The final competitive piece of the CAP puzzle is a complete Movepool. Here, we will begin shaping CAP 18's final movepool by discussing which competitive attacking moves the community believes should be accessible to this Pokemon. Our Movepool Leader is ginganinja and he will be leading this discussion and evaluating arguments for or against various attacking moves. At the conclusion of this thread, he will present a finalized list of attacking moves that users will be allowed to include in their Final Movepool submissions. When posting in this thread, be sure to focus your arguments toward ginganinja and his questions, as his is the primary authority in deciding the final list of allowed and disallowed moves.
An attacking move is a move that deals damage to an opponent as its main purpose or one of its main purposes. All other moves are considered non-attacking moves. It is important to distinguish attacking moves, which can be used specifically to deal damage, from non-attacking moves, which are used for some major effects but may happen to deal a small amount of damage. For some moves, such as Rapid Spin, this is clear-cut. However, the classification of moves such as U-turn and Volt Switch are dependent on the user's ability to damage the opponent with the move. Competitive moves are moves that are viable for use in battle on a given Pokemon. This categorization is also Pokémon-dependent.
The Movepool Leader has sole discretion for interpreting which moves are considered attacking or non-attacking, and which are considered competitive or non-competitive, for this project. He/she will post a list of competitive attacking moves in the first reply to this thread, and classify them into five or six groups:
Remember that, technically, nothing is set in stone until the thread is closed.
Rules for posting in this thread:
This thread will be open for discussion as soon as ginganinja posts his opening remarks and questions for discussion.
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CAP18 so far:
Leadership Team:
DetroitLolcat - Topic Leader
jas61292 - Typing Leader
PttP - Ability Leader
srk1214 - Stats Leader
ginganinja - Movepool Leader
Abilities: Analytic / Infiltrator / ???
Stats: 100 HP / 45 Atk / 80 Def / 135 SpA / 100 SpD / 95 Spe
An attacking move is a move that deals damage to an opponent as its main purpose or one of its main purposes. All other moves are considered non-attacking moves. It is important to distinguish attacking moves, which can be used specifically to deal damage, from non-attacking moves, which are used for some major effects but may happen to deal a small amount of damage. For some moves, such as Rapid Spin, this is clear-cut. However, the classification of moves such as U-turn and Volt Switch are dependent on the user's ability to damage the opponent with the move. Competitive moves are moves that are viable for use in battle on a given Pokemon. This categorization is also Pokémon-dependent.
The Movepool Leader has sole discretion for interpreting which moves are considered attacking or non-attacking, and which are considered competitive or non-competitive, for this project. He/she will post a list of competitive attacking moves in the first reply to this thread, and classify them into five or six groups:
- Required - Moves are those that must be in every movepool submission.
- Allowed - Moves that have been agreed through general community consensus to be allowed in the Pokémon's final movepool
- Disallowed - Moves that have been agreed through general community consensus to be disallowed from the Pokémon's final movepool
- Controversial - Moves that did not reach general community consensus, and will require a specific vote.
- Pending - Moves that have not received enough support or opposition to determine whether they are allowed, disallowed, or controversial
- Need Discussion (optional) - Moves that the Movepool Leader may want to draw specific attention to at any given time. This will be updated frequently, so check back frequently.
Remember that, technically, nothing is set in stone until the thread is closed.
Rules for posting in this thread:
- All posts should be presented with reasoning. NO flavor-based logic will be tolerated.
- It is the responsibility of each user to check the OP before making any post in the thread, so as to stay relevant.
- Posting lists of moves is strictly prohibited, even with explanations. Do not copy the Move Leader's list, and then add "Yes/No" or a similarly worthless comment, beside each one.
- The Movepool Leader and Topic Leader are the sole arbiters for determining "general community consensus". The Movepool Leader may ignore arguments for or against certain moves, if he/she feel the argument is not presented with sufficient evidence or reasoning. Do not assume that the existence of a few dissenting posts will ensure that a move will be categorized as controversial.
- Non-competitive moves should not be discussed in this thread, unless you feel they are incorrectly categorized and should be considered competitive. In this case, you can post reasoned arguments in this thread.
This thread will be open for discussion as soon as ginganinja posts his opening remarks and questions for discussion.
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CAP18 so far:
Leadership Team:
DetroitLolcat - Topic Leader
jas61292 - Typing Leader
PttP - Ability Leader
srk1214 - Stats Leader
ginganinja - Movepool Leader
Concept: Major Third
General Description: A Pokemon that forms an effective offensive or defensive core with two lesser-used OU Pokemon.
Justification: Cores have always been an integral part of the metagame, whether you're running Talonflame/Staraptor to brute force everything, Slowbro/Amoonguss/Heatran for Regenerator-Leftovers stalling, or a whole team of Dragons + Magnezone. We've previously explored what it takes to make a successful partnership in CAP11 (Voodoom), but the metagame (and the simulator!) has changed dramatically since Voodoom's creation. I would also like to up the ante a little bit: Instead of just one, can we now take TWO Pokemon and find their missing piece? Whether we opt to build on an established two-Pokemon partnership or choose two previously unrelated Pokemon and put them together, I think that we can certainly find a Voodoom for a more offensive time.
Questions to Be Answered:
- How do effective cores in the current metagame differ fundamentally from the cores of previous metagames, if at all?
- Is synergy as important (relative to power) in the current metagame as it previously has been? (That is, has power creep rendered synergy unnecessary?)
- What differences are there between tailoring a Pokemon to two others and tailoring it to one? What else must be considered besides weaknesses and resistances?
- How does the addition of a Pokemon to a core change what other Pokemon can be effectively run alongside the core?
- Does Team Preview make running cores more difficult?
- Is it possible to create a core uncounterable by a single Pokemon? (For example, Celebi/Heatran/Jellicent was a very effective BW core that got slaughtered by Tyranitar. Can a core force opponents to counter it with another core?)
- Tagging onto the above, what is required to "counter-core" a core? What combination of offensive and defensive characteristics among "counter-core" members achieves this?
Typing: Fire / WaterPokemon CAP18 should threaten:
It's important that, first and foremost, we threaten the Pokemon and strategies that our core has no answer to. In general, the degree to which a Pokemon threatens Latias and Lucario should be the degree to which CAP18 threatens that Pokemon.
Ghost-type Pokemon: Aegislash, Gengar
Fairy-type Pokemon: Clefable, Mawile predominantly. Togekiss, Sylveon and Azumarill to somewhat lesser extents.
Some Fire-type Pokemon: Mega Charizard Y, Heatran, Talonflame to a much lesser extent.
Bug-type Pokemon: Scizor, Forretress, Volcarona.
Ground-type Pokemon*: Landorus-Therian, Hippowdon, Excadrill.
When I say "to a lesser extent", I mean that CAP 18 should be a threatening presence to this Pokemon, but it should not be an ultra-reliable counter. CAP18 should perform well against every Pokemon on this list, but that doesn't mean CAP18 needs to unconditionally switch into and force out these Pokemon. It should likely be able to do one or the other, but countering all of these Pokemon is neither feasible nor recommended.
CAP18 should be able to handle, either by switching in or 1v1, the Pokemon that defeat at least one of our core members that the other one cannot switch into. For example, Mega Charizard X is a Pokemon that defeats Lucario 1v1 that Latias can't switch into. If Multiscale is active, so is Dragonite. Gyarados, before it Mega Evolves, fits this bill.
*With a weakness to Ground, this will be a difficult task. We should threaten these Pokemon as well as we can, but we should not expect to counter Ground-types, but rather defeat them 1v1.
Pokemon CAP18 should be threatened by:
We should be okay with CAP 18 losing to Pokemon that the rest of our core handles well. For example, Latias is a tremendous answer to Rotom-W, and CAP18 is weak to Electric and does not have a STAB that can hit Rotom-W even neutrally. Rotom-W isn't particularly bothered by Fire- and Water-type support options, so making Rotom-W anything other than a threat to CAP18 is fitting a square peg into a round hole. Keldeo is a similar example, although Keldeo is so commonly paired with Pursuit Aegislash (the bane of this core) that it's not safe to let Keldeo counter this CAP.
Bulky Waters: Rotom-W, Keldeo to a much smaller extent.
Bulky Dragons: Latias, Latios, Goodra.
Walls with minimal offensive presence: Chansey, Blissey.
Pokemon not on either of our threatlists should be overly specifically threatening or threatened by CAP 18. Just because a Pokemon is not in the second list doesn't mean it is our prerogative to beat it. The same goes with Pokemon not in the first list: we shouldn't be expected to lose to every Pokemon that we don't threaten.
Abilities: Analytic / Infiltrator / ???
Stats: 100 HP / 45 Atk / 80 Def / 135 SpA / 100 SpD / 95 Spe