Ok, if I may present a few my opinions:
Harvest:
This one's been talked about a lot already, and with good reason. I love it mainly because it makes CAP5 better in the sun but not reliant on it - meaning the best way to counter it is not by using another weather. It also allows CAP5 to abuse sun without stealing the niche of sun's current abuser, Venusaur, which is important to me as Venusaur's types are ones we want to raise. And I love the versatility it'll bring.
Chlorophyll:
Look back at the reasons I love Harvest and you'll quickly see that despite also being a sun ability, Chlorophyll has none of them. It's entirely reliant on sun, it does overlap with Venusaur and it's very one dimensional. Seriously. No Chlorophyll please.
Adaptability:
I'd been planning on putting this one forward for a while but I'm surprised someone's beaten me to it already - it seems out of place among all the sun abilities. Still, no doubt it has merit as it allows CAP5 to perform the roles we intended it to better without causing it to threaten its planned counters much more. Doubled Dark moves will smack the Latis and would give pursuit (if we chose to use it) a chance of doing decent damage. Grass STABs would now hit our targeted Water types extra hard and there's the potential of a high-powered Giga Drain or Horn Leech to give CAP5 reliable healing, allowing it to stick around and pivot or support for much longer, so this ability actually plays really well into CAP5's intended playstyle.
Natural Cure:
Not much to say here. It'll doubtlessly make CAP5 a better pivot, and that's good. Would be quite happy for this one.
Anyway, lectures are calling. I'll come back and address the rest of the proposed abilities later.
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