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 last poll. The results of this poll series will be a dual typing for CAP 2 that we will follow all the way 'til the cows come home.
Recall that this poll is a bold vote poll, the details of which are outlined here. A typical vote might look like the following:
This poll will be open for 24 hours.
When voting, use only the typing and mind the order of the types! The list of possible votes in order of placement in the last poll are:
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.
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:
May the best typing win!
tl;dr: Quack! (Vote!)
Recall that this poll is a bold vote poll, the details of which are outlined here. 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.My Preferred Entry
If the voter wishes, he may post comments on his vote below the actual vote. As with IRV, only the vote itself should be bold and none of the supplementary text should be bold.
This poll will be open for 24 hours.
When voting, use only the typing and mind the order of the types! The list of possible votes in order of placement in the last poll are:
Grass / Ghost
Electric / Poison
Poison / Dragon
I've included my logic for slating those three typing combos below for the voters' reference:Electric / Poison
Poison / Dragon
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.
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 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?
May the best typing win!
tl;dr: Quack! (Vote!)