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5th Gen Concept Theoreymoning

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Myself and Seven Deadly Sins had a long conversation regarding the concept:
  1. <Alch> wyverii
  2. <Alch> I'd just like to check that this concept is legal - http://www.smogon.com/forums/showpost.php?p=3226473&postcount=149
  3. <Alch> I'm relatively sure that it is, but it is my first time so I'd like confirmation
  4. <Wyverii> Legal.
  5. <Alch> ok cool
  6. <Alch> bit of a gimmicky concept but eh it's me
  7. <SevenDeadlySins> more like a bit of every single cap ever [/rant]
  8. <Xaqwais> boo sds
  9. <Xaqwais> utility counter is good
  10. <Alch> boo hiss
  11. <Xaqwais> was*
  12. * SevenDeadlySins was kicked by Alch (boo hiss!)
  13. * SevenDeadlySins has joined #battlecapacity
  14. * Porygon2 sets mode: +h SevenDeadlySins
  15. <SevenDeadlySins> you know damn well what i think about the various caps, lol
  16. <Alch> I do now
  17. <SevenDeadlySins> if you listened to the cap smogcast i think i verbalized it there fairly well
  18. <Alch> um
  19. <SevenDeadlySins> also utility counter was the best example or something serving "two different roles", even if unintended
  20. <Xaqwais> Magic guard was so dumb haha
  21. <Xaqwais> yeah, community shouldn't be included in cap
  22. <Xaqwais> it should be like
  23. <SevenDeadlySins> krill was half "ok i counter everything" and half "oh i get free boosts on all my shit"
  24. <Xaqwais> plus, tennis, doug, and all the best users
  25. <Wyverii> Good GOD. Why is there a thread encouraging pillow shading in smeargles studio?
  26. <Alch> pfft the noob spriters started it
  27. <SevenDeadlySins> it just so happens that the offensive set was the "good" one
  28. <Xaqwais> Didn't they get rid of magic guard eventually
  29. <Xaqwais> thank god
  30. <Alch> magic guard makes everything viable
  31. <Alch> shinbora~
  32. <Alch> though shinbora is a cool ass mon anyway
  33. <Xaqwais> cleffa
  34. <SevenDeadlySins> also i think your concept has been answered a number of times
  35. <SevenDeadlySins> venusaur
  36. <SevenDeadlySins> lucario
  37. <SevenDeadlySins> salamence
  38. <Alch> venusaur isn't the same in 5th gen
  39. <SevenDeadlySins> insert pokemon with great movepool here
  40. <SevenDeadlySins> etc
  41. <SevenDeadlySins> yeah but the point is to "examine the metagame"
  42. <Alch> and lucario really veered toward the SD in gen4
  43. <SevenDeadlySins> this is not a new phenomenon
  44. <Alch> now it seems primarily np
  45. <SevenDeadlySins> or a misunderstood phenomenon
  46. <SevenDeadlySins> or something we didn't know a lot about
  47. * cartons has joined #battlecapacity
  48. <Alch> the concept is more like how far can you push it
  49. <Alch> than make bogstandard pokemon
  50. <cartons> eh, look at the numbers we're hitting
  51. <cartons> whatre you guys talkin about?
  52. <Alch> how far you can push it within the regions of balance that is
  53. <SevenDeadlySins> that's silly
  54. <Alch> http://www.smogon.com/forums/showpost.php?p=3226473&postcount=149
  55. <SevenDeadlySins> i think we saw how far you can push it within the regions of balance
  56. <Xaqwais> SDS is hatin' on the cap project, alch is defending, I'm sorta neutral kinda, wyv is remaining silent
  57. <Xaqwais> mai is lurking
  58. <SevenDeadlySins> see: salamence for nearly the entirety of gen 4
  59. <SevenDeadlySins> i'm not hating on anything except a concept that has already been played out
  60. <Alch> mence was deemed broken
  61. <Xaqwais> :)
  62. <SevenDeadlySins> but for how long
  63. <Alch> I.E. not balanced
  64. <Xaqwais> just wanted to get you riled up on a incorrect description
  65. <SevenDeadlySins> it spent the entirety of gen 4 being "on the verge:
  66. <SevenDeadlySins> i think that tells you all you need to know
  67. <Alch> on the verge isn't what I'm aiming for in that either
  68. <Mai> 13What?
  69. <Alch> I'm talking a comfortable top 5 OU type
  70. <Alch> but nowhere near broken
  71. <SevenDeadlySins> "aiming for" a specific power level is also ridiculous
  72. <Mai> 13I'm only lurking because I'm not into this pokemon mumbo jumbo.
  73. <cartons> wait..is there a new cap?
  74. <Alch> that's what my ideal is
  75. <SevenDeadlySins> especially considering the community
  76. <Alch> unlikely to happen
  77. <Xaqwais> No, cap concept theorymonning thread
  78. <Alch> you're considering my concept, not the future
  79. <Wyverii> Nah, it's the theorymon- feck it
  80. <Alch> obviously the concept influences the future
  81. <cartons> ah right
  82. <Alch> but not that much
  83. <Alch> the ideas in my head won't play out, but the ideas are there all the same
  84. <SevenDeadlySins> do you honestly think that the community is capable of "hitting the mark" and knowing when enough is enough, because it doesn't have a great track record
  85. <Xaqwais> I was so goddamn pissed with magic guard
  86. <Alch> I thought CAP meant Create A Pokemon, not Community Analysis Project
  87. <Xaqwais> man
  88. <Xaqwais> still makes me mad
  89. <Alch> that's not the point
  90. <Alch> I agree with you on the community being flawed
  91. <Wyverii> The community is a community, you can't expect cohesiveness to a great degree within a popular project.
  92. <Alch> but you can't override a concept with that
  93. <SevenDeadlySins> of course you can
  94. <Alch> so why didn't you overide the previous "bad caps"
  95. <Alch> of which you say there are many
  96. <Alch> how do you spell override btw
  97. <SevenDeadlySins> two Rs
  98. <SevenDeadlySins> and really, there aren't many "bad caps"
  99. <Alch> "because it doesn't have a great track record"
  100. <Alch> you seem to dislike CAP enough for these "failures" to be important or numerous enough
  101. <SevenDeadlySins> yay for out of context quotes
  102. <Alch> it isn't out of context
  103. <SevenDeadlySins> the context of that quote was "hitting the mark" in terms of power levels
  104. <Alch> mhm
  105. <Alch> clearly a CAP that doesn't hit the right power levels is flawed
  106. <SevenDeadlySins> they tend to make things stronger than they need to be, but the only one i would say "failed" were cyclohm and krilowatt
  107. <SevenDeadlySins> on the whole i like most of the caps
  108. <SevenDeadlySins> and what they say about the metagame
  109. <SevenDeadlySins> they're all "mostly accurate"
  110. <SevenDeadlySins> cyclohm failed because it simply doesn't tell us anything
  111. <SevenDeadlySins> and krilowatt went from "utility counter" to that thing everyone slaps a life orb on and sweeps with
  112. <Alch> and yet through and through it's the same type of community that has served us these CAPs
  113. <Alch> maybe not the same members, yet comparable
  114. <Alch> so you can't say that the community will ruin this concept
  115. <SevenDeadlySins> i think you're missing the point
  116. <Wyverii> What was the arguement again? I fail to see where one is.
  117. <cartons> myself id have liked to have seen the projects explore with a minimalist attitude. how little can you give them while making them useful and fulfilling their purpose?
  118. <Alch> SDS claims that the community will ruin the concept that I suggested
  119. <cartons> i think you stand to gain a lot more from that kind of approach
  120. <SevenDeadlySins> the argument is that a concept dependant on a cap having a certain specific power level will fail
  121. <SevenDeadlySins> because the community tends to overshoot the mark
  122. <SevenDeadlySins> and cartons i agree
  123. <SevenDeadlySins> i find the best pokemon are the ones that have amazingly precise movepools
  124. <Wyverii> Alch's concept mentions no such thing.
  125. <Alch> It isn't dependant on having a specific power level at all
  126. <SevenDeadlySins> take terakion, for example
  127. <Wyverii> Also a minimalist concept should in theory be legal. I think.
  128. <SevenDeadlySins> it has a pretty lame movepool, but it has the perfect moves to be fucking amazing
  129. <cartons> well, i just mean as an overall philosophy
  130. <SevenDeadlySins> mhm
  131. <Xaqwais> (fucking terakion)
  132. <SevenDeadlySins> remove the issue of "overshooting the mark"
  133. <Alch> it will be obvious if it overshoots the mark as you say, or if it falls under it
  134. <Alch> in which case it is changed
  135. <Wyverii> Sadly, when there's a lot of people with varying view points there's going to be comprimise which usually ends with things such as movepool bloating.
  136. <Alch> you simply cannot use that argument to pick flaws in the concept itself
  137. <Xaqwais> Alch, going back to specific problems with your concept, I see the major problem the fact taht too many pokemon fit your role too well anyway
  138. <Xaqwais> like SDS mentioned a bunch of examples through multiple tiers
  139. <Alch> not in this meta
  140. <Alch> or at least not yet
  141. <Xaqwais> victini
  142. <Alch> is hardly used
  143. <SevenDeadlySins> Alch: give it some time
  144. <SevenDeadlySins> a metagame is not generated in a day
  145. <SevenDeadlySins> or a month
  146. <Alch> obviously not
  147. <SevenDeadlySins> remember how you brought up venusaur?
  148. <Alch> mm
  149. <SevenDeadlySins> how long did it take for people to figure out all the awesome sets it could run
  150. <SevenDeadlySins> back when i still played uu venusaur was basically sd
  151. <SevenDeadlySins> and that was it
  152. <Alch> which period was that
  153. <SevenDeadlySins> maybe you saw a couple special ones
  154. <Alch> end of ducks?
  155. <Xaqwais> Swords dance lucario wasn't brought to prominence until a couple months into DP
  156. <Xaqwais> maybe more
  157. <SevenDeadlySins> beginning of ducks
  158. <SevenDeadlySins> i stopped playing in the cress meta
  159. <Alch> hm
  160. <SevenDeadlySins> it takes time for a metagame to mature
  161. <Alch> in my defense, I can't predict the future
  162. <Alch> I designed that concept for now, not two months time
  163. <SevenDeadlySins> and for less obvious movepool elements to make themselves known
  164. <Alch> in which time, as you say, so much could happen
  165. <Alch> and sd luke was more than a couple of months iirc
  166. <Xaqwais> I wasn't a early DP player, so I'm not quite sure
  167. <Xaqwais> I came into competitive at the start of DPP
  168. <SevenDeadlySins> even with sd luke there's divergence within the set
  169. <SevenDeadlySins> is it running ice punch or crunch or stone edge
  170. <SevenDeadlySins> bullet punch or extremespeed
  171. <SevenDeadlySins> or both?
  172. <SevenDeadlySins> agility started being used near the end of dp too
  173. <Alch> I've never encountered anyone running both
  174. <SevenDeadlySins> i have
  175. <Alch> and agility wasn't all that great
  176. <SevenDeadlySins> i know locopoke used to
  177. <Alch> in the concept I mention "excel"
  178. <Xaqwais> bp for gengar?
  179. <SevenDeadlySins> but the point is that different sets mean different checks
  180. <SevenDeadlySins> scarftar, xaq
  181. <Xaqwais> er
  182. <Xaqwais> yeah
  183. <Xaqwais> that thing
  184. <Xaqwais> heh
  185. <Alch> individually, sd works far better than agility
  186. <Alch> however
  187. <Alch> agility works because the meta shifted to counter sd
  188. <Alch> and the loop continues (in theory)
  189. <Alch> if a mon excels at both from the start, then this loop does not occur
  190. <SevenDeadlySins> but the point of versatility
  191. <Alch> and unpredictability sets in, which is what the concept seeks to explore
  192. <SevenDeadlySins> is that the counters to x set are beaten by y set, whose counters are beaten by z set, and so on
  193. <SevenDeadlySins> this is an observed phenomenon
  194. <SevenDeadlySins> and not one that requires more in-depth analysis through cap imo
  195. <Alch> "is that the counters...etc" explain this more please
  196. <Alch> I'm tired !_! xD
  197. <SevenDeadlySins> ok
  198. <Alch> oh I get you
  199. <SevenDeadlySins> your opponent is running mence
  200. <SevenDeadlySins> you bring in hippo to counter dd
  201. <SevenDeadlySins> and get owned by draco meteor from special mixmence
  202. <Alch> but this observed phenomenon is the loop that I was talking about
  203. <SevenDeadlySins> not really
  204. <Alch> the counters shift due to the set shifts
  205. <Alch> and so on
  206. <Alch> mence does not excel at both special mixmence and DD in the same periods
  207. <Alch> special mixmence may be good, but it doesn't excel
  208. <SevenDeadlySins> this is a silly argument
  209. <SevenDeadlySins> you're missing the point of versatility
  210. <Xaqwais> Then why do we need a cap to do this?
  211. <Alch> that's because its success is defined by meta shifts and not merits / diversity of the pokemon
  212. <SevenDeadlySins> and technically it excels at everything at all times
  213. <Xaqwais> not when of the many pokes that already fit?
  214. <SevenDeadlySins> the meta may shift
  215. <SevenDeadlySins> but that doesn't mean it's not good at doing it
  216. <SevenDeadlySins> also special mixmence was always good
  217. <Alch> "good" =/= "excels at"
  218. <SevenDeadlySins> as was dd
  219. <SevenDeadlySins> there's also choice band
  220. <SevenDeadlySins> or scarf, that one was fun
  221. <Alch> tell me, why was CB used over DD
  222. <Alch> what could CB do that DD couldn't
  223. <Xaqwais> hit hard from the start
  224. <SevenDeadlySins> immediate power, less susceptible to switchins, caught people off-guard
  225. <SevenDeadlySins> but you're missing the point
  226. <Alch> imo you're also missing the point
  227. <Alch> justify that
  228. <SevenDeadlySins> i have no idea what the hell that means
  229. <Alch> how am I missing the point
  230. <Alch> because I think that you're missing the point
  231. <SevenDeadlySins> the point was never "is this good in the meta"
  232. <SevenDeadlySins> that doesn't determine what sets a pokemon is good at running
  233. <SevenDeadlySins> obviously metagame shifts will make specific sets more desireable
  234. <SevenDeadlySins> which will make specific counters more desireable
  235. <SevenDeadlySins> which will make other sets more effective in the meta
  236. <Alch> yes
  237. <Alch> what I'm saying is having a dual purpose mon that excels at both
  238. <Alch> regardless of meta shifts
  239. <SevenDeadlySins> but that doesn't mean that at any point in time the pokemon isn't good at or capable of doing that
  240. <SevenDeadlySins> THAT DOESN'T EXIST
  241. <Alch> not yet it doesn't
  242. <SevenDeadlySins> that's what you're missing
  243. <Alch> CAP - Create a Pokemon
  244. <Alch> or come as close to it as possible
  245. <Alch> at least
  246. <Xaqwais> I'd argue that base 100 fairies can excel at any metagame
  247. <Xaqwais> but eh
  248. <SevenDeadlySins> also jirachi
  249. <SevenDeadlySins> which was a great example of a bunch of different sets coexisting
  250. <Xaqwais> does jirachi count as a base 100 fairy?
  251. <Alch> yes
  252. <SevenDeadlySins> or tyranitar
  253. <Alch> because it's base 100
  254. <Alch> I might get internet cut off soon
  255. <Alch> but I'll be back
  256. <Alch> !
  257. <SevenDeadlySins> but the point is
  258. <SevenDeadlySins> that saying a pokemon will be "equally good at 2 things" during every metagame is folly
  259. <SevenDeadlySins> there will always be 1 thing that is more effective due to the nature of the metagame
  260. <SevenDeadlySins> which will be focused on
  261. <SevenDeadlySins> thus making it "less effective" and causing a swing in the other direction
  262. <SevenDeadlySins> ad infinitum
  263. <SevenDeadlySins> "and the loop continues"
  264. <Alch> granted, it's impossible to make something completely immune
  265. <Alch> but we can likely get close
  266. <SevenDeadlySins> not really
  267. <Alch> how do you know
  268. <Xaqwais> I doubt it
  269. <Alch> you haven't tried
  270. <SevenDeadlySins> no, but i've seen pokemon in this loop
  271. <Xaqwais> It would requite constant adjustments, not something to be made in one go
  272. <Alch> ah my internet is gone
  273. <Alch> be back in about 10 mins
  274. <SevenDeadlySins> you can't say "this will be good at x and it will be good at y" because that depends on the metagame
  275. * Alch has quit IRC (Quit: http://www.mibbit.com ajax IRC Client)
  276. <Xaqwais> with new event moves coming into the loop--
  277. * Alch has joined #battlecapacity
  278. <Alch> Powah
  279. <Alch> No I'll be on and off on this
  280. <Alch> *but
  281. <Alch> Where were we
  282. <Xaqwais> do you need logs?
  283. <Alch> Sevendeadlysins?
  284. <Alch> I was just thinking that
  285. <Alch> It would be helpful to post them with the concept too
  286. <SevenDeadlySins> anyway as we were
  287. <SevenDeadlySins> no pokemon is immune to metagame shifts
  288. <Alch> Do you mind doing that for me xaq? It'd be much appreciated
  289. <SevenDeadlySins> it's just not possible
  290. <Alch> There have been impossible things that have been proved possible
  291. <Alch> Certainly worth exploring
  292. <Alch> How close can we get?
 
Well other than the proof that CaP is extraordinarily elitist (not that this really needed proving), I don't find this proved very much because the argument was never resolved, plenty of Pokemon CAN fill in two roles, including during metagame shifts, small or big. All the base 100 fairies are an excellent example, they all fulfill different roles, especially Jirachi and Celebi, I remember their old DPP Smogon page both had 11 different sets. Plenty of Pokemon can be used in different roles, I dont see how your concept is at all different from any of them.
 
I think the key question here is "how is Gen. 5 play different from Gen. 4 play, and how can we explore the implications of these differences?" So then, some of the differences.

1. Entry hazards are easy to get. The popularity of Nattorei in addition to the existing sources of Spikes make Spikes very common.

2. Psychics are far better and more popular than at any point in the DPP metagame. Gen. 5 added several excellent Fighting types and very few good Dark and Bug types. As a result, Psychic has become a much more useful type to have on a team.

3. New items have changed the landscape of what Pokemon are and can do. Evolution Stone makes Pokemon viable that would never have seen the light of day previously, and Balloon changes the whole dynamic of what can counter what.

4. Team preview (a.k.a. "Wi-Fi Clause") changes the whole face of scouting and in-game strategy. You can identify threats and plan for them before the game even starts. Rather than hiding Pokemon, hiding sets becomes the new means of information warfare.

Is there anything I'm missing? I'm holding off on Weather discussion just because Drizzle is currently a Suspect, and we aren't quite sure what will come of that.
 
I feel that the psychics are more prominant, but in no way as powerful as the fighting types that have been newly introduced, namely Roopushin but not exclusive to him. Zuruzukin, Kojondo, Terakion, Virizion, and Speed Boost Blaziken I feel are considerably more powerful than any of the newly introduced psychics, Shinporaa is decent and so is Rankurusu, but other than that, I don't understand the focus on Psychic rather than Fighting.

Also, you missed more powerful set-up moves like Butterfly Dance, Coil, Shell Break, Tail Glow, etc.
 
Concept: 'Cloud-Ten'

Description: A pokemon that not only cancels out weather effects while it is active in battle, but until they are restarted by another pokemon an auto-clear skies if you will.

Justification: Quite honestly the most bitched about aspect of Gen 5 in my experiences is the absolute dominance of weather teams. Offensive behemoths like Doryuuzu, Landolos, Ludicolo, Kingdra, Tangrowth and Venusaur run rampant in their respective weather conditions. Weather even makes for defensive threats, Cradily, Walrein and Manaphy to name a few; stall teams are rarely seen without sandstorm or hail. So what if there was a pokemon that could act as a threat to these weather effects in an attempt to bring balance to the metagame.

Questions:


  • Will the introduction of an 'auto-clear skies' pokemon help balance the usage of weather and see for a less centralised metagame?
  • Will more hyper offensive teams who aren't reliant on weather become more prominent?
  • Will this help remove the need to ban weather inducers and therefore prevent what would ultimately be a shift of power from rain to sun or others?


Explanation: Weather is an effective strategy in any form of team, probably too much so. Using a rain/sun has become almost an 'auto-win even if they aren't played particularly well, this has caused an up-cry in the ranks of the more experienced battlers. No longer can they play their regular teams and consistently win, they are basically forced to play a weather team or conversely an anti-weather team. This centralisation is ultimately unhealthy for competitive battling and I believe this concept, when run alongside the OU environment's (most likely) banning of weather abusers will serve as a great comparison in the effectiveness of 'nerfing' weather.

Apart from the obvious balancing of weather and the possible increase in the variety of teams used in regard to weather it also allows for more offensive teams rigged up with life orbs for example to have more of an advantage against stall as this pokemon could remove the constant weather damage on the frail offensive pokemon. Though this could be regarded as both a good and a bad thing. ;P
 
I just find the concept of an auto-weather canceller fairly boring and one dimensional. I'd prefer the concept actually restricts or cancels the foe's ability, since it is the source of most of the huge overpoweredness of many new pokemon, including weather.
Simply having an ability which makes the foe's ability ineffectual would be amazingly useful, have a huge number of implications and uses, and also be interesting strategically. Obviously it would also be somewhat overpowered, especially as a defensive pokemon, without significant drawbacks in stats / movepool / typing.
 
Mountain Dewgong,

The concept you have mentioned, although well-written and more clearly formulated, has already been proposed by me on the previous page. Although some differences are notable, (My CAP wants to make people regret using Weather teams by giving them "A taste of their own medicine" while yours only wants to get the skies clear, only stopping a weather that will probably come back as soon as your CAP will be defeated.)

Bubbly,

I agree that it is a concept poor in creativity but in my honest opinion I think a weather-free Metagame is far more interesting and opened to creativity. It is sad to see how many Pokémon are becoming really interesting with new moves and abilities and items but are prevented from being used because they get overwhelmed by various weathers.

Although, as Reachzero pointed out, Drizzle and Drought (maybe not Drought but oh well) will soon be tested as suspects, which may make this concept worthless. I think the better thing to do is to let time go and see what happens (as there was any other thing to do...).
 
"Ultimate Predictability"
Eh, this isn't really a concept based specifically on fifth gen, but I think the fifth generation has definitely borne out a couple more examples of this. Basically, it's about trying to make a pokemon that has only one viable set, and seeing how the metagame would react to it. In the majority of cases, this kind of predictability has either forced the metagame to adapt leaving the predictable Pokemon unused or I guess more notably banned (Wobbuffet in gens III and IV, Reshiram/Zekrom this gen). This might be less applicable this generation due to the shortening out of some movepools by Dream World Abilities, though the kind of predictability I'm imagining for this concept is more along the lines of the "perfect movesets" of the aforementioned ubers. Can a pokemon be a legitimate threat with absolutely no versatility?
 
Just say Doryuzuu. He has only one good set (SD, maybe with little variants like the item or attacks, but Return is never seen), and he wreaks havoc like no one.
 
I think the key question here is "how is Gen. 5 play different from Gen. 4 play, and how can we explore the implications of these differences?" So then, some of the differences.

1. Entry hazards are easy to get. The popularity of Nattorei in addition to the existing sources of Spikes make Spikes very common.

2. Psychics are far better and more popular than at any point in the DPP metagame. Gen. 5 added several excellent Fighting types and very few good Dark and Bug types. As a result, Psychic has become a much more useful type to have on a team.

3. New items have changed the landscape of what Pokemon are and can do. Evolution Stone makes Pokemon viable that would never have seen the light of day previously, and Balloon changes the whole dynamic of what can counter what.

4. Team preview (a.k.a. "Wi-Fi Clause") changes the whole face of scouting and in-game strategy. You can identify threats and plan for them before the game even starts. Rather than hiding Pokemon, hiding sets becomes the new means of information warfare.

Is there anything I'm missing? I'm holding off on Weather discussion just because Drizzle is currently a Suspect, and we aren't quite sure what will come of that.

After actually playing more often these days, I've learned more on what 5th Gen has brung which the CAP project should consider.

Anyways, thanks for this, Reachzero. Since we are sticking to not bringing the 4th Gen Caps to fifth Gen so strongly, it would only make sense to analyze the differences between the two gens. The thread has become too much as a "submit your concepts now" topic. Needs more discussion, or at least more feedback on the better concepts instead of just posting more and more concepts. And yes, weather is a bitch but we don't even know how it will be taken care of in the future, as I said before.

To add to your list, from what I've been seeing at least, offense is much more of a prevailance this gen than the last one. Not only that, it's much more dominant than stall with the many ways of boosting your Attack/Special Attack now (which itself, is a big change as well).
 
weather? WEATHER!?

I dominate many weather teams among other gimicks amazingly easy and am largely unconventional, for example:

I have no entry hazards
I have no rapid spin
I have nothing smogon constantly demands, how about a pkmn that can fight indirectly?

I have a lv1 staller that a lv100 uber couldnt take out, I have a lv1 sweeper that sweeps ubers, and I like the moves perish song (not what I took 'em out with though) and destiny bond, how about a pkmn that can fight with strategy? Too many times I see teams loaded with pseudos, ubers and raw power pokes, when I use Froslass to instantly take out Salamence then destiny bond the incoming metagross who meteor mashes, it kinda bores me, how about a poke that could fight indirectly so we don't have live in the stone ages?

Arceus uses judgement!
Shaymin uses seed flare!
Arceus uses judgement!
critical hit!
Shaymin fainted!
boring.
CAPs are about experimenting (what would happen if we do this?) and tell me, do you care much over "will this eliminate weather teams?", let's go for more than a yes or no question. (plz?)
 
weather? WEATHER!?

I dominate many weather teams among other gimicks amazingly easy and am largely unconventional, for example:

I have no entry hazards
I have no rapid spin
I have nothing smogon constantly demands, how about a pkmn that can fight indirectly?

I have a lv1 staller that a lv100 uber couldnt take out, I have a lv1 sweeper that sweeps ubers, and I like the moves perish song (not what I took 'em out with though) and destiny bond, how about a pkmn that can fight with strategy? Too many times I see teams loaded with pseudos, ubers and raw power pokes, when I use Froslass to instantly take out Salamence then destiny bond the incoming metagross who meteor mashes, it kinda bores me, how about a poke that could fight indirectly so we don't have live in the stone ages?

Arceus uses judgement!
Shaymin uses seed flare!
Arceus uses judgement!
critical hit!
Shaymin fainted!
boring.
CAPs are about experimenting (what would happen if we do this?) and tell me, do you care much over "will this eliminate weather teams?", let's go for more than a yes or no question. (plz?)

1. This is just a random rant. Smogon is not your blog.
2. Stop whinging about people using pseudo-legendaries, etc. It makes you sound like a scrub.
3. This is entirley irrelevant to this thread. Go complain in Uncharted Territory or something.
 
it's just that seeing smogon constantly rely on the same strategies all the time, it's always something like:

sleep talker
baton passer
staller
entry hazards+attacks

it's true, I'm ranting, and if I put it there what difference would it make? And yes this is completely relevant, I'm talking about a poke that could utilise moves like perish song well and bring moves like that into the metagame, I use an evo stone misdreavus that locks them into a unstoppable death lock, (mean look+perish song+destiny bond) but even with defenses of 360, I'm the only one in all of poke online who uses it, tell me, why is that? Combined with pain split, it's as good as any wall on smogon, only that it kills in only 4 turns, and dont even say entry hazards because I switch and neutralise almost instantaneously (stupid forretress, you couldn't do shiz to misdreavus with gyro ball/payback anyway)

I want something new and surprising, if I remember, no-one thought of using tailwind or whatever else be4 fidgit, so what about indirect moves? My Froslass, if I gave it weather ball instead of confuse ray, could work very well on a sunny day team, why? Because destiny bond lets it benefit from it's own demise, but u guys, of course, wouldn't dream of putting Frosty on sun team.

Getting back to the point, how about a poke that can utilise wit instead of oh no imma lose because I use lotsa electrics, and he use has EQ, and besides, you haven't given me any reason why this is such a horrible idea, oh, and when you/i say i no like pseudo's, I meant they kinda ruin the fun (and no, not im losing not fun, im mean wow, they use 6 pseudos, boringly overpowered not fun (don't get the wrong idea, destiny bond/endeavor pretty much makes it that their hurting themselves))
 
I would like to see "Decentralizer" being used again, it would let us see how the metagame would work if major threats like Nattorei and Garchomp were gone, and see how pokemon that they usually beat fare in a game where they don't need to worry about the threats.
 
I would like to see "Decentralizer" being used again, it would let us see how the metagame would work if major threats like Nattorei and Garchomp were gone, and see how pokemon that they usually beat fare in a game where they don't need to worry about the threats.

From personal experience, "Decentralizer" is not a concept which works. The only thing you'll obtain is a different kind of centralization (kind of what happened with Arghonaut)
 
From personal experience, "Decentralizer" is not a concept which works. The only thing you'll obtain is a different kind of centralization (kind of what happened with Arghonaut)

argonaut (as far as I see it) was just another pseudo/strongy and, if u put it that way, was fighting fire with fire (big fire), I'm propoposing indirect fighting, fighting fire with water if you will, and that will give rise to grass
 
"I know this has been said so many times that I don't think it matters"- Fall Out Boy
But we should help fai-hail out of the hell it is in.
 
so? whatchallsya thinkin'?

i'm thinkin 'bout how I wish I had a pet flying orange

back 2 teh point, making an indirect fighter is easier than making and fleshing out how a cloud 10 poke would work

to enable curse we make it ghost, thats one thing, im not sure if we'll get around to using curse, but it will probably be sumtin like misdreavus... maybe... maybe a 3rd evo? Probably not, maybe curse isn't needed...

these are all more or less relevant questions im sure you "elitists"/experts at minimal differences could handle easily ("by increasing speed by 36 EVs you outspeed (this guy that guy and this one), add this much def makes EQs are 3hkos" etc.)
 
so? whatchallsya thinkin'?

i'm thinkin 'bout how I wish I had a pet flying orange

back 2 teh point, making an indirect fighter is easier than making and fleshing out how a cloud 10 poke would work

to enable curse we make it ghost, thats one thing, im not sure if we'll get around to using curse, but it will probably be sumtin like misdreavus... maybe... maybe a 3rd evo? Probably not, maybe curse isn't needed...

these are all more or less relevant questions im sure you "elitists"/experts at minimal differences could handle easily ("by increasing speed by 36 EVs you outspeed (this guy that guy and this one), add this much def makes EQs are 3hkos" etc.)

CAPs start as concepts.

This idea is too big already - it needs to have good defenses, it needs to have Perish Song, it needs to be a Ghost-type (if you want Curse, which is where you seem to be rambling on a tangent towards). We have bulky Ghost-types already, they just aren't any good because Tyranitar exists.

Live with it, this idea isn't getting off the ground. I'm the only person even replying to you.
 
CAPs start as concepts.

This idea is too big already - it needs to have good defenses, it needs to have Perish Song, it needs to be a Ghost-type (if you want Curse, which is where you seem to be rambling on a tangent towards). We have bulky Ghost-types already, they just aren't any good because Tyranitar exists.

Live with it, this idea isn't getting off the ground. I'm the only person even replying to you.

I already told you, who said it had to be a ghost type? Curse is optional, and so is it being being a pure ghost type, and your contradicting yourself, if we have good ghosts then why do they fear tyranitar? And by good ghosts are you refering to? Revenankh or misdreavus? Or maybe duclops/noir? Revenankh is an offensive force if I remember correctly, and his movepool isn't listed their, and considering he doesn't even have a mouth, I assume he doesn't have perish song, if he did then I have no idea what the creators were thinking, and the duscs cant sing. Also, sableye and spiritomb are the only ghosts i can think of off of the top of my head that resist dark moves from tyranitar, and even then they both can't learn perish song and the best I've seen sableye do is stall, reovering every other turn (well, actually more) or spiritomb, still stalling, (not too particularly good at it) they can't fight indirerctly (they can, but I'm not talking about stall) so what ITWWW are u talking about?

ITWWW=in the whole wide world
 
I already told you, who said it had to be a ghost type? Curse is optional, and so is it being being a pure ghost type, and your contradicting yourself, if we have good ghosts then why do they fear tyranitar? And by good ghosts are you refering to? Revenankh or misdreavus? Or maybe duclops/noir? Revenankh is an offensive force if I remember correctly, and his movepool isn't listed their, and considering he doesn't even have a mouth, I assume he doesn't have perish song, if he did then I have no idea what the creators were thinking, and the duscs cant sing. Also, sableye and spiritomb are the only ghosts i can think of off of the top of my head that resist dark moves from tyranitar, and even then they both can't learn perish song and the best I've seen sableye do is stall, reovering every other turn (well, actually more) or spiritomb, still stalling, (not too particularly good at it) they can't fight indirerctly (they can, but I'm not talking about stall) so what ITWWW are u talking about?

ITWWW=in the whole wide world

Your entire plan of Perish Trapping=screwed over by Whimsicott's priority Taunt. Additionally, should Misdreavus be killed by a sufficiently powerful attack before it can finish its job, it dies and I can switch out.

Revenankh will not be considered for the purposes of Gen V CAP. The old CAPs will be programmed onto the online CAP server on PO, but for the sake of the metagame they won't be included in standard play or CAP playtesting (besides, each CAP was tailor-made to the Gen IV metagame of its time.)

There ARE good bulky Ghosts (Jellicent, Evo Stone Dusclops, arguably Cofagrigus) but they are relatively few in number this gen.
 
so? whatchallsya thinkin'?

i'm thinkin 'bout how I wish I had a pet flying orange

back 2 teh point, making an indirect fighter is easier than making and fleshing out how a cloud 10 poke would work

to enable curse we make it ghost, thats one thing, im not sure if we'll get around to using curse, but it will probably be sumtin like misdreavus... maybe... maybe a 3rd evo? Probably not, maybe curse isn't needed...

these are all more or less relevant questions im sure you "elitists"/experts at minimal differences could handle easily ("by increasing speed by 36 EVs you outspeed (this guy that guy and this one), add this much def makes EQs are 3hkos" etc.)

You edited the post and I'm still thinking, "What....?"

If this is the gyst what you're explaining in your replies, then you're focusing on specific attributes of any new Pokemon, not concepts.
 
Your entire plan of Perish Trapping=screwed over by Whimsicott's priority Taunt. Additionally, should Misdreavus be killed by a sufficiently powerful attack before it can finish its job, it dies and I can switch out.

Revenankh will not be considered for the purposes of Gen V CAP. The old CAPs will be programmed onto the online CAP server on PO, but for the sake of the metagame they won't be included in standard play or CAP playtesting (besides, each CAP was tailor-made to the Gen IV metagame of its time.)

There ARE good bulky Ghosts (Jellicent, Evo Stone Dusclops, arguably Cofagrigus) but they are relatively few in number this gen.

perish trapping is an example, I didn't just mean it's just perish trapping, I meant something that uses strategy and not just brute force,

anti sleep clause, lv 100 sweeper smeargle:

Smeargle@focus sash
Naive, 252speed
Own tempo
Spore
Agility
Endeavor
Dragon rage/extremespeed (252 atk EVs)

I like smeargle, you can't atk with diddly shiz and yet he can sweep and fulfll any role, he is the ultimate strategy poke, he is a perfect example

Also, how can my misdreavus die and how does that allow you to switch out? Misdreavus can't die easily, considering it withstood STAB Flamethrower from a Charizard under sunny day, Solar power and Life orb, and since I knew he was tough I used destiny bond and took out his super strong charizard just like that, if Misdreavus gets taunted I can fix that with switching, considering I know what taunts, it's so funny when a Weavile tried to taunt my Techloom (wake up slap, dead)(and yes I use Techloom wake up slap, assuming technician is x1.5 it brings wake up slap up to 270 power I think, on a spored foe, and that's without super effective, 135 power on awake foe) and then theres the time a dumb aerodactyl taunted my froslass, ICE BEAM AWAAAAAAAAY!

Anyway, point is I want to try to make a poke that can apply this stuff, apply strategy without cr@p like belly drum baton pass, stuff that can take out the pseudos and overpowered without being overpowered themselves; a decentraliser if you will, like the FEAR pokes (sure they can be countered and whatnot, although switching at the last moment could cause a 2nd endeavor to cause problems)

Point is, wrapping this all up, I want to make a poke that can do more than hit opponents haphazardly, got what I'm saying? A poke that fights without fighting, oh, and try out misdreavus sometime be4 critisizing it so badly (all pokes got flaws, so STOP JUDGING ME D:<):

Misdreavus@Evo stone
Bold EVs: I forgot them, bump up defenses into 240 each and pour the rest into hp, it conflicts with pain split, but misdreavus kinda needs the bulk (ok, so solar life orb sunny charizard's STAB left me wit only 3hp left, 3 less and misdreavus woulda died), if you don't want to increase HP, put it into speed

Pain split (for healing, after using death lock (assuming your'e slower, that is the time to use it, right be4 perish song has u switch)
Perish song(use after mean look, can affect substitutes)
Mean look(use first, can affect substitutes)
Destiny bond(use after perish song for a death lock)

Even if they know how it works all they could try to do is send in a taunter, after I already killed one of their pokes, switch to an offensive guy and take it out, making it roughly 4 vs 6 (no matter how much I prefer strategic pokes, I need at least one or 2 offensives, lest I fall prey to taunt

omg i just said the word lest

Oh, and I was kinda out of it the day I wrote about oranges, and I only edited it to delete the shiz I accidentally wrote here (the wrong place) which bears no relevance to CAP

OOOK THEN, I think I finally covered the rest of the bases
 
Every Pokemon requires strategy to use, not just brute force.

Even a Choice user has to predict switch-ins, judge what they want to lock themselves into, and switch out safely.

Learn2play.
 
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