Recent content by Walvren

  1. CAP 9 CAP 9 - Part 14b - Non-Attacking Moves Poll

    Roar Encore Rock Polish
  2. CAP 9 CAP 9 - Part 14a - Non-Attacking Moves Discussion

    What's wrong with prevention? Stopping the secondary can be achieved in many ways, and for now, we're trying to find nonattacking moves to assist. Nobody truly defined what "stop" meant but anything that discourages the use of secondary moves works fine. With that in mind, everyone should be a...
  3. CAP 9 CAP 9 - Part 14a - Non-Attacking Moves Discussion

    Block does have an advantage over Pursuit. Using your example, the opponent may stay in INSTEAD of switching because they suspect you have Pursuit (which may or may not utterly screw them). Once you have trapped them, you can crush the enemy. Of course, we're all assuming CAP9 will just love...
  4. CAP 9 CAP 9 - Part 13a - Attacking Moves Discussion

    I'd like to suggest Flare Blitz. Though it is far more powerful than other suggested Fire moves, Flare Blitz has the drawback of recoiling which CAP9 may or may not be able to afford. I'd also like to voice my support for Punishment and Avalanche. Punishment can be used to punish (duh!) stat...
  5. CAP 9 CAP 9 - Part 10 - Art Poll 1

    Scampy Galactic Grunt
  6. CAP 9 CAP 9 - Part 9b - Secondary Ability Poll

    I voted Guts. Guts is used for some sexy punishing power, of course, but everyone's worried about CAP9 becoming a Guts-sweeper. I doubt that would be a real problem. Bad defensive typing and average-ish speed won't let it sweep very effectively. The only real problem is trying to stop it with...
  7. CAP 9 CAP 9 - Part 9a - Secondary Ability Discussion

    Sticky Hold is better than Klutz for a good reason. Klutz prevents use of items which this CAP needs to take advantage of. Though Klutz lets you stop Trickers by holding a Choice item, we already have a way to punish them: with sheer damage. Klutz closes a lot of options that CAP9 would...
  8. CAP 9 CAP 9 - Part 7a - Ability Discussion

    The idea of absorbing status is to allow CAP9 to use its moves and stats to punish secondary users. In essence, that is stopping Taunt (you are attacking the Taunter) and Encore (you can switch when they do). As for movepools doing the job of abilities, there's a flaw. Unless CAP9 Sleep-talks...
  9. CAP 9 CAP 9 - Part 7a - Ability Discussion

    So far, CAP9 can deal with Trick, Twave and Sandstorm. It might be little, but the idea is that its stats will give it elbow room to punish secondary users in general. (Also, it was never said in the concept that it had to cover as much as possible. Otherwise we'd have chosen Steel) An ability...
  10. CAP 9 CAP 9 - Stat Spread Submissions

    Here's mine: HP: 130 Atk: 110 Def: 80 SpA: 70 SpD: 80 Spe: 90 This spread allow for a favourable amount of bulk while at the same time, provides a nice offensive touch to put a dent in a would-be secondary-user. (Some exceptions, but nothing's perfect) I think I put more bulk in there than...
  11. CAP 9 CAP 9 - Part 7a - Ability Discussion

    Insomnia/Vital Spirit Quite a few setteruperers utilise sleep-inducing moves to help them do their job (think Smeargle, Crobat, Bronzong). A part of stopping secondaries is making sure that the setting up never occurs. Guts is also a good option to punish status users with, but I'm liking...
  12. CAP 9 CAP 9 - Part 6 - Stat Rating Discussion

    Very Good allows for reasonable bulk and offensive prowess. The reason why I didn't go for excellent is that its offensive stats don't need to be extraordinarily high (though I like to think speed is important), but its defense could use some help seeing as its typing lends it a large amount of...
  13. CAP 9 CAP 9 - Part 5 - Build Bias Discussion

    Either Mixed, possibly physical. To punish Trickers, it isn't important to have overly high Attack since they generally have low Defense. To punish the likes of Skarmory, there is quite a need for Special Attack. Although it has been mentioned that a team mate can do the job too, that means a...
  14. CAP 9 CAP 9 - Part 4 - Style Bias Discussion

    Somwhat Offensive or Offensive Having a Dark/Ground typing pretty much MEANS it will be offensviely orientated. The point of Dark is to punish Trickers and scare off ghosts while Ground prevents Twave. Also, it needs offensive power to deal a large enough amount of damage to deter secondary...
  15. CAP 9 CAP 9 - Part 3 - Secondary Typing Poll

    If Fighting can match Ground and Poison at the advantages granted by immunity (Twave+Sandstorm and Toxic) with a lack of resistances and synergy, then that means that *everyone* would go for it. If you are saying that the resistances help us against a Twave hitting, tell us why it's a nonissue...
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