Genny said:
With a plethora of abilities must the first one we turn to always be one we create ourselves?
I looked over every single one of those abilities, and they all have one thing in common: they combat only a single status. Being immune to poison isn't enough, as paralysis still neuters it entirely and the threat of burn completely rips it apart. Being immune to paralysis isn't enough either, since now Toxic Spikes rip us apart alongside the other mentioned things. The same goes for every other option you list, bar one. (Early Bird is terrible by the way, just go with Insomnia/Vital Spirit if you need to deal with Sleep, but I digress)
The only option worth noting from your list is Poison Heal, which I did consider. I don't really agree with obtaining double leftovers healing, though, which is in particular why I don't like it. It gives this thing too much flexibility in setting up substitutes repeatedly and just beating things up from behind them with its great STABs - especially given it's immense base 105 speed. For this reason, I feel that a status immunity with only Leftovers recovery is the best approach. It's also great to be able to switch into these status effects the first time, as before Toxic Orb activates you are still vulnerable. (Granted, that's only one turn, but still) Shed Skin was another ability I looked at, but the unreliability of shedding the status at the end of each turn is a huge turn off. This CAP, if anything, needs to be immune to the status from the get-go, otherwise its capacity to counter threats is significantly reduced until it gets lucky. Also, small side note, but Poison Heal fails to render CAP10 immune to confusion. (Which is only really useful against Machamp, and he's still a fair presence in OU)
There just simply isn't a pre-made ability that fits the bill for what CAP10 needs, if status is something we'd like to deal with. (And it most certainly is, considering how vulnerable CAP10 is to all of them)
Rhys29 said:
I mentioned how Machamp and Breloom (forgot to mention no Leech Seed damage either) are generally easier to handle with Magic Guard. Mamoswine and Swampert have to deal with things like Magnet Rise (not poll jumping, it will be a necessity for these kind of mentionables). Infernape will fear CAP10 like it fears Starmie. Lucario is outrun and OHKO'd with any CB/CS SE hit. Tyranitar is a mentionable threat but immunity to Sand Storm damage was something you somehow overlooked.
Machamp still rips you apart with the STAB DynamicPunch. Furthermore, Magic Guard only prevents the self-damaging aspect of confusion, it doesn't stop the 50% chance for your turn to be in vain. That's a big deal. Also, Breloom is still going to Spore you and proceed to set up on you. (Or just slaughter you with Seed Bomb) Immunity to sandstorm damage is nice, but my other points against Magic Guard are simply too great to make it fair on CAP10 given the concept.
Rhys29 said:
I don't see how CAP10 could be much of an offensive threat even with no LO recoil. Investing heavily in Speed and an offense will take away a huge amount of it's survivability.
You don't see it? Here, let me show you.
Code:
Some assorted damage calcs with a 252/252 SpA/Spe Modest set.
Keep in mind that you don't take entry hazard damage or passive damage.
252 Modest Life Orb Pokemon Thunderbolt
vs. 136/0 Timid Leftovers Starmie : 126.8% - 150.5%
vs. 252/0 Bold Leftovers Suicune : 71.8% - 85.1%
vs. 252/0 Bold Leftovers Suicune +1 : 49% - 57.9%
vs. 188/0 Bold Leftovers Vaporeon : 76.3% - 90.2%
vs. 252/0 Modest Leftovers Togekiss : 77.5% - 92%
vs. 12/0 Modest Petaya Berry Empoleon : 103.8% - 123.1%
vs. 252/92 Calm Leftovers Empoleon : 72.6% - 85.5%
vs. 252/252 Impish Leftovers Skarmory : 97% - 115%
252 Modest Life Orb Pokemon Surf
vs. 160/0 Adamant Choice Band Tyranitar : 57.2% - 68.2%
vs. Naive Choice Scarf Heatran : 107.7% - 126.9%
vs. 244/12 Calm Leftovers Heatran : 73.4% - 86.5%
vs. 252/88 Impish Leftovers Hippowdon : 90.5% - 107.1%
vs. 252/0 Impish Leftovers Gliscor : 116.9% - 137.9%
vs. 252/0 Relaxed Leftovers Swampert : 44.1% - 52%
vs. Naive Life Orb Infernape : 165.9% - 195.2%
Really? 2HKOing Swampert with a neutral attack? 2HKOing TTar with ease in a Sandstorm? OHKOing even Specially Defensive Skarmory with Thunderbolt? 2HKOing Suicune? OHKOing Togekiss after Rocks? These things alone aren't that bad, all things considered, since with LO you're shaving off chunks of your life and you're susceptible to passive damage. As long as that last point is true, CAP10 is inferior to other LO options, namely Starmie. As soon as you get rid of LO recoil, all passive damage, and all entry hazard damage, CAP10 becomes one of the most attractive options for sweeping available. I'd always use it over Starmie.
Rhys29 said:
I'm curious as to how Magic Guard doesn't do this.
For the record, Magic Guard does not prevent the speed loss of paralysis, the attack reduction of burn, doesn't prevent sleep, and doesn't prevent the 50% chance to waste a turn from confusion.