Objection's first ever movepool v1.0
Competitive moves: Roar (TM), Earthquake (TM), Drill Peck, Rapid Spin, Pursuit. Notice the lack of a reliable Dark-type move and the few coverage moves CAP9 gets in its level up moves. A lot of pokemon have the potential to run sets that completely ruin their main counters while still remaining useful all-around. With CAP9's high stats, I feel that its movepool should be limited so that, if it wants to run something to beat Suicune or Gyarados or Hippowdon, it has to compromise severely. Four moveslot syndrome is not enough - see pokemon like Salamence, Infernape and Heatran. Thanks to the number of moves they can viably run on a regular set and a counter-counter set as well as their unpredictability, none of these pokemon have any hard counters (except maybe Cresselia for Infernape). Salamence's Stealth Rock weakness, Infernape's rather rubbish defences and Heatran's lackluster speed are arguably the only things preventing these pokemon from being considered Uber as a result. CAP9 has none of those.
Safeguard will work well on AMC variants of CAP9 since once the secondary effect move has failed on the switch-in, CAP9 can then set up Safeguard to protect the whole team from status. Taunt's ability to prevent the execution of most secondary effect moves makes its spot obvious. Taunt and Torment combined can force some secondary effect abusers out. I have allowed some Fighting-type moves on this movepool because Earthquake is almost always better. Brick Break is the notable Fighting-type move because of its ability to remove opponents' Reflect and Light Screen. Other attacking moves in the TM list have no competitive value on CAP9.
Competitive moves: Sucker Punch, Stone Edge, Crunch. Note that no combination of these three moves is legal. Therefore, CAP9 is forced to choose between decent priority, reliable STAB or the ability to somewhat hurt Gyarados and other Flying-types. This, coupled with the lack of any elemental fangs, means CAP9, unlike Salamence and Tyranitar, has a few hard counters, which is what I want. Despite this, however, it does have the tools it needs to get its job done whether it picks AMC or Guts as its ability. Thanks to Taunt, CAP9 can use Revenge to decent effect, although doing so means running Pursuit or Payback for Dark STAB. In fact, the only legal move combo here is Stone Edge and Body Slam.
Aside from the competitive moves Knock Off and Heal Bell, there is not much to say about the tutor moves. Gunk Shot gives CAP9 a more powerful weapon versus Tangrowth but is useless outside of that. What is noteworthy, however, is the total lack of any Fire-, Water-, Ice-, Electric- or Grass-type move other than Hidden Power in CAP9's entire movepool. This is because, apart from Ice Fang, said moves would eliminate CAP9's biggest counters, which is exactly what I was trying to prevent from happening. If CAP9 got Block, it would trap its counters, which in turn have their own counters, some of which are set-up sweepers. Giving a free turn to set up a sweeper is one of the things that made Wobbuffet Uber so I have not allowed Block onto the movepool. As for Selfdestruct, I specifically said no to any move that could do upwards of 50% to Hippowdon, the second-bulkiest response to CAP9. Due to restrictions in the number of competitive moves allowed in the level up moves and egg moves lists, I had to forego Ice Fang, Ice Shard, U-turn, Fake Out, Moonlight, Encore and Megahorn, but CAP9 has a few Fighting-type moves to hit opposing Dark-types with and is sturdy enough to be hard to OHKO with an unboosted move, even if it is super effective, and I feel that all the crucial competitive moves are in CAP9's movepool.
Yes, in this movepool, CAP9 doesn't learn Stone Edge via TM but can get it as an egg move.
H. Roar
H. Earthquake
H. Pursuit
1. Horn Attack
1. Growl
4. Sand Attack
8. Peck
13. Dig
17. Headbutt
21. Beat up
24. Fury Attack
30. Magnitude
35. Rapid Spin
42. Drill Peck
50. Horn Drill
56. Fissure
H. Earthquake
H. Pursuit
1. Horn Attack
1. Growl
4. Sand Attack
8. Peck
13. Dig
17. Headbutt
21. Beat up
24. Fury Attack
30. Magnitude
35. Rapid Spin
42. Drill Peck
50. Horn Drill
56. Fissure
Competitive moves: Roar (TM), Earthquake (TM), Drill Peck, Rapid Spin, Pursuit. Notice the lack of a reliable Dark-type move and the few coverage moves CAP9 gets in its level up moves. A lot of pokemon have the potential to run sets that completely ruin their main counters while still remaining useful all-around. With CAP9's high stats, I feel that its movepool should be limited so that, if it wants to run something to beat Suicune or Gyarados or Hippowdon, it has to compromise severely. Four moveslot syndrome is not enough - see pokemon like Salamence, Infernape and Heatran. Thanks to the number of moves they can viably run on a regular set and a counter-counter set as well as their unpredictability, none of these pokemon have any hard counters (except maybe Cresselia for Infernape). Salamence's Stealth Rock weakness, Infernape's rather rubbish defences and Heatran's lackluster speed are arguably the only things preventing these pokemon from being considered Uber as a result. CAP9 has none of those.
TM01 - Focus Punch
TM05 - Roar
TM06 - Toxic
TM10 - Hidden Power
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM31 - Brick Break
TM32 - Double Team
TM36 - Sludge Bomb
TM37 - Sandstorm
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM58 - Endure
TM66 - Payback
TM68 - Giga Impact
TM78 - Captivate
TM82 - Sleep Talk
TM83 - Natural Gift
TM84 - Poison Jab
TM87 - Swagger
TM90 - Substitute
HM04 - Strength
HM06 - Rock Smash
HM08 - Rock Climb
TM05 - Roar
TM06 - Toxic
TM10 - Hidden Power
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM31 - Brick Break
TM32 - Double Team
TM36 - Sludge Bomb
TM37 - Sandstorm
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM58 - Endure
TM66 - Payback
TM68 - Giga Impact
TM78 - Captivate
TM82 - Sleep Talk
TM83 - Natural Gift
TM84 - Poison Jab
TM87 - Swagger
TM90 - Substitute
HM04 - Strength
HM06 - Rock Smash
HM08 - Rock Climb
Safeguard will work well on AMC variants of CAP9 since once the secondary effect move has failed on the switch-in, CAP9 can then set up Safeguard to protect the whole team from status. Taunt's ability to prevent the execution of most secondary effect moves makes its spot obvious. Taunt and Torment combined can force some secondary effect abusers out. I have allowed some Fighting-type moves on this movepool because Earthquake is almost always better. Brick Break is the notable Fighting-type move because of its ability to remove opponents' Reflect and Light Screen. Other attacking moves in the TM list have no competitive value on CAP9.
Crunch - Carvanha, Sharpedo
Sucker Punch - Chinchou, Lanturn
Stone Edge - Gyarados, Relicanth, Whiscash
Body Slam - Gyarados, Relicanth, Wailmer, Wailord
Tail Whip - Goldeen, Seaking
Revenge - Qwilfish
Sucker Punch - Chinchou, Lanturn
Stone Edge - Gyarados, Relicanth, Whiscash
Body Slam - Gyarados, Relicanth, Wailmer, Wailord
Tail Whip - Goldeen, Seaking
Revenge - Qwilfish
Competitive moves: Sucker Punch, Stone Edge, Crunch. Note that no combination of these three moves is legal. Therefore, CAP9 is forced to choose between decent priority, reliable STAB or the ability to somewhat hurt Gyarados and other Flying-types. This, coupled with the lack of any elemental fangs, means CAP9, unlike Salamence and Tyranitar, has a few hard counters, which is what I want. Despite this, however, it does have the tools it needs to get its job done whether it picks AMC or Guts as its ability. Thanks to Taunt, CAP9 can use Revenge to decent effect, although doing so means running Pursuit or Payback for Dark STAB. In fact, the only legal move combo here is Stone Edge and Body Slam.
Earth Power
Gastro Acid
Gunk Shot
Heal Bell
Helping Hand
Knock Off
Mud-Slap
Superpower
Zen Headbutt
Gastro Acid
Gunk Shot
Heal Bell
Helping Hand
Knock Off
Mud-Slap
Superpower
Zen Headbutt
Aside from the competitive moves Knock Off and Heal Bell, there is not much to say about the tutor moves. Gunk Shot gives CAP9 a more powerful weapon versus Tangrowth but is useless outside of that. What is noteworthy, however, is the total lack of any Fire-, Water-, Ice-, Electric- or Grass-type move other than Hidden Power in CAP9's entire movepool. This is because, apart from Ice Fang, said moves would eliminate CAP9's biggest counters, which is exactly what I was trying to prevent from happening. If CAP9 got Block, it would trap its counters, which in turn have their own counters, some of which are set-up sweepers. Giving a free turn to set up a sweeper is one of the things that made Wobbuffet Uber so I have not allowed Block onto the movepool. As for Selfdestruct, I specifically said no to any move that could do upwards of 50% to Hippowdon, the second-bulkiest response to CAP9. Due to restrictions in the number of competitive moves allowed in the level up moves and egg moves lists, I had to forego Ice Fang, Ice Shard, U-turn, Fake Out, Moonlight, Encore and Megahorn, but CAP9 has a few Fighting-type moves to hit opposing Dark-types with and is sturdy enough to be hard to OHKO with an unboosted move, even if it is super effective, and I feel that all the crucial competitive moves are in CAP9's movepool.
Yes, in this movepool, CAP9 doesn't learn Stone Edge via TM but can get it as an egg move.