Togepi is only available as a gift Pokémon, received from Elm's aide in Violet City as an Egg. The hatched Togepi will always have the Egg move Extrasensory.
Shiny Stones may be obtained: from Bird Keeper Josh, on Route 14, by getting his PokéGear number and receiving a call on Tuesday nights; at the Pokéathlon Dome for 2,500P (after the National Dex) every day except Tuesdays and Fridays; at the Bug Catching contest (after the National Dex) by winning the first prize.
When it comes to considering which Pokémon got an actual upgrade from the older games, Togetic is one of the first to raise a hand. Previously completely barren in movepool, this Pokémon is now all sorts of useful, and capable of making a difference starting right after hatching, with the amazing move Extrasensory. Being a friendship-based evolution, Togepi can be evolved into Togetic at the player's leisure; it will generally evolve somewhere in the vicinities of Goldenrod naturally, in the neighbourhood of the early 20s, but with some walking around the evolution can be anticipated as much as before Bugsy's gym. Its base stats make it an incredibly powerful Pokémon in the early game, and a fairly useful one even after that; while Togetic does lose some steam towards the late game in Johto, the availability of the Shiny Stone makes it all better right after the League, when it transforms again into the battle machine it was back when it first evolved. With an amazing special movepool, an even more amazing support movepool, as well as the stats to back up both a fully offensive and a mixed-defensive set, Togekiss is nothing like the weakling that Gotye used to know - and if given the opportunity, it will prove itself surprisingly valuable.
Proton (Slowpoke Well): Use Extrasensory, then profit. Be wary of confusion from Zubat's Supersonic, if it hits, or possible annoying accuracy reductions from Koffing's SmokeScreen, as well as its Poison Gas. Out-of-battle poisoning does not kill anymore, but a mix of confusion and poison damage might.
Gym #2 - Bugsy (Azalea Town, Bug-type): Togepi has no business here, outside of defeating the two cocoons. If it can evolve, however, it will be much more useful: Togetic can actually take up to four non-critical U-turns or Quick Attacks from Scyther, despite Technician; of course, Focus Energy is an issue, which is why Togetic will need Yawn and Sweet Kiss to avoid heal-stalling with Super Potions. If there is a Pokémon on the team that can inflict paralysis, use it before Togetic and the match will be set: with confusion and the high flinch rate on Togetic's side (especially in the event of Serene Grace), Scyther will be a joke. The cocoons? They are already dead.
Rival (Azalea Town): Both Gastly and Zubat are nuked by Extrasensory no matter which form Togepi/Togetic is in, though naturally Togetic has it easier, as it suffers much less from Zubat's Bite and its flinching chance. Togepi is, however, incapable of standing up against the starter. Togetic, on the other hand, can defeat any of the rival's starters easily, though only if not (or no longer) under the effects of Gastly's Curse. It is also wise to switch out, and potentially switch back in later, in the event that Togetic has been confused by Zubat's Supersonic.
Gym #3 - Whitney (Goldenrod City, Normal-type): Unless Clefairy pulls Selfdestruct or Explosion with Metronome, Togetic will eventually win against it; even moves such as Blizzard or Thunder are 2-3HKOs, thanks to Togetic's great special bulk. Miltank, however, is another story, with Rollout being a creeping danger for basically anything that does not resist it, and even more so for Togetic that is weak to it. Again, Togetic will need to paralyse Miltank first, then confuse-flinch it; if Togetic can do that, it is set, and victory should be easy. If going with this strategy, consider that Miltank has a Lum Berry attached, therefore the first attempt at inflicting status of any kind to it will fail. Defeating it without paralysis is still possible, but more difficult: Togetic needs to put Miltank to sleep by alternating Yawn and Protect, and blocking Rollout stacks with Protect as well, all in the while renewing Sweet Kiss confusion and damaging with Extrasensory. Only one such moveset can make Togetic get the best of Miltank, and it should mind its health at all times: Stomp is a 3-4HKO, and can cause flinching. Heal Togetic as needed; since most of them are male, they will also be subject to Miltank's Attract.
Rival (Burned Tower): Extrasensory does a smooth job against Gastly and Zubat, while Magnemite requires Flamethrower or Fire Blast. Flamethrower is the preferred option, as it removes the necessity for Togetic to take super effective STAB ThunderShock, which is more damaging than expected for an unevolved Pokémon, as well as the fastidious Thunder Wave; still, Magnemite can 3-4HKO at best, so there is nothing Togetic should fear. Bayleef and Quilava are fairly easy, especially Bayleef with the newly acquired Fire coverage, but Croconaw has Ice Fang: avoid it.
Gym #4 - Morty (Ecruteak City, Ghost-type): Spam Extrasensory and switch out of Curse whenever possible. That is all the recipe for victory Togetic will ever need here, except the due healing items for security purposes: both Gastly and the level 23 Haunter have the Mean Look and Curse trapping combo, which will chip away Togetic's health very fast if it cannot get rid of the ghosts quickly. While Gastly is easily OHKOed by Extrasensory, neither of the two Haunter will be; still, with Extrasensory being a certain 2HKO, they will not have time to pull off their combos. Awakenings are advised against the level 21 Haunter, which has Hypnosis and Dream Eater, as well as Nightmare. Gengar is paradoxically less threatening, as it lacks trapping combinations of moves and it does have Hypnosis, but without Dream Eater. Its Sucker Punch can only 5HKO Togetic as well, which it will never manage to do, as Togetic's smartest possible leading move is Yawn; after Gengar is under its effects, or after it is asleep, the Extrasensory spam can resume. Overall, an annoying fight, but not a hard one.
Eusine (Cianwood City): Togetic may out-stall Drowzee, but needs to heal promptly from Hypnosis-induced sleep in order to avoid getting hit by Dream Eater. While Dream Eater is not dangerous in and of itself, it will help Drowzee regain health, needlessly lengthening the fight. Extrasensory will take care of Haunter in two hits. Togetic should never come close to Electrode, however, which sports Thunder.
Gym #5 - Chuck (Cianwood City, Fighting-type): Fighting Chuck with Togetic may seem tempting thanks to its Psychic coverage, but the idea is actually not good at all. Both Primeape and Poliwrath outspeed Togetic, for starters; Primeape has Vital Spirit, and cannot be put to sleep with Yawn. Its Rock Slide is a possible 2HKO against Togetic, whose Extrasensory is also a 2HKO, but the matchup will be in Primeape's favour due to Speed alone; in addition, Rock Slide has a relatively high chance of making Togetic flinch, rendering it powerless. Both Primeape and Poliwrath also have Double Team and Hypnosis respectively, which they can use to force healing or switching and exploit that turn to throw a Focus Punch, which will kill Togetic from full health with a critical hit. Inconveniently, Extrasensory can at best 3HKO Poliwrath unless Togetic is somehow holding the Choice Specs, and this prevents it from shielding itself from Hypnosis with Chesto or Lum Berries. Overall, there are far too many ways in which this fight could go wrong if Togetic participates, so it should not enter the battlefield at all.
Gym #6 - Jasmine (Olivine City, Steel-type): Togetic can easily OHKO both of the Magnemite with Flamethrower, though their critical Thunderbolt can OHKO Togetic back; fight them only if certain to outspeed - which should not be an issue, unless Togetic's nature is detrimental to Speed and/or it is underlevelled. Hustle specimens may want to avoid this gamble, as a miss could cost them their own life. Steelix is 2HKOed by Flamethrower, but can 2HKO back with Iron Tail, once again meaning that a critical hit will end Togetic. Consider carefully whether to take this risk or not.
Petrel (Team Rocket HQ): Zubat and Koffing can be easily beaten with Extrasensory, though Koffing needs to be outsped, as it will likely explode otherwise. Depending on Togetic's level, this might also not be a problem, as a Togetic that is in the mid-30s will likely not die even to a critical Selfdestruct. As for Raticate, it has Hyper Fang and Sucker Punch, which might hurt a wounded Togetic; a healthy one, however, will have no trouble defeating it.
Ariana (Team Rocket HQ, tag battle with Lance): Togetic can easily 2HKO Arbok and Gloom with Extrasensory, then 2HKO Drowzee with Flamethrower and finally take out Grimer with ease. However, Murkrow is fairly powerful and fast, and it has Pursuit. Rather than switching out against Murkrow, it is better for Togetic to be healed if needed, which will usually not be the case; if Togetic stays in, Murkrow's strongest move is Wing Attack, which is a mere 4-5HKO. Togetic's Flamethrower, instead, easily 2HKOs it.
Gym #7 - Pryce (Mahogany Town, Ice-type): While everything does have Ice STAB, Togetic is somewhat workable in this matchup. Seel's Icy Wind is not that strong, scoring a 5HKO at best, and Togetic can get the best of it by putting it to sleep with Yawn and then wearing it down with Extrasensory. Trouble starts brewing at Dewgong, instead, which can 3HKO with Aurora Beam and withstand several hits from Togetic. Yawn will once again work, but Togetic will need to be healed multiple times to hold out in this matchup. Piloswine must be excluded: both Blizzard and Ice Fang damage Togetic heavily, reaching OHKO threshold if they score a critical hit; Togetic can neither outspeed nor OHKO, so it should be leaving Pryce's ace to a teammate.
Petrel (Goldenrod Radio Tower): Extrasensory away for all five Koffing, as they are slower than Togetic and get OHKOed easily, but Weezing must not even be approached. Weezing has Explosion, and there is no way Togetic can take a hit from that move, critical or not. While the Choice Specs will introduce an OHKO chance with Extrasensory against Weezing, only a Togetic with high Special Attack and a significant level advantage will be able to secure the OHKO and preserve its own life.
Rival (Goldenrod Underground): Golbat and Haunter are easy as ever with Extrasensory, though their high Speed and Confuse Ray are likely to make Togetic's job harder. Magnemite is OHKOed easily with Flamethrower. Sneasel can at best 3-4HKO with Faint Attack, which is even stronger than Icy Wind, but Flamethrower is a clean 2HKO against it, so it will never get to mean trouble to Togetic in the first place. As for the starter, usual rules: avoid Feraligatr due to Ice coverage, feel free to take on Quilava or Meganium.
Proton (Goldenrod Radio Tower): More Extrasensory spam. Weezing is safe to fight too, as it does not have Selfdestruct or Explosion; its best move is Sludge, which Togetic should be able to tank without a problem. Since Togetic only needs Extrasensory in this matchup, holding the Choice Specs will give it an advantage, allowing it to defeat its enemies faster.
Ariana (Goldenrod Radio Tower): Extrasensory 2HKOs Arbok, and Flamethrower 2HKOs Vileplume and Murkrow. None of them can deal significant damage to Togetic, except Murkrow with Pursuit, but only if Togetic is switched out; if needed, heal it instead.
Archer (Goldenrod Radio Tower): Koffing can be offed with Extrasensory, and knows no explosive moves, which means Togetic will not be in trouble. In order to win the matchup against Houndour and Houndoom, however, Togetic will need to know AncientPower, which 2HKOs Houndour and 2-3HKOs Houndoom. It should be noted that, as Houndoom's Crunch outdamages AncientPower, Togetic can only win by getting the AncientPower boosts at least once; otherwise, it can only weaken Houndoom and/or will need to heal or switch after two hits.
Gym #8 - Clair (Blackthorn City, Dragon-type): Gyarados is surprisingly not so threatening, having a fully special set apart from Bite; it can be stalled with the usual Yawn, though healing will be needed to overcome Dragon Rage damage, as Togetic has low HP. Both of the Dragonair are doable with the same, usual strategy as well; Togetic needs patience to defeat them, however, as it can at best hope for a 4HKO. Serene Grace specimens may profit of the low damage output to use AncientPower, particularly against Gyarados, hoping that at least one of the PP will lead to the stat boosts. Kingdra is another story: although its regular hits are all 3HKOs against Togetic, a critical anything from it can one-shot from full health with its Sniper ability, and SmokeScreen can only make it worse; use a more suitable Pokémon to fight it, or at best, keep Togetic in the first turn to use Yawn and then switch out to the teammate that can handle it the best possible way.
Kimono Girls (Ecruteak Dance Theater): Togetic is bound to trouble here. While it is very good against Umbreon, thanks to Yawn and the immunity to Shadow Ball, it will struggle to deal damage to Espeon and take its Psychic hits; same for Flareon, whose Fire Blast has about the same damage output as Espeon's Psychic, except with a notable chance of burning: while the 2HKO is unlikely, two hits and a burn will do Togetic in. Both Jolteon and Vaporeon can destroy Togetic with Thunderbolt and Aurora Beam respectively, laughing at Togetic's attempts of dealing damage in the process. Overall, it is better to lead with a more suitable Pokémon.
Ho-Oh (Bell Tower, HeartGold only): No. AncientPower deals laughable damage to Ho-Oh, due to its sky high Special Defense, and Ho-Oh's Sacred Fire is an OHKO whether with a critical hit or Sunny Day support. Togetic cannot hope to win against it whatsoever.
Lugia (Whirl Islands, SoulSilver only): Togetic's special bulk is greater than Lugia's Special Attack, which is excellent; on the other hand, its moves deal little to no damage to it. Aeroblast is a 3HKO, and Togetic can at best cut Lugia's HP down to half after using up all its AncientPowers, assuming it knows the move. On the upside, Extrasensory - Lugia's next most powerful move - is only a 3-4HKO, thus Lugia will not be very dangerous after finishing up its Aeroblast PP. Togetic can win against it by keeping it asleep for as many turns as possible with Yawn, but should be kept healed throughout, cautiously rather than not; a surprise critical hit may mean the end for Togetic.
Rival (Victory Road): The lead Sneasel still has no physical Ice coverage, so it will be easily 2HKOed by either AncientPower or Flamethrower; Golbat and Haunter are more of the usual: the 2HKO is possible with Extrasensory, but they can also annoy Togetic with Confuse Ray, so bring healing items just in case they are needed. Kadabra's Psybeam can be a 4HKO at best, and Togetic's Flamethrower achieves a 2-3HKO; however, if Kadabra uses Disable, Togetic's next strongest move will need to be used, which may or may not compensate for the momentary lack of Flamethrower. Magneton has Spark, but can be OHKOed or 2HKOed by Flamethrower, and a healthy Togetic can tank up to two Sparks if need be. Do not fight Feraligatr for the usual reasons; the other two starters are okay, but Typhlosion needs to be put to sleep before starting the damage fest, as Lava Plume and AncientPower are both 3HKOs and Togetic will not get the upper hand unless it gains some turns of wiggle room to heal and deal damage.
Elite Four Will (Indigo Plateau, Psychic-type): All of Will's Pokémon can at best 3HKO Togetic, but all of them except Slowbro are very likely to outspeed it. Togetic's usefulness in this fight depends on how many sleep turns it manages with Yawn, and whether or not it has Shadow Ball. With Shadow Ball, Will's Pokémon can all be 2HKOed; the only exception is Slowbro, in the event that it uses Amnesia: it will require several more turns, depending on the flow of the battle from there on out. Either way, Togetic should by no means use AncientPower against the first Xatu, as it can steal the move with Me First.
Elite Four Koga (Indigo Plateau, Poison-type): Extrasensory works for Ariados, Venomoth and Crobat, achieving a 2HKO in all three cases, though in the latter case Double Team shenanigans may annoy Togetic; Hustle specimens will feel the annoyance even more, with their already imperfect accuracy. Put Crobat to sleep as soon as possible to prevent it from going full +6 evasion, and/or bring X Accuracy to stay on the safe side, as Magical Leaf will basically not hurt it at all, assuming Togetic even has that move. Forretress must be attempted solely by Serene Grace specimens with Flamethrower, as a miss induced by Fire Blast and/or Hustle will be the end of Togetic if Forretress uses Explosion. Avoiding Muk is preferable, as it has a slim chance of 2HKOing (thus OHKOing with a critical hit) with Gunk Shot; Togetic only manages to 3HKO it, which will put it in danger if it attempts to fight it.
Elite Four Bruno (Indigo Plateau, Fighting-type): Despite the type effectiveness, this fight essentially sucks for Togetic, because it cannot hit as hard as it would like to. Hitmontop and Hitmonlee can be 2HKOed easily with Extrasensory, and Togetic can take even a critical Hi Jump Kick from the latter if its health is full; Hitmonchan also gets 2HKOed and can only 3HKO even with ThunderPunch and Ice Punch, though obviously, a Togetic that has already fought Hitmonlee and taken damage from it will not be able to finish the fight against Hitmonchan too, and vice versa. Surprisingly, Togetic can also fight Onix, if it has Grass coverage; in absence of Grass coverage, Extrasensory can 2HKO, but Onix's Rock Slide is a 3HKO that comes close to a 2HKO and either critical hits or flinches will likely ruin Togetic's parade. Machamp is too strong for Togetic and can survive up to two hits; avoid it.
Elite Four Karen (Indigo Plateau, Dark-type): Not a lot for Togetic to do here, besides patiently playing the stall game with Umbreon until it goes down and putting its likely Fire coverage to a good use against Vileplume. If not wounded, Togetic can also take on Murkrow, but needs to be wary of Sucker Punch below a third of its health; healing timely will fix this issue. While Gengar's Focus Blast only 3HKOs and Togetic can 2HKO with Extrasensory, doing so is not advised, as Gengar's Destiny Bond can sneak on anything slower than it and take it down; if Gengar is paralysed, it will be much easier for Togetic to defeat it without risking its life. Never have Togetic fight Houndoom: its attacks do not do enough damage to it, and its Nasty Plot will endanger the whole team if Togetic allows it to set up.
Champion Lance (Indigo Plateau, Flying-type): A Gyarados with Ice Fang, a Dragonite with Thunder and one with Blizzard, an Aerodactyl with Rock Slide... all of them are far too dangerous for a Togetic to take on. Charizard is doable since it is specially-oriented, and AncientPower support is still needed for it, while the last and theoretically least threatening Dragonite actually has the all-wrecking Outrage and should be avoided at all costs, as Togetic has no hope whatsoever of winning.
From this point onwards, you can fight the gyms in any order, though you will need to retrieve the Machine Parts from the Cerulean City gym before you have access to the earlier portion of Kanto. Feel free to anticipate or postpone any battles as needed.
Gym #9 - Brock (Pewter City, Rock-type): Togekiss can OHKO everything on Brock's team if supported by Choice Specs and Aura Sphere. It will also outspeed, though it faces a speed tie against Kabutops, which can kill it with a critical Rock Slide. Before facing Kabutops, make sure Togekiss' Speed is 115 or higher, as it will guarantee that Togekiss will move first.
Rival (Mt. Moon, optional): He has a Gengar and an Alakazam now, but the rest of the matchups are unchanged, and Togekiss is actually capable of defeating any Pokémon the rival may have now that it has evolved. Magneton is nuked by Choice Specs-boosted Aura Sphere, and can be taken on without the Choice Specs if Togekiss is healthy and can thus take a Discharge; Feraligatr has Ice Fang, but it can only 3HKO Togekiss which is now faster, and Grass Knot will 2HKO it. Everything else is anywhere from easy to doable: Sneasel cannot do much of anything against Aura Sphere, Gengar and Alakazam get wrecked by Shadow Ball (OHKO with Choice Specs but not without), and everything else on the rival's team eventually falls to Air Slash.
Gym #10 - Misty (Cerulean City, Water-type): Golduck can be 2HKOed with Air Slash, or OHKOed with the Choice Specs; Quagsire is OHKOed by Grass Knot regardless of Togekiss' item, though it can also be 2-3HKOed by Air Slash in absence of that move, as its Water Pulse barely tickles Togekiss. Surprisingly, Togekiss has a good matchup against Lapras as well, as it can outspeed and 2HKO with Grass Knot for certain, whereas Lapras' Ice Beam has a chance, but not a certainty, to 2HKO Togekiss. Without Grass Knot, however, Togekiss' damage output will be too low to stand up to STAB Ice Beam. Similarly, Starmie can 3HKO but also outspeeds, so Togekiss needs either Grass Knot or Shadow Ball (which have the same base damage) to win against it. Thunder Wave and Air Slash flinches are a possible alternative, but due to the damage output of Misty's last two Pokémon, the strategy can quickly become dangerous to use.
Gym #11 - Lt. Surge (Vermilion City, Electric-type): Despite the typing of this gym, the most powerful Electric move Togekiss will see here is Shock Wave, which Togekiss can take two or more of depending on who uses it. Aura Sphere is Togekiss' best available option, as Air Slash is resisted and many of Lt. Surge's Pokémon have Double Team. Magneton is 2HKOed by Aura Sphere, or OHKOed if Togekiss is holding the Choice Specs; this item permits a 2HKO (which would otherwise be a 3HKO) against Raichu and Electabuzz as well. Both of them can only 2HKO with Shock Wave, and Magneton is unlikely to ever hit Togekiss, due to its lower Speed. Electrode can only score a 4HKO with Shock Wave, though one of them has Selfdestruct which, with a critical hit, can kill Togekiss from full health. Taking on Electrode is not advised unless Togekiss already knows which one can explode and which one cannot; the explosive one has Screech and Charge Beam, whereas the other has Shock Wave and Light Screen. In order to get past them, Togekiss can also opt for Thunder Wave - if it knows the move - and hope that the paralysis works out.
Gym #12 - Erika (Celadon City, Grass-type): Give Togekiss the Choice Specs, and with Air Slash, it will OHKO everything. The fact that Jumpluff outspeeds it is not even remotely an issue, given how weak its moves are.
Gym #13 - Janine (Fuchsia City, Poison-type): With the Choice Specs, Togekiss is certain to OHKO both of the Ariados and Venomoth with Air Slash. Crobat has the annoying Confuse Ray and can Screech Togekiss as well, but its Wing Attack only becomes a problem if Togekiss' Defense hits rock bottom; Air Slash 2HKOs with the Choice Specs, as well. Weezing, however, can potentially kill Togekiss (depending on level and damage variation) with Explosion, so it should be faced only by a Togekiss with Psychic, as Air Slash is not a certain OHKO even with the Choice Specs and it also has a chance of missing, which is even higher for Hustle specimens.
Gym #14 - Sabrina (Saffron City, Psychic-type): Espeon may be really tough to fight, as it can set up Calm Mind and is essentially unstoppable after two. If Togekiss attempt to inflict a status condition upon it, be ready to heal the very next turn, due to its Synchronize; Thunder Wave and Air Slash spam are essentially the best thing Togekiss can do, short of Shadow Ball, and a Hustle Togekiss will find itself even more at odds with Espeon, due to its likely misses. Mr. Mime is less problematic, scoring only a 3-4HKO against Togekiss with Psychic; it can be stalled with Air Slash, though its Light Screen will make Togekiss' job harder, and it will also take less damage from Shadow Ball than Air Slash due to Filter. Lastly, Alakazam can be cleanly OHKOed by Choice Specs-boosted Shadow Ball, or 2HKOed with Air Slash; its Psychic is only a 3HKO, so Togekiss carrying Shadow Ball can win against it even without the Choice Specs attached.
Gym #15 - Blaine (Seafoam Islands, Fire-type): Either Water Pulse or Aura Sphere for Magcargo, then either the usual stall tactics for Magmar or a Choice Specs 2HKO with Air Slash. Beware of its ThunderPunch; it is not too powerful, scoring a mere 3HKO at best, but it is still a force to be reckoned with and the possibility of inducing paralysis is no fun. Rapidash has Flare Blitz and better Speed than Togekiss, so it should be avoided if one of Blaine's Pokémon has previously set up Sunny Day, which makes the matchup unwinnable; Togekiss is 2-3HKOed by the move, depending on its stats and damage variation, but can at best 2HKO with Air Slash if holding the Choice Specs. Thunder Wave is an option, but it does not remove the risk of critical hits happening.
Gym #16 - Blue (Viridian City): Exeggutor is easily one-shot by Air Slash, though a Togekiss with lower-than-average Special Attack might have a small chance to not OHKO. Rhydon is only accessible with Grass Knot or Water Pulse, or Aura Sphere if supported by the Choice Specs. Gyarados is difficult in general unless Togekiss knows Shock Wave, though the Choice Specs allow a Grass Knot 2HKO; Togekiss will, however, likely need to take an Ice Fang after its Dragon Dance, and a critical hit at +1 Attack may result in Togekiss' death. Similar issues with Machamp: Air Slash OHKOs with the Choice Specs but not without, and its Stone Edge kills Togekiss with a critical hit. Arcanine's Flare Blitz oscillates between 2HKO and 3HKO; Togekiss 2HKOs only with the Choice Specs attached, once again, but may need to sit out the battle anyway if its Defense is not adequate to take two Flare Blitz, as Arcanine will also outspeed. Pidgeot is not scary, no matter which move Togekiss chooses to use.
Rival (Indigo Plateau, optional): Essentially the same matchup as Mt. Moon, as the only real change in his team is the now-Crobat. Togekiss has more than enough bulk for every opponent, with the right moves and Choice Specs support to make the fight easier. Air Slash and Aura Sphere are a must, the latter due to Magneton's presence; Grass Knot greatly facilitates the matchup against Feraligatr, and Shadow Ball permits Togekiss to have the upper hand against Gengar and Alakazam.
Red (Mt. Silver): Pikachu's Volt Tackle OHKOs Togekiss and Pikachu is also faster, so it should not lead the team. The fact half of Red's team has Blizzard is of no help either; thankfully, one way or the other, Togekiss can respond to Red's Pokémon and their hits. Lapras is slower and can be 2HKOed by Grass Knot, since its Blizzard only 2HKOs, but the matchup is unwinnable without that move and a critical Blizzard will still off Togekiss. Same against Blastoise, except Blastoise's Blizzard and Togekiss' Grass Knot are both 3HKOs instead of 2HKOs. Snorlax also kills with a critical Giga Impact, though Togekiss can attempt to either stall it out with Thunder Wave and Air Slash flinches or shoot for the 2HKO if supported by Choice Specs and Aura Sphere. Venusaur falls to Air Slash, either one or two depending on whether Togekiss holds the Choice Specs or not. Charizard outspeeds and may kill with a critical Blast Burn, though if it does not, Air Slash will 2HKO it, once again if the Choice Specs are being held. AncientPower will result in a clean OHKO, if Togekiss still knows the move.
Togepi's initial moveset normally consists of only Growl and Charm. However, the Togepi Egg received from Elm's aide will also carry one more Egg move: Extrasensory. This is easily Togepi's best move ever learned by level until Togekiss status, and with Serene Grace, it has an amazing 60% chance of causing flinching to any opponent it can outspeed. Togepi learns Metronome at level 6, which can be unexpectedly useful and fun, but it also carries the risk of copying one of the self-KOing moves that are very dreaded by nuzlockers. It then gets Sweet Kiss at level 10, which should replace Growl; Togepi can go to great lengths with paralysis support, and confusion only helps its role as an annoyer/tank. Following on with the support moves, Togepi and Togetic both get Yawn at 15, which is fantastic when paired with Protect from the Goldenrod Dept. Store, and very useful even without, both for fighting and for catching. Encore comes at level 19, but should be ignored. Follow Me, at level 24, should also be given up on. The next useful move comes at level 28, again for both Pokémon, and it is Wish: while not generally very useful for runs with unlimited healing, it is great for those with limited healing and/or Set mode players, especially when Togetic needs a safer switch-in to a teammate: Togetic can Wish upon the switch and hopefully make the incoming teammate's HP replenish. However, with Togetic's relatively low base HP, Wish will usually not work fantastically. AncientPower comes at 33, and is a fairly good move for coverage purposes, as well as having an actually decent chance of triggering its overpowered side effect if Togetic has Serene Grace. Everything else is not really worthy of attention or mention: Safeguard at 37 is outclassed by prevention and healing, Baton Pass at 42 has nothing much to offer with the Togepi line's lack of stat-boosting moves, and Double-Edge and Last Resort, at 46 and 51 respectively, work off the wrong offensive stat and would only serve any sort of purpose on a Hustle specimen.
The evolution into Togetic also opens up the possibility of learning Magical Leaf through the Move Reminder. If Togetic is meant to learn this move, it should do so before evolving into Togekiss, as Togekiss has no access to it. On the other hand, the evolution into Togekiss offers four whole new options, all available through the Move Reminder once again: Sky Attack, ExtremeSpeed, Aura Sphere and Air Slash. The first two are good for Hustle, and the last two are excellent for any specially oriented Togekiss, which is easily the vast majority of Togekiss, if not the entirety of them.
Togetic's TM movepool is really varied, and Togekiss' is even broader. As Togetic, it gets access to Flamethrower and Fire Blast as early as Goldenrod City, and at this point in the game, a Togetic with one such move is basically a war machine. After Morty, Togetic can learn Shadow Ball as well, another great move. Later during the game, there are options such as Water Pulse, which works very well against paralysed Pokémon; incidentally, Togetic can also learn Thunder Wave, which will work wonders with the aforementioned move: paralysis and confusion combined, and backed by Air Slash flinches, will make its opponents almost never hit at all. Dream Eater is actually also a valid option, as Togetic gets access to Yawn, though it will not always be reliable due to Togetic's slowness as it will not work on the wake-up turn. Psychic is a valid alternative to that, but once again, postgame-only. The last entry of the special roster is Grass Knot, also worth considering. For support sets, Togetic gets both Reflect and Light Screen, and is excellent at using them thanks to its very good defensive stats; with Light Screen up, nearly no special move whatsoever can scratch it. Togetic can also consider Roost over Wish for quicker recovery, though at the expense of not being able to pass on the HP healing to a teammate. Lastly, for any Togetic carrying Yawn and/or Wish, Protect is an obvious choice. Hustle sets will of course want Aerial Ace, and there are also other options such as Brick Break and Return, as well as the tutored move Zen Headbutt, but even a Hustle Togekiss will generally deal more damage with a special set rather than a physical one, and Aura Sphere is available too.
After the first League match, Battle Frontier tutors can also offer Togetic or Togekiss "proper" Flying STAB in the form of Air Cutter, though it is only worth considering if Togetic is not going to evolve further at any point in time, as Togetic has no other special Flying moves available and Togekiss' Air Slash completely outclasses it. Signal Beam also helps with coverage, and so does Ominous Wind, in the event that the Shadow Ball TM was already spent on another Pokémon.
Ground-types: Electric- and Rock-types are both answered by Ground-types very well. Since Ground-types are weak to Ice, though, and this would overlap with Togetic's or Togekiss' own Ice weakness, a dual Ground-type which is neutral to Ice moves is the best possible option; if this is not possible, then a standard Ground-type will do.
Steel-types: Togetic and Togekiss are well complemented by Steel-types, which offer further Rock coverage as well as good moves to hit Ice-type Pokémon. They are especially useful in tandem with Rock-type teammates, in order to cover all of Togetic's or Togekiss' weaknesses.
Fast hitters: Togekiss is fast enough to hit first when it matters, but Togetic is slow. Before the Kanto segment of the game, Togetic should be accompanied by a fast Pokémon at all times, in order to seize the first move in fights where it might matter. Once evolved, Togekiss no longer has this issue.
Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Togepi Line Ratings
What Nature do I want? Modest for Serene Grace, and probably Quiet or Brave for Hustle, though Serene Grace is best. This line is highly unlikely to ever need its Attack, thanks to a good special move being available literally from birth, and its special movepool is nothing short of great during the postgame, and good even during the game.
Which Ability do I want? Serene Grace, without a doubt. Some crazy sets are doable with Hustle as well, but with generally mediocre rendition. Serene Grace is amazing instead.
At what point in the game should I be evolved? Whenever needed, since both evolutions are controllable. Togepi should become a Togetic sometime before Morty at the latest, but can be evolved as early as before Bugsy if a counter for his team is needed. After the League match, Togetic can become a Togekiss right away, and definitely should do so, as the Eviolite is not an option in this game.
How good is the Togepi line in a Nuzlocke? It has its ups and downs, but mostly it is really good when it needs to be. Its best portions are the early-to-middle-game in Johto, with an exception for the late game due to being stuck as Togetic, where it is only just average; after the League, it becomes excellent again, more so than before, thanks to the second evolution. Overall, it is a line that is surprisingly unlikely to disappoint for most of the game.