blissey doesnt learn harden IM ONTO YOUR SCHEMES LADYMENCE
It gets defense curl.
blissey doesnt learn harden IM ONTO YOUR SCHEMES LADYMENCE
Anyway, as this is only my second full CAP playtest, I think that the previously created Pokemon shouldn't be blocked. The environment that we test the cap in doesn't include the previous ones. We should not be testing a new cap as if the previous ones don't exist.
	In any case, the "point" to Aurumoth, as I saw it in the design phase, was to give us a Pokemon that could run any number of effective sets, but crucially, the less ordinarily competitively viable ones would hold an advantage to them that mitigated the potential downfall, or risk, of using them in the first place. Hence, a risk in incorporating Aurumoth rather than using it. So far, I have seen plenty of Quiver Dancers, a few Scarf Gambit users and something that might have had a physical move, before I killed it. So I think I can say that Aurumoth has a standardised set core. I have also noted that a standard Quiver Dancer, for all its merits, is somewhat underwhelming as a sweeper - competent, but not stellar. Scarf Gambit is either a game-winner or a waste of space, depending on how I play it.
General Description: This Pokémon is very risky to play, but very rewarding if played correctly.
	
	
	 ACCOUNT         ACRE     SMOGON ACCOUNT
----------------------------------
till i collapse 1943     Windsong
RSsanches br    1918     sanches br
noCAPintended   1917     demist
Pwnemon.2       1857     Pwnemon
srk1214         1776     srk1214
	This is a bit iffy, but if it would be possible to in some way collaborate with Battling 101 and CAP? As Birkal said to me, they're both about learning things, and there's a huge amount of potential to integrate the two. First off, CAP draws a lot of newer players and players who are just generally not so involved in the competitive aspect of Smogon, and designing CAPs that relate to basic concepts of competitive Pokemon (let's say, for example, a perfect lure) would be really helpful to those players. Secondly, Battling101 tutors spend quite a bit of time discussing basic concepts with newer players, and establishing a temporary metagame to completely involve a person in learning about one or more of those concepts seems like an excellent aid for it to be taught more effectively. Just a thought!
cape's questions said:
- What is the relationship between risk and potential consequences, both positive and negative?
 - What kinds of inherently risky tactics are successful in the OU metagame?
 - Do risky Pokémon need some form of safe options (e.g. switch-ins) to be successful in OU, or can it get away with having few really safe options?
 - How does Substitute, a well-known "safe" move with nearly universal distribution, impact how this Pokémon is built and played?
 - How do existing Pokémon use and deal with risky situations?
 - Can risky Pokémon be played well in the early game, or are they better off put into action later on?
 - How do different playstyles interact with risky situations?