Empress
Don't waffle or you'll get pancaked
Pursuit: Leaning towards yes.
The ability to surprise Pokemon that CAP 21 counters is definitely nice, but its lack of STAB means that, realistically, it's not chunking anything that it doesn't hit SE for meaningful damage. I guess it could pick off some mons if they're weakened enough, though. As for us beating Psychic-types with Pursuit, the ship has mostly sailed. It won't scare the likes of Mega Metagross and Mega Slowbro. Hoopa-U loses hard to us already. And Mega Alakazam isn't necessarily forced into a switch-or-die situation, as it always outspeeds CAP 21 and can chunk it, KOing it with some prior damage.
252 SpA Mega Alakazam Psychic vs. 4 HP / 0 SpD CAP: 306-360 (86.4 - 101.6%) -- 12.5% chance to OHKO
A lot of Pokemon found on the same offensive teams as Mega Zam threaten CAP 21, including Keldeo, Gliscor, Ferrothorn, and Heatran. Nonetheless, only Ferrothorn can reliably switch into us, so suffice it to say that unless the core is Zam + Ferro, Mega Zam will probably go for the kamikaze attack if it's facing CAP 21 one-on-one. It's a rather common pairing, though.
Now onto two more notable Psychic-types in OU. If we're not Mega Evolved, we're still outsped by Latios and Latias, rendering Pursuit moot (they OHKO CAP 21 with Psyshock using their standard sets no matter what). Conversely, if we are, Latios always loses, so it goes into switch-or-die mode, which isn't ideal. Latias also has a notable chance to lose without Pursuit as well.
252 Atk CAP Head Smash vs. 72 HP / 0 Def Latias: 276-325 (86.5 - 101.8%) -- 12.5% chance to OHKO
184 SpA Life Orb Latias Psyshock vs. 4 HP / 0 Def CAP: 367-432 (103.6 - 122%) -- guaranteed OHKO
"What? A mere 12.5% chance to OHKO Latias here is in our favor?" Yes, as it's not the most likely scenario for both mons to be at full health and have no entry hazards, so realistically speaking, we'll have the upper hand in many scenarios. If we are in this perfect scenario, though, whether or not Latias will stay in and go for the one-for-one sacrifice really depends on what teammates are waiting in the back. Just like with Mega Alakazam, though, a lot of mons on the balance teams that you see Latias on threaten us to some degree, including the likes of Manaphy, Mega Metagross, and Landorus-T. Of course, Manaphy won't be able to switch into us, but it's reasonable to say that Latias may switch out to M-Gross and Lando-T and have them absorb a hit from CAP 21, only for Latias to get surprised by Pursuit.
So, to Pursuit or not to Pursuit? Sure; for the most part it's rather harmless. On one hand, the damage we'll land on fleeing foes that it hits neutrally probably won't be immediately meaningful. But on the other hand, it could prove critical for a teammate should CAP 21 be fainted, possibly bringing the likes of Talonflame and Mega Charizard Y into a partner's KO range. As for the Psychic-types, the ability to beat Latios, (usually) Latias, and (sometimes) Mega Alakazam harder than we already do seems a tad overkill. We threaten these mons to a degree already, though, so Pursuit wouldn't be the worst thing in the world for us.
Jump Kick: Leaning towards no.
First off, like DLC said, Jump Kick hits lots of Steel-types neutrally and thus fails to outdamage Head Smash much of the time. Secondly, Wood Hammer is actually enough to prevent non-Sand Rush or Choice Scarf Excadrill from countering us.
252 Atk CAP Wood Hammer vs. 0 HP / 4 Def Excadrill: 202-238 (55.9 - 65.9%) -- guaranteed 2HKO
Bulky Excadrill still counters us though, but that's provided entry hazards aren't up.
252 Atk CAP Wood Hammer vs. 252 HP / 0 Def Excadrill: 204-240 (48.1 - 56.6%) -- 35.5% chance to 2HKO after Leftovers recovery
If we want Excadrill to not counter us at all, I can get behind Jump Kick. But we don't necessarily want to shit on Drill completely; we merely want to have a fighting chance against it, and with Wood Hammer, we do have that chance. Still, I see why it's tempting to want to directly do something to Ferrothorn. Upon thinking through it further, there's something that can be used in combination with Wood Hammer to soften up bulky Exca a lot and helps against Steels without severely chunking them.
Spikes.
Yep. In fact, the AoA and Offensive Utility sets could very well be combined with each other to make the standard set Head Smash / Gunk Shot / Wood Hammer / Spikes. 1 layer is all we need to stop bulky Exca completely. As for Ferrothorn, it's pretty resilient, but Spikes wears it down a hell of a lot faster than Stealth Rock does, not to mention that having more than one layer of Spikes down is a realistic scenario. Let's face it, though: we can't directly beat Ferro without something crazy like Flare Blitz or High Jump Kick. Spikes would fit the bill well, giving us a fighting chance to beat unboosted (Speed-wise) Excadrill while providing good general utility. If we decide that directly doing something to Ferro would be too much for this CAP, Spikes fits as a happy medium.
Bulldoze: Yes. (Not like it'd do anything though)
Not gonna post a wall of calcs, but Bulldoze's damage output is pretty harmless for pretty much all Steel-types, outdamaging Head Smash only marginally. The Speed-lowering effect doesn't come in handy that often either; off the top of my head I can only think of one such scenario. We hit Choice Scarf Excadrill with Bulldoze as it switches into us and then outspeed it and finish it off the next turn. Not a huge deal in the grand scheme of things. The only other thing that Bulldoze would let us beat through damage alone that we don't already is Magnezone, making it a rather niche move.
The ability to surprise Pokemon that CAP 21 counters is definitely nice, but its lack of STAB means that, realistically, it's not chunking anything that it doesn't hit SE for meaningful damage. I guess it could pick off some mons if they're weakened enough, though. As for us beating Psychic-types with Pursuit, the ship has mostly sailed. It won't scare the likes of Mega Metagross and Mega Slowbro. Hoopa-U loses hard to us already. And Mega Alakazam isn't necessarily forced into a switch-or-die situation, as it always outspeeds CAP 21 and can chunk it, KOing it with some prior damage.
252 SpA Mega Alakazam Psychic vs. 4 HP / 0 SpD CAP: 306-360 (86.4 - 101.6%) -- 12.5% chance to OHKO
A lot of Pokemon found on the same offensive teams as Mega Zam threaten CAP 21, including Keldeo, Gliscor, Ferrothorn, and Heatran. Nonetheless, only Ferrothorn can reliably switch into us, so suffice it to say that unless the core is Zam + Ferro, Mega Zam will probably go for the kamikaze attack if it's facing CAP 21 one-on-one. It's a rather common pairing, though.
Now onto two more notable Psychic-types in OU. If we're not Mega Evolved, we're still outsped by Latios and Latias, rendering Pursuit moot (they OHKO CAP 21 with Psyshock using their standard sets no matter what). Conversely, if we are, Latios always loses, so it goes into switch-or-die mode, which isn't ideal. Latias also has a notable chance to lose without Pursuit as well.
252 Atk CAP Head Smash vs. 72 HP / 0 Def Latias: 276-325 (86.5 - 101.8%) -- 12.5% chance to OHKO
184 SpA Life Orb Latias Psyshock vs. 4 HP / 0 Def CAP: 367-432 (103.6 - 122%) -- guaranteed OHKO
"What? A mere 12.5% chance to OHKO Latias here is in our favor?" Yes, as it's not the most likely scenario for both mons to be at full health and have no entry hazards, so realistically speaking, we'll have the upper hand in many scenarios. If we are in this perfect scenario, though, whether or not Latias will stay in and go for the one-for-one sacrifice really depends on what teammates are waiting in the back. Just like with Mega Alakazam, though, a lot of mons on the balance teams that you see Latias on threaten us to some degree, including the likes of Manaphy, Mega Metagross, and Landorus-T. Of course, Manaphy won't be able to switch into us, but it's reasonable to say that Latias may switch out to M-Gross and Lando-T and have them absorb a hit from CAP 21, only for Latias to get surprised by Pursuit.
So, to Pursuit or not to Pursuit? Sure; for the most part it's rather harmless. On one hand, the damage we'll land on fleeing foes that it hits neutrally probably won't be immediately meaningful. But on the other hand, it could prove critical for a teammate should CAP 21 be fainted, possibly bringing the likes of Talonflame and Mega Charizard Y into a partner's KO range. As for the Psychic-types, the ability to beat Latios, (usually) Latias, and (sometimes) Mega Alakazam harder than we already do seems a tad overkill. We threaten these mons to a degree already, though, so Pursuit wouldn't be the worst thing in the world for us.
Jump Kick: Leaning towards no.
First off, like DLC said, Jump Kick hits lots of Steel-types neutrally and thus fails to outdamage Head Smash much of the time. Secondly, Wood Hammer is actually enough to prevent non-Sand Rush or Choice Scarf Excadrill from countering us.
252 Atk CAP Wood Hammer vs. 0 HP / 4 Def Excadrill: 202-238 (55.9 - 65.9%) -- guaranteed 2HKO
Bulky Excadrill still counters us though, but that's provided entry hazards aren't up.
252 Atk CAP Wood Hammer vs. 252 HP / 0 Def Excadrill: 204-240 (48.1 - 56.6%) -- 35.5% chance to 2HKO after Leftovers recovery
If we want Excadrill to not counter us at all, I can get behind Jump Kick. But we don't necessarily want to shit on Drill completely; we merely want to have a fighting chance against it, and with Wood Hammer, we do have that chance. Still, I see why it's tempting to want to directly do something to Ferrothorn. Upon thinking through it further, there's something that can be used in combination with Wood Hammer to soften up bulky Exca a lot and helps against Steels without severely chunking them.
Spikes.
Yep. In fact, the AoA and Offensive Utility sets could very well be combined with each other to make the standard set Head Smash / Gunk Shot / Wood Hammer / Spikes. 1 layer is all we need to stop bulky Exca completely. As for Ferrothorn, it's pretty resilient, but Spikes wears it down a hell of a lot faster than Stealth Rock does, not to mention that having more than one layer of Spikes down is a realistic scenario. Let's face it, though: we can't directly beat Ferro without something crazy like Flare Blitz or High Jump Kick. Spikes would fit the bill well, giving us a fighting chance to beat unboosted (Speed-wise) Excadrill while providing good general utility. If we decide that directly doing something to Ferro would be too much for this CAP, Spikes fits as a happy medium.
Bulldoze: Yes. (Not like it'd do anything though)
Not gonna post a wall of calcs, but Bulldoze's damage output is pretty harmless for pretty much all Steel-types, outdamaging Head Smash only marginally. The Speed-lowering effect doesn't come in handy that often either; off the top of my head I can only think of one such scenario. We hit Choice Scarf Excadrill with Bulldoze as it switches into us and then outspeed it and finish it off the next turn. Not a huge deal in the grand scheme of things. The only other thing that Bulldoze would let us beat through damage alone that we don't already is Magnezone, making it a rather niche move.
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