You are a type specialist in a hostile region. How do you best represent your chosen element?

In Pokemon, the dark type is usually associated with things like bad behaviour, mischief or brutality. It's really more of a 'bad' or 'evil' type. For this challenge I decided on a more literal interpretation of the dark type, focusing more on the concept of darkness itself. So darkness as in the absent of light, and a lack of visibility or direction. The Pokemon I've chosen all use darkness as a defence mechanism. They use smoke, ink or a dark habitat to prevent other Pokemon from hurting or even seeing them.

1750020302108.png


Raticate
Ability: Guts
Item: Blackglasses
- Double Edge
- Crunch
- Endeavor
- Scary Face

Raticate has always had an association with the dark type, as it has like five dark type attacks in its level-up movepool. It makes sense too, since Raticate is usually found in dark areas like abandoned buildings or the sewers. It's no wonder it got a dark type regional variant in Alola.

Crunch is the main dark type attack for this set. Putting on a scary face on purpose to scare others carries some of that classic mean dark type energy as well. Endeavor is just a dangerous move on a fast glass cannon like Raticate, which makes it a scary lead Pokemon to face.

Dugtrio
Ability: Arena Trap
Item: Focus Sash
- Earthquake
- Night Slash
- Rock Slide
- Swords Dance
As a mole, Dugtrio spends a lot of its time in dark tunnels underground. I also find it one of the most iconic users of night slash actually, because it has been able to learn that move at level 1 ever since the move came out. The rest of the set is fairly standard.

Torkoal
Ability: White Smoke
Item: Leftovers
- Lava Plume
- Sludge Bomb
- Smokescreen
- Amnesia

Torkoal protects itself by creating a lot of smoke, engulfing foes in a cloud of darkness. Lava plume and smokescreen both help with this theming, as well as Torkoal's ability.

Octillery
Ability: Sniper
Item: Lansat berry (increases crit to combo with sniper)
- Octazooka
- Payback
- Ice Beam
- Smokescreen

Octillery is an octopus, so naturally it can use its ink to create dark clouds in the water, lowering the accuracy of anything that comes near. It also learns an actual dark type move in payback, which makes use of its surprisingly good attack stat. Finally, ice beam is just a nice coverage move from its level-up movepool.

Crobat
Ability: Inner Focus
Item: Kings Rock
- Cross Poison
- Bite
- U-turn
- Haze

Crobat is most at home in dark caves or at night. It also learns plenty of dark type moves, with the most common and annoying one being bite. It is also one of the most well known users of the move haze, which creates a big cloud of smoke similar to smokescreen, adding to the darkness theme. With its blistering speed and haze, Crobat can stop setup sweepers dead in their tracks.

Cacturne
Ability: Sand Veil
Item: Big Root
- Dark Pulse
- Sucker Punch
- Giga Drain
- Drain Punch

The only actual dark type on the team is Cacturne. It is nocturnal, only becoming active at night. I gave it two dark type moves for good measure, and because I think they have a different enough role as to not cause overlap. Then I gave it giga drain and drain punch with a big root for some sustain and coverage. I thought of giving it mud slap for another accuracy-lowering move, but I find it to be a little too weak for the ace pokemon, so I went with an HP-draining setup instead.
 
Black Sand Abrasion

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Sinnoh Route 228 is where the hostilities of the Battle Zone converge, penned in by the intense volcanic heat from the north and Sinnoh's brisk ocean winds from the south. The swirling air has whipped up a brutal sandstorm, driving away all but the toughest of trainers and wild Pokemon. Streaked with ash from Stark Mountain, the sands of Route 228 have taken on a darker hue, serving as an apt warning for travellers not to underestimate the journey ahead, no matter how short it seems.

This trainer specialises in Double Battles and their team represents the attritive power of the desert, sapping the strength of opponents before taking them out with a decisive blow.

----------------------------------------------------------------------

Desolation Desert

Nuzleaf :nuzleaf:
Ability: Early Bird
- Feint Attack
- Fake Out
- Leech Seed
- Explosion

Hippowdon :hippowdon:
Ability: Sand Stream
- Crunch
- Earthquake
- Yawn
- Protect

Nuzleaf and Hippowdon are the leads and sentries of the team, with the former hiding out in the treetops and the latter concealing itself in the dark sands of the route. Nuzleaf plans to throw out a couple of utility moves before blowing up, while Hippowdon summons sand and uses Protect and Yawn to slow the pace of the battle. With the right timing, Protect also synergises well with Explosion.

Magcargo :magcargo:
Ability: Flame Body
- Memento
- Heat Wave
- Yawn
- Protect

Shiftry :shiftry:
Ability: Early Bird
- Sucker Punch
- Leaf Storm
- Icy Wind
- Explosion

Magcargo and Shiftry represent the threat of extreme temperature in the desert. Black sand in particular is known for rapidly absorbing and radiating heat as temperatures shift, so Magcargo has Heat Wave and Shiftry has Icy Wind to reflect that. This pair has the same Yawn + Protect + Explosion combination as the leads, with Magcargo's Dark move of choice being Memento to further sap the opponent's strength. Shiftry's Leaf Storm demonstrates how any object can become a dangerous projectile in extreme winds.

Metagross :metagross:
Ability: Clear Body
- Pursuit
- Zen Headbutt
- Earthquake
- Explosion

In the likely scenario where Metagross comes in after Magcargo's Memento or while an opponent is drowsy, Pursuit becomes highly threatening and synergistic. More broadly, it represents the unrelenting exhaustion brought on by the desert. Zen Headbutt is the team's sole anti-Fighting option, while Earthquake and Explosion add to the big spread move damage.

Cacturne :cacturne:
Ability: Sand Veil
- Dark Pulse
- Protect
- Leech Seed
- Double Team

The ace Cacturne uses a classic annoyer set, with Sand Veil + Double Team letting it dodge attacks from opponents and teammates alike, as it gradually outlasts everyone else with passive healing from Leech Seed and Protect. Dark Pulse is the STAB of choice, rounding out the team's six unique Dark moves.

----------------------------------------------------------------------

This was pretty fun and easy to conceptualise! Of course, multiple other people have had the same basic idea, but at least I got to use a pre-evolution without it feeling forced.
 
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gambler.png

floatzel.png.m.png
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weezing.png.m.png
illumise.png.m.png
raticate.png.m.png
dugtrio.png.m.png


floatzel.png.m.png

The cops patrolled the rainy streets below, looking for trouble and starting some for good measure. There's crime around every corner, and in a city like this, even the law is crooked.
Floatzel @ Damp Rock
Ability: Swift Swim
- Crunch
- Rain Dance
- Waterfall
- Ice Punch

cacturne.png.m.png

I'm a detective. Private investigator. When someone has a problem that the police won't help them with, they turn to people like me. I make sure to follow the truth to the end, no matter where it takes me.
Cacturne @ Expert Belt
Ability: Sand Veil
- Payback
- Energy Ball
- Superpower
- Poison Jab

weezing.png.m.png

I lit up a cigarette, and let out a long sigh. Smoke filled my office, thicker than the smog that filled the sky outside. It's not the healthiest habit, but everyone's got their vices. Besides, watching the clouds swirl on the ceiling helps to clear the ones in my head.
Weezing @ Lax Incense
Ability: Levitate
- Dark Pulse
- Sludge Bomb
- Will-O-Wisp
- Smokescreen

illumise.png.m.png

A dame walked through the frosted door, offering a case. From the way she talked, I could tell she was trying to butter me up, but I've never been one to turn down a lady in need.
Illumise @ Amulet Coin
Ability: Tinted Lens
- Flatter
- Bug Buzz
- Wish
- Captivate

raticate.png.m.png

The case was dead end after dead end. Without any leads, I turned to the one man who might know where to start. I never could trust him, but he had more connections than anybody. If there was any hope of solving this case, it would have to be him.
Raticate @ Toxic Orb
Ability: Guts
- Pursuit
- Facade
- U-turn
- Flame Wheel

dugtrio.png.m.png


As was expected, his tip led me into trouble. Somehow that dame had found herself trapped in the pit of the criminal underground, and unless I played my cards right, I'd find myself buried deeper than the corruption that runs this town.
Dugtrio @ Focus Sash
Ability: Arena Trap
- Sucker Punch
- Dig
- Stone Edge
- Reversal
 
Let's see, what do Shiftry and Cacturne have in common? Plants, duh, but we can't do that. Apart from their typing, a solitary forest guardian and a desert-dwelling pack hunter don't have much in common at all. Hm...
cacturne.PNG

The unmoving! The hermit perched atop a tree and the scarecrow standing motionless in the desert! The most sinister sight is stillness and the most dreadful sound is silence! I can work with this.
Team is for singles.
:cacturne::forretress::relicanth::victreebel::torkoal::shiftry:
:dp/cacturne:
Cacturne @ Leftovers
Ability: Sand Veil
- Leech Seed
- Spikes
- Energy Ball
- Sucker Punch
The Scarecrow Pokemon stands still during the day. It is unmoving.
The team is... stall-adjacent. Leech Seed fits this well, and the passivity of Spikes fits the theme well too.

:dp/forretress:
Forretress @ Leftovers
Ability: Sturdy
- Stealth Rock
- Pain Split
- Gyro Ball
- Earthquake
The Bagworm Pokemon sits rooted against a tree. It is unmoving.
More hazards, woohoo. You're going to be seeing a lot of Leftovers.

:dp/relicanth:
Relicanth @ Leftovers
Ability: Rock Head
- Head Smash
- Waterfall
- Rest
- Sleep Talk
The Longevity Pokemon has remained unchanged for millions of years. It is unmoving. y'know, like, in a philosophical sense, just go with it okay
Rest is the perfect move for this concept.

:dp/victreebel:
Victreebel @ Leftovers
Ability: Chlorophyll
- Toxic
- Synthesis
- Leaf Blade
- Sludge Bomb
The Flycatcher Pokemon lies in wait for its prey to come to it. It is unmoving.
I don't want to use another Grass-type, but my options are few. Toxic works well.

:dp/torkoal:
Torkoal @ Leftovers
Ability: White Smoke
- Yawn
- Iron Defense
- Flamethrower
- Sludge Bomb
The Coal Pokemon is slow. I need a better reason, don't I? Let's see...
torkoal.PNG

It is unmoving.

:dp/shiftry:
Shiftry @ Leftovers
Ability: Early Bird
- Leech Seed
- Protect
- Energy Ball
- Dark Pulse
The Wicked Pokemon remains hidden in its forest. It is unmoving. terms and conditions may apply
Shiftry has the ability for Rest but not the stats. Leech Seed works better but not by much. Not the best ace but whatever.

:cacturne::forretress::relicanth::victreebel::torkoal::shiftry:
 
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WEATHER MAYHEM
Not gonna lie, this was a tough one. With the only Dark-types being also part Grass-type, their Abilities relying on weather (which more leans into their Grass typing), and both being completely different weather, this was gonna be an uphill battle to make a working team. But hey, that's kind of appropriate for the Dark-type if you think about it, solely focused on themselves and winning not through straight methods. And being this is the post game area where the Battle Frontier is located, why not go with a more metagame team. So here is a Doubles Team that's focused on changing up both weather & strategies to try and trip up the opponent:

:dp/cacturne::dp/hippowdon: /:dp/walrein::dp/forretress: /:dp/shiftry::dp/togekiss:
Cacturne (Grass/Dark. Sand Veil. Bright Powder:bright_powder:. Payback/Seed Bomb/Thunder Punch/Spikes)
Hippowdon (Ground. Sand Stream. Smooth Rock:smooth_rock:. Crunch/Earthquake/Ice Fang/Stone Edge)
Walrein (Ice/Water. Ice Body. Leftovers:leftovers:. Crunch/Blizzard/Waterfall/Hail)
Forretress (Bug/Steel. Sturdy. Light Clay:light_clay:. Payback/Reflect/Light Screen/Toxic Spikes)
Shiftry (Grass/Dark. Chlorophyll. Life Orb:life_orb:. Sucker Punch/Aerial Ace/Brick Break/Dig)
Togekiss (Fairy/Flying. Serene Grace. Heat Rock:heat_rock:. Nasty Plot/Air Slash/Solar Beam/Sunny Day)

First out is the team of Cacturne:cacturne: and Hippowdon:hippowdon:. Hippowdon gets the weather mayhem started with its Sand Stream which duration is increased by Smooth rock. That in turn activates Cacturne's Sand Veil increasing its Evasion, something further increased with Bright Powder. That should give Cacturne enough time to lay down a few layers of Spikes, after which both it and Hippowdon would focus on just hitting as hard as they can.

Next out are the bulky Walrein:walrein: and Forretress:forretress:. Walrein sets up Hail to begin its healing strategy with both Ice Body & Leftovers; also Blizzard has 100% accuracy. All its attacks have a secondary effect that, with luck, will help with buying more time for healing or at least hinder the opponent: Crunch decreases target's Defense, Blizzard can freeze, and Waterfall can flinch. Meanwhile Forretress is mostly busy setting things up with Reflect & Light Screen (with Light Clay increasing their duration), some Spikes if it has the chance, and having Payback if it survives long enough and has nothing else to do.

Finally we shift gears to sweep what's left of the opponent's team with Shiftry:shiftry: and Togekiss:togekiss:. Togekiss sets up Sunny Day for Shiftry's Chlorophyll to double its speed. Togekiss's role is a bit of an oddity as the Sun Setter so I decide to lean in on it by giving it Solar Beam, something it can make better use with especially if it can get in a Nasty Plot or two; and no Togekiss will be complete without Serene Grace Air Slash. Shiftry meanwhile is just focused on attacking with a wide coverage of Moves all powered-up by Life Orb.
 
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It's a Legitimate Strategy!
Plat Dark 2.png

This trainer is young, full of himself, and leaning into the cheating and annoying aspects of the Dark type. This team has the 2 Dark/Grasses, Rattata and Gyarados(who both get Dark alt forms in later gens), and Primeape/Fearow who both are angry and dishonorable fighters who learn a lot of Dark moves(not that I use those very much tbh).
Cacturne @ Bright Powder
Ability: Sand Veil
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Toxic
- Dark Pulse
- Sandstorm

Primeape @ Choice Scarf
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Stone Edge
- Ice Punch

Rattata @ Focus Sash
Ability: Guts
Level: 1
EVs: 100 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Endeavor
- Quick Attack
- Endure
- Sucker Punch

Fearow @ Liechi Berry
Ability: Keen Eye
EVs: 244 HP / 12 Def / 252 Spe
Jolly Nature
- Agility
- Substitute
- Drill Peck
- Baton Pass

Shiftry @ Custap Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Seed Bomb
- Sucker Punch
- Explosion
- Swords Dance

Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Rest
- Sleep Talk
- Roar
Evasion-boosting stall Cacturne, Scarf U-Turn Primeape(TBH not much here but people will still dislike that set), FEAR Rattata, Baton Pass Fearow, Suicide Offensive Shiftry, and Stall Phaze Gyarados.

(I strongly considered dual Rats on this, but wasn't feeling it. If Raticate got Fling or Trick...)
 
Good evening everybody! New poll is officially up.


You have until June 27th, 9PM GMT to cast your vote!

Let's look at those numbers.

Cacturne: 9

Shiftry: 5

Nuzleaf: 1

Gyarados: 4

Dugtrio: 3
Hippowdon: 3
Forretress: 3

Togekiss: 2
Primeape: 2
Torkoal: 2
Raticate: 2
Metagross: 2

Relicanth: 1
Walrein: 1
Magcargo: 1
Sandslash: 1
Octillery: 1
Floatzel: 1
Weezing: 1
Fearow: 1
Rattata: 1
Illumise: 1
Crobat: 1
Machamp: 1
Victreebel: 1
Banette: 1
Hariyama: 1


Shiftry and Cacturne. Two Grass/Dark Pokemon from Hoenn, mixed sweepers. Which is better?

Cacturne. It's clearly Cacturne, everyone used Cacturne. Case closed.

Somehow Dark feels fitting for this area. I guess it's because it's a harsh, wild sort of place where toughness is required to survive - inevitably, some dishonourable tactics and foul play will rear its head. And even though it might not be a Dark-type move or even the traditional kind of Dark tactics, there's something about using a howling sandstorm to your advantage - hiding from view, stalling your foe out while they're gradually whittled down by the passive damage - that feels sneaky and mean. So I guess it's no wonder Cacturne won out. One of the fun things about this exercise is seeing some less-prominent Pokemon get a bit of well-deserved attention; Cacturne definitely qualifies as it's largely been forgotten in the generational shifts since its introduction.

No surprise in seeing Gyarados as the most common wildcard. But what follows it? Hmmm... Dugtrio, Hippowdon, and Forretress. All sandstorm staples - figures. It's no surprise that many of the team concepts here made use of both sand and evasive tactics, as well as general disruptive moves to truly screw with opponents. For that reason, Togekiss and Raticate got a little bit of love too.

Stuff I expected to see more (or at all)
Sandslash. Pretty much the quintessential "the sand's up and I'm going to annoy the fuck out of you by never letting any of your moves hit" Pokemon. But there's a LOT of competition for Ground-types here.

Weezing. Very Dark-coded, and Poison fits so well with Dark in general. I suppose it's actually not as Dark-coded as, say, Tentacruel (who interestingly didn't get used) - it's not an actively mean or malicious Pokemon that I can think of. It's more the array of creepy Ghost, Dark, and Psychic moves it has access to that give it that slight lean into the eerie side.

Nuzleaf. Weird to only see it once (but it was a good once).

Skarmory. If you want a Pokemon who'll watch you slowly get battered to death in the sand and watch with impassive cruelty, Skarm's your bird. Learns a few Dark moves and has that general aura of menace I feel fits the bill quite well.

Spinda. Again, it's disruptive as hell, and actually has great synergy with Cacturne in a Doubles format since the latter can abuse Teeter Dance alongside it. Remember what I said about less-prominent Pokemon getting well-deserved attention?
 
With this lineup, I'm thinking I should have committed to not having Cacturne since it felt like a bit of a stretch especially compared to how many ideas I had for Shiftry. Sand felt a bit too noble for me to run with Dark, something about it often being alongside ruins and history demanding respect. Either that or it's complete personal bias from someone who counts the likes of Excadrill, Claydol, and Skarmory among their all-time favourites.
 
With this lineup, I'm thinking I should have committed to not having Cacturne since it felt like a bit of a stretch especially compared to how many ideas I had for Shiftry. Sand felt a bit too noble for me to run with Dark, something about it often being alongside ruins and history demanding respect. Either that or it's complete personal bias from someone who counts the likes of Excadrill, Claydol, and Skarmory among their all-time favourites.
Voting over - congrats to @Ironmage on winning this round!
So, Ironmage, you were saying? :blobnom:
 
Good morning! Finally recovered from the excessive sunburn of this weekend, so this choice feels rather apt. We're sticking with Gen IV for our next round, as I ask you:

You are an Ice-type specialist in DP Sinnoh. How do you best represent your chosen type?

A true classic of the genre.

A reminder to please read the guidelines in the OP before commenting, especially if you're new to the thread. However, given the unusual nature of this round, please also read the guidelines below. You have until July 11th, 9PM GMT to make your case!

DP Sinnoh dex is here: https://www.serebii.net/diamondpearl/shinoudex.shtml


Cobalt Empoleon: Abomasnow, Weavile, Blissey, Rampardos, Luxray, Empoleon
Magnus0: Abomasnow, Weavile, Tentacruel, Toxicroak, Honchkrow, Empoleon
Ironmage: Abomasnow, Weavile, Milotic, Medicham, Bastiodon, Mismagius
Frostbiyt: Abomasnow, Weavile, Toxicroak, Clefable, Drifblim, Gastrodon
Eeveeto: Abomasnow, Weavile, Sneasel, Empoleon, Gengar, Medicham
Pikachu315111: Abomasnow, Weavile, Sneasel, Bastiodon, Gengar, Clefable
 
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Fuego Safety Officer

1751281764048.png


The Fuego Ironworks is best known for 1) the hazardous process of metalworking and 2) a network of floor tiles that make workers dizzy and confused. Sounds like they're in desperate need of some health and safety procedures! This Ice-type specialist is the only person standing between Mr Fuego and a lawsuit, while also using their icy techniques to help with the cooling of smelted iron ore.

Abomasnow :abomasnow:
Ability: Snow Warning
- Blizzard
- Wood Hammer
- Focus Blast
- Iron Tail

Abomasnow cools things down with Snow Warning and Blizzard, while also being able to shape metal with Wood Hammer. Iron Tail is more about repping the company than any particular utility.

Empoleon :empoleon:
Ability: Torrent
- Blizzard
- Hydro Pump
- Grass Knot
- Aqua Jet

The penguin Pokemon is the quintessential Ice-type-in-spirit-but-not-in-practice. It takes advantage of the hail to use Blizzard, while also dousing dangerous fires with its Water moves (Aqua Jet for quickly smothering small flames and Hydro Pump for big blazes).

Rampardos :rampardos:
Ability: Mold Breaker
- Avalanche
- Fire Blast
- Head Smash
- Hammer Arm

Sometimes you just need raw strength in an emergency, whether you're lifting a heavy fallen object or busting down a wall to escape a deadly fire. Outside an emergency, Rampardos's moves all help with the forge in one way or another (cooling, heating, shaping, etc.).

Luxray :luxray:
Ability: Intimidate
- Ice Fang
- Fire Fang
- Discharge
- Iron Tail

Luxray's Discharge is used for arc welding (or an emergency defibrillation). The fangs provide the duality of high and low temperatures, same as Rampardos, while Iron Tail functions as more advertising.

Blissey :blissey:
Ability: Natural Cure
- Blizzard
- Flamethrower
- Soft-Boiled
- Heal Bell

Healing moves are crucial for when an employee gets spun into a wall or Mr Fuego gets heat exhaustion from standing right by the smelter all day with no protective equipment. Once again, Fire and Ice work in tandem to help keep the ironworks running.

Weavile :weavile:
Ability: Pressure
- Ice Punch
- Night Slash
- Iron Tail
- Brick Break

Some people don't listen to reason, even when it's in their own best interest. When someone flouts workplace safety, the rest of the team helps you live, but Weavile helps you live to regret it.

DP is hard, especially when you're limiting yourself to purely DP movesets!
 
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It's a hyper offensive team of ice-cold killers. These Pokemon all have a reputation for being dangerous, monstrous and ruthless. They won't think twice about using excessive violence or devious tactics to knock you out cold. They all have a mostly (dark) blue or white body with red and yellow accent colours, so bonus points for the coherent colour scheme. All of the members carry a crit-increasing item to emphasise the cold-killer theme. I initially wanted to use Garchomp too, but it doesn't learn any ice type moves, apparently, so I replaced it with Tentacruel.

Honchkrow
1751296091285.png

Ability: super luck
Item: scope lens
- Icy Wind
- Night Slash
- Drill Peck
- Superpower

It's based on a mob boss, who are obviously known to be ruthless and ice cold. Icy wind is the ice move of choice here, which is always good on a lead pokemon. Night slash has a particularly high crit rate with super luck and scope lens, which can even bypass possible stat nerfs caused by superpower. It would be difficult to set up on this dangerous Pokemon.

Empoleon
1751297067831.png

Ability: torrent
Item: razor claw
- Swords Dance
- Aqua Jet
- Avalanche
- Steel Wing

Empoleon might not seem to fit the ice-cold killer archetype that well at first, until you read its dex entries. It is known to be extremely prideful, and it lashes out when that pride is hurt. It doesn't care if you live or die after you stand in its way. And of course, it's also a penguin, which fits an ice type trainer really well. I chose to do a physical set on Empoleon to really emphasise the ice floe cleaving behaviour. It holds a razor claw to increase its crit rate, which makes it even more of a killer.

Toxicroak
1751297570998.png

Ability: dry skin
Item: razor claw
- Ice Punch
- Revenge
- Poison Jab
- Pursuit

Its dex entry states just how fatal Toxicroak can be without even really trying. It has ice punch for the obvious ice type representation, revenge because revenge is best served cold, poison jab as a reference to its dex entry and pursuit for when its opponent gets cold feet. I gave it another razor claw to make it even more deadly.

Abomasnow
1751298197484.png

Ability: snow warning
Item: scope lens
- Blizzard
- Ice Shard
- Seed Bomb
- Earthquake

A literal ice monster, that's perfect for the cold-killer theme. It has two ice type moves, one for power, and one for priority. Seed bomb is probably the most violent grass type STAB it can learn, and earthquake is a generically violent coverage move to round out the set.

Tentacruel
1751299228422.png

Ability: liquid ooze
Item: Scope Lens
- Wring Out
- Brine
- Ice Beam
- Haze

Tentacruel probably doesn't lie awake at night thinking about its victims, that's how cold it is. It even has the word cruel in its name! I gave it a rather weird moveset to fit the theme. Wring out it is a violent move that becomes stronger the more HP an opponent has compared to their max HP. This then means that it combos rather well with brine, which can take advantage of the high initial power of wring out. It also litterally puts salt in the wound, which seems rather cold and cruel. Ice beam is obvious, and haze is another ice type move that can stop setup sweepers, so it works well on a fast Pokemon like Tentacruel.

Weavile
1751300065934.png

Ability: pressure
Item: razor claw
- Ice Punch
- Night Slash
- Punishment
- Low Kick

Another very obvious fit for the cold-killer theme. It has the classic ice punch and night slash STAB combo with a razor claw for extra crit. Punishment seems fitting for a ruthlessly cold Pokemon, and low kick seems like the kind of devious tactic that only a born killer would use.
 

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Sinnoh is one of two regions where contests are relevant, and Ice seems to align pretty strongly with Beauty within that realm. Of every Ice move with contest stats, Ice Fang is the only one to not be Beautiful in any instance, and I doubt Aurora Veil or Triple Axle would be breaking that trend either. Outside of that, I felt that playing up a connection with Hoenn seemed reasonable given that its the other region with contests and the main thing going on in Snowpoint requires RSE transfers.

:bastiodon:
Bastiodon @ Chople Berry
Ability: Sturdy
- Metal Burst
- Taunt
- Flash Cannon
- Stealth Rock
Metal Burst is the main move here, and its synergy with Taunt forcing attacks is preserved in the contest scene. The focused spotlight of Flash Cannon may not be the right category in gen 4, but it is in gen 6. It also serves as the Rock and Steel representation given the Regi tangent.

:abomasnow:
Abomasnow @ Lum Berry
Ability: Snow Warning
- Energy Ball
- Blizzard
- Sheer Cold
- Leech Seed
First true Ice of the team. I knew Blizzard was a Beauty move coming in, but I'll admit I was surprised to see that it could make Sheer Cold work. Energy Ball is a bit less of a shock.

:weavile:
Weavile @ Expert Belt
Ability: Pressure
- Ice Shard
- Night Slash
- Swords Dance
- X-Scissor
The other full Ice type. While it doesn't match the contest category like the rest of the acrobatics, a dance still seems like a thematic way to add some power to this moveset.

:milotic:
Milotic @ Leftovers
Ability: Marvel Scale
- Ice Beam
- Hydro Pump
- Aqua Ring
- Captivate
The Beauty mon, with its pre-evolution conveniently found in Mt. Coronet, which has a snow-covered outside where the Snover line can be found. Well, convenient for this team placement, not exactly convenient to actually find. All four moves match the right category.

:mismagius:
Mismagius @ Sitrus Berry
Ability: Levitate
- Icy Wind
- Will-O-Wisp
- Perish Song
- Mean Look
Between a potential nod to Froslass and Sinnoh's other contest star specializing in Ghosts, something in that type is a reasonable inclusion. Might as well be something known for its Song.

:medicham:
Medicham @ Salac Berry
Ability: Pure Power
- Bulk Up
- Drain Punch
- Zen Headbutt
- Ice Punch
Another Hoenn mon I think of hanging around mountains and ruins with another full suite of Beauty moves. For now, at least. Everything but Ice Punch moves to a different category in gen 6.
 
What the Hail?

You're tired, cold, aching all over, well, except your toes, you haven't been able to feel them for a while. You can't remember that last time you saw the sky or a warm fire. You feel yourself fading, unable to keep going. Maybe if you just went to sleep for a while... snap! What was that?

I present you with my DP-dex hail team. With only two ice type families in the pokedex, I decided to take Abomasnow's ability, which will inflict chip damage to both sides of the field for the entire match, and consider ways that could be expanded upon.

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Abomnasnow - The Lead
Item: Leftovers
Ability: Snow Warning
- Blizzard
- Giga Drain
- Earthquake
- Leech Seed

Without access to recovery, our primary hail setter might have trouble staying healthy, but the combination of Giga Drain, Leech Seed, and Leftovers should help with that. Leech Seed also deals additional chip damage to the opponent, further wearing them down. Blizzard hits hard with perfect accuracy and Earthquake is fantastic coverage that can surprise Steel and Fire types that think they have a free switch in.

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Clefable - The Actual Lead
Item: Life Orb
Ability: Magic Guard
- Blizzard
- Thunderbolt
- Wish
- Stealth Rock

Let's be real, with Abomasnow's 20 weaknesses, we're probably switching out after setting up hail. The elusive beast can come back later in the battle. Now let's meet the only Pokémon in the DP dex with an ability that interacts with Hail: Magic Guard Clefable. Stealth Rock will further increase the chip damage done to the enemy team, while Wish will help keep our team healthy enough to outlast them. Finally, we have the classic bolt-beam pair, with an upgrade, and a Life Orb boost.

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Drifblim - The Weather Balloon
Item: Chesto Berry
Ability: Aftermath
- Shadow Ball
- Weather Ball
- Will-O-Wisp
- Rest

Drifblim spreads uhh... frostbite to the enemy team with Will-O-Wisp and stays healthy despite the inclement weather with Rest and a Chesto Berry. Weather Ball becomes a 100 base power ice move thanks to our Yeti and Shadow Ball is a nice reliable STAB move. I went with Aftermath rather than the much more powerful Unburden for this set, since it better fits the theme of wearing down the opponent with chip damage.

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Gastrodon-East - What's cooler than being cool?
Ability: Sticky Hold
Item: Leftovers
- Blizzard
- Earth Power
- Sludge Bomb
- Recover

Our cool-colored Gastrodon East is definitely not just here for its resistances, but instead because it's um... More active when it's cloudy or rainy out than when the weather is fair. Sure, that's why. You need clouds for hail, just saying. Anyways, this bulky gastropod is equipped with Recover and Leftovers to keep itself healthy while it spreads poison to the enemy team with Sludge Bomb. Finally, Blizzard and Earth Power make this molusc quite threatening.

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Toxicroak - In case our opponent rocks
Item: Salac Berry
Ability: Anticipation
- Poison Jab
- Brick Break
- Ice Punch
- Swords Dance

Toxicroak provides several resistances to the team, with Rock and Fighting being the most useful, while actually being from Sinnoh (looking at you Medicham). This set diverges from the theme so far. Instead of trying to stall and outlast the opponent, Toxicroak burns bright and fast (but hopefully not too hot). Its typing lets it easily come in on a resisted hit, then it either forces out the enemy, sets up a Swords Dance to try to sweep the weakened opponent, or pivots to something else if Anticipation detects a threat. Toxicroak's pitiful bulk along with no way to mitigate hail, means it will be worn down fast. That's where the Salac Berry comes in, to give it a boost to its speed so it can make use of its deadly Ice/Fighting (and Poison I guess) offensive combo before it too succumbs to the storm.

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Weavile - Revenge is a dish best served...
Item: Choice Band
Ability: Pressure
- Ice Punch
- Low Kick
- Pursuit
- Ice Shard

Possibly the best revenge killer in the DP dex, I don't think this set needs much explanation. Pursuit trap, Ice Shard for priority, Ice Punch as a reliable STAB, and Low Kick for coverage.

And that's the team. A bulky-offensive/semi-stall core that will wear down the opponent with the ever present hail, accentuated with hazards, burn, poison, and leech seed, while keeping themselves healthy and threatening serious damage with their attacks. A setup sweeper that takes advantage of the hail in a different way to clean up the weakened opponent, or at least put a serious dent in their team. Then finally, a revenge killer that can double as a backup sweeper.
 
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Doubles Team:

:sneasel: Item: Focus Sash. Ability: Inner Focus. Moves: Fake Out, Bite, Ice Punch, Calm Mind. Lead that uses Fake Out and STABs. Wait, why does it have Calm Mind? Find out later. Funnily enough, this NFE is the only Pokemon of the team who in DPP can have 2 different abilities.
:gengar: Item: Colbur Berry. Moves: Shadow Ball, Icy Wind, Destiny Bond, Fire Punch. Many Pokedex entries state that Gengar's appearance precedes with a sudden chill. It happens to learn some Ice moves too. This one uses Icy Wind to drop Speed of both opponents, kills with Shadow Ball something and uses Destiny Bond. Fire Punch is a secret move that we will see late.
:abomasnow: Item: Life Orb. Moves: Blizzard, Ice Shard, Wood Hammer, Rock Slide. Ice Mon that brings Hail and hits very hard.
:empoleon: Item: Custap Berry. Moves: Hydro Pump, Waterfall, Blizzard, Yawn. I mean, its a penguin. Its the most Ice Mon that is not an Ice Mon. Has 3 offensive moves and Yawn. Custap Berry means either Torrent or a priority Yawn will be used right before Empoleon dies.
:medicham: Item: Sitrus Berry. Moves: Bulk Up, High Jump Kick, Psycho Cut, Ice Punch. Pokedex entries about this Mon say that it lives in mountains. In Sinnoh it appears in snowy routes and on Mount Coronet. Simple set, it uses Bulk Up and deals damage.
:weavile: Item: Leftovers. Moves: Protect, Substitute, Assist, Night Slash. Ice Mon and obvious ace of the team. However, it has an unorthodox strategy. Rather than just attacking, it abuses Hail with Protect + Substitute, which means that its ability Pressure will come into play too. It has no Ice moves but instead will be using the ones that the partners learn by using Assist. Assist will also provide Calm Mind and Bulk Up Boost and offer great surprise coverage.
 
Coldly Adapted
Frigid environments are some of the most extreme and harshest places to live. Animals Pokemon who adapt to the cold have to develop unique ways to survive in the snow- and ice-covered lands which are both difficult to travel through and provide little protection from predators and the elements. Still, life here is varied and have taken on many forms and survival strategies, let us look at a handful of them:

:dp/abomasnow::dp/sneasel::dp/weavile::dp/clefable::dp/gengar::dp/bastiodon:
Abomasnow (Grass/Ice. Snow Warning. Nevermelt Ice :never_melt_ice:. Blizzard/Wood Hammer/Ingrain/Sheer Cold)
Sneasel (Dark/Ice. Inner Focus/Keen Eye. Muscle Band :muscle_band:. Ice Shard/Beat Up/Metal Claw/Dig)
Weavile (Dark/Ice. Pressure. Focus Sash :focus_sash:. Ice Punch/Night Slash/Brick Break/Swords Dance)
Clefable (Normal. Magic Guard. Leftovers :leftovers:. Ice Beam/Psychic/Cosmic Power/Moonlight)
Gengar (Ghost/Poison. Levitate. Life Orb :life_orb:. Haze/Shadow Ball/Sludge Bomb/Hypnosis)
Bastiodon (Rock/Steel. Sturdy. Chople/Shuca Berry :chople_berry:/:shuca_berry:. Avalanche/Metal Burst/Iron Defense/Taunt)

Abomasnow :abomasnow:: Most Pokemon merely adapt to the cold, but few Pokemon are born in it; molded by it. A walking, hulking evergreen tree, while other plants wilt & go into hibernation when the cold seasons arrive, Abomasnow has embraced the cold; turning much of its needle-like leaves white as the snow and able to generate a hailstorm. With it's Ability Snow Warning summoning hail, it's main way of defending itself is focusing it into a Blizzard, further powered by a special block of Nevermelt Ice. Though this giant isn't afraid to get physical if need be, swinging down a Wood Hammer with its strong arm branch. It harms itself a little doing so, and lack of sunny weather makes healing with synthesis hard, but Abomasnow have learned to Ingrain their roots deep into the soil, trading mobility with steady healing & footing. In an emergency, Abomasnow can risk everything in a burst of subzero Sheer Cold, either knocking out whatever was threatening it or leaving itself wide open.

Sneasel & Weavile: In contrast to Abomasnow who are lumbering solitary creatures which absorb their energy from the soil and little sunlight they do get, these next carnivorous Sharp Claw Pokemon must eat meat to survive so have adopted the strategy of pack hunters. But not all packs are the same, Sneasels seemingly begrudgingly work in a gang of three while Weaviles form a squad of four or five cooperative members. The difference in hunting styles couldn't be anymore apparent.
:sneasel: Sneasels are more scavengers and opportunists, their favorite target being eggs. Keeping an unflinching Inner Focus and unevasive Keen Eye, a single Sneasel will distract the parent guarding the nest while the other pair steal whatever eggs they can get their claws on. They have a wide range of utility Moves to help in this endeavor, and though look lanky have Band of Muscles that makes them effective fighters. Ice Shard preemptively launches sharp pieces of ice to surprise the prey. If the prey gets confrontational, a Sneasel can unleash the power of the gang with Beat Up. If that isn't enough, it can sharpen its claw into a Metal Claw to do harder damage and potentially strengthen itself. Meanwhile the other Sneasel swoop in from behind to steal the eggs, using Dig to tear apart the nest and tunneling away. However the teamwork tends to end here, especially if they manage to grab less or more than exactly three eggs, as they'll fight with one another who gets an (extra) egg.
:weavile: Weaviles, on the other paw, have matured from their Sneasel days and realized that working together lets them hunt either bigger prey or take down multiple smaller prey thus providing food the entire squad and own nests. Silently communicating and coordinating with one another with scratch marks on trees and boulders, when they spot their quarry they're quick to act. Putting on the Pressure to limit their target's options and prepping themselves like a Focus Sash to not get KOed in one shot, they strike hard. Ice Punch to cause them to freeze, Night Slash to deliver the critical blow, Brick Break to get through any defenses they put up; And if that's still not enough, a Sword Dance should give them enough power to get the job done.

But these three are Ice-type Pokemon, they're expected to thrive in the cold. How do other Pokemon not resistant to shivering fair?

Clefable :clefable:: First up is Clefable. Believed to have come from the moon if not the deeper reaches of space, a cold environment feels as close to home as they can get; especially if the skies are clear at night so they can see all the stars. Having a Magic Guard to protect it from harsh weather, and carrying Leftovers foodstuff to keep it going, its Moves connect it to the two homes it knows. It has learned to harness the cold into an Ice Beam, tapped into mystical forces to gain Psychic power, and channels energy from space to fortify itself with Cosmic Power or heal using Moonlight.

Gengar :gengar:: While I put an emphasis on the word "living", this isn't quite the right word to describe all the inhabitants, for even Ghost-types may have to adjust their behavior to survive, incorporeal form or not. It's shouldn't be too odd to see a ghost on this list, death and cold have a close relation as the non-living have no need for body heat. Gengar notably has the innate trait of lowing the temperature around itself by 5*C/10*F, giving anyone nearby a sudden chill even before they hear it's maniacal laughter or feel it's creepy tongue. Though called the Shadow Pokemon, Gengar has yet to anchor itself to the floor and still Levitates around free for otherwise super effective Ground-type Moves. Lacking life (and little defense), Gengar has no problem using a Life Orb to dish some extra damage at the cost of itself. Its gaseous form and temperature lowering trait comes together with Haze to chill out its target's increased stats. Shadow Ball and Sludge Bomb are its main offensive Moves and ones which can bring anyone to the afterlife with it. And even if it's not putting to to sleep permanently, it'll do so temporarily with Hypnosis leaving the target completely vulnerable... alone in the cold...

Bastiodon :bastiodon:: A surprising sight, but one that's becoming more common as fossil revival methods become easier and more widespread... and that includes the wild release of prehistoric Pokemon. Brought back to life in a completely new era, many newly wild fossil Pokemon are finding niches for themselves wherever they can slot themselves in, and Bastiodon is no different. While the previous climate Bastiodon lived in 100 million years ago was warm and humid, many have started making a new life in colder and dry climates. Polar opposites, but Bastiodon not only are Sturdy enough to withstand the occasional hail and blistering winds, but it also has little to no predators as none of the major carnivorous Pokemon can get through its ironclad hide, at least not without getting blasted back. All it needs is an abundant food source, and in this case that's Chople and Shuca Berries which easily grow in cold climates and helps Bastiodon tank super effective hits. In defending (or asserting) itself, Bastiodon has adapted the behavior of causing an Avalanche to bury its foe, especially those who got too close and can't escape the mountain of snow that Bastiodon shrugs off. If its defenses do get breached, it releases a loud and bright Metal Burst that hits from either the physical or special end of damage. It can then build up its metallic defense with Iron Defense while keeping the assailant from pulling any other trick by agitating it with a Taunt.
 
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