Given DarkSlay's points against Poison Heal, I will continue to put my support only behind Prankster.
THANK YOUPoison Heal is just going to make CAP annoyingly difficult to take down for no good reason. Not only is this thing bulky enough as is, but it gets an awesome dual STAB and 115 base Sp. Att with which to abuse it. Offensive Sub sets will become wildly popular in short order and turn it into both a catch-all defensive Pokemon and top threat we have to prepare for, both of which ignore the primary idea behind its creation.
Intimidate is perfect for the concept because steals momentum on the spot and doesn't overstay its welcome. True momentum reversals do not last the entire match in the form of free healing and perpetual Substitutes.
I would far rather have Snow Warning, which totally resets Weather to Hail, which very few teams really want. And no, Snow Warning Pokemon do not take Hail damage, even if they aren't Ice-type.
Since Cloud Nine has come up a lot, let's talk about it a little. On the right Pokemon, I think it can be a very strong anti-metagame ability. On the wrong Pokemon, it's useless. I want to be sure that people have a good grasp on what exactly Cloud Nine would do on CAP1. Keep in mind that Cloud Nine doesn't totally remove Weather conditions, it merely negates them. This means that Cloud Nine would only matter against Pokemon that CAP1 can beat without weather but can't with weather up--let's look at the list.
1. Excadrill--still outspeeds CAP1 even without Sand, Intimidate is better
2. Landorus--outspeeds CAP1, Intimidate is better
3. Venusaur--Cloud Nine works very well against Venusaur.
4. Sawsbuck--outspeeds CAP1, Intimidate is better
5. Leafeon--outspeeds CAP1, Intimidate is better
6. Garchomp--Aura Sphere is 100% accurate anyway
7. Darmanitan--outspeeds CAP1, Intimidate is a comparable effect
8. Tornadus--outspeeds CAP1 and OHKOs
9. Thundurus--outspeeds CAP1 and OHKOs
10. Tangrowth--Cloud Nine works very well against Tangrowth.
In other words, Cloud Nine is really only useful against Venusaur and Tangrowth. In my opinion, that is not nearly useful enough to really be worth it. In fact, if I want to handle conventional weather teams as well as possible, I would far rather have Snow Warning, which totally resets Weather to Hail, which very few teams really want. And no, Snow Warning Pokemon do not take Hail damage, even if they aren't Ice-type.
With Prankster and/or priority moves like Vacuum Wave, the only real problem would be Poison/Burn damage. This could easily be worked around with good team building, i.e. Aromatherapy. Further, Regenerator solves this problem rather well and gives it a very different platform for helping its team. I really don't see the advantage here of status immunity on a momentum Pokemon as opposed to say, priority moves or weather lock. We aren't building a tank here. This is not supposed to be like a Gliscor. We're building a Pokemon that gives the rest of its team momentum and takes momentum away from an opponent who has gained it. This is why I support both Air Lock/Cloud Nine and Prankster.Effective Status Immunity:
You definitely underplay the significance of it. You state the use of immunity to each status type in a very minimalist fashion. Really, any residual damage (Burn, Poison) is definitely going to hurt CAP 1, Paralysis absolutely sucks for the speed drop and especially the 25% Full Paralysis chance (which is one of the biggest Momentum-kills around), and Sleep always sucks (I'll ignore Freeze, but obviously that's pretty counter momentum too). All of these types of status are fairly common (Sleep less so, but there is still Breloom and Venusaur - who could actually probably be handled pretty well by PH CAP 1). And all have moderately to extremely adverse affects on it.
The fact that having Poison Heal heals its health is, in my opinion, irrelevant. Leftovers does the same thing, and with an ability other than PH you have a lot more diversity in the amount of movesets that this Pokemon can use. I believe that this degree of unpredictability is much more advantageous for gaining momentum than, say, having a Pokemon that must use a certain item to capitalize on its secondary ability.Effective damaging weather Immunity:
This is also quite handy. First of all, remember that CAP 1 isn't Sandstorm-immune like Gliscor is. Gliscor's SS immunity is a huge reason for its "staying power" (I'll get to that in a moment) and its ability to counter threats consistently on SS teams. Also, considering that SS is by far the most dominant weather condition, this means that CAP 1's healing will usually be reduced to regular Lefties amounts.
Agreed, but priority moves and Prankster, as well as making weather a non-issue with Air Lock and Cloud Nine, deal with these threats much, much better than a different form of Leftovers.I also think that because CAP 1's typing and spread were largely designed to counter Sandstorm abusers (Exca, Landorus, and Terrakion were some of the big ones), the additional healing available in non-SS conditions (barring Hail) will help it to be useful against (and on) these teams as well.
Tanking is not the point of this Pokemon. Furthermore, Intimidate already gives this Pokemon a good tanking ability. Why would you want it to gain another ability that ultimately does the same thing? This is counter-productive and the redundancy does not help with shifting momentum.Exceptional Staying Power:
As Dusk said, there shouldn't be anything wrong with this. CAP 1 is unlikely to be getting Spikes to abuse like Skarmory, and certainly won't be getting Boosters like Gliscor's Swords Dance, meaning that it won't be "setting up strategies" like these ones. I personally think that it is great if CAP 1 can stay in for a while. Dusk mentioned the utility of Toxic-stalling, and I consider any situation in which I don't have to switch for a number of turns, and can utilize secondary moves or decently powerful attacks for all of these turns a huge boon for momentum.
You keep comparing this Pokemon to Gliscor just because of this ability. There is no reason why it should function like a Gliscor other than to tank, which, as mentioned, it already does pretty well with Intimidate + Leftovers.It isn't broken on CAP:
I already addressed this, so I'll just restate the two major points. First, CAP 1 is vulnerable to SS damage, meaning it loses a large part of the healing that Gliscor has in SS (which is extremely common). Secondly, CAP 1 is not setting up any end-game scenarios without hazards or boosting moves to make use of (barring spreading paralysis maybe to allow a slower pokemon sweep).
No, this is a terrible point. I've already pointed out the redundancy here though, so I'll leave it at that.I also think Dusk makes a good point about Poison Heal being different from Intimidate, in the way it functions and how it helps momentum.
First off, the fact that artists haven't designed a Pokemon that has the ability to have Overcoat/Battle Armor is a retarded reason to not use it. How would DJD's plane design use Poison Heal, for that matter? And furthermore, CAP should NOT be limited in its usefulness by the art chosen for it. This is counterproductive, and again, retarded.Finally, concerning Overcoat. I find using a secondary ability like this (or stuff like Battle Armor), very pointless alongside an ability like Intimidate. Nobody is going to use these abilities when Intimidate is around, and I would personally much rather vote for "No Secondary Ability" than something unnecessary like this. All it does is make things harder for artists (who can win or lose polls based on how their art fits abilities) and overcomplicate things. (And a question for reachzero, is "No Secondary Ability" always supposed to be an option on all of the Secondary Ability Polls, even if, say, it didn't receive enough votes to make it to the next round? I thought this was the case, though I may be wrong.)
It's not. I agree with you there.Of course, I'm not saying Poison Heal is undoubtably the best ability around. I just wanted to address some arguments against it that I don't agree with.
As the ATL, I've been following this project very closely, and for good reason. In all of this project, nowhere—and I mean nowhere—have we (reachzero or myself) said that CAP1 should not or cannot be a good tank. As a matter of fact, CAP1 will likely be far superior in its job of grabbing and abusing momentum if it is a successful tank.guddagudda said:This is what I was trying to get at. Poison Heal doesn't make for a good "momentum Pokemon", it makes for a good tank. But we aren't creating a tank. We're creating a momentumon
No, Regenerator really doesn't solve any problems. Lots of people seem to be too graciously accepting that on average, CAP1 gets more healing from Regenerator than Poison Heal. What they are underplaying the severity of is the fact that CAP1 has to switch out in order to actually get that healing. While this is spectacular for pivot scenarios or using Substitute once, attacking, and fleeing, it gives CAP1 absolutely no staying power whatsoever and makes CAP1 with Regenerator play in much the exact same way as CAP1 with Intimidate. But the big problem is, I'd always rather Intimidate over Regenerator! (And you should too) The Attack drop helps you take on a ton of threats that you simply would not be able to with Regenerator, and allows CAP1 to threaten and/or OHKO them all with Aura Sphere (relevant since CAP1 is slower). Regenerator doesn't provide any of these benefits.guddagudda said:Further, Regenerator solves this problem rather well and gives it a very different platform for helping its team.
You are thinking about this in a very strange manner not conducive to reality in Pokemon battles. Poison Heal is nothing like Intimidate. Intimidate only gives you a good tanking capacity on the switch-in turn against physical threats. That's great for checking and pivoting in against stuff like Excadrill or Landorus or <insert physical 'mon here>, but leaves you vulnerable the turn after switching in. Intimidate is not like Eviolite in that it constantly alters the stats of a Pokemon, and CAP1 really gains no longevity over multiple turns from the ability. Poison Heal is completely different in that regard, and due to its many assets, helps CAP1 stay in over multiple turns to achieve different momentum-grabbing strategies than it would otherwise be capable of (more successful Toxic stalling, for instance).guddagudda said:Tanking is not the point of this Pokemon. Furthermore, Intimidate already gives this Pokemon a good tanking ability. Why would you want it to gain another ability that ultimately does the same thing? This is counter-productive and the redundancy does not help with shifting momentum.
I didn't really want to get into this debate too much, but I think you completely missed the point here. First of all, you continually compared Poison Heal to Prankster or Regenerator after I blatantly stated that I was not trying to argue for or against Poison Heal over other abilities, just address some points for it. DarkSlay brought up some realistic problems with having Poison Heal as our secondary ability, and I did my best to show that these weren't, in my opinion, valid.With Prankster and/or priority moves like Vacuum Wave, the only real problem would be Poison/Burn damage. This could easily be worked around with good team building, i.e. Aromatherapy. Further, Regenerator solves this problem rather well and gives it a very different platform for helping its team. I really don't see the advantage here of status immunity on a momentum Pokemon as opposed to say, priority moves or weather lock. We aren't building a tank here. This is not supposed to be like a Gliscor. We're building a Pokemon that gives the rest of its team momentum and takes momentum away from an opponent who has gained it. This is why I support both Air Lock/Cloud Nine and Prankster.
The fact that having Poison Heal heals its health is, in my opinion, irrelevant. Leftovers does the same thing, and with an ability other than PH you have a lot more diversity in the amount of movesets that this Pokemon can use. I believe that this degree of unpredictability is much more advantageous for gaining momentum than, say, having a Pokemon that must use a certain item to capitalize on its secondary ability.
Agreed, but priority moves and Prankster, as well as making weather a non-issue with Air Lock and Cloud Nine, deal with these threats much, much better than a different form of Leftovers.
Tanking is not the point of this Pokemon. Furthermore, Intimidate already gives this Pokemon a good tanking ability. Why would you want it to gain another ability that ultimately does the same thing? This is counter-productive and the redundancy does not help with shifting momentum.
You keep comparing this Pokemon to Gliscor just because of this ability. There is no reason why it should function like a Gliscor other than to tank, which, as mentioned, it already does pretty well with Intimidate + Leftovers.
No, this is a terrible point. I've already pointed out the redundancy here though, so I'll leave it at that.
First off, the fact that artists haven't designed a Pokemon that has the ability to have Overcoat/Battle Armor is a retarded reason to not use it. How would DJD's plane design use Poison Heal, for that matter? And furthermore, CAP should NOT be limited in its usefulness by the art chosen for it. This is counterproductive, and again, retarded.
It's not. I agree with you there.
I also really like Mold Breaker for this Pokemon, as it gives it a very different, though still mostly defensive (which is, I guess, what the heads of this project are wanting for a momentum Pokemon—I disagree strongly with giving a momentum Pokemon two ultimately defensive abilities) function than Intimidate.
reachzero's Snow Warning is also a very good idea. It (1) greatly disrupts most weather teams, and (2) would have a valuable niche in giving Hail teams new life this generation, thus stopping an opponent's momentum and jumpstarting your own on the switch-in.
The most important part of Paralysis that I pointed to was the Full Paralysis chance, which you ignored. You also ignored Sleep (and Freeze, though I agree with you on ignoring that one). You also talked about how Regenerator addresses the problems of Poison/Burn damage, when it really doesn't. Poison/Burn are problematic when you are staying in for a while, and Regenerator only activates on the switch-out (which, by the way, is my problem with Regenerator – it acts to alleviate a loss in momentum, rather than creating a gain in momentum).With Prankster and/or priority moves like Vacuum Wave, the only real problem would be Poison/Burn damage.
You missed the point here, since I was talking about how you still recover HP in SS...The fact that having Poison Heal heals its health is, in my opinion, irrelevant. Leftovers does the same thing,
Here I was talking about how CAP 1 could feasibly be less useful against non-SS teams (not how Poison Heal would help more than other abilities against SS teams). Against these teams, however, Poison heal will recover twice as much health as Leftovers, giving CAP 1 a bit of a boost in these situations. Not the greatest point I'll admit, since CAP 1 will be surely be effective regardless, but you still misunderstood what I was talking about.Agreed, but priority moves and Prankster, as well as making weather a non-issue with Air Lock and Cloud Nine, deal with these threats much, much better than a different form of Leftovers.Paradox said:I also think that because CAP 1's typing and spread were largely designed to counter Sandstorm abusers (Exca, Landorus, and Terrakion were some of the big ones), the additional healing available in non-SS conditions (barring Hail) will help it to be useful against (and on) these teams as well.
Why do you say this? Survivability allows CAP 1 to switch in more, stay in (and thus maintain momentum) for more turns, and wear down opposing threats. Poison Heal and Intimidate are also very different in that Intimidate is effective immediately when you switch in, and goes away when the opponent switches out, while Poison Heal takes 1 turn to activate, and is mainly effective in the long-run.Tanking is not the point of this Pokemon. Furthermore, Intimidate already gives this Pokemon a good tanking ability. Why would you want it to gain another ability that ultimately does the same thing? This is counter-productive and the redundancy does not help with shifting momentum.
This, however, is what I have the largest problem with. It's like you didn't even read what I wrote. The problem with inferior abilities like Overcoat is that they simply will not be used. If CAP 1 has Overcoat and Intimidate, 99% of people will run Intimidate. It's like Blissey having Serene Grace and Natural Cure, or Breloom having Effect Spore and Poison Heal. Both abilities are "good", but one is far better than the other on that particular Pokemon. So what is the point of including Overcoat? You also have the process backwards. Ability will be chosen before art is voted on, and art will be judged by a substantial number of voters as to whether it fits the abilities or not. This is a fact of CAP, and if you don't agree, than all I can say is that you don't have enough experience with CAP. So, an extra ability only makes it harder for artists to cater to the desires of the community. This isn't a competitive argument, it's to make things easier and more fair for the artists. I have personally chatted with a number of CAP artists, and I'm sure that they would agree with me on this.First off, the fact that artists haven't designed a Pokemon that has the ability to have Overcoat/Battle Armor is a retarded reason to not use it. How would DJD's plane design use Poison Heal, for that matter? And furthermore, CAP should NOT be limited in its usefulness by the art chosen for it. This is counterproductive, and again, retarded.