I had an incident where I copied over my data, so I've had to spend the last few days getting re-motivated and doing it over again.
I still have the TMs Section to do, but I figure I'll post these articles for your review.
From the Movepool Guide(WIP)
Type Diversity Matrix:
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.
What I tried to do in the essential morphology section is get a consensus on what type of pokemon get which moves based on their body parts. Electric is a good example of my discretion. There are 3 Electrics with punches. Raichu only gets Thunderpunch, Ampharos gets Fire Punch and Thunderpunch, and Electivire gets all 3 elemental Punches. Thus I split the difference and went with Fire Punch and Thunderpunch. Brick Break and Focus Punch were unanimous.
With the exceptions of Normal and Flying, most types only had one pokemon with a beak or wings, so I copied down that pokemon’s whole relevant move list as a template.
Interpreting the Matrix
The Type Diversity Matrix is all about creating a pokemon’s initial allowable movepool.
For example. If CAP were to create an Electric/Grass type, its initial allowable competitive movepool would start with the “Always” moves. Take the type descriptions and go from there:
Grass acts as a primary type most of the time.
The initial disallowed movepool will be more contentious. It would look at the rare attack types to determine unlikely damaging attacks. Grass and Electric both rarely see Ghost, Psychic, and Water moves, so those would be the first to go. Follow through and it would be along the lines of the following:
Support Moves are foggier territory than attack moves. For example, despite rarely having Water or Psychic attacks, the theoretical Electric/Grass is already assumed to be eligible for Rain Dance and Light Screen.
Finally, there are what some often call “flavor” moves. This is why we have the Essential Morphology breakdown. For example, if our Electric/Grass CAP Artist comes up with a design that has usable arms, one could, since Electric and Grass are both primary types, have a good discussion on whether or not it should get Fire Punch. Electrics with punches tend to get it, Grass types rarely get Fire moves at all. Ice Punch, however, seems to curry no favor with either Grass or Electric generally. That being said, both Ludicolo and Electivire get Ice Punch, so the argument against Ice Punch is not canonically bulletproof.
This could use a good update. I'm still working on it, but its been going pretty slowly.
I'll post up the first 26 TMs for feedback.
This section goes over the general trends in TMs, type by type, including relevant features and exceptions. Pokemon that are unable to learn TMs are inherently excluded.
TM 01: Focus Punch
Focus Punch is learned by every single pokemon with physically attached, extendable arms. This excludes disembodied arms such as Haunter’s or Raticate’s footlike claws.
Exceptions: Tyrogue, Hitmontop, Whismur line.
Oddball learners: Sandslash
TM 02: Dragon Claw
Dragon Claw has no particular trend among types, save it is learned among the Dragon type and what Gamefreak seems to hold as pseudo-dragons. Generally they are in the Dragon Egg Group. Phyical attributes of most learners: large, bipedal, fully evolved reptilian style pokemon.
TM 03: Water Pulse
Water Pulse is learned by all Water pokemon, and all Ice pokemon with the exception of the Swinub line. Many Pure Normal pokemon also get it, with no particularly common feature. Anorith seems to be based on an ancient aquatic vertebrate, so it also learns Water Pulse.
Calm Mind is learned by all except two psychic pokemon lines and roughly half of Ghost pokemon learn it. It is common among special-attack oriented Normal types and a few Dark types. All GSC Era legendaries possess it.
Roar is learned by most fully evolved pokemon based on mammalian or reptilian design. Pokemon outside that general description are noted as being territorial, as in the case of Skarmory and Sharpedo.
TM 06: Toxic
Every pokemon capable of learning TMs learns Toxic.
TM 07: Hail
Hail is learned only by Water pokemon, Ice pokemon, pokemon with dex entries claiming they can change weather patterns such as Dratini line and Castform, and scattered legendaries.
TM 08: Bulk Up
Bulk Up is learned by every fighting type, then dispersed upon bipedal pokemon with access to Close Combat via Breeding.
Oddball learners: Buizel line.
TM 09: Bullet Seed
Bullet Seed is learned by all Grass types, plus Remoraid line and Mantine.
TM 10: Hidden Power
Every pokemon capable of learning TMs learns Hidden Power.
TM 11: Sunny Day
Sunny Day is learned by every pokemon except for Water and Ice types.
Vaporeon and Glaceon aren't really exceptions, as they inherit the ability from Eevee. Lotad line isn't an exception at all, being Grass-type.
Notable exception to Giga Drain is Kabutops. This was largely how we justified putting it on Stratagem. Additionally, Xatu and Uxie get it with no real explanation. Lastly, I assume by "Bug Poison types", you mean "Bug and Poison types", as both bug-types and poison-types tend to get the move.
The Guide is supposed to be a general guideline for setting up movepools. I didn't feel the need to be that exhaustive. It's supposed to be a trend analysis, not a rehash of Serebii, which is why it focuses primarily on types/traits rather than individual pokemon. If you want to make an argument for Giga Drain on a Psychic type, that would be the time to bring up Xatu. Most people would probably abide it anyway, since Psychic types always get either Energy Ball or Grass Knot to begin with.
I should perhaps mention that I ignore things like Legendaries because they generally have bloated movepools far beyond most of their type. I also try to avoid using the "super filler" pokemon (Aggron/Rhyperior/Nidos etc.) if I can, since generally speaking they also get the most abnormal stuff. Basically its a judgement call.
Alright, so I think this needs a kickstart for one simple reason:
I've decided a while ago that doing the TMs was a fruitless effort. People will always complain about flavor vs. non-flavor, and additionally it was too hairy and subjective process to ever have been deemed credible coming from only one user (ie me.)
However what has disturbed me is that we always complain about the poor quality of Attacking/Non-Attack move posts when the literally start out with a blank slate.
We can address the specific policy after CAP8 is finished (I will craft a PR thread), but for now I'll post the sections that are relevant, specifically those moves that are attached specifically to types in large enough quantities to be allowed without extenuating circumstances.
I will edit the full guide in shortly, I'm working on it now.
Use Ctrl + F to find a type:
Pokemon initial Allowable/Unallowable moves.
These moves are initially allowed and have the following properties:
1. Non-Pokemon Exclusive (Aeroblast, Sacred Fire, etc.)
2. Found on a majority of their type considering only that type’s pokemon.
3. Exceptions made for non-legendary “exclusives” (Twineedle, Megahorn)
4. At least plausibly competitive.
If a CAP has two types, include the initial options of both types.
Always: Moves pokemon always get. If it lists a type, it means all the moves in that type, give or take a few small exceptions like legendary moves etc.
Rare Attack types: While not unallowed, they generally aren't seen on that type.
I know that this doesn't matter, but all the more reason for a nobody like me to post it.
Levels of Level-Up Moves:
For the first Pokemon of an evolutionary line, all the levels have some sort of pattern associated with it that is kept consistant for all moves (exceptions include when a Pokemon learns 2 or 3 of Poisonpowder, Sleep Powder, and Stun Spore consecutively, which are learned 1 or 2 levels of each other regardless of the pattern for the rest of the moves). Level 1 moves are considered Level 1 or Level 0 for the pattern of these moves, depending on Pokemon.
-- Scratch (treated as Level 1 in this case)
-- Leer (treated as Level 1 in this case)
7 Ember (+6)
9 Taunt (+2)
15 Fury Swipes (+6)
17 Flame Wheel (+2)
23 Nasty Plot (+6)
25 Torment (+2)
31 Facade (+6)
33 Fire Spin (+2)
39 Slack Off (+6)
41 Flamethrower (+2)
As we can see, the pattern is +6/+2/+6/+2, etc. These are usually the addition of 1 or 2 numbers (which alternate in the case of 2 numbers).
When a Pokemon evolves by Leveling Up to a specified level, then all moves after that level must be the same levels as their pre-evolution, plus a number which can either be constant or part of a pattern in itself. Also, a new move may be added at the exact level as the level the Pokemon evolved at.
Here, the levels go up from Monferno's levels by the same pattern as the same moves did for Monferno from Chimchar. This isn't always the case.
Levels for Pokemon which have evolved using an Evolutionary Stone must be the same as a level that their pre-evolved form* learned a move or must be one of those levels +10 or -10 (-10 is for Poliwrath and Politoad only for real Pokemon, so far). Usually, Pokemon learn later moves (if at all) at the same level as their pre-evolution learned their final move, and then higher (if they learn more moves), although they can also be comparatively low as well.
* If they are part of a split evolution, it must be a level that the other evolution of their pre-evolution learned a move (or +/-10).
Whenever a Pokemon evolves by a method other than Leveling Up at a specific level or via Evolutionary Stone, that Pokemon retains the level pattern as their pre-evolved form, unless that Pokemon is part of a spilt evolution (where the Pokemon will instead get the level pattern as the other evolution of their pre-evolved form). If these Pokemon get new moves, then the pattern continues with the level where it was last left off.
TO BE CONTINUED
EDIT: There is no difference between a Level 1 move and a Heart Scale move. Heart Scale moves are just Level 1 moves that that Pokemon's pre-evolutions can't learn at Level 1.