CAP 29 - Part 2 - Primary Ability Discussion
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CAP 29 So Far
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Please pay very close attention to Tadasuke 's posts during this thread and remain on topic. DO NOT begin by posting massive lists of abilities!
Some general rules for this discussion:
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We recently finished the Concept Assessment stage for CAP 29, with the following conclusions.
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CAP 29 So Far
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Please pay very close attention to Tadasuke 's posts during this thread and remain on topic. DO NOT begin by posting massive lists of abilities!
Some general rules for this discussion:
- Custom abilities are banned. No exceptions. Posts suggesting custom abilities will be deleted.
- There are ability banlists for the different stages of ability discussion. Posts suggesting banned abilities will be deleted.
- Flavor abilities do not have any place in this thread. Do not bring up flavor reasoning. Posts that rely on flavor reasoning will be deleted.
Arena Trap
As One
Aura Break
Bad Dreams
Battle Bond
Chilling Neigh
Dark Aura
Dauntless Shield
Delta Stream
Desolate Land
Disguise
Dragon's Maw
Fairy Aura
Flower Gift
Forecast
Full Metal Body
Grim Neigh
Gulp Missile
Hunger Switch
Ice Face
Illusion
Imposter
Intrepid Sword
Moody
Multitype
Neuroforce
Power Construct
Primordial Sea
Prism Armor
RKS System
Schooling
Shadow Shield
Shadow Tag
Shields Down
Soul Heart
Stance Change
Teravolt
Transistor
Turboblaze
Unseen Fist
Victory Star
Wonder Guard
Zen Mode
As One
Aura Break
Bad Dreams
Battle Bond
Chilling Neigh
Dark Aura
Dauntless Shield
Delta Stream
Desolate Land
Disguise
Dragon's Maw
Fairy Aura
Flower Gift
Forecast
Full Metal Body
Grim Neigh
Gulp Missile
Hunger Switch
Ice Face
Illusion
Imposter
Intrepid Sword
Moody
Multitype
Neuroforce
Power Construct
Primordial Sea
Prism Armor
RKS System
Schooling
Shadow Shield
Shadow Tag
Shields Down
Soul Heart
Stance Change
Teravolt
Transistor
Turboblaze
Unseen Fist
Victory Star
Wonder Guard
Zen Mode
These abilities are banned by default and should not be discussed barring exceptional cases. If you believe one of these abilities should be considered, you can make a post trying to explain why an exception is warranted in this specific case and if both the TL and Ability Leader agree, it will be allowed. If the TLT disagrees with the unbanning proposal, they should be considered fully banned and should not be further discussed.
Bulletproof
Dry Skin
Flash Fire
Fur Coat
Gorilla Tactics
Huge Power
Ice Scales
Libero*
Levitate
Lightning Rod
Magic Guard
Mimicry*
Motor Drive
Parental Bond
Protean*
Pure Power
Regenerator
Sap Sipper
Storm Drain
Volt Absorb
Water Absorb
Water Bubble
*These abilities can only be considered for an unban if the Ability stage is done before typing.
Bulletproof
Dry Skin
Flash Fire
Fur Coat
Gorilla Tactics
Huge Power
Ice Scales
Libero*
Levitate
Lightning Rod
Magic Guard
Mimicry*
Motor Drive
Parental Bond
Protean*
Pure Power
Regenerator
Sap Sipper
Storm Drain
Volt Absorb
Water Absorb
Water Bubble
*These abilities can only be considered for an unban if the Ability stage is done before typing.
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Fully Banned Abilities group + Soft Banned Abilities group + flavor ability-only group
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We recently finished the Concept Assessment stage for CAP 29, with the following conclusions.
- All ability shifting moves (Entrainment, Skill Swap) are treated as banned for the time being. Do not use them to influence your choice of ability.
- Abilities without in-game effects (Illuminate, Ball Fetch) will be banned for the Ability discussion.
- There are a variety of different categories of bad abilities, and comparing and contrasting these categories will be key in conceptualizing CAP29.
Purely Negative (Devastating) are abilities that only actively work against the Pokémon using it. The power-level required to elevate a Pokémon to a usable position is unreasonable or forces you to completely abandon the elements they impact. Defeatist, Slow Start, and Truant are valid examples.
Unreliable (Awkward) are abilities that are out of the control of the player. Color Change and Emergency Exit are the two that come to mind. Color Change is dependent on the move you are last hit by. More specifically, most of the power this ability has is dependent on matchup and opponent. Emergency Exit is just Eject Button that is dependent on a damage roll as opposed to just being hit.
Mechanic Dependent (Niche Dependent) are abilities that could see more reliable use, but their success is limited to specific mechanic interactions. Klutz, Stall, and Normalize all fall into this category. The problem with these options is that they are moveset dependent, and movesets are never guaranteed. Without these options, these abilities probably move into the purely negative category.
Give and Take are abilities that have an advantage but also have an associated negative effect with it. Weak Armor, Perish Body, and Hustle all fall into this category. Weak Armor and Hustle are self-explanatory since they grant a boost at the cost of defense and accuracy, respectively. Perish Body activates the Perish Song counter which impacts both players and could result in KOing your own Pokémon.
Contradictory (Self-Destructive) are abilities that create negative effects for the user based off how they interact with other mechanics. SHSP already mentioned something about Simple + moves that drop the user’s stats. This could also extend to terrain/weather + negatively impacted type or boost from specific type damage + 4x weak.
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