Ok, time to clear some things out about Motor Drive.
Motor Drive won't help us sweep better. Why? Let's take a look at the list of OU Pokemon that commonly (based on the last moveset usage stats) use Electric moves:
- Ferrothorn (Thunder Wave)
- Latios (Thunderbolt and Thunder)
- Jirachi (Thunder, Thunderbolt, and Thunder Wave)
- Starmie (Thunder and Thunderbolt)
- Rotom-W (Volt Switch, Thunderbolt, Thunder, Thunder Wave)
- Gengar (Thunderbolt)
- Forretress (Volt Switch)
- Celebi (Thunder Wave)
- Jolteon (Volt Switch, Thunder, and Thunderbolt)
- Thundurus-T (Volt Switch, Thunder, and Thunderbolt)
- Blissey (Thunder Wave)
Kyurem-B (Fusion Bolt) Forgot about Terravolt
Let's look at each of those pokes individually... Latios, Starmie, Rotom-W, Gengar, Thundurus-T,
and Kyurem-B can all do 50% damage or more to us with moves other than Electric, meaning that the immunity won't really matter at all, unless we take the Electric move on the switch, something very unlikely and risky as all those Pokemon can deal enough damage to make the CAP useless if we predict wrong. You just don't take such risks with your final, one-time sweeper. Then we have mostly defensive Pokemon such as Ferrothorn, SpD Jirachi, Forretress, Celebi, and Blissey. And i want to ask, who serious and sane player would spam Electric moves with those Pokemon when the CAP can get to +6 Atk / +1 Spe and use them as setup bait when it gets in? This just won't happen, at all. Finally, Jolteon and SubCM Jirachi are the only Pokemon left that haven't been addressed. Out of those two, Jirachi will be much more likely to spam Sub instead of Thunder, in order to 2HKO the CAP with Flash Cannon if it decides to switch in, and Jolteon will be able to 2HKO the CAP with HP Ice.
So, Motor Drive isn't enhancing our sweep because catching an Electric move on the switch will be almost impossible against competent players.
Now that this has been hopefully established, let's see the positives of Motor Drive as well. Motor Drive increases our setup chances by making Pokemon such as Ferrothorn, SpD Jirachi, Forretress, Blissey, Celebi, and Jolteon almost completely harmless. It also slightly discourages the spamming of Volt Switch, even though the CAP wouldn't want to switch into any of the main Volt Switch abusers, aside from Jolteon, for reasons that i already mentioned. However, it is important to note that most of those Pokemon have alternative ways to cripple the CAP. For example, Celebi can just use Perish Song and make sure that the CAP will be forced out before it manages to do too much damage, Jirachi can just use Body Slam, and Ferrothorn can potentially stall out or at least put into priority revenge kill range the CAP with the combo of Leech Seed + Protect + Iron Barbs. This means that only Jolteon, Blissey, and Forretress will be guaranteed setup targets.
The conclusion is that Motor Drive is a useful ability for the CAP that has the sole purpose of helping the CAP to setup. Imo, it is useful but not useful enough, because as i already mentioned its uses are somewhat limited and not big enough for a primary ability. For this reason i would like much more to see this ability as a secondary ability.
Now let's take a look at some abilities that i really like:
Unburden
Imo, Unburden is the best ability for this CAP. We have already talked about how we can't make a successful Belly Drum sweeper that will be easily revenge killed by scarfers and Unburden is the best solution to this problem. Sitrus will already be one of the best items for the CAP imo (let's face it the CAP will need all the extra help it can to setup and avoid dying from priority) and Unburden is the perfect fit for this item. With Unburden and the right Speed stat we can totally control by what we want to be outsped at +2 and we can focus more on threatening offensive teams, which i think is a better approach. We could even use some HP EVs to help the CAP setup if Speed won't be a concern at +2. And yeah i am saying this because i don't believe at all that outspeeding every scarfer at +2 will be a bad thing. Venusaur in the sun outspeeds every relevant scarfer in OU and if we don outspeed this thing at +2 then we just cant sweep against sun offense teams, which is bad. So i am ok with giving to the CAP an actually good Speed stat that may even let it invest some EVs in HP.
As for the concern that the CAP might be unstoppable with +6 Atk and +2 Spe i have to say three things: priority, setting up against offense won't be easy, and Pokemon that wall us exist. Even if we manage to setup against offensive teams, the CAP will very likely be weakened to the point that it can be revenge killed by the right priority users (Mamoswine and Breloom). So, we would need to remove those Pokemon before we could sweep unhindered. And teams with solid defensive cores can just deal with the CAP with Pokemon such as Skarmory, Jirachi, and Heatran, which as long as they are healthy enough can easily stop the CAP even at +6, provided we don't give it the necessary coverage moves to easily get past those Pokemon. And finally, Magnezone always exists. This means that even with Unburden, there will be enough ways to deal with the CAP to prevent it from being even remotely close to broken and i think that Unburden fits to the concept like a glove.
Intimidate
Intimidate solves almost any setup problem that the CAP would have against offensive teams. Pokemon such as CB Dragonite locked into Outrage, DD Dragonite, Fire Blast-less Garchomp, CB Scizor, +1 Scarf Salamence (it kills something and then we setup on it), Choice Scarf Terrakion, and SD Toxicroak can be easily setup on, giving to the CAP just the right space it needs to sweep offensive teams. Here are some calcs, assuming Intimidate, 4 HP EVs, and Keldeo-like bulk (typing of Keldeo changed to Steel / Flying obviously):
- -1 252+ Atk Choice Band Dragonite Outrage vs. 4 HP / 0 Def Keldeo: 120-142 (37.03 - 43.82%) -- guaranteed 3HKO
- -1 252+ Atk Dragonite Fire Punch vs. 4 HP / 0 Def Keldeo: 136-160 (41.97 - 49.38%) -- guaranteed 3HKO
- -1 252 Atk Choice Band Garchomp Outrage vs. 4 HP / 0 Def Keldeo: 107-126 (33.02 - 38.88%) -- 99.95% chance to 3HKO
- +1 252 Atk Garchomp Outrage (Garchomps sets up SD as we setup Belly Drum) vs. 4 HP / 0 Def Keldeo: 161-189 (49.69 - 58.33%) -- 98.83% chance to 2HKO
- -1 252+ Atk Choice Band Scizor Superpower vs. 4 HP / 0 Def Keldeo: 157-185 (48.45 - 57.09%) -- 91.8% chance to 2HKO
- 252 Atk Salamence Outrage (the +1 boost is gone from Intimidate) vs. 4 HP / 0 Def Keldeo: 110-130 (33.95 - 40.12%) -- guaranteed 3HKO
- -1 252 Atk Terrakion Close Combat vs. 4 HP / 0 Def Keldeo: 144-169 (44.44 - 52.16%) -- 15.23% chance to 2HKO
- -1 252+ Atk Life Orb Toxicroak Drain Punch vs. 4 HP / 0 Def Keldeo: 110-133 (33.95 - 41.04%) -- guaranteed 3HKO
And while some of those calcs may not seem so impressive, after you factor in Sitrus Berry which activates immediately after you use Belly Drum and puts you at 75%, you will find that Intimidate is just what the CAP needs in terms of setup chances.
Of 'course, the most obvious problem with this ability is going to be that it's an excellent all around ability that can transform even not so bulky Pokemon such as Landorus-T into defensive titans. Let me make a comparison of the CAP with Intimidate and Keldeo-like bulk and Landorus-T. What are the traits that make Landorus-T such an excellent pivot and all around check to physically offensive Pokemon? Its excellent typing which doesn't leave it with any common physical weakness and gives it many invaluable physical resistances (Fighting, Bug, and Ground), Intimidate coupled with its decent physical bulk, its gargantuan Atk stat which allows it to not only wall but also threaten back, and finally its movepool that consists of useful utility moves such as U-turn and Stealth Rock. Which of those traits will the CAP that i talked about have? Will it have the right moves to support its team (hazards, U-turn, phazing)? Unlikely for a Pokemon with a sweeping role. Will it have moves that will help it last longer (healing moves). Unlikely as well for the same reason. Will it at least have a big enough Atk stat to not easily become a setup target when taking a defensive role? Very unlikely as with Belly Drum we wouldn't want any Atk stat bigger than 100, as it would eliminate the concept of counters and would be overkill anyway. It won't even have a strong reliable STAB with good super effective coverage like Landorus-T does (EQ). The only necessary traits that the CAP can realistically have if we choose to give it Intimidate will be a good defensive typing and decent physical bulk. And as most of you i am sure can understand, those two things are not nearly enough to create a good defensive Pokemon or offensive/defensive pivot, meaning the the CAP has little to no fear of derailing from its concept with Intimidate.
Water Absorb / Storm Drain
Those two abilities are all around awesome and let us setup on many Water-types such as choiced Politoed, Tentacruel, defensive Starmie, choiced Keldeo, Gyarados, and even defensive Politoed, Vaporeon, and Jellicent if we carry Taunt (to shut down Perish Song / Encore / WoW / Roar). Obvious increase in setup chances and easier time against rain teams. However, it is an inferior option to Intimidate imo, because it helps us wall Pokemon that are irrelevant with our typing, unlike Indimidate, which helps us setup on the exact Pokemon that our typing suggests. Water Absorb and Storm Drain also help equally against offensive and defensive Pokemon (take a look at the list of Pokemon i mentioned and you will see that the offensive Pokemon are almost equal in numbers with the defensive) while Intimidate focuses more on giving us setup chances against offensive Pokemon, which is what we really need right now as we already have plenty of setup chances against defensive Pokemon.
Thick Fat
Thick Fat greatly increases the list of Pokemon we can setup on, especially against offensive teams. With the right stats and EV investment, taking attacks such as Fire Blast from Garchomp, Fire Punch from Dragonite, and Fire Blast from Salamence for less than 50% is entirely possible. Here is the list of Pokemon that Thick Fat helps us setup against:
- Dragonite
- Tyranitar (support set)
- Garchomp
- Salamence
- Celebi (offensive Celebi with HP Fire)
- Espeon (HP Fire)
- Mamoswine (the one with Stealth Rock)
- Venusaur
- Latias (CM sets with HP Fire as well as Surf-less offensive variants)
Of 'course most of those Pokemon are not guaranteed set ups and we will need to first scout their sets to see if they have another move that could hurt us but the major benefits are still there. Most of those Pokemon are found on offensive teams and being able to setup on them, even half or 1/4 of the time is very beneficial. Not to mention that Thick Fat could be further enhanced by Drizzle support. Oh, and it also removes Mamoswine as a revenge killer, which will be very useful when we don't have a Speed boosting ability.
Also, there shouldn't be any concerns about the CAP taking the defensive route with such a good set of resistances (becoming the perfect Dragon counter and similar and such stuff). And why is this? First, the CAP won't have the necessary bulk to take more than two hits from the offensive powerhouses that are the Dragon-types of OU and it won't have that kind of bulk because it is meant to be a sweeper. Second, the CAP doesn't need support, pivoting, or healing moves such as entry hazards, U-turn, Roost, and phazing as they don't fit at all with its role as a sweeper. This means that the CAP will have zero tools to function as a defensive pivot and/or wall other than its typing, which means zero worries of derailing from its role.
Finally, even though Thick Fat offers solid advantages, imo it's in the same boat with Motor Drive (but better). It just doesn't offer enough to warrant our primary ability slot and for this reason i would prefer to see it as a secondary ability. I just mentioned it in case all the other abilities i wanted didn't made it to the slate or just weren't popular enough.