The following post is me acting as a thread participant in addition to as the TLT. This post will contain my personal opinions, however. At times, me acting as a TLT and as a regular person with regular opinions will be blended together. Honestly, when I started writing this post, I VERY much wanted to write it with no TLT responsibilities in mind. That said, I think there just reached a point where I felt it was necessary to pull major points together and make judgement calls on the current intelligent community consensus for various sets. Alone, my personal opinions cannot be acted upon; I will NOT be approving or rejecting these movesets based on my personal opinion. However, I'm hoping that if I start sharing my thoughts we will start to get a clearer consensus/discussion going (hopefully) for sets without much clear discussion.
I'm organizing the sets submitted so far in a few basic categories; primarily offensive sets, boosting sets, utility sets, and base CAP sets. Through this organization, I hope to highlight the similarities and differences between sets. You will definitely note that some sets are fairly blurred on being offensive or utility based.
PRIMARILY OFFENSIVE SETS:
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
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.
So then, this is the parting shot set. Obviously, the main points of contention here are whether or not we should allow pivot moves. Some have argued that Parting Shot in particular is too generically good. I personally am in this camp as well. However, others have very much defended it. There is definitely not consensus on this set so far, but
it has generated a lot of discussion and thus I feel it is appropriate to move it to the Under Consideration category.
U-turn has been discussed as well. Ultimately, I feel the ICC of the thread is in favor of U-turn, but it is still not unanimous (not that it has to be). Wood Hammer is in a similar boat, with a few dissenters but otherwise is largely supported. However, Pursuit has been largely neglected in the conversations regarding this set. Does Pursuit provide a worthwhile effect?
Main points of contention(s) for this set: Parting Shot
Additional Things that need to be discussed further: Pursuit
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.
This is obviously the most offensive set proposed so far. Jas and I both loved the reasoning for the individual moves, but even then Jump Kick is the move that just stands out. There has been a lot of discussion regarding Jump Kick, and I feel the general concensus is that it is just a tad bit too strong and messes with Steel-types just a tad too much. I believe this set has potential, but Jump Kick I believe hasn't gained enough traction for the set to be considered at this point. However, it certainly might be at a later date.
Main points of contention(s) for this set: Jump Kick
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
We've had a few people flat out say that they like this set. For the most part, I think I like it to. Volt Tackle has gotten some hate, but moreso on the grounds that it doesn't really do enough rather than it doing too much. In this context, I feel it's fairly safe then.
Nuzzle has been touched on a tiny bit. Someone commented to the effect of why it should even be used over Thunder Wave. Overall, I feel that is is very, very much more pro-concept than thunderwave because of its ability to bypass taunt and Magic Bounce; it has more utility than it's alternative.
I wish that Nuzzle in particular received more discussion. I'm somewhat torn on whether or not this set belongs in Approved or Under Consideration,
but to be safe, putting it Under Consideration is what I will do.
Additional Things that need to be discussed further: Nuzzle
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).
Honestly, I personally fail to see how this set differentiates itself in a positive way from the other 3 attacks + Hazards sets. If we are being forced to run Hidden Power as coverage to have enough offensive pressure, then I believe we've messed up this CAP too much. Furthermore, HP Ice being used in the context of messin up with out Ground-type checks/counter, and even then most of the time their ability to check us is largely unhindered (of course Chomp and Lando don't want to switch in per se, so they're ability to counter is weakened, but if the switch in safely they still will force CAP out or KO it).
What I find the most troubling is that a few people have gone as far as to suggest Aurora Beam or Icy Wind as alternatives (and then other people have gone and feared that such moves would let us run HP fire simultaneously and that would be a bad thing... ... ...
mother please help me have the patience to deal with this). Fortunately, I think a larger number of people have seen through this and have commented that it just is not worth it for a variety of reasons.
At this time, I personally do not think this set is something we should consider as we go forward.
BOOSTING SETS
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.
As far as I'm aware, this set has largely not received discussion. I just don't get Curse as all, since with our speed tier Bulk Up is superior. Likewise, Sassy seems strange.
I think the main question here is if we received Bulk Up and Recover, would we still not want to run a lot of speed?
Additional Things that need to be discussed further: Bulk Up, Recover, Bulky Spread
UTILITY SETS
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.
So this set is essentially STABs, hazards, and Bulldoze. Bulldoze is one of the one weird coverage-utility moves that provides (weaker) coverage but a utility effect. On PS, a number of users including jas himself have doubted whether or not Bulldoze's speed drop is all that great of an effect.
What concerns me a tiny bit as well is that the set has slashes for three types of hazards, implying the CAP wil learn all three. Do you want this to be the case?
Main points of contention(s) for this set: Bulldoze
Additional Things that need to be discussed further: Zomg hazard options
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.)
This is certainly one of the most odd sets submitted, and hasn't received much discussion. Honestly, I think it has a lot of crazy slashes going on and needs to be much more focused before it is applicable for serious discussion as a cohesive set, which I think is largely up to the submitter or anyone who particularly likes the set but hasn't commented so as of yet.
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.
This set miiight have been able to be placed in the primarily offensive category, but the use of Encore and the potential use of Spikes made me place it here. Really, it could go in either place.
Anyway, I'd like to hear more discussion regarding Drill Run. Everyone's been afraid to mention Earthquake, but explaining alternative ground moves and listing calcs still should be a priority.
Additional Things that need to be discussed further: Drill Run / Ground Coverage
BASE CAP SETS
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
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 mean, I guess you can say this set takes advantage of regen... maybe. It essentially sets hazards, tries to avoid ground moves, and then phazes out some unknown set up sweepers. Sure, phazing in general can cause hazard damage I guess, too.. To me, the goal doesn't seem particularly clear, which just might be because I've been sitting and writing this post for over an hour already and my brain is turning to mush. But I think so far there have been other sets suggested that just do hazards better due to having the offensive pressure to hurt the opponent as well. Comparatively, I don't see much pressure here and it looks like a gimmicky annoyer rather than a real set. However, that could just be me. Feel free to defend this set if I'm missing something.
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.
So this is the every-hazards-under-the-sun set. Cool?
Main points of contention(s) for this set: Sticky Web
Additional Things that need to be discussed further: Zomg Hazards
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.
See the All-Out Attacker's set regarding Jump Kick.
Main points of contention(s) for this set: Jump Kick
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)
I don't dislike the concept overall here, I suppose. I'm just not sure if it's set worthy or just OO.
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Alright, so in particular I'd like the sets added to Under Consideration to be discussed further. If you follow the OP, you'll see how to suggest edits to these sets if you feel an edit would make them overall more effective for this CAP's goal. Also, feel free to disagree with any of my comments in the above post; my opinions certainly are not what will be driving the chosen sets forward, so please by all means provide opposition to me opinions if you feel it is necessary.
Edit: New submissions on hold for now still, since I want you guys to get the hang of how to propose edits rather than submitting eerily similar sets.