lol i'm funnzip ):
but w/e i'd rather r_d have this~
also: i'll follow in r_d's example and make an rmt too i guess
and yeah, necturna affected the metagame the least out of all the CAPs ever created: i'm fairly certain i could have succeeded with an all OU team. necturna's main effects were making the game more steel / dragon based, imo, which is kinda interesting, seeing as necturna is a grass type so it'd be intuitive for it to help f/w/g cores more. (it did help f/w/g, but the amount of steels on the ladder was.. insane)
additionally, i actually think that necturna isn't broken and is the least broken of all CAPs barring voodoom. the most broken set, imo, was the shell smash set, seeing as it smashed through basically all unprepared teams who let it set up and basically required a team to either have scizor or skarmory and heatran or dragonite without sr up. (although spin-blocker sets were good as hell too: necturna is probably tied with jellicent for best spinblocker. jellicent admittedly walls pokemon such as starmie with much more ease - getting 2hkoed by lo ice beam is never nice - but necturna was much less of a dead-weight than jellicent often is: necturna could phaze, set up hazards, and do nifty stuff like threaten sweeps even if the set itself was defensive)
however, it's main downfall was the fact that necturna was hard-pressed to find a time to set-up, seeing as taking an attack (especially physical ones!) at -1/-1 often meant that necturna could more often die to recoil damage. the requirement of LO for ss necturna (it was weak af without it) was also a downfall, seeing as there was no "kill all" move for necturna - it had no equivalent move like outrage with just smashes through everything, resistances and all - this exacerbated the recoil problem as good prediction could cause a team to outstall necturna.
another weakness was that, with the prevalence of rain (or even sandstorm which reduced necturna's life even more!), hidden power fire was often not enough. this could be solved with magnezone to defeat skarmory: however, skarmory almost always ran shed shell at higher levels of play because it was such a good necturna check (in fact, spdef isn't even ohkoed by 0 EV +2 HP Fire! in neutral weather) seeing as it could ohko back with brave bird.
as said before, magnezone and dugtrio were amazing necturna partners (i got to #1 with a simple maggy / dugtrio / necturna / starmie / dragonite / salamence HO team), but necturna was also helped by pokemon such as heatran and skarmory, allowing it to stall better. imo, if a metagame cannot have a successful stall team, then it is definitely not stable: i got to #2 with a stall team + lucario, showing the stability of this metagame (and even then, i don't think lucario was quite necessary - the core of necturna / heatran / tentacruel / when combined with bliss/skarm is quite amazing - it checks possibly every archetype of team, while having an incredibly easy time against opposing stall due to necturna + spikes + three phazers.)
the most interesting thing about necturna is that it showed the importance of risk management. for example, i lost 2 games because i switched in my scarf salamence into a sub / qd necturna as it used substitute. i expected a sub / wisp version, so i switched back out to another pokemon to try and outstall; however, necturna simply quiver danced on my switch-in and easily swept me. the "unexpectedness factor" of necturna simply placed immediate pressure on the opponent: would it substitute on the toxic? or would it shell smash? thankfully, the limited non-sketch movepool made dealing with necturna easier: heatran checked basically every set, along with bulky d-nite.
something that i wanted to try but never got the chance to was honchkrow / staraptor. they act as pretty amazing checks to necturna (although i'm pretty sure they both get taken down by +2 power whip), and they can synergize pretty well with a lure necturna (necturna with either hp fire or sacred fire to kill skarmory) to wreak havoc on the opposing team.