The concept for CAP 2, as voted on by the community, is as follows:
This thread is the first of its kind in CAP, and is where we will decide the joint typing of CAP 2. You may suggest mono-typings here, such as "Normal" or "Fighting", however you may also suggest dual-typings here, such as "Normal / Fighting" or "Ghost / Rock". Please make sure to back up your suggestions with logic, as otherwise your post will be moderated. Furthermore, don't throw your support behind things that others have submitted without providing your own comments to add to what they had to say. At the end of this discussion, which will last for at least 24 hours, I will choose a slate of the typing combinations from those presented that best fit the role we've chosen for CAP 2.
Note that our focus is bulky offense, so things to think about include good STAB coverage mixed with good complementary resistances. Also remember that with Smeargle as our witness, we need to ensure that the typing has visible holes, but clear areas where it excels. We haven't discussed the counters and checks to CAP 2, and won't until we have a typing, but some of the best defense you can provide for your chosen typing includes how your typing interacts with OU's top contenders. Also recall that CAP 2 gets one of any move, so keep in mind what your typing provides CAP 2 in terms of Sketch possibilities. Fire would give us Sacred Fire and V-Create as STABs, whereas Electric would give us Bolt Strike, Fighting would give us Sacred Sword, and so forth.
Lastly, although the numbers provided in this thread aren't being used for the slate, it may be a useful reference for those community members suggesting typings.
tl;dr: Quack! (Typing!)
Focus: Bulky OffenseConcept: Sketch Artist
Description: A Pokemon that learns Sketch, once, and everything that goes along with that.
Justification:
In terms of uniqueness, I think that few existing Pokemon can match DPP Smeargle, an otherwise laughably worthless Pokemon trolling OU with access to every trick in the book (or at least 4 of them) but also affecting the metagame greatly by becoming a top threat in the lead metagame. This Pokemon will borrow some of that uniqueness by learning the move Sketch and thus having access to ONE surprise/strategic/gutshot bonus move to supplement its pre-existing movepool. Being otherwise competently built (read: usable stats), this Poke could be a top threat or specialist for reasons we can't even predict yet.
Questions To Be Answered:
Explanation: The key here is that we have a lot of freedom to construct a unique Pokemon while staying within the confines of the concept. Typing, stats, abilities, and even most of the movepool are completely fair game so long as the Poke learns Sketch only once along the way and that we keep that in mind during previous steps. Now, this doesn't mean the CAP process will be directionless; Rising Dusk is pretty well organized and good at keeping discussions focused, and the concept itself has firm grounding in Smeargle's precedent. What's really being studied with this concept is movepool diversity and effectiveness, so it should have the most effect on the movepool process, where movepool creators will have to carefully balance their Sketchmon's actual movepool with the possibility of adding any one other move to the list. In terms of the metagame, there is no doubt in my mind that throwing a wildcard like this into the mix will strongly affect the metagame.
- How will a Poke that has access to any one move out of all the moves in the game affect common battling tactics, namely prediction, scouting, and switching?
- Which Sketch moves will become most common on this Poke's best sets? Does Sketchmon's success rely on hiding that secret Sketch move until just the right moment or can it succeed with predictably powerful moves like Spore, Spikes, Hurricane, Shell Smash, etc.?
- Does this unique and powerful access to moves need to be counterbalanced elsewhere in the Pokemon's design? If so, then to what degree?
- What kind of impact can Sketchmon have on teambuilding in terms of being able to patch holes with common utility moves like Rapid Spin or Toxic Spikes?
This thread is the first of its kind in CAP, and is where we will decide the joint typing of CAP 2. You may suggest mono-typings here, such as "Normal" or "Fighting", however you may also suggest dual-typings here, such as "Normal / Fighting" or "Ghost / Rock". Please make sure to back up your suggestions with logic, as otherwise your post will be moderated. Furthermore, don't throw your support behind things that others have submitted without providing your own comments to add to what they had to say. At the end of this discussion, which will last for at least 24 hours, I will choose a slate of the typing combinations from those presented that best fit the role we've chosen for CAP 2.
Note that our focus is bulky offense, so things to think about include good STAB coverage mixed with good complementary resistances. Also remember that with Smeargle as our witness, we need to ensure that the typing has visible holes, but clear areas where it excels. We haven't discussed the counters and checks to CAP 2, and won't until we have a typing, but some of the best defense you can provide for your chosen typing includes how your typing interacts with OU's top contenders. Also recall that CAP 2 gets one of any move, so keep in mind what your typing provides CAP 2 in terms of Sketch possibilities. Fire would give us Sacred Fire and V-Create as STABs, whereas Electric would give us Bolt Strike, Fighting would give us Sacred Sword, and so forth.
Lastly, although the numbers provided in this thread aren't being used for the slate, it may be a useful reference for those community members suggesting typings.
tl;dr: Quack! (Typing!)