CAP 21 CAP 21 - Part 9 - Moveset Discussion

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On Klefki:
252 Atk Mega CAP21 Head Smash vs. 252 HP / 4 Def Klefki: 135-160 (42.4 - 50.3%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band CAP21 Head Smash vs. 252 HP / 4 Def Klefki: 170-201 (53.4 - 63.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Life Orb Abomasnow Head Smash vs. 252 HP / 4 Def Klefki: 148-174 (46.5 - 54.7%) -- 9.8% chance to 2HKO after Leftovers recovery
It can do nothing back besides Thunder Wave us / setup a screen + stall / setup Spikes, and doing any of these while stalling against the CAP- or even being able to do these, then it threatens us. Also, !learn klefki, magic coat == yes

On Skarmory:
One of its sets has Iron Head listed as a move anyway, and the other one is destroyed just as effectively, with the only difference being that it can phaze CAP out if not taunted (which really doesn't count as threatening us in the first place.)
252 Atk Abomasnow Head Smash vs. 252 HP / 252+ Def Skarmory: 144-169 (43.1 - 50.5%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Abomasnow Head Smash vs. 252 HP / 252+ Def Skarmory: 156-185 (46.7 - 55.3%) -- 17.6% chance to 2HKO after Leftovers recovery
252 Atk Choice Band Abomasnow Head Smash vs. 252 HP / 252+ Def Skarmory: 180-213 (53.8 - 63.7%) -- guaranteed 2HKO after Leftovers recovery
 
On Klefki:
252 Atk Mega CAP21 Head Smash vs. 252 HP / 4 Def Klefki: 135-160 (42.4 - 50.3%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band CAP21 Head Smash vs. 252 HP / 4 Def Klefki: 170-201 (53.4 - 63.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Life Orb Abomasnow Head Smash vs. 252 HP / 4 Def Klefki: 148-174 (46.5 - 54.7%) -- 9.8% chance to 2HKO after Leftovers recovery
It can do nothing back besides Thunder Wave us / setup a screen + stall / setup Spikes, and doing any of these while stalling against the CAP- or even being able to do these, then it threatens us. Also, !learn klefki, magic coat == yes

On Skarmory:
One of its sets has Iron Head listed as a move anyway, and the other one is destroyed just as effectively, with the only difference being that it can phaze CAP out if not taunted (which really doesn't count as threatening us in the first place.)
252 Atk Abomasnow Head Smash vs. 252 HP / 252+ Def Skarmory: 144-169 (43.1 - 50.5%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Abomasnow Head Smash vs. 252 HP / 252+ Def Skarmory: 156-185 (46.7 - 55.3%) -- 17.6% chance to 2HKO after Leftovers recovery
252 Atk Choice Band Abomasnow Head Smash vs. 252 HP / 252+ Def Skarmory: 180-213 (53.8 - 63.7%) -- guaranteed 2HKO after Leftovers recovery
Thunder Wave tends to be the only thing Klefki needs in order to put significant pressure on the CAP. You can roll out all of these calcs, but they do not represent a real one-on-one scenario in which moves are made in a fashion similar to a chess game, where every move you make counts. You can say these calcs negate my points of concern, but you are assuming these mons will switch in safely, which is not from where I am arguing. Head Smash + Taunt is intended for Skarmory switching in, but everything else I was saying about it reflects multiple different yet common scenarios in which these points of concern would come up. Rolling out calcs and expecting the problem to be solved is not solving any problem, only coming up with an excuse to not solve the problem (no inflammatory overtone intended). Yes, Skarmory can carry Iron Head, but physically defensive sets usually want Counter a lot more because it allows Skarmory to beat a much larger array of targets it is supposed to beat instead of just a small handful of targets.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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General commentary on sets:

The only set I really dislike is the bulky booster, primarily because of the reliable recovery moves. Anything with Magic Guard and reliable recovery is a massive pain to kill, and our CAP is much, much bulkier than Clefable. Yes, it has a glaring Ground weakness, but once those Pokemon are removed a Bulky Recovery set is in a league of its own. Not to mention, also unlike Clefable CAP is fast enough and offensive enough that it can also finish off those threats and then boost.

Otherwise I support all the offensive sets. The most controversial coverage move from a standpoint of both Base and Mega Formes has been Jump Kick. It may be just a tad too strong, because it does net KOs with 1 layer of Spikes, and Spikes is a move in definite consideration. Brick Break is a weaker alternative I can support. Wood Hammer only marginally affects counters because the Ground types in OU almost invariably are neutral to Grass (or are named Hippowdon and therefore care little about unSTABbed Physical SE attacks.)

I support pretty much every utility move listed (U-turn > Parting Shot, Aromatherapy = Refresh) including Bulldoze and the unmentioned Rock Tomb which we can pretty much assume. This is a Pokemon I see as being able to perform a large number of support roles while distinguishing itself by having a very powerful SPAMmable attack at its disposal. The only support moves I haven't seen discussed are Clear Smog / Haze and Rapid Spin / Defog. I think this Pokemon would be better utilized if it could only set hazards rather than remove them, although Defog gets brownie points because the evasion debuff makes its target susceptible to Head Smash and Gunk Shot, so there's that.
 

Da Pizza Man

Pizza Time
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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
One question I have with this set is why HP Ice and not Aurora Beam? While for the most part the power is negliable, the extra power does enable us to invest more EVs into Attack, which lets us both get higher chances to KO the mons we want and give us the chance to OHKO Mandibuzz, and Aurora beam has more PP. The 5 extra BP also doesn't really to much more to the mons we want to be threatened by and the percent of lowering attack is pretty low, and will rarely cause problems.

228 Atk Mega CAP 21 Head Smash vs. 240 HP / 252+ Def Manaphy: 178-211 (44.3 - 52.6%) -- 82.4% chance to 2HKO after Stealth Rock and Leftovers recovery
228 Atk Mega CAP 21 Gunk Shot vs. 248 HP / 136+ Def Mega Altaria: 294-348 (83.2 - 98.5%) -- 68.8% chance to OHKO after Stealth Rock
228 Atk Mega CAP 21 Head Smash vs. 248 HP / 136+ Def Mandibuzz: 380-450 (89.8 - 106.3%) -- 37.5% chance to OHKO
228 Atk Mega CAP 21 Head Smash vs. 248 HP / 0 Def Politoed: 313-370 (81.7 - 96.6%) -- 62.5% chance to OHKO after Stealth Rock
20 SpA Mega CAP 21 Aurora Beam vs. 0 HP / 0 SpD Garchomp: 192-228 (53.7 - 63.8%) -- guaranteed 2HKO after Stealth Rock
20 SpA Mega CAP 21 Aurora Beam vs. 252 HP / 76 SpD Garchomp: 180-212 (42.8 - 50.4%) -- 34.4% chance to 2HKO after Stealth Rock
20 SpA Mega CAP 21 Aurora Beam vs. 252 HP / 76 SpD Garchomp: 180-212 (42.8 - 50.4%) -- 1.2% chance to 2HKO
20 SpA Mega CAP 21 Aurora Beam vs. 252 HP / 76 SpD Garchomp: 180-212 (42.8 - 50.4%) -- 95.3% chance to 2HKO after 1 layer of Spikes
20 SpA Mega CAP 21 Aurora Beam vs. 252 HP / 8 SpD Landorus-T: 204-240 (53.4 - 62.8%) -- guaranteed 2HKO after Leftovers recovery

Other than that I don't have any issues with this set

I support pretty much every utility move listed (U-turn > Parting Shot, Aromatherapy = Refresh) including Bulldoze and the unmentioned Rock Tomb which we can pretty much assume. This is a Pokemon I see as being able to perform a large number of support roles while distinguishing itself by having a very powerful SPAMmable attack at its disposal. The only support moves I haven't seen discussed are Clear Smog / Haze and Rapid Spin / Defog. I think this Pokemon would be better utilized if it could only set hazards rather than remove them, although Defog gets brownie points because the evasion debuff makes its target susceptible to Head Smash and Gunk Shot, so there's that.
I would probably say Clear Smog would be the most appropriate options if we want status clearing. This is mainly becauss I view them as more pro-concept because of Clear Smog not working on Steel types (Something we want to be threatened by, and we are already discussing moves such as Jump Kick and Bulldoze, I would prefer if we don't have the ability to directly shut down their sweep).
 
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One question I have with this set is why HP Ice and not Aurora Beam? While for the most part the power is negliable, the extra power does enable us to invest more EVs into Attack, which lets us both get higher chances to KO the mons we want and give us the chance to OHKO Mandibuzz, and Aurora beam has more PP. The 5 extra BP also doesn't really to much more to the mons we want to be threatened by and the percent of lowering attack is pretty low, and will rarely cause problems.
I think there'll be a strong opposition toward Ice-Type coverage (even things like Aurora Beam and Icy Wind) out of fear of them being able to beat intended checks. Though I'm not opposed to our CAP being able to run HP Ice to get past Ground-Types, though I'd run 196 Atk / 88 SpA / 224 Spe to have more attack power and still outspeed base 110s.

Say, what notable checks would I be able to break if I were to run HP Fire instead?
 

snake

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I wanted to comment again on some of the proposed moves.

I've noticed a lot of opposition to Parting Shot. People say that U-turn would be a better choice. However, one of my concerns with U-turn is that it hits Psychic-type Pokemon super effectively. Yes I realize that Head Smash hits them a lot harder, but the fact that CAP21 can pivot out of them while at the same time doing a sizable amount of damage concerns me.

Some Steel-types are known for their defensive utility, such as Skarmory and Ferrothorn. Since they are slower than than CAP21, Taunt will always prevent them from using their utility moves against CAP21. I realize that Ferrothorn commonly runs Gyro Ball, but Taunt + Head Smash would shut down Skarmory, as it runs Brave Bird as a STAB move (from my knowledge).
 
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HeaLnDeaL

Let's Keep Fighting
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TLT announcement: Please make sure your reasoning is specific. There have been multiple posters who simply have said that X move messes with our check/counter list too much, but then failed to actually name specific mons or show specific calcs. Sometimes it's just insanely obvious (such as Flare Blitz obviously beats up the steels that we want to check us) but way more often than not, we're just dealing with more subtle situations in which more specific reasoning is necessary. Some of you have been doing great with this, but this is still something others are struggling with and it should be kept in mind.
 
snake_rattler these days skarm commonly has iron head as well, it depends but you should always be wary of the both, because they are around similar in usage iirc, and ferro is gaining more usage in iron head t-wave to deal with clef better, so i do agree still agree that Taunt is a great addition to the CAP, but there are quite a few things that we would like to taunt that still threaten us greatly.
 

jas61292

used substitute
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I've noticed a lot of opposition to Parting Shot. People say that U-turn would be a better choice. However, one of my concerns with U-turn is that it hits Psychic-type Pokemon super effectively. Yes I realize that Head Smash hits them a lot harder, but the fact that CAP21 can pivot out of them while at the same time doing a sizable amount of damage concerns me.
Parting Shot is one move here that I would really like to talk about. I am very, very heavily against giving this move because of how good and how defining it can be. I mean, lets be honest here, this is a move that many people think is so strong and so defining that it deserves an entire concept and CAP project just for it. Furthermore, I really struggle to see how it is more useful for this concept than any of the other pivoting moves. Specifically, I would like to challenge what you suggest in the quoted portion above.

It is true that U-Turn will hurt the Psychic type Pokemon who should be threatening us. However, lets take a look for a second at the Psychic type Pokemon we are actually dealing with. Against most Psychic Pokemon we will be facing the damage done by U-Turn would be irrelevant. Pokemon like Latios, Latias, Hoopa-U and Alakazam are frail enough that they cannot risk switching in, U-Turn or not, without a good prediction, as Head Smash has at least a chance to OHKO. Not to mention the fact that Mega CAP21 outspeeds the Latis and Hoopa. Then there are Pokemon like Metagross and Mega Slowbro who take so little damage from us that chip damage from U-Turn is hardly a concern to me. Slightly less bulky Pokemon like non-mega Slowbro and Mew are a bit more relevant here, but even they could pretty easily shrug off the damage if they need to, and both would be far more worried about tanking a Head Smash. Even Celebi, who is double weak to Bug, is not really a something we need to think about since it already can never switch in thanks to Gunk Shot utterly annihilating it. Basically, what I am trying to say is that I really don't buy U-Turn being overly troublesome for us.

That said, I could see people arguing that it is not worth the way it could effect the Slowbro matchup or something, and that would be a fair assessment. But, I do not see that as being reason to replace U-Turn with the overly dangerous Parting Shot. If pivoting is really that important, I would say that either the Slowbro matchup is a fair sacrifice to make, or that we should be looking at Volt Switch or Baton Pass. So, in other words, what I would like to really see here are specifics on a few things:

  1. Why is pivoting important for CAP 21? Note that I am not saying that it is not important, but rather just asking for justification, like any other kind of move needs here. It was brought up a bit earlier in the thread that as we are now we make a good pivot, but I don't feel people really went into detail as to why we should be specifically looking at pivoting moves themselves.
  2. Why is the specific pivoting move you support the best one for what we want to do? Similarly, if you believe that certain pivoting moves have issues for us, why is that particular move worrisome? Its easy to see that U-Turn is super effective on psychic types and cry foul, but unless you can show that it significantly alters matchups or something, that is really irrelevant.

This is also something that could really be applied to any kind of moves, and if you are supporting something other than pivoting moves, I would still recommend you think these kind of things over. Why is that move important, and why is it better than other similar moves? Sometimes the answers are simple, and sometimes they are not, but if you are struggling to answer these questions, than it is likely a sign that you need to rethink your position.
 

snake

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Sorry, I didn't mean to spark discussion of this magnitude...

1. To me, ever since the Primary Abilities Discussion, CAP21 has a very hit-and-run playstyle. It will probably force a switch and then switch out, in both base and mega formes. I feel like this is one of the reasons why Regenerator became such a popular ability. To capitalize on this playstyle (and ability in base forme), CAP21 could have a pivoting move.
2. I realize my reasoning for U-turn was kinda dumb; U-turn would be a very helpful move to CAP21.
 
1. Why is pivoting important for CAP 21? Note that I am not saying that it is not important, but rather just asking for justification, like any other kind of move needs here. It was brought up a bit earlier in the thread that as we are now we make a good pivot, but I don't feel people really went into detail as to why we should be specifically looking at pivoting moves themselves.

Simply put, it's one of the few jobs that this CAP actually can do efficiently. It doesn't work as a sweeper, because it can't get past physical walls in any capacity. It's a bad setter because it not only has a bad match up against every other setters in the format (meaning you can't lead with it), it has a bad match-up against most Defoggers and Rapid Spinners, which makes protecting your set-up difficult. You can't wall with it, because it's typing messes it up. You can't set-up buffs with it, because it's so weak to Priority. You can't even use it to break the Mega-Sableye Stall team that's getting suspect tested, because Skarmory wrecks our CAP.

Pivoting, on the other hand, this thing does extremely well. It has quite a few easy switch-in opportunities, even though it's hard to stay in with it. It has two abilities that heavily facilitate switching frequently, either ignoring hazards or healing upon leaving the field. Rock+Poison does a great number on the mons the Volt-turn core wants to be good against. It beaks defensive Fairies. It ruins Kyurem B on pretty much any set it usually runs. It gets a buff from the Sand variant of Volt Turn.

2. Why is the specific pivoting move you support the best one for what we want to do? Similarly, if you believe that certain pivoting moves have issues for us, why is that particular move worrisome? Its easy to see that U-Turn is super effective on psychic types and cry foul, but unless you can show that it significantly alters matchups or something, that is really irrelevant.

Simply put, we've put ourselves in an awkward position where we end up only 50/50 against Char-X if Ferrothorn is on the opposing team. Both of these mons 2HKO CAP, but insta-die to Head Smash. Ergo, if you want to switch into this thing, you have to follow it up with Head Smash.

252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 0 Def Base Form: 241-285 (68 - 80.5%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 0 Def Mega Form: 216-255 (61 - 72%) -- guaranteed 2HKO
252 Atk Base Form Head Smash vs. 0 HP / 4 Def Mega Charizard X: 386-456 (129.9 - 153.5%) -- guaranteed OHKO (Mega form also OHKOs, for obvious reasons.)

Ferrothorn, on the other side of the coin, will ruin you if you run headlong into it. Between the Helmet, the Iron Barbs, and the Head Smash damage you take for staying in Base form, you end up taking 35(min Head Smash Recoil)+59(Helmet)+44(Iron Barb damage)= 138 damage, or 39% of your health. That means even after Regenerator kicks in, you still can't ever switch into Char-X ever again. This is a problem, as this is a mon almost specifically built to switch into Char X.

252 Atk Base Form Head Smash vs. 252 HP / 88+ Def Ferrothorn: 71-84 (20.1 - 23.8%) -- possible 6HKO after Leftovers recovery

Given that Ferrothorn is the fifth-most popular teammate to Charizard-X according to the October stats on Showdown, this makes our ability to actually answer X questionable at best. In that regard, U-Turn does virtually nothing to alleviate this problem, as we still take Ferrothorn damage if he switches and U-Turn does nothing if X stays in. Volt switch is slightly better, as we don't collide with Ferro, but against, nothing is done about Char-X. Parting Shot doesn't really do anything to Ferrothorn, but at leas we aren't taking damage, Char X doesn't want to take a Parting Shot, as it heavily hampers his ability to do damage. We also don't have to worry that the mon that's switching into the Dragon Claw is just going to get wrecked.

Similar stats apply to Manaphy even without switching into a dangerous move

252 SpA Manaphy Scald vs. 4 HP / 0 SpD Mega Form in Rain: 272-324 (76.8 - 91.5%) -- guaranteed 2HKO
252 Atk Mega Form Head Smash vs. 96 HP / 0 Def Manaphy: 277-327 (75.8 - 89.5%) -- guaranteed 2HKO after Leftovers recovery

Basically, if you take a Scald, and then get run into a Ferrothorn, you die, but you have to collide with Manaphy twice to beat it. You can avoid the damage by jamming Gunk Shot, but if it misses and Manaphy stays, you've blown yourself out. U-Turn is again useless, as using it as your first move sends one of your Pokemon barreling into Manaphy's Scald without getting the damage through to finish the job, and as a second move runs you into Ferrothorn death. Volt Switch actually is a bit handy here, as you don't need to invest to finish the job. Parting Shot, however gives you the advantage that you don't have to run very specifically Hasty nature in order to both dodge the OHKO from Manaphy or de-value your switch move to the point it doesn't work, which hurts our ability to check Talonflame.

0 SpA Mega Form Volt Switch vs. 96 HP / 0 SpD Manaphy: 90-106 (24.6 - 29%) -- possible 5HKO after Leftovers recovery

Frankly, we need Parting Shot, because we still don't have inevitability against the mons we're trying to counter, because our threats are simply too good. We need a move that actually hits the mons we're trying to counter, while not utterly devastating ourselves in the process, and Parting Shot more than any other pivot move we can have.
 
On a side note:
On a side note, I honestly prefer that we are having such in-depth discussion. I feel like that we had very little in-depth discussion when we constructed Naviathan, reasoning that the CAP was naturally going to work the way we wanted to, and being quite surprised when it crashed and burned in our face. I really feel like we are making deliberate effort to make sure the failures of Naviathan do not manifest themselves in this CAP.


I think NumberCruncher brings up a really good point in how we need keep both our base forme and mega forme in mind - it is far too easy to focus on the Mega. I will admit, I did focus more on the Mega forme when thinking about movepool, but I felt as though we needed to make our CAPs available utility applicable to both formes, which is why I submitted Encore and Spikes as moves. Both of these with Mold Breaker are potent enough for our CAP to pressure common utility mons, especially defensive mons like bulky Talonflame, Mega Sableye, Clefable, and Mew (while I do recognize we threaten Talonflame and Clefable anyways, having some way to take advantage of them is something we want our CAP to be capable of). With our Mega forme, our CAP possesses enough fail-safe offensive pressure (ie free from residual damage) to utilize Encore or Spikes in a way that would put allow it to threaten all of its targets, especially the Water-types that are a bit more difficult for our CAP to deal with.

One thing I would like to question about NumberCruncher's arguments are the inevitability that our CAP needs to be a failsafe check to the Pokemon we want to threaten. Our CAP is an offensive utility counter, meaning it trades off the ability to switch into its targets repeatedly for the ability to provide more offensive pressure, allowing it to fit into more offensive playstyles rather than teams that want a more passive utility counter (think Mega Sableye). In addition, as an offensive utility counter who is weak to Water-type attacks, our CAP should not be staying in on Manaphy unless it can either A) KO it or B) render it unable to threaten the CAP until it switches; I admit that I was not thinking about Encore in terms of Manaphy when I submitted Encore in my moveset, but being able to lock Manaphy out of Tail Glow and Scald does allow our CAP to threaten Manaphy, if you play your cards correctly to force such scenario. Parting Shot offers our CAP an essential easy way out to threaten our CAPs; keep in mind that while Parting Shot does fix a lot of the flaws of the base forme, it also gives our Mega forme a considerable amount of breathing room against literally everything (except Bisharp), which, when coupled with above average attack power and good speed, is something that can potentially prove itself to be problematic. You seem to be using this Parting Shot argument like people used the Water / Steel argument when we constructed Naviathan, stating that it gives our CAP failsafe characteristics and putting the flaws of the central desired characteristic under the bus to make them seem already compensated for. I really think we have many other available moves that allow our CAP to fulfill its desired roles, and Parting Shot is simply too risky to suggest giving to our CAP.
 
1. Why is pivoting important for CAP 21? Note that I am not saying that it is not important, but rather just asking for justification, like any other kind of move needs here. It was brought up a bit earlier in the thread that as we are now we make a good pivot, but I don't feel people really went into detail as to why we should be specifically looking at pivoting moves themselves.

Simply put, it's one of the few jobs that this CAP actually can do efficiently. It doesn't work as a sweeper, because it can't get past physical walls in any capacity. It's a bad setter because it not only has a bad match up against every other setters in the format (meaning you can't lead with it), it has a bad match-up against most Defoggers and Rapid Spinners, which makes protecting your set-up difficult. You can't wall with it, because it's typing messes it up. You can't set-up buffs with it, because it's so weak to Priority. You can't even use it to break the Mega-Sableye Stall team that's getting suspect tested, because Skarmory wrecks our CAP.

Pivoting, on the other hand, this thing does extremely well. It has quite a few easy switch-in opportunities, even though it's hard to stay in with it. It has two abilities that heavily facilitate switching frequently, either ignoring hazards or healing upon leaving the field. Rock+Poison does a great number on the mons the Volt-turn core wants to be good against. It beaks defensive Fairies. It ruins Kyurem B on pretty much any set it usually runs. It gets a buff from the Sand variant of Volt Turn.

2. Why is the specific pivoting move you support the best one for what we want to do? Similarly, if you believe that certain pivoting moves have issues for us, why is that particular move worrisome? Its easy to see that U-Turn is super effective on psychic types and cry foul, but unless you can show that it significantly alters matchups or something, that is really irrelevant.

Simply put, we've put ourselves in an awkward position where we end up only 50/50 against Char-X if Ferrothorn is on the opposing team. Both of these mons 2HKO CAP, but insta-die to Head Smash. Ergo, if you want to switch into this thing, you have to follow it up with Head Smash.

252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 0 Def Base Form: 241-285 (68 - 80.5%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 0 Def Mega Form: 216-255 (61 - 72%) -- guaranteed 2HKO
252 Atk Base Form Head Smash vs. 0 HP / 4 Def Mega Charizard X: 386-456 (129.9 - 153.5%) -- guaranteed OHKO (Mega form also OHKOs, for obvious reasons.)

Ferrothorn, on the other side of the coin, will ruin you if you run headlong into it. Between the Helmet, the Iron Barbs, and the Head Smash damage you take for staying in Base form, you end up taking 35(min Head Smash Recoil)+59(Helmet)+44(Iron Barb damage)= 138 damage, or 39% of your health. That means even after Regenerator kicks in, you still can't ever switch into Char-X ever again. This is a problem, as this is a mon almost specifically built to switch into Char X.

252 Atk Base Form Head Smash vs. 252 HP / 88+ Def Ferrothorn: 71-84 (20.1 - 23.8%) -- possible 6HKO after Leftovers recovery

Given that Ferrothorn is the fifth-most popular teammate to Charizard-X according to the October stats on Showdown, this makes our ability to actually answer X questionable at best. In that regard, U-Turn does virtually nothing to alleviate this problem, as we still take Ferrothorn damage if he switches and U-Turn does nothing if X stays in. Volt switch is slightly better, as we don't collide with Ferro, but against, nothing is done about Char-X. Parting Shot doesn't really do anything to Ferrothorn, but at leas we aren't taking damage, Char X doesn't want to take a Parting Shot, as it heavily hampers his ability to do damage. We also don't have to worry that the mon that's switching into the Dragon Claw is just going to get wrecked.

Similar stats apply to Manaphy even without switching into a dangerous move

252 SpA Manaphy Scald vs. 4 HP / 0 SpD Mega Form in Rain: 272-324 (76.8 - 91.5%) -- guaranteed 2HKO
252 Atk Mega Form Head Smash vs. 96 HP / 0 Def Manaphy: 277-327 (75.8 - 89.5%) -- guaranteed 2HKO after Leftovers recovery

Basically, if you take a Scald, and then get run into a Ferrothorn, you die, but you have to collide with Manaphy twice to beat it. You can avoid the damage by jamming Gunk Shot, but if it misses and Manaphy stays, you've blown yourself out. U-Turn is again useless, as using it as your first move sends one of your Pokemon barreling into Manaphy's Scald without getting the damage through to finish the job, and as a second move runs you into Ferrothorn death. Volt Switch actually is a bit handy here, as you don't need to invest to finish the job. Parting Shot, however gives you the advantage that you don't have to run very specifically Hasty nature in order to both dodge the OHKO from Manaphy or de-value your switch move to the point it doesn't work, which hurts our ability to check Talonflame.

0 SpA Mega Form Volt Switch vs. 96 HP / 0 SpD Manaphy: 90-106 (24.6 - 29%) -- possible 5HKO after Leftovers recovery

Frankly, we need Parting Shot, because we still don't have inevitability against the mons we're trying to counter, because our threats are simply too good. We need a move that actually hits the mons we're trying to counter, while not utterly devastating ourselves in the process, and Parting Shot more than any other pivot move we can have.
While this is definitely true, I want to add on the point about Volt Switch>Parting Shot. As a pivot, Volt Switch provides an almost free switch that is relatively pro-concept. Since it doesn't make contact, it also alleviates the Ferrothorn issue that you mention, since CAP21 can freely switch in and out of Ferro with Volt Switch. It also makes CAP21 relatively weak to ground types which again, is proconcept. Alfalfa makes a great point that Parting Shot may be strong on base CAP and preferable, but at the same time the Mega CAP would be almost TOO strong with Parting Shot, as it is a utility move that is strong in almost every circumstance, at least vs. the majority of teams. Thus for a pivot move I would suggest Volt Switch over Parting Shot for CAP21.
 
1. Why is pivoting important for CAP 21? Note that I am not saying that it is not important, but rather just asking for justification, like any other kind of move needs here. It was brought up a bit earlier in the thread that as we are now we make a good pivot, but I don't feel people really went into detail as to why we should be specifically looking at pivoting moves themselves.

Simply put, it's one of the few jobs that this CAP actually can do efficiently. It doesn't work as a sweeper, because it can't get past physical walls in any capacity. It's a bad setter because it not only has a bad match up against every other setters in the format (meaning you can't lead with it), it has a bad match-up against most Defoggers and Rapid Spinners, which makes protecting your set-up difficult. You can't wall with it, because it's typing messes it up. You can't set-up buffs with it, because it's so weak to Priority. You can't even use it to break the Mega-Sableye Stall team that's getting suspect tested, because Skarmory wrecks our CAP.

Pivoting, on the other hand, this thing does extremely well. It has quite a few easy switch-in opportunities, even though it's hard to stay in with it. It has two abilities that heavily facilitate switching frequently, either ignoring hazards or healing upon leaving the field. Rock+Poison does a great number on the mons the Volt-turn core wants to be good against. It beaks defensive Fairies. It ruins Kyurem B on pretty much any set it usually runs. It gets a buff from the Sand variant of Volt Turn.

2. Why is the specific pivoting move you support the best one for what we want to do? Similarly, if you believe that certain pivoting moves have issues for us, why is that particular move worrisome? Its easy to see that U-Turn is super effective on psychic types and cry foul, but unless you can show that it significantly alters matchups or something, that is really irrelevant.

Simply put, we've put ourselves in an awkward position where we end up only 50/50 against Char-X if Ferrothorn is on the opposing team. Both of these mons 2HKO CAP, but insta-die to Head Smash. Ergo, if you want to switch into this thing, you have to follow it up with Head Smash.

252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 0 Def Base Form: 241-285 (68 - 80.5%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 0 Def Mega Form: 216-255 (61 - 72%) -- guaranteed 2HKO
252 Atk Base Form Head Smash vs. 0 HP / 4 Def Mega Charizard X: 386-456 (129.9 - 153.5%) -- guaranteed OHKO (Mega form also OHKOs, for obvious reasons.)

Ferrothorn, on the other side of the coin, will ruin you if you run headlong into it. Between the Helmet, the Iron Barbs, and the Head Smash damage you take for staying in Base form, you end up taking 35(min Head Smash Recoil)+59(Helmet)+44(Iron Barb damage)= 138 damage, or 39% of your health. That means even after Regenerator kicks in, you still can't ever switch into Char-X ever again. This is a problem, as this is a mon almost specifically built to switch into Char X.

252 Atk Base Form Head Smash vs. 252 HP / 88+ Def Ferrothorn: 71-84 (20.1 - 23.8%) -- possible 6HKO after Leftovers recovery

Given that Ferrothorn is the fifth-most popular teammate to Charizard-X according to the October stats on Showdown, this makes our ability to actually answer X questionable at best. In that regard, U-Turn does virtually nothing to alleviate this problem, as we still take Ferrothorn damage if he switches and U-Turn does nothing if X stays in. Volt switch is slightly better, as we don't collide with Ferro, but against, nothing is done about Char-X. Parting Shot doesn't really do anything to Ferrothorn, but at leas we aren't taking damage, Char X doesn't want to take a Parting Shot, as it heavily hampers his ability to do damage. We also don't have to worry that the mon that's switching into the Dragon Claw is just going to get wrecked.

Similar stats apply to Manaphy even without switching into a dangerous move

252 SpA Manaphy Scald vs. 4 HP / 0 SpD Mega Form in Rain: 272-324 (76.8 - 91.5%) -- guaranteed 2HKO
252 Atk Mega Form Head Smash vs. 96 HP / 0 Def Manaphy: 277-327 (75.8 - 89.5%) -- guaranteed 2HKO after Leftovers recovery

Basically, if you take a Scald, and then get run into a Ferrothorn, you die, but you have to collide with Manaphy twice to beat it. You can avoid the damage by jamming Gunk Shot, but if it misses and Manaphy stays, you've blown yourself out. U-Turn is again useless, as using it as your first move sends one of your Pokemon barreling into Manaphy's Scald without getting the damage through to finish the job, and as a second move runs you into Ferrothorn death. Volt Switch actually is a bit handy here, as you don't need to invest to finish the job. Parting Shot, however gives you the advantage that you don't have to run very specifically Hasty nature in order to both dodge the OHKO from Manaphy or de-value your switch move to the point it doesn't work, which hurts our ability to check Talonflame.

0 SpA Mega Form Volt Switch vs. 96 HP / 0 SpD Manaphy: 90-106 (24.6 - 29%) -- possible 5HKO after Leftovers recovery

Frankly, we need Parting Shot, because we still don't have inevitability against the mons we're trying to counter, because our threats are simply too good. We need a move that actually hits the mons we're trying to counter, while not utterly devastating ourselves in the process, and Parting Shot more than any other pivot move we can have.
NumberCruncher makes an excellent point. Ferrothorn taking off essentially 40% of our health heavily reduces viability, especially since we have a terrible type match up to most if not all leads. Our physical prowess had potential, but in practice like he said our typing, which we were intended to take advantage of for the concept, leaves us helpless against most fairy type walls, or so it seems. Damage calculations on our damage to most OU and some UU defensive/sp. defensive sets is below.
I am assuming in these calulations that the CAP is in Mega form, and is running Head Smash, Gunk Shot, U-Turn, and then Razor Shell as coverage, for ground types.

252+ Atk Abomasnow Gunk Shot vs. 248 HP / 104+ Def Mega Altaria: 338-398 (95.7 - 112.7%) -- 75% chance to OHKO
252+ Atk Abomasnow Gunk Shot vs. 240 HP / 0 Def Azumarill: 534-630 (133.1 - 157.1%) -- guaranteed OHKO
252+ Atk Abomasnow Head Smash vs. 4 HP / 252+ Def Eviolite Chansey: 366-432 (57 - 67.2%) -- guaranteed 2HKO
252+ Atk Abomasnow Gunk Shot vs. 252 HP / 156+ Def Celebi: 348-410 (86.1 - 101.4%) -- 12.5% chance to OHKO
252+ Atk Abomasnow Gunk Shot vs. 248 HP / 252+ Def Clefable: 390-458 (99.2 - 116.5%) -- 87.5% chance to OHKO
252+ Atk Abomasnow Gunk Shot vs. 248 HP / 252+ Def Clefable: 390-458 (99.2 - 116.5%) -- 87.5% chance to OHKO
252+ Atk Abomasnow Gunk Shot vs. 0 HP / 0 Def Conkeldurr: 231-273 (65.8 - 77.7%) -- guaranteed 2HKO
252+ Atk Abomasnow Head Smash vs. 252 HP / 164+ Def Garchomp: 111-132 (26.4 - 31.4%) -- guaranteed 4HKO
252+ Atk Abomasnow Head Smash vs. 252 HP / 56+ Def Gliscor (Phys. Defensive): 198-234 (55.9 - 66.1%) -- 99.6% chance to 2HKO after Poison Heal
252+ Atk Abomasnow Head Smash vs. 244 HP / 0 Def Gliscor (Sp. Defensive): 229-270 (65 - 76.7%) -- guaranteed 2HKO after Poison Heal
252+ Atk Abomasnow Gunk Shot vs. 248 HP / 244 Def Mega Gardevoir: 458-542 (135.1 - 159.8%) -- guaranteed OHKO
252+ Atk Abomasnow Razor Shell vs. 252 HP / 252 Def Excadrill: 200-236 (47.1 - 55.6%) -- 19.1% chance to 2HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 252 HP / 88+ Def Ferrothorn: 93-109 (26.4 - 30.9%) -- 7.3% chance to 4HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 248 HP / 0 Def Heatran: 262-310 (68 - 80.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Abomasnow Razor Shell vs. 252 HP / 144+ Def Hippowdon: 130-154 (30.9 - 36.6%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 252 HP / 0 Def Jirachi: 138-163 (34.1 - 40.3%) -- 44.6% chance to 3HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 72 HP / 0 Def Latias: 303-357 (94.9 - 111.9%) -- 68.8% chance to OHKO
252+ Atk Abomasnow Head Smash vs. 252 HP / 4 Def Klefki: 149-176 (46.8 - 55.3%) -- 17.2% chance to 2HKO after Leftovers recovery
-1 252+ Atk Abomasnow Head Smash vs. 0 HP / 24 Def Landorus-T: 196-232 (61.4 - 72.7%) -- guaranteed 2HKO
252+ Atk Abomasnow Head Smash vs. 252 HP / 0 Def Metagross: 110-130 (30.2 - 35.7%) -- 37.7% chance to 3HKO
252+ Atk Abomasnow Head Smash vs. 252 HP / 0 Def Mew: 277-327 (68.5 - 80.9%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 172 HP / 0 Def Magnezone: 123-144 (37.9 - 44.4%) -- guaranteed 3HKO
252+ Atk Abomasnow Head Smash vs. 0 HP / 0 Def Raikou: 351-414 (109.3 - 128.9%) -- guaranteed OHKO
252+ Atk Abomasnow Head Smash vs. 248 HP / 252+ Def Rotom-W: 190-225 (62.7 - 74.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 252 HP / 252+ Def Mega Sableye: 171-202 (56.2 - 66.4%) -- guaranteed 2HKO
252+ Atk Abomasnow Head Smash vs. 248 HP / 0+ Def Mega Scizor: 189-223 (55.1 - 65%) -- guaranteed 2HKO
252+ Atk Abomasnow Head Smash vs. 252 HP / 252+ Def Skarmory: 157-186 (47 - 55.6%) -- 19.9% chance to 2HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 252 HP / 232+ Def Slowbro: 189-223 (47.9 - 56.5%) -- 35.5% chance to 2HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 252 HP / 252+ Def Mega Slowbro: 130-154 (32.9 - 39%) -- 99.8% chance to 3HKO
252+ Atk Abomasnow Gunk Shot vs. 252 HP / 220+ Def Sylveon: 432-510 (109.6 - 129.4%) -- guaranteed OHKO
252+ Atk Abomasnow Head Smash vs. 248 HP / 0 Def Starmie: 316-373 (97.8 - 115.4%) -- 87.5% chance to OHKO
252+ Atk Abomasnow Head Smash vs. 248 HP / 252+ Def Tyranitar: 186-220 (46.1 - 54.5%) -- 8.2% chance to 2HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 252 HP / 240+ Def Mega Venusaur: 174-205 (47.8 - 56.3%) -- 85.5% chance to 2HKO
252+ Atk Abomasnow Head Smash vs. 248 HP / 0 Def Togekiss: 576-680 (154.4 - 182.3%) -- guaranteed OHKO
252+ Atk Abomasnow Head Smash vs. 200 HP / 252+ Def Zygarde: 87-103 (21.3 - 25.3%) -- possible 5HKO after Leftovers recovery
Some Data on us Versus UU Walls and Tanks
252+ Atk Abomasnow Head Smash vs. 252 HP / 16+ Def Mega Aggron: 59-70 (17.1 - 20.3%) -- possible 5HKO
252+ Atk Abomasnow Head Smash vs. 236 HP / 0 Def Mega Blastoise: 237-279 (66.2 - 77.9%) -- guaranteed 2HKO
252+ Atk Abomasnow Gunk Shot vs. 252 HP / 252+ Def Chesnaught: 278-330 (73.1 - 86.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Abomasnow Razor Shell vs. 140 HP / 0 Def Cobalion: 74-88 (20.6 - 24.5%) -- possible 6HKO after Leftovers recovery
252+ Atk Abomasnow Razor Shell vs. 252 HP / 252+ Def Donphan: 118-140 (30.7 - 36.4%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 248 HP / 8 Def Empoleon: 153-180 (41.2 - 48.5%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Abomasnow Head Smash vs. 248 HP / 136+ Def Mandibuzz: 422-500 (99.7 - 118.2%) -- 93.8% chance to OHKO
252+ Atk Abomasnow Head Smash vs. 248 HP / 204 Def Eviolite Porygon2: 163-193 (43.6 - 51.7%) -- 10.9% chance to 2HKO

So essentially, we 2HKO a huge walls and tanks in both OU and a few in UU. The reason I went into UU is there are three threats in UU that I think we need to watch out for, as they are potential huge checks to this CAP that will completely stop it in it's tracks. These are Mega Aggron, Cobalion, and Donphan. Below is a total list of all of the above Pokemon that we cannot 2HKO, and in Bold is we cannot 3HKO. The number on the side is how many hits it takes to KO the threat.
Garchomp (4)
Ferrothorn (4-5)
Hippowdon (4)
Jirachi (3-4)
Metagross (3-4)
Magnezone (3)
Slowbro-Mega (3-4)
Zygarde (5-6)
Aggron-Mega (5-6)
Cobalion (6-7)
Donphan (4)
Empoleon (3)

So very few OU walls, tanks, leads, or defensive sets can wall us past the point of a 2HKO, due to the sheer and raw power of Head Smash. Low Sweep helps against Aggron-Mega, Cobalion, and Empoleon, but is not particularly helpful against the more common OU threats, especially Hippowdon, who walls even more thoroughly without Razor Shell. So I do not think we are quite as well walled as we think.

But the bigger problem is almost the entire first list of walls and tanks can hit us extremely hard with STABs or coverage, and often OHKO. I originally thought parting shot would be a very bad idea, but looking at this now, we are hit super effectively by almost every single wall or tank in the tier, and several in the tier below, to a point where the wall is becoming actively dangerous to the CAP rather than passively dangerous by stalling with Burn or Leech Seed. Parting Shot may be a good idea because 1, it helps against Charizard-X with Ferrothorn partner, as NumberCruncher said, but 2, it also helps us against the ridiculous quantities of walls in the tier that offensively threaten us by stopping these walls from doing as much damage to us via attacks if we switch back in later.

My Verdict: Parting Shot would be a very useful move to aid this CAP. :P

Other Moves being Discussed:
Ice:
HP Ice does next to nothing to the threatlist and has no reason to really be on a set. Some calcs of HP Ice on the only four Pokemon that might care at all about HP Ice:
0- SpA Abomasnow Hidden Power Ice vs. 252 HP / 76 SpD Garchomp: 144-172 (34.2 - 40.9%) -- guaranteed 3HKO
0- SpA Abomasnow Hidden Power Ice vs. 252 HP / 112 SpD Hippowdon: 78-92 (18.5 - 21.9%) -- possible 6HKO after Leftovers recovery
0- SpA Abomasnow Hidden Power Ice vs. 200 HP / 252+ SpD Zygarde: 104-124 (25.5 - 30.4%) -- 0.5% chance to 4HKO after Leftovers recovery
0- SpA Abomasnow Hidden Power Ice vs. 252 HP / 0 SpD Donphan: 102-122 (26.5 - 31.7%) -- 26.3% chance to 4HKO after Leftovers recovery

So really, HP Ice is a useless move on this CAP because at best it brings Garchomp to a 3HKO compared to a 4HKO, and is not enough damage more than Head Smash to be worth the extra move slot. Now higher powered Ice type Coverage is where it gets interesting. Ice Beam brings Garchomp to a 2HKO and both Zygarde and Donphan are 3HKOed. Hippowdon is still a 4-5HKO and doesn't care none. I do not like the idea of putting something that 2HKOes Garchomp on the movepool of this CAP, as Garchomp I would say is one of the top checks to this CAP, and something we do not want to be countering or luring.
Fire: HP Fire also does very little to the threatlist, so it is not particularly useful to this CAP. Calcs below on the only threats to CAP that might care about HP Fire.
0- SpA Abomasnow Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 108-128 (30.6 - 36.3%) -- guaranteed 4HKO after Leftovers recovery
0- SpA Abomasnow Hidden Power Fire vs. 248 HP / 176 SpD Mega Scizor: 116-140 (33.8 - 40.8%) -- guaranteed 3HKO
0- SpA Abomasnow Hidden Power Fire vs. 252 HP / 224+ SpD Jirachi: 52-62 (12.8 - 15.3%) -- possibly the worst move ever
0- SpA Abomasnow Hidden Power Fire vs. 252 HP / 96 SpD Assault Vest Metagross: 44-54 (12 - 14.8%) -- possible 7HKO
0- SpA Abomasnow Hidden Power Fire vs. 172 HP / 0 SpD Magnezone: 76-90 (23.4 - 27.7%) -- 76.9% chance to 4HKO
0- SpA Abomasnow Hidden Power Fire vs. 252 HP / 240 SpD Filter Mega Aggron: 48-57 (13.9 - 16.5%) -- possible 7HKO
0- SpA Abomasnow Hidden Power Fire vs. 140 HP / 0 SpD Cobalion: 90-106 (25.1 - 29.6%) -- 0% chance to 4HKO after Leftovers recovery

So really nothing cares about Hidden Power Fire, and Head Smash does more damage on all the threats except Ferrothorn. Low Sweep or other fighting type coverage hits far harder than any fire move that is special. Not worth the move slot. And even with it upgraded to Flamethrower, it still only does the same damage as Head Smash or still worse. It is not worth having any special Fire type move on this CAP, and I do not think it should have a physical one because that would destroy most steel types on this threatlist and cause all sorts of issues.
Fighting: Low Sweep is the best fighting move for the CAP in my opinion, because of less power, but some utility. Calcs below on what Fighting Type moves would do to the threats.
252+ Atk Abomasnow Low Sweep vs. 252 HP / 88+ Def Ferrothorn: 108-128 (30.6 - 36.3%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Abomasnow Low Sweep vs. 252 HP / 0 Def Jirachi: 80-95 (19.8 - 23.5%) -- possible 6HKO after Leftovers recovery
252+ Atk Abomasnow Low Sweep vs. 252 HP / 0 Def Metagross: 64-76 (17.5 - 20.8%) -- possible 5HKO
252+ Atk Abomasnow Low Sweep vs. 172 HP / 0 Def Magnezone: 144-170 (44.4 - 52.4%) -- 19.9% chance to 2HKO
252+ Atk Abomasnow Low Sweep vs. 252 HP / 16+ Def Filter Mega Aggron: 52-63 (15.1 - 18.3%) -- possible 6HKO
252+ Atk Abomasnow Low Sweep vs. 140 HP / 0 Def Cobalion: 130-154 (36.3 - 43%) -- 97.1% chance to 3HKO after Leftovers recovery
252+ Atk Abomasnow Low Sweep vs. 248 HP / 8 Def Empoleon: 178-210 (47.9 - 56.6%) -- 31.3% chance to 2HKO after Leftovers recovery

Fighting type coverage/utility is still not particularly useful however. Higher powered fighting type coverage, such as Superpower, might be interesting, such as letting us 2HKO Ferro Cobalion. Still not particularly useful.
Water: Water is a so-so type coverage for this CAP. I slapped Razor Shell on as the coverage for the main calculations, but it does not do particularly much. It packs a little more punch on Excadrill, Hippowdon, and Donphan, and a bit on Cobalion just because it resists our STABs so heavily. But it does not do particularly much to the threatlist besides that. I would only run it if your team has issues with Excadrill switching in.
Rapid Spin: I don't know if this has been discussed, but I think it would be very interesting. Ghost types that are spinblockers are naturally repelled by the high powered moves of this CAP due to tending to be more frail than many types, and the CAP has enough offensive pressure to force switches which gives a free turn for hazard removal. And we already remove Toxic Spikes on switch-in as a grounded Poison Type. The only issue I see with it is we attract a lot of common hazard setters due to our typing, so as soon as we switch out due to the threat they can reapply hazards.
Taunt: So there are some conflicts with Taunt I have been reading. Taunt + Head Smash does tend to shut down the Physically Defensive Skarmory, which to my knowledge tends to run Brave Bird (IDK why), but the Specially Defensive tends to run Iron Head. Just look on the StrategyDex thing Smogon has. But anyways, the Iron Head has a guaranteed 2HKO on our Mega form. I do not think we have to worry about that much. Klefki does have a harder time if we run Taunt, true, but it can 3HKO us with either Flash Cannon or Foul Play. Ferrothorn does not like Taunt at all, but can OHKO the Mega with Gyro Ball. Most things that would care about taunt can actually actively threaten us rather than just walling us, so they are not sitting ducks like you may think. Taunt I think is an okay move.
Volt Switch: It is an option over Parting Shot, but leaves us struggling more against our checks due to not providing any significant damage or gain besides switching, and many of our threats are ground type and immune anyways. I think Baton Pass or Parting Shot would be better.
Baton Pass: Baton Pass I think would be useful, even if just for dry passes to teammates, because it has the same function as Volt Switch, and if the CAP gets a status move such as Rock Polish, it could Baton Pass to a sweeper such as Mega Metagross so it does not have to do the setting up itself.

Note that with all calculations I was using the stats for the Mega Form.
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Personally, I think Baton Pass would be our best bet, but only if we have no boosting moves.

Now I'm pretty sure that we all think that Parting Shot is way to much for this CAP. So i'm really not seeing any need to talk about it.

Imo Volt Switch has the exact opposite problem as Parting Shot, being a bit to meh, since Grounds are immune to it. The entire point behind pivoting is to grant us momentum and put us in a favorable position, and we can't really do that when we are unable to use our pivot move against a pretty big threat to us. The move also requires a Hasty Nature to get the most out of it, which could put us in a dangerous situation against some Water types.

U-Turn creates a problem with Ferrothorn since we will be taking chip damage every time we want to pivot out before we Mega Evolve. In addition, it makes Tankchomp shit on our base form .even more than it usual (Volt Switch has the same problem but in a different form) U-Turn probably has the least problems out of it, and those problems are somewhat non-existant on the mega form, Volt Switch, and Parting Shot, but imo those problems are pretty noticeable.

Now, Baton Pass has really none of these problems. Unlike Parting Shot, the move is not going to be stupid af. Unlike Volt Switch, we do not need to use a Hasty Nature in order to get the most out of the move and it works on Ground types, and unlike U-Turn we don't get punished for using the move against Ferrothorn pre-mega evolution(Except if it Leech Seeds us, except thats really not going to happen unless it uses the move if we decide to switch in, which probably won't be happening.) Considering that most of us are already against giving CAP21 Boosting moves, the problems that arise from them don't really exist either, but if we do get them, then it might be best to give them U-Turn instead.

TL;DR: Baton Pass if no boosting moves, U-Turn if we have boosting moves
 
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Personally, I think Baton Pass would be our best bet, but only if we have no boosting moves.

Now I'm pretty sure that we all think that Parting Shot is way to much for this CAP. So i'm really not seeing any need to talk about it.

Imo Volt Switch has the exact opposite problem as Parting Shot, being a bit to meh, since Grounds are immune to it. The entire point behind pivoting is to grant us momentum and put us in a favorable position, and we can't really do that when we are unable to use our pivot move against a pretty big threat to us. The move also requires a Hasty Nature to get the most out of it, which could put us in a dangerous situation against some Water types.

U-Turn creates a problem with Ferrothorn since we will be taking chip damage every time we want to pivot out. In addition, it makes Tankchomp shit on us even more than it usual (Volt Switch has the same problem but in a different form) U-Turn probably has the least problems out of it, Volt Switch, and Parting Shot, but imo those problems are pretty noticeable.

Now, Baton Pass has really none of these problems. Unlike Parting Shot, the move is not going to be stupid af. Unlike Volt Switch, we do not need to use a Hasty Nature in order to get the most out of the move and it works on Ground types, and unlike U-Turn we don't get punished for using the move against Ferrothorn (Except if it Leech Seeds us, except thats really not going to happen unless it uses the move if we decide to switch in, which probably won't be happening.) Considering that most of us are already against giving CAP21 Boosting moves, the problems that arise from them don't really exist either, but if we do get them, then it might be best to give them U-Turn instead.

TL;DR: Baton Pass if no boosting moves, U-Turn if we have boosting moves
U-Turn is viable, especially since we have Magic Guard, which grants immunity to recoil abilities and items as well (I jjust tested it to make sure). So in Mega Form, we have no issues with physical contact on Ferrothorn or Garchomp due to not having Head Smash recoil, Rocky Helmet recoil, Iron Barbs recoil, or entry hazards damage. So no chip damage of any sort, really. I personally agree and prefer Baton Pass. If we have any boosting moves besides speed, I vote Baton Pass. I feel Passing speed will not be as much of an issue to to Bullet Punch and Aqua Jet, and our CAP is frail enough it will not be sitting out wanting to accumulate boosts just to Baton Pass. At best I think Speed passing would be a niche, and a very little used one at best.

I still want to advocate Rapid Spin. With Magic Guard preventing all switch in damage, and also preventing any ability and item damage due to Rapid Spin's contact, I think this CAP would make an excellent hazard remover for OU.


I honestly do not think that the Base Form should be running Head Smash however. Regenerator can only heal so much, and CAP21 will get worn out far to fast in base form between abilities, items, Head Smash, moves it is switched in on, and entry hazards. But one major boon of VSwitch or U-Turn: It is an attack. I don't mind being Taunted out of using Baton Pass, but it would be nifty if we could somehow run an Assault Vest pivot set similar to Tornadus-T, as it could take more attacks from the special side to better check Pokemon like Gengar or and Manectric. Baton Pass can't be run with AV because, well, its AV. Stone Edge I think is a viable substitute to Head Smash, although it won't be able to hit nearly as hard. I think Gunk Shot would become a more dominant STAB for the Base form, with Stone Edge Secondary, compared to our Mega which has Head Smash as main STAB and Gunk Shot as more of a secondary STAB move.
 
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HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus
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.

________________________

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.
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Ok maybe I'll be smart for once

On Drill Run:
252 Atk Mega CAP 21 Drill Run vs. 0 HP / 4 Def Excadrill: 270-318 (74.7 - 88%) -- guaranteed 2HKO
252 Atk Mega CAP 21 Earthquake vs. 0 HP / 4 Def Excadrill: 338-398 (93.6 - 110.2%) -- 62.5% chance to OHKO

252 Atk Mega CAP 21 Drill Run vs. 4 HP / 0 Def Bisharp: 180-214 (66.1 - 78.6%) -- guaranteed 2HKO
252 Atk Mega CAP 21 Earthquake vs. 4 HP / 0 Def Bisharp: 226-266 (83 - 97.7%) -- guaranteed 2HKO

252 Atk Mega CAP 21 Drill Run vs. 0 HP / 0- Def Mega Metagross: 142-168 (47.1 - 55.8%) -- 75% chance to 2HKO
252 Atk Mega CAP 21 Earthquake vs. 0 HP / 0- Def Mega Metagross: 176-208 (58.4 - 69.1%) -- guaranteed 2HKO
252 Atk Mega CAP 21 Drill Run vs. 0 HP / 0 Def Mega Metagross: 126-150 (41.8 - 49.8%) -- guaranteed 3HKO
252 Atk Mega CAP 21 Earthquake vs. 0 HP / 0 Def Mega Metagross: 158-188 (52.4 - 62.4%) -- guaranteed 2HKO

252 Atk Mega CAP 21 Drill Run vs. 248 HP / 0 Def Heatran: 340-404 (88.3 - 104.9%) -- 25% chance to OHKO
252 Atk Mega CAP 21 Earthquake vs. 248 HP / 0 Def Heatran: 428-504 (111.1 - 130.9%) -- guaranteed OHKO

252 Atk Mega CAP 21 Drill Run vs. 0 HP / 0 Def Heatran: 340-404 (105.2 - 125%) -- guaranteed OHKO
252 Atk Mega CAP 21 Drill Run vs. 0 HP / 4 Def Magnezone: 316-376 (112.4 - 133.8%) -- guaranteed OHKO
(These would obviously die to EQ)

I picked out the frailer Steel-types (which excludes mons like Skarmory and Ferrothorn) in A rank OU and their standard sets (and Mega-Metagross without a minus Defense nature).

Honestly, even though Drill Run is weaker than EQ, it still hits Steels pretty hard. Also, Mega CAP21 outspeeds Bisharp, Mega-Metagross, and Specially Defensive Heatran, so if it pulls off a Drill Run on the switch, Mega CAP21 will get around or do serious damage to those checks/counters.
IMO No Drill Run

I want to do Bulldoze too, but I've run out of time. I will edit this post with them if I get some spare time (and if people want it) :D
 
So one thing that HeaLnDeaL mentioned for discussion was Drill Run and other ground coverage moves. I would say our options are Drill Run, Earth Power, and Bulldoze, although Bulldoze seems more like Utility along the same line as Low Sweep compared to being hard hitting. For the purpose of the calcs below, I have CAP 21 running Head Smash, Gunk Shot, Drill Run, and Earth Power, 252 EVs in special attack (Even though you would not do that normally) and attack stats. I will go through some relevant defensive/tank steel type threats in OU and UU. I am assuming this is to hit steel, because it is pretty useless otherwise. None of these are on snake_rattler's list because that would be redundant. This is also excluding Skarm because ground type coverage won't do anything to it :P

Ferrothorn
252 Atk Abomasnow Head Smash vs. 252 HP / 88+ Def Ferrothorn: 84-100 (23.8 - 28.4%) -- possible 5HKO after Leftovers recovery
252 Atk Abomasnow Drill Run vs. 252 HP / 88+ Def Ferrothorn: 61-72 (17.3 - 20.4%) -- possible 7HKO after Leftovers recovery
252 SpA Abomasnow Earth Power vs. 252 HP / 168 SpD Ferrothorn: 56-67 (15.9 - 19%) -- possible 8HKO after Leftovers recovery

Jirachi
252 Atk Abomasnow Head Smash vs. 252 HP / 0 Def Jirachi: 126-149 (31.1 - 36.8%) -- guaranteed 4HKO after Leftovers recovery
252 Atk Abomasnow Drill Run vs. 252 HP / 0 Def Jirachi: 180-214 (44.5 - 52.9%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Abomasnow Earth Power vs. 252 HP / 224+ SpD Jirachi: 110-130 (27.2 - 32.1%) -- 45.3% chance to 4HKO after Leftovers recovery

Klefki
252 Atk Abomasnow Head Smash vs. 252 HP / 4 Def Klefki: 135-160 (42.4 - 50.3%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Abomasnow Drill Run vs. 252 HP / 4 Def Klefki: 194-230 (61 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Abomasnow Earth Power vs. 252 HP / 252+ SpD Klefki: 116-138 (36.4 - 43.3%) -- 99.3% chance to 3HKO after Leftovers recovery

Scizor
252 Atk Abomasnow Head Smash vs. 248 HP / 0+ Def Mega Scizor: 171-202 (49.8 - 58.8%) -- 99.6% chance to 2HKO
252 Atk Abomasnow Drill Run vs. 248 HP / 0+ Def Mega Scizor: 62-73 (18 - 21.2%) -- possible 5HKO
252 SpA Abomasnow Earth Power vs. 248 HP / 176 SpD Mega Scizor: 62-74 (18 - 21.5%) -- possible 5HKO

Aggron-Mega
252 Atk Abomasnow Head Smash vs. 252 HP / 16+ Def Mega Aggron: 54-64 (15.6 - 18.6%) -- possible 6HKO
252 Atk Abomasnow Drill Run vs. 252 HP / 16+ Def Filter Mega Aggron: 58-70 (16.8 - 20.3%) -- possible 5HKO
252 SpA Abomasnow Earth Power vs. 252 HP / 240 SpD Filter Mega Aggron: 102-121 (29.6 - 35.1%) -- 18.4% chance to 3HKO

Cobalion
252 Atk Abomasnow Head Smash vs. 140 HP / 0 Def Cobalion: 51-60 (14.2 - 16.7%) -- possible 9HKO after Leftovers recovery
252 Atk Abomasnow Drill Run vs. 140 HP / 0 Def Cobalion: 146-172 (40.7 - 48%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Abomasnow Earth Power vs. 140 HP / 0 SpD Cobalion: 192-228 (53.6 - 63.6%) -- guaranteed 2HKO after Leftovers recovery

Empoleon
252 Atk Abomasnow Head Smash vs. 248 HP / 8 Def Empoleon: 139-164 (37.4 - 44.2%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Abomasnow Drill Run vs. 248 HP / 8 Def Empoleon: 198-234 (53.3 - 63%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Abomasnow Earth Power vs. 248 HP / 252+ SpD Empoleon: 106-126 (28.5 - 33.9%) -- 97.9% chance to 4HKO after Leftovers recovery

Forretress
252 Atk Abomasnow Head Smash vs. 252 HP / 252+ Def Forretress: 144-169 (40.6 - 47.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Abomasnow Drill Run vs. 252 HP / 252+ Def Forretress: 51-61 (14.4 - 17.2%) -- possible 9HKO after Leftovers recovery
252 SpA Abomasnow Earth Power vs. 252 HP / 4 SpD Forretress: 111-131 (31.3 - 37%) -- guaranteed 4HKO after Leftovers recovery

So both Drill Run and Earth Power tend to do a whole lotta damage to both walls, tanks, and, as snake_rattler said, frailer steel types as well.

I say no to ground. Maybe Bulldoze, but with either Drill Run or Earth Power, we are reaching the point where between Head Smash, Drill Run, and Earth Power we can 3HKO all non-Ferrothorns. I don't think we want to go to the point where we are 3HKOing most of our intended major counters. Maybe we should look for a neutral type coverage in either ghost, dark, water, or electric. Then we would have coverage that steel types aren't weak to, but may hit harder than resisted Head Smash in certain situations, such as against Hippowdon or Cobalion.
 
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If you are going to discuss what Ground coverage would do to Steels, please use relevant Steel-types as a frame of reference. Mons like Forretress and Mega Aggron, while usable in OU, should not be used for frame of references, for they are really not the most relevant Pokemon to consider. Also, do not mention Steels in this argument that already possess a Rock neutrality, for they are going to already take a lot of damage anyways. Such mons could easily be used to cherry pick mons and calcs.

When I thought of Drill Run, I intended for a weaker option than Earthquake that does not force potential benchmark KO situations - I chose Drill Run with an intent of just providing enough to force smart plays. I kept in mind that there would be resistance to Ground coverage, and I did not expect that it wo uld be accepted with open arms. I did not fully expect that it would be accepted without discussion on whether or not we should even have it, which is why I chose Spikes as an alternative. It still does what it is supposed to do in terms of pressuring Steels and Grounds while taking advantage utility mons and other Pokemon our CAP is supposed to threaten.
 

HeaLnDeaL

Let's Keep Fighting
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When I thought of Drill Run, I intended for a weaker option than Earthquake that does not force potential benchmark KO situations - I chose Drill Run with an intent of just providing enough to force smart plays. I kept in mind that there would be resistance to Ground coverage, and I did not expect that it wo uld be accepted with open arms. I did not fully expect that it would be accepted without discussion on whether or not we should even have it, which is why I chose Spikes as an alternative. It still does what it is supposed to do in terms of pressuring Steels and Grounds while taking advantage utility mons and other Pokemon our CAP is supposed to threaten.
Just for a future reference for everyone, a slash on a set does not mean you think the mon should learn one move or the other. It means that you think the mon should learn all the moves on the set, including the slashes. The slashes are used to say which moves can be chosen on the set over other moves and still be viable with the same basic intent of the set.

I would say our options are Drill Run, Earth Power, and Bulldoze, although Bulldoze seems more like Utility along the same line as Low Sweep compared to being hard hitting. For the purpose of the calcs below, I have CAP 21 running Head Smash, Gunk Shot, Drill Run, and Earth Power, 252 EVs in special attack (Even though you would not do that normally) and attack stats.
Why... why... why earth power? Can we please stop it with these special attacking coverage moves? They are not feasible. Please, someone, anyone, everyone, feel free to agree with me on this so that the Intelligent Community Consensus reflects that these random special attacking moves have no place on our sets. The amount of investment to make them useful takes away precious EVs from our attack and speed, and physical moves should be our aim since they just simply do whatever we're trying to do better.
 
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snake

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I agree that random special attacking moves should not be on our sets, with the exception of maybe Hidden Power.

When I thought of Drill Run, I intended for a weaker option than Earthquake that does not force potential benchmark KO situations - I chose Drill Run with an intent of just providing enough to force smart plays. I kept in mind that there would be resistance to Ground coverage, and I did not expect that it would be accepted with open arms. I did not fully expect that it would be accepted without discussion on whether or not we should even have it, which is why I chose Spikes as an alternative. It still does what it is supposed to do in terms of pressuring Steels and Grounds while taking advantage utility mons and other Pokemon our CAP is supposed to threaten.
Yeah that's about how I felt when I brought up the U-turn/Psychic-type cry foul. Although I understand your point here, I feel like Drill Run does too much damage on checks/counters that we outspeed.
 
Just for a future reference for everyone, a slash on a set does not mean you think the mon should learn one move or the other. It means that you think the mon should learn all the moves on the set, including the slashes. The slashes are used to say which moves can be chosen on the set over other moves and still be viable with the same basic intent of the set.



Why... why... why earth power? Can we please stop it with these special attacking coverage moves? They are not feasible. Please, someone, anyone, everyone, feel free to agree with me on this so that the Intelligent Community Consensus reflects that these random special attacking moves have no place on our sets. The amount of investment to make them useful takes away precious EVs from our attack and speed, and physical moves should be our aim since they just simply do whatever we're trying to do better.
I most definitely agree that Earth Power is not something we want. Yes, I was the person who posted the calcs for Drill Run and Earth Power, but I was going along with the crowd of thinking about things like Aurora Beam and HP Fire. Anyone who cares/knows competitive battling would not put Earth Power on a power physical attacker with a low special attack. I am just looking at the few options, but no way do I personally think we should actually do Earth Power. As you said, waste of EVs.

Honestly I would personally not worry as much about coverage and just run STAB's and some utility/utility coverage stuff, but as coverage is what we are discussing, I am just reviewing all the options.
 

jas61292

used substitute
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This post I am going to be making simply as a project participant. I don't have any further discussion points to bring up as TL right now. Rather, I would just like to comment on the sets and the things that HeaLnDeaL brought up either as points of contention or simply things that needed more discussion.

First among these was the offensive pivot set featuring Parting Shot and Pursuit. I already talked a lot about Parting Shot in my last post, so I won't go over it all again, but suffice it to say that I believe that Parting Shot is an overly powerful and Pokemon defining move that is really not needed here, especially when we have multiple other pivoting options to pick from. Pursuit, on the other hand, I see as a very interesting choice. The set on which Pursuit was proposed didn't really have much coverage, relying on the power of STABs for its offense. On such a set, Pursuit would allow for trapping the things we counter that are obviously not going to stay in, such as Mega Charizard Y. It is not going to kill most of these things outright, but it will allow us to take a chunk out of them if they try to run. That said, I am not completely sold on this move because of the effect it has on Psychic type Pokemon. Already many Psychic types which we wished to be a threat to CAP21 are struggling to fit that role due to the combination of our power and speed. While we certainly can't risk a switch in on Latios, for example, if we do get in and are already mega evolved, Latios has to switch or die. Pursuit complicates this even further as, with a bit of prior damage, running could still spell its doom. With that said, the lack of STAB and its pathetic power should they stay in limits the damage it can do. Right now I would probably be cool with us having pursuit, but I do think we need to think a bit about what we would actually want to trap with it and if it is going to be useful enough there to justified the increased ability to take on Psychic types.

Next was the all out attacker set featuring Jump Kick. I talked a bit with HeaL about this set last night, and as he mentioned, I do really like the individual reasoning for each move on the set. I was unsure at first, but I have actually come to really like the idea of Jump Kick itself as a move. I don't want to restate everything, but I believe that DLC did a fantastic job backing up the reasons for having this move. With that said, I am not really a fan of the set as a whole, as I am just not completely sold on the idea of a straight 4 attack set for the mega form. That is more something I feel the base should be looking at, possibly with a choice set or something. Even so, I can't really say I see any harm in any of the individual elements of the set, so if it is what would end up being used, I don't really think that is a bad thing.

The offensive utility set is probably my favorite so far, as I think it really captures what would be the best way to use this mon. We have offensive power, especially with Head Smash, and a single coverage move is enough to cover most of the things we want to cover. While its true that the last move could be used for providing extra offensive pressure as with the all out attacker set, I think that being able to be a SR setter or paralysis spreader would overall make us more desirable, especially if we lack offensive boosters. Nuzzle, which was mentioned on this set, is a super awesome idea, as it allows us to have a great utility use whithout having to worry about Taunt. Now, I can't really say that I think Taunt would be a big issue for us, but at the same time, Nuzzle is arguably just a better Thunder Wave, and I can't see any reason why it would be too good to have. With that said, a different move on this set I am not such a big fan of: Volt Tackle. Now, I fully will admit that I hate this move for more than just competitive reasons. Our rules only ever talk about legendary moves, but as a Pokemon fan, giving out the sig move of Pikachu would be more blasphemous than giving out Judgment. But, I know as well as anyone that flavor is irrelevant in competitive stages, and so the reason I am bringing Volt Tackle up here is because I do see a downside of it that Wood Hammer does not possess, and as such I think it would be far better to remove it as a slash on the set. And this downside is named Skarmory. Skarmory is a highly defensive steel type Pokemon that really should be a solid check, if not a counter for CAP 21. Head Smash hits it very hard, but not hard enough for Skarm not to be able to win the matchup. Without SR in play, Head Smash can never 2HKO physically defensive lefties Skarmory. Even with SR out, it is only 2HKOd 30% of the time, factoring in accuracy. And, of course, if it switches into Gunk Shot, Wood Hammer, U-Turn, Jump Kick, or just about any other move suggested here, it can easily shake it off. Once in, Skarmory can't hit back that hard, but can easily stall CAP 21 out of Head Smashes, pretty much guaranteeing its victory. Volt Switch, even super effective, is not that much stronger than Head Smash, but it does just enough more to make a significant difference in this case, having at least a small shot to 2HKO no matter what, and almost always picking Skarmory off if SR are in play. Now obviously, this is not guaranteed, but this fact, coupled with its general ability to slam Steel types without a dedicated move makes Wood Hammer the smarter choice for us here, and I am just not a fan of including an extra move just to have it.

The booster set I am not sold on at all. I don't really get what boosting does for us, and I think we should keep away from reliable recovery here. I just don't see any real reason for this one. With that said, I don't have any problems in general with a bulky spread, especially for a base form mon taking advantage of Regenerator. But that is something else entirely.

Looking at the next few sets, we have a low of utility moves to look at. I don't particularly have any issues with any specific hazard, but I don't really think we are going to be a multi-hazard stacker so I'd prefer to see good reasoning for one option rather than just giving them all just to give them all. The other notable move on that first utility set is Bulldoze, and as HeaL mentioned, I'm not so sure how useful Bulldoze really is. Yeah, it hits Steel types, but does so weak enough as to not mess with threats too much. That sounds nice. but in reality, its just kinda pathetic. A not very effective Head Smash is only slightly less powerful than a super effective Bulldoze, meaning it is generally a bad idea to use it as a prediction, since it will be way worse if you guess wrong, and only a tiny bit better if you guess right. And I don't really think that the speed drop will make it worth it, since we are already very fast ourselves, so its not like even on a bad predict it will do something positive for us. Just about the only great use I could see for it would be as a final hit against something that is going to kill us, in order to slow them down for the next mon. I'm not going to say Bulldoze (or similar moves such as Low Sweep) are completely useless, but I feel that their power is just too pathetic compared to the other options that we have that they would just never see use, and as such are not worth building a specific set with at this stage. Later down though, we get mention of other Ground type moves, and I am also extremely hesitant about them. The fact that they hit Steel types in and of itself is not a problem as show by my support of Jump Kick. However, I do not feel that anyone has really justified ground moves as well as DLC did for Jump Kick. Couple that with the fact that Ground arguably hits a greater number of steel types super effectively, including Mega Metagross who we really have no business trying to deal with, and I just am really not feeling Ground coverage.

Finally, just to comment a bit on the base form sets, the only one that I am a big fan of is the Scarf set, as it both is dependant on an item the mega form can't run, and works well to utilize our base form's ability. While I am not as big a fan of the overall set it is on, I also really like Taunt as an option for the base form to use, especially with Mold Breaker allowing it to Taunt Mega Sableye. Beyond that, I do think there is a lot more we could do with the base form, but some of what has been said, such as phazing, has not really convinced me that it stands out on the base form specifically, while other suggestions, such as Screens, are not something I really think is all that helpful for what we want to do.
 

Korski

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I don’t think this CAP should be spending too much time toying around with utility moves when it has that red-hot Head Smash button just sitting there begging to be clicked, so I think we should try in general to avoid burdening ourselves with long-term or role-defining support responsibilities. While an offensive user of Nuzzle (new team role: offensive nuzzler) or Spikes would be more noble pursuits than something like Dual Screens or Knock Off, they would still shift a great deal of strategic focus away from the actual STAB attacks that are currently driving our concept. It’s important not to redefine the CAP’s primary role as a user of megastrong Rock and Poison moves, so I believe it is equally important not to give the CAP higher priorities than using those attacks. IMO Parting Shot, Nuzzle, Spikes, Rapid Spin, Defog, and to a lesser extent Taunt all fail to meet this requirement and so I’d consider them to be distractions from the concept.

The best “utility” options as far as I can tell are U-turn, Stealth Rock and Reflect. Due to the sizable threat of CAP’s STAB moves, U-turn the perfect thing for building momentum off of built-up offensive pressure, and from a conceptual standpoint, it reinforces a STAB-reliant offensive playstyle that is highly pro-concept. Additionally, high speed in the base form makes U-turn a great way to abuse Regenerator while scouting for a chance to Mega Evolve. And using U-turn over coverage allows the CAP’s switch-ins to still be threatened (via teammates) without granting the CAP the power to take on everything all by itself, which is typically a good precaution for us to take. Volt Switch and Baton Pass I think would be examples of over-compromising that we don’t really need here. Let’s not get too paranoid about U-turn; it does not change anything about what can and cannot comfortably switch into this CAP and it’s weaker than Gunk Shot even against things like Slowbro.

Stealth Rock is probably the best team support move for the concept. In the literal sense, it is a move that matches one of the types we chose for our current Typing-Based Concept, so that’s a big plus. In a less basic sense, it is an easy early-game scouting decision that does not often require constant reapplying or multi-turn stacking, which frees up all remaining turns for offensive momentum. Toxic Spikes would be okay on this thing if it weren’t for the fact that any grounded Poison-type CAP is going to torpedo the viability of Toxic Spikes during the playtest, so it will be impossible to tell if it’s a good user or not in practice.

Reflect is a cool move for this Pokemon in particular because of that physically defensive weak spot in its typing and stats. It wouldn’t help the CAP itself all that much with the threats list (Hippowdon Earthquake vs. CAP [Reflect]: 85 - 101%), only really changing the RKO situation against Metagross, Scizor and Azumarill and softening blows from Bisharp without activating its ability. The real advantage is in the team support that comes from a speedy combo of Reflect into U-turn. This would give one or several of CAP’s teammates a much easier landing into battle over the next few turns, especially those that can switch into resisted physical attacks aimed at the CAP.

Overall, a moveset of Head Smash / Gunk Shot / U-turn / Stealth Rock or Reflect looks to me like the ideal “standard” set for the CAP from a conceptual standpoint, and everything else is just noise. With these moves, the CAP can focus on STAB damage output with a fallback plan for when those attacks aren’t going to cut it. Simple as that: STABs or GTFO.

If you wanted to round out a Choice set, I honestly think Switcheroo would be better than coverage in the fourth slot, considering how poorly-built our typical switch-ins are for Choice items. But I have no problem with Wood Hammer or Pursuit (U-turn is a better choice for the third slot anyway), and while Jump Kick and Bulldoze are a little distressingly threat-bending and mildly distracting from the concept, they don’t strike me as bad enough to sound any major alarms should they make it into the movepool.
 
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