CAP 9 CAP 9 - Part 15a - Movepool Discussion/Submissions

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Here's what I got so far. C+C appreciated. Notable moves in bold

Level up moves:

HS. Fire Fang
HS. Ice Fang
HS. Thunder Fang
1. Bite
1. Peck
5. Sandstorm
10. Screech
14. Endure
19. Mud Bomb
23. Scary Face
28. Thrash
34. Take Down
41. Horn Drill
47. Crunch
54. Earthquake
70. Moonlight

TM moves:

TM01: Focus Punch
TM02: Dragon Claw
TM03: Water Pulse
TM05: Roar
TM06: Toxic
TM10: Hidden Power
TM11: Sunny Day
TM12: Taunt
TM13: Ice Beam
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM21: Frustration
TM23: Iron Tail
TM26: Earthquake
TM27: Return
TM28: Dig
TM31: Brick Break
TM32: Double Team
TM35: Flamethrower
TM37: Sandstorm
TM38: Fire Blast
TM39: Rock Tomb
TM40: Aerial Ace
TM41: Torment
TM42: Facade
TM43: Secret Power
TM44: Rest
TM45: Attract
TM52: Focus Blast
TM56: Fling
TM58: Endure
TM59: Dragon Pulse
TM65: Shadow Claw
TM66: Payback
TM68: Giga Impact
TM71: Stone Edge
TM72: Avalanche
TM78: Captivate
TM79: Dark Pulse
TM80: Rock Slide
TM82: Sleep Talk
TM83: Natural Gift
TM87: Swagger
TM90: Substitute
HM01: Cut
HM04: Strength
HM06: Rock Smash
HM08: Rock Climb

Move Tutors

Ancientpower
Aqua Tail
Block
Earth Power
Endeavor
Fury Cutter
Iron Head
Mud-Slap
Outrage
Snore
Spite
Superpower

Egg Moves (Egg Group: Ground, Monster)

Assurance (Rampardos)
Rapid Spin (Donphan)
Megahorn (Nidoking)
Double-Edge (Raticate, Typhlosion, Spinda, Hippowdon
Fissure (Dugtrio, Camerupt, Hippowdon)
Pursuit (Sceptile, Rampardos)
 
Competitive moves bolded. Required TMs underlined.

Level-Up list

H Thunder Fang
H Fire Fang
-- Horn Attack
-- Leer
-- Sand Attack
3 Peck
6 Bite
10 Fury Attack
15 Pursuit
21 Dig
27 Rapid Spin
34 Drill Peck
42 Earthquake
51 Heal Block
62 Crunch
75 Horn Drill


I realize there's quite a few competitive ones, but I think it's reasonable.

TM Moves

TM01 - Focus Punch
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day

TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance

TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM31 - Brick Break
TM32 - Double Team
TM35 - Flamethrower
TM36 - Sludge Bomb
TM37 - Sandstorm
TM38 - Fire Blast
TM39 - Rock Tomb
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract

TM46 - Thief
TM49 - Snatch
TM56 - Fling
TM58 - Endure
TM63 - Embargo
TM66 - Payback
TM67 - Recycle
TM68 - Giga Impact
TM71 - Stone Edge
TM74 - Gyro Ball
TM78 - Captivate
TM79 - Dark Pulse
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift

TM84 - Poison Jab
TM90 - Substitute
HM04 - Strength
HM06 - Rock Smash



Tutor Moves

Emerald

Dive
Bounce
Helping Hand
Knock Off
Zen Headbutt
Spite
Aqua Tail
Earth Power
Iron Head
Mud Slap
Rollout

HG/SS

Headbutt
Block
Gravity
Magic Coat


Egg Moves (Ground/Water 2)

Moonlight
Magic Coat
Megahorn
Mud Shot
Fissure
Selfdestruct
Heal Bell
Body Slam
Splash
Screech
Encore


Ground group means no Egg move complications, which are just annoying. I don't see anything in my moveset that should be mutually exclusive. Also, if you're wondering about Ground/Water 2, that's the same egg grouping as Wailord.

Notes on the moveset

Overall, I tried to make the movepool as minimal as possible. I gave it all the moves I thought it would need to fulfill the concept, then decided on the remaining moves by essentially asking "Is there a reason I should give this move to the Pokemon?". If I could not think of a good competitive or flavor reason to give the move, it didn't go in the movepool. You may notice that I have an extremely short TM list (44/101 learnable). This was intentional, as many TMs, like Dragon Pulse, Dragon Claw, and Shock Wave, are completely unnecessary and very unflavorful. Thus, there's no reason to include them.

Notable exclusions:

Ice Fang--I'd prefer Gliscor to be a fairly reliable check to this.
Ice Shard--This would only serve to discourage Flygon, Sala, Dragonite, etc, all of whom are non-secondary users. Seems to go against concept while being generally unnecessary.
Superpower--Seems unnecessary. Largely outclassed by CaP9's STABs and Facade, and Blissey seems to be the only target for it. Has Brick Break if it really wants a fighting attack, which nicely breaks screens.
Sucker Punch--Encourages secondary moves, goes against concept. Also, STAB 80 power priority attack off this guy's attack? A bit much.
U-turn--Doesn't seem to fit concept, unnecessary, unflavorful.
Seed Bomb--Hits Swampert, Suicune, and Hippo a bit too well. Especially Swampert, who's going to be taking hard hits coming in and has no recovery.

Roar--Seems like a great way to rack up entry hazard damage, which this Pokemon should be discouraging. Unnecessary.
Fake Out--Unneeded. Also, I don't like priority attacks on this guy, as mentioned before.


Notable inclusions

Fire Blast--Blows away Skarm/Forry with no problem, which is something I definitely want CaP9 to be able to do. Flamethrower just comes along for the ride, as it's definitely inferior.
Selfdestruct--OK, I have to admit, I couldn't help giving a Whale Pokemon Selfdestruct. I mean, really...>_>

Heal Bell--Fits concept perfectly, and could stand to see more utilization. This also overrides the need for Refresh.
Moonlight--Not broken, and having a way to heal itself would facilitate it switching in multiple times, which it should be doing.
Encore--Great way to discourage secondary moves. No problems with this move.
Screech--If I'm not allowed to have this, please tell me and I'll remove it. But I thought that a stat-down move would be interesting on CaP9, and it would discourage sitting around setting up secondary moves without being too broken. Screech+Pursuit is also interesting.
Gravity--Gravity needs more love.


Flavor Notes

I was originally going to include a bunch of water moves. But then Hydro Pump got banned, so Surf seemed to be on shaky ground. I ended up following the flavor of most bulky ground-types. Ground, Rock, and Dark moves were in by default, with the exceptions noted. Otherwise, I just sort of filled it in with horn- and head- based attacks. Iron Tail and Gyro Ball got in on the idea that the drills are made of steel, and a few other things got in by analogy with Wailord's Moveset. I also threw in a few gimmicky moves like Heal Block, Embargo, Recycle, etc, for those who might want to try something a little unorthodox.


EDIT: Put things in hide blocks and added some overall notes on the moveset. I would like to know what people think of this set.
 
So, I'm thinking something like this...

Level Up:
H Fire Fang
1 Growl
1 Mud Slap
1 Leer
5 Bite
10 Horn Attack
14 Sand Attack
19 Pursuit
23 Sand Tomb
28 Dig
32 Drill Peck
37 Crunch
44 Earthquake
52 Horn Drill

I didn't want to give it all of the fangs, so I opted to have just one. Horn Drill was pretty much obligatory flavour-wise. Level-up pattern stolen from Wailord. (=

Egg Moves (Ground/Monster):
Rapid Spin
Skull Bash
Muddy Water
Fake Out
Take Down
Beat Up
Ancientpower
Megahorn

A few of these are just moves I noticed Pokemon from these egg groups tend to have as Egg moves. Thanks to the amazing Smeargle there are no illegal combinations here.

TM/HMs:
Focus Punch
Roar
Toxic
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Safeguard
Frustration
Iron Tail
Earthquake
Return
Dig
Brick Break
Double Team
Sandstorm
Fire Blast
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Endure
Payback
Giga Impact
Stone Edge
Dark Pulse
Rock Slide
Sleep Talk
Natural Gift
Swagger
U-Turn
Substitute
Strength
Rock Smash
Rock Climb

Yeah so what I didn't number them.

Tutor Moves:
Headbutt
Mud-Slap
Aqua Tail
Erath Power
Iron Head
Outrage
Superpower
Dive
Knock Off
Sucker Punch
Zen Headbutt
Block

Dive is lol... But still it sort of makes sense.

So yeah that's about it. Thoughts?
 
I came up with this movepool during the secondary move discussion. I put alot of hard work into this, and I have confidence that this will be a viable movepool for our evil Landwhale. All competitive moves are Bolded.


Level Up Moves:

Heart Scale: Megahorn
Heart Scale: Moonlight
4. Present
7. Horn Attack
11. Pursuit
14. Rapid Spin
17. Fake Out
21. Bubblebeam
27. Stockpile
27. Spit Up
31. Encore
34. Dive
37. Bone Rush
46. Drill Peck
54. Crunch
62. Horn Drill

Crunch
and Pursuit are Colossoil's main STAB moves, Bone Rush can break through Substitute, Moonlight is an OK method of healing on a weather team, Stockpile can be used to raise Colossoil's defense, and Fake Out, Encore, and Rapid Spin help Colossoil "stop the secondary." Megahorn & Drill Peck can help Colossoil against bulky grass types as well as bulky fighting types.


Egg Moves:

After hearing Deck Knight's opinion in the attacking moves discussion:
Deck Knight said:
I support the following combinations of moves:

Fire and Water Moves.

Water and Ice Moves.

But oppose these combinations:

Fire and Ice Moves:

Reason being that without Fire, Skarmory and Bronzong can screw around with you fairly well, and with Ice, Dragons cause you more trouble than they otherwise warrant, especially Salamence and oddly enough, Latias. Water hits Bulky Grounds fairly well, but Hydro Pump has the same accuracy and PP limitation as Stone Edge, and Aqua Tail's PP isn't great.
After reading that, I split Colossoil's egg moves into this:
Egg Group (Mineral)
Rock Blast (Steelix, Golem)
Fire Blast (Steelix, Golem)
Ice Beam (Glalie, Froslass)
Disable (Glaie, Froslass)
Slam (Steelix, Sudowoodo)
Magnet Bomb (Probopass)
Fire Fang (Steelix)
Magnitude (Golem, Probopass, Sudowoodo)
Rock Slide (Golem Steelix, Suddowoodo, Probopass)
Ice Shard (Glalie, Froslass))
Stone Edge (Golem Steelix, Suddowoodo, Probopass)
Self Destruct (Golem, Sudowoodo)

Legal combinations (all others are illegal):

Fire Blast + Rock Blast
Fire Blast + Fire Fang
Fire Blast + Self Destruct
Rock Blast + Self Destruct
Ice Beam + Ice Shard
Ice Beam + Disable
Ice Shard + Disable
Magnitude + Fire Blast
Magnitude + Self Destruct
Rock Slide/Stone Edge + Fire Fang
Rock Slide/Stone Edge + Rock Blast
Rock Slide/Stone Edge + Magnitude
Rock Slide/Stone Edge + Self Destruct


TMs/HMs
TM01: Focus Punch
TM02: Dragon Claw
TM04: Calm Mind
TM05: Roar
TM06: Toxic
TM10: Hidden Power
TM11: Sunny Day
TM12: Taunt
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM23: Iron Tail
TM26: Earthquake
TM27: Return
TM28: Dig
TM29: Psychic
TM30: Shadow Ball
TM31: Brick Break
TM32: Double Team
TM36: Sludge Bomb
TM37: Sandstorm
TM40: Aerial Ace
TM41: Torment
TM42: Facade
TM43: Secret Power
TM44: Rest
TM45: Attract
TM46: Thief
TM49: Snatch
TM52: Focus Blast
TM54: False Swipe
TM56: Fling
TM58: Endure
TM60: Drain Punch
TM63: Embargo
TM65: Shadow Claw
TM66: Payback
TM67: Recycle
TM68: Giga Impact
TM77: Psych Up
TM79: Dark Pulse
TM82: Sleep Talk
TM83: Natural Gift
TM84: Poison Jab
TM87: Swagger
TM89: U-Turn
TM90: Substitute
HM01: Cut
HM03: Surf
HM04: Strength
HM05: Whirlpool
HM06: Rock Smash
HM08: Rock Climb

Move Tutor Moves:
Headbutt
Gastro Acid
Gunk Shot
Mud-Slap
Ancientpower
Aqua Tail
Earth Power
Iron Head
Signal Beam
Outrage
Superpower
Fury Cutter
Knock Off
Sucker Punch
Vacuum Wave
Zen Headbutt
Block
Gravity
Magic Coat
Snore
Helping Hand
Spite
Heal Bell
Uproar


TMs/Tutor moves:
Earthquake needs no explanation. Sucker Punch is a powerful priority move perfect for destroying Starmie & Latias. Safeguard & Heal Bell bothstop status, while Taunt & Magic Coat prevent secondary effects in genral. Superpower can be a good filer move on a Choice Band set, Zen Headbutt & Pyschic can deal with bulky fighting types, and Surf & Aqua Tail can be used to hit bulky ground types. Gravity can be used so that Colossoil can smash Skarmony & Bronzong with STAB ground type moves, and it also can increase the accuracy of moves like Stone Edge. Knock Off & Embargo can get rid of your oppenents items. With some good prediction, you can use Spite to lower the PP of a secondary move. And with great prediction you can use Gastro Acid to remove the secondary effects of an opponent's ability.


Any Comments?
 
Thank you!

So:

Code:
[B]Level Up Moves[/B]
HS:[B] Fire Fang[/B]
HS:[B] Ice Fang[/B]
HS: [B]Thunder fang[/B]
Base: Pound
Level 7: [B]Rapid Spin[/B]
Level 10: [B]Fake Out[/B]
Level 20: [B]Pursuit[/B]
Level 27: Dig
Level 32: Sandstorm
Level 35: [B]Crunch[/B]
Level 37: Water Pulse
Level 45: [B]Megahorn[/B]
Level 53: [B]Moonlight[/B]
Level 70: [B]Earthquake[/B]
Code:
[B]TM Move List[/B]
TM01 - Focus Punch
TM03 - Water Pulse
TM05 - Roar
[B]TM06 - Toxic[/B]
[B]TM10 - Hidden Power[/B]
[B]TM11 - Sunny Day [/B]
TM12 - Taunt
[B]TM15 - Hyper Beam[/B]
[B]TM17 - Protect[/B]
[B]TM18 - Rain Dance[/B]
[B]TM21 - Frustration[/B]
TM23 - Iron Tail
TM26 - Earthquake
[B]TM27 - Return[/B]
TM28 - Dig
TM31 - Brick Break
[B]TM32 - Double Team[/B]
TM37 - Sandstorm
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
[B]TM42 - Facade[/B]
[B]TM43 - Secret Power[/B]
[B]TM44 - Rest[/B]
[B]TM45 - Attract [/B]
TM46 - Thief
TM55 - Brine
[B]TM58 - Endure[/B]
TM66 - Payback
[B]TM68 - Giga Impact[/B]
TM72 - Avalanche
[B]TM78 - Captivate[/B]
TM80 - Rock Slide
[B]TM82 - Sleep Talk[/B]
[B]TM83 - Natural Gift[/B]
TM87 - Swagger
[B]TM90 - Substitute[/B]
TM92 - Trick Room
HM03 - Surf
HM04 - Strength
HM06 - Rock Smash
HM07 - Waterfall
Code:
[B]Move Turtor Moves[/B]
Mud-Slap
[B]Aqua Tail[/B]
[B]Superpower[/B]
[B]Knock Off[/B]
[B]Sucker Punch[/B]
[B]Zen Headbutt[/B]
[B]Gravity[/B]
[B]Heal Bell[/B]
Code:
[B]Egg Moves (Mineral)[/B]
[B]Ice Shard[/B] (Glalie, Froslass)
[B]Self Destruct[/B] (Golem, Sudowoodo)
Dragonbreath (Steelix)
[B]Fire Blast [/B](Steelix, Golem)
Rock Throw (Golem, Steelix, Sudowoodu)
Summery:

With this movepool, everything that needs to be on here is here. As said by Deck Knight, I have spearated Fire Blast from Ice Shard, two potentially deadly moves together. This moveset also creates a huge 4MS problem, as everything is here. I also wanted only a shallow Egg Movepool, as overwise it's getting far to much. C+C on this would be appriciated. If this is really similar to someone elses (I haven't read anybody elses yet) then I'm really sorry.
 
Hmmm... I am debating weather or not to include Moonlight in my Movepool. Also, I need help w/ Ilegal moves (how should I set this up?). Once I get these set up, I would like to ask if I could submit my movepool?
I put alot of effort into it, and it is original... (smallest movepool out of the ones I've seen, and includes the different Egg Typing)

Edit:
I decided to keep Moonlight, and I've set up the only set that could be dangerous as illegal.
@Plus: Could I please submit this movepool? Please?
 
This is my current movepool. Not final yet, since there's stuff on there that you guys might not like for competitive reasons

Level Up Moves:

1: Tackle
1: Tickle - Only really amplies Pursuit power since they'll most likely switch
4: Pursuit
7: Sandstorm - Useless since Hippowdon will get a definite increase in usage, but meh
11: Horn Attack
15: Bite
21: Moonlight
27: Take Down
36: Crunch
45: Earthquake

58: Horn Drill
71: Fissure

TM Moves:

01: Focus Punch
04: Calm Mind - No-one said anything about upgrading special attack :P
05: Roar
06: Toxic

09: Bullet Seed - You never know what you could find underground that can be useful
10: Hidden Power - Check this out: HP Flying only has a 0.33% chance to OHKO minHP/SDf Heracross if he switches into SR
11: Sunny Day - Eliminates SS and downgrades damage from a weakness, what more can you ask for?
12: Taunt
15: Hyper Beam
17: Protect
18: Rain Dance
20: Safeguard
21: Frustration
23: Iron Tail
26: Earthquake - Already learned manually
27: Return
28: Dig
31: Brick Break
32: Double Team
35: Flamethrower
36: Sludge Bomb - The hell's stopping Collosy from using this of it knows Toxic?
37: Sandstorm - See above
38: Fire Blast - Good news: Fire Blast cannot OHKO Heracross
39: Rock Tomb
41: Torment
42: Facade - STAB Earthquake > full powered Facade
43: Secret Power
44: Rest
45: Attract
46: Thief
49: Snatch
54: False Swipe
56: Fling - Could be useful against Hippo if holding an Iron Ball, but it's a one-shot attack, so I wouldn't count on it
58: Endure - Since it's supposed to, and it's name's Colossoil, not Regigigas
60: Drain Punch
63: Embargo
65: Shadow Claw
66: Payback
67: Recycle - Even with this, Fling will act like an underpowered Giga Impact at best. At least it has STAB
68: Giga Impact
71: Stone Edge - Know any OU Grounds that don't have it?
72: Avalanche
74: Gyro Ball
78: Captivate
79: Dark Pulse
80: Rock Slide
82: Sleep Talk
83: Natural Gift
84: Poison Jab - See Sludge Bomb
87: Swagger - Ewww, +2 attack to the enemy... Not expecting use anytime soon, but meh
89: U Turn
90: Substitute - See Endure
H1: Cut
H3: Surf - It's a whale, it's supposed to be able to swim around in the water
H4: Strength
H5: Whirlpool* - No, not Defog, WHIRLPOOL!
H6: Rock Smash
H7: Waterfall - Ever heard of digging up a waterfall?

Move Tutors:

Dive - See Surf
Fury Cutter
Knock Off
Sucker Punch

Helping Hand
Last Resort
Snore
Spite - Should've thought about discussing this earlier... if only I saw it
Uproar
Ancient Power
Earth Power
Endeavor - Makes slower and bulkier Pokes eaiser to handle when low on health
Gastro Acid - See Sludge Bomb
Gunk Shot - See Sludge Bomb
Heat Wave
Iron Head
Mud Slap
Rollout
Super Fang* - Just because it doesn't have buck teeth doesn't mean it can't learn Hyper Fang or Super Fang
Gravity* - Makes Guts STAB Earthquake even better
Worry Seed* - See Bullet Seed
Magic Coat* - It's already got Auto Magic Coat, so there's no flavor harm in giving it Normal Magic Coat
Headbutt*

Egg Moves: Field/Water2 Egg Group

Ice Shard - Needs some backup form of priority, in case Sucker Punch fails
Mega Horn
Self Destruct - Just in case you get low on health
Rapid Spin
Fake Out
Encore
Hyper Fang - See Super Fang
Reversal
Bone Club - See Bullet Seed
Bonemerang - Maybe no more powerful than EQ and slightly less accurate, but it can attack behind Subs
Bone Rush - Overall less powerful than Bonemerang but you could hit all 5 times for 125 power
Screech - See Tickle

Bolded moves are moves already in the Allowed List
Moves with an asterix next to them are HGSS exclusive TM/tutor moves

Note the lack of Flying moves (except HP, since there's nothing I can do about it) and physical Fire and Psychic moves. I've done this done because Colossoil is not supposed to counter Heracross, Heracross is supposed to counter Colossoil. So I do NOT want people telling me that I should add Drill Peck or Fire Fang or whatnot, 'cause I'm not doing it! Any other C+C, on the other hand, will be greatly appreciated.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Well I finally got a slow down in school work so I was able to finish this up. Enjoy everyone!

Code:
Level-Up
  1. Assurance
  1. Sand-Attack
  1. Revenge
  3. Tackle
  7. Leer
  11. Bite
  15. Pursuit
  21. Sand Tomb
  26. Encore
  30. Screech
  37. Drill Peck
  42. Embargo
  48. Crunch
  55. Earthquake
  62. Hyper Beam
  80. Horn Drill
Competitive Moves: Crunch, Pursuit, “Encore”

Code:
TMs/HMs
  TM01 – Focus Punch
  TM05 – Roar
  TM06 – Toxic
  TM10 – Hidden Power
  TM11 – Sunny Day
  TM12 – Taunt
  TM15 – Hyper Beam
  TM17 – Protect
  TM18 – Rain Dance
  TM21 – Frustration
  TM23 – Iron Tail
  TM26 – Earthquake
  TM27 – Return
  TM28 – Dig
  TM32 – Double Team
  TM37 – Sandstorm
  TM38 – Fire Blast
  TM39 – Rock Tomb
  TM41 – Torment
  TM42 – Façade
  TM43 – Secret Power
  TM44 – Rest
  TM45 – Attract
  TM46 – Thief
  TM48 – Skill Swap
  TM49 – Snatch
  TM54 – False Swipe
  TM56 – Fling
  TM58 – Endure
  TM62 – Silver Wind
  TM63 – Embargo
  TM66 – Payback
  TM67 – Recycle
  TM68 – Giga Impact
  TM70 – Flash
  TM71 – Stone Edge
  TM77 – Psych Up
  TM78 – Captivate
  TM79 – Dark Pulse
  TM80 – Rock Slide
  TM82 – Sleep Talk
  TM83 – Natural Gift
  TM85 – Dream Eater
  TM87 – Swagger
  TM88 – Pluck
  TM90 – Substitute
  HM01 – Cut
  HM04 – Strength
  HM06 – Rock Smash
  HM08 – Rock Climb
Code:
Egg Moves (Monster/ Water 2):
  Rapid Spin – Squirtle, Wartortle, Blastoise
  Ice Shard – Lapras, Snover, Abomasnow
  Megahorn - Goldeen, Seaking, Rhyhorn, Rhydon, Rhyperior 
  Fake Out – Squirtle, Wartortle, Blastoise, Kangaskhan
  Stockpile – Snorlax, Lanturn, Quilfish, Turtwig, Grotle, Torterra, Munchlax
  Swallow – Snorlax, Lanturn, Munchlax, Turtwig, Grotle, Torterra, Munchlax 
  Spit Up – Lanturn, Quilfish, Turtwig, Grotle, Torterra
  Mud Sport – Relicanth, Barboach, Whiscash, Luvdisc
  Water Sport – Goldeen, Seaking, Barboach, Whiscash, Luvdisc
Competitive Moves: Rapid Spin, Megahorn, Ice Shard, “Fake Out”

Legal Egg Combos:
Fake Out + Rapid Spin
Stockpile + Swallow + Spit Up
Mud Sport + Water Sport
Megahorn + Water Sport


Basically I wanted to separate Megahorn and Ice Shard, along with Fake Out and Ice Shard. Bug + Ice coverage along with Superpower and Earthquake hits 14 of the 17 types for SE damage, which is a little overboard, imo, so I made the decision that Colossoil will have either Ice moves or Bug moves. It's not a huge deal, really, but potential CB sets with Megahorn, Earthquake, and Superpower are already threatening enough without a priority Ice attack. Also, Megahorn's high BP equates it in power to STAB Crunch, and, with their type coverages being incredibly redundant, one can take the place of the other so that it can effectively run one STAB (EQ) and three coverage moves to get a jump on opposing Colossoils. Ghosts won't switch in anyway, so it's too big a positive with not enough negative. I also wanted to separate Ice Shard and Fake Out to avoid stupid priority sets. Ice Shard + Sucker Punch is already a good priority combo, as is Fake Out + Sucker Punch. Naturally, all three would be dumb on the same set and I don’t want people trying anything funny. I also threw in the semi-gimmicky Stockpile + Swallow + Spit Up and Water Sport + Mud sport because it’s a god damn land whale.

Code:
Tutor Moves:
Aqua Tail
Earth Power
Seed Bomb
Outrage
Superpower 
Knock Off
Sucker Punch 
Block
Heal Bell
Headbutt
Mud-slap
Rollout 
Snore 
Spite
Swift 
Uproar
Summary:

Usable Physical Attacking Moves: Pursuit, Crunch, Sucker Punch, Payback, Earthquake, Drill Peck, Focus Punch, Façade, Stone Edge, Megahorn, Ice Shard, Aqua Tail, Seed Bomb, Superpower, Spit Up

Usable Physical Attacking Types: Bug, Dark, Fighting, Flying, Grass, Ground, Ice, Normal, Rock, Water

Illegal Attacking Combinations: Bug + Ice

Usable Special Attacking Moves: Fire Blast, Dark Pulse, Earth Power

Usable Special Attacking Types: Dark, Fire, Ground

Usable Secondary Moves: Encore, Roar, Toxic, Taunt, Protect, Torment, Rest, Block, Sleep Talk, Swagger, Substitute, Rapid Spin, Fake Out, Stockpile, Swallow, Knock Off, Heal Bell

General Things:

I guess that, much like all movesets here, there are plenty of overlaps with the other spreads. I think what sets mine apart (besides the non-clusterfuck of every Allowed move, save for a few movepools) is the Egg moves (really the only place to set yourself apart) and my inclusion of certain combined attacking types.

Fire Blast is the only Fire move in the moveset, which is plenty to take out Forretress and Skarmory if you really want to. Other than that, special attacking moves are limited to its STABs. Similarly, Ice Shard is its only Ice attack, which is fairly useful against Gliscor and Salamence. And both can be put on the same moveset, which brings me to my next point:

I understand the concern regarding Fire and Ice attacks covering EQ-immune Steels and Dragons, but I personally don’t think it’s too outrageous. The combo is still walled by bulky waters and beat by faster waters, and an UnSTABbed Ice Shard still won’t 2HKO 4/0 Latias (33.77% - 39.74%, Recoverable, even) unless it’s a max Atk Guts Sweeper, which Latias beats one-on-one unless it switches in on an Ice Shard. Max+ Guts Ice Shard does 67.67% - 79.76% to 0/0 Salamence after Intimidate, a 28% chance to OHKO, while Max+ AMC Ice Shard does only 45.92% - 54.38%. So, both Latias and Salamence, both with no defensive investment, can come in on a Fire Blast or Earthquake (or Taunt or Rapid Spin or whatever) and beat it one-on-one. That doesn’t sound terribly dangerous. Similarly, you would need to run +nature and 212 EVs to guarantee a 2HKO on the standard Bronzong with Fire Blast, which would be a joke, while Bronzong can simply Explode on you or hit you with high-BP Gyro Balls, as you’ll be running lots of Spe with the LO set. It still takes out Forry and Skarmory (the latter requiring LO w/ no EVs to 2HKO), which it’s supposed to do. The combo is far from overpowered and does a good job of keeping certain pokemon in check, not sweeping those pokemon.

Anyways, things that aren’t in the movepool:

Sorry, no Moonlight. If Sandstorm is as common as people say it is to prevent it from being broken, then it’s useless. If it isn’t, then it’s broken. With Close Combats, CB U-Turns, and Surf/ Hydro Pumps all over every team, most of them being STABbed, and with Sucker Punch threatening to take out many of the pokemon that can threaten it, recovery outside of Rest and Leftovers in Colossoil’s case is either overkill or a fruitless temptation.

I also opted out of cramming Selfdestruct in there. It’s an inferior Explosion and really only adds a predictable and over-used ending to an offensive sweep to its strategy.

The emphasis on the elemental fangs is pretty misplaced, imo. They aren’t particularly competitive, especially when taking into account that Stone Edge > Thunder Fang, Ice Shard > Ice Fang (taking priority into account. Fang’s BP is not high enough to override Shard’s usefulness), and Fire Fang is complete shit (max+ Atk, +1 vs. Skarmory: 40.36% - 47.59% by the way. It’s Roostable). I didn’t put the elemental fangs in this movepool, because Colossoil can’t utilize them very well and they have little to no flavor value.

And there 'ya go. Thanks for reading, and suggestions are welcome.
 

bugmaniacbob

Was fun while it lasted
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I tried... what I believe is something different.

Level-up moves:

Code:
H. Rapid Spin
H. Encore
H. Tackle
6. Sand-Attack
14. Fake Out
22. Mud Bomb
27. Dig
31. Slash
35. Flame Wheel
39. Bite
41. Magnitude
46. Drill Peck
53. Earthquake
60. Megahorn
72. Horn Drill
Nothing really big to note here. The only notable difference, I assume, is having Rapid Spin as a Heart Scale move rather than the Elemental Fangs. Other than that, the most competitive moves here are Encore, Flame Wheel, Fake Out, Drill Peck, Earthquake and Megahorn. Drill Peck and Megahorn fit the flavour bill of the concept, and I honestly don't see where you can fit them on competitively, but they do help with certain checks like Tangrowth, Breloom etc. Earthquake is a TM already, so that doesn't mean much. Flame Wheel's only real function is to remove the Freeze status, being of too low power to do much else.

TMs/HMs:

Code:
TM01 - Focus Punch
TM02 - Dragon Claw
TM05 - Roar
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM31 - Brick Break
TM32 - Double Team
TM37 - Sandstorm
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM49 - Snatch
TM54 - False Swipe
TM56 - Fling
TM58 - Endure
TM60 - Drain Punch
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM67 - Recycle
TM68 - Giga Impact
TM71 - Stone Edge
TM74 - Gyro Ball
TM78 - Captivate
TM79 - Dark Pulse
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM87 - Swagger
TM90 - Substitute
HM01 - Cut
HM04 - Strength
HM06 - Rock Smash
[COLOR=black][COLOR=windowtext]HM08 - Rock Climb[/COLOR][/COLOR]
Most of the TM attacks here are pretty standard fare. Focus Punch is available if you want to try SubPunching, Dragon Claw for Salamence (but not much else), Brick Break to destroy screens, Fire Blast and Flamethrower (not feeling good about these, might get rid of them later), Aerial Ace (redundant), Shadow Claw (redundant), and lastly, Stone Edge and Rock Slide.

Tutor Moves:

Code:
Dive
Fury Cutter
Knock Off
Sucker Punch
Zen Headbutt
Uproar
Ancientpower
Aqua Tail
Bounce
Earth Power
Iron Head
Mud-Slap
Rollout
Seed Bomb
Superpower
Heal Bell
Block
Headbutt
'Competitive' ones here are Knock Off, Sucker Punch, Zen Headbutt, Aqua Tail, Seed Bomb, Superpower and Heal Bell. Knock Off and Heal Bell are self-explanatory, Zen Headbutt hits Fighting-types and Weezing, Aqua Tail for Gliscor and Hippowdon (to some extent) and Seed Bomb for, well, Swampert. I can't honestly see Collossoil being able to fit any of these onto any moveset, and none of them do much more damage to common opponents than STAB Earthquake, really. Superpower is strong but its coverage is pretty redundant alongside Earthquake, so I see no trouble in keeping it in.

Egg Moves:

Code:
Group: Monster
 
Ice Fang [I](Rhyperior, Tyranitar etc.)[/I]
Thunder Fang [I](Rhyperior, Tyranitar etc.)[/I]
Fire Fang [I](Rhyperior, Tyranitar etc.)[/I]
Pursuit [I](Tyranitar, Sceptile etc.)[/I]
Night Slash: [I](Sceptile)[/I]
Metal Claw: [I](Aggron, Charizard etc.)[/I]
Fissure: [I](Hippowdon, Snorlax etc.)[/I]
Double-Edge [I](Hippowdon, Marowak etc.)[/I]
Okay... now for the interesting bit. We have six vaguely competitive moves here (Ice Fang, Fire Fang, Thunder Fang, Pursuit, Encore, Flame Wheel and Night Slash). Night Slash is Collosoil's obligatory STAB move, here to make things annoying. Pursuit is also very necessary for obvious reasons. The Elemental fangs are great for coverage, and Flame Wheel helps out by making you immune to the Freeze status. Encore also makes life difficult for those secondary users that try to stay in. Here are the legal combinations:

Ice Fang + Fire Fang + Thunder Fang + Pursuit (Tyranitar)
Pursuit + Night Slash (Sceptile)

There is enough to make it competitively viable, but the limitations placed make it much less likely to be broken. We have Pursuit + Night Slash as standard, but if we want to take care of Gyarados we have to forsake the luxury of either Pursuit or Night Slash. Similarly, if we want to take care of Flygon we lose our reliable STAB move (shame). In this way, Collosoil's intentions are quite limited to go no further than flat-out 'stopping the secondary', and still stopping short of 'generic sweepy thing'.

Notable Omissions:

Crunch: Why? Well, I wanted to make it not so easy to just slap on your coverage moves (as with a lot of other CAPmons) but everything that had the elemental fangs seemed also to get Crunch, whereas Night Slash was a hell of a lot more accomodating. I can't see there being much lost through the loss of Crunch, especially with the power at Collossoil's disposal.

Fire Blast: I thought long and hard about it, but I really want Tangrowth and Skarm to become at least semi-hard counters. If you really care about them, you can still have Thunder Fang for Skarm and Drill Peck for Tangrowth (both legal with Pursuit or Night Slash).

Ice Shard: What does it do, exactly? it seemed very, very extraneous, and in the interests of limited coverage (as described above) I let it go.

Moonlight: Can't see many uses for it tbh. Removed on grounds of flavour.

Selfdestruct: I don't see any reason not to add it. I haven't added it yet, but I'm still thinking it over.

U-turn: Doesn't help the concept in any way. Removed.

Comments and Critiques appreciated, thank you.
 

Oglemi

Borf
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Level Up Moves:

HS - Fire Fang
HS - Megahorn
- Dig
7 - Sand Attack
12 - Fury Attack
16 - Taunt
20 - Horn Attack
25 - Faint Attack
28 - Sand Tomb
32 - Drill Peck
36 - Crunch
41 - Magnitude
46 - Pursuit
50 - Earthquake
57 - Horn Drill
62 - Fissure


TM/HM Moves:

TM2 - Dragon Claw
TM5 - Roar
TM6 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM30 - Shadow Ball
TM31 - Brick Break
TM32 - Double Team
TM37 - Sandstorm
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM49 - Snatch
TM54 - False Swipe
TM56 - Fling
TM58 - Endure
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM71 - Stone Edge
TM77 - Psych Up
TM78 - Captivate
TM79 - Dark Pulse
TM80 - Rock Slide
TM81 - X-Scissor
TM82 - Sleep Talk
TM83 - Natural Gift
TM84 - Poison Jab
TM87 - Swagger
TM88 - Pluck
TM90 - Substitute

HM1 - Cut
HM4 - Strength
HM6 - Rock Smash
HM8 - Rock Climb


Egg Moves, Monster/Ground Egg groups:

Defense Curl
Encore
Fake Tears
Feint
Magic Coat
Moonlight
Mud Sport
Rapid Spin
Scary Face
Yawn


Move Tutors:

Headbutt
Mudslap
Ancientpower
Earth Power
Iron Head
Aqua Tail
Outrage
Endeavor
Knock Off
Sucker Punch
Superpower
Block
Snore
Helping Hand
Uproar


Notable Exclusions:

Selfdestruct: I didn't see any reason to add it.

Fire Blast: Wanted to keep Skarmory a decent check.

Ice Fang/ Thunder Fang: Didn't see any reason to add them, Gyarados should be kept a good check as well.

Ice Shard: Saw Sucker Punch as a decent enough priority move, only notable KO's against the dragon/flying types.

Fake Out: Again saw Sucker Punch as a decent enough priority move over Fake Out, he can survive with only Protect to set up Guts.

I realize this movepool may be a little boring, but it's realistic. Some people are giving this thing a bigger movepool than Clefable, I'm just trying to give it what it needs.
 

Korski

Distilled, 80 proof
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@ FrenzySilver: Sorry, dude, but you can't just say two moves are illegal together and have it be so. Two moves from two separate fathers in the Egg Groups are considered illegal because they can't be bred into one pokemon. The way you have it set up, Colossoil could of course learn Selfdestruct and Sucker Punch from Golem. Plus, since you're using the Ground Egg Group, which includes Smeargle, who learns every move in the game, that means there is no possible way to create illegal movesets.

Since you asked for help in figuring out which Egg Move combos are illegal, I'll give you this: A good way to create Egg Move combos is to open 2 or 3 tabs on Bulbapedia. In the first tab, go to one of the Egg Groups (not Ground) you think Colossoil should be in. If you think Colossoil should have a secondary Egg Group, then in the second tab, select another Egg Group it should be in. In the third tab, search for a move you want Colossoil to have as an Egg Move, and cross-reference the pokemon that learn the move with the pokemon in the one or two other lists on the other tabs. If any match up, congratulations! You've found an Egg Move. Write down all the pokemon from both Egg Groups that can learn that move, then continue on to the next move. When you're all done, any of the Egg Moves you selected that do not share the same fathers are considered illegal, as they couldn't be bred in-game (if there was an in-game). I hope that helps.
 
Ok here's my entry.

Anything significant is in bold, and asterix* means it's already a TM.

LEVEL UP:
hs - Fire Fang
hs - Ice Fang
hs - Thunder Fang

– Peck
– Withdraw
06 – Bite
10 - Magnitude
14 - Screech
20 - Drill Peck
26 – Punishment
31 - Dig*
38 - Scary Face
42 - Crunch
49 - Earthquake*

55 - Megahorn
61 - Fissure


Basically it's baseD on the Level Up list of Hippowdon, Dugtrio, and a little Tyranitar. Because, let's face it, Collosoil is being modeled on them rather a bit (at least favor wise). I think it has a strong consistancy, and the progression of the moves or realist as the levels go up.

EGG MOVES: (ground group)
- Horn Drill
- Double-edge
- Skull Bash
- Revenge
- Pursuit
- Fake Out
- Rapid Spin
- Encore

- Amnesia
- Stock Pile
- Spit Up
- Swallow


Again base loosely on Egg Pools of Hippowdon, Rhyperior and friends. With a few additions for the sake a competitive move pool. Obvoisely Smeargle make all move combo's possible, though all move can be learnt from other pokemon.

TUTOR MOVES:
Sucker Punch
Knock Off
Aqua Tail
Super Power
Seed Bomb
Heal Bell

Outrage
Zen Headbutt
Block
Iron Head
Iron Defense
Earth Power
Ancientpower
Headbutt
Gastro Acid
Magic Coat
Snore
Mud Slap
Twister


TM MOVES:
TM01 - Focus Punch
TM02 - Dragon Claw
TM05 - Roar
TM06 – Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM17 – Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 – Frustration
TM23 - Iron Tail
TM26 – Earthquake*
TM27 – Return
TM28 – Dig*
TM31 - Brick Break
TM32 - Double Team
TM35 - Flamethrower
TM37 - Sandstorm
TM38 - Fire Blast
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
TM42 – Facade
TM43 - Secret Power
TM44 – Rest
TM45 – Attract
TM46 - Thief
TM49 - Snatch
TM56 - Fling
TM58 – Endure
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact*
TM71 - Stone Edge
TM72 - Avalanche
TM74 - Gyro Ball
TM78 – Captivate
TM79 - Dark Pulse
TM80 - Rock Slide
TM82 - Sleep Talk

TM83 - Natural Gift
TM90 – Substitute
HM04 - Strength
HM06 - Rock Smash


NOTEABEL EXCLUSIONS:

Selfdestruct, Moonlight

NOTEABLE INCLUSIONS:

Sucker Punch, Fake Out, Encore, Knock Off, Elemental Fangs, Aqua Tail, Fire Blast, Heal Bell, Seed Bomb and Super Power.
 
@ FrenzySilver: Sorry, dude, but you can't just say two moves are illegal together and have it be so. Two moves from two separate fathers in the Egg Groups are considered illegal because they can't be bred into one pokemon. The way you have it set up, Colossoil could of course learn Selfdestruct and Sucker Punch from Golem. Plus, since you're using the Ground Egg Group, which includes Smeargle, who learns every move in the game, that means there is no possible way to create illegal movesets.

Since you asked for help in figuring out which Egg Move combos are illegal, I'll give you this: A good way to create Egg Move combos is to open 2 or 3 tabs on Bulbapedia. In the first tab, go to one of the Egg Groups (not Ground) you think Colossoil should be in. If you think Colossoil should have a secondary Egg Group, then in the second tab, select another Egg Group it should be in. In the third tab, search for a move you want Colossoil to have as an Egg Move, and cross-reference the pokemon that learn the move with the pokemon in the one or two other lists on the other tabs. If any match up, congratulations! You've found an Egg Move. Write down all the pokemon from both Egg Groups that can learn that move, then continue on to the next move. When you're all done, any of the Egg Moves you selected that do not share the same fathers are considered illegal, as they couldn't be bred in-game (if there was an in-game). I hope that helps.
Damn It!! *cough*
Anyway... thanks for the help. It will be finished soon.
Thanks alot for the help! :D
 
@Bugmaniacbob: You cannot claim that any egg move combination is illegal when the egg group is Ground, because of Smeargle.

Guys please, remember that if you decide to go for some illegal egg move combinations, you cannot have Ground as the egg group of Colossoil since Smeargle allows any Pokémon of the Ground egg group to inherit any move they want.

@Heavy Octillery (below): Again, who cares of what is legal without Smeargle?
 
About time I actually contributed something, eh?
Code:
Level Up moves:

[SIZE=2]Lv01: Peck[/SIZE]
[SIZE=2]Lv01: Leer[/SIZE]
[SIZE=2]Lv05: Horn Attack[/SIZE]
[SIZE=2]Lv11: Mud Shot[/SIZE]
[SIZE=2]Lv16: [B]Taunt[/B][/SIZE]
[SIZE=2]Lv22: [B]Pursuit[/B][/SIZE]
[SIZE=2]Lv27: Dig[/SIZE]
[SIZE=2]Lv33: [B]Rapid Spin[/B][/SIZE]
[SIZE=2]Lv38: [B]Sucker Punch[/B][/SIZE]
[SIZE=2]Lv44: [B]Moonlight[/B][/SIZE]
[SIZE=2]Lv49: [B]Crunch[/B][/SIZE]
[SIZE=2]Lv55: [B]Drill Peck[/B][/SIZE]
[SIZE=2]Lv60: Punishment[/SIZE]
[SIZE=2]Lv66: Horn Drill
[/SIZE][SIZE=2]Lv66: [B]Earthquake[/B][/SIZE]
[SIZE=2]Lv71: [B]Megahorn[/B][/SIZE]
Code:
TM/HMs:[SIZE=2] Focus Punch, Water Pulse, [B]Roar[/B], Toxic, Hidden Power, Sunny Day, [B]Taunt[/B], Hyper Beam,[/SIZE]
[SIZE=2]Protect, Frustration, Iron Tail, [B]Earthquake[/B], Return, Dig,
[B]Brick Break[/B], Double Team,[/SIZE] [SIZE=2][B]Flamethrower[/B], Sandstorm,
Rock Tomb, Torment, Facade, Secret Power, [B]Rest[/B], Attract,
Thief, [/SIZE][SIZE=2]Snatch, Fling, Endure, Embargo, Payback, Giga Impact,
[B]Stone Edge[/B], Avalanche, Captivate,[/SIZE] [SIZE=2][B]Rock Slide[/B], [B]Sleep Talk[/B],
Natural Gift, Poison Jab, [B]Grass Knot[/B], Swagger, [B]U-turn[/B],
Substitute,[/SIZE] [SIZE=2]Cut, Strength, Rock Smash[/SIZE]
Code:
Egg Moves (Monster/Water2): [SIZE=2][B]Fire Fang[/B], [B]Ice Fang[/B], [B]Thunder Fang[/B],
Muddy Water, Assurance, [B]Ice Shard[/B],[/SIZE] [SIZE=2]Scary Face, [B]Encore[/B],
Beat Up, [B]Rock Blast[/B][/SIZE]
Code:
Move Tutors: [SIZE=2]Headbutt,
Gunk Shot, Mud-slap, Ancientpower, [B]Aqua Tail[/B], Earth Power,
Iron Head, Twister,[/SIZE][SIZE=2] [B]Outrage[/B], [B]Superpower[/B], [B]Knock Off[/B],
[B]Sucker Punch[/B], Zen Headbutt, Block, Snore, Spite, [B]Heal Bell[/B],[/SIZE]
[SIZE=2]Uproar[/SIZE]
This is just a draft, as I rarely get something right on the first try.

I'm not sure on all of the illegal combos, but some of the more obvious ones I can think of are:
Code:
Ice Shard + Rock Blast
Muddy Water + any of the Fangs
 
Okay, here is my movepool submission for Colossoil.

First off, a little prelude. When coming up with this, I imagined Colossoil had one previous evolution, a puny Water/Dark type guppy who is a bit of a wuss at the low levels who loses his water typing (but not the egg group) as he evolves at level 32 (picking up a big drilling horn and increased bulk to pick on those guys who might have picked on him.) My overall philosophy was to focus on ground and dark moves, some of the horn moves, and a few random water moves to focus on that evolutionary holdover (and nothing that would be exceptionally useful competitively, except possibly for Aqua Tail. Surf, Earth Power, and Ancientpower could open the door for a Special Colossoil movepool, but it would be strictly a novelty set given his lack of special attack variety and lack of a STAB Special Dark Attack other than Hidden Power [Dark.])

Level-Up: (Competitive Moves Bolded)
1 Splash
3 Water Sport
5 Sand Attack
7 Memento
11 Peck
14 Pursuit
19 Taunt
24 Bite
32 Drill Peck
32 Dig
35 Crunch
40 Earthquake
55 Horn Drill
Notable Moves: Pursuit, Taunt*, Drill Peck, Crunch, Earthquake* [* TM moves]

Egg Moves:
Egg Groups: Ground and Water 2
(Competitive Moves Bolded)
Megahorn – Rapidash, Rhyhorn/Rhydon/Rhyperior, Seaking, Absol*,
Rapid Spin – Sandslash, Donphan, Torkoal
Aqua Tail – Gyarados, Qwilfish, Whiscash, Goldeen*, Relicanth*, Bibarel*, Lumineon*
Assurance – Rattata/Raticate, Umbreon, Mightyena, Weavile, Sharpedo, Mankey/Primape, Absol*, Glameow/Purrugly*
Rock Wreaker - Rhyperior
Skull Bash – Sharpedo, Torkoal*, Rhyhorn/Rhydon/Rhyperior*
Water Spout – Wailord, Remoraid/Octillery*
Some notable legal egg move combinations that don't require Smeargle:
Megahorn + Aqua Tail
Assurance+Skull Bash
Megahorn+Rock Wreaker+Skull Bash
Megahorn+Assurance

Move Tutor: (Competitive Moves Bolded)
Dive
Zen Headbutt
Sucker Punch
Spite
Uproar
Ancientpower
Bounce
Earth Power
Mud Slap
Rollout
Superpower
TM Moves:

TM01 - Focus Punch
TM03 - Water Pulse
TM05 – Roar
TM06 – Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM15 - Hyper Beam
TM17 – Protect
TM18 - Rain Dance
TM21 – Frustration
TM23 - Iron Tail
TM26 – Earthquake
TM27 – Return
TM28 – Dig
TM37 – Sandstorm
TM39 - Rock Tomb
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 – Attract
TM46 – Thief
TM49 – Snatch
TM54 - False Swipe
TM58 – Endure
TM63 – Embargo
TM66 - Payback
TM68 - Giga Impact
TM71 - Stone Edge
TM78 – Captivate
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM89 - U-turn
TM90 – Substitute
HM01 – Cut
HM03 – Surf
HM04 – Strength
HM06 - Rock Smash
HM08 - Rock Climb
 

bugmaniacbob

Was fun while it lasted
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@Bugmaniacbob: You cannot claim that any egg move combination is illegal when the egg group is Ground, because of Smeargle.
Oh bugger, I forgot him.

Changing egg group to Monster, as follows:

Code:
Group: Monster
 
Ice Fang (Rhyperior, Tyranitar etc.)
Thunder Fang (Rhyperior, Tyranitar etc.)
Fire Fang (Rhyperior, Tyranitar etc.)
Pursuit (Tyranitar, Sceptile etc.)
Night Slash: (Sceptile)
Metal Claw: (Aggron, Charizard etc.)
Fissure: (Hippowdon, Snorlax etc.)
Double-Edge (Hippowdon, Marowak etc.)
 
I came up with this movepool during the secondary move discussion. I put alot of hard work into this, and I have confidence that this will be a viable movepool for our evil Landwhale. All competitive moves are Bolded.


Level Up Moves:

Heart Scale: Megahorn
Heart Scale: Moonlight
4. Present
7. Water Gun
11. Pursuit
14. Rapid Spin
17. Fake Out
21. Bubblebeam
27. Stockpile
27. Spit Up
31. Encore
34. Dive
37. Bone Rush
46. Drill Peck
54. Crunch
62. Horn Drill

Crunch
and Pursuit are Colossoil's main STAB moves, Bone Rush can break through Substitute, Moonlight is an OK method of healing on a weather team, Stockpile can be used to raise Colossoil's defense, and Fake Out, Encore, and Rapid Spin help Colossoil "stop the secondary." Megahorn & Drill Peck can help Colossoil against bulky grass types as well as bulky fighting types.


Egg Moves:

After hearing Deck Knight's opinion in the attacking moves discussion:

After reading that, I split Colossoil's egg moves into this:
Egg Group (Mineral)
Rock Blast (Steelix, Golem)
Fire Blast (Steelix, Golem)
Ice Beam (Glalie, Froslass)
Disable (Glaie, Froslass)
Slam (Steelix, Sudowoodo)
Thunder Fang (Steelix)
Fire Fang (Steelix)
Magnitude (Golem, Probopass, Sudowoodo)
Flamethrower (Steelix, Golem)
Ice Shard (Glalie, Froslass))
Self Destruct (Golem, Sudowoodo)

Legal combinations (all others are illegal):

Fire Blast & Flamethrower + Rock Blast
Fire Blast & Flamethrower + Thunder & Fire Fang
Fire Blast & Flamethrower + Self Destruct
Rock Blast + Self Destruct
Ice Beam + Ice Shard
Ice Beam + Disable
Ice Shard + Disable
Magnitude + Fire Blast & Flamethrower
Magnitude + Self Destruct


TMs/HMs
TM01: Focus Punch
TM02: Dragon Claw
TM03: Water Pulse
TM04: Calm Mind
TM05: Roar
TM06: Toxic
TM10: Hidden Power
TM11: Sunny Day
TM12: Taunt
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM23: Iron Tail
TM26: Earthquake
TM27: Return
TM28: Dig
TM29: Psychic
TM30: Shadow Ball
TM31: Brick Break
TM32: Double Team
TM36: Sludge Bomb
TM37: Sandstorm
TM39: Rock Tomb
TM40: Aerial Ace
TM41: Torment
TM42: Facade
TM43: Secret Power
TM44: Rest
TM45: Attract
TM46: Thief
TM49: Snatch
TM52: Focus Blast
TM54: False Swipe
TM55: Brine
TM56: Fling
TM58: Endure
TM60: Drain Punch
TM63: Embargo
TM65: Shadow Claw
TM66: Payback
TM67: Recycle
TM68: Giga Impact
TM71: Stone Edge
TM77: Psych Up
TM79: Dark Pulse
TM80: Rock Slide
TM82: Sleep Talk
TM83: Natural Gift
TM84: Poison Jab
TM87: Swagger
TM89: U-Turn
TM90: Substitute
HM01: Cut
HM03: Surf
HM04: Strength
HM05: Whirlpool
HM06: Rock Smash
HM08: Rock Climb

Move Tutor Moves:
Headbutt
Dive
Gastro Acid

Gunk Shot
Mud-Slap
Ancientpower
Aqua Tail
Earth Power
Iron Head
Signal Beam
Outrage
Superpower
Fury Cutter
Knock Off
Sucker Punch
Vacuum Wave
Zen Headbutt
Block
Gravity
Magic Coat
Snore
Helping Hand
Spite
Heal Bell
Uproar


TMs/Tutor moves:
Earthquake needs no explanation. Sucker Punch is a powerful priority move perfect for destroying Starmie & Latias. Colossoil can pull of the feared QuakeEdge/QuakeSlide strategy. (Stone Edge & Rock Slide) Safeguard & Heal Bell bothstop status, while Taunt & Magic Coat prevent secondary effects in genral. Superpower can be a good filer move on a Choice Band set, Zen Headbutt & Pyschic can deal with bulky fighting types, and Surf & Aqua Tail can be used to hit bulky ground types. Gravity can be used so that Colossoil can smash Skarmony & Bronzong with STAB ground type moves, and it also can increase the accuracy of moves like Stone Edge. Knock Off & Embargo can get rid of your oppenents items. With some good prediction, you can use Spite to lower the PP of a secondary move. And with great prediction you can use Gastro Acid to remove the secondary effects of an opponent's ability.


Any Comments?
Here's my second draft, with a couple new moves, most notably Bone Rush, and Rock Blast. And before any of you say "A land narwhal can't use a bone related move", Lucario can use Bone Rush, and he's an Egyptian Style Boxing Jackal with Mystic Powers. I'm working as hard as possible to make this a great movepool for Colossoil, so any suggestions for improvements are appreciated!
 
I don't see the point of either of those moves.
I'm also not keen on the sheer amount of water moves.
1)One of the most common secondary moves in the current metagame is Substitute. Both Bone Rush & Rock Blast will continue attacking a pokemon even when a Sub is destroyed. Therefore, Colossoil with both of these moves, Colossoil can ponteniantly "stop the secondary."

2)When I was making my movepool, I imagined that Colossoil evolved from a weak Dark/Water Type that was hunted by humans from northen climates. So this weak pokemon moves to the Desert, and evolves at level 37, into a huge Land Narwhal. That's how I came up with the levels that Colossoil learns his level up moves. But with that being said, I'll cut down on most of the water moves, here's my third draft:
I came up with this movepool during the secondary move discussion. I put alot of hard work into this, and I have confidence that this will be a viable movepool for our evil Landwhale. All competitive moves are Bolded.


Level Up Moves:

Heart Scale: Megahorn
Heart Scale: Moonlight
4. Present
7. Horn Attack
11. Pursuit
14. Rapid Spin
17. Fake Out
21. Bubblebeam
27. Stockpile
27. Spit Up
31. Encore
34. Dive
37. Bone Rush
46. Drill Peck
54. Crunch
62. Horn Drill

Crunch
and Pursuit are Colossoil's main STAB moves, Bone Rush can break through Substitute, Moonlight is an OK method of healing on a weather team, Stockpile can be used to raise Colossoil's defense, and Fake Out, Encore, and Rapid Spin help Colossoil "stop the secondary." Megahorn & Drill Peck can help Colossoil against bulky grass types as well as bulky fighting types.


Egg Moves:

After hearing Deck Knight's opinion in the attacking moves discussion:

After reading that, I split Colossoil's egg moves into this:
Egg Group (Mineral)
Rock Blast (Steelix, Golem)
Fire Blast (Steelix, Golem)
Ice Beam (Glalie, Froslass)
Disable (Glaie, Froslass)
Slam (Steelix, Sudowoodo)
Thunder Fang (Steelix)
Fire Fang (Steelix)
Magnitude (Golem, Probopass, Sudowoodo)
Flamethrower (Steelix, Golem)
Ice Shard (Glalie, Froslass))
Self Destruct (Golem, Sudowoodo)

Legal combinations (all others are illegal):

Fire Blast & Flamethrower + Rock Blast
Fire Blast & Flamethrower + Thunder & Fire Fang
Fire Blast & Flamethrower + Self Destruct
Rock Blast + Self Destruct
Ice Beam + Ice Shard
Ice Beam + Disable
Ice Shard + Disable
Magnitude + Fire Blast & Flamethrower
Magnitude + Self Destruct


TMs/HMs
TM01: Focus Punch
TM02: Dragon Claw
TM04: Calm Mind
TM05: Roar
TM06: Toxic
TM10: Hidden Power
TM11: Sunny Day
TM12: Taunt
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM23: Iron Tail
TM26: Earthquake
TM27: Return
TM28: Dig
TM29: Psychic
TM30: Shadow Ball
TM31: Brick Break
TM32: Double Team
TM36: Sludge Bomb
TM37: Sandstorm
TM39: Rock Tomb
TM40: Aerial Ace
TM41: Torment
TM42: Facade
TM43: Secret Power
TM44: Rest
TM45: Attract
TM46: Thief
TM49: Snatch
TM52: Focus Blast
TM54: False Swipe
TM56: Fling
TM58: Endure
TM60: Drain Punch
TM63: Embargo
TM65: Shadow Claw
TM66: Payback
TM67: Recycle
TM68: Giga Impact
TM71: Stone Edge
TM77: Psych Up
TM79: Dark Pulse
TM80: Rock Slide
TM82: Sleep Talk
TM83: Natural Gift
TM84: Poison Jab
TM87: Swagger
TM89: U-Turn
TM90: Substitute
HM01: Cut
HM03: Surf
HM04: Strength
HM05: Whirlpool
HM06: Rock Smash
HM08: Rock Climb

Move Tutor Moves:
Headbutt
Gastro Acid
Gunk Shot
Mud-Slap
Ancientpower
Aqua Tail
Earth Power
Iron Head
Signal Beam
Outrage
Superpower
Fury Cutter
Knock Off
Sucker Punch
Vacuum Wave
Zen Headbutt
Block
Gravity
Magic Coat
Snore
Helping Hand
Spite
Heal Bell
Uproar
Is this better than my last draft? If it's not, is there anything else I can fix?
 
This is my current movepool. Not final yet, since there's stuff on there that you guys might not like for competitive reasons

Level Up Moves:

1: Tackle
1: Tickle - Only really amplies Pursuit power since they'll most likely switch
4: Pursuit
7: Sandstorm - Useless since Hippowdon will get a definite increase in usage, but meh
11: Horn Attack
15: Bite
21: Moonlight
27: Take Down
36: Crunch
45: Earthquake

58: Horn Drill
71: Fissure

TM Moves:

01: Focus Punch
04: Calm Mind - No-one said anything about upgrading special attack :P
05: Roar
06: Toxic

09: Bullet Seed - You never know what you could find underground that can be useful
10: Hidden Power - Check this out: HP Flying only has a 0.33% chance to OHKO minHP/SDf Heracross if he switches into SR
11: Sunny Day - Eliminates SS and downgrades damage from a weakness, what more can you ask for?
12: Taunt
15: Hyper Beam
17: Protect
18: Rain Dance
20: Safeguard
21: Frustration
23: Iron Tail
26: Earthquake - Already learned manually
27: Return
28: Dig
31: Brick Break
32: Double Team
35: Flamethrower
36: Sludge Bomb - The hell's stopping Collosy from using this of it knows Toxic?
37: Sandstorm - See above
38: Fire Blast - Good news: Fire Blast cannot OHKO Heracross
39: Rock Tomb
41: Torment
42: Facade - STAB Earthquake > full powered Facade
43: Secret Power
44: Rest
45: Attract
46: Thief
49: Snatch
54: False Swipe
56: Fling - Could be useful against Hippo if holding an Iron Ball, but it's a one-shot attack, so I wouldn't count on it
58: Endure - Since it's supposed to, and it's name's Colossoil, not Regigigas
60: Drain Punch
63: Embargo
65: Shadow Claw
66: Payback
67: Recycle - Even with this, Fling will act like an underpowered Giga Impact at best. At least it has STAB
68: Giga Impact
71: Stone Edge - Know any OU Grounds that don't have it?
72: Avalanche
74: Gyro Ball
78: Captivate
79: Dark Pulse
80: Rock Slide
82: Sleep Talk
83: Natural Gift
84: Poison Jab - See Sludge Bomb
87: Swagger - Ewww, +2 attack to the enemy... Not expecting use anytime soon, but meh
89: U Turn
90: Substitute - See Endure
H1: Cut
H3: Surf - It's a whale, it's supposed to be able to swim around in the water
H4: Strength
H5: Whirlpool* - No, not Defog, WHIRLPOOL!
H6: Rock Smash
H7: Waterfall - Ever heard of digging up a waterfall?

Move Tutors:

Dive - See Surf
Fury Cutter
Knock Off
Sucker Punch

Helping Hand
Last Resort
Snore
Spite - Should've thought about discussing this earlier... if only I saw it
Uproar
Ancient Power
Earth Power
Endeavor - Makes slower and bulkier Pokes eaiser to handle when low on health
Gastro Acid - See Sludge Bomb
Gunk Shot - See Sludge Bomb
Heat Wave
Iron Head
Mud Slap
Rollout
Super Fang* - Just because it doesn't have buck teeth doesn't mean it can't learn Hyper Fang or Super Fang
Gravity* - Makes Guts STAB Earthquake even better
Worry Seed* - See Bullet Seed
Magic Coat* - It's already got Auto Magic Coat, so there's no flavor harm in giving it Normal Magic Coat
Headbutt*

Egg Moves: Field/Water2 Egg Group

Ice Shard - Needs some backup form of priority, in case Sucker Punch fails
Mega Horn
Self Destruct - Just in case you get low on health
Rapid Spin
Fake Out
Encore
Hyper Fang - See Super Fang
Reversal
Bone Club - See Bullet Seed
Bonemerang - Maybe no more powerful than EQ and slightly less accurate, but it can attack behind Subs
Bone Rush - Overall less powerful than Bonemerang but you could hit all 5 times for 125 power
Screech - See Tickle

Bolded moves are moves already in the Allowed List
Moves with an asterix next to them are HGSS exclusive TM/tutor moves

Note the lack of Flying moves (except HP, since there's nothing I can do about it) and physical Fire and Psychic moves. I've done this done because Colossoil is not supposed to counter Heracross, Heracross is supposed to counter Colossoil. So I do NOT want people telling me that I should add Drill Peck or Fire Fang or whatnot, 'cause I'm not doing it! Any other C+C, on the other hand, will be greatly appreciated.
^Still requesting C+C
 
bleargh, a few days of no internet and i miss a poll as well as an early spot in the movepool submissions thread v_v

anyway, this is what i've come up with. hopefully i can do as well as i did last time ^_^;

my original intention was to make it similar to wailord's, but it soon became clear that that wasn't going to fly. after that i decided to base my movepool more around relicanth and seaking.

Level-Up (16)

1 - Poison Jab
1 – Leer
1 – Mud Sport
5 - Bite
9 – Horn Drill
14 - Pursuit
21 - Fake Out
28 - Mud Shot
35 - Stockpile
35 – Swallow
35 – Spit Up
42 – Aqua Tail
49 - Crunch
56 - Megahorn
63 – Horn Drill
70 – Fissure


TMs/HMs

TM01 - Focus Punch
TM02 – Dragon Claw
TM03 - Water Pulse
TM05 - Roar
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM31 - Brick Break
TM32 - Double Team
TM35 - Flamethrower
TM36 - Sludge Bomb
TM37 - Sandstorm
TM38 - Fire Blast
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM49 - Snatch
TM54 - False Swipe
TM56 - Fling
TM58 - Endure
TM59 - Dragon Pulse
TM60 - Drain Punch
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM67 - Recycle
TM68 - Giga Impact
TM70 - Flash
TM71 - Stone Edge
TM72 - Avalanche
TM77 - Psych Up
TM78 - Captivate
TM79 - Dark Pulse
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM84 - Poison Jab
TM87 - Swagger
TM90 - Substitute
HM01 - Cut
HM03 - Surf
HM04 - Strength
HM05 - Whirlpool
HM06 - Rock Smash
HM07 - Waterfall
HM08 - Rock Climb


Egg Moves (11)

Egg Group: Ground/Water 2

Assurance
Double-Edge
Fire Fang
Ice Shard
Ice Fang
Magnitude
Muddy Water
Rapid Spin
Rock Blast
Sand Tomb
Thrash
Tickle


Tutors

Ancientpower
Aqua Tail
Block
Bounce
Dive
Earth Power
Gravity
Heal Bell
Headbutt
Iron Head
Knock Off
Last Resort
Magic Coat
Mud-Slap
Outrage
Rock Slide
Rollout
Snore
Sucker Punch
Superpower
Swift
Zen Headbutt


so many people have submitted movepools now; it's hard to find originality. nevertheless, some of the unique features of my movepool are swift, muddy water and tickle. i thought that muddy water was a natural fit on a ground-typed whale, and neither it or surf were mentioned in the discussion thread / poll. swift just "fits the art" to me. tickle was proposed to me by someone in #cap, and i eventually decided i quite like the idea (hi dy!)

i didn't want to go too over-the-top with the variety, but i think i've got most of the important stuff covered. it's got the standard fare stabs and coverage moves, as well as some cool stuff like stockpile/swallow/spit up.

all the egg moves are available through smeargle.

edit: I recently moved rapid spin to egg moves and added horn attack in its place. i also changed water sport to mud sport. however, i now have 12 egg moves, any advice on which to remove? i'm thinking maybe ice shard or rock blast.
 
bleargh, a few days of no internet and i miss a poll as well as an early spot in the movepool submissions thread v_v

anyway, this is what i've come up with. hopefully i can do as well as i did last time ^_^;

my original intention was to make it similar to wailord's, but it soon became clear that that wasn't going to fly. after that i decided to base my movepool more around relicanth and seaking.

Level-Up (16)

1 - Poison Jab
1 – Leer
1 – Water Sport
5 - Bite
9 – Rapid Spin
14 - Pursuit
21 - Fake Out
28 - Mud Shot
35 - Stockpile
35 – Swallow
35 – Spit Up
42 – Aqua Tail
49 - Crunch
56 - Megahorn
63 – Horn Drill
70 – Fissure


TMs/HMs

TM01 - Focus Punch
TM02 – Dragon Claw
TM03 - Water Pulse
TM05 - Roar
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM11 - Sunny Day (except most Water and Ice Pokemon)
TM12 - Taunt
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM31 - Brick Break
TM32 - Double Team
TM35 - Flamethrower
TM36 - Sludge Bomb
TM37 - Sandstorm
TM38 - Fire Blast
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM49 - Snatch
TM54 - False Swipe
TM56 - Fling
TM58 - Endure
TM59 - Dragon Pulse
TM60 - Drain Punch
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM67 - Recycle
TM68 - Giga Impact
TM70 - Flash
TM71 - Stone Edge
TM72 - Avalanche
TM77 - Psych Up
TM78 - Captivate
TM79 - Dark Pulse
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM84 - Poison Jab
TM87 - Swagger
TM90 - Substitute
HM01 - Cut
HM03 - Surf
HM04 - Strength
HM05 - Whirlpool
HM06 - Rock Smash
HM07 - Waterfall
HM08 - Rock Climb


Egg Moves (11)

Egg Group: Ground/Water 2

Assurance
Double-Edge
Fire Fang
Ice Shard
Ice Fang
Magnitude
Muddy Water
Rock Blast
Sand Tomb
Thrash
Tickle


Tutors

Ancientpower
Aqua Tail
Block
Bounce
Dive
Earth Power
Gravity
Heal Bell
Headbutt
Iron Head
Knock Off
Last Resort
Magic Coat
Mud-Slap
Outrage
Rock Slide
Rollout
Snore
Sucker Punch
Superpower
Swift
Zen Headbutt


so many people have submitted movepools now; it's hard to find originality. nevertheless, some of the unique features of my movepool are swift, muddy water and tickle. i thought that muddy water was a natural fit on a ground-typed whale, and neither it or surf were mentioned in the discussion thread / poll. swift just "fits the art" to me. tickle was proposed to me by someone in #cap, and i eventually decided i quite like the idea (hi dy!)

i didn't want to go too over-the-top with the variety, but i think i've got most of the important stuff covered. it's got the standard fare stabs and coverage moves, as well as some cool stuff like stockpile/swallow/spit up.

all the egg moves are available through smeargle.
Currently, this is my third favorite movepool after my own, and Deck Knight's. There's a variety of different moves that can stop the secondary. Right now, I can't think of anything that needs to be tweaked. Good job!

Edit:
^Still requesting C+C
Super Fang on Colossoil is broken as $h*t. Especially considering that Dark type moves can hit the one true counter to Super Fang: Ghost Types. Seriously, with Super Fang Colossoil becomes Uber. Other than that, your movepool is pretty good.
 
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