Figured I’d chime in on a few things.
Abilities I support:
My favorite contender for secondary is
Wandering Spirit. This works differently than Mummy and Lingering Aroma; where these two simply spread your ability to overwrite the opponent’s, Wandering Spirit actually swaps your ability with the opponent. It’s a contact-based Skill Swap. As other users have stated, this has very interesting effects for many of 35’s matchups. One of the biggest is denying Alomomola’s regen on a Flip Turn by stealing it instead. If we snipe Kingambit’s Supreme Overlord at an optimal game state, 35 suddenly becomes a terror on the field.
Robraf made a very solid post up above about all of the sequences and interactions this ability has, so I highly recommend checking that out.
While it’s true that we are specially biased in terms of our bulk, Wandering Spirit presents a compelling method to bolster our physical presence indirectly on implication alone. It presents a mind game: does the opponent risk making contact and losing their ability? One of the cooler things about this ability is that it’s also not telegraphed. The opponent, if using a physical attacker, won’t know whether or not 35 is about to get Charged or steal their ability until they attack. I think WS is the perfect power level to compliment Electromorphosis, and it would have a strong use case alongside it. I don’t think it would overshadow it, they do very different things. But having access to both abilities would perfectly round out CAP35, in my opinion.
I also am a fan of
Shield Dust. Having a built-in Covert Cloak is a very effective way to bolster our longevity. This is definitely a lower power option but it’s an effective one, and I don’t see a way we could go wrong with it.
Abilities I’m on the fence on:
Bulletproof is an incredibly strong ability for our purposes here because it completely changes our matchup into several key attackers. We now become a complete hard counter to Gholdengo rather than a strong check, and we also get the additional benefit of blocking some incredibly strong attacks from potent beasts like Darkrai. Finally, the interaction with our Ghost immunity and Tera is both funny and useful: even if we Tera, we still preserve our immunity to stray Shadow Balls from the likes of Dragapult and Gholdengo. Bulletproof is very strong here, but that’s why I’m on the fence about it. I’m unsure if this is really a suitable secondary ability for us. I could be persuaded on it, but I’ll need to see some more thoughts about it.
In contrast, while I think
Synchronize is undoubtedly handy at making us really annoying to status spreaders, I just don’t think it’s really strong enough to opt for here. Secondary abilities ride that fine line of wanting to be powerful enough that they’re chosen more than like, 3% of the time, whilst also not overshadowing the primary. I just don’t see Synchronize realistically having much of a use case over Electromorphosis, to be honest. It’s a good ability, but I’m leaning towards a no on it.
Sticky Hold is just kinda whatever? It’s a decent effect, don’t get me wrong. Certainly helps us become a Knock absorber. But it just seems highly underpowered and underwhelming here, honestly. I don’t really care much for it. I see the vision, but there are much more interesting routes to take this (cough, Wandering Spirit, cough).
Marvel Scale is also interesting because once activated, it’s a constant boost to our physical bulk. I could see this having a genuine use case, I just also worry about it perhaps being a bit too strong with our physical bulk. I could go either way on it, really.
Trace is strong and does Trace things. We know what it does, we know why it works. So it doesn’t really seem that interesting to me in comparison with something more novel and unknown to us like Wandering Spirit. Additionally — and this is more of a personal preference thing — we’ve also used this ability extremely recently with Kitsunoh, so I just am kind of bored of it? I want something more interesting, more fun, which, again, is why I’m pushing so hard for Wandering Spirit.
Abilities I do not support:
I’ll get the big ones out of the way first. All immunity or pseudo immunity abilities are, in my opinion, anti-concept and should not be slated. I’ve made my opinion on immunities pretty clear throughout this process, but we absolutely should not be tampering with our weakness and resistance profiles. To this end,
Storm Drain/Well Baked Body/Sap Sipper/Volt Absorb/etc. should all be left in the dirt. Hard pass.
Heatproof is a little more interesting because it doesn’t give us a straight up immunity so much as it simply provides us an additional resistance and an immunity to burns only, but again, we shouldn’t be tampering with our resistances. No thank you.
Seed Sower is a cool ability, but I also just don’t really see it being used much over Elec, if I’m being honest. Additionally, this has meaningful interactions with alleviating our ground weakness, which I think is a big, anti-concept no-no. Pass.
Fluffy. Lmao.
Mold Breaker is kind of useless outside of some very specific matchups, like being able to Glare Ghold and Garg. Outside of that, this just doesn’t seem useful or powerful enough to really see use alongside or over Elec.
Lastly,
Cotton Down. Oh, Cotton Down, one day we will have a process for you. This one pains me because I love this ability and have been incredibly interested to see a CAP with this for a while. The problem, though, is that I think we would need a more intentional space in our process for this ability than simply tacking it on Willy nilly for a secondary. This ability is incredibly unique and has some very strong effects, but I don’t think it’s applicable for a secondary. I don’t know that we would need to devise a whole process around it specifically, but I think it demands more conversation than we have the space to give it right now. So regrettably, I must advise against it this time around.
That’s all for now, thanks for reading! :D