Thank you
backslash447 for the respectful engagement, I suppose I ought to respond and clarify some of my arguments. I admit I am at a disadvantage in these debates because I only have what’s posted in the threads to go off of and only short, irregular blocks of irl time to follow along. I just like to pop in with some of my free time to give my two cents, so please just take my opinions with a grain of salt.
I really like CAP and have had it as a hobby for a long time, and I’ve seen the project develop over four generations now and for years have followed the parade of “law of averages”-type creations that tend to come out of these discussions, and that’s sort of why I tend to advocate for more unique approaches to these concepts. I remember back in the DPP days DougJustDoug famously said “CAP could never make Salamence,” i.e. create a Pokemon that is nutso broken in theory, but in practice is perfectly balanced on the head of a pin and a brilliant and diverse aspect of the metagame. I could update that quote a decade+ later to say maybe “CAP could never make Weavile/Kartana/Zeraora” in that they all in their own ways fail the theorymon test and are deeply out-of-the-ordinary, while in practice they are truly unique and healthy role-players in the metagame. I’ll always advocate trying, though, in the spirit of the Project, if only to further discussion and exploration of ideas.
CAP is risk-averse, I acknowledge that. It is the natural consequence of the democratic process, and I can absolutely understand where the desire to “take 2-3 hits against [some of the strongest neutral STABs on both ends of the spectrum] while threatening at least major chip damage [and] provid[ing]… status dodging/immunity, hazard removal, recovery, or not being afraid of Knock off… [and] provide at least something… against any archetype of team we come up against” comes from. There are a lot of threats to take into consideration! This exact wishlist has appeared in every project since the beginning of this forum, and it’s why so many CAPs have Rapid Spin and entry hazards and recovery and status resistance and 560+ base stat points. It’s also why the power creep since the shift to full-CAP meta is so severe. However, no current OU Pokemon actually does all those things in that list, and only the most borderline or overtly broken Pokemon have an answer for everything the metagame has to offer (I could argue that the CAPs that *have* accomplished a majority of these things have universally been forced through a nerfing process since their inception). The big idea of this specific stage and the Concept Assessment stage when we created them was to prioritize and parse through what is truly important for fulfilling the concept and to create a vision for how the CAP will function to that effect. The rest of the steps are designed to bring this vision to fruition and fit the CAP into the metagame.
My previous post was intended to lay out my personal vision based on what I’ve read so far in this and in the previous threads. I don’t want CAP 31 to try and replace Landorus-T (good lord please do not make something better than Landorus-T, or Landorus-T + Recover, I beg of you). My argument is we should make something with an entirely different role / playstyle with as little risk of overlap as possible, precisely to avoid that trap. I’m not suggesting CAP be totally frail, either; I said as much in my first post in this thread. I just think there are more pro-concept areas here to prioritize than tankiness, especially considering we’ve put so much effort so far into not taking any damage at all in common gameplay scenarios. Plus there are ways to achieve tankiness without raw defensive stats that could help set us (far) apart from the currently very effective Ground-type tanks, as opposed to simply copying their playstyles and adding 10 base Speed points and Recover or whatever.
I think the build I have in mind is well in-line with our typing and primary ability, and more importantly with our concept. A fast offensemon would get a chance to do something in every match by virtue of attacking first, boosting before taking damage, and/or getting two turns in a row out of most forced switches. It would not necessarily rely on the Diamond Storm boost because of this, although the boost could certainly provide a step further and a wincon with the right maneuvering. With only two required attacking moves, a fast Substitute would have plenty of space in the moveset, blocking weak Knock Offs, providing an answer to all status attempts (besides Lava Plume), and netting you even more turns in the process, especially if the Def boosts also help keep your Sub intact. You won’t need Sub against all teams, and you won’t need +2 Def against all teams. You set up what you need to win, and high Speed will almost always give you at least a chance. With a final moveslot for coverage (or even recovery, who knows? I am not in charge), this sort of Pokemon makes sense to me. Being weaker (but not useless) vs. fat teams (but not necessarily all fatmons) would be balancing, not ruining, especially as we are only really targeting opposing offense as far as I can tell. 6 Pokemon per team, and all that. Anyway, these are all stated goals and priorities from the discussions so far, and I think it would make for a focused and coherent end product. I argued for coming in “once or twice” because I think the CAP should have a stronger advantage state to poke holes and nab momentum in the mid- or end-game, as opposed to a stronger reactive state and a gradual, mildly threatening but mostly just frustrating buildup whenever and in any generic situation, which sounds kind of crazy strong if it can do that consistently. But again, all I have is my opinion and my own ability to advocate for it. Feel free to disagree!
I am interested counterarguments, though, and in competing visions. I am certainly interested in seeing the stats others have in mind here for the RecoverTank build, which seems like the leading contender right now, as there have been some pretty incredible demands placed on the CAP with a design like that. Also at this point is it fair to assume the secondary ability will be devoted to status immunity in a “which ability is it?” sort of plot? It’s tough to parse through the “anti-status” euphemisms without being on Discord, as there are only so many ways to do that. Surely this is no longer an offensive Pokemon, though, if we aren't making any decisions in the offensive direction. So far I am seeing that we want CAP to be sturdy enough to proc to +4 or +6 Def (but also not rely on any boosts to do its job), without being forced out and with naturally high SpD for longevity, while blocking status and not caring about its item and doing primarily chip damage while the opponent spends all these turns trying to come up with a way to break it down through its recovery move, so maybe I have the wrong idea. Maybe this CAP is a wall instead; idk to me this seems like an unfocused direction and leaves tons of space to break the CAP. Again, I can only base these assumptions off of what I read in the thread. If I am missing something, I can wait until the later stages to see what the big plan is.