CAP 22 CAP 22 - Part 1 - Concept Submissions

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Deck Knight

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Name - A (Ferro)Thorn in CAP's Side
Description - A Pokemon with a strong defensive typing and capabilities that can provide unique pivoting and support options not available among existing Pokemon in the CAP Metagame
Justification Every CAP Pokemon has had the benefit, if you will, of being crafted around an OU metagame with its own specific threats. While these varied over time, it was largely the case that the CAP had to be threatening to Steel-types that dominated the tier defensively and able to address offensive threats of varying different types. This concept strives to create a new defensive threat to balance out CAPs different offensive and defensive threats, namely Tomohawk, Cawmodore, Colossoil, and Cyclohm.
  • Archetype: This pokemon would be a Bulky Support pokemon that would undermine the viability of the above listed CAP metagame threats by being able to threaten them either as a check or counter (whichever is more realistic), if not with a primary set than with a utility set like Choice Scarf. I use Ferrothorn as an example of the kind of defensive synergy between typing, options, and defensive bulk I'm looking for - obviously the specifics would be different.
  • Target: Chiefly the targets are Tomohawk, Colossoil, Cawmodore, and Cyclohm. It is obviously impossible to check all of them both offensively and defensively, but a Pokemon that can counter more passive Tomohawk and Cyclohm sets while checking Cawmodore and Colossoil using offensive options would be a possible avenue for this concept.


Questions To Be Answered -
  • What are the key sets in the CAP metagame that can be best addressed with a defensive vs. an offensive approach?
  • What support options would help this Pokemon overcome the opposing support capabilities of the CAP Pokemon we want to threaten?
  • What other roles besides bulky support might a Pokemon built for the CAP metagame be described as to achieve such an ambitious goal?

Explanation - There are a lot of concepts aimed at realigning the CAP metagame presented, but what I think is lacking is some direction on how to do it. What this concept tries to achieve is a framework for a balancing Pokemon that can both directly and indirectly address the strategies that are common in the metagame. What this also does is give our CAP Pokemon a role unto itself instead of just directing it against top tier threats. A lot of the defensive Pokemon have a problem with strong flying and fighting coverage, and CAP only exacerbates some of these problems. By creating a new Pokemon in the mold of one of these defensive Pokemon, but with a more relevant typing I think we'll be able to learn a lot about pivoting, altering momentum, and addressing new threats.
 
Name: It's a Wonderful Mon

Description: A Pokémon that can use Wonder Room to meaningful effect.

Justification: Wonder Room is an intriguing move in theory: Special and Physical defense stats are swapped, though stat changes are unmoved. However, in practice, Wonder Room sees virtually no use. Not too many Pokémon learn the move, and those that do often have other sets they prefer to run in the current metagame. Therefore, this CAP seeks to target the move Wonder Room and address its use (or disuse) in the metagame.

Questions:
  • What makes some non-damaging moves more valued than others in the current metagame?
  • Why are some Pokémon able to effectively use a certain non-damaging moves while others are less able to?
  • How important are stat changes in the metagame, and what happens when they're distorted?
  • How can Wonder Room's unique effect influence the metagame, and what kind of Pokémon does it take to capitalize on that?
  • Can a Pokémon use Wonder Room independently, or would the team have to be based around it?
  • Why do some non-damaging moves define a team while others don't?
  • Can a Pokémon make the move instead of the other way around?
Explanation: To me, Wonder Room sounds like a fascinating move, and in Gen VI its priority was bumped to 0. Despite that, it still doesn't really see use. This CAP would explore the reasons for that, by extension helping us learn what makes some non-damaging moves so influential in the metagame and what a Pokémon needs to be capable of to make a non-damaging move effective. We've seen this happen before with Sigiplyph. The combination of its ability and the Flame Orb made Psycho Shift a usable and meaningful tool in the metagame, able to really cramp physical attackers. This CAP would help us explore how to make that sort of thing happen for Wonder Room, ultimately teaching us about how the metagame is influenced through non-damaging moves and how a Pokémon on its own can influence the viability of the move.
 

Cretacerus

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Name: Bulletproof Glass

Description: A Pokémon which, despite its mediocre defensive stats, poses a considerable defensive threat in the metagame.

Justification: This concept aims to create a Pokémon that doesn’t rely on its bulk to wall opposing threats, but instead takes full advantage of factors such as resistances, abilities, movepool and speed tier to survive key hits in the metagame. This approach would not only allow us to add a defensive Pokémon with a unique scope and playstyle, but would also act as a means to explore the current metagame environment and specifically the requirements it holds on defensive Pokémon.

Questions to be answered:
  • How low can the bulk of a defensive Pokémon reasonably be?
  • to which extend can factors besides stats determine our perception of a Pokemon's bulk?
  • Which (sets of) resistances are the most valuable in the current CAP Metagame? What is the most important speed benchmark to hit for defensive Pokémon?
  • How consistently can this Pokémon perform its defensive role, without namable bulk to fall back upon?
  • Is the defensive utility enough to give this Pokémon a solid niche, or does it additionally require a strong supportive and offensive presence to stand out from the competition?

Explanation: Being the first project to be based on the CAP metagame, CAP 22 provides an excellent opportunity for the community to get more familiar with the new environment. In the scope of this concept we will take a closer look at the offensive threats that define the metagame, in order to create a Pokémon that specifically deals with them through its unique defensive properties and utility, rather than sheer bulk. In my opinion, such a Pokémon would have a very positive effect on the metagame by targeting the more prominent threats in the metagame, without the risk of becoming overcentralizing itself. Even with its great defensive value, the lack of bulk is bound to leave it with certain weak points that can be exploited by less common threats or smart play.

When it comes to defensive play, there exist multiple potential approaches including walls, tanks, defensive pivots, and stallbreakers. However, it should be noted that the latter category doesn’t rely too much on bulk in the first place, and therefore can’t be expected to give us too much new insight throughout the project. When exploring the implications of low bulk with this concept, it would therefore be a lot more interesting to focus on interactions with offensive Pokemon and their common coverage moves.
Currently, there’s only a handful of frail defensive Pokemon which can consistently hold their own against strong offensive threats in their respective tier. Among the most prominent examples are regular Sableye in UU and Flame Orb Sigilyph in RU, both of which perform exceptionally well against opposing stall, but can also give offensive teams a lot of trouble with their excellent abilities and movepool. Lesser seen options include Whimsicott and Golurk (BW) which both found a niche in OU due to their useful resistances, allowing them to reliably counter Keldeo and Terrakion, respectively.
 
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  • Name: A Limited-Time Offer
  • Description: A Pokemon that is able to increase its offensive capabilities to very high levels for only a short amount of time, and only once per battle.
  • Justification: This concept is an Actualization. Sweepers have little to fear once they have their boosts in place, but few if any are on a set timer; an amount of turns their usefulness lasts. Without a hard cap on how long they can sweep, most of these Pokemon are typically limited in movepool, stats, typing, ability, or the such; they just continue sweeping until a counter comes in, if one exists. A sweeper being on a timer gives both players a set amount of time where they have to be very mindful of the creature before them, and how devastating it can be in this short window.
  • Questions to be Answered:
    • How powerful will it be while empowered? In what ways will it actually be stronger?
    • How useful will it be when not empowered? Will it function a very different role in this state, or will it be a lesser version of its empowered self?
    • What conditions allow it to safely enter battle at full strength? Will it rely on specific allies to become powerful, or can it empower itself?
    • How long will it last? Will there be ways to lengthen/shorten this time?
    • What counter-play exists to the "empowered" Pokemon other than "Protect moves?"
  • Explanation: The user has to be mindful that, while they have a powerful threat waiting, they can't throw it out on a whim without assessing the enemy's team and finding a window where it can create the most damage. The foe to this Pokemon has to be very mindful of it, carefully playing around its massive power and counting down the turns. This Pokemon would be, in theory, very helpful for offensive teams to push through wall-heavy teams, or unleash it at the end of a battle, crushing enemies desperately clinging to life.
 
Name: Evolution Jammer

Description: A pokemon which cancels, inhibits, or temporarily regresses mega evolution.

Justification: This would be a Target concept (I think?). With Gen VI came the introduction of Mega Evolutions. Since then, these temporary evolutions have dominated much of the OU, CAP, and nearly every other metagame, to the point of shaping the playstyle for entire teams. This pokemon should target ever present mega evolutions and hinder their ability to go mega.

Questions to be answered:
  1. How diverse can the meta be without megas?
  2. Is there a balanced way to alter the function of megas?
  3. Are there certain pokemon that need a mega in order to succeed?
  4. How can the standard metas be diversified?

Explanation: This concept is, in a way, all about diversity. Depending on how this pokemon is created, could have a variety of effects on the meta, positive or negative, dominant or niche. Any way you look at it, though, the goal is to increase the diversity of the meta. Teams won't always have to have a mega evolution in order to excel. Different sets on potential megas become more viable to take advantage of mind games. Pokemon that haven't been viable might become viable. Of course, the "old" meta would still be there, still as strong as ever. Lately I feel like many metas have been getting stale, with the same team combinations being used over and over. This is a chance to expand on the current meta in a new and interesting way.

This concept could also be executed in a variety of ways. Maybe a new ability exclusive to this mon. Or, a new move similar to Trick Room, Wonder Room, or the Terrain Moves. Maybe even a status condition, or a field hazard. There are so many ways to execute this, with a smorgasbord of effects that it could pose on the way the game is played. It's all up to the community on how much they want to change.

Author's Note: Sorry if I kinda rambled on, I'm still relatively new to the smogon community, and not sure of I did everything the way I was supposed to. If there's anything I forgot, need to add, or change, lemme know! Until then, may the stuff and things be with you!
That cannot happen without completely re-writing the mechanics of Generation 6, which the CAP community has no intention of doing solely for the CAP metagame.
 
Cretacerus Loving the idea of a tank that seems frail at first. We already discussed this through PM, so I don't have much to say right now. ;)

Riddler31 Custom Abilities are banned in CAP, so that won't work. However, you could revise it to target a Pokémon that has already Mega Evolved.

EDIT: Greninja'd by Alfalfa.
 

Mowtom

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  • Name: A Limited-Time Offer
  • Description: A Pokemon that is able to increase its offensive capabilities to very high levels for only a short amount of time, and only once per battle.
  • Justification: This concept is an Actualization. Sweepers have little to fear once they have their boosts in place, but few if any are on a set timer; an amount of turns their usefulness lasts. Without a hard cap on how long they can sweep, most of these Pokemon are typically limited in movepool, stats, typing, ability, or the such; they just continue sweeping until a counter comes in, if one exists. A sweeper being on a timer gives both players a set amount of time where they have to be very mindful of the creature before them, and how devastating it can be in this short window.
  • Questions to be Answered:
    • How powerful will it be while empowered? In what ways will it actually be stronger?
    • How useful will it be when not empowered? Will it function a very different role in this state, or will it be a lesser version of its empowered self?
    • What conditions allow it to safely enter battle at full strength? Will it rely on specific allies to become powerful, or can it empower itself?
    • How long will it last? Will there be ways to lengthen/shorten this time?
    • What counter-play exists to the "empowered" Pokemon other than "Protect moves?"
  • Explanation: The user has to be mindful that, while they have a powerful threat waiting, they can't throw it out on a whim without assessing the enemy's team and finding a window where it can create the most damage. The foe to this Pokemon has to be very mindful of it, carefully playing around its massive power and counting down the turns. This Pokemon would be, in theory, very helpful for offensive teams to push through wall-heavy teams, or unleash it at the end of a battle, crushing enemies desperately clinging to life.
Isn't this basically Cawmodore? It gets one Belly Drum and then tries to wreck as much as it can before switching out or dying. What makes this concept any different?
 
Isn't this basically Cawmodore? It gets one Belly Drum and then tries to wreck as much as it can before switching out or dying. What makes this concept any different?
Cawmodore is more of a conventional sweeper in that it's "fight until you die or are forced out." This concept is about fighting for a set number of turns before losing your strength. It's backwards from a sweeper in that you start off strong and become weak after a time. Sorry if my message wasn't clear.
 

WhiteDMist

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Time to comment. Just noting, I am commenting more on the basis of the learning experience and journey, rather than the end "success". Also, will help out with questions.

Alchemister - Rare Options- Interesting concept. I mean, many of these uncommon moves are pretty mediocre, or are basic attack moves that aren't widely distributed. Abilities can be interesting though, since many of them are placed on Pokemon that cannot really make use of them (Gluttony, Cloud Nine, Mummy, etc.) Of course, with both moves and Abilities, are they rare because they are overlooked, or because they are mediocre in and of themselves? The concept does recall Cyclohm though, which is mildly encouraging. A question regarding what makes a rare move a commodity, rather than a gimmick looks to be in order. After all, a cool move is pointless if there are better moves to use.

Snobalt - Last Act of Defiance- Naturally, it's a very good concept that has gotten a lot of interest in the past. It's best quality is that it is pretty open for anything, but has a decent end goal of studying Parting Shot, which very few mons learn. It will also be interesting to see how the CAP interacts with the CAP Metagame set up sweepers like Cawmadore and Naviathan, as well as the usual offensive Pokemon.

Trox - Anti-Top-Tier- While not a new concept in and of itself, it is one that will require a larger focus on the CAP Metagame. Since this is a new process CAP is going through, I see this as an all-in concept. For the concept itself, the point that can make this a good or bad concept is the fact that "Top Tier Pokemon" can change over time. What if other Pokemon become Top that the CAP cannot handle? Though in the end, it depends on what the community considers a successful result.

Take Azelfie - Achilles Heel- As a concept, I like mixed attackers. But in practice, is it possible for a Pokemon to utilize both aspects of the attacking spectrum while still remaining balanced? If the community makes it too weak, it becomes like most other (failed) wallbreakers. If it becomes too strong, does it cause a problem? Lastly, I'm also curious what we can learn from this that we cannot from similar mixed attackers? Maybe an in-depth look at how the higher attacking stat and/or the movepool spectrum with the higher base powered moves influences the way a mixed attacker works. I also want to suggest a question about focusing on a Pokemon's weaker defensive stat, to pair with your question about type weaknesses. Nice to see a PU guy around too btw! :)

Alfalfa - Hurdle- Similar to the above concept (Anti-Top-Tier), but focused on a single target. While interesting, it poses an immediate question. What prevents this from being a "let's make the best possible counter to this Pokemon" thing? Not saying that it's a bad thing either (Syclant), but what's the overall takeaway from it? I also wonder what would be considered a "success"? If the targeted mon falls in usage heavily, or doesn't get used at all in anticipation, is that considered a success? If the metagame adapts around it, and the targeted Pokemon remains around the same viability, does that mean the CAP made an influence enough for people to adapt? A question to include could be how much a single Pokemon affects a metagame, and how much influence does the Pokemon who topples it present?

P3DS - Chimera- Err, are you referring to a jack-of-all trades, master of none scenario? What is the line between mixed attributes, and gimmicky? Why do we WANT to remove any specialization and make a CAP that is not particularly good at a common role? Remember, these roles exist for a reason, and why would someone want to give up that role for something lesser? These will be questions that need to be asked for you, try including them if you cannot answer them. On the flip side, what if the Pokemon is so good that all these traits make it too unbalanced? It looks difficult to hit the fine line between enough roles, and too many roles, and then balance good enough with too good.

Earth Traveler - Assassin- How limited in its targets will it be though? If it "assassinates" too many different Pokemon, it pretty just means its a plain old offensive mon. If it is limited to only a few specific targets, what will prevent people from using Pokemon with a more widespread utility? It also brings back memories of the utility counter discussions the community had for Crucibelle; is this a utility counter or are you thinking of something with more oomph?

Kyubics - Close But No Cigar- This is actually a pretty interesting concept, though I feel like it might be better off added onto another concept. It's so general, and the thought of trying to decide what threats to reach, what speed is right, what you want to survive, and how to avoid plain old standard EV spreads seems like a major headache. Then again, I know there are some people who like the stat spread stage the most. Keeping the power level in check will be an adventure, at the very least. I do have faith that the community will reign the power in enough, so this may be a pretty fun idea, though it does mean that the REST of the process becomes WAY too open-ended and unguided.

Tmi489 - Item Charger- While items are certainly important, it's hard to see what we learn from this as most Pokemon already use the most effective items for their set. And how will this break out of the premise that offensive mons use choice items or Life Orb, and defensive Pokemon will use Leftovers, Assault Vest, or a rare Berry? I can see maybe cherry-picking a few particular items and basing the CAP around making the best use of them, but the previously mentioned mindset will be hard to break out of. Btw, items like Kings Rock are so inefficient compared to actual boosting items, it'll be hard to make a Pokemon that actually makes people willingly and NATURALLY choose to use those items instead of more general ones.

SHSP - Signal Disruptor- Well it's not like people don't already use offensive mons on stall teams as a win condition, and defensive Pokemon on offensive teams as utility. It's going to be hard to see this as anything but "bulky set up sweeper" or "tank". I notice you mentioned something about a Pokemon completely built around that, so please explain since those two roles I mentioned already have Pokemon that fulfill them solely.

JDragon6299 - The Admiral- It sounds like the other targeting concepts, but WAY to specific to have already chosen a Pokemon. Also, what does Mega Evolving have to do with the concept? The questions are supposed to relate to the concept itself. As for remaining useful throughout future generations, the only real way to do so is to make it so good, it can never be toppled, which I imagine will not be appealing to the community. But mostly, it's too specific, and you took the choice of target away from the community already, which makes it hard to support this.

Galvantula Tank - The Stranger- I think the underlying idea is good, but maybe tone down the surprise factor a bit. Since the community literally votes on the moves, stat limits, and abilities, it's naturally harder to pull off set-bluffing better than other Pokemon. Of course, a Pokemon with multiple possible coverage moves would be surprising, but usually the most effective moves are the ones that end up actually mattering. That means STABs mostly, not some random coverage move that is only situationally useful. Focus a bit more on the effects of stats, ability, typing strengths/weaknesses, and item viability. Gotta work on your questions as well, they aren't asking anything really. A question to consider would be how a STAB combination can determine what your opponent can viably switch in, and how a proper bluff of item, coverage move, and can use that to your advantage.

boxofkangaroos - There's No Turning Back- Thing is, we already know a lot about Volt-Turn. There are Volt-Turn checks as well, and obviously Ground-types and Electric-immunities are at the top of the list. It'll be hard to learn anything new from this as result. Maybe the concept should include questions about common Volt-Turn teammates that specifically target Volt-Turn switch-ins.

TheHungrySage - Absolute Nuke- We've seen many glass cannons, and they rarely work BECAUSE they get so few opportunities to utilize their power. Mega-Kanga isn't really the best comparison, because it wasn't exactly a glass cannon that received minimal opportunities to use its power. It'll be interesting to try and walk the divide between good and useless, but it really is a fine line for a reason. It really doesn't count as a limitation if the CAP becomes too powerful, and it doesn't really prove a Pokemon is powerful if it never actually does anything but die after a hit. Your questions seem to already think that the community will make the CAP overpowered already, and then load it down with weak points, which is a shoddy way of balancing a Pokemon (ie. Rampados, Slaking, Regigigas). Besides, power isn't everything, and the concept DOES basically say "high offense Pokemon with a few low stats or bad ability". Not even gonna tough typing, because a good movepool doesn't really make up for a poor STAB combo; certainly, you aren't suggesting that the CAP be both extremely powerful AND have good defensive & offensive typing?

Billy the Uncle - Take two, pay one- We can MAKE a CAP that can compress roles, but it won't mean anyone WILL compress roles. Do we limit the movepool so that the CAP has no choice but to compress roles? Or do we allow it to fulfill multiple roles, in which case risk it simply choosing to actually fulfill only one role well? How do we determine what factors make a good role compressor, and what roles to actually compress? That may make a good question for your concept actually.

snake_rattler - Decentralizer: Stallbreaking Tank- A bit more focused than Signal Disruptor, this is my preferred version of a similar concept. By focusing on stallbreaking, rather than wallbreaking, we in turn end up having to define them both (a nice question to include imo). Idk if the tank part is necessary though, since it feels more like a distraction from the more interesting question of what makes a good stallbreaker. Matter of opinion though, and I otherwise like this concept.

TheArcaninePack - Complete Utilization- Looks extremely similar to Signal Disruptor and The Stranger, both of which focus on fulfilling multiple roles or handling multiple threats. Basically, it's a utility counter. Then you also want to to perform multiple roles. So a utility counter and what else? Stallbreaker? That would likely make it much too well rounded. Wall? Then it becomes a wall rather than utility counter. It's an exercise in defining different roles, but it's not really feasible to mix and match roles that aren't already similar. Perhaps you are looking at the many possible roles create opportunities for bluffs? If it's this hard to focus my thoughts at a glance, it may mean that you should narrow down the concept a little more. Be careful not to repeat the same concepts that have been posted in this thread already, if you do!

Blackdrakon30 - It's all going according to the plan....- This concept is very confusing. Are you saying let's make a CAP with few moves with chance effects? Only fully accurate moves? No abilities that only have a percentage of activating? Basically a Pokemon that has no way to luck your opponent? If it is, that really doesn't really remove hax from the game, since your opponent still has those moves/effects. I mean, sure it promotes skillful play; unfortunately, it only puts that limit on you; your opponent is under no such limitation. Any of your inaccurate moves will miss as well, and you will still have to sometime hope and pray that luck is on your side using such a CAP. If this is how you intended it to come across, then your questions will need some work as they are pretty presumptuous. You seem to think of it as an enhancement, but it really means losing a possibly beneficial element; it also means that your opponent has more opportunities to "hax" than you. If this isn't what you had in mind, please be much more specific, because I'm not grasping it then.

Deck Knight - A (Ferro)Thorn in CAP's Side- A concept more oriented to the CAP metagame is very interesting to me. I also like the idea of a defensive Pokemon, since CAP (and Pokemon in general) tends to lean towards offense. Adding options that are otherwise rarely seen is a nice touch as well. It's a metagame targeting concept, which isn't my personal favorite type, but its simple, focused, and has enough open-ended-ness that I cannot immediately simulate what kind of Pokemon it will end up being. Not much to say, it's not a pioneer but it's a reliable concept with tangible results. But is the goal of the concept to usurp current defensive stalwarts, or to add to their numbers?

calvinball - It's a Wonderful Mon- Is Wonder Room really good enough to make a CAP about though? It simply swaps defenses after all, and provides no immediate benefit; this is an issue for a move that only lasts 4 turns (you lose one activating it). Truthfully, Trick Room is really the only room move that has enough tangible use to make up for low duration. If you consider a Wonder Room Bulk Up/Calm Mind sweeper, that really is a long-winded way of making a Pokemon, when it usually will be enough to just set up a boost and attack instead; Screens also can last longer, and Memento provides a safer switch. Psycho Burn is used with Magic Guard, causes residual damage alongside the Attack halving, and also sticks around for longer than 4 turns.

Cretacerus - Bulletproof Glass- Resistances over raw defensive stats is an interesting focus to take. It doesn't determine how the offenses will look, so it is open to debate. But it does have to differentiate itself from A (Ferro)Thorn in CAP's Side, another metagame targeting defensive Pokemon concept. Still, I think the key is to emphasize that this concept isn't solely focusing on defensive Pokemon, just a Pokemon with enough bulk to make use of its resistances for at least a few hits. So I guess, check rather than counter may be the way to go.

Bazaro - A Limited-Time Offer- A hard timer? You mean like a Guts Toxic Orb user? Life Orb set up sweeper? Those do have time-limits, but the latter cannot be so easily stalled out. Weather? Not very original, but is easy to do. Belly Drum? Ultimate risk-vs-reward. I mean, it's not a bad idea, I'm just not seeing anything past these options. You also kind of limit us to an offensive Pokemon, and something that isn't exactly bulky either (otherwise time limit is ridiculous to imagine). A question about how useful will the CAP be without set up sounds to be important. Maybe one about the risk vs reward factor as well.
 

boxofkangaroos

this is the day of the expanding man
boxofkangaroos - There's No Turning Back- Thing is, we already know a lot about Volt-Turn. There are Volt-Turn checks as well, and obviously Ground-types and Electric-immunities are at the top of the list. It'll be hard to learn anything new from this as result. Maybe the concept should include questions about common Volt-Turn teammates that specifically target Volt-Turn switch-ins.
Updated questions to address other possibilities besides Electric immunities, as well as making this Pokemon a counter to counters to Volt-Turn counters.
 

snake

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snake_rattler - Decentralizer: Stallbreaking Tank- A bit more focused than Signal Disruptor, this is my preferred version of a similar concept. By focusing on stallbreaking, rather than wallbreaking, we in turn end up having to define them both (a nice question to include imo). Idk if the tank part is necessary though, since it feels more like a distraction from the more interesting question of what makes a good stallbreaker. Matter of opinion though, and I otherwise like this concept.
Well I was thinking that Stallbreaker was a little vague, so I added the Tank part so we had a little bit more of direction. Thanks for the comment though! I'll be adding that question.
 
WhiteDMist my most simplest explanation would be to create this CAP so its sole target would drop from say, an S Rank threat, down two ranks to an A Rank threat. I am not intending to render our target utterly useless, just from dominant threat to common threat.
 
Time to comment. Just noting, I am commenting more on the basis of the learning experience and journey, rather than the end "success". Also, will help out with questions.

Alchemister - Rare Options- Interesting concept. I mean, many of these uncommon moves are pretty mediocre, or are basic attack moves that aren't widely distributed. Abilities can be interesting though, since many of them are placed on Pokemon that cannot really make use of them (Gluttony, Cloud Nine, Mummy, etc.) Of course, with both moves and Abilities, are they rare because they are overlooked, or because they are mediocre in and of themselves? The concept does recall Cyclohm though, which is mildly encouraging. A question regarding what makes a rare move a commodity, rather than a gimmick looks to be in order. After all, a cool move is pointless if there are better moves to use.

Snobalt - Last Act of Defiance- Naturally, it's a very good concept that has gotten a lot of interest in the past. It's best quality is that it is pretty open for anything, but has a decent end goal of studying Parting Shot, which very few mons learn. It will also be interesting to see how the CAP interacts with the CAP Metagame set up sweepers like Cawmadore and Naviathan, as well as the usual offensive Pokemon.

Trox - Anti-Top-Tier- While not a new concept in and of itself, it is one that will require a larger focus on the CAP Metagame. Since this is a new process CAP is going through, I see this as an all-in concept. For the concept itself, the point that can make this a good or bad concept is the fact that "Top Tier Pokemon" can change over time. What if other Pokemon become Top that the CAP cannot handle? Though in the end, it depends on what the community considers a successful result.

Take Azelfie - Achilles Heel- As a concept, I like mixed attackers. But in practice, is it possible for a Pokemon to utilize both aspects of the attacking spectrum while still remaining balanced? If the community makes it too weak, it becomes like most other (failed) wallbreakers. If it becomes too strong, does it cause a problem? Lastly, I'm also curious what we can learn from this that we cannot from similar mixed attackers? Maybe an in-depth look at how the higher attacking stat and/or the movepool spectrum with the higher base powered moves influences the way a mixed attacker works. I also want to suggest a question about focusing on a Pokemon's weaker defensive stat, to pair with your question about type weaknesses. Nice to see a PU guy around too btw! :)

Alfalfa - Hurdle- Similar to the above concept (Anti-Top-Tier), but focused on a single target. While interesting, it poses an immediate question. What prevents this from being a "let's make the best possible counter to this Pokemon" thing? Not saying that it's a bad thing either (Syclant), but what's the overall takeaway from it? I also wonder what would be considered a "success"? If the targeted mon falls in usage heavily, or doesn't get used at all in anticipation, is that considered a success? If the metagame adapts around it, and the targeted Pokemon remains around the same viability, does that mean the CAP made an influence enough for people to adapt? A question to include could be how much a single Pokemon affects a metagame, and how much influence does the Pokemon who topples it present?

P3DS - Chimera- Err, are you referring to a jack-of-all trades, master of none scenario? What is the line between mixed attributes, and gimmicky? Why do we WANT to remove any specialization and make a CAP that is not particularly good at a common role? Remember, these roles exist for a reason, and why would someone want to give up that role for something lesser? These will be questions that need to be asked for you, try including them if you cannot answer them. On the flip side, what if the Pokemon is so good that all these traits make it too unbalanced? It looks difficult to hit the fine line between enough roles, and too many roles, and then balance good enough with too good.

Earth Traveler - Assassin- How limited in its targets will it be though? If it "assassinates" too many different Pokemon, it pretty just means its a plain old offensive mon. If it is limited to only a few specific targets, what will prevent people from using Pokemon with a more widespread utility? It also brings back memories of the utility counter discussions the community had for Crucibelle; is this a utility counter or are you thinking of something with more oomph?

Kyubics - Close But No Cigar- This is actually a pretty interesting concept, though I feel like it might be better off added onto another concept. It's so general, and the thought of trying to decide what threats to reach, what speed is right, what you want to survive, and how to avoid plain old standard EV spreads seems like a major headache. Then again, I know there are some people who like the stat spread stage the most. Keeping the power level in check will be an adventure, at the very least. I do have faith that the community will reign the power in enough, so this may be a pretty fun idea, though it does mean that the REST of the process becomes WAY too open-ended and unguided.

Tmi489 - Item Charger- While items are certainly important, it's hard to see what we learn from this as most Pokemon already use the most effective items for their set. And how will this break out of the premise that offensive mons use choice items or Life Orb, and defensive Pokemon will use Leftovers, Assault Vest, or a rare Berry? I can see maybe cherry-picking a few particular items and basing the CAP around making the best use of them, but the previously mentioned mindset will be hard to break out of. Btw, items like Kings Rock are so inefficient compared to actual boosting items, it'll be hard to make a Pokemon that actually makes people willingly and NATURALLY choose to use those items instead of more general ones.

SHSP - Signal Disruptor- Well it's not like people don't already use offensive mons on stall teams as a win condition, and defensive Pokemon on offensive teams as utility. It's going to be hard to see this as anything but "bulky set up sweeper" or "tank". I notice you mentioned something about a Pokemon completely built around that, so please explain since those two roles I mentioned already have Pokemon that fulfill them solely.

JDragon6299 - The Admiral- It sounds like the other targeting concepts, but WAY to specific to have already chosen a Pokemon. Also, what does Mega Evolving have to do with the concept? The questions are supposed to relate to the concept itself. As for remaining useful throughout future generations, the only real way to do so is to make it so good, it can never be toppled, which I imagine will not be appealing to the community. But mostly, it's too specific, and you took the choice of target away from the community already, which makes it hard to support this.

Galvantula Tank - The Stranger- I think the underlying idea is good, but maybe tone down the surprise factor a bit. Since the community literally votes on the moves, stat limits, and abilities, it's naturally harder to pull off set-bluffing better than other Pokemon. Of course, a Pokemon with multiple possible coverage moves would be surprising, but usually the most effective moves are the ones that end up actually mattering. That means STABs mostly, not some random coverage move that is only situationally useful. Focus a bit more on the effects of stats, ability, typing strengths/weaknesses, and item viability. Gotta work on your questions as well, they aren't asking anything really. A question to consider would be how a STAB combination can determine what your opponent can viably switch in, and how a proper bluff of item, coverage move, and can use that to your advantage.

boxofkangaroos - There's No Turning Back- Thing is, we already know a lot about Volt-Turn. There are Volt-Turn checks as well, and obviously Ground-types and Electric-immunities are at the top of the list. It'll be hard to learn anything new from this as result. Maybe the concept should include questions about common Volt-Turn teammates that specifically target Volt-Turn switch-ins.

TheHungrySage - Absolute Nuke- We've seen many glass cannons, and they rarely work BECAUSE they get so few opportunities to utilize their power. Mega-Kanga isn't really the best comparison, because it wasn't exactly a glass cannon that received minimal opportunities to use its power. It'll be interesting to try and walk the divide between good and useless, but it really is a fine line for a reason. It really doesn't count as a limitation if the CAP becomes too powerful, and it doesn't really prove a Pokemon is powerful if it never actually does anything but die after a hit. Your questions seem to already think that the community will make the CAP overpowered already, and then load it down with weak points, which is a shoddy way of balancing a Pokemon (ie. Rampados, Slaking, Regigigas). Besides, power isn't everything, and the concept DOES basically say "high offense Pokemon with a few low stats or bad ability". Not even gonna tough typing, because a good movepool doesn't really make up for a poor STAB combo; certainly, you aren't suggesting that the CAP be both extremely powerful AND have good defensive & offensive typing?

Billy the Uncle - Take two, pay one- We can MAKE a CAP that can compress roles, but it won't mean anyone WILL compress roles. Do we limit the movepool so that the CAP has no choice but to compress roles? Or do we allow it to fulfill multiple roles, in which case risk it simply choosing to actually fulfill only one role well? How do we determine what factors make a good role compressor, and what roles to actually compress? That may make a good question for your concept actually.

snake_rattler - Decentralizer: Stallbreaking Tank- A bit more focused than Signal Disruptor, this is my preferred version of a similar concept. By focusing on stallbreaking, rather than wallbreaking, we in turn end up having to define them both (a nice question to include imo). Idk if the tank part is necessary though, since it feels more like a distraction from the more interesting question of what makes a good stallbreaker. Matter of opinion though, and I otherwise like this concept.

TheArcaninePack - Complete Utilization- Looks extremely similar to Signal Disruptor and The Stranger, both of which focus on fulfilling multiple roles or handling multiple threats. Basically, it's a utility counter. Then you also want to to perform multiple roles. So a utility counter and what else? Stallbreaker? That would likely make it much too well rounded. Wall? Then it becomes a wall rather than utility counter. It's an exercise in defining different roles, but it's not really feasible to mix and match roles that aren't already similar. Perhaps you are looking at the many possible roles create opportunities for bluffs? If it's this hard to focus my thoughts at a glance, it may mean that you should narrow down the concept a little more. Be careful not to repeat the same concepts that have been posted in this thread already, if you do!

Blackdrakon30 - It's all going according to the plan....- This concept is very confusing. Are you saying let's make a CAP with few moves with chance effects? Only fully accurate moves? No abilities that only have a percentage of activating? Basically a Pokemon that has no way to luck your opponent? If it is, that really doesn't really remove hax from the game, since your opponent still has those moves/effects. I mean, sure it promotes skillful play; unfortunately, it only puts that limit on you; your opponent is under no such limitation. Any of your inaccurate moves will miss as well, and you will still have to sometime hope and pray that luck is on your side using such a CAP. If this is how you intended it to come across, then your questions will need some work as they are pretty presumptuous. You seem to think of it as an enhancement, but it really means losing a possibly beneficial element; it also means that your opponent has more opportunities to "hax" than you. If this isn't what you had in mind, please be much more specific, because I'm not grasping it then.

Deck Knight - A (Ferro)Thorn in CAP's Side- A concept more oriented to the CAP metagame is very interesting to me. I also like the idea of a defensive Pokemon, since CAP (and Pokemon in general) tends to lean towards offense. Adding options that are otherwise rarely seen is a nice touch as well. It's a metagame targeting concept, which isn't my personal favorite type, but its simple, focused, and has enough open-ended-ness that I cannot immediately simulate what kind of Pokemon it will end up being. Not much to say, it's not a pioneer but it's a reliable concept with tangible results. But is the goal of the concept to usurp current defensive stalwarts, or to add to their numbers?

calvinball - It's a Wonderful Mon- Is Wonder Room really good enough to make a CAP about though? It simply swaps defenses after all, and provides no immediate benefit; this is an issue for a move that only lasts 4 turns (you lose one activating it). Truthfully, Trick Room is really the only room move that has enough tangible use to make up for low duration. If you consider a Wonder Room Bulk Up/Calm Mind sweeper, that really is a long-winded way of making a Pokemon, when it usually will be enough to just set up a boost and attack instead; Screens also can last longer, and Memento provides a safer switch. Psycho Burn is used with Magic Guard, causes residual damage alongside the Attack halving, and also sticks around for longer than 4 turns.

Cretacerus - Bulletproof Glass- Resistances over raw defensive stats is an interesting focus to take. It doesn't determine how the offenses will look, so it is open to debate. But it does have to differentiate itself from A (Ferro)Thorn in CAP's Side, another metagame targeting defensive Pokemon concept. Still, I think the key is to emphasize that this concept isn't solely focusing on defensive Pokemon, just a Pokemon with enough bulk to make use of its resistances for at least a few hits. So I guess, check rather than counter may be the way to go.

Bazaro - A Limited-Time Offer- A hard timer? You mean like a Guts Toxic Orb user? Life Orb set up sweeper? Those do have time-limits, but the latter cannot be so easily stalled out. Weather? Not very original, but is easy to do. Belly Drum? Ultimate risk-vs-reward. I mean, it's not a bad idea, I'm just not seeing anything past these options. You also kind of limit us to an offensive Pokemon, and something that isn't exactly bulky either (otherwise time limit is ridiculous to imagine). A question about how useful will the CAP be without set up sounds to be important. Maybe one about the risk vs reward factor as well.
Thank you for your feedback pertaining to my concept. I've edited my submission to make it clearer how the concept may be, but wouldn't be limited to a Glass Cannon archetype, as you made the very valid point of it being a fairly repetitive theme as far as CAP goes. Essentially, the direction that I believe that this concept would head in is carefully taking the dangerous path of making a Pokemon a good, offensive but balanced choice for a team by adding multiple good, Uber-worthy aspects simultaneously to the addition of negative traits. If anything, I believe that the best path to take would be adding positive traits last to try to uplift the negatives, but I believe the simultaneous addition of both positives and negatives together would be best so as to ensure that at every stage this concept would be balanced. Finally, I of course do not agree with giving this concept incredible offensive and defensive potential at the same time unless there was some sort of other factor on the Pokemon that meant this potential was somewhat void. I believe that, if this concept didn't turn out balanced as I hope it would, it would be better for it to be under-powered than overpowered, because this would at least suggest that an understanding was reached concerning how positive and negative traits balance out to create a strong, but not overpowered, Pokemon. Once again, thank you for taking the time to respond to my concept, among others, as it has certainly helped to clarify some key points.
 
P3DS - Chimera- Err, are you referring to a jack-of-all trades, master of none scenario? What is the line between mixed attributes, and gimmicky? Why do we WANT to remove any specialization and make a CAP that is not particularly good at a common role? Remember, these roles exist for a reason, and why would someone want to give up that role for something lesser? These will be questions that need to be asked for you, try including them if you cannot answer them. On the flip side, what if the Pokemon is so good that all these traits make it too unbalanced? It looks difficult to hit the fine line between enough roles, and too many roles, and then balance good enough with too good.
It would end up a jack-of-most-trades, master of none (That was actually going to be the original wording) as it would stand, but traits from other archetypes would fill the gaps, to give a more unique, and stylish end set. There may be extra "Filler" moves/abilities that help them merge. The example I gave was LC riolu, as that is basically how I'd assume it'd be similar in concept to. LC riolu had a mixed bag of traits (Supportive/offensive) but would be outdone if it didn't have a way to mix them together. Which is where copycat came in, allowing it to find a niche in a unique setup sweeper. It would be a complex CAP, but the last few CAPs have shown, albeit simpler ideas, a lot of maturity and thought, to make sure the CAP fits the required task, and isn't overpowered and unbalanced (in the wake of the Aurumoth incident). I honestly believe that CAP is ready for something complex like it. I understand the precision needed for the CAP, but as it can be shown, there are a couple of good examples already in Pokemon, with Serp and Riolu. Serp took what was a fast supporter, and with one ability, gave it new life as a unique setup sweeper, but was kept in check by its typing, stats and limited offensive capabilities. Riolu didn't have the best stats, and does need setup to get it off well. Its main fighting STAB, High Jump Kick, wasn't 100% accurate, so can miss. It also needs to be wary of fletchling, other faster priority users and pokemon it can't KO with high jump kick that hurt in return, but without them, after setup, it can wreck through many LC teams. I'll still be looking into the idea, and refining it.

With removing a couple of the aspects of the trait (e.g. removing good offensive stats on a sweeper), other traits can be used to fill it in (e.g. Prankster Copycat). The main thing about the concept was breaking down what it meant for a specific, common archetype to have, and mix it with other traits to bring something different and unique to the table, instead of being blunt by conforming to traditional roles.

Actually, from what I just said, added a couple of extra questions, and some more detail in the description Pokemon examples.

Thanks for your input all the same. It raised some good questions, and some I still need to answer :)
 
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Merritt

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Head TD
Name - A Single Goal
Description - A Pokemon that can successfully run only one set, but does it extremely well to encourage use of a Pokemon who is entirely predictable from Team Preview.
Justification - While most Pokemon and many previous CAP projects have more than one viable set or some way to get around at least a few of their counters, the successful use of only one set is often limited to gimmicky or niche roles. This takes a single archetype and can only successfully perform that role, while doing so in such a way that it fits on multiple teams rather than forcing a team built around it or fulfilling a needed role on only a few teams. This CAP endeavors to be a single-set master, rather than having multiple usable options.
Questions To Be Answered -- Is it possible to create a Pokemon that can only fulfill one role effectively?
- What exactly goes into making a successful (archetype)? What combination of stats, movepool, ability, and typing allow a Pokemon to master a role?
- Can a Pokemon which will have clearly defined, unavoidable counters still be particularly effective in the metagame, or will it be dead weight until those counters are defeated?
- Can a Pokemon with clear counters that is still particularly effective be made so that it's not an instant win against teams lacking one of these counters? Alternatively, should it have essentially whole types as counters (ala Talonflame) but still remain effective with only one set?

Explanation - Many CAPs are built around having more than one effective set, either due to having two good abilities or being built around fulfilling multiple roles. It would be interesting to go in the opposite direction and see how effective something with only one good set can be in a metagame. The archetype is very open to interpretation, to go towards an offensively based CAP or defensive monstrosity. One thing that should be avoided is 4MSS though; that implies that the CAP either needs an extra move to fulfill its role to full potential or that it's breaking past counters, neither of which is the goal of this CAP.
 
Time to comment. Just noting, I am commenting more on the basis of the learning experience and journey, rather than the end "success". Also, will help out with questions.

Alchemister - Rare Options- Interesting concept. I mean, many of these uncommon moves are pretty mediocre, or are basic attack moves that aren't widely distributed. Abilities can be interesting though, since many of them are placed on Pokemon that cannot really make use of them (Gluttony, Cloud Nine, Mummy, etc.) Of course, with both moves and Abilities, are they rare because they are overlooked, or because they are mediocre in and of themselves? The concept does recall Cyclohm though, which is mildly encouraging. A question regarding what makes a rare move a commodity, rather than a gimmick looks to be in order. After all, a cool move is pointless if there are better moves to use.

Snobalt - Last Act of Defiance- Naturally, it's a very good concept that has gotten a lot of interest in the past. It's best quality is that it is pretty open for anything, but has a decent end goal of studying Parting Shot, which very few mons learn. It will also be interesting to see how the CAP interacts with the CAP Metagame set up sweepers like Cawmadore and Naviathan, as well as the usual offensive Pokemon.

Trox - Anti-Top-Tier- While not a new concept in and of itself, it is one that will require a larger focus on the CAP Metagame. Since this is a new process CAP is going through, I see this as an all-in concept. For the concept itself, the point that can make this a good or bad concept is the fact that "Top Tier Pokemon" can change over time. What if other Pokemon become Top that the CAP cannot handle? Though in the end, it depends on what the community considers a successful result.

Take Azelfie - Achilles Heel- As a concept, I like mixed attackers. But in practice, is it possible for a Pokemon to utilize both aspects of the attacking spectrum while still remaining balanced? If the community makes it too weak, it becomes like most other (failed) wallbreakers. If it becomes too strong, does it cause a problem? Lastly, I'm also curious what we can learn from this that we cannot from similar mixed attackers? Maybe an in-depth look at how the higher attacking stat and/or the movepool spectrum with the higher base powered moves influences the way a mixed attacker works. I also want to suggest a question about focusing on a Pokemon's weaker defensive stat, to pair with your question about type weaknesses. Nice to see a PU guy around too btw! :)

Alfalfa - Hurdle- Similar to the above concept (Anti-Top-Tier), but focused on a single target. While interesting, it poses an immediate question. What prevents this from being a "let's make the best possible counter to this Pokemon" thing? Not saying that it's a bad thing either (Syclant), but what's the overall takeaway from it? I also wonder what would be considered a "success"? If the targeted mon falls in usage heavily, or doesn't get used at all in anticipation, is that considered a success? If the metagame adapts around it, and the targeted Pokemon remains around the same viability, does that mean the CAP made an influence enough for people to adapt? A question to include could be how much a single Pokemon affects a metagame, and how much influence does the Pokemon who topples it present?

P3DS - Chimera- Err, are you referring to a jack-of-all trades, master of none scenario? What is the line between mixed attributes, and gimmicky? Why do we WANT to remove any specialization and make a CAP that is not particularly good at a common role? Remember, these roles exist for a reason, and why would someone want to give up that role for something lesser? These will be questions that need to be asked for you, try including them if you cannot answer them. On the flip side, what if the Pokemon is so good that all these traits make it too unbalanced? It looks difficult to hit the fine line between enough roles, and too many roles, and then balance good enough with too good.

Earth Traveler - Assassin- How limited in its targets will it be though? If it "assassinates" too many different Pokemon, it pretty just means its a plain old offensive mon. If it is limited to only a few specific targets, what will prevent people from using Pokemon with a more widespread utility? It also brings back memories of the utility counter discussions the community had for Crucibelle; is this a utility counter or are you thinking of something with more oomph?

Kyubics - Close But No Cigar- This is actually a pretty interesting concept, though I feel like it might be better off added onto another concept. It's so general, and the thought of trying to decide what threats to reach, what speed is right, what you want to survive, and how to avoid plain old standard EV spreads seems like a major headache. Then again, I know there are some people who like the stat spread stage the most. Keeping the power level in check will be an adventure, at the very least. I do have faith that the community will reign the power in enough, so this may be a pretty fun idea, though it does mean that the REST of the process becomes WAY too open-ended and unguided.

Tmi489 - Item Charger- While items are certainly important, it's hard to see what we learn from this as most Pokemon already use the most effective items for their set. And how will this break out of the premise that offensive mons use choice items or Life Orb, and defensive Pokemon will use Leftovers, Assault Vest, or a rare Berry? I can see maybe cherry-picking a few particular items and basing the CAP around making the best use of them, but the previously mentioned mindset will be hard to break out of. Btw, items like Kings Rock are so inefficient compared to actual boosting items, it'll be hard to make a Pokemon that actually makes people willingly and NATURALLY choose to use those items instead of more general ones.

SHSP - Signal Disruptor- Well it's not like people don't already use offensive mons on stall teams as a win condition, and defensive Pokemon on offensive teams as utility. It's going to be hard to see this as anything but "bulky set up sweeper" or "tank". I notice you mentioned something about a Pokemon completely built around that, so please explain since those two roles I mentioned already have Pokemon that fulfill them solely.

JDragon6299 - The Admiral- It sounds like the other targeting concepts, but WAY to specific to have already chosen a Pokemon. Also, what does Mega Evolving have to do with the concept? The questions are supposed to relate to the concept itself. As for remaining useful throughout future generations, the only real way to do so is to make it so good, it can never be toppled, which I imagine will not be appealing to the community. But mostly, it's too specific, and you took the choice of target away from the community already, which makes it hard to support this.

Galvantula Tank - The Stranger- I think the underlying idea is good, but maybe tone down the surprise factor a bit. Since the community literally votes on the moves, stat limits, and abilities, it's naturally harder to pull off set-bluffing better than other Pokemon. Of course, a Pokemon with multiple possible coverage moves would be surprising, but usually the most effective moves are the ones that end up actually mattering. That means STABs mostly, not some random coverage move that is only situationally useful. Focus a bit more on the effects of stats, ability, typing strengths/weaknesses, and item viability. Gotta work on your questions as well, they aren't asking anything really. A question to consider would be how a STAB combination can determine what your opponent can viably switch in, and how a proper bluff of item, coverage move, and can use that to your advantage.

boxofkangaroos - There's No Turning Back- Thing is, we already know a lot about Volt-Turn. There are Volt-Turn checks as well, and obviously Ground-types and Electric-immunities are at the top of the list. It'll be hard to learn anything new from this as result. Maybe the concept should include questions about common Volt-Turn teammates that specifically target Volt-Turn switch-ins.

TheHungrySage - Absolute Nuke- We've seen many glass cannons, and they rarely work BECAUSE they get so few opportunities to utilize their power. Mega-Kanga isn't really the best comparison, because it wasn't exactly a glass cannon that received minimal opportunities to use its power. It'll be interesting to try and walk the divide between good and useless, but it really is a fine line for a reason. It really doesn't count as a limitation if the CAP becomes too powerful, and it doesn't really prove a Pokemon is powerful if it never actually does anything but die after a hit. Your questions seem to already think that the community will make the CAP overpowered already, and then load it down with weak points, which is a shoddy way of balancing a Pokemon (ie. Rampados, Slaking, Regigigas). Besides, power isn't everything, and the concept DOES basically say "high offense Pokemon with a few low stats or bad ability". Not even gonna tough typing, because a good movepool doesn't really make up for a poor STAB combo; certainly, you aren't suggesting that the CAP be both extremely powerful AND have good defensive & offensive typing?

Billy the Uncle - Take two, pay one- We can MAKE a CAP that can compress roles, but it won't mean anyone WILL compress roles. Do we limit the movepool so that the CAP has no choice but to compress roles? Or do we allow it to fulfill multiple roles, in which case risk it simply choosing to actually fulfill only one role well? How do we determine what factors make a good role compressor, and what roles to actually compress? That may make a good question for your concept actually.

snake_rattler - Decentralizer: Stallbreaking Tank- A bit more focused than Signal Disruptor, this is my preferred version of a similar concept. By focusing on stallbreaking, rather than wallbreaking, we in turn end up having to define them both (a nice question to include imo). Idk if the tank part is necessary though, since it feels more like a distraction from the more interesting question of what makes a good stallbreaker. Matter of opinion though, and I otherwise like this concept.

TheArcaninePack - Complete Utilization- Looks extremely similar to Signal Disruptor and The Stranger, both of which focus on fulfilling multiple roles or handling multiple threats. Basically, it's a utility counter. Then you also want to to perform multiple roles. So a utility counter and what else? Stallbreaker? That would likely make it much too well rounded. Wall? Then it becomes a wall rather than utility counter. It's an exercise in defining different roles, but it's not really feasible to mix and match roles that aren't already similar. Perhaps you are looking at the many possible roles create opportunities for bluffs? If it's this hard to focus my thoughts at a glance, it may mean that you should narrow down the concept a little more. Be careful not to repeat the same concepts that have been posted in this thread already, if you do!

Blackdrakon30 - It's all going according to the plan....- This concept is very confusing. Are you saying let's make a CAP with few moves with chance effects? Only fully accurate moves? No abilities that only have a percentage of activating? Basically a Pokemon that has no way to luck your opponent? If it is, that really doesn't really remove hax from the game, since your opponent still has those moves/effects. I mean, sure it promotes skillful play; unfortunately, it only puts that limit on you; your opponent is under no such limitation. Any of your inaccurate moves will miss as well, and you will still have to sometime hope and pray that luck is on your side using such a CAP. If this is how you intended it to come across, then your questions will need some work as they are pretty presumptuous. You seem to think of it as an enhancement, but it really means losing a possibly beneficial element; it also means that your opponent has more opportunities to "hax" than you. If this isn't what you had in mind, please be much more specific, because I'm not grasping it then.

Deck Knight - A (Ferro)Thorn in CAP's Side- A concept more oriented to the CAP metagame is very interesting to me. I also like the idea of a defensive Pokemon, since CAP (and Pokemon in general) tends to lean towards offense. Adding options that are otherwise rarely seen is a nice touch as well. It's a metagame targeting concept, which isn't my personal favorite type, but its simple, focused, and has enough open-ended-ness that I cannot immediately simulate what kind of Pokemon it will end up being. Not much to say, it's not a pioneer but it's a reliable concept with tangible results. But is the goal of the concept to usurp current defensive stalwarts, or to add to their numbers?

calvinball - It's a Wonderful Mon- Is Wonder Room really good enough to make a CAP about though? It simply swaps defenses after all, and provides no immediate benefit; this is an issue for a move that only lasts 4 turns (you lose one activating it). Truthfully, Trick Room is really the only room move that has enough tangible use to make up for low duration. If you consider a Wonder Room Bulk Up/Calm Mind sweeper, that really is a long-winded way of making a Pokemon, when it usually will be enough to just set up a boost and attack instead; Screens also can last longer, and Memento provides a safer switch. Psycho Burn is used with Magic Guard, causes residual damage alongside the Attack halving, and also sticks around for longer than 4 turns.

Cretacerus - Bulletproof Glass- Resistances over raw defensive stats is an interesting focus to take. It doesn't determine how the offenses will look, so it is open to debate. But it does have to differentiate itself from A (Ferro)Thorn in CAP's Side, another metagame targeting defensive Pokemon concept. Still, I think the key is to emphasize that this concept isn't solely focusing on defensive Pokemon, just a Pokemon with enough bulk to make use of its resistances for at least a few hits. So I guess, check rather than counter may be the way to go.

Bazaro - A Limited-Time Offer- A hard timer? You mean like a Guts Toxic Orb user? Life Orb set up sweeper? Those do have time-limits, but the latter cannot be so easily stalled out. Weather? Not very original, but is easy to do. Belly Drum? Ultimate risk-vs-reward. I mean, it's not a bad idea, I'm just not seeing anything past these options. You also kind of limit us to an offensive Pokemon, and something that isn't exactly bulky either (otherwise time limit is ridiculous to imagine). A question about how useful will the CAP be without set up sounds to be important. Maybe one about the risk vs reward factor as well.
Thanks for the feedback. As you can probably, guess I'm really new to all this and absolutley every piece of advice helps. I've updated my original post, and hopefully it's easier to understand and clearer in what the concept means.
 
Trox and I have agreed to merge our submissions into one, given that our concepts are almost identical. Expect one of our submissions to be deleted and the other reworded in a way that we both have say on; the earliest time you can expect these changes are roughly 5-7 hours from now.
 
Time to comment. Just noting, I am commenting more on the basis of the learning experience and journey, rather than the end "success". Also, will help out with questions.

Tmi489 - Item Charger- While items are certainly important, it's hard to see what we learn from this as most Pokemon already use the most effective items for their set. And how will this break out of the premise that offensive mons use choice items or Life Orb, and defensive Pokemon will use Leftovers, Assault Vest, or a rare Berry? I can see maybe cherry-picking a few particular items and basing the CAP around making the best use of them, but the previously mentioned mindset will be hard to break out of. Btw, items like Kings Rock are so inefficient compared to actual boosting items, it'll be hard to make a Pokemon that actually makes people willingly and NATURALLY choose to use those items instead of more general ones.
Honestly, I've never seen any berries other than Sitrus/Lum, and I don't think I've noticed an A.V much at all. Kings Rock might be an example, but a reintroduction of Pinches and the more common switch items (Eject Button, Red Card) would be nice, and MAYBE the weakness policy/white herb. Along with a possible Shell Bell too, even though it's not very powerful. Honestly I would like Judgment/Sturdy/S. Grace to be included, but that's going TOO far ahead. It might be hard to do this, but then again it should be possible. And the cherry picked items for this CAP would be nifty with quite a bit of variety. Also I'd like to note: all users of Evolite (Pory2/Chansey, rare in CAP metagame) mostly ONLY use it, and of course not offensive items, and it would be notable to use that. Mega Stones are also a make/break, where people normally always use it or never use it...
 

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Honestly, I've never seen any berries other than Sitrus/Lum, and I don't think I've noticed an A.V much at all. Kings Rock might be an example, but a reintroduction of Pinches and the more common switch items (Eject Button, Red Card) would be nice, and MAYBE the weakness policy/white herb. Along with a possible Shell Bell too, even though it's not very powerful. Honestly I would like Judgment/Sturdy/S. Grace to be included, but that's going TOO far ahead. It might be hard to do this, but then again it should be possible. And the cherry picked items for this CAP would be nifty with quite a bit of variety. Also I'd like to note: all users of Evolite (Pory2/Chansey, rare in CAP metagame) mostly ONLY use it, and of course not offensive items, and it would be notable to use that. Mega Stones are also a make/break, where people normally always use it or never use it...
The strong point of your concept is the focus on different roles based on different items, so there lies the difficulty. Maybe to give the concept a more focused direction, broaden it to be about how to use different items effectively. It may not sound different, but it means the CAP's role doesn't HAVE to change based on item. Just a tiny rewording can work wonders in making it more appealing. Just a thought ofc
 
  • Name - Not first, but better than second.
  • Description - A pokemon that, rather than countering the tippy-top of the meta, counters the pokemon one layer down, the "second picks" used to fill in and solidify a team. While it would still be able to survive against the top meta, it would thrive when dealing with the pokemon just below them.
  • Justification -
    • Actualization: These "second pick" pokemon are usually the glue that holds a team together; this pokemon would be a "glue dissolver" to make an enemy team unable to function optimally by taking down those roles, leaving the enemy team open to bigger threats.
    • Target: This is an interesting role, in that nothing really goes "anti-meta" by focuses on the things that aren't the meta. I don't know how much of an impact it would have on the metagame. But, if done right, it could be a major disruption to certain teams.
  • Questions To Be Answered -
    • How do you counter the majority of the huge amount of pokemon that get "second picked"?
    • Should we focus on a single category/architype or try for a broader counter?
    • How does something be decidedly better than second without getting a spot in the top?
    • How can something counter so many "second picks" without countering the top itself?
    • How much impact does countering such pokemon have?
  • Explanation - Most of what I wanted to say is said above. I am not very familiar with the CAP meta (I'm pretty new here), so there might be some issues with my statements here and there, but I saw an interesting concept opportunity and I figured I'd share it. I admit that this is a really risky concept; there are many ways to go wrong which could result in it being too large in scale, too powerful, or mostly insignificant, but I have the feeling that, in the right hands, this could become a major hindrance to a significant number of teams.
 
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Name - Fatal Attraction.
  • Description - This pokemon successfully makes use of the concept of infatuation within the metagame.
  • Justification
  • Actualization: This pokemon makes use of one of the most annoying status moves in the game. It's sole purpose is to use infatuation to prevent opposing pokemon from attacking/using moves that will disrupt the player's strategy and plan.
  • Archetype: This pokemon uses attract/infatuation to prevent opposing pokemon from attacking. It could fill the role of an annoying staller.
  • Target: This pokemon addresses how underused and underappreciated infatuation is within the current metagame.
  • Questions To Be Answered -
Would this pokemon's presence make infatuation more popular within the metagame?
Will this pokemon be able to find a way around the gender/genderless issues that are involved with infatuation?
What other types of moves would fill this pokemon's movepool? Cleric type? Utility?
How would this pokemon use infatuation in a way where the player would prefer to use it over, say, a thunder wave user?
Would oblivious users become more popular/common?

  • Explanation - I think the use of attract/cute charm would serve really functional on a stalling/annoying/cleric pokemon. I feel that with Toxic/Poison getting a buff with Venoshock/Venon Drench, Burn activating guts/quick feet/flare boost as well as weakning attack, Paralysis having speed halving, chance to prevent attacking, and being commonly used (especially by paraflincers) and being used by a huge variety of pokemon, and Confusion being able to affect any pokemon (with the exception of those with abilities preventing it) as well as having multiple moves that cause confusion, some even as a side effect (water pulse), infatuation seems to get the short end of the stick, especially as the years have gone by (Whitney's Miltank was a beast with attract). Finding a way to make a pokemon that can make this move viable will be a fun challenge.
 
Hey all, just wanted to pop in and say that I'm reading through every concept, including any edits that have been made, and will be providing some more individual feedback very soon. I'm open to doing this in real time on PS, so please don't hesitate to PM me.

Seeing as submissions and responses are starting to slow down a bit, I'd like to try and get this thread wrapped up in about 36 hours. If you have an idea for a concept and you haven't submitted it yet, now would be the time to do so!

EDIT: Gonna keep this open until late this evening after a few requests for some more in-depth real time discussion. Hop on PS this evening if you wanna discuss concepts!
 
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Please forgive me for any mistakes!
  • Name - Mediocre Ability Abuser
  • Description - This Pokemon uses an ability usually considered bad or mediocre or just ok to great extent.
  • Justification
    • Actualization: This Pokemon would inspire people to use new abilities and prepare for new things in the metagame. An example of this would be if the Pokemon utilised Sniper and Focus Energy, at which point things like Mega Slowbro may rise in usage due to its immunity to crit.
    • Archetype: Due to most of the abilities which I feel could be used gravitate towards offensive routes, I feel this Pokemon will function as a top sweeper or wallbreaker which uses its skill to excell at its role.
    • Target: This Pokemon addresses the high usage of the same Pokemon and skills, which may make lesser-used skills or Pokemon with them more or less popular.
  • Questions To Be Answered - How can a Pokemon fully utilise its ability while still being balanced? What lesser-used abilities could be fully utilised well? What abilities would give this Pokemon use above others with usually better abilities? What sets can a Pokemon with a mediocre ability use well? If a Pokemon is only using one ability or potentially even one set to utilise it, would it be too predictable to work? Could a Pokemon run multiple set while utilising its ability well in all if them? If this Pok is designed to utilise an ability well, is it possible for it to utilise others without becoming unbalanced (an example of this would be the Sniper Mon - what other abilities could it use? Would something else crit related like Super Luck work, or would it be outclassed? If it wasn't crit related, would the Pokemon be too unpredictable? If it only ran one ability, would it be too predictable? You get the idea...)?
  • Explanation - Well, I feel this would be good for the meta as it could easily mix it up, especially if one playstyle is dominant, in which case this Pokemon could be very anti-playstyle. I had some ideas as I looked through for abilities that could be utilised:
Something like Analytic could be used for this Pokemon to hit hard. The Pokemon wcould have to be slow, but offensively and defensively powerful as to survive a hit and deal one back.

Download would be a nice option for a mixed attacker or mixed wallbreaker as something which could hit hard on both defences would be great at defeating slower Pokemon.

Flare/Toxic Boost (or both to choose from, for something which could run mixed) could be a great wallbreaker or sweeper with powerful attacks.

A contact-related move like Mummy and/or Gooey could be utilised to defeat strong physical attackers for a team, but would otherwise be quite niche.

Finally, a fast, bulky Pokemon with Sniper, STAB moves with high crit ratios and Focus Energy could be a powerful option, which is why I used it in a lot of the examples.
 
Name: Localization

Description: A Pokemon that effectively fulfills a role on a team different from the team's archetype.

Justification: This is an Actualization concept. While this is a concept about archetypes, it does not imply under which archetype the product would fall. Rather, this concept seeks to explore team archetypes.

To be clear, the purpose of this concept isn't to just slap a wall on an offensive team or a sweeper on a stall team, it's to create a Pokemon™ that works cohesively with Pokemon of a specific archetype to further their goals despite performing a role quite different from theirs. Taking it a step farther, this Pokemon should work optimally on teams of the archetype it is designed for, but falls short on teams of Pokemon with similar functions.

Currently, there are not Pokemon of this type, as putting primarily offensive Pokemon on defensive teams or vice versa causes the team to lose focus and become weaker. If not, it becomes balance. The closest example I can think of is Tomohawk, but Tomohawk's amazing movepool diversity basically just allows it to go with anything as opposed to being primarily useful for one team archetype.

Questions to be Answered:
  • How can a Pokemon effectively support a team archetype if it lacks the characteristics associated with that archetype?
  • How can a Pokemon be made sub par on a team archetype it seems geared towards?
  • How are the goals of certain team archetypes defined (beyond the obvious intention of dealing damage slowly and cautiously or using offensive pressure to flat out eliminate foes)? How does this dictate teambuilding?
  • Do team archetypes essentially require a nearly homogeneous mix of Pokemon characteristics to succeed?
  • What are the common makeups of different team archetypes? Why?
  • How would this Pokemon affect teambuilding for its chosen archetype? How would it impact other archetypes?
  • How would this Pokemon change the ways in which its team's archetype is countered?
  • How can this Pokemon work without effectively shifting its entire team's archetype?
Explanation: This concept is mostly inspired by my interest in other languages and the nine months I waited for Fire Emblem: Fates to be released in America. I thought of my experience with learning French and playing Pokemon X in it before asking myself: What would it be like to translate a Pokemon? I decided that it ultimately would be to make a Pokemon with the characteristics of one archetype (like offense), but adapt the way they are used in order for another archetype to be able to use it (effectively having "localized" it).

For example, a Ground/Fairy Pokemon with high Speed and Attack could fill this role by removing common stallbreakers like Sableye-Mega, Naviathan, and Heatran. However, it would only work optimally due to support given to it by Pokemon commonly found on stall teams, such as by requiring Wish passes or HeaL Bells to fulfill its role effectively and having counters that its wall and support teammates take out themselves. It might be further deterred from being used on offensive teams by failing to find proper support from common offensive Pokemon and being unable to aid them as well as other offensive Pokemon could, being fully tailored to work with defensive Pokemon's needs instead.
 
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