CAP 35 So Far
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Hello, we'll be voting for CAP 35's secondary ability. I've quoted Earthflax's closing post here for context.
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This is a ranked pairs poll. The order of your preferences DOES matter. You may rank as many or as few options as you like, but we encourage you to rank as many options as possible. A typical ballot might look like the following:
All ballots will be revealed at the end of the poll and votes will be counted via automated scripts. If you do not compose a legal ballot, your post will be subject to moderation.
The voting options are:
Immunity
Wandering Spirit
Sticky Hold
Those voting options without formatting:
Immunity
Wandering Spirit
Sticky Hold
This poll will be open for 24 hours.
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Hello, we'll be voting for CAP 35's secondary ability. I've quoted Earthflax's closing post here for context.
Immunity
Seed Sower
Heatproof
Wandering Spirit
Sticky Hold
No Competitive Ability
Generally, I wanted to limit this slate to options which are generally weaker than our primary ability but change certain matchups in our favor and are useful in the builder and in game. I opted for a broader slate than is typical for secondary abilities, but I have no qualms with slating more good choices compared to less, and I do truly believe that all of these abilities can succeed in some capacity on CAP35. There were a lot of abilities which did not make slate and had some discussion in here, too many for me to write about, but let it be known that I did take them all into account and I always appreciate everyone's creativity and analysis.
Immunity and Heatproof both provide resilience vs status, with Immunity providing a complete immunity to Toxic, Sludge Bomb poisons and the like, while Heatproof halves burn damage (while also providing a very useful Fire resistance, which I think is completely fine given the scope and direction of our 'mon.)
Wandering Spirit has some useful interactions, such as stealing Regenerator from pivots, punishing some contact moves from the like of Venomicon, etc. I opted for Wandering Spirit over Lingering/Mummy as I felt that the dynamic of Spirit, despite somewhat diminishing more careful teamwide play around the nullified ability, is still sufficiently practical for the team while also posing more of a threat to pivots.
Sticky Hold is just very good for a defensive 'mon. Knock Off absorbers are few and far between (and might become even fewer in a week's time!) and on a Pokemon as defensive as this one having permanent Boots or Leftovers recovery can benefit many teamstyles while also not being particularly overbearing.
Seed Sower feels like an exception to this slate. This ability doesn't help with many 1v1 interactions; unlike others, I personally believe the EQ interactions are almost negligible as our few Earthquake users have other paths to beating CAP35. However, it does provide a compelling and interesting piece of team support that also comes with fair opportunity cost.
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This is a ranked pairs poll. The order of your preferences DOES matter. You may rank as many or as few options as you like, but we encourage you to rank as many options as possible. A typical ballot might look like the following:
Most Preferred
Second Most Preferred
Third Most Preferred
Etc.
Any comments would go below the votes in non-bold text.
All ballots will be revealed at the end of the poll and votes will be counted via automated scripts. If you do not compose a legal ballot, your post will be subject to moderation.
- Do NOT bold anything other than the options you are voting for.
- Do NOT put any formatting other than bold in your post.
- Only one option per line.
- Spellings must match EXACTLY the options listed below.
- Capitalization and spaces are ignored by the counting scripts, but you probably should not depend on it.
The voting options are:
Immunity
Wandering Spirit
Sticky Hold
Those voting options without formatting:
Immunity
Wandering Spirit
Sticky Hold
This poll will be open for 24 hours.