You are a type specialist in a hostile region. How do you best represent your chosen element?

I'm also new.

:sv/jellicent::sv/palossand::sv/drifblim::sv/zoroark::sv/marowak-alola::sv/malamar:

We have the ghost types that are available in the Isle of Armour, Jellicent, Palossand, and Drifblim. Zoroark provides a resist to ghost and dark and fits in with the Ghost theme due to Illusion. Alolan Marowak because it was literally a ghost in the RBY and FRLG games, and because it was allowed ( I think) and ALolan Marowak is a ghost type. The last one is tricky. But tbh Malamar looks like a ghost(its like a kraken, which is like a ghost of the sea because it lives so far down in the ocean) and with that the team is complete.

Oh wait I have to do movesets crap
Zoroark (Illusion. Life Orb. Knock Off, U-turn, Flamethrower, Sludge Bomb)
Malamar (Contrary. Life Orb. Superpower, Knock Off, Rest, Sleep Talk)
Drifblim (Unburden. Sitrus Berry. Calm Mind, Shadow Ball, Air Slash, Strength Sap)
Palossand (Water Compaction. Leftovers. Shadow Ball, Earth Power, Shore Up, Giga Drain)
Alolan Marowak (Rock Head. Thick Club. Bonemerang, Shadow Bone, Flare Blitz, Rock Slide)
Jellicent (Water Absorb. Leftovers. Hex, Scald, Will-O-Wisp, Recover)

I'm new, I think I did it properly.
 
The first thing I noticed about the three Ghost types available was physical similarity between Drifblim and Jellicent, and sure enough all three lines are in the Ghost-dominated Amorphous Egg Group. Conveniently enough, there are exactly six available, fully-evolved mons in this Egg Group.

For movesets, there's kind of three different things going on. I wanted to include a good number of Egg moves given breeding picked my mon selection, felt HP draining complemented Ghost's usual focus on debuffs, and figured I might as well use Terrain Seed Unburden since it was available.

:pincurchin:
Pincurchin @ Terrain Extender
Ability: Electric Surge
- Rising Voltage
- Spikes
- Scald
- Memento
Leads for hazards and terrain for Drifblim. Still not sure how it managed to avoid being part Poison. Neither of its two egg moves can be obtained wholly within IoA, but Memento felt fitting enough for a Ghost team anyway.

:drifblim:
Drifblim @ Electric Seed
Ability: Unburden
- Calm Mind
- Shadow Ball
- Thunderbolt
- Strength Sap
Ghost Type #1, hoping to take advantage of Pincurchin's terrain.

:jellicent:
Jellicent @ Leftovers
Ability: Water Absorb
- Will-O-Wisp
- Hex
- Hydro Pump
- Strength Sap
Ghost type #2. Strength Sap is inherited from Drifblim.

:palossand:
Palossand @ Rocky Helmet
Ability: Water Compaction
- Stealth Rock
- Earth Power
- Shadow Ball
- Shore Up
Ghost type #3. Doubles up on hazards because it's not like I'm short spinblockers.

:gardevoir:
Gardevoir @ Wise Glasses
Ability: Trace
- Draining Kiss
- Calm Mind
- Stored Power
- Thunderbolt
:gallade:
Gallade @ Muscle Band
Ability: Justified
- Bulk Up
- Shadow Sneak
- Drain Punch
- Psycho Cut
Alright, so six mons in the Amorphous group is a bit of a technicality. I considered Big Root somewhere to focus on draining, but the symmetry was too good to pass up. Shadow Sneak is another Egg Move that while awkward in the limited dex works too well. Considering I'm already running Electric Terrain, I can't help but fantasize about having Iron Valiant here.
 
Hi, my first try in this thread. :blobuwu:

The team :

:klefki: :slowking-galar: :jellicent: :palossand: :drifblim: :marowak-alola:

I opted for the four Ghost mons available + Galarian Slowking because it is almost dead and scaring + Klefki because it is a Prankster mon animating keys kinda Rotom vibes imo. (And I needed a Fairy type for all those dark types susceptible to crush my team)

The strategy is to have 2 Trick Room users to enable Marowak sweep (but Slowking can also stay in and wallbreak thanks to its full SpA spread). Klefki can also set screens for more cheese and overall the team likes spreading statuses for hex shenaningans... oh and Drifblim brings ground immunity and defog if needed.


The paste with movesets is here
https://pokepast.es/6377065eebf1b1cb
 
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re: Alolan Marowak - fine. In general regional forms are usually allowed, though there's a bit of ambiguity. My thinking is that non-native regional forms are fine as long as the game in question offers the player a way to get it: so Kantonian Mr Mime would be fine in base Galar but Kantonian Tauros would not be in base Paldea (as random examples). Though it's highly unlikely we'll ever do a straightforward Galar or Paldea round so both of those are largely moot.

re: Dhelmise: we had the same issue arise with Wailord in the Crown Tundra. My thinking at the time was that it wouldn't technically be eligible as it's not a part of the dex despite being an overworld encounter; this was based on the fact that there is precedent for species appearing in an area without being included in that area's Pokedex listing: Pikachu appears in Castelia City in BW, Torchic is on Amity Square's billboard in Platinum, the Regi trio have dedicated locations in Sinnoh that can be visited pre-National Dex, and so on. However, I opted to allow it because it wasn't a Pokemon of the type in question at the time (Fighting).

As far as I'm aware Dhelmise is the only species for which the same is true in the IoA: however, as Dhelmise 1.) is not a prominent overworld encounter in the same manner Wailord is 2.) happens to be a Ghost-type, purely for the sake of challenge I'm going to take the executive decision to disallow it. Good catch though, thank you for flagging it.
So you know I don't even disagree - the conceit of these is based on the Pokedex itself after all, we've had similar discussions in this thread back with ORAS - but I think a closer comparison that underlines the ruling would probably be something like BW2, whose postgame areas unlike most titles all have regional dex Pokemon only found there but also have all those fishing encounters that DON'T go into the New Unova Dex.
And obviously we disallow stuff like that, the post-climax pre-postgame ORAS Pokemon, dream world, sinnoh underground, etc.
 
So you know I don't even disagree - the conceit of these is based on the Pokedex itself after all, we've had similar discussions in this thread back with ORAS - but I think a closer comparison that underlines the ruling would probably be something like BW2, whose postgame areas unlike most titles all have regional dex Pokemon only found there but also have all those fishing encounters that DON'T go into the New Unova Dex.
And obviously we disallow stuff like that, the post-climax pre-postgame ORAS Pokemon, dream world, sinnoh underground, etc.

Yes, that's another good (probably better) example. The Regi trio in Sinnoh sprang to mind since the chambers for Registeel and Regice are open pre-E4 instead of being sealed, which would have been the more sensible course of action.

Quite a few of the recent games have had Pokémon in the regional dex but only encountered postgame - Dratini in Alola is an example IIRC. Consequence of losing the National Dex, I guess.
 
I'll edit this post with proper movesets, but for now I got my team set so I'll post them:

EDIT: On second thought, I'm not really feeling this round (plus I've already seen a few entries that are competing for first). So going to sit this one out, I'll leave the team I made if QuentinQuonce still wants to include it in their data.

:ss/jellicent::ss/drifblim::ss/palossand::ss/marowak-alola:
amoonguss.gif
:ss/mandibuzz:
Theme: Spirits & Remains
Members:
Jellicent
Drifblim
Palossand
Alolan Marowak
Amoonguss
Mandibuzz


So basically the general idea of my theme was a combination of ghosts and Pokemon which behavior revolves around the death cycle such as decomposers (like mushrooms) and scavengers (like vultures). Honestly it wasn't a particularly strong showing as I was just having difficulty trying to synergize a jellyfish, hot air balloon, and sand castle.
 
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I forgot to vote in time last round, but Eeveeto would've gotten my vote. The Pokemon and gems really fit the theme well. Great job! Very much deserved. I haven't done one of these in a while, so I may be a little rusty, but here goes nothing:

:Palossand: :Vespiquen: :Jellicent: :Malamar: :Drifblim: :Sharpedo:

Something I noticed about the 3 ghost Pokemon naturally found in the Isle of Armor is that they all seem to have this evil feel about them. The Pokedex entries for these pokemon back this up. Ships and people crossing through Jellicent's territory are known to vanish. Palossand is said to possess people and bury their bones beneath them. And finally, Drifblim and Drifloon are infamous for abducting and killing children.

To fit with this evil theme, all of them learn the move Destiny Bond. Palossand learns it by breeding, while the other two gained it as a level up move in Gen 8. There were 3 other lines that seem to fit in with the evil theme and also learn the move Destiny Bond in Gen 8. Vespiquen's ability to control Combees, Malamar's hypnotic powers, and Sharpedo's willingness to attack anything around it all sound like they could come from a Ghost type Pokemon's Pokedex entry. Vespiquen gains the move by level up, while the other two learn it as an egg move.

:Palossand:
Palossand @ Rocky Helmet
Ability: Water Compaction
- Stealth Rock
- Shore Up
- Scorching Sands
- Destiny Bond
The Pokedex entry for Palossand in Pokemon Moon reads, "Buried beneath the castle are masses of dried-up bones from those whose vitality it has drained." Needless to say, this Pokemon is plenty evil for our team. Palossand is made to be a lead and physical wall, boasting instant recovery in Shore Up, chip damage from Stealth Rock and Rocky Helmet, and a possible burn with Scorching Sands. Destiny Bond can help take out opposing leads who may ordinarily cause it trouble.

:Vespiquen:
Vespiquen @ Heavy-Duty Boots
Ability: Pressure
- Defog
- U-Turn
- Roost
- Destiny Bond
Vespiquen's Pokedex entries in HGSS and Violet remark, "It secretes pheromones to control Combee." Controlling Pokemon and people is a common theme with Ghost type Pokemon and certainly would count as evil. The moveset is meant to make Vespiquen a specially defensive pivot, with Defog and Heavy-Duty Boots for hazard control, Roost for recovery, and U-Turn to pivot into better matchups. Destiny Bond is a great move to use in case all else fails.

:Jellicent:
Jellicent @ Focus Sash
Ability: Cursed Body
- Will-O-Wisp
- Hex
- Taunt
- Destiny Bond
Pokemon Black's Pokedex writes, "The fate of the ships and crew that wander into Jellicent's habitat: all sunken, all lost, all vanished." This is yet another Pokemon known for killing people. This set is meant to punish dedicated attackers and walls, with Taunt, Focus Sash, and Destiny Bond making a great combination that can often guarantee a kill. Similarly, Will-O-Wisp and Hex make a strong combination for chip damage, while Cursed Body helps to punish Choice item users.

:Malamar:
Malamar @ Chesto Berry
Ability: Contrary
- Superpower
- Knock Off
- Rest
- Destiny Bond
The Pokemon X and Omega Ruby Pokedex entries for Malamar say, "It wields the most compelling hypnotic powers of any Pokémon, and it forces others to do whatever it wants." Again, the ability to control foes fits in great with the theme and typing. Malamar runs the lethal Contrary and Superpower, with Knock Off providing strong coverage, making it a great option against Dark and Ghost types that may otherwise wreck this team. Rest and Chest Berry allow for recovery, while Destiny Bond patches up weaknesses.

:Drifblim:
Drifblim @ Sitrus Berry
Ability: Unburden
- Calm Mind
- Shadow Ball
- Strength Sap
- Destiny Bond
Infamously, Pokemon Ultra Moon's Pokedex suggests, "There's a rumor that if you catch a Drifblim floating on the wind at dusk, you'll be carried away to the afterlife." This Pokemon is also rumored to kill people. This set works as a set up sweeper, with Calm Mind and Strength Sap to boost its longevity, along with increasing the damage output of Shadow Ball. Unburden works with its Sitrus Berry to increase its speed and health while making a great combination with Destiny Bond.

:Sharpedo:
Sharpedo @ Life Orb
Ability: Speed Boost
- Waterfall
- Crunch
- Close Combat
- Destiny Bond
Pokemon Shield's Pokedex notes, "This Pokémon is known as the Bully of the Sea. Any ship entering the waters Sharpedo calls home will be attacked—no exceptions." Another territorial Pokemon that attacks everything around it works well in this team. Sharpedo acts as a late game sweeper, with Crunch, Waterfall, and Close Combat providing great coverage. Speed Boost and Life Orb are fantastic for this job, and its weak defenses and high speed make Destiny Bond especially potent.

A set of 6 evil and dangerous Pokemon that work well together and all use Destiny Bond to great effect. I cannot think of a more fitting team.
 
Back again! This time I've brought a slightly different setup: our specialist here focuses on double battles!
Welcome to our special brand of scares featuring a team of six! Each member specializes in imparting fear through a different method, which is what gives them their place. This is one of those times I really wished Rotom or even Cursola were legal, as their movepool and themes feel like they'd fit absolutely brilliantly with the motif I'd had in mind. But alas neither is in the IoA Pokedex, so creativity had to fill in for them.

Lore about a theoretical specialist using this team:
The first thing our plucky protagonist remembers is landing on the shores of the Isle of Armor holding a wreath of some sort - believing it to be the last memento he had before finding himself where he was. As he barely got his bearings, he noticed a Galarian Slowpoke rushing at speeds that even he couldn't match. Try as he might to get out of the way, it felt like the sand was preventing his movement - was there something below? In doing so, he put all his strength into his legs, hearing the sound of metal as he moved away. However, it was too late, Slowpoke collided into the boy, the wreath fell on it in a flash as it came to a screeching halt, evolving. Both boy and Pokemon looked at each other and it was hard to say who was more scared of the other, before an angry looking Sandygast burst out from underneath, its shovel bent. A quick argument and scuffle later, the trio seemed to have calmed down. The newly evolved Slowking, now unable to run at its former speed, and the Sandygast, heard the boy's story and decided to join him. The more time he spent with them, the more he grew to like scaring others as he'd been scared befoore - be it for his own enjoyment or to get more information. Thus his trend of training ghost types...even if the isle had not many of them to begin with. Given that his first encounter was with two Pokemon, he gravitated towards double battles with any prospective opponents. "A good scare isn't exclusive to the macabre!", he thought, as he ended up catching quite a few non-ghosts as well. As his time on the isle grew, it didn't seem like he was closer to recovering his memories before landing there. Despite that, he grew to love his time there and taught his Pokemon some of the newly discovered moves from there, as he decided to settle down among the locals.

Team:

1706283336838.png


Team explanation and comments:
First up, the terror who hovers just out of sight, poised to kidnap.
https://play.pokemonshowdown.com/sprites/dex/drifblim.png

Drifblim's role is as quick as its ability implies - with an activated Psychic Seed from Slowking's terrain, it flies away with the speed to kidnap children...or not. It helps make the team even faster by setting up Tailwind, or dealing respectable damage with STAB Acrobatics. Finally, Destiny Bond forces a one for one trade and can help pivot in the other team members. Protect helps it stay on the field long enough for Terrain to be set, thereby activating the held seed.


Second up, the terror who was taken over by another terror (would it make more sense for Shellder to be on this team?):
https://play.pokemonshowdown.com/sprites/gen5/slowking-galar.png

Yes, while this one is technically more of a Crown Tundra Pokemon, the theme of possession seemed a lot more fitting for a Ghost type addition. Plus, Slowking is the Hexpert Pokemon, and ghosts are all too adept at casting those. More particularly, Slowbro can't learn Hex! Slowking's role is key to this team via one move: Psychic Terrain. Gone are the days of pesky Dark types sniping your ghosts out of the afterlife with a clean sucker punch, now you can fight on equal footing! Expanding Force lays down the hurt on anything that doesn't resist it, while Sludge Bomb offers a reliable single target STAB option. Get lucky with the 30% poison chance, and Hex is going to be piling on the hurt! The held Mental Herb helps allow for setting terrain in the face of Taunt, while Regenerator allows for pivoting out to set it multiple times, gaining health in the process.


Third up, the terror who has an irresistable voice:
https://play.pokemonshowdown.com/sprites/dex/exploud.png

Exploud offers some much needed defensive utility by not being weak to either Ghost or Dark. Further, its Boomburst deals nearly no collateral damage due to most of the allies also being ghost types, making it an easily spammable move. Shadow Ball is an obligatory move, given who this Pokemon is designed for, and Hammer Arm punches a hole through Dark types willing enough to stay in. The held Shell Bell also provides some recovery to help complement the high base power moves Exploud aims to use. What's Psych Up for, though? You'll see as we proceed to later members of the team...

Fourth up, the terror who silently floats up from the water:
https://play.pokemonshowdown.com/sprites/dex/jellicent.png

Jellicent is another all-round balanced member to add to the team. Water Spout deals hefty damage to all foes, and is more likely to strike at full power if Tailwind is still ongoing. Dazzling Gleam is another counter to Dark types, and Poltergeist rounds out the set being another IoA tutor move as well as STAB. One might wonder why Shadow Ball was not chosen here, but it helps offer a way to hit on both sides of the spectrum, as well as tying into the fourth move, which like Exploud is also Psych Up. It makes another return on this moveset, fulfilling the same niche as earlier. But what can this be? You'll find out soon enough as we reach the last member...

Fifth up, the terror who strikes you before you can react:
https://play.pokemonshowdown.com/sprites/dex/accelgor.png

Accelgor's speed make it a frightening prospect to face off against. However, this one's not here to attack opponents, but rather break their tempo through disruption. Final Gambit is an honorary ghost move, as it accelerates its user towards the afterlife, and that Accelgor has no other good Ghost moves. Final Gambit can deal notable damage, though it's a very situational move given that one might want to keep Accelgor on the field for as long as possible. Skitter Smack is another tutor move that does reasonable STAB damage and helps weaken specially oriented foes, Encore helps lock them into an unfavorable move choice, and finally Water Shuriken. This move could be used to pick off weakened foes who also pack priority of their own, but damage is not the goal of this move. Rather, it's to enable the final member of this team. What will it be?


Last up, the terror who stays stealthily under you:
https://play.pokemonshowdown.com/sprites/dex/palossand.png

This one's the ace Pokemon of our specialist, and boy does it come bearing multiple punches. Despite being the ace, it may or may not be the last Pokemon he sends out - in large part due to Psychic Terrain. The ideal place for this Pokemon would be partnered up with Accelgor, as taking three or more hits from its Water Shuriken maximises its defense while also activating its held Weakness Policy, giving it frightening power. But that's not all - Palossand's chosen to Dynamax too! (notably, not any of the other team members). Max Quake brings up its Special Defense, while the other moves are good to adapt with and support whoever else is the partner.
Shadow Ball is the requisite STAB, but Scorching Sands was more flavorful as a tutor move, and the chance to burn seemed notably more valuable than a Sp. Def drop. The Dynamax power difference isn't significant either. Giga Drain helps add some recovery and as a max move, acts as a way to change terrain if one really wants to activate the Water Compaction + Weakness Policy ASAP, or the opponent stacks Psychic types aplenty. Lastly, Terrain Pulse (another IoA tutor move) helps add two-sided coverage by matching its type to the current terrain.
Now, all these stat boosts on one Pokemon seem like you could use Urshifu and its signature moves to bust down this gigantic castle before it wipes your team, right? Well, this is where Psych Up comes back into play. Now you've got to deal with multiple Pokemon with the same stacked stats - and one Urshifu can easily be outnumbered from there on out! Quite the intimidating combination if it gets rolling.
 
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So I started cooking this team before I read that Dhelmise wasn't allowed, and it's kinda the cornerstone of the entire theme, so I guess this doubles as me making my case for why Dhelmise should be allowed.


All in a hot and copper sky,
The bloody Sun, at noon,
Right up above the mast did stand,
No bigger than the Moon.
Day after day, day after day,
We stuck, nor breath nor motion;
As idle as a painted ship
Upon a painted ocean.
Water, water, every where,
And all the boards did shrink;
Water, water, every where,
Nor any drop to drink.
The very deep did rot: O Christ!
That ever this should be!
Yea, slimy things did crawl with legs
Upon the slimy sea.
~~~~~~~~~~
Alone, alone, all, all alone,
Alone on a wide wide sea!
And never a saint took pity on
My soul in agony.
The many men, so beautiful!
And they all dead did lie:
And a thousand thousand slimy things
Lived on; and so did I.
I looked upon the rotting sea,
And drew my eyes away;
I looked upon the rotting deck,
And there the dead men lay.
I looked to heaven, and tried to pray;
But or ever a prayer had gusht,
A wicked whisper came, and made
My heart as dry as dust.

drake-gen3.png

:pincurchin::dragalge::jellicent::grapploct::malamar::dhelmise:

it's ancient mariner time

:sv/pincurchin:
Pincurchin @ Focus Sash
Ability: Lightning Rod
- Toxic Spikes
- Hex
- Zing Zap
- Muddy Water

:sv/dragalge:
Dragalge @ Sitrus Berry
Ability: Poison Touch
- Flip Turn
- Dragon Tail
- Sludge Bomb
- Shadow Ball

:sv/jellicent:
Jellicent @ Rocky Helmet
Ability: Cursed Body
- Whirlpool
- Muddy Water
- Shadow Ball
- Recover

:sv/grapploct:
Grapploct @ Black Belt
Ability: Limber
- Octolock
- Drain Punch
- Payback
- Dig

:sv/malamar:
Malamar @ Assault Vest
Ability: Contrary
- Wrap
- Superpower
- Psycho Cut
- Throat Chop

:sv/dhelmise:
Dhelmise @ Leftovers
Ability: Steelworker
- Anchor Shot
- Phantom Force
- Power Whip
- Iron Defense
Pincurchin leads and sets up Toxic Spikes, then Dragalge comes out and makes sure everyone on your team gets poisoned. This sets up for the rest of the team, which has the goal of locking you in place like the Mariner's glittering eye and slowly wearing you down bit by bit, until you've missed the entire wedding you were supposed to be going to and you've learned not to be a dick to animals.
 
So I started cooking this team before I read that Dhelmise wasn't allowed, and it's kinda the cornerstone of the entire theme, so I guess this doubles as me making my case for why Dhelmise should be allowed.


All in a hot and copper sky,
The bloody Sun, at noon,
Right up above the mast did stand,
No bigger than the Moon.
Day after day, day after day,
We stuck, nor breath nor motion;
As idle as a painted ship
Upon a painted ocean.
Water, water, every where,
And all the boards did shrink;
Water, water, every where,
Nor any drop to drink.
The very deep did rot: O Christ!
That ever this should be!
Yea, slimy things did crawl with legs
Upon the slimy sea.
~~~~~~~~~~
Alone, alone, all, all alone,
Alone on a wide wide sea!
And never a saint took pity on
My soul in agony.
The many men, so beautiful!
And they all dead did lie:
And a thousand thousand slimy things
Lived on; and so did I.
I looked upon the rotting sea,
And drew my eyes away;
I looked upon the rotting deck,
And there the dead men lay.
I looked to heaven, and tried to pray;
But or ever a prayer had gusht,
A wicked whisper came, and made
My heart as dry as dust.

drake-gen3.png

:pincurchin::dragalge::jellicent::grapploct::malamar::dhelmise:

it's ancient mariner time

:sv/pincurchin:
Pincurchin @ Focus Sash
Ability: Lightning Rod
- Toxic Spikes
- Hex
- Zing Zap
- Muddy Water

:sv/dragalge:
Dragalge @ Sitrus Berry
Ability: Poison Touch
- Flip Turn
- Dragon Tail
- Sludge Bomb
- Shadow Ball

:sv/jellicent:
Jellicent @ Rocky Helmet
Ability: Cursed Body
- Whirlpool
- Muddy Water
- Shadow Ball
- Recover

:sv/grapploct:
Grapploct @ Black Belt
Ability: Limber
- Octolock
- Drain Punch
- Payback
- Dig

:sv/malamar:
Malamar @ Assault Vest
Ability: Contrary
- Wrap
- Superpower
- Psycho Cut
- Throat Chop

:sv/dhelmise:
Dhelmise @ Leftovers
Ability: Steelworker
- Anchor Shot
- Phantom Force
- Power Whip
- Iron Defense
Pincurchin leads and sets up Toxic Spikes, then Dragalge comes out and makes sure everyone on your team gets poisoned. This sets up for the rest of the team, which has the goal of locking you in place like the Mariner's glittering eye and slowly wearing you down bit by bit, until you've missed the entire wedding you were supposed to be going to and you've learned not to be a dick to animals.

Oh ffs why did you have to invoke one of my favourite poems

If this had been a bog-standard "here's my six, waaaa Dhelmise should be included" I'd have found it so easy to say "no"

But I love this

Aaaaaaggggghhhhhh
 
Oh ffs why did you have to invoke one of my favourite poems

If this had been a bog-standard "here's my six, waaaa Dhelmise should be included" I'd have found it so easy to say "no"

But I love this

Aaaaaaggggghhhhhh

If I recall, there has been special cases before where you've allowed one person to slightly bend the rules because they had a strong theme for a team.

How about this: If there's a Pokemon with "questionable inclusion" you need to have a theme which justify its inclusion. Like not anyone can add a Dhelmise to their team just so they have another Ghost-type, you need to have a theme where Dhelmise unquestionably fits in, such as DrPumpkinz doing an Ancient Mariner theme (and he did also exclude Palossand, so in a way he sorta exchanged a 'mon which would have a loose/awkward connection with his theme for one with a stronger connection (that you can catch in Isle of Armor, its just not in the Dex likely due to an oversight)).
 
If I recall, there has been special cases before where you've allowed one person to slightly bend the rules because they had a strong theme for a team.

How about this: If there's a Pokemon with "questionable inclusion" you need to have a theme which justify its inclusion. Like not anyone can add a Dhelmise to their team just so they have another Ghost-type, you need to have a theme where Dhelmise unquestionably fits in, such as DrPumpkinz doing an Ancient Mariner theme (and he did also exclude Palossand, so in a way he sorta exchanged a 'mon which would have a loose/awkward connection with his theme for one with a stronger connection (that you can catch in Isle of Armor, its just not in the Dex likely due to an oversight)).

Yes, I think this is probably the most sensible/equitable way forward.

DrPumpkinz, consider yourself reprieved!
 
It's a dirty job, but someone has to do it.
IoA Ghost.png

This Leader(a standard Igor or Dampe appearance) runs a graveyard on the edge of the wilderness, and every mon represents something that can happen if you die out there. Your body can be found by Search-and-Rescue, it can be eaten by wild animals, it can sink in the ocean, get naturally buried in the earth, just vanish without a trace, or receive proper burial rites from people who don't know you. The first 5 mons are also all useful for tracking down dead bodies(Mandibuzz/Stoutland to find them, Palossant/Jellicent/Drifblim to search hard-to-survive environments), with Marowak to provide burial rites along with the Leader.
Palossand @ Rocky Helmet
Ability: Water Compaction
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Scorching Sands
- Brine
- Shore Up

Stoutland @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Retaliate
- Last Resort

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Foul Play
- Tailwind
- U-turn
- Roost

Drifblim @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fly
- Phantom Force
- Destiny Bond
- Spite

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Trick Room
- Toxic
- Hex
- Strength Sap

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Shadow Bone
- Flare Blitz
- Low Kick
- Earthquake
The team itself is mostly slow and bulky, but I tried to give each mon a unique way of killing you. Palossand has Hazards, Stoutland spams STAB, Mandibuzz relies on chip, Drifblim has Destiny Bond, Jellicent uses Toxic, and Marowak has good coverage.
 
:ss/zoroark: :ss/sandaconda: :ss/palossand: :ss/porygon-z: :ss/drifblim: :ss/jellicent:

First time trying to do this as I said last night. QuentinQuonce really cool idea for a thread, this has been a great thought experiment. Anyway here's my weirdo team!

The Theme: So there are only three (arguably four with Alolawak) Ghost-types in the Armordex, which from what I've seen is actually pretty generous for one of these challenges. Right away I noticed that two of these ghosts happen to be a jellyfish (Jellicent) and a sand castle (Palossand), both of which you might find in a coastal environment. Drifblim, being a hot air balloon, wouldn't be out of place there either. Thus, I decided on a HAUNTED BEACH theme! The team makes use of illusions, pivoting, sandstorm, and various forms of ethereal bullshit to create a solidly scary squad of specters!

The Mons:
:zoroark:
Zoroark @ Focus Sash
Ability: Illusion
-Night Daze
-Sludge Bomb
-Nasty Plot
-U-turn
Zoroark is a beast of offensive role compression here. As a Dark-type it ensures you can't just plow through the team with your own fast Ghost-type (like a Dragapult, for instance), since it'll mow you down immediately with STAB Night Daze. I went back and forth between Sludge Bomb and Focus Blast as the coverage move, but this team feels really weak to Rillaboom so I settled on the former. Nasty Plot lets it function as an early-game hole puncher or a late-game cleaner if it chooses to pivot out on T1 with U-turn, which it will do if it sees a bad lead matchup. Sash ensures it never goes down without doing something useful first. The value of Illusion shouldn't be understated here, making Zoroark look like a Jellicent at first; this can stir paranoia in the opponent and maybe even bait them into a Fighting-type move when the REAL Jellicent comes out later, which will make them look silly and feel very spooked. Jellicent also has a reputation for being slow and passive, which might bait the opponent into thinking they're safe to do some setup (they are probably not safe to do some setup).

:sandaconda:
Sandaconda @ Eject Button
Ability: Sand Spit
-Earthquake
-Body Press
-Coil
-Stealth Rock
I went back and forth between this and Gigalith as the sand setter, but ultimately I decided this set would be too cool to pass up even if it meant stacking types with Palossand. A giant coiled-up snake would also be more common in a beach setting than... whatever Gigalith is imo. The main purpose of Conda early-game is to get punched in the face by something, setting up sand for its fellow Ground-type to abuse. After the Eject Button activates its partner will have a full five turns of sand to work with since Conda won't need to spend a turn switching out, and it can come back in later in the game to threaten a sweep with Coil. EQ is obvious STAB damage. Body Press is important coverage for Normal- and Dark-type counterpicks to the team, especially Blissey since this is the team's only physical attacker. Stealth Rock is a nice button to click if it has to wait a turn before getting punched in the face.

:palossand:
Palossand @ Sitrus Berry
Ability: Sand Veil
-Shadow Ball (I'm depressed it doesn't learn Hex)
-Curse
-Hypnosis
-Shore Up
Now you see why I picked Night Daze over Dark Pulse on Zoroark. This set is pure evil, I'm not trying to hide it at all. I deserve the death penalty but I don't care. However, I think Ghost is the most thematically appropriate type to abuse evasion with by far, hence my commitment to it with Sand Veil. Shadow Ball is simple STAB, and the chance of a SpDef drop makes Pokemon #4 a bit more reliable (you'll see what I mean). Hypnosis is usually the first button clicked since it lets you safely click Curse against a sleeping opponent. Shore Up lets it click Curse as many times as it wants as long as it doesn't take too many hits (HAHAHA EVIL SAND VEIL CHEESE GO BRRRR). Sitrus Berry is a bit of health insurance since Palossand is slow and will probably get hit before using Hypnosis, so this lets it stay above half health more often to use Curse ASAP.

:porygon-z:
Porygon-Z @ Wise Glasses
Ability: Download
-Shadow Ball
-Tri Attack
-Discharge
-Conversion
As someone who used to spam Z-Conversion PZ as a silly noob on Natdex ladder, I am severely disappointed at the lack of PZ appearances in this thread so far. They claim that the Armordex only has three Ghost-types, but why not click Conversion with this guy and get yourself a fourth? It even fits the aquatic theme a little bit since it's a duck! Download is used over Adaptability for the coverage boost, and it's made a little more reliable by Palossand running Shadow Ball to fish for stat drops, ensuring the Sp. Attack boost more often. Tri Attack is for when PZ doesn't want to become a Ghost-type right away, since as a Normal-type it's also tasked with handling opposing Ghost-types for the team. Wise Glasses is used over Life Orb since the latter would wear PZ down too quickly in conjunction with sandstorm if it's still active, which I'd expect it to be a lot of the time.

:drifblim:
Drifblim @ Flame Orb
Ability: Flare Boost
-Shadow Ball
-Air Cutter
-Trick
-Tailwind
This guy is just designed to deal big damage and be a pain. Sball is easy damage, Air Cutter is used over other coverage moves since I'm paranoid about Grass-types with this team, and STAB Air Cutter has the same BP as Tbolt or Psychic anyway. Yeah, Drifblim's movepool is kinda bad. Trick lets it cripple something with burn if that'd be beneficial or if it's walled otherwise. Tailwind is used to support post-Ejection Sandaconda in the back as well as Pokemon #6, which really appreciates the Speed boost.

:jellicent:
Jellicent @ Expert Belt
Ability: Cursed Body
-Water Spout
-Hex
-Ice Beam
-Energy Ball
Goofy ahh Pringle fish is the star of the show. I wanted Choice Specs Kyogre, so I ordered Choice Specs Kyogre at home! Except I ditched the Specs midway through building because Choice items suck for NPCs to use. Water Spout deals fat damage and I don't care if it's impractical, it's freakin' cool and very likely to net a KO. You'll notice most mons on this team have some way of spreading status (besides Conda that ideally isn't clicking anything until after Jelli), and that helps power up Hex. To round it off we have the famous BallBeam coverage combination, totally iconic and not just something I made up because this thing doesn't learn Thunderbolt. Depending on whether Zoroark attacked or U-turned in the lead matchup, this can set Zoro up for a nice NP cleanup job, and of course Coil Sandaconda is in the back to kick ass as well.

The Gameplan:
The combination of Zoroark U-turn and Sandaconda Eject Button can potentially bluff Jellicent, set up sand, and get Evasion Bullshit spec. Palossand on the field in a single turn. This is very cool, and Palossand + PZ + Drifblim + Jellicent can all deal various forms of big physical and mental damage from there, weakening and confusing the opponent until it's time for the two leads to come back in and set up for a sweep. Alternatively, if Zoroark has a good lead MU it can exploit, it can just break a hole early on with Nasty Plot and save the rest of the strategy for a bit later.

Dynamax Candidates:
-
Sandaconda is the default Dynamaxer since it's expected to be the last mon alive if the Eject Button strat works as intended. With Coil's snowballing potential and a terrifying signature Gigantamax move in G-Max Sandblast that traps foes, it adds a touch of quicksand to a beach already fraught with terror.

-Jellicent is another solid Dynamax abuser, since Max Geyser used from Water Spout is 150 BP regardless of how much health it has left. It's also quite bulky, letting it make the most of Dynamax's HP-doubling effect. This is a giant sea monster that you won't often see and won't soon forget!
 
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1706314582478.png

There's something strange going on in the skies over the Isle of Armor...

I'm going with a UFO theme for this round! Malamar's designer seems to have taken inspiration from extraterrestrial TV villains, and every other team member has UFO vibes in design or characterisation (or at least looks like a weather balloon, the object most commonly associated with supposed UFO sightings).

Malamar @ Damp Rock
Ability: Infiltrator
Brave Nature
IVs: 0 Spe
- Trick Room
- Rain Dance
- Knock Off
- Destiny Bond

Jellicent @ Choice Specs
Ability: Cursed Body
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Water Spout
- Ice Beam
- Energy Ball

Orbeetle @ Leftovers
Ability: Frisk
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Iron Defense
- Calm Mind
- Baton Pass

Porygon-Z @ Life Orb
Ability: Adaptability
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Hyper Beam
- Thunder
- Trick Room

Magnezone @ Air Balloon
Ability: Analytic
Sassy Nature
IVs: 0 Spe
- Curse
- Body Press
- Thunder
- Gyro Ball

Drifblim @ Sitrus Berry
Ability: Unburden
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Strength Sap
- Calm Mind
- Thunder
Strategically, it's Trick Room Rain with a dash of Baton Pass. Malamar's only Ghost move (besides Spite lol) is Destiny Bond, but that works great with a suicide lead strategy and helps differentiate it from the standard Contrary Superpower set. Jellicent hopes to come in after a successful Destiny Bond and use Malamar's field effects to blow holes in the opposing team. Orbeetle sets up and Baton Passes out. Porygon-Z is an alternate TR setter with obscene damage output, while Magnezone has a truly terrible mixed set because its only Ghost move is Curse. Drifblim is the ace, running a set that should be familiar to randbats players: Calm Mind Unburden sweeper with Strength Sap for longevity. The latter three all know Thunder to take advantage of the weather (and, in Drifblim's case, to escape being walled by Normal-types).

I'm not going to pretend that this is an especially competent strategy, but I see this a quirky, slightly goofy battle, rather than some elite challenge.
 
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Doubles based team:

:palossand: Item: Passho Berry. Ability: Water Compaction. Moves: Stealth Rock, Earth Power, Shore Up, Poltergeist. A Ghost. Puts Rocks and does some damage.
:magnezone: Item: Air Balloon. Ability: Sturdy. Moves: Discharge, Flash Cannon, Body Press, Explosion. Inanimate object that for some reason is alive, totally a Ghost despite not learning Ghost moves. Discharge hits the immune to it Palossand and paralyzes foes. Explosion is not good on something with low Attack, but at least almost all the team is immune to it.
:marowak_alola: Item: Thick Club. Ability: Lightning Rod. Moves: Shadow Bone, Fire Punch, Rock Slide, Bonemerang. Another Ghost, put in third position in case (pretty likely) Palossand dies before Magnezone, this Mon is still immune to Discharge.
:jellicent: Item: Leftovers. Ability: Cursed Body. Moves: Will-o-Wisp, Strength Sap, Hex, Muddy Water. Ghost. This one ghost has 3 moves that are not Ghost type, but could have been, no need to explain the asociation of WoW, Strength Sap sounds like a ghost slowly killing someone and Muddy Water is a water that hides things. Jellicent spreads burns and lowers the Attack and Accuracy of the opponents, also being able to activate Cursed Body.
:porygon_z: Item: White Herb. Ability: Download. Moves: Curse, Double Edge, Dark Pulse, Ice Beam. A virus is what infected Porygon. Viruses are hard to trace, just like Ghosts. Porygon_Z learns some Ghost moves, Curse among them. This Porygon is a mixed attacker that can use Curse to power Double Edge or Dark Pulse to face opposing Ghosts.
:drifblim: Item: Weakness Policy. Ability: Unburden. Moves: Shadow Ball, Acrobatics, Clear Smog, Thunder. Ace Mon, its the ace due to being the best option to Dynamax. Clear Smog boosts Special Attack, Acrobatics boosts Speed, which is also boosted if someone activates Weakness Policy (and after Dynamax those Acrobatics are gonna hurt). Thunder has perfect Accuracy while in Dinamax, Shadow Ball is STAB.
 
:ss/toxapex::ss/comfey::ss/palossand::ss/lurantis:
url-6.gif
:ss/drifblim:


An Alola expatriate came to Galar to research about spirituality and myths, as a Ghost-type specialist, and eventually settled in on Challenge Beach at the Isle of Armour because it was the place that closest felt like home. All the non-Ghost Pokémon were discovered in Alola, and the two Ghosts that existed earlier are capturable and even noteworthy in Alola. All but Palossand can be caught at Challenge Beach.

In battle, it centers around stalling and being a general nuisance, as Ghosts often do. Get the hell out of their beach!

:toxapex: @ Rocky Helmet
Ability: Regenerator
- Toxic Spikes
- Recover
- Haze
- Hex

Toxapex forms this team's defensive core with Comfey and Palossand, taking the super effective hits those two aren't as good at taking. It also spreads Toxic Spikes and stops anything trying to set up, so it prefers Hex over its more easily resisted STAB options. It also synergises quite well with Jellicent as creepy Water-types with violent Dex entries.

:comfey: @ Big Root
Ability: Natural Cure
- Draining Kiss
- Giga Drain
- Calm Mind
- U-turn

Of course an Alolan at a beach would have a Comfey. Not everything about a Ghost-type trainer has to be creepy, you know. If there are ghosts, it's because there is life, which Comfey helps maintain.
Also, it's incredibly useful at absorbing the statuses the others wouldn't want, taking special hits in general, and if there's time, it can boost and heal itself.

:palossand: @ Rocky Helmet
Ability: Water Compaction
- Stealth Rock
- Scorching Sands
- Shadow Ball
- Shore Up

More hazards! More status! More healing and stalling! Toxapex is a general wall and Comfey tanks special hits, so Palossand completes our defensive core by taking physical ones. Its ability raises its defense, Scorching Sands burns anyone who isn't poisoned by now, you get the drill. Palossand isn't catchable at Challenge Beach, but it's basically the entire identity of the team in one mon - Alola, Ghost, beach.

:lurantis: @ Heavy-Duty Boots
Ability: Contrary
- Defog
- Superpower
- Petal Blizzard
- Synthesis

Lurantis keeps our beach clean (from hazards and screens). It also can heal itself, and also use Contrary Superpower to boost and clean up as necessary. It usually needs to be pivoted in by Comfey, but it does its job.
"Why Lurantis on a Ghost team?" Don't you think a Grass type pretending to be Bug fits in well with the general deception and creepiness of Ghosts?
"Why Petal Blizzard?" Comfey likes flowers.

:jellicent-f: @ Leftovers
Shiny: Yes
Ability: Cursed Body
- Water Spout
- Hex
- Strength Sap
- Taunt

Our incredibly lavander Jellicent can dish out some huge hits with Water Spout and poison/burn powered Hex if we for some reason aren't content with stalling anymore. Strength Sap is an incredible recovery move, powering up Water Spout while making physical breakers worse without the need of Scald. Taunt just adds to the supreme annoyance of this team.

:drifblim: @ Chesto Berry
Ability: Unburden
- Calm Mind
- Shadow Ball
- Thunderbolt
- Rest

Our ace, our late-game sweeper, and also our way to haunt people in the air when they are at the sea, because it's fun sometimes. It uses Calm Mind offensively, as opposed to Comfey, and once its health goes down enough it reveals its trump card in Chesto Rest - it's back to full health AND Unburden allows it to clean house.
If before now you already noticed everyone on this team has recovery AND a different recovery move for each, congratulations.
 
Last round I was going to do an arciologist theme, but the first team was the same as I was going to do but with Bisharp instead of Crustle. After than I was going to try something else but lost interest when I realized whatever my team would be was going to be the four Rock types, a Ground type, and something else.


Usually, I explain my movesets and why I use the Pokemon underneath each Pokemon, but I'm going to wait until the end for everyone this time.

:Zoroark::Eject Button:
Zoroark @ Eject Button
Illusion
-Night Daze
-Flamethrower
-Foul Play
-U-Turn

:Drifblim::Flame Orb:
Drifblim @ Flame Orb
Flare Boost
-Trick
-Tailwind
-Hex
-Thunderbolt

:Jellicent::Spell Tag:
Jellicent @ Spell Tag
Water Absorb
-Substitute
-Brine
-Poltergeist
-Sludge Wave

:Mandibuzz::Sticky Barb:
Mandibuzz @ Sticky Barb
-Snarl
-Tailwind
-Knock Off
-Bone Rush

:Marowak::Thick Club:
Marowak @ Thick Club
Battle Armor
-Throat Chop
-Iron Head
-Bonemerang
-Outrage

:Palossand::Passho Berry:
Palossand @ Passho Berry
Water Compaction
-Poltergeist
-Scorching Sands
-Shore Up
-Energy Ball


Both Pokemon that have Ghost type regional variants weren't chosen because of their regional variants. They were just too good not to use because of Zoroark's illusions and Marowak's dead mom. Mandibuzz, needless to say, is because she's bone collecting vulture. I'm just going to say it, I can't claim to be origional with this team.

The movesets and items are pretty seem random and some look terrible, (I'm glaring at you, Mandibuzz.) but they're what the opponents in Restricted sparring have. I love the Isle of Armor's Battle Facility, so why not do that for an Isle of Armor team and say you should try it out if you have the SwSh DLC?

Even though this is a Ghost team, I'm going to say Marowak easily the MVP. That thing is terrifying to face and most of the time I'm only able to win against it because of Outrage causing confusion. I'm so glad the AI thinks it's the most powerful move because Bonemerang only has 50 Power.


:Zoroark::Drifblim::Jellicent::Mandibuzz::Marowak::Palossand:

I'm shocked no one used all three of the non-Ghost types I used and made me have to pick something else to not have the same team as them.
 
Was very ill over the weekend so missed the deadline on this one.

https://strawpoll.com/6QnMOWDKVZe

You have until February 11th, 9PM GMT to cast your vote!​


Numbers time.

Jellicent - 14

Drifblim - 13

Palossand - 12

Marowak - 7

Dhelmise - 1

Malamar - 4
Zoroark - 4

Porygon-Z - 3
Mandibuzz - 3

Pincurchin - 2
Magnezone - 2
Slowking - 2

Slowbro - 1
Sandaconda - 1
Stoutland - 1
Klefki - 1
Mareanie - 1
Amoonguss - 1
Vespiquen - 1
Exploud - 1
Sharpedo - 1
Orbeetle - 1
Lurantis - 1
Grapploct - 1
Gardevoir - 1
Gallade - 1
Dragalge - 1
Accelgor - 1
Comfey - 1

What a lovely neat progression we have there with our three principal Ghost-types.

This is one of the rare times when most of the native species play into a theme. As it's an island, most of the Pokemon have a slightly aquatic bent - Palossand is a beach mon, Jellicent is a jellyfish, and Drifblim could feasibly have blown across the sea. So the Ghosts in this round lend themselves to aquatic themes and storytelling - compounding that are the sheer volume of Pokemon which also suit the sea and island vibes.

The IoA has some creepy, scary species aplenty so there is plenty of choice for wildcards. Malamar's an interesting choice for most common wildcard. IIRC it's one of the only Pokemon to have been portrayed by the anime as being straightforwardly evil. But Porygon-Z and Magnezone being as popular as they were was surprising.

Stuff I expected to see more (or at all)

Oranguru, Morpeko - both species creep me out, though maybe that's just a me thing.

Crawdaunt - an incredibly underused Pokemon in general but one with grim death vibes. I've always been incredibly fond of this particular nugget of information (Ruby Pokedex entry: Crawdaunt has an extremely violent nature that compels it to challenge other living things to battle. Other life-forms refuse to live in ponds inhabited by this Pokémon, making them desolate places) which sounds like it'd be totally suited to a graveyard-themed team.

Crawdaunt also reminds me a lot of Dragalge - shipwrecks are an incredibly spooky, ghostly concept and Dragalge is frequently associated with the destruction of ships, and it fits the aquatic nature of the IoA's native Ghosts well.

Alakazam - surprised not to see it once given Ghost and Psychic's long association.

Tentacruel - another creepy Water mon in the vein of Dragalge and Crawdaunt.

Druddigon - could be, lives in dark scary caves.

Toxicroak - eh, maybe?

Starmie - leans into the Ghost vibe with some of the moves it learns. Considering we literally had a UFO-themed team, amazed this didn't get used.

More of Mandibuzz in general! Its whole thing is graves and bones and death, you could justify it on pretty much any Ghost team.
 
Was very ill over the weekend so missed the deadline on this one.

https://strawpoll.com/6QnMOWDKVZe

You have until February 11th, 9PM GMT to cast your vote!​


Numbers time.

Jellicent - 14

Drifblim - 13

Palossand - 12

Marowak - 7

Dhelmise - 1

Malamar - 4
Zoroark - 4

Porygon-Z - 3
Mandibuzz - 3

Pincurchin - 2
Magnezone - 2
Slowking - 2

Slowbro - 1
Sandaconda - 1
Stoutland - 1
Klefki - 1
Mareanie - 1
Amoonguss - 1
Vespiquen - 1
Exploud - 1
Sharpedo - 1
Orbeetle - 1
Lurantis - 1
Grapploct - 1
Gardevoir - 1
Gallade - 1
Dragalge - 1
Accelgor - 1
Comfey - 1

What a lovely neat progression we have there with our three principal Ghost-types.

This is one of the rare times when most of the native species play into a theme. As it's an island, most of the Pokemon have a slightly aquatic bent - Palossand is a beach mon, Jellicent is a jellyfish, and Drifblim could feasibly have blown across the sea. So the Ghosts in this round lend themselves to aquatic themes and storytelling - compounding that are the sheer volume of Pokemon which also suit the sea and island vibes.

The IoA has some creepy, scary species aplenty so there is plenty of choice for wildcards. Malamar's an interesting choice for most common wildcard. IIRC it's one of the only Pokemon to have been portrayed by the anime as being straightforwardly evil. But Porygon-Z and Magnezone being as popular as they were was surprising.

Stuff I expected to see more (or at all)

Oranguru, Morpeko - both species creep me out, though maybe that's just a me thing.

Crawdaunt - an incredibly underused Pokemon in general but one with grim death vibes. I've always been incredibly fond of this particular nugget of information (Ruby Pokedex entry: Crawdaunt has an extremely violent nature that compels it to challenge other living things to battle. Other life-forms refuse to live in ponds inhabited by this Pokémon, making them desolate places) which sounds like it'd be totally suited to a graveyard-themed team.

Crawdaunt also reminds me a lot of Dragalge - shipwrecks are an incredibly spooky, ghostly concept and Dragalge is frequently associated with the destruction of ships, and it fits the aquatic nature of the IoA's native Ghosts well.

Alakazam - surprised not to see it once given Ghost and Psychic's long association.

Tentacruel - another creepy Water mon in the vein of Dragalge and Crawdaunt.

Druddigon - could be, lives in dark scary caves.

Toxicroak - eh, maybe?

Starmie - leans into the Ghost vibe with some of the moves it learns. Considering we literally had a UFO-themed team, amazed this didn't get used.

More of Mandibuzz in general! Its whole thing is graves and bones and death, you could justify it on pretty much any Ghost team.

You're the first Morpekophobe I've ever met ngl, didn't expect to see that today. Even in hangry form it just looks like it wants a hug
 
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