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#26 |
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Join Date: Mar 2010
Posts: 3,157
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Any Mixed wall can put EVs into Physical or Special Defense but still take both sides of the spectrum alright unless SE. Unpredictability exists but in movesets. I'm talking about a mon that could wall either Physical or Special, but not both at the same time.
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#27 |
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Join Date: Jul 2011
Posts: 550
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Gonna go with the submission I posted previously, with a few tweaks.
Name: Hyper Offense Revival General Description: Many say that stall is dead. However, another style of play has been dying recently too: Hyper Offense. This CAPmon would attempt to bring back the playability that Hyper Offense once had before the ban of key players in the Hyper Offense playstyle. Justification: By making a CAPmon that supports Hyper Offense, we would be bringing a style of play back into the fold. Rather than seeing weather on every other team, more variety would be introduced to the OU metagame. The most used OU Pokemon rarely change. For example, the top eight Pokemon in the month of August were Politoed, Scizor, Ferrothorn, Dragonite, Heatran, Tyranitar, Jirachi, and Gliscor. All of them are consistently used on weather teams, with two even being weather starters. With the reintroduction of a playstlye, this could again add variety to the OU metagame, by changing the types of Pokemon that you would see on a regular basis. Questions to be Answered:
Explanation: Ever since the ban of key Hyper Offense Pokemon such as Deoxys-S and Thundurrus, there has been a decline in the use of that playstyle, while other playstyles like weather and VolTurn have gained even more popularity. However, there are still many great offensive Pokemon out there, showing that it wouldn't take much for Hyper Offense to make an effective comeback. It just needs that little nudge to be great again. The goal of this CAPmon would be to create a Pokemon that can effectively bring this style of play back into the fold. With Black and White 2 bringing even more threats such as Keldeo and Genesect to the table, and the possible re-addition of Garchomp to the OU metagame, Hyper Offense is right on the brink of becoming a commonly seen playstyle again. What makes this concept even more intriguing is that there are a few different options for what the new Pokemon could become. The new Pokemon could be similar to the great double screens lead that Deoxys-S used to be, or it could be created as the fearsome set-up sweeper that Thundurrus was. As a double screens lead, the CAP could benefit the set-up sweepers that Hyper Offense was renowned for, such as Terrakion or Dragonite. Currently, there are a few Pokemon that can fulfill this role of a Dual Screener, like Deoxys-D and Alakazam. However, none have been as successful as Deoxys-S, one of the reasons why Hyper Offense usage dropped once it was banned. As a set-up sweeper, it could fulfill the roll as a must-have on a Hyper Offense team that Thundurrus was, which nothing has truly replaced since. One of the newer threats from Black and White 2 could fulfill this role on a Hyper Offense team, however none have been used extensively in that playstyle yet, so it would be interesting to see how players tinker with their Hyper Offense teams should a CAPmon with this concept be made. If Hyper Offense would return to its former glory, how would that effect the usage of the current most popular playstyles, weather and VolTurn? This is yet another reason why the reintroduction of Hyper Offense could be intriguing. Hyper Offense seeing an upward trend in usage would force players to counter it, and thus a playstyle like stall might be used more often. It would almost certainly create a wider variety in what Pokemon an OU player would normally see. While not used as often, behind the Dual Screens that are a trademark of Hyper Offense some lower tier set up sweepers, like Shell Smash Omastar, could see some usage. A wider variety of Pokemon seen and a shake-up in what playstyles are used are undoubtedly good for the metagame, so a revival in Hyper Offense could potentially help the OU metagame become more diverse. Seeing which OU Pokemon can take advantage most, and what lesser-used Pokemon could benefit the most from the Hyper Offense CAP would be interesting as well. If the CAP would be a double screens lead, which would benefit more, Virizion or Cloyster? And would something like Belly Drum Linoone suddenly become viable? A Dual Screens CAP could potentially highlight the strengths of OU Pokemon that are low in usage, and lower tiered Pokemon as well. If the CAP were a set-up sweeper, would Deoxys-D or Alakazam see more use as a double screen lead? Or would Uxie have its time to shine? With the creation of another great offensive Pokemon that would push Hyper Offense over the edge to becoming viable again, which one of the array of Dual Screeners out there that would be most used would be interesting to see as well. In conclusion, reviving the Hyper Offense playstyle could teach us so much about the OU metagame. Instead of this CAP being a Pokemon that fulfills a certain role in the current metagame, it could expand the metagame into a larger playing field, where more Pokemon could see consistent use. The very OU metagame itself could be shaken up by the introduction of a Hyper Offense-related CAP. Thank you for the consideration.
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#28 | |
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Join Date: Nov 2011
Posts: 255
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Alright, so with capefeather's permission granted, I'd like to open the table to this concept:
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#29 |
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U HAVIN A FOKIN GIGGLE THER M8 ILL BASH YE HEAD IN I SWEAR ON ME MUM
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Concept: Bringing Back Leads
Description: A pokemon that has all the tools it needs to help various types of teams get the upper hand of a match Justification: Since the BW metagame arrived and team preview was implemented, a large section of competitive pokemon was eschewed: the lead match-up. Leads were mostly forgotten, due to the fact that many traditional setup leads and anti-leads were forgotten once a counter could be sent out in the very beginning of a match. With this pokemon, a team could not use a reliable lead each game, but the opponent could also start carrying counter leads, bringing a fresh start back to the beginning of each match. Questions to be Answered: -What are the qualities of a good lead? -Can one pokemon fulfill the opening-game needs of various team archetypes? -Can a "perfect lead" pull its weight outside of the opening position? -Can one great lead pokemon jump start a whole new metagame based on leads? -What abilities and moves are necessary to succeed as a lead? -Most importantly, can leads succeed in a metagame filled with team preview? Explanation: An "all-hazards" type lead sounds interesting, but is vulnerable unless it caries something like magic coat like deoxys-S...but we all know what happened to that. Magic Bounce or a Ghost-typing could be implemented to prevent its hazards from being spun away or being perfect taunt bait. However, an attacking lead could work as well. These leads were the perfect counters to frail, hazard-stacking leads a generation ago, and could work by blasting powerful moves from the start of a match. Or, a combination of the two could be used, in order to guarantee maximum effectiveness in the opening stages of a match.
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#30 |
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Guest
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Name: Troll Evolution?
General Description: Remember when we first saw the designs for Alomomola and Bouffalant and swore up and down that they must be evolutions for Luvdisc and Tauros respectively, but then it turns out we were just being trolled? Essentially, we'll be making one of those troll Pokemon, except that the similarity to [insert existing Pokemon X] should extend beyond the mere visual design and into mechanical niche. Justification: While there are many ways to succeed in the execution of this concept, I think that the most compelling and rewarding are indeed the possible scenarios where we use it as an opportunity to introduce a new viable niche to the OU metagame by improving, modifying, and/or expanding upon a niche that already exists on a Pokemon that simply cannot compete well enough for it and its niche to already be considered viable in the OU metagame. Questions To Be Answered: * What are competitive niches that CAP might normally overlook creating, because those niches are already deemed to have failed in existing Pokemon? * Which competitively nonviable Pokemon have niches that would be new and desirable to the OU metagame if they could be pulled off by a new, more viable Pokemon? * Why does [insert existing Pokemon X] fail to viably bring its niche to OU, and what would it take to bring that unique niche to OU successfully? Explanation: Okay, so this is actually a synthesis of a bunch of different inspirations. The first major inspiration that this draws from is the EVO Project, a failed CAP project between DPP's CAP4 and CAP5. The second major inspiration that this draws from is the concept of using CAP to improve or "fix" existing Pokemon, an idea which CAP has consistently (and correctly, in my opinion) rejected. Finally, the third major inspiration that this draws from is articles from The Smog like this and this, each written by great CAP contributors. Basically, this concept is intended to fulfill part of the purposes of all of those concepts but without any of the baggage. By creating a troll Pokemon, we are free to explore the idea of messing with what existing Pokemon have done without feeling required in any way to adhere to attributes of those Pokemon that do not serve our purposes. For example, one of the major constraints of the EVO Project was that the move-pool of the new evolution would necessarily include all moves in the move-pools of the existing Pokemon, but because the Pokemon here would not actually be related to our base Pokemon in any way, that would not be a concern. The interesting thing about this concept, in my opinion, is that it incorporates elements both competitive and flavorful. That is, the members of the community can get excited about it and interested in the project even if they're not yet well versed in some of the competitive aspects of the game, and I think that will be good for participation without compromising the competitive focus that CAP is intended to have. There are as many possible avenues to take when exploring this concept as there are existing Pokemon, though I have to stress that the existing base Pokemon we should draw inspiration from (the "existing Pokemon X" referred to above) should be one that we can easily judge to already have a unique niche that just needs to be refined. We could make a Shuckle-like mixed-wall Pokemon with recovery moves and better typing. We could make an Ampharos-like Pokemon, a slow and bulky Electric set-up sweeper. We could even play this backwards and create something like a trolling-not-really-prevo for an Uber Pokemon like Groudon to bring their style down to OU (because I know everybody wants that Drought-CAP). And these are just off of the top of my head. EDIT: I just want to call out some of the other concepts most interesting to me. Meganium Sulfate's "Alternate Forms" is actually close to something that I was considering submitting myself, and I still think that it'd make a very neat CAP. I even asked some CAP leaders on IRC before if there would be any objection to allowing an ability like Forecast or a move like Relic Song to function for a CAP even though they normally do not function at all except for with their intended Pokemon, and there didn't seem to be any objection. forestflamerunner's "Dare To Be Different" sounds very intriguing to me. I'm skeptical that it could be pulled off easily, but a challenge isn't bad. Clankenator007's "Taking an Uber Down a Notch" is an interesting and original take on similar concepts. The "Justification" section is going to need to be better developed, though. Last edited by Asylum_Rhapsody; Sep 11th, 2012 at 2:49:14 AM. |
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#31 | |
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Join Date: May 2011
Posts: 1,667
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![]() Anyway, isn't artwork after typing? If so then I'd be pretty hard to pull this off if we get something like poison/dragon. |
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#32 |
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Join Date: Jan 2008
Posts: 791
Where soccer is the correct terminology and bacon isn't dishonest
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Name: Dumpster Diver
General Description: A Pokemon who has all the right tools to thrive with a lackluster or hindering ability. Justification: With the advent of Dream World abilities this generation, we have seen Pokemon jump from NU's punching bags to solid members of the OU metagame (Politoed, Ninetales, Gastrodon, Espeon etc) showing how much of an affect a good ability can have on otherwise unusable Pokemon. We've also seen balanced hackmons remove restrictive abilities off of Pokemon like Regigigas and Slaking to become unrivaled threats. Even in all of the current Capmons, the ability is either one of the best in exsistance (or customizied for the same effect) or justification to give it better stats. This concept focuses on taking an underappreciated or unwanted ability to its fullest potential. Questions to be answered: -Can any ability with an in-battle effect be made usable on the right Pokemon? -What tools are needed to overcome an ability that is unfavorable or undesirable to a Pokemon in the CAP meta? -Where is the line between compensating for an ability and intigrating an ability into a Pokemon? Explination: After 5 generations we still haven't really seen much success out of Pokemon who have been exclusively bad abilities. Slaking and Regigigas are stuck down too far under NU's shoes to ever get out and Archeops, even with an hindering ability that isn't always active only does moderately well in RU. Shedinja on the other hand shows that if you put too much strain on a Pokemon to justify an ability, it can crumble apart just as easily. If there was ever a place to make the Archeops of "OU", CAP is the place for it. On the other hand, some abilities are just waiting to be sculpted around. Lopunny and Klutz showed that under the right conditions, a Pokemon can use an awkward ability to form a real niche. Abilities like Stall, Normalize, Own Tempo, Pickpocket, Analytic etc all scream out to be abused in some way. These will help solidify a Pokemon from the pack. Great examples are Dugtrio and Ninjask. These Pokemon have very set roles based and boundries associated with their Abilities, movepools, typing and stats. With the generation change up they have also swapped places from NU and OU, while retaining their same niches in both tiers they entered. This kinda of Pokemon design ensures that even in an ever changing metagame, that a Pokemon who formes a niche can survive falling out of favor and bouncing back (assuming its niche isn't reinvented better by a new threat). Forewarn is currently the worst ability a CAPmon is really pushed into and even then, it is just a sidenote to allow for huge stats and access to Sketch. I think we can dig much lower in the barrel and come out with something much more concrete to the purpose than some of the current results. |
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#33 |
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Whoops, you're right. Switched Luvdisc and Tauros.
I don't follow. Artwork would go after typing for this concept as with any other. Either way, while the artwork part of it may be interesting, it'll all go after concept assessment, which is where I'd assume we'd discuss and then select which existing Pokemon we want to troll. I don't see how ending up deciding on something like Poison/Dragon for typing would complicate anything. The typing of our CAP does not have to be identical to the typing of the existing Pokemon that we model it after, so completely new and original typing is still totally doable (and, considering the CAP Project's general track record, likely). That's the beauty of the concept; if we want to, we get to "pretend" we're doing that evolution project or fixing an existing Pokemon, but the reality is that we're making an entirely new Pokemon and thus only really need feel constrained by mimicking intended competitive niche and probably artwork. |
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#34 |
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Join Date: May 2010
Posts: 192
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Name: One Trick Pony
General Description: Can we build a Pokémon that would still be OU even though it can only run one possible set? Justification: This, I think, would be an excellent opportunity to study the process of CAP, rather than just the end result. Take a look at our past CAPs. They're good. They're really good. Many of them can run hugely different movesets, can fill multiple niches, can wreck from both sides of the spectrum. They are enormously versatile. In fact, most real OU Pokémon have multiple possible sets they can run reasonable well. If we make something can only do one thing, even if it does it exceptionally well, will that be enough? Or will it just be tossed aside? I think this is a good time to find out. Questions To Be Answered:
Explanation: I've sensed some interest in approaching a CAP with the goal of restraining ourselves a bit. We caught a smidge of that with Mollux, since we saddled ourselves with a concept necessitating a bad typing, but then we proceeded to take the bad typing, remove most of the bad stuff about it, and make yet another superpowerful CAP. For God's sake, look at how many CAPs have Rapid Spin, a move that is very very scarcely handed out to real Pokémon. Now the important thing to do is to make sure that our CAP's set is so good as to still make it worthwhile. Some possible examples I can think of are:
Last edited by kalamadude; Sep 11th, 2012 at 11:40:25 AM. |
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#35 |
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Join Date: Jul 2012
Posts: 83
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Concept: Trick Typing
General Description: A Pokemon that uses the weaknesses of its typing as resists, and its resists as weaknesses in order to create a unique combination of defense and offense that wouldn't be able to be seen anywhere else. Justification: Such a Pokemon would be able to counter top threats without having to resort the the same typings over and over. You would also be able to have powerful offensive STABs without having a horrible typing. This would increase diversity in the amount of choices and what each choice offers when teambuilding. A lot of things can threaten or OHKO another Pokemon, but can't switch in to do it. This would allow you to have the same offensive STAB's that can defeat the same Pokemon, but you can now switch into such Pokemon. Once again, this creates a unique combination of offense and defense that wouldn't be able to be seen anywhere else, while allowing horrible typings defensively, but good offensively, such as Ice or Fire, shine. Questions to be Answered:
Explanation: Typing has always been one of the most deciding factors in determining the viability of a Pokemon. Just look at the Rotom formes. Especially Rotom-F. BoltBeam STAB should make it a top tier Pokemon right? Nope barely gets any usage even in NU, simply because its typing sucks (and Blizzard over Ice Beam, but not really, probably would still be NU). But what if we could turn that typing right around, and create something with amazing STAB's, while having a great and unique set of resists. The one thing that I would say that is most similar to this concept that already exists would be Heatran. Nothing takes on Sun like it does, and all of its resists/immunites are unique and something only it can offer. I want to take this one step further, and see if an even greater level of uniqueness can be achieved. Obviously, it will take some time to go through multiple type combinations to find an ideal type, but something that has really caught my eye in this concept is the possibility of the unpredictability of what said Pokemon's resists actually are. For this unpredictability factor to work, said Pokemon must have a fast "type changing move" or have multiple abilities. This doesn't really have to be implemented, since its probably too complex to incorporate all of that in and might take away from what the Pokemon does, but its just something that I think would be cool to have incorporated. |
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#36 |
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Join Date: Oct 2007
Posts: 922
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Name: Weather Equalizer
General Description: This Pokemon's existence would give a large buff to one of the lesser-used weathers, such that weather teams with CAP4 could compete with established Rain and Sand teams. Justification: It is no secret that Rain and Sand dominate OU in terms of usage, but they also exhibit a very wide variety of team types and playstyles. Hail and Sun, on the other hand, are limited in viability to certain niches, and tend to have to devote lots of resources to anti-metagame considerations (i.e. Dugtrio) in order to be successful. This concept would aim to expand Hail or Sun beyond its current niche to a point where it can influence the metagame as much as it responds to it. Questions To Be Answered: - What are the challenges faced by Sun or Hail teams in the current meta? - Which of these will need to be overcome, and to what extent, in order to make the weather in question more viable? - Is Sun/Hail inherently worse than Rain or Sand, (taking combo bans into account) or is it simply a matter of what pokemon exist to be supported by them? - Is one pokemon enough to affect the desired change to a weather? How strong does such a pokemon need to be in order to accomplish this goal? Explanation: The purpose of this concept would be to strengthen an underused weather condition to the point where it is competitive with the ubiquitous Rain and Sand. This isn't meant to hone in on a particular playstyle from the outset; it is meant to expand the weather enough that more than one playstyle is doable. Inevitably, a CAP4 that succeeds in this will also succeed in simply improving the niche that currently dominates that particular weather. It would also be foolish not to consider specific teammates and synergy that would be helpful. Still, I think it is important not to turn this concept into a something that fits in a slot on a certain team. The goal of the concept as stated is very ambitious, and an absolute equalizing of weathers based on a single pokemon may not even be possible. However, just moving in the direction of the stated goal would give us insight into the questions raised by the concept. This concept would give us a very interesting playtest, as we see what ramifications the new pokemon has not only on the matchups involving our chosen weather but also on the Sand-Rain matchup, as old teams are forced to change to deal with the new weather threat.
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#37 |
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Join Date: Mar 2012
Posts: 1,119
Minnesota
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Name: Battle of the Sexes
General Description: A pokemon that gives purpose to choosing its sex and/or other pokemons' sex. Justification: Sex is nearly meaningless in today's metagame, despite it being able to be traced back to Generation 1 with Nidoking and Nidoqueen. Many simulators give an option to choose the sex of the pokemon, but most players prefer the default setting. This concept could define the importance of choosing Tornadus over Blissey, Nidoqueen over Nidoking, or Cloyster over Celebi. We will learn what role male, female, and gender/sexless plays in the metagame. Questions to be Answered:
Explanation: The role of a pokemon's gender is rarely thought of in most games. Is there a way to make it impact the metagame? Looking at CAP3, which is a 100% female pokemon. Does that effect its playability? Landorus, Tornadus, and Thundurus are all male. Does that effect their playability? Starmie is genderless. Does that impact its playability? Gender might just be seen as flavor for some, but there are moves and abilities that are affected by it. A good portion of this concept is to examine how gender impacts the metagame and pokemon as a whole. When you remove typing, stats, moveset, ability from the list, is there any incentive to choose male, female, or genderless over the other options, or is the gender of your pokemon meaningless flavor? ----------------------------------------------------------------- Feedback is greatly appreciated. |
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#38 |
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akela, I actually submitted that exact same concept for CAP3, same name even. Long story short, pretty much all of the more competitively-minded people hated it because there are only a small handful of gender-based mechanics, and not even all of them are reliable enough to exploit consistently. In the end, it came down to a single-sex Pokemon with the Rivalry ability, which was just too narrow considering how few single-sex Pokemon there are in OU to try to build it around.
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#39 |
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Join Date: Jul 2012
Posts: 53
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Name: Status-Stat Nightmare
General Description: A Pokemon that can abuse status conditions and stat drops to torture enemies while probably being immune to a lot of them. Justification: I don't remember the phrasing of the rules (been reading other people's submissions), but I think this could be a stall-support. Do any stall-supports exist that can't be taken out by a move that it has access to? This would be that. Questions To Be Answered:
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† I am a Christian and proud of it! Copy and paste this if you are too.† If Shiny Pokemon are rare and DreamWorld Pokemon are comparatively uncommon, then a Shiny Pokemon from the DreamWorld must be... Last edited by ShinyDreamer; Sep 12th, 2012 at 10:04:08 AM. |
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Fare thee well.
![]() ![]() Join Date: Sep 2008
Posts: 2,038
Floccinaucinihilipilification
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Well, now... that's a lot of concepts, and no mistake. Quite a few of them have caught my eye, and annoyingly these may turn out to be harder to choose from than I first thought. Anyway:
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The thing is that I don't see how this can be achieved without custom abilities - this may be a good thing, as it really is forcing us to think creatively, and I'm not going to discount it purely because I can't see how it will work. Perhaps I'm just paranoid after what happened with Krilowatt - but then, that was quite a good process on the face of it. Quote:
I'm afraid I'm finding it hard to find any really good examples - Donphan is perhaps the only one I can really think of, but you said that you didn't want them to be "filling a role" as it were. I do think that this could merit some very interesting discussion, especially as the end product is not obvious by any stretch - my only qualm, as it were, is that Mollux turned out rather similar to this, in terms of being able to check top-tier threats, so I could see this as being a bit too like what we have just done. That's not grounds for disqualifying it, though. Quote:
I'm slightly confused by your explanation, as that seems to suggest a concept more orientated towards countering weather than towards being a part of it. Perhaps you could clarify that a tad. Quote:
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All in all, I think that the concept as it stands has the distinct possibility to cause far too much drama for far too little reward. If you were to change it to emphasise the defensive aspect - it is certainly not known whether it is possible for a Pokemon to be defensively overpowering, as you said - then I would be far more willing to consider it. Quote:
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In all seriousness, a Pokemon that makes more than one core is certainly an interesting prospect, but I do wonder how different it would really be to what we have already done. Cores are all very well, but they are either very hard or very easy to deliberately design a Pokemon for, depending on the approach taken. I'm not fond of this concept, sorry. Quote:
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TO address your concept, it seems rather similar to that of Colossoil, but you've been a bit too specific with it. There's no possible way to make it immune to all indirect damage without Magic Guard, and no way to make it immune to all stat drops without Clear Body/White Smoke, and no way to make it immune to all status conditions without... well, you get the idea. Essentially your concept is too prescriptive in its current form. ----------------------- Those are my current thoughts on all posted concepts. I have tried to be as fair and objective as possible in evaluating them for potential, and you may well disagree with me - in fact I invite you to address any criticisms I may have made and convince me that my fears are unfounded and your concept is the best thing since sliced bread. I am, as they say, all ears, and my slate is not nearly set in stone yet. Speaking of the slate, I'd like to get a good number of different options on the table for the first poll. In any case, of the thirty or so concepts currently submitted, I have whittled them down to 10 for the my first shortlist. Feel free to comment on the list or explain why you should be on it, but kindly do not disparage the submissions of others. Code:
Three Ways to Play Unpredictable Wall Ugly Duckling Time Capsule Dare To Be Different The Weather Killer Deceiver Living On the Edge One Trick Pony Weather Equaliser Well, that took a lot more time than I would have expected, so I'm going to go rest my arms for a bit. Cheerio.
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Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth Last edited by bugmaniacbob; Sep 11th, 2012 at 1:48:36 PM. |
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#41 |
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Join Date: Sep 2012
Posts: 3
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Long time lurker here, enjoyed Mollux so looking forward to wherever this leads us.
Concept: "stat down specialist" Description: A pokemon who succeeds not through high powered moves, but through a range of low/mediocre power moves with stat down effects. Justification: Stat down effects have never really had a chance to shine. Moves like metal sound/screech have shoddy accuracy, no damage and simply force a switch and moves like Bulldoze/icy wind and rock tomb are generally ignored for moves with a higher BP than 60. However, these moves do have their merits and damaging while lowering a stat does have a niche. This concept looks at making a pokemon that can abuse these moves fully, being able to lower the defenses of slower pokemon and slow down and outspeed faster 'mons, consequently forcing a lot of switches. A -1 in speed/defense or a -2 in special defence can often mean checks aren't checks anymore, if only temporarily. Questions To Be Answered:
After swapping into an icy wind or rock tomb a pokemon may no longer be a check but they won't be crippled if they swap out, but who's to say that CAP won't go for another speed down or defense down and force another switch? I think if done right this concept could bring new mind games and prediction into the metagame. Last edited by Toby jug; Sep 11th, 2012 at 12:25:12 PM. |
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#42 |
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Join Date: Jun 2008
Posts: 522
Mandaue City, Philippines
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Name: RESTRICTOR
General Description: A pokemon that directly or indirectly limits the opponent's move options, through a combination of abilities, typings, items, etc. Justification: The outcome of a Pokemon match depends on the skills (sometimes luck) of the trainers. Usually the one that could better predict the opponent's moves is the victor. A single mispredict can cost anybody a match. Great skills in prediction comes with experience. However, one way of increasing your chances of predicting correctly would be by limiting the options the opponent could do. If you can control the situation in such a way that he is restricted to a single option, what's there to predict? That's what this concept is all about. Questions To Be Answered:
Explanation: To better understand what I'm trying to say, take a look at this Move Restriction Guide onsite. The article "takes a close look at the workings of moves, items, and abilities that restrict the move options available to Pokémon". There's a multitude of ways that this can be accomplished, so we don't even have to be restricted by this article. It is possible for the Concept to go for an offensive route, using its threat as a restricting factor as well. However, a more defensive approach may be better suited for it. For example, when pulled off right, a Pokemon with enough defenses to take a hit with the moveset of Spider Web / Substitute / Disable / Encore with Prankster completely restricts the opponent's option to Struggle!
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#43 |
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Join Date: Apr 2012
Posts: 914
Avatar by the awesome Magistrum!
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Concept: Gravity Guy
Description: A Pokemon which can introduce Gravity into the OU, by means of manipulating the move in an effective manner. Justification: Gravity is almost never used in the current metagame, unless serving in a niche or gimmick role. This concept aims to introduce Gravity into common ground, so more professional players can use the move with less difficulty. Questions To Be Answered:
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#44 |
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Join Date: Apr 2012
Posts: 36
MA/CT, US
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I'd like to submit a concept I thought of this morning. I don't really like my explanation for it, so if anyone could suggest any ways to get my concept explained better, I'd really appreciate it!
Concept: The "Hail-Mary Playbook" Description: An above-average pokemon that does its best work as your last pokemon that works to turn the tide in your favor. Justification: If leads used to play such an important part of the metagame, why can't a last-ditch effort Pokemon make a solid impact? This new niche pokemon would excel at taking down huge, specific chunks of teams with proper prediction--otherwise, all hope would still be lost. The Hail-Mary Playbook would require opponents to plan despite a growing fear that something is lurking late in the match, and that a few lucky breaks may not help them survive. Questions to be Answered:
I guess this whole idea came about due to a few things I've experienced in games--namely, Moxie abusers, scarfers, and CB Terrakion. Many games reach the point where one player sees an opening for a sweeper and rushes in for the kill, and, well, it's scary! Apart from a few stray priority moves, it's hard to stop a straight-up sweep, especially if it's from a boosted sweeper. It's more common in lower tiers, but more defensive teams can corner people as well. They'll take out your one counter to their subseeder or wall or tank, and then you're stuck banging your head against recovers, or getting mauled by flinch-hax by some upstart young 'rachi! With that in mind, I think a pokemon niche could be created that, if properly played, would allow a flailing expert to recover and wreck up a team. Sturdy is the first ability that comes to mind, and has a variety of fun options--can you imagine the existence of a good Sturdy+Shell Smash user? Counter/Mirror Coat + Sturdy would be a fun combo for taking down one nasty sweeper (for a short-term solution), and Icicle spear would be a fun tool to whip out against those nasty dragon-dancers. Jirachi was mentioned above--Flinch protection could be an option as an ability as well, and a ground-typing would be great to prevent t-waves from ruining your comeback. Making a defensive "Hail Mary Playbook" would be much more difficult--today's pokes are more aggressive than ever. Still, something like Will-o-Wisp and defense boosting would make for an interesting set, and a high speed stat would ensure that you get to set up for it. Of course, a late game 'mon would have no need for things like Stealth Rocks, Rapid spin, or any of that stuff--you'd need to balance out your team if you want that stuff out of your way. Hazards might wreck him too--especially if Sturdy is involved, as brought up like mentioned above. I also like the idea of high-risk, high-reward with this 'mon. Imagine something very Yanmega-esque, but with supportable typing--tinted lens and powerful attacks that get decent coverage, but maybe a tad frail. Welp, there are my ideas. Any thoughts?
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#45 | |
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Join Date: Aug 2009
Posts: 1,186
Location: CAP, C&C, or RMT!
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Well, my original "Lead" concept seems to have been already submitted, but no worries. I was talking with some of the users in IRC and came up with the conclusion that an old friend of ours should make a return for Generation V CAP. I believe that this concept, although explored in a different time, has a lot of merit, and with the process we now have, can be achieved successfully rather than inadequately. Credit for the base of this concept goes to reachzero, as he submitted this for CAP10 in Generation IV. I have merely adjusted the concept to fit Generation V topics.
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#46 |
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Join Date: May 2009
Posts: 528
Wyncote, PA
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Name: "Its Super Effective..." Huh?
General Description: A Pokemon that has nearly unmatched type coverage in terms of moves but also has only the most poorly distributed moves and moves that aren't overpowered and are given to only a few pokemon. Justification: This pokemon would give us the ability to test moves that are good but just aren't given to a lot of pokemon, (Aeroblast, Searing Shot, Attack Order, Night Daze, etc.) and see if they would be usable competitively if they weren't stuck on only their current users and would allow to see just how important move distribution is in the current metagame. Questions to be Answered:
Explanation: This is an idea I submitted for the last CAP but I wasn't able to define it as well as I can now and I hope even here I defined it well enough that you guys will be able to get what I am aiming for with this. I have wanted to see for a while what all these under-appreciated and niche moves could do on a pokemon that could use them properly such as the Shift Gear move on something other than KlingKlang. The move itself raises Atk +1 and Spd +2 an agility with an attack boost and of course the only thing that gets it is a pokemon that has a movepool of like 12 bad moves. There are plenty of other examples I could give for almost every type which is why this pokemon will have a weirdly rounded moveset that has great coverage but its awkward as it doesn't have the tradition BoltBeam or Flamethrower and EQ. Any comments? |
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#47 |
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Knows the great enthusiasms
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Administrator
Join Date: Jun 2007
Posts: 2,901
Houston, TX
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I think more people should focus on commenting on concepts and making their case to the TL for their favorites to make the slate. Because right now, it seems almost everyone is piling on new concepts (most of them are not very good), instead of discussing what is already out there.
The concept I like most so far is already on BMB's short list, so I'll make a case that I hope it stays there -- Capefeather's Living On The Edge (which I would have called "High Risk, High Reward", but that's just me) I read the concept and loved it from the start. And just in case you think I was biased to support a mod's submission, I actually did not notice that it was Capefeather's submission until I started typing this reply. I'm not surprised though, because CAP mods have lots of experience with the project and they know the difference between a "good pokemon" and a "good concept". And there *IS* a difference. A good pokemon benefits the player or the metagame, while a good concept benefits the CAP project and CAP process. Keep that in mind for some of you newer participants out there. We are looking for a concept that will serve as the basis for an interesting project over the next two months or so. That means the concept needs to be focused enough to keep us from wandering all over the map and arguing over a bazillion viable choices on every step. Concepts like that are just too broad. On the other hand, the concept can't be so tightly focused that there is little room to actually debate about anything. With a narrow concept, the pokemon is pretty much pre-built as soon as the concept is chosen, and that sucks. So we need a concept in that middle ground between narrow and broad. And I think Capefeather has made a good one. What I like about Living On The Edge is that it is explicitly designed to have something really powerful or effective (the high reward part) offset by something that makes it bad or ineffective (the high risk part). Because CAP projects tend to amplify every concept to its most powerful level (see just about every CAP ever made in the past), I like the idea of having a concept-level weakness virtually guaranteed from the start. I have no idea what we'll do to make this powerful, and I have no idea what we'll do to cripple it -- and *that's* what makes this concept appealing to me. Living On The Edge is a bit broad, in that it could go a million different directions at the start. But I think if BMB does a good job during the Concept Evaluation stage, we can get out of the gate in a reasonably focused fashion and not wander too much along the way. I love high-risk gambits in Pokemon, and even pure gimmick Pokemon are fun to play, just to see if you can pull it off. I love the idea of making a pokemon that is somewhat of a gambit play from the start. My mind is racing thinking of different ways to make it work, and I'm sure many of you creative thinkers are doing the same. Don't get me wrong, I am not advocating a gimmick luck-mon, and if you read Capefeather's concept, he isn't advocating that either. The concept is emphasizing risk management, and is encouraging us to examine the concept of risk in Pokemon. I think we could learn a lot, and it's an area of the metagame that is often mentioned but rarely understood. That is perfect fodder for a CAP project. This could be fun.
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#48 |
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This was never a story that would have a happy ending.
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Join Date: Sep 2009
Posts: 2,041
Somewhere on the edge of the bell curve
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Name: Higher Ground
General Description: A Pokemon which prevents or punishes the creation of field effects which disadvantage its user, while facilitating or preserving beneficial field effects. Justification: Gen V's OU metagame heavily revolves around field modifications, primarily entry hazards and weather. By creating a Pokemon that specializes in control over the field at any given time, we can learn about what kind of threats are more / less viable if you / the opponent could "guarantee" that the field be clear of hazards. Similarly, we can learn about what kind of pokemon would be more / less viable if they had a teammate that could ensure that their weather of choice would always be present, or if they had an opponent that ensured it wouldn't be. Essentially, field effects affect the tiering and usage status of enough Pokemon that a Pokemon which could play with the entire concept in any direction could be a very valuable tool for learning. Questions To Be Answered:
I consider Trick Room, Gravity, Tailwind, Reflect, Light Screen, and (maybe) Intimidate to also be "field effects". This is different from an "anti-hazards" concept because that's not its entire job - it should also be able to preserve your own hazards through a variety of means. And, this is different from weather support pokemon / anti-weather pokemon because, if we build it right, it should be able to preserve, or fight against, any form of weather. Additionally, it should be able to preserve Clear Skies for your team if you need it to. There could be a variety of ways we could approach this Pokemon. Rapid Spin, Taunt, Magic Bounce, Air Lock, Trace, and Magic Guard are just a few of the obvious ways in which we could begin to fulfill this concept, but there are cleverer ways that I encourage the community to explore (for example, consider a tankish physical ghost type which severely threatens every weather starter and has regenerator as an ability). The capacity to be either for or against contentious pillars of the metagame, like hazards and weather, is what will make this Pokemon so intriguing...while also being very challenging to create. But I am confident that we can do it!
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Everything was beautiful. Nothing hurt. I'm back, baby. Look for me in 5th gen UU! |
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#49 | |
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Join Date: May 2009
Posts: 528
Wyncote, PA
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Just wanted to give some input because while weather control is always a thing people have to deal with in OU right now having an unblockable rapid spinner would just destroy hazards and really make an idea like this function really well. |
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#50 | |
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Join Date: Jul 2011
Posts: 550
Location Location Location Location Location Location Location Location Location Location Location
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Anyway, as for the shortlisted concepts, I'd have to say that I am in favor of the Three Ways to Play concept. A Pokemon that has three vastly different sets it could run based off its three abilities seems like it would create both a challenge and a fun experience for everyone working on it. Not only that, but it would be fun to play with as well, keeping your opponent guessing more than they normally would once they see it on team preview.
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