What degree of Special Tankiness is necessary to check or counter Latios and Latias, two Special attacking titans this Pokemon is designed to threaten?
As per my discussion from the previous thread, I don't really think that there should be an upper limit on Special Tankiness for CAP5, as pretty much nothing on CAP5's threat list apart from Ninetales attacks it purely with special moves, and when they do, it's either Keldeo using Secret Sword to hit CAP5's Defense, or Volcarona doing massive damage with a 4x effective STAB Bug Buzz. For the record, even with Blissey-level special bulk, CAP5 is still 2HKO'd by the Bulky Quiver Dance set. So overall, I haven't really seen any convincing arguments as to why CAP5 can't have absurd Special Tankiness. Giving CAP5 Amazing Special Tankiness would let it take attacks from Latios and offensive Water-types well even without any defensive investment, which gives it more freedom to invest in its Speed and offenses.The more Special-Tankiness CAP5 has, simply put, the more effectively it can deal with Latios and Latias, and most of the Water-types we're trying to threaten. This gives CAP5 more flexibilty in dealing with these Pokemon and thus more opportunities for it to provide support to its Sun teammates. I think that the lower bound of Fantastic would be a good lower limit based on calculations involving Specs Latios Draco Meteors, and I don't really think we need to provide an upper limit for anything other than optics reasons. 200-285 sounds like a good range to me, giving people flexibility in how much Special Tankiness they want to give this thing and for what reasons. There isn't much need for overly constricting ranges, otherwise we'll end up with Aurumoth again.
Does Sun require a pivot with the Physical Tankiness required to handle Dragons other than Latios and Latias?
In a word, no. If we're giving CAP5 the Special Tankiness to take on a powerhouse like Latios without too many problems, and it has the option of 100% effective healing thanks to Harvest + Lum Berry + Rest, the need to give this thing a defensive vulnerability outweighs the need to take on stuff like Dragonite and Salamence. Admittedly, as CAP5 will be replacing the primarily physically-defensive Rapid Spinners currently used on Sun teams (Donphan, Forretress), it will inherently open up a weakness to physical Dragons if we go this route. However, there are still other ways for Sun teams to potentially deal with them, such as HP Ice Venusaur, Mamoswine, and even stuff like Focus Sash Alakazam. Furthermore, a 4x weakness to U-Turn gives even physically-defensive Celebi problems in checking things like physical Landorus, so it'd be a somewhat futile gesture to give this thing good Physical Tankiness in the first place. Taking a Scarf Salamence Outrage and barely surviving would be a good upper limit for Physical Tankiness in my opinion, so I'd say the upper bound of Above Average should be our upper limit to avoid any problems. That said, we don't want this thing to fall to Hippowdon Earthquakes and silly stuff, so I wouldn't really want to go any lower than the lower bound of Poor. Imo, 50-125 is a good range for Physical Tankiness.
How do we reconcile the high-attacking threats that we desire to threaten while leaving CAP5 vulnerable to the Pokemon that threaten it?
I'm at my girlfriend's house atm so I'll edit my answer for this question in later. Also that explains to toast face....[/QUOTE]