Sorry for the late notice here, but subs are now closed! Vetoes should be out somewhat soon.
We were concerned that Wo-Chimp is too bulky especially in conjunction with Drain Punch to have a move like Monkey Dance with its great repertoire of coverage as well. There's multiple ways to fix this, but if it is to keep Monkey Dance, then the bulk or attack should be lowered, or Drain Punch should be removed. Removing Monkey Dance here would also solve the issues here as well.UU and RUBL
Original Pokémon: Wo-Chien
New Pokémon: Wo-Chimp
Stats: 85 HP / 95 Atk / 90 Def / 95 SpA / 105 SpD / 100 Spe
Typing:![]()
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Abilities: Inner Focus
Weight: +100 kg
Movepool Changes:
+Earthquake, Fissure, Earth Power, High Horsepower, Bulldoze, Scorching Sands, Headlong Rush, Stomping Tantrum, Dig, Stealth Rock, Stone Edge, Rock Slide, U-turn, Close Combat, Drain Punch, Dynamic Punch, Hammer Arm, Bulk Up, Focus Punch, Circle Throw, Focus Blast, Vacuum Wave, Superpower, Iron Head, Seismic Toss, Monkey Dance*
-All Grass type moves sans Power Whip and Trailblaze, All Dark type moves sans Knock Off, Poison Powder, Pollen Puff
Monkey Dance - Fighting | Status | - Acc | 10 PP | Dance | Boosts Attack, Defense, Accuracy and Speed by one stage.
Role: Physical Set Up Sweeper
Flavor: A big monkey. What appears to be the shell is in fact it's padded tail which is coiled up on it's back.
Wo-Chimp is a set up sweeper with the incredible Monkey Dance (credit to Glubbfubb for the insanely funny move), using it to clean up weakened teams after little effort.
Garchimp is too strong with No Guard Stone Edge and Dynamic Punch, we really don't have any answers for this combo. Remove No Guard and it should be OK thoughOU:
View attachment 489643
Original Pokemon: Garchomp
New Pokemon: Garchimp
Types: View attachment 489645 View attachment 489646
Abilities:
No Guard/Gluttony
Hidden Abiltiy:
Anger Point
Stats:
HP: 93
Attack: 130
Defense: 90
Sp. Attack: 92
Sp. Defense: 83
Speed: 112
Moveset Changes:
STAB: +Close Combat +Submission +Dynamic Punch +Axe Kick +High Jump Kick +Head Smash
Coverage: +Fury Swipes +Mega Punch +Rapid Spin +Flail +Shadow Claw +Night Slash +Thief
Status: +Recycle +Roar +Stealth Rock +Monkey Style
Loses: -All Dragon Moves -Liquidation
Monkey Style/PP 10/Status/Fighting/A cheeky performance that has you gain +1 Speed while also taunting the opponent, making them use only attacking moves for 3 turns.
Flavor: A strain of Garchomp has been discovered to live in the jungle, their scales have turned into fur, and where their fins used to be, they have now been replaced by rocky plates, they have also gained a pronounced muzzle and fangs. These Garchimps have proved to be quite boisterous and have a liking for socialization, but their immense strength can prove to be a hinderance to their otherwise friendly personalities.
Role:
Garchimp can use Rapid Spin to remove hazards while setting up its own, No Gaurd to perform always accurate Dynamic Punches and Stone Edges, Monkey Style to lock down and set up sweepers and hazards, or a combination of the last few ideas. What it lacks is in bulk, having 7 weaknesses means that it must rely on speed to outlast its opponents and its lack of a good switch move means that you need to be careful when switching in.
UU:
View attachment 489665
Original Pokemon: Tsareena
New Pokemon: Stareena
Types: View attachment 489669 View attachment 489667
Abilities:
Dazzling/Long Reach
Hidden Ability:
Serene Grace
Stats:
HP: 77
Attack: 125
Defense: 78
Sp. Attack: 40
Sp. Defense: 78
Speed: 112
Moveset Changes:
STAB: +Star Kick +Psyco Cut +High Jump Kick +Axe Kick +Close Combat
Coverage: +Icicle Spear +Triple Axel +Iron Head +Acrobatics +Foul Play +Power Gem
Status: +Agility +Destiny Bond +Misty Terrain +Psychic Terrain +Block
Loses: -All Grass Moves -All Fairy Moves
Star Kick/PP 10/Physical/Psychic/120 BP/90%/If the user misses, they take crash damage equal to 50% of the potential damage, has a small chance to confuse the target.
Flavor: When a Stenee approaches a particularly high point, cosmic energy fills their veins, they mutate, gaining a blue and gold color scheme and they begin to resemble a starfruit. It has a noticeably cold personality and can create afterimages from its long shining legs.
Role:
Sorta an inversion on the typical Psychic-type, firstly its physically orientated and quite frail, secondly it's strongest attack isn't close combat but its signature Star Kick. Using Fighting-type STAB to break the Dark-types used to block Psychic, Stareena is a Wallbreaker that is hard to wall due to its great STAB combo. However its lack of good resistances matches poorly with its bad bulk, so one needs to be careful if you encounter a difficult matchup.
RU:
View attachment 490304
Original Pokemon: Dachbun
New Pokemon: Dachgun
Types: View attachment 490305
Abilities:
Skill Link/Long Reach
Hidden Ability:
Quick Draw (On the first turn upon switch in, all moves will have +1 priority)
Stats:
HP: 77
Attack: 120
Def: 90
Sp. Attack: 50
Sp. Defense: 90
Speed: 55
Moveset Changes:
STAB: +Six Bullets +Iron Head +Iron Tail
Coverage: +Pin Missile +Icicle Spear +Rock Throw +Bullet Seed +Dragon Darts +Drill Run +Rapid Spin
Status: +Spikes +Stealth Rock +Iron Defense
Loses: -All Fairy Moves
Six Bullets/PP 15/Physical/Steel/15 BP/90%/The user shoots 6 scattered metal bullets at the target, this may hit 2-6 times, if you hit all 6 the last hit is a critical hit, hit number calculation based off the likes of Bullet Seed and Pin Missile in that you roll between hitting 2-6 times, the exact shot number rolls are:
30% 2 Shots
25% 3 Shots
20% 4 Shots
15% 5 Shots
10% 6 Shots
Flavor: Some Dachbuns harden their dough to a point where they become as tough as metal, their mains become hollowed out chambers, making them resemble a classic six-chamber revolver, which while heavy are capable of holding many different types items. Some snazzy trainers also like putting cowboy hats on their metal hound buddies to make them more intimidating.
Role:
Dashgun is one of those Pokemon that are capable of running a variety of sets, but those sets are dependant on what ability it chooses. If it chooses Skill Link you can take full advantage of your massive coverage including your signature Six Bullets without sacrificing an item slot for a Loaded Die. If you use Quick Draw you can become a adept hazard setter or remover, using your +1 priority to set a layer of Spikes or Stealth Rocks, or use that priority to remove the opponents hazards using Rapid Spin. Or you can use your Quick Draw ability and use a powerful STAB +1 priority Iron Head and be a quick wallbreaker. Still, regardless of the abilities you choose, you have some key weaknesses, lack of recovery, no way to hit Steel-types without spending a slot for Drill Run, and poor speed.
Crystaledge doesn't have any abilities, please add them. We were also concerned about Meteor Beam + Rock Polish especially with Crystal Beam essentially being a better Hidden Power, so Meteor Beam should be removed here.
Crystaledge
Rock/Ghost
75 / 60 / 90 (+20) / 125/ 80 (-20) / 95
-Fire moves but wow
+power gem, Stone Edge , rock blast, SR, Spikes, Cristal Beam, Meteor Bean, rock polish
Cristal Beam: If a Pokémon is to use that move at the start of the turn, its typing is changed to his Hidden Power type. Change stays after switch. Changes type to user’s primary type.
Rock, special 75 BP
A polyvalent Sweeper, specs has unpredictability with crystal beam (terastal fr)
Demonaliant's signature move, Devil's Gambit, would likely be a bit too much considering the speed drop, so it should be removed.Y'know what? Fluff it, I'ma sub the whole family.
View attachment 489764:
View attachment 489820 (Very, very unfinished placeholder)
Original Pokemon: Iron Valiant
New Pokemon: Demonaliant
Type:![]()
![]()
Abilities: Filter
Stats: 84 / 126 / 110 / 120 / 100 / 50 [BST: 590]
Weight: 202.0 kg
Movepool Changes: Take a look under here.
Aerial Ace, Agility, Air Slash, Assurance, Aura Sphere, Autotomize, Beat Up, Brick Break, Ceaseless Edge, Confide, Curse, Dark Pulse, Dazzling Gleam, Devil's Gambit, Double Team, Dream Eater, Embargo, Endure, Facade, False Swipe, Feint Attack, Fire Punch, Flame Charge, Flare Blitz, Flash Cannon, Fling, Focus Blast, Foul Play, Frustration, Fury Cutter, Giga Impact, Guillotine, Headbutt, Hex, Hidden Power, Hone Claws, Hyper Beam, Iron Defense, Iron Head, Knock Off, Laser Focus, Lash Out, Leer, Magnet Rise, Mean Look, Metal Burst, Metal Claw, Metal Sound, Moonblast, Moonlight, Night Slash, Payback, Poison Jab, Poltergeist, Power-Up Punch, Protect, Psycho Cut, Pursuit, Quick Guard, Revenge, Reversal, Rock Polish, Role Play, Round, Scary Face, Screech, Secret Power, Skill Swap, Shadow Ball, Shadow Claw, Shadow Sneak, Slash, Snarl, Snatch, Spikes, Spite, Stealth Rock, Steel Beam, Stone Edge, Substitute, Sucker Punch, Swagger, Take Down, Taunt, Tera Blast, Thief, Throat Chop, Torment, X-Scissor, Zen HeadbuttHeight: 1.5 mName: Devil's Gambit
Type:![]()
Category:![]()
Base Power: 40
Accuracy: 100%
PP: 32
Effects: Lowers the target's Speed by 1 stage, then the user switches out.
Flavor / Explanation: A steel gargoyle-like creature with detachable wings that can be turned into 2 headed scythe.
Competitive Role: Hazards (Spikes, Stealth Rock) / Mixed Wallbreaker / Pivot (Devil's Gambit)
Nullcorona would likely be extremely difficult to deal with as the ability to choose its typing (which also wouldn't show up on team preview due to how RKS System works), massive Special attack, and especially QD, would make this way too versatile offensively and very difficult to predict. It's essentially got a better Tera Blast with it to boot. Would recommend either reworking it entirely or removing Quiver Dance.![]()
Nullcarona
Origin: Volcarona
Type: Normal
Abilities: RKS System
Stats: Volcarona
Movepool Changes: + Multi-Barrage (Special Multi-Attack)
Description: Volcarona becomes white, with a menacing rusty helmet covering its head. It’s fir becomes Type: Null’s mane thing and it’s wings resemble Type: Null’s tail.
Competitive Value: Nullcarona is the same as Volcarona, but it has the capacity to be any single type, and have a 120 base power STAB move corresponding to its typing.
Quiver Dance
Nullcarona @ Fairy Memory (or any)
Ability: RKS System
EVs: 252 SpA / 252 Spe / 4 Def
Modest
- Quiver Dance
- Multi-Barrage
- Fiery Dance
- Roost / Giga Drain
Beevile
Origin: Weavile
Type: Bug/Dark
Ability: Tinted Lens / Poison Point | Pain Poison (Huge Power Clone)
Stats: HP-70 Atk-65 Def-95 SpA-70 SpD-85 Spe-125
Movepool Changes: - All Ice moves, Knock Off
+ Fell Stinger, Leech Life, First Impression, Gunk Shot, Pin Missile, Bug Buzz.
Description: Weavile but it’s red ear thingies are clear and shaped like bee wings, the red fans on its head and around its neck are yellow, it has additional bee wings on its back, the tail it replaced with a stinger, and its claws are thinner, straighter, and black. It also has another pair of arms and bug eyes.
Competitive Value: Beevile is a powerful sweeper, revenge killer, and cleaner. Pain Poison gives it a massive attack stat to go around spamming Bug and Dark STABs. While it may seem inbalanced with Swords Dance, keep in mind many things can wall its STAB combo, and it can’t run Tinted Lens alongside a decent Attack stat.
Swords Dance
Beevile @ Focus Sash
Ability: Pain Poison
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Swords Dance
- Leech Life
- Crunch
- Poison Jab / Quick Attack / First Impression
Choice Band
Beevile @ Choice Band
Ability: Pain Poison
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- First Impression
- Crunch
- Leech Life / Pin Missile
- Poison Jab / Gunk Shot
Wing-Fu's combination of stats, typing, bulk and abilities would make this hit extremely hard while being difficult to remove. We recommend lowering the attack by at least 20 points here
Original Pokémon: Ting-Lu
New Pokémon: Wing-Fu
Type:![]()
![]()
Abilities: Technician / Scrappy
Stats: 110 / 155 / 125 / 80 / 55 / 45 (570 BST)
Weight: same as Ting-Lu
Movepool Changes:
+ Acrobatics, Aerial Ace, Air Cutter, Air Slash, Brave Bird, Defog, Dual Wingbeat, Feather Dance, Fly, Pluck, Sky Attack, Wing Attack, Arm Thrust, Circle Throw, Double Kick, Flying Press, Force Palm, Low Kick, Low Sweep
- all Dark and Ground moves
Flavor/Explanation: Looks like Ting-Lu, but has wings and stands on two legs.
The ability + Boomburst is excellent for this Pokemon's typing and would make it way too difficult to answer defensively. Removing Boomburst on here is the way to go.OU
Original Pokemon: Iron Moth
New Pokemon: Siren Moth
Type: Electric/Flying
Abilities: Soundproof | Lighting Rod || Seismic Scream
Stats: 80/100/60/120/100/120Normal moves turn into ground type without any power boost.
Weight: 55 kgs?
Movepool Changes:
+ Boomburst, Hyper Voice, Uproar, Echoed Voice, Overdrive, Hurricane, Chatter, Air Slash, Snarl, Earthquake, Round
- All Poison moves barring Acid Spray; All Fire moves barring Overheat; Roost
Flavour: Moth that won't shut up
Role: Specs mon, Hits behind subs, Electric/Flying which hits opposite Ground types
Gholdengoo's bulk is way too much with Recover. Remove Recover and it will most likely be fine.all right, let me give this a shot
OU/UUBL
Original Pokémon: Amoonguss
New Pokémon: Amogus
Type: Dark/Psychic
Abilities: Imposter,
whoops how did that get there, anyway here are my actual subs
View attachment 490873
(please bear with me, i'm a mediocre artist at best)
Original Pokémon: Gholdengo
New Pokémon: Gholdengoo
Type: Steel/Poison
Abilities: Gooey, Flame Body (HA: Water Compaction)
Stats: 107/70/85/123/131/34 (550)
Height/Weight: Same as Gholdengo
Movepool Changes:
Added: Acid, Acid Spray, Acid Armor, Sludge, Smog, Poison Gas, Sludge Bomb, Sludge Wave, Molten Blast, Lava Plume, Fire Punch, Flamethrower, Fire Blast, Will-o-Wisp, Toxic, Toxic Spikes
Removed: All Ghost-type moves, all Electric-type moves except Thunder Punch, Make It Rain, Low Kick, Low Sweep, Psychic, Focus Blast, Power Gem
Molten Blast - Steel | Special | Power: 90 | Accuracy: 100% | PP: 10 | 30% chance to burn or poison target.
Flavor: Its body is made up of extremely hot molten gold from one thousand melted coins. During the melting process, the gold absorbed toxins from other metals. Touching it is extremely dangerous—not only will you be horribly burned and lethally poisoned, the molten gold will cling to your body, weighing you down.
Role: Special Tank
Pros:
-Incredible defensive typing, bulk, and recovery
-Great Sp. Atk with strong STABs and Fire coverage
-Superb special offense and defense make it a great special tank
-Can spread status with Will-o-Wisp, Toxic, and Toxic Spikes
-Molten Blast, Sludge Bomb and Lava Plume are also useful status-spreading options on more offensive sets
-Scary Nasty Plot sweeper on Trick Room teams
-Multiple options for punishing contact attackers
-Water Compaction can patch up its lackluster Defense if played correctly
Cons:
-Defense is not great, making it vulnerable to physical wallbreakers, especially if they primarily run non-contact moves
-Double Ground weakness
-Coverage is limited to STAB + Fire and effectively nothing else, leaving it walled by several common Pokémon
Checks/Counters:
-Defensive: Mud, Aurodactyl, Eelix, Appleton
-Offensive: Arcamine, Urthwyrm, anything with Earthquake really
Dapamence likely hits too hard with Fairy Aura/Dark Aura, in combination with its movepool and unpredictability. We recommend changing its abilities to something a bit less powerful.
Dapamence
Original Pokémon: Salamence
New Pokemon: Dapamence
Type: Dark/Fairy
Stats: 95/135/80/120/70/100
Abilities: Fairy Aura/Dark Aura
Movepool Changes: -Dragon moves (bar Dragon Claw), +Moonblast, +Play Rough, +Fairy Wind, +Charm, +Disarming Voice, +Misty Terrain, +Moonlight, +Dazzling Gleam, +Beat Up, +Brutal Swing, +Dark Pulse, +Foul Play, +Knock Off, +Nasty Plot, +Night Slash, +Snarl, +Taunt
Role: Mixed attacker (like Iron Valiant)
Flavor: Mence’s wings are now fairy wings, and it’s more evil and it has a top hat (this is very important)
Using the feedback you gave me I updated my entriesOk, veto time!
We were concerned that Wo-Chimp is too bulky especially in conjunction with Drain Punch to have a move like Monkey Dance with its great repertoire of coverage as well. There's multiple ways to fix this, but if it is to keep Monkey Dance, then the bulk or attack should be lowered, or Drain Punch should be removed. Removing Monkey Dance here would also solve the issues here as well.
Garchimp is too strong with No Guard Stone Edge and Dynamic Punch, we really don't have any answers for this combo. Remove No Guard and it should be OK though
Stareena should either have Serene Grace or Axe Kick removed here, as if you do not miss with Axe Kick, you have a 60% chance to confuse opponents, which is pretty uncompetitive when considering how fast this mon is and would likely limit defensive counterplay a decent bit. Also, Star Kick does not have a listed confusion chance percent and will be removed from the mon if it isn't added. With Serene Grace, I'd recommend trying to keep this chance smaller(10%?).
Dachgun's reworked Quick Draw raised concern with the council since this would essentially allow it to pretty freely revenge kill all our offensive metagame outside of maybe Aurodactyl. We recommend either changing the ability's effect or removing it entirely.
Crystaledge doesn't have any abilities, please add them. We were also concerned about Meteor Beam + Rock Polish especially with Crystal Beam essentially being a better Hidden Power, so Meteor Beam should be removed here.
Demonaliant's signature move, Devil's Gambit, would likely be a bit too much considering the speed drop, so it should be removed.
Nullcorona would likely be extremely difficult to deal with as the ability to choose its typing (which also wouldn't show up on team preview due to how RKS System works), massive Special attack, and especially QD, would make this way too versatile offensively and very difficult to predict. It's essentially got a better Tera Blast with it to boot. Would recommend either reworking it entirely or removing Quiver Dance.
Beevile is too fast and too strong considering Pain Poison. It'd probably be best to scrap Pain Poison here and instead keep the stat spread closer to base Weavile here so it can still work how it does now but not be as strong as it is now.
Wing-Fu's combination of stats, typing, bulk and abilities would make this hit extremely hard while being difficult to remove. We recommend lowering the attack by at least 20 points here
The ability + Boomburst is excellent for this Pokemon's typing and would make it way too difficult to answer defensively. Removing Boomburst on here is the way to go.
Gholdengoo's bulk is way too much with Recover. Remove Recover and it will most likely be fine.
Dapamence likely hits too hard with Fairy Aura/Dark Aura, in combination with its movepool and unpredictability. We recommend changing its abilities to something a bit less powerful.
Sorry for the wait once again. You will have 24 hours to fix your subs!
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Original Pokémon: Glimmora
New Pokémon: Glimmaurora (evolves from Commet)
Type: Ice / Fire
Abilities: Levitate / Magic Guard (Hidden)
Stats: 83 / 90 / 55 / 81 / 86 / 130 (525 BST)
Weight/Height: 1.5 m / 15.0 kg
Movepool Changes: + Dazzling Spin (Mortal Spin clone, Fire-type, 50% chance to burn), Aurora Beam, Ice Shard, Ice Beam, Ice Spinner, Triple Axel, Blizzard, Lava Plume, Flare Blitz, Flamethrower, Fire Blast, Overheat, Mind Blown, Aurora Veil, Snowscape, U-turn, Acrobatics, Air Slash, Hurricane, Tailwind, Flame Charge
- Rock moves except Power Gem, Poison moves, Spikes, Iron Defense, Earth Power, Mud Shot, Spiky Shield
Flavor: A rocket-like creature based on auroras and fireworks. Seen streaking across the sky at high speeds, leaving beautiful trails of colour in its wake.
Competitive: Glimmaurora is primarily a speed demon and a breaker, though not without a few tricks up its sleeve (and not without its share of flaws). Dazzling Spin is a fantastic hazard removal tool, only blockable by Flash Fire Taranitar, and with a very useful 50% burn chance to boot. This complements Magic Guard, which saves it from its severe hazards weakness and enables it to run Life Orb and powerful recoil moves. On the physical side it has Flare Blitz, while on the special it has Mind Blown. Combined with U-turn to pivot and either Triple Axel or Ice Beam, it's got a very potent kit.
Unfortunately, its attacking stats leave quite a bit to be desired - this is made up for by the high BP attacks it can fire off, but Mind Blown, the stronger of the two, works off its weaker attacking stat. Further, Ice / Fire is not a great STAB combination, resisted by both Fire and Water - it can get around both with Power Gem and Energy Ball, but the unimpressive BP of these moves off only 81 SpA leaves them lacking, and it can't run STABs, Power Gem, Energy Ball, Dazzling Spin, and U-turn on the same set. Further, Eelix's SpD is too high for it to care about Energy Ball anyways, and Soaperior outspeeds it and murders it with Water Bubble STAB.
View attachment 489701
UU/RUBL
View attachment 489721Wither Wing View attachment 489721
Base: Slither Wing
Type: Dark / Electric
85 HP / 117 Atk / 71 Def / 95 SpA / 101 SpD / 101 Spe
Height: 3.8m
Weight: 108kg
Abilities: Reckless
Movepool Changes
Movepool Losses: All Bug Moves, Body Press, Low Sweep, Reversal, Low Kick
Movepool Additions: Knock Off, Spikes, Volt Switch, Roost, Spark, Throat Chop, Sucker Punch, Shadow Claw, Bite, Taunt, Dark Pulse, Shadow Ball, Focus Blast, Haze, Power Trip, Ruination, Nasty Plot, Thunderbolt, Thunder, Discharge
Role Compendium: Fast Pivot, Breaker, or Setup Sweeper, with good bulk and coverage
Flavor Text: Wither Wing are mythic, thunderous beasts that bring destruction in their wake where they step. Their supposed wings are born of their electrical outbursts, which have been so destructive that towns have found themselves helpless against their wrath.
Wither wing have tons of versatility being able to function as defensive utility, pivot, band, scarfer, or setup sweeper all with great effect, and being able to tech against many of the mons in the tier, but it struggles severely with four moveslot syndrome as you will often not be able to slot all of the moves it wants to run, and mons like Urthwyrm can wall it pretty effectively.
Our next slate will be coming soon, but in the meantime, feel free to discuss the winners!![]()
Original Pokémon: Bellibolt
New Pokémon: Bullibot (evolves from Tadbump)
Type: Fighting / Steel
Abilities: Volt Absorb / Iron Fist / Long Reach (Hidden)
Stats: 109 / 103 / 91 / 64 / 83 / 45 (495 BST)
Weight/Height: 1.2 m / 280.0 kg
Movepool Changes: + Mach Punch, Drain Punch, Focus Punch, Hammer Arm, Counter, Focus Blast, Brick Break, Body Press, Bulk Up, Curse, Heavy Slam, Gyro Ball, Meteor Mash, Iron Head, Iron Defense, Bullet Punch, Steel Beam, Belly Drum, Ice Punch, Thunder Punch, Earthquake
- Water moves, Mud-Slap, Mud Shot, Parabolic Charge, Acid Spray, Confuse Ray, Electro Ball, Hyper Voice, Weather Ball
Flavor: An artificial Pokémon whose spring-loaded fists can pop out to pummel its enemies. Unfortunately, something in its programming went awry, and it's more aggressive than intended.
Competitive: Bullibot can fulfill a variety of roles, making up for its somewhat underwhelming statline. It has a lovely defensive profile combined with Volt Absorb and reliable recovery in Slack Off, Mach Punch and Bullet Punch for priority, Drain Punch to keep itself healthy, and multiple setup options - Curse if running Gyro Ball, Bulk Up if not, and of course the Belly Drum + priority combination that makes our good friend Azumarill tick. Belly Drum is likely its best niche, since unlike a lot of Belly Drummers it's not unfeasible for it to pull it off more than once thanks to Slack Off, Drain Punch, and Volt Absorb.
The caveat is that the meta as it is right now is not overly kind to it; lots of Grounds, most of the meta can hit it neutrally with at least one STAB, and its poor Speed does it no favours.