Suicune lacks a reliable healing method to be an effective Tank, also it's primarily used as a bulky stat-up sweeper not as a Tank.
Name: Low Power Move Abuser
General Description: Low power moves can sometimes have nice secondary effects, whether it is priority, as seen in Bullet Punch and Ice Shard, lowering opponent's speed, such as Icy Wind and Mud Shot, berry manipulation, for Pluck and Bug Bite, or other different effects. This pokemon would focus on utilizing these more unique moves that are often overlooked due to their lower base power.
Justification: Low power moves tend to have more interesting effects, but their lower power tends to leave them in general disuse. Do their various unique effects lend themselves to actually be useful, or are they by default already useless from the start?
Questions to be Answered:
Explanation: I've always wondered about the lesser used moves, especially those that lowered speed such as Icy Wind and Rock Tomb. Especially with speed being so important, or even bulk (which can be addressed by defense lowering moves, such as Crush Claw and Rock Smash), would these moves with lower power but more influential secondary effects be viable? Typing can really be anything, but Normal types rarely come up in discussions, and they tend to have large movepools with many types.
- Are many of these secondary effects completely useless?
- Would they be viable and would a rise in their use result in a shift in the metagame?
I thought this is obvious, but such a concept could be easily accomplished by giving the Pokemon an ability that makes it have a 100% chance of Critically hitting. Or an ability that reverses the chance to Critical Hit. Or having a Pokemon-exclusive item that does one or the other. Or whatever - I didn't want to mention anything because the original post doesn't allow me to. I don't see how this is any more restricting than any other concept? Of course, every concept will end up restricting our CAP somehow.How do you hope to accomplish such a concept without either
1) giving this Pokémon Super Luck
2) Giving this Pokémon Sniper
3) Giving this Pokémon a custom ability similar to either Super Luck or Sniper
4) Giving this Pokémon a custom move with a very high critical rate (not just like Night Slash or Psycho Cut)
I just think that we would either doing a too restrictive CAP (at least ability wise) or an OU version of Honchkrow or Absol...
Just saw this, and was wondering, wouldn't that solution be illegal, at least as far as CAP is concerned? I mean, we currently honor even some more "minor" points of Game Freak's Pokemon thus far like how Pokemon's level-up lists are constructed and the average number of egg moves Pokemon actually get in game and stuff. So wouldn't something like that, which completely ignores the max critical hit rate of 50% that Game Freak programmed in (which sticks even if you try to push it a stage higher) and has stuck with be just as illegal as submitting a movepool with like 20-some egg moves, or for another (perhaps better) example, creating a Pokemon that can actually boost it's stats to a stage of +10 or something? I know it's just an example, and going more in depth on such a thing really isn't suitable for things at this stage (or perhaps it would be better for a PR thread, even if the concept does win), but it got my curiosity going on what of Game Freak's mechanics we're trying to honor here and which ones not so much, and I really wanted to comment on that as a result.I thought this is obvious, but such a concept could be easily accomplished by giving the Pokemon an ability that makes it have a 100% chance of Critically hitting. Or an ability that reverses the chance to Critical Hit. Or having a Pokemon-exclusive item that does one or the other. Or whatever - I didn't want to mention anything because the original post doesn't allow me to. I don't see how this is any more restricting than any other concept? Of course, every concept will end up restricting our CAP somehow.
I thought this is obvious, but such a concept could be easily accomplished by giving the Pokemon an ability that makes it have a 100% chance of Critically hitting. Or an ability that reverses the chance to Critical Hit. Or having a Pokemon-exclusive item that does one or the other. Or whatever - I didn't want to mention anything because the original post doesn't allow me to. I don't see how this is any more restricting than any other concept? Of course, every concept will end up restricting our CAP somehow.
Tank: Doesn't Suicune already fill this role in OU? It can take hits from both sides of the spectrum, set up something useful, and survive for a long time using its relative lack of weaknesses. What would keep CAP9 from becoming another Suicune?
Hax-Abuser: OU already has two very useful Serene Grace Pokemon in Jirachi and Togekiss, so hax abusers already exist in the OU metagame and are in fact a large part of the metagame. OU doesn't need another.
I know that Jirachi and Togekiss are already good serence gracers; my concept basically wanted to take that, and emphasize the secondary effects more. A LOT more. Also, sorry for replying so late.
So what you mean is a pokemon to abuse the secondary effects of moves not used by either Jirachi or Togekiss? If so, that would be saying you want to abuse Psychic's SpD drop, Rock Smash/Crush Claw's Def drop etc?
Nice thought, but you can't go much better than 60% flinch from our two favourite Serene Gracers!
Yeah, pretty much this. If we make secondary effect-rates like flinching more prominent, we'd have to balance it out by making it hit weaker compared to Pokemon like Togekiss, meaning even with the better flinch-rate and such, due to being weaker, it would really wind up being questionable if it's worth using at them. And if we ignore that, keeping the power regardless of the fact that we're bumping up the flinch rate, while making it something that one would actually want to use over Togekiss/Jirachi, we wind up getting something like Shaymin-S, which, even though it doesn't have too great of defenses or defensive-typing, due to it's power and the amount of hax on it's side, was something people weren't exactly happy with in OU. Thus, Jirachi and Togekiss are pretty much the ideal fulfillment of the concept, and I don't think we'd do too much better than them--we'd either end up going too low and conservative, creating something like Dunsparce with Super Serene Grace, or go too far and create something like Skymin. Otherwise, we'd really be recreating Pokemon like Togekiss and Jirachi essentially, so I'm not too sure about this idea. There's a happy medium when it comes to the power of secondary effects, and Togekiss and Jirachi are pretty much sitting at it.I'm not so sure as to how much more you can emphasize a secondary part of battling such as hax as much you can with Jirachi and Togekiss without making it too gimmicky and serving no purpose. Just like with Kitsunoh's scout concept, if a role of a scout is emphasized entirely, then there wouldn't be enough substance to make a decent pokemon.
The fact still stands that there have been pokemon fit for haxing, however.
I'm not hugely in favor of the Trick concept, I think trick can be pretty much dealt with by other methods. A pokemon devoted to stopping it is in no way necessary.