I actually have two abilities in mind for the secondary ability.
First of which is the extreme, the extreme, Contrary. Yes, that ability. Wo wo, put down those torches and pitchforks and hear me out here. If we gave it the proper move to use with it, say, Hammer Arm, then the opponent would be placed in an interesting bind - do they go for the attack, thus potentially giving you the chance to fire off a hammer arm and go faster anyways? Or do they switch to a ghost, attempting to get a free switch for a hammer arm, only for you to set up a tail glow/swords dance/ what have you. This move is simply a example, although I'm not sure how well contrary would work with, say, psycho shift. Even if we don't directly give it a move that drops the user's stats, it would give CAP4 an interesting position as a niche intimidate/stat drop move counter. Yes, I'm aware this isn't the riskiest ability in the game, but both psychic and fighting type moves with stat dropping components would be easily abused by dark/ghost swapins -depending on which type-, neither of which is hard to have on a team. This ability honestly requires a little bit of speculation to explain, so sorry if it's borderline poll jumping.
Secondly, Marvel Scale is risky in that it absolutely mandates having a condition on you, which can really hurt you in the long run, since Burns neuter your attack stat, Poison deals rapidly stacking damage which can force you out, Paralyzes make you absurdly slow and give you a chance of not even acting, and Sleep gives your foe several free turns, and is easily abused with gen V sleep mechanics. But the payoff is great - a 50% increase to a probably already great defense stat.
Edit: For the record, I just threw these out as possibilities. My main support is still for No Guard.
Last edited by nyttyn; Sep 30th, 2012 at 7:00:36 PM.