Guide to Creating a CAP Movepool in BW (Update)


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Guide to Creating a CAP Movepool in BW
<div class="author">Written by <a href="/forums/member.php?u=43161">Rising_Dusk</a> with research by <a href="/forums/member.php?u=2412">X-Act</a>. Updated for Black/White by <a href="/forums/member.php?u=25105">bugmaniacbob</a>. </div>

<ol class="toc">
<li><a href="#intro">Introduction</a></li>
<li><a href="#restrict">Movepool Restrictions</a></li>
<li><a href="#require">Flavour Movepool Requirements </a></li>
<li><a href="#tm">TM Moves</a>
<li><a href="#tmlist">TM Move List</a></li>
<li><a href="#levelup">Level-Up Moves</a></li>
<li><a href="#egg">Egg Moves</a></li>
<li><a href="#tutor">Move Tutor Moves</a>
<li><a href="#tutorlist">Move Tutor Move List</a></li>
<li><a href="#example">Example</a>
<li><a href="#gengar">Gengar's Movepool</a></li>

<h2><a name="intro">Introduction</a></h2>

<p>Movepools are largely considered the single most important competitive aspect of a Pokémon. The reasoning for this is that a movepool defines a Pokémon's diversity, what they can and cannot beat, and what functionality they can provide for their team. Some movepools, such as those of Tyranitar and Genesect, are enormous and provide nearly limitless options, while others, like that of Hippowdon, are just big enough to make the Pokémon worth using. Both of these types of movepools have their respective places with different CAPs, but there's a lot to movepools that might not be apparent at first glance. This article's focus is to bring those tricks and traps to the forefront and address them so that you might not make the same mistakes that many others have in the past when creating your CAP movepool.</p>

<h2><a name="restrict">Movepool Restrictions</a></h2>

<p>In the past, many CAP movepools have tended to creep in power toward being obscene. In order to address these issues, as well as bring CAP Pokémon movepools back in line with the movepools of common OU Pokémon, some limitations and restrictions were placed upon the movepool stage of the CAP process. As listed in <a href="/cap/process/events/movepool_limits">this</a> process guide article, the Movepool Limits stage allows the Topic Leader to decide upon and impose restrictions on the number of Very Good Moves, and indeed the total number of moves, that a CAP Pokémon may have in its movepool. A Very Good Move is defined as "A move that is considered by the combination of its power, accuracy, effect chance, move priority, power points, and overall type coverage to be of distinct individual competitive advantage in any given movepool". Note, however, that there are lots of rules governing what is and isn't a Very Good Move based on different situations - for example, a Pokemon with Zap Cannon would have it classed as a VGM if it had No Guard as well, but not if it had a different ability. To learn more about what a Very Good Move is and the many different rules governing their usage, refer to <a href="/cap/process/events/movepool_submissions">this</a> process guide article. A complete list of Very Good Moves can also be found in that article, but you can also refer to <a href="/cap/articles/competitive_moves">this</a> article for a list of these moves split up into categories, thus making them a lot easier to deal with. Once these restrictions are set by the Topic Leader, you as a movepool creator must adhere to them strictly.</p>

<h2><a name="require">Flavour Movepool Requirements </a></h2>

<p>While the raw limit placed on the number of Very Good Moves and total number of moves that may be in your CAP Pokémon's movepool is generally the only specific requirement placed, there exist some flavour guidelines that you can follow if you need help choosing your flavour moves - after all, flavour is very important on a good, cohesive movepool! The first of these guidelines are the Type-Move Guidelines - these are moves where over 90% of all Pokemon in the game with a particular type have that move. So, for example, every single one of the thirty-two Bug-types has access to the move Struggle Bug, so in the interests of flavour, you should really keep them in. These lists are, obviously, different depending on the generation. A list of these Type-Move Requirements can be found <a href="/cap/process/events/movepool_submissions#type-move">here</a>.</p>

<p>The other guideline placed upon CAP movepools is the Move-Move Guideline list. The list of Move-Move Guidelines is given <a href="/cap/process/events/movepool_submissions#move-move">here</a>. In essence, these are cases where, for every Pokemon with a particular move, over 90% of Pokemon with the same move have access to another particular move. For example, every one of the one hundred and eleven Pokemon with access to the move Blizzard also has access to the move Ice Beam.</p>

<p>It should also be noted that there are some moves that all Pokemon get, such as Toxic, Round, and Protect, and which ought to almost always be present on a movepool unless the Topic Leader specifies otherwise.</p>

<p><strong>While no moves are officially required to be on all movepools by default, the Topic Leader reserves the right to make any move they see fit a required move on movepools</strong>. Typically, a Topic Leader will require that all TM moves that are learned by all ordinary Pokemon (see above) be present on the movepool, and in some cases will require the movepools to adhere to all of the Type-Move Guidelines as well. It is also not out of the question that they may specify some, but not all, of the Move-Move Guidelines be adhered to as well. It is important to give the Topic Leader's Required list your full attention when building a movepool, as they reserve the right to disqualify you if your movepool does not conform to their limits.</p>

<h2><a name="tm">TM Moves</a></h2>

<p>There are 100 TM moves available to all Pokémon. Some of these moves have to be chosen depending on certain aspects of the CAP Pokémon, but many of them can fit into basically any movepool, with the following exceptions: Fire- and Grass-type Pokémon do not learn any Ice-type moves, while Ice- and Grass-type Pokémon do not learn any Fire-type moves (with some exceptions).</p>

<h3><a name ="tmlist">TM Move List</a></h3>
<table class="sortable">
<th colspan="4" style="text-align: center;">TM Moves</th>
<tr> <td> TM01 Hone Claws </td> <td> TM26 Earthquake </td> <td> TM51 Ally Switch </td> <td> TM76 Struggle Bug </td> </tr>
<tr class="a"> <td> TM02 Dragon Claw </td> <td> <strong>TM27 Return</strong> </td> <td> TM52 Focus Blast </td> <td> TM77 Psych Up </td> </tr>
<tr> <td> TM03 Psyshock </td> <td> TM28 Dig </td> <td> TM53 Energy Ball </td> <td> TM78 Bulldoze </td> </tr>
<tr class="a"> <td> TM04 Calm Mind </td> <td> TM29 Psychic </td> <td> TM54 False Swipe </td> <td> TM79 Frost Breath </td> </tr>
<tr> <td> TM05 Roar </td> <td> TM30 Shadow Ball </td> <td> TM55 Scald </td> <td> TM80 Rock Slide </td> </tr>
<tr class="a"> <td> <strong>TM06 Toxic</strong> </td> <td> TM31 Brick Break </td> <td> TM56 Fling </td> <td> TM81 X-Scissor </td> </tr>
<tr> <td> TM07 Hail </td> <td> <strong>TM32 Double Team</strong> </td> <td> TM57 Charge Beam </td> <td> TM82 Dragon Tail </td> </tr>
<tr class="a"> <td> TM08 Bulk Up </td> <td> TM33 Reflect </td> <td> TM58 Sky Drop </td> <td> TM83 Work Up </td> </tr>
<tr> <td> TM09 Venoshock </td> <td> TM34 Sludge Wave </td> <td> TM59 Incinerate </td> <td> TM84 Poison Jab </td> </tr>
<tr class="a"> <td> <strong>TM10 Hidden Power</strong> </td> <td> TM35 Flamethrower </td> <td> TM60 Quash </td> <td> TM85 Dream Eater </td> </tr>
<tr> <td> <strong>TM11 Sunny Day *</strong> </td> <td> TM36 Sludge Bomb </td> <td> TM61 Will-O-Wisp </td> <td> TM86 Grass Knot </td> </tr>
<tr class="a"> <td> TM12 Taunt </td> <td> TM37 Sandstorm </td> <td> TM62 Acrobatics </td> <td> <strong>TM87 Swagger</strong> </td> </tr>
<tr> <td> TM13 Ice Beam </td> <td> TM38 Fire Blast </td> <td> TM63 Embargo </td> <td> TM88 Pluck </td> </tr>
<tr class="a"> <td> TM14 Blizzard </td> <td> TM39 Rock Tomb </td> <td> TM64 Explosion </td> <td> TM89 U-turn </td> </tr>
<tr> <td> <strong>TM15 Hyper Beam</strong> </td> <td> TM40 Aerial Ace </td> <td> TM65 Shadow Claw </td> <td> <strong>TM90 Substitute</strong> </td> </tr>
<tr class="a"> <td> TM16 Light Screen </td> <td> TM41 Torment </td> <td> TM66 Payback </td> <td> TM91 Flash Cannon </td> </tr>
<tr> <td> <strong>TM17 Protect</strong> </td> <td> <strong>TM42 Facade</strong> </td> <td> TM67 Retaliate </td> <td> TM92 Trick Room </td> </tr>
<tr class="a"> <td> <strong>TM18 Rain Dance **</strong> </td> <td> TM43 Flame Charge </td> <td> <strong>TM68 Giga Impact</strong> </td> <td> TM93 Wild Charge </td> </tr>
<tr> <td> TM19 Telekinesis </td> <td> <strong>TM44 Rest</strong> </td> <td> TM69 Rock Polish </td> <td> TM94 Rock Smash </td> </tr>
<tr class="a"> <td> TM20 Safeguard </td> <td> <strong>TM45 Attract ***</strong> </td> <td> TM70 Flash </td> <td> TM95 Snarl </td> </tr>
<tr> <td> <strong>TM21 Frustration</strong> </td> <td> TM46 Thief </td> <td> TM71 Stone Edge </td> <td> HM01 Cut </td> </tr>
<tr class="a"> <td> TM22 SolarBeam </td> <td> TM47 Low Sweep </td> <td> TM72 Volt Switch </td> <td> HM02 Fly </td> </tr>
<tr> <td> TM23 Smack Down </td> <td> <strong>TM48 Round</strong> </td> <td> TM73 Thunder Wave </td> <td> HM03 Surf </td> </tr>
<tr class="a"> <td> TM24 Thunderbolt </td> <td> TM49 Echoed Voice </td> <td> TM74 Gyro Ball </td> <td> HM04 Strength </td> </tr>
<tr> <td> TM25 Thunder </td> <td> TM50 Overheat </td> <td> TM75 Swords Dance </td> <td> HM05 Waterfall </td> </tr>
<tr> <td> </td> <td> </td> <td> </td> <td> HM06 Dive </td> </tr>
<dt>Bolded entries indicate moves that every Pokémon will ordinarily have.</dt>
<dt>* Except most Water- and Ice-type Pokémon</dt>
<dt>** Except most Grass- and Fire-type Pokémon</dt>
<dt>*** Except genderless Pokémon</dt>

<h2><a name ="levelup">Level-Up Moves</a></h2>

<p>A level-up move list usually contains anywhere between 13 and 17 moves. Up to three of these moves will be Heart Scale moves, meaning that they are relearned and aren't known at Level 1 and aren't learned at any higher level. A Pokémon may only have a Heart Scale move if it has at least 4 Level 1 moves already. As a Pokémon levels up, the moves tend to get more powerful. This means that a move such as Crunch or Earthquake would always be learned later than Bite or Mud-Slap. Furthermore, if the Pokémon has a pre-evolution, such as Arcanine or Ampharos, one of the following two things will happen.</p>
<li>Up to three Level 1 moves may be repeated in further levels. These moves are learned by the Pokémon's pre-evolution as well. For example, Ampharos learns Growl, ThunderShock, and Thunder Wave at Level 1, and learns them again at Level 5, 10, and 14, respectively.</li>
<li>The Pokémon has a few Level 1 moves, and then an extremely short or non-existent movepool. For example, Arcanine only learns one move at Level 39 (ExtremeSpeed), and the other moves he learns by Level-up are all Level 1 or Heart Scale moves. In this case, the Pokémon would use his pre-evolution's movepool.</li>

<h2><a name ="egg">Egg Moves</a></h2>

<p>Egg moves are those moves learned through breeding. In order to have egg moves, a CAP must have its egg groups defined. The movepool designer will have to decide on egg groups that achieve the moves that are desired, and it is preferred that they make sense on the Pokémon. A Pokémon may have as few as 4 egg moves and at most 12 egg moves. Pokémon that are genderless or do not breed cannot have any egg moves.</p>

<h2><a name ="tutor">Move Tutor Moves</a></h2>

<p>Move Tutors are people in the Pokémon world that teach Pokémon moves for a price. In competitive terms, this is where a movepool can be filled out in order to obtain all of the necessary options, given that they're available. Be mindful of the Very Good Move limit for a CAP when adding moves to it from the Move Tutors, but otherwise this is the move list where many competitive moves in a Pokémon's final movepool will come from. Again, there are some moves that most Pokémon will always learn, which Topic Leaders may specify as being necessary inclusions.</p>

<h3><a name ="tutorlist">Move Tutor Move List</a></h3>
<table class="sortable">
<th colspan="7" style="text-align: center;">Move Tutor Moves</th>
<tr> <td> After You </td> <td> Dragon Pulse </td> <td> Frenzy Plant </td> <td> Hyper Voice </td> <td> Magic Room </td> <td> Sky Attack </td> <td> Thunderpunch </td></tr>
<tr class="a"> <td> Aqua Tail </td> <td> Drain Punch </td> <td> Gastro Acid </td> <td> Ice Punch </td> <td> Magnet Rise </td> <td> <strong>Sleep Talk</strong> </td> <td> Trick </td></tr>
<tr> <td> Bind </td> <td> Drill Run </td> <td> Giga Drain </td> <td> Icy Wind </td> <td> Outrage </td> <td> Snatch </td> <td> Uproar </td></tr>
<tr class="a"> <td> Blast Burn </td> <td> Dual Chop </td> <td> Grass Pledge </td> <td> Iron Defense </td> <td> Pain Split </td> <td> <strong>Snore</strong> </td> <td> Water Pledge </td></tr>
<tr> <td> Block </td> <td> Earth Power </td> <td> Gravity </td> <td> Iron Head </td> <td> <strong>Recycle</strong> </td> <td> Spite </td> <td> Wonder Room </td></tr>
<tr class="a"> <td> Bounce </td> <td> Electroweb </td> <td> Gunk Shot </td> <td> Iron Tail </td> <td> Role Play </td> <td> Stealth Rock </td> <td> Worry Seed </td></tr>
<tr> <td> Bug Bite </td> <td> Endeavor </td> <td> Heal Bell </td> <td> Knock Off </td> <td> Roost </td> <td> Super Fang </td> <td> Zen Headbutt </td></tr>
<tr class="a"> <td> Covet </td> <td> Fire Pledge </td> <td> Heat Wave </td> <td> Last Resort </td> <td> Seed Bomb </td> <td> Superpower </td> <td> </td></tr>
<tr> <td> Dark Pulse </td> <td> Fire Punch </td> <td> Helping Hand </td> <td> Low Kick </td> <td> Signal Beam </td> <td> Synthesis </td> <td> </td></tr>
<tr class="a"> <td> Draco Meteor </td> <td> Foul Play </td> <td> Hydro Cannon </td> <td> Magic Coat </td> <td> Skill Swap </td> <td> Tailwind </td> <td> </td></tr>
<dt>Bolded entries indicate moves that every Pokémon will ordinarily have.</dt>

<h2><a name ="example">Example</a></h2>

<p>Below is an example movepool for Gengar. It shows how each of his moves fit into his movepool.</p>

<h3><a name ="gengar">Gengar's Movepool</a></h3>
<table class="sortable">
<th colspan="6" style="text-align: center;">Gengar's Movepool</th>
<tr><th style="text-align: center;">Level-Up List</th><th colspan="3" style="text-align: center;">TM List</th><th style="text-align: center;">Egg Moves</th><th style="text-align: center;">Move Tutor Moves</th></tr>
<tr> <td> 1. Hypnosis </td> <td> TM06 Toxic </td> <td> TM36 Sludge Bomb </td> <td> TM84 Poison Jab </td> <td> Astonish </td> <td> Dark Pulse </td> </tr>
<tr class="a"> <td> 1. Lick </td> <td> TM09 Venoshock </td> <td> TM41 Torment </td> <td> TM85 Dream Eater </td> <td> Clear Smog </td> <td> Drain Punch </td> </tr>
<tr> <td> 1. Spite </td> <td> TM10 Hidden Power </td> <td> TM42 Facade </td> <td> TM87 Swagger </td> <td> Disable </td> <td> Fire Punch </td> </tr>
<tr class="a"> <td> 5. Spite </td> <td> TM11 Sunny Day </td> <td> TM44 Rest </td> <td> TM90 Substitute </td> <td> Fire Punch </td> <td> Foul Play </td> </tr>
<tr> <td> 8. Mean Look </td> <td> TM12 Taunt </td> <td> TM45 Attract </td> <td> TM92 Trick Room </td> <td> Grudge </td> <td> Giga Drain </td> </tr>
<tr class="a"> <td> 12. Curse </td> <td> TM15 Hyper Beam </td> <td> TM46 Thief </td> <td> TM94 Rock Smash </td> <td> Haze </td> <td> Ice Punch </td> </tr>
<tr> <td> 15. Night Shade </td> <td> TM17 Protect </td> <td> TM48 Round </td> <td> HM04 Strength </td> <td> Ice Punch </td> <td> Icy Wind </td> </tr>
<tr class="a"> <td> 19. Confuse Ray </td> <td> TM18 Rain Dance </td> <td> TM52 Focus Blast </td> <td> </td> <td> Perish Song </td> <td> Knock Off </td> </tr>
<tr> <td> 22. Sucker Punch </td> <td> TM19 Telekinesis </td> <td> TM53 Energy Ball </td> <td> </td> <td> Psywave </td> <td> Pain Split </td> </tr>
<tr class="a"> <td> 25. Shadow Punch </td> <td> TM21 Frustration </td> <td> TM56 Fling </td> <td> </td> <td> Scary Face </td> <td> Role Play </td> </tr>
<tr> <td> 28. Payback </td> <td> TM24 Thunderbolt </td> <td> TM61 Will-O-Wisp </td> <td> </td> <td> Smog </td> <td> Skill Swap </td> </tr>
<tr class="a"> <td> 33. Shadow Ball </td> <td> TM25 Thunder </td> <td> TM63 Embargo </td> <td> </td> <td> Thunderpunch </td> <td> Sleep Talk </td> </tr>
<tr> <td> 39. Dream Eater </td> <td> TM27 Return </td> <td> TM64 Explosion </td> <td> </td> <td> </td> <td> Snatch </td> </tr>
<tr class="a"> <td> 44. Dark Pulse </td> <td> TM29 Psychic </td> <td> TM65 Shadow Claw </td> <td> </td> <td> </td> <td> Snore </td> </tr>
<tr> <td> 50. Destiny Bond </td> <td> TM30 Shadow Ball </td> <td> TM66 Payback </td> <td> </td> <td> </td> <td> Spite </td> </tr>
<tr class="a"> <td> 55. Hex </td> <td> TM31 Brick Break </td> <td> TM68 Giga Impact </td> <td> </td> <td> </td> <td> Thunderpunch </td> </tr>
<tr> <td> 61. Nightmare </td> <td> TM32 Double Team </td> <td> TM77 Psych Up </td> <td> </td> <td> </td> <td> Trick </td> </tr>
<tr class="a"> <td> </td> <td> </td> <td> </td> <td> </td> <td> </td> <td> Uproar </td> </tr>
<tr> <td> </td> <td> </td> <td> </td> <td> </td> <td> </td> <td> Wonder Room </td> </tr>
<dt>Note that the above movepool only accounts for moves that Gengar can learn in the 5th generation - all 4th-generation only moves are ignored, so Gengar's actual BW movepool is larger. The above example is provided only for theoretical purposes.
<p>Gengar has 82 total moves (seven repeated moves) in its movepool, 44 of which are Very Good Moves. It can clearly be seen from the above lists that the reason Gengar is said to have an enormous movepool is because of his TM and Move Tutor lists. Very few of Gengar's moves from his level-up list or egg moves list are viable. Only Shadow Ball from the level-up list (which is a TM anyway) is really useful to it, and Clear Smog and Perish Song are about the only remotely useful moves from the Egg Move list. As you can see, Gengar's movepool is not overwhelmingly powerful. He actually had very limited options, but just enough diversity to be useful and varied in the standard metagame. This is a good example of what CAP Pokémon movepools should look like.</p>


Comments, critiques, and complaints all fully appreciated.


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I was going to quick cache this tonight, but bugmaniacbob has made some significant changes to this, so I'm gonna keep it open for the community for a bit longer. If anyone has any comments, please present them within the next day or two. A comparison between the original and bmb's edits can be found here for those of you with a badge. If you do not have a badge and would like to see a direct comparison, let me know and I can see what I can do about posting a side-by-side comparison. That would be difficult for me to do, so try to do it by comparing this with the original.

I'm specifically interested in the differences in paragraphs. The end movepool work looks solid enough.


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I thought someone derived all the Type-Move combos and Move-Move combos for the 5th gen. Did we not codify those into the process as hard requirements like we did for 4th gen?


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I thought someone derived all the Type-Move combos and Move-Move combos for the 5th gen. Did we not codify those into the process as hard requirements like we did for 4th gen?
No, though the issue is a little bit more complicated than that.

At the time Tomohawk was going on, I had written up and updated the Movepool Submissions guide prior to the CAP, and at the time I wrote it, nobody had yet derived all of the T-M and M-M combinations, so I made the best of what I had (which RD agreed with, for what it's worth): I took the old DP tables, which were at this point out of date, and made them guidelines as opposed to requirements, since it wouldn't really have made sense to make them Required, really. Petrie911's tables were finalised just before Tomohawk's Movepool, but weren't actually used in that process. They were then pretty much ignored during Necturna and Mollux, and I'm pretty sure would have been more or less forgotten if I hadn't added them to the site recently (or at least, unknown to the majority of current CAP contributors).

To clarify, I've no objection to reinstating the hard-reqs rule, but it wasn't put into the rules for BW for practical reasons as opposed to any issue with the system itself. Personally I have reservations with it as a system in the way that it dictates movepool flavour, but it's no big deal really.

Though, the following should be noted:

- The current Move-Move tables reflect all moves in the game, not just VGMs (as in the DPP tables)
- The current Move-Move tables aren't updated for BW2 and as such don't include Move Tutors. This isn't an issue with guidelines as the Move Tutors are easy enough to figure out on one's own, but may be more of a problem for Requirements.
- It may be the case that the inverse BSR-Move Limit table needs updating to BW - I'm not certain of the current table's validity.

That's all that really needs saying.


Ain't no rest for the wicked
I'm just curious. Are we ignoring the psuedolegendaries for this list? If i remember correctly, the majority of psuedo lwgendaries have over 17 moves in their level up movepool with tyranitar leading the pack with 20, so shouldnt that be the upper limit?


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I'm just curious. Are we ignoring the pseudo-legendaries for this list? If I remember correctly, the majority of pseudo-legendaries have over 17 moves in their level up movepool with tyranitar leading the pack with 20, so shouldn't that be the upper limit?
Well, these are guidelines rather than a "this is how it is" sort of article.

Garchomp has 16, and that's still counting the two Heart Scale moves it gets. Metagross has 16 and one Heart Scale move. Saying "the majority" is really saying "two-thirds", which out of a small sample size is not really reliable. There's no need to specify anything further than what already exists - though I will change the article to say "mostly" rather than implying all of them.


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(Apologies for double-post)

Movepool builder, currently a WIP. I'll add this to the article once I've sorted out some of the irritating quirks it has and we've decided on the VGM changes.

Comments would be appreciated so I know which areas to work on.

Also, I ran Gengar's movepool through the movepool builder widget I was making, got 80/44 for the movepool stats as opposed to 82/44.

Either way it's an error with my counting repeated moves, I think. Can someone double-check?