Now we will begin the long and arduous process of putting together a movepool for CAP 2. Before we actually begin accepting submissions for the movepool, I am going to lead two discussions: Attacking Moves (AM) and Non-Attacking Moves (NAM) within which we will limit what can be on CAP 2's movepool. Lower in this thread I will provide a list of all attacking moves I consider competitive for CAP 2. Note that this list may not be exhaustive at first.
This discussion thread will likely extend well beyond 24 hours into the 48 and possibly 72 hour mark.
Things I move to "Need Discussion" are things I want discussed at any given point of time.
The movepool stage of a CAP is competitive, and thus NO flavor-based logic will be tolerated. For example, I do not care if CAP 2 doesn't have a horn or does, Horn Leech should be allowed or disallowed based on competitive merit only.
Below is the current list of attacking moves for discussion:
Required
Hidden Power
Allowed
Leaf Blade
Seed Bomb
Energy Ball
Grass Knot
Petal Dance
Leaf Storm
Horn Leech
Giga Drain
Power Whip
Shadow Ball
Shadow Claw
Shadow Sneak
Shadow Punch
Stone Edge
Night Shade
Seismic Toss
Crunch
Dark Pulse
Night Slash
Sucker Punch
Payback
Pursuit
Psychic
Psyshock
Extrasensory
Zen Headbutt
Bug Buzz
X-Scissor
Ice Fang
Ice Shard
Thunder Fang
Air Slash
Drill Peck
Super Fang
Flash Cannon
Meteor Mash
Disallowed
Fighting-type attacking moves
Water-type attacking moves
Ground-type attacking moves
Fire-type attacking moves
Dragon-type attacking moves
Rock Slide
Rock Blast
Head Smash
Weather Ball
Wood Hammer
Ice Beam
Icy Wind
Icicle Spear
Icicle Crash
Frost Breath
Blizzard
Volt Tackle
Wild Charge
Thunder
Thunderbolt
Discharge
Charge Beam
Brave Bird
Hurricane
Volt Switch
Stored Power
Megahorn
U-turn
Acrobatics
Fake Out
ExtremeSpeed
Ice Punch
ThunderPunch
Controversial
Power Whip
Ice Punch
ThunderPunch
Need Discussion
-
Pending
-
CAP 2 thus far:
Name: Necturna
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Abilities: Forewarn / Telepathy (DW)
Primary Checks: Heatran, Jirachi, Skarmory, Hydreigon
Gender: Female
tl;dr: Quack! (King Tut Duck wants attacks to beat enemy armies!)
- Refer to this on-site article for further description of the process that is not outlined here.
- Moves such as Knock Off and Rapid Spin are not listed in Attacking Moves because they are primarily used for their secondary effects.
- The list of moves will be divided up into five (5) sections: Required, Allowed, Disallowed, Controversial, and Pending.
- Required moves are those that must be in every movepool submission for CAP 2.
- Allowed moves are those that are approved as being okay for CAP 2's movepool, and thus will be allowed in movepool submissions
- Disallowed moves are those that have been disapproved as being okay for CAP 2's movepool, and thus will not be allowed in movepool submissions
- Controversial moves are those that have been discussed, but which have not convinced the TL one way or the other on their validity. They are also moves that have a lot of good community arguments both way, and will go to a poll as to whether they will be allowed or not.
- Pending moves are moves that should be discussed eventually, but have not been yet and thus are otherwise unclassified.
- I've also included a "Need Discussion" section for moves that I want to draw attention to at any given time. This will be updated frequently, so check back frequently.
This discussion thread will likely extend well beyond 24 hours into the 48 and possibly 72 hour mark.
Things I move to "Need Discussion" are things I want discussed at any given point of time.
The movepool stage of a CAP is competitive, and thus NO flavor-based logic will be tolerated. For example, I do not care if CAP 2 doesn't have a horn or does, Horn Leech should be allowed or disallowed based on competitive merit only.
Below is the current list of attacking moves for discussion:
Required
Hidden Power
Allowed
Leaf Blade
Seed Bomb
Energy Ball
Grass Knot
Petal Dance
Leaf Storm
Horn Leech
Giga Drain
Power Whip
Shadow Ball
Shadow Claw
Shadow Sneak
Shadow Punch
Stone Edge
Night Shade
Seismic Toss
Crunch
Dark Pulse
Night Slash
Sucker Punch
Payback
Pursuit
Psychic
Psyshock
Extrasensory
Zen Headbutt
Bug Buzz
X-Scissor
Ice Fang
Ice Shard
Thunder Fang
Air Slash
Drill Peck
Super Fang
Flash Cannon
Meteor Mash
Disallowed
Fighting-type attacking moves
Water-type attacking moves
Ground-type attacking moves
Fire-type attacking moves
Dragon-type attacking moves
Rock Slide
Rock Blast
Head Smash
Weather Ball
Wood Hammer
Ice Beam
Icy Wind
Icicle Spear
Icicle Crash
Frost Breath
Blizzard
Volt Tackle
Wild Charge
Thunder
Thunderbolt
Discharge
Charge Beam
Brave Bird
Hurricane
Volt Switch
Stored Power
Megahorn
U-turn
Acrobatics
Fake Out
ExtremeSpeed
Ice Punch
ThunderPunch
Controversial
Need Discussion
-
Pending
-
CAP 2 thus far:
Name: Necturna
Focus: Bulky OffenseConcept: Sketch Artist
Description: A Pokemon that learns Sketch, once, and everything that goes along with that.
Justification:
In terms of uniqueness, I think that few existing Pokemon can match DPP Smeargle, an otherwise laughably worthless Pokemon trolling OU with access to every trick in the book (or at least 4 of them) but also affecting the metagame greatly by becoming a top threat in the lead metagame. This Pokemon will borrow some of that uniqueness by learning the move Sketch and thus having access to ONE surprise/strategic/gutshot bonus move to supplement its pre-existing movepool. Being otherwise competently built (read: usable stats), this Poke could be a top threat or specialist for reasons we can't even predict yet.
Questions To Be Answered:
Explanation: The key here is that we have a lot of freedom to construct a unique Pokemon while staying within the confines of the concept. Typing, stats, abilities, and even most of the movepool are completely fair game so long as the Poke learns Sketch only once along the way and that we keep that in mind during previous steps. Now, this doesn't mean the CAP process will be directionless; Rising Dusk is pretty well organized and good at keeping discussions focused, and the concept itself has firm grounding in Smeargle's precedent. What's really being studied with this concept is movepool diversity and effectiveness, so it should have the most effect on the movepool process, where movepool creators will have to carefully balance their Sketchmon's actual movepool with the possibility of adding any one other move to the list. In terms of the metagame, there is no doubt in my mind that throwing a wildcard like this into the mix will strongly affect the metagame.
- How will a Poke that has access to any one move out of all the moves in the game affect common battling tactics, namely prediction, scouting, and switching?
- Which Sketch moves will become most common on this Poke's best sets? Does Sketchmon's success rely on hiding that secret Sketch move until just the right moment or can it succeed with predictably powerful moves like Spore, Spikes, Hurricane, Shell Smash, etc.?
- Does this unique and powerful access to moves need to be counterbalanced elsewhere in the Pokemon's design? If so, then to what degree?
- What kind of impact can Sketchmon have on teambuilding in terms of being able to patch holes with common utility moves like Rapid Spin or Toxic Spikes?
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Abilities: Forewarn / Telepathy (DW)
Primary Checks: Heatran, Jirachi, Skarmory, Hydreigon
Gender: Female
tl;dr: Quack! (King Tut Duck wants attacks to beat enemy armies!)