Wow I'm surprised Scald was so swiftly Disallowed. What attacks do we suppose this CAP will use in Rain, given that its STABs are terrible for it and its only competitive Ability is tailored to that particular weather? Acid Spray? We've already been choosing the conservative route every step of the way for this project, and now we seem committed to pursuing an ironic fish-out-of-water build. How does disassociating Mollux's movepool with its Ability even relate to the concept at all, and at which point are we going to fully compensate for its typing? It has
one moderately competitive Ability, moderately competitive stats, and now predictable, limited coverage. Where's the Extreme Makeover? I don't believe there's much left for us to learn about leaning on Hidden Power for coverage, so short of giving it Shell Smash we're running out of time to give this CAP something to do while it hopelessly walls Water-types or stalls for Dry Skin healing. If Mollux was the first OU Poke to have access to a move that can hit its potentially common switch-ins for SE damage then there might be some theorymoning to do about it, but that just isn't the case. The metagame just adapts to Pokemon like Salamence, Gengar, Heatran, Lucario, Conkeldurr, etc.; it doesn't crumble.
Originally Posted by Fat Rising Dusk
252 Modest Leftovers CAP 3 (80bp Water Special)
vs. 252/0 Impish Gliscor: 103.4% - 122% (69.5% - 81.9% w/o Rain, no KO, even w/SR)
vs. Jolly Landorus: 109.7% - 129.2% (Not even Naive!) (73.1% - 86.3%, no KO)
vs. 4/0 Jolly Terrakion: 109.4% - 128.8% (65.4% - 77.2%, no KO)
vs. 4/0 Jolly Focus Sash Dugtrio: 182.1% - 215.1% (30% to OHKO through Focus Sash and without hazards thanks to Scald's burn) (Flamethrower does 109% - 128.8% and has a 10% Burn rate)
vs. 248/252 Calm Leftovers Heatran: 52.5% - 61.8% (SpD Bulky) (35.3% - 41.6%)
vs. 0/4 Modest Air Balloon Heatran: 84.8% - 100.3% (Stealth Rock or one layer of Spikes if no balloon does this in for good) (63.2% - 74.9%, no KO)
vs. 4/0 Tyranitar (Sand): 38% - 45%
vs. 252/192+ Tyranitar (Sand): 24.8% - 29.2%
Just want to point out to everyone that the unbolded calcs are assuming Rain is up, a situation that specifically disadvantages the defending Pokemon here, both by typing and by strategy (Sand). The bolded additions are the less scary calcs outside of Rain and put Mollux's Scald in a damage range just above defensive Politoed, for perspective. Remember that's a fully invested, SE attack to each; this just looks like regular weather wars stuff to me. If anything, the calcs show that this CAP can actually fill a spot on a Rain team, which might be fun, considering Dry Skin, right? Fire/
Poison/Electric/Water coverage is easily switched into by Dragons (Latias sets up, Specs Latios OHKOs offensive builds, Dragonite sets up, Salamence OHKOs, Haxorus OHKOs), Gastrodon (fully immune/resistant), and Blissey/Chansey, amongst others, and that's not even considering how the grouping can be pivoted around offensively (considering the several immunities to these types in OU) or how boosting Scald means nerfing its Fire STAB and vice versa.
In my opinion, the positive effects of having Scald in the movepool, for the concept, far outweigh the potential negative impact on the confidence of Ground and Rock-type switch-ins. That is to say, I don't think giving the move to CAP will change the way its threats are played. The Burn status is something directly associated with the Fire typing, and giving Mollux access to all of Lava Plume, Scald, and Will-o-Wisp can give it a niche as a universal Burner in any weather (since it can't really use its STABs in Rain and it takes damage in Sun/Sand/Hail), along with giving Mollux some artillery against the "obvious" Fire/Poison counters we identified before; qualities which I believe speak directly to the goals of the concept. It doesn't make the CAP un-counterable by any means, which must be the concern everyone's having, as a thorough list of threats would include Sand teams in general, Sun teams, Rain teams (for offensive CAP), defensive Pokemon with Ground moves, almost all 77+ Spe Pokes with SE moves, and Stealth Rock/Spikes, besides its lacking movepool. Don't we want this thing to be good?
Scald is absolutely necessary to take advantage of Rain or give the CAP an edge over Heatran or the other Fire-types in OU, which are all either faster or have better movepools at this point. A Water immunity, Electric/Hidden Power coverage, WoW, and a gimmick Acid Spray set (has potential on a faster Poke, though) are not enough to cram this thing into OU. CAP's BSR is low enough to give movepool creators more freedom with VGMs, so unless we plan on going the conservative route
again or filling the movepool with tons of NAMs or repetitive STAB options, we should look to a really inoffensive coverage move in Scald to give this Pokemon some purpose.