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CAP 38 - Part 2 - Concept Assessment

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In CAP, choosing trick room is fundamentally impossible. Let's quickly go through all the hoops and hurdles a trick room mon has to pass through in a modern gen:
  • Protect, which is more prevalent in cap than ou (see :snaelstrom:, :equilibra:, :gliscor:, and :kyurem:), can be alternated and cuts trick room's duration in half.
  • Substitute is protect but worse.
  • Sacking pokemon kills one turn of trick room.
  • Predictive switches can decrease the trick room counter by one turn; see :ursaluna:'s 50/50's between a ghost type and a flying type.
  • Stupidly fat mons with reliable recovery can stall away the trick room.
  • Phazing denies trick room to begin with.
  • Extremely slow pokemon, like hatterenne, are problematic unless we have shuckle speed.
  • Priority completely invalidates the whole point of trick room, and CAP is infested with priority.
  • Trick room is ONLY used for speed control; it's similar to agility which has hardly any usage. This means you still have to cram boosting and may run out of moveslots.
  • Even in ideal conditions, you still only get a 4 turn long sweep.
Now let's look at trick room's advantages over other speed control options:
  • If you die the room might still be there for a turn or so for your teammates.
  • You outspeed scarf pokemon.
  • :Fidgit:
Trick room is fundamentally terrible. I'm advocating for calyrex-ice, the "obvious" path forwards, because it's the ONLY way forwards with offensive trick room. If you give CAP 39 a trick room mode and even the slightest inkling of another playstyle, it will take the inkling any day of the week. Trick room is just that bad. CAP 39 cannot be allowed a choice. Offensive trick room is trying to jam an ubers' playsyle onto a CAPmon in a tier where it doesn't fit, and that feels very pro-concept to me. It may be heavy-handed, but in this case, circling around both trick room and another option is bound to lead to failure on the trick room build.
If people are of the opinion that offensive trick room just can't work in CAP, I understand, but thinking that we can fit an offensive trick room build and anything else onto the same pokemon is just biting off more than a cap can physically chew.

I would like to caveat all of this by saying that necrozma-dusk mane is still a decent pick, but focusing on offensive trick room with it is a mistake.
Many of the downsides you mentioned about TR being bad, aside from having more Protect users, aren't really CAP-specific, and yet that isn't preventing NDM from utilising Trick Room in Ubers, not as an OTR tool, but as a semi-common tool nonetheless.

I acknowledge that I probably have a more abstract way of looking at a mini-NDM than other proponents of NDM do. I'm less interested in reproducing everything that makes NDM successful and more interested in how NDM uses TR, in that it is a "fast" TR user that can doesn't always need TR up.

As I mentioned earlier, NDM being functional at min speed, base speed, and boosted speed is very unique to it, and we probably can't replicate all of these because NDM is heavily carried by its stats. However, I think even just getting it to work at base speed & min speed as a self-TR user is unique enough on its own. NDM uses SD + TR as a pseudo-double dance as a unique way to flip matchups rather than a way to become unstoppable. It's a unique way of using TR in singles that, as far as I'm aware, only NDM and UUbers TR Dialga have consistently been able to pull off.

I think this is where my understanding of the concept assignment differs. I'm not thinking of taking an Uber and scaling down its most commonly used set. Instead, I'm conceptualising bringing a unique playstyle that a current Uber uses into a lower-powered format, then reverse-engineering it into something that is actually optimised around that playstyle. I think the way NDM uses TR is distinctive enough to serve as the centre of the concept.

Edit:
Maybe I'm misunderstanding the concept assignment. But I'm specifically looking at this part:
What roles or niches, or playstyles are unique to or common among Uber Pokemon?

Edit 2:
In essence, I’m trying to build something that enables soft Trick Room in a format where TR is usually used only as HO hard trick room. I remembered seeing an Iron Valiant soft Trick Room team in SV OU and it was honestly one of the coolest team ever, so I was hoping there’s something that could bring the playstyle to CAP proper.
But of course, after thinking about it for a while longer, it is definitely a challenge to succeed with a direction like that and I’m going to acknowledge that.
 
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Many of the downsides you mentioned about TR being bad, aside from having more Protect users, aren't really CAP-specific, and yet that isn't preventing NDM from utilising Trick Room in Ubers, not as an OTR tool, but as a semi-common tool nonetheless.

I acknowledge that I probably have a more abstract way of looking at a mini-NDM than other proponents of NDM do. I'm less interested in reproducing everything that makes NDM successful and more interested in how NDM uses TR, in that it is a "fast" TR user that can doesn't always need TR up.

As I mentioned earlier, NDM being functional at min speed, base speed, and boosted speed is very unique to it, and we probably can't replicate all of these because NDM is heavily carried by its stats. However, I think even just getting it to work at base speed & min speed as a self-TR user is unique enough on its own. NDM uses SD + TR as a pseudo-double dance as a unique way to flip matchups rather than a way to become unstoppable. It's a unique way of using TR in singles that, as far as I'm aware, only NDM and UUbers TR Dialga have consistently been able to pull off.

I think this is where my understanding of the concept assignment differs. I'm not thinking of taking an Uber and scaling down its most commonly used set. Instead, I'm conceptualising bringing a unique playstyle that a current Uber uses into a lower-powered format, then reverse-engineering it into something that is actually optimised around that playstyle. I think the way NDM uses TR is distinctive enough to serve as the centre of the concept.

At least what enables :necrozma-dusk-mane: to function as both a TR and DD sweeper is how linear the speed tiers in Ubers are. Base 77 is far enough below the average 90-100 that it can go in either direction, while CAP and OU feature a wider and more specific selection of speed. Base 77 is sitting in a really bad area where it can't commit to either without coming up short, :hoopa-unbound: sort of has this problem.

As for TR turns being wasted though immunities or Protect, manual boosting serves to thwart this, such as with OTR DPP :slowking:. This is all given the mon has enough offensive pressure to grab these boosts and possesses the requisite coverage to make them effective.

I really would like to push for this kind of versatility in a bulky sweeper, but translating this from Ubers to CAP just doesn't seem totally feasible.
 
At least what enables :necrozma-dusk-mane: to function as both a TR and DD sweeper is how linear the speed tiers in Ubers are. Base 77 is far enough below the average 90-100 that it can go in either direction, while CAP and OU feature a wider and more specific selection of speed.
Wanted to comment more on NDM now that its gotten a bit more discussion- I think the general sentiment of OTR is one of the sets we can focus on for NDM but its not the only defining element. This is has upside and downside- as we are choosing what elements of the Uber are important and we want to identify and want to emulate. I think choosing OTR os one of our elements to emulate could be a possible route- and if we foresee it being too difficult to build around a mon using OTR, I think we'll have similar difficulties making a CAp only focused on OTR. What mini NDM might end up being, is a mon that can viably run Trick Room and is built with it in mind, but its a tool in its kit that it might only see use with in a future meta more suited to it.

But more importantly, I wanted to address the very specific point of speed tiers. This is a non issue and there are ways around it. As 1 speciifc example- with Trick Room or Shift Gear as your options, a CAP with 47 speed would both be slower than Ursaluna normally and faster than Pult at +2. I am not saying this is the route you should expect we will follow if we choose NDM- but I wanted to show that the speed tiers being congested is a complete non point that I've seen brougt up a few times. It is an incredibly easily solved problem.
 
Yoooooooooooooooooooooooooooooo,
Extreme last minute quziel submission coming in. :pheromosa:'s sets in SSOU, and to a lesser extent ubers are super super cool and should be considered. This is not your momma's "versatile" mon. This is a mon that either kills you right now or kills herself (with high jump kick). This is a pokemon that can maybe take a single resisted hit, and if said resisted hit is too strong she dies anyways. You might ask why not Deo-A, and I'll argue that the ability to not die to a resisted hit (from a defensive mon) is compelling in a way that Deo-A's ability to die to uninvested Seismic Toss isn't.

Beyond that, while not fully in-scope, her QD sets that it ran in OU are super super cool. The extreme threat of U-turn off of a speed and attack stat that high let you become a sweeper in some matchups if you can swing Focus Blast's accuracy. This is finally a mon that can leverage Focus Sash extremely well, as its ability to KO effectively everything at 80% or lower means that you can effectively force 1-2 KOs if you run her on sash spam.

Moodboard: Hit and Run, Guerilla Warfare, Glass Cannon, The Flash losing to Batman after slipping on Marbles, Flex Tape failing to hold a boat together.

Edit: Pheromosa is now she
 
Quick support post for pheromosa.
She’s fast, she’s strong and if you let her get hurt she’ll say fuck you and pass out.
This makes Phero quite unique in Ubers and definitely on the slate as we don’t have a representative of a Hyper offensive class of mons that are very fast and very frail and find a home in Ubers despite having very limited defensive power (Deo-A, Fluttermane, Iton Bubdle are examples)
I think phero is quite interesting as we don’t only have an example of such a Mon that was banned from OU to Ubers but also have a sort of low tier copy of it in CAP with Syclant. I should be interesting figuring out where the Goldilocks zone for such a Mon lies
 
:Giratina-Origin: got a TON of discussion on discord with basically no submission here so I'll get a quick explanation up for what it does:

It's a no recovery hard-check for a few extremely powerful pokemon (arceus, primal groudon, and arceus-ground). Arceus in particular is big, as giratina's ghost typing makes it immune to the most common priority move in the metagame. It's also a really reliable defogger due to levitate's hazard resilience. It also does a very good job at spreading status with the switches it forces.

:mollux: would be a good actualization for resisting revenankh's drain punch and hemo's extreme speed while clearing hazards, but it has reliable recovery and spin over defog. Probably the best analogue, :weezing-galar:, was mentioned by quziel, as it is a defogger, status spreader, and poor recovery wall, that counters a few powerful metagame threats.

As a quick ammendum, Giratina-O does not have to be a spinblocker if we model it after modern gens of ubers. Rapid spin is pretty uncommon there, so giratina's usage isn't really for its spinblocking. However, if we decided to rip a few pages from gen 5 (or 4 for THOSE players), spinblocker could be an aspect we could add.
 
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Slate is as follows:

Eternatus
Giratina-Origin
Yveltal
Arceus-Ground
Primal Kyogre
Necrozma-Dusk Mane
Mega Salamence

Some thoughts were given in prelim slate, but I'll give some thoughts on recent developments
Both of these Pokemon are cool. I think Yveltal is just less constrained in terms of future stages, vs. Ho-oh almost necessitating Regenerator, which was the tiebreaker for me here. I think both of these could've been slated if the slate could be bigger.

Arceus-Ground was the midground between the versatile Ground options. I think Primal Groudon is a bit too do-everything to give real direction. I was heavily considering Groudon as the option here, but the other options on the slate are relatively constrained so I think it is worth putting a more open option.

Even though Caly-I has other sets, I think the OTR route is too iconic, and also too constraining on future stages. I think the argument of NDM being a Pokemon with the ability to flex into OTR depending on meta is more compelling for me here.

I was thinking about these for a bit, and it's a bit hard to see how we differentiate from OU mons like Weavile, Meowscarada, Stratagem. Even though these Pokemon are unique in an Ubers setting due to the extreme disparity between offensive stats and bulk, that is closer to the norm in OU. There's definitely the option to tune up the offenses, but that has historically led to these Pokemon getting banned.

I opted for 7, at the cost of cutting some interesting options, because I am traumatized from the worst poll ever (Concept Poll 1) when I decided to stretch slate to 10. Sorry everyone who didn't get their favorite option slated.

As always, feel free to ragepost at me in Discord / disagree with any of my decisions. I'll lock this thread and we can reconvene in Concept Assessment 2 after poll.
 
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