reachzero
the pastor of disaster
Now that we have decided that the primary typing of CAP 1 is Flying, it is time for us to discuss the secondary typing that will best complement Flying in order to fulfill the concept. The concept, of course, is:
Because this is our first Flying type in the history of CAP, let me get this out of the way right away: a Stealth Rock weakness isn't the end of the world. If the type combination that helps us fulfill the concept the best happens to be weak to Stealth Rock (not 4x weak, which is a lot worse), we can deal with it. So let's think creatively!
This thread will be open for 24 hours. Isn't it exciting to watch a new CAP taking shape?
At this point, we should not be discussing types in the abstract. Now that we know CAP1 is at least half Flying, it would be a good idea to discuss actual threats--we know CAP1 can switch in on "Fighting attacks and Ground attacks", but can it switch in on Virizion or Excadrill? Obviously much of this cannot be decided sheerly on the basis of typing, but typing does play a large role in terms of which Pokemon can switch in and force out which.Concept: Momentum
General Description: This will be a Pokemon that can be utilized to gain or regain momentum for a player's team at any point in the match as its primary function.
Justification: Gen. 5 is a very powerful metagame. As such, most battles are won by the smarter strategist who can best maneuver around his/her opponent's onslaught to gain even a single turn's advantage, potentially clinching them the match. This process of gaining and regaining momentum is most often the defining element that makes a winner and a loser out of a single Pokemon battle. Any top player in this metagame should agree that momentum is the most crucial element in any given match; however, "momentum" itself is a rather vaguely defined term that is never really explored in concrete terms. Is it keeping opposing teams on the defensive? Forcing switches? Good prediction? Spamming U-turn? These have all been approaches to achieving momentum, but they are also player-side and largely synonymous with "strategy," as opposed to Pokemon-side and regarding a Pokemon's role on the team. Certainly there are threats like Ferrothorn/Gliscor (defensive) and Scizor/Latios/Voltlos, etc., etc. (offensive) that can achieve momentum as we know it, but there is no current niche for a "momentum Pokemon" because the concept has been purely delegated to players and not to Pokemon.
Questions to be Answered:
-How do we define momentum in terms of competitive Pokemon? What factors make current Pokemon able to achieve momentum and how can we incorporate that information into a successful CAP?
-How do different styles of play (Weather-based offense, stall, bulky offense, etc.) use momentum to achieve their goals and how can our CAP play to those strategies in an effort to take their momentum away?
-What type of traditional role (sweeper, tank, wall, support) would a Pokemon like this most resemble? Would it have to be able to fit more than one of these roles to fit in a variety of teams?
-How will the different playstyles be affected by the addition of a Pokemon that can regain offensive/defensive momentum at any given point? Will offensive teams play more conservatively? Will defensive teams play more recklessly? Will everything simply adapt to a new threat and move on normally?
Because this is our first Flying type in the history of CAP, let me get this out of the way right away: a Stealth Rock weakness isn't the end of the world. If the type combination that helps us fulfill the concept the best happens to be weak to Stealth Rock (not 4x weak, which is a lot worse), we can deal with it. So let's think creatively!
This thread will be open for 24 hours. Isn't it exciting to watch a new CAP taking shape?