As others have said already, Throat Spray's main unique quality is the control one has over its activation. With it, its activation is entirely in the players hands, and the effect it gives does not limit the players options or longevity. While its role as an activatable consumable means that it lacks the immediate power and consistency of items like Choice Specs, the control the player has over it means that they gain a substantial power boost when they want to, and neither their options or longevity are limited on it. For this, I feel that in order for CAP 34 to be able to fully excel with this item, it needs two things:2. What makes Throat Spray unique? How can we leverage Throat Spray's unique qualities to not only ensure that it gets used on CAP 34 but also that CAP 34 excels with it?
- The speed, power and coverage to turn Throat Spray's activation into a pivotal moment in the battle, where its STABs and coverage can tear apart the opposing team and clean up a game after the opponent has been effectively weakened.
- The ability to come into the battle at multiple points, threatening potential cleanup/sweeps while still being effective outside of that role. I want to highlight this in particular, since it is the main thing that I feel emphasizes Throat Sprays strengths. Because Throat Spray's activation is entirely in the hands of the user, CAP 34 should be able to best maximize the benefits of that control. Where an item like Booster Energy requires the user to stay out of the battle until it's their time to shine, and Life Orb requires the user to make effective use out of limited time, Throat Spray should allow 34 to enter the battle multiple times, using whatever coverage and resources it has to help whittle down the opposing team before deciding its time to sweep, all the while using the threat of starting a sweep at anytime to scare the opponent into not giving it chances to switch in. The ability for 34 to boost up using offensive moves further emphasizes this, as it makes it harder for opponents to take advantage of its setup turn, and thus easier for CAP 34 to make its presence on the field scary.
I agree that ability going prior to typing is probably the best route to go for this CAP. Being able to discuss broadest possible options for what abilities to pair with Throat Spray will allow us to then narrow our focus to a specific set of typings that pair immensly well with both our item and ability.3. Should we entertain swapping the Ability and Typing stages (I.E. going directly to Ability first and then Typing)? Why?
On the topic of defining moves, while I do feel that having a short discussion on the available moves prior to ability would be useful, I would hope that the conversation made does not prematurely interfere with our choosing of ability by making us have to pick an ability that works with a large portion of the defining sound moves, and leaving us with an ability that is too broad in its application to make full use of the one sound move needed.