Birkal
We have the technology.
We've got stats! So now we're moving into a selection of our second ability for this CAP. Listen to the words of ginganinja, as he is our Ability Leader for CAP 19. Now, we have a lot of options here, so follow along closely.
Some general rules for this discussion:
Be careful not to discuss any of these abilities. If you want to learn why they're banned from discussion, you can check out the Policy Review threads that created this list here and here.
This thread will be open for discussion once ginganinja has posted his opening remarks and questions.
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Concept:
Abilities: Storm Drain / ???
Stats: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe
Leadership Team:
Pwnemon- Topic Leader
ginganinja - Ability Leader
srk1214 - Typing Leader
alexwolf - Movepool Leader
Deck Knight - Stats Leader
Some general rules for this discussion:
- Custom abilities are banned. No exceptions. Posts suggesting custom abilities will be deleted.
- There are ability banlists for the different stages of ability discussion. Posts suggesting banned abilities will be deleted.
- Flavor abilities do not have any place in this thread. Do not bring up flavor reasoning. Posts that rely on flavor reasoning will be deleted.
Air Lock
Aura Break
Bad Dreams
Color Change
Dark Aura
Defeatist
Fairy Aura
Forecast
Fur Coat
Huge Power
Illusion
Imposter
Moody
Multitype
Parental Bond
Protean
Pure Power
Shadow Tag
Slow Start
Stance Change
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Magic Bounce
Magic Guard
Prankster
Sand Stream
Snow Warning
Speed Boost
Big Pecks
Friend Guard
Grass Pelt
Healer
Honey Gather
Illuminate
Pickup
Run Away
Symbiosis
Telepathy
Aura Break
Bad Dreams
Color Change
Dark Aura
Defeatist
Fairy Aura
Forecast
Fur Coat
Huge Power
Illusion
Imposter
Moody
Multitype
Parental Bond
Protean
Pure Power
Shadow Tag
Slow Start
Stance Change
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Magic Bounce
Magic Guard
Prankster
Sand Stream
Snow Warning
Speed Boost
Big Pecks
Friend Guard
Grass Pelt
Healer
Honey Gather
Illuminate
Pickup
Run Away
Symbiosis
Telepathy
Be careful not to discuss any of these abilities. If you want to learn why they're banned from discussion, you can check out the Policy Review threads that created this list here and here.
This thread will be open for discussion once ginganinja has posted his opening remarks and questions.
--------------------
Concept:
Type: Electric/PoisonYilx said: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...!"
Abilities: Storm Drain / ???
Stats: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe
Leadership Team:
Pwnemon- Topic Leader
ginganinja - Ability Leader
srk1214 - Typing Leader
alexwolf - Movepool Leader
Deck Knight - Stats Leader
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