We finished in 6 weeks, 3 days. Not too fast, not too slow. Well, here it is folks. It’s definitely been a bumpy ride, but we got through it and made something pretty damn good. Before we start going into tears and whatnot I’m just going to summarize the events as to what happened during this project. Concept: The concept of CAP 9 was “Stop the Secondary”, in which the CAP community was given the task to beat a variety of secondary threats in the metagame, including entry hazards, status, Trick, Encore, and Leech Seed to name a few. The two main approaches to this concept were to make an “immune wall”, which would be immune to a variety of the secondary as well as wall the users of it, or a sweeper that would discourage the secondary through punishing the opponent through either damage or benefitting from the secondary. As you can see, Colossoil represents the latter, and could possibly discourage the use of the secondary through its powers and cause metagame shifts that you should all be on the lookout for. Unlike an immune wall that does not punish the secondary as hard as an offensive approach; I have confidence that this CAP will be successful. Typing: Dark/Ground isn’t exactly a typing that would come to mind when stopping the secondary. However, there are main points to consider when addressing typing and relating it to the concept. Is it necessarily the best way to “stop the secondary”? The response to this was to sort priorities out, and to begin by stopping the secondary directly, so to speak. Rather than going straight into fighting against secondary moves, the main typing, Dark, allowed for the community to actually have an advantage against the common users of the secondary, namely Rotom and Celebi. Trick users in particular would have a tough time against Dark STAB, effectively scaring them off. As this was something that could not be accomplished in later polls as opposed to status which could be dealt with relatively easy, I am satisfied with the typing as it complements its abilities nicely. One of the main problems when doing CAP Projects is looking at one part, but neglecting the others. Obviously our process goes one by one, so it may be difficult to view a CAP from a pokemon perspective, but it is necessary to create a successful pokemon, rather than just a bunch of puzzle pieces that do not fit together. Colossoil’s secondary typing, Ground, is a decent compliment to Dark, which was selected as a priority to beat Trick users and other various secondary pokemon. At this stage in the project, people were hoping for Guts, which is a perfectly viable ability for stopping the secondary via an offensive route. I was content that people were actually thinking about the “big picture”, to say the least. Of all the statuses Guts could abuse, Paralysis was hardly one of them. By slowing down Colossoil, Guts would become less useful because it would not have the speed to compensate for its power. In addition, a Ground typing also gave Colossoil a Stealth Rock resistance, which is one of the most common forms of secondary damage. STAB Earthquake alongside STAB Crunch was also one of Ground’s main selling points, and I look forward to testing these two STABs used together. Ability: Auto Magic Coat, suggested by Beej, was a controversial ability because of a few reasons: There was no existing ability that would do such a task, and it might or might not have even been necessary to fulfill the concept. Even if we were to use a regular ability and find out that it was impossible to stop the secondary, we would learn that stopping the secondary is terribly hard and should be taken in a different direction. However, it had tremendous support, more so than Guts. While the ability was definitely interesting, the morals of CAP were brought into question many times. Although Auto-Magic Coat still became the ability, Colossoil still has the ability Guts as a secondary ability, and there is a little more fun to the project with the introduction of a new ability, so we can learn a little more as to what would happen if a nonexistent variable came into play in the OU metagame. Not only is the CAP Project designed to learn more about the metagame around us, but we’re having fun too, right? ^_^ For a secondary ability, Guts was a solid choice, as it gave us more of a controlled and regulated CAP that we could actually learn the impact from in OU. While Guts and AMC both deal with status, AMC punishes the opponent with their own medicine, while Guts lets status become beneficial to Colossoil, giving two different types of benefits for the user. Indeed, both strategies fall under the same category of Status, but let’s face the fact that status is definitely one of the most prevalent secondary effects of all time, and exploring it in two different areas would allow for a much more thorough understanding. Oh, and because we didn’t want a messup like Kitsunoh who had Frisk and Limber, the latter which is used wayyyyyyy more, it was either Guts or bust for the secondary poll. No way in hell am I using Sticky Hold when I got something like AMC. It’s either one functional ability or two functional abilities. Sorry, I’m not interested in dual abilities unless they bring something to the table. Looking back in the ability polls, they were definitely the most “secondary stopping” out of the whole process, which I liked. Abilities in my opinion can make or break the pokemon in such a category. And I think, by looking at this from the director’s chair, that we have done a fine job. Stat Spread: Stat Spreads were definitely a pain in the ass, as it seemed like everyone and their mothers submitted stat spreads. Aside from that, there were definitely some gems that I liked during these threads. A somewhat offensive route seemed like a good choice because while emphasizing full force does threaten greater than one that does not, a somewhat offensive approach still can threaten greatly. Taking Metagross, Tyranitar, and Gyarados as examples of hard hitters yet still staying in the somewhat offensive ball park. Being able to take a hit was something many people wanted, and while I do not think that being able to take a hit is everything, I believe that not being able to take a hit is significant. Our stat spread in the end seems like a good mix between not being able to take a hit, and being able to take a hit. Deck Knight describes this spread like Hariyama’s in the sense of defense. Offensively, we decided to go full physical, in order to maximize power and efficiency while still leaving holes in the CAP in the form of Gliscor, Hippowdon, and Skarmory. These holes would eventually be dealt with through various means by Colossoil through moves such as Fire Blast, Taunt, Rapid Spin, and Ice Shard. Needless to say, Colossoil can only run four moves, which tennisace and I have been preaching for the past month or so =). Am I concerned about these threats? No. Am I concerned about Colossoil being broken? Not really. I just want to play, and I hope you know that. ;) Should it become broken, you can bitch to me all you want, and I’ll take it like a man. In the end, Deck Knight’s prevailed over Admiral Korski’s in a last minute comeback. I must say that Deck Knight sure has a pretty, pretty name… Movepool: Movepools and selecting attacking/non-attacking moves was by far the most challenging. This was challenging in the fact that people were either too reluctant to give Colossoil a move that goes against its concept, or people were too lenient with their choices and didn’t care whatsoever. Regarding the “going against the concepts” arguments, I’ve always gone straight to CAP 7, Kitsunoh, where the biggest example of this has occurred. No offense to Mag whatsoever because he did not have anything to do with this, but I’ll tell you right now what I learned from CAP 7 – what we are making in CAP is not a concept, but a pokemon. A concept does not fight in a battle, but a pokemon does. Likewise, moves included to aid the pokemon in OU are perfectly fine, and the concept simply leads the direction as to how it is played. Is Transform a competitive move to consider when discussing the Ultimate Scout? Fucking hell no. What about Dig? Suck my balls. Not really. Controversial moves included moves such as Fangs, perhaps being the most discussed and controversial out of all the moves discussed. Should this pokemon be able to hit Forretress, Scizor and Skarm for good damage? What about Gyarados for Thunder Fang, or Ice Fang for Dragons and Gliscor? While many included them and many did not, it turns out that the Fangs from the remaining two sets were excluded not because they were deemed broken, but because they were unnecessary and mainly hype. It is ironic that moves discussed vigorously throughout the process do not even make it to the final poll. It just goes to show that everyone gets a little too nervous and afraid of giving a pokemon a bit of oomph sometimes. I’m sure everybody would freak out, including probably me, if we made Salamence in CAP. Aside from its great attacking prowess, movepool, and ability, it remains OU. In spite of all this, Salamence is still a great pokemon in OU, and is not sitting amongst Ubers at the moment. Sometimes we just need the balls to take risks here, because this is what CAP is here for, because taking risks will allow one to learn. Now that my SHORT speech is over, I now present to you the final product: Typing: Dark/Ground Ability: Auto-Magic Coat Ability: Guts Stat Spread: 133/122/72/71/72/95 Name: Colossoil Movepool: Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide ---Horn Attack ---Leer ---Peck 6 Slam 11 Bite 17 Rapid Spin 22 Magic Coat 29 Pursuit 35 Drill Peck 42 Magnitude 48 Stockpile 48 Swallow 48 Spit Up 48 Moonlight 55 Crunch 63 Megahorn TMs/HMs TM01 - Focus Punch TM05 - Roar TM06 - Toxic TM10 - Hidden Power TM11 - Sunny Day TM12 - Taunt TM15 - Hyper Beam TM17 - Protect TM18 - Rain Dance TM21 - Frustration TM23 - Iron Tail TM26 - Earthquake TM27 - Return TM28 - Dig TM31 - Brick Break TM32 - Double Team TM34 - Shock Wave TM37 - Sandstorm TM38 - Fire Blast TM39 - Rock Tomb TM40 - Aerial Ace TM42 - Facade TM43 - Secret Power TM44 - Rest TM45 - Attract TM49 - Snatch TM54 - False Swipe TM55 - Brine TM58 - Endure TM63 - Embargo TM65 - Shadow Claw TM66 - Payback TM68 - Giga Impact TM71 - Stone Edge TM72 - Avalanche TM74 - Gyro Ball TM77 - Psych Up TM78 - Captivate TM79 - Dark Pulse TM80 - Rock Slide TM82 - Sleep Talk TM83 - Natural Gift TM87 - Swagger TM89 - U-turn TM90 - Substitute HM03 - Strength HM05 - Whirlpool HM06 - Rock Smash HM08 - Rock Climb Egg Group: Ground / Water 2 Ice Shard (Dewgong, Mamoswine, Cloyster, Smeargle) Rock Blast (Rhyperior, Cloyster, Smeargle) Sucker Punch (Nidoking, Houndoom, Mightyena, Slaking, Sharpedo, Kecleon, Absol, Raticate, Dugtrio, Shiftry, Skuntank, Purugly, Smeargle) Fissure (Donphan, Mamoswine, Wailord, Camerupt, Torkoal, Sandslash, Donphan, Rhyperior, Dugtrio, Smeargle) Selfdestruct (Shiftry, Wailord, Camerupt, Cloyster, Smeargle) Fake Out (Raichu, Persian, Ambipom, Smeargle, Shiftry, Infernape, Lopunny, Purugly, Weavile) Muddy Water (Relicanth, Smeargle, Quagsire) Future Sight (Whiscash, Smeargle, Grumpig, Espeon, Golduck) Screech (Ambipom, Cloyster, Dugtrio, Persian, Smeargle) Move Tutor Knock Off Aqua Tail Ancientpower Earth Power Rollout Superpower Mean Look Zen Headbutt Heal Bell Encore Flail Dive Perish Song Miscellaneous: Weight: 1,507.0 lbs [16:08] <%Dracoyoshi8> 78.57% 84.76% 92.86% [16:09] <%Dracoyoshi8> is 120 [16:09] <%Dracoyoshi8> base power grass knot 01[16:09] <@plus-> hmm 01[16:10] <@plus-> calc 100 for me 01[16:10] <@plus-> my slave [16:10] <%Dracoyoshi8> 65.71% 71.43% 77.62% Colossoil shouldn't even be taking a GK, so I don't have a problem with going with flavor and using a colossal weight for 120 BP GK. Height: 8'8" (including the drill) Auto-Magic Coat name: Rebound The miscellaneous stuff will probably the stay the same, but you are still free to suggest changes to this. Direct your simple questions to the SQSA thread in the CAP forum.