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		<title><![CDATA[Smogon Community - Create-A-Pok&eacute;mon Project]]></title>
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		<description><![CDATA[A community project for designing, discussing, building, and playtesting new Pok&eacute;mon concepts for the competitive Pok&eacute;mon metagame.]]></description>
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		<lastBuildDate>Thu, 17 May 2012 07:09:06 GMT</lastBuildDate>
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			<title><![CDATA[Smogon Community - Create-A-Pok&eacute;mon Project]]></title>
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			<title>CAP 3 - Art Poll</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3467007&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 03:58:57 GMT</pubDate>
			<description><![CDATA[Welcome the CAP 3's art poll! This will be a multiple bold vote (http://www.smogon.com/cap/process/process_rules#mbold) which means you vote for as...]]></description>
			<content:encoded><![CDATA[<div>Welcome the CAP 3's art poll! This will be a <a href="http://www.smogon.com/cap/process/process_rules#mbold" target="_blank">multiple bold vote</a> which means you vote for as many entries as you like. This is unweighted so order does not matter. <b>Make sure to bold your votes and nothing else and spell them correctly.</b> A vote looks like this:<br />
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				<b>Entry A<br />
Entry B<br />
Entry C<br />
<br />
</b>Any comments that the voter has would go below the votes in non-bold text. Bold text is used to determine what the user's votes are, so none of the supplementary text should be in bold.
			
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</div>If your art is missing, you have probably either not made a Final Submission post or have broken one of our rules, check below for illegal submissions:<br />
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Keiran: Blended outline.<br />
ZcX: Cut off parts.<br />
Lord of the Fireflies: No outline on fire.<br />
Azul: Supporting art not linked or thumbnailed, smoke not outlined.<br />
YourFavouriteEgyptian: Wavy line effects and no outline on lava.<br />
DrOfla: Horns blended into background.<br />
meddle: No outline on some of the sludge.<br />
Quark: Under minimum size.<br />
<br />
If you're one of these people, please be more careful in future and better luck next time.</div>
</div><br />
<br />
<font size="4"><b>Contestants</b></font><br />
<br />
<b>SoIheardyoulikeSENTRET<br />
bugmaniacbob<br />
paintseagull<br />
CyzirVisheen<br />
Steampowered<br />
DougJustDoug<br />
noobiess<br />
the flexistentialist<br />
Solstice<br />
Cretacerus<br />
Doran Dragon<br />
Quanyails<br />
MLaRF<br />
Calad<br />
Mos-Quitoxe<br />
NastyJungle<br />
Yilx<br />
LouisCyphre<br />
KoA<br />
tea_and_blues</b><br />
<br />
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				<div>
					Originally Posted by Fat <strong>SoIheardyoulikeSENTRET</strong>
					
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				<div style="font-style:italic"><img src="http://i782.photobucket.com/albums/yy101/SentretLover/CAPfinal-1.jpg" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4236774&amp;postcount=534" target="_blank">Supporting Art</a></div>
			
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				<div>
					Originally Posted by Fat <strong>bugmaniacbob</strong>
					
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					Originally Posted by Fat <strong>paintseagull</strong>
					
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				<div style="font-style:italic"><img src="http://i.imgur.com/GOnCG.jpg" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4235998&amp;postcount=525" target="_blank">Supporting Art</a></div>
			
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				<div>
					Originally Posted by Fat <strong>CyzirVisheen</strong>
					
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				<div>
					Originally Posted by Fat <strong>Steampowered</strong>
					
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				<div style="font-style:italic"><img src="http://www.iaza.com/work/120515C/iaza18164511854500.png" border="0" alt="" /></div>
			
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				<div>
					Originally Posted by Fat <strong>DougJustDoug</strong>
					
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				<div style="font-style:italic"><img src="http://imageshack.us/a/img21/5105/radioactive640.jpg" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4235079&amp;postcount=517" target="_blank">Supporting Art</a></div>
			
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					Originally Posted by Fat <strong>noobiess</strong>
					
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				<div style="font-style:italic"><img src="http://www.iaza.com/work/120515C/iaza14853287088200.png" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4235060&amp;postcount=515" target="_blank">Supporting Art</a></div>
			
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					Originally Posted by Fat <strong>Solstice</strong>
					
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					Originally Posted by Fat <strong>the flexistentialist</strong>
					
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				<div style="font-style:italic"><img src="http://www.fountainpennetwork.com/forum/uploads/imgs/fpn_1337032819__terrorsolredfinal.jpg" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4234894&amp;postcount=510" target="_blank">Supporting Art</a></div>
			
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				<div>
					Originally Posted by Fat <strong>Cretacerus</strong>
					
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				<div style="font-style:italic"><img src="http://img690.imageshack.us/img690/3231/lotl2.png" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4234577&amp;postcount=505" target="_blank">Supporting Art</a></div>
			
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					Originally Posted by Fat <strong>Doran Dragon</strong>
					
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<a href="http://www.smogon.com/forums/showpost.php?p=4234154&amp;postcount=503" target="_blank">Support</a></div>
			
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					Originally Posted by Fat <strong>Quanyails</strong>
					
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				<div style="font-style:italic"><img src="http://img12.imageshack.us/img12/4969/temporaryfile2.png" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4233894&amp;postcount=502" target="_blank">Supporting Art</a></div>
			
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					Originally Posted by Fat <strong>MLaRF</strong>
					
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				<div style="font-style:italic"><img src="http://www.smackjeeves.com/images/uploaded/comics/2/1/21214aba83OCb.png" border="0" alt="" /></div>
			
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					Originally Posted by Fat <strong>Calad</strong>
					
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				<div style="font-style:italic"><img src="http://i1095.photobucket.com/albums/i461/vCaladbolg/fevermon.jpg?t=1335923140" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4232505&amp;postcount=487" target="_blank">Supporting Art</a></div>
			
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					Originally Posted by Fat <strong>Mos-Quitoxe</strong>
					
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				<div style="font-style:italic"><img src="http://i.imgur.com/HeSKk.png" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4231751&amp;postcount=486" target="_blank">Supporting Art</a></div>
			
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					Originally Posted by Fat <strong>NastyJungle</strong>
					
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					Originally Posted by Fat <strong>Yilx</strong>
					
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				<div style="font-style:italic"><img src="http://img.photobucket.com/albums/v407/Yilx/sum.jpg" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4231486&amp;postcount=479" target="_blank">Supporting Art</a></div>
			
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					Originally Posted by Fat <strong>LouisCyphre</strong>
					
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<a href="http://www.smogon.com/forums/showpost.php?p=4231437&amp;postcount=478" target="_blank">Supporting Art</a></div>
			
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					Originally Posted by Fat <strong>KoA</strong>
					
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				<div style="font-style:italic"><img src="http://i10.photobucket.com/albums/a110/kingofanime/final.png" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4228631&amp;postcount=460" target="_blank">Supporting Art</a></div>
			
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					Originally Posted by Fat <strong>tea_and_blues</strong>
					
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				<div style="font-style:italic"><img src="http://img.photobucket.com/albums/v54/walruskeeper/FinalThinTentacles.jpg" border="0" alt="" /><br />
<a href="http://www.smogon.com/forums/showpost.php?p=4223957&amp;postcount=378" target="_blank">Supporting Art</a></div>
			
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</div>CAP 3 so far:<br />
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<i>Concept: Extreme Makeover: Typing Edition</i>
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					Originally Posted by Fat <strong>Theorymon</strong>
					(Post 4187569)
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				<div style="font-style:italic"><b>Name:</b> Extreme Makeover: Typing Edition<br />
<br />
<b>General Description:</b> The idea here is to create a Pokemon who's         typing, while normally considered poor defensively and/or     offensively,     becomes a strong selling point of the Pokemon itself     via help from  an    ability, stats, and/or movepool.<br />
<br />
<b>Justification:</b> There are a lot of typings we scoff at on a daily         basis because of their serious flaws, often forgetting about  their        strong points. For example, Poison is a really terrible  offensive        typing, but a decent defensive typing, while the Ice  typing is  good       offensively, but awful defensively. Instead of  just accepting  that  some      typings will just ruin a Pokemon, this  CAP concept aims  to  take  that     &quot;terrible typing&quot;, and find ways to  fix it (usually  via   ability,     movepool, or stats) to the point  where the formerly    terrible typing     becomes the CAP's strong  point! The reason this CAP    could benefit OU is     because a Pokemon  who makes a &quot;bad typing&quot;  into  a  great one could  find    many unique  offensive and/or defensive   niches  that aren't  currently    found!<br />
<br />
<b>Questions To Be Answered</b> <br />
<br />
-What does it take for a Pokemon to overcome its &quot;bad typing&quot; so much         that its typing becomes good? Are the stats the biggest  contributer,    is     the ability the thing that saves it, does  movepool make it a    force,  or    is it a combination of the above? <br />
<br />
-How does the typing makeover effect the Pokemon's playstyle? Does the         Pokemon become a unique wall that uses its makeover to overcome  its        typing's normally fatal flaws, does the make over make a  terrible        offensive typing into a fearsome sweeper, does the  makeover make  it   into      a formidible combination of deffense and  offense to a  typing   that     brings it neither, or does the makeover  bring forth  something   none of  us    see coming from the typing?<br />
<br />
-Which resistances and immunities are the most relevant to the metagame?         Sure, this concept is aiming to have a &quot;bad typing&quot; become good,     but     part of that will require the bad typing to have some key      resistances    and/or immunties to certain typings to defend against  or     set up on,    while still having a very unorthodox competitive   typing.    This works the    other way around too, what are the typings   most    relevant to hit super    effectively or at least neutral? <br />
<br />
-How will the rest of the OU metagame react to this extreme type         makeover? Will Pokemon start carrying moves they normally wouldn't carry         to break through a new defensive threat, will some Pokemon take   on     new   defensive roles due to resisting the unorthodox STABs CAP 3    may    carry?   Or will This Pokemon, despite being a very real   threat,  not    have many   &quot;custom made sets&quot; to beat it, being more of   a  Pokemon that    is a   reaction to the metagame than causing a   metagame  reaction? <br />
<br />
-Finally, how will this effect the teams CAP3 is on? Will this be the         kind of Pokemon who needs a lot of support to become a threat, will      this    Pokemon be more of key team member to execute another   strategy,    or   will  this be the kind of Pokemon that's part of the   glue that    holds the   team  together?</div>
			
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</div><br />
<br />
<b>Typing:</b> Fire / Poison<br />
<b>Base stats:</b> 95 HP / 45 Atk / 83 Def / 131 SpA / 105 SpD / 76 Spe<br />
<b>Abilities:</b> Dry Skin / ??? / (???)</div>

]]></content:encoded>
			<category domain="http://www.smogon.com/forums/forumdisplay.php?f=66"><![CDATA[Create-A-Pok&eacute;mon Project]]></category>
			<dc:creator>Wyverii</dc:creator>
			<guid isPermaLink="true">http://www.smogon.com/forums/showthread.php?t=3467007</guid>
		</item>
		<item>
			<title>CAP 3 - Part 7 - Secondary Ability Poll 2</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3466916&amp;goto=newpost</link>
			<pubDate>Mon, 14 May 2012 23:48:48 GMT</pubDate>
			<description>This poll will be open for *24 hours* starting from the first vote. 
 
 
Image: http://28.media.tumblr.com/tumblr_lnc6wf8fWB1qk9ezco1_500.jpg  
...</description>
			<content:encoded><![CDATA[<div>This poll will be open for <b>24 hours</b> starting from the first vote.<br />
<br />
<br />
<img src="http://28.media.tumblr.com/tumblr_lnc6wf8fWB1qk9ezco1_500.jpg" border="0" alt="" /><br />
<br />
Credit to user verbatim for this magnificent idea :D<br />
<br />
Oh yeah, something about famines. Yes.<br />
<br />
This is a single bold vote, which means you vote for one entry. Make sure that you <b>bold your votes and nothing else!</b>  A typical vote might look like the following:<br />
<br />
<div style="margin:20px; margin-top:5px; ">
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				<b>My Preferred Entry</b><br />
<br />
Any comments that the voter has would go below the votes in non-bold     text. Bold text is used to determine what the user's votes are, so none   of the supplementary text should be in bold.
			
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</div>If you want even  more clarification, we hope that <a href="http://www.smogon.com/cap/process/process_rules#bold" target="_blank">this</a> will satiate your appetite for text.<br />
<br />
Please post only  your votes in this thread.  If you are feeling the  need to have a  discussion, then head on over to #cap.  There are  consequences if you  are looking to spark a discussion here.  Again,  please leave all  discussion to #cap.  Thanks for your understanding!<br />
<br />
The options:<br />
<br />
Drought<br />
No Competitive Ability<br />
<br />
NOTE: &quot;No Competitive Ability&quot; means we will pick 1-2 abilities <i>after</i> the art polls for flavour reasons, in a way that doesn't disrupt the use of Dry Skin.<br />
<br />
---<br />
<br />
CAP 3 so far:<br />
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<i>Concept: Extreme Makeover: Typing Edition</i>
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					Originally Posted by Fat <strong>Theorymon</strong>
					(Post 4187569)
				</div>
				<div style="font-style:italic"><b>Name:</b> Extreme Makeover: Typing Edition<br />
<br />
<b>General Description:</b> The idea here is to create a Pokemon who's       typing, while normally considered poor defensively and/or   offensively,     becomes a strong selling point of the Pokemon itself   via help from  an    ability, stats, and/or movepool.<br />
<br />
<b>Justification:</b> There are a lot of typings we scoff at on a daily       basis because of their serious flaws, often forgetting about their       strong points. For example, Poison is a really terrible offensive       typing, but a decent defensive typing, while the Ice typing is good       offensively, but awful defensively. Instead of just accepting that  some      typings will just ruin a Pokemon, this CAP concept aims to  take  that     &quot;terrible typing&quot;, and find ways to fix it (usually via   ability,     movepool, or stats) to the point where the formerly   terrible typing     becomes the CAP's strong point! The reason this CAP   could benefit OU is     because a Pokemon who makes a &quot;bad typing&quot; into  a  great one could  find    many unique offensive and/or defensive  niches  that aren't  currently    found!<br />
<br />
<b>Questions To Be Answered</b> <br />
<br />
-What does it take for a Pokemon to overcome its &quot;bad typing&quot; so much       that its typing becomes good? Are the stats the biggest contributer,   is     the ability the thing that saves it, does movepool make it a   force,  or    is it a combination of the above? <br />
<br />
-How does the typing makeover effect the Pokemon's playstyle? Does the       Pokemon become a unique wall that uses its makeover to overcome its       typing's normally fatal flaws, does the make over make a terrible       offensive typing into a fearsome sweeper, does the makeover make it   into      a formidible combination of deffense and offense to a typing   that     brings it neither, or does the makeover bring forth something   none of  us    see coming from the typing?<br />
<br />
-Which resistances and immunities are the most relevant to the metagame?       Sure, this concept is aiming to have a &quot;bad typing&quot; become good,   but     part of that will require the bad typing to have some key    resistances    and/or immunties to certain typings to defend against or    set up on,    while still having a very unorthodox competitive typing.    This works the    other way around too, what are the typings most    relevant to hit super    effectively or at least neutral? <br />
<br />
-How will the rest of the OU metagame react to this extreme type       makeover? Will Pokemon start carrying moves they normally wouldn't carry       to break through a new defensive threat, will some Pokemon take on     new   defensive roles due to resisting the unorthodox STABs CAP 3  may    carry?   Or will This Pokemon, despite being a very real threat,  not    have many   &quot;custom made sets&quot; to beat it, being more of a  Pokemon that    is a   reaction to the metagame than causing a metagame  reaction? <br />
<br />
-Finally, how will this effect the teams CAP3 is on? Will this be the       kind of Pokemon who needs a lot of support to become a threat, will    this    Pokemon be more of key team member to execute another strategy,    or   will  this be the kind of Pokemon that's part of the glue that    holds the   team  together?</div>
			
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</div><br />
<br />
<b>Typing:</b> Fire / Poison<br />
<b>Stat spread</b>: 95 HP / 45 Atk / 83 Def / 131 SpA / 105 SpD / 76 Spe<br />
<b>Abilities:</b> Dry Skin / ??? / (???)</div>

]]></content:encoded>
			<category domain="http://www.smogon.com/forums/forumdisplay.php?f=66"><![CDATA[Create-A-Pok&eacute;mon Project]]></category>
			<dc:creator>capefeather</dc:creator>
			<guid isPermaLink="true">http://www.smogon.com/forums/showthread.php?t=3466916</guid>
		</item>
		<item>
			<title>CAP Metagame Free Teams</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3466826&amp;goto=newpost</link>
			<pubDate>Sat, 12 May 2012 19:17:42 GMT</pubDate>
			<description>*- CAP Metagame Free Teams! -* 
Run by Birkal, DTC, and jas61292 
thanks birkal for writing up the op 
 
Hello and welcome!  One of the issues that...</description>
			<content:encoded><![CDATA[<div><div align="center"><b><font size="6"><font color="Purple">- </font><font color="Indigo">CAP Metagame Free Teams!</font><font color="Purple"> -</font></font></b><br />
<i><font size="2">Run by Birkal, DTC, and jas61292</font></i></div><font size="1">thanks birkal for writing up the op</font><br />
<br />
Hello and welcome!  One of the issues that we've seen with getting people involved in the CAP metagame is the lack of a starting point.  How do I get started in the CAP metagame?  It can be very intimidating to create your first CAP team without any idea how the metagame functions.  This thread aims to provide some good &quot;starting&quot; teams for you guys to play around with and enjoy!  He is what you can expect in this thread:<br />
<ul><li><b>Free teams</b> donated by some of the best CAP battlers.  These teams are completely free to use and were either created with the purpose of this thread or they were retired from use by their creators.<br />
<br /></li>
<li><b>Continually updated teams</b> by their creators.  Please note that these teams are not perfect.  The team builders might be continually updating these teams by adding tweaks and different party members.<br />
<br /></li>
<li><b>Discussion on your experiences with these teams.</b>  What did you like about the team you used?  What was challenging?  What changes did YOU make?  Feel free to <i>discuss teambuilding for the CAP metagame in this thread</i>.  Please note that this thread is not for discussing what is wrong with these teams.  Simply provide modifications that you've made to improve them!<br />
<br /></li>
<li><b>New users donating new teams.</b>  Right now, there are only four teams listed here.  In time, if you build a team that you've tested extensively and would like to donate it to this thread, PM it to one of the three leaders of this topic.  If we like it, we'll definitely add it to this post.</li>
</ul><br />
Remember, this thread is simply meant to be a starting point.  Once you've played around with these teams, feel free to make tweaks to them.  Perhaps you might even go out on a limb and make an entirely new team.  These teams are just the beginning of your journey in the CAP metagame.  Also, please note that you can either discuss these teams in this thread or in our CAP metagame discussion channel on synIRC: <b><font color="Blue">#capmeta</font></b>.  Please enjoy!<br />
<br />
<br />
<div align="center"><b><font size="5"><font color="Sienna">- Sand Balanced -</font></font></b><br />
<i>By DTC</i><br />
<br />
<img src="http://i.imgur.com/bhFA6.png" border="0" alt="" /></div><br />
This team focuses on using bulky Pokemon that can dish out attacks while taking a few hits on their own. It also abuses residual damage from Sandstorm and Stealth Rock. Tyranitar utilizes its excellent base 134 attack in conjunction with Choice Band to dish out some serious damage. Krilowatt is a great Pokemon in general, and is extremely threatening to rain teams. The Necturna set is also quite powerful and has brilliant synergy with the rest of team. Only having Pain Split for recovery is annoying sometimes, though. Landorus and Reuniclus are great set-up sweepers that can usually clean up late-game. The Bronzong set is a bit strange, but it's good at setting up Stealth Rock and checking various threats to the team. The team is a bit slow, but the lack of Speed is compensated with good bulk and powerful attackers.<br />
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<i>Importable</i>
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Trait: Sand Stream<br />
EVs: 156 HP / 100 Spd / 252 Atk<br />
Adamant Nature<br />
- Stone Edge<br />
- Crunch<br />
- Pursuit<br />
- Superpower<br />
<br />
Krilowatt @ Life Orb<br />
Trait: Magic Guard<br />
EVs: 216 Spd / 40 HP / 252 SAtk<br />
Timid Nature<br />
- Surf<br />
- Thunderbolt<br />
- Ice Beam<br />
- Earth Power<br />
<br />
Landorus @ Leftovers<br />
Trait: Sand Force<br />
EVs: 252 Atk / 252 Spd / 4 HP<br />
Jolly Nature<br />
- Swords Dance<br />
- Substitute<br />
- Earthquake<br />
- Stone Edge<br />
<br />
Necturna @ Life Orb<br />
Trait: Forewarn<br />
EVs: 252 Atk / 252 Spd / 4 HP<br />
Jolly Nature<br />
- Power Whip<br />
- Stone Edge<br />
- Sacred Fire<br />
- Pain Split<br />
<br />
Reuniclus @ Leftovers<br />
Trait: Magic Guard<br />
EVs: 252 HP / 252 Def / 4 SAtk<br />
Bold Nature<br />
- Calm Mind<br />
- Recover<br />
- Psychic<br />
- Focus Blast<br />
<br />
Bronzong @ Leftovers<br />
Trait: Levitate<br />
EVs: 252 HP / 88 SDef / 168 Def<br />
Sassy Nature<br />
- Stealth Rock<br />
- Psychic<br />
- Hidden Power [Ice]<br />
- Gyro Ball</div>
</div><br />
<br />
<div align="center"><b><font size="5"><font color="Navy">- Rain Offense -</font></font></b><br />
<i>By Birkal</i><br />
<br />
<img src="http://i.imgur.com/9nzqh.png" border="0" alt="" /></div><br />
Rain Offense is one of the most threatening playstyles in the CAP metagame due to the increased variety of Pokemon who excel in it.  Cyclohm, for example, has great STABs in the form of Thunder + Draco Meteor, while also exhibiting a strong, Rain-boosted Hydro Pump.  It also has some excellent bulk and Slack Off to recover damage that it's taking from Life Orb's recoil.  Politoed with a Choice Scarf makes an excellent revenge killer and is necessary for winning the weather war.  Colossoil and Toxicroak both act as the physical offense for the team: the former has STAB Pursuit and Earthquake while the latter can abuse rain.  Ferrothorn is great for spreading paralysis and setting up hazards.  Finally, Tomohawk is often considered to be the most threatening Pokemon in rain thanks to its STAB Hurricane and priority Roost + Substitute.  Enjoy!<br />
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<i>Importable</i>
<div id="hideblock"
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Trait: Shield Dust<br />
EVs: 4 HP / 252 SAtk / 252 Spd<br />
Timid Nature<br />
- Draco Meteor<br />
- Thunder<br />
- Hydro Pump<br />
- Slack Off<br />
<br />
Politoed @ Choice Scarf<br />
Trait: Drizzle<br />
EVs: 252 SAtk / 4 SDef / 252 Spd<br />
Modest Nature<br />
- Hydro Pump<br />
- Ice Beam<br />
- Focus Blast<br />
- Hidden Power [Grass]<br />
<br />
Colossoil @ Life Orb<br />
Trait: Guts<br />
EVs: 252 Atk / 4 Def / 252 Spd<br />
Adamant Nature<br />
- Earthquake<br />
- Sucker Punch<br />
- Pursuit<br />
- Rapid Spin<br />
<br />
Tomohawk @ Leftovers<br />
Trait: Prankster<br />
EVs: 212 HP / 252 Def / 44 SAtk<br />
Bold Nature<br />
- Aura Sphere<br />
- Substitute<br />
- Roost<br />
- Hurricane<br />
<br />
Ferrothorn @ Leftovers<br />
Trait: Iron Barbs<br />
EVs: 252 HP / 88 Def / 168 SDef<br />
Relaxed Nature<br />
- Stealth Rock<br />
- Leech Seed<br />
- Thunder Wave<br />
- Gyro Ball<br />
<br />
Toxicroak @ Life Orb<br />
Trait: Dry Skin<br />
EVs: 4 HP / 252 Atk / 252 Spd<br />
Adamant Nature<br />
- Swords Dance<br />
- Sucker Punch<br />
- Ice Punch<br />
- Cross Chop</div>
</div><br />
<br />
<div align="center"><b><font size="5"><font color="RoyalBlue">- Hail Balanced -</font></font></b><br />
<i>By jas61292</i><br />
<br />
<img src="http://i.imgur.com/08lep.png" border="0" alt="" /></div><br />
While sometimes seen as underwhelming in standard play, Hail teams have a pair of new toys to play with in CAP that can make it quite the threat: Syclant and Krilowatt. With hail making its best STAB never miss, Syclant can use its signature Mountaineer, eliminating a crippling weakness of Hail teams. It can outspeed much of the metagame, and, with Choice Specs attached, its Blizzard hits ridiculously hard. Krilowatt, along with Reuniclus provide the team with some much needed type variety while still retaining Hail immunities. Krilowatt also helps threaten with great coverage and recoil-less power from Life Orb, while Reuniclus has great bulk and the ability to set up on many Pokemon. Abomasnow has Grass moves and Fighting coverage that allow it to come out on top against the other common weather starters. Mamoswine provides the majority of the physical offense and makes a great revenge killer thanks to Ice Shard. And finally, Heatran provides crucial resistances and key support moves in Stealth Rock and Roar which help chip away at opponents to let its teammates break right through.<br />
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<i>Importable</i>
<div id="hideblock"
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Trait: Snow Warning<br />
EVs: 252 HP / 170 SDef / 88 Atk<br />
Careful Nature<br />
- Substitute<br />
- Focus Punch<br />
- Wood Hammer<br />
- Ice Shard<br />
<br />
Syclant @ Choice Specs<br />
Trait: Mountaineer<br />
EVs: 252 Spd / 252 SAtk / 4 SDef<br />
Timid Nature<br />
- Blizzard<br />
- Bug Buzz<br />
- Earth Power<br />
- Focus Blast<br />
<br />
Krilowatt @ Life Orb<br />
Trait: Magic Guard<br />
EVs: 252 SAtk / 252 Spd / 4 SDef<br />
Timid Nature<br />
- Blizzard<br />
- Surf<br />
- Thunderbolt<br />
- Earth Power<br />
<br />
Mamoswine @ Choice Band<br />
Trait: Snow Cloak<br />
EVs: 252 Spd / 252 Atk / 4 Def<br />
Adamant Nature<br />
- Earthquake<br />
- Ice Shard<br />
- Stone Edge<br />
- Superpower<br />
<br />
Reuniclus @ Leftovers<br />
Trait: Magic Guard<br />
EVs: 252 HP / 252 Def / 4 SAtk<br />
Bold Nature<br />
- Calm Mind<br />
- Focus Blast<br />
- Psychic<br />
- Recover<br />
<br />
Heatran @ Leftovers<br />
Trait: Flash Fire<br />
EVs: 252 HP / 252 SDef / 4 SAtk<br />
Calm Nature<br />
- Stealth Rock<br />
- Fire Blast<br />
- Earth Power<br />
- Roar</div>
</div><br />
<br />
<div align="center"><b><font size="5"><font color="DarkRed">- Spike Stacking Offense -</font></font></b><br />
<i>By DTC</i><br />
<br />
<img src="http://i.imgur.com/bPKYR.png" border="0" alt="" /><br />
</div><br />
This team was made around the core of Voodoom and Zapdos. Together, they can break through pretty much every wall. Zapdos is also a very solid check to Tomohawk, which is nice. Forretress sets up Spikes and Stealth Rock for the team and Volt Switches out to the strong attackers. I choose it over Fidgit for the better physical bulk and synergy with the team. Salamence and Syclant are two other great wallbreakers. Arghonaut checks a few threatening Pokemon for this team, such as set-up sweepers, Syclant, and Stratagem. This team is pretty much impossible to wall, especially if some hazards are set-up. It struggles with faster Pokemon, but many of them can be handled by the more bulkier Pokemon on the team such as Zapdos and Arghonaut. <br />
<br />
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<i>Importable</i>
<div id="hideblock"
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Trait: Volt Absorb<br />
EVs: 252 SAtk / 252 Spd / 4 HP<br />
Timid Nature<br />
- Pain Split<br />
- Taunt<br />
- Dark Pulse<br />
- Aura Sphere<br />
<br />
Zapdos @ Life Orb<br />
Trait: Pressure<br />
EVs: 4 Def / 252 SAtk / 252 Spd<br />
Timid Nature<br />
- Thunderbolt<br />
- Heat Wave<br />
- Hidden Power [Grass]<br />
- Roost<br />
<br />
Forretress @ Leftovers<br />
Trait: Sturdy<br />
EVs: 252 HP / 176 Def / 80 SDef<br />
Relaxed Nature<br />
- Spikes<br />
- Stealth Rock<br />
- Rapid Spin<br />
- Volt Switch<br />
<br />
Salamence @ Life Orb<br />
Trait: Intimidate<br />
EVs: 100 Atk / 176 SAtk / 232 Spd<br />
Rash Nature<br />
- Draco Meteor<br />
- Fire Blast<br />
- Earthquake<br />
- Roost<br />
<br />
Syclant @ Choice Specs<br />
Trait: Mountaineer<br />
EVs: 252 Spd / 252 SAtk / 4 HP<br />
Timid Nature<br />
- Ice Beam<br />
- Bug Buzz<br />
- Earth Power<br />
- Hidden Power [Fire]<br />
<br />
Arghonaut @ Leftovers<br />
Trait: Unaware<br />
EVs: 252 HP / 252 Def / 4 SDef<br />
Impish Nature<br />
- Recover<br />
- Waterfall<br />
- Drain Punch<br />
- Ice Punch</div>
</div></div>

]]></content:encoded>
			<category domain="http://www.smogon.com/forums/forumdisplay.php?f=66"><![CDATA[Create-A-Pok&eacute;mon Project]]></category>
			<dc:creator>DTC</dc:creator>
			<guid isPermaLink="true">http://www.smogon.com/forums/showthread.php?t=3466826</guid>
		</item>
		<item>
			<title>CAP 3 - Part 7 - Secondary Ability Discussion</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3466804&amp;goto=newpost</link>
			<pubDate>Sat, 12 May 2012 03:18:34 GMT</pubDate>
			<description>The final duel started with a bang - literally, as Rising_Dusk opened with a Silver Bullet Punch. Korski was fighting back with as many of his ships...</description>
			<content:encoded><![CDATA[<div>The final duel started with a bang - literally, as Rising_Dusk opened with a Silver Bullet Punch. Korski was fighting back with as many of his ships and guns as he could, but the momentum was on Rising_Dusk's side. In fact, Rising_Dusk was picking off Korski's armada one ship at a time. Suddenly, however, Korski disappeared, and Rising_Dusk immediately found himself surrounded by missiles that had appeared out of nowhere. He could not escape the attack.<br />
<br />
Korski scoffed from afar as Rising_Dusk got up again. &quot;So, I see you didn't escape the earlier combination attack unscathed. What a shame.&quot;<br />
<br />
&quot;Well, I see that Scoopapa hasn't been your only 'donor',&quot; Rising_Dusk retorted. &quot;Don't think I'm not aware of the underlying mechanism behind srk1214's 1214 Slaps technique.&quot;<br />
<br />
&quot;How perceptive of you to recognize when someone can slow time down. Perhaps you are also aware, then, that you have already lost.&quot; He summoned a gigantic sword. &quot;This '1214 Fury Cutters' combo will go by in the blink of an eye for anyone else, but for me it will be more than enough time to finish you off!&quot;<br />
<br />
&quot;We'll see,&quot; Rising_Dusk replied.<br />
<br />
Korski rushed toward him, time slowing as he got closer. It seemed Rising_Dusk was not even prepared enough to try another Silver Bullet Punch at least. Each Fury Cutter strike was naturally stronger than the last. When the 1214th strike was finished, Korski stood triumphantly as time returned to normal. &quot;Ha! I was actually wondering what I'd be eating for dinner! I guess you will d- WHAT THE!?&quot;<br />
<br />
&quot;Protect, bro.&quot; Indeed, Rising_Dusk had not taken any damage.<br />
<br />
&quot;But... but...&quot;<br />
<br />
&quot;Also, you said you saw my best attack. I don't have a best attack. Every attack has its own situation. Like this one. <b><i>HURRICANE!!!</i></b>&quot;<br />
<br />
A devastating wind blew all around Rising_Dusk. The remaining ships were blown away along with Korski. They tried to fire at Rising_Dusk, but the cannons could not hit their mark due to the sheer wind speeds. Korski's armada met its end in the windswept skies. The Golden Scizor was victorious.<br />
<br />
Meanwhile, a famine swept through the lands nearby...<br />
<br />
...Oh hey, remember abilities? We still have to decide what (if any) other competitive ability to give on this CAP!  Remember to keep everything that we have already decided in mind (i.e. concept, stats, typing, and Dry Skin) when talking about possibly secondary abilities. Be bold in your suggestions, but be realistic.<br />
<br />
Remember this is <b>not</b> a place to discuss flavor abilities (<i>especially</i>  in relation to the art thread),  but a place for discussing  the competitive aspect of having an ability on CAP3, especially in relation to the already chosen ability Dry Skin.<br />
 <br />
 CAP 3 so far:<br />
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<i>Concept: Extreme Makeover: Typing Edition</i>
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					Originally Posted by Fat <strong>Theorymon</strong>
					(Post 4187569)
				</div>
				<div style="font-style:italic"><b>Name:</b> Extreme Makeover: Typing Edition<br />
<br />
<b>General Description:</b> The idea here is to create a Pokemon who's        typing, while normally considered poor defensively and/or    offensively,     becomes a strong selling point of the Pokemon itself    via help from  an    ability, stats, and/or movepool.<br />
<br />
<b>Justification:</b> There are a lot of typings we scoff at on a daily        basis because of their serious flaws, often forgetting about their        strong points. For example, Poison is a really terrible offensive        typing, but a decent defensive typing, while the Ice typing is  good       offensively, but awful defensively. Instead of just accepting  that  some      typings will just ruin a Pokemon, this CAP concept aims  to  take  that     &quot;terrible typing&quot;, and find ways to fix it (usually  via   ability,     movepool, or stats) to the point where the formerly    terrible typing     becomes the CAP's strong point! The reason this CAP    could benefit OU is     because a Pokemon who makes a &quot;bad typing&quot;  into  a  great one could  find    many unique offensive and/or defensive   niches  that aren't  currently    found!<br />
<br />
<b>Questions To Be Answered</b> <br />
<br />
-What does it take for a Pokemon to overcome its &quot;bad typing&quot; so much        that its typing becomes good? Are the stats the biggest contributer,    is     the ability the thing that saves it, does movepool make it a    force,  or    is it a combination of the above? <br />
<br />
-How does the typing makeover effect the Pokemon's playstyle? Does the        Pokemon become a unique wall that uses its makeover to overcome its        typing's normally fatal flaws, does the make over make a terrible        offensive typing into a fearsome sweeper, does the makeover make  it   into      a formidible combination of deffense and offense to a  typing   that     brings it neither, or does the makeover bring forth  something   none of  us    see coming from the typing?<br />
<br />
-Which resistances and immunities are the most relevant to the metagame?        Sure, this concept is aiming to have a &quot;bad typing&quot; become good,    but     part of that will require the bad typing to have some key     resistances    and/or immunties to certain typings to defend against or     set up on,    while still having a very unorthodox competitive  typing.    This works the    other way around too, what are the typings  most    relevant to hit super    effectively or at least neutral? <br />
<br />
-How will the rest of the OU metagame react to this extreme type        makeover? Will Pokemon start carrying moves they normally wouldn't carry        to break through a new defensive threat, will some Pokemon take  on     new   defensive roles due to resisting the unorthodox STABs CAP 3   may    carry?   Or will This Pokemon, despite being a very real  threat,  not    have many   &quot;custom made sets&quot; to beat it, being more of  a  Pokemon that    is a   reaction to the metagame than causing a  metagame  reaction? <br />
<br />
-Finally, how will this effect the teams CAP3 is on? Will this be the        kind of Pokemon who needs a lot of support to become a threat, will     this    Pokemon be more of key team member to execute another  strategy,    or   will  this be the kind of Pokemon that's part of the  glue that    holds the   team  together?</div>
			
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</div><br />
<br />
<b>Typing:</b> Fire / Poison<br />
<b>Base stats:</b> 95 HP / 45 Atk / 83 Def / 131 SpA / 105 SpD / 76 Spe<br />
<b>Abilities:</b> Dry Skin / ??? / (???)</div>

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			<category domain="http://www.smogon.com/forums/forumdisplay.php?f=66"><![CDATA[Create-A-Pok&eacute;mon Project]]></category>
			<dc:creator>capefeather</dc:creator>
			<guid isPermaLink="true">http://www.smogon.com/forums/showthread.php?t=3466804</guid>
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			<title>CAP 3 - Part 6 - Stat Spread Poll 3</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3466760&amp;goto=newpost</link>
			<pubDate>Fri, 11 May 2012 03:35:03 GMT</pubDate>
			<description>This poll will be open for *24 hours* starting from the first vote (1:16:53 a.m.). 
 
The fight was at a temporary standstill. Rising_Dusk, Korski...</description>
			<content:encoded><![CDATA[<div>This poll will be open for <b>24 hours</b> starting from the first vote (1:16:53 a.m.).<br />
<br />
The fight was at a temporary standstill. Rising_Dusk, Korski and Scoopapa were looking at each other nervously, anticipating a sudden first move.<br />
<br />
Korski and Scoopapa were close to each other, and the former began to whisper, &quot;Hey. Rising_Dusk is really strong. He might beat both of us if we don't team up. What do you say we call a temporary truce?&quot;<br />
<br />
&quot;Indeed,&quot; Scoopapa agreed. &quot;He has a great advantage over us at the moment. Your fleet can't do the job on its own.&quot; He glanced at what remained of Korski's ships, most of which had been decimated. &quot;However, with my extra ammunition, we can launch an overwhelming combo attack, which just might do the trick. Surely, his golden armor isn't invincible?&quot;<br />
<br />
The duo initiated their assault. Korski summoned a mighty armada even bigger than the first, which joined his original ships. Scoopapa drew a multitude of rifles out of nowhere and threw them into the ships. Rising_Dusk watched in shock as every cannon and every rifle fired in unison in his direction. However, he quickly strengthened his resolve.<br />
<br />
&quot;HA! YOU THINK THAT AN ATTACK LIKE THAT WILL STOP ME, THE GOLDEN SCIZOR! YOU ARE MISTAKEN! <b><i>GOLDEN SUPERPOWER!!!</i></b>&quot;<br />
<br />
Rising_Dusk flew like a rocket toward the shots aimed at him. A series of devastating explosions followed, which could be seen and heard as far away as Circus Maximus. Moments later, Rising_Dusk flew out of the smoke and debris, heading straight for the heart of Korski's armada. His attack tore right through the mighty hulls. Half of the fleet was vaporized within seconds.<br />
<br />
Korski, however, rose up from the carnage. He had to act quickly. He found Scoopapa nearby and whispered, &quot;I'm sorry, my 'friend'. I must take your power and win this battle.&quot; He laid his hand on Scoopapa. &quot;FOR HONOR!&quot;<br />
<br />
Rising_Dusk also got up from the wreckage that he had wrought. He saw a blinding light behind him, and then watched as Korski approached him.<br />
<br />
&quot;Hey, you look a little different. But no matter. It is clear at this point that I will be victorious.&quot;<br />
<br />
&quot;That's where you're wrong,&quot; Korski replied. &quot;You see, I have seen your best attack. Yet, you haven't even begun to see what I'm capable of now. Approach me at your peril.&quot;<br />
<br />
Rising_Dusk smiled. &quot;BRING IT.&quot;<br />
<br />
EDIT AFTER THE FACT: My god people, I thought it would be clear that the battle in this story was a free-for-all where there aren't any &quot;good&quot; or &quot;bad&quot; guys. For every &quot;Terminator&quot;/&quot;Walpurgisnacht&quot; interpretation of Rising_Dusk there's also a &quot;Gurren Lagann&quot; interpretation. In fact I feared the latter would swing the vote toward him... In fact, Rising_Dusk is the only one with a named attack (other than srk1214 but w/e). The other two weren't friends, just temporary allies, each of whom would absorb the other if that's what it took to win (as was supposed to have happened here). I just couldn't think up a way to write the part where Korski absorbs Scoopapa.<br />
<br />
And don't assume the winner will be portrayed as a hero, either.<br />
<br />
But seriously, this is about THE STAT SPREADS and not this fun little story I cooked up. I'm already regretting writing it...<br />
<br />
Oh yeah, make sure that you <b>bold your vote and nothing else!</b>  A typical vote might look like the following:<br />
<br />
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				<b>My Preferred Entry</b><br />
<br />
Any comments that the voter has would go below the votes in non-bold     text. Bold text is used to determine what the user's votes are, so none   of the supplementary text should be in bold.
			
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</div>Please post only  your votes in this thread.  If you are feeling the  need to have a  discussion, then head on over to #cap.  There are  consequences if you  are looking to spark a discussion here.  Again,  please leave all  discussion to #cap.  Thanks for your understanding!<br />
<br />
The options:<br />
<br />
Rising_Dusk<br />
Korski<br />
<br />
---<br />
<br />
SUBMISSIONS YO:<br />
<br />
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					Originally Posted by Fat <strong>Rising_Dusk</strong>
					
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				<div style="font-style:italic"><b>Final Submission</b><br />
<b><br />
95 HP / 45 Atk / 83 Def / 131 SpA / 105 SpD / 76 Spe</b><blockquote> <b>PT:</b> 141.97 (Good)<br />
<b>ST:</b> 177.08 (Excellent)<br />
<b>PS:</b> 66.89 (Poor)<br />
<b>SS:</b> 181.07 (Excellent)<br />
<b>BSR:</b> 309.37 (Very Good)<br />
<b>BST:</b> <i>535</i> (Magnezone-tier, 62nd percentile in BW OU)<br />
</blockquote>Before I say anything else, note that this is perhaps the most uneven stat spread you will ever see me submit or support. <i>Three whole stats are not divisible by 5</i>.   It took every ounce of my willpower to click &quot;Submit Reply&quot;. Every  stat  is specially tailored for the purposes of this CAP, however, and  thus I  need you to bear with me and hear me out.<br />
<br />
I was originally going to type up a super massive post before this   thread was put up so that I could submit this spread first because I   knew that others had similar things going. Instead, I've been working a   lot and haven't had the time. That said, I am going to present my  spread  regardless because it is different in key ways from other  spreads that  make my spread objectively superior where it really  counts. Hopefully by  the end of this post, you'll agree with me.<br />
<br />
<b>Speed:</b><br />
<br />
I jump to the discussion on Speed because it is the most relevant to   every spread right now, and I do not think any other Speed stat besides   76 is acceptable. This is because our <a href="http://www.smogon.com/forums/showpost.php?p=4211436&amp;postcount=76" target="_blank">threats list</a> specifically lists offensive Heatran as threatening CAP 3 while defensive Heatran as threatened <i>by</i>   CAP 3. This hinges mostly on Heatran's usage of Earth Power, but is   also contributed to by offensive Heatran running max Speed Timid. Bulky   Heatran use Speed EVs sufficient to beat all Adamant Scizor (229),   meaning they hit 230. This means that we want the maximum Speed stat   that we can have in order to reduce the EVs necessary to beat defensive   Heatran's typical Speed while not outspeeding max Timid Heatran (or   tying it). 76 Speed is the only Speed stat that achieves this.<br />
<br />
The result of this is that my spread requires 172 Speed EVs to beat the   typical specially defensive Heatran set. Give or take several sets of 4   for purposes of beating slightly faster variants, this Speed hustle   results in 336 EVs for use elsewhere in CAP 3's spread, distributed to   bulk or offense and thus maximizing CAP 3's usable EVs. <br />
<br />
I do not think that Speed-tying Dragonite or <i>any other logic</i> is as relevant as what I have presented above, and hope that you agree with me.<br />
<br />
<b>Offensive Capacity:</b><br />
<br />
Assuming the 172 Speed EVs I discussed above and 248 HP EVs for   maximized overall bulk with minimum investment (while being able to   switch into SR 5 times), this leaves 88 EVs for use elsewhere. Assuming   that these are put into SpA, it will become clear why I made 131 the  SpA  stat. (This means that the EV spread is <u>248 HP / 88 SpA / 172 Spe</u>)<blockquote>88 Modest CAP 3 Lava Plume (Rain)<br />
_vs. 248/0 Adamant Choice Band Scizor: 91% - 108.5%<br />
_vs. 252/168 Relaxed Leftovers Ferrothorn: 58% - 68.2%<br />
</blockquote>You will notice two key points here. Scizor is always   OHKOed after SR and standard Ferrothorn is always 2HKOed after Leftovers   recovery. This means that CAP 3 can safely utilize Lava Plume to scare   incoming physical attackers while still achieving the base  requirements  of its Fire-type STAB against rain teams. Note that 130  (and lower) SpA  does not achieve this 2HKO against Ferrothorn given 88  SpA investment  and a +SpA nature. Note again that this all changes if  CAP 3 runs  different EVs, runs Flamethrower, its targets run more  special bulk, or  what-have-you. What's important to take away from this  is that this stat  spread <i>guarantees</i> that Lava Plume can be used successfully <i>even against</i> rain teams on a <i>relevant competitive</i>   EV spread. You're not forced to run Fire Blast or Flamethrower unless   you want to, and that's something that will be valued by CAP 3.<br />
<br />
Note that CAP 3's physical prowess is essentially a non-issue because   its physical options are substantially inferior to its special options   within and without its STABs. For what it is trying to achieve,   particularly against Pokemon like Jellicent and Politoed which typically   invest heavily in Defense, it should be focusing on its special   offense.<br />
<br />
<b>Bulk:</b><br />
<br />
95/83/105 bulk is good for quite a few reasons. It targets special bulk   in order to more adequately take on Pokemon like Jellicent, Tentacruel,   and Politoed. You will, of course, ask what relevance the 83 Def stat   has, to which I respond:<blockquote>0 Sassy Tyranitar Stone Edge<br />
_vs. 248/0 Modest CAP 3: 82.4% - 97.7%<br />
</blockquote>The same spread I've been discussing is tailored   specifically to be KOed by a 0 EV investment mixed attacking Tyranitar   Stone Edge after Leftovers recovery and SR damage. Technically, 84 Def   would've also worked, but this makes the BST work out to a pretty   number, helping my OCD self not be too butthurt. 95/105 special bulk   achieves excellent special tankiness against the likes of Jellicent and   others, but is mostly tailored to maximize at the following  calculation:<blockquote>4 Sassy Gastrodon +0 Earth Power<br />
_vs. 248/0 Modest CAP 3: 88.5% - 104.8%</blockquote>This means that   Gastrodon can KO you regardless of its Ground-type attack and with at   least 1 layer of spikes up, not too much to ask when Ferrothorn and   Skarmory are such common teammates for it. This helps the neutral   balance of Gastrodon and CAP 3 switching into each other.<br />
<br />
<b>Conclusion:</b><br />
<br />
My spread achieves very key calculations against key Pokemon that are   very relevant to the way CAP 3 will eventually operate in and against   rain. I think that it achieves these thresholds the best of every spread   submitted thus far, and hope that my presentation has made that clear   to you. Cheers, and good luck to every spread submitter   regardless.</div>
			
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				<div>
					Originally Posted by Fat <strong>Korski</strong>
					
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				<div style="font-style:italic"><font size="3"><b>Final Submission</b></font><br />
<br />
<b>HP:</b> <font size="4">91</font> <font size="1">323-386</font><br />
<b>Atk:</b> <font size="4">60</font> <font size="1">140-156-219-240</font><br />
<b>Def:</b> <font size="4">94</font> <font size="1">201-224-287-315</font><br />
<b>SpA:</b> <font size="4">105</font> <font size="1">221-246-309-339</font><br />
<b>SpD:</b> <font size="4">116</font> <font size="1">241-268-331-364</font><br />
<b>Spe:</b> <font size="4">89</font> <font size="1">192-214-277-304</font><br />
<br />
<b>PT:</b> 155.6445 (Very Good)<br />
<b>ST:</b> 189.4554 (Excellent)<br />
<b>PS:</b> 92.2324 (Below Average)<br />
<b>SS:</b> 163.8857 (Very Good)<br />
<b>ODB:</b> -4.6382 (Slightly biased toward Defense)<br />
<b>PSB:</b> -15.4488 (Highly biased toward Special)<br />
<b>BSR:</b> 331.7683 (Very Good)<br />
<b>BST:</b> 555<br />
<br />
<font size="3"><b>The Spread: 91/60/94/105/116/89</b></font><br />
<br />
It was tempting for me to re-make Volcarona or Heatran for these stats,   but I chose a different path that lies somewhere between the two in   terms of playstyle so that it doesn't get outclassed by both. This   spread aims to use a reliable defensive backbone and a manipulative   Speed stat to get most of its work done in conjunction with the   movepool, which I believe should be diverse if this Poke is to get any   sort of foothold in OU (we've done a pretty good job of neutering its   STAB effectiveness via typing and primary Ability, and Volcarona and   Heatran are both adept enough at launching high-powered Fire moves for   OU). The spread as a whole is pretty balanced compared to the others.   Its offensive stats are less dramatic in order to emphasize Speed and   coverage-based defensive viability instead of falling back on Hidden   Power and enormous stats for raw power.<br />
<br />
<font size="3"><b>Offenses: 60/105/89</b></font><br />
<br />
On their own, they're pretty dismal, I'll admit. I did this on purpose,   however, to open CAP up to choosing the correct coverage options to   defend itself against its most devastating checks (most threats are   frail-ish or have 4x weaknesses). 60 Atk is unusable but not too low to   intentionally fudge the numbers. I don't envision Flare Blitz or   physical Fighting moves being real options here when we have a Stealth   Rock weakness and immunity to Chansey/Blissey's Toxic. 105 SpA is just   fine to take advantage of weather-based attack boosts and performs   adequately on its own, when invested in (252 EVs, neutral nature). It   can potentially nab 2HKOs on things like Vaporeon (46.88 - 55.36%) or   defensive Politoed (46.87 - 55.2%) with SR and Thunderbolt, which isn't   overpowered, imo, considering the investment it took to get to those   results. It doesn't impact our threat list too much, though, as it'll   take a Modest nature, 252 EVs, and a Life Orb to do substantial damage   to SpDTar in Sand with even something like Focus Blast (77.22 - 91.08%,   Scald/Energy Ball being the next best options at 25.74 - 30.69%).   Uninvested, its 246 SpA stat is &quot;just okay&quot; for using those defensive   attacks like Scald or Flamethrower in the Sun. Flamethrower by itself   still OHKOs Ferrothorn with SR (93.18 - 110.22%), and something like   Energy Ball would do respectable damage to offensive Rotom-W (47.1 -   56.19%) and Gastrodon (82.62 - 97.65%). SpDTar takes 43.56 - 51.48% from   Focus Blast in Sand, with Energy Ball or Scald a distant second with   14.35 - 17.32%. <br />
<br />
The primary draw here I think is the Speed stat. 89 Spe rests in a   particularly sparse area of Speed tiers in OU. The 214-304 Spe range is   one I think is worth exploring with a Pokemon like this, especially   considering how so many crucial Pokemon like Heatran, Politoed,   Mamoswine, Tentacruel, Gliscor, Rotom-W, Haxorus, Dragonite, Jirachi,   and Celebi hang out in this neighborhood. All of their playstyles could   be affected if CAP finds a way to check them. The faster 'mons like   Gliscor and Jirachi may have to sacrifice bulk in exchange for Speed   order to defeat CAP, and the slower ones may run faster EV spreads to   pressure CAP to do the same. Conveniently enough, Timid Heatran outruns   all neutral-Spe CAPs by a point, leaving it on the threatlist for   defensive or Modest builds. Jolly Mamoswine and Timid Rotom-W outspeed   neutral CAP as well, while on the flip side Haxorus, Landorus, and base   100s like Celebi and Salamence must run +Spe to guarantee being faster   than Timid CAP. This could make a noticeable impact on how these  Pokemon  are used and how effective they are in the metagame. The Speed  is also  perfectly boostable; it can outrun Scarf Rotom-W at +1 or with a  Scarf  of its own (456 Spe w/ Timid) to help combat VoltTurn (hopefully  with a  good coverage move). 89 Spe is right at the top of the  middle-slow area  of OU, allowing CAP to choose how best to use Speed to  handle the  particular tank-ish and defensive threats it needs to  handle, while at  the same time tapping at the toes of the faster  threats who neglect Spe  out of a lack of necessity.<br />
<br />
<font size="3"><b>Defenses: 91/94/116</b></font><br />
<br />
I thought for a while about what advantages this Poke ought to have   defensively. At first, I looked at the list of resistances and planned   on throwing all the stats into physical Defense, but I eventually came   around to the idea of checking errant Volt Turns and Hurricanes and   Draco Meteors and ended up maxing out on SpD as a result. I took the   Heatran model of defensive Fire-type and tilted it toward the Special   end, resulting in something more in line with SpD Jirachi, when   invested. Tanking Special hits will be key to allowing this CAP to   switch in to SR and accomplish something; it's prefect for setting up on   the likes of Politoed and Starmie (unless both start running Psychic,   otherwise Vaporeon or Jellicent will do, amongst others). Even with   252/252+, CAP falls to nearly every Earthquake in OU with SR damage, but   at the same time it takes pittance from Scizor and Water-types that   usually rely on Ice or Grass or Toxic for coverage.<br />
<br />
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<i>A couple calcs</i>
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	padding: 0px 1em 5px 1em;"><hr/> Choice Specs Rotom-W Volt Switch vs. 0/0 CAP: 40.24 - 47.67%<br />
Choice Specs Rotom-W Volt Switch vs. 252/0 CAP: 33.67 - 39.89%<br />
Choice Specs Rotom-W Volt Switch vs. 252/252+ CAP: 24.87 - 29.53%<br />
0 SpA CAP Energy Ball vs. 4/0 Rotom-W: 47.1 - 56.19% <b>2HKO w/SR</b><br />
<br />
Life Orb Starmie Thunderbolt vs. 0/0 CAP: 30.95 - 36.53%<br />
Life Orb Starmie Thunderbolt vs. 252/0 CAP: 25.9 - 30.56%<br />
Life Orb Starmie Thunderbolt vs. 252/252+ CAP: 18.91 - 22.53%<br />
0 SpA CAP Thunderbolt vs. 0/4 Starmie: 62.06 - 73.56% <b>2HKO</b><br />
0 SpA CAP Energy Ball vs. 0/4 Starmie: 52.1 - 62.06% <b>2HKO</b><br />
<br />
Timid Heatran Earth Power vs. 252/252+ CAP: 72.53 - 86.01% <b>OHKO w/SR</b><br />
0 SpA CAP Earth Power vs. 0/4 Heatran: 79.25 - 94.11% <b>O-2HKO w/SR</b><br />
0 SpA CAP Focus Blast vs. 0/4 Heatran: 52.63 - 62.53% <b>2HKO</b><br />
0 SpA CAP Scald vs. 0/4 Heatran: 35.29 - 42.1%<br />
<br />
Choice Specs Latios Draco Meteor vs. 252/0 CAP: 78.5 - 92.5% <b>OHKO w/SR</b><br />
Choice Specs Latios Draco Meteor vs. 252/252+ CAP: 57.5 - 67.9% <b>2HKO w/ SR</b> (87 - 102% over two consecutive hits)<br />
0 SpA CAP Ice Beam vs. 4/0 Latios: 43.7 - 51.7% <b>2HKO w/SR</b><br />
252 SpA CAP Ice Beam vs. 4/0 Latios: 55 - 64.9% <b>2HKO</b></div>
</div><br />
Basically, defensive CAP can put up with a lot without being   overwhelmingly wallish. From the SPD side, it's a little stronger than   CalmTran and SpD Jirachi, but the spread leaves CAP more open to   physical attacks in general, something that resistances and Burns can   make up for.<br />
<br />
<font size="3"><b>Final Comments:</b></font><br />
<br />
As I said earlier, I want CAP to really catch its niche in its diverse   movepool, to make it stand out from the raw-damage, high output   offensive Firemons of OU. This spread does its best to accomodate for   strategic coverage options and for reliable STABs/statuses at the same   time. It's more of an exercise in defensive finesse, as it has neither   the ability to sweep nor wall but can still manage to make itself useful   despite the faults of the typing. The SR weakness is going to limit   CAP's time in battle much of the time, meaning switching in and out will   be a burden on the CAP user; by making the CAP more of an urgent  threat  (higher Spe, tricky SE coverage), we are giving it a specific  path to  success without relying too much on any one element to &quot;save&quot;  the typing  (thus allowing later stages of CAP's design to further shape  CAP's  playstyle and effectiveness).</div>
			
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</div>---<br />
<br />
CAP 3 so far:<br />
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<i>Concept: Extreme Makeover: Typing Edition</i>
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					Originally Posted by Fat <strong>Theorymon</strong>
					(Post 4187569)
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				<div style="font-style:italic"><b>Name:</b> Extreme Makeover: Typing Edition<br />
<br />
<b>General Description:</b> The idea here is to create a Pokemon who's       typing, while normally considered poor defensively and/or   offensively,     becomes a strong selling point of the Pokemon itself   via help from  an    ability, stats, and/or movepool.<br />
<br />
<b>Justification:</b> There are a lot of typings we scoff at on a daily       basis because of their serious flaws, often forgetting about their       strong points. For example, Poison is a really terrible offensive       typing, but a decent defensive typing, while the Ice typing is good       offensively, but awful defensively. Instead of just accepting that  some      typings will just ruin a Pokemon, this CAP concept aims to  take  that     &quot;terrible typing&quot;, and find ways to fix it (usually via   ability,     movepool, or stats) to the point where the formerly   terrible typing     becomes the CAP's strong point! The reason this CAP   could benefit OU is     because a Pokemon who makes a &quot;bad typing&quot; into  a  great one could  find    many unique offensive and/or defensive  niches  that aren't  currently    found!<br />
<br />
<b>Questions To Be Answered</b> <br />
<br />
-What does it take for a Pokemon to overcome its &quot;bad typing&quot; so much       that its typing becomes good? Are the stats the biggest contributer,   is     the ability the thing that saves it, does movepool make it a   force,  or    is it a combination of the above? <br />
<br />
-How does the typing makeover effect the Pokemon's playstyle? Does the       Pokemon become a unique wall that uses its makeover to overcome its       typing's normally fatal flaws, does the make over make a terrible       offensive typing into a fearsome sweeper, does the makeover make it   into      a formidible combination of deffense and offense to a typing   that     brings it neither, or does the makeover bring forth something   none of  us    see coming from the typing?<br />
<br />
-Which resistances and immunities are the most relevant to the metagame?       Sure, this concept is aiming to have a &quot;bad typing&quot; become good,   but     part of that will require the bad typing to have some key    resistances    and/or immunties to certain typings to defend against or    set up on,    while still having a very unorthodox competitive typing.    This works the    other way around too, what are the typings most    relevant to hit super    effectively or at least neutral? <br />
<br />
-How will the rest of the OU metagame react to this extreme type       makeover? Will Pokemon start carrying moves they normally wouldn't carry       to break through a new defensive threat, will some Pokemon take on     new   defensive roles due to resisting the unorthodox STABs CAP 3  may    carry?   Or will This Pokemon, despite being a very real threat,  not    have many   &quot;custom made sets&quot; to beat it, being more of a  Pokemon that    is a   reaction to the metagame than causing a metagame  reaction? <br />
<br />
-Finally, how will this effect the teams CAP3 is on? Will this be the       kind of Pokemon who needs a lot of support to become a threat, will    this    Pokemon be more of key team member to execute another strategy,    or   will  this be the kind of Pokemon that's part of the glue that    holds the   team  together?</div>
			
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<br />
<b>Typing:</b> Fire / Poison<br />
<b>Abilities:</b> Dry Skin / ??? / (???)</div>

]]></content:encoded>
			<category domain="http://www.smogon.com/forums/forumdisplay.php?f=66"><![CDATA[Create-A-Pok&eacute;mon Project]]></category>
			<dc:creator>capefeather</dc:creator>
			<guid isPermaLink="true">http://www.smogon.com/forums/showthread.php?t=3466760</guid>
		</item>
		<item>
			<title>CAP 3 - Part 6 - Stat Spread Poll 2</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3466710&amp;goto=newpost</link>
			<pubDate>Thu, 10 May 2012 03:24:49 GMT</pubDate>
			<description><![CDATA[This poll will be open for *24 hours* starting from Deck_Knight's vote below (i.e. 12:17:33 a.m.). 
 
The Seven fought a brave and valiant battle....]]></description>
			<content:encoded><![CDATA[<div>This poll will be open for <b>24 hours</b> starting from Deck_Knight's vote below (i.e. 12:17:33 a.m.).<br />
<br />
The Seven fought a brave and valiant battle. The ensuing clamor was epic to behold. Nothing in <i>The Avengers</i> could have compared to the glorious sight of these stat spread submitters. FlareBlitz used Flare Blitz, and Steamroll countered with Steamroller. Korski summoned a vast armada of ships out of nowhere (turns out he was lying about dropping his Admiral rank) and pummeled Rising_Dusk with cannon fire, but the Golden Scizor bravely beat back the assault with his shining armor. Meanwhile, Scoopapa scooped up all of the ammunition he could and hurled it at the others. srk1214 rushed to the scene and started slapping everyone with his infamous 1214 Slaps technique. As the fight went on, bugmaniacbob, who had secretly been spamming Fury Cutter on capefeather's not-slated remains, went on a killing spree. However, he had become so blind with rage that he knew not whom he was killing, nor did he know which, if any, of his blows were even successful.<br />
<br />
Now, <b>three</b> remain. Who will come out on top in this bone-chilling battle of numbers?<br />
<br />
This is a single bold vote, which means you vote for one entry. Make sure that you <b>bold your votes and nothing else!</b>  A typical vote might look like the following:<br />
<br />
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				<b>My Preferred Entry</b><br />
<br />
Any comments that the voter has would go below the votes in non-bold    text. Bold text is used to determine what the user's votes are, so none  of the supplementary text should be in bold.
			
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</div>If you want even more clarification, we hope that <a href="http://www.smogon.com/cap/process/process_rules#bold" target="_blank">this</a> will satiate your appetite for text.<br />
<br />
Please post only  your votes in this thread.  If you are feeling the need to have a  discussion, then head on over to #cap.  There are consequences if you  are looking to spark a discussion here.  Again, please leave all  discussion to #cap.  Thanks for your understanding!<br />
<br />
The options:<br />
<br />
Rising_Dusk<br />
Korski<br />
Scoopapa<br />
<br />
---<br />
<br />
SUBMISSIONS YO:<br />
<br />
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				<div>
					Originally Posted by Fat <strong>Rising_Dusk</strong>
					
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				<div style="font-style:italic"><b>Final Submission</b><br />
<b><br />
95 HP / 45 Atk / 83 Def / 131 SpA / 105 SpD / 76 Spe</b><blockquote> <b>PT:</b> 141.97 (Good)<br />
<b>ST:</b> 177.08 (Excellent)<br />
<b>PS:</b> 66.89 (Poor)<br />
<b>SS:</b> 181.07 (Excellent)<br />
<b>BSR:</b> 309.37 (Very Good)<br />
<b>BST:</b> <i>535</i> (Magnezone-tier, 62nd percentile in BW OU)<br />
</blockquote>Before I say anything else, note that this is perhaps the most uneven stat spread you will ever see me submit or support. <i>Three whole stats are not divisible by 5</i>.  It took every ounce of my willpower to click &quot;Submit Reply&quot;. Every stat  is specially tailored for the purposes of this CAP, however, and thus I  need you to bear with me and hear me out.<br />
<br />
I was originally going to type up a super massive post before this  thread was put up so that I could submit this spread first because I  knew that others had similar things going. Instead, I've been working a  lot and haven't had the time. That said, I am going to present my spread  regardless because it is different in key ways from other spreads that  make my spread objectively superior where it really counts. Hopefully by  the end of this post, you'll agree with me.<br />
<br />
<b>Speed:</b><br />
<br />
I jump to the discussion on Speed because it is the most relevant to  every spread right now, and I do not think any other Speed stat besides  76 is acceptable. This is because our <a href="http://www.smogon.com/forums/showpost.php?p=4211436&amp;postcount=76" target="_blank">threats list</a> specifically lists offensive Heatran as threatening CAP 3 while defensive Heatran as threatened <i>by</i>  CAP 3. This hinges mostly on Heatran's usage of Earth Power, but is  also contributed to by offensive Heatran running max Speed Timid. Bulky  Heatran use Speed EVs sufficient to beat all Adamant Scizor (229),  meaning they hit 230. This means that we want the maximum Speed stat  that we can have in order to reduce the EVs necessary to beat defensive  Heatran's typical Speed while not outspeeding max Timid Heatran (or  tying it). 76 Speed is the only Speed stat that achieves this.<br />
<br />
The result of this is that my spread requires 172 Speed EVs to beat the  typical specially defensive Heatran set. Give or take several sets of 4  for purposes of beating slightly faster variants, this Speed hustle  results in 336 EVs for use elsewhere in CAP 3's spread, distributed to  bulk or offense and thus maximizing CAP 3's usable EVs. <br />
<br />
I do not think that Speed-tying Dragonite or <i>any other logic</i> is as relevant as what I have presented above, and hope that you agree with me.<br />
<br />
<b>Offensive Capacity:</b><br />
<br />
Assuming the 172 Speed EVs I discussed above and 248 HP EVs for  maximized overall bulk with minimum investment (while being able to  switch into SR 5 times), this leaves 88 EVs for use elsewhere. Assuming  that these are put into SpA, it will become clear why I made 131 the SpA  stat. (This means that the EV spread is <u>248 HP / 88 SpA / 172 Spe</u>)<blockquote>88 Modest CAP 3 Lava Plume (Rain)<br />
_vs. 248/0 Adamant Choice Band Scizor: 91% - 108.5%<br />
_vs. 252/168 Relaxed Leftovers Ferrothorn: 58% - 68.2%<br />
</blockquote>You will notice two key points here. Scizor is always  OHKOed after SR and standard Ferrothorn is always 2HKOed after Leftovers  recovery. This means that CAP 3 can safely utilize Lava Plume to scare  incoming physical attackers while still achieving the base requirements  of its Fire-type STAB against rain teams. Note that 130 (and lower) SpA  does not achieve this 2HKO against Ferrothorn given 88 SpA investment  and a +SpA nature. Note again that this all changes if CAP 3 runs  different EVs, runs Flamethrower, its targets run more special bulk, or  what-have-you. What's important to take away from this is that this stat  spread <i>guarantees</i> that Lava Plume can be used successfully <i>even against</i> rain teams on a <i>relevant competitive</i>  EV spread. You're not forced to run Fire Blast or Flamethrower unless  you want to, and that's something that will be valued by CAP 3.<br />
<br />
Note that CAP 3's physical prowess is essentially a non-issue because  its physical options are substantially inferior to its special options  within and without its STABs. For what it is trying to achieve,  particularly against Pokemon like Jellicent and Politoed which typically  invest heavily in Defense, it should be focusing on its special  offense.<br />
<br />
<b>Bulk:</b><br />
<br />
95/83/105 bulk is good for quite a few reasons. It targets special bulk  in order to more adequately take on Pokemon like Jellicent, Tentacruel,  and Politoed. You will, of course, ask what relevance the 83 Def stat  has, to which I respond:<blockquote>0 Sassy Tyranitar Stone Edge<br />
_vs. 248/0 Modest CAP 3: 82.4% - 97.7%<br />
</blockquote>The same spread I've been discussing is tailored  specifically to be KOed by a 0 EV investment mixed attacking Tyranitar  Stone Edge after Leftovers recovery and SR damage. Technically, 84 Def  would've also worked, but this makes the BST work out to a pretty  number, helping my OCD self not be too butthurt. 95/105 special bulk  achieves excellent special tankiness against the likes of Jellicent and  others, but is mostly tailored to maximize at the following calculation:<blockquote>4 Sassy Gastrodon +0 Earth Power<br />
_vs. 248/0 Modest CAP 3: 88.5% - 104.8%</blockquote>This means that  Gastrodon can KO you regardless of its Ground-type attack and with at  least 1 layer of spikes up, not too much to ask when Ferrothorn and  Skarmory are such common teammates for it. This helps the neutral  balance of Gastrodon and CAP 3 switching into each other.<br />
<br />
<b>Conclusion:</b><br />
<br />
My spread achieves very key calculations against key Pokemon that are  very relevant to the way CAP 3 will eventually operate in and against  rain. I think that it achieves these thresholds the best of every spread  submitted thus far, and hope that my presentation has made that clear  to you. Cheers, and good luck to every spread submitter  regardless.</div>
			
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				<div>
					Originally Posted by Fat <strong>Korski</strong>
					
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				<div style="font-style:italic"><font size="3"><b>Final Submission</b></font><br />
<br />
<b>HP:</b> <font size="4">91</font> <font size="1">323-386</font><br />
<b>Atk:</b> <font size="4">60</font> <font size="1">140-156-219-240</font><br />
<b>Def:</b> <font size="4">94</font> <font size="1">201-224-287-315</font><br />
<b>SpA:</b> <font size="4">105</font> <font size="1">221-246-309-339</font><br />
<b>SpD:</b> <font size="4">116</font> <font size="1">241-268-331-364</font><br />
<b>Spe:</b> <font size="4">89</font> <font size="1">192-214-277-304</font><br />
<br />
<b>PT:</b> 155.6445 (Very Good)<br />
<b>ST:</b> 189.4554 (Excellent)<br />
<b>PS:</b> 92.2324 (Below Average)<br />
<b>SS:</b> 163.8857 (Very Good)<br />
<b>ODB:</b> -4.6382 (Slightly biased toward Defense)<br />
<b>PSB:</b> -15.4488 (Highly biased toward Special)<br />
<b>BSR:</b> 331.7683 (Very Good)<br />
<b>BST:</b> 555<br />
<br />
<font size="3"><b>The Spread: 91/60/94/105/116/89</b></font><br />
<br />
It was tempting for me to re-make Volcarona or Heatran for these stats,  but I chose a different path that lies somewhere between the two in  terms of playstyle so that it doesn't get outclassed by both. This  spread aims to use a reliable defensive backbone and a manipulative  Speed stat to get most of its work done in conjunction with the  movepool, which I believe should be diverse if this Poke is to get any  sort of foothold in OU (we've done a pretty good job of neutering its  STAB effectiveness via typing and primary Ability, and Volcarona and  Heatran are both adept enough at launching high-powered Fire moves for  OU). The spread as a whole is pretty balanced compared to the others.  Its offensive stats are less dramatic in order to emphasize Speed and  coverage-based defensive viability instead of falling back on Hidden  Power and enormous stats for raw power.<br />
<br />
<font size="3"><b>Offenses: 60/105/89</b></font><br />
<br />
On their own, they're pretty dismal, I'll admit. I did this on purpose,  however, to open CAP up to choosing the correct coverage options to  defend itself against its most devastating checks (most threats are  frail-ish or have 4x weaknesses). 60 Atk is unusable but not too low to  intentionally fudge the numbers. I don't envision Flare Blitz or  physical Fighting moves being real options here when we have a Stealth  Rock weakness and immunity to Chansey/Blissey's Toxic. 105 SpA is just  fine to take advantage of weather-based attack boosts and performs  adequately on its own, when invested in (252 EVs, neutral nature). It  can potentially nab 2HKOs on things like Vaporeon (46.88 - 55.36%) or  defensive Politoed (46.87 - 55.2%) with SR and Thunderbolt, which isn't  overpowered, imo, considering the investment it took to get to those  results. It doesn't impact our threat list too much, though, as it'll  take a Modest nature, 252 EVs, and a Life Orb to do substantial damage  to SpDTar in Sand with even something like Focus Blast (77.22 - 91.08%,  Scald/Energy Ball being the next best options at 25.74 - 30.69%).  Uninvested, its 246 SpA stat is &quot;just okay&quot; for using those defensive  attacks like Scald or Flamethrower in the Sun. Flamethrower by itself  still OHKOs Ferrothorn with SR (93.18 - 110.22%), and something like  Energy Ball would do respectable damage to offensive Rotom-W (47.1 -  56.19%) and Gastrodon (82.62 - 97.65%). SpDTar takes 43.56 - 51.48% from  Focus Blast in Sand, with Energy Ball or Scald a distant second with  14.35 - 17.32%. <br />
<br />
The primary draw here I think is the Speed stat. 89 Spe rests in a  particularly sparse area of Speed tiers in OU. The 214-304 Spe range is  one I think is worth exploring with a Pokemon like this, especially  considering how so many crucial Pokemon like Heatran, Politoed,  Mamoswine, Tentacruel, Gliscor, Rotom-W, Haxorus, Dragonite, Jirachi,  and Celebi hang out in this neighborhood. All of their playstyles could  be affected if CAP finds a way to check them. The faster 'mons like  Gliscor and Jirachi may have to sacrifice bulk in exchange for Speed  order to defeat CAP, and the slower ones may run faster EV spreads to  pressure CAP to do the same. Conveniently enough, Timid Heatran outruns  all neutral-Spe CAPs by a point, leaving it on the threatlist for  defensive or Modest builds. Jolly Mamoswine and Timid Rotom-W outspeed  neutral CAP as well, while on the flip side Haxorus, Landorus, and base  100s like Celebi and Salamence must run +Spe to guarantee being faster  than Timid CAP. This could make a noticeable impact on how these Pokemon  are used and how effective they are in the metagame. The Speed is also  perfectly boostable; it can outrun Scarf Rotom-W at +1 or with a Scarf  of its own (456 Spe w/ Timid) to help combat VoltTurn (hopefully with a  good coverage move). 89 Spe is right at the top of the middle-slow area  of OU, allowing CAP to choose how best to use Speed to handle the  particular tank-ish and defensive threats it needs to handle, while at  the same time tapping at the toes of the faster threats who neglect Spe  out of a lack of necessity.<br />
<br />
<font size="3"><b>Defenses: 91/94/116</b></font><br />
<br />
I thought for a while about what advantages this Poke ought to have  defensively. At first, I looked at the list of resistances and planned  on throwing all the stats into physical Defense, but I eventually came  around to the idea of checking errant Volt Turns and Hurricanes and  Draco Meteors and ended up maxing out on SpD as a result. I took the  Heatran model of defensive Fire-type and tilted it toward the Special  end, resulting in something more in line with SpD Jirachi, when  invested. Tanking Special hits will be key to allowing this CAP to  switch in to SR and accomplish something; it's prefect for setting up on  the likes of Politoed and Starmie (unless both start running Psychic,  otherwise Vaporeon or Jellicent will do, amongst others). Even with  252/252+, CAP falls to nearly every Earthquake in OU with SR damage, but  at the same time it takes pittance from Scizor and Water-types that  usually rely on Ice or Grass or Toxic for coverage.<br />
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<i>A couple calcs</i>
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	padding: 0px 1em 5px 1em;"><hr/> Choice Specs Rotom-W Volt Switch vs. 0/0 CAP: 40.24 - 47.67%<br />
Choice Specs Rotom-W Volt Switch vs. 252/0 CAP: 33.67 - 39.89%<br />
Choice Specs Rotom-W Volt Switch vs. 252/252+ CAP: 24.87 - 29.53%<br />
0 SpA CAP Energy Ball vs. 4/0 Rotom-W: 47.1 - 56.19% <b>2HKO w/SR</b><br />
<br />
Life Orb Starmie Thunderbolt vs. 0/0 CAP: 30.95 - 36.53%<br />
Life Orb Starmie Thunderbolt vs. 252/0 CAP: 25.9 - 30.56%<br />
Life Orb Starmie Thunderbolt vs. 252/252+ CAP: 18.91 - 22.53%<br />
0 SpA CAP Thunderbolt vs. 0/4 Starmie: 62.06 - 73.56% <b>2HKO</b><br />
0 SpA CAP Energy Ball vs. 0/4 Starmie: 52.1 - 62.06% <b>2HKO</b><br />
<br />
Timid Heatran Earth Power vs. 252/252+ CAP: 72.53 - 86.01% <b>OHKO w/SR</b><br />
0 SpA CAP Earth Power vs. 0/4 Heatran: 79.25 - 94.11% <b>O-2HKO w/SR</b><br />
0 SpA CAP Focus Blast vs. 0/4 Heatran: 52.63 - 62.53% <b>2HKO</b><br />
0 SpA CAP Scald vs. 0/4 Heatran: 35.29 - 42.1%<br />
<br />
Choice Specs Latios Draco Meteor vs. 252/0 CAP: 78.5 - 92.5% <b>OHKO w/SR</b><br />
Choice Specs Latios Draco Meteor vs. 252/252+ CAP: 57.5 - 67.9% <b>2HKO w/ SR</b> (87 - 102% over two consecutive hits)<br />
0 SpA CAP Ice Beam vs. 4/0 Latios: 43.7 - 51.7% <b>2HKO w/SR</b><br />
252 SpA CAP Ice Beam vs. 4/0 Latios: 55 - 64.9% <b>2HKO</b></div>
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Basically, defensive CAP can put up with a lot without being  overwhelmingly wallish. From the SPD side, it's a little stronger than  CalmTran and SpD Jirachi, but the spread leaves CAP more open to  physical attacks in general, something that resistances and Burns can  make up for.<br />
<br />
<font size="3"><b>Final Comments:</b></font><br />
<br />
As I said earlier, I want CAP to really catch its niche in its diverse  movepool, to make it stand out from the raw-damage, high output  offensive Firemons of OU. This spread does its best to accomodate for  strategic coverage options and for reliable STABs/statuses at the same  time. It's more of an exercise in defensive finesse, as it has neither  the ability to sweep nor wall but can still manage to make itself useful  despite the faults of the typing. The SR weakness is going to limit  CAP's time in battle much of the time, meaning switching in and out will  be a burden on the CAP user; by making the CAP more of an urgent threat  (higher Spe, tricky SE coverage), we are giving it a specific path to  success without relying too much on any one element to &quot;save&quot; the typing  (thus allowing later stages of CAP's design to further shape CAP's  playstyle and effectiveness).</div>
			
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					Originally Posted by Fat <strong>Scoopapa</strong>
					
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				<div style="font-style:italic"><b>Final Submission</b><br />
<br />
<b>120/90/65/125/95/60</b><br />
<br />
PT:132.9603 (Good)<br />
ST:188.3518 (Excellent)<br />
PS:101.4145 (Above Average)<br />
SS:138.2663 (Good)<br />
<br />
BSR:305.4267 (Very Good) <i>(the very upper limit of)</i><br />
BST:555<br />
<br />
This spread is a Special Tank that can attack from both ends of the  spectrum, but has to watch out for Super Effective physical attacks. <br />
<br />
<b>Defenses: 120/65/95</b>The primary reason for this defensive spread  is that the special defense is pretty strong even with no investment in  bulk, but the defense is highly reliant on investment to be strong.   This is highly influenced by the fact that all of the pokemon on our  &quot;threatens&quot; list are specially oriented, and most of the pokemon on our  &quot;threatened by&quot; list are physical.  The minimum special bulk with this  spread is 384 HP / 226 SpD, which isn't a wall but is plenty to make use  of the insane spread of resistances we have against rain offense.  As  such, this spread will always shut down the pokemon on our &quot;threatens&quot;  list, no matter what EV's are being used.  The defense not terrible,  however; A 0/0 CAP3 can still always counter Swords Dance Scizor in the  Rain, even with Stealth Rock up.  The defense can be invested in and  paired with Will-o-Wisp to great effect against many physical attackers,  without quite shutting down the pokemon on our &quot;threatened by&quot; list.   The high HP makes various tradeoffs possible in terms of EV spreads,  particularly when mixing offensive and defensive EV's.  It is necessary  in order to have the high SpD, high variability in Def, and overall bulk  at the same time.<br />
<br />
<b>Offenses 90/125/60</b><br />
<br />
The speed is very low for a CAP, but I dont think we really need speed  to fulfill the concept and stay true to our threat list.  Underspeeding  Tyranitar goes along with our threat list, and underspeeding defensive  Water-types doesn't really change our performance against them much.  I  don't see underspeeding defensive Heatran as that much of a problem,  since the defensive set typically only runs Lava Plume to attack.  If we  have a lower base speed than Heatran, a surprise Earth Power will  always be a concern.  Rather than kick off a speed creep arms race  between us and defensive Heatran, I think it is ok to concede to Earth  Power Heatran and focus stats elsewhere.  The current defensive spread  survives an Earth Power from defensive Heatran with 252 HP EV's anyway.<br />
<br />
The SpA is very high because I am forseeing the use of Sludge Bomb and  non-STAB attacks over Fire attacks (due to our synergy with/ability  against Rain).  As such, a great special attack stat seemed appropriate  in order to make Sludge Bomb legitimately scary to non-Steels after a +1  boost.  Even uninvested the special attack reaches 429 after a boost.   The attack was kept in a &quot;useable&quot; range in order to take advantage of  our high SpD and Coil.  The low speed is somewhat of a bummer against SD  Scizor, but we can still counter it and speed largely irrelevant when  switching into U-turn or Bullet Punch.  In exchange for speed, this stat  spread keeps physical and special attacking options open without  sacrificing bulk.  This spread is versatile, true to our threat list,  and should be a force to be reckoned with.<br />
<br />
Here's an idea of where this spread sits compared to others right now:<br />
<br />
High ST: less than 2 points under the cutoff and able to take some Super Effective STAB attacks that other spreads can't.<br />
Low PT: Will require some investment in HP to survive Stone Edges from  Scarf Tyranitar, Terrakion, and Landorus.  A 252/252+ spread is 3HKOed  by Stone Edges from Burned opponents (unless they have Choice Bands).<br />
High Attack: (90) much lower than BMB's and much higher than everyone  else's.  This is meant to take advantage of potential physical options  such as Gunk Shot, Flare Blitz, and Coil.<br />
High Special Attack: (125) With the SpA stats ranging from 105 to 135,  this one sits in the upper middle.  Uninvested Fire Blast will 2HKO the  most specially defensive Ferrothorn in the Rain, while Modest and 68  EV's are required to always OHKO after a Storm Drain Boost.  This spread  has the second highest combined Atk and SpA.<br />
Low Speed: (60) Tied for lowest.  We underspeed Tyranitar and tie with Jellicent.</div>
			
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</div>---<br />
<br />
CAP 3 so far:<br />
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<i>Concept: Extreme Makeover: Typing Edition</i>
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					Originally Posted by Fat <strong>Theorymon</strong>
					(Post 4187569)
				</div>
				<div style="font-style:italic"><b>Name:</b> Extreme Makeover: Typing Edition<br />
<br />
<b>General Description:</b> The idea here is to create a Pokemon who's      typing, while normally considered poor defensively and/or  offensively,     becomes a strong selling point of the Pokemon itself  via help from  an    ability, stats, and/or movepool.<br />
<br />
<b>Justification:</b> There are a lot of typings we scoff at on a daily      basis because of their serious flaws, often forgetting about their      strong points. For example, Poison is a really terrible offensive      typing, but a decent defensive typing, while the Ice typing is good      offensively, but awful defensively. Instead of just accepting that some      typings will just ruin a Pokemon, this CAP concept aims to take  that     &quot;terrible typing&quot;, and find ways to fix it (usually via  ability,     movepool, or stats) to the point where the formerly  terrible typing     becomes the CAP's strong point! The reason this CAP  could benefit OU is     because a Pokemon who makes a &quot;bad typing&quot; into a  great one could  find    many unique offensive and/or defensive niches  that aren't  currently    found!<br />
<br />
<b>Questions To Be Answered</b> <br />
<br />
-What does it take for a Pokemon to overcome its &quot;bad typing&quot; so much      that its typing becomes good? Are the stats the biggest contributer,  is     the ability the thing that saves it, does movepool make it a  force,  or    is it a combination of the above? <br />
<br />
-How does the typing makeover effect the Pokemon's playstyle? Does the      Pokemon become a unique wall that uses its makeover to overcome its      typing's normally fatal flaws, does the make over make a terrible      offensive typing into a fearsome sweeper, does the makeover make it  into      a formidible combination of deffense and offense to a typing  that     brings it neither, or does the makeover bring forth something  none of  us    see coming from the typing?<br />
<br />
-Which resistances and immunities are the most relevant to the metagame?      Sure, this concept is aiming to have a &quot;bad typing&quot; become good,  but     part of that will require the bad typing to have some key   resistances    and/or immunties to certain typings to defend against or   set up on,    while still having a very unorthodox competitive typing.   This works the    other way around too, what are the typings most   relevant to hit super    effectively or at least neutral? <br />
<br />
-How will the rest of the OU metagame react to this extreme type      makeover? Will Pokemon start carrying moves they normally wouldn't carry      to break through a new defensive threat, will some Pokemon take on    new   defensive roles due to resisting the unorthodox STABs CAP 3 may    carry?   Or will This Pokemon, despite being a very real threat, not    have many   &quot;custom made sets&quot; to beat it, being more of a Pokemon that    is a   reaction to the metagame than causing a metagame reaction? <br />
<br />
-Finally, how will this effect the teams CAP3 is on? Will this be the      kind of Pokemon who needs a lot of support to become a threat, will   this    Pokemon be more of key team member to execute another strategy,   or   will  this be the kind of Pokemon that's part of the glue that   holds the   team  together?</div>
			
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<br />
<b>Typing:</b> Fire / Poison<br />
<b>Abilities:</b> Dry Skin / ??? / (???)</div>

]]></content:encoded>
			<category domain="http://www.smogon.com/forums/forumdisplay.php?f=66"><![CDATA[Create-A-Pok&eacute;mon Project]]></category>
			<dc:creator>capefeather</dc:creator>
			<guid isPermaLink="true">http://www.smogon.com/forums/showthread.php?t=3466710</guid>
		</item>
		<item>
			<title>CAP 3 - Part 6 - Stat Spread Poll 1</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3466665&amp;goto=newpost</link>
			<pubDate>Wed, 09 May 2012 01:08:00 GMT</pubDate>
			<description><![CDATA[Hello and welcome!  We're moving into the stat poll of CAP 3, which will certainly define how this Pokemon functions within OU. 
 
Please remember...]]></description>
			<content:encoded><![CDATA[<div>Hello and welcome!  We're moving into the stat poll of CAP 3, which will certainly define how this Pokemon functions within OU.<br />
<br />
Please remember that this poll operates on IRV voting, the details of which are outlined <a href="http://www.smogon.com/forums/../cap/process/process_rules#irv" target="_blank">here</a>. This means that you can upvote your favorite typing and downvote your least favorite. <b>Be aware that order does matter in your votes!</b> The first line is your favorite, the last line is your least favorite.  Make sure that you <b>bold your votes and nothing else!</b>  A typical vote might look like the following:<br />
<br />
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				<b>Most Preferred</b><br />
<b>Second Most Preferred</b><br />
<b>Least Preferred</b><br />
<br />
Any comments that the voter has would go below the votes in non-bold   text. Bold text is used to determine what the user's votes are, so none of the supplementary text should be in bold.
			
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</div>Please post only your votes in this thread.  If you are feeling the need to have a discussion, then head on over to #cap.  There are consequences if you are looking to spark a discussion here.  Again, please leave all discussion to #cap.  Thanks for your understanding!<br />
<br />
This poll will be open for <b>24 hours</b>.  Deck Knight will edit his slate into this post when the time limit for Stat Submissions is complete.<br />
<br />
The options:<br />
<br />
srk1214<br />
FlareBlitz<br />
Rising_Dusk<br />
Scoopapa<br />
bugmaniacbob<br />
Steamroll<br />
Korski<br />
<br />
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					Originally Posted by Fat <strong>srk1214</strong>
					
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				<div style="font-style:italic"><b>Final Submission</b><br />
<br />
Stat Spread<br />
<br />
60 HP / 61 Atk / 140 Def / 108 SpA / 120 SpD / 71 Spe<br />
<br />
HP: (N/A) - 261 - 324 - (N/A)<br />
Atk: (142) - 158 - 221 - (243)<br />
Def: (284) - 316 - 379 - (416)<br />
SpA: (226) - 252 - 315 - (346)<br />
SpD: (248) - 276 - 339 - (372)<br />
Spe: (158) - 178 - 241 - (262)<br />
<br />
PT: 180.9647 - Excellent<br />
ST: 154.4496 - Very Good<br />
PS: 84.7970 - Below Average<br />
SS: 147.2871 - Good<br />
<br />
BSR: 309.6214 - Very Good<br />
BST: 560<br />
<br />
ODB: -5.9371 Moderately biased towards defense<br />
PSB: -5.844 Moderately Biased towards special<br />
<br />
LOOOOOONG Justification, focusing heavily on my defensive spread:<br />
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<i>Defenses</i>
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	padding: 0px 1em 5px 1em;"><hr/>Starting with the 60/140/120 bulk I feel is a very important decision to make. (To read about 60 HP, which differentiates mine, scroll down.) I'm of the opinion that Physical Bulk should be impressive. This is in order to be able to live through un-STABbed Super Effective physical moves and STABbed neutral moves (Stone Edge and Outrage predominantly.) Meanwhile, should CAP3 run max/max+ Special Defense, barring Earth Powers, Psychics and Psyshocks (the relevant Super Effective Special moves), CAP3 is quite safe on the Special side. Things like Specs/Life Orb Draco Meteors from Latios are obviously still threatening, but they SHOULD BE. CAP3 already has a strong niche carved out with countering Rain teams very well. It should not be capable of defeating an entire Rain team by itself however. It must feel at least somewhat threatened by things like Specs Tornadus' Hurricane, which does 55.86 - 66.04% to a max/max+ special defense CAP3 and Dragonite's Hurricanes and Jolteon/Rotom-W Thunders, which do less. These are the only special moves on a typical rain team that should threaten CAP3 at all. Notably, they are all EXCELLENT opportunities to switch in a Tyranitar to change the weather. The reason this is so relevant is that it is proof CAP3 doesn't even need to care too much about its special bulk in the niche it provides of countering Rain. Against about half of the opposing team it won't matter because of Dry Skin and good resistances. My spread might look like unsatisfactory special bulk, but I really can't stress enough that against Rain Stall, CAP3 doesn't need serious Special Bulk hardly at all and against Rain Offense, WE WANT IT TO NOT BE ABLE TO DEFEAT RAIN AS A WHOLE. Spreads with special bulk of 80/114, 100/100, and 120/89 feel exorbitant to me. There is no need to take on Jolteon and Tornadus better. Indeed, those are the perfect chances to switch in Tyranitar and change the weather. As for functioning on a Rain team itself, CAP3 is more likely to be threatened Physically than Specially. This is why the Physical bulk is so important.<br />
<br />
Due to Resistances and Dry Skin, CAP3 can afford to, and should, invest in Physical bulk. If invested fully, this bulk is so good that CAP3 is almost guaranteed to not have Subs even 2HKOed by something relatively weak, like Specially Defensive Jirachi's Body Slam. Toxicroak, something that also might be seen on a Rain team, fails to hit for 25% as well. Sucker Punch hits for only 14.81 - 17.59%. But the key here is how well CAP3 takes neutral and resisted Physical hits. CB Scizor notably fails to break the 25% barrier as well. Smogon Standard Mixed Attacking and Specially Defensive TTars that often lack Stone Edge would always fail to break a sub from CAP3 with Crunch. The <u>KEY</u> to CAP3's overall succes in the OU/CAP metagame is the ability to capitalize on it's resistances to make up for it's SR weakness. A Physical bulk like 60/140 enables CAP3 to switch in quite easily on very threatening moves. For example, CAP3, if being used on a Rain team itself, can work as a check to Fighting types.<br />
<br />
If CAP3 is being run defensively on a Rain team itself, it will be running Protect to get Dry Skin + Lefties Recovery. Just ask a Tentacruel. Therefore, Lefties CAP3 will heal 25% between being hit and being hit again, after 1 turn of protect-stall. This means that with Protect-Stalling under Rain, even after taking Rocks damage, CAP3 is still 2HKOed by Max Attack Conkeldurr Stone Edge. Similarly, with Protect-Stalling under Rain, even after Rocks, CAP3 has a chance to not be 2HKOed by Jolly Scarf Terrakion Stone Edge, not to mention the frequent missing.<br />
<br />
The reason for having such good Physical bulk is that it means a 252/252+ CAP3 under Rain would not become useless at 50% health even with Rocks up. CAP3 can still switch in and survive a Jolly Scarf Terrakion Close Combat, heal from lefties and Rain, and potentially survive another, even without Protect-Stalling, depending on min-max damage.<br />
<br />
<br />
It's this kind of general bulk that is necessary to truly take advantage of all of CAP3's resistances.<br />
<br />
Finally, to briefly answer the question about the low base HP that I'm sure you are all wondering about. 324 HP max gives defensive CAP3 the capability of POSSIBLY LOSING to Chansey/Blissey under rain, where with lefties and Dry Skin, CAP3 is recovering 40 HP per turn, not mentioning Protect. Thunder Wave, naturally, could pose a problem for CAP3. Once paralyzed, CAP3 would have a very small percent chance of managing to stall out the blob's Seismic Tosses. The basic point of this is to force defensive CAP3 into running Will-o-Wisp/Toxic/Lava Plume/Scald in order to outstall Blissey, if CAP3 gets no recovery itself. This I don't think is an unfair burden.<br />
<br />
However if CAP3 is to run a different kind of set, maybe Offensive Calm Mind, if it gets it, of course, CAP3 has a minimum 261 HP, would recover only 32 HP per turn from Rain + Lefties, and would CERTAINLY lose before being able to set up in any meaningful way.<br />
<br />
The secondary reason for doing this is that this would make Pain Split a viable recovery option for CAP3. Often we comment on reliable recovery and are hesitant to give anything Recover without serious consideration. Pain Split is a bit less of an issue, most of the time. (All that follows is perhaps poll-jumping, but I do think it is necessary to talk about a few individual moves to highlight points in a Stat Spread.) Indeed Rotom-A have 50/107/107 defenses and Pain Split and Weezing has 65/120/70 defenses and Pain Split, yet in neither case does Pain Split prove to truly be reliable recovery. Instead, I'm very curious to push the limits. I would love to see if Pain Split could be reliable, without being broken, on a Pokemon with 60/140/120 and Dry Skin.<br />
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<i>Offenses</i>
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	padding: 0px 1em 5px 1em;"><hr/>One benefit of the Dry Skin ability is that CAP3 under Rain can basically run a Life Orb for almost no cost. The result of this with the 105 base Special Attack is that CAP3 can deter certain things from switching in. Offensive DD Dragonite have a chance to be 2HKOed even through Multiscale, meaning you might be able to catch one and KO it if it Dragon Dances on what it assumes is a switch due to the threat of EQ. However, CAP3 cannot expect to deal with things like CB Dragonite without running HP Ice, which I think is good. The Special Attack is also such that we can give CAP3 a boosting move like Calm Mind if we want, without fear of just creating a bulky set-up sweeper. As for the Physical Attack, I chose 61, as I want to maintain a potential Coil Set as potentially viable, should CAP3 be given Coil. 61 is the example of the lowest base stat in OU that is ever intentionally raised by a specific set, DD Tyranitar. (I suppose this also keeps Shell Smash as a possibility, if we for some reason want to go down that route.) For example, a set of Coil/Substitute/Gunk Shot/Aqua Tail - very speculative, I know - could potentially work on a Rain team. The neat thing about this kind of set is that while the list of Pokemon who can take it defensively once CAP3 gets one Coil off or a Sub set up (Ferrothorn, Tentacruel,  Jellicent, Gastrodon, Toxicroak, Forretress, Skarmory, and more sort of) is HUUUGE, basically none can actually threaten CAP3 back.<br />
<br />
Most importantly, I want to stress that we mostly seem to be submitting bulky spreads. There's no reason to need 125+ Special Attack to function in OU as a bulky Pokemon. Something in the ballpark of Vaporeon's 110 and the pixies' 100 seems more appropriate to me. I don't think we need to be giving such a high attacking power. It will only over-emphasize set-up sweeping instead of truly utilizing the advantage of Fire/Poison, which is predominantly defensive resistances.<br />
<br />
I see Dusk explained his high Special Attack as being necessary to OHKO Scizor after Rocks through rain, etc... but the point of my spread is more so that Scizor won't be doing ANYTHING to CAP3. It can't even break a Sub. Same goes for Ferrothorn. I don't think we should be focusing on giving such a high special attack exclusively to beat things we already beat, but slightly faster.<br />
<br />
As for Speed, I was at base 70 originally, to tie with many notable OU Pokemon. I have since changed my mind to be at base 71 to be able to always outspeed them if CAP3 needs to. Not a huge change, and I don't think I need to explain why I put CAP3 there much really, since many spreads lie in the 70-75 range.</div>
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<br />
Conclusion: My spread tries to focus on maintaining a realistic Special Attack stat of 108 for a Pokemon as bulky as 60/140/120. The Attack is low at 61, like others', but is high enough that a set-up could still be possible (as Tyranitar Dragon Dancing past it's Speed of 61 shows us). The Speed of 71 places me right in the middle with everyone else. I think that this set would enable us to explore specifically Pain Split to it's fullest extent, while also not limiting the ability to play offensively with either Coil or Calm Mind set up.<br />
<br />
Finally, this set is intentionally NOT as amazing as possible, as some have tried to be, leaving open the doors for those who were/are in favor of Drought as a second/DW ability. Just think about it... Ninetales Fire Stab under Drought can hurt reasonably bad, and that's coming off of base 81 Special Attack. My 108 stays within reason of functioning ok without Drought's extra STAB support while simultaneously not becoming overly threatening should the bandwagon for Drought pick up pace.</div>
			
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					Originally Posted by Fat <strong>FlareBlitz</strong>
					
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				<div style="font-style:italic"><b>Final Submission</b><br />
<b><br />
80 HP / 60 Atk / 110 Def / 135 SpA / 110 SpD / 75 Spe</b><br />
<br />
PT: 167.3628 (Very Good)<br />
ST: 166.5455 (Very Good)<br />
PS: 84.2733 (Below Average)<br />
SS: 183.1197 (Excellent)<br />
Rating: 331.8229 (Very Good)<br />
BST: 570<br />
<br />
<b>Justification for defenses:<br />
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	padding: 0px 1em 5px 1em;"><hr/>First and foremost, you will note that my CAP's defenses are  exactly the same on both sides of the spectrum. There is a reason for  this - I emphasized strongly in the Threats discussion that I wanted a  CAP that was capable of posing a threat to many Fighting-type attackers,  as that was one of the greatest merits of the Poison typing. My spread  has a greater focus on physical defense where other spreads do not for  these reasons. This CAP is capable of serving as an excellent check to  quite a few Fighting-types with just max HP investment, with its great  natural physical bulk. It is never ohko'd by max attack Conkeldurr's  Stone Edge, and can take Mienshao's LO Stone Edge in a pinch, in case of  a mispredict. It's also much better at switching into powerful STAB  Fighting attacks - for example, CB Terrakion's Close Combat never 2hkos  this CAP and, while we did state that Terrakion should be a threat, I am  using that as a metric to point out that a spread with lower PT than  mine will not satisfactorily exploit one of the primary perks of our  typing: a fighting resistance. More interesting calcs:<br />
<br />
SubPunch Breloom's Stone Edge: 61% - 72%<br />
MixApe's Stone Edge: 61.5% - 72.5%<br />
Leftovers SD Virizon's +0 Stone Edge: 43.4% - 51.1% (never a 2hko)<br />
Leftovers SD Virizion's +2 Stone Edge: 86.3% - 101.6% (somewhat  frequently fails to ohko due to Lefties / Dry Skin, even after SR!)<br />
<br />
So, simply put, we can survive even on a mispredicted switch, and  generally have enough HP between Dry Skin and Leftovers (possibly with  Protect!) to be in decent shape afterwards. Spreads with lower physical  tankishness do not accomplish this, and I feel that checking Fighting  types is an important aspect of this CAP.<br />
<br />
Note that this spread does not sacrifice much special tankishness to  accomplish this either - this spread has approximately as much as other,  similar spreads. This level of special tankishness is required to take  some of the stronger hits this CAP is liable to run into against rain  teams, such as Rotom-W's Thunder and even Tornadus' Hurricane in a pinch, and it's certainly required to tank random HP Grounds from  Jellicent / Tentacruel / Politoed. For reference, we only take 51.6% -  61.5% from Support Politoed's HP Ground. Now, you might be saying,  &quot;this still takes a lot of damage from those!&quot; Well...that's where our offensive stats  come in. I didn't go with extreme special tankishness like some of the other spreads, because I wanted to focus this towards bulky offense (taking a hit and doing massive damage back) instead of giving it enough defensive acumen that I would have to nerf its offensive ability.<br />
<br />
I am using a lower HP / higher defenses spread because I want to  encourage maxing out or investing substantially in HP and SpA, but I  didn't go with something like 50/130 because I wanted things to be  efficient for sets that do go all out on the defense.<br />
<br />
<b>TLDR: </b>I included much more physical defense than others to take advantage of a valuable niche our poison typing offers us.<br />
<br />
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<b><br />
Justification for offenses:<br />
  <br />
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	padding: 0px 1em 5px 1em;"><hr/>All right, so I am sure that the 135 base SpA, the highest of  anything posted here, jumped out at people immediately. I am going to  argue that we need every bit of that power. Remember, our primary STAB  is probably going to be Poison against bulky waters. The strongest  special poison move in Sludge Wave, at just 95 BP. Let's look at some  calcs:<br />
<br />
252+ Leftovers Sludge Wave v. 252/0 Politoed: 45.6% - 53.9%<br />
<br />
We're looking at a barely-guaranteed 2hko here, with our current level of power. Remember Politoed's HP Ground calcs from above? Yup - we need this power to avoid losing to some dumb HP Ground Politoed.<br />
<br />
Let's look at something interesting - our Sludge Wave v. Naive Tornadus: <br />
<br />
252+ Leftovers Sludge Wave v. 0/0 Tornadus: 78.6% - 92.6%<br />
<br />
Yup - guaranteed ohko after SR. Since we always survive a Specs Hurricane from Tornadus, it cannot beat us (although we should be hesitant about switching in for obvious reasons)<br />
<br />
HP Ground v. 252/0 Tentacruel: 40.7% - 48.4%<br />
<br />
Looking at a 3hko, which is better than Tentacruel can do to us!<br />
<br />
HP Ground v. 252/252+ Calm Heatran (note: this is on our &quot;Threatens&quot;  list!): 62.2% - 73.6% (Guaranteed 2hko even with Protect). Note that  Heatran's Earth Power does not ohko us unless it gets quite lucky.<br />
<br />
Note also that this increased power allows us to use Fire STAB pretty effectively in rain!<br />
<br />
Fire Blast v. 252/252+ Ferrothorn (rain): 83.2% - 99.1%<br />
Fire Blast v. 252/224+ Jirachi (rain): 40.6% - 48%<br />
Fire Blast v. 4/0 Magnezone (rain): 85.8% - 102.1%<br />
<br />
But the most important reason to have so much power is for when this CAP  decides to run a fully defensive set! Let's look at 0 SpA attacks  against some common threats:<br />
<br />
0 SpA Sludge Wave v. 112/0 Rotom-W: 46.8% - 55%<br />
0 SpA Fire Blast v. 252/168 Ferrothorn: 66.3% - 80% (2hko, even with Leech Seed)<br />
0 SpA HP Ground v. 252/252+ Heatran: 46.6% - 56% (2hko if no protect, sometimes even if protect)<br />
<br />
Okay, now for the other stuff. The base speed is lower than Heatran's  and Dragonite's, but higher than Politoed's, Breloom's, Conkeldurr's,  Scizor's, and other things we should be able to counter. 75 is the  perfect spot to put it for these reasons. The base attack is 60 because,  while I love the idea of a Coil set, Gunk Shot is bad without the  accuracy boost (which means our best STAB on sets that don't involve  Coil would be...Poison Jab), Flare Blitz has recoil, and we'd need to  make this thing weigh 8999 pounds if we want Heat Crash to do anything. I  had to pick my Poison (get it? :3) and I went with a special-offense  set for more overall versatility. That said, I didn't make it a total dump stat by giving it like base 30 atk. Base 60 is just enough to make a Coil set usable. I didn't want to make Coil too viable, because it allows us to get past our counters pretty easily (with a higher attack, we could actually 2hko Terrakion with +1 Gunk Shot, while it would fail to 2hko us back with Scarf Stone Edge).<br />
<br />
<b>TLDR: </b>I gave this thing an exceptional attacking stat because it  needs every bit of power against bulky waters and other  specially-defensive threats, especially when running a defensive set  itself, decided against mixed due to mediocre Poison STAB options, give  it low speed so it's beaten by offensive heatran and dragonite and also  so I could get away with the lol135SpA. We also need high SpA to beat powerful offensive threats before they can beat us.<br />
<br />
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<b><br />
Other things of note:<br />
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	padding: 0px 1em 5px 1em;"><hr/>This does ride the limits of the BSR rating, but I feel it's  justified, because I envision this CAP having a choice between being an  extremely powerful offensive threat that can take hits moderately well  from both sides of the spectrum, or a moderately powerful offensive  threat that can take hits very well from one specific side of the  spectrum while taking them moderately well from the other. To accomplish  this, it needs excellent stats. Given that we're trying to take a  mediocre typing and turn it into an OU-viable mon, I feel like higher  stats are justified.<br />
<br />
I didn't include a lot of defensive calcs because...well, I'm not a  defensive player, and this was already long enough. If you want some  idea of what this can take, think &quot;heatran&quot;. <br />
<br />
Speaking of defenses, 80/110/110 is actually inefficient from a BSR perspective - something like 105 / 93 / 93 would lower BST and BSR while offering more defense. However, I didn't go with higher HP / lower defense spreads because a) I felt like it was gaming the system b) as I explained earlier, lower HP / higher defense spreads offer more value for maxing HP.<br />
<br />
I'll add more stuff here if I think of anything else.</div>
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					Originally Posted by Fat <strong>Rising_Dusk</strong>
					
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				<div style="font-style:italic"><b>Final Submission</b><br />
<b><br />
95 HP / 45 Atk / 83 Def / 131 SpA / 105 SpD / 76 Spe</b><blockquote> <b>PT:</b> 141.97 (Good)<br />
<b>ST:</b> 177.08 (Excellent)<br />
<b>PS:</b> 66.89 (Poor)<br />
<b>SS:</b> 181.07 (Excellent)<br />
<b>BSR:</b> 309.37 (Very Good)<br />
<b>BST:</b> <i>535</i> (Magnezone-tier, 62nd percentile in BW OU)<br />
</blockquote>Before I say anything else, note that this is perhaps the most uneven stat spread you will ever see me submit or support. <i>Three whole stats are not divisible by 5</i>. It took every ounce of my willpower to click &quot;Submit Reply&quot;. Every stat is specially tailored for the purposes of this CAP, however, and thus I need you to bear with me and hear me out.<br />
<br />
I was originally going to type up a super massive post before this thread was put up so that I could submit this spread first because I knew that others had similar things going. Instead, I've been working a lot and haven't had the time. That said, I am going to present my spread regardless because it is different in key ways from other spreads that make my spread objectively superior where it really counts. Hopefully by the end of this post, you'll agree with me.<br />
<br />
<b>Speed:</b><br />
<br />
I jump to the discussion on Speed because it is the most relevant to every spread right now, and I do not think any other Speed stat besides 76 is acceptable. This is because our <a href="http://www.smogon.com/forums/showpost.php?p=4211436&amp;postcount=76" target="_blank">threats list</a> specifically lists offensive Heatran as threatening CAP 3 while defensive Heatran as threatened <i>by</i> CAP 3. This hinges mostly on Heatran's usage of Earth Power, but is also contributed to by offensive Heatran running max Speed Timid. Bulky Heatran use Speed EVs sufficient to beat all Adamant Scizor (229), meaning they hit 230. This means that we want the maximum Speed stat that we can have in order to reduce the EVs necessary to beat defensive Heatran's typical Speed while not outspeeding max Timid Heatran (or tying it). 76 Speed is the only Speed stat that achieves this.<br />
<br />
The result of this is that my spread requires 172 Speed EVs to beat the typical specially defensive Heatran set. Give or take several sets of 4 for purposes of beating slightly faster variants, this Speed hustle results in 336 EVs for use elsewhere in CAP 3's spread, distributed to bulk or offense and thus maximizing CAP 3's usable EVs. <br />
<br />
I do not think that Speed-tying Dragonite or <i>any other logic</i> is as relevant as what I have presented above, and hope that you agree with me.<br />
<br />
<b>Offensive Capacity:</b><br />
<br />
Assuming the 172 Speed EVs I discussed above and 248 HP EVs for maximized overall bulk with minimum investment (while being able to switch into SR 5 times), this leaves 88 EVs for use elsewhere. Assuming that these are put into SpA, it will become clear why I made 131 the SpA stat. (This means that the EV spread is <u>248 HP / 88 SpA / 172 Spe</u>)<blockquote>88 Modest CAP 3 Lava Plume (Rain)<br />
_vs. 248/0 Adamant Choice Band Scizor: 91% - 108.5%<br />
_vs. 252/168 Relaxed Leftovers Ferrothorn: 58% - 68.2%<br />
</blockquote>You will notice two key points here. Scizor is always OHKOed after SR and standard Ferrothorn is always 2HKOed after Leftovers recovery. This means that CAP 3 can safely utilize Lava Plume to scare incoming physical attackers while still achieving the base requirements of its Fire-type STAB against rain teams. Note that 130 (and lower) SpA does not achieve this 2HKO against Ferrothorn given 88 SpA investment and a +SpA nature. Note again that this all changes if CAP 3 runs different EVs, runs Flamethrower, its targets run more special bulk, or what-have-you. What's important to take away from this is that this stat spread <i>guarantees</i> that Lava Plume can be used successfully <i>even against</i> rain teams on a <i>relevant competitive</i> EV spread. You're not forced to run Fire Blast or Flamethrower unless you want to, and that's something that will be valued by CAP 3.<br />
<br />
Note that CAP 3's physical prowess is essentially a non-issue because its physical options are substantially inferior to its special options within and without its STABs. For what it is trying to achieve, particularly against Pokemon like Jellicent and Politoed which typically invest heavily in Defense, it should be focusing on its special offense.<br />
<br />
<b>Bulk:</b><br />
<br />
95/83/105 bulk is good for quite a few reasons. It targets special bulk in order to more adequately take on Pokemon like Jellicent, Tentacruel, and Politoed. You will, of course, ask what relevance the 83 Def stat has, to which I respond:<blockquote>0 Sassy Tyranitar Stone Edge<br />
_vs. 248/0 Modest CAP 3: 82.4% - 97.7%<br />
</blockquote>The same spread I've been discussing is tailored specifically to be KOed by a 0 EV investment mixed attacking Tyranitar Stone Edge after Leftovers recovery and SR damage. Technically, 84 Def would've also worked, but this makes the BST work out to a pretty number, helping my OCD self not be too butthurt. 95/105 special bulk achieves excellent special tankiness against the likes of Jellicent and others, but is mostly tailored to maximize at the following calculation:<blockquote>4 Sassy Gastrodon +0 Earth Power<br />
_vs. 248/0 Modest CAP 3: 88.5% - 104.8%</blockquote>This means that Gastrodon can KO you regardless of its Ground-type attack and with at least 1 layer of spikes up, not too much to ask when Ferrothorn and Skarmory are such common teammates for it. This helps the neutral balance of Gastrodon and CAP 3 switching into each other.<br />
<br />
<b>Conclusion:</b><br />
<br />
My spread achieves very key calculations against key Pokemon that are very relevant to the way CAP 3 will eventually operate in and against rain. I think that it achieves these thresholds the best of every spread submitted thus far, and hope that my presentation has made that clear to you. Cheers, and good luck to every spread submitter regardless.</div>
			
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					Originally Posted by Fat <strong>Scoopapa</strong>
					
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				<div style="font-style:italic"><b>Final Submission</b><br />
<br />
<b>120/90/65/125/95/60</b><br />
<br />
PT:132.9603 (Good)<br />
ST:188.3518 (Excellent)<br />
PS:101.4145 (Above Average)<br />
SS:138.2663 (Good)<br />
<br />
BSR:305.4267 (Very Good) <i>(the very upper limit of)</i><br />
BST:555<br />
<br />
This spread is a Special Tank that can attack from both ends of the spectrum, but has to watch out for Super Effective physical attacks. <br />
<br />
<b>Defenses: 120/65/95</b>The primary reason for this defensive spread is that the special defense is pretty strong even with no investment in bulk, but the defense is highly reliant on investment to be strong.  This is highly influenced by the fact that all of the pokemon on our &quot;threatens&quot; list are specially oriented, and most of the pokemon on our &quot;threatened by&quot; list are physical.  The minimum special bulk with this spread is 384 HP / 226 SpD, which isn't a wall but is plenty to make use of the insane spread of resistances we have against rain offense.  As such, this spread will always shut down the pokemon on our &quot;threatens&quot; list, no matter what EV's are being used.  The defense not terrible, however; A 0/0 CAP3 can still always counter Swords Dance Scizor in the Rain, even with Stealth Rock up.  The defense can be invested in and paired with Will-o-Wisp to great effect against many physical attackers, without quite shutting down the pokemon on our &quot;threatened by&quot; list.  The high HP makes various tradeoffs possible in terms of EV spreads, particularly when mixing offensive and defensive EV's.  It is necessary in order to have the high SpD, high variability in Def, and overall bulk at the same time.<br />
<br />
<b>Offenses 90/125/60</b><br />
<br />
The speed is very low for a CAP, but I dont think we really need speed to fulfill the concept and stay true to our threat list.  Underspeeding Tyranitar goes along with our threat list, and underspeeding defensive Water-types doesn't really change our performance against them much.  I don't see underspeeding defensive Heatran as that much of a problem, since the defensive set typically only runs Lava Plume to attack.  If we have a lower base speed than Heatran, a surprise Earth Power will always be a concern.  Rather than kick off a speed creep arms race between us and defensive Heatran, I think it is ok to concede to Earth Power Heatran and focus stats elsewhere.  The current defensive spread survives an Earth Power from defensive Heatran with 252 HP EV's anyway.<br />
<br />
The SpA is very high because I am forseeing the use of Sludge Bomb and non-STAB attacks over Fire attacks (due to our synergy with/ability against Rain).  As such, a great special attack stat seemed appropriate in order to make Sludge Bomb legitimately scary to non-Steels after a +1 boost.  Even uninvested the special attack reaches 429 after a boost.  The attack was kept in a &quot;useable&quot; range in order to take advantage of our high SpD and Coil.  The low speed is somewhat of a bummer against SD Scizor, but we can still counter it and speed largely irrelevant when switching into U-turn or Bullet Punch.  In exchange for speed, this stat spread keeps physical and special attacking options open without sacrificing bulk.  This spread is versatile, true to our threat list, and should be a force to be reckoned with.<br />
<br />
Here's an idea of where this spread sits compared to others right now:<br />
<br />
High ST: less than 2 points under the cutoff and able to take some Super Effective STAB attacks that other spreads can't.<br />
Low PT: Will require some investment in HP to survive Stone Edges from Scarf Tyranitar, Terrakion, and Landorus.  A 252/252+ spread is 3HKOed by Stone Edges from Burned opponents (unless they have Choice Bands).<br />
High Attack: (90) much lower than BMB's and much higher than everyone else's.  This is meant to take advantage of potential physical options such as Gunk Shot, Flare Blitz, and Coil.<br />
High Special Attack: (125) With the SpA stats ranging from 105 to 135, this one sits in the upper middle.  Uninvested Fire Blast will 2HKO the most specially defensive Ferrothorn in the Rain, while Modest and 68 EV's are required to always OHKO after a Storm Drain Boost.  This spread has the second highest combined Atk and SpA.<br />
Low Speed: (60) Tied for lowest.  We underspeed Tyranitar and tie with Jellicent.</div>
			
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					Originally Posted by Fat <strong>bugmaniacbob</strong>
					
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				<div style="font-style:italic"><b>Final Submission</b><br />
 <br />
---------------<br />
 <br />
<b>110 / 120 / 90 / 110 / 90 / 60</b><br />
 <br />
<b>BST:</b> 580<br />
 <br />
<b>PT:</b> 169.6546 <i>(Very Good)</i><br />
<b>ST:</b> 168.7623 <i>(Very Good)</i><br />
<b>PS:</b> 128.8125 <i>(Good)</i><br />
<b>SS:</b> 125.0405 <i>(Above Average)</i><br />
 <br />
<b>ODB:</b> -7.1154 <i>(Moderately biased towards defence)</i><br />
<b>PSB:</b> 0.6833 <i>(Slightly biased towards physical)</i><br />
 <br />
<b>Overall Rating:</b> 325.9086 <i>(Very Good)</i><br />
 <br />
----------<br />
 <br />
<b>Thoughts on defensive ability</b><br />
 <br />
When I started building this spread I wanted to emphasise a defensive build over an offensive one, while still retaining enough offensive power to constitute a legitimate threat, rather than just sitting there like a lame duck. With the above defensive ability, attackers such as Tyranitar and Alakazam are just capable of OHKOing with their STAB moves, <i>assuming no investment in defensive EVs</i>, while we are not 2HKOed by Choice Specs Starmie's Thunderbolt, assuming one round of SR damage and Dry Skin + Leftovers healing. We can't survive a single Ground-type attack - not even Ferrothorn's Bulldoze.<br />
 <br />
On the other hand, once we start investing we get some interesting results. A spread of 252 HP / 252+ SpD, for sake of argument, gives us a high chance of surviving two rounds of Choice Specs Tornadus's Hurricane, assuming Dry Skin and Leftovers healing in addition to coming in with max health, which is rather good for something that doesn't resist it. Admittedly we cannot OHKO with unboosted Thunderbolt or Thunderpunch without Stealth Rock, and even with, it's slim as can be - but this is demonstrative of the defensive ability capable. With Dry Skin taken for granted we are taking a pittance from the attacks of more important foes, such as Rotom-W (max. 21% from unboosted Volt Switch, for reference).<br />
 <br />
The bulk is the same on both sides for sake of necessity of choice. CAP3 has the potential to wall threats on both sides equally well, not simply those of rain teams - and it cannot afford to take a high-powered super effective attack regardless of its EVs, so blocking things that we agreed would counter it is not a problem here.<br />
 <br />
Important calcs:<br />
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<i>Calculations</i>
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	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Alakazam (OU Offensive Calm Mind [Life Orb]) Psyshock: 105.26 - 124.65%<br />
Tyranitar (OU Choice Scarf) Stone Edge: 101.38 - 119.66%<br />
Terrakion (OU Choice Scarf) Stone Edge: 98.61 - 116.34%<br />
Gastrodon (OU Tank) Earthquake: 113.01 - 132.96%<br />
&nbsp;<br />
Starmie (OU Choice Specs) Thunderbolt: 39.05 - 46.26%<br />
Tentacruel (OU Offensive) Ice Beam: 14.68 - 17.45%<br />
Jellicent (OU Special Wall) Shadow Ball: 23.26 - 27.42%<br />
Politoed (OU Choice Specs) Ice Beam: 19.94 - 23.54%<br />
Vaporeon (OU Hydration Tank) Ice Beam: 19.94 - 23.54%</code><hr />
</div><i>vs. 252/252+ CAP3 (SpD)</i><br />
 <br />
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	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Starmie (OU Choice Specs) Thunderbolt: 23.58 - 27.83%<br />
Tentacruel (OU Offensive) Ice Beam: 8.72 - 10.37%<br />
Jellicent (OU Special Wall) Shadow Ball: 13.67 - 16.5%<br />
Politoed (OU Choice Specs) Ice Beam: 12.02 - 14.15%<br />
Vaporeon (OU Hydration Tank) Ice Beam: 12.02 - 14.15%<br />
&nbsp;<br />
Rotom-W (OU SubSplit) Thunderbolt: 34.19 - 40.56%<br />
Rotom-W (OU Choice [Choice Specs]) Volt Switch: 26.88 - 31.83%<br />
&nbsp;<br />
Tornadus (OU Hurricane [Choice Specs]) Hurricane: 51.88 - 61.55%<br />
Tornadus (OU Hurricane [Life Orb]) Hurricane: 44.81 - 53.06%<br />
Dragonite (OU Mixed Attacker (Rain)) Hurricane: 42.68 - 50.47%<br />
Volcarona (OU Moths Like Water, Not Fire (Drizzle Volcarona) [Life Orb]) Hurricane: 34.9 - 41.27%</code><hr />
</div>(NB. Basically the only Ground-type move that doesn't OHKO is Choice Scarf Celebi's Earth Power)<br />
 <br />
<i>vs. 252/252+ CAP3 (Def)</i><br />
 <br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Scizor (OU Choice Band) Superpower: 19.57 - 23.11%<br />
Metagross (OU Choice Band) Meteor Mash: 25 - 29.71%<br />
Jirachi (OU Specially Defensive) Body Slam: 11.32 - 13.44%<br />
&nbsp;<br />
Breloom (OU SubPunch) Focus Punch: 24.29 - 28.77%<br />
Gyarados (OU Choice Band) Double-Edge: 38.2 - 45.04%<br />
Mienshao (OU Choice [Choice Band]) Hi Jump Kick: 28.06 - 33.25%<br />
Conkeldurr (OU Choice Band) Payback: 34.66 - 40.8%<br />
&nbsp;<br />
Cloyster (OU Shell Smash [Life Orb]) Rock Blast: 52.35 - 61.79%<br />
Cloyster (OU Shell Smash [Life Orb]) Icicle Spear: 19.57 - 23.11%</code><hr />
</div></div>
</div><br />
 <br />
<b>Thoughts on offensive ability</b><br />
 <br />
First, the Speed. I am adamant that this thing ought to be slower than Tyranitar. There are a number of reasons for this - so that Tyranitar acts as a proper counter, in the event of us giving it a move that hits it for super effective damage, which is rather likely, so that it does not become a powerful sweeper with the aid of Speed-boosting moves (see DDtar, which is perfectly balanced and powerful), to encourage investment in defensive and offensive EVs, and so that, if we did happen to give this thing Drought, we'd get the sun up first (hup hup huzzah).<br />
 <br />
Next, the attacking stats. Now, I see that most people have chosen to favour the special attacking end - and that's fine. The Fire-type is perhaps unique in that it grants benefits to both the physical and special ends - on the physical side, there's the immunity to burn, which is always valuable (after all, even a burned Ferrothorn is a much weaker Ferrothorn), and on the special side, access to all manner of powerful moves. I firmly believe that we can take advantage of both of these, but more importantly, that we can offer the user the opportunity to use one or the other or even both, so as to make full use of the typing.<br />
 <br />
With no investment at all into either end, neither physical nor special STAB is really powerful enough to break bulky Water-types. Thus the following calculations assume some form of coverage move that hits them for super effective damage.<br />
 <br />
NB. The following all assume rain<br />
 <br />
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<i>Calculations</i>
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 <br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">120BP Heat Crash vs. Scizor (OU Bulky Swords Dance): 88.37 - 104.65%<br />
120BP Heat Crash vs. Ferrothorn (OU Standard): 57.95 - 69.31%<br />
120BP Heat Crash vs. Jirachi (OU Specially Defensive): 37.62 - 44.55%<br />
&nbsp;<br />
Leaf Blade vs. Vaporeon (OU Hydration Wall): 31.96 - 38.01%<br />
Poison Jab vs. Vaporeon (OU Hydration Wall): 21.59 - 25.48%<br />
Leaf Blade vs. Rotom-W (OU Bulky Attacker): 53.53 - 63.19%<br />
Poison Jab vs. Rotom-W (OU Bulky Attacker): 35.68 - 42.37%<br />
Leaf Blade vs. Politoed (OU Defensive): 34.37 - 40.62%<br />
Poison Jab vs. Politoed (OU Defensive): 22.65 - 26.82%<br />
Leaf Blade vs. Tentacruel (OU Toxic Spikes): 20.05 - 23.62%</code><hr />
</div><i>252+ Atk Choice Band CAP3</i><br />
 <br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">120BP Heat Crash vs. Ferrothorn (OU Standard): 115.9 - 137.5%<br />
120BP Heat Crash vs. Jirachi (OU Wish + Calm Mind): 55.44 - 65.84%<br />
&nbsp;<br />
Leaf Blade vs. Politoed (OU Defensive): 68.75 - 81.25%<br />
Poison Jab vs. Politoed (OU Defensive): 46.09 - 54.16%<br />
Leaf Blade vs. Vaporeon (OU Wish Support): 64.79 - 76.45%<br />
Poison Jab vs. Vaporeon (OU Wish Support): 43.41 - 51.18%<br />
Leaf Blade vs. Rotom-W (OU Bulky Attacker): 107.06 - 126.39%<br />
Poison Jab vs. Rotom-W (OU Bulky Attacker): 71.37 - 84.01%</code><hr />
</div><i>0 SpA CAP3</i><br />
 <br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Fire Blast vs. Scizor (OU Bulky Swords Dance): 77.9 - 91.86%<br />
Flamethrower vs. Scizor (OU Bulky Swords Dance): 60.46 - 73.25%<br />
Fire Blast vs. Ferrothorn (OU Standard): 61.36 - 72.72%<br />
Flamethrower vs. Ferrothorn (OU Standard): 47.72 - 57.95%<br />
Fire Blast vs. Jirachi (OU Specially Defensive): 25.74 - 31.18%<br />
Flamethrower vs. Jirachi (OU Specially Defensive): 20.79 - 24.25%<br />
&nbsp;<br />
Thunderbolt vs. Politoed (OU Defensive): 38.54 - 45.83%<br />
Sludge Wave vs. Politoed (OU Defensive): 28.9 - 34.37%<br />
Thunderbolt vs. Vaporeon (OU Wish Support): 33.69 - 39.74%<br />
Sludge Wave vs. Vaporeon (OU Wish Support): 25.26 - 29.8%<br />
Sludge Wave vs. Rotom-W (OU Bulky Attacker): 39.03 - 46.09%<br />
Thunderbolt vs. Rotom-W (OU Bulky Attacker): 26.02 - 30.48%</code><hr />
</div><i>252+ SpA Choice Specs CAP3</i><br />
 <br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Fire Blast vs. Ferrothorn (OU Standard): 123.86 - 147.72%<br />
Flamethrower vs. Ferrothorn (OU Standard): 98.86 - 117.04%<br />
Fire Blast vs. Jirachi (OU Specially Defensive): 52.47 - 62.37%<br />
Flamethrower vs. Jirachi (OU Specially Defensive): 41.58 - 49.5%<br />
&nbsp;<br />
Thunderbolt vs. Politoed (OU 3 Attacks): 78.64 - 92.7%<br />
Sludge Wave vs. Politoed (OU 3 Attacks): 58.85 - 69.53%<br />
Thunderbolt vs. Vaporeon (OU Wish Support): 68.25 - 80.77%<br />
Sludge Wave vs. Vaporeon (OU Wish Support): 51.18 - 60.47%<br />
Thunderbolt vs. Rotom-W (OU Bulky Attacker): 52.78 - 62.45%<br />
Sludge Wave vs. Rotom-W (OU Bulky Attacker): 79.55 - 94.05%</code><hr />
</div>And now some sun calculations for sake of sun calculations<br />
 <br />
<i>252+ SpA Choice Specs CAP3</i><br />
 <br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Fire Blast vs. Blissey (OU Support): 46.35 - 54.62%</code><hr />
</div><i>252+ Atk Choice Band CAP3</i><br />
 <br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">120BP Heat Crash vs. Latias (OU Support): 68.13 - 80.21%</code><hr />
</div></div>
</div><br />
 <br />
----<br />
 <br />
There's my spread.<br />
 <br />
Highlights:<br />
<ul><li>High Attack stat in addition to usable Special Attack stat</li>
<li>Bias towards defensive ability</li>
<li>Equal physical and special defence</li>
<li>Low Speed stat</li>
</ul>----<br />
 <br />
Happiness!<br />
 <br />
EDIT: Changed SpA to 110 on advice of SubwayJ. Will edit the damage calcs later<br />
EDIT2: Updates to damage calcs added</div>
			
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	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
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			<hr />
			
				<div>
					Originally Posted by Fat <strong>Steamroll</strong>
					
				</div>
				<div style="font-style:italic"><i><b>FINAL SUBMISSION</b></i><br />
<br />
<b>Stats:</b> 97 HP / 64 Atk / 90 Def / 125 SpA / 105 SpD / 74 Spe<br />
<b>BST:</b> 555<br />
<br />
<b>PT:</b> 155.6645 <i>(Very Good)</i><br />
<b>ST:</b> 179.4462 <i>(Excellent)</i><br />
<b>PS:</b> 88.859 <i>(Below Average)</i><br />
<b>SS:</b> 169.5771 <i>(Very Good)</i><br />
<b>Rating:</b> 326.7447 <i>(Very Good)</i><br />
<b>ODB:</b> -2.0916 <i>(Slightly biased towards defense)</i><br />
<b>PSB:</b> -15.3075 <i>(Heavily biased towards special)</i><br />
<br />
<i><b>Offensive Capacity:</b></i> Basing this entirely on the pokemon CAP3 is supposed to threaten, this offensive spread gives CAP3 the ability to 2hko 252/0 Politoed with a LO boosted Sludge Wave while Politoed can't do anything back, esentially allowing CAP3 to switch in on Politoed scot-free and threaten. Tentacruel won't be able to do much against CAP3 beyond spinning as CAP3 will absorb water moves and not give a hoot otherwise. Offensively, CAP3 can 2hko 252/0 Tenta after Stealth Rock Damage with HP Ground. Jellicent is really the only missing piece but CAP3 will still win out in the defensive prospect (meaning I'll get to it there).<br />
<br />
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<i>Offensive Calcs</i>
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252 SpA neu LO CAP3 Sludge Wave vs 252/0 neu Politoed - 51.6% - 60.9%<br />
252 SpA neu LO CAP3 HP Ground vs 252/0 neu Tentacruel - 45.6% - 53.8%<br />
</div>
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<br />
<i><b>Defensive Capacity:<br />
</b></i>Starting off with the previously mentioned Jellicent, this spread won't be able to kill Jellicent with offensive power (unless it gets something absurd like Thunderbolt or Giga Drain). However unless Jelli is specs'd, this spread will totally wall Jellicent's Shadow Ball UNINVESTED (20.6% - 24.5%) and be able to toxic stall it with a recovery move like Pain Split or Morning Sun / Moonlight. Beyond this the mons that totally threaten CAP3 will definitely still be able to beat CAP3 with this spread. 0 Atk Ttar will do about 82% max to this spread with Stone Edge while CAP3 won't be able to do more than 33% back unless CAP3 gets an absurd move (please lord don't give it Focus Blast or Aura Sphere @_@). This alone means that the other prevalent threats will be able to keep CAP3 at bay and reliably force it out. <br />
<br />
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<i>Defensive Calcs all against 0/0 calm spread</i>
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Landorus (OU Expert Belt) Stone Edge: 81.49 - 96.71%<br />
Landorus (OU Choice Scarf) Stone Edge: 69.25 - 81.79%<br />
Dugtrio (OU Revenge Killer [Choice Band]) Stone Edge: 77.01 - 90.74%<br />
Dugtrio (OU Revenge Killer [Life Orb]) Stone Edge: 66.86 - 78.8%<br />
Dugtrio (OU Reversal [Expert Belt]) Stone Edge: 61.49 - 72.83%<br />
Terrakion (OU Choice Band) Stone Edge: 159.4 - 188.05%<br />
Terrakion (OU Choice Band) Close Combat: 47.46 - 56.11%<br />
Gliscor (OU Defensive) Earthquake: 133.73 - 158.8%<br />
</div>
</div><br />
<br />
<i><b>Speed Demon:<br />
</b></i>I've thought about the idea that CAP3 should be able to threaten at least Modest Offensive Heatran, which sits at a speed of 253. CAP3 would need 192 Speed Evs and a Timid nature in order to outspeed, while also needing HP Ground in order to hit Balloon-less Heatran. With HP Ground and max Special Attack this spread has a chance to OHKO 0/0 modest Heatran (87.9% - 104%) while Heatran can cleanly OHKO back with Earth Power. This isn't exactly supporting Offensive Heatran as a threat, but 252 Spe+ CAP3 will always lose to Timid Heatran. CAP3 will also outspeed SpD Heatran with a little speed investment while being able to reliably 2hko with HP Ground (53.9% - 64.2%) keeping Heatran as a situational check. CAP3 will also only need 140 Speed EVs to outspeed 252 neutral Politoed and even less investment to outspeed Jellicent. Meanwhile Support Tenta gets outsped by 144+ CAP3, which is also a plus but not really needed since Tenta, Jelli and Poli can't do much to CAP3.</div>
			
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	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
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				<div>
					Originally Posted by Fat <strong>Korski</strong>
					
				</div>
				<div style="font-style:italic"><font size="3"><b>Final Submission</b></font><br />
<br />
<b>HP:</b> <font size="4">91</font> <font size="1">323-386</font><br />
<b>Atk:</b> <font size="4">60</font> <font size="1">140-156-219-240</font><br />
<b>Def:</b> <font size="4">94</font> <font size="1">201-224-287-315</font><br />
<b>SpA:</b> <font size="4">105</font> <font size="1">221-246-309-339</font><br />
<b>SpD:</b> <font size="4">116</font> <font size="1">241-268-331-364</font><br />
<b>Spe:</b> <font size="4">89</font> <font size="1">192-214-277-304</font><br />
<br />
<b>PT:</b> 155.6445 (Very Good)<br />
<b>ST:</b> 189.4554 (Excellent)<br />
<b>PS:</b> 92.2324 (Below Average)<br />
<b>SS:</b> 163.8857 (Very Good)<br />
<b>ODB:</b> -4.6382 (Slightly biased toward Defense)<br />
<b>PSB:</b> -15.4488 (Highly biased toward Special)<br />
<b>BSR:</b> 331.7683 (Very Good)<br />
<b>BST:</b> 555<br />
<br />
<font size="3"><b>The Spread: 91/60/94/105/116/89</b></font><br />
<br />
It was tempting for me to re-make Volcarona or Heatran for these stats, but I chose a different path that lies somewhere between the two in terms of playstyle so that it doesn't get outclassed by both. This spread aims to use a reliable defensive backbone and a manipulative Speed stat to get most of its work done in conjunction with the movepool, which I believe should be diverse if this Poke is to get any sort of foothold in OU (we've done a pretty good job of neutering its STAB effectiveness via typing and primary Ability, and Volcarona and Heatran are both adept enough at launching high-powered Fire moves for OU). The spread as a whole is pretty balanced compared to the others. Its offensive stats are less dramatic in order to emphasize Speed and coverage-based defensive viability instead of falling back on Hidden Power and enormous stats for raw power.<br />
<br />
<font size="3"><b>Offenses: 60/105/89</b></font><br />
<br />
On their own, they're pretty dismal, I'll admit. I did this on purpose, however, to open CAP up to choosing the correct coverage options to defend itself against its most devastating checks (most threats are frail-ish or have 4x weaknesses). 60 Atk is unusable but not too low to intentionally fudge the numbers. I don't envision Flare Blitz or physical Fighting moves being real options here when we have a Stealth Rock weakness and immunity to Chansey/Blissey's Toxic. 105 SpA is just fine to take advantage of weather-based attack boosts and performs adequately on its own, when invested in (252 EVs, neutral nature). It can potentially nab 2HKOs on things like Vaporeon (46.88 - 55.36%) or defensive Politoed (46.87 - 55.2%) with SR and Thunderbolt, which isn't overpowered, imo, considering the investment it took to get to those results. It doesn't impact our threat list too much, though, as it'll take a Modest nature, 252 EVs, and a Life Orb to do substantial damage to SpDTar in Sand with even something like Focus Blast (77.22 - 91.08%, Scald/Energy Ball being the next best options at 25.74 - 30.69%). Uninvested, its 246 SpA stat is &quot;just okay&quot; for using those defensive attacks like Scald or Flamethrower in the Sun. Flamethrower by itself still OHKOs Ferrothorn with SR (93.18 - 110.22%), and something like Energy Ball would do respectable damage to offensive Rotom-W (47.1 - 56.19%) and Gastrodon (82.62 - 97.65%). SpDTar takes 43.56 - 51.48% from Focus Blast in Sand, with Energy Ball or Scald a distant second with 14.35 - 17.32%. <br />
<br />
The primary draw here I think is the Speed stat. 89 Spe rests in a particularly sparse area of Speed tiers in OU. The 214-304 Spe range is one I think is worth exploring with a Pokemon like this, especially considering how so many crucial Pokemon like Heatran, Politoed, Mamoswine, Tentacruel, Gliscor, Rotom-W, Haxorus, Dragonite, Jirachi, and Celebi hang out in this neighborhood. All of their playstyles could be affected if CAP finds a way to check them. The faster 'mons like Gliscor and Jirachi may have to sacrifice bulk in exchange for Speed order to defeat CAP, and the slower ones may run faster EV spreads to pressure CAP to do the same. Conveniently enough, Timid Heatran outruns all neutral-Spe CAPs by a point, leaving it on the threatlist for defensive or Modest builds. Jolly Mamoswine and Timid Rotom-W outspeed neutral CAP as well, while on the flip side Haxorus, Landorus, and base 100s like Celebi and Salamence must run +Spe to guarantee being faster than Timid CAP. This could make a noticeable impact on how these Pokemon are used and how effective they are in the metagame. The Speed is also perfectly boostable; it can outrun Scarf Rotom-W at +1 or with a Scarf of its own (456 Spe w/ Timid) to help combat VoltTurn (hopefully with a good coverage move). 89 Spe is right at the top of the middle-slow area of OU, allowing CAP to choose how best to use Speed to handle the particular tank-ish and defensive threats it needs to handle, while at the same time tapping at the toes of the faster threats who neglect Spe out of a lack of necessity.<br />
<br />
<font size="3"><b>Defenses: 91/94/116</b></font><br />
<br />
I thought for a while about what advantages this Poke ought to have defensively. At first, I looked at the list of resistances and planned on throwing all the stats into physical Defense, but I eventually came around to the idea of checking errant Volt Turns and Hurricanes and Draco Meteors and ended up maxing out on SpD as a result. I took the Heatran model of defensive Fire-type and tilted it toward the Special end, resulting in something more in line with SpD Jirachi, when invested. Tanking Special hits will be key to allowing this CAP to switch in to SR and accomplish something; it's prefect for setting up on the likes of Politoed and Starmie (unless both start running Psychic, otherwise Vaporeon or Jellicent will do, amongst others). Even with 252/252+, CAP falls to nearly every Earthquake in OU with SR damage, but at the same time it takes pittance from Scizor and Water-types that usually rely on Ice or Grass or Toxic for coverage.<br />
<br />
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<i>A couple calcs</i>
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	padding: 0px 1em 5px 1em;"><hr/> Choice Specs Rotom-W Volt Switch vs. 0/0 CAP: 40.24 - 47.67%<br />
Choice Specs Rotom-W Volt Switch vs. 252/0 CAP: 33.67 - 39.89%<br />
Choice Specs Rotom-W Volt Switch vs. 252/252+ CAP: 24.87 - 29.53%<br />
0 SpA CAP Energy Ball vs. 4/0 Rotom-W: 47.1 - 56.19% <b>2HKO w/SR</b><br />
<br />
Life Orb Starmie Thunderbolt vs. 0/0 CAP: 30.95 - 36.53%<br />
Life Orb Starmie Thunderbolt vs. 252/0 CAP: 25.9 - 30.56%<br />
Life Orb Starmie Thunderbolt vs. 252/252+ CAP: 18.91 - 22.53%<br />
0 SpA CAP Thunderbolt vs. 0/4 Starmie: 62.06 - 73.56% <b>2HKO</b><br />
0 SpA CAP Energy Ball vs. 0/4 Starmie: 52.1 - 62.06% <b>2HKO</b><br />
<br />
Timid Heatran Earth Power vs. 252/252+ CAP: 72.53 - 86.01% <b>OHKO w/SR</b><br />
0 SpA CAP Earth Power vs. 0/4 Heatran: 79.25 - 94.11% <b>O-2HKO w/SR</b><br />
0 SpA CAP Focus Blast vs. 0/4 Heatran: 52.63 - 62.53% <b>2HKO</b><br />
0 SpA CAP Scald vs. 0/4 Heatran: 35.29 - 42.1%<br />
<br />
Choice Specs Latios Draco Meteor vs. 252/0 CAP: 78.5 - 92.5% <b>OHKO w/SR</b><br />
Choice Specs Latios Draco Meteor vs. 252/252+ CAP: 57.5 - 67.9% <b>2HKO w/ SR</b> (87 - 102% over two consecutive hits)<br />
0 SpA CAP Ice Beam vs. 4/0 Latios: 43.7 - 51.7% <b>2HKO w/SR</b><br />
252 SpA CAP Ice Beam vs. 4/0 Latios: 55 - 64.9% <b>2HKO</b></div>
</div><br />
Basically, defensive CAP can put up with a lot without being overwhelmingly wallish. From the SPD side, it's a little stronger than CalmTran and SpD Jirachi, but the spread leaves CAP more open to physical attacks in general, something that resistances and Burns can make up for.<br />
<br />
<font size="3"><b>Final Comments:</b></font><br />
<br />
As I said earlier, I want CAP to really catch its niche in its diverse movepool, to make it stand out from the raw-damage, high output offensive Firemons of OU. This spread does its best to accomodate for strategic coverage options and for reliable STABs/statuses at the same time. It's more of an exercise in defensive finesse, as it has neither the ability to sweep nor wall but can still manage to make itself useful despite the faults of the typing. The SR weakness is going to limit CAP's time in battle much of the time, meaning switching in and out will be a burden on the CAP user; by making the CAP more of an urgent threat (higher Spe, tricky SE coverage), we are giving it a specific path to success without relying too much on any one element to &quot;save&quot; the typing (thus allowing later stages of CAP's design to further shape CAP's playstyle and effectiveness).</div>
			
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		</td>
	</tr>
	</table>
</div>CAP 3 is looking like this at the moment:<br />
<br />
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<i>Concept: Extreme Makeover: Typing Edition</i>
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				<div>
					Originally Posted by Fat <strong>Theorymon</strong>
					(Post 4187569)
				</div>
				<div style="font-style:italic"><b>Name:</b> Extreme Makeover: Typing Edition<br />
<br />
<b>General Description:</b> The idea here is to create a Pokemon who's     typing, while normally considered poor defensively and/or offensively,     becomes a strong selling point of the Pokemon itself via help from  an    ability, stats, and/or movepool.<br />
<br />
<b>Justification:</b> There are a lot of typings we scoff at on a daily     basis because of their serious flaws, often forgetting about their     strong points. For example, Poison is a really terrible offensive     typing, but a decent defensive typing, while the Ice typing is good     offensively, but awful defensively. Instead of just accepting that some     typings will just ruin a Pokemon, this CAP concept aims to take that     &quot;terrible typing&quot;, and find ways to fix it (usually via ability,     movepool, or stats) to the point where the formerly terrible typing     becomes the CAP's strong point! The reason this CAP could benefit OU is     because a Pokemon who makes a &quot;bad typing&quot; into a great one could  find    many unique offensive and/or defensive niches that aren't  currently    found!<br />
<br />
<b>Questions To Be Answered</b> <br />
<br />
-What does it take for a Pokemon to overcome its &quot;bad typing&quot; so much     that its typing becomes good? Are the stats the biggest contributer, is     the ability the thing that saves it, does movepool make it a force,  or    is it a combination of the above? <br />
<br />
-How does the typing makeover effect the Pokemon's playstyle? Does the     Pokemon become a unique wall that uses its makeover to overcome its     typing's normally fatal flaws, does the make over make a terrible     offensive typing into a fearsome sweeper, does the makeover make it into      a formidible combination of deffense and offense to a typing that     brings it neither, or does the makeover bring forth something none of  us    see coming from the typing?<br />
<br />
-Which resistances and immunities are the most relevant to the metagame?     Sure, this concept is aiming to have a &quot;bad typing&quot; become good, but     part of that will require the bad typing to have some key  resistances    and/or immunties to certain typings to defend against or  set up on,    while still having a very unorthodox competitive typing.  This works the    other way around too, what are the typings most  relevant to hit super    effectively or at least neutral? <br />
<br />
-How will the rest of the OU metagame react to this extreme type     makeover? Will Pokemon start carrying moves they normally wouldn't carry     to break through a new defensive threat, will some Pokemon take on   new   defensive roles due to resisting the unorthodox STABs CAP 3 may   carry?   Or will This Pokemon, despite being a very real threat, not   have many   &quot;custom made sets&quot; to beat it, being more of a Pokemon that   is a   reaction to the metagame than causing a metagame reaction? <br />
<br />
-Finally, how will this effect the teams CAP3 is on? Will this be the     kind of Pokemon who needs a lot of support to become a threat, will  this    Pokemon be more of key team member to execute another strategy,  or   will  this be the kind of Pokemon that's part of the glue that  holds the   team  together?</div>
			
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	</table>
</div></div>
</div><br />
<br />
<b>Typing:</b> Fire / Poison<br />
<b>Abilities:</b> Dry Skin / ??? / (???)</div>

]]></content:encoded>
			<category domain="http://www.smogon.com/forums/forumdisplay.php?f=66"><![CDATA[Create-A-Pok&eacute;mon Project]]></category>
			<dc:creator>Birkal</dc:creator>
			<guid isPermaLink="true">http://www.smogon.com/forums/showthread.php?t=3466665</guid>
		</item>
		<item>
			<title>CAP 3 - Part 6 - Stat Spread Submissions</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3466465&amp;goto=newpost</link>
			<pubDate>Fri, 04 May 2012 22:25:46 GMT</pubDate>
			<description><![CDATA[Gather 'round, number crunchers, 
On the mound, figure diggers, 
For the time has finally come, 
For the stats to be made and done. 
 
Did you think...]]></description>
			<content:encoded><![CDATA[<div>Gather 'round, number crunchers,<br />
On the mound, figure diggers,<br />
For the time has finally come,<br />
For the stats to be made and done.<br />
<br />
Did you think I'd make a stats joke?<br />
I did that <a href="http://www.smogon.com/forums/showthread.php?t=3464409" target="_blank">before</a>, you Slowpoke!<br />
Here and now incur the wrath of...<br />
Epic solos from a mad bloke!<br />
<br />
zibbity babbity hippity hoppity beep bap doo da dap pap boo ba *random saxophone cadenza*<br />
<br />
 <b>Limits:<br />
PT: </b>185 (Excellent)<br />
 <b>ST: </b>190 (Excellent)<br />
 <b>PS: </b>160 (Very Good)<br />
 <b>SS: </b>185 (Excellent)<br />
 <b>BSR:</b> 332 (Very Good)<br />
 <br />
 <b><font size="3">BSR ABUSE WILL NOT BE TOLERATED AND WILL NOT BE SLATED!</font></b><br />
 <br />
 BSR abuse is doing things like 150 HP and 70 Def/SpD to create a  theoretical optimum with the limits that you have. The purpose of the stat rating limits is to restrict what submitters can do, not to give them a license to game the system. If you cannot justify  your stats legitimately and have not proven that you aren't just making  the best stats within the limits, you will not get slated.<br />
 <br />
A spreadsheet for calculating the biases can be found <a href="http://www.smogon.com/forums/showpost.php?p=3323869&amp;postcount=4" target="_blank">here</a>. The formulas themselves can be found <a href="http://www.smogon.com/forums/showthread.php?p=3313125" target="_blank">here</a>. <b>Do not use the BSR calculator on-site, as it is designed for DPP BSR.</b> To use the spreadsheet, you will need Microsoft Excel 2007 or higher, OpenOffice.org Calc 3 or higher, or a similar spreadsheet program that can handle .xlsx files. Alternatively, you can upload the spreadsheet onto Google docs. At any rate, you <i>must</i> have the stat rating values listed correctly in your submission or it will be ignored for slate.<br />
 <br />
CAP 3 so far:<br />
<br />
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<i>Concept: Extreme Makeover: Typing Edition</i>
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style="display: none; 
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<div style="margin:20px; margin-top:5px; ">
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				<div>
					Originally Posted by Fat <strong>Theorymon</strong>
					(Post 4187569)
				</div>
				<div style="font-style:italic"><b>Name:</b> Extreme Makeover: Typing Edition<br />
<br />
<b>General Description:</b> The idea here is to create a Pokemon who's      typing, while normally considered poor defensively and/or  offensively,     becomes a strong selling point of the Pokemon itself  via help from  an    ability, stats, and/or movepool.<br />
<br />
<b>Justification:</b> There are a lot of typings we scoff at on a daily      basis because of their serious flaws, often forgetting about their      strong points. For example, Poison is a really terrible offensive      typing, but a decent defensive typing, while the Ice typing is good      offensively, but awful defensively. Instead of just accepting that some      typings will just ruin a Pokemon, this CAP concept aims to take  that     &quot;terrible typing&quot;, and find ways to fix it (usually via  ability,     movepool, or stats) to the point where the formerly  terrible typing     becomes the CAP's strong point! The reason this CAP  could benefit OU is     because a Pokemon who makes a &quot;bad typing&quot; into a  great one could  find    many unique offensive and/or defensive niches  that aren't  currently    found!<br />
<br />
<b>Questions To Be Answered</b> <br />
<br />
-What does it take for a Pokemon to overcome its &quot;bad typing&quot; so much      that its typing becomes good? Are the stats the biggest contributer,  is     the ability the thing that saves it, does movepool make it a  force,  or    is it a combination of the above? <br />
<br />
-How does the typing makeover effect the Pokemon's playstyle? Does the      Pokemon become a unique wall that uses its makeover to overcome its      typing's normally fatal flaws, does the make over make a terrible      offensive typing into a fearsome sweeper, does the makeover make it  into      a formidible combination of deffense and offense to a typing  that     brings it neither, or does the makeover bring forth something  none of  us    see coming from the typing?<br />
<br />
-Which resistances and immunities are the most relevant to the metagame?      Sure, this concept is aiming to have a &quot;bad typing&quot; become good,  but     part of that will require the bad typing to have some key   resistances    and/or immunties to certain typings to defend against or   set up on,    while still having a very unorthodox competitive typing.   This works the    other way around too, what are the typings most   relevant to hit super    effectively or at least neutral? <br />
<br />
-How will the rest of the OU metagame react to this extreme type      makeover? Will Pokemon start carrying moves they normally wouldn't carry      to break through a new defensive threat, will some Pokemon take on    new   defensive roles due to resisting the unorthodox STABs CAP 3 may    carry?   Or will This Pokemon, despite being a very real threat, not    have many   &quot;custom made sets&quot; to beat it, being more of a Pokemon that    is a   reaction to the metagame than causing a metagame reaction? <br />
<br />
-Finally, how will this effect the teams CAP3 is on? Will this be the      kind of Pokemon who needs a lot of support to become a threat, will   this    Pokemon be more of key team member to execute another strategy,   or   will  this be the kind of Pokemon that's part of the glue that   holds the   team  together?</div>
			
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		</td>
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	</table>
</div></div>
</div><br />
<br />
<b>Typing:</b> Fire / Poison<br />
<b>Abilities:</b> Dry Skin / ??? / (???)</div>

]]></content:encoded>
			<category domain="http://www.smogon.com/forums/forumdisplay.php?f=66"><![CDATA[Create-A-Pok&eacute;mon Project]]></category>
			<dc:creator>capefeather</dc:creator>
			<guid isPermaLink="true">http://www.smogon.com/forums/showthread.php?t=3466465</guid>
		</item>
		<item>
			<title>CAP 3 - Part 7 - Secondary Ability Poll 1</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3465913&amp;goto=newpost</link>
			<pubDate>Sun, 29 Apr 2012 20:53:18 GMT</pubDate>
			<description>Hello, and welcome to Secondary Ability Poll 1! This is a single bold vote, which means you vote for one entry. Make sure that you *bold your votes...</description>
			<content:encoded><![CDATA[<div>Hello, and welcome to Secondary Ability Poll 1! This is a single bold vote, which means you vote for one entry. Make sure that you <b>bold your votes and nothing else!</b>  A typical vote might look like the following:<br />
<br />
<div style="margin:20px; margin-top:5px; ">
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			<hr />
			
				<b>My Preferred Entry</b><br />
<br />
Any comments that the voter has would go below the votes in non-bold    text. Bold text is used to determine what the user's votes are, so none  of the supplementary text should be in bold.
			
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</div>If you want even more clarification, check out <a href="http://www.smogon.com/cap/process/process_rules#bold" target="_blank">this</a> page.<br />
<br />
Any comments that the voter has would go below the votes in non-bold text. Bold text is used to determine what the user's votes are, so none     of the supplementary text should be in bold. Please post only your votes in this thread. Do not respond to other posts, or your posts will be moderated and you warned. If you  feel  compelled to say something in your own vote, you may still do  so, but  don't try to incite a discussion. Keep discussion to #cap.<br />
<br />
You may only vote for options that have been slated by CAP 3's Topic Leader, Deck Knight.  <br />
<br />
The slate for this poll is as follows:<br />
<br />
<br />
Drought<br />
Regenerator<br />
No Competitive Ability<br />
<br />
<br />
<i>NOTE: &quot;No Competitive Ability&quot; means we will pick 1-2 abilities after the art polls for flavour reasons, in a way that doesn't disrupt the use of Dry Skin.</i><br />
<br />
This poll will be open for <b>24 hours</b> starting from the first vote (8:04:38 EDT).  Remember: when voting, <b>use only the ability's name!</b> Good luck~<br />
<br />
CAP 3 so far:<br />
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<i>Concept: Extreme Makeover: Typing Edition</i>
<div id="hideblock"
style="display: none; 
	background-color:transparent; 
	margin: 0px; 
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<div style="margin:20px; margin-top:5px; ">
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				<div>
					Originally Posted by Fat <strong>Theorymon</strong>
					(Post 4187569)
				</div>
				<div style="font-style:italic"><b>Name:</b> Extreme Makeover: Typing Edition<br />
<br />
<b>General Description:</b> The idea here is to create a Pokemon who's        typing, while normally considered poor defensively and/or    offensively,     becomes a strong selling point of the Pokemon itself    via help from  an    ability, stats, and/or movepool.<br />
<br />
<b>Justification:</b> There are a lot of typings we scoff at on a daily        basis because of their serious flaws, often forgetting about their        strong points. For example, Poison is a really terrible offensive        typing, but a decent defensive typing, while the Ice typing is  good       offensively, but awful defensively. Instead of just accepting  that  some      typings will just ruin a Pokemon, this CAP concept aims  to  take  that     &quot;terrible typing&quot;, and find ways to fix it (usually  via   ability,     movepool, or stats) to the point where the formerly    terrible typing     becomes the CAP's strong point! The reason this CAP    could benefit OU is     because a Pokemon who makes a &quot;bad typing&quot;  into  a  great one could  find    many unique offensive and/or defensive   niches  that aren't  currently    found!<br />
<br />
<b>Questions To Be Answered</b> <br />
<br />
-What does it take for a Pokemon to overcome its &quot;bad typing&quot; so much        that its typing becomes good? Are the stats the biggest contributer,    is     the ability the thing that saves it, does movepool make it a    force,  or    is it a combination of the above? <br />
<br />
-How does the typing makeover effect the Pokemon's playstyle? Does the        Pokemon become a unique wall that uses its makeover to overcome its        typing's normally fatal flaws, does the make over make a terrible        offensive typing into a fearsome sweeper, does the makeover make  it   into      a formidible combination of deffense and offense to a  typing   that     brings it neither, or does the makeover bring forth  something   none of  us    see coming from the typing?<br />
<br />
-Which resistances and immunities are the most relevant to the metagame?        Sure, this concept is aiming to have a &quot;bad typing&quot; become good,    but     part of that will require the bad typing to have some key     resistances    and/or immunties to certain typings to defend against or     set up on,    while still having a very unorthodox competitive  typing.    This works the    other way around too, what are the typings  most    relevant to hit super    effectively or at least neutral? <br />
<br />
-How will the rest of the OU metagame react to this extreme type        makeover? Will Pokemon start carrying moves they normally wouldn't carry        to break through a new defensive threat, will some Pokemon take  on     new   defensive roles due to resisting the unorthodox STABs CAP 3   may    carry?   Or will This Pokemon, despite being a very real  threat,  not    have many   &quot;custom made sets&quot; to beat it, being more of  a  Pokemon that    is a   reaction to the metagame than causing a  metagame  reaction? <br />
<br />
-Finally, how will this effect the teams CAP3 is on? Will this be the        kind of Pokemon who needs a lot of support to become a threat, will     this    Pokemon be more of key team member to execute another  strategy,    or   will  this be the kind of Pokemon that's part of the  glue that    holds the   team  together?</div>
			
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		</td>
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	</table>
</div></div>
</div><br />
<br />
<b>Typing:</b> Fire / Poison<br />
<b>Base stats:</b> 95 HP / 45 Atk / 83 Def / 131 SpA / 105 SpD / 76 Spe<br />
<b>Abilities:</b> Dry Skin / ??? / (???)</div>

]]></content:encoded>
			<category domain="http://www.smogon.com/forums/forumdisplay.php?f=66"><![CDATA[Create-A-Pok&eacute;mon Project]]></category>
			<dc:creator>Elevator Music</dc:creator>
			<guid isPermaLink="true">http://www.smogon.com/forums/showthread.php?t=3465913</guid>
		</item>
		<item>
			<title>CAP 3 - Art Submissions</title>
			<link>http://www.smogon.com/forums/showthread.php?t=3465809&amp;goto=newpost</link>
			<pubDate>Fri, 27 Apr 2012 21:52:36 GMT</pubDate>
			<description>A final art submission consists of two things: a main design and supporting material. A main design is the only required element of a final art...</description>
			<content:encoded><![CDATA[<div>A final art submission consists of two things: a main design and supporting material. A main design is the only required element of a final art submission; supporting material is optional. Note that all material in both the main design and supporting material <b>must be your own</b>. Using another piece of art for inspiration is allowed, but blatant plagiarism will result in warnings or bans depending on the severity.<br />
<br />
<a href="http://www.smogon.com/forums/showthread.php?t=3447028" target="_blank">Newcomers can go to the smeargle's studio resource thread for tutorials, tricks and tips on art.</a><br />
<br />
<font size="3"><b>Main Design</b></font><br />
<br />
The main design is intended to follow the same general posing and layout as the &quot;Official Art&quot; for existing in-game Pokemon. The main design is the definitive design for a given Pokemon and should be suitable for display in the CAP PokeDex section of the CAP Website and any other CAP propaganda where a picture of the Pokemon is needed. The comparison to 'Official Pokemon Art' is only applicable to the basic content of the main design; it does not imply <b>any</b> standards or guidelines regarding artistic style or rendering technique.<br />
<br />
The following rules of content must be followed for the main design:<br />
<ul><li>It must consist of a single Pokemon on a plain white background with no parts of the Pokemon cut off by the canvas.</li>
<li>No props, action effects, move effects, or additional objects can be rendered on or around the Pokemon. If a prop is part of the Pokemon's basic design (ie. Conkeldurr's pillars), then it is acceptable.</li>
<li>Any 2D digital or scanned traditional drawing may be used. It must be in full color. 3D media and photos are not allowed.</li>
<li>It must have a distinguishable outline on the entire subject in contrast to the background. No part of the design can be blurred into the background or blended into the background in any way.</li>
<li>The maximum allowed size is 640x640 and the minimum allowed size of 320x320.</li>
<li>It must be in a compressed digital format such as .png or .jpg.</li>
</ul><br />
The rules for main designs will be strictly enforced. Do not make comparisons to in-game Pokemon designs or to past CAP designs to determine if your design is in compliance with these rules. Some in-game Pokemon designs and past CAP designs do not conform with the current CAP art submission rules, and emulating those designs is not an acceptable excuse for breaking the strict interpretation of the current rules.<br />
<br />
<font size="3"><b>Supporting Material</b></font><br />
<br />
While the rules for the main design are somewhat rigid, there are almost no rules when it comes to supporting material. Action scenes, movement studies, interaction with other Pokemon, animations, sculptures, and cartoon strips are all allowed. Virtually any supporting material you can think of is allowed, though keep it tasteful. Non-art supporting material is also allowed. This includes detailed descriptions of the art, background data, stories, etc. All supporting art and information must be related to the main design in some way. This rule is intended to prevent artists from posting unrelated art in an effort to gain more attention or promote other designs or artworks.<br />
<br />
<font size="3"><b>Final Submission Post</b></font><br />
<br />
All artists must make a final submission post in order to be considered for the art poll. The post must be titled &quot;Final Submission&quot;. The post should have the Main Design at the top, and supporting material (if applicable) below it. All supporting art must be included as links or as linked thumbnails no larger than 150x150. Do not include full images of supporting art in the final submission. Only make <b>one (1)</b> final submission post. Artists are welcome to work on multiple designs and get feedback from the community, but only one design can be submitted for final consideration. 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 reposting will be treated as bumping and is subject to moderation.<br />
<br />
<font size="3"><b>General Posting Rules</b></font><br />
<br />
<ul><li>Artists can post any work-in-progress (WIP) artwork in order to solicit feedback or to help develop ideas. WIP artwork does not need to conform to the standards of a Main Design. It can be in any medium or stage of completion, but it must be related to an original art design by the poster.</li>
<li>Do not spam the thread with excessive amounts of artwork over a short period of time. Apparently, some artists think they will improve their chances in the poll if they overload the submission thread with their artwork. Doing so will result in your posts being moderated.</li>
<li>Do not post inconsequential &quot;updates&quot; to previously posted art. Only if you have made a significant change and have not posted art recently can you post an update in the thread.</li>
<li>No post can contain more than 800x800 pixels of included art, and no single picture can be larger than 640x640. Past those limits, artists should post links to the additional art or use linking thumbnails. Each thumbnail can be no larger than 150x150. Any number of thumbnails can be included in a post, even if it passes the limit. All art must be in a compressed digital format.</li>
<li>Do not post to state your intended design. Such posts are a weak attempt to &quot;reserve&quot; an idea, and serve no constructive purpose.</li>
<li>Do not post images to serve as inspiration for artists or attempt to commission an artist in the thread to do your idea. This isn't an idea thread. It's fine for artists to post their own inspiration as supporting material.</li>
<li>No bumping or begging, especially for feedback. If your design is any good, people <b>will</b> comment on it. If your design gets no feedback, then your design is not very good. Consider the silence to be your feedback.</li>
<li>Do not declare any artwork as &quot;the winner&quot; or say that anything &quot;is clearly going to win&quot;. It's fine to post praise or support for an artwork, but don't make a statement indicating the results of a poll that has not been conducted. Such posts are insulting to all the other competing artists.</li>
<li>Do not post that a design does or does not &quot;look like a Pokemon/Digimon&quot;. Such comments are unable to be substantiated or refuted. There is no artistic style guide for Pokemon, so don't act like you know what a Pokemon should look like. If you like or dislike a design, that's fine, just say that.</li>
<li>Do not ask when this thread will close. CAP threads do not follow a set timetable. If you want to know the overall sequence of events in a CAP then go to the CAP website and read the process guide.</li>
<li>Do not post questions asking for help in making art. This isn't a tutorial thread.</li>
</ul><br />
<font size="3"><b>Art Polls</b></font><br />
<br />
All art polls will contain the main design and, if applicable, a link below it titled &quot;Supporting Material&quot;. This will link to the artists final submission post. If the final submission contains no significant supporting material, then no link will be included in the poll below the main design. Art submissions for the art poll will be selected in a manner to be determined by the topic leader. There is no process for overturning the topic leader's decision. If you are not comfortable with this stipulation, then do not make an art submission. Do not post any complaints here or in later threads.</div>

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