Voting for AquaticPanic on the tiebreaker. With that out of the way...
Move Name: Spectral Surefire
User: Decidueye
Category: Special
Type: Ghost
BP: 100
Accuracy: --
Max PP: 16
Effects: N/A
Attributes: Cannot Miss (outside of protect, invulnerable turn of fly, etc)
Reasoning: With Decidueye's Special Attack (100) trailing not that far behind its Physical (107), I figured giving him a unique move option for one of each category of moves would suit him well to increase flexibility somewhat. The inability to miss is a bit of a nod to how Z moves can't, and the fact it's stronger than Shadow Ball means that it isn't just outclassed due to the side effect that SB has.
Move Name: Alolan Whip
User: Incineroar
Category: Physical
Type: Dark
BP: 85
Accuracy: 90
Max PP: 8
Effects: Ignores Protect/Detect/etc. and lifts their effects for the turn.
Attributes: Contact. Priority +1.
Reasoning: Incineroar's kinda slow. Actually, it's really slow. Here's a Z-take with some base on a "move" that technically exists already because of Incineroar's side special in Smash Ultimate. It's basically Feint but a bit more practical, which not only fits with the heel status Incineroar has, but the fact it ignores protection moves is a nod to how Command Grabs ignore shields. Giving it +2 priority would be a bit too cheeky, however, so I settled for +1.
Move Name: Rainstorm Sonata
User: Primarina
Category: Special
Type: Water
BP: 120
Accuracy: 90
Max PP: 8
Effects: N/A
Attributes: Sound
Reasoning: Just a hard hitting water move, much like how Oceanic Operetta has the highest base power of the starter Z-moves. Nothing much else to say here, honestly.
Move Name: Spectral Surefire
User: Decidueye
Category: Special
Type: Ghost
BP: 100
Accuracy: --
Max PP: 16
Effects: N/A
Attributes: Cannot Miss (outside of protect, invulnerable turn of fly, etc)
Reasoning: With Decidueye's Special Attack (100) trailing not that far behind its Physical (107), I figured giving him a unique move option for one of each category of moves would suit him well to increase flexibility somewhat. The inability to miss is a bit of a nod to how Z moves can't, and the fact it's stronger than Shadow Ball means that it isn't just outclassed due to the side effect that SB has.
Move Name: Alolan Whip
User: Incineroar
Category: Physical
Type: Dark
BP: 85
Accuracy: 90
Max PP: 8
Effects: Ignores Protect/Detect/etc. and lifts their effects for the turn.
Attributes: Contact. Priority +1.
Reasoning: Incineroar's kinda slow. Actually, it's really slow. Here's a Z-take with some base on a "move" that technically exists already because of Incineroar's side special in Smash Ultimate. It's basically Feint but a bit more practical, which not only fits with the heel status Incineroar has, but the fact it ignores protection moves is a nod to how Command Grabs ignore shields. Giving it +2 priority would be a bit too cheeky, however, so I settled for +1.
Move Name: Rainstorm Sonata
User: Primarina
Category: Special
Type: Water
BP: 120
Accuracy: 90
Max PP: 8
Effects: N/A
Attributes: Sound
Reasoning: Just a hard hitting water move, much like how Oceanic Operetta has the highest base power of the starter Z-moves. Nothing much else to say here, honestly.