CAP 35 - Part 4 - Primary Ability Discussion

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1. Are there any special considerations that need to be had in the context of our typing and role?

The obvious special consideration should be Levitate since that will invalidate a major part that makes the typing a contradiction since an electric-type with levitate being defensive seems a bit more obvious. I do think we should look at abilities that help CAP35 function as a wall, however I think we should also look at thinking outside the box a bit for them.

2. Immunity abilities are very strong and help to fix issues with typing. With this in mind, should immunity abilities be on the table for CAP35 considering our aim to make a wall with a typing contradiction?

I don't think they should be fully off the table, however I do think we should be wary of which ones we should look at. Electric Immunity abilities are obviously fine, imo, since CAP35 already resists those, other than that it's definitely debatable.

3. Considering our concept, there needs to be some level of attention paid to our power budget. Simply put, how good do we want our ability to be?

To go back to the first question: I think we should try to look outside the box a bit, however I do not think we should outright ignore some of the really good abilities since there are a couple that, imo at least, aren't as great as they would be when you take the typing into consideration. The flip side, a few not so great abilities that go together well with the typing combo we have, is also something that can be true (although unlike the first point, I'm not sure which ones)
 
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1. Are there any special considerations that need to be had in the context of our typing and role?
A big perk of our typing is that it is a "holder of few" - namely, while it does not have many resistances, it also does not have many weaknesses. This means that we are going to be taking neutral hits from a very large share of the meta. Another important thing to consider for CAP35 is, naturally, its role as a wall; walls are meant to switch in to absorb hits, but they also typically provide important utility for a team. How do our typing and role change how we approach the ability stage?
As a Holder of Few, we need to find our wall strength elsewhere. While we have other opportunities, ability being in the next section positions it quite well to help us with that. While the total sum of ability options is vast, the reality is that if our selection is not defensive or utility in nature, we are going to have an even harder pull during Stats or Movepool to ensure that our 'mon is competitive and has a niche compared to other notable walls in our metagame. I really do think that investing in an ability that reinforces our strategy and plan, rather than opens up new avenues or niches, is important here.

As such: I'm not super sure we need to worry heavily about utility during the ability stage, as plenty of walls manage quite well while carrying only one or two utility options total, and those may not even be direct utility that impacts their teammates (think absorbing TSpikes or Intimidate). Most notable walls in our generation have complimentary abilities - Alomamola's Regenerator, the Unaware Gen9 triplets, or Ting Lu's Vessel of Ruin. Good walls have their abillity enhance their role, and bad walls as a result of having inconsequential abilities become good walls several usage tiers down. How far you have fallen since ADV, Swampert...

2. Immunity abilities are very strong and help to fix issues with typing. With this in mind, should immunity abilities be on the table for CAP35 considering our aim to make a wall with a typing contradiction?
Previous CAPs such as Equilibra and Mollux, as well as Pokemon such as the Rotom forms, have patched up their typings defensively with immunity abilities that negate what would otherwise be super effective damage. Moreover, CAPs such as Plasmanta and Pokemon such as Gastrodon and Heatran carry immunities to neutralities that also help to augment their typing in very substantial ways. Considering our concept, and the fact that we have explicitly chosen CAP35 to have a typing contradiction, should immunity abilities be allowed for CAP35?

I'm not against it, but I think it's anti-concept somewhat. It's probably as "on-concept" as it can be, between our options and the Many/Few dichotomy, but I think that there is value in a 'mon having two notable weaknesses (Ground and Fighting) to work around by clever play. I'm not against the idea of using one, but I think that there are much more interesting roads to explore for defensive-boosting abilities that isn't just a flat change of our type chart. If we do decide to +1 an immunity, I do think that it'd be more interesting to use one to create an immunity out of a resistance or even a neutral type, rather than flipping a weakness into an additional immunity.

3. Considering our concept, there needs to be some level of attention paid to our power budget. Simply put, how good do we want our ability to be?
This question is fairly self-explanatory. There is a very large range of abilities that could benefit CAP35, but some are very obviously far better than others. With our typing, role, and concept in mind, is there a specific power level we want to shoot for, and if so, what is it?

I don't have a strong opinion here. Our ability needs to matter, for certain, but I don't think it has to be the first line on this 'mon's resume when it's selling itself in the teambuilder. If it is, that's fine too, we can reign in Stats and Ability a bit to compensate, but I think it's also fine to just continue giving this 'mon understated-but-solid tools to accomplish its job. Undershoot rather than overpromise makes more sense to me, I'd rather have a niche 'mon that fits its concept well than a 'mon runaway with power (not necessarily offensive power, just power) it didn't need. When is the last time genuinely we had a solid wall that was Electric-type? Zapdos and Rotom-Wash are really the only that come to mind in Gen 9, but those have been around for so long. Bellibolt is a meme and Iron Hands has its typing as like, fourth billing when it comes to how it makes a good wall. We don't have to shoot for the moon here, we're already well into unexplored territory.
 
1. Are there any special considerations that need to be had in the context of our typing and role?

I guess it's important to note that our only two weaknesses are in fact very common attacking types, and common as coverage too. Our resists are three, with one immunity. That's most of the type chart interacting with us neutrally. I don't think we should really try to alter our type matchups with our ability, given the concept, but we have a weakness to compensate for. We should definitely be looking at abilities that provide defensive merit, utility, or generally benefits the playstyle of a wall. There's genuinely a lot to look at in terms of damage mitigation, whether that be hazards or status, or passive recovery.

2. Immunity abilities are very strong and help to fix issues with typing. With this in mind, should immunity abilities be on the table for CAP35 considering our aim to make a wall with a typing contradiction?

I think we should in general steer clear of immunity abilities. I don't think we should outright ban discussion I guess, but there should be strong justification given the concept. There are so many defensive abilities we could be looking at that I feel like discussion on immunity abilities is both anti-concept and a poor use of focus.

3. Considering our concept, there needs to be some level of attention paid to our power budget. Simply put, how good do we want our ability to be?

I simply don't share the sentiment that we need to conserve our powerbudget here. I'm not saying we need to define this mon by it's ability but we shouldn't be afraid to look at and discuss great abilities walls have been successful with in the past. Our typing is not great defensively, and there's rich opportunity to shore up our survivability in this stage. That's not to say there's no merit in less substantial abilities, but I'm not sure there's a consensus on how powerful each ability actually is.

There's really not a context in which I see picking a *helpful* ability hurting us later on in the process.
 
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Forgive me if I’m breaking any rules; I read this forum and play CAP casually but never really post.

A defensive Normal/Electric type has a weakness to Ground and Fighting, the two most prevalent physical types in the game. If you go light on the ability in favour of powerful stats you’re going to railroaded into a specially bulky oriented build, since 35 will inherently struggle to resist a lot of physical attackers, and before you know it you’ve just made diet Blissey.

This wouldn’t be as much of a problem if Blissey/Chansey didn’t happen to be arguably the most distinct and iconic gameplay concept in all of competitive Pokemon history. In my opinion it would feel really weird and I would recommend splurging a bit on the ability now to avoid that.
 
Considering the fact that CAP 35's typing is naturally good against special attackers, how about an ability that helps it on the physical side like, say, Stamina or maybe Intimidate?
 
As a lurker as well I second drifting’s sentiment, but given how this matches one concept I had in mind for CAP this particular one is pretty exciting to me. I love the idea of a wall like TTar or even Wo-Chien in lower tiers that overcomes a poor typing to be good, but do note whereas those two have relatively unique resistances to give them their niche there are only a few notable ones with 35’s typing.

I guess the one thing I’d say is I’d understand the inclination for a less useful ability given the concept I think if the goal is to make 35 viable in this game or beyond it needs to have some niche somewhere, which at this point can be built between ability, moveset, and stats. As such I think a good ability that provides a very specific niche (one that distinguishes it from Blissey for example) would be imperative to make people want to keep playing as the newness wears off. Not sure exactly what it could be (personally think Triange is cool if not banned) but I do think the type immunity abilities maybe only somewhat benefit in a way that doesn’t immediate present an explicit use beyond just slightly bolstering the weak defensive profile. An ability with added effect like Triange, Intimidate, Fur Coat, etc could probably make it more relevant going forward, especially if used to create a powerful combo with some other element of its design.

Generally I think its counterproductive element has been defined, so now the other elements should be put together in tandem in a way that only helps and not hinders its use.
 
Time's up! I've had a great time reading all of your posts and messages in the Discord. The biggest thing that I think we can definitively take away from this discussion is no Levitate/Earth Eater. The general sentiment is that these abilities are anti-concept, and I'd tend to agree. What discussion has differed on, however, is what level of power that CAP35 needs ability-wise. There are great arguments for both stronger and weaker abilities. I believe that it is completely fine to continue our discussion without any restrictions on power level, as this allows us to focus more on honing into a particular role without having to be overly cautious of arbitrary limits on power budget, etc. With this, I will ask one more question:
  1. How can CAP35 use its ability to facilitate its role and warrant a spot on a team?
This was touched on briefly by some users both in this thread and on the Discord, but now that we have some things straightened out, I think it is time to tackle this specific question. The fact of the matter is that in a metagame full of strong, splashable walls, CAP35 will need to fight tooth and nail for a spot on a team. How can our ability help CAP35 earn a spot on a team?

With this last question, ability suggestions are now open! I'll leave this stage of discussion/submissions open for a tentative 72 hours. As a sidenote, I've mentioned this on the Discord already, but soft-banned abilities are allowed for submission. Have fun!
 
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Suggesting Rough Skin/Iron Barbs!

As I mentioned on Discord, Rough Skin is a really neat ability for our purposes and is a contact-based ability that wouldn’t conflict with competitors like Zapdos or limit the potential forms of progress we can dish out.

Rough Skin is an ability with an effect that’s incredibly powerful in a generation where making progress against HDB-holding offensive pivots/Knock Off users as a wall is a massive undertaking. CAP 35, as a general Ghost-type check, is going to be sustaining stray contact moves like U-turn often, namely from Dragapult and options like Kitsunoh. Considering that some of the better pivoting users in the tier are ones that we naturally have a positive matchup spread into, Rough Skin is an ability that actively accentuates our role and ensures we will be able to exert pressure into bulky offense structures and provide a unique tool into them by reliably chipping these tricky Pokemon to deal consistent damage toward. Aside from the pivoting Ghost-types, we can also punish U-turn from Pokemon like Zapdos, utility Knock Offs, or other offensive pivots like Ogerpon that can’t effectively overwhelm our neutral profile (this is more stat dependent, but is generally an appeal of the Holder of Few-nature of Electric/Normal).

Rough Skin is also wonderful as a contact-punishing ability, as unlike Flame Body and Static, it can provide that consistent punishing value but not eat up a status slot. This is pretty big as we are likely going to be dishing it out one way or another, and it lets us stack our modes of pressure into the Pokemon we’re intending to check while letting us tweak the statuses we want to use on a given structure. However because it in and of itself is not a major benefactor to our build, it gives us a lot more room in our power budget, too, to leverage our Holder of Few profile and fully take advantage of this ability and our general lack of weaknesses.

Answering Earthflax’s final question, Rough Skin fits our build, matchups, and role pretty saliently, as the natural interactions we are going to be facing are directly improved by Rough Skin and let us make progress by just doing our job into the offensive pivots we’re built to check. However I think one of the more underrated aspects of Rough Skin is CAP 35’s ability to core well with Cresceidon, who also has Rough Skin but notably has an extremely important primary ability in Multiscale. On balances and bulkier teams in general, Multiscale is an ability that’s incredibly valuable as a failsafe, and unfortunately for Cresceidon which is otherwise built to tank U-turn or Knock Off, it’s fickle to take full advantage of when you want to use Cresceidon’s defensive profile that lends well to engaging in these neutral applications in the early/mid-game (where U-turn and Knock Off are highly prevalent). Having a contact punisher that fills the role of dealing reliable damage while also defensively synergizing with Cresceidon means that these structures have more room to breathe into dangerous offensive Pokemon with Multiscale to boot, while not losing out on the nice residual damage output you get from Rough Skin in the early/mid-game. In other words, Rough Skin lets us be more of a wall that can also be a holy progress-maker for our other defensive teammates that otherwise would want to keep their resources for other roles.

Overall Rough Skin is cool and I think fits our build well. I’m also gonna +1 abilities like Regenerator and Mold Breaker, and would be happy to talk about those later if nobody else does.
 
Going to submit Bulletproof from the soft-banned abilities list here.

There's been a pretty good amount of discussion about Bulletproof on Discord, and for good reason IMO. It's a way to improve some of our current positive matchups without giving us outright immunity to an entire typing, and though it catches some irrelevant moves, it's not enough for it to be a significant problem.

Notably, this ability gives us immunity to Focus Blast from :gholdengo:, which reinforces our ability to check offensive ghost types. This alone, mind you, is somewhat negligible, as Focus Blast is infamous for having low accuracy, and :gholdengo: doesn't even run it all the time. Bulletproof, at least to me, is more interesting for two of the other meta-relevant moves it catches: Sludge Bomb and Shadow Ball. CAP is a tier full of bulky special-attacking Poison types, including :slowking-galar:, :chuggalong:, and :venomicon:. Being able to switch in for free on Sludge Bombs is huge, even if we can still be hit neutrally by secondary STAB or coverage, and immediately gives us something to work with when it comes to filling a niche. Earlier, I mentioned Shadow Ball, which may seem strange as we are already immune to ghost moves. IMO, one of the biggest selling points of Bulletproof is that we can Tera without losing our ghost immunity. While obviously physical Ghost types do exist (notably :kitsunoh: and :necturna: as of recent), the majority of Ghost types and the majority of Pokémon with Ghost coverage are running Shadow Ball. Being able to check ghosts regardless of current typing is pretty damn nice as a wall in a meta with Tera.

Other than that, would like to throw support behind Rough Skin/Iron Barbs and Regenerator as mentioned above. Both have proven to be great assets for a wall and would likely be just as useful for our build.
 
Just gonna go over the abilities I think are of interest and have good room to work in. Definitely would be glad to hear other's thoughts on these + if there's any I discounted/forgot and shouldn't have.

High-Power/Role-Defining

Drizzle
- A rain setter is a fine way to see use! Drizzle unlocks the use of Thunder and would focus on slow pivoting and team support. This ability does semi cheat by giving CAP 35 a resistance to fire, though.
Magic Bounce - Another powerful one that I think would really set CAP 35 apart from the pack. Another bouncer in the tier besides Hatterene, especially one with the potential for recovery, would be a very interesting niche to explore.
Misty Surge - Misty Surge cheats a little bit (basically gives CAP 35 a Dragon resistance) but it is the cleanest status immunity option I can think of. It'd be the only thing in the tier with the ability, though, so I do think this may be too big a meta shaker. Something else I don't like about Misty Surge is that it doesn't let you score Discharge paras, which kinda sucks.

I did consider Magic Guard here too, but I don't think CAP 35 is a great (just ok) Knock Off absorber and I think encroaching on Clefable's space is generally not a good idea.

Medium-Power/Generally Good

Fur Coat
- I think Fur Coat is actually crazy on any mon with decent all-around bulk. Definitely would have to consider just how annoying this could turn out to be... but it's really good. It is kind of an "obvious" answer, though.
Regenerator - Regenerator would be another big focus on pivoting. If there's anything that would set CAP 35 apart from other defensive Electric-types, it would be the consistency of Regenerator.

I did think about Static and Flame Body here, but I don't think this CAP should be directly competing with Zapdos and the things you want to Flame Body this CAP doesn't usually want to switch into. I also considered Mold Breaker, but I think the applications of it are just too few. Ditto for Filter/Solid Rock. Fluffy may have gone here, but I don't like adding a weakness to CAP 35's intentionally neutral type chart! Intimidate I also considered but I don't think it makes that big of a difference to what CAP 35 wants to do. The things you are intimidating are usually weak physically already.

Low-Power/Occasional Bonus

Cloud Nine/Air Lock
- This makes CAP 35 pretty sick at beating sun! Actually, rain probably would hate seeing it hit the field too. This isn't always applicable to every match, so this would definitely be a path to look into big stats with.
Pressure - This is one that could get annoying real quick, but a lot of the moves that CAP 35 would be taking (Close Combat, Draco Meteor, Make It Rain, Focus Blast) are low PP moves. Unsure how it would play out, but there's a space where Pressure is great on CAP 35.
Iron Barbs/Rough Skin - CAP 35 likely will be getting hit by its fair share of U-turns and Knock Offs. This ability is fine at punishing those a bit. Every bit of chip on Arghonaut matters!
Aroma Veil - Brambane has a good post on Aroma Veil. Read it!

I thought about Shield Dust, but I think Aroma Veil is better due to the existence of Covert Cloak.

I think my current favorites Regenerator, Aroma Veil, and Drizzle, as those all give CAP 35 something kind of special to set itself apart from or compete more ably with other walls.
 
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  1. How can CAP35 use its ability to facilitate its role and warrant a spot on a team?
This ability should increase a 'mon's ability to take hits. We are a wall, the goal needs to be to switch into 'mons that threaten damage, and successfully do that on multiple occasions. Walls don't just accomplish their goal once, they need to be able to parry a threat on an opposing team throughout the game. With a contradictory typing that does not often meaningfully advance this goal, a useful ability meaningfully explores an alternative direction for success without necessarily just supplementing a type chart deficiency.

There are multiple ways to do that with abilities. There are proactive ways, such as how Unaware Dondozo dissuades setting up by disregarding boosts, or how Mummy Cofagrigus punishes contact moves by threatening a change in ability, even without them necessarily being already on the field. Then there are reactive ways, such as the ever powerful Regenerator providing Alomamola extended staying power, or Multiscale giving Dragonite at full HP even more bulk than normal. There's a third catagory, preventative, which focuses on narrowing the amount of options to remove the wall, such as by blocking certain move categories (Soundproof, Bulletproof) or other detriments (Sticky Hold, Battle Armor). This is the category I'd qualify standard immunity abilities in. Other powerful abilities like Magic Guard and Good as Gold exist here too.

I am going to suggest three options, one for each category. My choices are going to be pretty "out there", I'm using my post to explore the limits of what can logically make sense for a wall. Mummy works well, yet I doubt it'd have been in a top 10 list of strong abilities for a wall prior to the ORAS Cofagrigus exploration, and even then.

For proactive ways, I'd like to suggest Perish Body - hear me out. It's a punishing ability for contact-based attackers, putting a strong timer on for any offensive attacker, pushing them out. It's only ever seen one 'mon have it, and opens up many possibilities for this wall to dissuade most physical attackers or punish them for powering through anyway.
For reactive ways, I'd like to suggest Harvest - when paired with a berry like Sitrus, Chople, or Shuca, Harvest enables our 'mon to take much more hits than they would be otherwise, being able to occassionally rely on a boost of health or the tanking of a SE hit extends our wall's longevity significantly.
For preventative ways, I'd like to suggest Shed Skin - while it has a handful of notable users, few are popular in the highest level of play, and the luck factor does make it less reliable than say, Natural Cure. However, the ability to cure status while remaining on the field provides a leg up for a wall 'mon.
 
Grassy Surge offers passive healing for CAP35 and its team, benefitting many of the balance-offense staples. It also weakens Earthquake as a coverage move from Pokemon like Roaring Moon, but its really about the healing. Free Leftovers is very good.

Aroma Veil makes you immune to Encore and Taunt. CAP has a lot of Pokemon that can and do tech into these moves. It would make CAP35 stand out as a wall. I think this is somewhat similar to the power of Shield Dust, however you can run Covert Cloak + Aroma Veil to really deny a lot of the common secondary status effects against walls.

Sticky Hold grants Trick immunity, allowing CAP35 to more consistently contest Gholdengo and Kitsunoh. It also stops Knock Off, which we have seen Gastrodon use as an effective niche in previous generations. I don't think it really gives a whole lot of reason to run CAP35 though, it just makes it more consistent at whatever moveset we decide.

Honey Gather lets CAP35 gather honey after battle. This is economical, as this honey can be sold. With enough ladder games, you can pay off your student loans. Highly ideal, strong contender.
 
I'd like to propose Water Bubble.

This is one on the soft ban list, and with good reason, it's very strong in a vacuum. That said, I think we're early enough into the process to give this a chance. It provides us with three valuable bits of utility to plan around and give us focus.

Firstly, and probably most importantly, it gives us the option for some functional Water STAB to use against Ground-types that otherwise destroy us. This is something that we can quite easily plan around and limit to either weaker moves, or simply limit to one side of the attacking spectrum, probably opposite to that of our main attacks.

Secondly, the Burn immunity, in combination with our existing Paralysis immunity makes us an even stronger answer into Dragapult, Kitsunoh and Cresceidon, not having to worry about stray wisps.

Finally the new Fire resist gives us a slight defensive edge, that mostly complements our existing checks rather than completely flipping matchups. It does make us much better into Hemo for example, but depending on our stats will still fold to Extremespeed.
 
Going to suggest Poison Heal.

Having a constant, upgraded version of Leftovers that persists after Knock Off as long as we don't make the mistake of switching directly into said Knock Off is extremely good, as we all know very well from Gliscor. Having immunity to the constant chip of status ailments is even better. Coupled with any form of recovery, and 35 becomes very difficult to take down indeed.
 
Just gonna go over the abilities I think are of interest and have good room to work in.
just wanna say before I start talking about some of the suggestions that I love the fact that you've explicitly made suggestions relating to all three potential power levels of abilities, thanks Dex!

starting with some stuff i'm less fond of
Bulletproof
One small problem I find with this is that all three poison types listed can easily switch set to Sludge Wave to turn what would be a counter in Bulletproof CAP 35 into severe chip. It's not a bad suggestion but not my favorite.
I'm worried our role will quickly switch from "Strong Wall with a typing contradiction" to "new status quo rain setter" if we pick Drizzle. This does come a little close in my opinion to "directly relying on allied pokemon for success" as was pointed out to be an issue with Ice in the typing discussion earlier. Drizzle also does give us another resistance, and while that's not inherently bad its' something to be explicitly careful about.
Water Bubble.
this is just more dangerous drizzle, plus we'll need to be very careful not to make a pokemon that can abuse tera water + rain to sweep
Like was stated above, I don't know if we want to go this route when we still have our stat-stage to look at. Considering this ability (or the arguably more interesting Fluffy which has direct connotations with EQ and fire attacks) is essentially "you have more defense," wouldn't we rather go for something more interesting and just give CAP 35 a healthy defense stat instead?
Shed Skin
Both of these abilities are very hit-or-miss by design, and I'm not super sure if we can make CAP 35 a strong wall with these abilities without making it inherently frustrating to play against.
Grassy Surge
By halving the power of by and far the most common ground move we defeat the purpose of our concept. Absolutely do not think this is a good idea.
Honey Gather
lol
Poison Heal.
Snaelstrom and Gliscor are both very common pokemon. I don't think this is a great idea if only because we see it often and it railroads our movepool/stat distribution.
some stuff I'm fine with but (IMO) isn't very exciting
Rough Skin
I just don't really like this A) we just shipped a pokemon with Rough Skin, and B) of the pokemon our typing naturally checks, the only things making contact with us are U-turn (Dragapult, Kitsunoh), CC (Kitsunoh), Flip Turn (from various waters), and Ceaseless Edge. While we could go for a heavily physically bulk stat spread later on, I just don't think its super interesting (again that's just my opinion, mechanically rough skin is plenty strong)
Regenerator
Again, Regenerator is perfectly strong and worth considering, but we already have Glowking, Alolomola, Hydrapple, and Toxapex all interacting in different unique ways with Regenerator. Unless we have a very avant-garde movepool and stat distribution, I just don't see another defensive regenerator pivot being all that interesting.
Intimidate
Intimidate is a perfectly fine ability but I suspect unless our bulk is truly monstrous anyways we'll struggle to switch into pokemon we want to intimidate (GTusk, Lando-T, Zamazenta etc).
stuff that really excites me
Aroma Veil makes you immune to Encore and Taunt. CAP has a lot of Pokemon that can and do tech into these moves. It would make CAP35 stand out as a wall. I think this is somewhat similar to the power of Shield Dust, however you can run Covert Cloak + Aroma Veil to really deny a lot of the common secondary status effects against walls.
Aroma Veil is a really cool ability for a defensive/utility based wall that relies on status moves to get. Another thing Aroma Veil guards from is Heal Block (and therefore Psychic Noise). We can go ham with stats if we go with this ability too.

Cloud Nine/Air Lock - This makes CAP 35 pretty sick at beating sun! Actually, rain probably would hate seeing it hit the field too. This isn't always applicable to every match, so this would definitely be a path to look into big stats with.
Having a dedicated anti-weather mon could be very cool. Electric typing already helps us check would be rain abusers, and we can utilize Tera to uniquely check other weathers.

Electromorphosis
I really like Electromorphosis because it A) works off of any hit, and B) heavily incevitizes Ground types switch into us to soak double damage electric STABs. Unlike Bellibolt, we'll actually have utility/normal STAB to hit said Ground types with, so we can play fun mindgames.
for my own (unique) suggestion, I really like the idea of Magnet Pull. While we can't trap Gholdengo or Kitsunoh thanks to their Ghost typing, we can trap some other very important targets such as Heatran, Skarmory, Cawmadore, Kingambit and potentially tera to beat Equilibra. Electric typing soft-checks steel types due to resistance and the only one in the list who we'd struggle with immensely would be Equilibra. I know trapping is uncompetitive, but since we're building this as a wall, we prevent a lot of the problems trapping usually brings, like uncontested set-up or revenge killing.
 
I do wanna chip in about Fluffy. Making a type combo that's weak to exactly Ground, Fighting, and Fire is a really interesting place to start with a wall, because it starts out with a huge anti-synergy with allied Steel types and it makes for a design with a typing that pushed towards being a Special Wall but an ability that pushes towards being a Physical Wall. Fluffy is inconsistent compared to a flat Defense buff, but it does protect from important stuff, especially the strong neutral STABs from Kingambit or Rillaboom.
 
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I think something that could be interesting is Corrosion; while I think quite a few abilities work better, I think this one is an interesting ability to consider.

First, there aren't really any valuable corrosion mons; Glimmora has a much, MUCH better ability in Toxic Debris (which, now that I think about it, could also be interesting for CAP 35), and Salazzle just isn't good due to having worse bulk than Pineco. Also, it's an ability that I feel just hasn't been experimented with much; yes, it is a little one-dimensional, but it would force your opponent to play much more carefully around toxic than otherwise just "switch into equilibra or another steel type."

Secondly, I think Corrosion is an ability that works perfectly with this concept. Does it work on something fast? Sort of, but I think it really shines on a defensive threat that can't check steel/poison types without using Corrosion itself.

I think there are a few notable issues with Corrosion, however. First (as I mentioned earlier), it is a little one-dimensional. It makes your opponent have to think carefully, but it takes some of the brainpower out of chipping away steel/poison types when you can just click toxic and deal with them. Also, I think this might be VERY annoying to fight against. You essentially just have to let your dedicated CAP 35 check get toxiced and slowly die, eventually getting chipped down and outperformed by double-switches from the user of CAP 35 since you have to bring it out every time CAP 35 makes an appearance. Finally, this kind of just forces us to give it Toxic (or Malignent Chain) because Corrosion doesn't do much without a way to toxic the opponent.

P.S. something to consider if we do go for a route like this: could we use thunder cage/sand tomb/magma storm or another trapping move to boost the power level without boosting the stats?
 
Gonna make two main points in support of very weird abilities.

In support: Grassy Terrain

This one is a weird one, especially since people have sent support of another terrain in misty surge, as well as the fact that there's electric terrain which would fit the pokémon typing even better. However, considering esurge is very unlikely to get unbanned for its tremendous meta warping effect of enabling the future paradox forms, and that misty surge's anti-status effects are counterproductive for its typing, Grassy Surge might be the most usable of them all.

For starters, Grassy Terrain provides Normal/Electric with a crucial Earthquake damage reduction, which 35 can not only use itself to enter the field safely and use its position to spread paralysis, but also as a way to support its teammates who may be ground weak themselves, such as Mollux or Heatran. There's also the healing aspect of grassy terrain, which helps increase the longevity of 35 and its teammates. Finally there's also the fact that it can potentially use Grass coverage boosted by terrain, offsetting its slight weakness to ground types by scaring them from coming into the field.

Now you might be wondering, how is a Normal/Electric, a pokémon without Grass STAB, meant to compete against Rillaboom? The answer to this question is that Normal/Electric not only facilitates different pokémon than Rillaboom, but also can be an excelent partner for it as well. A significant amount of grass types get excluded from being used in Grassy Terrain teams due to the desire of builders to not stack grass types together with Rillaboom. A normal / electric setter would allows different grass types such as Ogerpon or Caribolt to find use in those archetypes as not only does it avoid stacking grass types and weakening the team, but a significant amount of pokémon that threaten grass types in this meta like Flying types or Ghosts like Gholdengo have a bad matchup against Normal / Electric, giving us a niche as a supporter of these teams. A defensively oriented grassy terrain user would also mean that you could use Grassy Terrain on more defensive archetypes, as Normal / Electric already pairs up well with the likes of Arghonaut or Slowking-Galar to cover each other's weaknesses.

And if you thought my previous submission was crazy you better be prepared for my next one.

In support: Parental Bond

Gonna need a big hear me out for this one: For this ability stage the softban ability group has been freed, which includes Parental Bond since its still coded in Scarlet & Violet for some reason. Parental Bond may usually just have offensive connotations, but it has a number of uses that can be applied even on a defensive pokémon. Thus, one can argue that it fits the contradiction theme of this concept perfectly. It is also an ability that while extremely powerful, can be both easily mitigated by low attacking stats while also not fearing being too passive due to how the ability works. Parental Bond has never been used in OU for long due to the brokeness of Mega Kangaskhan so it would be nice to take the opportunity to explore the ability in a more controlled enviroment.

For starters, this ability is a sidegrade of Serene Grace, since you will be using the same move twice and thus have a bigger chances of at least one of the triggering the move's secondary effect. This combined with moves like Body Slam or Discharge means that you have a very high chance of activating your secondary effect and paralyzing the opponent, which can help force progress with status abusers like hex pult or slow down dangerous threats like Ogerpon or Chuggalong. This gives you a niche in a team other than just walling threats ike Gholdengo, since you can use your position to keep threatning the opposing team. It also has an advantage over Serene Grace as Parental bond can make it so an attack can break a sub, attack again and then either spread status or deal a stat drop, which can be useful for dealing with the likes of Iron Moth.

Similarly, moves that drop stats suchs as Mystical Fire or Chilling Water can be used to drop the stats of a pokémon faster than they can increase them, forcing setup sweepers to switch out as they can't boost in front of you as that gives you the advantage, preventing dangerous threats like Kingambit or Hemogoblin from using you as setup fodder. We can also use Parabolic Charge to heal up chip damage as it hits tice.

Other abilities im in support for:
Status healing / immunity abilities that avoid burns: I specify burns because out of poison and burns, burns are a more important concern to this pokémon as it wants to switch into a lot of mon which utilize burns to force progress (eg. Scald, Will'O'Wisp.). This can be either simple stuff like Shed Skin or Water Veil, to crazier stuff like Purifying Salt or Water Bubble.
Rough Skin / Iron Barbs: As ferrothorn has shown multiple times, chip damage helps punish the likes of U-turn or Knock Off, which can be a huge sell for this pokémon as it pairs well with pokémon that want to avoid as much chip damage as possible, such as Cresseidon.

Would also like to dedicate a small section arguing against Regenerator. Regen gets mentioned in each and every single process where the pokémon is just slightly defensive, so it was bound to arrive here soon. I won't pretend that I am not being biased here, I dislike Regenerator, its a very concept-warping ability, that leads to uninteresting exploration of a pokémon potential in a concept since it just magically solves every issue left for a pokémon, and leads to annoying regen cores popping in a meta. We have seen it many times, we have even used it in past concepts for mons like Crucibelle or Astrolotl, and the way to getting a viable mon out of a Normal/Electric is so linear and simplistic that it will lead to an unappealing process. It also would not help discover something new, since its just making a regenerator mon with a different typing than other users, something that we know already makes a mon usable. Its a perfectly workable way to build this pokémon so it should not be discarded from the ability slate, but also one that I don't think will lead to an interesting process after it gets picked so I hope it doesn't take precedence over other options.
 
Suggesting Misty Surge

CAP 35's typing has 2 weaknesses to Ground and Fighting, both relatively common physically but notably less specially considering Earth Power's distribution and Focus Blast's shakiness. This suggests CAP 35 to take on a more specially defensive role as many threats can only hit it neutrally at best. The typing also is strong into Ghost and Electric, which suggests answering threats like Dragapult and Raging Bolt. This very naturally suggests Misty Surge as an ability to provide a pseudo-resistance to Dragon, allowing CAP 35 to answer said mons more consistently and conceding less momentum healing itself. There is also a sizeable amount of other Dragon-types in the tier, several of which are special attackers, such as Chuggalong and Wake that CAP 35 can also seek to check depending on its stats. This effect of Misty Terrain is not usually used outside of very niche sets in OMs due to both native holders being Fairy, and it would be interesting to see how it can be utilized effectively.

The other effect of Misty Surge is granting status immunity. While CAP 35 is already paralysis immune, an immunity to stuff like Wisp and Sludge Bomb Poisons can be useful, such as against threats like the various Wisp-using Ghosts and Chugg. It also grants this to its teammates, allowing it to fulfill a more supportive role, especially with a high likelihood of having Volt Switch or maybe other pivoting options. The Dragon-resistance is less obvious in terms of supporting but still can be useful, albeit also limiting the teammates to be non-Dragon move users.

As a side minor bonus, Misty Surge also goes into the contradictory aspect of CAP 35 as it being a defensive Electric-type on paper suggests spreading paralysis, something Misty Surge prevents, requiring it to find other methods of making progress, be it direct damage, utility moves, or pivoting. Though, it is worth mentioning that should it be given Scald or something that it is able to threaten potential switch-ins like Lando-T and Levi Equilibra with status, unfortunately this also means it cannot deny Gliscor's Toxic Orb proc, but it is able to deny Snael's. One can go further with this contradictory idea by giving it something like Dragon Tail to be using a weakened move itself. Some have expressed concern that preventing CAP 35 from being able to inflict status itself is a notable drawback, but I think with tools like Super Fang, Volt Switch, coverage options, giving it a solid offensive stat are all ways that can help bypass this issue, while Surge shuts down opposing mons that rely on status to check threats/make progress.
As an even more minor bonus, Misty Surge conflicts with other surge users like Rillaboom and Indeedee, allowing CAP 35 to potentially disrupt their gameplans, especially the latter, though as mentioned this is a very minor point. Its typing's lack of reliance on a specific item also does allow it to carry Terrain Extender for extended team support if necessary.
 
Mentioning a niche but interesting one: Grass Pelt

A couple of people have been describing the synergy CAP 35’s typing has with Grassy Terrain, and I certainly agree, but I doubt it will be able to compete as a setter with the existing Rillaboom. As a wall, we’re designed to stay in for long periods of time, which is anti-synergistic with terrain-setting, which has a set number of turns that benefit the team, so the setter ideally has to pivot out. Rillaboom does this in spades thanks to U-Turn and having grass boosted stab (GGlide), but our wall is meant for an entirely different playstyle. But, it can make a very good teammate for Grassy Terrain teams, which is why I believe Grass Pelt would be the correct choice for a wall for G-Terrain teams.

CAP 35’s Electric typing allows it to resist flying types and hit said flying types hard, which Rillaboom and other grass types struggle to do. Its weakness to ground is lessened thanks to Grassy Terrain weakening EQ. Additionally, the healing helps it continue to be a wall, so the synergy with G-Terrain is already present. As someone who currently runs a G-Terrain team, the benefit of Grassy Seed can be surprisingly impactful- although one quickly things of Grassy Seed + Acrobatics, the defense boost can also be impactful in a mon’s presence on a fields. With Grass Pelt, CAP 35 can get the boost every time it hits the field, rather than one time with Grassy Seed, and additionally keeps its item slot open for a stronger defensive items, like stacking Leftovers and Terrain recovery and others. This does well against Arghonaut, as we can’t simply be Circle Thrown out and lose our boost forever. Our typing already matches up great into special attackers, so this ability provides us an opportunity to match up better into physical attackers, which make up most of the moves that hit us super-effectively.

  1. How can CAP35 use its ability to facilitate its role and warrant a spot on a team?
While this ability is objectively narrow in its utility, I actually appreciate that. While there are plenty of common defensive options that fit most walls, they struggle to make CAP 35 stand out amongst the existing defensive Pokemon in the tier. With such a niche but clear synergy with a specific playstyle, there’s little to no confusion on what the role of this Pokemon would be: a defensive ally to Grassy Terrain teams. Most Pokemon that relate to G-Terrain (Rilla, Hawlucha, Roaring Moon) are relatively frail even with a GSeed boost, especially against special attackers. With its typing and Grass Pelt, CAP 35 provides a defensive glue that these teams often lack.

To offer support outside of this manic rambling, I’d like to vouch for Rough Skin, Water Bubble and Aroma Veil.
 
Subbing Scrappy. It specifically focuses on improving the ghost matchups that we were sort of targeting with this typing. I really really think you have to make use of both normal and fighting-type moves to make this ability worth it here. But the pool of utility-based normal attacking moves is quite solid, and there are some cool fighting-type options to round things out that are not out of place on a wall. Fighting moves target Gholdengo, which still resists normal moves and which you currently switch into but don't necessarily beat convincingly without Scrappy. The main purpose of the ability is gaining deeply clickable moves and compressing moveslots, which is pretty valuable on a mon that will likely need recovery and has two STABs with a plethora of immunities in the meta. Gaining completely unresisted 2-move coverage that may have baked in utility (and targets mons like Libra in the process) makes you a lot harder to switch into / set up on which is helpful, even on a wall.

Going to suggest Poison Heal.

Having a constant, upgraded version of Leftovers that persists after Knock Off as long as we don't make the mistake of switching directly into said Knock Off is extremely good, as we all know very well from Gliscor. Having immunity to the constant chip of status ailments is even better. Coupled with any form of recovery, and 35 becomes very difficult to take down indeed.
I wanna preface this by saying I don't actually like Poison Heal on this mon because I think it would cut into our stats pretty severely in a way I don't personally enjoy, but the case for it here is pretty strong for these reasons:
  • STAB Facade. Physical Boomburst helps mitigate (note: does not eliminate) any passivity problem we might have. We are still walled by shit like Libra, but the point is that a number of things can no longer set up on us freely.
  • Immunity to Hex. Hex is one of the few weak points of Poison Heal and you just bypass it entirely.
  • Status immunity helps vs. a number of the mons you might enjoy switching in on.
A lot of abilities don't feel super inherently synergistic with this typing, but this is one of the few that absolutely do. Still don't like it though

Aroma Veil makes you immune to Encore and Taunt. CAP has a lot of Pokemon that can and do tech into these moves. It would make CAP35 stand out as a wall. I think this is somewhat similar to the power of Shield Dust, however you can run Covert Cloak + Aroma Veil to really deny a lot of the common secondary status effects against walls.
Aroma Veil is really fucking cool man. One of my top options. Even just on generic wall build, being able to recover freely and not care about Taunt or Encore is pretty sick. But then if you add in utility options it starts to get wild. The ability just grants you surprising consistency in whatever role you are trying to fill.
 
  1. How can CAP35 use its ability to facilitate its role and warrant a spot on a team?
There are so many things abilities can do for us, but we should be able to narrow things down. Let's start with what we do know, typing alone: Not stealth rock weak, not necessarily tied to heavy duty boots but would probably still run them often. However, very worth noting other defensive items like lefties and covert cloak would probably fare well with the mon as well. Ideally we wanna keep that same semblance of item freedom going forward so no Cheek Pouch, no Harvest (I'll make an exception for poison heal though). We're paralysis immune and ghost immune, so if we can lean into checking/countering ghosts more broadly and/or paralysis spreaders, we should be able to solidify a niche or two. In that same vein, immunity to other status would be helpful for a wall, preventing damage over time from poison or burn. An ability that gives cap an immunity to another status (or more!) would allow CAP35 to function more generally as a status absorber for its teammates. There are also abilities that grant HP recovery, passive or conditional, helping improve the survivability of a wall and potentially freeing up a moveslot from recovery. Move specific immunity abilities are definitely a grey area for the concept, but I'd give a pass for well presented matchup benefits. Bulletproof for example, definitely improves matchups against many ghosts we aim to check, but only because it makes us immune to their fighting coverage, definitely a grey area for me. Aroma veil on the other hand doesn't target moves we're weak to via typing, but walls do have a weakness to taunt that 35 would benefit from avoiding, undeniably a decent choice. We can take a route less about survivability, and aim for utility instead. A mon meant to take hits surely benefits from making progress just via switching in, and there are a few abilities meant to do just that. They're mainly designed for contact punishment, and I think our type is better suited for special walling, but it's not a bad route for a wall to take. Abilities that can facilitate utility moves come to mind as well, such as prankster, or yet again, aroma veil.

I got a lot of abilities I wanna talk about so I'll just dive right in, categorized by the kinds of abilities covered above:
Asterisks are my attempt at attributing power levels to abilities in three tiers. take it with a grain of salt lol

Status Absorbing:

Immunity: *
poison/toxic are large threats to a wall always, damage over time threatening their survivability, and toxic in particular putting mons on a quick timer. Ability to take toxics for team members, or switch into a sludge bomb with no risk of poison is appreciated utility.
Water Veil: *
Burn is less dire for a wall, especially if it doesn't care about its attack stat. However, the ability to avoid the damage over time from burn is still useful, as is the ability to absorb W-o-Ws and deny enemy scalds their burns.
I feel it important to mention Water Bubble somewhere so I'll do it here: Burn immunity is great as discussed above, however I feel as though it undermines our concept in the way it manipulates our type charts and begs for our teams tera.
Natural Cure: *
Not exactly status immune, but still offers the mon the ability to absorb status for its teammates and heal itself of said status, and it allows it to do so with any status!
Shield Dust: *
Not specifically status immune either, but allows the mon to avoid status from secondary effects on moves like the aformentioned sludge bomb/scald, but also avoids secondary effect of moves like salt cure or flinches from fake out. Worth noting the item covert cloak does what this ability does and would probably work well on the mon with another ability.
Good as Gold: **
Now I'm not saying we should just steal Gholdengo's Ability, BUT it does block all status moves. This does not prevent status inflicted via secondary effects, but it does block other status like taunt or leech seed :)
Purifying Salt: **
Maybe Gholdengo's too rich a target, well if we steal Garganacl's ability, we get complete coverage from status conditions, whether from direct moves or secondary effects. The ghost resist is... lol, but a teratyped 35 will appreciate the continued resilience against the undead I'm sure.
Misty Surge: **
I don't mind the dragon resistance here, it helps against mons we already aim to check, and it isn't permanent. Setting terrain, especially one that prevents status on the mon AND its teammates for a few turns is definitely useful utility. The concern I guess is that it prevents 35 from spreading status in turn, but that's not the only way a wall can make progress.
Poison Heal: ***
Compressing complete status immunity with impressive passive healing, Poison Heal is a great ability for a wall to have. Knock off doesn't threaten its passive recover once it's poisoned, but renders the mon abilityless and itemless if careless.
Magic Bounce: ***
Not technically status immune, but a really powerful ability. Allows the mon to not only block status moves, but send them back to the user. That includes taunt, leech seed, and everyone's favorite part: hazards. The abilities existence alone makes clicking status moves at all more of a risk for the opponent, even if the mon isn't on the field.
Magic Guard: ***
It's maybe too subjective a call, but Magic Guard might be the strongest ability we can give our wall. Paired with our electric typing and the SV ban on sleep moves, Magic Guard would protect 35 from poison and burn too, rounding out its status resistance. It of course doesn't just do that. Blocking chip damage from all nondirect sources is powerful/useful for any mon, but the damage mitigation goes a really long way for a wall. Even though it isn't stealth rock weak, I feel it worth noting that it makes heavy duty boots unnecessary.

Healing:
Poison Heal already mentioned
Grassy Terrain: **
Passive healing is useful of course, but the ability to provide it to your teammates too is useful utility. It's pretty grey for me though, given the earthquake specific resistance, but I might be persuaded.
Regenerator: ***
Maybe the only ability that could give Magic Guard a run for its money for a wall. In general very useful, especially on a mon that could be forced to switch often, and it cannot be understated how useful it is to have healing tied to an ability instead of a moveslot. Opens up room for an assault vest tank set in ways other abilities simply couldn't.

Move Immunities:

Bulletproof: *

The focus blast/aura sphere immunity really opens up the question of is this anti-concept again, but given many ghost types have access to focus blast, I see the point. Luckily for us Gholdengo doesn't tend to have room for focus blast on its sets.
Aroma Veil: *
Taunt immunity for a wall? Yes please! Probably one of my favorite "low power" options. Also protects from encore/torment/healblock/etc

Contact Punishment/Status Spreading:

Rough Skin/Iron Barbs: *

Honestly I don't even know whether to put these at 1 or 2 stars. Making progress just by switching into a contact move is great utility for a wall. I genuinely think we're better suited into special attackers via typing alone, but if contact punishment were the direction we wanted to go in I'm not against redirecting to more mixed or physical walling. Just risky given our ground/fighting weaknesses and their existence as coverage on a large amount of physical attacking mons.
Static: *
If paralysis spreading is the direction we're heading, static is an easy way to fish for paralysis. Paralyzed opponents are weaker, good for the rest of the team, but could allow 35 itself to outspeed mons it wasn't before, too.
Poison Point: *
Same premise as static, just a different goal. Regular poison is an underrated status, the fixed damage is hefty.
Flame Body: *
Again same premise as before, but fishing for burns is a chance to decrease the physical damage CAP35 takes as well as some minor chip over time.
Effect Spore: *
Here we go again, but it's a gamble on paralysis, poison, or sleep. A little less direction here but sleep chance is scary.
Toxic Debris: *
Is physical move specific rather than contact move specific but it's the same idea: making progress just by switching in. A mon targetting you with an earthquake or a close combat will still give you a layer of toxic spikes, and something tells me a lot of mons wanna use those moves against us.

Other Utility:
Pressure:

Pretty generic wall ability, but wasting PP is the walls job!
Perish Body: *
Disruptive to say the least. Puts the user on a time too, but could be worth it to stop sweeps/corner mons.
Neutralizing Gas: *
To be honest with you I didn't do a deep dive on how many relevant mons this is actually useful on, but like mold breaker allows you to status Ghold/Garg, and it weakens mons like hemo.
Intimidate: **
Another ability that's hard to quantify for us. I'd hope we weren't aiming to hurt our overall physical bulk by a significant amount for this ability, but its disruptive, defensive and worth mentioning.
Unaware: **
Incredibly powerful ability allowing walls to tackle setup sweepers. I think it's worth noting we've got a decent selection of unaware mons this gen already, but its power shouldn't be overlooked just because of that.
Prankster: **
The utility ability of all time for sure. If we do go with status spreading we can opt to do it with priority! priority taunts! priority hazards? but the biggest benefit for CAP35 is priority healing. Triage works for a lower power (just healing moves) alternative.



I'd generally be happy with any of these abilities, but my favorites are: Good as Gold, Purifying Salt, Poison Heal, Magic Bounce, Magic Guard, Regenerator, Aroma Veil, and Prankster.
 
Submitting Stakeout.

As others have mentioned, our typing is a much more natural fit for a special wall than a physical one. Differentiating CAP35 from Blissey is therefore a primary consideration.

With my proposed ability, CAP35 would "stake out" a much more aggressive and interesting niche. Rather than allowing the special attackers that it walls to simply switch out for free, Stakeout would enable CAP35 to punish the switch-in with a powerful STAB Normal or Electric attack.

In terms of power level, I envisage Stakeout CAP35 being strong enough to seriously discourage physical breakers from switching into it, but weak enough that it can be sponged by most bulky Pokemon. It should not be breaking walls by itself, but rather grabbing momentum by forcing the opponent to switch into a more defensive Pokemon. I have provided some calcs for illustration, using a 90 base Special Attack:

0 SpA Stakeout CAP35 Hyper Voice vs. 244 HP / 228+ SpD Gliscor: 157-186 (44.6 - 52.8%) -- guaranteed 3HKO after Poison Heal
252+ SpA Stakeout CAP35 Hyper Voice vs. 244 HP / 228+ SpD Gliscor: 222-262 (63 - 74.4%) -- guaranteed 2HKO after Poison Heal

0 SpA Stakeout CAP35 Thunderbolt vs. 0 HP / 0 SpD Kingambit: 204-240 (59.8 - 70.3%) -- guaranteed 2HKO
252+ SpA Stakeout CAP35 Thunderbolt vs. 0 HP / 0 SpD Kingambit: 288-339 (84.4 - 99.4%) -- guaranteed 2HKO


Normal/Electric typing would also be perfect for this. This STAB combination offers good neutral coverage to abuse Stakeout. However, both types also have common immunities, which would discourage CAP35 from using Choice Specs and straying away from its designated niche as a wall.
 
I’d like to put in support for Regenerator. It’s extremely useful for a wall, especially one with so few weaknesses, synergizes well with Volt Switch, and we’d be marking uncharted territory in ideas by doing it

Other abilities I can get behind: Fur Coat, Grassy Surge, Magic Guard, Static
 
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Despite some discussion on the Discord, I haven't seen it posted here, so submitting Serene Grace.
The rationalization is pretty simple. This is a bulky Electric-type. It probably wants to spam Discharge and paralyze as much as it can. Serene Grace doubles the chance for Discharge to paralyze to 60%. The increased odds would allow 35 to more easily run Discharge over dedicated paralyzing status moves, especially against one of its primary checks in Gholdengo, or Nuzzle.
The same logic applies to its other STAB with Body Slam if 35 ends up more physically inclined or wants to hits Ground-types.

Other suggestions I am throwing my support behind:
• Regenerator
• Static
• Rough Skin/Iron Barbs
• Grassy Terrain
• Aroma Veil
• Purifying Salt/Comatose
• Stakeout
 
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