Birkal
We have the technology.
And we're moving right along in the CAP process (at a more reasonable time of day, I might add)! We're back into ability discussion, and it's time to talk about the secondary ability of CAP 5. Korski, our Ability Leader, will be around shortly to provide his thoughts and kick off the discussion.
Remember, we have quite a few new rules specifically designed for ability discussions; you can read about them here. The first is that custom abilities are now banned. We can fulfill any legal concept that is within the bounds of what GameFreak has given us in terms of abilities. Secondly, this is not the thread for flavor discussion. If you bring up any flavor, your post will be moderated and possibly infracted. CAP is a competitive Pokemon project, so leave your subjective ability talk at the door. That will come later.
The following abilities are banned from this discussion:
CAP 5 so far:
Primary Ability: Harvest
Stats: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe
Remember, we have quite a few new rules specifically designed for ability discussions; you can read about them here. The first is that custom abilities are now banned. We can fulfill any legal concept that is within the bounds of what GameFreak has given us in terms of abilities. Secondly, this is not the thread for flavor discussion. If you bring up any flavor, your post will be moderated and possibly infracted. CAP is a competitive Pokemon project, so leave your subjective ability talk at the door. That will come later.
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
Big Pecks
Friend Guard
Healer
Honey Gather
Illuminate
Pickup
Run Away
Telepathy
Be careful not to chat about any of these abilities. If you want to learn why they're banned from discussion, you can check out the Policy Review thread that created this list.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
Big Pecks
Friend Guard
Healer
Honey Gather
Illuminate
Pickup
Run Away
Telepathy
CAP 5 so far:
Typing: Grass / DarkName: 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?
Primary Ability: Harvest
Stats: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe