CAP 20 CAP 20 - Part 10 - Complete Movepool Submissions

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DougJustDoug

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Here in this thread, users may make complete movepool submissions for Naviathan. At the conclusion of this thread, our movepool leader Snobalt will be compiling a slate of Final Submissions for the community to vote on, and the winning submission will become the official movepool for CAP20.

We recently made significant changes to our policies regarding movepools, so do not assume that rules from past CAP projects apply. See this Policy Review thread for more information about the new rules.

We've had a discussion on Movesets, which identified the competitive movesets we intend to be the most viable in standard OU play. Please see the first post in that thread for more information on those movesets.

The following rules apply to all Movepool Submissions:

  • The movepool can contain a maximum of 75 total moves. You may have less than 75 moves, but not more.
  • There are no longer any limits to the number of Restricted Moves, as mentioned in articles on the CAP subsite and past CAP projects.
  • All movepools must have all the Mandatory Moves listed below.
  • No movepool may contain any of the Banned Moves listed below.
  • Any move not listed as Banned is provisionally allowed.
  • The Movepool Leader (Snobalt) and Topic Leader (nyttyn) may add Banned moves during the course of this thread. If that happens, there will be ample notification in the thread, and you will have the opportunity to remove those moves from your movepool prior to final submissions.

Final Movepool Submissions must include all of these moves, and they cannot be Event Moves. Submissions that don't have all these moves will not be considered for slating.

Dragon Dance
Calm Mind
Waterfall
Iron Head
Icicle Crash
Ice Punch
Wild Charge
Scald
Any one of Recover, Heal Order, Milk Drink, Slack Off or Soft-Boiled
Flash Cannon
Refresh
Taunt
Substitute
Drill Peck

These moves are banned from inclusion in Final Submissions. Movepools that include any of these moves will not be considered for slating.

All Fighting Moves listed on the restricted moves list
All Fire moves listed on the restricted moves list, including Heat Crash
All Ground moves listed on the restricted moves list
All Physical Grass moves listed on the restricted moves list
All Special Electric moves listed on the restricted moves list

Acid Spray
Aqua Jet
Aromatherapy
Baton Pass
Belly Drum
Body Slam
Boomburst
Bulk Up
Bullet Punch
Circle Throw
Clear Smog
Cotton Guard
Counter
Crabhammer
Dark Void
Defog
Destiny Bond
Diamond Storm
Doom Desire
Dragon Tail
Encore
Eruption
Explosion
Extremespeed
Fake Out
Foul Play
Freeze-Dry
Fusion Bolt
Gear Grind
Geomancy
Glare
Growth
Heal Bell
Healing Wish
Heart Swap
Heavy Slam
Hypnosis
Ice Shard
Ingrain
Judgment
King's Shield
Knock Off
Leech Seed
Light of Ruin
Light Screen
Lovely Kiss
Lunar Dance
Magic Coat
Memento
Meteor Mash
Mirror Coat
Moonblast
Nasty Plot
Nuzzle
Oblivion Wing
Origin Pulse
Paleo Wave
Parting Shot
Perish Song
Play Rough
Psystrike
Pursuit
Quiver Dance
Rapid Spin
Reflect
Roar
Shadow Sneak
ShadowStrike
Shell Smash
Shift Gear
Sketch
Sleep Powder
Spikes
Spiky Shield
Spore
Stealth Rock
Steam Eruption
Sticky Web
Stun Spore
Sucker Punch
Super Fang
Switcheroo
Swords Dance
Tail Glow
Thunder Wave
Toxic Spikes
Trick
U-Turn
Volt Tackle
Water Shuriken
Water Spout
Whirlwind
Will-o-Wisp
Wish


Click here for a general guide to making Gen 6 Movepools.
Click here for the list of Restricted Moves referenced above.


While this is a submission thread, discussion on Work-In-Progress (WIP) and Final Submissions is encouraged so the community can make an informed decision during the polling stage.

This thread will be open for submissions and discussion as soon as Snobalt posts his opening remarks.

--------------------
Leadership Team:
nyttyn - Topic Leader
Ununhexium - Typing Leader
trc - Abilities Leader
HeaLnDeaL - Stats Leader
Snobalt - Movepool Leader​

Concept:
Name: Use the Boost to Get Through!

General Description: A sweeper with several boosting options that result in completely different checks and counters. While each set should be viable in its own right, the unpredictability of this Pokemon should make it much better than any one set alone.

Justification: In the early days of Pokemon X and Y, we experienced the first Pokemon that could (viably) boost and sweep from either the physical or special side: Mega Lucario. While it was clear his unpredictability could have a devastating effect (having your Chansey eat a Close Combat, Will-O-Wisping on the Nasty Plot, etc.) the true extent to which this could make a Pokemon better was masked by the fact that Lucario's sets were both already amazing. The purpose of this concept would therefore be to explore the impact of unpredictability in sweepers by creating a Pokemon that can run several boosting sets, none of which are dominant in their own right, but that when combined can result in an extremely dangerous threat.

Questions To Be Answered:
  • Is there a limit to how much unpredictability can make a Pokemon better? Can it make a decent Pokemon great? Or can it only make them usable?
  • How does being unpredictable with boosting options compare to other forms of unpredictability (such as uncommon coverage moves or trying to speed creep certain threats)? Is unpredictability in sweepers inherently more dangerous because of how easily they can win a game?
  • For a Pokemon that is already unpredictable, will we see the use of strange coverage moves (as many sweepers tend to run) or will it tend to stick to standard sets because it already has the element of surprise?
  • Which boosting moves are distinct enough to completely change a Pokemon's checks/counters? Are Swords Dance, Nasty Plot, and Agility the only ones that can fit this concept? Or is there a way to incorporate moves such as Dragon Dance without giving the Pokemon "the best of both worlds".
  • How effective will double boosting sets be on this Pokemon? Will the ability to "pick your counters" on a Pokemon already designed to bypass its counters be too good? Or can it be designed so that the loss of coverage will still leave it with several checks and counters on any set?
  • To what extent will teams have to prepare for this Pokemon? Will they have to pack several checks/counters like for M-Lucario? Or will they be able to just use a standard team so long as they can identify the set early?
Type: Water / Steel
Abilities: Water Veil / Heatproof
Stats: 103 HP / 110 Atk / 90 Def / 95 SpA / 65 SpD / 97 Spe

Art:


Name: Naviathan
 
Last edited by a moderator:

Empress

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Hey there! Well, this is it- the last part of CAP 20 before we go to the playtest.

A few things to remember. Although Restricted Moves were somewhat abolished for this project, nyttyn and I will still be keeping an eye to make sure movepools don't have so many viable moves that they are considered outrageous. Within reason, feel free to include "usable" moves that could become part of Naviathan's Other Options- for example, Megahorn was brought up during moveset discussions and is optional but not required. Also, be sure to strike a balance between competitive and flavor moves.

Not a whole lot to say; time to get creative! Good luck to everyone!
 

Dogfish44

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Final Submission

Movepool:

Bold Italics are mandatory. Italics are moves listed as a previous RM.

HS Razor Wind
HS Thrash
HS Block
-- Fury Attack
-- Water Gun
-- Metal Claw
-- Endure
4 Rage
9 Mist
13 Bite
18 Dragon Claw
22 Brine
27 Iron Head
31 Dragon Breath
36 Crunch
40 Calm Mind
40 Dragon Dance
49 Icicle Crash
58 Hydro Pump
67 Iron Tail
Drill Peck (Empoleon)
Ice Fang (Arbok)
Recover (Corsola)
Refresh (Corsola)
Rock Climb (Druddigon)
Skull Bash (Blastoise)
Wide Guard (Mantine)
Whirlpool (Corsola)
Aqua Tail
Block
Dragon Pulse
Ice Punch
Iron Defense
Iron Head (R)
Iron Tail (R)
Outrage
Snore
Water Pulse
Zen Headbutt
TM01 Hone Claws
TM02 Dragon Claw (R)
TM04 Calm Mind (R)
TM06 Toxic
TM10 Hidden Power
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM27 Return
TM32 Double Team
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM55 Scald
TM65 Shadow Claw
TM67 Retaliate
TM68 Giga Impact
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM91 Flash Cannon
TM93 Wild Charge
TM94 Secret Power
TM100 Confide
HM01 Cut
HM03 Surf
HM04 Strength
HM05 Waterfall
HM06 Rock Smash
HM07 Dive
Aerial Ace
Aqua Tail
Attract
Bite
Blizzard
Block
Brine
Calm Mind
Confide
Crunch
Cut
Dive
Double Team
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Drill Peck
Endure
Facade
Flash Cannon
Frustration
Fury Attack
Giga Impact
Hidden Power
Hone Claws
Hydro Pump
Hyper Beam
Ice Beam
Ice Fang
Ice Punch
Icicle Crash
Iron Defense
Iron Head
Iron Tail
Metal Claw
Mist
Outrage
Protect
Rage
Rain Dance
Razor Wind
Recover
Refresh
Rest
Retaliate
Return
Rock Climb
Rock Smash
Round
Scald
Secret Power
Shadow Claw
Skull Bash
Sleep Talk
Snore
Strength
Substitute
Surf
Swagger
Taunt
Thrash
Toxic
Water Gun
Water Pulse
Waterfall
Whirlpool
Wide Guard
Wild Charge
Zen Headbutt

37 Restricted Moves, including the 14 Mandatory. 36 RMs, if Return & Frustration equality factored in.


Justifications:

Naviathan's Level Up movepool comes from Naviathan's natural life. Naviathan from an early age learns how to endure the storms the seas come with, and how to defend itself from threats - quickly developing control over it's anger. Naviathan also learns the value of being hidden and teamwork - two or three Naviathan can conceal an entire lake in a thick mist. Naviathan eventually refines it's combat, more than willing to bite and fling opponents recklessly. Naviathan gains it's first hint of draconic power at this time, and also learns to more directly control the ocean. Naviathan's power continues to grow, reaching the "split". Naviathan often choose whether to learn Dragon Dance or Calm Mind at this point in time, with those learning Calm Mind mastering water, whilst those learning Dragon Dance are able to break through even greater barriers, and strike straight through opponents with a swing of their tail.

Naviathan's Heart Scale set is rather interesting. Naviathan can be taught to channel the wind around it into huge slashes. Naviathan can learn how to position itself tactically in battle, blocking off escape routes, or it can learn to completely unleash it's anger at a given target.

Naviathan's Egg Movepool was.... fun to create ^^'. Naviathan actually isn't able to use Drill Peck, but some Naviathan end up attracting a large crew of Piplup, Prinplup, and Empoleon, which attack on Naviathan's behalf. Naviathan born during storms often pick up Whirlpool easily, whilst those born in the fjords themselves often learn Rock Climb - legend has it that a fleet of Naviathan once attacked England by scaling the White Cliffs of Dover themselves. Naviathan born in arctic environments sometimes use Skull Bash to break through larger iceburgs, and often have a lower body tempurature more appropriate to use Ice Fang. Naviathan can often be born with the ability to use the sea air as a Refreshing device, and a good number of Naviathan are born with the intuitive ability to Recover if a wave completely crashes over it.

Naviathan's Tutor movepool expands on it's draconic nature deeply, introducing Outrage and Dragon Pulse. The most notable tutor is Zen Headbutt, which like Skull Bash can be used to break though barricades, but is substantially faster.

Naviathan's TM movepool contains no particular surprises. Ice Beam and Blizzard are available due to Naviathan's cold climate, whilst Naviathan is also able to sharpen it's claws, and can channel the energy of Loki through them. Incidentally, Thor's the one in command of using Wild Charge.
 
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jas61292

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Moderator Post

Hey everyone. Before this thread gets too far, I just want to make one clarification from the OP. The point of required moves is to regulate the competitive movepool, and it has nothing to do with flavor. As such, while you are required to use every required move, if there is a case a move with an identical counterpart being on the list, any one of those moves would meet this requirement. For this Pokemon, the only move in question that I believe has such a situation would be Recover, which has Slack Off, Milk Drink, Soft-Boiled and Heal Order as equivalent alternatives. As we are not a flying type, Roost is also arguably identical, though as type changing moves could make it different, I'll leave that up to the TL and Movepool Leader as to whether it should be considered an acceptable alternative.

I will update the list of moves in the OP to reflect the options that movepool creators have.
 
WIP

Bold
= Required
Underline = Repeat

75 Total Moves
33 Restricted Moves


1-Aqua Tail
1-Iron Head
1-Mist
1-Water Gun
1-Rage
1-Tackle
5-Beat Up
9-Metal Claw
14-Stomp
18-Icy Wind
22-Bite
27-Brine
31-Steel Wing
35-Body Slam
40-Dragon Rush
44-Rest
48-Crush Claw
53-Iron Head
57-Icicle Crash
62-Aqua Tail

I gave Naviathan two Heart Scale moves, which are its most important STAB moves in the level up movepool. I gave it Beat Up because I thought the flavor was very interesting; it's carrying its teammates in its back that all gang up and beat down the opponent. Metal Claw and Crush Claw are my claw moves of choice, one being the early level STAB move and the other being an interesting late-game move. Icy Wind is a neat Ice move that works well with its cold, northern appearance. Brine is nice because it splashes seawater when it sails. Steel Wing uses its large feathery oars, and is a neat STAB move. Body Slam is there because it's large, and it's the best substitute for Heavy Slam. Dragon Rush takes influence from blitz-like raiding tactics, combined with the draconian appearance. Naviathan uses Rest by staying still at sea, lowering the anchor and resting. Icicle Crash is given as a later level up move.

All in all, I think this level up movepool makes a lot of sense flavor wise, and gameplay-wise, though it heavily favors physical moves. In-game, this is probably better for the casual player, as they'll be using the stronger attack stat more often.

Competitive notes:


TM 1-Hone Claws
TM 4-Calm Mind
TM 6-Toxic
TM 7-Hail
TM 10-Hidden Power
TM 12-Taunt
TM 13-Ice Beam
TM 14-Blizzard
TM 15-Hyper Beam
TM 17-Protect
TM 18-Rain Dance
TM 21-Frustration
TM 27-Return
TM 32-Double Team
TM 40-Aerial Ace
TM 41-Torment
TM 42-Facade
TM 44-Rest
TM 45-Attract
TM 46-Thief
TM 48-Round
TM 49-Echoed Voice
TM 51-Steel Wing
TM 53-Energy Ball
TM 55-Scald
TM 60-Quash
TM 63-Embargo
TM 67-Retaliate
TM 68-Giga Impact
TM 78-Bulldoze
TM 87-Swagger
TM 88-Sleep Talk
TM 90-Substitute
TM 91-Flash Cannon
TM 93-Wild Charge

TM 95-Snarl
TM 100-Confide
HM 3-Surf
HM 4-Strength
HM 5-Waterfall
HM 6-Rock Smash
HM 7-Dive

A whole ton of these are required. Not going to say much about the required ones.

I kept with the claw theme with Hone Claws, though I skipped out on Dragon Claw. Naviathan seems more like a kaiju/dinosaur than a dragon. Ice Beam and Blizzard are found on almost all water types. Aerial Ace is on most Pokemon that get Metal Claw and Steel Wing, so I included it. Many of the Dark type support moves were included, such as Torment, Embargo, and Quash. These, as well as Snarl, are given to build up the barbarian/viking motif. Energy Ball was given mostly as a coverage option for Calm Mind, to beat other Water types reliably. Flavor wise, Naviathan will be able to launch a ball of energy using its mouth, like a catapult. Round, Echoed Voice, and Snarl are given to serve as battlecries. Bulldoze is given to reflect the destructive force by Naviathan's large feet. The HM's are also fairly obvious.


Dragon Dance
Drill Peck
Refresh
Slack Off

Water Sport
Aqua Ring
Whirlpool
Wide Guard

First four are required. I chose them as egg moves because they're more unusual on Naviathan. I chose Slack Off because Naviathan seems more like a slacker than something that can mystically restore its body. I was tempted to use Heal Order but the move animation has bees.

Water Sport is a very common egg move in the Water 1 group. Aqua Ring has great flavor with Water Veil. Whirlpool reflects on the stormy seas motif. Wide Guard makes sense to me because Naviathan can turn sideways to defend its teammates.

For egg groups, I chose Water 1 because Naviathan is capable of walking on land, much like many of the Water 1 group. Monster was chosen instead of Dragon, because of Naviathan's dinosaur/kaiju appearance.


Water Pulse
Uproar
Iron Tail
Iron Head

Zen Headbutt
Aqua Tail
Block
Ice Punch
Snore
Hyper Voice
Outrage
Iron Defense
Tailwind
Icy Wind

Ice Punch was the only required move in this group. A few of these are repeats. Water Pulse is STAB, so I gave it to Naviathan. Uproar, Snore, and Hyper Voice are given as battlecries. Zen Headbutt was given as a way to nail Venusaur, which is very niche but plausible. It reflects on Naviathan's ability to be calm, despite it being a physical move. Block was given in reference to naval blockades. Outrage reflects on the draconian appearance and the nature of vikings and barbarians. Tailwind is given as flavor for the favorable winds that boats often need to go faster.


Viable Physical Moves (9)

Waterfall
Iron Head
Wild Charge
Icicle Crash
Drill Peck
Iron Tail
Aqua Tail
Ice Punch
Zen Headbutt

Viable Special Moves (6)

Scald
Surf
Flash Cannon
Ice Beam
Energy Ball
Hidden Power

Viable Status Moves (11)

Dragon Dance
Calm Mind
Slack Off
Refresh
Taunt
Substitute
Toxic
Protect
Rest
Sleep Talk
Iron Defense

Other Restricted Moves (7)

Blizzard
Body Slam
Facade
Return/Frustration
Hyper Voice
Outrage
Rain Dance

Overall, I'm quite satisfied with this movepool. Anything at this point will be minor edits. The flavor movepool is quite massive, while the competitive movepool is rather limited. I gave it few coverage options because I have a hard time seeing this Pokemon using them; its STABS are by far the best options for Calm Mind, while Wild Charge and Icicle Crash are enormous coverage on their own. Any other coverage is mostly for flavor, such as Bulldoze and Dragon Rush.

Edit 1: Posted descriptions, edited movepools, close to done.
Edit 2: Added # of moves and # of restricted moves.
 
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Deck Knight

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Final Submission

Mandatory:
Dragon Dance (Lv-up)
Calm Mind (Lv-up / TM)
Waterfall (TM)
Iron Head (Lv-up / Tutor)
Icicle Crash (Lv-up)
Ice Punch (Tutor)
Wild Charge (Lv-up / TM)
Scald (TM)
Recover (Egg)
Flash Cannon (TM)
Refresh (Egg)
Taunt (TM)
Substitute (TM)
Drill Peck (Egg)
Physical RMs: 19
Aqua Tail
Double-Edge
Dragon Claw
Drill Peck
Facade
Frustration
Ice Punch
Icicle Crash
Iron Head
Iron Tail
Payback
Return
Rock Slide
Shadow Claw
Spark
Stone Edge
Waterfall
Wild Charge
Zen Headbutt

Special RMs: 9
Blizzard
Dragon Pulse
Flash Cannon
Hidden Power
Hydro Pump
Hyper Voice
Ice Beam
Scald
Surf

Support RMs: 11
Calm Mind
Dragon Dance
Protect
Rain Dance
Recover
Refresh
Rest
Sleep Talk
Substitute
Taunt
Toxic

Total RMs: 39
Level-up: (16)
- Wild Charge
- Tackle
- Growl
- Focus Energy
- Metal Claw
- Water Gun
4 Metal Claw (r)
7 Water Gun (r)
10 Dragon Dance
14 Calm Mind
18 Whirlpool
22 Steel Wing
27 Dragon Breath
32 Double-Edge
37 Endure
43 Icicle Crash
47 Hydro Pump
50 Iron Tail
Egg (Water 1 / Dragon): (8)
Aurora Beam (various)
Brine (various)
Dragon Rush (various)
Drill Peck (Empoleon)
Recover (various)
Refresh (various)
Skull Bash (Blastoise)
Spark (Stunfisk)
Tutor: (12)
Aqua Tail
Block
Dragon Pulse
Hyper Voice
Ice Punch
Icy Wind
Iron Head
Iron Tail (r)
Snatch
Snore
Uproar
Water Pulse
Zen Headbutt
TM/HM: (39)
Hone Claws
Dragon Claw
Calm Mind (r)
Toxic
Hail
Hidden Power
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Frustration
Return
Double Team
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Thief
Round
Steel Wing (r)
Scald
Embargo
Shadow Claw
Payback
Giga Impact
Stone Edge
Rock Slide
Swagger
Sleep Talk
Substitute
Flash Cannon
Wild Charge (r)
Rock Smash
Secret Power
Cut
Surf
Strength
Waterfall
Dive


Total Moves: 75

Notable Additional Moves:
Iron Tail
Aqua Tail
Double-Edge
Return / Frustration
Dragon Rush / Dragon Claw
Stone Edge / Rock Slide
Zen Headbutt
Shadow Claw
Spark
Rock Tomb

Hydro Pump / Surf
Blizzard / Ice Beam
Hyper Voice
Dragon Pulse
Brine
Hidden Power
Icy Wind

Hone Claws
Protect
Rain Dance
Toxic
Minor competitive notes:
Most of the coverage is superfluous to the main set, as Ice/Electric covers much more than any other combination of moves. One exclusion that is noteworthy is that while Ice Punch is mandatory, I excluded Thunder Punch as I believe the whole purpose of Wild Charge is to break through bulky waters at a cost, and Thunder Punch is a bit too reliable on that front. Spark (a nifty Water 1 group legality) thus becomes the recoil-free Electric physical option.

Otherwise its your standard Water/Ice coverage on the special side, and standard rock moves to go along with Steel on the physical side.


Flavor Reasoning:
Every Naviathan is a gift from the Nordic Gods - at least that's how Naviathan sees itself! Its most latent power is to call up electricity to surround itself and take down other seafaring Pokemon (Wild Charge).

Even until it realizes this though, Naviathan knows it is impressive and dignified, and has pledged never to lower itself to an opponent's level. It learns early how to tackle opponents, use appendages for blows, and use it's mouth for both sounds and ranged attacks (Tackle, Growl, Metal Claw, Water Gun). It meditates on its own powers, and very quickly unlocks abilities that boost its physical or mental aspects (Focus Energy, Dragon Dance, Calm Mind).

It then learns to master the seas around it, and to use its oars to provide both locomotion and a rigid glancing offense (Whirlpool, Steel Wing)! Very soon it comes to understand its regal nobility, and adds a breath attack to strike foes with paralysis (Dragon Breath).

In its maturity it learns how to perfect its base skills, honing its Tackle into an overwhelming Double-Edge, its Water Gun into Hydro Pump, and using Endure and Icicle Crash to survive and manipulate its environment. As a final move, Naviathan realizes some foes are so beneath it that rather than forcing them to look up to it, Naviathan need not even bother facing them, and it learns a good smash from its stern will put most foes out of their misery (Iron Tail).

Viking Motiff:
What is really inspiring about this design is the viking motiff. A vessel that sails over stormy northern seas with strength and endurance. This is the inspiration behind several level-up and Egg moves:
Whirlpool, Brine, Aurora Beam: Stormy, treacherous northern seas.
Icicle Crash, Wild Charge, Spark: Thor / Viking RPG class influences.
Endure, Hyper Voice, Uproar, Snatch, Thief, Embargo, Payback: Rowdy viking raiders aboard!


Noble Dragonship:
Many of the flavor attacks are Dragon-based or draw from the same sort of movepools that Dragon types get, notably Dragon Breath is in level-up, and other Dragon attacks scattered throughout. Naviathan also uses its large claws and body to attack with either precision or full physical force. In fact, in its natural movepool none of its moves even lower its head for a ram! To do that it either needs to be bred Skull Bash or tutored Iron Head / Zen Headbutt!

One notable thing in comparison to other entries is that, to me, Naviathan is too proud to lower its neck to bite you - instead all of its attacks from the mouth are long-ranged attacks, the better to look down on its clearly inferior opponents. How does it Drill Peck, you might ask? Well, see the stub under its chin? It creates a horn of energy (look up any Anime battle with a Lucario or a horn move being used) to impale foes while bring its neck down like a hammer, so even when its "pecking" you, you still have to look up to it!

Have boat will travel (unobstructed):
Managed to fit every HM on here (Cut!) except for Fly, excluded for obvious reasons. It even has Whirlpool, Rock Smash, and Dive if you want to travel to Johto or Hoenn with it!

Stat-boosters:
I also managed to sneak in a few other stat-boosters as a homage to the concept, with Hone Claws, Focus Energy, and Skull Bash.
 
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Final Submission
Mandatory moves in bold

(Note: I will only be justifying flavor moves, the mandatory moves are in because they're mandatory moves.)
1 Quick Guard
1 Wide Guard
1 Headbutt
1 Leer
1 Water Gun
1 Metal Claw
7 Water Gun (repeat)
14 Metal Claw (repeat)
16 Heal Pulse
21 Dragon Dance
28 Feint
30 Water Pulse
35 Iron Head
45 Icicle Crash

46 Aqua Tail
59 Tailwind
62 Hydro Pump

So this is a rather simple level up movepool. I went with the "support ship" route and added Heal Pulse, Tailwind, Quick Guard, and Wide Guard. Headbutt and Leer are basic starting moves, followed by basic STABs in Water Gun and Metal Claw. I have Feint on here for notes from Skuntank, Water Pulse for a stronger STAB, and Aqua Tail and Hydro Pump for late game moves.

Ice Punch
Icy Wind
Block
Outrage
Dragon Pulse
Iron Head (repeat)
Water Pulse (repeat)
Snore
After You
Helping Hand
Iron Tail
Aqua Tail (repeat)
Tailwind (repeat)
Snatch

Here, I combine draconian features, wind features, pillaging and plundering (Snatch), large size (Block), some more STABs, and some more "support ship" moves (After You, Helping Hand)

TM02 Dragon Claw
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM27 Return
TM32 Double Team
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM55 Scald
TM60 Quash
TM63 Embargo
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM91 Flash Cannon
TM93 Wild Charge

TM94 Secret Power
TM100 Confide
HM01 Cut
HM03 Surf
HM04 Strength
HM05 Waterfall
HM06 Rock Smash
HM07 Dive

This TM selection revolves around draconian features (Dragon Claw), doing shady acts (Torment, Thief, Quash, Embargo), revenge (Payback, Retaliate), and the omnipresent TM moves.

Drill Peck (Empoleon)
Recover (Milotic)
Refresh (Milotic)
Dragon Rage (Hydreigon)
Dragon Rush (Hydreigon)
Muddy Water (Quagsire)

More Water and Dragon moves, nothing much here.

Total moves: 67

(As a side note: Water/Steel/Dragon has neutral coverage on all CAPmons)
 
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Deck Knight Great choice of flavor motifs! Is the level of evolution a reference to Magikarp Power? If so, that's pretty cool.

EDIT: Oh, my mistake, I then realized that it was the number of moves in the level-up movepool, but I realized that too late.
 
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nyttyn

From Now On, We'll...
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
As we are not a flying type, Roost is also arguably identical, though as type changing moves could make it different, I'll leave that up to the TL and Movepool Leader as to whether it should be considered an acceptable alternative...
Roost is fine, as CAP20 is not a flying type, and there are only incredibly narrow situations in which it could become a flying type which will never come up in any remotely serious battle (Not to mention the amount of times it will become useful will be even fewer). I don't understand why the hell anyone would use roost AS flavor, mind, but if you think it's fine go nuts.

Rain Dance is banned because it's a restricted support move, and we do not want CAP20 to be...well, for lack of better wording, a supportmon. It also does not seem to lack the capibilities to become a successful rain dancer - possessing good bulk, power, a typing that can utilize the rain, Scald, and reliable recovery. Better safe than sorry, it's no different from how any other restricted move tends to be disallowed, even if it's not necessarily the best set (ex: how pretty much no CAPmon gets dual screens).

Posting confirmation that Sleep Talk is an accident and should not be on the list of disallowed moves.

Dragon Tail/roar is/are a banned move(s) which I see in several movepools, so please remove it/them if it/they is/are on your movepool.

Everything else thusfar posted seems fine so carry on you crazy stars.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Final Submission

The personality of a large, draconic, viking-related Pokemon isn’t too hard to spell out in the movepool with the moves GF has to offer. Much of this learnset has to do with anger, violence, loud yelling, and pillaging, all in the viking tradition. The move selections take inspiration from Gyarados, Steelix, and Salamence, which are the aesthetically closest Water-, Steel-, and Dragon-types I could find (angry, powerful, large, and formidable); they also all have heavily draconic elements to their design, a crucial aspect shared with this CAP and one I wanted to emphasize throughout the movepool. In addition to the pseudo-Dragon-type theme, this pool also contains a healthy portion of Ice-type moves in order to represent the wintery, Nordic aspect of the design, as well as Dark-type moves, which play into a sort of moral judgment over the sacking and pillaging of innocent people. With all of that in consideration, I have decided to really downplay the Calm Mind aspect of the flavor, as Psychic-type moves really don’t seem to come out in the design at all, and having a calm mind seems to be the antithesis of the personality I’m trying to convey here. The move is still in there; it’s just buried beneath more flavorful thematics.

(19 moves, 5 Required)

— Thrash
0 - Growl
0 - Rage
0 - Water Gun
0 - Taunt
5 - Water Gun
9 - Taunt
12 - Metal Claw
14 - Headbutt
19 - Screech
23 - Dragon Rage
26 - Uproar
28 - Rain Dance
33 - Brine
37 - Iron Head
40 - Icicle Crash
42 - Flash Cannon
47 - Dragon Dance
51 - Hyper Voice
54 - Aqua Tail
56 - Outrage

In the Level-Up pool I wanted to reflect the predisposition towards rage and destruction that the vikings of lore are known for. This learnset is predominantly offensive, a mix of mostly vocal-based special moves and bruising physical attacks. As the design itself looks not even remotely agile, I only chose physical attacks that revolve around Naviathan just ramming its body parts into things or rampaging about indiscriminately. I also wanted the movepool to be naturally strong in-game to reflect the CAP’s innate battle-readiness, which is why some stronger attacks are learned at lower levels.

Naviathan-family hatchlings start off strong and build upon their early strengths with increasing intensity as they grow. They are born predisposed to intimidation, with Growl as a starting move and Taunt as an early-level invitation to battle. Not long after, these battle cries grow into a more powerful Screech and a deafening Uproar, wrapping up towards the end of the pool with Hyper Voice. They are also born predisposed to anger, with Rage as a starting attack that builds into Dragon Rage and Outrage as the movepool progresses. Water Gun was the best low-level Water-type move available, and its artillery connotations return towards the end of the LU pool with Flash Cannon. The other two progressions are Headbutt building into Iron Head and Rain Dance building into Dragon Dance. Peppered throughout these progressions are Metal Claw, which I felt was an appropriate low-level Steel-type move, Brine, because it is a salt-water attack and fits the idea of viking ships sailing the seas and whatnot, Icicle Crash, to play into the idea of the freezing Nordic climate, and Aqua Tail, which stands as the Pokemon’s strongest Water-type attack.

A final conscious decision I made with this group of moves was to include a (quite) subtle reference to one intense and historic aspect of viking lore: the epic battles between viking sea vessels and monstrous sea dragons, or in this case, an intense rivalry over dominion of the sea between Naviathan and Gyarados. Both Pokemon are large, seafaring, dragon-looking Water-types that are predisposed to intense anger and violence, and these similarities are what make them such perfect enemies. To reinforce this similarity, I’ve had Naviathan learn Thrash as its sole Heart Scale move, along with Dragon Rage at L23 and Dragon Dance at L47, the precise moments Gyarados learns those same three moves, and they each learn a Hyper ___ special attack immediately following Dragon Dance. It’s not an obvious connection, but it does play into a fun aspect of the design’s flavor that it would be neat to address.
(Water 1 / Dragon groups; 6 moves, 3 Required)

Aqua Ring - Alomomola, Azumarill, Blastoise, Corsola, Dewgong, Empoleon, Floatzel, Gorebyss, Huntail, Mantine, Milotic, Pelipper, Seismitoad, Swanna, Walrein
Drill Peck - Empoleon
Mist - Alomomola, Blastoise, Corsola, Dragonite, Empoleon, Gastrodon, Lapras, Ludicolo, Masquerain, Milotic, Pelipper, Politoed, Poliwrath, Quagsire, Seismitoad
Recover - Corsola, Gastrodon, Milotic, Quagsire
Refresh - Alomomola, Altaria, Azumarill, Blastoise, Corsola, Golduck, Gorebyss, Huntail, Lapras, Milotic, Politoed, Poliwrath, Seismitoad, Swampert
Water Sport - Alomomola, Azumarill, Bibarel, Clawitzer, Dewgong, Empoleon, Feraligatr, Floatzel, Golduck, Greninja, Ludicolo, Mantine, Masquerain, Milotic, Pelipper, Politoed, Poliwrath, Relicanth, Swanna, Walrein

I chose Water 1 and Dragon to be the egg groups because it was pretty much the only way to get Drill Peck in the movepool the CAP is a terrestrial sea creature with heavily draconic design elements, and these are the categories GF tends to put such creatures in. This is the same grouping as Dragalge, Dragonite, Kingdra, and Milotic, all of which can be considered Naviathan’s close aesthetic relatives.

Where Gyarados was the main inspiration for the violent LU pool, its docile sea serpent counterpart, Milotic, is the primary source for these uncharacteristically pacifistic egg moves, able to pass down all five non-damaging moves available. Maybe there’s something to this connection? For the moves themselves, I chose Aqua Ring and Water Sport to represent Water Veil and Heatproof, respectively, and Mist to evoke imagery of the cold and foggy waterways of northern Europe. Recover and Refresh are sort of standalone passive moves that don’t fit with the natural disposition of this Pokemon, and so they have to be bred into a young Naviathan spawn. Drill Peck is just terrible flavor, but it will have to do here since there’s nowhere else in the movepool to put it (at least it has to come from a fellow Water / Steel family).
(39 moves, 7 Required)

TM01 - Hone Claws
TM02 - Dragon Claw
TM04 - Calm Mind
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM12 - Taunt
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM21 - Frustration
TM27 - Return
TM32 - Double Team
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Round
TM49 - Echoed Voice
TM51 - Steel Wing
TM55 - Scald
TM60 - Quash
TM66 - Payback
TM67 - Retaliate
TM68 - Giga Impact
TM87 - Swagger
TM88 - Sleep Talk
TM90 - Substitute
TM91 - Flash Cannon
TM93 - Wild Charge
TM100 - Confide
HM03 - Surf
HM04 - Strength
HM05 - Waterfall
HM06 - Rock Smash

The TM list has a number of flavor additions that fit in with themes established in the LU and Egg pools. The first are Hone Claws and Dragon Claw, which pull from Metal Claw in the LU list. Then there is Thief, which blatantly references the pillaging of innocent villages. Echoed Voice is included to back up the loud yelling moves from LU. Steel Wing I feel actually works well as a reference to the feather-oars in the art, so I included that too. Quash is included due to the sheer size of the Pokemon. I added Payback and Retaliate because the idea of revenge suits this Pokemon in the context of the movepool as a whole. Finally Aerial Ace and Rock Smash were added to follow move-move guidelines more strictly without interfering with the flavor of the movepool.

Flash Cannon, Rain Dance, and Taunt are repeated from the Level-Up list, leaving 36 moves unique to this list.
(16 moves, 2 Required)

Aqua Tail
Block
Dragon Pulse
Endeavor
Hyper Voice
Ice Punch
Icy Wind
Iron Defense
Iron Head
Iron Tail
Outrage
Snatch
Snore
Tailwind
Uproar
Water Pulse

Much like the TM/HM list, the tutor moves expand on the themes of pseudo-dragon typing (Dragon Pulse, Outrage) and formidable size (Block). Snatch is included in tandem with Thief from the TM list to reinforce the pillaging angle, and it also references the concept by dealing with stat boosts. I’ve also included Tailwind in the Tutor list, which, with Icy Wind alongside, I view as a flavorful reference to the seafaring aspects of a viking ship. These moves also connect in with Steel Wing and Drill Peck to give a sort of nod to the feathers and weird wind-based and Flying-type elements that exist here.

Aqua Tail, Hyper Voice, Iron Head, Outrage, and Uproar are repeated from the Level-Up list, leaving 11 moves unique to this list.
(72 moves, 33 RMs)

Physical Attacking RMs (13):

Aqua Tail
Dragon Claw
Drill Peck
Facade
Frustration / Return
Ice Punch
Icicle Crash
Iron Head
Iron Tail
Outrage
Payback
Waterfall
Wild Charge

Special Attacking RMs (8):

Blizzard
Dragon Pulse
Flash Cannon
Hidden Power
Hyper Voice
Ice Beam
Scald
Surf

Non-Attacking RMs (12):

Calm Mind
Dragon Dance
Iron Defense
Protect
Rain Dance
Recover
Refresh
Rest
Sleep Talk
Substitute
Taunt
Toxic

——————————

Dark Moves (7):

Hone Claws
Quash
Payback
Snatch
Taunt
Thief
Torment

Dragon Moves (5):

Dragon Claw
Dragon Dance
Dragon Rage
Dragon Pulse
Outrage

Electric Moves (1):

Wild Charge

Fighting Moves (1):

Rock Smash

Flying Moves (3):

Aerial Ace
Drill Peck
Tailwind

Ice Moves (7):

Blizzard
Hail
Ice Beam
Ice Punch
Icicle Crash
Icy Wind
Mist

Normal Moves (29):

Attract
Block
Confide
Double Team
Echoed Voice
Endeavor
Facade
Frustration
Giga Impact
Growl
Headbutt
Hidden Power
Hyper Beam
Hyper Voice
Protect
Rage
Recover
Refresh
Retaliate
Return
Round
Screech
Sleep Talk
Snore
Strength
Substitute
Swagger
Thrash
Uproar

Poison Moves (1):

Toxic

Psychic Moves (2):

Calm Mind
Rest

Steel Moves (6):

Flash Cannon
Iron Defense
Iron Head
Iron Tail
Metal Claw
Steel Wing

Water Moves (10):

Aqua Ring
Aqua Tail
Brine
Rain Dance
Scald
Surf
Water Gun
Water Pulse
Water Sport
Waterfall
 
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Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Posting to appeal on Rain Dance. Primarily because, well, it is a Restricted Move, but even the Pokemon that use it, well... don't... on most of their sets.

April 1825 stats have the following Rain Dance users:
Manaphy (30% move usage) [#29 OU]
Politoed (5% move usage) [#77 OU]
Swampert (7.8% move usage) [#84 OU]

I can see a possible existence of a Rain Dance support set in Scald/Rain Dance/(Recover)/Taunt, but Taunt actually does most of the support on that set, and to the extent Rain Dance is team support it is also a direct boost to Naviathan. Such a set would be very niche use on a Rain team, and given that Politoed isn't even technically OU in usage, I don't think Naviathan is going to bring Rain back as a dominant playstyle on its lonesome. To be sure you can't ask for much better setter than a toxic immune, burn immune Pokemon with reliable recovery and Taunt, but Naviathan doesn't synergize all that well with Politoed or Kubutops (it does mesh well with Kingdra and Swampert tho).

Rain Dance just ain't what it used to be, and whatever the merits of theoretical RD Naviathan, bringing another Electric, Fighting, and Ground weak mon into a Rain team is not a sound idea.
 
Final Submission

Okay, so this is an interesting one. This guy has an actually interesting set of mandatory moves that actually make the creation process easier. Firstly, because he's Water/Steel, we'll use Empoleon as part of the basis. No Steel types learn Dragon Dance naturally, but Kingdra and Gyarados are the two FE Water types that naturally learn it, so we'll add that to the influential monsters as well. Lucario is the only Steel type to learn Calm Mind naturally, so he'll get added to infuelnces. The only Water or Steel type pokemon to get Drill Peck are Empoleon and Skarmory, and the only Steel and Water types to get Wild Charge are Mangezone and Lanturn. Thus, we can use the cross-section of moves learned by Empoleon, Lanturn, Kingdra, and Gyarados as a basis for its Water moves and Empoleon, Lucario, Magnezone, and Skarmory for its Steel moves. Thus, we get a mon that looks a little like this:

Note: The mandatory moves are bolded.
- Refresh (Move Relearner)
- Outrage (Move Relearner)
0 - Tackle
0 - Water Gun
0 - Splash
5 - Leer
9 - Metal Claw
12 - Bubble
16 - Bite
19 - Mist
23 - Bubblebeam
27 - Metal Sound
32 - Slack Off
36 - Brine
40 - Dragon Pulse
45 - Icicle Crash
50 - Iron Tail
55 - Dragon Dance
61 - Hydro Pump

So a bunch of these are pretty intuitive, the basis we used lends itself very well both from a flavor standpoint and a viability standpoint. I opted to make Icicle Crash a Level Up move, because a ship that navigates through icy water really ought to have at least one Ice move in its Level Up track. Mist is a nice pick-up from the basis mons, as not only is it flavorful, it works with his theme of boosting. It isn't viable, but it's pretty neat. Refresh is in the Move Relearner slot because that tends to be where moves that seem a little off-the-wall tend to go in the games (Ex. Tangela's Ancient Power and Kirlia's Magical Leaf). I also gave it Outrage as moves, since it is a Dragon-esque ship. Plus a good amount of the basis mon were either Dragons or were Dragon-like.

I went with Slack Off as the recovery move, since you won't really be up for pillaging after a long night of rum drinking, which would promote slacking off.

TM01 - Hone Claws
TM02 - Dragon Claw
TM04 - Calm Mind
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM12 - Taunt
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM21 - Frustration
TM27 - Return
TM32 - Double Team
TM40 - Aerial Ace
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Round
TM55 - Scald
TM60 - Quash
TM66 - Payback
TM68 - Giga Impact
TM70 - Flash
TM86 - Grass Knot
TM87 - Swagger
TM88 - Sleep Talk
TM90 - Substitute
TM91 - Flash Cannon
TM93 - Wild Charge
TM94 - Secret Power
TM97 - Dark Pulse
TM100 - Confide
HM03 - Surf
TM04 - Strength
TM05 - Waterfall
TM06 - Rock Smash

So I'm going to need to explain Grass Knot. CAP is going to be a pretty awful CM user if it turns out he just can't touch other Water types or Pokemon with Reflect type. Most pokemon in one of these categories carry a recovery move, so burn is going to help, but you'll need more than that if you don't want to get your PP grinded out. That means we'll need a Grass type move, but not a Grass type move powerful enough that it makes the Calm Mind set infinitely better than the DD set. That's why I went with Grass Knot in order to get inconsistent damage. As far as flavor goes, every ship needs rigging.

Hone Claws is here because it actually has clawed webbed feet and isn't a problem because DD is a strictly better move anyway. I didn't add Dive to its HM selection. I figure if my boat has sunken under the water, then we have a problem. I originally found my feather-oar flavor lacking, so I added Aerial Ace to his movepool.

Aqua Tail
Bounce
Dragon Pulse
Icy Wind
Ice Punch
Iron Defense
Iron Head
Iron Tail
Outrage
Signal Beam
Snore
Tailwind
Water Pulse

So Signal Beam seems like an odd choice to include. Basically, since you can use a shield to reflect light to make a signal, I decided that it was flavorful (same reason I gave it Flash). If Kingdra of all things can get Signal Beam, I don't see why CAP can't. It's not even a great move on CAP, which is why I don't have a problem with it flavorwise.

Crunch (From Arbok, Gyarados, Feraligatr, Seviper, Crawdaunt, Walrein, Huntail, Salamence, Garchomp, Scrafty, Druddigon, Hydreigon, or Tyrantrum)
Dragon Breath (From Altaria, Salamence, Hydreigon, or Goodra)
Drill Peck (From Empoleon)
Flail (From Magikarp, Feraligatr, Corsola, Feebas, Seismitoad, Clawitzer, or Goodra)
Gust (From Masquerain)
Razor Wind (From Floatzel or Helioptile)
Soak (From Golduck, Octillery, Pelipper, or Alomamola)

So the only things of significance here are Soak and Crunch. Crunch is her because we have bite in the LU section, and Soak is frankly awful on CAP, since it makes our STAB not very effective. Also, Drill Peck is here because it's required.

Physical Attacking RMs (13):
Crunch
Dragon Claw
Drill Peck
Frustration
Ice Punch
Icicle Crash
Iron Head
Iron Tail
Outrage
Payback
Return
Waterfall
Wild Charge

Special Attacking RMs (11):
Blizzard
Dark Pulse
Dragon Pulse
Flash Cannon
Grass Knot
Hidden Power
Hydro Pump
Ice Beam
Scald
Signal Beam
Surf

Non-Attacking RMs (13):
Calm Mind
Dragon Dance
Iron Defense
Protect
Refresh
Rest
Slack Off
Sleep Talk
Substitute
Taunt
Toxic
Yawn

I recognize that 37 RMs is quite a large number. However, this mon is expected to sweep out of both its physical side and its special side, so this is to be expected. I gave him quite a bit to work with on his special side to aid out the Calm Mind set. In fact, this build has probably the strongest Calm Mind potential out of any of the sets listed thus far. We're reasonably well-rounded, and we have plenty of good things to work with.


For those who don't want to math, that would be 74 moves of which precisely half are RM.
 
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WIP

Start Double-Edge
Start Harden
Start Tackle
5 Bite
10 Mist
13 Water Gun
15 Metal Claws
18 Slam
20 Iron Defense
26 Refresh
30 Iron Head
34 Round
38 Brine
43 Nature Power
46 Block
50 Calm Mind
56 Icicle Crash
63 Hyper Voice
74 Hydro Pump
77 Double-Edge


I was originally basing my CAP's learn set off of avalugg, as it is similar in design, but with a lot of avalugg's key aspects, I chose aurorus to be the base for my CAP. I removed a lot of the rock and ice type moves, and added steel and water moves in. In the early levels, the CAP feels machine-like, whereas, in later levels, it gets a lot more natural moves.
Some of the stronger moves added were Double-edge and Hyper Voice. This gives the CAP another option on coverage: Water/Normal, which has very strong coverage. Hyper voice/Round/Echoed voice were coming from the idea of signals/war horns for the CAP. I left it with a dragon-esque feel to it, as dragonboats are a theme (Shame belly drum was banned =[) and gives further need for some form of sound based moves on the move pool. Nature power was added, as the CAP feels a lot more natural than being a boat. A lot of the later moves are to allow the CAP to live up to its design of being a lot more natural than a lot of steel pokemon.
Block is an interesting move, and can lead to some more interesting strategies, as it cn trap a foe, and then set up against them. Block a pokemon threatened by one set, and they get annoyed, as your set turns out to outright wall them.


Dragon Dance
Haze
Dragon Breath
Recover
Whirlpool
Drill Peck


block
dragon pulse
endeavor
helping hand
hyper voice
ice punch
iron defense
iron head
iron tail
last resort
pain split
recycle
signal beam
uproar


blizzard
bulldoze
Calm mind
confide
double team
dragon claw
echoed voice
embargo
façade
flash cannon
fling
frustration
giga impact
grass knot
hail
hidden Power
Hyper beam
ice beam
incinerate
low sweep
nature power
payback
protect
psych up
rain dance
rest
retaliate
return
round
savfeguard
scald
secret power
sludge wave
smack down
snarl
strength
substitute
surf
swagger
taunt
toxic
wild charge
waterfall


will add justification later, as I have to do some essays.
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
WIP

74 Moves, 35 RMs

Bold = Required Move
Italics = Repeated Move
Bold + Italics = Required Repeated Move


Start Dragon Dance
Start Wild Charge
Start Tackle
Start Leer
Start Water Gun
Start Metal Claw
7 Rage
14 Bite
18 Scary Face
22 Water Pulse
27 Dragon Breath
32 Crunch
37 Iron Head
43 Hydro Pump
49 Icicle Crash
55 Outrage
62 Hyper Beam

Here, with the exception of the first move where i increased the level by 7 and 7, I mainly decided to create a pattern with my moveset of the same level increase 3 once, and then once every 5 moves for 3 moves. I added Dragon Dance to signify the starting of a major battle of a war, which comes from the Norse god of war and wisdom, Odin. Also, Wild Charge was added to symbolize the power of Thor. Hyper Beam and Outrage are there because they are usually given to the level up movepool mons who are meant to be very powerful looking and usually threatning and aggresive pokemon, and I feel like Naviatahn fits that description perfectly. Outrage, Hyrdo Pump, and Crunch are restricted moves here that are not required here, and they are all okay since all of these are either not good to be used on Naviathan (Outrage), don't effect us much at all (Crunch), or are just options over other moves without much change(Hydro Pump)


Drill Peck (From Empoleon)
Refresh (From Corsola, Milotic, Golduck, Poliwrath, Politoed, Lapras, Azumarill, Swampert, Huntail, Gorebyss, Seismitoad, Alomomola, Arbok, Altaria, and Salamence)
Recover (From Corsola, Milotic, Gastrodon, and Quagsire)
Wide Guard (From Mantine, Carracosta, Alomomola, Swampert, and Pelipper)

There is nothing here but flavor, I made it Water 1 group since most of the pokemon in that group tend to be somewhat amphibious and dragon was added since its a lizard (Okay dinosaur, they are both reptiles), and a lot of members of the dragon group are lizard like/reptilian. Recover, Drill Peck, and Refresh are here because they make the least sense flavorwise and those types of moves tend to go in egg moves and Wide Guard is here to show of its blockading ability.


TM01 Hone Claws
TM02 Dragon Claw
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Hail
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM27 Return
TM32 Double Team
TM40 Aerial Ace
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM49 Echoed Voice
TM51 Steel Wing
TM55 Scald
TM60 Quash
TM63 Embargo
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM78 Bulldoze
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM91 Flash Cannon
TM93 Wild Charge
TM94 Secret Power
TM97 Dark Pulse
TM100 Confide
HM01 Cut
HM03 Surf
HM04 Strength
HM05 Waterfall
HM06 Rock Smash


Aqua Tail
Block
Covet
Dragon Pulse
Hyper Voice
Icy Wind
Ice Punch
Iron Defense
Iron Head
Iron Tail
Outrage
Snore
Tailwind
Water Pulse


Dragon Claw
Return/Frustration
Facade
Payback
Crunch
Outrage
Aqua Tail
Iron Tail

Hidden Power
Ice Beam
Blizzard
Dark Pulse
Surf
Hydro Pump
Dragon Pulse
Hyper Voice

Toxic
Rain Dance
Protect
Rest
Sleep Talk
Iron Defense

Reasoning will come later
 
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WIP

TM01 Hone Claws
TM02 Dragon Claw
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM12 Taunt
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM21 Frustration
TM27 Return
TM29 Psychic
TM32 Double Team
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM53 Energy Ball
TM55 Scald
TM68 Giga Impact
TM86 Grass Knot
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM91 Flash Cannon
TM93 Wild Charge
TM94 Rock Smash
TM100 Confide
HM03 Surf
HM04 Strength
HM05 Waterfall


Snore
Water Pulse
Thunder Punch
Ice Punch
Iron Head
Zen Headbutt
Dragon Pulse
Outrage


Ice Fang (Tyrantrum)
Thunder Fang (Tyrantrum)
Icicle Crash (Cloyster)
Brine (Cloyster)
Whirlpool (cloyster)
Refresh (Altaria)
Thrash (Gyarados)
Dragon Rage (Gyarados)
Double-Edge (Salamence)
Headbutt (Salamence)
Slash (Garchomp)
Recover (Corsola)


--Scratch
--Tackle
--Water Gun
--Peck
--Bite
--Withdraw
5 Water Gun
5 Bite
9 Twister
9 Peck
14 Metal Claw
18 Horn Attack
23 Dragon Breath
27 Take Down
32 Ancient Power
36 Iron Head
41 Drill Peck
45 Crunch
50 Skull Bash
54 Hydro Pump
59 Megahorn
63 Dragon Dance
 
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QueenOfLuvdiscs

Tier 3 Audino sub
is a Tiering Contributor Alumnus
WIP

Key:
(r) = required
bold = repeated

Start Iron Head (r)
Start Icicle Crash (r)
Start Hydro Pump
1 Water Gun
5 Tackle
9 Leer
13 Scary Face
17 Iron Head
21 Water Pulse
26 Aqua Ring
29 Whirlpool
32 Metal Sound
32 Screech
39 Mist
46 Brine
53 Iron Head (r)
61 Icicle Crash (r)
70 Hydro Pump


Block via Slowbro, Snorlax, Feraligar, Slowking and Bastiodon
Dragon Dance (r) via Charizard, Lapras, Dragonite, Feraligatr, Kingdra, Tyranitar, Crawdaunt, Tropius, Haxorus and Tyrantrum
Drill Peck (r) via Empoleon
Recover (r) via Quagsire, Corsola, Milotic, Gastrodon and Avalugg
Refresh (r) via Blastoise, Golduck, Poliwrath, Lickitung, Lapras, Meganium, Marill, Azumarill, Politoed, Corsola, Swampert, Milotic, Huntail, Gorebyss, Lickilicky, Seismitoad and Alomomola


TM04 Calm Mind (r)
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM12 Taunt (r)
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM27 Return
TM32 Double Team
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM49 Round
TM55 Scald (r)
TM68 Giga Impact
TM79 Frost Breath
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute (r)
TM91 Flash Cannon
TM93 Wild Charge
TM94 (xy)/ HM06 (oras) Rock Smash
TM94 (oras) Secret Power
TM96 Nature Power
TM100 Confide
HM03 Surf
HM04 Strength
HM05 Waterfall (r)
HM07 (oras) Dive


Snore
Water Pulse
Signal Beam
Thunder Punch
Ice Punch (r)
Iron Tail
Iron Head (r)
Aqua Tail
Dragon Pulse
Hyper Voice
Outrage
Block
Icy Wind


Total different moves: 64 (i think :p)
 
Last edited:
Final Submission

Key
Bold = Required
Italics = Restricted
Underlined = Repeated

--: Milk Drink
--: Iron Head
--: Hydro Pump
--: Ice Fang
--
: Thunder Fang
--: Tackle
3: Growl
7: Water Gun
11: Mist
16: Bite
22: Aurora Beam
28: Take Down
35: Brine
43: Crunch
51: Icicle Crash
60: Hydro Pump
70: Double-Edge

Moves: 17
Repeated Moves: 1
Cumulative Moves: 16
Cumulative Restricted Moves: 8


TM02: Dragon Claw
TM04: Calm Mind
TM06: Toxic
TM07: Hail
TM10: Hidden Power
TM12: Taunt
TM13: Ice Beam
TM14: Blizzard
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM21: Frustration
TM23: Smack Down
TM27: Return
TM32: Double Team
TM42: Facade
TM44: Rest
TM45: Attract
TM46: Thief
TM48: Round
TM49: Echoed Voice
TM55: Scald
TM63: Embargo
TM65: Shadow Claw
TM68: Giga Impact
TM79: Frost Breath
TM80: Rock Slide
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM91: Flash Cannon
TM93: Wild Charge
TM94: Secret Power
TM97: Dark Pulse
HM01: Cut
HM03: Surf
HM05: Waterfall
HM06: Rock Smash

Moves: 38
Cumulative Moves: 54
Restricted Moves: 25
Cumulative Restricted Moves: 33


Aqua Tail
Block
Dragon Pulse
Dual Chop
Hyper Voice

Ice Punch
Icy Wind
Iron Head
Iron Tail

Tailwind
Thunder Punch
Uproar
Water Pulse

Moves: 13
Repeated Moves: 1
Cumulative Moves: 66
Restricted Moves: 8
Cumulative Restricted Moves: 41


Egg Groups: Monster / Water 1

Dragon Breath (Horsea / Seadra / Kingdra)
Dragon Dance (Horsea / Seadra / Kingdra)
Drill Peck (Empoleon)
Iron Defense (Empoleon)
Metal Claw (Empoleon)
Metronome (Snorlax via Munchlax level up)
Refresh (Milotic)
Whirlpool (Empoleon)
Wide Guard (Mantine)

Moves: 9
Cumulative Moves: 75
Restricted Moves: 4
Cumulative Restricted Moves: 45



Competitively speaking, most of the non-mandatory restricted moves are either other STAB options (Iron Tail, Surf, Aqua Tail, Hydro Pump), inferior to mandatory moves (Thunder Punch), or don't interfere with Naviathan's checks and counters (Crunch, Double-Edge, Outrage). This gives Naviathan some variety in its movepool without making it stronger than intended.

As for flavor, I tried to take inspiration from both the naval and the Norse sources for Naviathan's design. Aside from the required moves and moves generally found on every fully evolved Pokemon, I also decided to include several biting moves (Bite, Crunch, Thunder Fang, and Ice Fang) and claw moves, as they befit a Pokemon with a dragon's head. Speaking of dragons, I also included several Dragon-type moves (Dragon Claw, Dual Chop, Outrage, Dragon Breath, Dragon Pulse).

For the naval side of the equation, I looked at the various actions ships are capable of, particularly in battle. These include navigating rough terrain (Surf, Cut, Rock Smash), ramming (Tackle, Take Down, Double-Edge), blockading (Embargo, Block, Wide Guard), launching projectiles (Smack Down, Rock Slide), and taking defensive or evasive action (Iron Defense, Tailwind). Metronome is a fun flavor move that refers to the fact that rowers must row in time with each other (i.e. to a metronome) for maximum efficiency and speed.

The Norse side of the equation takes into account many of the other influences that other movepools have used, like berserkers (Hyper Voice, Uproar), raiding and pillaging (Thief, Dark Pulse), and cold and stormy weather (Hail, Rain Dance, Icy Wind, Ice Beam, Blizzard). One influence I included in my movepool that is not mentioned in other submissions are mead halls. These were so important that Valhalla, essentially the Norse equivalent of Heaven, is usually referred to as a mead hall. In these halls, the Anglo-Saxons and Nordic peoples would gather to sing and tell stories (Echoed Voice, Round). Furthermore, they would drink mead, an alcoholic beverage derived from fermentedhhoney. Milk is often used as a substitute for alcohol for children in both fiction and reality, leading me to choose Milk Drink as the recovery move.
 
Last edited:

ryan

Jojo Siwa enthusiast
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Final Submission
Start - Splash
Start - Hurricane
Start - Hydro Pump
Start - Dragon Dance required
Lvl 5 - Bubble
Lvl 11 - Refresh required
Lvl 18 - Horn Attack
Lvl 22 - Water Pulse
Lvl 27 - Mirror Shot
Lvl 30 - Haze
Lvl 38 - Milk Drink required
Lvl 44 - Brine
Lvl 47 - Drill Peck required
Lvl 52 - Lucky Chant
Lvl 60 - Peck
Lvl 64 - Icicle Crash required
Lvl 70 - Hurricane repeated
Lvl 77 - Hydro Pump repeated

TM02 - Dragon Claw
TM04 - Calm Mind required
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt required
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM22 - Solar Beam
TM23 - Smack Down
TM27 - Return
TM30 - Shadow Ball
TM32 - Double Team
TM37 - Sandstorm
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM48 - Round
TM51 - Steel Wing
TM55 - Scald required
TM58 - Sky Drop
TM62 - Acrobatics
TM68 - Giga Impact
TM71 - Stone Edge
TM80 - Rock Slide
TM86 - Grass Knot
TM87 - Swagger
TM88 - Sleep Talk
TM90 - Substitute required
TM91 - Flash Cannon required
TM93 - Wild Charge required
TM100 - Confide
HM02 - Fly
HM03 - Surf
HM04 - Strength
HM05 - Waterfall required

Block
Bounce
Endeavor
Ice Punch required
Iron Head required
Magnet Rise
Sky Attack

Acrobatics - Drifblim
Block - Muk
Coil - Eelektross
Iron Head - Hariyama
Self-Destruct - Magcargo
Water Sport - Jellicent

Since Naviathan is forced to have Drill Peck in its movepool despite being a boat, I decided to take it all the way and give it access to many Flying-type attacking moves, such as Peck, Aerial Ace, Sky Drop, Hurricane, and Fly. I figure they're roughly as realistic as a boat pecking, and it's better to remain consistent than to give it an off-hand pecking move. I also gave it many weather-related attacks, including Sandstorm, Sunny Day, Hail, Solar Beam, Hurricane, and Blizzard, as it is a boat, which is certainly going to experience the elements of the world. The decision to give Naviathan Coil is one I did not take lightly. Although it is yet another boosting move in addition to its powerful arsenal of Calm Mind and Dragon Dance, I felt that Dragon Dance is mostly better than Coil anyways. I know Coil is a stretch flavor-wise, but I wanted to distinguish my movepool, as it is my first time submitting something major to the Create-A-Pokemon project. Hope you all enjoy my classic spin on our new CAP, Naviathan.
 
WIP
Start- Iron Defense
Start- Tackle
Start- Leer
Lv 5- Water Gun
Lv 11- Metal Claw
Lv 16- Gust
Lv 21- Water Pulse
Lv 26- Iron Defense
Lv 31- Bite
Lv 36- Steel Wing
Lv 41- Brine
Lv 41- Slack Off
Lv 46- Dragon Breath
Lv 51- Hydro Pump
Lv 56- Dragon Dance
Lv 61- Iron Head
Lv 66- Flash Cannon


TM04- Calm Mind
TM06- Toxic
TM07- Hail
TM09- Venoshock
TM10 - Hidden Power
TM12 - Taunt
TM13 - Ice Beam
TM15 - Hyper Beam
TM17 - Protect
TM20 - Safeguard
TM21 - Frustration
TM27 - Return
TM32 - Double Team
TM37 - Sandstorm
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
TM44 - Rest
TM45 - Attract
TM48 - Round
TM49 - Echoed Voice
TM51 - Steel Wing
TM55 - Scald
TM56 - Fling
TM59 - Incinerate
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM67 - Retaliate
TM68 - Giga Impact
TM70 - Flash
TM78 - Bulldoze
TM79 - Frost Breath
TM80 - Rock Slide
TM83 - Infestation
TM87 - Swagger
TM88 - Sleep Talk
TM90 - Substitute
TM91 - Flash Cannon
TM93 - Wild ChargeTM94 - Secret Power
TM95 - Snarl
TM100 - Confide
HM03 - Surf
HM04 - Strength
HM05 - WaterfallHM06 - Rock Smash
HM07 - Dive

1= Water 1, 3 = Water 3, C = Chainbred
Drill Peck (Empoleon (1))
Haze (Greninja (1), Surskit line (1), Wooper line (1), Squirtle line (1C), Poliwag line (1C), Tentacool (3, Helix-bred), Omanyte line (1&3 C)
Hex (Tentacool line (3))
Icicle Crash (Cloyster (3))
Refresh (Corsola (1&3), Poliwag line (1C), Squirtle line (1C))

Block
Bounce
Dragon Pulse
Ice Punch
Iron Tail
Uproar


Aerial Ace
Attract
Bite
Block
Bounce
Brine
Bulldoze
Calm Mind
Confide
Dive
Double Team
Dragon Breath
Dragon Dance
Dragon Pulse
Drill Peck
Echoed Voice
Embargo
Flash
Flash Cannon
Fling
Frost Breath
Frustration
Giga Impact
Gust
Hail
Haze
Hex
Hidden Power
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Icicle Crash

Incinerate
Infestation
Iron Defense
Iron Head
Iron Tail
Leer
Payback
Protect
Refresh
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Sandstorm
Scald
Secret Power
Shadow Claw
Slack Off
Sleep Talk
Snarl
Steel Wing
Strength
Substitute
Surf
Swagger
Tackle
Taunt
Thief
Torment
Toxic
Uproar
Venoshock
Water Gun
Water Pulse
Waterfall
Wild Charge


Bounce
Calm Mind
Dragon Dance

Dragon Pulse
Drill Peck
Flash Cannon

Frost Breath
Frustration
Hidden Power
Hydro Pump
Ice Beam
Ice Punch
Icicle Crash

Iron Defense
Iron Head
Iron Tail
Payback
Protect
Refresh
Rest
Return
Rock Slide
Scald
Shadow Claw
Slack Off
Sleep Talk
Substitute
Surf
Taunt
Toxic
Waterfall
Wild Charge

I may replace a few moves, including Slack Off => Heal Order depending on flavour.
 

cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Final Submission
Brief Overview:
This submission tries to include a bunch of flavor with few truly viable moves beyond the mandatory move list. The movepool has standout flavor moves such as Metronome, Splash, Brine, and Self Destruct. Beyond a lot of Water and Steel moves, this submission also is fairly heavy with Flying and Dragon type moves, making reference to the feather oars and dragon-like features of the design. Since there was freedom in the choice of recovery move, Slack Off was chosen to avoid the blandness of Recover. Overall, the moves were carefully chosen and organized to mimic an actual GameFreak movepool, with an appropriate number of Level Up moves spaced in a set pattern and several moves that are repeated between Level Up, Tutor/Egg Moves, and TM/HMs (within the code section, it is specified most clearly which moves are repeated).

This submission contains 70 individual moves and was created/assembled by both HeaLnDeaL and myself. In the event that this submission wins, please credit both of us onsite.

Mandatory Move*
4-4-6-4-4-6 Pattern

--Peck
--Dragon Breath
--Gust
--Splash
--Scary Face
03 Splash
07 Water Gun
11 Metal Claw
17 Scary Face
21 Metal Sound
25 Bubblebeam
31 Drill Peck*
35 Flash Cannon*
39 Slack Off*
45 Brine
49 Icicle Crash*
54 Wide Guard
60 Hydro Pump
64 Hurricane
70 Iron Head
74 Self Destruct

Slack Off was chosen as the flavorful recovery move, mostly because Recover is just boring. If that logic doesn't work for you, consider that pretty much everything that learns Slack Off is pretty large and/or fat-ish (with the exception of the Infernape line). This CAP to me seems to fit that bill.

In terms of notable flavor here, the big standouts are Splash, Brine, and Self Destruct. Splash is there because it's boss for flavor, and ships are splashy. Brine is the most flavorful water move imaginable for a sea dwelling boat. Self Destruct is included to reference the burning of Viking ships for funerals.

Going all the way up to level 74 for level up moves is a fair bit higher than most other submissions. However, there definitely is precedence of GameFreak Pokemon leveling up past level 60 even within single evolutionary lines. For random examples, Aerodactyl goes all the way up to level 81 and Tyranitar goes up to 82.


02: Dragon Claw
04: Calm Mind*
06: Toxic
10: Hidden Power
07: Hail
12: Taunt*
13: Ice Beam
14: Blizzard
15: Hyper Beam
17: Protect
18: Rain Dance
21: Frustration
27: Return
32: Double Team
42: Facade
44: Rest
45: Attract
48: Round
49: Echoed Voice
55: Scald*
67: Retaliate
68: Giga Impact
87: Swagger
88: Sleep Talk
90: Substitute*
91: Flash Cannon*
93: Wild Charge*
94: Secret Power (ORAS)
100: Confide

There's not much to really say about the TMs. Basically the list includes the obligatory moves learned by every fully evolved Pokemon, plus the required moves, plus some basic flavor moves. Pretty much every Water type not named Keldeo learns Ice Beam / Blizzard, whereas Hail was included to make more sense next to the required move of Icicle Crash. Dragon Claw is there because Shipmon looks like a Dragon. Rawr.

HM03: Surf
HM04: Strength
HM05: Waterfall*
HM06: Rock Smash
HM07:Dive

Every current HM except Cut and Fly is included. Surf is needed because of the Water typing, Strength because the thing looks beefy and strong, Waterfall is required, Rock Smash for similar reasons to Strength, and Dive for some water-dragon references (Diving Nessy Boat as an omage to the fantastic second place concept art). Its claws don't look particularly suited for cutting, so Cut was omitted. Though I think it would be positively amazing for this thing to learn Fly, sadly I don't think the flavor fits as six feathers can't really lift up a boat.


Egg Groups: Water 1, Field

Bite (Naviathan and friends)
Dragon Dance* (Lapras and friends)
Feather Dance (Blaziken and friends)
Feint (Kabutops and friends)
Haze (Greninja and friends)
Ice Fang (Granbull and friends)
Icicle Spear (Dewgong and friends)
Iron Tail (Naviathan and friends)
Metronome (Granbull and friends)
Refresh* (Lapras and friends)
Thunder Fang (Granbull and friends)
Water Pulse (Lapras and friends)
Whirlpool (Lapras and friends)
Wide Guard (Naviathan and friends)


Ice Fang and Thunder Fang are included because it's a Dragon-like boat so fang moves are appropriate (and another electric flavor move was needed so that Wild Charge wouldn't be all alone). Feather Dance is a reference to the feather oars. Icicle Spear is a flavorful ice move that by and large is not as reliable as Ice Punch/Icicle Crash and on average not as strong as Icicle Crash.


Dragon Pulse
Ice Punch*
Icy Wind
Iron Defense
Iron Head*
Iron Tail
Snore
Thunder Punch
Water Pulse

Pretty much everything gets Snore, many Water types get Icy Wind, and pretty much every Steel type gets Iron Defence. If Ice Punch is required and it gets Wild Charge, then Thunder Punch only made sense as well (and the drop in power between Wild Charge and Thunder Punch is significant).


Code:
Code:
naviathan:{learnset:{attract:["6M"],bite:["6E"],blizzard:["6M"],brine:["6L45"],bubblebeam:["6L25"],calmmind:["6M"],confide:["6M"],dive:["6M"],doubleteam:["6M"],dragonbreath:["6L1"],dragonclaw:["6M"],dragondance:["6E"],dragonpulse:["6T"],drillpeck:["6L31"],echoedvoice:["6M"],facade:["6M"],featherdance:["6E"],feint:["6E"],flashcannon:["6L35","6M"],frustration:["6M"],gigaimpact:["6M"],gust:["6L1"],hail:["6M"],haze:["6E"],hiddenpower:["6M"],hurricane:["6L64"],hydropump:["6L60"],hyperbeam:["6M"],icebeam:["6M"],icefang:["6E"],icepunch:["6T"],iciclecrash:["6L51"],iciclespear:["6E"],icywind:["6T"],irondefense:["6T"],ironhead:["6L65","6T"],irontail:["6E","6T"],metalclaw:["6L11"],metalsound:["6L21"],metronome:["6E"],peck:["6L1"],protect:["6M"],raindance:["6M"],refresh:["6E"],rest:["6M"],retaliate:["6M"],"return":["6M"],rocksmash:["6M"],round:["6M"],scald:["6M"],scaryface:["6L1","6L17"],secretpower:["6M"],selfdestruct:["6L74"],slackoff:["6L39"],sleeptalk:["6M"],snore:["6T"],splash:["6L1","6L4"],strength:["6M"],substitute:["6M"],surf:["6M"],swagger:["6M"],taunt:["6M"],thunderfang:["6E"],thunderpunch:["6T"],toxic:["6M"],waterfall:["6M"],watergun:["6L7"],waterpulse:["6E","6T"],whirlpool:["6E"],wideguard:["6L54","6E"],wildcharge:["6M"]}},

Really, the below is just a bunch of different ways to group the moves. You probably have no interest in reading through these groupings. You've been warned.

Dragon Claw
Drill Peck*
Facade
Frustration
Ice Fang
Ice Punch
Icicle Crash*
Icicle Spear
Iron Head*
Iron Tail
Return
Thunder Fang
Waterfall
Wild Charge*


Blizzard
Dragon Pulse
Flash Cannon*
Hurricane
Hydro Pump
Ice Beam
Nature Power
Flash Cannon*
Scald*
Surf


Calm Mind*
Dragon Dance*
Slack Off*
Protect
Refresh*
Rest
Sleep Talk
Substitute*
Taunt*
Toxic


Drill Peck*
Frustration
Ice Fang
Ice Punch*
Iron Head*
Icicle Crash*
Icicle Spear
Iron Tail
Return
Waterfall
Wild Charge*
Thunder Punch
Thunder Fang


Blizzard
Dragonbreath
Dragon Pulse
Flash Cannon*
Ice Beam
Hidden Power
Hurricane
Hydro Pump
Scald*
Surf
Hydro Pump


Calm Mind*
Dragon Dance*
Haze
Refresh*
Rest
Slack Off*
Sleep Talk
Substitute*
Taunt*
Toxic
Sleep Talk


Attract
Bite
Brine
Bubble Beam
Confide
Dive
Double Team
Echoed Voice
Facade
Feather Dance
Feint
Giga Impact
Gust
Hyper Beam
Metal Claw
Metal Sound
Metronome
Peck
Rain Dance
Retaliate
Rock Smash
Round
Scary Face
Secret Power
Splash
Strength
Swagger
Water Gun
Water Pulse
Whirlpool

Total Moves: 71
Total Restricted Moves: 32
Physical Restricted Moves : 13
Special Restricted Moves: 9
Support Restricted Moves: 10
 
Last edited:
Final Submission

This proposed movepool deviates significantly from the rage-filled Naviathan movepool concepts that have become common. My main inspiration for doing this is my realization that viking longboats were not warships but were primarily used in trade and to transport troops. This movepool also doesn't make use of claw moves, as Naviathan is a quadruped. I suppose there are quadrupeds with claw moves, but it makes more sense to me to have Naviathan use its head and the full force of its body for attacks.

My submission instead depicts Naviathan as a peaceful Pokemon that can be of help in battle but prefers to stay away from the fray if possible. That said, the movepool is peppered with draconian references here and there, as longships were often called "dragonboats" after all. I also haven't completely abandoned the pillaging angle, with the level-up list containing Pluck. I just think that the war/barbarian/pillaging aspect is kind of lazy and cliche, especially when Naviathan's design itself has a surprisingly realistic twist of being a dinosaur-like creature with feathers (and we all know by now that dinosaurs are in fact the ancestors of birds).

* = Repeated move
00 Water Gun
03 Mist
06 Peck
09 Water Pulse
12 Camouflage
16 Pluck
20 Dragon Breath
24 Double Team
28 Iron Head
31 Brine
34 Mimic
37 Icicle Crash
40 Calm Mind
44 Endure
48 Double-Edge
52 Dragon Dance
56 Recover
60 Outrage
65 Hydro Pump

Naviathan doesn't have much in this level-up list to act as a support unit directly, but it can use agile dances to boost morale (Dragon Dance) or lead by example to calm its allies down (Calm Mind). There is also a prevalent theme of hiding from enemies, largely inspired by the water wave design on Naviathan's body. Naviathan is no slouch, however, and when push comes to shove, it can defend itself both through brute force and through manipulation of its watery environment.

This level-up progression largely follows a three-move pattern. Naviathan learns a special attack, followed by a non-attacking move fitting with the evasiveness theme, followed by a physical attack before cycling back to a special attack. The special attacks are Water-type STAB moves that get progressively stronger. The physical moves start with attacking the opponent with pecking motions, then progress into proper head bashes and then riskier and/or more committal techniques like Icicle Crash and Outrage. One can see, however, that the movepool stops strictly clinging to the pattern in the late stages, with the Water attacks transitioning to Dragon Breath and the setup moves, and the evasive moves giving way to defensive procedures, namely Endure and Recover. Other people seem to dislike having Recover as a level-up move, but honestly I think it's fine and it could even be a natural analogue to repairing a ship or tending to the wounded.

Camouflage is probably my favourite move in this level-up list. I don't know if anyone else has this move, but I think it would be a shame if Naviathan didn't have it considering its design.
Total: 19
*04 Calm Mind
06 Toxic
07 Hail
10 Hidden Power
12 Taunt
13 Ice Beam
14 Blizzard
15 Hyper Beam
17 Protect
18 Rain Dance
21 Frustration
27 Return
*32 Double Team
40 Aerial Ace
42 Facade
44 Rest
45 Attract
48 Round
55 Scald
68 Giga Impact
87 Swagger
88 Sleep Talk
90 Substitute
91 Flash Cannon
93 Wild Charge
94 Secret Power
00 Confide
H3 Surf
H4 Strength
H5 Waterfall
H6 Rock Smash
H7 Dive

There isn't much to say about the TM/HM list due to how I built the movepool. I kind of like how I don't have to justify moves like Ice Beam and Blizzard directly. They just fell into place :) The HMs are probably worth highlighting, though. Essentially, I looked at Lapras a lot when building this movepool (Lapras being conceptually very similar to Naviathan), and so this movepool has access to the same HMs.
Total unrepeated: 30
Aqua Tail
Block
Dragon Pulse
Helping Hand
Ice Punch
Icy Wind
*Iron Head
Iron Tail
*Outrage
Signal Beam
*Water Pulse
Snore
Zen Headbutt

Again, there is heavy inspiration from Lapras here. I actually wanted Helping Hand and possibly Iron Tail in the level-up list, but I was already pushing the limit of what might be considered a reasonable level-up list length. Ice Punch is kind of an awkward inclusion, but that's what we decided on in the competitive part of this stage, so here it is.
Total unrepeated: 10
Ancient Power
Captivate
Drill Peck
Fissure
Natural Gift
Refresh
Tickle
Twister
Whirlpool

I've never been good at padding out the egg movepool and so I have again taken most of my cues from Lapras. The main difference is that I excluded certain Psychic-type moves and put in Dragon-type moves instead. Oh, and Drill Peck and Refresh would like to say hi.
Total: 9
Grand total: 68
movepool = build()
movepool['base']
['dragondance', 'calmmind', 'waterfall', 'ironhead', 'icepunch', 'scald', 'recover', 'flashcannon', 'refresh', 'taunt', 'substitute', 'strength', 'rocksmash', 'watergun', 'brine', 'mist', 'dragonpulse', 'helpinghand', 'camouflage', 'ancientpower', 'fissure', 'dragonbreath', 'twister', 'tickle', 'aquatail', 'block', 'irontail', 'outrage', 'signalbeam', 'zenheadbutt', 'hyperbeam', 'gigaimpact', 'hydropump']
movepool['extra']
['iciclecrash', 'wildcharge', 'drillpeck']
movepool['derived']
{'whirlpool', 'drillpeck', 'pluck', 'zenheadbutt', 'wildcharge', 'icepunch', 'waterpulse', 'naturalgift', 'substitute', 'calmmind', 'snore', 'doubleteam', 'sleeptalk', 'hydropump', 'frustration', 'confide', 'toxic', 'dragondance', 'gigaimpact', 'peck', 'camouflage', 'twister', 'block', 'captivate', 'flashcannon', 'mist', 'hyperbeam', 'round', 'scald', 'attract', 'icywind', 'mimic', 'raindance', 'strength', 'dive', 'doubleedge', 'facade', 'dragonpulse', 'endure', 'ironhead', 'blizzard', 'icebeam', 'helpinghand', 'ancientpower', 'aquatail', 'outrage', 'aerialace', 'watergun', 'dragonbreath', 'brine', 'tickle', 'surf', 'hail', 'taunt', 'irontail', 'signalbeam', 'fissure', 'swagger', 'refresh', 'rocksmash', 'secretpower', 'protect', 'waterfall', 'return', 'rest', 'recover', 'iciclecrash', 'hiddenpower'}
len(movepool['derived'])
68

^"What the hell is that?"

As some long-time CAP observers and participants know, I derive most of the meat of my movepool submissions from a notion of precedent on existing Pokemon. The precise rules I use are different from project to project, but the basic principle is the same. One constant is that I always go all-or-nothing in the searches I do, so often I miss moves that would be on most Water-type Pokemon, for example (I even almost forgot to include Hyper Beam and Giga Impact). However, the fact that I search based on typing, ability and a base collection of moves makes up for this, often achieving more than enough to fill up the movepool by itself. It also means that I end up excluding moves that are closely related to moves that are banned from submissions. Steel Wing is a great example of this due to the fact that every Water- and Steel-type with Steel Wing also has Defog.

Ironically, the only time I've actually won the movepool stage is with Tomohawk, whose movepool I based on some rather trolly decisions and was basically the opposite of the approach I take now. I'm always hoping that I will actually be rewarded for not trolling the voters in one of these CAP movepool stages, and maybe with the competitive aspects mostly out of the way that will be achievable :)

Anyway, the method I used here is this:
I started out with a Pokemon collection "S" consisting of Water- and Steel-type Pokemon that are not also Electric-type (this criterion was necessary due to Wild Charge being related to banned STAB Electric-type moves). I also had an initial collection of moves, consisting of the required moves as well as moves that I particularly wanted in my submission (explained in previous parts of this post). This initial movepool was split into "base moves" and "extra moves", with the latter category being the three moves shared only by four or fewer Pokemon in the Pokemon collection (I had to do this so that my result at the end didn't get too large or include banned moves like Stealth Rock). For each base move, I asked, "For the subset of 'S' of Pokemon that have this move, what other moves do they share?" These moves were added to the movepool. For the extra moves, I did the same except I considered the entire collection of official Pokemon. I also included all moves shared by Steel-type Pokemon and Pokemon with the ability Water Veil. There's only one Pokemon evolution line with Heatproof, so that was a pointless property to inquire on.
Anyway, that's the story of this movepool submission. I hope people like it!
 
Last edited:

nyttyn

From Now On, We'll...
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
Having had significant discussion about the move, and after several well-argued protests about the compeitive worthlessness of Rain Dance, it is now allowed (now that I have finally gotten in contact with snobalt). Doubly so since everyone ignored it and put it on their movepools anyway and we'd have to wind up DQing half the movepools which would be very undersiable.

Everything else looks fine, carry on!

Paging all submitters so that they may edit their movepools:

Dogfish44 Exclaimer Deck Knight MQJinx Korski NumberCruncher P3DS The Pizza Man Agile Turtle QueenOfLuvdiscs Elite Lord Sigma hollywood Zepkhan cbrevan capefeather
 
Final Submission

Bold = Required
Underline = Repeat

75 Total Moves
33 Restricted Moves


1-Aqua Tail
1-Iron Head
1-Mist
1-Water Gun
1-Rage
1-Tackle
5-Beat Up
9-Metal Claw
14-Stomp
18-Icy Wind
22-Bite
27-Brine
31-Steel Wing
35-Body Slam
40-Dragon Rush
44-Rest
48-Crush Claw
53-Iron Head
57-Icicle Crash
62-Aqua Tail

I gave Naviathan two Heart Scale moves, which are its most important STAB moves in the level up movepool. I gave it Beat Up because I thought the flavor was very interesting; it's carrying its teammates in its back that all gang up and beat down the opponent. Metal Claw and Crush Claw are my claw moves of choice, one being the early level STAB move and the other being an interesting late-game move. Icy Wind is a neat Ice move that works well with its cold, northern appearance. Brine is nice because it splashes seawater when it sails. Steel Wing uses its large feathery oars, and is a neat STAB move. Body Slam is there because it's large, and it's the best substitute for Heavy Slam. Dragon Rush takes influence from blitz-like raiding tactics, combined with the draconian appearance. Naviathan uses Rest by staying still at sea, lowering the anchor and resting. Icicle Crash is given as a later level up move.

All in all, I think this level up movepool makes a lot of sense flavor wise, and gameplay-wise, though it heavily favors physical moves. In-game, this is probably better for the casual player, as they'll be using the stronger attack stat more often.

Competitive notes:


TM 1-Hone Claws
TM 4-Calm Mind
TM 6-Toxic
TM 7-Hail
TM 10-Hidden Power
TM 12-Taunt
TM 13-Ice Beam
TM 14-Blizzard
TM 15-Hyper Beam
TM 17-Protect
TM 18-Rain Dance
TM 21-Frustration
TM 27-Return
TM 32-Double Team
TM 40-Aerial Ace
TM 41-Torment
TM 42-Facade
TM 44-Rest
TM 45-Attract
TM 46-Thief
TM 48-Round
TM 49-Echoed Voice
TM 51-Steel Wing
TM 53-Energy Ball
TM 55-Scald
TM 60-Quash
TM 63-Embargo
TM 67-Retaliate
TM 68-Giga Impact
TM 78-Bulldoze
TM 87-Swagger
TM 88-Sleep Talk
TM 90-Substitute
TM 91-Flash Cannon
TM 93-Wild Charge

TM 95-Snarl
TM 100-Confide
HM 3-Surf
HM 4-Strength
HM 5-Waterfall
HM 6-Rock Smash
HM 7-Dive

A whole ton of these are required. Not going to say much about the required ones.

I kept with the claw theme with Hone Claws, though I skipped out on Dragon Claw. Naviathan seems more like a kaiju/dinosaur than a dragon. Ice Beam and Blizzard are found on almost all water types. Aerial Ace is on most Pokemon that get Metal Claw and Steel Wing, so I included it. Many of the Dark type support moves were included, such as Torment, Embargo, and Quash. These, as well as Snarl, are given to build up the barbarian/viking motif. Energy Ball was given mostly as a coverage option for Calm Mind, to beat other Water types reliably. Flavor wise, Naviathan will be able to launch a ball of energy using its mouth, like a catapult. Round, Echoed Voice, and Snarl are given to serve as battlecries. Bulldoze is given to reflect the destructive force by Naviathan's large feet. The HM's are also fairly obvious.


Dragon Dance
Drill Peck
Refresh
Slack Off

Water Sport
Aqua Ring
Whirlpool
Wide Guard

First four are required. I chose them as egg moves because they're more unusual on Naviathan. I chose Slack Off because Naviathan seems more like a slacker than something that can mystically restore its body. I was tempted to use Heal Order but the move animation has bees.

Water Sport is a very common egg move in the Water 1 group. Aqua Ring has great flavor with Water Veil. Whirlpool reflects on the stormy seas motif. Wide Guard makes sense to me because Naviathan can turn sideways to defend its teammates.

For egg groups, I chose Water 1 because Naviathan is capable of walking on land, much like many of the Water 1 group. Monster was chosen instead of Dragon, because of Naviathan's dinosaur/kaiju appearance.


Water Pulse
Uproar
Iron Tail
Iron Head

Zen Headbutt
Aqua Tail
Block
Ice Punch
Snore
Hyper Voice
Outrage
Iron Defense
Tailwind
Icy Wind

Ice Punch was the only required move in this group. A few of these are repeats. Water Pulse is STAB, so I gave it to Naviathan. Uproar, Snore, and Hyper Voice are given as battlecries. Zen Headbutt was given as a way to nail Venusaur, which is very niche but plausible. It reflects on Naviathan's ability to be calm, despite it being a physical move. Block was given in reference to naval blockades. Outrage reflects on the draconian appearance and the nature of vikings and barbarians. Tailwind is given as flavor for the favorable winds that boats often need to go faster.


Viable Physical Moves (9)

Waterfall
Iron Head
Wild Charge
Icicle Crash
Drill Peck
Iron Tail
Aqua Tail
Ice Punch
Zen Headbutt

Viable Special Moves (6)

Scald
Surf
Flash Cannon
Ice Beam
Energy Ball
Hidden Power

Viable Status Moves (11)

Dragon Dance
Calm Mind
Slack Off
Refresh
Taunt
Substitute
Toxic
Protect
Rest
Sleep Talk
Iron Defense

Other Restricted Moves (7)

Blizzard
Body Slam
Facade
Return/Frustration
Hyper Voice
Outrage
Rain Dance
 

QueenOfLuvdiscs

Tier 3 Audino sub
is a Tiering Contributor Alumnus
Final Submission

Key:
(r) = required
bold = repeated

Start Iron Head (r)
Start Icicle Crash (r)
Start Hydro Pump
1 Water Gun
5 Tackle
9 Leer
13 Scary Face
17 Iron Head
21 Water Pulse
25 Aqua Ring
29 Whirlpool
33 Metal Sound
33 Screech
38 Mist
43 Haze
48 Brine
53 Iron Head (r)
58 Icicle Crash (r)
64 Hydro Pump


Block via Slowpoke family, Snorlax family, Totodile family and Shieldon
Dragon Dance (r) via Charmander family, Horse family, Lapras, Dratini family, Totodile family, Larvitar family, Corphish family, Tropius, Axew family and Tyrunt family
Drill Peck (r) via Piplup family
Recover (r) via Wooper family, Corsola, Milotic, Shellos family and Bergmite Family
Refresh (r) via Squirtle family, Psyduck family, Poliwag family, Lickitung family, Lapras, Chikorita family, Marill family (excluding Azurill), Corsola, Mudkip family, Milotic, Clamperl family, Tympole family and Alomomola


TM04 Calm Mind (r)
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM12 Taunt (r)
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM27 Return
TM32 Double Team
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM49 Round
TM55 Scald (r)
TM68 Giga Impact
TM79 Frost Breath
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute (r)
TM91 Flash Cannon
TM93 Wild Charge
TM94 (xy)/ HM06 (oras) Rock Smash
TM94 (oras) Secret Power
TM96 Nature Power
TM100 Confide
HM03 Surf
HM04 Strength
HM05 Waterfall (r)
HM07 (oras) Dive


Snore
Water Pulse
Signal Beam
Thunder Punch
Ice Punch (r)
Iron Tail
Iron Head (r)
Aqua Tail
Dragon Pulse
Hyper Voice
Outrage
Block
Icy Wind


Total different moves: 65
 
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