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CAP Revision Movepool Revisions - Fidgit

Discussion in 'CAP Policy Review' started by Deck Knight, Jul 20, 2010.

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  1. Deck Knight

    Deck Knight A Knight for the Aegis
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    [​IMG] Approved and sponsored by tennisace.
    Introduction:

    This is the thread in which we will be revising Fidgit's movepool. All aspects of his movepool, including TM moves, Move Tutor moves, Level-Up moves, and Egg Moves will be revised according to the limits listed below and the requirements listed in this process guide article. All process details for the revisions can be found in this thread.

    Base Stat Rating & Movepool Limits:

    This is where the BSR Overall Rating and Movepool Limit are decided. In accordance with this process guide article, all CAPs must have a Overall BSR limit that is balanced by the maximum of that CAP's Very Good Move (VGM) limit. The calculator for the Overall BSR of a Pokemon can be found here.
    Fidgit's Overall BSR: 340 (Very Good)

    Resulting Movepool Size Limit: 75
    Resulting VGM Limit: 35

    Current Movepool
    Reference: X-Act's Winning Movepool
    Move Count: 100
    VGM Count: 44

    Level-Up Moves (open)
    Total: 17
    VGM: 9 (2 repeats)
    (Pre evo: Gust, Tailwind*)
    - Teeter Dance (Heart Scale)*
    - Disable (Heart Scale)
    - Doubleslap
    - Acid
    - Encore*
    5. Acid
    9. Encore*
    14. Rapid Spin*
    20. Mud-slap
    25. Whirlwind*
    30. Knock Off*
    36. Sludge
    42. Sand Tomb
    42. Gravity*
    50. Me First
    58. Earth Power*
    67. Gunk Shot


    TM/HM Moves (open)
    Total: 54
    VGM: 28 (1 repeat)
    TM01 - Focus Punch*
    TM06 - Toxic*
    TM10 - Hidden Power*
    TM11 - Sunny Day
    TM12 - Taunt*
    TM15 - Hyper Beam*
    TM16 - Light Screen*
    TM17 - Protect*
    TM18 - Rain Dance*
    TM20 - Safeguard
    TM21 - Frustration*
    TM26 - Earthquake*
    TM27 - Return*
    TM28 - Dig
    TM30 - Shadow Ball*
    TM31 - Brick Break*
    TM32 - Double Team
    TM33 - Reflect*
    TM34 - Shock Wave
    TM36 - Sludge Bomb*
    TM37 - Sandstorm
    TM39 - Rock Tomb
    TM40 - Aerial Ace*
    TM41 - Torment
    TM42 - Facade*
    TM43 - Secret Power
    TM44 - Rest*
    TM45 - Attract
    TM46 - Thief
    TM48 - Skill Swap
    TM49 - Snatch
    TM53 - Energy Ball*
    TM56 - Fling
    TM58 - Endure
    TM60 - Drain Punch
    TM63 - Embargo
    TM67 - Recycle
    TM68 - Giga Impact
    TM71 - Stone Edge*
    TM74 - Gyro Ball*
    TM76 - Stealth Rock*
    TM77 - Psych Up
    TM78 - Captivate
    TM80 - Rock Slide*
    TM82 - Sleep Talk*
    TM83 - Natural Gift
    TM84 - Poison Jab*
    TM87 - Swagger
    TM89 - U-Turn*
    TM90 - Substitute*
    TM92 - Trick Room*
    HM04 - Strength
    HM06 - Rock Smash
    HM08 - Rock Climb


    Egg Moves (open)

    Egg Group: Ground
    Total: 12
    VGM: 5

    Wish*
    Spikes*
    Toxic Spikes*
    Pursuit*
    Sucker Punch*
    Block
    Wake-up Slap
    Mud Sport
    Helping Hand
    Follow Me
    Metronome
    Assist


    Move Tutor Moves (open)
    Total: 20 (3 repeats)
    VGM: 7 (2 repeats)
    Block
    Earth Power*
    Gastro Acid
    Gravity*
    Gunk Shot
    Headbutt
    Helping Hand
    Ice Punch*
    Icy Wind
    Knock Off*
    Last Resort
    Mud-Slap
    Role Play
    Rollout
    Seed Bomb*
    Snore
    Swift
    Tailwind*
    ThunderPunch*
    Uproar


    New Movepool:
    Move Count: 75
    VGM Count: 35

    Level-Up Moves (open)
    Total: 16
    VGM: 11
    - Tailwind*
    - Gust
    - Comet Punch
    - Helping Hand
    5. Encore*
    9. Rapid Spin*
    14. Knock Off*
    19. Copycat
    25. Whirlwind*
    30. Body Slam*
    35. Sludge Bomb*
    41. Toxic Spikes*
    47. Gravity*
    53. Heal Block*
    59. Earth Power*
    67. Lucky Chant


    TM/HM Moves (open)
    Total: 42 (1 repeat)
    VGM: 23 (2 repeats)
    TM06 - Toxic*
    TM10 - Hidden Power*
    TM11 - Sunny Day
    TM12 - Taunt*
    TM15 - Hyper Beam*
    TM16 - Light Screen*
    TM17 - Protect*
    TM18 - Rain Dance*
    TM20 - Safeguard*
    TM21 - Frustration*
    TM26 - Earthquake*
    TM27 - Return*
    TM32 - Double Team
    TM30 - Shadow Ball*
    TM33 - Reflect*
    TM36 - Sludge Bomb*
    TM37 - Sandstorm
    TM39 - Rock Tomb
    TM41 - Torment
    TM42 - Facade*
    TM43 - Secret Power
    TM44 - Rest*
    TM45 - Attract
    TM46 - Thief
    TM48 - Skill Swap
    TM49 - Snatch
    TM56 - Fling
    TM58 - Endure
    TM68 - Giga Impact
    TM71 - Stone Edge*
    TM76 - Stealth Rock*
    TM77 - Psych Up
    TM78 - Captivate
    TM80 - Rock Slide*
    TM82 - Sleep Talk*
    TM83 - Natural Gift
    TM87 - Swagger
    TM89 - U-Turn*
    TM90 - Substitute*
    TM92 - Trick Room*
    HM06 - Rock Smash
    HM08 - Rock Climb


    Egg Moves (open)

    Egg Group: Ground
    Total: 8
    VGM: 2

    Disable
    Follow Me
    Me First
    Mimic
    Metronome
    Sand Tomb
    Spikes*
    Wish*


    Move Tutor Moves (open)
    Total: 18 (8 repeats)
    VGM: 5 (4 repeats)
    Body Slam
    Double-Edge
    Metronome
    Mimic
    Block*
    Earth Power*
    Gastro Acid
    Gravity*
    Helping Hand
    Icy Wind
    Knock Off*
    Mud-Slap
    Ominous Wind
    Snore
    Swift
    Tailwind*
    Twister


    Justification:
    Fidgit was finished mere days (August 12th, 2008) after Garchomp was moved to the suspect testing stage (August 8th, 2008). For practical purposes Garchomp was in limbo at the time, but was still in the back of everyone's mind. So essentially the metagame was pre-Platinum/HGSS version of the current metagame. In order to justify some of the wind moves it was proposed Fidgit had a Flying/Poison pre-evo named "Breezy," thus Tailwind, Gust, etc. I have made sure the short list of type-move for Flying is in there plus the regular additions for having wings like Icy Wind/Ominous Wind/Twister.

    To start off Fidgit had one of the largest movepools ever constructed. In addition to dropping the VGM down, 25 moves had to be removed entirely. The idea behind Fidgit is to be the ultimate Utility Pokemon, it's whole function to lend support to its teammates. In order to find room to maximize support I had to gut most of its physical movepool. There was an old joke about Fidgit and Vital Spirit and how it would be too fidgety to focus for Focus Punch. Well, Fidgit now has 8 hands but can't throw any punches (except for Comet Punch, which I put in for comedic purposes). Focus Punch, Ice Punch, and Thunderpunch have all been removed. About the only remaining physical moves are those that are Type-Move required. Last on the flavor addition list is Copycat since it just seemed to fit.

    I had considered Baton Pass for the trap-passing combo, but there was a strong dislike for it at the time of the CAP's creation, so that's a no-go. The same with Heal Bell which was shot down before the Support moves poll. I had built something around them but I'd run aground of the "respect the TL" rule.

    I had to scrap Energy Ball to get all the support options in. It was useful vs. Swampert but not much else, and there's still Hidden Power.

    Summary:

    VGMs added for type-move and move-move: Body Slam.

    VGMs added: Heal Block** (VGM with Persistent, 7 turns to be unable to Wish/Softboiled/Rest etc. is pretty good)

    VGMs removed: Aerial Ace, Brick Break, Energy Ball, Focus Punch, Gyro Ball, Ice Punch, Poison Jab, Pursuit, Seed Bomb, Sucker Punch, Teeter Dance, Thunderpunch.

    Notable non-VGMs added: Copycat, Lucky Chant, Ominous Wind, Twister.

    (I'm not sure if Persistent boosts Lucky Chant, but it should be programmed to. Having it up for debate is fine, but I'll need cuts elsewhere if using a moveslot to avoid critical hits (6.6% chance) for 7 turns is worth it. Tailwind's speed boost, Safeguard's status block, and Gravity's accuracy are all considered VGMs in my count already.)
  2. Rising_Dusk

    Rising_Dusk
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    Your current counts, according to my spreadsheet, are:
    Moves: 76 (4 repeats)
    VGMs: 35 (5 repeats)
    Everything really looks fine. You're one move over, though, so I'd remove something unnecessary and weird like Swagger or Strength. Otherwise, I really like the movepool, I think it has everything that makes Fidgit Fidgit, and it doesn't have all the excess that the old movepool did. Good job, Deck. (I've attached my spreadsheet, as usual)

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  3. Umbreon Dan

    Umbreon Dan 〉λ=
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    i was just going to say how amazed i was that you managed to trim this movepool without taking away from his support options but then i saw it in the vgms removed list

    oh man you axed rain dance? as a support pokemon he really needs it (and yes, i've used a rain dance fidgit, and it's solid). maybe you could get rid of strength or rock climb, or even rest (pokemon with vital spirit don't generally have rest iirc)

    also i suppose if you wanted you could argue for strength with something like "HMs are in-game support" lol

    ps: you misspelled metronome :V
  4. Rising_Dusk

    Rising_Dusk
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    There's like, nothing that can be removed for Rain Dance, though. I suppose you could feasibly remove Energy Ball for it, but that's basically the only thing I'd be OK getting rid of.
  5. Recoil

    Recoil

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    Sorry for posting here even though I do not have much experience with competitive battles, but I wanted to point something out.
    You might want to fix that.
    And seeing how this post doesn't really contribute to the project, please delete it once you've checked this small contradiction. Thanks.
  6. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Smogon Media Contributor Alumnusis a Contributor Alumnus

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    Okay, with the edits, the movepool is now down to 75/35 and meets all of my criteria. Great job, Deck, I really like the way the movepool turned out! I've attached the final spreadsheet for posterity.

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