CAP Analysis Process Guide

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awkward timing but oh well

CAP Analysis Process Guide

As the CAP Analaysis Coordinator, I wanted to create a guide for the general process all CAP analyses should go through before going onsite. It's modeled pretty closely after the process for regular C&C analyses, with adjustments for who looks over the analyses due to the dynamic nature of who is active across playtests.

Even though these analyses are made for metagames that aren't playable after the playtests, they hold value in the way they record the impact each CAP had on the metagame they were made for. Those playing the all CAP metagame can speak to the impact each CAP has on that metagame and what common sets they run there. However, these analyses can give everyone that views them a historical view of what each Pokemon was like when it was built, even people that weren't around at that time. It's important for the analysis writer to keep that in mind.

1) Pre-Analysis:

- Analysis Writer:
We don't have a formal process on who gets to be the analysis writer. In the past, it's just been that someone has stepped up to do it, and I'm fine with that. What I'm looking for in writers is the following three attributes:
  • Experience in the playtest- If you were active in the playtest and managed to do somewhat well, you're qualified.
  • Competence in English- The more comfortable you feel about your writing skills the better. We do have GP for a reason though, so don't feel as though you need a degree to be qualified.
  • Timeliness and Responsibility- Getting analyses onsite is important, so we want someone willing to dedicate time and not flake! The analysis writer should be willing to take responsibility for getting the analysis through the process to go onsite.
People with these qualities should approach me via VM or IRC if they want to write the analysis. I will pick from people who ask me. Note that I get the final say, and if I don't pick you please don't get angry.

2) Skeleton / QC:

- Skeleton Analyses:
As the writer, the first step is to put up a skeleton analysis that has all the relevant information summarized with bullet points. If a pre-playtest analysis was posted, it'll look a lot like that. You should also be able to find examples in analyses currently being written in the main C&C forum. Below is an example of an acceptable skeleton analysis (Mollux's pre-playtesting analysis):

Overview
<p>Submerging an electrical appliance in water is very dangerous, as Mollux is determined to show. A Fire-type with Dry Skin may sound like a gross contradiction, but the result is a Pokemon that can hold its own even under rain. Seven key resistances give Mollux plenty of opportunities to switch in and pull something good out of its versatile shell. On the other hand, its physical tanking prowess is wrecked by weaknesses to both Rock- and Ground-type moves. Mollux's toxic combination of a wide movepool and awesome special tanking prowess is sure to be used to great effect on just about any team.</p>

<script language="JavaScript">
var set = new CAPSet();
set.name = "Specially Defensive";
set.move[1] = ["Rapid Spin"];
set.move[2] = ["Toxic Spikes", "Thunder Wave", "Will-O-Wisp", "Stealth Rock"];
set.move[3] = ["Recover", "Protect"];
set.move[4] = ["Lava Plume"];
set.item = "Leftovers";
set.ability = "Dry Skin";
set.nature = "Calm";
set.evs.HP = 252;
set.evs.SpD = 252;
set.evs.Spe = 4;
document.write(composeSet(set));
</script>

  • Has the special bulk to wall a variety of attacks and use a wide arsenal of support moves.
  • One of the best Rapid Spinners; Jellicent has a hard time doing anything to Mollux except Taunt, and Gengar has trouble breaking through as well.
  • Especially effective user of Toxic Spikes due to the turns it can gain for itself, but the other listed moves certainly have their uses.
  • Recover is fairly obvious, but Protect is an alternative for scouting Choiced attackers while still healing in rain.

<script language="JavaScript">
var set = new CAPSet();
set.name = "Choice Scarf";
set.move[1] = "Fire Blast";
set.move[2] = ["Thunderbolt", "Thunder"];
set.move[3] = ["Hidden Power Ice", "Hidden Power Grass", "Hidden Power Ground"]
set.move[4] = ["Trick", "Eruption", "Sludge Wave"];
set.item = "Choice Scarf";
set.nature = "Timid";
set.evs.HP = 4;
set.evs.SpA = 252;
set.evs.Spe = 252;
document.write(composeSet(set));
</script>

  • A deadly revenge killer that can give the opponent huge problems with Fire and Electric coverage.</li
  • Outruns Choice Scarf Politoed and threatens it with Thunderbolt while Politoed cannot do much back.
  • Hidden Power for remaining coverage: Ice to beat Dragon-types, Grass to beat Gastrodon, Fighting to hit Tyranitar, Ground to beat Heatran and hit Jirachi harder if not using Thunder.
  • Sludge Wave is also an option if you want more general power under rain.
  • Trick is useful for crippling Gastrodon, Tyranitar, defensive Heatran, Blissey, and Chansey. Alternatively, let 'er rip with Eruption.
  • Can be extremely powerful under sun, though use Illuminate in this case.

<script language="JavaScript">
var set = new CAPSet();
set.name = "Toxic Stall";
set.move[1] = "Toxic";
set.move[2] = "Protect";
set.move[3] = "Flamethrower";
set.move[4] = ["Rapid Spin", "Recover", "Substitute"];
set.item = "Leftovers";
set.ability = "Dry Skin";
set.nature = "Modest";
set.evs.HP = 252;
set.evs.SpA = 24;
set.evs.Spe = 232;
document.write(composeSet(set));
</script>

  • Similarly to Gliscor, has a strong healing ability, immunities to opposing Toxic and burn, and a STAB move that hits the Steel-types that are immune to Toxic (save Heatran).
  • Flamethrower has the power to OHKO or 2HKO every Steel-type save Heatran outside rain, and in rain it can still OHKO Scizor and Forretress while 2HKOing Ferrothorn and Skarmory. In the rain, Steel-types are still in for a stall-out since Mollux can now heal using Dry Skin, or even use Substitute+Protect if it has it.
  • EVs are to outrun 32 Spe Celebi, Adamant Breloom, Timid Magnezone, 72 Spe Gliscor, and SpD Jirachi.
  • Can easily net the momentum it needs to use Rapid Spin, and doesn't care much about the common spinblockers because it beats Gengar offensively and it can just Toxic stall Jellicent. Plus, common hazard stackers like Ferrothorn and Skarmory cannot stay in.
  • Forms a potent stalling combo with Gliscor; Mollux switches into Water- and Ice-type attacks aimed at Gliscor, while Gliscor covers Mollux's weaknesses to Ground-type moves, Fighting-types that tend to have Stone Edge, Heatran lacking Air Balloon, and opposing Mollux. Moreover, Mollux excels against rain while Gliscor is effective against sand.
  • A Steel-type is valuable for dealing with Latias and Latios. Good examples are Skarmory, Ferrothorn, Magnezone, and Scizor.
  • Blissey is a viable teammate for soaking up the more powerful special attacks that Mollux might not be able to take.
  • Users of Volt Switch or U-turn are valuable for giving Mollux free switch-ins. Rotom-W is particularly adept at dealing with opposing Gliscor and Mamoswine.
  • Mamoswine itself can deal with Substitute Gliscor with Icicle Spear.

<script language="JavaScript">
var set = new CAPSet();
set.name = "Tank";
set.move[1] = ["Flamethrower", "Fire Blast", "Eruption"];
set.move[2] = ["Thunderbolt", "Thunder"];
set.move[3] = ["Hidden Power Ice", "Hidden Power Grass", "Hidden Power Ground", "Sludge Wave"];
set.move[4] = ["Recover", "Rapid Spin"];
set.item = ["Leftovers", "Life Orb"];
set.ability = "Dry Skin";
set.nature = "Modest";
set.evs.HP = 252;
set.evs.SpA = 252;
set.evs.Spe = 4;
document.write(composeSet(set));
</script>

  • A powerful tank that can provide key resistances to a rain team, or give nightmares to opposing rain teams.
  • Has excellent coverage between Fire and Electric; Thunder is preferred on rain teams, while Thunderbolt is more appealing for other teams.
  • Flamethrower has enough power to 2HKO Specially Defensive Ferrothorn without the accuracy and PP issues of Fire Blast, but the latter OHKOes after Stealth Rock damage.
  • Hidden Power for remaining coverage: Ice to beat Dragon-types, Grass to beat Gastrodon, Fighting to hit Tyranitar, Ground to beat Heatran and hit Jirachi harder if not using Thunder. Alternatively, Sludge Wave as a STAB under rain, which still nets decent coverage with Thunderbolt or Thunder and Ferrothorn dies to Fire STAB regardless.
  • Recover + Dry Skin recovery = 5/8 HP restored in a single turn.
  • One of the best Rapid Spinners due to hitting every OU Ghost-type very hard.
  • Eruption can be very potent at high HP even in rain, plus it has perfect accuracy.

<script language="JavaScript">
var set = new CAPSet();
set.name = "Offensive";
set.move[1] = "Fire Blast";
set.move[2] = ["Thunderbolt", "Thunder"];
set.move[3] = ["Hidden Power Ice", "Hidden Power Grass", "Hidden Power Ground"];
set.move[4] = ["Recover", "Stealth Rock", "Thunder Wave", "Sludge Wave"];
set.item = ["Life Orb", "Air Balloon"];
set.ability = "Dry Skin";
set.nature = ["Timid", "Modest"];
set.evs.HP = 4;
set.evs.SpA = 252;
set.evs.Spe = 252;
document.write(composeSet(set));
</script>

  • Uses switch-in opportunities to threaten a wide variety of Pokemon.
  • Powerful Fire Blast and Thunderbolt / Thunder boosted by Life Orb, or use Air Balloon to switch into Gliscor.
  • Advantages over Heatran include an immunity to Water (makes keeping an Air Balloon intact easier), a variety of support options, and Thunderbolt / Thunder, though lack of Steel typing is a major disadvantage.
  • Round out great Fire / Electric coverage with a Hidden Power for specific targets like Dragonite / Gastrodon / Heatran.
  • Many Ground-types do not want to switch directly into Mollux, making Thunder Wave an interesting option.
  • Flame Charge and Substitute are good alternatives as well.
Honestly, the skeleton analysis can even be more terse than this. Also, don't feel obligated to format the sets in this way. If you feel more comfortable using the standard C&C format for the skeleton sets, that's acceptable, and it can be changed later.

The most important part is that the analysis should contain the following elements:
  • Overview- This is just a short summary of the Pokemon's strengths and weaknesses, as well as its general playstyle. Don't oversell the Pokemon or undercut it, just include the relevant info. This can be either summarized via bullet points or fully written out in the overview.
  • Set(s)- Each set will have a name, moves, item, ability, nature, EVs, and possibly IVs. The description of the set goes below that and should include:
    • An explanation of the EV (and also perhaps IV) spread and ability/item choice
    • An explanation of why each move was chosen and its use(s)
    • Additional move/item/etc. choices that might not be listed on the main set
    • Teammates that work well for the given set
  • Other Options- This highlights other potentially usable options the Pokemon has that are not used in any of the main sets.
  • Checks and Counters- List common stops to the Pokemon here.

- Quality Control (QC):
Once a skeleton analysis has been posted, other users can start commenting and nitpicking. Normally in the C&C process, this would be where "Quality Control" members of a designated metagame give approval for the analysis to be written up. However, as our playtesting userbase changes every CAP, our 'Quality Control team' will also change. I will post a list of users that are designated as Quality Control in the analysis thread. These users are users that participated and did well in either the playtest or playtest tournament of the CAP, and any of them can give a QC stamp once their suggested changes have been implemented.

2 QC stamps are necessary before you start actually writing the analysis. This is done so you don't have to go through the trouble of writing the analysis and then have to make multiple content changes. While I will eventually VM users to QC an analysis after an extended period of time, as the analysis writer it is up to you to get users to QC the analysis.

It's also important to note (for the QC members and especially analysis writer) that CAP analyses are written for the metagame the CAP was in. Even if the OU metagame has changed, the analysis should be written about the metagame the CAP was built and playtested in.

3) Write-up / GP:

- Write-up:
Please put a copy of your skeleton analysis in a hide tags when you put the write-up of the analysis up. This allows members to check back and forth between the write-up and skeleton to make sure the content comes across the same way. While writing, refer to the spelling and grammar standards Smogon uses to make it easier for the GP team. After the write-up is posted, a third and final QC stamp is necessary before the analysis is ready to be put in Grammar-Prose editing.

- Grammar-Prose (GP):
The next step is Grammar-Prose editing. Once the analysis gets its third QC stamp, post in the GP queue with a link to your analysis stating that it is ready for GP checks. 2 GP stamps minimum are necessary before the analysis goes onsite. If you're having trouble getting the analysis through GP, you can go on the IRC channels #C&C or #grammar and ask (nicely) if anyone would be willing to GP check your analysis. Like with QC, while I will eventually try to get the analysis through the process after an extended period of time, as the analysis writer it is up to you to get GP stamps.

4) HTML:
This step can actually be done at any point after the write-up, and will usually occur during GP checks. At some point, the analysis needs to be put in the correct HTML format to go onsite. If you're worried about this after you've gotten both GP checks (or at any point), just contact me or Birkal and we'll make sure it's done properly. As soon as this is done, the analysis will be uploaded and cached!
 
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