Time for some feedback! Apologies in advance if I’m a tad blunt with some of this; I believe everyone is submitting their concept in good faith and everyone’s just doing their best, but I also don’t feel particularly incentivized to pull my punches. Sometimes a concept just isn’t good.
I do like this concept on paper, but I have some serious hesitation with how this concept would play out both in the process and the final product. Process-wise, while what our actual roles are would probably get hashed out in CA, I fear this concept runs the risk of basically being given a lot of general tools and/or an excessive number of moves in a “see what sticks” approach to ensure success, which as someone who came around in Gen 7 (when CAP’s tendency to do this was arguably at its peak), I personally am not interested in doing. Regarding the actual product, I worry that the margin of error for succeeding in the concept is aggressively thin. Just because we would be building for two different roles does not mean both of them would materialize; at worst, it is more than possible that the CAP ends up having a single role despite our best efforts. On the other hand, it is also extremely plausible that multiple roles exist, but it plays out in such a way that it creates an unhealthily unpredictable Pokémon that chooses its checks. In my opinion, while not each case was fully intentional, the initial bit of direction in processes such as Jumbao’s are what facilitate(d) their varying roles, as opposed to it happening in spite of the direction. With all the good concepts this time (which I’ll get to soon), the needle just feels too tight for both a fun process and a balanced product for me to sign onto this.
This concept is a pretty interesting one that could lead to fascinating discussions (and coincidentally can resemble some concepts from past CAPs which were interesting in their own right). I love me a good concept of extremes! That said I am a teeny tiny bit worried about walking the line between making the other stats usable but not so good as to violate the concept; a not-insignificant part of what makes Skarmory work is its fantastic Steel/Flying typing, and even then it’s only B+ in the OU VR right now next to UUBL member Ursaluna and UU resident Scizor. That’s a minor nitpick though; I definitely enjoy it and would love to work with it should it win.
I’m gonna be real with you, this kinda seems like Court Change: The Concept. Even if you include something like Magic Bounce in this, that’s still way too narrow. Sorry.
I get where you’re coming from, really I do. Again, concepts of extremes can be fun! But this has an insanely tight margin of error to where I don’t know how this gets pulled off in a balanced manner. Either we fail to make
the best mon in an archetype or we succeed and make something borderline broken. If the meta wasn’t so infested with power creep, I might be more inclined to support this one. Maybe you could try reworking the concept into one about a Pokémon that demands to be dealt with before it’s too late? That’s just a random spitball idea so don’t expect instant success or anything, but that could be a way to keep the spirit of “I am that guy” in the concept in such a way that’s a tad more realistic.
I think this is an interesting concept, especially given how much setup is present in the meta this Gen. There’s also a few different options for how exactly the Pokémon would capitalize on the foe’s boosts. I do have a couple of concerns though, namely that the mon might not have much to do when not intercepting setup and, more importantly, that there’s only a few different ways that the concept could be cohesively applied which could make the process linear fairly quickly. Then again, last process was one of the most linear in a while, but we still learned interesting stuff. I think this one is okay, just not my favorite. If we were to ever do this concept though, now feels like the time.
The Green Green Grass of Home
I honestly enjoy this concept a fair deal; terrains absolutely are a mechanic worth exploring further, and many roads exist for doing so in creative and practical ways. Sadly, I just don’t know if this Gen is the time for the concept. The only viable terrain setter right now is Rillaboom, which severely restricts the non-setter options. While setter options absolutely exist in spades, a part of me thinks this concept would be more interesting to explore in a generation with the Tapus in it. Granted, that may just increase competition for a mon created from this concept, but I dunno. I would absolutely be fine with this one winning, but my gut says it’s not the right time for it.
I actually quite enjoy this concept; a similar one was submitted by Snake back in Gen 8 iirc which sought to explore a mon that only has one really strong attack in its set with the others doing much less damage. I don’t have it on me right now, but I’d encourage you to go looking for it and see if there’s anything you can glean from it for your concept. What the submission is mainly missing right now is a more detailed write-up; the idea is good!
While a bit similar to the last one, this concept actually is deeply fascinating to me. While I think some potential options for this concept are more interesting than others (Belch and Zap Cannon/Inferno stand out at first glance), basically any of them could at least make for a somewhat fun process. It’d be very informative to go through a process where the Pokémon’s most powerful move requires a bit of legwork to utilize or comes with some significant drawback. I would love for this one to win, especially given how it puts the spotlight on moves which are not actually the Hot New Thing but gimmicks basically tossed aside by Gamefreak. Well done!
This concept is alright; it’s thought-out and well-written. Personally though, I’m not sure if we as a project have much to learn about weather at this point. Maybe it’s just me, but I kinda don’t feel the need to make another standard weather mon. Maybe a concept focusing on weather being exploited by non-associated types (think Ferrothorn in rain kind of deal) could entice me? I just don’t think making a new standard weather mon is all that interesting. Again, that might just be me though.
I don’t have a lot to say on this one beyond the fact that I’d love to explore an untapped type combination for the metagame and there’s a number of ways that could be achieved. It’s a simple concept, but I think it’s a pretty effective one as well.
This one is pretty good, but I am kind of surprised at the lack of mentions for abilities like Static and Flame Body (beyond briefly mentioning Heatran, which I wasn’t aware ran it enough for people to be scared of these days), or even Poison Touch; I feel those are the most prominent examples of RNG mechanics in the higher tiers as of late, and it’d be cool to center a mon’s design around a luck-based element like this. Hell, RNG also extends to moves like Scald or even drops from Moonblast and Shadow Ball. My point is there are more avenues for this concept than you’re giving it credit for.
Yeah this is my favorite concept short of my own right now. It sounds like such a basic idea but the longer you think about it the more you realize how much potential lies within. No notes. Absolute must-slate imo. Not much more to say than that.
Respectfully, while there’s a couple of ways to achieve what you’ve laid out here (as you point out), I feel you could make a Defog mon and basically call it a day. Maybe try exploring the dynamics between hazard setters and removers instead?
Putting aside the fact we just did a concept based on underused items for a moment, I also just feel there’s only so much that can be done with a berry-centric concept. You either use a berry to facilitate a sweep or use it to keep yourself alive defensively. Not much else you can really do with berries imo. Kinda over this idea in general I won’t lie.
I don’t hate this on paper, but I feel the fact foes can switch to clear debuffs and the existence of Astrolotl with Fire Lash kinda sours me on the thing. Plus a Gen full of stat boosters reduces the utility of debuffs somewhat. Sorry.
Interesting idea, but I feel this kind of concept is a bit redundant given how CAP doesn’t need to adhere to typing conventions anyhow. That said, non-Ice type with Freeze Dry is quite appealing.
I find myself agreeing with kenn that the ship may have largely sailed on this one, but more importantly there’s other concepts I just like over this. Still a good idea, but maybe let it rest or try putting a new spin on it. See if there’s any feedback the concept has gotten before that could help you adjust it.
This one needs a bit more fleshing out (and btw, status moves are mostly blocked; you’re thinking of field moves like hazards), but I do genuinely think it has potential. I’d be particularly interested in exploring an offensive Pokémon without Speed Boost using a Protect move in its set. Imagine a Pokémon that uses Burning Bulwark to facilitate set-up opportunities, or Baneful Bunker (wow both of these are BB) to make rolls more beneficial towards it. I think the glaring gap against non-contact attackers would also make for interesting discussions regarding type, ability, and stats. How much do you try to mitigate that blind spot? At what point do you risk these elements being strong to the point of the mon dropping the Protect move? Again, I think the write-up could use some polishing, but you’re really onto something here imo.
Surprise Muk and Shuckle!
I think there is actually a seed of a good concept in here that could be distinct from Create-a-Parasite. I could definitely envision a concept that seeks to create a Pokémon which uses a good prediction to turn the tides of battle. To use something similar to your provided example, imagine predicting the foe is about to use Strength Sap and switching in a Magic Bounce mon to both reflect the move and position yourself in a way where you have the momentum. A Pokémon designed explicitly around good prediction and flipping the match on its head could genuinely be a fruitful exploration of prediction, reads, and momentum in the modern age. With that said, what you have now, focusing on revealing the foe’s abilities, is too niche to work as a full concept, especially since (if I am understanding how you wrote it correctly) hardly every Pokémon is attempting to conceal what ability it’s running. PS: I think the name is a bit too clever for its own good; I’d recommend looking at other concept names and thinking of a new one. Think on what your name communicates about the concept as a whole. I recognize you’re largely a new contributor, so this is not meant to discourage you whatsoever. Simply: you have much to learn, young grasshopper.
This is another one that I think needs a bit of work in the write-up department, but I think the actual idea is solid. Designing a Pokémon that seeks to support balance teams above all else is a cool idea for exploring the nature of those kinds of teams and what tools they need. I am a bit concerned that explosive offensive threats are so ubiquitous this Gen that balance may not be as strong a playstyle as it could be, but that could very well be part of the assignment, much as how sun and sand were horrible back in Jumbao’s process. I say keep at it.
With all due respect, this concept doesn’t really work when CAP is a singles metagame that has little actual experience with doubles. I’d recommend lurking around for a little bit more than anything else.
I’m actually a fan of this. When making defensive mons, CAP generally avoids making them too passive out of a fear that a passive mon would be a momentum sink which is easily exploited. Exploring how a passive defensive mon could thrive in an aggressive metagame like this could tell us a lot about what it means to be passive and how passive does not necessarily mean “sitting duck”. Maybe expand the write-up a bit and you’re probably golden.
I like this one a good bit. These moves have very few examples of good usage, but the ones that do exist showcase how they can be utilized to great effect. One example I’m a bit surprised you didn’t mention is Chansey, which has historically run Seismic Toss as its most “direct” damage dealing attack. I like how these moves have potential on all manner of roles as well. Little else to comment on; I would love to run with this concept should it be chosen.
Shiny New Toy is Shiny New Toy. In all seriousness though, Revival Blessing is a truly unique move that is simply let down by the two Pokémon that get it. It’s a classic CAP concept formula, and it’s just as appealing as ever. I do worry about how strong a truly competent Revival Blessing user would be in the meta, though I think it’s reasonable to trust the community and there is a lot to learn from this move. Obviously missing an explanation right now, but once that’s done I think it’s a solid one all around.
You Knocked On The Wrong Door, Fool!
While I really do get the idea of the concept, I kind of feel we know the answer to “how does a mon reduce Knock Off’s impact on the team”. You’d want a Pokémon that resists Dark and doesn’t rely on its item paired with a contact ability like Rough Skin or Static, or simply given Sticky Hold. Maybe there’s other avenues I’m not thinking of right now, but I don’t know if we would learn a whole lot from this process that we don’t already know.
Like the Muk and Shuckle concept, I think there’s a kernel of a good idea in here. The same good idea, in fact; a Pokémon that capitalizes on switching in at just the right time to turn the tide of battle is good imo. But the write-up needs some work; for one, I think mentioning something
not to do in your description and mentioning specific moves/abilities in a question is generally not allowed. More generally, I think you’re being too narrow in focusing on abilities that activate when switching out/in. If you broaden this concept to more generally exploring using hard switches to call out the opponent, I think you’ll have something special on your hands.
Seaking 2 Electric Boogaloo
I realize this is something you address in the questions, but this kind of concept I fear runs the risk of being so focused on current threats that it misses the forest for the trees. Snaelstrom, quite famously, was partially built in a way that it countered Zygarde but still had a unique tool in Poison Heal. But when Zygarde was banned shortly after its process, a lot of its utility vanished in Gen 7. While I think we as a community could find a way to avoid this pitfall, this thread has so many strong submissions to where I can’t in good faith support this one.
Saharaja and Equilibra were very fun processes, and an encore of that would be enjoyable too. While I like other concepts more, I think this one is still very good. I do feel only a couple of the moves you’ve listed may make for actually interesting processes, but you also have unnecessarily refrained from putting moves with “bad flavor” on your lists. Doom Desire and Diamond Storm definitely had specific flavor constraints on the design, but flavor isn’t taken into account in competitive stages, so you’re kind of holding yourself back. Still a nice concept though.
This is honestly somewhat up on my list. A Pokémon that thrives on consistency in a metagame with explosive, risky options is an intriguing prospect. The task of making such a mon on par with the meta’s top threats won’t be easy, but I suspect it will both be an informative process and an enjoyable product. That said I don’t know how many different paths would in fact exist for it.
Of the various “passive” concepts, this one is my favorite. Win conditions typically get associated with cleaners/setup, so a win condition that relies on walling the opponent out and draining their resources is awesome to me. There’s a number of ways we could go about doing it, and I would love to go down this road. One of my favorites for sure.
Not much to add from what kenn said; negative priority moves are cool, and they should be explored. Definitely a concept with more routes than would first appear, which is always nice.
Rest is a weird move, and even though it’s only 8 PP this Gen, lower tiers have made it work. Not sure what it would take for it to work in CAP, but I’m not opposed to giving it a try.
I quite enjoy this one. Draining moves on a primarily defensive kit haven’t been heavily explored save for Defensive Celesteela with Leech Seed. That said I do worry a bit about the process becoming somewhat one-dimensional once we decide on a specific draining move to highlight. Could definitely still work though.
Incredible name, not as incredible concept. I get the idea, but while I know CAP is made for the current metagame, this feels like the most obvious case of a ‘mon that works as intended for exactly one metagame and then never again. I’m gonna have to pass, sorry.
I admire the concept for sure; trying to make the “most” X-type Pokémon is a neat challenge, at least on paper. But like similarly type-focused archetype (ha) concepts, operationalizing what a specific type
is strikes as something of a fool’s errand. I dunno, I’m just not seeing the vision.
This is similar to my concept but focused specifically on type, so I have to at least kind of like it. That said, I feel your write-up could use a bit more clarity to communicate the idea that (I believe) you’re going for. I say keep at it if you feel so inclined.
Frankly, I’m a bit confused on what this concept is. I see this as basically “Pokémon that beats bulky Pokémon”, which isn’t really much to go on. I think the description of the concept is what’s making it confusing for me, so maybe if you made it a bit more concise I’d be able to get a better read on it.
This seems like a “fix the meta” concept to me, and to be honest I’m kinda not in the mood for one of those, especially with how Gen 9 is probably more behind us than ahead of us at this point in time. These kinds of concepts are also just rather volatile to begin with. Sorry.
That’s basically all of them! Again, I’m sorry if I come off as harsh; I really mean no ill will to anyone. Now if you excuse me, I’m gonna take a nap