HeaLnDeaL
Let's Keep Fighting
The playtest period will be starting soon, and now we need to finalize the last flavor details for the CAP - those that will have absolutely no bearing on how it plays/is playing on PS! Note that is is fully expected that the playtest will start before this thread concludes. Still, these details will bring Kerfluffle together as a believable Pokemon, so contributions and good discussion are still very needed. This ability should have little significance competitively, and should be all about what makes sense on the Pokemon.
The following abilities are banned from this discussion:
If you are curious as to why these abilities are banned, check out this thread to learn more. Remember, the ability we choose here is an Ineffective Ability, meaning that it should be inferior to both Natural Cure and Aroma Veil (Kerfluffle's competitive abilities).
This means that abilities posted that have notable competitive merit will not be tolerated. All logic should be flavor-based and even if an ability has a flavor match, it should not be posted or supported if the competitive inclinations of the ability are too strong. Posts that do not follow these rules will be deleted and repeated offenses risk further punishment. For example, someone might argue that since Kerfluffle has claws on its hands that "Tough Claws" might fit for flavor. Tough Claws has a huge competitive effect and so it is not appropriate for this discussion.
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CAP22 so far:
Name: Kerfluffle
Typing: Fairy/Fighting
Abilities: Natural Cure / Aroma Veil
Stats: 84/78/86/115/88/119
Sprites:
Leadership Team:
cbrevan - Topic Leader
Elite Lord Sigma - Typing Leader
snake_rattler - Abilities Leader
Snobalt - Stats Leader
Deck Knight - Movepool Leader
Concept:
The following abilities are banned from this discussion:
Air Lock
Aura Break
Bad Dreams
Color Change
Dark Aura
Defeatist
Fairy Aura
Forecast
Fur Coat
Huge Power
Illusion
Imposter
Moody
Multitype
Parental Bond
Protean
Pure Power
Shadow Tag
Slow Start
Stance Change
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Magic Bounce
Magic Guard
Prankster
Sand Stream
Snow Warning
Speed Boost
Aura Break
Bad Dreams
Color Change
Dark Aura
Defeatist
Fairy Aura
Forecast
Fur Coat
Huge Power
Illusion
Imposter
Moody
Multitype
Parental Bond
Protean
Pure Power
Shadow Tag
Slow Start
Stance Change
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Magic Bounce
Magic Guard
Prankster
Sand Stream
Snow Warning
Speed Boost
If you are curious as to why these abilities are banned, check out this thread to learn more. Remember, the ability we choose here is an Ineffective Ability, meaning that it should be inferior to both Natural Cure and Aroma Veil (Kerfluffle's competitive abilities).
This means that abilities posted that have notable competitive merit will not be tolerated. All logic should be flavor-based and even if an ability has a flavor match, it should not be posted or supported if the competitive inclinations of the ability are too strong. Posts that do not follow these rules will be deleted and repeated offenses risk further punishment. For example, someone might argue that since Kerfluffle has claws on its hands that "Tough Claws" might fit for flavor. Tough Claws has a huge competitive effect and so it is not appropriate for this discussion.
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CAP22 so far:
Name: Kerfluffle
Typing: Fairy/Fighting
Abilities: Natural Cure / Aroma Veil
Stats: 84/78/86/115/88/119
Sprites:
Attract
Aura Sphere
Brick Break
Bulk Up
Celebrate
Charm
Close Combat
Confide
Crush Claw
Dazzling Gleam
Double Team
Drain Punch
Draining Kiss
Dream Eater
Encore
Endure
Energy Ball
Facade
Fairy Wind
Feather Dance
Focus Blast
Flash Cannon
Fly
Frustration
Giga Drain
Giga Impact
Grass Knot
Helping Hand
Hidden Power
Hold Hands
Hyper Beam
Low Kick
Metronome
Moonblast
Nightmare
Parting Shot
Play Rough
Power-Up Punch
Protect
Psych Up
Quick Guard
Rest
Retaliate
Return
Round
Scary Face
Scratch
Sleep Talk
Sludge Bomb
Sludge Wave
Snarl
Snore
Strength
Substitute
Sunny Day
Swagger
Taunt
Toxic
Torment
Wake-Up Slap
Wide Guard
Wish
Yawn
Aura Sphere
Brick Break
Bulk Up
Celebrate
Charm
Close Combat
Confide
Crush Claw
Dazzling Gleam
Double Team
Drain Punch
Draining Kiss
Dream Eater
Encore
Endure
Energy Ball
Facade
Fairy Wind
Feather Dance
Focus Blast
Flash Cannon
Fly
Frustration
Giga Drain
Giga Impact
Grass Knot
Helping Hand
Hidden Power
Hold Hands
Hyper Beam
Low Kick
Metronome
Moonblast
Nightmare
Parting Shot
Play Rough
Power-Up Punch
Protect
Psych Up
Quick Guard
Rest
Retaliate
Return
Round
Scary Face
Scratch
Sleep Talk
Sludge Bomb
Sludge Wave
Snarl
Snore
Strength
Substitute
Sunny Day
Swagger
Taunt
Toxic
Torment
Wake-Up Slap
Wide Guard
Wish
Yawn
Leadership Team:
cbrevan - Topic Leader
Elite Lord Sigma - Typing Leader
snake_rattler - Abilities Leader
Snobalt - Stats Leader
Deck Knight - Movepool Leader
Concept:
Name: Last Act of Defiance
General Description: A Pokemon that is defined by its use of the move Parting Shot.
Justification: Parting Shot is another move that's pretty amazing on paper, but its true usage has yet to be fully explored because it's only available to Pangoro. Pangoro is not the most viable Pokemon OU and is nearly unusable in CAP due to its 4x weakness to Fairy. Moreover, when I've used it in RU (prior it to being banned) and UU, I found myself clicking an attacking move more often than not. With the optimal Parting Shot user in the CAP metagame, we may be able to tap into this move's potential and figure out how it is best utilized. Maybe Last Act of Defiance will be a fast Pokemon that aims to keep up offensive momentum. Maybe it'll use the move like it would use Memento to help a teammate use a boosting move. Maybe it'll be a slow, bulky pivot intended to discourage switching. Maybe it'll do something completely different.
This falls under both actualization and archetype in terms of being a concept. In terms of actualization, it will teach us how to use Parting Shot "properly." Clearly, no other Pokemon, not even Pangoro, comes close to it. Well, users of U-turn, Volt Switch, and Memento come somewhat close, but even then, we'll be able to see what makes Parting Shot different from (and possibly better than) them. In terms of archetype, Last Act of Defiance will give not just the CAP metagame, but also the whole game of Pokemon, a utility Pokemon that we've never seen before, as Parting Shot was not (and still isn't) one of Pangoro's most important assets. Because Parting Shot has so many potential uses, a utility Pokemon such as this can be the ultimate team player for offensive and defensive archetypes alike.
Questions To Be Answered:
- Whether it's pivoting, offensive momentum, Memento-esque support, or something else, what is the "ideal" way to use Parting Shot? Why?
- Considering Pangoro rarely finds the time to use the move, how much should a Pokemon be willing to sacrifice another offensive option for Parting Shot?
- What makes Parting Shot different or similar from Volt Switch, U-turn, and Memento?
- Pangoro is definitely not the ideal Parting Shot user, so what does the ideal user look like?
- What strategies, whether they be certain Pokemon, playstyles, or other factors, will rise to prominence to combat a Parting Shot user?
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