Intimidate and Air Lock and Regenerator
Intimidate is an amazing ability which will let the CAP switch in on attacks that normally 2HKO it, turning them into 3HKO's, giving it a chance to retaliate. Most of the Jibaku's calcs showed that CAP 1 could be 2HKO'd by every common threat at +2. This means:
1. It can't switch in to these attacks with any success, and therefore,
2. It can't retaliate, letting them continue to sweep your team.
By giving CAP1 Intimidate, it'll turn these 2HKO's into 3HKO's, appropriately scaring off the threats, and Roost-ing. etc. on the switch. If the threats aren't at +2 then it would make the damage laughable.
Air Lock provides survivability, but in a more specific fashion. With Air Lock, it will be able to switch into Landorus and neutral Water and Fire attacks a lot easier, and be able to KO Tyranitar and Terrakion that much easier. It is a solid ability, but it isn't as useful as hitting threats that can appear on all teams, not just weather-centric teams.
Regenerator is also pretty rad, it allows the CAP to switch in on a predicted resist, dish something out for a turn, and escape to fight another day. Though it doesn't provide any short-term survivability or give it an answer to fast-powerful weather sweepers.
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Quote:
The Nameless: Wow this is just sad
The Nameless stopped watching the battle.
Leluc: what a silly guy
Attract: that guy is funny
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