And we're back for part two of our ability discussions! This is where we get to decide which, if any, ability we want to go along side our primary ability and shiny new set of stats. Once again, Pwnemon is the ability leader for CAP 6, and he will be posting shortly to get this discussion started.
We recently updated our rules about abilities; you can read about them here. In summary:
Be careful not to discuss any of these abilities. If you want to learn why they're banned from discussion, you can check out the Policy Review thread that created this list.
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CAP 6 so far:
Abilities: Intimidate / ??? / ???
Stats: 50 HP / 92 Atk / 130 Def / 65 SpA / 75 SpD / 118 Spe
We recently updated our rules about abilities; you can read about them here. In summary:
- Custom abilities are banned
- There are ability banlists for the different stages of ability discussion
- Flavor abilities do not have any place in this thread. Do not bring up flavor reasoning.
Air Lock
Bad Dreams
Color Change
Defeatist
Forecast
Illusion
Imposter
Moody
Multitype
Sand Veil
Shadow Tag
Slow Start
Snow Cloak
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Huge Power
Magic Bounce
Magic Guard
Prankster
Pure Power
Sand Stream
Serene Grace
Snow Warning
Speed Boost
Big Pecks
Friend Guard
Healer
Honey Gather
Illuminate
Pickup
Run Away
Telepathy
Bad Dreams
Color Change
Defeatist
Forecast
Illusion
Imposter
Moody
Multitype
Sand Veil
Shadow Tag
Slow Start
Snow Cloak
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Huge Power
Magic Bounce
Magic Guard
Prankster
Pure Power
Sand Stream
Serene Grace
Snow Warning
Speed Boost
Big Pecks
Friend Guard
Healer
Honey Gather
Illuminate
Pickup
Run Away
Telepathy
Be careful not to discuss any of these abilities. If you want to learn why they're banned from discussion, you can check out the Policy Review thread that created this list.
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CAP 6 so far:
Typing: Steel / FlyingName: Show Me Your Moves!
General Description: A good user of moves with effects not frequently used in the OU metagame.
Justification: There are many moves in Pokémon with great effects, but they often end up unused. Moves such as Gravity, Snatch, and Safeguard have potential in OU, but they are neglected for several reasons: the moves are apparently overshadowed, have poor distribution, or are inefficient compared to another strategy. This CAP uses a combination of typing, ability, and stats to make these underused moves not only feasible, but also capable.
Questions To Be Answered:
- What mechanics of Pokémon determine how viable moves are?--not only the Pokémon's typing, stats, and ability, but also its interaction with playstyles and momentum.
- What new strategies might emerge by giving a new OU Pokémon underused moves?
- What challenges do Pokémon that use lesser-used moves face compared to ones that use a more standard moveset?
- If the Pokémon has options of staple OU moves (high-powered STABs, offensive stat-boosting moves, reliable recovery, Substitute), will those moves be useful to it, even if it's specialized toward a separate and distinct strategy?
- Can underused moves increase other underused moves' viabilities?
- Can one user of a strategy unrecognized in a metagame massively influence a pre-existing playstyle?
Abilities: Intimidate / ??? / ???
Stats: 50 HP / 92 Atk / 130 Def / 65 SpA / 75 SpD / 118 Spe