Korski's RMT reminded me that I've been meaning to post this RMT for a while. This team was my first attempt at making a CAP team (well first attempt that wasn't just me fucking around and throwing 6 CAPs together), and it was made in the pre-Aurumoth metagame. I won't even go into my thoughts on the bug, but it crippled the team pretty badly so I decided to retire it for good. Prior to Aurumoth's release, the team sat at #1 on PS and had roughly a 1940 ish rating if I'm remembering correctly. The team is based really 2 ideas. 1, around the idea of using pokemon with many useful resistances to prevent me from getting worn down, and 2, wearing down the opponent's threats with powerful STAB attacks so I can open a hole for either Revenankh and Latias to sweep with. Also now the team is based on Bioshock Infinite. Sweet game. Undertow (Politoed) @ Leftovers Trait: Drizzle EVs: 252 Def / 252 HP / 4 SAtk Bold Nature - Scald - Perish Song - Protect - Toxic Since this is a rain team, it's only fitting that I start with Politoed. As the only bringer of permanent rain in the metagame, he was a must when considering making a rain team. Now I normally hate Politoed because usually when I run him in OU, he either ends up not hitting hard enough and and doing, or not stopping enough and not doing anything. In CAP however, since the pace of the metagame is a bit slower, his job is pretty easy to pull off. He burns physical switch in's like Ferrothorn and he poisons the more defensive threats trying to get in. Perish Song is to force out problematic pokemon, usually set up sweepers like Necturna who think they can force me out and set up. He's usually my go-to pokemon to start the match, not just because of Drizzle, but because Protect let's it scout the team I'm playing against without any drawbacks. Politoed is an incredible asset to the team and it helps everyone else out if he stays alive, so a defensive set was the most logical idea. The rain lets Tomohawk and Krilowatt fire off Hurricane's and Thunder's respectively and no one likes switching into either unless they flat out resist it. Murder Of Crows (Tomohawk) @ Leftovers Trait: Intimidate EVs: 252 HP / 200 Spd / 56 SAtk Timid Nature - Aura Sphere - Hurricane - Rapid Spin - Roost Tomohawk is easily the best CAP, or at least most useful. He's momentum personified with this set because he can easily dictate the pace of the match. His STABs hit problematic pokemon hard, such as Tyranitar, who because of Intimidate and Tomohawk's resistance to many of it's moves, is forced out unless he wants to take an Aura Sphere. Hurricane especially is a great move, and many times I can just spam it and wear down my opponents pokemon, because the few pokemon that can waltz in on a Hurricane usually hate taking an Auru Sphere. Rapid Spin, while an important move due to the prominence of Spikes in this metagame, goes unused by me most of the time, but it helps in situations when Spikes are up so I can soften the load on Ferrothorn, Revenankh and Politoed. The EV's and nature let me get the jump on neutral Lucario's and Kyurem. Not to mention other Tomohawks because of Modest blah blah. Shock Jockey (Krilowatt) @ Life Orb Trait: Magic Guard EVs: 252 Spd / 252 SAtk / 4 Def Timid Nature - Thunder - Surf - Ice Beam - Heart Swap Krilowatt, while not really used for its initial purpose of being a utility counter, does a hell of job sweeping. His magic guard is such an amazing ability because he can absorb status almost as well as Revenankh can, use Life Orb without any drawbacks whatsoever and let's him switch in and out like it's nothing. STAB Thunder does insane amounts, and most of time he's out he's either spamming Thunder or a Rain Boosted Surf. His gigantic base 151 HP give him the pretty unique ability to switch into practically any attack within reason and deal with the threat accordingly. He's extra insurance against anything, and he hits like a fucking truck. I used to run Earth Power but I feel as though Heart Swap is more useful because I can surprise set up sweepers that think they can get a free sweep. Not to mention Heart Swapping a QD Moth is pretty much game over. Charge (Ferrothorn) @ Leftovers Trait: Iron Barbs EVs: 252 HP / 88 Def / 168 SDef Sassy Nature - Spikes - Power Whip - Thunder Wave - Stealth Rock Ferrothorn is a rough pokemon to face, especially in rain. Effectively leaving it with only 1 weakness to Fighting type attacks, it usually can come in and out without much trouble, wear down the opponent with Iron Barbs and set up rocks and Spikes. Thunder Wave hits the speedier switch ins and it's an absolute god send for this team. I can't tell you how many times an enemy Tomohawk, who would can be problematic assuming it managed to outlast my Latias, tried to come in on me only to get paralyzed and rendered basically useless. His job though is to just sponge hits and set up hazards that my next two pokemon love to have up. Devil's Kiss (Kitsunoh) @ Leftovers Trait: Limber EVs: 252 Spd / 76 HP / 128 SDef Jolly Nature - ShadowStrike - Earthquake - Will-O-Wisp - Substitute Kitsunoh is the Swiss Army Knife of CAP. Plain and simple. It can switch in and set up on a majority of the metagame and just burn pokemon who prove to be a problem. This variant better checks Tomohawk (Granted, it's still doing roughly 30% per Hurricane) and serves as a much better spinblocker than Revenankh. It's not as offensive but the pressure it provides with the defense drops in conjunction with Spikes and SR makes it pretty pretty potent. Return To Sender (Latias) (F) @ Leftovers Trait: Levitate EVs: 252 Spd / 180 HP / 60 Def / 16 SAtk Timid Nature - Calm Mind - Dragon Pulse - Roost - Refresh I originally had RP Genesect in this spot because I thought I needed a speedier late game sweeper to contrast Revenankh's slow boosting. However, because I repeatedly lost to stall (because they all carry something for Revenankh; if I'm remembering right, Tomohawk was a big one) and Genesect wasn't doing it for me so I decided to switch it with Latias. Mono attacking Latias is absolutely lovely. It can't be forced out by Toxic and it typically gets 3 or 4 boosts per match. The best part about Latias is, like Revenankh, it provides valuable resistances to an the team, notably a second psychic resist and second fighting resist which is always welcome given how many of the CAPs are fighting types. Many of the potential checks for this latias, like every steel type is handled adeptly by Revenankh, except for Kitsunoh which does give this team some trouble, but it's usually worn down by the time Latias comes out to sweep. The EVs are a bit weird but I can survive a +2 ES from Luke, which is probably the strongest physical attack that I'd ever want to take, and I can survive staying in on a pursuit from Tyranitar and Scizor.