This thread will be monitored heavily by mods to keep discussion on track.
So, after the discussion brought to a conclusion in this post, it is time to re-adjust the CAPs with updates.
Here is the initial TM additions decided originally:
Code:
Syclar: Confide, Infestation.
Syclant: Confide, Infestation.
Revenankh: Confide, Dazzling Gleam, Power-Up Punch.
Embirch: Confide, Nature Power.
Flarelm: Confide, Nature Power.
Pyroak: Confide, Nature Power.
Breezi: Confide.
Fidgit: Confide.
Rebble: Confide, Dazzling Gleam, Nature Power.
Bolderdash: Confide, Dazzling Gleam, Nature Power.
Strategem: Confide, Dazzling Gleam, Nature Power.
Privatyke: Confide, Infestation, Power-Up Punch.
Arghonaut: Confide, Infestation, Power-Up Punch.
Nohface: Confide.
Kitsunoh: Confide.
Monohm: Confide, Nature Power.
Duclohm: Confide, Nature Power.
Cyclohm: Confide, Nature Power.
Colosshale: Confide.
Colossoil: Confide.
Protowatt: Confide, Dazzling Gleam.
Krillowatt: Confide, Dazzling Gleam.
Voodoll: Confide, Infestation, Power-Up Punch.
Voodoom: Confide, Infestation, Power-Up Punch.
Scratchet: Confide, Power-Up Punch.
Tomohawk: Confide, Power-Up Punch, Steel Wing.
Necturine: Confide, Infestation, Nature Power.
Necturna: Confide, Infestation, Nature Power.
Mollux: Confide, Dazzling Gleam, Infestation.
Cupra: Confide, Infestation.
Argalis: Confide, Infestation.
Aurumoth: Confide, Dazzling Gleam, Infestation, Steel Wing.
Brattler: Confide, Nature Power.
Malaconda: Confide, Nature Power.
??? (when released): Confide, Steel Wing.
Cawmodore: Confide, Steel Wing.
These are not the only new moves, however, and now would be a good time to re-assess these choices and bring CAPs up to date.
Here is the new attack list:
New Attack List:
Aromatic Mist: The Pokemon generates a sweet smelling mist around an ally that increases their Special Defense by one (1) stage.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Baby-Doll Eyes: The Pokemon gives a quick, innocent glance at the opponent before they can move, causing them to hold back and lowering their Attack by one (1) stage.
Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 1 | CT: Set
Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 1 | CT: Set
Belch: The Pokemon uses part of a consumed berry and spits out a disgusting liquid at the opponent at high speed. This attack can only be used if the Pokemon has partially or completely used a Berry either through activation or Natural Gift.
Attack Power: 12 | Accuracy: 90% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Set
Attack Power: 12 | Accuracy: 90% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Set
Boomburst: The Pokemon lets out a massive blast of sound that reverberates throughout the arena, hitting friend and foe alike. The sound ignores Substitute.
Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Set
Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Set
Confide: The Pokemon convinces their opponent to drop their defense to tell them a secret, lowing their concentration and reducing their Special Attack by one (1) stage. Ignores Protect and Detect.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Crafty Shield: The Pokemon create a mystical shield that blocks any non-damaging move used on itself or allies. Fails if used consecutively.
Attack Power: - | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 3 | CT: Passive
Attack Power: - | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 3 | CT: Passive
Dazzling Gleam: The Pokemon unleashes a dazzling flash of light that hits all opponents.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Fairy | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Force
Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Fairy | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Force
Disarming Voice: The Pokemon lets out a disarming cry that strikes the heart of all opponents without fail. The sound ignores Substitute.
Attack Power: 4 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 1 | CT: Force
Attack Power: 4 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 1 | CT: Force
Draining Kiss: The Pokemon latches onto the opponents life force with a kiss gesture that drains a large amount of their energy, healing the user for 75% of the damage done to the opponent.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Set
Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Set
Eerie Impulse: The Pokemon launches an electrostatic charge that greatly decreases the special attack of the target, lowering its Special Attack by two (2) stages.
Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Passive
Electric Terrain: The Pokemon generates a massive, crackling electromagnetic field that covers the entire ground for four (4) rounds. While in effect, the power of Electric Moves used by grounded Pokemon is increased by three (3) BAP and grounded Pokemon cannot be put to sleep while Electric Terrain is in effect, but Pokemon that are asleep will not be awakened. Nature Power becomes Thunderbolt when Electric Terrain is in effect.
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set
Electrify: The Pokemon generates an electrical charge that adheres to the opponent, changing the type of the target's next attack to Electric.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set
Fairy Lock: Using mystical power, the Pokemon locks down the arena and prevents all foes from switching out. When used against a non-damaging evasive action, it does fixed damage equal to three (3) multiplied by the user's Special Attack Rank.
Attack Power: -- or Fixed Damage = 3 * User's Special Attack Rank | Accuracy: -- | Energy Cost: 6 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Attack Power: -- or Fixed Damage = 3 * User's Special Attack Rank | Accuracy: -- | Energy Cost: 6 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Fairy Wind: The Pokemon whips up a small mystical wind and aims it at the opponent. When combined with another Special Fairy Attack, the Base Attack Power of that attack is increased by one and three quarters (1.75x) [e.g Fairy Wind + Dazzling Gleam is 4 + 8 * 1.75 = 18 BAP].
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT:Elemental
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT:Elemental
Fell Stinger: The Pokemon fills their stinger with energy and injects a special neurotoxin into the opponent. If the opposing Pokemon is KO'd by Fell Stinger, part of their energy goes back to the user of this move, increasing the user's Attack by two (2) stages.
Attack Power: 4 | Accuracy: 100 | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT:Set
Attack Power: 4 | Accuracy: 100 | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT:Set
Flower Shield: The Pokemon uses its petals to create a shield of flowers that raises the Defense of the user and all Grass-types on the field by one (1) stage.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Passive
Flying Press: The Pokemon leaps into the air and strikes the foe with a devastating blow from above. The attack has both Fighting and Flying-type properties, and checks cumulative type effectiveness against both elements (e.g. a Pokemon weak to both Fighting and Flying would take 4x effectiveness damage)
Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set
Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set
Forest's Curse: The Pokemon casts an ancient spell that adds Grass typing to the opponent for the next six (6) actions.
Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set
Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set
Freeze Dry: The Pokemon chills all the water inside the target to freeze them solid. The move have a chance to freeze the target. This move is super-effective against Water-types.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ice | Priority: 0 | CT: Set
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ice | Priority: 0 | CT: Set
Geomancy: The Pokemon builds up power by maximizing its concentration, then unleashes it throughout its body, raising its Special Attack, Special Defense, and Speed by two (2) stages. This move can be disrupted in-between the charge and the stat boost by multi-hit attacks.
Attack Power: -- | Accuracy: -- | Energy Cost: 11 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: Energy Charge +3, Stat Boost -3 | CT:Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 11 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: Energy Charge +3, Stat Boost -3 | CT:Passive
Grassy Terrain: The Pokemon channels energy through its roots to turn the entire field into grass for four (4) rounds. While in effect, the power of Grass moves used by grounded Pokemon is increased by three (3) BAP. Grounded Pokemon on Grassy Terrain will have two (2) damage per action healed. Nature Power becomes Energy Ball when Grassy Terrain is in effect.
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set
Infestation: The Pokemon sends a swarm of small insects that bite into trap the opposing Pokemon. While trapped in Infestation, the Pokemon recieves two (2) damage per action. The holding effect will last four (4) actions before it needs to be refreshed.
Attack Power: 4 + 2 HP Damage per action | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental
Attack Power: 4 + 2 HP Damage per action | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental
Ion Deluge: The Pokemon charges the field with special ions that convert Normal-typed attacks into Electric-typed attacks for the next six (6) actions when used. This takes precedence before any Ability effects.
Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 1 | CT:Set
Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 1 | CT:Set
King's Shield: The Pokemon instantly reverts to its Shield Forme, protecting itself from damaging attacks, reducing the Attack stat of any attacker that makes contact with the shield by two (2) stages for each of their hits. The attack will fail if used consecutively.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Damage Blocked / 2.5) | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Steel | Priority: 4 | CT:Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Damage Blocked / 2.5) | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Steel | Priority: 4 | CT:Passive
Land's Wrath: The Pokemon gathers the energy of earth into a clay sphere and launches it at the opponent.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Elemental
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Elemental
Magnetic Flux: The pokemon generates an electromagnetic field that responds to allied Pokemon (including the user) with the Plus or Minus ability, and raises their Defense and Special Defense by one (1) stage.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: | CT:Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Electric | Priority: | CT:Passive
Mat Block: The Pokemon pulls up an energy mat and uses it to defend themselves from damaging attacks. This attack will also defend allies in a multiple battle, but only on its first use. Subsequent uses will only protect the user. Status moves are not blocked.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fighting | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fighting | Priority: 0 | CT: Passive
Misty Terrain: The Pokemon unleashes a magical mist that envelops the entire field with Fairy dust for four (4) rounds. While in effect, the power of Fairy moves used by grounded Pokemon is increased by three (3) BAP, while the power of Dragon moves used against Grounded Pokemon are reduced by two (2) BAP. Pokemon are protected from Major Status moves while Misty Terrain is in effect, but Misty Terrain will not heal previously inflicted Major Status effects. Nature Power becomes Moonblast when Misty Terrain is in effect.
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Set
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Fairy | Priority: 0 | CT: Set
Moonblast: The Pokemon calls on the power of the moon to punish opponents. The attack has a chance to lower Special Attack by one (1) Stage.
Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Fairy | Priority: 0 | CT:Elemental
Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Fairy | Priority: 0 | CT:Elemental
Mystical Fire: The Pokemon summons a magical fire that lowers the opponent's Special Attack by one (1) stage upon contact.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Contact: No | Typing: Fire | Priority: 0 | CT:Elemental
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Contact: No | Typing: Fire | Priority: 0 | CT:Elemental
Noble Roar: The Pokemon lets out a noble roar that diminishes the will of the opponent, lowering both their Attack and Special Attack by one (1) stage each. The sound of the roar bypasses Substitute.
Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Nuzzle: The Pokemon electrifies their cheeks and strike the opponent with their face, spreading the electricity and paralyzing them.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental
Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental
Oblivion Wing: The Pokemon channels mysterious energy through their wings to their mouth and fires a powerful beam that siphons the life energy out of the target. It heals the user for 75% of the damage inflicted.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Set
Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Set
Parabolic Charge: The user releases a special electrical field which drains the energy of every Pokemon on the field and restores 50% of the damage inflicted back to the user.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT:Set
Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT:Set
Parting Shot: The Pokemon shouts insults at the opponent, lowering their will to fight in reducing their Attack and Special Attack each by one (1) stage, then turns their back and makes an exit. If the attack hits, two different effects may take depending on the enforced Switch Clause:
Switch = KO: The attack resets all of the User's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
Switch = OK: The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Parting Shot must attack first. A Pokemon switched out with Parting Shot can switch without initiating a Switch Phase, but only Pokemon that used Baton Pass, Parting Shot, Teleport (Switch), U-turn, or Volt Switch can be swapped out.
Attack Power: --| Accuracy: 100% | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: -- | Typing: Dark | Priority: 0 | CT: Set
Switch = KO: The attack resets all of the User's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
Switch = OK: The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Parting Shot must attack first. A Pokemon switched out with Parting Shot can switch without initiating a Switch Phase, but only Pokemon that used Baton Pass, Parting Shot, Teleport (Switch), U-turn, or Volt Switch can be swapped out.
Attack Power: --| Accuracy: 100% | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: -- | Typing: Dark | Priority: 0 | CT: Set
Petal Blizzard: The Pokemon sends a flurry of high-speed petals that strike every part of the battlefield.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Force
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Force
Phantom Force: The Pokemon disappears briefly into a shadow dimension before striking an opponent from behind, evading all attacks in the process. Ignores Protect and Detect.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ghost | Priority: Evasive Action: 0, Hit: -1 | CT:Set
Attack Power: 9 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ghost | Priority: Evasive Action: 0, Hit: -1 | CT:Set
Play Nice: The Pokemon convinces the opponent to let their guard down with playful antics, lowering their Attack. The move ignores Protect and Detect.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Play Rough: The Pokemon rushes over to the opponent and roughouses them to do damage. The force may lower an opponent's Attack.
Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Fairy | Priority: 0 | CT: Elemental
Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Fairy | Priority: 0 | CT: Elemental
Powder: The Pokemon launches a volatile powder on the opponent that reacts to Fire-typed attacks. For the next six (6) actions if an opponent uses a Fire-typed attack, the powder will explode doing fixed damage equal to 10 + 2(Target's Special Attack Rank - Target's Special Defense Rank). Once Powder's effect is activated once, it will dissipate.
Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 1 | CT: Force
Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 1 | CT: Force
Power-Up Punch: The Pokemon strikes the opponent with an energized punch that increases the user's attack by one (1) stage if the attack is successful.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Fighting | Priority: 0 | CT:Passive
Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Fighting | Priority: 0 | CT:Passive
Rototiller: The Pokemon tills the soil in the arena and exposes the field to nutrients, giving the user and all Grass-types on the field a one (1) stage increase in Attack and Special Attack.
Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Passive
Spiky Shield: The Pokemon creates a spiky shield to block damaging attacks. Any contact attack that hits the shield will cause ten (10) fixed damage for each hit. The attack will fail if used consecutively.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Blocked Damage / 2.5) | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 4 | CT:Passive
Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Blocked Damage / 2.5) | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 4 | CT:Passive
Sticky Web: The Pokemon lays down a sticky web on the opponent's side of the field that causes all Pokemon that switch in to have their speed reduced by one (1) stage, and sets their natural speed stage to -1.
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Set
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Set
Topsy-Turvy: The Pokemon uses a mystical force to reverse positive and negative stat boosts. (e.g. -2 Def becomes +2 Def and vice-versa)
Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive
Trick-or-Treat: The Pokemon casts an eerie spell that adds Ghost typing to the opponent for the next six (6) actions.
Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Set
Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Set
Venom Drench: The Pokemon releases a toxic agent that acts as a catalyst in a poisoned target, reducing their Attack, Special Attack, and Speed by one (1) stage.
Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Passive
Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Status | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Passive
Water Shuriken: The Pokemon creates water shurikens at high speed and launches them at the opponent, hitting 2-5 times. It can disrupt an opponent's move that takes a while to charge up.
Attack Power: 2 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Water | Priority: 1 | CT: Set
Attack Power: 2 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Water | Priority: 1 | CT: Set
What this thread will focus on, given our new metrics is the following for justification:
1. Additional new moves that are weaker and used for combinations.
2. Allowed moves that would make the Pokemon more viable in ASB.
3. New Gen moves that fit the concept or flavor of the Pokemon.
Therefore, I shall go through each CAP and create a synopsis of justification.
Gen 4 CAPs have already had a cycle to consider old/weaker moves, so they will focus exclusively on new moves.
Scylar / Syclant:
Fell Stinger - as a setup sweeper with Technician, this fits Syclant's nature and flavor.
Freeze Dry - Syclant's offensive nature makes this a prime move for removing some threats it would otherwise have trouble with.
As there is nothing in Syclant's Egg Group that can learn Freeze-Dry, it will be placed in Level-up at Level 59 in both Syclar and Syclant's pools. Fell Stinger shall be added to Egg Moves.
Revenankh:
Phantom Force - As a physical attacking ghost, this move makes perfect sense. It will be added to Level-up at Level 67.
Embirch / Flarelm / Pyroak:
Grassy Terrain - Pyroak was built as a bulky defensive Pokemon, and an attack that can heal it as well as augment its Grass attacks makes great sense.
Petal Blizzard - As a physical counterpart to Petal Dance and an addition to Pyroak's spread attacks, this new move also fit's Pyroak's abilities.
As Pyroak's Level-up pool is already quite full, these shall be Egg Moves.
Breezi / Fidgit:
Misty Terrain - Fidgit's concept is pure utility, and Misty Terrain is the most utilitarian of the Terrains, acting as a Safeguard and an effect the reduces rather than boosts offensive power on the field. Fidgit is an oddball when it comes to distribution because of its concept, and Misty Terrain seems to be the best of this kind of effect to match Fidgit's concept. As Breezi is part flying, this should be a Fidgit only move, at Level 75.
Rototiller - It's a support move, and it's Ground type. Fidgit only, Level 0.
Sticky Web - This one fits Fidgit's physiology much better than Misty Terrain does, and another hazard to add to Breezi and Fidgit's collection would be fitting. Level 32 for both.
Venom Drench - A support move that utilizes as opponents condition to drop their stats. Fits well with the theme, can be listed as an Egg move.
Rebble / Bolderdash / Stratagem:
Magnetic Flux - As a loosely based final stage magnetic Pokemon, Strategem would qualify for Magnetic Flux as a final stage Level 0 move.
Privatyke / Arghonaut:
Belch - Belch doesn't have a whole lot of rhyme or reason behind its distribution, being given to a multitude of "gross" or "digestion" related Pokemon. Seems to fit Privatyke / Arghonut as an Egg Move.
Nohface / Kitsunoh:
Phantom Force - Not only a physical attacking Ghost, but also conceptualized as the Ultimate Scout, so Phantom Force serves a dual purpose. Egg Move.
Trick-or-Treat - As an ultimate scout, and also as a Pokemon that is literally a ghost in a mask, Trick-or-Treat makes a lot of thematic sense, and also would force a lot of switches if used in a real battle. Level 28.
Monohm / Duclohm / Cyclohm:
Electric Terrain - Fits competitively and flavor-wise, giving Cyclohm an answer to Misty Terrain as well as a buff to its Dragon-type attacks. Egg Move.
Ion Deluge - Interesting because it works both on itself and on opponents, to either deaden their Normal-type attacks or to give Cylcohm some extra power on its Tri-Attack, Hyper Beam, or other normal-type attacks. Levels 47, 58, and 0 / 65 Respectively for Monohm, Duclohm, and Cyclohm.
Colosshale / Colossoil:
Rototiller - Colossoil is a digging mon, and those seem to get Rototiller. Level 0.
Protowatt / Krillowatt:
Eerie Impulse - Krillowatt was designed to be able to counter any given Pokemon, but not every Pokemon at once. ASB complicates this matter by giving a Pokemon access to all its moves, so it needs to tread carefully. Eerie Impulse gives Krillowatt a decent answer to physical attackers without being overpowering. Egg Move.
Fairy Wind - Krillowatt is in the Fairy Egg Group, and Fairy Wind provides it a way to buff its Fairy-type attacks. Level 15 for both.
Parabolic Charge - On the same theme of Utility Counter, Parabolic Charge is interesting in that it lets it specifically target opponents with Technician, and boost this otherwise mediocre offensive option. With High HP and middling defenses, Parabolic's bang for the buck is not that great on its own. Egg Move.
Voodoll / Voodoom:
Eerie Impulse - Voodoom's Concept was Perfect Mate, and while Togekiss was selected, Zapdos ended up being more favorable. Eerie Impulse works to support both by lowering an opponent's Attack, and it also fits in with Voodoom's weak electric motif. Egg Move.
Play Nice - A fairly innocuous flavor move based on Voodoll being, well, a doll. Level 4 on both.
Play Rough - A counterpart to Play Nice. Learned at Level 60 for each.
Gen 5 CAPs will consider a few more weaker moves to flesh out their combination movepools.
Scratchet / Tomohawk:
Air Cutter - Gives Tomohawk a little more combination leeway. Egg Move.
Baby-Doll Eyes - Tomohawk's concept was "Momentum" and investigating ways to stop an opponent's Momentum. Baby-Doll Eyes can do just that, with a priority Attack cut. Scratchet movepool only, Level 4.
Noble Roar - Works on two levels, first with Prankster, and second because Scratchet/Tomohawk are based on lions. Level 25 for both.
Scratch - Make this officially Level 0 in Gen 6 and take it out of the Gen 5 pools, to no effect on anyone using it.
Necturine / Necturna:
Absorb - The line doesn't have any Special Grass attacks in Level-up, and this bridges to its Giga Drain Tutor. Level 4 on each.
Forest's Curse - Necturna's discussions all focused around making sure it didn't get any combination of moves that would be too powerful while utilizing Sketch as the filler. Given that Grass typing is helpful depending on Necturna's Sketch, but not helpful in aiding its means of offense, Forest's Curse would be innocuous enough to qualify while having great flavor. Level 40 / 45, Respectively.
Petal Blizzard - At present Necturna has no mechanism for spread damage, but I think Sketch gives it opportunities to otherwise be too good in doubles with an attack that just hits all opponents. Petal Blizzard hits a decent middle ground. Egg Move.
Mollux:
Belch - Mollux is heavily digestion related, both as a Pokemon with Gastro Acid and a Pokemon based around a food source (albeit for the French). Level 60.
Venom Drench - For a pokemon based on a very poisonous snail, this move makes a lot of flavor sense. Egg Move.
Octazooka - An Allowed move that didn't make it onto the final movepool. Would help flesh out Mollux's coverage, without being overpowering. Level 0.
Water Gun - Water coverage was heavily discussed during Mollux's creation, and most powerful water moves were Disallowed. Weak water moves were however allowed, and Water Gun has a great deal of synergy with Mollux's Electric movepool. Egg Move.
Cupra / Argalis / Aurumoth:
Confusion - Aurumoth has no Special Psychic moves in its level-up movepool. Level 25 for each.
Fell Stinger - Aurumoth's concept was based on assessing risk, and Fell Stinger is an example of a move that would have a very high risk associated with it. If you finish off a foe, Aurumoth's sweep is made much easier. Egg Move.
Brattler / Malaconda:
Belch - Not only is this move common for Serpentine Pokemon in the Dragon Egg Group, Malaconda can not only use its berries, but regrow them. Level 48 and 52, respectively.
Bite - For whatever reason, Bite was not included in Malaconda's movepool. Level 4 for both.
Grassy Terrain - As Malaconda was built as a type equalizer and aimed itself primarily at Special walling some of the more fierce Dragons and other types, a move that changes the field to its advantage is sensible. Egg Move.
??? / Cawmodore:
Air Cutter - Allows Cawmodore to do some spread damage with its special flying attacks and combinations.
Aqua Jet - An Allowed move that didn't quite make the final cut. Will be quite useful in ASB to complement Bullet Punch.
Roost - Given how tenuous Belly Drum is as a strategy, this Allowed move can get Cawmodore back into good health after it unleashes in the six actions after Belly Drum.
This should do it for this round. Note that additions to Level-up will assume 5th Generation movepools as a base, for consistency.
Short of some very strong arguments, I think this is the best way to advance forward utilizing the new justification system.