And now, the part you've all been waiting for, movepool submissions. In this thread, movepool designers will craft finalized movepools for CAP 2 based on the restrictions set forth in the discussion threads. Please consult this article for developing your movepool, as otherwise you will break many rules and your movepool will not be slated. The lists of moves that are both allowed and disallowed can be found in the original posts of the attacking moves and non-attacking moves discussion threads, linked to below.As per the discussion in this thread, I am enforcing a changed movepool size limit for CAP 2. The limit is as follows:
Also, take note that while Sketch is not a VGM by definition because you never actually use Sketch against an opposing Pokemon in competitive Pokemon, it is considered a VGM for purposes of developing the movepool. Let me put that in bold: Sketch counts as a VGM.
This thread will be open for something like 72 hours, though it may be open for longer. I will provide a 24 hour warning when things start to wind down.
A spreadsheet comparing the currently submitted movepools can be found here.
My Vision
I have a dream! No, but really, I have some things that I feel are important to communicate to CAP 2's eventual movepool authors. I believe that CAP 2 needs a small movepool. Our limits ensure that we have at least a movepool no larger than Spiritomb's, but at the same time, I don't think we need to push those boundaries. You do not need, nor should you, have exactly 55 moves and 30 VGMs in your movepool. Try to shave away unnecessary moves and only use what you think is absolutely necessary. Remember the key components to CAP 2's projected sets, like STAB moves, support moves, things like that. After that, be sparing with what you add on. My personal WIP movepool for this CAP included merely 34 total moves and 19 VGMs. That may be the bottommost limit for what CAP 2 needs to succeed. I have included it in the below hidden tag for reference. You may want to add to it, you may want to remove from it, you may want to scrap it and do your own thing, but I want it here for reference regardless. This way, you all know kind of what I'm going for here.
Note also that you do not need to implement Sketch as I did in mine. There are lots of options for Sketch, including being an egg move and being an event move. I am okay with Sketch being an event move if the movepool author so chooses. I'm also okay with more niche methods of obtaining it, such as a specific move tutor that would only work on CAP 2, or what-have-you. Choose what you think best suits CAP 2. Lastly, Sketch cannot be a level-up move. The reason for this is that the heart scale move re-learner would let CAP 2 have infinite uses of Sketch, which kind of poses a problem.
CAP 2 thus far:
Name: Necturna
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Abilities: Forewarn / Telepathy (DW)
Primary Checks: Heatran, Jirachi, Skarmory, Hydreigon
Gender: Female
tl;dr: Quack! (Yaa-Haw! Movepools are a good ole' riot!)
55 Total Moves
30 Very Good Moves
If your movepool breaks these limits, it will not be slated. Don't make me ignore your movepool because of something so easily fixed! The definition of a Very Good Move (VGM) can be found in the previously linked on-site article, if you're unsure. There is also a list of all VGMs in that article.30 Very Good Moves
Also, take note that while Sketch is not a VGM by definition because you never actually use Sketch against an opposing Pokemon in competitive Pokemon, it is considered a VGM for purposes of developing the movepool. Let me put that in bold: Sketch counts as a VGM.
This thread will be open for something like 72 hours, though it may be open for longer. I will provide a 24 hour warning when things start to wind down.
A spreadsheet comparing the currently submitted movepools can be found here.
My Vision
I have a dream! No, but really, I have some things that I feel are important to communicate to CAP 2's eventual movepool authors. I believe that CAP 2 needs a small movepool. Our limits ensure that we have at least a movepool no larger than Spiritomb's, but at the same time, I don't think we need to push those boundaries. You do not need, nor should you, have exactly 55 moves and 30 VGMs in your movepool. Try to shave away unnecessary moves and only use what you think is absolutely necessary. Remember the key components to CAP 2's projected sets, like STAB moves, support moves, things like that. After that, be sparing with what you add on. My personal WIP movepool for this CAP included merely 34 total moves and 19 VGMs. That may be the bottommost limit for what CAP 2 needs to succeed. I have included it in the below hidden tag for reference. You may want to add to it, you may want to remove from it, you may want to scrap it and do your own thing, but I want it here for reference regardless. This way, you all know kind of what I'm going for here.
Note also that you do not need to implement Sketch as I did in mine. There are lots of options for Sketch, including being an egg move and being an event move. I am okay with Sketch being an event move if the movepool author so chooses. I'm also okay with more niche methods of obtaining it, such as a specific move tutor that would only work on CAP 2, or what-have-you. Choose what you think best suits CAP 2. Lastly, Sketch cannot be a level-up move. The reason for this is that the heart scale move re-learner would let CAP 2 have infinite uses of Sketch, which kind of poses a problem.
TM / HM
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM19 Telekinesis
TM21 Frustration
TM22 Solarbeam
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM44 Rest
TM45 Attract
TM53 Energy Ball
TM61 Will-O-Wisp
TM65 Shadow Claw
TM71 Stone Edge
TM86 Grass Knot
TM90 Substitute
LEVEL-UP
— Absorb
— Sweet Scent
4 Spite
9 Shadow Sneak
14 Toxic Spikes
18 Charm
21 Mega Drain
23 Ominous Wind
26 Psybeam
30 Horn Leech
37 Hex
45 Giga Drain
60 Power Whip
EGG
Sketch
TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM19 Telekinesis
TM21 Frustration
TM22 Solarbeam
TM27 Return
TM30 Shadow Ball
TM32 Double Team
TM44 Rest
TM45 Attract
TM53 Energy Ball
TM61 Will-O-Wisp
TM65 Shadow Claw
TM71 Stone Edge
TM86 Grass Knot
TM90 Substitute
LEVEL-UP
— Absorb
— Sweet Scent
4 Spite
9 Shadow Sneak
14 Toxic Spikes
18 Charm
21 Mega Drain
23 Ominous Wind
26 Psybeam
30 Horn Leech
37 Hex
45 Giga Drain
60 Power Whip
EGG
Sketch
CAP 2 thus far:
Name: Necturna
Focus: Bulky OffenseConcept: Sketch Artist
Description: A Pokemon that learns Sketch, once, and everything that goes along with that.
Justification:
In terms of uniqueness, I think that few existing Pokemon can match DPP Smeargle, an otherwise laughably worthless Pokemon trolling OU with access to every trick in the book (or at least 4 of them) but also affecting the metagame greatly by becoming a top threat in the lead metagame. This Pokemon will borrow some of that uniqueness by learning the move Sketch and thus having access to ONE surprise/strategic/gutshot bonus move to supplement its pre-existing movepool. Being otherwise competently built (read: usable stats), this Poke could be a top threat or specialist for reasons we can't even predict yet.
Questions To Be Answered:
Explanation: The key here is that we have a lot of freedom to construct a unique Pokemon while staying within the confines of the concept. Typing, stats, abilities, and even most of the movepool are completely fair game so long as the Poke learns Sketch only once along the way and that we keep that in mind during previous steps. Now, this doesn't mean the CAP process will be directionless; Rising Dusk is pretty well organized and good at keeping discussions focused, and the concept itself has firm grounding in Smeargle's precedent. What's really being studied with this concept is movepool diversity and effectiveness, so it should have the most effect on the movepool process, where movepool creators will have to carefully balance their Sketchmon's actual movepool with the possibility of adding any one other move to the list. In terms of the metagame, there is no doubt in my mind that throwing a wildcard like this into the mix will strongly affect the metagame.
- How will a Poke that has access to any one move out of all the moves in the game affect common battling tactics, namely prediction, scouting, and switching?
- Which Sketch moves will become most common on this Poke's best sets? Does Sketchmon's success rely on hiding that secret Sketch move until just the right moment or can it succeed with predictably powerful moves like Spore, Spikes, Hurricane, Shell Smash, etc.?
- Does this unique and powerful access to moves need to be counterbalanced elsewhere in the Pokemon's design? If so, then to what degree?
- What kind of impact can Sketchmon have on teambuilding in terms of being able to patch holes with common utility moves like Rapid Spin or Toxic Spikes?
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Abilities: Forewarn / Telepathy (DW)
Primary Checks: Heatran, Jirachi, Skarmory, Hydreigon
Gender: Female
tl;dr: Quack! (Yaa-Haw! Movepools are a good ole' riot!)