...allright, I hate to directly contradict what Fuzznip just asked, but... here I go. -.-'
I would like to make an argument for a new ability, called (for theoretical purposes, and because I have no creativity)
Auto-Taunt. The idea is to prevent anyone from setting up on CAP-10 simply by switching it in. The Auto-Taunt would prevent any non-attacking move on the turn that CAP-10 switches in, and ONLY on that turn. After CAP-10 has switched in, the foe is free to use non-attacking moves once again. I haven't decided whether or not it should be activated when CAP-10 is the first Pokemon sent out, or if this should be the case when it is sent in after one of its allies is KOed.
Uses of Auto-Taunt:
Anti-SR Lead: As a lead (?) or by switching into an opposing lead, it effectively halts SR setup as it switches in. It can then immediately threaten whatever types of leads it wants to, depending on how much it wants to counter specific leads. One specific usage could be to block and counter the nigh-unstoppable Taunt-SR Aerodactyl lead, which could be ruined by switching in and could immediately threatened with Water STAB.
Anti-Wall: Can be used to counter a wall to an extent in any number of ways. It can stop recovery by switching in on Blissey's Softboiled and threaten with physical moves, switch in on Blissey's T-Wave or Toxic and escape unscathed, or keep Blissey from healing a team with Aromatherapy. I use Blissey as a specific example because I personally always have trouble with Blissey, but it could be used against any number of other walls, statusers, etc. like Celebi, Skarmory, Bronzong, Forretress, Zapdos, and so forth.
Anti-Setup Sweeper: Probably the best reason to use this ability, as it can switch in on the Swords Dances or Dragon Dances of all of the most threatening OU sweepers who use the moves, block their setup on that turn, and immediately threaten their unboosted attack power with its supereffective move of choice. Forcing switches is how so many sweepers often set themselves up, preventing them from doing that WHILE switching is an excellent answer to the problem presented. Lucario, Salamence, Scizor, Gyarados, Kingdra, (as well as CM sweepers like Latias and Suicune if switched in early enough) and any others are all effectively countered by this ability.
Here's a list of OU threats who can be consistently countered
with proper prediction when they are running one of their common sets:
Code:
[COLOR=black]Aerodactyl [/COLOR]
[COLOR=black]Azelf [/COLOR]
[COLOR=black]Blissey [/COLOR]
[COLOR=black]Breloom [/COLOR]
[COLOR=black]Bronzong [/COLOR]
[COLOR=black]Celebi [/COLOR]
[COLOR=black]Dragonite [/COLOR]
[COLOR=black]Dusknoir [/COLOR]
[COLOR=black]Empoleon [/COLOR]
[COLOR=black]Forretress [/COLOR]
[COLOR=black]Gliscor [/COLOR]
[COLOR=black]Gyarados [/COLOR]
[COLOR=black]Kingdra [/COLOR]
[COLOR=black]Latias (non-choice variants only)[/COLOR]
[COLOR=black]Lucario [/COLOR]
[COLOR=black]Machamp [/COLOR]
[COLOR=black]Magnezone [/COLOR]
[COLOR=black]Ninjask [/COLOR]
[COLOR=black]Roserade [/COLOR]
[COLOR=black]Rotom-A[/COLOR]
[COLOR=black]Salamence [/COLOR]
[COLOR=black]Scizor [/COLOR]
[COLOR=black]Skarmory [/COLOR]
[COLOR=black]Smeargle [/COLOR]
[COLOR=black]Snorlax [/COLOR]
[COLOR=black]Suicune [/COLOR]
[COLOR=black]Swampert [/COLOR]
[COLOR=black]Tentacruel [/COLOR]
[COLOR=black]Togekiss [/COLOR]
[COLOR=black]Vaporeon [/COLOR]
[COLOR=black]Zapdos[/COLOR]
[COLOR=black]Total: 33/45[/COLOR]
Pros and Cons of Auto-Taunt
Pros
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stopping sweepers from setting up-- the BIG reason to use an ability like this. Against something like SD Lucario, whose +2 Attack Extremespeed it might normally have a problem with otherwise (assuming no Intimidate), it can switch in, stop the SD, and immediately threaten with STAB or maybe supereffective attacks.
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SR prevention. Don't like Rapid Spin? Now you have an ability that assures you won't need it. CAP-10 can be specifically geared to counter leads with this ability by running offensive moves that counter common SR leads, or else Skarmory / Forretress, etc. In that sense, it has a set that is offensive in nature, but defensive in purpose, still sticking true to CAP-10's concept.
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Countering Walls. Walls that like to heal themselves, like Blissey and Skarmory, instantly become that much less capable of surviving on CAP-10's switchin, due to it being faster. Switch on the healing move when the foe is at low health, and due to CAP-10's superior speed, it can effectively finish them off (or scare them away) with the ability.
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Countering non-physical sweepers. Intimidate, while a great ability, fails to counter special attackers. Although special setup sweepers are less prevalent in OU than physical ones are, this still makes it a valid option against the likes of CM Latias or CM Suicune (providing you switch in before they get one up). Sub-Petaya Agility Empoleon is also screwed by the ability.
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Anti-Status. Can also switch into status-using walls like Rotom and pose a threat, forcing a switch or whatever else. This prevents CAP-10 from being able to pose a threat by being crippled by paralysis, or even something like Trick-- on the turn that it switches in, at least.
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It has cons. The fact that the ability HAS cons is, ironically, a pro in and of itself. It means that it isn't TOO good, unlike an ability such as Shadow Tag.
Cons
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only usable on the first turn of switching in. This means that against someone like Celebi, it can switch in and prevent Celebi from healing itself or its team, Leech Seeding, T-Waving, or using any of the number of support options that Celebi has, but if it fails to directly threaten Celebi, (say for instance, it's built to counter someone like Gyarados, and doesn't have an Ice or Fire move that can OHKO it or anything) Celebi can just as easily continue with its business after CAP-10 has switched in. That is, even though it can mess with a lot of common OU threats,
it still fails to effectively counter ALL of them, even WITH the ability. (...okay, I guess this is technically two cons. Either way...)
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useless against Choice users. Against someone like Scarf Flygon or Band Scizor, the ability does absolutely nothing to hinder the Poke CAP-10 switches in on. Even against Scarfers with Trick, it's often extremely difficult to predict when they will do so (often, you don't know that the Pokemon is even running a Scarf at all, as is the case with Scarf Rotom).
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requires lots of prediction. The amount of prediction required varies from Poke to Poke, but the ability is designed such that it can be beaten by having superior prediction than the person using CAP-10. It's a good ability, but it's not so good that anyone can abuse it without fear.
Ex: User1 sends in CAP-10 against a Salamence, expecting Dragon Dance, but... User2 predicts User1's switch and uses Earthquake instead, putting a large dent in CAP-10's health, if not KOing.
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pre-existing made up auto-ability. From an aesthetic standpoint, creating ANOTHER auto-something-on-the-switchin ability is not so great and quite unoriginal, since you guys just did this for Colossoil. =\ (All the same, I think it has a lot of potential for CAP-10's purpose.)
This is my proposal for a possible ability for CAP-10,
Auto-Taunt. I would also propose
Magic Guard or
Intimidate as abilities that could be used in place of or alongside Auto-Taunt.
Please give me your thoughts on this, I want to know if people think it's a good idea, bad idea, or if a custom ability should just be avoided regardless (as is apparently the case with several people, sorry bringing ANOTHER one to the table on that note). =0