Well, here is yet another movepool for Kitsunoh. All compettive moves will be bolded. Please comment on my movepool so I can improve further. And also, this movepool follows all of the requirements in X-Act's movepool guide (1-3 compettive level up, 13-16 level up moves, 2-4 compettive egg, 4-12 egg moves and all required TMs).
Level Up Moves
- Lick
- Scatch
06. Shadow Sneak
10. Theif
15. Knock Off
19. Quick Attack
25. Curse
29. Fake Out
35. Yawn
41. Shadow Strike
45. Whirlwind
50. Memento
54. Psycho Shift
60. Glare
67. Perish Song
Shadow Srike is for the good, physical Ghost STAB. Glare is a good, 75% paralyzing move, and I have it over t-wave beacuse it might become too broken if allowed on Kitsunoh. Perish Song is a cool move for forcing switches, and can be helpful if Kitsunoh is still around when a last opposing pokemon is. There are also other good scouting moves in here, such as Yawn, Whirlwind, Knock Off and Fake Out. Memento is for one last "parting gift." Other moves are mainly filler, though a Curse set is possible.
TMs List
TM05 - Roar
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM13- Ice Beam
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM24 - Thunderbolt
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM35 - Flamethrower
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Skill Swap
TM49 - Snatch
TM53 - Energy Ball
TM54 - False Swipe
TM56 - Fling
TM57 - Charge Beam
TM58 - Endure
TM59 - Dragon Pulse
TM60 - Drain Punch
TM61 - Will-o-wisp
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM67 - Recycle
TM68 - Giga Impact
TM71 - Stone Edge
TM72 - Avalanche
TM74 - Gyro Ball
TM77 - Psych Up
TM78 - Captivate
TM79 - Dark Pulse
TM80 - Rock Slide
TM81 - X-scissor
TM82 - Sleep Talk
TM83 - Natural Gift
TM84 - Poison Jab
TM85 - Dream Eater
TM86 - Grass Knot
TM87 - Swagger
TM88 - Pluck
TM89 - U-turn
TM90 - Substitute
TM91 - Flash Cannon
TM92 - Trick Room
HM01 - Cut
HM03 - Surf
HM06 - Rock Smash
HM08 - Rock Climb
Nothing that notable here, except a good bevy of physical movs for some type coverage. U-Turn, Sub, Theif, Protect, Tauant and Roar are all your typical scout TMs, and Will-O-Wisp forces switches and offers support. Also put on Grass Knot/Energy Ball if people care too much about Swampert. Also enough special moves for a gimmick Charge Beam/specs set.
Egg Moves
Ground Egg Group
- Cross Chop
- Haze
- Moonlight
- Featherdnace
- Shadow Punch
- Meteor Mash
- Scary Face
- Metal Claw
- Grudge
- Baton Pass
Ground Egg group so that all moves are compatable with each other. Cross Chop is for a physical fighting move that has more power than Brick Break, Meteor Mash hits very hard, and Featherdance reduces physical damage done to Kitsunoh as well as forcing switches. Other semi-competive moves are Haze, for well, hazing. Moonlight is a recovery move, yet is allowed because it does not always heal by 50%. Scary Face lowers speed, making opponents eaiser to scout. Gurdge is an option, I suppose, over Memento. Baton Pass is there for those who prefer dry-passing, however it is not competttive because we have U-Turn, which gets all atvantages of BP but does damage. And I'd rather use U-Turn on Kitsunoh rather than BP when the only passable things it gets are Subs and maybe a Charge Beam boost. Shadow Punch and Metal Calw are filler moves.
Tutor Moves
- Aqua Tail
- Thunder Punch
- Fire Punch
-Ice Punch
- Iron Head
- Super Power
- Spite
- Swift
- Magnet Rise
- Last Resort
- Snore
- Zen Headbutt
- Ominous Wind
- Trick
Last but not least, the tutor moves. Aqua Tail is a good, strong water move, and I prefer it over Waterfall because it has more power, less accuracy and I don't want Kitsunoh to be a flinch abuser. Thunder, Ice and Fire Punch all give great coverage, as well as checking many pokemon with 4x weaknesses. Iron Head is for if you prefer accuracy and the flinches over power and the possibility to raise attack. Super Power is a strong, one shot fighting move, but one can opt for Drain Punch if Stat drops do not appeal to you. Magnet Rise grants temporary immunity to Ground moves. And Zen Headbutt can handle troublesome bulky fighters if they decide to stay in on you. The rest is flavor/filler.
So all in all, a good movepool with pleanty of type coverage, scouting options and various other ways to supprot a team. I'll add on later key moves that I dropped and why I left them out. And once again, plaese comment on this movepool so I can change it to your likings and improve these options so Kitsunoh can become the best scout it can be.