Thanks for taking the time to write down all these suggestions!This isn't meant to be anything negative or an attack piece, merely my opinions that I just want to share a few opinions on things as I see them.
Normal - Boomburst
while not as strong as it's pixilate alternative, mons like mold breaker arceus can pretty effectively use normal boomburst to do pretty decent damage even if once more not as strong as pixilate. It also is a move that can bypass substitute which can be a pretty usable trait at times.
Electric - Nuzzle
Utility move sure, but a pretty useful one. Paralysis is a pretty strong status as the speed reduction can cripple mons. While likely not as potent as things like no guard zap cannon or the strong power moves, it can definitely see usage at times.
Ice - Refridgerate, Icicle Crash, Frost Breath
While more niche than pixilate, there are circumstances where refridgerate is relevant (though the best mons aren't as good as they are for pixilate) and as a result it'd be at least worth a footnote.
Icicle crash is a move that sees decent usage as a non-priority coverage move for mons like stag pdon and coverage fish mmx due to (in large part) the prevalence of mray. While you definitely can argue for advantages of multiple hits from icicle spear, crash is oftentimes more reliable at dealing damage as to outdamage crash you need a 4 or 5 hit spear (based on power, not substitute mu)
While most notable for meme set improofs of mray, a guarunteed crit against meta staples can lead to the difference of a qd mray sweeping you or perishing to your probopass.
Fighting - Low Kick, Secret Sword, Drain Punch, Circle Throw
Close Combat is good yes, but it has the drawback of lowering your defenses. While you can oftentimes switch out to mitigate this after a ko, if you don't ko, it can leave you a lot closer to KO. Pure Hackmons is a heavy tier. I say this as in most mons weigh a lot as stronger mons tend to be heavy. So rather than having a 120 base power fighting move with drawbacks you can pretty reliably have a 120 base power fighting move without them (most the time). If you are using it just as coverage most the relevant mons weak to it often take it with 120 base power without drawbacks, while ferrothorn and slaking take it with 100 base power instead of 120.
Sacred Sword is a good move at times, but oftentimes Secret is a strong special option. Secret sword is a move that can lead to among other things ghost type plate holders that are completely (save for plate impostor) self-improofed. It can fit onto mons like special protean users and has the advantage of hitting defense instead of special defense as a special attack. Mons like registeel often are more specially bulky so this move can let special attackers punish them harder, even if it imperfect.
Drain Punch is a move that i feel at least deserves mention. While lower in power, it can offer increased longevity at times which can be useful. Even if it doesn't ko for instance, a drain punch in theory could be the difference between living a hit and not. I feel its about as worth a mention as volt switch (which is pretty limited imo due to the prevalence of primal groudon).
Circle Throw is a phasing move. These moves aren't always ideal, but they can also put in huge work. While generally whirlwind would likely be the best, having a phasing move that hits things like bounce registeel can be useful at times.
Poison - Sludge Bomb and Poison Jab
Sludge wave is a fine move, however there are times where 5 base power is worth trading it for an additional 20% poison chance as poison can be effective pressure on mons and the base power reduction isn't that huge to a point of being deeply impactful.
Poison Jab is weaker than gunk shot, but more consistant. an 80% chance to do damage at times can be a negative enough where you you'd rather have a 100% chance, even if the 100% chance puts you in 2hko range instead of ohko.
Ground - Earth Power, Bonemerang
Earth Power mray is a real thing and earth power mray will hurt you. But in all seriousness, earth power is your best special option for ground coverage and while you could run tarrows instead if you have the attack stat, it does enable some pretty good damage at times.
Bonemerang is a move that has as much reason to be on the list as icicle spears. Rather than hitting 2 to 5 times, bonemerang hits twice for 50 base power each. Rather than the next closest move in Bone Rush (2 to 5 hits of 25BP), it is a 100BP multihit move that can be useful to break substitute with one hit and deal damage behind it with the other.
Psychic - Hyperspace Hole
Imagine if I told you there was a move that bypassed protect, ignored subsitute, had decent base power, and unlike its counterpart was not limited to one mon. That move is hyperspace hole. Unlike its big brother hyperspace fury, gamefreak did not add on the Hoopa only clause and this move can be used by any psychic type. While the psychic type roster is limited, I have seen some success using it before on mons like mold breaker latios as ignoring substitute is a useful enough effect that it can be a usable (even if niche) move.
Rock - Power Gem
I won't argue rock is a limited type, however power gem is your best special option for it and while generally I'd say ice is just better to run with your rock coverage being stealth rocks. I would also like to add that while more limited, there are times in the past where things like mold breaker ttar have appeared and rock dark is a pretty good offensive combo (although its weaknesses do definitely hold it back)
Ghost - my only note here is your strongest 1 turn physical option is shadow claw as poltergeist is a gen 8 move so good luck bringing that to any ORAS PH game.
Dragon - Dragon Tail, Spacial Rend
Phasing is a strong effect, on some teams (particularly stall) dragon tail giratina can be a very strong cornerstone to help prevent enemy set up and deal hazard damage. I'd argue it is just as good or better as circle throw.
Spacial Rend is a dragon move that does NOT lead to you having your special attack drop by two stages to click. While most the time dragon coverage is on the less useful side, for some mold breakers this is a strong option.
Dark - knock off, pursuit
Items are pretty strong. They can be the difference between getting stagtrapped and losing a core mon and not. Between having an improof and not. Knock off removed items and does impressive damage while doing it. While you definitely can argue in favor of beat up, knock off is a move that deserves its place out of the utility and power it offers.
Pursuit trapping defines a lot of huge power mons. Mega gyarados would not be as relevant as it is without this move. While I'd recommend it more selectively as improofing can be difficult, it is a move that fundamentally hinders dark weak mons or those without baton pass as you can't retreat your mray if it gets pursuited in the switching out and faints.
Also yes on the Foul Play, but particularly on stall teams as using your opponents attack against them do good damage, especially if you are piloting stall.
Steel - Bullet Punch, Iron Head
Mega Diancie is a strong mon. This move kills it. It's a priority move that while more limited compared to ice shard does its job well when it needs to. Ignoring it would be a flawed approach.
Iron head is gear grind, but consistent. Trading 20 power for consistency can be good as sure you might be less likely to OHKO and sure you might not have as good a sub matchup with the move, but on mons like registeel, this is a way to ensure you can hurt them rather than gamblinf.
Fairy - Light of Ruin
Light of Ruin has too much recoil imo to be a great option for coverage. A lot of the mons you'd want fairy coverage for can (and will) be fat and you very well could be trading large chunks of your HP if you click this move. This is a tier where a large chunk of mons will be able to heal consistently and having a strong mon trade large chunks of health into primal kyogre (for instance) only for it to heal off most the damage would not be ideal. While I am sure it could have uses, these feel limited enough I would not advise.
Judgement:
This is a special footnote I am adding. For a fair few mons, plate judgement is a strong choice, Arceus can not have plated knocked off or tricked, so plate arceus forms could run (for instance) fist plate to somewhat selfproof. Ghost types like mega gengar have spooky plate leading to sets like mold breaker spooky plate where you can be completely selfproofed. While judgement is moreso a move you'd use as improofing, it is a strong one on the right mons be it draco plate on mons like zekrom or even pixie plate on moldy mdia, even if it has it's flaws.
I'll be sure to add the vast majority of these as there are some extremely good points, not to mention some moves I'm really annoyed I forgot about lmao. Just reading some of the stuff you've written here has given me some ideas for more interesting and non-standard sets, and gives me hope that in the future we could see ORAS be less centralised around the most common sets. I hope my coverage tool can be even more useful and informative to newer players now.








