CaP Prevos - Monohm and Duohm Movepools

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DHR-107

Robot from the Future
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Orange Islands
Hey all!

Let's continue this on and get our next set of Prevos sorted! Monohm and Duohm are the prevos of Cyclohm.

kjnjkmjk1 made some progress and sorted out the movepool for Cyclohm which can be found at the post below, or the movepool which I have copied into this post.

https://www.smogon.com/forums/threads/cap-prevos-movepool-updates.3681606/#post-8843002

I'll put some quick stats down for both here, and remember, we need an evolution method too!

Monohm
Typing: Electric
Abilities: Shield Dust/Static/Damp
Stats: 53 / 40 / 58 / 67 / 55 / 55

Duohm
Typing: Electric/Dragon
Abilities: Shield Dust/Static/Damp
Stats: 88 / 40 / 103 / 77 / 60 / 60

Cyclohm :cyclohm:
Evolution: Tri Attack
1 Tri Attack
1 Electric Terrain
1 Whirlwind
1 Tackle
1 Growl
1 Twister
1 Thunder Shock
16 Charge
20 Double Hit
24 Dragon Tail
29 Dragon Breath
33 Discharge
37 Rain Dance
42 Weather Ball
48 Slack Off
53 Thrash
59 Lock-On
59 Zap Cannon
65 Thunder
TM08 Hyper Beam
TM09 Giga Impact
TM14 Thunder Wave
TM17 Light Screen
TM21 Rest
TM24 Snore
TM25 Protect
TM27 Icy Wind
TM31 Attract
TM32 Sandstorm
TM33 Rain Dance
TM34 Sunny Day
TM35 Hail
TM39 Facade
TM40 Swift
TM46 Weather Ball
TM66 Thunder Fang
TM67 Ice Fang
TM68 Fire Fang
TM70 Trick Room
TM76 Round
TM80 Volt Switch
TM81 Electo Ball
TM81 Bulldoze
TM82 Electroweb
TM90 Electric Terrain
TM93 Eerie Impulse
TM99 Breaking Swipe
TR02 Flamethrower
TR03 Hydro Pump
TR04 Surf
TR05 Ice Beam
TR06 Blizzard
TR08 Thunderbolt
TR09 Thunder
TR10 Earthquake
TR13 Focus Energy
TR15 Fire Blast
TR16 Waterfall
TR19 Tri Attack
TR20 Substitute
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR31 Iron Tail
TR45 Muddy Water
TR47 Dragon Claw
TR62 Dragon Pulse
TR63 Power Gem
TR86 Wild Charge
Rising Voltage
Draco Meteor
Aqua Tail (Blastoise)
Headbutt (Scrafty)
Mud-Slap (Flygon)
Powder Snow (Abomasnow)
Roar (Hydreigon)
TM03 Water Pulse (Gen 6 TM/Tutor)
TM06 Toxic (Gen 6 TM)
TM32 Double Team (Gen 6 TM)
TM40 Aerial Ace (Gen 6 TM)
TM41 Torment (Gen 6 TM)
TM57 Charge Beam (Gen 6 TM)
TM87 Swagger (Gen 6 TM)
TM100 Confide (Gen 6 TM)
Shock Wave (Gen 6 Tutor)
Heal Bell (Gen 6 Egg)
Strength (Gen 4 TM)
Hone Claws (Gen 5/6 TM)
Incinerate (Gen 5/6 TM)
Nature Power (Gen 7 TM96)
As per usual, Egg Moves can't change. But you can remove whatever moves you deem necessary to create a new movepool for Monohm AND Duohm! Changes in Generation 8 now mean that we can no longer move moves into either Pokemon's direct level up movepool without affecting Cyclohm's level 1 movepool, so please do this sparingly.

Creating a prevo movepool is a subtractive process! This is much stricter than a normal CAP Movepool! We are only allowed the moves which the CAP itself has in its movepool. You cannot add any moves. Breaking this will result in Disqualification. This still leaves a surprising amount of variability and character for you to twist into the Prevo!

You will need to submit a clear evolution method when creating a movepool! This can be via level up or other more esoteric means, but please give it a good reason for whatever you choose!
-----

Final Submission Post

Only make one (1) final submission post. If you wish to alter any aspect of your final submission, then edit your post. Do not make a new one, even if you delete your original post. Any deleting and re-posting will be treated as bumping and is subject to moderation.

All final submission posts must conform to the following format:
  • The first line of the post must have the words "Final Submission" in bold on its own line. No other text may be included before the bold heading.
  • A blank line
  • A brief explanation of the entire movepool (optional)
  • A series of spoiler tags containing move learn sources, with required moves in bold and repeated moves in italics:
  • A list in the form "#: move", where "#" is a number from 1 to 100 representing the level the Pokemon learns a move.
  • A brief explanation of the moves learned this way.
The list of level-up moves should be ordered from 1 to 100, ascending.
  • A copied list of Egg Moves from the above post
The list of egg moves should be alphabetized.
  • A list of the form "TM##: move", where the TM number corresponds to the TM for the current generation.
  • A brief explanation of the moves learned this way.
The list of TM moves should be ordered by TM order.
  • A list of the form "TR##: move", where the TR number corresponds to the TR for the current generation.
  • A brief explanation of the moves learned this way.
The list of TR moves should be ordered by TR order.
  • A list of move tutor moves from the current generation, if any.
  • A brief explanation of the moves learned this way.
The list of tutor moves should be alphabetized.
-----
Final Submission
Evo: Doom Desire
1: Doom Desire
1: Rapid Spin

1: Pound
1: Magnet Rise
1: Mud-Slap
1: Imprison
15: Mud Shot
20: Gyro Ball
25: Power Split
25: Guard Split
30: Quash
35: Mind Reader
40: Earth Power
45: Flash Cannon
50: Memento
50: Healing Wish

57: Earthquake
64: Destiny Bond
71: Aura Sphere
78: Pain Split
85: Perish Song


Moves chosen here represent many legal ideas, from sentencing (Imprison, Perish Song), to verdicts (The paired Memento/Healing Wish).
Egg Group(s): Mineral

Equlibra's design is indicative of not having a gender, and as such no Egg Moves are available.
TM08 Hyper Beam
TM09 Giga Impact
TM19 Safeguard
TM21 Rest
TM22 Rock Slide
TM24 Snore
TM25 Protect

TM32 Sandstorm
TM39 Facade
TM41 Helping Hand
TM48 Rock Tomb
TM70 Trick Room
TM71 Wonder Room
TM72 Magic Room
TM76 Round
TM81 Bulldoze
TM96 Smart Strike
TR01 Body Slam
TR10 Earthquake
TR20 Substitute
TR26 Endure
TR27 Sleep Talk

TR31 Iron Tail
TR46 Iron Defense
TR52 Gyro Ball
TR67 Earth Power
TR70 Flash Cannon

TR74 Iron Head
TR83 Ally Switch
TR85 Work Up
TR87 Drill Run
Steel Beam
Ally Switch
Aura Sphere
Body Slam
Bulldoze
Destiny Bond
Doom Desire
Drill Run
Earth Power
Earthquake
Endure
Facade
Flash Cannon
Giga Impact
Guard Split
Gyro Ball
Healing Wish
Helping Hand
Hyper Beam
Imprison
Iron Defense
Iron Head
Iron Tail
Magic Room
Magnet Rise
Memento
Mind Reader
Mud Shot
Mud-Slap
Pain Split
Perish Song
Pound
Power Split
Protect
Quash
Rapid Spin
Rest
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Sleep Talk
Smart Strike
Snore
Steel Beam
Substitute
Trick Room
Wonder Room
Work Up
-----
You can now submit immediately, but I will put a 24 hour warning when I feel the thread has run its course (but likely a few days minimum).

EDIT: I added the latest movepool from kjnjkmjk1 to the OP to reflect the correct movepool
 
Last edited:
I want to point out that Cyclohm is missing Double Hit at Level 20 and TM32 Sandstorm, due to a mistake that I made during my check. I already edited my original post (the one linked in the OP) to reflect this.
EDIT: This has been fixed in the OP.

Also, Double Hit was intended to be the move learned on evolution when going from Monohm to Duohm. However, Double Hit being ingrained into Cyclohm's levelup at level 20 prevents this from happening. Do we want to move it into Cyclohm's level 1 to preserve this (and potentially leave a hole in Cyclohm's levelup), or just leave Cyclohm's movepool as-is and give up on Double Hit being an evo move? There are a number of midstages that get their own evo moves, but there are also many midstages that don't have an evo move, or even lost their evo move in the transition from Gen 7 to Gen 8 (ex. Gabite lost Dual Chop as an evo move, although it still learns it as a level 1 move).
EDIT: See post 7 in this thread.

Final Submission

Monohm evolves into Duohm at level 32. Duohm evolves into Cyclohm at level 43.
If you look at Cyclohm's original movepool, you'll notice Double Hit at level 22 and Tri Attack at level 33, indicating when the movepool creator though that the evolutions should happen. These levels were likely selected as a reference to the number of heads for each stage. However, the other three-stage no-pseudo dragon lines have the first stage evolve in the 30s (35 for Trapinch->Vibrava, 38 for Axew -> Fraxure) and the second stage evolve in the 40s (45 for Vibrava -> Flygon, 48 for Fraxure -> Haxorus). I decided to compromise between the two and have just the last digit reference the number of heads, while moving the levels to be more appropriate.

Monohm
1 Tackle
1 Growl
4 Twister
8 Thunder Shock
12 Whirlwind
16 Charge
20 Thunder Wave
24 Dragon Tail
28 Dragon Breath
32 Discharge
36 Rain Dance
40 Weather Ball
44 Slack Off
48 Thrash
52 Lock-On
52 Zap Cannon
56 Thunder

Removed Tri Attack because evolution move, as well as Electric Terrain as an excess level 1 move. Shortened up the levels and stuck Whirlwind at level 12 to create a consistent 4-level gap, then put Thunder Wave in at level 20 to replace Double Hit.
Aqua Tail (Blastoise)
Headbutt (Scrafty)
Mud-Slap (Flygon)
Powder Snow (Abomasnow)
Roar (Hydreigon)
TM14 Thunder Wave
TM17 Light Screen
TM21 Rest
TM24 Snore
TM25 Protect
TM27 Icy Wind
TM31 Attract
TM32 Sandstorm
TM33 Rain Dance
TM34 Sunny Day
TM35 Hail
TM39 Facade
TM40 Swift
TM46 Weather Ball
TM66 Thunder Fang
TM70 Trick Room
TM76 Round
TM80 Volt Switch
TM81 Electro Ball
TM82 Electroweb
TM90 Electric Terrain
TM93 Eerie Impulse

Removed Hyper Beam and Giga Impact because not fully evolved. Removed Breaking Swipe because the only non-Dragon type NFEs who get it are Rhydon and Onix, who have much stronger tails. Removed Bulldoze, as it's definitely not physically imposing enough to pull this off. Removed Fire and Ice Fang because I don't think Monohm is bitey enough to incentivize those moves.
TR03 Hydro Pump
TR04 Surf
TR05 Ice Beam
TR06 Blizzard
TR08 Thunderbolt
TR09 Thunder
TR13 Focus Energy
TR16 Waterfall
TR20 Substitute
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR31 Iron Tail
TR45 Muddy Water
TR62 Dragon Pulse
TR63 Power Gem
TR86 Wild Charge

Removed Tri Attack because we're not at 3 heads yet. Removed Flamethrower and Fire Blast because it's not a dragon and it's relatively weak, so I don't think it's ready to breath fire yet. Removed Earthquake because it's not big or bulky enough to pull it off. Things like Swablu and the Horsea line keep Outrage and Dragon Pulse through the entire line, so I kept those, though I removed Dragon Claw because it barely has claws and the distribution is much scarcer. I ended up keeping the water moves, as clouds do have a lot of water stored in them.
Rising Voltage

Monohm is not a Dragon, so it doesn't get Draco Meteor. Very few electric types don't have Rising Voltage, and while Monohm is on the weaker side, I think it still works.
TM03 Water Pulse (Gen 6 TM/Tutor)
TM06 Toxic (Gen 6 TM)
TM32 Double Team (Gen 6 TM)
TM40 Aerial Ace (Gen 6 TM)
TM41 Torment (Gen 6 TM)
TM57 Charge Beam (Gen 6 TM)
TM87 Swagger (Gen 6 TM)
TM100 Confide (Gen 6 TM)
Shock Wave (Gen 6 Tutor)
Heal Bell (Gen 6 Egg)
Nature Power (Gen 7 TM96)

Removed Incinerate, as this is not a Dragon with more elemental control. Removed Strength because Monohm is definitely not big enough to pull that off, and Hone Claws because what Monohm has barely qualifies as claws.


Duohm
Evolution: Double Hit
1 Double Hit
1 Electric Terrain
1 Tackle
1 Growl
1 Twister
1 Thunder Shock
1 Whirlwind
16 Charge
20 Thunder Wave
24 Dragon Tail
29 Dragon Breath
33 Discharge
37 Rain Dance
42 Weather Ball
47 Slack Off
52 Thrash
57 Lock-On
57 Zap Cannon
62 Thunder

Removed Tri Attack because evolution move. Shortened up the later levels to be a consistent 5-level gap. Moved Double Hit to level 1 and made it an evolution move, and put Thunder Wave in at level 20.
Aqua Tail (Blastoise)
Headbutt (Scrafty)
Mud-Slap (Flygon)
Powder Snow (Abomasnow)
Roar (Hydreigon)
TM14 Thunder Wave
TM17 Light Screen
TM21 Rest
TM24 Snore
TM25 Protect
TM27 Icy Wind
TM31 Attract
TM32 Sandstorm
TM33 Rain Dance
TM34 Sunny Day
TM35 Hail
TM39 Facade
TM40 Swift
TM46 Weather Ball
TM66 Thunder Fang
TM67 Ice Fang
TM68 Fire Fang
TM70 Trick Room
TM76 Round
TM80 Volt Switch
TM81 Electro Ball
TM82 Electroweb
TM90 Electric Terrain
TM93 Eerie Impulse

Removed Hyper Beam and Giga Impact because not fully evolved. Removed Breaking Swipe because I think the tail isn't powerful enough (distribution of this move is spotty in general, things like Vibrava and Jangmo-o with prominent tails don't get this). Removed Bulldoze; even something like Zweilous, which is a decent point of comparison for Duohm while being heavier and known for destruction, doesn't get this. Everything else stays.
TR02 Flamethrower
TR03 Hydro Pump
TR04 Surf
TR05 Ice Beam
TR06 Blizzard
TR08 Thunderbolt
TR09 Thunder
TR13 Focus Energy
TR15 Fire Blast
TR16 Waterfall
TR20 Substitute
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR31 Iron Tail
TR45 Muddy Water
TR47 Dragon Claw
TR62 Dragon Pulse
TR63 Power Gem
TR86 Wild Charge

Removed Tri Attack because we're not at 3 heads yet. Removed Earthquake because it's not big or bulky enough to pull it off, in my opinion, and not every NFE dragon type Pokemon gets this, especially if they are not Ground type.
Draco Meteor
Rising Voltage

Duohm is a Dragon, so it gets Draco Meteor. Very few electric types don't have Rising Voltage.
TM03 Water Pulse (Gen 6 TM/Tutor)
TM06 Toxic (Gen 6 TM)
TM32 Double Team (Gen 6 TM)
TM40 Aerial Ace (Gen 6 TM)
TM41 Torment (Gen 6 TM)
TM57 Charge Beam (Gen 6 TM)
TM87 Swagger (Gen 6 TM)
TM100 Confide (Gen 6 TM)
Shock Wave (Gen 6 Tutor)
Heal Bell (Gen 6 Egg)
Strength (Gen 4 TM)
Hone Claws (Gen 5/6 TM)
Incinerate (Gen 5/6 TM)
Nature Power (Gen 7 TM96)

No changes.
 
Last edited:
Final Submission

Monohm evolves at Lv. 31.
Duohm evolves when leveled up in a rainstorm (same as Sliggoo). Only counts overworld rain, Rain Dance/Drizzle/Primordial Sea will not trigger it.
Monohm's evolution method was selected because it's a relatively standard one (with the level being the height of the stratosphere in miles), but I picked Duohm's special one based on Sliggoo's, another Dragon-type with relation to rain. It makes sense, given how it goes from a nimbus cloud (about to rain) to a cumulonimbus (raining).

Monohm:
1 Electric Terrain
1 Tackle
1 Growl
1 Slack Off
7 Thunder Shock
9 Whirlwind
10 Twister
11 Charge
17 Rain Dance
21 Discharge
25 Weather Ball
28 Slack Off
34 Thrash
42 Lock-On
47 Zap Cannon
53 Thunder
Aqua Tail (Blastoise)
Headbutt (Scrafty)
Mud-Slap (Flygon)
Powder Snow (Abomasnow)
Roar (Hydreigon)
TM14 Thunder Wave
TM17 Light Screen
TM21 Rest
TM24 Snore
TM25 Protect
TM27 Icy Wind
TM31 Attract
TM32 Sandstorm
TM33 Rain Dance
TM34 Sunny Day
TM35 Hail
TM39 Facade
TM40 Swift
TM46 Weather Ball
TM66 Thunder Fang
TM67 Ice Fang
TM68 Fire Fang
TM70 Trick Room
TM76 Round
TM80 Volt Switch
TM81 Electo Ball
TM82 Electroweb
TM90 Electric Terrain
TM93 Eerie Impulse
TR02 Flamethrower
TR03 Hydro Pump
TR05 Ice Beam
TR06 Blizzard
TR08 Thunderbolt
TR09 Thunder
TR13 Focus Energy
TR15 Fire Blast
TR16 Waterfall
TR20 Substitute
TR26 Endure
TR27 Sleep Talk
TR31 Iron Tail
TR45 Muddy Water
TR63 Power Gem
TR86 Wild Charge
Rising Voltage
TM03 Water Pulse (Gen 6 TM/Tutor)
TM06 Toxic (Gen 6 TM)
TM32 Double Team (Gen 6 TM)
TM40 Aerial Ace (Gen 6 TM)
TM41 Torment (Gen 6 TM)
TM57 Charge Beam (Gen 6 TM)
TM87 Swagger (Gen 6 TM)
TM100 Confide (Gen 6 TM)
Shock Wave (Gen 6 Tutor)
Hone Claws (Gen 5/6 TM)
Incinerate (Gen 5/6 TM)
Nature Power (Gen 7 TM96)
Double Hit
Electric Terrain
Tackle
Growl
Slack Off
Thunder Shock
Whirlwind
Twister
Charge
Rain Dance
Discharge
Weather Ball
Thrash
Lock-On
Zap Cannon
Thunder
Aqua Tail
Headbutt
Mud-Slap
Powder Snow
Roar
Thunder Wave
Light Screen
Rest
Snore
Protect
Icy Wind
Attract
Sandstorm
Rain Dance
Sunny Day
Hail
Facade
Swift
Thunder Fang
Ice Fang
Fire Fang
Trick Room
Round
Volt Switch
Electo Ball
Electroweb
Eerie Impulse
Flamethrower
Hydro Pump
Ice Beam
Blizzard
Thunderbolt
Focus Energy
Fire Blast
Waterfall
Substitute
Endure
Sleep Talk
Iron Tail
Muddy Water
Power Gem
Wild Charge
Rising Voltage
Duohm:
1 Double Hit
1 Electric Terrain
1 Whirlwind
1 Tackle
1 Growl
1 Thunder Shock
1 Twister
Evo Double Hit
12 Charge
19 Dragon Tail
24 Dragon Breath
31 Rain Dance
33 Discharge
37 Weather Ball
42 Slack Off
49 Thrash
52 Lock-On
54 Zap Cannon
61 Thunder
Aqua Tail (Blastoise)
Headbutt (Scrafty)
Mud-Slap (Flygon)
Powder Snow (Abomasnow)
Roar (Hydreigon)
TM08 Hyper Beam
TM09 Giga Impact
TM14 Thunder Wave
TM17 Light Screen
TM21 Rest
TM24 Snore
TM25 Protect
TM27 Icy Wind
TM31 Attract
TM32 Sandstorm
TM33 Rain Dance
TM34 Sunny Day
TM35 Hail
TM39 Facade
TM40 Swift
TM46 Weather Ball
TM66 Thunder Fang
TM67 Ice Fang
TM68 Fire Fang
TM70 Trick Room
TM76 Round
TM80 Volt Switch
TM81 Electo Ball
TM82 Electroweb
TM90 Electric Terrain
TM93 Eerie Impulse
TM99 Breaking Swipe
TR02 Flamethrower
TR03 Hydro Pump
TR04 Surf
TR05 Ice Beam
TR06 Blizzard
TR08 Thunderbolt
TR09 Thunder
TR13 Focus Energy
TR15 Fire Blast
TR16 Waterfall
TR20 Substitute
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR31 Iron Tail
TR45 Muddy Water
TR47 Dragon Claw
TR62 Dragon Pulse
TR63 Power Gem
TR86 Wild Charge
Draco Meteor
Rising Voltage
TM03 Water Pulse (Gen 6 TM/Tutor)
TM06 Toxic (Gen 6 TM)
TM32 Double Team (Gen 6 TM)
TM40 Aerial Ace (Gen 6 TM)
TM41 Torment (Gen 6 TM)
TM57 Charge Beam (Gen 6 TM)
TM87 Swagger (Gen 6 TM)
TM100 Confide (Gen 6 TM)
Shock Wave (Gen 6 Tutor)
Hone Claws (Gen 5/6 TM)
Incinerate (Gen 5/6 TM)
Nature Power (Gen 7 TM96)
Double Hit
Electric Terrain
Tackle
Growl
Slack Off
Thunder Shock
Whirlwind
Twister
Charge
Dragon Tail
Dragon Breath
Rain Dance
Discharge
Weather Ball
Thrash
Lock-On
Zap Cannon
Thunder
Aqua Tail
Headbutt
Mud-Slap
Powder Snow
Roar
Hyper Beam
Giga Impact
Thunder Wave
Light Screen
Rest
Snore
Protect
Icy Wind
Attract
Sandstorm
Rain Dance
Sunny Day
Hail
Facade
Swift
Thunder Fang
Ice Fang
Fire Fang
Trick Room
Round
Volt Switch
Electo Ball
Electroweb
Eerie Impulse
Breaking Swipe
Flamethrower
Hydro Pump
Surf
Ice Beam
Blizzard
Thunderbolt
Focus Energy
Fire Blast
Waterfall
Substitute
Outrage
Endure
Sleep Talk
Iron Tail
Muddy Water
Dragon Claw
Dragon Pulse
Power Gem
Wild Charge
Draco Meteor
Rising Voltage
 
Last edited:
WIP
Monohm evolves at Lv. 27.
Duohm evolves when leveled up in a rainstorm (same as Sliggoo). Only counts overworld rain, Rain Dance/Drizzle/Primordial Sea will not trigger it.
Monohm's evolution method was selected because it's a relatively standard one, but I picked Duohm's special one based on Sliggoo's, another Dragon-type with relation to rain. It makes sense, given how it goes from a nimbus cloud (about to rain) to a cumulonimbus (raining).

Monohm:
1 Electric Terrain
1 Tackle
1 Growl
1 Slack Off
7 Thunder Shock
9 Whirlwind
10 Twister
11 Charge
17 Rain Dance
21 Discharge
25 Weather Ball
28 Slack Off
34 Thrash
42 Lock-On
47 Zap Cannon
53 Thunder
Aqua Tail (Blastoise)
Headbutt (Scrafty)
Mud-Slap (Flygon)
Powder Snow (Abomasnow)
Roar (Hydreigon)
TM14 Thunder Wave
TM17 Light Screen
TM21 Rest
TM24 Snore
TM25 Protect
TM27 Icy Wind
TM31 Attract
TM32 Sandstorm
TM33 Rain Dance
TM34 Sunny Day
TM35 Hail
TM39 Facade
TM40 Swift
TM46 Weather Ball
TM66 Thunder Fang
TM67 Ice Fang
TM68 Fire Fang
TM70 Trick Room
TM76 Round
TM80 Volt Switch
TM81 Electo Ball
TM82 Electroweb
TM90 Electric Terrain
TM93 Eerie Impulse
TR02 Flamethrower
TR03 Hydro Pump
TR05 Ice Beam
TR06 Blizzard
TR08 Thunderbolt
TR09 Thunder
TR13 Focus Energy
TR15 Fire Blast
TR16 Waterfall
TR20 Substitute
TR26 Endure
TR27 Sleep Talk
TR31 Iron Tail
TR45 Muddy Water
TR63 Power Gem
TR86 Wild Charge
Rising Voltage
TM03 Water Pulse (Gen 6 TM/Tutor)
TM06 Toxic (Gen 6 TM)
TM32 Double Team (Gen 6 TM)
TM40 Aerial Ace (Gen 6 TM)
TM41 Torment (Gen 6 TM)
TM57 Charge Beam (Gen 6 TM)
TM87 Swagger (Gen 6 TM)
TM100 Confide (Gen 6 TM)
Shock Wave (Gen 6 Tutor)
Hone Claws (Gen 5/6 TM)
Incinerate (Gen 5/6 TM)
Nature Power (Gen 7 TM96)
Double Hit
Electric Terrain
Tackle
Growl
Slack Off
Thunder Shock
Whirlwind
Twister
Charge
Rain Dance
Discharge
Weather Ball
Thrash
Lock-On
Zap Cannon
Thunder
Aqua Tail
Headbutt
Mud-Slap
Powder Snow
Roar
Thunder Wave
Light Screen
Rest
Snore
Protect
Icy Wind
Attract
Sandstorm
Rain Dance
Sunny Day
Hail
Facade
Swift
Thunder Fang
Ice Fang
Fire Fang
Trick Room
Round
Volt Switch
Electo Ball
Electroweb
Eerie Impulse
Flamethrower
Hydro Pump
Ice Beam
Blizzard
Thunderbolt
Focus Energy
Fire Blast
Waterfall
Substitute
Endure
Sleep Talk
Iron Tail
Muddy Water
Power Gem
Wild Charge
Rising Voltage
Duohm:
1 Double Hit
1 Electric Terrain
1 Whirlwind
1 Tackle
1 Growl
1 Thunder Shock
1 Twister
Evo Double Hit
12 Charge
19 Dragon Tail
24 Dragon Breath
31 Rain Dance
33 Discharge
37 Weather Ball
42 Slack Off
49 Thrash
52 Lock-On
54 Zap Cannon
61 Thunder
Aqua Tail (Blastoise)
Headbutt (Scrafty)
Mud-Slap (Flygon)
Powder Snow (Abomasnow)
Roar (Hydreigon)
TM08 Hyper Beam
TM09 Giga Impact
TM14 Thunder Wave
TM17 Light Screen
TM21 Rest
TM24 Snore
TM25 Protect
TM27 Icy Wind
TM31 Attract
TM32 Sandstorm
TM33 Rain Dance
TM34 Sunny Day
TM35 Hail
TM39 Facade
TM40 Swift
TM46 Weather Ball
TM66 Thunder Fang
TM67 Ice Fang
TM68 Fire Fang
TM70 Trick Room
TM76 Round
TM80 Volt Switch
TM81 Electo Ball
TM82 Electroweb
TM90 Electric Terrain
TM93 Eerie Impulse
TM99 Breaking Swipe
TR02 Flamethrower
TR03 Hydro Pump
TR04 Surf
TR05 Ice Beam
TR06 Blizzard
TR08 Thunderbolt
TR09 Thunder
TR13 Focus Energy
TR15 Fire Blast
TR16 Waterfall
TR20 Substitute
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR31 Iron Tail
TR45 Muddy Water
TR47 Dragon Claw
TR62 Dragon Pulse
TR63 Power Gem
TR86 Wild Charge
Draco Meteor
Rising Voltage
TM03 Water Pulse (Gen 6 TM/Tutor)
TM06 Toxic (Gen 6 TM)
TM32 Double Team (Gen 6 TM)
TM40 Aerial Ace (Gen 6 TM)
TM41 Torment (Gen 6 TM)
TM57 Charge Beam (Gen 6 TM)
TM87 Swagger (Gen 6 TM)
TM100 Confide (Gen 6 TM)
Shock Wave (Gen 6 Tutor)
Hone Claws (Gen 5/6 TM)
Incinerate (Gen 5/6 TM)
Nature Power (Gen 7 TM96)
Double Hit
Electric Terrain
Tackle
Growl
Slack Off
Thunder Shock
Whirlwind
Twister
Charge
Dragon Tail
Dragon Breath
Rain Dance
Discharge
Weather Ball
Thrash
Lock-On
Zap Cannon
Thunder
Aqua Tail
Headbutt
Mud-Slap
Powder Snow
Roar
Hyper Beam
Giga Impact
Thunder Wave
Light Screen
Rest
Snore
Protect
Icy Wind
Attract
Sandstorm
Rain Dance
Sunny Day
Hail
Facade
Swift
Thunder Fang
Ice Fang
Fire Fang
Trick Room
Round
Volt Switch
Electo Ball
Electroweb
Eerie Impulse
Breaking Swipe
Flamethrower
Hydro Pump
Surf
Ice Beam
Blizzard
Thunderbolt
Focus Energy
Fire Blast
Waterfall
Substitute
Outrage
Endure
Sleep Talk
Iron Tail
Muddy Water
Dragon Claw
Dragon Pulse
Power Gem
Wild Charge
Draco Meteor
Rising Voltage
Let me know if I miscounted/didn't add anything!
When it says "new", it means it hasn't shown up in that CAP's movepool so far, not whether it's shown up in its evolution's movepool so far. For example, your Monohm level up should be 15 total, 15 new, Monohm egg should be 5 total, 5 new, but Monohm TM should be (I believe) 24 total, 22 new, since Electric Terrain and Rain Dance already show up in level up. In addition, for your total, you just need the total.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Final Submission

Monohm

1 Tackle
1 Growl
4 Twister
8 Thunder Shock
12 Whirlwind
16 Charge
20 Thunder Wave
24 Dragon Tail
28 Dragon Breath
32 Discharge
36 Rain Dance
40 Weather Ball
44 Slack Off
48 Thrash
52 Lock-On
52 Zap Cannon
56 Thunder

Monohm evolves into Duohm at Level 22

I removed Double Hit (Duohm Evolution Move), Electric Terrain (Wouldn't make sense for it to learn it at this point given its place in the movepool), and Tri Attack (Cychlom Evolution Move). I decided to make Whirlwind learnt at Level 12 so that it would stay in Duohm's and Cychlom's Level 1 Moveset, and I choose to teach it Thunder Wave at Level 20 as a means to close a gap, and choose Thunder Wave mostly just because it was the move that made the most sense to have it learn through Level-Up in my eyes. I decided to keep it so that it learns a new move every for Levels just for a nice pattern, and choose Level 22 as the Level-Up moveset since Monohm was always envisioned to evolve at Level 22, plus it works out nicely since after the point it learns two Dragon-Type moves in a row (Representing it now being a Dragon-Type).

TM14 Thunder Wave
TM17 Light Screen
TM21 Rest
TM24 Snore
TM25 Protect
TM27 Icy Wind
TM31 Attract
TM32 Sandstorm
TM33 Rain Dance
TM34 Sunny Day
TM35 Hail
TM39 Facade
TM40 Swift
TM46 Weather Ball
TM66 Thunder Fang
TM67 Ice Fang
TM68 Fire Fang
TM70 Trick Room
TM76 Round
TM80 Volt Switch
TM81 Electro Ball
TM82 Electroweb
TM90 Electric Terrain
TM93 Eerie Impulse

Removed Hyper Beam and Giga Impact (Not fully evolved yet), Bulldoze (Doesn't feel like we would be physically strong to use that move yet), and Breaking Swipe (Tail doesn't look super powerful at this point). Originally was going to remove Ice Fang and Fire Fang as well, but decided to keep it after looking at Shinx's movepool.

TR03 Hydro Pump
TR04 Surf
TR05 Ice Beam
TR06 Blizzard
TR08 Thunderbolt
TR09 Thunder
TR13 Focus Energy
TR16 Waterfall
TR20 Substitute
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR31 Iron Tail
TR45 Muddy Water
TR62 Dragon Pulse
TR86 Wild Charge

Removed Flamethrower and Fire Blast (Not a Dragon-Type yet), Tri Attack (Evolution Move for Cychlom), Earthquake (Not really strong enough to use it yet), Dragon Claw (No Visible Claws), and Power Gem (I don't think this move makes much sense on the line in general, I can't do anything about this with Cychlom, but I can with its pre-evos).

Rising Voltage

Just removed Draco Meteor since we aren't a Dragon-Type.

Aqua Tail (Blastoise)
Headbutt (Scrafty)
Mud-Slap (Flygon)
Powder Snow (Abomasnow)
Roar (Hydreigon)

No Changes

TM03 Water Pulse (Gen 6 TM/Tutor)
TM06 Toxic (Gen 6 TM)
TM32 Double Team (Gen 6 TM)
TM40 Aerial Ace (Gen 6 TM)
TM41 Torment (Gen 6 TM)
TM57 Charge Beam (Gen 6 TM)
TM87 Swagger (Gen 6 TM)
TM100 Confide (Gen 6 TM)
Shock Wave (Gen 6 Tutor)
Heal Bell (Gen 6 Egg)
Nature Power (Gen 7 TM96)

Removed Incinerate (Since we aren't a Dragon-Type yet), Strength (Because Monohm isn't exactly very strong at its current stage), and Hone Claws (Monohm doesn't have visible claws)

Aerial Ace
Aqua Tail
Attract
Blizzard
Charge
Charge Beam
Confide
Discharge
Double Team
Dragon Breath
Dragon Pulse
Dragon Tail
Eerie Impulse
Electric Terrain
Electro Ball
Electroweb
Endure
Facade
Fire Fang
Focus Energy
Growl
Hail
Headbutt
Heal Bell
Hydro Pump
Ice Beam
Ice Fang
Icy Wind
Iron Tail
Light Screen
Lock-On
Mud-Slap
Muddy Water
Nature Power
Outrage
Powder Snow
Protect
Rain Dance
Rest
Rising Voltage
Roar
Round
Sandstorm
Shock Wave
Slack Off
Sleep Talk
Snore
Substitute
Sunny Day
Surf
Swagger
Swift
Tackle
Thrash
Thunder
Thunder Fang
Thunder Shock
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Twister
Volt Switch
Water Pulse
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon

Duohm

Evo Double Hit
1 Double Hit
1 Tackle
1 Growl
1 Twister
1 Thunder Shock
1 Whirlwind
16 Charge
20 Thunder Wave
24 Dragon Tail
29 Dragon Breath
33 Discharge
37 Rain Dance
42 Weather Ball
46 Slack Off
50 Thrash
55 Lock-On
55 Zap Cannon
60 Thunder

Duohm evolves into Cychlom at Level 43

Removed Electric Terrain (Makes sense for that to be exclusive to Cychlom, since only fully-evolved Pokemon learn that through Level-Up for the most part) and Tri-Attack (Cychom evolution move). I decided to again lower the Levels so that it learns a move at every 4 Levels for the most part, but decided to change it to 5 Levels once it reaches Level 50 just because I think learning moves at Levels with multiples at 5 looks pretty nice. I decided to have Duohm evolve into Cychlom at Level 43 because I originally wanted to do it at Level 33 for the same reason I choose Level 22 for Monohm, but having Duohm evolve into Cychlom at Level 33 just looked akward (Too early for a fully-evolved Dragon-Type and also looked akward with learning Discharge at Level 33), so I choose Level 43 as a compromise).

TM14 Thunder Wave
TM17 Light Screen
TM21 Rest
TM24 Snore
TM25 Protect
TM27 Icy Wind
TM31 Attract
TM32 Sandstorm
TM33 Rain Dance
TM34 Sunny Day
TM35 Hail
TM39 Facade
TM40 Swift
TM46 Weather Ball
TM66 Thunder Fang
TM67 Ice Fang
TM68 Fire Fang
TM70 Trick Room
TM76 Round
TM80 Volt Switch
TM81 Electro Ball
TM82 Electroweb
TM90 Electric Terrain
TM93 Eerie Impulse

Same as Monohm

TR02 Flamethrower
TR03 Hydro Pump
TR04 Surf
TR05 Ice Beam
TR06 Blizzard
TR08 Thunderbolt
TR09 Thunder
TR13 Focus Energy
TR15 Fire Blast
TR16 Waterfall
TR19 Tri Attack
TR20 Substitute
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR31 Iron Tail
TR45 Muddy Water
TR47 Dragon Claw
TR62 Dragon Pulse
TR86 Wild Charge

Removed Tri Attack (Cychlom Evolution Move), Earthquake (Still not physically strong enough to use it in my eyes), and Power Gem (Again, just don't like it on this line).

Draco Meteor
Rising Voltage

No Changes

Aqua Tail (Blastoise)
Headbutt (Scrafty)
Mud-Slap (Flygon)
Powder Snow (Abomasnow)
Roar (Hydreigon)

No Changes

TM03 Water Pulse (Gen 6 TM/Tutor)
TM06 Toxic (Gen 6 TM)
TM32 Double Team (Gen 6 TM)
TM40 Aerial Ace (Gen 6 TM)
TM41 Torment (Gen 6 TM)
TM57 Charge Beam (Gen 6 TM)
TM87 Swagger (Gen 6 TM)
TM100 Confide (Gen 6 TM)
Shock Wave (Gen 6 Tutor)
Heal Bell (Gen 6 Egg)
Strength (Gen 4 TM)
Hone Claws (Gen 5/6 TM)
Incinerate (Gen 5/6 TM)
Nature Power (Gen 7 TM96)

No Changes. Decided to keep Strength since unlike Monohm, I can kinda see Duohm being strong enough to push boulders around.

Aerial Ace
Aqua Tail
Attract
Blizzard
Charge
Charge Beam
Confide
Discharge
Double Hit
Double Team
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Tail
Eerie Impulse
Electric Terrain
Electro Ball
Electroweb
Endure
Facade
Fire Blast
Fire Fang
Flamethrower
Focus Energy
Growl
Hail
Headbutt
Heal Bell
Hone Claws
Hydro Pump
Ice Beam
Ice Fang
Icy Wind
Incinerate
Iron Tail
Light Screen
Lock-On
Mud-Slap
Muddy Water
Nature Power
Outrage
Powder Snow
Protect
Rain Dance
Rest
Rising Voltage
Roar
Round
Sandstorm
Shock Wave
Slack Off
Sleep Talk
Snore
Strength
Substitute
Sunny Day
Surf
Swagger
Swift
Tackle
Thrash
Thunder
Thunder Fang
Thunder Shock
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Twister
Volt Switch
Water Pulse
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon
 
Last edited:

Brambane

protect the wetlands
is a Contributor Alumnus
So Monohm presents an interesting case for CAP LC. Static is a pretty much non-existent ability in LC. Elekid and Voltorb ran it in Gen 4 but they literally had no better option and neither of them were tanky at all. Monohm, despite is generally poor stat distribution, is very unique in this regard. With potential access to Slack Off, the role of Static physically defensive tank is completely open. And LC has a lot of Pokemon you can capitalize on with Static, with Knock Off being everywhere and stuff like Vullaby and Mienfoo clicking U-turn. Monohm's viability is somewhat in doubt because of Diglett, but there is potential for it to keep out the other notable trapper: Trapinch.

Monohm @ Eviolite
Level: 5
Bold Nature
Ability: Static
EVs: 252 HP / 212 Def
- Slack Off
- Discharge
- Fire Blast
- Hydro Pump

196+ Atk Mudbray Earthquake vs. 252 HP / 212+ Def Eviolite Joltik: 18-24 (72 - 96%) -- guaranteed 2HKO
0 SpA Monohm Hydro Pump vs. 116 HP / 0 SpD Eviolite Mudbray: 12-16 (48 - 64%) -- 96.5% chance to 2HKO

36 Atk Trapinch Earthquake vs. 252 HP / 212+ Def Eviolite Joltik: 14-20 (56 - 80%) -- guaranteed 2HKO
0 SpA Monohm Hydro Pump vs. 76 HP / 0+ SpD Eviolite Trapinch: 12-16 (54.5 - 72.7%) -- guaranteed 2HKO

236 Atk Life Orb Diglett Earthquake vs. 252 HP / 212+ Def Eviolite Joltik: 18-26 (72 - 104%) -- 6.3% chance to OHKO
0 SpA Monohm Hydro Pump vs. 36 HP / 0 SpD Diglett: 20-24 (111.1 - 133.3%) -- guaranteed OHKO

0 SpA Joltik Flamethrower vs. 84 HP / 228 SpD Eviolite Ferroseed: 16-20 (72.7 - 90.9%) -- guaranteed 2HKO
0 SpA Joltik Fire Blast vs. 84 HP / 228 SpD Eviolite Ferroseed: 20-24 (90.9 - 109%) -- 6.3% chance to OHKO
0 SpA Joltik Flamethrower vs. 0 HP / 0 SpD Grookey: 18-22 (85.7 - 104.7%) -- 6.3% chance to OHKO
0 SpA Joltik Fire Blast vs. 0 HP / 0 SpD Grookey: 22-26 (104.7 - 123.8%) -- guaranteed OHKO


With access to Hydro Pump, Monohm would be pretty much the only Electric-type outside of Chinchou able to fend off the common Ground-types (and Onix but I shouldn't need to calc that) and unlike Chinchou, Monohm would could have access to reliably recovery. This better enables Eviolite, allowing Monohm to tank EQs if needed and retaliate with Hydro Pump. Surf unfortunately misses the reliable 2HKOs on Mudbray and Trapinch. Fire Blast obliterates Grookey, which is very much appreciated when you are using a physical wall like Monohm, who hits a respectable 25 HP and 16 Defense (and wastes a lot of EVs since Monohm's stat spread is suboptimal for LC EV values.) Fire Blast can also hit Ferroseed, which Monohm can come in on easily thanks to its immunity to TWave. Discharge helps with more paralysis Speed control; due to how LC Speed values work, anything paralyzed is going to be outsped by anything with 11 Speed or more (if you count common scarfers, 14 Speed.) Paralysis is a very strong tool, and Monohm is well equipped to provide ample support while holding its ground from the troublesome Grounds in LC.

What I am getting at is an actually complete CAP LC is on the horizon, and I don't think we are making egregious flavor violations here in accommodating a viable moveset for Monohm. A good number CAP prevos are already super non-usable (Fawnifer, Swirlpool, and Brattler are especially awful) but moving forward I would like to see movepools that do their best to lift the prevos to their greatest competitive potential in CAP LC.

tl;dr add Slack Off, Hydro Pump, and Fire Blast
 

DHR-107

Robot from the Future
is a Member of Senior Staffis a Community Contributoris a Smogon Discord Contributoris a Pokemon Researcheris a Smogon Media Contributor
Orange Islands
Hey all,

Making a semi official Mod post here.

We've seen some discussion on the CaP Discord about the move Double Hit and several users wanting it to be an evolution move from Monohm to Duohm. For this to happen, it will also need to be inserted at Level 1 into Cyclohm's moveset (It is currently learnt at Level 20). However, this means that Cyclohm ends up with a "Gap" in its intended movepool.

We have come down to a few options: Insert a "Basic" TM (Such as Swift) at Level 20 and shift other moves around (as little as possible) to retain a 4 level gap, Move Whirlwind from Level 1 to Level 20 (However, this also leaves a gap in the moveset), or some combination of the above (or another solution).

Monohm Example:
1 Tri Attack
1 Electric Terrain

1 Whirlwind -> Moved further down the list (This does not affect Cyclohm)

1 Tackle
1 Growl <- All base Pokemon appear to have at least 2 moves learnt at level 1

4 Twister
8 Thunder Shock
12 <- Gap (Maybe Whirlwind)
16 Charge < Move which cannot move
20 Double Hit Blank move slot (Maybe Swift, which will updated for Cyclohm)

With how Cyclohm's moves are currently sorted, we can only reach Level 12 with splitting the moves equally every 4 levels. Electric Terrain is never learnt by level up of a base form that evolves (Pichu and Helioptile get it via TM), it would be unlikely for it to be placed here. Please consider this in your movepool submissions.

You don't have to do any of the above if you don't want too - But I am mentioning it as it could be an impact on how people vote.
 
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