An attacking move is a move that deals damage to an opponent as its main purpose or one of its main purposes. All other moves are considered non-attacking moves. It is important to distinguish attacking moves, which can be used specifically to deal damage, from non-attacking moves, which are used for some major effects but may happen to deal a small amount of damage. For some moves, such as Rapid Spin, this is clear-cut. However, the classification of moves such as U-turn and Volt Switch are dependent on the user's ability to damage the opponent with the move. Competitive moves are moves that are viable for use in battle on a given Pokemon. This categorization is also Pokémon-dependent.
The Movepool Leader (capefeather) has sole discretion for interpreting which moves are considered attacking or non-attacking, and which are considered competitive or non-competitive, for this project. He will post a list of competitive attacking moves in the first reply to this thread, and classify them into five or six groups:
Remember that, technically, nothing is set in stone until the thread is closed.
READ THE RULES FOR THE SAKE OF THE CHILDREN
CAP 5 so far:
Name: Malaconda
Typing: Grass / Dark
Threats: Link
Primary Ability: Harvest
Secondary Ability: Infiltrator
Stats: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe
The Movepool Leader (capefeather) has sole discretion for interpreting which moves are considered attacking or non-attacking, and which are considered competitive or non-competitive, for this project. He will post a list of competitive attacking moves in the first reply to this thread, and classify them into five or six groups:
- Required - Moves are those that must be in every movepool submission.
- Allowed - Moves that have been agreed through general community consensus to be allowed in the Pokémon's final movepool
- Disallowed - Moves that have been agreed through general community consensus to be disallowed from the Pokémon's final movepool
- Controversial - Moves that did not reach general community consensus, and will require a specific vote.
- Pending - Moves that have not received enough support or opposition to determine whether they are allowed, disallowed, or controversial
- Need Discussion (optional) - Moves that the Movepool Leader may want to draw specific attention to at any given time. This will be updated frequently, so check back frequently.
Remember that, technically, nothing is set in stone until the thread is closed.
READ THE RULES FOR THE SAKE OF THE CHILDREN
- All posts should be presented with reasoning. NO flavor-based logic will be tolerated.
- It is the responsibility of each user to check the OP before making any post in the thread, so as to stay relevant.
- Posting lists of moves is strictly prohibited, even with explanations. Do not copy the Move Leader's list, and then add "Yes/No" or a similarly worthless comment, beside each one.
- The Movepool Leader and Topic Leader are the sole arbiters for determining "general community consensus". The Movepool Leader may ignore arguments for or against certain moves, if they feel the argument is not presented with sufficient evidence or reasoning. Do not assume that the existence of a few dissenting posts will ensure that a move will be categorized as controversial.
- Non-competitive moves should not be discussed in this thread, unless you feel they are incorrectly categorized and should be considered competitive. In this case, you can post reasoned arguments in this thread.
CAP 5 so far:
Name: Type Equalizer
Description: A pokemon whose presence in the metagame increases the usage of one or more underused types and simultaneously decreases the usage of one or more overused types.
Justification: Take a look at the OU usage statistics for January and you'll see that 9 out of the top 10 pokemon have either steel, water, dragon or fighting as one of their types, and extending it to the top 20 shows 16/20 with those types. We should also be asking ourselves why these trends exist so strongly and what can be done about them. In creating this CAP, we'd have to discuss in depth many different aspects of what makes a type and opinions can ultimately being tested in the playtest.
Questions To Be Answered:
- Is a types usefulness relative to the metagame or is it intrinsic? (Ie. Can any type be the "best" type given the right circumstances or do type match-ups, available STAB moves etc mean some types will always be better than others?)
- What exploitable weaknesses do "good" types in OU have? Are their currently pokemon that can exploit them and if so, how do they function differently to CAP5?
- How (if at all) will the targeted types adapt to the situation created? Will people choose different movesets, abilities, etc or will they just use them more/less? How is this linked to the way CAP5 functions strategically?
- What effects will the changes on certain types' presence have on the metagame?
- Which members of the targeted types will benefit and suffer from this most and why?
- By creating CAP5, have we learnt any new ways to counter good types or use bad types?
Name: Malaconda
Typing: Grass / Dark
Threats: Link
Primary Ability: Harvest
Secondary Ability: Infiltrator
Stats: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe