A short guide on how to create a Pokemon's movepool

X-Act

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Hereunder is a little guide on how to create a movepool for a new Pokemon. Please help to improve it as I don't claim to be an expert on this subject.

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Every Pokemon movepool consists of three parts:

1) Level-up list
2) TM list
3) Egg move list

I am not going to consider move tutor and special events moves here. I'm also going to assume that the movepool being created is for a final stage Pokemon.

It is actually better to start from the TM list first, as this can only be created from a choice of 100 moves.


The TM move list

Simply choose moves from the following 100, remembering that the bold ones must be almost always chosen:

Code:
TM01 - Focus Punch
TM02 - Dragon Claw
TM03 - Water Pulse
TM04 - Calm Mind
TM05 - Roar
[B]TM06 - Toxic[/B]
TM07 - Hail
TM08 - Bulk Up
TM09 - Bullet Seed
[B]TM10 - Hidden Power[/B]
[B]TM11 - Sunny Day[/B] (except most Water and Ice Pokemon)
TM12 - Taunt
TM13 - Ice Beam
TM14 - Blizzard
[B]TM15 - Hyper Beam[/B]
TM16 - Light Screen
[B]TM17 - Protect[/B]
[B]TM18 - Rain Dance[/B] (except most Grass and Fire Pokemon)
TM19 - Giga Drain
TM20 - Safeguard
[B]TM21 - Frustration[/B]
TM22 - SolarBeam
TM23 - Iron Tail
TM24 - Thunderbolt
TM25 - Thunder
TM26 - Earthquake
[B]TM27 - Return[/B]
TM28 - Dig
TM29 - Psychic
TM30 - Shadow Ball
TM31 - Brick Break
[B]TM32 - Double Team[/B]
TM33 - Reflect
TM34 - Shock Wave
TM35 - Flamethrower
TM36 - Sludge Bomb
TM37 - Sandstorm
TM38 - Fire Blast
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
[B]TM42 - Facade[/B]
[B]TM43 - Secret Power[/B]
[B]TM44 - Rest[/B]
[B]TM45 - Attract[/B] (except genderless Pokemon)
TM46 - Thief
TM47 - Steel Wing
TM48 - Skill Swap
TM49 - Snatch
TM50 - Overheat
TM51 - Roost
TM52 - Focus Blast
TM53 - Energy Ball
TM54 - False Swipe
TM55 - Brine
TM56 - Fling
TM57 - Charge Beam
[B]TM58 - Endure[/B]
TM59 - Dragon Pulse
TM60 - Drain Punch
TM61 - Will-o-wisp
TM62 - Silver Wind
TM63 - Embargo
TM64 - Explosion
TM65 - Shadow Claw
TM66 - Payback
TM67 - Recycle
[B]TM68 - Giga Impact[/B]
TM69 - Rock Polish
TM70 - Flash
TM71 - Stone Edge
TM72 - Avalanche
TM73 - Thunder Wave
TM74 - Gyro Ball
TM75 - Swords Dance
TM76 - Stealth Rock
TM77 - Psych Up
[B]TM78 - Captivate[/B] (except genderless Pokemon)
TM79 - Dark Pulse
TM80 - Rock Slide
TM81 - X-scissor
[B]TM82 - Sleep Talk[/B]
[B]TM83 - Natural Gift[/B]
TM84 - Poison Jab
TM85 - Dream Eater
TM86 - Grass Knot
TM87 - Swagger
TM88 - Pluck
TM89 - U-turn
[B]TM90 - Substitute[/B]
TM91 - Flash Cannon
TM92 - Trick Room
HM01 - Cut
HM02 - Fly
HM03 - Surf
HM04 - Strength
HM05 - Defog
HM06 - Rock Smash
HM07 - Waterfall
HM08 - Rock Climb
A few comments:

1) Usually, TM moves that are of the same type as the Pokemon are learned by that Pokemon, but there are exceptions.
2) Water Pokemon tend to learn all Ice moves.
3) Fire and Grass Pokemon don't learn any Ice moves (unless they're also part-Ice or part-Water).
4) Ice and Grass Pokemon don't learn any Fire moves (unless they're also part-Fire).


The Level-up list

A Level-up list usually contains between 13 and 16 different moves. It must never contain more than 16 different moves.

Up to three of these moves can be Heart Scale moves.

If the Pokemon for which the movepool is being created has pre-evolution Pokemon, like Arcanine or Ampharos, one of the following two things happen:

1) Up to three Level 1 moves may be repeated in further levels. These moves are learned by its pre-evolution Pokemon as well. For example, Ampharos learns Growl, Thundershock and Thunder Wave at Level 1, and learns them again at Level 5, 10 and 14 respectively.

2) They have a few Level 1 moves, and then an extremely short or non-existent movepool. For example, Arcanine only learns one move at Level 39 (Extremespeed), and the other moves it learns by Level-up are all Level 1 or Heart Scale moves. In this case, the Pokemon would use its pre-evolutions' movepool.

From the 13 to 16 different moves that you're going to write (including the Heart Scale moves), make sure that only one, two, or three of them are competitive moves worth using that are not already learned by the TM list.

The move power of moves tends to increase as the Pokemon levels up.


The Egg moves list

A Pokemon may have as little as 4 egg moves and as much as 12. Usually this number is between 8 and 10.

Pokemon that are genderless or that do not breed do not have any egg moves.

Make sure that, from your egg move list, you don't have more than four that are competitive moves worth using.

Also, the number of viable competitive moves from the Level-up list and the egg moves list (not repeated in the TM list) combined must be between two and six.


Example Movepools

Example 1: Gengar

Level-Up:
Code:
1. Hypnosis
1. Lick
1. Spite
5. Spite
8. Mean Look
12. Curse
15. Night Shade
19. Confuse Ray
22. Sucker Punch
25. Shadow Punch
28. Payback
33. Shadow Ball
39. Dream Eater
44. Dark Pulse
50. Destiny Bond
55. Nightmare
Comment: It has 15 different moves. Only Hypnosis, and to a lesser extent, Mean Look are viable on Gengar. Shadow Ball and Dark Pulse are redundant since they are also TMs.

TMs:
Code:
TM01 - Focus Punch
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM19 - Giga Drain
TM21 - Frustration
TM24 - Thunderbolt
TM25 - Thunder
TM27 - Return
TM29 - Psychic
TM30 - Shadow Ball
TM31 - Brick Break
TM32 - Double Team
TM36 - Sludge Bomb
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Skill Swap
TM49 - Snatch
TM52 - Focus Blast
TM53 - Energy Ball
TM56 - Fling
TM58 - Endure
TM60 - Drain Punch
TM61 - Will-o-wisp
TM63 - Embargo
TM64 - Explosion
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM77 - Psych Up
TM78 - Captivate
TM79 - Dark Pulse
TM82 - Sleep Talk
TM83 - Natural Gift
TM84 - Poison Jab
TM85 - Dream Eater
TM87 - Swagger
TM90 - Substitute
TM92 - Trick Room
HM04 - Strength
HM06 - Rock Smash
Comment: The reason why Gengar is said to have a "huge movepool" is clearly its TM list.

Egg moves:
Code:
Psywave
Perish Song
Haze
Astonish
Will-o-wisp
Grudge
Explosion
Fire Punch
Ice Punch
Thunderpunch
Comment: Practically none of these 10 moves are viable on Gengar, except those that are TMs.


Example 2: Hippowdon

Level-up:
Code:
H. Ice Fang
H. Fire Fang
H. Thunder Fang
1. Tackle
1. Sand-attack
1. Bite
1. Yawn
7. Bite
13. Yawn
19. Take Down
25. Sand Tomb
31. Crunch
40. Earthquake
50. Double-edge
60. Fissure
Comment: It has 13 different moves. Even though the three Heart Scale moves are somewhat viable, they are not exactly gamebreaking. And neither are Yawn and Crunch.

TM list:
Code:
TM03 - Water Pulse
TM05 - Roar
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM15 - Hyper Beam
TM17 - Protect
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM32 - Double Team
TM37 - Sandstorm
TM39 - Rock Tomb
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM58 - Endure
TM68 - Giga Impact
TM71 - Stone Edge
TM76 - Stealth Rock
TM78 - Captivate
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM87 - Swagger
TM90 - Substitute
HM04 - Strength
HM06 - Rock Smash
Comment: Rather limited.

Egg move list:
Code:
Stockpile
Swallow
Spit Up
Curse
Slack Off
Body Slam
Sand Tomb
Comment: Slack Off and Curse stand out. The others 5 moves don't.


Example 3: Heracross

Level-up:
Code:
H. Night Slash
1. Tackle
1. Leer
1. Horn Attack
1. Endure
7. Fury Attack
13. Aerial Ace
19. Brick Break
25. Counter
31. Take Down
37. Close Combat
43. Reversal
49. Feint
55. Megahorn
Comment: Close Combat and Megahorn are the two eye-catchers out of the above 14 moves.

TMs:
Code:
TM01 - Focus Punch
TM06 - Toxic
TM08 - Bulk Up
TM10 - Hidden Power
TM11 - Sunny Day
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM21 - Frustration
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM31 - Brick Break
TM32 - Double Team
TM39 - Rock Tomb
TM40 - Aerial Ace
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM52 - Focus Blast
TM56 - Fling
TM58 - Endure
TM65 - Shadow Claw
TM68 - Giga Impact
TM71 - Stone Edge
TM75 - Swords Dance
TM78 - Captivate
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM87 - Swagger
TM90 - Substitute
HM01 - Cut
HM04 - Strength
HM06 - Rock Smash
Comment: Has all the good physical moves. In particular, the addition of Earthquake and Stone Edge to Heracross' level-up list, and Swords Dance, is what makes Heracross such a dangerous Pokemon.

Egg moves:
Code:
Harden
Bide
Flail
False Swipe
Revenge
Pursuit
Double-edge
Comment: Of the above 7 egg moves, only Pursuit is remotely viable. Interestingly, Heracross does not learn False Swipe via TM but learns it via egg moves. This happens only very rarely. However, if a Pokemon learns a level-up move that is also a TM, it must be listed among the TM list as well.
 

eric the espeon

maybe I just misunderstood
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Very nice, I am glad you agree with the separating into 3 thing.

It describes very well how to make a single movepool, the one problem is is that is does not tell us about how we pick the right movepool or vote on moves, I have some ideas about how this could be done and will post them soon.

Edit: also a few of the Bold TMs are not on all Pokemon, e.g. Attract, Hyper Beam, Giga Impact.
 

eric the espeon

maybe I just misunderstood
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This is a WIP

1. What TM/HMs it gets.
Let the TL (or someone/several people appointed by the TL) write up a proposed list of what TM/HMs it should get, let people comment on it for a day or so, and have the TL (or appointed person/people) change the TM/HM learn list according to peoples suggestions (have a look in the currant movepool thread to see how I have done it).

The most disputed moves are polled by Bold text voting in the same way the Punches and W-o-W were on Revenankh, with each person having a Yes or No vote for each move.

2. What Lv. up moves it gets.
People discuss the possible competitive moves, the TL draws up a list of the most popular 10, Bold text vote (with each person being allowed 3 YES votes and 2 NO votes) to find the most popular 2-4, flavour moves will also be discussed, they will then be organized, by the TL or someone they select (into a Lv. up learn list).

3. Egg Moves
People discuss possible moves (competitive and non-competitive), the TL draws up a list (of about 20) of those with support and they are all voted on by bold text voting (so you say yes or no for each move).


One thing I am adamant about is that the flavour must be kept as an important part of the discussions, and the moves must fit with the art.
 

X-Act

np: Biffy Clyro - Shock Shock
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Yeah, this guide is not about how to choose the moves at all. It's just about how to create a movepool correctly.
 

DougJustDoug

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This is a WIP

1. What TM/HMs it gets.
Let the TL (or someone/several people appointed by the TL) write up a proposed list of what TM/HMs it should get, let people comment on it for a day or so, and have the TL (or appointed person/people) change the TM/HM learn list according to peoples suggestions (have a look in the currant movepool thread to see how I have done it).

The most disputed moves are polled by Bold text voting in the same way the Punches and W-o-W were on Revenankh, with each person having a Yes or No vote for each move.

2. What Lv. up moves it gets.
People discuss the possible competitive moves, the TL draws up a list of the most popular 10, Bold text vote (with each person being allowed 3 YES votes and 2 NO votes) to find the most popular 2-4, flavour moves will also be discussed, they will then be organized, by the TL or someone they select (into a Lv. up learn list).

3. Egg Moves
People discuss possible moves (competitive and non-competitive), the TL draws up a list (of about 20) of those with support and they are all voted on by bold text voting (so you say yes or no for each move).


One thing I am adamant about is that the flavour must be kept as an important part of the discussions, and the moves must fit with the art.
The movepool voting process is currently being discussed in the process workshop thread. This guide, and where it fits in the process, was actually started in that discussion. If you would like to comment on that process, do so in that thread.
 
Only thing I saw on first glance that I didn't like was using Arcanine as an example for how poor the level-up movepool should be. Arcanine evolves via Elemental Stone, and nearly every (if not every) Pokemon who evolves this way generally loses the ability to learn level up moves naturally.

We shouldn't really try to reflect that in CaP, in my opinion. Work on it's usable movepool, and the rest (if it learns those moves as a lower stage only or not) can be determined after the necessary information is done.

Look at Infernape on Shoddy. Nasty Plot is on it's movepool, but it only learns that as Chimchar. So basically, we should just aim for the usable moves, not just "that stage's learnable moves".
 

DougJustDoug

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This guide will not be used to determine the "usable" moves for the pokemon. It will be used to determine how all the usable moves and un-usable moves will be combined into a complete movepool.

I made the following suggestion in the process thread:

The current movepool thread is a total mess. The Movepool section of the project needs a total process revamp. I'm glad Time Mage brought this up.

Based on the suggestions in the past few posts, I'd like to propose the following process for determining the movepool:

Movepool discussion and voting will be divided into three phases
Competitive Attack Moves
Competitive Defense and Support Moves
Complete Movepool​

The TL posts an initial Attack movepool in the OP of a discussion thread. People post regarding necessary additions and removals. No full moveset posts are allowed.

At the conclusion of the Attack discussion, the TL will open an Attack voting poll to vote on controversial changes to the Attack movepool.

At the same time the Attack voting thread is opened, the Defense and Support movepool discussion thread will be opened.

At the conclusion of the Defense and Support movepool discussion, the TL opens a Defense and Support voting poll to vote on controversial changes to the Defense and Support movepool.

Based on participation in the previous movepool threads, the TL will select several members to present a complete movepool submission. Since all the competitive moves will have been decided, the movepool submissions will merely add "flavor" moves to round out the movepool.

A guide should be written to describe the characteristics of an appropriate movepool. X-Act's guide is an excellent start. If anyone attempts to include a competitive move, not agreed in the previous polls, it will be the TL's responsibility to see that the submitter removes them from the full movepool submission.

The movepool submissions will be voted on by the community. No alterations, edits, or conditional votes will be accepted. By the time the final movepool is polled, all competitive aspects should have been decided. Therefore, the final movepool is really a vote of individual preference on what best fits the flavor of the pokemon.
This guide will be used by submitters in the final phase of the Movepool Voting process (bolded above).
 

eric the espeon

maybe I just misunderstood
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Agree that that could work well.

How will the TL chose what moves are classed as competitive? some things are usable but not truly competitive e.g. Dragon Rush Garchomp some would be competive but not on that pokemon e.g. EQ Blissey, Focus Blast Luke. and some are usable on gimmiky sets e.g. Mean Look on Gengar.

Should it be that the voters of CaP get to see the full movepools before the poll and say if something should be removed?
 

DougJustDoug

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Agree that that could work well.

How will the TL chose what moves are classed as competitive? some things are usable but not truly competitive e.g. Dragon Rush Garchomp some would be competive but not on that pokemon e.g. EQ Blissey, Focus Blast Luke. and some are usable on gimmiky sets e.g. Mean Look on Gengar.

Should it be that the voters of CaP get to see the full movepools before the poll and say if something should be removed?
This thread is about X-Act's Guide -- not the voting process for movepools. If you want to discuss the voting process, take it to the process workshop thread. How many times do I have to say it?
 
Doug, if you were referencing me earlier with the usable part, I meant usable as in moves it can use rather than just ones it knows. Example being Infernape can use Nasty Plot, but doesn't learn it. You have to learn it from Chimchar's movepool to use it on Infernape, which is why I was saying for CaP Pokemon to just include all usable moves on it's movepool.

Basically, I don't want a fourth/fifth section for "Earlier Stage Moves" to start popping up.
 
Most Pokemon have the ability to learn Rain Dance except Fire types not named Flareon, Moltres, Entei, or Ho-oh, so you might want to include something along the lines of "7) Most Pokemon tend to learn TM18 - Rain Dance (unless they are a Fire type)."
 
This thread is about X-Act's Guide -- not the voting process for movepools. If you want to discuss the voting process, take it to the process workshop thread. How many times do I have to say it?
I have a feeling that the usability level of a move tends to be too subjective to lend itself to "include no more than four here and no more than three there." We also may run eventually into the problem of a pokemon that needs a lot of non-TM moves to be viable.
Wouldn't it be more constructive to allocate moves by fraction of the movepool per learning group rather than number? For example, rather than say that no more than four moves should be egg moves, instead say that no more than 10% of the "viable" movepool can be in the egg group.

At least there must be a caveat to say that this is not the way moves should strictly be allocated, and it should not influence what moves the pokemon is capable of learning.
 

X-Act

np: Biffy Clyro - Shock Shock
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Sorry if I didn't edit this article... yesterday I had to attend a wedding and I didn't have the time to see the responses here.

This article is only about how to write a movepool. Not how to know if a move is viable or not, or the voting process. I just wanted to make that clear to everyone.

I'll try to edit stuff later, I promise.
 

X-Act

np: Biffy Clyro - Shock Shock
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Edited the guide.

I have a feeling that the usability level of a move tends to be too subjective to lend itself to "include no more than four here and no more than three there." We also may run eventually into the problem of a pokemon that needs a lot of non-TM moves to be viable.
Wouldn't it be more constructive to allocate moves by fraction of the movepool per learning group rather than number? For example, rather than say that no more than four moves should be egg moves, instead say that no more than 10% of the "viable" movepool can be in the egg group.

At least there must be a caveat to say that this is not the way moves should strictly be allocated, and it should not influence what moves the pokemon is capable of learning.
I don't know if I understand you correctly, so forgive me if I don't.

What I said in the guide is
  • you must have up to three usable moves in the level-up list that are not TMs
  • you must have up to four usable moves in the egg moves list that are not TMs
  • the total number of usable moves in the level-up list and egg moves list that are not TMs must not exceed six
The above must hold no matter how many moves you decide to write. You can have only 4 breeding moves and all of them can be viable moves. You can have 12 breeding moves out of which only one is viable.

I decided to write those three examples to illustrate that these restrictions hold for all Pokemon, even for those that are OU. All the 3 Pokemon that I put as examples are OU, and are a Stage 2, a Stage 1 and a non-evolving Pokemon respectively.
 
Leafeon...

LEAF BLADE
GRASSWHISTLE
BATON PASS
QUICK ATTACK
SYNTHESIS
WISH
YAWN

Learns all those moves through level up or breeding, and are all included
in it's smogon analysis, that's 7, 7 moves, ahahaha (lame count imitation)
 
Leafeon...

LEAF BLADE level
GRASSWHISTLE level
BATON PASS prevo
QUICK ATTACK level (competitively viable is hazy here)
SYNTHESIS level
WISH egg
YAWN egg

Learns all those moves through level up or breeding, and are all included
in it's smogon analysis, that's 7, 7 moves, ahahaha (lame count imitation)
That's four level, two egg, and one prevo. The only rule it breaks is the three level move rule, and it only breaks that by one (dubious) move.
 

tennisace

not quite too old for this, apparently
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Since when is Grasswhistle a main-set must have option? 55% Accuracy when you could have Yawn isn't worth it.
 
I have a feeling that the usability level of a move tends to be too subjective to lend itself to "include no more than four here and no more than three there." We also may run eventually into the problem of a pokemon that needs a lot of non-TM moves to be viable.
Wouldn't it be more constructive to allocate moves by fraction of the movepool per learning group rather than number? For example, rather than say that no more than four moves should be egg moves, instead say that no more than 10% of the "viable" movepool can be in the egg group.

At least there must be a caveat to say that this is not the way moves should strictly be allocated, and it should not influence what moves the pokemon is capable of learning.
I want to call darkflagrance a pyschic. He predicted this before we even started on DLL (he needs a name).

Also, Dane called the Tailwind thing.
 

X-Act

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Use your common sense. Don't put 18 moves in a level-up list. Don't put Earth Power, Hypnosis, Nasty Plot, Baton Pass and Hydro Pump in the same level-up move. That kind of stuff.

Just give a look at the movepools of regular Pokemon to have a good idea of how your movepool should be.
 

Deck Knight

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Proposal for an extensive review of Pokemon Movepools

I received permission from X-Act and DougJustDoug to post this proposal.

Essentially what I've been undertaking the last few days is an extensive look into movepool commonalities among types. Specifically, I looked at trends among pokemon morphology, e.g. their physical features. Special attacks are not nearly as picky as the physical ones.

The next step of the project is going through each TM, HM, Tutor Move and a final Other Competitive Move listing for what trends as far as type and features receives them.

The ultimate goal is to have a firmer grasp of movepools based on what is in the actual Pokemon game. The guide is not designed to be an iron-clad yes or no on any move, only to highlight in-game trends. It will enable us to make better, more informed movepool decisions based on data instead of "flavor."

/End Proposal outline.

I'll post some of the work I've been doing and some explanations below in Code, so you can overview them:

Code:
Essential Morphology:

Attacks which require specific morphology are almost always physical. Each feature will be covered, and later when going through the type lists, there will be abbreviations with notes on types allowed.

Beak: [B]

In order to use Pluck or Drill Peck, a pokemon must have a beak.

Claws: [C]

In order to use “Slash” or “Claw” moves, a pokemon must have claws on their hands or feet.

Fangs: [F] In order to use “Fang” attacks, Bite, and Crunch, a pokemon must have jaws capable of bearing down harshly.

Head: [He]

In order to use Head attacks, a pokemon must be able to charge head first into the enemy. Generally the harder the head, the more head attacks will be available.

Horn: [Ho]

In order to use Peck or “Horn” Attacks, a Pokemon must have a horn.

Kicks: [K] 
In order to use “Kick” moves, a pokemon must be able to extend their legs in a competent manner.

Punches: [P]

In order to use any “Punch” move, a Pokemon must be able to make a fist. Sucker Punch is not considered a “Punch” move.

Rotation: [R]

In order to use Rapid Spin or Gyro Ball, Pokemon with rotund bodies or other rotation mechanisms are required. Occasionally rotation allows other moves to be used.

Tail: [T]

In order to use Tail attacks, a pokemon must have a tail.

Wings: [W]

In order to use “Air” and “Wing” moves, a pokemon must have some form of developed wing structure.
[B]
Type Diversity Matrix:[/B]

This section will go over which types tend to always have or deliberately exclude other attacking types in their movepools. After a brief overview, morphological categories listed above will be used to highlight newly available movepool options. For example, if they have Wings, Normal types usually get Flying moves and Heat Wave.

[B]Breakdown:[/B]
Always: Attacks they will always be eligible for, invariably (90-100% possess the move)

Rare attack types: Attack types (other than weather) that can be found on only one or two of the Pokemon in the type.

Afterwards the abbreviated categories above will display individual moves pokemon with those features of that type get. E.g. No Bug types have beaks, but several have Wings. Unlike Normal types, however, Bugs with wings do not get Heat Wave.

The next section is based on the above, so its necessary to look at before moving on. The bracketed letter is the abbreviation used in the next section. Here are three excerpts:


Water:

The second most abundant type after Normal, Water has a lot of diversity in special attacks, but little in physical. It usually overrides any secondary type in movepool options.

Always: Water, Ice
Rare attack types: Fire, Grass, Psychic

B: Peck, Pluck, Drill Peck
C: Aerial Ace, Metal Claw, Night Slash, X-Scissor, Crabhammer
F: Ice Fang, Crunch
He: Iron Head
Ho: Horn Attack, Poison Jab, Megahorn, Horn Drill
K: N/A
P: Ice Punch, Brick Break, Focus Punch
R: Rapid Spin, Rollout, Ice Ball, Gyro Ball
T: Aqua Tail, Iron Tail
W: Roost, Tailwind, Twister, Air Cutter, Air Slash, Steel Wing, Icy Wind, Ominous Wind

Fighting:
Fighting types have a wide array of offensive attacks to choose from, but are treated as a secondary type when it comes to most movepools.

Always: Fighting
Rare attack types: Psychic, Bug, Dragon

B: Peck, Brave Bird
C: Aerial Ace, Shadow Claw
F: N/A
He: N/A
Ho: N/A
K: Low Kick, Double Kick, Blaze Kick, Jump Kick, Hi Jump Kick
P: Mach Punch, Bullet Punch, Fire Punch, Ice Punch, Thunderpunch, Brick Break, Poison Jab, Sky Uppercut, Dynamicpunch, Focus Punch
R: Rapid Spin, Gyro Ball
T: N/A
W: N/A

Psychic:

Psychic types get an assortment of special attacks, but have a fairly shallow physical movepool. Usually they add their signature moves and subtract their Rare attack types from a movepool.

Always: Psychic, Signal Beam, Energy Ball and/or Grass Knot
Rare attack types: Dark, Dragon, Poison

B: Peck, Pluck
C: Aerial Ace, Metal Claw
F: N/A
He: Zen Headbutt, Iron Head
Ho: N/A
K: N/A
P: Fire Punch, Ice Punch, Thunderpunch, Drain Punch, Brick Break, Focus Punch
R: Rollout, Gyro Ball
T: N/A
W: Roost, Tailwind, Featherdance, Twister, Air Cutter, Fly, Heat Wave, Ominous Wind

I'm still trying to clean up my explanations of primary and secondary types for movepool purposes.

However, the gist of it is this:

The way to read this when building a movepool is to look at the types of the Pokemon.

If a Pokemon is Water/Fighting and it has a beak, it should be able to eligible for Peck, Pluck, Drill Peck, and Brave Bird because there is precedent for this.

I'm still not completely sure if Brave Bird should be in the section though, since it seems to require a pokemon have a beak and some level of noted bravery (which explains why Fearow and Honchkrow, among other things don't get it, yet Blaziken learns it by Level-Up), but its been depicted as a full-on charge attack.

If a Water/Figthing type has Wings, Fighting is silent on the matter; no Fighters have wings. Water has a winged pokemon in Pelliper, so displayed is all of its "winged" movepool. Water types with wings get Icy Wind, but not Heat Wave.

If a Water/Fighting type has fists for Punches, then Water as a general rule overrides it. Of the waters who can use Punches, Only Ludicolo gets either Thunderpunch or Fire Punch. Every other water type is restricted to Ice Punch only. Brick Break and Focus Punch are the staples of every "Punching" pokemon.

As far as Kicks go, Water types have no impact on the matter, but Fighters can use anything.

The Head moves were actually fairly interesting. I decided to exclude both Zen Headbutt and Iron Head from the Fighting moves because only Lucario and the part Psychics actually learned ZH and only Hariyama learned Iron Head. Fighters seem to avoid using their heads for doing damage as a general rule. So really, there was only one "legit" example of a head attack for each.

And so on.

I selected Psychic for the third excerpt because I discovered that every single Psychic learns Signal Beam, and an overwhelming majority learn either Energy Ball or Grass Knot. The exceptions to Energy Ball are Espeon, and the Water/Psychic, Ground/Psychic, Rock/Psychic, and Steel/Psychic types, who all learn Grass Knot instead. Some Psychics learn both.
 

X-Act

np: Biffy Clyro - Shock Shock
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I might be wrong, but don't all Psychic Pokemon learn Calm Mind as well?
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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I might be wrong, but don't all Psychic Pokemon learn Calm Mind as well?
The "Psychic" in Psychic meant any move of the Psychic type. I was shooting for eligibility. For example, not every Psychic learns Psybeam, but all of them can use basically any Psychic move you put on there.

Calm Mind would be covered later under the TM section.

Just like Bulk Up is learned by all fighters, Thunder Wave by all electrics, and Will-O-Wisp by all fire types. Usually if a TM is a permanent status inducing move or a stat-up, every pokemon of the type can learn it [Tutor moves follow a different logic], Normal types and No TM pokemon excluded. Moves with weirder effects like Embargo and Snatch are not as common.
 

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