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Togekiss

In-battle formes

HP:85
Attack:50
Defense:95
Sp. Atk:120
Sp. Def:115
Speed:80
Min (-ve nature, 0 IVs)148
Default196
Max Neutral259
Max Positive284
Max Neutral (+1)388
Max Positive (+1)426
Max Neutral (+2)518
Max Positive (+2)568
Dream World OU
Paraflinch196
Nasty Plot (Modest)259
Nasty Plot (Timid)284

Evolutions

Strategies

  • en
Written by Tomahawk

Overview

Togekiss has been best known for being one of the two "hax" Pokemon, with the other being Jirachi. The combination of Serene Grace, a paralysis move, access to Roost, and a STAB move with a 30% flinch chance leaves the opponent with only a 30% chance to attack, which makes Togekiss almost impossible to take out. All in all, it is one of the most infuriating Pokemon in the game. That is not all, though; Togekiss can also run an effective Nasty Plot set, as it is one of the few Pokemon with access to the move. Combine that with a very respectable base 120 Special Attack stat, and you get a Pokemon that can lay down the hurt on unprepared teams. Unfortunately, Togekiss isn't without its flaws. Its weakness to Stealth Rock is a crippling one, as it means Togekiss will lose a quarter of its health every time it switches in. While Togekiss does have access to Roost, the fast-paced nature of the DW metagame makes it hard for it to use Roost often. Additionally, its below-average base 80 Speed stat also leaves Togekiss easily revenge killed.

Paraflinch

Move 1
Move 2
  • Air Slash
    30% chance to make the target flinch.
    TypeFlying
    CategorySpecial
    Power75 BP
    Accuracy95%
Move 3
Move 4
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying

This set aims to make the most of Serene Grace. The combination of paralysis and a 60% flinch chance leaves the opponent with only a 30% chance to actually do something. Togekiss can usually take out several Pokemon all by itself if luck is on your side, as it can be hard to KO especially due to Roost and its good bulk.

Thunder Wave provides a reliable way of spreading paralysis, unlike Body Slam, which only paralyzes 60% of the time. Body Slam also doesn't hit Ghost-types, but has the advantage of hitting Ground-types such as Excadrill and Landorus, and is not shut down by Taunt. Air Slash is Togekiss's main STAB move, as it has a high flinch rate as well as good power. Aura Sphere is the best option in the third slot, as it provides great coverage alongside Air Slash, and hits Pokemon such as Tyranitar and Heatran for super effective damage. However, Flamethrower hits several notable Steel-types, such as Jirachi, Genesect, and Skarmory, for greater damage. Roost is in the last slot to enhance Togekiss's longevity, especially when combined with the fact that the opponent will rarely be able to attack every turn.

The EVs are geared towards maximizing Togekiss's excellent special bulk; in conjunction with its typing, this lets Togekiss take on DW behemoths such as Genesect and Chandelure. The Defense EVs ensure that +2 Jolly Air Balloon Excadrill will not KO Togekiss with Rock Slide, which can be useful if your team has some problems with it. However, you can drop the Defense EVs and instead go with a simple 252 HP / 4 Def / 252 SpD EV spread. If you feel that mono-Flying coverage is enough for Togekiss to take down most Pokemon, Nasty Plot is an option over the coverage move. Togekiss can often find a free turn to set up, and this lets it take down opposing Pokemon with Air Slash a lot more easily.

While this set doesn't have that many counters considering most Pokemon can usually be taken out by a couple of flinches, there are some threats that do give this set a lot of trouble. Zapdos takes little damage from both Air Slash and Aura Sphere and can threaten Togekiss with a powerful Thunderbolt. Jirachi isn't bothered by anything but Flamethrower and can take down Togekiss with its own paraflinching combination thanks to its higher Speed. Specially defensive Heatran makes for a good partner, as it can take both Zapdos's and Jirachi's assaults quite easily and threaten them with Toxic and Lava Plume, respectively. Jirachi is another good partner for Togekiss, not because it is able to deal with the aforementioned problem Pokemon, but because it makes for a good "hax" core with it—both Pokemon are able to paralyze opponents and flinch them to death.

Nasty Plot

Move 1
Move 2
  • Air Slash
    30% chance to make the target flinch.
    TypeFlying
    CategorySpecial
    Power75 BP
    Accuracy95%
Move 3
Move 4
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power120 BP
    Accuracy85%

This set doesn't focus as much on Serene Grace, but instead aims to set up and pull off a sweep. Nasty Plot doubles Togekiss's Special Attack in one use, letting it quickly get very threatening. With its excellent bulk, it can often find an opportunity to set up. There are two ways to go with this set: defensive and offensive. The defensive variant focuses on Togekiss's excellent bulk to find an opportunity to set up a Nasty Plot or even two, while the offensive variant focuses on Togekiss's great base 120 Special Attack along with its excellent coverage.

Air Slash is a given on both variants, as it's Togekiss best STAB move, and further packs a 60% flinch chance. Aura Sphere is the best option in the third slot, as it provides great coverage and hits notable Pokemon, such as Tyranitar and Heatran, hard. Defensive variants can also consider Heal Bell in this slot, as the ability to cure itself of status lets Togekiss set up on Blissey. Roost is a mandatory last move for the defensive variant, but offensive sets can use Fire Blast for more coverage, as KOing Jirachi among others can be very useful.

The choice of item and EV spread depends on the variant. The defensive variant is better off using Leftovers, an EV spread of 252 HP / 4 SpA / 252 Spe, and a Modest nature for good bulk and power. The offensive variant, on the other hand, should use a Life Orb to boost the power of its attacks, along with a 112 HP / 4 Def / 156 SpA / 236 Spe EV spread and a Timid nature. Those EVs let Togekiss outspeed Adamant Lucario and always KO Gliscor at +2, while also providing it with a Life Orb number.

While this set is rather powerful, certain Pokemon are still able to wall it reliably. Chansey and Blissey can take on Togekiss without Heal Bell thanks to their incredible special bulk and Toxic. Specially defensive Dragonite can take a hit, especially if Multiscale is intact, and use Dragon Tail to phaze out Togekiss and rack up entry hazard damage. Mamoswine makes for a good teammate as it is able to take down both of these threats thanks to its high base Attack and powerful STAB moves.

Other Options

Togekiss can run a rather effective Choice Scarf set, as Air Slash takes down most opponents in a few hits, and Trick cripples walls such as Blissey and Jirachi switching in. However, Thunder Wave is usually a better way of remedying Togekiss's below-average Speed, as several Pokemon outspeed even Choice Scarf Togekiss. Togekiss can also run an effective Baton Pass set as it is one of the few Pokemon that can pass Nasty Plot boosts, but it is generally outclassed by Mew in such a role.

Hustle Togekiss is somewhat viable; while it has a rather pathetic base 50 Attack, STAB Extreme Speed is definitely nothing to scoff at when combined with Hustle. Work Up can help boost its Attack even more and let it KO several offensively inclined Pokemon, such as Thundurus and Breloom. However, anything that resists it can revenge kill Togekiss quite easily, and Excadrill, Genesect, and Chandelure all do. It also lacks power, and will not be able to take down bulkier Pokemon such as Garchomp, Dragonite, and Scizor. Finally, Grass Knot can be used on the Nasty Plot set to hit Gastrodon and Unaware Quagsire, but it has little use otherwise, so it's almost always an inferior option.

Checks and Counters

Zapdos is likely the best Togekiss counter out there, as it resists both Air Slash and Aura Sphere, is immune to Thunder Wave thanks to Lightning Rod, and can threaten Togekiss with a powerful STAB Thunderbolt. Raikou works similarly, but doesn't resist Aura Sphere. Jirachi also resists Air Slash and is neutral to Aura Sphere; it can take out Togekiss with its own paraflinching strategy thanks to its higher base Speed. Blissey and Chansey can take on Togekiss that lack Heal Bell—if they manage to Toxic it, they can simply Soft-Boiled until Togekiss faints.

If all else fails, revenge killing Togekiss is always possible. Powerful physical attackers that outspeed Togekiss, such as Terrakion, Haxorus, and Salamence, can take it out. However, they need to be careful while switching in, as they are crippled by Thunder Wave. Garchomp and Mamoswine can both switch in on Thunder Wave freely thanks to their Ground typing, and threaten to KO Togekiss with a powerful STAB move.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
55
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
20
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
90
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
Accuracy
PP
15
User passes its held item to the target.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
60
Accuracy
100%
PP
40
If the user has no item, it steals the target's.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
Accuracy
PP
15
-1 evasion; clears target side's hazards/screens.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
30
10% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
5
Nearly always goes first.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
PP
20
The foes' moves target the user on the turn used.
 
Power
Accuracy
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
100
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
100
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
30
Accuracy
100%
PP
15
Destroys the foe(s) Berry.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
30
For 5 turns, shields user's party from critical hits.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
20
User uses the target's last used move against it.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
90%
PP
15
40, 80, 120 power, or heals target 1/4 max HP.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
90%
PP
10
Transfers the user's status ailment to the target.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
75%
PP
10
Causes the target to become confused.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
30
For 4 turns, allies' Speed is doubled.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
80
Accuracy
100%
PP
10
20% chance to paralyze or burn or freeze target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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