CAP 21 CAP 21 - Part 9 - Moveset Discussion

Status
Not open for further replies.
Something I really don't like about Wood Hammer:
252 Atk Mega CAP 21 Wood Hammer vs. 0 HP / 0 Def Excadrill: 204-240 (56.5 - 66.4%) -- guaranteed 2HKO
252+ Atk Mega CAP 21 Wood Hammer vs. 252 HP / 0 Def Excadrill: 223-263 (52.5 - 62%) -- 98.8% chance to 2HKO after Leftovers recovery

Volt Tackle would be preferable unless we don't care about Excadrill being reduced to a check.

I don't like Parting Shot on CAP. Yes, Bisharp can use it to boost but if it mispredicts and switches into Head Smash, its in trouble if it is not invested in bulk. Metagross switches in only before Mega-Evolving, which doesn't matter much when the CAP user can just switch in a counter to meet it as it comes in. If CAP should have a pivoting move, it should probably get Volt Switch. Bisharp and Metagross don't mind it, Water-types don't enjoy being hit by it, and Ground-types remain huge threats to it.

With Deck Knight's set, I first thought Magnet Rise would screw over its counters, but it isn't as bad as I expected. A lot of the things that are supposed to threaten CAP can still 2HKO with coverage. Even LO Diggersby 2HKOs with resisted Return vs. uninvested CAP. Hippowdon's the only thing that comes to mind that can't threaten it, but it walls CAP so its not the end of the world for it. Definitely an interesting move to consider.

Taunt is definitely a good idea on CAP, it can prevent a lot of mons from taking advantage of it and eliminates the ability for Mega-Sableye to scare CAP with a burn.


Moveset Submission

Name: Offensive Entry Hazard Setter
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Hidden Power Ice
Move 4: Toxic Spikes / Stealth Rock / Spikes
Ability: Mold Breaker
Item: Mega Stone
EVs: 168 Atk / 88 SpA / 252 Spe
Nature: Naive

Nothing special here, but I'm not sure there needs to be. Main goal is to come in on something it scares out, set up its hazard of choice while Mega Evolving unless Mega Sableye's around, then smash things apart once hazards are up. At 88 SpA, HP Ice straight up 2HKOs Landorus and offensive Garchomp, and even 2HKOs Tankchomp after 1 layer of spikes, helping CAP deal with their overwhelming presence in OU. At 168 Atk, it still KOs all the same intended targets 252 Atk does, only missing out on a chance to OHKO Mandibuzz without SR, and is less likely to OHKO bulky Mega Altaria and Politoed / 2HKO bulky Manaphy after hazard damage (both 252 Atk and 168 Atk need hazards up to threaten those 3).
FAIRY
168 Atk Mega CAP 21 Gunk Shot vs. 240 HP / 0 Def Azumarill: 458-540 (114.2 - 134.6%) -- guaranteed OHKO
168 Atk Mega CAP 21 Gunk Shot vs. 0 HP / 24 Def Gardevoir: 522-614 (188.4 - 221.6%) -- guaranteed OHKO
168 Atk Mega CAP 21 Gunk Shot vs. 252 HP / 4 Def Sylveon: 540-636 (137 - 161.4%) -- guaranteed OHKO
168 Atk Mega CAP 21 Gunk Shot vs. 0 HP / 4 Def Mega Altaria: 350-414 (120.2 - 142.2%) -- guaranteed OHKO
168 Atk Mega CAP 21 Gunk Shot vs. 248 HP / 136+ Def Mega Altaria: 282-332 (79.8 - 94%) -- 43.8% chance to OHKO after Stealth Rock

FLYING
168 Atk Mega CAP 21 Head Smash vs. 144 HP / 0 Def Mega Charizard X: 434-512 (130.3 - 153.7%) -- guaranteed OHKO
168 Atk Mega CAP 21 Head Smash vs. 248 HP / 136+ Def Mandibuzz: 366-432 (86.5 - 102.1%) -- guaranteed OHKO after Stealth Rock
168 Atk Mega CAP 21 Head Smash vs. 0 HP / 4 Def Talonflame: 1252-1476 (421.5 - 496.9%) -- guaranteed OHKO
168 Atk Mega CAP 21 Head Smash vs. 96 HP / 0- Def Tornadus-T: 638-752 (197.5 - 232.8%) -- guaranteed OHKO
168 Atk Mega CAP 21 Head Smash vs. 0 HP / 4 Def Thundurus: 632-746 (211.3 - 249.4%) -- guaranteed OHKO

WATER
168 Atk Mega CAP 21 Gunk Shot vs. 0 HP / 4 Def Keldeo: 207-244 (64 - 75.5%) -- guaranteed 2HKO after Leftovers recovery
168 Atk Mega CAP 21 Head Smash vs. 248 HP / 0 Def Politoed: 301-355 (78.5 - 92.6%) -- 37.5% chance to OHKO after Stealth Rock
168 Atk Mega CAP 21 Head Smash vs. 248 HP / 252+ Def Rotom-W: 163-193 (53.7 - 63.6%) -- guaranteed 2HKO after Leftovers recovery
168 Atk Mega CAP 21 Head Smash vs. 96 HP / 0 Def Manaphy: 237-280 (64.9 - 76.7%) -- guaranteed 2HKO after Leftovers recovery
168 Atk Mega CAP 21 Head Smash vs. 240 HP / 252+ Def Manaphy: 171-202 (42.6 - 50.3%) -- 41.8% chance to 2HKO after Stealth Rock and Leftovers recovery

OTHER
168 Atk Mega CAP 21 Head Smash vs. 0 HP / 4 Def Weavile: 672-792 (239.1 - 281.8%) -- guaranteed OHKO
168 Atk Mega CAP 21 Head Smash vs. 228 HP / 0 Def Kyurem-B: 474-560 (105.8 - 125%) -- guaranteed OHKO
168 Atk Mega CAP 21 Gunk Shot vs. 0 HP / 0 Def Serperior: 398-470 (136.7 - 161.5%) -- guaranteed OHKO

THREATS
88 SpA Mega CAP 21 Hidden Power Ice vs. 0 HP / 0 SpD Garchomp: 192-228 (53.7 - 63.8%) -- guaranteed 2HKO
88 SpA Mega CAP 21 Hidden Power Ice vs. 252 HP / 76 SpD Garchomp: 180-212 (42.8 - 50.4%) -- 1.2% chance to 2HKO
88 SpA Mega CAP 21 Hidden Power Ice vs. 252 HP / 76 SpD Garchomp: 180-212 (42.8 - 50.4%) -- 34.4% chance to 2HKO after Stealth Rock
88 SpA Mega CAP 21 Hidden Power Ice vs. 252 HP / 76 SpD Garchomp: 180-212 (42.8 - 50.4%) -- 95.3% chance to 2HKO after 1 layer of Spikes
88 SpA Mega CAP 21 Hidden Power Ice vs. 252 HP / 8 SpD Landorus-T: 204-240 (53.4 - 62.8%) -- guaranteed 2HKO after Leftovers recovery
 
Last edited:
Moveset Submission
Name: Offensive Lead
Move 1: Gunk Shot / Head Smash
Move 2: Taunt
Move 3: Stealth Rock
Move 4: U-Turn / Volt Switch / Spikes / Toxic Spikes / Sticky Web / Thunder Wave
Ability: Mold Breaker
Item: Air Balloon / Focus Sash
EVs: 248 HP / 140 SpD / 126 Spe
Nature: Jolly
  • STAB allows it to hurt anything that it leads against.
  • A semi-fast Taunt helps it deal with opposing leads, especially hazard setters.
  • Stealth Rock has excellent utility and helps to punish any switch-ins, being especially helpful against Fire and Flying type Pokemon.
  • The last slot also helps to increase its utility as a lead, with U-Turn/Volt Switch allowing it to pivot out of bad matchups, Spikes/Toxic Spikes/Sticky Web stacking and having synergy with Stealth Rock, and Thunder Wave allowing it to spread paralysis throughout opposing teams.
  • Air Balloon is helpful due to mitigating its Ground-type weakness, while Focus Sash gives it a guaranteed extra turn to taunt or set up hazards.
  • The EVs are the minimum defensive spread required to avoid the OHKO from Scarf Timid Keldeo, something that is required to be whatsoever threatening to it.
 
Welp, I think I can at least try.

Moveset Submission

Name: Bulky Booster
-Head Smash
-Recover / clones
-Bulk Up / Curse
-Gunk Shot / Refresh
Ability: Regenerator
Item: CAP21ite
EVs: 252 HP / 252 SpDef / 4 Atk
Nature: Careful / Sassy

  • Head Smash is to be spammed when defensive checks are removed
  • Investment synergizes with boosting move and minimizes Scald damage
  • Avoids the OHKO from Choice Band Azumarill's Aqua Jet, outspeeds the set even with Sassy Nature assuming no Curses
  • Needs several boosts to survive Earthquakes (252 Landorus-T can OHKO even at +3)
  • Doesn't get 2HKOed by Keldeo's Scald
  • Last slot is either anti-Fairy coverage (OHKO vs. Mega Altaria) or removing the attack drop from burns
Probably not the best set, but worth thinking about.
 
Wood Hammer has confused me a bit ever since people have been going on about it in the Abilities discussion. I see the benefit of not having to rely on Gunk Shot and Head Smash to break most Water-types, but it does kind of redirects focus on the benefits of the STABs. Sure, accuracy is great and all, but since the STAB moves already hit most Water-types very hard, Wood Hammer ends up being a bit of a convenience move to me (and also goes against the concept a tiny bit). I looked at some of the Water Pokemon that Wood Hammer is supposed to threaten (notably ones that resist 1 or both of the STABs). Keldeo already gets 2HKOed by Gunk Shot (base form can possibly OHKO with Wood Hammer using Life Orb, but that's a bit unnecessary since we simply have to heavily threaten them, not overwhelm them). Mega Slowbro takes obnoxiously little from both Gunk and WH, but at least Gunk Shot can Poison it; regular Slowbro is 2hkoed by Mega CAP with both Head Smash and WH, but it also has Regenerator to alleviate it so the minuscule difference in power doesn't really matter here. Wood Hammer matters a bit against Suicune, since Mega Head Smash only has a 7.4% chance to 2HKO after Rocks while Wood Hammer has 69.5%. Funnily enough, Head Smash and Wood Hammer can both 3HKO Specially Defensive Empoleon after Rock.


Moveset Submission

Name: Offensive Utility
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Bulldoze / Taunt
Move 4: Spikes / Toxic Spikes / Stealth Rock / Taunt
Ability: Mold Breaker
Item: Mega Stone / Focus Sash
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
The problem with that logic falls in the calcs. As you pointed out, Keldeo takes 2 Gunk Shots, Megabro takes too many hits, and Even regular slowbro will grind out your Head Smashes. Remember, between Gunk Shot and Head Smash, you only have a total 16 PP. That's not even taking into account how many mons can switch in completely safely and burn PP, or the fact that we've specifically defined this Pokemon as one that's constantly switching in and tossing moves as the battle progresses. He's going to run out of STAB incredibly quickly if he's using it on Water types. In fact, I'd argue that the way we've designed this Pokemon makes it so it has to rely more on spamming coverage than it can on Spamming STAB, despite the fact it has some of the best STAB moves in the game, simply because each mon that takes multiple shots from your STAB grinds you that much closer to being unusable.

Bulldoze actually seems like an interesting idea. I'd like to see more discussion on that. I'm a little concerned about Taunt though. That might make us a bit too good against Ferrothorn, which I would argue is the one Steel type that should force us out in every situation.

Welp, I think I can at least try.
Moveset Submission
Name: Bulky Booster
-Head Smash
-Recover / clones
-Bulk Up / Curse
-Gunk Shot / Refresh
Ability: Regenerator
Item: CAP21ite
EVs: 252 HP / 252 SpDef / 4 Atk
Nature: Careful / Sassy
I'm not sure why you slashed Refresh. It doesn't do anything while we're in Mega form.

Mod Edit: I'm not saying refresh is the best, but it DOES do stuff. It restores the burn attack drop and the paralysis speed drop.
 
Last edited by a moderator:

WhiteDMist

Path>Goal
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnus
The problem with that logic falls in the calcs. As you pointed out, Keldeo takes 2 Gunk Shots, Megabro takes too many hits, and Even regular slowbro will grind out your Head Smashes. Remember, between Gunk Shot and Head Smash, you only have a total 16 PP. That's not even taking into account how many mons can switch in completely safely and burn PP, or the fact that we've specifically defined this Pokemon as one that's constantly switching in and tossing moves as the battle progresses. He's going to run out of STAB incredibly quickly if he's using it on Water types. In fact, I'd argue that the way we've designed this Pokemon makes it so it has to rely more on spamming coverage than it can on Spamming STAB, despite the fact it has some of the best STAB moves in the game, simply because each mon that takes multiple shots from your STAB grinds you that much closer to being unusable.

Bulldoze actually seems like an interesting idea. I'd like to see more discussion on that. I'm a little concerned about Taunt though. That might make us a bit too good against Ferrothorn, which I would argue is the one Steel type that should force us out in every situation.
Yes, I'm aware of the limited PP, and that we will likely not always hit every move either. But to make the most of the STABs, I think the coverage moves should fill in specific gaps in the coverage, NOT target Pokemon the CAP already hits neutrally. Keldeo loses to Heal Smash followed by Gunk Shot actually, and even Bulldoze has a moderate chance to KO after Rocks and GS. Wood Hammer matters against offensive variants of Mega Slowbro I guess, since it becomes a 53.1% chance to 2HKO after Rocks while Head Smash only has a 2% chance.

I also slashed Toxic alongside Taunt, as it's still the best move to handle Ground and Water types that are too bulky to break through (even with Wood Hammer).

A point I forgot to mention regarding Bulldoze is that it's a form of Speed control that lets the CAP still status the opponent as well (unlike paralysis).

Taunt doesn't stop Ferrothorn from taking the CAP out with Gyro Ball though. It merely prevents it from abusing the free turns it gets against the CAP too much. The CAP won't be able to stay in to Taunt, so it can only Taunt Ferrothorn on the switch in as well
 

DetroitLolcat

Maize and Blue Badge Set 2014-2017
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
All right, it's time to get out there with coverage options on this CAP.

Moveset Submission
Name: All-Out Attacker
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Wood Hammer
Move 4: Jump Kick
Ability: Regenerator -> Magic Guard
Item: Mega Stone
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

STAB moves are pretty self-explanatory, so I'm just going to elaborate on the coverage. Wood Hammer, in my opinion, is extremely pro-concept since we've decided it's important to threaten Water-type Pokemon. From our Ability and Stats discussions, we've decided it's not important to be able to switch into Water-type Pokemon unless we're in a complete bind. Therefore, we need to be able to kill them. Gunk Shot doesn't get the job done here, as Keldeo needs to have taken significant damage to be KO'd by a Gunk Shot. However, Wood Hammer will almost always KO after Stealth Rock and will certainly KO after two switch-ins to Rocks. It's a similar situation with Manaphy: Wood Hammer hits for 80.5% on average while Head Smash only hits for 75.45% on average. While that might not seem significant, as both are guaranteed 2HKOs, it's actually a pretty big deal. Manaphy is commonly going to have chip damage from Spikes, Stealth Rock, switching into resisted hits, etc. It's rare that Pokemon just walk into battle at 100% health, and as a result not all 2HKOs are created equal. With Wood Hammer, we can KO Manaphy almost always after two Stealth Rock switch-ins. The same can't be said about Head Smash. I believe we need to do everything in our power to beat Water-types, and as a result either Grass or Electric coverage is nearly necessary for our CAP to fulfill its concept. Furthermore, Grass coverage doesn't make us that much better against Ground-types. Hippowdon still isn't 2HKO'd all that often after Stealth Rock.

Jump Kick is where this set differs from most others. I believe a neutral hit on all Steel-type Pokemon is extremely beneficial to the concept. The fact of the matter is that Rock and Poison STABs get absolutely stonewalled by Steel-type Pokemon. However, CAP21 is supposed to be a powerful offensive threat in the metagame. I do not believe it's possible for CAP21 to succeed as an offensive threat if it cannot cause reasonable damage to Steel-type Pokemon. Look at OU's offensive threats: all of them have neutral or better coverage against Steel-types. Altaria has Earthquake, Diancie has Earth Power, Tornadus-T has Superpower or Focus Blast, Gardevoir has Focus Blast, Serperior has Hidden Power Fire, Alakazam has Focus Blast and Shadow Ball, etc. With Head Smash as our best option against Steel-types, it's not possible to damage them for more than about 20-25% per hit. This makes us setup bait for Ferrothorn, Excadrill, Metagross, etc. Very few other offensive Pokemon are sitting ducks against Steel-type sweepers the way CAP21 is right now. Jump Kick is the perfect happy medium between being threatened by Steels without being murdered by them. It barely ever 2HKO's Ferrothorn, nor does it outdamage Head Smash against Mega Metagross or Heatran. It does mess with our threat list a bit, as now CAP12 will beat offensive non-Scarf Excadrill outside of Sand. However, Bulky Excadrill tanks the hit and KOs CAP21, Sand Rush Excadrill wins if Sand is up, and Scarf Excadrill still wastes CAP21 in a single hit. While Excadrill is no longer a great counter to CAP21, it still threatens it greatly and destroys it in most situations. The same goes for Bisharp: it can't really beat CAP21 one-on-one anymore. But think of it this way: what offensive threats in OU are completely walled by Ferrothorn and Excadrill? Very few. It's important that we can at least damage Ferrothorn and Excadrill or else this CAP is going to be a liability against balanced teams.

Let's "kick" CAP21's coverage up a notch. i love puns
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
I like a lot of the interesting utility moves people have brought up so far. There are all sorts of ways we could go here, and I think we will have some nice options to work with. That said, what I really want to focus on here is coverae, specifically moves that let us hit Water types harder. Yes, we want to threaten water types, but preventing them from coming in is already one way of theatening them, and a bunch of the key water types, such as Keldeo and Manaphy are out-sped and cleanly 2HKO. While obviously OHKOing might be nice, I really don't think it is needed, and moves like Wood Hammer and Volt Tackle, which people are suggesting, don't even do that. Mega CAP would OHKO Keldeo less than 50% of the time, while Manaphy is never OHKOd. At the same time, Grass coverage gives us a big leg up on ground types who should be beating us. Electric is much less troublesome, but really, its coverage that does next to nothing positive for us, when our sets really should care more about getting those useful utility type hits off.

That said, I am not going to say coverage is something we do not want. Rather though, what I am saying is that we have such great power in our STAB moves that if someone is trying to argue for coverage, especially if that coverage hit the things we want to be threatened by, they really need to make clear why we need that coverage, as often times our STABs can already do the job fairly well without any collateral damage. On the other hand, I am not going to say that getting a hit on things we want to be threatened by is a bad thing. But if a move we are packing makes it so a key threat could never really threaten outside very specific circumstances, we are messing with our threats in a way we do not want. In other words, when suggesting coverage, make sure you look at it from every angle, and not simple the most obvious ones, since in many ways, the less obvious downsides may outweigh upsides, especially if the upsides are not in practice as big as one might think.

While I am not sure if I agree with it yet, DLC's post just now about Jump Kick is exactly what I am looking for. Whether or not it is a specific move we want is still up for debate, but he addressed all the sides of it, both positive and negative, and that is what we really need to see. Not just the "it lets us beat X and Y" type posts some people have made.
 
Moveset Submission
Name: Scarf Set
Move 1: Stone Edge/Head Smash
Move 2: Gunk Shot
Move 3: U-Turn
Move 4: Jump Kick
Ability: Regenerator
Item: Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
I am daring to propose one possible set for the Base Form: A Choice Scarved set. I feel this CAP is almost destined as a pivot. Good speed tier, respectable attacks to pressure switches, and good enough special bulk to takes hits as needed.

Stone Edge is a good STAB option for the base form, because it lacks the recoil but has a respectable base power still. Head Smash is an option if you really need it to hit harder, and regenerator heals off some of the hard recoil damage. However, it will still get worn down very quickly compared to using stone edge, as well as getting worn from taking attacks. Gunk Shot is the most powerful STAB when running Stone Edge, and can pack a punch. U-Turn, it is the classic part of pivoting as well as Volt Switch. Steel type still resists it, so it makes CAP effective at maintaining momentum for your team. Jump Kick was mentioned previously, as a coverage that allows it to hit several steel types to some extend, while not hopefully being overwhelming.
 
Moveset Submission
Name: Scarf Set
Move 1: Stone Edge/Head Smash
Move 2: Gunk Shot
Move 3: U-Turn
Move 4: Jump Kick/Switcheroo
Ability: Regenerator
Item: Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
I like Switcheroo on this set because it helps provide utility and stallbreaking prowess, helping it break Chansey and punish setup variants of Keldeo and Skarmory, while most mons on our threatlist don't actually mind having a Scarf as an item(Bisharp, Excadrill, Lati@s) too much, while many Megas are hailed as meant to threaten us as well and thus immune to Trick(Latias, Slowbro, Alakazam, Metagross.) Hippowdon and Skarmory, despite being bothered by a Scarf, can still threaten this CAP, with Skarmory having access to Taunt, Counter, or a strong Iron Head, while all Hippowdon sets OHKO with Earthquake.
 
All right, it's time to get out there with coverage options on this CAP.

Moveset Submission
Name: All-Out Attacker
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Wood Hammer
Move 4: Jump Kick
Ability: Regenerator -> Magic Guard
Item: Mega Stone
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

STAB moves are pretty self-explanatory, so I'm just going to elaborate on the coverage. Wood Hammer, in my opinion, is extremely pro-concept since we've decided it's important to threaten Water-type Pokemon. From our Ability and Stats discussions, we've decided it's not important to be able to switch into Water-type Pokemon unless we're in a complete bind. Therefore, we need to be able to kill them. Gunk Shot doesn't get the job done here, as Keldeo needs to have taken significant damage to be KO'd by a Gunk Shot. However, Wood Hammer will almost always KO after Stealth Rock and will certainly KO after two switch-ins to Rocks. It's a similar situation with Manaphy: Wood Hammer hits for 80.5% on average while Head Smash only hits for 75.45% on average. While that might not seem significant, as both are guaranteed 2HKOs, it's actually a pretty big deal. Manaphy is commonly going to have chip damage from Spikes, Stealth Rock, switching into resisted hits, etc. It's rare that Pokemon just walk into battle at 100% health, and as a result not all 2HKOs are created equal. With Wood Hammer, we can KO Manaphy almost always after two Stealth Rock switch-ins. The same can't be said about Head Smash. I believe we need to do everything in our power to beat Water-types, and as a result either Grass or Electric coverage is nearly necessary for our CAP to fulfill its concept. Furthermore, Grass coverage doesn't make us that much better against Ground-types. Hippowdon still isn't 2HKO'd all that often after Stealth Rock.

Jump Kick is where this set differs from most others. I believe a neutral hit on all Steel-type Pokemon is extremely beneficial to the concept. The fact of the matter is that Rock and Poison STABs get absolutely stonewalled by Steel-type Pokemon. However, CAP21 is supposed to be a powerful offensive threat in the metagame. I do not believe it's possible for CAP21 to succeed as an offensive threat if it cannot cause reasonable damage to Steel-type Pokemon. Look at OU's offensive threats: all of them have neutral or better coverage against Steel-types. Altaria has Earthquake, Diancie has Earth Power, Tornadus-T has Superpower or Focus Blast, Gardevoir has Focus Blast, Serperior has Hidden Power Fire, Alakazam has Focus Blast and Shadow Ball, etc. With Head Smash as our best option against Steel-types, it's not possible to damage them for more than about 20-25% per hit. This makes us setup bait for Ferrothorn, Excadrill, Metagross, etc. Very few other offensive Pokemon are sitting ducks against Steel-type sweepers the way CAP21 is right now. Jump Kick is the perfect happy medium between being threatened by Steels without being murdered by them. It barely ever 2HKO's Ferrothorn, nor does it outdamage Head Smash against Mega Metagross or Heatran. It does mess with our threat list a bit, as now CAP12 will beat offensive non-Scarf Excadrill outside of Sand. However, Bulky Excadrill tanks the hit and KOs CAP21, Sand Rush Excadrill wins if Sand is up, and Scarf Excadrill still wastes CAP21 in a single hit. While Excadrill is no longer a great counter to CAP21, it still threatens it greatly and destroys it in most situations. The same goes for Bisharp: it can't really beat CAP21 one-on-one anymore. But think of it this way: what offensive threats in OU are completely walled by Ferrothorn and Excadrill? Very few. It's important that we can at least damage Ferrothorn and Excadrill or else this CAP is going to be a liability against balanced teams.

Let's "kick" CAP21's coverage up a notch. i love puns
I want to go into the specifics of Jump Kick vs. another fighting coverage move here. I think we should definitely entertain the option of giving CAP21 Brick Break, since it provides us with two things, 1. It will break screens, which isn't immense means that we will stop klefki almost for good, but this is more to add onto the concept of "utility counter". 2. This means that we don't outright beat Excadrill and Ferrothorn:

252+ Atk Abomasnow Brick Break vs. 0 HP / 4 Def Excadrill: 278-328 (77 - 90.8%) -- guaranteed 2HKO
252 Atk Abomasnow Brick Break vs. 0 HP / 4 Def Excadrill: 254-300 (70.3 - 83.1%) -- guaranteed 2HKO
252+ Atk Abomasnow Jump Kick vs. 0 HP / 4 Def Excadrill: 370-436 (102.4 - 120.7%) -- guaranteed OHKO
252 Atk Abomasnow Jump Kick vs. 0 HP / 4 Def Excadrill: 338-398 (93.6 - 110.2%) -- 62.5% chance to OHKO

I'll spare you the details on Ferrothorn, but it makes the difference between a 2HKO and a 3HKO. This is immensely important as Excadrill is a guarenteed to check while Ferro is a guarenteed switchin/1time counter.
 
I like Switcheroo on this set because it helps provide utility and stallbreaking prowess, helping it break Chansey and punish setup variants of Keldeo and Skarmory, while most mons on our threatlist don't actually mind having a Scarf as an item(Bisharp, Excadrill, Lati@s) too much, while many Megas are hailed as meant to threaten us as well and thus immune to Trick(Latias, Slowbro, Alakazam, Metagross.) Hippowdon and Skarmory, despite being bothered by a Scarf, can still threaten this CAP, with Skarmory having access to Taunt, Counter, or a strong Iron Head, while all Hippowdon sets OHKO with Earthquake.
I agree, and I had never thought of using Trick/Switcheroo! Scarf Switcheroo on Chansey would be a total cripple, as well as if you hit Ferrothorn with Switcheroo. My only concern is if they switched into something that doesn't actually mind scarf much *cough cough cough Sweeper Garchomp cough*. I think another idea that would work is if it was a Choice Banded set running pretty much the same set that I mentioned before, but with Switcheroo rather than Jump Kick. Especially since we will be coming in on more special attackers than physical, so Choice Band might be an easy way to stop Special Sweepers in their tracks, especially some like Gengar, who's Sludge Wave we can easily stomach, Focus Blast is neutral for damage, and Shadow Ball too. There are several other special sweepers we can wall to some extent, and use switcheroo on.

One of the major sad things I think though, is... Unfortunately our special bulk is somewhat underwhelming at our Base Stage. That's why I believe there is probably 3 viable sets for the base form: Hazard Setter/Lead (Mold Breaker), Choice Band (Regenerator), or Choice Scarf (Regenerator). The stats on this CAP's base form are slightly underwhelming. Attack and speed are both decent, so that makes it useful having Choice Band, which rocket's it's attack stat and uses its decent speed, or Scarf, which makes it outspeed a massive amount of OU threats, and I believe everything without a +something speed boost or a Scarf. Maybe I am overlooking, but I only see these 3 sets as viable. Maybe an Assault Vest version, with U-Turn, Stone Edge, Gunk Shot, and Knock Off. I will post that later.
 
Last edited:
I want to go into the specifics of Jump Kick vs. another fighting coverage move here. I think we should definitely entertain the option of giving CAP21 Brick Break, since it provides us with two things, 1. It will break screens, which isn't immense means that we will stop klefki almost for good, but this is more to add onto the concept of "utility counter". 2. This means that we don't outright beat Excadrill and Ferrothorn:

252+ Atk Abomasnow Brick Break vs. 0 HP / 4 Def Excadrill: 278-328 (77 - 90.8%) -- guaranteed 2HKO
252 Atk Abomasnow Brick Break vs. 0 HP / 4 Def Excadrill: 254-300 (70.3 - 83.1%) -- guaranteed 2HKO
252+ Atk Abomasnow Jump Kick vs. 0 HP / 4 Def Excadrill: 370-436 (102.4 - 120.7%) -- guaranteed OHKO
252 Atk Abomasnow Jump Kick vs. 0 HP / 4 Def Excadrill: 338-398 (93.6 - 110.2%) -- 62.5% chance to OHKO

I'll spare you the details on Ferrothorn, but it makes the difference between a 2HKO and a 3HKO. This is immensely important as Excadrill is a guarenteed to check while Ferro is a guarenteed switchin/1time counter.
Alternatively: how about Low Sweep? It does comparable damage to Brick Break, while having utility similar to Bulldoze(which WhiteDMist has already mentioned.) I do like the idea of having weaker Fighting-type coverage, although I don't care for Jump Kick as an option due to the reasons you have stated. (From those calcs, it looks like 80 or less BP is needed to avoid a possible OHKO on Excadrill, so anything below that should likely be fine(and the same should go for Ground-type coverage, so Drill Run could be a possibility there also.)

Also, another idea in my crazy head:

Moveset Submission

Name: Trapper
Move 1: Sand Tomb / Clamp
Move 2: Taunt / Switcheroo
Move 3: U-Turn / Gunk Shot / Head Smash
Move 4: Spikes / Toxic Spikes
Ability: Regenerator / Mold Breaker
Item: Air Balloon / Choice Scarf / Choice Band / CAP21ite
EVs: ???
Nature: Impish / Careful
  • Sand Tomb or Clamp allows it to trap, while simultaneously dealing damage to punish a switch to something else. They both do insignificant damage by default, although they do allow Head Smash variants coverage.
  • Taunt or Switcheroo allows it to cripple stallish Pokemon, and due to them being trapped by Sand Tomb or Clamp can stay in and setup.
  • U-Turn allows it to gain a free switch on the last round of the opponent's life, avoiding a switchin and free KO by a Ground-type. Gunk Shot can be used as an alternative for a team willing to sack the CAP as it takes down a key threat, or Head Smash if you are willing to deal with recoil / holding the Mega Stone.
  • Spikes or Toxic Spikes can be stacked on the trapped Pokemon as it goes down, punishing the next switchin to the CAP.
  • Regenerator allows a U-Turning CAP to regain HP, while Mold Breaker allows it to hit Pokemon with a type immunity ability.
  • Air Balloons help if a Ground-type switches in on the Sand Tomb or Clamp, while Choice items allow for use of Switcheroo. Alternatively, it can just run CAP21ite for a stronger set if using the offensive slashes(i.e. Sand Tomb or Clamp/Taunt/Head Smash/Spikes.)
 
One thing: I'm not experienced enough in this stage to crank out submissions I don't think, but I'm kind of surprised that of all the utility sets suggested, only ~ 1 or 2 people have incorporated Toxic (and to a lesser extent, taunt). From my understanding, that was most of the impetus behind the voting for Mold Breaker as the Secondary ability. Mind you, it's one of two abilities, and arguably the less useful one, but still. I'm not sure I understand things like Toxic Spikes > Toxic.
 
Moveset Submission

Name: Offensive Entry Hazard Setter
Move 1: Head Smash
Move 2: Gunk Shot / Taunt
Move 3: Hidden Power Ice / Taunt
Move 4: Toxic Spikes / Stealth Rock / Spikes
Ability: Mold Breaker
Item: Mega Stone
EVs: 168 Atk / 88 SpA / 252 Spe
Nature: Naive
Taunt is helpful on this set in cases where you may want to use it as your lead due to it being extremely helpful in a lead matchup. Various Pokemon such as Chansey and Mega-Sableye don't particularly appreciate it, either.
Moveset Submission
Name: Bulky Booster
-Head Smash
-Recover / clones / Gunk Shot
-Bulk Up / Curse
-Gunk Shot / Refresh / Heal Bell / Aromatherapy
Ability: Regenerator
Item: CAP21ite
EVs: 252 HP / 252 SpDef / 4 Atk
Nature: Careful / Sassy / Adamant
Heal Bell/Aromatherapy works similarly to Refresh, curing burn and paralysis from CAP21, while also providing utility to the rest of the team. Running either of these along with Gunk Shot could possibly be worth sacrificing the recovery, due to this CAP's lack of physical bulk even with Bulk Up boosts(as mentioned.) I removed Curse due to the Speed being important to this CAP's viability, and Sassy due to this set not running any special moves anyway. Additionally, I added Adamant as an option for if the CAP would like to trade /some/ of its special bulk for improved attacking power.
Moveset Submission
Name: It's Just A Phaze
Move 1: Magnet Rise
Move 2: Gunk Shot / Head Smash
Move 3: Toxic Spikes / Stealth Rock / Spikes
Move 4: Roar / Dragon Tail
Ability: Regenerator / Mold Breaker
Item: Rocky Helmet / Leftovers
EVs: (192 HP / 240 Def / 76 Spe)
Nature: Adamant
As a whole, and after reviewing Magnet Rise, I like the set; however, I just feel like Mold Breaker could easily become a viable option on it due to allowing it to phaze/setup against M-Diancie and M-Sableye.
Name: Shots Fired
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Parting Shot/U-Turn
Move 4: Wood Hammer/Pursuit
Ability: Regenerator
Item: Mega Stone
EVS: 4 HP/252 ATK/252 Speed
Nature: Jolly
I like this set, despite not being entirely certain on Parting Shot(mostly due to the lack of punishment for making a mispredict when using it, whereas U-Turn means that you aren't always going to force something out after using it.) However, I highly dislike Pursuit for having 90% of its utility against Psychic-types, whereas most things we want to threaten will just switch out of CAP21 with ease even with a Pursuit(80 BP still isn't much)

Also, on the topic of Grass-type coverage(specifically Wood Hammer), I'm 90% sure that most people suggesting it would agree that the main purpose of this would be to have some capability against Ground-types. HOWEVER, I feel this is better accomplished, due to Wood Hammer, as mentioned, not significantly outdamaging our STABs, by a Ghost- or Dark- type move, or possibly a low-BP Fighting- or Ground-type one, due to having good power against both Ground and Steel types. Good moves for this include Knock Off, Shadow Claw, Crunch, Low Sweep, Brick Break, Bulldoze, Foul Play, and Drill Run.
 
Last edited:
Moveset Submission
Name: Offensive
Move 1: Gunk Shot
Move 2: Head Smash
Move 3: Drill Run / Spikes
Move 4: Encore
Ability: Mold Breaker
Item: Mega Stone
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

When I think of an offensive utility counter, this is what I would think of. Between two monstrous STABs, the CAP can easily leverage itself against several opponents. Drill Run was chosen specifically over Earthquake because it hits Steels (especially Bisharp and Mega Gross) with considerably less power, allowing these mons to have an easier time beating this CAP, which we want to happen. While Drill Run does give us a chance at beating them, the lower power is significant enough to allow. However, Spikes can be chosen instead, since our CAP forces a lot of switches and can pressure most hazard removers. I specifically did not want both Drill Run + Spikes because that gave our CAP literal leverage against all of its checks, except for Skarmory, which is not keen on Head Smash anyways. One might be asking why I chose Encore over Taunt. Simply put, I had the feeling that Drill Run + Taunt would allow this CAP to dismantle far too many of its checks. Encore still provides anti-utility when coupled with such obscene offensive pressure, meaning our CAP can still beat Latias (remember that we outspeed it), Mew, Mega Sableye (if Mold Breaker is active), and even Landorus-T.

Calcs supporting Drill Run > Earthquake:
252 Atk Terrakion Drill Run vs. 0 HP / 4 Def Bisharp: 180-212 (66.4 - 78.2%) -- guaranteed 2HKO
252 Atk Terrakion Drill Run vs. 0 HP / 4 Def Excadrill: 270-318 (74.7 - 88%) -- guaranteed 2HKO
252 Atk Terrakion Drill Run vs. 0 HP / 0 Def Mega Metagross: 126-150 (41.8 - 49.8%) -- guaranteed 3HKO
252 Atk Terrakion Drill Run vs. 252 HP / 4 Def Klefki: 194-230 (61 - 72.3%) -- guaranteed 2HKO after Leftovers recovery


252 Atk Terrakion Earthquake vs. 0 HP / 4 Def Bisharp: 224-264 (82.6 - 97.4%) -- guaranteed 2HKO
252 Atk Terrakion Earthquake vs. 0 HP / 4 Def Excadrill: 338-398 (93.6 - 110.2%) -- 62.5% chance to OHKO
252 Atk Terrakion Earthquake vs. 0 HP / 0 Def Mega Metagross: 158-188 (52.4 - 62.4%) -- guaranteed 2HKO
252 Atk Terrakion Earthquake vs. 252 HP / 4 Def Klefki: 242-286 (76.1 - 89.9%) -- guaranteed 2HKO after Leftovers recovery
 
Moveset Submission
Name: Offensive
Move 1: Gunk Shot
Move 2: Head Smash
Move 3: Drill Run / Spikes
Move 4: Encore
Ability: Mold Breaker
Item: Mega Stone
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

When I think of an offensive utility counter, this is what I would think of. Between two monstrous STABs, the CAP can easily leverage itself against several opponents. Drill Run was chosen specifically over Earthquake because it hits Steels (especially Bisharp and Mega Gross) with considerably less power, allowing these mons to have an easier time beating this CAP, which we want to happen. While Drill Run does give us a chance at beating them, the lower power is significant enough to allow. However, Spikes can be chosen instead, since our CAP forces a lot of switches and can pressure most hazard removers. I specifically did not want both Drill Run + Spikes because that gave our CAP literal leverage against all of its checks, except for Skarmory, which is not keen on Head Smash anyways. One might be asking why I chose Encore over Taunt. Simply put, I had the feeling that Drill Run + Taunt would allow this CAP to dismantle far too many of its checks. Encore still provides anti-utility when coupled with such obscene offensive pressure, meaning our CAP can still beat Latias (remember that we outspeed it), Mew, Mega Sableye (if Mold Breaker is active), and even Landorus-T.

Calcs supporting Drill Run > Earthquake:
252 Atk Terrakion Drill Run vs. 0 HP / 4 Def Bisharp: 180-212 (66.4 - 78.2%) -- guaranteed 2HKO
252 Atk Terrakion Drill Run vs. 0 HP / 4 Def Excadrill: 270-318 (74.7 - 88%) -- guaranteed 2HKO
252 Atk Terrakion Drill Run vs. 0 HP / 0 Def Mega Metagross: 126-150 (41.8 - 49.8%) -- guaranteed 3HKO
252 Atk Terrakion Drill Run vs. 252 HP / 4 Def Klefki: 194-230 (61 - 72.3%) -- guaranteed 2HKO after Leftovers recovery


252 Atk Terrakion Earthquake vs. 0 HP / 4 Def Bisharp: 224-264 (82.6 - 97.4%) -- guaranteed 2HKO
252 Atk Terrakion Earthquake vs. 0 HP / 4 Def Excadrill: 338-398 (93.6 - 110.2%) -- 62.5% chance to OHKO
252 Atk Terrakion Earthquake vs. 0 HP / 0 Def Mega Metagross: 158-188 (52.4 - 62.4%) -- guaranteed 2HKO
252 Atk Terrakion Earthquake vs. 252 HP / 4 Def Klefki: 242-286 (76.1 - 89.9%) -- guaranteed 2HKO after Leftovers recovery
I, personally, disagree with Taunt being too strong against our checks- literally the only mon who doesn't run STAB on all common sets allowing it to beat us one-on-one from our sets is Skarmory, who runs Counter on its STAB-less set anyway,. (This is out of all OU/BL Steels, Psychics, and Waters except Victini(since it doesn't run Psychic STAB.)

I do like Drill Run, although I feel it may compare unfavorably with Bulldoze, Low Sweep, or Brick Break for our purposes.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
All right, it's time to get out there with coverage options on this CAP.

Moveset Submission
Name: All-Out Attacker
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Wood Hammer / Hone Claws
Move 4: Jump Kick / Hone Claws
Ability: Regenerator -> Magic Guard
Item: Mega Stone
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

STAB moves are pretty self-explanatory, so I'm just going to elaborate on the coverage. Wood Hammer, in my opinion, is extremely pro-concept since we've decided it's important to threaten Water-type Pokemon. From our Ability and Stats discussions, we've decided it's not important to be able to switch into Water-type Pokemon unless we're in a complete bind. Therefore, we need to be able to kill them. Gunk Shot doesn't get the job done here, as Keldeo needs to have taken significant damage to be KO'd by a Gunk Shot. However, Wood Hammer will almost always KO after Stealth Rock and will certainly KO after two switch-ins to Rocks. It's a similar situation with Manaphy: Wood Hammer hits for 80.5% on average while Head Smash only hits for 75.45% on average. While that might not seem significant, as both are guaranteed 2HKOs, it's actually a pretty big deal. Manaphy is commonly going to have chip damage from Spikes, Stealth Rock, switching into resisted hits, etc. It's rare that Pokemon just walk into battle at 100% health, and as a result not all 2HKOs are created equal. With Wood Hammer, we can KO Manaphy almost always after two Stealth Rock switch-ins. The same can't be said about Head Smash. I believe we need to do everything in our power to beat Water-types, and as a result either Grass or Electric coverage is nearly necessary for our CAP to fulfill its concept. Furthermore, Grass coverage doesn't make us that much better against Ground-types. Hippowdon still isn't 2HKO'd all that often after Stealth Rock.

Jump Kick is where this set differs from most others. I believe a neutral hit on all Steel-type Pokemon is extremely beneficial to the concept. The fact of the matter is that Rock and Poison STABs get absolutely stonewalled by Steel-type Pokemon. However, CAP21 is supposed to be a powerful offensive threat in the metagame. I do not believe it's possible for CAP21 to succeed as an offensive threat if it cannot cause reasonable damage to Steel-type Pokemon. Look at OU's offensive threats: all of them have neutral or better coverage against Steel-types. Altaria has Earthquake, Diancie has Earth Power, Tornadus-T has Superpower or Focus Blast, Gardevoir has Focus Blast, Serperior has Hidden Power Fire, Alakazam has Focus Blast and Shadow Ball, etc. With Head Smash as our best option against Steel-types, it's not possible to damage them for more than about 20-25% per hit. This makes us setup bait for Ferrothorn, Excadrill, Metagross, etc. Very few other offensive Pokemon are sitting ducks against Steel-type sweepers the way CAP21 is right now. Jump Kick is the perfect happy medium between being threatened by Steels without being murdered by them. It barely ever 2HKO's Ferrothorn, nor does it outdamage Head Smash against Mega Metagross or Heatran. It does mess with our threat list a bit, as now CAP12 will beat offensive non-Scarf Excadrill outside of Sand. However, Bulky Excadrill tanks the hit and KOs CAP21, Sand Rush Excadrill wins if Sand is up, and Scarf Excadrill still wastes CAP21 in a single hit. While Excadrill is no longer a great counter to CAP21, it still threatens it greatly and destroys it in most situations. The same goes for Bisharp: it can't really beat CAP21 one-on-one anymore. But think of it this way: what offensive threats in OU are completely walled by Ferrothorn and Excadrill? Very few. It's important that we can at least damage Ferrothorn and Excadrill or else this CAP is going to be a liability against balanced teams.

Hone Claws can be selected over a coverage move to give CAP21 more reliability in executing a sweep. After a single boost Head Smash, Gunk Shot, and Jump Kick will always connect. Wood Hammer benefits solely from the Attack boost, but CAP will enjoy its higher PP for finishing off targets.

Let's "kick" CAP21's coverage up a notch. i love puns
Wanted to bring up this move for discussion because it is viable in the context of these moves and also for an attacking set. Hone Claws increases both power and accuracy, making CAP's STABs both powerful and reliable. Attached are some +1 Calcs - at +1 Gunk Shot and Head Smash often have enough power to OHKO what Wood Hammer or Jump Kick could have achieved at neutral.

Vs 0/4 Keldeo: WIN
+1 252 Atk Tyranitar Head Smash vs. 0 HP / 4 Def Keldeo: 205-242 (63.4 - 74.9%) -- guaranteed 2HKO
+1 252 Atk Tyranitar Gunk Shot vs. 0 HP / 4 Def Keldeo: 328-387 (101.5 - 119.8%) -- guaranteed OHKO
+1 252 Atk Tyranitar Wood Hammer vs. 0 HP / 4 Def Keldeo: 438-516 (135.6 - 159.7%) -- guaranteed OHKO
+1 252 Atk Tyranitar Jump Kick vs. 0 HP / 4 Def Keldeo: 183-216 (56.6 - 66.8%) -- guaranteed 2HKO
252 Atk Tyranitar Wood Hammer vs. 0 HP / 4 Def Keldeo: 294-346 (91 - 107.1%) -- guaranteed OHKO after 1 layer of Spikes
252 Atk Tyranitar Wood Hammer vs. 0 HP / 4 Def Keldeo: 294-346 (91 - 107.1%) -- 81.3% chance to OHKO after Stealth Rock

Return damage:
252 SpA Keldeo Hydro Pump vs. 4 HP / 0 SpD Tyranitar: 296-350 (83.6 - 98.8%) -- guaranteed 2HKO
252 SpA Keldeo Scald vs. 4 HP / 0 SpD Tyranitar: 216-254 (61 - 71.7%) -- guaranteed 2HKO
252 SpA Keldeo Hydro Pump vs. 4 HP / 0 SpD Tyranitar in Sand: 198-234 (55.9 - 66.1%) -- guaranteed 2HKO
252 SpA Keldeo Scald vs. 4 HP / 0 SpD Tyranitar in Sand: 144-170 (40.6 - 48%) -- guaranteed 3HKO

Vs 240/0 Azumarill: WIN
+1 252 Atk Tyranitar Head Smash vs. 240 HP / 0 Def Azumarill: 454-535 (113.2 - 133.4%) -- guaranteed OHKO
+1 252 Atk Tyranitar Gunk Shot vs. 240 HP / 0 Def Azumarill: 728-858 (181.5 - 213.9%) -- guaranteed OHKO
+1 252 Atk Tyranitar Wood Hammer vs. 240 HP / 0 Def Azumarill: 486-572 (121.1 - 142.6%) -- guaranteed OHKO
252 Atk Tyranitar Gunk Shot vs. 240 HP / 0 Def Azumarill: 486-572 (121.1 - 142.6%) -- guaranteed OHKO

Return Damage:
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Tyranitar: 306-360 (86.4 - 101.6%) -- 12.5% chance to OHKO
252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Tyranitar: 204-240 (57.6 - 67.7%) -- guaranteed 2HKO
252+ Atk Huge Power Azumarill Waterfall vs. 4 HP / 0 Def Tyranitar: 404-476 (114.1 - 134.4%) -- guaranteed OHKO
Waterfall OHKOs

Vs 252/252 Mega Slowbro: WIN*
*Scald Burn can interfere

+1 252 Atk Tyranitar Head Smash vs. 252 HP / 252+ Def Mega Slowbro: 178-210 (45.1 - 53.2%) -- guaranteed 2HKO after Stealth Rock
+1 252 Atk Tyranitar Wood Hammer vs. 252 HP / 252+ Def Mega Slowbro: 190-224 (48.2 - 56.8%) -- guaranteed 2HKO after Stealth Rock

Return Damage:
0 SpA Mega Slowbro Psyshock vs. 4 HP / 0 Def Tyranitar: 272-324 (76.8 - 91.5%) -- guaranteed 2HKO
0 SpA Mega Slowbro Scald vs. 4 HP / 0 SpD Tyranitar: 180-212 (50.8 - 59.8%) -- guaranteed 2HKO

Vs 252/0 Bisharp: WIN
+1 252 Atk Tyranitar Head Smash vs. 252 HP / 4 Def Bisharp: 188-222 (56.2 - 66.4%) -- guaranteed 2HKO after Stealth Rock
+1 252 Atk Tyranitar Jump Kick vs. 252 HP / 4 Def Bisharp: 672-792 (201.1 - 237.1%) -- guaranteed OHKO

Return Damage:
252 Atk Life Orb Bisharp Sucker Punch vs. 4 HP / 0 Def Tyranitar: 211-250 (59.6 - 70.6%) -- guaranteed 2HKO
252 Atk Bisharp Iron Head vs. 4 HP / 0 Def Tyranitar: 324-384 (91.5 - 108.4%) -- 50% chance to OHKO
252 Atk Bisharp Sucker Punch vs. 4 HP / 0 Def Tyranitar: 162-192 (45.7 - 54.2%) -- 50% chance to 2HKO

+2 252 Atk Bisharp Sucker Punch vs. 4 HP / 0 Def Tyranitar: 322-381 (90.9 - 107.6%) -- 50% chance to OHKO
+2 LO Sucker Punch OHKOs
LO Iron Head OHKOs

Vs Bulky (248/0) Mega Scizor: CIRCUMSTANTIAL
+1 252 Atk Tyranitar Head Smash vs. 248 HP / 0+ Def Mega Scizor: 256-303 (74.6 - 88.3%) -- 6.3% chance to OHKO after Stealth Rock
252 Atk Tyranitar Head Smash vs. 248 HP / 0+ Def Mega Scizor: 171-202 (49.8 - 58.8%) -- guaranteed 2HKO after Stealth Rock

Return Damage:
84 Atk Technician Mega Scizor Bullet Punch vs. 4 HP / 0 Def Tyranitar: 248-294 (70 - 83%) -- guaranteed 2HKO

Vs Scarf Lando-T: LOSS [Requires prior boost; Scarf Lando Faster]
252 Atk Tyranitar Head Smash vs. 0 HP / 24 Def Landorus-T: 268-316 (84 - 99%) -- 75% chance to OHKO after Stealth Rock
252 Atk Tyranitar Wood Hammer vs. 0 HP / 24 Def Landorus-T: 143-169 (44.8 - 52.9%) -- guaranteed 2HKO after Stealth Rock

Return Damage:
EQ OHKOs

Vs Bulky (252/240) Lando-T: LOSS
252 Atk Tyranitar Head Smash vs. 252 HP / 240+ Def Landorus-T: 196-232 (51.3 - 60.7%) -- 92.6% chance to 2HKO after Leftovers recovery

Return Damage:
EQ OHKOs

Vs Scarf Excadrill: CIRCUMSTANTIAL
+1 252 Atk Tyranitar Wood Hammer vs. 0 HP / 0 Def Excadrill: 305-359 (84.4 - 99.4%) -- 18.8% chance to OHKO after Stealth Rock
+1 252 Atk Tyranitar Wood Hammer vs. 0 HP / 0 Def Excadrill: 305-359 (84.4 - 99.4%) -- 75% chance to OHKO after 1 layer of Spikes
+1 252 Atk Tyranitar Jump Kick vs. 0 HP / 0 Def Excadrill: 508-598 (140.7 - 165.6%) -- guaranteed OHKO
252 Atk Tyranitar Jump Kick vs. 0 HP / 0 Def Excadrill: 340-400 (94.1 - 110.8%) -- guaranteed OHKO after 1 layer of Spikes
252 Atk Tyranitar Jump Kick vs. 0 HP / 0 Def Excadrill: 340-400 (94.1 - 110.8%) -- 81.3% chance to OHKO after Stealth Rock

Return Damage:
EQ OHKOs

vs Hippowdon: LOSS
+1 252 Atk Tyranitar Wood Hammer vs. 252 HP / 144+ Def Hippowdon: 282-332 (67.1 - 79%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Tyranitar Wood Hammer vs. 252 HP / 144+ Def Hippowdon: 190-224 (45.2 - 53.3%) -- 33.2% chance to 2HKO after Stealth Rock and Leftovers recovery

Return Damage:
EQ OHKOs

vs Tank Garchomp: LOSS
+1 252 Atk Tyranitar Head Smash vs. 252 HP / 164+ Def Garchomp: 152-179 (36.1 - 42.6%) -- guaranteed 3HKO after Stealth Rock
+1 252 Atk Tyranitar Wood Hammer vs. 252 HP / 164+ Def Garchomp: 163-192 (38.8 - 45.7%) -- guaranteed 3HKO after Stealth Rock
+1 252 Atk Tyranitar Jump Kick vs. 252 HP / 164+ Def Garchomp: 136-160 (32.3 - 38%) -- guaranteed 3HKO after Stealth Rock

Return Damage:
EQ OHKOs

Vs Ferrothorn: LOSS
+1 252 Atk Tyranitar Jump Kick vs. 252 HP / 88+ Def Ferrothorn: 226-266 (64.2 - 75.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Return Damage:
Gyro Ball OHKOs


Bottom line: Hone Claws doesn't interfere with our counters much assuming Wood Hammer and Jump Kick. Jump Kick interferes with a lot more and a lot more relevant counters, Wood Hammer largely gives a higher PP option to attack and only alters the x4 Grass weakness matchups. It does bring reliability to our strong STAB moves, and since you are likely to use Hone Claws the turn you Mega Evolve, it is likely CAP will start from full health.
- - - - -

Additional Moveset:
Another odd support set. Last one, I promise. Since I brought Screens up:

Moveset Submission
Name: Dual Screen Pivot
Move 1: Head Smash
Move 2: Reflect
Move 3: Light Screen
Move 4: U-turn / Stealth Rock / Gunk Shot
Ability: Regenerator
Item: Light Clay
EVs: 176 HP / 84 Atk / 252 Spe
Nature: Jolly

This set takes advantage of CAP's high speed to quickly set up Screens or threaten out opponents. Regenerator keeps CAP healthy as it pivots in and out. Attack EVs guarantee the Head Smash OHKO on bulky Mega Charizard X. U-turn helps CAP pivot out, Stealth Rock allows CAP to set up against the other side of the field, or CAP it can use Gunk Shot to OHKO opposing Fairies if they stand in the way of your more offensive Pokemon.

What makes this set unique from other Dual Screeners is the threat of an immediate strong (largely spammable) attack (also balanced out by CAPs other more offensive sets luring in different switches)
 
Last edited:

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
I just wanted to comment on CAP21's moves and contribute to the discussion a little...

I think CAP21 should have the option to use weaker Rock-type STAB moves like Stone Edge and Rock Slide. Head Smash has a lot of power, but some CAP21 sets might want the full recovery from Regenerator, instead of just mitigating recoil, and still have Rock-type STAB. (sorry this is worded kinda bad).

Also, I like the idea of Parting Shot. It complements CAP21's ability to pivot, and it would be an interesting move to explore.
 
Deck Knight why would we want to give our CAP Magnet Rise when we very explicitly wanted our CAP to lose to Ground-types It is one thing if you can manage to cripple one or force it out, but Magnet Rise is literally quite anti-concept, for it achieves the exact opposite of what we want to achieve.

The same thing goes for Wood Hammer. Keldeo is already hit fairly hard by Gunk Shot, and Hippowdon and most other Grounds somebody become targets to break through, which we did not want in the first place. Yes, I know I submitted a set featuring Drill Run, but at least I intended to choose a weaker option over Earthquake keeping our desires in mind.
 

HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus
Okay, we've had enough of this moveset submission spam. Several movesets submitted thus far would have probably been better off being brought up as alterations to ones already submitted. In any case, further submissions are temporarily on hold. Please do not submit any more movesets until otherwise noted.

Instead, now I would like us to try and figure out which submissions we DO like. If there's any submissions that you completely like as-is, or would like with only a minor modifications, please post so and justify your post with reasoning. Likewise, if there's some sets that you think are competitively unsound for this CAP, please post so and explain.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Deck Knight why would we want to give our CAP Magnet Rise when we very explicitly wanted our CAP to lose to Ground-types It is one thing if you can manage to cripple one or force it out, but Magnet Rise is literally quite anti-concept, for it achieves the exact opposite of what we want to achieve.

The same thing goes for Wood Hammer. Keldeo is already hit fairly hard by Gunk Shot, and Hippowdon and most other Grounds somebody become targets to break through, which we did not want in the first place. Yes, I know I submitted a set featuring Drill Run, but at least I intended to choose a weaker option over Earthquake keeping our desires in mind.
Magnet Rise makes almost no difference to our named Ground-type counters. Nearly all of them are faster (than the bulky set proposed, anyway, and you need that bulk to fulfill its purpose), still wall CAP to no end, and the ones that are slower (basically Hippo) can phaze CAP. The only reason to ever use Magnet Rise is if you need to pick up a free turn or two to stack hazards or stall out PP on moves that Regenerator can make up the difference. Excadrill still KOs with Iron Head, TankChomp and Hippo phaze it, Gliscor has Taunt, Landorus-T neuters CAP with Intimidate and is either scarfed and therefore faster or the bulky variant which cares little about anything except offensive sets - and offensive sets don't have room for Magnet Rise. Even an odd Hone Claws / Magnet Rise hybrid mono-attacker is too one-dimensional, our CAP just isn't bulky enough to deal with neutral hits from these Ground mons, and since you need to use a turn to activate MR, you can never switch into them.

What MR does do though is paint a lot of Pokemon with Ground coverage including Mega Altaria and Mega Charizard into a corner (+ random HP Ground mons or the more serious Volcarona and Sylveon, which we want to beat.)

I just went with what was already on the set vis-a-vis Wood Hammer. Running +1 Calcs should be sufficient proof that neutral calcs either are or are not what we want t enable CAP to do.
 
Last edited:
Anyway, I'm just going to comment (again) here on my thoughts on everyone else's submissions:
Name: Shots Fired
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Parting Shot/U-Turn
Move 4: Wood Hammer
Ability: Regenerator
Item: Mega Stone
EVS: 4 HP/252 ATK/252 Speed
Nature: Jolly

So I think I better explain Parting Shot. The issue with U-Turn is multiple-fold. Firstly, it's not very good against the things we want to answer. A bad predict can leave us dealing no damage to Char-Y or Talon or Clefable, while they get free set-up. Secondly, there are far better U-Turn pivots that we don't necessarily want to be competing with. Thirdly, we don't actually want this colliding favorably with Metagross and Bisharp. Parting Shot does cripple the Water and Fire types we want to tussle with, since most of the monsters we want to counter are in fact offensive. Parting Shot has almost no competition in the format, with Pangoro being the only other user. Metagross ignores the Parting Shot with Clear Body, and Bisharp actually gets buffed from it. Parting Shot is surprisingly good both for our concept and current build.

Wood Hammer is how we beat the Water types in the format. The only thing on the list that we want to be threatened by that is in turned threatened by Wood Hammer is Diggersby, as Hippowdon won't fall to it, as Khosro's calcs show (less than half a percent chance of a 2HKO, and can't deal damage enough to stop the Slack Off+Leftovers). Pursuit punishes Talon, Charizard, and the like for trying to run from your Head Smash. It's not as good as some other moves, but it's worth considering.

Don't really need to explain the STAB.
After thinking, I extremely dislike Parting Shot on this CAP. It has too little risk- in a worst-case scenario you still have a good matchup against a -1 offense opponent- and isn't needed to escape bad matchups. U-Turn, Volt Switch, and Baton Pass I think are all fine, but Parting Shot seems like a good way to make this CAP Uber level(and always use that one set, with its only real counters being already Mega Evolved Sableye and Diancie)

Moveset Submission
Name: It's Just A Phaze
Move 1: Magnet Rise
Move 2: Gunk Shot / Head Smash
Move 3: Toxic Spikes / Stealth Rock / Spikes
Move 4: Roar / Dragon Tail
Ability: Regenerator / Mold Breaker
Item: Rocky Helmet / Leftovers
EVs: (192 HP / 240 Def / 76 Spe)
Nature: Adamant

  • Magnet Rise gives CAP free turns against many Ground-reliant attackers to stack hazards and phaze them out, Hippowdon would particularly hate this set, while still not being threatened directly.
  • Gunk Shot targets Clefable, Mega Altaria, Azumarill, Breloom, and Gardevoir, and can also poison switchins, all of which it beats 1vs1 (bar Psychic Mega Garde). It's recommended over Head Smash because of no recoil, however Head Smash can take out all variants of Mega Charizard X with just the nature boost. Problem is, CAP is slower than it.
  • Choose the best hazard for your team's needs. Spikes and Toxic Spikes are stackable.
  • Phazing move allows you to spread residual damage.
  • EVs outspeed Mega Altaria and all Base 70s
  • Defense: Can survive Azumarill Waterfall at full health, Completely walls Talonflame, taking >33% from CB Brave Bird and 52.4% from +2 Sharp Beak Brave Bird.
  • Rocky Helmet punishes contact moves, Leftovers aides longevity.

This set brings in defensive utility from the Base Form utilizing Regenerator and our unique defensive typing. The utility options presented are Magnet Rise, hazards, and phazing to help CAP spread residual damage around.

In theory you could also use this build with Mold Breaker to get around Magic Bounce while stacking hazards, but it obviously loses a lot of its defensive prowess and the ability to repeatedly switch into Talonflame without limit.
I don't think that Magnet Rise is necessarily something we want to have- considering all it can do is annoy Ground-type counters- but it certainly isn't overpowered at all, and I can't really see it making the CAP broken. Other than that, however, I like the set, and I feel like it effectively utilizes its typing to create its opportunities. I see a phazing move and all entry hazards(except webs) as being quite useful and pro-concept for this CAP.
Moveset Submission

Name: Offensive Utility
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Wood Hammer / Volt Tackle
Move 4: Stealth Rock / Nuzzle
Ability: Regenerator
Item: Mega Stone
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
  • Head Smash is CAP 21's strongest STAB option, benefiting from its Mega ability, Magic Guard, allowing it to use the move without taking recoil.
  • Gunk Shot is CAP 21's other main STAB, hitting Fairy-types such as Clefable, Azumarill, etc hard.
  • The third slot enhances CAP 21's matchup against Water-types such as Keldeo, Slowbro, etc, hitting them harder than its STAB moves do. Wood Hammer is usually the superior choice in this case, as it also provides CAP 21 with a way of chunking Ground-types, which it would otherwise struggle with due to its STAB combo being resisted by them. At the cost of coverage against Ground-types, Volt Tackle can be used to reliably 2HKOing Skarmory after SR damage, while retaining SE coverage against most Water-types. Both of these moves are notable for their reliable 100% accuracy compared to CAP 21's main STAB moves, and also benefit from Magic Guard preventing recoil damage.
  • The last slot provides utility and allows CAP 21 to support its team and take advantage of forced switches. SR is a straightforward way of doing this and provides helpful team support, and CAP 21 easily finds opportunities to set it up courtesy of its good offensive presence and Speed tier. Nuzzle is, for all intents and purposes, a superior Thunder Wave; it cannot be bounced back by Magic Bounce, isn't affected by Taunt, and on a lesser note, gets very slight chip damage. Doesn't help vs Ground-types at all, but it provides CAP 21 with a method of crippling several Steel-types such as Scizor, Metagross, among other potential switch-ins as they attempt to come in on a resisted hit.
  • Regenerator allows CAP 21 to pivot in and out more freely in base form earlier in the match.
  • Jolly + Max Attack / Speed takes full advantage of CAP 21's Speed tier while retaining as much offensive presence as possible.
The main structure of this this set is 3 Attacks + a utility move to take advantage of forced switches. The STAB choices are fairly straightforward. I'm currently opting for a STAB to more heavily threaten Water-types, and I really prefer Wood Hammer to do this. While yes, it does hit Ground-types SE, it's only a neutral hit against several common ones (Garchomp, Lando-T, Exca, etc), allowing them to serve as decent -> solid checks (depending on bulk/longevity), and mixed wall Hippo can still avoid the 2HKO (with rocks, it's like a 33% chance to 2HKO, which isn't over the top, and Hippo can be EVed to survive this). Check the previous calcs above regarding Wood Hammer, they're applicable here. The main purpose of Grass over Electric coverage is ensuring CAP 21 isn't hard walled by Ground-types, and it doesn't do so in an unreasonably powerful fashion, so I feel it'd be an acceptable option for dealing with Water-types more effectively. Electric coverage provides the same main benefit of Grass coverage (hitting Water-types super effectively), while also providing a stronger hit on Skarmory. CAP 21 specifically needs Volt Tackle for this type of coverage to be worth it, as the big reason to use it is reliably 2HKOing Skarmory after SR damage, which Wild Charge can't do, and it's outdamaged by a neutral Head Smash anyway.

252 Atk Mega CAP 21 Volt Tackle vs. 252 HP / 252+ Def Skarmory: 154-182 (46.1 - 54.4%) -- 97.7% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Mega CAP 21 Wild Charge vs. 252 HP / 252+ Def Skarmory: 116-138 (34.7 - 41.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

As far as utility goes, I have Stealth Rock listed as a support option and Nuzzle listed as a status option at the moment, but I'm actually juggling around several other ideas at the moment for what else could work well here, and I'd be open to feedback. I'll likely be making some edits to this at some point.
I like this set completely as-is, although Nuzzle may be debatable as opposed to Thunder Wave.
I'm interested in the idea of Parting Shot. While on its own merits it's a pretty powerful move, applied to the CAP makes it look a lot less centralizing due to the CAP's vulnerability to Steel-types. But then I look at the high Speed, which is what makes Parting Shot differ from the other pivot moves: it actually reduces the damage for the switch-in, so the opportunity cost of a fast pivot is vastly reduced, despite Bisharp. In any case, I'm neutral about it and would like to hear other opinions. Pursuit is a move I have no opinion on.

Wood Hammer has confused me a bit ever since people have been going on about it in the Abilities discussion. I see the benefit of not having to rely on Gunk Shot and Head Smash to break most Water-types, but it does kind of redirects focus on the benefits of the STABs. Sure, accuracy is great and all, but since the STAB moves already hit most Water-types very hard, Wood Hammer ends up being a bit of a convenience move to me (and also goes against the concept a tiny bit). I looked at some of the Water Pokemon that Wood Hammer is supposed to threaten (notably ones that resist 1 or both of the STABs). Keldeo already gets 2HKOed by Gunk Shot (base form can possibly OHKO with Wood Hammer using Life Orb, but that's a bit unnecessary since we simply have to heavily threaten them, not overwhelm them). Mega Slowbro takes obnoxiously little from both Gunk and WH, but at least Gunk Shot can Poison it; regular Slowbro is 2hkoed by Mega CAP with both Head Smash and WH, but it also has Regenerator to alleviate it so the minuscule difference in power doesn't really matter here. Wood Hammer matters a bit against Suicune, since Mega Head Smash only has a 7.4% chance to 2HKO after Rocks while Wood Hammer has 69.5%. Funnily enough, Head Smash and Wood Hammer can both 3HKO Specially Defensive Empoleon after Rock.

So far, the only major use I see for Wood Hammer is to deal with Water/Ground Pokemon. While the CAP should certainly threaten Water-types, it shouldn't aim to OHKO Ground-types (2HKO I can support, but certainly not OHKO). Thankfully, Wood Hammer doesn't extend to too many other Ground-types, as only Diggersby, Excadrill, and Rhyperior are the only other Ground-types too threatened by the move. Still, my gripe with the move is mostly the fact that the community decided on these high powered STABs, to make the most of our typing; the stats we made to accommodate the power of these moves and focused on threatening Water-types already. Why do we need to even further threaten them to the point where the calcs for Head Smash and Gunk Shot become less relevant? Maybe I'm missing something, and I can be convinced with good arguments, but right now the move seems more convenient than necessary.

I like Deck Knights moves, I already envisioned this CAP possibly being able to use most entry hazards, based on typing alone. Magnet Rise is something I didn't expect, but it's far more timing based, so I don't have the same problem with it that I did with Levitate.


Moveset Submission

Name: Offensive Utility
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Bulldoze / Taunt
Move 4: Spikes / Toxic Spikes / Stealth Rock / Taunt / Toxic
Ability: Mold Breaker
Item: Mega Stone / Focus Sash
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

STAB moves actually have an extra purpose if the CAP Mega Evolves, as it prevents all Magic Bouncers from safely switching in to block hazards. Mold Breaker also has use for the base form to set up hazards in defiance of the Magic Bouncers while still having a free Mega slot. Head Smash comes in handy against Defog and Rapid Spin, especially if at 1 HP, since Head Smash recoil will hopefully take it out first on anything except Starmie.

If using the Mega Stone, Bulldoze is a decent coverage option that people seem to want to have against Steel-types, while actually having utility. It 2HKOs Excadrill, and guarantees that even the Scarf version can't outspeed you (Sand Rush versions still can, but you can't win them all). It can threaten Bisharp, at the risk of giving it a +2 Atk boost (though variants that don't invest in bulk should fall to the combo of Head Smash and Bulldoze). It's a guaranteed 3HKO against uninvested Mega Metagross, so as long as you hit it once with Bulldoze, it no longer can safely switch in on the Mega CAP (look at that, not super threatened, but not a perfect counter without needing Earthquake). The Speed drop provides great utility as well, since M-Lopunny/M-Alakazam/Scarf Pokemon/Weavile all suddenly lose their Speed advantage against the Mega CAP: that is most significant against Scarf Keldeo, as now you can Bulldoze on the switch-on, and then Gunk Shot for the KO. Yeah, Serperior gets a Speed boost, but it hardly can do anything to the Mega CAP and fears the STABs.

Hazards are a nice possible benefit of the Rock-typing (or Poison-typing), and work with Mold Breaker and/or the high power of the STABs. Taunt is extra utility for the Mega form, crippling certain defensive Pokemon (Ferrothorn can no longer abuse the free turns it gets against this CAP to set up Spikes, Leech Seed, or TWave); Mold Breaker variants can function as anti-hazard to a certain extent.

EDIT: Toxic is another good move, wearing down bulkier Ground and Water-types such as Hippowdon and Mega Slowbro.
As below, I disagree that Wood Hammer is bad, although I do agree
Moveset Submission

Name: Offensive Entry Hazard Setter
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Hidden Power Ice
Move 4: Toxic Spikes / Stealth Rock / Spikes
Ability: Mold Breaker
Item: Mega Stone
EVs: 168 Atk / 88 SpA / 252 Spe
Nature: Naive
Nothing special here, but I'm not sure there needs to be. Main goal is to come in on something it scares out, set up its hazard of choice while Mega Evolving unless Mega Sableye's around, then smash things apart once hazards are up. At 88 SpA, HP Ice straight up 2HKOs Landorus and offensive Garchomp, and even 2HKOs Tankchomp after 1 layer of spikes, helping CAP deal with their overwhelming presence in OU. At 168 Atk, it still KOs all the same intended targets 252 Atk does, only missing out on a chance to OHKO Mandibuzz without SR, and is less likely to OHKO bulky Mega Altaria and Politoed / 2HKO bulky Manaphy after hazard damage (both 252 Atk and 168 Atk need hazards up to threaten those 3).
As you said, nothing special, seems like a good set to encourage the CAP to run, using its typing effectively with STABs and hazards that it gets to be an effective set in OU.
Welp, I think I can at least try.
Moveset Submission
Name: Bulky Booster
-Head Smash
-Recover / clones
-Bulk Up / Curse
-Gunk Shot / Refresh
Ability: Regenerator
Item: CAP21ite
EVs: 252 HP / 252 SpDef / 4 Atk
Nature: Careful / Sassy
  • Head Smash is to be spammed when defensive checks are removed
  • Investment synergizes with boosting move and minimizes Scald damage
  • Avoids the OHKO from Choice Band Azumarill's Aqua Jet, outspeeds the set even with Sassy Nature assuming no Curses
  • Needs several boosts to survive Earthquakes (252 Landorus-T can OHKO even at +3)
  • Doesn't get 2HKOed by Keldeo's Scald
  • Last slot is either anti-Fairy coverage (OHKO vs. Mega Altaria) or removing the attack drop from burns
I don't think that there's any problem with having this set available, but as you mentioned, it still faints at the site of an Earthquake, Iron Head or Psyshock. However, this set would be viable by echoing Deck's Hone Claws set and going with Coil for the accuracy boost
All right, it's time to get out there with coverage options on this CAP.

Moveset Submission
Name: All-Out Attacker
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Wood Hammer / Hone Claws
Move 4: Jump Kick / Hone Claws
Ability: Regenerator -> Magic Guard
Item: Mega Stone
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

STAB moves are pretty self-explanatory, so I'm just going to elaborate on the coverage. Wood Hammer, in my opinion, is extremely pro-concept since we've decided it's important to threaten Water-type Pokemon. From our Ability and Stats discussions, we've decided it's not important to be able to switch into Water-type Pokemon unless we're in a complete bind. Therefore, we need to be able to kill them. Gunk Shot doesn't get the job done here, as Keldeo needs to have taken significant damage to be KO'd by a Gunk Shot. However, Wood Hammer will almost always KO after Stealth Rock and will certainly KO after two switch-ins to Rocks. It's a similar situation with Manaphy: Wood Hammer hits for 80.5% on average while Head Smash only hits for 75.45% on average. While that might not seem significant, as both are guaranteed 2HKOs, it's actually a pretty big deal. Manaphy is commonly going to have chip damage from Spikes, Stealth Rock, switching into resisted hits, etc. It's rare that Pokemon just walk into battle at 100% health, and as a result not all 2HKOs are created equal. With Wood Hammer, we can KO Manaphy almost always after two Stealth Rock switch-ins. The same can't be said about Head Smash. I believe we need to do everything in our power to beat Water-types, and as a result either Grass or Electric coverage is nearly necessary for our CAP to fulfill its concept. Furthermore, Grass coverage doesn't make us that much better against Ground-types. Hippowdon still isn't 2HKO'd all that often after Stealth Rock.

Jump Kick is where this set differs from most others. I believe a neutral hit on all Steel-type Pokemon is extremely beneficial to the concept. The fact of the matter is that Rock and Poison STABs get absolutely stonewalled by Steel-type Pokemon. However, CAP21 is supposed to be a powerful offensive threat in the metagame. I do not believe it's possible for CAP21 to succeed as an offensive threat if it cannot cause reasonable damage to Steel-type Pokemon. Look at OU's offensive threats: all of them have neutral or better coverage against Steel-types. Altaria has Earthquake, Diancie has Earth Power, Tornadus-T has Superpower or Focus Blast, Gardevoir has Focus Blast, Serperior has Hidden Power Fire, Alakazam has Focus Blast and Shadow Ball, etc. With Head Smash as our best option against Steel-types, it's not possible to damage them for more than about 20-25% per hit. This makes us setup bait for Ferrothorn, Excadrill, Metagross, etc. Very few other offensive Pokemon are sitting ducks against Steel-type sweepers the way CAP21 is right now. Jump Kick is the perfect happy medium between being threatened by Steels without being murdered by them. It barely ever 2HKO's Ferrothorn, nor does it outdamage Head Smash against Mega Metagross or Heatran. It does mess with our threat list a bit, as now CAP12 will beat offensive non-Scarf Excadrill outside of Sand. However, Bulky Excadrill tanks the hit and KOs CAP21, Sand Rush Excadrill wins if Sand is up, and Scarf Excadrill still wastes CAP21 in a single hit. While Excadrill is no longer a great counter to CAP21, it still threatens it greatly and destroys it in most situations. The same goes for Bisharp: it can't really beat CAP21 one-on-one anymore. But think of it this way: what offensive threats in OU are completely walled by Ferrothorn and Excadrill? Very few. It's important that we can at least damage Ferrothorn and Excadrill or else this CAP is going to be a liability against balanced teams.

Let's "kick" CAP21's coverage up a notch. i love puns
Stuff about Jump Kick is below, but replace it with Brick Break/Low Sweep, and I think this is a good set to encourage to run on this CAP
Moveset Submission
Name: Scarf Set
Move 1: Stone Edge/Head Smash
Move 2: Gunk Shot
Move 3: U-Turn
Move 4: Brick Break/Low Sweep/Switcheroo
Ability: Regenerator
Item: Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
I am daring to propose one possible set for the Base Form: A Choice Scarved set. I feel this CAP is almost destined as a pivot. Good speed tier, respectable attacks to pressure switches, and good enough special bulk to takes hits as needed.

Stone Edge is a good STAB option for the base form, because it lacks the recoil but has a respectable base power still. Head Smash is an option if you really need it to hit harder, and regenerator heals off some of the hard recoil damage. However, it will still get worn down very quickly compared to using stone edge, as well as getting worn from taking attacks. Gunk Shot is the most powerful STAB when running Stone Edge, and can pack a punch. U-Turn, it is the classic part of pivoting as well as Volt Switch. Steel type still resists it, so it makes CAP effective at maintaining momentum for your team. Jump Kick was mentioned previously, as a coverage that allows it to hit several steel types to some extend, while not hopefully being overwhelming.
With removing Jump Kick in favor of other offensive options, and Switcheroo as I already mentioned added as an option, I feel like this is both a viable set for this CAP and one that we can't really avoid without totally destroying the CAP's viability in other sets anyway.
Moveset Submission
Name: Offensive
Move 1: Gunk Shot
Move 2: Head Smash
Move 3: Drill Run / Bone Club / Bulldoze / Spikes
Move 4: Taunt / Encore
Ability: Mold Breaker
Item: Mega Stone
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

When I think of an offensive utility counter, this is what I would think of. Between two monstrous STABs, the CAP can easily leverage itself against several opponents. Drill Run was chosen specifically over Earthquake because it hits Steels (especially Bisharp and Mega Gross) with considerably less power, allowing these mons to have an easier time beating this CAP, which we want to happen. While Drill Run does give us a chance at beating them, the lower power is significant enough to allow. However, Spikes can be chosen instead, since our CAP forces a lot of switches and can pressure most hazard removers. I specifically did not want both Drill Run + Spikes because that gave our CAP literal leverage against all of its checks, except for Skarmory, which is not keen on Head Smash anyways. One might be asking why I chose Encore over Taunt. Simply put, I had the feeling that Drill Run + Taunt would allow this CAP to dismantle far too many of its checks. Encore still provides anti-utility when coupled with such obscene offensive pressure, meaning our CAP can still beat Latias (remember that we outspeed it), Mew, Mega Sableye (if Mold Breaker is active), and even Landorus-T.
(Bulldoze and Taunt added as per my post)
I think that this set is a good set (after replacing Drill Run with Bone Club) and one this CAP should be able to use, and would use effectively in OU.

Also, in general, moves worth commenting on:
Taunt: as I already said, our threatlist can handle being taunted in general, considering most of it just smacks us with a STAB attack for an OHKO.
Encore: is still a good alternative to Taunt despite the former being overrated by some, especially for how it performs against our threatlist.
Jump Kick: Fighting-type coverage is nice, and the comparatively lackluster Base Power helps it not mess too much with our threatlist, but Fighting-type moves > 80 BAP in general mess with our dynamic against Ferrothorn and Excadrill. DISLIKE
Low Sweep: Helpful to the CAP, see what I posted for Jump Kick and also helps us to deal with faster switchins due to the reduced speed, whereas we don't have anything faster than us actually countering us, with the exception of Sand Rush Excadrill in sand, which iirc doesn't care about the reduced speed against us after the doubing.
Brick Break: See Low Sweep, although possibly preferred due to not causing us to avoid the counter from Scarf Excadrill.
Bulldoze: See Low Sweep.
Drill Run: After reviewing again, this doesn't actually mess with Excadrill, and may actually be preferred to Bulldoze(see Brick Break, Low Sweep.)
Bone Club: See Drill Run, but slightly weaker.
Wood Hammer: Doesn't actually mess with our counters list but gives it /something/ against Ground-types
Entry Hazards: All hazards except Sticky Web are pro-concept due to it allowing us to fulfill a strong utility role with a typing basis. Sticky Web is anti-concept due to causing us to outspeed things that we shouldn't outspeed and being a negative utility against Serperior, something our Poison typing threatens.
Screens: See entry hazards basically.

tl;dr fine with all sets in general, don't give this CAP Ground or Fighting moves > 80 BP but ones <= 80 are fine, give CAP Wood Hammer/Taunt/Sand Tomb/all entry hazards except webs and U-Turn, don't give this CAP Parting Shot

Also somebody comment on my trapper set please D:
 
(WhiteDMist)
Name: Offensive Utility
Move 1: Head Smash
Move 2: Gunk Shot
Move 3: Bulldoze / Taunt
Move 4: Spikes / Toxic Spikes / Stealth Rock / Taunt / Toxic
Ability: Mold Breaker
Item: Mega Stone / Focus Sash
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
I feel like we should condense this down to three moves of highest interest. I personally think that moveslot 4 should be condensed down to Spikes / TSpikes / Taunt (only if you can convince me that Taunt isn't going to be problematic), since the first two moves moves take the highest advantage of Pokemon like Clefable and Talonflame that this CAP is going to be forcing out a lot. Very few mons get access to either form of Spikes, and stockpiling such access with our CAP's natural traits is more pro-concept than just throwing on Stealth Rock, which any mon can do.[/quote]
 
Alfalfa

Since you're here: Out of curiosity, what specific mons do you think Taunt will be problematic against?
It specifically invalidates Klefki from soft checking us, a Steel that our CAP would otherwise be forced out by. I also consider Skarmory to NOT be a Pokemon we want our CAP to take advantage of, since Taunt is most likely going to be paired with a hazard that Skarmory will be helpless to stop (in addition to Head Smash + Taunt which, while Skarmory is naturally going to be more vulnerable to other Steels than Head Smash anyways, is a combination that allows our CAP to too easily break through it)
 
Last edited:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top