Re: Recovery Moves
I think Shore Up is pretty much imperative. Not just so we have a way to abuse sand directly, but also because CAP24 is acting as a huge pain for Greninja-Ash on Sand teams for Trace sets. We could just give it Recover and avoid any potential optics issues, but I think at this point it'd be more worrisome if it seems like CAP24 doesn't really do much under Sand. CAP24 could probably function just fine with Shore Up under Sun as well. Synthesis has half the PP but recovers more per turn. I think both are definitely fine.
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Name: Sun Hazard Remover
Move 1: Moonblast
Move 2: Flamethrower / Focus Blast
Move 3:Rapid Spin Defog
Move 4: Synthesis
Ability: Drought
Item: Heat Rock / Life Orb
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
Name: Sand Hazard Remover
Move 1: Moonblast
Move 2: Flamethrower
Move 3:Rapid Spin Defog
Move 4: Shore Up
Ability: Trace
Item: Leftovers
EVs: 252 HP / 20 SpA / 92 SpD / 144 Spe
Nature: Timid
So earlier in the thread I commented that Rapid Spin would be better for CAP24. However, I'm thinking more that Defog would be a better choice. It means that you have to be more careful with setting your own hazards. Rapid Spin makes it really easy for CAP24 to just remove hazards; I feel like it'd be a little too easy. I definitely think hazard control is an ok option for CAP24, but Defog means you can't, say, reliably Spike-stack and remove Rocks from your side of the field.
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Name: Stun Spore Savagery
Move 1: Moonblast
Move 2: Flamethrower
Move 3: Stun Spore
Move 4: Shore Up
Ability: Trace/Drought
Item: Leftovers
EVs: 252 HP/4 SpA/252 Spe
Stun Spore raises red flags for me. We have few defensive checks and not too many consistent offensive checks. I like the idea behind paralysis, but I'm afraid it'll be too overwhelming, even if there is a pretty steep opportunity cost to running it. Even when you drop Focus Blast, you can still hit Heatran on the switch-in and cripple it for the rest of the match. While that might seem positive, it also affects Mega Crucibelle, Syclant, Greninja, etc. Suddenly checks are just slower, and then CAP24 can just pick the right move. I get that's what paralysis is for, but I'm still hesistant about it.
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Name: Terrain Adjuster
Move 1: Electric Terrain / Misty Terrain / Psychic Terrain
Move 2: Moonblast
Move 3: Flamethrower / Focus Blast /Sludge Wave / Nature Power
Move 4: Flamethrower / Focus Blast /Sludge Wave / Nature Power
Ability: Trace / Drought
Item: Life Orb / Terrain Extender / Normalium-Z / Electrium-Z
EVs: 4 HP / 252 SpA / 252 Speed
Nature: Timid
Is very interesting, yes. But Sludge Wave hits Pyroak really hard:
252 SpA Life Orb Tapu Bulu Sludge Wave vs. 248 HP / 8 SpD Pyroak: 283-335 (63.8 - 75.6%) -- guaranteed 2HKO after Leftovers recovery
Flamethrower does a significant amount of damage to Tapu Bulu, even while not under Sun, while the best Tapu Bulu can hit us with Nature's Madness.
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As a general note, here is a list of best of moves that have been generally discussed for CAP24 so far:
Moonblast
Solar Beam / Leaf Storm / Giga Drain
Flamethrower / Weather Ball
Focus Blast
Hidden Power Ice / Hidden Power Ground
Synthesis / Shore Up
Defog (or Rapid Spin, but imo Defog will be a better fit)
Healing Wish
Stun Spore
CAP24's projected movepool is pretty strong, despite being on the slightly smaller side. I still think Stun Spore should be discussed a lot more before we reach a verdict, but I think we can make plenty of movesets out of these moves alone. I'm definitely not trying to close off discussion, but I think it's important to take a step back and look at what CAP24 is projected to get. I don't think we really should go too much farther than this.
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EDIT:
Moveset Submission
Name: Grassium Z
Move 1: Solar Beam
Move 2: Flamethrower / Moonblast
Move 3: Focus Blast / Moonblast
Move 4: Synthesis
Ability: Drought
Item: Grassium Z
EVs: 4 HP / 252 SpA / 252 Speed
Nature: Modest
Grassium Z forces Sun sets to build a little differently, but Z-Solar Beam is really cool:
252+ SpA Tapu Bulu Solar Beam vs. 248 HP / 252+ SpD Toxapex: 118-139 (38.9 - 45.8%) -- guaranteed 3HKO after Black Sludge recovery
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 248 HP / 252+ SpD Toxapex: 186-219 (61.3 - 72.2%) -- guaranteed 2HKO after Black Sludge recovery
With some prior damage (like entry hazards), you can go Solar Beam -> Bloom Doom and KO Toxapex, which is pretty useful for Sun Teams.
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 248 HP / 228 SpD Pelipper: 333-393 (103 - 121.6%) -- guaranteed OHKO
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 252 HP / 112 SpD Hippowdon: 746-882 (177.6 - 210%) -- guaranteed OHKO after Leftovers recovery
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 80 HP / 0 SpD Tyranitar in Sand: 440-518 (121.8 - 143.4%) -- guaranteed OHKO
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 168 HP / 0 SpD Tyranitar-Mega in Sand: 374-444 (97.6 - 115.9%) -- 87.5% chance to OHKO
The other weather setters get nuked by Bloom Doom. If sand is up, Hippowdon can Slack Off any move CAP24 can throw at it barring Energy Ball / Giga Drain, so being able to get past it is really nice. Tyranitar gets hit really hard by Focus Blast, but in case you wanted Moonblast instead, you can remove still Tyranitar if Tyranitar switches into Flamethrower as:
252+ SpA Tapu Bulu Flamethrower vs. 80 HP / 0 SpD Tyranitar in Sand: 35-41 (9.6 - 11.3%) -- possible 9HKO
252+ SpA Tapu Bulu Moonblast vs. 80 HP / 0 SpD Tyranitar in Sand: 218-260 (60.3 - 72%) -- guaranteed 2HKO
Modest is needed for the extra boost, but it's worth it if you can clear out these pesky mons that give Sun cores trouble.
I think Shore Up is pretty much imperative. Not just so we have a way to abuse sand directly, but also because CAP24 is acting as a huge pain for Greninja-Ash on Sand teams for Trace sets. We could just give it Recover and avoid any potential optics issues, but I think at this point it'd be more worrisome if it seems like CAP24 doesn't really do much under Sand. CAP24 could probably function just fine with Shore Up under Sun as well. Synthesis has half the PP but recovers more per turn. I think both are definitely fine.
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Name: Sun Hazard Remover
Move 1: Moonblast
Move 2: Flamethrower / Focus Blast
Move 3:
Move 4: Synthesis
Ability: Drought
Item: Heat Rock / Life Orb
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
Name: Sand Hazard Remover
Move 1: Moonblast
Move 2: Flamethrower
Move 3:
Move 4: Shore Up
Ability: Trace
Item: Leftovers
EVs: 252 HP / 20 SpA / 92 SpD / 144 Spe
Nature: Timid
So earlier in the thread I commented that Rapid Spin would be better for CAP24. However, I'm thinking more that Defog would be a better choice. It means that you have to be more careful with setting your own hazards. Rapid Spin makes it really easy for CAP24 to just remove hazards; I feel like it'd be a little too easy. I definitely think hazard control is an ok option for CAP24, but Defog means you can't, say, reliably Spike-stack and remove Rocks from your side of the field.
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Name: Stun Spore Savagery
Move 1: Moonblast
Move 2: Flamethrower
Move 3: Stun Spore
Move 4: Shore Up
Ability: Trace/Drought
Item: Leftovers
EVs: 252 HP/4 SpA/252 Spe
Stun Spore raises red flags for me. We have few defensive checks and not too many consistent offensive checks. I like the idea behind paralysis, but I'm afraid it'll be too overwhelming, even if there is a pretty steep opportunity cost to running it. Even when you drop Focus Blast, you can still hit Heatran on the switch-in and cripple it for the rest of the match. While that might seem positive, it also affects Mega Crucibelle, Syclant, Greninja, etc. Suddenly checks are just slower, and then CAP24 can just pick the right move. I get that's what paralysis is for, but I'm still hesistant about it.
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Name: Terrain Adjuster
Move 1: Electric Terrain / Misty Terrain / Psychic Terrain
Move 2: Moonblast
Move 3: Flamethrower / Focus Blast /
Move 4: Flamethrower / Focus Blast /
Ability: Trace / Drought
Item: Life Orb / Terrain Extender / Normalium-Z / Electrium-Z
EVs: 4 HP / 252 SpA / 252 Speed
Nature: Timid
Is very interesting, yes. But Sludge Wave hits Pyroak really hard:
252 SpA Life Orb Tapu Bulu Sludge Wave vs. 248 HP / 8 SpD Pyroak: 283-335 (63.8 - 75.6%) -- guaranteed 2HKO after Leftovers recovery
Flamethrower does a significant amount of damage to Tapu Bulu, even while not under Sun, while the best Tapu Bulu can hit us with Nature's Madness.
--------
As a general note, here is a list of best of moves that have been generally discussed for CAP24 so far:
Moonblast
Solar Beam / Leaf Storm / Giga Drain
Flamethrower / Weather Ball
Focus Blast
Hidden Power Ice / Hidden Power Ground
Synthesis / Shore Up
Defog (or Rapid Spin, but imo Defog will be a better fit)
Healing Wish
Stun Spore
CAP24's projected movepool is pretty strong, despite being on the slightly smaller side. I still think Stun Spore should be discussed a lot more before we reach a verdict, but I think we can make plenty of movesets out of these moves alone. I'm definitely not trying to close off discussion, but I think it's important to take a step back and look at what CAP24 is projected to get. I don't think we really should go too much farther than this.
-----
EDIT:
Moveset Submission
Name: Grassium Z
Move 1: Solar Beam
Move 2: Flamethrower / Moonblast
Move 3: Focus Blast / Moonblast
Move 4: Synthesis
Ability: Drought
Item: Grassium Z
EVs: 4 HP / 252 SpA / 252 Speed
Nature: Modest
Grassium Z forces Sun sets to build a little differently, but Z-Solar Beam is really cool:
252+ SpA Tapu Bulu Solar Beam vs. 248 HP / 252+ SpD Toxapex: 118-139 (38.9 - 45.8%) -- guaranteed 3HKO after Black Sludge recovery
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 248 HP / 252+ SpD Toxapex: 186-219 (61.3 - 72.2%) -- guaranteed 2HKO after Black Sludge recovery
With some prior damage (like entry hazards), you can go Solar Beam -> Bloom Doom and KO Toxapex, which is pretty useful for Sun Teams.
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 248 HP / 228 SpD Pelipper: 333-393 (103 - 121.6%) -- guaranteed OHKO
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 252 HP / 112 SpD Hippowdon: 746-882 (177.6 - 210%) -- guaranteed OHKO after Leftovers recovery
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 80 HP / 0 SpD Tyranitar in Sand: 440-518 (121.8 - 143.4%) -- guaranteed OHKO
252+ SpA Tapu Bulu Bloom Doom (190 BP) vs. 168 HP / 0 SpD Tyranitar-Mega in Sand: 374-444 (97.6 - 115.9%) -- 87.5% chance to OHKO
The other weather setters get nuked by Bloom Doom. If sand is up, Hippowdon can Slack Off any move CAP24 can throw at it barring Energy Ball / Giga Drain, so being able to get past it is really nice. Tyranitar gets hit really hard by Focus Blast, but in case you wanted Moonblast instead, you can remove still Tyranitar if Tyranitar switches into Flamethrower as:
252+ SpA Tapu Bulu Flamethrower vs. 80 HP / 0 SpD Tyranitar in Sand: 35-41 (9.6 - 11.3%) -- possible 9HKO
252+ SpA Tapu Bulu Moonblast vs. 80 HP / 0 SpD Tyranitar in Sand: 218-260 (60.3 - 72%) -- guaranteed 2HKO
Modest is needed for the extra boost, but it's worth it if you can clear out these pesky mons that give Sun cores trouble.
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