CAP 19 CAP 19 - Part 9 - Movepool Poll 2

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The moment you've all been salivating and screaming like teenage girls at a boy band concert for: (probably) the last competitive poll for CAP in XY (before ORAS)! Let's do it!
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IMPORTANT: When voting, use only the submitter's name! The list of possible votes include:

HeaLnDeaL
capefeather
Korski​

Here are their movepools! Also make sure to read the thread for important discussion!

Final Submission

Summary of my Submission
Key Non-Attacking Moves: Encore, Taunt, Haze, Thunder Wave, Rain Dance. No Defog.
Key STAB Moves: Thunderbolt, Thunder, Discharge, Sludge Bomb, Sludge Wave.
Key Coverage Moves: Psychic/Psyshock, Dazzling Gleam, Signal Beam, Flash Cannon. No Dark Pulse/Shadow Ball/Air Slash.
Key Flavor Moves: Parabolic Charge, Ion Deluge, Eerie Impulse = Uncommon Electric Moves to match the unusual type/species of our CAPmon. Aqua Tail, Water Pulse, and Splash for aquatic species flavor. And in general a fair amount of flavorful poison moves.

Level Up Moves (3-3-4 pattern up to Lv 29, 4-5-4-5 pattern after Lv 29)
-- Poison Sting
-- Thunder Shock
-- Supersonic
06 Poison Sting –R-
06 Thunder Shock –R-
09 Supersonic –R-
12 Acid
16 Encore *
19 Thunder Wave *
22 Clear Smog *
26 Ion Deluge
29 Poison Tail
33 Aqua Tail *
38 Parabolic Charge
42 Psywave
47 Discharge
51 Cross Poison *
56 Swagger
60 Thunder *
64 Eerie Impulse

Competitive Moves: Encore, Thunder Wave, Clear Smog, Discharge
-Encore is twofold; it can lock the opponent into a move that Gyarados resists, and it can dissuade the opponent from not taking CAP19 seriously and using it as set up fodder.
-Thunder Wave is a standard move for Electric types. It also potentially cripples speedy threats and helps turn them into something manageable by Gyarados.
-Clear Smog, like Haze, removes stat buffs that the opponent might have netted.
-Discharge is a weaker Thunderbolt with higher paralysis chance, obviously.


Egg Moves (Water 1 / Water 2 )

Haze *
Signal Beam *
Splash
Wide Guard
Shock Wave
Water Pulse

(As a side note, all of these moves can be obtained through breeding with either Mantine or Gyarados, though some obviously can come from multiple sources.)

Competitive Moves: Haze, Signal Beam, Water Pulse

-Haze removes stat buffs. Luckily, CAP19 really has no conceivably usable stat boosting moves itself, meaning it won’t mind having its stats reset as well.
-Signal Beam provides bioluminescence flavor while giving Bug type coverage.
252 SpA Life Orb Plasmanta Signal Beam vs. 4 HP / 0 SpD Latios: 198-234 (65.5 - 77.4%) -- guaranteed 2HKO
(198, 200, 203, 205, 208, 211, 211, 213, 216, 218, 221, 224, 226, 229, 231, 234)

252 SpA Life Orb Plasmanta Signal Beam vs. 4 HP / 0 SpD Alakazam: 224-265 (88.8 - 105.1%) -- 31.3% chance to OHKO
(224, 226, 229, 231, 234, 237, 239, 242, 244, 247, 250, 252, 255, 257, 260, 265)

252 SpA Life Orb Plasmanta Signal Beam vs. 4 HP / 0 SpD Dark Type Greninja: 283-335 (98.9 - 117.1%) -- 93.8% chance to OHKO
(283, 286, 291, 294, 296, 302, 304, 307, 309, 315, 317, 320, 325, 328, 330, 335)


Here, Signal Beam is only stronger than Dazzling Gleam against pure psychic types like Alakazam, and it’s much more likely that Alakazam will survive the hit than not if he’s tanking one for whatever reason… I, in part, did NOT choose to include Shadow Ball because of it's greater damage to pure Psychic types (not to mention that 20% Sp Def drop could be devastating if we get lucky).

-Water Pulse isn’t super competitive, but it gives us weak water coverage without using HP. Essentially, the only time I see this being useful is with Rain support.


TMs/HMs
TM03: Psyshock *
TM06: Toxic *
TM09: Venoshock
TM10: Hidden Power
TM12: Taunt *
TM15: Hyper Beam
TM17: Protect *
TM18: Rain Dance *
TM21: Frustration *
TM24: Thunderbolt *
TM25: Thunder * -R-
TM27: Return *
TM29: Psychic *
TM32: Double Team
TM34: Sludge Wave *
TM36: Sludge Bomb *
TM42: Façade *
TM44: Rest *
TM45: Attract
TM48: Round
TM68: Giga Impact
TM73: Thunder Wave * -R-
TM87: Swagger –R-
TM88: Sleep Talk *
TM90: Substitute *
TM91: Flash Cannon *
TM93: Wild Charge *
TM99: Dazzling Gleam *
TM100: Confide
HM01: Cut

Competitive Moves: Psyshock, Taunt, Rain Dance, Thunderbolt, Thunder, Psychic, Sludge Wave, Sludge Bomb, Thunder Wave, Flash Cannon, Dazzling Gleam

Psyshock/Psychic: Without Bounce, Mega Gyarados struggles with Mega Venusaur. Psyshock and Psychic come in to help remedy this.

252 SpA Life Orb Plasmanta Psychic vs. 252 HP / 0 SpD Mega Venusaur: 221-260 (60.7 - 71.4%) -- guaranteed 2HKO
(221, 224, 226, 229, 231, 234, 237, 239, 242, 244, 247, 250, 252, 255, 257, 260)

252 SpA Plasmanta Psychic vs. 252 HP / 0 SpD Mega Venusaur: 170-200 (46.7 - 54.9%) -- 69.5% chance to 2HKO
(170, 172, 174, 176, 178, 180, 182, 184, 186, 188, 190, 192, 194, 196, 198, 200)

252 SpA Life Orb Plasmanta Psychic vs. 0 HP / 0 SpD Garchomp: 147-174 (41.1 - 48.7%) -- guaranteed 3HKO
(147, 149, 151, 152, 155, 156, 157, 160, 161, 162, 165, 166, 168, 170, 172, 174)

252 SpA Life Orb Plasmanta Psychic vs. 0 HP / 0- SpD Landorus: 173-204 (54.2 - 63.9%) -- guaranteed 2HKO
(173, 175, 177, 179, 181, 183, 185, 187, 190, 191, 194, 195, 198, 199, 201, 204)

252 SpA Life Orb Plasmanta Psychic vs. 244 HP / 192+ SpD Gliscor: 118-140 (33.5 - 39.7%) -- 99.6% chance to 4HKO after Poison Heal
(118, 120, 121, 123, 125, 126, 127, 129, 130, 131, 133, 134, 135, 136, 138, 140)

252 SpA Life Orb Plasmanta Psychic vs. 0 HP / 0 SpD Excadrill: 91-108 (25.2 - 29.9%) -- guaranteed 4HKO
(91, 92, 94, 95, 95, 96, 97, 99, 100, 101, 101, 103, 104, 105, 107, 108)

So basically I've taken calcs from our threats list and picked the mons that Psychic would actually outdamage our STABs, and I added Mega Venu in as something we actually want to threaten. As you can see, Psychic really doesn’t do a whole lot to the Ground types that we’ve been worrying about killing. The only one that psychic gets a reliable over 50% damage against is Landorus, which definitely outspeeds anyway and will cleanly OHKO so no real worries there. The justification for Psyshock is that it does less damage to all of these threats.

So, in conclusion, I think Psychic/Psyshock help us beat a valuable foes (Mega Venu) while keeping our threat list intact.

Taunt: Prevents hazards and a horde of other things Gyarados would rather avoid taking.
Rain Dance: Boosts Gyarados’s STAB, makes Thunder viable.
Thunderbolt: Primary electric STAB and required move. Not much else to say since every other submission must have this move.
Thunder:

252 SpA Life Orb Plasmanta Thunder vs. 0 HP / 0 SpD MUTISCALE BROKEN Dragonite: 235-278 (72.7 - 86%) -- guaranteed 2HKO
(235, 238, 242, 243, 247, 250, 253, 255, 257, 261, 263, 266, 269, 273, 274, 278)

252 SpA Life Orb Plasmanta Thunder vs. 0 HP / 0 SpD Multiscale Intact Dragonite: 118-139 (36.5 - 43%) -- guaranteed 3HKO
(118, 119, 121, 122, 123, 125, 127, 127, 129, 131, 131, 133, 135, 136, 137, 139)

252 SpA Plasmanta Thunder vs. 0 HP / 0 SpD Dragonite: 181-214 (56 - 66.2%) -- guaranteed 2HKO
(181, 183, 186, 187, 190, 192, 195, 196, 198, 201, 202, 205, 207, 210, 211, 214)

Here we have some calcs against Dragon Dance Dragonite. Basically, Dragonite only has to worry about switching into thunder rocks are up. If rocks aren’t up, than Dragonite can revenge kill by either coming in safely, dragon dancing while taking damage, and then outspeeding and OHKOing with Earthquake. Alternatively, he could just get smacked with a Thunder, and then just OHKO with Earthquake and not Dragon Dancing (which might be useful if wishing to avoid parahax or something).

I think there’s very much some good news here though. We want Dragonite to be somewhat of a threat (he’s on our threats list), but I don’t think we want to leave his multiscale intact, because then it’s harder for Mega Gyarados to deal will. Thunderbolt helps with this, but clearly Thunder does it a bit better.
252 SpA Life Orb Plasmanta Thunder vs. 248 HP / 100 SpD Mega Scizor: 212-251 (61.8 - 73.1%) -- guaranteed 2HKO
(212, 214, 218, 220, 222, 226, 227, 230, 231, 235, 238, 239, 243, 246, 247, 251)
252 SpA Life Orb Plasmanta Thunderbolt vs. 248 HP / 100 SpD Mega Scizor: 175-207 (51 - 60.3%) -- guaranteed 2HKO
(175, 177, 179, 181, 183, 185, 187, 188, 191, 192, 195, 196, 199, 200, 203, 207)


With a life orb attached, both Thunder and Thunderbolt will be a 2HKO on Scizor, so there’s not a ton of harm with Thunder on this end either.

Sludge Wave/Sludge Bomb: These moves were already assumed when doing damage calcs for my stat submission. They let us kill fairies but won’t allow us to KO a fully healthy Alakazam.
Thunder Wave: Standard move for Electric types. It also potentially cripples speedy threats and helps turn them into something manageable by Gyarados.
Flash Cannon: Not a super powerful move with its only use really being able to hit Rock and Ice types. Our neutral STAB does almost as much as a super effective Flash Cannon. Overall, this is a move that isn’t super useful, but it included for flavor.
252 SpA Life Orb Plasmanta Flash Cannon vs. 0 HP / 0 SpD Mega Tyranitar in Sand: 133-156 (39 - 45.7%) -- guaranteed 3HKO
(133, 133, 135, 135, 138, 140, 140, 143, 143, 146, 148, 148, 151, 151, 153, 156)


So yeah, Flash Cannon isn’t helping us break any major threats anytime soon, which is to be expected.

Dazzling Gleam: This is sort of in the same boat at Flash Cannon, but is potentially more useful. Maybe.
252 SpA Life Orb Plasmanta Dazzling Gleam vs. 0 HP / 0 SpD Mega Tyranitar in Sand: 133-156 (39 - 45.7%) -- guaranteed 3HKO
(133, 133, 135, 135, 138, 140, 140, 143, 143, 146, 148, 148, 151, 151, 153, 156).
252 SpA Life Orb Plasmanta Dazzling Gleam vs. 4 HP / 0 SpD Latios: 211-250 (69.8 - 82.7%) -- guaranteed 2HKO
(211, 213, 216, 218, 221, 224, 226, 229, 231, 234, 237, 239, 242, 244, 247, 250)

252 SpA Life Orb Plasmanta Dazzling Gleam vs. 0 HP / 4 SpD Keldeo: 250-294 (77.3 - 91%) -- guaranteed 2HKO
(250, 252, 255, 257, 260, 263, 265, 268, 273, 276, 278, 281, 283, 286, 289, 294)

252 SpA Life Orb Plasmanta Dazzling Gleam vs. 0 HP / 0 SpD Terrakion: 250-296 (77.3 - 91.6%) -- guaranteed 2HKO
(250, 255, 257, 260, 263, 265, 268, 270, 276, 278, 281, 283, 286, 289, 291, 296)

252 SpA Life Orb Plasmanta Dazzling Gleam vs. 0 HP / 0 SpD Multiscale Dragonite: 114-135 (35.2 - 41.7%) -- guaranteed 3HKO
(114, 116, 117, 118, 120, 121, 122, 123, 125, 126, 127, 129, 130, 131, 133, 135)


Essentially this move allows us to hit Dragons harder than Flash Cannon. It does similar damage as Thunder does, which means a well-played Dragonite should still beat Plasmanta.


* = RM
-R- = Repeated Move

RMs: 25
Total Moves: 50
Coverage Options: Signal Beam, Psychic/Psyshock, Flash Cannon, Dazzling Gleam, and... Water Pulse? Of these, Psychic is the only one with solid competitive justification to be used on an actual moveset, and the other coverage options might not be used too much in actual play. See above for calcs.

Edit: Added in damage calcs.
Edit 2: Made Final.
So hey, this is my first movepool submission since... wow, Aurumoth. Guys should have picked it imo! Haha, nah, what's past is past. Here's my movepool submission for our electric ray Pokemon!

Final Submission

Aerial Ace
Confuse Ray
Haze
Headbutt
Hyper Beam
Pin Missile
Poison Sting
Poison Tail
Psybeam
Psychic
Rock Slide
Rock Tomb
Safeguard
Scary Face
Signal Beam
Sludge Wave
Spark
Sunny Day
Supersonic
Take Down
Taunt
Thunder Shock
Twister
Water Pulse
Wild Charge

So to explain what I mean by "specifically chosen moves": Some of you may know that I like picking moves based on their relations to other moves insofar as they appear in similar Pokemon's movepools. What I'm basically doing is three things. First, for each ability that CAP 19 has (I'm counting both sleep immunity abilities here, to make things easier), I find the common moves between all Pokemon with that ability. Second, for each type (i.e. Electric and Poison), I find the common moves between all Pokemon that have that type as well as the Water type or one of the Water egg groups. Finally, I find the set of Pokemon who share typing or ability with CAP 19, and when I pick a move, I select the subset that has that move and see which moves they share. Thus, from CAP 19's competitive properties and the list above, I have generated this movepool submission.

Some people may remember that, when I did this in Generation V, I restricted my searches to Generation V Pokemon. Part of the reason for this was so I wouldn't have to account for pathological cases, but another reason was that in-game BW was initially restricted to Generation V Pokemon. I decided not to do that here, mostly because Kalos has a mix of old and new Pokemon, so it doesn't make as much sense to restrict to Generation VI Pokemon for flavour purposes. I guess I could have tried to pick out the Kalos natives, but eh, too lazy at that point... Instead I simply took Tynamo out of my "similar Pokemon" group.

I'll explain these moves in the sections in which they appear.


! RM
* Repeated move
00 Water Pulse
!00 Pin Missile
00 Psybeam
00 Poison Sting
00 Thunder Shock
00 Supersonic
!00 Thunder Wave
*04 Supersonic
*08 Thunder Wave
12 Confuse Ray
14 Poison Tail
!16 Spark
!19 Signal Beam
23 Endure
!28 Wild Charge
32 Scary Face
36 Twister
!38 Discharge
!46 Sludge Bomb
!48 Thunder
Moves: 18
RMs: 8

This is mostly a remix of Mantine's movepool, with a bit of Dragalge and Lanturn thrown in. Poison-types tend to have Bug-type moves, so CAP 19 has Pin Missile instead of Bullet Seed. Another distinguishing feature is that, instead of relying on pure physical force like Mantine's Tackle + Headbutt + Take Down trifecta and Wing Attack, CAP 19 uses electrified tackles (i.e. Spark + Wild Charge) and its venomous stingers (i.e. Poison Sting + Poison Tail). CAP 19 shares its reliance on confusion with Mantine, though CAP 19 mostly prefers paralysis over flinching.

One major theme is that CAP 19 is less interested in defensive tactics than Mantine is. There is no Wide Guard (Endure is there instead), no Agility (using Scary Face instead), and no Aqua Ring (Twister and Discharge are used instead of Air Slash and Aqua Ring). There are somewhat precedent-based reasons for this. Nothing similar to CAP 19 has Wide Guard, and I considered having Quick Guard instead but Croagunk is the only similar Pokemon with it. Agility is obviously disallowed, and everything with Aqua Ring is a Water-type. By the way, if you're wondering why there are hardly any Water-type moves in this movepool submission, this rationale is why.

The most notable competitive move on this list is Signal Beam. It does a bit more than Sludge Bomb against Lati@s, to the point of a guaranteed 2HKO on Latios without any boost or prior damage: 252 SpA CAP 19 Signal Beam vs. 4 HP / 0 SpD Latios: 152-180 (50.3 - 59.6%)

(Also I know Thunder tends to be animated as summoning a bolt from the sky, but it doesn't have to be like that if we take the anime into account. I don't know, I guess I just feel like I'd have to wreck the pattern of the movepool to realistically replace it with Zap Cannon or something...)
!06 Toxic
09 Venoshock
!10 Hidden Power
11 Sunny Day
!12 Taunt
15 Hyper Beam
!17 Protect
!18 Rain Dance
20 Safeguard
21 Frustration
!24 Thunderbolt
*25 Thunder
!27 Return
!29 Psychic
32 Double Team
!34 Sludge Wave
*36 Sludge Bomb
39 Rock Tomb
40 Aerial Ace
!42 Facade
!44 Rest
45 Attract
46 Thief
48 Round
68 Giga Impact
70 Flash
*73 Thunder Wave
!80 Rock Slide
87 Swagger
!88 Sleep Talk
!90 Substitute
*93 Wild Charge
100 Confide
Moves: 29
RMs: 14

Unfortunately, CAP 19 doesn't get Surf or Waterfall, because the former is banned. Maybe we should have picked Golurkyourself's creepy worm thing... Anyway, the notable competitive moves here are Taunt and Psychic. Psychic is basically there for Amoonguss; I guess it isn't terribly important, but it does help for CAP 19 variants without a Life Orb. Taunt is really pro-concept and I bet every good submission is going to have it. Safeguard is also here, though practically speaking, it will probably be shafted in favour of Taunt in team building. There are also some Rock/Ground-type moves and Aerial Ace, based on the fact that Mantine learns them (but not Acrobatics because CAP 19 isn't actually a Flying-type).
Haze
Headbutt
Mud-Slap
Shock Wave
Snore
Take Down
Moves: 6
RMs: 0

I actually have no idea of how the illegalities would play out here, but the egg group is sufficient for implementation and there's only maybe one competitively important move here. That move is Haze, which could come in handy if the opponent is setting up something big so that Gyarados doesn't have to feel useless... So basically there's Headbutt and Take Down available as "normal" versions of Shock / Wild Charge, Mud-Slap because apparently everything with Vital Spirit has Mud-Slap, Snore because it's a fairly common move, and Shock Wave because most Electric-type sea creatures have it.

Total moves: 53
Total RMs: 22

A notable exclusion is Defog. I know this might cost me votes, but I don't see any pressing need for this thing. Again, we're not doing "Perfect Mate" and people already carry Lati@s and/or Excadrill and/or whatever else for hazard control. While Dragon Dance users especially appreciate this, it's just a generically good thing to have. Plus, Defog isn't even good flavour. Practically everything with Defog is a Flying-type, the exceptions being Seedot and a bunch of old Pokemon that get it from a Generation IV HM. CAP 19 should stick to its concept job.

So yeah, rate and subscribe.
Final Submission

Hello everyone I’m going to jump in quick with a last-second submission because I like making these movepools so why not. I’ve been following along with this project and I like what I see so far; this CAP ended up being pretty straightforward in terms of function (as opposed to its wildly nebulous purpose), so there will be no massive intro or competitive justification here. Basically, this movepool provides all the right STABs, Psychic-type moves and Hidden Power for targeted coverage, and then the move-disrupting Disable/Encore/Taunt trifecta and Thunder Wave/Toxic for 4th moveslots. There were highly focused discussions on Allowed/Disallowed moves, so most of these movepools will perform the exact same way. So, I put a lot more effort into the flavor here, which is by far the most fun part about these things, than I did on competitive concerns.

Moving on, in this movepool my aim was to emphasize Plasmanta’s intelligent traits and its dual “hidden typings” in Psychic and Water (I will not even dwell on the flavor disaster of disallowing Surf). I get the Psychic vibe from the art design’s geometric and symmetrical elements (circles, general symmetry and order, etc.), the Poke’s piercing, red glare, and from its dramatically low Attack stat in stark contrast to its foreboding physical size. As a stingray, its Water-type influences should be obvious. Essentially, I envision Plasmanta’s behavior to be more along the lines of a cranial and highly intelligent manipulator than a brutish and instinctual predator (like Gyarados).

(20 moves, 6 RMs)

0 - Psywave
0 - Pin Missile
0 - Ion Deluge
0 - Tackle
0 - Water Gun
0 - Tail Whip
0 - Thunder Shock
3 - Tail Whip
7 - Thunder Shock
12 - Water Pulse
15 - Eerie Impulse
19 - Disable
25 - Poison Tail
28 - Shock Wave
32 - Toxic
39 - Venoshock
42 - Imprison
46 - Taunt
54 - Cross Poison
57 - Wild Charge
61 - Venom Drench
70 - Zap Cannon

Like others, I went straight to Mantine for my initial Level-Up influences and then tweaked everything (Psywave over Psybeam, Pin Missile over Bullet Seed/Signal Beam, Water Gun/Pulse over Bubble/Beam, similar low-level attack progressions). Some themes here are waves (Psywave, Shock Wave), shocks (Thunder Shock, Shock Wave, Venoshock, Zap Cannon), and mysterious mental acuity (Ion Deluge, Eerie Impulse, Disable, Imprison, Taunt). Its physical traits are represented through Tail Whip/Poison Tail for the Tail stingers (obv), Pin Missile/Cross Poison/Venom Drench for the fin barbs, and Wild Charge for a late-level Electric Tackle. These elements fall secondary, however, to its Special and mental powers that take up the bulk of the list. All Electric moves here come from Plasmanta itself, as in no calling on the skies for Thunderbolts and Thunders due to it being a marine creature. All Poison moves rely on physical poisoning through contact, as in no gas or acid or ink or oil-based moves, which I don’t think fit the biology of this design.

The LU list is sort of custom-tailored for an Electric/Water-type pre-evolution, as I put in Water Gun and Water Pulse early in the list and held off on Poison moves until L25 (or L32 if you can imagine the prevo learning Poison Tail without evolving into a Poison-type). This I think would be highly justified considering in-game precedent and obvious Water-type design elements, including Primary Ability. I’ve also intentionally designed the progression to be frustrating to train in-game, as I imagine the Plasmanta family’s intelligence and manipulative tendencies to be a major roadblock to human-Poke relationships: many attacks are learned at later levels than other Pokemon, the learning pattern stretches out over time (3-4-5-3-4-6-3-4-7…), and the Pokemon never learns any reliable attacks naturally (they are either low-powered, low accuracy, or launched from its low Atk stat). A competitively useable Plasmanta needs to be overcome by machine learning or bred to perform in battle, which I think fits neatly into the personality of the art design.
(Water 1 Group; 5 moves, 3 RMs)

Clear Smog - Gastrodon, Golduck, Kingdra
Encore - Azumarill, Dewgong, Golduck, Politoed, Poliwrath, Quagsire, Walrein
Extrasensory - Greninja
Mind Reader - Greninja, Masquerain, Politoed, Poliwrath
Water Sport - Alomomola, Azumarill, Bibarel, Clawitzer, Dewgong, Empoleon, Feraligatr, Floatzel, Golduck, Greninja, Ludicolo, Manaphy, Mantine, Masquerain, Milotic, Pelipper, Politoed, Poliwrath, Relicanth, Swanna, Walrein

The Egg list is mostly just a continuation of themes from the Level-Up list. Clear Smog is a competitively useful option and I wanted this CAP to have access to it so I put it here in Egg so as to not mess up the flavor of the LU pool. Encore, Extrasensory, and Mind Reader play into the Poke’s manipulative/Psychic tendencies (also Mind Reader —> Zap Cannon you’re welcome), while the Water 1 Egg Group and Water Sport I feel are necessary to fulfill Plasmanta’s Water-type obligations. Like last time, I kept the Egg pool down to just 5 moves as Gen. VI Pokemon don’t go above 7 unless they evolve from Eevee and the average is around 5.
(35 moves, 22 RMs)

TM03 - Psyshock
TM06 - Toxic
TM09 - Venoshock
TM10 - Hidden Power
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM24 - Thunderbolt
TM25 - Thunder
TM27 - Return
TM29 - Psychic
TM32 - Double Team
TM34 - Sludge Wave
TM36 - Sludge Bomb
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM48 - Round
TM49 - Echoed Voice
TM54 - False Swipe
TM56 - Fling
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave
TM84 - Poison Jab
TM87 - Swagger
TM88 - Sleep Talk
TM90 - Substitute
TM93 - Wild Charge
TM99 - Dazzling Gleam
TM100 - Confide
HM05 - Waterfall

And here lies the bulk of Plasmanta’s offensive options: Thunder/bolt, Sludge Wave/Bomb, and Hidden Power, along with Thunder Wave and Substitute for generic useful moves. The CAP picks up its third and fourth Psychic-type attacks here in Psyshock and Psychic, and an additional Water-type attack in Waterfall to fill out those themes in this learnset. I also added Dazzling Gleam here because I felt it was good flavor for an electric and/or bioluminescent Special-attacking sea creature. The rest is required stuff or insignificant and obvious flavor additions.
(57 moves, 27 RMs)

Special Attacking RMs (9):

Dazzling Gleam
Extrasensory
Hidden Power
Psychic
Psyshock
Sludge Bomb
Sludge Wave
Thunder
Thunderbolt

Physical Attacking RMs (7):

Cross Poison
Facade
Frustration / Return
Pin Missile
Poison Jab
Waterfall
Wild Charge

Non-Attacking RMs (11):

Clear Smog
Disable
Encore
Protect
Rain Dance
Rest
Sleep Talk
Substitute
Taunt
Thunder Wave
Toxic
CAP 19 So Far...

Concept:
Yilx said:
Name: Einherjar ~Acta Est Fabula~

Description: A Pokemon that dissuades your opponent from fainting it, or can even leave it's presence on the field felt even after it faints.

Justification: When a Pokemon faints, it's usually thought of as the battle having gotten down to a 5-6. However, we've yet to discover if a Pokemon can leave a lasting impression on the battle even after having fainted; be it through moves like Healing Wish and Destiny Bond, placing hazards that the opponent can't remove as their removal has been taken care of, or by leaving an opponent's key member weakened and/or taken out.

Questions To Be Answered:
  • How can a Pokemon leave a long-lasting effect on the rest of the battle with just it's moves?
  • How the hell is it different from simply ramming a sacrificial martyr into your opponent's team and hoping it punches holes in it?
  • Building on the previous question, is it possible to build this Pokemon as a defensive threat rather than a "Glass Cannon"?
  • Is it even possible for a Pokemon to leave a lasting effect on on the battle, even after it faints?
  • Could changing your opponent's way of thinking even be plausible? From, "I need to take CAP X out!", to, "Damn, if I take CAP X out, I'll be in trouble...!"

Type: Electric/Poison
Abilities: Storm Drain / (Insomnia/Vital Spirit)
Stats: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe

Leadership Team:

Pwnemon- Topic Leader
ginganinja - Ability Leader
srk1214 - Typing Leader
alexwolf - Movepool Leader
 
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Ignus

Copying deli meat to hard drive
capefeather
While I'm sad my submission didn't make it (if not unsurprised) Capefeather's is probably closest when it comes to my opinions on coverage.
I enjoy the other two, but I don't think psyshock is necessary.
 
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