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Old Nov 1st, 2012, 3:12:15 PM   #1
bugmaniacbob
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Default CAP 4 - Part 12 - Complete Movepool Submissions

Here we go
Here we go
Here we go

----

Quote:
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...
Required - All movepools, without exception, must contain all of these moves.

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

Last edited by bugmaniacbob; Nov 2nd, 2012 at 8:56:30 AM. Reason: forgot defend order
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Old Nov 1st, 2012, 3:14:33 PM   #2
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So, the time has come.

First of all, let's just reiterate what we want from this movepool:
  • Aurumoth should be reasonably versatile both offensively and in a support capacity.
  • Aurumoth should be able to sweep, wall-break, or support, but not all at once.
  • Aurumoth should be able to perform each of its roles, whether physical or special, regardless of ability, etc, to a relatively similar standard.
  • Aurumoth should not be biased towards any individual set or role.
  • Aurumoth should have no hard counters, but many checks.
  • Aurumoth should be competitively viable.
Obviously, not every single one of these will be possible, but they should all, I think, be self-evident as an ideal. I'm going to avoid stating explicitly what I personally want from these movepools, as I am a very great proponent of the philosophy that you should choose what you personally think should be on the movepool, not what you think will get it slated by the Topic Leader. There is colossal room for variety between all of the Allowed moves and the limits imposed, so there should be a particularly diverse set of movepools this time around.

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:
Originally Posted by Fat Fascinating Fact
Scorpions are amazing. Sleek, shiny, and an entomologist's dream – claws, arched stinging tail, and pretty much screaming "I am the greatest thing ever" in every possible way. They can live in places that vary seasonally in temperature by 80 degrees. Some can go for a year without food. Some can be frozen in a block of ice for days and be perfectly functional when defrosted. They have hairs on their claws that can detect vibrations in the air. And this is the one with the best name.

Interestingly, scorpion venom tends to decrease in potency with size; the bigger ones don't need it so much, so the Imperial Scorpion is relatively harmless to humans. It also has the charming habit of carrying its babies on its back, as in Nastyjungle's artwork. Sweet. And it only occasionally gets bored and eats them.
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Old Nov 1st, 2012, 3:15:31 PM   #3
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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.
...

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.
...


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.
...


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.
...


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.
...

TMs/HMs (23 moves):
Not much to say. TMs are TMs.
...

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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Old Nov 1st, 2012, 3:33:50 PM   #4
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OK, here my final submission

...

Last edited by Mari; Nov 2nd, 2012 at 3:56:26 PM.
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Old Nov 1st, 2012, 3:45:32 PM   #5
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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:
  • Quiver Dance/Tail Glow: I have made my feelings on Quiver Dance and, by extension, Dragon Dance very clear, and so I won't beat a dead horse by rehashing it all in this Submission. Suffice it to say that QD and DD play very differently, obviously, as do QD and TG, and DD and TG. Quiver Dance may be the hallmark Aurumoth set in the end, but there's nothing "wrong" with that necessarily, nor is there any guarantee that's going to happen. Choosing attacks for QD is bound to be a stressful process, and with all the options available, the user's coverage choice(s) may define CAP's set, along with its set of checks and counters ("situational checks", remember). Tail Glow is the stall-busting version of Quiver Dance, giving Aurumoth the one-turn boost enough to power through bulky defensive checks like Jirachi and Jellicent. Tail Glow sets may also opt for Close Combat for coverage (LO Moth gets 66.7% - 78.4% out of Blissey without any Atk EVs at all) by dropping Bug Buzz, but in general they have the same coverage options as Quiver Dance, except perhaps with a better chance at exploiting Electroweb or Icy Wind.
  • Dragon Dance: A Dragon Dance set has fewer coverage options in relation to Quiver Dance, but it can still access that great Bug/Psychic/Fighting coverage for sweeping. DDMoth has noticeably higher damage output after a boost than its Special counterpart, thanks to its 120 BP primary STAB and a 120 BP, 100% accurate primary coverage move (compared to Special Aurumoth's 90 BP STABs and 95-120 BP coverage moves that trade power for, of all things, accuracy, just like Megarhorn vs. X-Scissor STAB). For clarification, nothing in OU resists this coverage set; in fact, the only possible typing that could resist all three attack types is Ghost/Steel, and there are none of those currently in existence (for the playtest). I also predict DD sets will be tempted to run Overheat or Hydro Pump (in the Rain) over Zen Headbutt or Close Combat, in order to get through the physical Steel-types that Megahorn/CC couldn't otherwise handle in one shot, like Forretress or Skarmory, or they may perhaps even run Substitute for general utility or aid in generating additional boosts. When all is said and done, the physical coverage in terms of moveslots is only deceptively limited. I suppose with the apparent power of Quiver Dance available, physical Moth may be less common, although I would wager that would make it more surprising and thus more difficult to check, possibly even baiting in a Special wall and getting an easy KO or a second turn to boost. Also unlike Quiver Dance, Dragon Dance is easier to bluff with on Illusion sets, and could really stress out opponents with the thought of not even knowing if it's DD Aurumoth or DD Salamence out on the field (Salamence causes a lot of switches).
  • Coverage: Both physical and special-based sets have access to Bug/Psychic/Fighting coverage in their chosen spectrums, which is a fine baseline for generic sweeping. The Fighting moves are Close Combat and Focus Blast, which I chose for their power and clear relationship with our Risk/Reward concept. In general, the coverage options are high-powered and have clear downsides associated with them, specifically Focus Blast, Close Combat, Overheat, SolarBeam, Hydro Pump, Thunder, and Blizzard. I wanted high-powered coverage moves to aid in "mixed attacking," since spreading out EVs that thinly would make for a sad, sad moth. Now, I understand that a lot of folks prefer not to play fast-and-loose like this, so I have also included Surf, Thunderbolt, and Ice Beam as the "safe" coverage options for Special-Attacking Aurumoth. This should open up plenty of avenues for maintaining good neutral or super-effective coverage without mandating any one Ability over the others. The breadth of attacking options can also open up more chances to bluff with Illusion on a larger variety of teams.
  • BoltBeam: Thunderbolt/Ice Beam, Thunder/Blizzard, and Electroweb/Icy Wind are all present on this movepool, meaning there are 9 different ways to achieve "BoltBeam" coverage, none of which include Hidden Power (e.g. Electroweb/Ice Beam, Icy Wind/Thunder, etc.)! Since Icy Wind/Electroweb both have the special side-effect of lowering opponents' Speed (Speed is very important for checking this CAP), and since No Guard makes Blizzard/Thunder usable without weather (and weather makes Thunder/Blizzard usable without No Guard), and since Ice Beam/Thunderbolt are the happy middle-ground, interesting Ice/Electric/Ability combinations are bound to pop up and may even come with some great surprise value to otherwise confident switch-ins.
  • Status: Toxic and Will-o-Wisp make for useful statuses on an offensive Pokemon, as they target defensive and offensive Pokemon alike, with turn-by-turn damage speeding up the KOing process. Will-o-Wisp has the added effect of crippling Physical attackers, notably U-turners trying to take advantage of Aurumoth's glaring weakness to that common and well-distributed move. I didn't include any Paralysis-inducing moves in the movepool, and I make up for that by giving the player options between QD/DD and Icy Wind/Electroweb. I think Icy Wind and Electroweb are useful enough to deal with faster switch-ins while not being generically useful like Glare or Thunder Wave would be. They also do damage while lowering Speed, which is more appropriate for the offensive nature of this CAP. The way Aurumoth's Speed interacts with the metagame and with its own concept is crucial enough, in my opinion, to warrant temporary Speed manipulation (raise your Speed or lower your opponent's) instead of confidently inflicting permanent status. In terms of the concept, I like this approach much, much better.
  • Support: Healing Wish, Light Screen, Reflect, and Wish are all present in this movepool as reliable non-status support moves, and that's about it. Aurumoth can do Dual Screens + Healing Wish if it wants, or do some general supporting with Wish and an impressive 110 HP stat. You can't call a Poke an "offensive support" teammate if it primarily supports or runs 3 support moves or whatever, so one or two of these four moves in conjunction with Toxic or Will-o-Wisp support should satisfy the 1-2 slots needed to fill that role.
  • Surprise: Counter, Disable, Final Gambit, Magic Coat, and Trick are all present in this movepool for surprise tactics and/or gimmick sets. Illusion Aurumoth is probably best capable of putting these particular moves to use, and I didn't want to pass up the opportunity to abuse the Ability with concept-pleasing tactics. Since Aurumoth can actually take most non-STAB and/or Scarf U-turns, I've given it Counter to destroy switch-ins. For the most part, these moves all embody the concept to a tee, as they rely on pretty smart gameplay to pull off, for enormous reward in each move's individual case.
  • Substitute: I settled on including Substitute because there are legitimate concerns that we can't fully assess the concept without tempting our CAP with the safety of Substitute. The move may see use on QD/DD sets, although I don't know which two attacks you could get away with using there. At the end of the day, it couldn't hurt, and I didn't want to defy flavor and precedent so much as to risk a huge debate around such a minimally-impactful move.
Have fun with this, everyone!
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Last edited by Korski; Nov 4th, 2012 at 3:27:53 PM.
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Old Nov 1st, 2012, 3:47:10 PM   #6
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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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Old Nov 1st, 2012, 4:00:21 PM   #7
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in progress stuff
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http://www.pokemonshowdown.com/replay/ou11554542

To see the other best match ever, go to DetroitLolcat's signature.
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Old Nov 1st, 2012, 4:30:24 PM   #8
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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:
  • Weak Armor
    • Cotton Guard works with Weak Armor to give it a stockpile of defensive boosts that not only keep physical threats at bay, but if they persist will turn Aurumoth into a threatening sweeper rapidly. It is Aurumoth's only +3 Booster so it also works with Stored Power fairly well, keeping its boosts stable.
    • Dragon Dance, Nasty Plot, and Swords Dance are also very effective at enabling a sweep after a Weak Armor boost, Dragon Dance essentially making it faster than opposing Scarfers while the other two boost their respective stat by +2 for more power.
  • No Guard
    • A huge number of inaccurate coverage attacks and statuses benefit from No Guard.
    • Inaccurate Attacks include Focus Blast, Hydro Pump, Megahorn, Overheat, Psycho Boost, Thunder, and Zen Headbutt.
    • Inaccurate statuses are Toxic, Stun Spore, and Will-O-Wisp. 100% Accurate Burn and Paralysis are pretty good ways to cripple an opposing sweep.
  • Illusion
    • Illusion is where the real fun begins, because Aurumoth has a lot of nasty moves that benefit from Illusions various forced switches. It can mimic a number of Pokemon with or without Stealth Rock down.
    • The sheer distribution of Swords Dance makes it a wonderful move to use to mimic other Pokemon, and while Aurumoth doesn't have a truly "safe" option outside Psycho Cut, its Megahorn and Close Combat have excellent coverage. The ability to use all of Aurumoth's relevant physical movepool with Wish, as well as access to Extremespeed make a Swords Dance set very threatening - not only due to power, but because Aurumoth's weaknesses are fairly well covered by Lucario (everything but Fire) and Lucario itself uses Swords Dance + Close Combat + Extremespeed. You need SR off the field to pull off the bluff, but it still works if only Spikes are down. Bonus: Lucario has Justified as an ability, meaning you can possibly fake out a Dark attack and make Lucario even stronger, or use Agility Lucario with it and have some real fun.
    • Dragon Dance lets Aurumoth mimic Dragonite and Gyarados whether Stealth Rock is up or not. Extremespeed can also keep up an illusion of Dragonite as they have similar power, and if the foe is in KO range they still won't be able to tell. While most Gyarados use Waterfall, not Aqua Tail, it's entirely possible to construct a DDGyara set along with it and make the illusion that much more menacing. Agility can also be used in this way for certain Pokemon.
    • Nasty Plot was chosen over Tail Glow because Aurumoth can mimic a whole lot more Pokemon with it. While SR makes this difficult because most Nasty Plot users are not Stealth Rock weak (With the notable exception of Thundurus-T), most are vulnerable to Spikes to the same degree as Aurumoth and will thus lure in similar threats, threats which Auromoth is often better prepared to handle.
    • Magic Coat, Stun Spore, Trick, Whirlwind, and Will-O-Wisp are all particularly nasty when combined with Illusion, given Illusion is perhaps the ultimate luring ability. The statuses have accuracy issues, but are devastating when they surprise an unprepared opponent. Magic Coat is similarly shocking when used against an opponent that thinks they have a safe opportunity to set up a hazard or use status.

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> >:|

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Old Nov 1st, 2012, 4:49:56 PM   #9
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capefeather for the sweep?

Final Submission

Defining "precedent"
Chosen moves
VGM list


Legend:

*VGMs
!Repeated moves

Level
Unrepeated moves: 17
Unrepeated VGMs: 11
Machines
Unrepeated moves: 35
Unrepeated VGMs: 20
Tutors
Unrepeated moves: 9
Unrepeated VGMs: 5
Breeding (Bug)
Unrepeated moves: 6
Unrepeated VGMs: 0

Total unrepeated moves: 67
Total unrepeated VGMs: 36
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Last edited by capefeather; Nov 5th, 2012 at 4:33:54 PM. Reason: added DD for Final Submission
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Old Nov 1st, 2012, 4:50:53 PM   #10
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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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Old Nov 1st, 2012, 6:17:53 PM   #11
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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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Old Nov 1st, 2012, 6:35:02 PM   #12
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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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Old Nov 1st, 2012, 7:20:23 PM   #13
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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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Old Nov 1st, 2012, 7:33:47 PM   #14
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Quote:
Originally Posted by Fat Verminator View Post
There's also a couple of problems here. I see Defend Order isn't classed as a VGM, despite the fact that it does the same thing as Cosmic Power, which is a VGM.
I already said that Defend Order was Allowed as it's a Cosmic Power equivalent but forgot to add it to the OP. Apologies.

Quote:
Additionally, Moves like Hypnosis, Sing and Grasswhistle aren't considered VGMs, and on most pokes they wouldn't be, but with No Guard they're essentially Spore. I've not included them so as to stick to the spirit of the project, as Spore and Sleep Powder were banned moves from the get-go, but they are technically allowed as non-VGMs, right?
I specifically disallowed all sleep-inducing moves, including non-VGMs, in the Non-Attacking moves thread. Even if I hadn't, I also disallowed all moves with less than 70% accuracy.
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Old Nov 1st, 2012, 7:37:17 PM   #15
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Good points. Thanks. Re-editing.
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Old Nov 1st, 2012, 8:24:59 PM   #16
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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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Old Nov 1st, 2012, 9:01:09 PM   #17
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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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Old Nov 1st, 2012, 9:28:15 PM   #18
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Quote:
Originally Posted by Fat Nyktos View Post
Does Psycho Cut count as a VGM or not?
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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Old Nov 1st, 2012, 10:00:23 PM   #19
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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:

...


I found that to be incredibly clear. Just a recommendation going forward maybe to ensure movepool submitters have ultimate clarity.
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Old Nov 2nd, 2012, 3:37:00 AM   #20
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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
...


TM/HM Moves: 32 moves, 16 VGM (2 repeats)
...


Tutor Moves: 12 moves, 5 VGM
...


Egg Moves
...
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Old Nov 2nd, 2012, 5:00:56 AM   #21
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Quote:
Originally Posted by Fat bugmaniacbob View Post
Mari: Nature Power / Shadow Claw aren't allowed - and VGM counts would be nice
Wait - Earthquake is allowed - and isn't Nature Power almost equal with Earthquake (except the thing with Taunt, Prankster, Imprison and Anticipation)?

I will edit my movepool in the course of the day.
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Old Nov 2nd, 2012, 7:18:47 AM   #22
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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
...



TMs List

VGMs: 23 (2 repeats)
Moves: 39 (2 repeats)
...



Tutor Moves List

VGMs: 5
Moves: 10
...



Egg Moves List

VGMs: 1
Moves: 10
...



Event List

VGMs: 4
Moves: 4
...




Total VGMs (38 plus Return)
...

Attacking Moves (25 plus Return)
...

Non-Attacking Moves (22)
...

Leftover Moves (27)
...

Total Moves (75)
...



Notable Absent Moves
...



Final Comments

...



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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Old Nov 2nd, 2012, 8:25:35 AM   #23
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Quote:
Originally Posted by Fat srk1214 View Post
I mean Recycle isn't even a VGM. I don't know why it's disallowed.
What

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).

Last edited by bugmaniacbob; Nov 2nd, 2012 at 9:39:52 AM.
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Old Nov 2nd, 2012, 10:08:49 AM   #24
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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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Old Nov 2nd, 2012, 11:01:50 AM   #25
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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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