Rough Skin is great. It forces the opponent into a catch-22 I feel: you either give up momentum, or you U-turn as CAP33 switches in and catch some chip. Snake goes more into depth in their post about this ability and so i dont parrot their words in a less educated way i suggest you read it. Read it. READ SNAKES POST NOW
Additionally, Walls dont generally stay in for long periods of time unless they are bulky boosters like ironpress skarm or garg (garg is also a pivot and a wall, it gains momentum for its team by forcing switches with Salt Cure, but also is a wall due to its stats and solid Ironpress sets). In most cases a wall wont stay in for long enough for Misty Surge to wear off because by that time most players would have swapped to something that threatens us out.
I do like those abilities. I don't see how they work with our speed the way Protean or Serene Grace do but I feel they are some super solid choices. Between the two, I prefer Misty Surge because of the potential team support it brings.
Alright, now for abilities I do not support:
Prankster: We're already fast, which dampens the usefulness of this ability.
Limber: Misty surge/ Natural Cure but worse. It's a good pick if those two end up being disliked for being too powerful, but for now, why would we want it when we have objectively better options?
Simple: This ability really only helps us offensively. While i dont mind CAPP33 having offensive capabilities, its an extremely fine line to walk because how much before we stop being a wall and become just a fast attacker with some solid defensive stats?
Speed Boost: same thing as simple. Speed Boost is such an offensively geared ability, with Speed being such an important stat, that I believe 9 times out of 10 it's only going to make us offensively threatening UNLESS our offensive stats are so bad that it balances out, which is too much of a sacrafice in my opinion.
Walls can pivot. The two are not mutually exclusive, like Blissey in gen 8 or the Slow Kings in gen 9.Also not a huge fan of Natural Cure or Misty Surge - I feel like a wall wants to stay in for a while, but the former requires you to leave the field to activate and the other's effect wears off after a few turns. I'd like them better if we were aiming for some sort of pivot.
Additionally, Walls dont generally stay in for long periods of time unless they are bulky boosters like ironpress skarm or garg (garg is also a pivot and a wall, it gains momentum for its team by forcing switches with Salt Cure, but also is a wall due to its stats and solid Ironpress sets). In most cases a wall wont stay in for long enough for Misty Surge to wear off because by that time most players would have swapped to something that threatens us out.
I do like those abilities. I don't see how they work with our speed the way Protean or Serene Grace do but I feel they are some super solid choices. Between the two, I prefer Misty Surge because of the potential team support it brings.
Alright, now for abilities I do not support:
Prankster: We're already fast, which dampens the usefulness of this ability.
Limber: Misty surge/ Natural Cure but worse. It's a good pick if those two end up being disliked for being too powerful, but for now, why would we want it when we have objectively better options?
Simple: This ability really only helps us offensively. While i dont mind CAPP33 having offensive capabilities, its an extremely fine line to walk because how much before we stop being a wall and become just a fast attacker with some solid defensive stats?
Speed Boost: same thing as simple. Speed Boost is such an offensively geared ability, with Speed being such an important stat, that I believe 9 times out of 10 it's only going to make us offensively threatening UNLESS our offensive stats are so bad that it balances out, which is too much of a sacrafice in my opinion.
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