bugmaniacbob
Was fun while it lasted
Right. Just today, life got a little more complicated, so you may be seeing fewer updates from me as I start trying to get myself organised. Rest assured that I'm not likely to disappear all of a sudden. There's still work to be done, after all.
Anyway, as I alluded to in the previous thread, I want to go for abilities first, largely because there is significant potential for one or more powerful abilities, and that stats and abilities clash more than they would for any other project, in my view. I believe that both stats and abilities are important, and as such, it is a good idea to ensure that both of them can coexist adequately. I believe that it is best, therefore, for our purposes, for stat spread submitters to have as much information as possible before they begin, as I recognise that there is a lot of ground to cover on that subject. If you have any specific questions, please do not hesitate to ask.
Here we will be discussing the merits of competitive abilities on CAP4, as they pertain to the concept below. This is not the place to be discussing flavour abilities - if you wish to discuss these, please visit the Create-A-Pokemon Kitchen thread, where such discussion is allowed.
Below is CAP 4 so far:
Anyway, as I alluded to in the previous thread, I want to go for abilities first, largely because there is significant potential for one or more powerful abilities, and that stats and abilities clash more than they would for any other project, in my view. I believe that both stats and abilities are important, and as such, it is a good idea to ensure that both of them can coexist adequately. I believe that it is best, therefore, for our purposes, for stat spread submitters to have as much information as possible before they begin, as I recognise that there is a lot of ground to cover on that subject. If you have any specific questions, please do not hesitate to ask.
Here we will be discussing the merits of competitive abilities on CAP4, as they pertain to the concept below. This is not the place to be discussing flavour abilities - if you wish to discuss these, please visit the Create-A-Pokemon Kitchen thread, where such discussion is allowed.
Below is CAP 4 so far:
Typing: Bug / PsychicName: Risky Business
(formerly "Living On the Edge")
General Description: This Pokémon is very risky to play, but very rewarding if played correctly.
Justification: Many of the Pokémon that are successful in OU are relatively easy to play or have great "safe" options (e.g. U-turn). Yet, many other Pokémon look very powerful, but are less successful than they could be because of some large risks involved (e.g. Hydreigon), and some aren't successful at all (e.g. Honchkrow). This self-balancing concept intends to explore what it takes for a risky Pokémon to be successful, and how much inherent risk a Pokémon can get away with. It should be emphasized that this concept is NOT about luck management, but rather, it is about what the user can afford to do given his/her opponent's options, and vice versa.
Questions To Be Answered:
- What is the relationship between risk and potential consequences, both positive and negative?
- What kinds of inherently risky tactics are successful in the OU metagame?
- Do risky Pokémon need some form of safe options (e.g. switch-ins) to be successful in OU, or can it get away with having few really safe options?
- How does Substitute, a well-known "safe" move with nearly universal distribution, impact how this Pokémon is built and played?
- How do existing Pokémon use and deal with risky situations?
- Can risky Pokémon be played well in the early game, or are they better off put into action later on?
- How do different playstyles interact with risky situations?