I'll out and say what I've been mulling over on IRC and discussing with a lot of CAP players and veterans. I am currently against effective damage boosting moves on CAP 2.
Please tell me that this includes
Compoundeyes. I know that's not all that the ability does, but it is definitely a significant part of what it does, as increasing the accuracy of many attack moves is effectively increasing their average damage output. I am assuming that this also rules out the semi-popular
Iron Fist and
Sniper, even though you didn't mention them specifically.
Some abilities that have been brought up that I actually really like. Limber is a solid ability that I think has a lot of merit... Shield Dust is a very good choice because it prevents the undesired effects of Thunder paralyzing us or us being flinched or what-have-you... For this reason, I think Limber is in general the superior option to Shield Dust for CAP 2...
If
Limber is superior to
Shield Dust, that sounds like the perfect reason to rule out Limber as being
too good. Deck Knight is dead on in explaining why Shield Dust is too good, so following this logic, Limber is
far too good:
If we learned only one thing from Cyclohm it was that Shield Dust is a very powerful ability. In general I think CAP 2 has enough going for it that I don't think we need such far-reaching abilities. For perspective, Shield Dust is an effective immunity to flinch and Freeze, and it blocks Burn from every attack except Will-O-Wisp, as well as the paralysis from Thunder, Thunderbolt, and Discharge (among other damaging paralysis inducers). We already have excellent stats and Sketch, we should at least try and curb back our ability selections to something more specific.
tl;dr: Compoundeyes is random, Limber boost offensive sets too much, and Immunity gives a much needed boost to defensive and supportive sets.
This, however, I think makes a fantastic case for
Immunity. If we want an ability that helps Sketchy deal with status but aren't willing to seriously consider a more random ability like
Wonder Skin, then Immunity sounds like a great way to go. Natural Cure could be okay, I guess, but Shed Skin has been done before.
I'm honestly still surprised, though, that Wonder Skin isn't getting more attention, as it not only halves the accuracy of status-inflicting moves like Spore, Thunder Wave, Toxic, and Will-O-Wisp but also of other moves like Confuse Ray, Disable, Encore, Leech Seed, Roar, Taunt, Torment, Trick, and Whirlwind. If nothing else, making Encore and Taunt fail half of the time should make the ability well worth considering.
EDIT: As for final suggestions, I'm still intrigued by the idea of not giving Sketchy anything that's very significant at all. It learns Sketch once, it has very cool typing, and it has fantastic stats, so its ability really may be one of the places where we want to play a bit more conservatively. This doesn't mean giving it a detrimental ability like Defeatist or even an entirely useless ability like Illuminate, but it might mean giving it something that's nice but that just isn't going to come up very often or alter the way that Sketchy is played, like
Hyper Cutter or
Inner Focus for example. Abilities like these provide benefits that are certainly appreciated but not abusable or amazing.