Hello. Here in this thread, users may make complete movepool submissions for CAP18. At the conclusion of this thread, our movepool leader ginganinja will be compiling a slate of Final Submissions for the community to vote on, and the winning submission will become the official movepool for CAP18. We've had discussions on Attacking Moves and Non-Attacking Moves, and our Topic Leadership has compiled lists of Required, Allowed, and Disallowed moves that submitters must adhere to in order to make a legal Final Submission:
There are also limits on the number of Restricted Moves and total moves that will be allowed in Final Submissions, as per this discussion. All Final Movepool Submissions must have no more than 29 Restricted Moves (RMs) and 60 total moves in order to be considered for slating. Information on which moves qualify as Restricted Moves, as well as general information on making a complete CAP movepool, can be found here. While this is a submission thread, discussion on work-in-progress (WIP) and Final Submissions is encouraged so that the community can make an informed decision during the polling stage.
This thread will be open for submissions and discussion as soon as ginganinja posts his opening remarks.
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CAP18 so far:
Leadership Team:
DetroitLolcat - Topic Leader
jas61292 - Typing Leader
PttP - Ability Leader
srk1214 - Stats Leader
ginganinja - Movepool Leader
Art:
Name: Volkraken
Abilities: Analytic / Infiltrator / ???
Stats: 100 HP / 45 Atk / 80 Def / 135 SpA / 100 SpD / 95 Spe
Final Movepool Submissions must include all of these moves; those that don't will not be considered for slating.
Façade
Frustration
Giga Impact
Hidden Power
Hyper Beam
Rest
Return
Round
Sleep Talk
Toxic
Façade
Frustration
Giga Impact
Hidden Power
Hyper Beam
Rest
Return
Round
Sleep Talk
Toxic
These moves are considered optional. It is up to each movepool submitter whether or not to include these moves in their Final Submissions.
Fire Blast
Aura Sphere
Hydro Pump
Lava Plume
Scald
Flamethrower
Surf
U-Turn
Flash Cannon
Power Gem
Clear Smog
Overheat
Sludge Wave
Will-O-Wisp
Memento
Healing Wish
Destiny Bond
Protect
Reflect
Stealth Rock
Pain Split
Baton Pass
Haze
Sunny Day
Rain Dance
Swagger
Heal Bell
Refresh
Aromatherapy
Substitute
Fire Blast
Aura Sphere
Hydro Pump
Lava Plume
Scald
Flamethrower
Surf
U-Turn
Flash Cannon
Power Gem
Clear Smog
Overheat
Sludge Wave
Will-O-Wisp
Memento
Healing Wish
Destiny Bond
Protect
Reflect
Stealth Rock
Pain Split
Baton Pass
Haze
Sunny Day
Rain Dance
Swagger
Heal Bell
Refresh
Aromatherapy
Substitute
These moves are banned from inclusion in Final Submissions. Movepools that include any of these moves will not be considered for slating.
Grass Moves
Air Slash
Electric Special Attacking Coverage
Dragon Special Attacking Coverage
Ice Special Attacking Coverage
Dark Special Attacking Coverage
Ghost Special Attacking Coverage
Fairy Special Attacking Coverage
Bug Special Attacking Coverage
Water Spout
Eruption
Volt Switch
Knock Off
Psyshock
Fiery Dance
Acid Spray
Belch
Other coverage moves over 80 BP
Sludge Bomb
Calm Mind
Quiver Dance
Rock Polish / Agility etc
Shell Smash
Growth
Nasty Plot
Tail Glow
Taunt
Reliable Recovery
Hazard Removal (Defog, Rapid Spin)
Parting Shot
Wish
All Boosting Moves
CounterCoat
Kings Shield
Light Screen
Trick / Switcheroo
Hazards: Spikes, Toxic Spikes, Sticky Web
Ingrain
Super Fang
Status Moves including but not limited to Sleep Powder, Leech Seed, Stun Spore, Spore,
Glare, Thunder Wave
Flame Charge
Sandstorm / Hail / Trick Room
Encore
Disable
Spiky Shield
Magic Coat
Topsy Turvy
Perish Song
Yawn
Roar / Whirlwind
Grass Moves
Air Slash
Electric Special Attacking Coverage
Dragon Special Attacking Coverage
Ice Special Attacking Coverage
Dark Special Attacking Coverage
Ghost Special Attacking Coverage
Fairy Special Attacking Coverage
Bug Special Attacking Coverage
Water Spout
Eruption
Volt Switch
Knock Off
Psyshock
Fiery Dance
Acid Spray
Belch
Other coverage moves over 80 BP
Sludge Bomb
Calm Mind
Quiver Dance
Rock Polish / Agility etc
Shell Smash
Growth
Nasty Plot
Tail Glow
Taunt
Reliable Recovery
Hazard Removal (Defog, Rapid Spin)
Parting Shot
Wish
All Boosting Moves
CounterCoat
Kings Shield
Light Screen
Trick / Switcheroo
Hazards: Spikes, Toxic Spikes, Sticky Web
Ingrain
Super Fang
Status Moves including but not limited to Sleep Powder, Leech Seed, Stun Spore, Spore,
Glare, Thunder Wave
Flame Charge
Sandstorm / Hail / Trick Room
Encore
Disable
Spiky Shield
Magic Coat
Topsy Turvy
Perish Song
Yawn
Roar / Whirlwind
This thread will be open for submissions and discussion as soon as ginganinja posts his opening remarks.
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CAP18 so far:
Leadership Team:
DetroitLolcat - Topic Leader
jas61292 - Typing Leader
PttP - Ability Leader
srk1214 - Stats Leader
ginganinja - Movepool Leader
Art:

Name: Volkraken
Concept: Major Third
General Description: A Pokemon that forms an effective offensive or defensive core with two lesser-used OU Pokemon.
Justification: Cores have always been an integral part of the metagame, whether you're running Talonflame/Staraptor to brute force everything, Slowbro/Amoonguss/Heatran for Regenerator-Leftovers stalling, or a whole team of Dragons + Magnezone. We've previously explored what it takes to make a successful partnership in CAP11 (Voodoom), but the metagame (and the simulator!) has changed dramatically since Voodoom's creation. I would also like to up the ante a little bit: Instead of just one, can we now take TWO Pokemon and find their missing piece? Whether we opt to build on an established two-Pokemon partnership or choose two previously unrelated Pokemon and put them together, I think that we can certainly find a Voodoom for a more offensive time.
Questions to Be Answered:
- How do effective cores in the current metagame differ fundamentally from the cores of previous metagames, if at all?
- Is synergy as important (relative to power) in the current metagame as it previously has been? (That is, has power creep rendered synergy unnecessary?)
- What differences are there between tailoring a Pokemon to two others and tailoring it to one? What else must be considered besides weaknesses and resistances?
- How does the addition of a Pokemon to a core change what other Pokemon can be effectively run alongside the core?
- Does Team Preview make running cores more difficult?
- Is it possible to create a core uncounterable by a single Pokemon? (For example, Celebi/Heatran/Jellicent was a very effective BW core that got slaughtered by Tyranitar. Can a core force opponents to counter it with another core?)
- Tagging onto the above, what is required to "counter-core" a core? What combination of offensive and defensive characteristics among "counter-core" members achieves this?
Typing: Fire / WaterPokemon CAP18 should threaten:
It's important that, first and foremost, we threaten the Pokemon and strategies that our core has no answer to. In general, the degree to which a Pokemon threatens Latias and Lucario should be the degree to which CAP18 threatens that Pokemon.
Ghost-type Pokemon: Aegislash, Gengar
Fairy-type Pokemon: Clefable, Mawile predominantly. Togekiss, Sylveon and Azumarill to somewhat lesser extents.
Some Fire-type Pokemon: Mega Charizard Y, Heatran, Talonflame to a much lesser extent.
Bug-type Pokemon: Scizor, Forretress, Volcarona.
Ground-type Pokemon*: Landorus-Therian, Hippowdon, Excadrill.
When I say "to a lesser extent", I mean that CAP 18 should be a threatening presence to this Pokemon, but it should not be an ultra-reliable counter. CAP18 should perform well against every Pokemon on this list, but that doesn't mean CAP18 needs to unconditionally switch into and force out these Pokemon. It should likely be able to do one or the other, but countering all of these Pokemon is neither feasible nor recommended.
CAP18 should be able to handle, either by switching in or 1v1, the Pokemon that defeat at least one of our core members that the other one cannot switch into. For example, Mega Charizard X is a Pokemon that defeats Lucario 1v1 that Latias can't switch into. If Multiscale is active, so is Dragonite. Gyarados, before it Mega Evolves, fits this bill.
*With a weakness to Ground, this will be a difficult task. We should threaten these Pokemon as well as we can, but we should not expect to counter Ground-types, but rather defeat them 1v1.
Pokemon CAP18 should be threatened by:
We should be okay with CAP 18 losing to Pokemon that the rest of our core handles well. For example, Latias is a tremendous answer to Rotom-W, and CAP18 is weak to Electric and does not have a STAB that can hit Rotom-W even neutrally. Rotom-W isn't particularly bothered by Fire- and Water-type support options, so making Rotom-W anything other than a threat to CAP18 is fitting a square peg into a round hole. Keldeo is a similar example, although Keldeo is so commonly paired with Pursuit Aegislash (the bane of this core) that it's not safe to let Keldeo counter this CAP.
Bulky Waters: Rotom-W, Keldeo to a much smaller extent.
Bulky Dragons: Latias, Latios, Goodra.
Walls with minimal offensive presence: Chansey, Blissey.
Pokemon not on either of our threatlists should be overly specifically threatening or threatened by CAP 18. Just because a Pokemon is not in the second list doesn't mean it is our prerogative to beat it. The same goes with Pokemon not in the first list: we shouldn't be expected to lose to every Pokemon that we don't threaten.
Abilities: Analytic / Infiltrator / ???
Stats: 100 HP / 45 Atk / 80 Def / 135 SpA / 100 SpD / 95 Spe
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