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Old Sep 30th, 2012, 4:32:21 PM   #43
Camisado
 
Join Date: Jun 2009
Posts: 126
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The image I have of a Weak Armour-focused Cap4 working so far is as such: An average-at best- physically defensive Poke switch in on a Fighting attack or other physical attack, takes Stealth Rock damage, taking enough damage that they won't be able to switch in again and take another hit, receive a +1 Speed boost, and using it's offensive typing to deal as much damage as possible.

The three generic ways I see to countering this strategy is
A.) Use Residual damage+ a strong-hitting attack to destroy CAP4 before it can exploit it's +1 Speed boost,
B.) Status it first and nerf it's ability to sweep.
C.) Priority

It is in this mindset that I would like to nominate Marvel Scale.

As a player using Cap 4 I have to make the best judgment "How is the opponent going to use their team to stop my Cap4 Weak Armour sweep? Your offensive sweeper is not going to appreciate getting paralyzed, and regardless of if its' a physically or specially offensive, it's going to hate getting Burn or Poison damage after taking all forms of residual damage, a hit on the switch in, and being even more vulnerable to priority after a -1 defense than a Bug/Psychic already is. Cap4 is clearly going to hate status.

Creating a stat spread designed to be able to fully exploit Weak Armour will not create a spread that Marvel Scale can excel in. Choosing Marvel Scale over Weak Armour would change the entire function of Cap4 from an offensive force to a defensive pivot, that with a lack of resistances and a huge vulnerability to passive damage, has a difficult time switching in. Very risky indeed. Again, creating a stat spread based around Weak Armour should not create an environment where players "chose a safer ability because it has no drawbacks" because of how vulnerable CAP4 already is to all statuses.

Even if others felt differently, we could use Dream World mechanics to balance the movepool of selecting one ability over the other.

In short, Marvel Scale creates an environment where you're measuring the Risk/reward of choosing an ability that will help an offensively-typed Cap4 be able to perform it's role better, verse trying to mitigate one of it's biggest weaknesses with a defensive ability and exploit a riskier, defensive role and to create reward in ways few people have suggested with CAP4 so far.

Edit: I spend 30 minutes coming up with this post, and two people beat me to it in the time it takes me to type it. V.V

Last edited by Camisado; Sep 30th, 2012 at 4:33:42 PM. Reason: ninja'd
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