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#101 | |
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hey, even pirates need attorneys
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Moderator
Join Date: Apr 2009
Posts: 2,601
especially internet pirates
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I'm not sure you understood much of my post at all because your response is very non sequitur, but I'll respond to this:
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If we cannot take joy in things that are merely real, our lives will always be empty. <+joshe> im a registered sex offender for up to calc 3 <+Reflect_Suicune> i was thining of fucking jellicent for some reason <DetroitLolcat> I AM AROUSED BY BIMETALLIC CURRENCY! Last edited by capefeather; Mar 8th, 2011 at 11:38:31 PM. Reason: clarified terrakion |
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#102 | ||
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Join Date: Feb 2011
Posts: 106
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I think you may also be inflating these moves' potentials a bit. An HP Ice might be able to dispose of a Gliscor, but that is x4 (210 power) special attack against a physically defensive poke. If this CAP turns out to be OHKO'd by these mons off-STABS, then we must have done something incredibly wrong in the Stats and Abilities step. Now I believe we are just getting too specific for this section. My points have been specific on Fighting/Flying's advantages over Ghost/Flying and Steel/Flying without getting into Movepools, Stats or Abilities, and I believe this is acceptable enough for this stage of development.
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#103 |
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Join Date: Jul 2010
Posts: 394
Calgary, AB
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In my opinion a weakness to Stealth Rock would (disregard what I said post 1) limit CAP 1's momentum creating skills. However a secondary typing isn't the only way to make CAP 1 Stealth Rock netural. You could add an ability to negate the damage Stealth Rock does (or at least make it only 12.5%). Here are the types I think would be good in no particual order
Steel
Poison
Ground
IMO, Poison would be the best choice for CAP 1 followed by Ground.
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#104 |
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Join Date: Dec 2009
Posts: 545
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Hi
With Flying type chosen as the primart type, I suggest that we go for one of two secondary types. Ghost can provide much momentum; stopping Rapid Spin and negating Normal type attacks. Steel can also prove much use; negating heavy Stealth Rocks damage, providing good resistances and an Immunity to Toxic (as well as Posion). Thanks, bye.
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Vaz, WHAT? Bro, YEAH! Living the Dream: The Passion of Pokemon
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#105 | |
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Join Date: Dec 2010
Posts: 121
hawaii (island of Oahu)
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and yes, I mean jalorda/serperior with perversity/contrary/antagonist, what did you think I meant?
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#106 |
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<Feranfell> punbot irl aka virginity protector
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Join Date: May 2010
Posts: 1,646
us best
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I actually think that having vulnerability to only one coverage attack, like capefeather said, is important. If there are two different attacks the opponent can use, then it is more difficult to take momentum by switching in a resist.
However, I still support Flying/Fighting. Fighting is an excellent defensive typing because it only adds two rather uncommon weaknesses, Flying and Psychic. Yes, Psychic is becoming more common, but bear with me. Fighting makes a rather inconsequential 4x bug resist, but it brings an important neutrality to Rock to this CAP. It also has a useful resist to Dark. A Flying/Fighting type would be better able to check the multiple Fighting-types in OU with a Flying-type attack without fearing a Stone Edge or Payback.
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#107 |
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also known as Darkwing_Duck
Join Date: Dec 2009
Posts: 3,043
Location: Andromeda Galaxy
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I would back Fighting type for secondary type. Yes, I know. Its an amazing STAB combo, generic sweeper blah blah blah. But to gain momentum, a Pokemon must be able to threaten the opponent, and giving it good offensive tools is a must, because the Flying type is not very good defensively in a metagame infested with Excadrills carying Rock Slide. We have to neutralize Stealth Rock as well. The Fighting type provides it an important Psychic type weakness, so that we can allow this Pokemon to be checkd by Reuniclus. This is a fairly common Pokemon, and the skill of repeatedly forcing the opponent's hand into switching in reuniclus is crucial to gaining momentum. A Flying/Fighting is weak to Psychic(addressed above), Flying(somewhat uncommon, but with Tornadus existing, it helps to balance it), Electric(Voltlos), and Ice(several Pokemon use this for coverage). This means that while this Pokemon can threaten a large amount of the metagame, it also is skilled at luring, which helps generate momentum with appropriate switching.
For these reasons, I support the Fighting type as the secondary type for our CAP. |
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#108 |
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Join Date: Feb 2011
Posts: 27
Driving you Batty since 1990
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here how I see typing affecting this pokemon
since we we thinking defensive for the most part I wanted a pokemon whose typing protected it from moves that ignore its powerful defenses. like toxic, stealth rock etc. which all do a set percentage of damage. Moves best avoiding through typing Stealth rock (fighting, Ground, Steel) Toxic/Posion (Steel/Poison) Super fang (ghost) Burn (Fire) Weather (Steel,Rock Ground/Ice) Leech seed (grass) This pokemon can deal with move damage throught great stats plus steels many resistances. Most steel types have access to Rock and ground moves which although no stab still leaves it with fair coverage |
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#109 |
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Is the hero Smogon deserves
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Ok so many people keep bringing up the point that SR hasn't been as omnipresent as it was in Gen IV in Gen V. Well the thing is people the CaP metagame is a whole new metagame. People will lay down SR every game to deter CaP1's prowess. I would, so I'm sure all the smarter battlers here will too. So onto my secondary typing choice.
Fighting: First and foremost it rids CaP1 of its SR weakness which is in fact as important as some people think. Now while other types do this too(Notably Steel and Ground) I believe Fighting will be much more unique(Don't want a Skarm/Glis/Land clone do we) because it gives CaP1 the necessary stab to really threaten the opponent. Between moves like Close Combat, Hi Jump Kick and Focus Blast fighting can be seen as a HUGE offensive power. It could be able to threaten Natt, Ttar, Scizor, Heatran, Excadrill, Breloom, The Fighting Trio, and a number of other large threats with its stab moves. I believe Flying/Fighting will give us the most unique and powerful type combo for CaP1. |
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#110 | |
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<Feranfell> punbot irl aka virginity protector
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Join Date: May 2010
Posts: 1,646
us best
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#111 |
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Join Date: Dec 2009
Posts: 1,352
Chennai, India
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Even though Steel might be a good typing, considering all the resistances and immunities it brings to the table, it will be left with a bad STAB combination. As the multitude of users have already pointed out, a Pokemon which is meant to obtain momentum should be able to atleast attack and deal substaintial damage to force switches, play mind games with the opponent on what he brings in etc which are what affect momentum directly.
I am supporting a Fighting / Flying typing. The Fighting-type gives it a powerful STAB option to hurt Pokemon such as Ferrothorn and Chansey who can easily wall threats and thus influence the momentum gained / lost. This Pokemon can thus also deal with the multitude of Fighting-type set-up sweepers present in the metagame. With a immunity to entry hazards barring SR which it is neutral to anyway, courtesy its Fighting typing, this Pokemon can easily switch in and out, which is what a Pokemon that is supposed to influence momentum should be able to do. |
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#112 |
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Join Date: Feb 2007
Posts: 44
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My support still either lies with grass or fighting
Grass gives us an insane support move pool, come in on something non-threating force the switch cripple whatever comes out then uturn of there, it provides three obv weakness, that few pokes run together (I can only think of blaziken, ttar and nidoking, none of which would like a grass or flying attacks) Fightings been drilled in so I don't have to say much
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#113 |
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Join Date: Feb 2010
Posts: 118
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Reason why i don't suport steel, is because, while it gives many resistances across the board not all of them are relevant. It also removes resistance to fighting which is one of the main selling points of the flying primary type.
Points i seen for steel over poison been the ability to resist/netrual against covarage moves in Rock and Dark. But if your opponent are able to hit you with their main STAB option for netrual damage, thats going to be alot vorse then taking a Payback netrually. Stone Edge does give it trouble, but theres plenty of ways that would help around that. Encoring a 0,25x resist or imunity would give you a very strong position, most likely forcing a switch if not scaring whatever away as soon you manage to switch in on a resist or imunity. I'm not going for this need encore to work efficiently, but theres alot of moves that help it gaining momentum that benefits from strong resistances. Torment, Disable, Trick just to name a few all could keep opponent to only the uneficcient moves. Even without theese moves Poison Flying still stand as a strong typing, just mentioned them because i feel its worth thinking about them as they been thought about throughout the concept. |
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#114 | |
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Join Date: May 2009
Posts: 1,165
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Mischevious Heart, Rapid Spin, Taunters, and Magic Mirror all prevent or remove Stealth Rock. In addittion, with Team Preveiw and whatnot, setting up SR comes with the opportunity cost of letting something such as Volcarona, Conkeldurr, Blaziken, ect, ect, set up as you do it. Even with an extra Flying type in the metagame, SR is still going to be easy to prevent or remove... most of the smart players will have some form of ensureing this if they are using the CAP. Also, just to point out, having some weakness to a type that isn't everywhere may be a good idea, as you can lure that attack, and U-Turn out of it [Assumeing you have enough speed, otherwise, you can just switch], to something that threatens. Mometum can be gained effectivly as a pivot too, like a middleman for lureing an free-switch, not just as an offensive threat. Personally, I'm still curious as to what the rest of you guys thing about Flying/Psychic, as my [rather lengthy] post has received no feedback yet. Perks of Flying/Psychic: Psychics get a wide support movepool, most of them get Trick, Trick Room, and the Screens, ect. I don't know about you, but Trick and Trick Room are pretty good momentum shifters, as are the Screens. X4 Resistance to Fighting 2 STABS which hit Fighting Super Effectivly, both of which are resisted by Steel. This makes this CAP lure Steels like a Dragon lures them, which, in turn, you could use to your advantage, with Magnezone, or a fighting-type of your own, or a Fire type. IMO, this is particually useful. The Persuit Weakness gained if offset by the likly fact that this CAP will get U-Turn Many Psychics get Recover, allowing recovery without losing the advantages of the Flying type. Downsides of Flying/Psychic Flying/Psychic is not winning awards for coverage, but this CAP is NOT a sweeper, which Fighting/Flying may create We lose our Bug resist, but bug moves are not that common, and can be seen miles away, as well as Bug being weak to Flying Tyranitar becomes a stronger issue, due to the Psychic STAB being an immunity, almost all Psychics get Focus Blast, however Some of the support options Psychic provides to shift mometum are a bit Gimmicky, such as Wonder Room, Skill Swap, ect. Last edited by Raikaria; Mar 9th, 2011 at 3:03:40 AM. |
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#115 | |
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Join Date: Mar 2011
Posts: 68
Portland, OR
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Flying/Psychic does have two potential advantages over Flying/Ghost, though: a resistance to Psychic, which is rising alongside Fighting, and better STAB options than Flying and Ghost. |
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#116 |
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Banned deucer.
Join Date: Dec 2009
Posts: 884
Australia
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Psychic/Flying looks just outclassed by Ghost /Flying if you ask me. The bonuses it gets vs Psychic attacks aren't close to being more useful than spinblocking.
Also, can we steer clear from the whole "its Psychic therefore it gets Screens", "its Grass therefore it gets Sleep Powder" and so on which keeps coming up? Movepool isn't and shouldn't be influenced by the typing as it effects the concept, only in terms of flavor moves. |
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#117 | |
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Join Date: Sep 2009
Posts: 2,543
United States of America
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Cookie's law of a forum: as a thread gets longer, the probability of it being derailed by a religion argument approaches 1 If only the max avatar filesize was 90K... |CAPASB stuff: My CAPASB Team~My reffing profile | |
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#118 | ||
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Join Date: Jan 2011
Posts: 78
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Steel/Flying gains my support, it's pretty much the best defensive typing in the game. Nothing has such an excellent Resistance/Weakness ratio as this typing does, all in a combination with a virtual Entry hazard immunity that is just necessary for any 'Momentum' pokemon.
Any argument stating a momentum pokemon can work with an SR weakness is absurd(I challenge you just name ONE momentum pokemon with an SR weakness). A momentum pokemon should be capable of switching many times without any kind of support, something Ghost/Flying, Water/Flying, ..whatever can't do. Steel Flying has proven to be good at taking any kind of attacks, making even a pokemon with very low SpD stats as Skarmory usefull for taking Special based hits. In fact Steel Flying is so absurdily good, i'm pretty sure one could even make a pokemon with a relative low base stat working provided it gains the abilities to use this typing to the fullest. Which i believe could result in a much more 'refreshing' CAP, seeing as most current CAP's are just pokemon with high all round stats. I had something in mind with High Attack/HP(like 100-110) and average on everything else with Regeneration, which relies on it's typing to take hits and the Brave Bird/Regeneration combo to deal heavy damage. Though i'm probably going to far now. Quote:
A Steel/Flying can be just as effective at beating Reuniclus if it has enough Attack/SpD to pull it off, seeing as it resists Psychic without a weakness to Fighting. Quote:
Also in this metagame i'm looking way more forward to a pokemon who can take both the EdgeQuake combo and Draco Meteors than a resist to fighting to be honest. Last edited by Judas DN; Mar 9th, 2011 at 9:02:32 AM. |
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#119 |
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Join Date: Mar 2011
Posts: 6
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I'm fairly inexperienced at gen V battling, but I feel people are downplaying what a psychic weakness means. Basically, Trick Room Reuniclus. Best case scenario, you predict it and double switch out, requiring your choice to be able to take down a fresh one before it can set up and sweep. If it switchs in and CAP1 didn't double switch, Reuniclus can either use a psychic attack (which CAP1 has to switch out of, but to a Pokemon of your choice), use Focus Blast to catch the predicted switch-in (making it basically 50/50 whether or not CAP1 switches), switch itself out to counter whatever your counter (but then anything gets ruined if you predict well enough) or set up Trick Room, in which case you lose all momentum pretty much no matter what.
Giving CAP1 a gap like that which can destroy the very concept of the Pokemon seems like something that should be looked into more. CAP1 would either need the sheer bulk to survive a hit or the power to 2HKO Reuniclus (assuming you could damage it on the switch), either one would encourage people to use CAP1 for purposes other than momentum. Again, I'm not too experienced yet so feel free to tear the theory down. |
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#120 | |
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also known as Darkwing_Duck
Join Date: Dec 2009
Posts: 3,043
Location: Andromeda Galaxy
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#121 |
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Don't cry, little one
Join Date: Mar 2008
Posts: 3,448
Italy
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I'm not a fan of Steel as a secondary type on this CAP, but this post is completely bad. It's like saying Bronzong and Jirachi are Metagross clones just because they share the same type. Nothing could be farther from the truth
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#122 |
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hey, even pirates need attorneys
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Moderator
Join Date: Apr 2009
Posts: 2,601
especially internet pirates
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Let's try this again because it seems I was wrong on a few things:
Scrafty Flying/Fighting takes 150 power Ice Punch Flying/Steel takes 112.5 power Drain Punch OR 195 power HJK Terrakion Flying/Fighting takes 150 power Stone Edge Flying/Steel takes 180 power Close Combat Virizion Flying/Fighting takes 140 power HP Ice Flying/Steel takes 180 power Focus Blast OR Close Combat OK, so yes, in many cases, the Fighting resist outweighs the Ice weakness. It just bothers me that no one actually bothered to ask how Fighting-type coverage would affect our typing decision.
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If we cannot take joy in things that are merely real, our lives will always be empty. <+joshe> im a registered sex offender for up to calc 3 <+Reflect_Suicune> i was thining of fucking jellicent for some reason <DetroitLolcat> I AM AROUSED BY BIMETALLIC CURRENCY! |
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#123 |
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Join Date: Mar 2011
Posts: 6
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But the problem is risking Trick Room. If Reuiclus sets up Trick Room, which isn't too difficult for it with its fair bulk, you lose all momentum and your opponent entirely has the upper hand, even if you see it coming. You basically NEED to double switch to prevent it. I'm not saying a psychic weakness would make it impossible for the concept to work, just that it's something not many people seem to be mentioning.
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#124 | ||
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Join Date: Feb 2011
Posts: 106
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#125 |
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Join Date: Feb 2007
Posts: 44
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"I challenge you just name ONE momentum pokemon with an SR weakness. A momentum pokemon should be capable of switching many times without any kind of support "
Crobat, infact crobat is one of the best I've ever seen.
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