Policy Review RM Update

1.
Universal Competitive Move (UCM)
Generally Competitive Move (GCM)

Competitive Move (CM)
Restricted Move (RM)
Very Good Move (VGM)


2.
Modified Proposal
 

Qwilphish

when everything you touch turns to gold
1.
Competitive Move (CM)
Restricted Move (RM)
Universal Competitive Move (UCM)
Very Good Move (VGM)
Generally Competitive Move (GCM)

2.
Modified Proposal
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
1.
Restricted Move (RM)
Very Good Move (VGM)
Universal Competitive Move (UCM)

Competitive Move (CM)
Generally Competitive Move (GCM)


2.
Modified Proposal
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
1.
Very Good Move (VGM)
Generally Competitive Move (GCM)
Universal Competitive Move (UCM)
Competitive Move (CM)
Restricted Move (RM)

2.
Modified Proposal
 

Nyktos

Custom Loser Title
1.
Restricted Move (RM)
Very Good Move (VGM)
Generally Competitive Move (GCM)
Competitive Move (CM)
Universal Competitive Move (UCM)


2.
Modified Proposal
 

Bull of Heaven

Guest
1.
Restricted Move (RM)
Generally Competitive Move (GCM)
Very Good Move (VGM)
Competitive Move (CM)
Universal Competitive Move (UCM)

2.
Modified Proposal
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
1.
Generally Competitive Move (GCM)
Restricted Move (RM)
Very Good Move (VGM)
Competitive Move (CM)
Universal Competitive Move (UCM)


2.
Modified Proposal
 

nyttyn

From Now On, We'll...
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
1.
Restricted Move (RM)
Competitive Move (CM)
Universal Competitive Move (UCM)
Generally Competitive Move (GCM)
Very Good Move (VGM)

2.
Modified Proposal
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
1.
Restricted Move (RM)
Competitive Move (CM)
Generally Competitive Move (GCM)
Universal Competitive Move (UCM)
Very Good Move (VGM)


2.
Modified Proposal
 

DetroitLolcat

Maize and Blue Badge Set 2014-2017
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
Very Good Move (VGM)
Competitive Move (CM)
Restricted Move (RM)
Generally Competitive Move (GCM)
Universal Competitive Move (UCM)


2.
Modified Proposal
 

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Let's cut it here

I won't bother voting since we have a supermajority in both cases

Restricted Move (RM) got 6 votes out of 11 and as such is the new name for the VGM. We need never say VGM again. Funny feeling.

Modified Proposal received 11 votes out of 11 (I was going to vote Initial but hey)

Thus the new BSR-Movepool limits are as follows:

Code:
Category             BSR           Category            Total moves  VGMs
Above Average     250    =>    Fantastic            75              38
Good                  300    =>    Excellent             70              35
Very Good           350    =>    Very Good           65              33
Excellent             400    =>    Good                  60              30
Fantastic            450    =>    Above Average     55              28
I'll get the relevant pages written up as soon as possible. Cheers.
 

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Sorry for the delays, everyone; busy time

Movepool Submissions (Event):

Code:
[title]
Movepool Submissions
[page]
<ol class="toc">
<li><a href="#intro">Introduction</a></li>
<li><a href="#considerations">Movepool Considerations</a>
<ul>
<li><a href="#restricted">Restricted Move List</a></li>
<li><a href="#exemption">Illegalities and Exemptions</a></li>
</ul></li>
<li><a href="#size">Movepool Size</a></li>
<li><a href="#resource">Resources</a></li>
</ol>

<h2><a name="intro">Introduction</a></h2>

<p>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 <a href="/cap/process/events/move_discussion">Move Discussion</a> 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 <strong>specifically</strong> listed as allowed in the Move Discussion stage will not be allowed on any submitted movepool&mdash;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.</p>

<p>The movepools submitted are intended to be structured like a normal Pok&eacute;mon movepool. A complete movepool should contain four lists of moves, according to the method by which the Pok&eacute;mon learns the moves&mdash;Level-Up Moves, Technical Machines, Move Tutor Moves, and Egg Moves. When submitting your movepool, the egg groups for the Pok&eacute;mon must be specified&mdash;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.</p>

<hr />

<h2><a name="considerations">Movepool Considerations</a></h2>

<p>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.</p>

<p>A list of RMs that splits them up by their attributes for easier viewing is located <a href="doesn'texistyet">here</a>.</p>

<h3><a name="restricted">Restricted Move List</a></h3>

<table class="sortable">
<thead>
<tr>
<th colspan=7 style="text-align: center">Restricted Move List</th>
</tr>
</thead>
<tr>
<td><a href="/xy/moves/acid_armor">Acid Armor</a></td>
<td><a href="/xy/moves/cotton_guard">Cotton Guard</a></td>
<td><a href="/xy/moves/fiery_dance">Fiery Dance</a></td>
<td><a href="/xy/moves/hurricane">Hurricane</a></td>
<td><a href="/xy/moves/mystical_fire">Mystical Fire</a></td>
<td><a href="/xy/moves/roar">Roar</a></td>
<td><a href="/xy/moves/superpower">Superpower</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/acid_spray">Acid Spray</a></td>
<td><a href="/xy/moves/counter">Counter</a></td>
<td><a href="/xy/moves/fire_blast">Fire Blast</a></td>
<td><a href="/xy/moves/hydro_pump">Hydro Pump</a></td>
<td><a href="/xy/moves/nasty_plot">Nasty Plot</a></td>
<td><a href="/xy/moves/rock_blast">Rock Blast</a></td>
<td><a href="/xy/moves/surf">Surf</a></td>
</tr>
<tr>
<td><a href="/xy/moves/acrobatics">Acrobatics</a></td>
<td><a href="/xy/moves/crabhammer">Crabhammer</a></td>
<td><a href="/xy/moves/fire_fang">Fire Fang</a></td>
<td><a href="/xy/moves/hyper_voice">Hyper Voice</a></td>
<td><a href="/xy/moves/nature_power">Nature Power</a></td>
<td><a href="/xy/moves/rock_polish">Rock Polish</a></td>
<td><a href="/xy/moves/swagger">Swagger</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/agility">Agility</a></td>
<td><a href="/xy/moves/cross_chop">Cross Chop</a></td>
<td><a href="/xy/moves/fire_pledge">Fire Pledge</a></td>
<td><a href="/xy/moves/hypnosis">Hypnosis</a></td>
<td><a href="/xy/moves/night_daze">Night Daze</a></td>
<td><a href="/xy/moves/rock_slide">Rock Slide</a></td>
<td><a href="/xy/moves/switcheroo">Switcheroo</a></td>
</tr>
<tr>
<td><a href="/xy/moves/air_slash">Air Slash</a></td>
<td><a href="/xy/moves/cross_poison">Cross Poison</a></td>
<td><a href="/xy/moves/fire_punch">Fire Punch</a></td>
<td><a href="/xy/moves/ice_beam">Ice Beam</a></td>
<td><a href="/xy/moves/night_shade">Night Shade</a></td>
<td><a href="/xy/moves/roost">Roost</a></td>
<td><a href="/xy/moves/swords_dance">Swords Dance</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/amnesia">Amnesia</a></td>
<td><a href="/xy/moves/crunch">Crunch</a></td>
<td><a href="/xy/moves/flame_burst">Flame Burst</a></td>
<td><a href="/xy/moves/ice_fang">Ice Fang</a></td>
<td><a href="/xy/moves/night_slash">Night Slash</a></td>
<td><a href="/xy/moves/scald">Scald</a></td>
<td><a href="/xy/moves/synthesis">Synthesis</a></td>
</tr>
<tr>
<td><a href="/xy/moves/aqua_jet">Aqua Jet</a></td>
<td><a href="/xy/moves/curse">Curse</a>*</td>
<td><a href="/xy/moves/flame_charge">Flame Charge</a></td>
<td><a href="/xy/moves/ice_punch">Ice Punch</a></td>
<td><a href="/xy/moves/nuzzle">Nuzzle</a></td>
<td><a href="/xy/moves/seed_bomb">Seed Bomb</a></td>
<td><a href="/xy/moves/tail_glow">Tail Glow</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/aqua_tail">Aqua Tail</a></td>
<td><a href="/xy/moves/dark_pulse">Dark Pulse</a></td>
<td><a href="/xy/moves/flamethrower">Flamethrower</a></td>
<td><a href="/xy/moves/ice_shard">Ice Shard</a></td>
<td><a href="/xy/moves/outrage">Outrage</a></td>
<td><a href="/xy/moves/seismic_toss">Seismic Toss</a></td>
<td><a href="/xy/moves/taunt">Taunt</a></td>
</tr>
<tr>
<td><a href="/xy/moves/aromatherapy">Aromatherapy</a></td>
<td><a href="/xy/moves/dazzling_gleam">Dazzling Gleam</a></td>
<td><a href="/xy/moves/flare_blitz">Flare Blitz</a></td>
<td><a href="/xy/moves/icicle_crash">Icicle Crash</a></td>
<td><a href="/xy/moves/overheat">Overheat</a></td>
<td><a href="/xy/moves/shadow_ball">Shadow Ball</a></td>
<td><a href="/xy/moves/thunder">Thunder</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/attack_order">Attack Order</a></td>
<td><a href="/xy/moves/defend_order">Defend Order</a></td>
<td><a href="/xy/moves/flash_cannon">Flash Cannon</a></td>
<td><a href="/xy/moves/icicle_spear">Icicle Spear</a></td>
<td><a href="/xy/moves/pain_split">Pain Split</a></td>
<td><a href="/xy/moves/shadow_claw">Shadow Claw</a></td>
<td><a href="/xy/moves/thunder_fang">Thunder Fang</a></td>
</tr>
<tr>
<td><a href="/xy/moves/aura_sphere">Aura Sphere</a></td>
<td><a href="/xy/moves/defog">Defog</a></td>
<td><a href="/xy/moves/flying_press">Flying Press</a></td>
<td><a href="/xy/moves/ingrain">Ingrain</a></td>
<td><a href="/xy/moves/parting_shot">Parting Shot</a></td>
<td><a href="/xy/moves/shadow_sneak">Shadow Sneak</a></td>
<td><a href="/xy/moves/thunder_punch">Thunder Punch</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/autotomize">Autotomize</a></td>
<td><a href="/xy/moves/destiny_bond">Destiny Bond</a></td>
<td><a href="/xy/moves/focus_blast">Focus Blast</a></td>
<td><a href="/xy/moves/iron_defense">Iron Defense</a></td>
<td><a href="/xy/moves/payback">Payback</a></td>
<td><a href="/xy/moves/shell_smash">Shell Smash</a></td>
<td><a href="/xy/moves/thunder_wave">Thunder Wave</a></td>
</tr>
<tr>
<td><a href="/xy/moves/avalanche">Avalanche</a></td>
<td><a href="/xy/moves/detect">Detect</a></td>
<td><a href="/xy/moves/focus_punch">Focus Punch</a></td>
<td><a href="/xy/moves/iron_head">Iron Head</a></td>
<td><a href="/xy/moves/perish_song">Perish Song</a></td>
<td><a href="/xy/moves/shift_gear">Shift Gear</a></td>
<td><a href="/xy/moves/thunderbolt">Thunderbolt</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/barrier">Barrier</a></td>
<td><a href="/xy/moves/disable">Disable</a></td>
<td><a href="/xy/moves/foul_play">Foul Play</a></td>
<td><a href="/xy/moves/iron_tail">Iron Tail</a></td>
<td><a href="/xy/moves/petal_blizzard">Petal Blizzard</a></td>
<td><a href="/xy/moves/signal_beam">Signal Beam</a></td>
<td><a href="/xy/moves/toxic">Toxic</a></td>
</tr>
<tr>
<td><a href="/xy/moves/baton_pass">Baton Pass</a></td>
<td><a href="/xy/moves/discharge">Discharge</a></td>
<td><a href="/xy/moves/freeze-dry">Freeze-Dry</a></td>
<td><a href="/xy/moves/jump_kick">Jump Kick</a></td>
<td><a href="/xy/moves/petal_dance">Petal Dance</a></td>
<td><a href="/xy/moves/sky_uppercut">Sky Uppercut</a></td>
<td><a href="/xy/moves/toxic_spikes">Toxic Spikes</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/belly_drum">Belly Drum</a></td>
<td><a href="/xy/moves/double-edge">Double-Edge</a></td>
<td><a href="/xy/moves/frost_breath">Frost Breath</a></td>
<td><a href="/xy/moves/king's_shield">King's Shield</a></td>
<td><a href="/xy/moves/pin_missile">Pin Missile</a></td>
<td><a href="/xy/moves/slack_off">Slack Off</a></td>
<td><a href="/xy/moves/tri_attack">Tri Attack</a></td>
</tr>
<tr>
<td><a href="/xy/moves/blaze_kick">Blaze Kick</a></td>
<td><a href="/xy/moves/draco_meteor">Draco Meteor</a></td>
<td><a href="/xy/moves/frustration">Frustration</a></td>
<td><a href="/xy/moves/knock_off">Knock Off</a></td>
<td><a href="/xy/moves/play_rough">Play Rough</a></td>
<td><a href="/xy/moves/sleep_powder">Sleep Powder</a></td>
<td><a href="/xy/moves/trick">Trick</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/blizzard">Blizzard</a></td>
<td><a href="/xy/moves/dragon_claw">Dragon Claw</a></td>
<td><a href="/xy/moves/gear_grind">Gear Grind</a></td>
<td><a href="/xy/moves/lava_plume">Lava Plume</a></td>
<td><a href="/xy/moves/poison_jab">Poison Jab</a></td>
<td><a href="/xy/moves/sleep_talk">Sleep Talk</a></td>
<td><a href="/xy/moves/trick_room">Trick Room</a></td>
</tr>
<tr>
<td><a href="/xy/moves/body_slam">Body Slam</a></td>
<td><a href="/xy/moves/dragon_dance">Dragon Dance</a></td>
<td><a href="/xy/moves/giga_drain">Giga Drain</a></td>
<td><a href="/xy/moves/leaf_blade">Leaf Blade</a></td>
<td><a href="/xy/moves/power_gem">Power Gem</a></td>
<td><a href="/xy/moves/sludge_bomb">Sludge Bomb</a></td>
<td><a href="/xy/moves/u-turn">U-turn</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/bonemerang">Bonemerang</a></td>
<td><a href="/xy/moves/dragon_pulse">Dragon Pulse</a></td>
<td><a href="/xy/moves/glare">Glare</a></td>
<td><a href="/xy/moves/leaf_storm">Leaf Storm</a></td>
<td><a href="/xy/moves/power_whip">Power Whip</a></td>
<td><a href="/xy/moves/sludge_wave">Sludge Wave</a></td>
<td><a href="/xy/moves/vacuum_wave">Vacuum Wave</a></td>
</tr>
<tr>
<td><a href="/xy/moves/boomburst">Boomburst</a></td>
<td><a href="/xy/moves/dragon_tail">Dragon Tail</a></td>
<td><a href="/xy/moves/grass_knot">Grass Knot</a></td>
<td><a href="/xy/moves/leech_seed">Leech Seed</a></td>
<td><a href="/xy/moves/protect">Protect</a></td>
<td><a href="/xy/moves/soft-boiled">Soft-Boiled</a></td>
<td><a href="/xy/moves/volt_switch">Volt Switch</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/bounce">Bounce</a></td>
<td><a href="/xy/moves/drain_punch">Drain Punch</a></td>
<td><a href="/xy/moves/grass_pledge">Grass Pledge</a></td>
<td><a href="/xy/moves/light_screen">Light Screen</a></td>
<td><a href="/xy/moves/psychic">Psychic</a></td>
<td><a href="/xy/moves/solar_beam">Solar Beam</a></td>
<td><a href="/xy/moves/volt_tackle">Volt Tackle</a></td>
</tr>
<tr>
<td><a href="/xy/moves/brave_bird">Brave Bird</a></td>
<td><a href="/xy/moves/drill_peck">Drill Peck</a></td>
<td><a href="/xy/moves/growth">Growth</a></td>
<td><a href="/xy/moves/lovely_kiss">Lovely Kiss</a></td>
<td><a href="/xy/moves/psycho_cut">Psycho Cut</a></td>
<td><a href="/xy/moves/spark">Spark</a></td>
<td><a href="/xy/moves/water_pledge">Water Pledge</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/brick_break">Brick Break</a></td>
<td><a href="/xy/moves/drill_run">Drill Run</a></td>
<td><a href="/xy/moves/gunk_shot">Gunk Shot</a></td>
<td><a href="/xy/moves/low_kick">Low Kick</a></td>
<td><a href="/xy/moves/psyshock">Psyshock</a></td>
<td><a href="/xy/moves/spikes">Spikes</a></td>
<td><a href="/xy/moves/water_shuriken">Water Shuriken</a></td>
</tr>
<tr>
<td><a href="/xy/moves/bug_buzz">Bug Buzz</a></td>
<td><a href="/xy/moves/dual_chop">Dual Chop</a></td>
<td><a href="/xy/moves/gyro_ball">Gyro Ball</a></td>
<td><a href="/xy/moves/mach_punch">Mach Punch</a></td>
<td><a href="/xy/moves/pursuit">Pursuit</a></td>
<td><a href="/xy/moves/spiky_shield">Spiky Shield</a></td>
<td><a href="/xy/moves/water_spout">Water Spout</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/bulk_up">Bulk Up</a></td>
<td><a href="/xy/moves/earth_power">Earth Power</a></td>
<td><a href="/xy/moves/hammer_arm">Hammer Arm</a></td>
<td><a href="/xy/moves/magic_coat">Magic Coat</a></td>
<td><a href="/xy/moves/quiver_dance">Quiver Dance</a></td>
<td><a href="/xy/moves/spore">Spore</a></td>
<td><a href="/xy/moves/waterfall">Waterfall</a></td>
</tr>
<tr>
<td><a href="/xy/moves/bullet_punch">Bullet Punch</a></td>
<td><a href="/xy/moves/earthquake">Earthquake</a></td>
<td><a href="/xy/moves/head_charge">Head Charge</a></td>
<td><a href="/xy/moves/megahorn">Megahorn</a></td>
<td><a href="/xy/moves/rain_dance">Rain Dance</a></td>
<td><a href="/xy/moves/stealth_rock">Stealth Rock</a></td>
<td><a href="/xy/moves/weather_ball">Weather Ball</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/bullet_seed">Bullet Seed</a></td>
<td><a href="/xy/moves/encore">Encore</a></td>
<td><a href="/xy/moves/head_smash">Head Smash</a></td>
<td><a href="/xy/moves/memento">Memento</a></td>
<td><a href="/xy/moves/rapid_spin">Rapid Spin</a></td>
<td><a href="/xy/moves/sticky_web">Sticky Web</a></td>
<td><a href="/xy/moves/whirlwind">Whirlwind</a></td>
</tr>
<tr>
<td><a href="/xy/moves/calm_mind">Calm Mind</a></td>
<td><a href="/xy/moves/energy_ball">Energy Ball</a></td>
<td><a href="/xy/moves/heal_bell">Heal Bell</a></td>
<td><a href="/xy/moves/meteor_mash">Meteor Mash</a></td>
<td><a href="/xy/moves/razor_shell">Razor Shell</a></td>
<td><a href="/xy/moves/stone_edge">Stone Edge</a></td>
<td><a href="/xy/moves/wild_charge">Wild Charge</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/charge_beam">Charge Beam</a></td>
<td><a href="/xy/moves/eruption">Eruption</a></td>
<td><a href="/xy/moves/heal_order">Heal Order</a></td>
<td><a href="/xy/moves/milk_drink">Milk Drink</a></td>
<td><a href="/xy/moves/recover">Recover</a></td>
<td><a href="/xy/moves/stored_power">Stored Power</a></td>
<td><a href="/xy/moves/will-o-wisp">Will-O-Wisp</a></td>
</tr>
<tr>
<td><a href="/xy/moves/circle_throw">Circle Throw</a></td>
<td><a href="/xy/moves/explosion">Explosion</a></td>
<td><a href="/xy/moves/healing_wish">Healing Wish</a></td>
<td><a href="/xy/moves/mirror_coat">Mirror Coat</a></td>
<td><a href="/xy/moves/reflect">Reflect</a></td>
<td><a href="/xy/moves/storm_throw">Storm Throw</a></td>
<td><a href="/xy/moves/wish">Wish</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/clear_smog">Clear Smog</a></td>
<td><a href="/xy/moves/extrasensory">Extrasensory</a></td>
<td><a href="/xy/moves/heat_wave">Heat Wave</a></td>
<td><a href="/xy/moves/moonblast">Moonblast</a></td>
<td><a href="/xy/moves/refresh">Refresh</a></td>
<td><a href="/xy/moves/stun_spore">Stun Spore</a></td>
<td><a href="/xy/moves/wood_hammer">Wood Hammer</a></td>
</tr>
<tr>
<td><a href="/xy/moves/close_combat">Close Combat</a></td>
<td><a href="/xy/moves/extreme_speed">Extreme Speed</a></td>
<td><a href="/xy/moves/hidden_power">Hidden Power</a></td>
<td><a href="/xy/moves/moonlight">Moonlight</a></td>
<td><a href="/xy/moves/rest">Rest</a></td>
<td><a href="/xy/moves/substitute">Substitute</a></td>
<td><a href="/xy/moves/x-scissor">X-Scissor</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/coil">Coil</a></td>
<td><a href="/xy/moves/facade">Facade</a></td>
<td><a href="/xy/moves/high_jump_kick">High Jump Kick</a></td>
<td><a href="/xy/moves/morning_sun">Morning Sun</a></td>
<td><a href="/xy/moves/return">Return</a></td>
<td><a href="/xy/moves/sucker_punch">Sucker Punch</a></td>
<td><a href="/xy/moves/yawn">Yawn</a></td>
</tr>
<tr>
<td><a href="/xy/moves/cosmic_power">Cosmic Power</a></td>
<td><a href="/xy/moves/fake_out">Fake Out</a></td>
<td><a href="/xy/moves/horn_leech">Horn Leech</a></td>
<td><a href="/xy/moves/muddy_water">Muddy Water</a></td>
<td><a href="/xy/moves/reversal">Reversal</a></td>
<td><a href="/xy/moves/super_fang">Super Fang</a></td>
<td><a href="/xy/moves/zen_headbutt">Zen Headbutt</a></td>
</tr>
</tbody>
</table>

<dl>
<dd><strong>* Curse only counts as a Restricted Move for Pok&eacute;mon that are not of the Ghost-type</strong></dd>
</dl>

<hr />

<h3><a name="exemption">Illegalities and Exemptions</a></h3>

<p>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 Pok&eacute;mon of the Ghost-type, the following rules are applicable at all times unless the Movepool Leader explicitly states otherwise:</p>

<dl>
<dd><strong>Legendary Pok&eacute;mon signature moves are automatically disallowed for all CAPs.</strong></dd>
</dl>

<p>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.</p>

<table class="sortable">
<thead>
<tr>
<th colspan=5 style="text-align: center">Legendary Signature Move List</th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="/xy/moves/aeroblast">Aeroblast</a></td>
<td><a href="/xy/moves/fusion_flare">Fusion Flare</a></td>
<td><a href="/xy/moves/lunar_dance">Lunar Dance</a></td>
<td><a href="/xy/moves/sacred_fire">Sacred Fire</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/blue_flame">Blue Flare</a></td>
<td><a href="/xy/moves/geomancy">Geomancy</a></td>
<td><a href="/xy/moves/luster_purge">Luster Purge</a></td>
<td><a href="/xy/moves/searing_shot">Searing Shot</a></td>
</tr>
<tr>
<td><a href="/xy/moves/bolt_strike">Bolt Strike</a></td>
<td><a href="/xy/moves/glaciate">Glaciate</a></td>
<td><a href="/xy/moves/magma_storm">Magma Storm</a></td>
<td><a href="/xy/moves/secret_sword">Secret Sword</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/crush_grip">Crush Grip</a></td>
<td><a href="/xy/moves/heart_swap">Heart Swap</a></td>
<td><a href="/xy/moves/mist_ball">Mist Ball</a></td>
<td><a href="/xy/moves/seed_flare">Seed Flare</a></td>
</tr>
<tr>
<td><a href="/xy/moves/dark_void">Dark Void</a></td>
<td><a href="/xy/moves/hold_back">Hold Back</a></td>
<td><a href="/xy/moves/oblivion_wing">Oblivion Wing</a></td>
<td><a href="/xy/moves/shadow_force">Shadow Force</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/diamond_storm">Diamond Storm</a></td>
<td><a href="/xy/moves/hyperspace_hole">Hyperspace Hole</a></td>
<td><a href="/xy/moves/psycho_boost">Psycho Boost</a></td>
<td><a href="/xy/moves/spacial_rend">Spacial Rend</a></td>
</tr>
<tr>
<td><a href="/xy/moves/doom_desire">Doom Desire</a></td>
<td><a href="/xy/moves/ice_burn">Ice Burn</a></td>
<td><a href="/xy/moves/psystrike">Psystrike</a></td>
<td><a href="/xy/moves/steam_eruption">Steam Eruption</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/freeze_shock">Freeze Shock</a></td>
<td><a href="/xy/moves/judgment">Judgment</a></td>
<td><a href="/xy/moves/relic_song">Relic Song</a></td>
<td><a href="/xy/moves/techno_blast">Techno Blast</a></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/fusion_bolt">Fusion Bolt</a></td>
<td><a href="/xy/moves/land's_wrath">Land's Wrath</a></td>
<td><a href="/xy/moves/roar_of_time">Roar of Time</a></td>
<td><a href="/xy/moves/v-create">V-create</a></td>
</tr>
</tbody>
</table>

<dl>
<dd><strong>Move copies count as RMs, but only count once as Restricted Moves when more than one are present in a movepool.</strong></dd>
</dl>

<p>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.</p>

<table class="sortable">
<thead>
<tr>
<th colspan=5 style="text-align: center">Equivalent Move List</th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="/xy/moves/acid_armor">Acid Armor</a></td>
<td><a href="/xy/moves/iron_defense">Iron Defense</a></td>
<td><a href="/xy/moves/barrier">Barrier</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/agility">Agility</a></td>
<td><a href="/xy/moves/rock_polish">Rock Polish</a></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/aromatherapy">Aromatherapy</a></td>
<td><a href="/xy/moves/heal_bell">Heal Bell</a></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/cosmic_power">Cosmic Power</a></td>
<td><a href="/xy/moves/defend_order">Defend Order</a></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/detect">Detect</a></td>
<td><a href="/xy/moves/protect">Protect</a></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/frustration">Frustration</a></td>
<td><a href="/xy/moves/return">Return</a></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/heal_order">Heal Order</a></td>
<td><a href="/xy/moves/milk_drink">Milk Drink</a></td>
<td><a href="/xy/moves/recover">Recover</a></td>
<td><a href="/xy/moves/slack_off">Slack Off</a></td>
<td><a href="/xy/moves/softboiled">Soft-Boiled</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/moonlight">Moonlight</a></td>
<td><a href="/xy/moves/morning_sun">Morning Sun</a></td>
<td><a href="/xy/moves/synthesis">Synthesis</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/roar">Roar</a></td>
<td><a href="/xy/moves/whirlwind">Whirlwind</a></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/switcheroo">Switcheroo</a>
</td><td><a href="/xy/moves/trick">Trick</a></td>
<td></td>
<td></td>
<td></td>
</tr>
</tbody>

<dl>
<dd><strong>If a RM is completely outclassed by another RM in the movepool, the two moves only count together as one RM.</strong></dd>
</dl>

<p>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.</p>

<table class="sortable">
<thead>
<tr>
<th colspan=4 style="text-align: center">Outclassed Move List</th>
</tr>
</thead>
<tbody>
<tr>
<th>Outclassing Moves</th>
<th colspan=3>Outclassed Moves</th>
</tr>
<tr>
<td><a href="/xy/moves/attack_order">Attack Order</a></td>
<td><a href="/xy/moves/x-scissor">X-Scissor</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/aromatherapy">Aromatherapy</a></td>
<td><a href="/xy/moves/refresh">Refresh</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/autotomize">Autotomize</a></td>
<td><a href="/xy/moves/agility">Agility</a></td>
<td><a href="/xy/moves/rock_polish">Rock Polish</a></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/boomburst">Boomburst</a></td>
<td><a href="/xy/moves/hyper_voice">Hyper Voice</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/coil">Coil</a></td>
<td><a href="/xy/moves/bulk_up">Bulk Up</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/cotton_guard">Cotton Guard</a></td>
<td><a href="/xy/moves/acid_armor">Acid Armor</a></td>
<td><a href="/xy/moves/iron_defense">Iron Defense</a></td>
<td><a href="/xy/moves/barrier">Barrier</a></td>
</tr>
<tr>
<td><a href="/xy/moves/energy_ball">Energy Ball</a></td>
<td><a href="/xy/moves/grass_pledge">Grass Pledge</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/fiery_dance">Fiery Dance</a></td>
<td><a href="/xy/moves/fire_pledge">Fire Pledge</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/fire_pledge">Fire Pledge</a></td>
<td><a href="/xy/moves/flame_burst">Flame Burst</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/flamethrower">Flamethrower</a></td>
<td><a href="/xy/moves/fire_pledge">Fire Pledge</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/head_charge">Head Charge</a></td>
<td><a href="/xy/moves/double-edge">Double-Edge</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/heal_bell">Heal Bell</a></td>
<td><a href="/xy/moves/refresh">Refresh</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/high_jump_kick">High Jump Kick</a></td>
<td><a href="/xy/moves/jump_kick">Jump Kick</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/lava_plume">Lava Plume</a></td>
<td><a href="/xy/moves/fire_pledge">Fire Pledge</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/leaf_blade">Leaf Blade</a></td>
<td><a href="/xy/moves/petal_blizzard">Petal Blizzard</a></td>
<td><a href="/xy/moves/seed_bomb">Seed Bomb</a></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/lovely_kiss">Lovely Kiss</a></td>
<td><a href="/xy/moves/sleep_powder">Sleep Powder</a></td>
<td><a href="/xy/moves/hypnosis">Hypnosis</a></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/moonblast">Moonblast</a></td>
<td><a href="/xy/moves/dazzling_gleam">Dazzling Gleam</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/petal_blizzard">Petal Blizzard</a></td>
<td><a href="/xy/moves/seed_bomb">Seed Bomb</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/quiver_dance">Quiver Dance</a></td>
<td><a href="/xy/moves/calm_mind">Calm Mind</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/scald">Scald</a></td>
<td><a href="/xy/moves/water_pledge">Water Pledge</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/shift_gear">Shift Gear</a></td>
<td><a href="/xy/moves/dragon_dance">Dragon Dance</a></td>
<td><a href="/xy/moves/agility">Agility</a></td>
<td><a href="/xy/moves/rock_polish">Rock Polish</a></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/spiky_shield">Spiky Shield</a></td>
<td><a href="/xy/moves/protect">Protect</a></td>
<td><a href="/xy/moves/detect">Detect</a></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/spore">Spore</a></td>
<td><a href="/xy/moves/sleep_powder">Sleep Powder</a></td>
<td></td>
<td></td>
</tr>
<tr class="a">
<td><a href="/xy/moves/surf">Surf</a></td>
<td><a href="/xy/moves/water_pledge">Water Pledge</a></td>
<td></td>
<td></td>
</tr>
<tr>
<td><a href="/xy/moves/tail_glow">Tail Glow</a></td>
<td><a href="/xy/moves/nasty_plot">Nasty Plot</a></td>
<td></td>
<td></td>
</tr>
</tbody>
</table>

<dl>
<dd><strong>All moves made competitively viable by an ability are also considered RMs.</strong></dd>
</dl>

<p>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 Pok&eacute;mon with No Guard would turn Dynamic Punch into a Restricted Move through the removal of its very low accuracy as a factor.</p>

<hr />

<h2><a name="size">Movepool Size</a></h2>

<p>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 <a href="/cap/process/events/stat_limits">Stat Limits</a> and <a href="/cap/process/events/stat_spread_submissions">Stat Spread Submissions</a> stages, and more information about how it is calculated and the philosophy behind it can be found <a href=will hopefully exist soon>here</a>. 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 Pok&eacute;mon 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.</p>

<table class="sortable">
<thead>
<tr>
<th colspan=3 style="text-align: center">Overall Base Stat Rating</th>
<th colspan=4 style="text-align: center">Movepool Size</th>
</tr>
<tr><th>Description</th>
<th>Limit</th>
<th>Examples</th>
<th>Description</th>
<th>Total Moves</th>
<th>Restricted Moves</th>
<th>Example</th>
</tr>
</thead>
<tbody>
<tr>
<td>Above Average</td>
<td>200 < x < 250</td>
<td>Talonflame, Breloom</td>
<td>Fantastic</td>
<td>75</td>
<td>38</td>
<td>Barbaracle</td>
</tr>
<tr class="a">
<td>Good</td>
<td>250 < x < 300</td>
<td>Lucario, Greninja</td>
<td>Excellent</td>
<td>70</td>
<td>35</td>
<td>Gourgeist</td>
</tr>
<tr>
<td>Very Good</td>
<td>300 < x < 350</td>
<td>Tyranitar, Keldeo</td>
<td>Very Good</td>
<td>65</td>
<td>33</td>
<td>Noivern</td>
</tr>
<tr class="a">
<td>Excellent</td>
<td>350 < x < 400</td>
<td>Garchomp, Jirachi</td>
<td>Good</td>
<td>60</td>
<td>30</td>
<td>Goodra</td>
</tr>
<tr>
<td>Fantastic</td>
<td>400 < x < 450</td>
<td>Ho-Oh, Kyogre</td>
<td>Above Average</td>
<td>55</td>
<td>28</td>
<td>Yveltal</td>
</tr>
</tbody>
</table>

<hr />

<h2><a name="#resource">Resources</a></h2>

<ul>
<li><a href="/forums/threads/xy-bsr-calculator-movepool-builder.3490726/">Movepool Builder (XY)</a> &mdash; an Excel-based tool for building a movepool while highlighting RMs and hopefully saving time and bother.</li>
<li><a href="doesn'texistyet">List of Restricted Moves</a> by type and attribute &mdash; a useful resource if comparing similar, potential RMs, as well as making clear which moves will be considered in the Attacking and Non-Attacking threads of the Move Discussion stage.</li>
<li><a href="willexistsomeday">A Guide to Creating a Movepool in XY</a> &mdash; a guide with some tips for building movepools as well as documenting certain typical patterns in Nintendo's movepools.</li>
</ul>
N.B. Sacred Sword was removed as a legendary exclusive since as someone pointed out yes Aegislash does get it now
N.B.(2) There's only one example in the BSR-Limit table now since I wanted to use only Kalos Pok&eacute;mon as examples (to allay any confusion), but there are so few Pok&eacute;mon with more than 30 RMs I could only manage one per section
N.B.(3) Certain hyperlinks in the above rely on pages which do not at present exist, two of which are below

List of Restricted Moves (Article)

Code:
[title]
List of Restricted Moves
[page]
<div class="author">Compiled by the CAP Policy Review Committee.</div>
<ol class="toc">
<li><a href="#movepool">Notes on the Relationship between Restricted Moves and Movepools</a></li>
<li><a href="#restrict">Restricted Moves</a>
<ul>
<li><a href="#physical">Competitive Physical Attacking Moves</a></li>
<li><a href="#special">Competitive Special Attacking Moves</a></li>
<li><a href="#non">Competitive Non-Attacking Moves</a></li>
</ul></li>
<li><a href="#foot">Footnotes</a></li>
</ol>

<h2>Introduction</h2>

<p>Greetings! Before the existence of Restricted Moves (used as part of the <a href=/cap/process/events/movepool_submissions>Movepool Submissions</a> stage), a list of competitive moves was drawn up by the community's brightest minds for sake of easily finding the moves that one wanted on one's movepool, without having to trawl through long lists of very uninteresting moves to get them. Furthermore, they went ahead and categorised them, which made it easy as pie to find what you were looking for. Thus, this current list attempts to do for Restricted Moves what they did for all "competitive" moves - to arrange a list of Restricted Moves by type and function, which should help you when it comes to building a movepool. Remember, however, that some moves may become RMs, which are not on this list, based on the ability or other features of the Pok&eacute;mon. For example, Zap Cannon would become an RM if the Pok&eacute;mon in question had the ability No Guard.</p>

<dl><dt><strong><a name="movepool">Notes on the Relationship between Restricted Moves and Movepools</a></strong></dt>
<dd>Curse is only counted as a Restricted Move for Pok&eacute;mon that are <em>not</em> of the Ghost-type.</dd>
<dd>The signature moves of Legendary Pok&eacute;mon are automatically disallowed for all CAPs.</dd>
<dd>When two or more equivalent Restricted Moves are present in a movepool, the two moves collectively count as one Restricted Move. Both moves still count towards the total move count, however.</dd>
<dd>If a Restricted Move is entirely outclassed by another Restricted Move in the same movepool, the two moves collectively count as one Restricted Move. Both moves still count towards the total move count, however.</dd>
<dd>All moves not on this list made competitively viable by an ability, such as Technician or No Guard, are also considered Restricted Moves on a Pok&eacute;mon with that ability.</dd>
<dd>Please refer to <a href="http://www.smogon.com/cap/process/events/movepool_submissions">this process guide</a> for a full list of equivalent, outclassing, and Legendary signature moves.</dd></dl>

<h2><a name="restrict">Restricted Moves</a></h2>

<h3><a name="physical">Competitive Physical Attacking Moves</a></h3>

<dl><dt>Bug</dt>
<dd>-Attack Order</dd>
<dd>-Megahorn</dd>
<dd>-Pin Missile</dd>
<dd>-U-turn**</dd>
<dd>-X-Scissor</dd>

<dt>Dark</dt>
<dd>-Crunch</dd>
<dd>-Foul Play</dd>
<dd>-Knock Off**</dd>
<dd>-Night Slash</dd>
<dd>-Payback</dd>
<dd>-Pursuit</dd>
<dd>-Sucker Punch</dd>

<dt>Dragon</dt>
<dd>-Dragon Claw</dd>
<dd>-Dragon Tail**</dd>
<dd>-Dual Chop</dd>
<dd>-Outrage</dd>

<dt>Electric</dt>
<dd>-Spark</dd>
<dd>-Thunder Fang</dd>
<dd>-Thunder Punch</dd>
<dd>-Volt Tackle</dd>
<dd>-Wild Charge</dd>

<dt>Fairy</dt>
<dd>-Play Rough</dd>

<dt>Fighting</dt>
<dd>-Brick Break</dd>
<dd>-Circle Throw**</dd>
<dd>-Close Combat</dd>
<dd>-Cross Chop</dd>
<dd>-Drain Punch</dd>
<dd>-Flying Press****</dd>
<dd>-Focus Punch</dd>
<dd>-Hammer Arm</dd>
<dd>-High Jump Kick</dd>
<dd>-Jump Kick</dd>
<dd>-Low Kick</dd>
<dd>-Mach Punch</dd>
<dd>-Reversal</dd>
<dd>-Seismic Toss</dd>
<dd>-Sky Uppercut</dd>
<dd>-Storm Throw</dd>
<dd>-Superpower</dd>

<dt>Fire</dt>
<dd>-Blaze Kick</dd>
<dd>-Fire Fang</dd>
<dd>-Fire Punch</dd>
<dd>-Flame Charge**</dd>
<dd>-Flare Blitz</dd>

<dt>Flying</dt>
<dd>-Acrobatics</dd>
<dd>-Bounce</dd>
<dd>-Brave Bird</dd>
<dd>-Drill Peck</dd>
<dd>-Flying Press****</dd>

<dt>Ghost</dt>
<dd>-Shadow Claw</dd>
<dd>-Shadow Sneak</dd>
<dd>-ShadowStrike*</dd>

<dt>Grass</dt>
<dd>-Bullet Seed</dd>
<dd>-Horn Leech</dd>
<dd>-Leaf Blade</dd>
<dd>-Petal Blizzard</dd>
<dd>-Power Whip</dd>
<dd>-Seed Bomb</dd>
<dd>-Wood Hammer</dd>

<dt>Ground</dt>
<dd>-Bonemerang</dd>
<dd>-Drill Run</dd>
<dd>-Earthquake</dd>

<dt>Ice</dt>
<dd>-Avalanche</dd>
<dd>-Ice Fang</dd>
<dd>-Ice Shard</dd>
<dd>-Ice Punch</dd>
<dd>-Icicle Crash</dd>
<dd>-Icicle Spear</dd>

<dt>Normal</dt>
<dd>-Body Slam</dd>
<dd>-Double-Edge</dd>
<dd>-Explosion</dd>
<dd>-Extreme Speed</dd>
<dd>-Facade</dd>
<dd>-Fake Out</dd>
<dd>-Frustration</dd>
<dd>-Head Charge</dd>
<dd>-Return</dd>

<dt>Poison</dt>
<dd>-Cross Poison</dd>
<dd>-Gunk Shot</dd>
<dd>-Poison Jab</dd>

<dt>Psychic</dt>
<dd>-Psycho Cut</dd>
<dd>-Zen Headbutt</dd>

<dt>Rock</dt>
<dd>-Head Smash</dd>
<dd>-Rock Blast</dd>
<dd>-Rock Slide</dd>
<dd>-Stone Edge</dd>

<dt>Steel</dt>
<dd>-Bullet Punch</dd>
<dd>-Gear Grind</dd>
<dd>-Gyro Ball</dd>
<dd>-Iron Head</dd>
<dd>-Iron Tail</dd>
<dd>-Meteor Mash</dd>

<dt>Water</dt>
<dd>-Aqua Jet</dd>
<dd>-Aqua Tail</dd>
<dd>-Crabhammer</dd>
<dd>-Razor Shell</dd>
<dd>-Waterfall</dd>
<dd>-Water Shuriken</dd></dl>

<hr />

<h3><a name="special">Competitive Special Attacking Moves</a></h3>

<dl><dt>Bug</dt>
<dd>-Bug Buzz</dd>
<dd>-Signal Beam</dd>

<dt>Dark</dt>
<dd>-Dark Pulse</dd>
<dd>-Night Daze</dd>

<dt>Dragon</dt>
<dd>-Draco Meteor</dd>
<dd>-Dragon Pulse</dd>

<dt>Electric</dt>
<dd>-Charge Beam**</dd>
<dd>-Discharge</dd>
<dd>-Thunder</dd>
<dd>-Thunderbolt</dd>
<dd>-Volt Switch**</dd>

<dt>Fairy</dt>
<dd>-Dazzling Gleam</dd>
<dd>-Moonblast</dd>

<dt>Fighting</dt>
<dd>-Aura Sphere</dd>
<dd>-Focus Blast</dd>
<dd>-Vacuum Wave</dd>

<dt>Fire</dt>
<dd>-Eruption</dd>
<dd>-Fiery Dance</dd>
<dd>-Fire Blast</dd>
<dd>-Fire Pledge</dd>
<dd>-Flame Burst</dd>
<dd>-Flamethrower</dd>
<dd>-Heat Wave</dd>
<dd>-Lava Plume</dd>
<dd>-Mystical Fire</dd>
<dd>-Overheat</dd>

<dt>Flying</dt>
<dd>-Air Slash</dd>
<dd>-Hurricane</dd>

<dt>Ghost</dt>
<dd>-Night Shade</dd>
<dd>-Shadow Ball</dd>

<dt>Grass</dt>
<dd>-Energy Ball</dd>
<dd>-Giga Drain</dd>
<dd>-Grass Knot</dd>
<dd>-Grass Pledge</dd>
<dd>-Leaf Storm</dd>
<dd>-Petal Dance</dd>
<dd>-Solar Beam</dd>

<dt>Ground</dt>
<dd>-Earth Power</dd>

<dt>Ice</dt>
<dd>-Blizzard</dd>
<dd>-Freeze-Dry</dd>
<dd>-Frost Breath</dd>
<dd>-Ice Beam</dd>

<dt>Normal</dt>
<dd>-Boomburst</dd>
<dd>-Hidden Power&#8224;</dd>
<dd>-Hyper Voice</dd>
<dd>-Nature Power&#8225;</dd>
<dd>-Tri Attack</dd>
<dd>-Weather Ball&#8224;&#8224;</dd>

<dt>Poison</dt>
<dd>-Acid Spray**</dd>
<dd>-Clear Smog**</dd>
<dd>-Sludge Bomb</dd>
<dd>-Sludge Wave</dd>

<dt>Psychic</dt>
<dd>-Extrasensory</dd>
<dd>-Psychic</dd>
<dd>-Psyshock</dd>
<dd>-Stored Power</dd>

<dt>Rock</dt>
<dd>-Paleo Wave*</dd>
<dd>-Power Gem</dd>

<dt>Steel</dt>
<dd>-Flash Cannon</dd>

<dt>Water</dt>
<dd>-Hydro Pump</dd>
<dd>-Muddy Water</dd>
<dd>-Scald</dd>
<dd>-Surf</dd>
<dd>-Water Pledge</dd>
<dd>-Water Spout</dd></dl>

<hr />

<h3><a name="non">Competitive Non-Attacking Moves</a></h3>

<dl><dt>Stat Boosting</dt>
<dd>-Acid Armor</dd>
<dd>-Agility</dd>
<dd>-Amnesia</dd>
<dd>-Autotomize</dd>
<dd>-Barrier</dd>
<dd>-Belly Drum</dd>
<dd>-Bulk Up</dd>
<dd>-Calm Mind</dd>
<dd>-Charge Beam**</dd>
<dd>-Coil</dd>
<dd>-Cosmic Power</dd>
<dd>-Cotton Guard</dd>
<dd>-Curse (every type except Ghost-type)</dd>
<dd>-Defend Order</dd>
<dd>-Dragon Dance</dd>
<dd>-Flame Charge**</dd>
<dd>-Growth</dd>
<dd>-Iron Defense</dd>
<dd>-Nasty Plot</dd>
<dd>-Quiver Dance</dd>
<dd>-Rock Polish</dd>
<dd>-Shell Smash</dd>
<dd>-Shift Gear</dd>
<dd>-Swords Dance</dd>
<dd>-Tail Glow</dd>

<dt>Stat Reduction</dt>
<dd>-Acid Spray**</dd>
<dd>-Memento</dd>
<dd>-Parting Shot</dd>

<dt>HP Restoration</dt>
<dd>-Healing Wish</dd>
<dd>-Heal Order</dd>
<dd>-Ingrain</dd>
<dd>-Leech Seed</dd>
<dd>-Milk Drink</dd>
<dd>-Moonlight</dd>
<dd>-Morning Sun</dd>
<dd>-Pain Split</dd>
<dd>-Recover</dd>
<dd>-Rest</dd>
<dd>-Roost</dd>
<dd>-Soft-Boiled</dd>
<dd>-Slack Off</dd>
<dd>-Synthesis</dd>
<dd>-Wish</dd>

<dt>Support</dt>
<dd>-Aromatherapy</dd>
<dd>-Baton Pass</dd>
<dd>-Circle Throw**</dd>
<dd>-Clear Smog**</dd>
<dd>-Defog</dd>
<dd>-Dragon Tail**</dd>
<dd>-Encore</dd>
<dd>-Heal Bell</dd>
<dd>-Knock Off**</dd>
<dd>-Light Screen</dd>
<dd>-Rain Dance</dd>
<dd>-Rapid Spin***</dd>
<dd>-Reflect</dd>
<dd>-Roar</dd>
<dd>-Sleep Talk</dd>
<dd>-Spikes</dd>
<dd>-Stealth Rock</dd>
<dd>-Sticky Web</dd>
<dd>-Taunt</dd>
<dd>-Toxic Spikes</dd>
<dd>-Trick Room</dd>
<dd>-U-turn**</dd>
<dd>-Volt Switch**</dd>
<dd>-Whirlwind</dd>

<dt>Status Induction</dt>
<dd>-Glare</dd>
<dd>-Hypnosis</dd>
<dd>-Lovely Kiss</dd>
<dd>-Nuzzle***</dd>
<dd>-Sleep Powder</dd>
<dd>-Spore</dd>
<dd>-Stun Spore</dd>
<dd>-Swagger</dd>
<dd>-Thunder Wave</dd>
<dd>-Toxic</dd>
<dd>-Will-O-Wisp</dd>
<dd>-Yawn</dd>

<dt>Miscellaneous</dt>
<dd>-Counter</dd>
<dd>-Destiny Bond</dd>
<dd>-Detect</dd>
<dd>-Disable</dd>
<dd>-King's Shield</dd>
<dd>-Magic Coat</dd>
<dd>-Mirror Coat</dd>
<dd>-Nature Power&#8225;</dd>
<dd>-Perish Song</dd>
<dd>-Protect</dd>
<dd>-Refresh</dd>
<dd>-Spiky Shield</dd>
<dd>-Substitute</dd>
<dd>-Super Fang</dd>
<dd>-Switcheroo</dd>
<dd>-Trick</dd></dl>

<hr />

<dl><dt><a name="foot">Footnotes</a></dt>
<dd>* Created move.</dd>
<dd>** Can be treated as either an attacking move or a non-attacking move depending on Topic Leader discretion.</dd>
<dd>*** These moves deal damage, but are only considered competitive for the use of their secondary effects for support purposes.</dd>
<dd>**** Treated as both the Flying and the Fighting type in damage calculation.</dd>
<dd>&#8224; Can be any type except Normal or Fairy. Classified as a Normal-type move.</dd>
<dd>&#8224;&#8224; Changes type and Base Power depending on the weather.</dd></dl>
<dd>&#8225; Nature Power is treated as Tri Attack (but affected by Taunt and Prankster) for the purposes of CAP.</dd>
Guide to Creating a Movepool in XY (Article)

Code:
[title]
Guide to Creating a CAP Movepool in X/Y
[page]
<div class="author">Written by <a href="/forums/member.php?u=43161">Rising_Dusk</a> with research by <a href="/forums/member.php?u=2412">X-Act</a>. Updated for X/Y by <a href="/forums/member.php?u=25105">bugmaniacbob</a> with research by <a href="/forums/member.php?u=57019">paintseagull</a> and <a href="/forums/member.php?u=63551">jas61292</a>.</div>

<ol class="toc">
<li><a href="#intro">Introduction</a></li>
<li><a href="#restrict">Movepool Restrictions</a></li>
<li><a href="#require">Movepool Requirements</a></li>
<li><a href="#tm">Technical Machine Moves</a>
<ul>
<li><a href="#tmlist">TM Move List</a></li>
</ul>
</li>
<li><a href="#levelup">Level-Up Moves</a></li>
<li><a href="#egg">Egg Moves</a></li>
<li><a href="#tutor">Move Tutor Moves</a>
<ul>
<li><a href="#tutorlist">Move Tutor Move List</a></li>
</ul>
</li>
<li><a href="#event">Event Moves</a></li>
<li><a href="#flavour">Flavour Notes</a>
<ul>
<li><a href="#type">Type-Move Guidelines</a></li>
<li><a href="#move">Move-Move Guidelines</a></li>
</ul>
</li>
<li><a href="#example">Example</a>
<ul>
<li><a href="#talonflame">Talonflame's Movepool</a></li>
</ul>
</li>
</ol>

<h2><a name="intro">Introduction</a></h2>

<p>Movepools are largely considered the single most important competitive aspect of a Pok&eacute;mon. The reasoning for this is that a movepool defines a Pok&eacute;mon's diversity, what they can and cannot beat, and what functionality they can provide for their team. Some movepools, such as those of Tyranitar and Genesect, are enormous and provide nearly limitless options, while others, like that of Talonflame, are just big enough to make the Pok&eacute;mon worth using. Both of these types of movepools have their respective places with different CAPs, but there's a lot to movepools that might not be apparent at first glance. This article's focus is to make sure that you have all the information and all the resources you need in order to understand how to go about building a movepool and how movepools interlink with the CAP process.</p>

<h2><a name="restrict">Movepool Restrictions</a></h2>

<p>In the past, many CAP movepools have tended to creep in power toward being bloated with as many legal moves as possible. In order to address these issues, as well as bring CAP Pok&eacute;mon movepools back in line with the movepools of common OU Pok&eacute;mon, some limitations and restrictions were placed upon the movepool stage of the CAP process. As described in <a href="/cap/process/events/movepool_submissions#size">this</a> process guide article, the size of a Pok&eacute;mon's movepool is limited by its Base Stat Rating (a measure of how good the stat spread is relative to all other Pok&eacute;mon), such that the greater the BSR, the lower total number of moves, and number of Restricted Moves, are allowed in the movepool. A Restricted Move 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 any given movepool", and a list of them can be found <a href="/cap/process/events/movepool_submissions#restricted">here</a>. Note, however, that there are lots of rules governing what is and isn't a Restricted Move based on different situations - for example, a Pok&eacute;mon with Zap Cannon would have it classed as a RM if it had No Guard as well, but not if it had a different ability. The article provided goes into more detail about these restrictions and exemptions. A complete list of Restricted Moves can also be found in that article, but you can also refer to <a href="doesntexistyet">this</a> article for a list of these moves split up into categories, thus making them a lot easier to deal with. Once these restrictions are set, you as a movepool creator must adhere to them strictly.</p>

<h2><a name="require">Movepool Requirements</a></h2>

<p>While the raw limit placed on the number of Restricted Moves and total number of moves that may be in your CAP Pok&eacute;mon's movepool is generally the only specific requirement placed, there exist some other requirements that need to be adhered to. Certain moves that all Pok&eacute;mon get, such as Toxic, Round, and Protect, are required on all movepools, unless the Movepool Leader specifies otherwise. All of these are Technical Machines, and are highlighted on the list of TM moves below. In addition, the Restricted Moves that are and are not allowed on your movepools will be specified during the <a href="/cap/process/events/move_discussion">Move Discussion</a> stages, such that all moves that are too strong or otherwise undesirable for that particular CAP will be made illegal. You should be aware that the default position on any particular move is that they are illegal - if they are not specifically listed in the Move Discussion as allowed, then they are disallowed. If there's a particular move you want to add to your movepool for flavour reasons, but which is not brought up for discussion during this time, then make sure that you bring it up yourself so that the Movepool Leader can declare it allowed. You should also take note that Legendary Signature moves (a list of which can be found <a href="/cap/process/events/movepool_submissions#exemption">here</a>) are automatically disallowed for all CAPs.</p>

<h2><a name="tm">Technical Machine Moves</a></h2>

<p>There are 100 TM moves available to all Pok&eacute;mon, plus 5 HM moves. Existing fully-evolved Gen VI Pok&eacute;mon have anywhere between 22 and 59 TM moves in their movepool, with an overall average of 37 moves. It should be noted that, with some exceptions, Fire- and Grass-type Pok&eacute;mon tend not to learn any Ice-type moves, while Ice- and Grass-type Pok&eacute;mon tend not to learn any Fire-type moves.</p>

<p>Be aware, again, that the moves in bold in the table below <strong>must be present</strong> on all movepools if they are to be considered legal; the reason for this is that all fully-evolved Pok&eacute;mon (with certain exceptions, such as Wobbuffet and Regigigas) obtain them. The sole exception to this is where the CAP is genderless (and hence has no egg moves), in which case you may forgo Attract. It is also the case that Sunny Day tends to be present on all Pok&eacute;mon bar those of the Water or Ice typing, while Rain Dance tends to be present on all Pok&eacute;mon bar those of the Fire typing. These are not required on CAP movepools, however.</p>

<h3><a name ="tmlist">TM Move List</a></h3>
<table class="sortable">
<thead>
<tr>
<th colspan="5" style="text-align: center;">TM Moves</th>
</tr>
</thead>
<tbody>
    <tr>
        <td>TM01 Hone Claws</td>
        <td>TM26 Earthquake</td>
        <td>TM51 Steel Wing</td>
        <td>TM76 Struggle Bug</td>
        <td>HM01 Cut</td>
    </tr><tr class="a">
    <td>TM02 Dragon Claw</td>
        <td><strong>TM27 Return</strong></td>
        <td>TM52 Focus Blast</td>
        <td>TM77 Psych Up</td>
        <td>HM02 Fly</td>
    </tr><tr>
    <td>TM03 Psyshock</td>
        <td>TM28 Dig</td>
        <td>TM53 Energy Ball</td>
        <td>TM78 Bulldoze</td>
        <td>HM03 Surf</td>
    </tr><tr class="a">
    <td>TM04 Calm Mind</td>
        <td>TM29 Psychic</td>
        <td>TM54 False Swipe</td>
        <td>TM79 Frost Breath</td>
        <td>HM04 Strength</td>
    </tr><tr>
    <td>TM05 Roar</td>
        <td>TM30 Shadow Ball</td>
        <td>TM55 Scald</td>
        <td>TM80 Rock Slide</td>
        <td>HM05 Waterfall</td>
    </tr><tr class="a">
    <td><strong>TM06 Toxic</strong></td>
        <td>TM31 Brick Break</td>
        <td>TM56 Fling</td>
        <td>TM81 X-Scissor</td>
        <td></td>
    </tr><tr>
    <td>TM07 Hail</td>
        <td><strong>TM32 Double Team</strong></td>
        <td>TM57 Charge Beam</td>
        <td>TM82 Dragon Tail</td>
        <td></td>
    </tr><tr class="a">
    <td>TM08 Bulk Up</td>
        <td>TM33 Reflect</td>
        <td>TM58 Sky Drop</td>
        <td>TM83 Infestation</td>
        <td></td>
    </tr><tr>
    <td>TM09 Venoshock</td>
        <td>TM34 Sludge Wave</td>
        <td>TM59 Incinerate</td>
        <td>TM84 Poison Jab</td>
        <td></td>
    </tr><tr class="a">
    <td><strong>TM10 Hidden Power</strong></td>
        <td>TM35 Flamethrower</td>
        <td>TM60 Quash</td>
        <td>TM85 Dream Eater</td>
        <td></td>
    </tr><tr>
    <td>TM11 Sunny Day</td>
        <td>TM36 Sludge Bomb</td>
        <td>TM61 Will-O-Wisp</td>
        <td>TM86 Grass Knot</td>
        <td></td>
    </tr><tr class="a">
    <td>TM12 Taunt</td>
        <td>TM37 Sandstorm</td>
        <td>TM62 Acrobatics</td>
        <td><strong>TM87 Swagger</strong></td>
        <td></td>
    </tr><tr>
    <td>TM13 Ice Beam</td>
        <td>TM38 Fire Blast</td>
        <td>TM63 Embargo</td>
        <td><strong>TM88 Sleep Talk</strong></td>
        <td></td>
    </tr><tr class="a">
    <td>TM14 Blizzard</td>
        <td>TM39 Rock Tomb</td>
        <td>TM64 Explosion</td>
        <td>TM89 U-turn</td>
        <td></td>
    </tr><tr>
    <td><strong>TM15 Hyper Beam</strong></td>
        <td>TM40 Aerial Ace</td>
        <td>TM65 Shadow Claw</td>
        <td><strong>TM90 Substitute</td>
        <td></td>
    </tr><tr class="a">
    <td>TM16 Light Screen</td>
        <td>TM41 Torment</td>
        <td>TM66 Payback</td>
        <td>TM91 Flash Cannon</td>
        <td></td>
    </tr><tr class="a">
    <td><strong>TM17 Protect</strong></td>
        <td><strong>TM42 Facade</strong></td>
        <td>TM67 Retaliate</td>
        <td>TM92 Trick Room</td>
        <td></td>
    </tr><tr>
    <td>TM18 Rain Dance</td>
        <td>TM43 Flame Charge</td>
        <td><strong>TM68 Giga Impact</strong></td>
        <td>TM93 Wild Charge</td>
        <td></td>
    </tr><tr class="a">
    <td>TM19 Roost</td>
        <td><strong>TM44 Rest</strong></td>
        <td>TM69 Rock Polish</td>
        <td>TM94 Rock Smash</td>
        <td></td>
    </tr><tr>
    <td>TM20 Safeguard</td>
        <td><strong>TM45 Attract*</strong></td>
        <td>TM70 Flash</td>
        <td>TM95 Snarl</td>
        <td></td>
    </tr><tr class="a">
    <td><strong>TM21 Frustration</strong></td>
        <td>TM46 Thief</td>
        <td>TM71 Stone Edge</td>
        <td>TM96 Nature Power</td>
        <td></td>
    </tr><tr>
    <td>TM22 Solar Beam</td>
        <td>TM47 Low Sweep</td>
        <td>TM72 Volt Switch</td>
        <td>TM97 Dark Pulse</td>
        <td></td>
    </tr><tr class="a">
    <td>TM23 Smack Down</td>
        <td><strong>TM48 Round</strong></td>
        <td>TM73 Thunder Wave</td>
        <td>TM98 Power-Up Punch</td>
        <td></td>
    </tr><tr>
    <td>TM24 Thunderbolt</td>
        <td>TM49 Echoed Voice</td>
        <td>TM74 Gyro Ball</td>
        <td>TM99 Dazzling Gleam</td>
        <td></td>
    </tr><tr class="a">
    <td>TM25 Thunder</td>
        <td>TM50 Overheat</td>
        <td>TM75 Swords Dance</td>
        <td><strong>TM100 Confide</strong></td>
        <td></td>
    </tr>
</tbody>
</table>
<dl>
<dt><strong>Bolded entries indicate moves that every Pok&eacute;mon will ordinarily have.</strong></dt>
<dd>* Except genderless Pok&eacute;mon</dd>
</dl>

<h2><a name ="levelup">Level-Up Moves</a></h2>

<p>A level-up move list can contain anywhere from 13 to 25 moves, although the average number of moves is around 18. Up to eight of these moves will be Heart Scale moves, meaning that they can only be relearned using a Heart Scale, aren't known at level 1, and aren't learned at any higher level. A Pok&eacute;mon may only have a Heart Scale move if it has at least 4 level 1 moves already; consequently, you may have a maximum of twelve effective level 1 moves. This, however, would be an extreme case, as with Florges. As a Pok&eacute;mon levels up, the moves tend to get more powerful. This means that a move such as Crunch or Earthquake would usually be learned later than Bite or Mud-Slap. Furthermore, if the Pok&eacute;mon has a pre-evolution, as with Florges or Noivern, one of the following two things will generally happen.</p>
<ul>
<li>Up to three level 1 moves may be repeated in further levels. These moves are learned by the Pok&eacute;mon's pre-evolution as well. For example, Noivern learns Hurricane, Dragon Pulse, and Boomburst at Level 1, and learns them again at Level 62, 70, and 75, respectively.</li>
<li>The Pok&eacute;mon has a few level 1 moves, and then an extremely short or non-existent movepool. For example, Florges learns four level 1 moves and eight Heart Scale moves, but has no other level-up moves. This is typically only the case for Pok&eacute;mon that evolve via stone items. In this case, you may be advised to include a pre-evolution movepool to describe the remainder of its movepool.</li>
</ul>

<h2><a name ="egg">Egg Moves</a></h2>

<p>Egg moves are those moves learned through breeding. In order to have egg moves, you must specify which egg groups the CAP belongs to. The movepool designer will have to decide on egg groups that grant access to the moves that are listed, and it is preferred that they make flavour sense on the Pok&eacute;mon, but is not entirely necessary. If you are struggling, note that Smeargle can pass down any egg moves you desire, and so putting the CAP in the Field egg group is an entirely legitimate recourse. A Pok&eacute;mon may have as few as 4 egg moves and at most 13 egg moves, but the average is typically around five. Pok&eacute;mon that are genderless or do not breed cannot have any egg moves. It is not necessary to specify egg move illegalities, but you may do so if you choose; note that due to new breeding mechanics, illegal egg move combinations will no longer occur barring circumstances with prior generation moves or event moves, the former of which is not an issue as all CAPs for XY are assumed to have come into being in Generation VI, and the latter is typically unnecessary unless you deliberately want an illegality to be present.</p>

<h2><a name ="tutor">Move Tutor Moves</a></h2>

<p>Move Tutors are people in the Pok&eacute;mon world that teach Pok&eacute;mon moves for a price. In Pok&eacute;mon X and Y, there are only a few Move Tutors, and most of these are limited to starter Pok&eacute;mon. Because of this, they have little competitive value and high flavour price, but are worth mentioning to make you aware that they exist. Note that Draco Meteor is found on most Dragon-types.</p>

<h3><a name ="tutorlist">Move Tutor Move List</a></h3>
<table class="sortable">
<thead>
<tr>
<th colspan="7" style="text-align: center;">Move Tutor Moves</th>
</tr>
</thead>
<tbody>
<tr> <td>Fire Pledge</td> <td>Blast Burn</td> <td>Draco Meteor</td></tr>
<tr class="a"> <td>Grass Pledge</td> <td>Frenzy Plant</td> <td> </td></tr>
<tr> <td> Water Pledge </td> <td> Hydro Cannon </td> <td> </td></tr>
</tbody>
</table>

<h2><a name ="event">Event Moves</a></h2>

<p>A fifth location for moves to be placed in is that of "event moves", which would in theory be analogous to an existing Pok&eacute;mon being distributed via a Nintendo promotion, which includes a move it would not ordinarily learn. This has never been done before, and indeed is frowned upon as a choice for various historical reasons, but is currently the only real option if you want the CAP to somehow have incompatibilities between its moves, as any event moves would be illegal alongside egg moves. Another option would be to specify a shiny or fixed-nature distribution, such that there is some other competitive cost to the use of that move. This would, in theory, be one way to include a powerful move while keeping the CAP balanced by imposing a cost.</p>

<h2><a name ="flavour">Flavour Notes</a></h2>

<p>What is this "flavour" that people keep harping on about? When the word "flavour" is used in the context of CAP, it typically refers to the little, non-competitive extras that are added to all Pok&eacute;mon in existence in order to give them substance and, in many cases, a personality. This can range from abilities, such as Necturna's Forewarn, to various moves, such as Cyclohm's Double Hit and Tri Attack (its second and third evolutionary stages have two and three heads, respectively). In this case, flavour doesn't mean that the move itself is non-competitive, but that the move is added because it fits with the CAP's artistic theme; a steam train Pok&eacute;mon would be expected to be able to use Scald, for example. It's hard to engineer good flavour into a movepool, and aside from the cases already mentioned it isn't enforced, but it's a good idea to get to know some of the precedents set, as while originality is always good, seeing which moves commonly occur on similar Pok&eacute;mon can allow you to build a sturdy foundation, on top of which the rest of the movepool can sit.</p>

<p>It should be made absolutely clear, however, that while flavour is all well and good, it should never take precedence over competitive concerns, and indeed should not be discussed or even faintly alluded to in any of the competitive discussion threads. There are places in the forum where this kind of discussion is allowed, but make certain to read the rules of the threads in question before jumping in.</p>

<h3><a name ="type">Type-Move Guidelines</a></h3>

<p>These moves appear on more than 5% of fully-evolved Pok&eacute;mon (i.e. 20 or more fully-evolved Pok&eacute;mon) and are found on over 90% of the Pok&eacute;mon of a given type. Hence, if you see a Pok&eacute;mon of that type, you would expect to find the moves listed after it.</p>

<table class="sortable">
<thead>
<tr>
<th>Type</th>
<th>Required Move</th>
<th>Type</th>
<th>Required Move</th>
<th>Type</th>
<th>Required Move</th>
<th>Type</th>
<th>Required Move</th>
</tr>
</thead>
<tr class="a">
<td>Bug</td>
<td>Struggle Bug</td>
<td>Fire</td>
<td>Fire Blast</td>
<td>Ground</td>
<td>Bulldoze</td>
<td>Psychic</td>
<td>Flash</td>
</tr>
<tr>
<td>Dark</td>
<td>Dark Pulse</td>
<td></td>
<td>Flame Charge</td>
<td></td>
<td>Earthquake</td>
<td></td>
<td>Light Screen</td>
</tr>
<tr class="a">
<td></td>
<td>Taunt</td>
<td></td>
<td>Flamethrower</td>
<td></td>
<td>Rock Slide</td>
<td></td>
<td>Psych Up</td>
</tr>
<tr>
<td>Dragon</td>
<td>Draco Meteor</td>
<td></td>
<td>Incinerate</td>
<td></td>
<td>Rock Smash</td>
<td></td>
<td>Psychic</td>
</tr>
<tr class="a">
<td>Electric</td>
<td>Charge Beam</td>
<td></td>
<td>Overheat</td>
<td></td>
<td>Rock Tomb</td>
<td></td>
<td>Psyshock</td>
</tr>
<tr>
<td></td>
<td>Flash</td>
<td></td>
<td>Solar Beam</td>
<td></td>
<td>Stone Edge</td>
<td>Rock</td>
<td>Rock Polish</td>
</tr>
<tr class="a">
<td></td>
<td>Rain Dance</td>
<td></td>
<td>Sunny Day</td>
<td></td>
<td>Strength</td>
<td></td>
<td>Rock Slide</td>
</tr>
<tr>
<td></td>
<td>Thunder</td>
<td></td>
<td>Will-O-Wisp</td>
<td>Ice</td>
<td>Blizzard</td>
<td></td>
<td>Rock Tomb</td>
</tr>
<tr class="a">
<td></td>
<td>Thunder Wave</td>
<td>Flying</td>
<td>Aerial Ace</td>
<td></td>
<td>Hail</td>
<td></td>
<td>Sandstorm</td>
</tr>
<tr>
<td></td>
<td>Thunderbolt</td>
<td></td>
<td>Roost</td>
<td></td>
<td>Ice Beam</td>
<td></td>
<td>Smack Down</td>
</tr>
<tr class="a">
<td></td>
<td>Volt Switch</td>
<td>Ghost</td>
<td>Shadow Ball</td>
<td></td>
<td>Rain Dance</td>
<td></td>
<td>Stone Edge</td>
</tr>
<tr>
<td>Fairy</td>
<td>Sunny Day</td>
<td>Grass</td>
<td>Energy Ball</td>
<td>Normal</td>
<td>Rain Dance</td>
<td>Steel</td>
<td>(none)</td>
</tr>
<tr class="a">
<td>Fighting</td>
<td>Focus Blast</td>
<td></td>
<td>Flash</td>
<td></td>
<td>Sunny Day</td>
<td>Water</td>
<td>Blizzard</td>
</tr>
<tr>
<td></td>
<td>Rock Smash</td>
<td></td>
<td>Grass Knot</td>
<td>Poison</td>
<td>Sludge Bomb</td>
<td></td>
<td>Ice Beam</td>
</tr>
<tr class="a">
<td></td>
<td>Stone Edge</td>
<td></td>
<td>Solar Beam</td>
<td></td>
<td>Venoshock</td>
<td></td>
<td>Rain Dance</td>
</tr>
<tr>
<td></td>
<td>Strength</td>
<td></td>
<td>Sunny Day</td>
<td></td>
<td></td>
<td></td>
<td>Scald</td>
</tr>
<tr class="a">
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td></td>
<td>Surf</td>
</tr>
</table>

<h3><a name ="move">Move-Move Guidelines</a></h3>

<p>These moves appear on more than 5% of fully-evolved Pok&eacute;mon (i.e. 20 or more fully-evolved Pok&eacute;mon) and are found together on over 90% of the Pok&eacute;mon that have the first. Hence, if you see the former move in a movepool, you would expect to find the latter, as well. Note that this table does not work in reverse&mdash;nearly all Pok&eacute;mon with Blizzard also have Ice Beam, but not all Pok&eacute;mon with Ice Beam have Blizzard.</p>

<table class="sortable">
<thead>
<tr><th>Base Move</th>
<th>Required Move</th>
<th>Base Move</th>
<th>Required Move</th>
<th>Base Move</th>
<th>Required Move</th>
<th>Base Move</th>
<th>Required Move</th>
<th>Base Move</th>
<th>Required Move</th></tr>
</thead>
<tbody>
<tr>
<td>Air Slash</td>
<td>Aerial Ace</td>
<td>Counter</td>
<td>Rock Smash</td>
<td>Focus Energy</td>
<td>Rock Smash</td>
<td>Overheat</td>
<td>Flamethrower</td>
<td>Superpower</td>
<td>Rock Smash</td>
</tr>
<tr class="a">
<td>Ancientpower</td>
<td>Rock Smash</td>
<td> </td>
<td>Strength</td>
<td>Fury Cutter</td>
<td>Aerial Ace</td>
<td> </td>
<td>Fire Blast</td>
<td> </td>
<td>Strength</td>
</tr>
<tr>
<td>Aqua Jet</td>
<td>Ice Beam</td>
<td>Discharge</td>
<td>Thunder</td>
<td>Giga Drain</td>
<td>Energy Ball</td>
<td> </td>
<td>Incinerate</td>
<td> </td>
<td>Rock Slide</td>
</tr>
<tr class="a">
<td> </td>
<td>Surf</td>
<td> </td>
<td>Thunderbolt</td>
<td>Growl</td>
<td>Echoed Voice</td>
<td>Power-Up Punch</td>
<td>Fling</td>
<td>Swallow</td>
<td>Stockpile</td>
</tr>
<tr>
<td>Aqua Ring</td>
<td>Hail</td>
<td> </td>
<td>Thunder Wave</td>
<td>Growth</td>
<td>Solar Beam</td>
<td>Psyshock</td>
<td>Psych Up</td>
<td> </td>
<td>Spit Up</td>
</tr>
<tr class="a">
<td> </td>
<td>Surf</td>
<td> </td>
<td>Charge Beam</td>
<td> </td>
<td>Energy Ball</td>
<td> </td>
<td>Light Screen</td>
<td>Synchronoise</td>
<td>Shadow Ball</td>
</tr>
<tr>
<td> </td>
<td>Ice Beam</td>
<td>Dragon Claw</td>
<td>Hone Claws</td>
<td> </td>
<td>Grass Knot</td>
<td> </td>
<td>Psychic</td>
<td>Synthesis</td>
<td>Energy Ball</td>
</tr>
<tr class="a">
<td> </td>
<td>Blizzard</td>
<td>Dragon Tail</td>
<td>Rock Smash</td>
<td>Hail</td>
<td>Ice Beam</td>
<td> </td>
<td>Flash</td>
<td> </td>
<td>Grass Knot</td>
</tr>
<tr>
<td>Aqua Tail</td>
<td>Surf</td>
<td>Earth Power</td>
<td>Bulldoze</td>
<td> </td>
<td>Blizzard</td>
<td>Razor Leaf</td>
<td>Energy Ball</td>
<td> </td>
<td>Solar Beam</td>
</tr>
<tr class="a">
<td>Blizzard</td>
<td>Ice Beam</td>
<td> </td>
<td>Earthquake</td>
<td>Hammer Arm</td>
<td>Brick Break</td>
<td> </td>
<td>Grass Knot</td>
<td> </td>
<td>Nature Power</td>
</tr>
<tr>
<td>Brick Break</td>
<td>Rock Smash</td>
<td> </td>
<td>Rock Smash</td>
<td> </td>
<td>Rock Smash</td>
<td> </td>
<td>Solar Beam</td>
<td> </td>
<td>Flash</td>
</tr>
<tr class="a">
<td>Brine</td>
<td>Surf</td>
<td> </td>
<td>Rock Slide</td>
<td> </td>
<td>Strength</td>
<td> </td>
<td>Flash</td>
<td>Thunder</td>
<td>Thunderbolt</td>
</tr>
<tr>
<td> </td>
<td>Ice Beam</td>
<td> </td>
<td>Rock Tomb</td>
<td> </td>
<td>Fling</td>
<td> </td>
<td>Nature Power</td>
<td>Thunderbolt</td>
<td>Thunder</td>
</tr>
<tr class="a">
<td> </td>
<td>Hail</td>
<td> </td>
<td>Stone Edge</td>
<td> </td>
<td>Bulldoze</td>
<td>Reversal</td>
<td>Rock Smash</td>
<td>Thunder Fang</td>
<td>Strength</td>
</tr>
<tr>
<td>Bubble</td>
<td>Scald</td>
<td>Earthquake</td>
<td>Bulldoze</td>
<td> </td>
<td>Earthquake</td>
<td>Roar</td>
<td>Rock Smash</td>
<td>Torment</td>
<td>Taunt</td>
</tr>
<tr class="a">
<td> </td>
<td>Ice Beam</td>
<td> </td>
<td>Rock Smash</td>
<td> </td>
<td>Rock Slide</td>
<td>Rock Polish</td>
<td>Rock Smash</td>
<td>Trick Room</td>
<td>Psychic</td>
</tr>
<tr>
<td> </td>
<td>Surf</td>
<td> </td>
<td>Strength</td>
<td> </td>
<td>Rock Tomb</td>
<td> </td>
<td>Rock Tomb</td>
<td> </td>
<td>Psych Up</td>
</tr>
<tr class="a">
<td>Bubble Beam</td>
<td>Scald</td>
<td>Ember</td>
<td>Fire Blast</td>
<td>Hydro Pump</td>
<td>Surf</td>
<td>Rock Slide</td>
<td>Rock Tomb</td>
<td> </td>
<td>Flash</td>
</tr>
<tr>
<td> </td>
<td>Surf</td>
<td> </td>
<td>Flamethrower</td>
<td> </td>
<td>Blizzard</td>
<td> </td>
<td>Rock Smash</td>
<td>Volt Switch</td>
<td>Thunder Wave</td>
</tr>
<tr class="a">
<td> </td>
<td>Ice Beam</td>
<td> </td>
<td>Incinerate</td>
<td> </td>
<td>Ice Beam</td>
<td>Rock Tomb</td>
<td>Rock Slide</td>
<td> </td>
<td>Thunder</td>
</tr>
<tr>
<td>Bug Bite</td>
<td>Struggle Bug</td>
<td> </td>
<td>Flame Charge</td>
<td>Ingrain</td>
<td>Grass Knot</td>
<td> </td>
<td>Rock Smash</td>
<td> </td>
<td>Thunderbolt</td>
</tr>
<tr class="a">
<td>Bug Buzz</td>
<td>Struggle Bug</td>
<td> </td>
<td>Overheat</td>
<td>Iron Head</td>
<td>Rock Smash</td>
<td>Roost</td>
<td>Aerial Ace</td>
<td>Waterfall</td>
<td>Surf</td>
</tr>
<tr>
<td> </td>
<td>Aerial Ace</td>
<td> </td>
<td>Will-O-Wisp</td>
<td>Leech Seed</td>
<td>Energy Ball</td>
<td>Scald</td>
<td>Surf</td>
<td> </td>
<td>Ice Beam</td>
</tr>
<tr class="a">
<td>Bulk Up</td>
<td>Rock Smash</td>
<td> </td>
<td>Solar Beam</td>
<td> </td>
<td>Grass Knot</td>
<td> </td>
<td>Ice Beam</td>
<td> </td>
<td>Blizzard</td>
</tr>
<tr>
<td> </td>
<td>Strength</td>
<td>False Swipe</td>
<td>Swords Dance</td>
<td> </td>
<td>Solar Beam</td>
<td>Scratch</td>
<td>Cut</td>
<td>Water Gun</td>
<td>Surf</td>
</tr>
<tr class="a">
<td> </td>
<td>Brick Break</td>
<td>Fire Blast</td>
<td>Flamethrower</td>
<td> </td>
<td>Flash</td>
<td> </td>
<td>Hone Claws</td>
<td> </td>
<td>Ice Beam</td>
</tr>
<tr>
<td> </td>
<td>Rock Slide</td>
<td> </td>
<td>Incinerate</td>
<td> </td>
<td>Nature Power</td>
<td>Sludge Wave</td>
<td>Sludge Bomb</td>
<td> </td>
<td>Scald</td>
</tr>
<tr class="a">
<td>Bulldoze</td>
<td>Rock Smash</td>
<td>Fire Fang</td>
<td>Strength</td>
<td>Low Sweep</td>
<td>Fling</td>
<td>Smack Down</td>
<td>Rock Slide</td>
<td>Water Pulse</td>
<td>Surf</td>
</tr>
<tr>
<td> </td>
<td>Earthquake</td>
<td> </td>
<td>Rock Smash</td>
<td> </td>
<td>Brick Break</td>
<td>Spit Up</td>
<td>Stockpile</td>
<td> </td>
<td>Ice Beam</td>
</tr>
<tr class="a">
<td>Chip Away</td>
<td>Fling</td>
<td>Fire Spin</td>
<td>Fire Blast</td>
<td> </td>
<td>Rock Smash</td>
<td> </td>
<td>Swallow</td>
<td>Water Sport</td>
<td>Ice Beam</td>
</tr>
<tr>
<td> </td>
<td>Rock Slide</td>
<td> </td>
<td>Flamethrower</td>
<td> </td>
<td>Power-Up Punch</td>
<td>Steel Wing</td>
<td>Roost</td>
<td> </td>
<td>Surf</td>
</tr>
<tr class="a">
<td> </td>
<td>Rock Smash</td>
<td> </td>
<td>Incinerate</td>
<td> </td>
<td>Focus Blast</td>
<td> </td>
<td>Aerial Ace</td>
<td>Wing Attack</td>
<td>Aerial Ace</td>
</tr>
<tr>
<td> </td>
<td>Rock Tomb</td>
<td> </td>
<td>Will-O-Wisp</td>
<td>Magical Leaf</td>
<td>Flash</td>
<td>Stockpile</td>
<td>Swallow</td>
<td> </td>
<td>Roost</td>
</tr>
<tr class="a">
<td> </td>
<td>Strength</td>
<td> </td>
<td>Overheat</td>
<td> </td>
<td>Grass Knot</td>
<td> </td>
<td>Spit up</td>
<td> </td>
<td>Steel Wing</td>
</tr>
<tr>
<td> </td>
<td>Brick Break</td>
<td> </td>
<td>Solar Beam</td>
<td>Metal Claw</td>
<td>Hone Claws</td>
<td>Stomp</td>
<td>Strength</td>
<td>Worry Seed</td>
<td>Energy Ball</td>
</tr>
<tr class="a">
<td>Close Combat</td>
<td>Retaliate</td>
<td>Flame Charge</td>
<td>Flamethrower</td>
<td> </td>
<td>Aerial Ace</td>
<td>Stone Edge</td>
<td>Rock Smash</td>
<td> </td>
<td>Grass Knot</td>
</tr>
<tr>
<td> </td>
<td>Rock Smash</td>
<td> </td>
<td>Fire Blast</td>
<td> </td>
<td>Rock Smash</td>
<td> </td>
<td>Rock Slide</td>
<td> </td>
<td>Solar Beam</td>
</tr>
<tr class="a">
<td> </td>
<td>Strength</td>
<td> </td>
<td>Incinerate</td>
<td>Mist</td>
<td>Ice Beam</td>
<td> </td>
<td>Rock Tomb</td>
<td> </td>
<td>Leech Seed</td>
</tr>
<tr>
<td>Confusion</td>
<td>Flash</td>
<td> </td>
<td>Overheat</td>
<td>Muddy Water</td>
<td>Surf</td>
<td> </td>
<td>Strength</td>
<td> </td>
<td>Flash</td>
</tr>
<tr class="a">
<td> </td>
<td>Psychic</td>
<td> </td>
<td>Will-O-Wisp</td>
<td> </td>
<td> </td>
<td>Strength</td>
<td>Rock Smash</td>
<td> </td>
<td>Nature Power</td>
</tr>
<tr>
<td> </td>
<td>Psych Up</td>
<td> </td>
<td>Solar Beam</td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
</tr> </tbody>
</table>

<hr />

<h2><a name ="example">Example</a></h2>

<p>Below is an example movepool for Talonflame. It shows how each of its moves fit into its movepool.</p>

<h3><a name ="talonflame">Talonflame's Movepool</a></h3>
<table class="sortable">
<thead>
<tr>
<th colspan="6" style="text-align: center;">Talonflame's Movepool</th>
</tr>
</thead>
<tbody>
<tr><th style="text-align: center;">Level-Up List</th><th colspan="2" style="text-align: center;">TM List</th><th style="text-align: center;">Egg Moves</th></tr>
<tr> <td> 1. Brave Bird </td> <td> TM01 Hone Claws </td> <td> TM44 Rest </td> <td> Quick Guard </td> </tr>
<tr class="a"> <td> 1. Flare Blitz </td> <td> TM06 Toxic </td> <td> TM45 Attract </td> <td> Snatch </td> </tr>
<tr> <td> 1. Tackle </td> <td> TM08 Bulk Up </td> <td> TM46 Thief </td> <td> Tailwind </td> </tr>
<tr class="a"> <td> 1. Growl </td> <td> TM10 Hidden Power </td> <td> TM48 Round </td> <td>  </td> </tr>
<tr> <td> 6. Quick Attack </td> <td> TM11 Sunny Day </td> <td> TM50 Overheat </td> <td>  </td> </tr>
<tr class="a"> <td> 10. Peck </td> <td> TM12 Taunt </td> <td> TM51 Steel Wing </td> <td>  </td> </tr>
<tr> <td> 13. Agility </td> <td> TM15 Hyper Beam </td> <td> TM59 Incinerate </td> <td>  </td> </tr>
<tr class="a"> <td> 16. Flail </td> <td> TM17 Protect </td> <td> TM61 Will-O-Wisp </td> <td>  </td> </tr>
<tr> <td> 17. Ember </td> <td> TM19 Roost </td> <td> TM62 Acrobatics </td> <td>  </td> </tr>
<tr class="a"> <td> 25. Roost </td> <td> TM21 Frustration </td> <td> TM68 Giga Impact </td> <td>  </td> </tr>
<tr> <td> 27. Razor Wind </td> <td> TM22 Solar Beam </td> <td> TM75 Swords Dance </td> <td>  </td> </tr>
<tr class="a"> <td> 31. Natural Gift </td> <td> TM27 Return </td> <td> TM87 Swagger </td> <td> </td> </tr>
<tr> <td> 39. Flame Charge </td> <td> TM32 Double Team </td> <td> TM88 Sleep Talk </td> <td> </td> </tr>
<tr class="a"> <td> 44. Acrobatics </td> <td> TM89 U-turn </td> <td> TM65 Shadow Claw </td> <td> </td> </tr>
<tr> <td> 48. Me First </td> <td> TM38 Fire Blast </td> <td> TM90 Substitute </td> <td> </td> </tr>
<tr class="a"> <td> 55. Tailwind </td> <td> TM100 Confide </td> <td> TM68 Giga Impact </td> <td> </td> </tr>
<tr> <td> 60. Steel Wing </td> <td> TM42 Facade </td> <td> HM02 Fly </td> <td> </td> </tr>
<tr class="a"> <td> 64. Brave Bird </td> <td> TM43 Flame Charge </td> <td> </td> <td> </td> </tr>
</tbody>
</table>

<p>Talonflame has 50 total moves (seven moves are found twice) in its movepool, 24 of which are Restricted Moves, such that it conforms fairly to the general rule of having half of the moves in a movepool be RMs. It can clearly be seen from the above lists that the reason Talonflame is highly competitive, at least in terms of its movepool, is its level-up pool, which features everything it really needs to be successful, with only a few competitive TMs, such as Swords Dance and U-turn, not being found on the level-up list. Note that Talonflame's BSR is around 250, and hence it sits roughly between "Above Average" and "Good" in terms of its BSR; hence, if Talonflame were a CAP, it would be allowed a far more expansive movepool. The reason that Talonflame is competitively viable in its current state is its Gale Wings ability, and the movepool is nothing particularly exceptional, barring high-powered STAB moves. This, then, is a good example of a successful Pok&eacute;mon with a limited movepool.</p>
N.B. I made the Type-Move lists for this one so they're probably wrong; possibly someone else would like to repeat in order to make sure I didn't goof up

Birkal please feel free to either upload or critique whenever you feel they're ready, which hopefully will be before the movepool stage of this CAP
 
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bugmaniacbob

Was fun while it lasted
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OK sorry this was late guys

Birkal
capefeather
Chaos Wolf
DarkSlay
Deck Knight
DetroitLolcat
DHR-107
DougJustDoug
ginganinja
HeaLnDeaL
jas61292
Korski
nyttyn
paintseagull
Quanyails
srk1214
The Reptile
Vryheid

Paging all CAP nerds

<Woggers> I'd be fine with you just posting it

OK so here's how this will work - We'll have a period of 24 hours from the time of posting (give or take), in which you can propose any moves you want to be added or removed from the list of RMs, then we'll collect them all together and vote. Same deal as last time - yes/no/abstain, simple majority rules, in the event of a tie the status quo is maintained, all PRC members can vote. Oh, and if any non-PRC members want to propose a move addition/removal then PM/VM me or a mod who can edit this post.

Reasoning is appreciated but not strictly necessary.

Current list:

Remove: Swagger
Remove: Baton Pass
Add: Heavy Slam
Add: Heat Crash
Add: Rock Tomb

Have at it.
 
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Bughouse

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Fine with everything we currently have, I think. Looked through it pretty quickly. Just gonna nitpick for a sec and nominate a few moves that could go either way.

Add: Heavy Slam, Heat Crash, Rock Tomb

(I put up Heavy Slam because I've seen first hand how viable of a move it is on Mega Aggron in UU)
 
Last edited:

nyttyn

From Now On, We'll...
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Remove: Baton Pass

We already fucking voted on two of these. Heavy Slam was voted not a RM by 10-3, Heat Crash also 10-3. Why are we voting on them again? The only moves that make any sense at all to vote on are Swagger+Baton Pass, and that's because of the Swagger/Baton Pass Bans

yes I'm voting to not remove baton pass to bring it onto the ballot but it's only fair it gets mentioned.

Misunderstood, thought we were already voting. Still, nominating Baton Pass to be added because y'know, got a heavy nerf, thus should be voted on again as the situations have seriously changed for it.

And if we're seriously going through with voting on 10 to 3 moves, we might as well vote on Mega Kick, Hone Claws, Stored Power, Fake Out, Iron Tail, Cosmic Power, Defend Order, Refresh, Thunder Fang, Acid Armor, Flame Charge, Amnesia, Cotton Guard, Spark, Thrash, Quick Attack, Bounce, Stockpile, Dragon Rush, Weather Ball, Work Up, Bone Rush, Bullet Seed, Rock Blast, Icicle Spear, Fire Fang, Ice Fang, Haze, Final Gambit, Sunny Day, Disable, Solar Beam, Explosion, Metal Burst, Hypnosis, Pin Missile, Flame Burst, Draining Kiss, Mystical Fire, Parabolic Charge, Power-Up Punch, Spiky Shield, and Topsy-Turvy as well, as the outcome of all of these moves was either 10 to 3 or closer (a few of which were even 6 to 6).

I can understand that srk1214 wants to revote because there's one fringe case in which heavy slam is viable (seriously mega aggron weighs like 800 fucking pounds it's super fat), but the move itself hasn't changed, and I do not want the door to be open for revotes on landslide decisions without any changes occurring for the move itself (such as the swagger ban, or the baton pass clause). We have enough problems getting things done in the PRC without revotes bogging us down.
 
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bugmaniacbob

Was fun while it lasted
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Remove: Swagger - YES / NO / ABSTAIN
Remove: Baton Pass - YES / NO / ABSTAIN
Add: Heavy Slam - YES / NO / ABSTAIN
Add: Heat Crash - YES / NO / ABSTAIN
Add: Rock Tomb - YES / NO / ABSTAIN


Vote please. You have 23 and a bit hours from now since staying up late every night is hard on the old noggin.

Once again:

Birkal
capefeather
Chaos Wolf
DarkSlay
Deck Knight
DetroitLolcat
DHR-107
DougJustDoug
ginganinja
HeaLnDeaL
jas61292
Korski
nyttyn
paintseagull
Quanyails
srk1214
The Reptile
Vryheid
 

jas61292

used substitute
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Remove: Swagger - YES
Remove: Baton Pass - NO
Add: Heavy Slam - NO
Add: Heat Crash - NO
Add: Rock Tomb - NO
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Remove: Swagger - Yes
Remove: Baton Pass - No
Add: Heavy Slam - Yes
Add: Heat Crash - Yes
Add: Rock Tomb - Yes
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
Remove: Swagger - Yeah.
Remove: Baton Pass - No thanks.
Add: Heavy Slam - Nope.
Add: Heat Crash - Nahh.
Add: Rock Tomb - Mmmmmmno.
 

nyttyn

From Now On, We'll...
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
Remove: Swagger - YES
Remove: Baton Pass - NO
Add: Heavy Slam - NO
Add: Heat Crash - NO
Add: Rock Tomb - NO

one good user suddenly appearing thanks to ideal and extreme circumstances does not a good move make.
 

DetroitLolcat

Maize and Blue Badge Set 2014-2017
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Remove: Swagger - YES
Remove: Baton Pass - NO
Add: Heavy Slam - NO
Add: Heat Crash - NO
Add: Rock Tomb - YES
 

HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus
Remove: Swagger - YES
Remove: Baton Pass - NO
Add: Heavy Slam - NO
Add: Heat Crash - NO
Add: Rock Tomb - ABSTAIN
 

canno

formerly The Reptile
Remove: Swagger - YES
Remove: Baton Pass - NO
Add: Heavy Slam - NO
Add: Heat Crash - NO
Add: Rock Tomb - NO
 

Deck Knight

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Remove: Swagger - YES - Cut that Swagga!
Remove: Baton Pass - NO - I'll pass on that.
Add: Heavy Slam - NO - This vote's a slam dunk.
Add: Heat Crash - NO - It can't take the heat of the RM scene.
Add: Rock Tomb - NO - It's notoriety meets the tomb here.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Remove: Swagger - YES
Remove: Baton Pass - NO
Add: Heavy Slam - NO
Add: Heat Crash - NO
Add: Rock Tomb - NO
 

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