SPOILERS! Scarlet & Violet Leaks Thread - Data/Mechanics

YEP CROC.

Though to be fair, I still am not sure Skeledirge will make a impact in the top tiers. Yes it has recovery, and yes Knock Off and Scald are gone mostly (for now), but it's still weak to common OU staples including Garchomp and Lando-T, will be food for Greninja/Meowsharade, and recovery also got nerfed on top of it.
It's also a typing that's unlikely to be seen in VGC doubles for same reason, weak to two of the most common moves in doubles (Rock Slide and EQ).

One could argue that you can fix its typing with Terastal, and while true, that means committing your terastal to it over an offensive threat.

I don't really see it making a splash in the higher tiers, outside maybe as role compression in some cases.

Lower tiers however, that may be a menace.
Agreed, I am changing my predictions up a bit with starters impact from greatest to least being as follows; Spriggatito, Quaquaval, Skeledirge. if it learns a strong grass, electric, or poison move, it can com in to revenge kill belly drum huge power azumarill, a feat not many pokemon can boast.
 
Just going by whatever I figured out/manage to understand

Slowking: Future Sight, Chilly Reception
Slowking-Galar: Toxic, Future Sight, Chilly Reception
Zangoose: Double Kick, Disable, Counter, Fury Swipes, Curse, Flail, Belly Drum, Feint, Night Slash, Double Hit, Quick Guard, Final Gambit
(possible missing list of egg moves for Zangoose)

Meowscarada: Double Team, Trick
Skeledirge: Sing
Quaquaval: Counter
Rabsca: Safeguard, Psych Up
Brute Bonnet: Sunny Day
Sandy Shocks: Sunny Day
Screaming Tail: Sunny Day
Flutter Mane: Sunny Day
Slither Wing: Sunny Day
Roaring Moon: Sunny Day, Jaw Lock, Breaking Swipe, Scale Shot
Iron Moth: Electric Terrain
Iron Hands: Electric Terrain
Iron Thorns: Electric Terrain
Iron Bundle: Electric Terrain
Iron Valiant: Electric Terrain
Ceruledge: Night Slash, Shadow Sneak, Quick Guard, Solar Blade

edit: don't think these moves are scrapped from learnsets, might just be errors from the file or wtv
maybe this 'tutor' list is an unfinished thing for the dlc later? would explain why some mons get a lot of moves while most get 0-1, though maybe there's a better explanation
 
Maushold gets two exclusive moves in Tidy Up and Population Bomb as well as Encore and Super Fang which could be quite annoying coming off a respectable 111 Speed stat. 75 Attack sucks but it does have a strong signature move and a way to boost its Attack so it could be fun.

Not to mention that Loaded Dice is a thing.

The lowest chain-linking moves are 15 BP. If Population Bomb hits 10 times, it'd be 150 BP. If it's 10 BP and hits 10 times, it'd be 100 BP.

Now, just assuming it's the former, and that it's used Tidy Up once:

+1 252 Atk Raticate Hyper Fang vs. 252 HP / 252+ Def Toxapex: 136-162 (44.7 - 53.2%) -- 31.3% chance to 2HKO

This thing has the tools to do what Tinkaton wishes it could, making a base 75 Attack Stat actually work. Of course, this is dependant on Population Bomb being 15 BP, and I haven't caught up yet, so we'll see.
 
Ok, so here's Chilly Reception. It's signature move of Slowking (both forms)?
It seems to be the Slowtwins.
As of now it's assumed to be Slowking and G-Slowking
So that's where Chilly Reception went!
Learners:
  • Slowking
  • Slowking-Galar
...OK...didn't know they were such jokers.
Is this GameFreak's way of redressing the wonky distribution of Teleport? Goddamnit, I think it is.
 
Is this GameFreak's way of redressing the wonky distribution of Teleport? Goddamnit, I think it is.
Maybe, cause you see, wanna know how many pokemon learn Teleport in gen 9?

Exactly 4, the Kirlia line.
Pivot Move clause when? Slowkings and Cyclizar get the new Pivot moves and have Regenerator. This shit is getting ridiculous.

Eh, while I understand the hatred of some OU players for Regenerator, consider that this gen the powercreep in OU will be massive due to the hilarious amount of 550+ BST monsters dropping.
Most of which having favorable matchup against the top Regenerators too, who also can't spam recovery as liberarly as before.

Boots are also still to be found, Defog is near non existant as availability too.

Ofc this may or may not be subject to change once home and then the dlcs come around.
 
ALRIGHT BABY, TIME FOR THAT DUNSPARCE SWEEP, IT'S DUNSPARCE APPRECIATION HOURS BABY, THAT'S WHAT I'M TALKING ABOUT.

Dudunsparce - 125/100/80/85/75/55 (Total: 520) - Normal/Normal - Serene Grace/Run Away/Rattled
  1. Learned Moves:
  2. Defense Curl @ Lv. 1
  3. Flail @ Lv. 1
  4. Mud-Slap @ Lv. 4
  5. Rollout @ Lv. 8
  6. Glare @ Lv. 12
  7. Screech @ Lv. 16
  8. Ancient Power @ Lv. 20
  9. Drill Run @ Lv. 24
  10. Yawn @ Lv. 28
  11. Hyper Drill @ Lv. 32
  12. Roost @ Lv. 36
  13. Dragon Rush @ Lv. 40
  14. Coil @ Lv. 44
  15. Double-Edge @ Lv. 48
  16. Endeavor @ Lv. 52
  17. Hurricane @ Lv. 56
  18. Boomburst @ Lv. 62
  19. TM Moves:
  20. Body Slam, Take Down, Flamethrower, Ice Beam, Blizzard, Hyper Beam, Solar Beam, Thunderbolt, Thunder, Earthquake, Dig, Agility, Fire Blast, Amnesia, Rest, Rock Slide, Substitute, Thief, Protect, Scary Face, Mud-Slap, Outrage, Sandstorm, Endure, Sleep Talk, Baton Pass, Rain Dance, Sunny Day, Facade, Helping Hand, Hyper Voice, Rock Tomb, Mud Shot, Poison Tail, Calm Mind, Tailwind, Poison Jab, Air Slash, Earth Power, Giga Impact, Zen Headbutt, Stone Edge, Stealth Rock, Heavy Slam, Stored Power, Hex, Bulldoze, Dragon Tail, Wild Charge, Drill Run, Hurricane, Smart Strike, Stomping Tantrum, Body Press, Tera Blast, Ice Spinner, Pounce, Chilling Water

Okay, so looking at the moveset our boi has got, it's looking REALLY nice actually. Glare, Yawn, Roost, Coil, Substitute, Tailwind, Stealth Rock, and Dragon Tail offer some decent support style play and give it the possibility of being a unique lead in the lower tiers. Physically Dunsparce has always had a surprisingly good movepool, but now it gets access to what looks like a few new moves such as Ice Spinner and most importantly, Body Press, which is HUGE when combined with Coil and it's respectable 100 base atk. It also gets access to Outrage which could be an unexpected threat on a Glare + Coil set. Not to mention, with a base 85 sp atk stat, Dudunsparce can actually utilize some of those special moves if it wants to, and a STAB Boomburst or Hurricane will hurt like hell if the opponent isn't expecting it.

But most importantly of all...

WHAT. IS HYPER DRILL. :zonger:

BASE POWER, PLEASE???? :row:
 
Not to mention that Loaded Dice is a thing.

The lowest chain-linking moves are 15 BP. If Population Bomb hits 10 times, it'd be 150 BP. If it's 10 BP and hits 10 times, it'd be 100 BP.

Now, just assuming it's the former, and that it's used Tidy Up once:

+1 252 Atk Raticate Hyper Fang vs. 252 HP / 252+ Def Toxapex: 136-162 (44.7 - 53.2%) -- 31.3% chance to 2HKO

This thing has the tools to do what Tinkaton wishes it could, making a base 75 Attack Stat actually work. Of course, this is dependant on Population Bomb being 15 BP, and I haven't caught up yet, so we'll see.
But Tinkaton's signature move is still stronger. The main trade off is wasting an item slot for Loaded Die vs a moveslot on Protect.
what recovery does it get.
Slack Off.
ALRIGHT BABY, TIME FOR THAT DUNSPARCE SWEEP, IT'S DUNSPARCE APPRECIATION HOURS BABY, THAT'S WHAT I'M TALKING ABOUT.

Dudunsparce - 125/100/80/85/75/55 (Total: 520) - Normal/Normal - Serene Grace/Run Away/Rattled
  1. Learned Moves:
  2. Defense Curl @ Lv. 1
  3. Flail @ Lv. 1
  4. Mud-Slap @ Lv. 4
  5. Rollout @ Lv. 8
  6. Glare @ Lv. 12
  7. Screech @ Lv. 16
  8. Ancient Power @ Lv. 20
  9. Drill Run @ Lv. 24
  10. Yawn @ Lv. 28
  11. Hyper Drill @ Lv. 32
  12. Roost @ Lv. 36
  13. Dragon Rush @ Lv. 40
  14. Coil @ Lv. 44
  15. Double-Edge @ Lv. 48
  16. Endeavor @ Lv. 52
  17. Hurricane @ Lv. 56
  18. Boomburst @ Lv. 62
  19. TM Moves:
  20. Body Slam, Take Down, Flamethrower, Ice Beam, Blizzard, Hyper Beam, Solar Beam, Thunderbolt, Thunder, Earthquake, Dig, Agility, Fire Blast, Amnesia, Rest, Rock Slide, Substitute, Thief, Protect, Scary Face, Mud-Slap, Outrage, Sandstorm, Endure, Sleep Talk, Baton Pass, Rain Dance, Sunny Day, Facade, Helping Hand, Hyper Voice, Rock Tomb, Mud Shot, Poison Tail, Calm Mind, Tailwind, Poison Jab, Air Slash, Earth Power, Giga Impact, Zen Headbutt, Stone Edge, Stealth Rock, Heavy Slam, Stored Power, Hex, Bulldoze, Dragon Tail, Wild Charge, Drill Run, Hurricane, Smart Strike, Stomping Tantrum, Body Press, Tera Blast, Ice Spinner, Pounce, Chilling Water

Okay, so looking at the moveset our boi has got, it's looking REALLY nice actually. Glare, Yawn, Roost, Coil, Substitute, Tailwind, Stealth Rock, and Dragon Tail offer some decent support style play and give it the possibility of being a unique lead in the lower tiers. Physically Dunsparce has always had a surprisingly good movepool, but now it gets access to what looks like a few new moves such as Ice Spinner and most importantly, Body Press, which is HUGE when combined with Coil and it's respectable 100 base atk. It also gets access to Outrage which could be an unexpected threat on a Glare + Coil set. Not to mention, with a base 85 sp atk stat, Dudunsparce can actually utilize some of those special moves if it wants to, and a STAB Boomburst or Hurricane will hurt like hell if the opponent isn't expecting it.

But most importantly of all...

WHAT. IS HYPER DRILL. :zonger:

BASE POWER, PLEASE???? :row:
Do we know what this mon's form changes do or no? I'm quite curious.
 
I'm sorry...has this been addressed?

uqv04adbwcz91.jpg


RIP Toxic, if true...
 
ALRIGHT BABY, TIME FOR THAT DUNSPARCE SWEEP, IT'S DUNSPARCE APPRECIATION HOURS BABY, THAT'S WHAT I'M TALKING ABOUT.

Dudunsparce - 125/100/80/85/75/55 (Total: 520) - Normal/Normal - Serene Grace/Run Away/Rattled
  1. Learned Moves:
  2. Defense Curl @ Lv. 1
  3. Flail @ Lv. 1
  4. Mud-Slap @ Lv. 4
  5. Rollout @ Lv. 8
  6. Glare @ Lv. 12
  7. Screech @ Lv. 16
  8. Ancient Power @ Lv. 20
  9. Drill Run @ Lv. 24
  10. Yawn @ Lv. 28
  11. Hyper Drill @ Lv. 32
  12. Roost @ Lv. 36
  13. Dragon Rush @ Lv. 40
  14. Coil @ Lv. 44
  15. Double-Edge @ Lv. 48
  16. Endeavor @ Lv. 52
  17. Hurricane @ Lv. 56
  18. Boomburst @ Lv. 62
  19. TM Moves:
  20. Body Slam, Take Down, Flamethrower, Ice Beam, Blizzard, Hyper Beam, Solar Beam, Thunderbolt, Thunder, Earthquake, Dig, Agility, Fire Blast, Amnesia, Rest, Rock Slide, Substitute, Thief, Protect, Scary Face, Mud-Slap, Outrage, Sandstorm, Endure, Sleep Talk, Baton Pass, Rain Dance, Sunny Day, Facade, Helping Hand, Hyper Voice, Rock Tomb, Mud Shot, Poison Tail, Calm Mind, Tailwind, Poison Jab, Air Slash, Earth Power, Giga Impact, Zen Headbutt, Stone Edge, Stealth Rock, Heavy Slam, Stored Power, Hex, Bulldoze, Dragon Tail, Wild Charge, Drill Run, Hurricane, Smart Strike, Stomping Tantrum, Body Press, Tera Blast, Ice Spinner, Pounce, Chilling Water

Okay, so looking at the moveset our boi has got, it's looking REALLY nice actually. Glare, Yawn, Roost, Coil, Substitute, Tailwind, Stealth Rock, and Dragon Tail offer some decent support style play and give it the possibility of being a unique lead in the lower tiers. Physically Dunsparce has always had a surprisingly good movepool, but now it gets access to what looks like a few new moves such as Ice Spinner and most importantly, Body Press, which is HUGE when combined with Coil and it's respectable 100 base atk. It also gets access to Outrage which could be an unexpected threat on a Glare + Coil set. Not to mention, with a base 85 sp atk stat, Dudunsparce can actually utilize some of those special moves if it wants to, and a STAB Boomburst or Hurricane will hurt like hell if the opponent isn't expecting it.

But most importantly of all...

WHAT. IS HYPER DRILL. :zonger:

BASE POWER, PLEASE???? :row:
887: Hyper Drill
The user spins the pointed part of its body at high speed
to pierce the target. This attack can hit a target using a
move such as Protect or Detect.

unknown power
 
Do you think Annihilape will be good in VGC?
Well Inner Focus and Defiant are both insanely good abilities for VGC (most likely will prefer Defiant as it's already immune to fake out)

Its stats arent bad, however it has to compete with a lot of other fighting and ghost types as well as all the paragons which will flood the game.
It's also on a... awkard speed tier, and without a strong ghost stab to use.

It has potential, but difficult to predict for now.
 
very low hazard removal distribution and I can't tell if someone already made a list of the users of it so I did real quick

Defoggers: :scyther:Scyther line, :swablu:Swablu line, :drifloon:Drifloon line, :giratina:Giratina, :lilligant:Lilligant-H, :rufflet:Rufflet line, :fletchling:Fletchling line, :hawlucha:Hawlucha, :noibat:Noibat line, :rowlet:Rowlet line, :oricorio:Oricorio, :fomantis:Fomantis line, :rookidee:Rookidee line, :frosmoth:Frosmoth
Spinners: :pineco:Pineco line, :delibird:Delibird, :donphan:Donphan, :torkoal:Torkoal, :cryogonal:Cryogonal, :bergmite:Bergmite line, :bounsweet:Bounsweet line, :komala:Komala, :rolycoly:Rolycoly line, :regieleki:Regieleki, Quaxly line, Tatsugiri, Cyclizar, Bramblin line, Great Tusk, Iron Treads, Toedscool line
Tidy Up: Maushold line
Mortal Spin?: Glimmora

Unsure if Mortal Spin acts like Rapid Spin but with a similar description, I think it's safe to assume
 
But Tinkaton's signature move is still stronger. The main trade off is wasting an item slot for Loaded Die vs a moveslot on Protect.

Slack Off.

Do we know what this mon's form changes do or no? I'm quite curious.
I don't think we know for sure but at the very least it doesn't have different moves, abilities or stats. It's likely aesthetic, like the sinistea forms
 
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