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Doublade

In-battle formes

HP:59
Attack:110
Defense:150
Sp. Atk:45
Sp. Def:49
Speed:35
Min (-ve nature, 0 IVs)67
Default106
Max Neutral169
Max Positive185
Max Neutral (+1)253
Max Positive (+1)277
Max Neutral (+2)338
Max Positive (+2)370
UnderUsed
Swords Dance (Brave)67
Swords Dance (Adamant)75

Evolutions

Strategies

Formats:
  • UU
Written by Pak

Overview

Doublade presents a unique pick for teams in the UU metagame as both a solid defensive pivot and a late-game sweeper. Doublade's defensive prowess stem from its monstrous Defense stat, access to Eviolite, and fantastic defensive typing. Its Ghost / Steel typing possesses nine resistances and three immunities, letting it check common threats such as Mega Aerodactyl, Latias, and Cobalion. Its respectable base 110 Attack and access to Swords Dance and STAB Shadow Sneak also make Doublade a formidable late-game sweeper, provided that its strong checks and counters have been weakened or removed. To counteract its fantastic physical bulk, however, Doublade's HP and Special Defense stats are much lower than it would prefer, leaving it to only rely on its typing to stomach strong special hits like Calm Mind Latias's +1 Devastating Drake. While it does possess a plethora of resistances, Doublade finds itself weak to common attacking types in Ground, Fire, and Dark, letting Pokemon such as Earthquake Terrakion, Fire Blast Mega Altaria, and Knock Off Scizor muscle past it after prior damage. Doublade's weakness to Dark-type moves also notably leaves it weak to Pursuit and Knock Off. The former often means that it is too weak to act as a defensive pivot, while the latter removes its Eviolite, hindering its overall bulk. Doublade also lacks any form of reliable recovery, meaning it is easily worn down by entry hazards and other damage accumulated throughout a match. Finally, Doublade has no use for its ability, No Guard, and it also makes opposing inaccurate moves like Fire Blast and Hydro Pump always hit.

Swords Dance

Move 1
Move 2
  • Gyro Ball
    More power the slower the user than the target.
    TypeSteel
    CategoryPhysical
    Accuracy100%
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 3
  • Shadow Claw
    High critical hit ratio.
    TypeGhost
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Sacred Sword
    Ignores the target's stat stage changes.
    TypeFighting
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 4
  • Shadow Sneak
    Usually goes first.
    TypeGhost
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1

Moves

Swords Dance boosts Doublade's solid Attack stat, letting it act as a late-game sweeper when its checks are weakened. Due to Doublade's poor Speed stat, Gyro Ball possesses high Base Power against much of the UU metagame, specifically against common threats like Terrakion and Mega Aerodactyl, making it the preferred Steel-type STAB move in most cases. Iron Head is another strong option that provides more consistent damage as well as significantly more PP than Gyro Ball, letting Doublade threaten slow targets such as Alolan Muk and Amoonguss much more effectively. Shadow Claw is a decent Ghost-type STAB move, notably hitting Pokemon such as Scizor and Moltres harder than any of Doublade's other viable options. Sacred Sword lets Doublade hit Snorlax and Dark-types like Bisharp, Mega Sharpedo, and Crawdaunt for super effective damage, though it does further worsen its matchup against Pokemon such as Scizor and Tentacruel. Shadow Sneak helps alleviate Doublade's awful Speed stat, letting it take out weakened faster threats like Latias, Chandelure, and Starmie without being forced to stomach hard hits.

Set Details

240 HP EVs make Doublade as bulky as possible while minimizing Stealth Rock and burn damage, making the most of its fantastic defensive typing. Maximum investment in Attack along with a Brave nature lets Doublade hit as hard as possible in its pursuit of a potential late-game sweep. A Brave nature and 0 Speed IVs also minimize Doublade's Speed stat, maximizing Gyro Ball's damage output. However, an Adamant nature is preferred if running Iron Head as its Steel-type STAB move, as it allows Doublade to outspeed notable Pokemon like Amoonguss and Slowbro, while a Brave nature does not. Eviolite pairs nicely with Doublade's HP investment and great defensive typing, making its Defense stat even more formidable while helping to shore up its low Special Defense.

Usage Tips

Bring Doublade in on Pokemon like Mega Aerodactyl, Cobalion, and Scizor that it fares well against in order to either throw out a free attack or set up a Swords Dance. Weaken or remove Doublade's main counters in Water- and Dark-types like Alomomola and Hydreigon before attempting to sweep with Doublade late-game. Doublade can also be used as a revenge killer, picking off weakened foes like Latias and Starmie with Shadow Sneak. Scout for super effective coverage moves such as Mega Altaria's Fire Blast and Scizor's Knock Off to avoid unnecessary damage. Keep Doublade as healthy as possible if it is needed to check multiple foes or if it has a good chance to clean up late-game. Remove opposing entry hazards, specifically Spikes, with a teammate whenever possible, as they severely hinder Doublade's longevity. Doublade can also be used early- to mid-game to soften a Pokemon like Hydreigon with Gyro Ball to aid teammates and ease its attempts to sweep late-game. If possible, do not let Doublade get hit by Knock Off, as it relies on Eviolite for much of its bulk.

Team Options

Doublade fits best on offense and balance teams that appreciate its ability to pivot into attackers and act as a solid late-game sweeper with Swords Dance. Pokemon like Rotom-C, Mega Manectric, and Calm Mind Latias pair nicely with Doublade, as they can threaten the bulky Water-types that fare well against it. Fairy- and Fighting-types like Sylveon and Infernape make for good partners, checking opposing Dark-types. Sylveon also provides Wish support, helping to keep Doublade healthy throughout a match. Defog users such as Mandibuzz, Rotom-C, and Moltres can remove the Spikes that Doublade hates; Mandibuzz also appreciates Doublade's ability to counter its best offensive answer in Cobalion. Doublade and Hydreigon share incredible defensive synergy, with the combination resisting every type. Swampert and Nihilego can set up Stealth Rock, letting Doublade get certain KOs such as the OHKO on Latias with +2 Shadow Sneak after Stealth Rock. Bulky Water-types like Slowbro and Suicune can absorb Fire- and Ground-type moves aimed at Doublade, also easing the pressure placed upon it by Mega Aerodactyl.

Other Options

Toxic is an option to cripple bulky Water-types like Alomomola and Swampert, though it is generally less effective than its other options. Pursuit can be used to punish Pokemon like Latias and Mega Beedrill switching out, but it is similar to Toxic in that coverage moves are usually superior options. A specially defensive RestTalk set with Toxic is a niche option on stall teams but lacks the utility that other options may offer.

Checks and Counters

Bulky Water-types: Bulky Water-types like Alomomola, Swampert, and Suicune fear little from an unboosted Doublade, threatening to burn it with Scald and neuter its effectiveness.

Dark-types: Dark-types like Crawdaunt, Hydreigon, and Bisharp all deal huge damage to Doublade and resist its priority Shadow Sneak, though Crawdaunt and Bisharp must watch out for Sacred Sword and Hydreigon must be wary of Gyro Ball.

Ground-types: Ground-types such as Nidoking, Krookodile, and Hippowdon threaten Doublade with their super effective STAB moves and threaten it out.

Powerful Special Attackers: Due to its poor special bulk, Doublade matches up badly against strong special attackers such as Mega Manectric, Volcanion, and Mega Pidgeot.

Knock Off: Doublade is quite dependent on its Eviolite to help cover its awful HP stat, making Knock Off users such as Mega Beedrill, Heracross, Alomomola, and Scizor rather annoying to deal with.

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
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
15
Raises the user's Speed by 2; user loses 100 kg.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
5
If an opponent knocks out the user, it also faints.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
Switches user's Attack and Defense stats.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
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
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
90
Accuracy
100%
PP
15
Ignores the target's stat stage changes.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
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