Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Duosion

In-battle formes

HP:65
Attack:40
Defense:50
Sp. Atk:125
Sp. Def:60
Speed:30
Min (-ve nature, 0 IVs)58
Default96
Max Neutral159
Max Positive174
Max Neutral (+1)238
Max Positive (+1)261
Max Neutral (+2)318
Max Positive (+2)348
NeverUsed
Acid Armor + Calm Mind97

Evolutions

Strategies

  • en
Formats:
Written by Hootie

Overview

While often less favored over Musharna, Duosion sets itself apart through Magic Guard, preventing it from being hindered by Toxic and other forms of residual damage, unlike other Calm Mind users. As opposed to Musharna, Duosion's recovery is not hindered by weather conditions such as rain and hail and has more PP, allowing it to set up for a longer period of time. Said characteristics with the combination of Calm Mind and Acid Armor make Duosion very difficult to take down, causing it to be a terror against more balance- or defensively-inclined teams. Duosion is also less passive compared to most Calm Mind users thanks to its naturally high Special Attack stat, being able to hit fairly hard after a boost or two. However, reliance on Eviolite plus its pure Psychic typing means that it's more vulnerable to Knock Off than most Pokemon. The Pursuit weakness only makes matters worse when it's matched up against Skuntank in particular, which is able to shut down Duosion with Taunt as well. Duosion also faces competition from other Psychic-types, particularly Musharna and Xatu, as the former has much greater bulk before setting up, has access to Stored Power, and is not nearly as weak to Knock Off, while the latter has Magic Bounce, which provides pseudo-hazard control.

Acid Armor + Calm Mind

Move 1
Move 2
  • Psyshock
    Damages target based on Defense, not Sp. Def.
    TypePsychic
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 3
Move 4

Moves

Calm Mind allows Duosion to simultaneously boost its Special Attack and Special Defense, making it even harder to take down. Psyshock is Duosion's best STAB option, as it allows it to break through other Calm Mind users such as Audino, Xatu, and non-Barrier Musharna. Acid Armor makes Duosion incredibly difficult to break through with physical attacks, ensuring it can set up against the likes of Steelix, Tauros, Kangaskhan, Kabutops, and Archeops, as well as ensure it wins Calm Mind wars against other Psyshock users. Recover keeps Duosion healthy so that it can keep setting up throughout the match.

Set Details

The given EV spread plus a Bold nature maximizes Duosion's physical bulk, allowing it to set up Calm Mind more comfortably on physical attackers. The 4 remaining EVs are put into Speed to allow Duosion to outspeed uninvested Steelix. Eviolite increases its defenses even further, making more difficult to take down. Magic Guard is key, as it gives Duosion an immunity to entry hazards and other forms of residual damage, most notably Toxic, which ensures it cannot be shut down as it sets up.

Usage Tips

Duosion should steer clear of setting up if Dark-types are present on the opponent's team, as it has no ways of dealing damage to them. It should also be used as more of a late-game cleaner, as it has little impact early on the match, especially with Pokemon that resist Psychic being healthy. Once its checks and counters are eliminated, initiate Duosion's sweep by using the appropriate boosting move, depending on what it's up against. However, do not get greedy with setting up Calm Mind or Acid Armor unless it's necessary, as the longer Duosion spends setting up, the more likely it is to be struck by an untimely critical hit, ending its sweep prematurely. Thanks to Magic Guard, Duosion can serve as a status absorber, making it a good switch-in to Scald and Toxic in particular, though avoid the likes of Hex Rotom or Mismagius, as it can deal significant damage against an unboosted Duosion inflicted with burn. Recover should be used if Duosion's HP is getting too low, but be wary of doing this if the opponent has a Pursuit trapper such as Skuntank or Liepard, as they can put Duosion in an awkward spot. Try to avoid Knock Off at all costs, even weaker ones from the likes of Mega Audino and Clefairy, as Duosion loses a fair sum of its bulk once its Eviolite is removed, making it difficult to set up. When matched up against a potential Pursuit trapper such as Skuntank or Liepard, make double switches to teammates that threaten those two, as Duosion has no other way of dealing with them once they switch in.

Team Options

Fighting-types such as Primeape, Throh, and Hitmonchan are able to switch in on and take down problematic Dark-types that would otherwise end Duosion's sweep. In return, Duosion can switch in on the likes of Garbodor, Weezing, and Vileplume and threaten them with Psyshock. Toxic Spikes is devastating for the opponent, as it lets Duosion stall out Pokemon as it's setting up. Weezing and Garbodor are two notable examples, as both of them are able to soft check the likes of Shiftry, Skuntank, and Liepard, with the former crippling them with Will-O-Wisp and the latter wearing them with Rocky Helmet in conjunction with Aftermath. Mega Audino serves as a great Knock Off absorber, since it is able to switch in on the likes of Shiftry and Liepard with impunity once Mega Evolved. In exchange, Duosion absorbs Toxic for non-Heal Bell or Rest variants of Mega Audino and breaks past Poison-types, as well as slowly wearing down Steel-types, both of which are troublesome for Mega Audino. However, Duosion and Mega Audino are vulnerable to Skuntank, so make sure to pair them with solid response to it such as Rhydon or Steelix.

Scyther threatens Skuntank, Shiftry, and Malamar with U-turn, while Duosion can break past the likes of Garbodor, Weezing, and Steelix, all of which prevent Scyther from sweeping with Swords Dance. Rotom is able to check opposing Scyther and burn Pokemon that switch in on it such as Shiftry, Skuntank, and Liepard. Rotom also switches in on Steelix and wears it down with the combination of Will-O-Wisp and Hex, speeding up the process for Duosion to break past it. In general, any Pokemon that uses Will-O-Wisp and doesn't come with clashing synergy works well, as Duosion appreciates the ease of setting up against burned physical attackers. Steelix, Rhydon, and Regirock are all able to freely switch in on Scyther and Pursuit Skuntank, as well as set up Stealth Rock, which is very helpful when combined with Duosion's tendency to force switches as it's setting up. Skuntank is also a good teammate as it can pursuit trap the Ghost-types which greatly threaten an unboosted Duosion.

Other Options

Signal Beam can be used to hit Dark-types such as Malamar, Liepard, and Shiftry on the switch, but it is generally inferior to Acid Armor because Duosion cannot afford to stay in against any of these Pokemon. Psychic is an alternative STAB move that lets Duosion beat Quagsire and break through Steelix more quickly, but it is otherwise inferior to Psyshock. Thunder Wave cripples some of Duosion's checks upon their switch in exchange for Acid Armor or an extra coverage move. Magic Coat has use in reflecting Taunt and other various status moves.

Checks and Counters

Dark-types: Dark-types such as Skuntank, Liepard, Shiftry, and Malamar all significantly threaten Duosion, as Duosion has no way to hit them unless it is running the suboptimal Signal Beam. Skuntank and Liepard get special mentions, as both are capable of trapping Duosion with Pursuit and shutting it down with Taunt and Encore, respectively. Malamar is able to use Duosion as setup fodder and threatens to remove its item with Knock Off. However, non-Swords Dance Life Orb Shiftry can lose due to Acid Armor letting Duosion take repeated hits, causing Shiftry to slowly be worn down by Life Orb recoil.

Taunt: Taunt from the likes of Skuntank, Mismagius, and Steelix can stop Duosion from setting up and restoring lost HP with Recover. However, Mismagius should be wary, as an unboosted Psyshock deals a significant amount of damage, making it a less reliable check than the other two.

Eviolite Removal: Duosion relies on its Eviolite in order to take hits from Pokemon it could not face otherwise and use them as setup bait. Knock Off from the likes of Shiftry, Malamar, Liepard, and even less common users such as Mega Audino and Clefairy works well in crippling Duosion. Trick from the likes of Rotom, Mesprit, and Jynx is even more effective, as Duosion cannot stand being locked into a move by Choice items.

Ghost-types: Ghost-types such as Rotom, Mismagius, and Haunter all threaten Duosion with their respective STAB moves, while Duosion needs a significant amount of boosts to take their hits. The first two are particularly annoying because Duosion takes a hefty amount of damage from Hex if it has been inflicted with status. However, none of these Pokemon are safe switch-ins because Psyshock, especially when boosted by Calm Mind, hits them incredibly hard, if not taking them down outright.

Quagsire: Due to Unaware, Quagsire ignores any stat boosts Duosion has attained and takes little from Psyshock. Quagsire can use Curse to set up on Duosion and eventually take it down, though without Curse, Quagsire is at risk of being PP stalled.

Offensive Pressure: Keeping Duosion from setting up too many boosts by bringing in Pokemon that can deal significant damage against an unboosted Duosion such as Tauros, Kangaskhan, Archeops, and Choice Band Scyther is also a decent approach at stopping it from sweeping, though in the long run Duosion can outlast all of these Pokemon if it manages to set up against a Pokemon that cannot do much in return.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Defense by 2.
 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
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
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
Accuracy
100%
PP
15
For 5 turns, the foe(s) is prevented from healing.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
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
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
100%
PP
15
Random damage equal to 0.5x-1.5x user's level.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
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
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
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
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% paralysis chance)
 
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
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
Loading...