Overall I like the Sireno/Sirena lines. I feel like Sireno could use another move or two, though (it only learns 5 moves before it evolves at 27... that's kind of not very many), maybe Karate Chop or something like that between 16 and 23? I know it's only water at that point, but regardless of how useful it is it's some flavor and something to keep the mon interesting. Also, someone mentioning breeding made me realize you'll want to bump down their first moves to level 1. I THINK newly hatched mons are level 1 in Gen 3, so if we end up getting breeding in, newly hatched Sirenos/Sirenas won't know any moves the way they are. Maybe even add a new move at level one for each of them (Comet Punch for Sireno, Double Slap for Sirena?) to fill them out a little more.
Sireno-27->Manlantis-WSTN->Picilyeh
Rage 5
Water Gun 7
Focus Energy 11
Whirlpool 16
Karate Chop 20
Detect 23
Rolling Kick 28 30
Screech 31 34
Slash 35 37 41
Water Pulse 42 46
Brick Break 46 49
Pain Split 48 53
Sirena-27->Ostrandia-WSTN->Merododem
Double Slap 1
Bubble 5
Foresight 8
Safeguard 14
Mudshot 17
Lovely Kiss 21
Fake Tears 26
Takedown 29 33
Bubblebeam 34 38
Curse 42 40
Haze 39 45 48
Shadowball 49 53
Waterpulse 52 56
Memento 59
Karate Chop added. However, newly hatched pokemon in Gen III start at level 5, so I won't move the levels down. Double Slap, however, has been added as a Level 1 for Sirena Reguardless, because it fits thematically.
Scamps feels ok, but not particularly legendary, especially when you compare its moveset to Dorfmentus, which is better in almost every way. I know that moves don't necessarily make a legendary great, but.... yeah. I'd say add in some things that make it hard to hit (maybe Minimize/Double Team and Sand Attack/Mud Slap?), since that's a theme that might go well with a cute little cat legendary and they can make whatever mon they're on really frustratingly overpowered in a lot of circumstances. The problem with that suggestion is that, while that might make a powerful mon, it still doesn't feel legendary for some reason, so other suggestions would be great.
Edit: also, these are all just my opinions, definitely not gospel. Feel free to say "umm nope, I was going for something, I'm going to keep them how they are" if you want. I can already tell we aim for different numbers of moves (you seem to go for 11-13, I go for 18-20) so I know we do some things differently. Just wanted to give what input I could.
In this case, I have to say no. Mew (which scamps is heavily based off in terms of theme) Only learns 5 moves in its Gen III Ieteration, and for the most part, they aren't that great. Its main advantage was the ability to learn all TMs, which I also interpreted for scamps.
Also, In terms of movesets, I tend to fall more in line with semi-imitating the patterns of actual pokemon, and surprisingly enough, anything beyond the starters really doesn't learn much, with 12 actually being the peak. Of course, legendaries also break this trend (having either very high or very low numbers), but I stuck with the average on Scamps.
Dorfmentus... wow. Is that a pseudolegendary/legendary? That's a seriously powerhouse moveset, especially if Dorfmentus is Psychic/Fighting (which I'm not sure about). It could be ok as-is if it's supposed to be really good, but if not, you might want to get rid of a theme or two. Some ideas are: take out Dream Eater/Recover to make it less durable, take out Bulk Up/Calm Mind so it can't snowball as much, take out Confuse Ray/Kinesis so it can't control as well, or take out some of the high end powerful moves. If it's a normal Bayomon then I'd say probably any two of those would be necessary, maybe adding in basic one stat boosting moves to fill the gaps.
The Boogesh line looks great though! I do like the dynamic of it learning a pretty good move at level 1 but it being mostly useless until it learns Hypnosis later unless you get to a move tutor/relearner and have it relearn it there.
Dorfmentus
Confusion 5
Calm Mind 11
Hypnosis 15
Dream Eater 19
Karate Chop 26
Confuse Ray 29
Bulk Up 35
Psychic 41
Kinesis 46
High Jump Kick 49
- Dorfmentus is Psychic only, but I figured it would use the possesed dwarfs for combat semi-decently (martial trances)
- I cut psycho boost and recover, so it should be a little less tanklike.
- Not supposed to be a Pesudo-Legendary.
- Strangely enough, you recommended me to add stat boosters to replace stat boosters (as a potental option)
Bogesh moves have been wiki-fied.