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Old Apr 5th, 2011, 2:06:04 PM   #1
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Smile CAP1 - Part 12a - (Complete Movepool Submissions)

In this stage, we will submit complete movepools for Tomohawk, thus narrowing down which moves it will actually be able to use. When creating a complete movepool, I strongly recommend that you consult this article: http://www.smogon.com/cap/process/events/movepool_submissions .


Edit: Here is a nifty little spreadsheet I've cooked up for comparing the VGMs and other competively interesting moves of each submission so far. I'll update did as each new movepool submission is posted. https://spreadsheets.google.com/ccc?...thkey=CL2G8ZsP


Introduction

This stage of the CAP process is where complete movepools are created and submitted for consideration by the Topic Leader. There are many restrictions on the moves that are allowed, as well as how many of each move type are allowed per movepool. There is a limit on which competitive moves may be allowed into a movepool based on the lists generated by the Movepool Discussion stage of the CAP process. No competitive move that is not specifically listed as allowed in the Movepool Discussion stage can appear on any submitted movepool. As to what makes a move competitive or not, it is a decision to be made at the sole discretion of the Topic Leader.
The movepools submitted are intended to be structured like a normal Pokemon movepool. A complete movepool should contain three lists of moves, according to the method by which the Pokemon learns the moves—Level-Up Moves, TMs and Move Tutor Moves, and Egg Moves. The egg groups for the Pokemon are determined by the movepool submitter. Project participants can submit a draft proposals of full movepools and edit them based on feedback from the Topic Leader and the general public. After reviewing the draft movepools, the Topic Leader will select several submitters to present final movepool submissions. Those final submissions will be voted on by the general public.
Movepool Considerations

Movepools have to be moderated by the Topic Leader, as if they are too barren or too bloated, they run the risk of either overpowering or underpowering the given CAP. This does not mean that there are any enforced limits that your movepool must conform to; however, there are guidelines as to size and effectiveness, and the Topic Leader reserves the right to reject your movepool should it be grossly different from those chosen. The way that this is quantified is by counting the total number of moves and "Very Good Moves", or VGMs, in a given movepool. A VGM is defined as "A move that is considered by the combination of its power, accuracy, effect chance, move priority, power points, and overall type coverage to be of distinct individual competitive advantage in a given movepool".
The Base Stat Ratings for a CAP set the guidelines for the total movepool size and the total number of Very Good Moves allowed in the movepool, though these are subject to the individual discrimination of the Topic Leader before the guidelines for that particular CAP are presented.


Tomohawk's Movepool Guidelines:
Tomohawk's BSR: 312, Very Good
Total Moves: 75
VGMs: 35



Required moves (your movepools MUST contain these moves):

Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Return
Double Team
Facade
Rest
Attract
Giga Impact
Swagger
Substitute
Bulk Up
Work Up
Aerial Ace
Aura Sphere

As a reminder, here are all the competitive moves that are allowed:

Aromatherapy/Heal Bell
Baton Pass
Circle Throw
Clear Smog
Confuse Ray
Counter
Curse
Detect
Disable
Dragon Tail
Encore
Gravity
Haze
Healing Wish
Hone Claws
Ingrain
Knock Off
Magic Coat
Block/Mean Look
Memento
Mirror Coat
Moonlight/Morning Sun
Perish Song
Psycho Shift
Rain Dance
Rapid Spin
Recover, Slack Off, etc.
Reflect
Refresh
Roar/Whirlwind
Roost
Stealth Rock
Switcheroo/Trick
Taunt
U-Turn
Wish
Yawn

Acrobatics
Air Slash
Brave Bird
Close Combat
Crunch
Drain Punch
Dragon Claw
Dual Chop
Drill Peck
Earth Power
Fake Out
Flamethrower/Fire Blast/Heat Wave
Focus Blast
Focus Punch
Grass Knot
Hammer Arm
Hurricane
Icy Wind
Low Kick
Mach Punch
Psychic
Psyshock
Rock Slide
Super Fang
Superpower
Vacuum Wave

Volt Switch

Here is our Pokemon so far:

Quote:
Originally Posted by Fat Admiral_Korski View Post
Concept: Momentum
General Description: This will be a Pokemon that can be utilized to gain or regain momentum for a player's team at any point in the match as its primary function.
Justification: Gen. 5 is a very powerful metagame. As such, most battles are won by the smarter strategist who can best maneuver around his/her opponent's onslaught to gain even a single turn's advantage, potentially clinching them the match. This process of gaining and regaining momentum is most often the defining element that makes a winner and a loser out of a single Pokemon battle. Any top player in this metagame should agree that momentum is the most crucial element in any given match; however, "momentum" itself is a rather vaguely defined term that is never really explored in concrete terms. Is it keeping opposing teams on the defensive? Forcing switches? Good prediction? Spamming U-turn? These have all been approaches to achieving momentum, but they are also player-side and largely synonymous with "strategy," as opposed to Pokemon-side and regarding a Pokemon's role on the team. Certainly there are threats like Ferrothorn/Gliscor (defensive) and Scizor/Latios/Voltlos, etc., etc. (offensive) that can achieve momentum as we know it, but there is no current niche for a "momentum Pokemon" because the concept has been purely delegated to players and not to Pokemon.
Questions to be Answered:
-How do we define momentum in terms of competitive Pokemon? What factors make current Pokemon able to achieve momentum and how can we incorporate that information into a successful CAP?
-How do different styles of play (Weather-based offense, stall, bulky offense, etc.) use momentum to achieve their goals and how can our CAP play to those strategies in an effort to take their momentum away?
-What type of traditional role (sweeper, tank, wall, support) would a Pokemon like this most resemble? Would it have to be able to fit more than one of these roles to fit in a variety of teams?
-How will the different playstyles be affected by the addition of a Pokemon that can regain offensive/defensive momentum at any given point? Will offensive teams play more conservatively? Will defensive teams play more recklessly? Will everything simply adapt to a new threat and move on normally?
Quote:
Originally Posted by Fat Cartoons! View Post

Name: Tomohawk

Typing: Flying/Fighting

Base Stats: 105 HP/60 Atk/90 Def/115 SpA/80 SpD/85 Spe

Abilities: Intimidate/Prankster


Have fun and do your best!
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Last edited by reachzero; Apr 5th, 2011 at 6:02:31 PM.
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Old Apr 5th, 2011, 2:12:04 PM   #2
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This is what I've gotten so far, and I feel pretty good about it. So good in fact,

Final Submission

Level-Up

Prevo only

TMs/HMs

Egg Moves (Flying/Fairy)


Total VGM: 35
Total Moves: 75

Last edited by Flarephoenix332; Apr 8th, 2011 at 11:57:03 AM. Reason: Capitalization & Flavour
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Old Apr 5th, 2011, 2:31:24 PM   #3
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Okay this will be my Final Submission for Tomohawk's complete movepool:
Level-Up Moves


TMs / HMs


Egg Moves


Summary

Okay so as you can see this is a pretty straightforward movepool from a competitive angle, foregoing an influx of gimmick options in exchange for a wider breadth of options and nuance in each particular set. You'll notice Phazing in Roar/Whirlwind, four (yes, four) unique forms of healing in Morning Sun, Rest, Roost, and Wish, Toxic and Yawn for your status of choice, and a few established gems like Taunt, Substitute, U-turn, Stealth Rock, Rapid Spin, and Baton Pass, amongst others. The attacking movepool is just what the doctor ordered in terms of special attacks, where there exists the low-power/accurate vs. high power/inaccurate duality with Hawk's STAB attacks as well as a couple niche coverage moves in Heat Wave, Grass Knot, and Hidden Power. Overall, I feel it's a pretty focused movepool that still offers plenty of options.

Fun Combinations

Notable "No"s :(

Thanks!
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Last edited by Korski; Apr 8th, 2011 at 1:06:45 PM.
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Old Apr 5th, 2011, 2:33:50 PM   #4
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Level and Prevo Moves


TMs/HMs


Egg Moves: Flying/Monster


Summary


This movepool offers Tomohawk the special moves he needs to do his job, and nothing more. The only special illegalities involve Hyper Voice, which I doubt Tomohawk will be using. Tomohawk also gets a fair variety of physical moves, but he can't really use any of them save Close Combat and Brave Bird.

Tomohawk gets a lot of good non-attacking moves that can be used with Prankster. The value of Taunt and Encore is well known, but other, lesser known moves like Me First, Torment, and Psych Up are also present for fun times. In CaP doubles, After You gives your partner +1 on any move. Some basic stat-up moves, reliable recovery, and phazing are there for Intimidate sets as well. Lastly, Rapid Spin is present, though I don't think Tomohawk will want it due to its horrible illegalities.

Flavor-wise, this submission is completely in line with the Move-Move and Type-Move requirements, except of course for Stone Edge which reach disallowed. Volt Switch was not included largely for this reason; it requires Thunderbolt and Thunder Wave. Switcheroo appears as a heart scale move, as it does on all Pokemon who don't get it through breeding.

Lastly, for you LC people out there, I did keep Scrappy in mind. You'll notice that the egg moves work out so that Aura Sphere, Hyper Voice, and Rapid Spin are mutually exclusive. No unresisted, reliable STAB for you, and certainly no reliable STAB with Scrappy Rapid Spin. You still have the alternative STAB options of Focus Blast and Uproar.

Last edited by petrie911; Apr 5th, 2011 at 7:01:15 PM.
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Old Apr 5th, 2011, 3:21:55 PM   #5
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Wait, the limit was 75/35? I thought it was 65/30?

Whatever, I guess mine's now the "economy option".

The Movepool

NB. VGMs will be marked by asterisks

Level-Up Moves

Code:
1 – Gust
1 – Tackle
4 – Psywave
11 – Air Cutter
18 – Vacuum Wave*
21 – Rapid Spin*
26 – Arm Thrust
32 – Detect*
35 – Acrobatics*
39 – Mimic
43 – Air Slash*
47 – Heat Wave*
50 – Mirror Move
55 – Brave Bird*
60 – Close Combat*
Level-up Total: 15
Level-up VGMs: 8

Technical Machines and Hidden Machines

Code:
TM03 – Psyshock*
TM05 – Roar*
TM06 – Toxic*
TM08 – Bulk Up*
TM10 – Hidden Power*
TM11 – Sunny Day
TM12 – Taunt*
TM15 – Hyper Beam
TM17 – Protect* 
TM19 – Telekinesis
TM20 – Safeguard
TM21 – Frustration*
TM27 – Return*
TM28 – Dig
TM29 – Psychic*
TM31 – Brick Break*
TM32 – Double Team
TM40 – Aerial Ace*
TM41 – Torment
TM42 – Facade*
TM44 – Rest*
TM45 - Attract
TM47 – Low Sweep
TM48 – Round
TM49 – Echoed Voice
TM51 – Ally Switch
TM52 – Focus Blast*
TM56 – Fling
TM58 – Sky Drop
TM62 – Acrobatics*
TM68 – Giga Impact
TM83 – Work Up*
TM86 – Grass Knot*
TM87 – Swagger
TM88 – Pluck
TM89 – U-turn*
TM90 – Substitute*
TM94 – Rock Smash
HM01 – Cut
HM02 – Fly
TM/HM Total: 40
TM/HM VGMs: 20

Egg Moves

Code:
Aura Sphere*
Baton Pass*
Extrasensory
Heal Pulse
Hurricane*
Perish Song*
Roost*
Stealth Rock*
Sweet Scent
Tailwind
Whirlwind*
Groups: Fairy / Flying
Legal Combinations:
- Aura Sphere + Roost + Tailwind + Baton Pass + Extrasensory (Togekiss)
- Hurricane + Roost + Featherdance + Whirlwind + Tailwind (Pidgeot)
- Stealth Rock + Roost + Whirlwind (Aerodactyl)
- Stealth Rock + Perish Song (Wigglytuff)
- Sweet Scent + Extrasensory (Roserade)
- Heal Pulse (Audino)

Egg Total: 11
Egg VGMs: 7

Overall Total: 65
Overall VGMs: 31

NB.
Roar + Whirlwind are equivalent moves (-1 VGM)
Detect + Protect are equivalent moves (-1 VGM)
Return + Frustration are equivalent moves (-1 VGM)
Acrobatics is both a Level-up move and a TM move (-1 Total)

Allowed VGMs used (33)

Allowed VGMs not used


Reasoning

Competitive

Aura Sphere, Air Slash, and Vacuum Wave are pretty much given, and I imagine that that is what Tomohawk will be using most often. For pseudo-hazing, we have Roar and Whirlwind, for healing, there's Roost, and for setting up, there's Stealth Rock. In terms of coverage, Heat Wave is there for Scizor, and also because it ties in well flavour-wise, Grass Knot allows you to hit all Water-types EXCEPT Vaporeon (which I think is a big plus), and Psychic/Psyshock lets you hit Tentacruel. That's really all you need outside of a Hidden Power or two. To hit things hard, Hurricane and Focus Blast are there, but to make matters more interesting, Hurricane is illegal with Aura Sphere and Baton Pass, so it's kind of all or nothing as far as high-power moves go. Stealth Rock is also illegal with Aura Sphere since I don't like entry hazards much, especially not on things that . In terms of stopping your opponent, there are plenty of options. Taunt is there, as well as Rapid Spin to remove hazards (+1 immune to Spikes/Toxic Spikes), and Perish Song is there to force out CMReuniclus, though it's illegal with Aura Sphere. Oh, and Baton Pass and U-turn are there for fast and slow scouting, respectively. That's it really.

As far as stuff I didn't include goes, I'll try to address most of it. Most of the attacking moves I ruled out as they were entirely useless and didn't even fit flavour-wise (mostly physical attacks). Earth Power went because it was pointless with Fighting-type attacks (and I wanted Poison-types to check Tomohawk), Icy Wind should never have been allowed, and Volt Switch is useless with U-turn as well. In terms of non-attacking moves, Rain Dance didn't really seem feasible for me, Recover and Moonlight are redundant with Roost, Confuse Ray is putting too much up to luck, and Circle Throw and Dragon Tail are redundant with Roar (and Circle Throw is semi-signature anyway). After this, I got rid of as many "gimmick" options as I could. Out went Gravity, Mean Look, Psycho Shift, and Refresh. Next, I decided I didn't want any boosting moves, so I got rid of Curse and Hone Claws, since quite apart from the danger presented by Baton Pass, the last thing I want is this turning out to be a sweeper of any calibre. Then, I decided to get rid of the suicide moves, since these really only serve for a one-time momentum shift, and I'd prefer that Tomohawk be focused on lasting just a little bit longer, rather than doing one thing and then becoming useless, so no to Memento and Healing Wish. For similar reasons, I decided that dual screens were expendable. Counter and Mirror Coat were also removed for their somewhat one-dimensional nature. Haze and Clear Smog were removed because Tomohawk doesn't really have the power to stick around to play those kind of tricks against opponents who have already set up - and there are similar options in that circumstance. Ingrain is just horrible when you think of the potential alongside Baton Pass, not to mention flavour considerations. Lastly, Wish is something I didn't want Tomohawk to get, for the simple reason that it seems to be deviating from the primary purpose a bit too much. This leaves Aromatherapy, Encore, Knock Off, Magic Coat, and Yawn. If I had had room I would have added them, but unfortunately I had to disqualify them as being either fringe options for the most part, or in the case of Encore, much less useful by the 3 turn maximum.

Flavour

Yeah, so... starting with the level-up moves, I tried to get some kind of a theme going. So, having looked at the likely moves that would be going on, I noticed a couple of moves that interested me greatly. Vacuum Wave, Heat Wave, Thunder Wave? Hoorah! Let's give it a Wave-move theme! Then Thunder Wave was disallowed, which was a bit of a downer, and since I had decided not to run with Volt Switch, I couldn't really justify Shock Wave any longer. And let's be honest, Sludge Wave never made sense anyway. So back to the drawing board. I've still kept Vacuum Wave, Heat Wave, and Psywave in the Level-up section, but obviously it's no longer a big feature.

So what next? Well, it's a faux-griffin, so why not give it some move copying techniques? On went Mimic, Mirror Move, and Copycat. Which was awesome, because it's both a flying thing and a cat... a bit... and then Copycat was banned. Oh well. At this point there wasn't really enough space to start again, so I added Gust and Air Cutter, the classic low-power special Flying-type moves, as well as Acrobatics, which kind-of enhances the nimble, lean aspect of the cat in the flying suit. A bit. Since Close Combat was sticking out a bit, I also added Arm Thrust to make it look a bit more like a Fighting-type movepool. Now, you may be asking, why should I put the Flying-type moves so low down, when the pre-evo isn't Flying-type? Well, I'm rather banking on the pre-evo being an incense-NFE, for reasons that shall hopefully be explained below.

As I had Psywave in Level-up and both Psyshock and Psychic in TMs, I felt there was a need to justify this. I rather like the idea of the ancient flying cat thing having Psychic powers, and hence I added Telekinesis, Ally Switch, and Extrasensory. In the TM corner, I filled out most of the Flying- and Fighting-type TMs, so Sky Drop, Aerial Ace, Fly, Pluck, Brick Break, Rock Smash, and Low Sweep were added on. After adding in all of the required and competitive TMs, I had just a little bit of space left. Round and Echoed Voice were added because just about everything gets them (and Echoed Voice tied in neatly with Perish Song). Torment complements Taunt, Cut just seems to "work" aesthetically, and lastly, I put in Safeguard, since the mystical Tomohawk aura kind of lends itself to that kind of thingy.

I couldn't fit in very many flavour egg moves for Tomohawk, but I tried to make the most of what I had. Fairy/Flying is the natural egg group combination (I mean, just look at it). Extrasensory has already been explained, Tailwind and Heal Pulse I thought were cute options should you ever happen to use this in CAP doubles (hence Ally Switch and other such moves), and Sweet Scent is just there "because". But, you may be looking at this thinking, aha! Your egg move list is not flavoursomely competent! How can a Normal/Fighting Pokemon learn that many Flying-type moves through egg moves? And the answer to that is... it can't. But fear not, I have a solution. The pre-evolution shall be an incense-NFE. Hence, one can breed to get Tomohawk by itself... or by attaching the incense item, you get the pre-evolution, which should have a slightly different set of egg moves. This also means that the level-up list doesn't have to worry about evolutionary stages (it'll evolve by happiness or something) so EVERYBODY is happy. Yay.

Last edited by reachzero; Apr 8th, 2011 at 12:25:29 PM. Reason: edited for correct VGMs and VGM count
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Old Apr 5th, 2011, 3:45:21 PM   #6
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*bursts in with an epic Final Submission*

Legend:
* - Move is repeated in this or a previous list
. - Move is (almost) required by a different move
! - Move is (almost) required by typing or ability
!! - Move is absolutely required by typing or ability
Bold - A VGM that is not repeated in this or a previous list
Level-up

Unique moves: 18
Unique VGMs: 13
Explanation

Machines

Unique moves: 38
Unique VGMs: 16
Explanation

Breeding (Ground / Flying) (NO ILLEGALITIES)

Unique moves: 10
Unique VGMs: 9
Explanation

Total unique moves: 66
Total VGMs: 38

Some general comments

I'll admit that my movepool is mostly based on flavour, but the competitive theme here is a small but precise non-attacking movepool. I didn't put in every non-attacking move that "seems interesting" because there are way too many of them and a lot of the good ones are level-up/egg only. Let's be honest, here: Do we really need a super-bloated non-attacking movepool?

I've made an explicit effort to limit or outright avoid moves of the following categories:

Psychic-type (e.g. no Psych Up or Gravity)
Poison-type (e.g. no Sludge Wave)
Moves that modify anything other than Atk or Def (e.g. no Hone Claws)
Moves that can disrupt move choice (e.g. no Torment/Disable/Switcheroo)
Physical moves (all of the physical moves in this pool are justified by flavour or move-move guidelines)

I absolutely do not believe that most Psychic- or Poison-type moves make any sense on Tomohawk. In my view, Tomohawk should be using the powers of nature, not supernatural mind tricks or waves of garbage. (I don't quite get other people's justification of Mimic, either. Tomohawk is using a disguise, not copying others' actions.) I also want Tomohawk's Hurricane to get support entirely from rain or another Pokémon's Gravity, and not set it up for itself (other than with Rain Dance). I also find choice-disrupting moves potentially broken with this CAP, so I have excluded them. The movepool still does have some gems like bulky Substitute, Healing Wish, Memento, Roost and Yawn (arguably better than sleep if the opponent stays in).

You may have noticed that Baton Pass is this movepool's only switching move. Screw Volt Switch -.- Only Electric-types and Steel-types learn it. It doesn't make sense! Baton Pass is clearly the most effective switching move to include here, so that's what I have done.

I've also completely ignored move-move guidelines for Stealth Rock and Heat Wave. The main justification for this is that Tomohawk is not a Rock-type (or mainly rock-dwelling creature) or a Fire-type, so I'm violating "canon" a bit anyway by including these moves. I really didn't want to have to put in stuff like Sandstorm (doesn't make much sense to me) or Flame Charge (disallowed).
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Last edited by capefeather; Apr 7th, 2011 at 12:44:55 PM. Reason: meh, final-submitting this
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Old Apr 5th, 2011, 5:34:01 PM   #7
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Status: Final Submission

-----

Legend:
Italics denotes that the move is a required move
Bold denotes a VGM
Bold and Italics
denotes a required VGM
Bold and Underlineddenotes a repeated, or inferior, VGM
Just underlined indicates a move which is not usually a VGM, but may be seen as one with Prankster
Plain text is used for any other move.


Level-Up Movepool:

...


VGM's: Yawn, Aura Sphere, Air Slash, Roar, Rain Dance, Haze [Bulk Up and Fake Out are not VGMs on something with Base 60 Attack]
Total Moves: 14

TM/HM:
...


Non-Repeated VGM's:
Hidden Power, Taunt, Protect, Rest, Focus Blast, Work Up, U-Turn, Substitute

Egg Moves:
Egg Group: Flying/Monster

...



Total:
Unique VGM's: 20 [Not counting things like Roar + Whirlwind]

May be 25 if the possible VGMs are counted.

Total Moves: 54

Explanation - Competative:
...


Flavor Reasoning:
...

Last edited by reachzero; Apr 8th, 2011 at 12:15:30 PM. Reason: edited for correct VGMs and VGM count
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Old Apr 5th, 2011, 5:44:58 PM   #8
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FINAL SUBMISSION YO

Bold moves are VGMs (include STABs regardless of Physical/Special, stat-up moves, and support moves)
Bold and Underlined moves are repeated VGMs
Italic moves are VGMs, but will not be counted as such due to lol 60 base Attack (includes unSTAB Physical attacks)

Level Up
...

Unique Moves: 19
Unique VGMS: 13

TMs/HMs
...

Unique Moves: 40
Unique VGMs: 14

Egg Moves
...

Unique Moves: 6
Unique VGMs: 6

Total Moves: 65
Total VGMs: 36

unique shit bro
...


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Last edited by reachzero; Apr 8th, 2011 at 12:05:28 PM. Reason: edited for correct VGMs and VGM count
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Old Apr 5th, 2011, 5:47:39 PM   #9
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Quote:
Originally Posted by Fat Raikaria View Post
1: Will edit this post tomorrow with my movepool.

The reason I'm posting now:

2: Bulk Up is not listed on the allowed movepool list, nor the required list. If I recall correctly, in the movepool thread, it was on the required list. Of course, the status may have changed due to the Priority BulkUp + BP thing I posted...
Also, Aura Sphere seems to be missing. I assume it's meant to be allowed, but it could still lead to some confusion.
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Old Apr 5th, 2011, 6:53:25 PM   #10
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First off, I am strongly pushing Prevo evolving into his second and final stage at Level 36, alongside Baltoy, Palpitoad, Trubbish, and Joltik. This is for a number of reasons having to do with 36. 36 has many numerological meanings. First, it is a square number and a triangular number, the lowest such number (other than 1). Also it is the measure of each of the interior angles of a 5-pointed star. It is also equal to (1^3) + (2^3) + (3^3) as well as (1^2)x(2^2)x(3^2). It is the number of distinct outcomes when you roll two dice. And, final in the list of mathematical reasons, the sum of all numbers 1-36 is 666, the number of the Devil with whom Shaman Tomohawk might commune. These numerological intrigues all give some mysticism to the number 36, which should satisfy everyone taking a Shaman-based look at Tomohawk.

More mysticism can be found in some religious traditions. In Maori legend, the first man was made collaboratively by 36 different Gods. According to the Midrash, a compilation of accepted interpretations of the Old Testament, the light created on the first day shone for 36 hours (Sunny Day anyone?). Also, the Old Testament commands us to love and protect strangers exactly 36 times.

Level-Up (I’m thinking evolution at Lvl 36 gaining Hidden Power)
...

Total Level-Up Moves – 20
Level-Up Moves VGMs - 8

TM/HM
...

Total TM/HM – 40
TM/HM VGMs – 23

Egg Moves (Flying/Fairy)
...

Total Egg Moves – 14
Egg Moves VGMs – 7

Subtraction of repeats etc
-3 VGM for both Protect and Detect, both Frustration and Return, and both Roar and Whirlwind
-1 Total for Hidden Power in both Level-Up and TM/HM
-5 Total for Aura Sphere, Heat Wave, Roost, Tailwind, Whirlwind in both Level-Up and Egg Moves

Total Moves: 68
Total VGMs: 35

Last edited by reachzero; Apr 8th, 2011 at 11:57:49 AM. Reason: two VGMs were off, but the count is correct
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Old Apr 5th, 2011, 7:24:08 PM   #11
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So I thought I'd give this a shot. At the very least it was fun to make. So, here we go.
BTW this is now my Final Submission


Level Up


TMs and HMs


Egg Moves (Flying and Monster Groups)


Legal Combos


Illegal Combos






TOTAL:
74 Moves
39 VGM


For the most part I tried to give the movepool a large number of options but while staying pretty much completely realistic.
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Last edited by jas61292; Apr 8th, 2011 at 12:47:35 PM.
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Old Apr 5th, 2011, 8:54:35 PM   #12
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This is a draft:

Level Up


Egg Moves


TM/HM


Overall Unique VGM Count: 38
Overall Unique Moves Count: 69

Also Rapid Spin can go die in fire for this CAP
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Last edited by reachzero; Apr 8th, 2011 at 11:47:55 AM. Reason: edited for correct VGMs, VGM count
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Old Apr 5th, 2011, 10:47:53 PM   #13
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Hey hey hey! It's movepool time again.

Level-Up


Egg Moves


Total Moves: 29
Total VGM: 20

TMs/HMs:


Total Moves: 74
Total VGM: 41

Basically this movepool focuses on getting maximum utility out of Prankster, with only a few moves that provide coverage.

Supportive Summary


Offensive Summary


Analysis:

Flavor Background:

This Tomohawk movepool is an esoteric mix of mystical ability and some more nature-oriented trickery. Attacks like Psycho Shift, Night Shade, and Disable are more mystically based while Grasswhistle and Ingrain bring in natural elements. The two key moves that differentiate it from other movepools though are Screech and Scary Face. Paralysis and Swords Dance may have been deemed too powerful, but these two attacks can act in a similar manner to those moves. With a minimum of 206 Speed, even without investment a Scary Face will bring everything short of Electrode or more relevantly Excadrill in Sand back down to it's earthly speed level. Screech is a different beast entirely, allowing Tomohawk to engage its physical STABs effectively as well as boosting Psyshock's damage.

Offense:

To go along with Screech, it has a fairly decent coverage movepool as well as powerful Flying and Fighting physical STABs. Special Attacks are primarily STABs, Psychic attacks, and Hidden Power. In other words, the offense is fairly straightforward. Flying/Fighting is excellent neutral coverage to begin with, and Tomohawk should be focusing on more support-oriented methods of momentum. Not to be forgotten is Focus Punch's synergy with 101HP Substitutes, taking massive chunks out of foes weak to it.

Defense/Support:

Access to priority Roost, Encore, Taunt, Tickle, Scary Face, and Haze give the movepool staying power against a variety of threats when using Prankster. Even without it, phazing is always an option with Whirlwind, Roar, and Circle Throw at its disposal. Ingrain can nuetralize Sandstorm damage although it locks Tomohawk in, However, with another slot it can also Baton Pass away and take Bulk Up, Work Up, or Hone Claws boosts with it.

Overall the movepool is designed around a few core synergistic combinations between both abilities and moves. Intimidate + Tickle can blunt a physical threat and prepare it for a physical Choice Scarfer to come in afterward. Screech doesn't blunt, but it does provide a better setup, especially against opponents that rely on their fully invested Defense to shrug off attacks (Hi Reuniclus).
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
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[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
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[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by reachzero; Apr 8th, 2011 at 11:42:18 AM. Reason: edited for correct VGMs and VGM count
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Old Apr 6th, 2011, 12:52:43 AM   #14
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This time, I'm throwing my hat in the ring ON TIME.

Level Up

VGMs: 6 (1 repeated, 1 outclassed); Total moves: 16 (2 repeated)


Prevo moves

VGMs: 2; Total Moves: 4


TMs/HMs

VGMs: 24 (3 equivalent); Total Moves: 48


Egg Moves (Flying/Humanshape)

VGMs: 7; Total Moves: 9

Baton Pass – Illumise, Lopunny, Medicham, Mienshao, Mr. Mime, Spinda, Togekiss, Volbeat

Circle Throw – Lopunny, Lucario, Throh

Future Sight – Alakazam, Gothitelle, Hypno, Mr. Mime, Swoobat, Togekiss, Xatu

Healing Wish – Lopunny, Mr. Mime

Heat Wave – Aerodactyl*, Altaria*, Chatot*, Crobat*, Farfetch’d*, Fearow*, Honchkrow*, Infernape, Magmar*, Noctowl*, Pidgeot*, Staraptor*, Swellow*, Togekiss*, Xatu*

Icy Wind – Hochkrow*, Jynx*, Mr. Mime, Pelipper*, Sableye*, Spinda, Toxicroak*

Me First – Lucario, Mienshao, Swanna, Toxicroak, Xatu

Vacuum Wave – Hariyama*, Hitmonchan, Hitmonlee, Hitmontop, Infernape*, Lucario, Machamp*, Medicham*, Toxicroak

Wish – Illumise, Jynx, Spinda, Togekiss, Unfezant, Xatu

*4th gen. move tutor

Illegal Move Combos:
Circle Throw + Future Sight + Vacuum Wave (mutually exclusive fathers on Lucario)
Circle Throw + Heat Wave
Circle Throw + Icy Wind
Circle Throw + Wish
Healing Wish + Heat Wave
Healing Wish + Me First
Healing Wish + Vacuum Wave
Healing Wish + Wish
Vacuum Wave + Wish

Total VGMs: 33; Total Moveset: 76


Notable Inclusions/Exclusions



Not done, obviously; I'll be editing this as I go along.

Last edited by reachzero; Apr 9th, 2011 at 9:56:58 AM. Reason: edited for correct VGMs and VGM count
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Old Apr 6th, 2011, 4:22:59 AM   #15
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Level-Up Moves

VGM: 12
Total: 22

Pre-Evo Moves

Unique VGM: 2
Unique Total: 4

TM Moves

VGM: 22
Total: 43

Egg Moves (Flying/Fairy)

VGM: 8
Total: 9

Total VGM: 41
Total Moves: 78

Duplicates: 4 (Roar / Whirlwind, Detect / Protect, Curse / Bulk Up, Frustration/Return)

Duplicates were not counted in above Total VGM.

This set has a heavy emphasis on Prankster, at the expense of a special movepool. A decent number of physical moves are included, for flavor, utility, and for the pre-evo, in the event that it turns out to be physically based, but also with Hyper Voice included so it can just as easily be specially based. All switching moves are included for the sake of using whichever one fits with the team best, each with their own advantages and disadvantages. Volt Switch was included for this sake; otherwise, move requirements are generally held to. A number of methods to halt or hinder an opponent's sweep using priority from Prankster are included, such as Haze, Encore, Torment, Yawn, and Scary Face. Hail is included as well, to screw up all weather-based sweeps. Taunt is not included, because the wallbreaking potential seems excessive. As for Egg Moves, legalities allow Roost to be available for most combinations, but it and a few other useful moves cannot be used in combination with Memento, limiting the usability of the powerful suicide move while still leaving it an option.

I will probably continue to edit this.

Last edited by reachzero; Apr 8th, 2011 at 11:22:49 AM. Reason: edited for correct VGMs, VGM count
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Old Apr 6th, 2011, 11:52:58 AM   #16
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Thanks for the advice, Dusk! I agree with you about controlling the entry hazards side of battles with Stealth Rock + Rapid Spin, so that was a good suggestion. I may, however disagree with you about U-turn. Yes, U-turn does pitiful damage and is an "obvious" and thus distracting way to go about fulfilling the concept; however, the fact that it can help a player maintain momentum is enough to put it in the movepool. On Prankster sets especially, U-turn can be the difference between a fast switch (+1 Baton Pass) or a slow switch (U-turn) and could make all the difference in the world when trying to get a teammate into battle or at least scout opponents' Speed ranges, imo. I've added Rapid Spin and kept U-turn.

EDIT: But I understand that that's just your personal opinion, so no worries!
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Last edited by Korski; Apr 6th, 2011 at 12:16:25 PM.
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Old Apr 6th, 2011, 11:59:21 AM   #17
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Final Submission

Level-Up Moves


TMs/HMs


Egg Moves



Total Moves: 60
Total VGMs: 33
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Last edited by reachzero; Apr 8th, 2011 at 11:14:33 AM. Reason: added "final submission" at user's request, plus corrected VGMs and VGC count
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Old Apr 6th, 2011, 3:23:45 PM   #18
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Quote:
Originally Posted by Fat Rising_Dusk View Post
I want to point out a few general things here:
  • DO NOT INCLUDE A PRE-EVO MOVEPOOL: The pre-evo's movepool gets made individually at a later point. If you want pre-evo moves, that's fine, the pre-evo's movepool will be forced to have them. The pre-evo's movepool will also be forced to have your egg moves. That said, do not include the pre-evo's level-up movepool or some such as part of your submission, because that is not allowed.
  • DO NOT TREAT THE 75/35 MOVE/VGM LIMITS AS BINDING: You can go over them! They are suggestions! If you have 39 VGMs and you don't think you've bloated the movepool, then you're fine, don't bother removing or cutting moves because you're worried about the limit. No big deal. The limits are only there to prevent people from throwing in 60 VGMs and saying "It has every allowed option, who can beat this movepool at poll time?" because that is not ok.
  • DO NOT LET THE PRE-EVO'S EVENTUAL MOVEPOOL AFFECT YOUR MAIN CAP MOVEPOOL: The pre-evo isn't a big deal when it comes to this. reach and I have noticed (and I like his simile) that the tail is wagging the dog here. Please, please, PLEASE do not let the existence of a pre-evo affect your movepool at all. If you include moves that are VGMs which you think the pre-evo will use, that's ok, but don't count them as VGMs unless CAP1 also takes advantage of them! VGMs like Hyper Voice are noncompetitive for CAP1, and so don't have to count as VGMs for it.
  • DO NOT COUNT NONCOMPETITIVE VGMS AS VGMS FOR YOUR MOVEPOOL: If you put Crunch in CAP1's movepool because it's allowed, that's cool, but it's noncompetitive because of CAP1's base 60 Attack, so it's not a VGM for CAP1. This also applies for moves like Hyper Voice, Quick Attack, Return, etc. This will help you fit more cool moves in that actually are VGMs for CAP1 without overly limiting you.
If I think of any more really important policy notes, I will post them as they come up in the thread. In the meantime, please be mindful of the above while working on your movepools.
The advice is very much appreciated. I've updated my movepool with all of this in mind, as well as Egg Move details and some other things.
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Old Apr 6th, 2011, 5:19:45 PM   #19
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Quote:
Originally Posted by Fat Rising_Dusk View Post
P.S.
My favorite movepool is one with both SR and Rapid Spin legal together (with Aura Sphere and Air Slash) and one that excludes both U-turn and Volt Switch. JUST SAYING! :D
I don't see why they should be legal together. Do you really think that a Prankster set with Stealth Rock, Rapid Spin, Roost, Aura Sphere/Air Slash is competitively viable?

On a secondary note, I hope that despite my exclusion of both Stealth Rock and Rapid Spin for obvious flavor issues and my inclusion of U-turn, that my movepool will still be looked at critically, despite not satisfying your suggestions.
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Old Apr 6th, 2011, 5:26:15 PM   #20
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Quote:
Originally Posted by Fat srk1214 View Post
I don't see why they should be legal together. Do you really think that a Prankster set with Stealth Rock, Rapid Spin, Roost, Aura Sphere/Air Slash is competitively viable?

On a secondary note, I hope that despite my exclusion of both Stealth Rock and Rapid Spin for obvious flavor issues and my inclusion of U-turn, that my movepool will still be looked at critically, despite not satisfying your suggestions.
Same here.

Besides, Rising Dusk is not the Project Leader. Reachzero is. His say is final, in reagrds to selecting the movepool shortlist. Unless I am mistaken.

Besides, just because the movepool is Rising Dusk's favorite, dosen't mean those divergeing from it will not make the shortlist. And then it's down to the community.

Also, I can't help but notice that the spreadsheet was updated 15 mins ago, but my movepool is not listed.
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Old Apr 6th, 2011, 5:34:26 PM   #21
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Raikaria you have to update your own movepool into the spreadsheet. And calm down guys. Rising_Dusk is the only one who's given any feedback in this thread so far. Take it or leave it, but don't act like he's trying to mandate particular moves.
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Old Apr 6th, 2011, 6:59:37 PM   #22
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@korski the self KO moves are too cute? I really like sacrificing the 10% hp I have left for a free setup turn/ full heal on one of my team mates.

yours is my first choice, with the exception of the suicide moves being excluded.

edit: in some cases when I need a certain role filled on the team I might include healing wish/memento over roost.
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Old Apr 6th, 2011, 7:33:48 PM   #23
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Sorry for being glib, there, sambobz. I've edited in more reasoning as to why I'm not including Memento or Healing Wish. Thanks!
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Old Apr 6th, 2011, 11:53:11 PM   #24
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When is this due by?
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Old Apr 7th, 2011, 1:08:00 AM   #25
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Ok, edited my post with Dusk's advice in mind. Glad to know I have some creative legroom with this.
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