Duosion (QC 3/3) (GP 2/2)

[Overview]

<p>Although the cuddly Duosion might seem harmless at first glance, it is actually quite threatening. Like its older brother Reuniclus, Duosion can use moves such as Calm Mind and Trick Room to great effect. In fact, Duosion even has the exact same Special Attack stat as Reuniclus! Duosion can equip itself with an Eviolite to make its seemingly subpar defenses usable, and while it appears to be badly hurt by its obscenely low Speed stat, this can be turned into an advantage when using Trick Room. Moreover, Duosion also has access to Magic Guard, which makes it immune to all kinds of passive damage from Stealth Rock to Toxic.</p>

<p>However, despite these brilliant perks, Duosion faces stiff competition for a team slot from the multiple other Psychic-types in the tier, mainly Musharna. Musharna sports better bulk than Duosion even with Duosion's Eviolite-bolstered defenses, a wider movepool, and the ability to use Leftovers or a Life Orb. Nevertheless, Duosion boasts slightly higher Special Attack, the Magic Guard ability, and access to Recover to separate it from Musharna, as Musharna's Moonlight is dependent on the weather and has less PP than Recover.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic / Psyshock
move 3: Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Although Musharna outclasses Duosion as a Calm Mind user due to its higher bulk, Duosion's saving grace is Magic Guard. With Magic Guard, Duosion becomes immune to all forms of passive damage, including Toxic, which makes it an excellent stallbreaker. Calm Mind is the crux of the set, as it enables Duosion to boost its already stellar Special Attack alongside its mediocre Special Defense. The choice of STAB comes down to preference; Psychic has slightly higher Base Power than Psyshock, and also packs a chance of lowering the opponent's Special Defense by one stage. On the other hand, Psyshock preys on the opponent's Defense stat, which allows it to bypass specially defensive walls such as Lickilicky, Altaria, and Flareon. Lastly, Signal Beam enables Duosion to hit Dark- and Psychic-types such as Absol and Musharna super effectively. Recover replenishes 50% of its HP every time it is used, giving it survivability.</p>

[ADDITIONAL COMMENTS]

<p>252 HP EVs are used alongside 252 Defense EVs with Eviolite to maximize physical bulk, enabling Duosion to set up on Pokemon such as Sawk. However, Duosion will still fall to repeated attacks from powerful physical attackers such as Emboar, Braviary, Eelektross, and Samurott. Alternatively, an EV spread of 252 HP / 4 Def / 252 SpA could be used to hit harder, especially after a Calm Mind boost; however, the loss of physical bulk is especially notable when attempting to take even weak neutral hits such as Garbodor's Gunk Shot. Hidden Power Fighting could be used over Signal Beam to hit Steel-types such as Probopass, while still hitting Dark-types Absol super effectively. However, Skuntank is only hit neutrally by Hidden Power Fighting. Speaking of Skuntank, it and other Pursuit users such as Absol are recommended partners when Duosion is using Hidden Power Fighting, because both Psychic and Hidden Power Fighting moves are resisted by Psychic-types. Finally, Hidden Power Ground can be used in order to hit Skuntank super effectively; it also hits Steel-types such as Bastiodon super effectively.</p>

<p>Due to Duosion's vulnerability to Dark-types such as Absol and Skuntank, Fighting-types such as Gurdurr and Emboar are recommended partners to take them on. Additionally, the aforementioned Fighting-types are useful to combat Steel-types such as Probopass, Bastiodon, and Klang, who resist both Psychic and Signal Beam. Skuntank makes an excellent partner due to its typing and arsenal of Dark-type moves, which make it optimal for taking out Ghost-types such as Haunter, as well as for destroying Psychic-types such as Musharna or other Duosion who might try to set up alongside Duosion in a Calm Mind war. Together, Duosion, Skuntank, and Gurdurr make a strong Psychic / Dark / Fighting core, a core which populates the metagame due to its excellent synergy and ability to take each other's counters out. Rock-types, particularly Golem and Regirock, make effective partners due to their ability to set up Stealth Rock for Duosion, while in return, Duosion can take most Fighting-type attacks aimed at them.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam
move 4: Hidden Power Ground
item: Eviolite / Life Orb
ability: Regenerator / Magic Guard
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Due to Duosion's abysmal Speed and high Special Attack, it excels as a Trick Room sweeper. Trick Room is the crux of the set, and enables Duosion to bypass its poor Speed stat for a few turns, while Psychic is the obligatory STAB move. Signal Beam is the coverage move of choice, as it hits Dark- and Psychic-types super effectively, while Hidden Power Ground decimates opposing Steel-types and Skuntank, who resist this set's other moves.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is simple: 252 HP EVs incrase Duosion's bulk, while 252 Special Attack EVs let it hit as hard as possible. A Quiet nature is preferred to increase Duosion's damage output while simultaneously lowering its Speed, both of which are ideal for Trick Room sweeping. Additionally, 3 Speed IVs are required for a 70 Base Power Hidden Power Ground. If using Regenerator on this particular Duosion set, Eviolite is the recommended item of choice. With Regenerator and Eviolite, Duosion can comfortably switch into Sawk, force it out while simultaneously setting up Trick Room, and heal off the damage when Duosion is eventually forced out. Duosion will have a higher amount of HP even after switching into entry hazards, unless your opponent has managed to set up Stealth Rock and three layers of Spikes. Otherwise, use Magic Guard alongside Life Orb for increased power, as Magic Guard negates Life Orb recoil.</p>

<p>Duosion has a few other moves in its arsenal that it can use on this set. Shadow Ball and Hidden Power Fighting can replace Signal Beam and Hidden Power Ground, respectively, as it gives similar coverage, but Shadow Ball hits Psychic-types slightly hard than Signal Beam does; however, Duosion fails to beat Skuntank effectively this way. Recover could be used over Hidden Power for healing, which grants Duosion some survivability.</p>

<p>Due to Duosion's weakness to Dark-types such as Absol and Skuntank, partners who can take on the aforementioned Pokemon are recommended. Gurdurr is a great choice for a partner due to its ability to wall and eliminate both Absol and Skuntank, as well as Steel-types such as Probopass and Bastiodon. Similarly, Emboar makes a good partner, although it's not as bulky as Gurdurr. Zweilous makes a fine teammate, as it can break walls with its high-powered Outrage, which allows Duosion to sweep later in the game. Additionally, Zweilous can take Ghost-type attacks aimed at Duosion, while Duosion can switch into Fighting-type attacks aimed at Zweilous. In general, slow, bulky Pokemon such as Eelektross, Golurk, and Muk make decent teammates because of their ability to ability to take advantage of Trick Room due to their low Speed.</p>

[Other Options]

<p>Unfortunately, Duosion doesn't have many options outside of the ones listed. With Light Clay and Regenerator, it can become a good dual screens user with Reflect and Light Screen, as it can come in multiple times throughout the match and set up screens while also checking threats such as Sawk. Alternatively, a defensive Trick Room set is usable, utilizing Duosion's decent bulk in order to set up Trick Room consistently throughout a battle. A set of Trick and Flame Orb with Magic Guard can cripple incoming physical attackers such as Absol and Skuntank. While the idea of a Choice Specs set seems good, it is generally better done by Gardevoir, who sports better natural bulk and the same Special Attack stat. Duosion can also run a few other coverage moves, namely Thunder, Energy Ball, and Flash Cannon; however, these all add little to Duosion's coverage.</p>

[Checks and Counters]

<p>Skuntank is Duosion's best counter, as it packs an immunity to Duosion's Psychic-type STAB moves while taking neutral damage from Signal Beam. In addition, Skuntank can decimate Duosion with its Dark-type attacks, namely Pursuit, Sucker Punch, and Crunch, while only fearing Hidden Power Ground. In a similar vein, Absol can check Duosion due to its immunity to Psychic-type attacks, can trap Duosion with Pursuit, and bypasses the effects Trick Room with Sucker Punch. Specially defensive behemoths such as Lickilicky can take even Hidden Power Fighting from Duosion and use Dragon Tail to remove its accumulated boosts, although Duosion can use Psyshock to deal more damage to Lickilicky. Bastiodon can take on Calm Mind Duosion that lack a super effective Hidden Power, while specially defensive variants can take even Hidden Power Fighting or Hidden Power Ground and use Roar to remove its boosts; Bastiodon even has Sturdy to prevent it from being OHKOed if Duosion manages to accumulate a few boosts. However, Trick Room Duosion can nearly OHKO Bastiodon with Hidden Power. Golurk can utterly destroy Duosion with its Iron Fist-boosted Shadow Punch, and Pinsir can wreck Duosion with X-Scissor while nabbing a Moxie boost. Provided that Klang is healthy, it can set up on Duosion with Shift Gear and finish it off with Gear Grind before possibly sweeping the rest of its team. If worse comes to worst, Trick and Knock Off from the likes of Tangela and Rotom-S can remove Duosion's Eviolite, making Duosion significantly easier to take out.</p>
 
Well when this is written you'll really have to explain Duosion's advantages over Musharna. Since most of the time Musharna will be better. Not needing Heal Bell for a status immunity is the big one for sure.

The Calm Mind set looks good, I'd mention how it is really effective at taking down stall teams since they normally cant hit them for enough damage. The teammates look good to me too.


I also have no qualms with the Trick Room set, it catches people off guard and can clean up once absol / skuntank is removed from the opposing team, or hit them on the switchin. I'm unsure about mentioning a defensive trick room set since it seems like there are a lot of better things to do it. And if once was mentioned Msgic Guard > Regenerator.

OO
Rain Dance just doesn't seem viable at all so I wouldn't mention it on Duosion.


Checks and Counters also look good to me, the little cell is actually really hard to take down. Skuntank and Absol do it the best, so emphasize them the most.


Otherwise QC Approved 1/3 Duosion is fairly simple
 

CrashinBoomBang

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  • You should mention that, while the Calm Mind set has good bulk, it will fall to repeated hits of powerful physical attackers such as CB Emboar, CB Braviary, CB Eelektross and Swords Dance Samurott quite easily, especially since the latter three will tank even a boosted Psychic.
  • In Checks and Counters, mention that a healthy Klang can use Calm Mind Duosion as setup bait.
Looks good otherwise, so I guess I'll go ahead and QC Approved 2/3
 

erisia

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Make sure to mention Exeggutor when justifying the use of Signal Beam, and mention a Trick + Flame Orb set in the OO to lure in and cripple Skuntank. It's probably not as good as its OU counterpart, but crippling stuff like the aforementioned Choice Banders as they attempt to switch in can also be handy, as I think Braviary and Eelektross can take a Life Orb Psychic. Of course, the loss of bulk is probably detrimental to this purpose... but whatever. :D

Other than that, QC APPROVED 3/3
 

jake

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Are we not gonna mention Regenerator at all? It might be inferior to Magic Guard for the most part, but at least it deserves consideration and at the very least an AC mention.
 

erisia

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I agree. If you're using Eviolite on the Trick Room set, then Regenerator is definitely the best option. Here's some reasons.

  1. Regenerator lets you switch into Sawk, force it out, set up Trick Room, and heal the damage off when you're eventually forced out.
  2. When Duosion switches in and out of entry hazards, you'll have higher HP with Regenerator unless the opponent has SR + Spikes Lv3.
  3. You're not using a Life Orb, and there's no Sand / Hail in NU, so Duosion takes almost no recoil anyways.
  4. Poison doesn't stop this Duosion set in its tracks like the Calm Mind set.
Maybe have the abilities slashed as Regenerator / Magic Guard for that set alone. Thanks for picking up on that, Zeb.
 

CrashinBoomBang

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I personally always thought Regenrator was useless, but you bring up a good point. Using it on the Eviolite version of Trick Room Duosion is definitely viable, and probably even preferred. You might want to add that as a slash or even as the main option for those sets. I'd still keep Magic Guard as the only option for both the Calm Mind set and Trick Room sets with Life Orb, since Calm Mind sets really need it and no Life Orb recoil is too good to pass up, in my opinion.

Good catch though, I'd agree with its implementation on the Trick Room set as long as you specifically point out its use on the Eviolite variant.
 
[Overview]

<p>Although the cuddly Duosion might seem harmless at first glance, it is actually quite threatening. Like its older brother Reuniclus up in OU, Duosion can use moves such as Calm Mind and Trick Room to great effect. In fact, Duosion even has the exact same Special Attack stat as Reuniclus! Additionally, Duosion can equip itself with an Eviolite to make its seemingly subpar defenses usable. Unfortunately, Duosion is badly hurt by its obscenely low Speed stat, although this can be turned into an advantage when using Trick Room. Moreover, Duosion also has access to Magic Guard, which makes it immune to all kinds of passive damage, from Stealth Rock to Toxic.</p>

<p>Despite these brilliant perks, however, Duosion faces stiff competition for a teamslot from the multiple other Psychic-types in the tier, mainly Musharna, who sports better bulk than even Eviolite Duosion, a wider movepool, and the ability to use another item, such as Leftovers or Life Orb. However, Duosion's advantages over Musharna include its slightly higher Special Attack, Magic Guard ability, and access to Recover—Moonlight is dependent on the weather and has less PP than Recover.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic / Psyshock
move 3: Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Although Musharna outclasses Duosion as a Calm Mind user (how so?), Duosion's saving grace over the Drowsing Pokemon is Magic Guard. With Magic Guard, Duosion becomes immune to all forms of passive damage, including Toxic, which makes it an excellent stallbreaker. Calm Mind is the crux of the set, as it enables Duosion to boost its already stellar Special Attack, alongside its mediocre Special Defense. The choice of STAB comes down to preference; Psychic has slightly higher Base Power than Psyshock, and also packs a chance of lowering the opponent's Special Defense by one stage. On the other hand, Psyshock preys on the opponent's Defense stat, which allows it to bypass specially defensive walls such as Lickilicky, Altaria, and Flareon. Lastly, Signal Beam enables Duosion to hit Dark- and Psychic-types such as Absol and Musharna super effectively.</p>

[ADDITIONAL COMMENTS]

<p>252 HP EVs are used alongside 252 Defense EVs and an Eviolite to maximize physical bulk, which enables Duosion to set up on Pokemon such as Sawk. However, Duosion will still fall to repeated attacks from powerful physical attackers such as Emboar, Braviary, Eelektross and Samurott.</p>

<p>Alternatively, an EV spread of 252 HP / 4 Def / 252 SpA could be used to hit harder, especially after a Calm Mind boost; however, the loss of physical bulk is especially notable when attempting to take even weak neutral hits. Hidden Power Fighting could be used over over Signal Beam to hit Steel-types such as Probopass, as well as still hitting Dark-types super effectively. However Skuntank is only hit neutrally by Hidden Power Fighting. Speaking of Skuntank, it and other Pursuit users are recommended partners when Duosion is using Hidden Power Fighting, because both Psychic and Fighting are resisted by Psychic-types. Finally, Hidden Power Ground can be used in order to hit Skuntank super effectively; it also hits Steel-types such as Bastiodon super effectively.</p>

<p>Due to Duosion's vulnerability to Dark-types such as Absol and Skuntank, Fighting-types such as Gurdurr and Emboar are recommended partners to take them on. Additionally, the aforementioned Fighting-types are useful to combat Steel-types such as Probopass, Bastiodon, and Klang, who resist both Psychic and Signal Beam. Skuntank makes an excellent partner due to its typing and arsenal of Dark-type moves, which make it optimal for taking out Ghost-types such as Haunter, as well as for destroying Psychic-types such as Musharna or other Duosion, who might try to set up alongside Duosion in a Calm Mind war. Together, Duosion, Skuntank, and Gurdurr make a Psychic / Dark / Fighting core, which populate the metagame (popularity =/= a reason to use something! is effective in the current metagame / has good synergy, or something?). Rock-types, particularly Golem and Regirock, make effective partners due to their ability to set up Stealth Rock for Duosion, while in return, Duosion can take most Fighting-type attacks aimed at them.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam
move 4: Hidden Power Ground
item: Eviolite / Life Orb
ability: Regenerator / Magic Guard
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Thanks to Duosion's abysmal Speed and high Special Attack stats, it excels as a Trick Room sweeper. Trick Room is the crux of the set, and enables Duosion to bypass its poor Speed stat for a few turns, while Psychic is the obligatory STAB move. Signal Beam is the coverage move of choice, as it hits Dark- and Psychic-types super effectively, while Hidden Power Ground decimates opposing Steel-types and Skuntank, who resist this set's other moves.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is simple; 252 HP EVs maximize bulk, while 252 Special Attack EVs let Duosion hit as hard as possible. A Quiet nature is preferred to increase Duosion's damage output while simultaneously lowering its Speed, both of which are ideal for Trick Room sweeping. Additionally, 3 Speed IVs are required for 70 Base Power Hidden Power Ground. If using Regenerator on this particular Duosion set, Eviolite is the recommended item of choice. With Regenerator and Eviolite, Duosion can comfortably switch into Sawk, force it out while simultaneously setting up Trick Room, and heal off the damage when eventually forced out. Duosion will have a higher amount of HP even after switching into entry hazards, unless your opponent has managed to set up Stealth Rock and three layers of Spikes. Otherwise, use Magic Guard alongside Life Orb, as Magic Guard negates Life Orb recoil. Duosion has a few other moves in its arsenal that it can use on this set. Specifically, Shadow Ball and Hidden Power Fighting can replace Signal Beam and Hidden Power Ground, respectively. However, Duosion fails to beat Skuntank effectively this way. Recover could be used over Hidden Power for healing, which grants Duosion some survivability.</p>

</p>Due to Duosion's weakness to Dark-types such as Absol and Skuntank, partners who can take on the aforementioned Pokemon are recommended. Because of this, Gurdurr is a great choice for a partner due to its ability to wall and eliminate both Absol and Skuntank, as well as Steel-types such as Probopass and Bastiodon. Similarly, Emboar makes a good partner, although it's not as bulky as Gurdurr. Zweilous makes a fine teammate as it can break walls with its high-powered Outrage, which allows Duosion to sweep later in the game. Additionally, Zweilous can take Ghost-type attacks aimed at Duosion, while Duosion can switch into Fighting-type attacks aimed at Zweilous. In general, slow, bulky Pokemon such as Eelektross, Golurk, and Muk make decent teammates (why?). Alternatively, a defensive Trick Room setter is usable, by utilizing its decent bulk in order to set-up Trick Room consistently throughout a battle (pretty sure this is OO material).</p>

[Other Options]

<p>Unfortunately, Duosion doesn't have many options outside of the ones listed. With Light Clay and Regenerator, it can use Reflect and Light Screen viably, as it can come in multiple times throughout the match and set up screens, while also checking threats such as Sawk. A set of Trick, Flame Orb, and Magic Guard can cripple incoming physical attackers such as Absol and Skuntank. While the idea of a Choice Specs set seems good, it is generally better done by Gardevoir, who sports better natural bulk and the same Special Attack stat. Duosion can also run a few other coverage moves, namely Thunder, Energy Ball, and Flash Cannon; however, these all add little to Duosion's coverage.</p>

[Checks and Counters]

<p>Skuntank is Duosion's best counter, as it packs an immunity to Duosion's Psychic-type STAB moves while taking neutral damage from Signal Beam. In addition, Skuntank can decimate Duosion with its Dark-type attacks, namely Pursuit, Sucker Punch, and Crunch; in fact, Skuntank only fears Hidden Power Ground. In a similar vein, Absol can check Duosion due to its immunity to Psychic, while trapping Duosion with Pursuit and bypassing Trick Room with Sucker Punch. Specially defensive behemoths such as Lickilicky can take even Hidden Power Fighting from Duosion and use Dragon Tail to remove its accumulated boosts, although Duosion can use Psyshock to bypass Lickilicky. Bastiodon can take on Calm Mind Duosion that lack a super effective Hidden Power, while specially defensive variants can take even Hidden Power Fighting or Ground and use Roar to remove its boosts. However, Trick Room Duosion can nearly OHKO Bastiodon with Hidden Power. Golurk can utterly destroy Duosion with its Iron Fist-boosted Shadow Punch. Similarly, Pinsir can wreck Duosion with X-Scissor, while nabbing a free Moxie boost simultaneously. Provided that Klang is healthy, it can set up on Duosion with Shift Gear and finish off Duosion, and possibly sweep the rest of its team. If worse comes to worst, Trick and Knock Off can remove Duosion's Eviolite, which makes it significantly easier to take out.</p>

(can this chunk of text be broken down anywhere?)


  • put stuff about item ev nature ability choice etc in first paragraph of AC; optional changes to item/ ev spread etc go after that
  • serial commas!! Duosion, Skuntank,(comma) and Gurdurr
  • may -> might, may denotes permission
  • set up is the verb, "set-up" refers to like a +1/+1 duosion, ie a duosion that has already set up - so stuff like "try to set-up alongside Duosion" should be "set up" instead
  • maximize physical bulk :p

[gp]1/2[/gp]
 

complete legitimacy

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Amateur check.

[Overview]

<p>Although the cuddly Duosion might seem harmless at first glance, it is actually quite threatening. Like its older brother Reuniclus up in OU, Duosion can use moves such as Calm Mind and Trick Room to great effect. In fact, Duosion even has the exact same Special Attack stat as Reuniclus! Additionally, Duosion can equip itself with an Eviolite to make its seemingly subpar defenses usable. Unfortunately, Duosion is, and while it appears to be badly hurt by its obscenely low Speed stat, although this can be turned into an advantage when using Trick Room. (this paragraph is talking about positives) Moreover, Duosion also has access to Magic Guard, which makes it immune to all kinds of passive damage, from Stealth Rock to Toxic.</p>

<p>DHowever, despite these brilliant perks, however, Duosion faces stiff competition for a teamslot from the multiple other Psychic-types in the tier, mainly from Musharna, who. Musharna sports better bulk than even Eviolite DuosionDuosion even with its Eviolite-bolstered defenses, a wider movepool, and the ability to use another item, such as Leftovers or a Life Orb. However, Duosion's advantages over Musharna include iNevertheless, Duosion boasts slightly higher Special Attack, the Magic Guard ability, and access to Recover to separate it from Musharna, since Moonlight is dependent on the weather and has less PP than Recover.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic / Psyshock
move 3: Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Although Musharna outclasses Duosion as a Calm Mind user due to its higher bulk, even with Eviolite factored in, Duosion's saving grace over the Drowsing Pokemon is Magic Guard. With Magic Guard, Duosion becomes immune to all forms of passive damage, including Toxic, which makes it an excellent stallbreaker. Calm Mind is the crux of the set, as it enables Duosion to boost its already stellar Special Attack, alongside its mediocre Special Defense. The choice of STAB comes down to preference; Psychic has slightly higher Base Power than Psyshock, and also packs a chance of lowering the opponent's Special Defense by one stage. On the other hand, Psyshock preys on the opponent's Defense stat, which allows it to bypass specially defensive walls such as Lickilicky, Altaria, and Flareon. Lastly, Signal Beam enables Duosion to hit Dark- and Psychic-types such as Absol and Musharna super effectively. (you forgot to mention Recover x_x)</p>

[ADDITIONAL COMMENTS]

<p>252 HP EVs are used alongside 252 Defense EVs and an Eviolite to maximize physical bulk, which enables Duosion to set up on Pokemon such as Sawk. However, Duosion will still fall to repeated attacks from powerful physical attackers such as Emboar, Braviary, Eelektross and Samurott.</p>

<p>
Alternatively, an EV spread of 252 HP / 4 Def / 252 SpA could be used to hit harder, especially after a Calm Mind boost; however, the loss of physical bulk is especially notable when attempting to take even weak neutral hits (maybe some examples?). Hidden Power Fighting could be used over over Signal Beam to hit Steel-types such as Probopass, as well as while still hitting Dark-types super effectively. However, Skuntank is only hit neutrally by Hidden Power Fighting. Speaking of Skuntank, it and other Pursuit users such as (example) are recommended partners when Duosion is using Hidden Power Fighting, because both Psychic and Fighting are resisted by Psychic-types. Finally, Hidden Power Ground can be used in order to hit Skuntank super effectively; it also hits Steel-types such as Bastiodon super effectively.</p>

<p>Due to Duosion's vulnerability to Dark-types such as Absol and Skuntank, Fighting-types such as Gurdurr and Emboar are recommended partners to take them on. Additionally, the aforementioned Fighting-types are useful to combat Steel-types such as Probopass, Bastiodon, and Klang, who resist both Psychic and Signal Beam. Skuntank makes an excellent partner due to its typing and arsenal of Dark-type moves, which make it optimal for taking out Ghost-types such as Haunter, as well as for destroying Psychic-types such as Musharna or other Duosion, who might try to set up alongside Duosion in a Calm Mind war. Together, Duosion, Skuntank, and Gurdurr make a Psychic / Dark / Fighting core, which populate the metagame due to their excellent syngergy and ability to take each other's counters out. Rock-types, particularly Golem and Regirock, make effective partners due to their ability to set up Stealth Rock for Duosion, while in return, Duosion can take most Fighting-type attacks aimed at them.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam
move 4: Hidden Power Ground
item: Eviolite / Life Orb
ability: Regenerator / Magic Guard
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>ThanksDue to Duosion's abysmal Speed and high Special Attack stats, it excels as a Trick Room sweeper. Trick Room is the crux of the set, and enables Duosion to bypass its poor Speed stat for a few turns, while Psychic is the obligatory STAB move. Signal Beam is the coverage move of choice, as it hits Dark- and Psychic-types super effectively, while Hidden Power Ground decimates opposing Steel-types and Skuntank, who resist this set's other moves.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is simple; 252 HP EVs maximizeincrase Duosion's bulk, while 252 Special Attack EVs let Duosionit hit as hard as possible. A Quiet nature is preferred to increase Duosion's damage output while simultaneously lowering its Speed, both of which are ideal for Trick Room sweeping. Additionally, 3 Speed IVs are required for a 70 Base Power Hidden Power Ground. If using Regenerator on this particular Duosion set, Eviolite is the recommended item of choice. With Regenerator and Eviolite, Duosion can comfortably switch into Sawk, force it out while simultaneously setting up Trick Room, and heal off the damage when eventually forced out. Duosion will have a higher amount of HP even after switching into entry hazards, unless your opponent has managed to set up Stealth Rock and three layers of Spikes. Otherwise, use Magic Guard alongside Life Orb, as for increased power, with Magic Guard negatesing Life Orb recoil. </p>

<p>
Duosion has a few other moves in its arsenal that it can use on this set. Specifically, Shadow Ball and Hidden Power Fighting can replace Signal Beam and Hidden Power Ground, respectively (explain why someone would want to do this). However, Duosion fails to beat Skuntank effectively this way. Recover could be used over Hidden Power for healing, which grants Duosion some survivability.</p>

<p>Due to Duosion's weakness to Dark-types such as Absol and Skuntank, partners who can take on the aforementioned Pokemon are recommended. Because of this, Gurdurr is a great choice for a partner due to its ability to wall and eliminate both Absol and Skuntank, as well as Steel-types such as Probopass and Bastiodon. Similarly, Emboar makes a good partner, although it's not as bulky as Gurdurr. Zweilous makes a fine teammate as it can break walls with its high-powered Outrage, which allows Duosion to sweep later in the game. Additionally, Zweilous can take Ghost-type attacks aimed at Duosion, while Duosion can switch into Fighting-type attacks aimed at Zweilous. In general, slow, bulky Pokemon such as Eelektross, Golurk, and Muk make decent teammates because of their ability to ability to take advantage of Trick Room because of their low Speed. Alternatively, a defensive Trick Room setter is usable, by utilizing its decent bulk in order to set-up Trick Room consistently throughout a battle (pretty sure this is OO material).</p>

[Other Options]

<p>Unfortunately, Duosion doesn't have many options outside of the ones listed. With Light Clay and Regenerator, it can use Reflect and Light Screen viably, as it can come in multiple times throughout the match and set up screens, while also checking threats such as Sawk. Alternatively, a defensive Trick Room setter is usable, utilizing Duosion's decent bulk in order to set up Trick Room consistently throughout a battle. A set of Trick, Flame Orb, and Magic Guard can cripple incoming physical attackers such as Absol and Skuntank. While the idea of a Choice Specs set seems good, it is generally better done by Gardevoir, who sports better natural bulk and the same Special Attack stat. Duosion can also run a few other coverage moves, namely Thunder, Energy Ball, and Flash Cannon; however, these all add little to Duosion's coverage.</p>

[Checks and Counters]

<p>Skuntank is Duosion's best counter, as it packs an immunity to Duosion's Psychic-type STAB moves while taking neutral damage from Signal Beam. In addition, Skuntank can decimate Duosion with its Dark-type attacks, namely Pursuit, Sucker Punch, and Crunch; in fact, Skuntank, while only fearsing Hidden Power Ground. In a similar vein, Absol can check Duosion due to its immunity to Psychic-type attacks, while trapping Duosion with Pursuit and bypassing Trick Room with Sucker Punch. Specially defensive behemoths such as Lickilicky can take even Hidden Power Fighting from Duosion and use Dragon Tail to remove its accumulated boosts, although Duosion can use Psyshock to bypass Lickilicky. Bastiodon can take on Calm Mind Duosion that lack a super effective Hidden Power, while specially defensive variants can take even Hidden Power Fighting or Ground and use Roar to remove its boosts (I would mention Sturdy here too). However, Trick Room Duosion can nearly OHKO Bastiodon with Hidden Power. Golurk can utterly destroy Duosion with its Iron Fist-boosted Shadow Punch. Similarly,, and Pinsir can wreck Duosion with X-Scissor, while nabbing a free Moxie boost simultaneously. Provided that Klang is healthy, it can set up on Duosion with Shift Gear and finish it off Duosion, andwith Gear Grind before possibly sweeping the rest of its team. If worse comes to worst, Trick and Knock Off from the likes of (examples) can remove Duosion's Eviolite, which makes it significantly easier to take out.</p>
[Overview]

<p>Although the cuddly Duosion might seem harmless at first glance, it is actually quite threatening. Like its older brother Reuniclus in OU, Duosion can use moves such as Calm Mind and Trick Room to great effect. In fact, Duosion even has the exact same Special Attack stat as Reuniclus! Duosion can equip itself with an Eviolite to make its seemingly subpar defenses usable, and while it appears to be badly hurt by its obscenely low Speed stat, this can be turned into an advantage when using Trick Room. (this paragraph is talking about positives) Moreover, Duosion also has access to Magic Guard, which makes it immune to all kinds of passive damage, from Stealth Rock to Toxic.</p>

<p>However, despite these brilliant perks Duosion faces stiff competition for a teamslot from the multiple other Psychic-types in the tier, mainly from Musharna. Musharna sports better bulk than Duosion even with its Eviolite-bolstered defenses, a wider movepool, and the ability to use Leftovers or a Life Orb. Nevertheless, Duosion boasts slightly higher Special Attack, the Magic Guard ability, and access to Recover to separate it from Musharna, since Moonlight is dependent on the weather and has less PP than Recover.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic / Psyshock
move 3: Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Although Musharna outclasses Duosion as a Calm Mind user due to its higher bulk, even with Eviolite factored in, Duosion's saving grace is Magic Guard. With Magic Guard, Duosion becomes immune to all forms of passive damage, including Toxic, which makes it an excellent stallbreaker. Calm Mind is the crux of the set, as it enables Duosion to boost its already stellar Special Attack alongside its mediocre Special Defense. The choice of STAB comes down to preference; Psychic has slightly higher Base Power than Psyshock, and also packs a chance of lowering the opponent's Special Defense by one stage. On the other hand, Psyshock preys on the opponent's Defense stat, which allows it to bypass specially defensive walls such as Lickilicky, Altaria, and Flareon. Lastly, Signal Beam enables Duosion to hit Dark- and Psychic-types such as Absol and Musharna super effectively. (you forgot to mention Recover x_x)</p>

[ADDITIONAL COMMENTS]

<p>252 HP EVs are used alongside 252 Defense EVs and an Eviolite to maximize physical bulk, which enables Duosion to set up on Pokemon such as Sawk. However, Duosion will still fall to repeated attacks from powerful physical attackers such as Emboar, Braviary, Eelektross and Samurott. Alternatively, an EV spread of 252 HP / 4 Def / 252 SpA could be used to hit harder, especially after a Calm Mind boost; however, the loss of physical bulk is especially notable when attempting to take even weak neutral hits (maybe some examples?). Hidden Power Fighting could be used over Signal Beam to hit Steel-types such as Probopass while still hitting Dark-types super effectively. However, Skuntank is only hit neutrally by Hidden Power Fighting. Speaking of Skuntank, it and other Pursuit users such as (example) are recommended partners when Duosion is using Hidden Power Fighting, because both Psychic and Fighting are resisted by Psychic-types. Finally, Hidden Power Ground can be used in order to hit Skuntank super effectively; it also hits Steel-types such as Bastiodon super effectively.</p>

<p>Due to Duosion's vulnerability to Dark-types such as Absol and Skuntank, Fighting-types such as Gurdurr and Emboar are recommended partners to take them on. Additionally, the aforementioned Fighting-types are useful to combat Steel-types such as Probopass, Bastiodon, and Klang, who resist both Psychic and Signal Beam. Skuntank makes an excellent partner due to its typing and arsenal of Dark-type moves, which make it optimal for taking out Ghost-types such as Haunter, as well as for destroying Psychic-types such as Musharna or other Duosion who might try to set up alongside Duosion in a Calm Mind war. Together, Duosion, Skuntank, and Gurdurr make a Psychic / Dark / Fighting core, which populate the metagame due to their excellent synergy and ability to take each other's counters out. Rock-types, particularly Golem and Regirock, make effective partners due to their ability to set up Stealth Rock for Duosion, while in return, Duosion can take most Fighting-type attacks aimed at them.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam
move 4: Hidden Power Ground
item: Eviolite / Life Orb
ability: Regenerator / Magic Guard
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Due to Duosion's abysmal Speed and high Special Attack, it excels as a Trick Room sweeper. Trick Room is the crux of the set, and enables Duosion to bypass its poor Speed stat for a few turns, while Psychic is the obligatory STAB move. Signal Beam is the coverage move of choice, as it hits Dark- and Psychic-types super effectively, while Hidden Power Ground decimates opposing Steel-types and Skuntank, who resist this set's other moves.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is simple; 252 HP EVs incrase Duosion's bulk, while 252 Special Attack EVs let it hit as hard as possible. A Quiet nature is preferred to increase Duosion's damage output while simultaneously lowering its Speed, both of which are ideal for Trick Room sweeping. Additionally, 3 Speed IVs are required for a 70 Base Power Hidden Power Ground. If using Regenerator on this particular Duosion set, Eviolite is the recommended item of choice. With Regenerator and Eviolite, Duosion can comfortably switch into Sawk, force it out while simultaneously setting up Trick Room, and heal off the damage when eventually forced out. Duosion will have a higher amount of HP even after switching into entry hazards, unless your opponent has managed to set up Stealth Rock and three layers of Spikes. Otherwise, use Magic Guard alongside Life Orb for increased power, with Magic Guard negating Life Orb recoil.</p>

<p>Duosion has a few other moves in its arsenal that it can use on this set. Specifically, Shadow Ball and Hidden Power Fighting can replace Signal Beam and Hidden Power Ground, respectively (explain why someone would want to do this). However, Duosion fails to beat Skuntank effectively this way. Recover could be used over Hidden Power for healing, which grants Duosion some survivability.</p>

<p>Due to Duosion's weakness to Dark-types such as Absol and Skuntank, partners who can take on the aforementioned Pokemon are recommended. Gurdurr is a great choice for a partner due to its ability to wall and eliminate both Absol and Skuntank, as well as Steel-types such as Probopass and Bastiodon. Similarly, Emboar makes a good partner, although it's not as bulky as Gurdurr. Zweilous makes a fine teammate as it can break walls with its high-powered Outrage, which allows Duosion to sweep later in the game. Additionally, Zweilous can take Ghost-type attacks aimed at Duosion, while Duosion can switch into Fighting-type attacks aimed at Zweilous. In general, slow, bulky Pokemon such as Eelektross, Golurk, and Muk make decent teammates because of their ability to ability to take advantage of Trick Room because of their low Speed.</p>

[Other Options]

<p>Unfortunately, Duosion doesn't have many options outside of the ones listed. With Light Clay and Regenerator, it can use Reflect and Light Screen viably, as it can come in multiple times throughout the match and set up screens, while also checking threats such as Sawk. Alternatively, a defensive Trick Room setter is usable, utilizing Duosion's decent bulk in order to set up Trick Room consistently throughout a battle. A set of Trick, Flame Orb, and Magic Guard can cripple incoming physical attackers such as Absol and Skuntank. While the idea of a Choice Specs set seems good, it is generally better done by Gardevoir, who sports better natural bulk and the same Special Attack stat. Duosion can also run a few other coverage moves, namely Thunder, Energy Ball, and Flash Cannon; however, these all add little to Duosion's coverage.</p>

[Checks and Counters]

<p>Skuntank is Duosion's best counter, as it packs an immunity to Duosion's Psychic-type STAB moves while taking neutral damage from Signal Beam. In addition, Skuntank can decimate Duosion with its Dark-type attacks, namely Pursuit, Sucker Punch, and Crunch, while only fearing Hidden Power Ground. In a similar vein, Absol can check Duosion due to its immunity to Psychic-type attacks, while trapping Duosion with Pursuit and bypassing Trick Room with Sucker Punch. Specially defensive behemoths such as Lickilicky can take even Hidden Power Fighting from Duosion and use Dragon Tail to remove its accumulated boosts, although Duosion can use Psyshock to bypass Lickilicky. Bastiodon can take on Calm Mind Duosion that lack a super effective Hidden Power, while specially defensive variants can take even Hidden Power Fighting or Ground and use Roar to remove its boosts (I would mention Sturdy here too). However, Trick Room Duosion can nearly OHKO Bastiodon with Hidden Power. Golurk can utterly destroy Duosion with its Iron Fist-boosted Shadow Punch, and Pinsir can wreck Duosion with X-Scissor while nabbing a free Moxie boost. Provided that Klang is healthy, it can set up on Duosion with Shift Gear and finish it off with Gear Grind before possibly sweeping the rest of its team. If worse comes to worst, Trick and Knock Off from the likes of (examples) can remove Duosion's Eviolite, which makes it significantly easier to take out.</p>
 
I know that two people have already looked this over, but here's a few changes I recommend (another Amateur Check by the way):

Comments in Lime
Additions in Blue
Subtractions in Red

[Overview]

<p>Although the cuddly Duosion might seem harmless at first glance, it is actually quite threatening. Like its older brother Reuniclus in OU, Duosion can use moves such as Calm Mind and Trick Room to great effect. In fact, Duosion even has the exact same Special Attack stat as Reuniclus! Duosion can equip itself with an Eviolite to make its seemingly subpar defenses usable, and, (there should be a comma here) while it appears to be badly hurt by its obscenely low Speed stat, this can be turned into an advantage when using Trick Room. (this paragraph is talking about positives) (this looks like it wasn't supposed to be transferred over) Moreover, Duosion also has access to Magic Guard, which makes it immune to all kinds of passive damage, (this comma isn't needed) from Stealth Rock to Toxic.</p>

<p>However, despite these brilliant perks Duosion faces stiff competition for a teamslot from the multiple other Psychic-types in the tier, mainly from Musharna. Most notably, Musharna sports better bulk than Duosion even with its Eviolite-bolstered defenses, a wider movepool, and the ability to use Leftovers or a Life Orb. Nevertheless, Duosion boasts slightly higher Special Attack, the Magic Guard ability, and access to Recover a superior recovery move to separate it from Musharna, since Moonlight is dependent on the weather and has less PP than Recover.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic / Psyshock
move 3: Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Although Musharna outclasses Duosion as a Calm Mind user due to its higher bulk, (this comma shouldn't be here) even with Eviolite factored in, Duosion's saving grace is Magic Guard. With Magic Guard, Duosion becomes is immune to all forms of passive damage, including Toxic, which makes it an excellent stallbreaker. Calm Mind is the crux of the set, as it enables Duosion to boost its already stellar Special Attack alongside its mediocre Special Defense. The choice of STAB comes down to preference;. (I think a period is more appropriate than a semicolon here since you talk about Psyshock in another sentence) Psychic has slightly higher Base Power than Psyshock, (unnecessary comma) and also packs a small chance of lowering to lower the opponent's Special Defense by one stage. On the other hand, Psyshock preys on targets (targets makes more sense in my opinion) the opponent's Defense stat, which allows it Duosion to bypass specially defensive walls such as Lickilicky, Altaria, and Flareon. Lastly For Coverage, Signal Beam enables Duosion to hit Dark- and Psychic-types such as Absol and Musharna super effectively with one move for slightly more damage than Hidden Power Bug. Lastly, Recover replenishes (there's two spaces here when there should only be one unless I accidentally did that) 50% of its HP every time it is used, giving it Duosion survivability. </p>

[ADDITIONAL COMMENTS]

<p>252 HP EVs are used alongside 252 Defense EVs and an Eviolite to maximize physical bulk, which enables Duosion to set up on Pokemon such as Sawk. However, Duosion will still fall to repeated attacks blows (attacks from powerful physical attackers seems redundant) from powerful physical attackers such as Emboar, Braviary, Eelektross and Samurott. Alternatively, an An alternate EV spread of 252 HP / 4 Def / 252 SpA could can be used to hit harder, especially after a Calm Mind boost; however, the loss of physical bulk is especially notable when attempting to take even weak neutral hits such as Garbodor's Gunk Shot. Hidden Power Fighting could be used over Signal Beam to hit Steel-types such as Probopass while still hitting Dark-types super effectively. However, Skuntank is only hit neutrally by Hidden Power Fighting. Speaking of Skuntank, it and other Pursuit users such as Absol are recommended partners when Duosion is using Hidden Power Fighting, (this comma is unnecessary) because both Psychic and Fighting are resisted by Psychic-types. Finally, Hidden Power Ground can be used in order to hit Skuntank super effectively; it also while retaining the ability to hit hits Steel-types such as Bastiodon super effectively.</p>

<p>Due to Duosion's vulnerability to Dark-types such as Absol and Skuntank, Fighting-types such as Gurdurr and Emboar are recommended partners to take them on. Additionally, the aforementioned Fighting-types are useful to combat Steel-types such as Probopass, Bastiodon, and Klang, who resist both Psychic and Signal Beam. Skuntank makes an excellent partner due to its typing and arsenal of Dark-type moves, which make it optimal for taking out Ghost-types such as Haunter, as well as for and destroying Psychic-types such as Musharna or other Duosion who might try to set up alongside Duosion in a Calm Mind war. Together, Duosion, Skuntank, and Gurdurr make a Psychic / Dark / Fighting core, which populate a combination common in the metagame due to their excellent synergy and ability to take each other's counters out. Rock-types, particularly Golem and Regirock, also make effective partners due to their ability to set up Stealth Rock for Duosion, while, (there should be a comma here) in return, Duosion can take most Fighting-type attacks aimed at them.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam
move 4: Hidden Power Ground
item: Eviolite / Life Orb
ability: Regenerator / Magic Guard
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Due to Duosion's abysmal Speed and high Special Attack, it excels as a Trick Room sweeper. Trick Room is the crux of the set, and enables Duosion to bypass its poor Speed stat for a few turns, while Psychic is the obligatory STAB move. Signal Beam is the coverage move of choice, as it hits Dark- and Psychic-types super effectively, while Hidden Power Ground decimates opposing Steel-types and Skuntank, who resist aren't threatened by (Skuntank is neutral to Bug) this set's other moves.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is simple; 252 HP EVs incrase increase Duosion's bulk, while 252 Special Attack EVs let it hit as hard as possible. A Quiet nature is preferred to increase Duosion's damage output while simultaneously lowering its Speed, both of which are ideal for Trick Room sweeping. Additionally Take not however that, (the way I have it the comma is no longer necessary 3 Speed IVs are required for a 70 Base Power Hidden Power Ground. If using Regenerator on this particular Duosion set, Eviolite is the recommended item of choice. With Regenerator and Eviolite, Duosion can comfortably switch into Sawk, force it out while simultaneously setting up Trick Room, and heal off the damage when eventually forced out. Duosion will have a higher amount of HP even after switching into entry hazards, unless your opponent has managed to set up Stealth Rock and three layers of Spikes. Otherwise, use Magic Guard alongside Life Orb for the increased power, with especially since Magic Guard negating negates Life Orb recoil.</p>

<p>Duosion has a few other moves in its arsenal that it can use on this set. Specifically, Shadow Ball and Hidden Power Fighting can replace Signal Beam and Hidden Power Ground, (this comma is unnecessary) respectively, (there should be a comma here) as it gives they give similar coverage, but Shadow Ball hits Psychic-types slightly harder than Signal Beam does. However, Duosion fails to beat Skuntank effectively this way (just wondering, to play devils advocate, if it beats it effectively with Hidden Power Ground either, since Sucker Punch DGAF about Trick Room. Moreover, Recover could can be used over Hidden Power for healing, which grants granting Duosion some survivability.</p>

<p>Due to Duosion's weakness to Dark-types such as Absol and Skuntank, partners who can take on the aforementioned Pokemon are recommended. Gurdurr is a great choice for a partner due to its ability to wall and eliminate both Absol and Skuntank, as well as along with (this is one thing that I'm not sure if either version or a third one would be better; personal preference I suppose) Steel-types such as Probopass and Bastiodon. Similarly, Emboar makes a good partner for similar reasons, although it's not as bulky as Gurdurr. Zweilous makes a fine teammate as it can break walls with its high-powered Outrage, which allows Duosion to sweep later in the game. Additionally, Zweilous can take Ghost-type attacks aimed at Duosion, while Duosion can switch into Fighting-type attacks aimed at Zweilous. In general, slow, bulky Pokemon such as Eelektross, Golurk, and Muk make decent teammates because of their ability to ability to take advantage of Trick Room because of due to their low Speed.</p>

[Other Options]

<p>Unfortunately, Duosion doesn't have many options outside of the ones listed. With Light Clay and Regenerator, it can use Reflect and Light Screen viably, as it can come in multiple times throughout the match and set up screens, (this comma is unnecessary) while also checking threats such as Sawk. Alternatively, a A defensive Trick Room setter is also usable, utilizing Duosion's decent bulk in order to set up Trick Room consistently throughout a battle. A set of Trick, Flame Orb, and Magic Guard can cripple incoming physical attackers such as Absol and Skuntank. While the idea of a Choice Specs set seems good, it is generally better done better by Gardevoir, who sports better natural bulk and the same Special Attack stat. Duosion can also run a few other coverage moves, namely Thunder, Energy Ball, and Flash Cannon; however, these all add little to Duosion's coverage.</p>

[Checks and Counters]

<p>Skuntank is Duosion's best counter, as it packs an immunity to Duosion's Psychic-type STAB moves while taking neutral damage from Signal Beam. In addition, Skuntank can decimate Duosion with its Dark-type attacks, namely Pursuit, Sucker Punch, and or Crunch, (this comma is unnecessary) while only fearing Hidden Power Ground. In a similar vein, Absol can check Duosion due to its immunity to Psychic-type attacks, while trapping Duosion with Pursuit and bypassing Trick Room with Sucker Punch. It must be wary of Signal Beam if attempting to switch in however. Specially defensive behemoths such as Lickilicky can take even Hidden Power Fighting from Duosion and use Dragon Tail to remove its accumulated boosts, although Duosion can use Psyshock to bypass Lickilicky though they are vulnerable to Psyshock. Bastiodon can take on Calm Mind Duosion that lack a super effective Hidden Power, while specially defensive variants can take even Hidden Power Fighting or Ground and use Roar to remove its boosts,. (this seems like a run-on sentence) Bastiodon also and even has Sturdy, so it can even check if Duosion after it manages to accumulate a few boosts if Bastiodon is at full health. However, Trick Room Duosion can nearly OHKOs Bastiodon with Hidden Power. Golurk can utterly destroy Duosion with its Iron Fist-boosted Shadow Punch, and Pinsir can wreck Duosion with X-Scissor while nabbing a free Moxie boost. Provided that Klang is healthy, it can set up on Duosion with Shift Gear and finish it off with Gear Grind before possibly sweeping the rest of its Duosion's team. If worse worst comes to worst (it doesn't make much sense if you think about it, but the expression is actually 'if worst comes to worst', Trick and Knock Off from the likes of Tangela and Alomomola can remove Duosion's Eviolite (you list two Knock Off users and no Trick users; you should probably add one), which makes it significantly easier to take out.</p>
 
Amateur GP check

[Overview]

<p>Although the cuddly Duosion might seem harmless at first glance, it is actually quite threatening. Like its older brother Reuniclus in OU, Duosion can use moves such as Calm Mind and Trick Room to great effect. In fact, Duosion even has the exact same Special Attack stat as Reuniclus! Duosion can equip itself with an Eviolite to make its seemingly subpar defenses usable, and while it appears to be badly hurt by its obscenely low Speed stat, this can be turned into an advantage when using Trick Room. Moreover, Duosion also has access to Magic Guard, which makes it immune to all kinds of passive damage,(remove comma) from Stealth Rock to Toxic.</p>

<p>However, despite these brilliant perks,(comma) Duosion faces stiff competition for a team(space) slot from the multiple other Psychic-types in the tier, mainly from Musharna. Musharna sports better bulk than Duosion even with itDuosion's Eviolite-bolstered defenses, a wider movepool, and the ability to use Leftovers or a Life Orb. Nevertheless, Duosion boasts slightly higher Special Attack, the Magic Guard ability, and access to Recover to separate it from Musharna, sinceas Musharna's Moonlight is dependent on the weather and has less PP than Recover.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic / Psyshock
move 3: Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Although Musharna outclasses Duosion as a Calm Mind user due to its higher bulk, even with Eviolite factored in, Duosion's saving grace is Magic Guard. With Magic Guard, Duosion becomes immune to all forms of passive damage, including Toxic, which makes it an excellent stallbreaker. Calm Mind is the crux of the set, as it enables Duosion to boost its already stellar Special Attack alongside its mediocre Special Defense. The choice of STAB comes down to preference; Psychic has slightly higher Base Power than Psyshock, and also packs a chance of lowering the opponent's Special Defense by one stage. On the other hand, Psyshock preys on the opponent's Defense stat, which allows it to bypass specially defensive walls such as Lickilicky, Altaria, and Flareon. Lastly, Signal Beam enables Duosion to hit Dark- and Psychic-types such as Absol and Musharna super effectively. Recover replenishes 50% of its HP every time it is used, giving it survivability.</p>

[ADDITIONAL COMMENTS]

<p>252 HP EVs are used alongside 252 Defense EVs and anwith Eviolite to maximize physical bulk, which enablesenabling Duosion to set up on Pokemon such as Sawk. However, Duosion will still fall to repeated attacks from powerful physical attackers such as Emboar, Braviary, Eelektross,(comma) and Samurott. Alternatively, an EV spread of 252 HP / 4 Def / 252 SpA could be used to hit harder, especially after a Calm Mind boost; however, the loss of physical bulk is especially notable when attempting to take even weak neutral hits such as Garbodor's Gunk Shot. Hidden Power Fighting could be used over Signal Beam to hit Steel-types such as Probopass,(comma) while still hitting Dark-types (such as?) super effectively. However, Skuntank is only hit neutrally by Hidden Power Fighting. Speaking of Skuntank, it and other Pursuit users such as Absol are recommended partners when Duosion is using Hidden Power Fighting, because both Psychic and Hidden Power Fighting moves are resisted by Psychic-types. Finally, Hidden Power Ground can be used in order to hit Skuntank super effectively; it also hits Steel-types such as Bastiodon super effectively.</p>

<p>Due to Duosion's vulnerability to Dark-types such as Absol and Skuntank, Fighting-types such as Gurdurr and Emboar are recommended partners to take them on. Additionally, the aforementioned Fighting-types are useful to combat Steel-types such as Probopass, Bastiodon, and Klang, who resist both Psychic and Signal Beam. Skuntank makes an excellent partner due to its typing and arsenal of Dark-type moves, which make it optimal for taking out Ghost-types such as Haunter, as well as for destroying Psychic-types such as Musharna or other Duosion who might try to set up alongside Duosion in a Calm Mind war. Together, Duosion, Skuntank, and Gurdurr make a strong Psychic / Dark / Fighting core, a core which populates the metagame due to theirits excellent synergy and ability to take each other's counters out. Rock-types, particularly Golem and Regirock, make effective partners due to their ability to set up Stealth Rock for Duosion, while in return, Duosion can take most Fighting-type attacks aimed at them.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam
move 4: Hidden Power Ground
item: Eviolite / Life Orb
ability: Regenerator / Magic Guard
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Due to Duosion's abysmal Speed and high Special Attack, it excels as a Trick Room sweeper. Trick Room is the crux of the set, and enables Duosion to bypass its poor Speed stat for a few turns, while Psychic is the obligatory STAB move. Signal Beam is the coverage move of choice, as it hits Dark- and Psychic-types super effectively, while Hidden Power Ground decimates opposing Steel-types and Skuntank, who resist this set's other moves.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is simple;:(colon) 252 HP EVs incrase Duosion's bulk, while 252 Special Attack EVs let it hit as hard as possible. A Quiet nature is preferred to increase Duosion's damage output while simultaneously lowering its Speed, both of which are ideal for Trick Room sweeping. Additionally, 3 Speed IVs are required for a 70 Base Power Hidden Power Ground. If using Regenerator on this particular Duosion set, Eviolite is the recommended item of choice. With Regenerator and Eviolite, Duosion can comfortably switch into Sawk, force it out while simultaneously setting up Trick Room, and heal off the damage when Duosion is eventually forced out. Duosion will have a higher amount of HP even after switching into entry hazards, unless your opponent has managed to set up Stealth Rock and three layers of Spikes. Otherwise, use Magic Guard alongside Life Orb for increased power, withas Magic Guard negatinges Life Orb recoil.</p>

<p>Duosion has a few other moves in its arsenal that it can use on this set. Specifically, Shadow Ball and Hidden Power Fighting can replace Signal Beam and Hidden Power Ground, respectively,(comma) as it gives similar coverage, but Shadow Ball hits Psychic-types slightly hard than Signal Beam does. H; however, Duosion fails to beat Skuntank effectively this way. Recover could be used over Hidden Power for healing, which grants Duosion some survivability.</p>

<p>Due to Duosion's weakness to Dark-types such as Absol and Skuntank, partners who can take on the aforementioned Pokemon are recommended. Gurdurr is a great choice for a partner due to its ability to wall and eliminate both Absol and Skuntank, as well as Steel-types such as Probopass and Bastiodon. Similarly, Emboar makes a good partner, although it's not as bulky as Gurdurr. Zweilous makes a fine teammate,(comma) as it can break walls with its high-powered Outrage, which allows Duosion to sweep later in the game. Additionally, Zweilous can take Ghost-type attacks aimed at Duosion, while Duosion can switch into Fighting-type attacks aimed at Zweilous. In general, slow, bulky Pokemon such as Eelektross, Golurk, and Muk make decent teammates because of their ability to ability to take advantage of Trick Room because ofdue to their low Speed.</p>

[Other Options]

<p>Unfortunately, Duosion doesn't have many options outside of the ones listed. With Light Clay and Regenerator, it can usebecome a good dual screens user with Reflect and Light Screen viably, as it can come in multiple times throughout the match and set up screens,(remove comma) while also checking threats such as Sawk. Alternatively, a defensive Trick Room setter is usable, utilizing Duosion's decent bulk in order to set up Trick Room consistently throughout a battle. A set of Trick, and Flame Orb, and with Magic Guard can cripple incoming physical attackers such as Absol and Skuntank. While the idea of a Choice Specs set seems good, it is generally better done by Gardevoir, who sports better natural bulk and the same Special Attack stat. Duosion can also run a few other coverage moves, namely Thunder, Energy Ball, and Flash Cannon; however, these all add little to Duosion's coverage.</p>

[Checks and Counters]

<p>Skuntank is Duosion's best counter, as it packs an immunity to Duosion's Psychic-type STAB moves while taking neutral damage from Signal Beam. In addition, Skuntank can decimate Duosion with its Dark-type attacks, namely Pursuit, Sucker Punch, and Crunch, while only fearing Hidden Power Ground. In a similar vein, Absol can check Duosion due to its immunity to Psychic-type attacks, whilecan trapping Duosion with Pursuit, and bypassinges the effects Trick Room with Sucker Punch. Specially defensive behemoths such as Lickilicky can take even Hidden Power Fighting from Duosion and use Dragon Tail to remove its accumulated boosts, although Duosion can use Psyshock to bypassdeal more damage to Lickilicky. Bastiodon can take on Calm Mind Duosion that lack a super effective Hidden Power, while specially defensive variants can take even Hidden Power Fighting or Hidden Power Ground and use Roar to remove its boosts, and even has Sturdy; Bastiodon even has Sturdy to prevent it from being OHKOed if Duosion manages to accumulate a few boosts. However, Trick Room Duosion can nearly OHKO Bastiodon with Hidden Power. Golurk can utterly destroy Duosion with its Iron Fist-boosted Shadow Punch, and Pinsir can wreck Duosion with X-Scissor while nabbing a free Moxie boost. Provided that Klang is healthy, it can set up on Duosion with Shift Gear and finish it off with Gear Grind before possibly sweeping the rest of its team. If worse comes to worst, Trick and Knock Off from the likes of Tangela and Alomomola can remove Duosion's Eviolite, which makes itmaking Duosion significantly easier to take out.</p>


[Overview]

<p>Although the cuddly Duosion might seem harmless at first glance, it is actually quite threatening. Like its older brother Reuniclus, Duosion can use moves such as Calm Mind and Trick Room to great effect. In fact, Duosion even has the exact same Special Attack stat as Reuniclus! Duosion can equip itself with an Eviolite to make its seemingly subpar defenses usable, and while it appears to be badly hurt by its obscenely low Speed stat, this can be turned into an advantage when using Trick Room. Moreover, Duosion also has access to Magic Guard, which makes it immune to all kinds of passive damage from Stealth Rock to Toxic.</p>

<p>However, despite these brilliant perks, Duosion faces stiff competition for a team slot from the multiple other Psychic-types in the tier, mainly Musharna. Musharna sports better bulk than Duosion even with Duosion's Eviolite-bolstered defenses, a wider movepool, and the ability to use Leftovers or a Life Orb. Nevertheless, Duosion boasts slightly higher Special Attack, the Magic Guard ability, and access to Recover to separate it from Musharna, as Musharna's Moonlight is dependent on the weather and has less PP than Recover.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic / Psyshock
move 3: Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Although Musharna outclasses Duosion as a Calm Mind user due to its higher bulk, Duosion's saving grace is Magic Guard. With Magic Guard, Duosion becomes immune to all forms of passive damage, including Toxic, which makes it an excellent stallbreaker. Calm Mind is the crux of the set, as it enables Duosion to boost its already stellar Special Attack alongside its mediocre Special Defense. The choice of STAB comes down to preference; Psychic has slightly higher Base Power than Psyshock, and also packs a chance of lowering the opponent's Special Defense by one stage. On the other hand, Psyshock preys on the opponent's Defense stat, which allows it to bypass specially defensive walls such as Lickilicky, Altaria, and Flareon. Lastly, Signal Beam enables Duosion to hit Dark- and Psychic-types such as Absol and Musharna super effectively. Recover replenishes 50% of its HP every time it is used, giving it survivability.</p>

[ADDITIONAL COMMENTS]

<p>252 HP EVs are used alongside 252 Defense EVs with Eviolite to maximize physical bulk, enabling Duosion to set up on Pokemon such as Sawk. However, Duosion will still fall to repeated attacks from powerful physical attackers such as Emboar, Braviary, Eelektross, and Samurott. Alternatively, an EV spread of 252 HP / 4 Def / 252 SpA could be used to hit harder, especially after a Calm Mind boost; however, the loss of physical bulk is especially notable when attempting to take even weak neutral hits such as Garbodor's Gunk Shot. Hidden Power Fighting could be used over Signal Beam to hit Steel-types such as Probopass, while still hitting Dark-types (such as?) super effectively. However, Skuntank is only hit neutrally by Hidden Power Fighting. Speaking of Skuntank, it and other Pursuit users such as Absol are recommended partners when Duosion is using Hidden Power Fighting, because both Psychic and Hidden Power Fighting moves are resisted by Psychic-types. Finally, Hidden Power Ground can be used in order to hit Skuntank super effectively; it also hits Steel-types such as Bastiodon super effectively.</p>

<p>Due to Duosion's vulnerability to Dark-types such as Absol and Skuntank, Fighting-types such as Gurdurr and Emboar are recommended partners to take them on. Additionally, the aforementioned Fighting-types are useful to combat Steel-types such as Probopass, Bastiodon, and Klang, who resist both Psychic and Signal Beam. Skuntank makes an excellent partner due to its typing and arsenal of Dark-type moves, which make it optimal for taking out Ghost-types such as Haunter, as well as for destroying Psychic-types such as Musharna or other Duosion who might try to set up alongside Duosion in a Calm Mind war. Together, Duosion, Skuntank, and Gurdurr make a strong Psychic / Dark / Fighting core, a core which populates the metagame due to its excellent synergy and ability to take each other's counters out. Rock-types, particularly Golem and Regirock, make effective partners due to their ability to set up Stealth Rock for Duosion, while in return, Duosion can take most Fighting-type attacks aimed at them.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam
move 4: Hidden Power Ground
item: Eviolite / Life Orb
ability: Regenerator / Magic Guard
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Due to Duosion's abysmal Speed and high Special Attack, it excels as a Trick Room sweeper. Trick Room is the crux of the set, and enables Duosion to bypass its poor Speed stat for a few turns, while Psychic is the obligatory STAB move. Signal Beam is the coverage move of choice, as it hits Dark- and Psychic-types super effectively, while Hidden Power Ground decimates opposing Steel-types and Skuntank, who resist this set's other moves.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is simple: 252 HP EVs incrase Duosion's bulk, while 252 Special Attack EVs let it hit as hard as possible. A Quiet nature is preferred to increase Duosion's damage output while simultaneously lowering its Speed, both of which are ideal for Trick Room sweeping. Additionally, 3 Speed IVs are required for a 70 Base Power Hidden Power Ground. If using Regenerator on this particular Duosion set, Eviolite is the recommended item of choice. With Regenerator and Eviolite, Duosion can comfortably switch into Sawk, force it out while simultaneously setting up Trick Room, and heal off the damage when Duosion is eventually forced out. Duosion will have a higher amount of HP even after switching into entry hazards, unless your opponent has managed to set up Stealth Rock and three layers of Spikes. Otherwise, use Magic Guard alongside Life Orb for increased power, as Magic Guard negates Life Orb recoil.</p>

<p>Duosion has a few other moves in its arsenal that it can use on this set. Shadow Ball and Hidden Power Fighting can replace Signal Beam and Hidden Power Ground, respectively, as it gives similar coverage, but Shadow Ball hits Psychic-types slightly hard than Signal Beam does; however, Duosion fails to beat Skuntank effectively this way. Recover could be used over Hidden Power for healing, which grants Duosion some survivability.</p>

<p>Due to Duosion's weakness to Dark-types such as Absol and Skuntank, partners who can take on the aforementioned Pokemon are recommended. Gurdurr is a great choice for a partner due to its ability to wall and eliminate both Absol and Skuntank, as well as Steel-types such as Probopass and Bastiodon. Similarly, Emboar makes a good partner, although it's not as bulky as Gurdurr. Zweilous makes a fine teammate, as it can break walls with its high-powered Outrage, which allows Duosion to sweep later in the game. Additionally, Zweilous can take Ghost-type attacks aimed at Duosion, while Duosion can switch into Fighting-type attacks aimed at Zweilous. In general, slow, bulky Pokemon such as Eelektross, Golurk, and Muk make decent teammates because of their ability to ability to take advantage of Trick Room due to their low Speed.</p>

[Other Options]

<p>Unfortunately, Duosion doesn't have many options outside of the ones listed. With Light Clay and Regenerator, it can become a good dual screens user with Reflect and Light Screen, as it can come in multiple times throughout the match and set up screens while also checking threats such as Sawk. Alternatively, a defensive Trick Room set is usable, utilizing Duosion's decent bulk in order to set up Trick Room consistently throughout a battle. A set of Trick and Flame Orb with Magic Guard can cripple incoming physical attackers such as Absol and Skuntank. While the idea of a Choice Specs set seems good, it is generally better done by Gardevoir, who sports better natural bulk and the same Special Attack stat. Duosion can also run a few other coverage moves, namely Thunder, Energy Ball, and Flash Cannon; however, these all add little to Duosion's coverage.</p>

[Checks and Counters]

<p>Skuntank is Duosion's best counter, as it packs an immunity to Duosion's Psychic-type STAB moves while taking neutral damage from Signal Beam. In addition, Skuntank can decimate Duosion with its Dark-type attacks, namely Pursuit, Sucker Punch, and Crunch, while only fearing Hidden Power Ground. In a similar vein, Absol can check Duosion due to its immunity to Psychic-type attacks, can trap Duosion with Pursuit, and bypasses the effects Trick Room with Sucker Punch. Specially defensive behemoths such as Lickilicky can take even Hidden Power Fighting from Duosion and use Dragon Tail to remove its accumulated boosts, although Duosion can use Psyshock to deal more damage to Lickilicky. Bastiodon can take on Calm Mind Duosion that lack a super effective Hidden Power, while specially defensive variants can take even Hidden Power Fighting or Hidden Power Ground and use Roar to remove its boosts; Bastiodon even has Sturdy to prevent it from being OHKOed if Duosion manages to accumulate a few boosts. However, Trick Room Duosion can nearly OHKO Bastiodon with Hidden Power. Golurk can utterly destroy Duosion with its Iron Fist-boosted Shadow Punch, and Pinsir can wreck Duosion with X-Scissor while nabbing a Moxie boost. Provided that Klang is healthy, it can set up on Duosion with Shift Gear and finish it off with Gear Grind before possibly sweeping the rest of its team. If worse comes to worst, Trick and Knock Off from the likes of Tangela and Alomomola can remove Duosion's Eviolite, making Duosion significantly easier to take out.</p>


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