Hey there CAPers. Since we want to be a little quicker with the process while still leaving time for our artists, this will be you
24 HOUR NOTICE! Given that we're nearing the end of the second ability stage, I figured I'd give a tentative slating list in order to express where I think the community is at for this stage. Please also note thata, again, this is not the final slate and I would absolutely be open to altering it from a last minute push for or against.
Tentative Slate:
- No Competitive Ability
- I don't think this is surprising anyone? Neutralizing Gas has been seen as a very potent ability and there's been support for exclusively focusing on this ability. Furthermore, Neutralizing Gas already accomplishes plenty on its own, so there are some who might feel that adding a second competitive ability might move us into "overkill" ranges on usefulness.
- One of Volt Absorb / Motor Drive / Water Absorb / Storm Drain
- As seen in the previous round, there is a direct way to discourage common moves used by pivots that would give an immediate negative effect to he opponent if activated. Motor Drive and Volt Absorb obviously punishes Volt Switch while Storm Drain and Water Absorb lets us come in far more easily on Scalds. the reason I say one of these is only because there's been a lot of disuccusion of the two together and ideally I'd like to see this narrowed down to choosing one. That said, if there are more valid points for a second from this being slated, I'm not opposed to doing so.
- Thick Fat
- This ability recently got a lot of traction as it helps with Krilowatt, Rotom-H and Astrolotl matchups quite well. I also think it would be very useful in expanding our list of checks, while not totally overshadowing the utility of Neutralizing Gas.
- One of Punk Rock or Sheer Force
- This again boils down to seeing general support for this type of ability, though in this case I have some issues differentiating the two. In my parsing I found that a lot of the time, the reasons that Sheer Force was offered up over Punk Rock were based on flavor. Are there any competitively oriented reasons why one should be slated over the other?
- Compound Eyes / No Guard
- As MX just posted, there's a lot of merit to these abilities, and I think that they would allow for strong additional coverage to be used, while not overshadowing NGas. Furthermore, there's been support for these as well, though I would encourage any final posts to rea`lly choose one or the other here.
That's the slate I have working right now. Fringe abilities that I'm still wary on (based on user support), but still considering given a strong recommendation are: Skill Link, Analytic, Rattled, and Competitive. These four abilities all have seen their share of support and concern and I wouldn't mind getting one last "room test" on them just o in case there's some last minute vocal support for one of these four to be on the slate over others.
That said, I welcome any additional posts and hope to see some interesting and thoughtful last minute posts!
Just my thoughts on this:
No Competitive Ability: Definitely a valid option. It was determined in the primary ability discussion that Neutralizing Gas is probably the most concept-relevant ability. I agree that it would be fine if no ability was chosen.
Immunities: I don't think any of these are quite necessary. Though I do somewhat like Storm Drain for how it impacts Scald spam, there is always the worry that immunities trump everything else.
Thick Fat: I heavily support this ability here. It provides a good surprise factor and gives CAP28 a new niche in fighting pivots.
Punk Rock/Sheer Force: I honestly don't like either of these abilities for CAP28. If I had to pick one, I would choose Punk Rock for it's expanded coverage options, but honestly there are less dangerous/more useful damage boosting abilities.
Compound Eyes/No Guard: I really prefer Compound Eyes over No Guard to lessen the impact of

Hurricane. Compound Eyes brings a new way to punish pivots with Hypnosis and allows access to Dragon Rush and Thunder (which is actually quite helpful in the Tomo matchup). I don't know if it would be used over Neutralizing Gas that much, but it would be an interesting option nonetheless. Compound Eyes also doesn't restrict CAP28 from boosting moves (if anything, I'd like strong boosting moves even more with sleep).
Skill Link: I think the main detractor that has been brought up about Skill Link is the potential access to Scale Shot. I don't think Scale Shot should be allowed on CAP28 if Skill Link were to be chosen. Access to Rock Blast makes this Skill Link a very fun option in terms of being able to surprise a potential counter. Additionally, the power increase from Megahorn to Pin Missile is pretty negligible, making this the safest of the damage-boosting abilities in my opinion.
Analytic: I just don't think Analytic is a good option now given CAP28's high offensive potential. It is true that

runs analytic with similarly high power, but Zone is much more punishable, having a 4x weakness to Ground.
Rattled: There's no reason Rattled should even be considered. Physical Damage is something that needs to be avoided at all costs on CAP28, and losing HDB can be devastating.
Competitive: I really like Competitive for what it does to the

and

matchups. Competitive makes CAP28 pretty dang good on Hazard stacking teams, which I think are a valid way of slowing down pivots with enough Knock Off teammates.
also please consider Water Compaction thankyouverymuch