CAP 16 CAP 5 - Part 7 - Secondary Ability Poll 1

Status
Not open for further replies.
So, with Harvest being the elephant in the room, the discussion has come up with five options. The four competitive ability options provide niche benefits against screens, Trick, or status (mainly burns), to address some aspects of the threat list. On the other hand, with Ineffective Ability, we decide that nothing is significant or concept-relevant enough to be a good choice alongside Harvest, and we might decide on a flavor ability after the art polls.

This poll will be run with IRV voting, the details of which are outlined here. This means that you can vote for as many options as you like, and rank them by your preference. Be aware that order does matter in your votes! Make sure that you bold your votes and nothing else! A typical vote might look like the following:
Most Preferred
Second Most Preferred
Third Most Preferred

Any comments that the voter has would go below the votes in non-bold text. Bold text is used to determine what the user's votes are, so none of the supplementary text should be in bold.
Please post only your votes in this thread. Do not respond to other posts, or your posts will be moderated and you may be warned. You are allowed to say whatever you like in relation to your vote at the bottom of your post, but please do not look to begin a discussion. Keep those comments to #cap on IRC.

This poll will be open for 24 hours.

When voting, use only the ability! The possible votes include:
Ineffective Ability
Infiltrator
Leaf Guard
Sticky Hold
Water Veil
CAP uses automated scripts to count votes. For this reason, it is very important for all ballots to be submitted correctly. If you do not compose a legal ballot, your post will be subject to moderation.
  • The scripts count bold words in ballots, so do NOT bold anything in your ballot other than the options you are voting for.
  • Only one option per line.
  • Spelling of options must be EXACTLY correct and must match the spelling listed above.
  • Capitalization and spaces are ignored by the vote counting scripts, but you probably should not depend on it.
  • Do not bold portions of words separately. For example, the following BBCode: [NOPARSE]Pikachu[/NOPARSE] will appear like this: Pikachu. That looks like a single bold word, but it isn't. It's two bolded character strings right next to each other. Please don't do this, because it is VERY HARD for mods to find ballots with errors like this.
Composing a proper ballot is easy. Just copy/paste the options directly from the OP to your ballot as plain unbolded text. Delete and rearrange the options to suit your preference. Select all the options as a group, and wrap it in bold tags. Boom, you're done. If you type out the options manually and bold them individually and make a spelling or formatting mistake, it is your own fault.

So yeah, please read the above. Moderating your posts over something so small is really lame, but we will if we have to.

Below is CAP 5 so far:

Name: Type Equalizer

Description: A pokemon whose presence in the metagame increases the usage of one or more underused types and simultaneously decreases the usage of one or more overused types.

Justification: Take a look at the OU usage statistics for January and you'll see that 9 out of the top 10 pokemon have either steel, water, dragon or fighting as one of their types, and extending it to the top 20 shows 16/20 with those types. We should also be asking ourselves why these trends exist so strongly and what can be done about them. In creating this CAP, we'd have to discuss in depth many different aspects of what makes a type and opinions can ultimately being tested in the playtest.

Questions To Be Answered:

  • Is a types usefulness relative to the metagame or is it intrinsic? (Ie. Can any type be the "best" type given the right circumstances or do type match-ups, available STAB moves etc mean some types will always be better than others?)
  • What exploitable weaknesses do "good" types in OU have? Are their currently pokemon that can exploit them and if so, how do they function differently to CAP5?
  • How (if at all) will the targeted types adapt to the situation created? Will people choose different movesets, abilities, etc or will they just use them more/less? How is this linked to the way CAP5 functions strategically?
  • What effects will the changes on certain types' presence have on the metagame?
  • Which members of the targeted types will benefit and suffer from this most and why?
  • By creating CAP5, have we learnt any new ways to counter good types or use bad types?
Typing: Grass / Dark
Primary Ability: Harvest
Stats: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe
Threat list
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
Ineffective Ability
Leaf Guard
Infiltrator
Sticky Hold
Water Veil


I think Harvest and Harvest alone is the perfect ability for us to pursue our concept with.
 
Water Veil
Leaf Guard
Ineffective Ability
Infiltrator


I really just don't see Infiltrator helping this CAP very much while I believe Water Veil and Leaf Guard both have their merits.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Infiltrator
Sticky Hold
Water Veil
Leaf Guard
Ineffective Ability


I don't think we want to encourage sole use of berries, and the minor but useful effects of Infiltrator and Sticky Hold are perfect for this.
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Sticky Hold
Infiltrator
Leaf Guard
Ineffective Ability
Water Veil
 

alexwolf

lurks in the shadows
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Leaf Guard
Water Veil
Sticky Hold
Infiltrator
Ineffective Ability

After considering it more, it is true that even outside of sun Harvest is usually better than Water Veil, so i don't have a concern with this ability anymore.

My options are based to how much each Ability helps the CAP with sets that can't use Harvest, such as 3 attack + Rapid Spin with Lefties/LO, or 4 attacks with Choice Band. Leaf Guard and Water Veil are both very nice abilities for the above sets and have real and not extremely limited use. Sticky Hold is still an ok ability, but its use is much more limited compared to the other two abilities, and lastly Infiltrator does almost nothing except than deal with the extremely rare Reflect Latias and DS teams.
 
Infiltrator
Leaf Guard
Ineffective Ability
Water Veil
Sticky Hold


So yeah I know I said I was voting Leaf Guard but there were some fair arguments posed against it towards the end of the discussion - I still like it but I think Infiltrator is probably the best choice. Sign of a successful discussion methinks.
 
Water Veil
Infiltrator
Sticky Hold
Ineffective Ability

given the stat spread of our CAP, and how mch better harvest is in sunlight, leaf guard IS an ineffective ability in my opinion, so I am not really going to distinguish between the two as far as voting is concerned
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top