Completely irrelevant argument. We're designing for OU only, so how it does in other formats is unimportant.Discharge: Disallow. Discharge could make it a viable threat in Double and Triple battles. The only well Discahage isn't good is that it can hit its allies to the side of it and unless you set it up so that's a problem that's negligible.
We aren't adding moves to be beginners traps. Beginners traps that crush advanced players and even trump people who completely expected them are even worse.Acid Spray: Allow. Low damage means not a lot of people would suspect Acid Spray to be used, only to discover too late that Acid Spray has a guaranteed secondary effect of lowering your opponent's Special Defense by 2 stages. Of course once they realize that they may try to get rid of it, but by that time CAP19 would have left its mark known unless the opponent switches out. In addition the opponent could think that the decrease in Special Defense is nothing major as long as their Pokemon is faster and hits like a truck, thus would only care about the low damage which isn't that much to worry about. I say it goes along with the concept.
Why would anybody use Rock Smash on CAP? Our Physical Attack is garbage. Even assuming it drops your opponent's defense 2 stages (which it won't, because it only does it occasionally, but let's say it does), you still aren't going to be doing damage with your Physical Attacks, because your Attack stat is worse than Gengar's.Fighting Moves:
Focus Blast falls in line with my thinking for Thunder, but even more so since it doesn't get STAB.
Rock Smash falls in line with my thinking of Acid Spray, but even more so since it doesn't get STAB, is off CAP19's Attack stat, and lowers Defense by 1 stage. Your opponent will think it's barely doing anything thus leave it alone, but slowly and surely you're weakening their active Pokemon letting your Pokemon waiting to come out have an easier time knocking them out.
Counter will make anyone double think about attacking it, thus allowing it to stay out longer letting it do what it needs to do.
Mud-Slap and Mud Bomb should absolutely not be on CAP. We have Evasion Clause for a reason. Mud Shot hurts too many Pokemon we want to get countered by.Ground Moves:
Mud-Slap/Mud Shot/Mud Bomb have Acid Spray logic. I'm hesitant to put Earth Power on there as its decent Power and 100% accuracy means the opponent may want to get rid of it if they have Pokemon weak to Ground-types.
Sand Tomb is a sneaky way or wearing down the opponent's Pokemon while doing little damage. They won't think CAP19 is a threat only to discover their Pokemon are being set up to be knocked down.
Dig can help deceive the opponent making them think that there's no reason to attack CAP19. It's spending a turn doing nothing and when it attacks its doing low damage. However Dig could provide CAP19 some protection as its invulnerable while underground except to Earthquake and Magnitude (which would have knocked it out anyway).
Bulldoze works with Acid Spray logic, moreso since its a Physical move.
Sand Tomb is actually an interesting alternative to the Whirlpool we were discussing earlier, but a strictly inferior one. I suppose it wouldn't hurt to bring this to a vote.
Dig is an absolute no-go. It gives Modest Gardevoir a chance to switch in kill CAP when it pops up from the ground. We're already on shaky ground (see what I did there) having Timid Gardevoir putting us at risk, we don't need to lose to non-committal Gardevoirs.
Bulldoze is an interesting move, I suppose it could work, but it really wouldn't fall into attacking move at that point, since our Physical Attacks really don't do much damage.
Oh gosh, Struggle Bug. I forgot that was a thing. so what we seem to be getting at is that you want CAP to not only destroy every Pokemon in format, but also take away their ability to retaliate. At this point, we've gone from "Pokemon that dissuades the opponent from killing it" to "Pokemon that the opponent could never hope to kill without a Ground type and possibly a back-up Ground type". I'd like to make a movement that Struggle Bug be banned as a move for CAP.Bug Moves:
Struggle Bug has Acid Spray logic. Bug Buzz/Signal Beam has Earth Power problems.
Infestation has Sand Tomb logic.
Twineedle has Acid Spray logic.
Leech Life not only does little damage but also has minor healing potential. Opponent may not give CAP19 a second glance meaning it can slowly lower the opponent's HP while gaining small bits itself, building up over time.
Fury Cutter could be a decisive move. Your opponent thinks its doing small damage but over time CAP19 is doing more and more damage. Sure even at max it isn't a lot, but you'll only start doing this once you did what you basically wanted CAP19 to do and there's nothing else for it to do other than attack.
Bug Bite: Low damage but now your opponent is missing their Berry.
Steamroller has Acid Spray logic since it is fast enough to possibly Flinch a few Pokemon.
Infestation is interesting, but we're already discussing two moves that do the exact same thing.
Twineedle and Fury Cutter are already horrible moves for a Physical Attacker. We aren't a Physical Attacker. Why would we want these moves?
252 Atk CAP Leech Life vs. 4 HP / 0 Def Alakazam: 50-60 (19.8 - 23.8%) -- possible 5HKO
So in summary, the maximum Leech Life will ever heal you for is 30 Health, which is less than what we get from Black Sludge.
I'm not sure what you're trying to counter with Bug Bite. Nothing you're good against uses Berries. There are Special moves that drop speed as well, so I don't get what we're gaining from Steamroller specifically.
Again, a bunch of Physical moves it doesn't benefit from having, coupled with a hideously broken Snarl. Snarl should also be banned as a move this Pokemon can have.Dark Moves:
Dark Pulse has Earth Power problems.
Snarl has Acid Spray logic.
Thief/Knock Off has Bug Bite logic, except with any item the opponent is holding.
Sucker Punch may make the opponent think twice before attacking, especially if their Pokemon is low on HP.
Pursuit: With low Power it may knock out a retreating opponent (thus your opponent isn't worried about retreating), but it'll still hurt them a bit for the next time they come back out.
Fling is a one trick pony, but can be a useful one. It'll always do low damage, but depending on the item it can cripple the opponent. And once done, the opponent will think CAP19 has nothing left so won't bother with it.
Bite has Steamroller logic.
At this point, I can see there's no point in continuing if he's only going to recommend Physical attacks and fundamentally anti-concept attacks.