Final Submission
VGM's bold, repeats/outclassed italicized
Level Up:
TM/HM:
Egg:
Grass/Field Groups
Tutor:
60 Total, 31 VGM
Notable Exclusions:
Baton Pass- I really don't like the idea of Malaconda turning into a berry-boost passer, as someone (I believe it was Deck Knight) pointed out that with Harvest mechanics and a Starf berry, it is possible that you can get two 2x boosts in one turn. If one of those is Speed or Evasion, the baton pass can become easier, or you can just use Synthesis and continue repeating the process if you get SpD/Def/Evasion.
U-Turn- U-Turn, to me at least, is also with Baton Pass on a move I wish was purely a momentum move in the sense you pretty much just switch out with no added bonuses. I used Volt Switch instead because I'd rather have him not be able to switch out on ground types (Ice Fang/Glare/Grass STAB take care of it) and not do a significant amount based off the poor SpA. I'm all for momentum, just not momentum that could be easily abused by Malaconda. U-Turn does 4x damage to things like Celebi. 100 Atk honestly isn't that bad, most sweepers on the frailer side won't enjoy getting hit by it for neutral damage.
Notable Inclusions:
Glare/Ice Fang- I'm including these together because the basis of my argument comes from their pairing. You don't need only one to stop Ground/Flying types. Landoruses both outspeed. Both can U-Turn for significant damage. Gliscor is a physical wall with Poison Heal. Status won't really stop it, and it can Protect spam its way out of huge damage. Most Pokemon in general outspeed Malaconda, not just Ground/Flying types. Glare helps even up the competition.
Ice Fang also helps with the slowing of Sandstorm which I could argue is more prominent now than Rain. It turns Malaconda into a solid check or decent Counter to things like Gliscor and Hippodown.
Encore- I personally never saw the usefulness in encore, but then again I've never really tried it. All I know about it is that it can force Pokemon out, which is what we want Malaconda to do. Imagine Encoring a CM Latias into CM, then proceed to Pursuit. It helps with the combination.
Dragon Tail/Roar- Phazing is hands down my favorite strategy in the metagame. Spreading damage through hazards is invaluable nowadays. Dragon Tail and Roar both bring different aspects of Phazing to the table. One allows for even more residual damage, and one hits through subs. Both stop Baton Pass chains and set-up sweepers.
Spikes- Spikes is a good combination to go along with phazing. Spikes is a blessing to sun, as sun really needs all the help it can get as the worst viable weather. One layer of spikes alone cause turn 2HKO's into OHKO's, and 3HKO's into 2HKO's. That sort of power is desperately needed to help Sun with that little push forward to become the best weather and house the new best types in turn.
VGM's bold, repeats/outclassed italicized
Level Up:
- Tackle
- Leer
- Vine Whip
- Wrap
4- Leer
7- Vine Whip
10- Wrap
13- Lick
16- Poison Fang
20- Bite
24- Magical Leaf
26- Mega Drain
30- Thunder Fang
34- Aromatherapy
40- Seed Bomb (Leaf Blade)
46- Crunch
52- Wring Out
58- Synthesis
64- Sucker Punch
70- Leaf Storm
Learn levels and moves are simply a mixture between Serperior, Seviper, and Arbok, with competitive needs thrown in. Nothing too extreme.
- Leer
- Vine Whip
- Wrap
4- Leer
7- Vine Whip
10- Wrap
13- Lick
16- Poison Fang
20- Bite
24- Magical Leaf
26- Mega Drain
30- Thunder Fang
34- Aromatherapy
40- Seed Bomb (Leaf Blade)
46- Crunch
52- Wring Out
58- Synthesis
64- Sucker Punch
70- Leaf Storm
Learn levels and moves are simply a mixture between Serperior, Seviper, and Arbok, with competitive needs thrown in. Nothing too extreme.
TM/HM:
TM 5- Roar
TM 6- Toxic
TM 10- Hidden Power
TM 11- Sunny Day
TM 12- Taunt
TM 17- Protect
TM 21- Frustration
TM 22- Solarbeam
TM 27- Return
TM 41- Torment
TM 44- Rest
TM 45- Attract
TM 46- Thief
TM 66- Payback
TM 72- Volt Switch
TM 81- X-Scissor
TM 82- Dragon Tail
TM 84- Poison Jab
TM 87- Swagger
TM 90- Substitute
HM 01- Cut
TM 6- Toxic
TM 10- Hidden Power
TM 11- Sunny Day
TM 12- Taunt
TM 17- Protect
TM 21- Frustration
TM 22- Solarbeam
TM 27- Return
TM 41- Torment
TM 44- Rest
TM 45- Attract
TM 46- Thief
TM 66- Payback
TM 72- Volt Switch
TM 81- X-Scissor
TM 82- Dragon Tail
TM 84- Poison Jab
TM 87- Swagger
TM 90- Substitute
HM 01- Cut
Egg:
Grass/Field Groups
Grass:
-Wood Hammer (Torterra/Abomasnow)
-Power Whip (Ferrothorn)
-Aromatherapy
-Spikes (Ferrothorn)
-Encore (Chain breed Victreebel/Whimsicott)
-Leaf Blade
Field:
-Glare (Smeargle/Arbok/Serperior)
-Rapid Spin(Smeargle)
-Pursuit (Smeargle/Tauros/Umbreon)
-Mean Look (Smeargle/Umbreon)
-Slam (Smeargle/Arbok)
-Snatch (Smeargle/Weavile)
-Punishment (Smeargle/Weavile/Seviper)
-Wood Hammer (Torterra/Abomasnow)
-Power Whip (Ferrothorn)
-Aromatherapy
-Spikes (Ferrothorn)
-Encore (Chain breed Victreebel/Whimsicott)
-Leaf Blade
Field:
-Glare (Smeargle/Arbok/Serperior)
-Rapid Spin(Smeargle)
-Pursuit (Smeargle/Tauros/Umbreon)
-Mean Look (Smeargle/Umbreon)
-Slam (Smeargle/Arbok)
-Snatch (Smeargle/Weavile)
-Punishment (Smeargle/Weavile/Seviper)
Tutor:
-Gastro Acid
-Bind
-Sleep Talk
-Snatch
-Snore
-Worry Seed
-Dark Pulse
-Last Resort
-Giga Drain
-Endure
-Bind
-Sleep Talk
-Snatch
-Snore
-Worry Seed
-Dark Pulse
-Last Resort
-Giga Drain
-Endure
Notable Exclusions:
Baton Pass- I really don't like the idea of Malaconda turning into a berry-boost passer, as someone (I believe it was Deck Knight) pointed out that with Harvest mechanics and a Starf berry, it is possible that you can get two 2x boosts in one turn. If one of those is Speed or Evasion, the baton pass can become easier, or you can just use Synthesis and continue repeating the process if you get SpD/Def/Evasion.
U-Turn- U-Turn, to me at least, is also with Baton Pass on a move I wish was purely a momentum move in the sense you pretty much just switch out with no added bonuses. I used Volt Switch instead because I'd rather have him not be able to switch out on ground types (Ice Fang/Glare/Grass STAB take care of it) and not do a significant amount based off the poor SpA. I'm all for momentum, just not momentum that could be easily abused by Malaconda. U-Turn does 4x damage to things like Celebi. 100 Atk honestly isn't that bad, most sweepers on the frailer side won't enjoy getting hit by it for neutral damage.
Notable Inclusions:
Glare/Ice Fang- I'm including these together because the basis of my argument comes from their pairing. You don't need only one to stop Ground/Flying types. Landoruses both outspeed. Both can U-Turn for significant damage. Gliscor is a physical wall with Poison Heal. Status won't really stop it, and it can Protect spam its way out of huge damage. Most Pokemon in general outspeed Malaconda, not just Ground/Flying types. Glare helps even up the competition.
Ice Fang also helps with the slowing of Sandstorm which I could argue is more prominent now than Rain. It turns Malaconda into a solid check or decent Counter to things like Gliscor and Hippodown.
Encore- I personally never saw the usefulness in encore, but then again I've never really tried it. All I know about it is that it can force Pokemon out, which is what we want Malaconda to do. Imagine Encoring a CM Latias into CM, then proceed to Pursuit. It helps with the combination.
Dragon Tail/Roar- Phazing is hands down my favorite strategy in the metagame. Spreading damage through hazards is invaluable nowadays. Dragon Tail and Roar both bring different aspects of Phazing to the table. One allows for even more residual damage, and one hits through subs. Both stop Baton Pass chains and set-up sweepers.
Spikes- Spikes is a good combination to go along with phazing. Spikes is a blessing to sun, as sun really needs all the help it can get as the worst viable weather. One layer of spikes alone cause turn 2HKO's into OHKO's, and 3HKO's into 2HKO's. That sort of power is desperately needed to help Sun with that little push forward to become the best weather and house the new best types in turn.