, actually, starting from support Roserade to Modest Nidoking.

Mooo said:
What about Baton Pass? It makes a pretty good chain member
I'll be sure to test it out.
 

Chou Toshio

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In Scarf's description, point out that the main purpose of the speed boost mirrors the use of paralysis support on other sets-- with a speed advantage, togekiss can be gay and just keep flinching crap to victory.
 

AccidentalGreed

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Mentioned.

I'll get back to you guys on Nasty Plot Pass Togekiss soon, though SmashPass users may limit its placement in the official analysis.
 

prem

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oh whenever you do make OO, just mention hustle adamant choice band espeed. its actually decently effective for a gimmick, but obviously doesnt deserve an actually set, b/c its not the best idea in the world
 

breh

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hustle makes Togekiss have roughly 100 base attack (assuming max investment), for reference.
 

FlareBlitz

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The lack of HustleKiss makes me sad! Not with a CB set though...feast your eyes on this!

Togekiss @ Life Orb
Brave/Quiet
Hustle
252 Atk/252 SpA/4 Spe
-Work Up
-ExtremeSpeed
-Air Slash
-Aura Sphere/Roost

Work Up is amazing on this set, boosting both ExtremeSpeed and Togekiss' special moves. Hustle boosted +1 STAB ExtremeSpeed stings:

Versus flygon: 93% - 110%
Versus staraptor: 99.7% - 117.7%
Versus heracross: 97.7% - 115.2%
Versus raikou: 91.6% - 107.8%

Basically anything faster than Togekiss that can one-shot it gets taken out by ExtremeSpeed, while Air Slash does a number on slower walls. I mean, it has stone edge level accuracy, but people rely on Focus Blast so...

Brave/Quiet is mostly used to preserve Togekiss' bulk. Even with a -spe nature Togekiss still ties/outruns base 70s like Hitmontop and below. You can also use Lonely/Mild I guess. Aura Sphere lets you handle Rhyperior and Registeel much easier, while Roost can help shrug off the LO and SR damage. You can also pass this a shell smash if you really want to make your opponent rage.

Loves paralysis support. Needs SR to get most of its kills. Pairs well with Celebi.
 
This analysis won't be checked until you write comments for the offensive np set. Not only is UU a completely different meta than OU, but by having a "see: ou" comment, it shows us that you haven't actually tested the sets you're writing.
 

FlareBlitz

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Yeah, I didn't notice this before, but the EVs are really wonky too. What is Togekiss trying to outspeed with max speed? Base 80 isn't a benchmark in UU anymore, so the defensive set is a lot better off dropping speed down to where it outspeeds Honchkrow/defensive Mew/defensive Celebi and focusing on special attack or more bulk. I'd more or less argue the same for the offensive set, except with a focus on special attack instead of bulk.

I have also heavily tested the HustleKiss set and it's pretty amazing, so that needs to be written up too.
 

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