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CAP 13 CAP 2 - Part 2 - Typing Poll 1

Discussion in 'CAP Process Archive' started by Rising_Dusk, Nov 16, 2011.

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  1. Rising_Dusk

    Rising_Dusk
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    Now we move onto the part where we vote for the typing for CAP 2. In this poll, we will determine which type combos move forward to the bold vote poll. The result of this poll series will be a dual typing for CAP 2 that we will follow all the way 'til the cows come home.

    ecall that this poll operates on IRV voting, the details of which are outlined here. This means that you can upvote your favorite typing and downvote your least favorite. Be aware that order does matter in your votes! The first line is your favorite, the last line is your least favorite. Make sure you vote properly. Make sure that you bold your votes and nothing else! A typical vote might look like the following:
    Please post only your votes in this thread. Do not respond to other posts, or your posts will be moderated and you warned. If you feel compelled to say something in your own vote, you may still do so, but don't try to incite a discussion. Keep discussion to #cap.

    This poll will be open for 24 hours.

    When voting, use only the typing! The list of possible votes include:
    Grass / Ghost
    Poison / Dragon
    Electric / Poison
    Psychic
    You may be wondering why I picked the slate that I did, and here's where I will explain. All of these were suggested by other users in the process of the typing thread, and all were discussed. I explained why I liked Grass / Ghost and Poison / Dragon in this post really well. I ended up choosing Electric / Poison because I genuinely feel that the Electric-type is intriguing for its Sketch options physically in Bolt Strike and Sketch options for coverage moves. The Poison typing also benefits it by exacerbating its Ground vulnerability and giving it a Fighting resistance, keeping the balance of the offensive type with the defensive type. Psychic may seem outlandish on the slate, but there are incredibly awesome sketch options for a Psychic-type, most notably Psystrike, and it enables us to experiment in the movepool stage in ways that the others don't (such as giving CAP 2 natural Calm Mind it can use with Sketched Psystrike, or maybe Sketched Quiver dance and Psychic). Psychic when combined with most other types doesn't really still use its Psychic STAB, and thus loses its value to the concept. That's why mono-Psychic is an interesting choice, and why I chose it for the slate.

    I know people will be sad that I slated nothing with the Water-type in it, and people might also be sad that I didn't slate Normal / Ghost. I made my stance on Water typing crystal clear in the aforelinked post above. Meanwhile, there was a lot of discussion back and forth about Normal / Ghost, and I and the ATL both agree that Normal / Ghost isn't practical for the CAP's concept of Sketching interesting coverage moves or offensive boosting moves. Furthermore, it lacks practical resistances for actually being useful at all in OU. For those reasons, neither of these things were slated. I hope that you all who supported them can trust my judgment and will continue to argue as fiercely as you have for things you want in future stages! Who knows what I can be convinced of?

    Below is CAP 2 so far:
    Focus: Bulky Offense

    May the best typing win!

    [​IMG]
    tl;dr: Quack! (Vote!)
  2. CTNC

    CTNC

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    Poison/Dragon
    Electric/Poison
  3. reachzero

    reachzero the pastor of disaster
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    Grass/Ghost
    Poison/Dragon
    Psychic
    Electric/Poison
  4. bugmaniacbob

    bugmaniacbob Floats like a Butterfree, stings like a Metapod
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    Psychic
    Electric / Poison
    Grass / Ghost
    Poison / Dragon

    I must say, though, I'm a little puzzled as to how mono-Psychic ended up on the poll when I don't think anyone supported it. Still, I think all these poll options are the best that we came up with in that thread.
  5. capefeather

    capefeather YOU CAN'T STOP ROB
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    Poison / Dragon
    Grass / Ghost
    Electric / Poison
    Psychic


    Yeah, no funny business in this post... yet. Poison / Dragon is at the top mainly because I would like CAP 2 to be neutral to ExtremeSpeed and Bullet Punch. Grass / Ghost and Electric / Poison are still great, though, and they were very well-argued in the thread. Psychic intrigues me greatly, but them's the breaks.
  6. Rediamond

    Rediamond

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    Poison/Dragon
    Electric/Poison
    Grass/Ghost
  7. jas61292

    jas61292 used substitute
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    Electric/Poison
    Poison/Dragon
    Psychic
    Grass/Ghost
  8. Solstice

    Solstice

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    Poison/Dragon
    Grass/Ghost
  9. Birkal

    Birkal Now watch me tie it into a knot with my tongue
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    Poison / Dragon
    Grass / Ghost
    Psychic


    Poison / Dragon will lead to discussion of which moves most adequately compliment a Dragon-type in BW OU. It's a topic we could really learn a lot about; it's why Dragonite has to seriously consider Earthquake or why Salamence often ends up mixed. It's an entirely relevant discussion point that would end up giving CAP2 a bit more focus.
  10. DTC

    DTC ˢᵉʳᶦᵒᵘˢ
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    Grass / Ghost
    Psychic
    Electric / Poison
    Poison / Dragon
  11. Deck Knight

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    Poison / Dragon
    Electric / Poison
  12. Jibaku

    Jibaku Not taking FS requests atm.
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    Grass / Ghost
    Poison / Dragon
    Electric / Poison
    Psychic
  13. Gothic Togekiss

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    Poison / Dragon
    Grass / Ghost
    Electric / Poison
  14. Libelldra

    Libelldra

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    Electric/Poison
    Grass/Ghost
    Poison/Dragon
    The main reason I put Poison/Electric at the top was its 4x weakness to ground combined with the fighting resistance and potential for boltbeam. Grass/Ghost and Poison/Dragon were both my second choice, but I had to choose one. I decided to put Grass/Ghost second due to the interesting resistances and offenses that don't give it too much neutral coverage for a pokemon that can potentially learn any move.
  15. deimos

    deimos

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    Grass / Ghost
    Electric / Poison
    Psychic
  16. Weebos

    Weebos

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    Poison/Dragon
    Electric/Poison
    Grass/Ghost
  17. Flarephoenix332

    Flarephoenix332

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    Poison / Dragon
    Grass / Ghost
  18. Rising_Dusk

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    Grass / Ghost
    Psychic
    Electric / Poison
    Poison / Dragon
  19. Straw Hat

    Straw Hat

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    Poison/Dragon
    Electric/Poison
    Grass/Ghost
    Psychic
  20. srk1214

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    Electric/Poison
    Grass/Ghost

    I. LOVE. THIS. TYPING.
    Seriously. Without Levitate it is a massive lure. And should Levitate be an option, CAP2's physical Type Defense rivals even Skarmory's.

    Electric is a good STAB, and combined with Poison, makes CAP2 a very reliable switch-in to Ferrothorn (especially since it might either Rapid Spin or Sacred Fire.)

    Also, I think CAP2 resisting both of its own STABs is a very nice side benefit. It encourages players to think of more supportive roles, since every team will be using CAP2 in playtesting, and a supportive one will come out on top over an offensive one as long as the STABs do little.

    My second choice by far is Grass/Ghost. I used to be on the Normal/Ghost team, but I of course see the benefits of additional resistances.

    I'm not persuaded by Poison/Dragon for reasons I discussed in the previous thread. Mono-Psychic seems interesting from a movepool perspective, but I do fear we may be creating an inferior Reuniclus, who already functions as a FANTASTIC mono-Psychic in OU.
  21. AlphaJolt

    AlphaJolt

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    Grass / Ghost
    Poison / Dragon
    Electric / Poison
  22. Dummy007

    Dummy007

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    Grass / Ghost
    Electric / Poison
    Poison / Dragon
  23. Tobes

    Tobes Woo-hoo, woo-hoo, woo-hoo-hoo!
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    Grass / Ghost
    Electric / Poison
    Poison / Dragon
    Psychic
  24. hoblaph

    hoblaph

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    Electric/Poison
    Grass/Ghost

    Poison/Dragon
    Psychic
  25. tea_and_blues

    tea_and_blues

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    Electric / Poison
    Grass / Ghost
    Psychic
    Poison / Dragon
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