CAP 15 CAP 4 - Part 4 - Secondary Ability Poll 1

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Important - Illusion has been fixed on Pokemon SHOWDOWN! - you can now choose the first and last members of your team if you have a Pokemon with Illusion. So, simulator mechanics are no reason to not vote Illusion.

You know I just realized that the primary ability discussions and polls were labelled as "Part 4" when they should be "Part 3". Should have caught that even if I didn't OP it, I guess.

So yeah. Abilities. Have at them!

This poll will be run with IRV voting, the details of which are outlined here. This means that you can vote for as many options as you like, and rank them by your preference. Be aware that order does matter in your votes! Make sure that you bold your votes and nothing else! A typical vote might look like the following:
Most Preferred
Second Most Preferred
Third Most Preferred

Any comments that the voter has would go below the votes in non-bold text. Bold text is used to determine what the user's votes are, so none of the supplementary text should be in bold.
Please post only your votes in this thread. Do not respond to other posts, or your posts will be moderated and you may be warned. You are allowed to say whatever you like in relation to your vote at the bottom of your post, but please do not look to begin a discussion. Keep those comments to #cap on IRC.

This poll will be open for 24 hours starting from the post following this one.

When voting, use only the ability! The list of possible votes includes:
Illusion
No Guard
Moxie
Please don't complain about how an ability lost the first ability polls but is up for grabs in this one. Think about it, it's completely nonsensical.

(Also apparently you can change your Illusion bait in Showdown! now...)

Below is CAP 4 so far:

Name: 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?
Typing: Bug / Psychic
Abilities: Weak Armour
 
No Guard
Illusion
Moxie

I was going to post something more involved, but my creative juices just aren't flowing. Engarde!
 

nyttyn

From Now On, We'll...
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
Drought
Huge Power
Quick Tempered

No Guard because we need 100% accurate dragon rush on this thing
Illusion
 
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