Birkal
We have the technology.
Even though the playtest is going on (read about it here, we still need to decide on a flavor ability for Malaconda! Remember though, this ability should be little significance competitively. Malaconda already has two competitive abilities, and our Policy Review Committee has deemed that two is the maximum number.
The following abilities are banned from this discussion:
Furthermore, I'm going to come right out with it and say that Unreleased Dream World abilities are banned from this dicussion. We don't need to putz around with Malaconda having Drought as its unreleased DW ability; that opens up a dangerous can of worms.
If you're left wondering why these abilities are banned, check out this thread to learn more. Remember, the ability we choose here is an Ineffective Ability, meaning that it should be inferior to both Harvest and Infiltrator (Malaconda's competitive abilities). As is now standard with flavor discussions and polls, I will be slating any entry that is a) competitively inferior to Malaconda's other two options and b) follows the above rules. If you have any other questions about how this thread works, don't be afraid to PM me.
I don't think we need too much time to dwell on this, so you can expect this thread to be open for three to four days.
CAP 5 so far:
Name: Malaconda
Concept:
Abilities: Harvest / Infiltrator
Stats: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe
Movepool:
Weight: 108.8 kg / 240 lbs
The following abilities are banned from this discussion:
Air Lock
Bad Dreams
Color Change
Defeatist
Forecast
Illusion
Imposter
Moody
Multitype
Sand Veil
Shadow Tag
Slow Start
Snow Cloak
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Huge Power
Magic Bounce
Magic Guard
Prankster
Pure Power
Sand Stream
Serene Grace
Snow Warning
Speed Boost
Bad Dreams
Color Change
Defeatist
Forecast
Illusion
Imposter
Moody
Multitype
Sand Veil
Shadow Tag
Slow Start
Snow Cloak
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Huge Power
Magic Bounce
Magic Guard
Prankster
Pure Power
Sand Stream
Serene Grace
Snow Warning
Speed Boost
Furthermore, I'm going to come right out with it and say that Unreleased Dream World abilities are banned from this dicussion. We don't need to putz around with Malaconda having Drought as its unreleased DW ability; that opens up a dangerous can of worms.
If you're left wondering why these abilities are banned, check out this thread to learn more. Remember, the ability we choose here is an Ineffective Ability, meaning that it should be inferior to both Harvest and Infiltrator (Malaconda's competitive abilities). As is now standard with flavor discussions and polls, I will be slating any entry that is a) competitively inferior to Malaconda's other two options and b) follows the above rules. If you have any other questions about how this thread works, don't be afraid to PM me.
I don't think we need too much time to dwell on this, so you can expect this thread to be open for three to four days.
CAP 5 so far:
Name: Malaconda
Concept:
Typing: Dark / GrassName: Type Equalizer
Description: A pokemon whose presence in the metagame increases the usage of one or more underused types and simultaneously decreases the usage of one or more overused types.
Justification: Take a look at the OU usage statistics for January and you'll see that 9 out of the top 10 pokemon have either steel, water, dragon or fighting as one of their types, and extending it to the top 20 shows 16/20 with those types. We should also be asking ourselves why these trends exist so strongly and what can be done about them. In creating this CAP,we'd have to discuss in depth many different aspects of what makes a type and opinions can ultimately being tested in the playtest.
Questions To Be Answered:
- Is a types usefulness relative to the metagame or is it intrinsic? (Ie. Can any type be the "best" type given the right circumstances or do type match-ups, available STAB moves etc mean some types will always be better than others?)
- What exploitable weaknesses do "good" types in OU have? Are their currently pokemon that can exploit them and if so, how do they function differently to CAP5?
- How (if at all) will the targeted types adapt to the situation created? Will people choose different movesets, abilities, etc or will they just use them more/less? How is this linked to the way CAP5 functions strategically?
- What effects will the changes on certain types' presence have on the metagame?
- Which members of the targeted types will benefit and suffer from this most and why?
- By creating CAP5, have we learnt any new ways to counter good types or use bad types?
Abilities: Harvest / Infiltrator
Stats: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe
Movepool:
Height: 5.5 m / 18’ 0’’1 - Rapid Spin
1 - Vine Whip
1 - Pursuit
1 - Wrap
6 - Pursuit
12 - Wrap
18 - Grass Knot
25 - Sucker Punch
30 - Slam
36 - Leaf Blade
42 - Crunch
48 - Wring Out
57 - Power Whip
66 – PunishmentTM05 Roar
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM21 Frustration
TM22 SolarBeam
TM27 Return
TM32 Double Team
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM53 Energy Ball
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM82 Dragon Tail
TM86 Grass Knot
TM87 Swagger
TM89 U-turn
TM90 Substitute
TM93 Wild Charge
TM95 Snarl
HM01 Cut
HM04 StrengthBind
Dark Pulse
Foul Play
Giga Drain
Heal Bell
Iron Tail
Knock Off
Seed Bomb
Sleep Talk
Snore
Spite
Synthesis
Worry SeedEgg Groups: Grass/Dragon
Aromatherapy
Beat Up
Glare
Haze
Night Slash
Poison Powder
Scary Face
Screech
Sweet Scent
Stun Spore
Weight: 108.8 kg / 240 lbs