Toucannon: Normal/Flying. 80/120/75/75/75/60. Keen Eye / Skill Link / Sheer Force. Notable moves Brave Bird, Tailwind, Beak Blast (100 BP Flying Phys, charges over 1 turn like Focus Punch and burns attackers who make contact), Rock Blast, Bullet Seed, Feather Dance, Flame Charge, U-Turn. Also gets Boomburst, Flash Cannon, and Overheat I guess.
-Bulk is not the worst, Attack is good, Sheer Force might give it some passable niche options but Skill Link might be more reliable?
Gumshoos: Normal. 88/110/60/55/60/45. Stakeout (power doubles when hitting something that is switching in) / Strong Jaw / Adaptability. Notable movepool: Pursuit, Super Fang, Crunch, Yawn, Earthquake, U-Turn.
-It doesn't look very impressive though it does basically force the opponent to stay in to deal with you because Stakeout.
Charjabug: Bug/Electric. 57/82/95/55/75/36. Battery (Ally's special attacks are boosted).
-I'm only noting this one in case Eviolite Charjabug becomes a thing for Doubles or something.
Vikavolt: Bug/Electric. 77/70/90/145/75/43. Levitate. Moves: Electroweb, Thunderbolt, Air Slash, Gullotine, Bug Buzz, lolZapCannon, Agility, Light Screen, Solarbeam, Energy Ball, Charge Beam, Roost, Sky Drop, Volt Switch, Thunder Wave, Flash Cannon.
-I think this guy might find a niche either with Trick Room or just muscling through stuff. I imagine we might see some in Doubles.
Crabominable (Crabrawler's evol): Fighting/Ice. 97/132/77/62/67/43. Hyper Cutter/ Iron Fist / Anger Point. Moves: Wide Guard, Superpower, Endeavor, Ice Punch, Pursuit, Power-up Punch, Ice Hammer (literally an Ice-type Hammer Arm; 100 BP 90acc user's speed -1), Close Combat, Bulk Up, Earthquake, Rock Slide, Stone Edge.
-Iron Fist'd Ice Hammer is kind of scary but it doesn't have a lot else really special about its movepool, not to say that it isn't solid but it doesn't really seem to mesh with Iron Fist other than Ice STAB.
Oricorio (all forms): (Fire/Electric/Psychic/Ghost)/Flying. 75/70/70/98/70/93. Dancer (when another pokemon uses a dance move, uses it automatically). Moves: Tailwind, Safeguard, Helping Hand, Baton Pass, Feather Dance, Teeter Dance, Roost, Revelation Dance (90BP special, has Oricorio's non-flying type), Air Slash, Agility, Hurricane, Calm Mind, Taunt, Quash, U-Turn.
-Hello worse multi-colored Chatots.
Ribombee: Bug/Fairy. 60/55/60/95/70/124. Honey Gather / Shield Dust / Sweet Veil. Moves: Baton Pass, Skill Swap, Speed Swap (what it sounds like), Moonblast, Pollen Puff (90BP Bug Special, if used on a Doubles ally it heals them 50% instead), Stun Spore, Bug Buzz, Dazzling Gleam, Aromatherapy, Quiver Dance, Light Screen, Roost, Reflect, Safeguard, Solarbeam, Psychic, Energy Ball.
-This thing has a future, somewhere. Great speed, Quiver Dance, and some really nice Doubles moveset options. Sweet Veil will probably be the ability of choice for Doubles but this would also be probably the first viable user of Shield Dust (since, you know, competition is like Caterpie).
Lycanroc Midday: Rock. 75/115/65/55/65/112. Keen Eye / Sand Rush / Steadfast. Moves: Fire Fang, Thunder Fang, Sucker Punch, Accelerock (40BP Rock phys +1 priority), Quick Guard, Roar, Stealth Rock, Rock Slide, Crunch, Stone Edge, Brick Break, Bulk Up, Taunt, Rock Polish, Swords Dance, Snarl.
-Movepool is somewhat narrow but it might be enough. Bit of a glass cannon.
Lycanroc Midnight: Rock. 85/115/75/55/75/82. (Compared to Midday, take -30 speed and put +10 in each of HP/Def/SpDef) Keen Eye / Vital Spirit / No Guard. Moves: Fire Fang, Thunder Fang, Sucker Punch, Counter, Taunt, Roar, Stealth Rock, Rock Slide, Crunch, Bulk Up, Brick Break, Stone Edge, Swords Dance, Rock Polish, Snarl.
-No Guard is basically all I can see that this has over Midday, especially considering it doesn't get to have Accelerock.
Wishiwashi base: Water. 45/20/20/25/25/40
Wishisashi Schooling form: Water. 45/140/130/140/135/30
Ability: Schooling. Maintains schooling form when above 25% HP. Unknown at this time if it can return to schooling form if it gets healed.
Moves: Helping Hand, Endeavor, Hydro Pump, Ice Beam, Earthquake, Scale, U-Turn, Surf, Waterfall, Muddy Water.
-Monster stats but kind of a barren movepool.
Toxapex (Spiky anemone thing?). Poison/Water. 50/63/152/53/142/35. Merciless (auto-crit if target is poisoned) /Limber /Regenerator.
Moves: Stockpile, Baneful Bunker (like King's Shield but instead of attack drop it poisons direct contacters), Toxic Spikes, Wide Guard, Recover, Poison Jab, Liquidation (85 BP Water Phys, chance of dropping foe's Attack), Ice Beam, Blizzard, Light Screen, Safeguard, Sludge Wave, Sludge Bomb, Scald, Frost Breath, Surf.
-Merciless sounds interesting on paper but this thing probably shines more with Regenerator.
Mudsdale. Ground. 100/125/100/55/85/35. Own Tempo/Stamina (Defense+1 when hit)/Inner Focus
Moves: Body Slam, Close Combat, High Horsepower (95BP 95acc Ground Phys), Earthquake, Iron Defense, Heavy Slam (weighs 2028.3 lbs), Counter, Superpower, Roar, Rock Slide.
-Physically bulky but nothing we haven't seen from similar stuff like Rhyperior.
Araquanid (water spider). Water/Bug. 68/70/92/50/132/42. Water Bubble (lowers power of Fire moves received and prevents burns). / Water Bubble / Water Absorb.
Moves: Stockpile, Wide Guard, Spider Web, Leech Life, Crunch, Lunge (80BP Bug Phys, lowers foe's attack), Mirror Coat, Liquidation (see Toxapex), Entrainment,
Safeguard, Reflect, X-Scissor, Poison Jab, Waterfall.
-meh
Lurantis: Grass. 70/105/90/80/90/45. Leaf Guard/Leaf Guard/Contrary (calm down).
Moves: Petal Blizzard, Leech Life, Leaf Storm, Aromatherapy, Defog, Leaf Blade, Synthesis, Growth, Solar Blade (125BP Grass Phys, behaves like Solarbeam), Safeguard, Aerial Ace, Brick Break, Poison Jab, Swords Dance, Nature Power.
-Contrary really only helps with niche Leaf Storm (this thing has no other Special movepool) and turning Intimidate and Icy Wind into boosts. Otherwise it's your stock and fodder slow Grass attacker.
Shiinotic (mushroom guy): Grass/Fairy. 60/45/80/90/100/30. Illuminate / Effect Sport / Rain Dish.
Moves: Stun Spore, Leech Seed, Moonlight, Spore, Confuse Ray, Strength Sap ("The user restores its HP by the same amount as the target's Attack stat. It also lowers the target's Attack stat".), Moonblast, Spotlight (forced Follow Me effect onto a target of choice), Light Screen, Safeguard, Sludge Bomb, Energy Ball, Charge Beam, Thunder Wave, Grass Knot, Dazzling Gleam.
-Depending on if Spotlight has increased priority of some kind and whatever is going on with Strength Sap, could be scary.
Salazzle (Salandit evo): Poison Fire. 68/64/60/111/60/117. Corrosion / Corrosion (can poison Steels and Poison types) / Oblivious. Notably this is a 100% female species.
MoveS: Knock Off, Fake Out, Encore, Nasty Plot, Flamethrower, Dragon Pulse, Sludge Wave/Bomb, Fire Blast, Overheat, Will-o-wisp.
-Narrow movepool but it's very fast and that might be enough for it.
Bewear. Normal/Fighting. 120/125/80/55/60/60. Fluffy (halves damage of contact moves, but weak to Fire) / Klutz / Unnerve
Moves: Ice Punch, Thunder Punch, Force Palm, Wide Guard, Stomping Tantrum (75 BP Ground Phys, if user's previous move failed this move has double power), Hammer Arm, Superpower, Dragon Claw, Roar, Bulk Up, Taunt, Earthquake, Shadow Claw, Swords Dance, Rock Slide.
Tsareena. Grass. 72/120/95/50/98/72/ Leaf Guard/Queenly Majesty (enemy fails priority moves)/Sweet Veil. Another 100% female family.
Moves: Synthesis, Play Rough, Feint, Acupressure, Trop Kick (70BP Grass Phys, drops foe's Attack 1 stage), Rapid Spin, Hi Jump Kick, Teeter Dance, Aromatherapy, Light Screen, Safeguard, Reflect, Low Sweep, Acrobatics, U-Turn.
-At least it's faster than Lurantis, has HJK, and a cool ability?
Comfey. Fairy. 51/52/90/82/110/100. Flower Veil / Triage (priority to healing moves)/Natural Cure.
Moves: After You, Helping Hand, Leech Seed, Synthesis, Floral Healing (50% healing to target, more in Grassy Terrain), Aromatherapy, Calm Mind, Grass Knot, Petal Dance, Taunt, Light Screen, Safeguard, Energy Ball, U-turn, Trick Room, Dazzling Gleam.
-To me this is a really bad take on Klefki.
Oranguru. Normal/Psychic. 90/60/80/90/110/60. Inner Focus/Telepathy/Symbiosis.
Moves: Taunt, Stored Power, Nasty Plot, Instruct (target uses its last move again, immediately), Foul Play, Psychic, Trick Room, Calm Mind, Light Screen, Psyshock, Thunder/bolt, Shadow Ball, Reflect, Focus Blast, Energy Ball, Charge Beam.
-The standard psychic movepool. Bulk is okay, Instruct gimmicks will probably circulate. Both of its regular abilities have potential, as Inner Focus could let it be a solid Trick Room setter.
Passimian. Fighting. 100/120/90/40/60/80. Receiver/Receiver(copies ability of a defeated ally)/Defiant.
Moves: Quick Guard, Iron Head, Quick Attack, Feint, Bulk Up, Close Combat, Taunt, Aerial Ace, Earthquake, Acrobatics, Rock Slide, and every ball move you can imagine for its useless Special Attack.
-Extremely similar to Sawk, for better or worse. I don't think Receiver will really take off.
Golisopod (Wimpod's evo). Bug/Water. 75/125/140/60/90/40. Emergency Exit (switches out at half HP or less... it's the same goddamn thing as Wimp Out but with different flavor!).
Moves: Spikes, Wide Guard, Aqua Jet, First Impression (90BP Bug Phys, only works on first turn out, +2 priority!!!!), Swords Dance, Sucker Punch, Liquidation (85BP Phys Water with foe attack drop), Bulk Up, Taunt, Leech Life, Brick Break, Aerial Ace, Shadow Claw, Rock Slide, Poison Jab, Snarl.
-Priority+2 Bug-extreme-out is pretty cool. Super predictable but this guy is strong. The ability is kind of a shame though and Psychic Terrain is gonna give him a hard time.
Palossand. Ghost/Ground. 85/75/110/100/75/35. Water Compaction/Water Compaction (Def+2 when hit by Water)/Sand Veil.
Moves: Destiny Bond, Stockpile, Hypnosis, Shadow Ball, Giga Drain, Earth Power, Shore Up (50% heal, more in a sandstorm), Psychic, Sludge Bomb, Energy Ball.
-Movepool is decent, has fair bulk.
Pyukumuku. Water. 55/60/130/30/130/5. Innards Out/Innards Out ("Damages the attacker landing the finishing hit by the amount equal to its last HP.")/Unaware.
Moves: Baton Pass, Helping Hand, Taunt, Safeguard, Counter, Purify (heals the target's status conditions and, if it did, heal yourself), Curse, Gastro Acid, Pain Split, Recover, Soak, Memento, Light Screen, Reflect.
-Literally only "attack" moves are Counter and Bide.
Silvally. Normal. 95/95/95/95/95/95. Worth noting that evolving only changed Type:Null's Speed (was 59). Is genderless and does not breed. It's Arceus Jr.
Moves: Multi-Attack (90BP Phys, type is own type), Iron Head, elemental fangs, Pursuit, X-Scissor, Crunch, Air Slash, Tri-Attack, Parting Shot, Work Up, Dragon Claw, Ice Beam, Thunderbolt, Shadow Ball, Flamethrower, Flame Charge, Steel Wing, Explosion(?!), Shadow Claw, Thunder Wave, Swords Dance, Rock Slide, U-Turn, Flash Cannon, Surf, Draco Meteor.
-Doesn't get any kind of priority and stats are a bid middling but it has a wide enough movepool to play with.
Minior. Rock/Flying. Shields Down (at half HP, shell breaks and form changes).
Shell up: 60/60/100/60/100/60
Core: 60/100/60/100/60/120. Swaps Attacks and Defenses and gets +60 Speed.
Moves: Confuse Ray, Stealth Rock, Automatize, Cosmic Power, Power Gem, Shell Smash, Calm Mind, Light Screen, Safeguard, Earthquake, Psychic, Acrobatics, Explosion, Stone Edge, Rock Slide, U-Turn, Dazzling Gleam.
-This is Zen Mode Darmanitan done right. Shell Smash Acrobatics all day.
Komala. Normal. 65/115/65/75/95/65. Comatose (seems like it's always Asleep but can attack normally).
Moves: Wish, Play Rough, Stockpile, Yawn, Sucker Punch, Wood Hammer, Bulk Up, Earthquake, Brick Break, Acrobatics, Shadow Claw, Swords Dance, Rock Slide, U-Turn.
-Slightly different spin on the sort-of-bulky Normal type.
Turtonator. Fire/Dragon. 60/78/135/91/85/36. Shell Armor.
Moves: Wide Guard, Head Smash, Flamethrower/Fire Blast, Body Slam, Dragon Pulse, Overheat, Explosion, Dragon Claw, Shell Smash, Shell Trap (150BP Fire Special, only works if hit with a physical move), Taunt, Earthquake, Focus Blast, Will-o-Wisp, Stone Edge, Dragon Tail, Flash Cannon, Draco Meteor.
-Seems a bit slow for Shell Smashing but it has a nice movepool and can't be crit.
Togedemaru. Electric/Steel. 65/98/63/40/73/96. Iron Barbs/Lightningrod/Sturdy.
Moves: Encore, Wish, Fake Out, Nuzzle, Spark, Magnet Rise, Discharge, Zing Zap (80 BP Electric Phys, flinch chance), Wild Charge, Spiky Shield, Fell Stinger, Poison Jab, Thunder Wave, U-Turn.
-standard electric rodent with a couple gimmick options. Still made of paper, speed isn't the best.
Mimikyu. Ghost/Fairy. 55/90/80/50/105/96. Disguise (Takes a free no-damage hit once a battle).
Moves: Destiny Bond, Wood Hammer, Shadow Sneak, Shadow Claw, Play Rough, Hone Claws, Pain Split, Swords Dance, Bulk Up, Light Screen, Safeguard, Leech Life, Will-o-wisp, Thunder Wave, Trick Room.
-Free "substitute sash", ok speed, nice movepool, plenty of boosting move options, and priority + coverage + status options. This is alright. Not fantastic, but pretty good.
Bruxish. Water/Psychic. 68/105/70/70/70/92. Dazzling (opponent priority moves fail) / Strong Jaw / Wonder Skin.
Moves: Ice Fang, Aqua Jet, Crunch, Aqua Tail, Psychic Fangs (85BP Phychic Physical, Brick-break effect), Bulk Up, Light Screen, Safeguard, Aerial Ace, Swords Dance, Waterfall.
-Strong Jaw set looks ok, but bulk is average-to-bad.
Drampa: Normal/Dragon. 78/60/85/135/91/36. Berserk (+1SpAtk every time HP dips below 50%) /Sap Sipper / Cloud Nine.
Moves: Hurricane, Glare, Light Screen, Hyper Voice, Extrasensory, Dragon Pulse, Calm Mind, Roar, Ice Beam, Roost, Safeguard, Thunder/bolt, Shadow Ball, Flamethrower/Fire Blast, Focus Blast, Energy Ball, Thunder Wave, Grass Knot, Surf, Snarl, Draco Meteor.
-I think it has a big enough movepool to get the point across. Roost Calm Mind Berserk abuse is possible.
Dhelmise (the anchor thing). Grass/Ghost. 70/131/100/86/90/40. Steelworker (power up Steel moves; presumable it just has Steel as a third STAB basically?)
Moves: Switcheroo, Rapid Spin, Gyro Ball, Anchor Shot (80 BP Steel Phys, traps the opponent on hit), Phantom Force, Power Whip, Earthquake, Brick Break, Aerial Ace, Shadow Claw, Swords Dance, Rock Slide.
-While this guy is interesting, I'm more interested to see if anything is possible with regards to giving his ability to something that already is Steel and gets Bullet Punch. Probably not worth looking at though. It's ok but it's really cramping on Decidueye's territory.
Kommo-o. Dragon/Fighting. 75/110/125/100/105/85. Bulletproof/Soundproof/Overcoat.
Moves: Clanging Scales (110BP Dragon Spec, lowers own Defense on use), Sky Uppercut, Belly Drum, Autotomize, Work Up, Dragon Claw, Dragon Dance, Outrage, Bulk Up, Taunt, Earthquake, Flamethrower, Focus Blast, Shadow Claw, Rock Polish, Swords Dance, Rock Slide, X-Scissor, Dragon Tail, Poison Jab, Flash Cannon, Draco Meteor.
-This generation's resident 600 BST pseudo-legend. Has plenty of good boosting options and all 3 abilities have potential especially for VGC. Bit odd that it has more on the special side, including its signature move, but its the slightly lower attacking stat and all of its boosting is for physical.