cbrevan
spin, spin, spin
This is your moveset update post with obligatory summary of most of the movesets that have been posted so far. Before we get into these sets, I've decided to disallow Extreme Speed. Thread consensus would have us believe that the overall power level of the move is too high for a single moveslot, and there has been widespread support for Quick Attack + Swords Dance in its stead. In addition, no post or even an effort has been made in this thread to dispute the inclusion of Quick Attack + Swords Dance, so I plan to approve one such set after some minor tweaking.
This thread has been relatively straightforward with most sets mirroring others to some degree in usage. By far the most popular sets submitted were based around Swords Dance and Quick Attack, which I interpreted as the ICC wanting 25g to function as a boosting sweeper. As such, my decisions around disallowing moves and approving movesets is centered around accomodating these sets. From here on out I'd like us to discuss the moves I commented on and examine the submitted movesets alongside eachother. Is there a yet unforseen combination of moves from two different movesets that could create a potentially unbalanced movesets? Did we miss any move interactions because they were submitted on different sets? How else can we apply already approved moves?
Onto the sets themselves, a number of Swords Dance variations have been suggested with differences centered around coverage options and items. Explosion allows 25g access to a one time nuke when used with Normalium Z in addition to its regular usage as a nuclear option. No calcs were provided for Explosion at +2, but +2 Z Explosion does enough to clearly ohko Mega Latias and OHKO Mega Latias after Stealth Rock. The same goes for most other of potential checks that are neither Physically Defensive Cyclohm or dedicated physical walls such as Pyroak and Tangrowth. Not to mention, Explosion itself is doing absurd amounts of damage to everything but the aforementioned Pokemon at +2. With that in mind, I'm on the fence as to whether or not Explosion should be allowed, since it seems to offer too much damage against what should be our defensive switchins at +2.
Knock Off seems balanced for what it does, as the main matchup it affects notably at +2 is against Mega Latios, as it has a chance to OHKO after Stealth Rock. Even at +2 it doesn't do nearly enough to Pyroak, Tangrowth, Kyurem-B, and other single grass resistances since Double Edge out damages it.
Ground coverage was mentioned later in the thread for different sets as a way to threaten Mega Crucibelle, Fidgit, and Heatran. However, at +2 even a Tectonic Rage from Stomping Tantrum has a change to OHKO Physically Defensive Cyclohm after Stealth Rocks, meaning that anything more powerful would OHKO it. Considering that Double Edge unboosted is a 2hko on Heatran and the combination of Return + Quick Attack + Stealth Rock damage or Double Edge + Quick Attack KOs Mega Crucibelle, the only matchup it notably swings is versus Fidgit. With that in mind, I'm leaning towards disallowing physical Ground coverage above 60 BP in order to retain Cyclohm as a definitive check to 25g, just to play it safe with what could be a potent setup sweeper and its best defensive check.
These sets all seek to use 25g as a physically biased offensive Pokemon by taking advantage of its Galvanize boosted STAB moves. I would approve the Choice Band set if it wasn't for the inclusion of Explosion, which while it may be balanced on purely offensive set, I'm wary of in conjunction with Swords Dance.
Fake Out is an interesting tech option to get in relevant chip damage, especially when combined with Volt Switch. What I'm most interested in is to see calcs of Fake Out + Quick Attack, just to better understand the potential revenge killing capabilities it would allow.
Utility Attacker is an approved moveset. Rapid Spin is pro-concept and hasn't had any significant detractors despite being included in several submissions. Volt Switch gives access to a pivoting move, which is most relevant against our Dragon, Grass, and Electric-type switch ins. Similarly to Rapid Spin, Volt Switch was included on several movesets with no argument presented against it, so it has been approved along with this set.
Physically Biased Mixed has also been approved. Paralysis via Body Slam is only relevant against Mega Latis on our list of wanted Checks and Counters, which seems like a minimal enough impact to allow. Boomburst is not only pro-concept but helps improve our matchup against Tomohawk and other Pokemon we seek to pressure, while hitting nothing on our list of wanted Checks and Counters in a significant way. Of course, I'll take the proactive step and ban any Special Attack boosting set up options aside from Work Up and any non-competitive +1 Special Attacking boosting move.
The Scarf set is sound in theory but has way to many slashes to be approved. I'm also unsure about allowing U-turn since it plays around Cawmodore while getting relevant chip on Mega Latis. Also, there isn't a dire need for U-turn seeing how 25g already pressures every relevant Ground-type besides Fidgit through Power Whip and Wood Hammer.
This set wants to make full use of Galvanize Boomburst, but has little else going for it when compared to physical attacking sets. None of the moves seem controversial but at the same time I'm unsure of approving a moveset that would most likely see little play, especially with Boomburst already approved via the Physically Biased Mixed set.
This thread has been relatively straightforward with most sets mirroring others to some degree in usage. By far the most popular sets submitted were based around Swords Dance and Quick Attack, which I interpreted as the ICC wanting 25g to function as a boosting sweeper. As such, my decisions around disallowing moves and approving movesets is centered around accomodating these sets. From here on out I'd like us to discuss the moves I commented on and examine the submitted movesets alongside eachother. Is there a yet unforseen combination of moves from two different movesets that could create a potentially unbalanced movesets? Did we miss any move interactions because they were submitted on different sets? How else can we apply already approved moves?
Name: Swords Dance Breaker
Move 1: Swords Dance
Move 2: Return
Move 3: Power Whip / Wood Hammer
Move 4: Quick Attack / Knock Off
Ability: Galvanize
Item: Life Orb / Magnet
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
Name: Swords Dance + Quick Attack
Move 1: Swords Dance
Move 2: Quick Attack
Move 3: Power Whip / Horn Leech
Move 4: Return / Body Slam / Double-Edge
Ability: Galvanize
Item: Grassium Z / Magnet
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
Name: Swords Dance Z-Sweeper
Move 1: Swords Dance
Move 2: Quick Attack
Move 3: Horn Leech
Move 4: Explosion
Ability: Galvanize
Item: Normalium-Z
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
Name: Normalium Z Nuke (with multiple uses)
Move 1: Swords Dance
Move 2: Head Charge / Double Edge
Move 3: Horn Leech
Move 4: Quick Attack / Knock Off
Ability: Galvanize
Item: Normalium Z
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly / Adamant
Name: Swords Dance Priority Abuser
Move 1: Fake Out
Move 2: Swords Dance
Move 3: Quick Attack
Move 4: Horn Leech / Power Whip
Ability: Galvanize
Item: Life Orb / Magnet
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
Move 1: Swords Dance
Move 2: Return
Move 3: Power Whip / Wood Hammer
Move 4: Quick Attack / Knock Off
Ability: Galvanize
Item: Life Orb / Magnet
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
Name: Swords Dance + Quick Attack
Move 1: Swords Dance
Move 2: Quick Attack
Move 3: Power Whip / Horn Leech
Move 4: Return / Body Slam / Double-Edge
Ability: Galvanize
Item: Grassium Z / Magnet
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
Name: Swords Dance Z-Sweeper
Move 1: Swords Dance
Move 2: Quick Attack
Move 3: Horn Leech
Move 4: Explosion
Ability: Galvanize
Item: Normalium-Z
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
Name: Normalium Z Nuke (with multiple uses)
Move 1: Swords Dance
Move 2: Head Charge / Double Edge
Move 3: Horn Leech
Move 4: Quick Attack / Knock Off
Ability: Galvanize
Item: Normalium Z
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly / Adamant
Name: Swords Dance Priority Abuser
Move 1: Fake Out
Move 2: Swords Dance
Move 3: Quick Attack
Move 4: Horn Leech / Power Whip
Ability: Galvanize
Item: Life Orb / Magnet
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
Onto the sets themselves, a number of Swords Dance variations have been suggested with differences centered around coverage options and items. Explosion allows 25g access to a one time nuke when used with Normalium Z in addition to its regular usage as a nuclear option. No calcs were provided for Explosion at +2, but +2 Z Explosion does enough to clearly ohko Mega Latias and OHKO Mega Latias after Stealth Rock. The same goes for most other of potential checks that are neither Physically Defensive Cyclohm or dedicated physical walls such as Pyroak and Tangrowth. Not to mention, Explosion itself is doing absurd amounts of damage to everything but the aforementioned Pokemon at +2. With that in mind, I'm on the fence as to whether or not Explosion should be allowed, since it seems to offer too much damage against what should be our defensive switchins at +2.
Knock Off seems balanced for what it does, as the main matchup it affects notably at +2 is against Mega Latios, as it has a chance to OHKO after Stealth Rock. Even at +2 it doesn't do nearly enough to Pyroak, Tangrowth, Kyurem-B, and other single grass resistances since Double Edge out damages it.
Ground coverage was mentioned later in the thread for different sets as a way to threaten Mega Crucibelle, Fidgit, and Heatran. However, at +2 even a Tectonic Rage from Stomping Tantrum has a change to OHKO Physically Defensive Cyclohm after Stealth Rocks, meaning that anything more powerful would OHKO it. Considering that Double Edge unboosted is a 2hko on Heatran and the combination of Return + Quick Attack + Stealth Rock damage or Double Edge + Quick Attack KOs Mega Crucibelle, the only matchup it notably swings is versus Fidgit. With that in mind, I'm leaning towards disallowing physical Ground coverage above 60 BP in order to retain Cyclohm as a definitive check to 25g, just to play it safe with what could be a potent setup sweeper and its best defensive check.
Name: Choice Band
Move 1: Return / Body Slam / Double-Edge
Move 2: Power Whip / Horn Leech
Move 3: Quick Attack
Move 4: Knock Off / Explosion
Ability: Galvanize
Item: Choice Band
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
Name: Offensive Pivot
Move 1: Fake Out
Move 2: Volt Switch
Move 3: Double Edge / Quick Attack
Move 4: Wood Hammer
Ability: Galvanize
Item: Magnet / Normalium-Z
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Hasty / Jolly
Name: Utility Attacker
Move 1: Return
Move 2: Knock Off
Move 3: Rapid Spin
Move 4: Power Whip / Volt Switch
Ability: Galvanize
Item: Magnet
EVs: 168 HP / 72 Atk / 16 SpD / 252 Spe
Nature: Jolly
Name: Physically Biased Mixed
Move 1: Boomburst
Move 2: Power Whip
Move 3: Return / Body Slam
Move 4: Knock Off / Quick Attack
Ability: Galvanize
Item: Magnet / Life Orb
EVs: 252 Atk / 4 SpA / 252 Spe*
Nature: Hasty / Naive
Name: Scarf Sweeper
Move 1: Double-Edge / Body Slam / Facade / Return
Move 2: Wood Hammer / Horn Leech
Move 3: Horn Leech / Rapid Spin / Explosion
Move 4: U-Turn
Ability: Galvanize
Item: Choice Scarf
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
Move 1: Return / Body Slam / Double-Edge
Move 2: Power Whip / Horn Leech
Move 3: Quick Attack
Move 4: Knock Off / Explosion
Ability: Galvanize
Item: Choice Band
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
Name: Offensive Pivot
Move 1: Fake Out
Move 2: Volt Switch
Move 3: Double Edge / Quick Attack
Move 4: Wood Hammer
Ability: Galvanize
Item: Magnet / Normalium-Z
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Hasty / Jolly
Name: Utility Attacker
Move 1: Return
Move 2: Knock Off
Move 3: Rapid Spin
Move 4: Power Whip / Volt Switch
Ability: Galvanize
Item: Magnet
EVs: 168 HP / 72 Atk / 16 SpD / 252 Spe
Nature: Jolly
Name: Physically Biased Mixed
Move 1: Boomburst
Move 2: Power Whip
Move 3: Return / Body Slam
Move 4: Knock Off / Quick Attack
Ability: Galvanize
Item: Magnet / Life Orb
EVs: 252 Atk / 4 SpA / 252 Spe*
Nature: Hasty / Naive
Name: Scarf Sweeper
Move 1: Double-Edge / Body Slam / Facade / Return
Move 2: Wood Hammer / Horn Leech
Move 3: Horn Leech / Rapid Spin / Explosion
Move 4: U-Turn
Ability: Galvanize
Item: Choice Scarf
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
These sets all seek to use 25g as a physically biased offensive Pokemon by taking advantage of its Galvanize boosted STAB moves. I would approve the Choice Band set if it wasn't for the inclusion of Explosion, which while it may be balanced on purely offensive set, I'm wary of in conjunction with Swords Dance.
Fake Out is an interesting tech option to get in relevant chip damage, especially when combined with Volt Switch. What I'm most interested in is to see calcs of Fake Out + Quick Attack, just to better understand the potential revenge killing capabilities it would allow.
Utility Attacker is an approved moveset. Rapid Spin is pro-concept and hasn't had any significant detractors despite being included in several submissions. Volt Switch gives access to a pivoting move, which is most relevant against our Dragon, Grass, and Electric-type switch ins. Similarly to Rapid Spin, Volt Switch was included on several movesets with no argument presented against it, so it has been approved along with this set.
Physically Biased Mixed has also been approved. Paralysis via Body Slam is only relevant against Mega Latis on our list of wanted Checks and Counters, which seems like a minimal enough impact to allow. Boomburst is not only pro-concept but helps improve our matchup against Tomohawk and other Pokemon we seek to pressure, while hitting nothing on our list of wanted Checks and Counters in a significant way. Of course, I'll take the proactive step and ban any Special Attack boosting set up options aside from Work Up and any non-competitive +1 Special Attacking boosting move.
The Scarf set is sound in theory but has way to many slashes to be approved. I'm also unsure about allowing U-turn since it plays around Cawmodore while getting relevant chip on Mega Latis. Also, there isn't a dire need for U-turn seeing how 25g already pressures every relevant Ground-type besides Fidgit through Power Whip and Wood Hammer.
Name: Choice Specs
Move 1: Boomburst
Move 2: Volt Switch
Move 3: Leaf Storm / Giga Drain
Move 4: Hidden Power Ice / Hidden Power Fire
Ability: Galvanize
Item: Choice Specs
EVs: 252 SpA / 4 Def / 252 Spe
Nature: Timid
Move 1: Boomburst
Move 2: Volt Switch
Move 3: Leaf Storm / Giga Drain
Move 4: Hidden Power Ice / Hidden Power Fire
Ability: Galvanize
Item: Choice Specs
EVs: 252 SpA / 4 Def / 252 Spe
Nature: Timid
This set wants to make full use of Galvanize Boomburst, but has little else going for it when compared to physical attacking sets. None of the moves seem controversial but at the same time I'm unsure of approving a moveset that would most likely see little play, especially with Boomburst already approved via the Physically Biased Mixed set.