Ok, so, I've looked at a lot of these abilities that are being thrown around, and honestly, I am failing to see why we actually want the effects of any of them. Sure, there are some that are nice to have, but when you remember you have to give up Intimidate for them, the list of what abilities are actually appealing shrinks dramatically. To me, I think what it all comes down to is what we are actually wanting to do here. In my view, messing with counters is just about the last thing we want to do. I hear some people arguing that as we are right now people won't even have to carry a counter for CAP 6 because the Pokemon that beat it are already on every team, and that we should give it another ability so that this isn't the case. I hear this, however, and wonder why we would want to do that. How many of the Pokemon people are calling such counters are actually counters? Almost none.
Here at CAP we actually have a definition of a counter. To be considered a hard counter, you need to fulfill three of the following criteria:
http://www.smogon.com/cap/process/events/counters_discussion said:
- Can switch into this CAP's Strongest reliable STAB attacks at least three times from full health.
- Can switch into this CAP's strongest possible coverage move at least twice from full health.
- Can stall this CAP indefinitely using its recovery options either forcing the CAP out or healing enough that the stalling Pokemon can alternate between recovery and attacking.
- Can OHKO or 2HKO the CAP with one of the moves on that Pokemon's relevant official Smogon moveset.
- Can cripple this CAP with a permanent status move without risking a OHKO.
- Can set up, use hazards, weather, or otherwise execute an opponent's strategy without risking a 2HKO.
While it is certainly true that there are Pokemon that counter us from the start, once we are set up, there is likely not a single Pokemon in the entire game that can fulfill three of these. And that is with STAB moves alone. Yes, clearly, having to take a turn and a lot of HP to set up makes things more difficult. Even so, we need to remember that Pokemon is not a 1v1 affair. You have an entire team, and with a Pokemon like CAP 6 that is supposed to be breaking through the entire opponents team, it should not be coming in and trying to sweep early game. Its checks will be weakened, it will have hazard support. Sure, it is not OHKOing everything, but with proper team help, there will be very little that should stand in its way once the time is right to set up. Helping it beat counters with something like Iron Fist is not something we should be aiming for because they are already flimsy enough as is.
Intimidate was chosen to help set up, a large part because we determined that set up needed more help than sweeping. The way I see secondary abilities, if this is what we chose our primary ability for, this is what we should be choosing a secondary ability for. We should look for something that helps in the same sort of fashion, but in a niche way that Intimidate can't do. I see this as very similar to Malaconda in that sense, as others have pointed out already. Something such as Limber or Water Veil which let us set up on certain status inducing Pokemon would be an ideal choice, since it functions similarly to Intimidate as far as its goal being to help set up, but does so in a very small set of circumstances. Lightningrod is another choice that I like, as it provides us with an electric immunity that would give us some extra setup chances, without actually providing any other benefit over Intimidate (unlike Motor Drive or Volt Absorb).
With that said though, I personally don't think even these niche abilities are very necessary. I see Intimidate as the perfect choice of ability here, and anything else we give it would be trying to add variety for variety's sake. Variety doesn't do anything specifically to help us here. The mere presence of CAP 6 should shout "I AM BELLY DRUMMING" as loud as possible. Its advantage is in its brute force, and if we are doing that right, it should not have to surprise an opponent. CAP 6 should be the kind of Pokemon where, when well played, the opponent knows the battle is over before it ever comes out on the field. Adding extra unpredictability is not only unnecessary, but, in my opinion, harmful to what we are trying to achieve. So while I would not be totally against some of the niche stuff, I think No Competitive Ability is the best way to go.