We definitely want to add new moves, but I think that currently we may only accept new signature moves for the UBs. At the beginning I suggested that we give new signature moves to the Tapus and I think that we'll add them and many more. The time isn't now yet.Dumb Question: Are New Moves Allowed to be made?
OKWe definitely want to add new moves, but I think that currently we may only accept new signature moves for the UBs. At the beginning I suggested that we give new signature moves to the Tapus and I think that we'll add them and many more. The time isn't now yet.
Thanks for your input! As I announced on the Discord, I have replaced Hyboltrus with Forsnaken, so when you get a chance, we'd like to hear your input on that as well. Also, we are removing Slack Off from Forsnaken's movepool, as well as taking 18 pts from Def and putting it in SpA.Somewhat detailed feedback on two of the movepools that have been posted so far and possible changes:Okay, I'm... admittedly veeery scared of the fact that this has STAB Boomburst + Nasty Plot + Shadow Ball + Focus Blast all at once? It seems borderline unwallable to me, although its middling Speed tier and physical frailty might make it easier to check it offensively.
That said, I think it could also pull off a crazy-threatening cleaner set (with a Scarf or at +1 from Z-Hypnosis, it outspeeds everything through base 139 if Modest and just everything unboosted in the game if Timid) - given that it comes in on something safely, it would be hard to stop it from picking up a KO, which would then give it a Beast Boost on Special Attack and let it snowball easily.
We might as well wait until we can just test it, but I would keep an eye on this and strongly consider dropping at least one of those moves (mostly Boomburst) if it's as strong as it looks in practice.
That said, I really like the versatility it seems to have! The physical setup set and the physically defensive set both look really neat - if anything, I think the special attacking sets being so strong risks overshadowing those, which would be unfortunate because it could have so much more to offer than just that.
Possible level-up movepool
I definitely support a lot of the moves you opted to include (other than Nasty Plot and Boomburst being a little scary but I will still keep those XP), but I felt like doing a second pass in the interest of looking more like a UB's movepool (remember to have prime levels! and most of them are pretty big, actually!) and also learning moves at closer levels to other Pokémon.
I also matched a few of these to in-game events - I dunno when we're assuming these would be available, but at least SwSh's DLC was playable before the first Gym, and... mostly I just thought making a movepool was more fun this way! XP
I ended up with... something like this? Bold moves are ones that weren't there before, and I didn't remove any moves. C:
1 - Cotton Guard (plush toy + maybe working with the physdef set and/or pairing well with Power Trip? mostly flavor, though - Bulk Up is probably its better option in practice!)
1 - Hypnosis (moved from 37 - the movepool was getting crowded around those levels, and this is just learned at level 1 more often than the others I needed to fit XP)
1 - Tackle (early-game Normal STAB that suits a bear)
1 - Astonish (early-game Ghost STAB that suits a psyche-damaging horror)
1 - Power Trip (moved from 12 - only learned at level 1 in Gen VII)
1 - Night Shade
7 - Rage (moved from 1)
13 - Fury Swipes (second early-game Normal STAB that suits a bear)
19 - Glare (moved from 32 - might be fun to have against Totem Araquanid and Totem Marowak)
23 - Wake-Up Slap (moved from 73 in the latest movepool - this is usually learned pretty early, and the timing is convenient for Olivia!)
29 - Hex (moved from 44 - this is learned early somewhat more often than Shadow Ball is, and it pairs with Glare, which it now gets shortly before this!)
31 - Disable (pairs well with Substitute, which is really fun for flavor, and this might help a bit against Totem Togedemaru?)
37 - Substitute (moved from 5 - this is usually learned as more of a lategame move)
43 - Hone Claws (the design seems to have a lot of claws! and Mimikyu learns it around this point)
47 - Shadow Ball (moved from 18 - this is usually learned pretty late as well)
53 - Heal Block (flavor + this might come in handy for Totem Ribombee and Hapu)
59 - Nightmare (moved from 25 - this is usually learned quite late)
67 - Nasty Plot (moved from 52 - agree with it being near the end!)
73 - Boomburst (moved from 59 - agree with it being last!)
Alternatively, you could maybe swap Nightmare and Cotton Guard so the combination of Hypnosis + Nightmare appears together?
If Hypnosis is now a move reminder-only move anyway, Nightmare being a level-up move doesn't really accomplish much, and having them side by side might just look nicer. XP
Admittedly, Nightmare isn't learned at level 1 all that often (only for Hypno in Gen VII), and Cotton Guard isn't usually quite that late, but I think it might be worth the exception in this case! .w.
Recommended TM and tutor changes
I would probably recommend adding the following moves unless you excluded them on purpose, just since they're pretty widespread among Pokémon that are similar to Plubia:
TM01 Work Up (distinctly common among Normal, though not universal)
TM18 Rain Dance (distinctly common among both Normal and Ghost, though not universal among either)
TM21 Frustration (universal - unless this was omitted on purpose? it is a teddy bear XP)
TM32 Double Team (universal)
TM48 Round (universal)
TM87 Swagger (universal)
TM100 Confide (universal)
And then on the other side, I'm not totally sure how I feel about Frost Breath - it's currently totally exclusive to Ice- and Water-types, and I'm not sure if I really see a flavor connection to Plubia that would make it make sense as an exception. (If it's just a generic horror = chills thing, keep in mind that other Ghost-types don't get it! Froslass is the only one, and that's definitely more because it... well, it's famous for its icy breath, not because it's associated with fear! XP)
I'm also a little unsure of Swords Dance - that's a very significant boosting move to give liberally, and the fact that you have a physical boosting set that isn't meant to use it suggests that it's not really an intended part of its main toolkit. I think being a Bulk Up user is more interesting for Plubia (its low Defense is kind of a fascinating twist on the archetype!), so I would probably lean towards dropping Swords Dance so that's not overshadowed on the physical side?
Up to you, though! I don't see Swords Dance as being risky or potentially problematic the way Nasty Plot might be/this isn't really a balance concern so much as a personal instinct. XPMmm, okay, I would definitely want to give more of an overhaul to this one. The level-up movepool it has right now is stuffed full of generic TMs and tutors - 14 of the 18 moves it has are just taken from the other lists, which totally throws away the opportunity to give it distinguishing flavor moves because it only gets the most common ones. And along with the dependence on TMs and tutors, well... you've just given it every single Poison-type TM and tutor move, and there's no room for anything that commits to a specific meaning or communicates anything about its concept.
Actually, the only non-TM/tutor Poison move here is Acid Armor, which is not really Poison-related anyway - it's just a move about melting, and it's learned by plenty of others (including fellow Ice snowflake Cryogonal, regular Ice icicle Vanilluxe, a handful of Water-types and anything vaguely melty or gooey) without needing to be Poison at all... so that also doesn't tell us anything that "it's a snowflake" doesn't.
That said, Gastro Acid is the sort of move that goes to Pokémon that are associated with digestion - most Pokémon with Gluttony, many snakes, Guzzlord, the stomach Pokémon Swalot, the eating-themed Alolan Muk but not its standard Poison-type counterpart, carnivorous plants, and a handful of other Pokémon that are known to use stomach acid to melt things. It's not really a Poison flavor move at all; I would actually avoid this one if I were you! It seems like an unfitting pick to me.
Part of the problem, I guess, is that very few Poison moves do seem like fitting picks - there are a lot of different kinds of Poison-types, and it's hard to make a movepool for one unless you know what kind of Poison-type it is. Snoxin has really nonspecific flavor that tries to avoid this issue (I think the only reason behind it is that you wanted an Ice/Poison-type to exist? it doesn't really do anything more than the bare minimum for either type - it's shaped like the basic symbol of Ice, and it has poison), which I think makes it much harder to come up with moves that make sense. Without knowing why it's Poison-type, only the most widespread moves (Toxic, Venoshock, Poison Jab not universal but it just requires arms/tentacles/something to stab and Sludge Bomb) really seem like they fit. As TMs and tutors go, Gastro Acid is digestion-themed, not Poison-type flavor; Sludge Wave goes to all kinds of aquatic animals, reptiles and pollution-themed Pokémon; and Gunk Shot's distribution isn't particularly consistent, but it's very limited and only a third of all Poison-types actually get it (it seems like it usually represents throwing poisonous waste as a projectile, so the question is sort of whether that's in character for Snoxin or not), so I don't think any of those three are good fits here.
Before I go any further, I guess I should help to decide what kind of Poison-type Snoxin should be?
I think it would be neat to interpret it as something like a virus, maybe? That's the most obvious Poison-type-related thing that sort of looks like a snowflake and sort of looks like Snoxin already, so we might as well run with it, haha.
A bit of flavor on this front could be something like...
Once they find a suitable host, they use it to create countless copies of themselves (like a virus does) - but instead of being exact replicas, every Snoxin is unique (like a snowflake), which makes it so they can evolve more quickly than immune systems can adjust to them and makes it easier to overtake their host? Being a Poison-type snowflake is its way of "outrunning" natural immunities and the development of medicine, because the population of Snoxin is constantly changing and can't be wiped out all at once.
Ultra Beasts are based on invasive species - not any specific ones, but the basic idea of a non-native lifeform wreaking havoc on an environment to the detriment of the other inhabitants, instead of adapting to a niche within it and coexisting with them - so I feel like it makes sense to have one like this, something parasitic that's concerned with constantly reproducing itself above all else and that will flood and overtake an environment if it's not contained somehow.
Recommended TM and tutor changes
Like with Plubia, these are all common moves for similar Pokémon that I think might be worth adding:
TM15 Hyper Beam (universal)
TM18 Rain Dance (distinctly common among Ice, though not universal)
TM68 Giga Impact (universal)
TM76 Fly (you had it by level already)
Snore by tutor (universal)Bounce by tutor (you had it by level already)
As previously mentioned, Gastro Acid, Sludge Wave and probably Gunk Shot are ones I think I would remove from this list. Gastro Acid and Sludge Wave are probably not competitively relevant anyway (Gastro Acid never is, and Snoxin would absolutely prefer Sludge Bomb's higher chance to poison over the extra 5 BP), so I don't think there's any real loss from that; whether Gunk Shot actually matters to Snoxin and needs to be allowed to stay is up to you, but I would lean away from it anyway.
Stealth Rock is pretty unusual for an Ice-type without any rock flavor, or really for Ice-types at all. (Weirdly, even Glalie (which is literally a boulder) doesn't get it.)
There are actually no Ice-types with the move unless they're also Rock, Steel or Ground; a snowflake that's just made of ice doesn't really seem like the sort of thing that would get it, and Pokémon with comparable roles, like Cryogonal and Avalugg, also have to do without it.
That said, I understand that having hazards is pretty important for a defensive Pokémon, so I wouldn't strongly object to keeping it; I just think that's something to have in mind. If it would help to give a more plausible alternative, several more Ice-types learn Spikes, and Toxic Spikes is an obvious choice for a spiky Poison-type - would you be open to considering one or both of those instead?
Roost is also reserved for Pokémon with wings, which I don't... think Snoxin has, although I may be misjudging the design.
This one is a very simple fix - if you still need reliable recovery (you probably do), I would go with something like Recover, which is more common among defensive Ice-types (see Cryogonal and Avalugg again) and doesn't have that restrictive flavor.
Flamethrower is... wh... why does it have Flamethrower?
The only Ice-type in the series that learns this is the Galarian Darumaka line, which is only because they're descended from Fire-types, Galarian Darmanitan can still become a Fire-type, and even Galarian Darumaka has explicit flavor about having a fire sac that's simply gotten smaller and weaker from disuse. They have very specific reasons to get Fire flavor moves, and even that is basically only because they are an altered version of a Fire-type Pokémon.
Meanwhile, as of USUM (when this mod is based), not a single Ice-type has the move.
Is there anything about Snoxin that makes Flamethrower somehow important to it? This just seems like such a random choice - I would absolutely drop that unless there's a strong justification for it that I'm missing (and without just making up new flavor to handwave it).
Lastly, Snoxin's gender would be unknown, since it's an Ultra Beast, so it wouldn't have Attract.
After going over all of these, I felt like its TM and tutor list ended up pretty small for Gen VII, so I went back over the list and found a few more that might be worth considering:
TM16 Light Screen (I think this is a good move for a fast support Pokémon to have)
TM30 Shadow Ball (pretty common among Ice-types)
TM33 Reflect (I think this is a good move for a fast support Pokémon to have)
TM62 Acrobatics (you have a lot of Flying-type flavor)
TM69 Rock Polish? (Regice and Avalugg have it)
TM83 Infestation? (running with the virus interpretation? and this is pretty common among Poison-types)
TM91 Flash Cannon? (reasonably common among Ice-types, although it depends how reflective Snoxin is supposed to be)
Magnet Rise by tutor (you mention it levitating, and it's weak to Ground; fellow grounded Ice-type Vanilluxe has this because it floats in the air, so there's precedent)Spite by tutor (it causes Pokémon to suffer for hours, and it's a wall)Water Pulse by tutor (pretty common among Ice-types)Magic Coat by tutor? (somewhat random distribution, but Vanilluxe and Cryogonal get it, and it's always fun to have)Tailwind by tutor (you have a lot of Flying-type flavor and wanted to emphasize its Speed as a support Pokémon)
Possible level-up movepool
Fly can stay a TM, but I've removed it as a level-up move because only winged and strongly-sky-themed Pokémon learn it without a TM in USUM. (It's specifically reserved for Dragon-types in this Generation, actually - Salamence because the entire point of its line is learning to fly and Rayquaza and Drampa because they're known for living at high altitudes.)
Similarly, nothing at all learns Aurora Veil or Smart Strike by level in USUM, and Knock Off doesn't seem to have strong enough flavor; these can stay on the TM and tutor lists, but I don't think they should be on the level-up list.
Flamethrower, Stealth Rock, Gunk Shot, Roost and Gastro Acid are all moves I have recommended excluding entirely.
On the other hand, I previously suggested adding Spikes, Toxic Spikes and Recover, so I would have those in here, too!
Now we can look at what levels make sense for these and fill in the gaps with less widespread moves for flavor:
1 - Reflect Type? (I thought this might be neat as a way to represent using its opponent's power against them? it also goes to some other Poison-types! but it's admittedly sort of a stretch, haha - you could definitely drop this)
1 - Toxic
1 - Wrap (basic flavor - it has some long limbs that look like tentacles, and it makes some sense with the idea of flooding and overwhelming an opponent)
1 - Poison Sting (early-game Poison STAB that suits its very pointy design)
1 - Rapid Spin (moved from 15)
1 - Spikes (replacing Stealth Rock)
7 - Powder Snow (Ice Beam is not early-game STAB, and it is a snowflake; also a rare early-game spread move, which could be super neat to have right around the first Totem)
13 - Clear Smog (actually a very useful tool for its role, and it may also help with Hala's Crabrawler, which can raise its Attack)
19 - Acid Spray (a doubles support move that benefits from Snoxin's high Speed without relying on its own power, and it suits the potential virus-related idea of wearing down a host and fighting in increasingly large groups)
23 - Toxic Spikes (also replacing Stealth Rock; this is right around when you get the TM for Venoshock, too!)
29 - Recover (replacing Roost)
31 - Beat Up (this... might be a weird creative choice on my part, but same idea as Acid Spray on the virus idea and overwhelming with large numbers? also a multi-hit move shortly before Totem Mimikyu! but you could replace this with Bounce if you disagree or don't like it)
37 - Ice Beam (moved from 5)
43 - Acid Armor (moved from 42)
47 - Freeze-Dry (moved from 11)
53 - Hail (moved from 1)
59 - Blizzard (moved from 52 - agree with this being late)
67 - Eerie Impulse (super late mainly because it's pure flavor and not that important, but I was looking for other moves that could reflect the virus theme, and this is a neat fit in that viruses take over host cells and force them to replicate the virus; with something like Snoxin, that would be a really startling way for it to take over its opponent/prey)
73 - Sheer Cold (moved from 56 - agree with this being last)
Bounce is totally fine flavor-wise, but since it's a tutor anyway and there were so many competing moves, I ended up dropping that one as well for the sake of space. You could definitely swap it back in instead of one of the others (probably Beat Up) if you think that's more important! I did like the choice to give it Flying flavor like that, but I was worried about how long it would go without Ice STAB if it put off learning Ice Beam, and getting Bounce super late just felt wrong.
With this that in mind, this is currently down to four TMs and tutors being doubled up (Hail/Toxic/Bounce/Blizzard), which is much more plausible than 14, and it keeps all four of your previously established level-up-exclusive moves.
Hopefully this helps somewhat? Totally open to feedback on this - I hope this is some help, though!
Aaand now I'm in a bit of a rush to get to other things, so I can't do any more full movepool breakdowns, but I have some quick comments on the others if it helps at all:Minor question: are you sure about giving this Clangorous Soul? Nothing in Generation VII has that - even Kommo-o (which this is seemingly meant to mirror somehow) doesn't have it, because it's a Gen VIII move. I would support giving it Clanging Scales for flavor, but I'm not sure if you thought Clangorous Soul all the way through, haha.
That aside, with its Speed being as low as this (and its bulk is good but not crazy), I think you can afford to give this a very good movepool! It would probably only really see use on Trick Room, which is always more anti-meta than it is meta, and this doesn't seem like it's quite as strong even on that as Stakataka is. To me, that seems like it gives you a lot of freedom with the movepool! I think it's less likely for this to be broken than the others, so you can give it some cooler options than usual.
As mentioned, I am not free to do a full breakdown of all of the moves that make sense (out of curiosity, would you be open to talking about the flavor of it a bit more in the thread? what's its relationship to Kommo-o meant to be? it sounds really neat!), but this might be a useful starting point if you need to know what moves should be in its TM list first:
TM06 Toxic (universal)
TM07 Hail (distinctly common among Water, though not universal)
TM10 Hidden Power (universal)
TM13 Ice Beam (near-universal among Water)
TM14 Blizzard (distinctly common among Water, though not universal)
TM15 Hyper Beam (universal)
TM17 Protect (universal)
TM18 Rain Dance (universal among Water)
TM21 Frustration (universal)
TM27 Return (universal)
TM32 Double Team (universal)
TM42 Facade (universal)
TM44 Rest (universal)
TM48 Round (universal)
TM52 Focus Blast (reasonably common among Dragon but also suits the apparent association with Kommo-o)
TM55 Scald (near-universal among Water - there are a fair few exceptions, but almost all are Ice-types, which this is not)
TM68 Giga Impact (universal)
TM87 Swagger (universal)
TM88 Sleep Talk (universal)
TM90 Substitute (universal)
TM94 Surf (near-universal among Water)
TM100 Confide (universal)
Snore by tutor (universal)Icy Wind by tutor (near-universal among Water)Dragon Pulse by tutor (universal among Dragon)Outrage by tutor (universal among Dragon)Draco Meteor by tutor (universal among Dragon)I'm pretty impressed, actually - you did your research on this! The TM list on this follows all of the expected conventions very accurately, universal moves and type trends alike.
(It's funny - I was actually skeptical of Psyshock at first, since I didn't think most Ghost-types got it unless they were Psychic as well... but as it turns out, exactly one other Ghost-type gets it in USUM, and it's the other Ghost UB! Clearly you made the right call! XP)
But yeah, I think I support most of the choices you made here! I was relieved to see that you didn't have Nasty Plot on this, because I feel like that would be excessively strong with these stats, and it's pretty common for people to put that on Pokémon like this for flavor without considering that; Calm Mind was a much better pick as an alternative, and I'm really interested to see how it pans out with that!
I also almost suggested adding Will-o-Wisp(distinctly common among Ghost, but not universal), but I was looking at what kind of counterplay there was for this and how strong it could afford to be, and I'm actually pretty glad you didn't add that, too - Sucker Punch and Pursuit both strike me as important for being able to deal with this, so making it too easy to get around physical attackers would be risky.
And on the other hand, Recover is such a rare pick for a frail sweeper like this, but I know stuff like Alakazam really appreciates it - that sounds really neat on this!
I am always quite afraid of overly fast snowball sweepers like this pretty much by default, so a part of me is still paranoid about it, but I will restrain myself and will not suggest any nerfs at the moment, haha. Being weak to Dark and not having Will-o-Wisp is a combination that I think will hold it back to a reasonable extent? I would be super interested to see how this plays out!
The few minor tweaks that I noticed:
Snore by tutor (universal)Shadow Sneak: 25 -> 23 (just making it prime)Phantom Force: 49 -> 47 (just making it prime)Electric Terrain: 55 -> 53 (just making it prime)
(It's kinda funny how close you got to all primes on the levels! It looks like you were doing a pattern of 6-6-6 rather than trying to match the Ultra Beasts, but it just happens that these are the only three that needed adjusting anyway. XP)
I don't have the time to look in depth at the level-up movepool in terms of TM overlap or whether the levels make sense at the moment (they definitely seem right at a glance!), but at least as far as I can tell from a balancing standpoint, I think you did a fine job of this - I'm interested to see how it pans out once the meta is playable!Okay, I brought this up in the Discord, but I personally dislike the idea of having both of these, since Hyboltrus is super redundant to Anglevolt and no one voted for both of them together; it feels like a waste of a slot if we only get six Ultra Beasts.
(It would also make sense to keep them both but overhaul one of their stat spreads - we do have two Bug/Fighting UBs in canon, but those two were designed as opposites and have substantially different roles, while these two are just... the same. XP)
It sounds like Petuh agrees and is willing to drop Hyboltrus and add a different sixth UB, but I just thought I should bring that up in the thread as well before this discussion goes further!
So uh, in case it helps, this is what I would be using as a starting point for each of these:
TM06 Toxic (universal)
TM07 Hail (distinctly common among Water, though not universal)
TM10 Hidden Power (universal)
TM13 Ice Beam (near-universal among Water)
TM14 Blizzard (distinctly common among Water, though not universal)
TM15 Hyper Beam (universal)
TM17 Protect (universal)
TM18 Rain Dance (universal among Water)
TM21 Frustration (universal)
TM24 Thunderbolt (universal among Electric)
TM25 Thunder (universal among Electric)
TM27 Return (universal)
TM32 Double Team (universal)
TM42 Facade (universal)
TM44 Rest (universal)
TM48 Round (universal)
TM55 Scald (near-universal among Water - there are a fair few exceptions, but almost all are Ice-types, which this is not)
TM57 Charge Beam (universal among Electric)
TM68 Giga Impact (universal)
TM72 Volt Switch (universal among Electric)
TM73 Thunder Wave (universal among Electric)
TM87 Swagger (universal)
TM88 Sleep Talk (universal)
TM90 Substitute (universal)
TM94 Surf (near-universal among Water)
TM100 Confide (universal)
Snore by tutor (universal)Icy Wind by tutor (near-universal among Water)
That aside, I'm actually veeery concerned by Dragon Dance and probably Swords Dance on Anglevolt - I would probably not give it both of those at all, but if you do want them, I would at least not give it physical coverage to hit Grass- or Dragon-types.
It has some Ice moves in the list above (you can indeed drop those for balance if you want! stuff like Keldeo doesn't have Ice Beam, for instance), but I think those are probably fine since they're special moves and its Special Attack is very low; I would be more opposed to the physical moves on your list, like U-turn, Ice Fang, Fire Fang, Leech Life and Poison Jab (and Close Combat to some extent, becauseI know Gen VIII gave it to everything, but did Gen VIII need to give it to everythingit's a very strong and reliable coverage move for a physical attacker, and Fighting goes very well with Electric as an attacking type).
I would definitely try to scale back on the movepool one way or another - stats like these with Beast Boost are pretty amazing on their own, so it probably doesn't need all that much to be good.
Whew!! Sorry this is so long, and I hope it's some kind of help!
Great post, but I'd like to point some things out.1 - Poison Sting + Tackle
8 - Glare
14 - Poison Tail
22 - Toxic
28 - Scary Face
34 - Coil
42 - Crunch
48 - Aqua Tail/Iron Tail (I haven't figured it out)
56 - Iron Tail/Aqua Tail ( same as above)
62 - Gunk Shot
70 - Natural Gift
76 - Wring OutTM01
TM05
TM06
TM08
TM09
TM10
TM12
TM15
TM17
TM21
TM26
TM27
TM28
TM32
TM34
TM36
TM42
TM44
TM48
TM67
TM68
TM71
TM75
TM78
TM84
TM87
TM89
TM95
TM96Bind
Stealth Rock
Pain Split
Laser Focus
Gastro Acid
I also came up with some dialogue for when Komodrond tries to learn Clangorous Soul
"Oh! Is That a Komodrond? I haven't seen one in years! It has ties to the Jangmo-o family, and as such, it can rattle its scales similar to them, sort of like Clangourous Soul! Would you like me to teach Komodrond Clangourous Soul?
>Yes
*after tutoring* Splendid! I hope you have a nice Day!
>No
Oh, Ok.
Pain Split might be a bit too much. It already has >100/>100/>100 defenses. I also don't particularly think Bulk Up fits thematically. It's a snake, it can't do any heavy lifting. Swords Dance might be a little too many setup options as well. I like the rest of the moves, however. Join the Discord if you can! We have plenty of discussion going on1 - Poison Sting + Tackle
8 - Glare
14 - Poison Tail
22 - Toxic
28 - Scary Face
34 - Coil
42 - Crunch
48 - Aqua Tail/Iron Tail (I haven't figured it out)
56 - Iron Tail/Aqua Tail ( same as above)
62 - Gunk Shot
70 - Natural Gift
76 - Wring OutTM01
TM05
TM06
TM08
TM09
TM10
TM12
TM15
TM17
TM21
TM26
TM27
TM28
TM32
TM34
TM36
TM42
TM44
TM48
TM67
TM68
TM71
TM75
TM78
TM84
TM87
TM89
TM95
TM96Bind
Stealth Rock
Pain Split
Laser Focus
Gastro Acid
I also came up with some dialogue for when Komodrond tries to learn Clangorous Soul
"Oh! Is That a Komodrond? I haven't seen one in years! It has ties to the Jangmo-o family, and as such, it can rattle its scales similar to them, sort of like Clangourous Soul! Would you like me to teach Komodrond Clangourous Soul?
>Yes
*after tutoring* Splendid! I hope you have a nice Day!
>No
Oh, Ok.
| Zygarde-Complete (OU Choice Band - 10%) | Head Smash | 31.9 - 37.6% | 92.4% chance to 3HKO |
| Kommo-o (OU Specially Defensive) | Head Smash | 50.2 - 59.6% | 80.1% chance to 2HKO after Leftovers recovery |
| Kommo-o-Totem (OU Specially Defensive) | Head Smash | 50.2 - 59.6% | 80.1% chance to 2HKO after Leftovers recovery |
| Magearna (OU Heart Swap) | Head Smash | 51.5 - 60.6% | 92.2% chance to 2HKO after Leftovers recovery |
| Magearna (OU Calm Mind + Pain Split) | Head Smash | 51.5 - 60.6% | guaranteed 2HKO |
| Magearna (OU Assault Vest) | Head Smash | 52.6 - 62.2% | guaranteed 2HKO |
| Jirachi (OU Wish) | Head Smash | 53.1 - 62.7% | guaranteed 2HKO after Leftovers recovery |
| Jirachi (OU Stealth Rock) | Head Smash | 53.1 - 62.7% | guaranteed 2HKO after Leftovers recovery |
| Garchomp (OU Tank) | Head Smash | 53.3 - 62.8% | guaranteed 2HKO |
| Garchomp-Mega (OU Mega Swords Dance) | Head Smash | 53.5 - 63.3% | guaranteed 2HKO |
| Kommo-o (OU Belly Drum) | Head Smash | 58.5 - 69.4% | guaranteed 2HKO |
| Kommo-o-Totem (OU Belly Drum) | Head Smash | 58.5 - 69.4% | guaranteed 2HKO |
| Mawile (OU Substitute) | Head Smash | 59.5 - 70.3% | guaranteed 2HKO |
| Conkeldurr (OU Offensive) | Head Smash | 59.6 - 70.2% | guaranteed 2HKO |
| Garchomp-Mega (OU Mixed Stealth Rock) | Head Smash | 59.6 - 70.3% | guaranteed 2HKO |
| Cresselia (OU Trick Room) | Head Smash | 61.8 - 73.1% | guaranteed 2HKO |
thanks for pointing outViZar Tapu Lele originally has 130 Special Attack, not 110.