Now that we have the typing, stats, and lack of competitive abilities chosen for CAP 2, we know a lot about the way CAP 2 will work. Before we move onto movepool, we must first discuss counters and checks for CAP 2 in a more meaningful way. We have a list of Pokemon that we wanted to check CAP 2 in threats discussion, and I will list them below for reference purposes. Of these, we will now decide which will handle CAP 2 through its naturally learned movepool (and potentially even including Sketch), and which won't. We want a certain few Pokemon to beat CAP 2 soundly, but we also don't want every Steel-type in OU to beat CAP 2 reliably, as that would result in the opposite problem of it being too easy to beat. Keep all of this in mind for this discussion, which will be open for 48 hours until the art thread closes. It's entirely possible if discussion demands it that I will leave this open for longer.
The list of threats we came up with before and adhered to since, in order of importance, are:
What other Pokemon out there should we force to handle CAP 2? Are there any, or is this enough? I have more questions to ask here, and they are listed below.
Note: If it would take both an attacking and a non-attacking move to alter a Hard Counter, whichever discussion comes first will limit the second discussion.
For example, if Dragon Dance + Close Combat would turn a Pokemon from a Hard Counter into a Check, where neither Dragon Dance nor Close Combat alone would do so (e.g. Only +1 LO CC OHKOs, but the counter is ordinarily faster and can OHKO the CAP after taking a +0 LO Hit from Close Combat) then if Dragon Dance is selected first, Close Combat cannot be selected. If Close Combat is selected first, then Dragon Dance cannot be selected.
Here is a link to our threats discussion for reference.
CAP 2 thus far:
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Ability: No Competitive Ability
tl;dr: Quack! (Counters!)
The list of threats we came up with before and adhered to since, in order of importance, are:
- Heatran
- Jirachi
- Skarmory
- Hydreigon
- Dragonite
What other Pokemon out there should we force to handle CAP 2? Are there any, or is this enough? I have more questions to ask here, and they are listed below.
- Given the combination of typing, ability, and stat pool now decided, which previously defined threats are considered hard counters to the project?
- Which Pokemon are regarded as basic counters?
- Which Pokemon are checks?
- Are the Pokemon that are currently able to counter the project the Pokemon we want/need to counter the project?
- If not, what must be done to handle these Pokemon? Is it unavoidable?
- What Pokemon have arisen in discussions that were not brought up before? As in, are there Pokemon that counter/check this concept on concepts that are not focused around its typing? Where should they be placed in the discussion?
- Which Pokemon have been taken out of the counters discussion due to the stat pool and ability?
- Which Pokemon have moved from threats purely by typing to checks? To neutral match-ups?
- Which Pokemon are now countered by the project fully? Which are checked by the project? Which have become neutral match-ups against the project?
- With this set list of counters and checks, does this fulfill the concept's goal?
- Can switch into this CAP's Strongest reliable STAB attacks at least three times from full health.
- Can switch into this CAP's strongest possible coverage move at least twice from full health.
- Can stall this CAP indefinitely using its recovery options either forcing the CAP out or healing enough that the stalling Pokemon can alternate between recovery and attacking.
- Can OHKO or 2HKO the CAP with one of the moves on that Pokemon's relevant official Smogon moveset.
- Can cripple this CAP with a permanent status move without risking a OHKO.
- Can set up, use hazards, weather, or otherwise execute an opponent's strategy without risking a 2HKO.
Note: If it would take both an attacking and a non-attacking move to alter a Hard Counter, whichever discussion comes first will limit the second discussion.
For example, if Dragon Dance + Close Combat would turn a Pokemon from a Hard Counter into a Check, where neither Dragon Dance nor Close Combat alone would do so (e.g. Only +1 LO CC OHKOs, but the counter is ordinarily faster and can OHKO the CAP after taking a +0 LO Hit from Close Combat) then if Dragon Dance is selected first, Close Combat cannot be selected. If Close Combat is selected first, then Dragon Dance cannot be selected.
Here is a link to our threats discussion for reference.
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
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Ability: No Competitive Ability
tl;dr: Quack! (Counters!)