CAP 19 CAP 19 - Part 1 - Concept Poll 2

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jas61292

used substitute
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Time for one more poll to decide which concept we are going to pursue for this CAP Project. The remaining three are all high quality submissions, so be sure to read them all through before deciding on your vote.

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Deck Knight
DetroitLolcat
Yilx​

This poll will be open for 24 hours. The concept submissions are quoted below in order of submission.

Name: Breaking Dawn

General Description: A Pokemon that is designed to bring momentum early in the game when most or all foes are fresh.

Justification: Team Preview has been in place for two generations now, and it ended the notion of "the lead" that was common in Generation 4. There is still however, an early game, mid-game, and late-game. With so many threats in Generation 6, answering the question "what is the best possible way to gain an early advantage" is very difficult, something only a CAP Project can do.

Questions To Be Answered:
  • What is the highest priority in getting an early game advantage? Is it setting or preventing hazards? Is it threatening an immediate KO on a popular opposing lead?
  • What are the characteristics of a good early-game Pokemon? Are they different from good middle game or good late game Pokemon?
  • Which existing Pokemon are good early-game Pokemon, and how should the Pokemon interact with them?
  • How would an all-purpose early-game Pokemon effectively deal with differing team strategies? Which is the most important to focus on for early-game purposes?
  • What style matchups (e.g. more Hyper Offense, more Stall) should a Pokemon designed to be good in the early game encourage?
  • Given that a good early game Pokemon by necessity gains momentum in the harshest possible conditions, what makes it different from a Pokemon that is just generally good?

Explanation: The lead may be dead, but early mistakes are still among the costliest in a competitive battle. This concept would seek to create the conditions for great early game starts by either threatening a specific playstyle or other common leading Pokemon, and test the limits of getting a good early start even when the Pokemon by its necessary abilities encourages counterplays. The most interesting facet of all is whether this Pokemon by its threat could encourage such a shift in teambuilding.

Where this concept differentiates from Momentum is that Momentum was concerned with gaining lost momentum, this concept is geared around gaining a very specific momentum from ground zero of a match. Whether this is through overwhelming offensive tactical power (like say a combination of attacks or abilities that circumvent Focus Sash or Sturdy leads), setting hazards while preventing foes from setting theirs, or any other number of things that translate to building a big advantage right off the bat.
Name: Low Priority

General Description: A Pokemon that discourages the opponent's use of priority moves and the Pokemon that depend on them.

Justification: OU is absolutely loaded with priority attackers such as Talonflame, Mega Mawile, Mega Pinsir, and others. Gen VI OU has taken priority attacks to a new level, as Pokemon like Talonflame and Mega Mawile can outright sweep with Brave Bird and Sucker Punch. Contrast this with the previous generation, where non-STAB ExtremeSpeed was the gold standard of priority attacking. On the supportive side, Thundurus can shut down just about any rampaging sweeper with a priority Thunder Wave. This concept would attempt to take the focus off of attacks with increased priority in OU by neutralizing either priority attacks or priority attackers.

Questions To Be Answered:
What will an OU metagame with less focus on priority look like?
What other ways of revenge killing will emerge in a metagame with less use of priority attacks?
Can the addition of one Pokemon to the OU metagame significantly discourage the use of priority moves?
Is it possible to counter priority without just using even higher priority?
Will a metagame with decreased focus on priority look like previous OU metagames?

Explanation: Just about every team short of full stall carries some type of priority, likely a priority attack of 80 BP or higher. Sweepers like Mega Charizard X often outpace non-priority revenge killers after a single setup, so many players rely on priority Sucker Punches, Brave Birds, and Thunder Waves to prevent sweepers from sweeping. This Pokemon would find a way to deter opponents from using priority moves, possibly by setting up on common priority users, damaging or trapping opposing priority users, or just walling them to kingdom come. I'd assume a priority-stopping Pokemon would work very well on an offensive team that carries sweepers that benefit from the removal of opposing priority moves. Although I admit we can't remove priority from the metagame entirely, we can certainly punish plenty of priority users. There are plenty of type combinations that resist many of Flying, Fighting, Dark, Ghost, and Normal. There are also plenty of moves and Abilities that can punish the free turns opposing priority moves could generate for us (moves like Rock Polish and abilities like Weak Armor come to mind, but there are dozens of choices here).
Name: Einherjar ~Acta Est Fabula~

Description: A Pokemon that dissuades your opponent from fainting it, or can even leave it's presence on the field felt even after it faints.

Justification: When a Pokemon faints, it's usually thought of as the battle having gotten down to a 5-6. However, we've yet to discover if a Pokemon can leave a lasting impression on the battle even after having fainted; be it through moves like Healing Wish and Destiny Bond, placing hazards that the opponent can't remove as their removal has been taken care of, or by leaving an opponent's key member weakened and/or taken out.

Questions To Be Answered:
  • How can a Pokemon leave a long-lasting effect on the rest of the battle with just it's moves?
  • How the hell is it different from simply ramming a sacrificial martyr into your opponent's team and hoping it punches holes in it?
  • Building on the previous question, is it possible to build this Pokemon as a defensive threat rather than a "Glass Cannon"?
  • Is it even possible for a Pokemon to leave a lasting effect on on the battle, even after it faints?
  • Could changing your opponent's way of thinking even be plausible? From, "I need to take CAP X out!", to, "Damn, if I take CAP X out, I'll be in trouble...!"

Explanation: Just going back to the basic rules of Pokemon, we all know we have to faint all 6 Pokemon on the opposing team. Once a member goes down, we think of it as a 5v6, and then subsequently a 4v6, etc. However, I was thinking if it was possible for a Pokemon to somehow "continue fighting", even after it faints, be it through a lasting effect on the field or by dissuading your opponent from fainting it. That, or having your opponent having the thought of fainting the mon being a taboo, causing them to choose their moves carefully instead of swinging their sweeper into motion all the time. Maybe the Pokemon can grab momentum extremely easily? I'm trying to wrap my head around my own concept myself, but you get the general idea. I hope.

I actually drew lots of inspiration from a specific type of Hyper Offense team in OU; the one known as "Flying Spam". However, that one is kind of one-dimensional and relies on repeatedly attacking to wear down your opponent's answers; my concept however tries to discover if it's even possible at all to take on that idea with a more defensive/balanced approach, or, on the flip side, to dissuade your opponent from recklessly swinging their battering rams into your team as it will leave repercussions if the mon faints.
This poll will be open for 24 hours. Get voting!

CAP 19 so far:

Leadership Team:
DarkSlay - Topic Leader
ginganinja - Ability Leader
srk1214 - Typing Leader
pwnemon - Movepool Leader
Deck Knight - Stats Leader​
 

Birkal

We have the technology.
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DetroitLolcat
Deck Knight

Couldn't think of a more relevant topic for the metagame. Good luck to all three!
 
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DetroitLolcat
Deck Knight

DetroitLolcat's idea sounds cool; I'd guess it'd be implemented through an ability that's basically a permanent Quick Guard. We'd have to be careful not to give it any great set up moves, though :x
 

Stratos

Banned deucer.
Deck Knight
Yilx
DetroitLolcat


DLC's concept seems as achievable as "discourage use of moves of >100 BP"
 
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Yilx
Deck Knight


DLC's concept doesn't seem feasible in practise, given such a wide range of priority users.
 

Base Speed

What a load of BS!
Deck Knight
DetroitLolcat
Yilx

I'd been content to ignore Yilx's concept until now. Having come first last poll, it's now a serious concern of mine. I've talked to several people on IRC and have yet to hear a good explanation of how it would be interesting or educational. What are you guys seeing that I'm not?
 
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