UU Doublade

Pak

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[OVERVIEW]

Doublade presents a unique pick for teams in the UU metagame as both a solid defensive pivot and a late-game sweeper. Doublade's defensive prowess stem from its monstrous Defense stat, access to Eviolite, and fantastic defensive typing. Its Ghost / Steel typing possesses nine resistances and three immunities, letting it check common threats such as Mega Aerodactyl, Latias, and Cobalion. Its respectable base 110 Attack and access to Swords Dance and STAB Shadow Sneak also make Doublade a formidable late-game sweeper, provided that its strong checks and counters have been weakened or removed. To counteract its fantastic physical bulk, however, Doublade's HP and Special Defense stats are much lower than it would prefer, leaving it to only rely on its typing to stomach strong special hits like Calm Mind Latias's +1 Devastating Drake. While it does possess a plethora of resistances, Doublade finds itself weak to common attacking types in Ground, Fire, and Dark, letting Pokemon such as Earthquake Terrakion, Fire Blast Mega Altaria, and Knock Off Scizor muscle past it after prior damage. Doublade's weakness to Dark-type moves also notably leaves it weak to Pursuit and Knock Off. The former often means that it is too weak to act as a defensive pivot, while the latter removes its Eviolite, hindering its overall bulk. Doublade also lacks any form of reliable recovery, meaning it is easily worn down by entry hazards and other damage accumulated throughout a match. Finally, Doublade has no use for its ability, No Guard, and it also makes opposing inaccurate moves like Fire Blast and Hydro Pump always hit.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Gyro Ball / Iron Head
move 3: Shadow Claw / Sacred Sword
move 4: Shadow Sneak
item: Eviolite
ability: No Guard
nature: Brave / Adamant
evs: 240 HP / 252 Atk / 16 SpD

[SET COMMENTS]
Moves
========

Swords Dance boosts Doublade's solid Attack stat, letting it act as a late-game sweeper when its checks are weakened. Due to Doublade's poor Speed stat, Gyro Ball possesses high Base Power against much of the UU metagame, specifically against common threats like Gliscor and Serperior, making it the preferred Steel-type STAB move in most cases. Iron Head is another strong option that provides more consistent damage as well as significantly more PP than Gyro Ball, letting Doublade threaten slow targets such as Alolan Muk and Amoonguss much more effectively. Shadow Claw is a decent Ghost-type STAB move, notably hitting Pokemon such as Scizor and Rotom-W harder than any of Doublade's other viable options. Sacred Sword lets Doublade hit Snorlax and Dark-types like Mega Sharpedo and Crawdaunt for super effective damage, though it does further worsen its matchup against bulky Water-types such as Mantine and Tentacruel. Shadow Sneak helps alleviate Doublade's awful Speed stat, letting it take out weakened faster threats like Latias, Chandelure, and Starmie without being forced to stomach hard hits.

Set Details
========

240 HP EVs make Doublade as bulky as possible while minimizing Stealth Rock and burn damage, making the most of its fantastic defensive typing. Maximum investment in Attack along with a Brave nature lets Doublade hit as hard as possible in its pursuit of a potential late-game sweep. A Brave nature and 0 Speed IVs also minimize Doublade's Speed stat, maximizing Gyro Ball's damage output. However, an Adamant nature is preferred if running Iron Head as its Steel-type STAB move, as it allows Doublade to outspeed notable Pokemon like Amoonguss and Slowbro, while a Brave nature does not. Eviolite pairs nicely with Doublade's HP investment and great defensive typing, making its Defense stat even more formidable while helping to shore up its low Special Defense.

Usage Tips
========

Bring Doublade in on Pokemon like Mega Aerodactyl, Cobalion, and Scizor that it fares well against in order to either throw out a free attack or set up a Swords Dance. Weaken or remove Doublade's main counters in Water- and Dark-types like Rotom-W and Mandibuzz before attempting to sweep with Doublade late-game. Doublade can also be used as a revenge killer, picking off weakened foes like Latias and Starmie with Shadow Sneak. Scout for super effective coverage moves such as Mega Altaria's Fire Blast and Scizor's Knock Off to avoid huge unnecessary damage. Keep Doublade as healthy as possible if it is needed to check multiple foes or if it has a good chance to clean up late-game. Remove opposing entry hazards, specifically Spikes, with a teammate whenever possible, as they severely hinder Doublade's longevity. Doublade can also be used early- to mid-game to soften a Pokemon like Gliscor with a powerful +2 Gyro Ball to aid teammates that appreciate it being weakened or removed. If possible, do not let Doublade get hit by Knock Off, as it relies on Eviolite for much of its bulk.

Team Options
========

Doublade fits best on offense and balance teams that appreciate its ability to pivot into attackers and act as a solid late-game sweeper with Swords Dance. Pokemon like Serperior, Mega Manectric, and Calm Mind Latias pair nicely with Doublade, as they can threaten the bulky Water-types that fare well against it. Fairy- and Fighting-types like Sylveon and Infernape make for good partners, checking opposing Dark-types. Sylveon also provides Wish support, helping to keep Doublade healthy throughout a match. Defog users such as Mandibuzz, Togekiss, and Mantine can remove the Spikes that Doublade hates; Mandibuzz also appreciates Doublade's ability to counter its best offensive answer in Cobalion. Doublade and Hydreigon share incredible defensive synergy, with the combination resisting every type. Gliscor is another great partner, absorbing Knock Offs and threatening Ground-types like Hippowdon that prevent Doublade from sweeping. Swampert and Nihilego can set up Stealth Rock, letting Doublade get certain KOs such as the OHKO on Latias with +2 Shadow Sneak after Stealth Rock. Bulky Water-types like Rotom-W and Suicune can absorb Fire- and Ground-type moves aimed at Doublade, also easing the pressure placed upon it by Mega Aerodactyl. Cobalion and the aforementioned Infernape appreciate Doublade's ability to weaken Gliscor with +2 Gyro Ball, letting them sweep or clean up more effectively.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is an option to cripple bulky Water-types like Rotom-W and Swampert, though it is generally less effective than its other options. Pursuit can be used to punish Pokemon like Latias and Mega Beedrill switching out, but it is similar to Toxic in that coverage moves are usually superior options. A specially defensive RestTalk set with Toxic is a niche option on stall teams but lacks the utility that other options may offer.

Checks and Counters
===================

**Bulky Water-types**: Mantine, Rotom-W, Swampert, and Suicune fear little from an unboosted Doublade, threatening to burn it with either Scald or Will-O-Wisp and neuter its effectiveness.

**Dark-types**: Dark-types like Crawdaunt, Hydreigon, and Foul Play Mandibuzz all deal huge damage to Doublade and resist its priority Shadow Sneak, though Crawdaunt must watch out for Sacred Sword and Hydreigon must be wary of Gyro Ball.

**Ground-types**: Ground-types such as Nidoking, Krookodile, and Hippowdon threaten Doublade with their super effective STAB moves and threaten it out.

**Powerful Special Attackers**: Due to its poor special bulk, Doublade matches up badly against strong special attackers such as Mega Manectric, Volcanion, and Mega Pidgeot.

**Knock Off**: Doublade is quite dependent on its Eviolite to help cover its awful HP stat, making Knock Off users such as Mega Beedrill, Heracross, and Azumarill rather annoying to deal with.
 
Last edited:

Cynde

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overview
primarina is a bad example because literally all of its attacks do a fuck load. you can replace it with something that cant touch it for the most part like nihilego.

also mention that doublade's ability is completely useless for it. providing no upside and allows your opponent to hit hydro pumps / fire blasts or whatever with perfect accuracy.

set
make swords dance the first move.

usage tips
it can be used early- to mid- game to soften up pokemon like gliscor with gyro ball which helps out coba and stuff and it's something that i've found myself doing quite frequently.

teammates
similarly, pokemon that like gliscor gone like coba, scizor, nihilego, your own gliscor appreciate doublade's ability to beat opposing gliscor. they synergise pretty nicely.

good stuff 1/3
 
Moves
  • Mention that Iron Head has significantly more PP than Gyro as well
Set Details
  • This set doesn't have max HP, it's 240 with 16 in SpD. Clarify why, afaik it's to minimize burn / SR damage
  • Mention in the fourth line that running Adamant allows you to outspeed amoonguss before it spores
Checks and Counters
  • Give a point for Knock Off, Doublade gets totally crippled by it and a lot of mons like Mega Beedrill and Scizor can knock it off. Alternatively you could mesh it with Dark-types, either way is fine

Really nice write, QC 2/3
 
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Mention 0 IVs for Brave nature sets in set details (no need for it to be on the set).

In usage tips, I don't really like citing Hydreigon as a counter per se if the main set has Gyro Ball as the first slash, as Gyro Ball + Shadow Sneak is a roll to KO Choice Scarf Hydreigon and that's guaranteed after Stealth Rock. Change the example or elaborate a little about how it only applies to Iron Head sets, Choice Scarf variants of Hydreigon, or if you try to set up. To be fair, non-Choice Scarf Hydreigon still takes a ton from Gyro Ball. It's mentioned in Checks and Counters, but talk about how it has to avoid taking a Knock Off in general since it's really not that bulky at all without the Eviolite. You can use the Scizor example that you have there.

Not sure why there's a random line break in Team Options. Remove that.

In Checks and Counters, "though Crawdaunt and Hydreigon must be weary of Sacred Sword." As mentioned, Hydreigon doesn't take Gyro Ball well at all either, especially if it's Choice Scarf (it's wary btw).

QC 3/3
 

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Hey I'm just gonna AM gp check this bc several people have told me to start doing these, I'd wait for a GP member to look over this before implementing anything

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[OVERVIEW]

Doublade presents a unique pick for teams in the UU metagame, (RC) offering as both a solid defensive pivot and late-game sweeper. Doublade's defensive prowess stems from its monstrous Defense stat, access to Eviolite, and fantastic defensive typing. Its Ghost / Steel typing possesses nine resistances and three immunities, also letting it check common threats such as Mega Aerodactyl, Latias, and Cobalion. Its respectable base 110 Attack and access to Swords Dance and STAB Shadow Sneak also make Doublade a formidable late-game sweeper, provided that its strong checks and counters have been weakened or removed. To counteract its fantastic physical bulk, Doublade's HP and Special Defense stats are much lower than it would prefer, leading it to rely on its typing to stomach strong special hits like Calm Mind Latias's Devastating Drake. While it does possess a plethora of resistances, Doublade finds itself weak to common attacking types in Ground, Fire, and Dark, letting Pokemon such as Earthquake Terrakion, Fire Blast Mega Altaria, and Knock Off Scizor muscle past it after prior damage. Doublade's weakness to Dark-type moves also notably leaves it weak to Pursuit and Knock Off. The former often leaves it too weak to act as a defensive pivot while the latter can remove its Eviolite, hindering its overall bulk. Doublade also lacks any form of recovery (Rest is mentioned in Other Options, might be best to rephrase this to say that it lacks reliable recovery), making it easily worn down by entry hazards and other damage accumulated throughout a match. Finally, Doublade had has no use for its ability, No Guard, and it also lets opposing inaccurate moves like Fire Blast and Hydro Pump hit 100% of the time.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Gyro Ball / Iron Head
move 3: Shadow Claw / Sacred Sword
move 4: Shadow Sneak
item: Eviolite
ability: No Guard
nature: Brave / Adamant
evs: 240 HP / 252 Atk / 16 SpD

[SET COMMENTS]
Moves
========

Swords Dance boosts Doublade's solid Attack stat, letting it act as a nice late-game sweeper when its checks are weakened. Due to Doublade's poor Speed stat, Gyro Ball possesses high Base Power against much of the UU metagame, specifically against common threats like Gliscor and Serperior, making it the preferred Steel-type STAB move option in most cases. Iron Head is another strong option that provides more consistent damage as well as significantly more PP than Gyro Ball, letting Doublade threaten slow targets such as Alolan Muk and Amoonguss much more effectively. Shadow Claw is a decent Ghost-type STAB move, notably hitting Pokemon such as Scizor and Rotom-W harder than any of Doublade's other viable options. Sacred Sword lets Doublade hit Snorlax and Dark-types like Mega Sharpedo and Crawdaunt for super effective damage, though it does further worsen its matchup against bulky Water-types such as Mantine and Tentacruel. Shadow Sneak helps alleviate Doublade's awful Speed stat, letting it take out weakened faster threats like Latias, Chandelure, and Starmie without being forced to stomach hard hits.

Set Details
========

240 HP EVs make Doublade as bulky as possible while minimizing Stealth Rock and burn damage, making the most of its fantastic defensive typing. Maximum investment in Attack along with a Brave nature let Doublade hit as hard as possible in its pursuit of a potential late-game sweep. A Brave nature also minimizes Doublade's Speed stat along with 0 Speed IVs, maximizing Gyro Ball's damage output. However, an Adamant nature is preferred if running Iron Head for Steel STAB as its Steel-type STAB move, notably outspeeding Pokemon like Amoonguss and Slowbro as opposed to a Brave nature. Eviolite pairs nicely with its HP investment and great defensive typing, making its Defense stat even more formidable while helping to shore up its low Special Defense.

Usage Tips
========

Bring Doublade in on Pokemon like Mega Aerodactyl, Cobalion, and Scizor that it fares well against in order to either throw out a free attack or set up a Swords Dance. Weaken or remove Doublade's main counters in Water- and Dark-types like Rotom-W and Mandibuzz before attempting to sweep with Doublade late-game. Doublade can also be used as a revenge killer, picking off weakened foes like Latias and Starmie with Shadow Sneak. Scout for super effective coverage moves such as Mega Altaria's Fire Blast and Scizor's Knock Off to avoid unnecessary huge damage. Keep Doublade as healthy as possible if it is needed to check multiple foes or if it has a good chance to clean up late-game. Remove opposing entry hazards, specifically Spikes, with a teammate whenever possible as they severely hinder Doublade's longevity. Doublade can also be used early- to mid-game to soften a Pokemon like Gliscor with a powerful +2 Gyro Ball to aid teammates that appreciate it being weakened or removed. If possible, do not let Doublade get hit by Knock Off, (AC) as it relies on Eviolite for much of its bulk.

Team Options
========

Doublade fits best on offense and balance teams that appreciate its ability to pivot into attackers and act as a solid win condition with Swords Dance. Pokemon like Calm Mind Latias, (RC) Serperior, and Mega Manectric, (AC) and Calm Mind Latias (Serperior and Mega Manectric do not use Calm Mind) pair nicely with Doublade, as they can threaten the bulky Water-types that fare well against it. Fairy- and Fighting-types like Sylveon and Infernape make for good partners, checking opposing Dark-types. Sylveon also provides Wish support, helping to keep Doublade healthy throughout a match. Defog users such as Mandibuzz, Togekiss, and Mantine can remove the Spikes that Doublade hates; Mandibuzz also appreciates Doublade's ability to counter its best offensive counter answer in Cobalion. Doublade and Hydreigon share incredible defensive synergy, resisting every type in combination with one another. Gliscor is another great partner, absorbing Knock Offs and threatening Ground-types like Hippowdon that prevent Doublade from sweeping. Swampert and Nihilego can set up Stealth Rock, letting Doublade get certain KOs such as the OHKO on Latias with +2 Shadow Sneak after one switch in. Bulky Water-types like Rotom-W and Suicune can absorb Fire and Ground moves aimed at Doublade, also easing the pressure placed upon it by Mega Aerodactyl. Cobalion and the aforementioned Infernape appreciate Doublade's ability to weaken Gliscor with +2 Gyro Ball, letting them sweep or clean up more effectively.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is an option to cripple bulky Water-types like Rotom-W and Swampert, though it is generally less effective than its other options. Pursuit can be used to punish Pokemon like Latias and Mega Beedrill switching out, but it is similar to Toxic in that coverage moves are usually superior options. A specially bulky RestTalk set with Toxic is a niche option on stall teams but lacks the utility that other options may offer.

Checks and Counters
===================

**Bulky Water-types**: Mantine, Rotom-W, Swampert, and Suicune fear little from an unboosted Doublade, threatening to burn it with either Scald or Will-O-Wisp and neuter its effectiveness.

**Dark-types**: Dark-types like Crawdaunt, Hydreigon, and Foul Play Mandibuzz can all deal huge damage to Doublade and resist its priority Shadow Sneak, though Crawdaunt must watch out for Sacred Sword and Hydreigon must be wary of Gyro Ball.

**Ground-types**: Ground-types such as Nidoking, Krookodile, and Hippowdon threaten Doublade with their super effective STAB moves and threaten it out.

**Powerful Special Attackers**: Due to its poor special bulk, Doublade matches up poorly against strong special attackers such as Mega Manectric, Volcanion, and Mega Pidgeot.

**Knock Off**: Doublade is quite dependent on its Eviolite to help cover its awful HP stat, making Knock Off users such as Mega Beedrill, Heracross, and Azumarill rather annoying to deal with.
 

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[OVERVIEW]

Doublade presents a unique pick for teams in the UU metagame, (RC) offering as both a solid defensive pivot and late-game sweeper. Doublade's defensive prowess stems from its monstrous Defense stat, access to Eviolite, and fantastic defensive typing. Its Ghost / Steel typing possesses nine resistances and three immunities, also letting it check common threats such as Mega Aerodactyl, Latias, and Cobalion. Its respectable base 110 Attack and access to Swords Dance and STAB Shadow Sneak also make Doublade a formidable late-game sweeper, provided that its strong checks and counters have been weakened or removed. To counteract its fantastic physical bulk, Doublade's HP and Special Defense stats are much lower than it would prefer, leading leaving it to only rely on its typing to stomach strong special hits like Calm Mind Latias's Devastating Drake (at +1?). While it does possess a plethora of resistances, Doublade finds itself weak to common attacking types in Ground, Fire, and Dark, letting Pokemon such as Earthquake Terrakion, Fire Blast Mega Altaria, and Knock Off Scizor muscle past it after prior damage. Doublade's weakness to Dark-type moves also notably leaves it weak to Pursuit and Knock Off. The former often leaves it means that it is (repetition of leaves) too weak to act as a defensive pivot while the latter can removes its Eviolite, hindering its overall bulk. Doublade also lacks any form of recovery (Rest is mentioned in Other Options, might be best to rephrase this to say that it lacks reliable recovery), making it meaning it is easily worn down by entry hazards and other damage accumulated throughout a match. Finally, Doublade had has no use for its ability, No Guard, and it also lets opposing inaccurate moves like Fire Blast and Hydro Pump hit 100% of the time always hit. (more concise but optional)

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Gyro Ball / Iron Head
move 3: Shadow Claw / Sacred Sword
move 4: Shadow Sneak
item: Eviolite
ability: No Guard
nature: Brave / Adamant
evs: 240 HP / 252 Atk / 16 SpD

[SET COMMENTS]
Moves
========

Swords Dance boosts Doublade's solid Attack stat, letting it act as a nice late-game sweeper when its checks are weakened. Due to Doublade's poor Speed stat, Gyro Ball possesses high Base Power against much of the UU metagame, specifically against common threats like Gliscor and Serperior, making it the preferred Steel-type STAB move option in most cases. Iron Head is another strong option that provides more consistent damage as well as significantly more PP than Gyro Ball, letting Doublade threaten slow targets such as Alolan Muk and Amoonguss much more effectively. Shadow Claw is a decent Ghost-type STAB move, notably hitting Pokemon such as Scizor and Rotom-W harder than any of Doublade's other viable options. Sacred Sword lets Doublade hit Snorlax and Dark-types like Mega Sharpedo and Crawdaunt for super effective damage, though it does further worsen its matchup against bulky Water-types such as Mantine and Tentacruel. Shadow Sneak helps alleviate Doublade's awful Speed stat, letting it take out weakened faster threats like Latias, Chandelure, and Starmie without being forced to stomach hard hits.

Set Details
========

240 HP EVs make Doublade as bulky as possible while minimizing Stealth Rock and burn damage, making the most of its fantastic defensive typing. Maximum investment in Attack along with a Brave nature let Doublade hit as hard as possible in its pursuit of a potential late-game sweep. A Brave nature and 0 Speed IVs also minimizes Doublade's Speed stat along with 0 Speed IVs, maximizing Gyro Ball's damage output. However, an Adamant nature is preferred if running Iron Head for Steel STAB as its Steel-type STAB move, notably outspeeding as it allows Doublade to outspeed notable (the nature doesn't outspeed, doublade does) Pokemon like Amoonguss and Slowbro, (AC) while a Brave nature does not as opposed to a Brave nature. Eviolite pairs nicely with its HP investment and great defensive typing, making its Defense stat even more formidable while helping to shore up its low Special Defense.

Usage Tips
========

Bring Doublade in on Pokemon like Mega Aerodactyl, Cobalion, and Scizor that it fares well against in order to either throw out a free attack or set up a Swords Dance. Weaken or remove Doublade's main counters in Water- and Dark-types like Rotom-W and Mandibuzz before attempting to sweep with Doublade late-game. Doublade can also be used as a revenge killer, picking off weakened foes like Latias and Starmie with Shadow Sneak. Scout for super effective coverage moves such as Mega Altaria's Fire Blast and Scizor's Knock Off to avoid huge unnecessary huge damage. Keep Doublade as healthy as possible if it is needed to check multiple foes or if it has a good chance to clean up late-game. Remove opposing entry hazards, specifically Spikes, with a teammate whenever possible, (AC) as they severely hinder Doublade's longevity. Doublade can also be used early- to mid-game to soften a Pokemon like Gliscor with a powerful +2 Gyro Ball to aid teammates that appreciate it being weakened or removed. (is it only gliscor that falls under this category? the last part of the sentence makes it sound like it is, but you said "pokemon like" implying more than one) If possible, do not let Doublade get hit by Knock Off, (AC) as it relies on Eviolite for much of its bulk.

Team Options
========

Doublade fits best on offense and balance teams that appreciate its ability to pivot into attackers and act as a solid win condition late-game sweeper with Swords Dance. Pokemon like Calm Mind Latias, (RC) Serperior, and Mega Manectric, (AC) and Calm Mind Latias (Serperior and Mega Manectric do not use Calm Mind) pair nicely with Doublade, as they can threaten the bulky Water-types that fare well against it. Fairy- and Fighting-types like Sylveon and Infernape make for good partners, checking opposing Dark-types. Sylveon also provides Wish support, helping to keep Doublade healthy throughout a match. Defog users such as Mandibuzz, Togekiss, and Mantine can remove the Spikes that Doublade hates; Mandibuzz also appreciates Doublade's ability to counter its best offensive counter answer in Cobalion. Doublade and Hydreigon share incredible defensive synergy, resisting every type in combination with one another with the combination resisting every type. Gliscor is another great partner, absorbing Knock Offs and threatening Ground-types like Hippowdon that prevent Doublade from sweeping. Swampert and Nihilego can set up Stealth Rock, letting Doublade get certain KOs such as the OHKO on Latias with +2 Shadow Sneak after one switch in Stealth Rock (I assumed on sr, if not, don't implement this and clarify). Bulky Water-types like Rotom-W and Suicune can absorb Fire-(AH) and Ground-type moves aimed at Doublade, also easing the pressure placed upon it by Mega Aerodactyl. Cobalion and the aforementioned Infernape appreciate Doublade's ability to weaken Gliscor with +2 Gyro Ball, letting them sweep or clean up more effectively.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is an option to cripple bulky Water-types like Rotom-W and Swampert, though it is generally less effective than its other options. Pursuit can be used to punish Pokemon like Latias and Mega Beedrill switching out, but it is similar to Toxic in that coverage moves are usually superior options. A specially bulky defensive (clarity) RestTalk set with Toxic is a niche option on stall teams but lacks the utility that other options may offer.

Checks and Counters
===================

**Bulky Water-types**: Mantine, Rotom-W, Swampert, and Suicune fear little from an unboosted Doublade, threatening to burn it with either Scald or Will-O-Wisp and neuter its effectiveness.

**Dark-types**: Dark-types like Crawdaunt, Hydreigon, and Foul Play Mandibuzz can all deal huge damage to Doublade and resist its priority Shadow Sneak, though Crawdaunt must watch out for Sacred Sword and Hydreigon must be wary of Gyro Ball.

**Ground-types**: Ground-types such as Nidoking, Krookodile, and Hippowdon threaten Doublade with their super effective STAB moves and threaten it out.

**Powerful Special Attackers**: Due to its poor special bulk, Doublade matches up poorly badly (repetition) against strong special attackers such as Mega Manectric, Volcanion, and Mega Pidgeot.

**Knock Off**: Doublade is quite dependent on its Eviolite to help cover its awful HP stat, making Knock Off users such as Mega Beedrill, Heracross, and Azumarill rather annoying to deal with.
 
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[OVERVIEW]

Doublade presents a unique pick for teams in the UU metagame as both a solid defensive pivot and a late-game sweeper. Doublade's defensive prowess stems from its monstrous Defense stat, access to Eviolite, and fantastic defensive typing. Its Ghost / Steel typing possesses nine resistances and three immunities, letting it check common threats such as Mega Aerodactyl, Latias, and Cobalion. Its respectable base 110 Attack and access to Swords Dance and STAB Shadow Sneak also make Doublade a formidable late-game sweeper, provided that its strong checks and counters have been weakened or removed. To counteract its fantastic physical bulk, however, Doublade's HP and Special Defense stats are much lower than it would prefer, leaving it to only rely on its typing to stomach strong special hits like Calm Mind Latias's +1 Devastating Drake. While it does possess a plethora of resistances, Doublade finds itself weak to common attacking types in Ground, Fire, and Dark, letting Pokemon such as Earthquake Terrakion, Fire Blast Mega Altaria, and Knock Off Scizor muscle past it after prior damage. Doublade's weakness to Dark-type moves also notably leaves it weak to Pursuit and Knock Off. The former often means that it is too weak to act as a defensive pivot, (add comma) while the latter removes its Eviolite, hindering its overall bulk. Doublade also lacks any form of reliable recovery, meaning it is easily worn down by entry hazards and other damage accumulated throughout a match. Finally, Doublade has no use for its ability, No Guard, and it also lets makes opposing inaccurate moves like Fire Blast and Hydro Pump always hit.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Gyro Ball / Iron Head
move 3: Shadow Claw / Sacred Sword
move 4: Shadow Sneak
item: Eviolite
ability: No Guard
nature: Brave / Adamant
evs: 240 HP / 252 Atk / 16 SpD

[SET COMMENTS]
Moves
========

Swords Dance boosts Doublade's solid Attack stat, letting it act as a late-game sweeper when its checks are weakened. Due to Doublade's poor Speed stat, Gyro Ball possesses high Base Power against much of the UU metagame, specifically against common threats like Gliscor and Serperior, making it the preferred Steel-type STAB move in most cases. Iron Head is another strong option that provides more consistent damage as well as significantly more PP than Gyro Ball, letting Doublade threaten slow targets such as Alolan Muk and Amoonguss much more effectively. Shadow Claw is a decent Ghost-type STAB move, notably hitting Pokemon such as Scizor and Rotom-W harder than any of Doublade's other viable options. Sacred Sword lets Doublade hit Snorlax and Dark-types like Mega Sharpedo and Crawdaunt for super effective damage, though it does further worsen its matchup against bulky Water-types such as Mantine and Tentacruel. Shadow Sneak helps alleviate Doublade's awful Speed stat, letting it take out weakened faster threats like Latias, Chandelure, and Starmie without being forced to stomach hard hits.

Set Details
========

240 HP EVs make Doublade as bulky as possible while minimizing Stealth Rock and burn damage, making the most of its fantastic defensive typing. Maximum investment in Attack along with a Brave nature let lets Doublade hit as hard as possible in its pursuit of a potential late-game sweep. A Brave nature and 0 Speed IVs also minimize Doublade's Speed stat, maximizing Gyro Ball's damage output. However, an Adamant nature is preferred if running Iron Head as its Steel-type STAB move, as it allows Doublade to outspeed notable Pokemon like Amoonguss and Slowbro, while a Brave nature does not. Eviolite pairs nicely with Doublade's its HP investment and great defensive typing, making its Defense stat even more formidable while helping to shore up its low Special Defense.

Usage Tips
========

Bring Doublade in on Pokemon like Mega Aerodactyl, Cobalion, and Scizor that it fares well against in order to either throw out a free attack or set up a Swords Dance. Weaken or remove Doublade's main counters in Water- and Dark-types like Rotom-W and Mandibuzz before attempting to sweep with Doublade late-game. Doublade can also be used as a revenge killer, picking off weakened foes like Latias and Starmie with Shadow Sneak. Scout for super effective coverage moves such as Mega Altaria's Fire Blast and Scizor's Knock Off to avoid huge unnecessary damage. Keep Doublade as healthy as possible if it is needed to check multiple foes or if it has a good chance to clean up late-game. Remove opposing entry hazards, specifically Spikes, with a teammate whenever possible, as they severely hinder Doublade's longevity. Doublade can also be used early- to mid-game to soften a Pokemon like Gliscor with a powerful +2 Gyro Ball to aid teammates that appreciate it being weakened or removed. If possible, do not let Doublade get hit by Knock Off, as it relies on Eviolite for much of its bulk.

Team Options
========

Doublade fits best on offense and balance teams that appreciate its ability to pivot into attackers and act as a solid late-game sweeper with Swords Dance. Pokemon like Serperior, Mega Manectric, and Calm Mind Latias pair nicely with Doublade, as they can threaten the bulky Water-types that fare well against it. Fairy- and Fighting-types like Sylveon and Infernape make for good partners, checking opposing Dark-types. Sylveon also provides Wish support, helping to keep Doublade healthy throughout a match. Defog users such as Mandibuzz, Togekiss, and Mantine can remove the Spikes that Doublade hates; Mandibuzz also appreciates Doublade's ability to counter its best offensive answer in Cobalion. Doublade and Hydreigon share incredible defensive synergy, with the combination resisting every type. Gliscor is another great partner, absorbing Knock Offs and threatening Ground-types like Hippowdon that prevent Doublade from sweeping. Swampert and Nihilego can set up Stealth Rock, letting Doublade get certain KOs such as the OHKO on Latias with +2 Shadow Sneak after Stealth Rock. Bulky Water-types like Rotom-W and Suicune can absorb Fire- and Ground-type moves aimed at Doublade, also easing the pressure placed upon it by Mega Aerodactyl. Cobalion and the aforementioned Infernape appreciate Doublade's ability to weaken Gliscor with +2 Gyro Ball, letting them sweep or clean up more effectively.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is an option to cripple bulky Water-types like Rotom-W and Swampert, though it is generally less effective than its other options. Pursuit can be used to punish Pokemon like Latias and Mega Beedrill switching out, but it is similar to Toxic in that coverage moves are usually superior options. A specially defensive RestTalk set with Toxic is a niche option on stall teams but lacks the utility that other options may offer.

Checks and Counters
===================

**Bulky Water-types**: Mantine, Rotom-W, Swampert, and Suicune fear little from an unboosted Doublade, threatening to burn it with either Scald or Will-O-Wisp and neuter its effectiveness.

**Dark-types**: Dark-types like Crawdaunt, Hydreigon, and Foul Play Mandibuzz all deal huge damage to Doublade and resist its priority Shadow Sneak, though Crawdaunt must watch out for Sacred Sword and Hydreigon must be wary of Gyro Ball.

**Ground-types**: Ground-types such as Nidoking, Krookodile, and Hippowdon threaten Doublade with their super effective STAB moves and threaten it out.

**Powerful Special Attackers**: Due to its poor special bulk, Doublade matches up badly against strong special attackers such as Mega Manectric, Volcanion, and Mega Pidgeot.

**Knock Off**: Doublade is quite dependent on its Eviolite to help cover its awful HP stat, making Knock Off users such as Mega Beedrill, Heracross, and Azumarill rather annoying to deal with.
 
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