I don’t have time at the moment to post a set, but I wanted to get something out there; didn’t we want CAP to have a viable non-trapping set as well to keep opponents guessing? We should make some sets that don’t focus on trapping.
I don’t have time at the moment to post a set, but I wanted to get something out there; didn’t we want CAP to have a viable non-trapping set as well to keep opponents guessing? We should make some sets that don’t focus on trapping.
Name: Assault Vest
Move 1: Spirit Shackle / Phantom Force
Move 2: Drain Punch
Move 3: Knock Off
Move 4: Anchor Shot / Infestation
Ability: Comatose
Item: Assault Vest
EVs: 168 HP / 252 Attack / 68 Def / 12 SpD / 8 Spe
Nature: Adamant
Name: Choice Band
Move 1: Spirit Shackle
Move 2: Dragon Hammer
Move 3: Psychic Fangs
Move 4:U-turnStone Edge
Ability: Comatose
Item: Choice Band / Choice Scarf
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly
Name: Lure
Move 1: Spirit Shackle
Move 2: Substitute
Move 3: Toxic
Move 4: Pain Split
Ability: Comatose
Item: Leftovers
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly
- Dragon Hammer is better since it has more powerMoveset Submission
Name: Scarf + Lele Support
Move 1: Spirit Shackles
Move 2: Outrage/Dragon ClawDragon Hammer
Move 3: Psychic Fangs
Move 4:Memento/Healing Wish/Parting Shot
Ability: Comatose
Item: Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spe
Nature:AdamantJolly
- Dragon Hammer is better since it has more power
I think something to be careful of with this project is signature move overkill. While we aren't hesitant to use a (not-legendary) signature move if it's important to have one, I think it's ludicrous for us to throw around moves learned by one Pokemon (like Dragon Hammer) simply on the basis that they're better than the other options (Dragon Claw and Dragon Rush). In fact, I take exception to the idea that we should then consider giving this both Spirit Shackle and Anchor Shot-- there simply is no justification for doing so. Yes, the concept is about trapping moves, but Naviathan didn't get every boosting move because of its boosting move concept, and rightly so. Signature moves may not be off-limits, but it is terrible for optics to just throw them around like candy.
Ok, thanks for the explanationsYou've given no calcs to support this claim. I've seen no evidence from anybody pushing for Dragon Hammer that it gets any relevant OHKO or 2HKO that Claw can't get. If you have an example as to why CAP needs Dragon Hammer, that would be appreciated. Otherwise, I see no reason to give it an exclusive move that's not at all related to the concept.
EDIT: Greninja'd
Moveset Submission
Name: Chip Annoyance
Move 1: Phantom Force
Move 2: Drain Punch
Move 3: Dragon Tail
Move 4: Substitute/Psychic Fangs/Toxic/Toxic Spikes
Ability: Comatose
Item: Leftovers
EVs: 4 HP / 252 Atk / 252 Speed
Nature: Jolly
Moveset Submission
Name:DefensivePhantom Force
Move 1: Phantom Force
Move 2: Spirit Shackle / Anchor Shot / Infestation
Move 3: Toxic
Move 4: Substitute / Protect
Ability: Comatose
Item: Leftovers
EVs: 248 HP / 200 SpD / 56 Spe
Nature: Careful
Dragon Hammer isn't really worth adding since there's nothing to me that says Dragon Hammer is more powerful in any meaningful way than Dragon Claw. Also, I REALLY don't like Drain Punch. It gives us recovery that's too reliable imo and also messes with both our Dark-type and Steel-type checks.Moveset Submission
Name: All-Out Attacker
Move 1: Spirit Shackle
Move 2: DragonHammerClaw / Outrage
Move 3: Psychic Fangs
Move 4:Drain PunchIcicle Crash
Ability: Comatose
Item: Life Orb / Psychium Z / Dragonium Z
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly
Gonna go ahead and start with something a little standard,
- Spirit Shackle is a fairly powerful STAB move that allows CAP23 to trap anything that is not a Normal-type.
- Dragon Hammer is a strong STAB move that notably threatens opposing Dragon-types and provides neutral coverage on a plethora of types.
- However, Outrage can be used instead, notably being able to securing the 2HKO on Cyclohm.
- Psychic Fangs is for Poison- and Fighting-types such as Fidgit, Mollux and especially Tomohawk.
- Drain Punch beats Dark- and Steel-types, such as Bisharp and Tyranitar, who would resist CAP23's other coverage moves otherwise.
- Comatose prevents CAP23 from being burned from moves such as Will-O-Wisp.
- Life Orb boosts CAP23's power by 1.5x, helping it break down walls more effectively.
- Psychium Z helps CAP23 break down more defensive threats such as Arghonaut, Toxapex and Mega Venusaur.
- However, Dragonium Z can be used alongside Outrage in order to threaten bulkier threats with a strong 190 BP Devastating Drake.
- The EVs are to maximize CAP23's offensive power.
Moveset Submission
Name: Fairy Lock
Move 1: Fairy Lock
Move 2: Spirit Shackle / Phantom Force
Move 3: Dragon Claw / Dragon Rush
Move 4: Stone Edge / Psychic Fangs
Ability: Comatose
Item: Leftovers / Sitrus Berry / Aguav Berry / Eject Button
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
Moveset Submission
Name: Fairy Lock
Move 1: Fairy Lock
Move 2: Spirit Shackle / Phantom Force
Move 3: Dragon Claw / Dragon Rush
Move 4: Stone Edge / Psychic Fangs
Ability: Comatose
Item: Leftovers / Sitrus Berry / Aguav Berry / Ghostium Z/ Focus Sash
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
So, I hadn't seen a Fairy Lock set yet, and we said we'd discuss it, so I'm going to throw up a preliminary one. I'm really busy right now, so it's not very good, but I just would like to see the discussion on it. And yes, I know it's another signature move, but to be fair it's significantly different from Shackle, unlike Anchor Shot, in its trap effect, meriting some consideration. Feel free to tear this apart and suggest stuff, again, this is just really preliminary.
- Basic goal of the set is to weaken opponents until CAP becomes weak enough that it can use Fairy Lock to trap the opponent that finishes it off, guaranteeing a revenge kill
- Fairy Lock helps to keep the pressure on as mons come in to try and KO CAP, threatening an immediate revenge kill (barring Ghost types) once CAP goes down
- Fairy Lock can actually be used decently well due to CAP's above average speed, allowing it to threaten a Fairy Lock on slower mons trying to KO it
- This can lead to mind games of lock vs. no lock, and with CAPs powerful Atk stat, a misplay could be very damaging
- Spirit Shackle would be used to provide more general trapping support, whereas Phantom Force could be employed for a more damage based approach
- Dragon Claw and Dragon Rush help to balance out the STAB options
- I've purposely forgone Outrage because I think the Confusion risk doesn't mesh well with the Fairy Lock strategy
- Stone Edge and Psychic Fangs serve as a "pick what you want to beat" sort of setup, effective against many Pokémon on the trap and destroy list
- Leftovers, Sitrus, and Aguav serve to provide just a bit more longevity for CAP to get off more damage prior to going down
- The EVs help give the speed as high as it can do give Fairy Lock the best chance of going first
- Attack EVs serve to increase damage output
The thing with your set is that you seem to have not used Spirit Shackle for the sole purpose of not making it a trapping set, when I really don't see how Shadow Claw has any advantages besides the rare times the increased crit ratio matters and the probably even rarer times you want to die to Rocky Helmet/Iron Barbs/Rough Skin. Is there any reason you'd rather use Shadow Claw?May I go out on a limb and say I don’t think we should allow Knock Off?
CAP + Magnezone seems like a diabolical combination, seeing as how CAP can’t touch Ferrothorn, Celesteela, Mega Scizor and Skarmory. If any of these guys switch in to SS, they play eleminates a double switch, and can just proceed to switch to Mag to trap them again,
I feel like Shed Shell Skarmory ought to be a valid counterplay to this combination. Giving CAP Knock Off, makes Skarmory switching in risky.
Knock Off also borks Collosoil by removing Flame Orb and takes away Tapu Fini, Celesteela and Ferrothorn’s Leftovers.
Knock Off interfers with our checks/counters too much.
———
I’d also like to concur that I dislike U-Turn/Volt Switch on our mon, for the same reasons others have stated and is completely anti concept. Also, I think we should deincentivize Choice item sets, which pivoting does in spades.
———
Let’s try another unorthodox non-trapping set, inspired by the Lati wins.
Moveset Submission
Name: Dual Screens
Move 1: Shadow Claw
Move 2: Dragon Claw/Earthquake
Move 3: Light Screen
Move 4: Reflect
Ability: Comatose
Item: Light Clay
EVs: 4 HP / 252 Atk / 252 Speed
Nature: Jolly
- This set uses CAP’s good typing and special bulk to set dual screens.
- Unlike dual screens Tapu Koko and Lati@s and Ninetales-A, CAP offers different resistances and is immune to status, giving it different opportunities to set up screens.
- Established counters Defog Skarmory and Tapu Fini can remove CAP’s screens.
- CAP’s typing draws Steel, Dark and Fairy types, allowing set up sweepers like Mega Charizard X, Volcorona, Cawmadore, Azurmarril, Keldeo, Navithan, Mega Scizor, and Mega Tyranitar to set up.
- Shadow Claw offers broad reliable STAB damage.
- The last move is filler coverage. Dragon Claw offers secondary STAB, while Earthquake let’s it hit Tyranitar, Bisharp and Magenera harder.
Ok, gonna try some unconventional sets.
Name: Hazardous Trapper
Move 1: Toxic Spikes
Move 2: Outrage
Move 3: Spirit Shackle
Move 4: Psychic Fangs / Stone Edge
Ability: Comatose
Item: Life Orb / Dragonium Z / Psychium Z
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
And...
- The purpose of this set is to lure out and weaken bulky Poison types and hazard removers and successfully lay Toxic Spikes, which gained support throughtout the thread.
- Toxic Spikes are great on this mon, as it allows it to wear down threats on the field, giving CAP23 and its teammates an easier time to bust through bulky walls.
- Outrage is CAP23's most powerful STAB option, and ensures it can keep up offensive pressure.
- Spirit Shackle is the secondary STAB option, and allows CAP23 to trap and apply pressure to bulky mons.
- The choice between Psychic Fangs and Stone Edge is a tough onw. Psychic Fangs is usually the superior option to break the Poison types that want to absorb Toxic Spikes. But if the team itself is well ensured against Poison types, Stone Edge is a viable option to bust up defoggers like Zapdos.
- Lofe Orb gives a general boost in power, Psychium Z should be chosen if using Psychic Fangs and if opting for Stone Edge, Dragonium Z is a viable option.
- Maximum EV investment Attack and Speed allow CAP23 to maintain its great speed tier and hit as hard as possible.
Name: No Heals No Deals
Move 1: Heal Block
Move 2: Spirit Shackle
Move 3: Outrage / Dragon Claw
Move 4: Brave Bird / Psychic Fangs / Toxic
Ability: Comatose
Item: Ghostium Z / Dragonium Z / Flyinium Z / Leftovers
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- The purpose of this set is to stallbreak walls by blocking their ability to heal off damage dealt.
- With Taunt and Encore being deemed too powerful, Heal Block I believe is an alternative that is quite acceptable. It stops Toxapex from healing with Black Sludge and Recover, and Mega Venusaur with Leech Seed.
- Spirit Shackle is a great STAB option that also traps the foe, allowing CaP 23 to take full advantage of Heal Block.
- Outrage can be chosen for immediate strong power, but if the confusion effects are deemed too annoying, Dragon Claw is an acceptable alternative. Keep in mind that its power output is severly affected.
- Brave Bird and Psychic Fangs can be used based on which mons you want to pressure more. Toxic is a great third option that works with Heal Block to wear down most walls.
- Z-Crystals are preferred so CAP23 can have a powerful nuke to bust past worn down walls, but Leftovers can also be used for longevity.
- EVs are make CAP 23 hit as hard and as fast as possible.
I'd like opinions on these two sets, and how they can be improved.