Our Pokemon so far:
Name: Kitsunoh
Type: Steel / Ghost
Ability: Frisk / Limber
Stats: 80 HP / 103 Atk / 85 Def /55 SpA /80 SpD /110 Spe
darkie:
Deck Knight:
Use the clicky poll above to vote.
Name: Kitsunoh


Name: Ultimate Scout
Description: A Pokemon that is very capable of forcing the opponent to reveal vital information about their team members and their moves using various techniques.
Type: Steel / Ghost
Ability: Frisk / Limber
Stats: 80 HP / 103 Atk / 85 Def /55 SpA /80 SpD /110 Spe
darkie:
I've updated a couple facets of my movepool. The most important was probably changing the egg moves slightly and adding Superpower and Brick Break (on popular request!). It still follows X-Act's guidelines and competitive moves will still be bolded.
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LEVEL UP MOVES
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Ice Fang (Heart)
Thunder Fang (Heart)
Scratch (-)
Tail Whip (-)
Lick (6)
Odor Sleuth (10)
Faint Attack (14)
Shadow Sneak (18)
Copycat (22)
Metal Claw (27)
Memento (31)
Fake Out (35)
Shadow Claw (40)
Revenge (44)
Shadow Strike (49)
Perish Song (55)
Memento allows Kitsunoh to bring in another Pokemon safely after its scouting duties have finished. Due to its high Speed, it will normally be able to Memento before the opponent kills it. Perish Song does a great job of forcing switches and can aid the team in the event of a last-Pokemon set up. Shadow Strike is a great STAB option that vastly outpowers any of Kitsunoh's other attacking options.
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TMs & HMs
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TM05 - Roar
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM29 - Psychic
TM30 - Shadow Ball
TM31 - Brick Break
TM32 - Double Team
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM49 - Snatch
TM53 - Energy Ball
TM54 - False Swipe
TM56 - Fling
TM61 - Will-o-Wisp
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM70 - Flash
TM74 - Gyro Ball
TM77 - Psych Up
TM78 - Captivate
TM79 - Dark Pulse
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM85 - Dream Eater
TM87 - Swagger
TM89 - U-Turn
TM90 - Substitute
TM91 - Flash Cannon
TM92 - Trick Room
HM01 - Cut
HM03 - Surf
HM04 - Strength
HM06 - Rock Smash
HM07 - Rock Climb
Toxic is Kitsunoh's best option against Suicune and other bulky Waters. Taunt can stop the set up of Stealth Rock and other support moves, gathering vital information regarding the makeup of the opponent's set. Protect is the quintessential scouting move, allowing Kitsunoh to see one of the opponent's moves without taking direct damage. Earthquake gives Kitsunoh a stronger option against Metagross and Jirachi, however it still suffers against Skarmory and Bronzong. However, due to lack of STAB and extremely high base attack, Kitsunoh will not wreak unnecessary havoc with the move. Will-o-Wisp helps against Tyranitar and Metagross hoping to switch in against Kitsunoh. Brick Break is an option to hit Rock/Steel-types if you are uncomfortable with the Steel + Ground combo.
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TUTOR MOVES
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Ice Punch
ThunderPunch
Knock Off
Ominous Wind
Trick
Iron Head
Snore
Spite
Superpower
Icy Wind
I decided to give this the punches for a couple reasons. One big reason was the great coverage they give: With Meteor Mash and Earthquake, they provide key coverage on many threats. This scout needs some firepower in order to force out big threats, so thats why they went in over the Fangs. However as you can see, the fangs are still in the movepool as flavor moves. Trick and Knock off are obvious tools for a scout, because both reveal the item of the opponent, and unlike Frisk, cripple them in the process. Iron Head is a reliable STAB move that can be used well due to its ability to flinch and Kitsunoh's high Speed. You can use Superpower if you want, in place of Steel + Ground to hit Rock/Steel-types.
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EGG MOVES (Ground Group)
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Featherdance
Metal Sound
Curse
Flail
Psycho Shift
Mud Slap
Yawn
Meteor Mash
Featherdance provides a good alternative for WoW, in that it can lower attack repeatedly, and to statused opponents. Psycho Shift is not competitive, as Kitsunoh has access to WoW, Toxic, and limber. The only status it could pass is Sleep, from a rest talk set. That uses up 3 of 4 moves, and leaving room for only 1 offensive move or U-Turn, which is rarely useful. Yawn is yet another status, it is a scouting status, as most would prefer to switch than take the sleep. With Kitsunoh's overall type coverage, anything with -2 defense will take a decent hit. Meteor Mash provides an alternative to Iron Head as steel STAB.
The Egg group is Ground, so Kitsunoh can get all its egg moves from Smeargle.
Deck Knight:
Humbly submitted for your approval.
Code:[B]Level-Up:[/B] H. Me First - Scratch - Growl 07. Fake Out 11. Metal Claw 14. Shadow Sneak 17. Yawn 22. Confuse Ray 25. Magic Coat 29. Scary Face 33. [B]Shadow Strike[/B] 36. Screech 36. Metal Sound 43. [B]Glare[/B] 49. Perish Song 56. [B]Meteor Mash[/B] [B]Level-Up Move count: 16[/B]
Directly viable, non-TM, and competitively reliable: Shadow Strike, Glare, Meteor Mash.
Useful but not game-breaking: Me First, Fake Out, Shadow Sneak, Yawn, Confuse Ray, Magic Coat, Scary Face, Screech, Metal Sound, Perish Song.
Code:[B]Egg Moves: Egg Group: Ground/Indeterminate[/B] Charm Poison Fang Pain Split Curse Fire Punch Thunderpunch Ice Punch [B]Moonlight Destiny Bond[/B] Double Kick [B]Memento[/B] Haze [B]Egg Move count: 12[/B]
Directly viable, non-TM, competitively reliable: Memento, Moonlight, Destiny Bond.
Useful but not game-breaking: Charm, Elemental Punches, Pain Split, Curse, Haze
Code:[B]TM List:[/B] TM03: Water Pulse TM05: [B]Roar[/B] TM06: Toxic TM10: Hidden Power TM11: Sunny Day TM12: [B]Taunt[/B] TM13: [B]Ice Beam[/B] TM14: [B]Blizzard[/B] TM15: Hyper Beam TM17: Protect TM18: Rain Dance TM20: [B]Safeguard[/B] TM21: Frustration TM23: [B]Iron Tail[/B] TM24: [B]Thunderbolt[/B] TM25: [B]Thunder[/B] TM26: [B]Earthquake[/B] TM27: Return TM28: Dig TM29: Psychic TM30: [B]Shadow Ball[/B] TM31: [B]Brick Break[/B] TM32: Double Team TM34: Shock Wave TM36: Sludge Bomb TM37: Sandstorm TM39: Rock Tomb TM40: Aerial Ace TM41: [B]Torment[/B] TM42: Facade TM43: Secret Power TM44: Rest TM45: Attract TM46: Thief TM48: [B]Skill Swap[/B] TM49: [B]Snatch[/B] TM54: False Swipe TM58: Endure TM61: [B]Will-O-Wisp[/B] TM63: Embargo TM65: [B]Shadow Claw[/B] TM66: Payback TM67: [B]Recycle[/B] TM68: Giga Impact TM70: Flash TM71: [B]Stone Edge[/B] TM72: [B]Avalanche[/B] TM77: [B]Psych Up[/B] TM78: Captivate TM79: Dark Pulse TM80: [B]Rock Slide[/B] TM82: Sleep Talk TM83: Natural Gift TM85: Dream Eater TM87: Swagger TM89: [B]U-turn[/B] TM90: Substitute TM91: [B]Flash Cannon[/B] TM92: [B]Trick Room[/B] HM01: Cut HM04: Strength HM06: Rock Smash HM08: Rock Climb
Code:[B]Tutor Moves:[/B] Fury Cutter Icy Wind [B]Knock Off[/B] Ominous Wind [B]Sucker Punch Trick Vacuum Wave Zen Headbutt[/B] Helping Hand Last Resort [B]Magnet Rise[/B] Snore Spite [B]Aqua Tail[/B] [B]Iron Head[/B] Mud Slap [B]Superpower[/B]
Notable TMs and Tutors:
Attacks:
Earthquake, Iron Tail, Brick Break, Stone Edge, Avalanche, Rock Slide, U-turn
Knock Off, Sucker Punch, Vacuum Wave, Zen Headbutt, Aqua Tail, Iron Head, Superpower
Support:
Roar, Taunt, Safeguard, Torment, Skill Swap, Snatch, Will-O-Wisp, Psych Up, Trick Room
Trick, Magnet Rise
Notable omissions:
Special fire moves, Baton Pass.
I've slightly come around on the Punches and have decided that the elemental punches themselves are not particularly egregious (Cross Chop, Drain Punch, and Focus Punch however, are.) I have them in Egg Moves and not tutors, but it's largely a distinction without a difference since I'm assuming Ground Egg group. The reason I don't support special fire moves is because most Ghost and Steel types do not learn them, and while I want a Metal Sound set to be viable, I thought fire moves and Earth Power would be too much.
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