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Old Apr 29th, 2011, 4:45:03 PM   #1
reachzero
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Talking CAP 1 - Final Product

CAP1, Tomohawk, is complete!

When we first learned about the new Pokemon, moves, items and mechanics of Pokemon Black and White, I think we all wondered what it would mean for CAP. Our experiences with 4th Generation taught us that the CAP process often leads to optimization, so we were all on our toes about creating CAPs that were extremely strong. At the same time, 5th Generation shattered an incredibly number of our 5th Generation taboos: Chandelure and Haxorus reached levels of attacking stats we would be embarrassed to give a CAP, powerful abilities like Speed Boost and Magic Guard seemingly were given out like candy, while previously unremarkable Pokemon like Gorebyss and Huntail became absolutely devastating Baton Passers . In the early stages of CAP1, I wondered what this would mean for us. Would this power creep balance out our tendency to optimize? Would our desire to make a great product overpower our sense of metagame balance?

I have felt that though nearly every competitive stage of this process we have been wrestling with the tension of competitive balance. In order to deal with the monstrous threats we intended to face, like Excadrill and Landorus, we needed to produce a product that was amazingly strong. At the same time, we needed to be accountable to the criticism that CAPs tend to be optimized and overpowered. I believe that we did a very good job of walking the competitive tightrope with this CAP. I'm very confident that at the end of the 5th Generation, Tomohawk will be seen very differently than either Pyroak or Arghonaut were at the end of the 4th Generation.

Black/White OU is still very much a metagame in flux. Very few people could claim to really know what the metagame of the next Suspect period will look like, never mind what the end metagame will look like. We are still in the early stages of exploring Black and White, and the CAP project is all about exploration! I believe we have gotten off to a strong start, but there are still an incredible number of factors that we've barely scratched the surface of. I'm looking forward to see what directions future CAPs take us in, and of course to see the collective dreaming that will point us in those directions!


Here is everything you could need or want to know about Tomohawk, our final product!

Quote:
Originally Posted by Fat Admiral_Korski View Post
Concept: Momentum
General Description: This will be a Pokemon that can be utilized to gain or regain momentum for a player's team at any point in the match as its primary function.
Justification: Gen. 5 is a very powerful metagame. As such, most battles are won by the smarter strategist who can best maneuver around his/her opponent's onslaught to gain even a single turn's advantage, potentially clinching them the match. This process of gaining and regaining momentum is most often the defining element that makes a winner and a loser out of a single Pokemon battle. Any top player in this metagame should agree that momentum is the most crucial element in any given match; however, "momentum" itself is a rather vaguely defined term that is never really explored in concrete terms. Is it keeping opposing teams on the defensive? Forcing switches? Good prediction? Spamming U-turn? These have all been approaches to achieving momentum, but they are also player-side and largely synonymous with "strategy," as opposed to Pokemon-side and regarding a Pokemon's role on the team. Certainly there are threats like Ferrothorn/Gliscor (defensive) and Scizor/Latios/Voltlos, etc., etc. (offensive) that can achieve momentum as we know it, but there is no current niche for a "momentum Pokemon" because the concept has been purely delegated to players and not to Pokemon.
Questions to be Answered:
-How do we define momentum in terms of competitive Pokemon? What factors make current Pokemon able to achieve momentum and how can we incorporate that information into a successful CAP?
-How do different styles of play (Weather-based offense, stall, bulky offense, etc.) use momentum to achieve their goals and how can our CAP play to those strategies in an effort to take their momentum away?
-What type of traditional role (sweeper, tank, wall, support) would a Pokemon like this most resemble? Would it have to be able to fit more than one of these roles to fit in a variety of teams?
-How will the different playstyles be affected by the addition of a Pokemon that can regain offensive/defensive momentum at any given point? Will offensive teams play more conservatively? Will defensive teams play more recklessly? Will everything simply adapt to a new threat and move on normally?
Quote:
Originally Posted by Fat Cartoons! View Post

Name: Tomohawk

Typing: Flying/Fighting

Base Stats: 105 HP/60 Atk/90 Def/115 SpA/80 SpD/85 Spe

Abilities: Intimidate/Prankster

Dream World Ability: Justified

Quote:
Originally Posted by Fat capefeather View Post
*bursts in with an epic Final Submission
*Legend:
* - Move is repeated in this or a previous list
. - Move is (almost) required by a different move
! - Move is (almost) required by typing or ability
!! - Move is absolutely required by typing or ability
Bold - A VGM that is not repeated in this or a previous list
Level-up

Unique moves: 18
Unique VGMs: 13
Explanation

Machines

Unique moves: 38
Unique VGMs: 16
Explanation

Breeding (Ground / Flying) (NO ILLEGALITIES)

Unique moves: 10
Unique VGMs: 9
Explanation

Total unique moves: 66
Total VGMs: 38

Some general comments

I'll admit that my movepool is mostly based on flavour, but the competitive theme here is a small but precise non-attacking movepool. I didn't put in every non-attacking move that "seems interesting" because there are way too many of them and a lot of the good ones are level-up/egg only. Let's be honest, here: Do we really need a super-bloated non-attacking movepool?

I've made an explicit effort to limit or outright avoid moves of the following categories:

Psychic-type (e.g. no Psych Up or Gravity)
Poison-type (e.g. no Sludge Wave)
Moves that modify anything other than Atk or Def (e.g. no Hone Claws)
Moves that can disrupt move choice (e.g. no Torment/Disable/Switcheroo)
Physical moves (all of the physical moves in this pool are justified by flavour or move-move guidelines)

I absolutely do not believe that most Psychic- or Poison-type moves make any sense on Tomohawk. In my view, Tomohawk should be using the powers of nature, not supernatural mind tricks or waves of garbage. (I don't quite get other people's justification of Mimic, either. Tomohawk is using a disguise, not copying others' actions.) I also want Tomohawk's Hurricane to get support entirely from rain or another Pokémon's Gravity, and not set it up for itself (other than with Rain Dance). I also find choice-disrupting moves potentially broken with this CAP, so I have excluded them. The movepool still does have some gems like bulky Substitute, Healing Wish, Memento, Roost and Yawn (arguably better than sleep if the opponent stays in).

You may have noticed that Baton Pass is this movepool's only switching move. Screw Volt Switch -.- Only Electric-types and Steel-types learn it. It doesn't make sense! Baton Pass is clearly the most effective switching move to include here, so that's what I have done.

I've also completely ignored move-move guidelines for Stealth Rock and Heat Wave. The main justification for this is that Tomohawk is not a Rock-type (or mainly rock-dwelling creature) or a Fire-type, so I'm violating "canon" a bit anyway by including these moves. I really didn't want to have to put in stuff like Sandstorm (doesn't make much sense to me) or Flame Charge (disallowed).
Quote:
Originally Posted by Fat DarthVader317 View Post

Quote:
Originally Posted by Fat Joeyboy View Post

Species: Chieftain Pokemon
Height: 4' 2'' / 1.27 m
Weight: 82 lbs / 37.2 kg

Black: It is rumored they once used their shamanistic powers to help an ancient civilization cope with life in the desert.

White: Until only a few years ago they were thought to be extinct. Now researchers believe they were merely mourning the loss of an ancient city.
Go go go playtesting, I'm going to beat you all on the ladder, especially Rising_Dusk!
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Last edited by reachzero; May 1st, 2011 at 8:34:06 PM. Reason: nice catch, Gerard
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Old Apr 29th, 2011, 4:48:04 PM   #2
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grats CaP for a great start to the 5th generation and for reach for being a great tl
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Old Apr 29th, 2011, 4:50:45 PM   #3
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that code box is hideous o_o

looks like a good cap though, i eagerly await the playtesting results
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Old Apr 29th, 2011, 5:03:34 PM   #4
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It's awesome. Everyone should be very proud. We all did a great job. Also, thanks everyone for being so nice and accepting to a n0ob like me. I really apreciate it. :)
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Old Apr 29th, 2011, 5:04:30 PM   #5
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that was fun! Can't wait for the next CaP, oh, and when this one comes out xD
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Old Apr 29th, 2011, 5:05:19 PM   #6
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Good job all!
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Old Apr 29th, 2011, 5:06:46 PM   #7
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Kudos to everybody who helped in this project.
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Old Apr 29th, 2011, 5:08:00 PM   #8
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Tags:

awesome, cap1, epic, final, product, strongth, tomohawk

I laughed at half of them.

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Old Apr 29th, 2011, 5:11:06 PM   #9
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Good job reach, as you said it wasn't easy to make a CAP in a moment like this, but you managed to lead this project flawlessly^^ Congratulations :-)

And also congratulations to the astounding amount of quality contributions at all the steps of the project from the whole community!
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Old Apr 29th, 2011, 5:28:32 PM   #10
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reachzero has done a spectacular job this CAP, the best of any TL I've had the pleasure of working with in CAP so far. He's been fair, timely, helpful, competitively-knowledgeable, and an example to all future would-be TLs. That and he's set CAP off on the ideal footing for Gen V. I'm very proud to have chosen to be his ATL, even if I couldn't submit for the parts of CAP I really love as a result. Good work reach, as well as everyone else that helped make this possible.

I will have Tomohawk implemented on the server within the next few days. This coincides with when I need to get April stats up for Smogon, so stats may take priority. I'll make a new thread when the playtest begins, though, so don't worry!
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Old Apr 29th, 2011, 5:47:37 PM   #11
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Great work reach, Dusk, and everyone who contributed. This was the first CAP that I had much involvement with, and I have to say that it was a lot of fun! Looking forward to the playtest!
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Old Apr 29th, 2011, 5:54:18 PM   #12
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:)
time to playtest
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Old Apr 29th, 2011, 6:06:25 PM   #13
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Yay, awesome work everybody. It was a lot of fun working towards this CaP and hopefully playtesting will be even more awesome :)
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Old Apr 29th, 2011, 7:30:49 PM   #14
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Great job reach and Dusk, and great job to the community as a whole for Tomohawk being so goddamn awesome

I really enjoyed seeing this CaP grow during all the stages, and hopefully this bodes well for the future!
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Old Apr 29th, 2011, 7:47:55 PM   #15
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As this was my first ever CaP, I must say it was really fun. I can't wait to start testing it out. Great job everyone, especially reach and Dusk. I just hope it will turn out as well as we want it to.
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Old Apr 29th, 2011, 8:08:56 PM   #16
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Hooray!
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Good job all!
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Old Apr 29th, 2011, 8:22:56 PM   #17
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It was a lot of fun! It's always great to see how creative Smogon is.
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Old Apr 29th, 2011, 9:52:20 PM   #18
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But we are not finished... We still gotta finish up the preevolution! ;)
Fantastic job, reachzero! We all owe you one!
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Old Apr 29th, 2011, 10:19:38 PM   #19
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It was a lot of fun, and i love how the new CAP looks

PS: shouldn't Justified be in abilities?
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Old Apr 29th, 2011, 10:35:24 PM   #20
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Awesome! Just curious: since this is a gen 5 cap, does that mean the sprite will be animated at some point? Or will that just be ignored?
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Old Apr 29th, 2011, 11:56:57 PM   #21
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WOOOOO!
My first CAP and it's so cool!
I can't wait to play with it and see how he fit's into the game.
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Old Apr 30th, 2011, 1:00:45 AM   #22
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Nice work to all involved. Looks good. Starting Gen V out classy. Props to reachzero for TLing like a boss.

If I find some free time I'll be happy to do some playtesting.
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Old Apr 30th, 2011, 1:30:02 AM   #23
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Great job all!

Can't wait to test this...
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Old Apr 30th, 2011, 7:50:38 AM   #24
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One thing: change Dream orld Ability into Hidden Ability, as Hidden Ability is an official term.
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Old Apr 30th, 2011, 8:07:33 AM   #25
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Fantastic job, everyone!

Looking forward to people actually on the CAP ladder during playtesting.
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