UU Doublade

horyzhnz

[10:02:17 AM] flcl: its hory xD
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omg akimbo swords

QC: [ Calloflochie / Limitless / Kushalos ]
GP: [ TheManlyBannedLadybug / Calm Pokemaster ]

Overview
########
Doublade often dwells in the shadow of its OU evolution Aegislash, but it manages to find a nice spot in the UU tier as an extremely bulky Eviolite tank. Doublade's fantastic Steel / Ghost typing gives it nine resistances and three immunities. A solid base 110 Attack along with a base 150 Defense allow it to tank hits with ease and retaliate with a strong attack of its own. When holding an Eviolite, its Defense skyrockets to insane levels, letting it shrug off even super effective hits. Doublade also resists Stealth Rock, is immune to Toxic Spikes, and actually enjoys switching into Sticky Web as it increases Gyro Ball's Base Power. In addition to all this, Doublade's low base 35 Speed makes it a very potent sweeper on Trick Room teams when combined with perfect neutral coverage it gets from Shadow Sneak / Shadow Claw and Sacred Sword.

While Doublade's physical bulk is phenomenal, its HP and Special Defense are horrendous. Even with an Eviolite, it has trouble checking most special attackers. No Guard also hampers Doublade more than it helps, as common coverage moves like Fire Blast will always hit it. Doublade is also extremely slow outside of Trick Room, forcing it to take a hit before attacking, which can wear it down easily. Doublade has no means of reliable recovery; holding Leftovers means giving up Eviolite, which is mandatory for checking some dangerous threats. The buff to Knock Off also severely reduces Doublade's ability to check the Fighting-types that often carry it.

Swords Dance Tank
########
name: Swords Dance Tank
move 1: Swords Dance
move 2: Gyro Ball
move 3: Sacred Sword
move 4: Shadow Sneak
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Atk / 16 SpD
nature: Brave
ivs: 0 Spe

Moves
========
Doublade generally gets multiple opportunities to use Swords Dance, as it forces many physical attackers out and can take hits relatively well. Gyro Ball is Doublade's main STAB move, as it hits very hard when factoring in its low Speed and high Attack. Sacred Sword provides valuable coverage against the Steel- and Dark-types that resist Gyro Ball. Shadow Sneak gives Doublade a way to finish off weakened opponents and rounds off Doublade's perfect neutral coverage with a STAB priority move. Some alternative moves can be used, such as Rock Slide to dent Flying-types and common Fire-types on the switch, Shadow Claw for the extra power, or Aerial Ace to take care of Fighting-types that will switch in to try and use Knock Off.

Set Details
========
240 HP EVs gives Doublade a Stealth Rock number while minimizing burn damage. 252 EVs in Attack are used to maximize Doublade's offensive capabilities. The remaining EVs are placed in Special Defense since Speed is actually detrimental, and Doublade's Defense is already insanely high. A Brave nature is used to boost Doublade's Attack while lowering its Speed to power up Gyro Ball. Eviolite is mandatory, turning Doublade into a physical juggernaut. No Guard is the only ability available to Doublade. 0 Speed IVs further increase Gyro Ball's power.

Usage Tips
========
Doublade can switch in on most physical attacks, even weaker super effective ones. However, keep it away from special attackers, as even resisted hits can put dents in it. Doublade also loathes Knock Off, which hits it super effectively and removes its precious Eviolite. Scout for potential coverage moves on opponents, such as Earthquake, Shadow Ball, and the aforementioned Knock Off. In addition to this, scout for mixed sets on offensive Pokemon such as Sharpedo and Hydreigon.

Team Options
========
Doublade desperately needs a special wall to alleviate its lack of Special Defense; examples include Assault Vest Meleotta (which can also apply offensive pressure), specially defensive Porygon2, Florges, and Umbreon. Doublade also lacks any form of recovery, so Wish passers such as Aromatisse, Florges, Alomomola and Umbreon make great teammates, prolonging Doublade's time on the field. Doublade appreciates status absorbers or Fire-types to switch into Will-O-Wisps, as a burn will severely limit both its offensive and defensive capabilities. Flying-types or Levitate users, especially ones that resist Fire-type moves, such as Flygon, Rotom-H, and Aerodactyl make great teammates. Bulky Water-types such as Vaporeon, Slowbro, and Swampert can take Fire- and Ground-type moves aimed at Doublade and threaten back with a STAB move. Pokemon that can set up Trick Room give Doublade an opportunity to sweep by 'outspeeding' most Pokemon under Trick Room. Hydreigon is possibly Doublade's best teammate, as the pair resist each other's weaknesses while hitting from both the physical and special sides.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Shadow Claw / Sacred Sword
move 4: Gyro Ball / Toxic
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Def / 16 SpD
nature: Relaxed
ivs: 0 Spe

Moves
========
Rest and Sleep Talk allow Doublade to rid itself of status afflictions and recover its HP completely, while not being totally useless when asleep. Shadow Claw is preferred over Shadow Sneak as Sleep Talk still has normal priority, but Shadow Sneak can be used while awake for priority. Sacred Sword can also be used, as it hits more targets super effectively. Gyro Ball is still Doublade's strongest STAB move due to its low Speed and high Attack. Alternatively, Toxic can be used to rack up residual damage on switch-ins and stall out some Pokemon.

Set Details
========
240 EVs in HP reduce entry hazard and burn damage. 252 EVs in Defense allow Doublade to take literally any physical attack. The remaining EVs are placed in Special Defense to try and give Doublade a little more bulk on the special side. A Relaxed nature boosts its Defense while lowering its Speed, powering up Gyro Ball. Eviolite boosts Doublade's Defense up to insane levels while somewhat patching up its lackluster Special Defense. 0 Speed IVs power up Gyro Ball and allow Doublade to 'outspeed' most Pokemon under Trick Room.

Usage Tips
========
Trick Room is helpful, as a lucky critical hit could mean the difference between getting off a Rest or dying. It's also useful since Doublade runs 0 Speed IVs and usually needs to take a hit before being able to move. Keep in mind that the Fighting-types that Doublade can usually check now often carry Knock Off, which can cripple it by removing its Eviolite. Even with the increased bulk, you should still scout for mixed sets, super effective coverage moves, and special attackers in general that can still muscle past this set provided they are not weak to one of Doublade's attacks.

Team Options
========
Similar to the Swords Dance Tank set, this physically inclined set still appreciates specially defensive walls such as Assault Vest Meleotta (which can also apply offensive pressure), specially defensive Porygon2, Florges, and Umbreon. Wish passers are no longer as necessary due to RestTalk, but they still helpful during situations where Doublade is asleep with a low amount of health. Water-types, Flying-types, and Levitate users make great teammates, as they resist Doublade's common weaknesses. Trick Room setters are useful, allowing Doublade to move first and stall much better. Again, Hydreigon is a fantastic teammate, as the two resist each other's weaknesses, forming a solid core.

Other Options
########
Doublade has a fairly limited movepool, but it generally has the tools to do its job well. A SubToxic set can be used to some effect, but the prevalence of special attackers and phazers discourages its use. Pursuit can be used to trap fleeing Pokemon as they switch out, but Doublade usually does not have enough moveslots to accommodate it.

Checks & Counters
########
**Special Attackers** Literally every special attacker in the tier can force Doubalde out due to its subpar special bulk and low HP.

**Will-O-Wisp** Will-O-Wisp will always hit thanks to No Guard, and burn halves Doublade's Attack and slowly wears it down unless it is running RestTalk.

**Knock Off** Knock Off cripples Doublade by removing its Eviolite and hits it for super effective damage.

**Trick / Switcheroo** Trick and Switcheroo also remove Doublade's Eviolite while potentially crippling it with an unwanted item.

**Mega Houndoom** Mega Houndoom hits Doublade super effectively on its weaker special side with both of its STABs. It cannot switch in directly due to the risk of Doublade carrying Sacred Sword, but once it switches in safely, there is almost nothing Doublade can do against it.

Overview
########
+Amazing typing that gives it 3 immunities and 9 resistances
+Solid base 110 Attack stat and base 150 Defense stat
+Ghost STAB is more spammable than ever cause Steel got nerfed
+Eviolite turns it into a crazy physical tank
+Low base 35 Speed makes it good on Trick Room teams and makes Gyro Ball pretty strong
+Perfect neutral coverage with Ghost + Fighting attacks
+Immune to tspikes, resists SR
-No Guard probably hampers it more than it helps
-Base 49 Special Defense is trash even when Eviolite is held, base 59 HP isn't too good either
-Outside Trick Room it's slow and will probably have to take a hit before it moves
-Zero reliable recovery; if it wants lefties it doesn't get eviolite
-Buff to Knock Off means it severely reduces Doublade's ability to check the Fighting-types that commonly carry it

Swords Dance Tank
########
name: Swords Dance Tank
move 1: Swords Dance
move 2: Gyro Ball
move 3: Sacred Sword
move 4: Shadow Sneak
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Atk / 16 SpD
nature: Brave
ivs: 0 Spe

Moves
========
-Swords Dance boosts attack to high levels and is easy to set up on physical attackers
-Sacred Sword nails Steel and Dark types
-Rock Slide clips Flying types and takes a chunk out of Fire types trying to switch in
-Gyro Ball is Doublade's strongest STAB because it's slow as hell
-Shadow Sneak is STAB picks off weakened opponents
-Shadow Claw is usable over Shadow Sneak for a stronger Ghost STAB if you so desire

Set Details
========
-240 HP EVs gives it an SR number while letting it take less damage from burn and the rare hail
-252 Atk EVs to maximize Attack
-16 SpD since Speed isn't needed and its Defense is already super high
-Eviolite cuz you know, EVIOLITE MAKES DOUBLADE SUPER SOLID
-No Guard could help Rock Slides land, but otherwise it's a poor ability and there's no other option
-Brave natures increases Attack while lowering Speed, making Gyro Ball uber strong
-0 Speed IVs further boosts Gyro Ball

Usage Tips
========
-Doublade can switch in on literally any neutral physical attack, even some SE ones
-Keep it away from Knock Off; a Doublade without Eviolite won't be able to tank as much hits
-Most special attacks will heavily dent or even OHKO Doublade, so stay away from special attackers
-Scout for mixed attacking sets on certain Pokemon like Sharpedo so they don't catch you off guard
-Doublade forces a lot of switches on physical attackers, but remember to scout for common coverage moves such as Earthquake or Shadow Ball

Team Options
========
-Desperately needs a special wall to alleviate its horrid lack of special defense, examples include Assault Vest Meleotta which can also apply offensive pressure, specially defensive Porygon2, Florges, and Umbreon
-Lacks recovery of any sort, so teammates such as Aromatisse or Florges that are able to pass Wishes to Doublade increase longevity
-A status absorber or Fire-type; while Doublade is immune to poison and actually doesn't mind paralysis since it powers up Gyro Ball, a burn will severely limit both its offensive and defensive capabilities
-Hydreigon and Doublade have incredible synergy; they both resist each other's weaknesses and can create an amazing offensive core
-Flying-type or Levitate users are immune to Ground, and mons like Flygon, Rotom-H, and [Mega] Aerodactyl can also take Fire type attacks aimed at Doublade
-Pokemon that can sponge Knock Off can allow Doublade to live a lot longer, such as Megas
-Bulky Waters like Vaporeon, Swampert, and Slowbro can often take Fire and Ground type attacks, and can threaten those Pokemon out with SE STAB moves
-Trick Room setter to let Doublade sweep by underspeeding everything

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Shadow Claw / Sacred Sword
move 4: Gyro Ball / Toxic
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Def / 16 SpD
nature: Relaxed
ivs: 0 Spe

Moves
========
-Rest allows Doublade to completely recover its health while removing harmful status afflictions
-Sleep Talk lets it actually do stuff while asleep instead of being dead weight
-Shadow Claw is a solid STAB with nice coverage; it is there instead of Shadow Sneak as the priority is nullified by having to use Sleep Talk
-Shadow Sneak is still usable while Doublade isn't asleep but after using Rest Shadow Claw is preferred
-Sacred Sword hits Steel and Dark types harder
-Gyro Ball is Doublade's strongest STAB move due to its low Speed and high Attack
-Toxic lets Doublade rack up residual damage on switch-ins and stall out some Pokemon

Set Details
========
-240 HP lets Doublade take reduced entry hazard and burn damage
-252 Def lets it shrug off even super effective hits
-16 SpD is left to try and give Doublade a little more bulk on the special side
-No Guard is the only ability available for Doublade, which doesn't do much for it
-Eviolite boosts its physical defense to sky-high levels and somewhat patches up its lackluster special defense
-0 Speed IVs are used to make sure Doublade will underspeed most Pokemon under Trick Room

Usage Tips
========
-Trick Room is helpful, as a lucky critical hit could mean the difference between getting off a Rest
-It's also helpful since Doublade runs 0 Speed IVs and usually needs to take a hit before being able to move
-Knock Off removes Eviolite, limiting your defensive capability
-Knock Off is now also commonly found on Fighting-types that Doublade otherwise walls, so be wary of switching directly into one
-Doublade can now switch into basically any physical hit; even taking SE hits with relative ease
-Scout for mixed sets on Pokemon like Sharpedo and Meleotta so they don't catch you off guard
-Special attackers can still muscle past this set, as its Special Defense is decent at best

Team Options
========
-Clerics will give Doublade the option to to switch out instantly and not gamble with Sleep Talk
-Knock Off absorbers since Eviolite is desperately needed
-Trick Room setters so Doublade can Rest before taking a hit
-Specially defensive walls to take the hits that would otherwise severely dent Doublade
-Recovery is still not exactly reliable, so Wish passers like Florges and Aromatisse are appreciated
-Hydreigon and Doublade have incredible synergy; they both resist each other's weaknesses and can create an amazing offensive core

Other Options
########
-SubToxic uses its great physical bulk to stall the opponent out, but no recovery
-Pursuit can be used to trap Psychic types and other Pokemon who get forced out by Doublade

Checks & Counters
########
-Literally every special attacker in the tier can force it out
-Will-O-Wisp will always hit Doublade thanks to No Guard
-Knock Off cripples it by removing Eviolite and hits for SE damage
-Trick and Switcheroo achieve the same effect, while also giving Doublade an unwanted item
-Most Ground and Fire types since they aren't hit as hard by Doublade's coverage moves
-Oml Mega Houndoom literally takes dumps all over this thing
 
Last edited:

horyzhnz

[10:02:17 AM] flcl: its hory xD
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need some feedback on any other viable sets Doublade can use; that was the main set used but RestTalk or Toxic seem like interesting options.
 

CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
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I think Swords Dance is probably the only viable one it has, and probably the main niche it has in UU. RestTalk would probably be an OO mention, but I don't think it would do much that most other Ghost-types like Cofag and Sableye can't do, especially since they have overall better reliable recovery. Toxic would probably be worthy of OO since it catches a good few of Doublade's switch-ins, but it's hard to really squeeze into a set. I'd flesh Team Options out a bit to refer to Pokemon who cover its weaknesses. Like everyone knows how much great synergy Doublade + Hydreigon has, since they literally resist all of eachother's weaknesses. Also goes with stuff immune to Ground like Flygon, Crobat, Aerodactyl, and Rotom-H, most of whom are also able to take Fire-type moves. Bulky waters who can take Fire and Ground moves work well, such as Vaporeon, Swampert, and Slowbro (I'd also put Suicune here instead of along with special walls, since it's usually physically defensive anyway). Pokes who can sponge Knock off are also probably a big help too, since it's one of doublade's biggest downfalls
 

Martin

A monoid in the category of endofunctors
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I agree with CoolStoryBrobat on this one as, unlike Aegislash, Doublade isn't particularly versitile and it is outclassed in defensive roles by shit like Ferroseed, Jellicent and even freaking Moltres due to their higher versatility and unpredictability (well, maybe not Ferroseed, but that thing has superior defensive typing anyway) as Jellicent and Moltres can also go offensive if they need to - offensive Jellicent is an unexpected but perfectly effective set, spamming STAB Water Spouts, Hydro Pumps and Shadow Balls (maybe even chucking in Giga Drain if it has to). In offensive roles, Doublade can't work on the special side due to a pitiful special attack stat, and its speed stat isn't doing it any favours (well, outside of boosting Gyro Ball, but that isn't applicable in this context). While it does have a rather high Atk stat, it is rather reliant on a boost to get a sweep going, and it is fairly reliant on Shadow Sneak once it has been weakened substantially, and it really wishes that it could have Stance Change and King's Shield like Aegislash as not one of its useful moves, aside from Rock Slide (which it shouldn't be running), are boosted by No Guard, but it means that it is always going to be hit by Fire Blast and the like, meaning that its one and only ability is actually a hinderance to Doublade.

As for comments on the actual set, I changing the move order to this:

move 1: Swords Dance
move 2: Gyro Ball
move 3: Sacred Sword
move 4: Shadow Sneak

Gyro Ball is definitely more useful than Sacred Sword and it is the move it will be spamming the most, as the main targets for Sacred Sword are Steel-, Water- and Electric-types who resist Gyro Ball. Shadow Sneak will generally be used more than Sacred Sword, but that is only really once it has been weakened to a point it isn't going to be recovering from - hense why I kept it last. I have also removed Rock Slide and Pursuit as they don't really hit anything notable that isn't already hit hard by Gyro Ball or Sacred Sword (aside from Moltres, but I don't think that one pokemon that Doublade has no reason staying in on is worth the lack of Sacred Sword in order to deal with - especially seeing how it isn't particularly common (down in RU last time I checked XD)).
 

horyzhnz

[10:02:17 AM] flcl: its hory xD
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idm writing up a proper resttalk set if you want since i've tried it out, but it's not that amazing.
 
With the prevalence of a lot of powerful attackers that can pretty easily overwhelm Doublade I don't think the rest talk set is that viable, stall is almost unseen in the meta atm which is where rest talk would find its most usage so IMO i think it can stay in oo but other QC members can weigh in on what they think about the matter.
 

Limitless

Success is the best revenge.
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Well, metagame trends are always shifting, so I'd say just add it. I mean, Doublade in the first place isn't that viable, so I don't think we should be that picky on viability with sets.
 

Ununhexium

I closed my eyes and I slipped away...
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Maybe Aerial Ace could go in OO to catch fighting types on the switch as many of them have Knock Off, which Doublade cannot take too well. This also does more damage to things like Heracross, so Doublade can help support your team. (I thought of this for an RU team which was really weak to Virizion, so I'm not sure how good this is in UU)
 

TheManlyLadybug

Banned deucer.
Sup

omg akimbo swords

Overview
########
Doublade often dwells in the shadow of its OU evolution Aegislash, but it manages to find a nice spot in the UU tier as an extremely bulky Eviolite tank. Doublade's fantastic Steel / Ghost typing is fantastic, (RC) giving give it three immunities and nine 9 resistances and 3 immunities. A solid base 110 Attack along with and a base 150 Defense stat allow it to tank hits with ease and retaliate with a strong attack of its own. When holding an Eviolite, its Defense skyrockets to insane levels, letting it shrug off even super effective hits. Doublade also resists Stealth Rock, is immune to Toxic Spikes, and actually enjoys switching into Sticky Web as it increases Gyro Ball's Base Power. In addition to all this, Doublade's low base 35 Speed make it a very potent sweeper on Trick Room teams when combined with perfect neutral coverage with Shadow Sneak / Claw and Sacred Sword.

However, wWhile Doublade's physical bulk is phenomenal, its HP and Special Defense are horrendous.(add period), (RC) meaning that eEven with an Eviolite, (AC) it still has trouble checking most special attackers. No Guard also hampers Doublade more than it helps, as common coverage moves like Fire Blast will always hit it. Outside of Trick Room Doublade is extremely slow, forcing it meaning that it will probably need to take a hit before attacking, which can wear it down easily. Doublade has no means of reliable recovery; holding Leftovers means giving up Eviolite, which is mandatory for checking some dangerous threats. The buff to Knock Off also severely reduces Doublade's ability to check the Fighting-types that often carry it.

Swords Dance Tank
########
name: Swords Dance Tank
move 1: Swords Dance
move 2: Gyro Ball
move 3: Sacred Sword
move 4: Shadow Sneak
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Atk / 16 SpD
nature: Brave
ivs: 0 Spe

Moves
========
Many opportunities can be found to use Swords Dance, as it forces many physical attackers out and can take hits relatively well. Gyro Ball is Doublade's main STAB move, as it hits very hard when factoring in its low Speed and high Attack. Sacred Sword provides valuable Fighting-type coverage against the Steel- and Dark-types that who resist Gyro Ball. Shadow Sneak gives Doublade a way to finish off weakened opponents and rounds off Doublade's perfect neutral coverage with a STAB priority move. Some alternative moves can be used, such as Rock Slide to dent clip Flying-types and take a chunk out of common Fire-types on the switch switch-ins, Shadow Claw for the extra power, or Aerial Ace to take care of Fighting-types that will switch in to try and use Knock Off.

Set Details
========
240 HP EVs gives Doublade a Stealth Rock number, (RC) while minimizing also letting it take less damage from burn damage. 252 Attack EVs in Attack are used to maximize Doublade's offensive capabilities. The remaining last sixteen EVs are placed into Special Defense since Speed is actually detrimental and its Defense is already insanely high. A Brave nature is used to boost Doublade's Attack while lowering its Speed to power up Gyro Ball. Eviolite is mandatory, turning Doublade into a physical juggernaut. No Guard is the only ability available to Doublade. Zero 0 Speed IVs further increase Gyro Ball's power.

Usage Tips
========
Doublade can switch in on most physical attacks, even weaker super effective ones. However, keep Doublade away from special attackers, as even resisted hits can put dents in it. Doublade also loathes Knock Off, as it hits it super effectively and removes its precious Eviolite. Scout for potential coverage moves on opponents, such as Earthquake, Shadow Ball and the aforementioned Knock Off. In addition to this, scout for mixed sets on offensive Pokemon such as Sharpedo and Hydreigon.

Team Options
========
Doublade desperately needs a special wall to alleviate its lack of Special Defense; examples include Assault Vest Meleotta (which can also apply offensive pressure), specially defensive Porygon2, Florges, and Umbreon. Doublade also lacks any form of recovery, so Wish passers such as like Aromatisse, and the aforementioned Florges, (AC) Alomomola, (AC) and Umbreon make are great teammates, prolonging Doublade's time on the field. Doublade appreciates A status absorbers or a Fire-types to switch into burns, (AC) are nice; while Doublade is immune to poison and actually doesn't mind paralysis since it powers up Gyro Ball, (RC) as a burn will severely limit both its offensive and defensive capabilities. Flying-types or Levitate users, (AC) especially ones that resist Fire-type moves such as Flygon, Rotom-H, and Aerodactyl also make great teammates.(add period), (RC) especially Pokemon like Flygon, Rotom-H, and Aerodactyl who also resist Fire-type moves, as do bBulky Water-types such as like Vaporeon, Slowbro, and Swampert who can take Fire- and Ground-type moves aimed at Doublade attacks and threaten back with a STAB move. Pokemon that who can also set up Trick Room will give Doublade an opportunity to sweep by "outspeeding" most Pokemon under Trick Room. allow Doublade to sweep by underspeeding most foes. Hydreigon is possibly Doublade's best teammate, as the pair resist each other's weaknesses while hitting from both the physical and special sides.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Shadow Claw / Sacred Sword
move 4: Gyro Ball / Toxic
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Def / 16 SpD
nature: Relaxed
ivs: 0 Spe

Moves
========
Rest and Sleep Talk allow Doublade to rid itself of status afflictions and recover its HP completely, while not being totally useless when asleep. Shadow Claw is preferred over Shadow Sneak as Sleep Talk still has normal priority, but Shadow Sneak can be used while awake for priority. Sacred Sword can also be used, as it hits more targets super effectively. Gyro Ball is still Doublade's strongest STAB move due to its low Speed and high Attack. Alternatively, Toxic can be used to rack up residual damage on switch-ins and stall out some Pokemon.

Set Details
========
240 HP EVs in HP let Doublade take reduced entry hazard and burn damage. 252 Defense EVs in Defense allow let it to take almost literally any physical attack. The remaining EVs are placed into Special Defense to try and give Doublade a little more bulk on the special side. A Relaxed nature boosts its Defense while lowering its Speed, powering up Gyro Ball. No Guard is the only available ability for Doublade. Eviolite boosts its Defense up to insane levels, (RC) while somewhat patching up its lackluster Special Defense. Zero 0 Speed IVs power up Gyro Ball and allow make sure Doublade to "outspeed" will underspeed most Pokemon under Trick Room.

Usage Tips
========
Trick Room is helpful, as a lucky critical hit could mean the difference between getting off a Rest or dying. It's also useful since Doublade runs 0 Speed IVs and usually needs to take a hit before being able to move. The Fighting-types that Doublade can usually check now often carry Knock Off, which can cripple Doublade by removing its Eviolite. Even with the increased bulk, you should still scout for mixed sets, super effective coverage moves, and special attackers in general who can still muscle past this set provided it is not weak to one of Doublade's attacks.

Team Options
========
Similar to the Swords Dance Tank set, this physically inclined set still appreciates specially defensive walls, (AC) such as Assault Vest Meleotta (which can also apply offensive pressure), specially defensive Porygon2, Florges, and Umbreon. Wish passers are no longer as necessary due to RestTalk, but it is still helpful during situations where Doublade is still asleep with a low amount of health. For the same reasons, status absorbers are also not as needed, due to Rest removing status ailments. (if status absorbers aren't needed, don't include them in Team Options) Water-types, Flying-types, and Levitate users make are great teammates, as they are able to resist Doublade's common weaknesses. Trick Room setters are useful, allowing Doublade to move first and stall much better. Again, Hydreigon is a fantastic teammate, as they resist each other's weaknesses, (AC) forming a solid core. Doublade resists Ice, Fairy, and Fighting, making its job a lot easier.

Other Options
########
Doublade has a fairly limited movepool, but it generally has the tools to do its job well. A SubToxic set can be used to some effect, but the prevalence of special attackers and phazers discourages its use. Pursuit can be used to trap fleeing Pokemon as they switch out, but Doublade usually does not have enough moveslots to accomodate it.

Checks & Counters
########
**Special Attackers** Literally every special attacker in the tier can force it out due to its subpar special bulk and low HP.

**Will-O-Wisp** Will-O-Wisp will always hit thanks to No Guard, and burn halves Doublade's attack and slowly wears it down unless it is running the RestTalk set.

**Knock Off** Knock Off cripples Doublade by removing its Eviolite and hits hitting it for super effective damage.

**Trick / Switcheroo** Trick and Switcheroo also remove Doublade's Eviolite, (RC) but also give Doublade while a potentially crippling it with an unwanted item Choice Scarf or Flame Orb.

**Mega Houndoom** Doublade is hit super effectively on its weaker special side by both of its STABs. It cannot switch in directly due to the risk of Doublade carrying Sacred Sword, but once it switches gets switched in safely, (AC) there is almost nothing Doublade can do against it.

Overview
########
+Amazing typing that gives it 3 immunities and 9 resistances
+Solid base 110 Attack stat and base 150 Defense stat
+Ghost STAB is more spammable than ever cause Steel got nerfed
+Eviolite turns it into a crazy physical tank
+Low base 35 Speed makes it good on Trick Room teams and makes Gyro Ball pretty strong
+Perfect neutral coverage with Ghost + Fighting attacks
+Immune to tspikes, resists SR
-No Guard probably hampers it more than it helps
-Base 49 Special Defense is trash even when Eviolite is held, base 59 HP isn't too good either
-Outside Trick Room it's slow and will probably have to take a hit before it moves
-Zero reliable recovery; if it wants lefties it doesn't get eviolite
-Buff to Knock Off means it severely reduces Doublade's ability to check the Fighting-types that commonly carry it

Swords Dance Tank
########
name: Swords Dance Tank
move 1: Swords Dance
move 2: Gyro Ball
move 3: Sacred Sword
move 4: Shadow Sneak
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Atk / 16 SpD
nature: Brave
ivs: 0 Spe

Moves
========
-Swords Dance boosts attack to high levels and is easy to set up on physical attackers
-Sacred Sword nails Steel and Dark types
-Rock Slide clips Flying types and takes a chunk out of Fire types trying to switch in
-Gyro Ball is Doublade's strongest STAB because it's slow as hell
-Shadow Sneak is STAB picks off weakened opponents
-Shadow Claw is usable over Shadow Sneak for a stronger Ghost STAB if you so desire

Set Details
========
-240 HP EVs gives it an SR number while letting it take less damage from burn and the rare hail
-252 Atk EVs to maximize Attack
-16 SpD since Speed isn't needed and its Defense is already super high
-Eviolite cuz you know, EVIOLITE MAKES DOUBLADE SUPER SOLID
-No Guard could help Rock Slides land, but otherwise it's a poor ability and there's no other option
-Brave natures increases Attack while lowering Speed, making Gyro Ball uber strong
-0 Speed IVs further boosts Gyro Ball

Usage Tips
========
-Doublade can switch in on literally any neutral physical attack, even some SE ones
-Keep it away from Knock Off; a Doublade without Eviolite won't be able to tank as much hits
-Most special attacks will heavily dent or even OHKO Doublade, so stay away from special attackers
-Scout for mixed attacking sets on certain Pokemon like Sharpedo so they don't catch you off guard
-Doublade forces a lot of switches on physical attackers, but remember to scout for common coverage moves such as Earthquake or Shadow Ball

Team Options
========
-Desperately needs a special wall to alleviate its horrid lack of special defense, examples include Assault Vest Meleotta which can also apply offensive pressure, specially defensive Porygon2, Florges, and Umbreon
-Lacks recovery of any sort, so teammates such as Aromatisse or Florges that are able to pass Wishes to Doublade increase longevity
-A status absorber or Fire-type; while Doublade is immune to poison and actually doesn't mind paralysis since it powers up Gyro Ball, a burn will severely limit both its offensive and defensive capabilities
-Hydreigon and Doublade have incredible synergy; they both resist each other's weaknesses and can create an amazing offensive core
-Flying-type or Levitate users are immune to Ground, and mons like Flygon, Rotom-H, and [Mega] Aerodactyl can also take Fire type attacks aimed at Doublade
-Pokemon that can sponge Knock Off can allow Doublade to live a lot longer, such as Megas
-Bulky Waters like Vaporeon, Swampert, and Slowbro can often take Fire and Ground type attacks, and can threaten those Pokemon out with SE STAB moves
-Trick Room setter to let Doublade sweep by underspeeding everything

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Shadow Claw / Sacred Sword
move 4: Gyro Ball / Toxic
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Def / 16 SpD
nature: Relaxed
ivs: 0 Spe

Moves
========
-Rest allows Doublade to completely recover its health while removing harmful status afflictions
-Sleep Talk lets it actually do stuff while asleep instead of being dead weight
-Shadow Claw is a solid STAB with nice coverage; it is there instead of Shadow Sneak as the priority is nullified by having to use Sleep Talk
-Shadow Sneak is still usable while Doublade isn't asleep but after using Rest Shadow Claw is preferred
-Sacred Sword hits Steel and Dark types harder
-Gyro Ball is Doublade's strongest STAB move due to its low Speed and high Attack
-Toxic lets Doublade rack up residual damage on switch-ins and stall out some Pokemon

Set Details
========
-240 HP lets Doublade take reduced entry hazard and burn damage
-252 Def lets it shrug off even super effective hits
-16 SpD is left to try and give Doublade a little more bulk on the special side
-No Guard is the only ability available for Doublade, which doesn't do much for it
-Eviolite boosts its physical defense to sky-high levels and somewhat patches up its lackluster special defense
-0 Speed IVs are used to make sure Doublade will underspeed most Pokemon under Trick Room

Usage Tips
========
-Trick Room is helpful, as a lucky critical hit could mean the difference between getting off a Rest
-It's also helpful since Doublade runs 0 Speed IVs and usually needs to take a hit before being able to move
-Knock Off removes Eviolite, limiting your defensive capability
-Knock Off is now also commonly found on Fighting-types that Doublade otherwise walls, so be wary of switching directly into one
-Doublade can now switch into basically any physical hit; even taking SE hits with relative ease
-Scout for mixed sets on Pokemon like Sharpedo and Meleotta so they don't catch you off guard
-Special attackers can still muscle past this set, as its Special Defense is decent at best

Team Options
========
-Clerics will give Doublade the option to to switch out instantly and not gamble with Sleep Talk
-Knock Off absorbers since Eviolite is desperately needed
-Trick Room setters so Doublade can Rest before taking a hit
-Specially defensive walls to take the hits that would otherwise severely dent Doublade
-Recovery is still not exactly reliable, so Wish passers like Florges and Aromatisse are appreciated
-Hydreigon and Doublade have incredible synergy; they both resist each other's weaknesses and can create an amazing offensive core

Other Options
########
-SubToxic uses its great physical bulk to stall the opponent out, but no recovery
-Pursuit can be used to trap Psychic types and other Pokemon who get forced out by Doublade

Checks & Counters
########
-Literally every special attacker in the tier can force it out
-Will-O-Wisp will always hit Doublade thanks to No Guard
-Knock Off cripples it by removing Eviolite and hits for SE damage
-Trick and Switcheroo achieve the same effect, while also giving Doublade an unwanted item
-Most Ground and Fire types since they aren't hit as hard by Doublade's coverage moves
-Oml Mega Houndoom literally takes dumps all over this thing
GP 1/2

OaUGwrT.gif

Good job Horyzhnz :D
 

Ununhexium

I closed my eyes and I slipped away...
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omg akimbo swords

QC: [ Calloflochie / Limitless / Kushalos ]
GP: [ TheManlyBannedLadybug / --- ]

Overview
########
Doublade often dwells in the shadow of its OU evolution Aegislash, but it manages to find a nice spot in the UU tier as an extremely bulky Eviolite tank. Doublade's fantastic Steel / Ghost typing gives it nine resistances and three immunities. A solid base 110 Attack along with a base 150 Defense allow it to tank hits with ease and retaliate with a strong attack of its own. When holding an Eviolite, its Defense skyrockets to insane levels, letting it shrug off even super effective hits. Doublade also resists Stealth Rock, is immune to Toxic Spikes, and actually enjoys switching into Sticky Web as it increases Gyro Ball's Base Power. In addition to all this, Doublade's low base 35 Speed make it a very potent sweeper on Trick Room teams when combined with perfect neutral coverage with Shadow Sneak / Claw and Sacred Sword.

While Doublade's physical bulk is phenomenal, its HP and Special Defense are horrendous. Even with an Eviolite, it still has trouble checking most special attackers. No Guard also hampers Doublade more than it helps, as common coverage moves like Fire Blast will always hit it. Outside of Trick Room Doublade is extremely slow, forcing it to take a hit before attacking, which can wear it down easily. Doublade has no means of reliable recovery; holding Leftovers means giving up Eviolite, which is mandatory for checking some dangerous threats. The buff to Knock Off also severely reduces Doublade's ability to check the Fighting-types that often carry it.

Swords Dance Tank
########
name: Swords Dance Tank
move 1: Swords Dance
move 2: Gyro Ball
move 3: Sacred Sword
move 4: Shadow Sneak
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Atk / 16 SpD
nature: Brave
ivs: 0 Spe

Moves
========
Many opportunities can be found to use Swords Dance, as it forces many physical attackers out and can take hits relatively well. Gyro Ball is Doublade's main STAB move, as it hits very hard when factoring in its low Speed and high Attack. Sacred Sword provides valuable coverage against the Steel- and Dark-types that resist Gyro Ball. Shadow Sneak gives Doublade a way to finish off weakened opponents and rounds off Doublade's perfect neutral coverage with a STAB priority move. Some alternative moves can be used, such as Rock Slide to dent Flying-types and common Fire-types if you want to use "common" use it here and say something like "which are common in the tier" on the switch, Shadow Claw for the extra power, or Aerial Ace to take care of Fighting-types that will switch in to try and use Knock Off.

Set Details
========
240 HP EVs gives Doublade a Stealth Rock number while minimizing burn damage. 252 EVs in Attack are used to maximize Doublade's offensive capabilities. The remaining EVs are placed into Special Defense since Speed is actually detrimental and its Defense is already insanely high. A Brave nature is used to boost Doublade's Attack while lowering its Speed to power up Gyro Ball. Eviolite is mandatory, turning Doublade into a physical juggernaut. No Guard is the only ability available to Doublade. 0 Speed IVs further increase Gyro Ball's power.

Usage Tips
========
Doublade can switch in on most physical attacks, even weaker super effective ones. However, keep Doublade away from special attackers, as even resisted hits can put dents in it. Doublade also loathes Knock Off,(RC) as it hits it super effectively and removes its precious Eviolite. Scout for potential coverage moves on opponents, such as Earthquake, Shadow Ball and the aforementioned Knock Off. In addition to this, scout for mixed sets on offensive Pokemon such as Sharpedo and Hydreigon.

Team Options
========
Doublade desperately needs a special wall to alleviate its lack of Special Defense; examples include such as Assault Vest Meleotta (which can also apply offensive pressure), specially defensive Porygon2, Florges, and Umbreon. Doublade also lacks any form of recovery, so Wish passers such as Aromatisse, Florges, Alomomola and Umbreon make great teammates, prolonging Doublade's time on the field. Doublade appreciates status absorbers or Fire-types to switch into Will-O-Wisps, as a burn will severely limit both its offensive and defensive capabilities. Flying-types or Levitate users, especially ones that resist Fire-type moves such as Flygon, Rotom-H, and Aerodactyl make great teammates. Bulky Water-types such as Vaporeon, Slowbro, and Swampert can take Fire- and Ground-type moves aimed at Doublade and threaten back with a STAB move. Pokemon that can set up Trick Room give Doublade an opportunity to sweep by 'outspeeding' most Pokemon under Trick Room. Hydreigon is possibly Doublade's best teammate, as the pair resist each other's weaknesses while hitting from both the physical and special sides.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Shadow Claw / Sacred Sword
move 4: Gyro Ball / Toxic
ability: No Guard
item: Eviolite
evs: 240 HP / 252 Def / 16 SpD
nature: Relaxed
ivs: 0 Spe

Moves
========
Rest and Sleep Talk allow Doublade to rid itself of status afflictions and recover its HP completely, while not being totally useless when asleep. Shadow Claw is preferred over Shadow Sneak as Sleep Talk still has normal priority, but Shadow Sneak can be used while awake for priority. Sacred Sword can also be used,(RC) as it hits more targets super effectively. Gyro Ball is still Doublade's strongest STAB move due to its low Speed and high Attack. Alternatively, Toxic can be used to rack up residual damage on switch-ins and stall out some Pokemon.

Set Details
========
240 EVs in HP reduce entry hazard and burn damage. 252 EVs in Defense allow it to take literally any physical attack can you add something with a bit of flavor here like "thrown at it" or something.. The remaining EVs are placed into Special Defense to try and give Doublade a little more bulk on the special side. A Relaxed nature boosts its Defense while lowering its Speed, powering up Gyro Ball. No Guard is the only available ability for Doublade you mention it in the overview so it isn't entirely necessary. Eviolite boosts its Defense up to insane levels while somewhat patching up its lackluster Special Defense. 0 Speed IVs power up Gyro Ball and allow Doublade to 'outspeed' most Pokemon under Trick Room.

Usage Tips
========
Trick Room is helpful, as a lucky critical hit could mean the difference between getting off a Rest or dying I'm not entirely sure what you are trying to say here. It's also useful since Doublade runs 0 Speed IVs and usually needs to take a hit before being able to move. Keep in mind that the The Fighting-types that Doublade can usually check now often carry Knock Off, which can cripple Doublade by removing its Eviolite. Even with the increased bulk, you should still scout for mixed sets, super effective coverage moves, and special attackers in general who can still muscle past this set provided it is not weak to one of Doublade's attacks.

Team Options
========
Similar to the Swords Dance Tank set, this physically inclined set still appreciates specially defensive walls such as Assault Vest Meleotta (which can also apply offensive pressure), specially defensive Porygon2, Florges, and Umbreon. Wish passers are no longer as necessary due to having Rest on the set RestTalk, but it is still helpful during situations where Doublade is still asleep with a low amount of health. Water-types, Flying-types, and Levitate users make great teammates, as they are able to resist Doublade's common weaknesses. Trick Room setters are useful, allowing Doublade to move first and stall much better. Again, Hydreigon is a fantastic teammate, as they resist each other's weaknesses, forming a solid core.

Other Options
########
Doublade has a fairly limited movepool, but it generally has the tools to do its job well. A SubToxic set can be used to some effect, but the prevalence of special attackers and phazers discourages its use. Pursuit can be used to trap fleeing Pokemon as they switch out, but Doublade usually does not have enough moveslots to accomodate accommodate it.

Checks & Counters
########
**Special Attackers** Literally every special attacker in the tier can force it out due to its subpar special bulk and low HP.

**Will-O-Wisp** Will-O-Wisp will always hit thanks to No Guard, and burn halves Doublade's Attack and slowly wears it down unless it is running RestTalk.

**Knock Off** Knock Off cripples Doublade by removing its Eviolite and hits it for super effective damage.

**Trick / Switcheroo** Trick and Switcheroo also remove Doublade's Eviolite while potentially crippling it with an unwanted item.

**Mega Houndoom** Doublade is hit super effectively on its weaker special side by both of its STABs. It cannot switch in directly due to the risk of Doublade carrying Sacred Sword, but once it switches in safely there is almost nothing Doublade can do against it.


I think I did a good job here. There were a few small issues I think I caught but otherwise good job!
 
Last edited:

horyzhnz

[10:02:17 AM] flcl: its hory xD
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
late, but implemented most of your changes. thanks unun :]
looking for gp check two.
 

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