2. To fans of Rattled or Compound Eyes, why are the more niche boosts from those abilities enough to justify Mega Evolving?
Because +100 BST is going to be a thing. Rock/Poison is terrible, but it does give us a backbone vs Fairy- and Fire-Types - which I think really wants to be the base for what the CAP does. When you have a negative as large as our typing, then any miss is going to hurt greatly - CE fixes this up. I'll also note that CompoundEyes allows for some of the coverage being hailed by Rock Head (Power Whip notably).
But even in general, given we're playing with low accuracy moves, we can compare the effective BAP of such moves over a long period by multiplying by their acc.
The difference in long-term damage is fairly negligible regardless of what you go for, but I feel that the consistency of CompoundEyes is highly useful, both as a check/counter to Fairy + Fire, but also in terms of general damage dealing.
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Of Rock Head and Adaptability, I prefer the former - if you're going unreliable, might as well go for the unreliable nukes of Head Smash and Wood Hammer.
I think most the base form abilities are very much weaker - Water Veil, for instance, is evidently there just to absorb one burn before the MEvo. They're all better considered as secondary abilities.
Arena Trap is interesting as a way to strengthen our power vs Fairy- and Fire-Types, trapping most of them. I think that because we have a poor offensive typing, it could work.
Prankster is terrible imho. We lack the typing to use it (We'll get KOed way too quickly), but I also dislike the notion that "Poison-types get lots of great support" is an argument - CAP has never cared for flavour like that, so we could feasibly run *any* support.
Because +100 BST is going to be a thing. Rock/Poison is terrible, but it does give us a backbone vs Fairy- and Fire-Types - which I think really wants to be the base for what the CAP does. When you have a negative as large as our typing, then any miss is going to hurt greatly - CE fixes this up. I'll also note that CompoundEyes allows for some of the coverage being hailed by Rock Head (Power Whip notably).
But even in general, given we're playing with low accuracy moves, we can compare the effective BAP of such moves over a long period by multiplying by their acc.
Post STAB + Ability BP (Effect), multiplied by accuracy, factoring in SEness:
Adaptability:
Head Smash 240 (50% Recoil)
Gunk Shot 192 (30% Poison)
Stone Edge 160
Poison Jab 160
Rock Slide 135 (30% Flinch)
Sludge Wave 190 (10% Poison)
Power Gem 160
No Effect on SE Coverage.
---
Rock Head:
Head Smash 180 (No Recoil)
Gunk Shot 144 (30% Poison)
Stone Edge 120
Poison Jab 120
Rock Slide 90 (30% Flinch)
Sludge Wave 142.5 (10% Poison)
Power Gem 120
SE Coverage: (Drawback-Free,100 Acc)
(Light of Ruin lol 252)
Wood Hammer/Flare Blitz/Brave Bird 240
Wild Charge 180
Submission (lol) 160
---
Sheer Force:
Head Smash 180 (50% Recoil)
Gunk Shot 187.2 (No Addt'l Effect)
Poison Jab 156 (No Addt'l Effect)
Stone Edge 120
Rock Slide 131.625 (No Add'tl Effect)
Sludge Wave 185.25 (No Addt'l Effect)
Power Gem 120
SE Coverage:
Flare Blitz (Seriously? Flare Blitz has recoil -_-'. 312, 50% Recoil)
Focus Blast 218.4
Play Rough 210.6
Earth Power 234
Crunch 208
E-Punches 195
---
CompoundEyes:
Head Smash 225 (50% Recoil)
Gunk Shot 180 (30% Poison)
Stone Edge 150
Poison Jab 120
Rock Slide 112.5 (30% Flinch)
Sludge Wave 142.5 (10% Poison)
Power Gem 120
SE Coverage:
Power Whip 240
Bolt Strike (lol) 260
Focus Blast 240 (We shouldn't really be running this since Steels should wall us really)
Play Rough 180
Adaptability:
Head Smash 240 (50% Recoil)
Gunk Shot 192 (30% Poison)
Stone Edge 160
Poison Jab 160
Rock Slide 135 (30% Flinch)
Sludge Wave 190 (10% Poison)
Power Gem 160
No Effect on SE Coverage.
---
Rock Head:
Head Smash 180 (No Recoil)
Gunk Shot 144 (30% Poison)
Stone Edge 120
Poison Jab 120
Rock Slide 90 (30% Flinch)
Sludge Wave 142.5 (10% Poison)
Power Gem 120
SE Coverage: (Drawback-Free,
(Light of Ruin lol 252)
Wood Hammer/Flare Blitz/Brave Bird 240
Wild Charge 180
Submission (lol) 160
---
Sheer Force:
Head Smash 180 (50% Recoil)
Gunk Shot 187.2 (No Addt'l Effect)
Poison Jab 156 (No Addt'l Effect)
Stone Edge 120
Rock Slide 131.625 (No Add'tl Effect)
Sludge Wave 185.25 (No Addt'l Effect)
Power Gem 120
SE Coverage:
Focus Blast 218.4
Play Rough 210.6
Earth Power 234
Crunch 208
E-Punches 195
---
CompoundEyes:
Head Smash 225 (50% Recoil)
Gunk Shot 180 (30% Poison)
Stone Edge 150
Poison Jab 120
Rock Slide 112.5 (30% Flinch)
Sludge Wave 142.5 (10% Poison)
Power Gem 120
SE Coverage:
Power Whip 240
Bolt Strike (lol) 260
Focus Blast 240 (We shouldn't really be running this since Steels should wall us really)
Play Rough 180
The difference in long-term damage is fairly negligible regardless of what you go for, but I feel that the consistency of CompoundEyes is highly useful, both as a check/counter to Fairy + Fire, but also in terms of general damage dealing.
---
Of Rock Head and Adaptability, I prefer the former - if you're going unreliable, might as well go for the unreliable nukes of Head Smash and Wood Hammer.
I think most the base form abilities are very much weaker - Water Veil, for instance, is evidently there just to absorb one burn before the MEvo. They're all better considered as secondary abilities.
Arena Trap is interesting as a way to strengthen our power vs Fairy- and Fire-Types, trapping most of them. I think that because we have a poor offensive typing, it could work.
Prankster is terrible imho. We lack the typing to use it (We'll get KOed way too quickly), but I also dislike the notion that "Poison-types get lots of great support" is an argument - CAP has never cared for flavour like that, so we could feasibly run *any* support.