QC: Kl4ng, Adrian Marin, Aesf
GP: P Squared, Winry
[OVERVIEW]
Doublade is a staple in the Almost Any Ability metagame, standing out as one of the best checks to nearly every physical attacker in the format with its high physical bulk. Its excellent typing gives it a wide range of resistances and immunities, including to Flying-, Fairy-, and Ice-type moves, making it resist all three common types of priority moves as well as allowing it to spinblock with its immunity to Normal-type moves. Doublade can choose between three excellent abilities in Flash Fire, Regenerator, and Levitate, all of which change the way opposing teams are forced to deal with Doublade. It can even function as a late-game sweeper with Swords Dance, making it far less passive than most other walls. Doublade is only held back by its lack of recovery, its severe weakness to Knock Off, its somewhat mediocre Special Defense, and how easily it's walled by the metagame's most common defensive Pokemon.
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Shadow Claw / Iron Head / Gyro Ball
move 4: Sacred Sword
item: Eviolite
ability: Flash Fire / Regenerator / Levitate
nature: Adamant
evs: 248 HP / 252 Atk / 8 SpD
[SET COMMENTS]
Moves
========
Swords Dance gives Doublade increased offensive presence and prevents it from being total setup fodder for Pokemon that can take its unboosted attacks, such as Skarmory. Shadow Sneak helps patch up Doublade's poor Speed by giving it a priority move. Shadow Claw is the preferred main STAB attack to hit most walls in the metagame neutrally and opposing Doublade as well as common Psychic-types such as Cresselia super effectively. However, Iron Head is an alternate STAB move that gives Doublade a little extra power over Shadow Claw and a super effective hit on Fairy-types, but it makes Doublade weaker against bulky Water-types and opposing Doublade. Gyro Ball can be used over Iron Head for a higher Base Power versus fast Pokemon, but Iron Head is preferred due to its more reliable Base Power and higher PP, which allow Doublade to more consistently hit slower threats such as Sylveon. Sacred Sword gives Doublade perfect neutral coverage with Shadow Claw and allows it to more easily beat threats such as Snorlax.
Set Details
========
Maximum Attack investment and an Adamant nature increase Doublade's offensive presence and allow it to more easily sweep opposing teams after a Swords Dance. Near-maximum HP investment combined with an Eviolite turns Doublade into a defensive as well as offensive powerhouse, and the final 8 Special Defense EVs are used to make Doublade slightly bulkier in its lower defensive stat. Flash Fire gives it an immunity to its most common weakness, Fire, and can help it lure and cripple Fire-types such as Victini. Regenerator helps fix Doublade's lack of recovery, although it is forced to switch out to heal and doesn't get any useful immunities with it. Levitate allows Doublade to counter Pokemon that use Ground-type moves to hit Steel-types, such as Metagross and Excadrill.
Usage Tips
========
Doublade can be used as a strong check to some of the most threatening Pokemon in the format, as it consistently defeats threats such as Heracross and Snorlax while also beating out a wider variety of threats depending upon its ability. Flash Fire Doublade can be used as a switch-in for Fire-type attackers without Mold Breaker, and Levitate Doublade can be used as a switch-in for Ground-type attackers without Mold Breaker. However, if Doublade lacks the appropriate ability, do not switch it into Fire- and Ground-types. Doublade can be switched into nearly every physical attacker that lacks a super effective STAB attack in the metagame, but be careful about letting it get worn down through constant switches into strong attackers. Keep Doublade away from strong special attackers, as even resisted hits do significant damage thanks to Doublade's low Special Defense. Also, be wary of special attackers with Tinted Lens, such as Draco Meteor Kyurem, which can OHKO Doublade even with resisted hits. Do not automatically set up Swords Dance versus teams with checks such as Unaware Pokemon, as Doublade will be forced to switch out anyway and the boosts will be useless. It is advised to scout for Unaware users and set up entry hazards to weaken opposing teams before setting up. If running Regenerator, frequently switch Doublade out to recover. If running Pursuit, Doublade should use it when faced with foes that are Choice-locked into a Normal-, Fighting-, or Poison-type move or otherwise unable to do any significant damage to Doublade. Doublade can also use Pursuit on Pokemon that are Choice-locked into Fire-type moves if running Flash Fire and Ground-type moves if running Levitate.
Team Options
========
Doublade fits best on bulky offense and stall teams that need a good check to physical attackers and Gale Wings users. Wish passers such as Vaporeon are essential for keeping Doublade healthy throughout longer games, and Heal Bell users are recommended to keep Doublade status-free. Pokemon that resist Dark and don't mind taking Knock Offs, such as Conkeldurr and Regenerator Diancie, help patch up Doublade's Dark weakness. Pokemon with the ability Flash Fire or Primordial Sea, such as Ferrothorn and Suicune, are needed so that non-Flash Fire variants of Doublade have a teammate that can take Fire-type attacks. Similarly, Levitate or Flying-type Pokemon are important to take Ground-type moves for non-Levitate variants of Doublade. Pokemon that can take on bulky Water-types, such as Shaymin-Sky and Desolate Land Victini, make for good teammates for Doublade, as they can break past its most reliable counters such as Suicune and Vaporeon. Strong special attackers such as Manaphy and Gengar can also help take on physical walls that normally invalidate Doublade such as Hippowdon. Mandibuzz has excellent synergy with Doublade, as it resists Dark and Ghost and is immune to Ground, while Doublade can take Rock- and Fairy-type attacks aimed at Mandibuzz. Due to the amount of switches Doublade can force, entry hazard setters such as Hippowdon should be used in conjunction with Doublade to rack up residual damage on opposing teams. Goodra and Sylveon can form the potent Dragon / Fairy / Steel core with Doublade, resisting most types in the game for a strong defensive backbone.
[STRATEGY COMMENTS]
Other Options
=============
Pursuit is a good option to trap all of the Pokemon weak to Dark-type attacks in the metagame and get chip damage on Pokemon Doublade forces out. It also allows Doublade to trap and eliminate Victini if running Flash Fire. Toxic can be run over Swords Dance to whittle away at opposing teams, but it sacrifices offensive presence and can be worthless due to the high amount of Poison-immune Pokemon and Poison Heal users in the metagame. A spread of 240 HP / 16 Def / 252 SpD with an Impish nature and a set of Toxic / Shadow Claw / Iron Head / Sacred Sword optimizes Doublade's bulk, particularly its special bulk, and allows Doublade to consistently wall threats for stall teams. Doublade can run a number of abilities from Unaware to Water Absorb, but none come with the same utility as Flash Fire, Levitate, and Regenerator.
Checks and Counters
===================
**Fire- and Ground-types**: Depending on which ability Doublade has, Fire- and Ground-types can threaten Doublade with their super effective STAB moves. However, unless they are running Mold Breaker, Fire-types cannot use their super effective STAB moves on Flash Fire sets and Ground-types lose to Levitate sets.
**Bulky Water-types**: Bulky Water-types such as Suicune and Vaporeon take little from any of Doublade's attacks and can do significant damage with Scald while simultaneously threatening a burn.
**Unaware Users**: Walls with Unaware take the same damage from Doublade regardless of Swords Dance boosts, so most Unaware users that are not weak to Doublade's STAB moves, such as Skarmory, can defeat it 1v1 thanks to Doublade's lack of recovery.
**Physical Walls**: Most physical walls that aren't hit super effectively by any of Doublade's moves are able to beat it one-on-one by alternating attacking and recovering. These walls include Hippowdon, Zapdos, and Mandibuzz.
**Dark-types**: Common Dark-types such as Pangoro and Tyranitar take little from Doublade's Ghost-type moves and can threaten it out with their super effective STAB moves. However, they have to fear being hit by Sacred Sword on the switch in, and all except Mandibuzz take significant damage from Iron Head variants, while Doublade can normally survive one hit with its high physical bulk.
**Knock Off Users**: Knock Off is not only super effective but also removes Doublade's Eviolite, which severely reduces its bulk for the remainder of the game.
**Strong Special Attackers**: Nearly every strong special attacker without an entirely resisted moveset from Mew to Latios can 2HKO Doublade thanks to its far lower Special Defense.
GP: P Squared, Winry
[OVERVIEW]
Doublade is a staple in the Almost Any Ability metagame, standing out as one of the best checks to nearly every physical attacker in the format with its high physical bulk. Its excellent typing gives it a wide range of resistances and immunities, including to Flying-, Fairy-, and Ice-type moves, making it resist all three common types of priority moves as well as allowing it to spinblock with its immunity to Normal-type moves. Doublade can choose between three excellent abilities in Flash Fire, Regenerator, and Levitate, all of which change the way opposing teams are forced to deal with Doublade. It can even function as a late-game sweeper with Swords Dance, making it far less passive than most other walls. Doublade is only held back by its lack of recovery, its severe weakness to Knock Off, its somewhat mediocre Special Defense, and how easily it's walled by the metagame's most common defensive Pokemon.
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Shadow Claw / Iron Head / Gyro Ball
move 4: Sacred Sword
item: Eviolite
ability: Flash Fire / Regenerator / Levitate
nature: Adamant
evs: 248 HP / 252 Atk / 8 SpD
[SET COMMENTS]
Moves
========
Swords Dance gives Doublade increased offensive presence and prevents it from being total setup fodder for Pokemon that can take its unboosted attacks, such as Skarmory. Shadow Sneak helps patch up Doublade's poor Speed by giving it a priority move. Shadow Claw is the preferred main STAB attack to hit most walls in the metagame neutrally and opposing Doublade as well as common Psychic-types such as Cresselia super effectively. However, Iron Head is an alternate STAB move that gives Doublade a little extra power over Shadow Claw and a super effective hit on Fairy-types, but it makes Doublade weaker against bulky Water-types and opposing Doublade. Gyro Ball can be used over Iron Head for a higher Base Power versus fast Pokemon, but Iron Head is preferred due to its more reliable Base Power and higher PP, which allow Doublade to more consistently hit slower threats such as Sylveon. Sacred Sword gives Doublade perfect neutral coverage with Shadow Claw and allows it to more easily beat threats such as Snorlax.
Set Details
========
Maximum Attack investment and an Adamant nature increase Doublade's offensive presence and allow it to more easily sweep opposing teams after a Swords Dance. Near-maximum HP investment combined with an Eviolite turns Doublade into a defensive as well as offensive powerhouse, and the final 8 Special Defense EVs are used to make Doublade slightly bulkier in its lower defensive stat. Flash Fire gives it an immunity to its most common weakness, Fire, and can help it lure and cripple Fire-types such as Victini. Regenerator helps fix Doublade's lack of recovery, although it is forced to switch out to heal and doesn't get any useful immunities with it. Levitate allows Doublade to counter Pokemon that use Ground-type moves to hit Steel-types, such as Metagross and Excadrill.
Usage Tips
========
Doublade can be used as a strong check to some of the most threatening Pokemon in the format, as it consistently defeats threats such as Heracross and Snorlax while also beating out a wider variety of threats depending upon its ability. Flash Fire Doublade can be used as a switch-in for Fire-type attackers without Mold Breaker, and Levitate Doublade can be used as a switch-in for Ground-type attackers without Mold Breaker. However, if Doublade lacks the appropriate ability, do not switch it into Fire- and Ground-types. Doublade can be switched into nearly every physical attacker that lacks a super effective STAB attack in the metagame, but be careful about letting it get worn down through constant switches into strong attackers. Keep Doublade away from strong special attackers, as even resisted hits do significant damage thanks to Doublade's low Special Defense. Also, be wary of special attackers with Tinted Lens, such as Draco Meteor Kyurem, which can OHKO Doublade even with resisted hits. Do not automatically set up Swords Dance versus teams with checks such as Unaware Pokemon, as Doublade will be forced to switch out anyway and the boosts will be useless. It is advised to scout for Unaware users and set up entry hazards to weaken opposing teams before setting up. If running Regenerator, frequently switch Doublade out to recover. If running Pursuit, Doublade should use it when faced with foes that are Choice-locked into a Normal-, Fighting-, or Poison-type move or otherwise unable to do any significant damage to Doublade. Doublade can also use Pursuit on Pokemon that are Choice-locked into Fire-type moves if running Flash Fire and Ground-type moves if running Levitate.
Team Options
========
Doublade fits best on bulky offense and stall teams that need a good check to physical attackers and Gale Wings users. Wish passers such as Vaporeon are essential for keeping Doublade healthy throughout longer games, and Heal Bell users are recommended to keep Doublade status-free. Pokemon that resist Dark and don't mind taking Knock Offs, such as Conkeldurr and Regenerator Diancie, help patch up Doublade's Dark weakness. Pokemon with the ability Flash Fire or Primordial Sea, such as Ferrothorn and Suicune, are needed so that non-Flash Fire variants of Doublade have a teammate that can take Fire-type attacks. Similarly, Levitate or Flying-type Pokemon are important to take Ground-type moves for non-Levitate variants of Doublade. Pokemon that can take on bulky Water-types, such as Shaymin-Sky and Desolate Land Victini, make for good teammates for Doublade, as they can break past its most reliable counters such as Suicune and Vaporeon. Strong special attackers such as Manaphy and Gengar can also help take on physical walls that normally invalidate Doublade such as Hippowdon. Mandibuzz has excellent synergy with Doublade, as it resists Dark and Ghost and is immune to Ground, while Doublade can take Rock- and Fairy-type attacks aimed at Mandibuzz. Due to the amount of switches Doublade can force, entry hazard setters such as Hippowdon should be used in conjunction with Doublade to rack up residual damage on opposing teams. Goodra and Sylveon can form the potent Dragon / Fairy / Steel core with Doublade, resisting most types in the game for a strong defensive backbone.
[STRATEGY COMMENTS]
Other Options
=============
Pursuit is a good option to trap all of the Pokemon weak to Dark-type attacks in the metagame and get chip damage on Pokemon Doublade forces out. It also allows Doublade to trap and eliminate Victini if running Flash Fire. Toxic can be run over Swords Dance to whittle away at opposing teams, but it sacrifices offensive presence and can be worthless due to the high amount of Poison-immune Pokemon and Poison Heal users in the metagame. A spread of 240 HP / 16 Def / 252 SpD with an Impish nature and a set of Toxic / Shadow Claw / Iron Head / Sacred Sword optimizes Doublade's bulk, particularly its special bulk, and allows Doublade to consistently wall threats for stall teams. Doublade can run a number of abilities from Unaware to Water Absorb, but none come with the same utility as Flash Fire, Levitate, and Regenerator.
Checks and Counters
===================
**Fire- and Ground-types**: Depending on which ability Doublade has, Fire- and Ground-types can threaten Doublade with their super effective STAB moves. However, unless they are running Mold Breaker, Fire-types cannot use their super effective STAB moves on Flash Fire sets and Ground-types lose to Levitate sets.
**Bulky Water-types**: Bulky Water-types such as Suicune and Vaporeon take little from any of Doublade's attacks and can do significant damage with Scald while simultaneously threatening a burn.
**Unaware Users**: Walls with Unaware take the same damage from Doublade regardless of Swords Dance boosts, so most Unaware users that are not weak to Doublade's STAB moves, such as Skarmory, can defeat it 1v1 thanks to Doublade's lack of recovery.
**Physical Walls**: Most physical walls that aren't hit super effectively by any of Doublade's moves are able to beat it one-on-one by alternating attacking and recovering. These walls include Hippowdon, Zapdos, and Mandibuzz.
**Dark-types**: Common Dark-types such as Pangoro and Tyranitar take little from Doublade's Ghost-type moves and can threaten it out with their super effective STAB moves. However, they have to fear being hit by Sacred Sword on the switch in, and all except Mandibuzz take significant damage from Iron Head variants, while Doublade can normally survive one hit with its high physical bulk.
**Knock Off Users**: Knock Off is not only super effective but also removes Doublade's Eviolite, which severely reduces its bulk for the remainder of the game.
**Strong Special Attackers**: Nearly every strong special attacker without an entirely resisted moveset from Mew to Latios can 2HKO Doublade thanks to its far lower Special Defense.
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