• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

CAP 25 - Part 7 - Competitive Ability Discussion

Status
Not open for further replies.
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?

I'd like to talk about an ability that seems a tad counter intuitive to this question; Merciless. While it may seem that it has poor ability-movepool interaction with the fire types chance to burn and the lack of chance to poison moves for fire/ground, I've found that this isn't true. During a conversation last night on discord, I had a question posed to me: "aren't we maximizing the potential of merciless (the concept) by beating the mons immune to poison with our stab moves." Originally, I thought that maximizing the potential of merciless would require a entire moveset dedicated to poisoning things. However after thinking about this question I've come to the conclusion that fire/ground is the perfect type and STABs to maximize the potential of merciless which is something I don't feel for the other abilities.

Now for the actual reasons that merciless is good. Many people have expressed concerns about giving 25f an ability that just gives it a damage boost and some people have responded with things like Competitive/Defiant which is a conditional stat boost. However, instead of giving the conditional of a stat getting lowered, I think it would be better to use the conditional of being poisoned. By making our damage tied to poison it gives plenty of counterplay for the opponent to not be completely ran over by 25f. It also leaves plenty of room for interesting questions to be explored such as how many moves do we give 25f that allows it to toxic opponents itself instead of relying on team support. During the discussion for Super Luck people have brought up that by having a consistent way to crit 25f can get past stat lowering debuffs from Intimidate or self-inflicting moves, enemy stat boosts as well as a currently popular strategy: screens. By using Merciless which gives a conditional to consistently critting, we do not risk removing these strategies from the meta because 25f essentially makes them pointless.

Finally I'd like to leave a question for all of you reading this: Do you maximize the potential of Merciless by being able to poison everything and beat anything that you poison, or do you maximize the potential by beating everything that can't be poisoned while still being able to threaten things that can be poisoned.

As a brief side note, I'd like to comment on Super Luck. While I was going to save this for the various people on discord that want to tear it apart, I have a few thoughts of my own. Originally I was concerned that people would use stronger moves instead of the high critical ratio attacks that the ability suggests but I was reassured by others that this could be fixed during the movepool stage. However with more recent conversations on discord this concern has been reignited. I worry that the primary set for Super Luck will not involve scope lens and high crit chance moves for 100% crit but instead using an offensive item with 50% crit. This would be incredibly unhealthy for the meta-game where we have an entire CAP that relies on a coin flip to do its full damage. This would lead to games that feel terrible for one person where its decided either by two crits in a row, or two non-crits in a row.
 
My thoughts:

CAP25g:
Triage: Fun choice that gives CAP priority to healing moves. May give it unique offensive priority moves in both Grass and Electric STABs.
Regenerator: Very solid ability the would nice on a pivot mon, ultilizing Volt Switch, with a secondary STAB Ground types don’t want to tank.
Unburden: Given that this typing gives us access to TWO different STAB boosting terrains, and resistance to priority like Aqua Jet and Bullet Punch, perhaps a Terrain Seed sweeper like Hawlucha could work well.
Tinted Lens: Don’t like this one so much. It makes it so CAP can hit literally everything neutrally, potentially invalidating our checks/counters list.

CAP25f:
Defiant/Competitive: These are my favorites. A ground type being able to deter Landorous and Tomohawk from switching in would be simply lovely and meta-shifting. Also brings the handy anti-Defoe component. Far superior to Super Luck/Sniper, which are incredibly niche.
Sheer Force: Strong generic ability. Mega Camerupt uses it well. Powers up Fire moves and Earth Power and no Life Orb recoil.
Technician: I can think of a few handy moves that could work with this. Bare in mind, if we go special, this mon can use Hidden Power to get a 90 base attack with any kind of coverage it wants, minus Fairy. That’s kinda scary on something that already has Fire/Ground STAB.

CAP25w:
Magic Bounce: My favorite of the potential Water abilities. CAP25w’s typing lets it naturally counter many hazard setters including Landorus, Greninja, Heatran and Argonaught. Furthermore Water/Bug synergies very well with many common offensive Trick Room mons, and the play style usually doesn’t have room to run hazard control, and has a particular weakness to both Ground moves and Greninja’s Water Shuriken.
MB also shields it from Taunt, status moves, Leech Seed, etc. Very handy on a wall.

Poison Heal: another solid pick. Provides passive recovery, Status immunity, Knock Off absorsion and helps aliviate the SR weakness. My worry with ability is what do we do once we’re in? Water/Bug has enough exploitable weaknesses that punishing the switch in is tricky, though I can think of a few.
 
Last edited:
For CAP25g, I wanted to throw a little more weight behind Steelworker, because no one's even mentioned it (other than myself) and I think it has some real potential. Adding Steel Type STAB would allow CAP25g to hit a wide range of things for at least neutral damage, and would give it utility against Ice Types, which normally cause problems for Grass Types, and against many of the common Fairy Types in the tier. Having a worthwhile user of Steelworker would be a significant and unexplored niche, allowing us to craft a specialist that can eliminate otherwise troublesome Pokemon and help ease team building to an extent. In return, it hardly effects our Checks/Counters list, with only Jumboa taking any noteworthy damage from Steel STAB. I ran some preliminary calcs (I won't post anything here because I'll probably get censored), but all of CAP25g's proposed Checks and Counters (other than Jumboa) laughed at Steel STAB with mid-range Stats, and I'm confidant that even if we maxed CAP25g out, it still wouldn't be able to significantly dent them.

I also like Galvanize, for basically all of the reasons that have already been stated. I have nothing to add to that conversation. I would like to say, however, that I'm not a fan of Triage. While, yes, we could get some interesting priority out of it, I feel like Galvanize and Steelworker offer better routes for priority attacks, and we already have a tremendously solid priority heal abuser in Revenankh, I mean, sure, there are some unique healing moves that Grass has access to, and I personally think an a stall/annoy set that just constantly heals off everything the opponent does to it would be funny, but I can't support Triage when there are so many other, more useful options on the table.

Birkal said:
Where we need to pour the majority of our attention, in my opinion, is CAP 25w. As people are becoming increasingly aware, it is difficult to actualize moves with a defensive ability; GameFreak hasn't really given us a ton of tools to do that. As a result, I don't feel that we should stray away from offensively-oriented abilities for our defensive Water-type Pokemon. Common defensive Calm Mind users (Suicune, Clefable, Reuniclus, Latias, etc) are great examples of defensive Pokemon that can become a winning condition. Giving it a way to significantly boost its stats through something like Simple or Contrary is a great idea, in my opinion. I don't think we should fear typically "broken" abilities here either. Magic Bounce is crazy powerful, for example, and I see people bringing it up as a tool to evade Taunt users. While this is true, we also have to make sure we're balancing it in movepool later on, as Magic Bounce offers WAY more benefits than just Taunt immunity.

Hmmm...a defensive Pokemon can have offensive presence. Where have I heard that before? I have to agree with this sentiment. Trying to coordinate our Move set with a defensive Ability is, frankly, an exercise in futility. Most of the Abilities suggested so far, like Poison Heal, Magic Guard, etc. are tangentially related to our Movepool at best, and thus do not satisfy our Concept, in my humble opinion. While Contrary could be a very interesting option, given the right Moves, I wanted to second the suggestion of Infiltrator. Being able to get hits in through enemy Substitutes would be excellent way to differentiate CAP25w from other bulky Water Types, and would help us give it some teeth without having to give it to much Atk/Sp.Atk. I'm also fond of Prankster, for basically all the reasons Birkal said in their post.

As for CAP25f, I'm actually starting to like the idea of Super Luck/Sniper. While, yes, we can probably reach the same numbers via "traditional" boosting, boosting via critical hits has the key advantage of ignoring defensive Stat boosts, as others have mentioned. This could give CAP25f a more defined role, not only as a generic offensive Pokemon, but as a high-power wall breaker that can punch through boosting walls/tanks by itself, without having to rely on forcing them to switch to lose their boosts, or something like that. Personally, I feel like the greater consistency of Super Luck would be the way to go, but you can't deny that the added power of Sniper is appealing. I also like Merciless, simply becasue it offers even greater reliability than Super Luck, and only requires the you Poison the opposition (which isn't to hard to do, usually), rather than having to run Focus Energy (can I say that? Will I get censored for mentioning that Moves exist?), high critical Moves and Scope Lens to get a solid critical hit rate. Finally, I think Technician would be a solid choice, again for reasons that have already be sufficiently discussed.
 
Emergency Exit has major barriers between it and viability, mostly related to opportunity cost that only begins with the ability slot. The biggest issue is that the the way the ability works, you need to take 50% damage for it to activate, so you're left asking whether getting the switch is worth 50% of your health as opposed to hard switching or using a pivot move next turn, or just letting the Pokemon die after one additional turn on set-up. I especially feel that you need two turns of set up without Emergency Exit triggering for it to not be outclassed by Eject Button, which as an item already has less opportunity cost than the ability slot. This means needing to invest in both speed and bulk, which means sacrificing offensive presence, another opportunity cost. Many people have also noted that for the ability to be used for than once, this would also need recovery, taking up a move slot (more opportunity cost). With such low offensive presence, 25g would probably need another move specifically to keep other Pokemon from setting up on it, which means that even with one set-up move 3/4 of the set would be taken. Emergency Exit would absolutely neuter this Pokemon in all non-utility contexts, and almost certainly have a very, very small pool of niche, viable sets. I oppose Emergency Exit.
 
Nothing to add for Galvanize discussion since snake and lol already said what i was thinking. For EE, reach ninjed me.

About Merciless i would like to notify that of all the 25f counters, only two pokemon are not worried so much about being poisoned: Chansey and Clefable, the others will be crippled in the exact moment they will switch-in (also some of these have a rock weakness that makes it worse)
 
Alright, as one of the aforementioned people on discord that want to rip apart Super Luck, it's about time for me to make an appearance in this thread.

Super Luck is a trap. No matter how much crit stacking we give this Pokemon, it's not going to be a consistent offensive option. And to prevent it from absolutely destroying the whole meta with really powerful, semi-consistent crits, the crit will be quantified on our offensive calculations to the point of needing the crits to reach the necessary DPS to function. As such, the end result will be the equivalent of an unreliable wheellock pistol that misfires half of the time, killing you when it does. If it gets Super Luck this Pokemon will not see use, in my opinion.

This is not like Serene Grace which boosts additional effects, guys. Having an ability that unreliably boosts the main DPS is a hornet's nest of balance and since we tend to go for caution, is almost certain to make us edge towards not having enough damage to function.

Now in terms of 25w, I'm seeing a bit of a trend that worries me. I don't want an ability that has synergies on paper but said synergies will not see use. This is the case of abilities like Poison Heal, Magic Guard/Bounce. Also, I'm still just very confused as to how the latter two even made it into discussion. 25w seems to have led people to try and find abilities with dubious-to-none movepool synergy, and then trying to justify them somehow instead of looking for potential abilities that do have clear synergies and could work.

In terms of 25w abilities, I do think our best option is giving it abilities with more of an offensive use. A Pokemon does not need a defensive ability to be defensive. However, I am wary of some of the options. Infiltrator is a very underwhelming ability all in all... I'm not sure if it'd really be very impactful. Contrary opens a hornet's nest of potentially making an offensive Torrent set more popular with some of the clearer synergies but I still like it as an option. Over here, Triage is another trap. Emergency Exit, to me, fits with Poison Heal and Magic whatever.

Stop looking for obscure and dubious synergies, guys. We don't need to twist the concept to fulfill it here.

I'm staying away of 25G mostly because I still don't think I'm sure of where we're going with that. Galvanize seems like an okay idea, however.
 
Last edited:
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?
Throwing my hat into the ring, I'll say that while I originally was really interested in Super Luck, I'm starting to see a lot of flaws in it, mainly how, as said before, while we're probably going to build it like you're going to use Super Luck + High Critical move + Scope Lens, it seems very likely for people to just ditch the rather bad item in Scope Lens and go for something like Life Orb, in trade for a 50% crit ratio, and having one of our CAPs rely in the meta on a coin-flip boost not only sounds ugly for optics, but also in-battle.
I support Merciless and see 25f as probably a once-in-a-lifetime chance to experiment with a really interesting Merciless mon. Basically, Fire/Ground is perfect for killing anything that would not be poisoned, but what interests me most is how most of the time its not even about how 25f is going to hit hard with it, its about the pressure it puts into the opposing team about it potentially hitting hard, and the way how that can definitely affect the way the opponent play.
I enjoy how Mold Breaker increases our overall list of things we can hit as an offensive-based mon, and like Reach am interested in how it could help out in setting hazards. Especially considering how powerful of a type we have, its good that we pick out something that isn't really really good like Simple or Magnet Pull, although I can easily see the argument for how its a bit too minor.

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?
I personally really do see Galvanize as the best course of action for this mon. Its effect is really simple but also unprecedented (the only other -ate ability in CAP is Mega-Pinsir, which really doesn't do everything that can be done with the ability) and opens up a ton of move potential for 25g, both in the physical and the special side.
I'm also interested in some of the abilities that could make 25g a full-born pivot, mainly Regenerator. At the same time though, I gotta say that I absolutely do not like Emergency Exit, and if you want what I think about it just read Reach's most recent post.
 
Alright, as one of the aforementioned people on discord that want to rip apart Super Luck, it's about time for me to make an appearance in this thread.

Super Luck is a trap. No matter how much crit stacking we give this Pokemon, it's not going to be a consistent offensive option. And to prevent it from absolutely destroying the whole meta with really powerful, semi-consistent crits, the crit will be quantified on our offensive calculations to the point of needing the crits to reach the necessary DPS to function. As such, the end result will be the equivalent of an unreliable wheellock pistol that misfires half of the time, killing you when it does. If it gets Super Luck this Pokemon will not see use, in my opinion.

This seems like a massive overstatement. Yes, critical calcs will no doubt be part of a submission. The key thing to take away with Super Luck though is more than any other ability it solidifies our ability to determine checks and counters, including inclusions and exclusions. Super Luck on it's own isn't that great a crit modifer. If you're running Life Orb Flare Blitz and Earthquake, they have a 12.5% crit chance with Super Luck instead of the new Gen 7 4.167% base. Even if you use Scope Lens to bump that up to 50%, your net damage output is going to average to a 25% increase, which is less than Life Orb's consistent 30%, and again Life Orb itself has a 12.5% crit chance all its own. When it comes to opportunity cost, this framework is sufficiently balanced by stat limitations that more comfortable calculations with crits will be on the table.

Super Luck's adavantage is that it bypasses stat-drops when fully leveraged, which applies to both Intimidate and self-drops. Any physical Pokemon than can consistently ignore Landorus-T and its own drops with the right setup is going to see use. Tomohawk will end up being the usual answer to pure physical CAP25f, and Tomohawk can be addressed in other ways that direct physical offense (and indeed will fear CAP's crit set-up sets with special attacks). The focus on criticals gives CAP much more mixed capability than any other single ability, including Sheer Force because physical Ground has nothing to use it with. Notably, a crit boosts damage more than Sheer Force anyway. Sheer Force can compound with crits, true, but without the synergy Super Luck brings that's relying on a 4.167% chance.
 
Was giving some thought to Super Luck, and actually went to look at the crit chance page on bulbapedia. I think this ability is garbage now that Ive actually seen the crit chances and how it interacts.

So Super Luck boosts the crit chance by 1 stage. The crit stages work as follows:

Stage 0: 4%-ish
Stage 1: 12.5%
Stage 2: 50%
Stage 3: 100%

So we are boosting ourselves from 4% to 12.5%. I aint never seen a pokemon revolve around a 10% chance of secondary effect, thats like trying to rely heavily on Ice Beam as a freeze mechanic. No- at this level, crit is absolutely a non-factor so we need to work to reach that stage 2 or 3 in some way.
The first would be using crit stage-boosting moves. There's one regular move that boosts crits, and 5 z-moves. The issue is, using a turn to ensure you always crit is very similar to using a turn to boost to +1 offenses. This is not that impressive... its nearly the exact same as a +1 atk and +1 spa move which are known to be trash, with the mild advantage of working through Unaware, Haze, and stat dropping. This is veeeeery niche, and the wasting of an item slot and moveslot to use a z-move crit booster is more harmful than helpful. Using a Choice Band or Life Orb are honestly going to have a greater impact.

The second method of boosting our crit rate is to hold a scope lens. Losing our item slot for a 50% chance to crit is questionable, not to mention unreliable and doesnt fit concept yet. If I want to use moves that synergize with this boost, I might consider moves that drop offenses, since crit negates the stat drop- but at 50% chance, its not reliable and I certainly wouldnt risk firing off a dud -2 special attack only for it to not crit and the opposing mon to KO in return.

This arrives at the (seemingly) only solution to the ability- using moves with increased crit chance (either with or without scope lens). So lets say we are using scope lens and STAB moves with increased crit chance. Finally we are using Super Luck at full consistency, critting every turn. Great- except we sacrificed our item slot and ability to do 15BP more damage than regular STAB options for Fire and Ground?? Or perhaps I use the increased crit chance moves without scope lens, and end up with a decent move 50% of the time and a below-average move 50% of the time? That doesnt sound worth it.

TLDR: literally the only path for Super Luck which is actually impressive is the combination of a crit-stage boosting move paired with stat-dropping moves. And even then, why bother? Whats more impressive is using a regular +2 boosting move. Super Luck (and to some extent Sniper) is a bust.
Not to mention we are supposed to beat one Unaware user already (Clef), and are supposed to be checked by the other (Argho), so beating Unaware is not on the list of positives.




Edit: Also want to mention Merciless. This destroys all of our checks and is a bad idea lmao. Everything we dont hit with STAB we hit with Toxic, so them not being able to switch in and even tank hits while poisoned is a really bad idea. For instance defensive Landorus-T will be taking 56% minimum while poisoned if it switches into a 105 Atk (which is low) adamant 120bp fire move. Also remember this can be used to crit with Z-moves reliably, and no mon is going to take neutral z-moves while poisoned. A neutral, non-STAB 190BP z-move on poisoned Mega Latios (basically the best check in the tier) is 97% minimum. Arghonaut is also happily ohkod by a neutral STAB z-move with defensive investment. And the poison doesnt even need to be provided by 25f, putting it in danger against these pokemon. Any mon can poison them (and its impossibly easy to run a poisoning status move on a lure) and then they no longer can switch into 25f. Lets protect the small number of mons that actually check this monster. Merciless is way too strong and shits on the entire checklist.
 
Last edited:
To add to the Super Luck comments: Super Luck can work. All it requires is the addition of scope lens and a move with a high critical hit chance (which 25f has 2 that match its typing). So it is very possible to get the 100% chance to crit and get a 1.5x damage boost. This does seem to be a bit of a stretch due to what is required (item and moves). For example, life orb plus a more powerful move does better damage, but suffers the life orb recoil and any drawback of the powerful move. Either way, the two different strategies are comparable.

Sniper on the other hand would require setup (focus energy for example) and either scope lens or a move with a high critical hit chance but this time it gets 2.25x damage. This is comparable to a swords dance/nasty plot boost and things get tricky when you add life orb to either side. Either way, similar damage output.

So both can work and are comparable to other strategies. The question comes as to WHY we want a crit based strategy? What it gives us is ignoring offensive stat drops and opponent's defensive stat drops as well as bypassing light screen/reflect/aurora veil. The real question is: Do we want a crit based strategy?

As for me, I like the idea of taking on the most common screens user in Tapu Koko (to check it even further), as well as beating defensive setup sweepers and ignoring stat drops from Intimidate and stat drop moves. What I can't decide is if I want this over something like Serene Grace or Technician which each can reach similar damage output but with different effects than crits.
 
To add to the Super Luck comments: Super Luck can work. All it requires is the addition of scope lens and a move with a high critical hit chance (which 25f has 2 that match its typing). So it is very possible to get the 100% chance to crit and get a 1.5x damage boost.
I don't think the concern is about getting 100% crit, the main concern (for me atleast) is that the best set for 25f would likely end up being a 50% crit build with either scope lens + normal STAB moves or LO + Crit ratio moves.
 
I don't think the concern is about getting 100% crit, the main concern (for me atleast) is that the best set for 25f would likely end up being a 50% crit build with either scope lens + normal STAB moves or LO + Crit ratio moves.

I agree that this a main concern. I for one would not want a set that relies on 50% crit build.

I was just pointing out that:
  • There are 100% crit build options
  • These builds are comparable in damage to other options not involving crit strategies
  • The main draw of crit builds is the crit function itself and needs to be weighed against other ability options with different effects
 
I been thinking stupid hard about an ability for fire that:

a) doesnt give us crazy coverage or pressure to destroy our small amount of checks (technician, skill link, serene grace etc)
b) doesnt just give a huge damage boost to our STABs to run over everything (sheer force, adaptability, simple etc)
c) actually relevant offensive ability with solid move interaction without being overpowering

and in the end what I came up with was Steelworker. Steel pseudo-stab might be fitting here for a few reasons. Firstly, it maintains our water-type switchins, our main check. We wont be scaring Argho, Gren, or Keldeo at all by picking this up.
Secondly it improves our existing positive matchups against types like Fairy and Rock. This lets us easily beat Clefable for instance without needing a huge offensive stat or worrying about smart ways to break through Unaware (meanwhile Argho's unaware is not disrupted by us)
Third, Steelworker is an unexplored ability with a few very cool moves to work with- a priority move, good physical or special options, and a boosted retaliation move. Check out the list of steel moves to get a better idea of what we would be working with since im not allowed to list them. Even not including trapping options, I think the movepool is colorful enough to warrant one or two steel moves in a set regularly, which is what I'd expect from this sort of concept.
And its got good optics =)

The downside is that it could affect Mega Latios as a check- although it does seem to be an option with a very low amount of collateral damage compared to others Ive seen suggested so far.

I also quite like Mold Breaker, because despite not always being relevant it is useful at times- although it can hurt Argho, Rotom-W and Lati as checks. I dont think we need a crazy ability to make 25f work, but Mold Breaker is good and its ability to just click a Fire move when Heatran is on the other team is enough for it to have regular usefulness. Latis also remain checks to Mold Breaker because theyre fast and can switch in on Fire type STAB and threaten Surf or EQ, and technically Rotom-W isnt relevant, so Mold Breaker doesnt have a lot of collateral damage either.

To add to the Super Luck comments: Super Luck can work. All it requires is the addition of scope lens and a move with a high critical hit chance (which 25f has 2 that match its typing). So it is very possible to get the 100% chance to crit and get a 1.5x damage boost. This does seem to be a bit of a stretch due to what is required (item and moves). For example, life orb plus a more powerful move does better damage, but suffers the life orb recoil and any drawback of the powerful move. Either way, the two different strategies are comparable.

Its an enormous opportunity cost, because the damage output of a likely-crit STAB move is a lot lower than a regular move anyway. You'll be paying your ability and item to get perhaps a 10 or 15BP boost. 85BP x 1.5 is 127BP. This is not worth ability and item slots. The only standout likely-crit move is Rock type and there are plenty of reasons why a powerful rock type coverage on this mon is a veeeery bad idea.

I think Mx(?) summed it up very clearly regarding Super Luck and Sniper that both of these suck compared to regular +2 boosting moves and we shouldn't be trying to invalidate Tomo, Lando or Argho as checks because they're 3 of the most important things on our list and literally the key reasons to run crit moves in the first place.
 
Last edited:
So, while there are a lot of options out there that we could use for this concept, I feel like there are only a few that I feel are are actually going to be great to work with. And rather that just listing all of those ones off, I'm just going to mention my favorites for each one.

First off, for our Fire Pokemon, I have to say that by far my favorite choice is Mold Breaker. As attractive as it is to go for the easy offensive boosts with a typing like Fire/Ground, I feel like just trying to make a fast version of Mega Camerupt would not be nearly as interesting a project. Mold Breaker is interesting in that it directly improves the offensive ability of our Pokemon, but by directly effecting match ups, and not by just boosting Power. Slamming levitate mons with ground moves is great, and, even with ground moves, being able to click Fire moves with Heatran in play, whether on the switch in or on a predicted switch out, is really nice. And, of course, the ability to set hazards or use other status moves regardless of Magic Bounce is great, especially with the fantastic STAB coverage which better facilitates using status moves rather than coverage.

On the Water Pokemon, I actually really like the suggestion of Infiltrator. I feel like all the more defensive abilities do not really do enough to fit with our concept, but I also dislike the idea of a more directly offensive ability on a Pokemon that is ostensibly defensive. Infiltrator strikes a nice balance by helping out all moves more indirectly, and keeps us from being hampered by opposing Substitutes. This would also grant us more flexibility when it comes to our stats, as we would not need to worry as much about our offensive prowess (if we so choose), because nothing would be able to Sub stall on us.

Now, as for the Grass Pokemon, this is a bit more tricky as its role is not quite as well defined, but I am going to tentatively throw my support behind Galvanize. It is an ability only one Pokemon currently has, and its neither viable nor a Grass type, which does help with the direction that we want to go. But what I really like about this ability is not the power it could give us with Return and the like, but the utility options it could provide. There are so many interesting normal type moves that can supplement an already diverse set of moves the STAB types provide. Even without knowing for sure how we are going to take this Pokemon, we can be assured that we would have a way to utilize our ability if we pick Galvanize.
 
Its an enormous opportunity cost, because the damage output of a likely-crit STAB move is a lot lower than a regular move anyway. You'll be paying your ability and item to get perhaps a 10 or 15BP boost. 85BP x 1.5 is 127BP. This is not worth ability and item slots. The only standout likely-crit move is Rock type and there are plenty of reasons why a powerful rock type coverage on this mon is a veeeery bad idea.
So regardless of what ability we get we will compensate our damage output to what we desire. That means that if we go any crit based ability way we will adjust our damage accordingly. Saying that the damage output will be less is not a valid point. The argument for/against Super Luck/Sniper is solely about crit as a mechanic outside of damage boosts.

On another note, I really like your point on Steelworker as a psuedo STAB option that improves our match up against Clefable without messing with anything else too much. This is something that we said we wanted to do to become an actual check to Clefable now making it my favorite ability for 25f.
 
There has been a lot of discussion around critical hit focused abilities for 25f so I figured I'd give my two cents. Of the three crit-related abilities being discussed, I believe Sniper is probably the best option.

Before I get into the three abilities in detail, I'd like to start with the advantages that critical hits have other than simply increased damage output. One of the benefits is that it ignores the users offensive stat drops which makes the stat drop from moves like overheat or parting shot have no effect and it ignores the defensive stat increases of the opponents, including screens. Possibly the most significant advantage is that the power boost cannot be hazed away, including the critical hit raising moves themselves. And it also isn't ignored by unaware users. These advantages would allow 25f to differentiate itself from other hard hitting attackers and setup sweepers.

Of the three options, i think Super Luck is probably the worst. In order to reach the +3(100%) crit rate, you would need to run either Super Luck(+1) + Scope Lens(+1) + High Crit Rate Move(+1) or Super Luck(+1) + Crit Rate Raising Move(+2) + Normal Move. So you need a specific item and move or use a turn for a setup move just to reach a 50% power increase(with a couple extra benefits). Then in the first case, if the item is lost, you've dropped down to 50% crit chance and I'm sure most people here would agree that that would be frustrating to play with or against.

Merciless is better in my opinion, but still not that great. This ability would either require 25f to carry a poisoning move or for the team to support it with toxic/tspikes. The first strategy would require 25f to carry a setup move that the opponent could nullify by switching out. The second strategy could work, but it makes 25f less able to function on its own. And both of these only give a 50% damage increase just like Super Luck.

I think that both of these abilities require too much in order to obtain what is essentially a +1 boost to a stat.

Sniper pretty much solves the problems that Super Luck and Merciless have. For starters, Sniper makes crits do 2.25x damage, which is more than a +2 stat boost. Knock off wouldn't make 25f hax dependent and the setup move wouldn't be nullified by simply switching out or be reliant on team support.

Sniper isn't without drawbacks, but I think that those would actually help reign in 25f a bit and allow for more consistent checks and counters. Fire/Ground is a very effective STAB combination that threatens a lot of prominent Pokemon. One of the concerns brought up during the threats discussion was that it would be easy to make 25f too powerful because of its amazing coverage. 25f also had the shortest counter list of the three starters. If 25f had to use a setup move in order to have a threatening damage output, it would give the opponent more time to react and would make its checks much more reliable. For example, Greninja probably couldn't switch into a sniper Crit ground move, but it could switch into either a weaker ground move or a setup move and either KO or force a switch. Pyroak and M-Slowbro would also be able to wall 25f due to their ability preventing critical hits.

In summary, Sniper would give 25f a damage boost that is more effective than a simple +2 stat increase, its damage boost wouldn't be negated by the ever present HazeHawk or unaware users, it doesn't require a knock off-able item or an inconsistent boosting move, it doesn't need extensive team support beyond just removing its checks and counters, and the main drawbacks of the ability keeps it from being too powerful by increasing the number of Pokemon that can safely switch in.

I have some thoughts on other abilities, but this post ended up being pretty long, so I'll save those for later.

Edit: something I forgot to mention is that Sniper would also pair well with moves that always crit, not needing any setup in order to use them.
 
Last edited:
There is only one Super Luck set susceptible to Knock Off (Scope Lens Attacker), all the others utilize a +2 crit move or Z-Move. Using Knock Off on the wrong set cedes massive advantage to 25f, and it can sort of bluff it if it gets the coin flip crit on a STAB.

I'd also note that against stall mons like Clefable, using the stronger non-crit move STABs with Scope Lens and fishing for a 50% crit is perfectly viable as a means to break through attempts at slow defense, and something done better than Sniper in that specific instance.

Sniper still has applications, but Super Luck is the more exploitable of the two.
 
There is only one Super Luck set susceptible to Knock Off (Scope Lens Attacker), all the others utilize a +2 crit move or Z-Move. Using Knock Off on the wrong set cedes massive advantage to 25f, and it can sort of bluff it if it gets the coin flip crit on a STAB.

I'd also note that against stall mons like Clefable, using the stronger non-crit move STABs with Scope Lens and fishing for a 50% crit is perfectly viable as a means to break through attempts at slow defense, and something done better than Sniper in that specific instance.

Sniper still has applications, but Super Luck is the more exploitable of the two.
I don't think it would be all that risky. Super Luck 25f's set would be obvious after one turn since there would be little to no overlap between the moves on the Scope Lens sets or the +2 Crit Move Sets. In a one on one case, if it would be dangerous to knock off a setup set, it would still be dangerous to do so to against a Scope Lens set since you'd still be risking a 50% chance for a crit. However, if you don't know the set and you predict a switch, knock off would be the play almost every time(assuming another move wouldn't do a significantly larger amount of damage) since it would either reduce their effective damage output or tell you that it's a setup set allowing you to switch to your check/counter.

Like I said in my first post, 50% crit chance would not be fun to play with or against, so I don't like than an optimal play makes the game less fun for both players and more chance based.

The only time that a 50% crit chance does more damage than Sniper + Setup is turn one or turn 2 75% of the time(math below). So if you are trying to out damage a defensive mon with recovery like Clefable, Sniper will be far more reliable.
Turn 1:
Sniper: Min - 0 | Max- 0 | ADR - 0
Super Luck: Min - 1 | Max - 1.5 | ADR - 1.25

Turn 2:
Sniper: Min - 2.25 | Max- 2.25 | ADR - 1.125
Super Luck: Min - 2 | Max - 3 | ADR - 1.25
Super luck only needs one crit to do more damage by turn two, so it has a 75% chance of doing more damage.

Turn 3:
Sniper: Min - 4.5 | Max- 4.5 | ADR - 1.5
Super Luck: Min - 3 | Max - 4.5 | ADR - 1.25
After turn 3, Super Luck with 50% odds is guaranteed to do less than Sniper
This doesn't factor in the power of the moves, but almost any move will do less damage after turn 3 than Sniper. And if 25f is already set up before the defensive mon is brought in, it will be doing more damage with Sniper right off the bat.
 
I think the best ability for CAP 25g would be No Guard because to me it fits with the specialist theme, giving access to 100% accurate Status moves would work wonders for a Grass-type to find a niche in OU, which is not an easy feat given all the limitations placed on these starters.

Both Breloom and Amoongus are proof that mons with poor stats and only-decent typing can find a place in higher tiers if they can reliably threaten status on the enemy team. And compared to those examples, CAP 25g has the potential for much higher tier viability since it won't be saddled with a pathetically low Base Stat Total.

Additionally, there are some powerful but inaccurate moves of both Grass- and Electric-type that could have excellent synergy with No Guard. The utility of reliable Status moves, combined with the extra power of some of the inaccurate Physical and Special moves of its dual typing, means that CAP 25g could more reliably threaten the foes that it is supposed to check. Consistency and reliability are excellent tools for a specialist.

Finally, I would like to state that I am firmly against giving CAP 25g Emergency Exit. I cannot imagine how the ability could provide the necessary power to accomplish making a Grass/Electric mon with a BST of ~530 into a competitively viable pick. I especially find it absurd to plan around denying CAP 25g any STAB pivoting moves because we have given it an inferior pivoting-based ability. We are trying to make an OU-viable Grass-type starter here, right? That is already a tremendously difficult task. Let's not shoot ourselves in the foot.
 
Wait let me check with 100 BP move
Sniper: 1/24 chance for 2.25x damage.
-24 Attacks: 23x100 BP + 1x225 BP = 2525 BP
Super Luck: 1/8 Chance for 1.5x damage.
-24 Attacks: 21x100 BP + 3x150 BP = 2550

So not only is Sniper more inconsistent, it does less damage overall. You might say it's only if you stay in for 24 turns, but just divide the values by 24 for average damage per turn. :/

With a +1 Crit Stage.
Snipping Tool: 1/8 Chance for 2.25x
24 Attacks: 21x100 BP + 3x225 BP = 2775
Lucky Superness: 1/2 Chance for 1.5x
24 Attacks: 12x100 BP + 12x150 BP = 3000

Sure, it might be bad to play with 50% chance Crit, but a 1/8 chance is basically gambiling to get a freeze or burn from strong fire type attacks; it's also not fun, less fun because the user might not get a crit and lose because hax, and the opponent for not expecting the crit.

Merciless is a situational crit, not a random chance, so I'm not going to compare it
 
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
may not have been my first suggestion, but I think Deck Knight has swayed me. Sniper might fall in a similar boat, but I think the consistency of the crits is more important than the damage of the crits due to how offensively powerful Fire/Ground is. If Technician is a 50% power boost, then Suoer Luck can be part of a combination that does the same thing with the added Niche of pseudo-Unaware.

That said, I think some more discussion should be taken on Skill Link, as there is a STAB move which definitely benefits from it. However, I think Super Luck and Supporting Moves may be more widely applicable. Other people have had the discussion so I'd rather see those.

I can see the value in Mold Breaker, but I'd rather see a better use for our ability than just 'hitting neutrally' vs Air Balloon Heatran and Lati@s. After all, Trace Jumbao provides an excellent partner for this mon, able to force out either.

Rifou88, as I understand, the threatlist is something that we shouod hear in mind for selecting abilities, stats and moves, but

As for Sheer Force, bleh. It's boring, I'd rather not see it tabled for discussion as for how generically boring it is. If this were any other mon, Sheer Force would be a consideration up against 'just improve chosen stats', but not in this case. That said, we wouldn't recpent Huge Power, so why would we recommend Sheer Force?


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 quite like the Idea of Water Compaction on this mon. It can switch into Water attacks effectively, making it a useful Rain Team counter for Mega Swampert, while adding to a significant portion of its bulk without needing to go overboard to account for its weakness against many mon with non STAB rock coverage. That additional bulk can go someway to alleviating stress caused by Stealth Rocks. In genral, spammed Scalds or a are very boring, but can be risky business if 25w with Water Compaction can switch in, get some phys bulk, especially if we go for a special focus to make the Burn be less punishing. Scarf'd Keldeo becomes much less threatening in general if it has to risk bulking up a mon who can retaliate hard with Coverage or Toxic.

Justified's ability to alternatively up the Physical Power of its attacks means that combined with its resistance to Dark, Colossoil can't spam Knock Offs or Sucker Punch easily when it empowers the SE Water or Bug STABs, and Crunch similar for Mega Gyarados to let the Phys bug moves hit hard. However, 25w can't do much in return without some assistance from its moveset, and Justified allows it to turn round and earn a pseudo STAB with a coverage move, while simultaneously supporting the traditionally weaker physical moves of the Water and/or bug.

Marvel Scale is an excellent ability that we all know from Milotic; although it has plenty of Special Defense, a very bulky physical Water/Bug can help resist the often physical movesets of the Fighting types we're expected to switch in on, isn't limited to running a Flame or Toxic Orb (and if it does, can heal the damage off through the draining moves of Bug Type, mitigate the offensive penalty via the Bug Type stat-uppers.

Serene Grace however is an excellent move that pairs well with a lot of Water and Bug moves; whether it's being able to raise all stats, guaranteed defence drops or increased chance of Burn, accuracy drops, semi-decent chance of applying poison in addition to damage, among others.

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?

Rock Head is a little out there, but both STABs recieve high power recoil moves, and wouldn't need to operate with Healing Moves as much. This might be polll jumping, but there is a Fire type recoil move which no other typing feasily supports-via+flavour as Electric/Ground which provides an excellent synergy of coverage that is otherwise unseen.

I don't think however that there is another use for a Set Up Sweeper: Kartana and Serperior have that covered. Bulky Offense is covered by Tapu Bulu, and defense is rather covered by Mega Venusaur, Ferrothorn and AV Tangrowth, none of which are particualry lacking.

I think more needs to be leaned on the Electric side of things, and exactly what that can do for it and pseudo STAB Bolt Beam with Refrigerate or Super Powered Electric Moves via Galvanise are rather decent. I'm on phone so it makes it hard to write in the checks/counters to who it applies to, but I'll edit these in when I get back to a PC.
 
It is already time to start abilities discussion, and in just a few days we’ve already had a decent amount of possibilities brought to light. Some of them solid, and others that just make me scratch my head. For this post I am only going to be addressing 25W, just for the sake of not making this post ridiculously long. Some topics I’ll probably talk about more than others, and that should be taken very simply: If I don’t say much it probably means I think the ability is weak and shouldn’t have a very good chance of winning.

Also just a note: this is in regards to arguments from people who reference something like “weak move to ability connection, as in its not super obvious” I have one thing to say to you. Going over the top to have multiple moves that make a super direct connection is going to hurt the competitiveness of these mons if you force it, and our goal before abilities was to make competitive starters. Honestly people who struggle with this when looking at something like Poison Heal or Magic Bounce leaves me questioning the rest of their ideas for other types since I find that argument so frustratingly bad. Can discuss that opinion more with people in PMs if they want, but not spending any more time on this now (Since I can’t take your hand and walk you through all possible connections in this thread since I can’t name moves).

Stamina – This ability would turn us into a tank role if we wanted to use if effectively. Since if we’re switching into an attack, and then switching out 1-2 turns later we won’t be optimally utilizing this ability. We will more than likely need to have access to recovery options, and stats that make us more than something that is just asked to sponge hits – requires an offensive presence allowing us to sit on the battlefield. Also I’ve thought of this ability deterring U-turn, but with our typing that’s not a good option. Yes, we can eat a U-turn easy and get +1 Defense. However, we are potentially losing 25% of our HP and allowing a free switch into something that can pressure us out through sheer power that KOs while we’re chipped down by Rocks + the U-turn itself, or is just special like a Tapu Koko or Lele and doesn’t care about our Defense boost. Overall I am not the biggest fan of this ability, since I don’t think we’d do well making a Tank out of this mon, but it’s certainly an option if you do like the idea of 25W being a tank more than anything else.

Corrosion – This ability will give us the ability to Poison any mon that tries to come in on us, through the use of a few moves that poison the opposition (I can’t say what we’re all thinking, but you get it). How I see this working out is something along the lines of: Opponent has a mon like Zygarde out, we switch in CAP 25W, then we click our move that poisons as Zygarde switches out as we wall it, and finally we get a poison off vs possible switch ins like Ferrothorn or Toxapex. This idea is extremely one dimensional, but it would definitely end up being successful since outside of going hard into the ever popular Pajantom or a Magic Guard mon like Clefable you wouldn’t be able to stop the poisons from our WaterBug. If you can’t tell from my last sentence I’m already listing off some viable common pokes that switch in pretty easy to a defensive WaterBug and take advantage either going for a Strong Spirit Shackle or setting Stealth Rock. I don’t believe Corrosion will be a very strong force in the meta, and can’t seriously support it currently.

Contrary – Incredibly hard to discuss this one without talking about specific moves, like near impossible to clearly argue about. Based off discord discussions one of the main ways this mon would abuse this ability is in a similar manner as Shuckle, which would leave us outclassed at a bad strategy as Shuckle’s move pool and stats are perfect for it. I’ll be blunt, I strongly dislike this idea, and based on how hard it is to try and garner support for this idea with the rules in place I will wrap this up. As I’m confident this is a non-factor currently when it comes to actually winning. Or more I have faith people won’t fall in love with this idea.

MultiScale – I am not a fan of this, as it restricts our more defensive mon to stall. If you think about offensive applications you see Dragonite who comes in to games rarely, and often will be paired with a spinner that spins and dies in the late game to get Dnite in for a chance to set up and sweep utilizing the Multi Scale. Then if you go defensive you see Lugia, who is restricted to stall. If you want to use a defensive Multi Scale mon you need to be surrounded by removal and ways to keep rocks off the field. I’m talking about M-Sabeleye, Chansey, and mons like Zapdos as partners consistently. That may seem a bit extreme, but I don’t see this ability working without teammates being extremely fat and good at keeping hazards off the field. CAP 25W could find use outside of stall, I won’t argue that. However, it will be due to typing and good building, not because of using its ability effectively. I am all for making overpowered defensive mons to constrain the offensive imbalance in the tier, but I don’t think a dedicated stall mon is what we’re looking for.

Gluttony – This is another option that leads us towards becoming a tank if we expect battles to last more than 20-25 turns. By that I mean we will of course get our first berry activation for free, but if our mon is expected to come in several times throughout a longer game it will need a way to replenish its berry. This means we will have a less efficient way to continuously heal than other traditional recovery methods if we’re switching in and out since our recovery will be a bit harder to manage. We’ll be left either struggling to recover throughout a long game, only healing up once and leaning on more offensive presence to find our place, setting up turning into a bit of a more offensive bulky sweeper making a go of it once maybe twice in a game. We’re also left extremely weak to knock off, since if we get hit by that once while holding our berry we’re in trouble. I’ll say I mainly dislike this one since it pushes us away from being a strong wall and more something built to pivot in a few times during a game made to serve on Bulky Offense. There is nothing wrong with serving as a pivot, I just don’t see a pivot weak to rocks lasting long in a meta so heavily influenced by offense with threats like M-Crucibelle, Pajantom, M-Mawile and many others who apply a great deal of pressure immediately running around making it hard to switch in if you immediately are at 75% and struggle to control your recovery.

Serene Grace – Very simple premise of doubling our moves secondary effect chance. Lots of moves that I’m not allowed to mention would utilize this, and would very strongly accomplish our goal of moves and abilities combining. Honestly can’t say much about this one without a poll jump, so I’ll just give an opinion. I like this one, but I don’t give it a realistic shot in the polls since people disliking it just because it’s Serene Grace, so I’ll probably keep it near the top of my votes, but won’t push for others to vote for it.

Prankster – is another option like Serene Grace that is truly difficult to explain without breaking down possible scenarios in an actual game, while also struggling with people balking at the idea of making a dreaded Prankster mon. This is one I really like as it gives us lots of options. For those worrying about becoming a worse Tomahawk I can assure you there are lots of ways to separate it from the flying lion with arguably better typing. I can’t discuss it more than just asking the question: How many status moves exist outside of the ones Tomohawk has? Idk the answer, but it’s a large number that would give us a lot of freedom at the next stage. I feel like people who are interested in this ability or even Serene Grace should hit up the discord, since more real discussion about potential moves is going to be mute when it comes to actually getting people to join the cause.

Poison Heal – This is a big one, obviously having an immense amount of support. I enjoy this ability as it heals itself greatly, and can act as a great status absorber. This move meshes a bit with recovery options and set up moves, but will struggle to make a super direct connection if that matters to you – which it shouldn’t imo. I will say the biggest issue this mon will have is switching into attacks with rocks up. CAP 25W is immediately in a bind. Yes Poison Heal can help restore our health over the course of the game, but that doesn’t change the fact we’re switching in at 75% - and that’s our first switchin/if we heal up before switching out. Now before you think something like “oh I’ll just be sure to heal up everytime” I want you to think about Gliscor. That mon is hit neutral by rocks and immune to Spikes, and still manages to get chipped during a game even with Poison Heal and Roost. I will say it’s doable to make this formula work as 3 Pokemon above A- on the Cap VR make this weak to rocks bulkier mon formula work. Two of those are Defoggers (Torn-T and Zapdos) who can come in on some rockers and defog before they become a problem, not all obviously there isn’t a single defogger that good sadly. And the other is Pyroak. Other than that small number most prominent defensive mons aren’t weak to rocks since it does cause trouble. An example is if you’re ever chipped to 70% and forced to switch out you’re coming in at 45% and even with Poison Heal standing strong is going to be tough. The only reason I’ve gone so deep into this is due to all the talk circulating around our biggest weakness being Toxic, which just isn’t true – it’s hazards, more specifically Stealth Rock. I just really want people to understand that as they’re taking in all the options they have in front of them. Since honestly as a defensive mon – who we can give a clerical move- if your biggest weakness is getting Toxiced you’re in a great place. I’m sorry this has turned into a bit of rambling, I’m just getting tired of all the talk surrounding that giving this thing Poison Heal to invalidate Toxic fixes our biggest weakness, when that’s just wrong. With that I’ll mention we also have to be careful switching into a mon that could potentially run Knock Off since if we get knocked t1 our ability is useless similar to Gluttony (tho gluttony should give more opportunities to be knocked and stopped). As far as positives go Poison Heal will let us come in on Heatran, Zygarde, and Pajantom a bit better – tho offensive Tran with Firium or even just any Pajantom is going to be really tough to deal with so that’s not a big win. Others exist like M-Scizor, just wanting to name some of the bigger more used mons that we come in on in the post, since listing that we don’t care about toxic from Tomohawk is kinda mute since we lose that interchange even if we absorb the Toxic. Now this is truly the end and I’ll say this: I wrote a lot since I care about how this ability is discussed since I think it could win and be effective, I just don’t want it to get twisted into something better than it is when it comes to helping CAP 25W succeed this early in the project, but I do consider this a top notch option going forward.

Magic Bounce – I think Magic Guard is a bit broken, so I’m choosing to ignore that one and just go with Magic Bounce. Magic Bounce helps invalidate mons running Toxic to stop it similarly to Poison Heal with the exception of a few mons in Mold Breaker Excadrill and Tspikes which you bounce back. Magic Bounce also helps you deal with Rockers who will annoy CAP 25W, more than likely being able to stop mons like Clefable, Ferrothorn, Defensive Landorus-t (basically any variant without Z-Fly, Edge, or Explosion), utility Heatran, Chansey, Pyroak, and Fidgit from getting up hazards is extremely nice. Obviously Rocks Tomohawk is an annoyance, but one rocker that invites in several defoggers shouldn’t be a major concern. Also thanks to our typing and initial check list we can annoy mons like Arghonaut and Ash Greninja since we can stop their spikes. Ash Gren specifically loves setting Spikes on a forced switch, but not if CAP 25W with Magic Bounce is the forced switch. Also as mentioned earlier some annoyances like Toxic Zygarde and M-Scizor are also handled. We will still lose to offensive Tran and Pajantom most likely, but we are a better switch in to utility Tran. If we go with an assumed Leftovers set we are more Knock Off weak throughout the entirety of a match, that is something to take note of as sets like Poison Heal don’t care about their item after they get in safely for a turn. By this point you should be able to tell my bias out of what I believe are the top two options, but I will say Magic Bounce has issues of its own. You have to actually come into the game to bounce hazards, and while it’s true we probably won’t be pressured by something like Defensive Lando-t, we do risk the opponent being SD and basically us trading our mon to avoid Rocks, and that’s if they don’t just Z move right away, Clefable with SR + CM could just set up t1 and we might be forced out if we don’t have a way to deal with that, we might walk into Firium Tran and die, or the rocker doubles as we come in and then something like M-Mawile or Kyurem-B is staring us in the face and we’re in trouble. I will say stating the bad is probably hurting the case for Magic Bounce, but I just want to be clear that this option similarly to Poison Heal will have weaknesses – CAP 25W won’t be perfect. I know I’ve seen some people like Snake mentioning we might not be able to give a Magic Bounce variant recovery options since it might be broken, and I just wanted to take the time to squash that theory. Since it’s really picking what you want to have more of an issue with, and I really disagree with choosing hazards, but it’s an opinion everyone deciding between these two should make.

I think I got most of the more discussed options for CAP 25W, and will be looking ahead to a post on CAP 25F next unless I change my mind in the next day or two when it comes to writing it. Hopefully it wasn’t boring, and I do apologize if I was a bit off on some minor stuff since theorymonning isn’t an exact science and I hope you all can understand that. Anyways I’m going to wrap this up, tell next time. Oh I also tried to grammar check this while I went along, but this is way to long for me to go back and scrutinize myself over so I hope it's readable. Will probably go back and fix majorly noticeable mistakes, but don't expect a big overhaul on that soon.
 
Last edited:
For 25g we wanted to have it take on some sort of niche to differentiate itself from its competition. I doubt that we are going to do that during stats or move pool so I think we need to nail that down now. There are two abilities that I have seen so far that satisfy this.

Refrigerate: This provides excellent coverage along with the versatility of normal type moves. This would make 25g capable of taking on Grass and Dragon types that grass types normally struggle with. It does mess with our threat list, but if it helps provide a niche then it is worth rethinking the threat list. Besides the threat list was a little too big to deal with in my opinion.

No Guard: For the purpose of 100% accurate status moves and powerful yet normally inaccurate moves that could provide some interesting options.

I would also like to note Galvanize for its capability in expanding our Electric stab which is currently our only differentiator.

Any other abilities for 25g would need sufficient justification as to providing a niche for possible consideration.
 
I think the best ability for CAP 25g would be No Guard because to me it fits with the specialist theme, giving access to 100% accurate Status moves would work wonders for a Grass-type to find a niche in OU, which is not an easy feat given all the limitations placed on these starters.

Both Breloom and Amoongus are proof that mons with poor stats and only-decent typing can find a place in higher tiers if they can reliably threaten status on the enemy team. And compared to those examples, CAP 25g has the potential for much higher tier viability since it won't be saddled with a pathetically low Base Stat Total.

Additionally, there are some powerful but inaccurate moves of both Grass- and Electric-type that could have excellent synergy with No Guard. The utility of reliable Status moves, combined with the extra power of some of the inaccurate Physical and Special moves of its dual typing, means that CAP 25g could more reliably threaten the foes that it is supposed to check. Consistency and reliability are excellent tools for a specialist.

I don’t think No Guard is the answer for CAP25g. We already have a perfectly accurate sleep-inducing move, and solid choices for paralysis in our Electric move options. Attacking grass moves are mostly accurate, and while perfectly-accurate high-powered electric attacks would be cool, I think Triage, Prankster, Galvanize, and Refrigerate offer better options here for versatility and actual function.
 
Of the options discussed for 25g so far, I'm liking Triage. As many people have pointed out, the Grass typing lacks a priority user and both Grass and Electric have moves that would get increased(+3!) priority from Triage. One of the knocks against Triage is that "Revenankh, essentially the perfect abuser of Triage, exists." While it's true that Revenankh does take advantage of Triage well, only two of its moves benefit from it with only one being STAB. 25g could get moves from both STABs that take advantage of Triage. That itself still isn't all that different than Reven, so I'd like to mention another type of move that synergizes with triage that I haven't seen anyone bring up. It may only directly benefit healing moves, but there is the potential for synergy with pivoting moves, which Revenankh lacks.

It has already been mentioned that because Triage would possibly give two Priority STABs, speed won't matter much, freeing up stat points and EVs for other things such as its defenses. This would allow 25g to have the almost wholly unique niche of being a fast attacker and a slow bulky pivoter, able to both revenge kill and soak up damage to allow a teammate to come in undamaged. Scizor is the only example of this that I could think of that fills a similar role with Bullet Punch + U-Turn, but I think Triage would allow for 25g to be much more effective at it.

Galvanize could also be used for the same thing when paired with the one move that everyone knows everyone is talking about but that we have to collectively pretend could be any move because the rules say so, but less effectively since we would lack a way of getting priority Grass moves. As an aside from my main argument about Triage, I don't really like Galvanize because it doesn't benefit the Grass typing of 25g in any way.

One last positive aspect of triage is that if we decided to go with a setup sweeper, the +3 priority would make 25g less vulnerable to HazeHawk due to out-prioritizing Prankster.
 
Status
Not open for further replies.
Back
Top