Well, this is my movepool (but you probably guessed that :p )
EDIT: Final Submission
VGMs: 40
Total Unique Moves: 73
And, well, that’s it. The only thing I’ve really got to go over is the (il)legal egg move combinations for moves I added later on (like Signal Beam). Otherwise it’s nearly finished. The checking of the egg moves will probably come later today when I’m not supposed to be doing work (no one suspects I’m dong pokemon stuff on a word document :) ). And good luck to y’all :) I might give some feedback to you guys later (I haven’t looked at many of the other submissions ‘cause I didn’t wanna end up copying you).
EDIT: Final Submission
VGMs: 40
Total Unique Moves: 73
Acid Spray
Aromatherapy
Calm Mind
Charge Beam
Clear Smog
Coil
Encore
Eruption
Facade
Fire Blast
Flame Charge
Flamethrower
Frustration
Growth
Hidden Power
Hurricane
Lava Plume
Light Screen
Magnet Rise
Overheat
Payback
Power Whip
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Signal Beam
Sludge Bomb
Sludge Wave
Stealth Rock
Substitute
Thunder
Thunderbolt
Thunder Wave
Toxic
Toxic Spikes
Trick
Will-O-Wisp
Wish
Work Up
Aromatherapy
Calm Mind
Charge Beam
Clear Smog
Coil
Encore
Eruption
Facade
Fire Blast
Flame Charge
Flamethrower
Growth
Hidden Power
Hurricane
Lava Plume
Light Screen
Magnet Rise
Overheat
Payback
Power Whip
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Signal Beam
Sludge Bomb
Sludge Wave
Stealth Rock
Substitute
Thunder
Thunderbolt
Thunder Wave
Toxic
Toxic Spikes
Trick
Will-O-Wisp
Wish
Attract
Aqua Ring
Camouflage
Dive
Double Team
Echoed Voice
Explosion
Flash
Fling
Gastro Acid
Giga Impact
Hyper Beam
Incinerate
Low Sweep
Pluck
Psych Up
Retaliate
Rock Smash
Rock Tomb
Round
Silver Wind
Soak
SolarBeam
Struggle Bug
Sunny Day
Swagger
Sweet Scent
Thief
Torment
Venoshock
Vine Whip
Wrap
Aqua Ring
Camouflage
Dive
Double Team
Echoed Voice
Explosion
Flash
Fling
Gastro Acid
Giga Impact
Hyper Beam
Incinerate
Low Sweep
Pluck
Psych Up
Retaliate
Rock Smash
Rock Tomb
Round
Silver Wind
Soak
SolarBeam
Struggle Bug
Sunny Day
Swagger
Sweet Scent
Thief
Torment
Venoshock
Vine Whip
Wrap
-- Soak
-- Aqua Ring
-- Wish
01 Flash
01 Wrap
04 Vine Whip
11 Growth
14 Acid Spray
21 Toxic Spikes
24 Lava Plume
31 Will-O-Wisp
31 Toxic
34 Clear Smog
41 Coil
44 Power Whip
51 Recover
54 Gastro Acid
61 Venoshock
64 Eruption
10/15 (VGMs/total unique moves)
Flash, Toxic, Will-O-Wisp and Venoshock are also TMs, so I'm gonna count them as VGMs and unique moves at the TM section because I don't wanna muck about with extra bolding and stuff.
I'll explain how I've done the which-moves-at-what-levels. At level 1, Mollux learns Wrap . . . how is this meaningful? Well, 40 levels later it learns Coil, the second move that uses its tentacles to attack (or in this case defend). 40 is the magic number: after learning a move, 40 levels later, Mollux learns the "corresponding" move that similar in flavour:
Wrap-->Coil
Vine Whip--> Power Whip
Growth-->Recover
Acid Spray--> Gastro Acid
Toxic Spikes-->Venoshock
Lava Plume--> Eruption
A newly hatched Mollux would know Flash (hello, lava lamp!). This had no "corresponding move" as it's more of a technique that Mollux can do very easily and won't help it much in later life. Mollux also learns Wrap, and later Coil - it's just getting used to its body. It can't use fire or poison moves yet, it's taking baby steps.
Early on Mollux learns Vine Whip; it uses this move with its limbs or its rather long neck. Power Whip is a continuation of this. These moves are especially helpful for the water-loving fire-type, as it provide natural protection against the water types that may attack Mollux in the wild. While it has Dry Skin, water types can learn a variety of moves.
Mollux then learns Growth, and later Recover. You might wonder how these moves correspond? Well, I imagine Growth being Mollux temporarily making its limbs grow longer to make its attacks stronger. Recover uses the same technique, but this time to regenerate body parts as opposed to growing them longer.
Acid Spray is a key move of Mollux’s, being useful to scare off many different Pokemon with its Special Defence drop. While not the most powerful move, its strength lies in weakening the opponent. This holds true for Gastro Acid, which negates the opponent’s ability.
Toxic Spikes is next, and it corresponds with Venoshock. How could this be!? Well, Toxic Spikes is a trap. Mollux lays down the T-Spikes and waits . . . and waits . . . until eventually its prey is stupid enough to run into them. Initially the poison will weaken them enough for Mollux to catch them, and Venoshock builds on this, allowing Mollux to hunt more efficiently. Once poisoned, Venoshock spells the end for a poisoned Pokemon.
Next is Lava Plume – Mollux opens up its lamp/shell/whatever, and releases trippy coloured lava. You might notice by now that Mollux is really lacking in the fire department. Well, it can’t just up and empty its lamp like that *clicks fingers*. It wants to remain looking snazzy, so it saves its there-will-be-nothing-left-in-the-lamp attacks, Lava Plume and Eruption, for when it needs them. Luckily, these are some of Mollux’s best moves. Eruption is also the last move Mollux learns, being the most powerful.
Now to fill in the gaps (moves that don’t fit the magic number 40 thing). Aqua Ring and Soak are both water moves, there because Mollux is a Pokemon that is meant to do well in rain. They aren’t water attacks as such, but rather just water related moves that a Pokemon like Mollux should learn IMO (it’s good for playing in the rain, but it’s a fire type too!). Wish is the only non-flavour move that’s here, mainly because I like Wish.
Will-O-Wisp and Toxic are learnt at the same level. These correspond with Mollux’s type (duh), make great flavour moves, and I generally like the idea of Mollux learning these two moves at the same level. Clear Smog is also thrown in there, because it seemed like a logical place to put it (I don’t think it even worked with my egg groups!).
-- Aqua Ring
-- Wish
01 Flash
01 Wrap
04 Vine Whip
11 Growth
14 Acid Spray
21 Toxic Spikes
24 Lava Plume
31 Will-O-Wisp
31 Toxic
34 Clear Smog
41 Coil
44 Power Whip
51 Recover
54 Gastro Acid
61 Venoshock
64 Eruption
10/15 (VGMs/total unique moves)
Flash, Toxic, Will-O-Wisp and Venoshock are also TMs, so I'm gonna count them as VGMs and unique moves at the TM section because I don't wanna muck about with extra bolding and stuff.
I'll explain how I've done the which-moves-at-what-levels. At level 1, Mollux learns Wrap . . . how is this meaningful? Well, 40 levels later it learns Coil, the second move that uses its tentacles to attack (or in this case defend). 40 is the magic number: after learning a move, 40 levels later, Mollux learns the "corresponding" move that similar in flavour:
Wrap-->Coil
Vine Whip--> Power Whip
Growth-->Recover
Acid Spray--> Gastro Acid
Toxic Spikes-->Venoshock
Lava Plume--> Eruption
A newly hatched Mollux would know Flash (hello, lava lamp!). This had no "corresponding move" as it's more of a technique that Mollux can do very easily and won't help it much in later life. Mollux also learns Wrap, and later Coil - it's just getting used to its body. It can't use fire or poison moves yet, it's taking baby steps.
Early on Mollux learns Vine Whip; it uses this move with its limbs or its rather long neck. Power Whip is a continuation of this. These moves are especially helpful for the water-loving fire-type, as it provide natural protection against the water types that may attack Mollux in the wild. While it has Dry Skin, water types can learn a variety of moves.
Mollux then learns Growth, and later Recover. You might wonder how these moves correspond? Well, I imagine Growth being Mollux temporarily making its limbs grow longer to make its attacks stronger. Recover uses the same technique, but this time to regenerate body parts as opposed to growing them longer.
Acid Spray is a key move of Mollux’s, being useful to scare off many different Pokemon with its Special Defence drop. While not the most powerful move, its strength lies in weakening the opponent. This holds true for Gastro Acid, which negates the opponent’s ability.
Toxic Spikes is next, and it corresponds with Venoshock. How could this be!? Well, Toxic Spikes is a trap. Mollux lays down the T-Spikes and waits . . . and waits . . . until eventually its prey is stupid enough to run into them. Initially the poison will weaken them enough for Mollux to catch them, and Venoshock builds on this, allowing Mollux to hunt more efficiently. Once poisoned, Venoshock spells the end for a poisoned Pokemon.
Next is Lava Plume – Mollux opens up its lamp/shell/whatever, and releases trippy coloured lava. You might notice by now that Mollux is really lacking in the fire department. Well, it can’t just up and empty its lamp like that *clicks fingers*. It wants to remain looking snazzy, so it saves its there-will-be-nothing-left-in-the-lamp attacks, Lava Plume and Eruption, for when it needs them. Luckily, these are some of Mollux’s best moves. Eruption is also the last move Mollux learns, being the most powerful.
Now to fill in the gaps (moves that don’t fit the magic number 40 thing). Aqua Ring and Soak are both water moves, there because Mollux is a Pokemon that is meant to do well in rain. They aren’t water attacks as such, but rather just water related moves that a Pokemon like Mollux should learn IMO (it’s good for playing in the rain, but it’s a fire type too!). Wish is the only non-flavour move that’s here, mainly because I like Wish.
Will-O-Wisp and Toxic are learnt at the same level. These correspond with Mollux’s type (duh), make great flavour moves, and I generally like the idea of Mollux learning these two moves at the same level. Clear Smog is also thrown in there, because it seemed like a logical place to put it (I don’t think it even worked with my egg groups!).
04 Calm Mind
06 Toxic
09 Venoshock
10 Hidden Power
11 Sunny Day
15 Hyper Beam
16 Light Screen
17 Protect
18 Rain Dance
21 Frustration
22 SolarBeam
24 Thunderbolt
27 Return
32 Double Team
34 Sludge Wave
35 Flamethrower
36 Sludge Bomb
38 Fire Blast
39 Rock Tomb
41 Torment
42 Facade
43 Flame Charge
44 Rest
45 Attract
46 Thief
47 Low Sweep
48 Round
49 Echoed Voice
50 Overheat
56 Fling
57 Charge Beam
59 Incinerate
61 Will-O-Wisp
64 Explosion
66 Payback
67 Retaliate
68 Giga Impact
70 Flash
73 Thunder Wave
76 Struggle Bug
77 Psych Up
83 Work Up
87 Swagger
88 Pluck
90 Substitute
94 Rock Smash
06 Dive
21/47 (VGMs/total unique moves)
The four TM moves in the level up list have now been counted as VGMs and unique moves. Work Up isn't counted as a VGM, and therefore not bolded, because it's a repeat of Growth; Frustration is a repeat of Return too.
So flavour talk again. Some moves (like Calm Mind) I can’t justify with flavour. They’re basically there to be competitive moves. But alas, I’ll try to explain the ones I can.
Light Screen, Charge Beam, ThunderWave, Thunderbolt – these are “light” moves. Mollux learns Flash at level 1, but the whole “hello, lava lamp” concept wasn’t gone into. It is here. Aside from Thunder, I gave Mollux all the electric moves (apart from the ones I didn’t give him). But it’s charging and light, all very lava lamp-y moves IMO.
Sludge Wave/Sludge Bomb/Flamethrower/Fire Blast/Flame Charge – type flavour moves. I don’t think they need much explaining.
Rock Tomb – okay, so with this I was thinking Mollux would be roaming around underwater as it does. Then it sees a rock wall/cave/rocky structure. It attacks it and causes it to fall on another pokemon! Yeah, this was farfetched, but whatever.
Low Sweep – in the same way that Mollux learns Vine/Power Whip, it can use its limbs or neck to trip up its opponents.
Explosion – I gave it Eruption. Erupt =/= explode, but it’s close enough.
Struggle Bug – it’s in the Bug egg group.
Pluck – I imagine Mollux being able to ka-cha and use its mouth to steal the opponent’s berry.
Rock Smash – kinda in the same vein as Rock Tomb.
Dive – the whole idea of Mollux moving about underwater again. I initially thought I shouldn’t (because there’s no Surf) but Surf is carrying around a person on a tidal wave. Dive in just diving underwater. Very Mollux.
06 Toxic
09 Venoshock
10 Hidden Power
11 Sunny Day
15 Hyper Beam
16 Light Screen
17 Protect
18 Rain Dance
21 Frustration
22 SolarBeam
24 Thunderbolt
27 Return
32 Double Team
34 Sludge Wave
35 Flamethrower
36 Sludge Bomb
38 Fire Blast
39 Rock Tomb
41 Torment
42 Facade
43 Flame Charge
44 Rest
45 Attract
46 Thief
47 Low Sweep
48 Round
49 Echoed Voice
50 Overheat
56 Fling
57 Charge Beam
59 Incinerate
61 Will-O-Wisp
64 Explosion
66 Payback
67 Retaliate
68 Giga Impact
70 Flash
73 Thunder Wave
76 Struggle Bug
77 Psych Up
83 Work Up
87 Swagger
88 Pluck
90 Substitute
94 Rock Smash
06 Dive
21/47 (VGMs/total unique moves)
The four TM moves in the level up list have now been counted as VGMs and unique moves. Work Up isn't counted as a VGM, and therefore not bolded, because it's a repeat of Growth; Frustration is a repeat of Return too.
So flavour talk again. Some moves (like Calm Mind) I can’t justify with flavour. They’re basically there to be competitive moves. But alas, I’ll try to explain the ones I can.
Light Screen, Charge Beam, ThunderWave, Thunderbolt – these are “light” moves. Mollux learns Flash at level 1, but the whole “hello, lava lamp” concept wasn’t gone into. It is here. Aside from Thunder, I gave Mollux all the electric moves (apart from the ones I didn’t give him). But it’s charging and light, all very lava lamp-y moves IMO.
Sludge Wave/Sludge Bomb/Flamethrower/Fire Blast/Flame Charge – type flavour moves. I don’t think they need much explaining.
Rock Tomb – okay, so with this I was thinking Mollux would be roaming around underwater as it does. Then it sees a rock wall/cave/rocky structure. It attacks it and causes it to fall on another pokemon! Yeah, this was farfetched, but whatever.
Low Sweep – in the same way that Mollux learns Vine/Power Whip, it can use its limbs or neck to trip up its opponents.
Explosion – I gave it Eruption. Erupt =/= explode, but it’s close enough.
Struggle Bug – it’s in the Bug egg group.
Pluck – I imagine Mollux being able to ka-cha and use its mouth to steal the opponent’s berry.
Rock Smash – kinda in the same vein as Rock Tomb.
Dive – the whole idea of Mollux moving about underwater again. I initially thought I shouldn’t (because there’s no Surf) but Surf is carrying around a person on a tidal wave. Dive in just diving underwater. Very Mollux.
Aromatherapy
Camouflage
Encore
Hurricane
Magnet Rise
Rapid Spin
Silver Wind
Signal Beam
Stealth Rock
Sweet Scent
Thunder
Trick
9/12 (VGMs/total unique)
Most of these don’t have flavour reasoning, it’s just a dumping group for competitive moves that I couldn’t fit anywhere else. But if I was to do flavour reasoning:
Aromatherapy + Sweet Scent (they’re kinda that same type of move); Camouflage because I imagine the trippy lava lamp changing colour; Silver Wind (it’s in the bug egg group); Signal Beam because it’s a light attack and ,again, bug egg group.
e moves)
Oh, and the egg groups. Water 3 because that’s where kinda-but-not sea creatures were (Lilleep, Shellder). But because it’s one of two legitimate egg move ways to get illegal Thunder + Hurricane. There was fairy but there was Clefable, with Thunder + Encore + Aromatherapy + Trick + Stealth Rock >.<
Camouflage
Encore
Hurricane
Magnet Rise
Rapid Spin
Silver Wind
Signal Beam
Stealth Rock
Sweet Scent
Thunder
Trick
9/12 (VGMs/total unique)
Most of these don’t have flavour reasoning, it’s just a dumping group for competitive moves that I couldn’t fit anywhere else. But if I was to do flavour reasoning:
Aromatherapy + Sweet Scent (they’re kinda that same type of move); Camouflage because I imagine the trippy lava lamp changing colour; Silver Wind (it’s in the bug egg group); Signal Beam because it’s a light attack and ,again, bug egg group.
e moves)
Oh, and the egg groups. Water 3 because that’s where kinda-but-not sea creatures were (Lilleep, Shellder). But because it’s one of two legitimate egg move ways to get illegal Thunder + Hurricane. There was fairy but there was Clefable, with Thunder + Encore + Aromatherapy + Trick + Stealth Rock >.<
In brackets is how the parent get the move. It was mainly for my reference during the illegalities stage, but someone else might like to see it.
Aromatherapy: Parasect (lvl)
Camouflage: Mothim (lvl); Leavanny (egg)
Encore: Shuckle (lvl);Volbeat, Shelmet (egg)
Hurricane: Volcarona (lvl)
Magnet Rise: Forretress (lvl); Volcarona (egg)
Rapid Spin: Forretress (lvl); Tentacruel, Cloyster, Kabutops, Armaldo (egg)
Silver Wind: Butterfree Venomoth, Ledian, Beautifly, Dustox, Masquerain, Mothim, Volcarona (lvl); Beedril, Yanmega, Scizor, Ninjas, Volbeat, Flygon, Kricketune (TM); Leavanny (egg)
Signal Beam: Venomoth, Volbeat, Galvantula (lvl); Masquerain, Flygon (egg); Butterfree, Cloyster, Ariados, Yanmega, Forretress, Beautifly, Dustox, Masquerain, Mothim (4G tutor)
Stealth Rock: Crustle (egg); Pinsir, Omastar, Kabutops, Forretress, Shuckle, Corsola, Cradily, Armaldo, Gliscor (TM)
Sweet Scent: Masquerain, Combee (lvl); Parasect, Shuckle (egg)
Thunder: Volbeat, Galvantula (TM)
Trick: Volbeat (egg)
Aromatherapy: Parasect (lvl)
Camouflage: Mothim (lvl); Leavanny (egg)
Encore: Shuckle (lvl);Volbeat, Shelmet (egg)
Hurricane: Volcarona (lvl)
Magnet Rise: Forretress (lvl); Volcarona (egg)
Rapid Spin: Forretress (lvl); Tentacruel, Cloyster, Kabutops, Armaldo (egg)
Silver Wind: Butterfree Venomoth, Ledian, Beautifly, Dustox, Masquerain, Mothim, Volcarona (lvl); Beedril, Yanmega, Scizor, Ninjas, Volbeat, Flygon, Kricketune (TM); Leavanny (egg)
Signal Beam: Venomoth, Volbeat, Galvantula (lvl); Masquerain, Flygon (egg); Butterfree, Cloyster, Ariados, Yanmega, Forretress, Beautifly, Dustox, Masquerain, Mothim (4G tutor)
Stealth Rock: Crustle (egg); Pinsir, Omastar, Kabutops, Forretress, Shuckle, Corsola, Cradily, Armaldo, Gliscor (TM)
Sweet Scent: Masquerain, Combee (lvl); Parasect, Shuckle (egg)
Thunder: Volbeat, Galvantula (TM)
Trick: Volbeat (egg)
Aromatherapy + Camouflage/Encore/Hurricane/Magnet Rise/Rapid Spin/Silver Wind/Signal Beam/Stealth Rock/Thunder/Trick
Camouflage + Aromatherapy/Encore/Hurricane/Magnet Rise/Rapid Spin/Stealth Rock/Sweet Scent/Thunder/Trick
Encore + Aromatherapy/Camouflage/Hurricane/Magnet Rise/Rapid Spin/Thunder
Hurricane + Aromatherapy/Camouflage/Encore/Rapid Spin/Signal Beam/Stealth Rock/Sweet Scent/Thunder/Trick
Magnet Rise + Aromatherapy/Camouflage/Encore/Sweet Scent/Thunder/Trick
Rapid Spin + Aromatherapy/Camouflage/Encore/Hurricane/Silver Wind/Sweet Scent/Thunder/Trick
Silver Wind + Aromatherapy/Rapid Spin/Stealth Rock
Signal Beam + Aromatherapy/Hurricane
Stealth Rock + Aromatherapy/Camouflage/Hurricane/Silver Wind/Thunder/Trick
Sweet Scent + Camouflage/Hurricane/Magnet Rise/Rapid Spin/Thunder/Trick
Thunder + Aromatherapy/Camouflage/Encore/Hurricane/Magnet Rise/Rapid Spin/Stealth Rock
Trick + Aromatherapy/Camouflage/Hurricane/Magnet Rise/Rapid Spin/Stealth Rock/Sweet Scent
Camouflage + Aromatherapy/Encore/Hurricane/Magnet Rise/Rapid Spin/Stealth Rock/Sweet Scent/Thunder/Trick
Encore + Aromatherapy/Camouflage/Hurricane/Magnet Rise/Rapid Spin/Thunder
Hurricane + Aromatherapy/Camouflage/Encore/Rapid Spin/Signal Beam/Stealth Rock/Sweet Scent/Thunder/Trick
Magnet Rise + Aromatherapy/Camouflage/Encore/Sweet Scent/Thunder/Trick
Rapid Spin + Aromatherapy/Camouflage/Encore/Hurricane/Silver Wind/Sweet Scent/Thunder/Trick
Silver Wind + Aromatherapy/Rapid Spin/Stealth Rock
Signal Beam + Aromatherapy/Hurricane
Stealth Rock + Aromatherapy/Camouflage/Hurricane/Silver Wind/Thunder/Trick
Sweet Scent + Camouflage/Hurricane/Magnet Rise/Rapid Spin/Thunder/Trick
Thunder + Aromatherapy/Camouflage/Encore/Hurricane/Magnet Rise/Rapid Spin/Stealth Rock
Trick + Aromatherapy/Camouflage/Hurricane/Magnet Rise/Rapid Spin/Stealth Rock/Sweet Scent
Notable Illegalities
Aromatherapy + Encore/Rapid Spin/Stealth Rock
Encore + Rapid Spin
Hurricane + Thunder
Notable legalities
Encore + Stealth Rock (Shuckle)
Encore + Signal Beam/Thunder/Trick (Volbeat)
Hurricane + Magnet Rise (Volcarona)
Rapid Spin + Stealth Rock (Forretress)
Aromatherapy + Encore/Rapid Spin/Stealth Rock
Encore + Rapid Spin
Hurricane + Thunder
Notable legalities
Encore + Stealth Rock (Shuckle)
Encore + Signal Beam/Thunder/Trick (Volbeat)
Hurricane + Magnet Rise (Volcarona)
Rapid Spin + Stealth Rock (Forretress)
Well, this is it, the thing that kinda matters to the movepool. I’ve made lots of flavour decisions, but now competitive ones!
There were no “competitive decisions”, they’re all flukes.
Physical
Power Whip
This is basically it. Even then, it’s kinda outclassed by Hidden Power Grass on Mollux. It’s basically there for flavour then.
Special
Sludge Bomb, Sludge Wave, Venoshock
Eruption, Fire Blast, Flamethrower, Lava Plume, Overheat
Hidden Power
Solarbeam
Charge Beam , Thunder , Thunderbolt
Hurricane
Signal Beam
I’ve given Mollux three different options for poison STAB. Venoshock works well in conjunction with Toxic (Spikes), and is Mollux’s most powerful move poison move. Sludge Bomb or Sludge Wave, only one was necessary but there’s no actual harm in giving it both. They’re both good alternatives to Venoshock, which admittedly is very situational.
In terms of fire moves, Flamethrower, Fire Blast and Overheat were basically necessary moves for a fire type. Lava Plume was also required. Eruption is the only “choice” move; it’s got that weird relationship with Dry Skin in rain, but it’s also good on an Illuminate sun Mollux.
Hidden Power and Solarbeam – they were required (at least I think Solarbeam was).
Now coverage moves. Mollux, being a lamp and all, can use electric moves. Thunder is for use in rain, while Thunderbolt is the out of rain alternative. Charge Beam, whilst inferior to Calm Mind, and Growth in sun, is here for flavour only.
As for the other electric moves, Thunder works great in rain – if we’re giving this thing Dry Skin (which we are) then it should have some other tools to work with in rain. Hurricane is also there (but illegal with Thunder). Thunderbolt is a nice coverage move for outside of rain.
That leaves Signal Beam (and Silver Wind). I just thought to give Mollux some kind of bug move, being in the bug egg group and all. Signal Beam is a powerful move against psychic opponents, and it could be a good coverage move for a choice set, but that’s about it. I don’t value it much.
Status + non-damaging
Calm Mind
Coil
Flame Charge
Growth
Light Screen
Magnet Rise
Substitute
Rapid Spin
Stealth Rock
Toxic Spikes
Aromatherapy
Aqua Ring
Recover
Rest
Wish
Thunder Wave
Toxic
Will-O-Wisp
Trick
Acid Spray
Clear Smog
Encore
Gastro Acid
Low Sweep
Protect
Rain Dance
Soak
Sunny Day
Torment
There’s a great big list of non-damaging moves. Well, it’s try to give an explanation time.
In terms of set up move, I’ve given Mollux some options. The best would probably be Calm Mind – while Mollux’s isn’t “meant” to be a set up sweeper, that shouldn’t mean it can’t. Calm Mind + Recover + 2 attacks would be a nice combination. Mollux also has the ability to use Light Screen; if I’ve got this whole “pivot” thing down, Light Screen makes for a good pivot move. It protects Mollux and the next Pokemon that you switch in. It could protect against being OHKO’d by Heatran’s EP, but otherwise it doesn’t affect Mollux’s threats that much as they’re physically-inclined. Magnet Rise is an immunity to ground move (but you knew that), it makes Mollux harder to take down by its counters but a well timed Stone Edge will still screw it over. Oh, and Magnet Rise allows Dugtrio’s Arena Trap to now work. Flame Charge and Coil are lesser boosting moves, although Coil might be fun to boost Fire Blast and Octazooka’s accuracy to 100%. The defence boost would be nice too, but the attack boost, not worth mentioning. Oh, and Substitute is a given.
For hazard moves, Mollux can get all of Rapid Spin, Toxic Spikes and Stealth Rock on the same set (thanks Forretress). I don’t think we’re likely to see both TS and SR on the same set though, as I don’t think Mollux has the moveslots for both. Toxic Spikes, while a pretty decent move, will be quickly removed due to other Mollux in the playtest; Stealth Rock’s purpose is to make sure there’s more SR in the playtest, since it really screws with other (or you own) Mollux. Rapid Spin would allow Mollux to be rid of the SR (or Spikes) that plague it, but Mollux still takes damage from SR or Spikes as a spinner, both of which it dislikes (to counterbalance this, it does have Dry Skin in rain though).
Healing moves: Recover is necessary, I think, for Mollux. It’s a great weapon (or not-weapon) to use against rain stall. Aromatherapy is a good move that fits the concept of the “type makeover” – Mollux’s bad typing makes it a decent status blocker, and it can switch in on Will-O-Wisp, Toxic, and absorb Toxic Spikes and then cure its other team members. Wish also aids Mollux is its cleric-ing duties. The rest of these moves are either givens (Rest) and Aqua Ring is there for fun with rain + Dry Skin + Leftovers + Substitute. I haven’t made Recover illegal with the hazards or Rapid Spin, because even if Mollux were to run Recover + Hazard + Rapid Spin, it only has a moveslot for one other move. If this is a non-attacking move it’s screwed over by Taunt (then it can only spin), even so a Mollux with only Lava Plume is trolled by Heatran, one with only Thunderbolt is trolled by Gliscor.
Now the status/screw over your opponent moves. Wil-O-Wisp and Toxic were givens . . . Thunder Wave allows for Mollux to outspeed certain Pokemon (the main one that comes to mind is Heatran) but it doesn’t screw over Mollux’s potential checks that much – Dugtrio or Gliscor won’t mind it. While it is able to cripple stuff like Terrakion, it’s not like Mollux couldn’t already do that with Will-O-Wisp. Trick is mainly here with the tricking of a choice item in mind, it allows Mollux to run the three attacks + Trick on a choice set.
Lastly there’s these moves I don’t have a name for. Some were necessary anyways. As for the non-necessaries. Clear Smog is the only means of phasing I’ve given Mollux. This is deliberate: it gives Mollux trouble with Substitute. It’s not Roar, forcing the opponent to switch; it just takes away its opponent’s boosts. Sub + set up sets should troll Mollux I reckon. I mean it can inflict 3/5 of the main statuses, so clearly Subs will give it trouble already. This already adds to it. Ah, Encore. This allows Mollux to deal somewhat with rain stall teams (as I’ve heard people saying about Mollux) and it’s just a fun move to use in general. Gastro Acid, as was mentioned in an earlier discussion, would actually be quite good on Mollux. No Multiscale on Dragonite, Gliscor taking poison damage, opposing Mollux losing their Dry Skin. Fun fun fun. Low Sweep was flavour inspired, but it could be on a gimmick set to allow Mollux to hit and outspeeds its opponents on the switch in (Heatran comes to mind). Soak is there for the fun of being able to give certain types statuses they normally wouldn’t (eg poisoned Heatran) and Soak + Thunder would be surprisingly good. Lastly Torment is here for a set similar to TormenTran.
Physical
Power Whip
This is basically it. Even then, it’s kinda outclassed by Hidden Power Grass on Mollux. It’s basically there for flavour then.
Special
Sludge Bomb, Sludge Wave, Venoshock
Eruption, Fire Blast, Flamethrower, Lava Plume, Overheat
Hidden Power
Solarbeam
Charge Beam , Thunder , Thunderbolt
Hurricane
Signal Beam
I’ve given Mollux three different options for poison STAB. Venoshock works well in conjunction with Toxic (Spikes), and is Mollux’s most powerful move poison move. Sludge Bomb or Sludge Wave, only one was necessary but there’s no actual harm in giving it both. They’re both good alternatives to Venoshock, which admittedly is very situational.
In terms of fire moves, Flamethrower, Fire Blast and Overheat were basically necessary moves for a fire type. Lava Plume was also required. Eruption is the only “choice” move; it’s got that weird relationship with Dry Skin in rain, but it’s also good on an Illuminate sun Mollux.
Hidden Power and Solarbeam – they were required (at least I think Solarbeam was).
Now coverage moves. Mollux, being a lamp and all, can use electric moves. Thunder is for use in rain, while Thunderbolt is the out of rain alternative. Charge Beam, whilst inferior to Calm Mind, and Growth in sun, is here for flavour only.
As for the other electric moves, Thunder works great in rain – if we’re giving this thing Dry Skin (which we are) then it should have some other tools to work with in rain. Hurricane is also there (but illegal with Thunder). Thunderbolt is a nice coverage move for outside of rain.
That leaves Signal Beam (and Silver Wind). I just thought to give Mollux some kind of bug move, being in the bug egg group and all. Signal Beam is a powerful move against psychic opponents, and it could be a good coverage move for a choice set, but that’s about it. I don’t value it much.
Status + non-damaging
Calm Mind
Coil
Flame Charge
Growth
Light Screen
Magnet Rise
Substitute
Rapid Spin
Stealth Rock
Toxic Spikes
Aromatherapy
Aqua Ring
Recover
Rest
Wish
Thunder Wave
Toxic
Will-O-Wisp
Trick
Acid Spray
Clear Smog
Encore
Gastro Acid
Low Sweep
Protect
Rain Dance
Soak
Sunny Day
Torment
There’s a great big list of non-damaging moves. Well, it’s try to give an explanation time.
In terms of set up move, I’ve given Mollux some options. The best would probably be Calm Mind – while Mollux’s isn’t “meant” to be a set up sweeper, that shouldn’t mean it can’t. Calm Mind + Recover + 2 attacks would be a nice combination. Mollux also has the ability to use Light Screen; if I’ve got this whole “pivot” thing down, Light Screen makes for a good pivot move. It protects Mollux and the next Pokemon that you switch in. It could protect against being OHKO’d by Heatran’s EP, but otherwise it doesn’t affect Mollux’s threats that much as they’re physically-inclined. Magnet Rise is an immunity to ground move (but you knew that), it makes Mollux harder to take down by its counters but a well timed Stone Edge will still screw it over. Oh, and Magnet Rise allows Dugtrio’s Arena Trap to now work. Flame Charge and Coil are lesser boosting moves, although Coil might be fun to boost Fire Blast and Octazooka’s accuracy to 100%. The defence boost would be nice too, but the attack boost, not worth mentioning. Oh, and Substitute is a given.
For hazard moves, Mollux can get all of Rapid Spin, Toxic Spikes and Stealth Rock on the same set (thanks Forretress). I don’t think we’re likely to see both TS and SR on the same set though, as I don’t think Mollux has the moveslots for both. Toxic Spikes, while a pretty decent move, will be quickly removed due to other Mollux in the playtest; Stealth Rock’s purpose is to make sure there’s more SR in the playtest, since it really screws with other (or you own) Mollux. Rapid Spin would allow Mollux to be rid of the SR (or Spikes) that plague it, but Mollux still takes damage from SR or Spikes as a spinner, both of which it dislikes (to counterbalance this, it does have Dry Skin in rain though).
Healing moves: Recover is necessary, I think, for Mollux. It’s a great weapon (or not-weapon) to use against rain stall. Aromatherapy is a good move that fits the concept of the “type makeover” – Mollux’s bad typing makes it a decent status blocker, and it can switch in on Will-O-Wisp, Toxic, and absorb Toxic Spikes and then cure its other team members. Wish also aids Mollux is its cleric-ing duties. The rest of these moves are either givens (Rest) and Aqua Ring is there for fun with rain + Dry Skin + Leftovers + Substitute. I haven’t made Recover illegal with the hazards or Rapid Spin, because even if Mollux were to run Recover + Hazard + Rapid Spin, it only has a moveslot for one other move. If this is a non-attacking move it’s screwed over by Taunt (then it can only spin), even so a Mollux with only Lava Plume is trolled by Heatran, one with only Thunderbolt is trolled by Gliscor.
Now the status/screw over your opponent moves. Wil-O-Wisp and Toxic were givens . . . Thunder Wave allows for Mollux to outspeed certain Pokemon (the main one that comes to mind is Heatran) but it doesn’t screw over Mollux’s potential checks that much – Dugtrio or Gliscor won’t mind it. While it is able to cripple stuff like Terrakion, it’s not like Mollux couldn’t already do that with Will-O-Wisp. Trick is mainly here with the tricking of a choice item in mind, it allows Mollux to run the three attacks + Trick on a choice set.
Lastly there’s these moves I don’t have a name for. Some were necessary anyways. As for the non-necessaries. Clear Smog is the only means of phasing I’ve given Mollux. This is deliberate: it gives Mollux trouble with Substitute. It’s not Roar, forcing the opponent to switch; it just takes away its opponent’s boosts. Sub + set up sets should troll Mollux I reckon. I mean it can inflict 3/5 of the main statuses, so clearly Subs will give it trouble already. This already adds to it. Ah, Encore. This allows Mollux to deal somewhat with rain stall teams (as I’ve heard people saying about Mollux) and it’s just a fun move to use in general. Gastro Acid, as was mentioned in an earlier discussion, would actually be quite good on Mollux. No Multiscale on Dragonite, Gliscor taking poison damage, opposing Mollux losing their Dry Skin. Fun fun fun. Low Sweep was flavour inspired, but it could be on a gimmick set to allow Mollux to hit and outspeeds its opponents on the switch in (Heatran comes to mind). Soak is there for the fun of being able to give certain types statuses they normally wouldn’t (eg poisoned Heatran) and Soak + Thunder would be surprisingly good. Lastly Torment is here for a set similar to TormenTran.
Coverage: In terms of coverage moves, Mollux boasts a few options for both STABs, Thunderbolt, and Solar Beam/Thunder/Hurricane for a powerful weather move, Signal Beam, and of course Hidden Power. I’ve chosen to exclude any of the other coverage options (Octazooka, Power Gem, Mud Shot) because those are all of fairly good types (Rock and Ground are, so is water in the rain) and they’re Hidden Power wannabes. They also give Mollux too many options. I think if Mollux wants a chance against Heatran it’s got HP Ground; if it wants a good water move for rain, HP Water.
Calm Mind: Mollux isn’t “meant” to be a set up sweeper? Shouldn’t mean it can’t. Honestly, I don’t see how a bit of versatility does any harm. Plus Calm Mind does provide those Special Defence boosts which are quite handy against some opponents. Mollux also has no way of raising its defence, aside from Coil, and I don’t think we’ll see too much of Calm Mind AND Coil on the same set. Dugtrio? Still kicks Mollux’s ass. Anything with Earthquake that outspeeds Mollux? Yeah . . .
Light Screen and Magnet Rise: I’ll quote from the only Smogon source I could find about what a pivot is: “whereas a defensive pivot will be difficult to break past, and thus will slow the opponent's momentum”. Light Screen and Magnet Rise both fall under “difficult to break past” in my book. One takes away Mollux’s 4X weakness; the other allows for Mollux to survive certain moves (Heatran’s EP? Haven’t actually done any calcs sorry) that otherwise wouldn’t ruined it’s difficult to break past duties.
Rapid Spin + Stealth Rock + Toxic Spikes + Recover: I’ve read some stuff about restrictions for these moves alongside Recover. Well, I honestly don’t see the harm. Say Mollux runs three attacks + Recover. Okay, so it can heal itself and has nice coverage. Say it runs two attacks and Recover + Stealth Rock/Rapid Spin/Toxic Spikes. It can Recover its health, support the team if it gets a free turn, but can only run two coverage moves. Lava Plume + Thunderbolt? Dragons screw you over. Lava Plume + Sludge Bomb? Heatran laughs in your face. Thunderbolt + Sludge Bomb (lol)? Do you see my point? Mollux must make a choice with only two moveslots. And imagine attack + Rapid Spin + Hazard + Recover. Fire/Electric/Poison is walled by Heatran/Ground/Steel. This isn’t to mention other options, like Encore, status inflicting moves, all of which limit the amount of these moves that Mollux can use. Sure, this allows for an all support Mollux but that’s hardly game breaking. Basically, there’s no illegalities because I don’t think them necessary.
Thunder Wave: not much justification here, actually. I just think having another status move will be good for Mollux. I haven’t thought about it is much as some other moves . . . but Thunder Wave is here. Deal with it :p
Other boosting moves: I originally have Iron Defence in my level up, but it just didn’t feel right. That lava lamp doesn’t look too sturdy. Oh, and I took to heart the “it can boost its special defence more readily than it’s defence.”
Calm Mind: Mollux isn’t “meant” to be a set up sweeper? Shouldn’t mean it can’t. Honestly, I don’t see how a bit of versatility does any harm. Plus Calm Mind does provide those Special Defence boosts which are quite handy against some opponents. Mollux also has no way of raising its defence, aside from Coil, and I don’t think we’ll see too much of Calm Mind AND Coil on the same set. Dugtrio? Still kicks Mollux’s ass. Anything with Earthquake that outspeeds Mollux? Yeah . . .
Light Screen and Magnet Rise: I’ll quote from the only Smogon source I could find about what a pivot is: “whereas a defensive pivot will be difficult to break past, and thus will slow the opponent's momentum”. Light Screen and Magnet Rise both fall under “difficult to break past” in my book. One takes away Mollux’s 4X weakness; the other allows for Mollux to survive certain moves (Heatran’s EP? Haven’t actually done any calcs sorry) that otherwise wouldn’t ruined it’s difficult to break past duties.
Rapid Spin + Stealth Rock + Toxic Spikes + Recover: I’ve read some stuff about restrictions for these moves alongside Recover. Well, I honestly don’t see the harm. Say Mollux runs three attacks + Recover. Okay, so it can heal itself and has nice coverage. Say it runs two attacks and Recover + Stealth Rock/Rapid Spin/Toxic Spikes. It can Recover its health, support the team if it gets a free turn, but can only run two coverage moves. Lava Plume + Thunderbolt? Dragons screw you over. Lava Plume + Sludge Bomb? Heatran laughs in your face. Thunderbolt + Sludge Bomb (lol)? Do you see my point? Mollux must make a choice with only two moveslots. And imagine attack + Rapid Spin + Hazard + Recover. Fire/Electric/Poison is walled by Heatran/Ground/Steel. This isn’t to mention other options, like Encore, status inflicting moves, all of which limit the amount of these moves that Mollux can use. Sure, this allows for an all support Mollux but that’s hardly game breaking. Basically, there’s no illegalities because I don’t think them necessary.
Thunder Wave: not much justification here, actually. I just think having another status move will be good for Mollux. I haven’t thought about it is much as some other moves . . . but Thunder Wave is here. Deal with it :p
Other boosting moves: I originally have Iron Defence in my level up, but it just didn’t feel right. That lava lamp doesn’t look too sturdy. Oh, and I took to heart the “it can boost its special defence more readily than it’s defence.”
And, well, that’s it. The only thing I’ve really got to go over is the (il)legal egg move combinations for moves I added later on (like Signal Beam). Otherwise it’s nearly finished. The checking of the egg moves will probably come later today when I’m not supposed to be doing work (no one suspects I’m dong pokemon stuff on a word document :) ). And good luck to y’all :) I might give some feedback to you guys later (I haven’t looked at many of the other submissions ‘cause I didn’t wanna end up copying you).