LucarioOfLegends
Master Procraster
First off I would like to apologize for the relative radio silence after the end of the Fire Lash, the world kinda just crashed into me those two days, so I couldn't spend the time I wanted on this. But the past is in the past, so lets get moving in the present! Lets look at some sets.
So first off, Fire Lash poll results are back with a landslide approval of allowing it. Recently there have been some concerns about its drops making way for truly offensive sets, but I am not sure of how truly large a concern this really is. I would like replays of this theoretical pure offensive set.
Anywho, now that the obstacle of Fire Lash is out of the way, I would like to approve some sets.
I would like to approve more sets, but I do have a few points of hold on a few, and ones that I think are just unhealthy.
- snake, I would like those Choice Band calcs please, I think it is important to gauge how much power it will get through Band. Also please remove Heat Crash from both of your submissions, including Balance Breaker. That move is banned less for competitive reasoning and more optics.
-Karoshi, you mention coverage in your submission (slashed on slot 3 with knock off), but coverage is a very ecliptic term and one that needs more elaboration. We are looking very cautiously on coverage options, so please explain which ones you have in mind.
-Mr. Panda, Your EV spread has always been interesting but its especially baffling on this Choice Scarf set. I overall think that its kind of pointless to put in that extra bulk if its not actually stopping certain benchmarks, but instead just for extra bulk while cutting a very useful asset in speed. I think tying with an opposing Scarf CAP27 is just as important of an asset if that becomes the most successful set. I would like some more consideration for you as to how important that spread is to the success of CAP27, or if it is just a handicap on yourself and it would be better just to max/max.
Once these are addressed, I'll choose between the three.
I have some other things I need to hit, but I will do so in a slightly smaller post.
So first off, Fire Lash poll results are back with a landslide approval of allowing it. Recently there have been some concerns about its drops making way for truly offensive sets, but I am not sure of how truly large a concern this really is. I would like replays of this theoretical pure offensive set.
Anywho, now that the obstacle of Fire Lash is out of the way, I would like to approve some sets.
I said I would approve this after the poll, and I remain true to my word. Its a set that is kind of neat and the addition of Solar Beam really doesn't hurt anything. Approved.Moveset Submission
Name: Frog Catcher (Sun Support)
Move 1: Fire Lash / Flare Blitz
Move 2: Dragon Claw
Move 3: Solar Beam
Move 4: Healing Wish / Will-o-Wisp
Ability: Regenerator
Item: Heavy Duty Boots
EVs: 236 Atk / 20 SpA / 252 Spe
Nature: Hasty / Naive
- Fire Lash is the weaker move here, but because of its lack of recoil and for its team support, it is preferred here. It also helps that the sun can make it as strong as a Flare Blitz outside of it.
- Flare Blitz is the stronger Fire-type STAB, but also the riskiest due to recoil. It obviously pairs very well with Regenerator, but if put on a sun core with Darmanitan, you'd probably be better off using some other Fire-type move.
- Dragon Claw is used to bypass the typical sun resists that sun can otherwise lose to or struggle with, such as Pajantom, Kyurem, or Nasty Plot Hydreigon.
- Solar Beam is the main attraction to this set, getting a guaranteed OHKO on Seismitoad and doing a lot to the five Gastrodon still around.
- Healing Wish is one of the best supporting moves we could give CAP27, as it not only helps the team out greatly, but also gives CAP27 a unique niche in being the fastest Pokemon in the game with access to Healing Wish asides from Choice Scarf Jirachi, which runs Trick on that set anyways. If there is any support move CAP27 should utilize, it's this one. In terms of what it does on a sun core or the like, it easily can use Healing Wish to restore Jumbao back to full for more sunlight or Darmanitan back to full to nuke some more holes into teams.
- Will-o-Wisp provides a different kind of support, weakening physical attackers such as Terrakion and Zeraora for team members to handle. It is worth noting that Solar Beam can 2HKO Terrakion, but as Terrakion can OHKO CAP27, your best chance against it would be to burn it and switch out, or simply burn and pray it misses Stone Edge.
- EVs and nature are to guarantee Solar Beam OHKOs Seismitoad while being as physically strong and fast as possible. Alternatively, one could run 252 SpA / 4 SpD / 252 Spe investment, switching Dragon Claw for Draco Meteor, but it becomes much harder to kill Pokemon like Clefable with that EV spread.
- HDB are run because HDB is great for this Pokemon no questions asked.
I wanted to wait since Fire Lash has a large effect on it calc wise, but I have zero problems with Explosion itself, considering the trade-off of self-sacrifice. I think there is possible concern of Explosion against -2 Defenses doing too much, but that requires getting someone's defenses down to -2. I have no real problems with this set, only question really is about Thunder Wave, but I think that can be edited out if it is banned later. Approved.Moveset Submission
Name: 27 go boom
Move 1: Explosion
Move 2: Flare Blitz / Fire Lash
Move 3: Dragon Claw
Move 4: Will-o-Wisp / Thunderwave
Ability: Regenerator
Item: Heavy Duty Boots
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
- Explosion is a proper fun move which fulfills many qualities that are desirable for an offensive support. It is technically a pivoting move, letting you get a teammate in without them taking any damage at all and it can easily remove a weakened wall, especially with support from Fire Lash. Notable matchups this impacts: If also running Fire Lash, Fire Lash into Explosion KO's Seismitoad, if Hippowdon is under 80%, Fire Lash into Explosion can KO it, if under 91.7% Toxapex has a roll to be KO'd by the combo. Flare Blitz + Explosion can KO Hippowdon under 68.5%, and Dragon Claw + Explosion can KO Seis under 81%. Of note the opponent can always click Protect or switch out on the Explosion turn. This may seem scary, but remember, a breaker that can sacrifice itself to KO a wall or put it into range of a teammate is one you will run, and is pro-concept.
- Flare Blitz is probably the safest Fire move for this set, giving consistently great damage, letting you 2hko WishTP Clefable (spdef) even through protect, albeit at the cost of your own life if you switch in (aka 2x Spdef Clef Moonblast + 2x Blitz recoil leaves you KO'd).
- Fire Lash gives up a number of 2hkos vs Flare Blitz, notably being unable to 2hko Spdef WishTP Clefable even with max rolls, and applying significantly less initial pressure, eg being unable to OHKO Spdef Corviknight after Rocks, which Flare Blitz can do. However it makes up for it by essentially denying recovery spam as an option for the opponent and helping increase the effective damage of Explosion and Dragon Claw.
- Will-o-Wisp and Thunder Wave fulfill similar roles as being very solid moves to click on an uncertain matchup, as they pretty universally can cripple stuff and support the team. Willowisp being excellent against Hippowdon and Terrakion, while Thunder Wave cripples Terrakion and means that we easily force out anything faster than us, or anything that relies on speed. Both moves help this mon function as a team breaker with TWave offering a 25% chance that the wall you need dead is missing its recovery (esp useful to Para Clef for teammates), and Willowisp putting a timer on basically everything but Clefable.
- Standard Offensive EV spread, and HDB because HDB are insanely good, if ya need further elaboration I can give it, but pretty self-explanatory.
252 Atk Turtonator Explosion vs. 252 HP / 252+ Def Seismitoad: 207-244 (50 - 58.9%) -- 75% chance to 2HKO after Leftovers recovery
+1 252 Atk Turtonator Explosion vs. 252 HP / 252+ Def Seismitoad: 310-365 (74.8 - 88.1%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Turtonator Explosion vs. 252 HP / 252+ Def Toxapex: 128-151 (42.1 - 49.6%) -- guaranteed 3HKO after Black Sludge recovery
+1 252 Atk Turtonator Explosion vs. 252 HP / 252+ Def Toxapex: 191-225 (62.8 - 74%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Turtonator Explosion vs. 252 HP / 252+ Def Hippowdon: 153-181 (36.4 - 43%) -- 97.9% chance to 3HKO after Leftovers recovery
+1 252 Atk Turtonator Explosion vs. 252 HP / 252+ Def Hippowdon: 230-271 (54.7 - 64.5%) -- guaranteed 2HKO after Leftovers recovery
I realize I did +1 atk instead of -1 def, but the results are the same, whoops
Very happy with this: its a very clean set, but still leaves room open for other support options, like the slash of slot 4. Also really appreciate the extra touch for evs, since those will likely be good later on. Only nitpick is that Heal Bell lacks a decent description, but I am willing to forgive that considering both clerical moves have sufficient explanation in those previous sets, and the role point at the start was a great touch as well. Happily approved. :)As per LucarioOfLegends’ request, Roland and I collaborated to come up with the following set:
Moveset Submission
Name: Offensive Cleric
Move 1: Heal Bell
Move 2: Fire Lash
Move 3: Dragon Claw
Move 4: Knock Off / Will-o-wisp
Ability: Regenerator
Item: Heavy-Duty Boots
EVs: 252atk/4spd/252spe
Nature: Jolly
- This set aims to provide cleric support for our team, a valuable niche to have in a metagame riddled with status spreaders and defined by high turn counts. Balance teams especially appreciate the ability to remove Toxic repeatedly through a long match. The aim of the set is not to outright beat most of these status users, but disrupt their gameplan enough to render them ineffective, while still maintaining offensive pressure through use of our dual stabs.
- Heal Bell is the core move of this set.
- Fire Lash is the Fire stab of choice, allowing us to effectively force out Clefable and threaten other defensive pokemon better than Flare Blitz, while preserving our HP and giving us more opportunities to use Heal Bell.
- Dragon Claw deals meaningful damage to most things that resist our Fire stab, and plays very well with defense drops from Fire Lash.
- Knock Off is the primary choice for our last moveslot, as the utility of item removal is undeniable. The combination of Hell Bell and Knock Off is especially notable for providing a consistent way to interfere with Toxapex.
- Will-o-wisp is an alternative option that allows 27 to cripple physical attackers, while also fulfilling a similar role as Knock Off against bulky water- and ground-types with Leftovers.
- If more bulk is desired, EVs can be divested from speed to our defensive stats. The most notable values are 224 to outspeed base 110, 208 to outspeed base 108, and 152 to outspeed base 101. A Jolly nature should always be used to hit these benchmarks.
After allowing Spikes back, this is probably the cleanest set and the one I am most down with approving. It works and I do think is representative of the current trend with Spikes sets, especially based on what has been seen on the server. Its very clean and concise. Approved.Moveset Submission
Name: Spike Stacker
Move 1: Fire Lash / Flare Blitz
Move 2: Dragon Claw / Flare Blitz
Move 3: Will-o-Wisp
Move 4: Spikes
Ability: Regenerator
Item: Heavy-Duty Boots
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
- Fire Lash helps lay the pressure on foes with its Defense drops and pressure bulkier Pokemon like Clefable.
- Flare Blitz is stronger but riskier than Fire Lash. Helps you exert more immediate pressure on the opponent. Can be run over or with Fire Lash, depending on how confident you feel in dealing with Fire-type resistances.
- Dragon Claw is used to hit anything Fire Lash doesn't do well on, like opposing Fire and Dragon-types.
- Will-o-Wisp can help against physical attackers such as Kommo-o as shown in my replay, or other Pokemon like Terrakion.
- Spikes is great for taking advantage of CAP27's great speed tier and scary STAB combo to rack up damage to help teammates throughout the battle.
- EVs and item are your standard affair. Self-explanatory.
I would like to approve more sets, but I do have a few points of hold on a few, and ones that I think are just unhealthy.
Since Madi6 withdrew their set, this is the main special set we are looking at. My biggest critique was initially on Dragon Pulse, as I felt it was overly redundant compared to Draco Meteor, but your edit adds justification to the addition so I am far less opposed. My new largest critique is the choice of Life Orb over Heavy Duty Boots, which cuts into our bulk significantly through both LO recoil and no immunity to hazards. My worry with this is that going nuclear with power via life orb will sideline our support options too heavily. This fact is supported by your replays in fact, as all of them never really show CAP27 using its support option in Taunt and Encore, but instead spam Draco and Fire moves whenever possible. I would like a bit more on why Life Orb is truly a neccesity for this set, as well as other support moves that may be used alongside these special moves, instead of just in the shadow of them.Moveset Submission #1
Name: Specially Offensive Lure
Move 1: Draco Meteor
Move 2: Fire Blast
Move 3: Dragon Pulse / Flamethrower
Move 4: Taunt / Encore
Ability: Regenerator
Item: Life Orb
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
- Draco Meteor is a powerful STAB move that OHKOs all bulky dragons with Life Orb and enables us to break through physically defensive Seismitoad and Unaware Arghonaut.
- Fire Blast melts the Steel-types that resist Dragon moves, as well as hitting Grass-types like Jumbao and Bug-types like Aurumoth very hard. It can also break some physical walls such as Hippowdon.
- Dragon Pulse and Flamethrower are weaker but more reliable alternatives to the first 2 moves, dealing consistent damage that can pick off fragile or weakened foes. Edit: In response to concerns about these moves being too weak to run, I'd like to point out that they are approximately the same strength as Dragon Claw on physical sets (due to their higher BP). Dragon Pulse, boosted by Life Orb, is a reliable 2HKO on Terrakion. Dragon Pulse + Draco Meteor is also a stronger combination than two Draco Meteors, making CAP 27 harder to switch around on and easing prediction against mons like Keldeo, Seismitoad, and Rotom-Wash.
- Taunt is a support move with wide distribution that has found incredible support on Discord, letting us temporarily shut down passive mons like Clefable as well as setup sweepers and hazard setters.
- Encore is a move that could be a viable, if niche, alternative to Taunt. It is a particularly effective way to shut down bulky wincons like Calm Mind Clefable who can potentially break us with Moonblast after only a single turn of setup. Given our decent speed tier, I think it is a healthy utility option for us to have, even if it would not be run often.
- Regenerator is our only viable ability option, and it will help offset Life Orb recoil.
- Life Orb is necessary to supplement our unimpressive base 92 Special Attack stat, and it enables important 2HKOs on the physically-defensive walls we are seeking to lure in and break through.
- Timid is nearly mandatory as it allows CAP 27 to outpace Pajantom, Krilowatt, and Terrakion.
- This is the obligatory special option for CAP 27. I figured we should get it out of the way early. There are no real surprises here, just some basic STAB moves we are presumed to get. It is consistent with the intent of the winning stat submission by MrDollSteak.
Moveset Submission
Name: Choice Band
Move 1: Fire Lash / Heat Crash / Flare Blitz
Move 2: Dragon Claw / Outrage
Move 3: Knock Off
Move 4: Trick
Ability: Regenerator
Item: Choice Band
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Dual STAB options are a given and should be updated as they are allowed / disallowed. Outrage notably misses the 2HKO on Toxapex and Tomohawk (if Intimidated), and I think that Choice Band is the only set that would really want to run Outrage.
- Knock Off is a really good move to spam for a Choice Band set.
- Trick lets CAP27 dump its Choice Band onto Tomohawk and Toxapex.
- I remember a lot of people were worried about the possibility of a Choice Band set, but we can take the steps to make it as offensive support-oriented as possible with Trick. Although Trick does improve its matchup against counters, having Trick should basically should ensure that all of CAP27’s sets have some element of support attached to them, as Choice Band should be the most offensive variant of them all.
* Choice Band calcs to come *
Moveset Submission
Name: Scarf User
Move 1: Flare Blitz
Move 2: Dragon Claw
Move 3: Knock Off/ Coverage
Move 4: Switcharoo/ Healing Wish
Ability: Regenerator
Item: Choice Scarf
EVs: 4HP / 252 Atk / 252 Speed
Nature: Jolly
- Trick/Switcharoo lets it act like all forms of Rotom, outspeeding key threats while swapping items to cripple tanks
- Scarf + Healing Wish lets it move faster then key threats while ensuring it gets off the healing wish as a sacrificial move
- Regenerator lets it heal off potential damage after it is forced out due to being Choice
I think these three sets are all fulfilling the same niche of "choice trick", but all three I think need some work. Specifically:Moveset Submission
Name: **Trickster Cleric**
Move 1: Flare Blitz / Fire Lash
Move 2: Dragon Claw / Dragon Rush
Move 3: Healing Wish / Aromatherapy
Move 4: Trick / Switcheroo
Ability: Regenerator
Item: Choice Scarf
EVs: 32 HP / 252 Atk / 224 Speed
Nature: Jolly
Set inspired by [Gen7 Ubers] Scarf Xerneas set.
- Flare Blitz is the mandatory choice for the raw damage and to force switches. Fire Lash can be used, but Flare Blitz probably will be better in the most of the times.
- Dragon Claw to hit Dragon-types and other Fire resists. Also, Dragon Rush can be used over it for more consistent damage at the cost of consistent accuracy.
Are you feeling lucky?- Healing Wish to bring a teammate back to the game at the cost of CAP27's health. Aromatherapy can be considered over it as a repeatable utility, allowing CAP27 to heal its team while maintains it in the game.
- Trick/Switcheroo to cripple some walls and passive pokémon in general as well as reckless setuppers.
- EV spread is the same because I liked it. Also, it outspeeds 110 base Scarf users like Gengar and Kitsunoh.
- snake, I would like those Choice Band calcs please, I think it is important to gauge how much power it will get through Band. Also please remove Heat Crash from both of your submissions, including Balance Breaker. That move is banned less for competitive reasoning and more optics.
-Karoshi, you mention coverage in your submission (slashed on slot 3 with knock off), but coverage is a very ecliptic term and one that needs more elaboration. We are looking very cautiously on coverage options, so please explain which ones you have in mind.
-Mr. Panda, Your EV spread has always been interesting but its especially baffling on this Choice Scarf set. I overall think that its kind of pointless to put in that extra bulk if its not actually stopping certain benchmarks, but instead just for extra bulk while cutting a very useful asset in speed. I think tying with an opposing Scarf CAP27 is just as important of an asset if that becomes the most successful set. I would like some more consideration for you as to how important that spread is to the success of CAP27, or if it is just a handicap on yourself and it would be better just to max/max.
Once these are addressed, I'll choose between the three.
Screens is an option that is certainly unique compared to a lot of what has been submitted so far, and could be a very fun niche. I think overall this set needs some replays for proof of its good functionality, but my largest concern is its inherent competition with Grimmsnarl as a Screens setter. The Goblin is already found its real estate on HO, but what niche does CAP27 actually have over it to find a spot on a team?Moveset Submission
Name: Screens Lead
Move 1: Reflect
Move 2: Light Screen
Move 3: Taunt
Move 4: Fire Lash / Flare Blitz
Ability: Regenerator
Item: Light Clay
EVs: 252 HP / 32 Atk / 224 Speed
Nature: Jolly
With a great speed tier, and reasonable bulk, CAP 27 can act as an effective Screens-setter, in a style reminiscent to Tapu Koko from Gen 7. Taunt shuts down passive Pokemon, while Reflect and Light Screen provide the team with excellent defensive utility, allowing for Hyper Offensive teams to be a little bit more able to plough through teams. Regenerator synergises well with the role of a screen setter, as it gives it further opportunities to set them up. Fire Lash is the chosen attacking option because of the utility it provides in lowering Defense, though Flare Blitz can be run for additional power.
This set just needs more work. Force Palm I can assure you will not be viable coverage. The descriptions are also lacking and the overall set has been covered by better sets before.Moveset Submission
Name: Physical Attacker+Healing Wish
Move 1: Fire Lash
Move 2: Force Palm/Bulldoze
Move 3: Dragon Claw
Move 4: Healing Wish
Ability: Regenerator
Item: Life Orb
EVs: 100 HP/ 252 Atk/ 156 Spe
Nature: Adamant
- Full investment in Attack + Life Orb allows CAP 27 to function as a decent attacker, netting OHKOes on the likes of Pajantom, Malaconda and Jumbao with a guaranteed 2HKO on Bulk Up Corviknight, full HP Clefable, and offensive Cyclohm sets.
- 156 EVs in Speed allow CAP 27 to outspeed full investment the likes of Pajantom with a neutral nature (Adamant, for example).
- Bulldoze allows for speed control over faster opposition, while Force Palm is an option to inflict paralysis. Healing Wish can be used to bring in a weakened teammate if necessary.
- A teammate with hazard control will be very important to CAP 27, as it will be affected by Stealth Rock and Spikes; especially the 25% damage from Stealth Rock can do much to nullify Regenerator recovery.
I have heard a lot of people give a stink about this interaction, and I am inclined to agree. Disable and other moves, most notably those place in slot 4, are said to cause a lot of unhealthy play, and considering both take up a slot, are question about even being supportive in nature. I would generally like more replays in offense/defense of this claim from anyone who would like to make a point, but I am leaning towards banning Disable (Substitute and Encore do not appear to be the source) it if the current arguments uphold.Moveset Submission
Name: Disable Tech
Move 1: Fire Lash / Flare Blitz
Move 2: Dragon Claw
Move 3: Disable
Move 4: Substitute / Encore
Ability: Regenerator
Item: Leftovers / Heavy Duty Boots
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
- Fire Lash is the preferred move, as dropping defenses of opposing Pokemon allow you to force out more combatants and gives you more opportunities to get up a Substitute. Flare Blitz on Encore based sets can be optional to provide more power behind its attacks to maintain offensive presense.
- Dragon Claw is generic Dragon STAB that allows it to hit Fire type resists like Terrakion and Krilowatt for neutral damage, and hit dragon types like Cyclohm, Hydreigon and Kommo-O for supereffective damage.
- Disable is the crux of this set, as with CAP 27's decent bulk, high speed and modest defensive typing, we can get several oppurtunities to get off a Disable on more passive threats.
- Substitute is the generally preferred option, giving us protection from Toxic and potential paralysis, while not only guaranteeing we can stay in a turn on forced switches to annoy the opponent, but using pokemon like Toxapex as fodder. Encore can also be used, especially against set up attackers, as we generally outpace numerous of them with our great 114 Speed stat, then forcing them to switch out or struggle with a potential Disable.
Sticky Web I have no holds banning however. It falls into a lot of the same pitfalls of other entry hazards and I do think Spikes is perfectly adequate as our hazard of choice. More pressing however is that it seems a lot of people just really dislike Sticky Web, as it's a really annoying hazard to deal with and drags the game down. I would like to disallow Sticky Web.Moveset Submission
Name: Non Snael Webs Lead
Move 1: Sticky Web
Move 2: Taunt
Move 3: Fire Lash
Move 4: Dragon Claw / Memento
Ability: Regenerator
Item: Focus Sash
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
- Sticky Web is a currently unexplored hazard in the SS CAP metagame, and slowing down all non grounded members of the opposing team is an excellent form of support, particularly Speed Control.
- Taunt not only denies the opposing team the chance to get up hazards, but stops defoggers from trying to clear away our webs as well. With our speed tier, this should generally not be a problem for CAP 27 to accomplish.
- Fire Lash is an excellent spammable STAB option that should be run on all sets tbh.
- Dragon Claw gives us insurace versus SR Kommo-O, while Memento is great for supporting set up sweepers on our team by giving them a safety net to start setting up.
- Focus Sash ensures that we can near guarantee getting up Webs versus the opposing team, or at least deny hazards / hazard removal. With how Regenerator interacts with Focus Sash, a skillful player may even win the hazard matchup versus Excadrill. (Big If though)
This set is a gimmick, not an actual set to be used considering how it takes two turns to set up each time you come out. It also doesn't really fall under the support category very well since Noble Roar seems like a gimmick and Screech is much more to get kills. Not going to be approving this set anyName: Ability Remover/Debuffer
Move 1: Fire Lash
Move 2: Dragon Claw / Knock Off
Move 3: Simple Beam
Move 4: Screech / Noble Roar
Ability: Regenerator
Item: Life Orb / Heavy Duty Boots /
EVs: 252 Att / 4 Def / 252 Spe
Nature: Jolly
Some actually kind of works well. It is a decent Team Support move: it removes a very useful ability, although definitely supporting doubles more inherently.
However Simple Beam+ Screech or Fire Lash is rather nasty: the opponent may lose their ability and be -2 and Damaged or even -4, or their Switch In is at -2, presenting almost pseudotrap.
Noble Roar is a lesser version of Parting Shot, but works the same way if Eject Button is used especially if the target has been Simple Beamed on the switch. Bif combined with Pajantom or an Intimidator on the team, this can result in game changing moves.
Between Simple Beam, Fire Lash and Screech/Noble Roar, it causes a few momentum gathering opportunities on a Hard Switch and at worst CAP27 switches out to get Healing and tag in someone to make the most of the reduced Offenses/Defenses - indeed Pajantom's Trapping is one thing that CAP27 might fear, and I do not think that would appreciate potentially walking into a Predicted DClaw or Knock off.
Moveset Submission
Name: Support Spinner
Move 1: Flare Blitz
Move 2: Dragon Claw
Move 3: Rapid Spin
Move 4: Fire Lash
Ability: Regenerator
Item: Heavy-Duty Boots
EVs: 252 Attack / 4 SpD / 252 Spe
Nature: Jolly
- Flare Blitz for powerful, consistent damage output.
- Dragon Claw is used when you can score a neutral hit or threaten another Dragon. This is especially helpful on threats that would resist Flare Blitz and Fire Lash.
- Rapid Spin removes hazards and provides a +1 Speed boost, making it possible to outrun Zeraora and Scarved Dragons. Both functions are critical in providing effective support and winning matchups. Regenerator combined with Heavy-Duty Boots allows multiple opportunities to attempt hazard removal.
- Fire Lash provides a STAB option that provides incredible pressure on opposing defensive Pokemon, and limits offensive counterplay. The range of utility this provides makes it much easier to find room to use Rapid Spin.
I'm mentioning both because I think they bring up the solid question of Rapid Spin with this set. Based on the high consensus, Spikes has proven to be a fan favorite move for CAP27, but I wonder if Rapid Spin (or Defog) will end up being too much for CAP, at least moveslot wise. I do think that the latter set is a distinct possibility if both are given, which hogs both our utility slots with top tier support moves. Deck Knight's set also holds water as for its capability (although I feel the replays are a bit too hard to read but not much helping that atm) which gives Rapid Spin some contention. Spikes is very much a given at this point, so my question to you the thread is thus: Should we allow Rapid Spin and/or Defog as well?Moveset Submission
Name: Utility
Move 1: Flare Blitz / Fire Lash
Move 2: Dragon Claw
Move 3: Rapid Spin
Move 4: Spikes
Ability: Regenerator
Item: Heavy-Duty Boots
EVs: 252 Attack / 4 SpD / 252 Spe
Nature: Jolly
- Flare Blitz allows CAP27 consistent damage output for its teammates.
- Dragon Claw is useful against slower Dragon-types who would come in to resist CAP27’s Fire-type STAB
- Rapid Spin allows CAP27 to remove hazards from its side of the field, allowing for its teammates to be prevented from being worn down, furthering its ability as an offensive support Pokemon.
- Spikes allows CAP27 to wear down foes switching in, allowing its teammates to clean and break more easily, furthering its ability as an offensive support Pokemon.
I have some other things I need to hit, but I will do so in a slightly smaller post.