CAP 29 - Part 1 - Concept Poll 2

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snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
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It's time to finalize the vote on CAP 29's concept! Please review the three concepts that made top 3 from Poll 1, originally submitted in the concept submissions thread! Before you vote, it's important that you read each concept carefully, as this will guide the discussion for the entire CAP Process. I would also suggest reading the discussion on specific concepts that occurred for 24 Hours after concepts were slated, in order to further inform your decision.

This will be a Ranked Pairs vote (RP) (a form of voting where each candidate is ranked according to head to head matchups with each of its competitors in a directed acyclic graph), the details of which were discussed here.

This is a ranked vote: order does matter! You can upvote your favorites and downvote your least favorites. You may choose to rank as many or as few options as you like, but we encourage you to rank as many options as possible to ensure your preferences are taken into account fully.

Bold your votes and nothing else!
A typical vote might look like the followiang:
Most Preferred
Second Most Preferred
Third Most Preferred


Any comments that the voter has would go below the votes in non-bold text. Bold text is used to determine what the user's votes are, so none of the supplementary text should be in bold.
CAP uses automated scripts to count votes. For this reason, it is very important for all ballots to be submitted correctly. If you do not compose a legal ballot, your post will be subject to moderation.
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Composing a proper ballot is easy. Enter BBCode Edit Mode (the A in the upper right corner). Copy/paste the options directly from the OP to your ballot as plain unbolded text. Delete and/or rearrange the options to suit your preference and the poll type. Bold your vote text using bold tags or re-enter rich text mode, highlight your vote and click B. Spelling or formatting errors may spoil your ballot, so be careful!

Please post only your votes in this thread. You are allowed to say whatever you like in relation to your vote at the bottom of your post, but please do not look to begin a discussion. Keep those comments to the PS! CAP chatroom or the CAP Discord channel.

Asking for votes for your submission or for the submissions of others is not allowed. Anyone found to have done so risks punishment at the moderation team's discretion. If you find that someone has broken this rule, please contact the CAP moderation team with your evidence and no one else. Mini-moderation of this rule is also considered a serious offense and can be punished.

IMPORTANT: When voting, use only the name of the author! The list of possible votes include:

quziel
2spoopy4u
-Voltage-


This poll will be open for 24 hours. The concept submissions are quoted below in order of submission.

quziel, Defective Ability
Name: Defective Ability

Description: This Pokemon manages to work around an ability that is generally considered harmful, and is viable, or even better for it.

Justification: Defective Ability is an Actualization concept; aiming to create a Pokemon that works around, or works with, an ability that would be considered bad on most pokemon.

There is not a single Pokemon ranked above NU that has a generally negative ability; for good reason, while most pokemon gain a benefit from their ability, these Pokemon are held back. Golisopod, the currently highest ranked pokemon with a negative ability is also unique among its brethren in that its movepool is set up to synergize, and benefit from its ability Emergency Exit, with First Impression benefiting heavily from being switched out directly after use. A non-exhaustive list of negative abilities is Color Change, Defeatist, Emergency Exit, Klutz, Normalize, Slow Start, Stall, Truant. These abilities are yet-untouched by CAP, and I believe that exploring them with typings, movepools, and stats specifically meant to work with, and work around their shortcomings can help us to understand more about how abilities interact with CAPs, and how important the ability slot really is. I do not consider a NCA to be a defective ability as it does not specifically have to be planned around.

This concept aims to question how impactful these abilities are when their downsides are specifically planned for, their strengths, if any, are accentuated, and how viable of a CAP we can make with a handicap in the ability stage.

Questions To Be Answered:

  • How much of a drawback is a negative ability? How much should a negative ability be compensated for in the typing, move, and stats stages?
  • Are there some negative abilities that are more suited to exploration in a CAP process? Why or Why not?
  • If a negative ability is chosen for a primary what abilities are suitable for a secondary ability slot? Purely negative ones, or is there a situation where a pokemon would prefer an ability generally thought of as negative?
  • How does typing interact with a negative ability like this; slow start obviously wants a Toxic immunity due to how long it'll stay on the field, but is it needed, do other abilities have strong typing-ability interactions.
  • How can movepool change the impact of a harmful ability? Golisopod shows that it is possible to leverage the early switch out, are other negative abilities something that can be leveraged or minimized with the correct movepool?
  • How much do stats have to compensate for a negative ability, what are the ideal stat spreads for each negative ability?
  • How can we define a "generally harmful ability"? What are some metrics to define it? Are comparisons with neutral abilities helpful?
  • Which abilities can be worked with? Which abilities can only be worked around? Is it better to choose an ability that can be worked with? or only around?
2spoopy4u, Bulletproof Glass
taken & adapted from Cretacerus's CAP 22 submission

Name: Bulletproof Glass

Description: A Pokémon which, despite its mediocre defensive stats, poses a considerable defensive threat in the metagame.

Justification: This is an Archetype concept, as we would be creating a Pokemon within a defensive archetype whose effectiveness should be dependent on factors other than its bulk. This approach would allow us to add a defensive Pokemon with a unique scope and playstyle, explore what constitutes various archetypes and roles within the game, and act as a means to further learn about the current metagame environment and specifically the requirements it holds on defensive Pokémon.

Questions:
  • How do we go about deciding which offensive threats this Pokemon should pose a defensive threat to?
  • What is the full spectrum of defensive roles in Pokemon (wall, tank, etc), and which one(s) should we aim for?
  • What constitutes "low" or "mediocre" defenses? How low can the bulk of a defensive Pokemon reasonably be, and are there certain type resistances, abilities, or moves that would let us push our bulk lower than others?
  • Is there a relationship between a Pokemon’s speed and its defensive capabilities? If so, what kind of speed benchmarks will this pokemon realistically need to hit? What's the difference between a defensive Pokemon that merely benefits from high speed, and one that's dependent on its speed to effectively check opposing threats?
  • Can offensive strength be a contributor to a Pokemon’s defensive capabilities? In other words, is it ever true that the best defense is a good offense? How much offensive pressure, if any at all, should we realistically possess to compensate for our low bulk?
  • Pokemon such as Astrolotl, Landorus-T, and Hydreigon often fulfill roles that are simultaneously offensive and defensive in nature. What is the ratio of “checking offensive threats / applying offensive pressure” we should strive for, and how can we ensure that our end product would have a unique yet concept-fulfilling identity?
  • I firmly believe that the open nature of this concept is a point in its favor, but it still bears mentioning that this vagueness can just as well lead to certain failures. Simply “checking some offensive threats” would be our only focus, with the added restriction of doing so without strong defenses. One scenario is that we zero-in on the top offensive threats in the metagame, soon finding ourselves collectively pursuing an unspoken and unattainable goal to decentralize, fix, or otherwise balance the meta by reigning in the most prevalent wallbreakers. Another scenario is that, due to the great number of possible directions this concept could go in, the community may disagree about which Pokemon we want to check and what role we want to occupy. We saw both of these things happen (to what extent is debatable) during the process for our most recent CAP, Miasmaw, and it's likely that "Bulletproof Glass" isn't the only concept for CAP 29 that will risk experiencing these pitfalls either. So, finally: In the event we choose to execute this concept, how can we--as a community--avoid collective mentalities like the ones I have described? What are the specific risks with a concept like this, and how are we going to avoid them?
-Voltage-, Limit Break
Name: Limit Break

Description: A Pokemon that is able to increase its damage output specifically by taking damage itself.

Justification: This is an Archetype concept with hints of a Actualization sprinkled in that really focuses on a single question: “How can we incentivize a Pokemon taking damage?” There are numerous ways of doing so, all of which having incredibly varied means of producing increased damage output. However, the goal here is to provide this Pokemon with a way to truly threaten the opponent as it takes damage.

Questions to be Answered

  • How do we incentivize our Pokemon taking damage?
  • What are some existing examples of Pokemon in this and other metagames that use taking damage to their advantage (if there are any at all)?
  • How many times do we want this Pokemon to take damage before it gets a power boost?
  • Would we rather CAP29 get its boost from taking damage directly from its opponent, or from residual damage from status, hazards, recoil and other indirect damage?
  • How effective offensively should this Pokemon be before taking damage?
  • Should self-inflicted damage yield a similar power boost, or should the boost come solely from the actions of the opponent?
  • Which type combinations would inherently allow for this Pokemon to take many repeated hits? What about combinations that would inherently limit the amount of hits this Pokemon can take?
  • Are there any abilities that actively encourage a Pokemon to take damage?
Once again, those options are:

quziel
2spoopy4u
-Voltage-


Please ensure your ballot uses usernames (the things that are bolded), not Concept Names. This vote will end in 24 Hours, so please do not feel rushed, and instead ensure you make an informed decision!

CAP 29 So Far
 
2spoopy4u
quziel
-Voltage-


All three of these concepts are pretty epic though!

ModEdit: Spelling fixes
 
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