A set like that is crying out for Pursuit. Is there a reason why Pursuit wasn't included on Kit in the first place? It seems like the perfect mon to have it.
A Scarf transform set is actually not possible, as you would be locking yourself into Transform, which doesn't reset after the transformation. And since Transform is no longer there, you would cause yourself to Struggle. Ditto works with Scarf because Imposter activates before you have to choose a move. Just a weird thing in the coding, but a Choice Scarf and Transform just do not mix.Name: Shadow Fox (Alternate of Deck Knight's proposal)
Move 1: Transform
Move 2: Shadow Strike
Move 3: U-Turn
Move 4: Memento/Pain Split/Destiny Bond/Yawn/Defog
Ability: (pending)
Item: Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Hasty
So I saw Deck Knight's concept, and I really liked it. I think Transform could let it do a great job of being a scout and a revenge killer, which are two jobs that I think Kitsunoh would like to do effectively. I decided to play a Ditto version here with Choice Scarf. It lets Kitsunoh play both the roles at once. It can use Transform and U-Turn to scout, while being able to revenge kill both with scarfed Shadow Strike and Transform.
Transform has obvious reasons for being here. Shadow Striker provides a STAB move with great neutral coverage for cleaning up weak threats. U-Turn provides pivoting, easing prediction with the Choice Scarf. The last moveslot falls to utility of the person's choice. Memento is a great way to let Kitsunoh suicide if it's at low health, giving an opportunity for a teammate to set up afterwards. Pain Split can get some chip on the enemy while healing up Kitsunoh in a pinch, but I honestly don't think it's the best of these five options. Destiny Bond and Yawn have a similar purpose: stop a setup sweeper in a pinch. Scarf 110 speed can outspeed most Pokemon at +1, such as Volcarona, letting Kitsunoh easily use Destiny Bond to end them right then and there, or Yawn to cause sleep. Prediction would be difficult for Destiny Bond because if the enemy anticipates it, they can easily continue to boost or heal instead of attacking. Yawn doesn't kill, but is easier to use. Defog is for a last ditch effort to get hazards off the field, or if you just get a free turn.
How much has Kitsunoh's role changed from scout to other roles?I'm going to give a hard no on Fire Coverage. We wouldn't be discussing it had Iron Fist not won, and All-Out-Attacker is not a role we should be encouraging for Kitsunoh.
To give this some structure, I'd like to point out Kitsunoh already has Superpower and that Hammer Arm would have equivalent power but lower a different stat and not be quite so crippling to Kitsunoh. I would also like to see some discussion of Bullet Punch, because priority has significant implications for Kitsunoh competitively.
Please focus your discussion around these questions:
How much has Kitsunoh's role changed from scout to other roles?
Is revenge killing a part of Kitsunoh's identity, or just something it does as a function of its speed tier and general ability to switch in on resisted hits?
This also applies for other moves brought up. What is the justification for reliable or semi-reliable healing on Kitsunoh in performing its role, for example.
I'd like to get about two days of discussion max and then start the wind-down clock on Wednesday so we can complete Kitsunoh this week.
Kitsunoh is a pretty terrible trapper with Pursuit, unfortunately. Because it has to decide between bulk and its offenses when it comes to EV investment, it either a) doesn't do enough damage to make Pursuit worth it, or b) doesn't survive attacks it needs to:Name: Scorpion 2.0
Move 1: Persuit
Move 2: Play Rough
Move 3: Meteor Mash / Shadow Strike
Move 4: U-Turn / Ice Punch / Defog
Ability: Iron Fist
Item: Life Orb
EVs: 244 Atk / 248 Spe / 8 SpD / 8 Def
Jolly Nature
This is an improved version of my set from earlier. Persuit is perfect for a scouting set, as it scouts out whether the foe was switching or not. If the foe is switching, it likely means they can't touch you for anything good. If they stay in, you have to U-Turn out or wind up dead. Play Rough is added to handle Dark types where it didn't have any way to deal with them before. It does not change matchups against Steel-types, as it is resisted. As such, I think it's fine. Meteor Mash is good as it is boosted by Iron Fist. U-Turn is to pivot, Ice Punch is for Lando-T and Zygarde, and Defog is for utility.