
Introduction:If you are not an experienced member of the CAP community, it is strongly recommended that you do not post in this thread.
This thread is intended to contain intelligent discussion and commentary by experienced members of the CAP project regarding CAP policy, process, and rules. As such, the content of this thread will be moderated more strictly than other threads on the forum. This is not a Policy Review thread, but requires intelligent posting and serious thought put into every post made.
This is the thread where we will be revising Cyclohm's movepool. All aspects of Cyclohm's movepool, including TM moves, Move Tutor moves, Level-Up moves, and Egg Moves will be revised according to the limits listed below and the requirements listed in this process guide article. All process details for the revisions can be found in this thread.
Base Stat Rating & Movepool Limits:
This is where the BSR Overall Rating and Movepool Limit are decided. In accordance with this process guide article, all CAPs must have a Overall BSR limit that is balanced by the maximum of that CAP's Very Good Move (VGM) limit. The calculator for the Overall BSR of a Pokemon can be found here.
Cyclohm's Overall BSR: 324 (Very Good)
Cyclohm's Resulting Movepool Size Limit: 75
Cyclohm's Resulting VGM Limit: 35
Current Movepool:
Cyclohm's Resulting Movepool Size Limit: 75
Cyclohm's Resulting VGM Limit: 35
Move Count: 16
VGM Count: 9
H. Weather Ball
H. Gravity
1. Thundershock
1. Leer
4. Thunder Wave
7. Tackle
11. Charge
15. Spark
19. Stun Spore
22. Double-Hit
25. Discharge
29. Slack Off
33. Tri-Attack
38. Dragon Dance
45. Volt Tackle
54. Hyper Beam
VGM Count: 9
H. Weather Ball
H. Gravity
1. Thundershock
1. Leer
4. Thunder Wave
7. Tackle
11. Charge
15. Spark
19. Stun Spore
22. Double-Hit
25. Discharge
29. Slack Off
33. Tri-Attack
38. Dragon Dance
45. Volt Tackle
54. Hyper Beam
Move Count: 49
VGM Count: 27
TM02 - Dragon Claw
TM03 - Water Pulse
TM05 - Roar
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM24 - Thunderbolt
TM25 - Thunder
TM26 - Earthquake
TM27 – Return
TM30 – Shadow Ball
TM32 - Double Team
TM34 - Shock Wave
TM35 - Flamethrower
TM37 - Sandstorm
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM57 - Charge Beam
TM58 - Endure
TM59 - Dragon Pulse
TM62 - Silver Wind
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave
TM78 – Captivate
TM82 - Sleep Talk
TM83 - Natural Gift
TM87 - Swagger
TM90 - Substitute
TM92 - Trick Room
HM03 - Surf
HM04 - Strength
HM05 - Defog
HM06 - Rock Smash
VGM Count: 27
TM02 - Dragon Claw
TM03 - Water Pulse
TM05 - Roar
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM24 - Thunderbolt
TM25 - Thunder
TM26 - Earthquake
TM27 – Return
TM30 – Shadow Ball
TM32 - Double Team
TM34 - Shock Wave
TM35 - Flamethrower
TM37 - Sandstorm
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM57 - Charge Beam
TM58 - Endure
TM59 - Dragon Pulse
TM62 - Silver Wind
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave
TM78 – Captivate
TM82 - Sleep Talk
TM83 - Natural Gift
TM87 - Swagger
TM90 - Substitute
TM92 - Trick Room
HM03 - Surf
HM04 - Strength
HM05 - Defog
HM06 - Rock Smash
Move Count: 10
VGM Count: 5
Egg Groups: Dragon / Monster
Moves
Yawn
Dragonbreath
Hydro Pump
Overheat
Curse
Fire Fang
Thunder Fang
Dragon Rush
Haze
Block
VGM Count: 5
Egg Groups: Dragon / Monster
Moves
Yawn
Dragonbreath
Hydro Pump
Overheat
Curse
Fire Fang
Thunder Fang
Dragon Rush
Haze
Block
Move Count: 15
VGM Count: 10
Draco Meteor
Air Cutter
Fire Punch
Knock Off
Ominous Wind
ThunderPunch
Vacuum Wave
Magnet Rise
Snore
Swift
Ancientpower
Aqua Tail
Outrage
Signal Beam
Twister
VGM Count: 10
Draco Meteor
Air Cutter
Fire Punch
Knock Off
Ominous Wind
ThunderPunch
Vacuum Wave
Magnet Rise
Snore
Swift
Ancientpower
Aqua Tail
Outrage
Signal Beam
Twister
New Movepool:
Move Count: 70
VGM Count: 35
VGM Count: 35
Move Count: 15 (1 Repeat)
VGM Count: 4 (1 Repeat)
- Whirlwind*
- Bide
- Tackle
- Growl
7. Dragon Rage
11. Charge
15. Thundershock
19. Rain Dance*
22. Double Hit
29. Sonicboom
33. Tri-Attack*
37. Discharge
42. Slack Off*
50. Thrash
59. Lock-On
59. Zap Cannon
VGM Count: 4 (1 Repeat)
- Whirlwind*
- Bide
- Tackle
- Growl
7. Dragon Rage
11. Charge
15. Thundershock
19. Rain Dance*
22. Double Hit
29. Sonicboom
33. Tri-Attack*
37. Discharge
42. Slack Off*
50. Thrash
59. Lock-On
59. Zap Cannon
Move Count: 43
VGM Count: 28 (2 Repeats)
TM02 - Dragon Claw*
TM03 - Water Pulse
TM05 - Roar*
TM06 - Toxic*
TM07 - Hail
TM10 - Hidden Power*
TM11 - Sunny Day
TM13 - Ice Beam*
TM14 - Blizzard*
TM15 - Hyper Beam*
TM16 - Light Screen*
TM17 - Protect*
TM18 - Rain Dance*
TM21 - Frustration*
TM24 - Thunderbolt*
TM25 - Thunder*
TM26 - Earthquake*
TM27 - Return*
TM32 - Double Team
TM34 - Shock Wave
TM35 - Flamethrower*
TM37 - Sandstorm
TM38 - Fire Blast*
TM40 - Aerial Ace*
TM41 - Torment
TM42 - Facade*
TM43 - Secret Power
TM44 - Rest*
TM45 - Attract
TM57 - Charge Beam*
TM58 - Endure
TM59 - Dragon Pulse*
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave*
TM78 – Captivate
TM82 - Sleep Talk*
TM83 - Natural Gift
TM90 - Substitute*
TM92 - Trick Room*
HM03 - Surf*
HM04 - Strength
HM07 - Waterfall*
VGM Count: 28 (2 Repeats)
TM02 - Dragon Claw*
TM03 - Water Pulse
TM05 - Roar*
TM06 - Toxic*
TM07 - Hail
TM10 - Hidden Power*
TM11 - Sunny Day
TM13 - Ice Beam*
TM14 - Blizzard*
TM15 - Hyper Beam*
TM16 - Light Screen*
TM17 - Protect*
TM18 - Rain Dance*
TM21 - Frustration*
TM24 - Thunderbolt*
TM25 - Thunder*
TM26 - Earthquake*
TM27 - Return*
TM32 - Double Team
TM34 - Shock Wave
TM35 - Flamethrower*
TM37 - Sandstorm
TM38 - Fire Blast*
TM40 - Aerial Ace*
TM41 - Torment
TM42 - Facade*
TM43 - Secret Power
TM44 - Rest*
TM45 - Attract
TM57 - Charge Beam*
TM58 - Endure
TM59 - Dragon Pulse*
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave*
TM78 – Captivate
TM82 - Sleep Talk*
TM83 - Natural Gift
TM90 - Substitute*
TM92 - Trick Room*
HM03 - Surf*
HM04 - Strength
HM07 - Waterfall*
Move Count: 5
VGM Count: 2
Dragonbreath
Heal Bell*
Power Gem
Hydro Pump*
Mud Slap
VGM Count: 2
Dragonbreath
Heal Bell*
Power Gem
Hydro Pump*
Mud Slap
Move Count: 8 (1 Repeated)
VGM Count: 3
Draco Meteor*
Snore
Swift
Outrage*
Mud Slap
Headbutt
Signal Beam*
Twister
VGM Count: 3
Draco Meteor*
Snore
Swift
Outrage*
Mud Slap
Headbutt
Signal Beam*
Twister
Mud Slap + Hydro Pump = Swampert
Hydro Pump + Dragonbreath = Salamence
Heal Bell + Hydro Pump + Dragonbreath = Lapras
Heal Bell + Power Gem = Ampharos
Hydro Pump + Dragonbreath = Salamence
Heal Bell + Hydro Pump + Dragonbreath = Lapras
Heal Bell + Power Gem = Ampharos
Justification:
16/07/2010 Update - ALL ARE A SUK
Believe it or not, something as simple as Cyclohm was unbelievably difficult. Due to his typing and what we wanted of him, and since many moves were mutually inclusive, a lot of VGMs I had trouble deciding to cull.
Major changes - added Fire Blast for Flamethrower
added Ice Beam and Blizzard for Surf/Hydro Pump
Removed a lot of Physical attacks, removed some Special attacks that provided lacklustre coverage (Weather Ball, Volt Tackle, ZenButt, E-Punches, E-Fangs, Shadow Claw/Ball, Silver/Ominous Wind) also wtf is ddance doing on cyclohm. give it to flygon who needs it more.
Removed a lot of status/support options, such as Stun Spore, Gravity, Yawn, Knock Off. In exchange, I added Heal Bell.
The reasoning for all of this was mainly since Cyclohm was in a Pre-Latias, Post-Chomp metagame, and at the time of the process, everyone wanted him to resemble more like Swampert and Suicune as opposed to more like Forretress and Skarmory. They wanted something that could take light hits and retaliate with power as opposed to other supportive options. I've replicated this in that offensive moves fill up most of the VGM list, since you're relying on Cyclohm's great typing and amazing natural bulk to support the team instead of your attacks, so that you can concentrate on tanking and attacking.
Cyclohm's Life Orb attacker set will still be effective, and most likely dominant, if not better since I've added Ice Beam, but it has also made his direction more clear - Cyclohm can now function as an effective Tank as well, since there are less bells and whistles to sidetrack you from using him as such (i.e. Gravity). The only thing really stopping his Tank set becoming effective is that Ice Beam / Earthquake weakness. I was considering adding Will-O-Wisp, since there is one last slot, and that would really help take down the likes of Tyranitar and Choice Band Metagross, some big physical attackers who were really running rampart back in those times. It's also probably worth remembering Classic MixMence and even Mixed DDMence was still used back then too, so that gave Cyclohm a little bit more trouble. Of course, that doesn't stop the offensive set from hurting Mence on the switch, but it makes Cyclohm just that little bit worse than Swampert for tanking, even with Slack Off.
(p.s. Cyclohm used Whirlwind! BattleCAPacity4lyf)
Any comments are welcome, and opinions on Will O Wisp especially. If you'd like to protest against removal of Yawn, Stun Spore and other moves like that, please do.