PSYCHIC FANGS OKIDOGI
https://pokepast.es/0746bad08501e012
The main guy, and as the title implies, he has psychic fangs.
Why run psychic fangs?
Simple, a LOT of people tend to fall back on fat poisons like
and
to handle the standard knock off dogi. So why not draw those in and take them out? Having psychic fangs on dogi means that it no longer needs fsight support from slowking, allowing slowking to drop fsight for twave to better support a late game dogi clean. Not to mention the fact that a team with all its poisons knocked out is easy pickings for meow. The tera type is pretty customizable to how you like it, i personally prefer dragon in order to preserve the grass resist while getting a water resist for the rain mu should things get dicey, but water and electric are both probably fine options, as water preserves the fairy neutrality in case you wanted to beat down tera poison
and electric gives you a flying resist for
. Psychic fangs also gives you an edge in the mirror and improves the mu against
.Overall its a fun mixup on the standard dogi moveset and ive seen it used to success, so i tried it out myself.
Some calcs
+1 32+ Atk Okidogi Psychic Fangs vs. 252 HP / 252+ Def Weezing-Galar: 164-194 (49.1 - 58%) -- 97.7% chance to 2HKO
32+ Atk Okidogi Psychic Fangs vs. 248 HP / 8 Def Clodsire: 256-302 (55.2 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
32+ Atk Okidogi Psychic Fangs vs. 252 HP / 208+ Def Amoonguss: 162-192 (37.5 - 44.4%) -- guaranteed 3HKO (2hko easily achievable with hazards up)
+1 32+ Atk Okidogi Psychic Fangs vs. 116 HP / 0 Def Iron Hands: 240-284 (50.2 - 59.4%) -- 79.3% chance to 2HKO after Leftovers recovery
Good ol AV torn, same old same old. provides utility by just existing. not sure what else to say about torn, he just does everything.
Air balloon treads provides additional security against a potential unaware
while also being nice for
. Provides rocks and spin, knock could be ice spinner if you really wanted but ive been having more success with knock overall so i left it with it.
As stated earlier this is the usual slowking but with twave over fsight as the support from fsight isnt really too needed. this allows slowking to slow down various things that outspeed dogi like
and
and prepare it for the late game clean. Other than that its just the same stuff as usual, chilly to pivot and clear any potential rain, recovery, and broken scald.
Fast as hell and provides spikes to the team to speed down the wearing down of fatter mons. Appreciates dogi's removal of poisons while facilitating okidogi's ability to do so with spikes and makes up for dogi's inability to knock poisons by doing it itself, also pivots around to rack up hazard damage and all that.
Good priority to pick off fast sweepers and a good alternative endgame plan in case you need to use dogi a lot early game. Can pivot around and knock boots off of annoying checks like
and
, which also makes dogi's life easier. CC is a potential option over knock if you
really want to, but personally i find knock to be more consistently useful.