I thought it'd be fun to make Signature moves for all CAPs that don't have them. This is definitely 100% fanon since custom signature moves are no longer a thing.
I made sure all types were included, except for Normal (there are no fully evolved Normal type CAPs).
For the most part, I tried to make sure the moves referenced their original concepts so that it could further capitalize on them. This wasn't always possible though.

Icicle Flurry
Category: Special
Power: 80
Accuracy: 100
Direct Contact: No
PP: 5
Effect: Prevents the target from using Dragon and Ground type moves for 2 turns.
Explanation: Syclant was made to beat Garchomp, but since its moves already kill it with 4x super effective damage how can you make it beat Garchomp even harder? By blocking its STABs! I made sure it was contactless too.

Mummy's Curse
Category: Physical
Power: 75
Accuracy: 100
Direct Contact: No
PP: 10
Effect: Heals 50% of the damage.
Explanation: Revenankh was built around Bulk Up, so I'm not giving it a move that would give it a new role. Instead a Ghost STAB that abuses Triage.

Burnzooka
Category: Special
Power: 135
Accuracy: 95
Direct Contact: No
PP: 5
Effect: Lowers the user's Sp. Attack by 2.
Explanation: Pyroak's concept was "give it this typing." I can't really give it a move that allows it to further fulfill its concept of having a typing. Instead just a slightly stronger and more accurate Overheat.

Toxic Terrain
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 10
Effect: Sets up Toxic Terrain for 5 turns, which poisons any grounded Pokemon that switches in. Nature Power becomes Sludge Bomb.
Explanation: Built around utility, so here's a new utility move, boosted by Persistent too.

Mutiny
Category: Physical
Power: 20
Accuracy: 100
Direct Contact: Yes
PP: 20
Effect: Steals the target's positive stat changes before attacking.
Explanation: Arghonaut was built as a decentralizer. Now in addition to blocking stat boosts it takes them for itself with a weaker variant of Spectral Thief.

Overload
Category: Special
Power: 130
Accuracy: 90
Direct Contact: No
PP: 5
Effect: Raises the target's Attack by 1.
Explanation: Cyclohm was built around its abilities, one of which is Static. By boosting the target's Attack, it encourages them to use physical attacks, many of which are contact, which activates Static.

Punish
Category: Physical
Power: 70
Accuracy: 100
Direct Contact: Yes
PP: 20
Effect: Power doubles if the user is poisoned, burned, or banished (you'll know what that means in a minute).
Explanation: Colossoil was made to punish status moves. Now Facade has STAB, which should do the trick.

High Voltage
Category: Special
Power: 80
Accuracy: 100
Direct Contact: No
PP: 15
Effect: Prevents the target from using status moves for 2 turns.
Explanation: When Taunt and Throat Chop love each other very much. This works out perfectly since Krilowatt was made to counter utility.

Put Away
Category: Status
Power: -
Accuracy:
Direct Contact: No
PP: 20
Effect: Lowers the target's Defense and Sp. Defense by 1, then switches out.
Explanation: A partner concept, and while that isn't really the case anymore, I think giving it a pivoting move like this helps allow its teammates to shine.

Banish
Category: Status
Power: -
Accuracy: 95
Direct Contact: No
PP: 15
Effect: A new status condition that halves the targets Attack and causes the target to lose 1/6 of its max HP every time it uses a physical attack.
Explanation: This one I think is neat, Tomohawk was made to drain momentum, and I feel like this new status condition does that. Now you can essentially run Intimidate and Prankster at the same time, as well as Rocky Helmet and Leftovers.

Paint
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 20
Effect: Uses the last move made by the target.
Explanation: I had no idea what to do here since it technically already gets every move, so I went full flavor and gave it a Mirror Move clone.

Lamplight
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 5
Effect: Raises the user's Sp. Defense by 3.
Explanation: Mollux was made to make use out of a poor typing. I don't think it's as bad as it used to be thanks to Heavy-Duty Boots and the Fairy type, but I gave it a move that helps it out defensively.

Seraphic Light
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 5
Effect: Raises the user's Sp. Attack and Speed by 2, but loses 33% of its max HP.
Explanation: Aurumoth was made to be high risk high reward, a move that raises its offenses but cuts into its bulk fits that nature.

Malevolent Meal
Type: Grass
Category: Special
Power: 80
Accuracy: 80
Direct Contact: No
PP: 10
Effect: Deals an additional 2x damage if the move is super effective, and halves it again if the target resists the move.
Explanation: Malaconda force feeds the target bad food, it was made to be a "type equalizer" so this move expands on that. "Forbidden Fruit" was taken by the latest concept.

War Cry
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 5
Effect: Maximizes the user's Attack, but loses 50% of its max HP.
Explanation: Cawmodore was built around Belly Drum, so Belly Drum clone.

Krakablast
Category: Special
Power: 100
Accuracy: 50
Direct Contact: No
PP: 5
Effect: Burns the target.
Explanation: This one is purely flavor, Volkraken was another partner concept and I'm not rehashing what I did with Voodoom as it already gets pivoting moves.

Dangerous Venom
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 5
Effect: If the user is knocked out on the turn this is used, the target becomes badly poisoned. Fails if used in succession.
Explanation: Plasmanta was made to discourage opponents from knocking it out, so here's a move that accomplishes that, even if you'd never use it over Toxic.

Trireme Tackle
Category: Physical
Power: 120
Accuracy: 85
Direct Contact: Yes
PP: 5
Effect: N/A
Explanation: Built around 2 boosting moves, but I'm not gonna give it a 3rd. Instead a Steel STAB that doesn't rely on weight.

Alchemy
Category: Special
Power: 20
Accuracy: 100
Direct Contact: No
PP: 20
Effect: Changes the user's item to a copy of the target's item. When the battle ends, the item reverts back.
Explanation: Can't do much with typing concepts. I was originally going to give it a better Rock STAB, but then I had a better idea. A big problem of Crucibelle is that it becomes worse after it's tricked its Choice Scarf. This move allows it to use Scarf shenanigans on multiple Pokemon.

Bounce Back
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 20
Effect: Lowers the target's Attack and Sp. Attack by 1, then switches out.
Explanation: Kerfluffle was built around Parting Shot, so Parting Shot clone.

Dragon's Slumber
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 15
Effect: Prevents the target from healing for 5 turns.
Explanation: It gets Heal Block back.

Fairy Sand
Category: Special
Power: 70
Accuracy: 95
Direct Contact:
PP: 10
Effect: Sets up Sandstorm.
Explanation: Jumbao was made around sun and sand. I think it's less about sand, so this move would be nice for it to have in conjunction with Shore Up.

Shining Horns
Category: Physical
Power: 90
Accuracy: 100
Direct Contact: Yes
PP: 10
Effect: Turns Normal type moves into Electric type moves.
Explanation: This one is really just flavor.

Volcanic Barrage
Category: Physical
Power: 30
Accuracy: 100
Direct Contact: No
PP: 10
Effect: Hits 3 times in a row.
Explanation: We all know that it failed to utilize Technician. Bonemerang is a common buff suggestion, so here's a Fire type multi-hit move that's slightly weaker.

Coral Whirl
Category: Physical
Power: 60
Accuracy: 100
Direct Contact: Yes
PP: 10
Effect: Removes all hazards from the user's side and raises the user's Defense by 1.
Explanation: Snaelstrom was built around Poison Heal, and it's also defensive, so it had to have utility but I didn't want it to be healing because it was built around getting its HP restored via its ability. So a better version of Rapid Spin that rases Defense instead of Speed.

Imminent Justice
Category: Special
Power: 140
Accuracy: 100
Direct Contact: No
PP: 5
Effect: Hits 3 turns after using.
Explanation: Doom Desire clone.

Flare Tail
Category: Physical
Power: 20
Accuracy: 100
Direct Contact: Yes
PP: 20
Effect: Burns the target.
Explanation: Built around team support, which includes Will-O-Wisp. I figured a burning Nuzzle was fitting.

Beetle Gas
Category: Special
Power: 80
Accuracy: 95
Direct Contact: No
PP: 15
Effect: Prevents the target from using status moves for 2 turns.
Explanation: I already did this with Krilowatt but it works here too. Miasmaw was made to stop pivoting, specifically Slowking, who uses Teleport, Beetle Gas stops that.

Indecisive Ink
Category: Special
Power: 90
Accuracy: 90
Direct Contact: No
PP: 10
Effect: Prevents the target from using the same move twice in a row.
Explanation: Built around Color Change, Torment was a topic of discussion during the process because it was pretty pro-concept. Here's a damaging version.

Forbidden Spell
Category: Special
Power: 100
Accuracy: 80
Direct Contact: No
PP: 5
Effect: 50% chance to lower the target's Sp. Attack by 1.
Explanation: Since it was built around boosting its defense, this attack would discourage the opponent from using special moves, so that they instead use moves that are impacted by Stamina.

Plane Charge
Category: Physical
Power: 150
Accuracy: 80
Direct Contact: Yes
PP: 5
Effect: User takes 50% recoil damage. Can only be used if holding Vile Vial.
Explanation: Again this was really more flavor, I wanted a move that reflected the paper airplane nature of this Pokemon, I didn't want it to outclass Brave Bird though, it's already been nerfed once. I figured if no one is using Mind Blown on Blacephalon, a clone of that with the accuracy of Head Smash will be fine.

Mr. Humpy's Revenge
Category: Physical
Power: 100
Accuracy: 95
Direct Contact: No
PP: 5
Effect: 50% chance to raise the user's Defense by 2.
Explanation: Diamond Storm clone.

Heartheat
Category: Special
Power: 80
Accuracy: 100
Direct Contact: No
PP: 10
Effect: Lowers the target's Sp. Defense by 2.
Explanation: Lumina Crash was a strong contender for a possible move Hemogoblin could get, so here is a Fire type Lumina Crash.
I made sure all types were included, except for Normal (there are no fully evolved Normal type CAPs).
For the most part, I tried to make sure the moves referenced their original concepts so that it could further capitalize on them. This wasn't always possible though.

Icicle Flurry
Category: Special
Power: 80
Accuracy: 100
Direct Contact: No
PP: 5
Effect: Prevents the target from using Dragon and Ground type moves for 2 turns.
Explanation: Syclant was made to beat Garchomp, but since its moves already kill it with 4x super effective damage how can you make it beat Garchomp even harder? By blocking its STABs! I made sure it was contactless too.

Mummy's Curse
Category: Physical
Power: 75
Accuracy: 100
Direct Contact: No
PP: 10
Effect: Heals 50% of the damage.
Explanation: Revenankh was built around Bulk Up, so I'm not giving it a move that would give it a new role. Instead a Ghost STAB that abuses Triage.

Burnzooka
Category: Special
Power: 135
Accuracy: 95
Direct Contact: No
PP: 5
Effect: Lowers the user's Sp. Attack by 2.
Explanation: Pyroak's concept was "give it this typing." I can't really give it a move that allows it to further fulfill its concept of having a typing. Instead just a slightly stronger and more accurate Overheat.

Toxic Terrain
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 10
Effect: Sets up Toxic Terrain for 5 turns, which poisons any grounded Pokemon that switches in. Nature Power becomes Sludge Bomb.
Explanation: Built around utility, so here's a new utility move, boosted by Persistent too.

Mutiny
Category: Physical
Power: 20
Accuracy: 100
Direct Contact: Yes
PP: 20
Effect: Steals the target's positive stat changes before attacking.
Explanation: Arghonaut was built as a decentralizer. Now in addition to blocking stat boosts it takes them for itself with a weaker variant of Spectral Thief.

Overload
Category: Special
Power: 130
Accuracy: 90
Direct Contact: No
PP: 5
Effect: Raises the target's Attack by 1.
Explanation: Cyclohm was built around its abilities, one of which is Static. By boosting the target's Attack, it encourages them to use physical attacks, many of which are contact, which activates Static.

Punish
Category: Physical
Power: 70
Accuracy: 100
Direct Contact: Yes
PP: 20
Effect: Power doubles if the user is poisoned, burned, or banished (you'll know what that means in a minute).
Explanation: Colossoil was made to punish status moves. Now Facade has STAB, which should do the trick.

High Voltage
Category: Special
Power: 80
Accuracy: 100
Direct Contact: No
PP: 15
Effect: Prevents the target from using status moves for 2 turns.
Explanation: When Taunt and Throat Chop love each other very much. This works out perfectly since Krilowatt was made to counter utility.

Put Away
Category: Status
Power: -
Accuracy:
Direct Contact: No
PP: 20
Effect: Lowers the target's Defense and Sp. Defense by 1, then switches out.
Explanation: A partner concept, and while that isn't really the case anymore, I think giving it a pivoting move like this helps allow its teammates to shine.

Banish
Category: Status
Power: -
Accuracy: 95
Direct Contact: No
PP: 15
Effect: A new status condition that halves the targets Attack and causes the target to lose 1/6 of its max HP every time it uses a physical attack.
Explanation: This one I think is neat, Tomohawk was made to drain momentum, and I feel like this new status condition does that. Now you can essentially run Intimidate and Prankster at the same time, as well as Rocky Helmet and Leftovers.

Paint
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 20
Effect: Uses the last move made by the target.
Explanation: I had no idea what to do here since it technically already gets every move, so I went full flavor and gave it a Mirror Move clone.

Lamplight
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 5
Effect: Raises the user's Sp. Defense by 3.
Explanation: Mollux was made to make use out of a poor typing. I don't think it's as bad as it used to be thanks to Heavy-Duty Boots and the Fairy type, but I gave it a move that helps it out defensively.

Seraphic Light
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 5
Effect: Raises the user's Sp. Attack and Speed by 2, but loses 33% of its max HP.
Explanation: Aurumoth was made to be high risk high reward, a move that raises its offenses but cuts into its bulk fits that nature.

Malevolent Meal
Type: Grass
Category: Special
Power: 80
Accuracy: 80
Direct Contact: No
PP: 10
Effect: Deals an additional 2x damage if the move is super effective, and halves it again if the target resists the move.
Explanation: Malaconda force feeds the target bad food, it was made to be a "type equalizer" so this move expands on that. "Forbidden Fruit" was taken by the latest concept.

War Cry
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 5
Effect: Maximizes the user's Attack, but loses 50% of its max HP.
Explanation: Cawmodore was built around Belly Drum, so Belly Drum clone.

Krakablast
Category: Special
Power: 100
Accuracy: 50
Direct Contact: No
PP: 5
Effect: Burns the target.
Explanation: This one is purely flavor, Volkraken was another partner concept and I'm not rehashing what I did with Voodoom as it already gets pivoting moves.

Dangerous Venom
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 5
Effect: If the user is knocked out on the turn this is used, the target becomes badly poisoned. Fails if used in succession.
Explanation: Plasmanta was made to discourage opponents from knocking it out, so here's a move that accomplishes that, even if you'd never use it over Toxic.

Trireme Tackle
Category: Physical
Power: 120
Accuracy: 85
Direct Contact: Yes
PP: 5
Effect: N/A
Explanation: Built around 2 boosting moves, but I'm not gonna give it a 3rd. Instead a Steel STAB that doesn't rely on weight.

Alchemy
Category: Special
Power: 20
Accuracy: 100
Direct Contact: No
PP: 20
Effect: Changes the user's item to a copy of the target's item. When the battle ends, the item reverts back.
Explanation: Can't do much with typing concepts. I was originally going to give it a better Rock STAB, but then I had a better idea. A big problem of Crucibelle is that it becomes worse after it's tricked its Choice Scarf. This move allows it to use Scarf shenanigans on multiple Pokemon.

Bounce Back
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 20
Effect: Lowers the target's Attack and Sp. Attack by 1, then switches out.
Explanation: Kerfluffle was built around Parting Shot, so Parting Shot clone.

Dragon's Slumber
Category: Status
Power: -
Accuracy: -
Direct Contact: No
PP: 15
Effect: Prevents the target from healing for 5 turns.
Explanation: It gets Heal Block back.

Fairy Sand
Category: Special
Power: 70
Accuracy: 95
Direct Contact:
PP: 10
Effect: Sets up Sandstorm.
Explanation: Jumbao was made around sun and sand. I think it's less about sand, so this move would be nice for it to have in conjunction with Shore Up.

Shining Horns
Category: Physical
Power: 90
Accuracy: 100
Direct Contact: Yes
PP: 10
Effect: Turns Normal type moves into Electric type moves.
Explanation: This one is really just flavor.

Volcanic Barrage
Category: Physical
Power: 30
Accuracy: 100
Direct Contact: No
PP: 10
Effect: Hits 3 times in a row.
Explanation: We all know that it failed to utilize Technician. Bonemerang is a common buff suggestion, so here's a Fire type multi-hit move that's slightly weaker.

Coral Whirl
Category: Physical
Power: 60
Accuracy: 100
Direct Contact: Yes
PP: 10
Effect: Removes all hazards from the user's side and raises the user's Defense by 1.
Explanation: Snaelstrom was built around Poison Heal, and it's also defensive, so it had to have utility but I didn't want it to be healing because it was built around getting its HP restored via its ability. So a better version of Rapid Spin that rases Defense instead of Speed.

Imminent Justice
Category: Special
Power: 140
Accuracy: 100
Direct Contact: No
PP: 5
Effect: Hits 3 turns after using.
Explanation: Doom Desire clone.

Flare Tail
Category: Physical
Power: 20
Accuracy: 100
Direct Contact: Yes
PP: 20
Effect: Burns the target.
Explanation: Built around team support, which includes Will-O-Wisp. I figured a burning Nuzzle was fitting.

Beetle Gas
Category: Special
Power: 80
Accuracy: 95
Direct Contact: No
PP: 15
Effect: Prevents the target from using status moves for 2 turns.
Explanation: I already did this with Krilowatt but it works here too. Miasmaw was made to stop pivoting, specifically Slowking, who uses Teleport, Beetle Gas stops that.

Indecisive Ink
Category: Special
Power: 90
Accuracy: 90
Direct Contact: No
PP: 10
Effect: Prevents the target from using the same move twice in a row.
Explanation: Built around Color Change, Torment was a topic of discussion during the process because it was pretty pro-concept. Here's a damaging version.

Forbidden Spell
Category: Special
Power: 100
Accuracy: 80
Direct Contact: No
PP: 5
Effect: 50% chance to lower the target's Sp. Attack by 1.
Explanation: Since it was built around boosting its defense, this attack would discourage the opponent from using special moves, so that they instead use moves that are impacted by Stamina.

Plane Charge
Category: Physical
Power: 150
Accuracy: 80
Direct Contact: Yes
PP: 5
Effect: User takes 50% recoil damage. Can only be used if holding Vile Vial.
Explanation: Again this was really more flavor, I wanted a move that reflected the paper airplane nature of this Pokemon, I didn't want it to outclass Brave Bird though, it's already been nerfed once. I figured if no one is using Mind Blown on Blacephalon, a clone of that with the accuracy of Head Smash will be fine.

Mr. Humpy's Revenge
Category: Physical
Power: 100
Accuracy: 95
Direct Contact: No
PP: 5
Effect: 50% chance to raise the user's Defense by 2.
Explanation: Diamond Storm clone.

Heartheat
Category: Special
Power: 80
Accuracy: 100
Direct Contact: No
PP: 10
Effect: Lowers the target's Sp. Defense by 2.
Explanation: Lumina Crash was a strong contender for a possible move Hemogoblin could get, so here is a Fire type Lumina Crash.
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