Togekiss, The Jubilee Pokémon. It will never appear where there is strife. Its sightings have become rare recently.
Togekiss represents a significant step forward from the Togetic of the previous generation. As well as getting a very healthy stat boost, it has also gained special STAB and a significantly boosted move-pool. It can comfortably fill in a multitude of roles, ranging from sweeping to support, and finds itself to be quite a popular choice amongst competitive battlers.
Hustle: is an ability suited to only one type of Togekiss move-set, a physical one. It gives a useful 1.5x boost to its Attack stat, however it has the detrimental side-effect of lowering the accuracy of all of its moves by 20%. Because of the detrimental side-effect, the only time to use this ability is on a physical move-set. At all other times, its alternative is the better choice.
Serene Grace: doubles the chance of a move's secondary effect. Most notably, this means Air Slash will have a 60% flinch chance. Aside from Air Slash, other moves benefit, such as Shadow Ball and Flamethrower.
- Air Slash
The para-flinch combination proves to be a frustrating for its opposition. Air Slash benefits greatly from Serene Grace, picking up a disruptive 60% flinch chance. Added with the chance of full paralysis from Thunder Wave and Togekiss becomes a difficult target to hit. In addition to being able to pick away at the opponent with a good chance to not be hit, Thunder Wave provides Togekiss's team with paralysis support and helps to make up for its own rather average Speed.
Roost is important for keeping Togekiss healthy. It has two other healing alternatives, Softboiled (from the 3rd Gen) and Wish. The reason Roost is generally preferred is because it temporarily removes Togekiss's Flying type, which is usually considered to be a positive. Although the opponent may wisely predict that it'll use Roost, in other circumstances it's unlikely they will use a Ground, Grass or Bug move (although a Fighting move may be a likely risk). In exchange, losing the Flying type will rid Togekiss of its Electric, Ice and Rock weaknesses, which are likely to be targeted.
Aura Sphere works nicely to cover Rock and Steel types, although it's something of a filler option and not integral to the success of the move-set.
Nasty Plot - Baton Passer / Sweeper
- Air Slash
Togekiss already possesses a wonderful Special Attack stat , but Nasty Plot can make it even more potent. Air Slash generally provides its most reliable STAB attack, and continues to benefit from the high flinch rate granted by Serene Grace. Roost, once again, is important for keeping Togekiss healthy.
The final move-slot will generally divide it between being a sweeper or a Baton Passer. Togekiss is arguably the most viable user of Nasty Plot and Baton Pass. As well as having competent defences, it can keep itself healthy with Roost and simply pass out at any sign of a threat. Alternatively, Baton Pass can be ignored entirely in favour of another offensive move to make Togekiss a more versatile offensive threat. Aura Sphere is generally considered the most preferable but there are other options.
- Air Slash
With a very competent Special Attack stat, Togekiss can be quite a successful Choice Specs user. Air Slash, once again, provides it with a reliable source of STAB. An additional source of STAB it has access to is Tri Attack, which it gets from XD. It's also stronger than Air Slash and tends to be its most effective move to use against Electric types.
Aura Sphere fills in to take out Rock and Steel types, once again. The final move-slot is something of a filler. Flamethrower also fills in against Steel types, particularly the ones who aren't weak to Fighting moves (such as Metagross and Bronzong). Shadow Ball on the other hand fills in against Psychic and Ghost types, particularly Cresselia and Dusknoir.
- Extreme Speed
Hustle makes physical offence viable, although it's worth noting once again that it lowers accuracy by 20%. The main attraction of using a physical Togekiss is the surprise factor, particularly the surprise factor provided by ExtremeSpeed. Being seen as a special attacker with average Speed, striking first with a physical move can catch a lot of opponents off-guard. Extreme Speed also picks up STAB, and working off of a potential 490 Attack stat (after the Hustle and Choice Band boosts), it can deal an impressive amount of damage.
Aside from Extreme Speed, Togekiss can also turn to Aerial Ace for a source of STAB. The fact that Aerial Ace 'never misses' means the accuracy drop from Hustle is overlooked entirely. Focus Punch is there for an off-guard power hit. Obviously one of the primary targets is Blissey, but it'll also hit Rock and Steel types.
Aside from the aforementioned moves, Togekiss has little in the way of other viable physical moves, so the final move-slot can generally be filled by Flamethrower or Fire Blast, to deal with defensive Steel types who aren't weak to Fighting moves, such as Forretress and Skarmory.
EVs and Nature:
Togekiss can be comfortably EVed for defensive purposes. Its HP should take priority, with additional EVs generally being aimed towards its Special Defence.
More offensive variants would want to focus on the offensive stat of preference (usually Special Attack) and invest some EVs in its Speed. 244 (192 EVs) is generally the Speed stat to shoot for, allowing it to outrun Jolly Tyranitar, Adamant Metagross and Timid Magnezone. Larger worthwhile investments usually require a Speed boosting nature. 270 will set it ahead of Adamant Heracross and 280 will set it ahead of Adamant Lucario.
Grass Knot, Wish, Softboiled, Reflect, Light Screen, Safeguard, Charm, Yawn, Encore, Follow Me, Body Slam.
Grass Knot provides it another offensive option. It catches a very strong hit on Rhyperior (although Aura Sphere is usually preferred to deal with other Rock types), and the additional hits on Ground and Water types is useful.
Wish and Softboiled can provide replacements for Roost on a lot of move-sets. Wish doesn't exactly 'replace' Roost (unless accompanied by Protect), because it doesn't provide instant recovery; however, it does provide a good source of healing support to the rest of Togekiss's team. Softboiled is a more direct replacement, although it doesn't remove its Flying type like Roost would.
Reflect, Light Screen and Safeguard are other support options it possesses. The first two serve to make Togekiss and its team more bulky whilst Safeguard keeps its team protected from status attacks.
Charm can be used to force some switches, as well as keep Togekiss 'bulky'. It contests with Reflect for the passive defensive boost role, but unlike Reflect, it's likely to force switches, which combines nicely with Spikes and Stealth Rock.
Yawn can also be used to force some switches, or at the very least, put an opponent to sleep should they choose not to switch. The major downside is it can't be used on opponents who are already inflicted with a status move.
Encore can be a very effective disruption move. The obvious objective would be to Encore a harmless move (such as Earthquake) or a move that's ineffective or of little nuisance. Most opponents would switch when placed in such a predicament, but even if they don't, it presents Togekiss with the opportunity to set-up against its opponent.
Follow Me is a very useful move in 2v2 play, although it's useless in 1v1.
Body Slam is an alternative source of paralysis to Thunder Wave. It has a 60% chance of paralysis with the aid of Serene Grace. The main thing to note is that, unlike Thunder Wave, it won't activate Motor Drive and it will hit Ground types.
With Air Slash being its main choice of offence, usually backed by Aura Sphere, Electric types are popular choices. Zapdos resists both moves and Electivire can switch into Thunder Wave and pick up a Motor Drive boost.
Blissey sponges up Togekiss's special attacks comfortably and can paralyse it with a Thunder Wave of its own. Cresselia is also bulky enough to take the hits and can also send a Thunder Wave its way.
The main thing to remember with Togekiss is its Speed is rather unremarkable, and it relies on Thunder Wave to make up for its Speed. When it isn't faced with a paralysed opponent, it has usually got to eat a hit before it can launch any form of offence at its opponent.
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