I've gone ahead and summarized most of the sets that have been submitted. I also organized them by similarity so that we can more easily discuss 25w in terms of roles. Nothing has been approved yet since there hasn't been significant discussion on move selection for a lot of sets, and I would rather not equate silence with approval just yet. Moves that I think need further analysis on their moveset will be commented on below. I'd also like us to look at the proposed movesets in relation to eachother. Is there a move from one moveset that could be combined with another in a way we don't want? Are we creating polarized matchups by pursuing two different movesets? I'd also like us to consolidate movesets where possible and identify which moves are necessary and which are unneeded or irrelevant for their movesets.
I grouped these three sets due to how similiar they are. Most importantly, all three utilize Wish as a recovery move, although Roland's slow pivot shows a potential variation that uses hazing over recovery. Overall, these sets are pretty basic for a defensive Pokemon focusing on status, recovery, and pivoting. I would be comfortable approving a variation of these sets already if I wasn't unsure about the power level of Wish. As pointed out in the thread, 75% recovery translates into stalling out any attack that falls below that threshold, which gives 25g significantly more recovery that Poison Heal alone would give. On top of that, no set posted calcs to clearly demonstrate how 50% recovery interacts with Pokemon we want to check us, which means I had to refer to G-lukes calcs from his stat sub along with my own. The conclusion I came to is that 50% recovery moves allow us to 1v1 some Pokemon that should be able to switch in and threaten us out when 25w runs a specially defensive set, specifically Krilowatt, unboosted Zapdos and Cyclohm, and all Jumbao variants (calcs included below). While I'm hesitant to ban recovery moves seeing how they have been posted on a fair number of sets, I'm certain that having access to recovery moves will put a limit on what we can allow with CAP 25w.
I'd also like to hear what people think about hazing/phazing on 25w seeing how valuable such a niche can be and how little discussion the set has seen in this thread.
I grouped these sets together due to their focus on getting entry hazards up on the field. Common thread with these sets is making 25w a hazard stacking pivot with U-turn and Parting Shot.
Spikes pivot is something I'm considering approving as is, but I'd like to see some more focused discussion on the inclusion of pivot moves and hazards. My main issue with hazards is that 25w has a poor matchup with common hazard removers in Tomohawk and Tornadus-T, so its unclear if hazard stacking with 25w would be preferred over similiar options in Arghonaut and Toxapex.
I'm also wary of Parting Shot because unlike U-turn it will reliably affect switch-ins regardless of their resistance to Bug, and it is a generically great move on a bulky pivot. The big question here is whether or not its neccessary when U-turn does the same thing without negatively affecting its checks in such a direct way.
Swords Dance, Hone Claws, and other +1 attack boosting moves seem balanced power wise and would help 25w break passive Pokemon such as Toxapex and Clefable. However, I'm not sure if these sets will have enough of an impact to be viable, specifically Hone Claws and other +1 boosting moves.
Bulk Up on the other hand, is an entirely different beast, especially when looked at alongside the other sets people have posted. Pips post does a good job of demonstrating how 25w can leverage its natural bulk and longevity to support a Bulk Up set. My main concern is how Bulk Up performs alongside other options that have been brought up, such as recovery and trapping. I'm also interested in Bulk Up variants such as Curse and Coil and whether or not they provide any significant benefit over Bulk Up.
Disable seems potentially dangerous as it allows 25w to handle Pokemon such as Tornadus-t better. I'm considering banning Disable, Encore, and Torment just to prevent potential move manipulation against our wanted checks.
The sets are all seek to use semi or permanent trapping to remove Pokemon that cannot threaten us effectively. My biggest concern with these sets is whether or not they can lure and remove supposed checks such as Jumbao and Tomohawk, specifically the Perish Trap set. To this end, I'm going to preemptively ban the combination of 50% recovery moves + trapping moves, as the added recovery would allow 25w to trap and remove Pokemon such as Tomohawk safely.
I'm also skeptical of perish trapping, as it could conceivable allow 25w to remove Pokemon we want to have as safe switchins. Unlike Toxic trapping, Perish Song would allow us to remove passive Pokemon we can't conventionally break such as Clefable, Ferrothorn, and Toxapex. With 100 Speed EVs its possible to speed creep Arghonaut and get around Circle Throw with Substitute, assuming it doesn't immediately Circle Throw on the Perish Song turn. When we factor in Bulk Up or other similiar set up options, this means the primary defensive answers to a boosting 25w would be at risk of being trapped and removed by the same Pokemon. This is relevant because allowing Bulk Up and trapping alongside one another would allow trapping sets that seek to boost up to +6, or even boosting sets that run trapping and Perish Song to remove Toxapex.
Ingrain and Aqua Ring seem balanced for what they do; I'm not sure they would see usage alongside other utility options such hazards. Ingrain would allow us to set up on Arghonaut when used with a boosting set, but is very niche and makes it easy for Tornadus-t, Koko, etc to remove 25w.
Taunt is an interesting addition that opens up the door for 25w to reliably check Toxapex, Ferrothorn, Clefable, and other slower, passive threats. I'm not sure where it falls power wise, but I'd be interested in seeing Taunt in combination with set up and trapping.
Name: Cleric
Move 1: Spiky Shield
Move 2: Wish
Move 3: U-turn / Psycho Shift / Ice Beam
Move 4: Scald
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 252 Def / 4 SpD
Nature: Relaxed / Bold
Name: Slow Pivot
Move 1: Scald
Move 2: U-Turn
Move 3: Spiky Shield
Move 4: Wish / Haze / Clear Smog
Ability: Poison Heal
Item: Toxic Orb
EVs: 248 HP / 252 Def / 8 SpD
Nature: Relaxed
Name: Bulky Wish Pivot
Move 1: Scald
Move 2: Lunge / Leech Life
Move 3: Wish
Move 4: U-turn / Protect
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 4 Def / 252 SpD
Nature: Sassy
Move 1: Spiky Shield
Move 2: Wish
Move 3: U-turn / Psycho Shift / Ice Beam
Move 4: Scald
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 252 Def / 4 SpD
Nature: Relaxed / Bold
Name: Slow Pivot
Move 1: Scald
Move 2: U-Turn
Move 3: Spiky Shield
Move 4: Wish / Haze / Clear Smog
Ability: Poison Heal
Item: Toxic Orb
EVs: 248 HP / 252 Def / 8 SpD
Nature: Relaxed
Name: Bulky Wish Pivot
Move 1: Scald
Move 2: Lunge / Leech Life
Move 3: Wish
Move 4: U-turn / Protect
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 4 Def / 252 SpD
Nature: Sassy
I'd also like to hear what people think about hazing/phazing on 25w seeing how valuable such a niche can be and how little discussion the set has seen in this thread.
Name: Speed Control Pivot
Move 1: Sticky Web / Trick Room
Move 2: U-Turn / Parting Shot
Move 3: Protect
Move 4: Scald / Rapid Spin
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe (Trick Room)
Nature: Careful / Calm / Sassy (Trick Room)
Name: Toxic Spikes Pivot
Move 1: Toxic Spikes
Move 2: Parting Shot / U-turn / Baneful Bunker
Move 3: Purify
Move 4: Hidden Power Ground / Leech Life
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 28 Def / 228 SpD
Nature: Calm / Careful
Name: Spikes Pivot
Move 1: Spikes / Toxic Spikes
Move 2: Parting Shot / U-turn
Move 3: Psycho Shift
Move 4: Leech Life / Scald
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 28 Def / 228 SpD
Nature: Careful / Calm
Move 1: Sticky Web / Trick Room
Move 2: U-Turn / Parting Shot
Move 3: Protect
Move 4: Scald / Rapid Spin
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe (Trick Room)
Nature: Careful / Calm / Sassy (Trick Room)
Name: Toxic Spikes Pivot
Move 1: Toxic Spikes
Move 2: Parting Shot / U-turn / Baneful Bunker
Move 3: Purify
Move 4: Hidden Power Ground / Leech Life
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 28 Def / 228 SpD
Nature: Calm / Careful
Name: Spikes Pivot
Move 1: Spikes / Toxic Spikes
Move 2: Parting Shot / U-turn
Move 3: Psycho Shift
Move 4: Leech Life / Scald
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 28 Def / 228 SpD
Nature: Careful / Calm
Spikes pivot is something I'm considering approving as is, but I'd like to see some more focused discussion on the inclusion of pivot moves and hazards. My main issue with hazards is that 25w has a poor matchup with common hazard removers in Tomohawk and Tornadus-T, so its unclear if hazard stacking with 25w would be preferred over similiar options in Arghonaut and Toxapex.
I'm also wary of Parting Shot because unlike U-turn it will reliably affect switch-ins regardless of their resistance to Bug, and it is a generically great move on a bulky pivot. The big question here is whether or not its neccessary when U-turn does the same thing without negatively affecting its checks in such a direct way.
Movesest Name: Bulky Swords Dance
Move 1: Swords Dance
Move 2: Facade
Move 3: Leech Life / Liquidation
Move 4: Spiky Shield/Liquidation
Ability: Poison Heal
Item: Toxic Orb
EVs: 248 HP / 252 Atk / 8 SpD
Nature: Brave
cap25w @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 20 Def / 236 SpD
Impish Nature
- Bulk Up
- Substitute
- Disable / Protect
- Razor Shell / Lunge
Name: Hone Claws
Move 1: Hone Claws
Move 2: Spiky Shield
Move 3: Mega Horn
Move 4: Razor Shell / Hydro Pump / Blizzard
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 44 Atk / 208 Def / 4 SpD
Nature: Sassy
Move 1: Swords Dance
Move 2: Facade
Move 3: Leech Life / Liquidation
Move 4: Spiky Shield/Liquidation
Ability: Poison Heal
Item: Toxic Orb
EVs: 248 HP / 252 Atk / 8 SpD
Nature: Brave
cap25w @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 20 Def / 236 SpD
Impish Nature
- Bulk Up
- Substitute
- Disable / Protect
- Razor Shell / Lunge
Name: Hone Claws
Move 1: Hone Claws
Move 2: Spiky Shield
Move 3: Mega Horn
Move 4: Razor Shell / Hydro Pump / Blizzard
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 44 Atk / 208 Def / 4 SpD
Nature: Sassy
Bulk Up on the other hand, is an entirely different beast, especially when looked at alongside the other sets people have posted. Pips post does a good job of demonstrating how 25w can leverage its natural bulk and longevity to support a Bulk Up set. My main concern is how Bulk Up performs alongside other options that have been brought up, such as recovery and trapping. I'm also interested in Bulk Up variants such as Curse and Coil and whether or not they provide any significant benefit over Bulk Up.
Disable seems potentially dangerous as it allows 25w to handle Pokemon such as Tornadus-t better. I'm considering banning Disable, Encore, and Torment just to prevent potential move manipulation against our wanted checks.
Name: Isolation Trapper
Move 1: Liquidation
Move 2: Spiky Shield
Move 3: Psycho Shift / Toxic
Move 4: Infestation
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 12 Def / 240 SpD / 4 Spe
Nature: Careful
Name: It's a Trap!
Move 1: Spider Web
Move 2: Perish Song
Move 3: Scald / U-Turn
Move 4: Recover
Ability: Poison Heal
Item: Toxic Orb
EVs: 248 HP / 252 Def / 8 SpD
IVs: 24 Spe
Nature: Bold / Impish
Name: It's a Trap! 2.0
Move 1: Whirlpool
Move 2: Perish Song
Move 3: Ice Beam / Toxic / Knock Off
Move 4: Protect / Baneful Bunker / Spiky Shield
Ability: Poison Heal
Item: Toxic Orb
EVs: 248 HP / 252 Def / 8 SpD
IVs: 24 Spe
Nature: Bold / Impish
cap25w @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 16 Def / 240 SpD
Careful Nature
- Perish Song
- U-turn / Scald
- Spiky Shield
- Infestation
Move 1: Liquidation
Move 2: Spiky Shield
Move 3: Psycho Shift / Toxic
Move 4: Infestation
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 12 Def / 240 SpD / 4 Spe
Nature: Careful
Name: It's a Trap!
Move 1: Spider Web
Move 2: Perish Song
Move 3: Scald / U-Turn
Move 4: Recover
Ability: Poison Heal
Item: Toxic Orb
EVs: 248 HP / 252 Def / 8 SpD
IVs: 24 Spe
Nature: Bold / Impish
Name: It's a Trap! 2.0
Move 1: Whirlpool
Move 2: Perish Song
Move 3: Ice Beam / Toxic / Knock Off
Move 4: Protect / Baneful Bunker / Spiky Shield
Ability: Poison Heal
Item: Toxic Orb
EVs: 248 HP / 252 Def / 8 SpD
IVs: 24 Spe
Nature: Bold / Impish
cap25w @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 16 Def / 240 SpD
Careful Nature
- Perish Song
- U-turn / Scald
- Spiky Shield
- Infestation
I'm also skeptical of perish trapping, as it could conceivable allow 25w to remove Pokemon we want to have as safe switchins. Unlike Toxic trapping, Perish Song would allow us to remove passive Pokemon we can't conventionally break such as Clefable, Ferrothorn, and Toxapex. With 100 Speed EVs its possible to speed creep Arghonaut and get around Circle Throw with Substitute, assuming it doesn't immediately Circle Throw on the Perish Song turn. When we factor in Bulk Up or other similiar set up options, this means the primary defensive answers to a boosting 25w would be at risk of being trapped and removed by the same Pokemon. This is relevant because allowing Bulk Up and trapping alongside one another would allow trapping sets that seek to boost up to +6, or even boosting sets that run trapping and Perish Song to remove Toxapex.
Name: Jennifer Hudson Special (aka Ingrain/Aqua Ring)
Move 1: Ingrain / Aqua Ring
Move 2: Protect
Move 3: Toxic / Psycho Shift / Trick
Move 4: Lunge / Liquidation
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 4 Def / 252 SpD
Nature: Calm
Name: Bug with Bite (Bulky Attacker)
Move 1: Liquidation
Move 2: Knock Off
Move 3: Facade / Toxic / Poison Jab
Move 4: Recover
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
Name: Stallbreaker
Move 1: Taunt
Move 2: Toxic / Hone Claw
Move 3: Razor Shell / Leech Life
Move 4: Recover / Spiky Shield
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 16 Def / 240 Spe
Impish Nature
Move 1: Ingrain / Aqua Ring
Move 2: Protect
Move 3: Toxic / Psycho Shift / Trick
Move 4: Lunge / Liquidation
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 4 Def / 252 SpD
Nature: Calm
Name: Bug with Bite (Bulky Attacker)
Move 1: Liquidation
Move 2: Knock Off
Move 3: Facade / Toxic / Poison Jab
Move 4: Recover
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
Name: Stallbreaker
Move 1: Taunt
Move 2: Toxic / Hone Claw
Move 3: Razor Shell / Leech Life
Move 4: Recover / Spiky Shield
Ability: Poison Heal
Item: Toxic Orb
EVs: 252 HP / 16 Def / 240 Spe
Impish Nature
Taunt is an interesting addition that opens up the door for 25w to reliably check Toxapex, Ferrothorn, Clefable, and other slower, passive threats. I'm not sure where it falls power wise, but I'd be interested in seeing Taunt in combination with set up and trapping.