CAP 13 CAP 2 - Part 12 - Movepool Submissions

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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:
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.

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

CAP 2 thus far:

Name: Necturna

Concept: 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:

  • 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?
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.
Focus: Bulky Offense
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!)
 

Korski

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is a CAP Contributoris a Forum Moderator Alumnus
FINAL SUBMISSION

-Astonish
6. Sweet Scent
7. Absorb
13. Pursuit
18. Attract
19. Mega Drain
26. Shadow Sneak
32. Imprison
40. Destiny Bond
41. Giga Drain
48. Perish Song
54. Power Whip
61. Moonlight

VGMs (7): Pursuit, Shadow Sneak, Destiny Bond, Giga Drain, Perish Song, Power Whip, Moonlight

The Level-up movepool doesn't offer much competitively, but what it does offer is many of the necessary attacking options Necturna will need to be successful: Pursuit, Shadow Sneak, Giga Drain, and Power Whip. Pursuit is the only Dark move in this movepool, as I see Dark coverage being best suited on Choice sets where Necturna's versatility will be causing switches and Pursuit being best suited for those particular scenarios (Trick appears later in the movepool to further add to the anxiety of facing Choice sets). Shadow Sneak is also the only priority move here, and with STAB, 120 Atk, and Sketch, it should be plenty. Lesser options in this list include the gimmicky Destiny Bond, Perish Song, and Moonlight should the player wish to use them for their particular effects or for unique combinations with Sketch.

The flavor of the Level-up moves is based off of two things: 1) that Necturna is female-only and 2) that, as a flytrap-esque Pokemon, her method of survival is one of attracting and trapping her prey. Combined, these two thematic elements here paint the picture of a wicked seductress, luring in opponents and then depleting their health to sustain her own.

The learnset is anchored in the three pairings of Sweet Scent/Absorb, Attract/Mega Drain, and Destiny Bond/Giga Drain, where Necturna slowly grows stronger in the ways of bringing prey in and then draining them once they've been captured; the progression is all about the Pokemon's ability to tie her opponent's fate to herself over time. Necturna backs up these six core moves by learning Pursuit early on, in case of an escape, and Imprison, to keep opponents from fighting back. After Giga Drain is learned, Necturna learns Perish Song, which is a fitting way to "play with one's food," so to speak, after already mastering its seductive and destructive ways, and fits the theme incredibly well. Power Whip is suitable flavor-wise for Level-up, considering Necturna's vine-like thorn-appendage, and is reinforced by learning Vine Whip and both of its Leaf-based attacks as Egg moves. Finally, Necturna learns Moonlight, which it learns instead of Morning Sun or Synthesis because, as "dead" plant matter, it makes less sense to me that Necturna should still rely on the Sun for healing (it instead relies on its "prey" as previously mentioned). In fact, I think that completely shunning the Sun-based moves from the movepool adds an interesting personality element to the typing, so I have also removed SolarBeam and Energy Ball, which are entirely unnecessary competitively. Ironically, the only weather Necturna can summon with this movepool is Sand, playing off this concept a little more.

Egg Groups: Field / Human-like

Captivate
Curse
Gastro Acid
Hex
Horn Leech
Ingrain
Leaf Blade
Leaf Storm
Sketch
Toxic Spikes
Trick

Vine Whip

VGMs (7): Horn Leech, Ingrain, Leaf Blade, Leaf Storm, Sketch, Toxic Spikes, Trick

The Egg Moves supply Necturna with reliable physical STAB in Leaf Blade and Horn Leech, whereas Leaf Storm provides an unreliable special STAB but is largely present for flavor reasons. Horn Leech also plays as the physical counterpart to Giga Drain for use on bulky boosting sets and to take advantage of that low HP stat. Toxic Spikes is worth a strong consideration, especially when taking into account the amount of free turns Necturna is likely to get, and also how rare the entry hazard is in today's more fast-paced metagame. The last competitive move is Trick, which will really elevate Choice sets and offset Necturna's poor offensive coverage with an added tool.

Since I needed to squeeze some necessary moves into this space (e.g. Horn Leech), the flavor isn't completely uniform, but the Egg moves play nicely off the Level-up list and add some interesting dynamics to the Poke's personality. I put the "Leaf" moves here because Necturna more so appears to be a natural member of the "Whip" crew (e.g. Carnivine, Tangrowth), having an actual whip-like appendage and only vague impressions of leaves, so the Leaf options are Egg-only. Captivate and Curse are moves you will understand me adding if you've ever dated a woman (that they just so happen to be next to one another in alphabetical order is simply luck). Gastro Acid reinforces her Poison credibility as well as the Level-up flavor, and Ingrain may turn out to be a fun thing to Baton Pass away while also fitting quite well flavor-wise. As a final note, recall that newly-hatched wild Necturna naturally arrive knowing only the move Astonish, a simple STAB, and they don't gain another physical attack over 40 BP by leveling until Power Whip at Level 54. On the other hand, bred Necturna have access to all of Horn Leech, Leaf Blade, and Vine Whip (besides Sketch), emphasizing her Egg movepool as a subtle nod to the concept (where Sketch being an Egg/Event move is the only requirement to fulfilling the concept).

TM04 - Calm Mind
TM06 - Toxic
TM09 - Venoshock
TM10 - Hidden Power
TM12 - Taunt
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM19 - Telekinesis
TM21 - Frustration
TM27 - Return
TM30 - Shadow Ball
TM32 - Double Team
TM37 - Sandstorm
TM44 - Rest
TM45 - Attract
TM48 - Round
TM49 - Echoed Voice
TM61 - Will-o-Wisp
TM65 - Shadow Claw
TM68 - Giga Impact
TM71 - Stone Edge
TM84 - Poison Jab
TM86 - Grass Knot
TM87 - Swagger
TM90 - Substitute
HM01 - Cut

VGMs (14): Calm Mind, Toxic, Hidden Power, Taunt, Light Screen, Protect, Frustration/Return, Shadow Ball, Rest, Will-o-Wisp, Shadow Claw, Stone Edge, Grass Knot, Substitute

The TM list is really just the essentials, along with only a handful of flavor additions and other moves that I felt were too widely-distributed to deny to this CAP. Offensively, Necturna rounds out her Special movepool with Hidden Power and Shadow Ball while picking up Shadow Claw and Stone Edge to compliment its physical options. Defensively, Necturna can defend herself on either side of the spectrum with Will-o-Wisp and Light Screen or simply throw up a Substitute and block the damage altogether. Taunt may see use over time on Shift Gear or Quiver Dance sets, but for now the best way to roast Necturna is through offense, so the best it can do is open up new options for Sketch moves. Natural access to the Taunt/Wisp combination is also a plus.

I have Toxic, Venoshock, and Poison Jab to round out Necturna's Poison connection; I like Toxic/Venoshock because Venoshock does more damage after the opponent has already been statused (to fit the flytrap theme) and it couples well with the Will-o-Wisp/Hex action coming from its Ghost typing. Without any Psychic-type attacks in the movepool to reflect Necturna's Abilities, I added Calm Mind, Telekinesis, Light Screen, and Rest to supplement Imprison from the Level-up moves and Trick from the Egg moves so as to give her a pronounced Psychic support movepool (which I think is more appropriate, imo). Taunt is something I added primarily for flavor, actually, as it fits with the theme of drawing threats close, where Necturna naturally excels.

Total Moves: 51
Total VGMs: 28

Physical Attacks (8):

Frustration/Return
Horn Leech
Leaf Blade
Power Whip
Pursuit
Shadow Claw
Shadow Sneak
Stone Edge

Special Attacks (5):

Giga Drain
Grass Knot
Hidden Power
Leaf Storm
Shadow Ball

Non-damaging Attacks (15):

Calm Mind
Destiny Bond
Ingrain
Light Screen
Moonlight
Perish Song
Protect
Rest
Sketch
Substitute
Taunt
Toxic
Toxic Spikes
Trick
Will-o-Wisp

I highly support these movepool limitations, as they focus the learnset around abusing Sketch to obtain Necturna's most interesting moves. As such, this movepool consists of only a handful of usable non-Sketch moves and half-complete move cores. Physical CAP gains only Rock and Dark coverage beyond its own STAB attacks; Pursuit is a good situational attack for Choice Band sets (and redundant with Ghost coverage-wise) while Stone Edge shares Power Whip's frustrating accuracy issues (Coil seems to be a good Sketch move here) but gives Necturna a balanced neutral hit on most of her counters, which is fine to me since Steel-types still wreck this offensive non-Sketch movepool. Special CAP is even more hindered to its own STAB attacks and Hidden Power, which will get the most mileage out of a two-attack setup with Sketch (booster) and a support move (Taunt, WoW, Sub, etc.), which should make Special sets potent but predictable. I opted out of Psychic coverage moves in spite of the Abilities because I didn't want to mess with Necturna's dependency on Sketch as much as possible. All-in-all, this offensive movepool depends on that Sketch move to define whichever set is to be used, be it a necessary coverage/support move or an ambitious booster.

For STAB attacks, I have basically set up Giga Drain/Shadow Ball as the only viable Special attacks and Power Whip/Leaf Blade/Horn Leech/Shadow Claw/Shadow Sneak as the Physical ones. Necturna's primary STAB will almost certainly be Power Whip (or Horn Leech for bulkier or defensive sets), which it can supplement with priority (Shadow Sneak/Sketch), coverage (Pursuit/Stone Edge/Sketch), status (Toxic/Will-o-Wisp/Sketch), support (Trick/Toxic Spikes/Taunt/Sketch), and/or setup (Substitute/Sketch boosting move). This is likely the standard template.

For Non-damaging Attacks, I chose to focus on the one-off supplementary moves, namely Substitute, Taunt, Toxic Spikes, Trick, and Will-o-Wisp that all work with a myriad of possible Sketch moves. With the exception of Taunt, I see all of these options as viable "fourth-moves" to Round out a non-boosting Sketch set. Other attacks, like Ingrain, Perish Song, and Rest allude to specific Sketch combunations that could have viable surprise value.
 
Final Submission

Legend:
*VGMs
!Moves that were not put in based on flavour

Energy Ball
Grass Knot
Horn Leech
Giga Drain
Power Whip
Shadow Ball
Shadow Claw
Shadow Sneak
Stone Edge
Night Shade
Crunch
Psychic

Sunny Day
Calm Mind
Toxic Spikes
Will-O-Wisp
Haze
Moonlight
Substitute
Destiny Bond


General comments:

The main idea with this movepool is to minimize the competitive inspirations (because Necturna doesn't really need very many moves) to make room for the heaps of flavour-inspired moves that I think are required to do the art design justice. As you will see, this still ends up riding the movepool limits, but if there's anything to blame for that, it's really the art design and flavour abilities. Forewarn was pretty cool in general but not for the movepool submission stage :( I have also made sure not to have any repeated moves. I don't know why; I just felt like doing that.

This movepool is more economical than it looks, so that is what I'm basically selling as far as competitive inspirations go. Does Necturna really need moves like elemental fangs and Trick? Not really. They'd just be slashed moves in already existing sets.

I've described a sort of lore thing for Sketch, but what I have in the short explanation right above it is all that actually has to matter. If you don't care, you don't care. If you do care, well, it's there. I just felt like doing it, and there's absolutely no reason not to do it. If it affects your vote, well, I personally don't see why it should, at least negatively. Weird CAPs can sometimes allow weird things.

*01 Shadow Sneak
01 Lucky Chant
07 Bite
11 Vine Whip
*17 Night Shade
*21 Haze
27 Faint Attack
*31 Toxic Spikes
*37 Destiny Bond
*41 Crunch
47 Curse
51 Mimic
*57 Power Whip

Essentially, I have made to bring out the "flytrap" aspect of the design, with some touches of the miko design. The structure is (almost) directly ripped off from Carnivine's level-up, and the physical moves remain from that movepool as well. As for the other moves, I have a sort of Blue Mage / White Mage thing going. I think that Necturna would do better using her otherworldly powers for hex-type spells (status moves) rather than offensive energy attacks. She does learn energy attacks with TMs, though! Night Shade is the exception because every Unova Ghost-type has Night Shade in level-up.

I did mention "Blue Mage". Essentially, my thought is that Necturna somehow obtains rare moves from other Pokémon in Unova. This is meant to imply the possibility of Sketch in the movepool, and Necturna learns these moves as "practice" for the actual Sketch signature. The big ones are Lucky Chant (Musharna) and Haze (Cryogonal), but there are also Curse (Chandelure), Toxic Spikes (Garbodor) and Destiny Bond (cofagrigus). Mimic is the more obvious hint of Sketch. There are a ton of other moves that I considered, but they're disallowed, so too bad :(


Moves: 13
VGMs: 7

*!04 Calm Mind
*06 Toxic
*10 Hidden Power
11 Sunny Day
15 Hyper Beam
*17 Protect
20 Safeguard
*21 Frustration
22 SolarBeam
27 Return
*29 Psychic
*30 Shadow Ball
32 Double Team
*42 Facade
*44 Rest
45 Attract
48 Round
*53 Energy Ball
*!61 Will-O-Wisp
*!65 Shadow Claw
68 Giga Impact
70 Flash
*!71 Stone Edge
*86 Grass Knot
87 Swagger
*90 Substitute

Basically, these (other than the ! marked moves) are the TMs learned by all Unova Pokémon with a Grass type or a Ghost type. Telepathy is represented only by Psychic-types in Unova, so I ignored that aspect. I also had a bunch of Psychic-type moves to represent Forewarn, but it bloated the list way too much. It's really pretty straightforward. Calm Mind, Will-O-Wisp, Stone Edge and Shadow Claw are the only actual additions here, just because it would really, really suck if Necturna didn't have any of these moves. I suppose Necturna can live without Calm Mind, but at the same time, I'd like to see the occasional Sketched special move.


Moves: 26
VGMs: 15

*Sketch
*Horn Leech
*Giga Drain
*Moonlight

There is a Necturna encounter somewhere, which comes with Sketch.

I didn't want to put Horn Leech in level-up because it was a signature move, so I put it here. The other two I couldn't really fit into level-up but wanted, anyway, so they're here.


Moves: 4
VGMs: 4

Total moves: 43
Total VGMs: 26

Okay, RD's post has convinced me to do this after all, so, uh... prepare yourself.

Bring Smeargle to the little dead end in the northwest corner of Route 2. At the dead end, Smeargle will suddenly be inspired and draw a portal through the trees. Through this portal is a new area. Instead of the weaksauce Patrat/Lillipup/Purrloin/Audino of Route 2, you'll encounter Watchog/Stoutland/Liepard/Lampent in the 50-55 range, at 40/40/20/rustle encounter rates. Eventually you'll reach a small shrine.

In the shrine are a few Sage trainers who talk about how they have dedicated their lives to the ways of the Necturna.

Sage 1: This is the Necturna Shrine, the place for aspiring individuals to learn the ways of the Necturna.

Sage 2: This shrine is very close to the place where Necturna guides the souls of deceased Pokémon to the afterlife.

Sage 3: We are merely in training. Those who truly want to learn the secrets of Necturna must walk the path of the Necturna.

Sage 4: Welcome to the Necturna Shrine. We sensed that you would be coming here eventually. You do not know what lies ahead because you do not yet have the discipline to seek the place where Pokémon spirits go. If you insist, though, I have one piece of advice: Run from anything you can't identify.

There is a side room containing Sages and other trainers, who evidently couldn't complete the task. Here are some examples:

"I was kicked out of my social clubs, so I wanted to complete this walk to show them up. Unfortunately, my Smoochum was ambushed by a Lovely Kiss attack."

"I'm Doug. My strategy was to drown out all sound by the electric guitar twang of some song I can't remember. Unfortunately, my Bouffalant was ambushed by something using Head Charge, and I could not go further. All I can say is: Live it. Love it. 'Fro it."

"See that Machoke over there? His trainer went in with him. Unfortunately, one of those trickster ghosts used DynamicPunch, and they lost each other. I wonder where that trainer went...?"

"I thought my Porygon was the best Pokémon ever, but we kept running into Rock-types, Steel-types and Ghost-types. How is that fair, huh? Oh well, at least I'll always have my Oddish."

"All I remember was seeing a lot of Sleep Powder being sprayed. I know my Jumpluff wouldn't betray me like that!"

"I was SURE my WOBBUFFET would do the trick! But it kept using COUNTER! I don't get it! Maybe I should use... TICKLE WOBBUFFET! Hehehe..."

Out the back is a forest area. In front of you is a level 65 Excadrill that you can't catch (because it's a ghost). Upon defeat, it will join you in the battles ahead (i.e. 2v2). There's grass nearly everywhere, and you'll run into level 55-60 Chandelure as well as level 60 Zoroark in rustling grass, as well as some unidentifiable ghosts. Later on, the encounters are in the 60-65/65 range.

At the end is a clearing. There is an elder here with his Ducklett.

Elder: So, you have finally come. I've been expecting you. I see you have even brought a spirit with you. The truth is, however, even I do not really know the secrets of the Necturna. I come here every night to try to witness the end of a Pokémon spirit's journey, but somehow I always miss it. I know that there is something missing, but what...?

Smeargle then draws a hole in the ground. A Necturna appears out of the hole, presumably to take the Excadrill spirit to the afterlife.

POKéMON ENCOUNTER
Necturna lv 70 @ Forewarn
- Sketch
- Horn Leech
- Giga Drain
- Moonlight

Don't worry about Excadrill, though. It's sent to the afterlife regardless.

Elder: Fascinating! We could not have possibly imagined that a Smeargle would be the key to unlocking the true secrets of the Necturna. You are truly in tune with the ways of the Necturna. There is nothing for you here now. I wish you luck on your continued adventures.

Suddenly you're teleported back to Route 2 as if nothing happened.
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
WIP

COMPETITIVE OVERVIEW

Calm Mind
Energy Ball
Extrasensory
Facade
Frustration
Giga Drain
Grass Knot
Haze
Hidden Power
Moonlight
Night Shade
Night Slash
Perish Song
Power Whip
Protect
Rest
Return
Shadow Ball
Shadow Claw
Shadow Sneak
Sketch
Substitute
Super Fang
Switcheroo
Toxic
Will-O-Wisp

26 VGMs

Attract
Bite
Captivate
Curse
Double Team
Dream Eater
Follow Me
Future Sight
Giga Impact
Grasswhistle
Hyper Beam
Leer
Round
Scary Face
Screech
Solarbeam
Spite
Strength
Swagger
Sweet Scent
Torment
Vine Whip

Total 22 NCMs

48 Moves in total

BREAKDOWN

-Vine Whip
-Leer
8. Sweet Scent
11. Night Shade
15. Future Sight
19. Follow Me
22. Shadow Sneak
25. Super Fang
31. Night Slash
36. Scary Face
36. Screech
42. Giga Drain
45. Haze
49. Moonlight
57. Power Whip
66. Perish Song


TM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM15 Hyper Beam
TM17 Protect
TM21 Frustration
TM22 Solarbeam
TM27 Return (counts same as Frustration)
TM30 Shadow Ball
TM32 Double Team
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM53 Energy Ball
TM61 Will-O-Wisp
TM65 Shadow Claw
TM68 Giga Impact
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
HM04 Strength


Bite - Carnivine, Torterra
Captivate - Serperior
Curse - Exeggutor, Ferrothorn, Sunflora, Torterra, Tropius, Venusaur
Dream Eater - Exeggutor, Lilligant, Whimsicott
Extrasensory - Roserade, Shiftry
Grasswhistle - Abomasnow, Cacturne, Carnivine, Cherrim, Lilligant, Maractus, Meganium, Roserade, Sceptile, Sunflora, Venusaur, Whimsicott
Spite - Cacturne, Shiftry
Switcheroo - Cacturne, Whimsicott

Legal combos:
Bite + Curse (Torterra learns both by level-up, so Torterra can pass both down together.)

Bite + Grasswhistle (Carnivine can be bred to know Grasswhistle and learns Bite by level-up, so Carnivine can pass both down together.)

Curse + Dream Eater (Exeggutor can be bred to know Curse and learns Dream Eater by TM in Gen V, so Exeggutor can pass both down together.)

Curse + Grasswhistle (Sunflora can be bred to know Curse and learns Grasswhistle by level-up, so Sunflora can pass both down together.)

Dream Eater + Grasswhistle (Whimsicott and Lilligant can both be bred to know Grasswhistle and both learn Dream Eater by TM, so both can pass both down together.)

Dream Eater + Switcheroo (Whimsicott can be bred to know Switcheroo and learns Dream Eater by TM, so Whimsicott can pass both down together.)

Extrasensory + Grasswhistle (Roselia can be bred to have Extrasensory and leans Grasswhistle by level-up, so Roserade can pass both down together.)

Extrasensory + Spite (Nuzleaf learns Extrasensory by level-up in Gen IV, where it also can be tutored Spite. Then Shiftry can be traded to Gen V, so Shiftry can pass both down together.)

Grasswhistle + Spite (Cacturne can be bred to know Grasswhistle in Gen IV, where it can also be tutored Spite. That Cacturne can then be traded to Gen V, so Cacturne can pass both down together.)

Illegalities:
Grasswhistle + Switcheroo (Cacturne and Whimsicott are the only ones to get both, but both get the two moves from separate parents, so both cannot be passed down together.)

Spite + Switcheroo (Cacturne gets both, but it only learns Spite by a Gen IV tutor and only learns Switcheroo by breeding from Hypno in Gen V, so both cannot be passed down together.)

Feel free to correct me if any thing I believe to be legal is in fact illegal.


And obviously since it wasn't in the Egg group...
Sketch

My idea is this: Bring Necturna to a tutor, a painter who only appears at night in the First Floor of the Relic Castle. If Necturna has Night Shade (pun. See what I did there?) in its movepool, the painter will offer to teach Necturna Sketch. The tutor will then also attach a Ribbon to Necturna. This Ribbon will prevent Necturna from learning Sketch again.


REASONING


Extras
Attract
Bite
Calm Mind
Captivate
Curse
Double Team
Dream Eater
Energy Ball
Extrasensory
Facade
Follow Me
Frustration
Future Sight
Giga Drain
Giga Impact
Grass Knot
Grasswhistle
Haze
Hidden Power
Hyper Beam
Leer
Moonlight
Night Shade
Night Slash
Perish Song
Power Whip
Protect
Rest
Return
Round
Scary Face
Screech
Shadow Ball
Shadow Claw
Shadow Sneak
Sketch
Solarbeam
Spite
Strength
Substitute
Super Fang
Swagger
Sweet Scent
Switcheroo
Torment
Toxic
Vine Whip
Will-O-Wisp

Physical Attacking
Grass STAB: Power Whip
Ghost STAB: Shadow Claw, Shadow Sneak
Coverage: NONE

Special Attacking
Grass STAB: Energy Ball, Giga Drain, Grass Knot,
Ghost STAB: Shadow Ball
Coverage: Extrasensory, Hidden Power

Noncompetitive Attacks
Bite, Dream Eater, Facade, Frustration, Future Sight, Giga Impact, Hyper Beam, Night Shade, Night Slash, Return, Round, Solarbeam, Strength, Vine Whip

Team Support
NONE

Personal Defensive Support
Calm Mind, Haze, Moonlight, Perish Song, Protect, Rest, Super Fang, Torment, Toxic, Will-O-Wisp

Personal Offensive Support
Calm Mind, Substitute, Switcheroo

Noncompetitive Support
Attract, Captivate, Curse, Double Team, Follow Me, Grasswhistle, Leer, Scary Face, Screech, Spite, Swagger, Sweet Scent

 
Amateur movepool WIP incoming, woo woo!

I've never tried my hand at one of these movepools before so I've probably made a few stupid mistakes here or there. Point them out if you seem them so I can get this looking a bit nicer.

STAB attacks are in bold
VGM have an exclamation point (!)

Level Up
-Vicegrip
-Scary Face
5 Bite
9 Spite
13 Poison Fang
16 Shadow Sneak!
22 Hex
27 Crunch!
34 Attract
40 Extrasenroy!
47 Power Whip!
59 Destiny Bond!

VGMs: 5
Total Moves: 12

Notable attacks include Shadow Sneak, Destony Bond, and Power Whip. The level up movepool is mostly flavor with moves that fit with the Ghostly-Maiden-Venus Fly Trap theme.


TMs / HMs
03 Psyshock!
04 Calm Mind!
06 Toxic!
09 Venoshock
10 Hidden Power!
12 Taunt!
17 Protect!
21 Frustration!*
22 SolarBeam
27 Return!*
29 Psychic!
30 Shadow Ball!
32 Double Team
36 Sludge Bomb!
41 Torment
42 Facade!
44 Rest!
45 Attract
46 Thief
48 Round
51 Ally Switch
53 Energy Ball!
54 False Swipe
61 Will-O-Wisp!
65 Shadow Claw!
71 Stone Edge!
85 Dream Eater
86 Grass Knot!
90 Substitute!
HM 1 Cut

VGMs: 18 (19)*
Total Moves: 30

The biggest highlight is probably that Stone Edge was included. It’s a nice addition to the movepool without disturbing the main intended counters (Heatran and Skarmory don’t like Stone Edge too much, but they can definitely switch into unboosted ones.

Calm Mind is the lone non-sketch based boosting move in the entire movepool. A movepool of Grass and Ghost STAB with Hidden Power isn’t too much to be excited about, but Sketch might be able to change that.

The rest of the moveset is just bread and butter attacks for Grass and Ghost types alike. Energy Ball, Grass Knot, Shadow Ball, Psychic/shock, Hidden Power, the usual. Will-O-Wisp was included for more defensive sets, but I don’t think it will see usage in comparison to say Sketched Sacrid Fires.

As far as flavor inclusions go, Ally Switch was included because Telepathy + Ally Switch sounded pretty awesome even if we’re never going to use it for doubles. I added False Swipe because I could not stop drooling over a real version of this with Spore Sketched for in game catching purposes!


Egg Moves
Sweet Kiss (Buneary)
Seed Bomb! (Various)
Giga Drain! (Various)

Pain Split! (Various)
Toxic Spikes! (Roselia)
Trick! (Various)
Perish Song! (Misdreavous, Gastly)

VGMs : 6
Total Moves: 7

Notable Legal / Illegal combos

Pain Split or Trick + Toxic Spikes is Illegal
Personally, I thought that Trick + Toxic Spikes gave Necturna too great an opportunity to set up. Likewise, I felt that Pain Split + Toxic Spikes gave Necturna too much durability when setting up.

Seed Bomb or Giga Drain + Pain Split or Toxic Spikes is legal (Courtesy of 4th gen Tangelas and Roselias)
I wanted sets that wanted more durability to have a more reliable STAB to them then the shaky Power Whip or the annoying immunities other Pokemon bring versus Shadow Claw. Seed Bomb is a nice reliable STAB that I think defensive sets opporating off of Necturna’s higher base attack will enjoy. Giga Drain works fine if the user prefers the special side of the spectrum.
The only flavor move here is Sweet Kiss which I thought fit the concept well.


Tutor Attacks?
Sketch

VGMs: 1
Total Moves: 1

This requires a bit of explanation and dwells into some unrelated flavor discussion, so I’ll sum it up for you if you don’t want to read on. I made Sketch a tutor attack that works like an event move to ensure all sets could use the attack (once) without making every egg combination legal.

Sketch is a Tutor Attack.

After being tutored Sketch, a ribbon is attached to the Necturna preventing Sketch from being tutored again.

The basic idea is to have Sketch as a one use tutor attack only Necturna could learn, like the way the elemental Hyper Beams were taught in FRLG. To assure Sketch couldn’t be taught again by trading a Necturna away to cartridge, my plan was to have the Necturna change in some way so the game could recognize it could never be taught the attack again, like a ribbon being attached.

I’m not sure how much control I have over the movepool submission, so if this seems like it’s going over the line, speak up and I’ll figure something else out.


Total VGMs: 30
Total Moves: 50

I know that sounds like a lot of moves were included, but it felt like a lot less making the movepool. Hope it looks okay!
 

bugmaniacbob

Was fun while it lasted
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Final Submission

Here's a quick summary:

Attacking Moves

Energy Ball
Facade
Frustration
Giga Drain
Grass Knot
Hidden Power
Leaf Blade
Leaf Storm
Night Shade
Power Whip
Return
Shadow Ball
Shadow Claw
Shadow Sneak
SolarBeam
Stone Edge

Non-Attacking Moves

Calm Mind
Protect
Rain Dance
Substitute
Toxic
Toxic Spikes
Will-O-Wisp

Flavour Archetypes

Charm / Captivate
Mimic / Copycat / Role Play / Entrainment
Foresight / Future Sight / Extrasensory
Telekinesis / Ally Switch


As you can see, I’ve tried to keep a level head on proceedings as well as an eye out for flavour and consistency. This movepool is a full 8 moves under the VGM limit, as I wanted to ensure that the movepool is, not bare bones, but certainly not overflowing with options. The biggest offenders in this case were, really, all of the little “extra options” that were allowed, so I’ve pruned the movepool pretty thoroughly for those, only adding those that were of most benefit to support sets, as I feel that they need a bit of support to balance the massive influx of STAB attacking moves.

The attacking moves are relatively straightforward. We have Leaf Blade and Power Whip for physical Grass STAB, which represent reliability and power respectively. We also have Giga Drain and Leaf Storm on the special side, in the same vein. Energy Ball, SolarBeam, and Grass Knot are there for flavour purposes only. Shadow Ball and Shadow Sneak are the two main Ghost-type STAB moves, with Shadow Sneak as well as the only priority on board. In terms of coverage, we have Return, Stone Edge, and Hidden Power, which I feel is ample enough for our purposes, to round out a simple 4-attack set. Lastly, Night Shade is there for a reliable attack on a set that does not wish to invest in its attacking stats (though unboosted Power Whip should do ample anyway).

There are, admittedly, few non-attacking moves. Toxic and Will-O-Wisp are some nice, simple status moves for any support set, while Toxic Spikes is there because it is pretty much the only move allowed that really directly benefits support teams only, with the possible exception of Night Shade, even though I don’t particularly like its flavour implications. Substitute, Rain Dance, and Protect are givens.

As for flavour, I decided to endorse a number of different archetypes that I felt fitted Necturna’s design. Firstly, we have the “channelling” aspect, in terms of Necturna taking on the power of or copying those of others. For that reason, I added Copycat, Mimic, and Role Play, with Sketch as the fourth. Entrainment is also there for its affinity with Role Play. Secondly, there’s the Charm/Captivate/Attract circle, which I felt ought to be addressed as part of its integral design (I don’t know, it just seems to fit somehow). Lastly, I decided to reinforce the abilities in the movepool a tad more. Foresight and Future Sight obviously lend themselves to Forewarn, and Ally Shift and Telekinesis cover Telepathy. To an extent, Extrasensory covers both.

As for other flavour moves, Dream Eater is there because all Ghosts get it (give or take a few), Psych Up and Imprison play on the whole psychic-ability thing, Clear Smog simultaneously is a nifty move and legitimises Toxic Spikes to an extent, and Magical Leaf and Ominous Wind are two moves that combine, in a way, each STAB with a sort of psychic ability.

I do not have Sketch as an Event or Tutor move. I do not believe that this is a good flavour move as I do not believe in adding NPCs to the games that otherwise do not exist, or putting Necturna on a par in terms of in-game importance with previous examples of in-game events like Keldeo and Meloetta, or adding Sketch as an Event move, since most Event moves are typically unimportant or do not fit the lore of the Pokemon, such as Surf Pikachu or Roar of Time Darkrai. Sketch is supposedly one of Necturna's proper moves so should not, in my opinion, be thus limited, especially as I have egg moves besides Sketch that I do not want to be made illegal because of this.

The Movepool

* = Equivalent moves
** = Repeated moves


Level-Up

Code:
1. Charm
1. Absorb
1. Shadow Sneak
5. Mimic
13. Magical Leaf
18. Role Play
24. Extrasensory
29. Leaf Blade
31. Foresight
33. Copycat
35. Future Sight
37. Shadow Ball**
42. Leaf Storm
Moves: 13
VGMs: 4

TMs and HMs

Code:
TM04	Calm Mind
TM06	Toxic
TM10	Hidden Power
TM11	Sunny Day
TM15	Hyper Beam
TM17	Protect
TM18	Rain Dance
TM19	Telekinesis
TM20	Safeguard
TM21	Frustration*
TM22	SolarBeam
TM27	Return*
TM30	Shadow Ball**
TM32	Double Team
TM42	Facade
TM44	Rest
TM45	Attract
TM48	Round
TM49	Echoed Voice
TM51	Ally Switch
TM53	Energy Ball
TM61	Will-O-Wisp
TM65	Shadow Claw
TM68	Giga Impact
TM71	Stone Edge
TM77	Psych Up
TM85	Dream Eater
TM86	Grass Knot
TM87	Swagger
TM90	Substitute

HM04	Strength
Moves: 31 (1 repeat)
VGMs: 14 (1 equivalent, 1 repeat)

Egg Moves

Code:
Captivate
Clear Smog
Entrainment 
Giga Drain 
Heart Stamp
Imprison 
Night Shade
Ominous Wind 
Power Whip
Sketch 
Toxic Spikes
Moves: 11
VGMs: 6
Egg Group: Ground, Humanshape
Illegalities: None

Total Moves: 55
Total VGMs: 25
 
I think Sketch as an event move is healthy, or as healthy, for the CAP as having it in the egg movepool. I think it's important to distinguish Sketch somehow, though. Having a bunch of egg moves and then just adding in Sketch sort of reduces the value of Sketch from a flavor perspective. I also don't think it'd necessarily be a bad idea to have Sketch be a Dream World move, though this would inherently lock Sketch to just the DW ability (since it's flavor, it really doesn't matter). There may even be more ways for CAP 2 to get Sketch that I haven't thought of here, and so long as they're legitimate, they're fine. I am not being restrictive about this in the least so long as competitive requirements are met.

If you are going to use an event, specify all of the details of the event. If it is not specified completely, then it will never be detailed later on in the CAP, and so I want it to be completely fleshed out. That means that if you are getting it from a Nintendo event, you need to specify the four moves it knows, the Poke Ball it is in, the OT, the nature (if forced), and so on. I want nothing left to speculation. If you are going to do an in-game event such as how Meloetta gets Ancient Song or how Keldeo gets Mystery Sword, you need to specify only the technical details. If you want to elaborate on the flavor or the circumstances, then that is your choice. What is important is that you explain how CAP 2 can only get it once from the in-game event, whether it be by ribbon, by internal flag, by checking if CAP 2 knows a move outside of its typical movepool, or whatever you can come up with.
 
This is a work in progress.

Very Good Moves are bold, repeated moves have a * next to them.

Total moves: 48
VGMs: 17 (1 repeated)
-Growl
-Pound
8-Magical Leaf
13-Future Sight
18-Shadow Claw*
23-Night Shade
28-Synthesis
34-Grasswhistle
40-Giga Drain
46-Destiny Bond
52-Power Whip
60-Healing Wish

12 moves
5 VGMs (1 repeated)

Justification-
(to come later)

TM04-Calm Mind
TM06-Toxic
TM07-Hail
TM10-Hidden Power
TM11-Sunny Day
TM17-Protect
TM21-Frustration
TM22-Solarbeam
TM27-Return
TM29-Psychic
TM30-Shadow Ball
TM37-Sandstorm
TM42-Facade
TM44-Rest
TM45-Attract
TM48-Echoed Voice
TM51-Ally Switch
TM53-Energy Ball
TM56-Fling
TM61-Will-o-Wisp
TM65-Shadow Claw*
TM67-Retaliate
TM70-Flash
TM77-Psych Up
TM81-X-Scissor
TM86-Grass Knot
TM90-Substitute
TM92-Trick Room
HM01-Cut
HM04-Strength
30 moves
15 VGMs (1 repeated)
Justification-
(to be added)

-Sketch
-Ingrain
-Leaf Blade
-Needle Arm
-Gastro Acid
-Acid Spray


Justification later. The games are getting good.
 

Bughouse

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We never talked about Disable. Is Disable allowed or not? Still not 100% sure if I would include it or not, but I'd like to know.
 
If it is not explicitly allowed and is a VGM, it is automatically disallowed by default. Disable clearly didn't matter all that much if no one brought it up in NAM, so I would say there has been no real loss.
 

Bughouse

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That's what I thought. But Disable is not listed as a VGM... I just want to know. Disable is obviously a pretty common moves for Ghosts to have, so I am considering adding it to my movepool, if that is legal.
 

Honko

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If it is not explicitly allowed and is a VGM, it is automatically disallowed by default. Disable clearly didn't matter all that much if no one brought it up in NAM, so I would say there has been no real loss.
Return, Frustration, Facade, Poison Jab, Sludge Bomb, and Sludge Wave weren't discussed and are VGMs. I'm assuming the first three are allowed, but what about the Poison-type attacks?
 
srk1214 said:
That's what I thought. But Disable is not listed as a VGM... I just want to know. Disable is obviously a pretty common moves for Ghosts to have, so I am considering adding it to my movepool, if that is legal.
It's not legal.
Honko said:
Return, Frustration, Facade, Poison Jab, Sludge Bomb, and Sludge Wave weren't discussed and are VGMs. I'm assuming the first three are allowed, but what about the Poison-type attacks?
These moves may be VGMs, but on CAP 2 are non-competitive VGMs. Any competitive VGM not discussed is disallowed by default. Sorry for not being more clear in my above post, but I consider the six moves you listed non-competitive for CAP 2 and thus OK for movepools, whereas I consider Disable competitive (and it wasn't discussed) and thus not OK. I will adjust the NAM thread to note Disable's disallowed status.
 
capefeather:

I like that event, so here are some names for the sages.

1: Ki (Japanese for 'tree')
2: Hone (Japanese for 'skull')
3: Seppun (Japanses for 'kiss')
4: Youmei (Japanese for 'order')
5: Kobushi (Japanese for 'fist')
6: Bibu (Japanese for 'tail)
7: Amimono (Japanese for 'web')
8: Tekunoroji (Japanese for 'technology')
9: Afuro (Japanese for 'afro')

Elders:

1: Yasoukyoku (Japanese for 'nocturne')
2: Azukari (Japanese for 'draw')

Just some ideas.
 

Bughouse

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@capefeather

That was... elaborate?

My only issue: If the only check is whether or not Necturna at that moment has a move not in its natural non-sketch learnset, then this in-game event/tutor thing would enable Necturna to theoretically relearn old moves it has forgotten (over and over) without needing to pay a Heart Scale to the Move Relearner (albeit at the cost of a ridiculously convoluted and time-consuming series of battles.)

I still think the check should be something more permanent, like ribbons, no matter how lame ribbons are.
 
You also forgot the part where it learns Sketch and must then go and actually Sketch a move on its own movepool before it could redo the event, which is in itself very tough. To be fair, though, I do think a specialty ribbon on CAP 2 is probably what Game Freak would actually do. The Classic Ribbon being given would actually be a fairly logical choice, since that then makes CAP 2 be treated as an event Pokemon, though it prevents it from being traded on the GTS. It could really be any of them, or even a new one.
 

bugmaniacbob

Was fun while it lasted
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I'd just like to go on record and say that there is a special circle of hell reserved for anybody who commits the horrible flavour faux pas of making Sketch a Tutor, Event, or any other such unfortunate category of move. I'm also not sure how you can argue that Sketch ought to be distinguished when it's supposedly Necturna's magnum opus. Nearly every single event move that has ever been created have just been random add-ons (see: Wish Salamence), so Necturna's supposedly marvellous signature move is reduced to little more than a new toy. More to the point, the only exceptions to this rule are legendaries (Victini, Meloetta, Keldeo, probably Kyurem). I have had massive problems with lore in past CAPs, especially in the artwork polls, what with making out that they are worshipped as deities by unspecified ethnic minorities or are the embodiments of various horrible things that happened in the past or are the freaking antichrist or whatever, but can we stop making them so... special? Supposedly they are just random Pokemon.

And for what it's worth I'm not entirely sure how you can be going around adding random NPCs to the games who just happen to teach Necturna Sketch. Does this mean we're allowed to add Outrage and Shell Smash tutors, then? This seems to somewhat contradict the "Don't fiddle about with what's in the games" message.

Though honestly this is a pretty difficult point to argue since there isn't really any logical basis to work off that is transferable... but I am adamant that I will not vote for a movepool that has any event or special moves in it. It just stinks to me of trying too hard to make this CAP "special" or "a first", in the same way that Lightningrod was for Voodoom.
 
FINAL SUBMISSION

COMPETITIVE OVERVIEW

Calm Mind
Crunch
Destiny Bond
Energy Ball
Facade
Frustration
Grass Knot
Gravity
Hidden Power
Horn Leech
Ice Fang
Leaf Storm
Moonlight
Perish Song
Power Whip
Protect
Reflect
Rest
Return
Shadow Ball
Shadow Claw
Shadow Sneak
Sketch
Stone Edge
Substitute
Thrash
Toxic
Toxic Spikes
Trick
Will-O-Wisp

Whilst there are a lot of moves here, it should be noted that most are simply STAB variations or flavour inclusions.

Reasoning
My main ethos is to broaden Sketch use whilst limiting the power of any one set.

No Leaf Blade
I really think too many variations on STAB are giving Necturna too many options, and Leaf Blade is kinda the epitome of that, imo. The power/reliability dynamic still exists, just in a more extreme reality, between Power Whip and Horn Leech - wiping the middle option from the slate forces Necturna to choose more, and makes the use of either move far more revealing as to the set. Excluding Leaf Blade basically forces offensive Necturna to use Power Whip, whose accuracy problem makes offensive Necturna less reliable, almost; it is fully feasibly to try and stall for misses if you have run out of counters, and a lot of 2HKOs, while some are gained by Power Whip, just aren't as reliable as those dished out by Leaf Blade. This somewhat humbles one of the most powerful variants of Necturna, and simultaneously encourages Coil. Meanwhile, sets that demand reliability i.e. defensive sets are forced to use Horn Leech - this prevents defensive Necturna from dealing significant damage if she chooses the move, and places more focus on support options, such as Spikes and Rapid Spin.

No Giga Drain
While Horn Leech outclasses this on defensive sets and Quiver Dance + 3 Attacks is likely to be somewhat rare, removing Giga Drain from the mix nerfs the huge defensive capabilities of Quiver Dance (enhanced here with Reflect) by preventing Necturna from healing outside of Leftovers, Rest and the unreliable Moonlight. Quiver Dance is very difficult to kill as it is, and Giga Drain serves almost no use other than to make it even harder.

Reflect & Destiny Bond - No Light Screen
To an extent, Light Screen is unecessary - Necturna's resistances, high SpD and access to Quiver Dance often need no help. Reflect, however, helps Necturna almost no more than Will-O-Wisp, and gives more defensive Quiver Dance sets a bigger boost. Whilst Destiny Bond kills any pokemon slower than Necturna that needs to attack to deal with it, it is a move that is difficult to fit onto most sets, and imo trading a pokemon for a pokemon is fair game. However, its presence means that Sketching Light Screen is not a bad idea, and it also allows Necturna to use a Hazards + Suicide set, which would be difficult otherwise, and is more relevant with the Moonlight illegality (see Egg Moves).

Will-O-Wisp
Quite necessary in order to make defensive Necturna feasible. Necturna is quite physically defensively weak, which Will-O-Wisp patches up.

No Haze
I don't know if Necturna has much place coming in on boosting sweepers, but she can usually handle them with Perish Song and Will-O-Wisp anyway. Unnecessary.

Substitute
Don't believe this hurts the concept or is broken still, but I believe it is still somewhat necessary in order to test the effects of Sketch on an average pokemon. We really can't know until we try it - not trying to excuse any lack of foresight, that's truly how I feel.

Ice Fang
Ice Fang offers few advantages over Stone Edge - most would argue stone Edge is fairly necessary to physical Necturna anyway, thanks to Heatran and Skarmory, but it does allow for more physical utility, which Necturna could sometimes really use, particularly on choice sets. Ice Fang is a decent choice over Stone Edge if Necturna's team is more threatened by a certain dragon, particularly due to its better accuracy, but is otherwise inferior. Included anyway so that choice is available to those who hate the dragon (i.e. me).

No Pain Split
I feel like Pain Split does too much for Necturna. Subsplit has the potential to badly hurt most checks before even using Sketch, and is very hard to handle alongside Sacred Fire. It's not exactly broken, but I don't like what it does, and am not including it for similar reasons to why Leech Seed was banned.

No Ingrain
Ingrain does nothing but encourage Necturna to Sketch Baton Pass, and Baton Pass is kind of the antithesis of 'bulky offense'. I don't want to include a move that does nothing but help a set with zero offensive utility. I kinda feel like she shouldn't be baton passing at all really, otherwise we would've allowed Baton Pass.

No Night Shade/Seismic Toss
I think every set should force Necturna to use a move that utilises her offenses, or force her to somewhat invest in her offensive output, or else she isn't 'bulky offense'.

Trick is to help legitimise Choice sets, Perish Song is mostly flavour but can also help defensive sets, Calm Mind is very important to help legitimise special Sketch moves like Blue Flare, Moonlight gives a recovery option outside of Sketch to somewhat encourage support moves other than recovery, Toxic Spikes is very central to supporting Necturna as it gives her a niche, and encourages use of supporting moves like Spore and Taunt, as this is one of the few ways Necturna can set up, Gravity is gimmicky but can encourage the use of low accuracy moves, Stone Edge is friggin' vital for her physical sets.

No Taunt because plenty of mild checks (and a big one in Skarmory) often rely on phazing, and Substitute already takes care of the status problem so it's unnecessary for that. No Work Up / Meditate etc. because Necturna already has many reasons to Sketch physically attacking moves, and I feel a physical Work Up set would completely overshadow offensive Calm Mind.

Thrash, Return/Frustration, Facade (how is this a VGM?), Grass Knot and Toxic are merely included because it would be weird if Necturna did not get them, not because they are particularly usable, and Perish Song is mostly a flavor inclusion. Stuff like Protect and Rest are required for everyone. Sorry if the pool looks bloated, but if you look closer, much of it is flavor!

Sketch is an obvious necessity.

Total 29 VGMs (30 moves in all, counting Return)

Attract
Bite
Curse
Cut
Dream Eater
Double Team
Fake Tears
Foresight
Future Sight
Hex
Giga Impact
Leech Life
Ominous Wind
Poison Fang
Retaliate
Round
Screech
Sing
SolarBeam
Sunny Day
Swagger
Sweet Scent
Telekinesis
Vine Whip
Worry Seed

Reasoning
Flavour is mostly explained in the breakdown section.

They don't really have competitive relevance, but I'll list the stuff they can do anyway. Worry Seed could be useful if you want to hit Heatran with V Create or something. Sing is difficult to use, but is another Coil option, which I like to emphasise. Hex is somewhat interesting alongside Toxic Spikes, and with TSpikes and Sacred Fire/Will-O-Wisp, Necturna can arguably make better use of it than anybody else, even if it's a generally crappy move coming off a weak attack stat.

Total 25 NCMs

55 Moves in total

BREAKDOWN

I'm bolding moves that are vaguely useful. To check which ones are VGMs, see list above.

--Poison Fang
--Ice Fang
--Sweet Scent
--Fake Tears
--Leech Life
--Vine Whip
4 Hex
9 Bite
14 Sing
19 Ominous Wind
24 Future Sight
29 Horn Leech
34 Screech
39 Crunch
44 Perish Song
54 Destiny Bond
59 Power Whip
69 Thrash

Flavor Flav
Notably it has 6 starting moves - initially I wanted the Fangs to be Heart-Scale only, Evolution-only moves, similar to Togekiss' Aura Sphere. In the case that Necturna is not given a pre-evolution, however, I added an extra four, so that an egg-hatched Necturna will be born with Sweet Scent, Fake Tears, Leech Life and Vine Whip. After this, it learns a variety of moves at levels suffixed with 4s or 9s - both are unlucky numbers in Japanese cultures, with similar pronunciations to the words for death and torture, respectively. This adds another little dark aspect to her pool, and is relevant considering the Japanese and spiritual aspects of her design. It should be noted that the specific moves learnt at level 4 are used to hasten death (Destiny Bond, Perish Song, Screech etc.) whilst the moves learnt at level 9 are moves used to inflict pain (Crunch, Thrash, Bite etc.).

I decided to go the route of emphasising the darker, flytrap side of Necturna over the shrine maiden aspect. All the moves that have feminine connotations have darker implications: Sweet Scent draws foes near, but with the intention of attacking or leeching, like a flytrap; Fake Tears is a ruse to evoke sympathy and attack a lowered guard; Screech is feminine in pitch but also chilling and horrifying; Sing shows the beauty of her female voice, but is used to incapacitate the foe; Perish Song is the same, but causes death. Necturna does NOT mess around with foofy 'attraction' moves - she gets Attract only because everybody does. She is feminine, but she couldn't care less about being 'cute'. I am trying here to depict a pokemon that is owtwardly, comfortably feminine, but incidentally calculating and violent. Her gender does not govern her personality.

The clear physical bias here also shows the deceptiveness of feminine apparance. Necturna's attacking moves can be divided into biting attacks (with Poison Fang helping to justify Toxic Spikes), whipping attacks, and leeching attacks, reflected in the design by her large fanged dress, her long thorny headpiece, and her flytrap elements. Necturna also has access to Hex and Ominous Wind, the first of which shows her penchant for magic spells, as a shrine maiden, with the second enhancing the ominous mood of her design. I went for physical leeching attacks only for the level up pool, and whilst there are competitive reasons for this too, I think the physicality of Leech Life and Horn Leech much better represent a binding, leeching flytrapping plant. Also, the final attack Necturna learns is Thrash, an attack that is generally only given to pokemon that are extremely physically powerful; this, along with her attack stat, forms a stark contrast with her delicate appearance, and shows the full extent of her violent disposition, showing that this is a pokemon you seriously do not want to underestimate because of her gender.

Future Sight is the sole move here that fits her clairvoyant flavour, other than perhaps Perish Song, but it does it well.


04 Calm Mind
06 Toxic
10 Hidden Power
11 Sunny Day
17 Protect
19 Telekinesis
21 Frustration
22 SolarBeam
27 Return
30 Shadow Ball
32 Double Team
33 Reflect
42 Facade
44 Rest
45 Attract
48 Round
53 Energy Ball
61 Will-O-Wisp
65 Shadow Claw
67 Retaliate
68 Giga Impact
71 Stone Edge
85 Dream Eater
86 Grass Knot
87 Swagger
90 Substitute
HM01 Cut

Flavor Flav
Many moves are here for typing consistency or because everyone gets it - Dream Eater, Facade, Grass Knot, SolarBeam, Hyper Beam, Sunny Day, Rain Dance, Frustration, Return etc., or competitive reasons (i.e. did not fit flavour well enough to be level up moves).

Retaliate highlights the darker, revenge-orientated side of Necturna, which I like. Telekinesis completes the trifecta of psychic powers (telekinesis, telepathy, clairvoyance) and I thought was a nice little touch :P. Cut is there because most pokemon have an HM for in-game utility, and most Grass-Types have it.


(Amorphous Group, Grass Group)

Curse - Gastly+, Duskull+, Yamask+, Ferroseed+, Litwick+, Bulbasaur+, Grimer+, Exeggcute+, Koffing+, Sunkern+, Slugma+, Guplin+, Chimecho, Shellos+.
Foresight – Duskull+.
Gravity – Exeggcute+, Duskull+, Chimecho.
Leaf Storm – Victreebel, Exeggcute+, Bellossom, Sunflora, Shiftry, Snivy+, Petilil+, Bulbasaur+, Tangela+, Chikorita+, Roselia+.
Moonlight – Oddish+, Exeggcute+.
Shadow Sneak – Duskull+, Grimer+, Misdreavus+, Ralts+.
Toxic Spikes – Roselia+.
Trick – Rotom, Solosis+, Gastly+, Misdreavus+, Ralts+, Duskull+, Chimecho, Drifloon+.
Worry Seed – Bulbasaur+, Exeggcute+, Hoppip+, Sunkern+, Shroomish+, Roselia+, Cherubi+, Bellsprout+, Seedot+, Shroomish+, Cacnea+, Turtwig+, Carnivine, Cottonee+, Petilil+, Maractus, Ferroseed+.

Illegalities
If none of the names mentioned under one move are mentioned under another, then the combination is illegal. + means everyone in the evolutionary line.

One thing you might notice is that the two most relevant supporting moves (Toxic Spikes, Moonlight) are illegal together. I really didn't want Necturna to have too many supporting moves with no illegalities, to the extent that her supporting sets barely need Sketch (or just want to sketch Sacred Fire all the time), so I decided to make some egg illegalities. With Moonlight and Toxic Spikes illegal together, spiking Necturna has to rely on the rather poor Horn Leech and Leftovers for recovery unless she sketches Recover. Toxic Spikes Necturna has to make a big choice between recovery, Sacred Fire, or Rapid Spin, and it's not an easy choice to make - meanwhile, it promotes variety with Sketch. If Necturna wants to use Moonlight for whatever reason - i.e. as a supporting poke on a Sun team - she can, but in exchange for its awesome 66% recovery (in sun) she loses her hazards, which have to be sketched, meaning there is another difficult choice between Spikes and Sacred Fire.

Trick and Leaf Storm are illegal, forcing Specs Necturna to choose between Trick + Energy Ball, or just Leaf Storm. She must choose between the ability to incapacitate her counters, or the ability to deal general pain, which fits in well with the concept that Sketch must provide the power.

Flavor Flav
Amorphous and Grass partly for certain illegalities, and partly for flavour. Generally, these are the groups that Ghosts and Grasses are categorised into, giving the egg groups typing relevance; another reason I chose them is because there are two pokemon (Gallade and Roserade) that I think suit Necturna well as breeding partners (they're also competitively good breeding partners, Roserade providing Leaf Storm and Toxic Spikes, and Gallade providing Trick and Shadow Sneak). Sure, Necturna breeding with Muk or Exeggcute might seem weird, but, well, HSOWA.

Most of the moves here are moves that aren't TMs and don't suit her flavour enough to be Level Up moves or were difficult to cram into her level pool. Leaf Storm is too specially focused (and too focused on living plants) to be a level move, and is competitively useful, and so goes here, whilst I don't see her as agile enough for Shadow Sneak to be a level move. Worry Seed and Trick off suit her disruptive personality, which is represented well here. Foresight enhances the Clairvoyant flavour without bloating her VGMs. Moonlight was chosen over Synthesis because I view Necturna as residing mostly in dark groves or swamps, and it also enhances the magical, shrine maiden part of her. Gravity is a bit random flavour-wise, but it has some competitive utility so I added it. Curse has her using her shamaness powers for evil.


Sketch

Come first place in Pokemon Musical with Necturna whilst wearing only a Paintbrush and Beret. Burgh will meet you after the show, and claim to be astounded with Necturna’s performance. At your approval, he then teaches Necturna Sketch. If Necturna carries an impossible move (i.e. a move not in her base moveset, or an Egg illegality) Burgh will remark that he has nothing to teach her - she already has the soul of an artist ('No wonder I was so captivated!').


EXTRAS
Attract
Bite
Calm Mind
Crunch
Curse
Cut
Destiny Bond
Dream Eater
Double Team
Energy Ball
Facade
Fake Tears
Foresight
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power
Horn Leech
Ice Fang
Leaf Storm
Leech Life
Moonlight
Ominous Wind
Perish Song
Poison Fang
Power Whip
Protect
Reflect
Rest
Retaliate
Return
Round
Screech
Shadow Ball
Shadow Claw
Shadow Sneak
Sing
Sketch
SolarBeam
Stone Edge
Substitute
Sunny Day
Swagger
Sweet Scent
Telekinesis
Thrash
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed

Physical Attacking
Grass STAB: Horn Leech, Power Whip
Ghost STAB: Shadow Sneak, Shadow Claw
Coverage: Ice Fang, Stone Edge

Special Attacking
Grass STAB: Energy Ball, Grass Knot, Leaf Storm
Ghost STAB: Shadow Ball
Coverage: Hidden Power

Uncompetitive Attacks
Bite, Crunch, Cut, Dream Eater, Facade, Frustration, Future Sight, Giga Impact, Hex, Leech Life, Ominous Wind, Poison Fang, Retaliate, Return, Round, SolarBeam, Thrash, Vine Whip

Team Support
Gravity, Reflect, Toxic Spikes,

Personal Defensive Support
Calm Mind, Moonlight, Perish Song, Protect, Reflect, Rest, Will-O-Wisp

Personal Offensive Support
Calm Mind, Destiny Bond, Gravity, Perish Song, Substitute, Toxic, Trick,

Uncompetitive Support
Attract, Curse, Double Team, Fake Tears, Foresight, Screech, Sing, Sunny Day, Swagger, Sweet Scent, Telekinesis, Worry Seed

name: Shift Gear
move 1: Shift Gear
move 2: Power Whip
move 3: Stone Edge
move 4: Shadow Claw / Substitute
item: Life Orb
nature: Jolly
EVs: 84 HP / 252 Atk / 168 Spe

name: Shell Smash
move 1: Shell Smash
move 2: Power Whip
move 3: Stone Edge
move 4: Shadow Claw / Hidden Power Fire
item: Life Orb / White Herb
nature: Jolly / Hasty
EVs: 84 HP / 252 Atk / 168 Spe OR 252 Atk / 84 SpA / 168 Spe

name: Offensive Quiver Dance
move 1: Quiver Dance
move 2: Shadow Ball
move 3: Hidden Power Fighting / Hidden Power Fire
move 4: Substitute / Energy Ball
item: Life Orb / Leftovers
nature: Timid / Modest
EVs: 4 HP / 252 SpA / 252 Spe

name: Offensive Belly Drum
move 1: Belly Drum
move 2: Power Whip / Horn Leech
move 3: Shadow Sneak
move 4: Stone Edge / Ice Fang
item: Lum Berry / Life Orb / Leftovers (Perhaps Spell Tag?)
nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe

name: Defensive Quiver Dance
move 1: Quiver Dance
move 2: Shadow Ball
move 3: Hidden Power Fighting
move 4: Reflect / Substitute
item: Leftovers
nature: Modest
EVs: 252 HP / 108 SpA / 144 SpD

Specially defensive tank. Defensive EVs allow you to tank hits from and set up on LO Hydreigon and LO Heatran in rain. Very hard to kill, and very scary after a few QDs, but mostly offensively lacking.

name: Offensive Tail Glow
move 1: Tail Glow
move 2: Leaf Storm
move 3: Shadow Ball
move 4: Hidden Power Fighting / Substitute
item: Leftovers
nature: Careful
EVs: 252 HP / 4 Def / 252 SpD

name: Choice (Physical)
move 1: Power Whip
move 2: V-Create / Close Combat / Sacred Fire
move 3: Stone Edge / Ice Fang
move 4: Trick / Shadow Sneak / Shadow Claw
item: Choice Band / Choice Scarf
nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe

name: Sub 3 Attacks
move 1: Substitute
move 2: Power Whip / Horn Leech
move 3: V-Create / Close Combat / Sacred Fire
move 4: Stone Edge
item: Life Orb / Leftovers
nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe

name: Choice (Special)
move 1: Blue Flare / Seed Flare
move 2: Shadow Ball
move 3: Hidden Power Fighting / Hidden Power Fire / Energy Ball
move 4: Leaf Storm / Trick
item: Choice Specs
nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe

Obviously use only one grass move... Energy Ball only if you want Blue Flare and Trick.

name: Offensive Calm Mind
move 1: Calm Mind
move 2: Shadow Ball
move 3: Spore / Seed Flare / Blue Flare / Aura Sphere
move 4: Hidden Power Fighting / Substitute
item: Life Orb / Leftovers
nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe

name: Defensive
move 1: Horn Leech
move 2: Will-O-Wisp / Sacred Fire
move 3: Toxic Spikes / Moonlight
move 4: Rapid Spin / Spikes / Recover / Protect
item: Leftovers
nature: Careful
EVs: 252 HP / 4 Def / 252 SpD

EVs seem silly but they're kinda necessary to tank hits from stuff like Reuniclus. Necturna's defenses are quite poor physically, but she can tank Scizor hits with around 200 Def EVs and a boosting nature. Horn Leech is arguably the best attacking move here, but can be replaced with Power Whip if recovery is Sketched. A burning move is necessary to deal with physical threats. Necturna can use the remaining moveslots for team support or to enhance her survivability.

name: Suicide 'Lead'
move 1: Spore
move 2: Toxic Spikes
move 3: Destiny Bond
move 4: Reflect
item: Focus Sash
nature: Jolly
EVs: 252 HP / 4 Def / 252 Spe

Switch in without breaking sash - either after a death, before hazards are up, or at the very beginning. Spore whatever comes in, set up Toxic Spikes and then Destiny Bond. If Focus Sash hasn't activated yet for whatever reason, use Reflect or some other support move. Could replace with Power Whip - use more offensive EVs.

name: Gravity
move 1: Gravity
move 2: Power Whip
move 3: Earthquake
move 4: Ice Fang / Stone Edge / Sing
item: Life Orb / Leftovers
nature: Jolly
EVs: 4 HP / 252 Attack / 252 Speed

name: Bulky Coil
move 1: Coil
move 2: Horn Leech / Power Whip
move 3: Stone Edge
move 4: Rest / Substitute / Shadow Sneak
item: Leftovers
nature: Careful
EVs: 252 HP / 4 Def / 252 SpD
 
I was originally going to delete bmb's post, but I wanted instead to respond to it. If you don't like something like event moves, that's fine, but it is not anyone but my place to shoot down whole ideas like that. I would encourage no one to listen to bmb's rant, as he himself noted at the bottom that there is absolutely no basis for his logic besides his determined hatred for all things that he dislikes. Movepool authors are fully allowed to use whatever method of obtaining Sketch that they want, as I explained before. You may base your decision of how to do it on community vote, but it is up to you to determine whether everyone else feels as bmb does or not for purposes of obtaining votes down the road. Either way could end in disaster or success.

For what it's worth...
bugmaniacbob said:
And for what it's worth I'm not entirely sure how you can be going around adding random NPCs to the games who just happen to teach Necturna Sketch. Does this mean we're allowed to add Outrage and Shell Smash tutors, then? This seems to somewhat contradict the "Don't fiddle about with what's in the games" message.
The same way we go about adding random Pokemon to the games who just happen to destroy the current egg group egg move illegality lists. It doesn't affect the competitive logic of the CAP to add these things, which presumably may exist if our CAPs existed to begin with. The only philosophies we currently endorse in CAP are "Don't change the game mechanics" and "Don't add outlandish game mechanics", and adding NPC tutors to the game does neither.
 
I believe that people are going for the in-game event route because Gamefreaks tendencies to nature/ability lock their giveaway Pokemon. Grant that while this mostly true most of them were legendaries were given away pre-Dream World so they didn't have any secondary abilities begin. A few number of official events allowed for random nature/ability abilities (Gamefreak staff's Heracross & Psyduck, Year of the Dragon eggs, Wish Pokemon) so the possibilities of such an event to happen for something like Necturna is there.

I will say this however if we must use some kind of in-game event for this project Spork is the less convoluted one so far. The only problem is that they're is an art museum within Burgh's city that would be more "flavorful" for that kind of event.
 
To be fair, though, I do think a specialty ribbon on CAP 2 is probably what Game Freak would actually do. The Classic Ribbon being given would actually be a fairly logical choice, since that then makes CAP 2 be treated as an event Pokemon, though it prevents it from being traded on the GTS.
Well, my, um, approach was completely different from Mantyke's, in that I described the tutor more than how it goes about teaching the move. I could still go with a flag check, visible (e.g. ribbon) or not, but since Mantyke already did the flag method I decided not to supercede it entirely. If a flag check is preferred, it's just a minor, insignificant change to what I already have.

I'm glad I helped to bring out this kind of discussion, though. It's glorious. Also it makes me feel a little better for doing it.

P.S. I actually wanted to name some of the Sages and Elders after prominent Smogon users, but I don't think I know enough names for that...

P.P.S. My approach to this question was, "What would the game be like if this CAP were included with the other new Pokémon?" rather than, "How would the game implement this CAP?" The attitude is a bit different because the CAP isn't necessarily treated as a foreign addition to the games that would be hacked in, but rather, it's treated as if everything for it were intended to happen from the beginning. So I don't think that something similar to what I did (okay, maybe a bit simpler) would be beyond Game Freak to have put into B/W if they intended to have a Pokémon like Necturna among the new Pokémon.
 

bugmaniacbob

Was fun while it lasted
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As tempting as it might be to respond immaturely to this whole debacle, I find I don't quite have the will to do so. I will however, just mention in passing that I was hoping to see some kind of discussion result from my post, rather than a faintly bizarre putdown as though I was attempting to stage some sort of armed coup d'etat. Given that there is typically no discussion of any sort in movepool threads, I hardly see the harm in a flavour discussion, though as I mentioned and RD picked up on, the very nature of it makes it a difficult topic for reasoned debate.

I will admit, of course, that looking back I could have made the post a little bit less inflammatory. Still, what's done is done, though I would have preferred not to have had my post taken as preaching. Still, I could have done without the "determined hatred" bits as that seems to be the watchword for just about every other stage of CAP regardless.

On another note entirely, I'd just like to say that I enjoyed RD's post immensely. I actually laughed out loud when I read it the first time. Very droll indeed.

Briefly:

  • Yes, I did think that adding random Pokemon to the games was the only liberty we were prepared to take in terms of faithfulness to the actual cartridge, except where new moves and abilities are concerned, and even those are frowned upon, though for practical reasons rather than philosophical.
  • This is my opinion, and while I'm not entitled to shove it down other peoples' throats (which I'm sorry for) I do believe I'm entitled to express it and to expect others to challenge it rationally. As this is a discussion stage as well as a submission stage, I'd prefer to see more discussion, though given anecdotal evidence this seems somewhat unlikely.
  • Possibly I reacted more strongly than I should have done because I can see this very easily spiralling downwards. I'd rather not turn this into a competition to see who can arrange the most convoluted event to give Necturna Sketch - though perhaps I'm paranoid because nearly all the movepools posted already have everything I require there to be regardless. EDIT: Also maybe I'm harping on about this so much because it's exactly the sort of thing I'd want to be doing if I didn't have such a bloody high horse.

Right, kindly ignore this post if you want to, I just felt that something needed posting. Carry on.
EDIT: That means I won't touch on this issue again.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
I don't think BMB is without merit in his opinion. There is, imo, a legitimate argument that there is a difference between movepool flavor and cartridge implementation and that the process should probably focus on the former because the latter is just something we don't deal with ever at all in this forum (I tried doing cartridge stuff for Tomohawk's movepool but even I didn't like it). I personally don't like the elaborate Event moves only because they distract from the movepools themselves and may or may not have a brutal snowball effect for other submitters if one of such movepools did win. I know that Sketch is the concept and can only be implemented in very specific ways, but with such challenging movepool limits and with Sketch in mind I'd rather see what kind of flavor everyone can mesh out with moves alone instead of supplementing whatever they've got with some crazy in-game scheme that will likely fall completely by the wayside as time goes on.
 
Sneaking in here to post a Final Submission.

Code:
1: Astonish
8: Absorb
15: [B]Shadow Sneak[/B]
23: Mega Drain
31: [B]Will-O-Wisp[/B]
37: [B]Giga Drain[/B]
40: [B]Shadow Claw[/B]
46: Curse
49: [B]Hidden Power[/B]
54: [B]Leech Seed[/B]
59: Attract
70: Hyper Beam

The level-up movepool is rather sparse, but it contains a few gems: namely Shadow Sneak, Leech Seed, and Giga Drain. The level-up movepool is mainly limited to Grass and Ghost moves for flavor reasons, but Will-o-wisp and Leech Seed are there to give it forms of stalling.
Code:
04: [B]Calm Mind[/B]
06: [B]Toxic[/B]
10: [B]Hidden Power[/B]
12: [B]Taunt[/B]
15: Hyper Beam
17: [B]Protect[/B]
21: Frustration
22: Solarbeam
27: Return
30: [B]Shadow Ball[/B]
32: Double Team
42: Facade
44: Rest
45: Attract
48: Round
52: [B]Focus Blast[/B]
53: [B]Energy Ball[/B]
61: [B]Will-o-wisp[/B]
65: [B]Shadow Claw[/B]
66: [B]Payback[/B]
68: Giga Impact
70: Flash
73: [B]Thunder Wave[/B]
75: [B]Swords Dance[/B]
90: [B]Substitute[/B]
HM01: Cut

The TM movepool is tailored to a special attacking leaning, with moves such as Calm Mind and Energy Ball. Swords Dance means it can boost Attack as well, so that it can attack from both sides of the spectrum fairly well. Most of the moves are TMs that any TM-capable Pokemon can use, and several moves are flavor, like Thunder Wave and Flash.
Code:
Destiny Bond
[B]Seed Bomb[/B]
[B]Pain Split[/B]
[B]Aromatherapy[/B]
[B]Sketch[/B]

Sketch is a necessity due to the focus of the CAP. Seed Bomb provides it with a secondary physical STAB, while the remainder of the moves are flavor.
Total move number: 40 (counting repeats)

VGM number: 21 (again, counting repeats)

Offensively, this has no physical options besides STAB moves and Payback, which hinders it greatly without Sketch, which allows it to use a physical Fighting attack to gain perfect coverage.

Specially, she only has STAB moves, Hidden Power, and Focus Blast, meaning it should pick up a reliable special attack like Surf or Ice Beam if it wants to go this route.

Defensively is where I focused most of the moves. Options like Will-o-wisp and Thunder Wave mean it can cripple sweepers, while Taunt and Pain Split beat walls. However, where the true movepool lies is in Sketch. Due to lacking a recovery move, Sketch can give her just that.

I purposely made the movepool small to find creative ways to incorporate Sketch, and I have several good moves to use in combination with Sketch to create many great options, but have only one incorporated into a set at a time.
 

Bughouse

Like ships in the night, you're passing me by
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Well, in response to people criticizing the use of an ingame event/tutor, here's what I have to say:

In order to get Sketch through an Egg move, Necturna would have to be in the Field Egg Group. My problem with that: There's not a single Ghost type in that group and there are very few Grass types. If you're going to arbitrarily place Necturna in an Egg Group that she almost certainly would not be placed actually by GF, that is no less of an unelegant way to get Sketch than an ingame event/tutor.

Placing Necturna in the same Egg Group as Smeargle has ZERO flavor to it. And it just doesn't make much sense to me.
 
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