Finally, I don't know if it is usefull to specify that we should Disallow the following moves : Magma Storm, Searing shot, Blue flare(unfortunately ): ), V-create and Fusion flare, but if it is, it's done ^^. These are all signature moves, too strong for a CAP. Now the last Fire Special move is Mystical fire and, well, I don't really know what to do with it (btw I don't really know if it is a competitive move).
Legendary signature moves are disallowed automatically, as seen
here. Mystical Fire is at least a restricted move. Personally, I see no reason not to allow it, (except perhaps from a flavor standpoint), as it is rather weak. The secondary effect has utility, but not much. I suppose it might be good to whack a special attacker on the switch, either to help beat it or let Luke set up on it, but that requires prediction and most likely isn't even worth a moveslot.
Acid Spray:
Chansey Seismic Toss vs. 0 HP Volcanion: 100-100 (29.3 - 29.3%) -- guaranteed 4HKO
252+ SpA Volcanion Acid Spray vs. 252 HP / 4 SpD Eviolite Chansey: 32-38 (4.5 - 5.3%)
252+ SpA Volcanion Acid Spray vs. -2 252 HP / 4 SpD Eviolite Chansey: 63-75 (8.9 - 10.6%)
252+ SpA Volcanion Flamethrower vs. -4 252 HP / 4 SpD Eviolite Chansey: 318-375 (45.1 - 53.2%)
In a 1v1 situation, and min damage rolls every time, Acid Spray + Acid Spray + Flamthrower + Flamethrower will kill Chansey from full health with no boosting item. Chansey's Seismic Toss is a 4HKO as well, but Chansey's slower. If Chansey uses Thunder Wave, Analytic starts activating. Toxic kills in five turns, which is even slower. Chansey's only hope is to Toxic stall with Protect. But not all Chansey use Protect, and not all Chansey use Toxic. The fact is that Acid Spray lets CAP beat one of the most specially bulky pokemon in OU, especially when we want it to counter us, makes it unsuitable for this CAP. In fact, if CAP has max HP and Leftovers, it can
Counter Chansey.
Chansey Seismic Toss vs. 252 HP Volcanion: 100-100 (24.7 - 24.7%) -- guaranteed 6HKO after Leftovers recovery
No, please.
Heat wave should be allowed. It's weaker than Fire Blast, so there's not a power problem. Having another option to balance power and accuracy is perfectly fine.
Clear Smog is too weak to be messing up our counters, so yeah, include it. It won't hurt anything and help us with a couple fairies better.
Signal Beam:
252+ SpA Analytic Volcanion Signal Beam vs. 4 HP / 0 SpD Latias: 192-228 (63.5 - 75.4%) -- guaranteed 2HKO
No thank you. It hits nothing on our threatlist, so it'd be doing nothing but harming the concept.
Belch:
People have been complaining about a base power 95 poison move, so why would a base power 120 poison move be acceptable? I understand that having to eat a berry limits the sets it can be on, but it 2HKOs Latias (without an item, obviously). It's possible that SubSalac or such sets would be gimmicky and fail, but it's also possible that they could beat our counters, which isn't desirable. Finally, if I wanted to beat fairies consistently, why would I force myself to eat a berry first? The move doesn't deal with fairies any better than Sludge Wave. So compared to Sludge Wave, it helps less with the concept and more with beating our counters. There is no reason to allow this move.
Sludge Wave/Sludge Bomb:
I was almost convinced, and then Scoopapa swooped in. But how does it not beat Latias, when
252+ SpA Life Orb Analytic Volcanion Sludge Wave vs. 4 HP / 0 SpD Latias: 159-187 (52.6 - 61.9%) -- guaranteed 2HKO?
Also, LO still nets a 2HKO like Specs does. But then you are even more likely to kill yourself in the process. I suppose that CAP could beat the ground/steels and then kamikaze Latios, but that's unlikely.
I'm still leaning towards Allow.