capefeather
toot
More movepool discussion, huzzah! Again, our Movepool Leader, alexwolf, will guide us through this thread and present a finalized list of moves that users will be allowed to include in their movepool submissions. This time, we're dealing with non-attacking moves. When posting in this thread, be sure to focus your arguments toward alexwolf and his questions, as his is the primary authority in deciding the final list of allowed and disallowed moves.
Note: Several posts had to be deleted or edited in the attacking move discussion due to flavour-based reasoning. Please back up your arguments with reasoning that's relevant to the competitive side of Pokemon, since that's what most of these discussions are about other than art and such.
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 non-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 alexwolf posts his opening remarks and questions for discussion.
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Concept:
Type: Electric/Poison
Abilities: Storm Drain / (Insomnia/Vital Spirit)
Stats: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe
Leadership Team:
Pwnemon- Topic Leader
ginganinja - Ability Leader
srk1214 - Typing Leader
alexwolf - Movepool Leader
Deck Knight - Stats Leader
Note: Several posts had to be deleted or edited in the attacking move discussion due to flavour-based reasoning. Please back up your arguments with reasoning that's relevant to the competitive side of Pokemon, since that's what most of these discussions are about other than art and such.
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 non-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 alexwolf posts his opening remarks and questions for discussion.
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Concept:
Yilx said:Name: Einherjar ~Acta Est Fabula~
Description: A Pokemon that dissuades your opponent from fainting it, or can even leave it's presence on the field felt even after it faints.
Justification: When a Pokemon faints, it's usually thought of as the battle having gotten down to a 5-6. However, we've yet to discover if a Pokemon can leave a lasting impression on the battle even after having fainted; be it through moves like Healing Wish and Destiny Bond, placing hazards that the opponent can't remove as their removal has been taken care of, or by leaving an opponent's key member weakened and/or taken out.
Questions To Be Answered:
- How can a Pokemon leave a long-lasting effect on the rest of the battle with just it's moves?
- How the hell is it different from simply ramming a sacrificial martyr into your opponent's team and hoping it punches holes in it?
- Building on the previous question, is it possible to build this Pokemon as a defensive threat rather than a "Glass Cannon"?
- Is it even possible for a Pokemon to leave a lasting effect on on the battle, even after it faints?
- Could changing your opponent's way of thinking even be plausible? From, "I need to take CAP X out!", to, "Damn, if I take CAP X out, I'll be in trouble...!"
Type: Electric/Poison
Abilities: Storm Drain / (Insomnia/Vital Spirit)
Stats: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe
Leadership Team:
Pwnemon- Topic Leader
ginganinja - Ability Leader
srk1214 - Typing Leader
alexwolf - Movepool Leader
Deck Knight - Stats Leader