It's time to discuss one of the most important decisions for CAP26; it's type! I'm excited for what GMars, CAP26's Typing Leader, has in store for this discussion. Please follow his posts carefully and DO NOT immediately propose type combinations. Wait for when he says so.
Below is the final post from the Concept Assessment thread. If you're not up to date with the process, be sure to read the concept at the bottom of the post as well!
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CAP 26 so far:
Concept:
Topic Leader: SHSP
Topic Leadership Team:
Typing Leader: GMars
Ability Leader: Jordy
Stats Leader: Jho
Movepool Leader: G-Luke
Below is the final post from the Concept Assessment thread. If you're not up to date with the process, be sure to read the concept at the bottom of the post as well!
And with that, Concept Assessment is a wrap! We've managed to pin down a lot of what we're aiming for, and identify a lot of things to keep in mind. We want to ensure a balance in the power we give CAP 26 where we incentivize Doom Desire without overshadowing it, help wallbreakers as a psuedo-hazard, and support switching and a team centric focus with our role as a pivot. I would like to wrap this up with a suggestion- if you haven't already, find time to play around with Future Sight mons, just to help with understanding the moves and what works with them.
Our next step is Typing, lead by (ya boy) Gmars!
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CAP 26 so far:
Concept:
Name - The Future is Bright!
Description - A Pokemon that makes usage of the 'delayed-attack' moves - Future Sight and/or Doom Desire
Justification - Given we're attempting to create a Pokemon that uses one of two specific moves, this is an Actualisation concept. Future Sight and Doom Desire are incredibly unique moves, which see limited usage in spite of their high base power, and ability to have a target Pokemon struck twice in the same turn. In using CAP26, the aim is to create a Pokemon that inspires a feeling of being able to trap opponents, to establish win-win situations.
Questions To Be Answered -
Explantion - Doom Desire is almost one we've done before, as people from the era of Cawmodore probably remember. Whilst little has changed since then, we have seen Future Sight get another power level increase since then.
- One Pokemon which has been seen to fairly reliably use Future Sight is Slowking. What can we learn from Slowking about what makes a viable user of Future Sight? On the same token, what has led Jirachi to not be effective at using Doom Desire, and other Pokemon to not effectively use Future Sight?
- What is the optimum usage of Future Sight/Doom Desire, both on the turn immediately after using the move, and the turn on which the move will land?
- Should the user of Future Sight/Doom Desire be primarily helping itself, or other teammates. If helping itself, what is the aim? If helping teammates, then what types of teammate?
- Are Z-Future Sight and Z-Doom Desire mandatory, or just useful tools?
This isn't a case of using a move which we know can't be used - we can look to Slowking (Future Sight) or Dialga (Balanced Hackmons, Doom Desire) for inspiration on what makes these moves workable. At the same time, we know that they're not automatic locks in spite of their high base power, allowing us room to explore what makes these moves often fall flat.
The beauty of Future Sight and Doom Desire as concept leads is that they don't massively restrict our ability to choose a direction right from the gate - focussing on these moves for their ability to strike twice in a single turn likely produces a Pokemon that is very different from focussing on these moves for their ability to force specific Pokemon out for a teammate to switch in. Whether we create a Pokemon that breaks walls, or pivots around, or supports a very specific partner, or something else entirely, these moves make for a concept that should be both interesting to implement, and with many avenues to explore.
Topic Leader: SHSP
Topic Leadership Team:
Typing Leader: GMars
Ability Leader: Jordy
Stats Leader: Jho
Movepool Leader: G-Luke