CAP 19 CAP 19 - Part 12 - Flavour Ability Poll 1

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DHR-107

Robot from the Future
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Well, all the competitive votes are done, but we still have flavor to decide on, and the first votes towards those decisions will be made here. Its time to choose our flavor ability!

This will be a Preferential Block Vote (PBV) (a form of Instant Runoff Voting which re-runs the counting, each time removing the previously top-ranked candidate in order to determine the 2nd most preferred, 3rd most preferred, etc.), the details of which are outlined here and here. This is a ranked vote: order does matter! You can upvote your favourites and downvote your least favourites. You may choose to rank as many or as few options as you like, but we encourage you to rank as many options as possible to ensure your preferences are taken into account.

Bold your votes and nothing else! A typical vote might look like the following:
Most Preferred
Second Most Preferred
Third Most Preferred
Fourth Most Preferred
Fifth Most Preferred


Any comments that the voter has would go below the votes in non-bold text. Bold text is used to determine what the user's votes are, so none of the supplementary text should be in bold.
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The slate is as follows:

Poison Touch
Unnerve
Telepathy
Damp
Anticipation
Illuminate
No Flavor Ability


Please make sure you use the full name of the ability and spell it correctly! This poll will be open for 24 hours.

Name: Plasmanta

Art:


Sprites:


Concept:
Yilx 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...!"
Type: Electric/Poison
Abilities: Storm Drain / Vital Spirit
Stats: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe
Movepool:
Final Submission
Level Up Moves (3-3-4 pattern up to Lv 29, 4-5-4-5 pattern after Lv 29)
-- Poison Sting
-- Thunder Shock
-- Supersonic
06 Poison Sting –R-
06 Thunder Shock –R-
09 Supersonic –R-
12 Acid
16 Encore *
19 Thunder Wave *
22 Clear Smog *
26 Ion Deluge
29 Poison Tail
33 Aqua Tail *
38 Parabolic Charge
42 Psywave
47 Discharge
51 Cross Poison *
56 Swagger
60 Thunder *
64 Eerie Impulse
Egg Moves (Water 1 / Water 2 )

Haze *
Signal Beam *
Splash
Wide Guard
Shock Wave
Water Pulse

(As a side note, all of these moves can be obtained through breeding with either Mantine or Gyarados, though some obviously can come from multiple sources.)
TMs/HMs
TM03: Psyshock *
TM06: Toxic *
TM09: Venoshock
TM10: Hidden Power
TM12: Taunt *
TM15: Hyper Beam
TM17: Protect *
TM18: Rain Dance *
TM21: Frustration *
TM24: Thunderbolt *
TM25: Thunder * -R-
TM27: Return *
TM29: Psychic *
TM32: Double Team
TM34: Sludge Wave *
TM36: Sludge Bomb *
TM42: Façade *
TM44: Rest *
TM45: Attract
TM48: Round
TM68: Giga Impact
TM73: Thunder Wave * -R-
TM87: Swagger –R-
TM88: Sleep Talk *
TM90: Substitute *
TM91: Flash Cannon *
TM93: Wild Charge *
TM99: Dazzling Gleam *
TM100: Confide
HM01: Cut
 
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