This stage of the CAP process is where complete movepools are created and submitted for consideration by the Movepool Leader. There are many restrictions on the moves that are allowed, as well as how many of each move type are allowed per movepool. There is a limit on which competitive moves may be allowed into a movepool based on the lists generated by the Movepool Discussion stage of the CAP process. No competitive move that is not specifically listed as allowed in the Movepool Discussion stage can appear on any submitted movepool. As to what makes a move competitive or not, it is a decision to be made at the sole discretion of the Topic Leader.
The movepools submitted are intended to be structured like a normal Pokemon movepool. A complete movepool should contain three lists of moves, according to the method by which the Pokemon learns the moves—Level-Up Moves, TMs and Move Tutor Moves, and Egg Moves. The egg groups for the Pokemon are determined by the movepool submitter. Project participants can submit draft proposals of full movepools and edit them based on feedback from the Movepool Leader and the general public. After reviewing the finalized movepools, the Movepool Leader will select several submissions to be voted on by the general public.
Movepools have to be moderated by the Movepool Leader, 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 limits that your movepool must conform to; however, there are guidelines as to size and effectiveness, and the Movepool Leader reserves the right to reject your movepool should it be grossly different from those chosen. The way that this is quantified is by counting the total number of moves and "Very Good Moves", or VGMs, in a given movepool. A VGM 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".
The Base Stat Ratings for a CAP set the guidelines for the total movepool size and the total number of Very Good Moves allowed in the movepool, though these are subject to the individual discrimination of the Movepool Leader before the guidelines for that particular CAP are presented.
As previously mentioned, there are a number of considerations that can cause the VGM list to change, depending on the situation. While the final VGM list is subject to the Movepool Leader's discretion, 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. 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 VGMs. 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 next to them. These moves are 'equivalent' in terms of the Very Good Move list, which means that the moves count as 1 Very Good Move alone or together. For instance, if a movepool has both Recover and Slack Off on it, they count as 1 Very Good 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 two stages. If both Tail Glow and Nasty Plot are on the same movepool, they count as 1 Very Good Move, but still count as two moves towards the total move count. This rule is also not absolute; if an outclassed VGM is available with different other VGMs based on movepool illegalities, it may be required that both the outclassed VGM and the outclassing VGM count as VGMs. It must be analyzed on a case-by-case basis. Only outclassed VGMs are listed in the table below. This explains why certain outclassed move pairs, like Defense Curl being outclassed by Iron Defense, do not show up on the table.
Abilities, such as Technician and No Guard, affect the viability of specific moves that might not otherwise be considered VGMs. If a move's Base Power, accuracy, or secondary effects are made comparable to an existing Very Good Move by an ability, then that move is considered a VGM. For instance, a Pokemon with No Guard would turn Dynamicpunch into a Very Good Move through the removal of accuracy as a factor.
For example, a Dark-type CAP with low Special Attack and high Attack has little use for Shadow Ball, which gives almost exactly the same coverage as its STAB attacks, but without the STAB boost and off its weaker attacking stat. This move is of very little competitive use for that CAP. In this case, the Movepool Leader may decide to discount this move as a VGM; however, it will still be a part of the total move count. This discounting is only for cases where it really makes or breaks a CAP, however, and doesn't give you freedom to overload a movepool with worthless VGMs.
While there are technically no limits to the number of approved VGMs and total moves, the Movepool Leader reserves the right to not include any movepool in their slate for the polls which drastically deviates from their suggested movepool limits. While every Movepool Leader can choose the limits for the movepools on their own judgement, the general rule is that the the higher the overall Base Stat Rating for a CAP that is allowed, the smaller the Total Movepool and Very Good Movepool can be. This is illustrated in the table below.
While flavor is discouraged in the competitive moves discussions, it is very much an integral part of a CAP, and the movepool reflects this. Sharp flavor observations can be as important as VGM considerations, especially since only half of your movepool contains VGMs. You are advised to make sure that your movepools make the most of the flavor room available. It should be noted that there are certain trends which most ingame Pokemon follow, based on types and moves, and you are advised to keep these in mind when developing your movepool. Such trends will likely be discussed in the discussion threads for movepools.
The first set of movepool guidelines is the Type-Move list. For each type of a CAP, there are several moves, including some VGMs, that come up in the movepools of the vast majority of all in-game Pokemon with that type. The second of these guidelines is the Move-Move list. For instance, if a given CAP movepool includes Ice Beam, it is advised that it also includes Blizzard, as that is generally what would happen in-game. Tables of these two movepool guidelines are given below for reference. Note that these do not include moves introduced in the 5th Generation, as actual statistics are difficult and time-consuming to derive. The updated tables for BW will come in time.