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CAP 16 CAP 5 - Part 10 - Movepool Submissions

Discussion in 'CAP Process Archive' started by Birkal, Apr 12, 2013.

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  1. Nyktos

    Nyktos Custom Loser Title
    is a Pre-Contributor

    Joined:
    Aug 27, 2008
    Messages:
    565
    Extrasensory should be fine. If you look back that the attacking moves discussion, special moves are considered noncompetitive and thus allowed by default, with the exception of strong Fire moves.
  2. Basileus

    Basileus

    Joined:
    Dec 31, 2012
    Messages:
    279
    Guys, I am basically Final Submission, but still kinda sorta WIP with final touches and stuff. I don't expect this to be picked, but I had too much fun making it to really care. Feedback still being accepted and GL to everyone! I hope to bring out Mal's full potential. I personally really like Deck Knight's submission. However, he doesn't have restrictions on his egg moves (idk if that was required, I thought it was).

    Edit: Final submission up. I might still edit it but only if I spot a grammar mistake or try to re-word something. Thanks to CiteAndPrune for his input.
  3. McLuvdisc

    McLuvdisc

    Joined:
    Mar 1, 2010
    Messages:
    336
    Hey guys! I've been lurking in the CAP forums for a while, and I'm finally going to try my hand at a submission. Here goes nothin'!

    VGMs are in bold.

    FINAL SUBMISSION

    LEVEL-UP

    Show Hide


    1 – Vine Whip
    1 – Bite
    1 – Wrap
    1 - Body Slam
    5 – Sweet Scent
    10 – Pursuit
    15 – Bestow
    20 – Knock Off
    25 – Grasswhistle
    30 – Nightmare
    35 – Glare
    40 – Encore
    45 – Crunch
    50 – Power Whip
    55 – Nasty Plot
    60 – Memento
    65 - Synthesis
    70 - Super Fang

    EXPLANATION: I was inspired by (read: ripped off) Bull of Heaven's idea of pairing opposite-themed moves for flavor purposes. I think this is a cool idea, because it represents the dual nature of the snake in the Judeo-Christian creation myth. You could argue that this snake did a good thing by giving Adam and Eve "knowledge of life and death"; however, he also led them to sin by doing so. It's a brilliant concept, and I give full credit to Bull of Heaven for coming up with it. However, I did things a little differently than he did.

    You'll notice that my Level-Up list has Malaconda starting off with a complete set of four moves: Vine Whip, Bite, Body Slam, and Wrap. The way I figure it, our devious friend has the body of a snake (albeit a nonvenomous one), so he should start off knowing all the basic things that a snake can do - whip it's tail, bite an enemy, etc. It's only with experience that he'll learn how to do the really devious stuff, because that takes finesse.

    Moving on, here are the pairs as I see them:

    Sweet Scent / Pursuit: Luring enemies in VS. chasing after them.

    Bestow / Knock Off: Giving an item VS. taking one away.

    Grasswhistle / Nightmare: Obvious combination for a sinister-looking Grass/Dark type. Also has a teensy bit of flavor, since Adam and Eve both fall asleep after eating the apple and having sex (it's only after they wake up that they first begin to feel shame).

    Glare / Encore: Discouraging an opponent VS. encouraging one.

    Crunch / Power Whip: No real flavor here, just a couple of strong STAB upgrades.

    Nasty Plot / Memento: Buffing your own stats VS decreasing your opponent's.

    Synthesis / Super Fang: Healing half of your health VS. taking away half the opponent's health. "But McLuvdisc," you say, "Synthesis doesn't always restore half your health; the amount it heals varies with the weather!" "Your FACE varies with the weather!" I hurriedly reply, before dashing away to hide and think of a better counter-argument.




    TM / HM

    Show Hide


    TM06 - Toxic
    TM09 - Venoshock
    TM10 - Hidden Power
    TM11 - Sunny Day
    TM12 - Taunt
    TM15 - Hyper Beam
    TM17 - Protect
    TM21 - Frustration
    TM22 - SolarBeam
    TM27 - Return
    TM32 - Double Team
    TM41 - Torment
    TM42 - Facade
    TM44 - Rest
    TM45 - Attract
    TM46 - Thief
    TM48 - Round
    TM49 - Echoed Voice
    TM53 - Energy Ball
    TM56 - Fling
    TM66 - Payback
    TM68 - Giga Impact
    TM82 - Dragon Tail
    TM86 - Grass Knot
    TM87 - Swagger
    TM90 - Substitute
    TM95 - Snarl

    Not much to say here. Like a lot of posters, I stayed pretty conservative here. I guess the one big decision I made was not putting in U-Turn. I'm sorry, but with 55 Speed, I just don't see Malaconda zipping around making high-speed turns, or acting as a highly mobile scout for his team. I'd rather he wear enemies down through patience and trickery, rather than running away and sending in someone tougher to fight for him.



    MOVE TUTOR

    Show Hide


    Bind
    Covet
    Dark Pulse
    Foul Play
    Giga Drain
    Knock Off
    Pain Split
    Seed Bomb
    Sleep Talk
    Spite
    Synthesis
    Worry Seed

    Again, not much of note here. I did not mark Knock Off or Synthesis as VGMs, since they are both already in Malaconda's Level-Up.




    EGG

    Show Hide


    Covet
    Charm
    Me First
    Payback
    Stockpile
    Swallow
    Spit Up
    Yawn

    I saw some other posters making their Egg moves into the "Seven Deadly Sins", and I was all like "HELL YEAH." It makes perfect sense flavor-wise too, since the first thing Adam and Eve do after eating the apple is get their baby-makin' on, Daycare-style!

    Ahem...anyway, which sins are which should be fairly obvious: Covet is Envy, Charm is Lust, Me First is Pride, Payback is Wrath, Stockpile is Greed, Swallow/Spit Up is Gluttony, and Yawn is Sloth.



    Notable Exclusions

    Show Hide


    U-Turn: See above, in the TM/HM section.

    Spikes / Rapid Spin: I don't want Malaconda to be pidgeonholed as a spiker or a spinner.

    Ice Fang / Fire Fang / Thunder Fang: I worry about making Malaconda too powerful by giving him too much coverage.



    If my calculations are correct, I've given Malaconda 30 Very Good Moves, and 65 Moves in total.
  4. JEFLIV

    JEFLIV

    Joined:
    Feb 5, 2013
    Messages:
    211
    Level-Up
    Show Hide
    S-Vine Whip
    S-Yawn
    S-Bite
    1-Leech Life
    2-Coil
    4-Dual Chop
    7-Poison Sting
    10-Magical Leaf
    12-Shadow Claw
    15-Faint Attack
    18-Body Slam
    22-Ice Fang
    23-Thunder Fang
    26-Poison Tail
    30-Dragonbreath
    33-Encore
    35-Iron Defense
    38-Leaf Blade
    41-Dragon Tail
    44-Cross Poison
    49-Double-Edge
    52-Crunch
    57-Iron Head
    60-Power Whip
    66-Trump Card
    70-Perish Song

    I don't have time for anything else, suggestions welcome. WIP
  5. srk1214

    srk1214 Goddess of Light
    is a CAP Contributoris a Tiering Contributor
    Mentor

    Joined:
    May 28, 2010
    Messages:
    2,177
    Final Submission has been made (man I love the Field egg group so much... can we always make things that fit there? Art people: everything must always look like it fits in Field!)

    (Also, obligatory: I'm feeling lucky)
  6. CiteAndPrune

    CiteAndPrune

    Joined:
    Jun 6, 2012
    Messages:
    203
    I've tried to give some sort of comment on everybody's movesets while also counting up their totals and VGM totals.

    Dracoyoshi8

    Show Hide
    33 VGMs
    64 Moves Total

    Aromatherapy**
    Crunch**
    Dark Pulse**
    Dragon Tail**
    Energy Ball**

    Facade
    Foul Play**
    Frustration**
    Giga Drain**
    Glare**

    Grass Knot**
    Hidden Power**
    Iron Tail**
    Memento**
    Moonlight**

    Nasty Plot**
    Night Shade**
    Payback**
    Power Whip**
    Protect**

    Pursuit**
    Rest**
    Return (= Frustration)
    Roar**
    Seed Bomb**

    Shadow Ball **
    Sleep Talk**
    Spikes**
    Substitute**
    Sucker Punch**

    Taunt**
    Toxic**
    U-turn**
    Wild Charge**
    (34, but -1 for Return)

    Attract
    Bind (outclased by Wrap)
    Bite
    Captivate
    Charm

    Double Team
    Dream Eater
    Flatter
    Fling
    Follow Me

    Gastro Acid
    Hyper Beam
    Magical Leaf
    Poison Tail
    Punishment

    Rage Powder
    Round
    Scary Face
    Snarl
    Snore

    Solarbeam
    Spite
    Sunny Day
    Swagger
    Sweet Scent
    Thief

    Tickle
    Torment
    Worry Seed
    Wrap
    Wring Out
    (30 NVGM)

    Facade is a VGM but not marked as such.
    Sucker Punch among your Move Tutors is a 4th Gen Tutor move, and already present among your Egg Moves.

    Otherwise the moveset looks decent, though I must admit excluding Rapid Spin is risky, at least you attempt to justify that decision... though sometimes your reasoning lacks seriousness to be convincing. Anyway, good luck to you.


    Bull of Heaven

    Show Hide
    31 VGMs
    65 Moves Total

    Aromatherapy
    Crunch
    Dark Pulse
    Dragon Tail
    Energy Ball

    Facade
    Foul Play
    Frustration
    Giga Drain
    Grass Knot

    Hidden Power
    Ice Fang
    Knock Off
    Leaf Blade
    Nasty Plot

    Payback
    Power Whip
    Protect
    Pursuit
    Rapid Spin

    Rest
    Return (= Frustration)
    Seed Bomb (outclassed by Leaf Blade)
    Sleep Talk
    Spikes

    Substitute
    Sucker Punch
    Synthesis
    Taunt
    Thunder Fang

    Toxic
    U-turn
    Wood Hammer
    (33, but -2 for Return and Seed Bomb)

    AncientPower
    Attract
    Bestow
    Bind
    Bite

    Covet
    Double Team
    Echoed Voice
    Fling
    Future Sight

    Gastro Acid
    Giga Impact
    Hyper Beam
    Pain Split
    Poison Fang

    Present
    Razor Leaf
    Round
    Snarl
    Snore

    SolarBeam
    Spite
    Sunny Day
    Swagger
    Sweet Scent

    Tail Whip
    Thief
    Torment
    Venoshock
    Worry Seed

    Wrap
    Wring Out
    (32 NVGM)

    You fit just right in the limits. You could've marked off Seed Bomb since you're adding Leaf Blade which outclasses it.

    It's unusual to see the flavor moves packed in the Level Up list and Competitive moves instead given to Egg moves, but with the Field Egg group it works alright anyway. Good luck to you.


    Korski

    Show Hide
    31 VGMs
    ? Moves Total


    Crunch
    Dark Pulse
    Dragon Pulse
    Dragon Tail
    Energy Ball

    Facade
    Foul Play
    Frustration
    Giga Drain
    Grass Knot

    Haze
    Hidden Power
    Leaf Blade
    Nasty Plot
    Payback

    Power Whip
    Protect
    Pursuit
    Rapid Spin
    Rest

    Return (= Frustration)
    Seed Bomb (outclassed by Leaf Blade)
    Sleep Talk
    Spikes
    Stockpile

    Stun Spore
    Substitute
    Super Fang
    Synthesis
    Taunt

    Toxic
    U-turn
    Yawn
    (33, but -2 for Return and Seed Bomb)

    Attract
    Bind
    Bite
    Captivate
    Charm

    Covet
    Double Team
    Dream Eater
    Flatter
    Giga Impact

    GrassWhistle
    Hyper Beam
    Leaf Tornado
    Me First
    PoisonPowder

    Poison Tail
    Psych Up
    Rage
    Razor Leaf
    Retaliate

    Round
    Snatch
    Snore
    SolarBeam
    Spit Up

    Sunny Day
    Swagger
    Swallow
    Thief
    Torment

    Worry Seed
    Wrap
    (32 NVGM)

    In your Summary, you count Solarbeam among VGMs, when it's not marked as such on the TM list, and indeed, Malaconda can't use it well because of its underwhelming SAT stat.

    Otherwise, this looks extremely solid and you provide detailed reasoning for the competitive inclusions you've made. Good luck Korski.


    srk1214

    Show Hide
    32 VGMs
    63 Moves Total


    Crunch
    Dark Pulse
    Dragon Pulse
    Dragon Tail
    Energy Ball

    Facade
    Foul Play
    Frustration
    Giga Drain
    Glare

    Grass Knot
    Haze
    Hidden Power
    Iron Tail
    Knock Off

    Leaf Blade
    Mean Look
    Nasty Plot
    Outrage
    Payback

    Power Whip
    Protect
    Pursuit
    Rapid Spin
    Rest

    Sleep Talk
    Spikes
    Substitute
    Sucker Punch
    Synthesis

    Taunt
    Toxic
    (32 VGMs)

    Other moves

    Attract
    Beat Up
    Bind
    Bite
    Cut

    Double Team
    Giga Impact
    Hyper Beam
    Leer
    Punishment

    Return (duplicate of Frustration)
    Rock Smash
    Round
    Scary Face
    Seed Bomb (outclassed by Leaf Blade)

    Slam
    Snarl
    Snatch
    Snore
    SolarBeam

    Spite
    Strength
    Sunny Day
    Swagger
    Thief

    Torment
    Twister
    Vine Whip
    Worry Seed
    Wrap
    Wring Out
    (31 NVGMs)

    Definitely one of the top movepolls as far as I'm concerned. Looks clean, polished and presented in order, plus your competitive reasoning is very strong, both for your included and excluded moves. Good luck srk!


    Nyktos

    Show Hide
    31 VGMs
    61 Moves Total


    Bullet Seed
    Power Whip
    Seed Bomb
    3
    Crunch
    Foul Play
    Payback
    Pursuit
    Sucker Punch
    5
    Aromatherapy
    Rapid Spin
    Sunny Day
    3
    Moonlight / Synthesis
    Rest
    3
    Ice Fang
    Thunder Fang
    2
    Dragon Tail
    Encore
    Knock Off
    Roar
    Taunt
    U-turn
    6
    Frustration / Return
    Facade
    Protect
    Substitute
    Toxic
    6
    Dark Pulse
    Energy Ball
    Giga Drain
    Grass Knot
    Leaf Storm
    Hidden Power
    Sleep Talk
    7
    Lick
    Wrap
    Razor Leaf
    GrassWhistle
    Bite
    Sweet Scent
    Faint Attack
    Worry Seed
    Flatter
    9
    Hyper Beam
    SolarBeam
    Double Team
    Attract
    Thief
    Round
    Embargo
    Giga Impact
    Flash
    Swagger
    Snarl
    11
    Bind
    Gastro Acid
    Snatch
    Snore
    4
    Follow Me
    Present
    2

    I may have miscounted somewhere on the way, but at any rate you're firmly within the moves limit.

    Your pre-movepoll explanations explain your reasoning excellently, but the missing reasoning within the different move lists themselves looks strange. Hopefully you'll finish on time, good luck Nyktos.


    Menace13

    Show Hide
    30 VGMs
    63 Moves Total

    Aromatherapy*
    Body Slam*
    Crunch*
    Dark Pulse*
    Dragon Tail*

    Energy Ball*
    Foul Play*
    Frustration*
    Giga Drain*
    Glare*

    Hidden Power*
    Iron Tail*
    Knock Off*
    Mean Look*
    Nasty Plot*! (outclassed by Tail Glow)

    Payback*
    Power Whip*
    Protect*
    Pursuit*
    Rest*

    Return*^ (= Frustration)
    Seed Bomb*
    Sleep Talk*
    Spikes*
    Substitute*

    Super Fang*
    Synthesis*
    Tail Glow*
    Taunt*
    Thunder Fang*

    Toxic*
    U-Turn*
    (32, but -2 for Return and Nasty Plot)

    Attract
    Bite
    Captivate
    Double Team
    Flash

    Flatter
    Fling
    Gastro Acid
    Leer
    Lick

    Poison Fang
    Poison Tail
    Psych Up
    Punishment
    Razor Leaf

    Retaliate
    Round
    Scary Face
    Snarl
    Snore

    SolarBeam
    Strength
    Sunny Day
    Swagger
    Sweet Scent

    Thief
    Torment
    Twineedle
    Vine Whip
    Wrap

    Wring Out
    (31 NVGM)

    My count reached the same values as yours, so it seems the totals are right. They fit well in the limit.

    Your reasoning is primarily focused around flavor, and that big list isn't the most readable, so there's room to improve there. Still, you give a reason for every move you include, that's worth something. Good luck to you.


    Qwilphish

    Show Hide
    31 VGMs
    61 Moves Total

    Block!
    Confuse Ray!
    Crunch!
    Dark Pulse!
    Dragon Tail!

    Energy Ball!
    Facade!
    Fake Out!
    Foul Play!
    Frustration!

    Giga Drain!
    Grass Knot!
    Heal Bell!
    Hidden Power!
    Iron Tail!

    Knock Off!
    Leaf Blade!
    Payback!
    Power Whip!
    Protect!

    Pursuit!
    Rapid Spin!
    Rest!
    Return* (= Frustration)
    Seed Bomb* (outclassed by Leaf Blade)

    Sleep Talk!
    Substitute!
    Sucker Punch!
    Synthesis!
    Taunt!

    Toxic!
    U-Turn!
    Wild Charge!
    (33, but -2 for Return and Seed Bomb)

    Astonish
    Attract
    Bestow
    Bide
    Bite

    Charm
    Copycat
    Covet
    Endure

    Fake Tears
    Flatter
    Follow Me
    Giga Impact
    Grudge

    Hyper Beam
    Punishment
    Quash
    Retaliate
    Round

    Scary Face
    Snarl
    Solarbeam
    Sunny Day
    Swagger

    Sweet Scent
    Vine Whip
    Worry Seed
    (28 NVGM)

    You have Iron Tail listed as a VGM in your TM list. TM 23 was Iron Tail in 4th Gen, but in 5th Gen that move is Smack Down - you should move Iron Tail to the Move Tutors list... although you do repeat it for Egg Moves, but, the call is yours. Good luck Qwilphish.


    Base Speed

    Show Hide
    22 VGMs
    33 Moves Total

    Dark Pulse*
    Dragon Tail*
    Energy Ball*
    Facade*
    Foul Play*

    Frustration
    Giga Drain*
    Grass Knot*
    Hidden Power*
    Iron Tail*

    Knock Off*
    Protect
    Rest*
    Return* (= Frustration)
    Seed Bomb*

    Shadow Ball*
    Sleep Talk*
    Substitute*
    Synthesis*
    Taunt*

    Toxic*
    U-Turn*


    Covet
    Cut
    Dig
    Giga Impact
    Hyper Beam

    Rock Smash
    Snarl
    Solarbeam
    Spite
    Strength

    Torment

    I'm afraid the Dig TM on your TM list is disallowed, as per all other Rock and Ground moves that could threaten Fire and Steel types, especially Heatran.
    Protect isn't marked as a VGM in the TMs, though it is on your full list.

    Your raw list clocks in at 37 VGMs (including the non-competitive Special Attacks) and 60 Moves Overall. Your TMs and Tutors are only 22 VGMs and 33 Total from that number. Mind the deadline and good luck with your entry, Base Speed.


    Deck Knight

    Show Hide
    33 VGMs
    66 Moves Total

    Level Up
    - Ice Fang*
    - Follow Me
    - Quick Attack
    - Leer
    - Vine Whip
    11 Captivate

    11 Flatter
    15 Bite
    21 Glare*
    25 Pursuit*
    28 Rapid Spin*
    33 Leaf Blade*

    39 Crunch*
    47 Sucker Punch*
    53 Foul Play*
    61 Swagger
    67 Punishment
    75 Power Whip*
    9/18

    Egg
    Aromatherapy*
    Beat Up
    Charm
    Iron Tail
    Leaf Storm*
    Razor Leaf
    Snatch
    Sweet Scent
    Wrap
    2/9

    Tutors
    Dark Pulse*
    Foul Play*!
    Giga Drain*
    Icy Wind
    Iron Tail!

    Knock Off*
    Recycle
    Seed Bomb*=
    Sleep Talk*
    Snatch!

    Snore
    Spite
    Synthesis*
    8/13 (-4 Outclassed/EQ, Iron Tail, Foul Play, Seed Bomb<Leaf Blade and Snatch)

    TMs/HMs
    06 Toxic*
    07 Hail
    10 Hidden Power*
    11 Sunny Day
    12 Taunt*

    15 Hyper Beam
    17 Protect*
    21 Frustration*
    22 SolarBeam
    27 Return*=

    32 Double Team
    41 Torment
    42 Façade*
    44 Rest*
    45 Attract

    46 Thief
    48 Round
    53 Energy Ball*
    66 Payback*
    68 Giga Impact

    70 Flash
    82 Dragon Tail*
    86 Grass Knot*
    87 Swagger!
    89 U-turn*

    90 Substitute*
    94 Rock Smash
    H1 Cut
    H4 Strength
    14/29 (-1 for EQ Return)

    You move counts are slightly off, especially counting Frustration and Return as 1 VGM and only +1 to Total Moves instead of +2.

    Otherwise, your reasoning is extremely solid and focuses on Malaconda's duties on the sun team. I may differ from you on a number of details but you have me convinced with this post your movepoll is a good fit on CAP5. Good luck Deck Knight.


    Cretacerus

    Show Hide
    31 VGMs
    64 Moves Total

    Aromatherapy
    Confuse Ray
    Crunch
    Dark Pulse
    Dragon Rush

    Dragon Tail
    Energy Ball
    Facade
    Foul Play
    Frustration

    Giga Drain
    Glare
    Grass Knot
    Hidden Power
    Leaf Blade

    Knock Off
    Nasty Plot* (outclassed by Tail Glow)
    Payback
    Power Whip
    Protect

    Pursuit
    Rapid Spin
    Rest
    Return* (= Frustration)
    Roar

    Seed Bomb
    Sleep Talk (outclassed by Leaf Blade)
    Spikes
    Substitute
    Sucker Punch
    Synthesis

    Tail Glow
    Taunt
    Toxic
    U-Turn
    (34, but -3 for Nasty Plot, Return and Seed Bomb)

    Ancient Power
    Attract
    Bind
    Covet
    Double Team

    DragonBreath
    Dragon Rage
    Bite
    Faint Attack
    Flash

    Giga Impact
    GrassWhistle
    Hyper Beam
    Magical Leaf
    Pin Missile

    Poison Tail
    Punishment
    Retaliate
    Round
    Snatch

    Snore
    Solarbeam
    Sunny Day
    Swagger
    Sweet Scent

    Thief
    Torment
    Vine Whip
    Worry Seed
    Wrap
    (30 NVGM)

    You fit fine under the limit. Remember to add explanations before the deadline arrives. Good luck to you.


    nyttn

    Show Hide
    31? VGMs
    58? Moves Total

    Bullet Seed
    Crunch
    Dark Pulse
    Dragon Tail
    Energy Ball

    Facade
    Foul Play
    Frustration
    Giga Drain
    Grass Knot

    Hidden Power
    Iron Tail
    Leaf Storm
    Moonlight
    Payback

    Power Whip
    Protect
    Pursuit
    Rest
    Return (= Frustration)

    Seed Bomb
    Sleep Talk
    Spikes
    Substitute
    Sucker Punch

    Taunt
    Toxic
    U-turn


    Attract
    Beat Up
    Bite
    Captivate
    Double Team

    Dream Eater
    Flash
    Flatter
    Fling
    Hyper Beam

    Follow Me
    Mimic
    Poison Tail
    Punishment
    Round

    Snarl
    Snore
    Solarbeam
    Spite
    Sunny Day

    Swagger
    Sweet Scent
    Thief
    Torment
    Worry Seed

    Wrap
    Wring Out


    You have Sucker Punch in both Egg Moves and Tutor Moves, but Sucker Punch is a 4th Gen Tutor, not 5th Gen.
    Also, oddly enough, you gave Malaconda Hyper Beam but omitted Giga Impact, one of the gimme moves.
    Your VGM list mentions Night Shade but it's nowhere to be seen on the 4 learn lists. Meanwhile, moves like Torment didn't get a mention in the last two lists.
    Round is given on both the VGM and NVGM list (it should be a NVGM).
    .... also that V-Create (Unreleased) sticks out real bad.

    Despite these flaws, you make a pretty bold moveset excluding Rapid Spin, among others. Clean up before the deadline and hopefully you'll make it, good luck nyttyn.


    erisia

    Show Hide
    34 VGMs
    65 Moves Total

    Level Up
    Wrap
    Leer
    Pursuit *
    Vine Whip
    Swagger
    Bite
    Glare *
    Slam
    Aromatherapy *
    Leaf Blade *
    Super Fang *
    Crunch *
    Captivate
    Wring Out
    Power Whip *
    7/15

    TMs/HMs
    Roar *
    Toxic *
    Hidden Power *
    Sunny Day
    Taunt *

    Hyper Beam
    Protect *
    Frustration *
    SolarBeam
    Return */

    Double Team
    Torment
    Facade *
    Rest *
    Attract

    Thief
    Round
    Energy Ball *
    False Swipe
    Payback *

    Giga Impact
    Dragon Tail *
    Grass Knot *
    U-turn *
    Swagger =

    Substitute *
    Wild Charge *
    Cut
    16/28 (-1/-1 for Frustration and repeat of Swagger)

    Tutors
    After You
    Bind
    Dark Pulse *
    Foul Play *
    Giga Drain *

    Last Resort
    Recycle
    Seed Bomb */
    Sleep Talk *
    Snatch

    Snore
    Super Fang *=
    Synthesis *
    Worry Seed
    7/14 (-2/-1 for repeated Super Fang and outclassed Seed Bomb)

    Egg Moves

    Body Slam *
    Encore *
    Follow Me
    Nasty Plot *
    Rapid Spin *

    Spikes *
    Spit Up
    Stockpile *
    Sucker Punch *
    Swallow

    Wring Out =
    7/11 (-0/-1 for Wring Out)

    If my count is correct you are 1 VGM above the allowed limit, even including outclassed/equivalent/repeated moves. Better double check to make sure. But, as Dracoyoshi pointed out, changing Body Slam from NVGM to VGM might've caused this, you just forgot to remove something. Think about it.

    Otherwise this moveset is clean and with concise reasoning... if you got time you might want to expand it a little. Anyway, good luck.


    Basileus

    Show Hide
    32 VGMs
    62 Moves Total

    TMs/HMs
    tm06-Toxic
    tm10-Hidden Power
    tm11-Sunny Day
    tm12-Taunt
    tm15-Hyper Beam

    tm17-Protect
    tm21-Frustration*
    th22-Solar Beam
    tm27-Return
    tm32-Double Team

    tm41-Torment
    tm42-Facade
    tm44-Rest
    tm45-Attract
    tm46-Theif

    tm48-Round
    tm53-Energy Ball
    tm56-Fling
    tm66-Payback
    tm82-Dragon Tail

    tm86-Grass Knot
    tm87-Swagger
    tm89-U-turn
    tm90-Substitute
    hm04-Strength
    (14/25, but -1/-0 for Frustration)
    Tutors
    Seed Bomb*
    Foul Play
    Dark Pulse
    Iron Tail
    Giga Drain
    Synthesis
    Snore
    Bind
    Knock Off
    Worry Seed
    Sleep Talk
    Spite
    Block*
    (9/12, -2 for Seed Bomb and Block)
    Level Up
    -- Astonish
    -- Leer
    -- Wrap
    -- Swift
    -- Pursuit

    5 Vine Whip
    9 Bite
    12 Scary Face
    16 Quick Attack
    21 Crunch

    27 Punishment
    33 Mean Look
    36 Sucker Punch
    42 Poison Tail
    49 Double Edge

    53 Glare
    60 Power Whip
    8/17)
    Egg Moves
    Leaf Blade
    Ice Fang
    Captivate
    Poison Fang
    Sucker Punch*

    Beat Up
    Thunder Fang
    Rapid Spin
    Wring Out
    Attract*
    5/10 (-1/-2 for repeats of Sucker Punch and Attract)


    Sunny Day among your TMs is a NVGM actually, but otherwise this looks mostly okay. Not bad for a first try, and as you practice more you may want to improve on your reasoning for moves, both on the competitive and flavor side of things. Keep trying, and see you around Basileus.


    Homeslice

    Show Hide
    33 VGMs
    60 Moves Total

    Level Up
    - Tackle
    4- Leer
    7- Vine Whip
    10- Wrap
    13- Lick

    16- Poison Fang
    20- Bite
    24- Magical Leaf
    26- Mega Drain
    30- Thunder Fang

    34- Aromatherapy
    40- Seed Bomb
    46- Crunch
    52- Wring Out
    58- Synthesis

    64- Sucker Punch
    70- Leaf Storm
    7/17 (-1 for Seed Bomb)

    TMs/HMs
    TM 5- Roar
    TM 6- Toxic
    TM 10- Hidden Power
    TM 11- Sunny Day
    TM 12- Taunt

    TM 17- Protect
    TM 21- Frustration
    TM 22- Solarbeam
    TM 27- Return
    TM 41- Torment

    TM 44- Rest
    TM 45- Attract
    TM 46- Thief
    TM 66- Payback
    TM 72- Volt Switch

    TM 81- X-Scissor
    TM 82- Dragon Tail
    TM 84- Poison Jab
    TM 87- Swagger
    TM 90- Substitute

    HM 01- Cut
    14/21 (-1 for Frustration)

    Egg Moves
    -Wood Hammer
    -Power Whip
    -Aromatherapy
    -Spikes
    -Encore
    -Leaf Blade
    -Glare
    -Rapid Spin
    -Pursuit
    -Mean Look
    -Slam
    -Snatch
    -Punishment
    10/13

    Tutors
    -Gastro Acid
    -Bind
    -Sleep Talk
    -Snatch
    -Snore

    -Worry Seed
    -Dark Pulse
    -Last Resort
    -Giga Drain
    -Endure
    3/10 (but -0/-1 for repeated Snatch)

    I'm surprised you put Malaconda's Grass STAB moves in the Egg list, except Seed Bomb, when no illegalities matter due to Smeargle and the Field group. Meanwhile you omit Seed Bomb from Move Tutors because it's already a Level Up move. Despite the redundancy, maybe it should learn the Tutor Seed Bomb? Doesn't change the move count though... ugh, unless my count is wrong somewhere but it still indicates you're within the limit. Better double check before the deadline.

    Your reasoning for these moves could be longer though, consider expanding on it if you have the time. Good luck Homeslice.


    Vann Accessible

    Show Hide
    8 VGMs
    16 Moves Total

    Level Up
    -Sunny Day
    -Wrap
    -Leer
    4. Vine Whip

    7. Sweet Scent
    10. Bite
    13. Glare
    16. Poison Tail

    19. Taunt
    22. Seed Bomb
    26. Torment
    31. Sucker Punch

    36. Mean Look
    41. Crunch
    46. Synthesis
    51. Power Whip
    8/16 (-1 for Seed Bomb)

    TMs/HMs
    TM06 Toxic
    TM10 Hidden Power
    TM11 Sunny Day
    TM12 Taunt*
    TM15 Hyper Beam

    TM17 Protect
    TM21 Frustration
    TM22 Solarbeam
    TM27 Return**
    TM32 Double Team

    TM41 Torment*
    TM42 Facade
    TM44 Rest
    TM45 Attract
    TM46 Thief

    TM48 Round
    TM53 Energy Ball
    TM63 Embargo
    TM66 Payback
    TM67 Retaliate

    TM68 Giga Impact
    TM82 Dragon Tail
    TM86 Grass Knot
    TM87 Swagger
    TM89 U-Turn

    TM90 Substitute
    TM93 Wild Charge
    TM95 Snarl
    HM04 Strength
    14/29 (-1/-2 for Frustration, Taunt and Torment)

    Tutors
    Bind
    Covet
    Dark Pulse
    Gastro Acid
    Giga Drain

    Heal Bell
    Iron Tail
    Knock Off
    Outrage
    Sleep Talk

    Snatch
    Snore
    Spite
    Super Fang
    Worry Seed
    8/15

    Eggs

    Endure
    Ice Fang
    Leaf Blade***
    Pursuit

    Rapid Spin
    Take Down
    Thunder Fang
    Wring Out
    5/8

    Seed Bomb is a required move but it's odd to see it on Malaconda's Level Up list but not the Tutor, despite the redundancy, you might want to list it.

    Other than that, the moveset looks good overall, and you provide quite detailed justifications for the Excluded moves. Good luck Vann Accessible.


    ganj4lF

    Show Hide
    29 VGMs
    57 Moves Total


    Level Up
    0 - Leer
    0 - Bite
    0 - Wrap
    0 - Torment
    0 - Tail Whip
    0 - Astonish

    5 - Bite (repeat)

    8 - Confuse Ray
    12 - Razor Leaf
    15 - Captivate
    19 - Knock Off
    22 - Leaf Tornado

    25 - Covet
    28 - Flatter
    33 - Scary Face
    39 - Leaf Blade
    44 - Aromatherapy

    50 - Foul Play
    55 - Haze
    61 - Sucker Punch
    66 - Punishment
    75 - Power Whip
    8/21

    TMs/HMs
    6 - Toxic
    10 - Hidden Power
    11 - Sunny Day
    12 - Taunt
    15 - Hyper Beam

    21 - Frustration
    27 - Return (equivalent)
    32 - Double Team
    41 - Torment (repeat)
    44 - Rest

    45 - Attract
    46 - Thief
    66 - Payback
    86 - Grass Knot
    87 - Swagger

    90 - Substitute
    93 - Wild Charge
    10/17 (-1/-1 for Frustration and repeated Torment)

    Tutors
    Bug Bite
    Dark Pulse
    Recycle
    Seed Bomb (outclassed by Leaf Blade)
    Sleep Talk
    Snatch
    Synthesis
    4/7 (-1/-0 for Seed Bomb)

    Eggs
    Baton Pass
    Charm
    Crunch
    Encore

    Faint Attack
    Mean Look
    Pursuit
    Rapid Spin

    Spit Up
    Stockpile
    Swallow
    Thunder Fang
    8/12


    Razor Leaf in your Level Up list shouldn't be bolded like other VGMs.

    Other than that, your moveset fits the limit, though it's very minimalist you sure cover your basics and your reasoning paragraph looks okay. Good luck ganj4lF.


    XXTheDingoXX

    Show Hide
    3 VGMs
    60 Moves Total

    Level Up
    -Wrap*
    -Constrict
    -Leer
    -Sleep Talk*

    6 Torment*
    11 Vine Whip
    15 Pursuit
    21 Sweet Scent

    26 Assurance
    30 Flatter/Swagger*
    35 Slam

    39 Seed Bomb* (outclassed by Lead Blade)
    44 Crunch
    47 Charm/Captivate

    51 Power Whip
    55 Wring Out
    61 Foul Play*
    66 Nasty Plot
    7/20 (-1/-0 for Seed Bomb)

    TMs/HMs
    TM6 - Toxic
    TM11 - Sunny Day
    TM12 - Taunt
    TM17 - Protect
    TM30 - Shadow Ball

    TM32 - Double Team
    TM41 - Torment*
    TM42 - Facade
    TM44 - Rest
    TM45 - Attract

    TM46 - Theif
    TM53 - Energy Ball
    TM54 - False Swipe
    TM56 - Fling
    TM63 - Embargo

    TM66 - Payback
    TM67 - Retaliate
    TM76 - Struggle Bug
    TM82 - Dragon Tail
    TM84 - Poison Jab

    TM86 - Grass Knot
    TM87 - Swagger*
    TM89 - U-turn
    TM90 - Substitute
    TM95 - Snarl
    14/25 (-0/-2 for repeats of Torment and Swagger)

    Eggs
    -Leaf Blade
    -Bite
    -Iron Tail*
    -Poison Tail
    -Rapid Spin

    -Ingrain
    -Baton Pass
    -Glare
    -Aromatherapy
    -Super Fang

    -Hyper Fang
    -Yawn
    8/12


    Tutors

    -Bind* (= Wrap)
    -Covet
    -Foul Play* (repeat)
    -Giga Drain

    -Iron Tail* (repeat)
    -Seed Bomb* (repeated AND outclassed)
    -Snore
    -Worry Seed

    4/8 (-3/-3 for Foul Play, Iron Tail, and Seed Bomb)


    The absence of Frustration, Return, and SolarBeam really sticks out in your TM list.
    The Egg combo of Baton Pass and Ingrain strikes me as risky. It's been argued against as anti-concept in the previous stages. But, it's your choice whether to keep it or not.
    Also the absence of Sleep Talk in Tutors when Malaconda learns it as a Level Up move looks strange. It's been marked as a repeating move too, but at the moment, it isn't.

    Your reasoning for inclusions and exclusions could be longer and more detailed. Give it a look over before the deadline comes. Good luck to you.


    Mari

    Show Hide
    33 VGMs (or 32 if U-Turn outclasses Volt Switch)
    66 Moves Total


    Physical STAB
    Bite
    Faint Attack
    Foul Play* (does not depend on user's attack stat)
    Punishment
    Power Whip*
    Payback*
    Pursuit*
    Seed Bomb*
    Sucker Punch*
    6/9
    Physical Coverage
    Body Slam*
    Gyro Ball*
    Ice Fang*
    Iron Tail*
    Poison Tail
    Return/Frustration*
    Steamroller
    Thunder Fang*
    6/9 (-1 for Frustration)
    Special STAB
    Dark Pulse
    Grass Knot
    Solar Beam
    2/3
    Special Coverage
    DragonBreath
    Electroweb
    Hidden Power*
    Hyper Beam (lol)
    1/4
    Utility
    Aromatherapy*
    Clear Smog*
    Destiny Bond*
    Dragon Tail*
    Knock Off*
    Morning Sun*
    Protect*
    Rest*
    Roar*
    Sleep Talk*
    Stun Spore*
    Substitute*
    Sunny Day
    Swagger
    Taunt*
    Toxic*
    U-Turn*
    Volt Switch*
    16/18 (but -1 for Volt Switch being outclassed)
    Flavor
    Assurance
    Barrier*
    Bide
    Bind
    Block*

    Defense Curl
    Double Team
    Echoed Voice
    Flash
    Flatter

    Fling
    Giga Impact
    Grudge
    Leer
    Rollout

    Scary Face
    Slam
    Snatch
    Sweet Scent
    Tail Glow*

    Thief
    Wide Guard
    Wrap
    3/23

    In your TM list You included Echoed voice instead of the required Round.
    Also, Dark Pulse is a Tutor move, you don't need to set it to an Event.
    My total count went up to 66, so you might want to double check the numbers yourself, or just take away one move of your choice to stay safe, there is a lot of flavor moves in this movepoll, after all.
    My own suggestion would be to remove Barrier, as I recall defense boosters (and other booosting moves) were specifically disallowed during the earlier stages, since Malaconda's DEF stat is meant to be exploited by its counters.
    Other than that, not bad Mari. Good luck to you.


    yoshinite

    Show Hide
    14 VGMs
    29 Moves Total

    TMs
    Toxic
    Hidden Power
    Sunny Day
    Taunt
    Hyper Beam

    Protect
    Return
    Frustration
    SolarBeam
    Double Team

    Rest
    Attract
    Thief
    Echoed Voice
    Fling

    Quash
    Embargo
    Payback
    Giga Impact
    Flash

    Dragon Tail
    Poison Jab
    Substitute

    Egg Moves
    Ice Fang
    Sweet Scent
    Synthesis
    Dragonbreath
    Power Whip
    Spikes


    Well, for a WIP movepoll...
    You mixed up Round and Echoed Voice, Round is the move with universal distribution. Other than that, it's a start, though your reasoning could get more detailed. Good luck yoshinite.




    Agile Turtle

    Show Hide
    31 VGMs
    65 Moves Total


    Aromatherapy
    Crunch
    Dark Pulse
    Dragon Tail
    Extrasensory

    Facade
    Foul Play
    Frustration
    Giga Drain
    Glare

    Grass Knot
    Hidden Power
    Ice Fang
    Leaf Blade
    Nasty Plot

    Payback
    Power Whip
    Protect
    Pursuit
    Quick Attack

    Rapid Spin
    Rest
    Return (= Frustration)
    Roar
    Seed Bomb (outclassed by Leaf Blade)

    Sleep Talk
    Substitute
    Sucker Punch
    Synthesis
    Taunt

    Thunder Fang
    Toxic
    U-turn
    (33, but -2 for Frustration and Leaf Blade)

    Absorb
    Attract
    Bite
    Captivate
    Charm

    Constrict
    Covet
    Cut
    Double Team
    Fake Tears

    Follow Me
    Giga Impact
    Hyper Beam
    Lick
    Mega Drain

    Punishment
    Rage
    Razor Leaf
    Round
    Scary Face

    Slam
    Snatch
    Snore
    SolarBeam
    Sunny Day

    Swagger
    Sweet Scent
    Tail Whip
    Thief
    Torment

    Worry Seed
    Wrap
    (32 NVGM)


    Your Level Up List is built a little strange.... the way it looks now, low level Malaconda found in the wild would have both its elemental fangs by default. Heart Scale moves are best given first in the Level Up list, then followed up by 4 common moves to hide them.
    Otherwise, you fit under the limit, just barely. Think about adding some justifications for your moves maybe. Good luck to you.


    McLuvdisc

    Show Hide
    30 VGMs
    60 Moves Total

    Body Slam
    Crunch
    Dark Pulse
    Dragon Tail
    Encore

    Energy Ball
    Facade
    Foul Play
    Frustration
    Giga Drain

    Glare
    Grass Knot
    Hidden Power
    Knock Off
    Memento

    Nasty Plot
    Payback
    Power Whip
    Protect
    Pursuit

    Rest
    Return (= Frustration)
    Seed Bomb
    Sleep Talk
    Stockpile

    Substitute
    Super Fang
    Synthesis
    Taunt
    Toxic

    Yawn
    (31, but -1 for Frustration)

    Attract
    Bestow
    Bind (equivalent of Wrap)
    Bite
    Charm
    Covet

    Double Team
    Echoed Voice
    Fling
    Giga Impact
    Grasswhistle

    Hyper Beam
    Me First
    Nightmare
    Pain Split
    Round

    Snarl
    SolarBeam
    Spite
    Spit Up
    Sunny Day

    Swagger
    Swallow
    Sweet Scent
    Thief
    Torment

    Venoshock
    Vine Whip
    Worry Seed
    Wrap
    (29 NVGM)

    It's odd not seeing Snore among the Tutor moves, considering its universal distribution.
    Your justification for including moves is also very heavy on the flavor side, since you selected flavor themes for the Level Up and Egg Moves. You might want to balance that out with some more competitive reasoning. Anyway, good luck to you.


    JEFLIV

    Show Hide
    ? VGMs
    ? Moves Total

    S-Vine Whip
    S-Yawn
    S-Bite
    1-Leech Life

    2-Coil
    4-Dual Chop
    7-Poison Sting
    10-Magical Leaf

    12-Shadow Claw
    15-Faint Attack
    18-Body Slam
    22-Ice Fang

    23-Thunder Fang
    26-Poison Tail
    30-Dragonbreath
    33-Encore

    35-Iron Defense
    38-Leaf Blade
    41-Dragon Tail
    44-Cross Poison

    49-Double-Edge
    52-Crunch
    57-Iron Head
    60-Power Whip

    66-Trump Card
    70-Perish Song

    Unfinished entry, but what you have here.... woah why make the Level Up so huge. O.O It spans TWENTY SIX moves total.

    And really, Iron Defense? Trump Card? Perish Song? COIL?!

    Look over the list of disallowed moves, rune this down to some 12-16 moves and try again.


    ...... if I made any errors in these, please pardon me. I've been writing up this post for 4-6 hours straight, wanting to get it up in time for people to get feedback. x.X Don't take my words for gospel either, look over your movesets on your own too.

    I'll mark my list as a final submission later... I could use some comments too, so I'm leaving it open. If anything, I'd probably remove moves like Spikes or Torment because they might prove distractions and I see despite my effort to streamline Malaconda's movepoll I nonetheless gave it several support goodies to choose from... hmm, well, we'll see how that goes.

    Good luck everybody.
  7. Camisado

    Camisado

    Joined:
    Jun 8, 2009
    Messages:
    133
    I think this is a fantastic list. Grasswhistle+Micle sounds super gimmicky and fun.

    As someone else said, a lot of your support is flavour-driven, and you should consider revising your reasoning. Great approach otherwise.
  8. Final submission is done. Most notably I've cut Synthesis. Controversy may ensue. Good luck, all.

    CiteAndPrune, thanks for the count. No matter how many times I do it myself, I always worry that I've screwed up somewhere.

    Edit: Fear not, Synthesis is back in. After reviewing the threat list and some damage calcs, I decided that giving somewhat reliable recovery to all sets is less problematic than I thought.
  9. Vann Accessible

    Vann Accessible

    Joined:
    Feb 19, 2013
    Messages:
    120
    Thanks for the input CiteAndPrune. I took your advice and added Seed Bomb to my tutor moves. That post must've been hard work.

    Good job! :)
  10. Deck Knight

    Deck Knight A Knight for the Aegis
    is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor
    Moderator

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    Messages:
    7,561
    CiteandPrune:

    I am certain my counts are correct - I am so meticulous it is quite ridiculous. The repeat I have in the TM section is Swagger (from Level-Up), not Return/Frustration - which ARE counted as 2 moves but one VGM. You also add an additional VGM in the Tutors section - there are 7 VGMs total but 1 is an equivalent (Seed Bomb) and another is a repeat (Foul Play), you have 8/13 listed.

    The TM is 13/29 on account of Swagger reappearing (all the way from level-up) as the repeat move and Return/Frustration as the EO VGM.
  11. Birkal

    Birkal We have the technology.
    is a member of the Site Staffis a Battle Server Administratoris an Artistis a Super Moderatoris a Community Contributoris a CAP Contributoris a Smogon Media Contributor
    CAP Head Mod

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    I talked with capefeather and some of the other CAP staff; let's try to have these finished up within 48 hours, so consider this your warning!
  12. capefeather

    capefeather YOU CAN'T STOP THE FORDS
    is a Forum Moderatoris a CAP Contributoris a Battle Server Moderator Alumnus
    Moderator

    Joined:
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    I haven't gone through every submission yet, but I have seen some trends, so I'll put forward some criteria I plan to use for slating.

    First of all, if your submission has gotten significant positive commentary, along the lines of being somebody's favourite or being definitely worth slating or whatever, then it will probably be slated. Otherwise, it's going to ride on the justifications. I'd rather not rely too much on my own judgment compared to other people's, but there hasn't been much commentary put forward so far.

    I talked about the ideal of every move being justified. That doesn't necessarily mean that an individual submission has to explain every move in excruciating detail. I meant it to be more of a general thing, where community input and similarities between submissions would provide the bulk of the "reasoning" for moves. There are common themes between existing Pokemon and even between the submissions. Based on this, moves in these categories are pretty much in the clear:

    • My list in the first post
    • Liepard's non-attacking movepool
    • Serperior's movepool

    I may or may not end up adding more as I go through submissions. If you have moves outside of these categories, then congratulations, your movepool is that much more unique. With uniqueness comes individual justification, though. This can come through testable claims or arguments that are defended by multiple people (for example, in the case of Follow Me).
  13. Mari

    Mari

    Joined:
    Aug 8, 2008
    Messages:
    191
    Slight error correction
    - removed Barrier and replaced it with Snatch in the level up movepool (which is a repeated tutor move)
    - replaced Echoed Voice with Round
    - added Dark Pulse to tutor moves and removed it from event moves
    - replaced Flash with Snore
  14. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a CAP Contributor
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    2,137
    I have finalized my submission with explanations and organization. I still welcome comments and suggestions before the deadline, but absent that, I am pretty pleased with how it turned out.

    I would like to extend positive commentary to the movepools submitted by CiteAndPrune, Deck Knight, erisia, srk1214, and Vann Accessible (alphabetical order). I have responded positively to these five movepools. Everyone's submissions though are more or less the same when it comes down to functionality (STABs, Rapid Spin, a few other goodies), so I'm looking mostly at flavor here. Still, a few submissions turned me off by excluding U-turn (I really don't think phazing alone is going to cut it when we are relying on teammates to maintain pressure), although srk1214 didn't include it and I still think it's a viable submission. None of the movepools submitted are overpowered by any stretch of the imagination, which is good for voting. Good luck slating, capefeather, and good luck to everyone in the polls!
  15. srk1214

    srk1214 Goddess of Light
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    I would agree that most movepools are roughly the same due to very conclusive discussions and targeted goals.

    There are a few differences one way or another, mainly in U-Turn and Spikes, and a few other moves.

    Regardless, I'm confident we'll get a good movepool. I'm obviously most in favor of my own movepool and ones like it. In this case, though, "ones like it" means most every movepool.

    If I had to get particularly picky, erisia's is my next favorite, probably followed by Korski.
  16. Dracoyoshi8

    Dracoyoshi8 weapon of mass seduction
    is a Contributor Alumnus

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    926
    Final Submission

    65 Moves Total
    33 VGMs (VGMs are bolded for EMPHASIS)

    Level Up (open)

    0 - Poison Tail
    0 - Wrap
    0 - Bite
    0 - Sweet Scent
    0 - Pursuit
    7 - Sweet Scent
    11 - Pursuit
    15 - Magical Leaf
    19 - Taunt
    23 - Glare
    27 - Crunch
    32 - Night Shade
    36 - Foul Play
    40 - Flatter
    45 - Power Whip
    49 - Nasty Plot
    57 - Memento
    63 - Punishment


    Egg Moves - Grass / Dragon Egg Groups (open)

    Aromatherapy
    Sucker Punch
    Scary Face
    Tickle
    Rage Powder
    Captivate
    Wring Out
    Beat Up


    Tutor (open)

    Seed Bomb
    Sleep Talk
    Worry Seed
    Foul Play
    Iron Tail
    Bind
    Snore
    Sucker Punch
    Gastro Acid
    Spite
    Dark Pulse
    Giga Drain
    Synthesis


    TMs/HMs (open)

    TM05 Roar
    TM06 Toxic
    TM10 Hidden Power
    TM11 Sunny Day
    TM12 Taunt
    TM15 Hyper Beam
    TM17 Protect
    TM21 Frustration
    TM22 Solarbeam
    TM27 Return
    TM30 Shadow Ball
    TM32 Double Team
    TM41 Torment
    TM42 Facade
    TM44 Rest
    TM45 Attract
    TM46 Thief
    TM48 Round
    TM53 Energy Ball
    TM56 Fling
    TM66 Payback
    TM82 Dragon Tail
    TM85 Dream Eater
    TM86 Grass Knot
    TM87 Swagger
    TM89 U-turn
    TM90 Substitute
    TM93 Wild Charge
    TM95 Snarl


    The majority of the movepools include Spikes and/or Rapid Spin. Mine includes neither. Spikes and Rapid Spin are excellent moves and I feel giving them to Malaconda gives every team a reason to use it due to Malaconda's incredible natural special bulk, phazing options and LumRest. Instead, I built my movepool around the idea that Malaconda and sun should be intertwined. To do this, I want Malaconda to provide support that is not readily available to sun teams (some might argue that Rapid Spin and Spikes are not, but Forretress has a notable place on sun teams, specifically sunstall) and options that allow Malaconda to fully take advantage 100% berry regeneration.

    Night Shade, Toxic, and Substitute: These moves take advantage of Malaconda's Harvest ability and Sitrus to make something that can most closely be compared to Rain Dish Ludicolo. Malaconda relies of passive healing and reliable forms of damage to slowly wear away at the opponent. This would be a huge boon for sunstall, which is currently an underused playstyle.

    U-turn, Glare, Sucker Punch, Pursuit and Synthesis: These moves, along with Malaconda's STAB options, were added on the idea that Malaconda can be used as an offensive pivot for sun teams. Glare provides support to deal with notable threats to sun like Landorus and Salamence. U-turn is useful for scouting and breaking balloons which allows Dugtrio to trap Pokemon like Heatran, which would hopefully allow something like Volcarona to sweep. Sucker Punch and Pursuit deal with the Lati twins.

    Roar, Dragon Tail, Aromatherapy, Rest and Taunt: Ideally, these moves could be used on both offensive and stall-based sun teams. Roar and Dragon Tail can force out Latias if she has too many Calm Minds or shuffle for hazard damage. Aromatherapy and Taunt are useful moves, but are generally inferior options. LumRest is a powerful recovery technique that I actually don't like too much but is completely mandatory.[/u]

    Rage Powder, Fling, Beat Up and Worry Seed: Since PS! supports doubles, I figured I would throw in some moves for doubles. Fling is an interesting move because berries gain the effect on the opponent when flung. That means on Justified Pokemon, you can Fling Salac Berry for +1 Attack and +1 Speed!

    Magical Leaf, Poison Tail, Shadow Ball, Flatter, Nasty Plot, Captivate, etc.: Flavor moves. And by Magical Leaf I mean DARK MAGIC.

    I didn't include Ice Fang because it seemed redundant with Glare. I don't like Super Fang because it does 50% solid to our counters.
  17. Nyktos

    Nyktos Custom Loser Title
    is a Pre-Contributor

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    My movepool is now a final submission, as well. I fear I may have gone a little too far into the "excruciating detail" side, but it wasn't especially intentional: I wrote as much as seemed appropriate. I remain open to feedback; however, I doubt I'll be adding or removing any moves, especially competitive ones, at this stage.

    I would like to reiterate what I said in my submission itself, namely that I very much hope at least one movepool with no paralysis moves is included in the slate. Aside from my own, I think Bull of Heaven's is my favourite in this category. It's got some excellent choices of flavour moves (though I dislike Present being a level-up move since canonically nothing but Delibird gets it that way). Competitively it's fairly similar to mine, aside from the inclusion of Spikes (which I don't like, but isn't the worst thing that could happen).

    Though I disagree about paralysis, from an aesthetic standpoint I very much like Vann Accessible's movepool, and I agree with most of the other competitive decisions he made. Outrage is a little bit weird, though. erisia's is another one I like aesthetically, though the competitive disagreements are harder to reconcile in that case.
  18. srk1214

    srk1214 Goddess of Light
    is a CAP Contributoris a Tiering Contributor
    Mentor

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    As an includer of Outrage, I thought I'd defend it for two seconds. Competitively, just about the worst thing Malaconda can do is lock itself in on Outrage. It offers little viable coverage, since Grass/Dark already hits most anything not Steel neutrally. And Dragon only really provides good neutral coverage. Yes, it hits Dragons, but the main draw is the neutral coverage, which Malaconda already has. Moreover, with only 100 Attack, Outrage spam isn't going to work really... Furthermore, Outrage locks Malaconda into the field, meaning if it is used as the opponent switches into a Scizor or a Jirachi or a Landorus-T, etc, Malaconda WILL be eating a U-turn. No two ways about it.

    Flavorwise, I think excluding Outrage is actually the weird option. It's a tutor move learned by lots of things draconic and not. This list includes Serperior, which is obviously related to Malaconda.
  19. Nyktos

    Nyktos Custom Loser Title
    is a Pre-Contributor

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    Eh, fair enough then. Just seemed a little odd to me, being mostly worthless competitively and seemingly strange flavourwise. I'd forgetten Serperior gets it (though Arbok and Seviper don't).
  20. erisia

    erisia (macho) brace yourselves
    is a Contributor Alumnus

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    882
    Thanks for the support guys! I didn't think my spread would be so popular, so although the moves are going to stay the same i'll try and expand on my reasoning before the deadline.
  21. CiteAndPrune

    CiteAndPrune

    Joined:
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    Removed Spikes, Torment, and Tackle, added Wring Out to Level Up list and Night Slash and Beat Up to Egg moves... I think those were the only changes.
    Marked my moveset as Final Submission by now.

    Thanks for your kind words, folks. I probably have too many favourites for everyone to get slated but I'm hope that as many as possible make it into the voting stage. Deck Knight, erisia, Korski, Nyktos, srk and Vann Accessible (alphabetical order) definitely have my support though. All the same, good luck to everyone.
  22. Cretacerus

    Cretacerus

    Joined:
    Apr 7, 2012
    Messages:
    129
    Final Submission

    65 moves
    32 VGMs


    B - VGMs
    * - repeated/equivalent/outclassed VGM


    Level-Up (open)

    18 moves, 5 VGMs

    ---- Nasty Plot*
    ---- Ancient Power
    ---- Worry Seed
    01 Wrap
    01 Dragon Rage
    06 Sweet Scent
    11 Vine Whip
    16 Bite
    21 Pin Missile
    26 DragonBreath
    31 GrassWhistle
    36 Magical Leaf
    41 Faint Attack
    46 Spikes
    51 Dragon Rush
    56 Confuse Ray
    61 Power Whip
    66 Foul Play

    The Level-Up moveset is devided into 6 different groups, which alternate in the level-up-progress:

    ------ Generell moves: Wrap -> Pin Missile -> Spikes
    These are the most basic moves that Malaconda learns, involving the use of its body and thorns.
    Wrap is a nice starter move for a snake, following the precedence of Arbok and the like.
    Pin Missile is included as a flavor move to give the spikes some credit, before learning
    Spikes: a move very rare on sun teams, and it enables Malaconda to take the role of a hazard setter, freeing this teamslot if needed. It's also a generally good and safe move, keeping the critical momentum on the user's side. Lastly, Spikes is much more balanced than Stealth Rock, and doesn't give sun teams an immediate disadvantage.
    And setting up hidden traps just suits Malaconda too well :)

    ------ Dragon-type Moves: Dragon Rage -> DragonBreath -> Dragon Rush
    These moves are a referrence to the bibel using the dragon as personification of evil and the devil himself. Young Malaconda are born with Dragon Rage instead of a STAB move to emphasize this. Although both grass and dark type to a good job in concealing things, Malaconda's true nature will always continue to shine trough time to time.

    ------ Status Moves: Sweet Scent -> GrassWhistle -> Confuse Ray
    These moves are ment to influence an opposing creature, as did the snake in Genesis. Malaconda will beginn with infiltrating your sense of smell with the Sweet Scent of its apple, that target your hearing with a soothing GrassWhistle, and finally attacks youre most prominent sense, your sight, with a cunning Confuse Ray to completely leave you helpless.
    These moves are purely for flavor, as their unreliability keeps them from being very useful in battle.

    ------ Grass-STABs: Vine Whip -> Magical Leaf -> Power Whip
    Vine Whip is a early move and fits a little grass snake rather well. It goes hand in hand with the already learned Wrap, and gives Malaconda its first STAB attack, although it might be a bit weak. The dark aspect of whips, which DJD smartly brought up in his art submissions, gives this move additional flavor.
    Magic Leaf goes into a different direction, namely that of an illusionist who captivates his spectators with spectacular tricks. In older times magic was also commonly associated with the devil and other unnatural powers.
    Power Whip followes the line of Vine Whip, but actually is the strongest STAB Malaconda can get. I chose it over Wood Hammer, because it can muster a reasonable balance of Accuracy and Power, and suits the Malaconda's playstyle better. Besides, it no doubt is the more natural choice in terms of flavor.

    ------ Dark-STABs: Bite -> Faint Attack -> Foul Play
    Malaconda doesn't get very powerful dark type STABs by leveling. In order to get access to stronger dark-type moves, Malaconda has to rely on other methods, similar to how the devil abuses others to gain strenth. Malaconda will need the assistance of other Pokemon (Egg Moves) or human (TMs/Tutors) to harvest its true dark powers >:D

    ------ HeartScale-moves: Nasty Plot -> Ancient Power -> Worry Seed
    Once you find the guy who brings back Malaconda's old thoughts, you can glance in horror at the full extend of it's Nasty Plot, that started even before it was born. You will get a feel of the evil and Ancient Power that lies within this Pokemon, and understand how everything began with those small Worry Seeds planted between everyone, which eventually grew into those trees of discord and chaos!

    Egg Moves (Dragon/Field) (open)

    10 moves, 8 VGMs

    Aromatherapy
    Crunch
    Glare
    Leaf Blade
    Poison Tail
    Punishment
    Pursuit
    Rapid Spin
    Sucker Punch
    Tail Glow

    Yeah, this section looks very competetive, with a total of 8 out of 10 moves being VGMs. You can find a lot of rare and exotic things in here, ranging from aesthetical and unique moves to useful competitive assets. Bred Pokemon are something special after all, having inherited traits of completely different parents.
    I included Rapid Spin, Aromatherapy and Glare here, aiding Malacondas role as team player and supporter, with sun teams currently severily lacking such options.
    Crunch and Leaf Blade give Malaconda reliable STAB attacks to make full use of its unique offensive traits.

    TMs (open)

    27 moves, 14 VGMs

    05- Roar
    06- Toxic
    10- Hidden Power
    11- Sunny Day
    12- Taunt
    15- Hyper Beam
    17- Protect
    21- Frustration
    22- Solarbeam
    27- Return*
    32- Double Team
    41- Torment
    42- Facade
    44- Rest
    45- Attract
    46- Thief
    48- Round
    53- Energy Ball
    66- Payback
    67- Retaliate
    68- Giga Impact
    70- Flash
    82- Dragon Tail
    86- Grass Knot
    87- Swagger
    89- U-Turn
    90- Substitute


    Tutor Moves (open)

    12 moves, 5 VGMs

    Bind
    Covet
    Dark Pulse
    Dragon Pulse
    Foul Play*
    Giga Drain
    Knock Off
    Seed Bomb
    Sleep Talk
    Snatch
    Snore
    Worry Seed


    ------ Notable moves excluded:
    Baton Pass - passing boosts isn't a priority for a sun team, and only distracts from more essentiell jobs, besides making it also attractive also for teams not using sun. For scouting U-turn is always superior
    Ice Fang/Thunderfang - they cover specific threats and have little use otherwise. Malaconda doesn't have to deal with everything itself, but should rather concentrate on its key tasks. Glare is usually more than enough to cripple this threats, so others can finish them off.
    Superfang - even without Superfang Malaconda has options to keep the momentum up, which fit its intended role better than simply halving the HP of random Pokemon. With the inclusion of Roar in its movepool, breaking substitutes is not an issue.
    Synthesis - Synthesis has only one advantage over Rest: it is not dependend on Lumberry to work. While the greater variety may seem to be positive at first, it can easily become dangerous because of how powerful Harvest can be. Simply giving Malaconda a type-resist-berry can totaly change the list of counters, letting it do crazy things like walling fire attacks (even in sun!) or unboasted fighting attacks. It could also pull off a lot of other weird sets (including those abusing pinch berries), which will prove very hard to control the direction it will take.

    ------ Notable moves included:
    Glare - can effectively cripple otherwise dangerous treats like Landorus enough for teammates to handle team, but Malaconda still won't be able to deal with them one on one.
    Roar/Dragon Tail - phasing is very important for something as slow and offensively limited like Malaconda. The usage of Substitute or Taunt can easily render Malaconda set-up bait to common treats like dragons or fighting types, which dominate the current metagame. In order to prevent this, Malaconda needs to have access to both, Roar and Dragon Tail
    U-Turn - momentum is key on sun teams, as their strategy can easily be ruined in an instance. U-turn is a nice tool to react to almost any situation and will allow Malaconda to work more effectively with its team, providing flexibility and support. With its bulk and low speed Malaconda will also easily bring in frailer team mates safely.


    Also, thank you CiteAndPrune for putting in so much effort and studying every single moveset :D
  23. nyttyn

    nyttyn Ribbit!
    is a Pre-Contributor

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    Final Submission made. Best of luck to all contestants. Thanks for the feedback Cite.
  24. Vann Accessible

    Vann Accessible

    Joined:
    Feb 19, 2013
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    Thanks for the support guys!

    I'm a big fan of the sets made by CiteAndPrune, Deck Knight and McLuvdisc. I might have a few qualms, but they are pretty minor and consistent among them. My Glare + Roar and/or Foul Play reservations may be unfounded as no one but me thinks it's a big deal. Maybe I'm just paranoid. :D
    I like erisia's for the most part, but I really fear Stockpile with Lum+Rest transforming Malaconda into an unbreakable wall.

    Still, any one of them would be a great final movelist.

    Good luck in the vote everybody!
  25. Blackhawk11

    Blackhawk11 one on one

    Joined:
    Apr 29, 2009
    Messages:
    738
    Hey all I summarized the submissions so far in a spreadsheet:
    link
    Anyone can edit it so I suggest checking your own movepool to make sure that everything is correct, and if it isn't go ahead and change things. putting a 'y', 'n', or 'e' in the field will automatically color the background. I strongly believe that there are several mistakes in this sheet, because I was not double checking, etc. It was put together pretty quickly.

    Oh, some sources of error may come from people listing a move as VGM when it actually isn't or was not considered to be one. Often if I ran across a move listed as a VGM that I hadn't seen on any other movepools yet, I added it to the sheet and said that every previous movepool didn't have it, so be on the look out for that. Also I included Solarbeam, Sunny Day, and Torment because some people listed those as VGMs.

    A few notes:
    ganj4lF: your movepool does not appear to include Protect. Might want to look into that.
    XXTheDingoXX: Your movepool leaves out several "gimme" moves such as Return/Frustration and Hidden Power. You also have Ingrain listed in your egg moves, but the move has been disallowed.

    Edit: The best I can tell, Deck Knight has the most average submission, with only 3 selections that go against the majority. Looking for others!

    Edit2: After looking through the submissions, I think that Bull of Heaven's is my favorite. My only real quarrel with the pool is Wood Hammer.
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