reachzero
the pastor of disaster
First of all, let me start with the moves that I think are most important.
Disallow Thunderbolt, Thunder, Discharge and Thunderpunch. Not being able to beat bulky Waters is a major priority. Thundershock is irrelevant competitively, since it's outclassed by HP Electric, except in very strange situations like Brightpowder Gyarados or whatever.
Disallow Leaf Storm, Grass Knot, Energy Ball, and Leaf Blade for the same reason. Voodoom shouldn't have any more weapons against Water-types. Needle Arm is irrelevant, since even a supereffective Needle Arm does about the same as a neutral Close Combat.
Allow Psychic, even though I'm amazed this has not been argued about yet. Heracross will be a bit of an issue for Voodoom, and Psychic would be its best option barring HP Flying (which costs a speed point). For what it's worth, Psychic also makes a big difference to Voodoom in full CAP, allowing it to actually hurt Arghonaut and Revenankh, though of course that is not very important.
Allow Ice Beam, because it will only make any kind of difference in a few cases: it does hit Shaymin and Breloom harder than the other options, but neither Pokemon really wants to come in on Voodoom anyway; it makes a big difference in terms of Zapdos and Dragonite, two of the major Pokemon we really want Voodoom to be able to deal with. Remember, any turn that Voodoom uses Ice Beam is a turn for a bulky Water to come in more or less for free. Ice Punch is essentially a worse Ice Beam on Voodoom, so I see it as irrelevant.
Disallow Sucker Punch, there is no reason why Voodoom should get a free pass against Starmie. LO Naive 4 EVs Sucker Punch does 85.8% - 101.9% to standard Life Orb Starmie. It also does a significant 39.2% - 46.2% to Scarf Flygon, meaning that Flygon can't force Voodom out even if it bites the bullet and takes an Aura Sphere or Dark Pulse to switch in. What is the point of giving Voodom "only" base 110 speed if practically anything faster is afraid of STAB priority?
Disallow Thunderbolt, Thunder, Discharge and Thunderpunch. Not being able to beat bulky Waters is a major priority. Thundershock is irrelevant competitively, since it's outclassed by HP Electric, except in very strange situations like Brightpowder Gyarados or whatever.
Disallow Leaf Storm, Grass Knot, Energy Ball, and Leaf Blade for the same reason. Voodoom shouldn't have any more weapons against Water-types. Needle Arm is irrelevant, since even a supereffective Needle Arm does about the same as a neutral Close Combat.
Allow Psychic, even though I'm amazed this has not been argued about yet. Heracross will be a bit of an issue for Voodoom, and Psychic would be its best option barring HP Flying (which costs a speed point). For what it's worth, Psychic also makes a big difference to Voodoom in full CAP, allowing it to actually hurt Arghonaut and Revenankh, though of course that is not very important.
Allow Ice Beam, because it will only make any kind of difference in a few cases: it does hit Shaymin and Breloom harder than the other options, but neither Pokemon really wants to come in on Voodoom anyway; it makes a big difference in terms of Zapdos and Dragonite, two of the major Pokemon we really want Voodoom to be able to deal with. Remember, any turn that Voodoom uses Ice Beam is a turn for a bulky Water to come in more or less for free. Ice Punch is essentially a worse Ice Beam on Voodoom, so I see it as irrelevant.
Disallow Sucker Punch, there is no reason why Voodoom should get a free pass against Starmie. LO Naive 4 EVs Sucker Punch does 85.8% - 101.9% to standard Life Orb Starmie. It also does a significant 39.2% - 46.2% to Scarf Flygon, meaning that Flygon can't force Voodom out even if it bites the bullet and takes an Aura Sphere or Dark Pulse to switch in. What is the point of giving Voodom "only" base 110 speed if practically anything faster is afraid of STAB priority?