Doubles Togekiss (GP 2/2)

Level 51

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Taken over from sam-testings


i dont have anything funny to say

[OVERVIEW]
Togekiss is the sole viable user of Follow Me in the DOU metagame, matching the move's utility with solid bulk and a strong supporting movepool including Tailwind, giving it further access to speed control. Unlike other supportive Tailwind setters, Togekiss can further leverage on its own Tailwind through Air Slash, which lets it generate free turns for its allies through the move's better-than-even flinch odds due to Serene Grace. Despite this niche, however, it generally lacks a solid offensive presence on the field, causing it to face competition from other redirection users such as Amoonguss and other Tailwind setters like Zapdos. Furthermore, its typing, though useful for its Ground-type immunity, gives it a weakness to Stealth Rock, which severely impedes its ability to withstand moderately strong attacks like Mega Gengar's Sludge Bomb and Zapdos's Thunderbolt.

[SET]
name: Follow Me Support
move 1: Air Slash
move 2: Follow Me
move 3: Tailwind
move 4: Encore / Protect
item: Wiki Berry
ability: Serene Grace
nature: Calm
evs: 252 HP / 204 Def / 24 SpD / 28 Spe

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

Air Slash is Togekiss's STAB attack of choice, taking advantage of its ability of Serene Grace to have a 60% chance to induce flinching on any slower foe it hits. In terms of its supportive options, Follow Me gives Togekiss the opportunity to protect its partner for a turn, allowing it to attack or set up safely; this support is compounded by Tailwind primarily to allow Togekiss's partner to outrun key threats and more comfortably land attacks. Togekiss can also use Encore to prevent foes from taking advantage of Togekiss's relatively passive nature, locking them into moves such as Protect, Fake Out, and a setup move, forcing them to choose between switching out or staying in and losing momentum. Due to the nature of Togekiss's redirection role, it tends to become a valuable target for opposing attacks and can thus use Protect as a means to take advantage of the double targets it will inevitably draw.

Set Details
========

The given set grants Togekiss well-rounded defensive abilities, giving it more consistency as a Tailwind setter. The listed HP and Defense EVs let it survive one Iron Head from Mega Metagross, while its Speed investment allows it to outrun Mega Manectric and anything slower under Tailwind, letting it make better use of Air Slash's high flinch rates. The remaining EVs are placed into Special Defense to increase Togekiss's longevity and are more than enough to let Togekiss survive one non-Life Orb-boosted Thunderbolt from Tapu Koko or one Sludge Bomb from Mega Gengar. The Wiki Berry takes advantage of Togekiss's tendency to barely survive stronger attacks, as Togekiss can thus consistently fall below 25% of its maximum HP to activate it. From a more offensive standpoint, Serene Grace is used to give Air Slash a 60% flinch chance on a slower foe provided it hits, which works well in conjunction with Togekiss's previously mentioned slight investment in Speed EVs.

Usage Tips
========

Togekiss's goal is generally to help support its partner and team with Follow Me and Tailwind; as such, (AC) its role is generally very straightforward. While Follow Me is extremely convenient for an ally to set up or attack without having to take any single-target attacks, keep in mind that Togekiss is not invincible. Though Togekiss is bulky, it can still be hit for significant amounts of damage quite easily due to its key weaknesses to Poison- and Electric-type moves like Mega Gengar's Sludge Bomb and Tapu Koko's Thunderbolt. Therefore, it's important to be careful when using Follow Me if a foe directly threatens a KO on Togekiss; one should always weigh the costs and benefits of having Togekiss stomach one or two attacks in a turn. Tailwind, on the other hand, has more general applications, allowing Togekiss and its ally to outspeed foes to more easily launch attacks without first having to stomach incoming attacks. In Togekiss's case, this also allows it to take advantage of Air Slash's high flinch rate; however, do keep in mind that Air Slash is not guaranteed to land a flinch, so do not play it as such and always prepare for the scenario in which it does not. Tailwind also lets Togekiss make better use of Encore, should it be running the move, as more often than not Tailwind allows the Togekiss player to be certain of what move they are locking the foe into. Additionally, the presence of Encore forces opponents to think twice before they use Protect to attempt to stall out Tailwind turns.

Team Options
========

Due to its ability to fairly consistently allow its ally a free turn, Togekiss is best used alongside setup users that are capable of getting a significant return out of that free turn, such as Kommo-o with Clangorous Soulblaze and Zygarde with Dragon Dance. Additionally, both can cover several significant threats to Togekiss—Kommo-o can threaten Kyurem-B with Clangorous Soulblaze and OHKO Ferrothorn after a boost, while Zygarde's Thousand Arrows threatens Steel- and Poison-types like Mega Metagross and Mega Gengar, especially after a Dragon Dance. Togekiss is also capable of threatening Tapu Bulu with Air Slash, which is otherwise a big roadblock for Zygarde. Do note, however, that both Kommo-o and Zygarde share an Ice-type weakness with Togekiss, so keep this in mind when redirecting potential Ice-type attacks from either one.

Togekiss also has a place next to hard-hitting mid-speed threats such as Volcanion, Landorus-T, Tapu Bulu, and offensive Kyurem-B, all of which are extremely powerful but are barely outsped by key threats such as Tapu Koko and Mega Metagross. Hence, each of these allies would appreciate Togekiss's Tailwind, allowing them to instead outspeed and OHKO their erstwhile threats. Of the three, Landorus-T additionally has Intimidate, which allows Togekiss to more easily take hits while redirecting, while Volcanion can help deal with Steel-types such as Celesteela and Mega Metagross, which otherwise threaten Togekiss. Tapu Bulu has especially interesting synergy with Togekiss, as Togekiss's redirection enables Tapu Bulu to set up a Swords Dance to become extremely threatening, and Togekiss is the only viable redirector capable of dealing with Amoonguss not only by being able to redirect its Poison-type attacks but also by having access to super effective Air Slash with which to hit it.

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

Apart from the five moves listed above, Togekiss doesn't have a lot of other viable options, as its viable role in the DOU metagame is generally quite narrow and well-defined. Togekiss can, for instance, channel some degree of offensive presence through its partner by using Helping Hand, though this is contingent on its teammate's positioning on the field. It also has access to Roost to increase its longevity, but it generally gets more value out of using its free turns to fish for flinches with Air Slash. Fire Blast is another offensive option that lets Togekiss guarantee an OHKO on Mega Scizor and a 2HKO on Mega Metagross and also gives it a chance to OHKO Ferrothorn, on top of a 20% burn rate should it hit a foe. However, it does insignificant amounts of damage to most other targets. Similarly, Togekiss doesn't have much choice of viable items—it could further boost its synergy with Tapu Bulu by holding a Grassy Seed, allowing it to run a little more Special Defense or Speed EVs and widening the range of threats it can stand up to while maintaining its physically defensive benchmarks, but this perk is usually outclassed by the general bulk that Wiki Berry offers.

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

**Rock-types**: Tyranitar and Stakataka can both deal a lot of damage to Togekiss with their Rock-type STAB attacks while not taking much damage from Air Slash. Additionally, Tyranitar can set up Dragon Dance in front of Togekiss as long as it isn't hit by an Encore, while Stakataka can set up Trick Room to turn Togekiss's Tailwind from an asset to a liability.

**Electric-types**: Tapu Koko and Zapdos can both deal heavy damage to Togekiss with a STAB-boosted Thunderbolt, especially Tapu Koko, which threatens an OHKO if it's holding a Life Orb. Additionally, Tapu Koko sometimes carries Taunt, which shuts down Togekiss's support capabilities, while Zapdos can match Togekiss's Tailwind with its own. Finally, both resist Air Slash and take little damage from it, especially Zapdos, which can take advantage of Togekiss's passive presence to more easily use Roost to heal itself.

**Steel-types**: Mega Metagross, Mega Scizor, Ferrothorn, and Celesteela can all threaten Togekiss with strong Steel-type attacks. However, Togekiss can uncommonly carry Fire Blast, so slower Steel-types such as Mega Scizor and Ferrothorn may want to be wary of it.

**Stealth Rock**: Stealth Rock lowers Togekiss's HP by 25% every time it switches in, making it more vulnerable to stronger attacks and leaving its defensive benchmarks useless, as well as curtailing its flexibility in switching in and out and preventing it from being used consistently throughout a game.

**Kyurem-B**: Kyurem-B has strong Ice-type STAB attacks and can 2HKO Togekiss with Ice Beam or OHKO it with an Electric Terrain-boosted Fusion Bolt or simply a Subzero Slammer. It can also use Icy Wind to get around Follow Me and generally shrugs off damage from Air Slash.

**Taunt**: Despite its status as one of the more offensive redirection users, Togekiss is still heavily reliant on its support moves and is thus significantly hampered by Taunt. Taunt can therefore exacerbate negative matchups for Togekiss when seen on common users such as Tapu Koko and Mega Gengar, which already threaten Togekiss.
 
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Level 51

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Major changes from post-QC 1 skeleton:
  • Fire Blast moved from set to OO
  • HH added to OO
I'm aware that the second change directly contradicts the QC 1 changes, but in all honesty HH on Togekiss is a better move than Fire Blast or Roost will ever be so there's no way it shouldn't be in OO
 

talkingtree

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  • [Set Details] The SpD is a dump on this spread, so including the Koko benchmark as the first one is pretty misleading, you only need 252/16 and a neutral nature to take both non-LO Koko Tbolt and MGengar Sludge Bomb. Just say the Def, then Spe, then SpD dump but include those benchmarks as what the dump accomplishes
  • [Team Options] Zard Y is sort of a strange Togekiss partner... as primarily a redirector and not always the most reliable Tailwind setter, it doesn't support Zard Y super well due to sharing weakensses to Rock and Electric. Maybe recommend Volcanion?
  • [Team Options] Add Bulu to the list of midspeed attackers, can set up SD with Togekiss' support and appreciates its redirector being able to redirect and defeat Amoonguss
  • [Other Options] Move HH up to the first mentioned move, I think it's the best of the three
  • [Other Options] Grassy Seed lets Togekiss run a bit more SpD or Spe while retaining the Defensive benchmarks
  • [Checks and Counters] Idk whether to include it, but Taunt Tapu Koko or Taunt Mega Gengar are pretty much the worst matchups for Togekiss so you could consider having a Taunt tag
QC 2/2 once implemented!
 

Lumari

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remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]
Togekiss is the sole viable user of Follow Me in the DOU metagame, matching the move's utility with solid bulk and a strong supporting movepool including Tailwind, giving it further access to speed control. Unlike other supportive Tailwind setters, Togekiss can further leverage on its own Tailwind through Air Slash, which lets it generate free turns for its allies through Air Slash's the move's better-than-even flinch odds. Despite this niche, however, it generally lacks a solid offensive presence on the field, causing it to face competition from other redirectors redirection users such as Amoonguss and other Tailwind setters like Zapdos. Furthermore, its typing, though useful for its Ground-type immunity, gives it a weakness to Stealth Rocks Rock, which severely impedes its ability to withstand moderately strong attacks like Mega Gengar's Sludge Bomb or and Zapdos's Thunderbolt.

[SET]
name: Follow Me Support
move 1: Air Slash
move 2: Follow Me
move 3: Tailwind
move 4: Encore / Protect
item: Wiki Berry
ability: Serene Grace
nature: Calm
evs: 252 HP / 204 Def / 24 SpD / 28 Spe

[SET COMMENTS]
Moves
========
Air Slash is Togekiss's STAB attack of choice, taking advantage of its ability of Serene Grace to induce a 60% chance to flinch on any slower foe it hits. In terms of its supportive options, Follow Me gives Togekiss the opportunity to protect its partner for a turn, allowing it to attack or set up safely; this support is compounded by Tailwind primarily to allow Togekiss's partner to outrun key threats and more comfortably land attacks. Togekiss can also use Encore to prevent foes from taking advantage of Togekiss's relatively passive nature, locking them into moves such as Protect, Fake Out, or and a setup move, forcing them to choose between switching out or staying in and losing momentum. Due to the nature of Togekiss's redirection role, it tends to become a valuable target for opposing attacks (RC) and can thus use Protect as a means to take advantage of the double targets it will inevitably draw.

Set Details
========
The given set grants Togekiss well-rounded defensive abilities, giving it more consistency as a Tailwind setter. The listed HP and Defense EVs let it survive one Iron Head from Mega Metagross, while its Speed EVs allow it to outrun Mega Manectric and anything slower under Tailwind, letting it make better use of Air Slash's high flinch rates. The remaining EVs are placed into Special Defense to increase Togekiss' longevity (RC) and are more than enough to let Togekiss survive one non-Life Orb-boosted (AH) Tapu Koko Thunderbolt from Tapu Koko or one Sludge Bomb from Mega Gengar. The Wiki Berry takes advantage of Togekiss's tendency to barely survive stronger attacks, as Togekiss can thus consistently fall to the 25% HP range to activate it. From a more offensive standpoint, Serene Grace is used with Air Slash to give it a 60% flinch chance to flinch on a slower foe provided it hits, which work works well in conjunction with its Togekiss's previously mentioned slight investment in Speed EVs.

Usage Tips
========
Togekiss's goal is generally to help support its partner and team with Follow Me and Tailwind, and as such its role is generally very straightforward. While Follow Me is extremely convenient for an ally to set up or attack without having to take any single-target attacks, keep in mind that Togekiss is not invincible. Though Togekiss is bulky, it can still be hit for significant amounts of damage quite easily due to its key weaknesses to Poison- and Electric-type moves like Mega Gengar's Sludge Bomb or and Tapu Koko's Thunderbolt. Therefore, it's important to be careful when using it if a foe directly threatens a KO on Togekiss, and one should always weigh the costs and benefits of having Togekiss stomach one or two attacks in a turn. Tailwind, on the other hand, has more general applications, allowing Togekiss and its ally to outspeed foes to more easily launch attacks without first having to stomach incoming attacks. In Togekiss's case, this allows it to take advantage of Air Slash's high flinch rate; however, do keep in mind that Air Slash is not guaranteed to land a flinch, (comma) —it has just a 57% chance to flinch a slower foe, taking the miss chance into account—so do not play it like a guaranteed flinch as such and always prepare for the scenario in which it does not. Tailwind also lets Togekiss make better use of Encore, should it be running it, as more often than not the Togekiss player can be certain of what move they are locking the foe into. Additionally, the presence of Encore forces opponents to think twice before they use Protect to attempt to stall out Tailwind turns.

Team Options
========
Due to its ability to fairly consistently allow its ally a free turn, Togekiss is best used alongside setup users which that are capable of getting a significant return out of that free turn, such as Kommo-o with Clangorous Soulblaze or and Zygarde with Dragon Dance. Additionally, both can cover several significant threats to Togekiss—Kommo-o can threaten Kyurem-B with Clangorous Soulblaze as well as OHKO Ferrothorn after a boost, while Zygarde's Thousand Arrows threaten threatens Steel- and Poison-types like Mega Metagross and Mega Gengar, especially after a Dragon Dance. Togekiss is also capable of threatening Tapu Bulu with Air Slash, which is otherwise a big roadblock for Zygarde. Do note, however, that both Kommo-o and Zygarde share an Ice-type weakness with Togekiss, so keep this in mind when redirecting potential Ice-type attacks from either one.

Togekiss also has a place next to hard-hitting mid-speed threats such as Volcanion, Landorus-T, Tapu Bulu, and offensive Kyurem-B, all of which are extremely powerful but are barely outsped by key threats such as Tapu Koko or and Mega Metagross. Hence, each of these allies would appreciate Togekiss's Tailwind, allowing them to instead outspeed and OHKO their erstwhile threats. Of the three, Landorus-T additionally has Intimidate, which allows Togekiss to more easily take hits while redirecting, while Volcanion can help deal with Steel-types such as Celesteela and Mega Metagross, which otherwise threaten Togekiss. Tapu Bulu has especially interesting synergy with Togekiss, as Togekiss's redirection enables Tapu Bulu to set up a Swords Dance to become extremely threatening, and Togekiss is the only viable redirector capable of dealing with Amoonguss not only by being able to redirect its Poison-type attacks but also by having access to super effective (RH) Air Slash with which to hit it.

[STRATEGY COMMENTS]
Other Options
=============
Apart from the five moves listed above, Togekiss doesn't have a lot of other viable options, (AC) as its viable role in the DOU metagame is generally quite narrow and well defined. (RH) Togekiss can, for instance, channel some degree of offensive presence through its partner by using Helping Hand, though this is contingent on its teammate's positioning on the field. It also has access to Roost to increase its longevity, but it generally gets more value out of using its free turns to fish for flinches with Air Slash. Fire Blast is another offensive option which that lets Togekiss guarantee an OHKO on Mega Scizor and a 2HKO on Mega Metagross (RC) and also gives it a chance to OHKO Ferrothorn, on top of a 20% burn rate should it hit an opponent foe. However, it does insignificant amounts of damage to most other targets. Similarly, Togekiss doesn't have much choice of viable items—it could further boost its synergy with Tapu Bulu by holding a Grassy Seed, allowing it to run a little more Special Defense or Speed EVs and widening the range of threats it can stand up to while maintaining its physically defensive benchmarks, but this perk is usually outclassed by the general bulk that Wiki Berry offers.

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

**Rock-types**: Tyranitar and Stakataka can both deal a lot of damage to Togekiss with their Rock-type STAB attacks while not taking much damage from Air Slash. Additionally, Tyranitar can set up Dragon Dance in front of Togekiss as long as it isn't hit by an Encore, while Stakataka can set up Trick Room to turn Togekiss's Tailwind from an asset to a liability.

**Electric-types**: Tapu Koko and Zapdos can both deal heavy damage to Togekiss with a STAB-boosted Thunderbolt, especially Tapu Koko, which threatens an OHKO if it's holding a Life Orb. Additionally, Tapu Koko sometimes carries Taunt, which shuts down Togekiss's support capabilities, while Zapdos can match Togekiss's Tailwind with its own. Finally, both resist Air Slash and take little damage from it, especially Zapdos, which can take advantage of Togekiss's passive presence to more easily use Roost to heal itself.

**Steel-types**: Mega Metagross, Mega Scizor, Ferrothorn, and Celesteela can all threaten Togekiss with strong Steel-type attacks. However, Togekiss can uncommonly carry Fire Blast, (AC) so slower Steel-types such as Mega Scizor and Ferrothorn may want to be wary of it.

**Stealth Rocks Rock**: Stealth Rocks Rock lower Togekiss's HP by 25% every time it switches in, making it more vulnerable to stronger attacks and makes its defensive benchmarks useless, as well as curtailing its flexibility in switching in and out and preventing it from being used consistently throughout a game.

**Kyurem-B**: Kyurem-B has strong Ice-type STAB attacks and can 2HKO Togekiss with Ice Beam or OHKO it with an Electric Terrain-boosted Fusion Bolt or simply a Subzero Slammer. It can also use Icy Wind to get around Follow Me (RC) and generally shrugs off damage from Air Slash.

**Taunt**: Despite its status as one of the more offensive redirection users, Togekiss is still heavily reliant on its support moves (RC) and is thus significantly hampered by Taunt. Taunt can therefore exacerbate negative matchups for Togekiss when seen on common users such as Tapu Koko and Mega Gengar, which already threaten Togekiss.
 
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talkingtree

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GP 2/2
add remove comments

[OVERVIEW]
Togekiss is the sole viable user of Follow Me in the DOU metagame, matching the move's utility with solid bulk and a strong supporting movepool including Tailwind, giving it further access to speed control. Unlike other supportive Tailwind setters, Togekiss can further leverage on its own Tailwind through Air Slash, which lets it generate free turns for its allies through the move's better-than-even flinch odds due to Serene Grace. Despite this niche, however, it generally lacks a solid offensive presence on the field, causing it to face competition from other redirection users such as Amoonguss and other Tailwind setters like Zapdos. Furthermore, its typing, though useful for its Ground-type immunity, gives it a weakness to Stealth Rock, which severely impedes its ability to withstand moderately strong attacks like Mega Gengar's Sludge Bomb and Zapdos's Thunderbolt.

[SET]
name: Follow Me Support
move 1: Air Slash
move 2: Follow Me
move 3: Tailwind
move 4: Encore / Protect
item: Wiki Berry
ability: Serene Grace
nature: Calm
evs: 252 HP / 204 Def / 24 SpD / 28 Spe

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

Air Slash is Togekiss's STAB attack of choice, taking advantage of its ability of Serene Grace to induce have a 60% chance to induce flinching on any slower foe it hits. In terms of its supportive options, Follow Me gives Togekiss the opportunity to protect its partner for a turn, allowing it to attack or set up safely; this support is compounded by Tailwind primarily to allow Togekiss's partner to outrun key threats and more comfortably land attacks. Togekiss can also use Encore to prevent foes from taking advantage of Togekiss's relatively passive nature, locking them into moves such as Protect, Fake Out, and a setup move, forcing them to choose between switching out or staying in and losing momentum. Due to the nature of Togekiss's redirection role, it tends to become a valuable target for opposing attacks and can thus use Protect as a means to take advantage of the double targets it will inevitably draw.

Set Details
========

The given set grants Togekiss well-rounded defensive abilities, giving it more consistency as a Tailwind setter. The listed HP and Defense EVs let it survive one Iron Head from Mega Metagross, while its Speed EVs investment allows (a bit more of a preference thing for EVs vs investment, up to you) it to outrun Mega Manectric and anything slower under Tailwind, letting it make better use of Air Slash's high flinch rates. The remaining EVs are placed into Special Defense to increase Togekiss's longevity and are more than enough to let Togekiss survive one non-Life Orb-boosted Thunderbolt from Tapu Koko or one Sludge Bomb from Mega Gengar. The Wiki Berry takes advantage of Togekiss's tendency to barely survive stronger attacks, as Togekiss can thus consistently fall to the below 25% its maximum HP range to activate it. From a more offensive standpoint, Serene Grace is used with Air Slash to give it Air Slash a 60% flinch chance on a slower foe provided it hits, which works well in conjunction with Togekiss's previously mentioned slight investment in Speed EVs.

Usage Tips
========

Togekiss's goal is generally to help support its partner and team with Follow Me and Tailwind; (comma -> semicolon) and as such, (AC) its role is generally very straightforward. While Follow Me is extremely convenient for an ally to set up or attack without having to take any single-target attacks, keep in mind that Togekiss is not invincible. Though Togekiss is bulky, it can still be hit for significant amounts of damage quite easily due to its key weaknesses to Poison- and Electric-type moves like Mega Gengar's Sludge Bomb and Tapu Koko's Thunderbolt. Therefore, it's important to be careful when using it Follow Me if a foe directly threatens a KO on Togekiss; (comma -> semicolon) and one should always weigh the costs and benefits of having Togekiss stomach one or two attacks in a turn. Tailwind, on the other hand, has more general applications, allowing Togekiss and its ally to outspeed foes to more easily launch attacks without first having to stomach incoming attacks. In Togekiss's case, this also allows it to take advantage of Air Slash's high flinch rate; however, do keep in mind that Air Slash is not guaranteed to land a flinch, so do not play it as such and always prepare for the scenario in which it does not. Tailwind also lets Togekiss make better use of Encore, should it be running it the move, as more often than not Tailwind allows the Togekiss player can to be certain of what move they are locking the foe into. Additionally, the presence of Encore forces opponents to think twice before they use Protect to attempt to stall out Tailwind turns.

Team Options
========

Due to its ability to fairly consistently allow its ally a free turn, Togekiss is best used alongside setup users that are capable of getting a significant return out of that free turn, such as Kommo-o with Clangorous Soulblaze and Zygarde with Dragon Dance. Additionally, both can cover several significant threats to Togekiss—Kommo-o can threaten Kyurem-B with Clangorous Soulblaze as well as and OHKO Ferrothorn after a boost, while Zygarde's Thousand Arrows threatens Steel- and Poison-types like Mega Metagross and Mega Gengar, especially after a Dragon Dance. Togekiss is also capable of threatening Tapu Bulu with Air Slash, which is otherwise a big roadblock for Zygarde. Do note, however, that both Kommo-o and Zygarde share an Ice-type weakness with Togekiss, so keep this in mind when redirecting potential Ice-type attacks from either one.

Togekiss also has a place next to hard-hitting mid-speed threats such as Volcanion, Landorus-T, Tapu Bulu, and offensive Kyurem-B, all of which are extremely powerful but are barely outsped by key threats such as Tapu Koko and Mega Metagross. Hence, each of these allies would appreciate Togekiss's Tailwind, allowing them to instead outspeed and OHKO their erstwhile (great word) threats. Of the three, Landorus-T additionally has Intimidate, which allows Togekiss to more easily take hits while redirecting, while Volcanion can help deal with Steel-types such as Celesteela and Mega Metagross, which otherwise threaten Togekiss. Tapu Bulu has especially interesting synergy with Togekiss, as Togekiss's redirection enables Tapu Bulu to set up a Swords Dance to become extremely threatening, and Togekiss is the only viable redirector capable of dealing with Amoonguss not only by being able to redirect its Poison-type attacks but also by having access to super effective Air Slash with which to hit it.

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

Apart from the five moves listed above, Togekiss doesn't have a lot of other viable options, as its viable role in the DOU metagame is generally quite narrow and well-defined. (AH) Togekiss can, for instance, channel some degree of offensive presence through its partner by using Helping Hand, though this is contingent on its teammate's positioning on the field. It also has access to Roost to increase its longevity, but it generally gets more value out of using its free turns to fish for flinches with Air Slash. Fire Blast is another offensive option that lets Togekiss guarantee an OHKO on Mega Scizor and a 2HKO on Mega Metagross and also gives it a chance to OHKO Ferrothorn, on top of a 20% burn rate should it hit a foe. However, it does insignificant amounts of damage to most other targets. Similarly, Togekiss doesn't have much choice of viable items—it could further boost its synergy with Tapu Bulu by holding a Grassy Seed, allowing it to run a little more Special Defense or Speed EVs and widening the range of threats it can stand up to while maintaining its physically defensive benchmarks, but this perk is usually outclassed by the general bulk that Wiki Berry offers.

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

**Rock-types**: Tyranitar and Stakataka can both deal a lot of damage to Togekiss with their Rock-type STAB attacks while not taking much damage from Air Slash. Additionally, Tyranitar can set up Dragon Dance in front of Togekiss as long as it isn't hit by an Encore, while Stakataka can set up Trick Room to turn Togekiss's Tailwind from an asset to a liability.

**Electric-types**: Tapu Koko and Zapdos can both deal heavy damage to Togekiss with a STAB-boosted Thunderbolt, especially Tapu Koko, which threatens an OHKO if it's holding a Life Orb. Additionally, Tapu Koko sometimes carries Taunt, which shuts down Togekiss's support capabilities, while Zapdos can match Togekiss's Tailwind with its own. Finally, both resist Air Slash and take little damage from it, especially Zapdos, which can take advantage of Togekiss's passive presence to more easily use Roost to heal itself.

**Steel-types**: Mega Metagross, Mega Scizor, Ferrothorn, and Celesteela can all threaten Togekiss with strong Steel-type attacks. However, Togekiss can uncommonly carry Fire Blast, so slower Steel-types such as Mega Scizor and Ferrothorn may want to be wary of it.

**Stealth Rock**: Stealth Rock lowers Togekiss's HP by 25% every time it switches in, making it more vulnerable to stronger attacks and makes leaving its defensive benchmarks useless, as well as curtailing its flexibility in switching in and out and preventing it from being used consistently throughout a game.

**Kyurem-B**: Kyurem-B has strong Ice-type STAB attacks and can 2HKO Togekiss with Ice Beam or OHKO it with an Electric Terrain-boosted Fusion Bolt or simply a Subzero Slammer. It can also use Icy Wind to get around Follow Me and generally shrugs off damage from Air Slash.

**Taunt**: Despite its status as one of the more offensive redirection users, Togekiss is still heavily reliant on its support moves and is thus significantly hampered by Taunt. Taunt can therefore exacerbate negative matchups for Togekiss when seen on common users such as Tapu Koko and Mega Gengar, which already threaten Togekiss.
 

Level 51

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Hence, each of these allies would appreciate Togekiss's Tailwind, allowing them to instead outspeed and OHKO their erstwhile (great word) threats.
I've never felt so appreciated by a GP check

Implemented and ready for upload! Thanks tree <3
 

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