Hello, everyone! For those with a particularly astute eye may have noticed a very interesting addition to the CAP teambuilder that has, surely, shifted the tides of your building and battling experience...
If you had told 10 year old me who had been fascinated with CAP and its nuanced products that imbued an authentic aura ripped straight from the games that she was going to eventually lead the direction of one of them, she would not believe you. Although I'm newer to contributing in the CAP scene compared to many of the forums' regulars, CAP holds a special place in my heart because of the Fakemon visionary I've been since my Pokemon Online days, and the raw fascination I had with the CAP process as a lurker for many years up to Sword & Shield. This process has meant a lot to me, and has taught me so many things about the ways in which communities can communicate and work together for the collective visage of an exciting end product, between the artistic direction and the nitty gritty of concept assessment. It's been truly incredible to see so many people share their ideas, no matter how silly or off the wall they were, and bathe in the raw excitement of exploring such a unique style of Pokemon that makes use of tried and true tools in new ways. I want to thank the incredible TLT who has made this process go without a hitch, utilizing perfect judgment in assessment and slating, as well as the community who came together to share their thoughts and ideas on the forum and Discord alike. And, of course, a massive shoutout goes to those involved with coding and the artistic end of things as well who bring these concepts to life in a way that truly binds together our hard work.
With all said and done, wave hello to the 1.0 launch of CAP 33: Cresceidon!
Sprites:
Concept:
Type: Water / Fairy
Primary Ability: Multiscale
Secondary Ability: Rough Skin
Stats: 80 HP / 32 Atk / 111 Def / 88 SpA / 99 SpD / 125 Spe
1.0 Movepool:
Weight: 999.9 kg (!!!)
Last but not least, what is a CAP launch without an inaugural game? Check out this replay between shnowshner and I, demonstrating an effective use of it on both sides of the field (with a lot of yellow magic): https://replay.pokemonshowdown.com/gen9cap-1995280714
My team: https://pokepast.es/eff52491220ce208
Shnow's team: https://pokepast.es/66b38db29cd6edbb
I'll see you all soon for the PPL! <3
If you had told 10 year old me who had been fascinated with CAP and its nuanced products that imbued an authentic aura ripped straight from the games that she was going to eventually lead the direction of one of them, she would not believe you. Although I'm newer to contributing in the CAP scene compared to many of the forums' regulars, CAP holds a special place in my heart because of the Fakemon visionary I've been since my Pokemon Online days, and the raw fascination I had with the CAP process as a lurker for many years up to Sword & Shield. This process has meant a lot to me, and has taught me so many things about the ways in which communities can communicate and work together for the collective visage of an exciting end product, between the artistic direction and the nitty gritty of concept assessment. It's been truly incredible to see so many people share their ideas, no matter how silly or off the wall they were, and bathe in the raw excitement of exploring such a unique style of Pokemon that makes use of tried and true tools in new ways. I want to thank the incredible TLT who has made this process go without a hitch, utilizing perfect judgment in assessment and slating, as well as the community who came together to share their thoughts and ideas on the forum and Discord alike. And, of course, a massive shoutout goes to those involved with coding and the artistic end of things as well who bring these concepts to life in a way that truly binds together our hard work.
With all said and done, wave hello to the 1.0 launch of CAP 33: Cresceidon!
Sprites:
Concept:
Title: Very Fast Immovable Object
Description: This is a wall that has a high speed stat
Justification: When designing a wall, we typically prioritize defensive typing, defensive stats, and ability choice the most, with offensive prowess and speed being secondary considerations at best. This concept aims to explore how the general considerations for designing a wall change when said wall actually has the speed stat to change how it interacts with the offensive threats it's expected to take on.
Questions:
- How and why does the Speed stat matter for a wall.
- When and why does outrunning an offensive threat matter?
- Is speed only useful for letting a wall force a KO on a threat before said threat can KO it? What formes of utility / recovery are strongly speed dependent?
- Are there any options that are open to a wall specifically because of a high speed stat that may not be open to slower walls, even accounting for ability choice?
- What makes fast walls decide to not just invest in their offenses?
- Does being a "Fast Wall" imply some level of offensive presence? Is offensive presence necessary to truly reap the rewards of going very fast?
Type: Water / Fairy
Primary Ability: Multiscale
Secondary Ability: Rough Skin
Stats: 80 HP / 32 Atk / 111 Def / 88 SpA / 99 SpD / 125 Spe
1.0 Movepool:
Height: 10mMoonblast
Surf
Scald
Hydro Pump
Whirlpool
Earth Power
Recover
Healing Wish
Wish
Thunder Wave
Encore
Taunt
Haze
Endure
Facade
Helping Hand
Protect
Rest
Sleep Talk
Substitute
Take Down
Tera Blast
Weight: 999.9 kg (!!!)
Last but not least, what is a CAP launch without an inaugural game? Check out this replay between shnowshner and I, demonstrating an effective use of it on both sides of the field (with a lot of yellow magic): https://replay.pokemonshowdown.com/gen9cap-1995280714
My team: https://pokepast.es/eff52491220ce208
Shnow's team: https://pokepast.es/66b38db29cd6edbb
I'll see you all soon for the PPL! <3