
Necturna
Abilites: Forewarn / Telepathy
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Necturna's Concept said:Sketch Artist
Description: A Pokemon that learns Sketch, once, and everything that goes along with that.
Justification:
In terms of uniqueness, I think that few existing Pokemon can match DPP Smeargle, an otherwise laughably worthless Pokemon trolling OU with access to every trick in the book (or at least 4 of them) but also affecting the metagame greatly by becoming a top threat in the lead metagame. This Pokemon will borrow some of that uniqueness by learning the move Sketch and thus having access to ONE surprise/strategic/gutshot bonus move to supplement its pre-existing movepool. Being otherwise competently built (read: usable stats), this Poke could be a top threat or specialist for reasons we can't even predict yet.
Questions To Be Answered:
Explanation: The key here is that we have a lot of freedom to construct a unique Pokemon while staying within the confines of the concept. Typing, stats, abilities, and even most of the movepool are completely fair game so long as the Poke learns Sketch only once along the way and that we keep that in mind during previous steps. Now, this doesn't mean the CAP process will be directionless; Rising Dusk is pretty well organized and good at keeping discussions focused, and the concept itself has firm grounding in Smeargle's precedent. What's really being studied with this concept is movepool diversity and effectiveness, so it should have the most effect on the movepool process, where movepool creators will have to carefully balance their Sketchmon's actual movepool with the possibility of adding any one other move to the list. In terms of the metagame, there is no doubt in my mind that throwing a wildcard like this into the mix will strongly affect the metagame.
- How will a Poke that has access to any one move out of all the moves in the game affect common battling tactics, namely prediction, scouting, and switching?
- Which Sketch moves will become most common on this Poke's best sets? Does Sketchmon's success rely on hiding that secret Sketch move until just the right moment or can it succeed with predictably powerful moves like Spore, Spikes, Hurricane, Shell Smash, etc.?
- Does this unique and powerful access to moves need to be counterbalanced elsewhere in the Pokemon's design? If so, then to what degree?
- What kind of impact can Sketchmon have on teambuilding in terms of being able to patch holes with common utility moves like Rapid Spin or Toxic Spikes?
Necturna's Current Moves said:0 Thunder Fang
0 Poison Fang
0 Super Fang
0 Leer
0 Vine Whip
7 Ominous Wind
13 Shadow Sneak
19 Toxic Spikes
19 Will-O-Wisp
25 Hex
31 Horn Leech
40 Pain Split
50 Shadow Ball
60 Power WhipEgg Groups: Plant / Ground
Curse
Giga Drain
Gravity
Future Sight
Ingrain
Leaf Blade
Leaf Storm
Natural Gift
Nightmare
SketchTM04 Calm Mind
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM19 Telekinesis
TM21 Frustration
TM22 SolarBeam
TM27 Return
TM29 Psychic
TM30 Shadow Ball
TM32 Double Team
TM41 Torment
TM42 Façade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM53 Energy Ball
TM61 Will-O-Wisp
TM65 Shadow Claw
TM66 Payback
TM68 Giga Impact
TM70 Flash
TM71 Stone Edge
TM77 Psych Up
TM85 Dream Eater
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
HM01 Cut
Necturna was created in the 5th generation and was given a Hidden Ability at the time of its creation. Since this is a Consistency Update, I am choosing to completely skip past Ability Discussion and jump straight to moves. This decision itself is perfectly in align with Deck's conclusion to the updates PRC thread in which he lists consistency updates only consisting on moves and lasting approximately 3 days (some other gen 5 consistency mons are not skipping the HA stage because they were never given HAs when they should have; Necturna already has one though so we can skip that stage here). I might go a bit over 3 days here in this thread, but I aim to completely finish Necturna in well under a week. I am stepping in as a UL to help updates move faster.
Necturna is interesting insofar as its access to sketch has let it update itself throughout the new gens, as sketch automatically allowed it to learn things such as Dragon Ascent and Geomancy (at the cost of its one sketch slot). Necturna, as per its concept, will only get 1 sketch move per set. Even though the newer gen mechanics introduced relearning of egg moves, Necturna will not in any way be able to learn more than one sketched move. Discussion of updating Necturna to allow it to learn more than 1 sketch move is totally and absolutely banned. Instead, I want us to discuss which consistency moves should be given to Necturna.
So, discussion will immediately open up to moves. For every consistency move suggested, I want people to argue 1) why it is flavorful / consistent with Necturna's design and/or concept and 2) how it won't have drastic competitive influences. I will admit that it is hard to define what counts as too big of a competitive influence, but since Necturna was voted in as consistency, we should not be giving it any moves that drastically alter its competitively viability.
If, and only if, a large number of consistency moves are backed by the intelligent community consensus, then I will open movepool submissions to allow people to place the the new moves into Necturna's movepool in a flavorful way. If there's only a handful of moves supported, then we will collectively decide where the moves will fit into Necturna's movepool (after all, it makes no sense to poll a bunch of complete movepools with only incredibly minute differences).
So, let's get started at full gear. This thread will not be open long, so if you have something to say, please make sure you say it soon.
I'd also like for us to focus on new moves, new TMs, and new Tutor moves from gen6/7.