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rhydonphilip

Movepool buffs and mechanic changes I did like to see

Jun 21st, 2021 (edited)
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  1. inDisclaimer; <this list as of Sc/Violet is outdated and needs to be remade on a new pastebin>
  2. Almost all of these ideas are from mine, and some credible others competitive view, in addition to clear design-to-movepool trends.
  3. Ex. Ursaring has always had Close Combat, by logic of a pokemon intended to mirror it, in Beartic, Beartic too should get Close Combat. For High Horsepower/Close Combat these moves follow only in design catagory, and others generally do too.
  4. If a move makes sense by design but isn't given out, ex Dragon Dance Garchomp, it is generally filtered out by rule of balancing prioritizing over the logic of consistency.
  5.  
  6. I only went over fully-evolved pokemon. Currently adding in all LC/NFE movepools too, but only if they have an evolution listed already.
  7.  
  8. Each pokemon is given a value based on their tiering by Smogon Singles or VGC doubles, seeing many moves are breeding exclusive I didn't use that logic to go over them for in-game(Nuzzlock, etc). OU, UUBL, top VGC usage = 10-9/10, UU/Doubles UU= 9-8/10, RU= 7-6/10, NU= 5-4/10, PU= 4-3/10, ZU= 2-1/10, real garbo= 0 . Because Singles has different viability to doubles, I will take liberty to take Doubles OU/DUU/DRU or VGC appearences like VGC16's Cherrim + Primal Groundon into consideration with seperate ratings but to save space I will cut out the detailing. Just ask me the trivia because I tend to remember trivial stuff like that.
  9. The value is marked in ( ) while the movepool/ability changes represent a buff given in value of + <amount>, the amount roughly equal to the tier increase it would represent to the amount that is at least quantifiable. I rarely have gotten tier predictions wrong, but I'm not a robot that can calculate any tiering outcome, so take the increase as a guidline, not a rule.
  10. Lastly the [] represent a list of buffs/nerfs found here: https://pastebin.com/3sQMNbGK and https://pastebin.com/zxrywbvm
  11.  
  12. Notation ruling;
  13. * in front of the move = moves taken from the pokemon Home TM/TR upgrade list, or Isle of Armor Tutors that consistently are given to all of that form ex. Dual Wingbeat to all with 2+ wings, Scorching Sands to all final stage Fire-types
  14. - in front of the move = moves that make sense from balancing and/or consistency but has no Datamine related confirmation. Hopes if you will. Radical Red had a fantastic rebalancing list discarding any pokemon movepool trends like Fishous Rend Seaking to make Seaking worth using In-game and competitive. But I tried to minimize giving out high end signatures(better than generic moves) for sake of making something bad into good, even if it is truely for the better if it did.
  15.  
  16. ------------------------------------------------------------------------------------------------------------------------------------
  17. Pokemon to be buffed by getting existing moves:
  18. -------------------------------------------------------------------------------------------------------------------------------------
  19. Butterfree (3) +0 [+2; 5]
  20. - Powder
  21.  
  22. Beedrill (0) +0.5, Mega-Beedril (8) +0.5 [+1.5 for typing; +2.5 coverage/ability buffs; 5] [+1.5; 9.5]
  23. - Lunge
  24. - Poison Tail
  25. - Skitter Smack
  26. * Dual Wingbeat
  27.  
  28. Pidgeot (0) +0.5, Mega-Pidgeot (7) +1 [-0.5; 0] [-1; 7]
  29. - Hyper Voice
  30. - Focus Blast
  31. - Peck
  32. - Sky Drop <removed from the game>
  33. * Dual Wingbeat, Endure
  34.  
  35. Pikachu (0.5) +1, This move might be banned by Evasion Clause though [+0.5; 2]
  36. - Zippy Zap (For losing Volt Tackle as a signature and Eeveelutions getting their signature, might as well give it Pikachu's OTHER signature to "compensate")(This move used to be 50 base power, always crit, +2 priority. According to gen8 datamine it now is 80 base power +2 priority, aka Electric Extreem Speed, but also raises evasion 1 stage)
  37.  
  38. Fearow (0) +0.5 [+2; 2.5]
  39. - Slash
  40. - Sky Drop <removed from the game>
  41. * Payday(RBY event of all things), Brave Bird, Endure, Baton Pass, Dual Wingbeat
  42. * Endure, Baton Pass; both for Spearow
  43.  
  44. Nidoking (8) +0.5 [+1; 9.5]
  45. - Gunk Shot
  46.  
  47. Nidoqueen (7) +0.5 [+1; 8.5]
  48. - Gunk Shot
  49. - Thunder Fang (breeding implied)
  50. - Ice Fang (breeding implied)
  51. - Fire Fang (breeding implied)
  52. (This will seem confusing, but, as it stands right only female Nido's gets Bite/Crunch/Poison Fang alongside BoltBeam + Flamethrower. This is inherently breeding pool related and King/Queen don't share the same breeding pool however besides that it shouldn't make a differenc which pool as members in either pool have acces to most of these.)
  53. (If I wanted this to be OU, I would give it back the gen 2 event move Moonlight, which makes sense, it evolves by Moon Stone and as of every gen we see GF add in more and more past gen event moves as difinitive additions to the mons movepool.)
  54.  
  55. Raticate (1) +1 [2]
  56. - Thunder Fang (breeding implied)
  57. - Ice Fang (breeding implied)
  58. - Jaw Lock
  59. * Psychic Fangs, Beat Up, Retaliate, Body Slam, Sludge Bomb, Endure, Close Combat
  60. * Beat Up, Sludge Bomb; both also for Ratata
  61.  
  62. Raticate-Alola (1) +1 [2]
  63. - Thunder Fang (breeding implied)
  64. - Ice Fang (breeding implied)
  65. - Jaw Lock
  66. - Recycle
  67. - Stuff Cheeks
  68. * Thunder Wave, Screech, Beat Up, Retaliate, Thunderbolt, Thunder, Endure, Close Combat, Psychic Fangs, Body Slam
  69. * Beat Up, Screech, Thunder Wave, Body Slam, Endure, Thunderbolt, Thunder; all also for Ratata-A
  70.  
  71. Arbok (1) +1.5 [+0.5; 3]
  72. - Dragon Dance (By premise of Dragon Egg group consistency)
  73. - Corrosive Gas
  74. - Scale Shot
  75. - Skitter Smack
  76. - Power Whip
  77. * Venom Drench
  78. * Body Slam, Endure; both also for Ekans
  79.  
  80. Wigglytuff (2) +3 [-1, 4]
  81. - Mystical Fire
  82. - Moonblast
  83. - Boomburst
  84. - Moonlight
  85. - Life Dew
  86.  
  87. Venomoth (7) [+1.5; 8.5]
  88. - Skitter Smack
  89. - Powder
  90. * Venom Drench, Dual Wingbeat
  91.  
  92. Golduck (1) +2 [-0.5; 2.5]
  93. - Gunk Shot
  94. - Nasty Plot
  95.  
  96. Bellsprout / Weepinbell / Victreebel (4) +1.5 [5.5]
  97. - Snap Trap
  98. - Gunk Shot
  99. - Acid Armor
  100. - Corrosive Gas
  101. - Jaw Lock
  102. * Solar Blade, Grassy Terrain, Grassy Glide
  103. * Solar Blade is only confirmed for Weepinbell, Bellsprout doesn't get anything new
  104.  
  105. Muk-Alola (8) +0.5 [+1; 9.5]
  106. - Toxic Spikes
  107. - Fire Fang (breeding implied for Grimer-Alola)
  108. - Thunder Fang (breeding implied for Grimer-Alola)
  109. - Skitter Smack
  110. - Corrosive Gas
  111. * Swift, Endure, Thunderbolt, Thunder, Mud Shot
  112. * Body Slam, Endure, Thunderbolt, Thunder, Mud Shot; all for Grimer (Alola)
  113.  
  114. Ponyta / Rapidash (2) +1.5 [3.5]
  115. - Close Combat
  116. - Mega Kick ("KICKS THAT SHATTER DIAMOND" If we are basing pokemon off of dex entries, you might as well be consistent)
  117. - Blaze Kick (KICKS)
  118.  
  119. Ponyta-G / Rapidash-Galar (3) +1.5 [-1.5; 3]
  120. - Close Combat
  121. - Mega Kick
  122.  
  123. Hypno (0) +1 / +2 [+0.5; 2.5]
  124. - Wish (gen3-exclusive-tutor, make it breeding instead, thus allowing Drowzee to also use it)
  125. - Teleport (right now a gen 1 transfer, allow it for Drowzee/Hypno as tutor/TR/Level-up)
  126. - Feint
  127. - Mach Punch
  128. Right now has more reason to be a Belly Drum Salact Berry Psychic-type sweeper of all things (which the priority moves are ment to aid) instead of the designed after signature of Hypnosis + Dream Eater. Wish is gen 3 tutor exclusive, Teleport is a gen 1 transfer exclusive, make them both available and you made it a sleep-immune, Psychic Wish passer with pivoting = solid niche.
  129. Vintage White tries to the idea of giving it more Sleep synergies with the crude addition of Bad Dreams. While I like the idea, Gamefreak would never give a legendary signature ability there, and this is why you won't see me mention or even list many, if not all, ideas from various rom hacks, which I did look into. I felt the need to adress this here as Bad Dream is brought up in other rom communities referencing Vintage White, but the mind set explained regarding many rom changes not even being listed here counts all the same. Radical Red might be seen as an exception but it contains many "simple" and "logical" changes that gamefreak has already done in the past, even if on rare occasion, and could be expected to do again in the future. Sadly, the chance would be higher that Gamefreak decides to give this pokemon a regional form and some absolutely unrelated wack move to the base pokemon that isn't interested in capitalizing off of the main design of a sleep abuser, or its current niche, or anything and just give it a high end psychic Boomburst for like 3 Psychic-Types. We have already see Gamefreak do this with Farfetch'd, Rapidash, Corsola, Mr. Mime, Stunfisk, Persian, Golem, Muk and Marowak. When this list adressed most of these in a simple and and in some cases obvious way to a semblence of use in-game and for competitive without going ungabunga with big damage moves or compleatly unrelated rare moves.
  130.  
  131. Oddish / Gloom / Vileplume (5) +0.5 [5.5]
  132. - Aromatic Mist
  133. - Weather Ball
  134.  
  135. Exeggutor (2) +1.5 [3.5]
  136. - Earth Power
  137. - Weather Ball
  138. - Teleport (become level-up for Exeggcute instead of gen 1 transfer)
  139. - Wish (gen 3 exclusive tutor, make it gen 3 instead, similar to Hypno)
  140.  
  141. Exeggutor-Alola (3) +1 [+0.5; 4.5]
  142. - Earth Power
  143. - Weather Ball
  144. - Teleport from Exeggcute
  145.  
  146. Mr. Mime (2) +0.5, 4 Doubles +3?/+4? [-1.5; 1] [-1.5; 5.5]
  147. (hard to quantify. Last time it had follow me was in gen 5. It was used.)
  148. - Follow Me (Gale of Darkness Purify, treated like an event move)
  149. - Draining Kiss (Not logical, nothing to do with design, but very much a buff to Mr. Mime / Mime. Jr.)
  150.  
  151. Hitmonlee (4) +0.5 [+1 ability buff; +1 movepool buffs; 6.5]
  152. - Trop Kick
  153. - Triple Kick
  154.  
  155. Hitmonchan (2) +0.5 [+2; 4.5]
  156. - Shadow Punch
  157. - Sucker Punch
  158.  
  159. Pinsir (2) +2 [+2; 6]
  160. - Darkest Lariat
  161. - Leech Life
  162. - Lunge
  163. - First Impression
  164. (Didn't get Dual Wingbeat and it can't get that for now)
  165.  
  166. Golem (2) +4 [+0.5; 6.5]
  167. - Rapid Spin (GSC event move)
  168. - Heat Crash (Unthematic, but a good buff)
  169. - Head Smash (As recommended by Radical Red, this buff would single handedly add +2 in viability to it)
  170. - Body Press
  171. - Darkest Lariat
  172. - Scorching Sands
  173. - Meteor Beam
  174. - Steel Roller
  175. * Swift, Brutal Swing, High Horsepower
  176.  
  177. Golem-Alola (2) +4.5 [+2; 8.5]
  178. - Volt Tackle
  179. - Body Press
  180. - Heat Crash (Unthematic, but insane buff, these 3 account for most of the +5)
  181. - Darkest Lariat
  182. - Scorching Sands
  183. - Rising Voltage
  184. - Meteor Beam
  185. - Steel Roller
  186. - Magnetic Flux
  187. * Body Slam, Mega Kick, Swift, Metronome, Electric Terrain, Ally Switch
  188.  
  189. Machamp (4) +2 [6]
  190. - Mach Punch (LoA move)
  191. - Drain Punch (LoA move)
  192.  
  193. Cubone / Marowak (2) +2 [-0.5; 3.5]
  194. - Head Smash (Always had Skull Bash, gives another move for Rock Head that isn't Double Edge, 1.5x current Rock coverage)
  195.  
  196. Rhyhorn / Rhydon (4) +1 [+0.5; 5.5]
  197. - Flare Blitz (Has many Fire moves; Flamethrower, Fire Blast, Fire Punch, Fire Fang, and even Heat Crash, which only Snorlax/Guzzlord get as none-fire, and it would be a recoil move for a pokemon with Reckless and Rock Head, the only recoil moves it had are Take Down/Double Edge, which are almost always worse than STABS or Megahorn/Heat Crash coverage)
  198.  
  199. Electrode/Voltorb (1) +2 [+0.5; 3.5]
  200. - Volt Tackle
  201. - Pyro Ball
  202. - Topsy-Turvy
  203. - Rising Voltage (implied)
  204. - Steel Roller (implied)
  205.  
  206. Tauros (5) +0 [+1; 6]
  207. - Mega Kick
  208.  
  209. Flareon (2) + 3 [-0.5; 4.5]
  210. - Sizzly Slide
  211. Jolteon (2) +0 [+1; 3]
  212. - Buzzy Buzz
  213. Vaporeon (5) + 0 [-0.5; 4.5]
  214. - Bouncy Bubble
  215.  
  216. Aerodactyl (4) +2, Mega Aerodactyl (9) +3 [+0; 6] Mega[+0; 12]
  217. - Head Smash (Would be gamebreaking if they gave it to Mega Aerodactyl)
  218.  
  219. Meganium (1) + 4 [+0.5 ability buff; 5.5]
  220. - Earth Power (By premise of getting EQ and mirroring Venusaur who got Earth Power in gen8, Maganium logically should as well.)
  221. - Power Whip
  222. - Strength Sap, also for Chikorita/Bayleaf
  223. - Aromatic Mist, also for Chikorita/Bayleaf
  224. - Weather Ball, also for Chikorita/Bayleaf
  225. * Solar Blade, Pollen Puff; both also for Chikorita/Bayleaf
  226.  
  227. Totodile/Croconaw
  228. - Poison Fang
  229. - Scale Shot
  230. - Jaw Lock
  231. * Swift, Mud Shot
  232. Feraligatr (7) +0.5 [7.5]
  233. - Poison Fang
  234. - Bulk Up
  235. - Scale Shot
  236. - Jaw Lock
  237. * Brutal Swing, Breaking Swipe, Muddy Water, Psychic Fangs
  238.  
  239. Typhlosion (3) +1 [4]
  240. - Burning Jealousy
  241. * Scorching Sands, Fire Spin, Mystical Fire
  242.  
  243. Spinarak/Ariados (0) +0.5 [+1.5 type buff; +3 move/ability buffs; 5]
  244. - First Impression
  245. - Poison Fang
  246. - Lash Out
  247. - Skitter Smack
  248. * Assurance, Bug Buzz
  249.  
  250. Mareep / Flaaffy / Ampharos (0) +4, Mega Ampharos (4) +4 [+1.5; +5.5] Mega[+1.5; 9.5]
  251. - Tail Glow (Japanese name makes this unlikely)
  252. - Electrify (previously Ion Deluge)
  253. - Parabolic Charge
  254. - Mystical Fire <Not logically implied, but would be a sufficient buff>
  255. - Rising Voltage (implied by Home)
  256. * Reflect
  257.  
  258. Lanturn (3) +1 [+1; 5]
  259. - Electrify (previously Ion Deluge)
  260. - Parabolic Charge
  261. - Life Dew
  262. - Electric Terrain
  263. - Flip Turn
  264.  
  265. Ursaring (2) +0.5 [+1; 3.5]
  266. - Storm Throw, also for Teddiursa
  267. - Darkest Lariat
  268. - High Horsepower (LoA move)
  269. - Surf (Pangoro and Beartic get Surf, almost all fully-evolved Normal-types. This one would make sense despite it.)
  270.  
  271. Girafarig (0.5) +2 [2.5]
  272. - High Horsepower
  273. - High Jump Kick (replaces Jump Kick)
  274. - Mega Kick
  275. - Aura Sphere
  276. - Focus Blast
  277. - Thunder Fang
  278. * Helping Hand, Imprison, Expanding Force
  279. <It's like || this close to be good but they stick their heads into the ground when it comes to buffing Giraferig as they know they can do the same shit they did with Stantler and give it an evolution much later than deserved, even if the base mon is salvagable and interesting in its own right, who needs that, we need those new kids to profit off of and for that we need new flashy designs. Cause you gotta squeeze out any potential for hype over the longest amount of time possible by making standards literal rock bottom until the mon is forgotten, and once that happens they need to profit off of it again so they hype it up. Boomburst can be given to this to make it better, screw that, buff Special normal moves in general as all of them not named Boomburst suck. And don't lie to yourself about Hyper Voice being good, as it's only good for pokemon that aren't normal-type as means to use -Ate abilities like Refridgerate/ Pixelate /Aerilate.>
  280.  
  281. Forretress (4) +2 [+1; 7]
  282. - Steel Roller
  283. - Sticky Web also for Pineco
  284. * Body Press
  285. * Reversal, Bug Buzz; both for Pineco/Forretress
  286.  
  287. Hitmontop (3) +1 [4]
  288. - Blaze Kick
  289. - Rock Tomb (BOTH OTHER HITMONS, NEAR ALL FIGHTING TYPES GET THIS MOVE, IT GETS STONE EDGE? ROCK SLIDE? BUT NOT THIS)
  290.  
  291. Horsea/Seadra/Kingdra (4) + 1 [+2 Sniper; 7]
  292. - Haze (gen 2 event)
  293. - Snipe Shot
  294.  
  295. Octillery (0.5) +2 [-0.5 type, +2 sniper; 4]
  296. - Topsy-Turvy
  297. - Parting Shot
  298. - Octolock
  299. - Mist (Gen 2 event)
  300. - Snipe Shot, also for Remoraid
  301. - Smokescreen
  302. <Just needs better bulk. Right now it's unable to function as a tank, Trick Room abuser, anything, jack of all trades.>
  303.  
  304. Stantler (0) +1 [+1; 2]
  305. - High Jump Kick (replaces Jump Kick)
  306. - Mega Kick
  307. - High Horsepower
  308. - Stomping Tantrum
  309. (- Morning Sun) <godforbid it has a viable move combo for Morning Sun Work Up/Calm Mind, oh what would we do>
  310. (- Skull Bash)
  311. => Got a regional evolution, thus can use Eviolite; viability +1 [1 +2 if Morning Sun or Skull Bash; 3]
  312. => It's hilarious how its viability barely increases with Eviolite, but it would at all times be a worse Silvally without Morning Sun
  313. *It now also got Lunge, idk why, but it now does. Beyond me why they think that move is good for it, but oh well. Also Entrainment, which, people are making it out to be as a major possitive but functionally speaking its an overall worse Skill Swap, and with Intimidate you do get to trigger the ability twice while removing an allies ability, lets say Regigigas or Slaking, too bad it's on a pokemon with close to no synergie with those pokemon ... just use Cresselia/Dusclops instead with Skill Swap. You also lose the option to remove opposing good abilities, like say Hugh Power Azumarill.
  314.  
  315. Snubbull/Granbull (2) +1 [+1; 4]
  316. - Jaw Lock
  317. - Spirit Break (unthematic, but the pokemon most in need of this move)
  318. *Swift, Helping Hand, Psychic Fangs (only Granbull gets Psychic Fangs for some reason)
  319. <Needs a decent base power physical draining move>
  320.  
  321. Xatu (5) +1 [-0.5; 5.5]
  322. - Hurricane
  323. - Sky Drop <removed from the game>
  324.  
  325. Donphan (4) +1 [-0.5; 4.5]
  326. - Drill Run
  327. - Steel Roller
  328. - Scorching Sands implied to get, same for Phanpy
  329. * Power Whip, Body Press
  330. * Sand Tomb, Encore both also for Phanpy
  331.  
  332. Houndoom (4) +2, Houndoom-Mega (6) + 3 [6] Mega[9]
  333. - Weather Ball
  334. - Lash Out
  335. - Jaw Lock
  336. - Psychic Fangs
  337. - Play Rough
  338. * Scary Face, Scorching Sands
  339.  
  340. Espeon (5) +2.5 [7.5]
  341. - Glitzy Glow
  342. - Power Gem
  343. Umbreon (7) +0.5 [7.5]
  344. - Baddy Bad
  345.  
  346. Skarmory (9) +1 [-1; 9]
  347. - Beak Blast
  348. - Metal Burst
  349.  
  350. Entei (6) +1 [7]
  351. - Earthquake
  352.  
  353. Ho-Oh (Error: value succeeding max limit=10) +0 [>10]
  354. - Hurricane
  355.  
  356. Mightyena (0.5) +1 [+1; 2.5]
  357. - Close Combat
  358. - Jaw Lock
  359. - Burning Jealousy
  360. - Lash Out
  361. * Beat Up, Nasty Plot, Psychic Fangs
  362. Custom buff; Dark type Facade, there you go, fixed it for you. Honestly one of the list that needs a stat buff the most. Perfect for a bulkier Dark type, conceptually.
  363.  
  364. Dustox (0.5) +0.5 [+1.5; 2.5]
  365. - Skitter Smack
  366. - Powder
  367. - Rage Powder
  368. - Stun Spore
  369. * Venom Drench, Dual Wingbeat
  370.  
  371. Delcatty (0) +0 [0] Has obtained a stat buff, 23.56% chance for a regional/regional evolution.
  372. - Entrainment
  373.  
  374. Glupin / Swalot (0.5) +2 [+1; 3.5]
  375. - Corrosive Gas
  376. - Toxic Spikes (like Muk, not thematic, but certainly good)
  377. - Recycle
  378. - Skitter Smack
  379. If I wanted to get funky I would give it Defog, cause... burps.
  380.  
  381. Volbeat (0) +5/7 doubles, +0 Singles [+1; +4] [+2; 2]
  382. - After You
  383. - Reflect
  384. - Quash
  385. - Skitter Smack
  386. - Pollen Puff
  387. - Tail Glow
  388. * Dual Wingbeat, Agility, Fake Tears
  389. Can I take a moment to mention this lost Signal Beam as a signature directly the same gen as it got introduced, and then lost both Signal Beam and Tail Glow as signature moves in the next gen... by having one removed and the other unusable (intentionally made unusable but retaining data, unique exception) from the game. Gamefreak, please, think of the poor firefly and compensate it. It's also not like they forgot this thing exists, they gave it a stat buff of 20 HP in gen 7 alongside other regional evolution havers, but didn't add additional temporary forms, movepool overhawls or regional forms
  390.  
  391. Illumise (0) +1 [+2; 3] Could for doubles be equal to Volbeat with After You / Quash
  392. - After You
  393. - Reflect
  394. - Quash
  395. - Skitter Smack
  396. - Agility
  397. - Sweet Kiss
  398. * Pollen Puff, Dual Wingbeat
  399. If Fairy type were to be added to it; +2 [+1; 3]
  400. - Fairy Wind
  401. - Moonblast
  402. - Disarming Voice
  403. - Draining Kiss
  404.  
  405. Electrike / Manectric (1) +0.5 , Mega Manectric (8) +0.5 [+1.5; 3] Mega[+1; 9.5]
  406. - Electrify
  407. - Flame Charge
  408. - Zap Cannon
  409.  
  410. Grumpig (1) +2 [3]
  411. - Slack Off (makes sense for it's design in contrast to Spoink, but recovery is so common in Psychics that it only closes the distance between pokemon that outclass it)
  412. - Expanding Force
  413. * Uproar(event only previously?), Nasty Plot
  414.  
  415. Banette (0) +0.5, Mega Banette (3) +1, (3) doubles +4 [+0.5; 1] Mega[+1; 5] Mega doubles [+2; 8]
  416. - Quash (Quash has no consistency in disribution what-so-ever, so I use it to buff fast/prankster mons for doubles)
  417. - Reflect
  418. - Light Screen
  419. - Poltergeist (home implied)
  420. - Skitter Smack (home implied)
  421. - Burning Jealousy (Literally the design aspect of Grudges as a pokemon, so why not this move??)
  422. * Helping Hand
  423. We could give it say, Close Combat, that would buff it noticably, including the mega, but that would be boring and compleatly against design of it being hard walled by Dark-types. I would prefer them making Grudge, the designed after move, work for all moves vs this pokemon during the turn it goes down (doubles specific buff). Seeing as it actually has potential in doubles with Prankster Mega.
  424.  
  425. Exploud (5) +1 [6]
  426. - Earthpower (Earthpower is mostly for Ground/Rock, unless its a legendary, in which case screw consistency, here Ho-Oh, have Earthpower, oh Hydreigon? Can't have a Pseudo be below optimal. Oh Exploud? A pokemon with mixed attacks that shakes the ground with its sound waves? Nah, screw that shitty mon.)
  427.  
  428. Tropius (0.5) +3 [-0; 3.5]
  429. - Solar Blade
  430. - Wood Hammer
  431. - Hurricane
  432. - Earth Power
  433. - Weather Ball
  434. * Dual Wingbeat
  435.  
  436. Absol (3) +0 [+2.5; 5.5]
  437. - Smart Strike
  438.  
  439. Torkoal (8) +3 doubles [11]
  440. - Shell Trap (Thematic, but way too good for gen 8 doubles, almost irrelevant for singles, perhaps a future addition)
  441.  
  442. Medicham (4) +1, Mega Medicham (9) +1 [-0.5; 5] Mega[-0.5; 9.5]
  443. - Trop Kick
  444. - Expanding Force
  445. * Blaze Kick, Aura Sphere, Coaching
  446. <If Mega Medicham needed a further buff, Mach Punch is free real estate. Regular Medicham alone would rise another tier from that>
  447. * Revenge, Stored Power for Meditite / Medicham
  448.  
  449. Breloom (8) +2.5 [-0; 10.5]
  450. - Stomping Tantrum
  451. - High Jump Kick
  452. (- Pollen Puff)
  453. * Revenge, Reversal, Close Combat, Grassy Glide, Coaching
  454. * Swift for Shroomish / Breloom
  455.  
  456. Camerupt (1) +3, Mega Camerupt (4) + 2 [+1; 5] Mega[-0.5; 5.5]
  457. - Slack Off <Idea from Radical Red>
  458. - Burning Jelousy
  459. * Flare Blitz, High Horsepower, Body Press, Scorching Sands
  460. * Sand Tomb, Heat Crash both for Numel / Camerupt
  461.  
  462. Glalie (0), Mega Glalie (3) [+2; 2] Mega[+2; +5]
  463. - ???
  464.  
  465. Relicanth (1) +2 [+1; 4]
  466. - Flip Turn
  467.  
  468. Sableye (1) + 1, Doubles: (4) +3 or +4? closer in viability to Grimmsnarl. Sableye-Mega (9) +0.5 [2] d[7] [9.5]
  469. - Reflect
  470. - Light Screen
  471.  
  472. Hariyama (2) +2 [4]
  473. - Storm Throw
  474. * Swift, Assurance, Heat Crash, High Horsepower(???), Body Press
  475. Could give it Drain Punch, but that is unthematic. Still would be a +1 in buff value
  476.  
  477. Corphish / Crawdaunt (7) +0.5 [-0.5; 7]
  478. - Quash
  479. - Ice Fang
  480. - Jaw Lock
  481. - Hammer Arm
  482.  
  483. Wailmer/Wailord (0) [-0.5; 0]
  484. - ???
  485. Generic advice of Recovery Move, change in ability, anything really. It's not been noticable since introduction. Unlike say wigglytuff, who is can get the same tools to become a worse version of a top tier. This doesn't have anything that clearly outclasses it, neither are there thematic moves they can give it to make it better.
  486. Many rom hacks chose their own way of doing it. All involve giving it more defense/special defense, possibly for some Hp, attack or speed, or simply stat buffing it, which is fair. But, the point of this pokemon in design quite clearly was a mid speed mixed attacker. A niche we over the course of time have seen be insufficient for the competitive scene, it be VGC, smogon singles or nuzlocking.
  487. Because the abilities are best described as "useful", it doesn't actually benefit from it as the base pokemon is lacking too much. Changing its ability to something defensively implied would aid it. Radical Red used Multiscale to do it, now obviously Gamefreak wont do that cause it doesn't have scales. But an ability of that kind is needed in order to make it at the very least usable and augments both the defensive qualities and the Water Spout set.
  488.  
  489. Sealio / Walrein (1) + 3 [+1.5 +0.5 ability; 6]
  490. - Slack Off
  491. - Mist
  492. - Freeze Dry
  493. - Hydro Pump for Sealio
  494.  
  495. Slaking (0.5) +0.5 [1; could be 10 if adding a theory item]
  496. - Darkest Lariat
  497. - Heat Crash
  498. * Heavy Slam, High Horsepower(?????), Body Press
  499. * Swift for Slakoth / Vigoroth / Slaking
  500.  
  501. Regice 0 (+1) [+2; 3]
  502. - Freeze Dry
  503.  
  504. Turtwig/Grotle/Torterra (2) +3.5 [-1; 4.5]
  505. - High Horsepower
  506. - Shell Smash
  507. - Leaf Blade (LoA move)
  508. - Sleep Powder (LoA move, for some reason?)
  509. - Skitter Smack
  510. - Grassy Glide
  511.  
  512. Empoleon (6) +1.5 +1 Roost [-1; +0.5; 8]
  513. - Dual Wingbeat
  514. - Brave Bird only for Empoleon
  515. - Steel Beam
  516. - Flip Turn
  517. - Roost (LoA move)
  518. - Life Dew
  519.  
  520. Infernape (7) +2 [-0.5; 8.5]
  521. - High Jump Kick
  522. - Aura Sphere
  523. - Hammer Arm
  524. - Mega Punch only for Infernape
  525. * Scorching Sands only for Infernape
  526.  
  527. Bidoof / Bibarel (0.5) +1 [1.5]
  528. - Body Slam
  529. - Earthquake only for Bibarel
  530. - Ice Fang
  531. - Thunder Fang
  532. - Psychic Fangs
  533. - Jaw Lock
  534. - Flip Turn
  535.  
  536. Glameow / Purugly (0.5) +1 [1.5]
  537. - Triple Kick
  538. - Lash Out
  539. - Nasty Plot
  540. - Parting Shot
  541.  
  542. Stunky / Skuntank (2) +1 [+1; 4]
  543. - Gunk Shot ~g9
  544. - Parting Shot
  545. - Clear Smog
  546. - Poison Fang
  547. - Fire Fang
  548. - Poison Jab ~g9
  549.  
  550. Cherubi/Cherrim (0)singles +0, (2)Doubles +0.5 [0] [2.5]
  551. - Aromatic Mist
  552.  
  553. Buizel/Floatzel (2) +2 [-0.5; 3.5]
  554. - Psychic Fangs
  555. - Flip Turn
  556. - Howl (Giant otters do infact howl, not just squeak, hence the name river wolves)
  557. - Life Dew
  558. ~gen9 gained wave crash and ice spinner at least, too little too late
  559.  
  560. Wormadam-Trash (0.5) +2, (0)Doubles +3 [+1, +0.5 ability; 4] [+1, +1 ability; 5]
  561. - Sticky Web
  562. - Rage Powder (also for Burmy by logic of Scatterbug)
  563. - Synthesis
  564. - Powder
  565. * Dig
  566.  
  567. Wormadam-Sandy (0.5) +1.5 [+1, +0.5 ability; 3.5]
  568. - Sticky Web
  569. - Sand Tomb
  570. - Rage Powder
  571. - Synthesis
  572. - Powder
  573. * Dig
  574.  
  575. Wormadam (0) +1.5 (+2 for doubles) [+1, +0.5 ability; 3]
  576. - Sticky Web
  577. - Pollen Puff
  578. - Rage Powder
  579. - Powder
  580. * Dig
  581.  
  582. Luxray (1) +2, If Dark=> 7 [+1.5; 8.5]
  583. - Volt Tackle
  584. - Close Combat (thematic, but not "needed" after -10 BP nerf over Superpower)
  585. - Rising Voltage
  586. - Lash Out
  587.  
  588. Drapion (5) +1.5 [+2; 8.5]
  589. - Darkest Lariat
  590. - Smart Strike
  591. - Storm Throw <Idea from Blaze Black> <If Sniper's change is accounted, this is more considerable>
  592.  
  593. Toxicroak (4) +2 [+0.5; 6.5]
  594. - Close Combat
  595. - High Jump Kick (Not thematic to the poison dart jabbing, but very much thematic to a jumpy froggy boy)
  596. - Aura Sphere
  597.  
  598. Lumineon (0) +1 Quiver/Flip Turn, +1 Roost [-0.5; 2.5]
  599. - Hydro Pump (LoA move)
  600. - Life Dew
  601. - Roost (LoA move)
  602. - Quiver Dance
  603. - Flip Turn
  604. - Triple Axel
  605. - Scale Shot
  606. * Dual Wingbeat (The fact this implies the side fins are wings removes any reason for it not to get Quiver Dance)
  607.  
  608. Hippowdon (8) [-0; +0.5 if Skull Bash; 8-8.5]
  609. - Psychic Fangs
  610. - Jaw Lock
  611. (- Skull Bash)
  612. If this thing EVER got into the need of a serious buff, Shore Up is as 1:1 as it gets giving it +16% recovery each time it recovers.
  613.  
  614. Drifblim (5) doubles +1, (1) Singles +2 [-0.5; 5.5] [-0.5; 2.5]
  615. - Hurricane (Does NOT make sense, and goes against design, but makes it go from bad to usable with signature ability)
  616.  
  617. Carnivine (0.5) +0.5 [1]
  618. - Snap Trap
  619. - Acid Armor
  620. - Psychic Fangs
  621. - Jaw Lock
  622. * Grassy Glide
  623.  
  624. Abomasnow (1) Mega-Abomasnow (1) +1, Doubles Mega: (3) +0 [+2 (includes Utility Umbrella buff); 4] Mega[+1; 4]
  625. - Ice Hammer
  626.  
  627. Leafeon (1) +3 or +4? [+1; 5]
  628. - Sappy Seed
  629. Glaceon (1) +2 [+2; 5]
  630. - Freezy Frost
  631.  
  632. Rotom (3) +0.5 [+1; 4.5]
  633. - Overdrive (all forms would get this)
  634. Rotom-Fan (2) +2 [+0; 4]
  635. - Hurricane
  636. Rotom-Frost (2) +2 [+1; 5]
  637. - Freeze-Dry
  638. Rotom-Heat (9) +1 [+0; 10]
  639. - Heat Wave
  640. Rotom-Wash (8) +2 [+1.5; 11]
  641. - Scald
  642. Rotom-Mow (5) +1 [+1; 7]
  643. - Giga Drain
  644.  
  645. Rampardos (2) +3 [+1; 6]
  646. - Meteor Beam
  647. - Ice Punch (How come it gets elemental punches, Blizzard and Ice Beam, but not Ice Punch??? WITH 165 ATK BUT 65 SpA)
  648. - Ice Fang
  649. - Fire Fang
  650. - Mega Punch
  651. - Skull Bash (.... )
  652. <If it needed a further buff, Accelrock would be sensical, though currently still a new signature that would revamp the pokemon>
  653.  
  654. Bastiodon (0.5) +1 [-0.5; 1]
  655. - Obstruct
  656. - High Horsepower
  657. - Body Press
  658. - Skull Bash
  659. - Head Smash
  660. - Meteor Beam
  661. * Steel Beam
  662. I'm not the first to admit it, there is no "good" way I can think of to buff this pokemon without going all custom, and none of the rom hacks(of which many) I have checked, have found a way either that isn't just "give recovery". It's at absolute best a worse Aggron, worse Stakataka, and still a league worse than Probopass. I could be straight forward and give it Recovery even though there is no logic for a castle triceratops to regenerator. Even for abilities it simply doesn't want any that fit the design. Filter / Solid Rock so it can die slower? Stalwart to be a worse Duraludon even for Iron Defence + Body Press? Rock Head to be the worst Rock Head Head Smash pokemon this game has? It's so baffling how little it has going for it. Rough Skin for laughable checking potential against any physical pokemon that likely has Ground or Fighting for their coverage anyways. Like honestly, they could as well make Red Card as an ability for it and slap it on it and call it a day, at least that would be interesting. It's so truely bad.
  663.  
  664. Magnezone (9)+1 [-0.5; 9.5]
  665. - Overheat
  666. - Eerie Impulse
  667. - Overdrive
  668. (Gen 2 event Magnemite had Agility but thats asking for so many issues if this had that. Just Overheat would make it 2x better.)
  669.  
  670. Honchkrow (5) +1 [+2; 8]
  671. - Lash Out
  672. - Sky Drop <removed from the game>
  673. * Air Slash, Scary Face, Beat Up, Revenge, Hurricane, Dual Wingbeat
  674.  
  675. Mismagius (3) +0.5 [3.5]
  676. - Magic Powder
  677. - Magical Leaf
  678. - Skitter Smack
  679. - Poltergeist
  680. * Fake Tears
  681.  
  682. Ambipom (3) +1 [4]
  683. - Triple Axel
  684. - Arm Trust
  685. * Fake Tears, Assurance, Brutal Swing, Encore
  686. Loaded Disc just got revealed, no clue what % it boosts, but sounds like a nice buff
  687.  
  688. Gliscor (10) +0.5 [-1.5, 9]
  689. * Dual Wingbeat, Pin Missile, Assurance, Power Whip, Scary Face, Psychic Fangs
  690.  
  691. Yanmega (7) +0 [+2; 9]
  692. - Scale Shot
  693. - Fly ("able to transport an adult" doesn't even learn Fly)
  694. - Sky Drop <removed from the game> (Vikavolt even gets this ffs)
  695. * Dual Wingbeat, Agility, Swords Dance(???)
  696.  
  697. Lickilicky (0) []
  698. - ???
  699. - In theory could give it Slack Off, but the intend of this pokemon is to be a tank, not a wall(current niche) or a set-up Swords Dance pokemon with titanic health and durability once it obtains Slack Off, as it would even run Facade at that point to discourage statusing it. All be it I was bias in giving Walrein Slack Off but that only in this generation obtained Swords Dance... on a special attacker..
  700.  
  701. Probopass (1) +2.5 [-0.5; 3]
  702. - Head Smash (I mean.... it's literally just that)
  703. - Rapid Spin
  704. - Skull Bash
  705. - Steel Roller
  706. - Meteor Beam
  707. * Self-Destruct, Helping Hand, Sand Tomb, Heavy Slam, Body Press, Future Sight
  708.  
  709. Rhyperior (8) +1 [+0.5; 9.5]
  710. - Flare Blitz
  711. - Obstruct
  712.  
  713. Froslass (4) +1 [+2; 7]
  714. - Mist
  715. - Shadow Punch
  716. - Frost Breath
  717.  
  718. Magmortar (4) +1.5 [5.5]
  719. - Flash Cannon
  720. - Follow Me (Gale of Darkness Purify, treated like an event move)
  721. - Burn Up
  722. - Eruption
  723.  
  724. Gallade (3) +0.5; Mega Gallade (8) +0.5 [-0.5; 3] Mega[-0.5; 8]
  725. - Sacred Sword
  726.  
  727. Manaphy (8) +0.5 [-0.5; 8]
  728. - Flip Turn
  729. - Life Dew
  730. - Sparkling Aria
  731.  
  732. Phione (0) +0.5 [-0.5; 0]
  733. - Flip Turn
  734. - Life Dew
  735. - Sparkling Aria
  736. - Heart Swap (unusable/removed gen 8)
  737.  
  738. Emboar (4) +1 [-0.5; 4.5]
  739. - Scorching Sands
  740. - Close Combat
  741. - Mega Kick
  742. - Mega Punch
  743. * Endure, Swift, Coaching
  744.  
  745. Serperior ? no one knows, it will only retain Leaf Storm as special move. Would be 8 if Earthpower.
  746. - Earth Power (If we give it EQ, it also becomes very likely to get Earth Power like other Grass Starters)
  747. - Earthquake (100% of other serpentines and extreemly common on Grass-type starters, only Decidueye, a bird, doesn't have it)
  748. - Power Whip (This is the most perfect thing, that the entire change of long tail = Power Whip alludes to to allow physical Serperior)
  749. - Scale Shot
  750. - Acid Spray
  751. * Endure
  752.  
  753. Samurott (3) +5? [-0.5; 7.5]
  754. - Drill Run
  755. - Shell Smash
  756. - Psycho Cut
  757. * Endure
  758.  
  759. Watchog (0) +0 [+1; 1]
  760. - Obstruct
  761. - Bullet Seed
  762. - Fire Fang
  763. - Thunder Fang
  764. Just give it a regional evo like Linoone.
  765.  
  766. Unfezant (1) +0.5 [+2.5; 4]
  767. - Drill Peck
  768. - Peck
  769. - Slash
  770. - Sky Drop <removed from the game>
  771.  
  772. Leavanny (1) +0.5 [+1; 2.5]
  773. - Lunge
  774. - Cross Poison
  775. - Psycho Cut
  776. - Solar Blade
  777. - Skitter Smack
  778. * Grassy Glide
  779.  
  780. Crustle (2) +1 [+2; 5]
  781. - Obstruct
  782. - Crush Claw
  783. - Pin Missile (Loaded Disc just got revealed, this went from irrelevant to +1)
  784.  
  785. Simipour (0.5) +0 singles, (0) doubles +??? at least +4 [-0.5; 0] [-0.5; 4]
  786. - Instruct
  787. - Follow Me
  788. - Fake Out
  789. - Triple Axel (It's instead implied to get Flip Turn???? ... idk man)
  790. - Mega Kick
  791. - Mega Punch
  792. * Swift, Endure
  793.  
  794. Simisage (0.5) +0 singles, (0) doubles +??? at least +4 [0.5] [4.5]
  795. - Instruct
  796. - Follow Me
  797. - Fake Out
  798. - Grassy Glide
  799. - Mega Kick
  800. - Mega Punch
  801. * Swift, Endure
  802.  
  803. Simisear (1) +0.5 singles, (0) doubles +??? at least +4 [1.5] [5.5]
  804. - Instruct
  805. - Follow Me
  806. - Fake Out
  807. - Burning Jelousy
  808. - Mega Kick
  809. - Mega Punch
  810. * Scorching Sands, Swift, Endure
  811.  
  812. Stoutland (1) +2 [3]
  813. - Double-Edge
  814. - Body Slam
  815.  
  816. Swanna (1) +1 [-0.5; 1.5]
  817. - Sparkling Aria / Perish Song either of these to reference "Swanns singing the most beautiful song before death"
  818. - Sky Drop <removed from the game>
  819. - Flip Turn
  820. - Triple Axel
  821. * Endure, Dual Wingbeat
  822.  
  823. Zebstrika (1) +3.5 [+1; 5.5]
  824. - Electrify (previously Ion Deluge)
  825. - Volt Tackle
  826. - Zing Zap
  827. - Close Combat
  828. - Mega Kick
  829. - Megahorn
  830. - Moonlight
  831. - Rising Voltage
  832. - Blaze Kick
  833. (- Flare Blitz, I could see this in regards to Rapidash getting Wild Charge, but Blaze Kick is more modest and fitting)
  834.  
  835. Beartic (1) +2 [+2; 5]
  836. - Close Combat
  837. - Storm Throw <Idea from Blaze Black>
  838. - Triple Axel
  839. - Ice Hammer
  840. - Darkest Lariat
  841. - Hydro Pump
  842.  
  843. Sawsbuck (0.5) +1 [+1; 2.5]
  844. - High Jump Kick (replaces Jump Kick)
  845. - High Horsepower
  846. - Mega Kick
  847. - Low Kick
  848. - Skull Bash
  849. * Endure
  850.  
  851. Audino (2) +5, Mega Audino (2) +5 [7] Mega[+0; 7]
  852. - Teleport
  853. (- Milk Drink)
  854.  
  855. Alomomola (7) + 2 [-0.5; 8.5]
  856. - Scale Shot
  857. - Flip Turn (This is infact implied to learn by Home datamine, so good luck smogon singles)
  858.  
  859. Galvantula (3) +0 [+3; +1; 7]
  860. - Zap Cannon
  861.  
  862. Eelektross (2) +1 [+1; 4]
  863. - Electrify (previously Ion Deluge)
  864. - Volt Tackle
  865. - Thunder Fang
  866. * Endure, Swift
  867.  
  868. Klinklang (2) +3 [+1; 6]
  869. - Volt Tackle
  870. - Overheat
  871. - Body Press
  872. - Overdrive
  873.  
  874. Beheeyem (0.5) +0.5? [+0.5; 1.5]
  875. - Power Trick
  876. - Speed Swap
  877. - Psycho Shift
  878.  
  879. Musharna (1) +0 [+0.5; 1.5] Ability buff mostly impactful for doubles
  880. - Psycho Shift
  881. - Speed Swap
  882.  
  883. Druddigon (4) +3 [+1; 8]
  884. - Dragon Rush
  885. - Storm Throw
  886. - Dynamic Punch
  887. - Roost <Idea from Radical Red>
  888.  
  889. Cofagrigus (2) +1 [3]
  890. - Aura Sphere
  891.  
  892. Chandelure (7) +0.5 [7.5]
  893. - Burn Up
  894.  
  895. Stunfisk (1) +4 [+0; 5]
  896. - Parabolic Charge
  897. - Shore Up
  898. I did love to have given it Scorching Sands
  899.  
  900. Stunfisk-Galar (2) +1 [+2?; 5]
  901. - Toxic
  902. - Iron Head
  903.  
  904. Escavalier (5) +2 [+1; 8]
  905. - Gyro Ball
  906. - Leech Life
  907. - Lunge
  908.  
  909. Accelgor (3) +1.5 [+2; 6.5]
  910. - Mat Block
  911. - Topsy-Turvy
  912.  
  913. Mandibuzz (9) +1 [-0.5; 9.5]
  914. - Beak Blast
  915. - Sky Drop <removed from the game> (literally has this moves description as dex entry)
  916.  
  917. Braviary (4) +1 [+0; 5]
  918. - Beak Blast
  919.  
  920. Heatmor (0.5) +1, if Steel-type => 5 [-0.5; 4.5]
  921. - Power Whip
  922. - Mega Punch
  923. If it gained Steel-type;
  924. - Steel Beam
  925. - Iron Head
  926. - Flash Cannon
  927. - Metal Claw
  928.  
  929. Kyurem-Black (10.5) +0.5 [+2; >10]
  930. - Ice Punch
  931. Oh shut up, they they get different moves when leveling in their forms already, how little effort could adding this be
  932. Thunder Punch/Fire Punch can remain unobtainable by premise of only getting Fusion Bolt/Fusion Flare as form related elements.
  933.  
  934. Delphox (4) +2.5 [6.5]
  935. - Nasty Plot
  936. - Magic Powder
  937. - Magical Leaf
  938. - Energy Ball
  939. - Burning Jelousy
  940. - Scorching Sands
  941.  
  942. Chesnaught (7) +2 [-0.5; 8.5]
  943. - Close Combat
  944. - Wide Guard
  945. - Stealth Rock
  946. - Mega Punch
  947. - Mega Kick
  948.  
  949. Greninja (10) +0.5 [10.5]
  950. - Low Sweep
  951. - Power Whip
  952.  
  953. Talonflame (5) +0.5 [+2; 7.5]
  954. - Feather Dance
  955. - Air Slash
  956. - Blaze Kick
  957. - Mega Kick (according to dex, like Blaze Kick... but, a stretch)
  958. - Sky Drop <removed from the game>
  959. While thematic, Low Kick would be a stupid decision
  960.  
  961. Vivillon (4, literally a better Butterfree) [+2; 6]
  962. - Skitter Smack
  963. * Dual Wingbeat, Endure
  964.  
  965. Pyroar (3) +2 [+1; 6]
  966. - Burn Up
  967. - Double-Edge
  968. - Disarming Voice
  969. - Lash Out
  970. - Scorching Sands
  971. * Endure, Acrobatics(???idk, I guess circus acts? Ask GF, not me)
  972.  
  973. Dedenne (0) +1 [-0.5; 0.5]
  974. - Stuff Cheeks
  975. - Volt Tackle
  976. * Electric Terrain, Endure, Electro Ball
  977.  
  978. Sylveon (5) +1 [-1; 5]
  979. - Sparkly Swirl
  980.  
  981. Clawitzer (5) +1 [-0.5; 5.5]
  982. - Hydro Pump
  983. - Razor Shell (all other Lobster/Crab-like things get this)
  984. - Vacuum Wave
  985.  
  986. Florges (6) +0.5, +2.5 for doubles [-1; 5.5] [-1; +1; 8.5]
  987. - Floral Healing
  988. - Draining Kiss
  989. - Pollen Puff
  990. - Leaf Storm
  991. - Aromatic Mist
  992. - Grassy Glide
  993.  
  994. Gogoat (1) +3 [+2; 6]
  995. - High Jump Kick
  996. - Mega Kick
  997. - High Horsepower
  998. - Grassy Glide
  999. * Endure
  1000.  
  1001. Pangoro (6) +1 [-0.5; 6.5]
  1002. - Dynamic Punch
  1003. - Mach Punch
  1004.  
  1005. Malamar (2) +1 [3]
  1006. - Parting Shot
  1007. - False Surrender
  1008. - Octolock
  1009. - Smokescreen
  1010. - Tickle
  1011.  
  1012. Trevenant (1) []
  1013. - ???
  1014.  
  1015. Barbaracle (6) +2.5 [+1.5 -1; 9]
  1016. - Hydro Pump
  1017. - Shell Side Arm
  1018. - Crabhammer
  1019. - Snipe Shot
  1020.  
  1021. Dragalge (5) +0.5 [+1; 6.5]
  1022. - Corrosive Gas
  1023. - Life Dew
  1024.  
  1025. Avalugg (1) +0 [+3.5; 3.5]
  1026. - Obstruct
  1027. - Ice Shard (LoA move)
  1028. One of the hardest mons to give an increase value, as even OU had used it to stop pokemon like Zygard. Now imagine we just augment that further by making it resistant to Ground and Electricity while adding in multiple physical Electric-types who can't learn Knock Off to remove its Heavy-Duty Boots or recovery items unlike other pokemon it tried to wall in the past. Sounds major to me.
  1029.  
  1030. Aegislash (9) +1 [-1; 9]
  1031. - Poltergeist
  1032.  
  1033. Oricorio (1 to 2 depending on form, Sensu best, Pau lowest) +1.5 [~3?]
  1034. - Heat Wave
  1035. - Weather Ball
  1036. - Sky Drop <removed from the game>
  1037. * Dual Wingbeat, Endure
  1038. ~Gained Quiver Dance as of gen 9; massive boost
  1039.  
  1040. Passimian (4) +1 [-0.5; 4.5]
  1041. - Pyro Ball/Court Change
  1042.  
  1043. Oranguru (0.5) singles, (3) doubles, Singles majorly benefits +2, doubes minorly +1. [2.5] [4]
  1044. - Slack Off
  1045.  
  1046. Araquanid (4) +0.5 [+2 +0.5; 7]
  1047. - Ice Fang
  1048. - Whirlpool
  1049. - Life Dew
  1050.  
  1051. Bruxish (4) +2 [6]
  1052. - Close Combat
  1053. - Flip Turn
  1054. - Scale Shot
  1055. * Endure
  1056.  
  1057. Vikavolt (3) +1 [+2; 5.5]
  1058. - Volt Tackle
  1059. - Lunge
  1060. - Thunder Fang
  1061. - Parabolic Charge
  1062.  
  1063. Golisopod (5) +0 [+2; +1 to 3; 8 to 10]
  1064. - Hydro Pump
  1065.  
  1066. Comfey (4) +1.5 [-1; 4.5]
  1067. - Leaf Storm
  1068. - Heal Pulse (useless compared to Floral Healing, but logical to get)
  1069. - Wish
  1070.  
  1071. Komala (2) +1 [3]
  1072. - Body Slam
  1073. - Double-Edge
  1074. - Lash Out
  1075. - Drum Beating
  1076. - Mega Punch
  1077. - Mega Kick
  1078. * Hyper Beam, Rock Tomb, Endure
  1079.  
  1080. Minior (3) +2 [+0.5]
  1081. - Hurricane
  1082. - Meteor Beam
  1083. - Earth Power
  1084. - Air Slash
  1085. * Endure
  1086.  
  1087. Lycanroc-Midday (4) +0.5 [+0.5; 5]
  1088. - Hone Claws
  1089. Lycanroc-Midnight (1) +1 [+0.5; 2.5]
  1090. - Power-Up Punch
  1091. - Shadow Claw
  1092. - Night Slash
  1093. - Obstruct
  1094. Lycanroc-Dusk (8) +0 [+0.5; 8.5]
  1095. - Hone Claws
  1096.  
  1097. Crabominable (2) +2 [+2; 6]
  1098. - Hammer Arm
  1099. - Mach Punch
  1100. - Mega Punch
  1101. * Swift, Endure
  1102.  
  1103. Tapu Bulu (8) +2 [-2; 8]
  1104. - Grassy Glide
  1105. - Play Rough
  1106.  
  1107. Tapu Koko (10) +0.5 [10]
  1108. - Play Rough
  1109.  
  1110. Guzzlord (4) +0.5? [5]
  1111. <they can't actually give any of these moves as the first is removed and all others are breeding exclusive, unless illogical Level-up move distribution were to happen>
  1112. - Pursuit <removed from the game>
  1113. - Jaw Lock
  1114. - Fire Fang
  1115. - Dragon Hammer <Idea from Radical Red>
  1116.  
  1117. Poipole / Naganadel (11) +0 [+1; 12]
  1118. - Poison Tail
  1119.  
  1120. Inteleon (4/3?) +0.5 [+4; 7-8]
  1121. if Sniper rework, Spectrier levels of offense with pivoting and screens support, even if coverage is piss weak. Only has Snipe Shot for crits, Air Cutter works as it already had Air Slash.
  1122. - Air Cutter
  1123.  
  1124. Dubwool (2) +1 [+1; 4]
  1125. - Skull Bash
  1126. - Stomping Tantrum
  1127. - Rolling Kick
  1128.  
  1129. Orbeetle (1) +1 [+2; 4]
  1130. - Nasty Plot
  1131.  
  1132. Greedent (2) +0.5 [2.5]
  1133. - Recycle
  1134. - Hyper Fang <removed from the game>
  1135.  
  1136. Drednaw (1) +1 [+0.5; 2.5]
  1137. - Psychic Fangs
  1138. - Poison Fang
  1139. ~g9 shell smash, poison jab
  1140.  
  1141. Alcremie (3) +0.5 [+0.5, 4]
  1142. - Moonblast
  1143.  
  1144. Sinistea/Polteageist (6) +2 [8]
  1145. - Scald
  1146.  
  1147. Sandaconda (4) +0.5 [-0.5; 4]
  1148. - Poison Fang
  1149. - Acid Spray
  1150.  
  1151. Cramorant (2) +0.5 [-0.5, 2]
  1152. - Beak Blast
  1153. - Brine
  1154.  
  1155. Thievul (2) +1 [+0.5, 3.5]
  1156. - Psychic Fangs (it lacks Bite but gets most other fang moves)
  1157. - Poison Fang
  1158. - Flamethrower
  1159. <There is too little to work off of. I could give it Thunderbolt/Flamethrower/whatever based on its physical movepool, which is broad. Its movepool is holding it back, any new 60+base SPECIAL coverage = +1. I gave Flamethrower as they gave it Burning Jealousy already and it has Fire Fang... its a stretch but this thing is as baren as it gets so blame Gamefreak instead.>
  1160.  
  1161. Flapple (2) +5/+7?? [+1;8/9]
  1162. <Coil is perfect for it and Drill Run alone is the coverage that prevented it from being broke in NU>
  1163. - Acid Armor
  1164. - Drill Run (It's a worm after all)
  1165. - Coil
  1166. (-Roost, if it needed a further buff into the bulky set-up direction)
  1167. => Future proofed pokemon with such clear outlines of how meta defining good it could be, love it, if they actually filled the holes...
  1168.  
  1169. Appletun (2) +2 [+0.5; 4.5]
  1170. - Aromatherapy <removed in gen 9>
  1171. - Aromatic Mist
  1172. - Acid Armor
  1173. - Acid Spray
  1174. - Earthpower
  1175. - Focus Blast
  1176. - Dragon Breath
  1177. (It implies to lure Bug pokemon with its scent to pray up on them... it literally gets 0 super effective moves vs that. It gets Fighting moves and Earthquake, so I gave it the special counter parts as it is a special attacker. Fire moves wouldn't be thematic nor are they sound with its current movepool. Give it time for gamefreak to decide on what to do with this.)
  1178.  
  1179. Clobbopus/Grapploct (0) +4 for moves, +6 if Water-type [4 to 6]
  1180. Legit by rating and usage, the worst fully-evolved Fighting-type. Heck even Gurdurr, no, even Machoke, does it better.
  1181. - Darkest Lariat (Grapploct only)
  1182. - Parting Shot
  1183. - Storm Throw
  1184. - Rock Tomb (Similar to Hitmontop, it's stupid not to give it this move while Breloom of all things does get it.)
  1185. - Tickle
  1186.  
  1187. Indeedee (6) +0 [+0.5, 6.5]
  1188. - Psycho Shift (by premise of Synchronize)
  1189.  
  1190. Dracovish (11) +0 [-1 Fishous nerf; 10]
  1191. - Jaw Lock
  1192.  
  1193. Sirfetch’d (6) +1.5 [-0.5; 7]
  1194. - Sacred Sword
  1195. - King's Shield
  1196. - Drill Run
  1197.  
  1198. Cursola (1) +1 [2]
  1199. - Trick Room
  1200.  
  1201. Perrserker (2) +1 [-1; 2]
  1202. - Knock Off
  1203. - Psycho Cut
  1204. - Smart Strike
  1205. - Outrage
  1206. (It doesn't get any punching moves, thus I can't give it Meteor Mash + Bullet Punch)
  1207.  
  1208. Mr. Mime-G / Mr. Rime (1) +0.5 for doubles [+2; 3.5]
  1209. - Teeter Dance
  1210.  
  1211. Fromoth (2) +4 [+3; 9]
  1212. - Roost
  1213. - Freeze-Dry
  1214.  
  1215. Eiscue (1) +1 [+2.5; 4.5]
  1216. - Ice Shard
  1217.  
  1218. Duraludon (3) +2 or +3? [-0.5; 5]
  1219. - Earth Power
  1220.  
  1221. Dragapult (10) +0.5 [+0.5; 11]
  1222. - Shadow Claw
  1223. - Spirit Shackle (Spirit Shackle Would make Dragapult broke right now, however this is a future buff, after all, all starter signatures get distributed to at least 1 other pokemon in 3 generations after introduction)
  1224.  
  1225. Glastrier (4) +1 [+2; 7]
  1226. - Ice Shard
  1227.  
  1228. Articuno-Galar (3) +2.5 [+0; 5.5]
  1229. - Heat Wave
  1230. - Defog
  1231. - Roost
  1232.  
  1233. Molres-Galar (8) +0.5 [-0.5; 8]
  1234. - Defog
  1235. (They explicitly cut from the Legendary Birds their level-up pool the move roost, so it makes sense that Moltres-G/Zapdos-G do not get it, but they gave Recover to Articuno-G.... just give it Roost too then? Heat Wave/Roost isn't given to Dodrio or such, so it makes sense Zapdos-G doesn't get it. You can argue for Moltres-G for balancing reasons(doubles) but Articuno-G is garbage without Heat Wave.)
  1236.  
  1237. Zarude (8) +1 [-1; 8]
  1238. - Knock Off
  1239.  
  1240. --------------------------------------------------------------------------------------------------------------------------------------
  1241. Some movepool trends explained on why they are given out in regards to how Gamefreak has done over the years and give ruling for how it is implied to continue if they were consistent with it:
  1242.  
  1243. - Earth Power right now gets a small trend going to be given to Grass types, as of gen8, all be it a still undefined one:
  1244. Venusaur and Abomasnow got it, but also Rillaboom. Celebi/Cradily have "always" had it. With other grass starters available, I simply don't know why Venusaur/Rilla and a tree-like pokemon get it and not Sceptile(who also gets EQ), Exeggutor, and Trevenant(also EQ) if we are going to make it a trend for starters/Tree-like things (Tropius/Trevenant/Exeggutor/egg-alola/Abomasnow).
  1245.  
  1246. - Starter Signatures always get distributed to different pokemon, commonly to a singular pokemon first to test the waters, say Water Shuriken for Accelgor and Mystical Fire for Mismagius in ORAS (second part of gen 6), Mystical Fire now is common. Leaf Blade for Sceptile or Blaze Kick from Blaziken are also examples of now commonly distributed starter signatures. Heat Crash used to be the exception having no further distribution prior to gen 8 and as of gen 8 became modestly common to Fire-type and heavy pokemon a like. Decidueye's Spirit Shackle doesn't have one yet as sole past gen signature. But there is plenty of time for it to be distributed to say, Dragapult, whenever Dragapult will minorly falled out of the meta in a future gen. Also see: Pyro Ball, Court Change, Drum Beating and Snipe Shot.
  1247.  
  1248. - Gen 8 none-starter signatures like Stuff Cheeks, Snap Trap, Magic Powder, Overdrive, False Surrender, Jaw Lock, Spirit Break, Octolock, King Shield, and Obstruct share many traits with abilities or mechanics commonly given out. Obstruct could very well become a road block like move similar to how Spiky Shield has been distributed, all be it that was a Starter Signature.
  1249.  
  1250. - Previous signatures that could still be given to others; Instruct, Trop Kick, Shell Trap, Floral Healing, Head Charge, Ice Hammer, Powder, Shore Up, Volt Tackle, and Beak Blast. All these are high end moves that by design could fit many more pokemon and would certainly help low viability pokemon become better. I Suppose these are seen as breaking the pokemon distribution rule, but many would agree moves like Beak Blast or Volt Tackle would get more milage out of Skarmory or any none-Pikachuuuu physical Electric-type respecitvely to also finally showcase how good the moves are and buff physical Electric-types to exceptable levels.
  1251. => If I truely wanted a viability over pokemon trend related view however, Magma Storm for example would be given out to Magcargo and Camerupt, thus making both instantly viable in their intended niche as defensive Fire-type walls with the respective type combos. However Magma Storm is a Legendary Signature and those are NEVER distributed to none-legendary's. Radical Red has a near perfected list of such distributions from in-game and competitive view, so I would advice checking them out as they did an entire forum polling on how to best distribute those. Eerie Spell and Shell Side Arm are as new as a move gets and very much "out there" for their effects, but they both have a logical pokemon to get such a move and my predictions are as bold as my ability is Rock Head.
  1252.  
  1253. - Pseudo signatures: Parabolic Charge, Mat Block, Topsy-Turvy, Electrify, Dragon Hammer, Sparkling Aria, and Zing Zap that have only obtained 1 additional pokemon to get the distribution despite previously being signatures. As named in previous point, with Sparkling Aria even outlining, a lot of moves, especially starter moves, are pseudo signatures at some point, and while others like Water Shuriken don't have further contenders, the ones I listed above do. Most of these move are above average moves in regards to base power and/or effect but only get distributed by design, not viability and have options left that could fit the description, for example Dewgong and Sparkling Aria, with Dewgong being depicted as singing ever since it's debute, it's a perfect match. However in case of for example Politoed, its for balancing I will not give it Sparkling Aria, and I doubt Gamefreak would either, as Politoed is already plenty viable and unique in VGC and OU.
  1254.  
  1255. - Let's Go Eevee unique Eeveelution moves(and Zippy Zap of Pikachu) like Freezy Frost are by currently(Sword/Shield) unavailable. Despite this fact they have changed their data; base power and accuracy and even left them in code. They also changed damage/accuracy in a way to be tailored exactly for the needs of the respective Eeveelution. Glaceon often runs Blizzard outside of hail to have more power in it's damage to pair with Freeze Dry which is already accurate. With Freezy Frost it could gain a high end damaging move at cost of some accuracy and be unique in it's role utilities instead of a way outdated Hail abuser. Sappy Seed is now a high end damaging move to compeat role with Leaf Blade for Leafeon, and would allow it's defensive stats to become more relevant by Leech Seed side effect. Sizzly Slide is perfect for the now Lava Plume running Wish Flareon, despite having 130 attack, and this move even with lower base power would give better burn chance and overall better damage thanks to the high attack difference. Buzzy Buzz/Bouncy Bouble don't at all help, but they exist I guess. Sparkly Swirl isn't much stronger than Pixelate Hyper Voice and loses accuracy but compacts fairy Stab and Heal Bell into one for -15% acc, which Sylveon certainly appreciates.
  1256. It's difficult to say if Gamefreak would give them the respective move as typically one eeveelution is viable per generation, and with this change multiple could be viable at once. On the other hand, they don't normally buff already viable pokemon without intentionally accounting for generational power creep, like Umbreon is viable right now in VGC(somewhat) so getting Baddy Bad would be unlikely, yet all the others would want to have their signature.
  1257.  
  1258. - In a similar way, Rotom's only have 1 form related move. However, this became outdated the gen after introduction even if unintentional. Not to say they should have all moves a pokemon of such type would have, but at least to even out the moves given to them respectively. Rotom-Fan(Rotom-Spin by official name) has gotten the short end of the stick in many ways, it only got Air Slash as Hurricane only was introduced the generation after, its ability does nothing for it as the typing already gives that immunity. If they did give it Hurricane, it has one of the best dual-types for a Flying-type and could have both Hurricane and Thunder excel in rain. All other forms have a high damage form related move. Rotom-Frost in a similar sense has the worst of the high damage moves having to use Blizzard, which should only be used in Hail. It also has the worst of the bunch in terms of defensive typing despite Rotom-Heat/Wash being established as good defensive Electric-types. For a more modern buff to each respective type as we are now well established which forms are best, they could provide a medium damage more utility focused move, like Air Slash but for the other types and finally give Rotom-Spin Hurricane as equivalent high damage Flying-type move.
  1259.  
  1260. --------------------------------------------------------------------------------------------------------------------------------
  1261. Ability changes *Most of these pokemon still only have 2 abilities, and thus, are implied to get a 3rd, which should be:
  1262. --------------------------------------------------------------------------------------------------------------------------------
  1263. Muk (1) +3 [+1; 5]
  1264. Ability: Liquid Ooze *Replace Stench
  1265. - Hammer Arm
  1266. - Toxic Spikes (not thematic, but a buff of sorts)
  1267. - Skitter Smack
  1268. - Corrosive Gas
  1269. * Swift, Mud Shot, Assurance, Brutal Swing
  1270.  
  1271. Dodrio (2) +6 [+0; 7]
  1272. Ability: Reckless *Replace Early Bird by design, replace Tangled Feet for any other aspects.
  1273. - Feather Dance
  1274. - Mega Kick
  1275. - High Jump Kick (replaces Jump Kick)
  1276. - Outrage
  1277. - Lash Out
  1278. - Low Kick (gen 2 event exclusive... somehow?)
  1279. * Beat Up
  1280. The problem with Dodrio not having an ability/signature move is that the closest it has to a defining niche is Tangled Feet + Thrash, as Tangled Feet is uncommon and not given to any pokemon beyond Doduo/Dodrio + Spinda that can self confuse. But Tangled Feet suck, like, really really badly. They do allow you to evade half of all moves used against it when confused, but getting yourself confused in doubles almost never intentionally happens unless the user wastes a turn using Confuse Ray on their own allies, Teeter Dance(not bad, but rare) or Swagger(now bigger risk to miss), self confusion can only be done by using Trash/Outrage for 2-3 turns in a row. That's already suicide for Dodrio/Spinda by lack of bulk. And when you finally are confused, you can still hit yourself nullifying the entire turn for both sides untill confusion runs out. There is no net possitive in that. At best it discourages the opponent to use Confusion inducing moves... except any pokemon that uses those moves always wants to set up by free turns provided by the confusion, thus the ability not actually being effective even in the counter situation. Than its by definition, a failure of an ability.
  1281. It's stats while not up-to-date with defensive implications (even 110Atk/110Spe area pokemon typically still have 75/65/65 or higher bulk) they are certainly efficient for current meta to work offensively (in singles). But they cut short without a helpfull ability. With Reckless and getting High Jump Kick to replace the now removed Jump Kick, this could compeat with Staraptor despite that still having 10 more base attack, U-turn and Final Gambit. Possibly even into the realm of OU as it has Knock Off support outside of the decent power and speed tier breaching base 100 into the much higher 110 base allowing it to revenge pokemon like Volcarona when holding Choice Scarf.
  1282.  
  1283. Furret (0) +5, (0) doubles +7 [5] [7]
  1284. Ability: Fur Coat *Replaces Keen Eye or Run Away
  1285. - Recycle
  1286. - Stuff Cheeks
  1287. * Tail Slap, Assurance
  1288. This thing gets Follow Me for doubles, combine that with +20 base HP, +4 base def compared to persian-Alola while retaining some speed and similar offense. Yea this will be used big time in Doubles. it also gets Super Fang, Knock Off, U-turn, bulk to take 33-40% from Landorus-T's Earthquake with 252 HP invest. Usable, not absurd. Certainly the best for Super Fang support.
  1289.  
  1290. Jumpluff (1) singles +0.5, (3) doubles +2 [1.5] [5]
  1291. Ability: Cotton Down *Replaces Leafguard
  1292. * Leaf Storm, Pollen Puff, Baton Pass
  1293.  
  1294. Whimsicott (3) +0.5, (7-8) doubles +1.5/2 [-2; 1.5] [-2; 8.5-10]
  1295. Ability: Cotton Down *Replaces Infiltrator
  1296. - Reflect
  1297.  
  1298. Altaria (1) +1, Mega (9) +0.5 [+0; 2] Mega[-0.5; 9]
  1299. Ability: Cotton Down
  1300. ~Gained Will-O-Wisp, Acrobatics and Brave Bird, in gen 9; Will-O gave this a new niche, BB is nice for DD
  1301.  
  1302. Bellossom (1) +4.5 [5.5]
  1303. Ability: Triage (this is refered to as Healing Walk(dance). How perfect of an ability can it get??)
  1304. - Weather Ball
  1305. - Heal Pulse
  1306. - Aromatherapy
  1307. - Aromatic Mist
  1308. - Floral Healing
  1309.  
  1310. Whiscash (1) +2 [-0.5; 2.5]
  1311. Ability: Simple * Replaces Hydration
  1312. - Life Dew (illogical, but a decent buff)
  1313. - Flip Turn
  1314. ~gained Stealth Rocks in gen 9
  1315.  
  1316. Cacturne (0) +4? [-0; 4]
  1317. Ability: Sand Rush
  1318. - Zing Zap (looks odd, but the move name means "Shocking" and "Prickly" as a word combo, and it already has Thunder Punch)
  1319. ~ gained power trip in gen 9
  1320.  
  1321. Huntail (1) +2 [-0.5; ability +1.5; 4]
  1322. Ability: Strong Jaw
  1323. - Flip Turn
  1324. - Scale Shot
  1325. - Psychic Fangs
  1326. - Jaw Lock
  1327. - Liquidation
  1328.  
  1329. Gorebyss (2) +1 [-0.5; Ability +2; 4.5]
  1330. Ability: Sniper
  1331. - Flip Turn
  1332. - Scale Shot
  1333. - Snipe Shot
  1334. - Terrain Pulse
  1335. - Heal Pulse
  1336.  
  1337. Beautifly (0) +1 [+2; 3]
  1338. Ability: Shield Dust
  1339. - Hurricane
  1340. - Skitter Smack
  1341. - Powder
  1342. * Dual Wingbeat, Air slash
  1343.  
  1344. Mothim (0) +1 [+2; 3]
  1345. Ability: Shield Dust
  1346. - Sleep Powder
  1347. - Hurricane
  1348. - Skitter Smack
  1349. - Powder
  1350. - Steel Wing (None of the moth/butterfly's get it, but Scyther/Leavanny do, so the most physical of the moth/butterfly's should also)
  1351. * Dual Wingbeat
  1352.  
  1353. Vespiquen (0) +0 [+3; 3]
  1354. Ability: Queenly Majesty
  1355. -Could get Quiver Dance. But that just put it into an oversaturated group of set-up sweepers. Sure, a tanky one like Bellossom, but so unoriginal for how potent this pokemon is defensively if Bug as a type was buffed just slightly. Even bulky Flying-types are so rare this mon could have a niche in just that alone with its stats.
  1356. - Hurricane ~g9
  1357. - Poison Fang
  1358. ~ gained hurricane and spikes in gen 9
  1359.  
  1360. Seviper (0) +2 and +1 for ability [+0.5; 3.5]
  1361. Ability: Merciless
  1362. - Dragon Dance
  1363. - Gunk Shot ~g9
  1364. - Fire Fang ~g9
  1365. - Acid Spray ~g9
  1366. - Skitter Smack (home implied)
  1367. - Scale Shot (home implied)
  1368. * Power Whip
  1369.  
  1370. Armaldo (0) +4.5 [+3; 7.5]
  1371. Ability: Tough Claws
  1372. - Leech Life
  1373. - Drill Run
  1374.  
  1375. Zangoose (2) +1 [+2; 5]
  1376. - Cut
  1377. Ability: Tough Claws
  1378.  
  1379. Sandslash (1) +2 [-1; 2]
  1380. Ability: Tough Claws
  1381. - Spiky Shield
  1382.  
  1383. Sandslash-Alola (2) +3 [+1.5; 6.5]
  1384. Ability: Ice Scales
  1385. - Spiky Shield
  1386.  
  1387. Chatot (1) +3 [4]
  1388. Ability: increased sound moves, like Punk Rock, but more classical themed *Replaces Big Pecks
  1389. - Teeter Dance
  1390.  
  1391. Electivire (1) +6 [+0.5; 7.5]
  1392. Ability: Sheer Force
  1393. - Storm Throw
  1394. - Follow Me (Gale of Darkness Purify, treated like an event move)
  1395. - Electrify
  1396. OR
  1397. Ability: Iron Fist
  1398. - Volt Tackle
  1399. - Follow Me (Gale of Darkness Purify, treated like an event move but functionally impossible to obtain competitively)
  1400. - Electrify
  1401. (Volt Tackle gets Sheer Force boosted, and it would at that point do about 30% more than even Xurkitree, while being faster, and having better coverage.... yea no. If it gets Sheer Force, it would be about 10% weaker than Xurkitree with SF Thunder Punch, have better coverage with SF Ice Punch while still being faster. Iron Fist would still help Ice Punch and Thunder Punch, more options would be available for Electric STAB in both Thunder Punch and Volt Tackle with one being generic damage and the other stronger at cost of recoil. Storm Throw would be an upgrade over Cross Chop and would by distribution design be more logical than Close Combat
  1402.  
  1403. Emolga (0.5) +2 [+0.5; 3]
  1404. Ability: Cheek Pouch
  1405. - Stuff Cheeks
  1406. - Electrify (previously Ion Deluge)
  1407.  
  1408. Furfrou (0.5) +1 [1.5]
  1409. Ability: <1> <2= HA> It doesn't have a second ability or a Hidden Ability. They turned its signature ability into a generic one, at this point, it's well deserving of 2 more abilities to compensate the uh... glaring viability.
  1410. - Head Charge
  1411. - Body Slam
  1412. - Play Rough
  1413. - Stomping Tantrum
  1414. - Howl
  1415. - Lash Out
  1416. * Endure
  1417. Movepol wise , sure I gave liberty of Head Charge, but a slightly better Double Edge and otherwise up-to-date+average movepool increase most mons get, which by itself isn't enough for most mons, won't turn a bad on release mon into anything less than bad by current standards. It needs more worthwhile options in abilities just to stand a chance.
  1418.  
  1419. Gourgeist (2) +1 [3]
  1420. Ability: Flare Boost *replacing Insomnia
  1421.  
  1422. Turtonator (2) +0 [+0.5; 2.5]
  1423. Ability: < 2 rando new abilities as for some unholy reason it has 1 ability unlike ANY OTHER POKEMON OF ITS KIND, for that reasoning, see: https://pastebin.com/WUfUGYVX >
  1424. - Poison Gas
  1425. - Clear Smog
  1426.  
  1427. Arctovish (5.5) +1 [+1.5 for type chart, -1 move nerf; 7]
  1428. Ability: Strong Jaw *replaces Ice Body (if not, still a +0.5 after implied buff)
  1429. - Jaw Lock
  1430.  
  1431. Arctozolt (7.5) +1 [+1.5 for type chart, -1 move nerf; 9]
  1432. Ability: Hustle *Replaces Static
  1433.  
  1434. Zamazenta(-C) (10+) +2.5 [-1; 11.5+]
  1435. - Body Press ~g9
  1436. - King Shield
  1437. - Bulk Up
  1438.  
  1439. -----------------------------------------------------------------------------------------------------------------------------------
  1440. Stat changes:
  1441. ------------------------------------------------------------------------------------------------------------------------------------
  1442.  
  1443. Dewgong (1) +3 [+1.5 +0.5 ability; 6]
  1444. +20 Spe
  1445. 70 base speed... these things swim at max 20 miles/h, Sharpedo has 95 base speed with sharks swimming at 20miles/h but excellerating to 40 or bursting 60, which is design sound with Speed Boost. Other fast fish(20miles/h) are similar speed, example basculin at 98 base speed with a max of 20miles/h. The main reason I even want this to see a buff as it serves a niche without purpose. It's a worse Lapras for Perish, a worse Walrain for a tank, a worse stall mon for any pure water type with any sense of bulk. It's not even a jack-of-all-traits, just use Lapras 100% of time and no opportunity is lost. To differentiate it from Lapras and Walrain, who both have similar bulk and noticably better bst, this mon could get buffed a slight bit in speed allowing it to at the very least pivot with Flip Turn using the decent offensive Water/Ice typing.
  1446. - Aurora Veil
  1447. - Freeze-Dry
  1448. - Sparkling Aria (Literally described as a Mermaid when sleeping and learns Perish Song as a main gimmick)
  1449. - Ice Fang
  1450. - Mist
  1451. - Flip Turn (Somehow NOT HOME IMPLIED)
  1452. - Triple Axel (Home implied)
  1453. * Hydro Pump
  1454.  
  1455. Pincurchin (1) +4? +5? [5/6]
  1456. +20 HP
  1457. - Electrify
  1458. I can put one thousand question marks for this one. They know slow wallbreakers don't work without bulk. This is ment to be the extreem of sub 30 speed = better Trick Room Abuser, and it has hard to stop coverage in Scald + really really Strong Electric STAB at 91 Special Attack. But even Wolf Glick couldn't get this to work properly for the exact reason as the first sentence. Even +10 HP would make it noticably better.
  1459.  
  1460. Spiritomb (2) +2 [4]
  1461. 92 -> 102
  1462. -Trick Room
  1463. Unique obtainability and essentially no competitive usage since introduction. Potent but cut short by compensating ability and/or stat buff.
  1464.  
  1465. Shiinotic (1) +4 [-2; 3]
  1466. + 10 HP, +15 Def, +10 SpA, +20 SpD BST= 460
  1467. - Rage Powder
  1468. - Helping Hand
  1469. - Magic Powder
  1470. Parasect (0) +4.5 [+1; 5]
  1471. +15 Atk, +20 Def, +20 SpD BST= 460
  1472. - Strength Sap
  1473. - Pollen Puff
  1474. - Grassy Glide (home implied)
  1475. - Skitter Smack (home implied)
  1476. Both mushroom pokemon fit into the same BST group, being some of the lowest in the game despite the other shrooms both being 460 area, thus buffing the bad 2 mushroom pokemon to relevancy with stats to the other ones, who both have good abilities on top of good types and are consistently seen as good. Meanwhile both these bad shrooms have generally less prefered types, lacking abilities, similar movepool limitations, and worst of all, have never seen noticable succes.
  1477. Coincidentally, in a similar level range for both of these at 26-29, as half the following mons;
  1478.  
  1479. <Mon obtained at ~level 25, single stage evolution, example Carnivine>
  1480. +10 BST OR make them obtainable even earlier in-game at level 17-19.
  1481. I will placeholder this to complain about something rather explicit for in-game; +/-460 BST single stage pokemon obtained early midgame suck. It spawned Carnivine, Giraferig, Stantler, Lunatone, Solrock and many more, all of which we only remember for being explicitly not-memorable. Dare I say to buff their BST by at the very least 10 for all, or make them obtainable 4 levels earlier at around level 18-19, as 460 has never been enough for the level range the pokemon are available. Solrock/Lunatone have even had their BST raised to fit into this group by Gamefreak as they were so shit before that. All the above named are obtainable at level 23-27, excluding Giraferig despite other trainers being level 25 in all those area's cause GSC's encounter levels are absolute trash and nonesensical, as in other games wild pokemon would only be marginally below trainers on the same route.
  1482. Some pokemon like Dunsparce also avoid the need of a stat buff by level obtainability, as it can be found as early as level 4 in GSC(level 7 for other games) making it excellent early game and dropping off midgame for other pokemon to grab attention.
  1483. For explicitly Carnivine who is at 454, it's also one of only 3 Levitate(it, Claydol and of Unown) to not have gotten a stat/movepool buff or have seen viable usage since introduction, more on that can be found here: https://pastebin.com/WXjXJ7wz. However Carnivine will be "buffed" by getting Snap Trap, a soon-to-be semi-signature, despite that helping absolutely no one trying to use Carnivine.
  1484. To give a small summary of some of these pokemon compared to other pokemon obtainable at a similar level;
  1485. Pokemon Level BST
  1486. Carnivine 23-27 454
  1487. Stantler 23 465 *got a regional evolution
  1488. Absol 23-27 465 *has a Mega
  1489. Giraferig 15*(see remark GSC) 455 *Evolution in Sc/Vi
  1490. Solrock 33-35 440->460
  1491. Lunatone 33-35 440->460
  1492. Qwilfish 20-40(35XY) 430->440 *got a regional evolution
  1493. Quagsire 21-22 430 *got an evolution counterpart in Sc/Vi
  1494. Maractus 20(BW), 29(SS) 461
  1495. Chatot 40(DP)-23(Pt/XY) 411
  1496. Basculin 460 *got a regional evolution
  1497.  
  1498. Multi stage evolutions;
  1499. Primape 32(gen3) 455 *got a evolution in Sc/Vi
  1500. Lumineon 20-50 / 10-25 Finneon 460
  1501. Mr. Mime 29-30DPP 460 *got a regional evolution
  1502. Eldegoss 26-28 460
  1503. Dodrio 26-28 / 29Y 460
  1504.  
  1505. Oricorio-Pompom 9-12 476
  1506. Carbink 23 500
  1507. Komala 24-27 480
  1508. Furfrou 8(XY) 472
  1509.  
  1510.  
  1511. --------------------------------------------------------------------------------------------------------------------------------------
  1512. Buffs that have to go further beyond normal methodes to salvage these pokemon;
  1513. -------------------------------------------------------------------------------------------------------------------------------------
  1514. Intended gimmicks:
  1515.  
  1516. Delibird
  1517. Intentionally only learns Present by level-Up, there is no excuse to not make it better when it does get TM/Tr moves or that they gave it 2 near identical abilities in Insomnia and Vital Spirit.
  1518.  
  1519. Unown
  1520. Letters spell B A D M O N, They only get hidden power, which they removed for all besides it.
  1521.  
  1522. Luvdisc
  1523. This gives Heart Scale, ever since gen 3 that has been the entire existential reasoning for this mon. What about that gimmick prevents them from giving it some obscure evolution like Runerigus who needs to be in a very specific location to then evolve.
  1524.  
  1525.  
  1526.  
  1527. Really bad but close to fixable:
  1528. These pokemon are likely to never be fixed themselves but instead get a better regional form/evolution and a 20 or so bst out of pitty, pastbin... explains exactly which ones would get stat buffs. It also will have to be throuh regional forms as they seem to have stepped away from other evolutions (**)
  1529.  
  1530.  
  1531.  
  1532. I would place Mightyena here, but that has a BST of 420, which is really low but at the margin for pokemon their stats to be "acceptable" in Gamefreaks terms .... for a Hugh/Pure power pokemon.... But at least it has Moxie and Intimidate, 2 good abilities! ... which also pokemon with decent/good BST, better set up moves in Dragon Dance, or even better utility moves like Fake Out, get.
  1533.  
  1534. Plusle/Minun +Pachirisu
  1535. The Pikachu clones, unlike Emolga, who is 428 BST, these 3 have 405. I have an entire pastebin dedicated to finding out on how they do stat buffs, and Plusle/Minun are top contenders for stat buffs. With design limitation making temporary forms for both at the same time neigh impossible. Regional evolutions could be interesting in the pure fanfic sense of multiplication and devision symbols, but I doubt we did see such a cool idea.
  1536. Pachirisu
  1537. Ability: Cheek Pouch *Replace Pick Up
  1538. -Stuff Cheeks
  1539. -Electifty
  1540. - Play Rough (LoA move)
  1541. unironically Doubles viable even without stat buff, as it has Follow Me
  1542.  
  1543. Magcargo
  1544. - Burning Jealousy
  1545. - Skitter Smack (Home implied, snails eat other critters I guess?)
  1546. *Fire Spin, Self-Destruct, Rock Blast, Heat Crash, Scorching Sands
  1547. This got a stat buff in gen 7, it's now in margin for BST but still unplayably bad. Though stat buffs have 23.56% chance to get a regional(Alola/Galar/etc?) or temporary form(Mega/Gigantamax/Etc)! I could say "give it Magma Storm", but that is not how Gamefreak does stuff, let alone give a Legendary signature to a none-legendary pokemon.
  1548.  
  1549. Dunsparce
  1550. -> It actually has almost all the moves a pokemon can wish for, but 2 abilities common to LC pokemon, and all 3 abilities fit the desin of a Tsuchinoko, a burrito shaped snake, exactly how Dunsparce is shown but more snake like face and no wings(though there is reason for it to be shown with wings as it is said to double jump/leap in the air). It's so close to the folklore of a cowardly mythical tiny snake, though not as venomous as implied with Normal type. Little can be done to make it logically better as it is ment to be like this by every design aspect. Making it Normal/Poison at this point would be a little confusion and not very implied by movepool, but a change I would still welcome. It wouldn't be suprising to just see them make a regional form that is more western and evolves into a generic big snake but that takes all the beauty of the design away. Very conflicting to Gamefreaks design philosophy to just give it an evolution.
  1551.  
  1552. Sudowoodo
  1553. -Camouflage
  1554. -> BST on par with Pikachu clones, never been good, closest it has to a niche is Rock Head Wood Hammer. Perhaps if they give it a disguise/mimicry like ability as that is the core design aspect. They also can't give it too much in stats as you are implied to catch one early on in Jhoto and that game "rewards" you to go out of your way for strong pokemon, even if the main intended path of the game is horribly imbalanced and filled to the brim with some of the worst pokemon in the francise.
  1555. ~spikes in gen 9
  1556.  
  1557. Spinda
  1558. -> Besides how boring the stat spread is to be perfectly even, they are all bad below any metric of acceptable, literally LC pokemon are near this BST at 350ish while this one has 360 BST. No implication to be special oriented so it wasts another bunch of it's already abysmal BST. On the possitive side, they gave it Trick Room, Superpower and Sucker Punch with the insane ability Contrary, which will only get better as we are getting more stat lowering moves. But with stats low in every area, it's just far too much below the bar to matter. What good does Contrary do if you get 2HKO'd by Lunge anyway, what use does Contrary Superpower have if you hit like a wet noodle. Even if given instant recovery like Slack Off to pair with the defensive boost of Superpower, 60HP/60Def/60spD aren't enough.
  1559.  
  1560. Chimecho
  1561. - Eerie Spell
  1562. - Teleport
  1563. -> I don't want to theory mon on future regional forms, but this one is as perfect as it gets to be made into a Japanese Spell Tag/Curse Tag to warden off against evil spirits(ghosts if you will). It also is of the list of gen7 stat buffed pokemon, which all had a major movepool overhawl, a weather ability, or regional form added that gen or a gen later. Though such an idea has me worried about role competition with Mismagius/Gengar if they aren't creative with the ability. If they pull another ability addition like Galar-Weezing and regular Weezing, regular Chimecho itself might also turn out quite decent and given a regional form at the same time.
  1564.  
  1565. Sunflora
  1566. * Weather Ball, Leaf Blade, Grassy Glide
  1567. -> Easiest solution would be to give it a signature item, like Stick/Thick Club/Light Ball that functions like a Drought inducing item or deal more damage on physical and special when in sun. Unlike all of the other ones on the list, this one has a refined theme and niche tailored by movepool, type and abilities. It's a Grass with Earth Power, 105 special attack, very low Speed and Solar Power. That's actually potentially useful for Trick Room supported Sun teams which aren't as obscure in doubles as one did assume, though they aren't common for lack of good abusers (only Mega-Camerupt/Torkoal worked historically), including this despite potency.
  1568.  
  1569. Ledian [+1; 0]
  1570. - Skitter Smack
  1571. * Mega Kick, Assurance, Dual Wingbeat
  1572. -> Even giving it Hugh Power as ability would make it inferior to Scyther in any way, even if scyther didn't have an ability. Insultingly bad mon that they never put more than 5 seconds of thought into making better despite being one of many their favourite designs. Never in it's existence has this mon been good, not in-game or competitive.
  1573.  
  1574. Kricketune (00) +0.5 [+0.5; 00]
  1575. - Cross Poison
  1576. - Skitter Smack
  1577. - Psycho Cut
  1578. - Pin Missile <Idea of Radical Red>
  1579. - Dual Wingbeat
  1580. Deserves compleat overhawl in ability/stats, has no sound implications despite cello design, lowest bst of all 2 stage final form pokemon only behind Shedinja. The only "logical" design buff for it would be a multi-hit physical sound move, of the Bug-typing... And even that, is something Scyther could by design also get. So Radical Red gave it the closest thing; Pin Missile, which isn't too bad objectively just lacking if thats the only redeeming quality. It's design is too close to Scyther or even Leavanny to differentiate.
  1581. To close the distance with the other 2, it could get Roost, as those 2 also have recovery.
  1582.  
  1583. ---------------------------------------------------------------------------------------------------------------------------------------
  1584. Prefered Move/ability/(item) changes for balancing and theme; also see: https://pastebin.com/zxrywbvm
  1585.  
  1586. Type Changes;
  1587. Luxray/Luxio: Electric/Dark
  1588. Grapploct/Clobbopus: Fighting/Water
  1589. Masquerain: Bug/Water
  1590. Heatmor: Fire/Steel
  1591. Illumise: Bug/Fairy
  1592. ---------------------------------------------------------------------------------------------------------------------------------------
  1593. Also:
  1594. In compatability issues of Sucker Punch would preferably be resolved. Only obtainable by tutor in gen 4, no TM/TR/Tutor after.
  1595. Shiftry has Seedot as pre-evo, which for some reason has breeding restrictions for how weak it is, would have to be a TM/TR.
  1596. Seviper has Sucker Punch but can't pass it through Arbok, despite sharing both egg groups.
  1597. They would need to widen beeding pool of this move or re-introduce it as a Tutor/TM/TR, quite a few gen 3/4 pokemon have compatability issues still lingering and almost all changes to TM/TR's in gen 7 and even 8 have been to fix incompatability and consistency on design based movepools. Ex, all butterflies/Moth's get Hurricane. *Edit: BDSP, thanks to the TM/TR changes now excludes previously obtainable moves for pokemon like Altaria in Dragon Dance or Garchomp's Fire Fang, to then be unobtainable through those methodes... What a mess.
  1598. *Edit 2: The promised Home Transfer did not get finalized even months after suggested release, possibly never will.
  1599. *Edit 3: We got Home, but can't transfer the new moves....
  1600.  
  1601. Mega Kick isn't given to animals with hooves consistently, despite the description not specifying that it has to be a foot, just a kick. Mudsdale/Miltank/Dubwool get it, while Rapidash/Rapidash-Galar, Sawsbuck, Stantler, Giraferig, Zebstrika, Gogoat, Tapu Bulu, Bouffalant and Tauros do not. This list is so vast and shares similarities in its inconsistencies with Close Combat's distribution as well as High Jump Kick for the deer pokemon, that I felt the need to specify it, as you could argue all 3 of the moves to follow order of design based distribution. I wouldn't even make any of them that much better, as all are in dire need of a buff.
  1602. Oddly though, it seems to be a trend that pokemon that quadruped body pokemon (think Avalugg, Hippowdon, Mamoswine, Stoutland) do not get Mega Kick. I ended up scrapping quite a few pokemon like Avalugg/Bastiodon who otherwise would also have obtained these moves as its clear to be a trend which pokemon should/shouldn't get that for at least this part but it becomes gray for the hooved animals as some do get it and then form the exceptions.
  1603.  
  1604.  
  1605. (**)
  1606. Evolution methode notice gen 8:
  1607. The only move specific evolutions were either from the same generation as the base pokemon was introduced in, or they were from gen 4. We have not had item held trade evolutions since gen 6 with Aromatisse/Slurpuff, gen 5 added Milotic to that because they removed the other methode of evolution, thus gen 4 was the last main one to add item held trade evolutions.
  1608. Location based evolutions are full on removed from the game. They added Leafeon and Glaceon to the respective evolutions stones Leaf Stone and Ice Stone, while Magnetic evolution pokemon Magnezone and Vikavolt became Thunder Stone specific. There is no doubt they will add Crabominable and Probopass respectively to Ice Stone and Thunder Stone, when they do return. Thus we know they won't add location requirements... except for Runerigus in conjunction with other restrictions to obscurity.
  1609. Lastly there still is day/night based evolution (which they have removed in some past gens) and stone based evolution, with Dawn stone still at a low 2 I did imagine a new pokemon would be added to gen 9 that evolves with it, than they would make a current pokemon evolve with it. All other stones have 4 minimum.
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