jas61292
used substitute
So we have our stats. Now its time to look at abilities once more and decide what our second one should be. Once again, our Ability Leader is PttP, and he will be leading the discussion and choosing the slate. Pay close attention to his posts and feedback, and be sure to direct your arguments towards him and his questions.
Some general rules for this discussion:
Be careful not to discuss any of these abilities. If you want to learn why they're banned from discussion, you can check out the Policy Review threads that created this list here and here.
This thread will be open for discussion once PttP has posted his opening remarks and questions.
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CAP18 so far:
Leadership Team:
DetroitLolcat - Topic Leader
jas61292 - Typing Leader
PttP - Ability Leader
srk1214 - Stats Leader
ginganinja - Movepool Leader
Abilities: Analytic / ??? / ???
Stats: 100 HP / 45 Atk / 80 Def / 135 SpA / 100 SpD / 95 Spe
Some general rules for this discussion:
- Custom abilities are banned. No exceptions. Posts suggesting custom abilities will be deleted.
- There are ability banlists for the different stages of ability discussion. Posts suggesting banned abilities will be deleted.
- Flavor abilities do not have any place in this thread. Do not bring up flavor reasoning. Posts that rely on flavor reasoning will be deleted.
Air Lock
Aura Break
Bad Dreams
Color Change
Dark Aura
Defeatist
Fairy Aura
Forecast
Fur Coat
Huge Power
Illusion
Imposter
Moody
Multitype
Parental Bond
Protean
Pure Power
Shadow Tag
Slow Start
Stance Change
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Magic Bounce
Magic Guard
Prankster
Sand Stream
Snow Warning
Speed Boost
Big Pecks
Friend Guard
Grass Pelt
Healer
Honey Gather
Illuminate
Pickup
Run Away
Symbiosis
Telepathy
Aura Break
Bad Dreams
Color Change
Dark Aura
Defeatist
Fairy Aura
Forecast
Fur Coat
Huge Power
Illusion
Imposter
Moody
Multitype
Parental Bond
Protean
Pure Power
Shadow Tag
Slow Start
Stance Change
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Magic Bounce
Magic Guard
Prankster
Sand Stream
Snow Warning
Speed Boost
Big Pecks
Friend Guard
Grass Pelt
Healer
Honey Gather
Illuminate
Pickup
Run Away
Symbiosis
Telepathy
Be careful not to discuss any of these abilities. If you want to learn why they're banned from discussion, you can check out the Policy Review threads that created this list here and here.
This thread will be open for discussion once PttP has posted his opening remarks and questions.
--------------------
CAP18 so far:
Leadership Team:
DetroitLolcat - Topic Leader
jas61292 - Typing Leader
PttP - Ability Leader
srk1214 - Stats Leader
ginganinja - Movepool Leader
Concept: Major Third
General Description: A Pokemon that forms an effective offensive or defensive core with two lesser-used OU Pokemon.
Justification: Cores have always been an integral part of the metagame, whether you're running Talonflame/Staraptor to brute force everything, Slowbro/Amoonguss/Heatran for Regenerator-Leftovers stalling, or a whole team of Dragons + Magnezone. We've previously explored what it takes to make a successful partnership in CAP11 (Voodoom), but the metagame (and the simulator!) has changed dramatically since Voodoom's creation. I would also like to up the ante a little bit: Instead of just one, can we now take TWO Pokemon and find their missing piece? Whether we opt to build on an established two-Pokemon partnership or choose two previously unrelated Pokemon and put them together, I think that we can certainly find a Voodoom for a more offensive time.
Questions to Be Answered:
- How do effective cores in the current metagame differ fundamentally from the cores of previous metagames, if at all?
- Is synergy as important (relative to power) in the current metagame as it previously has been? (That is, has power creep rendered synergy unnecessary?)
- What differences are there between tailoring a Pokemon to two others and tailoring it to one? What else must be considered besides weaknesses and resistances?
- How does the addition of a Pokemon to a core change what other Pokemon can be effectively run alongside the core?
- Does Team Preview make running cores more difficult?
- Is it possible to create a core uncounterable by a single Pokemon? (For example, Celebi/Heatran/Jellicent was a very effective BW core that got slaughtered by Tyranitar. Can a core force opponents to counter it with another core?)
- Tagging onto the above, what is required to "counter-core" a core? What combination of offensive and defensive characteristics among "counter-core" members achieves this?
Typing: Fire / WaterPokemon CAP18 should threaten:
It's important that, first and foremost, we threaten the Pokemon and strategies that our core has no answer to. In general, the degree to which a Pokemon threatens Latias and Lucario should be the degree to which CAP18 threatens that Pokemon.
Ghost-type Pokemon: Aegislash, Gengar
Fairy-type Pokemon: Clefable, Mawile predominantly. Togekiss, Sylveon and Azumarill to somewhat lesser extents.
Some Fire-type Pokemon: Mega Charizard Y, Heatran, Talonflame to a much lesser extent.
Bug-type Pokemon: Scizor, Forretress, Volcarona.
Ground-type Pokemon*: Landorus-Therian, Hippowdon, Excadrill.
When I say "to a lesser extent", I mean that CAP 18 should be a threatening presence to this Pokemon, but it should not be an ultra-reliable counter. CAP18 should perform well against every Pokemon on this list, but that doesn't mean CAP18 needs to unconditionally switch into and force out these Pokemon. It should likely be able to do one or the other, but countering all of these Pokemon is neither feasible nor recommended.
CAP18 should be able to handle, either by switching in or 1v1, the Pokemon that defeat at least one of our core members that the other one cannot switch into. For example, Mega Charizard X is a Pokemon that defeats Lucario 1v1 that Latias can't switch into. If Multiscale is active, so is Dragonite. Gyarados, before it Mega Evolves, fits this bill.
*With a weakness to Ground, this will be a difficult task. We should threaten these Pokemon as well as we can, but we should not expect to counter Ground-types, but rather defeat them 1v1.
Pokemon CAP18 should be threatened by:
We should be okay with CAP 18 losing to Pokemon that the rest of our core handles well. For example, Latias is a tremendous answer to Rotom-W, and CAP18 is weak to Electric and does not have a STAB that can hit Rotom-W even neutrally. Rotom-W isn't particularly bothered by Fire- and Water-type support options, so making Rotom-W anything other than a threat to CAP18 is fitting a square peg into a round hole. Keldeo is a similar example, although Keldeo is so commonly paired with Pursuit Aegislash (the bane of this core) that it's not safe to let Keldeo counter this CAP.
Bulky Waters: Rotom-W, Keldeo to a much smaller extent.
Bulky Dragons: Latias, Latios, Goodra.
Walls with minimal offensive presence: Chansey, Blissey.
Pokemon not on either of our threatlists should be overly specifically threatening or threatened by CAP 18. Just because a Pokemon is not in the second list doesn't mean it is our prerogative to beat it. The same goes with Pokemon not in the first list: we shouldn't be expected to lose to every Pokemon that we don't threaten.
Abilities: Analytic / ??? / ???
Stats: 100 HP / 45 Atk / 80 Def / 135 SpA / 100 SpD / 95 Spe