I'm not going to bother submitting a spread as I've seen a few already that I'm liking. However, I am going to advocate for a max speed of 101.
People, Dragon/Ghost + Comatose is amazing defensively, and will neturally check a plethora of offensive mons like Mega Charizard Y, Volcorona, Tapu Bulu, Serprior, Volkraken, Auramoth, Plasmanta, Keldeo, to name a few. With sufficient bulk, a CAP switch in on these guys will prompt the opposition to switch in the defensive mons that are our trap targets.
Zapdos is the fastest mon on our target list, and 101 would outspeed fully invested Zapdos by 1 point, as well as being fast enough to scare off the Charizards, Volcorona and Plasmanta. I'm less worried about outspeeding Keldeo, as CAP is immune to Fighting moves, Keldeo often runs Icy Wind for speed drops anyway, Hydro Pump misses 30% of the time, and CAP should have enough bulk to shrug off a 2HKO from Specs Keldeo anyway.
It also stands to reason that after a successful trap kill, it needs somewhat average speed to ensure that more offensive mons can force it out. 120 speed is ridiculous. This guy is a wallbreaker; not a sweeper.
It's especially laughable that anyone should expect CAP to outspeed Kerfluffle, as it sports both a type advantage AND Parting Shot to escape trapping. That's a solid counterplay! The same is true of Ninetales-A, who can set up AV in CAP's face and threaten it with its STABs.
Gengar, Kitsuno, Lati@s, Mega Diancie and fully speed invested Offensive Garchomp should all be offensive checks, in addition to speedy Ice types (Syclant, Weavile), Dark (speedy ones, bulky ones and slower ones with Sucker Punch) and bulky Steel types. Defensive Garchomp lacking full speed investment would not be a check. I'd also say Zygarde and Mega Charizard X should beat it, which they would after setting a DD, but I feel CAP should have higher speed than Mega Char Y so it wouldn't have to tank two powerful Fire STABs or Dragon Pulse every time it comes in. Also, I'd like to avoid the mind games of CAP having guess if it's facing Char X or Y before it mega evos. 101 speed accomplishes this.
This leaves us outspeed by standard Regenerator Crucible, but that's fine, as that thing spams its powerful Head Smash and I don't think we're surviving that move anyway. In any case, Crucible isn't really a defensive mon we need to target because its defensive typing is ass.
At the VERY least, CAP should outspeed Landorus' 91 base speed, so it can nail it with an Ice move after a successful trap before it can U-Turn out on the next turn. It should have some speed cushion above 91 to prevent speedy Landorus from creeping it. This also allows CAP to avoid Tomohawk's Air Slash flinch BS.
Outspeeding Specs Volkraken's 95 base would also be very helpful, as those Analytic boosted STAB's sting, even with the resists. Then there's always hazards chip to think about too. So 96 speed is a more accurate min.
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Tl;dr: Let's not get too crazy with the speed. This guy needs offensive checks, or he'll be OP. Aim for 92 min, 96 is better, and 101 max is best.
People, Dragon/Ghost + Comatose is amazing defensively, and will neturally check a plethora of offensive mons like Mega Charizard Y, Volcorona, Tapu Bulu, Serprior, Volkraken, Auramoth, Plasmanta, Keldeo, to name a few. With sufficient bulk, a CAP switch in on these guys will prompt the opposition to switch in the defensive mons that are our trap targets.
Zapdos is the fastest mon on our target list, and 101 would outspeed fully invested Zapdos by 1 point, as well as being fast enough to scare off the Charizards, Volcorona and Plasmanta. I'm less worried about outspeeding Keldeo, as CAP is immune to Fighting moves, Keldeo often runs Icy Wind for speed drops anyway, Hydro Pump misses 30% of the time, and CAP should have enough bulk to shrug off a 2HKO from Specs Keldeo anyway.
It also stands to reason that after a successful trap kill, it needs somewhat average speed to ensure that more offensive mons can force it out. 120 speed is ridiculous. This guy is a wallbreaker; not a sweeper.
It's especially laughable that anyone should expect CAP to outspeed Kerfluffle, as it sports both a type advantage AND Parting Shot to escape trapping. That's a solid counterplay! The same is true of Ninetales-A, who can set up AV in CAP's face and threaten it with its STABs.
Gengar, Kitsuno, Lati@s, Mega Diancie and fully speed invested Offensive Garchomp should all be offensive checks, in addition to speedy Ice types (Syclant, Weavile), Dark (speedy ones, bulky ones and slower ones with Sucker Punch) and bulky Steel types. Defensive Garchomp lacking full speed investment would not be a check. I'd also say Zygarde and Mega Charizard X should beat it, which they would after setting a DD, but I feel CAP should have higher speed than Mega Char Y so it wouldn't have to tank two powerful Fire STABs or Dragon Pulse every time it comes in. Also, I'd like to avoid the mind games of CAP having guess if it's facing Char X or Y before it mega evos. 101 speed accomplishes this.
This leaves us outspeed by standard Regenerator Crucible, but that's fine, as that thing spams its powerful Head Smash and I don't think we're surviving that move anyway. In any case, Crucible isn't really a defensive mon we need to target because its defensive typing is ass.
At the VERY least, CAP should outspeed Landorus' 91 base speed, so it can nail it with an Ice move after a successful trap before it can U-Turn out on the next turn. It should have some speed cushion above 91 to prevent speedy Landorus from creeping it. This also allows CAP to avoid Tomohawk's Air Slash flinch BS.
Outspeeding Specs Volkraken's 95 base would also be very helpful, as those Analytic boosted STAB's sting, even with the resists. Then there's always hazards chip to think about too. So 96 speed is a more accurate min.
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Tl;dr: Let's not get too crazy with the speed. This guy needs offensive checks, or he'll be OP. Aim for 92 min, 96 is better, and 101 max is best.
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