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Old Nov 2nd, 2012, 12:51:46 PM   #26
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OK the spreadsheet is fully up to date.

I had some specific comments for people but I kind of forgot them while I was updating... or rather, they got lost in the back of my head. In essence, quite a few people have incorrect counts for VGMs, either through labelling things that aren't VGMs as VGMs or by forgetting to apply move equivalence, or whatever it might be.

So just remember: Rain Dance is a VGM. Psycho Cut is not.

Taraa.
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Old Nov 2nd, 2012, 1:30:19 PM   #27
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Aurumoth, a jagged angel. Draft Submission

Level-Up Moves
...


Egg Moves

...


TMs

...


MOVE TUTORS

...



VGM Summary:

...


Flavour Justification:
The flavour of the moves are inspired by angels, light, benevolence, wind, Aurumoth's glowing tail and eyes, and beam attacks.

Several moves are grouped or show progression of Aurumoth's strength as it develops:
Aura Sphere/Ominous Wind (these Heart Scale moves imply that Aurumoth has unlimited untapped potential - the 'perfect coverage' is there but has to be unlocked. Ominous Wind is also very flavourful and fits with Silver Wind later on. The Ghost-type move also symbolizes the dark side of Aurumoth's spirit while Aura Sphere symbolises it's lighter spiritual aspect)
Charge --> Charge Beam--> Tail Glow (works with the idea that Aurumoth's tail glows to give it Special power, and the fact that it can learn Thunderbolt/Thunder)
Horn Attack --> Megahorn (pretty self-explanatory, but I really thought Megahorn needed a precursor as it is so strong)
Power Gem --> Psybeam/Charge Beam/Signal Beam (The idea is that Aurumoth's tail is a rare crystal similar to Starmie's and Vespiquen's gems. As with Ampharos, the gem enables light-generation and beam-attacks. The fact that Aurumoth learns the 3 most relevant beam attacks at level 33 refers to the mysticism of the number 3, it's two sets of 3-part wings, and the Holy Trinity!)
Leer --> Glare --> Miracle Eye (a reference to Aurumoth's sinister, staring eyes)
Gust --> Silver Wind --> Razor Wind --> Sky Attack (I really wanted to include Sky Attack as its description sounds very heavenly - "Aurumoth became cloaked in a harsh light!" - so I knew I needed some flight/wind flavour to work up to it. Razor Wind is particularly relevant as it is also a 2-turn charge attack, so it develops in Sky Attack)
Wish (Egg Move) --> Healing Wish (This refers to Aurumoth's angelic destiny - in an act of self-sacrifice, it ascends to heaven leaving behind its prayer that heals its comrade)
Twister/Dragon Dance (Egg Moves) (Dragon moves don't fit the flavour that much but Aurumoth needed Dragon Dance, so the fact that it learns this along with the very flavourful wind-related Twister makes it fit more)

Competitive Justification:

I wasn't planning to make a submission, but I saw from bmb's handy spreadsheet that no one had the combo of moves I wanted to see on Aurumoth.
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Old Nov 2nd, 2012, 2:58:20 PM   #28
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Attacking Movepool Sneak Peek!

Physical
I'm approaching the physical moves very differently from how I'm approaching the special ones. Phyisical attackers will have a harder time boosting successfully, as I'm not including Dragon Dance. They will have to either have to boost speed or attack if they want to maintain perfect coverage (unless using Swords Dance and Flame Charge.) As a trade off for this, the physical pool will be more unpredictable and varied.


Special
Special moves will be better in terms of power and boosting easily, but as a result the sets will be far mor predictable and therefore more easily predicted. That's why I'm including Quiver Dance as many players will run this meaning less is up in the air.

Any suggestions are appreciated.

Edit: My apologies; Inferno has been removed.

Status Update: Movepool is nearing completion; may actually finish it tonight.
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Old Nov 2nd, 2012, 3:22:19 PM   #29
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Quote:
Originally Posted by Fat Mdevil View Post
Inferno with Quiver Dance
Inferno is illegal. I made it quite clear that no moves of 70% accuracy or lower would be allowed.

EDIT:
Quote:
Originally Posted by Fat Deck
Yeah I should note I've updated my movepool so that it's basically in its final form. Rage away contributors.
And that goes for Supersonic too. Sorry.

Last edited by bugmaniacbob; Nov 2nd, 2012 at 4:02:48 PM.
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Old Nov 2nd, 2012, 4:14:07 PM   #30
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Quote:
Originally Posted by Fat bugmaniacbob View Post
And that goes for Supersonic too. Sorry.
Foiled again. Updated it and removed Supersonic.
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Old Nov 2nd, 2012, 6:10:29 PM   #31
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I could have sworn I just added Agility but my VGM count seems to have gone up by 2...
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Old Nov 2nd, 2012, 6:47:35 PM   #33
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The Type-Move and Move-Move requirements for BW were removed from the site, so...

You can find the raw data here:

http://www.smogon.com/forums/showpos...2&postcount=40

Note that I won't be here over the weekend, so you have more than 72 hours left to work on your movepools (I will post the 24 hour warning when I get back, or possibly extend further if movepools haven't got on as well as I'd hoped).
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Old Nov 2nd, 2012, 6:51:29 PM   #34
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Final Submission

75/38

Offensive VGMs: (21)
Code:
Physical:

Aqua Tail
Close Combat
Extremespeed
Facade
Frustration
Megahorn
Return
X-scissor
Zen Headbutt

Special:

Bug Buzz
Focus Blast
Hidden Power
Hydro Pump
Ice Beam
Overheat
Psychic
Psycho Boost
Psyshock
Shadow Ball
Thunder
Thunderbolt
Supportive VGMs: (17)
Code:
Agility
Calm Mind
Dragon Dance
Healing Wish
Magic Coat
Protect
Rain Dance
Rest
Sleep Talk
Stun Spore
Substitute
Swords Dance
Tail Glow
Taunt
Toxic
Trick
Will-o-wisp
Non-VGMs: (37)
Code:
Ally Switch
Attract
Bug Bite
Double Team
Dream Eater
Electroweb
Flash
Fly
Foresight
Future Sight
Giga Impact
Grudge
Guard Swap
Harden
Hex
Hyper Beam
Icy Wind
Leech Life
Power Gem
Razor Wind
Retaliate
Round
Safeguard
Silver Wind
Skill Swap
Snatch
Snore
Spite
String Shot
Struggle Bug
Sunny Day
Swagger
Swift
Tackle
Telekinesis
Wing Attack
Wonder Room
Absent VGMs:
Code:
Offensive:
Attack Order
Aura Sphere
Blizzard
Brick Break
Cross Chop
Earth Power
Earthquake
Extrasensory
Focus Punch
Hammer Arm
Psycho Cut
Rock Slide
Signal Beam
Stone Edge
Stored Power
Sucker Punch
Superpower
Surf

Supportive:
Acid Armour
Amnesia
Barrier
Cosmic Power
Cotton Guard
Counter
Defend Order
Destiny Bond
Flame Charge
Glare
Iron Defence
Light Screen
Memento
Mirror Coat
Nasty Plot
Pursuit
Quiver Dance
Reflect
Roar
Stockpile
Switcheroo
Thunder Wave
Whirlwind
Wish

+ all disallowed moves
Level Up


TM/HM


Egg


Tutor


Event


Justification

Last edited by DarkBlazeR; Nov 6th, 2012 at 8:53:22 AM.
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Old Nov 2nd, 2012, 9:29:49 PM   #35
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Posting to say I have added the VGM Trick. I am also slowly progressing through my explanations, so don't worry! We'll get to that special place soon!
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Old Nov 2nd, 2012, 9:31:25 PM   #36
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So, I was originally not going to do anything this stage, but then I decided "Hey, why not? There's a first time for everything, and I don't lose anything by doing it (except time)!" As a result, here's my very much WIP Movepool. It's probably (definitely) not the best one out there, but I like it nonetheless. There are still some things I'm quite iffy about though.

Current Number of Moves: 74/75
Current Number of VGMs: 38/38
(Repeats/Outclasses are not counted)

VGMs in Bold, Repeats with an asterisk*

Level Up - 16 Moves, 8 VGMs
...

If you're wondering why Harden and Protect, it's because of that gif KoA posted where Aurumoth's wings double as a 'shell.' If I remember I'll edit in in here. The rest should be self explanatory, for both flavour and competitive reasons. I tried to make it resemble an in-game level up: nothing but STAB moves, support moves, and a random base 40 starting move.


TMs and HMs - 46 Moves, 25 VGMs
...

I'm not sure about some of them, especially Dual Screens - while it makes sense, does it remove too much risk? Maybe I'll just get rid of Light Screen. For now, though, I'm keeping them both.


Egg Moves (Bug/Monster) - 9 Moves, 4 VGMs
...

Notable Compatibilities/Incompatibilities


Yes, the three Ancientpowers. Why? Flavour, and for the lolz. I probably missed out some parents, but at least I got most of them. I think this is OK, but again I might change these up.


Tutor Moves - 10 Moves, 6 VGMs
...

Most of these (like the two 'rooms') are for flavour. I wanted to add Trick Room to the TMs list to round out the set, but apparently that's a disallowed VGM. Oh well. Illusion + Skill Swap shenanigans, anyone?


Considerations
I haven't got Agility or equivalents, as I believe that speed should be kept as a weakness to this CAP. I also kept QD out, despite going amazingly flavour-wise, because I still wanted low SpD to be a weakness for Aurumoth. As for coverage moves, I'm not really sure what to add/remove. I'd remove Ice Beam (HP Ice for coverage... yesss >:]) but I remember bmb kinda being adamant on having it for Dragonite, and I'm not that mean. There are also quite a number of moves I had to remove because of the movepool limit which I may add it if I need to get rid of some. Most are just flavour moves though. I also want to reiterate how much Roost/Morning Sun fits on this CAP... too bad :[

I will probably end up changing this quite a bit before the deadline.

Changelog
Removed Dream Eater from TMs
Removed Aura Sphere and Hex from Level Up
Added Focus Blast to TMs
Added Wish and Psychic to Level Up
Made Megahorn an Egg Move and added Tail Glow in its place
Removed Power Gem from Egg Moves (thanks, C&P!)
Added Stone Edge to TMs
Replaced Glare with Bug Bite in Level Up

List of interesting ideas to add:
-Priority (Sucker Punch most likely, Extremespeed seems kinda eh)


Final Submission Checklist (for me, so I don't forget)
...
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Old Nov 2nd, 2012, 9:42:33 PM   #37
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Final Submission

66 moves, 38 VGMs

Level-Up Moves
Egg Moves
TM/HM Moves
Tutor Moves
DW Moves

After removing duplicates:
SUMMARY


Alright, nitty gritty time. Notable inclusions and exclusions. First the attacking moves:

Aqua Tail, Close Combat, Cross Chop, Hammer Arm, Earthquake, Rock Slide, Stone Edge excluded.
- Other Fighting moves, Aqua Tail, and Earthquake excluded because it ensures that Superpower must be used for coverage against Heatran on Physical sets. Superpower, to me, seems like the definition of high-risk, high reward. To be honest, Rock moves don't provide too much coverage alongside Bug/Psychic and they don't fit flavor, so I left them out as well.

Extremespeed excluded. Sucker Punch included.
- I felt more reliable and +2 Priority was unnecessary. Sucker Punch seemed the better option to me and was included instead.

Blizzard and Ice Beam excluded.
- No. We should not be giving Ice coverage. Hidden Power Ice is an option already if you are worried about Dragons and I don't believe any more should be available.

Earth Power included. Aura Sphere excluded
- Offered as an alternative to Focus Blast on non-No Guard sets. Offered instead of Aura Sphere for pure flavor reasons.

Psycho Boost included.
- At this current moment, as a DW move exclusive with what I feel fits best with Psycho Boost (and is therefore DW), Illusion. Don't worry about Egg moves or anything anyway though, since my Aurumoth has none. May be changed to Event if BMB tells me to.

Now the support options:

Dragon Dance and Quiver Dance excluded. Agility, Tail Glow, Swords Dance, Calm Mind, Cosmic Power included.
- I have been of the opinion that boosting speed and attack together feels far less risky than requiring boosting one or the other. Some have expressed concern about Calm Mind and Cosmic Power boosting Special Defense, intended to be weaker, but I just honestly can't see a bulky defensive booster working all that well with the only Recovery provided being RestTalk. RestTalk Calm Mind isn't going anywhere Crocune-ish any time soon without STAB Scald in its favor. And RestTalk Double Power, as I said above is nothing more than a fun gimmick.

Thunder Wave included, Will-o-Wisp excluded.
- Pretty much because of the existence of No Guard and flavor considerations, though I can't say I see Will-o-Wisp seeing use without reliable recovery, which Aurumoth lacks. And honestly, I don't see an argument against Thunder Wave.
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Old Nov 2nd, 2012, 11:11:51 PM   #38
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A wild Final Submission appears!

Pointless Personal Intro


Level Up Moves (also format reference)


Level Up Reasoning/Description


TM/HM Moves


TM/HM Moves Reasoning/Description


Egg Moves


Egg Moves Reasoning/Description


Tutor Moves


Tutor Moves Reasoning/Description


VGM List


Overall reasoning


Some Potential Sets Within This Movepool


Total: 38 Total VGMs/75 Total Moves

Any suggestions are, of course, appreciated, as well as if I did anything wrong, as it's my first submission. Also, if you have some free time you might want to check my counting of the moves. I very well may have miscounted. Finally, if there are any edits I could make to make this simpler to read/navigate tell me and I'll work them in. Thanks; <3

Edit: New set added to account for one's weakness.

Edit 2: New total VGM count of 38. Pursuit has been removed; ran out of space. Cut and Fly have also been removed. VGM list added.

Edit 3: Added the fathers for the egg moves. Feel free to proof-read.

Edit 4: Quote added to Overall Reasoning. (Thanks to capefeather for permission. If you feel it is taken out of context I will remove it.)

Edit 5: Reclarified a bit of the Overall Reasoning for the Final Submission.

Edit 6: I had counted repeated moves in my total; added Pluck and brought back Cut and Fly to counteract this. Final Submission has been added to the top.

Specifically For Lurkers
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Old Nov 2nd, 2012, 11:40:50 PM   #39
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First Draft

64 Moves
28 VGMs


Level (15 moves, 4 VGMs)


TM/HM (37 moves, 18 VGMs)


Tutor (9 moves, 4 VGMs)


Egg (Bug Group) (6 moves, 6 VGMs)


Event (1 move, 1 VGM)
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Old Nov 3rd, 2012, 4:41:06 AM   #40
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I'm pretty satisfied with this, so... Final Submission.

* = VGM

Level-up moves: 13 VGMs / 20 total
...


TM/HM moves: 19 VGMs / 39 total
...


Egg moves (Bug / Monster): 4 VGMs / 9 total
...


Move Tutor moves: 3 VGMs / 9 total
...

Last edited by RavensNation; Nov 6th, 2012 at 12:41:58 PM.
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Old Nov 3rd, 2012, 12:39:13 PM   #41
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*Vgm
!Repeated

Level up moves: 13 moves, 5 VGM's
...


Egg moves: 8 moves, 5 VGMs
Egg Group: Bug/Indeterminate
...

Tutor moves: 10 moves, 4 VGM's
...


TM's: 42 moves, 22 VGM's
...

Event: 1 move, 1 VGM
...


Total: 74 moves, 38 VGM's

General comments



EDIT1: Switched Assist with Foresight
EDIT2: Removed Dragon Dance
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Old Nov 3rd, 2012, 1:17:58 PM   #42
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Final Submission

* = VGM
Level-up moves (20 total, 2 repeats, 9 non-repeated VGMs)

Comments

TM/HM moves (43 total, 2 repeats, 2 equivalent or outclassed VGMs, 22 "counted" VGMs)

Tutor moves (8 total, 1 repeat, 4 non-repeated VGMs)

Egg moves (9 total, 3 VGMs) - Bug / Amorphous

Comments

Total: 74 moves / 38 VGMs

Full list of VGMs

Legal egg move combinations


Comments, and perhaps a 75th move, to come.

Last edited by Nyktos; Nov 5th, 2012 at 9:41:34 PM.
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Old Nov 3rd, 2012, 11:14:01 PM   #43
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I finally finished the explanations! I'm still open to possible changes before I mark it final, but the submission as it stands is probably going to be close to the final, if not the final itself.
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Old Nov 4th, 2012, 9:40:38 AM   #44
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Made some small changes to my movepoll, namely taking out Sleep Talk, Fly, Snore and Sonicboom, and adding Mirror Coat (Event), Fire Spin (Egg), Icy Wind (Tutor), Ominous Wind (Egg), Role Play (Tutor) and Solarbeam (TM). I'm at the 38/75 limit so I'm marking the movepoll as my Final Submission by now.

Since I'm posting I'll share some comments with other submitters, for what it's worth.

NyttyN
...


Mari
...


Korski
...


jas61292
...


Deck Knight
...


capefeather
...


In fact... BMB, can you make a judgment call on cape's proposal in particular (as soon as you're back)? If necessary he'll have time to revise the movepoll before the deadline, as well as anyone else who thought along similar lines.

unwim
...


Verminator
...


zyrefredric
...


jagged angel
...


DarkBlazeR
...


ThePhalanx
...


srk1214
...


Mdevil
...


Galladiator
...


RavensNation
...


Rediamond
...


Nyktos
...



That should be everyone. I might not get to post again before the deadline arrives so I'm using this opportunity for all it's worth.
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Old Nov 4th, 2012, 11:40:32 AM   #45
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You're right, the only Pokémon with non-STAB Sky Attack seems to be Mew. I'm not sure how that got past me. Thanks for that. Still, it seems like you missed the entire point of my methodology because I feel it allows me to make more sensible off-the-wall decisions. It still makes some amount of sense because of the design, not just that Aurumoth has somewhat dangerous-looking wings and generally looks like it could pull Sky Attack off (other people were even talking about it on IRC long before this thread), but also that angels are typically depicted with bird wings, anyway. It's not in the same league as giving a non-Electric type Overheat without the other common Fire-type moves, because, at the very least, Psychic-types have it, two Pokémon with Weak Armour have it, and Gliscor (Bug egg group) has it. Still, I have removed it, so that is that.

You also seem to have missed the entire point behind my "Special" section. It's honestly baffling that it's being compared to an entirely flavour-based decision, considering all the competitive reasoning I have put into it. Quiver Dance Aurumoth with stuff like Thunderbolt and Focus Blast has maybe a handful of pairs of Pokémon that could check it. Without that stuff, it's still good (hopefully), but bringing checks for it is a lot more reasonable. I assure you I gave this a lot of thought before submitting it, because until very recently I wasn't sure at all as to whether or not Aurumoth should even have Quiver Dance.

A note, though: With 156 Spe Modest, +1 Aurumoth ties with Jolteon, which means a few other Choice Scarf users might be able to get in on the action. At a glance, it doesn't seem like much changes, but I suppose another investigation is in order. So yeah, I'll continue to look into the consequences of full-power Quiver Dance.
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Old Nov 4th, 2012, 12:35:03 PM   #46
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Oops. Thanks for pointing out my error with Endure and Secret Power, CiteAndPrune. I guess that leaves me with a couple more slots to screw around with if I feel like it.

As for OHKO moves I assumed they were allowed since they're banned in competitive play but I somehow didn't even think of the significance of having one with No Guard. Yeah, I guess I'll remove that too.
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Old Nov 4th, 2012, 1:16:31 PM   #47
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Quote:
Originally Posted by Fat CiteAndPrune View Post
RavensNation
I have to agree that flavor-wise, Sacred Sword would've been an awesome match, shame it's a legendary-exclusive move.

Sky Drop seems a tad too much for Aurumoth when it's not even Flying, but Bug/Psychic, and as such fights through indirect means (Bug Buzz, Psychic, Thunder/bolt, Overheat etc.), Megahorn notwithstanding. For the same reason Sky Attack sticks out. However, other than that, not bad. Good luck at the poll stage.
Good to see that your critique of my movepool is merely flavor-based rather than competitive. Certainly makes me feel more confident about the choices I made for it.

Anyways, regarding you flavor comments about Sky Drop and Sky Attack: Sometimes Pokémon have what I like to call "Hidden Typing". Kind of like how Gyarados and Charizard have a "Hidden" Dragon typing and are able to learn numerous Dragon-type moves or Mollux, with its "Hidden" Electric-typing, is able to learn many vital Electric-type moves. I was of capefeather's thinking when I decided to include Sky Drop and Sky Attack in the movepool. With its theme being based on angels, I imagined Aurumoth to have a "Hidden" Flying typing (luckily without inheriting the crippling weaknesses) and therefore, at least in my imagination, the moves make flavor sense.

Regarding the comment of Bug/Psychic attacking through indirect means: In my imagination, that's implying that Aurumoth's main offensive stat is his SpA attack, which is clearly not the case, as we decided that Aurumoth should be able to use both more or less equally. Also, somewhere in my description I stated that I imagine Aurumoth using its Psychic powers to manipulate its wing armor to utilize physical moves like the cutting moves, Sky Drop, etc. etc.

The critique is greatly appreciated, in any case. I hope my response helped to kind of explain my flavor decisions a little more...
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Old Nov 4th, 2012, 2:10:54 PM   #48
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Thanks for the feedback, CiteAndPrune. I had the same concern regarding the limits set on the special and physical moves but I decided that it feels right (to me, anyway) to have arumoth have this sort of movepool. I wouldn't be surpriserd if people didn't agree as it does limit some important competitive aspects.

In terms of type/move-move combos, I adhered to those primarily because I wouldn't have any idea how to begin to fill in the move slots which those moves currently inhabit. Also it make the pool a bit more valid which I'm sure appeals to some people. I will definently not be doing that (at least not as strictly) in the future, when I will hopefully be a bit more experienced.
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Old Nov 4th, 2012, 3:58:26 PM   #49
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Huh we get some honest feedback and the thread comes back to life; well done, CiteAndPrune. Thanks for the positive feedback on my Level-Up pool and for appearing to actually have read the entire submission. One thing I'd like to address from your critique is not actually the Bug Buzz/Megahorn Egg thing, which is definitely an opinion you're free to have, but actually the part about my movepool favoring the Special side as much as you are implying. Apart from a few movepools, like jas61292's and srk1214's, most of the Submissions have similar Physical and Special coverage to my pool (with a few stray Aqua Tails and Extremespeeds); I am just the only one, as far as I can tell, to mention that I made mine that way on purpose. I don't want anyone to get the impression that I have abandoned the notion of Physical Moth, so to this end, I have expanded my now Final Submission to include a general response to those who might fear a lack of Physical or Mixed Attacking potential, and I hope it makes enough sense:
Quote:
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).
I may be back with more critique, since this thread's going to be open for like 3 more days, but for the moment I noticed this in your Event Moves section, CiteAndPrune (or CAP for short? wut!?):
Quote:
Oiginally Posted by Fat CiteAndPrune
Since I didn't put Dragon Dance in its Level Up Movepoll, I chose to throw it along with Psycho Boost in its Event moveset - then added Close Combat, which physical Mollux would probably want, since using Dragon Dance itself means you're going that route anyway.
EDIT: My critique may or may not include a mild disappointment at the currently negative tone of capefeather's submission.
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Old Nov 4th, 2012, 4:03:27 PM   #50
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Quote:
Originally Posted by Fat CiteAndPrune
The Level Up moves list looks overloaded, yet it has too few Starting moves to hide the implied Heart Scale moves entirely. It stands out, whereas the other lists look natural and very solid.

Choosing Nasty Plot over Tail Glow to better take advantage of Illusion is an interesting move, and in general you stress the advantages of each of the three abilities nicely. It leaves a bit to be desired on the support side of things though. Also, I sympathize with you regarding the loss of Supersonic as that was really fun. Still, good to see an entry with Psycho Shift in Aurumoth's arsenal. Good luck in the poll stage Deck.
I actually took my level-up structure directly from Salamence. The only real difference is I added an additional move it its Heart Scale moves, since Hex isn't competitive but I thought it fit very well. I have dropped Confusion and put Double Team in its place and then made Double Team and Pin Missile Level 5 and 10 moves, respectively. Thus it's got Salamence's learning levels but Dragonite's number of moves. This should fix that bit of flavor. One can argue that Dragonite doesn't really have a "natural looking" movepool, but then, this isn't really a run of the mill mon either, is it?

As far as the selections, I really thought because of Illusion that Double Team should be a very early move, and I like how the initial list is very similar to the weakbugs with Tackle and String Shot and a mid-teen learned Bug Bite. From there it really grows and expands outward into functional and purposeful moves. I also added a conclusion section.
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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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