CAP 36 - Part 15 - Final Movepool Submissions

spoo

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CAP 36 So Far

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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, but may require a legality check if it has competitive implications.
  • The Movepool Leader spoo and Topic Leader SHSP may add Banned moves during the course of this thread. If that happens, there will be notification in the thread, and you will have the opportunity to remove those moves from your movepool prior to final submissions.
As described in this PRC thread, we will be creating movepools for both the pre-evolutions and the final evolution together. When submitting, you must submit three sections, one for each pre-evo and one for the final evo.

You will need to submit a clear evolution method when creating a movepool. This can be via level up or other more esoteric means, but please give it a good reason for whatever you choose.

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.

Freeze Dry
Inferno
Polar Flare
Thunder

Fire Blast
Flare Blitz
Will-O-Wisp
Flamethrower
Lava Plume
Overheat
Heat Wave

Flash Cannon
Iron Head
Steel Beam
Iron Defense

Ice Beam
Blizzard
Icicle Spear
Avalanche
Icicle Crash

Endure
Facade
Helping Hand
Protect
Rest
Sleep Talk
Substitute
Take Down
Tera Blast
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:
  • Knock Off
In addition, the following are banned:
  • All legendary signature moves
  • Any move that is unusable in Scarlet/Violet, a full list of which can be found here.
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.
Below is the Gen 8 Movepool style guide, which may be helpful to look at when constructing your movepool. Note that it is not updated to the Gen 9 standard. Adhering to it is not mandatory.

Gen 8 brought many changes to the CAP process both in terms of competitive and flavour considerations. One of the most significant changes that came about was the standardization of level-up and egg movepools for the Pokémon present in Sword and Shield. As a result of the CAP Prevo Updates, all CAP Pokémon had their Gen 8 movepools edited to conform to the criteria below. You can find the complete movepools here. It is strongly recommended that you consult these movepools before submitting.

• Level-up movepools always have moves occur at regular intervals of 3, 4, 5, 6, 7 or 8 except for L1 with some Legendary Pokémon having larger gaps.

• The only exception is where if a move would be learnt at the minimum level for a Pokémon to evolve it will sometimes be allowed to move one level later.

• Level-up movepools never contain moves that can be learnt as egg moves

• Attacking moves are learnt in order of base power. It is suggested that submitters provide a clear explanation for why any attacking moves are positioned out of sequence.

• The only consistent exceptions are evolution moves, variable power moves and multi-hit moves, the latter two of which use their maximum and average hits respectively for their placement in the learnset.

• Trapping moves are occasionally treated as having a base power that factors multiple turns of damage and as such may be seen at both the beginning and end of movepools.

• OHKO moves, Counter, Mirror Coat and Metal Burst tend to be placed towards the end of a Pokémon's learnset.

• For evolved Pokémon, the first four moves listed in the pre-evolution's level-up movepool are always listed in the same order but at level 1 instead of their corresponding level

• For evolved Pokémon all other moves that a pre-evolution would learn prior to the minimum level for evolution are always listed at the same level, unless they have been replaced with another move, in which case they must be placed with the other relearner moves at Level 1 before the first four moves in the learnset.

• For evolved Pokémon that evolve by level-up all new moves learned after evolution occur at intervals (2) larger than the pre-evolution

• In the case of dual stage Pokémon this occurs a second time for each stage, meaning that with a pre-evolution having intervals of 3, the middle stage will have 5, and the final evolution 7

• For Pokémon that evolve by Trade, Item or Happiness all moves are always learnt at the same level intervals as their pre-evolutions

• For Pokémon that evolve by Stone all moves are always learnt either at the same level intervals as their pre-evolutions or all moves are learnt at level 1

• For Pokémon that have not evolved only two level 1 moves may be learnt.

• It is suggested that one be an attacking move and the other a status move although this is not required.

• Pseudo-Legendary and Legendary Pokémon are the only Pokémon to consistently learn moves after level 70. It is strongly recommended that submitters are able to justify their choice in including moves above level 70 by looking at similar existing Pokémon.

• Moves that appear in either the level-up or TM/TR sections cannot be included in the Egg move stage.

• An egg move must be able to be passed on through the breeding group of Pokémon eligible to be caught and carry the move in Sword and Shield

• If an egg move can only legally be passed by another CAP Pokémon it will not be considered valid

• The general recommended number of egg moves in Gen 8 is between 3 and 6. It is suggested that submitters provide a clear explanation for why more than that number will be necessary.

• Draco Meteor and Steel Beam are mandatory for Dragon and Steel-types respectively unless they only gain the respective types as in-battle forme changes

• Certain IoA type tutor moves have relatively strict distributions. It is strongly recommended that submitters are able to justify their choice in tutor moves by looking at similar existing Pokémon.

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.

TM001: Take Down
TM002: Charm
TM003: Fake Tears
TM004: Agility
TM005: Mud-Slap
TM006: Scary Face
TM007: Protect
TM008: Fire Fang
TM009: Thunder Fang
TM010: Ice Fang
TM011: Water Pulse
TM012: Low Kick
TM013: Acid Spray
TM014: Acrobatics
TM015: Struggle Bug
TM016: Psybeam
TM017: Confuse Ray
TM018: Thief
TM019: Disarming Voice
TM020: Trailblaze
TM021: Pounce
TM022: Chilling Water
TM023: Charge Beam
TM024: Fire Spin
TM025: Facade
TM026: Poison Tail
TM027: Aerial Ace
TM028: Bulldoze
TM029: Hex
TM030: Snarl
TM031: Metal Claw
TM032: Swift
TM033: Magical Leaf
TM034: Icy Wind
TM035: Mud Shot
TM036: Rock Tomb
TM037: Draining Kiss
TM038: Flame Charge
TM039: Low Sweep
TM040: Air Cutter
TM041: Stored Power
TM042: Night Shade
TM043: Fling
TM044: Dragon Tail
TM045: Venoshock
TM046: Avalanche
TM047: Endure
TM048: Volt Switch
TM049: Sunny Day
TM050: Rain Dance
TM051: Sandstorm
TM052: Snowscape
TM053: Smart Strike
TM054: Psyshock
TM055: Dig
TM056: Bullet Seed
TM057: False Swipe
TM058: Brick Break
TM059: Zen Headbutt
TM060: U-turn
TM061: Shadow Claw
TM062: Foul Play
TM063: Psychic Fangs
TM064: Bulk Up
TM065: Air Slash
TM066: Body Slam
TM067: Fire Punch
TM068: Thunder Punch
TM069: Ice Punch
TM070: Sleep Talk
TM071: Seed Bomb
TM072: Electro Ball
TM073: Drain Punch
TM074: Reflect
TM075: Light Screen
TM076: Rock Blast
TM077: Waterfall
TM078: Dragon Claw
TM079: Dazzling Gleam
TM080: Metronome
TM081: Grass Knot
TM082: Thunder Wave
TM083: Poison Jab
TM084: Stomping Tantrum
TM085: Rest
TM086: Rock Slide
TM087: Taunt
TM088: Swords Dance
TM089: Body Press
TM090: Spikes
TM091: Toxic Spikes
TM092: Imprison
TM093: Flash Cannon
TM094: Dark Pulse
TM095: Leech Life
TM096: Eerie Impulse
TM097: Fly
TM098: Skill Swap
TM099: Iron Head
TM100: Dragon Dance
TM101: Power Gem
TM102: Gunk Shot
TM103: Substitute
TM104: Iron Defense
TM105: X-Scissor
TM106: Drill Run
TM107: Will-O-Wisp
TM108: Crunch
TM109: Trick
TM110: Liquidation
TM111: Giga Drain
TM112: Aura Sphere
TM113: Tailwind
TM114: Shadow Ball
TM115: Dragon Pulse
TM116: Stealth Rock
TM117: Hyper Voice
TM118: Heat Wave
TM119: Energy Ball
TM120: Psychic
TM121: Heavy Slam
TM122: Encore
TM123: Surf
TM124: Ice Spinner
TM125: Flamethrower
TM126: Thunderbolt
TM127: Play Rough
TM128: Amnesia
TM129: Calm Mind
TM130: Helping Hand
TM131: Pollen Puff
TM132: Baton Pass
TM133: Earth Power
TM134: Reversal
TM135: Ice Beam
TM136: Electric Terrain
TM137: Grassy Terrain
TM138: Psychic Terrain
TM139: Misty Terrain
TM140: Nasty Plot
TM141: Fire Blast
TM142: Hydro Pump
TM143: Blizzard
TM144: Fire Pledge
TM145: Water Pledge
TM146: Grass Pledge
TM147: Wild Charge
TM148: Sludge Bomb
TM149: Earthquake
TM150: Stone Edge
TM151: Phantom Force
TM152: Giga Impact
TM153: Blast Burn
TM154: Hydro Cannon
TM155: Frenzy Plant
TM156: Outrage
TM157: Overheat
TM158: Focus Blast
TM159: Leaf Storm
TM160: Hurricane
TM161: Trick Room
TM162: Bug Buzz
TM163: Hyper Beam
TM164: Brave Bird
TM165: Flare Blitz
TM166: Thunder
TM167: Close Combat
TM168: Solar Beam
TM169: Draco Meteor
TM170: Steel Beam
TM171: Tera Blast
TM172: Roar
TM173: Charge
TM174: Haze
TM175: Toxic
TM176: Sand Tomb
TM177: Spite
TM178: Gravity
TM179: Smack Down
TM180: Gyro Ball
TM181: Knock Off
TM182: Bug Bite
TM183: Super Fang
TM184: Vacuum Wave
TM185: Lunge
TM186: High Horsepower
TM187: Icicle Spear
TM188: Scald
TM189: Heat Crash
TM190: Solar Blade
TM191: Uproar
TM192: Focus Punch
TM193: Weather Ball
TM194: Grassy Glide
TM195: Burning Jealousy
TM196: Flip Turn
TM197: Dual Wingbeat
TM198: Poltergeist
TM199: Lash Out
TM200: Scale Shot
TM201: Misty Explosion
TM202: Pain Split
TM203: Psych Up
TM204: Double-Edge
TM205: Endeavor
TM206: Petal Blizzard
TM207: Temper Flare
TM208: Whirlpool
TM209: Muddy Water
TM210: Supercell Slam
TM211: Electroweb
TM212: Triple Axel
TM213: Coaching
TM214: Sludge Wave
TM215: Scorching Sands
TM216: Feather Dance
TM217: Future Sight
TM218: Expanding Force
TM219: Skitter Smack
TM220: Meteor Beam
TM221: Throat Chop
TM222: Breaking Swipe
TM223: Metal Sound
TM224: Curse
TM225: Hard Press
TM226: Dragon Cheer
TM227: Alluring Voice
TM228: Psychic Noise
TM229: Upper Hand
  • 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

--

1 Mystical Fire
1 Magic Coat
1 Baton Pass
1 Pound
1 Tail Whip
1 Ember
1 Dragon Breath
Evo Mystical Fire
12 Encore
16 Flame Wheel
20 Charm
24 Dragon Tail
28 Cosmic Power
32 Heal Bell
38 Fire Lash
44 Dragon Pulse
50 Healing Wish
56 Dragon Rush
62 Flare Blitz
Egg Group(s): Dragon, Fairy

Defog (Noibat)
Life Dew (Milotic)
Twister (Drampa)
Yawn (Swirlix)
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
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
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
Draco Meteor
Meteor Beam
Scorching Sands
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
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
Life Dew
Light Screen
Magic Coat
Magical Leaf
Meteor Beam
Metronome
Mystical Fire
Overheat
Outrage
Pound
Protect
Reflect
Rest
Round
Safeguard
Scorching Sands
Sleep Talk
Solar Beam
Spikes
Snore
Stomping Tantrum
Stored Power
Substitute
Sunny Day
Swift
Tail Whip
Taunt
Thunder Wave
Twister
Will-o-Wisp
Work Up
Yawn
 
Finally got around to opening these - y'all should know the drill, just request legality checks on anything you suspect might be cause or concern. The required moves list is longer than usual because of the new process with Universally Assumed Moves. Note: Fire Punch was on the required list initially and made it into our 1.0 movepool, but I removed it from the mandatory moves because I found its flavor pretty suspicious. Happy submitting!
 
WIP
Icicle Crash somewhere? --tbd

Rem Freeze-Dry
1 Ember
1 Leer
1 Smokescreen
1 Tackle
6 Metal Claw
12 Ancient Power
18 Aurora Beam
24 Headbutt
30 Scary Face
36 Polar Flare
42 Iron Head
48 Lava Plume
54 Take Down
60 Iron Defense
66 Inferno

72 Heavy Slam
78 Flare Blitz
Egg Groups: Undiscovered
TM001: Take Down
TM006: Scary Face
TM007: Protect
TM024: Fire Spin
TM025: Facade
TM028: Bulldoze
TM031: Metal Claw
TM032: Swift
TM034: Icy Wind
TM036: Rock Tomb
TM038: Flame Charge
TM046: Avalanche
TM047: Endure

TM049: Sunny Day
TM050: Rain Dance
TM052: Snowscape
TM053: Smart Strike
TM055: Dig
TM058: Brick Break
TM059: Zen Headbutt
TM066: Body Slam
TM070: Sleep Talk
TM076: Rock Blast
TM079: Dazzling Gleam
TM082: Thunder Wave
TM084: Stomping Tantrum
TM085: Rest
TM086: Rock Slide
TM089: Body Press
TM093: Flash Cannon
TM099: Iron Head
TM103: Substitute
TM104: Iron Defense
TM107: Will-O-Wisp
TM116: Stealth Rock
TM118: Heat Wave
TM121: Heavy Slam
TM125: Flamethrower
TM126: Thunderbolt
TM135: Ice Beam
TM141: Fire Blast
TM143: Blizzard

TM147: Wild Charge
TM149: Earthquake
TM150: Stone Edge
TM152: Giga Impact
TM157: Overheat
TM163: Hyper Beam
TM165: Flare Blitz
TM166: Thunder
TM168: Solar Beam
TM170: Steel Beam
TM171: Tera Blast

TM172: Roar
TM179: Smack Down
TM186: High Horsepower
TM187: Icicle Spear
TM189: Heat Crash
TM204: Double-Edge
TM205: Endeavor
TM215: Scorching Sands
TM221: Throat Chop
TM223: Metal Sound
TM225: Hard Press
Ancient Power
Aurora Beam
Avalanche
Blizzard

Body Press
Body Slam
Brick Break
Bulldoze
Dazzling Gleam
Dig
Double-Edge
Earthquake
Ember
Endeavor
Endure
Facade
Fire Blast

Fire Spin
Flame Charge
Flamethrower
Flare Blitz
Flash Cannon
Freeze-Dry

Giga Impact
Hard Press
Headbutt
Heat Crash
Heat Wave
Heavy Slam
High Horsepower
Hyper Beam
Ice Beam
Icicle Spear

Icy Wind
Inferno
Iron Defense
Iron Head
Lava Plume

Leer
Metal Claw
Metal Sound
Overheat
Polar Flare
Protect

Rain Dance
Rest
Roar
Rock Blast
Rock Slide
Rock Tomb
Scary Face
Scorching Sands
Sleep Talk
Smack Down
Smart Strike
Smokescreen
Snowscape
Solar Beam
Stealth Rock
Steel Beam
Stomping Tantrum
Stone Edge
Substitute
Sunny Day
Swift
Tackle
Take Down
Tera Blast

Throat Chop
Thunder
Thunder Wave
Thunderbolt
Wild Charge
Will-O-Wisp
Zen Headbutt

Some general thoughts for now:
During CAP 27, Dogfish44 had made a post in the movepool submission thread about implied moves. This is the idea that a Pokémon knowing a move implies the same Pokémon will also learn other moves. It was an interesting topic then, so I'll link that post here.

Since last project, I attempted to put together a tool that can take a move and uncover any implied moves using Smogon's gen 9 learnset data. I can specify a move like Fire Blast and it shows me something like this:

--- Implied move frequencies ---
Moves learned by Pokémon that know fireblast:
facade: 100.0%
flamethrower: 100.0%
protect: 100.0%
rest: 100.0%
sleeptalk: 100.0%
substitute: 100.0%
terablast: 100.0%
sunnyday: 99.5%
endure: 97.4%
takedown: 92.9%
bodyslam: 79.1%

Ignoring moves we already track as universal tms, you see that knowing Fire Blast means a Pokémon also learns Flamethrower 100% of the time. Sunny Day is also a 100% implied move, but the code is actively tracking Ramnarok's 1.0 movepool which becomes the only exception. You can verify this using Showdown's dex search command /ds fire blast, !sunny day.

The tool is most effective when checking moves with limited distribution since they reveal a larger quantity of implies moves. Before the 1.0 release, I checked the implied moves for Inferno and Freeze-Dry. Inferno revealed many 100% implied move: Ember, Fire Blast, Fire Spin, Flame Charge, Flamethrower, Heat Wave, Overheat, Sunny Day, and Will-O-Wisp. Freeze-Dry revealed fewer 100% implied moves: Blizzard, Ice Beam, Icy Wind, Rain Dance, and Snowscape. The idea would be to include all moves implied 100% of the time and evaluate moves above 80% on a case-by-case basis. If the only exceptions to learning a move is something like Snom, Arceus, or Oricorio, any normal Pokémon will likely learn the move. The tool is best used alongside Showdown's dex search command to visualize which Pokémon are exceptions.

The capabilities of the tool are limited for the moment. To get something working, I focused on showing the learn probabilities using all Pokémon that know a move. There are no additional filters like being able to search only by Pokémon of a specific type.
 
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WIP
1 Fire Spin (Pending Approval)
1 Freeze-Dry
1 Leer
1 Tackle
6 Metal Claw
12 Flame Wheel
18 Flame Charge (Pending Approval)
24 Aurora Beam
30 Iron Head
36 Ice Beam
42 Lava Plume
50 Polar Flare
56 Blizzard
65 Inferno

71 Heavy Slam
77 Flare Blitz
84 Overheat

Egg Groups: Undiscovered

TBD
 
Wait I thought the community decided on there not being a pre-evolution for this CAP yet the first spoiler tag shows there will be one. Me confused
 
WIP
1 Ember
1 Powder Snow
1 Leer
1 Ancient Power
21 Aurora Beam
26 Lava Plume
31 Freeze-Dry
36 Flash Cannon
43 Icicle Crash
50 Polar Flare
57 Inferno
64 Thunder
71 Fire Blast
78 Blizzard
85 Flare Blitz
Egg group: Undiscovered
TM001: Take Down
TM007: Protect

TM024: Fire Spin
TM025: Facade
TM028: Bulldoze
TM032: Swift
TM034: Icy Wind
TM036: Rock Tomb
TM046: Avalanche
TM047: Endure

TM049: Sunny Day
TM051: Sandstorm
TM052: Snowscape
TM053: Smart Strike
TM059: Zen Headbutt
TM066: Body Slam
TM070: Sleep Talk
TM076: Rock Blast
TM079: Dazzling Gleam
TM080: Metronome
TM084: Stomping Tantrum
TM087: Taunt
TM085: Rest
TM086: Rock Slide
TM093: Flash Cannon
TM099: Iron Head

TM101: Power Gem
TM103: Substitute
TM104: Iron Defense
TM107: Will-O-Wisp

TM112: Aura Sphere
TM114: Shadow Ball
TM117: Hyper Voice
TM118: Heat Wave
TM121: Heavy Slam
TM124: Ice Spinner
TM125: Flamethrower
TM126: Thunderbolt
TM130: Helping Hand
TM135: Ice Beam
TM141: Fire Blast
TM143: Blizzard

TM147: Wild Charge
TM149: Earthquake
TM150: Stone Edge
TM152: Giga Impact
TM157: Overheat
TM158: Focus Blast
TM163: Hyper Beam
TM165: Flare Blitz
TM166: Thunder

TM168: Solar Beam
TM170: Steel Beam
TM171: Tera Blast

TM180: Gyro Ball
TM186: High Horsepower
TM187: Icicle Spear
TM189: Heat Crash
TM204: Double-Edge
TM205: Endeavor
TM207: Temper Flare
TM225: Hard Press
Ancient Power
Aura Sphere
Aurora Beam
Avalanche
Blizzard
Body Slam
Bulldoze
Dazzling Gleam
Double-Edge
Earthquake
Ember
Endeavor
Endure
Facade
Fire Blast
Fire Spin
Flamethrower
Flare Blitz
Flash Cannon
Focus Blast
Freeze-Dry
Giga Impact
Gyro Ball
Hard Press
Heat Crash
Heat Wave
Heavy Slam
Helping Hand
High Horsepower
Hyper Beam
Hyper Voice
Ice Beam
Ice Spinner
Icicle Crash
Icicle Spear
Icy Wind
Inferno
Iron Defense
Iron Head
Lava Plume
Leer
Metronome
Overheat
Polar Flare
Powder Snow
Power Gem
Protect
Rest
Rock Blast
Rock Slide
Rock Tomb
Sandstorm
Shadow Ball
Sleep Talk
Smart Strike
Snowscape
Solar Beam
Steel Beam
Stomping Tantrum
Stone Edge
Substitute
Sunny Day
Swift
Take Down
Taunt
Temper Flare
Tera Blast
Thunder
Thunderbolt
Wild Charge
Will-O-Wisp
Zen Headbutt
Level up movepool levels are taken from Meloetta's gen 9 level up, given that's the Pokemon our goat is loosely themed after. Meloetta gets Relic Song at level 50, so Ramnarok learns Polar Flare at the same level. Fairly basic, mostly Fire moves with some Ice moves, Flash Cannon since its base form is part Steel, and Ancient Power which fits the flavor of Ramnarok being an ancient, dormant volcano. Aurora Beam goes well with its Radiant form having auroras coming from its horns.

No egg moves as it is designed to be a Mythical and is in the Undiscovered egg group.

TM list has lots of Fire, Electric, Ice, Steel, Rock, and Ground moves. The Fire, Ice, and Steel moves are a given for its typings. The other electric moves fit because Ramnarok gets Thunder. Rock and Ground moves fit the flavor of its Dormant form being very "earthy" and volcanic. Special Ground attacks (Earth Power and Scorching Sands) were removed to help preserve Fire type checks.
 
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WIP

Bold
Is required, italics are repeating.

*Requesting Legality Check for Body Press and Special Fighting coverage (Vacuum Wave, Aura Sphere, Focus Blast). Also would like to make an argument for removing the Icicle moves from the mandatory moves. Neither carry competitive implications (unless you're running Physical Ramnarok and don't want contact, but really?) and while I can understand if Icicle Spear is mandated to remain, (the only noteworthy exception is Chien-Pao) since it's a TM, Icicle Crash's distribution is much more limited (Kyurem, Articuno, Crygonal and Ninetales-Alola also can't).

1 Flame Charge
1 Iron Defense
1 Vacuum Wave
1 Detect
Rem Polar Flare
21 Ancient Power
26 Aurora Beam
31 Imprison
36 Freeze-Dry
43 Ice Spinner
50 Iron Head
57 Lava Plume
64 Phantom Force
71 Aurora Veil
80 Inferno
89 Metal Burst
Egg Group: Undiscovered
TM001: Take Down
TM006: Scary Face
TM007: Protect
TM012: Low Kick
TM023: Charge Beam
TM025: Facade
TM034: Icy Wind
TM038: Flame Charge
TM046: Avalanche
TM047: Endure

TM049: Sunny Day
TM052: Snowscape
TM058: Brick Break
TM066: Body Slam
TM070: Sleep Talk
TM079: Dazzling Gleam
TM080: Metronome
TM085: Rest
TM092: Imprison
TM093: Flash Cannon
TM099: Iron Head
TM103: Substitute
TM104: Iron Defense
TM107: Will-O-Wisp
TM112: Aura Sphere
TM118: Heat Wave
TM121: Heavy Slam
TM124: Ice Spinner
TM125: Flamethrower
TM126: Thunderbolt
TM130: Helping Hand
TM135: Ice Beam
TM141: Fire Blast
TM143: Blizzard
TM147: Wild Charge
TM151: Phantom Force
TM152: Giga Impact
TM156: Outrage
TM157: Overheat
TM158: Focus Blast
TM163: Hyper Beam
TM165: Flare Blitz
TM166: Thunder
TM168: Solar Beam
TM170: Steel Beam
TM171: Tera Blast
TM172: Roar
TM184: Vacuum Wave
TM187: Icicle Spear
TM189: Heat Crash
TM190: Solar Blade
TM205: Endeavor
TM207: Temper Flare
TM221: Throat Chop
TM225: Hard Press
TM229: Upper Hand
Ancient Power
Aura Sphere
Aurora Beam
Aurora Veil
Avalanche
Blizzard
Body Slam
Brick Break
Charge Beam
Dazzling Gleam
Detect
Endeavor
Endure
Facade
Fire Blast
Flame Charge
Flamethrower
Flare Blitz
Flash Cannon
Focus Blast
Freeze Dry
Giga Impact
Hard Press
Heat Crash
Heat Wave
Heavy Slam
Helping Hand
Hyper Beam
Ice Beam
Ice Spinner
Icicle Spear
Icy Wind
Imprison
Inferno
Iron Defense
Iron Head
Lava Plume
Low Kick
Metal Burst
Metronome
Outrage
Overheat
Phantom Force
Polar Flare
Protect
Rest
Roar
Scary Face
Sleep Talk
Snowscape
Solar Beam
Solar Blade
Steel Beam
Substitute
Sunny Day
Take Down
Tera Blast
Temper Flare
Throat Chop
Thunder
Thunderbolt
Upper Hand
Vacuum Wave
Wild Charge
Will-O-Wisp
As a Mythical Pokemon, we can only have Level up moves & TMs. The lvl up is tweaked from framework originator Meloetta, with Polar Flare relegated as a Move Reminder (The reason why Relic Song is now lvl up for Meloetta is because Wake-Up Slap, the move it replaced and move tutors have been Dexited; thematically, I'm envisioning Polar Flare as something it deliberate forgot - see Fighting & Psychic below as to why) and going from a 5 - 7 - 9 level gap. As for what moves Ramnarok will have…

14 Fire-Type: Let’s start easy, Inferno & Polar Flare have to go to Lvl up. For the rest of its Fire-type coverage, I looked to fellow Ice/Fire-type Darmanitan-Galar, initially plucking out Fire Spin, Flamethrower, Heat Wave, Fire Blast, Overheat for its special coverage, Flare Blitz on Physical, and Sunny Day & Will-O-Wisp as status. Lava Plume, as it turned out, is mandatory, which I suppose is fitting for a Mythical partially themed on the fiery volcanic Norse realm that is Múspellsheimr, so Fire Spin was swapped out as the only non-mandatory option. I then picked up Heat Crash, Temper Flare and Flame Charge to complete the group.

7 Steel-Type: Most of the options (Flash Cannon, Heavy Slam, Iron Defense, Iron Head, Steel Beam, Hard Press) are taken from Heatran, a fellow Fire/Steel type who cares less about its Steel-type STAB. Its other Steel-moves didn’t fit right - Ramnarok has no claws to use Metal Claw, and I’m electing to move away from any sound-based moves that contribute directly to damage. Enter Perrserker, a Nordic-flavoured Steel-type, from whom I plucked out Metal Burst as the final move, to represent Ramnarok breaking out of its restraints.

9/11? Ice-Type: For its level up, I slotted in the two aurora-themed moves (Aurora Beam, Aurora Veil) and Freeze-Dry. For the rest of its Ice coverage, I looked to Glastrier, who has a similar appearance and plucked out its Ice-type TMs (Icy Wind, Avalanche, Snowscape, Ice Beam, Blizzard). Ice Spinner was added over the other Icicle moves (Icicle Spear may get added depending on verdict) because of one part of the Pokemon Site’s description for Glastrier: “Nimble movements are not Glastrier’s strong suit. But it can use the cold exuded from its hooves to freeze the ground, letting it shoot off sliding across the ice to close distances in a flash during battle.” Given Radiant’s Form’s high speed, it’s surely nimble enough to twirl around, but this move also destroys terrain - see Psychic on why this fits.

Interrupting briefly to comment on the level up STAB moves. Chronologically, I am making the assumption that Fire/Ice Radiant Forme is the 'origin form', so to speak, that Ramnarok used to have in the past; its Fire/Steel Dormant Forme is a relatively more recent development, hence why it can learn both physical and special Fire & Ice-type moves via lvl up, because it remains profound in its mastery of those types, but it's still relatively new to the mindset of using Steel beyond its armor - it know Iron Defense as a means of reinforcement, Iron Head's just it throwing a Headbutt using the weight of said armor, Metal Burst has already been partially explained above - and thus needs TMs to use moves like Flash Cannon.

15 Normal-type: Aside from the mandatory Endure, Facade, Helping Hand, Protect, Sleep Talk, Substitute, Take Down, Tera Blast, we also have the Hyper Beam/Giga Impact duo, Endeavor, Body Slam, Metronome, Scary Face, and more surprisingly Roar, which Gogoat & Glastrier surprisingly learn.

2 Psychic-type: Aside from our mandatory Rest, I added Imprison. In the Discord, designer EnderTrenton endorsed the idea that Ramnarok is an :Absol:-like figure, in that it typically causes apocalyptic-levels of collateral in battle. My interpretation from that is that the Ramnarok we encounter has forged its armour as, on some level, a sort of penance for having caused catastrophes with its presence unchecked in the past, perhaps like God of War Kratos and thus can seal off the aspects in others that it sees in itself - in this case, moves it can also use. Amnesia is not exactly thematically fitting and carries borderline competitive concerns, but this is also why Polar Flare is relegated to a move reminder - Polar Flare is in essence Ramnarok's version of the Blades of Chaos.

8 Fighting-Type: Ramnarok’s primary inspiration Heimdallr is known for seeing and hearing everything, so Detect is practically a required flavour move. Looking back at Glastrier & Perrserker as well as to Gogoat, one had Brick Break & Close Combat, one had Body Press, Close Combat & Double Kick, and one had Brick Break & Bulk Up. In my perspective, I'd consider the Ramnarok we battle with more like God of War Ragnarok Týr, and less-so Greek Era Kratos, in that it has a preference for skilful control techniques over raw power haymakers, for reasons already explained. Close Combat is vetoed based off this line of reasoning, Brick Break’s a tame option that breaks screens, I once again translate Double Kick into Low Kick, seen on quadrupeds like Rapidash, Mudsdale, Clodsire, Farigiraf, a technique which relies on the weight of others, and Upper Hand because it involves specifically countering priority, and ask the Swords of Justice why they can learn it as well if you're questioning since Ramnarok has no hands. I flipped a coin for now* between Body Press or Special coverage (Focus Blast, Aura Sphere, and Vacuum Wave), aka either another skilful technique that fits the current Ramnarok or a hint of the power of the Mythical Pokemon it once was, but this is subject to change.

4 Electric-type: We have Thunder as a mandatory move, and fellow aurora-themed Aurorus also gets Electric-coverage. Speaking of, that’s who the list is based on, so we have the damaging Electric-type TMs Aurorus was last seen having in SwSh, namely also adding Thunderbolt & Charge Beam; Gogoat also learns Wild Charge, so that’s its Physical coverage for this type.

1 Dark-type: Again with Gogoat, Throat Chop is its sole Dark move in SV.

2 Grass-Type: Just Solar Beam & Solar Blade. I wanted an implicit reference to solar winds and thus an ability to harness solar energy, while Energy Ball seemed too competitive. If you want to know how exactly it uses Solar Blade, picture Swords of Justice Sacred Sword.

1 Fairy: Just Dazzling Gleam for the light properties.

1 Dragon: Just Outrage as the Imperial Wraith / royal Thrash.

1 Ghost: Heimdallr in Norse myth guards the Bifrost, which allows travel between Asgard & Midgard. Phantom Force is perhaps the closest parallel, especially if we consider Ramnarok as an outcast member of the Aura Trio, representative of life and death, in that it can travel between the realm of the living and the realm of the dead.

1 Rock: Ancient Power. seen on many Legendaries and a few Mythicals, completes the list.
 
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Also would like to make an argument for removing the Icicle moves from the mandatory moves.
I would like to echo this. Listing/omitting them from movepools has no competitive bearing, so best not to mandate them.

I'd also like to point out that Take Down and Helping Hand are no longer treated as universal TMs this generation. Regardless of how we choose to treat them this project, we should remove them from the list moving forward.
 
I'd also like to point out that Take Down and Helping Hand are no longer treated as universal TMs this generation. Regardless of how we choose to treat them this project, we should remove them from the list moving forward.
A vast majority of Pokémon this gen learn both moves, with the latter getting the biggest distribution buff of any move. They're both borderline universal even if not everyone learns it
 
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