Doubles Togedemaru [QC 2/2] [GP 2/2]

GenOne

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[OVERVIEW]

Togedemaru is an unorthodox Trick Room attacker that functions best at Level 1, underspeeding the entire metagame and using a combination of Sturdy, Endeavor, and extremely low HP to whittle its targets down to KO range. Additionally, Togedemaru has access to Fake Out, which can help a partner set up Trick Room, as well as a decent pool of utility moves such as Encore.

There is little room for error when using Togedemaru, however; with its non-existent bulk, Togedemaru is fodder to double targeting and also struggles to find a clean opportunity to switch into the field. Furthermore, chip damage from Stealth Rock and hail is fatal to Togedemaru, as this invalidates its Sturdy ability and makes any incoming hit an OHKO. Togedemaru is also generally a less effective Fake Out supporter compared to Incineroar and Scrafty, both of which are much better at taking hits and getting into a good position to provide support.

[SET]
name: Endeavor Support
move 1: Fake Out
move 2: Endeavor
move 3: Encore
move 4: Spiky Shield
item: Berry Juice / Shell Bell
ability: Sturdy
nature: Brave
evs: 252 Atk / 252 SpA / 4 SpD
ivs: 0 Spe
level: 1

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

Fake Out buys a turn of momentum for Togedemaru's partner and can often be used to ensure its partner is able to set up Trick Room. Endeavor allows Togedemaru to whittle a target's HP down to near-zero, softening it up to be KOed by Togedemaru's partner. Encore is mostly just a filler move, as Togedemaru should be using Endeavor most of the time, but Encore can be used to lock a target into a passive move such as Protect, thereby allowing Togedemaru and its partner to focus on the other enemy slot. Spiky Shield is used to protect Togedemaru from an incoming attack for a turn so its partner can deal with Togedemaru's threats or get into a better position. Spiky Shield is preferred over Protect for its added ability to inflict chip damage to foes that use contact attacks.

Set Details
========

At Level 1, Togedemaru's EVs and IVs have no effect on any relevant stats other than its Speed. The given set uses 0 IVs in Speed to drop the stat by one point, ensuring that Togedemaru moves first inside of Trick Room. Berry Juice, when used in tandem with Togedemaru's low HP stat and its Sturdy ability, ensures that Togedemaru will always recover to 100% HP after taking its first hit. In essence, Berry Juice ensures that Togedemaru needs to be attacked three times in order to be KOed. Shell Bell, on the other hand, when used in tandem with Togedemaru's low HP stat and its Sturdy ability, allows Togedemaru to recover to 100% HP every time it uses Endeavor on a healthy target, essentially creating an endless loop of recovery until the opponent is able to double target Togedemaru.

Usage Tips
========

Togedemaru can easily be KOed by double targeting, especially before Trick Room is set, so it is crucial to protect or switch out Togedemaru on turns where its partner can't deal with at least one of the opposing Pokemon. Outside of Trick Room, Togedemaru can provide Fake Out support to allow a partner to set up Trick Room. However, it needs to be wary of faster Fake Out users like Incineroar and Mew as well as Tapu Lele, which can block Fake Out with Psychic Surge.

Inside of Trick Room, Togedemaru's general strategy is to use Endeavor on a target, bringing them into KO range for Togedemaru's partner. Be wary of targets holding a pinch Berry, such as Tapu Fini with Wiki Berry and Incineroar with Figy Berry; targeting these Pokemon with Endeavor will only drop them to 50% HP after the berry activates, which may not be low enough for Togedemaru's partner to score a KO. It is also worth emphasizing that Togedemaru is incapable of finishing off a foe due to its weak Level 1 stats (aside from using Fake Out on a target with 1 HP), so it always will rely on its partner to score the finishing blows.

Togedemaru's item of choice has implications on how it should be played. Berry Juice makes Togedemaru a bit more forgiving to play, as it can survive one turn of double targeting; for example, Togedemaru can switch into an attack on Turn 1, use Fake Out on Turn 2 to support a Trick Room setup, and still be alive on Turn 3 to get off an Endeavor. Shell Bell, on the other hand, makes Togedemaru less forgiving to play outside of Trick Room but makes Togedemaru considerably harder to KO inside of Trick Room, as it can continuously recover to 100% HP.

Team Options
========

Togedemaru requires Trick Room to be effective, so it should be accompanied by Trick Room setters like Stakataka and Diancie. Stakataka has notably great synergy with Togedemaru, as it can activate its Beast Boost ability repeatedly by picking off the targets that Togedemaru whittles down with Endeavor. Hoopa-U is also a great partner for Togedemaru, as it can dissuade foes from stalling out Togedemaru's Endeavor attacks with Protect. Other low-speed Trick Room attackers such as Mega Camerupt and Lurantis also work well with Togedemaru, as they generally move before their foes inside of Trick Room and can finalize the KO on targets that have been weakened by Endeavor. Priority attackers, such as Extreme Speed Zygarde and Bullet Punch Scizor, can situationally make Togedemaru a threat even outside of Trick Room by threatening to finish off an Endeavor-weakened target while Togedemaru attacks the other foe with another Endeavor.

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

Togedemaru is a pretty one-dimensional Pokemon, and the given set listed above is usually the most effective. However, Helping Hand can be used to boost the move used by Togedemaru's partner, which gives Togedemaru a bit more utility outside of Trick Room and could also situationally be more effective inside of Trick Room for breaking through a target wielding a pinch Berry. After You can also be used to allow Togedemaru's partner to move before virtually anything else when inside of Trick Room.

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

**Literally Any Damaging Move**: At Level 1, Togedemaru relies entirely on its Sturdy ability and recovery item to stay alive, so double targeting Togedemaru with damage-dealing moves of any kind is highly effective when possible.

**Teravolt and Photon Geyser**: Kyurem-B and Necrozma are able to ignore Togedemaru's Sturdy ability with their Teravolt ability and Photon Geyser attack, respectively.

**Targets with Recovery Berries**: Togedemaru's strategy largely relies on bringing its target down to KO range fast so its partner can finish the KO. Targets holding a recovery Berry such as Wiki Berry or Figy Berry can take an Endeavor and still retain more than half their HP, which can allow them to survive a subsequent attack and bring Togedemaru's sweeping momentum to a halt.

**Ghost-types**: Ghost-types such as Aegislash are immune to Endeavor and can freely play around Togedemaru's antics.

**Knock Off**: Togedemaru loses its ability to recover to full HP if its held item is lost to Knock Off from Pokemon such as Incineroar and Landorus-T, making Togedemaru far easier to take down on the following turns.

**Stealth Rock**: If Togedemaru switches into Stealth Rock, its Sturdy ability will be invalidated and it will faint if struck by a single hit. Shell Bell variants of Togedemaru may be able to recover HP on the following turn, but Berry Juice variants will be in a considerably worse position.

[CREDITS]
- Written by: [[GenOne, 306383]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]]
- Grammar checked by: [[Fireflame479, 231476], [JockeMS, 53214]]
 
Last edited by a moderator:

Egor

нет, товарищ генерал, это вы даёте
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[OVERVIEW] bullet 3. I don't think explaining what is FEAR is that needed here.

[OVERVIEW] bullet 4. Since it's overview, it's better talk about Togedemaru's niche in the meta rather than its objective (it belongs more to usage tips). Also I feel like calling Togedemaru a sweeper isn't entirely correct. It's more a support mon. Delete last sentence too, it belongs to the moves section.

[OVERVIEW] talk about Togedemaru's downsides like its inconsistensy because of rocks being pretty common etc.

[Moves] when talking about Endeavor, put more emphasis on its purpose instead of its mechanic.

[Set Details] bullet 3 seems like a fluff, remove it.

[Set Details] the better place for the last bullet is usage tips tbh because it explains how to play Togedemaru with different items.

[Usage Tips] as I stated above, sweeper is incorrect description of Togedemaru imo. Togedemaru actually weakens foes, not sweeps opposing team.

[Usage tips] talk about how's important avoiding double targets more. Include bullet 3 here too.

Sorry if my points are bad :/
 
Last edited:

talkingtree

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^All Egor's points are solid, implement those and then I'll go over to catch anything else I see before writeup.

I'd also like to see you potentially pare this down a bit; Togedemaru's fairly niche and straightforward so I don't want it being one of our longest analyses
 

talkingtree

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  • [Team Options] I'd give more weight to Stakataka as a partner, it's one of the few reasons that Togedemaru is viable
  • [Team Options] Your whole set of bullet points that's indented is great information, and reads well, but I don't think it's important to have in an analysis about Togedemaru - more about Trick Room teams in general. Since Togedemaru only fits on a small set of TR builds, putting out all this general information just makes it cluttered
  • [Team Options] In that same vein, instead of just listing examples, it might be more helpful for this analysis in particular to mention why particular examples would work better with Togedemaru - Stakataka getting Beast Boosts from Rock Slide finishing off an Endeavor'd foe, Hoopa-U dissuading Protect to ensure Togedemaru gets the Endeavor off, other spread attackers cleaning weakened foes without relying too heavily on a double-target, etc
  • [Other Options] Even after hitting something with Endeavor, U-turn is never knocking it out. It only does 2 HP of damage to Deo-A, for example.
Aside from those above points, this looks great, nice job. You already have a lot of this written up, so don't expand too much on the points you've made in this skeleton - Togedemaru isn't worth the effort of a long analysis. QC 1/2
 

MajorBowman

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  • [Set Details] Instead of saying the IVs/EV spread "honestly doesn't matter" you could just explicitly say it has no effect on any relevant stats other than lowering speed by 1 point (example: 31 ivs and 0 ivs in HP result in the same HP stat)
  • [Team Options] Hoopa-U is one of the weaker TR setters in the tier so I'd probably replace it with something like Diancie or Porygon2
  • [Usage Tips] Should mention somewhere that Togedemaru relies on its partners to get KOs because it is literally incapable of knocking anything out except with Fake Out against mons at 1 hp
  • [Checks and Counters] Is hail really worth mentioning? Like you're right in that hail invalidates togedemaru but hail is also really bad and almost never used
Otherwise looks good, you did a great job keeping it short like tree suggested. Implement these for 2/2
163638
 
I've been testing out Togedemaru for a bit, and I noticed that Encore and U-turn (occasionally getting KOs) are just filler moves; they're really nothing special. On the other hand, I did find its access to Electric Terrain (the move) a bit more effective. TR teams tends to have trouble with Amoonguss if they don't have Tapu Fini. Also, if Electric Terrain extends the turns of TR, there is little that Amoonguss can do to prevent another TR... that is as long as the opposing team don't have Lele.

Togedemaru works well with a Stealth Rock user, too. Since mons hit by Endeavor may try to switch out, SR stops them from doing so. This works even better the other way around, too. If you haven't shown SR yet and the mons have already switched out, then you guaranteed yourself free mons. The replay isn't the best due to various reasons, but I was testing out SR just for the theory of it.

https://replay.pokemonshowdown.com/gen7doublesou-883284774
 
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GenOne

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I've been testing out Togedemaru for a bit, and I noticed that Encore and U-turn (occasionally getting KOs) are just filler moves; they're really nothing special. On the other hand, I did find its access to Electric Terrain (the move) a bit more effective. TR teams tends to have trouble with Amoonguss if they don't have Tapu Fini. Also, if Electric Terrain extends the turns of TR, there is little that Amoonguss can do to prevent another TR... that is as long as the opposing team don't have Lele.

Togedemaru works well with a Stealth Rock user, too. Since mons hit by Endeavor may try to switch out, SR stops them from doing so. This works even better the other way around, too. If you haven't shown SR yet and the mons have already switched out, then you guaranteed yourself free mons. The replay isn't the best due to various reasons, but I was testing out SR just for the theory of it.

https://replay.pokemonshowdown.com/gen7doublesou-883284774
Hey! Thanks for your comments.

We kept this analysis pretty short and to the point because Togedemaru is a pretty niche and straightforward Pokemon to use overall. Earlier drafts were a bit more in-depth and (probably) touched on some of your points, but we really wanted to streamline this.

The thing with Toge is that it should be clicking Endeavor 90% of the time. That's its niche; Fake Out is just there to support Trick Room and the third moveslot can honestly be anything without too much consequence.

Encore is what it has been seen using in the majority of high-level games it has helped win, and for good reason; stalling out Trick Room with Protect is one of the best ways to defend against Togedemaru, so Encore gives a mechanism for punishing that. So that's why it was chosen as the "main" third moveslot.

U-turn isn't listed in the analysis at all; it's not a very good move on Togedemaru. It was listed at one point but the QC process already rooted that out.

Electric Terrain is a very shaky answer at best to Amoonguss because the turn you spend setting up Terrain is a turn where you risk being double-targeted. I have tried Electric Terrain before and didn't hate it, but a well-built Trick Room team should always have better Amoonguss answers than this so I don't feel right mentioning this in an analysis.

Everything works well with a Stealth Rock user. Your point about Endeavored Pokemon switching out is somewhat valid, but you should also be trying to KO them with your partner on the same turn anyways - otherwise your risk your Togedemaru being double-targeted and fainting.
 

Fireflame

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Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Togedemaru is an unorthodox Trick Room attacker that functions best at Level 1, underspeeding the entire metagame and using a combination of Sturdy, Endeavor, and extremely low HP to whittle its targets down to KO range. Additionally, Togedemaru has access to Fake Out, which can help a partner set up Trick Room, as well as a decent pool of utility moves such as Encore.

There is little room for error when using Togedemaru, however; with its non-existent bulk, Togedemaru is fodder to double-(RH)targeting (standarrds say the phrase is "double target" with no hyphen) and also struggles to find a clean opportunity to switch in to into the field. Furthermore, chip damage from Stealth Rock or and hail is fatal to Togedemaru, as this invalidates its Sturdy ability and makes any incoming hit an OHKO. Togedemaru is also generally a less effective Fake Out supporter compared to Incineroar and Scrafty, both of which are much better at taking hits and getting into a good position to provide support.

[SET]
name: Endeavor Support
move 1: Fake Out
move 2: Endeavor
move 3: Encore
move 4: Spiky Shield
item: Berry Juice / Shell Bell
ability: Sturdy
nature: Brave
evs: 252 Atk / 252 SpA / 4 SpD
ivs: 0 Spe
level: 1

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

Fake Out buys a turn of momentum for Togedemaru's partner,(RC) and can often be used to ensure its partner is able to set up Trick Room. Endeavor allows Togedemaru to whittle a target's HP down to near-zero, softening it up to be KO'd KOed by Togedemaru's partner. Encore is mostly just a filler move, as Togedemaru should be clicking using Endeavor most of the time, but Encore can be used to lock a target into a passive move such as Protect, thereby allowing Togedemaru and its partner to focus on the other enemy slot. Spiky Shield is used to protect Togedemaru from an incoming attack for a turn so its partner can deal with Togedemaru's threats or get into a better position. Spiky Shield is preferred over Protect for its added ability to inflict chip damage to foes that use contact attacks. (removed parentheses)

Set Details
========

At Level 1, Togedemaru's EVs and IVs have no effect on any relevant stats other than its Speed. The given set uses 0 IVs in Speed to drop the stat by one point, ensuring that Togedemaru moves first inside of Trick Room. Berry Juice, when used in tandem with Togedemaru's low HP stat and its Sturdy ability, ensures that Togedemaru will always recover to 100% HP after taking its first hit. In essence, Berry Juice ensures that Togedemaru needs to be attacked three times in order to be KOed. (removed parentheses and fixed a word) Shell Bell,(AC) on the other hand, when used in tandem with Togedemaru's low HP stat and its Sturdy ability, allows Togedemaru to recover to 100% HP every time it uses Endeavor on a healthy target, essentially creating an endless loop of recovery until the opponent is able to double-(RH)target Togedemaru.

Usage Tips
========

Togedemaru can easily be KO'ed by double-(RH)targeting, especially before Trick Room is set, so it is crucial to protect or switch out Togedemaru on turns where its partner can't deal with at least one of the opponents opposing Pokemon.

Outside of Trick Room, Togedemaru can provide Fake Out support to allows allow a partner to set up Trick Room. However, it needs to be wary of faster Fake Out users like Incineroar or and Mew,(RC) as well Tapu Lele,(AC) which can block Fake Out with Psychic Surge.

Inside of Trick Room, Togedemaru's general strategy is to use Endeavor on a target, bringing them into KO range for Togedemaru's partner. Be wary of targets holding a pinch Berry, such as Tapu Fini with Wiki Berry or and Incineroar with Figy Berry; targeting these Pokemon with Endeavor will only drop them to 50% HP after the berry activates, which may not be low enough for Togedemaru's partner to score a KO. It is also worth emphasizing that Togedemaru is incapable of finishing off a foe due to its weak Level 1 stats (aside from using Fake Out on a target with 1 HP), so it always will rely on its partner to score the finishing blows.

Togedemaru's item of choice has implications on how it should be played. Berry Juice makes Togedemaru a bit more forgiving to play,(AC) as it can survive one turn of double targeting;(SC) for example, Togedemaru can switch into an attack on Turn 1, use Fake Out on Turn 2 to support a Trick Room setup, and still be alive on Turn 3 to get off an Endeavor. (removed parentheses and fixed a word) Shell Bell, on the other hand, makes Togedemaru less forgiving to play outside of Trick Room,(RC) but makes Togedemaru considerably harder to KO inside of Trick Room,(AC) as it can continuously recover to 100% HP.

Team Options
========

Togedemaru requires Trick Room to be effective, so it should be accompanied by Trick Room setters like Stakataka and Diancie. Stakataka has notably great synergy with Togedemaru, as it can activate its Beast Boost ability repeatedly by picking off the targets that Togedemaru whittles down with Endeavor. Hoopa-U is also a great partner for Togedemaru, as it can dissuade the opponent foes from stalling out Togedemaru's Endeavour Endeavor attacks with Protect.

Other low-speed Trick Room attackers such as Mega Camerupt and Lurantis also work well with Togedemaru, as they generally move before their opponents foes inside of Trick Room and can finalize the KO on targets that have been weakened by Endeavor.

Priority attackers, such as Extreme Speed Zygarde or and Bullet Punch Scizor, can situationally make Togedemaru a threat even outside of Trick Room by threatening to clip down finish off an Endeavor-weakened target while Togedemaru attacks the other foe with another Endeavor.

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

Togedemaru is a pretty one-dimensional Pokemon, and the given set listed above is usually the most effective. However, Helping Hand can be used to boost the move used by Togedemaru's partner, which gives Togedemaru a bit more utility outside of Trick Room and could also situationally be more effective inside of Trick Room for breaking through a target wielding a pinch Berry. After You can also be used to allow Togedemaru's partner to move before virtually anything else when inside of Trick Room.

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

**Literally Any Damaging Move**:(colon) At Level 1, Togedemaru relies entirely on its Sturdy ability and recovery item to stay in on the battlefield alive, so double-(RH)targeting Togedemaru with damage-dealing moves of any kind is highly effective when possible.

**Teravolt and Photon Geyser**:(colon) Kyurem-B and Necrozma are able to ignore Togedemaru's Sturdy ability with their Teravolt ability and Photon Geyser attack,(AC) respectively.

**Targets with Recovery Berries**:(colon) Togedemaru's strategy largely relies on bringing its target down to KO range fast so its partner can finish the KO. Targets holding a recovery berries berry such as Wiki Berry or Figy Berry can take an Endeavor and still retain more than half their HP, which can allow them to survive a subsequent attack and bring Togedemaru's sweeping momentum to a halt.

**Ghost-types**:(colon) Ghost-types such as Aegislash are immune to Endeavor and can freely play around Togedemaru's antics.

**Knock Off**:(colon) Togedemaru loses its ability to recover to full HP if its held item is lost to a Knock Off attack from Pokemon such as Incineroar or and Landorus-T, making Togedemaru far easier to take down on the following turns.

**Stealth Rock**:(colon) If Togedemaru switches into Stealth Rock, its Sturdy ability will be invalidated and it will faint if struck by a single hit. Shell Bell variants of Togedemaru may be able to recover HP on the following turn, but Berry Juice variants will be in a considerably worse position.

[CREDITS]
- Written by: [[GenOne, 306383]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]]
- Grammar checked by: [[name, ID], [name, ID]]
GP 1/2
 

JockeMS

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Usage Tips
========

Togedemaru can easily be KOed by double targeting, especially before Trick Room is set, so it is crucial to protect or switch out Togedemaru on turns where its partner can't deal with at least one of the opposing Pokemon. Outside of Trick Room, Togedemaru can provide Fake Out support to allow a partner to set up Trick Room. However, it needs to be wary of faster Fake Out users like Incineroar and Mew as well as Tapu Lele, which can block Fake Out with Psychic Surge.

Inside of Trick Room, Togedemaru's general strategy is to use Endeavor on a target, bringing them into KO range for Togedemaru's partner. Be wary of targets holding a pinch Berry, such as Tapu Fini with Wiki Berry and Incineroar with Figy Berry; targeting these Pokemon with Endeavor will only drop them to 50% HP after the berry activates, which may not be low enough for Togedemaru's partner to score a KO. It is also worth emphasizing that Togedemaru is incapable of finishing off a foe due to its weak Level 1 stats (aside from using Fake Out on a target with 1 HP), so it always will rely on its partner to score the finishing blows.

Togedemaru's item of choice has implications on how it should be played. Berry Juice makes Togedemaru a bit more forgiving to play, as it can survive one turn of double targeting; for example, Togedemaru can switch into an attack on Turn 1, use Fake Out on Turn 2 to support a Trick Room setup, and still be alive on Turn 3 to get off an Endeavor. Shell Bell, on the other hand, makes Togedemaru less forgiving to play outside of Trick Room but makes Togedemaru considerably harder to KO inside of Trick Room, as it can continuously recover to 100% HP.

Team Options

GP 2/2
 
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