- Amazing ability in Magic Guard, allowing it to take no residual damage whatsoever, preventing it from taking any damage from Toxic-Stall and not being worn down by hazards, as Musharna is.
- Good Trick Room setter.
- Has decent bulk with investment and Eviolite.
- Many other Psychic-Types in the tier and somewhat struggles to leave a mark.
- Musharna does the same thing but with better bulk.
- Horrible HP and is outspeed by almost everything in the tier when not under Trick Room.
- Barren movepool.
name: Calm Mind
move 1: Calm Mind
move 2: Psychic
move 3: Signal Beam / Thunder
move 4: Recover
ability: Magic Guard
evs: 248 HP / 252 Def / 8 SpA
- Great late game sweeper and a great weapon against stall
- Boosts its already outstanding Special Attack to even further levels
- Psychic/Bug get really good coverage together, hitting most of the tier for Super Effective or neutral damage.
- Signal Beam nails the Psychic and Dark-types that resist Psychic.
- Recover and Magic Guard help set it apart from Musharna, as Recover outclasses Moonlight, which is useless under Rain and has less PP. Magic Guard, prevents eing Toxic Stalled to death and not be worn down by hazards, as Musharna is.
- Thunder nails Mandibuzz hard, which is a great feat, and also allows you to hurt Skuntank for more than Signal Beam.
- EV's Provided allow it to be as bulky as possible on it's Defense.
- Good partners include strong fighting and bug-types to kill off the Pursuit and sucker punch users that really hurt Duosion, some examples could be Sawk or Scolipede.
- Forming a Fighting-Dark-Psychic core will create a very strong core.
- Gurdurr makes a very powerful core in conjunction with this set, being able to handle the dark-types and bug-types, Throh too can perform the similarly, but not quite as well.
- Hidden Power Ground is an option, but everything gets hit just as well by Psychic/Bug, however there are some exceptions, such as Bastiodon who will no longer wall Duosion if it chooses to run Hidden Power Ground or simply choose just to Roar it away, it also hits Skuntank hard.
- Psyshock is usable to make sort of a mixed attacker, but after enough boosts Psychic will plow down Special walls or be forced to switch at walls it simply cannot beat like Bastiodion.
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam
move 4: Hidden Power Ground / Recover
ability: Magic Guard
evs: evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Speed
- Serves as a better standalone Trick Room sweeper.
- Trick Room lets it bypass it's horrible speed and become one of the fastest Pokemon in the tier.
- Its good bulk and Special Attack can let it set up and sweep.
- Psychic is Duosion's most powerful STAB attack and hits very hard.
- 3 Speed IV's allow it to be as slow as possible while retaining a 70 BP Hidden Power.
- Signal Beam is mandatory to really pack a punch on Dark-Types.
- Recover can replace Hidden Power Ground for increased longevity, but then it cannot hit Skunktank.
- EV Spread provides as much bulk as possible, while also giving Duosion as much power as can be.
- Good partners include slow pokemon such as Golurk, Guts Ursaring, and Marowak, who are can make use of the few turns they get with Trick Room up, but most of the time it is too risky and won't end up achieving what you wish for it to. Gurdurr is an exception to this as it benefits from trick room, and has the ability to pick off the dark types that are troublesome to duosion.
- Eviolite is the preferred item to add much needed bulk.
- Life Orb is a viable option as it provides some extra power, but the loss in bulk is very noticeable.
- Trick Room has a -6 Priority, so be sure it can survive a hit from whatever it is trying to set it up on.
- It can use defensive Trick Room set to make a dedicated to a full Trick Room team, but usually Trick Room teams are not very effective.
- A Trick+Orb set looks good on paper, but it really doesn't work as effectively as it sounds, as Duosion loses a significant amount of bulk from not having it's Eviolite.
- Energy Ball and Hidden Power Fighting could all be used as coverage moves but they don't hit anything significantly for better coverage than Bug/Psychic combo.
- Magic Coat could be useful to reflect hazards or status, but no one is really that stupid to use a status on Duosion and Duosion has much better things to do in it's time on the battlefield.
- Acid Armor, which can make it very bulky on the Physical side, but it really is gimmicky at best
- It gets Dual Screens, but Gardevoir is usually better at setting these up due to its higher speed.
- Thunder Wave can cripple some things to help some of the other pokemon on your team, but Trick Room cripples fast pokemon just as much.
- Regenerator could be used, but is inferior to Magic Guard in just about every way.
- The #1 counter to Duosion is Mandibuzz, who can Taunt, Whirlwind, and wear down Duosion with Foul Play, all the meanwhile taking nothing at all from Duosion's attacks.
- In similar vane as Mandibuzz, Skuntank can also Taunt Duosion and threaten it with it's STABs, but it is 2HKO'd by Hidden Power Ground, so it is considered a check at best. Scraggy also takes nothing from any of Duosion's attacks, and can boost alongside it.
- Scolipede can easily destroy it with STAB Megahorn, in a similar boat, Pinsir can gain a free Moxie boost by knocking out Duosion easily with X-Scissor.
- Powerful Sucker Punches from the likes of Shiftry and Cacturne are also the death of Duosion.
- Liepard shuts down all of Duosion's sets through Encore mainly, while also having Taunt and Dark STABs to pick off Duosion, however it does take a lot from Signal Beam.
- Bastiodon deserves a mention because it can Roar away Duosion while taking nothing at all from even boosted attacks.
- Knock Off is problematic, as it removes Duosion's Eviolite and bulk.
- Bugs and ghost-types such as Haunter, Golurk, and Missy all have trouble switching into Duosion, but most of them can proceed to knock out Duosion.
- Special walls such as Audino, Lickilicky, and Probopass all take nothing from any of Duosions attacks, while Audino and Lickilicky can recover their health and even stall out Duosion and attacking with their moves also.
- Generally offensive teams give it trouble as they don't allow it to set up.
- Trick also renders Duosion as it steals away Duosion's precious Eviolite.
- Taunt also prevents it from setting up, rendering it useless.
- It should be noted that Steel-Types completely wall it if it is lacking the correct hidden power.
- Physical Samurott is very threatening and can easily defeat Duosion with Megahorn.
- U-Turn weakness, along with a Pursuit weakness, is also very troublesome.