Now we move on to the beginning stages of CAP 2's eventual stat distribution. This isn't where the community will submit stat spreads, but rather where we will discuss the upper limits of CAP 2's stats in order to ensure that things are held together in a coherent manner when we actually do submit spreads.
CAP 2 thus far:
Typing: Grass / Ghost
This is a relatively tricky stage of the process if you're not familiar with what it is we're doing and why we're doing it. For that reason, I strongly encourage those who intend to participate to read the entire OP thoroughly and ask questions where needed. Remember that we have a focus to adhere to, which is bulky offense as listed above. We will be taking that seriously as we set these limits.
Let's recap what it is that makes a bulky offense Pokemon such. It's really pretty simple, as complicated as some people might play it up to be. A Pokemon needs to be both bulky (obviously) and able to reliably check certain relevant threats, and then once in be able to set up and perform some kind of offensive role. This simultaneously means that we'd like to encourage the usage of Sketch to improve our offensive opportunities, but we want sufficient bulk to be able to get in strong attacks repeatedly or possibly set up for the sweep. Also keep in mind Grass / Ghost's intrinsic resistances/immunities to Ground-, Fighting-, Water- and Electric-type attacks. This means that it could be good at switching into special elemental attacks, or physical attacks. There are many good options here, and I want to see them discussed!
Please do not poll jump by talking about specific stat spreads or suggesting specific abilities.
Be forewarned that there is no poll for this stage of the CAP. I will decide the stat limits for CAP 2 upon the conclusion of this thread, which will happen in roughly 24 hours.
Stat Bias Limits
Stat bias limits set the general stat bias of a Pokemon from an offensive and defensive standpoint. Stat biases are not solely for limiting stats, but they also describe the overall build of the Pokemon in offensive and defensive terms. However, the stat spread is the only part of the project that will be specifically constrained by Stat Bias Limits; the other part will be explained below. There will be four stat biases selected and a total Base Stat Rating (BSR) limit. The Stat Biases are:
Physical Tankiness (PT)
Because the introduction of 5th Generation has made our previous metric of BSR-movepool correlation somewhat obsolete, we will be handling movepool limitations slightly later in the process, when we are able to take ability and base stats into account.
tl;dr: Quack! (Limits!)
CAP 2 thus far:
Focus: Bulky OffenseConcept: Sketch Artist
Description: A Pokemon that learns Sketch, once, and everything that goes along with that.
Justification:
In terms of uniqueness, I think that few existing Pokemon can match DPP Smeargle, an otherwise laughably worthless Pokemon trolling OU with access to every trick in the book (or at least 4 of them) but also affecting the metagame greatly by becoming a top threat in the lead metagame. This Pokemon will borrow some of that uniqueness by learning the move Sketch and thus having access to ONE surprise/strategic/gutshot bonus move to supplement its pre-existing movepool. Being otherwise competently built (read: usable stats), this Poke could be a top threat or specialist for reasons we can't even predict yet.
Questions To Be Answered:
Explanation: The key here is that we have a lot of freedom to construct a unique Pokemon while staying within the confines of the concept. Typing, stats, abilities, and even most of the movepool are completely fair game so long as the Poke learns Sketch only once along the way and that we keep that in mind during previous steps. Now, this doesn't mean the CAP process will be directionless; Rising Dusk is pretty well organized and good at keeping discussions focused, and the concept itself has firm grounding in Smeargle's precedent. What's really being studied with this concept is movepool diversity and effectiveness, so it should have the most effect on the movepool process, where movepool creators will have to carefully balance their Sketchmon's actual movepool with the possibility of adding any one other move to the list. In terms of the metagame, there is no doubt in my mind that throwing a wildcard like this into the mix will strongly affect the metagame.
- How will a Poke that has access to any one move out of all the moves in the game affect common battling tactics, namely prediction, scouting, and switching?
- Which Sketch moves will become most common on this Poke's best sets? Does Sketchmon's success rely on hiding that secret Sketch move until just the right moment or can it succeed with predictably powerful moves like Spore, Spikes, Hurricane, Shell Smash, etc.?
- Does this unique and powerful access to moves need to be counterbalanced elsewhere in the Pokemon's design? If so, then to what degree?
- What kind of impact can Sketchmon have on teambuilding in terms of being able to patch holes with common utility moves like Rapid Spin or Toxic Spikes?
Typing: Grass / Ghost
This is a relatively tricky stage of the process if you're not familiar with what it is we're doing and why we're doing it. For that reason, I strongly encourage those who intend to participate to read the entire OP thoroughly and ask questions where needed. Remember that we have a focus to adhere to, which is bulky offense as listed above. We will be taking that seriously as we set these limits.
Let's recap what it is that makes a bulky offense Pokemon such. It's really pretty simple, as complicated as some people might play it up to be. A Pokemon needs to be both bulky (obviously) and able to reliably check certain relevant threats, and then once in be able to set up and perform some kind of offensive role. This simultaneously means that we'd like to encourage the usage of Sketch to improve our offensive opportunities, but we want sufficient bulk to be able to get in strong attacks repeatedly or possibly set up for the sweep. Also keep in mind Grass / Ghost's intrinsic resistances/immunities to Ground-, Fighting-, Water- and Electric-type attacks. This means that it could be good at switching into special elemental attacks, or physical attacks. There are many good options here, and I want to see them discussed!
Please do not poll jump by talking about specific stat spreads or suggesting specific abilities.
Be forewarned that there is no poll for this stage of the CAP. I will decide the stat limits for CAP 2 upon the conclusion of this thread, which will happen in roughly 24 hours.
Stat Bias Limits
Stat bias limits set the general stat bias of a Pokemon from an offensive and defensive standpoint. Stat biases are not solely for limiting stats, but they also describe the overall build of the Pokemon in offensive and defensive terms. However, the stat spread is the only part of the project that will be specifically constrained by Stat Bias Limits; the other part will be explained below. There will be four stat biases selected and a total Base Stat Rating (BSR) limit. The Stat Biases are:
Physical Tankiness (PT)
The rating of the Pokémon's physical defense.
Physical Sweepiness (PS)
The rating of the Pokémon's physical offense.
Special Tankiness (ST)
The rating of the Pokémon's special defense.
Special Sweepiness (SS)
The rating of the Pokémon's special offense.
A spreadsheet for calculating the biases can be found here. The formulas themselves can be found here.
Because the introduction of 5th Generation has made our previous metric of BSR-movepool correlation somewhat obsolete, we will be handling movepool limitations slightly later in the process, when we are able to take ability and base stats into account.
tl;dr: Quack! (Limits!)