IRIS OUT (a.k.a. Offensive Pivot)
Reze @ Heavy-Duty Boots or Grenade Pin
Ability: Regenerator
Nature: Timid (+Spe, -Atk) or Jolly (+Spe, -SpA)
252 Def/252 SpD/4 Spe, 252 Def/4 SpD/252 Spe, or 4 Def/252 SpD/252 Spe
- Parting Shot
- Spikes/Stealth Rock
- Iron Defense/Protect/Recover/Strength Sap/Substitute/Taunt/Will-O-Wisp
- Shell Trap/Fire Spin/Foul Play/Night Daze/Flash Cannon
"Seeing as this mod's submission requirements include sample movesets for the randomizer, I might as well provide them, too. One particular issue I should probably mention is that I'm not a fan of entry hazards and don't have any way to clear them, allowing chip damage from Stealth Rock or even Spikes to wear me down eventually. I bring this up now because if I were to run
Regenerator, I wouldn't be caught dead without
Heavy-Duty Boots on, so as to give me more breathing room to make my rounds as a
Parting Shot pivot and hazard setter. I unfortunately don't have any way to force anyone into any
Spikes or
Stealth Rocks I've set up, but that's what bringing in a teammate who can do that is for. The other support options I've previously listed can be used with near impunity thanks to Regenerator, but
Recover in particular is noteworthy because using it right after Regenerator kicks in would allow me to restore nearly all of my HP in a single turn, allowing me to become damn near impossible to kill with the right EV investment! Offensive moves I can run to avoid being shut down by Taunt include
Shell Trap to punish unwary melee combatants,
Fire Spin as a trapping move so whomever I tag in can secure their own kills more easily,
Foul Play to catch equally strong attackers off guard, and
Night Daze to throw off my opponents' aim. Oh, and I should also mention that this set can work just as well with my Bomb Devil form, though in this case I'd have to substitute my Dark STAB with
Flash Cannon... though to be fair, it has its own use in the form of weakening even potential checks and counters with its Special Defense drop, which will hopefully allow other special attackers to pick them off more freely."
the city mouse and the country mouse (a.k.a. All-Out Attacker)
Reze @ Heavy-Duty Boots, Choice Band, Choice Specs, or Life Orb
Ability: Regenerator, Flash Fire, or Aftermath
Nature: Lonely (+Atk, -Def), Naughty (+Atk, -SpD), Gentle (+SpA, -Def), or Careful (+SpA, -SpA)
252 Def/252 SpA/4 Spe or 4 Def/252 SpA/252 Spe
- Victory Dance/Swords Dance/Nasty Plot/Agility
- Dark Pulse/Night Daze/Brutal Swing/Night Slash
- Fire Blast/Flamethrower/Overheat/Flame Charge/Flare Blitz
- Energy Ball/Seed Bomb/Focus Blast/Close Combat/Stone Edge/Mud Bomb/Razor Shell/Shadow Ball/Psycho Cut/Parting Shot/Substitute
"I've already discussed my base form's offensive strengths and setup options at length in my main competitive info write-up, so I don't believe I'll need to repeat all of that here. Instead, what I'd like to highlight is my suggested items, abilities, and potential teammates.
Choice items are a solid option for forgoing a setup move altogether, allowing me to load up two STABs of choice and two coverage options - preferably
Grass coverage and
Shadow Ball - so I can counter every single type that would otherwise hit me super-effectively. Alternatively,
Life Orb sets can work just as well, but I'd have to risk a hard switch if I'm not running
Parting Shot, whereas running that move would cost me one of my coverage types... not the easiest choice, but Parting Shot works so excellently with
Regenerator that I'm sure I can make it work somehow! For special sets specifically,
Flash Fire allows me to switch into Fire coverage as well as Fire-type attackers, giving me some welcome indirect setup even before hatching my first
Nasty Plot of the game. And then there's
Aftermath which, while thematically apropos, would only be useful for punishing whomever manages to finally dispatch me - not exactly the best option, but I bet it can still make a difference for my team as a whole in the right situation. With very few type combinations that resist both of my STABs, I can also afford to run
Substitute and avoid being incapacitated by status, but since I'll have to cut off one of my own limbs to make the Substitute, I'd basically be fighting either one-handed or one-legged for the rest of the match if I'm not running Regenerator! As such, clerics to keep me healthy, hazard setters to wear down my foes faster, pivots to bring me in safely, and/or defensive walls who can shield me from at least a few of my type weaknesses would all be useful for helping me maintain my offensive momentum. And in exchange, I'm sure anyone who'd struggle against at least one of the six types my STABs are strong against would appreciate some much-needed cover fire, so to speak."
JANE DOE (a.k.a. Shell Smash + Mega Wallbreaker)
Reze @ Grenade Pin
Ability: Regenerator or Aftermath
Nature: Lonely (+Atk, -Def), Naughty (+Atk, -SpD), Gentle (+SpA, -Def), or Careful (+SpA, -SpA)
4 Atk/252 SpA/252 Spe or 252 Atk/4 SpA/252 Spe
- Shell Smash
- Pyro Ball/Fire Blast/Flare Blitz
- Magnet Bomb/Iron Head/Bullet Punch/Flash Cannon
- Energy Ball/Seed Bomb/Rock Blast/Mud Bomb/Razor Shell/Shadow Ball/Psycho Cut
"Finally, my offensive 'Mega Evolution' set hinges on the inability of my opponents to predict what the
Bomb Devil will do next, especially since
Shell Smash grants a one-stage multiplier to
both of my offensive stats at once as well as my Speed. It is this which would be my go-to setup move for this reason - all the better to play along with the mind games this set can induce! Only some of my STABs, such as
Pyro Ball and
Magnet Bomb, will receive additional power, but given Shell Smash's stat boosts, I don't consider my custom ability to be a significant strategic game-changer, at least not as much as the changes to my stats. STABs aside, a number of my coverage options are also buffed by my power as the Bomb Devil, with
Energy Ball and
Seed Bomb in particular being able to counter Water- and especially Ground-types that might otherwise pose a significant threat. Aside from those two,
Rock Blast, Mud Bomb, and
Razor Shell all cover for Fire-types that might otherwise wall me, and
Shadow Ball and
Psycho Cut will obliterate any Fighting-type checks my STABs can't handle on their own. Overall, there is plenty of room for my devil self to experiment, and whether I decide to go for a purely physical version of this set, a purely special one, or a mix-and-match of either styles would really be dependent on the randomizer - and my own personal preference, of course! Granted, every choice I make will come with a cost in some form, but I'm sure the right selection of teammates can cover for remaining vulnerabilities, missing strategic roles, or any other call on my part for assistance from others."