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Old Oct 27th, 2012, 5:40:47 PM   #2
bugmaniacbob
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And now, the second bit.

Quote:
Originally Posted by Fat the technical stuff
Welcome, one and all, to the final competitive section-type-thing of CAP4! We have our typing, we have our abilities, and we have our stats – all that's left is the horrifying spectre of the movepool. And on a Pokemon such as this, this is absolutely the stage we need to get right. We've survived with a risky typing, a risky set of abilities, and a stat spread to make them work – this is the final glue that sticks the whole thing together. That takes everything into consideration and makes the creation final. In short, this is the absolute most important part of the process and I would really encourage you all to take this as seriously as possible.

…nah.

In all seriousness this is meant to be a serious discussion thread, but all the same I encourage posts from everyone, so long as you keep on-topic. This is the kind of discussion that goes very well when there are lots of different opinions rather than two main camps pitted against one another, so all viewpoints are most definitely welcome. Now, before we begin (I won't keep you long, promise), there are some things that must be said. First, I should reiterate that this Pokemon should be capable of physical, special, and mixed sweeping. It's not a complete disaster if it isn't, of course, but that's just something to keep in mind. Second, remember that flavour opinions are not welcome here. If you want to talk about what a Bug/Psychic Pokemon really ought to have, you should go and discuss it in the Create-A-Pokemon Kitchen thread. Finally, do please remember that this thread does not decide what the final movepool will look like! It only decides the pool of attacking moves that one can use to make one's movepool – and please note that if a VGM is not on the Allowed list, it is disallowed automatically. So do speak up if there are VGMs that I haven't added.
Now then, as for my vision here… Aurumoth should, as per what was decided in Concept Assessment, be capable of functioning as a risky supporter or a risky sweeper. In this case, what we have is more straightforward. Aurumoth is already a pretty risky Pokemon to lug around by virtue of its typing, so most supporting strategies could be considered risky; that said, I'd like to limit said strategies to those that have a genuinely high chance of failing, or those that interact in different manners with different abilities. For example, take Will-O-Wisp. With Weak Armour, you can patch up any Defence drops; with Illusion, you can drop a status ailment on an unsuspecting Terrakion; with No Guard, you can use it in a standard manner, without any fear of missing.

The other fundamental aspect of this stage refers to set-up moves. As mentioned in the previous threads, Aurumoth should be able to set up and sweep – and more than that, it should either be difficult to set up but easy to sweep with, or difficult to sweep with but easy to set up. Well, that's the ideal, anyway. In reality we have only a small pool of set-up moves to choose from, so we will simply have to choose wisely.

So. Here's how we start off.

Required
- I'm going to require all those moves that every Pokemon gets, to start off with. Might add more later.
- Protect, Rain Dance, Rest, Substitute, Toxic.
- Possibly might consider removing Protect or Substitute as "totally safe" moves, but unlikely because neither is a totally safe option
- Rest I might remove if we really don't want healing moves but really there is nothing wrong with this at all

Allowed
- Here we have strategies that I would like to see
- Wish is, for me, a must on this CAP. It's a risky strategy, especially on a Pokemon with such a passive damage weakness, and if you try to run Wish + Protect you are severely limiting your attacking options
- DS + Memento/Healing Wish – everybody likes the suicide set-up (particularly with Illusion)
- Counter/Mirror Coat – put that HP stat to use
- …Set-up moves. Where to begin? I've gone with the ones I personally want to see the most on CAP4 – Tail Glow works well with Stored Power (if you can somehow get 2 boosts) and Swords Dance for physical sets. Nasty Plot is there in case you for some reason want a less powerful boosting attack. Agility to emulate RP Genesect, Calm Mind to emulate CM Suicune I guess (and another reason to run Stored Power).

Currently being discussed
- The most important moves for this CAP bar what's already allowed are on the table. Please do not mention or try to start a discussion about any others at this time.
- Will-O-Wisp, Glare, and Thunder Wave are our essential status moves. Bar very good arguments to the contrary I intend to allow Glare and Will-O-Wisp, though I am not currently certain of the value of Thunder Wave.
- And… Quiver Dance/Dragon Dance. Oh my. I know how many people will be horrified by the very mention of these as they relate to Weak Armour, as well as how many people believe that these moves simply have to be on Aurumoth in order for it to be able to function as a sweeper. We'll see how that goes. For the moment, let's discuss this civilly and try to find all the positives and negatives that including these moves would bring. Please try to avoid insulting opposing sides too. I've decided that I'm not going to come down on either side until I've seen the arguments from both.

Disallowed
- Well… inaccurate moves should hopefully be obvious.
- Removed all the instant-recovery moves to emphasise the "making every switch count" aspect.
- Also Shell Smash (obligatory SHELL SMASH + STORED POWER)
- Entry hazards are a bit of a no-go zone. Besides, I think we've explored that avenue quite thoroughly, and there's not much risk to be found there
- Cleric moves are grouped under healing moves in terms of "If you switch into a Toxic then it was your own fault", but if you want to give arguments to the contrary, feel free, as I'm sort of unsure on this particular subset of moves.

Required

Protect
Rain Dance
Rest
Toxic

Allowed

Reflect
Light Screen
Wish
Healing Wish
Memento
Counter
Mirror Coat
Tail Glow
Nasty Plot
Swords Dance
Agility
Calm Mind
Will-O-Wisp
Glare
Thunder Wave
Stun Spore
Cotton Guard
Cosmic Power
Stockpile
Substitute
Quiver Dance
Dragon Dance
Sleep Talk
Trick / Switcheroo
Taunt
Roar / Whirlwind
Destiny Bond
Magic Coat
Iron Defence / Barrier / Acid Armour
Amnesia
Flame Charge

Currently Up For Discussion

...

Pending (that means don't discuss these yet)

GAME OVER

Disallowed

Anything with < 70% accuracy
All moves that cause sleep (eg. Hypnosis, Spore)
All reliable-recovery moves (eg. Milk Drink, Recover)
All weather recovery moves (eg. Moonlight, Synthesis)
Ingrain / Aqua Ring
Leech Seed
Shell Smash
Spikes
Toxic Spikes
Stealth Rock
Aromatherapy / Heal Bell
Shift Gear
Baton Pass
Belly Drum
Circle Throw
Dragon Tail
Gravity
Encore
Block / Mean Look / Spider Web
Perish Song
Endeavour
Rapid Spin
Knock Off
Haze
Trick Room
Tailwind
Confuse Ray
Snatch

-----

BMB's obligatory Topic Leader footnote gimmick - My Top 15 Arthropods

#4 The Wind Scorpion



Quote:
Originally Posted by Fat Fascinating Fact
So I might have already put in a couple of pictures of these, but hey, they're fantastic. They are in an order of the arachnids that is completely their own. They aren't venomous, and they're not particularly dangerous to humans, but they can run at 10 miles per hour (this is an arthropod about 10 cm long, remember), have deceptively good eyesight (as well as an impressive sense of touch), and are strong enough to catch and eat rodents, lizards, and according to some sources, some small snakes. Like quite a lot of these arthropods I've been featuring, they have to liquefy their prey before they consume it, but at least they don't do it while the prey is alive. Usually.

Oh, and look at those jaws. Chop chop.

Last edited by bugmaniacbob; Oct 31st, 2012 at 2:23:07 PM.
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