CAP 7 CAP 7 - Part 11 - Attacking Moves Discussion

Status
Not open for further replies.
I don't really see how explosion is controversial as it tends to be on a large portion of "scout pokemon". Not to mention most ghost pokemon get it anyways... If you worried about power go for Selfdestruct instead, but some form of last ditch attack seems necessary. Oh, and please excuse any typos I may have missed, I'm using a very odd keyboard...
 
What about all those Bulky Water and Ground type that can handle him just as fine regardless of Earthquake? Do they mean nothing in the general sense? We shouldn't baby two individual Pokemon and destroy some potent from CAP7's life. Earthquake has be proven time after time that it's not overpowering on CAP7, why isn't that hard to just accept the move?

BTW, Dig isn't a very good option for anything weak to Ground. You either get EQ to death as they stay in, or send in something like Salamence and set-up on you. Either case, you didn't do a good scouting job.

Doesn't mean it can't have dig.

I'm looking at the counters thread and I'm seeing lots of yes's for Magnezone and Heatran (and Infernape is mentioned too) to be viable counters. That means no Earthquake. Why isn't it that hard to just not accept the move?

Is that an official list? Could you link to where it came from?

I don't really see how explosion is controversial as it tends to be on a large portion of "scout pokemon". Not to mention most ghost pokemon get it anyways... If you worried about power go for Selfdestruct instead, but some form of last ditch attack seems necessary. Oh, and please excuse any typos I may have missed, I'm using a very odd keyboard...

What are your specific examples of other scout pokemon that get explosion? Again I urge people to go look at the base Speed and Attack of pokemon that learn Explosion and Self Destruct.
 
I couldn't find a damage calculator flexible enough, so I just used Infernape. It's only a difference of 1 more base Atk.

Calculations assume Adamant 252 Infernape using Earthquake. All sets used are the first listed in the analysis.

Scizor
CB: 53.63% - 62.98%
LO: 46.71% - 55.02%
none: 35.99% - 42.21%

Heatran
none: 121.91% - 143.52%

Suicune
CB: 25.25% - 29.70%
LO: 22.03% - 25.99%
none: 16.83% - 19.80%

Hippowdon
CB: 25.24% - 29.76%
LO: 22.14% - 25.95%
none: 16.90% - 20.00%

Donphan
CB: 25.78% - 30.21%
LO: 22.40% - 26.56%
none: 17.19% - 20.31%

Metagross
CB: 67.31% - 79.12%
LO: 58.79% - 68.96%
none: 45.05% - 53.02%

Dusknoir
CB: 30.95% - 36.39%
LO: 26.87% - 31.63%
none: 20.75% - 24.49%

Forretress
CB: 26.84% - 31.64%

Swampert
CB: 30.67% - 36.16%
LO: 26.93% - 31.67%
none: 20.70% - 24.19%


Snorlax
CB: 33.80% - 39.56%
LO: 29.42% - 34.59%
none: 22.66% - 26.64%

(Reasoning to come)
 
Doesn't mean it can't have dig.
Doesn't mean it can't have dig. It can have Dig and use it, but using it would be certain death for it and/or it's team.

I'm looking at the counters thread and I'm seeing lots of yes's for Magnezone and Heatran (and Infernape is mentioned too) to be viable counters. That means no Earthquake. Why isn't it that hard to just not accept the move?
I can ask you the same thing about accepting it? No one has given me a great reason on why Magnezone and Heatran demands more attention than any other Pokemon within the Check List when they're more than enough to keeps this Pokemon in line. They were intended to be "counters" in the begin, now people say that it has so many checks that it doesn't need a specific Pokemon. As for the list, it came from mostly DK.

Chrono, use this: http://libelldra.com/competitive/damage/
 
What would anybody say about something along the lines of a Physical Steel Seed Flare? Stat-down would be an excellent catalyst for switching, which allows for more scouting. While allowing us a usable Steel STAB and more movepool space so that we don't necessarily have to pack Screech AND a STAB.

Obviously, we could tone it down in terms of BP or even how many stages of Defense it'd lower should the effect activate to prevent it from becoming overpowered.
 
Gengar is one of the fastest pokemon to learn Explosion. Metagross isn't all that fast, but it can use Agility to explode faster than just about anything. Besides if Explosion ever gets too popular people just need a steel and/or ghost pokemon on their team. I certainly don't think it's over powered...
 
Btw. We haven't discussed special moves yet. Why is this important? Metal Sound can force switches, and seems right up CAP7's alley (yes, support move, I know, but we haven't discussed special moves AT ALL). Even if it can't abuse MS, U-Turning to something that can abuse Blissey's weakened SD IS useful.

I'm in support of Shadow Ball, Flash Cannon, Ice Beam, Blizzard, Thunderbolt, Thunder, and Grass Knot. MS/Grass Knot does somewhat mitigate Swampert, but you can always switch out, you risk EQ on both attacks, and MS has imperfect accuracy.
 
What would anybody say about something along the lines of a Physical Steel Seed Flare? Stat-down would be an excellent catalyst for switching, which allows for more scouting. While allowing us a usable Steel STAB and more movepool space so that we don't necessarily have to pack Screech AND a STAB.

Obviously, we could tone it down in terms of BP or even how many stages of Defense it'd lower should the effect activate to prevent it from becoming overpowered.

So a steel type crush claw? I wouldn't mind that. Just making it a clone of crush claw would save a lot of work.
 
What would anybody say about something along the lines of a Physical Steel Seed Flare? Stat-down would be an excellent catalyst for switching, which allows for more scouting. While allowing us a usable Steel STAB and more movepool space so that we don't necessarily have to pack Screech AND a STAB.

Obviously, we could tone it down in terms of BP or even how many stages of Defense it'd lower should the effect activate to prevent it from becoming overpowered.

I know this isn't the order of things but I'd want to see what support moves it got first before we made any decisions on power. At this point I wouldn't be opposed to it

Gengar is one of the fastest pokemon to learn Explosion. Metagross isn't all that fast, but it can use Agility to explode faster than just about anything. Besides if Explosion ever gets too popular people just need a steel and/or ghost pokemon on their team. I certainly don't think it's over powered...

Gengar also has only base 65 attack. Electrode: Base 50. Azelf and Mew are the only outliers that are close to CAP 7 in speed and power. Metagross, Shiftry, Omastar, Drifblim Qwilfish etc.. all have to use some other method of getting their speed that high.
 
Don't have a problem with any Special move suggested. Not like it could use them (Unless we use some gimmicky Nasty Plot set)

So a steel type crush claw? I wouldn't mind that. Just making it a clone of crush claw would save a lot of work.
I was thinking the same thing. We could increase the stat-down by one and have it as a Screech + Crush Claw combo.
 
Has Rosk Smash been disscused? It could allow for some confuse hax, and give CAP7 some chance of beating heatran and magnezone. It would probably not kill either of them, and would be more or less an underused option for it's low base power.
 
Thank you GT.
Another calculation:
Vaporeon
CB 36.61-43.30%
LO 31.92-37.72%
none 24.55-29.02%

The short version: CB max Atk CAP7 can not 3HKO Suicune, Donphan, Hippowdon, or Forretress with Earthquake. LO max Atk CAP7 can not 3HKO Swampert or Dusknoir. In addition, there are many pokemon that CB max Atk CAP7 can not 2HKO with Earthquake.

The addition of Earthquake to the movepool only really affects steels. As for them, I feel that not having a way to threaten steels is a death sentence for the scout concept. As soon as you switch in CAP7, your opponent will go strait to a steel type every time, probably Magnezone. If CAP7 gets any popularity on the server at all, you won't need a scout to know your opponent has a Magnezone.

My point is that not having Earthquake, while increasing the amount of counters, will decrease the amount of information you are likely to gain.
 
The physical seed flare with STAB would be cool if the Base Power was like... 90. If not then its more broken that Meteor Mash!
reasoning please? just because something is cool is not a good reason to add it. Why do you think it should be added? And as far as a BP of 90 I think that already rather broken. True CAP7 is no serene gracer but even a 30% chance it too much with such a powerful move.
 
Thank you GT.
Another calculation:
Vaporeon
CB 36.61-43.30%
LO 31.92-37.72%
none 24.55-29.02%

The short version: CB max Atk CAP7 can not 3HKO Suicune, Donphan, Hippowdon, or Forretress with Earthquake. LO max Atk CAP7 can not 3HKO Swampert or Dusknoir. In addition, there are many pokemon that CB max Atk CAP7 can not 2HKO with Earthquake.

The addition of Earthquake to the movepool only really affects steels. As for them, I feel that not having a way to threaten steels is a death sentence for the scout concept. As soon as you switch in CAP7, your opponent will go strait to a steel type every time, probably Magnezone. If CAP7 gets any popularity on the server at all, you won't need a scout to know your opponent has a Magnezone.

My point is that not having Earthquake, while increasing the amount of counters, will decrease the amount of information you are likely to gain.

Fire punch would decently threaten steels but still give Heatran a counter status. Besides that were are the damage calculations for magnezone? If we take him into account that means that both "counters" are no longer viable. Elemental punches(fangs if elegy wins) are rather common anyways.
 
reasoning please? just because something is cool is not a good reason to add it. Why do you think it should be added? And as far as a BP of 90 I think that already rather broken. True CAP7 is no serene gracer but even a 30% chance it too much with such a powerful move.

Im not saying "IT SHOULD BE ADDED". Magmortified wanted a Steel Physical Seed Flare, and i think it would be a good addition. Steel is a poor attacking type, which makes up for the good side-effect. But still, 120 is overpowered, which is the reason ppl dont want Meteor Mash as an option. Thats why i said 90 or 85 Base Power would be good.
 
Im not saying "IT SHOULD BE ADDED". Magmortified wanted a Steel Physical Seed Flare, and i think it would be a good addition. Steel is a poor attacking type, which makes up for the good side-effect. But still, 120 is overpowered, which is the reason ppl dont want Meteor Mash as an option. Thats why i said 90 or 85 Base Power would be good.


Well seeing how you said "it would be cool if" it would be natual for someone to ignore your post, since the rules clearly state that you need to provide a solid reasoning. If you thought someone else had already said it perfectly fine then your post was just unneccary, no? If you wanted to support someone then you should have clearly stated as much. As for your idea it has already been said that something like a steel crush claw clone would be the best idea. But if you take a steel move a 90 or even 85 you need to take STAB into account. 90 become 135 and then you have to think about the possible stat drops, which I believe is 2 stages for seed flare. That is by no mean a OHKO evertime, but it's a bit over powered for a scouting pokemon.
 
Well seeing how you said "it would be cool if" it would be natual for someone to ignore your post, since the rules clearly state that you need to provide a solid reasoning. If you thought someone else had already said it perfectly fine then your post was just unneccary, no? If you wanted to support someone then you should have clearly stated as much. As for your idea it has already been said that something like a steel crush claw clone would be the best idea. But if you take a steel move a 90 or even 85 you need to take STAB into account. 90 become 135 and then you have to think about the possible stat drops, which I believe is 2 stages for seed flare. That is by no mean a OHKO evertime, but it's a bit over powered for a scouting pokemon.

Then you wont be able to use Iron head or Shadow Claw neither? Its just an idea! It sounds appealing thanks to the switchings it may cause which is the purpose of a scout. If the 2 stages sound broken, then make it one! There are a lot of options, you shouldnt just flame an idea because YOU think its broken!
 
Fire punch would decently threaten steels but still give Heatran a counter status. Besides that were are the damage calculations for magnezone? If we take him into account that means that both "counters" are no longer viable.
They're still be considered checks by our standard. Slap a choice scarf and revenge kill the bastard, or switch in on a resisted move and blast it to hell. Again, losing two "counter" isn't so bad when you have a boatload of other Pokemon in the waiting room.
 
Fire punch would decently threaten steels but still give Heatran a counter status. Besides that were are the damage calculations for magnezone? If we take him into account that means that both "counters" are no longer viable. Elemental punches(fangs if elegy wins) are rather common anyways.
Fire Punch is hardly threatening:

As regards to my move research: Hypnosis or no, all Ghosts get Dream Eater. That's just the way it's set up canonically. It's not a matter of agreement or disagreement, simply what is demonstrable through a thorough examination of what is.



No. UnSTABBed 75 BP does not threaten steels. Just because it reads "super-effective" does not mean it threatens.

Case in Point(s):

Max Atk Ice Punch vs. Standard Hippowdon:


305 Atk vs 368 Def & 420 HP (75 Base Power): 90 - 108 (21.43% - 25.71%)

Max Atk Fire Punch vs. Standard Skarmory:


305 Atk vs 416 Def & 334 HP (75 Base Power): 80 - 96 (23.95% - 28.74%)

Max Atk Fire Punch vs. (Lev) Bronzong:

305 Atk vs 288 Def & 338 HP (75 Base Power): 114 - 136 (33.73% - 40.24%)

Max Atk Fire Punch vs. AgiliGross:

305 Atk vs 299 Def & 329 HP (75 Base Power): 112 - 132 (34.04% - 40.12%)

Hippowdon and Skarm are lost causes due to recovery.

Earthquake Vs. AgiliGross:

305 Atk vs 299 Def & 329 HP (100 Base Power): 146 - 174 (44.38% - 52.89%)

Still not great, but at least in a plausible 2HKO range with SR down or some pre-existing damage, or LO instead of Lefties.

Earthquake is a must if this wants to avoid being Steel set-up bait. Short of using Taunt (a move for another poll) as Agiligross attempts Agility, it has no hope of beating Metagross.
Really... Why is is so necessary for Heatran to counter this thing that it must not be able to do anything to Steels? It already has bulky waters and grounds as counters either way; I don't get why we need to make Heatran a guaranteed counter as well, at the cost of it not being able to harm Steels.
 
Agreeing with the need for EQ, the slower versions of Magnezone and Heatran can't counter U-turn anyways. EQ just makes them have to think before switching in, like you usually have to do in Pokemon.
 
Fire Punch is hardly threatening:


Really... Why is is so necessary for Heatran to counter this thing that it must not be able to do anything to Steels? It already has bulky waters and grounds as counters either way; I don't get why we need to make Heatran a guaranteed counter as well, at the cost of it not being able to harm Steels.


I really don't understand how you can use Bronzong and Skarmory as examples. Both are totally uneffected by EQ and the others on the list can be 2HKOed or 3HKOed barring a critical. Isn't the whole point of this thing to not be set up fodder? We want it to scout, which will probably give it roar or whirlwind. Even if it doesn't get puesdo hazing moves if we do give it a steel crush claw or sreech that needs to be factored in as well.
 
I support all the elemental punches (Fire Punch, Ice Punch, Thunder Punch) as well as Brick Break. In addition, if Elegy of Emptiness's art wins, rather than renaming all of the elemental punches, the Elemental Fangs seem like a better bet (Thunder Fang, Ice Fang, Fire Fang). For a ground move, I support Magnitude or Bone Club, possibly Bonemarang, but Earthquake does seem a bit too powerful. In general, I think any most moves with base power 80 or less are fair game, but anything with base power 100 or greater seems like it could make this thing too sweepy, especially if we give it any stat-up moves (besides maybe curse).
 
How many times do I have to repeat that Bonemerang and Earthquake have the same base power?
 
Going on to the fangs/ punch's topic, just because someone's art wins, doesnt mean that everyone who uses CAP7 has to make do with a power drop in the move they are using, which could turn many 3OHKO's into 4OHKO's, reducing its ability to scout significantly.
It would be much more reasoned to rename the punch's to kick, and give it the fangs as well, so people can decide if they want the power or the flinch chance.
 
Status
Not open for further replies.
Back
Top