Pizzarcato

Arcato's BaM 3 Moveset Submission

Jul 15th, 2025
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  1. ----- VIABLE MOVES ------ (sorted into very usable and niche)
  2. Body Press
  3. Knock Off
  4. Spikes
  5. Toxic
  6. Moonlight
  7. Toxic Spikes
  8. Curse
  9. Circle Throw
  10. Refresh
  11. Seismic Toss
  12. Counter
  13. Foul Play
  14. Super Fang
  15. Haze
  16.  
  17. Magnet Rise
  18. Infestation
  19. Magic Coat
  20. Torment
  21. Encore
  22. Spiky Shield
  23.  
  24. ----- INFO DUMP -----
  25. Before the full moveset list, I figured I'd explain myself here.
  26.  
  27. Total Moves: 87
  28.  
  29. Justification:
  30. I crafted this moveset to prioritize certain playstyles and avoid others. For a start, I wanted this mon to have a phasing move (Circle Throw), hazards (Spikes and Toxic Spikes), instant recovery (Moonlight), status (Toxic), and generally non-invasive disruption (Counter, Foul Play, Haze, and Super Fang). I avoided giving this pivoting, more hazards, and crucially hazard removal. The meta already has good removal in Defog Pestri and Rapid Spin Furumo, not to mention the presence of Magic Bounce on Incandele.
  31.  
  32. To explain a few of my more niche picks, I wanted this mon to have some more unorthodox defensive tools that could see niche use alongside more standard options. Refresh, Super Fang, Spiky Shield, Infestation, Magic Coat, Torment, Magnet Rise...these are all interesting options that I felt that this design gave us the freedom to include. Refresh and Magnet Rise stand out to me as ways to get around this mon's weaknesses - Refresh for its status vulnerability, and Magnet Rise to increase the amount of interactivity the player has with the type choosing mechanic.
  33.  
  34. "Shell Memory":
  35. When designing this moveset, I decided I wanted this Pokemon to know at least one move of every type, and for those moves (when possible) to feel like they're enabled by this thing's weird shell paint. A full list is at the bottom, but I'll include a few explanations here. For Haze, I felt like it would be an interesting move for a utility wall, and I could very easily see an ice-painted shell emitting a sort of hazy mist. Magnet Rise was me thinking that, when it painted its shell with electric-type paint, it became electrically charged and as such could use magnetism to levitate. Magic Coat could use hypnotic psychic-type patterns to repel status moves, grass-type paint could turn into thorns for Spiky Shield, Toxic Spikes could be done using the poison-type shell to infect the normal spikes...etc. The final two I want to touch on are SHELL TRAP and METRONOME. For Shell Trap, it feels like this could easily do such a thing with a fire-type shell pattern, and I thought that this was a perfect opportunity to include a signature move that's completely justified by the design. For Metronome, this is a great way to strength the multi-type theme, with nothing technically being off-limits in terms of what it can do with its paint. Maybe when it waggles its finger, its hands are coated in paint that corresponds with the type of move Metronome pulls? I don't know, it just felt fitting.
  36.  
  37. ----- LEVEL-UP MOVES -----
  38. 1 - Pound
  39. 1 - Thief
  40. 1 - Tail Whip
  41. 4 - Mach Punch
  42. 9 - Embargo
  43. 13 - Protect
  44. 18 - Taunt
  45. 22 - Double Kick
  46. 27 - Knock Off
  47. 31 - Switcheroo
  48. 36 - Tail Slap
  49. 40 - Jump Kick
  50. 45 - Iron Defense
  51. 49 - Foul Play
  52. 53 - Superpower
  53. 59 - Shell Trap
  54.  
  55. ----- TM/HM/TR MOVES -----
  56. Body Press
  57. Spikes
  58. Toxic
  59. Substitute
  60. Rest
  61. Sleep Talk
  62. Hidden Power
  63. Return
  64. Frustration
  65. Facade
  66. Endure
  67. Encore
  68. Take Down
  69. Fake Tears
  70. Mud-Slap
  71. Poison Tail
  72. Low Kick
  73. Pounce
  74. Snarl
  75. Low Kick
  76. Fling
  77. Dig
  78. Bullet Seed
  79. Brick Break
  80. Shadow Claw
  81. Body Slam
  82. Fire Punch
  83. Thunder Punch
  84. Ice Punch
  85. Seed Bomb
  86. Drain Punch
  87. Poison Jab
  88. Stomping Tantrum
  89. Dark Pulse
  90. Gunk Shot
  91. Hyper Voice
  92. Play Rough
  93. Helping Hand
  94. Baton Pass
  95. Reversal
  96. Focus Blast
  97. Close Combat
  98. Smack Down
  99. Super Fang
  100. Focus Punch
  101. Lash Out
  102. Endeavor
  103. Coaching
  104. Throat Chop
  105. Upper Hand
  106.  
  107. ----- EGG MOVES -----
  108. Circle Throw
  109. Torment
  110. Snatch
  111. Refresh
  112. Seismic Toss
  113. Counter
  114.  
  115. ----- SHELL MEMORY MOVES -----
  116. Haze
  117. Aqua Tail
  118. Spiky Shield
  119. Magnet Rise
  120. Bounce
  121. Sand Tomb
  122. Infestation
  123. Curse
  124. Dragon Tail
  125. Iron Tail
  126. Rollout
  127. Magic Coat
  128. Moonlight
  129. Metronome
  130. Toxic Spikes
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