What If? - Alternate Timelines (AT #9: Grass/Steel Cresceidon - Defining Moves)

And with a whopping 6 votes, Scepticskep has won for AT Venomicon-P's stats! Now onto Venomicon-E's stats...

Physical Sweepiness: Limit is 135
Physical Tankiness
: Limit is 115
Special Sweepiness
: Limit is 110
Special Tankiness
: Limit is 115

BSR
: Limit is 550
Another note is that the BST  MUST match Scepticskep's 510 from their Venomicon-P stats.

I shall give about ~88 hours for y'all to submit some stats for AT Venomicon-E.

P.S. No one has submitted flavor art for the previous AT, but voting goes up when the stats go up for the current AT if anyone has something they are willing to cook up.
 
it is so hard to design flavor around cheek pouch
CAP AT 7 DIMETRODON.png

Dipetroldon
The Tar Sail Pokemon
Poison/Dark


Based on Dimetrodon and fossils from tar pits. (And partially based on an idea I had during CAP 34 that I never posted.)
 
85/136/85/55/55/94 (BST: 510)

PS:
133.88
SS: 72.57
PT: 89.46
ST: 65.14
BSR: 534.82

Defining moves: Iron Head, Close Combat, Bullet Punch

OK so I know this attack stat with Steelworker looks stupid. This mon was really tough because not only do I have the BST constraint, I also can't give it moves that would ruin the game plan of AT Veno-P as envisioned by Skepticskep. That mon was built around Gyro Ball, and my fear was that if I give this thing higher-power STAB moves (especially something like Gigaton), they risk being run over Gyro Ball on that mon for more consistent damage output / higher PP in the case of heavy slam. I also felt like building around Gyro Ball for this variant would end up with one mon outclassing the other quite quickly. That's why I stuck with Iron Head here. However, it's worth noting that Steelworker Iron Head is just equal in power to Close Combat, which means if we're actually gonna compete with shit like Zamazenta and do anything vs. mons like Gholdengo we need a crazy attack stat (and this mon is still not beating shit like pex, molt and fat ghold, or Kitsunoh realistically).

Speed is really for Lando and shit and to hit 510 while looking nice ish. Defenses are mostly so you die fast cuz the offense is a little stupid lol

252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 0 HP / 0 Def Dragapult: 309-364 (97.4 - 114.8%) -- 81.3% chance to OHKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 252 HP / 4 Def Pecharunt: 160-190 (42.1 - 50%) -- 0.4% chance to 2HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 244 HP / 36 Def Gliscor: 195-229 (55.3 - 65%) -- 96.9% chance to 2HKO after Poison Heal
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 104 HP / 0 Def Kitsunoh: 139-164 (42.5 - 50.1%) -- 0.4% chance to 2HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 252 HP / 0 Def Multiscale Cresceidon: 111-131 (30.4 - 35.9%) -- 45.4% chance to 3HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 0 HP / 4 Def Great Tusk: 192-226 (51.7 - 60.9%) -- guaranteed 2HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 40 HP / 0 Def Hemogoblin: 273-322 (82.4 - 97.2%) -- guaranteed 2HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 252 HP / 16 Def Slowking-Galar: 288-339 (73 - 86%) -- guaranteed 2HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 248 HP / 248+ Def Moltres: 94-111 (24.5 - 28.9%) -- 99.8% chance to 4HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 0 HP / 0 Def Gholdengo: 127-150 (40.3 - 47.6%) -- guaranteed 3HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 252 HP / 196+ Def Gholdengo: 95-112 (25.1 - 29.6%) -- guaranteed 4HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 248 HP / 0 Def Mollux: 141-167 (35.8 - 42.4%) -- guaranteed 3HKO
252 Atk Iron Plate Steelworker Cobalion Iron Head vs. 252 HP / 4 Def Landorus-Therian: 264-312 (69.1 - 81.6%) -- guaranteed 2HKO
252 Atk Iron Plate Steelworker Cobalion Bullet Punch vs. 0 HP / 0 Def Dragapult: 154-183 (48.5 - 57.7%) -- 94.5% chance to 2HKO
252 Atk Iron Plate Steelworker Cobalion Bullet Punch vs. 0 HP / 0 Def Kyurem: 266-314 (68 - 80.3%) -- guaranteed 2HKO
252 Atk Iron Plate Steelworker Cobalion Bullet Punch vs. 0 HP / 0 Def Darkrai: 133-157 (47.3 - 55.8%) -- 78.5% chance to 2HKO
252 Atk Fist Plate Cobalion Close Combat vs. 248 HP / 224+ Def Arghonaut: 186-219 (45 - 53%) -- 0.4% chance to 2HKO after Leftovers recovery
252 Atk Fist Plate Cobalion Close Combat vs. 0 HP / 0 Def Ogerpon-Wellspring: 280-331 (93 - 109.9%) -- 62.5% chance to OHKO
252 Atk Fist Plate Cobalion Close Combat vs. 252 HP / 252+ Def Alomomola: 204-240 (38.2 - 44.9%) -- guaranteed 3HKO

252+ SpA Protosynthesis Raging Bolt Thunderclap vs. 4 HP / 0 SpD Cobalion: 274-324 (87.8 - 103.8%) -- 25% chance to OHKO
0 SpA Pecharunt Hex (65 BP) vs. 4 HP / 0 SpD Cobalion: 102-121 (32.6 - 38.7%) -- 99.3% chance to 3HKO
+2 252+ Atk Supreme Overlord 5 allies fainted Kingambit Sucker Punch vs. 4 HP / 0 Def Cobalion: 221-261 (70.8 - 83.6%) -- guaranteed 2HKO
 
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Okay so it has been a good minute (I got sick and then had been extremely busy irl) but it looks like there has only been 1 submission for AT Venom-E's stats so by default congrats to viol and bass and also congrats to YamiTheYin for the art for AT Chuggalong 2.

Now for some sad news (yet I feel like some knew this was coming)...I think for now this project is gonna be put on hiatus. Loads of people have participated and had fun over the last 5 months but I think to kinda build up some interest back into this, it is time I take a step away and give this some time to breathe and marinate before picking it back up/reviving it.

I will leave this thread open for any art/flavor that one would want to submit for AT Venomicon for about a week or so but after that, I will close it for the foreseeable future. Thank y'all for a good time and I hope one day this can come back strong and we can have some more fun with it ;~; <3
 
Ready for the finale (or so)
it is so hard to design flavor around cheek pouch
View attachment 712372
Dipetroldon
The Tar Sail Pokemon
Poison/Dark
Flavour Abilities: Cheek Pouch | Thermal Exchange
CAP: It concocts intoxicating poisons by fermenting berries in its gut which it then belches. This Pokémon is a prehistoric relative to Salandit.
1 Scratch
1 Tar Shot
4 Power Trip
8 Stuff Cheeks
16 Poison Fang
21 Recycle
26 Thief
31 Venoshock
40 Poison Jab
47 Foul Play
54 Toxic
61 Meteor Beam
69 Belch
Amorphous, Monster
Fake Out
Stockpile
Swallow
Spit Up
TM001: Take Down
TM006: Scary Face
TM007: Protect
TM008: Fire Fang
TM009: Thunder Fang
TM013: Acid Spray
TM018: Thief
TM020: Trailblaze
TM023: Charge Beam
TM025: Facade
TM026: Poison Tail
TM030: Snarl
TM031: Metal Claw
TM044: Dragon Tail
TM045: Venoshock
TM047: Endure
TM056: Bullet Seed
TM057: False Swipe
TM061: Shadow Claw
TM062: Foul Play
TM063: Psychic Fangs
TM066: Body Slam
TM070: Sleep Talk
TM071: Seed Bomb
TM078: Dragon Claw
TM079: Dazzling Gleam
TM080: Metronome
TM083: Poison Jab
TM085: Rest
TM087: Taunt
TM091: Toxic Spikes
TM094: Dark Pulse
TM095: Leech Life
TM100: Dragon Dance
TM101: Power Gem
TM102: Gunk Shot
TM103: Substitute
TM108: Crunch
TM114: Shadow Ball
TM115: Dragon Pulse
TM117: Hyper Voice
TM130: Helping Hand
TM133: Earth Power
TM134: Reversal
TM148: Sludge Bomb
TM152: Giga Impact
TM156: Outrage
TM157: Overheat
TM163: Hyper Beam
TM165: Flare Blitz
TM171: Tera Blast
TM172: Roar
TM175: Toxic
TM179: Smack Down
TM181: Knock Off
TM182: Bug Bite
TM183: Super Fang
TM184: Vacuum Wave
TM185: Lunge
TM189: Heat Crash
TM191: Uproar
TM195: Burning Jealousy
TM199: Lash Out
TM202: Pain Split
TM204: Double-Edge
TM207: Temper Flare
TM209: Muddy Water
TM214: Sludge Wave
TM220: Meteor Beam
TM221: Throat Chop
TM222: Breaking Swipe
TM226: Dragon Cheer
 
Time for a Finale!
Couldn’t leave this wonderful thread without doing some flavor for AT Venom!!

IMG_6008.png

IMG_6010.png

Broilbaron-Scrapper
The Furnace Pokemon

Steel/Fighting
Ability: Well-Baked Body

Broilbaron-Smelted
The Furnace Pokemon

Steel/Fighting
Ability: Steelworker

Based on crabs and mantis shrimp, forges and robots!

I also designed the transformation item I named the Igneous Iron.
IMG_6012.png

P.S: This thread has been one of the best things I participated in all year. I’ve been able to make so many designs I’m proud of and improve as a CAP contributor. To kenn , thank you immensely for this project, I hope this parting gift was worth the wait. I await this project’s inevitable return :D.
 
Time for a Finale!
Couldn’t leave this wonderful thread without doing some flavor for AT Venom!!

View attachment 719314
View attachment 719315
Broilbaron-Scrapper
The Furnace Pokemon

Steel/Fighting
Ability: Well-Baked Body

Broilbaron-Smelted
The Furnace Pokemon

Steel/Fighting
Ability: Steelworker

Based on crabs and mantis shrimp, forges and robots!

I also designed the transformation item I named the Igneous Iron.
View attachment 719317
And now my turn to furnish the finale.
CAP: It smashes rocks with its robust, club-like claws, which it then consumes and heats up to a molten state inside its shell to produce rare alloys.
1 Vise Grip
1 Bullet Punch
6 Harden
9 Rock Smash
13 Flame Charge
17 Iron Defense
21 Incinerate
25 Scorching Sands
29 Smart Strike
35 Body Press
39 Wide Guard
45 Reversal
51 Crabhammer
57 Overheat
63 Hard Press
TM001: Take Down
TM006: Scary Face
TM007: Protect
TM021: Pounce
TM025: Facade
TM027: Aerial Ace
TM031: Metal Claw
TM038: Flame Charge
TM043: Fling
TM047: Endure
TM049: Sunny Day
TM051: Sandstorm
TM053: Smart Strike
TM055: Dig
TM057: False Swipe
TM058: Brick Break
TM061: Shadow Claw
TM062: Foul Play
TM064: Bulk Up
TM066: Body Slam
TM067: Fire Punch
TM068: Thunder Punch
TM070: Sleep Talk
TM073: Drain Punch
TM079: Dazzling Gleam
TM080: Metronome
TM082: Thunder Wave
TM085: Rest
TM088: Swords Dance
TM089: Body Press

TM093: Flash Cannon
TM099: Iron Head
TM103: Substitute
TM104: Iron Defense

TM105: X-Scissor
TM107: Will-O-Wisp
TM116: Stealth Rock
TM117: Hyper Voice
TM118: Heat Wave
TM121: Heavy Slam
TM130: Helping Hand

TM134: Reversal
TM136: Electric Terrain
TM147: Wild Charge
TM152: Giga Impact
TM157: Overheat
TM158: Focus Blast
TM163: Hyper Beam
TM167: Close Combat
TM170: Steel Beam
TM171: Tera Blast

TM179: Smack Down
TM180: Gyro Ball
TM181: Knock Off
TM185: Lunge
TM188: Scald
TM189: Heat Crash
TM191: Uproar
TM192: Focus Punch
TM205: Endeavor
TM207: Temper Flare
TM210: Supercell Slam
TM215: Scorching Sands
TM219: Skitter Smack
TM221: Throat Chop
TM223: Metal Sound
TM224: Curse
TM225: Hard Press
TM229: Upper Hand
Thanks once again to kenn for the opportunity to practice flavour stuff for CAP. Adieu to you o7.
 
...it is time I take a step away and give this some time to breathe and marinate before picking it back up/reviving it...
1000015547.gif


Bender said it best, but that's right! With Ramnarok's 1.0 process finally done, this project can finally have a resurgence and fill the void between Ramnarok and CAP 37 and with that I wanna start things off strong by picking an AT for a CAP we haven't ever done before so without further ado, here is a doozy for y'all!

:cresceidon::sv/cresceidon::cresceidon:
What if Cresceidon had the Grass/Steel typing?

This typing made it to the top 3 back in Cresceidon's typing poll and has been a hot topic in terms of type combinations throughout early SV CAP as it was also mentioned as a potential typing for Hemogoblin's process and without Ferrothorn around, it would be interesting to see that typing come to life so this AT will shine a light on that path as we navigate our way through it.

As with previous iterations, the given typing is already established which means our next stage is the ability stage so you guys will have to come up with suggestions and justify those suggestions with how it would help this particular Cresceidon would emulate its concept the best.

Since this is our first AT in a long while, I am not putting a timeline on this but gonna aim for voting to go up sometime this weekend and have a decision on the ability by this time next week. Welcome back everyone! Let's have some fun baybee!​
 
gta-ah-shit.gif

Jokes aside, for anyone new a reminder that Cres's concept was being a Wall with a High Speed. Grass/Steel as an defensive typing is just as potent offensively, as :Kartana: and the rare Trick Room Ferrothorns can attest to.

With that said, Flower Veil is an interesting option, providing immunity to stat drops and non-volatile status courtesy of our typing. While we don't care about Toxic (unless its Corrosion) and burns may not be an concern if our stats lean special, anything that cuts our Speed (Sticky Web/Paralysis) should be addressed, which I don't think Cres actually did.

...Of course, if we want boring, Well-Baked Body is also a thing, nullifying our greatest weakness and amping up our Defense stat. It's not a fun option, but CAP has a tendancy to end up with boring even if the majority want fun (Intimidate Hemo & Psychic/Fighting could-had Chugga come to mind for this gen), so I am actively cautioning against this option heavily.
 
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YES! My favorite thread has returned! Let’s get right into it.

Grass/Steel is a very strong defensive typing, as evidenced by the goat Ferrothorn. Due to the relatively low amount of weaknesses, I think it makes more sense for our ability to enhance our supporting ability.

For that reason, I suggest Aroma Veil. This ability in short, “Protects the Pokémon and its allies from effects that prevent the use of moves.” This includes moves such as Taunt, Encore, Disable and Heal Block. This is very good for a supporting mon, as it prevents the mon from being Taunted out of status moves or Encored into a status move, providing us constant momentum. Since we’re meant to be a fast wall, we want to keep our momentum up as much as possible.

I also show my support for Flower Veil, it also has benefits but less so since we already ignore two important statuses. Filter I’m not a fan of since that ability has more value on pokemon with several weaknesses, and since Grass/Steel only has 2 there’s some opportunity cost there.

Don’t pick Well-Baked Body.
 


We should do Iron Barbs and just make Ferrothorn on caffeine /j /j /j this is a joke do not slate this

As Aye mentioned, one of our biggest detriments would be having our Speed reduced, so options to help against that are quite good. Two options I want to suggest are Limber and Clear Body. These two are simple yet effective - Limber prevents us from being crippled by Thunder Wave, and Clear Body prevents us from having our Speed lowered by Sticky Web. Very basic but they get the job done well.
 
Wait ok so Flower Veil is cool as hell here for a multitude of reasons. It interacts with speed in a meaningful way by preventing para and webs drops. It has good synergy with this defensive typing because a lot of the things we might enjoy switching into carry status we don't like taking- Everything from Rotom-W to Tinkaton to Cresceidon?, which we can now switch into freely. Another really cool aspect of Flower Veil is that we can freely click contact moves into mons like Zapdos and Moltres that love switching into us and not take status- this makes clicking physical STABs much safer, and something like Knock becomes totally free into these mons. It's like having Long Reach+++. Finally, Flower Veil is generally rendered useless by your own tera, but because we're a wall with an extremely good defensive typing and constrained weaknesses, we're unlikely to want to tera particularly often anyway. Far and away my favorite option here.

Not as high on Aroma Veil. I think this ability is much more impactful on a slow pokemon than a fast one. Part of the reason we chose Multiscale for Cresc's ability is because it interacted with speed in a beneficial way; I think Aroma Veil is kind of the opposite. If the taunter is slower you still get your move off. There are cases when you can yolo Encore into a faster pokemon, but it's a much more reliable move if you're faster than your opponent. Overall these moves are just not particularly threatening to a fast wall.

Also we're back baby let's goooo
 
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Hello AT CAP! Excited to see this thread return and even more excited to finally participate!

Without further ado I have a few abilities I'd like to suggest.

Fluffy is a straightforward option to bolster defenses without adding any new faults. Instead it doubles down on an already crippling Fire type attack weakness. Subsidizing our physical bulk is easily worth fearing even a sneeze from a Magby.

Water Compaction is a underexplored defensive ability that leans into the Grass type's strengths. This ability has always had potential, but without granting an immunity to Water type attacks, Palossand could not effectively use it until Dynamax and Terastalization. AT9 would not need to rely on these mechanics, instead leveraging it's natural resistances to some of the best Water type Pokemon to switch in and boost itself in the same turn. Ogerpon would need to think twice before clicking Ivy Cudgel.

Effect Spore is tried and tested ability for many a defensive Grass type Pokemon, though it perhaps is more useful on slower Pokemon where the opponent acts first.

Also throwing support behind Flower Veil.
 
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Echoing support for Fluffy. While abilities of this sort are usually considered a little boring within the context of a CAP process, I think our concept and typing both help to make this an interesting and viable choice.

While we could roughly simulate the effects of this ability by just having a ginormous Defense stat, our concept demands that we split our stats budget between both our defensive stats and Speed. Fluffy would allow us to free some of our power budget in exchange for our Ability slot, while also adding interesting depth with regards to non-contact physical moves.

As for our type, Grass/Steel is already such an elite defensive typing that we don't stand to lose too much defensive potential from having Fluffy over an ability with more inherent utility. It also makes the inherently powerful combination of simultaneously outstanding Speed and Defense be precariously balanced against a very pronounced Achilles' heel in Fire-type moves, which could result in a uniquely lopsided design for a mon, which could be an interesting space to explore.
 
Throwing my hat in with Water Absorb (previously Storm Drain; misremembered effect)or Rain Dish. You’ll notice that both are Water themed. This would be a slight homage to its alternate universe counterpart. It also provides a slight aid to its 4X Fire weakness, both with the debuff rain provides, and a steady stream of healing amid already strong options. Fluffy is HILARIOUS for the opposite reason, and I would support it like mad

SIDE NOTE: When I was writing PEEP, my CAP 36 submission, I had considered both for the same type combination we are working with
 
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Grass/steel is naturally well suited to being a special wall, but between it's plethora of resistances and only two weaknesses, its more than capable of checking physical mons as well. Looking at the VR Darkrai, Pult, Kyurem, Gholdengo, Chugg, Iron Moth are all the standout special threats in S-A rank. Grass/steel is best checking pult and gholdengo best while stone walling chugg. Without a dark or ice resist, darkrai and kyurem are targetable but would require more legwork. Moth is only possible with a fire immunity. Ogerpon stands out as a mon grass/steel pretty naturally checks, even if it has low kick coverage (assuming its not too heavy).

With this in mind, three suggestions. The first is Purifying Salt. This does a few things for us- it shores up our matchups into Pult and Gholdengo, both stopping them from blowing past us with boosted shadow balls, stops them from crippling us with either twave or wisp (+ hex), and helps preserve our strength of speed by making sure nothing else can slow us down with twave as well. If we have instant recovery, this means that the only tool Rai and Ghold have to break through us is landing focus blasts, which combined with a potential higher speed, gives us good odds at spamming recover into a miss, even if we switch in on a focus blast initially. Additionally, it makes it easier to aim for checking kyurem due to not being vulnerable to 10% freezes, especially helpful if we are forced into a recover loop due to not resisting ice. PSalt makes it a very capable special wall and works together with high speed to allow for recovery spamming without the risk of status hax.

The second is Grassy Surge. The first and most simple reason for this is just- crazy healing. Rocks resistance makes it easier to run leftovers for that 12.5% every single turn, which again combined with fast instant recovery makes it much easier to switch in on neutral special attacks and shrug them off, or to switch in to focus blasts and fish for a miss. The boosted grass STAB helps utilize speed for a wall, opening the route to offensively checking mons as well as defensively. Finally, the earthquake resistance primarily targets gliscor- between normal and earthquake resists, the potential for chip healing to rival gliscor's own, and boosted grass stab to overcome its healing, it makes gliscor a very achiveable target.

Finally, Levitate. Levitate + a rock resistance makes the mon incredibly hazard resilient, still targets gliscor, and opens great tusk up as an easieir target, due to it often dropping fighting stab.
 
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