Movepool Submissions

  1. Introduction
  2. Movepool Considerations
  3. Movepool Size
  4. Resources

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 here.

Restricted Move List

Restricted Move List
Acid Armor Cotton Guard Fiery Dance Hurricane Mystical Fire Roar Superpower
Acid Spray Counter Fire Blast Hydro Pump Nasty Plot Rock Blast Surf
Acrobatics Crabhammer Fire Fang Hyper Voice Nature Power Rock Polish Switcheroo
Agility Cross Chop Fire Pledge Hypnosis Night Daze Rock Slide Swords Dance
Air Slash Cross Poison Fire Punch Ice Beam Night Shade Roost Synthesis
Amnesia Crunch Flame Burst Ice Fang Night Slash Scald Tail Glow
Aqua Jet Curse* Flame Charge Ice Punch Nuzzle Seed Bomb Taunt
Aqua Tail Dark Pulse Flamethrower Ice Shard Outrage Seismic Toss Thunder
Aromatherapy Dazzling Gleam Flare Blitz Icicle Crash Overheat Shadow Ball Thunder Fang
Attack Order Defend Order Flash Cannon Icicle Spear Pain Split Shadow Claw Thunder Punch
Aura Sphere Defog Flying Press Ingrain Parting Shot Shadow Sneak Thunder Wave
Autotomize Destiny Bond Focus Blast Iron Defense Payback Shell Smash Thunderbolt
Avalanche Detect Focus Punch Iron Head Perish Song Shift Gear Toxic
Barrier Disable Foul Play Iron Tail Petal Blizzard Signal Beam Toxic Spikes
Baton Pass Discharge Freeze-Dry Jump Kick Petal Dance Sky Uppercut Tri Attack
Belly Drum Double-Edge Frost Breath King's Shield Pin Missile Slack Off Trick
Blaze Kick Draco Meteor Frustration Knock Off Play Rough Sleep Powder Trick Room
Blizzard Dragon Claw Gear Grind Lava Plume Poison Jab Sleep Talk U-turn
Body Slam Dragon Dance Giga Drain Leaf Blade Power Gem Sludge Bomb Vacuum Wave
Bonemerang Dragon Pulse Glare Leaf Storm Power Whip Sludge Wave Volt Switch
Boomburst Dragon Tail Grass Knot Leech Seed Protect Soft-Boiled Volt Tackle
Bounce Drain Punch Grass Pledge Light Screen Psychic Solar Beam Water Pledge
Brave Bird Drill Peck Growth Lovely Kiss Psycho Cut Spark Water Shuriken
Brick Break Drill Run Gunk Shot Low Kick Psyshock Spikes Water Spout
Bug Buzz Dual Chop Gyro Ball Mach Punch Pursuit Spiky Shield Waterfall
Bulk Up Earth Power Hammer Arm Magic Coat Quiver Dance Spore Weather Ball
Bullet Punch Earthquake Head Charge Megahorn Rain Dance Stealth Rock Whirlwind
Bullet Seed Encore Head Smash Memento Rapid Spin Sticky Web Wild Charge
Calm Mind Energy Ball Heal Bell Meteor Mash Razor Shell Stone Edge Will-O-Wisp
Charge Beam Eruption Heal Order Milk Drink Recover Stored Power Wish
Circle Throw Explosion Healing Wish Mirror Coat Reflect Storm Throw Wood Hammer
Clear Smog Extrasensory Heat Wave Moonblast Refresh Stun Spore X-Scissor
Close Combat Extreme Speed Hidden Power Moonlight Rest Substitute Yawn
Coil Facade High Jump Kick Morning Sun Return Sucker Punch Zen Headbutt
Cosmic Power Fake Out Horn Leech Muddy Water Reversal Super Fang
* 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.

Legendary Signature Move List
Aeroblast Fusion Flare Lunar Dance Sacred Fire Thousand Waves
Blue Flare Geomancy Luster Purge Searing Shot V-create
Bolt Strike Glaciate Magma Storm Secret Sword
Crush Grip Heart Swap Mist Ball Seed Flare
Dark Void Hold Back Oblivion Wing Shadow Force
Diamond Storm Hyperspace Hole Psycho Boost Spacial Rend
Doom Desire Ice Burn Psystrike Steam Eruption
Freeze Shock Judgment Relic Song Techno Blast
Fusion Bolt Land's Wrath Roar of Time Thousand Arrows
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.

Equivalent Move List
Acid Armor Iron Defense Barrier
Agility Rock Polish
Aromatherapy Heal Bell
Cosmic Power Defend Order
Detect Protect
Frustration Return
Heal Order Milk Drink Recover Slack Off Soft-Boiled
Moonlight Morning Sun Synthesis
Roar Whirlwind
Switcheroo Trick
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.

Outclassed Move List
Outclassing Moves Outclassed Moves
Attack Order X-Scissor
Aromatherapy Refresh
Autotomize Agility Rock Polish
Boomburst Hyper Voice
Coil Bulk Up
Cotton Guard Acid Armor Iron Defense Barrier
Energy Ball Grass Pledge
Fiery Dance Fire Pledge
Fire Pledge Flame Burst
Flamethrower Fire Pledge
Head Charge Double-Edge
Heal Bell Refresh
High Jump Kick Jump Kick
Lava Plume Fire Pledge
Leaf Blade Petal Blizzard Seed Bomb
Lovely Kiss Sleep Powder Hypnosis
Moonblast Dazzling Gleam
Petal Blizzard Seed Bomb
Quiver Dance Calm Mind
Scald Water Pledge
Shift Gear Dragon Dance Agility Rock Polish
Spiky Shield Protect Detect
Spore Sleep Powder
Surf Water Pledge
Tail Glow Nasty Plot
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, and more information about how it is calculated and the philosophy behind it can be found here. 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.

Overall Base Stat Rating Movepool Size
Description Limit Examples Description Total Moves Restricted Moves Example
Above Average 200 < x < 250 Talonflame, Breloom Fantastic 75 38 Barbaracle
Good 250 < x < 300 Lucario, Greninja Excellent 70 35 Gourgeist
Very Good 300 < x < 350 Tyranitar, Keldeo Very Good 65 33 Noivern
Excellent 350 < x < 400 Garchomp, Jirachi Good 60 30 Goodra
Fantastic 400 < x < 450 Ho-Oh, Kyogre Above Average 55 28 Yveltal

Resources

  • 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.