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#1 | ||
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EAT A DICK
Join Date: Apr 2008
Posts: 956
New Jersey
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Welcome to the opening of CAP 9! This thread is solely dedicated to discussing and submitting the goals and concepts of our Pokemon. This thread will serve as one which dictates the overall direction of our project, so be careful what you wish for. Do not post anything irrelevant, or anything that does not encourage the discussion of submitted concepts in this thread.
Rules for Submitting a Concept:
Use the format, please. Inability to do so will result in moderation and/or possible ineligibility for it to be included in the poll. Quote:
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What do I want? Simply put, I want to ask you the following question before you rush into your concept. What do you want to learn? The reason I ask you this is simple. CAP, in my opinion, has been lacking in what the real purpose of the project is. "The Create-A-Pokémon project is a community dedicated to exploring and understanding the competitive Pokémon metagame by designing, creating, and playtesting new Pokémon concepts." I could ask you what a tank is, what a mixed sweeper is, or what a wall is. Let's say I asked that to about 40 of you. What would I get? I'd get 40 textbook definitions. Let's break the mold a bit. I'm sure you've wondered what it would be like when a pokemon got a certain move, and how it would affect the metagame. That's the mindset I want for this project. How would something affect the metagame, and what would we learn as a lesson? To fulfill this, I urge you to acknowledge the line between gimmick and competitive. I'd strongly suggest you analyze the metagame carefully before you make a concept like "Rollout Abuser". What will you learn from it? You'll learn that it sucks because you are stuck in a move and you can't escape. Have fun getting swept by a Swords Dance Lucario. So please, try to think a bit about how it would work competitively before you submit a concept! Above all else, I encourage you to have fun and be fresh. Try not to reuse old concepts, please. Make it fun, make it interesting, and most importantly, make it so that everyone can learn a little something about Pokemon. If you have questions concerning your concept, feel free to ask! Happy concept making!
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Last edited by Plus; Sep 25th, 2009 at 8:29:23 PM. |
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#2 |
Join Date: Feb 2009
Posts: 2,062
Way past cool
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Name: Helping the Underdog
Description: A Pokemon that can directly or indirectly make a little used Pokemon more viable. Justification: There are many OU Pokemon that are left out in the cold in favour of Pokemon with better bulk and/or typing. This Pokemon can add variety to the OU metagame, and we can learn more about ways to support little used Pokemon or cause metagame shifts. Questions to be Answered:
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To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong. The first thing you must do to live a life of power is to find courage. You must be ready to reach beyond the boundaries of Time itself. And to do that, all you need is the will to take that first step.... Last edited by KnightoftheWind; Sep 25th, 2009 at 10:25:52 PM. Reason: Plus told me to |
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#3 |
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Join Date: Dec 2007
Posts: 133
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Name: Simply Gimmicky
General Description: A Pokémon that is outclassed at doing common jobs (sweeper, tank, and support) but excels in taking advantage of underutilized or "gimmicky" moves. Justification: People say that moves like Me First and Copycat "fail" and are "a waste of Gamefreak's time" (these are not direct quotes; merely generalization). I say, "Let's put our money where our mouths are." It will also allow us to learn more about the metagame by learning what merits there are in these untouched moves and seeing whether they truly do "fail" or not; after all, a move/ability/item does not "fail" just because it doesn't have a Pokémon that can use it, as we've learned with Dynamicpunch. Questions To Be Answered:
Explanation: So yeah, I finally got into this Concept Submission craziness; imagine that. I had this idea between Kit and Cyclohm, but Lightning Storm submitted too similar of a concept first (kudos to him/her for having more nerve than I did). But did it ever occur to anyone that these moves are only "unloved" and not "bad"? For example, Me First is only even REMOTELY useable on Lucario, with respectable stats in both attack stats and decent speed (which can both be boosted by Agility and Steadfast); but even though it has moments (which I have recorded in a sort of "Log of Epicness") Lucario cannot use this move as effectively as it would like to (as my battle records prove). Also, this is a bit more of a personal standpoint, but there are a few bugs in these "gimmick" moves that could serve to benefit other Pokémon when they get fixed (like Imprison/SR Uxie screwing over slower leads in-game, but not in Shoddy), and creating this Pokémon could kill two Staravias with one Rock Slide, so to speak. *pelted by garbage for ruining a good idiom* Anyways… a good (but possibly broken) example of this would be a speedy Pokemon that can use Imprison and Transform; the Imprison then blocks everything they attempt, forcing them to Struggle or switch out. Last edited by Numbuh 214; Sep 25th, 2009 at 8:44:58 PM. |
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#4 | |
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Join Date: May 2008
Posts: 1,010
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Name: Leave a Legacy
Description: A Pokemon that cannot be directly countered but forces the opponent to think around it because after it faints, there may be other consequences. Justification: This is also a good way to learn about how underused abilities and moves such as those mentioned in the explanation can affect the metagame. All of the CAP Pokemon that we've created so far have SOME type of longevity, but this would allow us to test how a quick come-in-do-something-and-die Pokemon would work. Questions To Be Answered: - Can a Pokemon be a successful "suicider" without purposely using Explosion or Selfdestruct? - How much can a hit-and-run Pokemon affect CAP, rather of all the bulky or offensive Pokemon we have built? - How does one react when one knows what a Pokemon is going to do, but not what the effects are going to be? - Will players consider it worth it to use a slot on their team for a Pokemon that may potentially not be in play very long? - How can one check or counter a Pokemon that will inevitably "go to hell and bring you with it", one way or another? Explanation: By means of abilities such as Unburden, Aftermath, or possibly a custom ability, moves such as Memento, Lunar Dance, Explosion, Selfdestruct, Healing Wish, a custom move, or a combination of such. This is NOT meant to be a good suicide lead, but do a very similar thing midgame or lategame. For example, if the Pokemon has Aftermath as an ability and in a game, your opponent's lategame sweeper is on a roll, you might be able to use Memento, lowering both attack stats AND leaving him with 25% less HP. This way, it gives you another chance to end his sweep as well as a chance to start your own. The opponent would not be able to outright go and attack the Pokemon because of these consequences, requiring more thinking on his part, but in order to use this, you must know what you're doing.
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#5 | |
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Join Date: Sep 2008
Posts: 317
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Name: The Anti-Stall
Description: A pokemon that can deal with all of stall's tricks, as well as take down some of stall's main threats. Justification: Stall is currently a dominant playstyle. An anti-stall pokemon would not only diversify the metagame, but we could also learn about why stall is so dominant and how to beat it. Questions for The Anti-Stall: 1. Can there be a surefire way to cripple multiple members of a stall team efficiently? 2. Can stall still be as useful if there is a great way to beat it? 3. What new ideas will stall use to beat an "Anti-Stall?" Would stalling Trickers be more useful? Would stall have to make some sacrifices to beat said "anti-stall." 4. If stall is not as great of a playstyle, what else becomes more useful? Does anything become overpowering? Explanation: A stall team is abot as reliable as it gets. While SkarmBliss may not be what it used to be, stall has a pleathora of options to work with: SR, TS, Spikes, Sandstorm, TrickScarfing, Phazing, Perish Song, Wish, Spinners, Spin blockers, etc. Infernape and Salamence are considered to be the best wall-breakers in OU. But Infernape loses to both Latias and Tentacruel and MixMence can't handle all the passive damage from SR, SS, LO, and possibly even a WoW from Rotom. Infact, mence takes 31% on the switch from SR and SS alone. If it attacks, then it loses another 16%, meaning its almost half gone after one attack, and this is if it doesn't get hit at all. Trick is another thing that helps beat stall. But, trick can only beat a single wall, not a team. And even then, it is possible to work around it. For example, a Bliss on a stall team gets Tricked a scarf. The scarf may limit its use but it walls special attacks almost as good (It just misses those Lefties). It can still switch in on a T-Bolt, absorb it, Softboiled on the switch and flee, and Trick does very little to stop that. This is why, I think we need a great stall counter. Stuff it could use: Obviously, Magic Guard would be the most powerful, but many people would be against it. We could give it Poison Heal to take out TS (or Poison or Steel typing), Mountaneer to deal with SR, or even Scrappy to deal with those pesky Rotom-A's running around. As for moves, it could use just about anything as long as it provided good coverage and could hit from both sides of the spectrum (I'm liking T-Bolt+Physical Fighting+Crunch or somthing along those lines). Supporting ideas could include Pursuit to scare Bliss and Rotom, Taunt to force some switches, or Leech Seed to heal AND deal consistant damage. Why you should vote for this: This concept has two great characteristics- 1. It is structured enough to where we know where we're going. 2. It is open enough so people can mold it into something great. TL;DR- Its a good concept, so vote for it. Edit in response to Plus: While you make some very good points (the trick one led me to address in this edit), I still think this concept offers something to learn. Neither CBTar nor Mixmence can beat a competent players stall team. TTar loses to Hippo if it lacks Aqua Tail, which isn't even a sure 2HKO against the standard set. Mixmence also can't OHKO standard Hippo with Draco Meteor, dealing a max of 95.48%. While that is great damage and hippo is esentially dead, Mixmence takes another 16% damage from SS/LO, plus whatever attack it has to eat, like an Ice Fang. It is certainly not a vounter, but Hippowdon will likely beat mixmence 1-on-1. And thats just Hippo; a stall team also has 5 other competent team members. If you rely on Mixmence to destroy stall, you can easily get burned. Stall is difficult to beat, and we could definately learn a lot from making a counter to it. The current OU has ways to beat stall, but that doesn't mean we wouldn't learn from finding a way that is much more difficult to circumvent unlike the current counters.
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Last edited by hydrolphin; Sep 26th, 2009 at 9:43:37 AM. |
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#6 | ||||||
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EAT A DICK
Join Date: Apr 2008
Posts: 956
New Jersey
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First off, this concept submission form is illegal. Please read the OP more clearly, as you need a questions to be answered section.
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If it does not excel offensively, defensively, and support wise and can only be used for gimmicks, which ARE gimmicks since they are not viable, I don't see the point. Quote:
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Furthermore I'd like to point out that I am not looking for gimmicks in this thread, please read the OP. Quote:
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Gimmicks are gimmicks because they don't work, that's that. If they are "unloved", they simply have a bad userbase of the move. And what exactly do we learn from this? Pokemon with underused yet good moves/abilities with good stats are good? Or do we learn that gimmicks suck?
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#7 | |
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EAT A DICK
Join Date: Apr 2008
Posts: 956
New Jersey
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Anyways, here are some more thoughts on these concepts.
Anti Stall I don't see much we can learn from this concept that we couldn't from standard OU. Trick, Mixed Sweepers, general forms of offense work to beat stall. Stall functions because of the fact that pokemon can be walled by other pokemon. Stall is played on the premise that you can basically counter or wall most of the threats in OU. You don't need a CAP to learn that. Quote:
How do you plan on helping an underdog of the metagame which does not help an overused pokemon more? For example, if Jirachi was a great partner to Altaria, chances are that Jirachi is a great partner to Dragonite or Salamence, which detracts from your concept. What would you like to learn from this concept, exactly?
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Last edited by tennisace; Sep 25th, 2009 at 9:26:10 PM. |
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#8 |
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Join Date: Mar 2007
Posts: 1,127
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Name: Let Them Eat Berries
Description: A Pokémon that, while can function well enough without, really excels when using a pinch berry. Justification: Pinch berries are (in my personal opinion) a sadly underused part of the metagame. I would like to see a Pokémon made that can effectively use the berries in this hostile environment, and, through that, add diversity and teach us more about the metagame, and to see just how well pinch berries work. Questions To Be Answered:
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#9 | |
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Join Date: Jan 2008
Posts: 1,280
<@thunda> wheit
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Name: Stop the Secondary
Description: A Pokémon that through means of ability, moves, and typing, can stop a variety of the non damaging affect of moves and moves of non damaging origin. Justification: While the immediate threat of damaging moves is large and present, the affect of moves such as status, Trick, Leech Seed, Taunt, Stealth Rock, Spikes have arguably had a greater affect to the metagame than anything has ever had, something that this would greatly look in to. Questions to be Answered: ~ How easily would a Pokémon with such large of a niche be able to fit into a competitive team? ~ How large of an impact would the reducation of non damaging affects and moves have on the metagame? - What, if any, would happen to the types of teams being used?~ How much of an affect does typing have on the ability for ANY Pokémon to perform this duty? Explanation: While not always being a "specific" strategy, the use of these moves is always a commonplace sight in any metagame. Depending on which moves this Pokémon can tackle, it can perform a role on any team, and be used to check a variety of threats. This Pokémon could use anything, from typing (Steel and Poison are immune to Toxic, Fire-types are immune to Will-o-Wisp), to abilities (Insomnia avoids sleep, Sticky Hold stops Trick), to moves (Magic Coat can stop things like Leech Seed and Status). While being able to remove a good number of moves from their purpose, it manages to remain open enough as to what you'd like to do and should be stressed that it should not try and stop all types of non damaging moves.
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Last edited by moi; Sep 25th, 2009 at 9:34:57 PM. |
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#10 | |
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Join Date: Dec 2007
Posts: 133
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...BTW, I know this is sorta off-topic, but can anyone tell me why the quote box says "Fat" before the name? >_> |
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#11 |
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Join Date: Aug 2008
Posts: 55
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Hmmm... I was going to post something, but I thought about it and I don't even like my own idea. =.=
Cyberzero has an interesting concept, but it would almost require something new to function. Memento is already possible, but no one uses it, because it seems a waste. Not even strategies like Dual Screen Lunar Dance cress are actually used. Long term effects would really be the only way such a midgame suicider could function. Last edited by Illithian; Sep 25th, 2009 at 9:38:44 PM. |
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#12 |
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EAT A DICK
Join Date: Apr 2008
Posts: 956
New Jersey
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Stop the Secondary
Probably the most interesting concept competitively atm. It's broad, and gives an overall direction as to what we can do with this concept. I can't think of a single pokemon that can take most of the secondary moves easily. It's definitely a contender in my eyes. Revenge Killer I was expecting this concept to pop up. It's really not that bad, although we already know how revenge killers work, as there already some in our metagame. You've pointed them out already. I'd advise you to put another question in your concept -- How will the increased usage of revenge killing affect Stall? Once you guarantee a pokemon trapped and killed, it really does become harder to wall things. I'd like you to improve your concept through adding a more generalized description. The focus of revenge killers is to force a kill. However, another interesting concept is coming in, forcing a switch/trapping, then using support for the team. Maybe not a "Revenge Killer", rather a "Master of Revenge".
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Last edited by Plus; Sep 25th, 2009 at 9:52:39 PM. |
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#13 |
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Join Date: Mar 2009
Posts: 68
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Name: The Ultimate Revenge Killer
Description: This is a pokémon that does its best work switching in after another pokemon has fainted and take out the attacker. That might not be all it can do, but it’s best at that. Justification: Popular pokémon like Scizor, Dugtrio, Weavile, Magnezone, and Heatran (or even Wobuffett in Ubers) are very popular in the metagame, and they are popular primarily as Revenge Killers. They either keep pokémon from switching out to take them down (like Magnezone, Dugtrio, or Wobuffett,) make pokémon want to switch out and hit them hard with a Pursuit or a Priority Move (Weavile, Scizor, and on occasion Dugtrio,) or, in Heatran’s case, get a boost from Flashfire and proceeds to do heavy damage to a counter switched in. The Revenge Killer is a function that hasn’t yet been explored in the CAP, and it would diversify options above those few pokémon who work primarily as Revenge Killers. Questions to be Answered: * What methods of revenge killing are most effective: trapping or using Pursuit? * Can a pokémon be equally (or similarly) viable using two possible revenge killing methods, or will one method overshadow the other? * Choice Items on revenge killers: required or merely helpful? * What pokémon (if any) will see newfound metagame usage with a new revenge killer bringing different weaknesses than other revenge killers? Explanation: Depending on direction voting goes, this pokémon would come in [possibly absorbing/powering up on an enemy attack on the way,] and either trap opponents and take them down or pound enemies with priority moves and Pursuit, or possibly even do both. This pokémon should have high enough stats to heavily damage an opponent, and high enough speed to hit first with moves other than priority moves. Most revenge killers are defensively frail but have high speed and offense, but this does not necessarily have to be the case. This pokémon could get priority moves like Extremespeed, Fake Out, Mach Punch, Aqua Jet, Shadow Sneak, Vacuum Wave, Sucker Punch, Bullet Punch, Quick Attack, or Ice Shard. Last edited by dorkknight23; Sep 25th, 2009 at 9:45:42 PM. Reason: Format Issues |
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#14 |
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RIDE OR DIE MOTHERFUCKERS ᕦ(ň_óˇ)ᕤ ᕦ(ň_óˇ)ᕤ ᕦ(ň_óˇ)ᕤ
![]() ![]() ![]() Join Date: Dec 2007
Posts: 5,236
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I've already deleted a bunch of concepts because they're too close to existing CAP's. I've been lenient, however if you don't make sure ahead of time, your concept will be deleted.
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#15 |
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Join Date: Oct 2008
Posts: 1,221
In a cold pizza induced euphoria
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Last edited by Solstice; Sep 25th, 2009 at 10:03:29 PM. |
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#16 | |
Join Date: Feb 2009
Posts: 2,062
Way past cool
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Of course, if directly supporting an underdog isn't feasible, we have the option of indirectly supporting it. We can try making a CAP where an underdog is one of the few 100% counters to it. If there are similar Pokemon to the underdog, we can modify the CAP so the similar Pokemon are simply checks to it, and can be beaten by the CAP.
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To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong. The first thing you must do to live a life of power is to find courage. You must be ready to reach beyond the boundaries of Time itself. And to do that, all you need is the will to take that first step.... |
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#17 | |
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EAT A DICK
Join Date: Apr 2008
Posts: 956
New Jersey
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#18 |
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Join Date: Apr 2009
Posts: 499
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Name: The Ultimate Switch In
Description: A Pokemon who you won't hesitate to switch in to a variety of situations. Justification: This whole metagame is based around switches. The whole point of entry hazards are to restrict switches. Pokemon thrive by forcing switches. Moves like U-Turn are deemed powerful simply because they build momentum by forcing switches. Basically, if a Pokemon can switch in at will and in a variety of situations it will have an impact on OU. Questions To Be Answered: -How important is switching to the OU metagame? -What styles will benefit from a go-to switch in? -What techniques will be developed to stop the ultimate switch in? -How will prediction be affected by such a pokemon? Explanation: There's a lot of directions to go here. Resistance to entry hazards jumps to mind first. This could be Magic Guard, Mountaineer + Flying type or Flygon/Claydol/Bronzong typing + ability. The concept doesn't stop there, there's no reason this Pokemon can't make switch ins easier for others to abuse. Other ideas could be instant Rapid Spin on the switch (probably too much) or a field effect move that stops secondary damage for X turns, like Safeguard but with Magic Guard built in. However, since the key is switching in, in a variety of situations, I am leaning towards a more bulky, less offensive pokemon who will gladly take hits but not necessarily force a switch out. The idea might be a tad bland, but there's nothing like this in OU. Some pokemon come close but between the recent Move Tutor additions (Super Fang) and Toxic, nothing can be considered a "go-to" switch in. Oh and I am not talking about Revenge Killing or Trapping, I am talking about a more defensive concept. |
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#19 |
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Join Date: Mar 2009
Posts: 1,422
Avatar by Lorak
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Name: Stat-Drop Abuser
Description: A Pokemon that can use stat-lowering moves very effectively in the OU metagame. Justification: Stat-lowering moves, although they are not used very much currently, are not necessarily bad or gimmicky. Stat drops can help a Pokemon beat its counters, such as Heatran using Metal Sound to beat Blissey, or force switches, such as Blissey using Charm to discourage physical sweepers from staying in. Stat lowering is an important unexplored niche in the OU metagame, and an ultimate stat lowerer would test just how effective stat drops are in OU. Questions to be Answered: ~How viable are stat-lowering moves in the OU metagame? ~What types of teams will a Stat-Drop Abuser benefit? What types of teams will it hurt? Explanation: There are two main ways to make a Stat-Drop Abuser. First, it could be a tank or wall that lowers sweepers' offensive stats with Attack- and Special Attack-reducing moves and possibly Intimidate to force switches and get free turns. This would benefit stall teams the most by making more Pokemon switch into entry hazards, and would likely increase the use of mixed sweeping. The second way to build a Stat-Drop Abuser would be to lure out and beat its usual counters. Such a Pokemon would utilize moves that lower defensive stats and could possibly abuse Substitute for avoiding walls' status moves. Bulky offense and balance would get most of the benefits of such a Pokemon, and would remove one sweeper's counters to help that sweeper function better.
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#20 | |
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Join Date: Sep 2008
Posts: 317
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I edited some stuff into my post (a lot more than I had originaly intended), hopeful you get my point Plus. Though I do like the Stop the Secondary a lot. Its similar to mine in some ways (it would help in beating stall!) So if mine doesn't make it through, then I would support that one.
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#21 |
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EAT A DICK
Join Date: Apr 2008
Posts: 956
New Jersey
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Hydrolphin: That just seems like a pointless calc; I don't see why you would switch in Hippowdon to Mixmence, especially from those calcs. A max of 95%? You don't need an OHKO to break stall, you simply have to overpower everything. Stall is not the only dominant style of play in the metagame. I could say that a competent CBTar user or Mixmence user could dismantle well built stall. It's not like stall is impossible to beat, nor is any other style.
Ultimate Switch In It's not like there aren't any good switch ins to a lot of moves in the metagame. I'm not really sure how much you could learn from it. So I'll ask you: What do you want to learn from an "Ultimate Switch In", that isn't in the current metagame at the moment? Remember, we want something fresh and interesting. Stat Drop Abuser This is overall a pretty good concept, although there could be troubles trying to find that niche in the metagame, with all the moves and stats that it could be given in the future. While still a good concept, it suffers from a bit of specifics that could make it hard to pull off.
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#22 |
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Join Date: Apr 2009
Posts: 499
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Well, what I want to learn with The Ultimate Switch In is mainly how prediction will be affected.
When something is such a safe switch in, both players should expect it. So now what? Do you predict it? Does the commonness of the switch make you try to over predict? Do players become reliant on a safe switch in? The main data I'd be interested in looking at is the Switch In stat that was recently released and also the Switch In/Usage stat. I think Blissey tops the latter. Basically, I want something that can switch in to status moves, unboosted attacks and entry hazards and be able to live to do it over and over, hopefully taking over the top Switch In/Usage spot. |
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#23 | ||
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EAT A DICK
Join Date: Apr 2008
Posts: 956
New Jersey
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#24 | |
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Join Date: Apr 2009
Posts: 499
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It actually sounds a lot like an ideal mixed wall for a Stall team, which it could very well turn into, but I am looking more at "indirect walling" by blocking entry damage or status. |
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#25 | |
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Join Date: Oct 2008
Posts: 1,221
In a cold pizza induced euphoria
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| cap, cap9, concept submissions |
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