Duosion (Re-Re-opened) [QC: 3/3) (GP: 2/2]

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
NOTE: I have not used the OTR set, I'm mostly basing it off my experiences with OTR Musharna

To the QC guys: should Thunder get a slash on the OTR set?

[Overview]

<p>Given that many Psychic-types in the tier are competing with it for a teamslot, Duosion struggles to make a mark. It is mostly outclassed by Musharna due to the latter's better bulk. It is also extremely slow. However, it has an amazing ability in Magic Guard, which means it cannot be Toxic stalled or worn down by entry hazards, unlike Musharna. Alternatively, Regenerator is also a fantastic ability that allows Duosion to stay healthy throughout the match without having to rely on Recover. Unlike most bulky Psychic-types, Duosion is able to beat Mandibuzz thanks to Magic Guard and its access to Thunder.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic
move 3: Thunder / Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Duosion is a fantastic late-game setup sweeper. Due to its immunity to residual damage, this set is an amazing weapon against stall teams. Calm Mind allows Duosion to boost its already fantastic Special Attack even further while raising its Special Defense as well, making it hard to revenge kill with special attackers such as Gardevoir. Psychic is Duosion's STAB move that can 2HKO a large portion of the tier when boosted. Thunder is a useful coverage move and also represents Duosion's main niche over Musharna, as it allows Duosion to OHKO Mandibuzz after Stealth Rock damage at +1. It also hits the likes of Metang and Skuntank extremely hard. However, Signal Beam is another option that grants extremely good coverage together with Psychic, and unlike Thunder, has more accuracy and can hit other Psychic-types harder, particularly Exeggutor. Recover allows Duosion to stay healthy after boosting, and is another factor that separates Duosion from Musharna, as Recover has more PP than Moonlight and is not affected by the weather, giving Duosion the edge when in a Calm Mind war.</p>

[ADDITIONAL COMMENTS]

<p>Eviolite is the only viable item as it makes Duosion's bulk usable. Because Duosion is already boosting its Special Attack and Special Defense, the EVs emphasize on Defense to allow Duosion to sponge some weaker physical hits. Hidden Power Ground is an option to defeat Bastiodon and Skuntank, but does not grant much additional coverage. Psyshock is a decent alternative STAB move, which allows Duosion to hit special walls and opposing Calm Mind users hard. However, after a few boosts, Duosion will plow through most special walls anyway. In terms of teammates, Duosion appreciates partners that can defeat the Dark-type opponents that threaten it. Hence, Fighting-type teammates such as Sawk and Gurdurr are appreciated for their ability to switch into these Dark-types and force them out. Skuntank is another great teammate as it can use Pursuit to trap opposing Ghost- and Psychic-types that threaten Duosion, and it is extremely helpful in avoiding a Calm Mind war. Gurdurr, Skuntank, and Duosion also form an effective Dark / Psychic / Fighting core. Duosion appreciates Toxic Spikes support, allowing it to break through opponents much more quickly and wear down checks such as Musharna. Garbodor and Roselia are two decent teammates that can set up Toxic Spikes. Magnet Pull Probopass is also a great teammate for its ability to remove Metang and Bastiodon, two troublesome foes for Duosion.</p>

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Thunder
move 4: Signal Beam / Hidden Power Ground
item: Eviolite
ability: Regenerator
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Duosion is a very effective standalone Trick Room sweeper due to its terrible Speed and high Special Attack. Unlike other offensive Trick Room sweepers, Duosion can restore its HP every time it pivots out thanks to Regenerator, which makes it harder to wear down by residual damage and can thus sustain a sweep for a long period of time. Psychic is Duosion's most powerful STAB move, and with Trick Room making Duosion extremely fast, it becomes a frightening sweeper. Thunder allows Duosion to 2HKO Mandibuzz and in general grants decent neutral coverage with Psychic. Signal Beam allows Duosion to defeat Exeggutor, Cacturne, and Shiftry, as well as to hit opposing Psychic-types hard. On the other hand, Hidden Power Ground allows Duosion to defeat the likes of Skuntank, Bastiodon, and Metang.</p>

[ADDITIONAL COMMENTS]

<p>3 Speed IVs are required to give Duosion a 70 Base Power Hidden Power Ground. However, if Hidden Power Ground is not used, the Speed IVs should be lowered to 0 instead. Regenerator is the chosen ability, as it allows Duosion to stay healthy throughout the match and to lessen its reliance on Recover, hence giving it the space to run more coverage moves. Magic Guard can be used instead, but this set is meant to take down faster teams, which usually do not use status moves. If using Magic Guard, Recover can be used to allow Duosion to heal itself, but if not then Regenerator already does that sufficiently. Duosion also doesn't have enough bulk to spend a turn using Recover without investment in Defense. Life Orb can be used over Eviolite to grant Duosion extra power, but the loss in bulk means that Duosion finds lots of trouble setting up. Gurdurr is an amazing partner, soaking up Dark-type moves while benefiting from Trick Room. Slow but powerful teammates are also good options as backup if Duosion faints while Trick Room is still up. These include Guts Ursaring, Marowak, and Choice Band Lickilicky. However, Trick Room should not be relied on too much as its duration is greatly limited, and it is advisable to only include one of such teammates. Magnet Pull Probopass is another decent teammate thanks to its ability to trap and defeat troublesome Steel-types, such as Metang, Bastiodon, and opposing Probopass. It also provides entry hazard support to aid Duosion, takes Ghost-, Bug-, and Dark-type hits, and can give Duosion a safe switch in with a slow Volt Switch. While not necessary, Duosion appreciates free turns to set up Trick Room. Hence, dual screens or Encore support, from the likes of Gardevoir and Liepard, respectively, is helpful.</p>

[Other Options]

<p>Duosion can use a defensive Trick Room set to support its teammates, but dedicated Trick Room teams are usually not effective in NU. Duosion can use Trick while holding a status Orb, but it loses a significant amount of bulk without Eviolite. Energy Ball and Hidden Power Fighting are other options at Duosion's disposal, but they don't provide any additional coverage. Magic Coat is an option to reflect Taunt, status, and entry hazards back at the opponent, but with Magic Guard, Duosion is already immune to residual damage from status moves and would rather set up Calm Mind or Trick Room. Acid Armor can make Duosion very hard to take down on the physical side, but it is gimmicky at best. Duosion can use dual screens, but Gardevoir performs this role better thanks to its higher Speed and access to moves such as Taunt and Memento. Thunder Wave can help cripple fast Pokemon on the opponent's team, but is difficult to fit into Duosion's moveset.</p>

[Checks and Counters]

<p>Scraggy is the best counter to Duosion, as it can boost alongside it while taking little damage from any of its attacks, and can retaliate with a super effective Crunch. Dark-types in general are decent checks to Duosion; for example, Skuntank is a big roadblock to both sets, as it is immune to Psychic and can use a combination of Taunt, Sucker Punch, and Pursuit to eliminate Duosion. However, it has to watch out for Hidden Power Ground. Mandibuzz is a full stop to any Duosion that lacks Thunder, while it can use Taunt to prevent Duosion from setting up or using Recover. Mandibuzz can also heal itself with Roost. Shiftry and Cacturne wall any set that lacks Signal Beam, can wear down Duosion with their STAB moves, and can OHKO the offensive Trick Room set with priority Sucker Punch. Bastiodon walls all Duosion that lack Hidden Power Ground, and can erase all of Duosion's boosts by phazing it out with Roar. Special walls, such as Lickilicky and Audino, wall the offensive Trick Room set. Lickilicky also has the edge against Calm Mind Duosion thanks to Dragon Tail. However, any attempts to phaze Duosion are futile if it is the last Pokemon remaining. Liepard is immune to Psychic, can mess up Duosion's setup attempts with Encore, and can proceed to use U-turn to gain momentum or simply defeat Duosion with Pursuit, but it takes a lot of damage from Duosion's coverage moves. Taunt users also foil Duosion's setup or recovery attempts; the previously mentioned Mandibuzz and Skuntank have access to it, while Serperior can use Taunt and subsequently set up Calm Minds of its own. As Duosion relies heavily on Eviolite for its bulk, Knock Off and Trick are good ways to cripple Duosion and make it easy to take down, especially since it almost always has to take a hit due to its abysmal Speed. Bug- and Ghost-type Pokemon have trouble switching in, but can demolish Duosion with a super effective STAB attack if they do manage it. For instance, Pinsir can OHKO Duosion with X-Scissor and get a Moxie boost in the process, while Golurk can defeat Duosion with Shadow Punch. SubDisable Haunter and Drifblim find trouble switching in, but completely wall variants of Duosion that run Signal Beam over Thunder by disabling Psychic. Duosion has a large weakness to U-turn that can be troublesome and give the opponent momentum, and this can be taken advantage of by the likes of Choice Band Primeape and Liepard if they switch in safely. In general, offensive teams give Calm Mind Duosion trouble as they rarely give it opportunities to set up, while bulkier teams have an easier time stopping offensive Trick Room Duosion as Pokemon on these teams can soak up unboosted hits much more easily and can wear down Duosion with status.</p>

Chesnaught's skeleton
[Overview]
Amazing ability in Magic Guard, allowing it to take no residual damage whatsoever, preventing it from taking any damage from Toxic-Stall and not being worn down by hazards, as Musharna is.
Good Trick Room setter.
Has decent bulk with investment and Eviolite.
Many other Psychic-Types in the tier and somewhat struggles to leave a mark.
Musharna does the same thing but with better bulk.
Horrible HP and is outspeed by almost everything in the tier when not under Trick Room.
Barren movepool.
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic
move 3: Signal Beam / Thunder
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 248 HP / 252 Def / 8 SpA


[SET COMMENTS]
Great late game sweeper and a great weapon against stall
Boosts its already outstanding Special Attack to even further levels
Psychic/Bug get really good coverage together, hitting most of the tier for Super Effective or neutral damage.
Signal Beam nails the Psychic and Dark-types that resist Psychic.
Recover and Magic Guard help set it apart from Musharna, as Recover outclasses Moonlight, which is useless under Rain and has less PP. Magic Guard, prevents eing Toxic Stalled to death and not be worn down by hazards, as Musharna is.
Thunder nails Mandibuzz hard, which is a great feat, and also allows you to hurt Skuntank for more than Signal Beam.

[ADDITIONAL COMMENTS]

EV's Provided allow it to be as bulky as possible on it's Defense.
Good partners include strong fighting and bug-types to kill off the Pursuit and sucker punch users that really hurt Duosion, some examples could be Sawk or Scolipede.
Forming a Fighting-Dark-Psychic core will create a very strong core.
Gurdurr makes a very powerful core in conjunction with this set, being able to handle the dark-types and bug-types, Throh too can perform the similarly, but not quite as well.
Hidden Power Ground is an option, but everything gets hit just as well by Psychic/Bug, however there are some exceptions, such as Bastiodon who will no longer wall Duosion if it chooses to run Hidden Power Ground or simply choose just to Roar it away, it also hits Skuntank hard.
Psyshock is usable to make sort of a mixed attacker, but after enough boosts Psychic will plow down Special walls or be forced to switch at walls it simply cannot beat like Bastiodion.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam
move 4: Hidden Power Ground / Recover
item: Eviolite
ability: Magic Guard
nature: Quiet
evs: evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Speed
[SET COMMENTS]
Serves as a better standalone Trick Room sweeper.
Trick Room lets it bypass it's horrible speed and become one of the fastest Pokemon in the tier.
Its good bulk and Special Attack can let it set up and sweep.
Psychic is Duosion's most powerful STAB attack and hits very hard.
3 Speed IV's allow it to be as slow as possible while retaining a 70 BP Hidden Power.
Signal Beam is mandatory to really pack a punch on Dark-Types.
Recover can replace Hidden Power Ground for increased longevity, but then it cannot hit Skunktank.

[ADDITIONAL COMMENTS]
EV Spread provides as much bulk as possible, while also giving Duosion as much power as can be.
Good partners include slow pokemon such as Golurk, Guts Ursaring, and Marowak, who are can make use of the few turns they get with Trick Room up, but most of the time it is too risky and won't end up achieving what you wish for it to. Gurdurr is an exception to this as it benefits from trick room, and has the ability to pick off the dark types that are troublesome to duosion.
Eviolite is the preferred item to add much needed bulk.
Life Orb is a viable option as it provides some extra power, but the loss in bulk is very noticeable.
252+ SpA Duosion Hidden Power Ground vs. 4 HP / 0 SpD Skuntank: 244-288 (70.11 - 82.75%) -- guaranteed 2HKO after Stealth Rock. Duosion however gets 2HKO'd by Sucker Punch and will move after it gets hit because of Sucker Punches priority. Make sure some prior damage has been done to Skuntank before you attempt to sweep.
Trick Room has a -6 Priority, so be sure it can survive a hit from whatever it is trying to set it up on.
[Other Options]
It can use defensive Trick Room set to make a dedicated to a full Trick Room team, but usually Trick Room teams are not very effective.
A Trick+Orb set looks good on paper, but it really doesn't work as effectively as it sounds, as Duosion loses a significant amount of bulk from not having it's Eviolite.
Energy Ball and Hidden Power Fighting could all be used as coverage moves but they don't hit anything significantly for better coverage than Bug/Psychic combo.
Magic Coat could be useful to reflect hazards or status, but no one is really that stupid to use a status on Duosion and Duosion has much better things to do in it's time on the battlefield.
Acid Armor, which can make it very bulky on the Physical side, but it really is gimmicky at best
It gets Dual Screens, but Gardevoir is usually better at setting these up due to its higher speed.
Thunder Wave can cripple some things to help some of the other pokemon on your team, but Trick Room cripples fast pokemon just as much.
Regenerator could be used, but is inferior to Magic Guard in just about every way.
[Checks and Counters]
The #1 counter to Duosion is Mandibuzz, who can Taunt, Whirlwind, and wear down Duosion with Foul Play, all the meanwhile taking nothing at all from Duosion's attacks.
In similar vane as Mandibuzz, Skuntank can also Taunt Duosion and threaten it with it's STABs, but it is 2HKO'd by Hidden Power Ground, so it is considered a check at best. Scraggy also takes nothing from any of Duosion's attacks, and can boost alongside it.
Scolipede can easily destroy it with STAB Megahorn, in a similar boat, Pinsir can gain a free Moxie boost by knocking out Duosion easily with X-Scissor.
Powerful Sucker Punches from the likes of Shiftry and Cacturne are also the death of Duosion.
Liepard shuts down all of Duosion's sets through Encore mainly, while also having Taunt and Dark STABs to pick off Duosion, however it does take a lot from Signal Beam.
Bastiodon deserves a mention because it can Roar away Duosion while taking nothing at all from even boosted attacks.
Knock Off is problematic, as it removes Duosion's Eviolite and bulk.
Bugs and ghost-types such as Haunter, Golurk, and Missy all have trouble switching into Duosion, but most of them can proceed to knock out Duosion.
Special walls such as Audino, Lickilicky, and Probopass all take nothing from any of Duosions attacks, while Audino and Lickilicky can recover their health and even stall out Duosion and attacking with their moves also.
Generally offensive teams give it trouble as they don't allow it to set up.
Trick also renders Duosion as it steals away Duosion's precious Eviolite.
Taunt also prevents it from setting up, rendering it useless.
It should be noted that Steel-Types completely wall it if it is lacking the correct hidden power.
Physical Samurott is very threatening and can easily defeat Duosion with Megahorn.
U-Turn weakness, along with a Pursuit weakness, is also very troublesome.
 
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make regen the ability for otr. it doesn't need magic guard because it's not setting up on bulky walls and would really appreciate the healing from regen as it's not going to have much time to recover with the reduced bulk. regen will let it pivot in and out while recovering hp which is important for an offensive pokemon such as duosion
 
Will start with the second set because this is important: I would put Thunder as the 3rd move since nailing hard Mandibuzz is the niche OTR Duosion has over OTR Musharna (that and Magic Guard/Regen) amd gives better neutral coverage than Signal Beam, which will go in the 4th move.

I would put Hidden Power Ground in AC and give a good mention on Magnet Pull Probopass as a partner to eliminate Steel-types for it, resisting Ghost- and Bug-types, and provides Stealth Rock to support its team. As for Recover, I don't really know; Duosion needs the coverage moves to do as much as possible without having to boost. I will leave it to discussion, so for now put that in AC.

scorpdestroyer make the changes and i'll check later! (also do flcl'S change ffs)
 
Done that, but idk abt HP Ground in AC cos hitting Steel-types and Skunk for SE is kind of a big deal. Shouldn't HP Ground be slashed in somewhere?
 
[SET COMMENTS](OTR)

Unlike other offensive Trick Room sweepers, Duosion cannot be worn down by residual damage and can thus sustain a sweep for longer.

Since Regenerator is now the main ability on the Trick Room set, change it to talk about Regenerator and what it does for Duosion:
it's not setting up on bulky walls and would really appreciate the healing from regen as it's not going to have much time to recover with the reduced bulk. regen will let it pivot in and out while recovering hp which is important for an offensive pokemon such as duosion

I'm sure you will implement it correctly, so qc 3/3
 
I'm going to try being really thorough on this. Amcheck
Additions
Subtractions

Comments
[Overview]

<p>With many Psychic-types in the tier competing with it for a teamslot, Duosion struggles to make a mark. It is mostly outclassed by Musharna, which due to the latter's has better bulk, and it is extremely slow(made that change to make it clear duosion is very slow, but still, how is this relevant to mushy outclassing it? I think you should put this in a different sentence altogether). However, it has an amazing ability in Magic Guard, which means it cannot be Toxic stalled or worn down by entry hazards, unlike Musharna. Alternatively, Regenerator is also a fantastic ability that allows Duosion to stay healthy throughout the match without having to relying on Recover. Unlike most bulky Psychic-types, Duosion is able to beat Mandibuzz thanks to Magic Guard(not like mandi can toxic stall it anyway...) and its access to Thunder.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic
move 3: Thunder / Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Duosion is a fantastic late-game setup sweeper.(AP) and dDue to its immunity to residual damage, this set is an amazing weapon against stall teams. Calm Mind allows Duosion to boost its already fantastic Special Attack even further, while raising its Special Defense as well, making it hard to revenge kill(why not mention this). Psychic is Duosion's STAB move of choice. Thunder is another of Duosion's main niche over Musharna, allowing it to OHKOing Mandibuzz after Stealth Rock damage at +1. It also hits the likes of Metang and Skuntank extremely hard. However, Signal Beam is another option that grants extremely good coverage together with Psychic, and unlike Thunder, has more accuracy than Thunder, and can hit other Psychic-types harder, particularly Exeggutor. Recover allows Duosion to stay healthy after boosting. Access to Recover also separates Duosion from Musharna, as Recover has more PP than Moonlight and is not affected by the weather, giving Duosion the edge when setting up Calm Mind alongside opponents.</p>

[ADDITIONAL COMMENTS]

<p>Because Duosion is already boosting its Special Attack and Special Defense, the EVs emphasize on Defense to allow Duosion to sponge some weaker physical hits. Hidden Power Ground is an option to defeat hit(skunk might be able to beat you) Bastiodon and Skuntank, but does not grant much additional coverage. Psyshock is a decent alternative STAB move,(RC) which allows Duosion to hit special walls and opposing Calm Mind users hard. However, after a few boosts, Duosion will plow through most special walls anyway, making Psychic the superior option. Duosion appreciates partners that defeat Dark-type opponents that threaten it. Hence, Fighting-type teammates such as Sawk and Gurdurr are appreciated for their ability to switch into these Dark-types and force them out. Skuntank is another great teammate as it can use Pursuit to trap opposing Ghost- and Psychic-types that threaten Duosion, and it is extremely helpful in avoiding a Calm Mind war. Gurdurr, Skuntank, and Duosion also form an effective Dark(space)/()Psychic()/()Fighting core together. Duosion also appreciates Toxic Spikes support, allowing as it allows it to break through opponents much faster and wear down its checks such as Musharna. Scolipede can set up Toxic Spikes and at the same time threaten Dark- and Psychic-types at the same time with a STAB Megahorn. Magnet Pull Probopass is also a great teammate for its ability to remove trap and defeat Metang and Bastiodon, two troublesome foes for Duosion.</p>

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Thunder
move 4: Signal Beam / Hidden Power Ground
item: Eviolite
ability: Regenerator
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Duosion is a very effective standalone Trick Room sweeper due to its terrible Speed and high Special Attack. Unlike other offensive Trick Room sweepers, Duosion can restore its HP every time it pivots out, which makes it harder to wear down by residual damage and can thus sustain a sweep for longer. Psychic is Duosion's most powerful STAB move, and with Trick Room making Duosion extremely fast, makes it becomes a frightening sweeper(talking about psychic and not blob as a sweeper). Thunder allows Duosion to 2HKO Mandibuzz and in general grants decent neutral coverage with Psychic in general. Signal Beam allows Duosion to defeat Exeggutor, Cacturne, and Shiftry, as well as hit other opposing Psychic-types hard. On the other hand, Hidden Power Ground allows Duosion to defeat the likes of Skuntank, Bastiodon, and Metang.</p>

[ADDITIONAL COMMENTS]

<p>3 Speed IVs are required to give Duosion a base power 70 70 Base Power Hidden Power Ground. Regenerator is the chosen ability as it allows Duosion to stay healthy throughout the match and give it the best possible coverage without relying on Recover. Magic Guard can be used, but in general(redundant with 'usually') this set is meant to take down faster teams, which usually do not use status moves. Recover can be used to heal Duosion, but Regenerator already does that sufficiently. Life Orb can be used to grant Duosion extra power, but the loss in bulk means that Duosion finds lots of trouble setting up. Gurdurr is an amazing partner, soaking up Dark-type moves while benefiting from Trick Room. Slow but powerful teammates are also good options as backup if Duosion faints while Trick Room is still up. These include Guts Ursaring, Marowak, and Choice Band Lickilicky. However, Duosion's Trick Room should not be relied on too much and it is advisable to only include one of such teammates. Magnet Pull Probopass is a decent teammate, trapping and defeating troublesome Steel-types, such as Metang, Bastiodon, and opposing Probopass. It also provides entry hazard support to aid Duosion, takes Ghost-, Bug-, and Dark-type hits, and gives it a safe switch in with a slow Volt Switch. While not necessary, Duosion appreciates free turns to set up Trick Room. Hence, dual screens or Encore support,(AC) from the likes of Gardevoir and Liepard respectively, is helpful.</p>

[Other Options]

<p>Duosion can use a defensive Trick Room to support its teammates, but dedicated Trick Room teams are usually not effective in NU. Duosion can use Trick and a while holding a status oOrb, but Duosion it loses a significant amount of bulk without Eviolite. Energy Ball and Hidden Power Fighting are other options at Duosion's disposal, but they don't provide any additional coverage. Magic Coat is an option to reflect Taunt, status, and entry hazards back at the opponent, but Duosion with Magic Guard, Duosion is already immune to residual damage from status moves and would rather set up Calm Mind or Trick Room. Acid Armor can make Duosion very bulky hard to take down on the physical side, but it is gimmicky at best. Duosion can use dual screens, but Gardevoir performs this role better thanks to higher Speed and access to moves such as Taunt and Memento. Thunder Wave can help cripple fast Pokemon on the opponent's team, but it is difficult to fit into Duosion's moveset.</p>

[Checks and Counters]

<p>Scraggy is the best counter to Duosion, as it can boost alongside it while taking little damage from any of its attacks, and retaliate with a super effective Crunch. Dark-types in general are decent checks to Duosion. Skuntank is a big counter roadblock(big roadblock; great counter)to both sets, as it is immune to Psychic and can use a combination of Taunt, Sucker Punch, and Pursuit to eliminate Duosion. However, it has to watch out for Hidden Power Ground. Mandibuzz is a full stop to any Duosion that lacks Thunder, while it can use Taunt to prevent it from setting up and using Recover and heal itself with Roost. Shiftry and Cacturne wall any set that lacks Signal Beam and wear down Duosion, and can OHKO the offensive Trick Room set with priority Sucker Punch. Bastiodon walls Duosion that lack Hidden Power Ground, and can erase all of Duosion's boosts by phazing it out with Roar. Special walls, such as Lickilicky and Audino, wall the offensive Trick Room set. Lickilicky also has the edge against Calm Mind Duosion thanks to Dragon Tail. However, any attempts to phaze Duosion are futile if it is the last Pokemon remaining. Liepard is immune to Psychic and , can mess up Duosion's setup attempts with Encore, and can proceed to use U-turn to gain momentum or simply defeat Duosion with Pursuit, but it takes a lot of damage from Duosion's coverage moves. Taunt users also foil Duosion's setup or recovery attempts; the previously mentioned Mandibuzz and Skuntank have access to it, while Serperior can use Taunt and subsequently set up Calm Mind of its own. Because As Duosion relies heavily on its Eviolite for its bulk, Knock Off and Trick are good ways to cripple Duosion and make it easy to take down, especially since it almost always has to take a hit due to with its abysmal Speed. Bug- and Ghost-type Pokemon find some have trouble switching in, but can demolish Duosion with a super effective STAB attack if they do. For instance, Pinsir can grab a free Moxie Attack boost by OHKOing Duosion with X-Scissor and get a Moxie boost in the process, while Golurk can defeat Duosion with Shadow Punch. SubDisable Haunter and Drifblim find trouble switching in, but completely wall variants of Duosion that run Signal Beam over Thunder,(RC) by disabling Psychic. Duosion has a large weakness to U-turn that can be troublesome and give the opponent momentum-(RH)losing, and this can be taken advantage of by the likes of Choice Band Primeape and Liepard if they switch in safely. In general, offensive teams give Calm Mind Duosion trouble as they rarely give it opportunities to set(space)up, while bulkier teams have an easier time stopping offensive Trick Room Duosion as they Pokemon on these teams can soak up unboosted hits much more easily and can wear down Duosion with status.</p>
 
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COMMENT


[Overview]

<p>With Given that many Psychic-types in the tier are competing with it for a teamslot, Duosion struggles to make a mark. It is mostly outclassed by Musharna due to the latter's better bulk. It is also extremely slow. However, it has an amazing ability in Magic Guard, which means it cannot be Toxic stalled or worn down by entry hazards, unlike Musharna. Alternatively, Regenerator is also a fantastic ability that allows Duosion to stay healthy throughout the match without having to rely on Recover. Unlike most bulky Psychic-types, Duosion is able to beat Mandibuzz thanks to Magic Guard and its access to Thunder.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic
move 3: Thunder / Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Duosion is a fantastic late-game setup sweeper. Due to its immunity to residual damage, this set is an amazing weapon against stall teams. Calm Mind allows Duosion to boost its already fantastic Special Attack even further, while raising its Special Defense as well, making it hard to revenge kill with special attackers, such as Jynx. Psychic is Duosion's STAB move [please add something to make this sentence meaningful. Like maybe what Psychic can KO at +1. Or something. The sentence is pretty useless as-is]. Thunder is a useful coverage move and also represents another of Duosion's main niche over Musharna, allowing as it allows Duosion it to OHKO Mandibuzz after Stealth Rock damage at +1. It also hits the likes of Metang and Skuntank extremely hard. However, Signal Beam is another option that grants extremely good coverage together with Psychic, and unlike Thunder, has more accuracy and can hit other Psychic-types harder, particularly Exeggutor. Recover allows Duosion to stay healthy after boosting,(comma) and is another factor that .(remove) Access to Recover also separates Duosion from Musharna, as Recover has more PP than Moonlight and is not affected by the weather, giving Duosion the edge when setting up Calm Mind alongside opponents.</p>

[ADDITIONAL COMMENTS]

<p>Because Duosion is already boosting its Special Attack and Special Defense, the EVs emphasize on Defense to allow Duosion to sponge some weaker physical hits. Hidden Power Ground is an option to defeat Bastiodon and Skuntank, but does not grant much additional coverage. Psyshock is a decent alternative STAB move, which allows Duosion to hit special walls and opposing Calm Mind users hard. However, after a few boosts, Duosion will plow through most special walls anyway. [maybe mention Eviolite here?] In terms of teammates, Duosion appreciates partners that can defeat the Dark-type opponents that threaten it. Hence, Fighting-type teammates such as Sawk and Gurdurr are appreciated for their ability to switch into these Dark-types and force them out. Skuntank is another great teammate as it can use Pursuit to trap opposing Ghost- and Psychic-types that threaten Duosion, and it is extremely helpful in avoiding a Calm Mind war. Gurdurr, Skuntank, and Duosion also form an effective Dark/Psychic/Fighting core. Duosion also appreciates Toxic Spikes support, allowing it to break through opponents much faster more quickly and wear down its checks,(comma) such as Musharna. Scolipede can set up Toxic Spikes and at the same time threaten Dark- and Psychic-types with a its STAB Megahorn. Magnet Pull Probopass is also a great teammate for its ability to remove Metang and Bastiodon, two troublesome foes for Duosion.</p>

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Thunder
move 4: Signal Beam / Hidden Power Ground
item: Eviolite
ability: Regenerator
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Duosion is a very effective standalone Trick Room sweeper due to its terrible Speed and high Special Attack. Unlike other offensive Trick Room sweepers, Duosion can restore its HP every time it pivots out thanks to Regenerator, which makes it harder to wear down by residual damage and can thus sustain a sweep for longer. Psychic is Duosion's most powerful STAB move and with Trick Room making Duosion extremely fast, it becomes a frightening sweeper. Thunder allows Duosion to 2HKO Mandibuzz and in general grants decent neutral coverage with Psychic in general. Signal Beam allows Duosion to defeat Exeggutor, Cacturne, and Shiftry, as well as to hit opposing Psychic-types hard. On the other hand, Hidden Power Ground allows Duosion to defeat the likes of Skuntank, Bastiodon, and Metang.</p>

[ADDITIONAL COMMENTS]

<p>3 Speed IVs are required to give Duosion a 70 Base power Power Hidden Power Ground. However, if Hidden Power Ground is not used, the Speed IVs should be lowered to 0 instead. Regenerator is the chosen ability as it allows Duosion to stay healthy throughout the match and give it the best possible coverage without relying on Recover to lessen its reliance on Recover, hence giving it the space to run more coverage moves. Magic Guard can be used instead, but this set is meant to take down faster teams, which usually do not use status moves. If running Magic Guard, Recover can be used to heal allow Duosion to heal itself, but if not then Regenerator already does that sufficiently. Life Orb can be used over Eviolite to grant Duosion extra power, but the loss in bulk means that Duosion finds lots of trouble setting up. Gurdurr is an amazing partner, soaking up Dark-type moves while benefiting from Trick Room. Slow but powerful teammates are also good options as backup if Duosion faints while Trick Room is still up. These include Guts Ursaring, Marowak, and Choice Band Lickilicky. However, Trick Room should not be relied on too much as its duration is greatly limited, and it is advisable to only include one of such teammates. Magnet Pull Probopass is a another decent teammate,(remove) trapping and defeating thanks to its ability to trap and defeat troublesome Steel-types, such as Metang, Bastiodon, and opposing Probopass. It also provides entry hazard support to aid Duosion, takes Ghost-, Bug-, and Dark-type hits, and gives it can give Duosion a safe switch in with a slow Volt Switch. While not necessary, Duosion appreciates free turns to set up Trick Room. Hence, dual screens or Encore support, from the likes of Gardevoir and Liepard,(comma) respectively, is helpful.</p>

[Other Options]

<p>Duosion can use a defensive Trick Room set to support its teammates, but dedicated Trick Room teams are usually not effective in NU. Duosion can use Trick while holding a status Orb, but it loses a significant amount of bulk without Eviolite. Energy Ball and Hidden Power Fighting are other options at Duosion's disposal, but they don't provide any additional coverage. Magic Coat is an option to reflect Taunt, status, and entry hazards back at the opponent, but with Magic Guard, Duosion is already immune to residual damage from status moves and would rather set up Calm Mind or Trick Room. Acid Armor can make Duosion very hard to take down on the physical side, but it is gimmicky at best. Duosion can use dual screens, but Gardevoir performs this role better thanks to its higher Speed and access to moves such as Taunt and Memento. Thunder Wave can help cripple fast Pokemon on the opponent's team, but is difficult to fit into Duosion's moveset.</p>

[Checks and Counters]

<p>Scraggy is the best counter to Duosion, as it can boost alongside it while taking little damage from any of its attacks, and can retaliate with a super effective Crunch. Dark-types in general are decent checks to Duosion;(semicolon) for example, .(remove) Skuntank is a big roadblock to both sets, as it is immune to Psychic and can use a combination of Taunt, Sucker Punch, and Pursuit to eliminate Duosion. However, it has to watch out for Hidden Power Ground. Mandibuzz is a full stop to any Duosion that lacks Thunder, while it can use Taunt to prevent it from setting up and or using Recover,(comma) while Mandibuzz can and heal itself with Roost. Shiftry and Cacturne wall any set that lacks Signal Beam and can wear down Duosion with their STAB moves, and can OHKO the offensive Trick Room set with priority Sucker Punch. Bastiodon walls all Duosion that lack Hidden Power Ground, and can erase all of Duosion's boosts by phazing it out with Roar. Special walls, such as Lickilicky and Audino, wall the offensive Trick Room set. Lickilicky also has the edge against Calm Mind Duosion thanks to Dragon Tail. However, any attempts to phaze Duosion are futile if it is the last Pokemon remaining. Liepard is immune to Psychic, can mess up Duosion's setup attempts with Encore, and can proceed to use U-turn to gain momentum or simply defeat Duosion with Pursuit, but it takes a lot of damage from Duosion's coverage moves. Taunt users also foil Duosion's setup or recovery attempts; the previously mentioned Mandibuzz and Skuntank have access to it, while Serperior can use Taunt and subsequently set up Calm Mind of its own. As Duosion relies heavily on its Eviolite for its bulk, Knock Off and Trick are good ways to cripple Duosion and make it easy to take down, especially since it almost always has to take a hit due to with its abysmal Speed. Bug- and Ghost-type Pokemon have trouble switching in, but can demolish Duosion with a super effective STAB attack if they do manage it. For instance, Pinsir can OHKO Duosion with X-Scissor and get a Moxie boost in the process, while Golurk can defeat Duosion with Shadow Punch. SubDisable Haunter and Drifblim find trouble switching in, but completely wall variants of Duosion that run Signal Beam over Thunder by disabling Psychic. Duosion has a large weakness to U-turn that can be troublesome and give the opponent momentum, and this can be taken advantage of by the likes of Choice Band Primeape and Liepard if they switch in safely. In general, offensive teams give Calm Mind Duosion trouble as they rarely give it opportunities to set up, while bulkier teams have an easier time stopping offensive Trick Room Duosion as Pokemon on these teams can soak up unboosted hits much more easily and can wear down Duosion with status.</p>

Little to complain about grammar-wise, but the prose reads like a set of disconnected bullet points and isn't particularly enjoyable to read through. In particular, some sentences don't seem to lead anywhere and appear to have been added for little reason. I'd advise you to pay careful attention to this in future.

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[Overview]

<p>Given that many Psychic-types in the tier are competing with it for a teamslot, Duosion struggles to make a mark. It is mostly outclassed by Musharna due to the latter's better bulk. It is also extremely slow. However, it has an amazing ability in Magic Guard, which means it cannot be Toxic stalled or worn down by entry hazards, unlike Musharna. Alternatively, Regenerator is also a fantastic ability that allows Duosion to stay healthy throughout the match without having to rely on Recover. Unlike most bulky Psychic-types, Duosion is able to beat Mandibuzz thanks to Magic Guard and its access to Thunder.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic
move 3: Thunder / Signal Beam
move 4: Recover
item: Eviolite
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]

<p>Duosion is a fantastic late-game setup sweeper. Due to its immunity to residual damage, this set is an amazing weapon against stall teams. Calm Mind allows Duosion to boost its already fantastic Special Attack even further,(RC) while raising its Special Defense as well, making it hard to revenge kill with special attackers,(RC) such as Jynx. Psychic is Duosion's STAB move that can 2HKO a large portion of the tier when boosted. Thunder is a useful coverage move and also represents Duosion's main niche over Musharna, as it allows Duosion to OHKO Mandibuzz after Stealth Rock damage at +1. It also hits the likes of Metang and Skuntank extremely hard. However, Signal Beam is another option that grants extremely good coverage together with Psychic, and unlike Thunder, has more accuracy and can hit other Psychic-types harder, particularly Exeggutor. Recover allows Duosion to stay healthy after boosting, and is another factor that separates Duosion from Musharna, as Recover has more PP than Moonlight and is not affected by the weather, giving Duosion the edge when setting up Calm Mind alongside opponents (What do you mean by this?).</p>

[ADDITIONAL COMMENTS]

<p>Eviolite is the only viable item as it makes Duosion's bulk usable. Because Duosion is already boosting its Special Attack and Special Defense, the EVs emphasize on Defense to allow Duosion to sponge some weaker physical hits. Hidden Power Ground is an option to defeat Bastiodon and Skuntank, but does not grant much additional coverage. Psyshock is a decent alternative STAB move, which allows Duosion to hit special walls and opposing Calm Mind users hard. However, after a few boosts, Duosion will plow through most special walls anyway. In terms of teammate's teammates, Duosion appreciates partners that can defeat the Dark-type opponents that threaten it. Hence, Fighting-type teammates such as Sawk and Gurdurr are appreciated for their ability to switch into these Dark-types and force them out. Skuntank is another great teammate as it can use Pursuit to trap opposing Ghost- and Psychic-types that threaten Duosion, and it is extremely helpful in avoiding a Calm Mind war. Gurdurr, Skuntank, and Duosion also form an effective Dark / Psychic / Fighting core. Duosion also appreciates Toxic Spikes support, allowing it to break through opponents much more quickly and wear down its checks,(RC) such as Musharna. Scolipede can set up Toxic Spikes and at the same time threaten Dark- and Psychic-types with its STAB Megahorn at the same time. Magnet Pull Probopass is also a great teammate for its ability to remove Metang and Bastiodon, two troublesome foes for Duosion.</p>

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Thunder
move 4: Signal Beam / Hidden Power Ground
item: Eviolite
ability: Regenerator
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 3 Spe

[SET COMMENTS]

<p>Duosion is a very effective standalone Trick Room sweeper due to its terrible Speed and high Special Attack. Unlike other offensive Trick Room sweepers, Duosion can restore its HP every time it pivots out thanks to Regenerator, which makes it harder to wear down by residual damage and can thus sustain a sweep for longer a long period of time. Psychic is Duosion's most powerful STAB move,(AC) and with Trick Room making Duosion extremely fast, it becomes a frightening sweeper. Thunder allows Duosion to 2HKO Mandibuzz and in general grants decent neutral coverage with Psychic. Signal Beam allows Duosion to defeat Exeggutor, Cacturne, and Shiftry, as well as to hit opposing Psychic-types hard. On the other hand, Hidden Power Ground allows Duosion to defeat the likes of Skuntank, Bastiodon, and Metang.</p>

[ADDITIONAL COMMENTS]

<p>3 Speed IVs are required to give Duosion a 70 Base Power Hidden Power Ground. However, if Hidden Power Ground is not used, the Speed IVs should be lowered to 0 instead. Regenerator is the chosen ability,(AC) as it allows Duosion to stay healthy throughout the match and to lessen its reliance on Recover, hence giving it the space to run more coverage moves. Magic Guard can be used instead, but this set is meant to take down faster teams, which usually do not use status moves. If using Magic Guard, Recover can be used to allow Duosion to heal itself, but if not then Regenerator already does that sufficiently. Duosion also doesn't have enough bulk to spend a turn using Recover without investment in Defense. Life Orb can be used over Eviolite to grant Duosion extra power, but the loss in bulk means that Duosion finds lots of trouble setting up. Gurdurr is an amazing partner, soaking up Dark-type moves while benefiting from Trick Room. Slow but powerful teammates are also good options as backup if Duosion faints while Trick Room is still up. These include Guts Ursaring, Marowak, and Choice Band Lickilicky. However, Trick Room should not be relied on too much as its duration is greatly limited, and it is advisable to only include one of such teammates. Magnet Pull Probopass is another decent teammate thanks to its ability to trap and defeat troublesome Steel-types, such as Metang, Bastiodon, and opposing Probopass. It also provides entry hazard support to aid Duosion, takes Ghost-, Bug-, and Dark-type hits, and can give Duosion a safe switch in with a slow Volt Switch. While not necessary, Duosion appreciates free turns to set up Trick Room. Hence, dual screens or Encore support, from the likes of Gardevoir and Liepard, respectively, is helpful.</p>

[Other Options]

<p>Duosion can use a defensive Trick Room set to support its teammates, but dedicated Trick Room teams are usually not effective in NU. Duosion can use Trick while holding a status Orb, but it loses a significant amount of bulk without Eviolite. Energy Ball and Hidden Power Fighting are other options at Duosion's disposal, but they don't provide any additional coverage. Magic Coat is an option to reflect Taunt, status, and entry hazards back at the opponent, but with Magic Guard, Duosion is already immune to residual damage from status moves and would rather set up Calm Mind or Trick Room. Acid Armor can make Duosion very hard to take down on the physical side, but it is gimmicky at best. Duosion can use dual screens, but Gardevoir performs this role better thanks to its higher Speed and access to moves such as Taunt and Memento. Thunder Wave can help cripple fast Pokemon on the opponent's team, but is difficult to fit into Duosion's moveset.</p>

[Checks and Counters]

<p>Scraggy is the best counter to Duosion, as it can boost alongside it while taking little damage from any of its attacks, and can retaliate with a super effective Crunch. Dark-types in general are decent checks to Duosion; for example, Skuntank is a big roadblock to both sets, as it is immune to Psychic and can use a combination of Taunt, Sucker Punch, and Pursuit to eliminate Duosion. However, it has to watch out for Hidden Power Ground. Mandibuzz is a full stop to any Duosion that lacks Thunder, while it can use Taunt to prevent it Duosion from setting up or using Recover,(RC).(AP) while Mandibuzz can also heal itself with Roost. Shiftry and Cacturne wall any set that lacks Signal Beam,(AC) and can wear down Duosion with their STAB moves, and can OHKO the offensive Trick Room set with priority Sucker Punch. Bastiodon walls all Duosion that lack Hidden Power Ground, and can erase all of Duosion's boosts by phazing it out with Roar. Special walls, such as Lickilicky and Audino, wall the offensive Trick Room set. Lickilicky also has the edge against Calm Mind Duosion thanks to Dragon Tail. However, any attempts to phaze Duosion are futile if it is the last Pokemon remaining. Liepard is immune to Psychic, can mess up Duosion's setup attempts with Encore, and can proceed to use U-turn to gain momentum or simply defeat Duosion with Pursuit, but it takes a lot of damage from Duosion's coverage moves. Taunt users also foil Duosion's setup or recovery attempts; the previously mentioned Mandibuzz and Skuntank have access to it, while Serperior can use Taunt and subsequently set up Calm Mind Minds of its own. As Duosion relies heavily on its Eviolite for its bulk, Knock Off and Trick are good ways to cripple Duosion and make it easy to take down, especially since it almost always has to take a hit due to its abysmal Speed. Bug- and Ghost-type Pokemon have trouble switching in, but can demolish Duosion with a super effective STAB attack if they do manage it. For instance, Pinsir can OHKO Duosion with X-Scissor and get a Moxie boost in the process, while Golurk can defeat Duosion with Shadow Punch. SubDisable Haunter and Drifblim find trouble switching in, but completely wall variants of Duosion that run Signal Beam over Thunder by disabling Psychic. Duosion has a large weakness to U-turn that can be troublesome and give the opponent momentum, and this can be taken advantage of by the likes of Choice Band Primeape and Liepard if they switch in safely. In general, offensive teams give Calm Mind Duosion trouble as they rarely give it opportunities to set up, while bulkier teams have an easier time stopping offensive Trick Room Duosion as Pokemon on these teams can soak up unboosted hits much more easily and can wear down Duosion with status.</p>

Great job! ^-^

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Last edited:
Rohail I meant in a situation of Calm Mind vs Calm Mind war, is that part unclear?

Anyway the rest of it is done and uploaded whenever raseri learns scms
 
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