CAP 36 - Framework Submissions

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spoo

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WARNING
The following thread is intentionally designed as an offshoot of the typical Create-A-Pokemon Project. If you are new to the CAP Project, please read through previous processes to gain a full understanding of what is different here.

Join us on Discord if you have any further questions!

As per this PR thread, we will be using a Framework for this project. We will adhere to the following rules for the duration of this process:
  • This Pokemon will be playable in the CAP Metagame. Furthermore, it will be reasonably balanced for competitive battles, specifically not a broken threat that negatively centralizes the metagame.
  • The creation of this Pokemon will ONLY break CAP creation guidelines based on the Framework we select. For example, if we choose to create a Pokemon with an illegal ability as our Framework, we will not also allow a custom move for it during Movepool Submissions.
  • NEW: This creation will not allow for any original custom elements. Custom elements will ONLY be allowed as a means to pursue hard-coded mechanics (such as abilities, moves, items, and other game mechanics that would normally be unusable due to a species lock) by cloning and “reskinning” them into usable versions. Custom clones of these mechanics should be identical or near-identical to their original versions, with minor changes permitted when necessary to avoid being pigeonholed into restrictive design choices such as specific typings or stat lines. These clones should respect and be consistent with GameFreak’s original design intention as much as possible. For example, a clone of Griseous Orb that boosts STAB Poison- and Flying-type attacks, or a Stance Change clone that swaps defensive stats with offensive stats when using the move Spiky Shield would be allowed, however a Fire-type version of Ceaseless Edge or Special Intimidate would not be, as neither Ceaseless Edge nor Intimidate are species-locked.
  • This Pokemon will have a Framework that constrains the results of, at maximum, two competitive stages of the process. An example of this would be a framework that dictates our typing and primary ability. An illegal Framework would also mandate a specific stat bias on top of those restrictions. Furthermore, the two stages trivialized must be linked (e.g. an Ultra Beast that requires Beast Boost and a 570 BST).
  • This framework should not impose an undue burden upon the CAP creation process. Any framework should not require a substantial amount of effort and time beyond that of a standard CAP. It may include a maximum of 2 Pokemon/forms, which should share at least 1 of the exact same typing combinations, set of abilities, statlines, and full movepools, and among the remaining 3 stages, at least 2 should have heavy similarities (eg at least one shared typing, at least one shared ability, etc). If the Pokemon/forms share 2 or more stages completely, there is no requirement for the non-shared stages to be similar.
Additionally, please follow these rules when posting in this thread:
  • One submission per person. You may edit your Framework, but you may not change the fundamental premise after it has been posted. If editing your Framework, please edit the original post instead of posting a new revision. Do not bump your Framework after you have posted it. If people do not comment on it, so be it.
  • Do not duplicate or closely-resemble Framework already posted by others. It is your responsibility to read through all previous submissions in this thread to ensure you are complying with this rule. Ignorance or laziness is not an excuse.
  • Do not refer to any part of the Pokemon's artistic design. For example, the following phrases would be illegal:
"This is a bright blue Pokemon..."
"The Pokemon looks like a..."
"The Pokemon uses its long tail to..."
  • A Framework Submission must be submitted in the proper format. The format is described below. If the proper format is not used, it will be considered invalid, regardless of content.
Framework Submission Format

Use this format for all concept submissions: Here is the format with tags. Just copy/paste this into your post, and fill it out:
  • Name - Unlike Concept Submissions, your name CANNOT be anything cutesy. Please list EXACTLY which process rule(s) you intend to break with the name. Some examples would be "Multitype CAP" and "Ultra Beast CAP."
  • Description - This is the official description of the concept, and must follow ALL the content rules listed above. Do not make this a long description. Long descriptions are invariably too specific or too convoluted. Keep it short. Any more than a sentence or two is TOO MUCH. Do NOT include your Explanation of the concept in the Description. See "Explanation" below.
  • Explanation - This can contain just about anything. This is where you can explain your concept without restraint. You may make suggestions, even specific suggestions, regarding the possible implementation of the Framework. This explanation should help facilitate discussion of the Framework -- but the Explanation is NOT part of the Framework and will be omitted from the polls and any future use of the Framework. Since your explanation is non-binding, regarding future polls and threads, it will not be evaluated for purposes of determining if your Framework is legal or illegal. Although it is tempting, refrain from making too long of an explanation; it will deter readers from fully considering your Framework.
It is the submitter's responsibility to figure out how to make a legal submission within the rules listed above. Do not complain about the difficulty of making a submission in this thread. There are many, many legal Frameworks that can be presented within the rules. The Framework is a very basic guide for the creation process. It is hard to provide solid concept descriptions without basically designing the entire Pokemon right off the bat. Submissions should be written and chosen very carefully to avoid these problems. If you have any doubts about anything, feel free to contact a Mod via PM or Discord and we will answer your questions.

At the end of this discussion, the TL will select a slate of Frameworks. The CAP Mod team will perform a final legality check of the slated frameworks. Those that pass will then go to a poll, where the winning submission will be decided.
 
Hey everyone!

I'm beyond excited to get started with CAP's third framework project! Similarly to the starter trio and Venomicon, this project will be allowed to break some rules and get creative with how we approach the process. Make sure to read up on Spoo's post here and the rest of the PRC thread that gives the changes to frameworks since Venomicon and the context behind those changes. I want to make sure everyone ends up with their framework submissions legal and ready for slate. If anyone has any questions, reach out to me either here on Smogon or through Discord (where my tag is just SHSP like here). I also recommend that anyone interested joins the CAP Discord as we get started this process; there's bound to be a ton of consistent discussion throughout each stage, and it's often a huge help talking through stages like framework or concept subs in there.

With the groundwork out of the way, I'm gonna set a tentative week deadline on this thread. I'll be back in-thread to comment on what I like and what I didn't like from the submissions within the next few days.

Thank you all again! Let's have a great CAP 36!
 
Final Submission

Name:
Paradox CAP or CAPs

Description: The CAP will be one or two Paradox Pokemon. The CAP may based on existing beloved official or CAP Pokemon, but this is not required.

  • The process will have to decide if we make an Ancient Pokemon, a Future Pokemon, or—leadership permitting—one of each.
  • The CAP may be a Paradox version of an existing official or CAP, or it may be a "stranded" Paradox with no known base species.
    • (This is intended as relief for our artists.)
  • The CAP will have a BST of either 570 or of 590.
  • If the CAP has a root Pokemon, the CAP and root Pokemon will share exactly one type. No more, no less.
Process Restrictions for Ancient Pokemon:
  • The CAP's sole ability will be Protosynthesis.
  • The CAP will learn Sunny Day.
  • The CAP's base stats will each be an odd number.
Process Restrictions for Future Pokemon:
  • The CAP's sole ability will be Quark Drive.
  • The CAP will learn Electric Terrain.
  • The CAP's base stats will each be an even number.
Flavor Restrictions on all Paradox Pokemon:
  • The CAP will learn moves at Level 1, and then at Levels that are multiples of 7.
  • The CAP will lack Egg moves.
  • The CAP's name will be two plain English words describing the Pokemon. If the CAP is a Future Pokemon, the first word will be "Iron".

Explanation: Hoo boy. Getting this framework into the thread first will be a challenge of its own, won't it?

The Paradox Pokemon have, perhaps as much as Terastal has, come to define what it means to be playing Generation 9. Great Tusk, Gouging Fire, Raging Bolt, Iron Crown, Iron Valiant, and Walking Wake help define the landscape of OU and CAP both. In the case of the latter two, their Booster Energy Speed sets determine what it means to be fast in the tier, shaping which Pokemon are able to sweep uncontested, and which Pokemon are "easily revenged".

They have seemingly straightforward designs: Optimized statlines for their role, efficiently curated movepools, and colorful typings. The most interesting part of a Paradox Pokemon, however, is their "customizable" statline: EVs and Nature can be finely tuned to decide which stat Protosynthesis or Quark Drive will increase, giving these Pokemon a degree of flexibility that should fascinate anyone with an interest in creating Pokemon.

As an example, Walking Wake has boasted a number of viable sets since their release, that each play differently purely as a result of being a Paradox Pokemon. Just within their Choice Specs set, they can be EV'd to Timid 244 Sp.Atk to obtain a pseudo-Choice Scarf benefit in Sun, or Timid 252 Sp.Atk to double down on brute force. They also have employed a Sp. Attack Booster Energy + Agility set to function as a late-game cleaner. Walking Wake has a wealth of other possibly-viable sets, such as an all-out attacker set or a Substitute set, but the above two best demonstrate the power, flexibility, and interest of the abilities Protosynthesis and Quark Drive.

The framework has interesting competitive ramifications, essentially working as an Ability-Actualizing Concept centered around Protosynthesis or Quark Drive. Let's be honest with ourselves, though—this is primarily a flavor-driven framework at heart. I don't think I'm alone in calling Paradox Pokemon one of the coolest spins on the Pokemon design formula in a long while, inheriting the torch from Ultra Beasts, and I'd love to see CAP's top talent tackle the challenges of adapting their traits to the CAP process.

Asking for so many additional polls is luxurious for any framework, to be sure. To make our CAP a Paradox Pokemon, we must first decide which "branch" they are (Past, Future, or both), and for each we must decide who their root Pokemon is or are. The framework then demands constraint of several future stages of the process. In addition to locking in the CAP's abilities, it places restrictions on our stat totals and on our typing stage.

All-in-all, this framework almost as restrictive as CAP 25's was in most stages, while also asking for as much labor as CAP 30's, or more. If I may selfishly: I hope others are excited to face this potential challenge!

Possible Questions:
  • How can the CAP be balanced between their "normal" statline, and their Booster Energy statlines? How does the Pokemon's playstyle change based on the presence of Sun or Electric Terrain, as appropriate?
  • If we elect to make two CAPs, what influence do they have on each other? Can two Pokemon influence the metagame in ways that one Pokemon cannot?
  • How much does the high, fixed BST influence the Pokemon's possible roles? Is it difficult to give them statistical weaknesses with so many stat points?
  • If we have a root Pokemon that the CAP is based on:
    • How much does the CAP's root Pokemon really shape the process, and how much design freedom do we really have?
    • How many of the root Pokemon's features can we "afford" to share, while still crafting a viable and distinct Pokemon in the CAP Metagame?
    • How similar can the CAP be to their root Pokemon, without outclassing or being outclassed by them?
    • Conversely, how much can the CAP differ from their root Pokemon, while still playing similarly?
    • How much cuter that the root Pokemon, can the CAP really be?
 
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Name: Aegislash-Style Forms

Description: This CAP utilizes a custom clone of Stance Change to change forms in-battle.

Explanation: This framework was originally more open-ended with any of the 14 current form change abilities being on the table, but Stance Change is easily the most interesting one to me. The explanation for this framework is simple: this CAP should use a reskinned version of Stance Change to swap its offensive and defensive stats at will mid-battle, triggering before attacking and when using Protect (or one of its clones). This would effectively remove the need for an Ability stage since the only aspect left to be decided is which Protect clone to select as the trigger.
 
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Name: Tera Forme CAP

Description: This Pokémon undergoes a forme change whenever it Terastalizes.

Explanation:
Currently we have two Pokémon in the game who have access to a secondary(-ish?) forme when Terastalizing in battle, being Ogerpon and Terapagos. Both of these Pokémon have a base ability unrelated to the Terastal mechanic itself, which then changes into another ability upon Terastalization. Notably, the Tera Type of both of these Pokémon is locked to a single type based on their base forme as well.

Ogerpon gains a +1 stat boost on switch-in depending on its base forme through its Embody Aspect ability, which includes activation upon Terastalization. This is evidently a powerful tool to pull out mid-game, allowing Ogerpon-Teal Mask and Ogerpon-Wellspring to succesfully clean up games in their respective tiers as well as getting Ogerpon-Hearthflame banned to Ubers through its sheer offensive presence. Terapagos on the other hand gains a significant boost to its offensive base stats and especially its HP base stat in return for a relatively mediocre ability. What's interesting is that both of the aforementioned Pokémon are perfectly capable of performing their roles on a team without Terastalizing, and their Tera-specific formes can be seen as a cherry on top.

In terms of modifying the process, this framework would simply add an ability stage, some flavor stages and possibly a modified stat stage for the Tera forme assuming we are following the existing precedent. Determining the locked Tera Type might be a topic of discussion, but this also feels like something we can iron out during the Typing stage or a Concept/Framework Assessment stage. Of course, as we are likely nearing the end of the generation and we will inevitably move on to whatever gimmick Game Freak cooks up next, it is unlikely we will see Terastalization again unless we visit Paldea/Kitakami/Blueberry Academy again and as such this framework would be limited-edition, which is certainly... something to consider. But then again, Mega Crucibelle is also not available right now.
 
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Name: All-Generation CAP

Description: This CAP will be added to the current generation and all past generations.

Explanation: One of CAP’s most well-established rules is that new CAP Pokemon are built for the current generation. Well, what if they weren’t? The community has spent the past 4 years working to revitalize interest in CAP’s older generations. Since 2021, we have seen the additions of ORAS, BW, and DPP into the rotation of tiers used for team tours. This type of framework would give us the opportunity to revisit every generation as active design space and create a “new toy” to further incentivize activity in older tiers.

There are a few approaches for a project like this. The first option is simply limiting types, abilities, and moves to options available across all generations. This approach removes one the biggest headaches this framework has since porting the mon backwards is mostly copy-paste. The bulk of this project focuses on analyzing the finished product, assessing the impact of back-porting, and potentially trimming fat like an extended nerf process.

The next option would be building forward. You would start with gen 4 and build out a fully designed mon. You would then use a version of the generational updates process to update the mon for each generation. Each generation gets to consider new tools like we already do. Generation 5 would get to consider a hidden ability. Generation 6 can consider minor stat adjustments. Generation 7 can add additional abilities like Pelipper gaining Drizzle. Generation 8 has to consider the changes brought with dexit. It just builds on itself and is fairly straight forward.

The last option is to start with gen 9 and work backwards. This is the most involved option, but allows each generation an extended opportunity to tune the mon appropriately. We would build out the mon for SV like normal. Then, we would move back a generation, remove all mechanics related to gen 9, and reevaluating moves/abilities/typing as needed. We can remove moves and other attributes treating them as inverse generational updates. This would be like having Spikes in gen 9 given the increased distribution and not having it in gen 8. We would also get to consider adding removed mechanics as we move backwards such as Pursuit. We would need to be more cautious moving in this direction, hence the time sink.
 
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Final Submission

Name
: CAP Counterparts

Description: This pair of different species CAP are divergent counterparts (whether via gender :Hatterene::Grimmsnarl: "version exclusivity":Passimian::Oranguru: or both :Braviary::Mandibuzz:) to each other, sharing at least one common factor (ex. Typing, Ability, stats, movepool and/or playstyles) but being completely different in others.

Explanation: CAP is no stranger to 'partner concepts' (looking at you, :Voodoom: & :Volkraken:), but their competitive success has been mixed at best, in part because either they (in the case of Voodoom with Zapdos) or their intended partners (in the case of Volkraken with Lucario & Latias) failed to compete in the metagame. In our last Framework, we had Venomicon, one species with two forms, though that came at the cost of locking their types, movepool, BST, etc; this framework not only goes the other direction we could have taken, so that both could be used on the same team if one chooses.
 
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Name: Three-STAB Attacker

Description: This CAP will utilize an offensive ability from the list below to grant a type that is not part of the base typing of this CAP a power boost.

Potential Ability Options
Rocky Payload
Steelworker / Steely Spirit
Transistor
Dragon’s Maw
Water Bubble

Explanation:
With the advent of Tera, the exploration of a third STAB move on many attackers was largely left unexplored - after all, who needs a third STAB type at the cost of your ability slot when you could just snipe a foe with Tera Blast? This concept seeks to go back to exploring the concept of having an attacker with 2 STAB options as well as a power-boosted third option to widen coverage without sacrificing power. However, if we look at the current power-boosting abilities, they are either locked onto STABs of their current users or don’t provide all-too-useful coverage, leading to them being passed over as an afterthought. Of course, another problem is the types these abilities boost - realistically, none of these abilities boost super-good coverage types. Overall, this would be an interesting framework to balance around the extra power and extra coverage following it, despite the lack of an ability slot outside of what would otherwise be situational coverage.
 
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Name: CAP Family

Description: This pair of different species CAPs are evolutionarily related; either one evolves from the other, or the two are branched evolutions of a shared prevo.

Explanation: Like Venomicon, this framework seeks to build two Pokémon that are similar in many ways yet make them distinct enough to both be viable. However, while Venomicon's process restricted the two formes to sharing the exact same typing and movepool (and made one of them item-locked), this process has significantly more freedom. Based on the example of most evolutionary lines (Eevee being a notable exception), this framework imposes the following restrictions:
  • The two CAPs must share their primary typing (and may share their entire typing).
  • The two CAPs must share most or all of their movepool.
    • If one CAP is a prevo of the other, all moves learned by the prevo must be available to the final evolution.
  • The two CAPs must have at least one ability in common (and may share their entire ability set).
  • The two CAPs must not have identical statlines.
    • If one CAP is a prevo of the other, the base stat total of the final evolution must be greater than or equal to that of the prevo.
    • If the two CAPs are branched evolutions, they must have the same base stat total.
Also, unlike Venomicon, this framework will produce two CAPs of different species, so in theory they could both be used on the same team (although it seems unlikely that doing so would be viable, unless we have a concept that specifically aims at making them partners).

This framework also gives us the chance to explore Eviolite, an item that was popular in past generations on mons like Chansey and Porygon-2 but which has fallen out of favor in recent generations. Typical CAP processes focus only on producing a fully-evolved mon, so a framework such as this one is the only opportunity to build a CAP around this item.
 
Final Submission

Name
- Ultra Beast CAP

Description - This CAP is an Ultra Beast and conforms to the conventions of that class of Pokemon.

Explanation -
I know it's gen 9 and the other Ultra Beasts are snapped. This guy got lost in a wormhole or something.

Ultra Beasts are some of the sickest competitive Pokemon ever. They are mechanically more interesting than Paradox pokemon, and break Pokemon conventions in novel ways (A Steel/Flying that learns Leech Seed and Flamethrower; a 173 SpAtk monster that learns Tail Glow; whatever Pheromosa and Guzzlord are doing). They are not forced to resemble existing Pokemon as Paradox mons are. This archetype has quite a bit of freedom with stats and movepool to compensate for the restricted ability stage. But Beast Boost is an incredibly cool and versatile ability, and doesn't lock you into one specific item or one specific team archetype. As far as locked-in abilities go, it's very much a sandbox. Stats can be tailored to allow different forms of boosting, and the ability facilitates snowballing in a way that Protosynthesis / Quark Drive don't.

The stats stage does have some restrictions. The stats have to be prime numbers, and all Ultra Beasts except Poipole and Naganadel have 570 BST. Naganadel sits at 540. However, within that total, stats are often skewed/minmaxed much more heavily than is typical (take a look at something like Stakataka, with its 211 Defense and 13 Speed).

The movepool stage is kind of a free-for-all, and the design of Ultra Beasts kind of compels us to stray from the movepool conventions of our typing, or to adopt conventions of a typing we don't have (for example, Stakataka learns far more Psychic moves than Steel or Rock moves. Look at Kartana's flying movepool or Celesteela's Grass movepool).
 
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Final Submission

Name: Light Ball/Thick Club/Deep Sea CAP

Description: This CAP will have a unique, Knockable item akin to Thick Club or Light Ball that doubles one or two of its stats. This is not limited to offensive stats, as Deap Sea Scale and Quick Powder/Metal Powder exist.

Explanation: This is a framework that has been submitted before, but I think it is particularly interesting to explore now that we have a lot of examples of unavoidable damage boosts and their general power. Unignorable damage is a very strong attribute, and one that would take careful balancing around. Booster Energy attackers like Roaring Moon and Raging Bolt, Choice Item users like Dragapult and Kyurem, and Terrain setters like Indeedee and Rillaboom have all shown this gen that an unignorable damage boost is a great trait to have in SV. However, Alolan Marowak has seen some (very niche) use in past gens, so I think with the right mix of qualities, this framework would result in a truly unique CAP that is not only viable but healthy for the tier. There are other options too, as Deep Sea Scale doubles Clamperl's Special Defense, showing we aren't limited to items that just boost offense. There's also Metal Powder and Quick Powder, so the major 5 stats are all represented as options! I also very much like this framework because it does not limit any stages and it does not come with the added stress of being a multi-mon framework like pair or forme change frameworks intend to create.​
 
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Final Submission

Name:
Meloetta-Style Forms

Description: This CAP can transform in battle after the use of a specific signature move, altering its typing and stats. The CAP will start in an "Original" form and revert to said form upon switching out.

Explanation:
Meloetta has, in my opinion, the most unique form change of any existing Pokemon with such a gimmick. Rather than dedicating an ability or item slot to the form, the form is locked onto a move, enabling a choice for the player to use either form without locking either out of a useful ability or item.

In concept, this is really interesting, but Meloetta fails in execution. Due to the sheer difference in playstyle, Meloetta-Pirouette is stuck with a dead move slot with Relic Song, and since the form reverts upon switching in, it requires a wasted turn of setup each time you want to bring in Meloetta-Pirouette, making it extremely difficult to invest in a physical set. Ultimately, this alternate form is rarely seen, with Meloetta-Aria being the main form used.

While Relic Song failed in practice, I don't believe the idea is an inherent failure. The ability to change typing and stats on the fly and keep space for both an item slot and ability is incredibly unique amongst every other form-changing mon, and as such would be incredibly interesting to see used on a viable CAP. To fit the new rules on custom elements, the move would likely have to be a clone of Relic Song that differs in typing, attack type, and/or secondary effect.
 
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Final Submission

Name:
Gulp Missile Reskin CAP

Description: This Pokémon's ability is a reskinned version of Gulp Missile.

Explanation: Before I explain my reasoning, let's first explain what a "reskinned version of Gulp Missile" means:
  1. The Pokémon has 3 forms: Normal form, Above 50% HP form, and Below 50% HP form. The Pokemon will revert to Normal form when switched out.
  2. This Pokémon has 2 (non-custom) moves that cause it to change from Normal form to either Above 50% HP form or Below 50% HP form, depending on how much HP it has left.*
  3. When Above 50% HP form is hit by a damaging attack, it will damage the opponent by 1/4 of their max health, lower 1 stat by 1 stage, and return to Normal form.*
  4. When Below 50% HP form is hit by a damaging attack, it will damage the opponent by 1/4 of their max health, inflict a status condition, and return to Normal form.*
  5. This Pokémon's Stats, Typing, and Movepool stay the exact same in all 3 forms.
The reason I chose this form changing ability, as opposed to a different one, is that I felt it was a good balance of complexity and simplicity. To start, despite basically having 1 ability to choose during ability stage, There is a lot to talk about with the mechanics and effects of it, between the choice for activation moves, stat drop and status effect between the different forms. While there is plenty of complexity to observe in ability, complex stages such as Stats, Movepool and Typing are left relatively unchanged, meaning that this concept can avoid many of the frustrations and concerns that come from other form changing abilities.
 
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Name - Lesser Legends

Description - This Framework seeks to create a group (most likely a Duo) of Legendary Pokémon with BSTs no greater than 600

This Framework should adhere to the following restrictions:
  • The CAPs share the same Ability (or direct variations thereof)
  • The CAPs share at least a primary Type
  • The shared BSTs fall within the range of 600 to 550

Explanation - I'll be the first to admit I am far more interested in the actual creation element of CAP. As such some of the most interesting designed Pokémon tend to be Legendary ones due to just the level of detail that goes into their creation. However, I am not blind to CAP's competitive focus, hence my choice of this archetype of Legendary Pokémon to hopefully mitigate the chances of the outcomes being destructive. What's more, I found it interesting how, through some cursory searching, I saw the individual members of these groups were often place in different tiers, which I feel indicates this Framework could allow additional chances for the Concept to succeed, perhaps even allowing it to be tackled from more than one angle.

I decided to give a range for potential BSTs based on the official Pokémon of this archetype: until Gen. V all Pokemon of this archetype possessed BSTs of 580; however, the Deities and Treasures all have BSTs of 570 and the Loyal Three have BSTs of 555.

Given how intricately connected such Legendary Pokémon tend to be, my suggestion would be to simply be to cover the CAPs simultaneously during each stage of development.
 
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WIP

  • Name - Power Construct

  • Description - This CAP will reskin Zygarde's Power Construct ability, and potentially, Zygarde's multiple formes accesible without the use of it's Power Construct (10% & 50%)

  • Explanation - Zygarde's Power Construct is, in my opinion, one of the most interesting form change methods from a metagame standpoint. While it shares undoubtable similarities to Darmanitan's Zen Mode, Zygarde's ability to increase his base hp, and thus heal past 50% upon dropping below it for the first time, makes it a much more viable choice as you're not actively approaching towards death trying to enter Power Construct range, the way Darmanitan does with Zen Mode. The one major issue with Zygarde's Power Construct, is on Zygarde itself, it is simply too powerful. Without going on to much into a tangent an almost unresistable STAB combo, due to it's signature Thousand Arrows, combined with the bulk to easily dragon dance has made it an Uber metagame staple since Thousand Arrows' introduction.

    Restrictions/Considerations
  • Is a 10% form necessary to adhering to the framework, or is it worth "skipping" straight to 50% & 100%
  • All of this CAP's forms remain the same type throughout it's 2/3 stages of transformation
  • The HP between the 3 forms all double; 10% -> 50% -> 100% go from 54 -> 108 -> 216 Base HP respectively
  • The 3 different forms all have different statlines outside of their HP. 10% -> 50% trades a large amount of speed for a decent amount of bulk all around, with 50% -> 100% only swapping 10 speed into SpAtk.
  • The HP stat, if following the doubling pattern of 3 different forms, will undoubtably result in a pretty monstrously bulky mon. How can the design be tuned around this as to not be overwhelmingly strong
 
Gonna do a quick round of reviews / criticisms
Name: Paradox CAP or CAPs
Simple, straight to the point and pretty effective. This would lead to a very linear process as it did with the starter CAP process and that is not necessarily a bad thing. Very solid first submission.
Name: In-battle form change ability
Name - Power Construct
Name: Gulp Missile Reskin CAP
Name: Meloetta-Style Forms
Currently really vague but I feel like all of these concepts should be lumped together in the In-battle form change ability. Doesn't make much sense to have this seperate when they can just be decided upon in the ability stage.

ame - Tera Forme CAP
This one gets a pass from getting lumped with the other form changing abilities since its linked to terastalization. Focuisng a process on tera has been wildly unpopular in the past but I could see a framework making it work.

Name: All-Generation CAP
This concept is frankly hilarious and it could very much lead to chaos, but there's definitely some very fun ways to explore it. Some moderns CAPS would be hilariously busted in older gens, many old generations CAPs are terrible in future gens, so it would be fun to see if we can manage the task of making the CAP good in as many generations as possible while not teraing apart the metas. The likes of Arghonaut have proven this to be possible. Overall probably my favourite framework so far.
Name: Divergent Counterpart CAPs
The idea of two new caps who are divergent counterparts to each other is novel, but I don't think you should include them countering each other yet. That seems like a concept and this is meant to be frameworks. Just make them Divergent counterparts.
Name: Rotom-Forms
Id kill two birds with one stone and just make this concept outside battle forms, to include the likes of silvally and the like. Frankly speaking im not sure if this one would be so popular considering one of our past frameworks (venomicon) covered a similar framework.
Name: Three-STAB Attacker
I think this one will most likely get vetoed. Stab adding abilities are not banned in the primary ability stage of any CAP so this is a concept that can be perfectly executed in any concept, unlike Frameworks which are very unique cases that bend the process. Id choose something more complicated and interesting like "Triple Typing" that actually comforms to being a framework.
Name: CAP Family
Got sniped with this concept. Anyways I think this one looks good, it covers every restriction that should come with making related CAPs, only criticism I could have with this one is that you mentioned two branched evolutions. I think you should restrain from going this path since making two CAPs of the same family vs making Two CAPs related to an existing pokémon seem like diffrent frameworks.
Ultra Beast CAP
Name -Lesser Legends
Lumping these two together. They are both workable and are on the same level as the paradox framework submission.
Name: Doubling Season (Light Ball/Thick Club CAP)
Finally this is probably the easiest framework to execute. It affects a single stage (item) in a somewhat minor way and the rest of the process is pretty standard. I like its simplicity and the way the custom item still offers some degree of flexibility.
 
Name - Distinct Functional Mirror

Description - This Pokemon is identical to an existing viable OU or Ubers Pokemon in two ways (such as typing and stats, or ability and movepool) but functions very differently than its native counterpart in some manner.

Explanation - Inspired in part by regional and mimic 'mons like Paldean Rapidash and Wugtrio, I would love to explore what we could do if we set our eyes on an existing 'mon and adjust it based on the limitations and opportunities provided. There are plenty of Pokemon in OU or Ubers there for a specific reason, such as Araquanid's movepool and ability, or Zamazenta-C's typing and stats. However, OU Pokemon frequently have a locked niche as a result of what they are in OU for, and Ubers 'mons often can't explore other varieties due to being locked out of OU and needing to hit up on a higher power level if they can at all. What would happen if we could yank Shaymin-Sky's stats and typing and explore what a Grass/Flying type needs to be OU-viable without having your opponent tear their hair out? What if we could take Dragonite's typing and ability and explore a defensive Multiscale 'mon? What would Gliscor's stats and movepool look like on a 'mon not defined by Poison Heal?

Note: I am not saying we should make a regional form or alternative form or anything like that. There are surprisingly few Pokemon that share two parts of their identities, the closest one I could find that wasn't a regional or form was Charizard and Typhlosion (same stats, nearly same type), or the pixies (same stats, nearly same type). I think there is a lot to be explored here about potentially a failed 'mon (Volcarona has no place in Ubers), or how to make an alternative pathway out of an already viable 'mon that's shoehorned into one niche (everyone knows what Alomamola will be doing even at team preview). Additionally, should we pick movepool as one of our options, it does to some extent shoehorn us into typing - I wonder if some minor movepool adjustments to ensure that we don't get locked to Typing as our partner choice with Movepool is acceptable within the confines of the framework?
 
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Currently really vague but I feel like all of these concepts should be lumped together in the In-battle form change ability. Doesn't make much sense to have this seperate when they can just be decided upon in the ability stage.
I want to push back on this a bit. While its true that all of the frameworks here function around in battle form changes, I feel like simply clumping them together is a bad idea. For one, The Relic Song framework isn't an ability concept, so just mushing it in with the rest doesn't make sense. Besides that however, simply choosing one particular ability during the abilities stage sounds like more of a hassle than it's worth, since a lot of these form changing abilities ask very different things from us. Power Construct requires us to consider 3 different sets of stats, Stance Change requires move and stats discussion, Zen Mode is stats and typing, etc. Making a single catch all framework for these and then trying to wrap both concepts and the rest the process around it feels like more trouble than its worth.
 
Name: Route 1 Bird

Description: this CAP is a route 1 bird final evolution

Explanation: y'all you really don't understand how long I've been pinging spoo SHSP and quziel for this

Route 1 bird Pokemon have a very interesting place in OU's history. For the most part, they flop. Pidgeot? Ass. Noctowl? Ass. Swellow? Sort of niche in Gen 3! But still ass. (edit: technically, you can argue Pelipper has just as much claim to this label as Swellow. AND, Pelipper is actually good thanks to Drizzle!) Staraptor? Perpetually UUBL. Unfezant? SUPER HYPER MEGA ASS! Talonflame? Bro was once goated in Generation 6! Toucannon? LOL! Corviknight? He's still amazing! But clearly, the low BST, average movepools, mid abilities, and typically assigned Normal / Flying typing just doesn't cut it. But, seeing Corviknight, XY Talonflame, and lowkey Staraptor having success in OU at points shows us that it's possible even with BST playing a limiting factor. So, a few questions are in order to dictate how a successful route 1 bird could manifest in CAP:

  • How important is minmaxing stats to create a viable bird?
    • Is there a BST limit we should enforce to keep the spirit of a route 1 bird? For example, Talonflame is 499 BST, which is the highest of any of the birds.
  • Should any abilities be freed up from our restricted list to give a big amp in strength (think like if Gale Wings was still its Generation 6 power)?
  • We have two clearly distinct paths that led to legitimately good route 1 birds: offensive utility and utility WALL. Are there any other archetypes that we could successfully chase after? Is one of the two listed just best to keep in mind?
 
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Final Submission

Name
- Box Legends

Description - This CAP is two legendary Pokémon following the typical conventions of a set of box-art legendaries.

Explanation - Firstly, to define what I mean by the typical conventions of a set of box-art legendaries:
  • Between 660 and 700 BST inclusive, where BST is a multiple of ten
  • Either share types exactly (e.g. :kyurem-black: and :kyurem-white:) or have one type in common
  • Either share abilities exactly (e.g. :dialga: and :palkia:) or have similar abilities (typically with one shared ability)
  • Typically have similar movepools (with adjustments to account for STAB, physical/special bias, and defense/offense orientation)
The big kicker, and what this framework has struggled with in the past, is the extremely high BST. We have never made a CAPmon with over 600 BST, let alone two, and there are very few Pokémon of that caliber in OU, the metagame we primarily build for. The most common complaint I see is that such a high BST would necessitate another self-nerfing process, something we have done before and is widely considered tired and unfun.

Personally, though, I think having such a high BST allows us to work with otherwise suboptimal options and to explore what being a statball can do for us. Yes, it consumes a lot of our power budget, but we don't need to have a self-nerfing ability or one of the worst typings in the game for this to work IMO. High BST does not a broken Pokémon make. Some of the lowest BST mons we've made (e.g. :venomicon: or :hemogoblin:) are incredibly relevant, while the top three we've made are entirely irrelevant (:chromera:, :aurumoth:, :voodoom:) (yes, Voodoom has the third-highest BST of any CAP). This isn't to say that BST doesn't matter, of course, but I don't think making a high-600s BST mon will be dreadful and impossible to balance. One way to balance high-stat mons, for instance, is through mixed attacking stats, like with Kyurem or Hoopa-U. We don't have to do something like this, but it goes to show both how A.) BST can be deceptive and B.) high BST allows us to work with routes that would otherwise be suboptimal.

While a minor legendary duo a la the Latis would probably be easier to work with, I personally think the high BST aspect of legendary Pokémon is much more interesting and worthy of a framework.
 
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Name : Type revenge

Description : This pokemon particularly suffer from a drawback of it's type or double-type, but makes it's weakness a trap or a strenght.

Explanation : some types or double types are condamned to stay in PU due to the drawbacks of their types. This pokemon would be designed to take the revenge of it's types. But instead of just correcting it's drawback, we would make it take advantage of it by punishing those who try to abuse it's weak point. We can also push the point by making it's drawback worse than usual pokemons of it's types.

The challenge of the concept would be of not searching to counterbalance it's drawback with overwhelming tools beside, but instead, of thinking it's tools together to make him a coherent all, leading to a unique role. Their are a lot of possibilities as responses to this concept, but all of them require thinkings to be found.

Some exemples to help seeing the kind of things which are possible (among a lot of possibilities) : a double-type with a lot of weaknesses, but with enough threatening moovepool against them. Double weakness steel with magnet pull. A ice pokemon (without mountaineer). Or the ultimate challenge : creating a playable grass / bug pokemon.
 
Final Submission

Name:
Perfectly Executed Eviolite Pairing (PEEP)

Description: An evolutionary line dedicated to the optimization of their individual roles without eclipsing each other, through the use of Eviolite

Explanation: Eviolite is and always has been an important defining feature of all competitive tiers for as long as it's been present in the game.
Entire formats have been defined by it, and will only continue to be a staple as Pokémon remains.
Typically, as a Pokémon gains an evolution, it may actually see more play than its evolved form, due to the improvements Eviolite offers.
For example, both Dusclops and Porygon2 gained this spotlight due to this fact. This framework will work to avoid that
(side note: Dunsparce was good enough in LC to get BANNED)
There are 3 uses for Eviolite commonly:
-To strengthen defenses and usability during a long leveling period (not relevant)
-To increase defenses in an otherwise attack heavy stat spread, or...
-To overpower an ALREADY strong defense of a defense heavy stat spread!
In order to properly execute these CAPs, they should each have a playstyle relatively different from one another, so as not to be overshadowed. If the prevo is very defensive, to take advantage of the Eviolite, the evolved form should be fast and nimble. A bit like Scyther and Scizor in reverse
To achieve this properly, the typing of the prevo should be as suited to limiting weaknesses (or maximizing resistances) as much as possible, perhaps even utilizing the ability for further reinforcement
Conversely, the evo would dominate fiercely with a type(s) well suited to sweeping, so as not to limit the usage of the prevo
There have also been a fairly limited amount of Pokémon with BSTs already quite high before evolving, most recently Duraludon. This allows the possibility of similar numbers. In many ways, this pairing could lead to a variety of pioneering feats, and design wise could be tremendously fulfilling

Considerations: Deviations from the standard process
1. We would know for a fact that this is a 2 stage line immediately
2. Neither exact typing nor ability are necessarily shared (not required, but possible). Movepool can and SHOULD be shared, both for playstyle diversity and concept legality
3. However, in the case of a dual type, at least 1 of them should be shared, as is the norm for most lines (especially if it helps legality). That being said, the difference between the 2 should be markedly different enough to represent their roles
4. Stats are determined at roughly the same time. There is precedent for this however, as seen with Venomicon
5. Both Pokémon would be polled at the same time, the intention being the same artist, for design consistency
 
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WIP

Name:
Urshifu Forms

Description: This duo will share all aspects except one type of their dual typing, and STAB attacks of that typing.

Explanation: Making two Pokemon in one process is pretty hard. This is one of the simplest out there- sharing the vast majority of the mon, but still capable of yielding some very interesting mons that will shine a light on how typing can really change the utility, splashability, threat level etc of a Pokemon. I also consider the lack of custom elements to be a big positive here while still doing something that can't be replicated with a regular CAP process. While Urshifu itself was fairly one-note with its two forms- big scary choice band (etc) attackers, there's something very interesting when considering how other mons would change if they had an Urshifu form. Could changes from big, archetypal typings like Ground, Flying, Ghost and Steel completely change the purpose of a mon? What if a mon changes from something like an offensively weak, defensively elite combination like Bug/Steel to something offensively strong, defensively weak like Dark/Steel- could this be achieved and allow both mons to perform successfully? How much change could be squeezed out of just one change, and can we measure the power level of individual typings by comparison between the final results?
more later!
 
Final Submission

Name:
All-Types Coverage

Description: This CAP has access to one strong attacking move of every type.

Explanation: I classify "strong" as either 80+ BP and/or moves that would be used as STAB.

Coverage can make a fearful Pokemon, such as Darkrai or Iron Valiant. What if we followed this to the extreme? The power to hit everything super-effectively requires your opponent to answer it proactively. Tera further amplifies this, granting a STAB boost to any type of its choice without Tera Blast. However, you only have four moveslots. Which four moves handle the meta the best? Will you sacrifice one of them for a setup or utility move?

And how far can can you go before you need your stats, typing, and ability to be better? Mew is the example of this framework. And yet, its pure-Psychic type and middling stats have made it fall out of OU. We can do better than that.

Yes, having all 18 types for coverage is redundant. However, it can explore which type coverage is best suited to the current meta, and offer insight to when a certain coverage type proves useful.

The typing still defines the CAP and what coverage it wants to run. The secondary effects of the coverage moves can also prove useful (Fiery Dance, Discharge, U-Turn). Is its arsenal Physical or Special? A CAP wouldn't normally be afforded this many moves, so this is the opportunity, especially with Tera.
 
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