I honestly do not think that stat debuffs would be the way to go for this concept. The fainted Pokemon has to make a lasting impression, and what is to stop the opposing Pokemon from immediately switching out after? Yeah, their other Pokemon would take damage, but if I were in their position, I would switch out into a lesser needed Pokemon. Unless your other team members have Shadow Tag or something of the sorts, then you would just be wasting your time by continuously trying to lower your opponents stats with little to no end result.
As for statusing, there are moves that can heal these statuses. Aromatherapy and Heal Bell are a thing, though I shouldn't base all of my theories on this alone since not all Pokemon run these moves. In fact, I think very few do teams run these moves as far as I know. Correct me if I am wrong. Let's say that a team doesn't run these moves, and you are free to status something, but what exactly are you going to status? If you are Toxic a Pokemon. your opponent will most likely switch into something doesn't really need to beat your team, or something that wants to be statused like something with Guts or Quick Feet. But you may also end up statusing a Pokemon that your opponent does end up needing, but if they need this Pokemon desperately to win, they would not send it out against something they knew would end up statusing them unless they absolutely had to. And yeah, you could argue that you could status everything, which would definitely leave a lasting impression on the battle field, but statusing the opponents team is not really what we are going for. We want something that our opponent is terrified of fainting because of what effects it could have on the outcome of the game.
Well what about loss of PP? Most people do not really account for this option, even so, I have seen it discussed here. Grudge and Spite are an option, but your opponent can choose which moves will lose PP. If you are about to faint, your opponent could use a move that they will most likely not need to faint you so that when you use Grudge, they won't lose the PP of the move they need the most. Same with Spite, they will attack you with something they probably won't need if they know you are going to use it.
But what if your opponent couldn't pick what move to lose PP?
Say for instance you have to switch our because your opponent is about to use a super-effective attack that your team has no direct type counter to (you might want to build a better team if this is the case), so you go into CAP 19. You are able to get an Encore off, "Okay," your opponent says, they can just continue to do direct damage to you. Then you use Spite, with cuts down that Pokemon's super-effective move that your team dreads. Your opponent gets a little antsy now, they might not want to stay in. So they switch out into something else, you predict this and go for a status move, say for instance Sleep, which shuts down another Pokemon. Now, you can't put another Pokemon to sleep, so they switch out into something else, either that or let you attack them. If they switch, you can go for a damage dealing attack and then continue to go for Spite afterwards, causing them to continuously lose PP until you faint.
But wait, this is not exactly our concept now is it? This is more like having a Pokemon that your opponent just doesn't want to attack in general for fear of losing the PP they need to attack your Pokemon. So how could you make your opponent also not want to faint you, while still crippling their team by forcing them to lose PP?
Destiny Bond is what I immediately thought when I saw this concept. And probably what most other people thought as well. Your opponent can't have you just removing PP from every Pokemon they send at you, they will need to faint you with something. The problem for them is, which Pokemon will it be? They won't want to kill you because they will have to make a sacrifice. If this is still in the early game, then they will probably just send out something they don't really need, but are reluctant to let go. But if we are talking about this scenario in the late game, they will most likely only have the Pokemon they need to win, and they will have to sacrifice one of them or their entire team will be crippled.
Or maybe even CAP 19's ability is Aftermath, or Rough Skin/Iron Barbs. Even if you aren't carrying Destiny Bond with you, your opponent will still have to let something take damage for the good of the team. And these aspects coupled with Encore make for a nasty Pokemon.
Do you see where I am going with this? What if we focused this concept on a Pokemon who could cripple your opponents team by trapping them, removing the main thing that makes them useful, their movepool, and then continuing to ravage their team through use of indirect and residual damage. And because of these things, they will have to faint you, but they won't want to because of this damage and the probability of their own Pokemon dying in the process. Forcing your opponent to lose PP, while potentially statusing and fainting one of their Pokemon all lead to CAP 19 having a lasting impression on the battlefield even after death.
I short, I believe that CAP 19 should be focused around a Pokemon that can permanently cripple the opposing team, in this case through use of PP depletion, and for this reason your opponent has to faint said Pokemon, but is hesitant to do so because of another factor such as Destiny Bond, or an ability that inflicts damage on faint or throughout battle.
As for statusing, there are moves that can heal these statuses. Aromatherapy and Heal Bell are a thing, though I shouldn't base all of my theories on this alone since not all Pokemon run these moves. In fact, I think very few do teams run these moves as far as I know. Correct me if I am wrong. Let's say that a team doesn't run these moves, and you are free to status something, but what exactly are you going to status? If you are Toxic a Pokemon. your opponent will most likely switch into something doesn't really need to beat your team, or something that wants to be statused like something with Guts or Quick Feet. But you may also end up statusing a Pokemon that your opponent does end up needing, but if they need this Pokemon desperately to win, they would not send it out against something they knew would end up statusing them unless they absolutely had to. And yeah, you could argue that you could status everything, which would definitely leave a lasting impression on the battle field, but statusing the opponents team is not really what we are going for. We want something that our opponent is terrified of fainting because of what effects it could have on the outcome of the game.
Well what about loss of PP? Most people do not really account for this option, even so, I have seen it discussed here. Grudge and Spite are an option, but your opponent can choose which moves will lose PP. If you are about to faint, your opponent could use a move that they will most likely not need to faint you so that when you use Grudge, they won't lose the PP of the move they need the most. Same with Spite, they will attack you with something they probably won't need if they know you are going to use it.
But what if your opponent couldn't pick what move to lose PP?
Say for instance you have to switch our because your opponent is about to use a super-effective attack that your team has no direct type counter to (you might want to build a better team if this is the case), so you go into CAP 19. You are able to get an Encore off, "Okay," your opponent says, they can just continue to do direct damage to you. Then you use Spite, with cuts down that Pokemon's super-effective move that your team dreads. Your opponent gets a little antsy now, they might not want to stay in. So they switch out into something else, you predict this and go for a status move, say for instance Sleep, which shuts down another Pokemon. Now, you can't put another Pokemon to sleep, so they switch out into something else, either that or let you attack them. If they switch, you can go for a damage dealing attack and then continue to go for Spite afterwards, causing them to continuously lose PP until you faint.
But wait, this is not exactly our concept now is it? This is more like having a Pokemon that your opponent just doesn't want to attack in general for fear of losing the PP they need to attack your Pokemon. So how could you make your opponent also not want to faint you, while still crippling their team by forcing them to lose PP?
Destiny Bond is what I immediately thought when I saw this concept. And probably what most other people thought as well. Your opponent can't have you just removing PP from every Pokemon they send at you, they will need to faint you with something. The problem for them is, which Pokemon will it be? They won't want to kill you because they will have to make a sacrifice. If this is still in the early game, then they will probably just send out something they don't really need, but are reluctant to let go. But if we are talking about this scenario in the late game, they will most likely only have the Pokemon they need to win, and they will have to sacrifice one of them or their entire team will be crippled.
Or maybe even CAP 19's ability is Aftermath, or Rough Skin/Iron Barbs. Even if you aren't carrying Destiny Bond with you, your opponent will still have to let something take damage for the good of the team. And these aspects coupled with Encore make for a nasty Pokemon.
Do you see where I am going with this? What if we focused this concept on a Pokemon who could cripple your opponents team by trapping them, removing the main thing that makes them useful, their movepool, and then continuing to ravage their team through use of indirect and residual damage. And because of these things, they will have to faint you, but they won't want to because of this damage and the probability of their own Pokemon dying in the process. Forcing your opponent to lose PP, while potentially statusing and fainting one of their Pokemon all lead to CAP 19 having a lasting impression on the battlefield even after death.
I short, I believe that CAP 19 should be focused around a Pokemon that can permanently cripple the opposing team, in this case through use of PP depletion, and for this reason your opponent has to faint said Pokemon, but is hesitant to do so because of another factor such as Destiny Bond, or an ability that inflicts damage on faint or throughout battle.
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