It's finally time for us to decide on Tomohawk's Dream World ability!  In this is thread, we will suggest and discuss flavor abilities.  As this is a flavor ability, abilities suggested may not have competitive merit.  I do not interpret thisto mean "less merit than Intimidate or Prankster", I interpret this to mean "no merit whatsoever".  To be more specific, this eliminates:
	
	
		
			
	
If you disagree with the exclusion of any ability on this list, or feel another ability not mentioned deserves to be excluded, feel free to argue so in this thread.
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
	
	
	
		
This thread will remain open for approximately 24 hours.
				
			Adaptability
Aftermath
Airlock
Analytic
Anger Point
Arena Trap
Battle Armor
Chlorophyll
Cloud Nine
Color Change
Compoundeyes
Contrary
Cursed Body
Cute Charm
Download
Drizzle
Drought
Dry Skin
Early Bird
Effect Spore
Filter
Flame Body
Flare Boost
Flash Fire
Flower Gift
Forecast
Frisk
Gluttony
Guts
Harvest
Heatproof
Huge Power
Hustle
Hydration
Ice Body
Illusion
Immunity
Imposter
Infiltrator
Inner Focus
Insomnia
Iron Barbs
Klutz
Leaf Guard
Levitate
Lightningrod
Limber
Liquid Ooze
Magic Bounce
Magic Guard
Magma Armor
Magnet Pull
Marvel Scale
Mold Breaker
Motor Drive
Multiscale
Multitype
Mummy
Natural Cure
No Guard
Overcoat
Own Tempo
Poison Heal
Poison Point
Poison Touch
Pressure
Pure Power
Quick Feet
Rain Dish
Rattled
Reckless
Regenerator
Rivalry
Rock Head
Rough Skin
Sand Force
Sand Rush
Sand Stream
Sand Veil
Sap Sipper
Scrappy
Serene Grace
Shadow Tag
Shed Skin
Sheer Force
Shell Armor
Shield Dust
Simple
Sniper
Snow Cloak
Snow Warning
Solar Power
Solid Rock
Soundproof
Speed Boost
Static
Steadfast
Stench
Sticky Hold
Storm Drain
Sturdy
Suction Cups
Swift Swim
Synchronize
Technician
Thick Fat
Tinted Lens
Toxic Boost
Trace
Unaware
Unburden
Unnerve
Victory Star
Vital Spirit
Volt Absorb
Water Absorb
Water Veil
Weak Armor
Wonder Guard
Wonder Skin
Zen Mode
		Aftermath
Airlock
Analytic
Anger Point
Arena Trap
Battle Armor
Chlorophyll
Cloud Nine
Color Change
Compoundeyes
Contrary
Cursed Body
Cute Charm
Download
Drizzle
Drought
Dry Skin
Early Bird
Effect Spore
Filter
Flame Body
Flare Boost
Flash Fire
Flower Gift
Forecast
Frisk
Gluttony
Guts
Harvest
Heatproof
Huge Power
Hustle
Hydration
Ice Body
Illusion
Immunity
Imposter
Infiltrator
Inner Focus
Insomnia
Iron Barbs
Klutz
Leaf Guard
Levitate
Lightningrod
Limber
Liquid Ooze
Magic Bounce
Magic Guard
Magma Armor
Magnet Pull
Marvel Scale
Mold Breaker
Motor Drive
Multiscale
Multitype
Mummy
Natural Cure
No Guard
Overcoat
Own Tempo
Poison Heal
Poison Point
Poison Touch
Pressure
Pure Power
Quick Feet
Rain Dish
Rattled
Reckless
Regenerator
Rivalry
Rock Head
Rough Skin
Sand Force
Sand Rush
Sand Stream
Sand Veil
Sap Sipper
Scrappy
Serene Grace
Shadow Tag
Shed Skin
Sheer Force
Shell Armor
Shield Dust
Simple
Sniper
Snow Cloak
Snow Warning
Solar Power
Solid Rock
Soundproof
Speed Boost
Static
Steadfast
Stench
Sticky Hold
Storm Drain
Sturdy
Suction Cups
Swift Swim
Synchronize
Technician
Thick Fat
Tinted Lens
Toxic Boost
Trace
Unaware
Unburden
Unnerve
Victory Star
Vital Spirit
Volt Absorb
Water Absorb
Water Veil
Weak Armor
Wonder Guard
Wonder Skin
Zen Mode
If you disagree with the exclusion of any ability on this list, or feel another ability not mentioned deserves to be excluded, feel free to argue so in this thread.
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
		Code:
	
	[quote="capefeather, post: 3430467"]*bursts in with an epic [B]Final Submission[/B]*
Legend:
* - 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]
	



	




















