bugmaniacbob
Was fun while it lasted
Permission to post granted by Birkal
These three pages are the end product of the most recent PRC thread. Due to problems with the scms I'm not entirely sure how long it will be until they are uploaded to the site, but until that time this thread will be used in order to have a place for process OPs to link to pertinent information that is not given elsewhere, which will become relevant in the movepool stages.
Events: Movepool Submissions deals with the various finer details regarding the Movepool Submissions stage, including an explanation of what "RMs" are and how they relate to the stage.
List of Restricted Moves is simply a list of RMs divided up in a way that makes them more easily digestible and comparable.
Guide to Creating a CAP Movepool in XY is simply an update of an earlier guide that provided all the information you would need, in one place, to make any movepool from scratch, including TM/tutor lists, precedents from canon Pokemon, and some examples.
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Events: Movepool Submissions
Introduction
This stage of the CAP process is where complete movepools are created and submitted for consideration by the Movepool Leader. There are restrictions on the number of moves that are allowed, as well as how many competitive moves are allowed per movepool. Different competitive moves may or may not be allowed into a movepool based on the lists generated by the Move Discussion stage of the CAP process, which in turn are based on the needs and demands of the individual CAP Project and its concept. Note that any certain competitive moves have restrictions associated with how many can be placed in a single movepool, and that any of these restricted moves that is not specifically listed as allowed in the Move Discussion stage will not be allowed on any submitted movepool — even if it was never brought up for discussion, it is illegal by default. A full list of moves that are restricted in this way, hereafter known as "Restricted Moves" or RMs, can be found below.
The movepools submitted are intended to be structured like a normal Pokémon movepool. A complete movepool should contain four lists of moves, according to the method by which the Pokémon learns the moves — Level-Up Moves, Technical Machines, Move Tutor Moves, and Egg Moves. When submitting your movepool, the egg groups for the Pokémon must be specified — illegal egg move combinations need not be specified, but it may be in your interests to highlight any illegal combinations (if, indeed, any exist at all) that give your movepool an identity or some unique competitive slant. Project participants can submit draft proposals of full movepools and edit them based on feedback from the CAP community. After your final submission has been made, the Movepool Leader will select those movepools from the overall pool that are judged to be good enough to appear on the voting slate, and the CAP's final movepool will be decided by a vote by the CAP community. Note that more detailed instructions, as well as further rules, will be given in the OP of the movepool submissions thread once posted.
Movepool Considerations
Movepools have to be moderated, as if they are too barren or too bloated, they run the risk of either overpowering or underpowering the given CAP. This does not mean that there are any enforced standards that all movepools must conform to; however, there are certain restrictions as to size and effectiveness, and the Movepool Leader reserves the right to reject your movepool should it contain an illegal number of moves. The way that this is quantified is by counting the total number of moves and "Restricted Moves", or RMs, in a given movepool. A RM is defined as "A move that is considered by the combination of its power, accuracy, effect chance, move priority, power points, and overall type coverage to be of distinct individual competitive advantage in a given movepool", and the list of RMs is compiled by members of the Policy Review Committee. Note that there are a number of exemptions from the above rules, which are detailed below.
A list of RMs that splits them up by their attributes for easier viewing is located in the post immediately following this one.
Restricted Move List
* Curse only counts as a Restricted Move for Pokémon that are not of the Ghost-type
Illegalities and Exemptions
As previously mentioned, there are a number of considerations that also need to be taken into account, in terms of particular moves that cannot be used under any circumstances, as well as those moves that may be considered as a single Restricted Move in addition to another, identical move, in order to preserve movepool flavour without compromising competitive integrity, up to a point. In addition to the above clarification about the move Curse on Pokémon of the Ghost-type, the following rules are applicable at all times unless the Movepool Leader explicitly states otherwise:
Legendary Pokémon signature moves are automatically disallowed for all CAPs.
Note that this does not include non-legendary signature moves, although these may also be frowned upon by voters in terms of their flavour. As stated above, these moves should not be put into your movepools unless specifically allowed by the Movepool Leader, and all of them naturally count as RMs if this is the case. A list of all moves that this rule applies to is below.
Move copies count as RMs, but only count once as Restricted Moves when more than one are present in a movepool.
As seen in the below table, there are some moves that have other moves listed in the columns next to them. These moves are "equivalent" in terms of the Restricted Move list, which means that the moves collectively count as 1 Restricted Move when put together on the same movepool. For instance, if a movepool has both Recover and Slack Off on it, they count together as 1 Restricted Move, but still count as 2 moves toward the total move count.
If a RM is completely outclassed by another RM in the movepool, the two moves only count together as one RM.
As above, certain moves are so much outclassed by other moves that there is literally no scenario where the lesser move would be a wiser choice over the former. For example, Tail Glow provides a three-stage boost to Special Attack, but Nasty Plot only boosts the stat by two stages. As with the above rule, if both Tail Glow and Nasty Plot are on the same movepool, they count as 1 Restricted Move, but still count as two moves towards the total move count. This rule is also not absolute; if an outclassed RM is available with other RMs and the outclassing RM is not, owing to movepool illegalities, it may be required that both the outclassed RM and the outclassing RM count as RMs. All combinations of outclassing and outclassed Restricted Moves are listed in the table below.
All moves made competitively viable by an ability are also considered RMs.
Abilities, such as Technician and No Guard, affect the viability of specific moves that might not otherwise be considered RMs. If a move's Base Power, accuracy, or secondary effects are made comparable to an existing Restricted Move by an ability, then that move is considered a RM. For instance, a Pokémon with No Guard would turn Dynamic Punch into a Restricted Move through the removal of its very low accuracy as a factor.
Movepool Size
The actual number of moves and RMs that a given movepool can have is inversely proportional to its BSR, or Base Stat Rating, which is used as a measure of the overall potency of a stat spread, is used in the Stat Limits and Stat Spread Submissions stages. In essence, higher rated stat spreads are paired with less powerful or diverse movepools in order to impose a limit on how effective a given Pokémon is overall, in the interests of balance; this is rarely the case in the actual games, and is purely a pragmatic ruling. Note that the Topic Leader may decide to alter the movepool limits, should it be deemed necessary for that particular CAP's concept.
Resources
These three pages are the end product of the most recent PRC thread. Due to problems with the scms I'm not entirely sure how long it will be until they are uploaded to the site, but until that time this thread will be used in order to have a place for process OPs to link to pertinent information that is not given elsewhere, which will become relevant in the movepool stages.
Events: Movepool Submissions deals with the various finer details regarding the Movepool Submissions stage, including an explanation of what "RMs" are and how they relate to the stage.
List of Restricted Moves is simply a list of RMs divided up in a way that makes them more easily digestible and comparable.
Guide to Creating a CAP Movepool in XY is simply an update of an earlier guide that provided all the information you would need, in one place, to make any movepool from scratch, including TM/tutor lists, precedents from canon Pokemon, and some examples.
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Events: Movepool Submissions
Introduction
This stage of the CAP process is where complete movepools are created and submitted for consideration by the Movepool Leader. There are restrictions on the number of moves that are allowed, as well as how many competitive moves are allowed per movepool. Different competitive moves may or may not be allowed into a movepool based on the lists generated by the Move Discussion stage of the CAP process, which in turn are based on the needs and demands of the individual CAP Project and its concept. Note that any certain competitive moves have restrictions associated with how many can be placed in a single movepool, and that any of these restricted moves that is not specifically listed as allowed in the Move Discussion stage will not be allowed on any submitted movepool — even if it was never brought up for discussion, it is illegal by default. A full list of moves that are restricted in this way, hereafter known as "Restricted Moves" or RMs, can be found below.
The movepools submitted are intended to be structured like a normal Pokémon movepool. A complete movepool should contain four lists of moves, according to the method by which the Pokémon learns the moves — Level-Up Moves, Technical Machines, Move Tutor Moves, and Egg Moves. When submitting your movepool, the egg groups for the Pokémon must be specified — illegal egg move combinations need not be specified, but it may be in your interests to highlight any illegal combinations (if, indeed, any exist at all) that give your movepool an identity or some unique competitive slant. Project participants can submit draft proposals of full movepools and edit them based on feedback from the CAP community. After your final submission has been made, the Movepool Leader will select those movepools from the overall pool that are judged to be good enough to appear on the voting slate, and the CAP's final movepool will be decided by a vote by the CAP community. Note that more detailed instructions, as well as further rules, will be given in the OP of the movepool submissions thread once posted.
Movepool Considerations
Movepools have to be moderated, as if they are too barren or too bloated, they run the risk of either overpowering or underpowering the given CAP. This does not mean that there are any enforced standards that all movepools must conform to; however, there are certain restrictions as to size and effectiveness, and the Movepool Leader reserves the right to reject your movepool should it contain an illegal number of moves. The way that this is quantified is by counting the total number of moves and "Restricted Moves", or RMs, in a given movepool. A RM is defined as "A move that is considered by the combination of its power, accuracy, effect chance, move priority, power points, and overall type coverage to be of distinct individual competitive advantage in a given movepool", and the list of RMs is compiled by members of the Policy Review Committee. Note that there are a number of exemptions from the above rules, which are detailed below.
A list of RMs that splits them up by their attributes for easier viewing is located in the post immediately following this one.
Restricted Move List
* Curse only counts as a Restricted Move for Pokémon that are not of the Ghost-type
Illegalities and Exemptions
As previously mentioned, there are a number of considerations that also need to be taken into account, in terms of particular moves that cannot be used under any circumstances, as well as those moves that may be considered as a single Restricted Move in addition to another, identical move, in order to preserve movepool flavour without compromising competitive integrity, up to a point. In addition to the above clarification about the move Curse on Pokémon of the Ghost-type, the following rules are applicable at all times unless the Movepool Leader explicitly states otherwise:
Legendary Pokémon signature moves are automatically disallowed for all CAPs.
Note that this does not include non-legendary signature moves, although these may also be frowned upon by voters in terms of their flavour. As stated above, these moves should not be put into your movepools unless specifically allowed by the Movepool Leader, and all of them naturally count as RMs if this is the case. A list of all moves that this rule applies to is below.
Move copies count as RMs, but only count once as Restricted Moves when more than one are present in a movepool.
As seen in the below table, there are some moves that have other moves listed in the columns next to them. These moves are "equivalent" in terms of the Restricted Move list, which means that the moves collectively count as 1 Restricted Move when put together on the same movepool. For instance, if a movepool has both Recover and Slack Off on it, they count together as 1 Restricted Move, but still count as 2 moves toward the total move count.
If a RM is completely outclassed by another RM in the movepool, the two moves only count together as one RM.
As above, certain moves are so much outclassed by other moves that there is literally no scenario where the lesser move would be a wiser choice over the former. For example, Tail Glow provides a three-stage boost to Special Attack, but Nasty Plot only boosts the stat by two stages. As with the above rule, if both Tail Glow and Nasty Plot are on the same movepool, they count as 1 Restricted Move, but still count as two moves towards the total move count. This rule is also not absolute; if an outclassed RM is available with other RMs and the outclassing RM is not, owing to movepool illegalities, it may be required that both the outclassed RM and the outclassing RM count as RMs. All combinations of outclassing and outclassed Restricted Moves are listed in the table below.
All moves made competitively viable by an ability are also considered RMs.
Abilities, such as Technician and No Guard, affect the viability of specific moves that might not otherwise be considered RMs. If a move's Base Power, accuracy, or secondary effects are made comparable to an existing Restricted Move by an ability, then that move is considered a RM. For instance, a Pokémon with No Guard would turn Dynamic Punch into a Restricted Move through the removal of its very low accuracy as a factor.
Movepool Size
The actual number of moves and RMs that a given movepool can have is inversely proportional to its BSR, or Base Stat Rating, which is used as a measure of the overall potency of a stat spread, is used in the Stat Limits and Stat Spread Submissions stages. In essence, higher rated stat spreads are paired with less powerful or diverse movepools in order to impose a limit on how effective a given Pokémon is overall, in the interests of balance; this is rarely the case in the actual games, and is purely a pragmatic ruling. Note that the Topic Leader may decide to alter the movepool limits, should it be deemed necessary for that particular CAP's concept.
Resources
- Movepool Builder (XY) — an Excel-based tool for building a movepool while highlighting RMs, pointing out commonly paired moves, and hopefully saving time and bother.
- List of Restricted Moves by type and attribute — a useful resource if comparing similar, potential RMs, as well as making clear which moves will be considered in the Attacking and Non-Attacking threads of the Move Discussion stage.
- A Guide to Creating a Movepool in XY — a guide with some tips for building movepools as well as documenting certain typical patterns in Nintendo's movepools.
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