Weak Armor is an interesting option alongside Analytic, but I am failing to see what it does for our concept. Could you explain further how it helps fit into our core, and helps Latias and Lucario with their roles?
Intimidate is a great choice for a second ability, as it allows us to switch into physical attacks from Aegislash, Talonflame, and Azumarill more easily.I think we should consider something like Intimidate or Flame Body to mess with physical attackers like Mawile, Azumarill and Conkeldurr. Neutering their attack would make them so much more manageable.
Hmm, I don't really get this argument. CAP's stats were already engineered to beat Aegislash, thus with or without Analytic it should come on top, even if the opponent is running SubToxic (granted, it'll take some damage but it's not that it won't happen for the other sets). Infiltrator is good not because it enables CAP to beat Aegislash (it already does), but because it may lead the opponent to misplays assuming one or the another ability. If he predicts Infiltrator and goes to a special wall, he risks getting it weakened to the point it's not usable anymore thanks to the Analytic boost. If instead it predicts Analytic and wants to go for some Substitute shenanigan, it may lose Aegi outright. I don't think we'll see Infiltrator outclassing Analytic any time soon (and thus becoming the prevalent ability); however, the mere chance of it being available on CAP can force the Aegislash user into some (minor, but still relevant) mindgames. Which is a great proposition for a secondary ability: it does contribute to CAP, albeit not in a game-breaking or incredibly substantial way as Volt Absorb did for the last one.Infiltrator is not a good idea. Not becuase it doesn't do what we want it to do, it's because we need to counter sub toxic aegislash. Checking that off during the secondary ability discussion doesn't help us, becuase either most people wont run it, or it'll overshadow analytic.
They way it is right now, CAP18 can reliable hand any aegislash unless it subs on the switch. As you explained, infiltrator creates a mind game that makes handling that situation much easier. However, it's nothing more than a mind game. If the opposing player predicts correctly (or after one switch, as a damage calculator will tell them if we're running analytic or not), we either lose the ability to scare out sub aegislash or the opponent knows they don't have to worry about being nuked. From there, it'll just come down to a situation of whether or not players want to counter sub aegi or not, which we should do regardless of which ability we chose.Hmm, I don't really get this argument. CAP's stats were already engineered to beat Aegislash, thus with or without Analytic it should come on top, even if the opponent is running SubToxic (granted, it'll take some damage but it's not that it won't happen for the other sets). Infiltrator is good not because it enables CAP to beat Aegislash (it already does), but because it may lead the opponent to misplays assuming one or the another ability. If he predicts Infiltrator and goes to a special wall, he risks getting it weakened to the point it's not usable anymore thanks to the Analytic boost. If instead it predicts Analytic and wants to go for some Substitute shenanigan, it may lose Aegi outright. I don't think we'll see Infiltrator outclassing Analytic any time soon (and thus becoming the prevalent ability); however, the mere chance of it being available on CAP can force the Aegislash user into some (minor, but still relevant) mindgames. Which is a great proposition for a secondary ability: it does contribute to CAP, albeit not in a game-breaking or incredibly substantial way as Volt Absorb did for the last one.
I see what you are saying with regenerator, but I personally disagree. Analytic and regenerator both perform completely different purposes. Regenerator makes it easier to keep latias and lucario alive while analytic helps remove their checks and counters on the switch. The regenerator idea can make the core just as good while also being able to assist the rest of the team depending on what you choose. Foe example, if your team is very offensive and you need something that can force and punish switches, analytic is your ability of choice. If your team needs a go-to switch-in regenerator can do that.I want to stress some abilities that should NOT happen:
Poison Heal: While I supported it for the primary ability, it would become a terrible choice alongside Analytic. Poison Heal coupled with 100/80/100 bulk and solid 95 speed would basically take Gliscor's stalling capabilities and superpower them. Poison Heal would also effectively make the blobs unable to touch CAP with 101 HP Substitutes combined with Poison Heal healing the small amount of damage from Seismic Toss.
Regenerator: Like Poison Heal, this has potential to completely overshadow Analytic. With excellent bulk and attack power, Regenerator would become a godsend for CAP. Which is NOT what we want in a Secondary ability discussion. It would introduce an entirely different, and almost unarguably better, role for the CAP. Analytic comes first.
Natural Cure: This CAP is supposed to be threatened by Chansey/Blissey. What should happen is that the CAP should be complete and utter bait for them to switch in. The blobs should fear nothing about switching in and fear almost nothing about staying in. So, why would Natural Cure be a bad thing? Simple; it makes it so the CAP has no fear of Toxic, a main source of damage from the blobs. Furthermore, it does little for our core. The CAP already immune to burn and Lucario is immune to Toxic in return. While Latias is bothered by both, it really doesn't stop it from doing its job, especially if it runs Healing Wish. CAP doesn't really have business trying to absorb paralysis, as many paralysis spreaders, Thundurus in particular, shit on CAP. Motor Drive or Lightning Rod would be better for paralysis absorption.