Hello, everyone! For those with a particularly astute eye may have noticed a very interesting addition to the CAP teambuilder that has, surely, shifted the tides of your building and battling experience...
If you had told 10 year old me who had been fascinated with CAP and its nuanced products that imbued an authentic aura ripped straight from the games that she was going to eventually lead the direction of one of them, she would not believe you. Although I'm newer to contributing in the CAP scene compared to many of the forums' regulars, CAP holds a special place in my heart because of the Fakemon visionary I've been since my Pokemon Online days, and the raw fascination I had with the CAP process as a lurker for many years up to Sword & Shield. This process has meant a lot to me, and has taught me so many things about the ways in which communities can communicate and work together for the collective visage of an exciting end product, between the artistic direction and the nitty gritty of concept assessment. It's been truly incredible to see so many people share their ideas, no matter how silly or off the wall they were, and bathe in the raw excitement of exploring such a unique style of Pokemon that makes use of tried and true tools in new ways. I want to thank the incredible TLT who has made this process go without a hitch, utilizing perfect judgment in assessment and slating, as well as the community who came together to share their thoughts and ideas on the forum and Discord alike. And, of course, a massive shoutout goes to those involved with coding and the artistic end of things as well who bring these concepts to life in a way that truly binds together our hard work.
With all said and done, wave hello to the 1.0 launch of CAP 33: Cresceidon!
Sprites:
Concept:
Type: Water / Fairy
Primary Ability: Multiscale
Secondary Ability: Rough Skin
Stats: 80 HP / 32 Atk / 111 Def / 88 SpA / 99 SpD / 125 Spe
1.0 Movepool:
Weight: 999.9 kg (!!!)
Dex Color: Blue
Egg Group(s): Amorphous, Water 3
Post-Play Lookback Results:
1: Losing access to Earth Power
2: Going from 125 base Speed to 124 base Speed
Last but not least, what is a CAP launch without an inaugural game? Check out this replay between shnowshner and I, demonstrating an effective use of it on both sides of the field (with a lot of yellow magic): https://replay.pokemonshowdown.com/gen9cap-1995280714
My team: https://pokepast.es/eff52491220ce208
Shnow's team: https://pokepast.es/66b38db29cd6edbb
I'll see you all soon for the PPL! <3
If you had told 10 year old me who had been fascinated with CAP and its nuanced products that imbued an authentic aura ripped straight from the games that she was going to eventually lead the direction of one of them, she would not believe you. Although I'm newer to contributing in the CAP scene compared to many of the forums' regulars, CAP holds a special place in my heart because of the Fakemon visionary I've been since my Pokemon Online days, and the raw fascination I had with the CAP process as a lurker for many years up to Sword & Shield. This process has meant a lot to me, and has taught me so many things about the ways in which communities can communicate and work together for the collective visage of an exciting end product, between the artistic direction and the nitty gritty of concept assessment. It's been truly incredible to see so many people share their ideas, no matter how silly or off the wall they were, and bathe in the raw excitement of exploring such a unique style of Pokemon that makes use of tried and true tools in new ways. I want to thank the incredible TLT who has made this process go without a hitch, utilizing perfect judgment in assessment and slating, as well as the community who came together to share their thoughts and ideas on the forum and Discord alike. And, of course, a massive shoutout goes to those involved with coding and the artistic end of things as well who bring these concepts to life in a way that truly binds together our hard work.
With all said and done, wave hello to the 1.0 launch of CAP 33: Cresceidon!
Sprites:
Concept:
Title: Very Fast Immovable Object
Description: This is a wall that has a high speed stat
Justification: When designing a wall, we typically prioritize defensive typing, defensive stats, and ability choice the most, with offensive prowess and speed being secondary considerations at best. This concept aims to explore how the general considerations for designing a wall change when said wall actually has the speed stat to change how it interacts with the offensive threats it's expected to take on.
Questions:
- How and why does the Speed stat matter for a wall.
- When and why does outrunning an offensive threat matter?
- Is speed only useful for letting a wall force a KO on a threat before said threat can KO it? What formes of utility / recovery are strongly speed dependent?
- Are there any options that are open to a wall specifically because of a high speed stat that may not be open to slower walls, even accounting for ability choice?
- What makes fast walls decide to not just invest in their offenses?
- Does being a "Fast Wall" imply some level of offensive presence? Is offensive presence necessary to truly reap the rewards of going very fast?
Type: Water / Fairy
Primary Ability: Multiscale
Secondary Ability: Rough Skin
Stats: 80 HP / 32 Atk / 111 Def / 88 SpA / 99 SpD / 125 Spe
1.0 Movepool:
2.0 Movepool:Moonblast
Surf
Scald
Hydro Pump
Whirlpool
Earth Power
Recover
Healing Wish
Wish
Thunder Wave
Encore
Taunt
Haze
Endure
Facade
Helping Hand
Protect
Rest
Sleep Talk
Substitute
Take Down
Tera Blast
Height: 10m1 Pound
1 Splash
5 Water Gun
10 Aqua Ring
15 Wide Guard
20 Water Pulse
25 Mist
30 Soak
35 Body Slam
40 Haze
45 Surf
50 Recover
55 Moonblast
60 Double-Edge
65 Wave CrashEgg Groups: Amorphous, Water 3
Healing Wish (![]()
)
Wish ()
Spit Up (![]()
)
Stockpile (![]()
)
Swallow (![]()
)
TM001: Take Down
TM006: Scary Face
TM007: Protect
TM011: Water Pulse
TM017: Confuse Ray
TM022: Chilling Water
TM025: Facade
TM028: Bulldoze
TM032: Swift
TM034: Icy Wind
TM047: Endure
TM050: Rain Dance
TM059: Zen Headbutt
TM066: Body Slam
TM070: Sleep Talk
TM077: Waterfall
TM079: Dazzling Gleam
TM082: Thunder Wave
TM085: Rest
TM087: Taunt
TM089: Body Press
TM103: Substitute
TM110: Liquidation
TM114: Shadow Ball
TM120: Psychic
TM121: Heavy Slam
TM122: Encore
TM123: Surf
TM127: Play Rough
TM128: Amnesia
TM130: Helping Hand
TM135: Ice Beam
TM139: Misty Terrain
TM142: Hydro Pump
TM143: Blizzard
TM149: Earthquake
TM152: Giga Impact
TM163: Hyper Beam
TM171: Tera Blast
TM174: Haze
TM188: Scald
TM193: Weather Ball
TM201: Misty Explosion
TM204: Double-Edge
TM208: Whirlpool
TM209: Muddy WaterAmnesia
Aqua Ring
Blizzard
Body Press
Body Slam
Bulldoze
Chilling Water
Confuse Ray
Dazzling Gleam
Double-Edge
Earthquake
Encore
Endure
Facade
Giga Impact
Haze
Healing Wish
Heavy Slam
Helping Hand
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Liquidation
Mist
Misty Explosion
Misty Terrain
Moonblast
Muddy Water
Play Rough
Pound
Protect
Psychic
Rain Dance
Recover
Rest
Scald
Scary Face
Shadow Ball
Sleep Talk
Soak
Spit Up
Splash
Stockpile
Substitute
Surf
Swallow
Swift
Take Down
Taunt
Tera Blast
Thunder Wave
Water Gun
Water Pulse
Waterfall
Wave Crash
Weather Ball
Whirlpool
Wide Guard
Wish
Zen Headbutt
Weight: 999.9 kg (!!!)
Dex Color: Blue
Egg Group(s): Amorphous, Water 3
Post-Play Lookback Results:
1: Losing access to Earth Power
2: Going from 125 base Speed to 124 base Speed
Last but not least, what is a CAP launch without an inaugural game? Check out this replay between shnowshner and I, demonstrating an effective use of it on both sides of the field (with a lot of yellow magic): https://replay.pokemonshowdown.com/gen9cap-1995280714
My team: https://pokepast.es/eff52491220ce208
Shnow's team: https://pokepast.es/66b38db29cd6edbb
I'll see you all soon for the PPL! <3































