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CAP 35 - Part 4 - Primary Ability Discussion

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Well, it seems our first stint has come to an end. I had a blast reading through all of your posts both on here and Discord. Deciding on this slate has been a difficult, but fulfilling process; I've thought very hard on it, and I sincerely hope that you guys like it too. I tried to prioritize narrowing down a role for our beautiful mon, with a fairly range of power level between them. Without further ado, here's your slate for CAP35's primary ability!

Aroma Veil
Creating a wall that does not suffer from the same disruption woes as most others - namely Taunt and Encore - is very valuable for defensive backbones on all varieties of team composition. While this ability is lower-power, it provides a clear benefit as a defensive tool while also allowing greater freedom in later stages.

Electromorphosis
This ability, if chosen, would completely eliminate any fear of excessive passivity from CAP35. The double damage racks up massive damage without needing particularly strong offensive stats. The boost lasts until a move is used, too, meaning that CAP35 can hold onto this boost for as long as it is. Provided we play our cards right, a 'mon in this build could be a great asset on a team, switching into pivot moves or Rapid Spin and threatening a strong Discharge or Volt Switch.

Grassy Surge
Simply put, 6% is a LOT of healing. This level of healing is hugely useful for a multitude of things. It helps to mitigate hazard damage, it provides greater cushions for close calcs, and it can compound with Leftovers for truly insane levels of recovery. 0.5x damage Earthquake is a nice, though not particularly common, perk. Grassy Surge overall just provides a very good way for CAP35 to facilitate its teammates and fill a substantial role.

Misty Surge
CAP's meta is chock-full of status spam - Gliscor, Cresceidon, Dragapult, Kitsunoh, and Necturna, among others. This ability shuts that down for both CAP35 and all of its teammates, which is incredibly strong. It also provides a Dragon resist - again, very strong. However, Misty Terrain is a field effect, so it applies for both teams, so there is a fair bit of opportunity cost when it comes to using a potential Misty Surge CAP35. While Misty Surge would require more specific team compositions, it would create an incredibly strong, and practical, effect.

Regenerator
I have little to say about this ability that isn't understood already. It clearly defines a role as a pivot, it's a very strong effect, and given inherent status and typing immunities we have it would make CAP35 very practical.

Rough Skin/Iron Barbs
Punishing contact is very good. This can be seen with traditional walls like Ferrothorn, more offensive but frailer Cresceidon, and even the typically offensive Garchomp. This ability helps us to narrow in a role which focuses on punishing weak pivoting moves, Knock Off, Rapid Spin, and moderate power neutral contact moves.

I found both Parental Bond and Water Bubble to be very gratuitous - there are reasonable sidegrades and alternatives, but I saw much less discussion on them, which leads me to believe that there was less enthusiasm concerning scaled-down versions without the full power of these abilities. Additionally, there are pretty obvious optics issues with both of these abilities (the former more than the latter), and our ability stage does not really need these abilities, so I opted to stay vanilla on this front.

Tagging kenn to brutally condemn my slate! Thanks to all who participated and I'll see you in Secondary Ability Discussion!
 
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No complaints here! Let's move this to a poll!

But first, a fun Fire Emblem fact:

The birthdays of each child in Awakening correspond with the release dates of FE games, except for the player's child, Morgan, who coincides with Children's Day.
 
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