CAP 26 - Part 8 - Full Movepool Submissions

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Quanyails

On sabbatical!
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Movepool submission format has been updated as per the PRC thread here. Be sure to follow the submission format when submitting a complete movepool!

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This is the thread for making full movepools for CAP 26! At the conclusion of this thread, our G-Luke will be compiling a slate of Final Submissions for the community to vote on, and the winning submission will become the official movepool for CAP 26.

We've had a discussion of movesets, which identified the competitive movesets we intend to be the most viable in standard CAP play. Please see the concluding post in this thread, as well as the following poll, for more information on those movesets.

The following rules apply to all Movepool Submissions:

  • The movepool can contain a maximum of 75 total moves. You may have less than or equal to 75 moves, but not more.
  • There are no longer any limits to the number of Restricted Moves, as mentioned in articles on the CAP subsite and past CAP projects.
  • All movepools must have all the Mandatory Moves listed below.
  • No movepool may contain any of the Banned Moves listed below.
  • Any move not listed as Banned is provisionally allowed.
  • The Movepool Leader (G-Luke) and Topic Leader (SHSP) may add Banned moves during the course of this thread. If that happens, there will be ample notification in the thread, and you will have the opportunity to remove those moves from your movepool prior to final submissions.
Final Movepool Submissions must include all of these moves, and they cannot be Event Moves. Submissions that don't have all these moves will not be considered for slating.

Aura Sphere
Destiny Bond
Doom Desire
Dragon Tail
Earth Power
Explosion
Flash Cannon
Healing Wish
Memento
Pain Split
Perish Song
Protect
Rapid Spin
Recycle
Substitute
Toxic
Trick Room
Whirlwind
Work Up

The "universal" TM/Tutor List for fully evolved Pokemon: Attract (only if gendered), Confide, Double Team, Facade, Frustration, Giga Impact, Hidden Power, Hyper Beam, Protect, Rest, Return, Round, Sleep Talk, Substitute, Snore, Swagger, Toxic

These moves are banned from inclusion in Final Submissions. Movepools that include any of these moves will not be considered for slating.

This list is subject to minor changes along the course of the thread.

The follow moves are all banned.

Electric coverage 80 BP or higher
Fire coverage stronger than 60 BP
Grass coverage 60 BP or higher (including Grass Knot)
Ice coverage stronger than 60 BP
Paralysis inducing moves
50% recovery moves
entry hazards
pivoting moves
trapping moves
Ancient Power
Aromatherapy
Calm Mind
Dazzling Gleam
Defog
Focus Blast
Heal Bell
Leech Seed
Light Screen
Nasty Plot
Psychic
Psyshock
Reflect
Tailwind

Note that any move which is competitively inferior to a mandatory move is allowed as an exception to the bans above unless explicitly stated otherwise. This includes things such a weaker versions of mandatory STAB and coverage moves.


Click here for a general guide to making Gen 6 Movepools. (outdated)
Click here for the list of Restricted Moves referenced above.

While this is a submission thread, discussion on Work-In-Progress (WIP) and Final Submissions is encouraged so the community can make an informed decision during the polling stage.

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Final Submission Post

Only make one (1) final submission post. If you wish to alter any aspect of your final submission, then edit your post. Do not make a new one, even if you delete your original post. Any deleting and re-posting will be treated as bumping and is subject to moderation.

All final submission posts must conform to the following format:
  • The first line of the post must have the words "Final Submission" in bold on its own line. No other text may be included before the bold heading.
  • A blank line
  • A brief explanation of the entire movepool (optional)
  • A series of spoiler tags containing move learn sources, with required moves in bold and repeated moves in italics:
  • A list of 1 - 3 evolution moves. (Optional, if applicable.)
  • A list in the form "#: move", where "#" is a number from 1 to 100 representing the level the Pokemon learns a move.
  • A brief explanation of the moves learned this way.
The list of level-up moves should be ordered from 1 to 100, ascending.
  • A list of moves.
  • A brief explanation of the moves learned this way.
The list of moves should be alphabetized.
  • "Egg group(s): " followed by 1 - 2 egg groups for that Pokemon.
  • An empty list of egg moves, if the egg group is "Undiscovered".
  • A list of the form "move: (parent Pokemon)", if the egg group is not "Undiscovered". "Parent Pokemon" is at least one parent that can breed the move onto the Pokemon. The list of parents can be shortened if there are many possible parents.
  • A brief explanation of the moves learned this way.
The list of egg moves should be alphabetized.
  • A list of the form "TM##: move", where the TM number corresponds to the TM for the current generation.
  • A brief explanation of the moves learned this way.
The list of TM moves should be ordered by TM order.

TM01: Work Up
TM02: Dragon Claw
TM03: Psyshock
TM04: Calm Mind
TM05: Roar
TM06: Toxic
TM07: Hail
TM08: Bulk Up
TM09: Venoshock
TM10: Hidden Power
TM11: Sunny Day
TM12: Taunt
TM13: Ice Beam
TM14: Blizzard
TM15: Hyper Beam
TM16: Light Screen
TM17: Protect
TM18: Rain Dance
TM19: Roost
TM20: Safeguard
TM21: Frustration
TM22: Solar Beam
TM23: Smack Down
TM24: Thunderbolt
TM25: Thunder
TM26: Earthquake
TM27: Return
TM28: Leech Life
TM29: Psychic
TM30: Shadow Ball
TM31: Brick Break
TM32: Double Team
TM33: Reflect
TM34: Sludge Wave
TM35: Flamethrower
TM36: Sludge Bomb
TM37: Sandstorm
TM38: Fire Blast
TM39: Rock Tomb
TM40: Aerial Ace
TM41: Torment
TM42: Facade
TM43: Flame Charge
TM44: Rest
TM45: Attract

TM46: Thief
TM47: Low Sweep
TM48: Round
TM49: Echoed Voice
TM50: Overheat
TM51: Steel Wing
TM52: Focus Blast
TM53: Energy Ball
TM54: False Swipe
TM55: Scald
TM56: Fling
TM57: Charge Beam
TM58: Sky Drop
TM59: Brutal Swing
TM60: Quash
TM61: Will-O-Wisp
TM62: Acrobatics
TM63: Embargo
TM64: Explosion
TM65: Shadow Claw
TM66: Payback
TM67: Smart Strike
TM68: Giga Impact
TM69: Rock Polish
TM70: Aurora Veil
TM71: Stone Edge
TM72: Volt Switch
TM73: Thunder Wave
TM74: Gyro Ball
TM75: Swords Dance
TM76: Fly
TM77: Psych Up
TM78: Bulldoze
TM79: Frost Breath
TM80: Rock Slide
TM81: X-Scissor
TM82: Dragon Tail
TM83: Infestation
TM84: Poison Jab
TM85: Dream Eater
TM86: Grass Knot
TM87: Swagger
TM88: Sleep Talk

TM89: U-turn
TM90: Substitute
TM91: Flash Cannon
TM92: Trick Room
TM93: Wild Charge
TM94: Surf
TM95: Snarl
TM96: Nature Power
TM97: Dark Pulse
TM98: Waterfall
TM99: Dazzling Gleam
TM100: Confide
  • A list of move tutor moves from the current generation.
  • A brief explanation of the moves learned this way.
The list of tutor moves should be alphabetized.

After You
Ally Switch
Aqua Tail
Bind
Block
Bounce
Bug Bite
Covet
Defog
Dragon Pulse
Drain Punch
Drill Run
Dual Chop
Earth Power
Electroweb
Endeavor
Fire Punch
Focus Punch
Foul Play
Gastro Acid
Giga Drain
Gravity
Gunk Shot
Heal Bell
Heat Wave
Helping Hand
Hyper Voice
Ice Punch
Icy Wind
Iron Defense
Iron Head
Iron Tail
Knock Off
Laser Focus
Last Resort
Liquidation
Low Kick
Magic Coat
Magic Room
Magnet Rise
Outrage
Pain Split
Recycle
Role Play
Seed Bomb
Shock Wave
Signal Beam
Skill Swap
Sky Attack
Snatch
Snore
Spite
Stealth Rock
Stomping Tantrum
Super Fang
Superpower
Synthesis
Tailwind
Telekinesis
Throat Chop
Thunder Punch
Trick
Uproar
Water Pulse
Wonder Room
Worry Seed
Zen Headbutt

Tutor moves that are learned only by specific Pokemon:

Draco Meteor (universal for Dragon-type Pokemon)
Grass Pledge
Fire Pledge
Water Pledge
Frenzy Plant
Blast Burn
Hydro Cannon
Volt Tackle
Secret Sword
Relic Song
  • A list of event distribution Pokemon in PokemonTeamSyntax. (I.e., the format Pokemon Showdown uses).
  • A brief explanation of the moves learned this way.
  • A list of all moves in the movepool.
The list of moves should be alphabetized.

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Final Submission

Jumbao is a Pokemon that is honourable, first and foremost. It has rules when it fights, and it doesn't break them - Jumbao is not one which will steal an opponent's item, or steal their moves. It is also a Pokemon that helps its allies when they need help, and is not so proud as to not accept help in return. These are the sorts of aspects I've played up throughout the design.

In particular, you will note that Jumbao in this movepool never throws a kick or a punch, in line with Sumo Rules. Jumbao always puts it's whole body into it's contact blows - this is why, for instance, Superpower is in the tutors, whilst Low Sweep and Kick are not.

1 Shore Up
1: Lucky Chant
1: Fake Out
1: Detect
1: Flower Shield
1: Tackle
1: Leafage
3: Tackle
7: Leafage
10: Rototiller
14: Ingrain
17: Magical Leaf
21: Wish
24: Psych Up
28: Body Slam
31: Natural Gift
35: Sunny Day
35: Flame Burst
38: Bullet Seed
42: Heavy Slam
45: Energy Ball
49: Moonblast
52: Leaf Storm

A fairly standard Level Up pattern, with a clean alternation of 3 and 4 levels (excluding the duet at Level 35) - no change in the learn pace, similar to mons like Tsareena and Drampa. 52 as last move level brings us in line with most ORAS G7 Pokemon, such as Tsareena, Shiinotic, and Lurantis.

Bulky Sumo Inspiration
Jumbao, even though it's a Special Attacker, has a lot of design elements which imply some physical strength and weight - indeed, a lot of people have picked up on the slightly Sumo-esque build. As such, I've decided to emphasise these traits throughout the movepool with a fairly physical bias, adding in moves like Tackle, Body Slam, and Heavy Slam. These are all moves associated with Weight, or with Heavy Pokemon.

Given Jumbao's build and "non-flexible" arms, I have decided against giving it a collection of 'throw' moves, or moves which would require complicated arm movements. However, to add sumo techniques which aren't relying on throws, I've given Jumbao Detect (mimicking the henka dodge - this is something more common from weaker sumo wrestlers, hence why it's so early in the movepool), Fake Out (slapping is kosher in Sumo, and the move is duplicated from Hariyama's movepool) and Psych Up, which reflects on the shikiri ritual at the start of a sumo bout. Lucky Chant is the last of my 'Sumo' moves in the Level Up movepool aside from the damage dealers, and it's in the Heart Scale moves because Sumo Referees are known to chant before a match starts.

Even the levels are reasonably in tune! The second strongest 'Sumo' move we have (Body Slam) is at Level 28 - the number of wrestlers ranked at "Jūryō" level, which is the second highest rank. Level 42 has our strongest 'Sumo' move in Heavy Slam, which is the number of wrestlers ranked at "Makuuchi" level, which is the highest sumo rank.

Green Thumb'd Tree
Jumbao naturally brings sunlight, it only follows that it also brings with it a knack for Gardening. Indeed, it is very capable of providing the setting a berry needs to grow into a full tree. First, it manages to get berries down from a tree with moves like Tackle, and it then makes sure that the soil is appropriate by plowing it with Rototiller, and once the berry is planted it protects it with Flower Shield. Jumbao then patiently waits and prays, with moves like Ingrain and Wish. Then, once the tree has grown, it gathers the fresh fruit by tackling with a Body Slam, before consuming the beries or otherwise using them through Natural Gift.

Suns Out, Guns Out!
Pipotchi's design for Jumbao is notable for it's sap-firing cannons. At Level 35, Jumbao brings in the Sun and begins using these cannons, with moves like Flame Burst, Moonblast, Energy Ball, and Bullet Seed all appearing at the latter end of the movepool.

And yes, I am very proud of that pun. I don't think anyone else is, but that's neither here nor there :P

Tree Aesthetics
Killing me to not call them Treesthetics...
Jumbao is a tree, and I felt the best way to not forget that fact was to pick the "Leaf" Grass Moves throughout the movepool. That's Leafage, Magical Leaf, and capped off with Leaf Storm. These points are compounded by the 'gardening' moves mentioned earlier.

Miscellaneous Items
I think we've got pretty much everything? Shore Up is in the Heart Scale department because I'm stubborn and won't add 'Amorphous' to the Egg Groups, and there's no real spot to place it otherwise.

I've decided against including an Evo move - they aren't mandatory by a long shot, and I don't see any pressing need for them on this movepool.
Egg Group: Grass

Grassy Terrain (Exeggutor)
Healing Wish (Cherrim)
Misty Terrain (Cottonee)
Smelling Salts (Cacnea)
Wood Hammer (Exeggutor)

Grassy Terrain & Misty Terrain
I'm stuck for how to describe these beyond "they match Jumbao's types and other similar Pokemon get them". Sorry ^^;

Healing Wish
This one's mandatory! It's down here because I couldn't find a particularly appropriate spot in the Level Up pool, and the only other Grass types to pick it up by Level Up are Legendary (Shaymin and Celebi).

Smelling Salts
The practice of throwing salt at a sumo bout is well known, and Smelling Salts is already well established as the move of choice when it comes to having mons make reference to the practice.

Wood Hammer
It's a BIG tree. See my lack of inspiration for novels in Grassy Terrain and Misty Terrain :P

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Also, because it amuses me, most of the Egg movepool (Misty Terrain, Healing Wish, Smelling Salts) requires some form of chain breeding to make their way over here, which is cute enough that I'm mentioning it.
TM06: Toxic
TM08: Bulk Up
TM10: Hidden Power
TM11: Sunny Day
TM15: Hyper Beam
TM16: Light Screen
TM17: Protect
TM20: Safeguard
TM21: Frustration
TM22: Solar Beam
TM27: Return
TM30: Shadow Ball
TM31: Brick Break
TM32: Double Team
TM37: Sandstorm
TM42: Facade
TM44: Rest
TM45: Attract
TM48: Round
TM52: Focus Blast
TM53: Energy Ball
TM64: Explosion
TM68: Giga Impact
TM74: Gyro Ball
TM77: Psych Up
TM78: Bulldoze
TM86: Grass Knot
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM99: Dazzling Gleam
TM100: Confide

TMs are broadly expected - a mix of duplicates, required moves, and moves you would associate with Grass-types, Fairy-types, and Heavier mons.

Moves which might be controversial, or are otherwise interesting/potentially different:

Explosion
Explosion is commonly associated with mons which are, well, big. Fellow Fire-Move-Using-Grass-Type Gourgeist also picks up the move.

Brick Break
Whilst Brick Break can be associated with punching (Something I wish to avoid), the fact that Pokemon like Toucannon get the move (Toucannon has no arms :P) implies that there is not an inherent punch - just barrier breaking.

Bulldoze
I was umming and ahhing on this one for a while - Bulldoze alone without Earthquake can sometimes be a bit uncouth, but there are some instances where you'd expect to see it. Ultimately I've gone with it - fellow multi-weather abuser Heliolisk also has Bulldoze without Earthquake, for instance.

Bulk Up
In case you weren't clear that I've gone fairly heavy on Sumo references, a move about 'adding weight to fight' ought to clarify the matter.
Block
Giga Drain
Gravity
Helping Hand
Magic Coat
Magic Room
Seed Bomb
Snore
Superpower
Synthesis
Wonder Room
Worry Seed

Mystical Moves
Gravity, Magic Coat, Magic Room, and Wonder Room: They all come from the same "mystical" background that a lot of Jumbao's moves come from. Helping Hand is also often associated with mystical mons and Fairies, and works well as an indicator of how Jumbao will help others.

Grass Collection
Synthesis, Worry Seed, Giga Drain, and Seed Bomb all pull strictly from Jumbao's grass typing.

Sumo Influences
More of these! Superpower is a 'Sumo' move that stays within the rules of Sumo - simply being Super Strong ain't cheating, unlike moves like Low Kick or Focus Punch. Block is included here as a move that is very distinct of heavy Pokemon, which naturally matches the sumo motif.

Attract
Block
Body Slam
Brick Break
Bulldoze
Bulk Up
Bullet Seed
Confide
Dazzling Gleam
Detect
Double Team
Energy Ball
Explosion
Facade
Fake Out
Flame Burst
Flower Shield
Focus Blast
Frustration
Giga Drain
Giga Impact
Grass Knot
Grassy Terrain
Gravity
Gyro Ball
Healing Wish
Heavy Slam
Helping Hand
Hidden Power
Hyper Beam
Ingrain
Leaf Storm
Leafage
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Misty Terrain
Moonblast
Natural Gift
Protect
Psych Up
Rest
Return
Rototiller
Round
Safeguard
Sandstorm
Seed Bomb
Shadow Ball
Shore Up
Sleep Talk
Smelling Salts
Snore
Solar Beam
Substitute
Sunny Day
Superpower
Swagger
Synthesis
Tackle
Toxic
Wish
Wonder Room
Wood Hammer
Worry Seed


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This thread will be open for submissions and discussion as soon as G-Luke posts his opening remarks.

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CAP 26 so far:

Dogfish44 said:
Name - The Future is Bright!

Description - A Pokemon that makes usage of the 'delayed-attack' moves - Future Sight and/or Doom Desire

Justification - Given we're attempting to create a Pokemon that uses one of two specific moves, this is an Actualisation concept. Future Sight and Doom Desire are incredibly unique moves, which see limited usage in spite of their high base power, and ability to have a target Pokemon struck twice in the same turn. In using CAP26, the aim is to create a Pokemon that inspires a feeling of being able to trap opponents, to establish win-win situations.

Questions To Be Answered -
One Pokemon which has been seen to fairly reliably use Future Sight is Slowking. What can we learn from Slowking about what makes a viable user of Future Sight? On the same token, what has led Jirachi to not be effective at using Doom Desire, and other Pokemon to not effectively use Future Sight?
What is the optimum usage of Future Sight/Doom Desire, both on the turn immediately after using the move, and the turn on which the move will land?
Should the user of Future Sight/Doom Desire be primarily helping itself, or other teammates. If helping itself, what is the aim? If helping teammates, then what types of teammate?
Are Z-Future Sight and Z-Doom Desire mandatory, or just useful tools?
Explantion - Doom Desire is almost one we've done before, as people from the era of Cawmodore probably remember. Whilst little has changed since then, we have seen Future Sight get another power level increase since then.

This isn't a case of using a move which we know can't be used - we can look to Slowking (Future Sight) or Dialga (Balanced Hackmons, Doom Desire) for inspiration on what makes these moves workable. At the same time, we know that they're not automatic locks in spite of their high base power, allowing us room to explore what makes these moves often fall flat.

The beauty of Future Sight and Doom Desire as concept leads is that they don't massively restrict our ability to choose a direction right from the gate - focussing on these moves for their ability to strike twice in a single turn likely produces a Pokemon that is very different from focussing on these moves for their ability to force specific Pokemon out for a teammate to switch in. Whether we create a Pokemon that breaks walls, or pivots around, or supports a very specific partner, or something else entirely, these moves make for a concept that should be both interesting to implement, and with many avenues to explore.
Topic Leader: SHSP

Topic Leadership Team:
Typing Leader: GMars
Ability Leader: Jordy
Stats Leader: Jho
Movepool Leader: G-Luke

Typing: Steel/Ground

Threats:
SHSP said:
Switch Ins: Mega Crucibelle, Clefable, Tapu Koko, Most Tornadus-T, Magearna lacking Focus Blast

Counters: Celesteela, Rotom-Wash, Arghonaut, Chansey

Checks: Mega Latias and Latios, Ash Greninja, Volkraken, Mega Charizard X and Y, AV Tyranitar, Landorus-T, Ferrothorn
Primary Ability: Levitate

Stats: 102 HP / 50 Atk / 96 Def / 133 SpA / 118 SpD / 60 Spe

Secondary Ability: Bulletproof

Art Design:

 
Last edited:

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Hello everybody, and welcome to the movepool stage! Here we will decide what moves CAP 26 will be able to access. After which, we will tally all legal entries and place them to a vote to determine what the movepool for CAP 26 will be.

This being a flavour stage, users are free to dive deep into lore and wonder in order to create the movepool of their desire. All of this should be done within reason, however, and should more or less conform with patterns and distribution trends that Game Freak has established over the years. We can't go, for example, give CAP 26 Sheer Cold as a flavour move, when Game Freak's twenty year distribution pattern dictates that it is almost exclusively learnt by Ice Types. Any non compulsory move suggested should be justified or given reasoning for their placement or lack of thereoff, and movepools that lack any reasoning will not be slated. I will be keeping a sharp look out for movepools that adhere to these rules.

In regards to moves that you may believe can carry competitive impact, please place all move inquiries within your submission posts, or in any discussion post that you may have. This is done to reduce thread clutter from one liners asking to check one or two moves and places them in a place where I will always be able to see them so I can respond quickly and efficiently. These checks will be responded to periodically throughout the time of the thread, and one liners with legality checks will be deleted. (Thanks to snake_rattler for the idea).

If you are placing moves in your movepool, use common sense. Moves such as Quiver Dance and Shell Smash are not banned, because the TLT simply cannot run through and ban every single major competitive move in existence. Therefore, please excercise restraint when using obviously competitive moves such as these. I'll define competitively viable moves as moves that are able to interact with our threatlist with noticeable results, so if you're unsure about a move, take a look at the threatlist and ask yourself what matchups it may swing.

All mandatory moves, including universial ones, highlighted in the OP should be included in your final movepool submission. When final subbing, be sure to re check your submission to ensure any moves that are banned are absent from your post. If a move is banned during the course of the thread, SHSP or I will notify everyone in the thread, and if you are unsure about what has changed, just double check the OP. Make sure the words "Final Submission" in bold are at the head if your submission. It would suck if after all the time taken to craft and justify your movepool, it was voided by not following simple rules.

Ok, with all that out of the way, let's get cracking at making some excellent movepools! Yee Yee!
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Moderator
Final Submission

Key inspirations from the Scales of Ma'at, used in Egyptian Mythology to weigh the heart of the dead. Two key thematics are hence concepts related to the courts and the law, and concepts relating to spirits and death.

Evo: Doom Desire
1: Doom Desire
1: Whirlwind
1: Rapid Spin
1: Pound
1: Mud Sport
1: Mud-Slap
1: Imprison
5: Mud-Slap
10: Imprison
15: Mud Shot
20: Gyro Ball
25: Power Split
25: Guard Split
30: Mirror Shot
35: Mind Reader
40: Earth Power
45: Flash Cannon
50: Memento
50: Healing Wish
57: Earthquake
64: Destiny Bond
71: Aura Sphere
78: Pain Split
85: Perish Song

Level Up Pattern
First aspect to cover is the Level Up pattern. First in 5s, then in 7s, for a really simply pattern. Both numbers are pulled from ancient egyptian numerology, each representing CAP26 quite well. Five is drawn from the Pentagram, and is the number associated with death, which is logical given thematics. Seven as a number was associated with "perfection", which an omniscient judge would be a prime example of.

Inspiration also taken from Volcarona and Silvally - Pokemon which evolve once, and have Level Up patterns which are simple, and go to quite a high number. L85 for Perish Song at the end matchs Silvally's last move, Parting Shot!

In Game Play
Part of this movepool design is drawn from wanting a Pokemon who's movepool plays well in-game. You'll note that in terms of learning new moves, specifically those which would be used in-game (offensive moves), there is rarely a huge gap, meaning that CAP26 would feel as though it was actually growing throughout the game. Even in the early game, there's some decent options - Mud Shot at L10 means that you're not reliant on Pount and Mud-Slap for long, for instance.

Weighing of the Soul
I wanted to pull a lot of ideas from the idea of 'weighing the soul', since that is a major design idea that I can see. The most obvious here is "Mind Reader", which in the Japanese is closer to "Mind's Eye". Aura Sphere also pulls a lot of flavour from this concept, as the move's close relationship with Lucario also gives it natural ties to sensing auras and seeing the truth. The flavour of mystical moves is carried on throughout the entire movepool, with moves such as the Rooms, as well as the likes of Gravity and Safeguard.

Order in the Court!
CAP26 is easy to visualise as a Judge, so a number of moves have been given to this end. Whilst we can't justifiably use "Judgement", we can look at moves implying the delivery of a verdict. Healing Wish and Memento are the two primary moves I use to indicate this, Not Guilty and Guilty respectively. The latter indicates a guilty party being punished, whilst the former represents the innocent being released and ideally compensated. In both cases, the Judge then retires to their chambers as the trial has been brought to a close, represented by CAP26 being KOd.

We have two verdict-implying moves, but it's nice to have moves that create the illusion of actual sentences, for which I've leant on Imprison and Perish Song. The former is as literal as you can get in a move, and represents the somewhat 'standard' punishment that exists. Meanwhile, Perish Song represents the death penalty - and to show that only higher court judges should be able to issue such a sentence, it's saved for the highest level that CAP26 can reach.

Notably on Imprison, it's somewhat early. This not only improves cohesiveness with in-game, where it's just about the same level at which Bronzor picks the move up - and not far off where Type: Null grabs it, but Imprison can also represent a pre-trial step, where a defendant is arrested before they are tried, so that the defendant cannot run away from justice!

Another move which comes with legal notions is Destiny Bond! The idea of bail bonds is fairly common, and Destiny Bond actually represents bail quite well. You can either follow the rules, and not recieve any punishment... or you can break the terms of bail, in which case your neck is on the line! And with Destiny Bond, that's quite literal...

Wrapping up, I put "Pound" in the early Level Up moves. Not only does that give a decent move alongside Mud-Slap in the early game... this reflects the notion of Pounding the Gavel neatly!

Balancing the Scales
Quite neatly together we have Guard Split and Power Split. It's easy to envision why a set of scales would find a move invoking balance to be fairly natural flavour based fit. This also helps justify Pain Split later on down the line.

Spinning Top
Remove the scales, and CAP26's design is reminiscient of a spinning top, very similar to the design of Baltoy. The inclusion of Rapid Spin serves to emphasise that fact, and Gyro Ball builds upon the same principle. Whirlwind is probably the weird one here, but I can see CAP26 spinning on it's top to act like a giant fan with the scale arms, blowing an opponent away. At the same time, this is somewhat undignified - judge turned to spinning top - so these moves have been included either as Heart Scale moves, or earlier on when CAP26 is still more childish - with Gyro Ball the latest at Level 20, in line with Steelix and Ferrothorn.

Mud, Mirrors, and Doom
I've invoked two key elements in the STAB options that I've picked for CAP26 - "Mud" and "Shininess".

The former is actually based on a variety of points. The design, much like Claydol (literally from Dex Flavour said to be 'dolls of mud made by primitive humans') reminds me of pottery, specifically clay - naturally similar to mud. I also took inspiration from the artwork of "Truth coming from the well armed with her whip to chastise mankind". Whilst nothing in the design says "whip", I like the visual of Truth gathering a bunch of mud from the bottom of her well to throw at people - I think we're quite familiar with the notion that CAP26's judge-like aesthetics lends 'Truth' as a fairly strong theme. This later morphs into "Earth Power", whilst the anger felt when people try to pull Truth back into her well (see: La Vérité sortant du puits) results in "Earthquake". That, and y'know, the fact that Earthquake is a common late-game move (even if it's weaker than Earth Power, it's the standard high level move and we've seen similar with Camerupt before). I've also included the 'Mud' moves for in-game practicality, as without them there's very little in terms of possible options for CAP26's Ground STAB in the early game.

The idea of 'shininess' is again both aesthetic and tied to Truth - this time "Veritas", who often holds a hand mirror. Both these factors make it logical for CAP26 to have an element of reflectiveness within it's movepool - specifically Mirror Shot and Flash Cannon.

Finally, we have an evolution move! Generation 7 Pokemon traditionally indicate their Signature Move with an evolution move, so I feel that putting Doom Desire in this slot is sensible.
Egg group(s): Mineral

CAP26 sits somewhere between Bronzong and Claydol for me in terms of aesthetics - which is one of the reasons I've gone for a relatively heavy psychic-ish theming on a Steel/Ground Pokemon. Either way, there is nothing here to suggest gender personally - hence I've not got any egg moves listed - whilst "Mineral" should be a no-brainer. Hey, it's really cool that we get to have a CAP with no egg moves needed to pad out the movepool!
TM01: Work Up
TM06: Toxic
TM10: Hidden Power
TM15: Hyper Beam
TM17: Protect
TM20: Safeguard
TM21: Frustration
TM26: Earthquake
TM27: Return
TM32: Double Team
TM37: Sandstorm
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM48: Round
TM60: Quash
TM63: Embargo
TM64: Explosion
TM67: Smart Strike
TM68: Giga Impact
TM69: Rock Polish
TM74: Gyro Ball
TM77: Psych Up
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM91: Flash Cannon
TM92: Trick Room
TM100: Confide

A conservative but I think reasonable TM Movepool. Some explanations:

Quash and Embargo are both related to legal ideas - to quash is legally synonymous with "overturn", whilst an embargo is being quite repeatedly used in the US Courts at the moment in various investigations. Safeguarding is also a legal term! It's related to the protection of minors and vulnerable people, but I felt it was a cool homage to the law doing what you would hope it should be doing.

Smart Strike isn't actually that common, but I feel that CAP26's design has sufficient spikes/horns to justify it, especially given that spikes as simple as *Togetic*s are sufficient.

I've included Rock Slide (as well as Sandstorm/Rock Polish/Rock Tomb), but I've actively excluded Stone Edge. This is in part a design thing - simply having sharp spikes on a design is not sufficient to have Stone Edges (Excadrill's Claws don't give it Stone Edge,), but also because we have 50 Atk statline, and no Rock STAB. Stone Edge's lowest Atk users (excluding Zen Darmanitan since regular Darm is 140 Atk ¬¬) are Diggersby (56 pre-Huge Power) and Stunfisk (66 Atk, which is a major hop up from 50). Smack Down's lowest Atk user is Sigilyph [58], but it's also a rare move, so I'm taking inspiration from Bronzong and Excadrill here in having Rock Tomb, but no Smack Down.

The other moves do have low-Atk non STAB users (Smack Down Sigilpyh [58], and Mantine [40] and Blissey [10] both have Rock Tomb and Rock Slide), but Stone Edge for non-STAB FE mons only has Zen Darmanitan below 50 Atk (Which in reality is 140 because Zen Mode is weird), with only Diggersby (56 but Huge Power) and Stunfisk (66, that's a big hop from 50) anywhere close. tl;dr: No Stone Edge, CAP26 is literally too weak physically.

Dragon Tail is mandatory, but trying to come up with good flavour to justify it is tricky... and I'm envisioning a lot of comments similar to Brave Bird Pajantom. I like to think that we can go back to Ancient Egypt, and imagine that Dragon Tail is chanelling Ammut's crocodile-like properties, promptly banishing the heart of the unworthy back to the opponent's bench. This has the added flavour of making every Pokemon with Fairy-typing into Pokemon with Pure Hearts, which... is certainly something!
Ally Switch
Drill Run
Earth Power
Gravity
Helping Hand
Iron Defense
Iron Head
Iron Tail
Magic Room
Magnet Rise
Pain Split
Recycle
Snore
Wonder Room

Ally Switch (literally 'Side Change') is a fun bit of flavour here for a judge, who's opinion is being swayed by the argument ongoing. Wonder Room and Magic Room both invoke the idea of a 'judging chamber' for me, as well as helping justify Trick Room.

Helping Hand is my homage to legal aid (The Japanese name is literally just "Help"), and I feel as though a judge should be helping people.

In a contentious move, I have included Iron Tail. Whilst CAP26 doesn't have a traditional tail, the same can be said of Goomy (Egg Move !!), Farfetched (Ducks don't have tails, just rear ends), and Noibat (check the backsprite, I see no tail!). The lower half of the body works fine here, so I feel Iron Tail is kosher. Plus it means we don't just have Dragon Tail 1000% randomly. It's now just 80% random!

I think everything else is fairly standard to Steel- and Ground- types. Drill Run isn't a guarentee for ground types, but I like it on CAP26, because it's very easy to see the main body spinning like a drill for the sake of the attack... and if not that, then certainly the scales themselves.
Ally Switch
Aura Sphere
Bulldoze
Confide
Destiny Bond
Doom Desire
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Embargo
Explosion
Facade
Flash Cannon
Frustration
Giga Impact
Gravity
Guard Split
Gyro Ball
Healing Wish
Helping Hand
Hidden Power
Hyper Beam
Imprison
Iron Defense
Iron Head
Iron Tail
Magic Room
Magnet Rise
Memento
Mind Reader
Mirror Shot
Mud Shot
Mud Sport
Mud-Slap
Pain Split
Perish Song
Pound
Power Split
Protect
Psych Up
Quash
Rapid Spin
Recycle
Rest
Return
Rock Polish
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Sleep Talk
Smart Strike
Snore
Substitute
Swagger
Toxic
Trick Room
Whirlwind
Wonder Room
Work Up
 
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snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Legality checks on: Dazzling Gleam, Stone Edge, Rock Slide, Magnet Rise

For my movepool, I'm not really looking for huge symbolism / allusions to mythology or other sources. The specific reasoning behind most movepools gets lost to the sands of time anyway; thus, I want this movepool to look like a Pokemon's at a glance, one that you'd use in a Pokemon game. I looked mostly at what levels most Pokemon learn what, what moves Steel and Ground-type Pokemon learn, and at the artwork of the Pokemon.

WIP

1: Doom Desire
1: Perish Song
1: Mud-Slap
1: Miracle Eye
1: Rapid Spin
1: Metal Sound
Evo: Doom Desire
4: Rapid Spin
7: Metal Sound
10: Mirror Shot
13: Magnitude
16: Imprison
19: Iron Defense
22: Smart Strike
25: Whirlwind
28: Wide Guard
31: Drill Run
34: Flash Cannon
40: Earth Power
46: Destiny Bond
52: Memento
52: Healing Wish
58: Punishment
64: Aura Sphere
70: Fissure

I tried not to include an overwhelming amount of extraneous moves in my movepool - I think I've struck a nice balance between that and including flavorful moves. So, let's get started!

When I look at CAP26, it reminds me of Claydol, so I stole its level-up scheme. Then, I thought about suitable moves for CAP26. The Steel-types I wanted to include were Mirror Shot, Smart Strike, Flash Cannon, Doom Desire, Metal Sound, and Iron Defense. Still thinking about Metal Sound given the discussion in moveset thread, but it's still flavorful. Ground-type moves were trickier. I decided that Mud Slap, Magnitude, Drill Run, and Earth Power served as a good progression for offensive moves. I didn't like the idea of Mud Shot or Mud Bomb because I don't know see where CAP26 is getting all that mud from.

CAP26, at level 1, starts with four moves Mud-Slap, Harden, Fury Attack, and Miracle Eye. Fury Attack plays into the Smart Strike and Drill Run theme. Rapid Spin is typically learned at a low level, as is Metal Sound. Mirror Shot is usually learned a little later, but if I were using CAP26 in game, I think having it earlier on would be pretty interesting early-game! Magnitude is also learned earlier in movepools.

Imprison, given the whole scales of justice art theme,...I'll let you figure that one out. Iron Defense is another standard on Steel-types, and given all of CAP26's pointy edges, Smart Strike felt natural. Whirlwind is usually learned around Level 20, so I put it at Level 25. Wide Guard is another flavorful idea - Justice protects a wide swath of individuals! Drill Run is another Ground-type move that fits on CAP26. Magnezone learns Flash Cannon at Level 33, so I put it on CAP26 at Level 34.

Now, Baltoy evolves into Claydol at Level 36, and it learns Hyper Beam as an evolution move. I really like evolution moves because it puts moves on a pedestal. As such, Doom Desire is CAP26's evolution move. Earth Power is generally learned at Level 40, while Destiny Bond is learned at around Level 45ish, so I put it at Level 46. Memento and Healing Wish are both generally learned very late into movepools, and since they're pretty similar, I included both at Level 52. Punishment, justice, you get the idea. Aura Sphere is also generally learned extremely late in movepools, so Level 61 it is.

As CAP26's CAPstone move, I included Fissure. While I still think Guillotine would have been more appropriate [you know, justice :) ], Fissure is still an OHKO move that displays CAP26's wrath towards those who disrupt the balance. Perish Song was an oddball in my movepool process, so I put it in the Level 1 moves.

Egg Group: Mineral, Genderless

Claydol and other similar-looking Pokemon are genderless, and honestly, I don't really see CAP26 have genders either. Besides, I didn't need the space for Egg Moves.
TM01: Work Up
TM06: Toxic
TM10: Hidden Power

TM11: Sunny Day
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM23: Smack Down
TM26: Earthquake
TM27: Return
TM30: Shadow Ball
TM31: Brick Break
TM32: Double Team
TM37: Sandstorm
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM45: Attract
TM48: Round

TM59: Brutal Swing
TM64: Explosion
TM66: Payback
TM67: Smart Strike
TM68: Giga Impact
TM69: Rock Polish
TM71: Stone Edge
TM74: Gyro Ball
TM77: Psych Up
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM91: Flash Cannon
TM92: Trick Room

TM99: Dazzling Gleam
TM100: Confide

I tried to include moves that most Steel and Ground-types have, which are the Ground-type TMs, Steel-type TMs, Rock-type TMs, and weaker Electric-type TMs. I kept Dazzling Gleam because a lot of smooth Pokemon get it, and it gets Mirror Shot anyway. Payback and Brutal Swing are reminiscent of Punishment in the movepool. I kept Brick Break because of Aura Sphere in the movepool, and Shadow Ball just seemed like it fit on CAP26 well enough.
Ally Switch
Drill Run
Earth Power

Gravity
Helping Hand
Iron Defense
Iron Head
Magic Coat
Magnet Rise
Pain Split
Recycle

Signal Beam
Skill Swap
Snore
Telekinesis
Wonder Room
Zen Headbutt

Ally Switch: CAP26 picks up its partner on one scale. CAP26 rotates 180 degree. CAP26's partner hops off. Boom, Ally Switch.
Magic Goat, Gravity, Wonder Room, Telekinesis, and Zen Headbutt fits in with the fits in with the Psychic-type flavor that comes with Trick Room.
I liked Helping Hand because justice gives people a helping hand (good people, anyway)
Magnet Rise because Levitation.
Luckily, I don't have to figure out where to put Pain Split or Recycle because they're tutor moves.
Signal Beam because I want to have lasers, and this one won't break CAP26.
  • I might do one of these.
  • A list of all moves in the movepool.
The list of moves should be alphabetized.
 
Last edited:

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Final Submission

Overview:

The basis of this movepool is that CAP 26 has a strong sense of justice, but after evolution it judges much more harshly after having to make a tough ruling. The flavor has three broad categories of moves: Moves based on making judgements, moves based on legal proceedings, and moves based on overall fairness. There are other move choices around physical characteristics (like CAP 26 having spikes on its scales, resembling a top so it spins, it can act like a drill, etc.) and minor electromagnetism since it's an earth metal that is floating.

Evolution method: Evolves upon learning Hammer Arm
Evo: Doom Desire
1: Metronome
1: Destiny Bond
1: Perish Song

1: Doom Desire
1: Fissure
1: Lock-On
1. Mirror Shot
1: Rapid Spin
1: Foresight
1: Spike Cannon
3: Spike Cannon
7: Power Split
7: Guard Split
14: Punishment
21: Magnitude
28: Memento
35: Swift
35: Hammer Arm
42: Pain Split
48: Earth Power
54: Aura Sphere
60: Whirlwind

66: Imprison
72: Trump Card
100: Doom Desire

Ruling Moves:
Aura Sphere (judging the soul)
Destiny Bond (death penalty)
Doom Desire ("final" judgement)
Fissure ("final" judgement)
Imprison (prison time)
Magnitude (random judgement)
Metronome (random judgement)
Punishment (targeted punishment)

Legal Proceeding Moves:
Hammer Arm (gavel)
Lock-On (specifying legal arguments)
Swift (all are entitled to a Swift and fair trial)
Trump Card (Overruled!)

Fairness Moves:
Guard Split (fair defenses)
Heal Pulse [Pre-vo] (healing/closure for injured parties)
Healing Wish [Pre-vo] (healing/closure for allies)
Power Split (fair offenses)
Pain Split (fair HP with opponent)
Heal Pulse
Healing Wish
Mud Bomb
H. Evo only
00 Same
07 Same
14 Different
21 Different
28 Different
35 Same
**Prevo Movepool Submitters may alter other moves as necessary**

The Level-Up and Pre-Evolution moves come together as a package. In the beginning of its life cycle, CAP 26 is a very cheerful Pokemon observing and trying to judge everything in its surroundings in the best light possible. It begins its life with a reflective Mirror Shot, a Rapid Spin that enables it to see its surroundings, and Foresight to make good judgments. It learns to Split its Power and Guard with others soon afterward. As it levels up it learns more playful and helpful moves like Heal Pulse, Mud Bomb, and and Healing Wish. The very first harsh judgement it has to give is signified by learning Hammer Arm, signifying the movement of a large gavel to render a firm judgement.

Once it evolves (should it evolve from its newfound knowledge of rendering harsh judgements), it gains a new understanding of the dangerousness of the world and has a drastic opinion shift in what it considers proper justice, biasing its movepool much more towards punishment and retribution. Its level-up moves in early development shift towards Punishment, Magnitude, and Memento. It learns Doom Desire upon evolution to make this shift readily apparent. It can also access a series of very harsh Heart Scale moves including the random judgement of Metronome, Destiny Bond, Perish Song, and the Lock-On (a more inorganic focused selection) / Fissure combination. Later in its life cycle it exercises its Earth Power, reads the soul with Aura Sphere, ejects the guilty with Whirlwind, binds the opponent with Imprison, and finishes it's sequenced movepool by using the law as its Trump Card.

This transition can also seen in its level-up scheme, learning moves every 7 levels (a divine and perfect number in mythology) until it learns Hammer Arm at 35, and afterward its evolution learns moves every 6 moves (a corrupted and demonic number, with 666 in mythology signifying the Mark of the Beast).
Egg: Mineral Group
100% Genderless
Justice has no time for love!
TM01: Work Up
TM06: Toxic
TM10: Hidden Power

TM11: Sunny Day
TM15: Hyper Beam
TM17: Protect

TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM26: Earthquake
TM27: Return
TM31: Brick Break
TM32: Double Team
TM37: Sandstorm
TM42: Façade
TM44: Rest
TM48: Round

TM56: Fling
TM57: Charge Beam
TM58: Sky Drop
TM59: Brutal Swing
TM60: Quash
TM63: Embargo
TM64: Explosion
TM66: Payback
TM67: Smart Strike
TM68: Giga Impact
TM74: Gyro Ball
TM77: Psych Up
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM91: Substitute
TM91: Flash Cannon
TM92: Trick Room
TM100: Confide


TMs center around physical capabilities and characteristics, such as CAP 26's ability to swing (Brutal Swing, Dragon Tail), spin and strike (Fling, Brick Break, Gyro Ball, Smart Strike), and hold foes to account and render judgement (Embargo, Payback, Quash, Safeguard, Sky Drop). As a levitating device it also has a small amount of electromagnetism (Charge Beam). As far as weathers, Automaton style Pokemon (Bronzong, Claydol, Golurk) tend to get all three of Sunny Day/Rain Dance/Sandstorm.
Tutors:
Ally Switch
Drill Run
Earth Power
Endeavor
Gravity
Helping Hand
Laser Focus
Magnet Rise
Pain Split
Recycle
Shock Wave
Snore
Tutors continue the prior established themes, with a combination of characteristic STABs (Drill Run, Earth Power) helpful support moves more in-tune with the pre-evolutions disposition (Ally Switch, Helping Hand), minor electromagnetism (Gravity, Magnet Rise, Shock Wave), and CAP 26's strong focus on justice (Endeavor, Laser Focus, Uproar) and a staple of Steel / Ground types, Rock Slide.
Ally Switch
Aura Sphere
Brick Break
Brutal Swing
Bulldoze
Charge Beam
Confide
Destiny Bond
Doom Desire
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Embargo
Endeavor
Explosion
Façade
Fissure
Flash Cannon
Fling
Foresight
Frustration
Giga Impact
Gravity
Guard Split
Gyro Ball
Hammer Arm
Heal Pulse
Healing Wish
Helping Hand
Hidden Power
Hyper Beam
Imprison
Laser Focus
Lock-On
Magnet Rise
Magnitude
Memento
Metronome
Mirror Shot
Mud Bomb
Pain Split
Payback
Perish Song
Power Split
Protect
Psych Up
Punishment
Quash
Rain Dance
Rapid Spin
Recycle
Rest
Return
Rock Slide
Round
Safeguard
Sandstorm
Shock Wave
Sky Drop
Sleep Talk
Smart Strike
Snore
Spike Cannon
Substitute
Sunny Day
Swagger
Swift
Toxic
Trick Room
Trump Card
Whirlwind
Work Up
 
Last edited:

LucarioOfLegends

Master Procraster
is a CAP Contributor
woo hopefully I will be able to legally submit this time. Also would like a legality check on Punishment, Iron Defense, Rock Slide, Stone Edge, and Smack Down.

WIP

0- Aura Sphere
0- Perish Song
0- Whirlwind
0- Pound
0- Leer
0- Mud-Slap
4- Rapid Spin
9- Metal Sound
12- Imprison
17- Mirror Shot
21- Protect
24- Mud-Bomb
29- Miracle Eye
32- Iron Defense
37- Gyro Ball
44- Earth Power
49- Flash Cannon
56- Memento
56- Healing Wish
61- Hammer Arm
61- Punishment
68- Destiny Bond
73- Doom Desire

Innocent Until Proven Guilty

So my general theme with this level up move pool is to lean on the law elements that CAP's design represents here. Bronzong was also a large inspiration for this moveset, as both it and 26 contain a large amount of utility moves, which take up the majority of the movepool here. Here we go.

Starting with the Heart Scale moves, I like to think that the Aura Sphere is the proverbial gut punch that the losing party gets after the verdict, hitting them right in the soul. Whirlwind is here to represent the winds of change, as a lot of court rulings tend to effect proceedings going forward as well as causing a paradigm shift for certain big ones. Perish Song is the oh glorious death penalty, slaughtering your victims and causing them to know the exact date and time as well.

In terms of leveling, I decided to follow a 3-5 pattern that latter transitioned into a 5-7 pattern. The common theme here is the 5, which I wanted to somewhat represent the 5th Amendment of the US constitution, which is the big judicial one(double jeapordy, due process, right to remain silent and the such) Most of the early moves aside from that are pretty simple as they are very much early game moves. 26 has these oh glorious scales to hit with, so why not put them to use by giving the others a good Pound (also you can use a scale to measure stuff in pounds). Leer uses that big old eye to leer at you menacingly, and Mud-Slap is mostly a decent stab move, not much else. Rapid Spin uses the big scales again to smack and clear, while metal sound is mostly a misc move that I wanted to include, similar case with Mirror Shot.

Imprison is a reference to the fact you are usually imprisoned after an arrest before a trial. Protect is what the point of these trials are: to protect the common public here. Mud-Bomb is another STAB move. After that is Miracle Eye, which is both noting 26's big dumb eye and talking about how laywers/prosecutors have to see through your testimony. Iron Defense is similar in a way to Protect, defending the public, but also nods 26's defensive stats and how solidly unbiased a judge 26 is.

After that is a brief stint of offensive moves, covering Earth Power, Flash Cannon, and Gyro Ball (not in that order) which could be argued as all that hard-hitting evidence in a case:^). After that the verdict, Guilty with Memento, or Not Guilty with Healing Wish (thanks Dogfish for the idea). After that the court session is concluded, usually by the dropping of the gavel a la Hammer Arm, and here comes the punishment with...Punishment. Destiny Bond is a brief stint into "eye for an eye" philosophy. And than Doom Desire, the main mon move, is used to fully wrap up this glorious movepool.

Mineral Egg Group
Genderless

Our courts have no time for your gender politics, and no sexism shall be tolerated or effect a decision.

TM01: Work Up
TM06: Toxic
TM10: Hidden Power

TM15: Hyper Beam
TM16: Light Screen
TM17: Protect
TM20: Safeguard
TM21: Frustration
TM23: Smack Down
TM26: Earthquake
TM27: Return
TM32: Double Team

TM33: Reflect
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM48: Round

TM49: Echoed Voice
TM59: Brutal Swing
TM60: Quash
TM63: Embargo
TM64: Explosion
TM68: Giga Impact
TM71: Stone Edge
TM74: Gyro Ball (R)
TM77: Psych Up
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute

TM91: Flash Cannon (R)
TM92: Trick Room
TM100: Confide

Excluding all required moves here, which include universals, Dragon Tail, Explosion, and Trick Room (still not idea on dragon tail lol). I made a few interesting flavor choices. Smack Down is one that I see as overruling objections, as it is literally smacking down the point. Psych Up I thought would be interesting as a nod to the psychology of the courtroom, and bringing in a psychologist in certain cases to try and relate to the defendent/plaintiff. Brutal Swing works well with the big scales, and 26 seems like one who would break the 8th Amendment.

Echoed Voice is in reference to a judge or jury, who's voices overule all others when it comes to a verdict (and a jury must reach complete consensus adding to the multi effect of the move). Quash and Embargo are on here because of the apparent legal term that a quash is (plus the legal authority that 26 holds holding with the authority requirement of the move) and Embargo being a common governmental act in the US. Safeguard, Reflect, and Light Screen all generally hold the same purpose, defending the general public from unjust persecution.

Rock and Ground coverage more of done to better fit with the Ground typing of CAP26 and all the stuff to fit with it.

Earth Power
Endeavor
Iron Defense
Iron Head
Laser Focus
Pain Split
Recycle
Snore
Telekinesis
Wonder Room


Total: 64 unique moves
 
Last edited:
Final Submission

Mandatory

Repeated

1: Doom Demise
1: Earth Power
1: Mud Slap
1: Sandstorm
1: Rapid Spin
1: Guard Swap
Evo: Earth Power
6: Mud Slap
9: Sandstorm

12: Psywave
16: Skill Swap
19: Mud Shot
22: Mirror Shot
25: Iron Defense
28: Extrasensory
32: Recycle
37: Whirlwind
40: Aura Sphere
43: Flash Cannon
46: Cosmic Power
50: Future Sight
54: Imprison
57: Doom Demise
60: Memento

Since CAP 26 can learn multiple Psychic-type status move, I figure that I should give it several Psychic coverages. Future Sight and Extrasensory fits the theme, and there're a sizable amount of non-Psychic-types that can learn Psywave, so I add that to CAP 26. Otherwise, standard stuff.

TM 01: Work Up
TM 06: Toxic
TM 10: Hidden Power

TM 12: Taunt
TM 15: Hyper Beam
TM 17: Protect

TM 20: Safeguard
TM 21: Frustration
TM 26: Earthquake
TM 27: Return
TM 32: Double Team

TM 36: Sludge Bomb
TM 37: Sandstorm
TM 42: Facade
TM 44: Rest
TM 45: Attract
TM 48: Round

TM 49: Echoed Voice
TM 63: Embargo
TM 64: Explosion
TM 67: Smart Strike
TM 68: Giga Impact
TM 74: Gyro Ball
TM 77: Swords Dance
TM 78: Bulldoze
TM 82: Dragon Tail
TM 87: Swagger
TM 88: Sleep Talk
TM 90: Substitute

TM 91: Flash Cannon
TM 92: Trick Room
TM 100: Confide


The only move that stands out that I can think of is Taunt that goes well its role as a pivot, being able to prevent slower Pokemon from using status moves, forcing them to switch out if they're unable to do much without status moves.

Destiny Bond
Earth Power
Healing Wish
Heavy Slam
Pain Split
Perish Song

Recycle

I decided to put several of its mandatory moves as egg moves in order to not bloat its level up movepool too much.

Drill Run
Earth Power
Gravity
Helping Hand
Iron Defense
Iron Head
Iron Tail
Magic Room
Pain Split
Recycle
Skill Swap

Telekinesis
Wonder Room
Zen Headbutt

Gravity and Telekinesis are merely flavor moves for CAP 26 as they both contradict what it wants to do (losing its own ground immunity and giving its foe's ground immunity, respectively) and I didn't give CAP 26 too many moves with shaky accuracy that it would have benefited from their effect.

If I recall correctly, most Pokemon that's able to learn Trick Room have access to Magic Room and Wonder Room. So I add these moves as flavor moves to CAP 26 as both of them are considered far less viable compared to Trick Room.

(in alphabetic order)
Attract
Aura Sphere
Bulldoze
Confide
Cosmic Power
Destiny Bond
Dragon Tail
Drill Run
Doom Demise
Double Team
Earth Power
Earthquake
Echoed Voice
Embargo
Explosion
Extrasensory
Facade
Flash Cannon
Frustration
Future Sight
Giga Impact
Gravity
Guard Swap
Gyro Ball
Hidden Power
Healing Wish
Heavy Slam
Helping Hand
Hyper Beam
Imprison
Iron Defense
Iron Head
Iron Tail
Magic Room
Memento
Mirror Shot
Mud Shot
Mud Slap
Pain Split
Perish Song
Protect
Psywave
Rapid Spin
Recycle
Rest
Return
Round
Sandstorm
Safeguard
Skill Swap
Sludge Bomb
Sleep Talk
Smart Strike
Substitute
Swagger
Swords Dance
Taunt
Telekinesis
Toxic
Trick Room
Whirlwind
Wonder Room
Work Up
Zen Headbutt
 
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Just so everyone is aware, bolded moves are universal moves.

WIP
0: Doom Desire
0: Perish Song
0: Whirlwind
0: Rapid Spin
0: Foresight
0: Leer
0: Helping Hand
3: Leer (R)
5: Helping Hand (R)
8: Bulldoze
11: Lock-On
13: Mirror Shot
16: Magnet Rise
19: Gravity
21: Spotlight
24: Mind Reader
27: Hammer Arm
29: Smack Down
32: Earth Power
35: Guard Split
35: Power Split
40: Healing Wish
43: Memento
49: Aura Sphere
52: Punishment
55: Embargo
61: Imprison
67: Flash Cannon
73: Destiny Bond
82: Guillotine
Evo.: Doom Desire

Early Levels & Level Pattern
The first few levels here are mainly foundational moves. Rapid Spin is simply a move that works early on, and makes sense considering our top-like design. Foresight and Leer help establish the power of 26's massive eye in the center, while also working as simple early moves. (It also works as a sweet hidden tech. Take that, ghosts trying to spin block me!) Helping Hand is a move that helps build the moral backbone of 26, which will play a major role in moves that I have decided to exclude. I shall get to that in a little while. Bulldoze and Mirror Shot do not exactly have any particular flavor with 26, but rather function as early STAB moves if 26 was real. I know Mirror Shot is somewhat in between the meat of the level-up, but precedent usually has Mirror Shot around level 20, and I do not wish to have the flavor gods smite me. As for my level pattern, everything up until level 40 follows a 3-2-3 pattern, levels 40-61 follow a 3-3-6 pattern, and the rest of the levels follow 6-6-9. The reasons that I went for these somewhat unorthodox patterns is centered around the French legal system, which has 6-9 jury members. Additionally, the American Supreme Court has 9 members on the bench. As such, I felt it was only fitting to have my levels go off of factors of 6 and 9 respectively. This also allowed me to properly space out my levels while letting me add more moves that I otherwise would not have room for.

Order! Order in the court!
The vast majority of this level-up is centered around the courtroom. As someone who is very much interested in politics and laws, I just knew I had to go with this angle for 26. The order of the moves is actually based off of the typical procedures in a trial. It typically begins with "All rise," which here is represented by Telekinesis. The opposite of this, when everyone (including the judge) sit down, is seen with Gravity. Spotlight is the manifestation of the ever-so important witness stand! I also can physically see 26 tilting its scales to reflect light, thus using Spotlight. The justification I have for Mind Reader is that it can tell when a witness is lying under oath (which you always are in court). It then bangs its "gavel" and uses Hammer Arm. For those saying it would not be able to perform Hammer Arm without an arm, Steph has concept art showing that 26 can form makeshift arms with its body and scales. It then scolds and sends said lying witness back, thus showing Smack Down. Earth Power does somewhat stick out like a sore thumb, but it simply is the powerful Ground-type STAB 26 is looking for. Think of it as a sign of an experienced judge, if you will. Guard Split and Power Split embody the balance of 26, literally and figuratively.

The jury finds the defendant...

The final portion of my level-up pool is the verdict. Healing Wish displays an acquital (not guilty), while Memento shows a guilty verdict. Aura Sphere is that initial gut punch of a reaction to a guilty verdict. From there, with Punishment as the next move, iiiiit's punishment time!! Sorry, I couldn't resist. Anyway, Embargo and Imprison are seizure of assets and jail respectively. Flash Cannon is simply a powerful (aside from DD) Steel move. If you want to get grim about it, you can think of it as a firing squad, but that's your choice. Destiny Bond is a matter of killing the foe, as their destiny is bound to their sins!! I could have also put this earlier to represent jail bonds, but this is a judge, not a police officer. And finally, the capstone move is the dreaded Guillotine. While some see Perish Song as the death penalty, I decided to give a much stronger, brutal and effective option in Guillotine. It just makes sense, especially with France's history with the Guillotine (Robespierre, anyone?).

"Why no mud moves?"
I am certain that many of you are confused as to why I have not a single mud-based move in here, not even Mud Slap. The reason is actually quite simple. Judges are meant to be impartial. While they can scold defendants and witnesses, as well as employ punishments, they do not resort to underhanded tactics. They also tend to remain cool and calm, unless scolding a misbehaving defendant or witness. As such, very emotional, aggressive, or underhanded moves, such as Mud Slap, Mud Shot, Mud Sport, Mud Bomb, Foul Play, Headbutt, Zen Headbutt, Trick, and similar moves will not be found anywhere on here.

CAP26 has a heart
Doom Desire may seem weird to be in a heart scale slot, but it actually is simply the copy that is created when a move is an evolution move. Perish Song did not feel like a good executioner move, as the user also will die from it, leading me to toss it into heart scale territory. Whirlwind is a nod to the feather aspect of the design's inspiration, the Scales of Ma'at. It is a heart scale move as the powers of wind have slowly been washed away with the sands of time (pun intended), with only heart scales being able to awaken them.

Headcanon Corner
So this section is simply going to be me discussing the French aspect of my movepool by giving a sort of backstory as to how 26 was discovered. Imagine that during the era of Napoleon, more specifically during the French campaign in Egypt, that soldiers discovered some of our Pokemon lying around (bare with me here). The soldiers that survived took 26 home to France, in which 26 awakened and began filling its role as a judge. I am going to assume for the sake of simplicity that the 26 species felt that the Napoleonic era was too cruel and chaotic, and thus somehow ended up in what would become Alola.
  • Harden
  • Lock-On
  • Wide Guard
These moves are mainly those I was unable to fit into the level-up pool. Harden is actually both literal and figurative in natue. 26's prevo learns to harden its own body, but before becoming a judge, one must harden their mind as well; they must clear all of their biases and get a level head. As the way I imagined the prevo for 26 is so it is not a judge until it evolves, I felt Harden would be best for the baby form only. Wide Guard made sense to me, as similar inanimate Pokemon, such as Aegislash, also obtain Wide Guard.
  • Egg Group: Mineral, Genderless
I originally had egg moves here, but it was with a much tighter level pattern, and due to no longer needing to pull from egg groups, I decided to make it genderless. It's in Mineral due to similar Pokemon, such as Claydol, Golurk, and Aegislash, also residing here. Furthermore, in case anyone is unaware, pre-evolutions for genderless Pokemon can still be breeded, but only with Ditto.
TM01: Work Up
TM06: Toxic
TM10: Hidden Power

TM11: Sunny Day
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM23: Smack Down (R)
TM26: Earthquake
TM27: Return
TM32: Double Team

TM37: Sandstorm
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM48: Round

TM56: Fling
TM60: Quash
TM63: Embargo (R)
TM64: Explosion
TM74: Gyro Ball
TM78: Bulldoze (R)
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute

TM91: Flash Cannon (R)
TM92: Trick Room
TM100: Confide
For my own sanity, I am going to skip over repeat and mandatory moves. Rock Tomb simply is a move that makes sense when connected with prisons, and also is similar to Ground (Sand Tomb is banned, RIP). Earthquake speaks for itself. The three weathers of Sunny Day, Rain Dance and Sandstorm are all given due to similar automatons also having all three weathers. Hyper Beam was given because of the eye lasers that Doom Desire has going on, but I skipped Giga Impact because like I mentioned earlier, extremely aggressive moves are generally not 26's style. Safeguard is less about safeguarding people than it is about safeguarding the rule of law. Quash is actually Postpone in Japanese, and judges postpone sentencing or procedings all the time, making it a perfect fit.
Ally Switch
Earth Power (R)
Gravity (R)
Helping Hand (R)
Iron Tail
Laser Focus
Magic Room
Magnet Rise (R)
Pain Split
Recycle
Shock Wave
Snore
Telekinesis
Wonder Room
Ally Switch is quite literal, as a judge's decision can either go to the prosecutors or the defendants. As such, I thought that it would be a lovely addition. Iron Tail was only given for consistency with the mandatory Dragon Tail; if it can use Dragon Tail, why would it not be able to use a tail move that is STAB? Laser Focus plays into the all-seeing eye aspect more. Magic Room and Wonder Room are general psychic flavor that goes well with the mandatory Trick Room. Magnet Rise is another nod to "all rise", while Shock Wave is a balanced Electric move that can represent the dreaded electric chair.
  • Ally Switch
  • Aura Sphere
  • Bulldoze
  • Confide
  • Destiny Bond
  • Doom Desire
  • Double Team
  • Dragon Tail
  • Earth Power
  • Earthquake
  • Embargo
  • Explosion
  • Facade
  • Flash Cannon
  • Fling
  • Foresight
  • Frustration
  • Gravity
  • Guard Split
  • Guillotine
  • Gyro Ball
  • Hammer Arm
  • Harden
  • Healing Wish
  • Helping Hand
  • Hidden Power
  • Hyper Beam
  • Imprison
  • Iron Tail
  • Laser Focus
  • Leer
  • Lock-On
  • Magic Room
  • Magnet Rise
  • Memento
  • Mind Reader
  • Mirror Shot
  • Pain Split
  • Perish Song
  • Power Split
  • Protect
  • Punishment
  • Quash
  • Rain Dance
  • Rapid Spin
  • Recycle
  • Rest
  • Return
  • Rock Tomb
  • Round
  • Safeguard
  • Sandstorm
  • Shock Wave
  • Sleep Talk
  • Smack Down
  • Snore
  • Spotlight
  • Substitute
  • Sunny Day
  • Swagger
  • Telekinesis
  • Toxic
  • Trick Room
  • Whirlwind
  • Wide Guard
  • Wonder Room
  • Work Up
 
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Final Submission

I'd like to thank Dogfish, Quanyails, and everyone who has helped make this happen. (And Metalmind for catching my errors!)

CAP26 is a cruel mistress. To tame this Pokemon, a Trainer must be pure of soul and guilty of nothing...or at least how CAP26 defines those. Don't meet these high standards and you'll eat a Hyper Beam. As a result, most captive CAP26 are relatively docile and forgiving.

Evo: Flash Cannon
1: Flash Cannon
1: Memento
1: Healing Wish
1: Perish Song
1: Doom Desire
1: Metal Claw
1: Foresight
1: Rapid Spin
1: Swift
4: Rapid Spin
8: Swift
12: Magnitude
16: Whirlwind
20: Mirror Shot
24: Metal Sound
28: Power Split
28: Guard Split
32: Drill Run
36: Punishment
40: Earth Power
44: Destiny Bond
48: Aura Sphere
52: Hyper Beam
56: Fissure
60: Doom Desire

My movepool assumes CAP26's base stage will evolve around LV. 36, and that you can find its base in the wild at LV.24-27. At this range, the base stage will have two STABs, with Mirror Shot and Whirlwind adding some depth to its game. I'd imagine you'd encounter it in a desert, a temple or some ruins.

CAP26 is perfectly balanced, you see. Where most Pokemon have a gentle variety of 3s and 4s or strictly increase level increments, CAP26's moves are learned at multiples of 4. It's perfectly divisible by 2 twice! Its final move is also learned at a nice multiple of 10, and by proxy, 4 and 2. It also has 22 new moves in this section: another even number.

First, I pay homage to Steph's reference sheet, which shows CAP26 attacking with its plates; my inspiration for Metal Claw. It's good enough to rough up the local Wurmples and the Attack boost can make up for it coming off the weaker Attack stat.

If that ain't your fancy, Swift foreshadows this mon using light-based attacks and is a decent starting special move. If you're up against a neutrally-affected target, do you go for the boost or the safe play? Nevertheless, Swift is just a taste of what this eye is capable of.

Each Ground-type move either incorporates Steph's concept of 26 using "earth-shattering tremors," or in the case of Drill Run, a natural extension of Rapid Spin and CAP26's Ground-typing. Besides, she's too classy to play around in the mud. Metal Claw's attack rises also combo with Magnitude.

As the player raises CAP26's baby to the mid-20s, I use Mirror Shot and Metal Sound to let the player indulge in special Steel carnage, as well as let them learn through example how Whirlwind and stat drops interact. The split moves emphasize the mon's duality. Power Split can be especially helpful, as the evened attack stats lets it fire the upcoming Drill Run much harder. However, there's an opportunity cost: Mirror Shot becomes much weaker.

CAP26's wrath is unleashed upon evolution, where it starts to dole out some serious punishment. Destiny Bond and Aura Sphere allude to some higher state of being, so I put it near the end to show CAP26 has mastered the whole soul-judgement thing. And then it gets the ultimate devestating ray of light, Hyper Beam! And just when you thought it was the capstone move, it gets Fissure, comboing nicely with Foresight if you kept it. And just when you thought you could stop levelling up CAP26, it gets the mighty Doom Desire.

The other self-sacrificial moves were made Heart Scale-only. Doom Desire's there too if you want it earlier, in a similar vein to Fiery Dance on Volcarona. What can I say, I'm nostalgic for when random mons got tons of HS moves.
Egg group: Mineral

Genderless, but a lady in spirit. This Pokemon has no Egg moves.
TM01: Work Up
TM06: Toxic
TM10: Hidden Power
TM11: Sunny Day
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM23: Smack Down
TM26: Earthquake
TM27: Return
TM32: Double Team
TM37: Sandstorm
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM48: Round
TM59: Brutal Swing
TM60: Quash
TM63: Embargo
TM64: Explosion
TM67: Smart Strike
TM68: Giga Impact
TM69: Rock Polish
TM71: Stone Edge
TM74: Gyro Ball
TM77: Psych Up
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM91: Flash Cannon
TM92: Trick Room
TM100: Confide

Ground's usual suspects are here and accounted for. I coupled it with a smattering of Dark moves, to show how brutal this mon can be. Many of the contact moves, such as Brutal Swing, allude to CAP26 swinging its scales violently.
Drill Run
Earth Power

Gravity
Iron Defense
Iron Head
Iron Tail
Magic Coat
Magnet Rise
Pain Split
Recycle

Signal Beam
Skill Swap
Snore
Wonder Room
Zen Headbutt

A smattering of Psychic moves depict CAP26 as wise and enigmatic.

Despite this, the omission of Ally Switch is based on Game Freak balancing mons for Doubles, and it's unlikely they'd give CAP26 redirection. It's flavor for the VGC crowd, you see.

Iron Tail makes Dragon Tail a little more plausible. For this to work, I'd imagine CAP26's prevo has a tail of some sort, or we could just bank on Game Freak logic.
Aura Sphere
Brutal Swing
Bulldoze
Confide
Destiny Bond
Doom Desire
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Embargo
Explosion
Facade
Fissure
Flash Cannon
Foresight
Frustration
Giga Impact
Gravity
Guard Split
Gyro Ball
Healing Wish
Hidden Power
Hyper Beam
Iron Defense
Iron Head
Iron Tail
Magic Coat
Magnet Rise
Magnitude
Memento
Metal Claw
Metal Sound
Mirror Shot
Pain Split
Perish Song
Power Split
Protect
Psych Up
Punishment
Quash
Rain Dance
Rapid Spin
Recycle
Rest
Return
Rock Polish
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Signal Beam
Skill Swap
Sleep Talk
Smack Down
Smart Strike
Snore
Stone Edge
Substitute
Sunny Day
Swagger
Swift
Toxic
Trick Room
Whirlwind
Wonder Room
Work Up
Zen Headbutt
 
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Final Submission

Hello there everybody, this is my attempt at a movepool for the upcoming CAP26. This pokemon wasn't one that was gonna have a lot of coverage in my eyes, so I chose to go more for support moves to help assist it, without of course breaking the game, though there are a few moves that can help it target pokemons that it otherwise may not be able to deal relatively well, however without changing the match-up too much in favour of this pokemon.
I want to thank Dogfish44, G-Luke, LucarioOfLegends, Galvanatic and MetalmindStats for help with feedback and move ideas, and of course to those that are reading this, I've tried to justify and provide reasoning behind my choices of moves and where they belong, and I hope that you'll have a wonderful time reading them and seeing how I went about the process.

1: Aura Sphere
1: Perish Song
1: Doom Desire
1: Tackle
1: Leer
1: Rapid Spin
1: Mind Reader
Evo: Doom Desire
5: Rapid Spin
9: Mind Reader
13: Mud Bomb
17: Flash
21: Mirror Shot
27: Dig
34: Metal Sound
38: Pain Split
43: Flash Cannon
47: Healing Wish
52: Earth Power
58: Whirlwind
64: Earthquake
71: Punishment

The choice of level when certain moves have been learned has been heavily inspired by the pokemons resemblance to golurk, bronzong, cofagrigus and claydol, though with of course original flavour that none of them possess to not make it a blatant rip-off. I'll be going over each move either individually or grouped together (Though grouping will only happen if the moves serve the same purpose) to explain my thought process and why it's there, starting with the required moves, so if there's a move you're curious about, you can find it below.

Required Moves:

Aura Sphere:
I wanted to put aura sphere as a relearner move based on the fact that I felt it didn't fit as a level up move or an egg move, and there's a lack of other ways to get it like tm or movetutor. It didn't fit in egg moves as I didn't like the exclusivity of having to breed for it, nor did I like level-up as I had plans for other moves, I could've made it a pre-evo move but again, exclusivity.

Perish Song: Much like aura sphere, perish song didn't feel it fit much else anywhere, I originally had it as an egg move but I wanted to keep egg moves a shorter list as there isn't a lot of support for it being able to breed, but I liked having that, but I needed other egg moves so I put it as a relearner move.

Rapid Spin: Much like claydol, I put rapid spin as a relearner and low level move, as it has very low power and outside of hazard removal, very little utility, and placing it anywhere else didn't appeal to me.

Doom Desire: Since doom desire was what the concept was based around, I liked the idea of allowing it to learn it when it evolves rather than any other way, as it simply just felt like it was the best way to go about things, plus evo moves being relearner aswell so it was added there (Thanks Dogfish44 ^-^)

Pain Split: I liked the idea of putting pain split around the late 30s as it was the only real recovery move it gets, and it's around that level where it can actually be useful to steal health rather than using smaller potions to heal up most of your health.

Flash Cannon: Given that in an average play through, if you want to go for a reliable high power stab move, it's most often at higher levels and or other ways like tm or move tutor, flash cannon fit just exactly that, so not much explanation needed.

Healing Wish: Healing wish did not fit into any category besides level-up or pre-evo, but I felt it was much more fitting in level up, though being unique in the fact that outside of level 1 or breeding, it's the lowest level to learn healing wish of any pokemon, with the previous being jirachi at 50, which 47 isn't that far from.

Earth Power: Much like flash cannon, earth power fit as a higher level reliable stab move, and fit quite well as a move you'd expect to have for later game.

Whirlwind: Originally I wanted whirlwind as an egg move, but since there's nobody in the mineral egg group that learns it, and I tried other egg groups but none really fit, I put it in level up quite late in since most pokemons that learn whirlwind via level up have in the more recent generations learned them at higher levels than in the past, and it's only one level above the highest leveled pokemon that learns it via level up, which would be braviary/mandibuzz, so that was pretty nice aswell.


Unique Moves:

Tackle and Leer:
I'll put both here as their job is the same, to act as the moves you get when the pokemon is hatched, with both being very common on most pokemons that are quite low level.

Mind Reader: Based on the design chosen, mind reader felt quite fitting as an early-game support move, though also helpful with some lesser accurate moves like iron tail and stone edge, though I opted away from moves like fissure with mind reader being added, as while it it some niche tech for some, I didn't feel both belonged on this pokemon.

Mud Bomb, Mirror Shot and Dig: Grouping these together as they achieve the same purpose of being weaker stab moves gotten at lower levels, though of course inferior to those at higher levels.

Flash: Flash felt like an appropriate flavour move, as the eye in the center could easily use flash, also thinking of bronzor in the anime using it which lights up the entire face, so I don’t think it’s not able to be justified.

Metal Sound: There was a lot of debate about this move, but in the end was left up to each movepool designer whether or not they liked it, and I felt it was a move that would fit based on the design given and the many steel types that already have access to it.

Earthquake: Not much to say, it's a powerful ground move often learned at higher levels by ground types, and it's stab, felt fitting.

Punishment: This was some flavour that I got inspiration from by the user 'LucarioOfLegends' so shoutout to them. But I really liked the idea of having a move based on justice, which is what a lot of people, myself included, take from this design as based around lady justices scale.
Baton Pass
Follow Me
Harden
Metal Claw
Metronome

I wanted to make pre-evo moves more flavourful as I felt that there weren't any required moves that felt better exclusively to the pre-evo, however there are a few moves that can be used to have some fun or to try something very niche. I'll be going over them in order as the list is quite small.

Baton Pass: Given baton pass being banned in standard formats, it felt like a good move to add as it would be restricted to certain league play and anything goes (Treating it as if it's a pokemon going in the games, it could be used in anything goes, or if we ever do cap anything goes), plus with it not having a lot of ways to boost and being rather slow, it could work great as a slow baton passer, kind of like a slow u-turn or slow volt switch user to take a hit, then getting into an ally without the ally taking a hit on the way in. I chose to give it to the pre-evolution as it felt like a move that was more suited for a pre-evo than the fully evolved.

Follow Me: Much like wide guard in egg moves, this was given for double battles, however it serves little to no practical purpose and was more a niche pick, but I just liked it.

Harden: This is one of those pretty useless moves that are often seen at lower level, and I did not intend to give the fully evolved version harden via level up, so it felt like a nice idea for the pre-evo movepool for low level moves, plus it has a steel body so it's able to be justified.

Metal Claw: Inspired by user 'Galvanatic' I liked the idea of adding a lower power steel move, however I wanted to change it up and put it as a pre-evo move since the design doesn't really feature claws, but it does have spikes on the scales which could be used, but it felt more fitting to have it as a weaker move learned by the weaker form.

Metronome: Metronome is one of those moves that are just fun to play around with, and is just a cool often forgotten move as gamefreak shows little support for it anymore. The move description does say to waggle its finger, but I imagine the scales could work well enough.
The egg group is 'Mineral', and the gender ratio is 100% Female
Destiny Bond: Yamask
Memento: Yamask (Chain breed)
Switcheroo: Dhelmise
Wide Guard: Probopass

I wanted to keep the list of egg moves very short, since there's not a lot of support for breeding, but I still wanted to have it be breedable. Since there's only 4 moves I'll go over them in order.

Destiny Bond: This move felt quite nice for an egg move, as it is not a move you'd often see on level up, especially not for a pokemon of this type, however it is a move that's required and thus egg move was a fitting option.

Memento: Much like destiny bond, this is not a move I'd see in the level up movepool, thus moving it to egg moves would be quite interesting, and it's a move you'd have to chain breed for, which is a bit annoying, but also neat due to the egg group.

Switcheroo: I decided that having the option to switch their item, thus potentially crippling their opponent was a nice flavour to add, and given the animation is back and forth with cups, the two scales felt like it was benefitial to that, however the animation is just flavour to the flavour move. I opted to go with switcheroo over trick simply because I liked the pokedex description of switching the items fast, and while you could say that this pokemon isn't that fast and shouldn't be able to use it, we have slower fully evolved pokemons like cacturne, crawdaunt and dhelmise that can, so it's not the speed that limits it, and despite the psychic flavour given, delphox is a fine example of switcheroo being available but not trick.

Wide Guard: Wide guard felt like a nice support move for doubles, to allow it to support its teammates against spread moves. The scales to me seem like good justification for wide guard, as pokemons with wide guard has to be able to spread out their arms or hands, and it would certainly seem like this pokemon would be capable of doing just that with the scales.
TM01: Work Up
TM06: Toxic
TM10: Hidden Power
TM15: Hyper Beam
TM17: Protect
TM20: Safeguard
TM21: Frustration
TM26: Earthquake
TM27: Return
TM32: Double Team
TM37: Sandstorm
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM45: Attract
TM48: Round
TM56: Fling
TM60: Quash
TM63: Embargo
TM64: Explosion
TM68: Giga Impact
TM71: Stone Edge
TM74: Gyro Ball
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM91: Flash Cannon
TM92: Trick Room
TM100: Confide

Most of the tm's added were moves that I either felt fit, or I saw others had put in their movepools and felt that they went well thus I wanted to use them in mine, but since I'm not sure who did what, shoutout to all of ya with similar moves <3
I'll be grouping things up in required and unique since the list is pretty long.

Required Moves:
Toxic, Hidden Power, Hyper Beam, Protect, Frustration, Return, Double Team, Facade, Rest, Attract, Round, Giga Impact, Swagger, Sleep Talk, Substitute and Confide:
Grouping all of these up as they are moves required by fully evolved pokemon standards (Attract as it's gendered) and I didn't want to just go over each individually as they all are forced to be there.

Work Up: The majority of pokemons that know work up learns it via tm, and I felt this should be the case aswell for this pokemon.

Explosion: Going into things with a bang *Pun intended, I'm sorry* this just worked nicely to learn it via tm, as I didn't really have space elsewhere, or felt there were any better spots for it.

Dragon Tail: Dragon tail felt best fit as a tm move, as I didn't see it fit in anywhere else other than here.

Flash Cannon: It learns it via level up, if it didn't learn it via tm, I wouldn't be happy about that.

Trick Room: I didn't feel trick room belonged anywhere else other than tm, so I kept it to tm.


Unique Moves:

Safeguard:
Safeguard was a pick based on the psychic type flavour being able to justify having the ability to put up a protective layer for status moves, plus it's a very wide-spread move, especially via tms, and yes I know safeguard is a normal move, but it does require some form of psychic or mental ability to use which is stated in earlier dex entries for the move, and is kept sort of similar in future ones.

Earthquake: Much like flash cannon, if it was leart via level up and not tm aswell, I wouldn't be happy with that.

Sandstorm: There's very few ground types that don't have access to sandstorm, so reversing that I felt sandstorm was almost a must have.

Rock Tomb: Rock tomb is a very wide-spread move, and since I have more physical rock type flavour, it fit in nicely with them, plus physical rock type flavour was quite nice for this pokemon since it's mainly a special attacker, it won't really affect counters and checks that much as they'll be seen incredibly rarely.

Fling: Fling is a very wide-spread move, and felt like it would make a nice addition, I just imagine it launching the item it's holding from one of the scales, so I can see it working.

Quash/Embargo: Grouping these two together as they both are there based on the scales, being able to well quash a pokemon and wrap the scales around for embargo, they were quite fitting choices.

Stone Edge: The description describes stabbing the target from below using a sharpened rock, and being a ground type and all, this just felt fitting, plus in combination with earthquake, it can make for some quite powerful physical coverage should you choose to go that route.

Gyro Ball: Being steel type stab, decently slow and looking like it can spin, gyro ball just fit those requirements and was a nice addition to the movepool as a stab move to counter faster pokemons with making gyro ball more powerful.

Bulldoze: Bulldoze is simply another stab move I felt would make a great addition, plus it gives the pokemon speed control should it go physical or put bulldoze on just for that, however rock tomb is more often prefered as there's no immunity to it type wise, so bulldoze wasn't very risky to add.

Rock Slide: Much like rock tomb and stone edge, this move fit in between them as physical rock coverage, and it's quite wide-spread, and since I have rock tomb and stone edge, not adding rock slide felt like a missed opportunity, and it's the whole power vs accuracy thing in regarding to stone edge vs rock slide, and without having checked, I'm pretty sure that there's very few if any that learns stone edge but not rock slide, or rock tomb but not rock slide.
Ally Switch
Drill Run
Earth Power
Gravity
Iron Head
Iron Tail
Magic Room
Pain Split
Recycle
Shock Wave
Snore
Stomping Tantrum

Most move tutor moves were moves that I felt fit quite nicely on a movetutor. The list isn't as long as some others as most moves weren't able to fit for one reason or another, but I did manage to fit in quite a few so it's not that short of a list.
I'll be going over moves in order since that's more manageable.

Ally Switch: Ally switch is a move that can serve 2 purposes, one is in doubles to make mind-games with the opponent, and being immune to 2 types (3 with levitate) it could certainly fit, plus it's already knows psychic type flavour so ally switch can be justified, the second is z-ally switch giving you a +2 speed boost making you more of a sweeper, though at the cost of a z-move and held item, so you're much better off just using trick room.

Drill Run: Drill run is another ground stab, and with the increased crit chance and not being affected by grassy terrain, it just fit quite nicely, plus already knowing gyro ball proving it can spin made it a great pick.

Earth Power: Much like pain split, earth power is in the level up movepool, and this is just another way to learn it, or to learn it at lower levels than level 52.

Gravity: Gravity is quite an interesting move, being able to remove levitate and flying types ground immunity, it would mean that pokemons that otherwise may not care like celesteela and rotom-wash now all of a sudden becomes at risk of taking heavy damage, however they both possess super effective moves and recovery of their own so it's not an all-around catch to them.

Iron Head: Iron head is the more reliable version of iron tail, having 100% accuracy, though only 80 power and with low speed we will rarely have the flinch chance outside of trick room. A nice physical stab move in the chance you wish to take things physically instead of specially, though it's not the most optimal given the low attack stat.

Iron Tail: A powerful physical stab move at the cost of accuracy, and with already knowing dragon tail, iron tail works as another tail move.

Magic Room: Another psychic-type flavour move, which added a way to prevent held items from working, though it was more a flavour pick than some of the other moves chosen.

Pain Split: Pain split is already in the level up movepool, so move tutor is just another place to learn it.

Recycle: Like snore, recycle was a required move and felt like the move tutor was the best place for it.

Shock Wave: Shock Wave is the only non-required coverage move I felt comfortable giving it, and I was on the verge of it for quite a while but ultimately decided to go with it. Electric coverage is risky as it helps us against celesteela and arghonaut, but it really doesn't do much if not combined with a z-move, something that hp electric would not achieve, however you'd be using your item slot and z-move for it, plus it doesn't really add much to the battle outside of quite a bit of damage to the opponent. I'll be putting some calcs using the set that Jordy used when calculating base stat totals (248 HP / 64 Def / 40 SpA / 88 SpD / 68 Spe with a Modest nature.) and show the damage of shock wave and z-shock wave to celesteela and arghonaut.
40+ SpA Steelix Shock Wave vs. 248 HP / 232+ SpD Celesteela: 92-110 (23.1 - 27.7%) -- possible 5HKO after Leftovers recovery
40+ SpA Steelix Gigavolt Havoc (120 BP) vs. 248 HP / 232+ SpD Celesteela: 182-216 (45.8 - 54.4%) -- 4.7% chance to 2HKO after Leftovers recovery
40+ SpA Steelix Shock Wave vs. 252 HP / 132+ SpD Arghonaut: 102-120 (24.6 - 28.9%) -- possible 5HKO after Leftovers recovery
40+ SpA Steelix Gigavolt Havoc (120 BP) vs. 252 HP / 132+ SpD Arghonaut: 202-238 (48.7 - 57.4%) -- 48.4% chance to 2HKO after Leftovers recovery
As you can see it doesn't really affect the match-up that much outside of a z-move, however we can't follow up with another shock wave to kill, and depending on rolls, sometimes not even two more will, plus there's recover on arghonaut and leech seed on celesteela that will change this quite a bit, so I don't see it being an issue at all.

Snore: Snore was a required move and it felt like the move tutor was the best place for it.

Stomping Tantrum: Stomping tantrum is another ground stab, and I liked the idea of having a move that can get more powerful should they be immune to one of your moves, so all in all a nice fit.
Ally Switch
Attract
Aura Sphere
Baton Pass
Bulldoze
Confide
Destiny Bond
Dig
Doom Desire
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Embargo
Explosion
Facade
Flash
Flash Cannon
Fling
Follow Me
Frustration
Giga Impact
Gravity
Gyro Ball
Harden
Healing Wish
Hidden Power
Hyper Beam
Iron Head
Iron Tail
Leer
Magic Room
Memento
Metal Claw
Metal Sound
Metronome
Mind Reader
Mirror Shot
Mud Bomb
Pain Split
Perish Song
Protect
Punishment
Quash
Rapid Spin
Recycle
Rest
Return
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Shock Wave
Sleep Talk
Snore
Stomping Tantrum
Stone Edge
Substitute
Swagger
Switcheroo
Tackle
Toxic
Trick Room
Whirlwind
Wide Guard
Work Up
 
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Quanyails

On sabbatical!
is a Top Artist Alumnusis a Community Leader Alumnusis a Community Contributor Alumnus
Final Submission

This movepool is fairly normal and conservative. :) I went for "balance" as a theme without being too heavy on "justice", and I stuck close to existing 'mons' movepool patterns for reference.

Evo: Double Hit
1. Double Hit
1: Explosion
1: Healing Wish
1: Memento
1: Metal Burst
1: Harden
1: Rapid Spin
1: Foresight
5: Rapid Spin
9: Foresight
13: Mirror Shot
17: Metal Sound
21: Iron Defense
25: Whirlwind
30: Smart Strike
35: Power Split
35: Guard Split
35: Pain Split
40: Earth Power
45: Imprison
51: Destiny Bond
57: Perish Song
63: Aura Sphere
70: Doom Desire
  • The level-up pattern isn't anything special, being regular increments of 4s, 5s, 6s, and 7. I took inspiration from Klinklang's, Bronzong's, and Claydol's level-up movesets, being object-mons with a bias towards Special attacks.
  • Like Celesteela, it has little influence from its secondary typing, learning only one move in level-up associated with it. Claydol is similar in that its level-up movepool is mainly non-Ground, learning only two non-Ground attacks. I feel like this design would not sully itself with foreign earth and mud.
  • As this 'mon represents balance, many of this 'mon's moves involve trading something from itself to inflict something on the opponent:
    • This 'mon's Heart Scale moves involve sacrificing itself at a cost to the opponent (Explosion/Healing Wish/Memento).
    • Metal Burst, its first attacking move, deals damage depending on how much damage it has taken.
    • It receives all three Split moves (Power Split, Guard Split, Pain Split), which all involve balancing stats. Cofagrigus learns the Power Split/Guard Split combo at level 33, and Claydol learns the same combo at level 34, so level 35 is a good number for these while following the level-up pattern.
    • It receives Destiny Bond and Perish Song in succession, both moves that "take the opponent with you".
    • I decided to avoid the moves Bide, Retaliate, Counter, and Mirror Coat, since even if they fit the theme, the first three are two physical for my tastes and the last is odd without the second-to-last.
  • I felt like Double Hit was an appropriate choice for its evolution move. Most 'mons that learn the move learn it at a middling level, and it now has two pans to swing, assuming it evolves from something that doesn't.
  • (Not using Doom Desire as the evolution move lets a pre-evolution use the move, if anyone wants to use CAP 26's pre-evo in CAP LC.)
  • Judges are not expected to be aggressive, so this 'mon only uses direct attacks conservatively. It has two "attacking" moves at level 1. Rapid Spin is barely an attack, more a representation of one way CAP 26 can move. Metal Burst is a retaliation attack--"an eye for an eye", as that would be fair. From there, it learns attacking moves at just enough frequency (once every four moves) so it's not completely defenseless in the wild.
  • It gets Aura Sphere and Doom Desire late on. I took example from how the non-legendary Mienshao and Clawitzer learn Aura Sphere very late. (And we only have one reference point to go on for Doom Desire, so I put it in the same place. :P)
  • Moves like Harden, Foresight, Metal Sound, Iron Defense, and Imprison all fit the 'mon's Steel-y and Special nature.
  • I decided to go with Smart Strike instead of Metal Claw as a Steel-type attack, since I feel that the spikes on its pans probably aren't good for slicing as much as poking, while it has a pointed bottom that can be used to strike enemies.
  • All of the self-sacrificing movies (Explosion/Healing Wish/Memento/Perish Song) are either Heart Scale moves or at very high levels, which would presumably be a helpful experience in-game. :)
Egg group: Mineral

Inanimate object 'mons like Claydol, Bronzong, and Golurk tend to be genderless and in the Mineral egg group, so this seems like the right fit!
TM01: Work Up
TM06: Toxic
TM10: Hidden Power
TM11: Sunny Day
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM26: Earthquake
TM27: Return
TM32: Double Team
TM37: Sandstorm
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM48: Round
TM57: Charge Beam
TM60: Quash
TM64: Explosion
TM67: Smart Strike
TM68: Giga Impact
TM69: Rock Polish
TM71: Stone Edge
TM74: Gyro Ball
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM91: Flash Cannon
TM92: Trick Room
TM100: Confide
  • I kept Sunny Day/Rain Dance, since it has pretty wide distribution among 'mons like Bronzong/Claydol/Golurk/Celesteela.
  • I kept Charge Beam for its distribution among Bronzong/Claydol/Golurk/Registeel.
  • I decided to omit moves that were more "mystical" like Psyshock/Psychic/Shadow Ball/Dazzling Gleam. Specially-leaning Steel 'mons like Heatran, Magnezone, and Celesteela lack those moves.
  • CAP 26 would never Taunt or Torment (Japanese name: Falsely Accuse) those tried.
  • I kept Quash, since that seems to be associated with boss-like 'mons, and this 'mon is the boss of its court.
Drill Run
Earth Power
Gravity
Iron Defense
Iron Head
Iron Tail
Pain Split
Recycle
Shock Wave
Signal Beam
Snore
Wonder Room
  • I kept Drill Run, since I imagine since if CAP 26 spins like a top for Rapid Spin, it can be used like a drill.
  • CAP 26 has Iron Tail since Dragon Tail is required, and maybe it could be like Primeape where the pre-evolution has a tail that's lost on evolution.
  • Signal Beam is kept due to 'mons like Claydol, Golurk, Klinklang, and Magnezone getting the move.
  • CAP 26 gets Wonder Room but not Magic Room due to Claydol and Bronzong getting the former but not the latter. (And I guess it makes sense that courtrooms use evidence, not magic. :P)
Aura Sphere
Bulldoze
Charge Beam
Confide
Destiny Bond
Doom Desire
Double Hit
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Explosion
Facade
Flash Cannon
Foresight
Frustration
Giga Impact
Gravity
Guard Split
Gyro Ball
Harden
Healing Wish
Hidden Power
Hyper Beam
Imprison
Iron Defense
Iron Head
Iron Tail
Memento
Metal Burst
Metal Sound
Mirror Shot
Pain Split
Perish Song
Power Split
Protect
Quash
Rain Dance
Rapid Spin
Recycle
Rest
Return
Rock Polish
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Shock Wave
Signal Beam
Sleep Talk
Smart Strike
Snore
Stone Edge
Substitute
Sunny Day
Swagger
Toxic
Trick Room
Whirlwind
Wonder Room
Work Up
 
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Frostbiyt

Not Exactly Helping
Final Submission

Evo: Doom Desire
1: Doom Desire

1: Metal Burst
1: Aura Sphere
1: Rapid Spin

1: Mirror Shot
1: Bide
1: Mirror Coat
4: Bide
8: Mirror Coat
11: Whirlwind
16: Counter
19: Chip Away
22: Self-Destruct
26: Imprison

29: Future Sight
32: Punishment
34: Perish Song
38: Heavy Slam
45: Destiny Bond
50: Earth Power
56: Memento
64: Healing Wish

72: Final Gambit

Checkmate Mewthiests
A common theme during CAP 26's discussion was the idea of using Doom Desire to create a "checkmate" scenario in a battle. Because of this I decided to focus the level up portion of the movepool on moves I felt were evocative of chess or of strategic planning in general.

Metal Burst, Bide, Mirror Coat, Counter, Punishment, and Destiny Bond all revolve around gaining some strategic advantage by using the opponent's strength against them. Doom Desire, Future Sight, and Perish Song are moves that you set up ahead of time and use to leverage yourself into an advantageous position. Self Destruct, Perish Song, Destiny Bond, Memento, Healing Wish, and Final Gambit all revolve around the idea of a sacrifice play, which can be used on its own to gain some advantage, or be used in conjunction with Moves like Doom Desire to set up a game winning scenario. Final Gambit felt like a good choice for a final move as it literally has final in its name and gambit is a term that is used in chess: "an opening in which a player makes a sacrifice, typically of a pawn, for the sake of some compensating advantage" - Google. Chip Away is another move I thought fit in this category.

Truth, Justice, and the American Way
Steph's winning design was based on the Scales of Justice and on Lady Justice, so a portion of the movepool was dedicated to moves that are in some way related to Justice. Imprison and Punishment are the two that made it into the level up move pool, but there are more sprinkled in later.

Other Stuff
A Few other moves were sprinkled in either because they were required(Aura Sphere, Rapid Spin, and Whirlwind) or to provide a few decent direct attacking moves(Mirror Shot and Heavy Slam)
Egg group: Mineral

Just like many other submissions, the metal, unnatural look of CAP 26 led me to choosing the Mineral egg group and not including any egg moves as this Pokemon doesn't look like it would have a gender.
TM01: Work Up
TM06: Toxic
TM10: Hidden Power

TM11: Sunny Day
TM15: Hyper Beam
TM17: Protect

TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM26: Earthquake
TM27: Return
TM32: Double Team

TM37: Sandstorm
TM39: Rock Tomb

TM42: Facade
TM44: Rest

TM48: Round
TM49: Echoed Voice

TM60: Quash
TM63: Embargo

TM64: Explosion
TM67: Smart Strike
TM68: Giga Impact
TM71: Stone Edge
TM74: Gyro Ball
TM77: Psych Up
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM85: Dream Eater
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM91: Flash Cannon
TM92: Trick Room
TM100: Confide


The main two categories I listed above are carried on here in the TMs. Safeguard, Explosion, Smart Strike, and Psych Up fit into the strategy category and Quash and Embargo go with the Justice theme.

Echoed Voice: I decided to have another theme in my movepool that mainly manifested in TMs and tutor moves and that is to include sound based moves. I decided to do this so that Perish song felt a bit more natural as it wouldn't be the only sound move.
Drill Run
Earth Power
Gravity
Hyper Voice

Iron Defense
Iron Head
Magnet Rise
Pain Split
Recycle
Snore

Telekinesis
Trick
Uproar

Zen Headbutt

Here I continue the sound theme a bit further with Uproar and Hyper Voice.
Aura Sphere
Bide
Bulldoze
Chip Away
Confide
Counter
Destiny Bond
Doom Desire
Double Team
Dragon Tail
Dream Eater
Drill Run
Earth Power
Earthquake
Echoed Voice
Embargo
Explosion
Facade
Final Gambit
Flash Cannon
Frustration
Future Sight
Giga Impact
Gravity
Gyro Ball
Healing Wish
Heavy Slam
Hidden Power
Hyper Beam
Hyper Voice
Imprison
Iron Defense
Iron Head
Magnet Rise
Memento
Metal Burst
Mirror Coat
Mirror Shot
Pain Split
Perish Song
Protect
Psych Up
Punishment
Quash
Rain Dance
Rapid Spin
Recycle
Rest
Return
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Self-Destruct
Sleep Talk
Smart Strike
Snore
Stone Edge
Substitute
Sunny Day
Swagger
Telekinesis
Toxic
Trick
Trick Room
Uproar
Whirlwind
Work Up
Zen Headbutt
 
Last edited:

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Great moveoools so far everyone! Just stopping by doing some checks

Legality checks on: Dazzling Gleam, Stone Edge, Rock Slide, Magnet Rise
Magnet Rise, physical rock moves get the go ahead.
Our physical attack is so low Hidden Power Rock outdamages Rock Slide, and Stone Edge does only marginally more. CAP 26 is strapped for slots already and I cant see us dropping one for physical moves.
Magnet Rise is a very popular and distributed attack, and is a cheesey option at best, a non factor more likely.
Dazzling Gleam only affects one match up, but I am unsure if being able to HKO Arghonaut with offensive variants is a safe call. To play it safe I am barring Dazzling Gleam.

Would like a legality check for Endeavor.]
Endeavor is ok. I am not convinced this move will be doing anything substantial moving forward.

woo hopefully I will be able to legally submit this time. Also would like a legality check on Punishment, Iron Defense, Rock Slide, Stone Edge, and Smack Down.
See first comment about Rock type moves. Punishment and Iron Defense gets the go ahead.
Punishment is a very niche move that is rarely seen on physical Dark types (only Scarf Weavile utilizes it). I highly doubt CAP 26 can. It also cant possibly affect any matchup.
Iron Defense seems pretty safe to me.

Gonna comment on Ancient Power and Superpower real quick. Seeing as we have Aura Sphere, that is where I would like to seal the CAP at fighting coverage. Superpower does deal a marginal amount more against Chansey, (1%) but is consistently weaker overall. Not to mention the drop in power afyer the use and the fact that its doing less than 30% against Chansey anyways means I will let it be.

Ancient Power, I am a little more hesitant on. Unlike physical rock moves, CAP 26 is sacrificing alot to attempt to hit Pokémon like Charizard and Volc. While not being especially strong, I still believe that Ancient Power might be a tad over what we are looking for, as it is obviously not a complete deadslot outside of one match up. Gonna have to pass on it.

Hey, I'm making a WIP submission! Everything marked with a ? is something I haven't decided on yet.

snake_rattler suggested on Discord that Calm Mind and Focus Blast should probably be barred, as those came up when I was going through TMs.

Edit: There are concerns about Grass-type moves (Solar Beam, Grass Knot) in Discord, so it may help to get a legality check on those, too.
Taking a hardpass on Grass coverage thanks to it having the potential to overwhelm our two sturdiest counters in Rotom Wash and Arghonaut. Also agreeing to ban Focus Blast and Calm Mind, as Focus Blast pushes the power if fighting coverage a kittle fartger than desired, and Calm Mind being a heavily competitive option, that was not brought up for any debate previously, while having the ability to overwhelm CAP 26 leaves an awful taste in my mouth, so passing on this.

Everyone keep up the good work and have a great time
 
Final Submission

1: Healing Wish
1: Tackle
1: Foresight
1: Iron Defense
1: Mud-Slap
4: Iron Defense
7: Mud-Slap

10: Rapid Spin
14: Whirlwind
18: Pain Split

22: Mirror Shot
26: Imprison
31: Power Split
31: Guard Split
36: Earth Power
41: Embargo
48: Punishment
55: Aura Sphere
62: Perish Song
69: Destiny Bond
77: Doom Desire


CAP26's level-up movepool mainly consists of moves:
- common or otherwise fitting for its typing (Mud-Slap, Iron Defense, Mirror Shot, Earth Power)
- meant to evoke a sense of balancing / equalizing (Pain/Power/Guard Split, Perish Song, Destiny Bond)
- related to punishment and restrictions (Imprison, Embargo, Punishment)
As for other, specific moves:
- Foresight is meant to represent an analytic tendency.
- Doom Desire is kept for last to help define it as CAP26's ultimate move.
- Healing Wish acts as an opposite to Doom Desire, both conceptual and in its positioning as a Heart Scale move.

Delays are meant to imply an evolution in the 41-46 level range. Influences include Claydol and Cofagrigus.
Egg group: Mineral

Disable: Yamask
Grudge: Yamask
Memento: Yamask <- Litwick
Wide Guard: Probopass

More hindering/punishing moves, except for Wide Guard representing more of a protector role. Mineral is common for solid-feeling, object-based Pokémon (Geodude, Yamask, Vanillite).
TM01: Work Up
TM06: Toxic
TM10: Hidden Power

TM11: Sunny Day
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM20: Safeguard
TM21: Frustration
TM26: Earthquake
TM27: Return
TM32: Double Team

TM37: Sandstorm
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM45: Attract
TM48: Round

TM60: Quash
TM63: Embargo
TM64: Explosion
TM66: Payback
TM68: Giga Impact
TM69: Rock Polish
TM71: Stone Edge
TM74: Gyro Ball
TM77: Psych Up
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM91: Flash Cannon
TM92: Trick Room
TM100: Confide


- Physical Rock-type moves are very common on Ground-types.
- More balancing (Psych Up) and punishing (Payback, Quash) moves are included.
- Rain Dance and Sunny Day are very common on all sorts of Pokémon, including the related Claydol.
- The rest is either mandatory, universal or suggested/implied by CAP26ìs typing.
Drill Run
Earth Power
Endeavor
Gravity
Iron Defense
Iron Head
Magic Room
Magnet Rise
Outrage
Pain Split
Recycle

Role Play
Skill Swap
Snore
Wonder Room

- Even more balancing moves (Endeavor, the various Rooms, Gravity in a way)
- Role Play and Skill Swap as a way to identify with the opponent.
- Magnet Rise is extremely common on Steel-types.
- Drill Run as a complement to Rapid Spin (and Gyro Ball) as a spinning move.
- Outrage because furious justice.
Attract
Aura Sphere

Bulldoze
Confide
Destiny Bond

Disable
Doom Desire
Double Team
Dragon Tail

Drill Run
Earth Power
Earthquake
Embargo
Endeavor
Explosion
Facade
Flash Cannon

Foresight
Frustration
Giga Impact
Gravity
Grudge
Guard Split
Gyro Ball
Healing Wish
Hidden Power

Hyper Beam
Imprison
Iron Defense
Iron Head
Magic Room
Magnet Rise
Memento
Mirror Shot
Mud-Slap
Outrage
Pain Split
Payback
Perish Song
Power Split
Protect
Psych Up
Punishment
Quash
Rain Dance
Rapid Spin
Recycle
Rest
Return

Rock Polish
Rock Slide
Rock Tomb
Role Play
Round
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Snore

Stone Edge
Substitute
Sunny Day
Swagger
Tackle
Toxic
Trick Room
Whirlwind

Wide Guard
Wonder Room
Work Up
 
Last edited:
Final Submission

CAP 26 embodies the dual motifs of balance and judgment. It is impartial above all else, neither aiding its teammates nor messing with its foes in ways it does not compensate for. I have reflected this overriding principle of equitability, including tit-for-tat retribution, throughout its movepool.

Damaging moves that do not fit onto this spectrum are necessary as CAP 26’s principal method of penalizing the unjust. Given that CAP 26 is impartial above all else, it has no malice towards the unjust; rather, it punishes them as an unthinking part of the natural order. In selecting its damaging moves, I considered this maxim, along with prioritizing the supplementary flavor that came with StephXPM’s art design.

Evo.: Double Hit
1: Double Hit
1: Punishment
1: Aura Sphere
1: Whirlwind
1: Rapid Spin
1: Harden
1: Mind Reader
1: Mirror Shot
5: Mind Reader
9: Mirror Shot
13: Sandstorm
15: Iron Defense
15: Metal Sound
17: Pain Split
21: Bulldoze
27: Power Split
27: Guard Split
33: Flash Cannon
39: Power Swap
39: Guard Swap
45: Earth Power
51: Perish Song
55: Healing Wish
55: Memento
59: Destiny Bond
65: Doom Desire

Level-Up Patterns - Numbers
:
Four-level gaps form the baseline pattern, akin to Cofagrigus before its evolution level and Golurk before Level 30. Four also represents two multiplied by itself, a very important number for CAP 26, given its basis on the scales of justice. As an alternative, four is equal to its number of arms plus its number of pans.

I took that baseline in a couple of different directions. First was further emphasizing the duality inherent in CAP 26’s design and inspiration, as well as the concept of indecisiveness that is said to be a trait of Libra, the Western Zodiac sign based on the scales of justice, by inserting four pairs of connected moves. The middle two are obvious and perpetually tied together in the movepools of official Pokémon. Iron Defense and Metal Sound represent options to increase CAP 26’s defensive capabilities or lower the opponent’s, while Healing Wish and Memento, as originally tied together by Dogfish44, are both moves that sacrifice CAP 26 to different ends.

Next was a hollowing out of sorts, decreasing the clutter in a loaded level-up list. I removed the surrounding moves originally on either side of Power/Guard Split and Power/Guard Swap, while leaving the moves surrounding the other two pairs to retain a measure of symmetry. This produces a level-up list with six-level gaps at times, forming a steady progression from twos and fours as another multiple of two. CAP 26 learns its final move at Level 65, after Claydol, Bronzong, and Cofagrigus but before Golurk; this keeps it progressing for quite a while, to reflect its late evolution.

Level-Up Patterns - Progression and Groups:
With this movepool, CAP 26 learns its fixed-power damaging moves in a steady progression of twelve levels apart from the four from Mirror Shot to Earth Power. That’s after an eight-level (4x2) gap in between Rapid Spin and Mirror Shot, and before a twenty-level gap (10x2) in between Earth Power and Doom Desire, thanks to evolution. When excluding the reminder-exclusive moves, another alternating pattern of twos comes in here, with said moves first being of a type other than Steel (Ground, except for Rapid Spin), and then being Steel-type. In general, CAP 26 progresses in a natural fashion, acquiring moves of increasing power and/or that other Pokémon learn later, later.

In between the fixed-power damaging moves are all status moves, except for Pain Split. The moves among these that aren’t explicitly tied to each other are spaced four levels apart before CAP 26 has evolved, and eight levels after its evolution. The tied pairs are spaced twelve levels apart before evolution, akin to the fixed-power damaging moves. These also show a progression; early levels are characterized predominantly by moves that either buff CAP 26 itself, hinder a single opponent, or change the battlefield’s condition. As its level increases, CAP 26 moves on to balancing stats and stat changes. At high levels and once evolved, CAP 26 distinguishes itself by its preoccupation with death, the final judgment; all its status moves from here either instantly knock it out or can instantly knock the opponent out. This culminates in its last and most powerful damaging move, its signature technique Doom Desire. Setting CAP 26’s evolution level in between when it learns Earth Power and when it learns Perish Song makes this clear, without imposing artificial limits on its first stage’s movepool.

Emphasizing the Steel Without Omitting the Ground:
Steel is CAP 26’s primary typing, despite it looking more like a Ground type. Due to this, and on consideration of the moves that truly fit it, CAP 26 learns three damaging Steel moves and two Steel-type status moves by level-up, versus two damaging Ground moves.

In terms of damaging moves, Mirror Shot is the natural precursor to required move Flash Cannon. It comes unusually early relative to other Pokémon both to fit with CAP 26’s fixed-power damaging move progression and to subtly reflect its great strength. Bulldoze is the moderate-power counterpart to Mirror Shot; though coming off CAP 26’s much weaker attack stat hampers it, that’s not particularly unusual for moves dual-STAB Pokémon learn by level-up. Flash Cannon is next, as the middle child in the progression chain of special, light-based Steel-type moves. Earth Power is the Ground-type counterpart to Flash Cannon as a reliable, high-power special move, and placing it in CAP 26’s level-up movepool promotes its in-game effectiveness. In general, all of these moves coming when they do keeps CAP 26 relevant through its late evolution level. Doom Desire completes the chain that Mirror Shot began, and it comes last just as it does for Jirachi.

Otherwise, Iron Defense and Metal Sound, both typical moves for Steel-types, represent the first duo in CAP 26’s level-up list. CAP 26 does not learn any mud-based moves, as they aren’t fitting attacks for such an impartial Pokémon, nor are they implied by the existing flavor (which is the source of all damaging moves it learns by level). As far as I see it, CAP 26 does not attack with direct physical contact unless absolutely necessary or before it has learned to attack in other ways, and it does not stab or pierce with its “claws”, so it does not learn Metal Claw. I considered Magnitude; however, every single Pokémon that learns Magnitude by level-up also learns Earthquake by level-up. With my movepool design, this forced the unacceptable trade-off of omitting Earth Power from CAP 26’s level-up list. Finally, Metal Burst is a means of unequal retaliation, and I did not feel it fit as such.

Baby Steps to Mighty Death:
The rest of CAP 26’s level-up progression begins with Rapid Spin, a basic attacking move for a Pokémon easily capable of spinning, and Harden, a basic protection move common to Steel-types, as well as Ground-types to a lesser extent. Mind Reader helps strengthen the justification for Aura Sphere; I imagine that CAP 26 can subconsciously detect the auras of other Pokémon in this way, thus allowing it to tell which are unjust. It also makes a natural combo with Mirror Shot, thus its placement. Sandstorm occurs here like it does for Claydol, and it is an impartial condition that, in theory, affects all others equally. Pain Split is the other unusually early move in this list, placed here fundamentally because its equality-producing effect is such a hand-in-glove fit for CAP 26. Pain Split also presages additional balancing moves, Power and Guard Split as well as Power and Guard Swap. Like Pain Split, these are clear enough fits to justify CAP 26 breaking precedent by learning both sets, and the Swap moves come later than the Split moves because that’s the usual trend.

Once it evolves, CAP 26’s principal fascination shifts from balance to judgment. However, it still maintains aspects of balance in its moves, just as it maintained aspects of judgment in its moves prior to evolution. Of its four death-related status moves, Perish Song comes first, as the slowest of the four to result in a KO. It capitalizes on CAP 26’s established capability of producing unpleasant, rather alien sounds, and renders them an ominous form of judgment. Healing Wish and Memento form a complementary duo, as discussed earlier. Destiny Bond finishes the four as a move typically learned at very high levels, and its supporting early move (Pain Split, learned by many Ghost-types) comes later than Perish Song’s supporting early move. Among other moves I considered, I felt that the likes of Confuse Ray, Imprison, and Heal Block did not fit, due to all of them reflecting undue, less-than-impartial malice towards the opponent. Miracle Eye is exclusive to select Psychic-types, which I felt was overly strong precedent to break in this case. Additionally, I see CAP 26 as having insufficient flexibility to protect itself with its arms and ground-bound pans, which is why I reserved Protect for its TM list.

Buried and Emerging Secrets:
CAP 26 learns Double Hit as its evolution move (thanks to Quanyails for giving me the idea). This reflects its fundamental duality, as well as it being a Pokémon that is more willing to attack physically if it must, specifically with its pans in this case. Additionally, its last two moves recur as reminder-based treats, in a common fashion for Pokémon. Among other reminder moves, Punishment represents the impartial, well, punishment of the unjust, as well as being a means to compensate for the inequality caused by the opponent’s stat boosts. CAP 26 can read the auras of other Pokémon, and this capability puts it in full control of its own aura, allowing it to launch blasts from deep within. Finally, CAP 26 can generate Whirlwinds of sorts by spinning its body and its pans vigorously. None of these moves are clean fits with the remainder of its level-up list, which is why I have consigned them all to the reminder section.
Egg Group: Mineral

Akin to other, similar inorganic Pokémon such as Claydol, Bronzong, and Golurk, CAP 26 is genderless. CAP 26’s design happens to look a bit feminine, but it’s far from unheard of for humans to construct artificial things that look like themselves. An egg group is still necessary for breeding with Ditto; Mineral was the obvious and only fitting choice for a Steel / Ground type with this design.
TM01: Work Up
TM06: Toxic
TM10: Hidden Power
TM11: Sunny Day
TM15: Hyper Beam
TM17: Protect
TM18: Rain Dance
TM21: Frustration
TM26: Earthquake
TM27: Return
TM32: Double Team
TM37: Sandstorm
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM48: Round
TM59: Brutal Swing
TM60: Quash
TM64: Explosion
TM67: Smart Strike
TM68: Giga Impact
TM74: Gyro Ball
TM77: Psych Up
TM78: Bulldoze
TM80: Rock Slide
TM82: Dragon Tail
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM91: Flash Cannon
TM92: Trick Room
TM100: Confide

CAP 26 learns all weather-starting moves except Hail, like Bronzong and Claydol. Earthquake, Rock Tomb, and Rock Slide are all obvious for a Ground-type; however, Stone Edge implies greater attacking power, and Smack Down implies greater physical dexterity, than CAP 26 possesses. Brutal Swing and Gyro Ball are additional spin-based moves, and the former hitting both foes and teammates grants it impartiality. Quash seems at first glance to represent malice and hence be unfitting for CAP 26; however, like Brutal Swing, it can target both foes and teammates, and it affects them equally. As a judge, CAP 26 is also suitably boss-like, and judges can postpone (its Japanese translation) hearings. Psych Up finishes the theme of equitability by matching the foe’s stat changes, besides being a common TM in general. Finally, Smart Strike represents the type of attack that CAP 26 pulls off with its “claws”, and it’s here rather than being a level up move because this isn’t the type of attack CAP 26 prefers to use.

This is also the place to note the fitting coincidence that I arrived on at the end of movepool creation – precisely half of the moves CAP 26 can learn are moves it can learn by TM, while the other half aren’t.
Earth Power
Endeavor
Gravity
Iron Defense
Iron Tail
Magic Coat
Magic Room
Magnet Rise
Pain Split
Recycle

Signal Beam
Snore
Telekinesis
Wonder Room

Endeavor and Gravity are further balance-inflicting moves, while the latter combines with Magic Coat plus both Magic Room and Wonder Room to strengthen Trick Room’s credentials. Iron Tail is my chosen means of not making Dragon Tail seem totally out of place; I can see the attacking motions CAP 26 makes with its arms and pans being akin to strikes with a tail. Magnet Rise is a common move for Steel-types, and StephXPM’s supplementary material already reveals that CAP 26 has at least limited magnetic manipulation capabilities. Telekinesis is the natural counterpart, making the opponent levitate, and further backs up CAP 26’s mystical flavor. Lastly, Signal Beam is another light-based beam move to complement CAP 26’s existing set, and its sinister nature (according to the in-game flavor text) hints at the depths implied by moves such as Destiny Bond.

As for notable moves I left out, Superpower doesn’t make sense to me because of CAP 26’s very low base Attack. The only Pokémon with less than 60 base attack that learn it by any means are Marill, Azumarill, Swinub, Regice, Bidoof, and Diggersby. Three of those have Huge Power, two only learn it because their evolutions do, and Regice only learns it because the other Regis do as well. Drill Run is much more specific in its implication than a generic spin, and it’s not a clean fit for a Pokémon that tends to avoid contact with its foes. I additionally avoided Stomping Tantrum and Outrage, besides being contact moves that is, because I do not see CAP 26 as a Pokémon that experiences anger, or frankly any emotions at all. It’s also not that unusual for Pokémon that learn the likes of Bulldoze and Earthquake to miss out on Stomping Tantrum. Ally Switch, Helping Hand, (and TM Safeguard) represent bias towards CAP 26’s teammates, while Snatch (and for that matter, TM Embargo), unlike the reflective Magic Coat, represents bias against CAP 26’s foes. Finally, just because CAP 26 has magnetic capabilities does not necessarily mean it can produce electrical charges, thus no Shock Wave or TM Charge Beam.
Aura Sphere
Brutal Swing
Bulldoze
Confide
Destiny Bond
Doom Desire
Double Hit
Double Team
Dragon Tail
Earth Power
Earthquake
Endeavor
Explosion
Facade
Flash Cannon
Frustration
Giga Impact
Gravity
Guard Split
Guard Swap
Gyro Ball
Harden
Healing Wish
Hidden Power
Hyper Beam
Iron Defense
Iron Tail
Magic Coat
Magic Room
Magnet Rise
Memento
Metal Sound
Mind Reader
Mirror Shot
Pain Split
Perish Song
Power Split
Power Swap
Protect
Psych Up
Punishment
Quash
Rain Dance
Rapid Spin
Recycle
Rest
Return
Rock Slide
Rock Tomb
Round
Sandstorm
Signal Beam
Sleep Talk
Smart Strike
Snore
Substitute
Sunny Day
Swagger
Telekinesis
Toxic
Trick Room
Whirlwind
Wonder Room
Work Up
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Not sure which of these I even want to use, but requesting legality check on Psychic, Psyshock, Reflect, Light Screen, Shadow Ball, Dark Pulse, Fake Out, Final Gambit, and Future Sight.
Barring Psychic, Psyshock and the Screens.
Psychic and Psyshock give us a direct means of bypassing one of our best counters, while Screens are inheritly competitive moves that nobody seemed keen on granting to CAP 26 prior.

Shadow Ball and Dark Pulse don't give CAP 26 any worthwhile coverage, Fake Out isnt a competitive option on CAP 26, Final Gambit looks sketchly flavour wise, but isn't slapping flavour in the face so I'll allow it.

Ah Future Sight. It is pretty weird. It is technically Psychic coverage (stronger at that), but it is essentially a worse Doom Desire, especially considering both cannot be used at the same time. Any set trying to utilize this would be in a much worse position overall, so I think Future Sight is a safe bet.
 

Dogfish44

You can call me Jiggly
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Moderator
So, a quick post on "Dealing with the fact that we have a pre-evolution in our early level movepool"!

In Gen7 (and mostly in general - though there are some exceptions such as the bizarre case of Teleport Claydol...), there is a fairly strict pattern in how early Level Up movepools for FE Pokemon get adjusted for their NFE/LC counterparts, which I think we should make sure is enabled for the sake of our Pre-Evoltution Movepool Makers.

The process seems to be as follows:
  • Remove the "Evolution Move". This is kind of the obvious first step, but the attatched Heart Scale move is also removed. And yes, every Evolution Move is also a Heart Scale move - I think this is how the game is able to recognise that the move is also available for the move relearner? Movepools are weird, mmk?
  • The other Heart Scale moves are removed.
  • Any Level 1 move that is repeated further down in the movepool is also removed from the Level 1 listing.

... this works better as a live runthrough, I think? I'll use my own movepool as an example, since I have a giant ego (and also it's convenient). First, as a reference point, my current LU Movepool up to L20, so that if I make edits we still have this to be useful.
Evo: Doom Desire
1: Doom Desire
1: Whirlwind
1: Mud-Slap
1: Mind Reader
1: Mud Sport
1: Rapid Spin
5: Mind Reader
10: Mud Sport
15: Rapid Spin
20: Mud Bomb

So let's go through each step one by one. The most practical is to remove the Evolution Move first, so...
1: Whirlwind
1: Mud-Slap
1: Mind Reader
1: Mud Sport
1: Rapid Spin
5: Mind Reader
10: Mud Sport
15: Rapid Spin
20: Mud Bomb

Then we're tossing the Heart Scale move(s) - in my case, that's just Whirlwind at the moment!
1: Mud-Slap
1: Mind Reader
1: Mud Sport
1: Rapid Spin
5: Mind Reader
10: Mud Sport
15: Rapid Spin
20: Mud Bomb

Finally, we need t get rid of our repeated L1 moves - that would be Mind Reader, Mud Sport, and Rapid Spin.
1: Mud-Slap
5: Mind Reader
10: Mud Sport
15: Rapid Spin
20: Mud Bomb

This means that when it hatches/spawns, it will only know Mud-Slap.

Gen7 seems to have a roughly 50-50 split on LC mons having one or two Level One moves. The exception seems to be Poipole, an LC Legendary Pokemon that has Heart Scale Dragon Pulse, presumably to be a troll when it comes to evolving the thing.
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Also, I would like to request legality checks on Defog and, as above, Tailwind.
Edit: As well as Metal Sound and Signal Beam, just in case.
We already have decided that Rapid Spin will be the MO of CAP 26, and Tailwind is a competitive option that wasnt discussed and I dont see a reason to have discussion on it now.

Metal Sound was given clearance in the closing remarks of the moveset thread, and Signal Beam is not a very competitive option on CAP 26, so it gets approval.

Using this oppurtunity to post that a 48 Hour Warning is now in effect. I cannot stress this enough, please remember to properly format your Final Submissions. All required moves (universal moves included) should be bolded and all repeated moves should be in italics. I would hate to disqualify a movepool if they do not follow the strict format outlined in the OP, but it is mandatory after all. WIP Posts can be edited to Final Submissions, or you can post a fresh final sub post if you desire. Remember you can only have one though.

Good day, and see you in 48 hours!
 

Dogfish44

You can call me Jiggly
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Moderator
And now, feedback!

Generally speaking, comments on three points: Technical Accuracy and Concept are the two standard, but I'll also be considering long-term flavour (Snake summed it up well: Movepool flavour is fleeting, in 6 months time will it still look good when the flavour's forgotten?).

More generally, check your format, it's suddenly become really precise (kind of hoping that for the first time with a new format there's a good amount of leniency ^^; )

Apologies if these cut back in length towards the end... I got like a bicycle (two tired...)

snake_rattler
Technically, this is pretty solid - as you'd expect from something with a broadly borrowed Level Up structure. I'm not seeing any levels which look majorly "off" at first glance - Smart Strike looked curious, but moves of similar BP (I checked Slash as a similarish move) do start cropping up at that point.

I'm not quite sold on Magnitude - I think that's mostly becauseit's a floating mon - and whilst something like Flygon picks up Earthquake by LU, the Magnitude mons are grounded, very grounded (Dugtrio)... or Whiscash. That said, I'm nitpicking a flavour disaagreement, it's not a *bad* option by any stretch.

Miracle Eye is a bit "urk" for me, as it's currently a Psychic excludive move and in a movepool with no offensive Psychic options looks really out of place. I know the flavour basis, but I think we have better moves for the same effect?

Punishment is solid flavour, though I'm not sure if I like it from 50 Atk... though I guess Igglybuff gets it, so shrug.

Deck Knight
Deck, your Heart Scale moves are giving me a migraine. Not only do you seem to have Heart Scales and only three implied non-HS Level 1 moves, but your repeated moves are also in your Level 1 moves - which basically does nothing? If I'm interpreting you correctly, then you want the prevo to begin with the moves Mirror Shot, Rapid Spin, and Foresight? You'd need a structure like this then...

Evo: Doom Desire
1 Metronome
1 Destiny Bond
1 Perish Song
1 Doom Desire
1 Fissure
1 Lock-On
1 Mirror Shot
1 Rapid Spin
1 Foresight
1 XXXXXX
03 XXXXXX
07 Power Split
07 Guard Split

Where XXXXXX would be a new move of your choice. If you don't want to add a new move, then given where PS/GS are, you'd probably need to trim Mirror Shot from your early LU (where imo it is overly early anyway), probably like so;

Evo: Doom Desire
1 Metronome
1 Destiny Bond
1 Perish Song
1 Doom Desire
1 Fissure
1 Lock-On
1 Rapid Spin
1 Foresight
1 Power Split
1 Guard Split
07 Power Split
07 Guard Split

More generally speaking, I'm not sure if I like some of the other choices - Trump Card feels the role of the lawyer, not the judge. That said, Swift is a clever pun that shouldn't fade over time. And... ah, gunning for that Metronome vote then?

Oh, and Sky Drop? File that under "really????".

LucarioOfLegends
There's an excellent post on early game Level Up moves and repeats just above this one, but you might want to check your Heart Scale moves. I did a bit on HS moves here, but the long and short of it is that atm you don't have three HS moves - just two - because Whirlwind is in the "bottom four" of your Level 1 (/Level 0) moves.

More generally, Miracle Eye I'm not a major fan of - it's Psychic exclusive - and Hammer Arm feels a bit shaky, even if I know what the reference is - if you look at the movepool in 6 months time, do you think that'll hold up?

HeatEdgeSword
We're evidently waiting on a lot of flavour justifications, but I'm wondering what's up with Confusion. There's only four Pokemon lines that get Confusion without getting Psychic - one of which (Squirtle) can only get it in Gen2 - and they universally (Tangela/Hoppip/NidoranM/Squirtle) only learn Confusion by Egg. It feels a bit bizarre for me.

Technically you're in need of checking how Heart Scale and other early-level moves work, as at the moment your design has no Heart Scale moves (regardless of your claims that they are HS - stuff simply won't work that way ^^;)

Reviloja753
This is technically sound, though I'd note that Guard Split and Power Split should happen at the same level based on all precedent, rather than two levels apart ^^;.

In terms of flavour, this is the movepool that perhaps pushes it's thematics the most, but might want to think further in terms of how it would work in game. For the most part it's actually fine, given you've got very small LU gaps, but there are some steps where it looks like CAP26 takes a long while to learn an attacking move - from Mirror Shot to Smack Down is 18 levels, for instance, especially since that's then followed with a flurry of attacking moves. Just a personal musing.

With that said, very little will struggle to make long-term sense. Telekinesis feels a bit early though - the lowest level I've seen it learnt prior is at 33. You can get away with pushing borders (a lot of people have pushed Mirror Shot to be very early for instance, prior of Level 23), and I'm sure every movepool is breaking a precedent somewhere, but 33 to 16 might be a smidgen much? Iunno, It's not as if moves don't shift I guess - Lava Plume shifted from having no mon learn it below L30, to having mons learning it at L15 and L20-25 awful quick.

Galvanatic
This looks solid! Metal Claw is a sensible choice I'm surprised I've seen so little of when it comes to early game Steel moves. I'm not a huge fan of the more physical design, but then that's very much an aesthetic call and not a technical one! Technically I will note that this is very impressive and makes sense, though you'll probably want to duplicate Flash Cannon as a Heart Scale, in line with in-game evolution moves. Flash Cannon's an ineresting choice for the Evo move, though I imagine it makes a relatively early evolution more feasible - I note you have a constant movepool pattern, any intended evolution point in particular?

Madsi6
Technically this is mostly fine, just a note that I've made severa times to others: Evo Moves also duplicate the move as a Heart Scale move, to annoy us for our sins :D

Not sure I hugely like Baby-Doll Eyes? I'd also expect Encore and Baton Pass to both be seen as competitive, but ping the big boss for that one.

Also not a huge fan of egg moves being a thing - and I really can't see this as being Male at all, for some reason? I mean it's your perogative, just my musings.

Quanyails
Yep, this looks like a solid movepool! I personally feel that having self-sacrificing CAP26 in-game would be very useful for our ability to gain EXP mind :P alright enough puns he lies

This is one of my favourites in the running to be honest, so this is kind of short - not only do you back up particular levels, but you've shown proper restraint with regards to total # of moves, which is always nice to see.

Frostbiyt God help ye finishing it up in 48h... and I'll advise against Sacred Sword :P

Menshay
Your Level Up movepool is arguably one of the strongest in the running - it's a nice short length, moves look to be in the right spot for their level (Pain Split notwithstanding), and the length has some of the strongest levels of sensible restraint in the running. I still can't get behind Egg moves on this thing, but I think I can forgive it, given how realistic your remaining movepool is - just one Heart Scale move is very Gen7 movepool.

MetalmindStats
There's a CAP rule out there that states a new face will appear once every CAP movepool and come out strong. Hi there, new face! Technically everything here looks fine to me, though I'm not sure on Iron Defense and Metal Sound at the same time.... but honestly, I've got away with weirder combos (See: Sunny Day and Flame Burst Jumbao).

I appreciate the restraint on the Rock TMs... not just because I happen to agree with you :P.

I'm less fond of Mirror Shot that early in the movepool, but I think if you're opting to not use mud moves then you're kind of forced into that sort of weird level on a move that I think tends to be in the 20s. I'd also potentially rework a bit of the Level Up - imagine encountering this at Level 20 in the wild, with the threatening moveset of Mind Reader/Iron Defense/Metal Sound/Pain Split. Still, that's a really minor point on a well designed movepool.




---

Also, a drinking game.

  • One finger for each time two moves are learnt at the same level.
    • Another if it's a paired Memento/Healing Wish!
  • One sip every time you read "Claydol" or "Bronzong"
  • One finger for Doom Desire as an evolution move!
  • One sip for every design with no egg moves!
  • If there's a hackney'd justification for Dragon Tail, drink!
  • More than 30 Level Up moves means you need another drink.
  • If someone directly objects to your flavour choice, take a big glug.
  • And if you're not drunk enough to understand a certain piece of flavour, just down your whole bottle.
 

Quanyails

On sabbatical!
is a Top Artist Alumnusis a Community Leader Alumnusis a Community Contributor Alumnus
Edited my WIP to make it a Final Submission! The Final Submission format requires I remove the WIP comments from it, but I don't want to delete them entirely, so I have posted again what they were.

Hey, I'm making a WIP submission! Everything marked with a ? is something I haven't decided on yet.

snake_rattler suggested on Discord that Calm Mind and Focus Blast should probably be barred, as those came up when I was going through TMs.

Edit: There are concerns about Grass-type moves (Solar Beam, Grass Knot) in Discord, so it may help to get a legality check on those, too.

[post]

Thank you to Dogfish44 and Roland le Preaux for feedback on this WIP!

--

Thank you so much for your feedback on movepools, Dogfish44! You bring up a lot of good feedback for movepool makers to make the 'mons feel real, such as how evolved 'mons' level-up movesets work (using your example), learn trends, level-up size trends, and in-game trends (e.g., what a CAP 26 in the wild would have). All of these details go a long way towards making CAP 26 feel real!

--

Modpost: To everyone who is making a movepool: remember that we have a specific final submission format now, and you must follow it!
 
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As a first-time movepool submitter, something I realized, particularly while making my movepool final, that I can't stress enough is that the final submission format is very strict. With less than 24 hours to go until the movepool submission period ends, I checked all the current movepools, and I was surprised by how few conform exactly to the required final submission format - mostly due to minor and easy-to-overlook errors.

Only Dogfish44, Quanyails, and myself (I think) are completely in line with the required final submission format.

Deck Knight, Galvanatic, Madsi6, and Menshay have final submissions with one or more (mostly) minor errors leaving them astray from the required format.

Finally, snake_rattler, LucarioOfLegends, HeatEdgeSword, Reviloja753, and Frostbiyt are still at the WIP phase right now.

For each of you, here's what I noticed:

snake_rattler: Don't forget to add move totals to your final submission, where you have the formatting.

Deck Knight: It's unfortunate that our required format is so strict. Sadly, that means there's quite a few errors I'll have to point out:
- First off, and most noticeably, your flavor should all be contained within the spoilers, unless there's something you want to say in summary at the beginning.
- Your level-up list has no colons, H. and 00 where there should be 1s, and 07 instead of 7.
- Similarly, your TM list also needs colons in between the TM numbers and the move names.
- You should replace 'unique' with 'new' in your spoiler boxes.
- Finally, your total section is a mess, and your list of unique moves in there (which should be your only spoiler down there) needs not have those Rs. In fact, those Rs in other sections should also go in turn for putting the required moves' names in bold in all sections except the total list. Instead of your flavor boxes down there, you could opt to put those flavor justifications in the sections where you list those moves.

LucarioOfLegends, HeatEdgeSword: Make sure to remove extra text, as well as adding a proper (alphabetized and in a spoiler) list of all the unique moves your movepool has. Also, don't forget to include colons, rather than dashes or any other character including none at all, in between your levels and the moves themselves. For LucarioOfLegends, all moves you list at "Level 0" should be Level 1. For HeatEdgeSword, make sure to alphabetize your tutor moves list, remove now banned move Tailwind, and include the numbers of all TMs before the moves themselves, as seen in this example:
TM01: Work Up

Reviloja753: You're missing required universal move Giga Impact. In general, all required moves need to be in bold instead of having those Rs appended, whether or not they're universal. Also, you still have Lock-On in your list of pre-evo exclusive moves.

Galvanatic: All required moves need to be in bold, even if they're repeats.

Madsi6: Your flavor reasoning for each set of moves (level-up, etc.) needs to be in the same spoiler as the set of moves itself. Also, your egg group and gender information should be within the egg move spoiler, rather than a part of the text on the spoiler box itself. Additionally, the spoiler box text for your full move list should only include the total of new moves, listed in this format:
Total: 68

Frostbiyt: I wish you luck in getting your movepool done in time.

Menshay: As required moves, Hyper Beam and Giga Impact should both be in bold. The example format, unlike the example final submission, is in error on this point.

All of your movepools are certainly well-thought out - I can tell that you all put at least as much effort into them as I did into mine. As such, I'm hoping that as many of you as possible can make the first voting poll, rather than being tripped up by such minor errors.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Tagging the above mentioned so they do not miss this. snake_rattler LucarioOfLegends Deck Knight Reviloja753 Menshay Frostbiyt HeatEdgeSword Galvanatic Madsi6

Guys I cannot stress this enough. This is the first time these rules are being implemented, but please take note of the above mentioned points, as movepools that do not follow the strict outline in the OP will not be slated. I will most likely not close the slate til late evening so plenty of time is still available.

Also, I will take the time to address something I noticed. Frostbiyt Sacred Sword is something that I unfortunately cannot fathom on CAP 26. Sacred Sword is currently only learnt by Pokémon that are heavily tied to blades and swords - the Swirds of Justice, the Honedge family which are just possessed swords, and Kartana, which learns every cutting / slashing move in the game. If you want to try and squeeze in an Event based around it, then I won't object, but I won't accept a movepool where it learns the move naturally. Let this be a fair warning to everyone else, think about your movepool aa if Gamefreak were creating the Pokémon. Based on their own logic, would they grant this Pokémon the move? If not, then you shouldn't do it either.
 
WIP

I took inspiration from the Tarot Card deck, most especially of tarot card 11, Justice. I also have several Egyptian mythological references, including holy numbers and Ma'at and her scales, as well as some inspiration from Jojo's Bizarre Adventure, namely, Enya the Hag and her Stand, Justice.

Evo - Gravity
1 - Gravity
1 - Tackle
1 - Confusion
1 - Mud Slap
1 - Imprison
4 - Mud Slap
9 -Imprison

12 - Mirror Shot
15 - Psywave
20 - Iron Defense
23 - Magnitude
26 - Safeguard
31 - Metal Sound
34 - Reflect Type
40 - Haze
40 - Mist
40 - Payback
45 - Gyro Ball
45 - Rapid Spin
45 - Whirlwind
51 - Earth Power
51 - Flash Cannon
51 - Aura Sphere
56 - Memento
56 - Healing Wish

56 - Punishment
62 - Power Split
62 - Guard Split
62 - Pain Split
67 - Explosion
67 - Perish Song
67 - Destiny Bond

73 - Future Sight
78 -Doom Desire
First, the level-up pattern. At first, CAP26 and it's pre-evo begin with a 3-5-3 level up pattern. I chose these numbers for their deeper meanings. In Egyptian mythology, the number 3 is a holy number signifying a trinity, while 5 is a holy number signifying death and judgement. Most importantly, these numbers add up to a cycle repeating every 11 levels, 11 being the number that signifies the Justice Tarot Card. Once CAP26 evolves around level 34, it begins a level-up pattern of 6-5, 6 being a combination of the holy numbers of 3 and 2, and 5 still signifying death, while still maintaining the 11 level cycle.
Second, the moves themselves. CAP26's early level-up movepool heavily resembles those of the "ancient automaton" Pokemon, Bronzor, Baltoy, and Golett. The first flavor comes at level 9, Imprison, being CAP26's first steps into the realm of law and justice. Level 12 is special for me, however. I chose Mirror Shot as my first Jojo reference, referencing Enya the Hag, and, more specifically, her relationship with her son, J. Geil. J. Geil controls the Hanged Man Stand, a Tarot Card labelled with the number 12 and meant to signify the punished criminal of Justice. The Hanged Man has the ability to travel between mirrors to harm its foes from the mirror realm, making Mirror Shot an obvious choice of early STAB. The rest of the movepool is once more similar to the three automatons, with Safeguard being a courtroom reference to protection of evidence, witnesses, or suspects in order to keep fairness, and Magnitude and Gravity only providing a fun play on words for a courtroom: the magnitude and gravity of a verdict. That is, until CAP26's evolution level 34, Reflect Type, marking the final reference to The Hanged Man. Once CAP26 evolves, it begins learning moves in trinities of related moves, recalling the holy trinities of Egyptian mythology. My final Jojo reference is in the first trinity, Haze, Mist, and Payback. Enya the Hag's Stand, Justice, is a fog Stand, capable of invading bodies and using them as puppets, thus, Haze and Mist. But Payback references Enya herself, a madwoman bent on the single pursuit of punishing those who killed her son seeking Payback against the Stardust Crusaders. But eventually, CAP26 has to realize that Justice and The Hanged Man of Jojo are not morally sound. They are evil, corrupt, and their influences must be discarded before CAP26 can fully begin on the path to true Justice. It begins this clearing of the mind with Rapid Spin, Whirlwind, and Gyro Ball. Rapid Spin clears the field of hazards, Whirlwind clears the field of obstacles in the form of foes, and Gyro Ball keeps the spinning idea and turns it into a stronger attack. Now gathering itself, CAP26 learns Earth Power and Flash Cannon as STABs, and Aura Sphere as a move signifying how Justice seeks out the heart and soul of those it is judging to find the truth which cannot be avoided. The next trinity references the two verdicts of a judgement: Guilty and Not Guilty. A verdict of Not Guilty results in CAP26 retiring from the battle, and blessing the next combatant with Healing Wish. A verdict of Guilty results in CAP26 revealing a Punishment to the judged, and then cursing the foe with Memento. The final two trinities signify CAP26's scale motif. Just as a scale seeks balance, or tips to one side or the other as a verdict, Justice attempts to balance impartiality between two verdicts. Power Split, Guard Split, and Pain Split are a fair balancing act between the two foes, and Explosion, Perish Song, and Destiny Bond are CAP26's ways of attempting to clear the field of combatants, and thus start fresh between two balanced foes. Next is Future Sight, an attempt by CAP26 to once more view and judge the soul of a foe, a skill which is fully honed and mastered with Destiny Bond rounding out the movepool.

none, lol
CAP26, much like Bronzong, Claydol, and Golurk, is Genderless, and thus has no egg moves.

TM01 - Work Up
TM06 - Toxic
TM10 - Hidden Power

TM11 - Sunny Day
TM15 - Hyper Beam
TM17 - Protect

TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Smack Down
TM26 - Earthquake
TM27 - Return
TM32 - Double Team

TM37 - Sandstorm
TM39 - Rock Tomb
TM42 - Facade
TM44 - Rest
TM48 - Round

TM60 - Quash
TM63 - Embargo
TM64 - Explosion
TM66 - Payback
TM67 - Smart Strike
TM68 - Giga Impact
TM69 - Rock Polish
TM74 - Gyro Ball
TM77 - Psych Up
TM78 - Bulldoze
TM80 - Rock Slide
TM82 - Dragon Tail
TM87 - Swagger
TM88 - Sleep Talk
TM90 - Substitute
TM91 - Flash Cannon
TM92 - Trick Room
TM100 - Confide
Aside from universal TMs, I gave CAP26 a TMs list akin to the three automaton Pokemon of Bronzong, Claydol, and Golurk. Sunny Day, Rain Dance, and Sandstorm come from Bronzong, while also forming a trinity of its own for CAP26. Weak Rock moves such as Rock Slide, Smack Down, Rock Polish, and Rock Tomb recall Claydol's moveset, with Rock Tomb carrying a larger symbolism recalling the tombs where Egyptian pharaohs sealed themselves to await judgement in the afterlife. Some moves recall actions in a coutroom, such as a judge Quashing media interference, Safeguarding evidence, a witness, or a suspect, establishing an Embargo on testimony or evidence, and Psyching himself Up to fairly understand each side. Payback is an Enya the Hag reference, and is present in CAP26's level-up movepool. Trick Room and Dragon Tail are both difficult to justify, but I saw Trick Room as courtroom reference, as well as a small Phoenix Wright joke, a case of "Turnabout", as it were. I think Dogfish's justification fits my own, as well, as an Egyptian mythological reference to the Alligator God Ammut, overseer of the judgement made by the Scales and Feather of Ma'at. Ground STAB and Steel STAB are also present, with Smart Strike being chosen because CAP26 looks pretty sharp and spiky, if I do say so myself.

Snore
Recycle

Iron Tail
Gravity
Iron Defense

Magnet Rise
Iron Head
Pain Split
Laser Focus
Drill Run
Magic Coat
Wonder Room
Magic Room
Earth Power
CAP26 doesn't have many Tutor Moves aside from fitting Ground and Steel STAB, with Drill Run making an appearance because of CAP26's penchant for spinning found in its movepool. Magic Coat reflects Status, another small The Hanged Man reference while also matching Claydol and Golurk. Wonder Room and Magic Room are another reference to a courtroom, while also matching Bronzong and Claydol and giving further justification for Trick Room. Magnet Rise reflects CAP26's ability, Levitate, and Laser Focus references Justice's ability focus in on the soul in order to seek the truth. Iron Tail is STAB, but, more importanly, also further justifies Dragon Tail.

Aura Sphere
Bulldoze
Confide
Confusion
Destiny Bond
Doom Desire
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Embargo
Explosion
Facade
Flash Cannon
Frustration
Future Sight
Giga Impact
Gravity
Guard Split
Gyro Ball
Haze
Healing Wish
Hidden Power
Hyper Beam
Imprison
Iron Defense
Iron Head
Iron Tail
Laser Focus
Magic Coat
Magic Room
Magnet Rise
Magnitude
Memento
Metal Sound
Mirror Shot
Mist
Mud Slap
Pain Split
Payback
Perish Song
Power Split
Protect
Psych Up
Psywave
Punishment
Quash
Rain Dance
Rapid Spin
Recycle
Reflect Type
Rest
Return
Rock Polish
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Sleep Talk
Smack Down
Smart Strike
Snore
Substitute
Sunny Day
Swagger
Tackle
Toxic
Trick Room
Whirlwind
Wonder Room
Work Up


Since I only have, like, 36 hours, any feedback would be greatly appreciated pleeeeeeeeeease and thank you
 
Last edited:
Menshay: As required moves, Hyper Beam and Giga Impact should both be in bold.
Fixed and I acknowledge I should have examined the list of required moves better, but as of Sun/Moon I was under impression these two moves were less strictly required (Primarina and Decidueye lack Hyper Beam, Oricorio and Ribombee lack both and I'm sure there are other cases).
 

Quanyails

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This was an inconsistency in the opening post, and it has been corrected (and we can update the required moves list afterwards this CAP). You won't be docked if you followed the template and didn't have those two moves bolded. :)
 
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