bugmaniacbob
Was fun while it lasted
Putting this as a skeleton for now since most of the VGM definitions and whatnot are somewhat subjective, plus it would be better to get a skeleton down before I do a load of work I don't have to do.
Changes to be made based on the following ruling:
----------
Introduction
This stage of the CAP process is where complete movepools are created and submitted for consideration by the Topic Leader. There are many restrictions on the moves that are allowed, as well as how many of each move type are allowed per movepool. There is a limit on which competitive moves may be allowed into a movepool based on the lists generated by the Movepool Discussion stage of the CAP process. No competitive move that is not specifically listed as allowed in the Movepool Discussion stage can appear on any submitted movepool. As to what makes a move competitive or not, it is a decision to be made at the sole discretion of the Topic Leader.
The movepools submitted are intended to be structured like a normal Pokémon movepool. A complete movepool should contain three lists of moves, according to the method by which the Pokémon learns the moves - Level-Up Moves, TMs and Move Tutor Moves, and Egg Moves. The egg groups for the Pokémon are determined by the movepool submitter. Project participants can submit a draft proposals of full movepools and edit them based on feedback from the Topic Leader and the general public. After reviewing the draft movepools, the Topic Leader will select several submitters to present final movepool submissions. Those final submissions will be voted on by the general public.
Movepool Considerations
Movepools have to be moderated by the Topic Leader, as if they are too barren or too bloated, they run the risk of either overpowering or underpowering the given CAP. This does not mean that there are any enforced limits that your movepool must conform to; however, there are guidelines as to size and effectiveness, and the Topic Leader reserves the right to reject your movepool should it be grossly different from those chosen. The way that this is quantified is by counting the total number of moves and "Very Good Moves", or VGMs, in a given movepool. A VGM is defined as "A move that is considered by the combination of its power, accuracy, effect chance, move priority, power points, and overall type coverage to be of distinct individual competitive advantage in a given movepool."
The Base Stat Ratings for this particular CAP set the guidelines for the total movepool size and the total number of Very Good Moves allowed in the movepool, though these are subject to the individual discrimination of the Topic Leader before the guidelines for that particular CAP are presented.
Very Good Move List
While there are many different conditions and requirements for most moves, the list below gives all moves that should under ordinary circumstances be assumed to be Very Good Moves. Very Good Moves represent the common powerful attacking and support moves used in the OU metagame. Any move that is not considered a Very Good Move for any given CAP is not restricted in that Pokemon's movepool, though you may wish to take flavour considerations into account. Note that the Very Good Move list may not coincide with the competitive move list as decided on for a CAP by the Topic Leader. The Very Good Move list is only relevant when considering the guidelines described later below.
* Curse only counts as a Very Good Move for Pokémon that are not of the Ghost-type
However, as previously mentioned, there are a number of considerations that can cause the VGM list to change, depending on the situation in question. While the final VGM list is subject to the Topic Leader's discretion, the following rules will generally be applied at all times, unless the Topic Leader explicitly states otherwise:
Legendary Pokémon signature moves are automatically disallowed for all CAPs.
Note that this does not include non-legendary signature moves, although these may also be frowned upon. As stated above, these moves should not be put into your movepools unless allowed by the Topic Leader:
Move copies count as VGMs, but only count once as Very Good Moves when more than one are present in a movepool.
As seen in the below table, there are some moves that have other moves listed next to them. These moves are 'equivalent' in terms of the Very Good Move list, which means that the moves count as 1 Very Good Move alone or together. For instance, if a movepool has both Recover and Slack Off on it, they count as 1 Very Good Move, but still count as 2 moves toward the total move count.
If a move is 100% outclassed by another move in the movepool, the two moves only count as one Very Good Move.
As above, certain moves are so much outclassed by other moves that there is literally no scenario where the lesser move would be a wiser choice over the former. For example, Tail Glow provides a three-stage boost to Special Attack, but Nasty Plot only boosts the stat two stages. If both Tail Glow and Nasty Plot are on the same movepool, they count as 1 Very Good Move, but still count as two moves towards the total move count.
All moves made competitively viable by an ability are considered Very Good Moves.
Abilities, such as Technician and No Guard, affect the viability of specific moves that might not otherwise be considered Very Good Moves. If a move's Base Power, accuracy, or secondary effects are made comparable to an existing Very Good Move by an ability, then that move is considered a Very Good Move. For instance, a Pokémon with No Guard would turn Dynamicpunch into a Very Good Move through the removal of accuracy as a factor.
If a VGM is of absolutely no competitive use to a specific CAP, then the Topic Leader has the option of discounting it.
For example, a Dark-type CAP with low Special Attack and high Attack has little use for Shadow Ball, which gives almost exactly the same coverage as its STAB attacks, but without the STAB boost and off its weaker stat. So, this move is of very little competitive use. In this case the Topic Leader may decide to discount this move as a VGM; however, it will still be a part of the total move count. This will only be used in extreme cases, however.
Guidelines on Movepool Size
While there are technically no limits to the number of approved VGMs and total moves, the Topic Leader reserves the right to not include any movepool in their slate for the polls which drastically deviates from their suggested movepool limits. While every Topic Leader can choose the limits for the movepools on their own judgement, the general rule is that the the higher the Base Stat Rating for a CAP that is allowed, the smaller the Total Movepool and Very Good Movepool can be. This is illustrated in the table below.
Movepool Components
While flavour is discouraged in the competitive moves discussions, it is very much an integral part of a CAP, and the movepool reflects this. Sharp flavour observations can be as important as VGM considerations, as only half of your movepool contains VGMs, and you are advised to make sure that your movepools make the most of the flavour room available. It should be noted that there are certain trends which most ingame Pokemon follow, based on types and moves, and you are advised to keep these in mind when
The first requirement is the Type-Move list of requirements. For each type of a CAP, there are several moves, including some Very Good Moves, that come up in the movepools of the vast majority of all ingame Pokemon with that type. The second of these requirements is the Move-Move list of requirements. For instance, if a given CAP movepool includes Ice Beam, it is advised that it also includes Blizzard, as that is generally what would happen ingame. Tables of these two movepool requirements are listed below. Note that these do not include moves introduced in the 5th Generation, and are only included as a reference.
---------------
Yeah.
Changes to be made based on the following ruling:
http://www.smogon.com/cap/process/events/movepool_submissionsDeck Knight said:Movepools will still count VGMs, however there will be no specific limit and Ability and Stats as well as Pokemon norms will be considered in selecting movepool slates. The rules for VGMs have changed somewhat in the 5th Generation and the process should aim at becoming less restrictive.
----------
Introduction
This stage of the CAP process is where complete movepools are created and submitted for consideration by the Topic Leader. There are many restrictions on the moves that are allowed, as well as how many of each move type are allowed per movepool. There is a limit on which competitive moves may be allowed into a movepool based on the lists generated by the Movepool Discussion stage of the CAP process. No competitive move that is not specifically listed as allowed in the Movepool Discussion stage can appear on any submitted movepool. As to what makes a move competitive or not, it is a decision to be made at the sole discretion of the Topic Leader.
The movepools submitted are intended to be structured like a normal Pokémon movepool. A complete movepool should contain three lists of moves, according to the method by which the Pokémon learns the moves - Level-Up Moves, TMs and Move Tutor Moves, and Egg Moves. The egg groups for the Pokémon are determined by the movepool submitter. Project participants can submit a draft proposals of full movepools and edit them based on feedback from the Topic Leader and the general public. After reviewing the draft movepools, the Topic Leader will select several submitters to present final movepool submissions. Those final submissions will be voted on by the general public.
Movepool Considerations
Movepools have to be moderated by the Topic Leader, as if they are too barren or too bloated, they run the risk of either overpowering or underpowering the given CAP. This does not mean that there are any enforced limits that your movepool must conform to; however, there are guidelines as to size and effectiveness, and the Topic Leader reserves the right to reject your movepool should it be grossly different from those chosen. The way that this is quantified is by counting the total number of moves and "Very Good Moves", or VGMs, in a given movepool. A VGM is defined as "A move that is considered by the combination of its power, accuracy, effect chance, move priority, power points, and overall type coverage to be of distinct individual competitive advantage in a given movepool."
The Base Stat Ratings for this particular CAP set the guidelines for the total movepool size and the total number of Very Good Moves allowed in the movepool, though these are subject to the individual discrimination of the Topic Leader before the guidelines for that particular CAP are presented.
Very Good Move List
While there are many different conditions and requirements for most moves, the list below gives all moves that should under ordinary circumstances be assumed to be Very Good Moves. Very Good Moves represent the common powerful attacking and support moves used in the OU metagame. Any move that is not considered a Very Good Move for any given CAP is not restricted in that Pokemon's movepool, though you may wish to take flavour considerations into account. Note that the Very Good Move list may not coincide with the competitive move list as decided on for a CAP by the Topic Leader. The Very Good Move list is only relevant when considering the guidelines described later below.
Code:
Acid Armor
Acid Spray
Acrobatics
Aerial Ace
Agility
Air Slash
Amnesia
Aqua Jet
Aqua Tail
Aromatherapy
Attack Order
Aura Sphere
Autotomize
Avalanche
Barrier
Baton Pass
Belly Drum
Blaze Kick
Blizzard
Block
Body Slam
Bone Rush
Bonemerang
Bounce
Brave Bird
Brick Break
Bug Buzz
Bulk Up
Bullet Punch
Bullet Seed
Calm Mind
Charge Beam
Circle Throw
Clear Smog
Close Combat
Coil
Confuse Ray
Cosmic Power
Cotton Guard
Counter
Crabhammer
Cross Chop
Cross Poison
Crunch
Curse*
Dark Pulse
Defend Order
Destiny Bond
Detect
Discharge
Double-edge
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rush
Dragon Tail
Drain Punch
Drill Peck
Drill Run
Dual Chop
Earth Power
Earthquake
Electro Ball
Encore
Endeavor
Energy Ball
Eruption
Explosion
Extrasensory
ExtremeSpeed
Facade
Fake Out
Fire Blast
Fire Fang
Fire Punch
Flame Charge
Flamethrower
Flare Blitz
Flash Cannon
Fly
Focus Blast
Focus Punch
Foul Play
Frost Breath
Frustration
Gear Grind
Giga Drain
Glare
Grass Knot
Gravity
Growth
Gunk Shot
Gyro Ball
Hammer Arm
Haze
Head Charge
Head Smash
Heal Bell
Heal Order
Healing Wish
Heat Crash
Heat Wave
Heavy Slam
Hi Jump Kick
Hidden Power
Hone Claws
Horn Leech
Howl
Hurricane
Hydro Pump
Hyper Voice
Ice Beam
Ice Fang
Ice Punch
Ice Shard
Icicle Crash
Icicle Spear
Ingrain
Iron Defense
Iron Head
Iron Tail
Jump Kick
Knock Off
Lava Plume
Leaf Blade
Leaf Storm
Leech Seed
Light Screen
Lovely Kiss
Low Kick
Mach Punch
Magic Coat
Magnet Rise
Mean Look
Meditate
Mega Kick
Megahorn
Memento
Meteor Mash
Milk Drink
Mirror Coat
Moonlight
Morning Sun
Muddy Water
Nasty Plot
Nature Power
Night Daze
Night Shade
Night Slash
Outrage
Overheat
Pain Split
Payback
Perish Song
Petal Dance
Poison Jab
Power Whip
Protect
Psychic
Psycho Shift
Psyshock
Pursuit
Quick Attack
Quiver Dance
Rain Dance
Rapid Spin
Razor Shell
Recover
Reflect
Refresh
Rest
Return
Reversal
Roar
Rock Blast
Rock Polish
Rock Slide
Roost
Scald
Seed Bomb
Seismic Toss
Selfdestruct
Shadow Ball
Shadow Claw
Shadow Punch
Shadow Sneak
Sharpen
Shell Smash
Shift Gear
Signal Beam
Sky Uppercut
Slack Off
Sleep Powder
Sleep Talk
Sludge Bomb
Sludge Wave
Softboiled
Spark
Spider Web
Spikes
Spore
Stealth Rock
Stockpile
Stone Edge
Stored Power
Storm Throw
Stun Spore
Substitute
Sucker Punch
Super Fang
Superpower
Surf
Switcheroo
Swords Dance
Synthesis
Tail Glow
Tail Slap
Taunt
Teeter Dance
Thrash
Thunder
Thunder Fang
Thunder Wave
Thunderbolt
ThunderPunch
Toxic
Toxic Spikes
Transform
Tri Attack
Trick
Trick Room
U-turn
Vacuum Wave
Volt Switch
Volt Tackle
Water Spout
Waterfall
Weather Ball
Whirlwind
Wild Charge
Will-O-Wisp
Wish
Wood Hammer
Work Up
X-Scissor
Yawn
Zen Headbutt
However, as previously mentioned, there are a number of considerations that can cause the VGM list to change, depending on the situation in question. While the final VGM list is subject to the Topic Leader's discretion, the following rules will generally be applied at all times, unless the Topic Leader explicitly states otherwise:
Legendary Pokémon signature moves are automatically disallowed for all CAPs.
Note that this does not include non-legendary signature moves, although these may also be frowned upon. As stated above, these moves should not be put into your movepools unless allowed by the Topic Leader:
Code:
Aeroblast
Blue Flare
Bolt Strike
Crush Grip
Dark Void
Doom Desire
Freeze Shock
Glaciate
Fusion Flare
Fusion Bolt
Heart Swap
Ice Burn
Judgment
Lunar Dance
Luster Purge
Magma Storm
Mist Ball
Psycho Boost
Psystrike
Relic Song
Roar of Time
Sacred Fire
Sacred Sword
Searing Shot
Secret Sword
Seed Flare
Shadow Force
Spacial Rend
Techno Blast
V-create
As seen in the below table, there are some moves that have other moves listed next to them. These moves are 'equivalent' in terms of the Very Good Move list, which means that the moves count as 1 Very Good Move alone or together. For instance, if a movepool has both Recover and Slack Off on it, they count as 1 Very Good Move, but still count as 2 moves toward the total move count.
Code:
Acid Armor = Barrier = Iron Defense
Agility = Rock Polish
Block = Mean Look = Spider Web
Cosmic Power = Defend Order
Detect = Protect
Frustration = Return
Heal Order = Milk Drink = Recover = Slack Off = Softboiled
Howl = Meditate = Sharpen
Moonlight = Morning Sun = Synthesis
Switcheroo = Trick
As above, certain moves are so much outclassed by other moves that there is literally no scenario where the lesser move would be a wiser choice over the former. For example, Tail Glow provides a three-stage boost to Special Attack, but Nasty Plot only boosts the stat two stages. If both Tail Glow and Nasty Plot are on the same movepool, they count as 1 Very Good Move, but still count as two moves towards the total move count.
Code:
Head Charge > Double-Edge
Aromatherapy > Heal Bell
Attack Order > X-Scissor
Autotomize > Agility, Rock Polish
Bug Buzz > Signal Beam
Coil > Bulk Up, Hone Claws
Cotton Guard > Acid Armor, Iron Defense, Barrier
Crabhammer > Aqua Tail
Explosion > Selfdestruct
Fire Punch > Fire Fang
Gear Grind > Meteor Mash, Iron Tail
Growth > Work Up
Hi Jump Kick > Jump Kick
Ice Punch > Ice Fang
Leaf Blade > Seed Bomb
Quiver Dance > Calm Mind
Shadow Claw > Shadow Punch
Shift Gear > Dragon Dance, Agility, Rock Polish
Swords Dance > Sharpen, Howl, Meditate
Tail Glow > Nasty Plot
ThunderPunch > Thunder Fang
Volt Tackle > Wild Charge
Whirlwind > Roar
Abilities, such as Technician and No Guard, affect the viability of specific moves that might not otherwise be considered Very Good Moves. If a move's Base Power, accuracy, or secondary effects are made comparable to an existing Very Good Move by an ability, then that move is considered a Very Good Move. For instance, a Pokémon with No Guard would turn Dynamicpunch into a Very Good Move through the removal of accuracy as a factor.
If a VGM is of absolutely no competitive use to a specific CAP, then the Topic Leader has the option of discounting it.
For example, a Dark-type CAP with low Special Attack and high Attack has little use for Shadow Ball, which gives almost exactly the same coverage as its STAB attacks, but without the STAB boost and off its weaker stat. So, this move is of very little competitive use. In this case the Topic Leader may decide to discount this move as a VGM; however, it will still be a part of the total move count. This will only be used in extreme cases, however.
Guidelines on Movepool Size
While there are technically no limits to the number of approved VGMs and total moves, the Topic Leader reserves the right to not include any movepool in their slate for the polls which drastically deviates from their suggested movepool limits. While every Topic Leader can choose the limits for the movepools on their own judgement, the general rule is that the the higher the Base Stat Rating for a CAP that is allowed, the smaller the Total Movepool and Very Good Movepool can be. This is illustrated in the table below.
Code:
.......Overall Ratings....... .......Movepool Size.......
Description Limit Examples.......... Description Total Moves Very Good Moves Examples
Above Average 250 Spiritomb, Azumarill Fantastic 95........ 45........ Tyranitar, Togekiss
Good............ 300 Swampert, Gliscor Excellent 85........ 40........ Sceptile, Swampert
Very Good..... 350 Infernape, Lucario Very Good 75........ 35........ Mismagius, Steelix
Excellent...... 400 Mew, Heatran..... Good..... 65........ 30........ Walrein, Heracross
Fantastic..... 450 Deoxys, Garchomp Above Average 55........ 25........ Jumpluff, Swellow
While flavour is discouraged in the competitive moves discussions, it is very much an integral part of a CAP, and the movepool reflects this. Sharp flavour observations can be as important as VGM considerations, as only half of your movepool contains VGMs, and you are advised to make sure that your movepools make the most of the flavour room available. It should be noted that there are certain trends which most ingame Pokemon follow, based on types and moves, and you are advised to keep these in mind when
The first requirement is the Type-Move list of requirements. For each type of a CAP, there are several moves, including some Very Good Moves, that come up in the movepools of the vast majority of all ingame Pokemon with that type. The second of these requirements is the Move-Move list of requirements. For instance, if a given CAP movepool includes Ice Beam, it is advised that it also includes Blizzard, as that is generally what would happen ingame. Tables of these two movepool requirements are listed below. Note that these do not include moves introduced in the 5th Generation, and are only included as a reference.
Code:
Bug Double-edge
Sunny Day
Dark Dark Pulse
Mud-Slap
Payback
Sunny Day
Taunt
Dragon Aerial Ace
Draco Meteor
Dragon Claw
Dragon Pulse
Earthquake
Mud-Slap
Outrage
Rain Dance
Sunny Day
Swift
Electric Charge Beam
Discharge
Light Screen
Rain Dance
Shock Wave
Signal Beam
Swift
Thunder
Thunder Wave
Thunderbolt
Fighting Brick Break
Bulk Up
Focus Blast
Focus Punch
Mud-Slap
Rock Slide
Rock Smash
Sunny Day
Vacuum Wave
Fire Fire Blast
Flamethrower
Heat Wave
Mud-Slap
Overheat
Rock Smash
Solarbeam
Sunny Day
Will-o-wisp
Flying Double-edge
Sunny Day
Swift
Ghost Dream Eater
Ominous Wind
Pain Split
Psych Up
Rain Dance
Shadow Ball
Sucker Punch
Sunny Day
Trick
Will-o-wisp
Grass Energy Ball
Giga Drain
Grass Knot
Seed Bomb
Solarbeam
Swords Dance
Synthesis
Ground Body Slam
Double-edge
Earth Power
Earthquake
Mud-Slap
Rock Slide
Rock Smash
Sandstorm
Stone Edge
Ice Avalanche
Blizzard
Double-edge
Hail
Ice Beam
Icy Wind
Rain Dance
Normal Double-edge
Rain Dance
Sunny Day
Poison Sludge Bomb
Psychic Dream Eater
Grass Knot
Light Screen
Psych Up
Psychic
Rain Dance
Sunny Day
Trick
Zen Headbutt
Rock Ancientpower
Double-edge
Earth Power
Mud-Slap
Rock Polish
Rock Slide
Rock Smash
Sandstorm
Stealth Rock
Stone Edge
Steel Flash Cannon
Iron Defense
Sunny Day
Water Blizzard
Hail
Ice Beam
Icy Wind
Rain Dance
Surf
Water Pulse
Code:
Blizzard Ice Beam
Brave Bird Aerial Ace
Close Combat Brick Break
Bulk Up
Earthquake
Rock Slide
Stone Edge
Cross Chop Brick Break
Earthquake
Focus Blast
Focus Punch
Rock Slide
ThunderPunch
Crunch Roar
Discharge Charge Beam
Signal Beam
Thunder
Thunder Wave
Thunderbolt
Draco Meteor Aerial Ace
Dragon Claw
Dragon Pulse
Earthquake
Outrage
Dragon Claw Aerial Ace
Dragon Pulse
Earthquake
Roar
Dragon Pulse Roar
Dragon Rush Body Slam
Dragon Pulse
Earthquake
Fire Blast
Flamethrower
Outrage
Roar
Dynamicpunch Body Slam
Brick Break
Counter
Focus Blast
Focus Punch
Fire Blast Flamethrower
Flamethrower Fire Blast
Flare Blitz Fire Blast
Flamethrower
Heat Wave
Overheat
Will-o-wisp
Focus Blast Brick Break
Focus Punch
Focus Punch Brick Break
Focus Blast
Hydro Pump Blizzard
Ice Beam
Surf
Waterfall
Ice Beam Blizzard
Lava Plume Earthquake
Fire Blast
Flamethrower
Heat Wave
Overheat
Rock Slide
Will-o-wisp
Leaf Storm Energy Ball
Giga Drain
Grass Knot
Leech Seed
Seed Bomb
Swords Dance
Muddy Water Surf
Outrage Earthquake
Overheat Flamethrower
Stone Edge Earthquake
Rock Slide
Surf Ice Beam
Thunder Thunderbolt
Thunderbolt Thunder
Waterfall Blizzard
Ice Beam
Surf
X-Scissor Swords Dance
Yeah.