[Monotype/Steel] Doublade

modularform

formerly Salamance
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QC (3/3): scpinion / Zarif / Eien
GP (1/2): GatoDelFuego / w​

[OVERVIEW]

**Steel**:

Doublade is a fantastic pick on many Steel-type teams because it can check Fighting-types such as Mega Medicham and Terrakion that would normally run through any Steel-type team due to its secondary Ghost typing. Because of its fantastic base 150 Defense, Doublade can switch into any physical attack to which it is not weak, and Eviolite's enhancement of this stat is just the icing on the cake. It can even take some physical attacks it is weak to, including Excadrill's Earthquake and Victini's V-create. Furthermore, access to Swords Dance characterizes Doublade as a late-game sweeper.

However, Doublade's Special Defense is quite terrible at base 49, meaning it is easily KOed through its Eviolite by special wallbreakers such as Landorus and Mega Charizard Y. Furthermore, an utterly abysmal Speed stat of base 35 makes Doublade outsped by nearly the entire metagame and forces it to rely on the weak Shadow Sneak to hit before the foe. Doublade also has no reliable recovery, a massive flaw. Finally, No Guard, a wasted ability, actually harms Doublade, since it makes attacks like Mega Charizard Y's Fire Blast hit all of the time.

[SET]
name: Swords Dancer
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Sacred Sword
move 4: Shadow Claw / Iron Head
item: Eviolite
ability: No Guard
nature: Adamant
evs: 220 HP / 252 Atk / 36 Spe

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

Swords Dance allows Doublade to double its Attack, letting it attack powerfully. Shadow Sneak is Doublade's primary STAB move and somewhat makes up for its atrocious Speed, since it has boosted priority. Sacred Sword has perfect neutral coverage with Shadow Sneak and hits Normal-types immune to Ghost-type attacks, such as Chansey and Porygon2. It can also hit Dark-types that resist Shadow Sneak and threats that don't take much from Ghost-type moves, such as Tyranitar, Bisharp, and Ferrothorn. Shadow Claw is used because it is a strong STAB attack that has perfect neutral coverage with Sacred Sword. It also OHKOes Slowbro after two Swords Dances and helps against opposing Doublade. Iron Head can be used instead of Shadow Claw to hit Fairy-types such as Clefable and Togekiss harder, but they already take a lot of damage from Shadow Claw, and without Shadow Claw, Doublade loses to Slowbro and itself.

Set Details
========

Doublade's Attack is maximized and boosted with an Adamant nature in order to hit as hard as possible, OHKOing Victini with a +2 Shadow Sneak after Stealth Rock, for example. 36 Speed EVs let Doublade outpace Gastrodon and place it directly below Rhyperior, a target one wants to underspeed due to its use of a Weakness Policy. An alternative speed benchmark is 44 EVs, which lets Doublade outpace Rhyperior and potentially hit it with two +2 Shadow Claws, allowing Mega Scizor to clean up. The remaining EVs are placed into HP to boost Doublade's all-around bulk. Eviolite is Doublade's choice of item, as it makes Doublade's already great Defense stellar while patching up its horrible Special Defense. No Guard is Doublade's ability simply because it is the only option; it provides no added utility whatsoever, since all of Doublade's moves are perfectly accurate.

Usage Tips
========

Because Doublade can wall and set up on many physical attackers and Fighting-types such as Mega Medicham and Hawlucha, switch it into them. Also, switch Doublade into predicted Fighting-type moves and into Choice item users whose moves it resists or is immune to, including Choice Specs Keldeo's Secret Sword, Choice Band Terrakion's Close Combat, and Choice Specs Hoopa-U's Focus Blast. However, due to its lack of recovery, preserve Doublade's health early-game, since it cannot sweep late-game if it is worn down earlier in the match. Doublade can also switch into certain Rapid Spin users, including Avalugg. Because the opponent will then most likely switch due to Doublade walling his or her Pokemon, either use an attack that hits the switch-in the hardest or set up a Swords Dance for free. If Doublade is a massive threat to the opponent's team and can exert offensive pressure from the beginning, such as against Psychic-type teams, it can do heavy damage early and allow a teammate to clean.

Two fantastic niches Doublade has are checking all Terrakion and non-Choice Band Victini, both of which are massive threats to Steel-type teams. It can force out the former by threatening super effective hits and tank the latter's V-create from full health to use Swords Dance and OHKO it with Shadow Sneak. It is best to keep entry hazards up on the opposing side, because they allow Doublade to more easily get crucial KOs, such as a guaranteed 2HKO against Victini and a guaranteed 2HKO against Latias and Latios after Stealth Rock. Conversely, keep hazards off one's own side of the field, since Doublade dislikes getting worn down due to a complete lack of recovery. Furthermore, keep Doublade away from Knock Off at all costs, since Doublade's Eviolite getting Knocked Off is disastrous for it. Additionally, zealously avoid Doublade getting burned, since a burn will negate any Swords Dances Doublade has set up and make it hit very weakly. It also dislikes the chip damage due to having no reliable recovery. Doublade can also be used as a pseudo-revenge killer, since it can KO a threat low on health with an unboosted Shadow Sneak.

Team Options
========

Because Doublade is easily KOed by many special attacks, specially defensive Heatran is a fantastic teammate, since it can tank them and receives free switches off of Doublade's weakness to Fire-type attacks while also providing chip damage with Toxic and Stealth Rock. Doublade's role in this partnership is to tank physical attacks that hit on Heatran's weaker defense while also being immune to Fighting-type attacks, to which Heatran is weak. Doublade partners well with entry hazard setters like Skarmory and Ferrothorn due to its immunity to Rapid Spin. Both can switch into Ground-type attacks that Doublade is weak to and net easier KOs for Doublade with the chip damage from entry hazards, a Rocky Helmet, Iron Barbs, and Leech Seed, respectively. Skarmory can also share the burden of checking Fighting-types with Doublade, while Ferrothorn allows it to outspeed Choice Scarf Hoopa-U and Choice Scarf Togekiss with Thunder Wave. Excadrill offensively synergizes excellently with Doublade, since it can outspeed and KO Choice Band Victini, Mega Charizard Y, and Bisharp, all of which are massive threats to Doublade. On the other hand, Magnezone can break bulky Water-types that Doublade struggles with, such as Suicune and Politoed. It can also gain momentum for Doublade's team with Volt Switch and trap Steel-types that beat Doublade, such as Knock Off Mega Scizor and Skarmory. Sweepers such as Bisharp and Mega Scizor work well with Doublade, since they share checks and can whittle them down until a sweep is possible. The former can deter Defog with Defiant, which Doublade dislikes due to hazards helping it sweep, while the latter can switch into Knock Off due to its irremovable item. Additionally, Mega Scizor can KO Choice Band Terrakion and TrickScarf Togekiss with Bullet Punch, two Pokemon Doublade dislikes.

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

Because its movepool is quite shallow, Doublade has very few other options. The only plausible alternate set is a physically defensive RestTalk set that can be a decent physical wall and check Fighting-types throughout the match on bulkier Steel-type builds. However, it is very passive and easily walled due to Defense investment cutting into its power. Doublade could run Gyro Ball over Iron Head, but Iron Head is more reliable against slower threats like Clefable and Rhyperior and Gyro Ball's low PP is a deterrent to using it.

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

**Burns**: Burns from the likes of Sableye, Rotom-W, and Volcanion completely cripple Doublade, halving its Attack stat. If Doublade is ever burned, it is usually best to sack it, gaining momentum and giving a free switch to a revenge killer or counter. Many bulky Water-types such as Suicune and Slowbro can also counter Doublade by burning it with Scald.

**Special Attackers**: Extremely powerful special attackers can blast through Doublade's Eviolite, outspeeding and OHKOing it. Examples include Mega Charizard Y, Landorus, and Choice Specs Keldeo. However, they cannot hard switch in due to their frailty. Doublade is also significantly damaged even by special attacks to which it is not weak, such as Thundurus's Thunderbolt and Manaphy's +3 Scald.

**Fire-types**: Fire-types such as Mega Charizard Y, Volcarona, and Volcanion can hit Doublade super effectively with their STAB moves. No Guard also prevents their STAB attacks from missing. Fire-type coverage moves also heavily damage Doublade, with Choice Scarf Latios's Hidden Power Fire 2HKOing.

**Physical Walls**: Many physical walls, such as Torkoal, Skarmory, Swampert, and Hippowdon, can stall out Doublade and chip away at it with their weak STAB moves, but Doublade can set up on those with neither burning moves nor phazing, such as Porygon2. The previously mentioned ones can all phaze it, set hazards against it, or burn it with Lava Plume or Scald, however.

**Item Removal**: Since Doublade is crippled without its Eviolite, Knock Off users such as Weavile, Bisharp, Mew, and Azumarill check it. However, many of them cannot switch in, due to their Dark typing which makes them weak to Sacred Sword. Mew is especially notable, since it can burn Doublade with Will-O-Wisp, although it is also weak to Ghost-type moves. Additionally, a Choice Scarf Tricked from Latios, Rotom-W, or Togekiss cripples Doublade by removing its Eviolite and preventing it from using Swords Dance. Furthermore, the Speed boost of the Choice Scarf Tricked to Doublade is wasted due to its low Speed.

**Stat Boost Removers**: Pokemon that can remove Doublade's stat boosts with Whirlwind or Roar, including Staraptor and Suicune, can counter it. Furthermore, these can tank any attack from Doublade and proceed to do whatever they want.
 
Last edited by a moderator:

scpinion

Life > Monotype... unfortunately :)
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Nice job! Implement and QC 1/3

Overview

– Iron Head is the preferred Steel-type attack. See below for details

Set

I think the set should be:
name: Swords Dancer
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Sacred Sword
move 4: Shadow Claw / Iron Head
item: Eviolite
ability: No Guard
nature: Adamant
evs: 240 HP / 252 Atk / 16 Def

Moves
– The first 3 should be on every Doublade set: setup move, STAB Priority, SE coverage for Normal types. (your current descriptions are great)
– The final move comes down to personal preference. We should give the reader all the information they need to make an informed decision:
– Shadow Claw gives Doublade a strong STAB move with excellent attacking coverage. Most notably, it hits opposing Water-types, especially Keldeo, for neutral damage, unlike Iron Head. Doublade often doesn't need its Steel-type STAB since it is paired with Mega-Scizor and/or Bisharp on most teams. Thus, if your team doesn't care about hitting the defensive threats listed with Iron Head below, then the Ghost-type STAB is generally preferred. 1 layer of Spikes + Sacred Sword + Shadow Sneak almost always KO's Terrakion, while the rest of your team easily handles offensive Fairy types.
– Iron Head is the Steel-type STAB of choice. We shouldn't suggest Gyro Ball imo. Most fast targets for Steel STAB are KO'd by Iron Head (or Sacred Sword) + Shadow Sneak (Kyu-B is the notable exception, but you KO after SR), while slower targets take significantly more damage from Iron Head (Clefable, Togekiss, Rhyperior, Cradily, etc.). Also, Gyro Ball only has 8 PP.

Set Details
– Since Gyro Ball is gone, Adamant is preferred.
– I like to put the 16 EVs in Def. It isn't like they're doing anything in SpDef anyways... The 16 Def EVs prevent Adamant Scarf Tini's V-Create from OHKO'ing after rocks 100% of the time. That is a bad Victini set in Monotype imo, but it is what's in the calc so it gets used sometimes.
– Mention a spread of 212 HP / 252 Atk / 44 Spe with an Adamant nature. This lets Doublade move before uninvested Rhyperior, which is often used to check Steel-types on Rock teams, and uninvested Camerupt before it mega evolves.

Usage Tips
– Remove Kyu-b from the list of things it walls. Earth Power hurts. Add (Mega-)Heracross instead.
– After your current point about Doublade forcing switches say something like: "Alternatively, Doublade can use the switches it forces to set up a SD if the opponent doesn't have a switch in that can immediately threaten Doublade."
– Remove the Gyro Ball mention in the Terrakion usage tip. Iron Head/Sacred Sword are used to hit it.
– Alter the Victini Usage tip a bit: "Doublade finds many opportunities to set up against choice-locked opponents. For instance, Choice Scarf Victini's V-Create is unable to OHKO Doublade. This allows Doublade to set up on a choice-locked Victini, then sweep a weakened Psychic team."
– Add a usage tip about blocking Rapid Spin near the beginning of the section. That is a big deal on HO Steel. :P

Team Options
– Remove min speed Doublade mention when discussing ferrothorn

Other Options
There really isn't much, you're right. I don't like suggesting Brick Break. It is completely inferior to Sacred Sword. Instead, briefly mention a physically defensive set that makes use of RestTalk to act as a reliable Fighting-type check and physically defensive wall on bulkier Steel-type teams.

Checks and Counters
– Make a generic mention of Scald in the burns section. This deters Doublade from setting up on bulky Water-types, like Slowbro.
– Change "Special Wallbreakers" to "Special Attackers". In addition to what you already have, make a mention of non-super-effective special attacks still dealing significant damage to Doublade.
– When talking about Char-Y and Volcanion mention that No Guard makes Fire Blast 100% accurate.

 

Zar

What a time
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Overview:
- While it is true Doublade has a horrible Speed stat, it is not outsped by the entire metagame. Change this to most of the metagame.

Usage Tips:
- Chansey isn't at all a Doublade switch in. Remove this from predicting switches.

Team Options:
- Mention how Skarmory appreciates Doublade's ability to block Rapid Spin to keep its hazards on the field.

Everything else seems fine. Nicely done! QC 2/3

 
Okay, this was really, really, really long. Doublade is a very straightforward Pokemon, not very nuanced at all. A lot of your examples were pretty irrelevant (Using Rock-type moves against a Steel team?) or unnecessary (We have all the time in the world to beat Cradily and Mega Medicham). So, this check is almost completely and utterly just looking at what you have and trimming it down. Detail is great because these analyses are very useful for new players, but there's really just too much.

Overview:
- There are a lot of random details that don't need to be mentioned in the Overview or don't matter.
- Doublade checks Heracross, but Skarmory counters it (and is not crippled by Heracross's Knock Off). Skarmory also beats Breloom after something is Spore-sacked, so I would not actually mention those two. Doublade's main niche is to counter Mega Medicham and Terrakion (Choice Band versions beat Skarmory, so it's here).
- While it seems important to mention that it spinblocks on a type that loves entry hazards, if you really think about it, it's not important at all. If you want the explanation, it's in the postscript.
- How does its base 150 Defense help it switch into attacks and then revenge kill with boosted Shadow Sneak? It can't switch into attacks with a Swords Dance boost already active, or whatever that meant. Just say that the Defense helps it safely switch into physical attacks. There's no need to elaborate. The Defense is for getting it in, what Doublade does after is very situational and beyond the scope of the Overview.
- Why does Adamant need to be specified on Excadrill? Just say Excadrill's Earthquake. If it's Adamant, it's always Life Orb or Choice Band, so it just seems to be a weird adjective to use.
- Adamant Victini isn't really a viable thing, but there's no reason to bring it up specifically. Just saying Victini's V-create is fine here. There's no reason to bring up that Doublade needs to be at full health specifically for V-create either, when it needs to be at full health for Excadrill's Earthquake as well and there was no mention. Don't add it to Earthquake, remove it from V-create.- Mega Gyarados is an extra example that isn't particularly needed. Excadrill and Victini are wallbreakers and far more powerful than Mega Gyarados, so it doesn't bring anything new to the table. Doesn't help that Mega Gyarados is hardly that threatening.
- Compress Eviolite into your prior mention of its high Defense. Also, you don't need to explain that Eviolite works on Doublade because it can evolve. That's something people can look up on a wiki.
- No need to mention it can't run Leftovers.
- If you insist on mentioning No Guard, there's no point in saying that its moves are perfectly accurate because that's not actually a downside. The real downside to No Guard is that its foes will never miss.
- Also don't see why Mega Lopunny of all Pokemon is mentioned. Mega Lopunny can't OHKO with High Jump Kick and takes a ridiculous amount from Sacred Sword. Combined with any sorts of chip damage from Rocky Helmets, Iron Barbs, Spikes, and Stealth Rock, really Mega Lopunny is a bad example here. Mega Charizard Y alone is fine.

Set:
- Changing the EV spread. You want 36 Speed EVs to put Doublade above Gastrodon. Hopefully Doublade isn't your Gastrodon check, but there's really no reason not to just do it. 36 EVs also puts us directly below Rhyperior, which we don't want to outspeed due to its common use of Weakness Policy.
- As a further explanation for why we're not pumping to the 44 benchmark that scpinion mentioned: Rhyperior is only OHKOed by exactly +6 Iron Head. If we aren't using Iron Head, we want to be slower. If we are using Iron Head, then we need to be at +6, which is pretty much not happening when Rhyperior 3HKOes with Earthquake anyway. Camerupt always runs Speed EVs as well, meaning even if we're faster than uninvested Camerupt, that's not a thing.

name: Swords Dancer
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Sacred Sword
move 4: Shadow Claw / Iron Head
item: Eviolite
ability: No Guard
nature: Adamant
evs: 220 HP / 252 Atk / 36 Spe

Moves:
- You don't need to explain that Shadow Sneak won't be doing much damage before boosts. Shadow Claw is used for that exact reason. If you want to bring up how weak Shadow Sneak is, do so when it's relevant to Shadow Claw's usage.
- Sacred Sword does hit Cradily, but that's completely irrelevant because Cradily can't touch Doublade with any move at all. Stick to important targets.
- There's no reason to explain that a Steel team has a lot of Steel-type STAB attacks, meaning Doublade doesn't need it, when you're explaining why Shadow Claw is used. Shadow Claw is used because it's a powerful STAB attack with good coverage when combined with Sacred Sword. That's all.
- You also don't need to list most of these examples here. Slowbro is the only relevant example you gave, since it allows Doublade to OHKO it at only +4. If you must use another example, then I would actually bring up opposing Doublade, which is actually a relevant target. If you don't have Shadow Claw, you're going to lose to all the Doublade that do. Remove all other examples. Reasoning is in postscript if you're curious. Also, it's obvious that Shadow Sneak can't do what Shadow Claw does. That's why you're using Shadow Claw, you don't need to say that.
- Why does Doublade need to hit Cradily with Iron Head when Sacred Sword does as well? It's for Fairy-types, specifically Clefable and Togekiss.
- You don't need to mention Gyro Ball here unless you're recommending its usage for a certain reason. Seeing as you aren't recommending its usage, take it out.

Set Details:
- I explained the new EVs above. I would explain the underspeeding but keep it brief. It's a very small point and very uncommon.
- Remove all the examples for why you maximize damage except for Victini. That's the only important example you have. Also note that it's almost always a OHKO at +2 after Stealth Rock. There's no reason to use Shadow Sneak twice when you can Swords Dance and then Shadow Sneak.
- We're removing the Defense EVs, so we can cut the Adamant Victini line.

Usage Tips:
- Do not recommend switching Doublade into Mega Scizor so easily. If it runs Knock Off, Doublade will lose the 1v1.
- The list of Choice item users should be removed; not one of them is relevant except for Keldeo and Terrakion. Latios is almost never clicking Draco Meteor against Steel and Landorus-T is almost never clicking Stone Edge against Steel. By the way, Terrakion is never clicking Stone Edge, so don't even mention that. If you need an example, Choice Specs Hoopa-U's Focus Blast would do fine here.
- Shorten the spinblocking. It's important for HO Steel, but you don't need to say that on a Pokemon's analysis when HO Steel isn't the only team it fits on. Just say that Doublade can switch into certain spinners, such as Avalugg.
- When talking about taking advantage of retreating foes, you can just say to either take the opportunity to set up safely or use an appropriate coverage move. You don't need to explain that you shouldn't use Sacred Sword on Pokemon that resist it. That's too fundamental.
- The whole beating Terrakion and Victini thing is way too long. You can shorten it to just that Doublade forces out Terrakion and threatens Victini when at full health.

Team Options:
- Get straight to the point for a lot of these teammates. Detail is great, but there's too much. 1 or at most 2 sentences should cover each teammate.
- Make general statements: Doublade is a great partner for entry hazard setters because it can spinblock. Simple and covers all of the very many setters that Steel has.
- Heatran: Checks Fire-types with its immunity and can be a good switch-in for special attacks. In return, Doublade checks Fighting-types and is a good switch-in for physical attacks.
- Skarmory: Sets and removes entry hazards while providing Ground immunity. Doublade in return takes on the Fighting wallbreakers.
- Mention that Magnezone can trap Steel-types that can check Doublade, such as Skarmory and Mega Scizor (with Knock Off).
- You don't need to mention that even with paralysis it won't outspeed much because that's not true. Doublade will be outspeeding the entire unboosted metagame barring Deoxys-S and all Choice Scarf users up to Heracross. I'd say that's pretty damn good. Also, I'd change your examples from random Pokemon like Tyrantrum and Slurpuff which aren't even threats to Choice Scarf Hoopa-U and Choice Scarf Togekiss.

Other Options:
- Gyro Ball fits here. It always OHKOes Choice Scarf Togekiss and always puts Choice Scarf Hoopa-U in range of Shadow Sneak. Iron Head is preferred for its reliability though.
- Just say that Doublade can run a RestTalk defensive set but loses much of its power, making it incredibly passive and easily walled. Don't need to talk about it much.

Checks and Counters:
- Special Attackers: Way too much explanation for examples. Just say that while they often cannot switch in, extremely powerful... (your line + examples). Why'd you mention Keldeo twice by the way? A replacement example could be Manaphy, whose +3 Scald OHKOes Doublade.
- It's not particularly true that Fire-types are predominantly specially attacking, when Darmanitan, Infernape, Entei, and Victini are all physically attacking. Anyway, they're not going to really hard switch into attacks. For example, Volcarona is OHKOed by Shadow Claw after Stealth Rock damage. Even without Stealth Rock damage, a +2 Doublade (if it somehow sets up) can actually 2HKO most Fire-types with Shadow Claw + Shadow Sneak. Don't say all that, just take out the hard switching thing and the predominantly specially offensive thing. You can add that even Fire-type coverage moves will deal serious damage to Doublade (e.g. even Choice Scarf Latios's Hidden Power Fire will 2HKO, let alone Life Orb's)
- Not sure why Mega Lopunny is its own section. It's not a counter, since it can't switch into Iron Head or Sacred Sword, and it's a pretty unreliable check and really doesn't deserve to be alone here. It only checks if it's at full health or if Doublade is weakened. Really not special enough to be here.
- Counters need to be able to switch in. Krookodile can be 2HKOed by Sacred Sword and never OHKOes even with Choice Band Earthquake. Trick users are being mentioned in the Knock Off section, so change the title of the section to Knock Off and Trick.
- Don't mention Haze. There are no good users of Haze. (Remove Tentacruel as a result. Tentacruel is a Scald user anyway) You've brought up Hippowdon and Skarmory in the past, so I'd probably not repeat that. You can use Staraptor as an example of a Whirlwind user.

This was long, but it's mostly cutting things out instead of adding things, so I feel fairly confident that you got all the important details. Feel free to tag me with any questions or if after you implement this check you want me to take another look. If not, QC 3/3.


P.S.
The only types that ever Rapid Spin are Ice, Fire, Water, Bug, Ground, Steel, and Poison. Ice, Bug, and Poison all lose to Steel anyway, and while spinblocking is "helpful" it's just another bonus. On the other hand, Fire, Water, Ground, and Steel all don't even care about Doublade. Fire's spinner is Torkoal, while Ground and Steel use Excadrill. Doublade isn't switching into either of those two Pokemon. Against Water, Tentacruel threatens Scald burns on Doublade, meaning you really don't want to be sitting in on a Tentacruel that takes very little from Doublade anyway. Basically, while Doublade is in fact a spinblocker, it's actually a completely superficial title.

Keep the small note in Usage Tips, because it is still important to Doublade, but it's not that important for putting in the Overview.

First, Keldeo is a horrible example because it OHKOes Doublade with Hydro Pump after Stealth Rock damage anyway, so it will never be able to fire off that Shadow Claw. Second, OHKOing Mega Medicham (By the way, only after Stealth Rock damage, which you didn't mention) is not important at all because Mega Medicham can't do anything to it anyway. Third, OHKOing Latias (It's actually a roll with Stealth Rock damage, which again isn't mentioned) is also not important for the exact same reason. If Latias lets you Shadow Claw it, then it didn't Healing Wish and used a move that doesn't threaten Doublade, meaning two Shadow Sneaks would have done the job just fine.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
44 speed EVs are for Shadow Claw, not Iron Head—I should have stated that in my check. It lets you possibly (rolls) get two +2 hits off on Rhyperior without activating the Weakness Policy (and also outspeeds Gastro). Regardless of EQ rolls, the speed guarantees at least 30% on Rhyperior, which is plenty for Mega-Scizor to clean up later if you have a Spike up.

idc which creep you actually put in the analysis (or if you put both). Just wanted to clarify why 44 Spe can make sense.
 
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modularform

formerly Salamance
Thank you Eien , implemented everything, but there is one point I have a question about:

Counters need to be able to switch in. Krookodile can be 2HKOed by Sacred Sword and never OHKOes even with Choice Band Earthquake.
After talking about Knock Off users, I immediately mention that they can't switch in, so is it OK if I leave that section alone? Also, what do you think of Lando-T getting its own section in Checks and Counters, due to Intimidate + Knock Off + SE STAB Earthquake? It just seems out of place in a section primarily about Dark-types I guess.
 
Thank you Eien , implemented everything, but there is one point I have a question about:



After talking about Knock Off users, I immediately mention that they can't switch in, so is it OK if I leave that section alone? Also, what do you think of Lando-T getting its own section in Checks and Counters, due to Intimidate + Knock Off + SE STAB Earthquake? It just seems out of place in a section primarily about Dark-types I guess.
You refer to "the latter" as a "hard counter". I wasn't fully sure exactly which Pokemon you were referring two between Landorus-T and Krookodile, so I went with responding to both.

http://www.smogon.com/smog/issue32/checks-and-counters

Here's the difference between checks and counters. If you meant to include Krookodile as a "hard counter", then that wouldn't be right. If you didn't intend to, you should reword it for clarity.

At any rate, I'd probably change your list slightly. Krookodile is relatively rare, but both it and Landorus-T will probably just Earthquake a Doublade instead of using Knock Off. I think good alternatives would be Mew, which will not only Knock Off Doublade's Eviolite but will proceed to burn it with Will-O-Wisp, and Azumarill.

Other Comments:
- "The remaining 16 EVs are then dumped into Defense." Remember to remove this line, no more 16 EVs in Defense on the main spread.
- "240 HP EVs boost Doublade's all around bulk, while also hitting a number that minimizes long-term Stealth Rock damage." It's not 240 HP EVs anymore. If you bring this up after talking about the Attack EVs and Speed EVs, you can say "The remaining EVs..."
- "Because Doublade can wall and set-up on many physical attackers and Fighting-types such as Mega Medicham, Mega Heracross, and Mega Scizor without Knock Off, switch it into them." Replace both Mega Heracross and Mega Scizor with Hawlucha. Mega Heracross's Earthquake all but always 2HKOes Doublade after Stealth Rock damage. It's just easier to refer to a Pokemon that Doublade consistently switches into and walls, such as Hawlucha.
- "If Doublade is a massive threat to the opponent's team and can exert offensive pressure from the beginning, such as against Psychic-type teams, it can do heavy damage early and allow a Pokemon like Mega Scizor or Excadrill to clean" I'd just say "...and allow a teammate to clean up." This is too specific for outside of Team Options.
- "Wallbreakers such as Bisharp and Mega Scizor work well with Doublade, since the holes they punch early game help enable a lategame sweep by Doublade." Neither are walbreakers. Instead, refer to them as sweepers. They work well with Doublade because they wear down their shared checks to make it easier for the team to find a late-game sweep.
 

GatoDelFuego

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[OVERVIEW]

**Steel**:

Doublade is a fantastic pick on many Steel-type teams because it can check Fighting-types such as Mega Medicham and Terrakion that would normally run through any Steel-type team due to its secondary Ghost typing. Because of its fantastic base 150 Defense, Doublade can switch into any physical attack to which it is not weak, and Eviolite's enhancement of this stat is just the icing on the cake. It can even take some physical attacks it is weak to, including Excadrill's Earthquake and Victini's V-create. Access to Swords Dance means Doublade can sweep late-game.

Doublade's Special Defense is quite terrible at base 49, making it is easily KOed through its Eviolite by special wallbreakers such as Landorus and Mega Charizard Y. Furthermore, an utterly abysmal Speed stat of base 35 makes Doublade outsped by nearly the entire metagame and forces it to rely on the weak Shadow Sneak to hit before the foe. Doublade also has no reliable recovery, a massive flaw. Finally, No Guard, a wasted ability, actually harms Doublade, since it makes attacks like Mega Charizard Y's Fire Blast hit all of the time. However, despite these glaring weaknesses, Doublade is an excellent Pokemon on Steel-type teams, due to its ability to check Fighting-types, its great bulk boosted by Eviolite which gives it a plethora of opportunities to set-up, and its access to Swords Dance and a priority move which allows it to sweep lategame.

[SET]
name: Swords Dancer
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Sacred Sword
move 4: Shadow Claw / Iron Head
item: Eviolite
ability: No Guard
nature: Adamant
evs: 220 HP / 252 Atk / 36 Spe

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

Swords Dance is the crux of this set and allows Doublade to double its Attack, letting it attack powerfully. Shadow Sneak is Doublade's primary STAB move and somewhat makes up for its Doublade's atrocious Speed, since it has boosted priority. Sacred Sword has perfect neutral coverage with Shadow Sneak and hits Normal-types immune to Ghost-type attacks, such as Chansey and Porygon2. It can also hit Dark-types which resist Shadow Sneak and threats that don't take much from Ghost-type moves, such as Tyranitar, Bisharp, and Ferrothorn. Shadow Claw is used because it is a strong STAB attack that has perfect neutral coverage with Sacred Sword. It also OHKOes Slowbro after two Swords Dances and helps against opposing Doublade. Iron Head can be used instead of Shadow Claw to hit Fairy-types such as Clefable and Togekiss harder, but they are already hit neutrally hard by Shadow Claw and, without Shadow Claw, Doublade loses to Slowbro and itself.

Set Details
========

Doublade's Attack is maximized and boosted with an Adamant nature in order to hit as hard as possible, OHKOing Victini with a +2 Shadow Sneak after Stealth Rock, for example. 36 Speed EVs allows Doublade to outpace outpaces Gastrodon and places Doublade's Speed directly below Rhyperior, a target one wants to underspeed due to its use of a Weakness Policy. An alternative Speed benchmark is 44 EVs, which outpaces Rhyperior and allows Doublade to potentially hit it with two +2 Shadow Claws, allowing Mega Scizor to clean up. The remaining EVs are placed into HP to boost Doublade's all-around bulk. Eviolite is Doublade's choice of item, as it makes Doublade's already great Defense stellar while patching up its horrible Special Defense. No Guard is Doublade's ability simply because it is the only option; it provides no added utility whatsoever, since all of Doublade's moves are perfectly accurate.

Usage Tips
========

Because Doublade can wall and set-up set up you used "set-up" incorrectly in the intro as well. Set up is a verb (I can set up on you), setup is a noun (this is a good setup opportunity), and set-up is an adjective describing a pokemon that has set up (a set-up Doublade can sweep a team) on many physical attackers and Fighting-types such as Mega Medicham and Hawlucha, switch it into them. Also, switch Doublade into predicted Fighting-type moves and into Choice item users whose moves it resists or is immune to, including Choice Specs Keldeo's Secret Sword, Choice Band Terrakion's Close Combat, and Choice Specs Hoopa-U's Focus Blast. However, due to its lack of recovery, preserve Doublade's health early-game, since it cannot sweep late-game if it is worn down earlier in the match. Doublade can also switch into certain Rapid Spin users, including Avalugg. Because the opponent will then most likely switch due to Doublade walling his or her Pokemon, either use an attack that hits the switch-in the hardest or set-up set up a Swords Dance for free. Keep Doublade safe and healthy until its checks have been weakened, since Doublade cannot sweep lategame if it gets worn down earlier in the match. Said earlier If Doublade is a massive threat to the opponent's team and can exert offensive pressure from the beginning, such as against Psychic-type teams, it can do heavy damage early and allow a teammate to clean. Two fantastic niches Doublade has are checking all Terrakion and non-Choice Band banded Victini, both of which are massive threats to Steel-type teams. It can force out the former by threatening super effective hits and tank the latter's V-create from full health, then use Swords Dance and OHKO it Victini. It is best to keep hazards up on the opposing side, because they allow Doublade to more easily get crucial KOs, such as a guaranteed 2HKO against Victini and a guaranteed 2HKO against both Lati twins Latios and Latias after Stealth Rock. Conversely, keep hazards off one's own side of the field, since Doublade dislikes getting worn down due to a complete lack of recovery. Furthermore, keep Doublade away from Knock Off at all costs, since Doublade's Eviolite getting Knocked Off is disastrous for it. Additionally, zealously avoid Doublade getting burnt, since a burn will negate any Swords Dances Doublade has set up and make it hit very weakly. It also dislikes the chip damage due to having no reliable recovery. Doublade can be used as a pseudo-revenge killer, since it can KO a threat low on health with an unboosted Shadow Sneak. This paragraph is a bit long. Consider splitting it in two? Though I don't know what a good way to organize the two halves would be

Team Options
========

Because Doublade is easily KOed by many special attacks, specially defensive Heatran is a fantastic teammate, since it can tank them and receives free switches off of Doublade's weakness to Fire-type attacks, (RC) while also providing chip damage with Toxic and Stealth Rock. Doublade's role in this partnership is to tank physical attacks that hit on Heatran's weaker Defense while also being immune to Fighting-type attacks, (RC) to which Heatran is weak. Doublade partners well with entry hazard setters like Skarmory and Ferrothorn due to its immunity to Rapid Spin. Both can switch into Ground-type attacks that Doublade is weak to and net easier KOs for Doublade with the chip damage from entry hazards, a Rocky Helmet, Iron Barbs, and Leech Seed, respectively. Skarmory can also share the burden of checking Fighting-types with Doublade, while Ferrothorn allows it to outspeed Choice Scarf Hoopa-U and Choice Scarf Togekiss with Thunder Wave. Excadrill offensively synergizes excellently with Doublade since it can outspeed and KO Choice Band Victini, Mega Charizard Y, and Bisharp, all of which are massive threats to Doublade. On the other hand, Magnezone can break bulky Water-types that Doublade struggles with, such as Suicune and Politoed. It can also gain momentum for Doublade's team with Volt Switch and trap Steel-types that beat Doublade, such as Knock Off Mega Scizor and Skarmory. Sweepers such as Bisharp and Mega Scizor work well with Doublade, since they share checks and can whittle them down until a sweep is possible. The former can deter Defog with Defiant, which Doublade dislikes due to hazards helping it sweep, while the latter can switch into Knock Off due to its irremovable item. Additionally, Mega Scizor can KO Choice Band Terrakion and Trick + Choice Scarf Togekiss with Bullet Punch, two Pokemon Doublade dislikes.

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

Because its movepool is quite shallow, Doublade has very few other options. The only plausible alternate set is a physically defensive RestTalk set that can be a decent physical wall and check Fighting-types throughout the match on bulkier Steel-type builds. However, it is very passive and easily walled due to Defense investment cutting into its power. Doublade could run Gyro Ball over Iron Head, but Iron Head is more reliable against slower threats like Clefable and Rhyperior and Gyro Ball's low PP is a deterrent to using it. Beyond these, Doublade has no viable alternate options.

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

**Burns**: Burns from the likes of Sableye, Rotom-W, and Volcanion completely cripple Doublade, halving its Attack stat. If Doublade is ever burnt, it is usually best to sack it, gaining momentum and giving a free switch to a revenge killer or counter. Many bulky Water-types such as Suicune and Slowbro can also counter Doublade by burning it with Scald.

**Special Attackers**: Extremely powerful special attackers can blast through Doublade's Eviolite, OHKOing it, while also outspeeding and OHKOing it. Examples include Mega Charizard Y, Landorus, and Choice Specs Keldeo. However, they cannot hard switch in due to their frailty. Doublade is also significantly damaged even by special attacks to which it is not weak, such as Thundurus's Thunderbolt and Manaphy's boosted Scald. Boosted as in +3, or from some item? Clarify

**Fire-types**: Fire-types such as Mega Charizard Y, Volcarona, and Volcanion can hit Doublade super effectively with their STAB moves. No Guard also prevents their STAB attacks from missing. Fire-type coverage moves also heavily damage Doublade, with Choice Scarf Latios's Hidden Power Fire 2HKOing.

**Physical Walls**: Many physical walls, such as Torkoal, Skarmory, Swampert, and Hippowdon, (AC) can stall out Doublade and chip away at it with their weak STAB moves, but Doublade can set up set-up on those with neither burning moves nor phazing, such as Porygon2. The previously mentioned ones can all phaze it out, set hazards against it, or burn it with Lava Plume or Scald, however.

**Item Removal**: Since Doublade is dysfunctional crippled really the only situation I have seen dysfunctional used is in a family conflict. This isn't wrong I think it's just a bit of an odd word haha without its Eviolite, Knock Off users such as Weavile, Bisharp, Mew, and Azumarill check it. However, many of them cannot switch in, due to their Dark typing which makes them weak to Sacred Sword. Mew is especially notable, since it can also burn Doublade with Will-O-Wisp, although it is also weak to Ghost-type moves. A Choice Scarf Tricked from Latios, Rotom-W, or Togekiss cripples Doublade by removing its Eviolite and preventing it from using Swords Dance. Furthermore, the Speed boost of the Choice Scarf Tricked to Doublade is wasted due to its low Speed.

**Stat Boost Removers**: Pokemon that can remove Doublade's stat boosts with Whirlwind or Roar, including Staraptor and Suicune, can counter it. Furthermore, these can tank any attack from Doublade and proceed to do whatever they want.

1/2

You might want to check out the spelling and grammar standards a bit--not because your work is bad; quite the opposite! Your writing is excellent and you're just missing a few things consistently. Brush up on those and your analyses would be practically perfect.
 
Last edited:

modularform

formerly Salamance
Thank you, implemented. I decided to break up the Usage Tips at the point where I begin talking about Doublade checking Victini and Terrakion, since it flows fairly well. It is also a nice and fluid transition, since the analysis switches from how to generally use Doublade -> specific use of Doublade to check two big threats at that point.
 

Lumari

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remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

**Steel**:

Doublade is a fantastic pick on many Steel-type teams because it can check Fighting-types such as Mega Medicham and Terrakion that would normally run through any Steel-type team due to its secondary Ghost typing. Because of its fantastic base 150 Defense, Doublade can switch into any physical attack to which it is not weak, and Eviolite's enhancement of this stat is just the icing on the cake. It can even take some physical attacks it is weak to, including Excadrill's Earthquake and Victini's V-create. Furthermore, access to Swords Dance characterizes Doublade as a late-game sweeper.

However, (AC) Doublade's Special Defense is quite terrible at base 49, meaning it is easily KOed through its Eviolite by special wallbreakers such as Landorus and Mega Charizard Y. Furthermore, an utterly abysmal Speed stat of base 35 makes Doublade outsped by nearly the entire metagame and forces it to rely on the weak Shadow Sneak to hit before the foe. Doublade also has no reliable recovery, a massive flaw. Finally, No Guard, a wasted ability, actually harms Doublade, since it makes attacks like Mega Charizard Y's Fire Blast hit all of the time.

[SET]
name: Swords Dancer
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Sacred Sword
move 4: Shadow Claw / Iron Head
item: Eviolite
ability: No Guard
nature: Adamant
evs: 220 HP / 252 Atk / 36 Spe

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

Swords Dance allows Doublade to double its Attack, letting it attack powerfully. Shadow Sneak is Doublade's primary STAB move and somewhat makes up for Doublade's its atrocious Speed, since it has boosted priority. Sacred Sword has perfect neutral coverage with Shadow Sneak and hits Normal-types immune to Ghost-type attacks, such as Chansey and Porygon2. It can also hit Dark-types which that resist Shadow Sneak and threats that don't take much from Ghost-type moves, such as Tyranitar, Bisharp, and Ferrothorn. Shadow Claw is used because it is a strong STAB attack that has perfect neutral coverage with Sacred Sword. It also OHKOes Slowbro after two Swords Dances and helps against opposing Doublade. Iron Head can be used instead of Shadow Claw to hit Fairy-types such as Clefable and Togekiss harder, but they are already hit hard by take a lot of damage from (optional but less repetitive etc) Shadow Claw, (AC) and (RC) without Shadow Claw, Doublade loses to Slowbro and itself.

Set Details
========

Doublade's Attack is maximized and boosted with an Adamant nature in order to hit as hard as possible, OHKOing Victini with a +2 Shadow Sneak after Stealth Rock, for example. 36 Speed EVs let Doublade outpaces Gastrodon and places Doublade it directly below Rhyperior, a target one wants to underspeed due to its use of a Weakness Policy. An alternative speed benchmark is 44 EVs, which lets Doublade outpaces Rhyperior and allows Doublade to potentially hit it with two +2 Shadow Claws, allowing Mega Scizor to clean up. The remaining EVs are placed into HP to boost Doublade's all-around (AH) bulk. Eviolite is Doublade's choice of item, as it makes Doublade's already great Defense stellar while patching up its horrible Special Defense. No Guard is Doublade's ability simply because it is the only option; it provides no added utility whatsoever, since all of Doublade's moves are perfectly accurate.

Usage Tips
========

Because Doublade can wall and set up on many physical attackers and Fighting-types such as Mega Medicham and Hawlucha, switch it into them. Also, switch Doublade into predicted Fighting-type moves and into Choice item users whose moves it resists or is immune to, including Choice Specs Keldeo's Secret Sword, Choice Band Terrakion's Close Combat, and Choice Specs Hoopa-U's Focus Blast. However, due to its lack of recovery, preserve Doublade's health early-game, since it cannot sweep late-game if it is worn down earlier in the match. Doublade can also switch into certain Rapid Spin users, including Avalugg. Because the opponent will then most likely switch due to Doublade walling his or her Pokemon, either use an attack that hits the switch-in the hardest or set up a Swords Dance for free. If Doublade is a massive threat to the opponent's team and can exert offensive pressure from the beginning, such as against Psychic-type teams, it can do heavy damage early and allow a teammate to clean.

Two fantastic niches Doublade has are checking all Terrakion and non-Choice Band Victini, both of which are massive threats to Steel-type teams. It can force out the former by threatening super effective hits and tank the latter's V-create from full health (RC) then to use Swords Dance and OHKO it with Shadow Sneak. It is best to keep entry hazards up on the opposing side, because they allow Doublade to more easily get crucial KOs, such as a guaranteed 2HKO against Victini and a guaranteed 2HKO against Latias and Latios after Stealth Rock. Conversely, keep hazards off one's own side of the field, since Doublade dislikes getting worn down due to a complete lack of recovery. Furthermore, keep Doublade away from Knock Off at all costs, since Doublade's Eviolite getting Knocked Off is disastrous for it. Additionally, zealously avoid Doublade getting burnt burned, since a burn will negate any Swords Dances Doublade has set up and make it hit very weakly. It also dislikes the chip damage due to having no reliable recovery. Doublade can also be used as a pseudo-revenge killer, since it can KO a threat low on health with an unboosted Shadow Sneak.

Team Options
========

Because Doublade is easily KOed by many special attacks, specially defensive Heatran is a fantastic teammate, since it can tank them and receives free switches off of Doublade's weakness to Fire-type attacks (RC) while also providing chip damage with Toxic and Stealth Rock. Doublade's role in this partnership is to tank physical attacks that hit on Heatran's weaker defense while also being immune to Fighting-type attacks, to which Heatran is weak. Doublade partners well with entry hazard setters like Skarmory and Ferrothorn due to its immunity to Rapid Spin. Both can switch into Ground-type attacks that Doublade is weak to and net easier KOs for Doublade with the chip damage from entry hazards, a Rocky Helmet, Iron Barbs, and Leech Seed, respectively. Skarmory can also share the burden of checking Fighting-types with Doublade, while Ferrothorn allows it to outspeed Choice Scarf Hoopa-U and Choice Scarf Togekiss with Thunder Wave. Excadrill offensively synergizes excellently with Doublade, (AC) since it can outspeed and KO Choice Band Victini, Mega Charizard Y, and Bisharp, all of which are massive threats to Doublade. On the other hand, Magnezone can break bulky Water-types that Doublade struggles with, such as Suicune and Politoed. It can also gain momentum for Doublade's team with Volt Switch and trap Steel-types that beat Doublade, such as Knock Off Mega Scizor and Skarmory. Sweepers such as Bisharp and Mega Scizor work well with Doublade, since they share checks and can whittle them down until a sweep is possible. The former can deter Defog with Defiant, which Doublade dislikes due to hazards helping it sweep, while the latter can switch into Knock Off due to its irremovable item. Additionally, Mega Scizor can KO Choice Band Terrakion and TrickScarf Togekiss with Bullet Punch, two Pokemon Doublade dislikes.

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

Because its movepool is quite shallow, Doublade has very few other options. The only plausible alternate set is a physically defensive RestTalk set that can be a decent physical wall and check Fighting-types throughout the match on bulkier Steel-type builds. However, it is very passive and easily walled due to Defense investment cutting into its power. Doublade could run Gyro Ball over Iron Head, but Iron Head is more reliable against slower threats like Clefable and Rhyperior and Gyro Ball's low PP is a deterrent to using it.

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

**Burns**: Burns from the likes of Sableye, Rotom-W, and Volcanion completely cripple Doublade, halving its Attack stat. If Doublade is ever burnt burned, it is usually best to sack it, gaining momentum and giving a free switch to a revenge killer or counter. Many bulky Water-types such as Suicune and Slowbro can also counter Doublade by burning it with Scald.

**Special Attackers**: Extremely powerful special attackers can blast through Doublade's Eviolite, outspeeding and OHKOing it. Examples include Mega Charizard Y, Landorus, and Choice Specs Keldeo. However, they cannot hard switch in due to their frailty. Doublade is also significantly damaged even by special attacks to which it is not weak, such as Thundurus's Thunderbolt and Manaphy's +3 Scald.

**Fire-types**: Fire-types such as Mega Charizard Y, Volcarona, and Volcanion can hit Doublade super effectively with their STAB moves. No Guard also prevents their STAB attacks from missing. Fire-type coverage moves also heavily damage Doublade, with Choice Scarf Latios's Hidden Power Fire 2HKOing.

**Physical Walls**: Many physical walls, such as Torkoal, Skarmory, Swampert, and Hippowdon, can stall out Doublade and chip away at it with their weak STAB moves, but Doublade can set up on those with neither burning moves nor phazing, such as Porygon2. The previously mentioned ones can all phaze it out, set hazards against it, or burn it with Lava Plume or Scald, however.

**Item Removal**: Since Doublade is crippled without its Eviolite, Knock Off users such as Weavile, Bisharp, Mew, and Azumarill check it. However, many of them cannot switch in, due to their Dark typing which makes them weak to Sacred Sword. Mew is especially notable, since it can burn Doublade with Will-O-Wisp, although it is also weak to Ghost-type moves. Additionally, a Choice Scarf Tricked from Latios, Rotom-W, or Togekiss cripples Doublade by removing its Eviolite and preventing it from using Swords Dance. Furthermore, the Speed boost of the Choice Scarf Tricked to Doublade is wasted due to its low Speed.

**Stat Boost Removers**: Pokemon that can remove Doublade's stat boosts with Whirlwind or Roar, including Staraptor and Suicune, can counter it. Furthermore, these can tank any attack from Doublade and proceed to do whatever they want.
 
Last edited:

Sobi

Banned deucer.
[OVERVIEW]

**Steel**:

Doublade is a fantastic pick on many Steel-type teams because it can check Fighting-types such as Mega Medicham and Terrakion that would normally run through any Steel-type team due to its secondary Ghost typing. Because of its fantastic base 150 Defense, Doublade can switch into any physical attack to which it is not weak, and Eviolite's enhancement of this stat is just the icing on the cake. It can even take some physical attacks it is weak to, including Excadrill's Earthquake and Victini's V-create. Furthermore, access to Swords Dance characterizes Doublade as a late-game sweeper.

However, Doublade's Special Defense is quite terrible at base 49, meaning it is easily KOed through its Eviolite by special wallbreakers such as Landorus and Mega Charizard Y. Furthermore, an utterly abysmal Speed stat of base 35 makes Doublade outsped by nearly the entire metagame and forces it to rely on the weak Shadow Sneak to hit before the foe. Doublade also has no reliable recovery, a massive flaw. Finally, No Guard, a wasted ability, actually harms Doublade, since it makes attacks like Mega Charizard Y's Fire Blast hit all of the time.

[SET]
name: Swords Dancer
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Sacred Sword
move 4: Shadow Claw / Iron Head
item: Eviolite
ability: No Guard
nature: Adamant
evs: 220 HP / 252 Atk / 36 Spe

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

Swords Dance allows Doublade to double its Attack, letting it attack powerfully. Shadow Sneak is Doublade's primary STAB move and somewhat makes up for its atrocious Speed, since it has boosted priority. Sacred Sword has perfect neutral coverage with Shadow Sneak and hits Normal-types immune to Ghost-type attacks, such as Chansey and Porygon2. It can also hit Dark-types that resist Shadow Sneak and threats that don't take much from Ghost-type moves, such as Tyranitar, Bisharp, and Ferrothorn. Shadow Claw is used because it is a strong STAB attack that has perfect neutral coverage with Sacred Sword. It also OHKOes Slowbro after two Swords Dances and helps against opposing Doublade. Iron Head can be used instead of Shadow Claw to hit Fairy-types such as Clefable and Togekiss harder, but they already take a lot of damage from Shadow Claw, and without Shadow Claw, Doublade loses to Slowbro and itself.

Set Details
========

Doublade's Attack is maximized and boosted with an Adamant nature in order to hit as hard as possible, OHKOing Victini with a +2 Shadow Sneak after Stealth Rock, for example. 36 Speed EVs let Doublade outpace Gastrodon and place it directly below Rhyperior, a target one wants to underspeed due to its use of a Weakness Policy. An alternative speed benchmark is 44 EVs, which lets Doublade outpace Rhyperior and potentially hit it with two +2 Shadow Claws, allowing Mega Scizor to clean up. The remaining EVs are placed into HP to boost Doublade's all-around bulk. Eviolite is Doublade's choice of item, as it makes Doublade's already great Defense stellar while patching up its horrible Special Defense. No Guard is Doublade's ability simply because it is the only option; it provides no added utility whatsoever, since all of Doublade's moves are perfectly accurate.

Usage Tips
========

Because Doublade can wall and set up on many physical attackers and Fighting-types such as Mega Medicham and Hawlucha, switch it into them. Also, switch Doublade into predicted Fighting-type moves and into Choice item users whose moves it resists or is immune to, including Choice Specs Keldeo's Secret Sword, Choice Band Terrakion's Close Combat, and Choice Specs Hoopa-U's Focus Blast. However, due to its lack of recovery, preserve Doublade's health early-game, since it cannot sweep late-game if it is worn down earlier in the match. Doublade can also switch into certain Rapid Spin users, including Avalugg. Because the opponent will then most likely switch due to Doublade walling his or her Pokemon, either use an attack that hits the switch-in the hardest or set up a Swords Dance for free. If Doublade is a massive threat to the opponent's team and can exert offensive pressure from the beginning, such as against Psychic-type teams, it can do heavy damage early and allow a teammate to clean.

Two fantastic niches Doublade has are checking all Terrakion and non-Choice Band Victini, both of which are massive threats to Steel-type teams. It can force out the former by threatening super effective hits and tank the latter's V-create from full health to use Swords Dance and OHKO it with Shadow Sneak. It is best to keep entry hazards up on the opposing side, because they allow Doublade to more easily get crucial KOs, such as a guaranteed 2HKO against Victini and a guaranteed 2HKO against Latias and Latios after Stealth Rock. Conversely, keep hazards off one's own side of the field, since Doublade dislikes getting worn down due to a complete lack of recovery. Furthermore, keep Doublade away from Knock Off at all costs, since Doublade's Eviolite getting Knocked Off is disastrous for it. Additionally, zealously avoid Doublade getting burned, since a burn will negate any Swords Dances Doublade has set up and make it hit very weakly. It also dislikes the chip damage due to having no reliable recovery. Doublade can also be used as a pseudo-revenge killer, since it can KO a threat low on health with an unboosted Shadow Sneak.

Team Options
========

Because Doublade is easily KOed by many special attacks, specially defensive Heatran is a fantastic teammate, since it can tank them and receives free switches off of Doublade's weakness to Fire-type attacks while also providing chip damage with Toxic and Stealth Rock. Doublade's role in this partnership is to tank physical attacks that hit on Heatran's weaker defense while also being immune to Fighting-type attacks, to which Heatran is weak. Doublade partners well with entry hazard setters like Skarmory and Ferrothorn due to its immunity to Rapid Spin. Both can switch into Ground-type attacks that Doublade is weak to and net easier KOs for Doublade with the chip damage from entry hazards, a Rocky Helmet, Iron Barbs, and Leech Seed, respectively. Skarmory can also share the burden of checking Fighting-types with Doublade, while Ferrothorn allows it to outspeed Choice Scarf Hoopa-U and Choice Scarf Togekiss with Thunder Wave. Excadrill offensively synergizes excellently with Doublade, since it can outspeed and KO Choice Band Victini, Mega Charizard Y, and Bisharp, all of which are massive threats to Doublade. On the other hand, Magnezone can break bulky Water-types that Doublade struggles with, such as Suicune and Politoed. It can also gain momentum for Doublade's team with Volt Switch and trap Steel-types that beat Doublade, such as Knock Off Mega Scizor and Skarmory. Sweepers such as Bisharp and Mega Scizor work well with Doublade, since they share checks and can whittle them down until a sweep is possible. The former can deter Defog with Defiant, which Doublade dislikes due to hazards helping it sweep, while the latter can switch into Knock Off due to its irremovable item. Additionally, Mega Scizor can KO Choice Band Terrakion and TrickScarf Togekiss with Bullet Punch, two Pokemon Doublade dislikes.

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

Because its movepool is quite shallow, Doublade has very few other options. The only plausible alternate set is a physically defensive RestTalk set that can be a decent physical wall and check Fighting-types throughout the match on bulkier Steel-type builds. However, it is very passive and easily walled due to Defense investment cutting into its power. Doublade could run Gyro Ball over Iron Head, but Iron Head is more reliable against slower threats like Clefable and Rhyperior and Gyro Ball's low PP is a deterrent to using it.

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

**Burns**: Burns from the likes of Sableye, Rotom-W, and Volcanion completely cripple Doublade, halving its Attack stat. If Doublade is ever burned, it is usually best to sack it, gaining momentum and giving a free switch to a revenge killer or counter. Many bulky Water-types such as Suicune and Slowbro can also counter Doublade by burning it with Scald.

**Special Attackers**: Extremely powerful special attackers can blast through Doublade's Eviolite, outspeeding and OHKOing it. Examples include Mega Charizard Y, Landorus, and Choice Specs Keldeo. However, they cannot hard switch in due to their frailty. Doublade is also significantly damaged even by special attacks to which it is not weak, such as Thundurus's Thunderbolt and Manaphy's +3 Scald.

**Fire-types**: Fire-types such as Mega Charizard Y, Volcarona, and Volcanion can hit Doublade super effectively with their STAB moves. No Guard also prevents their STAB attacks from missing. Fire-type coverage moves also heavily damage Doublade, with Choice Scarf Latios's Hidden Power Fire 2HKOing.

**Physical Walls**: Many physical walls, such as Torkoal, Skarmory, Swampert, and Hippowdon, can stall out Doublade and chip away at it with their weak STAB moves, but Doublade can set up on those with neither burning moves nor phazing, such as Porygon2. The previously mentioned ones can all phaze it, set hazards against it, or burn it with Lava Plume or Scald, however.

**Item Removal**: Since Doublade is crippled without its Eviolite, Knock Off users such as Weavile, Bisharp, Mew, and Azumarill check it. However, many of them cannot switch in, due to their Dark typing which makes them weak to Sacred Sword. Mew is especially notable, since it can burn Doublade with Will-O-Wisp, although it is also weak to Ghost-type moves. Additionally, a Choice Scarf Tricked from Latios, Rotom-W, or Togekiss cripples Doublade by removing its Eviolite and preventing it from using Swords Dance. Furthermore, the Speed boost of the Choice Scarf Tricked to Doublade is wasted due to its low Speed.

**Stat Boost Removers**: Pokemon that can remove Doublade's stat boosts with Whirlwind or Roar, including Staraptor and Suicune, can counter it. Furthermore, these can tank any attack from Doublade and proceed to do whatever they want.


I hope you guys don't mind, but this was sitting for a while and the 2nd GP check hasn't been implemented yet, so to make things a bit more easier, I've included a copy-paste above. Tagging baconbagon to upload :>
 

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