CAP 23 CAP 23 - Full Movepool Submissions

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Now that USUM tutors are out, it's probably worth asking again as to the status of Icy Wind (in addition to Rock Tomb, Bulldoze, and Snarl) as banned moves - is it just the stronger stat droppers banned, the non-speed ones, or are they all banned outright? Also, gonna ask properly if Rest is still required due to t'presence of Comatose.

Finally, I think Knock Off wants t'be in the banned move listing?
Since Komala doesn't get Rest I doubt CAP has to either
 
CAP Staff Note:

Now that Tutor learnsets have been datamined, and with USUM impending launch a week from tomorrow, Please Include USUM Tutors in your submissions.

Full Tutor List: https://pastebin.com/Uxme1NkC
Tutor moves are identical to Gen 6 Tutors, Plus Ally Switch(banned), Telekinesis (provisionally allowed), Defog (banned), Lazer Focus (mandatory), Liquidation (banned), Stomping Tantrum (provisionally allowed), and Throat Chop (provisionally allowed, cbrevan, snake_rattler )
Is Draco Meteor still acceptable as a tutor move? I don't see it on the list but I've read that it's been a TM in every generation since its debut in Gen IV.
 

Deck Knight

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Is Draco Meteor still acceptable as a tutor move? I don't see it on the list but I've read that it's been a TM in every generation since its debut in Gen IV.
Draco Meteor is still a tutor and should be in tutors.
 
Final Submission


TOTAL (no duplicates): 18 + 37 + 7 + 13 = 75
Lv. 0 - Brave Bird
Lv. 0 - Snore
Lv. 0 - Mean Look
Lv. 0 - Sleep Talk
Lv. 0 - Scary Face
Lv. 5 - Astonish
Lv. 9 - Psywave
Lv. 13 - Shadow Punch
Lv. 18 - Dragon Breath
Lv. 21 - Nightmare
Lv. 25 - Fairy Lock
Lv. 27 - Shadow Claw
Lv. 31 - Dream Eater
Lv. 35 - Spirit Shackle
Lv. 40 - Psychic Fangs
Lv. 45 - Heal Block
Lv. 49 - Phantom Force
Lv. 55 - Outrage

I went with a level-up pattern similar to Druddigon, as they are both physical Dragon-types that I envision to neither evolve nor have a pre-evolution. Snore provides a weak, early-game Normal-type attack similar to Tackle or Scratch and is able to be used without a sleep condition thanks to Comatose. Mean Look adds the trapping theme in at an early level (also that dreamgon... man, that's a menacing look). Sleep Talk is for flavor. Scary Face is a standard stat lowering attack, akin to Growl or Tail Whip. Astonish is a standard low-level Ghost-type move. Psywave represents REM sleep/brain waves during sleep. Brave Bird is a relearnable move (Pajantom won't hatch with it, though - rather as all fully evolved Pokemon do, it will hatch with the final four moves of its level 0 movepool - Snore, Mean Look, Sleep Talk, Scary Face.) Dragon Breath and Shadow Punch provide early game STABs (Golett learns Shadow Punch at a similar level, and so does Deino with Dragon Breath). Nightmare is purely for flavor and represents the spirit having full control over Pajantom. Fairy Lock and Heal Block are mandatory and provides a more spiritual attack that prevents a foe from doing a certain action without actually making contact with them. Shadow Claw is a move progression from Shadow Punch. Dream Eater represents Pajantom finally becoming equal with the ghost dragon, and allows them to work together in battle. Spirit Shackle is a move progression from Shadow Claw. Psychic Fangs is the only fang-type move that I have given Pajantom, as the move description proclaims that "the user bites the target with its psychic capabilities.", which I find fitting since Dreamgon is spiritual. Phantom Force is the final move progression from Astonish -> Shadow Punch -> Shadow Claw -> Spirit Shackle. Outrage provides a strong reliable STAB Dragon-type attack that is mandatory on almost all Dragon-types.


TM02 - Dragon Claw
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM21 - Frustration
TM26 - Earthquake
TM27 - Return
TM28 - Leech Life
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM39 - Rock Tomb
TM40 - Aerial Ace
TM42 - Facade
TM44 - Rest
TM45- Attract
TM46 - Thief
TM48 - Round
TM54 - False Swipe
TM59 - Brutal Swing
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM71 - Stone Edge
TM77 - Psych Up
TM78 - Bulldoze
TM80 - Rock Slide
TM83 - Infestation
TM85 - Dream Eater
TM87 - Swagger
TM88 - Sleep Talk
TM90 - Substitute
TM92 - Trick Room
TM97 - Dark Pulse
TM100 - Confide

Dark Pulse and Shadow Ball are nigh mandatory on all Ghost-types. Earthquake, Rock Slide, Rock Tomb, Stone Edge and Bulldoze reflect Dreamgon learning slowly how to manipulate the objects around it. Aerial Ace is there to somewhat justify Pajantom learning Brave Bird (perhaps he saw a Staraptor and dreamt about it flying in the air). I personally don't think it should get Sky Drop or Fly since it's bound to Pajantom, who is always stuck to the ground. Psychic is "a wave of psychic energy", which definitely sounds like REM sleep. Payback, Brutal Swing and Thief depict Dreamgon as an evil creature that is kept at bay by Pajantom. Dragon Claw represents Dreamgon learning how to solidify its attacks.


Poison Gas (Gengar, Salandit, Swalot, Weezing)
Iron Tail (Arbok, Dragonite, Seviper, Milotic, Garchomp, Haxorus, Goodra, Pajantom)
Spite (Arbok, Gengar, Mismagius, Banette, Spiritomb, Muk-A, Weezing)
Toxic Spikes (Cofagrigus, Dragalge, Weezing)
Haze (Arbok, Seviper, Altaria, Milotic, Dragalge, Weezing, Cofagrigus, Muk, Gengar, Dusknoir, Drifblim, Chandelure)
Mist (Altaria, Dragonite, Milotic, Drampa, Gastrodon, Jellicent)
Future Sight (Chimecho, Gardevoir, Castform, Dusknoir, Reuniclus)

Poison Gas, Mist and Haze fits in with the theme of Dreamgon being a gassy-like lifeform, Future Sight is to reference Pajantom's astral-projection esque ability, Iron Tail is required, Spite is learned by most Ghost-types and Toxic Spikes is required. Poison Fang, as defended by Deck Knight, is a cool niche option for Assault Vest sets.


Draco Meteor
Dual Chop
Ice Punch
Block
Zen Headbutt
Dragon Pulse
Iron Tail
Bind
Snore
Spite
Helping Hand
Wonder Room
Outrage
Snatch
Icy Wind
Throat Chop
Laser Focus

Dual Chop is pretty standard on most physical Dragon-types, Ice Punch is mandatory, Block and Bind widen the range of trapping moves Pajantom can use, Foul Play is there as a standard Ghost-type attack, Wonder Room is the important Psychic-type move that Ghost-types tend to have, Dragon Pulse is Dragon-STAB, Icy Wind represents the cold breeze that is felt while sleeping, is learned by most Ghost-types, and perhaps could mean that Pajantom is letting his imagination play out in his mind to imagine a gusty cold breeze. Throat Chop is good as a physical attack, Laser Focus is mandatory. Helping Hand and represents the partnership that Pajantom and the dreamgon have together. Draco Meteor is standard on all Dragon-types.


Aerial Ace
Astonish
Attract
Bind
Block
Brave Bird
Brutal Swing
Bulldoze
Confide
Dark Pulse
Double Team
Dragon Breath
Dragon Claw
Dragon Pulse
Dream Eater
Dual Chop
Earthquake
Embargo
Facade
Fairy Lock
False Swipe
Frustration
Future Sight
Giga Impact
Haze
Heal Block
Helping Hand
Hidden Power
Hyper Beam
Ice Punch
Icy Wind
Infestation
Iron Tail
Laser Focus
Leech Life
Mean Look
Mist
Nightmare
Outrage
Payback
Phantom Force
Poison Gas
Protect
Psych Up
Psychic
Psychic Fangs
Psyshock
Psywave
Rain Dance
Rest
Return
Rock Slide
Rock Tomb
Round
Scary Face
Shadow Ball
Shadow Claw
Shadow Punch
Sleep Talk
Snatch
Snore
Spirit Shackle
Spite
Stone Edge
Substitute
Sunny Day
Swagger
Thief
Throat Chop
Toxic
Toxic Spikes
Trick Room
Wonder Room
Zen Headbutt
 
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G-Luke

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Final Submission

Don't think that y'all get to get the jump on me
Bolded Moves = Required
italics = Repeated

- Fairy Lock
- Brave Bird
- Snore
- Sleep Talk
- Bind
- Astonish
- Dragon Rage
5 Astonish
8 Dragon Rage
11 Psywave
14 Confuse Ray
17 Dragon Breath
20 Heal Block
23 Mist
26 Nightmare
29 Dream Eater
34 Shadow Claw
39 Haze
44 Psychic Fangs
49 Spirit Shackle
55 Mean Look
61 Phantom Force
67 Outrage

In regards to the level up movepool, the choices are flavourful and makes sense. The first part of its movepool consist of mainly status and weak attacks to signify that its still learning to control its drem form. In contrast, the latter part of its movepool shows taht its mastery of its control of the dream form, hence the emphasis on physical attacks. Brave Bird and Fairy Lock are the least flavourful moves here, so they get thrusted into Relearner territory. Snore, Sleep Talk and Bind are very learnt at zero as they reflect the fundamental nature of Pajamtom - sleep and trapping (P.S Everything that learns Snore via level up learns Sleep Talk as well, and Bind hints at sleep paralysis.) Astonish starts out its leveling moves as its a common physical early level attack for Ghosts. Dragon Rage follows in similar fashion for Dragons. Psywave refers to brain waves, teasing REM. Confuse Ray is a early Ghost classic, and represents the weird aspects of dreams. Dragon Breath is the first damage dealing Dragon move, and is a common attack to learn. Heal Block is required, and shows its increase in its Psychic type prowess (mind). Mist shows Pajamtom first attwmpts at summoning its form. Nightmare and Dream Eater both signify that Pajamtom is at near mastery of summoning its Dream dragon form. Shadow Claw, Haze and Psychic Fangs show that it is finally fully able to project its smoky dream form and attack with shadowy claws and illusionary fangs accordingly. spirit Shackle represents its full mastery of trapping its foes (I like to say that it traps Pokemon in a dream state, rendering them unable to escape). Mean Look is another trapping move that is very flavourful and its last two attacks Phantom Force and Outrage are the strongest physical attacks of its type.

Egg Groups - Dragon and Amorphous

Toxic Spikes (Koffing line / Yamask line / Skrelp line)
Dragon Pulse (Most dragon types)
Spite (Yamask line / Gastly line)
Haze (Yamask line / Koffing line)
Imprison (Yamask line / Misdreavus)
Heal Block (Solosis line / Yamask line)
Nightmare (Gastly line)


Added mostly flavourful Ghost moves and the required Toxic Spikes here. A few repeats are here as well. Imprison caught me as a very neat flavour move for a trapper.

TM 02 Dragon Claw
TM 06 Toxic
TM 09 Venoshock
TM 10 Hidden Power
TM 13 Ice Beam
TM 14 Blizzard
TM 15 Hyper Beam
TM 17 Protect
TM 18 Rain Dance
TM 21 Frustration
TM 26 Earthquake
TM 27 Return
TM 28 Leech Life
TM 29 Psychic
TM 30 Shadow Ball
TM 32 Double Team
TM 39 Rock Tomb
TM 40 Aerial Ace
TM 42 Facade
TM 44 Rest
TM 45 Attract
TM 48 Round
TM 54 False Swipe
TM 59 Brutal Swing
TM 65 Shadow Claw
TM 67 Smart Strike
TM 68 Giga Impact
TM 71 Stone Edge
TM 76 Fly
TM 78 Bulldoze
TM 80 Rock Slide
TM 83 Infestation
TM 85 Dream Eater
TM 87 Swagger

TM 88 Sleep Talk
TM 90 Substitute
TM 92 Trick Room
TM 100 Confide
Bind
Block
Draco Meteor
Dragon Pulse
Drill Run
Dual Chop
Gastro Acid
Gravity
Helping Hand
Ice Punch
Icy Wind
Iron Tail
Laser Focus

Outrage
Snore
Spite

Telekinesis
Throat Chop
Zen Headbutt
19 Moves

TMs and Tutor moves generally add the rest of the required and flavourful attacks. Fly is a spin on the common dream to well, fly. Shadow Ball, Dark Pulse, Telekinesis, Gravity, Spite and Trick Room are standard Ghost type TMs and move tutors. Draco Meteor, Dragon Pulse, Dual Chop, Outrage and Dragon Claw are standard Dragon type TMs and move tutors as well. Icy Wind, Ice Beam and Blizzard helps solidify the 'cold' ghost vybe that Pajamtom brings. Rock Tomb, Rock Slide, Bulldoze and Drill Run are all supported by Earthquake and Stone edge' presence. Throat Chop is a new tutor that is redundant coverage wise on Pajamtom, and Psychic, Zen Headbutt and Psyshock both play on the mental aspect of dreaming. Everything else is sure to be covered by normality.

21 + 4 + 33 + 14 = 72 Moves

Aerial Ace
Astonish
Attract
Bind
Blizzard
Block
Brave Bird
Brutal Swing
Bulldoze
Confide
Confuse Ray
Double Team
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rage
Dream Eater
Drill Run
Dual Chop
Earthquake
Facade
Fairy Lock
False Swipe
Fly
Frustration
Gastro Acid
Giga Impact
Gravity
Haze
Heal Block
Helping Hand
Hidden Power
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison
Infestation
Iron Tail
Lazer Focus
Leech Life
Mean Look
Mist
Nightmare
Outrage
Phantom Force
Protect
Psychic
Psychic Fangs
Psyshock
Psywave
Rain Dance
Return
Rock Slide
Rock Tomb
Round
Shadow Ball
Shadow Claw
Sleep Talk
Smart Strike
Snore
Spirit Shackle
Spite
Substitute
Telekinesis
Throat Chop
Toxic
Toxic Spikes
Trick Room
Venoshock
Zen Headbutt


Additional Notes

Anchor Shot - To me Panjatom has more than enough trapping moves, and too much signature moves on a CAP doesn't fly well anyways.

Rest - It has Comatose, which means its permanently sleeping, so a permanently sleeping mon shouldn't be able to fall asleep. And i am of the view that Pajamtom does not need any other ability anyways.
 
Last edited:

Dogfish44

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With this being our first SM CAP (yeesh, USUM is upon us and here we are...), there's a few things that I'd like to prod in here.

SM brought us Evolution moves. These are moves learnt the immediate moment you evolve into the given Pokemon - You could evolve a Weedle into a Kakuna at level 90 and it'd still learn Harden on evolution. People who use Veekun as movepool size reference will have noted that these are listed as level "0", compared to HS moves and so on which are listed with a -. Perhaps not the most exciting thing on the planet, but it's an option for people who want it.

Also, people are using HS moves to cover moves such as Brave Bird and Fairy Wind, so I think it's worth remembering how move relearner moves, well, work. If you want a move to be a move relearner, you're going to need four Level 1 moves after those moves, otherwise those moves will simply be learnt on capture. The reason why you need those 4 moves I've outlined here after a chat with Meeper on the Discord.

---

Also, there needs to be more feedback in this darned thread.

Reviloja753: Interesting story for the Level Up movepool! I'd consider slightly streamlining the Levels themselves (Rather than being random, a slight structuring could help, even if you switch patterns later on). That said, in-game can be fairly random (Bewear is 5-4-5-4-7-6-6-6-7-6, which is... bearly cohesive). You'll definitely want to go over your tutor moves again (I can't see Outrage in there atm, which should be in there given you also have it by level up).

Menshay: 14 LU moves is a touch on the short side, so I'd perhaps consider a 15th move somewhere down the line (15 brings you in line with Togedemaru, Minior, Drampa, and Turtornator). Obviously you'll want to update with USUM tutors at some stage, but with that said I like a lot of the choices you've made (Nightmare as a notable changing point move, for instance).

Garbagery: WIP is noted :P. As with Rev, I'm not sure if there's any real LU pattern there, but I await hearing about justifications. That said, the LU looks pretty solid beyond that.

Vann Accessible: I find it most incredible that you managed to get a 9 level move cycle from Dhelmise, which is highly fitting for REM patterns (90 minutes being one sleep cycle). Rollout and Defense Curl are really interesting flavour options. I'm interested for why you've got Secret Power in the egg movepool (It's no longer mandatory, feels out of place), and I'm going to assume you're WIP on the tutors. As with Revi, Outrage can 100% go in there as well as LU. Last thing is that you might want to see the Heart Scale thing I posted above.

ZardX: As a formatting thing, consider putting your justifications at the bottom of your post, as well as listing TMs by TM number. You've got a LOT of move choices there which I think are explicitly going to be illegal (Icicle Crash), or make little-to-no-sense (Night Daze, an 85 BAP move which is a Zoroark Signature move, makes nul sense on Pajantom).

mxmts: Woo, Imprison! Given your tutor set and the fact that you're at 57 moves so far, I'm going to assume that you're currently still WIP? It's a simpler LU pool, but it could definitely fit in with the others. I'm glad to see you've got a small egg movepool (I'd consider trying to get one more pure-flavour option in there), which definitely helps it feel like a SM Pokemon.

P2X7: You've got your explantions incoming, so I'll just mention that I'm very interested in seeing how you justify Sleep Talk as a Heart Scale move. Also... that's a very small TM pool, with a few numbering mistakes (Shadow Ball (TM30) and Psychic (TM29) are numbered the wrong way round, and Fly (TM76) and Aerial Ace (TM40) are misnumbered). Also noting that you can definitely put Shadow Claw in there, so I'm going to assume you're still very much WIP.

Deck Knight: I don't make much of a secret that this is one of my favourite movepools due to how you've done the LU Pool. A level up movepool which I can 100% believe is how you'd see them in-game, including internal repeats, and TMs/Tutors that're echoed later on. The only negative comment I can bring is that I'd like to see it get Psych Up (which has a Move-Move correlation with Trick Room in XY, and the TM is still present).

Falchion: That... is a very big LU movepool. 29 is larger than Silvally or Gallade. I'm... not actually sure if you actaully could pare that back? But it shows that you've got a lot going on when you look at tutors, since you have a relatively empty set. Tutors will definitely want to include Spite and Outrage from LU, and you do have some leeway to see if there are any other tutor options worth adding.

Reigaheres (aka really cool person who helped with my movepool): Although I suspect you're gonna edit with Tutors, you'd probably want to stick Laser Focus at the top of the L1 moves in order to get it as the relearner move. The 4-5-4-5 works well as the movepool pattern - and I imagine you're probably going to shrink the Egg movepool now that tutors reduce the workload there. Like Deck, the moves feel like they're generally in the correct place (with the lone exception, in my opinion, being Dream Eater).

V-Create tutor next time tbh

Drew: I really like the idea of forming a trinity with Drampa and Turtornator. Shadow Punch feels a tiny bit early (You could potentially swap it with Dragon Rage, matching the level Golett gets SPunch?), but it's great to see a solid attempt to get Brave Bird in the movepool without it being HS or Egg. Nice to see a smaller Egg movepool (Complete with Play Rough, which I actually really like as an option). That said, why is Iron Tail in there and not in Tutors?

MeepBard: Good luck trimming this down to 75! (It's doable - my original movepool was around 79, and that was before adding USUM move tutors ^^;)

Beyond that, the LU pool flows well (Although you don't need two copies of Brave Bird up top). Some interesting options in the Egg Movepool. Oh, Taunt is banned (if not in the OP), so you can trim that from your TMs.

G-Luke: Check out the Move Relearner thing I linked up top (atm your dragon is being born a very Brave Bird ^^;). You'll probably also want to wait for some confirmation on Nasty Plot (though I hardly think it's a viable option personally from 51 SpA...). You only have 36 TMs, and Bind's both Tutor and LU, so you're at just 72 moves.

Beyond that, the LU pool scales neatly in power, and the LU pattern is fairly easily grasped. Definitely quite remarkable that only three movepools have taken Confuse Ray, including yours.

---

Also, since I forgot to tag 'em before... snake_rattler and cbrevan ? (Sorry ^^;)
 
Final Submission

Bold = required
Italic = repeated

67 moves total

Evolve Spirit Shackle
lv. 0 Snore
lv. 0 Laser Focus
lv. 0 Fire Spin
lv. 0 Sand Tomb
lv. 0 Fairy Lock
lv. 0 Heal Block
lv. 0 Dream Eater
lv. 0 Nightmare
lv. 0 Psychic Fangs
lv. 0 Crunch
lv. 0 Astonish
lv. 0 Dragon Rage
lv. 8 Snore
lv. 17 Astonish
lv. 25 Dragon Rage
lv. 33 Shadow Claws
lv. 42 Dragon Claw
lv. 50 Dream Eater
lv. 58 Phantom Force
lv. 67 Dragon Rush
lv. 75 Nightmare
lv. 83 Brave Bird
lv. 92 Thrash
lv. 100 Outrage

Considering CAP's BST of 551, I tried to make something that mimics the likes of Volcarona's movepool, which consists of numerous lv. 0 moves, many repeated moves and level up moves in a regular spacing up until level 100, to avoid the staleness of the 10, 20, 30... progression I decided to add a little more colour to CAP's movepool and went with 12 moves and a 8-9-8 cycle.
TM 02 Dragon Claw
TM 04 Calm Mind
TM 06 Toxic
TM 07 Hail
TM 10 Hidden Power
TM 11 Sunny Day
TM 13 Ice Beam
TM 14 Blizzard
TM 15 Hyper Beam
TM 17 Protect
TM 18 Rain Dance
TM 24 Thunderbolt
TM 25 Thunder
TM 26 Earthquake
TM 27 Return
TM 28 Leech Life
TM 29 Psychic
TM 30 Shadow Ball
TM 37 Sandstorm
TM 39 Rock Tomb
TM 48 Round
TM 49 Echoed Voice
TM 65 Shadow Claw
TM 66 Payback
TM 68 Giga Impact
TM 71 Stone Edge
TM 76 Fly
TM 78 Bulldoze
TM 80 Rock Slide
TM 82 Dragon Tail
TM 83 Infestation
TM 85 Dream Eater
TM 88 Sleep Talk
TM 90 Substitute
TM 92 Trick Room
TM 94 Surf
TM 97 Dark Pulse
TM 99 Dazzling Gleam
TM 100 Confide

The addition of all weather moves reflect Pajantom's ability to turn dreams into reality. Fly and Surf are included for the same reason.
Egg Group: Dragon, Amorphous
Clear Smog (Koffing, Weezing, Slugma, Magcargo...)
Haze (Koffing, Weezing, Yamask, Cofagrigus...)
Iron Tail (Charmander, Charmeleon, Charizard, Ekans, Arbok, Gyarados, Dratini, Dragonair, Dragonite, Treecko, Grovyle, Sceptile, Altaria, Seviper, Feebas, Milotic, Salamence, Gible, Gabite, Garchomp, Scraggy, Scrafty, Axew, Fraxure, Haxuros, Druddigon, Hydreigon, Skrelp, Dragalge, Helioptile, Heliolisk, Tyrunt, Tyrantrum, Goomy, Sliggoo, Goodra.)
Mist (Swablu, Altaria)
Spite (Ghastly, Haunter, Gengar, Misdreavus, Shuppet, Bannete, Mismagius, Spiritomb...)
Toxic Spikes (Koffing, Weezing, Yamask, Cofagrigus.)
Iron Head
Ice Punch
Zen Headbutt
Dragon Pulse
Iron Tail
Bind
Snore
Pain Split
Outrage
Laser Focus
 
Last edited:

cbrevan

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I'd like to clarify what the "Permanent Stat-ups and debuffs" in the banlist pertains to. All permanent stat-ups are banned, which includes special attack stat-ups such as Nasty Plot. As for debuffs, our main concern lies with defense debuffs, such as Screech, because they act as a poor man's boosting move against a trapped target, which would allow the CAP to potential power through some of it's counters with Z Ghostium. Other stat debuffs, such as Confide, Growl, Snarl, Icy Wind, Rock Tomb, and Bulldoze, will be allowed because they're unviable or barely viable, and do not affect our designated counters in any significant way. Attack and special attack debuffs don't increase the CAP's damage output, but instead potentially help in damage races with trapped Pokemon. While a set with some combination of Substitute and Toxic or Infestation could potentially abuse these type of moves, we've given Pajantom enough ways to wear down defensive Pokemon and power through offensive Pokemon that I don't see such a set being problematic. Between Psychic Fangs, Brave Bird, Stone Edge, Leech Life, Earthquake, and Iron Tail, there's going to be a move that's more efficient in a damage race in the majority of cases. Against our counters, most of them have recovery in some form, such as Roost or Leech Seed, to allow them to win a 1v1 regardless of how much time Pajantom spends lowering their damage output. As for the other kind of debuffs, speed reductions, it's plain to see that their main use would be to help setup revenge kills on offensive Pokemon and deter setup sweepers from setting up on it. However, going back to Pajantom's overall power level and coverage, I think it's fairly intuitive that running an actual coverage move for whatever offensive Pokemon your want to punish, or just taking a large chunk out of them with a STAB move, would be the preferred option over running a situational move.Therefore, I'd like to alter the banlist so that Permanent Stat-ups and Debuffs is changed to Permanent Stat-ups and Defense Debuffs.

Also, this post is our 48 hour warning; we've had submissions open for a full ten days now, and I'd like to start wrapping this stage up. Honestly, I've let this stage go on longer than I would have preferred, but given how USUM tutors were allowed in the middle of the submission process, I think the extra time is warranted. For everyone not already in a final submission, these 48 hours will be your last window to get your final submission in. Make sure you follow the guidelines in the op, double check that you have all of the required moves, none of the banned moves, count your total moves again, and expand on your flavour reasoning where you see fit. For those who already posted a final sub, you should check for these things as well. I'll do a full rundown of the submissions when I have the time tomorrow, but for now I just have some minor feedback on move choice for some submissions.

Garbagery, Hypnosis has been banned along with all sleep moves during the course of this thread. Make sure you remove it if you plan to finish your submission.
Deck Knight, Poison Fang is a banned move under the "No Physical Poison Coverage" included in the banlist. That said, I'd be willing to hear an appeal for it since it was brought up in the competitive thread without controversy, but otherwise, please remove it.
MeepBard, Taunt has been banned during the course of the thread. Make sure you remove it if your plan to finish your submission.
G-Luke, Sing has been banned along with all sleep moves during the course of this thread. Nasty Plot is banned along with all other permanent stat ups. It's essential that you remove these two moves if you want your final sub to be legal.
Exploudit, Nasty Plot is banned along with all other permanent stat ups. Make sure you remove if if you plan to finish your submission.
Dogfish44, just wanted to say you're doing a swell job with your feedback. Your submission also looks legal at a glance, and I'll give a final ruling on Rest tomorrow once I discuss it with snake_rattler.

One final reminder that this is our 48 hour warning post. Get those submissions in!
 

Deck Knight

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Poison Fang is chiefly used for the 50% Toxic effect. It's Z-Move is equivalent in power to Earthquake against Tapu Koko, but that would be at the expense of an item slot tat could go to LO, Leftovers, or a more effective Z-Crystal nuke. It is weaker than Spirit Shackle/Dragon Claw vs targets weak to Poison and neutral to Ghost or Dragon. It allows an Assault Vest set an option to fish for Toxic on susceptible targets like a Landorus-T switchin, which it otherwise can't achieve because of the lock on status moves preventing the use of toxic. It does not improve any matchup over any required move, even if you include the "surprise value" of a Poisonium Z-set.

In summary, against Tapus, Earthquake or Iron Tail are equally effective mandatory moves, have superior coverage generally, and do not inhibit item choice.
The move's general purpose is for a utility option on Assault Vest, which is an approved set, and one which by design cannot utilize most of Pajantom's approved support options.
 
ZardX: As a formatting thing, consider putting your justifications at the bottom of your post, as well as listing TMs by TM number. You've got a LOT of move choices there which I think are explicitly going to be illegal (Icicle Crash), or make little-to-no-sense (Night Daze, an 85 BAP move which is a Zoroark Signature move, makes nul sense on Pajantom).
But Lunala learns it to and I think it makes sense considering the whole sleeping and nightmare thing. Also if Icicle Crash is illegal then how will it fight Lando-T?
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Moderator
But Lunala learns it to and I think it makes sense considering the whole sleeping and nightmare thing. Also if Icicle Crash is illegal then how will it fight Lando-T?
I mean, you do you wrt Night Daze, but it's a ridiculously early level to place the move - and it is a very exclusive move on a mon who already has some minor optics issues from Spirit Shackle.

And... we have Ice Punch as a required move wrt Landorus-T.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
I'd like to clarify what the "Permanent Stat-ups and debuffs" in the banlist pertains to. All permanent stat-ups are banned, which includes special attack stat-ups such as Nasty Plot.
G-Luke, Sing has been banned along with all sleep moves during the course of this thread. Nasty Plot is banned along with all other permanent stat ups. It's essential that you remove these two moves if you want your final sub to be legal.
Exploudit, Nasty Plot is banned along with all other permanent stat ups. Make sure you remove if if you plan to finish your submission.

One final reminder that this is our 48 hour warning post. Get those submissions in!
Can I argue in defence of Nasty Plot?
From what I understand, Trapping + set up moves are a very big no no as you can trap a passive wall set up and sweep. But how can Pajamtom sweep with base 51 Special Attack? And beating counters isn't viable, as its literally more plausible to use Curse than to set up Nasty Plot and fire off VERY weak attacks off of its pitiful special attack. Normally I wouldn't even argue with the fact, but Nasty Plot has so much flavour in it, it would be a crime to decommision it. Imagine, how does a mon get the capacity to transform its dreams into a malovent dragon? It has to think evil, NASTY thoughts. See where Nasty Plot falls in?
 
Final Submission
Removed some of the old moves and bolded the required ones.

-Scratch
-Snore
-Lick
-Sleep Talk
6 Rest
14 Bite
23 Substitute
26 Infestation
30 Fairy Lock
33 Dragon Claw
36 Iron Tail

39 Night Daze
43 Fairy Lock
45 Lazer Focus
48 Spirit Shackle
51 Phantom Force

60 Steamroller
61 Heal Block
67 Anchor Shot
70 Outrage
72 Throat Chop
75 Brave Bird
77 Stone Edge
80 Ice Punch

83 Crunch


TM02 Dragon Claw
TM06 Toxic

TM10 Hidden Power
TM15 Hyper Beam
TM17 Protect
TM21 Frustration
TM26 Earthquake
TM27 Return
TM28 Leech Life
TM32 Double Team
TM39 Rock Tomb
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM64 Explosion
TM65 Shadow Claw
TM67 Smart Strike
TM68 Giga Impact
TM71 Stone Edge
TM80 Rock Slide
TM83 Infestation
TM87 Swagger
TM90 Substitute
TM94 Surf
TM95 Snarl
TM100 Confide


(It's in the Amorphus and Field Egg Group)
Toxic Spikes (Weezing, Smeargle, Nidoran♀, Nidoking and Dragagle)
Psychic Fangs (Stoutland and Smeargle)
Brave Bird (Blaziken, Smeargle and Pajantom)
Moonblast (Gardevoir, Gallade, Smeargle and A-Ninetales)
Outrage (Primeape, Arcanine, Pajantom, Smeargle, Granbull, Krookodile and Incineroar)
Leech Life (Alolan Sandslash, Incineroar, Smeargle, Pajantom and Mimikyu)
Anchor Shot (Smeargle and Pajantom)
Spirit Shackle (Smeargle and Pajantom)


Draco Meteor
Zen Headbutt
Uproar
Ice Punch
Hyper Voice
Iron Tail
Role Play
Lazer Focus
Throat Chop
Helping Hand
Sky Attack
Outrage
Recycle
Bounce


Sleep Talk
Rest
Facade
Giga Impact
Bounce
Recycle
Sky Attack
Helping Hand
Hyper Voice
Ice Punch
Uproar
Zen Headbutt
Scratch
Snore
Lick
Night Daze
Bite
Substitute
Infestation
Fairy Lock
Dragon Claw
Iron Tail
Lazer Focus
Spirit Shackle
Phantom Force

Steamroller
Heal Block
Anchor Shot
Outrage
Throat Chop
Brave Bird
Stone Edge
Ice Punch

Crunch
Draco Meteor
Moon Blast
Toxic Spikes
Leech Life
Psychic Fangs
Toxic

Explosion
Surf
Smart Strike
Thief
Rock Slide
Swagger
Double Team
Shadow Claw
Round
Confide
Frustration
Hyper Beam
Attract
Protect
Hidden Power
Return
Snarl
Rock Tomb
Earthquake


Night Daze: I see it fitting with the Nightmare Dragon using its dark night energy and bursting it making it a dark shock at the foe.
Steamroller: its a jojo reference.
Infestation: Bed bugs, ya gotta hate em and especially nightmares of em.
 
Last edited:
I'm afraid Close Combat is banned because it is physical Fighting coverage. I suggest editing that out, ZardX.
 

cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
G-Luke, I understand how out of place a ban on Nasty Plot appears on a Pokemon with 51 base special attack, but our moves banlist was made with the assumption that Pajantom's special attack stat would remain static. When we discussed set up in the beginning of movesets, there were concerns that we could use trapping and setup moves to boost our way up to plus 6. While it's unlikely to occur often, allowing Pajantom some way to work around the handful of designated counters it has is not something I'm willing to accept. Additionally, our type coverage bans specify "Physical", so moves such as Thunderbolt, Focus Blast, Sludge Bomb, and Hidden Power Fire are all allowed, and already included in some submissions. With just a Life Orb and a single Nasty Plot boost, Pajantom would be able to 2HKO all of it's counters after Stealth Rock damage, with the appropriate coverage move of course. I could imagine a set of Spirit Shackle, Earthquake, Nasty Plot, and one of the aforementioned special coverage moves as a potentially viable set to power through what should be reliable answers for Pajantom. Therefore, I'm going to uphold the ban on Nasty Plot, primarily due to the unneeded pressure it would put on our counters. Make sure you remove it from your final submission.

Deck Knight, your reasoning seems solid to me. Poison Fang is allowed from here on out. I've also included two calcs to showcase how Poison Fang isn't an issue in our Tapu Fini matchup in case anyone had any doubts.
252 Atk Life Orb Giratina Spirit Shackle vs. 248 HP / 8 Def Tapu Fini: 153-181 (44.6 - 52.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Giratina Poison Fang vs. 248 HP / 8 Def Tapu Fini: 130-153 (37.9 - 44.6%) -- guaranteed 3HKO after Leftovers recovery

In regards to low base powered moves that lie under the banned physical coverage types listed in the OP's banlist, I'm willing to here an appeal for them if people wish to include them in their movepool. For those that already have them in your movepool, I'd like to see some sort of explanation as to why they don't interfere with our counters, even if it appears self evident. This is mainly for objectivity and fairness between submissions; if I ask one person to explain why they included what should technically be banned, I should ask that of everyone else in a similar situation.

Lastly, there's only about a day left to get your submissions in! Get your submissions in by this time tomorrow! If you have any questions or doubts about the legality of your submissions, make sure you ask me or snake_rattler about it as soon as possible.
 

cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
On Rest, snake_rattler and I discussed whether or not it should remain mandatory considering how the only other Pokemon with Comatose, the Komala line, lack it. The conclusion we reached is that Rest should remain mandatory, because there's a stronger precedent of Pokemon receiving Rest near universally than of Comatose Pokemon not receiving Rest. To add, the Komala line only has Comatose as it's ability, and there is still the possibility that Pajantom may receive a Hidden Ability, which would further differentiate it from the precedent the Komala line has set. I also recognize that we reached this conclusion later than we really should have, and to compensate for this tardiness, I'd like to extend the submission deadline another 24 hours to allow everyone a chance to include Rest.

snake_rattler and I also noted a number of mistakes in the final submissions already submitted. I've done my best to go through and check all the final submissions submitted for illegalities and to note them below, so that the submittors may use the extra 24 hours to make their submissions legal. Note that I only did this for the submissions that were marked as final for the original deadline; I feel like this is fair to those who made the effort to finish their submission on time. Lastly, if you haven't submitted a final submission, this will be your last 24 hours to do so. There won't be any extensions from here on out, unless something significantly major occurs, so it's now or never.

Note that the above feedback is just what I noticed while during a close inspection of the submissions. If it's mandatory include it, if it's banned remove it. I also did my best to count the moves for each submission, but I'm not perfect so make sure you double check it yourself if you're concerned about the move limit at all.

Dogfish44, you're already aware that you need to add Rest to your submission.
VannAccessible, Defense Curl is illegal under the Permanent Stat-ups part of the banlist.
mxmts, in addition to the previously noted Dragon Tail illegality, you're missing Swagger as a Universal TM included in the Mandatory Move list. You also have 15 tutor moves, not 16. Your total move count, counting Dragon Tail, is 70, not 71.
Deck Knight, you're missing Swagger. Your total TM count is also 36 not 37.
Falchion, your TM list has 43 total moves, not 41. This brings your total move count to 73.
MeepBard, Rest needs to be added as it's confirmed to be a Mandatory move, Torment is a banned move, and your TM list has 17 moves, not 16, which means your total move count is over the limit of 75 at 76 moves.
G-Luke, Rest needs to be added as it's confirmed to be a Mandatory move, Swagger needs to be added as it's a Universal TM in the mandatory move list, and your total move count is 73, not 72.
Exploudit, Pain Split is a banned move, Rest is now confirmed to be a Mandatory move and needs to be added, Swagger, Frustration, Facade both need to be added as Universal TMs in the Mandatory move list, and Infestation isn't a repeated move in TMs, so your total move count is 68, not 67. Fire Spin is also banned under the No Fire Coverage portion of the banlist.
ZardX, Thunder Punch and Fire Punch are both banned under Physical Fire Type Moves and Physical Electric Type Moves in the banlist. Rest has been confirmed as a Mandatory move and needs to be added. Facade and Giga Impact need to be added as they're both Universal TMs in the Mandatory move list. Sleep Talk is a Mandatory move and must be added. Your total move count is 59 I think (you should double check it).
 
Last edited:

Reiga

im dying squirtle
is a Top Artist
Final Submission

Bolded
Moves = Required
Italics = Repeated

1-Fairy Lock
1-Brave Bird
1-Snore
1-Leer
1-Nightmare
1-Psywave
5-Astonish
10-Comet Punch
14-Dragon Rage
19-Mist
23-Mean Look
28-Heal Block
32-Spirit Shackle
37-Dream Eater
41-Substitute
46-Psychic Fangs
50-Phantom Force
55-Outrage

Snore acts as Pajantom's early game weak Normal move, since Pajantom has Comatose, allowing it to spam it as a weak melee move, while Nightmare is an obvious flavor move and Psywave is a peek into a theme this movepool falls into later on, while also being an early move for non-psychic types like Nihilego and Misdreavus.
I went with a simple 4-5-4 pattern for this level-up scheme, and the main theme I can say is in here is lots of Ghost, Dragon and Psychic moves, since Pajantom's dream element can also be attributed to the Psychic type, and as such a lot of whimsy psychic moves fit well into it. Comet Punch is a weak early game melee move, but also something I'd envision Pajantom wanting to do the moment it gets turned into its dream form, being childish and whimsical and all.
I decided to add Mist to represent Pajantom's cold, ghostly, yet wispy nature. Mean Look is our first dive into trapping and fits well on an intimidating projection. Spirit Shackle is learnt at around the same level that Decidueye learns it, and while the flagship move for this Pokemon, it isn't its strongest Ghost move, keeping it from being learned too late.
Dream Eater is another obvious flavor move. Substitute represents Pajantom's guardian nature, or maybe it using its sleeping body as a decoy, or even just a plushie for it to sleep with. Psychic Fangs is the "ultimate" Psychic move it learns, incorporating its dreamy psychic powers into a brute biting hit. Phantom Force and Outrage are strong STAB and as such left as some of the last moves here, with Outrage being Pajantom's most powerful naturally learnt move and also possibly representing a big tantrum.
Toxic Spikes (Dragalge, Nidoking)
Crush Claw (Druddigon, Sceptile)
Dual Chop (Garchomp, Haxorus, Pajantom)
Crunch (Arbok, Seviper, Gyarados)

Since Pajantom is only a ghost when its in battle, and outside of battle is only an awake dragon boy (wow guys read the lore!!), I felt it terribly unfitting to have it in the Amorphous group, since if its going to breed its going to do it while not fighting and therefore awake. Alongside this, a horned monster appearance goes along well with other members of the Monster egg group. Crush Claw is a move involving Pajantom's tough claws, but also doesn't evoke finesse like say Slash, and presents only pure power, fitting for Pajantom. Dual Chop is a common Dragon move, and Crunch comes from Pajantom's massive maw.
TM02 Dragon Claw
TM06 Toxic
TM10 Hidden Power
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM26 Earthquake
TM27 Return
TM28 Leech Life
TM29 Psychic
TM30 Shadow Ball
TM32 Double Team
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM52 Focus Blast
TM54 False Swipe
TM59 Brutal Swing
TM62 Acrobatics
TM63 Embargo
TM65 Shadow Claw
TM66 Payback
TM68 Giga Impact
TM71 Stone Edge
TM77 Psych Up
TM83 Infestation
TM85 Dream Eater
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM92 Trick Room
TM96 Nature Power
TM97 Dark Pulse
TM100 Confide

Out of the rest of the required moves that aren't universal TMs, Stone Edge and Earthquake are the usual moves given to high powered physical Pokemon, while Infestation is given to a good chunk of Ghost types, and Leech Life has an oddball distribution anyways. To keep with the chilly theme, Pajantom doesn't get Sunny Day, while also getting Ice Beam and Blizzard. Aerial Ace and Acrobatics are there to make it getting Brave Bird just a bit more believable, while Trick Room is a common move to be learnt by Ghost types.
Dual Chop
Uproar
Ice Punch
Block
Foul Play
Icy Wind
Dragon Pulse
Hyper Voice
Iron Tail
Snore
Role Play
Spite
Outrage
Throat Chop
Laser Focus

Alongside cold moves like Ice Punch and Icy Wind, we've got the last couple of required moves and also Block as another trapping move that fits Pajantom. As a little kid in nature, Pajantom may also have tendencies towards Role Playing and having Uproars. While stuff like Foul Play and Spite are common on ghosts.
Acrobatics
Aerial Ace
Astonish
Attract
Blizzard
Block
Brave Bird
Brutal Swing
Comet Punch
Confide
Crunch
Crush Claw
Dark Pulse
Double Team
Dragon Claw

Dragon Pulse
Dragon Rage
Dream Eater
Dual Chop
Earthquake
Embargo
Facade
Fairy Lock

False Swipe
Focus Blast
Foul Play
Frustration
Giga Impact
Heal Block
Hidden Power
Hyper Beam

Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Infestation
Iron Tail
Laser Focus
Leech Life

Leer
Mean Look
Mist
Nature Power
Nightmare
Outrage
Payback
Phantom Force
Protect
Psych Up
Psychic
Psychic Fangs
Psywave
Rain Dance
Rest
Return

Role Play
Round
Safeguard
Shadow Ball
Shadow Claw
Sleep Talk
Snore
Spirit Shackle

Spite
Stone Edge
Substitute
Swagger

Throat Chop
Toxic
Toxic Spikes

Trick Room
Uproar
 
Last edited:
Falchion, your TM list has 43 total moves, not 41. This brings your total move count to 73.
Copy-pasting the TM list to Microsoft Word and formatting it as a numbered list shows that the total number of TMs is 41, and the same goes for putting it in Excel. I honestly don't see where the two extra moves come from unless it was a math error on your part; if the error is valid, though, I'll fix it accordingly.
 
cbrevan

For some reason I thought Defense Curl was allowed because Growl is and they’re both low level, non-competitive moves (plus cute flavor). Anyway, I removed it and swapped it out for Bide.

Thanks for the heads up!
 
Final Submission:

Bold = Required
Italics = Repeated

Total Moves: 73

-*Heart Scale* Dream Eater
-- Sleep Talk
-- Rest
-- Snore
-- Nightmare
-04 Psywave
-07 Smokescreen
-10 Dragon Rage
-13 Dragon Breath
-17 Shadow Claw
-20 Mean Look
-28 Imprison
-35 Hex
-38 Dragon Claw
-41 Laser Focus
-49 Spirit Shackle
-56 Psychic Fangs
-59 Fairy Lock
-62 Heal Block
-70 Phantom Force
-77 Outrage
-80 Brave Bird
-83 Self-Destruct

Given Pajantom's ties to sleep and dreams, I thought it would be fairly interesting to incorporate rudimentary elements of sleep cycles into the CAP's movepool. As such, its moves are primarily arranged in accordance to the level of activity experienced during the corresponding phase in the cycle. Moreover, I view Pajantom as a Pokemon with marked similarities to the Salamence line; just as Bagon dreams of flight, Pajantom dreams for a way to attain true draconic might; the difference, though, is that Bagon must toil away on the ground until reaching the ripe old level of 55, while Pajantom is immediately able to manifest its dreams into the physical world, but only while it is asleep. Thus, the level pattern of Pajantom's movepool begins with an homage to Salamence's movepool, mirroring Salamence's initial 3-3-3-4 sequence, before assuming its own repeating sequence of 3-8-7-3, which is intended to represent the peaks and lulls in the brain's activity during sleep as well as sleep's cyclic nature. Finally, given the relationships between the brain and sleep and the brain and Psychic-type Pokemon, I have included a sufficient amount of Psychic-type moves to lend a tertiary Psychic typing to Pajantom's movepool.

Levels 1-3:
Pajantom starts play with a handful of sleep-related moves because a Pokemon whose success in is directly related its unconsciousness would logically start life with techniques to mitigate the disadvantages of this state. Rest appears near the head of Pajantom's movepool because the dragon must be sleeping to manifest its spirit dragon, while Sleep Talk and Snore ensure that Pajantom is always able to fight despite its slumber. Nightmare is an excellent flavor move for this CAP, as it fits quite well with the animated nightmare Pajantom uses to attack. Lastly, Dream Eater solidifies Pajantom's affinity for sleep and dreams; with a little help from a tutor, the dragon gains the ability to use such phenomena to repair any wounds it may suffer.

Levels 4-16:
After falling asleep, Pajantom enters a stage of light sleep, during which it begins to learn how to use its apparition's minor abilities. Psywave is a basic attack that references the increased brain wave activity that occurs during sleep, and its weird properties are one of the first references to Pajantom's mystical nature. Smokescreen is most rudimentary form of fire-breathing Pajantom can utilize, while Dragon Rage and Dragon Breath are basic Dragon-type moves that represent the CAP's further pursuit of its projection's breath weapon.

Levels 17-28:
These levels mark Pajantom's period of Stage 2 sleep, during which Pajantom picks up a trio of tricks. Shadow Claw is a basic Ghost-type move suitable for lower levels. Mean Look is a simple trapping move that marks the first appearance of the moves essential to Pajantom's concept in its movepool, and is a fittingly spooky move for a Ghost-type. Finally, Imprison is included as a reference to K-complexes, EEG waveforms thought to inhibit cortical arousal if the source is considered harmless.

Levels 29-40:
As Pajantom is now in a stage of deep sleep, it learns few moves over the course of these levels, instead focusing on restoration and increasing its strength. Hex is an eldritch technique that works well with Pajantom's usage of Toxic and, more importantly, references the parasomnias that occur most frequently in this stage of sleep, while Dragon Claw is a relatively simple attack that lets Pajantom exercise its growing physical might.

Levels 41-82:
At this point in Pajantom's development, it enters the fourth (most relevant) stage of sleep: REM sleep, which occupies the largest stretch of this movepool. Given Pajantom's control over its dream form, it's not a stretch to assume that the CAP is a lucid dreamer, so Laser Focus heads this section as a way of displaying the concentration Pajantom requires to dream in such a way. Lucid dreams also provide justification for a few of Pajantom's reality-warping moves, such as Spirit Shackle, Fairy Lock, and Heal Block, which demonstrate Pajantom's ability to alter its dreamscape in ways that inhibit its opponent; and Psychic Fangs, which allows Pajantom to effortlessly tear down any barriers its opponent might try to create.

By the time it reaches level 70, Pajantom has become a powerful being in its own right, and the content of its dreams scale accordingly. The CAP now gains access to some of the most powerful moves of its types, learning Phantom Force and Outrage, and it learns Brave Bird as a reference to the dreams of flight popularly associated with success.

Level 83:
This movepool is heavily influenced by a rudimentary idea of sleep, so it's fairly logical for it to end when Pajantom would awaken. However, because Pajantom relies entirely on an oneiric projection to engage in combat, the cessation of sleep is also a cessation of its ability to fight. Thus, the last move in Pajantom's movepool is Self-Destruct, which allows Pajantom to conclude its sleep and dismiss its apparition in a spectacular fashion.
Egg Groups: Amorphous / Dragon

-Uproar (Gengar line / Koffing line / Gyarados / Misdreavus line / Swablu line / Spiritomb / Chimecho / Stunfisk)
-Endeavor (Treecko line / Solosis line / Axew line / Stunfisk)
-Poison Gas (Grimer line / Koffing line / Gulpin line / Salandit line)
-Lucky Chant (Ralts line / Castform / Mismagius)
-Ice Fang (Arbok / Gyarados / Deino line / Tyrunt line)
-Toxic Spikes (Koffing line / Yamask line)
-Future Sight (Ralts line / Castform / Chingling line / Duskull line / Solosis line)


-Although limited in application, Endeavor can be interpreted as a display of raw might that allows Pajantom to cut even the toughest opponent down to size with a single blow, which is quite a fitting dream for the little dragon to have.
-Future Sight is a reference to premonitory dreams.
-Ice Fang has synergy with Psychic Fangs as another bite move, and with Ice Punch as another way for Pajantom to utilize the cold for offensive purposes.
-Lucky Chant is a reference to bedtime habits and rituals, especially nightly prayers.
-Poison Gas is a shout out to Pajantom's fellow ambiguously gaseous Pokemon Gastly, Haunter, and Gengar (which, ironically, can't learn the move that could feasibly serve as their species in the Pokedex :/). It also enhances Pajantom's role as a poisoner by increasing the number of ways Pajantom can spread the status, which helps make Toxic Spikes seem a bit more believable.
-Toxic Spikes represents both yet another poisoning technique and another way in which Pajantom can alter its dreamscape (and, by extension, the battlefield), and is a mandatory move.
-Uproar is an extension of Snore that represents a more violent way of producing noise. As such, Pajantom has the potential to perform such an attack, but it needs special training (i.e. breeding) to utilize said potential in the proper ways.
-Aqua Tail
-Block
-Draco Meteor
-Dragon Pulse
-Drill Run
-Dual Chop
-Endeavor
-Giga Drain
-Ice Punch
-Iron Head
-Iron Tail
-Outrage
-Recycle
-Snore
-Spite
-Telekinesis
-Uproar


-Iron Tail is a required move. Iron Head, a move seen somewhat frequently on Pokemon with hard skulls or horns/antlers, is a simpler, weaker variation of said move, and Aqua Tail plays a similar role while further establishing the place of Water-type moves in Pajantom's movepool.
-Block fits well with Pajantom's trapping theme, and is frequently seen on imposing or intimidating Pokemon.
-Draco Meteor and Dragon Pulse are mandatory tutor moves for Dragon-type Pokemon, and Dual Chop is seen on virtually any Dragon-type Pokemon with limbs.
-Drill Run is distributed to Pokemon with sharp horns or beaks and draws attention to the spiral shape of Pajantom's horns.
-Giga Drain is an advancement of the life-draining abilities Pajantom displays when using Dream Eater or Leech Life.
-Recycle is a fairly common tutor move.
-Spite is a common tutor move for Ghost-type Pokemon.
-Telekinesis allows Pajantom to harness its psychic abilities in yet another way and is a further testament to the degree of control Pajantom can exhibit over its foe.


-Endeavor, Outrage, Snore, and Uproar are repeated moves.



TM02 Dragon Claw
TM06 Toxic
TM07 Venoshock
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM26 Earthquake
TM27 Return
TM28 Leech Life
TM29 Psychic
TM30 Shadow Ball
TM40 Aerial Ace
TM32 Double Team
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM65 Shadow Claw
TM68 Giga Impact
TM71 Stone Edge
TM76 Fly
TM78 Bulldoze
TM83 Infestation
TM85 Dream Eater
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM94 Surf
TM100 Confide


-Although useless competitively, Venoshock allows Pajantom to capitalize on the poison it loves to inflict upon its foes.
-Sunny Day and Rain Dance serve two roles in Pajantom's movepool: they represent a higher level of Pajantom's reality-distorting abilities when dreaming and tie into Pajantom's fire-breathing moves (Dragon Rage and Dragon Breath) and Water-type moves (Aqua Tail and Surf), respectively.
-As dreams involve heightened electrical activity in the brain, Thunderbolt and Thunder are natural moves for Pajantom to learn.
-In addition to being common among Ghost-type Pokemon, Psychic and Shadow Ball add to Pajantom's arsenal of eldritch and psychic attacks.
-Aerial Ace is reasonably common among Pokemon with sharp horns, claws, or teeth. In addition, the presence of another Flying-type move helps prevent Brave Bird from appearing so out of place in Pajantom's movepool.
-Fly represents the concept of flight dreams taken to their logical conclusion. Moreover, it and Surf are included in Pajantom's movepool as a reference to the older days of the series; in past generations, both moves were used to enable a Pokemon to ferry a smaller entity across hazardous or inaccessible terrain. Although such roles are now filled by Ride Pokemon, Pajantom's manifestation carries its true body in an identical way whenever it moves, making it a good candidate for these moves.
-Bulldoze is a weaker version of Earthquake that helps to show off Pajantom's capability for destruction.


-Toxic, Hidden Power, Hyper Beam, Protect, Frustration, Earthquake, Return, Leech Life, Double Team, Facade, Rest, Attract, Round, Giga Impact, Stone Edge, Infestation, Swagger, Sleep Talk Substitute, and Confide are mandatory moves.

-Dragon Claw, Shadow Claw, Dream Eater, and Sleep Talk are repeated moves.
 
Final Submission:

Bold = Required
Italics = Repeated

Total Moves: 73

-*Heart Scale* Dream Eater
-- Sleep Talk
-- Rest
-- Snore
-- Nightmare
-04 Psywave
-07 Smokescreen
-10 Dragon Rage
-13 Dragon Breath
-17 Shadow Claw
-20 Mean Look
-28 Imprison
-35 Hex
-38 Dragon Claw
-41 Laser Focus
-49 Spirit Shackle
-56 Psychic Fangs
-59 Fairy Lock
-62 Heal Block
-70 Phantom Force
-77 Outrage
-80 Brave Bird
-83 Self-Destruct

Given Pajantom's ties to sleep and dreams, I thought it would be fairly interesting to incorporate rudimentary elements of sleep cycles into the CAP's movepool. As such, its moves are primarily arranged in accordance to the level of activity experienced during the corresponding phase in the cycle. Moreover, I view Pajantom as a Pokemon with marked similarities to the Salamence line; just as Bagon dreams of flight, Pajantom dreams for a way to attain true draconic might; the difference, though, is that Bagon must toil away on the ground until reaching the ripe old level of 55, while Pajantom is immediately able to manifest its dreams into the physical world, but only while it is asleep. Thus, the level pattern of Pajantom's movepool begins with an homage to Salamence's movepool, mirroring Salamence's initial 3-3-3-4 sequence, before assuming its own repeating sequence of 3-8-7-3, which is intended to represent the peaks and lulls in the brain's activity during sleep as well as sleep's cyclic nature. Finally, given the relationships between the brain and sleep and the brain and Psychic-type Pokemon, I have included a sufficient amount of Psychic-type moves to lend a tertiary Psychic typing to Pajantom's movepool.

Levels 1-3:
Pajantom starts play with a handful of sleep-related moves because a Pokemon whose success in is directly related its unconsciousness would logically start life with techniques to mitigate the disadvantages of this state. Rest appears near the head of Pajantom's movepool because the dragon must be sleeping to manifest its spirit dragon, while Sleep Talk and Snore ensure that Pajantom is always able to fight despite its slumber. Nightmare is an excellent flavor move for this CAP, as it fits quite well with the animated nightmare Pajantom uses to attack. Lastly, Dream Eater solidifies Pajantom's affinity for sleep and dreams; with a little help from a tutor, the dragon gains the ability to use such phenomena to repair any wounds it may suffer.

Levels 4-16:
After falling asleep, Pajantom enters a stage of light sleep, during which it begins to learn how to use its apparition's minor abilities. Psywave is a basic attack that references the increased brain wave activity that occurs during sleep, and its weird properties are one of the first references to Pajantom's mystical nature. Smokescreen is most rudimentary form of fire-breathing Pajantom can utilize, while Dragon Rage and Dragon Breath are basic Dragon-type moves that represent the CAP's further pursuit of its projection's breath weapon.

Levels 17-28:
These levels mark Pajantom's period of Stage 2 sleep, during which Pajantom picks up a trio of tricks. Shadow Claw is a basic Ghost-type move suitable for lower levels. Mean Look is a simple trapping move that marks the first appearance of the moves essential to Pajantom's concept in its movepool, and is a fittingly spooky move for a Ghost-type. Finally, Imprison is included as a reference to K-complexes, EEG waveforms thought to inhibit cortical arousal if the source is considered harmless.

Levels 29-40:
As Pajantom is now in a stage of deep sleep, it learns few moves over the course of these levels, instead focusing on restoration and increasing its strength. Hex is an eldritch technique that works well with Pajantom's usage of Toxic and, more importantly, references the parasomnias that occur most frequently in this stage of sleep, while Dragon Claw is a relatively simple attack that lets Pajantom exercise its growing physical might.

Levels 41-82:
At this point in Pajantom's development, it enters the fourth (most relevant) stage of sleep: REM sleep, which occupies the largest stretch of this movepool. Given Pajantom's control over its dream form, it's not a stretch to assume that the CAP is a lucid dreamer, so Laser Focus heads this section as a way of displaying the concentration Pajantom requires to dream in such a way. Lucid dreams also provide justification for a few of Pajantom's reality-warping moves, such as Spirit Shackle, Fairy Lock, and Heal Block, which demonstrate Pajantom's ability to alter its dreamscape in ways that inhibit its opponent; and Psychic Fangs, which allows Pajantom to effortlessly tear down any barriers its opponent might try to create.

By the time it reaches level 70, Pajantom has become a powerful being in its own right, and the content of its dreams scale accordingly. The CAP now gains access to some of the most powerful moves of its types, learning Phantom Force and Outrage, and it learns Brave Bird as a reference to the dreams of flight popularly associated with success.

Level 83:
This movepool is heavily influenced by a rudimentary idea of sleep, so it's fairly logical for it to end when Pajantom would awaken. However, because Pajantom relies entirely on an oneiric projection to engage in combat, the cessation of sleep is also a cessation of its ability to fight. Thus, the last move in Pajantom's movepool is Self-Destruct, which allows Pajantom to conclude its sleep and dismiss its apparition in a spectacular fashion.
Egg Groups: Amorphous / Dragon

-Uproar (Gengar line / Koffing line / Gyarados / Misdreavus line / Swablu line / Spiritomb / Chimecho / Stunfisk)
-Endeavor (Treecko line / Solosis line / Axew line / Stunfisk)
-Poison Gas (Grimer line / Koffing line / Gulpin line / Salandit line)
-Lucky Chant (Ralts line / Castform / Mismagius)
-Ice Fang (Arbok / Gyarados / Deino line / Tyrunt line)
-Toxic Spikes (Koffing line / Yamask line)
-Future Sight (Ralts line / Castform / Chingling line / Duskull line / Solosis line)


-Although limited in application, Endeavor can be interpreted as a display of raw might that allows Pajantom to cut even the toughest opponent down to size with a single blow, which is quite a fitting dream for the little dragon to have.
-Future Sight is a reference to premonitory dreams.
-Ice Fang has synergy with Psychic Fangs as another bite move, and with Ice Punch as another way for Pajantom to utilize the cold for offensive purposes.
-Lucky Chant is a reference to bedtime habits and rituals, especially nightly prayers.
-Poison Gas is a shout out to Pajantom's fellow ambiguously gaseous Pokemon Gastly, Haunter, and Gengar (which, ironically, can't learn the move that could feasibly serve as their species in the Pokedex :/). It also enhances Pajantom's role as a poisoner by increasing the number of ways Pajantom can spread the status, which helps make Toxic Spikes seem a bit more believable.
-Toxic Spikes represents both yet another poisoning technique and another way in which Pajantom can alter its dreamscape (and, by extension, the battlefield), and is a mandatory move.
-Uproar is an extension of Snore that represents a more violent way of producing noise. As such, Pajantom has the potential to perform such an attack, but it needs special training (i.e. breeding) to utilize said potential in the proper ways.
-Aqua Tail
-Block
-Draco Meteor
-Dragon Pulse
-Drill Run
-Dual Chop
-Endeavor
-Giga Drain
-Ice Punch
-Iron Head
-Iron Tail
-Outrage
-Recycle
-Snore
-Spite
-Telekinesis
-Uproar


-Iron Tail is a required move. Iron Head, a move seen somewhat frequently on Pokemon with hard skulls or horns/antlers, is a simpler, weaker variation of said move, and Aqua Tail plays a similar role while further establishing the place of Water-type moves in Pajantom's movepool.
-Block fits well with Pajantom's trapping theme, and is frequently seen on imposing or intimidating Pokemon.
-Draco Meteor and Dragon Pulse are mandatory tutor moves for Dragon-type Pokemon, and Dual Chop is seen on virtually any Dragon-type Pokemon with limbs.
-Drill Run is distributed to Pokemon with sharp horns or beaks and draws attention to the spiral shape of Pajantom's horns.
-Giga Drain is an advancement of the life-draining abilities Pajantom displays when using Dream Eater or Leech Life.
-Recycle is a fairly common tutor move.
-Spite is a common tutor move for Ghost-type Pokemon.
-Telekinesis allows Pajantom to harness its psychic abilities in yet another way and is a further testament to the degree of control Pajantom can exhibit over its foe.


-Endeavor, Outrage, Snore, and Uproar are repeated moves.



TM02 Dragon Claw
TM06 Toxic
TM07 Venoshock
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM24 Thunderbolt
TM25 Thunder
TM26 Earthquake
TM27 Return
TM28 Leech Life
TM29 Psychic
TM30 Shadow Ball
TM40 Aerial Ace
TM32 Double Team
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM65 Shadow Claw
TM68 Giga Impact
TM71 Stone Edge
TM76 Fly
TM78 Bulldoze
TM83 Infestation
TM85 Dream Eater
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM94 Surf
TM100 Confide


-Although useless competitively, Venoshock allows Pajantom to capitalize on the poison it loves to inflict upon its foes.
-Sunny Day and Rain Dance serve two roles in Pajantom's movepool: they represent a higher level of Pajantom's reality-distorting abilities when dreaming and tie into Pajantom's fire-breathing moves (Dragon Rage and Dragon Breath) and Water-type moves (Aqua Tail and Surf), respectively.
-As dreams involve heightened electrical activity in the brain, Thunderbolt and Thunder are natural moves for Pajantom to learn.
-In addition to being common among Ghost-type Pokemon, Psychic and Shadow Ball add to Pajantom's arsenal of eldritch and psychic attacks.
-Aerial Ace is reasonably common among Pokemon with sharp horns, claws, or teeth. In addition, the presence of another Flying-type move helps prevent Brave Bird from appearing so out of place in Pajantom's movepool.
-Fly represents the concept of flight dreams taken to their logical conclusion. Moreover, it and Surf are included in Pajantom's movepool as a reference to the older days of the series; in past generations, both moves were used to enable a Pokemon to ferry a smaller entity across hazardous or inaccessible terrain. Although such roles are now filled by Ride Pokemon, Pajantom's manifestation carries its true body in an identical way whenever it moves, making it a good candidate for these moves.
-Bulldoze is a weaker version of Earthquake that helps to show off Pajantom's capability for destruction.


-Toxic, Hidden Power, Hyper Beam, Protect, Frustration, Earthquake, Return, Leech Life, Double Team, Facade, Rest, Attract, Round, Giga Impact, Stone Edge, Infestation, Swagger, Sleep Talk Substitute, and Confide are mandatory moves.

-Dragon Claw, Shadow Claw, Dream Eater, and Sleep Talk are repeated moves.
Personally, Iron Head seems like a bit much, as it has better accuracy. As such, it would outclass Iron Tail. Plenty of Pokémon have both moves, but Iron Tail falls to the wayside due to its low accuracy.
 

cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Alright everyone, submissions are now closed. Our slate of legal submissions are:

Dogfish44
VanAccessible
mxmts
Deck Knight
Falchion
Drew
Meepbard
G-Luke
ZardX
P2X7


Reigaheres your submission was illegal as Leer is a banned move under the Permanent Stat-ups and Stat Drops in the banlist. Exploudit's submission is illegal for reasons already noted in my last post.

Now we're just waiting on snake_rattler for approval of the slate, and then we can get on with voting.
 
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