Kitsunoh's Inaugural Battle: Magmoritified vs. cyberzero - March 14th, 2009
Hello, I am excited to be our Buff Leader for Kitsunoh.
Kitsunoh was the 7th CAP, officially led by TL Magmortified in early 2009. This was a different time in CAP’s history, before the creation of a TLT and when main and secondary types were completely separate discussions and polls. You can find the beginning stages of Kitsunoh’s process here:
https://www.smogon.com/forums/forums/cap-process-archive.201/page-28
Kitsunoh’s concept was based around “ultimate scouting,” a term which means something completely different in a metagame like DPP where there is no team preview. To summarize the larger discussion that led to Kitsunoh today, scouting had a couple goals:
- Gain information about the opponent’s team composition by switching in easily and forcing the opponent to switch to something unrevealed
- Specifically force the opponent to reveal information about their Pokemon’s items or moveset, especially on Pokemon with a wide variety of sets
Or as Magmotified said more succinctly: “Scout what the current Pokemon has. Scout what your opponent has on their team.” Emphasis was put on the ladder part through Kitsunoh’s gameplay, although Frisk was brought up as early as concept assessment as a useful tool for the former.
We can see this in Kitsunoh’s design. It has a typing with a powerful resistance profile in Gen 4, immunity to sand, and ability to switch in on both Toxic and Thunder Wave. Kitsunoh can force switches easily with strong coverage like Superpower and Thunder Punch (this was a Gyarados meta) or status like Taunt and Trick. Speed high enough to lure in Choice Scarf Pokemon like Flygon, revealing their set. Probably the biggest part of this design was Shadow Strike, which utilizes Defense drops to force the opponent out and reveal more of their team. The set that became popular when I started playing CAP in Gen 4 was “WispyKit;” believe it or not, Wisp was considered one of the weaker movesets for Kitsunoh during its early life! You can read more in the classic, longform Gen 4 analyses here:
https://www.smogon.com/forums/threads/kitsunoh-4f.62907/
https://www.smogon.com/forums/threads/kitsunoh-ou-analysis.69628/
Interestingly, while hard to find logs of those mIRC days, Kitsunoh appears to have had an initially mixed response to how effective it was as a scout and in CAP as a whole. We know in the modern DPP, where the metagame has drastically shifted from those halcyon days of Shoddy Battle, Kitsunoh serves as a flexible offensive breaker or defensive answer to many common DPP threats. A lot of this is based on its typing, Speed, and access to Will-O-Wisp and Trick, which also carried over well into BW. In generation 6 the type chart changed, and Kitsunoh was one of the big losers. While its Ghost STAB was theoretically better, Kitsunoh’s standout coverage as a Ghost was no longer quite so unique and its defensive profile was dramatically diminished. Kitsunoh would continue to decline the VR rankings from Gen 6 onward. Now, Kitsunoh has gone unplayed in this summer’s CAPPL AND CAPCL III, and of course here we are.
Before we jump into questions, I am going to make a single executive decision for this buff process:
We will not be changing the move Shadow Strike. We are going to approach this project with the same mindset of the other buff process, strategic additions and removals, rather than mechanically changing a custom element. Shadow Strike was designed with a specific intent and is a unique part of CAP’s history. I would rather see Kitsunoh rebalanced with it, rather than move rebalanced for Kitsunoh.
I have three points of discussion for the community:
- Why is Kitsunoh unviable in Gen 9? Does it have any redeeming qualities, and if so, why are they not enough for Kitsunoh to see reliable tournament play?
- What should be Kitsunoh’s viable gameplay and strategy? What do we want Kitsunoh to accomplish for its team and in the context of the larger metagame?
- How many viable sets and/or strategies should Kitsunoh have at its disposal? How does this influence its counterplay and place on teams?
I purposely left out the word “role” in question two because I want us to be more specific. Rather than saying “I want Kitsunoh to be an attacker,” hone in on what that implies about its gameplay, the teams it fits on, what moves it would rely on. For example, “Kitsunoh should use strong attacking moves on Spikes stack teams to force switches while its typing prevents Rapid Spin removal.” This is not my expressed opinion, just an example.
For question three, I encourage using current Pokemon as an example since having a fixed number might be hard to quantify.
We are not submitting buff proposals at this time, HOWEVER you are free to mention specific moves, abilities, or stat benchmarks that support your idea for viable Kitsunoh’s gameplay and strategy. This happens all the time on Discord anyways, so it may as well be allowed here in the thread.
I heavily encourage posting in the thread, I will not be going back through hours of Discord logs that happened while I am at work.
And remember:
buff proposals are not a competition. You are not trying to “win” by having your buff get the most votes. You do not claim an ability, or move, or stat benchmark. These are part of a shared discussion. The only winner in this process should be Kitsunoh.