Togedemaru (QC 1/3)

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qc: quziel / x / x
[OVERVIEW]
  • Togedemaru's great Electric / Steel defensive typing and solid bulk allow it to check several notable threats such as Sceptile, Vanilluxe, Heliolisk, and Vikavolt.
  • Its access to reliable recovery in Wish means that it can consistently pivot into the attackers it checks throughout a match.
  • Togedemaru's ability Lightning Rod punishes Electric-types, particularly Volt Switch users such as Vikavolt and Heliolisk by obliterating momentum, especially if they are choice locked, and this combined with its access to Encore, Nuzzle, and U-turn allows it to easily pivot in and out throughout a game and makes it extremely hard to turn Togedemaru into setup fodder.
  • Togedemaru possesses notable resists to Grass, Bug, Fairy and Ice, as there are many Pokemon that are extremely powerful in the metagame, such as Heliolisk, Vanilluxe, Vikavolt, and Whimsicott that Togedemaru checks easily.
  • Despite these positive traits, Togedemaru has some particularly notable weaknesses to Fire, Fighting, and especially Ground, which allows some of the things it checks to run Hidden Power Ground to easily OHKO it.
[SET]
name: Specially Defensive
move 1: Wish
move 2: Spiky Shield
move 3: U-turn
move 4: Super Fang / Iron Head / Zing Zap / Toxic
item: Leftovers
ability: Lightning Rod
nature: Careful
evs: 252 HP / 248 SpD / 8 Spe

[SET COMMENTS]
Moves
========
  • The combination of Wish + Spiky Shield gives Togedemaru reliable recovery while also letting it heal its teammates throughout the match. Spiky Shield has the distinct advantage over Protect in that it will damage any foes who make contact with it.
  • U-turn lets it pivot out of things that are forced to switch it so it gains momentum.
  • Super Fang allows for Togedemaru to be less passive by halving the HP of an opponent's Pokemon and often forcing recovery.
  • Zing Zap is for some damage output and useful for flinches as well. It also prevents Pokemon like Vaporeon and Xatu from recovering HP and helps dispose of the Flying-types it checks quicker.
  • Iron Head is also an option to hit foes like Vanilluxe super-effectivly.
  • Toxic puts the opponent's Pokemon on a timer, providing immensely useful chip damage to wear down foes.

Set Details
========
  • Lightning Rod allows Togedemaru to completely stop momentum of Volt Switch users in general
  • Maximum HP and Special Defense EVs along with a Careful nature allow it to take as many hits from special attackers like Sceptile, Rotom-Mow, Vikavolt, and Vanilluxe. 8 Speed allows it to outspeed non Choice Scarf Emboar.
  • Leftovers give Togedemaru some passive recovery that is effectively used with Spiky Shield.
Usage Tips
========
  • Togedemaru is the premier switch in in to Vikavolt and Vanilluxe the NU metagame, allowing it to switch in on them as long as they do not have Hidden Power Ground.
  • The combination of Wish + Spiky Shield provides Togedemaru with reliable recovery while also letting it heal its teammates throughout the match.
  • Togedemaru has to watch out for Focus Blast on Sceptile and Heliolisk as well as Hidden Power Ground from Vikavolt, and Vanilluxe. It also needs to watch out for things like Heat Wave Sigilyph, Flamethrower Exeggutor-Alola, and more, though Spiky Shield does a wonderful job of punishing Dodrio's Jump Kicks.
  • Togedemaru also is in danger of Switcheroo Whimsicott, as it will limit its walling capabilities.
  • Togedemaru has use as a status absorber as it is immune to being Poisoned and Paralyzed. However, Burn will reduce Zing Zap's damage output even further while canceling out Leftovers recovery, forcing Togedemaru to use Wish more often. As most non-Grass-types do, Togedemaru still has to watch out for sleep.
Team Options
========
  • Slowbro is an excellent Pokemon to cover up Togedemaru's weakness to Fighting- and Fire-types.
  • Xatu is a great partner for Togedemaru as it is immune to Ground-type moves and quad-resists Fighting, as well as providing a physically defensive counterpart that covers up many of Togedemaru's weak points.
  • Hazard setters such as Steelix, Froslass, Rhydon, and Garbodor can be effectively used with Togedemaru because of the switches it forces on many key Pokemon. Druddigon is a great option as it can set rocks while appreciating an Ice- and Fairy-type check while Druddigon resists Fire and has good physical bulk.
  • Togedemaru synergizes well with Fighting-type Wallbreakers, as they love Togedemaru providing a slow U-turn, as well as easily taking on Fairy-types and checking Rotom.
  • Togedemaru excels on bulkier teams because it can stop key wallbreakers in the metagame.

[STRATEGY COMMENTS]
Other Options
=============
  • Nuzzle for paralysis support can be used to cripple Togedemaru switch ins like Emboar, Delphox, or Hitmonlee.
  • Toxic is a fine alternative when considering status moves, especially when combined with Spiky Shield to outlast its foes.
  • Iron Barbs Rocky Helmet can be used to punish physical attackers and pivots using U-turn, but loses the ability to stop momentum on Volt Switch. However, Garbodor and Druddigon make more efficient users of Rocky Helmet, due to superior physical bulk and more tools to take advantage of the passive damage they inflict, such as entry hazards or greater damage output.
  • A Choice Scarf set with Iron Head, Zing Zap, U-turn, and either Super Fang or Reversal can put in work as a revenge killer and an offensive pivot. An Adamant nature provides more power, but a Jolly nature can be used to outspeed Scarf Houndoom and Scarf Vivillion.

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

**Ground-types**: Ground-types such as Steelix and Rhydon can give trouble to Togedemaru because of its quad-weakness to Ground. They are also immune to Zing Zap, and Steelix is immune to Toxic, which prevents Togedemaru from doing anything at all. All the things that Togedemaru checks due to great typing can run Hidden Power Ground to take advantage of Togedemaru's 4x ground weakness.

**Fire-types**: Emboar, using the common Choice Scarf set, and any Delphox set can easily come in and faint Togedemaru. Incineroar can pivot or switch into Togedemaru and force it out with the threat of a Fire Blast. Houndoom is another notable counter who can possibly set up on Togedemaru because of the threat of Fire Blast. Turtonator is a particular issue because it is slower than Togedemaru before a Shell Smash and faster after, leaving no opportunity to use Encore to lock it into its setup move.

**Fighting-types**: Fighting-type Pokemon like Toxicroak, Hitmonlee, and Scrafty can easily dispose of Togedemaru with their STAB moves, providing the latter two do not use High Jump Kick on Spieky Shield. Virizion, Scrafty, and Toxicroak can set up Swords Dances while threatening Togedemaru with their Fighting-type STAB, with Virizion resisting Zing Zap while the latter two can easily heal off damage with Drain Punch. However, High Jump Kick users such as Hitmonlee and Medicham need to be wary of Spiky Shield, which causes them to lose over half of their health should they predict incorrectly.
 
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Punchshroom

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[OVERVIEW]
  • Togedemaru's ability Lightning Rod punishes Electric-types, particularly Volt Switch users such as Vikavolt and Rotom-C by obliterating momentum, especially if they are choice locked, and this combined with its access to Encore, Nuzzle, and U-turn allows it to easily pivot in and out throughout a game and makes it extremely hard to turn Togedemaru into setup fodder.
When talking about Togedemaru's support moves, mention that Togedemaru's reliance on Wish and poor offensive presence still makes it quite passive and tends to give free turns for the opponent.

[SET]
name: Specially Defensive
move 1: Wish
move 2: Spiky Shield
move 3: U-turn
move 4: Encore / Zing Zap
item: Leftovers
ability: Lightning Rod
nature: Careful
evs: 252 HP / 4 Def / 252 (add space) SpD

[SET COMMENTS]
Moves
========
  • The combination of Wish + Spiky Shield gives Togedemaru reliable recovery while also letting it heal its teammates throughout the match.
  • U-turn lets it pivot out of things that are forced to switch it so it gains momentum.
  • Encore prevents Togedemaru from being setup bait by locking setup sweepers into their boosting move.
  • Zing Zap is for some damage output so Togedemaru isn't completely passive.
- Obviously you should note Spiky Shield's advantage over Protect.
- What kind of opponents would Togedemaru consider using Encore against? Perhaps setup sweepers that it walls, such as Vivillon or Braviary, or maybe setup sweepers that threaten to set up but otherwise don't threaten to OHKO (Mismagius, Barbaracle), or against slower Pokemon to lock them into unfavourable moves (ex: switching into Vikavolt's attacks and denying Roost, switching into Mega Audino and forcing it to repeat Calm Mind / Gleam, etc.)
- Since Zing Zap doesn't particularly do a lot of damage in general, you should specify situations where it would be useful, such as preventing weakened Vaporeon, Xatu, or Slowbro from healing up on Togedemaru otherwise, or just serves as a much faster way to dispatch of the Flying-types it checks.

Usage Tips
========
  • Togedemaru is the premier Electric-type switch in in the NU metagame, allowing it to switch in on things such as Vikavolt and Rotom-C as long as they do not have Hidden Power Ground.
  • Togedemaru has to watch out for Focus Blast Sceptile as well as Hidden Power Ground from Rotom-C, Vikavolt, and Vanilluxe.
  • Togedemaru has use as a status absorber as it is immune to being Poisoned, Paralysis, and Burn doesn't really have a crippling effect on it. As most non-Grass-types do, Togedemaru still has to watch out for sleep.
This is a rather presumptuous claim; Togedemaru definitely does not beat all Electric-types, as WispHex Rotom and Electrics with Focus Blast/Fire coverage all beat Togedemaru pretty badly. Specify that Togedemaru blocks these two particular Electric-types in Vikavolt and Rotom-C well due to absorbing Volt Switch while resisting their other STAB.
- Honestly Togedemaru has to watch out for more attacks than just these when checking threats, such as Jump Kick Dodrio, Superpower Braviary, Trick Rotom-C, Switcheroo Whimsicott, Heat Wave Sigilyph, and Flamethrower Exeggutor-Alola, though Spiky Shield does a marvelous job of punishing Dodrio's Jump Kicks.
- The opponent is almost certain to have at least one switch-in to Togedemaru due to its passive nature, so I would just omit this part really, or replace it with 'passing Wish to teammates'.
- Eh, I'd say burn still substantially hinders Togedemaru by nullifying Leftovers (and thus forcing more Wishes) while also cutting its power, defeating the entire point of Zing Zap should it carry it. I would also not switch my Togedemaru into Scalds or Wisps if I can help it. The point of being immune to paralysis and poison should be enough of a mention.

Team Options
========
  • Slowbro is an excellent Pokemon to cover up Togedemaru's weakness to Fighting- and Fire-types.
  • Xatu is a great partner for Togedemaru as it is immune to Ground-type moves and quad-resists Fighting, as well as providing a physically defensive counterpart that covers up many of Togedemaru's weak points.
  • Hazard setters such as Steelix, Froslass, Rhydon, and Garbodor can be effectively used with Togedemaru because of the switches it forces on many key Pokemon.
On that note, you might as well mention that Togedemaru primarily fits on bulkier teams.

[STRATEGY COMMENTS]
Other Options
=============
  • Nuzzle for paralysis support can be used to cripple Togedemaru switch ins like Emboar, Delphox, or Hitmonlee.
  • Iron Barbs Rocky Helmet can be used to punish physical attackers and pivots using U-turn, but loses the ability to stop momentum on Volt Switch
- Toxic is a fine alternative when considering status moves, especially when combined with Spiky Shield to outlast its foes.
- Also note that Druddigon and Garbodor make better users of Rocky Helmet, due to superior physical bulk and more tools to take advantage of the passive damage they inflict, such as entry hazards or greater power.

Checks and Counters
===================
Hidden Power Ground: All the things that Togedemaru checks due to great typing can run Hidden Power Ground to take advantage of Togedemaru's 4x ground weakness.

Setup-Users: Pokemon that make common use of setup, such as Barbaracle, Toxicroak, and Mega-Audino and can use Togedemaru as setup fodder if it doesn't predict Encore correctly.

Fire-types: Emboar, using the common Choice Scarf set, and any Delphox set can easily come in and faint Togedemaru. Incineroar can pivot or switch into Togedemaru and force it out with the threat of a Fire Blast.

Fighting-types: Fighting-type Pokemon like Toxicroak, Hitmonlee, and Scrafty can easily dispose of Togedemaru with their STAB moves, providing the latter two do not use High Jump Kick on Spieky Shield.
Ok first off, wrong format for the C&C; the sections are not supposed to be bolded, they're supposed to literally have ** on each side of them (**Fire-types**, Fighting-types**)

- I don't think I like Hidden Power Ground having its own section in C&C; it's far from the only thing Togedemaru has to watch out for, as I've already discussed in Usage Tips. If you do insist on including this section, I'd just outright rename it to **Coverage Moves** and list the moves in Usage Tips that Togedemaru should fear, as it can't do its job properly if the foe has the means to overpower or cripple it.
- I don't know how you've missed out on **Ground-types** as a section if you've listed HP Ground and the other two weaknesses as section here.
- Some of these setup Pokemon are not the best examples you could have used here: Barbaracle either risks getting Encored or taking a Zing Zap to its -1 Def, while Mega Audino, being slower than Togedemaru, just gets shut down by Encore whenever Togedemaru feels like it. With that said, not a whole lot of setup sweepers can claim easy opportunities on Togedemaru due to Encore, and frankly, since most of the setup sweepers that can set up on Togedemaru by naturally forcing it out / just not fearing it are Fire- and Fighting-type, I'd suggest just outright removing **Setup-Users** as a section and expanding on the Fire- and Fighting-types section.
- **Fire-types**: Fire-types usually threaten an easy OHKO on Togedemaru, with Delphox and Houndoom being especially noteworthy for being able to set up while deterring Encore with the threat of Fire Blast. Turtonator is an especially troublesome Pokemon since it's slower than Togedemaru before a Shell Smash and faster after, meaning there is no opportunity for Encore to lock Turtonator into Shell Smash. Keep in mind that Choice-locked Emboar may risk being circumvented by Spiky Shield, revealing its Choice-locked move.
- **Fighting-types**: Virizion, Toxicroak, and Scrafty can set up Swords Dances while threatening Togedemaru with Fighting-type STAB, with the former resisting Zing Zap while the latter two can easily heal off damage with Drain Punch. However, High Jump Kick users such as Hitmonlee and Medicham need to be wary of Spiky Shield, which causes them to lose over half of their health should they predict incorrectly.

QC 1/3 once u implement these
 

quziel

I am the Scientist now
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I am reviving this:

Needs a tad bit of a revamp for current meta, as I'm sorry that the QC team forgot about it.

Main set:

Last slot should be Super Fang / Iron Head / Zing Zap/ Toxic or some permutation thereof.

Run 8 speed so you beat emboar.

Mention Fighting type Wallbreakers in team options, as they love it providing a slow U-turn, as well as easily taking on fairy types for them, as well as rotom (not guaranteed, sball spdef drops screw you if not running toxic).

Mention Druddigon in Team options, as the two have exceptional synergy, with the slight issue of ground types annoying you.

Add a scarf set, should be iron head/zing zap/u-turn/super fang or reversal or something. The set is surprisingly good, and does mad work. As for nature, both ada and jolly should be mentioned, Ada gets a lot more power, but jolly is secondary only for being able to outspeed scarf doom and scarf viv.

QC 1/3 after this is implemented
 
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