This stage of the CAP process is where complete movepools are created and submitted for consideration by the Movepool Leader. There are restrictions on the number of moves that are allowed, as well as how many competitive moves are allowed per movepool. Different competitive moves may or may not be allowed into a movepool based on the lists generated by the Move Discussion stage of the CAP process, which in turn are based on the needs and demands of the individual CAP Project and its concept. Note that any certain competitive moves have restrictions associated with how many can be placed in a single movepool, and that any of these restricted moves that is not specifically listed as allowed in the Move Discussion stage will not be allowed on any submitted movepool—even if it was never brought up for discussion, it is illegal by default. A full list of moves that are restricted in this way, hereafter known as "Restricted Moves" or RMs, can be found below.
The movepools submitted are intended to be structured like a normal Pokémon movepool. A complete movepool should contain four lists of moves, according to the method by which the Pokémon learns the moves—Level-Up Moves, Technical Machines, Move Tutor Moves, and Egg Moves. When submitting your movepool, the egg groups for the Pokémon must be specified—illegal egg move combinations need not be specified, but it may be in your interests to highlight any illegal combinations (if, indeed, any exist at all) that give your movepool an identity or some unique competitive slant. Project participants can submit draft proposals of full movepools and edit them based on feedback from the CAP community. After your final submission has been made, the Movepool Leader will select those movepools from the overall pool that are judged to be good enough to appear on the voting slate, and the CAP's final movepool will be decided by a vote by the CAP community. Note that more detailed instructions, as well as further rules, will be given in the OP of the movepool submissions thread once posted.
Movepools have to be moderated, as if they are too barren or too bloated, they run the risk of either overpowering or underpowering the given CAP. This does not mean that there are any enforced standards that all movepools must conform to; however, there are certain restrictions as to size and effectiveness, and the Movepool Leader reserves the right to reject your movepool should it contain an illegal number of moves. The way that this is quantified is by counting the total number of moves and "Restricted Moves", or RMs, in a given movepool. A RM is defined as "A move that is considered by the combination of its power, accuracy, effect chance, move priority, power points, and overall type coverage to be of distinct individual competitive advantage in a given movepool", and the list of RMs is compiled by members of the Policy Review Committee. Note that there are a number of exemptions from the above rules, which are detailed below.
A list of RMs that splits them up by their attributes for easier viewing is located here.
As previously mentioned, there are a number of considerations that also need to be taken into account, in terms of particular moves that cannot be used under any circumstances, as well as those moves that may be considered as a single Restricted Move in addition to another, identical move, in order to preserve movepool flavour without compromising competitive integrity, up to a point. In addition to the above clarification about the move Curse on Pokémon of the Ghost-type, the following rules are applicable at all times unless the Movepool Leader explicitly states otherwise:
Note that this does not include non-legendary signature moves, although these may also be frowned upon by voters in terms of their flavour. As stated above, these moves should not be put into your movepools unless specifically allowed by the Movepool Leader, and all of them naturally count as RMs if this is the case. A list of all moves that this rule applies to is below.
As seen in the below table, there are some moves that have other moves listed in the columns next to them. These moves are "equivalent" in terms of the Restricted Move list, which means that the moves collectively count as 1 Restricted Move when put together on the same movepool. For instance, if a movepool has both Recover and Slack Off on it, they count together as 1 Restricted Move, but still count as 2 moves toward the total move count.
As above, certain moves are so much outclassed by other moves that there is literally no scenario where the lesser move would be a wiser choice over the former. For example, Tail Glow provides a three-stage boost to Special Attack, but Nasty Plot only boosts the stat by two stages. As with the above rule, if both Tail Glow and Nasty Plot are on the same movepool, they count as 1 Restricted Move, but still count as two moves towards the total move count. This rule is also not absolute; if an outclassed RM is available with other RMs and the outclassing RM is not, owing to movepool illegalities, it may be required that both the outclassed RM and the outclassing RM count as RMs. All combinations of outclassing and outclassed Restricted Moves are listed in the table below.
Abilities, such as Technician and No Guard, affect the viability of specific moves that might not otherwise be considered RMs. If a move's Base Power, accuracy, or secondary effects are made comparable to an existing Restricted Move by an ability, then that move is considered a RM. For instance, a Pokémon with No Guard would turn Dynamic Punch into a Restricted Move through the removal of its very low accuracy as a factor.
The actual number of moves and RMs that a given movepool can have is inversely proportional to its BSR, or Base Stat Rating, which is used as a measure of the overall potency of a stat spread, is used in the Stat Limits and Stat Spread Submissions stages, and more information about how it is calculated and the philosophy behind it can be found here. In essence, higher rated stat spreads are paired with less powerful or diverse movepools in order to impose a limit on how effective a given Pokémon is overall, in the interests of balance; this is rarely the case in the actual games, and is purely a pragmatic ruling. Note that the Topic Leader may decide to alter the movepool limits, should it be deemed necessary for that particular CAP's concept.