CAP Updates: Revenankh Discussion (Complete)

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The power drop alone between the two is amazing. The entire purpose of an offensive Z-Move is to break through one of the opponent's defensive checks to your Pokemon. As I've already pointed out and has been present in every calculation made in attempt to prove Phantom Force is too powerful, the calculation requires Bulk Up to have been used first. So not only must you switch Revenankh in, you must take a hit or deal with another potential unfavorable switch to set up Bulk Up.

Mechanically, it's best to compare Life Orb Shadow Claw vs. Ghostium-Z Phantom Force, because Ghostium-Z Shadow Claw is directly inferior to Life Orb Shadow Claw. At 140 Base Power, Gho-Z Shadow Claw does not boost damage enough to consider it over Life Orb. Accounting for the Life Orb boost, successive Shadow Claw's would have around 182 BP to Gho-Z Phantom Force's 175. The difference of course being two instances of Life Orb recoil and no specific need for Bulk Up.

But to illustrate that, let's look at the moment where +1 252 Adamant Z-Shadow Claw stops guaranteeing OHKOs against generally relevant threats:

Scizor-Mega (OU Offensive Swords Dance) Never-Ending Nightmare 85.7 - 101.4% 12.5% chance to OHKO
Clefable (OU Utility) Never-Ending Nightmare 85.2 - 100.5% 6.3% chance to OHKO
Clefable (OU Magic Guard + Calm Mind) Never-Ending Nightmare 85.2 - 100.5% 6.3% chance to OHKO
Magearna (OU Choice Specs) Never-Ending Nightmare 81.3 - 95.7% guaranteed 2HKO
Sableye-Mega (OU Showdown Usage) Never-Ending Nightmare 80.2 - 94.7% guaranteed 2HKO
Magearna (OU Assault Vest) Never-Ending Nightmare 79.3 - 93.3% guaranteed 2HKO
Gyarados (OU Mega Dragon Dance) Never-Ending Nightmare 79.1 - 93.3% guaranteed 2HKO
Celesteela (OU Specially Defensive) Never-Ending Nightmare 78.6 - 92.9% guaranteed 2HKO after Leftovers recovery
Magearna (OU Offensive Trick Room) Never-Ending Nightmare 78.5 - 92.5% guaranteed 2HKO
Venusaur (OU Defensive Tank) Never-Ending Nightmare 78.5 - 92.7% guaranteed 2HKO
Slowbro-Mega (OU Defensive) Never-Ending Nightmare 77.8 - 92.1% guaranteed 2HKO after Leftovers recovery
Zygarde (OU Dragon Dance) Never-Ending Nightmare 76.7 - 90.7% guaranteed 2HKO
Scizor (OU Bulky Swords Dance) Never-Ending Nightmare 76.3 - 90.3% guaranteed 2HKO
Gliscor (OU Swords Dance) Never-Ending Nightmare 75.8 - 89.4% guaranteed 2HKO
Pelipper (OU Physically Defensive) Never-Ending Nightmare 75.5 - 89.1% guaranteed 2HKO
Venusaur-Mega (OU Offensive Tank) Never-Ending Nightmare 75.4 - 88.8% guaranteed 2HKO
Gyarados (OU Substitute + Dragon Dance) Never-Ending Nightmare 74.2 - 87.5% guaranteed 2HKO after Leftovers recovery
Rotom-Wash (OU Defensive Pivot) Never-Ending Nightmare 74.2 - 87.4% guaranteed 2HKO after Leftovers recovery
Charizard-Mega-X (OU Bulky Will-O-Wisp) Never-Ending Nightmare 73.8 - 87.1% guaranteed 2HKO
Landorus-Therian (OU Offensive) Never-Ending Nightmare 73.6 - 86.8% guaranteed 2HKO
Landorus-Therian (OU Choice Scarf) Never-Ending Nightmare 73.6 - 86.8% guaranteed 2HKO
Landorus-Therian (OU Double Dance) Never-Ending Nightmare 73.6 - 86.8% guaranteed 2HKO
Skarmory (OU Specially Defensive) Never-Ending Nightmare 72.1 - 85.3% guaranteed 2HKO after Leftovers recovery
Suicune (OU Substitute + Calm Mind) Never-Ending Nightmare 71.2 - 83.9% guaranteed 2HKO after Leftovers recovery
Tapu Fini (OU Defensive) Never-Ending Nightmare 71.1 - 83.9% guaranteed 2HKO after Leftovers recovery
Scizor-Mega (OU Pursuit) Never-Ending Nightmare 70.8 - 83.3% guaranteed 2HKO


Here's the same cohort with Adamant 252 Life Orb Shadow Claw:

Scizor-Mega (OU Offensive Swords Dance) Drain Punch 40.2 - 47.6% guaranteed 3HKO
Clefable (OU Utility) Shadow Claw 37 - 43.9% 99.8% chance to 3HKO after Leftovers recovery
Clefable (OU Magic Guard + Calm Mind) Shadow Claw 37 - 43.9% 99.8% chance to 3HKO after Leftovers recovery
Magearna (OU Assault Vest) Drain Punch 36.9 - 44% guaranteed 3HKO
Celesteela (OU Specially Defensive) Drain Punch 36.6 - 43.4% 99.3% chance to 3HKO after Leftovers recovery
Magearna (OU Offensive Trick Room) Drain Punch 36.5 - 43.1% guaranteed 3HKO
Zygarde (OU Dragon Dance) Drain Punch 36.1 - 42.5% guaranteed 3HKO
Scizor (OU Bulky Swords Dance) Drain Punch 35.5 - 42.5% guaranteed 3HKO
Sableye-Mega (OU Showdown Usage) Shadow Claw 35.1 - 41.4% guaranteed 3HKO
Charizard-Mega-X (OU Bulky Will-O-Wisp) Drain Punch 34.8 - 41.2% guaranteed 3HKO
Rotom-Wash (OU Defensive Pivot) Drain Punch 34.6 - 41.2% 65.3% chance to 3HKO after Leftovers recovery
Gyarados (OU Mega Dragon Dance) Shadow Claw 34.4 - 41% guaranteed 3HKO
Venusaur (OU Defensive Tank) Shadow Claw 33.9 - 40.6% guaranteed 3HKO
Skarmory (OU Specially Defensive) Drain Punch 33.8 - 40.1% 37% chance to 3HKO after Leftovers recovery
Slowbro-Mega (OU Defensive) Shadow Claw 33.8 - 40.4% 36.7% chance to 3HKO after Leftovers recovery
Gliscor (OU Swords Dance) Shadow Claw 33.2 - 39.2% 100% chance to 3HKO
Pelipper (OU Physically Defensive) Shadow Claw 33.1 - 39% 99.8% chance to 3HKO
Suicune (OU Substitute + Calm Mind) Drain Punch 33.1 - 39.6% 15.1% chance to 3HKO after Leftovers recovery
Scizor-Mega (OU Pursuit) Drain Punch 32.9 - 39% 99.8% chance to 3HKO
Venusaur-Mega (OU Offensive Tank) Shadow Claw 32.8 - 38.9% 99.2% chance to 3HKO
Gyarados (OU Substitute + Dragon Dance) Shadow Claw 32.2 - 38.5% 2.5% chance to 3HKO after Leftovers recovery
Landorus-Therian (OU Offensive) Shadow Claw 32.2 - 38.2% 97.1% chance to 3HKO
Landorus-Therian (OU Choice Scarf) Shadow Claw 32.2 - 38.2% 97.1% chance to 3HKO
Landorus-Therian (OU Double Dance) Shadow Claw 32.2 - 38.2% 97.1% chance to 3HKO
Clefable (OU Unaware + Calm Mind) Shadow Claw 31.7 - 37.5% 0.1% chance to 3HKO after Leftovers recovery
Tapu Fini (OU Defensive) Shadow Claw 31.1 - 36.7% guaranteed 4HKO after Leftovers recovery


In many of these instances you are going to alternate moves and use your stronger Drain Punch for healing off Life Orb recoil. You really don't need Bulk Up for the Life Orb set, you can run Ice Punch or other coverage. In essence, having Shadow Claw but not Phantom Force makes a Bulk Up Set less viable. Why should Revenankh use a moveslot on Bulk Up when it can sufficiently damage with Life Orb and 3 Attacks + Moonlight? Unless it can efficiently break some of these strong meta threats like Mega-Scizor, Clefable, Mega-Venusaur, and Mega-Sableye it will struggle in the CAP metagame.

Here's the cohort with +1 Adamant Ghostium-Z Phantom Force:

Scizor-Mega (OU Offensive Swords Dance) Never-Ending Nightmare 139.1 - 164% guaranteed OHKO
Clefable (OU Utility) Never-Ending Nightmare 137.8 - 162.6% guaranteed OHKO
Clefable (OU Magic Guard + Calm Mind) Never-Ending Nightmare 137.8 - 162.6% guaranteed OHKO
Kyurem-Black (OU Icium Z Wallbreaker) Never-Ending Nightmare 134.5 - 158.5% guaranteed OHKO
Kyurem-Black (OU Mixed Wallbreaker) Never-Ending Nightmare 134.5 - 158.5% guaranteed OHKO
Kyurem-Black (OU Choice Band) Never-Ending Nightmare 134 - 157.8% guaranteed OHKO
Magearna (OU Choice Specs) Never-Ending Nightmare 131.3 - 155.3% guaranteed OHKO
Sableye-Mega (OU Showdown Usage) Never-Ending Nightmare 129.9 - 152.9% guaranteed OHKO
Heatran (OU Bulky) Never-Ending Nightmare 129.5 - 152.8% guaranteed OHKO
Celesteela (OU Specially Defensive) Never-Ending Nightmare 128.3 - 151.2% guaranteed OHKO
Gyarados (OU Mega Dragon Dance) Never-Ending Nightmare 128.3 - 151% guaranteed OHKO
Magearna (OU Assault Vest) Never-Ending Nightmare 128 - 151.5% guaranteed OHKO
Venusaur (OU Defensive Tank) Never-Ending Nightmare 127.5 - 150.1% guaranteed OHKO
Magearna (OU Offensive Trick Room) Never-Ending Nightmare 127.4 - 150.2% guaranteed OHKO
Slowbro-Mega (OU Defensive) Never-Ending Nightmare 126.9 - 149.6% guaranteed OHKO
Zygarde (OU Dragon Dance) Never-Ending Nightmare 124.9 - 147.3% guaranteed OHKO
Scizor (OU Bulky Swords Dance) Never-Ending Nightmare 124.1 - 146.6% guaranteed OHKO
Gliscor (OU Swords Dance) Never-Ending Nightmare 123.2 - 145.4% guaranteed OHKO
Pelipper (OU Physically Defensive) Never-Ending Nightmare 123.2 - 144.8% guaranteed OHKO
Venusaur-Mega (OU Offensive Tank) Never-Ending Nightmare 122.8 - 144.5% guaranteed OHKO
Gyarados (OU Substitute + Dragon Dance) Never-Ending Nightmare 120.3 - 141.6% guaranteed OHKO
Rotom-Wash (OU Defensive Pivot) Never-Ending Nightmare 120.1 - 141.5% guaranteed OHKO
Charizard-Mega-X (OU Bulky Will-O-Wisp) Never-Ending Nightmare 119.7 - 141.5% guaranteed OHKO
Landorus-Therian (OU Offensive) Never-Ending Nightmare 119.7 - 141% guaranteed OHKO
Landorus-Therian (OU Choice Scarf) Never-Ending Nightmare 119.7 - 141% guaranteed OHKO
Landorus-Therian (OU Double Dance) Never-Ending Nightmare 119.7 - 141% guaranteed OHKO
Skarmory (OU Specially Defensive) Never-Ending Nightmare 117 - 138% guaranteed OHKO
Tapu Fini (OU Defensive) Never-Ending Nightmare 115.1 - 135.5% guaranteed OHKO


Remember, these calculations require a safe-switchin, the use of Bulk Up, and the avoidance of an intervening KO. After Gho-Z is exhausted, Revenankh cannot just click Phantom Force and expect to get a neutral hit. I would also note there is enough buffer here that you could run a more defensive Revenankh spread with Careful and still net many of these OHKOs.

In summary, +1 Z-Phantom Force makes a Bulk Up breaker set legitimately more viable than a Life Orb 3 Attacks Set, whereas boosted Z-Shadow Claw's failure to provide sufficient offensive pressure means Revenankh's two major sets will become Life Orb 3 Attacks and Choice Band. Will there still be some Life Orb sets that run Bulk Up? Probably, but without a set that allows Revenankh a bulkier build it will become solely an offensive Pokemon with good defenses rather than a defensive Pokemon that can break through opposing defenses given time to set up.

RE: Stone Edge and Healing Wish:

Stone Edge is only marginally more useful than Rock Slide, and you'd primarly be aiming it at Volcarona, Pyroak, and Gyarados before Mega-Evolving (or Fly-Z Gyara on the switch). I think it's fine as a consistency move, a ton of Fighting types learn Stone Edge.

Healing Wish is just adding for the sake of adding. It's also explicitly against Revenankh's general way of playing, which is to be a difficult to KO offensive or defensive presence with un-resisted STAB. Sacrifice moves aren't Revenankh's bag.
Looking at your post, I agree with Phantom Force once more, but for a different reason. I think that Phantom Force would be beneficial to Revenankh as it sticks to its pseudo-concept of being the best Bulk Up user while giving it a power boost that makes it viable in today's metagame. Here is a set that would be best with Phantom Force.

Revenankh @ Ghostium Z
Ability: Triage
EVs: 252 Atk / 252 SpD / 4 HP
Careful / Adamant Nature
- Bulk Up
- Phantom Force
- Drain Punch
- Ice Punch / Moonlight

This set takes full advantage of Phantom Force. The main reason behind the special defense investments are this:

252 SpA Tapu Lele Psychic vs. 4 HP / 252+ SpD Revenankh in Psychic Terrain: 300-354 (93.1 - 109.9%) -- 56.3% chance to OHKO

252 Atk Revenankh Phantom Force vs. 0 HP / 4 Def Tapu Lele: 320-378 (113.8 - 134.5%) -- guaranteed OHKO

The investments allow Revenankh to (albeit, unreliably) survive a Psychic from Tapu Lele. In return, a non-boosted Phantom Force can OHKO Lele. Before you cry it makes it OP...

252 Atk Revenankh Shadow Claw vs. 0 HP / 4 Def Tapu Lele: 252-296 (89.6 - 105.3%) -- 37.5% chance to OHKO

Shadow Claw may OHKO anyways. Also...

+1 252 Atk Revenankh Shadow Claw vs. 0 HP / 4 Def Tapu Lele: 372-440 (132.3 - 156.5%) -- guaranteed OHKO

At +1, Shadow Claw OHKOs. With these investments, the only way Lele could stop Revenankh is if it already was on the field when it enters. Revenankh is going to have an improved matchup against Lele no matter what we do.
 

snake

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Here's the cohort with +1 Adamant Ghostium-Z Phantom Force:

Scizor-Mega (OU Offensive Swords Dance) Never-Ending Nightmare 139.1 - 164% guaranteed OHKO
Clefable (OU Utility) Never-Ending Nightmare 137.8 - 162.6% guaranteed OHKO
Clefable (OU Magic Guard + Calm Mind) Never-Ending Nightmare 137.8 - 162.6% guaranteed OHKO
Kyurem-Black (OU Icium Z Wallbreaker) Never-Ending Nightmare 134.5 - 158.5% guaranteed OHKO
Kyurem-Black (OU Mixed Wallbreaker) Never-Ending Nightmare 134.5 - 158.5% guaranteed OHKO
Kyurem-Black (OU Choice Band) Never-Ending Nightmare 134 - 157.8% guaranteed OHKO
Magearna (OU Choice Specs) Never-Ending Nightmare 131.3 - 155.3% guaranteed OHKO
Sableye-Mega (OU Showdown Usage) Never-Ending Nightmare 129.9 - 152.9% guaranteed OHKO
Heatran (OU Bulky) Never-Ending Nightmare 129.5 - 152.8% guaranteed OHKO
Celesteela (OU Specially Defensive) Never-Ending Nightmare 128.3 - 151.2% guaranteed OHKO
Gyarados (OU Mega Dragon Dance) Never-Ending Nightmare 128.3 - 151% guaranteed OHKO
Magearna (OU Assault Vest) Never-Ending Nightmare 128 - 151.5% guaranteed OHKO
Venusaur (OU Defensive Tank) Never-Ending Nightmare 127.5 - 150.1% guaranteed OHKO
Magearna (OU Offensive Trick Room) Never-Ending Nightmare 127.4 - 150.2% guaranteed OHKO
Slowbro-Mega (OU Defensive) Never-Ending Nightmare 126.9 - 149.6% guaranteed OHKO
Zygarde (OU Dragon Dance) Never-Ending Nightmare 124.9 - 147.3% guaranteed OHKO
Scizor (OU Bulky Swords Dance) Never-Ending Nightmare 124.1 - 146.6% guaranteed OHKO
Gliscor (OU Swords Dance) Never-Ending Nightmare 123.2 - 145.4% guaranteed OHKO
Pelipper (OU Physically Defensive) Never-Ending Nightmare 123.2 - 144.8% guaranteed OHKO
Venusaur-Mega (OU Offensive Tank) Never-Ending Nightmare 122.8 - 144.5% guaranteed OHKO
Gyarados (OU Substitute + Dragon Dance) Never-Ending Nightmare 120.3 - 141.6% guaranteed OHKO
Rotom-Wash (OU Defensive Pivot) Never-Ending Nightmare 120.1 - 141.5% guaranteed OHKO
Charizard-Mega-X (OU Bulky Will-O-Wisp) Never-Ending Nightmare 119.7 - 141.5% guaranteed OHKO
Landorus-Therian (OU Offensive) Never-Ending Nightmare 119.7 - 141% guaranteed OHKO
Landorus-Therian (OU Choice Scarf) Never-Ending Nightmare 119.7 - 141% guaranteed OHKO
Landorus-Therian (OU Double Dance) Never-Ending Nightmare 119.7 - 141% guaranteed OHKO
Skarmory (OU Specially Defensive) Never-Ending Nightmare 117 - 138% guaranteed OHKO
Tapu Fini (OU Defensive) Never-Ending Nightmare 115.1 - 135.5% guaranteed OHKO


Remember, these calculations require a safe-switchin, the use of Bulk Up, and the avoidance of an intervening KO. After Gho-Z is exhausted, Revenankh cannot just click Phantom Force and expect to get a neutral hit. I would also note there is enough buffer here that you could run a more defensive Revenankh spread with Careful and still net many of these OHKOs.

In summary, +1 Z-Phantom Force makes a Bulk Up breaker set legitimately more viable than a Life Orb 3 Attacks Set, whereas boosted Z-Shadow Claw's failure to provide sufficient offensive pressure means Revenankh's two major sets will become Life Orb 3 Attacks and Choice Band. Will there still be some Life Orb sets that run Bulk Up? Probably, but without a set that allows Revenankh a bulkier build it will become solely an offensive Pokemon with good defenses rather than a defensive Pokemon that can break through opposing defenses given time to set up.
Scenario:
Turn X - Revenankh switches into an attack and survives, forcing out Pokemon 1.
Turn X + 1 - Pokemon 1 switches out into Pokemon 2 (a list of which DK gave us a list of), Revenankh uses Bulk Up.
Turn X + 2 - Revenankh uses a move, presumably Never Ending Nightmare off of Phantom Force or one of its coverage moves...

Out of these Pokemon, only Kyurem-B, Gliscor, Gyarados, Zygarde, Mega Scizor (Bullet Punch), and Landorus-T can reliably switch in an outspeed Adamant Revenankh (not factoring in Triage Drain Punch). The rest get outsped and KOed. Assuming maximium speed to minimize defensive investments, let's see how each of these holds up against +1 Revenankh. For reference, here's the set:

Revenankh @ Ghostium Z
Ability: Triage
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Phantom Force
- Drain Punch
- Ice Punch
- Bulk Up

vs. Kyurem-B
+1 252+ Atk Revenankh Drain Punch vs. 0 HP / 0 Def Kyurem-Black: 348-410 (89 - 104.8%) -- 31.3% chance to OHKO
252+ Atk Teravolt Kyurem-Black Freeze Shock vs. +1 0 HP / 0 Def Revenankh: 223-264 (69.4 - 82.2%) -- guaranteed 2HKO
4 SpA Life Orb Teravolt Kyurem-Black Ice Beam vs. 0 HP / 0 SpD Revenankh: 136-161 (42.3 - 50.1%) -- 1.2% chance to 2HKO

Before Kyurem-B even moves, Revenankh has a chance to OHKO it.


vs. Swords Dance Gliscor
0 Atk Gliscor Earthquake vs. +1 0 HP / 0 Def Revenankh: 76-90 (23.6 - 28%) -- 85.7% chance to 4HKO

Swords Dance Gliscor doesn't run Toxic, and Revenankh isn't taking much. Heck, it could Ice Punch and save Ghostium Z for later if it runs it.


vs. Flynium Z Gyarados (the set relevant to CAP)
252 Atk Gyarados Supersonic Skystrike (160 BP) vs. +1 0 HP / 0 Def Revenankh: 372-438 (115.8 - 136.4%) -- guaranteed OHKO
252 Atk Gyarados Bounce vs. +1 0 HP / 0 Def Revenankh: 198-234 (61.6 - 72.8%) -- guaranteed 2HKO

Gyarados is able to KO with the Z move, but can't KO Revenankh with Bounce, which gives Revenankh more turns to boost.


vs. Scizor-Mega
Actually DK calced against base Scizor, and Mega Scizor lives the Ghostium Z Phantom Force
+1 252+ Atk Revenankh Never-Ending Nightmare (175 BP) vs. 248 HP / 116+ Def Scizor-Mega: 253-298 (73.7 - 86.8%) -- guaranteed 2HKO
But for the sake of argument,
0 Atk Technician Scizor-Mega Bullet Punch vs. +1 0 HP / 0 Def Revenankh: 67-81 (20.8 - 25.2%) -- 0% chance to 4HKO

What's Scizor-Mega doing to Revenankh again? Giving it more HP by getting smacked by Drain Punch and giving Revenankh more turns to set up?


vs. Landorus-T
Going to be honest, idk where you got those Landorus-T calcs:
252+ Atk Revenankh Never-Ending Nightmare (175 BP) vs. 0 HP / 4 Def Landorus-Therian: 294-346 (92.1 - 108.4%) -- 50% chance to OHKO
+1 252+ Atk Revenankh Never-Ending Nightmare (175 BP) vs. 0 HP / 4 Def Landorus-Therian: 441-519 (138.2 - 162.6%) -- guaranteed OHKO
Where did you get a range of 119.7% - 141%?

Anyways, assuming the calc with +0:
252+ Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. +1 0 HP / 0 Def Revenankh: 494-584 (153.8 - 181.9%) -- guaranteed OHKO
252+ Atk Landorus-Therian Fly vs. +1 0 HP / 0 Def Revenankh: 254-302 (79.1 - 94%) -- guaranteed 2HKO

Similar to Gyarados, with the Z move its fine, but after that, Fly doesn't KO unless you boost up, and Revenankh already has Ghostium Z Phantom Force and the potential Ice Punch
While I get that DK's list isn't exhaustive, and I will acknowledge that my scernario isn't going to happen 100% of the time, that Revenankh can take prior damage (it resists Stealth Rock for what its worth), and that there are still checks like Tomohawk, Cyclohm, Tornadus-T, Tapu Lele, etc., if you do pull off the safe switch in and the Bulk Up, like DK says, the "intervening KO" rarely happens and the two cases that it does happen require a Z move. Granted, Revnankh could be running less speed and more defenses, or Tapu Fini could start running more Speed EVs, but the fact stands that Ghostium Z Phantom Force is definitely terrifying. Triage Revenankh is already going to terrorize offensive teams with +3 priority Drain Punch. Why does it have to terrorize defensive teams and its defensive checks too?

Also:
After Gho-Z is exhausted, Revenankh cannot just click Phantom Force and expect to get a neutral hit.
Yes you're right. However, anything that resists/is immune to (Chansey, Mega Pidgeot, Colossoil, Voodoom) Phantom Force hit really hard by Drain Punch right after. They may not always be OHKOes, but they can't do anything about the Drain Punch except for switching out. Not even Sucker Punch Colossoil.

EDIT: Revenankh is getting priority STAB Drain Punch and Moonlight, has access to STAB Shadow Claw, has access to coverage moves such as Power Whip, Ice Punch, Earthquake, and Rock Slide, a boosting move in Bulk Up, Trick to abuse Choice Band to the fullest, and access to support moves like Glare, Taunt, Memento, Knock Off, and we're giving Revenankh Will-O-Wisp to boot. Solving Revenankh's Speed problem with Triage and its weak Ghost-type STAB problem is enough. Triage + Shadow Claw (+ Will-O-Wisp) is a perfectly fine update. Do we really want to give it a super powerful Ghost-type nuke that outclasses most of the really cool options it already has access to?
 
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BP

Beers and Steers
is a Contributor to Smogon
If we opted out of giving Revenankh Shadow Bone why in god's great name would we give it Phantom Force. As snake_rattler said
I think Phantom Force suffers from the same problem that Shadow Bone suffered: it lets Revenankh beat its defensive checks (Pyroak, Tapu Fini, Tomohawk, etc.) much easier than without it.
Revenankh already has received more than its fair share in Competitive updates. Phantom Force is something that Revenankh doesn't even need to beat Tapu Fini, It has Power Whip to do that. Giving it to Revenankh would surely cause some great issues for the entire Metagame. I personally feel like most of the people who are pro Phantom Force are missing the point of these updates. Revenankh needed a major update to improve its relevance to the tier. The major update isn't intended to make Revenankh the "focus" of the metagame. Giving Phantom Force to Revenankh just isn't "Tasteful" as esteemed user Bughouse put it. Also giving Revenankh Phantom Force breaks some at least 2 of Deck Knight set rules he placed. Namely Rule 7 and 8.

7. Acclimation: All Updates should acclimate the CAP to baseline competitive play in that release's OU (or equivalent) environment.
8. Conservation: All Updates should be as conservative as possible in acclimating the CAPs to the new release's environment.
After we take these rolls into account we must also look at how we are updating Revenankh and why. We are namely giving Revenankh a Competitive update so we must try to understand what this entails.
  • Update in terms of concept: This is a continuation of the CAP's original concept and it is an effort to make the CAP fulfill its concept in the current metagame, despite the role it currently has. It is up for debate what kinds of changes (eg addition/removal of moves and/or abilities) this would entail. Consistent with the main CAP process, flavor is not taken into account when making these changes.
  • Update in terms of viability: This type of update aims to 'buff' or 'nerf' a CAP Pokémon based on how it currently functions in the metagame. This type of update tries to preserve the 'essence' of the Pokémon - namely it still has the same role both before and after the changes, but the result is that it performs that role either better or worse. Again, flavor is not taken into account when making these changes.
It is my opinion that this topic has gone way too far when Phantom Force was suggested. We should now regroup and gather ourselves and move on from this discussion.

=yea my input might not matter as it most often doesn't in this Community. But are you guys for real? It doesn't need Phantom Force. Stop being Flavour fanboys and try to think about the metagame for once. Revenankh doesn't need it and the sane people in this metagame don't want it to have it. Revenankh already gets Triage... an ability that can already be crazily abused on Revenankh. I mean for real if this thing gets PHANTOM FORCE it becomes a Glass cannon that won't break at all ; which makes it just a Cannon. Not only this but it completely Undermines everything we have done for Revenankh already. Good god do you guys not see what you would do to Revenankh?! It's Power Would be Maximum it would keep bulking up and screaming and using Drain Punch and Phantom Force. You know while we are at it let's just give it Play Rough too!!!

You guys Don't understand it would take more than 4 Super Saiyans and 1 Namekian to take this thing down. Revenankh would become the legendary super CAP. Look below and see the Horror you would unleash!

The Fear in the Z fighters eyes is real. Imagine our Beloved CAP pokemon trying fight off the LEGENDARY REVENANKH

I now Understand why Doug said
I'm just reminding everyone that public optics on Create-A-Pokemon is a real bitch to navigate.
 
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Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Why are we treating one-time attacks from 65 Base Spe Pokemon as game-breaking divergences from the norms of SM?

The Broly comparison would be hilarious if it were not serious. Rev has above average, nay, good defenses. But not that good. As Reviloja pointed out, Revenankh can survive Lele Psychic... if it maxes SpD and runs no speed.

Landorus-T and Tomohawk both hard counter Revenankh. Like most Z-Sweepers, timing and placement of the attack are critical. If Pidgeot or Chansey switch in on your Z-Move turn, regardless of Drain Punch hitting them somewhat hard they have removed Revenankh's ability to threaten the cohort.

In other words, both in popular available Pokemon and intelligent predictive play, Revenankh can be entirely thwarted through common tactics. The same powerful Flying, Psychic, and Fairy threats that plague Tomohawk plague Revenankh just as much. This is not a metagame where you get to stat-up and attack at leisure.
 

Drapionswing

Eating it up, YUMMY!
is a CAP Contributor Alumnus
I agree with Broken Phobias.

Regardless of phantom force being less spamable than shadow bone, we opted out of a stronger ghost stab for a reason and a even stronger ghost stab shouldn't be added.

I honestly just want this thread to end and I am opposed to any other competitive additions whatsoever, I think Triage is an incredible buff for Revenankh allowing it breathing room in its sets already in Life Orb and choice band sets. Revenankh can also easily opt for bulk up sets, despite them being offensively orriented. Defensive bulk up sets are going to be mediocre in this metagame, and can easily be stopped by the vast majority of offensive threats in this meta which is why Revenankh using bulk up offensively more than defensively isn't necessarily a bad thing.

Edit: All in all Phantom Force is not necessary for this update as rev is already super good, this addition would just be for the sake of it. Phantom force isnt the difference between rev being good or not because it's already good. I have yet to see a Phantom Force post show why we need it.
 
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Healing Wish, Phantom Force and Stone Edge will be going on the blacklist. I think we can all agree that Revenankh should not be getting Healing Wish as it is unwanted and unneeded, and Stone Edge is a similar case as it isn't really needed. Now for Phantom Force, I've decided to blacklist this for a similar reason people voted against Shadow Bone, as it gives Revenankh the power to destroy most of its defensive checks, along with almost half the meta, even if it's only a one-time use.

In summary, Revenankh's competitive update is: Triage + Shadow Claw + Will-O-Wisp

Now that all of Revenankh's competitive aspects are out of the way, I'd like to draw everyone's attention to Air Lock. Air Lock contradicts our present-day standards for legendary exclusive abilities, as it is the exclusive ability to Rayquaza. While it does hold some flavour value, as mummies' tombs are air locked, I'd like to ask whether or not we want to a) replace it with Triage or b) leave it as is and add Triage as the Hidden Ability. There will be a poll in 24 hours if there is not overwhelming dissent to this proposition. In the even that Air Lock is voted not to stay, there will be another quick discussion on a Hidden Ability. For now, please discuss the flavour benefits and CAP standards of Air Lock, not its competitive value. Here are a few questions:

Should we keep Air Lock on Revenankh?
Does the history of Revenankh override our standards for new CAPs?
 
Should we keep Air Lock on Revenankh?
No. Revenankh doesn't care about weather, even without Air Lock. As such, I believe that it falls under flavor at this point. Since it is a legend-exclusive Flavor ability, it should get the boot. The flavor wasn't really solid for Air Lock anyways. As for what I believe should replace it, Mummy speaks for itself. (I want option A btw)

Does the history of Revenankh override our standards for new CAPs?
No. Air Lock was an experiment for Revenankh and it failed. I don't see any reason to keep it in the ability's current use.
 

G-Luke

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May I asked why Stone Edge is being blacklisted KrazyCake? I thought people agreed to add it for consistency reasons as it doesnt affect matchups much.

As for Air Lock, I am torn. One side says to me that since Air Lock is a inconsistency, a failed experiment as what Reviloja753 and everyone wants Mummy Revenankh to be canon it should get the boot.

But at the same time, people don't like sudden unneeded change. Going in that direction would only lengthen out this rather controversial update process. And people generally would feel that Triage would of been gifted as a Hidden Ability due to its feel.

But I have another thought. Imagine GF made Rev. It would have had Shed Skin and Air Lock as its two abilities, gain a Gen 5 hidden ability no doubt it would be Mummy. I mean come on! Look at it!
and now in Gen 7 would be replacing on of its other abilities for Triage.
 
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I agree completely with Reviloja, Air Lock just serves as a Flavor ability, being already outclassed by Shed Skin, and even more by the new Triage, and not a particularly good one at that, as Air Lock is supposed to be Rayquaza signature ability. What makes more sense to me is replacing Air Lock for Triage, and adding something (Mummy is the obvious one) as a hidden ability.
 

Quanyails

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Okay, I just want to say that, in my opinion, this suggestion goes past the bounds of what is acceptable for CAP updates. It changes Revenankh for the sake of changing.

If the primary problem is that Air Lock is exclusive to legendary Pokemon, it's easy enough to replace the ability with its common equivalent, Cloud Nine.

Otherwise, what are we changing Air Lock for? It would not be conservative to remove it and replace it because it "should" receive a flavor ability that fits it more.
 

cbrevan

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Should we keep Air Lock on Revenankh?
Yes, we most definitely should. I'm strongly against changing aspects of past CAP's just because they violate our current day rules in some form. Doing so is simply counter productive to how we've treated them; we've allowed Colossoil, Syclant, Stratagem, and Kitsunoh to retain their custom abilities and moves, and I'm sure if we judged the stat spreads of some of our older projects, such as Krilowatt, by our current standards, we'd deem it stat abuse. What I'm getting at is that as a whole, we've treated past decisions as products of their time, and I believe we should continue to do so. The alternative is to overwrite our decisions everytime we change policy, just for the sake of maintaining said policy, which doesn't accomplish anything but waste time. Even from an optics standpoint it's counterproductive because we have to admit we made a mistake when making Revenankh. Lastly, Air Lock should remain on Revenankh because it has had access to it for 9+ years. Even if it seems a bit out of place, Air Lock has been a part of Revenankh's identity for such a lengthy amount of time that changing it now in favour of some other flavour ability seems to me like a clear challenge to the consistency aspects of these updates.
 

snake

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Okay, I just want to say that, in my opinion, this suggestion goes past the bounds of what is acceptable for CAP updates. It changes Revenankh for the sake of changing.

If the primary problem is that Air Lock is exclusive to legendary Pokemon, it's easy enough to replace the ability with its common equivalent, Cloud Nine.

Otherwise, what are we changing Air Lock for? It would not be conservative to remove it and replace it because it "should" receive a flavor ability that fits it more.
Should we keep Air Lock on Revenankh?
Yes, we most definitely should. I'm strongly against changing aspects of past CAP's just because they violate our current day rules in some form. Doing so is simply counter productive to how we've treated them; we've allowed Colossoil, Syclant, Stratagem, and Kitsunoh to retain their custom abilities and moves, and I'm sure if we judged the stat spreads of some of our older projects, such as Krilowatt, by our current standards, we'd deem it stat abuse. What I'm getting at is that as a whole, we've treated past decisions as products of their time, and I believe we should continue to do so. The alternative is to overwrite our decisions everytime we change policy, just for the sake of maintaining said policy, which doesn't accomplish anything but waste time. Even from an optics standpoint it's counterproductive because we have to admit we made a mistake when making Revenankh. Lastly, Air Lock should remain on Revenankh because it has had access to it for 9+ years. Even if it seems a bit out of place, Air Lock has been a part of Revenankh's identity for such a lengthy amount of time that changing it now in favour of some other flavour ability seems to me like a clear challenge to the consistency aspects of these updates.
While at first I agreed that Revenankh's contradiction with present-day rules is a bit glaring, now I agree with these posts, particularly cbrevan's point on optics, where my concerns were.
 

HeaLnDeaL

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I agree with Quanyails and cbrevan. There's absolutely no reason why we should be changing past flavor decisions. Throughout all of the updates, we have not allowed ourselves to erase past flavor (we've only added to it) so I have no idea why this is being entertained now. Aurumoth lost Illusion not for flavor, but for competitive reasons.
 
If discussion regarding Revenankh's access to Air Lock is still going on, then I suggest replace it with Cloud Nine. Revenankh may care more about its surroundings than the likes of Golduck or Lickilicky, but that Ability has the exact same effects with more distribution. If we're keeping Air Lock, that's okay too. Just thought I'd put it out there.

EDIT: I agree with Darklatias92's reasoning below, so Mummy could be the Hidden Ability, while Triage becomes one of Rev's standard Abilities. This CAP was introduced in Sinnoh / Gen 4 / DPP, so it would require a Hidden Ability introduced in Unova or earlier. It's also a mummy. There's an Ability that focuses on that exact flavor. What's it called? Mummy.
 
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I don't see why it is such a big deal removing Air Lock. It can barely be considered flavor, and it certainly doesn't have any purpose whatsoever.

Basically, I could see something like this happening in-between generations:

Gen 4 - Air Lock / Shed Skin
Gen 5 - Gains an Hidden Ability (maybe Mummy, since it fits the Pokémon so well)
Gen 6 - Air Lock / Shed Skin / Mummy (HA)
Gen 7 - Triage (replaces Air Lock) / Shed Skin / Mummy (HA)

Honestly, I think it would have worked this way. After all, GF has only added Abilities or changed them. It never swapped them around. And since Triage didn't exist in Gen 5 and Rev is a Gen 4 CAPmon, it wouldn't make much sense for it to gain a Gen 7 Ability as its Hidden Ability.

Also, Pokémon with double Abilites don't have duplicate Abilities as their Hidden Ability, so even something like "Air Lock / Shed Skin / Air Lock or Shed Skin -> Air Lock / Shed Skin / Triage" wouldn't work and would be pretty inconsistent.

As such, by looking at precedents, Triage is supposed to replace one of Rev's main Abilities and it should gain an Hidden Ability that existed by Gen 5 (Mummy, plz!).
 
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Deck Knight

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Yeah, no. Air Lock stays. Darklatias's scenario is totally silly. If anything, Air Lock duplicates as the Hidden Ability in Gen 5 and we are now replacing its iteration as the second ability with Triage.

Not to mention, while Mummy is not nearly as good as it could be, it is still a wholy competitive ability and competes with Shed Skin.

I've been reluctant to step in heavily on any part of the process, but as we're now in purely flavor stages, I think it's safe to say we are finished discussing competitive and flavor abilities, and Revenankh's abilities will be Shed Skin / Triage / Air Lock (HA).

We can now move on to full movepool submissions. Please pay attention to KrazyCake's blacklist, which we may update as necessary.
 
Yeah, no. Air Lock stays. Darklatias's scenario is totally silly. If anything, Air Lock duplicates as the Hidden Ability in Gen 5 and we are now replacing its iteration as the second ability with Triage.
I don't see what's so silly about that, since I merely followed GF's logic.

But since nothing can be done about that, could we entertain the possibility of Rev having Cloud Nine / Shed Skin / Air Lock as its "initial Ability set", which will be updated with Triage / Shed Skin / Air Lock? Purely through a "flavor" point of view.

It would somewhat mirror Delibird, which has two Abilites with the same effect, with one being a regular and the other hidden (Vital Spirit and Insomnia), as well as mirror Ninetales and Politoed gaining previously exclusive weather Abilities as their hidden.
 
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I'm ok with keeping Air Lock, as most people want to, but shouldn't Triage be the hidden ability? It makes no sense for Air Lock to be it, as it was already present in Gen IV, before HA existed. If anything Triage should be added as the Hidden Ability, only introduced in Gen VII
 

snake

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Final Submission

- Wrap
- Bide
5 Sand Tomb
9 Wring Out Shadow Sneak
13 Rock Tomb Arm Thrust
18 Arm Thrust Mean Look
23 Mean Look Rock Tomb
26 Glare
29 Shadow Punch
33 Revenge
38 Power Whip Payback
44 Hammer Arm Drain Punch
48 Quick Guard

52 Punishment Power Whip
57 Hammer Arm

62 Moonlight
66 Wring Out
71 Punishment


New Movepool without edits:
- Wrap
- Bide
5 Sand Tomb
9 Shadow Sneak
13 Arm Thrust
18 Mean Look
23 Rock Tomb
26 Glare
29 Shadow Punch
33 Revenge
38 Payback
44 Drain Punch
48 Quick Guard
52 Power Whip
57 Hammer Arm
62 Moonlight
66 Wring Out
71 Punishment
Wring Out is odd as a Level 9 move. Yes, Revenankh is a mummy, but most Pokemon typically don't get it at Level 9 - usually it's in the 40s or 50s. Instead, I have included Shadow Sneak at Level 9, and moved Wring Out to Level 66. Rearranged Rock Tomb, Arm Thrust, and Mean Look to separate out the Fighting-type STABs more, the glaring moves more, and the "tomb" moves more. It's just so that they aren't all bunched up, and it also lets Revenankh have a non-attacking move earlier. Payback is a cool move that I feel like Revenankh should get, even if it's a Generation 4 move. Added it at Level 38, moved Power Whip to Level 52, and displaced Punishment all the way up to Level 71, after Wring Out. Added Drain Punch at Level 44, so Revenankh can have access to it this generation by level up without having to resort to transfer. The reason why I put it in Level Up instead of say, Egg Moves, is similar to how Lopunny gets High Jump Kick to abuse with Scrappy (in mega forme at least). Since it gets Triage, Revenankh should have its prime move with which to abuse it. Besides, I could see Revenankh draining the life force out of tomb raiders with those fists. Quick Guard is a cool move that I felt like Revenankh could learn - other slower Fighting-types like Scrafty and Machamp can learn it, so it's not too out there. I moved Hammer Arm up to Level 57 to close the awkward 10 level gap between Power Whip and Moonlight.

Removal Process
Ancient Power
Counter

Helping Hand
Ominous Wind
Ice Punch
Knock Off
Metronome
Mimic
Mud-Slap

Pain Split
Spite
Sucker Punch
Superpower
Trick
Vacuum Wave

Cleaner list with additions:
Bind
Drain Punch
Dual Chop
Focus Punch

Helping Hand
Ice Punch
Knock Off
Pain Split
Snore
Spite
Superpower
Trick
Ancient Power is transfer only. Counter (Gen 3 tutor anachronism) becomes an egg move. Metronome and Mimic become egg moves (more Gen 3 tutor problems) Mud-Slap is Transfer Only. Ominous Wind is already an egg move. Sucker Punch is a Gen 4 tutor move. Vacuum Wave is a Gen 4 Tutor move.

Bind is similar to Wrap, so I felt it fit on Revenankh. Drain Punch is a level up move and was learned in Gen 4 as TM60. Dual Chop is a common move to be learned by Fighting-types. Focus Punch is an old TM as well. Snore is universal.

Counter (Hitmonchan, Hitmontop, Medicham, Sawk)
Curse
Destiny Bond
Force Palm
Hex (Gengar, Dusknoir, Mismagius, Cofagrious)
Mach Punch
Memento
Metronome (Machamp, other Gen 1 transfers)
Mimic (Mr. Mime)
Nasty Plot
Ominous Wind
Shadow Sneak
Moved Gen 3 Move Tutor moves here. Hex is a new Egg Move because many Ghost-types learn it, including our other mummy friend Cofagrious.

TM01 Work Up
TM06 Toxic
TM08 Bulk Up
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM23 Smack Down
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM37 Sandstorm
TM39 Rock Tomb
TM41 Torment
TM42 Façade
TM44 Rest
TM45 Attract
TM48 Round
TM52 Focus Blast
TM56 Fling
TM59 Brutal Swing
TM61 Will-O-Wisp

TM63 Embargo
TM65 Shadow Claw
TM66 Payback
TM68 Giga Impact
TM77 Psych Up
TM78 Bulldoze
TM80 Rock Slide
TM85 Dream Eater
TM87 Swagger
TM88 Sleep Talk
TM90 Swagger
TM100 Confide
Lots of TM changes. In short, most TMs have been moved to either Transfer Only or Move Tutor. Sleep Talk changed number, and Drain Punch was duplicated into Level Up.

Work Up is nearly universal on Fighting-types. Round is universal. I feel like mummies are pretty brutal to their victims when they awaken, and Revenankh is much more agile than Cofagrigus (the other mummy pokemon) to say the least, so I can see Brutal Swing. Will-O-Wisp and Shadow Claw are required by the update. Bulldoze has move-to-move correlation with Earthqauke. Confide is universal.

Ancient Power (Gen 4 Tutor Move)
Captivate (Gen 4 TM78)
Endure (Gen 4 TM58)
Headbutt (Gen 4 Move Tutor)
Mud-Slap (Gen 4 Tutor Move)
Natural Gift (Gen 4 TM83)
Power-Up Punch (Gen 6 TM98)
Retaliate (Gen 5 / Gen 6 TM67)
Rock Smash (Gen 4 / ORAS HM06, Gen 5 / XY TM94)
Secret Power (Gen 4 TM43 / ORAS TM94)
Smack Down (Gen 5 / Gen 6 TM23)
Strength (Gen 4 / Gen 5 / Gen 6 HM04)
Sucker Punch (Gen 4 Tutor Move)
Telekinesis (Gen 5 TM19)
Vacuum Wave (Gen 4 Tutor Move)
Retaliate and Power-Up Punch are consistent with Revenankh's Fighting-type. Smack Down is consistent with Rock Slide. Many levitating Ghost-types learn Telekinesis.

EDIT: Added Headbutt since Buzzer_Error reminded me that Revenankh was a DP CAP.

Ancient Power moved from Tutor Moves to Transfer Only
Arm Thrust moved from Level 18 to Level 13
Bind added to Tutor List
Brutal Swing added to TM List
Bulldoze added to TM List
Captivate moved from TM List to Transfer Only
Confide added to TM List
Counter moved from Tutor Moves to Egg Moves
Drain Punch moved from TM List and added to Tutor Moves and Level Up (Level 44)
Dual Chop added to Tutor Moves
Endure moved from TM List to Transfer Only
Focus Punch moved from TM List to Tutor Moves
Hammer Arm moved from Level 44 to Level 57
Hex added to Egg Moves
Mean Look moved from Level 23 to Level 18
Metronome moved from Tutor Moves to Egg Moves
Mimic moved from Tutor Moves to Egg Moves
Mud-Slap moved from Tutor Moves to Transfer Only
Natural Gift moved from TM List to Transfer Only
Ominous Wind removed from Tutor List, was already in Egg Moves
Payback added to Level 38
Power-Up Punch added to Transfer Only
Power Whip moved from Level 38 to Level 52
Punishment moved from Level 52 to Level 71
Quick Guard added to Level Up (Level 48)
Retaliate added to Transfer Only
Rock Smash moved from TM List to Transfer Only
Rock Tomb moved from Level 13 to Level 23
Round added to TM List
Secret Power moved from TM List to Transfer Only
Shadow Sneak duplicated from Egg Moves and added to Level Up (Level 9)
Strength moved from TM List to Transfer Only
Shadow Claw added to TM List
Sleep Talk moved from Gen 4 TM82 to Gen 6 TM88
Smack Down added to TM List
Snore added to Tutor List
Sucker Punch moved from Tutor Moves to Transfer Only
Telekinesis added to Transfer Only
Vacuum Wave moved from Tutor Moves to Transfer Only
Will-O-Wisp added to TM List
Work Up added to TM List
Wring Out moved from Level 9 to Level 66
Overall with this submission I tried to make Revenankh's level-up progression look cleaner and add appropriate moves wherever possible. I didn't go too crazy with new moves because there were lots of changes with old TMs and old Tutor moves.

Started working on this early since Revenankh has stalled out for far too long.
 
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G-Luke

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snake_rattler Rev cannot gain Hex as an Egg move as it is in the Human Like egg group, and all of those Ghost tupes you listed are in the Amphorus (cant spell but u understand what I mean) egg group.
 
Final Submission

I just checked the CAP Process Archive and... wow, is Revenankh old. (Being a mummy, I suppose it's appropriate.) It's from 2008 and thus predates Platinum and HGSS - so theoretically, all the Gen IV, V and VI tutors are up for grabs, as well as the Gen V and VI TMs and various new moves.

Once again, revenge seems to be the theme underpinning Revenankh's movepool. Much like it was with Voodoom, revenge is a pretty easy topic to articulate when it comes to Revenankh, not least because its motivations can come straight from pop culture: it's a mummy, its tomb has been disturbed, and now it's ready to exact vengeance on those who have roused it from its slumber!

Of course, these themes were taken up one generation after Revenankh's creation with the design-wise rather similar Yamask and Cofagrigus, so for this movepool I've tried to emphasise one of Revenankh's biggest unique points - its rare typing. Shared with only one, as-yet unreleased Pokémon to date, Ghost and Fighting is a potent offensive combination, and so I've really tried to play up Revenankh's Fighting-type and physical capabilities here. It's not a trickster like Cofagrigus - it will straight-up punch you.

Anyway, without further ado, I present Revenankh 2: Revenankh Harder.

- Wring Out
- Wrap
- Bide
5 Sand Tomb
9 Hex
13 Rock Tomb
18 Arm Thrust
23 Mean Look
26 Glare
29 Shadow Punch
33 Revenge
38 Power Whip
43 Hammer Arm
47 Counter
52 Curse
57 Punishment
62 Retaliate
66 Moonlight
71 Wring Out

I'm on a unity ticket with snake_rattler when it comes to Wring Out being misplaced in Revenankh's movepool, but I've taken a slightly different approach to changing its position: I've moved it to level 1 and duplicated it at a high level. This matches the way a number of other Pokémon, like Tentacruel, Swalot and Cradily get Wring Out.

To fill the gap at level 9, I've drafted in Hex; this would make Revenankh the Pokémon that learns Hex at the lowest level (excluding those that get it at level 1 or as an egg move), but given that it's literally a mummy cursing its opponents, it feels flavourfully apt. Speaking of curses, I've also brought Curse in here from egg moves, to break up an otherwise very long run of attacking moves.

The other two moves introduced here are Counter and Retaliate; both of these are physical, revenge-based moves. In the case of Counter, it needed to go somewhere other than tutor moves, and the level-up pool seemed appropriate.

The actual levels at which Revenankh learns moves haven't changed that much; apart from Wring Out being added at level 1, there's a little bit of juggling moves at the end - hardly unheard of - which is why there's all that bolding there.
Curse
Destiny Bond
Drain Punch (Hypno, Mienfoo, Trevenant etc.)
Force Palm
Mach Punch
Memento
Metronome (Alakazam, Hitmonchan, Medicham etc. - from a previous generation)
Mimic (Mr. Mime, Gastly, Chimecho etc.)
Nasty Plot
Ominous Wind
Shadow Sneak
Wide Guard (Machamp, Makuhita, Throh etc.)

Four additions: Drain Punch, Metronome, Mimic and Wide Guard. I figured that, since Drain Punch is at the core of Revenankh's new niche, it should have relatively easy access to it, hence its placement here; Metronome and Mimic need to go somewhere now that they can't be tutor moves, and this seems like a reasonable place for them; and Wide Guard is quite well-distributed among bulky Fighting-types, of which Revenankh is obviously one.
TM01 Work Up
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM23 Smack Down
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM37 Sandstorm
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM52 Focus Blast
TM56 Fling
TM59 Brutal Swing
TM61 Will-O-Wisp
TM63 Embargo
TM65 Shadow Claw
TM66 Payback
TM68 Giga Impact
TM77 Psych Up
TM78 Bulldoze
TM80 Rock Slide
TM83 Infestation
TM85 Dream Eater
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM100 Confide

A number of the additions here relate to Revenankh as an offensive beast. Bulldoze and Smack Down, for example, are physical moves that have strong move-move correspondences with other moves already in Revenankh's movepool. Relatedly, Work Up tends to be a move that Fighting-types get, while Brutal Swing is appropriate for something as large and physically aggressive as Revenankh.

Aside from the required additions (Shadow Claw and Will-O-Wisp, alongside the near-universal Round and Confide), the only other thing added here* is Infestation; this move appears on a lot of Ghost-types (and was retroactively added to a bunch in Gen VI), and mosquito bites are associated with the (mostly apocryphal) stories of the 'curse of the pharaohs'.

If you're wondering why Low Sweep isn't here, its Japanese name is 'Low Kick', and Revenankh doesn't have any legs! (No other legless species get Low Sweep, as far as I can tell.)

*Note that Sleep Talk has changed places, but was a TM when Revenankh was introduced and is a TM again now.
Ancient Power (Gen IV move tutor)
Bind (Gen V/VI move tutor)
Block (Gen IV-VI move tutor)
Captivate (Gen IV TM78)
Drain Punch (Gen IV TM / Gen V/VI move tutor)
Dual Chop (Gen V/VI move tutor)
Endure (Gen IV TM)
Focus Punch (Gen IV TM)
Headbutt (Gen IV move tutor)
Helping Hand (Gen IV-VI move tutor)
Ice Punch (Gen IV-VI move tutor)
Knock Off (Gen IV-VI move tutor)
Mud-Slap (Gen IV move tutor)
Natural Gift (Gen IV TM83)
Ominous Wind (Gen IV move tutor)
Pain Split (Gen IV-VI move tutor)
Power-Up Punch (Gen VI TM98)
Retaliate (Gen V TM67)
Rock Smash (Gen IV HM06 / Gen V-VI TM94)
Secret Power (Gen IV TM43 / Gen VI TM94)
Snore (Gen IV-VI move tutor)
Spite (Gen IV-VI move tutor)
Strength (Gen IV-VI HM04)
Sucker Punch (Gen IV move tutor)
Superpower (Gen IV-VI move tutor)
Trick (Gen IV-VI move tutor)
Vacuum Wave (Gen IV move tutor)

Although this list seems long, there actually isn't that much new stuff here. I've assumed that any moves that were introduced or became move tutors after 2008 are fair game, hence the addition of Headbutt, which was temporarily in very wide distribution during the HGSS era.

A number of these moves once again tie into Revenankh's physicality, hence the appearance of Retaliate (also in the level-up pool), Power-Up Punch (a punching move which goes well with many other punching moves that Revenankh learns) and Dual Chop (which is learned by a large number of Fighting-types). Block arguably goes alongside these moves too - flavour-wise, it can be thought of as Revenankh using its substantial physical bulk to prevent its opponents from fleeing.

The final three additions here are Bind - which works well both as a mummy-enfolding-you-in-its-bandages move and as a parallel to Wrap - and the near-universal Snore and Secret Power.
Ancient Power (tutor move > transfer only)
Bind (tutor move > transfer only)
Block (tutor move > transfer only)
Brutal Swing (new > TM)
Bulldoze (new > TM)
Captivate (TM > transfer only)
Confide (new > TM)
Counter (tutor move > level-up move)
Curse (tutor move > level-up moves)
Drain Punch (TM > egg move/transfer)
Dual Chop (tutor move > transfer only)
Endure (TM > transfer only)
Focus Punch (TM/tutor move > transfer only)
Headbutt (tutor move > transfer only)
Helping Hand (tutor move > transfer only)
Hex (new > level-up moves)
Ice Punch (tutor move > transfer only)
Infestation (new > TM)
Knock Off (tutor move > transfer only)
Metronome (tutor move > egg move)
Mimic (tutor move > egg move)
Moonlight (changed level in level-up moves)
Mud-Slap (tutor move > transfer only)
Natural Gift (TM > transfer only)
Ominous Wind (tutor move > transfer only)
Pain Split (tutor move > transfer only)
Power-Up Punch (new > transfer only)
Punishment (changed level in level-up moves)
Retaliate (new > level-up/transfer)
Rock Smash (TM/HM > transfer only)
Round (new > TM)
Secret Power (new > transfer only)
Shadow Claw (new > TM)
Smack Down (new > TM)
Snore (tutor move > transfer only)
Spite (tutor move > transfer only)
Strength (HM > transfer only)
Sucker Punch (tutor move > transfer only)
Superpower (tutor move > transfer only)
Trick (tutor move > transfer only)
Vacuum Wave (tutor move > transfer only)
Wide Guard (new > egg move)
Will-O-Wisp (new > TM)
Work Up (new > TM)
Wring Out (changed levels in level-up moves)

Sure, this looks like a lot, but once you consider how many moves have become transfer-only, the additions I've made are mostly cosmetic. The new required moves are present, of course, along with a few extra moves for flavour - but this is the same Revenankh the early CAPsters made in 2008, just given a few new toys with which it can destroy its foes in Gen VII.
 
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