snake
CAP Co-Leader
While these are great points that show that Poison Heal helps with our threatlist, the main issue I personally have with Poison Heal is that you have to stay in for the entire turn for Poison Heal to take an effect. When CAP22 forces a switch, it will have to decide whether to stay in and use the free turn to heal off some damage or use Parting Shot and not heal.DarkSlay is correct that activating the Toxic Orb before switching into status and Knock Off is a limitation we should be mindful of; I said as much in my original post and it bears repeating. However, I do not agree that it is so limiting as to discount the perpetual advantage Poison Heal provides for every turn thereafter. The cost of not switching directly into status or Knock Off, once, is pretty fair and affordable, imo, especially when it's in exchange for patching up multiple already-identified holes in our desired strategy with this CAP for the remainder of any given battle. Given an assumed offensive presence and the ability to switch into a few things that aren't Dark-types, I can imagine early-game moments where the CAP can survive a turn without getting the Toxic Orb plan ruined.
- Korski belabors the point (I'm sorry!)
Poison Heal is a full status immunity + 12% HP gain for every turn except CAP's first turn in battle. This is as opposed to a 12-24% HP loss and dramatic loss of offensive presence for any time CAP is Burned, 6-18% HP loss from Toxic for any time CAP is Toxic Poisoned, 75% Speed drop + 25% full Para risk for any time CAP is Paralyzed, or an immediate hard switch for any turn CAP is Spored, should we go with Natural Cure (will not get into random Freezings). Or as opposed to Magic Bounce, it prevents Scald/Lava Plume Burns and Discharge Paralysisand it isn't Magic Bounce.
And, not to repeat myself too much (hopefully), Poison Heal is the only ability that allows CAP to simultaneously pivot into Dark-types and reliably utilize a held item. This is as opposed to every other ability under consideration. I don't even care about the lower damage from Knock Off after the Toxic Orb is removed; with the 4x resist, the difference between like 18% and 12% is negligible (although being able to recover nearly all of it back with Poison Heal renders Knock Off truly meaningless).
tl;dr - ignore this post if you hate Poison Heal (and if you hate Poison Heal, then love Natural Cure). I don't usually like to risk threadhogging with only two responses to my previous post but with the 24-hour warning I wanted to put down these final thoughts.
Also Trox, CAP22 isn't worried about Knock Off damage; instead it can act as a good absorber of Knock Off by means of typing. The fact that it can take Knock Off that well with those theoretical stats strengthens that argument anyways.