What are some items that are pro-concept and have the requisite power to be used?
Wide Lens (allows for the use of accurate crash moves such as High Jump Kick, possible synergy with abilities like Reckless)
Punching Glove (Boosts Punch moves and protects from Static and Rough Skin)
Throat Spray (Sound moves are always cool and synergizes with a few different abilities like Punk Rock, Unburden, or even Simple)
Eject Pack (allows for quick momentum gain, but only once per battle. Good for when you want your Draco Meteor to also be a switch move.)
Eject Button (also allows for momentum gain once per battle but you have less agency over it. Still useful for if you want momentum)
What are some items that toe the line between pro- and anti-concept? Which of these, if any, do you think apply to the concept?
Assault Vest ( Already been done with Tangrowth, Melmetal, Archaludon, etc. not much room for exploration. Does not apply.)
Power Herb (done to capacity as well.
Air Balloon (I can't help but feel air balloon is already done to capacity by Excadrill, Gholdengo and Heatran. Does not apply.)
Flame Orb ( guts. There is still room for exploration with Flare Boost/Quick Feet, so I do think it is a viable option.)
Toxic Orb (the only way this would apply is with Poison Heal which is already explored by both Sea Snail and Gliscor. Does Not Apply.)
Terrain Extender ( Requires Terrain abilities.also has seen common use on both koko and fini. I don't think this applies but I can see cases made for it.)
What are some items that avoid restricting future stages, such as Ability? Are there any that may be too restricting?
Eject pack/button don't necessarily have any ability that they suggest.
Wide Lens and Throat Spray have some abilities that they synergize with more than others but are otherwise fairly open since they affect moves more than our ability. Throat Spray specifically only defines out role as a sweeper, while still giving us room for abilities.
Terrain Seeds pretty much guarantee we'll be wanting the Terrain abilities due to a lack of tapus.
Scope Lens is perhaps the most restricting item here for our Ability stage.
Should we pair items with abilities or can we effectively select items that are not too constricting? This scenario would have Ability as the first stage.
I believe suggesting items with abilities is the best option forward cuz of my reasoning here:
Tldr; is it gives a solid foundation for the rest of the process, alleviates railroading somewhat, and can give the opportunity for already treaded-on items such as AV to have a new avenue explored.
Wide Lens (allows for the use of accurate crash moves such as High Jump Kick, possible synergy with abilities like Reckless)
Punching Glove (Boosts Punch moves and protects from Static and Rough Skin)
Throat Spray (Sound moves are always cool and synergizes with a few different abilities like Punk Rock, Unburden, or even Simple)
Eject Pack (allows for quick momentum gain, but only once per battle. Good for when you want your Draco Meteor to also be a switch move.)
Eject Button (also allows for momentum gain once per battle but you have less agency over it. Still useful for if you want momentum)
What are some items that toe the line between pro- and anti-concept? Which of these, if any, do you think apply to the concept?
Assault Vest ( Already been done with Tangrowth, Melmetal, Archaludon, etc. not much room for exploration. Does not apply.)
Power Herb (done to capacity as well.
Air Balloon (I can't help but feel air balloon is already done to capacity by Excadrill, Gholdengo and Heatran. Does not apply.)
Flame Orb ( guts. There is still room for exploration with Flare Boost/Quick Feet, so I do think it is a viable option.)
Toxic Orb (the only way this would apply is with Poison Heal which is already explored by both Sea Snail and Gliscor. Does Not Apply.)
Terrain Extender ( Requires Terrain abilities.also has seen common use on both koko and fini. I don't think this applies but I can see cases made for it.)
What are some items that avoid restricting future stages, such as Ability? Are there any that may be too restricting?
Eject pack/button don't necessarily have any ability that they suggest.
Wide Lens and Throat Spray have some abilities that they synergize with more than others but are otherwise fairly open since they affect moves more than our ability. Throat Spray specifically only defines out role as a sweeper, while still giving us room for abilities.
Terrain Seeds pretty much guarantee we'll be wanting the Terrain abilities due to a lack of tapus.
Scope Lens is perhaps the most restricting item here for our Ability stage.
Should we pair items with abilities or can we effectively select items that are not too constricting? This scenario would have Ability as the first stage.
I believe suggesting items with abilities is the best option forward cuz of my reasoning here:
It might be worth considering both Items and Ability at the same time. From looking at discussions in discord and post on the forum, it seems as Abilities have the biggest interactions with our item, at least in this stage of the process.
For example, someone would suggest
Regenerator + Assault Vest, and their reasoning would be that Regenerator provides passive healing so CAP34 can take more hits, or Sniper + Scope Lens, so CAP34 can hit more critical hits more often.
This summarizes the synergy between item and ability for CAP34, granting us a solid launch pad for the rest of the stages. It also alleviates the railroading of the Ability stage as we haven't got a specific item yet.
In regards to items I think Assault Vest, Power/Mental Herb, Rocky Helmet, etc. are all too good or too conventional for an interesting process. Yes, they are all less commonly found, but they have been used to their fullest potentials multiple times before with other Pokemon both in SV and in previous gens, and there isn't much room to explore left.
The idea of having abilities and items chosen as a pair also addresses this somewhat because the poster would present a unique idea with an item that has been used in multiple ways before. That being said, I'll still pick Wide Lens before Assault Vest.
Wherever the item is picked, though, there should be a "ban list" of sorts: items not allowed for being Too Good for the concept.
Tldr; is it gives a solid foundation for the rest of the process, alleviates railroading somewhat, and can give the opportunity for already treaded-on items such as AV to have a new avenue explored.
Last edited: