So before I begin I'd just like to clarify the plan for ability polls.
Sun will be the primary ability, and polls shall go as follows:
this is the 24 warning for the sun/primary ability poll. That poll will last 24 hours, and afterwords we will leave the discussion thread open for 48 hours to finish discussion on our sand/secondary ability, finally ending in a second poll. Additionally, I will not be banning Chlorophyll/Sand Rush as I don't feel they mean CAP 24 will do the same thing on both weathers, despite having very similar effects.If you are confused on any of this highlight or pm me on Discord, and without further ado I'll put down my thoughts on some abilities:
Sun abilities:
Chlorophyll: Has been discussed since the project started, and I definitely think it has a lot of merit as it can take care of our speed control problem here and now, instead of pinning it on the stats or movepool stage. It also makes it easier to make a good all around attacker as we can focus less on speed and more on just attacking. The main drawback of this ability of course is the fact that we'd need to rely on other sun setters, which can be troublesome as Charizard Y and Malaconda aren't great setters to begin with. This will almost certainly be slated
Drought: The other highly discussed sun ability, I very slightly prefer it to Chlorophyll, although i am fine with either. It takes care of sun's lack of good weather setters, plus gives us automatic bonus power to Fire-type moves, but it does not cover the essential problem of speed control, although that can be handled in other stages. This will also almost certainly be slated.
Prankster: Although mentioned for sand, I'd like to encourage discussion on Prankster, as it can help us set weather, heal, potentially boost speed, or potentially abuse nature power, all things that have been looked at as potential positives for CAP 24. I am not insinuating it is as good as Drought or Chlorophyll, but I would like to encourage discussion on it, as it one of the few abilities with merit in both weathers.
Since the deadline for the sun poll approaches, I highly encourage any suggestions for other sun abilities, as the slate is currently 2 (or 3 with Prankster) abilities and I'm very open to more.
Sand abilities:
Sand Veil: I'm going to start off by saying that I will not be slating this. It yields no advantage over Sand Force or Sand Rush in my eyes bar an uncompetitive, unfun mechanic in evasion, and even if I did slate it, Drap agrees with me on this and would probably -1 it anyway.
Sand Force: This is my preferred direct sand-abuse ability, although I'm not against Sand Rush. It gives us extra power for potential Weather Ball, our preferred Ground move, and potentially Flash Cannon (just examples of boosted attacks), however I still don't think it offers enough raw power.
Sand Rush:
DetroitLolcat has been hyping this up on Discord, and I'm still not too big a fan, although I am still open to it. i don't think we need a directly abusing ability to be a sand abuser, and thus I don't think trying to force one is a great idea.
Trace: This is easily one of my favorites, and will likely be slated. It directly covers many of our threats, especially for sand, doesn't counter almost any of our intended checks and counters, and helps shape CAP 24 for now and potentially future metas to come, which I see being a slight problem for CAP 24. All in all I think this helps us counter sand's checks in a way that would likely cement CAP 24 on sand teams.
Regenerator and Poison Heal: Although previously I liked Regenerator, I am now generally against this, as it promotes switching, something that neither sand teams nor weather abusers like to do. On the other hand there is Poison Heal which promotes staying in a lot more, but is still too defensive and hard to get off in my opinion, as that extra turn of Protect can make all the difference in an offensive game, and wasting turns on trying to get healed up is crippling in non-permanent weather. That doesn't mean i won't slate them, I just don't prefer them to, say, Trace.
Berserk: I do like this a bit but not as much as others seem to. The +1 Special Attack boost is cool, and abusing the sand chip damage is an interesting idea, but I don't see it coming into play that often in practice, especially since sand damage doesn't proc it. it would also essentially require Shore Up, Recover, or a RestTalk set, as we wouldn't want to be stuck under half HP for a measly +1.
Tinted Lenses: I don't get the hype around this one. It just seems too generic, and it isn't even very well suited to our checks and counters list. I don't exactly how this would help us beat our threatlist while still maintaining our checks and counters. As of now I'm avoiding it, but I am open for someone to give me a reason to slate this.
Magnet Pull: We want to be checked by Steel-types, just not specific ones. I don't think i can be convinced that this is a good idea.
Flash Fire: Read the above but replace Steel with Fire.
If I didn't mention an ability, it's probably because I didn't think it was interesting enough or it had enough merit, but if you are wondering, feel free to ask me on Discord! Again, I highly encourage discussion on sun, so make sure to keep discussion going!
E: I forgot to mention, Drap and I would like to encourage discussion on the purpose of Drought: is it meant for us to set for teammates, wallbreak, or some mixture of both?