[MnM] Togekiss

QC [3/3] GC (1/1)
Togekiss​
Overview:

Togekiss has a very diverse movepool, including diversity in both offensive and status moves, which in turn, allows for both an impressive neutral coverage and a wide variety of support roles. It also a solid typing in Fairy / Flying, giving it an important immunity to Ground and many resistances, including one to Fighting. In addition, it can become Fairy / Fire with a Water immunity thanks to a Red Orb, turning it into a big stallbreaker with a resistance to Ice.
Base 120 Special Attack guarantees that Togekiss will not be extremely passive when attacking. 85/95/115 bulk pre-Mega Evolving is enough to make sure Togekiss takes at least one hit, and most often two, allowing it to effectively be a supporter. Togekiss will always be weak to Rock-types, meaning Archeops and Terrakion will always stop it due to its base 80 speed. Electric types easily break Togekiss's natural Flying type, making Sablenite Togekiss a momentum sink against Tapu Koko and other fast Volt Switch users.


Sablenite Support

Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpDef
Calm Nature
- Dazzling Gleam / Air Slash
- Roost
- Toxic / Thunder Wave
- Defog / Heal Bell


Move Details:

Dazzling Gleam is Togekiss's primary STAB move, hitting Dragon-, Dark-, and Fighting-types super effectively from a base 140 Special Attack.. Air Slash is Togekiss's secondary STAB to complement Thunder Wave, but it is otherwise not great compared to Dazzling Gleam. It is a moderately powerful Flying-type attack, hitting Bug- and Grass-types for SE damage, while hitting Fire types neutrally. However, Dazzling Gleam is the better attack most of the time.
Recovery is also important here, and the best choice is Roost, healing half of Togekiss's health. Toxic wears down bulkier threats that Togekiss cannot handle on its own. Alternatively, Thunder Wave helps slow down Pokémon found on offense offense such as Mimikyu, Cobalion, and Dragonite. Thunder Wave can be used well alongside the Air Slash flinch chance, or to make teammates such as Magearna and Gliscor faster than opposing sweepers. Defog is an important support move, removing entry hazards when needed. Heal Bell is very nice support for the whole team, ridding them of their status, with Togekiss being one of the best users.

Set Details:

Sablenite increases Togekiss's bulk by 50 for both defenses, skyrocketing its bulk to 85/145/165 upon Mega Evolving with Sablenite, leaving it free to use the great amount of support options it has to offer. The EVs are set up to maximize special bulk, which lets it take on support Arceus formes, Hoopa-U, and Keldeo extremely well. A Bold nature with 252 Defense EVs is just as viable, however, letting it take on Dragonite, Garchomp, and physical Arceus formes (among other physical attackers) far better.

Usage Tips:
This set is best used reactively, being switched in on incoming Fighting-, Ground-, or Dragon-type moves, and using that opportunity to Mega Evolve. Then Togekiss should either poison or simply attack the opponent, depending on the situation. Togekiss is typically bulky enough to also take several attacks, especially the side that it's invested in. After Mega Evolving, you can also use Togekiss's Magic Bounce to freely switch in on incoming Toxics, punishing the user heavily. Regardless of investment, Togekiss cannot handle Glalitite users, so don't leave it in against them unless you have to. It also struggles against Electric-types.

Team Options:

Heal Bell support is appreciated by a number of physical sweepers, including Gyarados, Terrakion and Weavile, who simply cannot function when statused. Togekiss appreciates Electric-resistant teammates, meaning Primal Groudon serves as a good partner. Primal Groudon also hates Toxic Spikes, along with other entry hazards, and benefits from having a hazard bouncer that can also remove them. Ground types such as Hippowdon, Gliscor, and Garchomp can take Rock and Electric attacks, and usually force out the attacker. While anything weak to Stealth Rock also stacks weaknesses with Togekiss, Weavile and other speedy sweepers like not having to deal with chip damage every time they come in. Pivots appreciate this quality of Togekiss especially, as they can fall back on Togekiss when needed.
Steel-types such as Magearna and Arceus-Steel provide Togekiss with an important Ice switch-in, blunting the blows from threats such as Weavile and Kyurem. Excadrill in particular has a great type to deal with all of Togekiss's weaknesses and can take them out with either an Iron Head or an Earthquake. However, do be wary that it is not meant to be a wall for Togekiss, as a wise prediction can severely hurt it.



Red Orb Support

Togekiss @ Red Orb
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Morning Sun / Roost
- Dazzling Gleam / Toxic
- Heal Bell / Defog

Move Details:

Flamethrower is reliable a STAB move that will serve as Togekiss's primary attacking move under most conditions. Recovery depends on preference: Morning Sun heals more in Desolate Land, but Roost has more PP and is more reliable in rain. While Dazzling Gleam can be used as another STAB source, the slot can also be filled with Toxic is a good move to wear down bulky walls, especially Primal Groudon, but both move benefit Togekiss greatly in hampering an opposing team. Heal Bell restores the status of the whole team, which is incredibly valuable for keeping it healthy. Defog removes pesky entry hazards from your side of the field. Thunder Wave can also be used in the third or fourth slot to slow down fast attackers that Togekiss and its teammates might struggle with otherwise.

Set Details:

Red Orb Togekiss can assume a more supportive role on a team, as 85 / 115/ 115 bulk, along with the unique Fire / Fairy typing, gives it opportunities to wall Golisopod without coverage, Manaphy, and Weavile, all of which are threats to many teams. Togekiss also gains a newfound Fire typing, which, when coupled with Desolate Land, allows Togekiss to wall both Water- and Ice-types with ease and removes a weakness to Electric, allowing Togekiss to support the team better against them. The EVs are made to maximize Special Defense, which is better for taking on opposing Red Orb users and special Arceus formes, while still having enough natural bulk to shrug off Weavile.
A physically defensive variant can also be used but cannot withstand powerful special attackers like Tapu Koko and Raikou anymore, in exchange for withstanding some-ate sweepers better.

Usage Tips:
Thanks to being a Desolate Land Fire-type and having good defenses, Togekiss can shrug off weaker Ice- and all Water-type attacks, which gives Togekiss an opportunity to use Nasty Plot to inflict major damage to the foe, support the team by disrupting the opponent's efforts to inflict status on the team.
Like most Red Orb Pokémon, be wary of any Blue Orb Pokémon switching in. In such cases, Dazzling Gleam will dent a good chunk of the neutral ones, so that's often the go-to option.
If Togekiss's HP will be 40% or lower, you should heal with Morning Sun or Roost to sustain Togekiss longer.
Togekiss is an ideal switch to Golisopod, Keldeo, and Manaphy thanks to the Red Orb, in addition to other Blue Orb threats like Primal Kyogre. As such, you can use this as a Water-type counter. Red Orb Togekiss also scares out Blue Orb Steel-types such as Skarmory and Scizor, so use this to force them out.
Togekiss functions as more of a check than a counter to Blue Orb Water-types, as they can simply switch back in and summon their rain. As such, Blue Orb users are best worn down by Dazzling Gleam.

Team Options:
Hippowdon, Gliscor, and Garchomp remain very good choices to absorb Rock-type attacks and retaliate. They also appreciate the shield from opposing Water-types such as Manaphy, as well as the easy guard against Weavile.
Blue Orb Steel-types such as Skarmory and Scizor help nullify Togekiss's Fairy weakness, and can form a Red Orb + Blue Orb core with Togekiss, allowing it to wall both kinds of weather users with ease, potentially giving your team the upper hand. Red Orb Togekiss likes having Giratina-O as a teammate, among other Primal Groudon answers. Giratina-O can also Defog away Stealth Rocks, which would otherwise hurt Togekiss significantly.
Both Zygarde and Dragonite appreciate Togekiss countering Weavile greatly, but beware that they share a Rock weakness with Togekiss, which can potentially cause issues.

Other Options:
Togekiss can also hold Salamencite, which complements it rather well, allowing it to focus on either speedy or bulky offense with a set of Nasty Plot /Hyper Voice /Dazzling Gleam / Roost, although it can be used to support the team.
Nasty Plot is an option if you wish to go for a more offensive role with Togekiss. You should shift EVs from Special Defense into Special Attack and run a Modest Nature if you decide to run Nasty Plot, particularly on a Red Orb set.
As a result, Togekiss becomes a very strong and bulky attacker. Seismic Toss provides consistent damage on a Sablenite set, which can be beneficial against certain threats such as Cresselia. Aura Sphere, Shadow Ball, and Flamethrower can also be used on the Sablenite supporting set to remove a counter from play, such as Heatran with Aura Sphere, offensive Celesteela and other Fighting neutral Steel-types with Flamethrower, and Gengar with Shadow Ball. While Roost is more reliable, Wish allows Togekiss to help a weakened member. Protect complements Wish nicely, which allows guaranteed healing. Encore can be used on any support set to discourage sweepers from setting up in front of Togekiss. Tailwind can help set up a sweep for a teammate, but it requires either another attacking move or support move to be sacrificed, which is undesirable.



Checks and counters:
Blue Orb users Blue Orb Steel-types such as Skarmory and Scizor do very well against all Togekiss variants, blocking Flamethrower and then attacking Togekiss with their Steel attack of choice. Primal Kyogre can either force Togekiss to switch or KO it with a combination of Calm Mind and Thunder. Red Orb variants are obviously forced out.

Poison-types Poison-types can easily switch in on Dazzling Gleam and Toxic, but they need to be careful of Thunder Wave, Air Slash, and Flamethrower on the Red Orb variants.
Of these, Nihilego is the best at countering Togekiss, as even a +2 Flamethrower or Solar Beam from Red Orb variants merely dents it, while it 2HKOes Togekiss at worst with Power Gem or Sludge Bomb.
Toxapex can poison Red Orb variants and stall them out with ease, but Sablenite variants need to be worn down.

Primal Groudon Primal Groudon does well against all Togekiss variants, particularly if it runs Swords Dance, hitting all of them with Stone Edge and having the option to use Ground moves against Red Orb variants.

Steel-types Sablenite Togekiss has trouble against Steel-types, such as Excadrill and Metagross, who can switch in on Togekiss's STAB moves, and retaliate with a steel attack. They do fear Flamethrower, however.

Heatran Heatran serves as a hard counter to all Togekiss variants, taking little damage from everything besides Aura Sphere, outspeeding all three, and taking them down with Flash Cannon; it can also deal heavy damage to Red Orb Togekiss with Earth Power.

Rock-types All Togekiss variants are OHKOed by strong Rock-type attacks such as Terrakion and Archeops's Stone Edge, but some of them struggle switching in against Dazzling Gleam.

Electric-Types Electric-types such as Raikou and Tapu Koko have no problem forcing out Sablenite Togekiss, but they struggle against specially defensive Red Orb variants. Raikou can get around this with Calm Mind, however.
 
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I think this might be enough, but I'd like to see what this looks like after it's implemented before stamping.
QC [0/3]

Togekiss
Overview:

*Togekiss has a very diverse movepool, including diversity in both offensive and status moves, a solid typing, and good stats, particularly Special Attack and Special Defense. This allows Togekiss to utilize many Mega Stones reliably, and several of them incredibly well. If it's not a main set, don't mention it in the overview; just say it has multiple.
* 80 Speed pre-mega, while acceptable, is not ideal for facing offense head-on. Put this lower down.
*The 95 base physical defense, while decent, is often not enough to wall -ate sweepers, who can just overpower Togekiss anyways. Reword and combine with bullet #8 for "decent bulk"
*It also struggles to take out opposing Fire and Electric types, some of which can have coverage to smash Togekiss. Or just regular attacks because they are electric types.


+ 120 base Special Attack guarantees that Togekiss will not be extremely passive when attacking, and can even be threatening with boosts such as Nasty Plot.
+ Has a wide selection of moves, allowing it both impressive neutral coverage and a wide variety of support roles.
+ Fairy/Flying is a unique type, allowing Togekiss to act as a nice wall to some dragons, specifically the special attacking ones. And the physical ones like Garchomp? Just say some dragon types, and mention what it's alternate Fairy-Fire typing does.
+ 85/95/115 bulk pre-mega is enough to make sure Togekiss takes at least one hit, and most often two, allowing it to effectively be a supporter.
- Togekiss will always be weak to Rock types, meaning Archeops and Terrakion will always stop Togekiss.
- 80 base speed means that Togekiss is often forced to take hits from offensively-orientated teams. Combine this into above speed bullet.
- Baton Pass is banned in Mix and Mega, so it cannot pass Nasty Plot boosts over to such threats like Primal Kyogre and Tapu Koko. If it can't do it, don't mention it.

Sablenite Support
Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpDef OR 248 HP/252 Def/8 SpDef Just pick the better one (Special Defense) and put the other one set details or other options.
Calm/Bold Nature Again, put second
-Roost
-Dazzling Gleam / Air Slash
-Toxic / Thunder Wave
-Defog / Heal Bell


*Togekiss's bulk skyrockets to 85/145/165 upon Mega Evolving with Sablenite, leaving it free to use the great amount of support options it has to offer. Put in set details

*Air Slash and Dazzling Gleam are both STAB moves, and they do good damage to offensive threats from base 140 Special Attack, even when not invested. However, Seismic Toss is consistent damage, which can be beneficial against certain threats such as Cresselia. Remove seismic toss, and give both their own bullets.

*Toxic and Thunder Wave are standard status moves, and help make offense more manageable. Defog is an important support move, removing hazards when needed. Aura Sphere and Flamethrower are coverage moves that can be used to take out specific threats to your team. Give each of these there own bullet, except Aura Sphere / Flamethrower because no room

*Recovery is also important here, and there's a choice between Roost and Wish. While Roost is more reliable, Wish allows you to help a weakened member, giving it new life. Protect compliments Wish nicely, allowing for guaranteed healing. No, not wish, no room. Just Roost.

*Heal Bell is very nice support for the whole team, ridding them of their status, with Togekiss being one of the best users.
* Defog bullet here

*The EVs are set up to maximize bulk on either the physical or special side of the spectrum; this can also determine what Togekiss can handle. Set Details

Set Details:


Usage Tips:
*This set is best used reactively, being switched in on incoming Fighting, Ground, or Dragon moves, and using that opportunity to Mega Evolve. Then Togekiss should either poison or simply attack the opponent, depending on the situation. How does it depend? When should it do each?
*Togekiss is typically bulky enough to also take several attacks, especially the side that it's invested in. After Mega Evolving, you can also use this to freely switch in on incoming Toxics, punishing the user heavily. Or stealth rocks, or spikes, or most status
*Regardless of investment, Togekiss cannot handle Glalite users, so don't leave it in against them unless you have to. It also struggles against Electric types.
* Some more advice here please, say when in the game to use it, what it can defog on, etc.

Team Options:
* List some good teammates and why
* What Appreciates defog
* What likes heal bell
* What is weak to what this walls
* What can support this


Removed Offensive Red Orb, put in other options

Red Orb Support
Togekiss @ Red Orb
Calm Nature
EVs: 248 HP / 252 SpD / 8 Def
-Flamethrower
-Dazzling Gleam / Toxic Remove Thunder Wave
-Roost / Morning Sun
-Defog / Heal bell

*Red Orb Togekiss can also assume a more supportive role on a team, as 85/115/115 bulk, along with the unique Fire/Fairy typing, gives it opportunities where it otherwise wouldn't. Notably, it walls Golisopod without coverage and Weavile, both of which are threats to many teams.
*Flamethrower is reliable STAB, and you should never leave home without it. Just say it's a reliable STAB move and what it hits
*While Dazzling Gleam can be used as another STAB source. the slot can also be filled with a status move, both of which benefit Togekiss greatly in hampering an opposing team. Give both Toxic and Dazzling Gleam there own bullet.
* Put roost first, describe it

*Recovery depends on preference. Morning Sun heals more in Desolate Land, but Roost has more PP, and is more reliable in rain. Then mention the advantages of morning sun, ie, more healing in sun
* Defog Bullet
*The last slot is fully open to a support move. Heal Bell restores the status of the whole team, while Defog removes pesky hazards from your side of the field.
* The status move in slot 2 can also be replaced by another support move, if needed. Put this as it's own bullet like so.

Set Details:

*EVs are made to maximize Special Defense, which is better for taking on opposing Red Orb users and Special Arceus, while still having enough natural bulk to shrug off Weavile. It's not taking on special arceus, talk about the relevant mons like Manaphy and Keldeo which injure stall a lot. Also include nature.
* Mention the benefits of desolate land
* Mention the stats boosts of red orb
* Mention the benefits of Fire typing

*A physically defensive variant can also be used, but cannot withstand powerful special attackers like Tapu Koko and Raikou anymore, in exchange for withstanding some-ate sweepers better.


Other Options:
Stallbreaker red orb here, and list benefits
-Togekiss can also hold Salamancite, which compliments it rather well, allowing it to focus on either speedy or bulky offense with Nasty Plot/Tri Attack/Dazzling Gleam/Roost, or can be used to support the team. Just say offense
-Coverage Such as can also be used on any of the supporting sets to remove a counter from play.
* List a few of the better coverage like aura sphere, what they hit, and why they aren;t main set worthy.
-Encore can be used on any support set to discourage sweepers from setting up in front of Togekiss.
Remove Absolite, Grass Knot, Ancientpower, and Psycho Shift

You have two other options, delete the second.

Team Options: Put these up in the specific team options
*All Togekiss variants appreciate teammates that can handle Rock types, making Hippowdon, Gliscor, and Garchomp very good choices to absorb those hits and/or retaliate against them.
*Excadrill and Steelix cover the weaknesses of non Red Orb Togekiss perfectly.
*Blue Orb Steel types such as Skarmory and Scizor help nullify Togekiss's weaknesses on the Fairy side, and can form a Red/Blue Orb core with Red Orb variants.
*Red Orb Togekiss likes having Giratina-Origin, among other Primal Groudon answers. Giratina can also Defog away Stealth Rocks that would otherwise hurt Togekiss significantly.
*Magearna can cover Sablenite/Salamancite Togekiss, with the former resisting Ice and Poison attacks, and the latter floating over the Ground attacks that threaten Magearna.

Checks and counters: Give all of these a category label
*Blue Orb Steel types such as Skarmory and Scizor do very well against all Togekiss variants, blocking Flamethrower, and then attacking Togekiss with their Steel attack of choice.
*Primal Kyogre can either force Togekiss to switch or get KOed with a combination of Calm Mind and Thunder. Red Orb variants are obviously forced out. Combine this and the above into blue orbs, then specify which specific ones are dangerous like steels and POgre.
*Poison types can easily switch in on Dazzling Gleam and Toxic, but need to be careful of Thunder Wave, Air Slash, and Flamethrower on the Red Orb variants.
*In particular, Tentacruel is easily the best of these, taking little damage from any of Togekiss's attacks, and outspeeding it to use a Sludge Bomb in return. Blue Orb variants have even less to worry about, as they can use Togekiss as a setup opportunity for either hazards or a Swords Dance, if they are physically inclined. Blue orb tenta is bad, replace with sablenite toxapex, and put this in the same as the above
* Offensive Fairy Resistances: Primal Groudon does well against all three variants, particularly if it knows Swords Dance, hitting all three of them with Stone Edge, and having the option to use Ground moves on Red Orb variants. However, it takes a ton of damage dealing with Salamancite Togekiss. List a bit more, and don't mention OO's here
*All Togekiss variants are OHKOed by strong Rock attacks such as Terrakion and Archeops's Stone Edge, but some of them struggle switching in against Dazzling Gleam and Solar Beam. Don't mention Solar Beam
*Electric types such as Raikou and Tapu Koko have no problem forcing out Sablenite/Salamancite Togekiss, but struggle against Specially Defensive Red Orb varaints. Raikou can get around this with Calm Mind, however. Remove mention of salamencite, and just say they handle sablenite but not red orb
Put Wall- and Stallbreakers as a bullet here, and list who they are/how they win.
Remove Excadrill and Entei
Overall, what's here is mostly good, but you're missing a lot of important info and have the formatting all wrong. Let me know when you've implemented this so I can go back over this and stamp it. Also, in the future make a new post when an analysis of yours ready for QC.
 
QC [0/3] (implemented first Quality Check...)

Togekiss
Overview:

*Togekiss has a very diverse movepool, including diversity in both offensive and status moves, which in turn allow for both an impressive neutral coverage and a wide variety of support roles.
*It also a solid typing in Fairy/Flying, giving it an important immunity to Ground, a less important one to Dragon, and many resistances, including one to Fighting. Put other bullet here
*All of these factors together allows Togekiss to utilize several Mega Stones very well.

+ 120 base Special Attack guarantees that Togekiss will not be extremely passive when attacking, and can even be threatening with boosts such as Nasty Plot.
+ Fairy/Flying is a unique type, allowing Togekiss to act as a nice wall to some dragons, specifically the special attacking ones. Put this up with bullet #2
+ 85/95/115 bulk pre-mega is enough to make sure Togekiss takes at least one hit, and most often two, allowing it to effectively be a supporter.
- Togekiss will always be weak to Rock types, meaning Archeops and Terrakion will always stop Togekiss, thanks to its 80 base speed.
- Electric types easily break Togekiss's natural Flying type, making Sablenite Togekiss a momentum sink against Tapu Koko and other fast Volt Switch users.


Sablenite Support
Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpDef
Calm Nature
-Dazzling Gleam / Air Slash Slash Air Slash after Dazzling Gleam
-
Roost Put roost as second bullet
-Toxic / Thunder Wave Fix spacing like so
-Defog / Heal Bell
Remove wishtect

Move Details:

*Dazzling Gleam is Toekiss's primary STAB move, hitting Dragon, Dark, and Fighting types super effectively from a base 140 Special Attack.
*Air Slash is Togekiss's secondary STAB, and while the flinching is not too useful, it remains as a moderately powerful Flying attack, hitting Bug and Grass types for SE damage, while hitting Fire types neutrally.
*Toxic wears down bulkier threats that Togekiss cannot handle on its own.
*Thunder Wave helps slow down offense.
*Recovery is also important here, and there's a choice between Roost and Wish. While Roost is more reliable, Wish allows you to help a weakened member, giving it new life. Protect compliments Wish nicely, allowing for guaranteed healing. Remove wishtect
*Heal Bell is very nice support for the whole team, ridding them of their status, with Togekiss being one of the best users.
*Defog is an important support move, removing hazards when needed.
Fix spacing between lines like so

Set Details:

*Togekiss's bulk skyrockets to 85/145/165 upon Mega Evolving with Sablenite, leaving it free to use the great amount of support options it has to offer.
*The EVs are set up to maximize bulk on the special side of the spectrum, but making it Bold Nature with 252 Defense EVs is just as viable. Mention what these do please

Usage Tips:
*This set is best used reactively, being switched in on incoming Fighting, Ground, or Dragon moves, and using that opportunity to Mega Evolve. Then Togekiss should either poison or simply attack the opponent, depending on the situation. In which situation does it do which
*Togekiss is typically bulky enough to also take several attacks, especially the side that it's invested in. After Mega Evolving, you can also use this to freely switch in on incoming Toxics, punishing the user heavily.
*Regardless of investment, Togekiss cannot handle Glalite users, so don't leave it in against them unless you have to. It also struggles against Electric types.

Team Options:

*Heal Bell support is appreciated by a number of physical sweepers, including Gyarados, Terrakion and Weavile, who simply cannot function with any status.
*Togekiss appreciates Electric and Ice type resists, meaning Magearna and Primal Groudon serve as good partners. Primal Groudon also hates Toxic Spikes, and benefits from having a bouncer that can also remove them.
*While anything weak to Stealth Rocks also shares a weakness to Togekiss, Weavile and other speedy sweepers like not having to deal with chip damage every time they come in.
*Ground types such as Hippowdon, Gliscor, and Garchomp can take Rock and Electric attacks, and usually force out the attacker.
*Excadrill in particular has a great type to deal with all of Togekiss's weaknesses, and can take them out with either an Iron Head or an Earthquake. Steelix also works, but in a more defensive manner. bPick something better than steelix, even excadrill i
Fix spacing like so

Red Orb Support
Togekiss @ Red Orb
Calm Nature
EVs: 248 HP / 252 SpD / 8 Def Fix this like so
Flamethrower
Dazzling Gleam / Toxic Remove twave
Roost / Morning Sun Roost before morning sun
Heal Bell / Defog / Nasty Plot
Fix spacing like so
Move Details:

*Flamethrower is reliable STAB, and you should never leave home without it. remove italics, describe what glamethrower does
*While Dazzling Gleam can be used as another STAB source.
*Toxic & Elaborate
*Recovery depends on preference. Morning Sun heals more in Desolate Land, but Roost has more PP, and is more reliable in rain.
* Heal Bell restores the status of the whole team, while expand
* Defog removes pesky hazards from your side of the field. Expand
*Nasty Plot is an option if you wish to go for a more offensive role with Togekiss. You should shift EVs from Special Defense into Special Attack and run Modest Nature if you decide to run Nasty Plot.

Set Details:

*Red Orb Togekiss can assume a more supportive role on a team, as 85/115/115 bulk, along with the unique Fire/Fairy typing, gives it opportunities where it otherwise wouldn't. Notably, it walls Golisopod without coverage and Weavile, both of which are threats to many teams.
*A newfound Fire typing, coupled with Desolate Land allows Togekiss to wall both Water and Ice types with ease, and removes a weakness to Electric, allowing Togekiss to support the team better against them.
*EVs are made to maximize Special Defense, which is better for taking on opposing Red Orb users and Special Arceus, while still having enough natural bulk to shrug off Weavile.
*When using Nasty Plot, EVs are used to maximize Special Attack and HP, making Togekiss into a very strong and bulky attacker.
*A physically defensive variant can also be used, but cannot withstand powerful special attackers like Tapu Koko and Raikou anymore, in exchange for withstanding some-ate sweepers better.
Fix spacing like so

Usage Tips:
*Thanks to being Fire type, and having good defenses, Togekiss can shrug off weaker Ice and all Water attacks, both of which give Togekiss an opportunity to Nasty Plot, support the team, or heal, giving it the opportunity to inflict major damage to the opponent or to brunt the opponent's efforts to inflict status on the team.
*Like most Red Orb mons, be wary of anything that could be a Blue Orb that's switching in. Dazzling Gleam will dent a good chunk of the neutral ones, so that's often the go-to option.
*If you find yourself going to 40% or lower, you should heal with Morning Sun to sustain Togekiss longer. just say heal
* Add a bit more bullets; say what it can switch in on
* Mention manaphy here as it's main use


Team Options:
* Hippowdon, Gliscor, and Garchomp remain very good choices to absorb Rock type attacks and retaliate against them.
*Blue Orb Steel types such as Skarmory and Scizor help nullify Togekiss's weaknesses on the Fairy side, and can form a Red/Blue Orb core with Togekiss.
*Red Orb Togekiss likes having Giratina-Origin, among other Primal Groudon answers. Giratina can also Defog away Stealth Rocks that would otherwise hurt Togekiss significantly. Say primal Groudon answers, particularly giratina-O instead of this
* List some Pokemon that appreciate defog
* List some Pokemon that appreciate manaphy being check


Other Options:
- Togekiss can also hold Salamancite, which compliments it rather well, allowing it to focus on either speedy or bulky offense with Nasty Plot/Tri Attack/Dazzling Gleam/Roost, or can be used to support the team.
- Hyper Voice is also usable on Salamancite sets, offering more power than Tri Attack.
- Aura Sphere, Shadow Ball, and Flamethrower can also be used on any of the supporting sets to remove a counter from play, such as Heatran with Aura Sphere, Offensive Celesteela and other Fighting neutral Steels with Flamethrower, and Gengar with Shadow Ball. You'd really rather just smack gengar with flamethrower, remove shadow ball
- Encore can be used on any support set to discourage sweepers from setting up in front of Togekiss.
- Seismic Toss is consistent damage on a Sablenite set, which can be beneficial against certain threats such as Cresselia.
- Tailwind can help set up a sweep from a teammate, but requires either another attacking move or support move to be sacrificed, which is undesirable.

Checks and counters:
[Blue Orb users] Blue Orb Steel types such as Skarmory and Scizor do very well against all Togekiss variants, blocking Flamethrower, and then attacking Togekiss with their Steel attack of choice. Primal Kyogre can either force Togekiss to switch or get KOed with a combination of Calm Mind and Thunder. Red Orb variants are obviously forced out.

[Poison types] Poison types can easily switch in on Dazzling Gleam and Toxic, but need to be careful of Thunder Wave, Air Slash, and Flamethrower on the Red Orb variants.
Of these, Nihilego is the best at countering Togekiss, as even a +2 Flamethrower or Solar Beam from Red Orb variants merely dents it, while it 2HKOes at worst with Power Gem or Sludge Bomb.
Toxapex can poison Red Orb or Salamancite variants and stall them out with ease, but Sablenite variants need to be worn down, though Blue Orb variants of Toxapex can break through easily with either Poison Jab or Liquidation.

[Primal Groudon] Primal Groudon does well against all three variants, particularly if it knows Swords Dance, hitting all three of them with Stone Edge, and having the option to use Ground moves on Red Orb variants. However, it takes a ton of damage dealing with Salamancite Togekiss. Don't mention OO's like salamencite in Checks and counters

[Steel types] Sablenite and Salamancite Togekiss both have trouble against steel types, such as Excadrill and Metagross, who can switch in on Togekiss's STABs, and retaliate with a steel attack. They do fear Flamethrower, however. Don't mention OO's like salamencite in Checks and counters

[Heatran] Heatran serves as a hard counter to all Togekiss variants, taking little damage from everything besides Aura Sphere, outspeeding all three, and taking them down with Flash Cannon.

[Rock types] All Togekiss variants are OHKOed by strong Rock attacks such as Terrakion and Archeops's Stone Edge, but some of them struggle switching in against Dazzling Gleam and Solar Beam.

[Electric Types] Electric types such as Raikou and Tapu Koko have no problem forcing out Sablenite/Salamancite Togekiss, but struggle against Specially Defensive Red Orb varaints. Raikou can get around this with Calm Mind, however.
Implement this and you have 1/3
 

InfernapeTropius11

get on my level
QC [1/3] (Pending second QC)
Togekiss
Overview:

*Togekiss has a very diverse movepool, including diversity in both offensive and status moves, which in turn allow for both an impressive neutral coverage and a wide variety of support roles.
*It also a solid typing in Fairy/Flying, giving it an important immunity to Ground, a less important one to Dragon, and many resistances, including one to Fighting.
*All of these factors together allows Togekiss to utilize several Mega Stones very well.

+ 120 base Special Attack guarantees that Togekiss will not be extremely passive when attacking, and can even be threatening with boosts such as Nasty Plot.
+ Fairy/Flying is a unique type, allowing Togekiss to act as a nice wall to some dragons, specifically the special attacking ones.
+ 85/95/115 bulk pre-mega is enough to make sure Togekiss takes at least one hit, and most often two, allowing it to effectively be a supporter.
- Togekiss will always be weak to Rock types, meaning Archeops and Terrakion will always stop Togekiss, thanks to its 80 base speed.
- Electric types easily break Togekiss's natural Flying type, making Sablenite Togekiss a momentum sink against Tapu Koko and other fast Volt Switch users.


Sablenite Support
Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpDef
Calm Nature
-Dazzling Gleam/Air Slash
-Roost
-Toxic/Air Slash/Defog
-Defog/Heal Bell


Move Details:

*Dazzling Gleam is Toekiss's primary STAB move, hitting Dragon, Dark, and Fighting types super effectively from a base 140 Special Attack.
*Air Slash is Togekiss's secondary STAB, and while the flinching is not too useful, it remains as a moderately powerful Flying attack, hitting Bug and Grass types for SE damage, while hitting Fire types neutrally. (As a note, both of these can be run the supporting set, as well)
*Toxic wears down bulkier threats that Togekiss cannot handle on its own.
*Recovery is also important here, and the best choice is Roost, healing half of Togekiss's health.
*Heal Bell is very nice support for the whole team, ridding them of their status, with Togekiss being one of the best users.
*Defog is an important support move, removing hazards when needed.

Set Details:

*Togekiss's bulk skyrockets to 85/145/165 upon Mega Evolving with Sablenite, leaving it free to use the great amount of support options it has to offer.
*The EVs are set up to maximize bulk on the special side of the spectrum, but making it Bold Nature with 252 Defense EVs is just as viable, letting it take on Dragonite and physical Arceus far better.

Usage:
*This set is best used reactively, being switched in on incoming Fighting, Ground, or Dragon moves, and using that opportunity to Mega Evolve. Then Togekiss should either poison or simply attack the opponent, depending on the situation.
*Togekiss is typically bulky enough to also take several attacks, especially the side that it's invested in. After Mega Evolving, you can also use this to freely switch in on incoming Toxics, punishing the user heavily.
*Regardless of investment, Togekiss cannot handle Glalite users, so don't leave it in against them unless you have to. It also struggles against Electric types.

Team Options:

*Heal Bell support is appreciated by a number of physical sweepers, including Gyarados, Terrakion and Weavile, who simply cannot function with any status.
*Togekiss appreciates Electric and Ice type resists, meaning Magearna and Primal Groudon serve as good partners. Primal Groudon also hates Toxic Spikes, and benefits from having a bouncer that can also remove them.
*While anything weak to Stealth Rocks also shares a weakness to Togekiss, Weavile and other speedy sweepers like not having to deal with chip damage every time they come in.
*Ground types such as Hippowdon, Gliscor, and Garchomp can take Rock and Electric attacks, and usually force out the attacker.
*Excadrill in particular has a great type to deal with all of Togekiss's weaknesses, and can take them out with either an Iron Head or an Earthquake. Steelix also works, but in a more defensive manner.



Red Orb Support
Togekiss @ Red Orb
Calm Nature
EVs: 248 HP/8 Def/252 SpD
Flamethrower
Dazzling Gleam/Toxic
Morning Sun/Roost
Heal Bell/Defog/Nasty Plot

Move Details:

*Flamethrower is reliable STAB, and you should never leave home without it.
*While Dazzling Gleam can be used as another STAB source. the slot can also be filled with a status move, both of which benefit Togekiss greatly in hampering an opposing team.
*Recovery depends on preference. Morning Sun heals more in Desolate Land, but Roost has more PP, and is more reliable in rain.
*Toxic is a good move to wear down bulky walls, especially Primal Groudon, who otherwise has little to fear from this set.
*The last slot is fully open to a support move. Heal Bell restores the status of the whole team, while Defog removes pesky hazards from your side of the field. The status move in slot 2 can also be replaced by another support move, if needed.
*Nasty Plot is an option if you wish to go for a more offensive role with Togekiss. You should shift EVs from Special Defense into Special Attack and run Modest Nature if you decide to run Nasty Plot.

Set Details:

*Red Orb Togekiss can assume a more supportive role on a team, as 85/115/115 bulk, along with the unique Fire/Fairy typing, gives it opportunities where it otherwise wouldn't. Notably, it walls Golisopod without coverage, Manaphy, and Weavile, both of which are threats to many teams.
*A newfound Fire typing, coupled with Desolate Land allows Togekiss to wall both Water and Ice types with ease, and removes a weakness to Electric, allowing Togekiss to support the team better against them.
*EVs are made to maximize Special Defense, which is better for taking on opposing Red Orb users and Special Arceus, while still having enough natural bulk to shrug off Weavile.
*When using Nasty Plot, EVs are used to maximize Special Attack and HP, making Togekiss into a very strong and bulky attacker.
*A physically defensive variant can also be used, but cannot withstand powerful special attackers like Tapu Koko and Raikou anymore, in exchange for withstanding some-ate sweepers better.

Usage:
*Thanks to being Fire type, and having good defenses, Togekiss can shrug off weaker Ice and all Water attacks, both of which give Togekiss an opportunity to Nasty Plot, support the team, or heal, giving it the opportunity to inflict major damage to the opponent or to brunt the opponent's efforts to inflict status on the team.
*Like most Red Orb mons, be wary of anything that could be a Blue Orb that's switching in. Dazzling Gleam will dent a good chunk of the neutral ones, so that's often the go-to option.
*If you find yourself going to 40% or lower, you should heal with Morning Sun to sustain Togekiss longer.
*Togekiss is an ideal switch to Golisopod, Keldeo, and Manaphy alike thanks to the Red Orb. You can use this as a Water type counter.
Team Options:
* Hippowdon, Gliscor, and Garchomp remain very good choices to absorb Rock type attacks and retaliate against them. They also appreciate the shield from opposing Water types such as Manaphy.
*Blue Orb Steel types such as Skarmory and Scizor help nullify Togekiss's weaknesses on the Fairy side, and can form a Red/Blue Orb core with Togekiss.
*Red Orb Togekiss likes having Giratina-Origin, among other Primal Groudon answers. Giratina can also Defog away Stealth Rocks that would otherwise hurt Togekiss significantly.


Other Options:
- Togekiss can also hold Salamancite, which compliments it rather well, allowing it to focus on either speedy or bulky offense with Nasty Plot/Tri Attack/Dazzling Gleam/Roost, or can be used to support the team.
- Hyper Voice is also usable on Salamancite sets, offering more power than Tri Attack.
- Aura Sphere, Shadow Ball, and Flamethrower can also be used on the Sablenite supporting set to remove a counter
from play, such as Heatran with Aura Sphere, Offensive Celesteela and other Fighting neutral Steels with Flamethrower, and Gengar with Shadow Ball.
- Thunder Wave helps slow down offense, and can be used well by Togekiss's faster sets or from moderately fast teammates.
- Encore can be used on any support set to discourage sweepers from setting up in front of Togekiss.
- Seismic Toss is consistent damage on a Sablenite set, which can be beneficial against certain threats such as Cresselia.
- Tailwind can help set up a sweep from a teammate, but requires either another attacking move or support move to be sacrificed, which is undesirable.
- While Roost is more reliable, Wish allows you to help a weakened member, giving it new life. Protect compliments Wish nicely, allowing for guaranteed healing.


Checks and counters:
[Blue Orb users] Blue Orb Steel types such as Skarmory and Scizor do very well against all Togekiss variants, blocking Flamethrower, and then attacking Togekiss with their Steel attack of choice. Primal Kyogre can either force Togekiss to switch or get KOed with a combination of Calm Mind and Thunder. Red Orb variants are obviously forced out.

[Poison types] Poison types can easily switch in on Dazzling Gleam and Toxic, but need to be careful of Thunder Wave, Air Slash, and Flamethrower on the Red Orb variants.
Of these, Nihilego is the best at countering Togekiss, as even a +2 Flamethrower or Solar Beam from Red Orb variants merely dents it, while it 2HKOes at worst with Power Gem or Sludge Bomb.
Toxapex can poison Red Orb or Salamancite variants and stall them out with ease, but Sablenite variants need to be worn down, though Blue Orb variants of Toxapex can break through easily with either Poison Jab or Liquidation.

[Primal Groudon] Primal Groudon does well against all variants, particularly if it knows Swords Dance, hitting all of them with Stone Edge, and having the option to use Ground moves on Red Orb variants.

[Steel types] Sablenite and Salamancite Togekiss both have trouble against steel types, such as Excadrill and Metagross, who can switch in on Togekiss's STABs, and retaliate with a steel attack. They do fear Flamethrower, however.

[Heatran] Heatran serves as a hard counter to all Togekiss variants, taking little damage from everything besides Aura Sphere, outspeeding all three, and taking them down with Flash Cannon.

[Rock types] All Togekiss variants are OHKOed by strong Rock attacks such as Terrakion and Archeops's Stone Edge, but some of them struggle switching in against Dazzling Gleam and Solar Beam.

[Electric Types] Electric types such as Raikou and Tapu Koko have no problem forcing out Sablenite/Salamancite Togekiss, but struggle against Specially Defensive Red Orb varaints. Raikou can get around this with Calm Mind, however.
OVERVIEW
Looks good

SABLENITE
-Make the set look like this (for formatting reasons and also things aren't supposed to be slashed twice):

Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam / Air Slash
- Roost
- Toxic / Thunder Wave
- Heal Bell / Defog

Moves
-This is kinda confusing but basically have a separate point explaining what each of the 7 moves do, and mention this stuff too:
-Dazzling Gleam is superior to Air Slash because it's slightly stronger, perfectly accurate, and hits Pokemon such as Dragonite, Keldeo, and Latias
-Air Slash should only really be used alongside Thunder Wave for the paraflinch chance

Set Details
-Have 3 different points, stated like this:
-Sablenite grants a great +50 boost to both defenses and give the great defensive ability Magic Bounce
-The EVs + nature maximize SpD so Togekiss can take on {examples}
-An EV spread of 248 HP / 252 Def / 8 SpD with a Bold Nature is also viable to take on {examples} better

Usage Tips
-Make sure that it says "Usage Tips" (currently you forgot the word "Tips")
-Mention passive things it can come in for free on (basically stuff like Blissey and Cresselia) to Roost up if its weakened
-Add to not be afraid to switch it in on Stealth Rock users when it is predicted they will use SR

Team Options
-Not sure TSpikes are important enough to warrant a mention, but PDon hates hazards in general due to a lack of recovery so say that instead
-Make your two point for electric/ice and electric/rock resists into three points, for Rock resists, Electric resists, and Ice resists
-Tweak the Weavile point to Pokemon that pivot a lot such as Weavile, Tapu Koko, Pheromosa, etc. appreciate hazard support
-Steelix sucks don't mention it
-Excadrill can stay but mention that it's not a wall, and move it to the points mentioned above for resists

RED ORB
Again the format of the set is a little off, put it like this:

Togekiss @ Red Orb
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 SpA
Calm Nature
IVs: 0 Atk
- Flamethrower
- Morning Sun / Roost
- Dazzling Gleam / Toxic
- Heal Bell / Defog

Moves
-Again just explain all the moves which I think you already have, but make them each have their own bullet
-Mention that whichever one of Toxic or Dazzling Gleam you aren't using can be used in the fourth slot as well
-Say Thunder Wave can be used in the third or fourth slot (don't slash it to minimize slashes and because it's less good than the other moves, but still include it in this section)
-Remove mentions of Nasty Plot (this should be moved to OO imo)

Set Details
-Combine the first two points, saying Red Orb gives it {this bulk} and {this SpA} plus Desolate Land
-Also say that the SpD helps vs. Manaphy
-Again remove Nasty Plot
-Specify that the pdef spread is 248 HP / 252 Def / 8 SpA with a Bold Nature

Usage Tips
-Make your first point more clear, saying pivot it in on Water-types such as Manaphy, Golisopod, Keldeo, and Primal Kyogre, as well as Ice-types such as Weavile
-In the third point say Morning Sun or Roost, small change but both are on the set so yeah
-Add that it comes in and scares out Blue Orb mons such as Skarmory, Scizor, Ferrothorn, and Forretress

Team Options
-Add more stuff that appreciates Weavile gone like Dragonite and Zygarde
-Say why a Red/Blue Orb core is good (you gain momentum from having the dominant weather)

OTHER OPTIONS
-Combine the first two points you currently have into one
-Remove TWave cuz it was mentioned on both sets
-Make the first point say an offensive Red Orb set using Nasty Plot/Fire Blast/Dazzling Gleam/Solar Beam is usable, with 248 HP / 8 Def / 252 SpA and a Modest Nature as this is probably the most viable of the OO
-Move Seismic Toss up to third (after offensive Red Orb and Salamencite) as it is the next most viable. The rest of the order doesn't matter as much tbh

CHECKS AND COUNTERS
-Edit Salamencite out of the Steel-types point as it isn't one of the main sets
-Say Heatran hits Togekiss with Flash Cannon or Earth Power

This is a lot, sorry, Togekiss is kind of a confusing mon with a ton of different options so it's hard to identify the best ones. Tag me when you're done so I can double check it all gets implemented correctly (which I'm sure you'll do just fine) and also to see if there is anything I forgot to mention, then I'll stamp it.
 
OVERVIEW
Looks good

SABLENITE
-Make the set look like this (for formatting reasons and also things aren't supposed to be slashed twice):

Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam / Air Slash
- Roost
- Toxic / Thunder Wave
- Heal Bell / Defog

Moves
-This is kinda confusing but basically have a separate point explaining what each of the 7 moves do, and mention this stuff too:
-Dazzling Gleam is superior to Air Slash because it's slightly stronger, perfectly accurate, and hits Pokemon such as Dragonite, Keldeo, and Latias
-Air Slash should only really be used alongside Thunder Wave for the paraflinch chance

Set Details
-Have 3 different points, stated like this:
-Sablenite grants a great +50 boost to both defenses and give the great defensive ability Magic Bounce
-The EVs + nature maximize SpD so Togekiss can take on {examples}
-An EV spread of 248 HP / 252 Def / 8 SpD with a Bold Nature is also viable to take on {examples} better

Usage Tips
-Make sure that it says "Usage Tips" (currently you forgot the word "Tips")
-Mention passive things it can come in for free on (basically stuff like Blissey and Cresselia) to Roost up if its weakened
-Add to not be afraid to switch it in on Stealth Rock users when it is predicted they will use SR

Team Options
-Not sure TSpikes are important enough to warrant a mention, but PDon hates hazards in general due to a lack of recovery so say that instead
-Make your two point for electric/ice and electric/rock resists into three points, for Rock resists, Electric resists, and Ice resists
-Tweak the Weavile point to Pokemon that pivot a lot such as Weavile, Tapu Koko, Pheromosa, etc. appreciate hazard support
-Steelix sucks don't mention it
-Excadrill can stay but mention that it's not a wall, and move it to the points mentioned above for resists

RED ORB
Again the format of the set is a little off, put it like this:

Togekiss @ Red Orb
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 SpA
Calm Nature
IVs: 0 Atk
- Flamethrower
- Morning Sun / Roost
- Dazzling Gleam / Toxic
- Heal Bell / Defog

Moves
-Again just explain all the moves which I think you already have, but make them each have their own bullet
-Mention that whichever one of Toxic or Dazzling Gleam you aren't using can be used in the fourth slot as well
-Say Thunder Wave can be used in the third or fourth slot (don't slash it to minimize slashes and because it's less good than the other moves, but still include it in this section)
-Remove mentions of Nasty Plot (this should be moved to OO imo)

Set Details
-Combine the first two points, saying Red Orb gives it {this bulk} and {this SpA} plus Desolate Land
-Also say that the SpD helps vs. Manaphy
-Again remove Nasty Plot
-Specify that the pdef spread is 248 HP / 252 Def / 8 SpA with a Bold Nature

Usage Tips
-Make your first point more clear, saying pivot it in on Water-types such as Manaphy, Golisopod, Keldeo, and Primal Kyogre, as well as Ice-types such as Weavile
-In the third point say Morning Sun or Roost, small change but both are on the set so yeah
-Add that it comes in and scares out Blue Orb mons such as Skarmory, Scizor, Ferrothorn, and Forretress

Team Options
-Add more stuff that appreciates Weavile gone like Dragonite and Zygarde
-Say why a Red/Blue Orb core is good (you gain momentum from having the dominant weather)

OTHER OPTIONS
-Combine the first two points you currently have into one
-Remove TWave cuz it was mentioned on both sets
-Make the first point say an offensive Red Orb set using Nasty Plot/Fire Blast/Dazzling Gleam/Solar Beam is usable, with 248 HP / 8 Def / 252 SpA and a Modest Nature as this is probably the most viable of the OO
-Move Seismic Toss up to third (after offensive Red Orb and Salamencite) as it is the next most viable. The rest of the order doesn't matter as much tbh

CHECKS AND COUNTERS
-Edit Salamencite out of the Steel-types point as it isn't one of the main sets
-Say Heatran hits Togekiss with Flash Cannon or Earth Power

This is a lot, sorry, Togekiss is kind of a confusing mon with a ton of different options so it's hard to identify the best ones. Tag me when you're done so I can double check it all gets implemented correctly (which I'm sure you'll do just fine) and also to see if there is anything I forgot to mention, then I'll stamp it.
Implemented all of it, plus some minor fixes of my own. Togekiss is real strange in terms of options, yeah... it can do so much that it's hard to pinpoint its highlights! One thing I was a bit iffy about was suggesting Dragonite as a partner, given that something like Archeops can run both of them over. Zygarde fits that too, to a lesser extent, but gets a pass, due to having to Mega Evolve before that typing emerges. You did a real good job covering this, and it was worth the wait. (As a side note, I intend to test out Salamancite Togekiss to see how good it really is)
 

InfernapeTropius11

get on my level
Implemented all of it, plus some minor fixes of my own. Togekiss is real strange in terms of options, yeah... it can do so much that it's hard to pinpoint its highlights! One thing I was a bit iffy about was suggesting Dragonite as a partner, given that something like Archeops can run both of them over. Zygarde fits that too, to a lesser extent, but gets a pass, due to having to Mega Evolve before that typing emerges. You did a real good job covering this, and it was worth the wait. (As a side note, I intend to test out Salamancite Togekiss to see how good it really is)
I'll take a look at the full analysis in the morning, but just a quick note; it's perfectly fine for 2 partners to lose to one mon. If a rock weakness is identified all that means is a steel or ground type should be a finishing member, and that doesn't take away from them being a good core!
 

InfernapeTropius11

get on my level
QC [1/3] (Implemented second QC)
Togekiss
Overview:

*Togekiss has a very diverse movepool, including diversity in both offensive and status moves, which in turn allow for both an impressive neutral coverage and a wide variety of support roles.
*It also a solid typing in Fairy/Flying, giving it an important immunity to Ground, a less important one to Dragon, and many resistances, including one to Fighting.
*All of these factors together allows Togekiss to utilize several Mega Stones very well.

+ 120 base Special Attack guarantees that Togekiss will not be extremely passive when attacking, and can even be threatening with boosts such as Nasty Plot.
+ Fairy/Flying is a unique type, allowing Togekiss to act as a nice wall to some dragons, specifically the special attacking ones.
+ 85/95/115 bulk pre-mega is enough to make sure Togekiss takes at least one hit, and most often two, allowing it to effectively be a supporter.
- Togekiss will always be weak to Rock types, meaning Archeops and Terrakion will always stop Togekiss, thanks to its 80 base speed.
- Electric types easily break Togekiss's natural Flying type, making Sablenite Togekiss a momentum sink against Tapu Koko and other fast Volt Switch users.


Sablenite Support
Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpDef
Calm Nature
-Dazzling Gleam/Air Slash
-Roost
-Toxic/Thunder Wave
-Defog/Heal Bell


Move Details:

*Dazzling Gleam is Toekiss's primary STAB move, hitting Dragon, Dark, and Fighting types super effectively from a base 140 Special Attack.
*Air Slash is Togekiss's secondary STAB, and while the flinching is not too useful, it remains as a moderately powerful Flying attack, hitting Bug and Grass types for SE damage, while hitting Fire types neutrally. It can also be helped by... Specify that air slash should ONLY be used with twave, otherwise dgleam is better
* Thunder Wave, which helps slow down offense, and can be used well by Air Slash flinch chance, or from moderately fast teammates.
*Toxic wears down bulkier threats that Togekiss cannot handle on its own.
*Recovery is also important here, and the best choice is Roost, healing half of Togekiss's health.
*Heal Bell is very nice support for the whole team, ridding them of their status, with Togekiss being one of the best users.
*Defog is an important support move, removing hazards when needed.

Set Details:

*Togekiss's bulk skyrockets to 85/145/165 upon Mega Evolving with Sablenite, leaving it free to use the great amount of support options it has to offer. mention that this is +50/+50
*The EVs are set up to maximize bulk on the special side of the spectrum, which lets it take on Support Arceus, Hoopa-Unbound, and Keldeo extremely well.
*Bold Nature with 252 Defense EVs is just as viable, however, letting it take on Dragonite, Garchomp, and physical Arceus (among other physical attackers) far better.

Usage:
*This set is best used reactively, being switched in on incoming Fighting, Ground, or Dragon moves, and using that opportunity to Mega Evolve. Then Togekiss should either poison or simply attack the opponent, depending on the situation.
*Togekiss is typically bulky enough to also take several attacks, especially the side that it's invested in. After Mega Evolving, you can also use this to freely switch in on incoming Toxics, punishing the user heavily.
*Regardless of investment, Togekiss cannot handle Glalite users, so don't leave it in against them unless you have to. It also struggles against Electric types.

Team Options:

*Heal Bell support is appreciated by a number of physical sweepers, including Gyarados, Terrakion and Weavile, who simply cannot function with any status.
*Togekiss appreciates Electric resists, meaning Primal Groudon serves as a good partner. Primal Groudon also hates Toxic Spikes, along with other hazards. and benefits from having a bouncer that can also remove them.
*Ground types such as Hippowdon, Gliscor, and Garchomp can take Rock and Electric attacks, and usually force out the attacker.
*While anything weak to Stealth Rocks also shares a weakness to Togekiss, Weavile and other speedy sweepers like not having to deal with chip damage every time they come in. Pivots appreciate this quality of Togekiss especially, as they can fall back on Togekiss when needed, as well.
*Steel types such as Magearna and Arceus-Steel provide Togekiss with an important Ice switch in, blunting the blows from threats such as Weavile and Kyruem.
*Excadrill in particular has a great type to deal with all of Togekiss's weaknesses, and can take them out with either an Iron Head or an Earthquake. However, do be wary that is not meant as a wall for Togekiss, as a wise prediction can severely hurt it.



Red Orb Support
Togekiss @ Red Orb
Calm Nature
EVs: 248 HP/8 Def/252 SpD
Flamethrower
Morning Sun/Roost
Dazzling Gleam/Toxic
Heal Bell/Defog

Move Details:

*Flamethrower is reliable STAB, and you should never leave home without it.
*While Dazzling Gleam can be used as another STAB source. the slot can also be filled with a status move, both of which benefit Togekiss greatly in hampering an opposing team.
*Recovery depends on preference. Morning Sun heals more in Desolate Land, but Roost has more PP, and is more reliable in rain.
*Toxic is a good move to wear down bulky walls, especially Primal Groudon, who otherwise has little to fear from this set.
*Heal Bell restores the status of the whole team.
*Defog removes pesky hazards from your side of the field. The status move in slot 2 can also be replaced by another support move, if needed.
*The last slot is fully open to a support move, including whatever you didn't use in slot 2. This should be slot 3
*Thunder Wave can also be used in the third or fourth slot to slow down fast attackers that Togekiss and its teammates might struggle with otherwise.

Set Details:

*Red Orb Togekiss can assume a more supportive role on a team, as 85/115/115 bulk, along with the unique Fire/Fairy typing, gives it opportunities where it otherwise wouldn't. Notably, it walls Golisopod without coverage, Manaphy, and Weavile, both of which are threats to many teams.
*A newfound Fire typing, coupled with Desolate Land allows Togekiss to wall both Water and Ice types with ease, and removes a weakness to Electric, allowing Togekiss to support the team better against them.
*EVs are made to maximize Special Defense, which is better for taking on opposing Red Orb users and Special Arceus, while still having enough natural bulk to shrug off Weavile.
*When using Nasty Plot, EVs are used to maximize Special Attack and HP, making Togekiss into a very strong and bulky attacker.
*A physically defensive variant can also be used, but cannot withstand powerful special attackers like Tapu Koko and Raikou anymore, in exchange for withstanding some-ate sweepers better.

Usage:
*Thanks to being Desolate Land Fire type, and having good defenses, Togekiss can shrug off weaker Ice and all Water attacks, both of which give Togekiss an opportunity to Nasty Plot, support the team, or heal, giving it the opportunity to inflict major damage to the opponent or to disrupt the opponent's efforts to inflict status on the team.
*Like most Red Orb mons, be wary of anything that could be a Blue Orb that's switching in. Dazzling Gleam will dent a good chunk of the neutral ones, so that's often the go-to option.
*If you find yourself going to 40% or lower, you should heal with Morning Sun or Roost to sustain Togekiss longer.
*Togekiss is an ideal switch to Golisopod, Keldeo, and Manaphy alike thanks to the Red Orb, in addition to other Blue Orb threats like Primal Kyogre and any other Blue Orb Water types they might have. As such, you can use this as a Water type counter.
Mention blue orb steels it scares out (skarm, sciz, ferro, forre)

Team Options:
* Hippowdon, Gliscor, and Garchomp remain very good choices to absorb Rock type attacks and retaliate against them. They also appreciate the shield from opposing Water types such as Manaphy, and the easy guard against Weavile.
*Blue Orb Steel types such as Skarmory and Scizor help nullify Togekiss's weaknesses on the Fairy side, and can form a Red/Blue Orb core with Togekiss, allowing you to wall both kinds of weather users with ease, and potentially giving your team the upper hand.
*Red Orb Togekiss likes having Giratina-Origin, among other Primal Groudon answers. Giratina can also Defog away Stealth Rocks that would otherwise hurt Togekiss significantly.
*Both Zygarde and Dragonite appreciate the Weavile counter greatly, but beware that they share a Rock weakness with Togekiss, which can potentially cause issues.

Other Options:
- Togekiss can also hold Salamancite, which compliments it rather well, allowing it to focus on either speedy or bulky offense with Nasty Plot/Hyper Voice/Dazzling Gleam/Roost, or can be used to support the team.
- Nasty Plot is an option if you wish to go for a more offensive role with Togekiss. You should shift EVs from Special Defense into Special Attack and run Modest Nature if you decide to run Nasty Plot, particularly on a Red Orb set. mention NP Red Orb should use fire blast instead of flamethrower
- Seismic Toss is consistent damage on a Sablenite set, which can be beneficial against certain threats such as Cresselia.
- Aura Sphere, Shadow Ball, and Flamethrower can also be used on the Sablenite supporting set to remove a counter
from play, such as Heatran with Aura Sphere, Offensive Celesteela and other Fighting neutral Steels with Flamethrower, and Gengar with Shadow Ball.
- While Roost is more reliable, Wish allows you to help a weakened member, giving it new life. Protect compliments Wish nicely, allowing for guaranteed healing.
- Encore can be used on any support set to discourage sweepers from setting up in front of Togekiss.
- Tailwind can help set up a sweep from a teammate, but requires either another attacking move or support move to be sacrificed, which is undesirable.



Checks and counters:
[Blue Orb users] Blue Orb Steel types such as Skarmory and Scizor do very well against all Togekiss variants, blocking Flamethrower, and then attacking Togekiss with their Steel attack of choice. Primal Kyogre can either force Togekiss to switch or get KOed with a combination of Calm Mind and Thunder. Red Orb variants are obviously forced out.

[Poison types] Poison types can easily switch in on Dazzling Gleam and Toxic, but need to be careful of Thunder Wave, Air Slash, and Flamethrower on the Red Orb variants.
Of these, Nihilego is the best at countering Togekiss, as even a +2 Flamethrower or Solar Beam from Red Orb variants merely dents it, while it 2HKOes at worst with Power Gem or Sludge Bomb.
Toxapex can poison Red Orb or Salamancite variants and stall them out with ease, but Sablenite variants need to be worn down, though Blue Orb variants of Toxapex can break through easily with either Poison Jab or Liquidation.

[Primal Groudon] Primal Groudon does well against all variants, particularly if it knows Swords Dance, hitting all of them with Stone Edge, and having the option to use Ground moves on Red Orb variants.

[Steel types] Sablenite Togekiss has trouble against steel types, such as Excadrill and Metagross, who can switch in on Togekiss's STABs, and retaliate with a steel attack. They do fear Flamethrower, however.

[Heatran] Heatran serves as a hard counter to all Togekiss variants, taking little damage from everything besides Aura Sphere, outspeeding all three, and taking them down with Flash Cannon, and can deal heavy damage to Red Orb Togekiss with Earth Power, too.

[Rock types] All Togekiss variants are OHKOed by strong Rock attacks such as Terrakion and Archeops's Stone Edge, but some of them struggle switching in against Dazzling Gleam and Solar Beam.

[Electric Types] Electric types such as Raikou and Tapu Koko have no problem forcing out Sablenite/Salamancite Togekiss, but struggle against Specially Defensive Red Orb varaints. Raikou can get around this with Calm Mind, however.
Just a couple last things, implement the bolded changes and you have
QC 2/3
 

InfernapeTropius11

get on my level
QC [1/3] (Implemented second QC)
Togekiss
Overview:

Togekiss has a very diverse movepool, including diversity in both offensive and status moves, which in turn allow for both an impressive neutral coverage and a wide variety of support roles. It also a solid typing in Fairy/Flying, giving it an important immunity to Ground, a less important one to Dragon, and many resistances, including one to Fighting. Togekiss also has solid 85/95/115 bulk, allowing it to act as a sponge to its resistances, and a base 120 Special attack before boosts prevents it from being passive.
All of these factors together allows Togekiss to utilize several Mega Stones very well.

+ 120 base Special Attack guarantees that Togekiss will not be extremely passive when attacking, and can even be threatening with boosts such as Nasty Plot.
+ Fairy/Flying is a unique type, allowing Togekiss to act as a nice wall to some dragons, specifically the special attacking ones.
+ 85/95/115 bulk pre-mega is enough to make sure Togekiss takes at least one hit, and most often two, allowing it to effectively be a supporter.
- Togekiss will always be weak to Rock types, meaning Archeops and Terrakion will always stop Togekiss, thanks to its 80 base speed.
- Electric types easily break Togekiss's natural Flying type, making Sablenite Togekiss a momentum sink against Tapu Koko and other fast Volt Switch users.


Sablenite Support

Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam / Air Slash
- Roost
- Toxic / Thunder Wave
- Defog / Heal Bell


Move Details:

Dazzling Gleam is Toekiss's primary STAB move, hitting Dragon, Dark, and Fighting types super effectively from a base 140 Special Attack. Air Slash is Togekiss's secondary STAB to compliment Thunder Wave, but it other wise not great compared to Dazzling Gleam. It is moderately powerful Flying attack, hitting Bug and Grass types for SE damage, while hitting Fire types neutrally. Thunder Wave helps slow down offense, and can be used well by Air Slash flinch chance, or from moderately fast teammates. Toxic wears down bulkier threats that Togekiss cannot handle on its own. Recovery is also important here, and the best choice is Roost, healing half of Togekiss's health. Heal Bell is very nice support for the whole team, ridding them of their status, with Togekiss being one of the best users. Defog is an important support move, removing hazards when needed.

Set Details:

Togekiss's bulk is increased by 50 for both defenses, skyrocketing it to 85/145/165 upon Mega Evolving with Sablenite, leaving it free to use the great amount of support options it has to offer. The EVs are set up to maximize bulk on the special side of the spectrum, which lets it take on Support Arceus, Hoopa-Unbound, and Keldeo extremely well. Bold Nature with 252 Defense EVs is just as viable, however, letting it take on Dragonite, Garchomp, and physical Arceus (among other physical attackers) far better.

Usage Tips:
This set is best used reactively, being switched in on incoming Fighting, Ground, or Dragon moves, and using that opportunity to Mega Evolve. Then Togekiss should either poison or simply attack the opponent, depending on the situation. Togekiss is typically bulky enough to also take several attacks, especially the side that it's invested in. After Mega Evolving, you can also use this to freely switch in on incoming Toxics, punishing the user heavily. Regardless of investment, Togekiss cannot handle Glalite users, so don't leave it in against them unless you have to. It also struggles against Electric types.

Team Options:

Heal Bell support is appreciated by a number of physical sweepers, including Gyarados, Terrakion and Weavile, who simply cannot function with any status. Togekiss appreciates Electric resists, meaning Primal Groudon serves as a good partner. Primal Groudon also hates Toxic Spikes, along with other hazards. and benefits from having a bouncer that can also remove them. Ground types such as Hippowdon, Gliscor, and Garchomp can take Rock and Electric attacks, and usually force out the attacker. While anything weak to Stealth Rocks also shares a weakness to Togekiss, Weavile and other speedy sweepers like not having to deal with chip damage every time they come in. Pivots appreciate this quality of Togekiss especially, as they can fall back on Togekiss when needed, as well. Steel types such as Magearna and Arceus-Steel provide Togekiss with an important Ice switch in, blunting the blows from threats such as Weavile and Kyruem. Excadrill in particular has a great type to deal with all of Togekiss's weaknesses, and can take them out with either an Iron Head or an Earthquake. However, do be wary that is not meant as a wall for Togekiss, as a wise prediction can severely hurt it.



Red Orb Support

Togekiss @ Red Orb
Ability: Serene Grace
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Morning Sun / Roost
- Dazzling Gleam / Toxic
- Heal Bell / Defog

Move Details:

Flamethrower is reliable STAB, and you should never leave home without it. While Dazzling Gleam can be used as another STAB source. the slot can also be filled with a status move, both of which benefit Togekiss greatly in hampering an opposing team. Recovery depends on preference. Morning Sun heals more in Desolate Land, but Roost has more PP, and is more reliable in rain. Toxic is a good move to wear down bulky walls, especially Primal Groudon, who otherwise has little to fear from this set. Heal Bell restores the status of the whole team, which is incredibly valuable for keeping the team healthy. Defog removes pesky hazards from your side of the field. The status move in slot 2 can also be replaced by another support move, if needed. The last slot is fully open to a support move, including whatever you didn't use in slot 2. Thunder Wave can also be used in the third or fourth slot to slow down fast attackers that Togekiss and its teammates might struggle with otherwise.

Set Details:

Red Orb Togekiss can assume a more supportive role on a team, as 85/115/115 bulk, along with the unique Fire/Fairy typing, gives it opportunities where it otherwise wouldn't. Notably, it walls Golisopod without coverage, Manaphy, and Weavile, both of which are threats to many teams. Togekiss also gains a newfound Fire typing, which, when coupled with Desolate Land, allows Togekiss to wall both Water and Ice types with ease, and removes a weakness to Electric, allowing Togekiss to support the team better against them. EVs are made to maximize Special Defense, which is better for taking on opposing Red Orb users and Special Arceus, while still having enough natural bulk to shrug off Weavile. When using Nasty Plot, EVs are used to maximize Special Attack and HP, making Togekiss into a very strong and bulky attacker. A physically defensive variant can also be used, but cannot withstand powerful special attackers like Tapu Koko and Raikou anymore, in exchange for withstanding some-ate sweepers better.

Usage Tips:
Thanks to being Desolate Land Fire type, and having good defenses, Togekiss can shrug off weaker Ice and all Water attacks, both of which give Togekiss an opportunity to Nasty Plot, support the team, or heal, giving it the opportunity to inflict major damage to the opponent or to disrupt the opponent's efforts to inflict status on the team. Like most Red Orb mons, be wary of anything that could be a Blue Orb that's switching in. Dazzling Gleam will dent a good chunk of the neutral ones, so that's often the go-to option. If you find yourself going to 40% or lower, you should heal with Morning Sun or Roost to sustain Togekiss longer. Togekiss is an ideal switch to Golisopod, Keldeo, and Manaphy alike thanks to the Red Orb, in addition to other Blue Orb threats like Primal Kyogre and any other Blue Orb Water types they might have. As such, you can use this as a Water type counter. Red Orb Togekiss also scares out Blue Orb Steel types such as Skarmory and Scizor, so use this to force them out.

Team Options:
Hippowdon, Gliscor, and Garchomp remain very good choices to absorb Rock type attacks and retaliate against them. They also appreciate the shield from opposing Water types such as Manaphy, and the easy guard against Weavile. Blue Orb Steel types such as Skarmory and Scizor help nullify Togekiss's weaknesses on the Fairy side, and can form a Red/Blue Orb core with Togekiss, allowing you to wall both kinds of weather users with ease, and potentially giving your team the upper hand. Red Orb Togekiss likes having Giratina-Origin, among other Primal Groudon answers. Giratina can also Defog away Stealth Rocks that would otherwise hurt Togekiss significantly. Both Zygarde and Dragonite appreciate the Weavile counter greatly, but beware that they share a Rock weakness with Togekiss, which can potentially cause issues.

Other Options:
Togekiss can also hold Salamancite, which compliments it rather well, allowing it to focus on either speedy or bulky offense with Nasty Plot/Hyper Voice/Dazzling Gleam/Roost, or can be used to support the team. Nasty Plot is an option if you wish to go for a more offensive role with Togekiss. You should shift EVs from Special Defense into Special Attack and run Modest Nature if you decide to run Nasty Plot, particularly on a Red Orb set. Seismic Toss is consistent damage on a Sablenite set, which can be beneficial against certain threats such as Cresselia. Aura Sphere, Shadow Ball, and Flamethrower can also be used on the Sablenite supporting set to remove a counter from play, such as Heatran with Aura Sphere, Offensive Celesteela and other Fighting neutral Steels with Flamethrower, and Gengar with Shadow Ball. While Roost is more reliable, Wish allows you to help a weakened member, giving it new life. Protect compliments Wish nicely, allowing for guaranteed healing. Encore can be used on any support set to discourage sweepers from setting up in front of Togekiss. Tailwind can help set up a sweep from a teammate, but requires either another attacking move or support move to be sacrificed, which is undesirable.



Checks and counters:
[Blue Orb users] Blue Orb Steel types such as Skarmory and Scizor do very well against all Togekiss variants, blocking Flamethrower, and then attacking Togekiss with their Steel attack of choice. Primal Kyogre can either force Togekiss to switch or get KOed with a combination of Calm Mind and Thunder. Red Orb variants are obviously forced out.

[Poison types] Poison types can easily switch in on Dazzling Gleam and Toxic, but need to be careful of Thunder Wave, Air Slash, and Flamethrower on the Red Orb variants. Of these, Nihilego is the best at countering Togekiss, as even a +2 Flamethrower or Solar Beam from Red Orb variants merely dents it, while it 2HKOes at worst with Power Gem or Sludge Bomb. Toxapex can poison Red Orb or Salamancite variants and stall them out with ease, but Sablenite variants need to be worn down, though Blue Orb variants of Toxapex can break through easily with either Poison Jab or Liquidation.

[Primal Groudon] Primal Groudon does well against all variants, particularly if it knows Swords Dance, hitting all of them with Stone Edge, and having the option to use Ground moves on Red Orb variants.

[Steel types] Sablenite Togekiss has trouble against steel types, such as Excadrill and Metagross, who can switch in on Togekiss's STABs, and retaliate with a steel attack. They do fear Flamethrower, however.

[Heatran] Heatran serves as a hard counter to all Togekiss variants, taking little damage from everything besides Aura Sphere, outspeeding all three, and taking them down with Flash Cannon, and can deal heavy damage to Red Orb Togekiss with Earth Power, too.

[Rock types] All Togekiss variants are OHKOed by strong Rock attacks such as Terrakion and Archeops's Stone Edge, but some of them struggle switching in against Dazzling Gleam and Solar Beam.

[Electric Types] Electric types such as Raikou and Tapu Koko have no problem forcing out Sablenite/Salamancite Togekiss, but struggle against Specially Defensive Red Orb varaints. Raikou can get around this with Calm Mind, however.
Hey Zephyr Dragon Lord I decided to fix the paragraph breaks for you, and also fixed the set formatting, so please copy/paste the entirety of the quoted section and have it replace the existing one (same content just fixed that stuff). Also the overview needs to be one paragraph as well (don't have + or - symbols or paragraph breaks).
 
Hey Zephyr Dragon Lord I decided to fix the paragraph breaks for you, and also fixed the set formatting, so please copy/paste the entirety of the quoted section and have it replace the existing one (same content just fixed that stuff). Also the overview needs to be one paragraph as well (don't have + or - symbols or paragraph breaks).
Overview spacing been fixed up, which may present new problems. Tell me when you're ready.

EDIT: Reserving Primal Kyogre... I should have a good handle on this now.
 
Last edited:
QC [1/3] (Implemented second QC)
Togekiss
Overview:

Togekiss has a very diverse movepool, including diversity in both offensive and status moves, which in turn allow for both an impressive neutral coverage and a wide variety of support roles. It also a solid typing in Fairy/Flying, giving it an important immunity to Ground, a less important one to Dragon, and many resistances, including one to Fighting.
120 base Special Attack guarantees that Togekiss will not be extremely passive when attacking, and can even be threatening with boosts such as Nasty Plot. 85/95/115 bulk pre-mega is enough to make sure Togekiss takes at least one hit, and most often two, allowing it to effectively be a supporter. Togekiss will always be weak to Rock types, meaning Archeops and Terrakion will always stop Togekiss, thanks to its 80 base speed. Electric types easily break Togekiss's natural Flying type, making Sablenite Togekiss a momentum sink against Tapu Koko and other fast Volt Switch users.

I would mention that Fairy/Fire is a great typing as well and makes it an excellent stallbreaker (plus good coverage bar other Fire-types) where you mention the Fairy/Flying typing stuff since it changes type when using Red Orb (which is also more prominent this gen due to the revamped Stone Clause that allows the use of 2 of the same stones).

Sablenite Support

Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpDef
Calm Nature
IVs: 0 Atk
-Dazzling Gleam/Air Slash
-Roost
-Toxic/Thunder Wave
-Defog/Heal Bell


Move Details:

Dazzling Gleam is Toekiss's primary STAB move, hitting Dragon, Dark, and Fighting types super effectively from a base 140 Special Attack. Air Slash is Togekiss's secondary STAB to compliment Thunder Wave, but it other wise not great compared to Dazzling Gleam. It is moderately powerful Flying attack, hitting Bug and Grass types for SE damage, while hitting Fire types neutrally. Thunder Wave helps slow down offense, and can be used well by Air Slash flinch chance, or from moderately fast teammates. Toxic wears down bulkier threats that Togekiss cannot handle on its own. Recovery is also important here, and the best choice is Roost, healing half of Togekiss's health.
Heal Bell is very nice support for the whole team, ridding them of their status, with Togekiss being one of the best users. Defog is an important support move, removing hazards when needed.

Mention the "DGleam is better most of the time" after mentioning what Air Slash can do for Togekiss. Mention specific targets of Thunder Wave and Toxic such as Phero and Mimikyu for TWave and Primal Groudon and bulky non-Sablenite mons (i.e. Venusaurite Zapdos) for Toxic. Also switch the order you talk about moves as it should coincide with the order of the moves on the moveset (STAB move of choice, Roost, status move of choice, "filler").

Set Details:

Togekiss's bulk is increased by 50 for both defenses, skyrocketing it to 85/145/165 upon Mega Evolving with Sablenite, leaving it free to use the great amount of support options it has to offer. The EVs are set up to maximize bulk on the special side of the spectrum, which lets it take on Support Arceus, Hoopa-Unbound, and Keldeo extremely well. Bold Nature with 252 Defense EVs is just as viable, however, letting it take on Dragonite, Garchomp, and physical Arceus (among other physical attackers) far better.

Usage Tips:
This set is best used reactively, being switched in on incoming Fighting, Ground, or Dragon moves, and using that opportunity to Mega Evolve. Then Togekiss should either poison or simply attack the opponent, depending on the situation. Togekiss is typically bulky enough to also take several attacks, especially the side that it's invested in. After Mega Evolving, you can also use this to freely switch in on incoming Toxics, punishing the user heavily. Regardless of investment, Togekiss cannot handle Glalite users, so don't leave it in against them unless you have to. It also struggles against Electric types.

Team Options:

Heal Bell support is appreciated by a number of physical sweepers, including Gyarados, Terrakion and Weavile, who simply cannot function with any status.
Togekiss appreciates Electric resists, meaning Primal Groudon serves as a good partner. Primal Groudon also hates Toxic Spikes, along with other hazards. and benefits from having a bouncer that can also remove them.
Ground types such as Hippowdon, Gliscor, and Garchomp can take Rock and Electric attacks, and usually force out the attacker.
While anything weak to Stealth Rocks also shares a weakness to Togekiss, Weavile and other speedy sweepers like not having to deal with chip damage every time they come in. Pivots appreciate this quality of Togekiss especially, as they can fall back on Togekiss when needed, as well. Steel types such as Magearna and Arceus-Steel provide Togekiss with an important Ice switch in, blunting the blows from threats such as Weavile and Kyruem. Excadrill in particular has a great type to deal with all of Togekiss's weaknesses, and can take them out with either an Iron Head or an Earthquake. However, do be wary that is not meant as a wall for Togekiss, as a wise prediction can severely hurt it.



Red Orb Support

Togekiss @ Red Orb
Ability: Serene Grace
EVs: 248 HP/8 Def/252 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Morning Sun/Roost
- Dazzling Gleam/Toxic
- Heal Bell/Defog

Move Details:

Flamethrower is reliable STAB, and you should never leave home without it. While Dazzling Gleam can be used as another STAB source. the slot can also be filled with a status move, both of which benefit Togekiss greatly in hampering an opposing team. Recovery depends on preference. Morning Sun heals more in Desolate Land, but Roost has more PP, and is more reliable in rain. Toxic is a good move to wear down bulky walls, especially Primal Groudon, who otherwise has little to fear from this set. Heal Bell restores the status of the whole team, which is incredibly valuable for keeping the team healthy. Defog removes pesky hazards from your side of the field. The status move in slot 2 can also be replaced by another support move, if needed. The last slot is fully open to a support move, including whatever you didn't use in slot 2. Thunder Wave can also be used in the third or fourth slot to slow down fast attackers that Togekiss and its teammates might struggle with otherwise.

Again, reorder the wording of this section to match with the moves the way they are listed in the set so they coincide with one another.

Set Details:

Red Orb Togekiss can assume a more supportive role on a team, as 85/115/115 bulk, along with the unique Fire/Fairy typing, gives it opportunities where it otherwise wouldn't. Notably, it walls Golisopod without coverage, Manaphy, and Weavile, both of which are threats to many teams. Togekiss also gains a newfound Fire typing, which, when coupled with Desolate Land, allows Togekiss to wall both Water and Ice types with ease, and removes a weakness to Electric, allowing Togekiss to support the team better against them.
EVs are made to maximize Special Defense, which is better for taking on opposing Red Orb users and Special Arceus, while still having enough natural bulk to shrug off Weavile.
When using Nasty Plot, EVs are used to maximize Special Attack and HP, making Togekiss into a very strong and bulky attacker. A physically defensive variant can also be used, but cannot withstand powerful special attackers like Tapu Koko and Raikou anymore, in exchange for withstanding some-ate sweepers better.

Mention specifically on Nasty Plot point that Togekiss should invest into Special Attack, with a Modest nature, rather than Special Defense to allow Togekiss to hit as hard as possible.

Usage Tips:
Thanks to being Desolate Land Fire type, and having good defenses, Togekiss can shrug off weaker Ice and all Water attacks, both of which give Togekiss an opportunity to Nasty Plot, support the team, or heal, giving it the opportunity to inflict major damage to the opponent or to disrupt the opponent's efforts to inflict status on the team. Like most Red Orb mons, be wary of anything that could be a Blue Orb that's switching in. Dazzling Gleam will dent a good chunk of the neutral ones, so that's often the go-to option. If you find yourself going to 40% or lower, you should heal with Morning Sun or Roost to sustain Togekiss longer. Togekiss is an ideal switch to Golisopod, Keldeo, and Manaphy alike thanks to the Red Orb, in addition to other Blue Orb threats like Primal Kyogre and any other Blue Orb Water types they might have. As such, you can use this as a Water type counter. Red Orb Togekiss also scares out Blue Orb Steel types such as Skarmory and Scizor, so use this to force them out.

I would say that Red Orb Togekiss is more of a Water type check rather than counter especially since common ones such as Golisopod and Primal Kyogre carry Blue Orb and can check Toge just as much as it checks them due to the way primal weathers work.

Team Options:
Hippowdon, Gliscor, and Garchomp remain very good choices to absorb Rock type attacks and retaliate against them. They also appreciate the shield from opposing Water types such as Manaphy, and the easy guard against Weavile. Blue Orb Steel types such as Skarmory and Scizor help nullify Togekiss's weaknesses on the Fairy side, and can form a Red/Blue Orb core with Togekiss, allowing you to wall both kinds of weather users with ease, and potentially giving your team the upper hand. Red Orb Togekiss likes having Giratina-Origin, among other Primal Groudon answers. Giratina can also Defog away Stealth Rocks that would otherwise hurt Togekiss significantly. Both Zygarde and Dragonite appreciate the Weavile counter greatly, but beware that they share a Rock weakness with Togekiss, which can potentially cause issues.

Other Options:
Togekiss can also hold Salamancite, which compliments it rather well, allowing it to focus on either speedy or bulky offense with Nasty Plot/Hyper Voice/Dazzling Gleam/Roost, or can be used to support the team. Nasty Plot is an option if you wish to go for a more offensive role with Togekiss. You should shift EVs from Special Defense into Special Attack and run Modest Nature if you decide to run Nasty Plot, particularly on a Red Orb set. Seismic Toss is consistent damage on a Sablenite set, which can be beneficial against certain threats such as Cresselia. Aura Sphere, Shadow Ball, and Flamethrower can also be used on the Sablenite supporting set to remove a counter from play, such as Heatran with Aura Sphere, Offensive Celesteela and other Fighting neutral Steels with Flamethrower, and Gengar with Shadow Ball. While Roost is more reliable, Wish allows you to help a weakened member, giving it new life. Protect compliments Wish nicely, allowing for guaranteed healing. Encore can be used on any support set to discourage sweepers from setting up in front of Togekiss. Tailwind can help set up a sweep from a teammate, but requires either another attacking move or support move to be sacrificed, which is undesirable.

Checks and counters:
[Blue Orb users] Blue Orb Steel types such as Skarmory and Scizor do very well against all Togekiss variants, blocking Flamethrower, and then attacking Togekiss with their Steel attack of choice. Primal Kyogre can either force Togekiss to switch or get KOed with a combination of Calm Mind and Thunder. Red Orb variants are obviously forced out.

[Poison types] Poison types can easily switch in on Dazzling Gleam and Toxic, but need to be careful of Thunder Wave, Air Slash, and Flamethrower on the Red Orb variants.
Of these, Nihilego is the best at countering Togekiss, as even a +2 Flamethrower or Solar Beam from Red Orb variants merely dents it, while it 2HKOes at worst with Power Gem or Sludge Bomb.
Toxapex can poison Red Orb or Salamancite variants and stall them out with ease, but Sablenite variants need to be worn down, though Blue Orb variants of Toxapex can break through easily with either Poison Jab or Liquidation.

[Primal Groudon] Primal Groudon does well against all variants, particularly if it knows Swords Dance, hitting all of them with Stone Edge, and having the option to use Ground moves on Red Orb variants.

[Steel types] Sablenite Togekiss has trouble against steel types, such as Excadrill and Metagross, who can switch in on Togekiss's STABs, and retaliate with a steel attack. They do fear Flamethrower, however.

[Heatran] Heatran serves as a hard counter to all Togekiss variants, taking little damage from everything besides Aura Sphere, outspeeding all three, and taking them down with Flash Cannon, and can deal heavy damage to Red Orb Togekiss with Earth Power, too.

[Rock types] All Togekiss variants are OHKOed by strong Rock attacks such as Terrakion and Archeops's Stone Edge, but some of them struggle switching in against Dazzling Gleam and Solar Beam.

[Electric Types] Electric types such as Raikou and Tapu Koko have no problem forcing out Sablenite/Salamancite Togekiss, but struggle against Specially Defensive Red Orb varaints. Raikou can get around this with Calm Mind, however.

Implement everything in quoted post and QC 3/3 (unless InfernapeTropius11 isn't giving his second one then 2/3)


i stole this post to put nv's qc check in -kris
 

Sobi

Banned deucer.
Zephyr Dragon Lord (original)

GP 1/1


Sorry for the wait; actually checked the majority of this, and then told Kris to finish it off. He might have been a bit too busy to do that, which is okay, so I'll just check this then.
Overview:

Togekiss has a very diverse movepool, including that includes diversity in both offensive and status moves, which in turn, (AC) allows for both an impressive neutral coverage and a wide variety of support roles. It also a solid typing in Fairy / Flying, giving it an important immunity to Ground, a less important one to Dragon, (imo if it's "less important", why mention it?) and many resistances, including one to Fighting. In addition, it can become Fairy / Fire with a Water immunity thanks to a Red Orb, turning it into a big stallbreaker with a resistance to Ice. 120 base Base 120 Special Attack guarantees that Togekiss will not be extremely passive when attacking. 85 / 95 / 115 bulk pre-Mega Evolving is enough to make sure Togekiss takes at least one hit, and most often two, allowing it to effectively be a supporter. However, Togekiss will always be weak to Rock-(AH)types, meaning Archeops and Terrakion will always stop Togekiss, it thanks due to its 80 base 80 Speed. Electric-(AH)types easily break exploit Togekiss's natural Flying type, making Sablenite Togekiss a momentum sink against Tapu Koko and other fast Volt Switch users.


Sablenite Support

Togekiss @ Sablenite
Ability: Serene Grace
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam / Air Slash
- Roost
- Toxic / Thunder Wave
- Defog / Heal Bell



Move Details:

Dazzling Gleam is Togekiss's primary STAB move, hitting Dragon-, Dark-, and Fighting-types super effectively from a base 140 Special Attack. Air Slash is Togekiss's secondary STAB move to complement Thunder Wave, but it other wise is otherwise not great compared to Dazzling Gleam. It is a moderately powerful Flying-type attack, hitting Bug- and Grass-types for uper effective damage while hitting Fire-types neutrally. However, Dazzling Gleam is the better attack most of the time. Recovery is also important here, and the best choice is Roost, healing half of Togekiss's health. Toxic wears down bulkier threats that Togekiss cannot handle on its own. Alternatively, Thunder Wave helps slow down Pokemon found on offense such as Mimikyu, Cobalion, and Dragonite. Thunder Wave can be used well by alongside the Air Slash flinch chance, (RC) or from moderately fast teammates (i don't understand this; do you mean it is best used on moderately fast foes? clarify). Toxic wears down bulkier threats that Togekiss cannot handle on its own. Defog is an important support move, removing entry hazards when needed. Heal Bell is provides very nice support for the whole team, ridding them of their status, with Togekiss being one of the best users. Defog is an important support move, removing hazards when needed.

Set Details:

Sablenite increases Togekiss's bulk is increased by 50 for both defenses, skyrocketing it its bulk to 85 / 145 / 165 upon Mega Evolving with Sablenite, leaving it free to use the great amount of support options it has to offer. The EVs are set up to maximize special bulk on the special side of the spectrum, which lets it take on Support support Arceus formes (unless you're just talking about arceus-normal), Hoopa-Unbound, and Keldeo extremely well. A Bold nature with 252 Defense EVs is just as viable, however, letting it take on Dragonite, Garchomp, and physical Arceus (see previous comment) (among other physical attackers) far better.

Usage Tips:
This set is best used reactively, being switched in on incoming Fighting-, Ground-, or Dragon-type moves and using that opportunity to Mega Evolve. Then, (AC) Togekiss should either poison or simply attack the foe opponent, depending on the situation. Togekiss is typically bulky enough to also take several attacks, especially the side that it's invested in. After Mega Evolving, you can also use this (is 'this' referring to magic bounce? clarify) to freely switch in on incoming Toxics, punishing the user heavily. Regardless of investment, Togekiss cannot handle Glalite Glalitite users, so don't leave it in against them unless you have to. It also struggles against Electric-(AH)types.

Team Options:

Heal Bell support is appreciated by a number of physical sweepers, including Gyarados, Terrakion, (AC) and Weavile, who which simply cannot function when statused with any status. Togekiss appreciates Electric-resistant teammates resists, meaning Primal Groudon serves as a good partner. Primal Groudon also hates Toxic Spikes, along with other entry hazards, (AC) and benefits from having a hazard bouncer that can also remove them. Ground-(AH)types such as Hippowdon, Gliscor, and Garchomp can take Rock- and Electric-type attacks and usually force out the attacker. While anything weak to Stealth Rock Rocks also shares a weakness to stacks weaknesses with Togekiss (is this what you meant?), Weavile and other speedy sweepers like not having to deal with chip damage every time they come in. Pivots appreciate this quality of Togekiss especially, as they can fall back on Togekiss when needed, as well. Steel-(AH)types such as Magearna and Arceus-Steel provide Togekiss with an important Ice switch-(AH)in, blunting the blows from threats such as Weavile and Kyurem Kyruem. Excadrill in particular has a great type to deal with all of Togekiss's weaknesses, (RC) and can take them Pokemon of those types out with either an Iron Head or an Earthquake. However, do be wary that it is not meant as to be a wall for Togekiss, as a wise prediction can severely hurt it.


Red Orb Support

Togekiss @ Red Orb
Ability: Serene Grace
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Flamethrower
- Morning Sun / Roost
- Dazzling Gleam / Toxic
- Heal Bell / Defog


Move Details:

Flamethrower is a reliable STAB move, and you should never leave home without it. Recovery depends on preference: (colon) Morning Sun heals more in Desolate Land, but Roost has more PP,(RC) and is more reliable in rain. While Dazzling Gleam can be used as another STAB source, (AC) the slot can also be filled with Toxic, which wears down bulky walls, especially Primal Groudon, a status move, but both of which moves benefit Togekiss greatly in hampering an opposing team. Toxic is a good move to wear down bulky walls, especially Primal Groudon, who otherwise has little to fear from this set. Heal Bell restores the status of the whole team, which is incredibly valuable for keeping the team it healthy. Defog removes pesky entry hazards from your side of the field. The status move in slot 2 can also be replaced by another support move, if needed.
The last 2 slots are fully open to a support move, including whatever you didn't use in slot 2.
Thunder Wave can also be used in the third or fourth slot to slow down fast attackers that Togekiss and its teammates might struggle with otherwise.

Set Details:

Red Orb Togekiss can assume a more supportive role on a team, as 85 / 115 / 115 bulk, along with the unique Fire / Fairy typing, gives it opportunities where it otherwise wouldn't. Notably, it walls to wall Golisopod without coverage, Manaphy, and Weavile, both of which are threats to many teams (which two?). Togekiss also gains a newfound Fire typing, which, when coupled with Desolate Land, allows Togekiss to wall both Water- and Ice-types with ease,(RC) and removes a weakness to Electric, allowing Togekiss to support the team better against them. The EVs are made to maximize Special Defense, which is better for taking on opposing Red Orb users and special Arceus (again; all formes or just arc-normal) while still having enough natural bulk to shrug off Weavile.
A physically defensive variant can also be used, (RC) but cannot withstand powerful special attackers like Tapu Koko and Raikou anymore, in exchange for withstanding some -ateg sweepers better.

Usage Tips:
Thanks to being a Desolate Land Fire-(AH)type,(RC) and having good defenses, Togekiss can shrug off weaker Ice- and all Water-type attacks, both of which gives Togekiss an opportunity to use Nasty Plot to inflict major damage to the foe, support the team by disrupting the foe's efforts to inflict status it, or heal, giving it the opportunity to inflict major damage to the opponent or to disrupt the opponent's efforts to inflict status on the team. Like most Red Orb Pokemon mons, be wary of anything Blue Orb Pokemon that could be a Blue Orb that's switching in. In such cases, Dazzling Gleam will dent a good chunk of the neutral ones, so that's often the go-to option. If you find yourself going to Togekiss's HP is 40% or lower, you it should heal with Morning Sun or Roost to sustain Togekiss longer. Togekiss is an ideal switch-in to Golisopod, Keldeo, and Manaphy alike thanks to the Red Orb, in addition to as well as other Blue Orb threats and Water-types like Primal Kyogre and any other Blue Orb Water types they might have. As such, you can use this as a Water-(AH)type counter. Red Orb Togekiss also scares out Blue Orb Steel-(AH)types such as Skarmory and Scizor, so use this to force them out. Togekiss functions as more of a check than a counter to Blue Orb Water-(AH)types, as they can simply switch back in and summon their rain. As such, Therefore, (AC) Blue Orb users are best worn down by Dazzling Gleam, if Togekiss has it.

Team Options:
Hippowdon, Gliscor, and Garchomp remain very good choices to absorb Rock-(AH)type attacks and retaliate against them. They also appreciate the shield from opposing Water-(AH)types such as Manaphy, and as well as the easy guard against Weavile. Blue Orb Steel-(AH)types such as Skarmory and Scizor help nullify Togekiss's Fairy weakness weaknesses on the Fairy side, (is this what you meant? idk) and can form a Red Orb + Blue Orb core with Togekiss, allowing you it to wall both kinds of weather users with ease, and potentially giving your team the upper hand. Red Orb Togekiss likes having Giratina-Origin as a teammates, among other Primal Groudon answers. Giratina-O can also Defog away Stealth Rocks Rock, which that would otherwise hurt Togekiss significantly. Both Zygarde and Dragonite appreciate the Togekiss countering Weavile counter greatly, but beware that they share a Rock weakness with Togekiss, which can potentially cause issues.

Other Options:
Togekiss can also hold Salamencite, which compliments complements it rather well, allowing it to focus on either speedy or bulky offense with a set of Nasty Plot / Hyper Voice / Dazzling Gleam / Roost, although it or can be used to support the team.
Nasty Plot is an option if you wish to go for a more offensive role with Togekiss. You should shift EVs from Special Defense into Special Attack and run a Modest nature if you decide to run Nasty Plot, particularly on a Red Orb set. As a result, Togekiss becomes a very strong and bulky attacker. Seismic Toss is provides consistent damage on a the Sablenite set, which can be beneficial against certain threats such as Cresselia.
Aura Sphere, Shadow Ball, and Flamethrower can also be used on the Sablenite supporting set to remove a counter from play, such as Heatran with Aura Sphere, offensive Celesteela and other Fighting-(AH)neutral Steels Steel-types with Flamethrower, and Gengar with Shadow Ball. While Roost is more reliable, Wish allows you Togekiss to help a weakened member, giving it new life. Protect compliments complements Wish nicely, allowing for guaranteed healing. Encore can be used on any support set to discourage sweepers from setting up in front of Togekiss. Tailwind can help set up a sweep from for a teammate, but it requires either another attacking move or support move to be sacrificed, which is undesirable.

Checks and counters:

Blue Orb Users: Blue Orb Steel-(AH)types such as Skarmory and Scizor do very well against all Togekiss variants, blocking Flamethrower,(RC) and then attacking Togekiss with their Steel-type attack of choice. Primal Kyogre can either force Togekiss to switch or get KOed KO it with a combination of Calm Mind and Thunder. Red Orb variants are obviously forced out.

[Poison types] Poison-types: Poison-(AH)types can easily switch in on Dazzling Gleam and Toxic, but they need to be careful of Thunder Wave, Air Slash, and Flamethrower on the Red Orb variants. Of these, Nihilego is the best at countering Togekiss, as even a +2 Flamethrower or Solar Beam from Red Orb variants merely dents it, while it 2HKOes Togekiss at worst with Power Gem or Sludge Bomb. Toxapex can poison Red Orb variants and stall them out with ease, but Sablenite variants need to be worn down.

Primal Groudon: Primal Groudon does well against all Togekiss variants, particularly if it knows runs Swords Dance, hitting all of them with Stone Edge, (RC) and having the option to use Ground-type moves on against (just checking if this is correct; does "red orb variants" refer to pdon or togekiss? if latter, keep this change) Red Orb variants.

Steel-types: Sablenite Togekiss has trouble against Sleel-types, such as Excadrill and Metagross, who which can switch in on Togekiss's STAB moves STABs, and retaliate with a Steel-type attack. They do fear Flamethrower, however.

Heatran: Heatran serves as a hard counter to all Togekiss variants, taking little damage from everything besides Aura Sphere, outspeeding all three, and taking them down with Flash Cannon; (SC) it can also deal heavy damage to Red Orb Togekiss with Earth Power, too.

Rock-types: All Togekiss variants are OHKOed by strong Rock-type attacks such as Terrakion and Archeops's Stone Edge, but some of them struggle switching in against Dazzling Gleam.

Electric-types: Electric-(AH)types such as Raikou and Tapu Koko have no problem forcing out Sablenite Togekiss, but they struggle against specially defensive Red Orb variants. Raikou can get around this with Calm Mind, however.


ok looks like i broke smogon 10 times due to my incompetency and inability to correctly use bb code 9__9

anything in orange needs to be removed; please implement this carefully using the reply button.
 
Okay, I have finished the analysis, implementing your changes. (It was sad to remove a few of those passages; they had some personality!)

I also took the liberty of adding Venasaurite to other options, as it's a crime to exclude something that has 27% of all Mix and Mega Togekiss usage...

EDIT: I forgot about it. It's removed now.
 
Last edited:
Okay, I have finished the analysis, implementing your changes. (It was sad to remove a few of those passages; they had some personality!)

I also took the liberty of adding Venasaurite to other options, as it's a crime to exclude something that has 27% of all Mix and Mega Togekiss usage...
I've already told you no the last 3 times you asked. Please don't go behind QC's back like this.
 

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