blitzlefan
shake it off!
Agility / Autotomize / Rock Polish: It's probably been reiterated, but Malaconda really shouldn't be boosting its speed. Malaconda is already strapped for moveslots, and wasting one to increase its Speed is simply a waste. I really don't see how Speed boosting moves will make Malaconda a better pivot or assist sun except for allowing it to become a bulky attacker, which we don't want. Furthermore, this combined with Baton Pass would be very much against the original concept. Disallow Speed-boosting moves.
Baton Pass / Ingrain: Rather again Baton Pass really. Baton Pass is basically the same thing as switching out, seeing as nothing can really trap Malaconda due to its typing. Dugtrio is KO'd (or 2HKO'd with a Focus Sash) but Dugtrio won't come in on Malaconda anyway. Neither will Gothitelle. Pursuit won't affect it either. So all Baton Pass really does is dry switching + pass on stat boosts, which we don't particularly want. Using Malaconda as a Baton Passer with some sort of berry seems like a waste of its potential. Ingrain in my eyes is just an inferior Leech Seed. However, it means Malaconda can't switch out, rendering it no longer a useless pivot. For these reason, Disallow Baton Pass / Ingrain.
Glare / Stun Spore / Thunder Wave: I don't really see how being able to spread Paralysis will make Malaconda OP. However, it will provide much needed support for Sun teams. However, we should realize that the more we boost Sun with Malaconda, the more unfavorable weatherless becomes, which may affect the metagame negatively. If we're just focusing on how Malaconda will affect Rain vs. Sun however, I think that Thunder Wave (Glare really seems like it's being supported for flavor reasons, though people might not want to admit it) will be okay on Malaconda. Furthermore, it helps deter set-up sweepers somewhat better than Taunt does, as it makes Speed increases from Dragon Dance, Quiver Dance, etc. useless and allows for easier revenge killing on something that's been boosting in your face. Allow Paralysis moves.
Spikes: Malaconda could be useful to Sun in this, but again, it has pretty bad 4MSS. Spikes would allow Malaconda to take upon more roles (and we all know that Forretress loses a lot of momentum), so this could help assimilate some roles into one. I'm assuming with Spikes, the set would go something like this: Power Whip / Payback / Spikes / Rest, making it a Ferrothorn of the Sun, rather beneficial to Sun teams, but can be taken down with boosted Fire moves. Oops... the more I think, the more I'm starting to like Spikes. Allow Spikes.
Yawn: Ugh... being able to spread Sleep while having obnoxious status moves and the such. Pass. We already have reliable phazing in Dragon Tail / Roar (which I think we allowed?), so Yawn is inferior and adds sleep into the mix of things Malaconda can do. Disallow Yawn.
Baton Pass / Ingrain: Rather again Baton Pass really. Baton Pass is basically the same thing as switching out, seeing as nothing can really trap Malaconda due to its typing. Dugtrio is KO'd (or 2HKO'd with a Focus Sash) but Dugtrio won't come in on Malaconda anyway. Neither will Gothitelle. Pursuit won't affect it either. So all Baton Pass really does is dry switching + pass on stat boosts, which we don't particularly want. Using Malaconda as a Baton Passer with some sort of berry seems like a waste of its potential. Ingrain in my eyes is just an inferior Leech Seed. However, it means Malaconda can't switch out, rendering it no longer a useless pivot. For these reason, Disallow Baton Pass / Ingrain.
Glare / Stun Spore / Thunder Wave: I don't really see how being able to spread Paralysis will make Malaconda OP. However, it will provide much needed support for Sun teams. However, we should realize that the more we boost Sun with Malaconda, the more unfavorable weatherless becomes, which may affect the metagame negatively. If we're just focusing on how Malaconda will affect Rain vs. Sun however, I think that Thunder Wave (Glare really seems like it's being supported for flavor reasons, though people might not want to admit it) will be okay on Malaconda. Furthermore, it helps deter set-up sweepers somewhat better than Taunt does, as it makes Speed increases from Dragon Dance, Quiver Dance, etc. useless and allows for easier revenge killing on something that's been boosting in your face. Allow Paralysis moves.
Spikes: Malaconda could be useful to Sun in this, but again, it has pretty bad 4MSS. Spikes would allow Malaconda to take upon more roles (and we all know that Forretress loses a lot of momentum), so this could help assimilate some roles into one. I'm assuming with Spikes, the set would go something like this: Power Whip / Payback / Spikes / Rest, making it a Ferrothorn of the Sun, rather beneficial to Sun teams, but can be taken down with boosted Fire moves. Oops... the more I think, the more I'm starting to like Spikes. Allow Spikes.
Yawn: Ugh... being able to spread Sleep while having obnoxious status moves and the such. Pass. We already have reliable phazing in Dragon Tail / Roar (which I think we allowed?), so Yawn is inferior and adds sleep into the mix of things Malaconda can do. Disallow Yawn.