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CAP 38 - Part 4 - Primary Ability Discussion

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24-hour warning post! Don't think I will bother with a preliminary, but it is likely to be a final slate with 6 options.

The discussion has really been useful for me to make an informed decision, so please do keep it going. Would like to see some more input on which of the damage boosting or triple STAB abilities speaks to you the most.

EDIT: Just to be clear, this is about the choice between Strong Jaw / Mega Launcher / Sharpness.
 
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Thinking about
1) For Corrosion, is leaning towards 2-attack sets versus 3-attack sets too much of a risk with Toxic?
There has been a lot of discussion about this and the discord server that I've often been left confused by. If we seperate out the sets (assuming Toxic corrosion)

[Defensive | Toxic + Recover + 2] I'm assuming it is safe to assume we will get some type of coverage for Steels and think that this is fine if it is Fire-type coverage. I'm also assuming that CAP 38's EV spread on a defensive set will be high or max speed with most of the rest of the EVs going into bulk and maybe some minor offensive investment if the stats leave it close to a valuable threshold. In those last two slots CAP 38 wants:

1. Sludge Bomb (or physical STAB) to immediately threaten quite a lot of stuff. Fairy-types of such as Hemogoblin and Clefable feel like they'd be a massive headache without it. Ogerpon-Wellspring is another Pokémon that comes to mind where CAP 38 has an amazing on paper matchup into it, will likely outspeed it, but would appreciate Sludge Bomb for it as well as some other stuff in addition to Toxic. It'd also be good for Kyurem. Eternatus often runs Toxic + Toxic Spikes in NDUbers and Toxic + Sludge Bomb would function similarily in CAP.

2. Grass STAB. It hits a lot of important stuff even if it has its issues and Toxic definitely does alleviate some of those.

3. The Steel-type coverage. It may be poll jumping, but Fire is what I've had on my mind since there are a few different options compared to the alternatives (i.e. Etern gets Mystical Fire, Flamethrower, and Fire Blast even if Mystical Fire is quite rare). This coverage is useful, but CAP 38 likely won't be 2HKOing bulky Steels nor OHKOing offensive ones unless they're super frail.

4. Some move that it happens to get once the movepool is determined that has some niche use.

So all in all, I'd expect Toxic to at least be a staple on defensive sets, but maybe not universal. Running Toxic means that CAP 38 is going to have some very common gaps and give up at least one positive matchup to fit it. This is also ignoring that there are a lot of top tier Pokémon that do not care about Toxic regardless due to their abilities. i.e. :(garganacl::gholdengo::gliscor::clefable::snaelstrom:). I'm probably forgetting something as well.
Corrosion Toxic is also what would allow CAP 38 to actually translate defensive Eternatus sets. The Toxic resiliance of the CAP metagame was brought up as an initial concern with Eternatus and is a fair point. Corrosion addresses that in a fair way as there are still a fair amount of Pokémon that don't care about corrosion Toxic while letting CAP 38 do the whole Toxic + Recover thing to sacrifice itself to deal with some common offensive threats. I'd imagine that this could be useful against Pokémon such as Kingbambit, Iron Moth, and Dragonite.

At the end of the day, defensive CAP 38 sets running Toxic are still going to have a lot of holes despite Corrosion closing a lot of them. It can't and shouldn't cover anything and defensive Eternatus doesn't try to either. Sure Eternatus has Fire coverage, but it also isn't immediately threatening the Steel-types minus Ferrothorn (i.e. Flamethrower requires investment to 2HKO Zacian-C and surprisingly doesn't OHKO Ferrothorn). CAP 38 will still have coverage issues, 4MSS, and difficulty with most Pokémon that can absorb a Toxic if it doesn't threaten them with its STABs since they'll be able to tank a SE coverage move if the game state makes it worthwhile. There are enough Pokémon that 'counter' this set, Toxic still does come at a cost, and it is often sacrificing itself to handle powerful wallbreakers instead of countering them.

[:life-orb: Recover + 3A] This seems to be the Eternatus set that has received the most discussion and full disclosure, I think this set is hella overrated in NDUbers even it is decentish. At least with Eternatus, the main thing I dislike about this set is how damn quickly Life Orb transforms Eternatus into a bulkyish Pokémon for an offensive one (it isn't really 'bulky' without investment) into average to surpringsly frail due to how quickly even neutral powerful attacks can threaten to knock it out. The big thing is that Eternatus has 'perfect' coverage that CAP 38 is never going to have with Corrosion which makes including Toxic a choice with significant tradeoffs. Recover + Toxic + the coverage move + a STAB is going to have pretty signficant holes that an all purpose wallbreaker would like to avoid outside of specific team compositions.

For example, AV Glowking was brought up in the discord as a wall, and that is a Pokémon you'd much rather apply regular poison than Toxic to as it is far easier for CAP 38 and a teammate to make progress against shared counterplay this way. The same applies to Pecharunt to a lesser extent. You're also going to want Sludge Bomb for a lot of those midspeed Pokémon that CAP 38 offensively threatens, but Energy Ball hits some important targets as well. While there are definitely reasons this set would really appreciate Corrosion Toxic, the opportunity cost is high enough heavily limit its use. The 'hits nearly everything' with three moves thing crumbles quickly when one of those moves is replaced.

[:choice-specs: Leaf Storm + Energy Ball + Sludge Bomb + Coverage] This is a set where Corrosion Toxic can realistically see some use (second slash on an analysis level). It does still come at a cost, likely replacing Leaf Storm, but you're giving up your nuke option and this set is likely to be on the rare end anyways due to how punishing the Choice lock is. This set has become commonish in NDUbers, but requires heavy team support due to significant issues with extreme archetypes and I don't see why CAP would be any different. I don't know what CAP stall looks like, but Chansey / Blissey is still going to wall this to the end of time while I'd assume there is some other stall staple that will prevent CAP 38 from just clicking buttons. On the offensive side, there is likely going to be some Pokémon on HO that punishes CAP 38 regardless of what move it locks into. There will be teams out there where that find it worthwhile for CAP 38 to Toxic some switchin, but those are unlikely to be common.

[:power-herb: Meteor Beam sets] I'm not sure if it is polljumping, but I'm assuming Meteor Beam is going to be our boosting option due to the issues with alternatives. Eternatus does have a Meteor Beam + Recover set, often dropping Sludge Bomb, but fitting both Toxic + Recover is...yeah. I can see the potential for Toxic to replace a move on 4A sets. When Eternatus runs this set is mostly on HO and I can see the same applying to CAP 38. Maybe there is some roadblock that HO teams really would appreciate being Toxiced, but I see it being niche at best.

To get back to the original question...I see Corrosion as an ability that goes a long way towards alleviating the issues defensive sets are likely to run into while remaining a niche, but not powerful option on offensive ones. Toxic on offensive sets with significant considerations in the teambuilder due to the opportunity cost while still having some on defensive sets. Even then, the ability to get a proc on bulky poisons is still quite nice for offensive sets.

2) Is Flower Veil doing too much compared to Limber?
This is a weird one because I don't see the point of Flower Veil unless we are committing to going in a physical direction and I really do not like the idea of CAP 38 being physical for a myriad of reasons. However, if it is physical then it definitely needs Burn immunity imo. I see the appeal, but am not a fan of Limber as paralysis should be a tool against a fast tank and am not a fan of a paralysis immunity period unless it is something like Shield Dust protecting CAP 38 from Nuzzle. If CAP 38 ends up being phsyical than probably not, although if that is the direction we go I'd much perfer an ability that solely provides a burn imminuty and leaves paralysis as a solid option for counterplay to CAP 38.

) Is Seed Sower's strength on passive sets mitigating its low value floor against certain matchups?
As mentioned above and on discord, I am not a fan of Seed Sower. If Grassy Terrain is too powerful then it is too powerful, but if that is the case another direction is better. It seems like a nightmare to balance (how do we factor in plain v terrain boosted damage thresholds to future stages?). I don't like the variance associated with this ability.
4) Is neutral coverage for third STAB / specific move boosting enough?
I am not a fan of 'solid' neutral coverage since it likely needs to be tied to some damage amp ability to be worthwhile. It hamstrings defensive sets a lot as uninvested coverage isn't deleting Pokémon that resist the STABs even if they are weak to it. Additionally, most of the suggestions I've seen with the 'widespread neutral coverage' seem to be some damage amp ability that forces CAP 38 to be physical or are Sheer Force which is a nightmare to balance. For what it is worth, I also think Tinted Lens would be a nightmare to balance, but would rather try that than many of the suggestions. Being walled by Poison- and Steel-types with a coverage option for them is preferable to me.

Thoughts on abilities

Top shit


Corrosion - My #1 choice. I wouldn't bother making a post like this if I wasn't a fan. It covers some of the offensive gaps that defensive sets will inevitably have while leaving space for offensive sets to achieve their goals. It makes CAP 38 actually feel like mini Eternatus in a way that most abilities don't. Additionally, the powerful ability that bypasses type based counterplay, but thuds into ability based counterplay aspect is pretty neat.

Neutralizing Gas - Maybe it is too powerful, but I'll leave that one to the experts. I hope it isn't because it is pretty cool for similar reasons to Corrosion, but targets a different subset of checks due to addressing ability based counterplay instead of type based with the exception of Magic Guard. However, I can see some issues with it being a tad too powerful on offensive sets.


Would like to see it on the poll

Thick Fat - This would very likely make CAP 38 a buffed Mega Venusaur which I don't think is against the rules, but can easily see the community not liking. Thick Fat is enough of a defensive buff that defensive sets having some more serious flaws that would naturally be remedied by an ability seems like a fair tradeoff and can be remedied in other stages if it is too extreme so long as those buffs are difficult for the offensive set to utilize. My main concern with Thick Fat is that it benefits offensive sets to the point where set diversity is impacted in an anti-concept manner.

Shield Dust - I'm not sure why, but Shield Dust just kind of hits the right vibe. Eternatus is like...smack it hard and it'll go down, but if you want to do it passively you'll have to work for it and Shield Dust does that in a way that benefits both offensive and defensive sets. There are a bigger more obvious benefits as well as stuff like switching into Moonblast without the SpA drop allowing something to setup on CAP 38.

Neutral to whatever

Mold Breaker - I'm very ehh on it, especially if the main motivator is to smack Equilibria with Ground-type moves. I'm very hesitant about Ground-type coverage in general as I think it provides a bit too much compression. That being said,

Flower Veil - I'd put this in no thanks, but it is the type of ability I'd like to see if CAP 38 is going to go in a physical direction. As mentioned, I really don't like the idea of physical CAP 38. However, burn immunity + some utility that isn't assumed is about the only way I would.

Lingering Aroma / Wandering Spirit - A neat option that I don't think has any chance of winning. I'm not completely sure why I like this suggestion as much as I do, but the vibes just feel kind of right.

No thanks

Limber - As mentioned multiple times, CAP 38 should be vulnerable to Paralysis. Partial immunity such as Shield Dust protecting from Nuzzle, but CAP 38 is heavily reliant on its speed and already immune to Toxic. Paralazying it and allowing the midrange to slightly fast Pokémon that would otherwise threaten it is an aspect of Eternatus I'd like to preserve.

Tinted Lens - Mostly for balance reasons. I don't know if there is a 'Tinted Lens' CAP, but using Tinted Lens as a means to allow defensive sets to do the damage while not making offensive sets too strong feels like a bit of a nightmare. Tinted Lens is cool, but feels like it is way more trouble than it is worth to get right while requiring something close to an overhaul if we can't. I know it is a banned ability, but if we are going to go in this direction then Neuroforce is cooler and easier to balance.

Seed Sower - Too weak and conditional imo. When I think about the whole 'switch in and get a buff' aspect...Wandering Spirit is just cooler and seems like a better option that would have benefits regardless of the set.

Third STAB / specific move-boost abilties - These feel like they'd run into similar issues to Tinted Lens. In order to make the damage of the intended target respectable enough with defensive sets would likely make offensive sets too powerful. If CAP 38 gets Meteor Beam then it carries some aspect of this anyways in a fair way.

Levitate - Functional entry hazard immunity is too strong imo. Heavy-Duty Boots exist if you want that and come with a drawback. I think it is banned, but if this was Earth Eater then I'd probably want to see it. The whole Tera Fire while Ground immune is an interesting thing with that while still being vulnerable to entry hazards. CAP 38 is going to be bulky, fast, and have recovery. Getting worn down by Stealth Rocks, Spikes, and vulnerability to Sticky Web.

Throwing it out there

Water Bubble / Veil - Yeah Water Bubble is banned, but if it doesn't have a way to actually make use of it offensively then getting a fire neutrality is nice over veil and the big thing is the Burn immunity if CAP 38 goes physical.

Screen Cleaner - No clue if screens are super relevant in CAP, but it does sort of replicate the whole Toxic / Toxic Spikes metagame dynamic Eternatus has going on in Ubers.
 
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Im slightly opposed to Mega Launcher out of those 3 move boosting abilities. I think its slightly weaker than the other 3 options for a couple of reasons:
- No STAB boost: Sharpness boosts Leaf Blade and Cross Poison which is really good into making our stabs way more spammable, alongside getting additional coverage options like Sacred Sword and Night Slash boosted by the abilty. Strong Jaw only really boosts Poison Fang, but the move being a poison jab that can afflict badly poisoned status on opposing mons as well as decent coverage options. Mega Launcher really only has decent coverage options as a boon over its competition.
- Physical Bias: You could maybe argue this with other abilities but in general most abilities for this concept are currently looking like they are gonna impose a bit of a special bias towards our stats since they seem to prioritize the likes of Sludge Bomb and Energy Ball as options. Mega Launcher does have the boon into playing into this special bias unlike its competition, but the other abilities opening up the option to more physical bias does end up being a contributing factor as to why they should be considered which makes them stand out a bit more than ML when compaired to the other competion in my opinion.

Either one of Sharpness or Strong Jaw offer a unique edge that other abilities don't, so I think they should take priority over Mega Launcher. Im more on the Sharpness side, cause it boosts both stabs.
 
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I just wanted to throw in support behind Flower Veil and Natural Cure being slated over Limber. I find that simply having CAP38 be physical over special solves a lot of the offensive issues we seem to be grappling with currently. Access to Power Whip/Gunk Shot over Giga Drain/Sludge Bomb is such a large BP difference that just being physical acts as a psuedo Adaptability. Even with Leaf Storm on the special side, the difference in move power between physical and special is too great to ignore. CAP38 being physical also alleviates pur coverage issues by removing Equilibra from the equation, as physical Grass STAB is likely sufficient for it. Once Libra is answered, utilizing Ground or Dark coverage suddenly becomes way easier.

In this regard, simply making CAP38 physical accomplishes on its own what a lot of the currently discussed abilities are attempting to do: It provides an effective boost to STABs similar to Seed Sower/Grassy Surge, Adaptability, and Sheer Force(and to a lesser extent, Tinted Lens) and makes a 3 attacks set much easier to pull off similar to Mold Breakerand the 3rd STAB abilities.

Because of the burn immunity Flower Veil and Natural Cure provide, to me they are some of the only abilities a physical CAP38 makes sense on. Given our typing, it is especially important to leverage our ability to come in freely on Alomomola and Cresceidon, and without a burn immunity, a physical CAP38 loses this capability. To me, these abilities with a physical moveset embody what CAP38 should be: A pokemon that finds defensive utility and switching opportunities through typing and bulk that is able to apply pressure just by attacking. Between the two, it is just a question of power budget, and I think both should be slated.


There are a number of other abilities that try to enable the 3 attacks + Recover sets through unique means, such as Neutralizing Gas and Lingering Aroma. I find these abilities to be missing the point of the concept somewhat, really only functioning similar to Eternatus through the moveset on paper rather than in practice. With an ability like Neutralizing Gas, CAP38's gameplay shifts from a pokemon that applies pressure through clicking buttons to a pokemon that threatens by turning off abilities. Neutralizing Gas and Lingering Aroma feel like they are capable of achieving viability with a 3 attacks + Recover set but I fear they will ultimately play very differently than Eternatus does due to a shift in focus.

Corrosion is an interesting ability; I don't dislike it but we have to acknowledge that should we get corrosion 2 attacks + Recover + Toxic will likely be the only set CAP38 runs. Whether this is an acceptable outcome or not is up to debate. I personally don't hate it but it's not my favorite outcome.

Tldr; a lot of the power boosting/3rd stab abilities feel worse and more roundabout than being physical with Power Whip/Gunk Shot/Coverage with a burn immunity.
 
Volt Absorb Banned
nope
Be sure to include an explanation of how your submission helps translate what Eternatus does into OU/CAP while addressing the viability-related concerns specific to our meta. I am also opening the soft-banned abilities for discussion, although given the conclusion from the first set of questions that we want something not overly defining, the bar here will be high.
With less than 24 hours left on the clock and support for limber seeming to falter, I would like to put forth a second limber alternative that has slightly different interactions than flower veil and hopefully gives us a slightly different niche. Lightning Rod amps up our electric resist up to an immunity, removing para immunity from these matchups::malaconda:, :serperior:, :shox:
While strengthening these matchups by catching stray volt switches and various electric moves: :caribolt:, :krilowatt:, :raging bolt:, :zapdos:, :raging bolt:, :hatterene:, :shox:

Shox is kinda wacky because meteor beam and specs sets may be able to 1v1 shox after a lightning rod boost, depending on stats, but we aren't immune to its glare. A few other volt switchers have similarly "scary for both sides" volatile matchups, like offensive zapdos or assault vest hatterenne.

Right now, a ground type is mandatory on almost every team because a team without a ground is volt switch bait, and because ground is a generally solid typing with stealth rocks on nearly every mon. With lightning rod and the "generally solid typing" typing down, we can kind of larp as a ground type. Lightning rod also has pseudo-boosting that can make opposing pokemon hesitate to click thunderbolt even more than when a ground type is in the back. Its also really strong after tera.
 
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nope

With less than 24 hours left on the clock and support for limber seeming to falter, I would like to put forth a second limber alternative that has slightly different interactions than flower veil and hopefully gives us a slightly different niche. Lightning Rod amps up our electric resist up to an immunity, removing para immunity from these matchups: ::malaconda:, :serperior:, :shox:
While strengthening these matchups by catching stray volt switches and various electric moves: :caribolt:, :krilowatt:, :raging bolt:, :zapdos:, :raging bolt:, :hatterene:, :shox:

Shox is kinda wacky because meteor beam and specs sets may be able to 1v1 shox after a lightning rod boost, depending on stats, but we aren't immune to its glare. A few other volt switchers have similarly "scary for both sides" volatile matchups, like offensive zapdos or assault vest hatterenne.

Right now, a ground type is mandatory on almost every team
because a team without a ground is volt-switch bait, and because ground is a generally solid typing with stealth rocks on nearly every mon. With volt absorb and the "generally solid typing" typing down, we can kind of larp as a ground type. Lightning rod also has pseudo-boosting that can make opposing pokemon hesitate to click thunderbolt even more than when a ground type is in the back. Its also really strong after tera.

You know what, sure, I support this. The Electric immunity leaves an impact without being too much since we already resist Electric via typing. While the Paralysis immunity is more impactful than the Electric immunity, the Electric immunity is not nothing, as we can do some pivot blocking, and while Shox can still snipe us with Ice Beam it still has to be more careful with us around. You could also view the 1+ SpA you get from getting hit from an Electric attack as an "obscure boost" that Eternatus is known for.
 
I find these abilities to be missing the point of the concept somewhat, really only functioning similar to Eternatus through the moveset on paper rather than in practice. With an ability like Neutralizing Gas, CAP38's gameplay shifts from a pokemon that applies pressure through clicking buttons to a pokemon that threatens by turning off abilities. Neutralizing Gas and Lingering Aroma feel like they are capable of achieving viability with a 3 attacks + Recover set but I fear they will ultimately play very differently than Eternatus does due to a shift in focus.

I just wanted to push back on this point (as the main proponent of Neutralizing Gas). Outside of a few key interactions, Neutralizing Gas does not directly apply pressure, but rather, amplifies the pressure the Pokemon inherently exerts.

We can look at the 2 Neutralizing Gas Pokemon in CAP: Weezing-Galar and Miasmaw.
:weezing-galar: Weezing-G's roles are hazard removal and status-spreading. This is made more reliable by its access to Neutralizing Gas, allowing it to threaten Garganacl, Gholdengo, and Clefable with status, and most importantly, Defog without fear of being blocked by Gholdengo. What it does is decided by its movepool, stats, and typing; Neutralizing Gas basically provides the x-factor to make it work in OU.

:miasmaw: Miasmaw's primary role is as a SD + Scale Shot sweeper. Neutralizing Gas allows it to bypass various ability-related counterplay to its gameplan, like Equilibra's Levitate, Cresceidon's Multiscale, and Unaware; as well as shut down revenge-killing attempts from +Spe Paradox Pokemon and Hemogoblin / Revenankh. This should make it clear that Miasmaw's role is bolstered by Neutralizing Gas, not defined by it; while it carves out its niche due to its unique interactions with certain Pokemon among its competition, what it does is fundamentally driven by it's movepool, stats, and typing.


How does this relate to CAP38? I don't think Neutralizing Gas would suddenly change CAP38's identity. At it's core, it still does its 3a or 2a+Toxic thing, just made more effectively. As for whether this still feels like Eternatus, well, Eternatus doesn't have to deal with the variety of extremely powerful abilities that invest CAP (at least, not on Pokemon well-statted for the tier).

I mentioned some exceptions in the opening paragraph, and I'll list them here. The main ones are Poison Heal, Terrain / Weather abilities, and to a lesser extent, Regenerator. In fact, SS Miasmaw's entire concept actualization was built around pivoting combined with Neutralizing Gas.
However, CAP38 does not switch in well to most common Regenerator Pokemon (Astrolotl, Tornadus-T, Slowking-G), only beating Alomomola. Regarding Poison Heal Pokemon, they deserve it.

Weather and Terrain is the biggest concern here, and I concede that it is collateral that I'd rather not target. One can also raise the concern of how meta-warping it will be to introduce such a Pokemon into a tier so defined by abilities. While these are legitimate concerns which I have no refutation for, in my opinion, it is offset by the positives of Neutralizing Gas (that I have expressed in my previous posts). In the end, there are no perfect solutions in this stage, and it is up to each voter to decide which option is the best on balance.

In conclusion, I don't think Neutralizing Gas is as defining as you claim. Is it possible CAP38 carves a strong niche as a Toxic spreader that can status Clefable / Garganacl? Sure, in the same way that Weezing-G . However, this is equally as defining as Corrosion allowing CAP38 to Toxic Equilibra or Slowking-G. At the very least, I don't think it will feel far off using a strong 3a + Recover attacker or Toxic tank from a tier with less powerful abilities (Latios or Hydreigon in UU? These 2 seem like setup mons but I don't play enough tiers to find better examples.)
 
24-hour warning post! Don't think I will bother with a preliminary, but it is likely to be a final slate with 6 options.

The discussion has really been useful for me to make an informed decision, so please do keep it going. Would like to see some more input on which of the damage boosting or triple STAB abilities speaks to you the most.

EDIT: Just to be clear, this is about the choice between Strong Jaw / Mega Launcher / Sharpness.
i wouldn't particularly like to see any of those 3 on the slate, none of them really speak to me, but i have a feeling this was put out here because one of them is guaranteed to be on the slate so i might as well make my preferences clear:
  • strong jaw: first off, i'd much rather go for a special mon than a physical one for a number of reasons. second off, i'm not a fan of putting on an ability that only benefits a single move in our kit. i guess you could put poison fang on it and pretend? but realistically this is just for the sake of slotting a really strong crunch onto the mon. i think this is the culmination of a phenomenon i've seen over the course of this stage where people tunnel-vision this mon's theoretical glowking matchup instead of focusing on anything real and concrete
  • mega launcher: it sets the stage for a special attacker, which i like, but it has the same problem as strong jaw regarding its very limited benefits. at least if we pick strong jaw we can larp with poison fang, this one is specifically hyperfocused on our one coverage move. if we could free origin pulse i might be marginally interested
  • sharpness: this is my preferred one of the three. one of those reasons i'd rather we go for a special mon is that if we go for physical, we run into a problem: fitting the eternatus vibe with any combination of physical grass or poison options is somewhere between difficult and impossible. sharpness alleviates this concern by giving us a much harder-hitting leaf blade and a decently powerful cross poison, while also giving us many very interesting options for what to use as our "third stab". plus, it's the only option that's actually useful for more than a single move in our entire learnset
nope

With less than 24 hours left on the clock and support for limber seeming to falter, I would like to put forth a second limber alternative that has slightly different interactions than flower veil and hopefully gives us a slightly different niche. Lightning Rod amps up our electric resist up to an immunity, removing para immunity from these matchups::malaconda:, :serperior:, :shox:
While strengthening these matchups by catching stray volt switches and various electric moves: :caribolt:, :krilowatt:, :raging bolt:, :zapdos:, :raging bolt:, :hatterene:, :shox:

Shox is kinda wacky because meteor beam and specs sets may be able to 1v1 shox after a lightning rod boost, depending on stats, but we aren't immune to its glare. A few other volt switchers have similarly "scary for both sides" volatile matchups, like offensive zapdos or assault vest hatterenne.

Right now, a ground type is mandatory on almost every team because a team without a ground is volt switch bait, and because ground is a generally solid typing with stealth rocks on nearly every mon. With lightning rod and the "generally solid typing" typing down, we can kind of larp as a ground type. Lightning rod also has pseudo-boosting that can make opposing pokemon hesitate to click thunderbolt even more than when a ground type is in the back. Its also really strong after tera.
...dammit. i was really trying not to fall in love with anyone else's submission, but this one might get me. i really like the idea of this being our limited pseudo-setup so we don't have to worry about that in the moves stage, the "paralysis immunity" serving as our progress resilience without actually being a full paralysis immunity, the uniqueness of being a caribolt spinblocker that doesn't have to fear grass moves and a volt switch blocker that doesn't rely on a ground typing, the "low but also way higher than you'd expect impact" thing that pressure has on etern, this definitely has potential
 
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  • strong jaw: first off, i'd much rather go for a special mon than a physical one for a number of reasons. second off, i'm not a fan of putting on an ability that only benefits a single move in our kit. i guess you could put poison fang on it and pretend? but realistically this is just for the sake of slotting a really strong crunch onto the mon. i think this is the culmination of a phenomenon i've seen over the course of this stage where people tunnel-vision this mon's theoretical glowking matchup instead of focusing on anything real and concrete
  • mega launcher: it sets the stage for a special attacker, which i like, but it has the same problem as strong jaw regarding its very limited benefits. at least if we pick strong jaw we can larp with poison fang, this one is specifically hyperfocused on our one coverage move. if we could free origin pulse i might be marginally interested
This just completely ignores the actual benefit of the abilities. It is not just about one Mon. Glowking is basically a nice collateral. Not only does dark hit more mons that resist our dual STAB for Super effective damage than Fire coverage (on top of hitting more relevant mons as well) it also has a wider neutral Spread that only misses a maximum of three relevant mons compared to fire or ground which miss hitting entire typings within a 2 attack combo. This becomes the the reason to boost dark coverage, to create a pseudo Stab, which alongside one of our actual STABs or another coverage move would allow for a 2 attack set to exist, which actually does what Eternatus does on its 2 attack sets, which is hitting everything neutrally with just two attacks (dcannon and fire coverage).
Currently this isn’t possible with any of the existing STAB plus coverage combinations.
Tinted lens does this better imo but I still think that either of these deserve a spot on the slate as much more low impact ability that still lets us do what Eternatus does.
 
Of the three boosting abilities, I think the only one that makes sense is Sharpness. Pseudo-STAB is not particularly Eternatus-like. Its flamethrower is sort of middling in Ubers all things considered. At least Sharpness helps its actual STAB moves.

Edit: Still really wanna shill for Filter because it’s probably our best bet at hitting that “positive trading” vibe that Eternatus has. Eternatus is just a hard Pokemon to OHKO and Filter helps with that goal of getting at least one positive trade.
 
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A little late to the party, and IK it's prob too late, but how about Long Reach? Would require the mon to be physical, but not being statused by stuff like Moltres/Zapdos, which can switch into grass moves, could be pretty cool. And no damage from whatever runs Rocky Helmet, which also adds to the theme of being immune to a type of passive damage. Also stuff like vines aren't as hard to integrate into art as mf tinted lens
 
Thank you all for your thoughtful takes, innovative ideas, and detailed investigation into how certain abilities might play out in the CAP metagame. Our questions with the Ability Stage weren't easy, but I feel confident that we have made a fair assessment of the possibilities that can make us feel like Eternatus, in differing levels of granularity. I have tried to have representation for each school of thought with an option, although there is some overlap. Without further ado, your slate!

Seed Sower
This ability replicates the "don't hit me" aspect of Pressure on Eternatus while threatening to proc the useful Grassy Terrain, providing an offensive boost to Grass STAB and a defensive boost through free Leftovers. Our value floor perhaps isn't impacted too much against certain matchups, but our value ceiling definitely is. It was chosen over the more reliable Surge because of the less defining aspect, but Life Orb interactions as well as the possibility for annoying 2A + utility sets nevertheless make this ability a worthwhile consideration.

Flower Veil
A comfy ability that gives us immunity to status and stat drops, so long as we do not exit out of our Grass typing with Terastallization. Eternatus has a niche in absorbing the deadly Toxic and Toxic Spikes in Ubers, so this ability helps expand this to CAP, where burn and paralysis are the more common statuses. Solidifying a few matchups, preventing Parting Shot and Intimidate, and possibly enabling physical bias are other benefits. The ability itself is pretty defining, but translating Eternatus' functioning is where it finds its justification on the slate.

Mold Breaker
This one replicates the less-defining aspect of Pressure on Eternatus. Enabling Ground coverage, especially on Equilibra; proccing status moves on Garganacl, Gholdengo, and Hatterene; keeping the impact of stat boosts against Unaware Pokemon; and bypassing Multiscale on Cresceidon (and Dragonite) have been brought up as the extent of its impact. But that is the point: it is a low-key ability that nevertheless provides some value in select interactions.

Corrosion
By upgrading Toxic (or regular poison) to be closer in strength to how it functions in Ubers, with Ubers' lack of relevant absorbers, this ability crucially helps 2A + utility sets get to a much higher value floor in CAP. On 3A sets, this helps the Poison STAB move of choice inflict the condition through attacks as well on Poison-type Pokemon such as Galarian Slowking. While the balancing of 3A and 2A sets will require some effort, I believe this ability uniquely translates a core aspect of Eternatus' strength.

Tinted Lens
"What if it was Dragon instead?" is hilarious in how well it works. Replicating the power of neutral coverage that Eternatus has helps 2A + utility and 3A sets function much better. There is some contention that this diminishes the value of coverage, but super effective hits are still desirable, especially with the offensive profile of Grass and Poison that still thuds into some Pokemon in the meta even with the ability. It is not low-impact, but it is always active and a baked-in part of the kit that makes us feel more Eternatus-like by raising our value floor.

Sharpness
This ability gives a flat boost to certain STAB options as well as enables wider flexibility in choosing a coverage move, perhaps even in a way to enact a "third STAB". This is also one of the few ways to enact a physical bias with an ability, which can help out in certain matchups, with CAP being more generally bulky on the special side. There is some concern over the balance of sets, but this ability provides enough power to get closer to Eternatus while opening up some interesting possibilities to merit a position on the slate.

Limber was competing with Flower Veil for the spot on the slate, but also Mold Breaker, which represented the "underrated but useful in context" lane better than it. Neutralizing Gas provides some neat solutions to our problems, and I have tried to represent a range of interpretations about what the ability should do for the Pokemon, from less defining (Mold Breaker, Seed Sower) to very defining (Flower Veil, Tinted Lens). But by consensus, this ability seems to be beyond the threshold of defining that we are comfortable with. Wandering Spirit is hampered by being a bit too situational, compared to Mold Breaker, where although the number of interactions is comparable, the user has more agency in implementing it. Thick Fat / Filter weren't on my radar till much later and didn't receive too much discussion, granted they do not open an offensive angle on their own as much as they do through implication for other aspects for the Pokemon. Lightningrod is a cool submission that I like, to larp as a Ground-type via Volt Switch absorbing to become a "glue" Pokemon like Eternatus, but unfortunately it didn't have time to receive much discussion. The lack of offensive benefits, given that the +1 SpA is more a deterrent than something to be counted on, also hurt its case. Strong Jaw / Mega Launcher received less support than Sharpness in the thread, and the latter provides a few more options with a possible STAB boost as well, which can be useful.
 
I confirmed with spoo that this is actually legal, so I'm going to +1 Neutralizing Gas

Neutralizing Gas
This ability is the nuclear option for brute-forcing viability for 3a and 2a + Toxic sets alike. This ability simultaneously addresses Regenerator pivots that threaten to stonewall us like Slowking-G, and common Toxic absorbers like Gliscor and Snaelstrom. In a sense, it replicates the much less ability-focused environment of Ubers at a local level. This option is definitely a bit extreme, but should answer the problem of viability completely.

While there was significant pushback against it, I did see a few notable users speak positively about it. Given the nature of this stage (very open-ended, many different perspectives on what approach to take), though I can't deny the possibility of some personal bias.
Hopefully this doesn't super derail the poll, but who knows.
 
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