Weak Armor, Moxie, Swarm, and Download are all cool as previously mentioned.
Weak Armor could be great in overcoming hurdles in speed or revengers, but is inherently risky because it requires you to take a hit. You need to switch in on a resisted move... play wisely!
Moxie allows you to become a huge threat if you predict your opponent and get a kill off, a huge reward but at the risk if your opponent can deny KOs they have little to fear.
Swarm also means you have to take hazards or take a hit to activate it, but the power boost is great and has no direct drawback (which I think graduates this CAP beyond the cliche "low accuracy, drawback moves" kind of risk)
Download is risky because you can't always get the boost needed. Genesect shows us how it can be used sort of safely though, so it's definitely the most iffy here. It relies on limitations in stats and movepool to be balanced/risky.
Immunity Abilities like Flash Fire, Dry Skin (which has a downside, but was just used in CAP 3 so... idk), Levitate, etc. seem odd since they're not exactly "risky". They're kind of a tip of the hat to the inherent downsides we've built into a riskymon; we give it more chances to switch in, but at the same time we potentially are increasing the chances for it to switch into an unfortunate move. (Ex: nobody can deny Honchkrow's risky playstyle. It relies on immunities to switch in. However, it you predict an EQ enough, eventually you'll end up eating a Stone Edge.)
Weak Armor could be great in overcoming hurdles in speed or revengers, but is inherently risky because it requires you to take a hit. You need to switch in on a resisted move... play wisely!
Moxie allows you to become a huge threat if you predict your opponent and get a kill off, a huge reward but at the risk if your opponent can deny KOs they have little to fear.
Swarm also means you have to take hazards or take a hit to activate it, but the power boost is great and has no direct drawback (which I think graduates this CAP beyond the cliche "low accuracy, drawback moves" kind of risk)
Download is risky because you can't always get the boost needed. Genesect shows us how it can be used sort of safely though, so it's definitely the most iffy here. It relies on limitations in stats and movepool to be balanced/risky.
Immunity Abilities like Flash Fire, Dry Skin (which has a downside, but was just used in CAP 3 so... idk), Levitate, etc. seem odd since they're not exactly "risky". They're kind of a tip of the hat to the inherent downsides we've built into a riskymon; we give it more chances to switch in, but at the same time we potentially are increasing the chances for it to switch into an unfortunate move. (Ex: nobody can deny Honchkrow's risky playstyle. It relies on immunities to switch in. However, it you predict an EQ enough, eventually you'll end up eating a Stone Edge.)