Please focus on responding to reachzero's post and not just posting your two cents on momentum in general.
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Originally Posted by Fat reachzero
So, to recap what we know so far, momentum involves attempting to control the flow of the game by limiting the opponent's options and establishing a favorable position. Practically, we want CAP 1 to have opportunities to switch in and establish a favorable matchup. At that point, we want to have a way to capitalize on the favorable matchup in a way that further improves the team's favorable position.
Two problems enter the situation here: we do not want this Pokemon to simply punish all responses with overwhelming offense, as doing so would force us to limit our opportunities to switch in in order to preserve balance; on the other hand, Pokemon that are very weak offensively have a tendency to become set-up bait for enemy sweepers. In other words, in order to maximize the momentum boost given by this Pokemon without creating something that is blatantly overpowered, it is important that we build CAP 1 to achieve its level of control through a balance of strength and finesse as opposed to through sheer brute force.
Several approaches have already been suggested as to how CAP 1 could strengthen its teams position without simply bludgeoning the team into submission: phazing, status, screens, etc. This is definitely the route we want to take. I envision CAP 1 as being a lot more like Breloom or Heatran than like Excadrill or Hydreigon!
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I think this is definitely a good place to start. Balanced offensive prowess and defensive prowess seems to be a recurring themes for our CAPs, but in reality I think it's fairly applicable here. I think the concept lends itself to a Pokemon with a slight bias towards defense, whereas offense is a necessary component to avoid being setup fodder, but doesn't need to be sweeper-like to the extent of overwhelming all opposition. This should carry over to all aspects of the CAP, I'd like to think. I think that Heatran and Breloom are good targets to shoot for insofar as the type of Pokemon we'd like to create; they each possess strong utility, but have exceptional attacking prowess to keep them a very real threat in the eyes of the opponent.
Another thing those examples share is a list of checks. These Pokemon have responses that are exceptionally adept at beating them. Heatran will constantly lure out Water-types, while Breloom will almost always lure out sleep absorbers and things that can take its attacks like Salamence once sleep clause is active. This is key to the success of the concept I think; like I mentioned before and will say again here, CAP1 needs predictable responses that it can capitalize on. That may sound weird, since if it can capitalize on these ideal checks, then they wouldn't be ideal checks! I mean, specifically, that the player can use the knowledge to his or her advantage reliably for either double switching to gain momentum or using strange sets that give you a chance to beat counters. I think that's also important; CAP1 needs a way to beat its checks if it's using a bit of an off-the-wall set that you might not expect and either cripple them or take advantage of them. A good example of this is DPP Jirachi running HPGround to capitalize on Heatran switch-ins, or Breloom packing Stone Edge for incoming Flying-types, or Heatran bringing along Toxic to break bulky Water-type Pokemon. The ability and versatility to do this goes a long way to enabling the Pokemon to regain and build momentum for one's team.