Togekiss (Revamp) [QC 3/3] [GP 2/2]

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talkingtree

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[OVERVIEW]

With its great bulk and strong supportive movepool, Togekiss works as a solid option to help the rest of its team shine. Primarily used for its access to Follow Me, Togekiss also has access to multiple methods of speed control that can be used in order to further support its partner, with its niche over other redirectors found in its access to Tailwind. These forms of speed control are especially useful to Togekiss given that its ability Serene Grace grants it the ability to cause its foe to flinch more than half the time, provided it moves first. Not only that, but Togekiss is alone among the redirectors in being immune to Ground-type attacks. Its typing also provides it the ability to take Fighting-, Dark-, and Dragon-type moves with ease, all of which are common attacking types. However, as a defensively oriented Pokemon, Togekiss fails to provide much offensive pressure. Togekiss also faces lots of competition from other redirectors like Amoonguss, Jirachi, and Clefable, each of which has its own niche.

[SET]
name: Follow Me
move 1: Air Slash
move 2: Follow Me
move 3: Tailwind / Thunder Wave
move 4: Encore / Roost / Helping Hand
item: Safety Goggles / Sitrus Berry
ability: Serene Grace
nature: Calm
evs: 236 HP / 192 Def / 20 SpD / 60 Spe

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

Air Slash is Togekiss's best attacking option, as it gets a STAB boost and, with Serene Grace, has a 57% chance to cause a slower target to flinch, factoring in accuracy. Follow Me allows Togekiss to give its partner a free turn to attack or set up safely, without fear. Tailwind and Thunder Wave are Togekiss's options for speed control, either of which allows it to support the team as well as outspeed more foes. Tailwind is unique to Togekiss as a redirector and supports Togekiss's whole side. However, unlike Thunder Wave, it isn't permanent and doesn't have the additional chance to prevent the foe from moving. Thunder Wave should be used to check specific threats for the full game, whereas Tailwind supports the entirety of the team for its limited duration. Encore locks a foe into innocuous moves such as Protect and Fake Out, leaving them unable to hurt Togekiss or its partner. It also goes through Substitute, which can prevent common users like Heatran and Aegislash from being effective in battle. Roost allows Togekiss to stick around longer by providing reliable recovery, whereas Helping Hand takes a more offensive approach and can turn Togekiss's partner's attacks from 3HKOs to 2HKOs and 2HKOs to OHKOs in the right situation.

Set Details
========

The listed HP and Defense EVs allow Togekiss to survive a Life Orb Bisharp's Iron Head, letting it redirect the move once from full HP. 60 Speed EVs are used to outspeed Adamant Choice Scarf Landorus-T under Tailwind, with the remainder placed in Special Defense for extra bulk. Togekiss's decent base 120 Special Attack means that Air Slash still hits decently hard without investment. Equipping Safety Goggles allows Togekiss to safely redirect Spore from Amoonguss or Breloom, as well as ignore the effects of Rage Powder, making it a perfect answer to both, as Togekiss resists their STAB attacks and can hit them back with a super effective Air Slash. Sitrus Berry is another option and provides Togekiss with an extra HP buffer to survive more hits. This is especially important for turns where Togekiss needs to take two strong attacks for its partner. If using Thunder Wave over Tailwind, you can move the Speed EVs to Special Defense to allow Togekiss to survive a Life Orb Aegislash's Flash Cannon.

Usage Tips
========

Togekiss's goal is to be a disrupter or supporter in whatever way best aids its team. There are many different ways to accomplish this: Follow Me, Air Slash flinches, speed control, and either Encore or Helping Hand, depending on the chosen moveset. Try to avoid switching Togekiss in on any strong neutral or super effective attacks—a healthier Togekiss is a much more effective user of Follow Me. Use Follow Me to help Togekiss's partner when it is threatened to give it a chance to either set up or attack. For Togekiss, outspeeding opposing Pokemon is especially useful, granting it a good chance to immobilize them with Air Slash. Thus, setting some form of speed control in either Tailwind or Thunder Wave before attacking is usually a good idea, as getting a flinch with Air Slash can really help generate momentum for Togekiss's team. However, remember that Air Slash flinches are not guaranteed and shouldn't be treated as such. Use Helping Hand if Togekiss's partner is reasonably safe to attack and the boost is absolutely necessary to get the KO. Helping Hand is usually the best option on a turn where Togekiss will likely be outsped and KOed, as its +5 priority provides Togekiss a last-ditch way to support its teammate.

Team Options
========

Togekiss partners well with many different Pokemon in the metagame. Notable options include setup Pokemon, especially ones that appreciate speed control like Mega Kangaskhan, Substitute Heatran, and Substitute Kyurem-B. All Pokemon that don't share Togekiss's weaknesses and have lots of offensive presence to make up for Togekiss's lack thereof make for good teammates, especially if they appreciate the speed control it provides. Some examples that fall into this category are Breloom and Hoopa-U. Wide Guard users such as Aegislash protect Togekiss from Rock Slide and Icy Wind as well as discourage spread moves that Togekiss cannot redirect. Togekiss operates best alongside a teammate with the ability to beat Rock-, Steel-, Electric-, and Poison-types that threaten Togekiss out, so Pokemon with Ground-type attacks like Landorus-T, Heatran, Kyurem-B, and Rhyperior are great. Earthquake users such as Landorus-T and Rhyperior get a special mention because Togekiss avoids Earthquake. Pokemon with Intimidate make it easier for Togekiss to do its job redirecting attacks by weakening the incoming physical attacks, so again, Landorus-T works very well beside Togekiss.

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

Protect allows Togekiss to scout for attacks and determine whether redirection is needed. However, Togekiss struggles to find room for the move on its moveset. Leftovers provides gradual recovery that adds up to more health than a Sitrus Berry if Togekiss is on the field for more than four turns, but Doubles is a fast-paced metagame and Togekiss usually won't be out for that long. Leftovers also fails to provide the boost of recovery that may be needed for Togekiss to survive two attacks in a crucial turn. Safeguard and Heal Bell are options for Togekiss to prevent or heal status effects such as burn, paralysis, and sleep, but they are much more situational than the options listed on the main set, and Togekiss can already redirect status moves away from its partner with Follow Me. Charm lets Togekiss lower a foe's Attack severely, opening up the ability to redirect its attacks more safely. However, if that foe switches out, the drops are removed anyway, and if Togekiss's goal is to redirect more attacks, Roost is generally more helpful. Rocky Helmet allows Togekiss to act as a soft check to physical attackers like Mega Kangaskhan and Talonflame by providing chip damage.

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

**Typing Advantage**: Rock-, Steel-, and Electric-type attackers like Mega Diancie, Heatran, Aegislash, Thundurus, and Rotom-W resist Air Slash and can hit Togekiss for huge amounts of damage in return. Electric-types are also immune to Thunder Wave, should Togekiss carry it.

**Speed Control**: Without the ability to go first, Togekiss can't get Serene Grace flinches and is much less threatening. Thus, all forms of speed control weaken Togekiss's disruptive capabilities. Trick Room teams also hurt Togekiss's effectiveness, as they often have multiple spread attackers. However, Togekiss can try for flinches with Air Slash to prevent Trick Room from being set.

**Utility**: Taunt users such as Thundurus and Gengar can prevent Togekiss from using Follow Me or any of its many other support options, limiting it to only one move. Both also threaten Togekiss with STAB super effective attacks. Substitute users such as Kyurem-B and Heatran can freely set up on Togekiss that lack Encore and can attack both Togekiss and its partner from behind their Substitute.

**Miscellaneous**: Attackers with spread moves like Heat Wave and Rock Slide make Togekiss's primary purpose as a redirector ineffective. Some relevant examples include Landorus-T and Mega Charizard Y.
 
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Is Scarf viable enough to be mentioned in OO?
no
Should Encore get a mention in the main set?
it should be the Encore / Helping Hand / Roost (tentative)

idk about the rest of QC but i'd put Protect in OO
Any other spreads people use?
i typically run speed on my togekiss, i think it was for 0 spe washtom or lando-t under twind? defensive benchmarks -> metagross iron head, rest in spd, but i havent used this spread since like early ORAS
 
Encore / Roost / Helping Hand imo

Encore is Encore, Roost gives Togekiss some nifty longevity. I just don't see Helping Hand's value being comparable enough to the two aforementioned moves.
 
First of all explain your oo so we can properly check your reasoning and such.

In the first bullet of Team Options mention that setup mons appreciate the redirection to help set up as well as the speed control.

I also wouldn't hype up Rhyperior as a specifically good partner since its kind of bad. If you wanna hype a specifically good partner, do so for Heatran. It has the Ground coverage previously mentioned, and Togekiss can switch-in on incoming Ground attacks for it. You could also do the same thing and hype up Landorus-T, mentioning that Togekiss is a floaty thing to EQ next to, as well provides Intimidate support.

Check with QC before implementing, etc.
 
AM check coming through, check with QC before implementing as always.

Overview
  • Mention that it's the flinches that immobilize opponents, just to clarify, not the move itself.
  • For the comparison with other redirectors, emphasize Togekiss's unique Ground immunity/resist and mention its access to Tailwind over the other redirectors.
Moves
  • Elaborate on and mention the differences and pros/cons of Tailwind and Thunder Wave.
  • For Air Slash maybe change the 60% to 57% factoring accuracy IMO.
  • For Encore mention that it can also lock opponents into Substitute, primarily Heatran but also Aegislash, which is heavily crippled by Encore no matter which move it's locked in to.
  • Clarify that Roost helps Togekiss "stick around longer" by providing reliable recovery, just so that beginners get an idea of what the moves does.
Set Details
  • I don't think the third bullet point should be here, either remove or condense in to the above one IMO.
  • Mention that Sitrus Berry is especially useful for important turns where Togekiss needs to be able to take two attacks.
Usage Tips
  • Third bullet point is a super long sentence, either shorten each -game point or split into multiple sentences IMO.
  • I don't think you're suppose to mention Protect here if it's only in Other Options :P.
Team Options
  • Mention Rhyperior under Earthquake users as you just mentioned it for Ground-types, and Rhyperior does run Earthquake.
Other Options
  • Mention that Leftovers doesn't provide the crucial burst recovery that can allow Togekiss to live multiple strong attacks on a single, crucial turn that Sitrus Berry allows.
  • For the Safeguard/Heal Bell bullet point mention that Follow Me redirects status moves for partners anyways.
Checks and Counters
  • Mention Gengar under Taunt users, and mention that both users also outspeed and threaten Togekiss offensively with STAB super effective moves.
  • Add Trick Room under speed control, especially as Trick Room teams have a lot of spread users for getting around Follow Me, but mention that Togekiss can however go for flinches while Trick Room is being set.
  • "counterproductive" isn't really the right word imo, as it makes it sound like redirecting in this instance has a negative effect where it simply has none. Maybe change to something like obsolete or ineffective.
 
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Implemented, does that count as 1/3?

EDIT: Implemented the below, updated thread title
 
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Highlight more the fact that unlike other redirectors Toge gets TWind

On the Misc tag, I don't think the word obsolete works either lol since it means "out of date." Ineffective would be a more proper term.

Other than that, this looks good enough for 1/3
 
In the mood to do QC checks. The long wait is over.

[SET]
  • Put Air Slash first on the set as its the main Stab, and follow me second since its support.
[SET COMMENTS]
  • Reverse the first and second bullet points to reflect the set order change
  • "and remains effective regardless of the opponent's actions" <- Not sure what you mean by this. I think its better off removed unless you wanna clarify with me about what that means and we can reword it.
  • Tailwind lasts 4 turns not 5. Also it may be good to mention that this includes the turn its used, so there are 3 more turns to take advantage of it.
  • Last sentence can prob be reworded to something along the lines of "Thunder Wave should be used to check specific threats for the full game, whereas Tailwind supports the entirety of the team for its limited duration".
Usage Tips
  • Delete the 3rd point. Talked over it with Memoric and the Usage Tips section felt really repetitive, so need to get rid of something. The 3rd point has a lot of theory but isnt necessarily accurate so I think it would be good to remove. Notably Stratos, one of the few people who use Togekiss in tournaments from what I have seen, doesn't generally setup speed control turn 1 and sometimes even goes for turn 1 setups with Power Up Punch. I think what Togekiss does is more dependent on what the current field matchup is, which determines what moves it uses, rather than the current turn #. Thats why the last few points you listed are more representative of when moves are used.
  • mention in the last helping hand bullet point, that you can also use it on a turn that you expect togekiss to get outsped and faint to enable you to get some last ditch damage with your partner.
Other Options
  • Mention Rocky Helmet as it helps Togekiss redirect and soft check some physical attackers such as Mega Kangaskhan and Talonflame.
Checks and Counters
  • Definitely mention Thundurus-I in the typing advantage section since its basically Togekiss's worst nightmare in the entire metagame. Its an electric type threathaning it offensively and defensively as well as access to Taunt and Twave neutering speed control
  • Once again mention Thundurus-I in the speed control section for the reasons I said above
  • List substitute users such as Kyurem-B and Heatran in the Utility section as Togekiss often does not threathen them much offensively if it lacks encore which leads to them freely setting up a substitute and attacking both Togekiss and its partner behind a sub. Feels kinda weird but apparently Substitute users goes under utility according to the CC guide (shaian correct me if it should go somewhere else)
Tag/message me when you get this done so I can stamp for 2/3.
 
Looks mostly solid after the implementation.

In the Usage tips section about air slash reword it a little. We dont want to discourage relying on the air slash flinch as it may be your only option to get back into or seal the game. Just say that it shouldnt be something you immediately rely on unless it is your only option to get into a better position or win the game,

In the Usage tips section about helping hand just add "+5" before the word priority since new players probably dont know where it fits on the priority scale.

Just do the couple things above and start writing.

masked_hero_kamikaze_by_eagleone984-d7n0o2v.jpg
2/3
 
Moves:
  • For Togekiss, outspeeding opposing Pokemon is especially useful, granting it a great chance to immobilize them with Air Slash. -> move this to Usage Tips, not something that belongs in the moves section
  • However, unlike Thunder Wave, it runs out after 3 turns after the turn in which it is set. and doesn't have the additional chance to prevent the foe from moving. -> I'd just say "is not permanent" as what you said seems like dex info stuff, but other QC feel free to correct me on this. also remove random period !_!
Set Details:
  • This is especially important for turns where Togekiss needs to take two attacks for its partner. -> specify strong attacks because weak ones won't proc sitrus
Usage Tips:
  • Air Slash flinches are not something that you should immediately aim for unless getting one is the only way to win the game or get into a decent position, as they only happen slightly over half the time. -> dude i "rely" on air slash flinches all the time and I think you're underselling them. I will regularly go for the flinch over a Follow me as long as it's not too risky/a fucking dumb play because skipping a turn for your opponent is absolutely huge and can flip the game or seal it in your favor a lot of the time. Just saying you should use it in a losing position is really inaccurate in actual practice imo, so i'd just rewrite this sentence for a more positive outlook on the move
  • Helping Hand is also a good option on a turn -> Helping Hand is usually the best option on a turn -> doing literally nothing is significantly worse than clicking helping hand if you're going to die anyways
Team Options:
  • Especially notable options include setup Pokemon, especially ones that appreciate speed control like Mega Kangaskhan, Substitute Heatran, and Substitute Kyurem-B. -> remove the first especially, it sounds really weird even without the fact that you used it later in the sentence.
  • Earthquake users such as Landorus-T, Rhyperior, and Mega Swampert -> remove megapert, i don't think you'd ever want to use Togekiss on rain if I'm being honest
OO:
  • but Togekiss' other moves are useful more of the time -> say Heal Bell/Safeguard are much more situational because they can be super duper useful in the right scenario
Checks and Counters:
  • as well Tailwind from Suicune or Latios -> mentioning Latios here when Togekiss is supposed to sorta check it is kind of bizarre. It's not like TW really affects Toge that much because it can just set up its own most of the time and TWave outdoes the speed given by opposing TW, so remove this imo

you wrote this up well n_n tag me when implemented
 
implemented, thanks for giving this a look qsns n_n

Let me know if you want me to rewrite the Air Slash point again. I think I got the point across but I'm not sure how encouraging you wanted me to be
 
You're a great writer~

remove:red
add:blue
comment:green

this is an amcheck - do not implement it unless it's approved...


[OVERVIEW]

With its great bulk and strong supportive movepool, Togekiss works as a solid option to help the rest of its team shine. Primarily used for its access to Follow Me, Togekiss also has access to multiple methods of speed control that can be used in order to further support its partner, with its niche over other redirectors found in having access to Tailwind. These forms of speed control are especially useful to Togekiss given that its ability, Serene Grace, grants Togekiss the ability to induce a flinch in (I am mainly reducing this to 'flinch' because its a safe bet - I'm honestly not sure if it's correct to say togekiss can 'induce a flinch in' something.) its opponent foe more than half the time, provided it moves first. Not only that, but Togekiss is alone among the redirectors in being immune to Ground-type attacks. Its typing also providing provides it the ability to take Fighting-, Dark-, and Dragon-type moves with ease, all of which are common attacking types. However, as a defensively oriented Pokemon, Togekiss fails to provide much offensive pressure. Togekiss also faces lots of competition from other redirectors like Amoonguss, Jirachi, and Clefable, each of which has their own niche.

[SET]
name: Follow Me
move 1: Air Slash
move 2: Follow Me
move 3: Tailwind / Thunder Wave
move 4: Encore / Roost / Helping Hand
item: Safety Goggles / Sitrus Berry
ability: Serene Grace
nature: Calm
evs: 236 HP / 192 Def / 20 SpD / 60 Spe

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

Air Slash is Togekiss's best attacking option, as it gets a STAB boost and,[add comm] with Serene Grace, has a 57% chance to flinch a slower target, factoring in accuracy. Follow Me allows Togekiss to give its partner a free turn in order to let it attack or set up safely and (a comma would also suffice) without fear. Tailwind and Thunder Wave are Togekiss's options for speed control, either of which allows it to support the team as well as outspeed more foes. Tailwind is unique to Togekiss as a redirector and supports Togekiss's whole side. However, unlike Thunder Wave, it isn't permanent and doesn't have the additional chance to prevent the foe from moving. Thunder Wave should be used to check specific threats for the full game, whereas Tailwind supports the entirety of the team for its limited duration. (<-this sentence is redundant. consider removing?) Encore locks a foe into innocuous moves like Protect or Fake Out, leaving them unable to hurt Togekiss or its partner. It also goes through Substitute, which can prevent common users like Heatran and Aegislash from being effective in battle. Roost allows Togekiss to stick around longer by providing reliable recovery, whereas Helping Hand takes a more offensive approach and can turn its partner's attacks from 3HKOs to 2HKOs and 2HKOs to OHKOs in the right situation.

Set Details
========

The listed HP and Defense EVs allow Togekiss to survive a Life Orb Bisharp's Iron Head, allowing it to redirect the move once from full HP. 60 Speed EVs are used to outspeed Adamant Choice Scarf Landorus-T under Tailwind, with the remainder placed in Special Defense for extra bulk. Togekiss's decent base 120 SpA Special Attack means that Air Slash still hits decently hard without investment. Equipping Safety Goggles allows Togekiss to safely redirect Spore from Amoonguss or Breloom, (comma not necessary but useful in reducing confusion in interpreting 'as well as') as well as ignore the effects of Rage Powder, making it a perfect answer to both,[add comm] since they cannot do much damage and Togekiss hits Togekiss resists their STAB attacks and can hit them back with a super effective Air Slash. Sitrus Berry is another option,[rem comm] and provides Togekiss with an extra HP buffer to survive more hits. This is especially important for turns where Togekiss needs to take two strong attacks for its partner. If using Thunder Wave over Tailwind, you can move the Speed EVs can be moved (dangler) to Special Defense to allow Togekiss to survive a Life Orb Aegislash's Flash Cannon.

Usage Tips
========

Togekiss's goal is to be a disrupter or supporter in whatever way best aids its team. There are many different ways to accomplish this: Follow Me, Air Slash flinches, Speed Control, and either Encore or Helping Hand, depending on the chosen moveset. Try to avoid switching Togekiss in on any strong neutral or super effective attacks -[remove en dash] &mdash; [add em dash] it's most threatening at high health, since a healthier Togekiss is a much more effective user of Follow Me (if you create a conjunction within a parenthetical it turns it into a run-on). Use Follow Me to help Togekiss's partner when it is threatened to give it a chance to either set up or attack. For Togekiss, outspeeding opposing Pokemon is especially useful, granting it a good chance to immobilize them with Air Slash. Thus, setting some form of speed control in either Tailwind or Thunder Wave before attacking is usually a good idea, as getting a flinch with Air Slash can really help generate momentum for Togekiss's team. However, remember that Air Slash flinches are not guaranteed,[rem comma] and shouldn't be treated as such. Use Helping Hand if Togekiss's partner is reasonably safe to attack and the boost provided spans the difference between getting the KO and missing it is absolutely necessary to get the KO. Helping Hand is usually the best option on a turn where Togekiss will likely be outsped and KO'd KOed, since its +5 priority provides Togekiss a last-ditch way to support to its teammate.

Team Options
========

Togekiss partners well with many different Pokemon in the metagame. Notable options include setup Pokemon, especially ones that appreciate speed control like Mega Kangaskhan, Substitute Heatran, and Substitute Kyurem-B. Any All Pokemon that don't share Togekiss's weaknesses and have lots of offensive presence to make up for Togekiss's lack thereof make for good teammates, especially if they appreciate the speed control it provides. Some examples that fall into this category include are Breloom and Hoopa-U. Wide Guard users such as Aegislash protect Togekiss from Rock Slide and Icy Wind as well as discourage spread moves that Togekiss cannot redirect. Togekiss operates best alongside something with the ability to beat Rock-, Steel-, Electric-, and Poison-types that threaten Togekiss out, so Pokemon with Ground-type attacks like Landorus-T, Heatran, Kyurem-B, and Rhyperior are great. Earthquake users such as Landorus-T and Rhyperior get a special mention because Togekiss avoids Earthquake. Pokemon with Intimidate make it easier for Togekiss to do its job redirecting attacks by weakening the incoming physical attacks, so again,[add comm] Landorus-T works very well beside Togekiss.

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

Protect allows Togekiss to scout for attacks and determine whether redirection is needed. However, Togekiss struggles to find room for the move on its moveset. Leftovers provides gradual recovery that adds up to more health than a Sitrus Berry if Togekiss is on the field for more than 4 turns, but Doubles is a fast-paced metagame and Togekiss usually won't be out for that long. Leftovers also fails to provide a the boost of recovery (you're referring specifically to Sitrus Berry, here) that may be needed for Togekiss to survive two attacks in a crucial turn. Safeguard and Heal Bell are options for Togekiss to prevent or heal status effects such as burn, paralysis, and sleep, but they are much more (compared to what?) situational, and Togekiss can already redirect status moves away from its partner with Follow Me. Charm lets Togekiss lower a foe's attack severely, opening up the ability to redirect more safely. However, if that foe switches out,[add comm] the drops are removed anyway, and if Togekiss's goal is to redirect more attacks, then Roost is generally more helpful. Rocky Helmet allows Togekiss to soft check physical attackers like Mega Kangaskhan and Talonflame by providing chip damage.

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

**Typing Advantage**: Rock-, Steel-, and Electric-type attackers like Mega Diancie, Heatran, Aegislash, Thundurus, and Rotom-W resist Air Slash and can hit Togekiss for huge amounts of damage in return. Electric-types are also immune to Thunder Wave, should Togekiss carry it.

**Speed Control**: Without the ability to go first, Togekiss can't get Serene Grace flinches and is much less threatening. Thus, all forms of Speed Control weaken Togekiss's ability to be a disrupter. Trick Room teams also hurt Togekiss's effectiveness, since they often have multiple spread attackers for maximum effectiveness for the 5 turns of Trick Room. However, Togekiss can try for flinches with Air Slash to prevent Trick Room from being set.

**Utility**: Taunt users such as Thundurus and Gengar can prevent Togekiss from using Follow Me or any of its many other support options, limiting it to only one move. Both also threaten Togekiss with STAB super effective attacks. Substitute users such as Kyurem-B and Heatran can freely set up on Togekiss that lack Encore, [rem comma] and can attack both Togekiss and its partner from behind their Substitute.

**Miscellaneous**: Attackers with spread moves like Heat Wave and Rock Slide make Togekiss's primary purpose as a redirector ineffective. Some relevant examples include Landorus-T and Mega Charizard Y.
 
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good amcheck! my colors are light blue / pink / purple

GP 1/2
[OVERVIEW]

With its great bulk and strong supportive movepool, Togekiss works as a solid option to help the rest of its team shine. Primarily used for its access to Follow Me, Togekiss also has access to multiple methods of speed control that can be used in order to further support its partner, with its niche over other redirectors found in having access to Tailwind. These forms of speed control are especially useful to Togekiss given that its ability, Serene Grace, grants Togekiss the ability to induce a flinch in (I am mainly reducing this to 'flinch' because its a safe bet - I'm honestly not sure if it's correct to say togekiss can 'induce a flinch in' something.) its opponent foe (if you think about it, the way we normally use flinch isn't correct. pepper makes you sneeze; pepper doesn't sneeze you. similarly, Air Slash makes you flinch; Air Slash doesn't flinch you. yes the latter usage is more common, but it's not correct and thus is not accepted in C&C! so "induce flinch" is better yeah. however I think this could be improved further by instead saying "grants Togekiss the ability to cause its foe to flinch more than half the time...", so OP, please implement that, thanks!) more than half the time, provided it moves first. Not only that, but Togekiss is alone among the redirectors in being immune to Ground-type attacks. Its typing also providing provides it the ability to take Fighting-, Dark-, and Dragon-type moves with ease, all of which are common attacking types. However, as a defensively oriented Pokemon, Togekiss fails to provide much offensive pressure. Togekiss also faces lots of competition from other redirectors like Amoonguss, Jirachi, and Clefable, each of which has their own niche.

[SET]
name: Follow Me
move 1: Air Slash
move 2: Follow Me
move 3: Tailwind / Thunder Wave
move 4: Encore / Roost / Helping Hand
item: Safety Goggles / Sitrus Berry
ability: Serene Grace
nature: Calm
evs: 236 HP / 192 Def / 20 SpD / 60 Spe

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

Air Slash is Togekiss's best attacking option, as it gets a STAB boost and,[add comm] with Serene Grace, has a 57% chance to flinch cause a slower target to flinch, factoring in accuracy. Follow Me allows Togekiss to give its partner a free turn in order to attack or set up safely and (a comma would also suffice) without fear. Tailwind and Thunder Wave are Togekiss's options for speed control, either of which allows it to support the team as well as outspeed more foes. Tailwind is unique to Togekiss as a redirector and supports Togekiss's whole side. However, unlike Thunder Wave, it isn't permanent and doesn't have the additional chance to prevent the foe from moving. Thunder Wave should be used to check specific threats for the full game, whereas Tailwind supports the entirety of the team for its limited duration. (<-this sentence is redundant. consider removing?) (seems like useful info to me, but up to you OP!) Encore locks a foe into innocuous moves like Protect or and Fake Out, leaving them unable to hurt Togekiss or its partner. It also goes through Substitute, which can prevent common users like Heatran and Aegislash from being effective in battle. Roost allows Togekiss to stick around longer by providing reliable recovery, whereas Helping Hand takes a more offensive approach and can turn its Togekiss's partner's attacks from 3HKOs to 2HKOs and 2HKOs to OHKOs in the right situation.

Set Details
========

The listed HP and Defense EVs allow Togekiss to survive a Life Orb Bisharp's Iron Head, allowing letting it to (technically fine but "allow" was already used a few words back) redirect the move once from full HP. 60 Speed EVs are used to outspeed Adamant Choice Scarf Landorus-T under Tailwind, with the remainder placed in Special Defense for extra bulk. Togekiss's decent base 120 SpA Special Attack means that Air Slash still hits decently hard without investment. Equipping Safety Goggles allows Togekiss to safely redirect Spore from Amoonguss or Breloom, (comma not necessary but useful in reducing confusion in interpreting 'as well as') as well as ignore the effects of Rage Powder, making it a perfect answer to both,[add comm] as since (kind of a meh rule imo but in C&C we tend to only allow "since" to be used when it's like, temporal (aka "i haven't eaten since lunch")) they cannot do much damage and Togekiss hits Togekiss resists their STAB attacks and can hit them back with a super effective Air Slash. Sitrus Berry is another option,[rem comm] and provides Togekiss with an extra HP buffer to survive more hits. This is especially important for turns where Togekiss needs to take two strong attacks for its partner. If using Thunder Wave over Tailwind, you can move the Speed EVs can be moved (dangler) :) to Special Defense to allow Togekiss to survive a Life Orb Aegislash's Flash Cannon.

Usage Tips
========

Togekiss's goal is to be a disrupter or supporter in whatever way best aids its team. There are many different ways to accomplish this: Follow Me, Air Slash flinches, speed control, and either Encore or Helping Hand, depending on the chosen moveset. Try to avoid switching Togekiss in on any strong neutral or super effective attacks -[remove en dash] &mdash; [add em dash] (also make sure not to have any spaces around the &mdash;. so for example: blah blah&mdash;blah blah) it's most threatening at high health, since a healthier Togekiss is a much more effective user of Follow Me (if you create a conjunction within a parenthetical it turns it into a run-on). Use Follow Me to help Togekiss's partner when it is threatened to give it a chance to either set up or attack. For Togekiss, outspeeding opposing Pokemon is especially useful, granting it a good chance to immobilize them with Air Slash. Thus, setting some form of speed control in either Tailwind or Thunder Wave before attacking is usually a good idea, as getting a flinch with Air Slash can really help generate momentum for Togekiss's team. However, remember that Air Slash flinches are not guaranteed,[rem comma] and shouldn't be treated as such. Use Helping Hand if Togekiss's partner is reasonably safe to attack and the boost provided spans the difference between getting the KO and missing it is absolutely necessary to get the KO. Helping Hand is usually the best option on a turn where Togekiss will likely be outsped and KO'd KOed, since as its +5 priority provides Togekiss a last-ditch way to support to its teammate.

Team Options
========

Togekiss partners well with many different Pokemon in the metagame. Notable options include setup Pokemon, especially ones that appreciate speed control like Mega Kangaskhan, Substitute Heatran, and Substitute Kyurem-B. Any All Pokemon that don't share Togekiss's weaknesses and have lots of offensive presence to make up for Togekiss's lack thereof make for good teammates, especially if they appreciate the speed control it provides. Some examples that fall into this category include are (nice catch) Breloom and Hoopa-U. Wide Guard users such as Aegislash protect Togekiss from Rock Slide and Icy Wind as well as discourage spread moves that Togekiss cannot redirect. Togekiss operates best alongside something a teammate (not a big deal but "thing" is kinda informal) with the ability to beat Rock-, Steel-, Electric-, and Poison-types that threaten Togekiss out, so Pokemon with Ground-type attacks like Landorus-T, Heatran, Kyurem-B, and Rhyperior are great. Earthquake users such as Landorus-T and Rhyperior get a special mention because Togekiss avoids Earthquake. Pokemon with Intimidate make it easier for Togekiss to do its job redirecting attacks by weakening the incoming physical attacks, so again,[add comm] Landorus-T works very well beside Togekiss.

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

Protect allows Togekiss to scout for attacks and determine whether redirection is needed. However, Togekiss struggles to find room for the move on its moveset. Leftovers provides gradual recovery that adds up to more health than a Sitrus Berry if Togekiss is on the field for more than 4 four (spell out numbers up to ten. doesn't apply to EVs and stuff though) turns, but Doubles is a fast-paced metagame and Togekiss usually won't be out for that long. Leftovers also fails to provide a the boost of recovery (you're referring specifically to Sitrus Berry, here) that may be needed for Togekiss to survive two attacks in a crucial turn. Safeguard and Heal Bell are options for Togekiss to prevent or heal status effects such as burn, paralysis, and sleep, but they are much more (compared to what?) situational, and Togekiss can already redirect status moves away from its partner with Follow Me. Charm lets Togekiss lower a foe's Attack severely, opening up the ability to redirect more safely. However, if that foe switches out,[add comm] the drops are removed anyway, and if Togekiss's goal is to redirect more attacks, then Roost is generally more helpful. Rocky Helmet allows Togekiss to act as a soft check to (not 100% sure on whether "soft check" is ok as a verb (like, does it need a hyphen?) so I just went with this safe solution) physical attackers like Mega Kangaskhan and Talonflame by providing chip damage.

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

**Typing Advantage**: Rock-, Steel-, and Electric-type attackers like Mega Diancie, Heatran, Aegislash, Thundurus, and Rotom-W resist Air Slash and can hit Togekiss for huge amounts of damage in return. Electric-types are also immune to Thunder Wave, should Togekiss carry it.

**Speed Control**: Without the ability to go first, Togekiss can't get Serene Grace flinches and is much less threatening. Thus, all forms of speed control weaken Togekiss's ability to be a disrupter. Trick Room teams also hurt Togekiss's effectiveness, as since they often have multiple spread attackers for maximum effectiveness for the 5 five turns of Trick Room. (not sure how relevant that underlined bit is to Togekiss anyways; considering removing?) However, Togekiss can try for flinches with Air Slash to prevent Trick Room from being set.

**Utility**: Taunt users such as Thundurus and Gengar can prevent Togekiss from using Follow Me or any of its many other support options, limiting it to only one move. Both also threaten Togekiss with STAB super effective attacks. Substitute users such as Kyurem-B and Heatran can freely set up on Togekiss that lack Encore, [rem comma] and can attack both Togekiss and its partner from behind their Substitute.

**Miscellaneous**: Attackers with spread moves like Heat Wave and Rock Slide make Togekiss's primary purpose as a redirector ineffective. Some relevant examples include Landorus-T and Mega Charizard Y.
 
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Implemented.
Thank you both for the checks and especially for including some of your reasoning. That will help me write these even better in the future n_n
 
this is like six changes lol, GP 2/2
[OVERVIEW]

With its great bulk and strong supportive movepool, Togekiss works as a solid option to help the rest of its team shine. Primarily used for its access to Follow Me, Togekiss also has access to multiple methods of speed control that can be used in order to further support its partner, with its niche over other redirectors found in having its access to Tailwind. These forms of speed control are especially useful to Togekiss given that its ability (RC) Serene Grace (RC) grants Togekiss it the ability to cause its foe to flinch more than half the time, provided it moves first. Not only that, but Togekiss is alone among the redirectors in being immune to Ground-type attacks. Its typing also provides it the ability to take Fighting-, Dark-, and Dragon-type moves with ease, all of which are common attacking types. However, as a defensively oriented Pokemon, Togekiss fails to provide much offensive pressure. Togekiss also faces lots of competition from other redirectors like Amoonguss, Jirachi, and Clefable, each of which has their its own niche.

[SET]
name: Follow Me
move 1: Air Slash
move 2: Follow Me
move 3: Tailwind / Thunder Wave
move 4: Encore / Roost / Helping Hand
item: Safety Goggles / Sitrus Berry
ability: Serene Grace
nature: Calm
evs: 236 HP / 192 Def / 20 SpD / 60 Spe

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

Air Slash is Togekiss's best attacking option, as it gets a STAB boost and, with Serene Grace, has a 57% chance to cause a slower target to flinch, factoring in accuracy. Follow Me allows Togekiss to give its partner a free turn to attack or set up safely, without fear. Tailwind and Thunder Wave are Togekiss's options for speed control, either of which allows it to support the team as well as outspeed more foes. Tailwind is unique to Togekiss as a redirector and supports Togekiss's whole side. However, unlike Thunder Wave, it isn't permanent and doesn't have the additional chance to prevent the foe from moving. Thunder Wave should be used to check specific threats for the full game, whereas Tailwind supports the entirety of the team for its limited duration. Encore locks a foe into innocuous moves such as Protect and Fake Out, leaving them unable to hurt Togekiss or its partner. It also goes through Substitute, which can prevent common users like Heatran and Aegislash from being effective in battle. Roost allows Togekiss to stick around longer by providing reliable recovery, whereas Helping Hand takes a more offensive approach and can turn Togekiss's partner's attacks from 3HKOs to 2HKOs and 2HKOs to OHKOs in the right situation.

Set Details
========

The listed HP and Defense EVs allow Togekiss to survive a Life Orb Bisharp's Iron Head, letting it redirect the move once from full HP. 60 Speed EVs are used to outspeed Adamant Choice Scarf Landorus-T under Tailwind, with the remainder placed in Special Defense for extra bulk. Togekiss's decent base 120 Special Attack means that Air Slash still hits decently hard without investment. Equipping Safety Goggles allows Togekiss to safely redirect Spore from Amoonguss or Breloom, as well as ignore the effects of Rage Powder, making it a perfect answer to both, as Togekiss resists their STAB attacks and can hit them back with a super effective Air Slash. Sitrus Berry is another option and provides Togekiss with an extra HP buffer to survive more hits. This is especially important for turns where Togekiss needs to take two strong attacks for its partner. If using Thunder Wave over Tailwind, you can move the Speed EVs to Special Defense to allow Togekiss to survive a Life Orb Aegislash's Flash Cannon.

Usage Tips
========

Togekiss's goal is to be a disrupter or supporter in whatever way best aids its team. There are many different ways to accomplish this: Follow Me, Air Slash flinches, speed control, and either Encore or Helping Hand, depending on the chosen moveset. Try to avoid switching Togekiss in on any strong neutral or super effective attacks&mdash;a healthier Togekiss is a much more effective user of Follow Me. Use Follow Me to help Togekiss's partner when it is threatened to give it a chance to either set up or attack. For Togekiss, outspeeding opposing Pokemon is especially useful, granting it a good chance to immobilize them with Air Slash. Thus, setting some form of speed control in either Tailwind or Thunder Wave before attacking is usually a good idea, as getting a flinch with Air Slash can really help generate momentum for Togekiss's team. However, remember that Air Slash flinches are not guaranteed and shouldn't be treated as such. Use Helping Hand if Togekiss's partner is reasonably safe to attack and the boost is absolutely necessary to get the KO. Helping Hand is usually the best option on a turn where Togekiss will likely be outsped and KOed, as its +5 priority provides Togekiss a last-ditch way to support its teammate.

Team Options
========

Togekiss partners well with many different Pokemon in the metagame. Notable options include setup Pokemon, especially ones that appreciate speed control like Mega Kangaskhan, Substitute Heatran, and Substitute Kyurem-B. All Pokemon that don't share Togekiss's weaknesses and have lots of offensive presence to make up for Togekiss's lack thereof make for good teammates, especially if they appreciate the speed control it provides. Some examples that fall into this category are Breloom and Hoopa-U. Wide Guard users such as Aegislash protect Togekiss from Rock Slide and Icy Wind as well as discourage spread moves that Togekiss cannot redirect. Togekiss operates best alongside a teammate with the ability to beat Rock-, Steel-, Electric-, and Poison-types that threaten Togekiss out, so Pokemon with Ground-type attacks like Landorus-T, Heatran, Kyurem-B, and Rhyperior are great. Earthquake users such as Landorus-T and Rhyperior get a special mention because Togekiss avoids Earthquake. Pokemon with Intimidate make it easier for Togekiss to do its job redirecting attacks by weakening the incoming physical attacks, so again, Landorus-T works very well beside Togekiss.

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

Protect allows Togekiss to scout for attacks and determine whether redirection is needed. However, Togekiss struggles to find room for the move on its moveset. Leftovers provides gradual recovery that adds up to more health than a Sitrus Berry if Togekiss is on the field for more than four turns, but Doubles is a fast-paced metagame and Togekiss usually won't be out for that long. Leftovers also fails to provide the boost of recovery that may be needed for Togekiss to survive two attacks in a crucial turn. Safeguard and Heal Bell are options for Togekiss to prevent or heal status effects such as burn, paralysis, and sleep, but they are much more situational than the options listed on the main set, and Togekiss can already redirect status moves away from its partner with Follow Me. Charm lets Togekiss lower a foe's Attack severely, opening up the ability to redirect its attacks more safely. However, if that foe switches out, the drops are removed anyway, and if Togekiss's goal is to redirect more attacks, Roost is generally more helpful. Rocky Helmet allows Togekiss to act as a soft check to physical attackers like Mega Kangaskhan and Talonflame by providing chip damage.

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

**Typing Advantage**: Rock-, Steel-, and Electric-type attackers like Mega Diancie, Heatran, Aegislash, Thundurus, and Rotom-W resist Air Slash and can hit Togekiss for huge amounts of damage in return. Electric-types are also immune to Thunder Wave, should Togekiss carry it.

**Speed Control**: Without the ability to go first, Togekiss can't get Serene Grace flinches and is much less threatening. Thus, all forms of speed control weaken Togekiss's ability to be a disrupter disruptive capabilities. Trick Room teams also hurt Togekiss's effectiveness, as they often have multiple spread attackers. However, Togekiss can try for flinches with Air Slash to prevent Trick Room from being set.

**Utility**: Taunt users such as Thundurus and Gengar can prevent Togekiss from using Follow Me or any of its many other support options, limiting it to only one move. Both also threaten Togekiss with STAB super effective attacks. Substitute users such as Kyurem-B and Heatran can freely set up on Togekiss that lack Encore and can attack both Togekiss and its partner from behind their Substitute.

**Miscellaneous**: Attackers with spread moves like Heat Wave and Rock Slide make Togekiss's primary purpose as a redirector ineffective. Some relevant examples include Landorus-T and Mega Charizard Y.
 
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