Deck Knight
Blast Off At The Speed Of Light! That's Right!
I am in the Guts and Poison Heal camp.
Guts: Guts has the obvious and immediate benefit of punishing Will-O-Wisp, a common debilitating attack on Ghost Pokemon. Combined with STAB Pursuit and high attack, Guts turns Pursuit into an offensive threat even if the Ghost stays in to Reflect or stall.
Poison Heal: Poison Heal plays a bit differently. It's better than outright immunity to Toxic Spikes, and gives defensive variants much more leeway in their function. I forsee it being used more with Leftovers than Toxic Orb TBH, since Toxic is a fairly common status and Leftovers + Poison Heal with Sandstorm immunity brings absurd defensive prowess. You could Sub/Protect like Stallrein I suppose, but it'd be highly conditional.
Poison Heal actually might actually be too powerful with some of the spreads. If it is, Immunity works to much the same effect.
Since everyone and their brother is suggesting a custom ability, here's my throw in:
Strikes Back: If the opponent uses a non-damaging attack on the turn CAP9 switches in, that attack effect is applied on both sides.
Eg. if CAP9 comes in on Celebi Thunder Wave, Celebi becomes paralyzed, if it switches in on Toxic Spikes, A layer of Toxic Spikes is added to the opponent's field. Not sure if it should not include direct stat-boosters like Swords Dance, but I would like it to work on things like Taunt, Screens, Hazards, and Status attacks. Note that it doesn't actually use a move, just applies the effect, switching in on Taunt or Encore would apply it to both sides (go Encoring Encore). Basically it would apply the effect %chance to both sides, so you could switch into Jirachi Body Slam and have a 30% chance to paralyze it.
I oppose Shed Skin. If Revenankh taught us anything, it's that Shedrest with any decent level of bulk is ridiculous.
Guts: Guts has the obvious and immediate benefit of punishing Will-O-Wisp, a common debilitating attack on Ghost Pokemon. Combined with STAB Pursuit and high attack, Guts turns Pursuit into an offensive threat even if the Ghost stays in to Reflect or stall.
Poison Heal: Poison Heal plays a bit differently. It's better than outright immunity to Toxic Spikes, and gives defensive variants much more leeway in their function. I forsee it being used more with Leftovers than Toxic Orb TBH, since Toxic is a fairly common status and Leftovers + Poison Heal with Sandstorm immunity brings absurd defensive prowess. You could Sub/Protect like Stallrein I suppose, but it'd be highly conditional.
Poison Heal actually might actually be too powerful with some of the spreads. If it is, Immunity works to much the same effect.
Since everyone and their brother is suggesting a custom ability, here's my throw in:
Strikes Back: If the opponent uses a non-damaging attack on the turn CAP9 switches in, that attack effect is applied on both sides.
Eg. if CAP9 comes in on Celebi Thunder Wave, Celebi becomes paralyzed, if it switches in on Toxic Spikes, A layer of Toxic Spikes is added to the opponent's field. Not sure if it should not include direct stat-boosters like Swords Dance, but I would like it to work on things like Taunt, Screens, Hazards, and Status attacks. Note that it doesn't actually use a move, just applies the effect, switching in on Taunt or Encore would apply it to both sides (go Encoring Encore). Basically it would apply the effect %chance to both sides, so you could switch into Jirachi Body Slam and have a 30% chance to paralyze it.
I oppose Shed Skin. If Revenankh taught us anything, it's that Shedrest with any decent level of bulk is ridiculous.