CAP 30 - Part 15 - Final Movepool Submissions

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MrDollSteak

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CAP 30 So Far

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We've had a discussion of movesets, which identified the competitive movesets we intend to be the most viable in standard CAP play. Please see the concluding post in that thread, as well as the following poll, for more information on those movesets.

The following rules apply to all Movepool Submissions:

  • The movepool can contain a maximum of 75 total moves. You may have less than or equal to 75 moves, but not more.
  • All movepools must have all the Mandatory Moves listed below.
  • No movepool may contain any of the Banned Moves listed below.
  • Any move not listed as Banned is provisionally allowed, but may require a legality check if it has competitive implications.
  • The Movepool Leader kjnjkmjk1 and Topic Leader Wulfanator may add Banned moves during the course of this thread. If that happens, there will be ample notification in the thread, and you will have the opportunity to remove those moves from your movepool prior to final submissions.

Final Movepool Submissions must include all of these moves, and they cannot be Event Moves. Submissions that don't have all these moves will not be considered for slating.

Body Press
Brave Bird
Drill Peck
Roost
Gunk Shot
Poison Jab
Imprison
Knock Off
Swords Dance
Coil
Stealth Rock
U-turn
Toxic
Thunder Wave
Hurricane
Sludge Bomb
Nasty Plot
Acid Armor
Earth Power
Mystical Fire
Attract
Endure
Facade
Protect
Rest
Round
Sleep Talk
Snore
Substitute

The "universal" TM/TR List for fully evolved Pokemon: Attract (for Gendered Pokemon), Endure, Facade, Protect, Rest, Round, Sleep Talk, Snore, Substitute
These moves are banned from inclusion in Final Submissions. Movepools that include any of these moves will not be considered for slating.

This list is subject to minor changes along the course of the thread.

The following moves are all banned:

Amnesia
Calm Mind
Cosmic Power
Rapid Spin
Recover/Milk Drink/Slack Off/Soft-Boiled
Sucker Punch
Taunt
Special Fire coverage over 75 BP
Special Electric coverage over 80 BP
Speed boosting

In addition, the following are banned:
  • All legendary signature moves
  • Any move that is unusable in Sword/Shield. A comprehensive list of unusable moves can be seen here. (Source.) If a move has the value FALSE in its CanUseMove column, that move is unusable.

Note that any move which is competitively inferior to a mandatory move is allowed as an exception to the bans above unless explicitly stated otherwise. This includes things such a weaker versions of mandatory STAB and coverage moves.


Movepools must adhere to and follow the rules listed in the Gen 8 Movepool style guide included here. If you are unsure if your movepool is eligible, you may request a legality check for the Move leader and mod team to receive feedback otherwise you may risk being disqualified.

Gen 8 brought many changes to the CAP process both in terms of competitive and flavour considerations. One of the most significant changes that came about was the standardisation of level-up and egg movepools for the Pokémon present in Sword and Shield. As a result of the CAP Prevo Updates, all CAP Pokémon had their Gen 8 movepools edited to conform to the criteria below. You can find the complete movepools here. It is strongly recommended that you consult these movepools before submitting.

As such for all future Gen 8 CAP Projects, the following rules will also need to be observed when creating Final Movepools. At any point during the Movepool Submission process it will be possible to ask for a legality check to ensure it is valid. These rules are to be observed in addition to existing movepool requirements. It is also strongly recommended that submitters look through the Gen 8 movepools for existing Pokémon, as well as the distribution of specific moves for an idea of how they should be integrated into submissions.

• Level-up movepools always have moves occur at regular intervals of 3, 4, 5, 6, 7 or 8 except for L1 with some Legendary Pokémon having larger gaps.

• The only exception is where if a move would be learnt at the minimum level for a Pokémon to evolve it will sometimes be allowed to move one level later.

• Level-up movepools never contain moves that can be learnt as egg moves

• Attacking moves are learnt in order of base power. It is suggested that submitters provide a clear explanation for why any attacking moves are positioned out of sequence.

• The only consistent exceptions are evolution moves, variable power moves and multi-hit moves, the latter two of which use their maximum and average hits respectively for their placement in the learnset.

• Trapping moves are occasionally treated as having a base power that factors multiple turns of damage and as such may be seen at both the beginning and end of movepools.

• OHKO moves, Counter, Mirror Coat and Metal Burst tend to be placed towards the end of a Pokémon's learnset.

• For evolved Pokémon, the first four moves listed in the pre-evolution's level-up movepool are always listed in the same order but at level 1 instead of their corresponding level

• For evolved Pokémon all other moves that a pre-evolution would learn prior to the minimum level for evolution are always listed at the same level, unless they have been replaced with another move, in which case they must be placed with the other relearner moves at Level 1 before the first four moves in the learnset.

• For evolved Pokémon that evolve by level-up all new moves learned after evolution occur at intervals (2) larger than the pre-evolution

• In the case of dual stage Pokémon this occurs a second time for each stage, meaning that with a pre-evolution having intervals of 3, the middle stage will have 5, and the final evolution 7

• For Pokémon that evolve by Trade, Item or Happiness all moves are always learnt at the same level intervals as their pre-evolutions

• For Pokémon that evolve by Stone all moves are always learnt either at the same level intervals as their pre-evolutions or all moves are learnt at level 1

• For Pokémon that have not evolved only two level 1 moves may be learnt.

• It is suggested that one be an attacking move and the other a status move although this is not required.

• Pseudo-Legendary and Legendary Pokémon are the only Pokémon to consistently learn moves after level 70. It is strongly recommended that submitters are able to justify their choice in including moves above level 70 by looking at similar existing Pokémon.

• Moves that appear in either the level-up or TM/TR sections cannot be included in the Egg move stage.

• An egg move must be able to be passed on through the breeding group of Pokémon eligible to be caught and carry the move in Sword and Shield

• If an egg move can only legally be passed by another CAP Pokémon it will not be considered valid

• The general recommended number of egg moves in Gen 8 is between 3 and 6. It is suggested that submitters provide a clear explanation for why more than that number will be necessary.

• Draco Meteor and Steel Beam are mandatory for Dragon and Steel-types respectively unless they only gain the respective types as in-battle forme changes

• Certain IoA type tutor moves have relatively strict distributions. It is strongly recommended that submitters are able to justify their choice in tutor moves by looking at similar existing Pokémon.

While this is a submission thread, discussion on Work-In-Progress (WIP) and Final Submissions is encouraged so the community can make an informed decision during the polling stage.

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Final Submission Post

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

All final submission posts must conform to the following format:
  • The first line of the post must have the words "Final Submission" in bold on its own line. No other text may be included before the bold heading.
  • A blank line
  • A brief explanation of the entire movepool (optional)
  • A series of spoiler tags containing move learn sources, with required moves in bold and repeated moves in italics:
  • A list of 1 - 3 evolution moves. (Optional, if applicable.)
  • A list in the form "#: move", where "#" is a number from 1 to 100 representing the level the Pokemon learns a move.
  • A brief explanation of the moves learned this way.
The list of level-up moves should be ordered from 1 to 100, ascending.
  • A list of moves.
  • A brief explanation of the moves learned this way.
The list of moves should be alphabetized.
  • "Egg group(s): " followed by 1 - 2 egg groups for that Pokemon.
  • An empty list of egg moves, if the egg group is "Undiscovered".
  • A list of the form "move: (parent Pokemon)", if the egg group is not "Undiscovered". "Parent Pokemon" is at least one parent that can breed the move onto the Pokemon. The list of parents can be shortened if there are many possible parents.
  • A brief explanation of the moves learned this way.
The list of egg moves should be alphabetized.
  • A list of the form "TM##: move", where the TM number corresponds to the TM for the current generation.
  • A brief explanation of the moves learned this way.
The list of TM moves should be ordered by TM order.

TM00: Mega Punch
TM01: Mega Kick
TM02: Pay Day
TM03: Fire Punch
TM04: Ice Punch
TM05: Thunder Punch
TM06: Fly
TM07: Pin Missile
TM08: Hyper Beam
TM09: Giga Impact
TM10: Magical Leaf
TM11: Solar Beam
TM12: Solar Blade
TM13: Fire Spin
TM14: Thunder Wave
TM15: Dig
TM16: Screech
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM20: Self-Destruct
TM21: Rest
TM22: Rock Slide
TM23: Thief
TM24: Snore
TM25: Protect

TM26: Scary Face
TM27: Icy Wind
TM28: Giga Drain
TM29: Charm
TM30: Steel Wing
TM31: Attract
TM32: Sandstorm
TM33: Rain Dance
TM34: Sunny Day
TM35: Hail
TM36: Whirlpool
TM37: Beat Up
TM38: Will-O-Wisp
TM39: Facade
TM40: Swift
TM41: Helping Hand
TM42: Revenge
TM43: Brick Break
TM44: Imprison
TM45: Dive
TM46: Weather Ball
TM47: Fake Tears
TM48: Rock Tomb
TM49: Sand Tomb
TM50: Bullet Seed
TM51: Icicle Spear
TM52: Bounce
TM53: Mud Shot
TM54: Rock Blast
TM55: Brine
TM56: U-turn
TM57: Payback
TM58: Assurance
TM59: Fling
TM60: Power Swap
TM61: Guard Swap
TM62: Speed Swap
TM63: Drain Punch
TM64: Avalanche
TM65: Shadow Claw
TM66: Thunder Fang
TM67: Ice Fang
TM68: Fire Fang
TM69: Psycho Cut
TM70: Trick Room
TM71: Wonder Room
TM72: Magic Room
TM73: Cross Poison
TM74: Venoshock
TM75: Low Sweep
TM76: Round
TM77: Hex
TM78: Acrobatics
TM79: Retaliate
TM80: Volt Switch
TM81: Bulldoze
TM82: Electroweb
TM83: Razor Shell
TM84: Tail Slap
TM85: Snarl
TM86: Phantom Force
TM87: Draining Kiss
TM88: Grassy Terrain
TM89: Misty Terrain
TM90: Electric Terrain
TM91: Psychic Terrain
TM92: Mystical Fire
TM93: Eerie Impulse
TM94: False Swipe
TM95: Air Slash
TM96: Smart Strike
TM97: Brutal Swing
TM98: Stomping Tantrum
TM99: Breaking Swipe
  • A list of the form "TR##: move", where the TR number corresponds to the TR for the current generation.
  • A brief explanation of the moves learned this way.
The list of TR moves should be ordered by TR order.

TR00: Swords Dance
TR01: Body Slam
TR02: Flamethrower
TR03: Hydro Pump
TR04: Surf
TR05: Ice Beam
TR06: Blizzard
TR07: Low Kick
TR08: Thunderbolt
TR09: Thunder
TR10: Earthquake
TR11: Psychic
TR12: Agility
TR13: Focus Energy
TR14: Metronome
TR15: Fire Blast
TR16: Waterfall
TR17: Amnesia
TR18: Leech Life
TR19: Tri Attack
TR20: Substitute
TR21: Reversal
TR22: Sludge Bomb
TR23: Spikes
TR24: Outrage
TR25: Psyshock
TR26: Endure
TR27: Sleep Talk

TR28: Megahorn
TR29: Baton Pass
TR30: Encore
TR31: Iron Tail
TR32: Crunch
TR33: Shadow Ball
TR34: Future Sight
TR35: Uproar
TR36: Heat Wave
TR37: Taunt
TR38: Trick
TR39: Superpower
TR40: Skill Swap
TR41: Blaze Kick
TR42: Hyper Voice
TR43: Overheat
TR44: Cosmic Power
TR45: Muddy Water
TR46: Iron Defense
TR47: Dragon Claw
TR48: Bulk Up
TR49: Calm Mind
TR50: Leaf Blade
TR51: Dragon Dance
TR52: Gyro Ball
TR53: Close Combat
TR54: Toxic Spikes
TR55: Flare Blitz
TR56: Aura Sphere
TR57: Poison Jab
TR58: Dark Pulse
TR59: Seed Bomb
TR60: X-Scissor
TR61: Bug Buzz
TR62: Dragon Pulse
TR63: Power Gem
TR64: Focus Blast
TR65: Energy Ball
TR66: Brave Bird
TR67: Earth Power
TR68: Nasty Plot
TR69: Zen Headbutt
TR70: Flash Cannon
TR71: Leaf Storm
TR72: Power Whip
TR73: Gunk Shot
TR74: Iron Head
TR75: Stone Edge
TR76: Stealth Rock
TR77: Grass Knot
TR78: Sludge Wave
TR79: Heavy Slam
TR80: Electro Ball
TR81: Foul Play
TR82: Stored Power
TR83: Ally Switch
TR84: Scald
TR85: Work Up
TR86: Wild Charge
TR87: Drill Run
TR88: Heat Crash
TR89: Hurricane
TR90: Play Rough
TR91: Venom Drench
TR92: Dazzling Gleam
TR93: Darkest Lariat
TR94: High Horsepower
TR95: Throat Chop
TR96: Pollen Puff
TR97: Psychic Fangs
TR98: Liquidation
TR99: Body Press
  • A list of move tutor moves from the current generation, if any.
  • A brief explanation of the moves learned this way.
The list of tutor moves should be alphabetized.

Grass Pledge
Fire Pledge
Water Pledge

Frenzy Plant
Blast Burn
Hydro Cannon

Draco Meteor
Steel Beam

Burning Jealousy
Coaching
Corrosive Gas
Dual Wingbeat
Expanding Force
Flip Turn
Grassy Glide
Lash Out
Meteor Beam
Misty Explosion
Poltergeist
Rising Voltage
Scale Shot
Scorching Sands
Skitter Smack
Steel Roller
Terrain Pulse
Triple Axel
  • A list of event distribution Pokemon in PokemonTeamSyntax. (I.e., the format Pokemon Showdown uses).
  • A brief explanation of the moves learned this way.
  • A list of all moves in the movepool.
The list of moves should be alphabetized.
  • Any additional comments

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1 Mystical Fire
1 Magic Coat
1 Baton Pass
1 Pound
1 Tail Whip
1 Ember
1 Dragon Breath
Evo Mystical Fire
12 Encore
16 Flame Wheel
20 Charm
24 Dragon Tail
28 Cosmic Power
32 Heal Bell
38 Fire Lash
44 Dragon Pulse
50 Healing Wish
56 Dragon Rush
62 Flare Blitz
Egg Group(s): Dragon, Fairy

Defog (Noibat)
Life Dew (Milotic)
Twister (Drampa)
Yawn (Swirlix)
TM03 Fire Punch
TM08 Hyper Beam
TM10 Magical Leaf
TM11 Solar Beam
TM13 Fire Spin
TM14 Thunder Wave
TM17 Light Screen
TM18 Reflect
TM19 Safeguard
TM21 Rest
TM24 Snore
TM25 Protect
TM29 Charm
TM31 Attract
TM34 Sunny Day
TM38 Will-O-Wisp
TM39 Facade
TM40 Swift
TM41 Helping Hand
TM44 Imprison
TM68 Fire Fang
TM76 Round
TM78 Acrobatics
TM81 Bulldoze
TM92 Mystical Fire
TM98 Stomping Tantrum
TM99 Breaking Swipe
TR02 Flamethrower
TR12 Agility
TR14 Metronome
TR15 Fire Blast
TR20 Substitute
TR23 Spikes
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR29 Baton Pass
TR30 Encore

TR36 Heat Wave
TR37 Taunt
TR43 Overheat
TR44 Cosmic Power
TR47 Dragon Claw
TR55 Flare Blitz
TR62 Dragon Pulse

TR82 Stored Power
TR83 Ally Switch
TR85 Work Up
TR92 Dazzling Gleam
Draco Meteor
Meteor Beam
Scorching Sands
Acrobatics
Agility
Ally Switch
Attract
Baton Pass
Breaking Swipe
Bulldoze
Charm
Cosmic Power
Dazzling Gleam
Defog
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rush
Dragon Tail
Ember
Encore
Endure
Facade
Fire Blast
Fire Fang
Fire Lash
Fire Punch
Fire Spin
Flamethrower
Flame Wheel
Flare Blitz
Heal Bell
Healing Wish
Heat Wave
Helping Hand
Hyper Beam
Imprison
Life Dew
Light Screen
Magic Coat
Magical Leaf
Meteor Beam
Metronome
Mystical Fire
Overheat
Outrage
Pound
Protect
Reflect
Rest
Round
Safeguard
Scorching Sands
Sleep Talk
Solar Beam
Spikes
Snore
Stomping Tantrum
Stored Power
Substitute
Sunny Day
Swift
Tail Whip
Taunt
Thunder Wave
Twister
Will-o-Wisp
Work Up
Yawn

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Last edited by a moderator:
Final Submission

1: Poison Sting
1: Confide
4: Gust
8: Magic Coat
12: Magical Leaf
16: Air Cutter
20: Acid Armor
24: Venoshock
28: Hex
32: Toxic
36: Air Slash
40: Roost
44: Coil
48: Drill Peck
52: Nasty Plot
56: Sludge Bomb
60: Hurricane
64: Memento
Egg groups: Amorphous, Fairy

Bind (Duskull, Drifloon, Frillish, Galarian Stunfisk)
Defog (Drifloon, Togetic)
Discharge (Stunfisk, Pincurchin)
Knock Off (Ralts)
Nightshade (Gastly, Duskull, Frillish, Litwick, Solosis, Yamask)
06: Fly
08: Hyper Beam
10: Magical Leaf
14: Thunder Wave
17: Light Screen
18: Reflect
19: Safeguard
21: Rest
24: Snore
25: Protect
26: Scary Face
27: Icy Wind
28: Giga Drain
30: Steel Wing
31: Attract
39: Facade
44: Imprison
53: Mud Shot
56: U-Turn
70: Trick Room
72: Magic Room
73: Cross Poison
74: Venoshock
76: Round
77: Hex
92: Mystical Fire
95: Air Slash
00: Swords Dance
11: Psychic
20: Substitute
22: Sludge Bomb
26: Endure
27: Sleep Talk
33: Shadow Ball
38: Trick
50: Leaf Blade
54: Toxic Spikes
57: Poison Jab
58: Dark Pulse
45: Muddy Water
66: Brave Bird
67: Earth Power
68: Nasty Plot
73: Gunk Shot
76: Stealth Rock
77: Grass Knot
78: Sludge Wave
82: Stored Power
95: Venom Drench
99: Body Press
Corrosive Gas
Dual Wingbeat
Acid Armor
Air Cutter
Air Slash
Attract
Bind
Body Press
Brave Bird
Coil

Confide
Corrosive Gas
Cross Poison
Dark Pulse
Defog
Discharge
Drill Peck

Dual Wingbeat
Earth Power
Endure
Facade

Fly
Giga Drain
Grass Knot
Gunk Shot
Gust
Hex
Hurricane
Hyper Beam
Icy Wind
Imprison
Knock Off

Leaf Blade
Light Screen
Magic Coat
Magic Room
Magical Leaf
Memento
Muddy Water
Mud Shot
Mystical Fire
Nasty Plot

Nightshade
Poison Jab
Poison Sting
Protect
Psychic
Reflect
Rest
Roost
Round

Safeguard
Scary Face
Shadow Ball
Sleep Talk
Sludge Bomb

Sludge Wave
Snore
Stealth Rock

Steel Wing
Stored Power
Substitute
Swords Dance
Thunder Wave
Toxic

Toxic Spikes
Trick
Trick Room
U-Turn
Venom Drench
Venoshock
Fairly standard level up movepool for a Poison/Flying type. The addition of Magical Leaf and Hex are due to Venomicon being a spellbook (book pages are also called leaves). Magic Coat is there since it's coated in magic ink.

The Psychic TMs/TRs represent Venomicon's magical properties, and Icy Wind completes the elemental trifecta with Mystical Fire and Discharge.

Nightshade is there both for Venomicon's occult nature, and it being a literal poison.

Bolded moves are mandatory, italicized moves appear earlier via another method

*Edit* removed Will-o-Wisp and Psyshock (it's not unheard of for non-psychic type pokemon to learn it, but I tried to make the full movepool more concise) and added back Dark Pulse and Shadow Ball
 
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dex

En Aften Ved Svanefossen
is an official Team Rateris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a CAP Contributoris a Top Contributor
Moderator
Final Submission

01 Gust
01 Poison Sting
05 Acid
10 Mean Look
15 Air Cutter
20 Sludge
25 Mind Reader
30 Knock Off
35 Drill Peck
40 Roost

45 Cross Poison
50 Coil
55 Toxic

60 Sky Attack

Levels for stuff is roughly based off a few mons, primarily Sigilyph, a similarly weird no-evolution Flying-type. Drapion and Dragalge were taken into account for levels for the Poison-type moves.

No egg moves! Books don't have genders.

TM6 Fly
TM8 Hyper Beam
TM9 Giga Impact
TM10 Magical Leaf
TM14 Thunder Wave
TM16 Screech
TM19 Safeguard
TM21 Rest
TM23 Thief
TM24 Snore
TM25 Protect

TM26 Scary Face
TM27 Sleep Talk
TM28 Giga Drain
TM39 Facade
TM44 Imprison
TM56 U-turn

TM57 Payback
TM72 Magic Room
TM74 Venoshock
TM76 Round
TM77 Hex
TM78 Acrobatics
TM85 Snarl
TM92 Mystical Fire
TM95 Air Slash

I went full in on the "magical book" idea here, giving it stuff like Magic Room, Will-O-Wisp, Magical Leaf, Giga Drain, Hex, and Safeguard.

TR00 Swords Dance
TR13 Focus Energy
TR14 Metronome
TR20 Substitute
TR22 Sludge Bomb
TR26 Endure

TR32 Shadow Ball
TR40 Skill Swap
TR42 Hyper Voice
TR46 Iron Defense
TR54 Toxic Spikes
TR56 Aura Sphere
TR57 Poison Jab
TR58 Dark Pulse
TR65 Energy Ball
TR66 Brave Bird
TR67 Earth Power
TR68 Nasty Plot
TR73 Gunk Shot
TR76 Stealth Rock

TR78 Sludge Wave
TR81 Foul Play
TR89 Hurricane
TR91 Venom Drench
TR92 Dazzling Gleam
TR99 Body Press

I agree with others that the flavor isn't really there for Acid Armor, so Iron Defense is here instead. To keep the magical theme alive, it learns Shadow Ball and Energy Ball, alongside Dazzling Gleam and Aura Sphere.

Dual Wingbeat
Corrosive Gas

Pretty standard stuff here.

Venomicon @ Black Sludge
Ability: Stamina
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Energy Ball
- Mystical Fire
- Whirlwind

The event gives us spellbook Venomicon!

Acid
Acrobatics
Air Cutter
Air Slash
Aura Sphere
Body Press
Brave Bird
Coil
Corrosive Gas
Cross Poison
Dark Pulse
Dazzling Gleam
Drill Peck
Dual Wingbeat
Earth Power
Endure
Energy Ball
Facade
Fly
Focus Energy
Foul Play
Giga Drain
Giga Impact
Gunk Shot
Gust
Hex
Hurricane
Hyper Beam
Hyper Voice
Imprison
Iron Defense
Knock Off
Magic Room
Magical Leaf
Mean Look
Metronome
Mind Reader
Mystical Fire
Nasty Plot
Payback
Poison Jab
Poison Sting
Protect
Rest
Roost
Round
Safeguard
Scary Face
Screech
Shadow Ball
Skill Swap
Sky Attack
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Snarl
Snore
Stealth Rock
Substitute
Swords Dance
Thief
Toxic
Toxic Spikes
Venom Drench
Venoshock
U-turn
Whirlwind
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Requesting Legality Check on putting Iron Defense in place of Acid Armor (kj already said he was fine with this on Discord, but I'm going to post it in here just to make it official).
 
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WIP

01 Smokescreen
01 Acid
04 Gust
08 Clear Smog
12 Mimic
16 Venoshock
20 Air Slash
24 Nasty Plot
28 Roost
32 Night Shade
36 Drill Peck
40 Sludge Bomb
44 Toxic
48 Coil
52 Memento
56 Hurricane
60 Brave Bird
Egg Group: Amorphous

Acid Armor (Jellicent, Alcremie)
Bind (Dusknoir)
Curse (Gengar, Spiritomb, etc.)
Knock Off (Machamp -> Gardevoir, Gallade)
TM06: Fly
TM08: Hyper Beam
TM09: Giga Impact
TM13: Fire Spin
TM14: Thunder Wave
TM21: Rest
TM24: Snore
TM25: Protect
TM26: Scary Face
TM27: Icy Wind
TM31: Attract
TM39: Facade
TM40: Swift
TM44: Imprison
TM56: U-turn
TM70: Trick Room
TM72: Magic Room
TM74: Venoshock
TM76: Round
TM77: Hex
TM85: Snarl
TM86: Phantom Force
TM92: Mystical Fire
TM95: Air Slash
TM96: Smart Strike
TR00: Swords Dance
TR01: Body Slam
TR05: Ice Beam
TR06: Blizzard
TR19: Tri Attack
TR20: Substitute
TR22: Sludge Bomb
TR26: Endure
TR27: Sleep Talk
TR28: Megahorn
TR29: Baton Pass
TR54: Toxic Spikes
TR57: Poison Jab
TR61: Bug Buzz
TR66: Brave Bird
TR67: Earth Power
TR68: Nasty Plot
TR73: Gunk Shot
TR74: Iron Head
TR76: Stealth Rock
TR78: Sludge Wave
TR79: Heavy Slam
TR82: Stored Power
TR85: Work Up
TR89: Hurricane
TR91: Venom Drench
TR99: Body Press
Burning Jealousy
Dual Wingbeat
Lash Out
Acid
Acid Armor
Air Slash
Attract
Baton Pass
Bind
Blizzard
Body Press
Body Slam
Brave Bird
Bug Buzz
Burning Jealousy
Clear Smog
Coil
Curse
Discharge
Drill Peck
Dual Wingbeat
Earth Power
Endure
Facade
Fire Spin
Giga Impact
Gunk Shot
Gust
Heavy Slam
Hex
Hurricane
Hyper Beam
Ice Beam
Icy Wind
Imprison
Iron Head
Knock Off
Lash Out
Magic Room
Megahorn
Memento
Mimic
Mystical Fire
Nasty Plot
Night Shade
Phantom Force
Poison Jab
Protect
Rest
Roost
Round
Scary Face
Sleep Talk
Sludge Bomb
Sludge Wave
Smart Strike
Smokescreen
Snarl
Snore
Stealth Rock
Stored Power
Substitute
Swift
Swords Dance
Thunder Wave
Toxic
Toxic Spikes
Tri Attack
Trick Room
U-turn
Venom Drench
Venoshock
Work Up
 
Last edited:

LucarioOfLegends

Master Procraster
is a CAP Contributor
Final Submission

I've decided on a much more conservative movepool that doesn't go totally overboard on one specific gimmick, but it does still contain a few moves to hype up its status as a cursed tome.

1 Peck
1 Poison Sting
5 Withdraw
10 Confuse Ray
15 Air Cutter
20 Venoshock
25 Hex
30 Toxic
35 Drill Peck
40 Poison Jab
45 Roost
50 Coil
55 Hurricane


Level Up is built in 5s, which happily mirrors fellow multiform 'mon Indeedee and gives enough room while still being somewhat reasonable for a single stage mon.

Constructing the level up proper was somewhat tricky due to the constraints Gen 8 places on them, but how I ended up going about it was having a series of two STAB attacking moves, then a series of either non-STAB attacks or status moves. This pattern alternates between the two offensive biases going physical>special>physical>special for the level-ups duration (poison does not get a move after hurricane since very little tends to come after it) to give both forms attack opportunities.

Getting into the moves proper, Peck and Poison Sting lead off the movepool as the starting STAB attacks to utilize Venomicon's quill for attacks. Withdraw is a slightly weird choice, but I think its very justifiable if you consider the quill receding into the book (which is very clearly hardback from the art) and closing its covers like most other Withdraw users recede into their shell. Confuse Ray is a solid status move that fits the ghostly flavor that Venomicon has, and is also tended to learned quite early. Air Cutter fits nicely as a solid mid-game Flying-type move (that for the record has not been cut in Dexit tyvm) and is a cute nod to the tendency to get paper cuts. Venoshock works well with Venomicon's tricky nature, and is pretty synonymous with Poison-type midgame who don't have options for Poison Tail or Poison Fang. Its also another reason towards choosing Poison Sting early, since Venoshock does have synergy with it while Acid does not. Hex further leans into the tertiary Ghost-type flavor and has synergy with Confuse Ray as well, while Toxic fits well with official distribution at this level and works well with Venomicon's previous attacks.

Drill Peck and Poison Jab work to emphasize the quill again whilst jumping back to the physical side of Venomicon. Its a fairly simple attack and since the quill can be seen as very similar to a beak its plenty justifiable. Roost is mostly just required at this point, but I like to see it as snuggling up with a good book to decompress and heal off the damage. I don't really have such excuses for Coil: its required and just works best at the level to follow other mons who get it. The capstone of the movepool is Hurricane, which is very often learned late and still follows the nice pattern I set up here whilst giving special side a strong final option.

I think the trick of the movepool is making it so both forms could reasonably be used without one side resorting entirely to TMs/TRs in a SwSh playthrough, and thats hopefully what I achieved here.

Egg Group: Amorphous

Clear Smog (Gengar)
Knock Off (Machamp > Gardevoir)
Mean Look (Dusknoir)
Memento (Chandelure)

Amorphous is the cleanest fit for Venomicon, since it adds extra to the Ghost-type flavorings of Venomicon. I considered Flying for a moment, but it doesn't really fit well among the birds and bats who overwhelming fill the group and I don't think it fits close enough to Drifblim to fully justify an exception. As for the gendered argument: I personally think that Venomicon is a bit of a Klefki case here as opposed to something like Magnemite, and I think that the actual mon is the quill as opposed to the entire book, mirroring something like a Dwebble find its shell or something.

Clear Smog is very dubiously flavored as its actual move description calls it a special mud but every other medium portrays the move as a type of smoke. I decided its a decent fit in egg under the funny idea that in the case of Venomicon it is actually just a giant glob of white-out. Knock Off is required and doesn't particularly fit cleanly anywhere in Level-Up, so think of it as knocking a book off a shelf. Mean Look is very fun flavor especially for Epilogue forme considering the eyes, but works well enough between both forms considering the quill. Memento is very fun flavor and fits perfectly on a cursed tome.

TM06 Fly
TM08 Hyper Beam
TM09 Giga Impact
TM10 Magical Leaf
TM14 Thunder Wave
TM19 Safeguard
TM21 Rest
TM24 Snore
TM25 Protect

TM26 Scary Face
TM30 Steel Wing
TM31 Attract
TM39 Facade
TM40 Swift
TM44 Imprison
TM56 U-turn

TM57 Payback
TM58 Assurance
TM60 Power Swap
TM61 Guard Swap
TM72 Magic Room
TM74 Venoshock
TM76 Round
TM77 Hex
TM79 Retaliate
TM86 Phantom Force
TM92 Mystical Fire
TM95 Air Slash


Required moves aside, this leans quite hard into the cursed tome elements, adding in a bunch of Ghost-, Dark-, and Psychic-type flavor. Some interesting additions include Safeguard, which I wasn't completely digging at first but later took to interpret as safeguarding its own mystic pages from anything that may come to tarnish them. Magic Room was chosen from the three Rooms because it literally has Magic in the title and its effect on items specifically is a funny nod to Epilogue's reliance on its own, and it should be noted that very few mons (especially non-Psychic ones) get all three of the rooms together. Similar case for the Swap moves, and I decided that Speed Swap fit the least of the three. Scary Face is learned by a lot of things, and has similar reasons to Mean Look for getting in. Magical Leaf works off of the fact that paper is made from trees, and Swift is both a solidly distributed move that I can't find reason not to give Venomicon, but also mirrors Magic Missile: a classic spell for any wizard and mage. Steel Wing is probably the most dubious, but I think considering how wing-like the book covers can be interpreted (and how being slapped by one of those bad boys fucking hurts) its solidly justifiable.

TR00 Swords Dance
TR01 Body Slam
TR11 Psychic
TR13 Focus Energy
TR20 Substitute
TR22 Sludge Bomb

TR25 Psyshock
TR26 Endure
TR27 Sleep Talk

TR33 Shadow Ball
TR38 Trick
TR40 Skill Swap
TR46 Iron Defense
TR54 Toxic Spikes
TR57 Poison Jab
TR58 Dark Pulse
TR66 Brave Bird
TR67 Earth Power
TR68 Nasty Plot
TR73 Gunk Shot
TR76 Stealth Rock

TR78 Sludge Wave
TR81 Foul Play
TR89 Hurricane
TR91 Venom Drench
TR99 Body Press

More of the same for TRs, outside of required moves leaning heavily into that Ghost-,Dark-,and Psychic-type flavor. Body Slam is learned by weirder (hi Equilibra) and it has a solid surface to actually slam: the book. Focus Energy is a pretty common move and I really couldn't figure out good reason to not include it, plus it works if you consider a lot of spells need time to cast. Trick is a fun one since it works well with the tricky flavor, even if its really only usable by Prologue. Toxic Spikes is really not that expansive among poison types, but have you ever pricked yourself with a pencil/pen. Shit hurts. More seriously the answer comes from the spikes in Epilogue's form, since I could see it throwing its ink out before solidifying it onto a caltrop-like shape. Venom Drench works on similar concepts, just drenching the foe in Venomicon's toxic ink.

Dual Wingbeat
Lash Out

Debated for a bit on Burning Jealousy and Corrosive Gas, but I decided neither really fit it supremely well. Dual Wingbeat uses its covers as wings again, and Lash Out work well with the cursed tome flavor. Burning Jealously's only Poison-type appearance is Skuntank, who is already a Dark-type, so I really can't justify it that way and doesn't quite feel right either. Corrosive Gas is contestable on the grounds of being a gas, and this movepool has generally strayed away from that area almost completely.

Air Cutter
Air Slash
Assurance
Attract
Body Press
Body Slam
Brave Bird
Clear Smog
Coil
Confuse Ray
Dark Pulse
Drill Peck
Dual Wingbeat
Earth Power
Endure
Facade
Fly
Focus Energy
Foul Play
Giga Impact
Guard Swap
Gunk Shot
Hex
Hurricane
Hyper Beam
Imprison
Iron Defense
Knock Off
Lash Out
Magic Room
Magical Leaf
Mean Look
Memento
Mystical Fire
Nasty Plot
Payback
Peck
Phantom Force
Poison Jab
Poison Sting
Power Swap
Protect
Psychic
Psyshock
Rest
Retaliate
Roost
Round
Safeguard
Scary Face
Shadow Ball
Skill Swap
Sleep Talk
Sludge Bomb
Sludge Wave
Snore
Stealth Rock
Steel Wing
Substitute
Swift
Swords Dance
Thunder Wave
Toxic
Toxic Spikes
Trick
U-turn
Venom Drench
Venoshock
Withdraw
 
Last edited:

Bloopyghost

guging
is a Pre-Contributor
WIP

01 Astonish
01 Withdraw
06 Poison Sting
09 Peck
12 Disable
15 Magical Leaf
18 Air Cutter
21 Hypnosis
24 Gravity
27 Nasty Plot
30 Mind Reader
33 Drill Peck
36 Heal Pulse
39 Toxic
42
Roost
45
Sludge Bomb
48
Coil
52
Hurricane

Egg Group(s): Amorphous

Acid Armor (Jellicent)
Destiny Bond (Drifloon, Yamask, Litwick)
Knock Off (Machop -> Ralts)
Memento (Koffing, Spiritomb, Sinistea)
Pain Split (Litwick, Solosis, Pumpkaboo)
Discharge (Stunfisk)

TM06 Fly
TM08 Hyper Beam
TM09 Giga Impact
TM10 Magical Leaf
TM14 Thunder Wave
TM19 Safeguard
TM20 Self-Destruct
TM21 Rest
TM24
Snore
TM25
Protect
TM30 Steel Wing
TM31 Attract
TM39
Facade
TM40 Swift
TM44 Imprison
TM56
U-turn
TM70 Trick Room
TM71 Wonder Room
TM74 Venoshock
TM76 Round
TM77 Hex
TM92 Mystical Fire
TM95 Air Slash

TM00 Swords Dance
TM20 Substitute
TM26 Endure
TM27 Sleep Talk
TM57 Poison Jab
TM66 Brave Bird
TM67 Earth Power
TM68 Nasty Plot
TM73 Gunk Shot
TM76 Stealth Rock

TM89 Hurricane
TM91 Venom Drench
TM99 Body Press

Dual Wingbeat

I’d like to request legality checks on Toxic Spikes, Sludge Wave, Shadow Sneak, Reflect, and Light Screen please.

Edit: Also requesting legality check on Poltergeist.
 
Last edited:

dex

En Aften Ved Svanefossen
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I guess I need legality checks on Ghost and Grass coverage, specifically Shadow Ball and Giga Drain
 
Final Submission

1: Poison Sting
1: Withdraw
4: Gust
8: Acid
12: Imprison
16: Air Cutter
20: Toxic
24: Hex
28: Venoshock
32: Poison Jab
36: Roost
40: Air Slash
44: Coil
48: Nasty Plot
52: Drill Peck
56: Iron Defense
60: Sludge Bomb
64: Hurricane

Withdraw is a basic level 1 move where the book is closing. Gust is it making a gust by flapping, and acid is it throwing its poisonous ink. Air cutter is gust but stronger. Hex and venoshock both play off of toxic, and venoshock works with the ink as well and hex because its a magic book. Air slash is another version of air cutter, and drill peck is it using its quill head that has a point as a beak. Iron Defense fits better than Acid Armor imo, because the book could close and make itself harder but melting to become more physically bulky could be a thing with the ink, but I prefer Iron Defenses flavor.

Egg Group(s): Amorphous
Dazzling Gleam: (Alcremie)
Destiny Bond: (Runerigus, Cofagrigus, Drifblim)
Discharge: (Pincurchin, Stunkfisk)
Knock Off: (Machamp > Gallade)
Night Shade: (Gengar, Cofagrigus, Dusknoir, Chandelure)
Destiny bond, night shade, and dazzling gleam could be seen as spells that it learned from its parents.

TM10: Magical Leaf
TM14: Thunder Wave
TM19: Safeguard
TM21: Rest
TM25: Protect
TM31: Attract
TM39: Facade
TM44: Imprison
TM56: U-Turn
TM60: Power Swap
TM61: Guard Swap
TM62: Speed Swap
TM70: Trick Room
TM71: Wonder Room
TM72: Magic Room
TM74: Venoshock
TM76: Round
TM77: Hex
TM78: Acrobatics
TM86: Phantom Force
TM92: Mystical Fire
TM93: Eerie Impulse
TM95: Air Slash
Magical leaf works like a spell, but also it has pages like leaves. Safeguard is like a spell, and also it using its book covers to protect it. All the swap and room moves are spells that mess with things in battle, and Acrobatics is it flying. Phantom force is it sinking into its own acid and disappearing then attacking. Eerie impulse could be a spell or just it making a noise.

TR00: Swords Dance
TR11: Psychic
TR20: Substitute
TR22: Sludge Bomb
TR26: Endure
TR27: Sleep Talk
TR29: Baton Pass
TR33: Shadow Ball
TR34: Future Sight
TR38: Trick
TR40: Skill Swap
TR46: Iron Defense
TR54: Toxic Spikes
TR57: Poison Jab
TR66: Brave Bird
TR67: Earth Power
TR68: Nasty Plot
TR73: Gunk Shot
TR76: Stealth Rock
TR81: Foul Play
TR82: Stored Power
TR83: Ally Switch
TR89: Hurricane
TR91: Venom Drench
TR99: Body Press
Psychic is a spell. Baton pass is commonly given and also the book could easily pass on its stat changes with a spell. Skill swap is it possibly letting the opponent read its book swapping the abilities. Psychic, Shadow Ball, and Future sight are spells, trick is just it swapping items, by magic or just be sneakiness. Iron defense is it closing itself to raise defense. Toxic spikes uses its ink. Foul play and stored power are spell like, and ally switch is it just changing place, it can move. Venom drench works with all of its ink.

Dual Wingbeat
Lash Out
It has 2 wings, and Lash out is commonly given out to a lot of Pokemon, and 30i being kind of insane could lash out.

Acid
Acid Armor
Acrobatics
Air Cutter
Air Slash
Ally Switch
Attract
Baton Pass
Body Press
Brave Bird
Coil
Dazzling Gleam
Destiny Bond
Discharge
Drill Peck
Dual Wingbeat
Earth Power
Eerie Impulse
Endure
Facade
Foul Play
Future Sight
Guard Swap
Gunk Shot
Gust
Hex
Hurricane
Imprison
Iron Defense
Knock Off
Lash Out
Magical Leaf
Magic Room
Mystical Fire
Nasty Plot
Night Shade
Phantom Force
Poison Jab
Poison Sting
Power Swap
Protect
Psychic
Rest
Roost
Round
Safeguard
Scary Face
Shadow Ball
Skill Swap
Sleep Talk
Sludge Bomb
Speed Swap
Stored Power
Substitute
Swords Dance
Thunder Wave
Toxic
Toxic Spikes
Trick
Trick Room
U-Turn
Venom Drench
Venoshock
Withdraw
Wonder Room
 
Last edited:

snake_rattler

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WIP

Just as Honedge is the epitome of a Swords Dance user from Level 1, I think Venomicon (prologue form) is the epitome of a Nasty Plot user from Level 1. I based the level 10 and level 35 moves based on Castform's Gen 8 movepool - it's a spellbook! Also just realized that it doesn't have any offensive poison type moves so I'll probably have to fix that.

1: Gust
1: Nasty Plot
10: Ember
10: Thunder Shock
10: Powder Snow
20: Acid Armor
25: Air Slash
35: Mystical Fire
35: Discharge
35: Icy Wind
45: Roost
50: Coil
55: Hurricane
60: Toxic
Egg Group: Amorphous, Flying

Drill Peck: Corviknight
Knock Off: Machamp to Gallade
TM06: Fly
TM08: Hyper Beam
TM09: Giga Impact
TM10: Magical Leaf
TM14: Thunder Wave
TM21: Rest
TM23: Thief
TM24: Snore
TM25: Protect

TM26: Scary Face
TM27: Icy Wind
TM30: Steel Wing
TM31: Attract
TM37: Beat Up
TM39: Facade
TM40: Swift
TM41: Helping Hand
TM44: Imprison
TM47: Fake Tears
TM56: U-turn
TM57: Payback
TM58: Assurance
TM70: Trick Room
TM74: Venoshock
TM76: Round
TM77: Hex
TM78: Acrobatics
TM92: Mystical Fire
TM93: Eerie Impulse
TM95: Air Slash
TM96: Smart Strike
TR00: Swords Dance
TR13: Focus Energy
TR20: Substitute
TR22: Sludge Bomb
TR26: Endure
TR27: Sleep Talk

TR33: Shadow Ball
TR54: Toxic Spikes
TR57: Poison Jab
TR58: Dark Pulse
TR66: Brave Bird
TR67: Earth Power
TR68: Nasty Plot
TR73: Gunk Shot
TR76: Stealth Rock
TR78: Sludge Wave
TR81: Foul Play
TR83: Ally Switch
TR89: Hurricane
TR91: Venom Drench
TR99: Body Press
Burning Jealousy
Corrosive Gas
Dual Wingbeat
  • to be done
  • Any additional comments
 
WIP

01: Acid
01: Gust
04: Leer
08: Fury Attack
12: Imprison
16: Air Cutter
20: Acid Armor
24: Knock Off

28: Sludge
32: Coil
36: Air Slash
40: Nasty Plot
44: Poison Jab
48: Drill Peck
52: Roost

Egg Group(s): Amorphous
Toxic: (Gengar, Weezing, Galarian Weezing)
Discharge: (Stunfisk, Pincurchin)

Defog: (Galarian Weezing, Drifblim)
Mirror Coat: (Wobbuffet)

TM06 Fly
TM08 Hyper Beam
TM09 Giga Impact
TM10 Magical Leaf
TM14 Thunder Wave
TM18 Reflect
TM19 Safeguard
TM21 Rest
TM24 Snore
TM25 Protect

TM27 Icy Wind
TM31 Attract
TM38 Will-O-Wisp
TM39 Facade
TM44 Imprison
TM56 U-Turn
TM57 Payback
TM60 Power Swap
TM61 Guard Swap
TM70 Trick Room
TM72 Magic Room
TM74 Venoshock
TM76 Round
TM77 Hex
TM79 Retaliate
TM85 Snarl
TM92 Mystical Fire
TM95 Air Slash

TR00 Swords Dance
TR05 Ice Beam
TR20 Substitute
TR22 Sludge Bomb

TR25 Psyshock
TR26 Endure
TR27 Sleep Talk

TR33 Shadow Ball
TR57 Poison Jab
TR58 Dark Pulse
TR64 Focus Blast
TR66 Brave Bird
TR67 Earth Power
TR68 Nasty Plot
TR73 Gunk Shot
TR76 Stealth Rock

TR78 Sludge Wave
TR81 Foul Play
TR89 Hurricane
TR91 Venom Drench
TR99 Body Press

Corrosive Gas
Dual Wingbeat

Acid
Acid Armor
Air Cutter
Air Slash
Attract
Body Press
Brave Bird
Coil
Corrosive Gas
Dark Pulse
Defog
Discharge
Drill Peck
Dual Wingbeat
Earth Power
Endure
Facade
Fly
Focus Blast
Foul Play
Fury Attack
Giga Impact
Guard Swap
Gunk Shot
Gust
Hex
Hurricane
Hyper Beam
Ice Beam
Icy Wind
Imprison
Knock Off
Magical Leaf
Magic Room
Mirror Coat
Mystical Fire
Nasty Plot
Leer
Payback
Poison Jab
Power Swap
Protect
Psyshock
Reflect
Rest
Round
Safeguard
Shadow Ball
Snarl
Snore
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Stealth Rock
Substitute
Swords Dance
Thunder Wave
Toxic
Trick Room
U-Turn
Venom Drench
Venoshock


Requesting legality check in grass coverage, and ground coverage, still dont know why did we accepted earth power xD, and also for dual wingbeat
 
Last edited:

G-Luke

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Firstly, let it be known that this movepool is being designed under the pretense of it being a minor Legendary, instead of being a regular gimmick Pokémon. I believe Venomicon has enough built in lore with its form change and its stats are high enough to accomodate this. Plus I think it just makes this Pokémon that much more special as a Celebration CAP to designate it as a minor legend. This in my opinion should justify certain changes that may not fly for a typical Pokémon (ala having more than 2 level 1 moves, lack of egg moves).

Anywho, on to the movepool

1 - Gust
1 - Eerie Impulse
4 - Acid
8 - Peck
12 - Thundershock
16 - Hex
20 - Air Slash
24 - Knock Off
28 - Mind Reader
32 - Acid Armor
36 - Drill Peck
40 - Discharge
44 - Roost

48 - Venoshock
52 - Coil
56 - Hurricane

60 - Toxic
Egg Group(s): Undiscovered
TM06: Fly
TM08: Hyper Beam
TM09: Giga Impact
TM10: Magical Leaf
TM14: Thunder Wave
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect

TM26: Scary Face
TM30: Steel Wing
TM38: Will-O-Wisp
TM39: Facade
TM40: Swift
TM44: Imprison
TM56: U-turn

TM57: Payback
TM58: Assurance
TM60: Power Swap
TM61: Guard Swap
TM70: Trick Room
TM72: Magic Room
TM74: Venoshock
TM76: Round
TM77: Hex
TM78: Acrobatics
TM79: Retaliate
TM92: Mystical Fire
TM93: Eerie Impulse
TM95: Air Slash
TR00: Swords Dance
TR13: Focus Energy
TR20: Substitute
TR22: Sludge Bomb

TR25: Psyshock
TR26: Endure
TR27: Sleep Talk

TR33: Shadow Ball
TR54: Toxic Spikes
TR57: Poison Jab
TR58: Dark Pulse
TR66: Brave Bird
TR67: Earth Power
TR68: Nasty Plot
TR73: Gunk Shot
TR76: Stealth Rock

TR78: Sludge Wave
TR81: Foul Play
TR83: Ally Switch
TR89: Hurricane
TR91: Venom Drench
TR99: Body Press
Dual Wingbeat
Lash Out
 
Last edited:

Brambane

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WIP

1: Peck
1: Confide
7: Gust
11: Twister
14: Sludge
18: Guard Swap
18: Power Swap
23: Dragon Rage
26: Air Cutter
30: Whirlwind
35: Roost
41: Drill Peck
44: Toxic
49: Dragon Pulse
52: Baton Pass
58: Tailwind
63: Sludge Bomb
69: Nasty Plot (nice)

Egg Group: Dragon, Amorphous

Coil: Dunsparce
Knock Off: Ralts
Discharge: Pincurchin
Acid Armor: Jellicent
Mirror Coat: Duraludon

TM08: Hyper Beam
TM09: Giga Impact
TM10: Magical Leaf
TM14: Thunder Wave
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect
TM27: Icy Wind
TM31: Attract
TM33: Rain Dance
TM34: Sunny Day
TM41: Helping Hand
TM44: Imprison
TM56: U-turn
TM60: Power Swap
TM61: Guard Swap
TM62: Speed Swap
TM70: Trick Room
TM71: Wonder Room
TM72: Magic Room
TM73: Cross Poison
TM74: Venoshock
TM76: Round
TM77: Hex
TM78: Acrobatics
TM92: Mystical Fire
TM93: Eerie Impulse
TM95: Air Slash

TR00: Swords Dance
TR19: Tri Attack
TR20: Substitute
TR22: Sludge Bomb
TR24: Outrage
TR26: Endure
TR27: Sleep Talk
TR29: Baton Pass
TR57: Poison Jab
TR62: Dragon Pulse
TR66: Brave Bird
TR67: Earth Power
TR68: Nasty Plot
TR73: Gunk Shot
TR76: Stealth Rock
TR78: Sludge Wave
TR85: Work Up
TR89: Hurricane
TR91: Venom Drench
TR99: Body Press
66 Total

dragon book
requesting legality check on dragon coverage and lol tri-attack
 
WIP

1: Poison Sting
1: Twister
1: Astonish
4: Mimic
8: Acid Spray
12: Iron Defense
16: Air Cutter
20: Knock Off
24: Toxic
28: Poison Jab
32: Roost
36: Air Slash
40: Coil
44: Nasty Plot
48: Drill Peck
52: Sludge Bomb
56: Hurricane
60: Memento

-Twister: I know most would think Gust should be the weaker version of Air Cutter, but I personally think Twister, as according to Poketuber Lockstin, is basically the same but with Dragon magic. And well, Venomicon is definitely designed with a sinister magical vibe, so the flinching part also makes sense.
-Astonish: Also with the flinching.
-Acid Spray: It's firing its hazardous ink.
-Iron Defense: Chosen over Acid Armor as according to its description, Acid Armor liquefies the user, and I think that solidifying its ink would be better reasoning.

Egg Group: Amorphous
Personally, I view Venomicon as genderless, akin to Electrode, Starmie and Polteageist, who also don't have access to Attract.

TM06: Fly
TM08: Hyper Beam
TM09: Giga Impact
TM10: Magical Leaf
TM14: Thunder Wave
TM21: Rest
TM24: Snore
TM25: Protect

TM30: Steel Wing
TM32: Sandstorm
TM33: Rain Dance
TM34: Sunny Day
TM35: Hail
TM39: Facade
TM40: Swift
TM44: Imprison
TM46: Weather Ball
TM56: U-turn
TM58: Assurance
TM69: Psycho Cut
TM74: Venoshock
TM76: Round
TM77: Hex
TM85: Snarl
TM86: Phantom Force
TM88: Grassy Terrain
TM89: Misty Terrain
TM90: Electric Terrain
TM91: Psychic Terrain
TM92: Mystical Fire
TM93: Eerie Impulse
TM95: Air Slash
-Magical Leaf: Enchants its pages to strike the target. Pages are made of paper, paper is made from plants, and also a reference to 'loose leaf paper'. This was chosen alongside Leaf Storm in contrast to Kartana, also a 'paper' Pokemon, but who is less magical and thus I shifted towards Special Grass moves with Leaf in the name.
-Swift: Generic magic spell.
-Steel Wing: Toss up between this and Smart Strike; the latter's description specifically states 'The user stabs the target with a sharp horn.', and I sure don't see a horn anywhere.
-Weather and Terrain moves: Another toss-up between them and the Room/Swap moves(owning to the amount of moveslots). In the end, I feel like Venomicon would be able to use its psychic powers to materialize the context of the words from its ink, think like the books from the Goosebumps films.
-Weather Ball: Hey, it can summon Weather, why not give it another 'spell' that changes accordingly?
-Psycho Cut: Alongside Psyshock, materalises its psychic powers to attack.
-Eerie Impulse: Sinister 'magic', and to help sell Discharge.


TR00: Swords Dance
TR13: Metronome
TR19: Tri Attack
TR20: Substitute
TR22: Sludge Bomb
TR25: Psyshock
TR26: Endure
TR27: Sleep Talk

TR35: Uproar
TR45: Muddy Water
TR46: Iron Defense
TR54: Toxic Spikes
TR57: Poison Jab
TR61: Bug Buzz
TR62: Dragon Pulse
TR66: Brave Bird
TR67: Earth Power

TR68: Nasty Plot
TR71: Leaf Storm
TR73: Gunk Shot
TR76: Stealth Rock

TR81: Foul Play
TR86: Wild Charge
TR89: Hurricane
TR91: Venom Drench
TR92: Dazzling Gleam
TR99: Body Press
-Metronome: Materializing its ink to use a move.
-Tri Attack: Stronger spell.
-Toxic Spikes: Discarding its sharp nibs to the ground.
-Psyshock: Alongside Psycho Cut, which Venomicon materializes its psychic power to attack.
-Uproar: Goes on a furious tirade, materializing the words on its pages to make sure everyone is listening. Days of boring lectures by the old scary professors, anyone?
-Muddy Water: Its ink is diluted from the sheer volume.
-Bug Buzz: The flapping of its pages would be magnified, plus the old "bookworm into book-butterfly" joke, even if its not actually a bug-type.
-Dragon Pulse: Considering Dark Pulse was axed, this is the second best thing.
-Leaf Storm: Shreds many of its pages at the target. Drops SpA, since Venomicon is now lacking many of its contents. This was chosen alongside Magical Leaf in contrast to Kartana, also a 'paper' Pokemon, but who is less magical and thus I shifted towards Special Grass moves with Leaf in the name.
-Wild Charge: Again to sell the flavour of Discharge. Flavour wise its wrapping around the Discharge around its bindings.
-Dazzling Gleam: Fairy magic!


Terrain Pulse
Dual Wingbeat
Lash Out
Coaching
-Terrain Pulse: Same boat as Weather Ball.
-Dual Wingbeat: Do you really need to ask?
-Lash Out: Sinister magical book.
-Coaching: Helpful magical book.


75 Total
Edit: Updated in accordance with the first legality checks and added Rationale. Though requesting a legality check for exclude Attract, with flavour reasoning as being genderless and there is precedent even among gendered Pokemon for not having it.
 
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Final Submission

A moveset focused on highlighting Venomicon as 1) a book 2) filled with stories. Deliberately doesn't contain as many of the random "spells" seen in other movesets.

1 Peck
1 Withdraw
4 Confusion
8 Clear Smog
12 Razor Leaf
16 Coil
20 Air Cutter
24 Mind Reader
28 Nasty Plot
32 Poison Jab
36 Drill Peck
40 Entrainment
44 Petal Dance
48 Memento
52 Future Sight
56 Brave Bird
60 Roost

- Withdraw: it retreats into its closed book like a clam. Also suggests the stereotype of an introverted person "withdrawing" into the world of fiction. This being a level 1 move implies that this is what 30b does every time Stamina activates.
- Clear Smog: splashes ink on the target.
- Razor Leaf: launches pages from its book, inflicting papercuts.
- Air Cutter: a more abstract Razor Leaf.
- Nasty Plot: it devises the nasty plot for the story that will fill its pages.
- Poison Jab: it dips its pen in ink and begins to write.
- Drill Peck: it writes with increased fervor.
- Entrainment: marks the beginning of the story that fills its pages. It's a charming premise, which many will fail to imitate in the years to come.
- Petal Dance: the bulk of its story, which takes two-to-three turns to tell. Pages-as-petals, storytelling-as-dance.
- Memento: the devastating twist in the final act. A revelation that you will never forget.
- Future Sight: the dreadful insight that floods in after the prior revelation. No longer blind to the truth, past and future events are revealed as one.
- Brave Bird: the final act climax. Using what was learned from Memento and Future Sight, it attacks with all its might.
- Roost: the denouement.
Egg Groups: Amorphous, Grass

Acid Armor (Alcremie, Jellicent)
Defog (Weezing-Galar, Fomantis)
Dream Eater (Gengar, Shiinotic)
Extrasensory (Exeggutor, Shiftry)
Knock Off (Rillaboom, Tangrowth)
Tickle (Tangrowth)
Toxic (Amoonguss, Roserade)
Yawn (Shellos, Stunfisk)

Fellow single-stage dual-formed gen8 mon Morpeko learns 8 moves via breeding, so I feel comfortable matching that.

Amorphous seems an obvious and intuitive choice, as it places 30 alongside mons like Muk and Chandelure.
Grass was chosen for the second egg group, because paper is a plant product.

Defog: fits 30 both literally (as a gust of wind cast by a flying-type) and metaphorically (as a body of writing that can create clarity, clear away mental fog)
Dream Eater: it makes sense for a book, filled with stories and creativity, to be nourished by dreams.
Extrasensory: learned instead of Psychic, because of how those moves affect Toxapex and 30b mirror matchups.
Tickle is simply described as “making the target laugh”. Books can contain jokes.
Yawn: it tells a bedtime story.
TM06 Fly
TM07 Pin Missile
TM08 Hyper Beam
TM09 Giga Impact
TM10 Magical Leaf
TM14 Thunder Wave
TM21 Rest
TM24 Snore
TM25 Protect
TM28 Giga Drain
TM29 Charm
TM31 Attract
TM39 Facade
TM44 Imprison
TM47 Fake Tears
TM53 Mud Shot
TM56 U-turn
TM69 Psycho Cut
TM72 Magic Room
TM74 Venoshock
TM76 Round
TM92 Mystical Fire
TM95 Air Slash
TM96 Smart Strike

- Charm: tells a charming story.
- Fake Tears: tells a sob story.
- Magic Room: based on the "magic circle", the metaphorical space we enter when we suspend disbelief and engage with a story. I did not give it the other Room moves, as they don't share this basis. Note that Klefki, Latias, Raichu-Alola, and Wigglytuff also have Magic Room as the only Room move they can learn.
- Magical Leaf: Casts pages from its book.
- Mud Shot: Fires ink at its target.
- Pin Missile: Pen Missile
- Smart Strike: the choice was between this and Steel Wing. Opted for Smart Strike, as 30 generally seems to attack with jabs and tackles more often than with its wings.
TR00 Swords Dance
TR20 Substitute
TR22 Sludge Bomb
TR24 Outrage
TR26 Endure
TR27 Sleep Talk
TR28 Megahorn
TR34 Future Sight
TR45 Muddy Water
TR50 Leaf Blade
TR54 Toxic Spikes
TR57 Poison Jab
TR61 Bug Buzz
TR62 Dragon Pulse
TR66 Brave Bird
TR67 Earth Power
TR68 Nasty Plot
TR71 Leaf Storm
TR73 Gunk Shot
TR76 Stealth Rock
TR78 Sludge Wave
TR85 Work Up
TR89 Hurricane
TR91 Venom Drench
TR99 Body Press

- Bug Buzz: 30b's book cover deliberately resembles the wings of a butterfly, and its pages, when flipped rapidly, could evoke the rapid-beating wings of eg a bee (and would, unrelatedly, be very loud).
- Dragon Pulse: blasts a mysterious, unspecified energy, meant to evoke the eldritch nature of the necronomicon.
- Leaf Blade: inflicts a papercut (similar to Kartana).
- Leaf Storm: hurls many of its pages at the target. Drops SpA, since the book is now missing many of its contents.
- Megahorn: a full-forced jab with either its pen, or the nose of its paper plane. I imagine this move being performed similarly to Brave Bird.
- Muddy Water: It splashes either ink, or water mixed with ink, at its target.
- Outrage: it goes on a furious tirade, but as text within its pages. The exact contents of the 900-page screed this move implies are left up to interpretation.
- Toxic Spikes: Covers the ground with discarded nibs. IMO makes more sense as The Entry Hazard 30 Has Access To than Stealth Rock does.
Coaching
Dual Wingbeat

- Coaching: Self-help book.
Venomicon @ Vile Vial
Ability: Stamina
Shiny: Yes
- Petal Dance
- Teeter Dance
- Confide
- Memento

Included this for fun more than anything. I like the flavor of event-exclusive moves; like this is the secret Venomicon kept hidden in the restricted section at the back of the library, that you (in principle) need special permission to access. This moveset is obviously competitively terrible, and is meant instead to tell a little story: Petal Dance is the act of reading the text (consensually or otherwise); Teeter Dance is the resulting madness (or the exhaustion that comes from being told a long, confusing story); Confide is the secret knowledge only this Venomicon contains; and Memento is the memories that stick with you afterward.
Acid Armor
Air Cutter
Air Slash
Attract
Body Press
Brave Bird

Bug Buzz
Charm
Clear Smog
Coaching
Coil
Confide
Confusion
Defog
Dragon Pulse
Dream Eater
Drill Peck
Dual Wingbeat
Earth Power
Endure

Entrainment
Extrasensory
Facade
Fake Tears
Fly
Future Sight
Giga Impact
Gunk Shot
Hurricane

Hyper Beam
Imprison
Knock Off

Leaf Blade
Leaf Storm
Magic Room
Magical Leaf
Megahorn
Memento
Mind Reader
Mud Shot
Muddy Water
Mystical Fire
Nasty Plot

Outrage
Peck
Petal Dance
Pin Missile
Poison Jab
Protect

Psycho Cut
Razor Leaf
Rest
Roost
Round
Sleep Talk
Sludge Bomb

Sludge Wave
Smart Strike
Snore
Stealth Rock
Substitute
Swords Dance

Teeter Dance
Thunder Wave
Tickle
Toxic
Toxic Spikes
U-turn
Venom Drench
Venoshock
Withdraw
Work Up
Yawn
 
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MrDollSteak

CAP 1v1 me IRL
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Final Submission

1 Poison Sting
1 Leer
5 Peck
10 Confuse Ray
15 Sludge
20 Mimic
25 Knock Off
30 Acid Armor
35 Drill Peck
40 Coil
45 Roost
50 Sludge Bomb
55 Toxic


A very conservative and efficient level-up Movepool to match Gen 8 standards. Inspiration was taken from Koffing, Grimer, Sinistea and Rotom among others. The main themes are focused around the jabbing and stabbing of the pen nib which fits with the pecking moves and poison sting, and then the idea of the slime itself coating the book, which justifies the Sludge moves, Toxic and Acid Armor. Coil and Roost are commonly found in the level-up movepool and are at levels to match trends of similar Pokemon. Confuse Ray and Mimic allude to its imitation of being a book.
Egg Group(s): Amorphous

Defog (Drifloon)
Discharge (Pincurchin)
Memento (Koffing)
Spark (Pincurchin)

Like other object Pokemon like Voltorb, Klefki and Honedge, I figured that being gendered and having Breeding moves was a good idea, and the best place to locate Discharge. Spark is aimed to help sell this Electric flavour. Defog is found on quite a few flying types, and Memento on a few Poison-types, particularly those that mimic objects such as Koffing.
TM06: Fly
TM08: Hyper Beam
TM09: Giga Impact
TM10: Magical Leaf
TM14: Thunder Wave
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM23: Thief
TM24: Snore
TM25: Protect

TM30: Steel Wing
TM31: Attract
TM33: Rain Dance
TM34: Sunny Day
TM39: Facade
TM44: Imprison
TM56: U-turn

TM59: Fling
TM74: Venoshock
TM76: Round
TM77: Hex
TM92: Mystical Fire
TM93: Eerie Impulse
TM95: Air Slash

Many of these are fairly straightforward, being required or fitting closely with typing. Many of the others have been inspired by Klefki's, particularly in regards to Rain Dance, Sunny Day, screens and Safeguard. Magical Leaf and Fling fit with the idea of it being a magic book being carried around, while Hex and Eerie Impulse relate to its spooky spellbook nature, with the latter being found on a few object mons and helping to justify Discharge flavour.
TR00: Swords Dance
TR01: Body Slam
TR11: Psychic
TR19: Tri Attack
TR20: Substitute
TR22: Sludge Bomb

TR25: Psyshock
TR26: Endure
TR27: Sleep Talk

TR54: Toxic Spikes
TR57: Poison Jab
TR66: Brave Bird
TR67: Earth Power
TR68: Nasty Plot
TR73: Gunk Shot
TR76: Stealth Rock

TR78: Sludge Wave
TR82: Stored Power
TR89: Hurricane
TR91: Venom Drench
TR99: Body Press

A fairly straight forward list comprising primarily required moves. The most notable inclusions are the Psychic moves and Tri Attack that I believe connect with its status as a spell book, and can only mostly be found on Klefki and other object mons. Toxic Spikes, Sludge Wave and Venom Drench are all clear in terms of poison types. Body Slam is included to help sell Body Press.
Dual Wingbeat

This is the only tutor move that I believe fits with the flavour of Venomicon.
Acid Armor
Air Slash
Attract
Body Slam
Body Press
Brave Bird
Coil
Confuse Ray
Defog
Discharge
Drill Peck
Dual Wingbeat
Earth Power
Eerie Impulse
Endure
Facade
Fling
Fly
Giga Impact
Gunk Shot
Hex
Hurricane
Hyper Beam
Imprison
Knock Off
Leer
Light Screen
Magical Leaf
Memento
Mimic
Mystical Fire
Nasty Plot
Peck
Poison Jab
Poison Sting
Protect
Psychic
Psyshock
Rain Dance
Reflect
Rest
Roost
Round
Safeguard
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Snore
Spark
Stealth Rock
Steel Wing
Stored Power
Substitute
Sunny Day
Swords Dance
Thief
Thunder Wave
Tri Attack
Toxic
Toxic Spikes
U-Turn
Venoshock
Venom Drench


My legality check requests have already been covered by others.
 
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WIP
1-Poison Sting
1-Peck
4-Withdraw
8-Poison Tail
12-Pluck
16-Leer
20-Swords Dance
20-Nasty Plot
20-Acid Armor
24-Imprison
28-Toxic

32-Air Slash
36-Poison Jab
42-Drill Peck
46-Roost
52-Brave Bird
56-Coil
Egg Group-Amorphous
Discharge(Pincurchin)
Knock Off(Ralts(Chain-Breed))
TM06-Fly
TM07-Pin Missile
TM08-Hyper Beam
TM09-Giga Impact
TM10-Magical Leaf
TM14-Thunder Wave
TM21-Rest
TM24-Snore
TM25-Protect

TM28-Giga Drain
TM30-Steel Wing
TM31-Attract
TM33-Rain Dance
TM34-Sunny Day
TM39-Facade
TM44-Imprison
TM56-U-Turn
TM58-Assurance
TM73-Cross Poison
TM74-Venoshock
TM76-Round
TM92-Mystical Fire
TR00-Swords Dance
TR20-Substitute
TR22-Sludge Bomb
TR26-Endure
TR27-Sleep Talk

TR57-Poison Jab
TR66-Brave Bird

TR67-Earth Power
TR68-Nasty Plot
TR73-Gunk Shot
TR76-Stealth Rock

TR78-Sludge Wave
TR89-Hurricane
TR91-Venom Drench
TR99-Body Press
Dual Wingbeat
Venomicon @ Mystery Ink
Ability: Stamina
- Octazooka
- Brave Bird
- Gunk Shot
- Mystical Fire

Event Octazooka 2:Actually making sense boogaloo
Feedback appreciated.
 
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Final Submission

L1: Bind, Acid
L5: Leer
L10: Gust
L15: Acid Armor
L20: Psybeam
L25: Roost
L30: Air Slash
L35: Coil
L40: Poison Jab
L45: Mean Look
L50: Drill Peck
L55: Psychic
L60: Toxic
L65: Hurricane
TM06: Fly
TM08: Hyper Beam
TM09: Giga Impact
TM14: Thunder Wave
TM17: Light Screen
TM18: Reflect
TM19: Safeguard
TM21: Rest
TM24: Snore
TM25: Protect
TM31: Attract
TM39: Facade
TM44: Imprison
TM56: U-turn

TM60: Power Swap
TM61: Guard Swap
TM69: Psycho Cut
TM70: Trick Room
TM71: Wonder Room
TM72: Magic Room
TM73: Cross Poison
TM74: Venoshock
TM76: Round
TM77: Hex
TM92: Mystical Fire

TM95: Air Slash
TR00: Swords Dance
TR05: Ice Beam
TR06: Blizzard
TR11: Psychic
TR19: Tri Attack
TR20: Substitute
TR22: Sludge Bomb

TR25: Psyshock
TR26: Endure
TR27: Sleep Talk

TR33: Shadow Ball
TR34: Future Sight
TR38: Trick
TR54: Toxic Spikes
TR57: Poison Jab
TR65: Energy Ball
TR66: Brave Bird
TR67: Earth Power
TR68: Nasty Plot
TR73: Gunk Shot
TR76: Stealth Rock

TR77: Grass Knot
TR78: Sludge Wave
TR82: Stored Power
TR83: Ally Switch
TR89: Hurricane
TR91: Venom Drench
TR99: Body Press
Egg Group: Amorphous
Defog (Galarian Weezing)
Discharge (Stunfisk, Pincurchin)
Knock Off (Ralts* -> Machop)
Pain Split (Reuniclus, Chandelure, Gourgeist, Mimikyu)
* = Chain Breed
Corrosive Gas
Dual Wingbeat
Acid
Acid Armor
Air Slash
Ally Switch
Attract
Bind
Blizzard
Body Press
Brave Bird
Coil
Corrosive Gas
Cross Poison
Defog
Discharge
Drill Peck
Dual Wingbeat
Earth Power
Endure
Energy Ball
Facade
Fly
Future Sight
Giga Impact
Grass Knot
Guard Swap
Gunk Shot
Gust
Hex
Hurricane
Hyper Beam
Ice Beam
Imprison
Knock Off
Leer
Light Screen
Magic Room
Mean Look
Mystical Fire
Nasty Plot
Pain Split
Poison Jab
Power Swap
Protect
Psybeam
Psychic
Psycho Cut
Psyshock
Reflect
Rest
Roost
Round
Safeguard
Shadow Ball
Sleep Talk
Sludge Bomb
Sludge Wave
Snore
Stealth Rock
Stored Power
Substitute
Swords Dance
Thunder Wave
Toxic
Toxic Spikes
Tri Attack
Trick
Trick Room
U-turn
Venom Drench
Venoshock
Wonder Room
 
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First round of legality checks are here. Wulfanator and I have decided to work together on these.

Approved moves:
  • Iron Defense is identical to Acid Armor in effect, and I see no reason not to allow movepool creators to choose either one (or both, for that matter).
  • Ice Beam was already discussed in moveset submissions, and it was decided to not be too impactful when both forms are capable of sitting on the Ground types in the meta. Blizzard is stronger but less reliable, while Frost Breath hits the same power threshold as Ice Beam. I think all of these are fine.
  • Night Shade is a fixed damage move on a Pokemon that generally has better options to run, and the stats to run them. This (and Seismic Toss) are both fine.
  • Grass coverage will be approved. On the special side, the only significant Pokemon affected is Johtonian Slowking. On the physical side, there were a bit of concern over the ability to hit Slowbro super effectively without recoil, when Slowbro is one of the few defensive checks to 30i. However, Grass also generally makes for a poor coverage type, even with Tinted Lens helping remove some resistances, which makes the cost of running Grass coverage on 30i large enough to make it seem fine.
  • Fell Stinger does benefit from Tinted Lens, but is still unreliable and is heavily overshadowed by the immediacy of Swords Dance.
  • Follow Me is a move with no competitive implications in singles.
  • Psychic coverage should be fine. Both forms already hit Fighting-types super effectively with STABs. For Poison-types, the base form has Earth Power while the item form will often be doing more damage with Brave Bird.
  • Future Sight is rarely run by Pokemon that don't get STAB on it.
  • Sludge Wave is not significantly different from Sludge Bomb, so it's fine.
  • Reflect should not be a significant issue when neither form is particularly good at setting screens for others, and neither form gets too large of a benefit from it.
  • Speed Swap does not seem reliable enough as speed boosting to be too dangerous.
  • Trick Room should be fine. 30i has no use for it, and 30b is neither a particularly good setter nor desperate enough to self-set.
  • Stored Power shouldn't be too overwhelming, given the lack of special defense or speed boosting available to the base form.
  • Dual Wingbeat does get the benefit of breaking Substitutes and Focus Sashes, but it comes at the cost of an accuracy penalty and is the same base power as Drill Peck. It should be fine.
  • Dragon coverage doesn't really impact any checks to either form, and both should have other options they prefer running, so it should be fine. Same thing with Tri Attack.
  • Toxic Spikes is uncommon in competitive at the moment, and neither form seems particularly threatening with it, especially with Stealth Rock and Toxic already approved.
Currently Unsure (ordered roughly from most likely to be approved to least likely to be approved):
  • Physical Ghost- and Dark coverage below 110 BP is currently under slight suspicion due to its ability to hit Slowbro, 30i's freedom with its moveslots, and in the case of Ghost-type coverage, the general number of neutral hits it can score on its own; however, the large number of neutral hits is lessened as a worry due to Tinted Lens generally making that effect more widespread. This threshold was selected because it allows Phantom Force, a move made less threatening by its two-turn nature, but bans Poltergeist, for reasons explained below. (There are no legal moves between those two in terms of BP.) We would like to see a bit more of 30i's performance before approving it, but unless something concerning appears, this coverage seems likely to be approved.
  • Light Screen is iffier than Reflect because of 30b's access to Defense and SpA boosting. However, the unstackable nature of the move makes it easier to swallow compared to the banned Amnesia or Cosmic Power. 30b has been strong out the gate, so we'll be taking a bit longer before making a decision.
  • Foul Play doesn't do much for 30i besides allow it to deal with Cawmodore more reliably, but we are concerned that it can potentially allow 30b to deal with boosting physical attackers more easily than it should be able to. We will see how 30b shakes out in the coming days, but we're currently leaning no to avoid it being a distraction.
  • Will-O-Wisp gives a bit of worry due to movepool bloat and the potential fear that it makes 30b harder to break physically than it already is. Its allowance will be dependent on 30b's power level in the opening stages of testing, but it doesn't seem very likely to be approved with all of the utility already available to Venomicon.
Banned moves:
  • We have decided to ban priority attacking moves, as the very high power ceiling of 30i means that it is very important to preserve its existing counterplay, a significant portion of which is offensive mons faster than it. This means First Impression (which impacts the Weavile matchup) and Shadow Sneak (which impacts the Dragapult matchup) will not allowed.
  • Parting Shot is a pivoting move that allows 30i to evade some of the counterplay to U-turn in contact damage. It's a minor point, but the appreciable difference means it will not be allowed.
  • Special Ghost- and Dark-type moves above 65 BP will be banned. For the base form, these coverage types provide a reliable method of hitting Psychic types, which provide important counterplay through Future Sight or simply hitting us with strong special super-effective attacks. While 30b does have the coverage to hit all of the common Psychic types (such as Tapu Lele and Slowking-Galar) super effectively, it needs multiple slots to do so, whereas these coverage types would be able to compress it into a single slot. This includes the specifically-named Dark Pulse and Shadow Ball.
    • This threshold was chosen to allow Hex, which is rather weak on its own and needs status support to actually be effective, reducing its impact.
  • Poltergeist will be banned due to the ability to outdamage Brave Bird in the Slowbro matchup and avoiding recoil, in combination with with the generally spammable nature of the move due to having very few resistances left after Tinted Lens.
If I missed any checks, or if you are unsure about one of the points above, please let me know. We will review the moves in the Unsure category over the next week or so, as the playtest gets started and replays start coming in.
 
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