Some competitive data dumping

This thread's main purpose is to be an information combing, taking the most interesting information from a variety of sources and compiling it to help in trying to figure out some early theorymon.

It is my presumption moving into this generation that all Pokemon and moves are going to be legal. That being the case, it is intuitive that the Pokemon that will be at the centerpiece of the metagame are those with the highest stats. There exist 13 Pokemon with base stat totals superior to the common 600. In fact, among them the lowest base stat total is 660, belonging to Kyuremu. The following contains a great deal of information about all of them, scrubbed from a variety of sources. I have removed all moves that are obviously not good and sorted them for ease of analysis:

Mewtwo

Psychic

Pressure/Anxiety (prevents enemy berry use)

106/110/ 90/154/ 90/130 [speed last]

Special attacks:

Psychic (90/100, psychic, spcl) - chance of sdef down
Future Sight (100/100, no type, spcl)
M540 (100/100, psychic, spcl) - use enemey def instead of sdef [better version of TM03, Psycho Shock and seems to be Mewtwo exclusive]
Ice Beam (95/100, ice, spcl) - 10% freeze chance
Blizzard (120/70, ice, spcl) - 10% freeze chance, always hits in Hail
Thunderbolt (95/100, electric, spcl) - 10% paralysis chance
Thunder (120/70, electric, spcl) - paralysis chance, always hits in Rain
Charge Beam (50/90, electric, spcl) - chance of satk up on user
Energy Ball (80/100, grass, spcl) - chance of sdef down
Grass Knot (-/100, grass, spcl) - Does more damage to heavier opponents
Solarbeam (120/100, grass, spcl) - hits on second turn, one turn in sun, nerfed in other weather
Aura Sphere (90/infinite, fighting, spcl)
Focus Blast (120/70, fighting, spcl) - chance of sdef down
Shadow Ball (80/100, ghost, spcl) - chance of sdef down
Flamethrower (95/100, fire, spcl) - 10% burn chance
Fire Blast (120/85, fire, spcl) - 10% burn chance
Hidden Power (~70/100, any type, spcl)

Support moves:

Me First
Recover
Calm Mind
Toxic (-/90)
Bulk Up
Taunt
Double Team
Reflect
Will-O-Wisp (-/75)
Thunder Wave (-/100) - now ignores type immunity like other status moves!
Substitute
Trick Room

Physical attacks:


Psycho Cut (70/100, psychic, phys) - high crit
Earthquake (100/100, ground, phys)
Ankle Sweep (60/100, fighting, phys) -lowers enemey speed
Brick Break (75/100, fighting, phys)
Aerial Ace (60, infinity, flying, phys)
Rock Slide (75/90, rock, phys) - flinch chance
Stone Edge (100/80, rock, phys) - high crit
Poison Jab (80/100, poison, phys) - 30% poison chance
Return/Frustration (102, normal, phys)

Transfer only:

Signal Beam (75/100, bug, spcl) - 10% confusion chance
Gravity
Sleep Talk
Trick
Snatch
Zen Headbutt (80/90, psychic, phys) - flinch chance
Aqua Tail (90/90, water, phys)
Fire Punch (75/100, fire, phys) - 10% burn chance
Ice Punch (75/100, ice, phys) - 10% freeze chance
Thunderpunch (75/100, electric, phys) - 10% paralysis chance
Low Kick (-/100, fighting, phys) - Does more damage to heavier opponents
Focus Punch (150/100, fighting, phys) - Priority -3, fails if user gets hit
Body Slam (85/100, normal, phys) - 30% paralysis chance
Double-Edge (120/100, normal, phys) - recoil

Lugia

Psychic/ Flying

106/ 90/130/ 90/154/110 (speed last)

Pressure/A136 (Take less damage at full health)

Support Moves:

Whirlwind
Recover
Calm Mind
Roar
Toxic (-/90)
Reflect
Light Screen
Double Team
Thunder Wave
Substitute

Special Attacks:

Psychic (90/100, psychic, spcl) - chance of sdef down
Future Sight (100/100, no type, spcl)
Aeroblast (100/95, flying, spcl) - high crit
Weather Ball (50/100, normal, spcl) - changes type and doubles power in weather
Surf (95/100, water, spcl) - does double damage to diving foes
Hydro Pump (120/80, water, spcl)
Ice Beam (95/100, ice, spcl) - 10% freeze chance
Blizzard (120/70, ice, spcl) - 10% freeze chance, always hits in Hail
Thunderbolt (95/100, electric, spcl) - 10% paralysis chance
Thunder (120/70, electric, spcl) - paralysis chance, always hits in Rain
Charge Beam (50/90, electric, spcl) - chance of satk up on user
Shadow Ball (80/100, ghost, spcl) - chance of sdef down
Hidden Power (~70/100, any type, spcl)

Physical Attacks:

Psycho Shock (80/100, psychic, spcl) - use enemey def instead of sdef
Aerial Ace (60/infinity, flying, phys)
Freefall (60/100, flying, phys) - drags opponent up into the air and drops next turn
Dragon Tail (60/90, dragon, phys) - negative priority, forces opponent to switch
Dragon Rush (100/75, dragon, phys) - flinch chance
Earthquake (100/100, ground, phys)
Waterfall (80/100, water, phys) - chance of flinch
Return/Frustration (102, normal, phys)

Transfer:

Sleep Talk
Trick
Roost
Tailwind
Earth Power (90/100, ground, spcl) - chance of sdef down
Signal Beam (75/100, bug, spcl) - 10% confusion chance
Dragon Pulse (90/100, dragon, spcl)
Aqua Tail (90/90, water, phys)
Iron Head (80/100, steel, phys) - flinch chance
Body Slam (85/100, normal, phys) - 30% paralysis chance
Double-Edge (120/100, normal, phys) - recoil

Ho-oh

Fire/Flying

106/130/ 90/110/154/ 90

Pressure/Regeneration (heals HP upon switching out)

Physical Attacks:

Nitro Charge (50/100, fire, phys) - chance to raise user's speed
Sacred Fire (100/95, fire, phys) - 50% burn chance, defrosts user
Aerial Ace (60/infinity, flying, phys)
Freefall (60/100, flying, phys) - drags opponent up into the air and drops next turn
Pluck (60/100, flying, phys) - steals and uses opponent's berry
Brave Bird (120/100, flying, phys) - recoil
Earthquake (100/100, ground, phys)
Return/Frustration (102, normal, phys)

Support:

Whirlwind
Recover
Calm Mind
Roar
Toxic (-/90)
Reflect
Light Screen
Double Team
Will-o-wisp (-/75)
Thunder Wave
Substitute

Special Attacks:

Flamethrower (95/100, fire, spcl) - 10% burn chance
Fire Blast (120/85, fire, spcl) - 10% burn chance
Overheat (140, 90, fire, special) - reduces user's satk two levels
Weather Ball (50/100, normal, spcl) - changes type and doubles power in weather
Psychic (90/100, psychic, spcl) - chance of sdef down
Future Sight (100/100, no type, spcl)
Shadow Ball (80/100, ghost, spcl) - chance of sdef down
Solarbeam (120/100, grass, spcl) - hits on second turn, one turn in sun, nerfed in other weather
Thunderbolt (95/100, electric, spcl) - 10% paralysis chance
Thunder (120/70, electric, spcl) - paralysis chance, always hits in Rain
Charge Beam (50/90, electric, spcl) - chance of satk up on user
Hidden Power (~70/100, any type, spcl)

Transfer:

Sleep Talk
Tailwind
Roost
Iron Head (80/100, steel, phys) - flinch chance
Zen Headbutt (80/90, psychic, phys) - flinch chance
Double-Edge (120/100, normal, phys) - recoil
Heat Wave (100/90, fire, spcl) - 10% burn chance
Giga Drain (75/100, grass, spcl) - HP steal
Earth Power (90/100, ground, spcl) - chance of sdef down
Signal Beam (75/100, bug, spcl) - 10% confusion chance

Kyogre

Water

100/100/ 90/150/140/ 90

Drizzle

Special Attacks:

Boiling Water (80/100, water, spcl) - 30% burn chance
Surf (95/100, water, spcl) - does double damage to diving foes
Hydro Pump (120/80, water, spcl)
Water Spout(150/100, water, spcl) - Does less damage as damage is taken
Ice Beam (95/100, ice, spcl) - 10% freeze chance
Blizzard (120/70, ice, spcl) - 10% freeze chance, always hits in Hail
Thunderbolt (95/100, electric, spcl) - 10% paralysis chance
Thunder (120/70, electric, spcl) - paralysis chance, always hits in Rain
Hidden Power (~70/100, any type, spcl)

Support:

Sheer Cold
Calm Mind
Roar
Toxic (-/90)
Double Team
Thunder Wave
Substitute

Physical Attacks:

Waterfall (80/100, water, phys) - chance of flinch
Aqua Tail (90/90, water, phys)
Earthquake (100/100, ground, phys)
Brick Break (75/100, fighting, phys)
Rock Slide (75/90, rock, phys) - flinch chance
Body Slam (85/100, normal, phys) - 30% paralysis chance
Return/Frustration (102, normal, phys)
Double-Edge (120/100, normal, phys) - recoil

Transfer:

Signal Beam (75/100, bug, spcl) - 10% confusion chance
Block
Sleep Talk
Iron Head (80/100, steel, phys) - flinch chance

Groudon

Ground

100/150/140/100/ 90/ 90

Drought

Physical Attacks:

Earthquake (100/100, ground, phys)
Brick Break (75/100, fighting, phys)
Hammer Arm (100/90, fighting, phys) - decreases user's speed
Dragon Tail (60/90, dragon, phys) - negative priority, forces opponent to switch
Dragon Claw (80/100, dragon, phys)
Strike Down (50/100, rock, phys) - Knocks flying/levitating opponents to the ground
Rock Slide (75/90, rock, phys) - flinch chance
Stone Edge (100/80, rock, phys) - high crit
Shadow Claw (70/100, ghost, phys) - high crit
Aerial Ace (60/infinity, flying, phys)
Return/Frustration (102, normal, phys)

Support:

Fissure
Bulk Up
Claw Sharpen (+atk, +acc)
Roar
Toxic (-/90)
Double Team
Rock Polish
Swords Dance
Thunder Wave
Substitute

Special Attacks:

Earth Power (90/100, ground, spcl) - chance of sdef down
Lava Plume (80/100, fire, spcl) - 30% burn chance
Flamethrower (95/100, fire, spcl) - 10% burn chance
Fire Blast (120/85, fire, spcl) - 10% burn chance
Overheat (140, 90, fire, special) - reduces user's satk two levels
Eruption (150/100, fire, spcl) - Does less damage as damage is taken
Solarbeam (120/100, grass, spcl) - hits on second turn, one turn in sun, nerfed in other weather
Thunderbolt (95/100, electric, spcl) - 10% paralysis chance
Thunder (120/70, electric, spcl) - paralysis chance, always hits in Rain
Focus Blast (120/70, fighting, spcl) - chance of sdef down
Hidden Power (~70/100, any type, spcl)

Transfer:

Fire Punch (75/100, fire, phys) - 10% burn chance
Thunderpunch (75/100, electric, phys) - 10% paralysis chance
Body Slam (85/100, normal, phys) - 30% paralysis chance
Double-Edge (120/100, normal, phys) - recoil
Iron Head (80/100, steel, phys) - flinch chance
Iron Tail (100/75, steel, phys) - chance of def down
Sleep Talk
Block
Stealth Rock

Rayquaza:

Dragon/ Flying

105/150/ 90/150/ 90/ 95

Air Lock

Physical Attacks:

Dragon Tail
Dragon Claw
Outrage (120/100, dragon, phys) - 2-3 rounds, ends by confusing user
Aerial Ace
Freefall
Crunch (80/100, dark, phys) - chance of def down
Shadow Claw
Earthquake
Rock Slide
Stone Edge
Brick Break
Waterfall
Gyro Ball
Extremespeed (80/100, normal, phys) - priority +1
Return/Frustration

Special Attacks:

Dragon Pulse
Air Slash (75/95, flying, spcl) - flinch chance
Ice Beam
Blizzard
Thunderbolt
Thunder
Flamethrower
Fire Blast
Overheat
Energy Ball
Solarbeam
Surf
Focus Blast
Hidden Power

Support:

Dragon Dance
Claw Sharpen (+atk, +acc)
Roar
Toxic (-/90)
Bulk Up
Double Team
Thunder Wave
Swords Dance
Substitute

Transfer:

Aqua Tail
Iron Head
Body Slam
Double-Edge
Draco Meteor (140/90, dragon, special) - reduces user's satk two levels
Earth Power
Sleep Talk
Tailwind

Dialga

Steel/ Dragon

100/120/120/150/100/ 90

Pressure/Telepathy (immune to damage from allies)

Support:

Metal Burst
Claw Sharpen (+atk, +acc)
Roar
Toxic (-/90)
Bulk Up
Double Team
Thunder Wave
Substitute
Trick Room

Special Attack:

Dragonbreath (60/100, dragon, special) - 30% paralysis chance
Flash Cannon (80/100, steel, special) - Chance of sdef down
Power Gem (70/100, rock, special)
Earth Power
Aura Sphere
Ice Beam
Blizzard
Thunderbolt
Thunder
Flamethrower
Fire Blast
Overheat
Hidden Power

Physical Attack:

Dragon Tail
Dragon Claw
Iron Tail
Earthquake
Rock Slide
Stone Edge
Brick Break
Shadow Claw
Return/Frustration

Transfer:

Stealth Rock
Gravity
Magnet Rise
Draco Meteor
Outrage
Iron Head

Palkia

Water/ Dragon

90/120/100/150/120/100

Pressure/Telepathy (immune to damage from allies)

Special Attack:

Dragonbreath
Spacial Rend (100/95, dragon, spcl) - high crit
Surf
Hydro Pump
Ice Beam
Blizzard
Thunderbolt
Thunder
Flamethrower
Fire Blast
Earth Power
Power Gem
Aura Sphere
Focus Blast
Hidden Power

Support:

Claw Sharpen (+atk, +acc)
Roar
Toxic (-/90)
Bulk Up
Double Team
Thunder Wave
Substitute
Trick Room

Physical Attack:

Aqua Tail
Dragon Tail
Dragon Claw
Earthquake
Rock Slide
Stone Edge
Brick Break
Aerial Ace
Shadow Claw
Return/Frustration

Transfer:

Draco Meteor
Gravity
Outrage
Focus Punch

Giratina(-o)

Ghost/ Dragon

Normal Form: 150/100/120/100/120/ 90
Origin Form: 150/120/100/120/100/ 90

Normal Form: Pressure/Telepathy (immune to damage from allies)
Origin Form: Levitate

Support:

Destiny Bond
Claw Sharpen (+atk, +acc)
Calm Mind
Roar
Toxic (-/90)
Double Team
Will-o-wisp
Thunder Wave
Substitute

Physical Attack:

Shadow Sneak (40/100, ghost, phys) - priority +1
Shadow Claw
Shadow Force (120/100, ghost, phys) - Second turn attack (like Fly), ignores Protect/Detect
Dragon Tail
Dragon Claw
Aerial Ace
Earthquake
Stone Edge
Payback (50/100, dark, phys) - Hase base 100 power if target moves first (including switching)
Return/Frustration

Special Attack:

M506 (50/100, ghost, spcl) - Has base 100 power if target has a status condition
Shadow Ball
Dragonbreath
Aura Sphere
Earth Power
Thunderbolt
Thunder
Charge Beam
Psychic
Hidden Power

Transfer:

Gravity
Pain Split
Spite
Tailwind
Sleep Talk
Outrage
Iron Head
Iron Tail
Draco Meteor
Dark Pulse

Arceus

Normal

120/120/120/120/120/120

Multitype

Physical Attack:

Extremespeed
Return/Frustration
Earthquake
Rock Slide
Stone Edge
Brick Break
Aerial Ace
Dragon Claw
Shadow Claw
Payback
X-Scissor (80/100, bug, physical)
Poison Jab
Waterfall

Special Attack:

Judgment
Earth Power
Surf
Ice Beam
Blizzard
Thunderbolt
Thunder
Charge Beam
Flamethrower
Fire Blast
Overheat
Energy Ball
Grass Knot
Solarbeam
Psycho Shock
Psychic
Future Sight
Shadow Ball
Sludge Bomb (90/100, poison, special) - 30% poison chance
Focus Blast
Flash Cannon
Hidden Power

Support:

Cosmic Power
Gravity
Recover
Perish Song
Claw Sharpen (+atk, +acc)
Calm Mind
Roar
Toxic (-/90)
Double Team
Reflect
Will-o-wisp
Thunder Wave
Swords Dance
Cheer Up (+atk, +satk)
Substitute
Trick Room

Transfer:

Aqua Tail
Outrage
Zen Headbutt
Bullet Seed (25/100, grass, physical) - hits 2-5 times
Iron Tail
Draco Meteor
Heat Wave
Signal Beam
Dark Pulse
Iron Defense
Tailwind
Trick
Stealth Rock
Sleep Talk

Reshiram

Dragon/ Fire

100/120/100/150/120/ 90

Turboblaze (vaguely similar to Mold Breaker?)

Special Attack:

Flamethrower
M558 (100/100, fire, spcl) - Does more damage if ally is using M559
Fire Blast
M551 (130/85, fire, spcl) - burn chance
Overheat
Dragonbreath
Dragon Pulse
Solarbeam
Psychic
Shadow Ball
Focus Blast
Hidden Power

Physical Attack:

Nitro Charge
Fire Fang
Dragon Tail
Dragon Claw
Outrage
Crunch
Payback
Shadow Claw
Rock Slide
Stone Edge
Return/Frustration

Support:

Imprison
Claw Sharpen (+atk, +acc)
Toxic (-/90)
Reflect
Light Screen
Double Team
Will-o-wisp
Substitute

Zekrom

Dragon/Electric

100/150/120/120/100/ 90

Terravoltage (vaguely similar to Mold Breaker?)

Physical Attack:

Thunder Fang
Wild Bolt (90/100, electric, phys) - recoil
M559 (100/100, electric, phys) - Does more damage if ally is using M558
M550 (130/85, electric, phys) - paralysis chance
Dragon Tail
Dragon Claw
Outrage
Zen Headbutt
Crunch
Payback
Shadow Claw
Rock Slide
Stone Edge
Return/Frustration

Special Attack:

Volt Charge (70/100, electric, spcl) - U-Turn effect
Thunderbolt
Thunder
Charge Beam
Dragonbreath
Psychic
Shadow Ball
Focus Blast
Hidden Power

Support:

Imprison
Claw Sharpen (+atk, +acc)
Toxic (-/90)
Reflect
Light Screen
Double Team
Thunder Wave
Substitute

Kyuremu

Dragon/Ice

125/130/ 90/130/ 90/ 95

Pressure

Special Attack:

M549 (65/95, ice, spcl) - Sharply reduces target's speed
Ice Beam
Blizzard
Dragonbreath
Dragon Pulse
Focus Blast
Flash Cannon
Hidden Power

Physical Attack:

Dragon Tail
Dragon Claw
Outrage
Shadow Claw
Payback
Rock Slide
Stone Edge

Support:

Imprison
Endeavor
Claw Sharpen (+atk, +acc)
Toxic (-/90)
Reflect
Light Screen
Double Team
Substitute


We can also consider the second and much shorter data section I have, a section concerning the type weakness and resistance of the field:

Normal:

Standard (11), Resist (1), Immune (1)

Fire:

Standard (6), Resist (5), 4x Resist (2)

Water:

Weak (2), Standard (4), Resist (6), 4x Resist (1)

Electric:

Weak (3), Standard (4), Resist (4), 4X Resist (1), Immune (1)

Grass:

Weak (2), Standard (3), Resist (4), 4x Resist (4)

Ice:

4x Weak (1), Weak (4), Standard (7), Resist (1)

Fighting:

Weak (3), Standard (5), Resist (3), 4x Resist (1), Immune (1)

Poison:

Standard (10), Resist (2), Immune (1)

Ground:

Weak (3), Standard (6), Immune (4)

Flying:

Standard (11), Resist (2)

Psychic:

Standard (10), Resist (3)

Bug:

Weak (1), Standard (7), Resist (4), 4x Resist (1)

Rock:

4x Weak (1), Weak (4), Standard (6), Resist (2)

Ghost:

Weak (3), Standard (8), Resist (1), Immune (1)

Dragon:

Weak (6), Standard (7)

Dark:

Weak (3), Standard (9), Resist (1)

Steel:

Weak (1), Standard (6), Resist (6)


Looking at these Pokemon, we can see vague roles for each of them easily. I will save what was going to be a massive amount of text and just say that most of the older Pokemon probably work along vaguely similar concepts to the past. I don't need to explain to people how Palkia is a really good special attacker especially in the rain, at least I hope not. The most notable changes are that Mewtwo now wrecks Blissey with any set and does more damage in general to the sdef heavy field and that Lugia with Double Team + Dragon Tail could be the wall to beat. The three new guys, though, are looking for a niche. Here's what I see...

Reshiram: Hmm, this guy is tricky. Fire is really bad against the straight field, but it is a really nice deterrent to a potential large steel export from the weaker statistical Pokemon. With Solarbeam to boot, this guy seems tailor made to buddy up with Groudon much like Palkia does with Kyogre. Screens and Imprison are kinda cool, but this guy's typing isn't exactly built to last as pretty much everything on this power level either has a good super-effect on him or can at least nail him with their primary STAB without being resisted.

Zekrom: Someone at Gamefreak hates Kyogre and loves Groudon. This guy is perhaps the most efficient Kyogre killer anyone could ever ask for. His large physical attack combined with a good stable of physical electric moves lets him hurt Kyogre really badly, and he resists water to boot. On the other hand, he has a real problem dealing with Groudon who can switch in on the electric attacks for free and will easily kill it first in general. The weather duo aside, strong physical electric is pretty good against the field in general. Lugia is such a nice tank, but he's rather afraid of his weaker defensive stat being picked on by that STAB with base 150 attack backing it up. If he wants to torment Lugia, he can Claw Sharpen against Double Teams even. Ho-oh is also weak to it on the weaker defense stat, and then come the part where one might take note at how many of the others are neutral to it without the right stats to be able to switch into it at all and how many of the guys who do resist it also happen to be weak to his other STAB (dragon). With 100/120 defenses on the physical side, Dugtrio probably can't kill this guy in one attack eiter. IMO this guy is very likely to be the strongest of the new guys by a long shot, and most of his smart sets are going to be all offense.

Kyureumu: Is he supposed to be Articuno's older brother or something? His typing is pretty crummy though perhaps not a deal breaker, but then we notice that his movepool is not looking so hot. He has very few attacking options compared to his peers once one moves outside his STAB, and in particular his only option to really hit pure steel is the rather crummy Focus Blast. Ice and Dragon are both pretty nice against the field, but it's very easy to find tons and tons of Pokemon from outside the field who aren't really scared of this guy at all. His main role may end up being kinda crummy but giving you more incentive to use more Pokemon outside of the highest stat group. If the opponent only uses the highest stat Pokemon, after all, he actually has pretty good offensive coverage, but as soon as they deviate, he's very easy to wall and has very limited options in his movepool to do anything but attack. I mean, maybe it's just me, but anything that has trouble getting past Registeel isn't something I tend to invest a lot of confidence in.

The goal from here is to find Pokemon outside of these 13 who work as good counters to these 13 in some capacity or who have good synergy with them. Some stuff like Speed Boost Blaziken is really exciting, but most of the field is pretty good at fighting Blaziken. The rest of this thread is going to be looking at some particular Pokemon attributes that may be of value, but there are likely others or Pokemon who all around are just strong enough. Finding those winners is a big early step. Some obvious examples of Pokemon I'd expect to be showing up nearly immediately would be Darkrai and Tyranitar, both of which do pretty well against the field, and then you have Tyranitar bringing along the sandy crew. For that matter, figuring out who the best Swift Swim sweeper is and the best Chlorophyll abuser is might be of value. Here's a third list, the full list of Pokemon with Swift Swim, Chlorophyll, and Sand Throw with their dominant attack stat (s or p) and speed stat. I will also show typing for new Pokemon. Both letters appear in the event of a tie in stats.

Swift Swim:

Golduck (s95/85)
Poliwrath (p85/70)
Seaking (p92/68)
Omastar (s115/55)
Kabutops (p115/80)
Qwilfish (p95/85)
Mantine (s80/70)
Kingdra (sp95/85)
Ludicolo (s90/70)
Armaldo (p125/45)
Huntail (p104/52)
Gorebyss (s114/52)
Relicanth (p90/55)
Luvdisc (s40/97)
Floatzel (p105/115)
Lumineon (sp69/91)
#537, Gamageroge (sp85/74): water/ground
#565, Abagoora (p108/32): water/rock
#614, Tsunbeaa (p110/50): ice

Chlorophyll:

Venusaur (s100/80)
Vileplume (s100/50)
Victreebel (p105/70)
Exeggutor (s125/55)
Bellossom (s90/50)
Jumpluff (sp55/110)
Sunflora (s105/30)
Shiftry (p100/80)
Tropius (s72/51)
Tangrowth (s110/50)
Leafeon (p110/95)
#542, Hahakurimo (p103, 92): bug/grass
#547, Erufuun (s77/116): grass
#549, Doreida (s110/90): grass
#556, Marakacchi (s106/60): grass
#586, Mebukijka (p100/95): normal/grass

Sand Throw:

Sandslash (p100/65)
#508, Muurando (p100/80): normal
#530, Doryuuzu (p135/88): ground/steel


So, first of all, Sand Throw is a pretty rare ability, but luckily Doryuuzu has really amazing stats for this job. A quick look at its movepool shows me a lot of workable stuff right off the bat too: Earthquake, Swords Dance, Rock Slide, Rapid Spin (!), and Shadow Claw as a very convenient TM move. It does not learn Stone Edge which is a real shame though really good news for Lugia, but Rock Slide can still hurt, doubly so with the threat of Swords Dance.

Rain and sun have a lot more diversity, and digging through movepools is going to be pretty tedious. Armaldo really stands out as having a lot of potential niches, but as Swift Swim is his Dream World ability, he's not going to be able to have Stealth Rock and Swift Swim at the same time most likely. Otherwise we have a lot of similarish Pokemon with the goal being finding just the right one with a few obviously being wrong (Luvdisc, Abagoora, Sunflora).

I'm pretty sure Hail sucks and isn't worth playing; too little can exploit it, and Abomasnow is worlds worse than Kyogre, Groudon, Tyranitar, and even Hippowdon. I have nothing to say about it.

Entry hazards are a pretty big deal. It won't be hard to find something that can lay Stealth Rock, but I'm now going to drop the list of Pokemon that gets Spikes, Toxic Spikes, and Rapid Spin this time around. I'm only looking at Pokemon who get it in 5th gen so anyone who got it in 4th gen can transfer so if someone is left out that you just know is wrong, don't sweat it:

Spikes:

Cloyster
Omastar
Forretress
Qwilfish
Skarmory
Cacturne
Deoxys
Roserade
Glalie
Froslass
#545, Pendoraa: bug/poison
#556, Marakacchi: grass
#558, Iwaparesu, bug/rock
#569, Dasutodasu, poison
#598, Nattorei, steel/grass
#617, Agirudaa, bug

Toxic Spikes:

Beedrill
Nidoqueen
Nidoking
Venomoth
Tentacruel
Cloyster
Omastar
Ariados
Forretress
Qwilfish
Roserade
Drapion
#545, Pendoraa: bug/poison
#569, Dasutodasu: poison

Rapid Spin:

Blastoise
Sandslash
Tentacruel
Starmie
Cloyster
Hitmonchan
Hitmonlee
Kabutops
Forretress
Donphan
Delibird
Hitmontop
Torkoal
Spinda
Claydol
Armaldo
#530, Doryuuzu: ground/steel
#615, Furijio: ice


This is somewhat limiting, but we don't know everything. You also never know; there could be a surprise Rapid Spin tutor or something. Dasutodasu and Furijio don't exactly look like winners from over here so it's looking like the old guys are going to be pulling these duties for the most part. Hey, at least Doryuuzu has Rapid Spin, right? He even is immune to Toxic Spikes and 4x resists rock! He even has the attack stat to make his Shadow Claw scary to ghosts, though I hear there's a nifty new hold item that may let his spin hit the ghosts anyway. Did I mention that Doryuuzu looks like a very good Pokemon yet?

Of course, part of the fun in Pokemon is finding that obscure Pokemon that just happens to shut down something seemingly much better. Many of the most powerful Pokemon have such a diversity of options in attacking that it can be hard to find much of anything, but a few of the others are fairly limited. Any steel that resists electric is uncannily hard for Zekrom to hit. Our growingly lovable friend Doryuuzu fits the bill as do Steelix and the "not an underdog at all" Dialga, but a more fun choice is Magnezone which, incidentally, also fits the bill in really shutting down Kyuremu who hates any steel that doesn't lose the ice or dragon resist via the secondary type (Bronzong is just going to laugh in that thing's face so hard, free switch-in for Jirachi, etc, etc.). Kyogre also still has that odd problem hitting water/ground with water absorb so Quagsire fans do your thing and enjoy your new pal Gamageroge who can do the same thing pretty much. If Storm Drain saw the same changes as Lightningrod, maybe Gastrodon could have some fun too?

Blissey kinda sucks now. Not only is Zekrom just another really powerful Pokemon that doesn't care about it, but now Mewtwo has a super easy way to never worry about it again. Just about every other attacker Blissey might switch in on is either boosting stats on it or is a weather bomber that can probably hurt it pretty badly despite the HP/sdef. If we consider that silly old event legitimate (why do we?), maybe it still has a point...

Speaking of which, Wish, Heal Bell, and Aromatherapy are other "really good" moves we should probably have documented.

Wish:

Raichu
Clefable
Wigglytuff
Jolteon
Flareon
Vaporeon
Espeon
Umbreon
Leafeon
Glaceon
Jynx
Girafarig
Togekiss
Xatu
Gardevoir
Delcatty
Plusle
Minun
Illumise
Spinda
Chimecho
Latias
Jirachi
Cherrim
#521, Kenhorou: normal/flying
#531, Tabunne, normal
#594, Mamanbou: water

Heal Bell:

Granbull
Miltank
Blissey
Celebi
Delcatty
Chimecho
#531, Tabunne, normal

Aromatherapy:

Clefable
Vileplume
Parasect
Meganium
Jumpluff
Blissey
Cherrim
Roserade
Shaymin
#549, Doreida: grass
#586, Mebukijka: normal/grass


A few odd but potentially good moves are moves 470 and 471. These swap defensive and offensive stats with the target respectively. Most of the Pokemon who get 470 are rather defensive, but Alakazam and Agirudaa could be really annoying with it. 471 is more fun; Shuckle, Claydol, and Desukan (mummy) all get it and can have some fun with it. Anything that has its offensive stats averaged with theirs is going to be really crippled, and then if they have the appropriate attacking moves, they probably win 1v1 with their good defenses. It makes the game of switching into Shuckle oddly terrifying! Shuckle could also still just forget about attacking and run some set like Encore/M471/two utility moves and enjoy its large potential to set up for teammates. Just come in on something that won't be hurting it easily (any other defensive Pokemon) and Encore if you think it will attack and M471 if you expect a switch. It's a kinda similar concept to Wobbuffet except with a better overall moveset and a much different stat spread and typing.

M509 is a fighting type version of Dragon Tail learned only by Poliwrath and Nageki by level up and Kangashkan, Exploud, Lopunny, and Lucario get it as an egg move. Dragon Tail looks amazing so I thought I'd point this one out.

M515 looks insane if I read it correctly. It's a fighting type "explosion" that does as much damage as the user's HP. The learnset with HP and speed bases noted:

Raticate (55/97)
Primeape (65/95)
Dugtrio (35/120)
Shuckle (20/5)
Staraptor (85/100)
Ninjask (61/160)
Shedinja (1/40)
Zangoose (73/90)
Seviper (73/65)
Lucario (70/90)
#494, Victini: fire/psychic (100/100)
#550, Basurao: water (70/98) [has an alternate form that also gets this]
#617, Agirudaa: bug (80/145)

Okay, Agirudaa is the star here. It has base 145 speed and base 80 HP. That's 364 max HP and 427 max speed (641 with Choice Scarf, if it still exists). In other words, unless the opponent has a priority move or is a Deoxys or Ninjask really stacked in speed, you go first. You drop 364 fixed damage on anything that isn't a ghost. If the Pokemon has less than 112 base HP, that's instant death right there if they didn't invest in HP. Giratina, Arceus, and Kyuremu will survive at full health (well, Giratina is unhittable by it; Arceus and Kyuremu will take massive damage), but all of the other highest stat Pokemon need to pump HP to take this. This is basically the power to remove an enemy Pokemon from the game at the cost of one of your own, and of course there's nothing stopping you from running a gimmicky team with more than one Pokemon like this (Staraptor and Victini being the other notables; Primeape, Lucario, and most of the others probably don't have the HP or speed for it).

I intend to update all lists with any tutors and such. Once we have even a vague idea what items are still in the game as well as what new additions exist, that could probably help too.
 
I feel like Zekrom would be the most prominent pokemon of the three newly added dragon trio as well. With UBER being centralized around Kyogre by so much, Zekrom's 150 attack + stab electric attacks of very high base power will be often the staple Kyogre check. Though, I am concerned about it not having the x4 water ineffectiveness as the likes of palkia :/
 
Zekrom will need a scarf to effectively deal with Kyogre, IMO.

It can't switch into Ice Beam/Water Spout/Hydro Pump, and speed ties with Kyogre thanks to base 90 speed.

Latias and Palkia > Zekrom as Kyogre switch-ins.
 
Now would probably be a very good time to point out that we have very little idea what items exist in the game unless there's been some revelation. We do know you can't transfer items from old games so all items have to come from 5th gen. We don't know if Soul Dew exists anymore which could easily wreck Lati@s, and we don't know if Choice Scarf exists at all. I can't say I've crunched the exact numbers, but as long as any attack boosting item still exists at all, odds are this thing can OHKO Kyogre while Kyogre almost certainly cannot OHKO it. Very little can really switch into this thing for that matter so it can afford to take a decent hit coming in for sure.

I'd also point out that most of the most Pokemon Pokemon attack on the special side while Zekrom is physical. Light Screen is learned by a ton of stuff so it could be a big player here as well and should probably be factored into all switch-in modelings. Reflect, of course, is widely learned too, but I'm guessing it will be useful to stop fewer things and hence rarer.

These Pokemon aren't uber; the idea of uber is silly right now. They're just seemingly good.
 
Choice Items were found in the game code as was Life Orb.

In other news, I've found a Pokemon Modifier code. I'm going to complete the game before I use it to test stuff, but it can be found here. We should begin testing as much as possible.

I'm currently looking for an item modifier code to find out just what items, if any, were removed.
 

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