reachzero
the pastor of disaster
With CAP1's typing and base stats settled, it is time for us to discuss potential abilities for CAP1. Keep in mind that we are limited to two competitive abilities and one flavor ability. We can make one of the competitive abilities a (presumed released) Dream World ability if we so choose for the purposes of specific abilities being legal with or without specific moves, etc.
Here is our Pokemon so far:
Base Stats: 105 HP/60 Atk/90 Def/115 SpA/80 SpD/85 Spe
I should note right away that I consider certain abilities too powerful (or otherwise extremely unsuitable) to even merit consideration on this CAP. I would place in this category, in alphabetical order, Arena Trap, Drizzle, Drought, Imposter, Multitype, Shadow Tag, Tinted Lens, Wonder Guard, and Zen Mode.
This thread will be open for at least 24 hours. Let the discussion begin!
Here is our Pokemon so far:
Typing: Flying/FightingConcept: Momentum
General Description: This will be a Pokemon that can be utilized to gain or regain momentum for a player's team at any point in the match as its primary function.
Justification: Gen. 5 is a very powerful metagame. As such, most battles are won by the smarter strategist who can best maneuver around his/her opponent's onslaught to gain even a single turn's advantage, potentially clinching them the match. This process of gaining and regaining momentum is most often the defining element that makes a winner and a loser out of a single Pokemon battle. Any top player in this metagame should agree that momentum is the most crucial element in any given match; however, "momentum" itself is a rather vaguely defined term that is never really explored in concrete terms. Is it keeping opposing teams on the defensive? Forcing switches? Good prediction? Spamming U-turn? These have all been approaches to achieving momentum, but they are also player-side and largely synonymous with "strategy," as opposed to Pokemon-side and regarding a Pokemon's role on the team. Certainly there are threats like Ferrothorn/Gliscor (defensive) and Scizor/Latios/Voltlos, etc., etc. (offensive) that can achieve momentum as we know it, but there is no current niche for a "momentum Pokemon" because the concept has been purely delegated to players and not to Pokemon.
Questions to be Answered:
-How do we define momentum in terms of competitive Pokemon? What factors make current Pokemon able to achieve momentum and how can we incorporate that information into a successful CAP?
-How do different styles of play (Weather-based offense, stall, bulky offense, etc.) use momentum to achieve their goals and how can our CAP play to those strategies in an effort to take their momentum away?
-What type of traditional role (sweeper, tank, wall, support) would a Pokemon like this most resemble? Would it have to be able to fit more than one of these roles to fit in a variety of teams?
-How will the different playstyles be affected by the addition of a Pokemon that can regain offensive/defensive momentum at any given point? Will offensive teams play more conservatively? Will defensive teams play more recklessly? Will everything simply adapt to a new threat and move on normally?
Base Stats: 105 HP/60 Atk/90 Def/115 SpA/80 SpD/85 Spe
I should note right away that I consider certain abilities too powerful (or otherwise extremely unsuitable) to even merit consideration on this CAP. I would place in this category, in alphabetical order, Arena Trap, Drizzle, Drought, Imposter, Multitype, Shadow Tag, Tinted Lens, Wonder Guard, and Zen Mode.
This thread will be open for at least 24 hours. Let the discussion begin!