Time for page 5! Gotta respond to all these concepts before bed! As always, I'm only responding to concepts with all five sections filled out. I'm going to respond to pages 5 and 6 tonight, and then I'm going to respond to all of today's PMs. If you have any questions about my feedback or have edited your concept and want additional feedback, please PM me! A lot of users already have PM'd me and I've gotten to talk to a lot of people about interesting concepts. :)
This post is going to have both page 5 and 6 responses on it. My next post will come shortly after this one has finished and will contain a 24-hour warning. I can't guarantee feedback on anything posted after this deadline, but I will certainly try to respond to any and all PMs and maintain an IRC presence.
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Solstice (Two-Status Troublemaker) - Reading your Explanation, I'm not sure if this concept is as interesting as it seems. You mention different ways of setting up Sleep such as Hypnosis, Yawn, Spore, and Sleep Powder, but three of those moves are essentially identical: Hit button, opponent sleeps. Yawn does work differently, but it's just easier to play around. Although there are definitely two-status combinations currently unexplored in OU (Sleep+another status), there are also combinations spread all throughout current and former OU metagames. Rotom-Wash can run Burn+Paralysis, thought did that more in the previous generation. Heatran usually runs Burn and Poison, and Double Powder was reasonably common in the lower tiers last generation. Although this concept would teach us about the effects of status in OU, I'm not sure we'd learn something that studying the same strategy in other metagames wouldn't teach us.
Robert Alfons (The Multitasker) - This is a pretty cool concept; we haven't had a concept strictly about teambuilding in a long time and it'd be interesting to see what roles the CAP community wants the Pokemon to fulfill. Although it's a risk to spread a Pokemon thinly like your concept wants, it'd be a fun an interesting endeavor. How distinct do you expect the two roles to be? I'd like to see you talk about some of the directions you think this CAP can reasonably go in, and whether or not you think something like your concept exists in a current or former metagame. Nice work!
aXl (The Inoculated) - I like this concept as well. Arguably, Cawmodore and Mollux both fulfilled this concept in the last generation and both of those Pokemon were rousing successes. There are so many ways to let a Pokemon overcome the shortcomings of its typing and I believe there's a lot of potential for this concept. The only concern I have with this concept is that so many CAPs in the past have fulfilled the same role. However, I don't believe that's too large an obstacle to overcome because we haven't done a concept exactly like yours before.
waluigibros (Hyper Aggressor) - There's nothing explicitly wrong about this concept, but there are just so many concepts like this one I'm not sure if anything stands out about Hyper Aggressor. There's no doubt that pivoting and pivot-stopping are popular ideas right now, and there's not much to say about this concept that hasn't been said. If there's any way you can differentiate your concept from similar ideas, it would make your concept stand out better.
NeLLY979 (Transform and Roll Out) - I'm not convinced that Transform is a viable strategy in Gen VI OU. Even if it had better distribution, in what situations would Transforming into the opponent be a worthy strategy? I can think of some potentially niche situations where Transforming into the opponent could be clever, but I'm not convinced that we would get a worthy product out of this concept. Please add more to your Explanation detailing what attributes you believe a Pokemon should have to be a capable user of Transform.
TooMuchSugar (Scarf Is Not Dead) - This is a nice concept as well. I was skeptical of this concept at first but after talking about it on IRC with some others I'm more convinced that Choice Scarf has a lot of room to be expanded on in this generation. We had a pretty great Choice Scarfer in Genesect before it was banned, and since then Choice Scarf has sort of fallen by the wayside. Landorus-T and Keldeo are still quality scarfers, but Choice Scarf has never seen less usage since its inception than now. I'm not sure if it's particularly enlightening to build another revenge killer, though. Although it's somewhat interesting to study Choice Scarf's decline, I'm not sure if this project is conducive to learning a lot about the metagame right now.
ohgeedubs (Outclassed) - This concept reminds me a lot of the Onslaught concept posted earlier in the thread. This concept is pretty cool, we'd definitely learn a lot about offensive cores and we'd get to import a strategy common to some other tiers and past metagames into OU. I don't like the term "outclassed" either, although I understand what you mean by it. We'd try to build a "Robin" to Mega Charizard or Mega Pinsir's "Batman" (or whichever Mega we choose, naturally). This concept's very well thought out, in my opinion!
neep (One Hit Wonder) - I'm a fan of this idea. Weather had its time in the Sun (and Rain and Sandstorm and Hail) last generation, as stalwarts like Venusaur, Excadrill before the ban, and Keldeo showed the world just how great a Pokemon can be with the right field effects active. Although weather teams have all but disappeared this generation, standalone weather sweepers (Mega Charizard Y) and walls (Tyranitar, Hippowdon) are still going strong. It would be very interesting to see two-Pokemon weather cores, especially with the Drizzle+Swift Swim ban a thing of the past. This concept shows a lot of promise, but I'd like to see a meatier explanation with more examples before the deadline.
ryby (Item Master) - This concept is interesting. As you pointed out, there are Pokemon that can completely change roles if you slap on a Life Orb instead of Leftovers or Choice Item. Starmie's a good example of that; it can be a defensive Rapid Spinner with Leftovers or a fearsome attacker with Life Orb. Heatran can be a wall with Leftovers, a wallbreaker with Choice Specs, or a great utility Pokemon with Air Balloon. There are myriad items that can fit with your concept, and I think your concept is something worth pursuing. Good job!
Garagara (Offensive Defence) - What exactly is an "offensive stall Pokemon"? Do you mean a Pokemon that can just keep attacking to preserve its own health? Most offensive Pokemon operate like that already; sweepers and wallbreakers keep themselves alive by hitting the opponent or forcing switches before they can be attacked. Although we can definitely build an offensive Pokemon that keeps itself alive well, by definition that's not going to be a stall Pokemon. Stall Pokemon keep themselves alive by taking hits, offensive Pokemon keep themselves alive by preventing their opponents from hitting them. Although we can make a Pokemon that does what your concept intends, I'm not sure if it would qualify as an "offensive stall Pokemon".
Dangerachi (Lead Neutralizer) - I question your premise about how leads function in XY OU. Although Smeargle and Galvantula are common Focus Sash leads, the former is almost never seen at a high level of play and the latter is a pretty niche Pokemon. Hazard setting at the beginning of a match isn't as prevalent as it used to be; a quick glance at the lead stats confirms this. Many players don't use dedicated leads and usually throw their U-Turner or Volt Switcher out first, or just look at their opponent's team and counter their opponent's predicted lead. What I don't like about this concept is that if the opponent sees a dedicated Lead Neutralizer in Team Preview, they can just lead with a different Pokemon. This concept seems a bit easy to play around, could you explain why you believe this concept will lead to a successful product?
Project_Mars (Uncommonly Typed Wall) - We've made some uncommonly typed walls in the past in CAP such as Mollux and Malaconda, and both of those Pokemon granted us a wealth of knowledge about the metagame. It's perfectly fine to polljump a little in your Explanation, please expand on what unexplored type combinations you think could lead to this concept succeeding. Your Justification could also use a little cleaning up (it seems incomplete), and I'd like to see some more speculation in your Explanation section. There's promise in this concept, but I need to see a lot more.
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M-WHALE (The Core Breaker) - First of all, remember to format your concept correctly. You currently have the name bolded and the General Description posted afterward. Look at the other concepts that are formatted correctly and adjust yours. This is a pretty good concept, we could discover new offensive or defensive cores to replace the ones we counter. Although there are a couple concepts similar to this in the thread, I see promise in this concept and enjoyed reading your Explanation.
DeathCapsule (Creativity in Simplicity) - There are a lot of concepts already that deal with typing, although yours does set itself apart with exploring moves that don't commonly accompany the typing we choose. Do you think only adding underused move combinations will be enough to redeem a poor type combination? When we created Mollux, the CAP your concept most resembles, we had to carefully select a stat spread and ability to go along with the movepool. Could you provide a few examples of moves that could accompany various type combinations that could fit your concept?
Impy (Adaptive Threat) - First of all, the format needs to be fixed with your concept. It's the same problem that M-WHALE had, so turn to the formatting correction I posted in his feedback two concepts above. Regarding your content, do you think it's possible to fit within CAP's restrictions and still fulfill your concept? Pokemon, once selected for a team, can't change what they're capable of in most cases. The few Pokemon that can change their role on a whim do so with a forme-changing item or Ability, neither of which we can use on your concept. Do you think there are other abilities or moves that can create the level of versatility you concept needs? I'm skeptical, and would like to see you address this in your Explanation.
Itsame (Strange Stats) - This concept intrigues me. We've made a neglected Ability CAP (Cyclohm) and a neglected typing CAP (Mollux), so it would be interesting to see if we can redeem a poor stat spread the same way we redeemed typing and ability. There are definitely existing Pokemon that accomplish your concept; Starmie with its average 100 Special Attack comes to mind. Your Explanation is a bit weak right now. What shortcomings does your hypothetical stat spread have? How can that Pokemon overcome it?
Dralcax (When All You Have Is A Hammer) - This concept won't be acceptable because it completely marginalizes the Movepool Discussions in the CAP process. Although this product could -possibly- teach us something about a certain move, it goes
way too far in restricting the CAP. We would not have a fun process basing a Pokemon around a single move, and we wouldn't be able to discover how other moves complement the one we select.
shinyskarmory (The Spanner in the Works) - This is a pretty intriguing concept. "Win condition" is definitely a term thrown around at the higher levels of teambuilding; when players build teams they have an end goal in sight. When the Teams are Previewed, players revise their win conditions based on the opponent's strengths and weaknesses. It would be fun to identify common win conditions and counter them, but I'm afraid that this might just devolve into identifying a few common threats and countering them. If you could walk me through an example of how you think we can accomplish this concept, it would make a world of difference.