@Elegy: Fair enough, just wanted to throw that out there while all this ability discussion was going on....
Multitype automatically makes some impossible to counter fully, provided it has a semi-decent offensive movepool.
Say you go with a Fire-Plate and rocks are up. Does the opponent think it's Bug? Ice? Flying? Fire? Who can switch into all those types except Heatran.
You can use this to cause a lot of mind games since your opponent won't know what to attack with.
I suppose Frisk stops this (it would find it right?) but to me, Multitype is too big a boost and the limitations of movepool or stats to counter this wouldn't be worth it.
Sorry if this is overly specific, I felt the need to address Multitype specifically.
For the purposes of Stop the Secondary, Multitype can be quite handy. Heck, a pokemon with Multitype instantly becomes way more versatile. Still, I believe that Multitype is inferior to other abilities in stopping the secondary.
You could have a Steel type multiype and have a Toxic, Sandstorm and Trick immunity, but another ability, say, Volt Absorb could grant more immunities when taking dual typing into account. A Grass/Steel type with Volt Absorb has Electric, Toxic, Leech Seed and Sandstorm.
In this thread, discuss CAP 9's concept. What kinds of directions could we go from "Stopping the Secondary"?
Here's what I want discussed:
- What are common secondary moves in today's metagame?
- What does it mean to "Stop the Secondary"?
- What are the possibilities of this CAP? (Try not to poll jump too much here)
- How are immunities used in the current metagame? How can we apply that knowledge to this project?
And of course, be sure to follow the rules.
- What do we gain from an immunity pokemon?
- No bashing. Obviously this is common sense. No insulting, no passive aggressive insulting, and no witty remarks. Try to keep it clean.
The purpose of this concept is not supposed to be immune to as much secondary effects as possible. It's only supposed to cover a variety. With the examples you're implying, you're trying to find out the best combination of typing/ability that will cover a ton of stuff.
Multitype is a reasonable ability, mainly because it provides a variety of immunities to secondary effects. For example, Flying plate gives it immunity to grounded hazards and Trick, but is still effected by status, leech seed, etc. Grass plate gives it immunity to Leech Seed and Trick, but is still vulnerable to various other effects.
Multitype can basically provide immunity to a bunch of things, but it's impossible for it to do so at once, only a variety. It depends on what your team wants to be immune to, really.
But let's face it, multitype can't solve every problem. That is why i think that it should have two different abilities. Lot's of pokemon have the option to choose from diffrent abilities, why can't this one? It would make the pokemon much more adaptable. May I suggest Multitype/Natural cure.
Also, I think CAP9 should get Aromatherapy, as it's ability to heal teamates is a viable deterant, although a small one.
I guess what I'm looking for in this CAP is originality with combinations of immunities to spice up the metagame. To take on a variety of secondary moves, and to make it work in standard OU alongside other teams would be great. You see moves like Stealth Rock make offensive teams think twice before packing Gyarados and Salamence in the same team, and you look at Stall teams in OU, and they are hesitant to make things non-Trick weak, or so to speak. What if we had that weapon in Offense who didn't give a shit about Stealth Rock? What if we had that wall in Stall who could eat Trick like a man?
Discuss! =)
Not seeing anybody stepping up that much to the plate for discussion here, so I'll try to start it off clean again! (Oh, and I'm giving a 5 hour extension for this thread, it really needs it btw)
To be honest, I didn't like the answers I got from the fourth question I asked: " How are immunities used in the current metagame? How can we apply that knowledge to this project?" You could give me all the examples of immunities in the world, but that still doesn't answer the question given. I'm not looking for what an immunity is, rather, how you would take advantage of it.
This ties into a bit of how this concept would play out in the long run. From my experience, immunities are used for an easy switch in, to score free turns. Fidgit is an example of this, as it uses its immunities to switch in easily and set up entry hazards/spin/wish/whatever. However, that does not make this concept similar to Fidgit in any way.
How many ways can we exactly use immunities? What does that free turn give us the freedom to do? What would we get from stopping the secondary? A pokemon with immunity to certain secondary factors are usually good, but the question that I think needs to be answered for this CAP is basically, "How far can we go with just immunities alone?" And so, I present to you my last question I wanted discussed.
A pokemon with good immunities is generally, good. What I think we would gain from an immunity pokemon is a deeper understanding of how the metagame came to be. Is it not a coincidence that the top 10 pokemon in the current OU metagame have immunities to secondary moves? Perhaps with this CAP, we could make it immune to harder to deal with traits in order to make it interesting.
I guess what I'm looking for in this CAP is originality with combinations of immunities to spice up the metagame. To take on a variety of secondary moves, and to make it work in standard OU alongside other teams would be great. You see moves like Stealth Rock make offensive teams think twice before packing Gyarados and Salamence in the same team, and you look at Stall teams in OU, and they are hesitant to make things non-Trick weak, or so to speak. What if we had that weapon in Offense who didn't give a shit about Stealth Rock? What if we had that wall in Stall who could eat Trick like a man?
Discuss! =)