CAP 24 CAP 24 - Part 9 - Full Movepool Submissions

Status
Not open for further replies.
skarmory is not a counter to this mon in any form and should even be a key target thanks to being a full stop to sand in the same vein as celesteela. not to mention fake out doesnt outdamage skarmory's leftovers recovery if its holding it
 
Just a quick tip:

In-game, there is no technical distinction between Heart Scale moves and regular level 1 moves. Heart Scale moves "work" by having the last four level 1 moves overwrite them. Even Pokemon that can't legally be level 1 will have four level 1 moves after "Heart Scale" moves. I.e., Naganadel has Peck, Growl, Helping Hand, and Acid pushing out the higher-power Air Cutter and Dragon Pulse. I noticed that several people have "Heart Scale" moves when there are less than four level 1 moves in the level-up movepool. Those level 1 moves should be padded out. :)
 
Right, so this is kind of a weird Q, but one I'm asking to get a formal answer. Can Necturna pass Egg Moves to other CAPs? Ditto for other CAPs I guess.

... told you it was weird. But yeah, if Necturna is capable of passing Egg Moves to this CAP, then issues surrounding Egg Move Legality on this CAP should become non-issues, with "Grass" becoming the same as "Field" in that it covers every move by virtue of a Sketch user in the pool. Would give us a fair bit more flexibility in future movepools as well (CAP often has some unique Mon/Egg Group comboes that'd be great to take advantage of)


Okay so Necturna is 100% Female so can't pass Egg Moves (Whoops!), but the question stands for other CAPs imho.

edit: Cheers Birks! (And DHR for previous chats on Discord) I don't have strong feelings either way, I just wanted an actual on-forum answer so that I know if I can actually make jokey comments about it (and also just for reference)
 
Last edited:
Final Submission

Bolded moves are mandatory.
Evolve - Heavy Slam
Evolve - Wide Guard
1 - Superpower
1 - Water Pulse
1 - Heal Pulse
1 - Flame Burst
1 - Rototiller
1 - Disarming Voice
1 - Entrainment
1 - Refresh
4 - Play Nice
7 - Teeter Dance
10 - Disarming Voice (Repeat)
12 - Ingrain
15 - Magical Leaf
19 - Wish
22 - Stomp
24 - Rototiller (Repeat)
27 - Pain Split
31 - Circle Throw
34 - Leaf Tornado
37 - Misty Terrain
40 - Fake Out
44 - Shore Up
47 - Punishment
50 - Petal Dance
53 - Moonblast
58 - Superpower (Repeat)
I interpret Jumbao as being equal parts protector and gentle giant. It does not endorse violence unless used in self-defense, but if another pokemon calls in a Jumbao as an SOS partner you have a problem on your hands. The main goals of my theming with the Level Up pool is to convey this nature, the sacred benefits its Kodama and status as the tree of life grant it and the techniques it might learn to make use of these design elements, such as defensive Sumo techniques and supportive moves having to do with Jumbao's influence on its environment(Circle Throw, Fake Out, Heavy Slam, Refresh, Heal Pulse, Rototiller, Misty Terrain, etc.). Because of Jumbao's reluctance to employ violence it doesn't learn many attacking moves until its 20's and 30's, with exceptions being Disarming Voice and Magical Leaf: techniques which I don't picture being inherently violent in nature and which I believe Jumbao should be able to learn relatively easily. Heavy Slam and Wide Guard are evolution moves because Jumbao is... Additionally, Heal Pulse, Water Pulse and Flame Burst are Heart Scale moves due to Jumbao having sap cannons from the get-go referencing these three pieces of Pip's supporting art.
- Healing Wish (Cherubi/Cherrim through Chain Breeding)
- Leaf Storm (Victreebel, Exeggutor, Bellossom, Sunflora, Shiftry, Tropius, Turtwig/Grotle/Torterra and Snivy/Servine/Serperior & Bulbasaur/Ivysaur/Venusaur, Exeggcute, Tangela/Tangrowth, Chikorita/Bayleef/Meganium, Roselia/Roserade and Fomantis/Lurantis through Chain Breeding)
- Retaliate (Seedot/Nuzleaf/Shiftry, Breloom and Cacturne through Gen V and VI TM)
- Tickle (Tangela/Tangrowth & Oddish/Gloom/Vileplume/Bellossom, Bellsprout/Weepinbell/Victreebel, Lotad/Lombre/Ludicolo, Turtwig/Grotle/Torterra, Cherubi/Cherrim and Cottonee/Whimsicott through Chain Breeding)
- Grassy Terrain (Oddish/Gloom, Tangela/Tangrowth, Roserade and Comfey & Bulbasaur/Ivysaur/Venusaur, Paras/Parasect, Exeggcute/Exeggutor, Chikorita/Bayleef/Meganium, Hoppip/Skiploom/Jumpluff, Sunkern/Sunflora, Seedot/Nuzleaf/Shiftry, Turtwig/Grotle/Torterra, Cherubi/Cherrim, Snivy/Servine/Serperior and Maractus through Chain Breeding)
- Mimic (Bulbasaur/Ivysaur/Venusaur, Oddish/Gloom/Vileplume/Bellossom, Paras/Parasect, Bellsprout/Weepinbell/Victreebel, Exeggcute/Exeggutor, Chikorita/Bayleef/Meganium, Hoppip/Skiploom/Jumpluff, Sunkern/Sunflora, Lotad/Lombre/Ludicolo, Seedot/Nuzleaf/Shiftry, Shroomish/Breloom, Roselia, Cacnea/Cacturne and Tropius through Gen III Move Tutor)
I gave Jumbao Retaliate to put a divine fear in anyone who faints its teammates and Mimic as a means of portraying its jovial and expressive nature, something which I believe goes hand in hand with having Trace as one of its abilities and Teeter and Petal Dance being popular picks. I hope I don't have to explain how or that Jumbao would tickle it has feather dusters for arms
Toxic
Hidden Power

Sunny Day
Hyper Beam
Light Screen
Protect

Safeguard
Frustration
Solarbeam
Return

Brick Break
Double Team
Sandstorm
Facade
Rest
Attract

Low Sweep
Round
Focus Blast
Energy Ball

Quash
Payback
Giga Impact
Swagger
Sleep Talk
Substitute

Wild Charge
Dazzling Gleam
Confide
Snore
Helping Hand
Recycle
After You
Giga Drain
Synthesis
Role Play
Fire Punch
Water Pulse
Pain Split
Seed Bomb
Laser Focus
Magic Coat
Stomping Tantrum
Hyper Voice
Superpower
I've seen some talk about the place that punching moves have on Jumbao, with a supported viewpoint being that since it is considered a Kinjite in Sumo to strike the opponent with a closed fist, it doesn't make much sense for Jumbao to have access to them. While I appreciate the idea behind that stance, Hariyama(named after a Sumo ranking) has access to Dynamic Punch, Bullet Punch, Focus Punch and all three of the elemental punches, and I can't even imagine how it forms a fist with those hands. Jumbao doesn't even have hands unless you count its leaves, in which case it has leaf hands. I ended up giving it Fire Punch only, due to its Sap Cannons and that I consider a punching move in pokemon to be more of a thrusting motion since Wooper can learn Ice Punch somehow. Hyper Voice is present to support Disarming Voice in the Level Up movepool and since Snore, Sleep Talk and Round are required moves, Jumbao has to be able to 'speak' and I like the idea of its voice being high-pitched.
Jumbao @ Lansat Berry
OT: Yours
ID: Yours
Ability: Trace or Drought
Any Nature.
Level: 70
- Helping Hand
- Focus Blast
- Hold Back
- Mimic
Kanō Jigorō was the founder of Judo, as well as an educator and effectual advocate of using safer procedures in martial arts practice. Though not a figure in the history of Sumo Wrestling or a Yokozuna, Jigorō based aspects of Judo off of Sumo techniques and was a responsible party for the spread of martial arts worldwide.

22 + 5 + 28 + 12 + 1 + 6(Overlapping moves: Mimic, Focus Blast, Helping Hand, Water Pulse, Pain Split and Superpower) = 74 Unique Moves

After You
Attract
Brick Break
Circle Throw
Confide
Dazzling Gleam
Disarming Voice
Double Team
Energy Ball

Entrainment
Facade
Fake Out
Fire Punch
Flame Burst
Focus Blast
Frustration

Giga Drain
Giga Impact
Grassy Terrain
Healing Wish
Heal Pulse
Heavy Slam
Helping Hand
Hidden Power
Hold Back
Hyper Beam
Hyper Voice
Ingrain
Laser Focus
Leaf Storm
Leaf Tornado
Light Screen
Low Sweep
Magical Leaf
Magic Coat
Mimic
Misty Terrain
Moonblast
Pain Split
Payback
Petal Dance
Play Nice
Protect
Punishment
Quash
Recycle
Refresh
Rest
Retaliate
Return
Role Play
Rototiller
Round
Safeguard
Sandstorm
Seed Bomb
Shore Up
Sleep Talk
Snore
Solarbeam

Stomp
Stomping Tantrum
Substitute
Sunny Day
Superpower
Swagger
Synthesis

Teeter Dance
Tickle
Toxic
Water Pulse
Wide Guard
Wild Charge
Wish
Aromatherapy - While I feel like this move fits to have on Jumbao, I like the incorporation of Refresh + Misty Terrain + Magic Coat + Rest more, which I believe adding Aromatherapy to would make redundant. Not stellar reasoning but I do feel that Heal Bell or Aromatherapy outclass all of these moves and make less sense in terms of flavor than any of them.

Worry Seed/Leech Life/Draining Kiss/Poison Powder/Scary Face/Torment - All of these were tempting and somewhat fitting options but I didn't and don't want a major aspect of Jum's character to be how malicious it can be. Retaliate, Punishment, Giga Drain, Quash and Stomping Tantrum border on this, but in my opinion those can all be classified as defensive techniques and Stomping Tantrum is only learned through tutors meaning it has to specifically be requested to throw a tantrum to do so.

Psych Up/Work Up - I believe Rototiller and the Trace-related moves to be sufficient enough that it does not need these and also I had way too many moves I wanted to give this dude and these did not make the cut and I am sorry for that.

Wood Hammer/Hammer Arm - I liked and tried to incorporate these but something I struggled with in comparing moves(aside from having too many of them to compare, obviously) was how many physical attacks Jumbao would end up with that it would likely never use competitively. I think Wood Hammer falls under that, and since it has a lot of other very powerful special grass options and I prefer Superpower to Hammer Arm for flavor reasons these didn't make the cut. Egg Bomb and Mega Kick were other options I had mulled over for awhile and discarded for very similar reasons.
 
Last edited:
CAPs cannot pass moves to each other. They are not Pokemon and therefore cannot pass egg moves in game. I think this would be a logistical nightmare, right DHR-107?

If you have strong feelings about it, Dogfish, go ahead and make a PR thread on it! Let’s not discuss it here.
 
CAPs cannot pass moves to each other. They are not Pokemon and therefore cannot pass egg moves in game. I think this would be a logistical nightmare, right DHR-107?

If you have strong feelings about it, Dogfish, go ahead and make a PR thread on it! Let’s not discuss it here.

I would prefer if this was the case, but if people want to discuss this in PRC then I have no opposition to it. I just do not think it is necessary for us to use CaPs as parents when we can just give X Pokemon Y move.
 
Final Submission

Heart Scale - Misty Terrain
Heart Scale - Brine
Heart Scale - Focus Energy
Heart Scale - Morning Sun
Evolve - Heavy Slam
1 - Absorb
1 - Sandstorm
1 - Ingrain
1 - Arm Thrust
4 - Disarming Voice
7 - Sand Attack
11 - Magical Leaf
16 - Synthesis
21 - Sand Tomb
28 - Body Slam
35 - Energy Ball
42 - Wood Hammer
50 - Moonblast
58 - Shore Up
66 - Solar Beam

For the LU pool, I decided to emphasis on the sand and sumo aspects while combining it with a typical Grass-type movepool. To begin with, Absorb is given as a L1 STAB move, as most things that get Absorb learn it at L1. I also gave it Sandstorm L1 to set the foundation that Jumbao is meant to be a sandy boi, not just a sunny boi. Ingrain is a reference to the book "The Little Prince", which first introduced many people to baobab trees. In the book, a character says that their roots must be pulled up or else their roots go through the whole damn planet. Finally, Arm Thrust is used as a foundation for the sumo side to Jumbao. After that, the pattern goes 3-3-4-5-5. Disarming Voice and Magical Leaf respectively are early game STABs. Sand Tomb is there due to the fact that it shows the prowess of our Baobuddy’s sand powers is increasing. Body Slam is added to add to the sumo motif. The reason why Body Slam is specifically level 28 (and why Wood Hammer is level 42) is because that is the number of the maximum amount of wrestlers in certain sumo tournaments. Specifically, jūryō (28 people) and makuuchi (42 people). After this, Energy Ball comes into play to give a reliable STAB move to the Pokémon in the mid game and to not make it use Absorb for 50 levels, lmao. Wood Hammer works both because it’s literally made of wood, but also because of the fact that Wood Hammer is described as a tackle, going with the sumo motif. Skipping past Moonblast, we see Shore Up. Unlike other people, who have made Shore Up a heart scale move, I decided to put it at a very high level. Why? Because Palossand, the only thing that currently gets it in game, learns it at level 54. As I think we should try to get it after the thing it fits best with, I placed it further down. It also shows that Jumbao has gotten so good at using sand that it can heal itself with it. As for the HS and Evo moves, they’re rather simple. It gets Brine as a heart scale move because Hariyama, its sumo friend, also does so. The reason is because the move refers to saltwater, which ties to the tradition of throwing salt before a sumo match to purify the arena. Misty Terrain adds a layer of it being a tree of life, going along well with moves like Synthesis and to an extent, Shore Up and Magical Leaf. This is accentuated most in egg moves. Morning Sun is a worse Synthesis which also fits with both Drought and the tree of life aspect. Focus Energy also boosts the sumo vibes and also can be interpreted as a mystical being charging up, fitting with the tree of life. Finally, it learning Heavy Slam after evolving is due to the fact that it likely will be heavier after evolving (by a long shot) assuming we have a prevo. It also goes along with the sumo motif, especially if it evolves somewhere between levels 28-42.
Smelling Salts (Cacturne, Exploud, Aggron, Lickilicky)
Flame Burst (Charizard, Salazzle)
Play Rough (Tsareena, Comfey, Drampa)
Heal Pulse (Meganium, Cherrim, Slowbro, Slowking)
Wish (Exeggutor/Exeggutor-Alola, Kangaskhan, Lickilicky)
Healing Wish (Cherrim, Lilligant)
Leaf Storm (A lot of stuff)
Giga Drain (A lot of stuff)

The main focus of the egg moves is the idea of this Pokémon’s literal roots of the tree of life. This is accentuated my the placement of Wish, Healing Wish and Heal Pulse. You also could argue that Smelling Salts could also contribute to this, though it mostly ties to the arena purification, like Brine. Flame Burst couldn’t fit anywhere else. Play Rough mostly is on account of how physically strong it is (on design only, if that makes sense). Leaf Storm isn’t fit anywhere else either. At first I forgot Giga Drain being passed as an egg move is a thing, and it’s repeated in tutors anyway, so it hopefully shouldn’t bloat egg moves too much. The reason that egg moves are relatively small is due to the fact that not a lot of Gen 7 Pokemon got a lot of egg moves. For comparison, Araquanid has about seven egg moves, one less than we do. Finally, the reason for placing Jumbao in the Monster egg group is due to the appearance of Jumbao, putting it in the same category as Pokemon like Snorlax. Human-Like seems appealing until you remember it has four legs. Field is also weird because Pokemon in those categories have actual organs, like people do. Plants do not have organs in the same way people do. Jumbao is a plant. As such, I did not see this thing breeding with a Wailord, let alone a Skitty... shivers
TM 01 Work Up
TM 06 Toxic
TM 08 Bulk Up
TM 10 Hidden Power
TM 11 Sunny Day
TM 15 Hyper Beam
TM 16 Light Screen
TM 17 Protect
TM 20 Safeguard
TM 21 Frustration
TM 22 Solar Beam
TM 27 Return
TM 31 Brick Break
TM 32 Double Team
TM 37 Sandstorm
TM 41 Torment
TM 42 Facade
TM 44 Rest
TM 45 Attract
TM 48 Round
TM 52 Focus Blast
TM 53 Energy Ball
TM 68 Giga Impact
TM 86 Grass Knot
TM 87 Swagger
TM 88 Sleep Talk
TM 90 Substitute
TM 99 Dazzling Gleam
TM 100 Confide

Just note I'm skipping over repeats and mandatory things. Bulk Up, Work Up and Brick Break are to further build the sumo vibes for Jumbao. Sunny Day is because a million things get it, it has Drought and is a tree. Safeguard goes with the Tree of Life motif. Torment also goes with this, as other Pokemon with deity-like origins, namely the Tapus, all get Torment. Dazzling Gleam is a matter of the fact that in-game (if Jumbao was official), it simply makes sense to have an accessible Fairy move before you manage to get Moonblast. Grass Knot is a very common move among Grass-types.
Snore
Synthesis
Low Kick
Helping Hand
Worry Seed
Giga Drain
Seed Bomb
Throat Chop
Recycle
After You
Block
Superpower
Pain Split
Endeavor
Zen Headbutt

Ignoring repeats and mandatory stuff again. Helping Hand, After You, Pain Split, Endeavor, Zen Headbutt and Recycle boost the Tree of Life portion, Seed Bomb and Worry Seed are because it's a flipping tree, Superpower is due to Jumbao's massive size (and the name itself), and Low Kick and Throat Chop go with the sumo vibes.
Total Moves (Not Counting Repeats): 67

Notable Exclusions:

Punches: Sumos do not use punches. Plain and simple. They use karate-esque chops, but they do not punch eachother.

Might add more of these later as I find them.
 
Last edited:
Final Submission

1 - Grassy Terrain
1 - Smelling Salts
1 - Brine
1 - Leafage
1 - Sweet Scent
3 - Fairy Wind
6 - Water Sport
10 - Incinerate
15 - Magical Leaf
21 - Wish
28 - Flame Burst
36 - Energy Ball
45 - Shore Up
53 - Moonblast
62 - Sunny Day
69 - Leaf Storm
74 - Healing Wish
77 - Wood Hammer

Heart Scale moves are listed in italics

TM01 - Work Up
TM06 - Toxic
TM08 - Bulk Up
TM10 - Hidden Power
TM11 - Sunny Day
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM20 - Safeguard
TM21 - Frustration
TM22 - Solar Beam
TM27 - Return
TM30 - Shadow Ball
TM31 - Brick Break
TM32 - Double Team
TM37 - Sandstorm
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM47 - Low Sweep
TM48 - Round
TM52 - Focus Blast
TM53 - Energy Ball
TM59 - Brutal Swing
TM68 - Giga Impact
TM77 - Psych Up
TM78 - Bulldoze
TM86 - Grass Knot
TM87 - Swagger
TM88 - Sleep Talk
TM90 - Substitute
TM99 - Dazzling Gleam
TM100 - Confide

Repeats are in italics

071.png
275.png
357.png
455.png
495.png
496.png
497.png
001.png
*
043.png
*
069.png
*
102.png
*
114.png
152.png
*
191.png
192.png
315.png
331.png
332.png
455.png
459.png
460.png
465.png
548.png
*
556.png
590.png
591.png
597.png
598.png
708.png
709.png
753.png
754.png
755.png
756.png
046.png
*
258.png
*
387.png
*
410.png
*
713.png
776.png
*
191.png
*
420.png
421.png
143.png
304.png
305.png
306.png
387.png
*
410.png
411.png

* = Chain-breeding required

After You
Block
Dual Chop
Giga Drain
Endeavor
Helping Hand
Heal Bell
Low Kick
Pain Split
Role Play
Seed Bomb
Snore
Synthesis
Worry Seed

Number of Level Up moves: 20
Number of TM moves: 32 (2 repeats)
Number of Move Tutor moves: 14
Number of Egg Moves: 5

TOTAL (not counting repeats): 69
 
Last edited:
Alright, almost a week has passed since the start of this thread, and the discussion has slowed down quite a bit, so I think it is time we start wrapping this up. This thread will close in 48 hours. Please everybody remember to mark your movepool as final submissions. If you need more time to finish your submission, feel free to request an extension.

Now, I'd like to look at some important issues with some of the submitted movepools, please follow these instructions, or I will be forced to disqualify you:

MaahirMomtaz12 You have a lot of competitive moves that were never discussed. You should've checked with me before including them. Strength Sap, Will-O-Wisp, Thunderbolt and Thunder are not allowed, as they have clear competitive uses. I also banned Thunder Wave at the beginning of this thread. Please, remove these moves from your submission. Also, as you also have Belly Drum, Drain Punch should be taken out too.

HeatEdgeSword: No one ever talked about Will-O-Wisp or Surf, which I think have clear competitive applications, so I'm afraid that I'll have to disallow them. Please remove them from your submission.

InvisibleWater: Please remove Will-O-Wisp, for the reasons stated above. Nature Power is also disallowed, so it should be removed too.

Valzy: You are missing Confide, an Universal TM.

Reiga: Trick Room needs to be removed from your TM list.

Jamis361: Trick Room and Calm Mind need to be removed from your TM list. Also as you added Belly Drum, Drain Punch and Focus Punch need to be removed too.

I'd also like to add a bit more subjective feedback to some of the current submissions. This is just flavor stuff, so feel free to just ignore it if you disagree with me, as it won't affect whether or not a movepool makes it to the final slate:

Valzy: Most Gen 7 mons have approximately 5 Egg Moves, so your list is a bit too big. I think you should consider changing a few of those moves to Level-Up, as you still have lots of space there.

Dogfish44: Assist is a really peculiar choice, especially for a Heart Scale move. You mentioned yourself how this move is heavily associated with cats, and while there are already a few weird exceptions (like Drowzee and Chimchar), those usually learn this via breeding, and only Feline-based Pokemon learn this by Leveling up. I think that you should consider changing it to an egg move, although this would require adding a second Egg Group.

Reviloja753: Roar is usually learned by Animal-like Pokemon, so I'm not really convinced that it is appropiate for something like Jumbao.

G-Luke: You should probably add one more weak move at Level 1 to fill the four moveslots, so that the other moves you have there could be considered Heart Scale Moves.

aegislasher681: You included Crafty Shield in your Level Up movepool, a move with a very scarce distribution. I'd like to hear your reasoning for doing so.

FriesforNapkins: Bubble is a really weird choice for an evolution move. As this is such a weak move, the latest any mon learns this move is at Level 13, so having Jumbao learn this while it evolves is pretty out of place (unless we somehow end up evolving before Level 15) Present is also another weird inclusion, as only Delibird has ever learned this by Level Up. If you really want this move, I suggest you to add it to your Egg Move list, there are a few other mons that get Present this way, although this would require a change on your Egg Groups.

porg_111: I don't think that Rain Dance really fits for Jumbao, as there are not many Grass Types that learn it, and we are much more associated with Sand and Sun than with Rain.
 
mxmts mxm, MaahirMomtaz12 also has Ancient Power which feels like it's bending the rules against Rock coverage. Yes, it's exactly 60 BP but it has the stat increase cheese (making it strictly superior to HP Rock) and can be used with Rockium for Continental Crush.
 
MaahirMomtaz12 You have a lot of competitive moves that were never discussed. You should've checked with me before including them. Strength Sap, Will-O-Wisp, Thunderbolt and Thunder are not allowed, as they have clear competitive uses. I also banned Thunder Wave at the beginning of this thread. Please, remove these moves from your submission. Also, as you also have Belly Drum, Drain Punch should be taken out too.
Alright. I have removed those moves you mentioned. I didn't realize that I had to check with you regarding certain moves I picked. Even with the abundance of restrictions I was trying to make Jumbao have a good sized movepool.
 
mxmts mxm, MaahirMomtaz12 also has Ancient Power which feels like it's bending the rules against Rock coverage. Yes, it's exactly 60 BP but it has the stat increase cheese (making it strictly superior to HP Rock) and can be used with Rockium for Continental Crush.
Ancient Power only has a 10% chance to raise all your stats, meaning that in most matches you'll never get the boosts, and it only has 8 PP max.
 
Final Submission

Lv. 01:
Grass.png
Absorb
Lv. 01:
Water.png
Water Sport
Lv. 01:
Normal.png
Tackle
Lv. 01:
Grass.png
Wood Hammer
Lv. 01:
Fighting.png
Arm Thrust
Lv. 01:
Normal.png
Wish
Lv. 04:
Normal.png
Tackle
Lv. 08:
Grass.png
Absorb
Lv. 11:
Grass.png
Ingrain
Lv. 15:
Ground.png
Bulldoze
Lv. 20:
Grass.png
Mega Drain
Lv. 26:
Normal.png
Teeter Dance
Lv. 33:
Normal.png
Fake Out
Lv. 36:
Grass.png
Petal Dance
Lv. 41:
Rock.png
Sandstorm
Lv. 41:
Fire.png
Sunny Day
Lv. 47:
Grass.png
Giga Drain
Lv. 58:
Grass.png
Synthesis
Lv. 58:
Ground.png
Shore Up
Lv. 60:
Grass.png
Wood Hammer
Lv. 71:
Fairy.png
Misty Terrain
Lv. 71:
Grass.png
Grassy Terrain
Lv. 85:
Grass.png
Solar Beam
Lv. 96:
Fairy.png
Moonblast
Lv. 71:
Grass.png
Leaf Storm
Egg Groups: Grass / Monster

032.png
033.png
*
034.png
*
111.png
*
112.png
*
115.png
*
152.png
*
153.png
*
154.png
*
258.png
*
259.png
*
260.png
*
286.png
464.png
*
115.png
*
293.png
*
294.png
*
295.png
*
420.png
*
421.png
*
548.png
*
549.png
*
550.png
*
143.png
304.png
305.png
306.png
387.png
*
388.png
*
389.png
*
004.png
005.png
006.png
757.png
758.png
Many Pokémon from the Grass Egg Group.
259.png
260.png
143.png
*: Cross Breed
TM 06 Toxic
TM 08 Bulk Up
TM 10 Hidden Power
TM 11 Sunny Day
TM 15 Hyper Beam
TM 16 Light Screen
TM 17 Protect

TM 18 Rain Dance
TM 20 Safeguard
TM 21 Frustration
TM 22 Solar Beam
TM 27 Return

TM 30 Shadow Ball
TM 31 Brick Break
TM 32 Double Team
TM 37 Sandstorm
TM 39 Rock Tomb
TM 42 Facade
TM 47 Low Sweep
TM 48 Round
TM 49 Echoed Voice
TM 52 Focus Blast
TM 53 Energy Ball

TM 64 Explosion
TM 68 Giga Impact
TM 69 Rock Polish
TM 75 Swords Dance
TM 77 Psych Up
TM 78 Bulldoze
TM 85 Dream Eater
TM 87 Swagger
TM 88 Sleep Talk
TM 90 Substitute

TM 99 Dazzling Gleam
TM 100 Confide
Snore
Synthesis

Heal Bell
Low Kick
Uproar
Helping Hand
Block
Last Resort
Worry Seed
Recycle
After You
Giga Drain
Role Play
Seed Bomb
Magic Coat
Skill Swap

Total Number of Moves: 75

If there isn't any problem with it, this will be my Final Submission.
 
Last edited:
1- Ingrain
1- Leafage
1- Water Spout
1- Tackle
1- Wood Hammer
1- Arm Thrust
1- Mystical Fire
1- Wish
5- Tackle
8- Absorb
11- Sand Attack
15- Bulldoze
20- Mega Drain
26- Teeter Dance
33- Fake Out
36- Petal Dance
41- Sandstorm
41- Sunny Day
46- Giga Drain
50- Moonblast
58- Synthesis
58- Shore Up
60- Wood Hammer
71- Misty Terrain
71- Grassy Terrain
83- Solar Beam
96- Moonblast
100- Leaf Storm
Egg Groups: Grass / Monster

032.png
033.png
*
034.png
*
111.png
*
112.png
*
115.png
*
152.png
*
153.png
*
154.png
*
258.png
*
259.png
*
260.png
*
286.png
464.png
*
115.png
*
293.png
*
294.png
*
295.png
*
420.png
*
421.png
*
548.png
*
549.png
*
550.png
*
143.png
304.png
305.png
306.png
387.png
*
388.png
*
389.png
*
004.png
005.png
006.png
757.png
758.png
Many Pokémon from the Grass Egg Group.
259.png
260.png
143.png
*: Cross Breed
TM 05 Roar
TM 06 Toxic
TM 08 Bulk Up
TM 10 Hidden Power
TM 11 Sunny Day
TM 15 Hyper Beam
TM 16 Light Screen
TM 17 Protect

TM 18 Rain Dance
TM 20 Safeguard
TM 21 Frustration
TM 22 Solar Beam
TM 27 Return

TM 30 Shadow Ball
TM 31 Brick Break
TM 32 Double Team
TM 37 Sandstorm
TM 39 Rock Tomb
TM 42 Facade
TM 43 Flame Charge
TM 47 Low Sweep
TM 48 Round
TM 49 Echoed Voice
TM 52 Focus Blast
TM 53 Energy Ball

TM 55 Scald
TM 64 Explosion
TM 68 Giga Impact
TM 69 Rock Polish
TM 74 Gyro Ball
TM 75 Swords Dance
TM 77 Psych Up
TM 78 Bulldoze
TM 85 Dream Eater
TM 88 Sleep Talk
TM 90 Substitute

TM 99 Dazzling Gleam
TM 100 Confide
Snore
Synthesis

Heal Bell
Low Kick
Uproar
Helping Hand
Block
Last Resort
Worry Seed
Recycle
After You
Giga Drain
Ally Switch
Signal Beam
Gravity
Role Play
Water Pulse
Iron Head
Pain Split
Focus Punch
Seed Bomb
Magic Coat
Magic Room
Wonder Room
Skill Swap
Hyper Voice

Total Number of Moves: 90
You can have no more than 75 moves.
Ancient Power only has a 10% chance to raise all your stats, meaning that in most matches you'll never get the boosts, and it only has 8 PP max.
That’s really irrelevant. The more concerning aspect is that a set could run Moonblast/Focus Blast/Ancient Power/Shore Up or something similar.
 
Stitch98: You are missing the universal TM Swagger (This was probably my fault, because until yesterday, I forgot to include it on my template). Mystical Fire is disallowed, as it outclasses our designated Fire move, Flame Burst. Water Spout (which I think you might be mistaking for Water Sport) and Scald are also disallowed, as they are powerful Water coverage that have the potential to screw with M-Crucibelle, one of our most notable checks. Your final Level Up moves also seem to be mixed up.

MaahirMomtaz12: I think that Ancient Power is a very borderline case, and I doubt it would see any use, but I will be disallowing it just in case, because as Deck Knight said, it has the potential of messing with one of our designated counters, and unlike HP Rock, it give us the opportunity to have access to a powerful Rock-Type Z-Move.
 
.
MaahirMomtaz12: I think that Ancient Power is a very borderline case, and I doubt it would see any use, but I will be disallowing it just in case, because as Deck Knight said, it has the potential of messing with one of our designated counters, and unlike HP Rock, it give us the opportunity to have access to a powerful Rock-Type Z-Move.
Ok then. I replaced Ancient Power with Magical Leaf.
 
Everybody, please remember, you need to label your submissions as Final Submission at the start of your post, or I will be forced to disqualify you. Stitch98, HeatEdgeSword, if you're finished, please do this.

There are 26 hours until deadline, please finish your movepools before then.
 
Everybody, please remember, you need to label your submissions as Final Submission at the start of your post, or I will be forced to disqualify you. Stitch98, HeatEdgeSword, if you're finished, please do this.

There are 26 hours until deadline, please finish your movepools before then.

I have now labeled my submission as Final Submission at the start of my post. I'm pretty sure I'm done by now.
 
Spiky Shield really isn't that great an option on Malaconda tbh. Jumbao really shouldn't be using it either as it's really just inviting in hard to switch into mons like zard or cruci and also stalls out your own weather for no real gain that I can see.
 
I gave it Spiky Shield because of its body structure and how since it's the Tree of Life, it can produce needles around itself. I also gave it Needle Arm and Twineedle
 
Final Submission

HS Shore Up
HS Healing Wish
1 Leafage
1 Sand Attack
1 Tackle
1 Disarming Voice
1 Arm Thrust
Evo Move: Heavy Slam
5 Stomp
9 Fairy Wind
13 Magical Leaf
18 Ingrain
22 Draining Kiss
26 Leaf Tornado
30 Body Slam
35 Sunny Day
35 Sandstorm
40 Wish
44 Solar Beam
49 Misty Terrain
53 Play Rough
58 Morning Sun
62 Wood Hammer
67 Healing Wish
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM20 Safeguard
TM21 Frustration
TM22 Solar Beam
TM27 Return
TM31 Brick Break
TM32 Double Team
TM37 Sandstorm
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM52 Focus Blast
TM53 Energy Ball
TM64 Explosion
TM68 Giga Impact
TM77 Psych Up
TM86 Grass Knot
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM99 Dazzling Gleam
TM100 Confide
Egg Groups: Grass and Monster

Flame Burst (Charmander)
Flower Shield (Sunflora)
Grassy Terrain (Exeggutor)
Leaf Storm (Lots)
Moonblast (Oddish)
Wide Guard (Shieldon, Turtwig)
After You
Block
Endeavor
Giga Drain
Gravity
Heal Bell
Helping Hand
Last Resort
Low Kick
Recycle
Seed Bomb
Snore
Superpower
Synthesis
Throat Chop
Worry Seed

Total unique moves: 69

My movepool mostly deals with healing, with subtle references to the sumo. Notable omissions are ALL punching moves, as sumos are not allowed to punch other sumo wrestlers
 
Last edited:
Status
Not open for further replies.
Back
Top