Resource CAP Old Gens and OMs

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
approved by snake_rattler and Mx
Thread OP stolen from Drapionswing
Co Led with Airwind and Gleeboop


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Banner by the lovely Zephyr2007

Welcome to the CAP Old Gens & Other Metagames thread. In this thread we aim to mainly keep track of information for these metagames for us to refer to as a community. We will list on going forum tours, as well as correlate with future threads to help maintain a constant outlet for these metagames. That way we don't let them die and they can hopefully be seen on greater scales. In order to help keep this thread as accurate as possible, feel free to post any information about the CAP Old Gens & OMs presented here. You can also PM anyone running this thread to help.


Note that this is mainly a fun informational thread, and some of these things are not the main point of CAP and likely won't be.

CAP Old Gens:

  • USUM CAP
Resources:
- Viability Rankings
- Sample Teams
- Role Compendium
- Speed Tiers

Released CAP Pokemon:
:pajantom::jumbao::caribolt::smokomodo::snaelstrom::equilibra:

Banlist:
Standard USUM OU Banlist + Ruleset

Ongoing Tournaments:
CAPPL VI - Signups Closed

  • ORAS CAP
Resources:
- Role Compendium
- Speed Tiers

Released CAP Pokemon:


Banlist:
Standard ORAS OU Banlist + Ruleset

Ongoing Tournaments:
N/A


CAP Other Metagames:

  • CAP 1v1
Resources:
- Sample Teams
- Speed Tiers
- Viability Rankings
- Set Compendium

Banlist:
Standard 1v1 Rules + CAPs (No non CAP Pokemon Allowed)

Ongoing Tournaments:
CAP 1v1 Tournament

  • CAP UU
Resources:
N/A

Usable CAPs:
(Based on Viability Rankings B rank downwards)
(Subject to Change)
:Syclant::revenankh::pyroak::fidgit:
:arghonaut::kitsunoh::cyclohm:
:necturna:
:aurumoth:
:volkraken:
:naviathan::pajantom: :jumbao:
:caribolt::smokomodo::MIASMAW:

Banlist:
Standard UU Banlist + Ruleset
:colossoil:
:cawmodore::kerfluffle::equilibra::astrolotl:

Ongoing Tournaments:
N/A

  • CAP Doubles
Resources:
N/A

Banlist:
Standard Doubles Banlist + CAPs

Ongoing Tournaments:
N/A

  • CAP LC
Resources:
- N/A

Banlist:
Standard LC Banlist + Ruleset


Ongoing Tournaments:
N/A


  • CAP NFE
Resources:
N/A

Banlist:
Standard NFE Banlist + Ruleset

Ongoing Tournaments:
N/A



CAP UU
/tour rules +CAP, +CAPNFE, +CAPLC, +Shadow Strike, +Rebound, +Persistent, +Paleo Wave, -Colossoil, -Krilowatt, -Tomohawk, -Kerfluffle, -Equilibra, -Astrolotl

CAP Doubles
/tour rules +CAP, +CAP NFE, +CAP LC, +Shadow Strike, +Paleo Wave, +Rebound, +Persistant, -Crucibellite
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Re: Unsupported CAP Metagames

These Metagames are currently defunct at the moment, and thus would be best to not be discussed within the confines of this thread. If they garner enough support / development, they can join and/or replace ones listed in the OP, and thus be eligible for discussion.

CAP DPP
CAP BW2
CAP Monotype
CAP Mix and Mega
CAP AAA
CAP STABmons
National Dex CAP
 
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:necturna: A guide to building HO for USUM CAP :necturna:
art by Magistrum



Hyper Offense (HO) is one the most viable playstyle to play in USUM CAP because of the power that has and the metagame is in favor of offensive teams, and of course, is always fun to destroy stall and see your opponent crumble to pieces while you keep momentum. One of the main attributes of HO in CAP is that you do a variety of HO teams such as Trick Room, Tailwind, Rain, and those are viable and stronger playstyle that will give you good results.

Most HO follows a structure consisted of The lead, The wallbreakers, the sweepers, and the cleaners/revenge killers which in CAP you have unique pokemon for each role which are going to be explained down below.



:fidgit: The lead :fidgit: : The role of the lead is setting hazards and gaining momentum, the main way to do it is by setting hazards with Stealth Rock and sacrificing your lead this allows to keep momentum, some leads run taunt to prevent your enemy setting hazards and most of them are faster because you need to pressure your opponent by being faster. A good example that is not in OU is fidgit which is an excellent lead due to set up hazards, preventing your opponent to due it his access to taunt and can counter pokemon with abilities that prevent hazards like magic bounce or rebound thanks to his access to skill swap and setting trick room or tailwind to help his teammates hit first. But you can also use normal pokemon as leads such as mega garchomp and landorus-t that can pressure a lot and setting rocks.



Fidgit @ Focus Sash
Ability: Persistent
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power / U-Turn /
- Skill Swap / Trick Room / Tailwind
- Taunt
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Explosion
- Rock Tomb

:colossoil: The wallbreakers :colossoil: : The purpose of wallbreaker is as his name suggest to break those ugly walls and weakening with the power they have making hard for your opponent try to have healthy his pokemon because is difficult to your opponent switch into a powerful attack. Most HO teams run 2 or 3 wallbreakers one physical like for example Colossoil guts wich can deal a lot of damages with his earthquake and facade, one special wallbreaker like jumbao that does 2HKO clefable and toxapex with solar beam and dealing a lot more to ferrothorn with flame burst and a mixed that deal with physical and special walls and a good example for one is kyurem-B that can deal a ton of with freeze Shock that turns into a powerful Subzero Slammer.



Colossoil @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Knock Off
- Facade


Jumbao @ Life Orb
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Solar Beam
- Flame Burst
- Shore Up


Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Freeze Shock
- Fusion Bolt
- Ice Beam
- Earth Power


:necturna:The sweepers::necturna: The main role of the sweeper is to provide a wincon by setting up with differents tactics allowing to break your opponent in the midgame, the most commons in USUM CAP are necturna with shell smash making it a scary sweeper in the mid game that outspeed a lot of faster and scarf pokemon once it boosted and deal a lot of damage to weakened pokemon, another good example is latias mega with his bulk, speed and with cm for boosting his offence abilities which are already good and with his stored power making it much terrifying and for last example we have hawlucha that can outspeed most scarfer pokemon and with sword dance making into a strong physical sweeper.


Necturna @ Ghostium Z
Ability: Forewarn
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Shell Smash
- Power Whip
- Shadow Claw
- Shadow Sneak



Latias @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Roost
- Stored Power
- Ice Beam


Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost

:volkraken: The cleaners/revenge killers :volkraken: : The job for cleaners and revenge killers is to clean the mess of the walls previously were broken this means that cleaners and revenge killers eliminate weakened pokemon thanks to his high speed (and of course you can boost your speed with choice scarf), strong stab moves and high offensive stats, one of my personal favorites and underrated is blacephalon that have good speed (with choice scarf) and a really strong spa that can hit really strong with shadow ball and fireblast, another good example is weavile thanks to his attack stat and great speed making it a good response for most used pokemon like lo jumbao, tornadurs-t, and for our last example is volkraken a pokemon that has 2 strong moves as a stab (hydro pump and fireblast) and with a decent speed which become a great one with scarf clean most of the weakened pokemon.

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Psychic
- Hidden Power [Ice]



Weavile @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Pursuit
- Knock Off
- Ice Shard


Volkraken @ Choice Scarf
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Hydro Pump
- Flamethrower
- U-turn
SAMPLE TEAM


Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

Aurumoth @ Life Orb
Ability: No Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Tail Glow
- Psychic
- Bug Buzz

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Psychic
- Hidden Power [Ice]

Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost

Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 236 HP / 144 Atk / 32 SpD / 96 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Superpower
- Stone Edge

Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Hydro Pump
- Dark Pulse
- Ice Beam

Replay


https://replay.pokemonshowdown.com/gen7cap-1174692810


Now that you know how to build an HO team go for it and built it and don't forget to visit us in the CAP chatroom if you have any question and if you want to test it I'm always available to play it
I'm sorry it seems like you put a LOT of time and effort into this post but in the interest of keeping USM resources as accurate as possible - this isn't HO at all and is kinda misrepresntitive of what that archetype aims to do. I've never really seen HO be broken down into these roles and a quick search shows it in an article from 2015 which seems...less than accurate to Gen6 HO to say the least. Stuff like Slow / Strong wallbreakers really are not mandatory on HO, as HO wants to keep the momentum constantly. Pokemon like Mega Garchomp, Colossoil, and Jumbao generally do not fit onto HO because of this. The "Cleaners" section also feels weird to me as instead of "revenge killing" a Pokemon with HO, the team is supposed to be built so that you have something which can set up on X mon when/if it kills your previous set up sweeper. For example:

:excadrill::necturna::caribolt::greninja::charizard-mega-x::celesteela:
This is a team that I think Jordy made for CAPTT5 that basically resembles what HO looks like in USM - this one uses 2 hazard leads in Excadrill and Greninja and 4 straight set up sweepers which can take advantage of their teammates traditional checks. If Jumbao revenge kills Caribolt, thats a set up oppurtunity for Zard or Celesteela; if Tomohawk revenge kills Necturna, thats a setup opportunity for Celesteela or Caribolt or what have you.
:excadrill::necturna::magearna::aurumoth::caribolt::gyarados-mega:
This is another similar example of a HO I believe by Stresh which you can see follows a very similar thought process. Another common theme to be seen here is Excadrill, as it is by FAR the best lead for HOs like this as it can guarantee Rocks for the team thanks to Mold Breaker and keep opposing rocks off for teammates. This is a massive boon for HO as opposing teams will very rarely have spare turns to set up their hazards after your suicide lead has gone down as they will be forced to deal with the threats setting up in front of them.

While these teams are a little dated now they do show what HO tries to accomplish in USM and in general - they want to create momentum by being able to threaten to win the game after a minimal amount of turns setting up and, outside of rare cases such as Magearna which usually will need a couple, this is very important to HO teams as the more turns you require to be threatening, the more turns your opponent has to answer the threat. This is why slow set-up win conditions, such as Mega Latias and Reuniclus for example, are not really seen on HOs - they are not threatening to win a game by themselves if given a free turn. Of course there are exceptions to this, there was a HO team that was fairly popular in OU in USM OU that used a Kyurem Black and another popular one that used a Mawile by i think it was Imsosorrylol, and maybe one that used a Suicune in early USM but i can't remember who built it for example but for the vast majority of the time wallbreakers and bulky set up winconditions are not what your looking for on HO.

This also applies to Choice Locked mons and while, again there are exceptions, in general Choice Locked mons are not really wanted on Hyper Offensive teams as they very easily give up momentum, which we established earlier on here that we never want to happen when we are using HO. Once a mon is locked in to a move its very easy for the opponent to send out the appropriate check, giving them a free turn. This free turn also means that you either have to give them more than 1 free turn by staying in to sack your choice locked Pokemon, or switching to one of your sweepers - potentially taking the damage needed to stop it from setting up. Neither of these is ideal and is why HO teams do not have choice locked Pokemon. This is especially true for Pokemon such as Blacephelon, that have a lot of immunities that can be very easily exploited by common Pokemon when choice locked. There was of course Xtra$hine's HO in Zygarde meta USM that utilized sub cm Blacephelon with the Speed Boost from Beast Boost but that is very different from Choice Locked variants.

This is not to say that HO cannot have Pokemon like this, I think there are some situations where Pokemon such as Kyub, Mawile, an occasional Suicune or Choice Scarfers fit onto HO builds, but they are typically for VERY specific structures and shouldn't be the part of a framework such as this, as they really aren't mandatory.

I couldn't find any other examples of USM CAP HO in team dump threads or my builder because, well its not in a great spot in the meta rn but some other highlight HO teams from other metas will still show the basics of how they are structured:

:mew::cawmodore::zeraora::necrozma::hawlucha::hydreigon: - SS CAP HO by I believe Jordy
:mew::magearna::bisharp::azumarill::dragapult::hawlucha: - Post DLC SSOU by Jordy
:mew::bisharp::pinsir-mega::rillaboom::magearna::dragapult: - NatDex by Guardsweeper
:azelf::pinsir-mega::excadrill::dragonite::manaphy::minior: - SM OU by Gmars, originally by Xtra$hine for ORAS OU w Talonflame > Minior
:excadrill::greninja::zygarde::magearna::gyarados-mega::blacephalon: - SM OU Zygarde era by Xtra$hine



The team you presented here is very much closer to just regular offense - this isn't saying anything abt the quality of the team, I haven't tested it so cant really speak for how well it performs at all but just dont really think this is representative of HO in USM. At least, Suicide Lead HO's like this - Trick Room, Rain, and Screens are all very different of course.

Side note, after CAPPL is over for us I plan to do a teamdump and a post on the state of the USM metagame so stay tuned.wav
 
I'm sorry it seems like you put a LOT of time and effort into this post but in the interest of keeping USM resources as accurate as possible - this isn't HO at all and is kinda misrepresntitive of what that archetype aims to do. I've never really seen HO be broken down into these roles and a quick search shows it in an article from 2015 which seems...less than accurate to Gen6 HO to say the least. Stuff like Slow / Strong wallbreakers really are not mandatory on HO, as HO wants to keep the momentum constantly. Pokemon like Mega Garchomp, Colossoil, and Jumbao generally do not fit onto HO because of this. The "Cleaners" section also feels weird to me as instead of "revenge killing" a Pokemon with HO, the team is supposed to be built so that you have something which can set up on X mon when/if it kills your previous set up sweeper. For example:

:excadrill::necturna::caribolt::greninja::charizard-mega-x::celesteela:
This is a team that I think Jordy made for CAPTT5 that basically resembles what HO looks like in USM - this one uses 2 hazard leads in Excadrill and Greninja and 4 straight set up sweepers which can take advantage of their teammates traditional checks. If Jumbao revenge kills Caribolt, thats a set up oppurtunity for Zard or Celesteela; if Tomohawk revenge kills Necturna, thats a setup opportunity for Celesteela or Caribolt or what have you.
:excadrill::necturna::magearna::aurumoth::caribolt::gyarados-mega:
This is another similar example of a HO I believe by Stresh which you can see follows a very similar thought process. Another common theme to be seen here is Excadrill, as it is by FAR the best lead for HOs like this as it can guarantee Rocks for the team thanks to Mold Breaker and keep opposing rocks off for teammates. This is a massive boon for HO as opposing teams will very rarely have spare turns to set up their hazards after your suicide lead has gone down as they will be forced to deal with the threats setting up in front of them.

While these teams are a little dated now they do show what HO tries to accomplish in USM and in general - they want to create momentum by being able to threaten to win the game after a minimal amount of turns setting up and, outside of rare cases such as Magearna which usually will need a couple, this is very important to HO teams as the more turns you require to be threatening, the more turns your opponent has to answer the threat. This is why slow set-up win conditions, such as Mega Latias and Reuniclus for example, are not really seen on HOs - they are not threatening to win a game by themselves if given a free turn. Of course there are exceptions to this, there was a HO team that was fairly popular in OU in USM OU that used a Kyurem Black and another popular one that used a Mawile by i think it was Imsosorrylol, and maybe one that used a Suicune in early USM but i can't remember who built it for example but for the vast majority of the time wallbreakers and bulky set up winconditions are not what your looking for on HO.

This also applies to Choice Locked mons and while, again there are exceptions, in general Choice Locked mons are not really wanted on Hyper Offensive teams as they very easily give up momentum, which we established earlier on here that we never want to happen when we are using HO. Once a mon is locked in to a move its very easy for the opponent to send out the appropriate check, giving them a free turn. This free turn also means that you either have to give them more than 1 free turn by staying in to sack your choice locked Pokemon, or switching to one of your sweepers - potentially taking the damage needed to stop it from setting up. Neither of these is ideal and is why HO teams do not have choice locked Pokemon. This is especially true for Pokemon such as Blacephelon, that have a lot of immunities that can be very easily exploited by common Pokemon when choice locked. There was of course Xtra$hine's HO in Zygarde meta USM that utilized sub cm Blacephelon with the Speed Boost from Beast Boost but that is very different from Choice Locked variants.

This is not to say that HO cannot have Pokemon like this, I think there are some situations where Pokemon such as Kyub, Mawile, an occasional Suicune or Choice Scarfers fit onto HO builds, but they are typically for VERY specific structures and shouldn't be the part of a framework such as this, as they really aren't mandatory.

I couldn't find any other examples of USM CAP HO in team dump threads or my builder because, well its not in a great spot in the meta rn but some other highlight HO teams from other metas will still show the basics of how they are structured:

:mew::cawmodore::zeraora::necrozma::hawlucha::hydreigon: - SS CAP HO by I believe Jordy
:mew::magearna::bisharp::azumarill::dragapult::hawlucha: - Post DLC SSOU by Jordy
:mew::bisharp::pinsir-mega::rillaboom::magearna::dragapult: - NatDex by Guardsweeper
:azelf::pinsir-mega::excadrill::dragonite::manaphy::minior: - SM OU by Gmars, originally by Xtra$hine for ORAS OU w Talonflame > Minior
:excadrill::greninja::zygarde::magearna::gyarados-mega::blacephalon: - SM OU Zygarde era by Xtra$hine



The team you presented here is very much closer to just regular offense - this isn't saying anything abt the quality of the team, I haven't tested it so cant really speak for how well it performs at all but just dont really think this is representative of HO in USM. At least, Suicide Lead HO's like this - Trick Room, Rain, and Screens are all very different of course.

Side note, after CAPPL is over for us I plan to do a teamdump and a post on the state of the USM metagame so stay tuned.wav
Thank you for the feedback and I get what you are saying I'm going to do a more accurete one
 

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