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#1 | |
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Fare thee well.
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Floccinaucinihilipilification
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Here we go
Here we go Here we go ---- Quote:
Attacking
Non-Attacking
Allowed - Only these VGMs may be put on movepools. Any VGM not on these lists is automatically disallowed. Any move that is not a VGM is automatically allowed.
Attacking
Non-Attacking
This CAP has Limits of 75/38. This means that your movepool may contain at most 38 Very Good Moves and 75 moves total. A description of the process and a list of Very Good Moves can be found here. ------ Below is CAP 4 so far: Name: Aurumoth ![]()
Concept
Typing: Bug / Psychic Abilities: Weak Armour / Illusion / No Guard Base Stats: 110 HP / 120 Atk / 99 Def / 117 SpA / 60 SpD / 94 Spe
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Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth Last edited by bugmaniacbob; Nov 2nd, 2012 at 8:56:30 AM. Reason: forgot defend order |
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#2 | |
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Fare thee well.
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Floccinaucinihilipilification
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So, the time has come.
First of all, let's just reiterate what we want from this movepool:
This is the last competitive part of the CAP that I will be presiding over as Topic Leader, which is an extremely sad thing for me. But I can sob for ten thousand words in the Final Product thread. The final gauntlet has arrived. Best of luck to all of you. A COMPARISON SPREADSHEET OF ALL CURRENT MOVEPOOLS https://docs.google.com/spreadsheet/...3c&output=html And who says I never do anything for you lot? ----- BMB's obligatory Topic Leader footnote gimmick - My Top 15 Arthropods #2 The Imperial Scorpion Quote:
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Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth |
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#3 |
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Join Date: Sep 2010
Posts: 635
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NyttyN's Movepool.
FINAL SUBMISSION Attacking VGMs (20): I tried to strike a good balance between Physical and Special power, giving Aurumoth great coverage on both sides, as well as the infamous BoltBeam combination to ensure that it will be walled by almost nothing, given the right set. It has a plethora of options for the special side, but has access to Priority, rock/fighting coverage (Terrakion has shown us how balling that combo is), and STAB Megahorn. Also, I have elicited to give it Surf and not Hydro Pump as Surf is already greatly boosted by Rain, which is by no means rare in this meta: Hydro Pump would be simply too much.
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Supportive VGMs (18): Here, I gave Aurumoth a number of tricks and moves to play with, with everything from CounterCoat or Dual Screens suicide Illusion lead to Wish passer to even No Guard bulky Will-o-Wisper. I also gave it many options to set up, which will require the opponent to keep on their toes and prevent Aurumoth from being identified easily simply by being on a team. However, I have chosen not to give it Substitute, as I feel that it is too easy to get a Sub up with Aurumoth, and that almost-free subs might just be a bit TOO much for Aurumoth.
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Flavor (33): I attempted to paint Aurumoth as a benevolent pokemon that could easily be mistaken for a deity, giving it moves like Ancientpower and Bestow to show how it would help people and Pokemon alike, acting as a benevolent guardian angel. Even going so far as to craft its own body to protect others, using the six "wings" it has as physical guards via Defend Order. But it is no mere passive guardian, and can bring down such wrathful moves such as Sheer Cold and Horn Drill that there is no mistake that Aurumoth is deserving of its angelic reputation. And if everything else fails, it is willing to put its very life on the line with a Final Gambit, leave behind a harsh, crippling Memento, or even pray for the future with a Healing Wish.
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Obtained: Level up (Based off Metagross. 22 Moves.): I decided to base my level up movepool off of Metagross, as not only is it a fellow psychic type, it is also a pesudo-legendary, which Aurumoth most certainly qualifies for with 600 BST. Like Metagross, it gets a healthy mix of offensive and defensive moves, has shed its crappy pre-evo moves from level-up, and has a physically defining move at level 44, a defining setup move at 45 and 62, and a absurdly powerful (relatively, Tail Glow's competitive merits are a different story) capstone at level 70.
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Egg Moves (Egg Group: Bug / Field. No Illegal Move Combinations. 10 Moves): Egg Moves are a mix of flavor and actually useful moves. I tired to play into the deity flavor a lot here, painting Aurumoth as a benevolent pokemon one could easily mistake for an angel of some sort, with such helpful moves like Bestow and Heal Pulse, but still maintaining the angel feel, with such powerful moves of wrath like Extremespeed, Sheer Cold, and Cosmic Power. As for the egg groups: Bug because, well it's a bug, quite clearly, and Field because Aurumoth really doesn't need any illegal move headaches. It needs all the vairety it can get. As for Pay Day? It's kind of a Easter Egg move. AURUMoth.
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TMs/HMs (23 moves): Not much to say. TMs are TMs.
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Tutor (9 moves): Honestly, there are almost no worthwhile moves in tutor, they're mostly flavor. Basically moves that I don't see Aurumoth learning how to use without being taught how.
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http://i.imgur.com/M88s8ua.gif Last edited by nyttyn; Nov 5th, 2012 at 3:35:53 PM. |
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#4 |
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Join Date: Aug 2008
Posts: 164
Aachen, Germany
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OK, here my final submission
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Challenge Cup 1 vs 1 - Torchic vs Arceus-Normal Challenge Cup - Trapinch VGC 2013 - 3-Turn-Win Balanced Hackmons - Arceus Home Run Challenge Cup 1 vs 1 - Epic: Magikarp vs. Zapdos Feel the power of Sub Magnezone Last edited by Mari; Nov 2nd, 2012 at 3:56:26 PM. |
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#5 |
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Distilled, 80 proof
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Moderator
Join Date: Mar 2009
Posts: 2,003
Minneapolis
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Here is my Final Submission:
Level-Up Moves
Egg Moves
TM/HM Moves
Tutor Moves
SUMMARY
Right, so now I should explain my competitive decisions. I have taken a predominantly offensive approach to this movepool, especially on the Special side, which I personally believe is the most practical approach. I sympathize with the concerns that this limits the viability of Physical Aurumoth or makes it necessarily inferior to Special Moth, but as I explain below, the two actually balance out better than a passing glance of the summary would assume. The movepool as a whole is short on gimmicks and is instead laser-focused on providing a variety of potential offensive sets, which means Aurumoth will likely have 4mss but shouldn't feel like it's wasted any of those moveslots. Here are a few key elements of the movepool:
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"You may say I'm a dreamer, but I'm not." - John Lennon Last edited by Korski; Nov 4th, 2012 at 3:27:53 PM. |
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#6 |
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likes his numbers
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Moderator
Join Date: Sep 2010
Posts: 2,241
Strong as a Corsola
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Time to make it a Final Submission.
The first instance of any VGM is marked with a *
Level Up Moves
Level Up Reasoning
TMs
TM Reasoning
Tutor
Tutor Reasoning
Egg (Bug Egg Group)
Egg Move Reasoning
Summary
Competitive Reasoning
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<Kadew> jas isn't boring <Kadew> he's excitementally challenged Last edited by jas61292; Nov 4th, 2012 at 3:10:45 PM. |
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#7 |
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Supreme Master of Trivia
Join Date: May 2010
Posts: 807
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in progress stuff
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Best. Match. Ever. http://www.pokemonshowdown.com/replay/ou11554542 To see the other best match ever, go to DetroitLolcat's signature. |
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#8 |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,839
Massachusetts
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IT IS UNLEASHED: (Updated 11/4/2012)
Final Submission:
Level-Up (19/9)
I wanted to have a lot of fun with the first pseudo-legendary Bug so I made its Level-up movepool a combination of weakbug moves along with some strong Psychic and Bug type attacks. At the beginning it has Aura Sphere and ExtremeSpeed like Togekiss does, as well as Hex, since I couldn't give up the flavor of having a 6 winged mon use Hex. The general flavor is that it starts off with a lot of weak attacks like the starter bugs, along with things that seem like natural abilities like Double Team for a pokemon that can make illusions. It's Psychic abilities don't really come out until later in its movepool, but it quickly starts gaining more and more unique abilities as it progresses.
Egg (11/5)
The Egg Moves are generally more flavorful, but include a number of excellent attacks. The notable illegalities here are with Close Combat, Hydro Pump, and Wish - all 3 can't be used together, but thanks to the event below you can use Hydro Pump with Whirlwind and Wish.
Tutor (8/5)
Tutor Moves are pretty straightforward, and its where Aurumoth picks up its physical Water and Fighting coverage.
TMs (34/18)
TMs, the bread and butter of most Pokemon. These round out Aurumoth's coverage and provide a few decent flavor options. I really wanted my goal here to make Aurumoth as versatile as possible offensively while removing what would traditionally be considered "Safe" STABs. The obvious exception here is Ice Beam, which I think is what it really needs to make special sets on every ability useful. The Physical movepool has some great options in Megahorn, Close Combat, and Extremespeed, the special movepool compensates with coverage.
Event (1/1)
Since we're allowed Psycho Boost with an Event, I thought it only fitting to include a full set - with 3 other Egg moves. Totals: Totals Moves: 73 Moves Total VGM: 38 VGM Notable Present Moves: Stat Boosters: Agility Cotton Guard Dragon Dance Nasty Plot Swords Dance Status: Stun Spore Will-O-Wisp Attacks: Bug Buzz Megahorn Psychic Psyshock Psycho Boost Zen Headbutt Thunderbolt Thunder Aura Sphere Close Combat Focus Blast Overheat Shadow Ball Ice Beam Extremespeed Aqua Tail Hydro Pump Other: Psycho Shift Magic Coat Skill Swap Trick Whirlwind Wish Notable Absent Moves: Stat Boosters: Calm Mind Tail Glow Quiver Dance Attacks: X-Scissor Signal Beam Surf Support: Reflect Light Screen Summary: This Aurumoth movepool brings together the classic strategies and abilities of the starter bugs and combines them with the kind of powerful moves that you would expect of a Psuedo-Legendary Pokemon. Of particular note is that this movepool is risky. In order to make room for the status and coverage moves I wanted, I had to remove the safer attacking options of X-Scissor and Surf. The result is a Pokemon that has a lot to gain and lose from each of its abilities. Weak Armor Aurumoth has an array of powerful but inaccurate attacks, No Guard Aurumoth has plenty of high BP imperfect accuracy attacks to utilize, and Illusion Aurumoth has a number of attacks it can use to bluff an opponent and punish them on a switch turn. While I did fill out the movepool to the limits, I am also well known for making sure that every "always there" move is added, and the likes of Thief, Round, Attract, Swagger, and Giga Impact unfortunately take their toll on space. Ultimately I decided against a lot of support moves since I thought Aurumoth's mission was essentially go in and cause as much havoc as quickly as possible, rather than provide surprise team support for drawn-out battles. In-Depth by Ability:
Conclusion: I've tried to balance out flavor, utility, and the concept in creating this movepool. Aurumoth has an excellent coverage and shouldn't need Hidden Power on any set, with the exception of a niche set specifically aiming Hidden Power Ground at something like Heatran. I tried to bridge the gap between the weak Pokemon associated with the Bug typing from our earliest childhood Pokemon memories with a terrifying and versatile sweeper able to use the strongest moves of both its types. Aurumoth is also very risky, in that its major Bug STAB is Megahorn and it's next strongest safe physical option is Bug Bite. While this was in part a concern for space, it also fits in with what Heracross learns. I think this also makes it a compelling factor for No Guard, which doesn't have to deal with the accuracy issue. For coverage it has Close Combat which makes it frail and Hydro Pump which has the same kind of accuracy issue - again fixed by No Guard, but it makes the special set favor more power. As far as support, every single part of Aurumoth's support movepool is geared to maximum interference. When Aurumoth is in, your opponent has little recourse but to attack, because the support options Aurumoth does have are Trickscarfing to cripple foes, Whirlwind to phaze out a reactionary switch and continue to spread hazard damage, Burn and Paralysis that can cripple sweepers, or Magic Coat to bounce back what a foe thought was a safe setup. Thanks to Illusion, you know there's always a potential you'll be facing Aurumoth at the moment, and it's either going to set up for a sweep, blast a huge hole in whatever is in front of it, or surprise you with some very nasty disruption. Aurumoth isn't a sacrificial pawn supporting the team's overall threat, it is a threat in and of itself. Finally, I think all of Aurumoth's sets will end up equal. If you notice, Aurumoth doesn't have any boosters that increase a defense EXCEPT Cotton Guard, which it can convert directly to offense with Weak Armor, and as the sole +3 Booster it also works well with Stored Power. Its got both +2 boosters so it won't favor Physical over Special, since the physical set is more focused with a priority option while the special set has much more coverage and features attacks with fewer drawbacks. Mixed sets are also effective, with Megahorn and Close Combat providing brute options for special sets, and Psycho Boost, Hydro Pump, and Thunder providing power for physical ones. (While Aurumoth can't use Close Combat + Hydro Pump on the same set, there's little reason to with Aqua Tail and Aura Sphere / Focus Blast available, respectively.)
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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 [17:54] <%DHR> O_o lol [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 [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Deck Knight; Nov 4th, 2012 at 4:36:50 PM. |
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#9 |
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hey, even pirates need attorneys
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Moderator
Join Date: Apr 2009
Posts: 2,601
especially internet pirates
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capefeather for the sweep?
Final Submission
Defining "precedent"
Chosen moves
VGM list
Legend: *VGMs !Repeated moves
Level
Unrepeated moves: 17Unrepeated VGMs: 11
Machines
Unrepeated moves: 35Unrepeated VGMs: 20
Tutors
Unrepeated moves: 9Unrepeated VGMs: 5
Breeding (Bug)
Unrepeated moves: 6Unrepeated VGMs: 0 Total unrepeated moves: 67 Total unrepeated VGMs: 36
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If we cannot take joy in things that are merely real, our lives will always be empty. <+joshe> im a registered sex offender for up to calc 3 <+Reflect_Suicune> i was thining of fucking jellicent for some reason <DetroitLolcat> I AM AROUSED BY BIMETALLIC CURRENCY! Last edited by capefeather; Nov 5th, 2012 at 4:33:54 PM. Reason: added DD for Final Submission |
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#10 |
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Fare thee well.
![]() ![]() Join Date: Sep 2008
Posts: 2,038
Floccinaucinihilipilification
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Mari: Nature Power / Shadow Claw aren't allowed - and VGM counts would be nice
Korski: Work Up isn't allowed srk1214: Aerial Ace / Grass Knot / Hone Claws / Shadow Claw / Recycle aren't allowed + VGM counts would be nice Deck: Wild Charge isn't allowed cape: Aerial Ace / Grass Knot / Poison Jab aren't allowed --- Can't update spreadsheet atm as I'm working but at a glance, the above movepools are all illegal for those reasons
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Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth |
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#11 |
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Join Date: Mar 2011
Posts: 159
Florida
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Work In Progress
!=VGM *Repeat
Level Up Moves
TMs/HMs
Move Tutor
Egg Moves Bug/Monster
Egg Move Legalities
Event
VGM List 38
All Moves 72
Last edited by uwnim; Nov 4th, 2012 at 2:25:17 PM. Reason: Fixed errors; added Hail, Light Screen, Iron Defense and Signal Beam. Levels added. Egg Legalities. |
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#12 |
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Join Date: Aug 2012
Posts: 109
Avatar by Eagle4
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Korski:I love the level up movepool. Very creative and it is really flavorful. I wish, however, that the overall pool would have a bit more variety in physical coverage. With the current pool there is a definite special bias as well as leading to a definite favoring to Dragon Dance-X Scissor/Megahorn-Zen Headbutt-Close Combat as the most "useful" physical set.Of course the user could always run a mixed set but why would they when it would be simpler (and more beneficial EV-wise) to simply run a fully special set with the same coverage. It could even use Psyshock to attack special walls. I guess it's fine as is, but I would rather that an Attack stat like that didn't go to waste on a pseudo-legendary.
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I want to say I get more stupid everyday, but it would make me stupid to admit that... Irony... Last edited by Mdevil; Nov 2nd, 2012 at 11:12:22 PM. Reason: Intro removed for benefit of readers. (Also confirmation) |
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#13 |
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Join Date: Oct 2012
Posts: 46
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FINAL SUBMISSION
Level Up Moves
Comments on Level-up Moves
Egg moves (And parent Pokémon)
Comments on Egg moves
TM/HM moves
Move Tutor Moves
Moves available through event distribution only
Comments on Event moves
VGMs (Current Total: 40, 38 with move equivalency)
VGMs
VGM Breakdown
Attacks
Comments on VGM attacks
Attacking VGMs I left out and why
Non-Attacking VGMs
Comments on VGM non-attacking moves
Non-Attacking VGMs I left out and why
Non-VGMs (Current Total: 34)
Non-VGMs
TOTAL MOVEPOOL
74 moves total, 38 VGMs with redundancies taken into account. Edit: Final Submission made, a couple of minor errors corrected and explanations updated. Closing Comments: The way that Aurumoth has been built up so far, the way I see it is that the best avenue to it fulfilling its mandate of being high risk, high reward, is to tap into the psychological element of play - mind games as you will. Now, for that to work on this poke, variety and unpredictability is essential - it needs a lot of good options, and none of them can be too dominant over the others or else that option becomes its dominant set, the other sets become neglected, and that unpredictability is lost. I think this movepool does a decent job of providing a wide array of options but keeping them all in balance - while there isn't a single poke in OU that won't be threatened by some version of Aurumoth or another, there isn't any Aurumoth set that I can think of that threatens them all at once. Still, in the hands of a skilled player who's prepared to be brave with predictions, I can see our sinister insectoid friend being terrifying to face in OU, but not overpowered. Also, can I just say that I've really enjoyed putting this together, as it's made me think carefully about it. There were plenty of challenges to overcome, whether it was not having all of the tools I would have liked to work with, struggling with the disconnect between pure competitive number-crunching and the realities of flavour elements, and just plain running up against limits, but they were all fun to engage with and attempt to overcome. I don't expect this to be the winning submission, but if it isn't I think I've still learned quite a lot and I'd do it again in the future without hesitation. Last edited by Verminator; Nov 5th, 2012 at 4:02:02 PM. |
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#14 | ||
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Fare thee well.
![]() ![]() Join Date: Sep 2008
Posts: 2,038
Floccinaucinihilipilification
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Quote:
Quote:
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Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth |
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#15 |
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Join Date: Oct 2012
Posts: 46
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Good points. Thanks. Re-editing.
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#16 |
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Join Date: May 2012
Posts: 155
Is probably the only person who doesn't do IRC.
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jas61292: Hydro Pump seems to me to be the cherry on top for making this an overpowered movepool. Foes attempting to overpower Aurumoth from an offensive standpoint could find themselves obliterated by Hydro Pump, as two relatively common weaknesses, Fire and Rock, would strugggle to survive, with a 100% accuracy HP hits them. Surf and Aqua Tail are not too far behind, but at least dont choose
Hydro Pump if you must have a Water VGM. On the non attacking side of the spectrum, I advise getting rid of Reflect and Light Screen. To me, raising your defense for multiple turns doesn't seem risky enough. I'd recommend replacing them with Memento and Healing Wish this provides Aurumoth a risky, yet rewarding way of finishing up a battle. Other then that, this is my favorite movepool so far. Not much else to say. :)
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<Scarfwynaut> can't people just sit around and eat a cheese wheel? <Scarfwynaut> that is my kind of social gathering Last edited by fryfrey; Nov 1st, 2012 at 8:25:19 PM. Reason: Typo |
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#17 |
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Join Date: Aug 2008
Posts: 314
Looking For You
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Does Psycho Cut count as a VGM or not? It's not on the VGMs list and there's nothing in particular that makes it better than usual on Aurumoth (except STAB I guess), but it's on the allowed list.
Edit@Korski: Just a flavour thing, but you can't have "Heart Scale" moves unless you have four "real" level 1 moves. Last edited by Nyktos; Nov 1st, 2012 at 9:19:33 PM. |
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#18 |
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Fare thee well.
![]() ![]() Join Date: Sep 2008
Posts: 2,038
Floccinaucinihilipilification
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Yes, it is a VGM.
EDIT: Wait, it isn't on the VGMs list? Huh. I thought it was. In that case, it isn't.
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Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth |
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#19 |
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Supreme Master of Trivia
Join Date: May 2010
Posts: 807
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I'm well aware of the issues, bmb. Thanks for the post though lol. I made a very rough WIP in word and just copied it in here before I forgot. I'll be sure to have a legal, well organized and thought-out submission. It's a mess. I know.
I don't know why, but this time around, I'm finding allowed/disallowed moves being murky. I'd really like it if you could flesh out the allowed/disallowed options officially in the lists in the respective threads. I mean Recycle isn't even a VGM. I don't know why it's disallowed. And as for Hone Claws, that was my honest mistake thinking it was considered outclassed by Swords Dance and thus allowed, but it's not officially outclassed, so I totally get that now. Aerial Ace and Shadow Claw were based on my mistaken thinking about VGMs vs VGMs on a given CAP. But Grass Knot? Now I'm confused. I have Energy Ball in there too. Is Grass Knot disallowed but Energy Ball not? They're both VGMs. In the past we would sometimes have posts like this:
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I found that to be incredibly clear. Just a recommendation going forward maybe to ensure movepool submitters have ultimate clarity.
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Best. Match. Ever. http://www.pokemonshowdown.com/replay/ou11554542 To see the other best match ever, go to DetroitLolcat's signature. |
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#20 |
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Join Date: Jun 2008
Posts: 522
Mandaue City, Philippines
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Imho sometimes we give CAP too much versatility. This is very obvious when we go give out CAP excellent BSR and then adjust the movepool limit. I made this movepool with the original process-suggested movepool limits of 65/30. Right now I have 57 moves, 30 are VGMs. It's a Final Submission, but I'm hoping to edit in some paragraphs before the deadline.
Level-Up Moves: 13 moves (3 repeats), 9 VGM
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TM/HM Moves: 32 moves, 16 VGM (2 repeats)
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Tutor Moves: 12 moves, 5 VGM
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Egg Moves
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Want to PLAY a brand new metagame? Visit this Equal BST Metagame thread and tell us what you think. Ever tried A Monotype Take on the OU Metagame? Visit the thread and share your experience. Last edited by zyrefredric; Nov 6th, 2012 at 3:54:15 AM. |
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#21 | |
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Join Date: Aug 2008
Posts: 164
Aachen, Germany
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Quote:
I will edit my movepool in the course of the day. |
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#22 |
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Join Date: Jun 2012
Posts: 203
Poland
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Final Submission
Total VGMs: 39 (max 38, fits if Frustration-Return count as one VGM) Total Moves: 75 (max 75) Level Up List VMGs: 8 Moves: 15
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TMs List VGMs: 23 (2 repeats) Moves: 39 (2 repeats)
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Tutor Moves List VGMs: 5 Moves: 10
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Egg Moves List VGMs: 1 Moves: 10
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Event List VGMs: 4 Moves: 4
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Total VGMs (38 plus Return)
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Attacking Moves (25 plus Return)
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Non-Attacking Moves (22)
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Leftover Moves (27)
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Total Moves (75)
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Notable Absent Moves
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Final Comments
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Long post is long... I'll finish here. If there's no problems or comments to this movepoll I'll mark it as final submission and wait for the poll, I guess.
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I'm a casual Smogoner that mostly frequents the forums - chances are you won't find me on IRC that often. If you want to talk shoot me a PM please, I'm not on every day but I'll eventually reply. Last edited by CiteAndPrune; Nov 4th, 2012 at 4:06:02 PM. Reason: Minor correction |
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#23 | |
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Fare thee well.
![]() ![]() Join Date: Sep 2008
Posts: 2,038
Floccinaucinihilipilification
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Quote:
What the I had specifically checked that I even had it in the VGMs discussion as a move to be removed What the hell OK, that's totally my fault. I think I might be going mad. Also Energy Ball is also disallowed, I skipped over it when I went over them (was sort of preoccupied at the time). ----- Having difficulties with your movepool? This was supposed to be a beta and isn't actually going to be finalised until the VGM updates are finished, but this little applet should be useful if you're struggling to build a movepool or don't want to keep counting VGMs. Movepool Builder (beta) Can't guarantee it will work properly, but I've tried it and haven't had any problems yet, for what it's worth. Helps more with cross-referencing than it does with actually building a movepool since you still have to enter everything manually... ----- EDIT: Adding stuff to movepool spreadsheet, will comment on further illegalities: Mari - Bounce, Shadow Claw and Energy Ball are not Allowed. ----- EDIT: By the way guys: It really helps with editing if you post or make an edit or something whenever you make a change to the movepools so I can update. Also... I am going to be using the spreadsheet alone for selection of movepools for sake of avoiding flavour bias, so if there's any discrepancy between your current movepool and the one in the spreadsheet, you had best post quickly, as if a discrepancy is discovered after the close of this thread I may well decide to disqualify it (though I will do my utmost to check every movepool before I close, but you guys can help me out here).
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Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth Last edited by bugmaniacbob; Nov 2nd, 2012 at 9:39:52 AM. |
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#24 |
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hey, even pirates need attorneys
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Moderator
Join Date: Apr 2009
Posts: 2,601
especially internet pirates
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Finally got around to that whole "precedent" stuff that nobody expected at all, oh no... but it's more refined than last time, so hopefully it will explain most of my flavour decisions to tide people over before I explain the level-up and such.
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If we cannot take joy in things that are merely real, our lives will always be empty. <+joshe> im a registered sex offender for up to calc 3 <+Reflect_Suicune> i was thining of fucking jellicent for some reason <DetroitLolcat> I AM AROUSED BY BIMETALLIC CURRENCY! |
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#25 |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,839
Massachusetts
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Yeah I should note I've updated my movepool so that it's basically in its final form. Rage away contributors.
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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 [17:54] <%DHR> O_o lol [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 [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| |
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