Alrighty. If we're talking about "high risk, high reward", I have to agree with Thunderbolta and say Solar Power would be a good idea. When played right, Solar Power can generate ludicrously powerful attacks, but can backfire spectacularly in a number of ways if even a slight miscalculation is made. That definitely fits the concept, and I just like the idea of giving something Solar Power. Other wise...Anger Point would be a veeeerrrryyy risky option. Yeah, if it works you can maim just about everything that's not a dedicated physical tank or wall, but how often do critical hits happen? How much of a beating can our psychic bug take on the off chance it'll get a boost? Personally, I think that's a bit to much of a risk. Illusion could be very interesting, since you lose your speed boosts in favor of the element of surprise. In all honesty, the only reason I'd be against it is I don't like taking Zoruark's signature ability, though I understand that's not a legitimate reason not to give our CAPmon Illusion. What about Flare Boost or Toxic Boost? I'm not sure if those are considered competitively viable abilities, but I think they easily fit our Risk/Reward concept. Both compromise CAPmon's staying power, and being Burned kills physically offensive sets. However, both offer powerful offensive boosts, and if we do Toxic Boost, CAPmon's special offences will be left alone, meaning we could run a similar set for Weak Armor or Toxic Boost. Those seem to me to be good choices for risky abilities with high rewards. For the record, my choice right now would be Solar Power.