>>23025101The last line of move options is mostly to have fun in lower rankings with less experienced players who may want to stay in to try to stall you out, or the more likely option; they are cocky after having a couple calm mind boosts under their sleeve. Here's what you can do with that --
>Magic CoatFuck you Will-O-Wisp. Not my favorite nor the most effective option, but what the hey. It's there, and any Magic Bounce user will be very surprised to see a status turned back onto them. Hell, it's almost worth mentioning just for this.
>Perish SongForce out Sableye-M if you're having problems with a Calm Mind +6/+6 variant. Wigglytuff can take a hit from Mega Sableye regardless of Calm Mind investment, and Sableye-M isn't used to being forced out by ANYTHING, especially with that many boosts (that they will be reluctant to give up after wasting so many turns on it). Or, if they're smart and switch out, it puts a time limit on their switch-ins.
>Psych UpSame issue as above -- if you want to run 252 Def for this instead of SpDef, this may be a great idea. Suddenly, you've got a potentially great sweeper on your hands. This is more of a gimmick, though, because anything faster with a Steel or poison type move, you're fucked. But once again, fun to mention anyway.
>Role PlaySame description as above. Borrow Magic Bounce and have fun.
>ProtectProbably the option you'll end up using. Boring, but practical -- goes great in tandem with Wish. Also good for scouting moves on switch-ins, especially those who lock themselves into things with Choice items, like Landorus-T.
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