CAP 2's stats have been chosen by a landslide first poll victory, and with that we've got both stats and typing done. Now it's time for us to look into possible abilities for CAP 2, and discuss which we think the best choices are. Recall that we can have at most two competitive abilities, though we may not even need that many considering our concept. We are also allowed to have a single flavor ability, which—should we choose to have one—will be voted on after the art has finished up.
I'll out and list some abilities that I don't want for CAP 2 regardless. I don't want them either because they're unnecessarily crippling, blatantly overpowered, or completely unrelated or concept changing. The list is not exhaustive and may be updated during the discussion, but currently includes Arena Trap, Drizzle, Drought, Forecast, Imposter, Magnet Pull, Multitype, Sand Stream, Shadow Tag, Snow Warning, Tinted Lens, Wonder Guard, and Zen Mode.
CAP 2 thus far:
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
tl;dr: Quack! (Abilities for Grasses and Ghosts!)
I'll out and list some abilities that I don't want for CAP 2 regardless. I don't want them either because they're unnecessarily crippling, blatantly overpowered, or completely unrelated or concept changing. The list is not exhaustive and may be updated during the discussion, but currently includes Arena Trap, Drizzle, Drought, Forecast, Imposter, Magnet Pull, Multitype, Sand Stream, Shadow Tag, Snow Warning, Tinted Lens, Wonder Guard, and Zen Mode.
CAP 2 thus far:
Focus: Bulky OffenseConcept: Sketch Artist
Description: A Pokemon that learns Sketch, once, and everything that goes along with that.
Justification:
In terms of uniqueness, I think that few existing Pokemon can match DPP Smeargle, an otherwise laughably worthless Pokemon trolling OU with access to every trick in the book (or at least 4 of them) but also affecting the metagame greatly by becoming a top threat in the lead metagame. This Pokemon will borrow some of that uniqueness by learning the move Sketch and thus having access to ONE surprise/strategic/gutshot bonus move to supplement its pre-existing movepool. Being otherwise competently built (read: usable stats), this Poke could be a top threat or specialist for reasons we can't even predict yet.
Questions To Be Answered:
Explanation: The key here is that we have a lot of freedom to construct a unique Pokemon while staying within the confines of the concept. Typing, stats, abilities, and even most of the movepool are completely fair game so long as the Poke learns Sketch only once along the way and that we keep that in mind during previous steps. Now, this doesn't mean the CAP process will be directionless; Rising Dusk is pretty well organized and good at keeping discussions focused, and the concept itself has firm grounding in Smeargle's precedent. What's really being studied with this concept is movepool diversity and effectiveness, so it should have the most effect on the movepool process, where movepool creators will have to carefully balance their Sketchmon's actual movepool with the possibility of adding any one other move to the list. In terms of the metagame, there is no doubt in my mind that throwing a wildcard like this into the mix will strongly affect the metagame.
- How will a Poke that has access to any one move out of all the moves in the game affect common battling tactics, namely prediction, scouting, and switching?
- Which Sketch moves will become most common on this Poke's best sets? Does Sketchmon's success rely on hiding that secret Sketch move until just the right moment or can it succeed with predictably powerful moves like Spore, Spikes, Hurricane, Shell Smash, etc.?
- Does this unique and powerful access to moves need to be counterbalanced elsewhere in the Pokemon's design? If so, then to what degree?
- What kind of impact can Sketchmon have on teambuilding in terms of being able to patch holes with common utility moves like Rapid Spin or Toxic Spikes?
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
tl;dr: Quack! (Abilities for Grasses and Ghosts!)