1. Regarding CAP25f, what offensive abilities have good ability-movepool interaction? Which one is the most effective with regard to its Fire / Ground typing and why?
Super Luck, while appealing to say the least, seems a little bit too gimmicky for my liking. It does break through defensive boosts and it ignores the downsides of moves that lower stats (Overheat being the first thing I can think of). We shouldn't be forced to run Scope Lens in order to make this ability viable, we should have a better opportunity to vary our item pool a little more without the expense of our ability being viable. This case is similar with Sniper. Don't get me wrong, it's a clever idea, but I think it just limits us a little bit too much. Merciless, also interesting, is just far too niche, and it relies too heavily on Toxic (which isn't very good for an Offensive mon unless it is to catch Pokemon on the switch before switching out) and Toxic Spikes (which I'm not crazy about having to partner with Toxapex or Greninja for it to work). Sheer Force, to me, feels like too much of a gimmie, and we're not really going to explore much of anything if we choose that. I thought strongly about Stakeout, but my fear is we'd be really similar in concept to Volkraken, another offensive Fire type we'd be competing with for a team slot.
So, as of right now, I am really scratching my head on the abilities presented so far for this mon. Surprisingly I'm liking Super Luck the best out of the fact that it is not very well explored outside of gimmicky Kingdra sets, but I think we can do better.
As a side note I'm pretty opposed to Simple. I think the doubled stat boosts we'd get from it would make our Fire mon excessively strong against would-be walls and checks as opposed to maybe Pelipper. It already have amazing coverage across the board with its STABs, I don't see the need for more.
2. Regarding CAP25w, what defensive abilities can take advantage of ability-movepool interactions? If the ability cannot create direct interactions, how does the ability enable CAP25w’s movepool to be used to maximum potential?
I'm gonna hop on the Corrosion train. I alluded to it a while back (I asked to make sure at the time I wasn't poll-jumping lol), but it seriously amps up our defensive utility. The ability to not only hit Steel and Poison types, but Magic Guard users like Clefable or Poison Heal users like Gliscor as Dogfish mentioned is unbelievably threatening (he just beat me to the punch lol). This'll make 25w such a nastier defensive threat, and it'll give us solid niches against the two mons mentioned above, Ferrothorn, Celesteela, and Toxapex. While it wouldn't directly smash any of it's checks, it gives CAPw a small opportunity to pressure back. Corrosion is very under-explored, given it's only on arguably one of the least defensive options in the game, Salazzle, so this would be a great opportunity to to give it a purpose on a real defensive-oriented mon. Stamina is another ability I also wouldn't mind backing as well.
3. Regarding CAP25g, what are some roles that current Grass-types in the CAP Metagame currently do not achieve? What abilities facilitate this new role? How does Grass / Electric typing help CAP25g execute this role?
This is probably the toughest one, given that we're trying to specialize it and not make it too similar to Jumbao when it comes to threatening Tomohawk. So far, I kinda like the idea of Berserk. This is another ability largely unexplored aside from the occasional use on Drampa. Given that 25g only has a few weaknesses in Bug, Fire, Ice and Poison, and it has resistances to Electric, Grass, Steel, and Water. Everything else it is neutral to, which with a decent amount of bulk can come in to our favor with this ability. Galvanize could also be good, but I feel like that's a bit generic given we're aiming for a specialized role. Emergency Exit, while silly sounding at first, could be really awesome for momentum-based role, making for easy switches for couter-play. However, if we're not careful, this could work against us by forcing a switch when it's inconvenient. Given that, I'm a little hesitant on that one. Reckless is also appealing given we could abuse Wood Hammer and Wild Charge, but my biggest concern is it'll lessen 25g's longevity to stay alive in battle.
Instead, I would like to propose an ability could give us not only a much more serious niche, but it can potentially punish usual switch-ins. Tinted Lens would allow any of its attacks that are resisted to be doubled, allowing them to turn into a neutral hit. This would be able to abolish our susceptibility to Necturna so that we're not complete set-up bait, and we'd at the very least be able to do a sizable amount of chip damage against Jumbao, Mega Lati@s, Ferrothorn, and Pyroak before needing to switch out. This would also increase the effectiveness of our Grass STAB as a whole, being able to hit a bunch of switch-ins or threats decently hard. This would give us a much more specialized niche, and we'd be able to stand a little more toe-to-toe in competition with Jumbao for the offensive Grass slot.