CAP 12 CAP1 - Miscellaneous Flavor - (Height, Weight, Pokedex Entry Poll 3)

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the pastor of disaster
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This poll will finally to pin down the flavor attributes of Tomohawk.

This will be an Bold Vote, meaning you may vote for one, and only one, option. The options in this poll are Joeyboy and ShyGuy1221.

Final Submission

Species: Chieftain Pokemon
Height: 4' 2'' / 1.27 m (Taller than Mandibuzz, smaller than Braviary and Archeops)
Weight: 82 lbs / 37.2 kgs (Heavier than Archeops, lighter than Mandibuzz and Braviary)

Black: It is rumored they once used their shamanistic powers to help an ancient civilization cope with life in the desert.

White: Until only a few years ago they were thought to be extinct. Now researchers believe they were merely mourning the loss of an ancient city.

~I really enjoyed the whole ancient desert civilization back story in Unova and I thought Tomohawk fit right in. Also the idea of Tomohawk helping the ancient peoples adapt to desert life is a reference to the Native Americans teaching the Pilgrims to cope with life in the new country.
Final Submission


Species: Tribal Leader Pokemon
Height: 4'03" 1.3m
Weight: 88.2lbs. 40kg

Black: Its feathers are actually hardened fur used for flight and defense. It protects its injured kin from scavenging MANDIBUZZ with its life.

White: Utilizing its mystic powers, it can manipulate air currents to fly gracefully through the sky. It has aerial battles against BRAVIARY over territorial disputes.

Gray: There can only be one as the tribe leader. Any newly evolved PREHAWK must challenge the current leader. The loser must leave and form a tribe of its own.


The height of Tomohawk is about the average size of the fully evolved bird pokemon of Unova. Equal to that of Swanna, larger than Unfeasant and Mandibuzz, and smaller than Sigilyph and Braviary.
The weight is about inbetween Mandibuzz's and Braviary's weight. Grass Knot and Low Kick result in a power of 60.
I felt that the pokedex entries should reference Mandibuzz or Braviary depending on the version. I also think that Tomohawk would not be able to fly without its abilities over the elements, do to it not technically having wings. The Black entry references the fur hardening into feathers. The Gray entry refrences aminals like lions in nature, where the alfa must fight any challengers for the right to lead, and must leave the group if they lose.

Here is our CAP so far:

Name: Tomohawk

Typing: Flying/Fighting

Base Stats: 105 HP/60 Atk/90 Def/115 SpA/80 SpD/85 Spe

Abilities: Intimidate/Prankster

[quote="capefeather, post: 3430467"]*bursts in with an epic [B]Final Submission[/B]*

* - Move is repeated in this or a previous list
. - Move is (almost) required by a different move
! - Move is (almost) required by typing or ability
!! - Move is absolutely required by typing or ability
[B]Bold[/B] - A VGM that is not repeated in this or a previous list
[hide=Level-up]00 Sunny Day
[B]00 Aura Sphere[/B]
00 Fury Swipes
00 Harden
08 Fury Swipes*
13 Harden*
[B]17 Aerial Ace
20 Morning Sun
23 Whirlwind
29 Rain Dance
33 Earth Power
37 Air Slash[/B]
42 Submission
[B]45 Heat Wave
49 Hyper Voice[/B]
50 Sky Drop
[B]51 Superpower
53 Rest
55 Hurricane
60 Healing Wish[/B][/hide]
Unique moves: 18
Unique VGMs: 13
[hide=Explanation]I've taken quite a few creative liberties with the        level-up movepool. This CAP is really breaking a lot of ground  because       it's primary Flying and a Fighting-type with a poor Atk  stat. I've       always wanted to do a "mage" type learnset, and the  shamanistic  nature      of this CAP has given me the perfect excuse to  do so (though  my    original   dream was to reference FF1's Chaos :P ).  The  "elemental"    moves here  are  Rain Dance, Earth Power, Air Slash  and  Heat Wave, with    Hurricane   eventually learned near the end as  well.

This learnset is full of sneaky references, which is why I've filled it        to the maximum reasonable number of moves. I've incorporated a few   of      the North American aboriginal creation stories involving the   raven    (the   raven is originally white in Haida myths). It  references  a myth    about   the raven stealing the sun, moon, stars  (Sunny Day), a   firebrand   (Heat   Wave, I guess), and fresh water  (Rain Dance) to  give  to the   mortal   world. Sky Drop is somewhat a  reference to  another  myth   involving the   raven dropping a stone  into the ocean to  form  land.   There's also a   legend about a seagull  and the raven  sticking a  thorn   into its foot, but   Spikes is  disallowed, so...  Aerial Ace and    Submission are also here to    reference the Street  Fighter character  T.   Hawk. (The anime depicts    Aerial Ace as a  low-altitude gliding  attack,   and Submission is  similar   to the  grapple that T. Hawk does.)

The progression is simple enough. I believe that Tomohawk should start        off with a "base" special move (Aura Sphere) because it's one of   only      three special Fighting-type moves. The theme here is that it   starts   off    using naive physical attacks like Fury Swipes and then    eventually    learns  to channel the energies of the spirits and use    them. Harden  is a    reference to Cartoons's original concept, with   the  fur hardening  to   act  like feathers. I also need a move to fit   with  Tomohawk's  name, a    reference to a light axe that is thrown.   Giga  Impact doesn't  quite fit,    so Superpower has made it in.   Finally, I  feel that  Tomohawk should get    some kind of mind-refresh   before  getting  Hurricane, but Amnesia is    banned, so Rest is there   instead.

Healing Wish is a cool move IMO; it's kind of a reference to FF6's Sabin        (not that anyone used Spiraler or whatever it's called now), but     more    than that, it just fits somehow with the whole shaman /     chieftain  deal   that this CAP is getting.[/hide]
[hide=Machines]05 Roar
[B]06 Toxic!!
08 Bulk Up!
10 Hidden Power!![/B]
11 Sunny Day!*
[B] 12 Taunt[/B]
15 Hyper Beam!
[B]17 Protect!![/B]
18 Rain Dance*
20 Safeguard.
[B]21 Frustration!![/B]
22 SolarBeam.
[B]26 Earthquake.[/B]
27 Return!!
[B]31 Brick Break![/B]
32 Double Team!!
[B]33 Reflect[/B]
39 Rock Tomb!
40 Aerial Ace!*
[B]42 Facade!![/B]
44 Rest!!*
45 Attract!!
46 Thief
48 Round!!
49 Echoed Voice.
[B]52 Focus Blast![/B]
54 False Swipe
56 Fling!
58 Sky Drop*
59 Incinerate!!
60 Quash
[B]62 Acrobatics[/B]
67 Retaliate!
68 Giga Impact!
70 Flash
78 Bulldoze.
[B]80 Rock Slide!
83 Work Up!!
86 Grass Knot.[/B]
87 Swagger!!
[B]90 Substitute!![/B]
94 Rock Smash!!
h2 Fly
h4 Strength!![/hide]
Unique moves: 38
Unique VGMs: 16
[hide=Explanation]Most of these are type-move and move-move (almost)        requirements. I want to avoid putting in too many Psychic-type moves        because I don't think that they fit with the concept (though  Reflect  is      there). Thief is another reference to the trickster  aspect   mentioned     earlier, and a stronger reference to the  firebrand is  made  through     Incinerate and Flash. However, despite  other Fire-type   moves usually     being required with Heat Wave, I've  chosen not to  put  them in because     I'm already breaking the  Fire-type monopoly on   level-up Heat Wave.

I also don't have Cut because Tomohawk is an "axe", not a sword (Cut is        "Iai Cut", a reference to a sword technique) and this movepool has   no      claw moves other than Fury Swipes.[/hide]
[hide=Breeding (Ground / Flying) (NO ILLEGALITIES)][B]Baton Pass[/B] (Eevee, Sentret, Furret, Aipom, Ambipom, Girafarig, Mawile, Buneary, Lopunny, Patrat, Watchog)

[B]Confuse Ray[/B] (Vulpix, Ninetales, Lapras, Umbreon, Mantine, Stantler, Spoink, Grumpig, Watchog)

Focus Energy (Rattata, Raticate, Nidoran-M, Nidorino, Nidoking, Mankey,        Primeape, Torchic, Combusken, Blaziken, Vigoroth, Numel, Camerupt,        Stunky, Skuntank)

[B]Haze[/B] (Zubat, Golbat, Crobat, Murkrow, Honchkrow)

[B]Memento[/B] (Stunky, Skuntank)

[B]Nature Power[/B] (Seedot, Nuzleaf, Deerling, Sawsbuck)

[B]Rapid Spin[/B] (Sandshrew, Sandslash, Donphan, Torkoal, Drillbur, Excadrill)

[B]Roost[/B] (Pidgey, Pidgeotto, Pidgeot, Spearow, Fearow, Hoothoot,        Noctowl, Dunsparce, Wingull, Pelipper, Chatot, Pidove, Tranquill,        Unfezant, Ducklett, Swanna)

[B]Stealth Rock[/B] (Skarmory)

[B]Yawn[/B] (Wooper, Quagsire, Dunsparce, Slakoth, Vigoroth, Slaking, Bidoof, Bibarel, Hippopotas, Hippowdon, Pansear, Munna)[/hide]
Unique moves: 10
Unique VGMs: 9
[hide=Explanation]Also known as the level-up rejects, honestly. Most of        these are competitive moves that I really wanted on Tomohawk but        couldn't fit into level-up or the machines. You may in particular   notice      my inclusion of Rapid Spin. Sorry, Delibird :( I think that   this is  a     potentially great move for Tomohawk, and I'd personally   like to  see    what  Tomohawk can do with it. Will it be  devastatingly  effective  like     Excadrill, or will it be kind of lame  like  Forretress?

I've put Roost into the egg movepool because Tomohawk isn't really a        bird (yeah, "Feather Rest", but still). But it still breeds with        birds...? -.- Best not to think about it.[/hide]
Total unique moves: 66
Total VGMs: 38

[B]Some general comments[/B]

I'll admit that my movepool is mostly based on flavour, but the        competitive theme here is a small but precise non-attacking movepool. I        didn't put in every non-attacking move that "seems interesting"      because   there are way too many of them and a lot of the good ones are        level-up/egg only. Let's be honest, here: [B]Do we really need a super-bloated non-attacking movepool?[/B]

I've made an explicit effort to limit or outright avoid moves of the following categories:

Psychic-type (e.g. no Psych Up or Gravity)
Poison-type (e.g. no Sludge Wave)
Moves that modify anything other than Atk or Def (e.g. no Hone Claws)
Moves that can disrupt move choice (e.g. no Torment/Disable/Switcheroo)
Physical moves (all of the physical moves in this pool are justified by flavour or move-move guidelines)

I absolutely do not believe that most Psychic- or Poison-type moves make        any sense on Tomohawk. In my view, Tomohawk should be using the      powers   of nature, not supernatural mind tricks or waves of garbage.   (I    don't   quite get other people's justification of Mimic, either.      Tomohawk is   using a disguise, not copying others' actions.) I  also     want Tomohawk's   Hurricane to get support entirely from rain  or  another    Pokémon's   Gravity, and not set it up for itself (other  than  with   Rain  Dance). I   also find choice-disrupting moves  potentially  broken   with  this CAP, so I   have excluded them. The  movepool still  does have   some  gems like bulky   Substitute, Healing  Wish, Memento,   Roost and   Yawn  (arguably better  than  sleep if the  opponent stays  in).

You may have noticed that Baton Pass is this movepool's only switching        move. Screw Volt Switch -.- Only Electric-types and Steel-types   learn      it. It doesn't make sense! Baton Pass is clearly the most   effective      switching move to include here, so that's what I have   done.

I've also completely ignored move-move guidelines for Stealth Rock and        Heat Wave. The main justification for this is that Tomohawk is not a        Rock-type (or mainly rock-dwelling creature) or a Fire-type, so   I'm      violating "canon" a bit anyway by including these moves. I   really   didn't    want to have to put in stuff like Sandstorm (doesn't   make  much  sense   to  me) or Flame Charge   (disallowed).[/QUOTE]
This poll is close in exactly 24 hours. Have fun!
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