MrDollSteak
CAP 1v1 me IRL
I believe that from the following categories:
With this in mind I think it is important to decide upon a list of coverage moves that we think will be run. As kjnjkmjk1 has mentioned Water is a coverage type that synergises well with Sludge Bomb. The natural move here to consider is Scald, as it is a consistently accurate Special stab that also has a sufficiently useful utility effect in it's 30% burn chance. Galarian Slowking is a Pokemon that I think suitably demonstrates the effectiveness of the combination of Sludge Bomb and Scald when run together, and some of the few Calm Mind users in the tier can also demonstrate the effectiveness of Scald as one of the main moves to run in 2 attack combinations. I therefore propose that Scald be treated as Required.
The next moves and type combinations that I would particularly like to advocate for are Ice, Ground and Electric as they are each potent attacking types by their own right, but when run in conjunction with one another offer incredible neutral and super effective coverage. As far as moves that can feasibly be run with what I have suggested to be our other required moves in Sludge Bomb, Dark Pulse or Scald, I think that Ice Beam and Earth Power offer the most synergy, with possible two move coverage combinations of Dark Pulse and Ice Beam, Scald and Earth Power, Sludge Bomb and Ice Beam and finally Sludge Bomb and Earth Power each having some potential to be run, it is of course also worth taking into account the option of running Ice Beam and Earth Power together. Electric special coverage does offer some similar flexibilty and potency in terms of coverage particularly in terms of being able to be run effectively with Ice Beam and Sludge Bomb, as well as Discharge having additional utility in terms of high paralysis chances, but nevertheless I don't think it's as important to lock in as Ice Beam and Earth Power. Overall, I think that Ice Beam and Earth Power should be treated as required and Thunderbolt and/or Discharge should be treated as optional.
In regards to niche options, I think it is worth addressing the moves to be run on an already approved optional Coil set. The only moves I can feasibly see as being useful are Gunk Shot and Power Trip, and therefore it's probably worth treating them as Optional purely for the ease of calculating physical sets, as Water, Ice and Electric coverage don't have any particularly reliable STAB moves, that said, I could see a potential combination in Icicle Crash and Earthquake due to the accuracy boost of Coil and the fact that neither move makes contact. Therefore I will propose that Gunk Shot, Power Trip, Icicle Crash and Earthquake all be treated as optional moves to be run in conjunction with Coil. That being said, I still want to suggest that I really doubt the feasibiltiy of having both a successful Calm Mind and Coil set, even if I am supporting these moves purely for the ease of calculations. As for physical utility moves like Knock Off and U-Turn, I see no reason to calculate them whatsoever and to save these for the actual move stage themselves. Stored Power is a move that has been discussed here, however I see no benefit to it, as incomparison to Coil and Power Trip, Calm Mind doesn't boost it fast enough, and we have little other moves that synergise with Psychic coverage.
TL:DR - Required: Sludge Bomb, Dark Pulse, Scald, Ice Beam, Earth Power
Optional: Thunderbolt and/or Discharge, Gunk Shot, Power Trip, Icicle Crash, Earthquake
- Extraordinary Damaging Moves (moves with strong ability interactions, moves with strong secondary effects, high-Base Power moves, absolutely essential coverage moves, etc.)
- Strong Utility Moves (self-switching moves, hazard setting/removing moves, status-inflicting moves, etc.)
With this in mind I think it is important to decide upon a list of coverage moves that we think will be run. As kjnjkmjk1 has mentioned Water is a coverage type that synergises well with Sludge Bomb. The natural move here to consider is Scald, as it is a consistently accurate Special stab that also has a sufficiently useful utility effect in it's 30% burn chance. Galarian Slowking is a Pokemon that I think suitably demonstrates the effectiveness of the combination of Sludge Bomb and Scald when run together, and some of the few Calm Mind users in the tier can also demonstrate the effectiveness of Scald as one of the main moves to run in 2 attack combinations. I therefore propose that Scald be treated as Required.
The next moves and type combinations that I would particularly like to advocate for are Ice, Ground and Electric as they are each potent attacking types by their own right, but when run in conjunction with one another offer incredible neutral and super effective coverage. As far as moves that can feasibly be run with what I have suggested to be our other required moves in Sludge Bomb, Dark Pulse or Scald, I think that Ice Beam and Earth Power offer the most synergy, with possible two move coverage combinations of Dark Pulse and Ice Beam, Scald and Earth Power, Sludge Bomb and Ice Beam and finally Sludge Bomb and Earth Power each having some potential to be run, it is of course also worth taking into account the option of running Ice Beam and Earth Power together. Electric special coverage does offer some similar flexibilty and potency in terms of coverage particularly in terms of being able to be run effectively with Ice Beam and Sludge Bomb, as well as Discharge having additional utility in terms of high paralysis chances, but nevertheless I don't think it's as important to lock in as Ice Beam and Earth Power. Overall, I think that Ice Beam and Earth Power should be treated as required and Thunderbolt and/or Discharge should be treated as optional.
In regards to niche options, I think it is worth addressing the moves to be run on an already approved optional Coil set. The only moves I can feasibly see as being useful are Gunk Shot and Power Trip, and therefore it's probably worth treating them as Optional purely for the ease of calculating physical sets, as Water, Ice and Electric coverage don't have any particularly reliable STAB moves, that said, I could see a potential combination in Icicle Crash and Earthquake due to the accuracy boost of Coil and the fact that neither move makes contact. Therefore I will propose that Gunk Shot, Power Trip, Icicle Crash and Earthquake all be treated as optional moves to be run in conjunction with Coil. That being said, I still want to suggest that I really doubt the feasibiltiy of having both a successful Calm Mind and Coil set, even if I am supporting these moves purely for the ease of calculations. As for physical utility moves like Knock Off and U-Turn, I see no reason to calculate them whatsoever and to save these for the actual move stage themselves. Stored Power is a move that has been discussed here, however I see no benefit to it, as incomparison to Coil and Power Trip, Calm Mind doesn't boost it fast enough, and we have little other moves that synergise with Psychic coverage.
TL:DR - Required: Sludge Bomb, Dark Pulse, Scald, Ice Beam, Earth Power
Optional: Thunderbolt and/or Discharge, Gunk Shot, Power Trip, Icicle Crash, Earthquake