CAP27 - Part 8 - Full Movepool Submissions

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Dogfish44

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

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This is the thread for making full movepools for our upcoming CAP, CAP 27! At the conclusion of this thread, LucarioOfLegends 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 27.

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 that 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.
  • 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 (LucarioOfLegends) and Topic Leader (Jho) 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.

Bulldoze
Defog
Draco Meteor
Dragon Claw
Encore
Explosion
Fire Blast
Fire Lash
Flare Blitz
Heal Bell / Aromatherapy
Healing Wish
Knock Off
Solar Beam
Spikes
Stomping Tantrum
Taunt
Thunder Wave
Toxic
Trick / Switcheroo
Will-O-Wisp
Wish

The "universal" TM/TR List for fully evolved Pokemon: Attract (for Gendered Pokemon), Endure, Facade, Protect, Rest, Round, Sleep Talk, Snore, Substitute
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 following moves are all banned:

Pivoting Moves (U-turn, Volt Switch, Parting Shot, Teleport)
Grass- and Electric-type Coverage (Solar Beam excluded)
Ground-type Coverage higher than 75 BP
Poison-type Coverage higher than 60 BP
Psychic-type Coverage higher than 60 BP
Fighting-type Coverage higher than 60 BP
Flying-type Coverage higher than 60 BP
Rock-type Coverage higher than 60 BP
Play Rough, Spirit Break, Moonblast
Setup Moves (Swords Dance, Dragon Dance, Nasty Plot, etc.)
50% Recovery Moves (Recover and Morning Sun)
Strength Sap
Heat Crash
Stealth Rock, Toxic Spikes, Sticky Web
Glare
Disable
Final Gambit
Rapid Spin

In addition, any move that is unusable in Sword/Shield are banned. A comprehensive list of unusable moves can be seen here. (Source.) If a move has the value FALSE in its CanUseMove column, that move is unusable.

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)

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.

TM00: Mega Punch
TM01: Mega Kick
TM02: Pay Day
TM03: Fire Punch
TM04: Ice Punch
TM05: Thunder Punch
TM06: Fly
TM07: Pin Missile
TM08: Hyper Beam
TM09: Giga Impact
TM10: Magical Leaf
TM11: Solar Beam
TM12: Solar Blade
TM13: Fire Spin
TM14: Thunder Wave
TM15: Dig
TM16: Screech
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM20: Self-Destruct
TM21: Rest
TM22: Rock Slide
TM23: Thief
TM24: Snore
TM25: Protect

TM26: Scary Face
TM27: Icy Wind
TM28: Giga Drain
TM29: Charm
TM30: Steel Wing
TM31: Attract
TM32: Sandstorm
TM33: Rain Dance
TM34: Sunny Day
TM35: Hail
TM36: Whirlpool
TM37: Beat Up
TM38: Will-O-Wisp
TM39: Facade
TM40: Swift
TM41: Helping Hand
TM42: Revenge
TM43: Brick Break
TM44: Imprison
TM45: Dive
TM46: Weather Ball
TM47: Fake Tears
TM48: Rock Tomb
TM49: Sand Tomb
TM50: Bullet Seed
TM51: Icicle Spear
TM52: Bounce
TM53: Mud Shot
TM54: Rock Blast
TM55: Brine
TM56: U-turn
TM57: Payback
TM58: Assurance
TM59: Fling
TM60: Power Swap
TM61: Guard Swap
TM62: Speed Swap
TM63: Drain Punch
TM64: Avalanche
TM65: Shadow Claw
TM66: Thunder Fang
TM67: Ice Fang
TM68: Fire Fang
TM69: Psycho Cut
TM70: Trick Room
TM71: Wonder Room
TM72: Magic Room
TM73: Cross Poison
TM74: Venoshock
TM75: Low Sweep
TM76: Round
TM77: Hex
TM78: Acrobatics
TM79: Retaliate
TM80: Volt Switch
TM81: Bulldoze
TM82: Electroweb
TM83: Razor Shell
TM84: Tail Slap
TM85: Snarl
TM86: Phantom Force
TM87: Draining Kiss
TM88: Grassy Terrain
TM89: Misty Terrain
TM90: Electric Terrain
TM91: Psychic Terrain
TM92: Mystical Fire
TM93: Eerie Impulse
TM94: False Swipe
TM95: Air Slash
TM96: Smart Strike
TM97: Brutal Swing
TM98: Stomping Tantrum
TM99: Breaking Swipe
  • A list of the form "TR##: move", where the TR number corresponds to the TR for the current generation.
  • A brief explanation of the moves learned this way.
The list of TR moves should be ordered by TR order.

TR00: Swords Dance
TR01: Body Slam
TR02: Flamethrower
TR03: Hydro Pump
TR04: Surf
TR05: Ice Beam
TR06: Blizzard
TR07: Low Kick
TR08: Thunderbolt
TR09: Thunder
TR10: Earthquake
TR11: Psychic
TR12: Agility
TR13: Focus Energy
TR14: Metronome
TR15: Fire Blast
TR16: Waterfall
TR17: Amnesia
TR18: Leech Life
TR19: Tri Attack
TR20: Substitute
TR21: Reversal
TR22: Sludge Bomb
TR23: Spikes
TR24: Outrage
TR25: Psyshock
TR26: Endure
TR27: Sleep Talk

TR28: Megahorn
TR29: Baton Pass
TR30: Encore
TR31: Iron Tail
TR32: Crunch
TR33: Shadow Ball
TR34: Future Sight
TR35: Uproar
TR36: Heat Wave
TR37: Taunt
TR38: Trick
TR39: Superpower
TR40: Skill Swap
TR41: Blaze Kick
TR42: Hyper Voice
TR43: Overheat
TR44: Cosmic Power
TR45: Muddy Water
TR46: Iron Defense
TR47: Dragon Claw
TR48: Bulk Up
TR49: Calm Mind
TR50: Leaf Blade
TR51: Dragon Dance
TR52: Gyro Ball
TR53: Close Combat
TR54: Toxic Spikes
TR55: Flare Blitz
TR56: Aura Sphere
TR57: Poison Jab
TR58: Dark Pulse
TR59: Seed Bomb
TR60: X-Scissor
TR61: Bug Buzz
TR62: Dragon Pulse
TR63: Power Gem
TR64: Focus Blast
TR65: Energy Ball
TR66: Brave Bird
TR67: Earth Power
TR68: Nasty Plot
TR69: Zen Headbutt
TR70: Flash Cannon
TR71: Leaf Storm
TR72: Power Whip
TR73: Gunk Shot
TR74: Iron Head
TR75: Stone Edge
TR76: Stealth Rock
TR77: Grass Knot
TR78: Sludge Wave
TR79: Heavy Slam
TR80: Electro Ball
TR81: Foul Play
TR82: Stored Power
TR83: Ally Switch
TR84: Scald
TR85: Work Up
TR86: Wild Charge
TR87: Drill Run
TR88: Heat Crash
TR89: Hurricane
TR90: Play Rough
TR91: Venom Drench
TR92: Dazzling Gleam
TR93: Darkest Lariat
TR94: High Horsepower
TR95: Throat Chop
TR96: Pollen Puff
TR97: Psychic Fangs
TR98: Liquidation
TR99: Body Press
  • A list of move tutor moves from the current generation, if any.
  • A brief explanation of the moves learned this way.
The list of tutor moves should be alphabetized.

Grass Pledge
Fire Pledge
Water Pledge

Frenzy Plant
Blast Burn
Hydro Cannon

Draco Meteor
Steel Beam
  • 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.
  • Any additional comments

--

Final Submission

Evo: Doom Desire
1: Doom Desire
1: Rapid Spin

1: Pound
1: Magnet Rise
1: Mud-Slap
1: Imprison
15: Mud Shot
20: Gyro Ball
25: Power Split
25: Guard Split
30: Quash
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


Moves chosen here represent many legal ideas, from stentencing (Imprison, Perish Song), to verdicts (The paired Memento/Healing Wish).
Egg Group(s): Mineral

Equlibra's design is indicative of not having a gender, and as such no Egg Moves are available.
TM08 Hyper Beam
TM09 Giga Impact
TM19 Safeguard
TM21 Rest
TM22 Rock Slide
TM24 Snore
TM25 Protect

TM32 Sandstorm
TM39 Facade
TM41 Helping Hand
TM48 Rock Tomb
TM70 Trick Room
TM71 Wonder Room
TM72 Magic Room
TM76 Round
TM81 Bulldoze
TM96 Smart Strike
TR01 Body Slam
TR10 Earthquake
TR20 Substitute
TR26 Endure
TR27 Sleep Talk

TR31 Iron Tail
TR46 Iron Defense
TR52 Gyro Ball
TR67 Earth Power
TR70 Flash Cannon

TR74 Iron Head
TR83 Ally Switch
TR85 Work Up
TR87 Drill Run
Steel Beam
Ally Switch
Aura Sphere
Body Slam
Bulldoze
Destiny Bond
Doom Desire
Drill Run
Earth Power
Earthquake
Endure
Facade
Flash Cannon
Giga Impact
Guard Split
Gyro Ball
Healing Wish
Helping Hand
Hyper Beam
Imprison
Iron Defense
Iron Head
Iron Tail
Magic Room
Magnet Rise
Memento
Mind Reader
Mud Shot
Mud-Slap
Pain Split
Perish Song
Pound
Power Split
Protect
Quash
Rapid Spin
Rest
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Sleep Talk
Smart Strike
Snore
Steel Beam
Substitute
Trick Room
Wonder Room
Work Up


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CAP 27 So Far:

Concept:
Name: Offensive Team Support (the concept formerly known as "Trickster Cleric")

Description: A Pokemon that is able to fit the role of team support through more offensive and/or utility based means, whether these are through moves, abilities, typings or other factors unique to CAP27.

Justification: This is absolutely an Archetype based concept, if that weren't inherently clear by its name. This more or less comes from the class of a similar name from the fifth edition of dungeons and dragons (not necessarily being a Pokemon that uses Aromatherapy or Heal Bell), and it's meant to fill a role that we haven't explored in CAP since as far back as generation four with Fidgit. Furthermore, of all the offensively-oriented Pokemon that exist in the metagame, very few can also act as support for their team.

Questions to be answered:
  • How can a Pokemon that might be more offensively-focused or utility-focused fare as a healer/cleric/support mon in the current metagame?
  • What are aspects of specific support Pokemon that make them effective in their roles in the current meta?
  • To what extent can CAP27 use the new mechanics of utility based moves be used in a way to benefit players using them?
  • Without getting into overly cheesy strategies, how can CAP27 bring about creative ways to assist the rest of the team it finds itself on?
  • How does CAP27 bring about situations in which the opponent has to debate whether or not CAP27 will be healing or attacking, and how can they effectively beat that 50/50?
  • To what extent does CAP27 have to choose between acting more as a cleric versus acting more as an attacker? Can it do both without sacrificing anything relevant to its viability?
  • Are there any forms of playstyle that CAP27 might be able to benefit just by existing?
  • How can CAP27's offensive or utility presence open opportunities for healing its allies later in the game (if CAP27 gets healing methods) ?
  • To what extent does an offense-oriented support Pokemon need to use healing (via HP recovery or status healing) to support teams it finds itself on?
Leadership Team:

Jho
- Topic Leader
Wulfanator72 - Typing Leader
GMars - Ability Leader
Jordy - Stats Leader
LucarioOfLegends - Movepool Leader

Typing: Fire / Dragon
Primary Ability: Regenerator

Matchups:

Switch-ins: :corviknight: :rotom-heat: :rotom-mow: :zeraora: :jirachi: :caribolt: :ferrothorn:
Pressure: :clefable: :seismitoad: :kerfluffle: :mollux: :syclant: :excadrill: :equilibra: :terrakion: :tyranitar: :stratagem: :krillowatt: :mamoswine: :colossoil: Faster Dragon-types
C&C: (General)
Checks: :terrakion: :stratagem: Faster Dragon-types
Counters :primarina: :toxapex:
(Physical only) :tomohawk: :arghonaut: :hippowdon:
(Special only) :sylveon:
Stats: 108 / 108 / 74 / 92 / 64 / 114
Secondary Ability: (No competitive ability)

Design:

by Quanyails

Pre-Evolutions: 1 Pre-Evolution

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This thread will be open for submissions and discussion as soon as LucarioOfLegends posts his/her opening remarks.
 
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LucarioOfLegends

Master Procraster
is a CAP Contributor
Hello again!

So now we move to movepools, a highly awaited portion of the CAP process. For those who don’t know, you will be taking all of the required moves from the moveset discussion and mashing them into movepools, taking some personal creative liberties for the undecided holes.

Of course, it's no secret that Sword and Shield have muddied things up a little bit in movepool structure compared to other generations, so make sure to pay close attention to the new rules and guidelines of this thread.

Furthermore, Generation 8 introduced a change with how Level Up duplicates are handled in the movepool, which can be outlined here, thanks to Dogfish44 for noting this information.

As always, if you are not sure about a move and are worried it may have too many competitive implications, or are wondering if a move falls under some of the vague disallowed categories, ask for a legality check on it in thread and I’ll make a ruling on it in thread. Please do not make a one-liner for a legality check on a move/moves, let's keep thread clean here.

I think that about covers it, lets see some great submissions here!
 

Dogfish44

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

Evo: Flame Charge
1: Flame Charge
1: Heal Bell
1: Ember
1: Growl
1: Cosmic Power
1: Imprison
5: Bind
10: Baton Pass
15: Acrobatics
20: Knock Off
25: Dragon Breath
30: Slam
35: Fire Lash
40: Wish
45: Dragon Pulse
50: Heal Pulse
55: Flare Blitz
60: Healing Wish

18 New Moves is a tiny bit on the higher side for Gen8, however it falls neatly in line with mons like Appletun/Flapple [17], Grimmsnarl [18], and Dragapult [19].

Pattern, Pre-Evolution
I've taken inspiration for Astrolotl's movepool from the Frosmoth, Dragapult, Toxtricity, and Flapple/Appletun lines! Whilst these feature a variety of evolutionary methods - Level Up, Items, Time + Friendship - they all feature pre-evolutions that qualify as 'Baby'esque (which is the only case in which the used style of Level 1 moves works), which I believe would make sense as a way of indicating the change from "weak non-magical girl" to "strong magical girl Astrolotl". This is why, upon a fair bit of reflection, I've opted to not use a design that implies Stone Evolution, as the precedents for such evolutions actually indicate the opposite - Pokémon with larger movepools, that often are fairly powerful!

Level Up Pattern for non-L1 moves is very simple, which is the new norm for Generation VIII mons. I've gone up to L60, because a reference to Sailor Moon's 60 Chapters is on brand. Evolutionary Move of Flame Charge might feel a bit weak - but that's intentional, and in line with a lot of Generation VIII movepools.

Magical Axolotl
When I think of magical girls, a few key themes leap out to me!

The first is that of ribbons as a weapon of sorts. Now, this is probably in part because my background to magical girls comes primarily from Kamikaze Kaitou Jeanne, alongside Miraculous Ladybug - but I visualise Astrolotl having a similar sort of weapon. This is where I justify a lot of moves - Baton Pass and Bind come almost directly from KKJ. I carry this flavour into Slam and Knock Off - these are both moves which are linked to Pokemon with a long 'reach', such as Sirfetch'd (Long Sword) or Lickitung (Long Tongue). Combine this with Fire Lash (Literally from the Japanese 'Flame Whip') and I think this line of flavour is the most logical.

Another theme is that of acrobatics and gymnastics, a frequent and common aspect for magical girls. As such, I've included Acrobatics (It's fairly early, but Flapple sets the precedent there!), and picked Flame Charge as the evolutionary move.

The last key theme here is... well, Magic! Cosmic Power, Imprison, Wish, Heal Pulse, and Healing Wish all pull from key Magical Girl tropes - mysterious sources of power, trapping demons away, and healing everything when things are done. Heal Bell in particular I pull once again from Miraculous Ladybug, but it's a common trope - once the villain of the week has been defeated, the magical girl's power source magically reverses all the problems, which is Heal Bell to a tee!

In-Game Usability
The key motif is carried cleanly, but it's also important that in-game a player using Astrolotl wouldn't feel as though their movepool is restricting their ability to actually use the 'mon. The evolutionary Flame Charge means that once you get past the presumed 'Snom'-like stage you immediately have decent power, combined with a relatively early Dragon Breath. Moves like Dragon Pulse, Fire Lash, and Flare Blitz mean that in the end-game Astrolotl can feel a powerful threat.
Egg group(s): Dragon, Monster
Defog: Noibat, Noivern
Explosion: Turtonator
Quick Attack Helioptile, Heliolisk, Dreepy, Drakloak, Dragapult, Trapinch, Vibrava, Flygon
Smokescreen: Charmander, Charmeleon, Charizard
Toxic: Salandit, Bulbasaur, Ivysaur, Venusaur

The Dragon- and Monster- Egg Groups are the natural fit for Astrolotl. Dragon is now mandatory for Dragon-types not named Exeggutor-Alola (Flygon recently gained the Egg Group), whilst our closest visuals go to the likes of Salandit, Heliolisk, and Charizard anyway, all of which are part of the Dragon/Monster pair.

Explosion is mandatory here, but with the 'fireworks' thematic is cute! Smokescreen draws on the same 'fireworks' motif.

Quick Attack adds a tiny bit more to our previously established thematics of 'acrobatics'

Toxic and Defog are mandatory. That's all I'm saying there.
TM03: Fire Punch
TM08: Hyper Beam
TM09: Giga Impact
TM11: Solar Beam
TM13: Fire Spin
TM14: Thunder Wave
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect

TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade

TM40: Swift
TM41: Helping Hand
TM44: Imprison
TM52: Bounce
TM76: Round
TM78: Acrobatics
TM81: Bulldoze
TM92: Mystical Fire
TM98: Stomping Tantrum
TM99: Breaking Swipe

TMs should tend towards being pretty simple. A lot of these are either type implied (All FE Dragons seem to get Hyper Beam/Giga Impact, the assorted Fire-typed moves), or otherwise mandatory/expected. I've included the Support Barriers, complementing quite a bit of other flavour notes (Cosmic Power, for instance).

Notable exclusions include Mega Punch and Mega Kick (Heatmor gets Fire Punch without either of the above, and is the prime example of Fire Lash regardless...), whilst Self-Destruct didn't feel like it hit the same flavour notes as Explosion.
TR02: Flamethrower
TR12: Agility
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes

TR24: Outrage
TR26: Endure
TR27: Sleep Talk

TR29: Baton Pass
TR30: Encore
TR36: Heat Wave
TR37: Taunt
TR38: Trick

TR43: Overheat
TR44: Cosmic Power
TR47: Dragon Claw
TR55: Flare Blitz

TR62: Dragon Pulse
TR82: Stored Power
TR85: Work Up
TR92: Dazzling Gleam

TRs: Like TMs, but a bit more specialised. Metronome reminds me of the Lucky Charm from Miraculous Ladybug (and I can completely visualise it being cute with Astrolotl holding a sparkler or similar). Stored Power is further thematics on magical girls... and I think everything else is fairly expectable, or otherwise mandatory?
Draco Meteor

C'est un dragon.
Acrobatics
Agility
Attract
Baton Pass
Bind
Bounce
Breaking Swipe
Bulldoze
Charm
Cosmic Power
Dazzling Gleam
Defog
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Ember
Encore
Endure
Explosion
Facade
Fire Blast
Fire Lash
Fire Punch
Fire Spin
Flame Charge
Flamethrower
Flare Blitz
Giga Impact
Growl
Heal Bell
Heal Pulse
Healing Wish
Heat Wave
Helping Hand
Hyper Beam
Imprison
Knock Off
Light Screen
Metronome
Mystical Fire
Outrage
Overheat
Protect
Quick Attack
Reflect
Rest
Round
Safeguard
Slam
Sleep Talk
Smokescreen
Snore
Solar Beam
Spikes
Stomping Tantrum
Stored Power
Substitute
Sunny Day
Swift
Taunt
Thunder Wave
Toxic
Trick
Will-O-Wisp
Wish
Work Up
 
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Hey, in case it's any help, I made this spreadsheet listing all of the TM and TR moves with any notes that might be relevant for CAP27! Let me know if you spot any errors, but assuming I didn't mess anything up, it should be a useful resource when you're planning on movesets. (Google Sheets also has a filter option that can help to eliminate banned moves or sort by type as needed!)
You won't be able to edit the linked copy (uh... I hope), but you can save a copy to your own Google Drive or download it and work from there! C:
 

Wulfanator

Clefable's wish came true!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnus
I too will request legality on light screen and reflect, but would also like a legality check on meteor mash, extreme speed, and hone claws.

WIP

Evo: Fire Lash
1: Fire Lash

1: Bullet Punch
1: Quick Attack
1: Teeter Dance
1: Encore
1: Explosion

1: Baby-Doll Eyes
1: Charm
1: Sing
1: Wish
1: Dragon Claw
1: Flare Blitz

1: Meteor Mash
1: Heal Bell
1: Switcheroo
1: Knock Off
1: Taunt

1: Swagger
1: Copycat

Evolution Pattern: Evolution by Shiny Stone. I thought a stone evolution seem most appropriate. I originally thought a moonstone pattern would be most appropriate, but most moonstone BSTs barely exceeded 500. On the otherhand, shiny stone mons had BSTs closer to our 560 (Togekiss and Florges), so I decided to follow that trend instead.
Egg groups: Field, Dragon
Dragon Rush (Flygon, Hydreigon, Flapple, Dragapult)
Defog (Sirfetch'd)
Extreme Speed (Arcanine, Lucario)
Healing Wish (Rapidash-G)
Hone Claws (Linoone, Weavil, Liepard, Excadrill, Heatmor, Thievul, Obstagoon, Perrserker, Duraludon)
Metal Claw (Dugtrio-A, Lucario, Weavil, Excadrill, Perrserker, Duraludon)
Toxic (Quagsire, Skuntank, Salandit)
TM00: Mega Punch
TM03: Fire Punch
TM08: Hyper Beam
TM09: Giga Impact
TM11: Solar Beam
TM13: Fire Spin
TM14: Thunder Wave
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect

TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade

TM40: Swift
TM41: Helping Hand
TM72: Magic Room
TM76: Round
TM81: Bulldoze

TM92: Mystical Fire
TM98: Stomping Tantrum
TM99: Breaking Swipe
TR02: Flamethrower
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes

TR24: Outrage
TR26: Endure
TR27: Sleep Talk

TR29: Baton Pass
TR30: Encore
TR36: Heat Wave
TR37: Taunt
TR43: Overheat
TR47: Dragon Claw
TR55: Flare Blitz

TR62: Dragon Pulse
TM65: Shadow Claw
TR70: Flash Cannon
TR83: Ally Switch
TR85: Work Up
Draco Meteor
There are 68 but i need to alphabetize so this will be up in a bit.
 
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WIP

Evo: Wish

Reasoning TBA.
Egg groups: Dragon, Fairy

Aromatherapy (Hatterene, Alcremie, Indeedee, Tsareena, etc.)
Defog (Noivern)
Explosion (Turtonator)
Toxic (Roserade, Salandit)

Reasoning TBA.
TM03: Fire Punch
TM06: Fly
TM08: Hyper Beam
TM09: Giga Impact
TM11: Solar Beam
TM13: Fire Spin
TM14: Thunder Wave
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect

TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade

TM40: Swift
TM41: Helping Hand
TM52: Bounce
TM65: Shadow Claw
TM76: Round
TM78: Acrobatics
TM81: Bulldoze
TM92: Mystical Fire
TM98: Stomping Tantrum
TM99: Breaking Swipe
TR02: Flamethrower
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes

TR24: Outrage
TR26: Endure
TR27: Sleep Talk

TR29: Baton Pass
TR30: Encore
TR35: Uproar
TR36: Heat Wave
TR37: Taunt
TR38: Trick

TR42: Hyper Voice
TR43: Overheat
TR44: Cosmic Power
TR47: Dragon Claw
TR55: Flare Blitz

TR62: Dragon Pulse
TR82: Stored Power
TR83: Ally Switch
TR92: Dazzling Gleam
Draco Meteor
TBA


This will be fixed later I just don't wanna lose it.
 
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Final Submission

Evo: Heal Bell
1: Splash
1: Ember
1: Follow Me
1: Magic Coat
1: Explosion
1: Flare Blitz

8: Bubble
12: Smokescreen
16: Life Dew
20: Flame Charge
24: Body Slam
28: Dragon Breath
32: Misty Terrain
38: Wish
40: Fire Lash
44: Dragon Claw

48: Scald
52: Fire Blast
56: Knock Off

62: Gravity
68: Inferno

The three things that really stand out with Astrolotl's design to me are its amphibious-ness, its magical nature, and a sort of playfulness evoked by the design. I therefore decided to pick moves that really helped get the amphibian feel, like Scald, Bubble, and Splash, as well as a couple more "tricky" and magical options like Misty Terrain, Follow Me, Magic Coat, and Gravity. Heal Bell as our evolution move is an unorthodox choice, but I think it felt right as an expression of Astro evolving and realizing its magical power. Inferno takes our final level up slot, and I feel it's a fitting way for Astro to reach "full power".
Egg groups: Dragon / Field

Lava Plume (Flareon, Torkoal)
Defog (Sirfetch'd, Noivern, Shiftry)
Toxic (Quagsire, Skuntank, Salazzle)
Healing Wish (Galarian Rapidash)
Heal Pulse (Galarian Rapidash, Lucario,
Burn Up (Arcanine)
Dragon Rush (Flygon, Hydreigon, Flapple, Dragapult)
Dragon Tail (Flygon, Milotic, Kommo-o, Duradulon)

The egg groups here are pretty self-explanatory, Dragon because we're a Dragon-type and Field because it felt like a natural fit for this debatably aquatic but probably mostly land-based mon. A couple of our more niche competitive options were chosen as egg moves, as well as a couple cool flavor options like Heal Pulse and Burn Up.
TM08 Hyper Beam
TM11 Solar Beam
TM13 Fire Spin
TM14 Thunder Wave
TM17 Light Screen
TM18 Reflect
TM19 Safeguard
TM21 Rest
TM24 Snore
TM25 Protect

TM29 Charm
TM31 Attract
TM33 Rain Dance
TM34 Sunny Day
TM38 Will-O-Wisp
TM39 Facade

TM40 Swift
TM41 Helping Hand
TM53 Mud Shot
TM68 Fire Fang
TM72 Magic Room
TM76 Round
TM81 Bulldoze

TM87 Draining Kiss
TM92 Mystical Fire
TM98 Stomping Tantrum
TM99 Breaking Swipe

There's a couple of oddball choices in this group, but we're mainly continuing with the theme of our amphibious magical dragon. Most of these are required moves, but we still found some cool flavor in options like Mud Shot (fits right in with our required ground moves) and Magic Room. I felt the pairing of Rain Dance with Sunny Day really highlights that salamandery quality we have, and Helping Hand feels like a natural extension of our supporty nature.
TR01 Body Slam
TR02 Flamethrower
TR12 Agility
TR14 Metronome
TR15 Fire Blast
TR20 Substitute
TR23 Spikes

TR24 Outrage
TR26 Endure
TR27 Sleep Talk

TR29 Baton Pass
TR30 Encore
TR36 Heat Wave
TR37 Taunt
TR38 Trick

TR43 Overheat
TR47 Dragon Claw
TR55 Flare Blitz

TR62 Dragon Pulse
TR83 Ally Switch
TR84 Scald
TR92 Dazzling Gleam

Nothing too crazy here, mostly just STABs with a little flavor sprinkled in from things like Dazzling Gleam and Ally Switch. I didn't feel like a lot of the TR options felt right, so this section is relatively light.
Draco Meteor
Agility
Ally Switch
Attract
Baton Pass
Body Slam
Breaking Swipe
Bubble
Bulldoze
Burn Up
Charm
Dazzling Gleam
Defog
Draco Meteor

Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rush
Dragon Tail
Draining Kiss
Ember
Encore
Endure
Explosion
Facade
Fire Blast

Fire Fang
Fire Lash
Fire Spin
Flame Charge
Flamethrower
Flare Blitz
Follow Me
Gravity
Heal Bell
Heal Pulse
Healing Wish
Heat Wave
Helping Hand
Hyper Beam
Inferno
Knock Off
Lava Plume
Life Dew
Light Screen
Magic Coat
Magic Room
Metronome
Misty Terrain
Mud Shot
Mystical Fire
Outrage
Overheat
Protect
Rain Dance
Reflect
Rest
Round

Safeguard
Scald
Sleep Talk
Snore

Smokescreen
Solar Beam
Spikes

Splash
Stomping Tantrum
Substitute

Sunny Day
Swift
Taunt
Thunder Wave
Toxic
Trick
Will-O-Wisp
Wish
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Final Submission

1 Mystical Fire
1 Magic Coat
1 Baton Pass
1 Knock Off
1 Pound
1 Tail Whip
1 Ember
Evo Move: Mystical Fire
12 Dragon Breath
15 Encore
19 Flame Wheel
23 Charm
26 Dragon Tail
30 Cosmic Power
34 Heal Bell
38 Fire Lash
43 Wish

48 Dragon Pulse
52 Healing Wish
57 Dragon Rush
62 Flare Blitz

Greetings! Here for the level up movepool? Well lets get down to business. For CAP 27's Heart Scale moves I chose Magic Coat and Baton Pass, as they heavily lean into the Magical Girl design that Quanyails has done while they are also moves that hint to the support role that this CAP was designed for. I also made Knock Off a level 1 move because I do not think Knock Off fits much of anywhere else. Going against the grain, I decided to make Mystical Fire, and not Fire Lash the Evolution move, as Fire Lash has precedent as an evo move in the very similarly designed Salazzle, Mystical Fire is only given as a Level 1 or Evo move when it is placed in the level up movepool, so I decided to honor that here. CAP 27 mastering the ability to blend its fire with its magical powers after evolution is also a nice point to bring here, and is a logical step. Pound and Tail Whip are standard level one moves, with Pound seeming like the attack that is logical out of the three and Tail Whip due to CAP 27's very elongated tail and it being able to dance about with it. Dragon Breath and Flame Wheel are its first STAB attacks it learns after level 1, and both are weak but effective in the early game. Flame Wheel in particular speaks to the flavor of CAP 27 being a Magical Girl with Fire elemental powers, spinning around while cloaked in flames. Should be noted that dragon breath even spreads paralysis, giving further credence to the supportive nature of CAP 27. Speaking of support, it also learns Encore here, as I believe CAP 27 is a performer and would like applause.

Charm highlights CAP 27's more playful nature, and is commonly learnt by Pokemon within its egg group (Fairy) at this level, and Dragon tail is a stronger Dragon STAB that also doubles as a support option, all while being another example of how CAP performs its act. Cosmic Power also leans into the Magical Girl aspect of its design, having mysterious powers and all. Unlike most movepool designers, I decided not to heavily lean into the healing aspect of CAP 27 for flavour, as while CAP 27 has the capacity and the will to help others, CAP 27 strikes me as a fighter and performer first and foremost, and so it never refined its innate healing powers. This also makes sense as a Pokemon who can't use standard recovery moves itself shouldn't have great prowess with healing anyways. That being said, Heal Bell, Wish and Healing Wish are all learnt very close to each other, being separated by STAB attacks within quick succession. The aforementioned STAB attacks are all moves that would logically fit well with CAP 27, using its tail as a flaming whip to hit foes, while harnessing its draconian abilities to use Dragon Pulse and Dragon Rush respectively. To wrap it up, Flare blitz is the capstone move, and not only is it a popular one for physically leaning Fire types, Flare Blitz also perfectly reflects the Fireworks hallmarks that CAP 27 carries within its design.
Egg Groups: Dragon / Fairy

Defog [Noibat]
Explosion [Turtonator]
Life Dew [Milotic, Hattena]
Toxic [Roselia, Salandit]
Twister [Drampa]
Yawn [Swirlix]

Defog is required here and can be waved away as CAP 27 using magic to make weak aerokinesis.

Explosion is required, and is a great callback to its firework roots in its design.

Life Dew is a very flavorful addition and has double meaning here. 1 because of its Magical Girl healing powers, and more importantly, 2 of it being based on the Axolotl, a species of Salamander that lives its entire life in water, water literally being its Life Dew!

Toxic is also required, and as amphibians, the ability to create poison through glands in its skin is not far-fetched, and makes more sense when you consider that in real life, brightly coloured amphibians usually mean they are.... Toxic!

Twister follows a similar fashion as Defog here, but also doubles as a reference to how magical girls commonly transform in anime, by spinning.

Yawn is a move all of the cutesy Pokemon just so happen to get,so i included it here as well also quziel said Yawn go grr
TM03: Fire Punch
TM08: Hyper Beam
TM10: Magical Leaf
TM11: Solar Beam
TM13: Fire Spin
TM14: Thunder Wave
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect

TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade

TM40: Swift
TM41: Helping Hand
TM44: Imprison
TM68: Fire Fang
TM76: Round
TM78: Acrobatics
TM81: Bulldoze
TM92: Mystical Fire
TM98: Stomping Tantrum
TM99: Breaking Swipe

Most of the TMs here are either typing flavour, or required moves. Outliers like Magical Leaf and Imprison are more references to its Magical Girl inspirations, summoning magic and wonder and specifically using powers to trap villains respectively. Notably, Giga Impact was left out, but as you know, as of Generation 7, Giga Impact and hyper Beam are no longer mandated on fully evolved Pokemon, and are now given based more flavor aspects. CAP 27's frail and lithe body in my opinion does not lend itself to crashing into opponents with pure brute force, so I opted to leave Giga Impact out. For those same reasons, I granted CAP 27 the move Acrobatics.
TR02: Flamethrower
TR12: Agility
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes

TR24: Outrage
TR26: Endure
TR27: Sleep Talk

TR29: Baton Pass
TR30: Encore
TR36: Heat Wave
TR37: Taunt
TR38: Trick

TR43: Overheat
TR44: Cosmic Power
TR47: Dragon Claw
TR55: Flare Blitz

TR62: Dragon Pulse
TR82: Stored Power
TR83: Ally Switch
TR85: Work Up
TR92: Dazzling Gleam

Same thing here as TMS. Dazzling Gleam, Stored Power and Ally Switch are more flavor for her magical abilities. Stored Power specifically fits really well, as Magical girls commonly do store their powers until ready to use them to fight or help others.
Draco Meteor

All FE dragons learn the move, and it is does have that magical space vibe i get from CAP 27 anyways.
Acrobatics
Agility
Ally Switch
Attract
Baton Pass
Breaking Swipe
Bulldoze
Charm
Cosmic Power
Dazzling Gleam
Defog
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rush
Dragon Tail
Ember
Encore
Endure
Explosion
Facade
Fire Blast
Fire Fang
Fire Lash
Fire Punch
Fire Spin
Flamethrower
Flame Wheel
Flare Blitz
Heal Bell
Healing Wish
Heat Wave
Helping Hand
Hyper Beam
Imprison
Knock Off
Life Dew
Light Screen
Magic Coat
Magical Leaf
Metronome
Mystical Fire
Overheat
Outrage
Pound
Protect
Reflect
Rest
Round
Safeguard
Sleep Talk
Solar Beam
Spikes
Snore
Stomping Tantrum
Stored Power
Substitute
Sunny Day
Swift
Tail Whip
Taunt
Thunder Wave
Toxic
Trick
Twister
Will-o-Wisp
Wish
Work Up
Yawn
 
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Final Submission

1: Fire Lash
1: Scratch
1: Tail Whip
1: Ember
1: Helping Hand
Evo: Fire Lash
12: Dragon Breath
16: Heal Bell
20: Incinerate
24: Will-O-Wisp
28: Wish
32: Encore
36: Mystical Fire
40: Magic Coat
44: Healing Wish
48: Dragon Claw
52: Explosion
56: Flare Blitz

I decided to base CAP27's Level-up structure on Lucario's (though with not nearly as many Level 1 moves and ending at Level 56 instead of 60 to keep the total down) since I could see CAP27 being a happiness evolution, given the magical girl flavor and possible connection it has to stars and space, which could hint at a happiness evolution at night. Fire Lash is chosen as the evolution move due to the prominence of CAP27's ribbon-like streamers and its large tail. The fireworks theme is supported by Encore, as many who watch a good fireworks show would cheer for an encore, as well as Explosion, since firework shows are literal explosions. Mystical Fire and Will-O-Wisp play into the magical girl theme as the most magical Fire-type moves. Also, the majority of the Pokemon that learn Will-O-Wisp learn it at Level 24. The last 4 moves learned being offensive moves matches Lucario. Wish, Heal Pulse, Heal Bell, and Healing Wish are added to support the magical girl theme and CAP27's general support role. Helping Hand also supports the support role. Magic Coat is the most fitting move with the word magic in it.
Egg Groups: Dragon / Field

Defog: (Noibat, Farfetch'd)
Dragon Tail: (Vibrava, Kommo-o)
Heal Pulse: (Lucario, Ponyta-Galar)
Knock Off: (Farfetch'd-Galar, Grookey)
Poison Tail: (Silicobra, Goodra)
Toxic: (Wooper)

The Field and Dragon egg groups are chosen due to the high number of Dragon-types in the Dragon egg group, as well as other slender Pokemon like Sceptile and Heliolisk, while the Field egg group is chosen due to housing many amphibious and reptilian Pokemon such as Wooper, which is also based an axololt. Defog, Toxic, Knock Off are placed here as it doesn't fit well anywhere else. Poison Tail and Dragon Tail put emphasis on CAP27's large tail. Heal Pulse fits with CAP27's supportive flavor and Psychic-type flavor. 6 was chosen as the number of egg moves since most Gen 8 Pokemon have around 6 or less.
TM01: Mega Punch
TM03: Fire Punch
TM08: Hyper Beam
TM09: Giga Impact
TM11: Solar Beam
TM13: Fire Spin
TM14: Thunder Wave
TM16: Screech
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect
TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade
TM40: Swift
TM41: Helping Hand
TM61: Power Swap
TM65: Shadow Claw
TM72: Magic Room
TM76: Round
TM78: Acrobatics
TM81: Bulldoze
TM92: Mystical Fire
TM93: Eerie Impulse
TM98: Stomping Tantrum
TM99: Breaking Swipe

Mostly standard TMs with some required moves and weak STAB moves.
Some moves I particularly want to address:
- Screens & Safeguard: Represent CAP27's magic power and its goal to protect others
- Power Swap: The Wooper line learn Guard Swap, so this mirrors that since CAP27 has higher offensive stats
- Magic Room: Another fitting move with the word Magic in it like Magic Coat. The other 2 weren't as to no bloat the movepool
- Eerie Impulse: Another move borrowed from the Wooper line and adds another Electric move alongside Thunder Wave
TR01: Body Slam
TR02: Flamethrower
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes
TR24: Outrage
TR26: Endure
TR27: Sleep Talk
TR30: Encore
TR33: Shadow Ball
TR36: Heat Wave
TR37: Taunt
TR38: Trick
TR43: Overheat
TR47: Dragon Claw
TR55: Flare Blitz
TR62: Dragon Pulse
TR83: Ally Switch
TR92: Dazzling Gleam

Mostly standard TMs, with required moves and universal moves. Iron Tail was left out because it provides strong coverage against Terrakion. Shadow Ball mirrors Shadow Claw's inclusion as a TM and the majority of Pokemon that learn Trick also learn Shadow Ball. Trick was picked over Switcheroo due to the more Psychic flavor CAP27 has. Dazzling Gleam adds to the fireworks theme, as firework emit a lot of light.
Draco Meteor

Since CAP27 is a Dragon, it has to learn Draco Meteor
Acrobatics
Ally Switch
Attract
Body Slam
Breaking Swipe
Bulldoze
Charm
Dazzling Gleam
Defog
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Tail
Eerie Impulse
Ember
Encore
Endure
Explosion
Facade
Fire Blast
Fire Lash
Fire Punch
Fire Spin
Flamethrower
Flare Blitz
Giga Impact
Heal Bell
Heal Pulse
Healing Wish
Heat Wave
Helping Hand
Hyper Beam
Incinerate
Knock Off
Light Screen
Magic Coat
Magic Room
Mega Punch
Metronome
Mystical Fire
Outrage
Overheat
Poison Tail
Power Swap
Protect
Reflect
Rest
Round
Safeguard
Scratch
Screech
Shadow Ball
Shadow Claw
Sleep Talk
Snore
Solar Beam
Spikes
Stomping Tantrum
Substitute
Sunny Day
Swift
Tail Whip
Taunt
Thunder Wave
Toxic
Trick
Will-O-Wisp
Wish
 
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MrDollSteak

CAP 1v1 me IRL
is a Community Contributoris an Artist Alumnusis a Forum Moderator Alumnus
Final Submission

Evo: Wish
1 - Heal Bell
1 - Healing Wish
1 - Wish

1 - Pound
1 - Baby-Doll Eyes
1 - Ember
1 - Smokescreen
15 - Dragon Breath
20 - Sweet Kiss
25 - Flame Wheel
30 - Clear Smog
37 - Fire Lash
44 - Dragon Pulse

51 - Cosmic Power
58 - Flare Blitz
65 - Explosion

Firework Flavour!

First and foremost I wanted the level-up movepool to scream Fireworks! I found that the clerical aspect of CAP 27 also synergises with this main motif because many of the cleric moves are centered around the idea of Wishing, which is in turn associated with the night-sky and sometimes Fireworks specifically (hello New Year's). As a way of condensing these two streams into the design, I ultimately chose Wish as the evolution move as I think it has the most Firework flavour. As far as assigning the levels for CAP 27's moves I used Salazzle as a template because of their similar body types and femininity.

Individual Move choices:
  • For the early moves, I decided to settle with a more Specially-oriented theme with Ember and Dragon Breath as the damaging STAB options. Pound is the normal damaging move of choice as it is one used by a lot of Fairy types like Clefairy and lizards like Salandit. I chose Baby Doll Eyes and Smokescreen as the early status moves because of the cute and Fairy flavour of the design, as well as to reference the smoke left by Fireworks.
  • Sweet Kiss is another flavour move associated with magical Fairies and other cute Pokemon.
  • Flame Wheel is a relatively early physical Fire Stab move and is normally found in that rough level range. The wheeling movement also fits well with CAP 27's firework inspiration and gives across a sense of its dynamic nature and movement.
  • Clear Smog is a flavour move that I wanted to incorporate related to the smoke from Fireworks and to somewhat justify Toxic a little bit more.
  • Fire Lash strikes me as a great move for level 37 as that will I imagine be somewhat similar to where it evolves, and is a great spammable STAB move for that point of the game.
  • Dragon Pulse occurs in between as the capstone Dragon move to keep up with the primarily special flavour of the moveset.
  • Cosmic Power is a fitting status move that I wanted to fit into the level up movepool because of its magical flavour, and has the benefit of referring to the night sky motif of the design.
  • Flare Blitz is the 'capstone' Fire move to align with CAP 27's physical lean, and because of its potential firework implications leading nicely to the final level-up move Explosion. I chose Explosion as the final level up move, like other celestial Pokemon like Lunatone and Solrock, because of its high BP and finality regarding a Firework.
  • I chose Heal Bell over Aromatherapy as the level up cleric move because I believe it fits better with the flavour and aesthetic of CAP 27
Egg Groups: Dragon / Human-like

Defog (Conkeldurr, Hawlucha, Noivern)
Fake Out (Gothitelle, Grimmsnarl, Hitmonchan, Hitmonlee, Hitmontop, Mr. Rime, Sableye, Salandit, Scrafty)
Knock Off (Gardevoir, Gallade, Machamp, Sableye)
Toxic (Salandit, Toxicroak, Toxtricity)

Dragon struck me as an obvious choice for Egg Group. I chose Human-like because of CAP 27's similar body shape to both Magmar, Toxicroak and Toxtricity, as well as it being a common one for the "magical girl" side of CAP 27's design with Pokemon such as Gardevoir and Gothitelle. The four egg moves all strike me as ones that CAP 27 wouldn't learn naturally, apart from Knock Off that fits with the idea of its whip ribbons, and as such made sense to me to be learnt from other Pokemon, and are all naturally in one way centered around the concept of playing or fighting dirty.
TM02: Pay Day
TM08: Hyper Beam
TM09: Giga Impact
TM10: Magical Leaf
TM11: Solar Beam
TM13: Fire Spin
TM14: Thunder Wave
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect

TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade

TM40: Swift
TM41: Helping Hand
TM59: Fling
TM60: Power Swap
TM61: Guard Swap
TM65: Shadow Claw
TM76: Round
TM78: Acrobatics
TM81: Bulldoze
TM87: Draining Kiss
TM92: Mystical Fire
TM98: Stomping Tantrum
TM99: Breaking Swipe

I feel like most of the moves on the TM list are pretty self explanatory. A few notable flavour additions are Magical Leaf, Pay Day, Acrobatics, Draining Kiss and then the two Swaps and Rooms.
  • Guard Swap and Power Swap are mystical, Psychic-type moves that are learnt by a range of Human-like Pokemon with psychic flavour. Speed Swap is not as ubiquitous, so I subsequently felt fine omitting it.
  • Magical Leaf is a move that is learn by a few mystical or magical Psychic and Fairy types that have similar flavour to CAP 27. Acrobatics fits its lithe character.
  • Pay Day is a move learnt by a range of mystical, graceful or lucky Pokemon which I think fits with CAP 27's firework flavour.
  • Finally Draining Kiss is learnt by a range of feminine Pokemon with Fairy flavour.
  • I chose Fling because it made me think of how Firecrackers and Fireworks are thrown or launched.
  • Two notable omissions are Fire Fang and Fire Punch. I based this off of the fact that Salazzle learns neither, which I have been using as an influence because of its similar body shape to CAP 27 and feminine wiles. At the end of the day there is no other Biting or Punching flavor on CAP 27 so I think that this was a reasonable decision.
TR02: Flamethrower
TR12: Agility
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes

TR24: Outrage
TR26: Endure
TR27: Sleep Talk

TR29: Baton Pass
TR30: Encore
TR36: Heat Wave
TR37: Taunt
TR38: Trick

TR40: Skill Swap
TR43: Overheat
TR44: Cosmic Power
TR47: Dragon Claw
TR55: Flare Blitz

TR62: Dragon Pulse
TR82: Stored Power
TR84: Scald
TR83: Ally Switch
TR92: Dazzling Gleam

The TRs here are pretty self-explanatory once again in terms of hitting the Fire and Dragon bread and butter moves.
  • Metronome, Skill Swap, Stored Power, Ally Switch, and Dazzling Gleam were specifically selected for the mystical, magical character of CAP 27. Metronome in particular fits with CAP 27's hands, and reads well as the unleashing of its magical girl powers.
  • Agility and Baton Pass were chosen to give across a sense of its gracefulness and complement the previously chosen Acrobatics.
  • Scald is a move that was chosen specifically because of 27 being partially inspired by the Axolotl, an amphibious animal. As far as speaking to any potential Water-flavour, Scald is a move that has precedent on Fire types.
Draco Meteor

As one of the only Tutor moves in the game, and one that is mandatory for Dragon types it is obvious that this would be true for CAP 27 too.
Acrobatics
Agility
Ally Switch
Attract
Baby-Doll Eyes
Baton Pass
Bulldoze
Breaking Swipe
Charm
Clear Smog
Cosmic Power
Dazzling Gleam
Defog
Draco Meteor

Dragon Breath
Dragon Claw
Dragon Pulse
Draining Kiss
Ember
Encore
Endure
Explosion
Facade

Fake Out
Fire Blast
Fire Lash

Fire Spin
Flamethrower
Flame Wheel
Flare Blitz
Fling
Giga Impact
Guard Swap
Heal Bell
Healing Wish

Heat Wave
Helping Hand
Hyper Beam
Knock Off
Light Screen
Magical Leaf
Metronome
Mystical Fire
Outrage
Overheat
Pay Day
Pound
Power Swap
Protect
Reflect
Rest
Round

Safeguard
Scald
Shadow Claw
Skill Swap
Sleep Talk
Smokescreen
Solarbeam
Snore
Spikes
Stomping Tantrum

Stored Power
Substitute
Sunny Day
Sweet Kiss
Swift
Taunt
Thunder Wave
Toxic
Trick
Will-O-Wisp
Wish
 
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Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Final Submission

STAB: Dragon Breath, Dragon Rush, Outrage, Blaze Kick, Heat Wave, Inferno, Lava Plume, Mystical Fire, Overheat
Status: Body Slam, Dragon Breath, Inferno, Lava Plume, Tri Attack
Stat-Down: Baby-Doll Eyes, Breaking Swipe, Charm, Eerie Impulse, Mystical Fire, Scary Face, Smokescreen, Snarl
Field/Permanent Support: Magic Room, Safeguard, Wonder Room

General Flavor Elements:
Elegant Claws: Although the design is elegant and meant to invoke magic and whimsy to a degree, it can't be overlooked that the design has some serious claws on both the arms and legs. The design is more lithe than muscular, but all the same, the ability to do serious damage with physical moves is part of the design I want the movepool to bring out. Dragon-type movepools tend to be fairly aggressive, and that's reflected in having an array of damaging attacks within our legal coverage guidelines.

- Brutal Swing, False Swipe, Scary Face, Snarl, Shadow Claw, and Tail Slap are all physical characteristic moves and / or draconic intimidation sort of moves common on Dragon type Pokemon.

Fantasy and Spectacle: Since the design is inspired by magical girl elements, I thought including moves that had a combination of charm, spectacle and magic to the movepool made sense thematically.
- Agility, Ally Switch, Baby-Doll Eyes, Charm, Draining Kiss, Helping Hand, Inferno, Magic Room, Mystical Fire, Safeguard, Smokescreen, Swift, Tri Attack, and Wonder Room are all "magical/spectacle" sort of moves.

Damage+: Offensive Support is the core of the concept, so I selected a suite of flavor moves that complement the idea of either having a powerful support effect (-2 Atk, SpA, or Spe), or doing damage while replicating an existing competitive effect. (Body Slam/Dragon Breath paralysis, Lava Plume burn, Breaking Swipe Atk Down, etc.)

Misc. Flavor
- Eerie Impulse is there because Wooper/Quagsire, the other Axolotl-based Pokemon also have it and it fits the theme of offensive support.
Level-Up:
1 Fire Lash

1 Inferno
1 Scratch
1 Tail Whip
1 Ember
1 Thunder Wave
Evo: Fire Lash
15 Encore

20 Dragon Breath
25 Lava Plume
32 Defog
39 Dragon Rush
46 Aromatherapy
53 Wish
60 Explosion
67 Healing Wish


There were surprisingly few Gen 8 Pokemon parallel in design to Astrolotl as far as strength, but one that was fairly similar was Centiskorch, whose level-up pattern matches Astrolotl (barring a few L1 moves).

Theme and Level-Up Choices:
The theme of the movepool is to focus on the sight and effects of fireworks and their overall aspect as a spectacle / performance.
  • L1 moves include Fire Lash as it seemed the most appropriate evolution move, along with Inferno and Thunder Wave as spectacles / displays.
  • Scratch, Tail Whip, and Ember seem like the most reasonable basic moves for a Pokemon of this design.
  • Encore matches the feeling people get when seeing both the first fireworks and the end of the show, Dragon Breath is a flashy, and colorful stream of blue flames. Lava Plume spreads fire out in every direction. Defog and Aromatherapy are meant to signify the smoke and smell of fireworks after they go off and hang in the air.
  • The final three moves are the more inspirational part of fireworks, starting with Wish to signify a shooting star, and both Explosion and Healing Wish as a finale to the performance.
  • Dragon Rush felt like an appropriate mid-movepool selection as its depicted as a quick dive, sort of like an anti-directional firework launch.
Evolution Method: Evolves at Level 35. Swablu evolves into Altaria at the same level.
Dragon-types as a general rule tend to evolve by level-up at higher levels.
Egg Group: Dragon / Field
The same Egg Groups as Scrafty, which is kind of like the punk version of this semi-clothed design.

Baby-Doll Eyes (Ninetales, Obstagoon)
Incinerate (Salandit, Turtonator)
Knock Off (Obstagoon, Thievul, Scrafty)
Smokescreen (Torkoal)
Toxic (Salandit, Skuntank, Quagsire)

Gen 8 Pokemon can have between 3-7 Egg Moves, and I felt like these best represented the kind of mix Egg Moves tend to have, which is a few competitive and a few flavor options. Knock Off and Toxic are required. I felt Baby-Doll Eyes best represented the eye sparkle you get from a spectacle, Incinerate describes what happens as a firework burns up, and Smokescreen alludes to the smoke that lingers after a fireworks display.
TM08: Hyper Beam
TM09: Giga Impact
TM11: Solar Beam
TM13: Fire Spin
TM14: Thunder Wave
TM19: Safeguard
TM20: Self-Destruct
TM21: Rest
TM24: Snore
TM25: Protect

TM26: Scary Face
TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade

TM40: Swift
TM41: Helping Hand
TM59: Fling
TM65: Shadow Claw
TM71: Wonder Room
TM72: Magic Room
TM76: Round
TM81: Bulldoze

TM84: Tail Slap
TM85: Snarl
TM87: Draining Kiss
TM92: Mystical Fire
TM93: Eerie Impulse
TM94: False Swipe
TM97: Brutal Swing
TM98: Stomping Tantrum
TM99: Breaking Swipe

Many of these moves are type-implied, with my primary deviations being to support the general concept of debuffs that align with the idea of offensive support. For physical skills I focused a lot more on Tail moves and Claw moves. While I think Astrolotl could punch, its entire design screams of an agile Pokemon that can get in close and go in for a swipe. Eerie Impulse is shared with Wooper, the other Axolotl inspired Pokemon, and makes sense when paired with Mystical Fire and Snarl which damage while lowering Special Attack. Charm, Draining Kiss, Mystical Fire Safeguard and the Rooms all link back to the magical / spectacle flavor of the movepool. Self-Destruct is Explosion, but smaller.
TR01: Body Slam
TR02: Flamethrower
TR12: Agility
TR13: Focus Energy
TR14: Metronome
TR15: Fire Blast
TR19: Tri Attack
TR20: Substitute
TR23: Spikes

TR24: Outrage
TR26: Endure
TR27: Sleep Talk

TR30: Encore
TR36: Heat Wave
TR37: Taunt
TR38: Trick

TR41: Blaze Kick
TR43: Overheat
TR47: Dragon Claw
TR55: Flare Blitz

TR62: Dragon Pulse
TR83: Ally Switch

TRs are similar to TMs, but I really wanted to focus on spectacles and feats. Body Slam and Blaze Kick are great physical spectacles, while Tri Attack and Ally Switch are more magical. Focus Energy preps Astrolotl for a performance, and Agility made sense for a Pokemon performing such dazzling feats. What will Metronome perform? It's a surprise!
Draco Meteor

dragons be here
Agility
Ally Switch
Aromatherapy
Attract
Baby-Doll Eyes
Blaze Kick
Body Slam
Breaking Swipe
Brutal Swing
Bulldoze
Charm
Defog
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rush
Draining Kiss
Eerie Impulse
Ember
Encore
Endure
Explosion
Facade
False Swipe
Fire Blast
Fire Lash
Fire Spin
Flamethrower
Flare Blitz
Fling
Focus Energy
Giga Impact
Healing Wish
Heat Wave
Helping Hand
Hyper Beam
Incinerate
Inferno
Knock Off
Lava Plume
Magic Room
Metronome
Mystical Fire
Outrage
Overheat
Protect
Rest
Round
Safeguard
Scary Face
Scratch
Self-Destruct
Shadow Claw
Sleep Talk
Smokescreen
Snarl
Snore
Solar Beam
Spikes
Stomping Tantrum
Substitute
Sunny Day
Swift
Tail Slap
Tail Whip
Taunt
Thunder Wave
Toxic
Tri Attack
Trick
Will-O-Wisp
Wish
Wonder Room
 
Last edited:

Zephyri

put on your headphones and burn my city
is a Top Artistis a Forum Moderator
Final Submission

Evo: Fire Lash
1 Dazzling Gleam
1 Ember
1 Scratch
1 Baby-Doll Eyes
4 Teeter Dance
7 Charm
7 Encore
9 Flamethrower
12 Will-O-Wisp
16 Fire Spin
18 Knock Off
19 Healing Wish

19 Mystical Fire
25 Dragon Claw
27 Clear Smog
29 Wish
32 Dragon Rush
33 Smokescreen
35 Dragon Breath
42 Dragon Tail
45 Fire Blast
50 Flare Blitz
52 Heal Bell

52 Flatter
58 Outrage
68 Draco Meteor

I wanted to have this movepool to really focus of the dancer inspiration of the pokemon, which I don't think other movepools have done too much. The dancer inspiration is seen through moves like Flatter, Healing Wish, Teeter Dance, Fire Spin, Encore and Dazzling Gleam. Another thing I wanted to do was make sure the movepool remained mixed and had a few good utility options. Firework flavor is also something I think I incorporated quite well, through moves like Smokescreen, Clear Smog, Mystical Fire, and Fire Blast

Evolution Method: Like many others on this thread, I believe this mon should evolve through a stone.. and my stone of choice is the Dawn Stone, due to its lack of distribution and flavor-fit with this pokemon. Friendship is also something I'd want for the pokemon's evolution method.. so why not combine the two? My suggestion for the evolution method is for it to evolve with a Dawn Stone at a sufficiently high friendship level.

In regards to the specific move choices, I wanted the early mon to have moves that would support it as a specially-oriented mixed attacker,that gets more physical moves as it reaches higher levels. Hence I gave it Dragon Breath, Dazzling Gleam, Mystical Fire and Flamethrower: all fairly good moves for the early-game, (all of these moves are before level 20, by the way), and then gave it moves like Knock Off, Dragon Claw, and Flare Blitz.
Egg Groups: Dragon, Water 1
Dragon Breath (Flygon, Haxorus, Flapple)
Defog (Noivern, Mantine)
Toxic (Toxicroak)
Roar (Drapion, Gyarados)
Sing (Lapras)

Unlike a lot of the other submissions, I put Astrolotl the Water 1 egg group (which pokemon that are not actually water types but may be based on water-dwelling animals go to). Since Astrolotl is based on an Axolotl, I thought it'd be a perfect fit! Coming to the moves themselves, I tried to use moves that were fairly weak and could be learnt by whatever we get as a prevo. I tried to use parent pokemon with a similar body shape and personality as Astrolotl, hopefully it worked!
TM01: Mega Kick
TM06: Fly
TM08: Hyper Beam
TM09: Giga Impact
TM11: Solar Beam
TM13: Fire Spin
TM14: Thunder Wave
TM16: Screech
TM17: Light Screen
TM18: Reflect
TM23: Thief
TM31: Attract
TM33: Rain Dance
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade
TM41: Helping Hand
TM52: Bounce
TM68: Fire Fang
TM72: Magic Room
TM78: Acrobatics
TM81: Bulldoze
TM87: Draining Kiss
TM92: Mystical Fire
TM98: Stomping Tantrum
TM99 Breaking Swipe

Specific Move choices:
- Acrobatics, Bounce, Draining Kiss, Attract and Rain Dance are for dancer/pixie flavor
- Thief is here because I could imagine it to pickpocketing someone out of mischief
- Helping Hand and Magic Room are both in relation to choreography and group dances
TR01: Body Slam
TR02: Flamethrower
TR15: Fire Blast
TR20: Substitute
TR23: Spikes
TR24: Outrage
TR29: Baton Pass
TR30: Encore
TR35: Uproar
TR36: Heat Wave
TR37: Taunt
TR38: Trick

TR40: Skill Swap
TR47: Dragon Claw
TR54: Toxic Spikes
TR62: Dragon Pulse
TR92: Dazzling Gleam

-Uproar and Baton Pass are dancer flavor, as after a good performance, the crowd causes an "uproar". Baton Pass is in relation to choreography, as many a times dancers must switch roles in a performance.
-Toxic Spikes are here because the mon has Spikes, so why not give it the other variant?
- Skill Swap is in relation to how a dancer can perform a plethora of roles
Draco Meteor
Total No. of Moves, 74
Alphabetized list:
Acrobatics
Attract
Baby-Doll Eyes
Baton Pass
Bounce
Breaking Swipe
Bulldoze
Charm
Clear Smog
Dazzling Gleam
Dazzling Gleam
Draco Meteor
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Claw
Dragon Pulse
Dragon Rush
Dragon Tail
Draining Kiss
Ember
Encore
Encore
Facade
Fire Blast
Fire Blast
Fire Fang
Fire Lash
Fire Spin
Fire Spin
Flamethrower
Flamethrower
Flare Blitz
Flatter
Fly
Giga Impact
Heal Bell
Healing Wish
Heat Wave
Helping Hand
Hyper Beam
Knock Off
Light Screen
Magic Room
Mega Kick
Mystical Fire
Mystical Fire
Outrage
Outrage
Rain Dance
Reflect
Scratch
Screech
Skill Swap
Smokescreen
Solar Beam
Spikes
Stomping Tantrum
Substitute
Sunny Day
Taunt
Teeter Dance
Thief
Thunder Wave
Toxic Spikes
Trick
Uproar
Will-O-Wisp
Will-O-Wisp
Wish
 
Last edited:

Zephyri

put on your headphones and burn my city
is a Top Artistis a Forum Moderator
WIP

Evo: Wish
1 - Heal Bell
1 - Healing Wish
1 - Wish

1 - Pound
1 - Baby-Doll Eyes
1 - Ember
1 - Smokescreen
15 - Dragon Breath
20 - Lovely Kiss
25 - Flame Burst
30 - Clear Smog
37 - Fire Lash
44 - Dragon Pulse

51 - Cosmic Power
58 - Flare Blitz
65 - Explosion

Firework Flavour!

First and foremost I wanted the level-up movepool to scream Fireworks! I found that the clerical aspect of CAP 27 also synergises with this main motif because many of the cleric moves are centered around the idea of Wishing, which is in turn associated with the night-sky and sometimes Fireworks specifically (hello New Year's). As a way of condensing these two streams into the design, I ultimately chose Wish as the evolution move as I think it has the most Firework flavour. As far as assigning the levels for CAP 27's moves I used Salazzle as a template because of their similar body types and femininity, however if you do read later, I have prepared an alternate spread that can suit for a potential Stone evolution from the pre-evo if we choose to go that route. I do also outline my preferred choice of stone!

Individual Move choices:
  • For the early moves, I decided to settle with a more Specially-oriented theme with Ember and Dragon Breath as the damaging STAB options. Pound is the normal damaging move of choice as it is one used by a lot of Fairy types like Clefairy and Lizards like Salandit. I chose Baby Doll Eyes and Smokescreen as the early status moves because of the cute and Fairy flavour of the design, as well as the smoke left by Fireworks.
  • Lovely Kiss is another flavour move associated with magical Fairies and other cute Pokemon.
  • Clear Smog is a flavour move that I wanted to incorporate related to the smoke from Fireworks and to somewhat justify Toxic a little bit more.
  • Flame Burst is the middle tier fire move of choice because of the firework flavour and to keep up with the more Specially oriented early flavour.
  • Fire Lash strikes me as a great move for level 37 as that will I imagine be somewhat similar to where it evolves, and is a great spammable STAB move for that point of the game.
  • Dragon Pulse occurs in between as the capstone Dragon move to keep up with the primarily special flavour of the moveset.
  • Cosmic Power is a fitting status move that I wanted to fit into the level up movepool because of its magical flavour, and has the benefit of referring to the night sky motif of the design.
  • Flare Blitz is the 'capstone' Fire move to align with CAP 27's physical lean, and because of its potential firework implications leading nicely to the final level-up move Explosion. I chose Explosion as the final level up move, like other celestial Pokemon like Lunatone and Solrock, because of its high BP and finality regarding a Firework. I chose Heal Bell over Aromatherapy as the level up cleric move because I believe it fits better with the flavour and aesthetic of CAP 27

Dawn of an alternate evolution?
Like others, I do ultimately imagine CAP 27 evolving from a stone, although, I personally prefer the Dawn Stone as the evolution stone of choice, because of its association with the idea of "Awakening" (Japanese name) and its relationship to Gender which I think is more fitting for the "magical girl" aspect of the design. I personally see CAP 27 as 100% female, though I don't necessarily think this needs to be extended to its pre-evolution, and as such the evolution method of Dawn Stone on a female CAP 27 pre-evolution strikes me as fitting. If we do decide to go the route however, the level up spread that I designed would need to be shuffled and as such I have also prepared the following. A level 1 CAP 27 in the wild would have the last four moves, namely Pound, Baby-Doll Eyes, Ember and Smokescreen.

Evo: Wish
1 - Heal Bell
1 - Healing Wish
1 - Wish

1 - Dragon Breath
1 - Lovely Kiss
1 - Flame Burst
1 - Clear Smog
1 - Fire Lash
1 - Dragon Pulse

1 - Cosmic Power
1 - Flare Blitz
1 - Explosion

1 - Pound
1 - Baby-Doll Eyes
1 - Ember
1 - Smokescreen
Egg Groups: Dragon / Human-like

Defog (Conkeldurr, Hawlucha, Noivern)
Fake Out (Gothitelle, Grimmsnarl, Hitmonchan, Hitmonlee, Hitmontop, Mr. Rime, Sableye, Salandit, Scrafty)
Knock Off (Gardevoir, Gallade, Machamp, Sableye)
Toxic (Salandit, Toxicroak, Toxtricity)

Dragon struck me as an obvious choice for Egg Group. I chose Human-like because of CAP 27's similar body shape to both Magmar, Toxicroak and Toxtricity, as well as it being a common one for the "magical girl" side of CAP 27's design with Pokemon such as Gardevoir and Gothitelle. The four egg moves all strike me as ones that CAP 27 wouldn't learn naturally, apart from Knock Off that fits with the idea of its whip ribbons, and as such made sense to me to be learnt from other Pokemon, and are all naturally in one way centered around the concept of playing or fighting dirty.
TM02: Pay Day
TM08: Hyper Beam
TM09: Giga Impact
TM10: Magical Leaf *
TM11: Solar Beam
TM13: Fire Spin
TM14: Thunder Wave
TM17: Light Screen *
TM18: Reflect *
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect

TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade

TM40: Swift
TM41: Helping Hand
TM59: Fling
TM60: Power Swap
TM61: Guard Swap
TM65: Shadow Claw
TM71: Magic Room
TM72: Wonder Room
TM76: Round
TM78: Acrobatics
TM81: Bulldoze
TM87: Draining Kiss
TM92: Mystical Fire
TM98: Stomping Tantrum
TM99: Breaking Swipe

I feel like most of the moves on the TM list are pretty self explanatory. A few notable flavour additions are Magical Leaf, Pay Day, Acrobatics, Draining Kiss and then the two Swaps and Rooms.
  • Guard Swap, Power Swap, Magic Room and Wonder Room are all mystical, Psychic-type moves that are learnt by a range of Human-like Pokemon with psychic flavour. Speed Swap and Trick Room are not as ubiquitous, so I subsequently felt fine omitting them.
  • Magical Leaf is a move that is learn by a few mystical or magical Psychic and Fairy types that have similar flavour to CAP 27. Acrobatics fits its lithe character.
  • Pay Day is a move learnt by a range of mystical, graceful or lucky Pokemon which I think fits with CAP 27's firework flavour.
  • Finally Draining Kiss is learnt by a range of feminine Pokemon with Fairy flavour.
  • I chose Fling because it made me think of how Firecrackers and Fireworks are thrown or launched.
  • Two notable omissions are Fire Fang and Fire Punch. I based this off of the fact that Salazzle learns neither, which I have been using as an influence because of its similar body shape to CAP 27 and feminine wiles. At the end of the day there is no other Biting or Punching flavor on CAP 27 so I think that this was a reasonable decision.
TR02: Flamethrower
TR12: Agility*
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes

TR24: Outrage
TR26: Endure
TR27: Sleep Talk

TR29: Baton Pass
TR30: Encore
TR36: Heat Wave
TR37: Taunt
TR38: Trick

TR40: Skill Swap
TR43: Overheat
TR44: Cosmic Power
TR47: Dragon Claw
TR55: Flare Blitz

TR62: Dragon Pulse
TR82: Stored Power
TR84: Scald*
TR83: Ally Switch
TR92: Dazzling Gleam

The TRs here are pretty self-explanatory once again in terms of hitting the Fire and Dragon bread and butter moves.
  • Metronome, Skill Swap, Stored Power, Ally Switch, and Dazzling Gleam were specifically selected for the mystical, magical character of CAP 27. Metronome in particular fits with CAP 27's hands, and reads well as the unleashing of its magical girl powers.
  • Agility and Baton Pass were chosen to give across a sense of its gracefulness and complement the previously chosen Acrobatics.
  • Scald is a move that was chosen specifically because of 27 being partially inspired by the Axolotl, an amphibious animal. As far as speaking to any potential Water-flavour, Scald is a move that has precedent on Fire types.
Draco Meteor

As one of the only Tutor moves in the game, and one that is mandatory for Dragon types it is obvious that this would be true for CAP 27 too.
Acrobatics
Agility*
Ally Switch
Attract
Baby-Doll Eyes
Baton Pass
Bulldoze
Breaking Swipe
Charm
Clear Smog*
Cosmic Power
Dazzling Gleam
Defog
Draco Meteor

Dragon Breath
Dragon Claw
Dragon Pulse
Draining Kiss
Ember
Encore
Endure
Explosion
Facade

Fake Out
Fire Blast
Fire Lash

Fire Spin
Flame Burst
Flamethrower
Flare Blitz
Fling
Giga Impact
Guard Swap
Heal Bell
Healing Wish

Heat Wave
Helping Hand
Hyper Beam
Knock Off
Light Screen*
Lovely Kiss
Magic Room
Magical Leaf*
Metronome
Mystical Fire
Outrage
Overheat
Pay Day
Pound
Power Swap
Protect
Reflect*
Rest
Round

Safeguard
Scald
Shadow Claw
Skill Swap
Sleep Talk
Smokescreen
Solarbeam
Snore
Spikes
Stomping Tantrum

Stored Power
Substitute
Sunny Day
Swift
Taunt
Thunder Wave
Toxic
Trick
Will-O-Wisp
Wish

Wonder Room

I'd like Legality checks on Reflect, Light Screen, Agility, Clear Smog, Scald and Magical Leaf thank you!
Flame Burst doesn't exist anymore, as far as I'm aware. Maybe you should check that?
 

LucarioOfLegends

Master Procraster
is a CAP Contributor
Time for some legality checks.

Breaking Swipe: Legal. Generally too weak for the attack drop to matter. If this mon had Technician I'd be more careful but 40 BP is just too low.

Agility: Legal. I don't think this move will be a problem as it only really lets us outspeed a few more things than we already do (Syclant, Dragapult, Stratagem, Zeraora), and since we still lack attack power its not allowing us to break through our counters.

Light Screen, Reflect: Legal. Overall its an option technically but I left it neutral in movesets because I highly doubt we are comparable as a Screens setter to Grimmsnarl, who is extremely efficient at it. It is possible? we may have a niche but I really don't seeing it being an extremely competitive option.

Meteor Mash: Illegal. Steel-type coverage I realize is something that slipped by and Meteor Mash is absolutely the most problematic one of them all, as it allows us to get past Clefable, among other like Tyranitar and Terrakion, pretty reliably in one slot, as well as giving an attack boost.

While we are on topic, I would also like to say that physical Steel-type coverage above 60 BP is also illegal. Iron Tail and Iron Head have similar problems and are still totally competitively usable options, and I would rather not take my chances with Steel Wing unless proven otherwise.

Hone Claws: Legal. Hone Claws is simply not strong enough as a setup move to be anything more than a gimmick, and I don't think we have the tools anyways to properly utilize it.

Extreme Speed: Illegal: Extreme Speed doesn't technically impact anything specifically, but it does make checks that rely on outspeeding, like Choice Scarf Hydreigon, much more problematic. Its competitive impact was lower than whats usually called for, but people are worried about it regardless so I would rather just bite the bullet here.

Magic Coat: Legal. Its generally not as great as Taunt is, so its inferior to its power level.

Scald: ...Legal? Not 100% sure. Its technically outdamaged by Draco Meteor for the matchups its worth (Tyranitar and Hippowdown) so I think it is fine? I'll probably have another look at this a bit later since I am a bit concerned about it consistentcy wise and the burns, but for now it remains, though on thin ice.

Clear Smog: Legal. Its far too weak to be considered actual coverage unless you are running it for like...Whimsicott? Its stat reset effect is also fine, not too much really cares about that.

Magical Leaf: Legal. Once again far too weak unless you are facing a Seismitoad, which this is kinda a heavy investment if you are running it to just kill the toad.

Still debating on Outrage and -2 Moves (most particularly Screech and Fake Tears), but this are the verdicts for all the others.
 
WIP

L1: Aromatherapy, Knock Off, Fire Lash, Life Dew, Scratch, Ember, Growl, Baby-Doll Eyes
Evo.: Aromatherapy
L16: Dragon Breath
L20: Flame Charge
L24: Will-O-Wisp
L28: Sunny Day
L36: Mystical Fire
L40: Wish
L44: Toxic
L48: Flamethrower
L56: Healing Wish
L60: Flare Blitz
L64: Explosion
Egg Groups: Dragon & Fairy
Gender Ratio: 12.5% Male, 87.5% Female

Defog (Noivern) [Chain Breed]
Dragon Rush (Flygon, Hydreigon, Flapple, Dragapult)
Dragon Tail (Flygon, Milotic, Kommo-o, Duraludon)
Moonblast (Clefable, Whimsicott, Aromatisse)
Tearful Look (Goodra)

Since it's a Dragon-type, the Dragon Egg Group just made obvious sense for it to be in it.
I chose the Fairy egg group due to its design and "cutesy" nature, which explains why I gave it Tearful Look.
TM00: Mega Punch
TM01: Mega Kick
TM03: Fire Punch
TM08: Hyper Beam
TM09: Giga Impact
TM11: Solar Beam
TM14: Thunder Wave

TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect

TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade

TM44: Imprison
TM48: Rock Tomb
TM59: Fling
TM63: Drain Punch
TM65: Shadow Claw
TM72: Magic Room
TM76: Round
TM81: Bulldoze

TM87: Draining Kiss
TM92: Mystical Fire
TM97: Brutal Swing
TM98: Stomping Tantrum
TM99: Breaking Swipe
TR02: Flamethrower
TR12: Agility
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes

TR24: Outrage
TR26: Endure
TR27: Sleep Talk
TR30: Encore

TR32: Crunch
TR36: Heat Wave
TR37: Taunt
TR38: Trick

TR43: Overheat
TR44: Cosmic Power
TR47: Dragon Claw
TR55: Flare Blitz

TR62: Dragon Pulse
TR83: Ally Switch
TR92: Dazzling Gleam
TR95: Throat Chop
Draco Meteor
Agility
Ally Switch
Aromatherapy
Attract
Baby-Doll Eyes
Breaking Swipe
Brutal Swing
Bulldoze
Charm
Cosmic Power
Crunch
Dazzling Gleam
Defog
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rush
Dragon Tail
Draining Kiss
Drain Punch
Ember
Encore
Endure
Explosion
Facade
Fire Blast
Fire Lash
Fire Punch
Flame Charge
Flamethrower
Flare Blitz
Fling
Giga Impact
Growl
Healing Wish
Heat Wave
Hyper Beam
Imprison
Knock Off
Life Dew
Light Screen
Magic Room
Mega Kick
Mega Punch
Metronome
Moonblast
Mystical Fire
Outrage
Overheat
Protect
Reflect
Rest
Rock Tomb
Safeguard
Scratch
Shadow Claw
Sleep Talk
Snore
Solar Beam
Stomping Tantrum
Sunny Day
Taunt
Tearful Look
Throat Chop
Thunder Wave
Toxic
Trick
Will-O-Wisp
Wish
 
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
LucarioOfLegends wanted to provide some feedback.

Not really comfortable with Scald because Draco Meteor doesn't actually outdamage it over two turns against SE targets. 160 + 160 = 320, 195 + 97.5 = 292.5. Scald also has 100% accuracy and a 30% burn chance. I don't think it's healthy considering the winning spread outspeeds Terrakion, and Scald is itself one of the most notorious "throw out for free" moves in the game.

Although it's more difficult to say this in CAP because Malaconda and Jumbao can provide Sun support, I consider Magical Leaf to be a stronger version of Solar Beam because it doesn't need to be used on an item-dedicated (or team-dedicated with sun support) lure set. It can do immediate damage, severely cut into Seismitoad, and seems like a temptation we shouldn't put onto a movepool. I don't think it matters either way, just an opinion.

Outrage is similar to Flare Blitz in that it's a move you use to hit the right offensive numbers. Its effect might not match the concept, but since Outrage is learned by every single Dragon (even Vibrava) except, oddly, Eternatus (and Applin, but...), I don't think it would be detrimental. Outrage only gets used if it's going to maul everything in front of it (which it won't with a 108 Attack stat), or if the mon doesn't have a less commital option (like Dracovish since it doesn't learn Dragon Claw).

I don't think -2 moves have ever proven to be too powerful for a set. They can't be used to sweep effectively, are switched out of often, and seem relatively pro-concept insofar as they linger around if you switch and your opponent doesn't.
 
Last edited:

G-Luke

Sugar, Spice and One For All
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LucarioOfLegends wanted to provide some feedback.

Not really comfortable with Scald because Draco Meteor doesn't actually outdamage it over two turns against SE targets. 160 + 160 = 320, 195 + 97.5 = 292.5. Scald also has 100% accuracy and a 30% burn chance. I don't think it's healthy considering the winning spread outspeeds Terrakion, and Scald is itself one of the most notorious "throw out for free: moves in the game.
Draco Meteor 2HKOes Terrakion and Hippowdon (Fire Blast deals with Hippo too) regardless on special sets, and on physical sets Scald seems like it would be a trade over for Will O Wisp, trading guaranteed burn for guaranteed chip, as uninvested Scald coming off of a negative nature SpA isn't doing much damage. Its not like the Thunder Wave versus Nuzzle issue, here there are inherit pros and cons to using Scald over Will o Wisp, and I do not think the pros vastly outweigh the cons to such a degree here. In fact, Will O Wisp (or Toxic) is mathematically superior versus Hippowdon and Tyranitar on the standard support sets, as the guaranteed crippling of these switchins (outside of a rare miss) is much more valued on gambling that Scald gets a burn as it deals minscule damage that can be healed off easily on Hippowdon's case, or a simple Wish Pass from the ubiquitous Clefable in Tyranitar's case.

0- SpA Turtonator Scald vs. 252 HP / 4 SpD Hippowdon: 126-150 (30 - 35.7%) -- guaranteed 4HKO after Leftovers recovery
0- SpA Turtonator Scald vs. 100 HP / 0 SpD Tyranitar in Sand: 66-78 (18 - 21.3%) -- possible 7HKO after Leftovers recovery

Indeed the only match in switch that Scald actually changes the matchup is the specific Special CAP 27 (objectively inferior set) versus Tyranitar, in which Scald outdamages DM after repeated usage. it goes without saying that a CAP 27 should not be staying in on Tyranitar regardless, and the fact that Draco Meteor initially outdamages Scald still makes the matchup play out largely the same as CAP 27 would switch out after the initial hit, sans the chance to burn (should remember special sets can also easily fit in Will O Wisp, further evening out the matchup with Tyrantiar versus Scald).

252 SpA Life Orb Turtonator Draco Meteor vs. 100 HP / 0 SpD Tyranitar in Sand: 146-173 (39.8 - 47.2%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Turtonator Scald vs. 100 HP / 0 SpD Tyranitar in Sand: 120-143 (32.7 - 39%) -- 8.4% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Turtonator Draco Meteor over 3 turns vs. 100 HP / 0 SpD Tyranitar in Sand: 268-318 (73.2 - 86.8%) -- not a KO

Basically saying Scald only seriously impacts our matchup with one mediocre mon on one mediocre set, so I believe it it should get the pass.
 
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G-Luke

Sugar, Spice and One For All
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WIP

Need legality check on Ice-type coverage moves
I gave it Ice-type moves because of its lore and design inspiration to magic, I felt that it being able to summon and use ice powers just made sense thematically (and that it badly needed coverage options LOL).

L1: Aromatherapy, Knock Off, Fire Lash, Life Dew, Scratch, Ember, Growl, Baby-Doll Eyes
Evo.: Aromatherapy
L16: Dragon Breath
L20: Flame Charge
L24: Will-O-Wisp
L28: Sunny Day
L36: Mystical Fire
L40: Wish
L44: Toxic
L48: Flamethrower
L56: Healing Wish
L60: Flare Blitz
L64: Explosion
Egg Groups: Dragon & Fairy
Gender Ratio: 12.5% Male, 87.5% Female

Defog (Noivern) [Chain Breed]
Dragon Rush (Flygon, Hydreigon, Flapple, Dragapult)
Dragon Tail (Flygon, Milotic, Kommo-o, Duraludon)
Icicle Crash (Glalie, Froslass) [Chain Breed]
Ice Shard (Glalie, Froslass)
Tearful Look (Goodra)

Since it's a Dragon-type, the Dragon Egg Group just made obvious sense for it to be in it.
I chose the Fairy egg group due to its design and "cutesy" nature, which explains why I gave it Tearful Look.
TM00: Mega Punch
TM01: Mega Kick
TM03: Fire Punch
TM04: Ice Punch
TM08: Hyper Beam
TM09: Giga Impact
TM11: Solar Beam
TM14: Thunder Wave

TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect

TM27: Icy Wind
TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-O-Wisp
TM39: Facade

TM44: Imprison
TM48: Rock Tomb
TM59: Fling
TM63: Drain Punch
TM65: Shadow Claw
TM72: Magic Room
TM76: Round
TM81: Bulldoze

TM87: Draining Kiss
TM92: Mystical Fire
TM97: Brutal Swing
TM98: Stomping Tantrum
TM99: Breaking Swipe
TR02: Flamethrower
TR05: Ice Beam
TR06: Blizzard
TR12: Agility
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes

TR24: Outrage
TR26: Endure
TR27: Sleep Talk
TR30: Encore

TR32: Crunch
TR36: Heat Wave
TR37: Taunt
TR38: Trick

TR43: Overheat
TR44: Cosmic Power
TR47: Dragon Claw
TR55: Flare Blitz

TR62: Dragon Pulse
TR83: Ally Switch
TR92: Dazzling Gleam
TR95: Throat Chop
Draco Meteor
Agility
Ally Switch
Aromatherapy
Attract
Baby-Doll Eyes
Blizzard
Breaking Swipe
Brutal Swing
Bulldoze
Charm
Cosmic Power
Crunch
Dazzling Gleam
Defog
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rush
Dragon Tail
Draining Kiss
Drain Punch
Ember
Encore
Endure
Explosion
Facade
Fire Blast
Fire Lash
Fire Punch
Flame Charge
Flamethrower
Flare Blitz
Fling
Giga Impact
Growl
Healing Wish
Heat Wave
Hyper Beam
Ice Beam
Ice Punch
Ice Shard
Icicle Crash
Icy Wind
Imprison
Knock Off
Life Dew
Light Screen
Magic Room
Mega Kick
Mega Punch
Metronome
Mystical Fire
Outrage
Overheat
Protect
Reflect
Rest
Rock Tomb
Safeguard
Scratch
Shadow Claw
Sleep Talk
Snore
Solar Beam
Stomping Tantrum
Sunny Day
Taunt
Tearful Look
Throat Chop
Thunder Wave
Toxic
Trick
Will-O-Wisp
Wish
Show me a FIRE type that can learn all of the ICE type moves you have listed here without itself being Ice type and you will have my full backing and support. Until you can, get these Ice type moves FAR away from this Fire typed CAP please!
 
WIP

Aside from the moves already mentioned, I'll need legality checks on the water coverage. Hydro Pump 2hkos Terrakion and Hippowdown, but Draco Meteor does too, so it should be ok? Against Tyranitar Hydro Pump only does about 4% more damage than Draco and still has worse accuracy, and then CAP 27 is pretty much forced to switch so it doesn't really affect the matchup that much.

Edit: I messed up on my calcs. Turns out Draco does not actually 2hko Hippo while Pump does, so I'm taking Hydro Pump and Muddy Water off the list.

Evo: Mystical Fire
1 Mystical Fire
1 Scratch
1 Ember
1 Fake Out
1 Trick
1 Bubblebeam
4 Twister
9 Attract
14 Flame Wheel
18 Wish
20 Dragon Breath
23 Encore
26 Will-o-Wisp
31 Flamethrower
34 Swift
38 Dragon Pulse
41 Fire Lash
43 Healing Wish
47 Aromatherapy
51 Dazzling Gleam*
55 Burn Up

Evolution Method: Friendship. More reasoning to come later.
Egg Groups: Dragon/Water 1
Explosion(Turtonator)
Knock Off(Ludicolo, Crawdaunt)
Defog(Noivern, Cramorant)[Requires Chain Breeding]
Toxic(Quagsire, Toxapex, Salandit, Pyukumuku)
BubbleBeam(Blastoise, Corsola, Octillery, etc.)

Dragon is an obvious choice here, but for the other egg group I decided to go with Water 1. CAP 27's design is based on an axolotl so I thought that it would make sense to be in Water 1 with the other amphibian-based mons.
TM03 Fire Punch
TM08 Hyper Beam
TM09 Giga Impact
TM10 Magical Leaf
TM11 Solar Beam
TM13 Fire Spin
TM14 Thunder Wave
TM17 Reflect
TM18 Light Screen
TM19 Safeguard
TM20 Self-Destruct
TM21 Rest
TM24 Snore
TM25 Protect
TM29 Charm
TM31 Attract
TM33 Rain Dance
TM34 Sunny Day
TM38 Will-o-Wisp
TM39 Facade
TM40 Swift
TM41 Helping Hand
TM45 Dive
TM46 Weather Ball
TM55 Brine
TM76 Round
TM77 Hex
TM78 Acrobatics
TM81 Bulldoze
TM84 Tail Slap
TM87 Draining Kiss
TM92 Mystical Fire
TM98 Stomping Tantrum
TM99 Breaking Swipe
TR02 Flamethrower
TR12 Agility
TR14 Metronome
TR15 Fire Blast
TR17 Amnesia
TR20 Substitute
TR23 Spikes
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR29 Baton Pass
TR30 Encore
TR36 Heat Wave
TR37 Taunt
TR38 Trick
TR41 Blaze Kick
TR42 Hyper Voice
TR43 Overheat
TR47 Dragon Claw
TR55 Flare Blitz
TR84 Scald
TR92 Dazzling Gleam
Draco Meteor
Acrobatics
Agility
Amnesia
Aromatherapy
Attract
Baton Pass
Blaze Kick
Breaking Swipe
Brine
BubbleBeam
Bulldoze
Burn Up
Charm
Dazzling Gleam
Defog
Dive
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Draining Kiss
Ember
Encore
Endure
Explosion
Facade
Fake Out
Fire Blast
Fire Lash
Fire Punch
Fire Spin
Flame Wheel
Flamethrower
Flare Blitz
Giga Impact
Healing Wish
Heat Wave
Helping Hand
Hex
Hyper Beam
Hyper Voice
Knock Off
Light Screen
Magical Leaf
Metronome
Mystical Fire
Outrage
Overheat
Protect
Rain Dance
Reflect
Rest
Round
Safeguard
Scald
Scratch
Self-Destruct
Sleep Talk
Snore
Solar Beam
Spikes
Stomping Tantrum
Substitute
Sunny Day
Swift
Tail Slap
Taunt
Thunder Wave
Toxic
Trick
Twister
Weather Ball
Will-o-Wisp
Wish
 
Last edited:

Dogfish44

You can call me Jiggly
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Moderator
As you'll all be aware, sometimes having one move in a movepool provides a hint as to other moves that are often included. Some of these make sense (Pokemon that learn Mega Drain also tend to learn Giga Drain), and some are bizarre (If you learn Aura Sphere, there's at least a 90%+ chance that in Sword/Shield you also learn... Fling?).

The table below uses only moves that are reasonably common in order to avoid inferrences from insufficient data. In order to be listed below, at least 90% of Pokémon in the left column must ALSO learn each move in the right column. Please do not ask how many times the spreadsheet to make this caused my laptop to melt ^^;.

These are not mandatory, and are sometimes impossible - CAP27 won't learn Earthquake, for instance, even though we do have Bulldoze mandatory. ANd sometimes you might look at certain examples and say "Whilst that's normally appropriate, it's not in this case".

I recommend everyone use /dexsearch on Pokemon Showdown to explore these relationships! And I hope we can continue to develop novel yet realistic movepools for our CAP Pokémon!

Learnt MoveImplied Move(s)
Aura SphereFling
AvalancheBlizzard, Ice Beam, Icy Wind
Baby-Doll EyesCharm, Work Up
BlizzardIce Beam, Icy Wind, Rain Dance
Breaking SwipeDragon Pulse
BrineHydro Pump, Rain Dance, Surf
Bubble BeamHydro Pump, Icy Wind, Rain Dance, Scald, Surf
BulldozeEarthquake
Bullet SeedSeed Bomb
ChargeThunder, Thunderbolt, Thunder Wave
ConfusionCalm Mind, Psychic, Shadow Ball, Trick Room
Cosmic PowerCalm Mind, Light Screen, Psychic, Psyshock, Reflect
CovetSunny Day
DischargeThunder, Thunderbolt, Thunder Wave
DiveRain Dance, Surf
Draco MeteorDragon Pulse, Outrage
Dragon BreathDragon Pulse, Outrage
Dragon DanceDragon Pulse
Earth PowerBulldoze, Earthquake, Rock Slide, Rock Tomb
EarthquakeBulldoze
Electric TerrainThunder, Thunderbolt, Thunder Wave
Electro BallThunder, Thunderbolt, Thunder Wave
EmberFire Blast, Fire Spin, Flamethrower, Heat Wave, Overheat, Sunny Day, Will-O-Wisp
Fire BlastFlamethrower
Fire PunchMega Kick, Mega Punch, Thunder Punch
Fire SpinFire Blast, Flamethrower, Sunny Day
Flare BlitzFire Blast, Flamethrower, Heat Wave, Overheat
Future SightPsychic
Grassy TerrainEnergy Ball, Giga Drain, Grass Knot, Seed Bomb, Solar Beam, Sunny Day
GrowthEnergy Ball, Giga Drain, Grass Knot, Seed Bomb, Solar Beam, Sunny Day
HailIce Beam, Icy Wind, Rain Dance
Hammer Armbrickbreak, Fling, Mega Punch, Rock Slide, Rock Tomb, Superpower
Hydro PumpRain Dance, Surf
Ice BeamIcy Wind, Rain Dance
Ice PunchFling, Mega Kick, Mega Punch
Icicle SpearBlizzard, Hail, Ice Beam, Icy Wind, Rain Dance
Icy WindRain Dance
Leaf StormEnergy Ball, Giga Drain, Grass Knot, Seed Bomb, Solar Beam, Sunny Day
Life DewPsychic, Rain Dance, Safeguard
LiquidationRain Dance, Surf
Low SweepLow Kick
Magic RoomPsychic
Mega DrainEnergy Ball, Giga Drain
MegahornSmart Strike, Swords Dance
Mega PunchMega Kick
Metal SoundIron Defense, Steel Beam
MistBlizzard, Hail, Ice Beam, Icy Wind
Muddy WaterRain Dance, Surf
Night ShadePsychic, Shadow Ball, Trick
OverheatFire Blast, Flamethrower, Heat Wave, Will-O-Wisp
Phantom ForceHex, Shadow Ball
PoundRain Dance
Powder SnowAvalanche, Blizzard, Hail, Ice Beam, Icy Wind
Psychic TerrainAlly Switch, Calm Mind, Psychic, Shadow Ball, Trick Room, Wonder Room, Zen Headbutt
PsyshockCalm Mind, Light Screen, Psychic
Quick AttackSwift
Quick GuardRevenge
Rock SlideRock Tomb
Rock TombRock Slide
Sand TombBulldoze, Earthquake, Rock Slide, Rock Tomb, Sandstorm
ScaldRain Dance, Surf
Seismic TossBody Slam, Brick Break, Fling, Focus Blast, Mega Kick, Mega Punch, Rain Dance
Skill SwapCalm Mind, Psychic, Shadow Ball
Sludge WaveSludge Bomb
Solar BladeSwords Dance
Steel BeamIron Defense
StompBody Slam
Stone EdgeRock Slide, Rock Tomb
SurfRain Dance
TailwindSwift
TeleportReflect
ThunderThunderbolt
Thunder PunchMega Kick, Mega Punch
Thunder ShockDischarge, Thunder, Thunderbolt, Thunder Wave
Toxic SpikesRain Dance
TrickShadow Ball
Trick RoomPsychic
Volt SwitchThunder, Thunderbolt, Thunder Wave
WaterfallDive, Hydro Pump, Rain Dance, Surf, Whirlpool
Water GunHydro Pump, Rain Dance, Surf
Water PulseBlizzard, Hydro Pump, Ice Beam, Rain Dance, Surf, Whirlpool
WhirlpoolHydro Pump, Ice Beam, Rain Dance, Surf
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Final Submission

Hello I’ve made this movepool submission for Astrolotl with an eye towards drawing out the thematic aspects of the art design. First and foremost the Fire and Dragon typing is reflected obviously in many move choices. Secondly, I wanted to emphasize the fireworks inspiration with select move choices reflective of sudden bursts of sound, light, and energy. Thirdly, I prioritized three themes that are each closely associated with one other as well as with the fireworks imagery especially: the night sky, magic / mysticality, and a hidden “third typing” of Fairy, with key nods to reflect Astrolotl’s elegant and graceful vibes. The Fairy influence couples well with the themes of magic and mysticality and the wonder of fireworks displays, in addition to the stated inspiration of “magical girl” anime characters. Nighttime and the nighttime sky are themes that reference Astrolotl’s starry blue tail, glow-in-the-dark attributes, and clear fireworks design, and are reflected in the movepool by some Ghost, Normal, and Psychic-type flavor additions.

Evo: Dazzling Gleam
1: Breaking Swipe
1: Dazzling Gleam
1: Fire Lash
1: Quick Attack
1: Baby Doll Eyes
1: Astonish
1: Flame Wheel
10: Work Up
19: Knock Off
27: Flame Charge
34: Aromatherapy
40: Wish
45: Healing Wish
49: Dragon Rush
52: Flare Blitz
54: Burn Up
55: Explosion

To express the personality of a fireworks-inspired pokemon, I thought it would be fun to build a character around impulsivity and other sudden bursts of energy and enthusiasm, paired with an aloof optimism that makes Atrolotl and its prevo (henceforth Astrolitl, how can I not) blind to any negative outcomes of their actions. When Astrolotl gets any thought or impulse, it acts instantly and in a huge display, loves the results, and immediately moves on to its next big move. In terms of trainer-Pokemon relationships, this family would likely be quick to friendship, but its persistent childish enthusiasm would make it a bit frustrating to focus or train, although in a hopefully charming way. This learnset devotes the early progression to reinforcing this idea, starting right away with two priority moves at hatching: Quick Attack and Baby Doll Eyes (assuming cutemon Astrolitl). It learns Astonish (a startling shout) shortly thereafter, along with Work Up and Knock Off, meant to reflect the idea of a child getting overwhelmed with their own energy and rough-housing a little too hard.

This learnset also aims to strongly emphasize the fireworks theme throughout. For the primary Fire-STAB progression I wanted only moves that revolve around setting the user ablaze to attack (like a firework), as opposed to dispensing fire or lava onto the opponent. Flame Wheel, Flame Charge, and Flare Blitz all meet this criteria individually and form a clean progression with each other that touches on other personality traits of graceful firey displays (Wheel of Flame) and impulsivity (Flame Charge, Flare Blitz). Flame Charge being the primary attacking move for Astrolitl also seemed appropriate, as the quickly-redundant +1 Speed boosts play into the themes of impulsivity and limitless enthusiasm quite well. The final Fire STAB, Burn Up, is meant to pair with Explosion to create that imagery of finally “giving it all you’ve got” with a glorious and powerfully explosive fiery finish to the learnset.

Separating the early progression from the grand finale is a middle section that makes for a gentle nod to the concept and to the Fairy-type thematics: a Fairy/cleric-based moveset of Aromatherapy / Wish / Healing Wish / Dazzling Gleam that is held only briefly at L48, right as Astrolitl evolves and one level before Astrolotl learns Dragon Rush to, well, rush into the grand finale of the learnset, as this Poke is wont to do. Altogether, this movepool contains Dark, Dragon, Fairy, Fire, Ghost, Grass, Normal, and Psychic moves, reflecting the family’s personality of constantly moving from one thing to the next and also in slight omage to Dragon-types’ stereotypically diverse movepools.

I do envision this pre-evolution string picking up its Dragon-typing upon evolution, a la Skrelp, or Bunnelby with Ground-typing, or one of many other examples, so the only Dragon moves here are Dragon Rush at L49 and Breaking Swipe as a Heart Scale Move. Breaking Swipe is a tail-based attack, so I was happy to be able to reference that prominent appendage in the Level-up pool. It also fits snugly in the HS section with Fire Lash (which could conceivably also be tail-based), as they are both STABs with guaranteed stat drops and are together unique in that way.

I chose Dazzling Gleam as an evolution move both to give prominence to the Fairy-type theme and for its description of “damag[ing] the opponent by emitting a powerful flash,” which seems highly applicable to a Pokemon mastering its nighttime explosive displays in the sky upon evolution.

The Level-up pattern is actually a countdown! Starting at L10, the progression goes +9+8+7...+3+2+1, meant to match the accelerated pace of fireworks shows and the “grand finale” payoff they are known for ending with. In this case, the grand finale is comprised of the five post-evolution moves: Dazzling Gleam, Dragon Rush, Flare Blitz, Burn Up, and finally, Explosion, which altogether and in progression hopefully create the imagery of one big, powerful burst of light, beauty, and magic in the night sky.
Egg Groups: Dragon / Fairy

Defog: (Noibat)
Disarming Voice: (Milotic* + 6 more)
Dragon Tail: (Milotic* + 6 more)
Toxic: (Roselia, Salandit)

*Milotic is the only parent that can pass both Disarming Voice and Dragon Tail

The other significant application of the Fairy theme is here with the Egg Moves. Assuming Astrolitl is at least a cutemon (if not fully Fire / Fairy type), the Fairy Egg group fits well with the design standards already established by the evolved form’s artwork, while the Dragon group comes standard on breedable Dragons.

For move choices, this was the least-cringeworthy place to add Defog and Toxic to the movepool, while Dragon Tail references Astrolotl’s big glowing tail and links up with Breaking Swipe in the Level-Up pool, while Disarming Voice rounds out the Fairy flavor in the movepool while reinforcing the theme of sudden, loud outbursts established in the Level-up pool and continuing onward into the machine moves.

The main parents of these moves each exhibit traits I wanted to emphasize as themes in the movepool: the water serpent Milotic represents grace, elegance, and vague Fairy mystique; the Noivern family represents the nighttime sky as a nocturnal Flying-type, and fellow fire-amphibian Salandit represents, I suppose, being a fiery amphibian, biologically. I like to imagine these parents’ influence affecting the personalities of the bred hatchlings in subtle ways with the various themework they each bring to the table, but that’s neither here nor there. Moving on.
TM00: Mega Punch
TM01: Mega Kick
TM03: Fire Punch
TM08: Hyper Beam
TM09: Giga Impact
TM11: Solar Beam
TM14: Thunder Wave
TM17: Light Screen
TM21: Rest
TM24: Snore
TM25: Protect
TM29: Charm
TM31: Attract
TM34: Sunny Day
TM38: Will-o-Wisp
TM39: Facade
TM40: Swift
TM65: Shadow Claw
TM76: Round
TM78: Acrobatics
TM81: Bulldoze
TM92: Mystical Fire
TM94: False Swipe
TM98: Stomping Tantrum
TM99: Breaking Swipe

There aren’t a lot of purely flavorful additions here outside of moves with wide enough distribution based on commonalities with the art design I’d have to justify not putting them in (Mega Punch / Kick, Swift, etc.). Mystical Fire is probably the most flavorful move here, combining many of the magic and fire elements of the design. I added Light Screen to fit in with other “light show” themes and Psychic-type influence elsewhere in the movepool. I did include Shadow Claw (and Shadow Ball in TRs) to follow Astonish from the LU pool and to justify the Ghost-type nighttime flavor, but maybe most importantly so that I don’t forget to include enough claw moves to look right with the art (Dragon Claw, False Swipe, and Shadow Claw should be enough, right?). And Acrobatics is the final move of note here that reflects Astrolotl’s agility and grace of movement, along the same lines as Swift, Flame Wheel, Agility, etc.
TR02: Flamethrower
TR12: Agility
TR14: Metronome
TR15: Fire Blast
TR20: Substitute
TR23: Spikes
TR24: Outrage
TR26: Endure
TR29: Baton Pass
TR30: Encore
TR33: Shadow Ball
TR35: Uproar
TR36: Heat Wave
TR37: Taunt
TR38: Trick
TR41: Blaze Kick
TR42: Hyper Voice
TR43: Overheat
TR47: Dragon Claw
TR55: Flare Blitz
TR62: Dragon Pulse
TR82: Stored Power
TR85: Work Up
TR92: Dazzling Gleam

Here I’ve just added the flavor moves that in any way reinforce earlier themes. Agility and Baton Pass reflect grace, elegance, and swiftness of movement; Uproar and Hyper Voice finish off the sudden loud noises aspect of the impulsivity theme; Metronome is the best move of all time and we owe it to ourselves to take any reasonable opportunity to give this to a CAP; and Stored Power is a new way to express the fireworks inspiration.
Draco Meteor

All Dragons learn this move and it actually fits beautifully into the flavor of this design.
Mandatory Moves: 21/21

Acrobatics
Agility
Aromatherapy
Astonish
Attract
Baby Doll Eyes
Baton Pass
Blaze Kick
Breaking Swipe
Bulldoze
Burn Up
Charm
Dazzling Gleam
Defog
Disarming Voice
Draco Meteor
Dragon Claw

Dragon Pulse
Dragon Rush
Dragon Tail
Encore
Endure
Explosion
Facade
False Swipe
Fire Blast
Fire Lash

Fire Punch
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Giga Impact
Healing Wish
Heat Wave
Hyper Beam
Hyper Voice
Knock Off
Light Screen
Mega Kick
Mega Punch
Metronome
Mystical Fire
Outrage
Overheat
Protect
Quick Attack
Rest
Round
Shadow Ball
Shadow Claw
Snore
Solar Beam
Spikes
Stomping Tantrum

Stored Power
Substitute
Sunny Day
Swift
Taunt
Thunder Wave
Toxic
Trick

Uproar
Will-o-Wisp
Wish

Work Up
Dark (2):

Knock Off
Taunt

Dragon (7):

Breaking Swipe
Draco Meteor
Dragon Claw
Dragon Pulse
Dragon Rush
Dragon Tail
Outrage

Electric (1):

Thunder Wave

Fairy (4):

Baby Doll Eyes
Charm
Dazzling Gleam
Disarming Voice

Fire (14):

Blaze Kick
Burn Up
Fire Blast
Fire Lash
Fire Punch
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Heat Wave
Mystical Fire
Overheat
Sunny Day
Will-o-Wisp

Flying (2):

Acrobatics
Defog

Ghost (3):

Astonish
Shadow Ball
Shadow Claw

Grass (2):

Aromatherapy
Solar Beam

Ground (3):

Bulldoze
Spikes
Stomping Tantrum

Normal (23):

Attract
Baton Pass
Encore
Endure
Explosion
Facade
False Swipe
Giga Impact
Hyper Beam
Hyper Voice
Mega Kick
Mega Punch
Metronome
Protect
Quick Attack
Round
Snore
Substitute
Swift
Uproar
Wish
Work Up

Poison (1):

Toxic

Psychic (6):

Agility
Healing Wish
Light Screen
Rest
Stored Power
Trick
 
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A few things:

First, do I edit my initial post to include the final submission, or do I make a new post for that?

Second, I was looking to insert Dazzling Gleam, Acrobatics, and Stored Power, and wanted a legality check prior to making my post.
 

LucarioOfLegends

Master Procraster
is a CAP Contributor
Let me just hammer out the last legality checks for this.

Outrage: Probably fine, I was worried about it for probably no reason. Locking into it for this CAP is pretty bad and Dragon Claw is most likely much more reliable. Legal

-2 Moves (Screech, Fake Tears, Charm, etc): Legal. I had fears about specifically the defense drops, but I think they mostly just take up slots that you could better be using for actual utility moves and not offense with extra steps. Attack drops are aguably worse.

Ice-type Coverage: Illegal. I don't really think this needs an explanation, but adding a brand new coverage-type that both contradicts flavor and does in fact have possible competitive implications is an absolute no go. The most I am willing to say is Legal is Aurora Beam and below and probably not Ice Shard since it is also priority.

Water-type Coverage: I think for stuff that is blatantly competitive like Hydro Pump, Surf, Muddy Water is Illegal, since we really don't want to mess with Hippowdon above Scald. Same goes for physical stuff like Waterfall and Liquidation. Even if I doubt it will effect the matchup too much it is still physical coverage and I would rather not jump all into a new coverage type this early. Bad stuff like Dive I'm going to keep legal tho, since Z-moves are gone and Dynamax is banned.

Dazzling Gleam: Totally Legal. Even on Special sets its actually weaker than Draco Meteor in almost every scenario, even against stuff like Hydreigon. I explicitly kept this move allowed and Moonblast banned because of this restriction. Can it be used for coverage? Technically. Just don't see a compelling reason to run it if Draco does the job just fine.

Acrobatics: Legal. Acrobatics is pretty not great coverage wise due to low starting BP, and we don't really have great tools utilize its boosted effects like Hawlucha or Cawmodore do.

Stored Power: Legal. Since general setup moves are banned I don't think this will be an issue. I don't think stuff like Cosmic Power + Stored Power will be anything more than gimmick sets and it requires far too prep to become actual coverage.
 
Final Submission
Evo: Mystical Fire
1: Mystical Fire
1: Knock Off
1: Ember
1: Growl
1: Smokescreen
1: Dragon Breath
12: Incinerate
16: Confuse Ray
20: Tearful Look
24: Fire Spin
28: Dragon Pulse
32: Fire Lash
36: Safeguard
40: Heal Bell
44: Dragon Rush
48: Flare Blitz
52: Wish
56: Healing Wish


Ok so here's a lot to put here.

I styled this level-up movepool regarding the way Turtonator and Drampa progress (moves learned every 4 levels) with a friendship evo since that was what made sense to me.

Most of the movepool consists of only Dual-STAB options with a slew of support moves. Ember seemed like the most logical starting move, and after that the movepool quickly opens up with more options.

Growl and Smokescreen are standard weak status moves for appearing early, and Dragon Breath represents weak Dragon STAB. (You wouldn't see it, but Smokescreen and Dragon Breath would be learned at levels 4 and 8 respectively by a pre-evo)

Confuse Ray represents support on a darker side that works out decently, with the level being supported by many families learning it at the same level too. (Duskull, Litwick, Phantump) Tearful Look is representative of how the eyes look, with Drizzile learning it at a similar level in 19.

Safeguard was an important move to include imo, being supportive and having fellow dragon-like mons in Dragonair and Milotic learning the move too. Inspired by lots of mons learning it in the mid-30s, with a lot of things even learning it right at that level.

Wish is a great representation of support (it's required, but it fits in this movepool) and the level it is at was placed at the same level Togetic gets it. Heal Bell, while having no previous learning patterns to base it off, was included where it was based on how mons learn Aromatherapy, this mon learning it at a similar time to when Eldegoss gets it at 40.

Healing Wish usually appears as the last move on level-up sets, so that was replicated here. Lots of other mons learn it very late too, so it's justified here.

The actual attacking moves progress in a mostly standard way, making sure to replace a previous one with a stronger option. Due to the appearance of the mon, Dragon Rush was included as the ending dragon move instead of Outrage. The rest apart from Fire Lash are fairly standard options.
Egg group(s): Dragon / Fairy

After You (Clefairy, Togetic, Indeedee)
Defog (Noibat)
Explosion (Turtonator)

Heal Pulse (Clefairy, Cherubi, Aromatisse)
Quash (Morpeko)
Toxic (Roselia, Salandit)

This was the best place to put Defog, Explosion, and Toxic so I took the opportunity to put those there. Each of these moves had the opportunity to be learned through breeding with something.

After You and Quash ultimately represent a full idea of being the support mon so they were there, After You being helpful and Quash being harmful.

Heal Pulse is a great support representation, with how it helps out an ally by granting more HP. It was the reason it was included in the movepool

The Dragon egg group is obvious with this Dragon-Type, and the Fairy egg group is a way to represent the magical appearance this mon brings.
TM 08 Hyper Beam
TM 09 Giga Impact
TM 11 Solar Beam
TM 13 Fire Spin
TM 14 Thunder Wave
TM 17 Light Screen
TM 18 Reflect
TM 19 Safeguard
TM 21 Rest
TM 24 Snore
TM 25 Protect

TM 29 Charm
TM 31 Attract
TM 34 Sunny Day
TM 38 Will-O-Wisp
TM 39 Facade

TM 40 Swift
TM 41 Helping Hand
TM 62 Speed Swap
TM 72 Magic Room
TM 76 Round
TM 78 Acrobatics
TM 81 Bulldoze
TM 92 Mystical Fire
TM 97 Stomping Tantrum
TM 99 Breaking Swipe

Lots of these TMs represent an idea I belived this mon would fully represent: being a support lord

By this I mean there's various assortments of status moves included to give this idea. The required Thunder Wave and Will-O-Wisp show the simplest of this idea by being status inflictions.

Light Screen and Reflect are also fairly obvious to this idea, providing defensive support for setup allies in a way. Charm can let it cripple something temporarily while another offensive mon comes in. (Justified by this mon having a charming appearance) Sunny Day can act as offensive support and let it enable stronger Fire and Chlorophyll activation.

Simple stuff right? It gets crazier with Helping Hand allowing an ally to be stronger in doubles. Speed Swap works wonders with it's good speed tier and Regenerator. Even Magic Room exists for insanely niche teams that might need their effects. This mon has so many options for status. (Although very niche ones at that)

Apart from this, your standard inslusions of Rest, Protect, Snore, Round, etc alongside a standard on full evos in Hyper Beam and Giga Impact are included. A few miscelaneous weak attacks also exist, with Swift available as a way to match its powers, and Acrobatics matching the body shape the mon has.

Self-Destruct was considered, but as I thought there was a difference from Self-Destruct and Explosion, (something expressed by some past families not learning Self-Destruct when they did learn Explosion such as the Magnemite family) I decided against including it.

Bulldoze and Stomping Tantrum are there mostly because they need to be. Breaking Swipe is extra support, and that's the TM movepool.

Did you know there used to be more support moves here? Stuff like Wonder Room and Imprision was a thing for a bit, but I removed it to prevent the movepool from being too bloated.
TR 02 Flamethrower
TR 12 Agility
TR 15 Fire Blast
TR 20 Substitute
TR 23 Spikes

TR 24 Outrage
TR 26 Endure
TR 27 Sleep Talk
TR 30 Encore

TR 36 Heat Wave
TR 37 Taunt
TR 38 Trick

TR 40 Skill Swap
TR 42 Hyper Voice
TR 43 Overheat
TR 44 Cosmic Power
TR 47 Dragon Claw
TR 55 Flare Blitz

TR 62 Dragon Pulse
TR 82 Stored Power
TR 83 Ally Switch
TR 92 Dazzling Gleam

The TRs section also represents being the support lord, although less in my opinion. This area contains more of offensive capabilities rather than defensive capabilities. The defensive moves include Spikes, Encore, Taunt, Trick, Skill Swap, and Ally Switch. The majority of those were required, with the only two not being Skill Swap and Ally Switch.

On the offensive side, an assortment of obvious STAB moves is included, here being where the needed Dragon Claw is. It gets coverage too, Hyper Voice, Stored Power, and Dazzling Gleam matching its capabilities. Cosmic Power and Agility benefit offensively, but only very minorly.
Draco Meteor

Every Dragon-Type learns it, with no exceptions.
Acrobatics
After You
Agility
Ally Switch
Attract
Breaking Swipe
Bulldoze
Charm
Confuse Ray
Cosmic Power
Dazzling Gleam
Defog
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rush
Draco Meteor
Ember
Encore
Endure
Explosion
Facade
Fire Blast
Fire Lash
Fire Spin
Flamethrower
Flare Blitz
Giga Impact
Growl
Heal Bell
Heal Pulse
Healing Wish
Heat Wave
Helping Hand
Hyper Beam
Hyper Voice
Incinerate
Knock Off
Light Screen
Magic Room
Mystical Fire
Outrage
Overheat
Protect
Quash
Reflect
Rest
Round
Safeguard
Skill Swap
Sleep Talk
Smkoescreen
Snore
Solar Beam
Speed Swap
Spikes
Stomping Tantrum
Stored Power
Substitute
Sunny Day
Swift
Taunt
Tearful Look
Thunder Wave
Toxic
Trick
Will-O-Wisp
Wish
 
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