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Community POTW #062

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Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next one, and we have another absolute corker to start off 2015

468.png


It's Togekiss. Togekiss has received a fundamental shift in both how it's used and how it's dealt with thanks to the removal of its Normal-type and addition of the Fairy-type

Go nuts

http://www.serebii.net/pokedex-xy/468.shtml

Note: Togetic sets are also welcome!
 

Chinonso

Therians
Togekiss is a Pokemon that I like. However, it's extremely annoying:

Positives:
+ A very wide movepool in type.
+ Base 120 Special Attack means it can two hit KO quite a lot of things.
+ Base 115 Special Defence is also very nice.
+ Serene Grace is broken.
+ A nice offensive typing, with Broken Air Slash and Flamethrower being viable options among lots of others.

Negatives:
- Does not learn Moonblast.
- I preferred it when it was Normal/Flying type, because it just means it has gained 2 more weaknesses (Poison and Steel) as well as Ice, Rock and Electric. But these types are not common.
- Despite its extremely wide movepool, it does not like Physical hits that are super effective thanks to base 85 HP and Base 95 Defence.
- Base 85 Speed isn't great.

Abilities:
Hustle - Power of attacks increase by 50 percent but the accuracy becomes 0.8x original. The ability is OK if you want maximum damage output, but it falls inferior to its other, broken ability.
Serene Grace - Doubles chances of secondary effects. Do you know what this spells? FLINCH. Flinch flinch flinch flinch flinch flinch flinch flinch flinch. Outside the broken Air Slash, Flamethrower and moves alike also get buffed, which is useful.
Hidden Ability:
Super Luck - Criticl hit chance is increased one stage. If you have luck, you can maybe get a few crits off to win the game, along with Base 120 Special Attack. Bjt still, would you take that or all the flinching? Aeugh.

Inner Focus please.
 

MokKish

Breeding Enthustiast
I always loved using Togekiss in Doubles because of all different possibilities it has. Here are two of my favourites:

Follow Me:
Togekiss @ Leftovers/Sitrus Berry
Calm nature
Serene Grace
252 HP / 68 Def / 188 Sp.Def
- Follow Me
- Air Slash
- Helping Hand/Tailwind
- Roost/Protect

This set aims to keep your allies healthy for as long as possible while helping them either with speed boost from Tailwind or attack boost from Helping Hand. Air Slash is there in case of getting Taunted, and it might also come in handy because of the good flinch rate if you've set up Tailwind to outspeed the opponent. Other options: Bold nature with different EVs in case your allies need more help on the physical side.

Offensive:
Togekiss @ Leftovers
Serene Grace
Timid nature
4 HP / 252 Sp.Att / 252 Spe
- Air Slash
- Heatwave
- Tailwind/Thunder Wave
- Dazzling Gleam/Roost

After Tailwind you and your ally will outrun practically anything which helps with the Serene Grace boosted flinch rate of Air Slash, which will potentially win you the match. Alternatively you can go with Thunder Wave for the classic ParaFlinch tactic that will annoy your opponent to death. Heatwave hits both opponents and helps cover the Steel types that resist your STAB moves. Finally either Dazzling Gleam for STAB and coverage, or Roost to keep Togekiss healthy. Other options: Nasty Plot can be used on one of the 2 last slots to boost Sp.Att to make Togekiss hit notably harder.
 

Mestorn

Wandering Battler
Woooo! Yeah! Togekiss is amazing! It is one of the better pokemon around, and is really fun to use (going against it on the other hand)…

Togekiss is a semi-bulky special sweeper. 85/95/115 defenses while not amazing, give Togekiss a respectable degree of bulk. 120 SATK gives its attacks quite a sting, and while base 80 SPD is below the normal 100 cutoff, Togekiss is still much faster than you would expect it to be. Togekiss was one of the many pokemon rechristened with a Fairy type this generation, which is a mixed bag. On one hand, it gained resistances to Dark, Fighting and an immunity to Dragon, but at the cost of its immunity to Ghost, and new weaknesses to Poison and Steel. Togekiss’s movepool is reflective of its humble origins as a pure normal Togepi (before this generation) in that it has the huge TM movepool expected of normal types, and a SATK worthy of abusing all of those special TMs. But the real gem in Tokegiss’s movepool is Air Slash. This STAB move, combined with Serene Grace, turns Tokegiss from a normal pokemon, into a destroyer of teams, flinching everything in its path to death. Wish you had Inner Focus now, huh?

Shock and Flinch
Togekiss (Serene Grace)
Item: Leftovers/Life Orb
-Air Slash
-Thunder Wave
-Aura Sphere
-Dazzling Gleam/Psyshock/Shadow Ball/Flamethrower/Roost
Nature: Modest (+SATK, -ATK) or Timid (+SPD, -ATK)
EVs: 252 SATK/252 SPD/4 HP

As mentioned before, Flinching things to death with Air Slash is Tokegiss’s main gimmick. With Serene Grace, Air Slash has a 60% flinch rate. Unfortunately a lot of things readily outspeed Tokegiss. How to correct that? Sticky Web? No… wait yes, that works too… but Thunderwave is where it is really at. Thunderwave sends opposing pokemon’s speeds into molasses territory, adds an additional 25% of not being able to attack. The numbers come out to the opponent only being able to attack 30% of the time (3/4 [para] * 2/5 [flinch]) . Ouch. Aura sphere is great for scaring off Steels and Rocks who would otherwise tank the Air Slash. Last move is up to choice. Dazzling Gleam is an alternate STAB, and hits Dragons hard. Psyshock deals with opposing sponges who would take Air Slash all day. Shadow Ball hits a lot of things for neutral damage as well as hitting the Lati Twins and Metagross harder than Aura Sphere… Flamethrower wrecks Steel types who are Neutral/Immune to Aura Sphere (Scizor, Skarmory). Roost enables Tokegiss to stay in the game longer, and mitigates the lucky hits that get through.

Other Options

Nasty Plot
-Tokegiss’s decent SATK? Not so decent anymore. More like monstrous, terrifying and other scary adjectives.

Heal Bell/Wish
-Everyone loves Clerics

Tailwind
-Not as effective as Thunderwave, but there are fast ground and electric types.

Yawn
-As if paraflinch wasn’t the only thing you have to worry about

Countering Togekiss
NOOOO! Why would you want to hurt this? Its endangered... fine. Electric types. Most Togekiss' rely extensively on paralysis which Electric types are immune to. That combined with natural high speeds (Jolteon, Mega-Manectric), resistance to Air Slash, STAB super effective and no way for Togekiss to strike super effective back means electric types can have all sorts of fun with it. Ground types get a mention due to being immune to Thunderwave, though only a few can reliably outspeed Togekiss and many have crap for SDEF making switching in painful. Stealth Rock sinks Togekiss' bulk and chip damage in general is very much recommended. Chip Damage like Toxic, Hail, Sandstorm and the like are extremely recommended, going off even when you flinch. Sure Togekiss has access to Roost and Heal Bell, but a turn where it is not Air Slashing you is a turn you have a good chance to attack. Priority makes the whole flinch worry moot, especially Bullet Punch. Togekiss has a great support movepool so Taunt is another good option to prevent it from fully deploying its bag of Tricks. When all else fails, revenge kill it. Togekiss has good bulk, but there are many pokemon with enough brute force to down it before it can act, just hope you can do so or they are going to be twitching on the floor.
 
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DrakeSantiago

New Member
Positives
- Decent 85/85/115 defences
- It's typing gives it 4 resistances and 2 immunities, which is amazing
- 120 base special attack makes it possible to run an offensive set
- Serene Grace in combination with Thunder Wave and Airslash is very annoying
- Decent movepool both offensive and defensive
- It has a reliable recovery in the form of Roost

Negatives
- 4 weaknesses from whom 3 are commonly used puts you in a situation in which you can counter something easily, but also makes it easy to be countered
- Defog is currently a transfer-only move

A Paralysing Kiss

-Thunder Wave / Body Slam
-Air Slash
-Aura Sphere / Flamethrower / Nasty Plot / Tailwind
-Roost
Item Attached: Leftovers
Ability: Serene Grace
EVs and Nature:
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)

Pretty much the same set as in Generation V. Thunder Wave is for paralysis, but Body Slam gives you the opportunity to spread paralysis if you are taunted. Air Slash has an insane 60% chance to flinch in combination with Serene Grace, which makes it quite diffucult to attack especially in conjuration with paralysis. Aura Sphere hits rock, dark, ice and steel types, but Fire Blast hits the latter two harder and also nails Ferrothorn, Forretress and Scizor for 4x effective. Nasty Plot boosts your special attack so Air Slash hits harder. Tailwind can be used to increase its speed, however the speed drop from the paralysis makes Tailwind not a very good option. Roost is for keeping Togekiss stay alive longer.


A new spectrum

- Air Slash
- Dazzling Gleam
- Fire Blast / Flamethrower / Aura Sphere
- Psyshock / Shadowball / Trick

Item Attached: Choice Specs
Ability: Serene Grace
EVs and Nature:
EVs: 96 HP / 160 SAtk / 252 Spe
Timid Nature (+Spe, -Atk)

Choice Specs Togekiss hits hard and unexpected. Air Slash and Dazzling Gleam are for STAB. The choice between Flamethrower and Fire Blast is the typical power vs accuracy. They hit Ice-, Steel-, Grass- and Bug-types for super effective damage. Aura Sphere hits pretty much the same types but Dark- and Normal-types instead of Bug- and Grass types respectively. However, the latter two are already hit for super effective damage by Air Slash so Aura Sphere is generally the better option. Psyshock hits Poision- and Fighting-types for good damage, with the prime example being Tentacruel who would otherwise be a pretty solid check. Shadowball hits Psychic-types and Trick can screw over many supportive pokemon.


Partners
If Togekiss is lacking Defog, other Defog and Rapid Spin users such as Scizor and Excadrill are good team options. Tentacruel is a solid partner, as it is both a rapid spinner and shares only one weakness with Togekiss. Pokemon who can remove strong priority users such as Scizor and Azumarill are also great teammates such as Rotom-W.

Checks and counters
Strong priority users such as Choice Band Scizor deal a lot of damage, especially after Togekiss switches in on Stealth Rock before it can Roost off the damage. Taunt shuts down devensive Togekiss and can stall it out. Chansy and Blissy are also good options as they easily wall its attacks and threathen it with a Toxic. Just keep hitting Togekiss with strong, super effective moves and it wil go down faster then you expect if you can figure out what spread it is running.
 

Kraleck

Well-Known Member
Togekiss. Wow. I...cannot do you enough justice. Let's give it a try, though...

Stats:
-HP - Good - Base 85 is a decent HP for a Normal-turned-Fairy Type. Not a bad start.
-Attack - Mediocre - Base 50 is useless, even with Hustle.
-Defense - Good-bordering-Great - Base 95 is pretty nice for a Flying Type.
-Sp.Atk - Godly - Base 120.
-Sp.Def - Great-bordering-Godly - Base 115 is even sweeter for a Flying Type
-Speed - Borderline (non-Trick Room) - Base 80 is just outside what I call the Dead Zone, but Para-Flinch spam helps with this.

Abilities:
-Hustle - I want to see someone post a nope.avi under this Ability.
-Serene Grace - Beastly with that many Added Effect Moves.
-Super Luck (Hidden, Available) - Pales in comparison to Serene Grace with Togekiss, but a decent Ability in the hands/claws/talons/tentacles of other Pokémon that get it.

Overall, Togekiss is the wild card I've never been able to do justice for. It has great potential, huge Movepool from its Normal-Typed days, and the sparkly-new Fairy Type we've all come to work with and around. Togekiss has to deal with a Stealth Rock Weakness, but Para-Flinch hax is a decent tradeoff.
 

neoschu42

Member
since secret power is a tm again and has a 30% chance of paralysis in buildings it would be somewhat viable in place of thunder wave right?
 

Deltadromeus

Active Member
As very much mentioned above, Togekiss is an absolute b**** to kill, but if you are using it, it is so fun to watch people rage. Anyways, on to pros

-Good Defenses, 85/95/115 is very, very good.
-Has an amazing special attack, 120 with 3ko just about everything not resisting or named Chansey, even uninvested.
-Serene Grace + Air Slash. 'nuff said

Cons
-Speed it only at 85, meaning you need something to make you go first
-Its a fairy type. The new weaknesses mean that pokemon like Exadrill and Sizor and Mega Metagross destroy it.
-Have you ever fought this thing? No? Lucky you. You don't know the horror of being para flinched to death.

Here is the set I run

MAXIMUM RAGEQUIT

Togekiss : Leftovers
Serene Grace
Timid (+Spd, -Atk)
252 Hp, 252 Spd
-Thunder Wave
-Air Slash
-Flamethrower
-Roost/Aura Sphere

This is kinda the normal set. Thunder wave eveything and air slash until you win. Flamethrower kills Ferrothorn and other non-threataaning steel types, Roost it helpful for a quick burst health, and Aura Sphere is there for Heatran. Pretty standard.

Okay, now for Togetic, a surprisingly bulky pokemon. Not as bulky as Porygon2, but that guy can take hits like a brick wall.

Hey! Stop looking at Pachirisu

Togetic : Eviolite
Serene Grace
Calm (+SpD, -Atk)
200 Hp. 200 Def, 108 SpD
-Roost
-Follow Me
-Tailwind
-Thunder Wave/Air Slash/Ancient Power

This is a doubles "Follow Me" set. The Evs are for maximum bulk, Roost is to heal up, Follow Me is to take pressure off of your other pokemon, Tailwind is for optional speed, and the rest is filler. You get the idea.
 

darkumbreon11

New Member
I do like this pokemon a lot :). One of the, if not one of my favourite pokemon to use online. This is the set i use

Ability: Serene Grace
Item:Leftovers/Shell Bell
EVs: 252HP 210Def 42SPD (140 defences and 192HP at level 50)
Nature-Modest

The "Not very many people use this sort of set cause everyone likes to para-flinch" set
Moves:
-Air Slash (STAB)
-Dazzling Gleam (STAB)
-Ancientpower (20% chance of boosting all stats with serene grace)
-Roost (really helps)

Cons- 5 weaknesses really hurt it, especially when they are all common (Ice, Electric, Rock, Steel and Poison)
Its not the fastest thing in the world

Pro- Despite its speed, it can pretty much tank all moves with its high defences and HP stat
Serene Grace is an amazing ability
Its adorable

I don't like all these protect toxic and para flinch sets people use with some walls, i like being all out with very little set up :D
 

Mye

Someone has to win..
Ah darn, I was hoping you'd do crobat (as I could literally write an entire essay on it and the entire evo line for it). Regardless, everyone's touched Togekiss and you said togetic is welcome (thank god you didn't say togepi as in LC it is entirely outclassed by every fairy barring ralts) so I'd may as well do the prevo corner:

Pros:
+55/85/105 defenses are pretty good in NU/RU, especially with eviolite which gives it ferrothorn-like bulk
+Base 80 sp.atk is pretty useful, as in the lower tiers it hits pretty hard
+While its movepool doesn't contain aura sphere/air slash (curse you gamefreak!!!) it does contain much of what makes Togekiss viable. Nasty plot allows it to double its sp.atk, wish gives it team-healing, and moves like water pulse (40% confusion chance w/ serene grace) and shadow ball (40% chance to lower the opp's special defense w/ serene grace) can make it tricky to play against
+Out of all the pokemon in its evolutionary line, it looks the "most normal" (which is a pretty big achievement)

Cons:
-Base 40Attack renders any Hustle/physical sets useless, which sucks since its physical movepool is pretty decent
-Base 40Speed often forces it to take a hit before taking its turn
-Despite having access to one of the best abilities in the game (serene grace), it can't really use it that well. Unlike togekiss, it doesn't have access to air slash rendering all para-flinch sets useless (unless you wanna use the 40% flinch chance of twister or headbutt coming off a ridiculously low attack stat).
-Base 55HP gives it competition from audino and alomomola as a wish-passer, and as an eviolite stall-wall it is almost entirely outclassed by golbat (as the bat has 50 higher speed, similar defenses, infiltrator toxic, 2 fewer weaknesses, and as of this post has access to defog)
-Its weaknesses (specifically ice, rock, and poison) are all common STAB-attacking types in NU, limiting its effectiveness as a "wall"

Togetic @ Eviolite/Razor Claw (Super Luck)
Bold/Relaxed, 252HP/252Def/4Sp.Atk
-Nasty Plot
-Wish
-Baton Pass
-Dazzling Gleam/Air Cutter

Essentially the only set this thing can run without being entirely outclassed by something else. Passing a nasty plot or two and a wish can oftentimes turn a weakened teammate into a force, and with base 40 Speed you can oftentimes do that with little repercussions. For the choice of attack, dazzling gleam has fewer things that resist it and hits harder "naturally" but with a razor claw and super luck Air cutter will hit 50% more powerful than it 50% of the time.
 

Razor Shiftry

Cynthia = Porn Star
Interesting that there is no mention of Diancie's Grass weakness at all? Sure its not a common coverage move but last time I checked, Mega-Saur was still pretty common in OU and a serious threat to Diancie in both forms...
 

Mye

Someone has to win..
Interesting that there is no mention of Diancie's Grass weakness at all? Sure its not a common coverage move but last time I checked, Mega-Saur was still pretty common in OU and a serious threat to Diancie in both forms...

Yeah, outside of that one pokemon (and I suppose SD celebi in UU) I'm pretty sure all the common grass types get 2hko'd by hidden power fire or in the case of virizion/breloom, get ohko'd by psyshock.

Also, for one of Togekiss' cons could someone touch on its base 50 attack stat? The thing gets extremespeed (godly), drain punch, and even the flinch-tastic headbutt yet even with hustle its attack stat only hits roughly base 80 (which is about the same as a choice band thick fat azumarill).
 

Recon

11001101011101010100
Ah Togekiss, I love using you on my hazard stall team. You just clean up so well.

Toge-kiss of Death
Leftovers
Serene Grace
Calm (+SpD, -Atk)
248 HP/8 SpA/252 SpD/
-Thunder Wave
-Air Slash
-Heal Bell
-Roost

I usually send out Togekiss after I've whittled down the opposing Pokemon enough via Hazards and phazing. Togekiss easily cleans up through para-hax. Heal Bell is there to get rid of any sort of status my other offensive Pokemon may be suffering from, since most of my team has Pokemon that don't really do damage.
 
Oh yeah! Togekiss, my second tank I made competitive wise in Alpha Sapphire, proven to be quite usefull already due to its epic (rage quit inducing) Serene Grace.
This probably isn't one of the most commonly used forms of Togekiss but it is fun nonetheless.

Togekiss is never gonna give (you) up
Ability: Serene Grace (was there any doubt?)
Nature: Bold (+Def, -Atk)
Item: leftovers
- Thunder wave
- Water pulse
- Rest/roost
- Snore/air slash
EVs: 252 HP/ 152 Def/ 108 SpD

The idea of this set is very easy. As with most Serene Grace sets, an important point is to get the opponent paralyzed through thunder wave, inhibiting its movements and ensuring you can get that flinch. A surprisingly good addition is having water pulse added for the occasional confusion. Water pulse doesn't depend on being faster than the opponent either, meaning you won't be immediatly blocked by speed based pokemon immune to thunder wave. As an added bonus it also slowly chips the life-bar away from ground pokemon to make up for the lack of paralysis. Paralysis and confusion are already annoying enough, but one can always make things even more annoying with a flinch. The old trusty air slash does the job alongside roost. However, this leaves one open to status effects which could limit your fun with Togekiss. To counter this, you can choose to run rest with snore instead. If played correctly, you already incapacitated your opponent enough to be able to rest without worrying too much, with snore being your move whilst resting. A switch however could leave you against a faster pokemon with nothing more than snore for 1-2 turns, so beware.
 

MokKish

Breeding Enthustiast
Also, for one of Togekiss' cons could someone touch on its base 50 attack stat? The thing gets extremespeed (godly), drain punch, and even the flinch-tastic headbutt yet even with hustle its attack stat only hits roughly base 80 (which is about the same as a choice band thick fat azumarill).

I remember back in the days of DPPt I used to have a purely gimmicky physical Togekiss set. Keep in mind it's not that good, especially now that Extremespeed doesn't even get STAB, but I guess it could take your opponent by surprise and get a KO on a weakened pokemon not expecting priority.

Togekiss @ Choice Band
Adamant nature
Hustle ability
4 HP / 252 Att / 252 Spe
- Extremespeed
- Aerial Ace
- Drain Punch/Focus Punch
- Trick

Extremespeed has potential to revenge kill after boost from Hustle and Choice Band. Aerial Ace gets boosted by ability, item, and STAB but because of the perfect accuracy it will still always hit without a miss which is one big problem with this set. Drain Punch can heal you while Focus Punch can take incoming switch by surprise and make massive damage. Trick is there to cripple the opponent once they've realized what sort of set you're running and possibly locking them into something undesirable.

Once again, this is just a gimmick. mainly for the laughs, but if used properly it just might get you at least one KO. (Never use it seriously though)
 

Soperman

The One and Only
I remember the days when Haxkiss was a genuine threat, and you would actually see it relatively often. Even now, it's not that bad, but it's lackluster speed really hasn't helped it. It has the defenses and moveset to be a decent tank as well, although I'm not sure the typing is up to par. That being said, let's see what movesets could be viable.
Please note that this was done with mostly OU in mind as the tier you're in.

Haxkiss
-Air Slash
-Thunder Wave
-Dazzling Gleam
-Aura Sphere/Water Pulse
Item: King's Rock
Ability: Serene Grace
Nature: Timid (+Spd, -Atk)
EVs: 4 HP/252 Spd/252 Sp. Atk
This traditional set takes advantage of Serene Grace. Thunder Wave your foe to slow them down and have the chance for them not to attack in the first place, and then hack at them with Air Slash. Between the King's Rock, Serene Grace, and Air Slash's already decent chance of flinching, combined with paralysis, you should be able to render your opponent completely helpless. Dazzling Gleam is there for coverage against the ever-present dragons. The last attack I wasn't really sure about; Aura Sphere is a strong attack that gives Togekiss the coverage it needs against Rock and Steel types; Water Pulse also gives similar coverage, with the added bonus of being able to confuse the opponent, making it even harder for them to attack you. Take your pick on whichever you think is more worthwhile. The EVs and Nature are to hit first and hit as hard as you can. This is a bit of a suicide role, mostly to incapacitate an opponent's sweeper or something.

Tankkiss
-Toxic
-Roost
-Air Slash
-Extrasensory/Thunderwave
Ability: Serene Grace
Item: Leftovers
Nature: Calm (+ Sp Def, - Atk)
EVs: 252 HP/4 Sp. Atk/252 Sp. Def
Togekiss has a fairly high Special Defense stat already, and this set takes advantage of that. Max HP and Special Defense make it so not even Mega Manectric can OHKO Togekiss with Thunderbolt. Even Mega Scizor needs two Bullet Punches. Here, Togekiss can still take advantage of Serene Grace and Air Slash to flinch opponents to death, but with the added bonus of being able to take hits and heal. Toxic is there to help wear down opponents, making flinching even deadlier for them. Extrasensory can be in the last spot as added coverage against Rock and Electric types with a chance to flinch, while Thunderwave can be used to halt a sweeper you're afraid of. Leftovers are fairly obvious

Other Options
Togekiss has a fairly wide ranger of moves that, if it had better speed, would make it the ideal sweeper. From Fire Blast to Air Slash to Aura Sphere to Shadow Ball, you can basically hit anyone if you choose a sweeper-set with Togekiss. Speed is still an issue, but it's doable.

Countering Togekiss
Togekiss' defense isn't nearly as good as it's Special Defense, and with it's poor Speed it's not too hard to Two-hit KO even a tanky Togekiss. For this reason, pokemon like Manectric and even Medicham are terrifying for Togekiss, as it could get knocked out before it can beat up the opponent with Air Flinch.
 

TurtwigAndSquirtle

I like turtles
Positives:
Three good abilities
85/90/115 bulk is very good.

Negative:
Bad attack.

Choicekiss
Togekiss @ Choice Specs (or Choice Scarf)
Ability: Serene Grace or Super Luck
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature (or Timid if you're using Choice Scarf)
- Air Cutter
- Aura Sphere
- Dazzling Gleam
- Ancient Power

This Togekiss is good for doubles, since Air Cutter and Dazzling Gleam both hit two foes. Air Cutter and Dazzling are STABs, Aura Sphere is an awesome move and provides lots of coverage. Ancient Power can raise all stats (20%!), but is mainly for being the best coverage move.
 
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Mye

Someone has to win..
okay I think the only viable togekiss sets are paraflinch and nasty plot

Kinda. A wish-plot passing set could also be viable should you want to bring something in with +2spatk and near-full HP, but usually most people go with shell smash passers or quiver dance passers for that role (as passing just attack boosts is usually a waste, unless you're using something with prioritay like dewgong).
 

Black Murder Heavangelon

Ow! Ow! Harder! Ow!
Gonna post one of these for now and come back later with some more sets.

Togetic@Eviolite
Sassy Nature
Serene Grace
252 HP/252 Sp.Def/4 Def
-Heal Bell
-Roost
-Follow Me
-Twister

I posted this last generation for the Togekiss PotW, but thankfully it's still just as effective as it was then.

This Togetic is for a specific team only but this set can be tweaked to suit your needs. Basically, it works best in a Doubles team, using Trick Room, and requires synergy with teammates that use Rest. However, if you can build your desired team to meet these requirements, this Togetic will prove to be a real Devil in an angel's disguise.

Because it works better in Trick Room, Sassy and max HP and Sp.Def with lowest speed IV possible is picked out for this Togetic. This allows Togetic to fully abuse its ability Serene Grace and Twister, turning Twister's 20% flinch rate to a 40%, against both of your opponent's pokemon. It also likes going first to cast Heal Bell and Roost for becoming pure Fairy. So yeah, this Togetic benefits greatly for going first. Follow Me is your standard fare in Doubles but it's phenomenally more helpful now thanks to all of Togetic's resists.

This is where Togetic's synergy with Resting teammates come into play. If your teammate is a pokemon like Cofagrigous or Reuniclus, Togetic will resist the supereffective attacks aimed at them, being Dark, Bug, and Fighting if you're running Audino or Klinklang, making Togetic very flexible. It doesn't end there either. Since Trick Room has -7 priority, the Trick Roomer can use Trick Room after using Rest, and the priority makes it go after Togetic, and Togetic uses Heal Bell, curing the Trick Roomer of sleep, and waking them up in time to use the Trick Room, losing almost no momentum whatsoever.

Togetic is slower and bulkier than Togekiss thanks to Eviolite, but Knock Off is always going to be a pain. Also Twister won't touch Fairy types so you might be boned against Mega Gardevoir or Azumarill when they come. If you run Bronzong or Klinklang alongside this Togetic, consider running some hard hitting Steel moves like Heavy Slam or Gear Grind to take care of them.

This Togetic is by far one of the best sets I've ever used, but it's usefulness is team specific here. Still, any Trick Room trainer should give this tricky Togetic a try and tell me how it goes for you.

It's 6:30 in the morning over here. i'm going to bed
 
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