Here we go
Here we go
Here we go
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Allowed - Only these VGMs may be put on movepools. Any VGM not on these lists is automatically disallowed. Any move that is not a VGM is automatically allowed.
This CAP has Limits of 75/38. This means that your movepool may contain at most 38 Very Good Moves and 75 moves total.
A description of the process and a list of Very Good Moves can be found here.
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Below is CAP 4 so far:
Name: Aurumoth
Typing: Bug / Psychic
Abilities: Weak Armour / Illusion / No Guard
Base Stats: 110 HP / 120 Atk / 99 Def / 117 SpA / 60 SpD / 94 Spe
Here we go
Here we go
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Required - All movepools, without exception, must contain all of these moves.Having difficulties with your movepool?
This was supposed to be a beta and isn't actually going to be finalised until the VGM updates are finished, but this little applet should be useful if you're struggling to build a movepool or don't want to keep counting VGMs.
Movepool Builder (beta)
Can't guarantee it will work properly, but I've tried it and haven't had any problems yet, for what it's worth. Helps more with cross-referencing than it does with actually building a movepool since you still have to enter everything manually...
Facade
Hidden Power
Psychic
Psyshock
Return
Frustration
Hidden Power
Psychic
Psyshock
Return
Frustration
Protect
Rain Dance
Rest
Toxic
Rain Dance
Rest
Toxic
Allowed - Only these VGMs may be put on movepools. Any VGM not on these lists is automatically disallowed. Any move that is not a VGM is automatically allowed.
Megahorn
X-Scissor
Attack Order
Bug Buzz
Signal Beam
Zen Headbutt
Psycho Cut
Stored Power
Extrasensory
Close Combat
Superpower
Cross Chop
Hammer Arm
Brick Break
Overheat
Thunderbolt
Thunder
Focus Blast
Aura Sphere
Hydro Pump
Surf
Earthquake
Earth Power
Aqua Tail
Stone Edge
Rock Slide
Blizzard
Ice Beam
Focus Punch
Sucker Punch
Pursuit
ExtremeSpeed
Shadow Ball
X-Scissor
Attack Order
Bug Buzz
Signal Beam
Zen Headbutt
Psycho Cut
Stored Power
Extrasensory
Close Combat
Superpower
Cross Chop
Hammer Arm
Brick Break
Overheat
Thunderbolt
Thunder
Focus Blast
Aura Sphere
Hydro Pump
Surf
Earthquake
Earth Power
Aqua Tail
Stone Edge
Rock Slide
Blizzard
Ice Beam
Focus Punch
Sucker Punch
Pursuit
ExtremeSpeed
Shadow Ball
Reflect
Light Screen
Wish
Healing Wish
Memento
Counter
Mirror Coat
Tail Glow
Nasty Plot
Swords Dance
Agility
Calm Mind
Will-O-Wisp
Glare
Thunder Wave
Stun Spore
Cotton Guard
Cosmic Power
Defend Order
Stockpile
Substitute
Quiver Dance
Dragon Dance
Sleep Talk
Trick
Switcheroo
Taunt
Roar
Whirlwind
Destiny Bond
Magic Coat
Iron Defence
Barrier
Acid Armour
Amnesia
Flame Charge
Light Screen
Wish
Healing Wish
Memento
Counter
Mirror Coat
Tail Glow
Nasty Plot
Swords Dance
Agility
Calm Mind
Will-O-Wisp
Glare
Thunder Wave
Stun Spore
Cotton Guard
Cosmic Power
Defend Order
Stockpile
Substitute
Quiver Dance
Dragon Dance
Sleep Talk
Trick
Switcheroo
Taunt
Roar
Whirlwind
Destiny Bond
Magic Coat
Iron Defence
Barrier
Acid Armour
Amnesia
Flame Charge
This CAP has Limits of 75/38. This means that your movepool may contain at most 38 Very Good Moves and 75 moves total.
A description of the process and a list of Very Good Moves can be found here.
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Below is CAP 4 so far:
Name: Aurumoth
![](http://i10.photobucket.com/albums/a110/kingofanime/angelic.png)
Name: Risky Business
(formerly "Living On the Edge")
General Description: This Pokémon is very risky to play, but very rewarding if played correctly.
Justification: Many of the Pokémon that are successful in OU are relatively easy to play or have great "safe" options (e.g. U-turn). Yet, many other Pokémon look very powerful, but are less successful than they could be because of some large risks involved (e.g. Hydreigon), and some aren't successful at all (e.g. Honchkrow). This self-balancing concept intends to explore what it takes for a risky Pokémon to be successful, and how much inherent risk a Pokémon can get away with. It should be emphasized that this concept is NOT about luck management, but rather, it is about what the user can afford to do given his/her opponent's options, and vice versa.
Questions To Be Answered:
- What is the relationship between risk and potential consequences, both positive and negative?
- What kinds of inherently risky tactics are successful in the OU metagame?
- Do risky Pokémon need some form of safe options (e.g. switch-ins) to be successful in OU, or can it get away with having few really safe options?
- How does Substitute, a well-known "safe" move with nearly universal distribution, impact how this Pokémon is built and played?
- How do existing Pokémon use and deal with risky situations?
- Can risky Pokémon be played well in the early game, or are they better off put into action later on?
- How do different playstyles interact with risky situations?
Abilities: Weak Armour / Illusion / No Guard
Base Stats: 110 HP / 120 Atk / 99 Def / 117 SpA / 60 SpD / 94 Spe