What If? - Alternate Timelines (AT #6 - Electric/Dark Miasmaw: Stats + Art for AT Raja 2 Voting)

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Hello there! This fun little project is all about having different branches from the Sacred Timeline (i.e. the one we are currently living in) and delving into them with the idea of "what if?" Similar to the Marvel comics or TV series, this would take the "loser" from a poll or slate of a past CAP process and venture on down this alternate timeline, theorizing ideas of what typing, abilities, stats, and defining moves.

Lemme explain it by showcasing what the first alternate timeline would be:

:hemogoblin::sv/hemogoblin::hemogoblin:
What if Psychic/Fire had won the typing poll for Hemogoblin?

Here is the original concept for reference:
Name: Bang Average

Description: This pokemon will attempt to circumvent average or below average stats to become viable.

Justification: Ou has always shown a massive preference towards mons with great statlines and high base stats, but there have always been exceptions to this rule. However in Cap we have always exclusively made mons with good to great stats, meaning we have left a lot of interesting design space untouched. There's a variety of ways we could go about a concept like this and I think this would be an illuminating and interesting project for us to engage with.

Questions:
What actually counts as average stats?
This will likely be up for some debate, as this is somewhat relative. 85 speed is a perfectly good speed stat on fini, but if zera had 85 speed it'd probably be in ru. As for bst, the lowest bst of ou ranked mons at the conclusion of ss (sv is a bit young to draw conclusions from) is Pelipper at 440, with Clefable in 2nd with 483. Both of these are undeniably average but 3rd lowest is Ferrothorn at 489, whose statline could definitely be seen as above average. It'd be pretty hard to deny that Toxapex has a better statline than Alolatales, despite the 10 point bst difference being in the fox's favour. Particular attention will have to be paid to how the stats synergise, rather than a flat interest in BST

How much stat efficiency is permissable?
To return to the above example part of what gives Ferro and Pex above average stats is the efficiency with which their bst is divided, with speed and various attacking stats being dropped in favour of juicing up defenses. Conversely, to use a lower tier example, Cobalion has a bst 91 points higher than ferro, but that bst is inefficiently distributed giving Cob mediocre attacking stats and good bulk on only one side. Despite it's high bst, Coba has pretty average stats. Obviously some degree of efficiency will be necessary but to what extent. Breloom has a frankly awful statline with the exception of it's attack, finding use through it's unique combination of other strong attributes. Is one stat pushing 130 fundamentally antithetical to the concept or is it permissable if all other stats take hits? Where do we draw that line?

Do we actually do stats first?
This is obviously a very stat centric concept, but there's good reasons that stats are usually done so late in the process. It'd certainly be a shake up to the process but you could probably still achieve a similar result with a more standard process order.

How does this affect our power budget?
The Chromera process afforded a large power budget to other aspects of the process to account for it's bad ability. To what extent, if any, do we allow that here? Remember that the goal here is using stats that are average or below average, not explicitly bad. The sort of affordances allowed in chroms process are almost certainly over the line, and honestly we could potentially make a perfectly reasonable end product without dipping into anything explicitly overpowered.

What types suit average stats, if any?
For example, dragon might be more suitable for it's access to strong stabs like Draco and Outrage that mitigate ower attacking stats. Psychic on the other hand may suit less well due to its reliance on weaker stabs. Are there typings that can work around mediocre bulk by leveraging unique or valuable defensive profiles?

What can we learn from gen 9?
The early stages of SV has given us some interesting examples of successful mons with average stats. In particular, we've been given two excellent examples of what to avoid. Espathra and Houndstone both clearly have very average stats with both having a sub 500 bst and highest individual stats of 105 and 101 respectively. These two became the lowest bst mons to be banned to ubers since Mega Sableye in oras. Houndstone isn't particularly interesting, as it was purely broken by virtue of having one of the most cracked moves to ever exist. Espathra is more notable, as it initially fell to uu before rising through the ranks thanks to it's stored power shenanigans and ridiculous tera synergy. Espathra shows us that even with pretty shit stats, we have to be careful to not overtune in other stages, which is definitely a tendency that we have in cap projects.

Explanation:
Cap loves statballs. It's a natural consequence of the ability to choose stats that we're never gonna intentionally give a cap a statline that isn't fit for purpose. From dpp when most caps bst were only lower than legendaries, to the sheer ridiculousness of baos whole statline in sm, to the most recent project that required rajas speed to be nerfed, giving caps some great stats has been a consistent theme across generations in cap. It's one of the easiest ways to guarantee a viable end product and in projects that are focusing on exploring other elements, it'd be a bit of a downer to ruin the mon at the last stage by giving it glalie stats.

This leaves us with some pretty interesting unexplored design space. High statlines are an obvious staple of all ou metas, but there have always been interesting exceptions. The classic example here is Clefable, which has no stats above 100 but has achieved ou success in four generations. However to me, Clefable is a pretty uninteresting and frankly, unhelpful example. Clef is viable because of magic guard. It has a great movepool and really nice typing, but let's be real here, without Magic Guard Clef would be ranked RU, UU at best. To me the more interesting example is Breloom which also has ou success in 5 generations including sv, despite a statline that is severely lacking in almost every department. Just like Clef, it's got some great abilities and a dope movepool. However, Clef is a phenomenal ability facilitating other good attributes, while Loom is a series of great individual traits that when combined, make an utterly unique and consistently viable mon. Loom isn't the only example either. SVs current poster child for low bst in ou is Clodsire, which has the lowest bst of any ou mon in generations bar azu (which is obviously carried by huge power) with just 430 bst. Clodsire very much goes down the incredibly efficient distribution route, with hp and spdef making up more than half of it's total bst, in stark contrast to it's cousin Quag which has identical bst and very evenly distributed stats. Clod could very well fall to uu very soon but it's still had it's place in the spotlight.

There's a variety of other examples and ways this concept can go. Amoongus and Gastro only have good hp but that patches up their more lacklustre defences. Others like indeedee and masquerain fulfill highly specific niches that require only barebones stats to get by. There's a range of options here.

To me, this concept has the potential to give us a super tight and focused cap, instead of the sprawling masses that caps often turn into, where they have a hundred movepool options and stats that can be specced seven ways to Sunday. It also has the potential to give us something really unique and interesting if we try. In my opinion this concept hits the sweetspot of giving us interesting constraints to play with and learn from, without kneecapping us with the starting pistol. There's design space here and I think it's space worth exploring.
So with the "new" typing at hand, we will be doing a mini process of the 4 main steps from the actual process (Typing, Ability, Defining Moves, and Stats) with each step taking about a week to allow submissions + voting. In this particular case, we will start with ability submissions and then moves and then stats. You can also keep or remove things that were a part of its original process step (for example if you have a good reason Hemogoblin should keep Pixilate despite no more STAB or even ESpeed in general). Ideally, I wanna see from each submission a reasoning as to why whatever "insert typing/ability/moves/stats" is the best option and explain how it could potentially match up into the current meta.

As for anything flavor related, subs will be open until stats voting for the subsequent AT goes up! This is so flavor for past ATs doesn't get lost in the hubbub of the next AT while also giving those that wanna provide flavor a good bit of time to draw/name/show off their creations and not feel rushed to get something out (as that can cause major burnout).

Major side note to this project is that these will NEVER be implemented on Pokemon Showdown! similar to how FlashCAPs work. This is just strictly for fun and to answer the question of "what if?"

Submissions for week 1 end September 6th with voting ending the following Monday, September 9th.
 
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bold - Where the AT began
:hemogoblin:
New Typing: :mind plate:Psychic/Fire:flame plate:
New Ability: Psychic Surge
New Defining Move/s: Torch Song, Esper Wing
New Stats: 95 HP / 60 Atk / 90 Def / 100 SpA / 85 SpD / 70 Spe (500 BST) by dex
Flavor: (1) (2)
:saharaja:
New Typing: :stone plate:Rock/Electric:zap plate:
New Ability: Speed Boost
New Defining Move/s: Diamond Storm, Supercell Slam, Wood Hammer, Volt Tackle
New Stats: 102/148/62/91/99/78 (580 BST) by Iron Crusher
Flavor: (1) (2)
:chuggalong:
New Typing: :flame plate:Fire/Steel:iron plate:
New Ability: Unburden
New Defining Move/s: Torch Song, Flash Cannon, Grass Coverage (Energy Ball)
New Stats: 80/52/100/115/68/95 (510 BST) by Scepticskep
Flavor: (1) (2)
:chromera:
New Typing: :iron plate:Steel/Grass:meadow plate:
New Ability: Emergency Exit
New Defining Move/s: Steel Beam, Chloroblast, Stealth Rock, Strength Sap
New Stats: 90/60/71/108/71/120 (520 BST by Gekokeso
Flavor: (1) (2)
:saharaja:
New Typing: :spooky plate:Ghost/Fairy:pixie plate:
New Ability: Poison Heal
New Defining Move/s: Shadow Force, Spirit Break, Toxic Thread, Silk Trap, Toxic Spikes
New Stats: 85/115/50/50/100/50 (450 BST) by Amamama
Flavor:
:miasmaw:
New Typing: :zap plate:Electric/Dark:dread plate:
New Ability: Stakeout
New Defining Moves:
New Stats:
Flavor:
 
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This may be a bit of an obvious answer, but one ability that could be fun is Psychic Surge; giving a 1.3x boost to all psychic moves is huge and it gives us the option of adding Expanding Force later if we want (although expanding force surge did get removed from indeedee this gen, as it was rather good).

Matching into the current OU meta it's a bit odd. First, it checks Rillaboom like nothing else, but that's less of a priority. It could also check Gambit if it's faster (or at least check it with the help of another mon) do to stopping Sucker Punch. I suppose it could check Iron Valiant assuming it lives a Knock Off, and probably deals with Iron Press Zamazenta really well. I think it could counter Iron Moth, but depending on the stats it might fold to Sludge Wave.
It would probably have a ton of neutral matchups; Weavile kills it normally but if you predict the switch it dies to any fire move, and same with Meowscarada. Iron Treads probably would destroy it with Earthquake but again die to any fire move (same with Great Tusk and a psychic move instead), while I think it depends whether it is running physical or special on whether or not it can counter Blissey/Alomomola/another stall mon.
It loses to quite a few things however: obviously Weavile, Meowscarada, and Iron Treads all destroy it in a normal 1v1, but the ones that can switch in on it and win are what I consider completely lost matchups. Gholdengo is bulky enough that I don't see this OHKOing it even with Overheat/Flare Blitz, and a good ghost move will definitely knock it out in return. I think Primarina is bulky enough that it actually takes under 30 from any move this Hemo can do, and easily dish out a KO in return. Walking Wake is in the same boat except it will 100% OHKO but probably take more damage in return. Finally, Dragapult can't totally switch in on a psychic move, but it is a complete counter as not only does it like the psyterrain to stop opposing priority, it can pretty easily OHKO it with Shadow Ball/Phantom Force/Tera Ghost Blast. I actually think Dragapult could be a great partner for this Hemo no matter what the stats are, but it definitely 1v1s it.

Into the current CAP meta, it's a bit more normal. I think in general it could pretty easily 1v1 threats such as Arghonaut, Auramoth, Jumbao, Necturna, Plasmanta, Venomicon, and it destroys Tomohawk. However, it probably loses to Equilibria, Cresceidon, Stratagem, Kitsunoh, maybe Caribolt, and Colossoil. I think it would have a neutral matchup into Syclant and Saharaja, and while it might be able to gimmick Chromera, I think it would ultimately lose.


I think it has enough counters to not be broken, while having enough damage and things it checks to be good. That being said, I sort of assumed it has the same amount of speed as normal Hemogoblin (A.K.A. not much), as if it has a lot it will be broken, turning most of its neutral matchups into winning matchups.

I don't know if this is the best option, but I think it's a good one.
 
I think another very obvious answer is the tried-and-true Magic Guard. Notably, this negates rock damage, meaning that we don't need to run the dreaded Heavy-Duty Boots, but it also negates recoil damage. While our typing strongly suggests a special attacker, access to no-recoil Flare Blitz is very tempting, and getting the life orb boost on top of that would let us easily compensate for our mediocre stats.

Not a whole lot else to say about this one, it's just a really strong ability that would boost our offensive potential. There are probably more interesting routes to take, as OU already has a Psychic-type with average stats and Magic Guard, but using our ability offensively would prevent us from treading on Clef's toes too much, hopefully.

Psychic Surge, as mentioned in the post above, is a really unique option that boosts our Psychic moves and negates Sucker Punch. This is obviously great regardless of how mediocre our stats are and allows us to fit into a currently unfilled niche in OU as a Psychic Terrain setter. I very much support this ability.
 
Perhaps Multiscale would be considered for this to make up for the likely mid defensive stats. My logic is that without some resistances of Fairy type, and with the weaknesses of Psychic type, you are arguably hit neutrally or weak to more things overall, and Multiscale can mitigate this somewhat. It's also nice that due to Fire type, you can't be burned, which is one way to cripple Multiscale.
 
[RIP Electric / Ghost]

What I wrote at the time about Fire/Psychic was that it's a better offensive typing than Fire/Fairy because of the super-effective hits on poison-types, but worse defensively. I think I stand by this, and now that we have Chuggalong as a fire resist hit SE by Psychic STAB it's even more true.

Fully offensive Pokemon want either very good speed or priority, which is difficult to provide to a Pokemon with only average stats. I think the perfect ability to remedy this issue is Speed Boost. Although we don't want to mimic Espathra's broken-ness, it provides an example of how a merely average speed stat can quickly outspeed a lot of the metagame if not immediately forced out, and be threatening even in the absence of notable offensive stats.
 
Seconding Magic Guard and Speed Boost. Magic Guard Provides some much needed longevity without having to wasted an Item Slot and frees The Option of Life Orb as well.
Flarblitz being recoilless IS Just the Cherry on top.
Speed Boost on a Psychic Type sweeper has the Potential to become devestatinh really fast as proven by Espartha.
Id also Like to propose Download.
Psychic Fire is perfectly geared towards demolishing the standard defensive cores in CAP. That said, targets of fire moves (mostly equilibra) often have an emphasis on Special defense, whereas targets for Psychic Type moves such as Arghonaout or venomicon lean physically, so boosting the fitting offense can help break them even more easily.
Boosting offenses on Switch in circumvents the need for high offensive stats. It also Plays More versatile, due to allowing physical and Special moves in one set.
In General i think abilities that lean into wallbreaking or sweeping feel best on this typing.
Due to its amazing Coverage i think adaptability would Work pretty Well with The typing as well. This IS another ability that implicitly boosts Attack in both Sides of the spectrum.
 
:psysly: intriguing


Imo, this thing should be a Trick Room abuser. Hemogoblin is already extremely slow, and I think it would be sillier to make slower and more special-oriented. Maybe give it recovery and Adaptability.
Also, I think that the design would be somewhat resembling someone meditating, but is still chonky and has the face of normal Hemogoblin, but with the eyes closed.
 
An option I thought of was Soul Heart. I know that it is normally banned due to being a signature legendary ability but since this thread is not to make an official CAPmon, I (with Kenn approuval to propose it) decided to propose Soul Heart as the ability of this hemogoblin.

Hemogoblin being fire/psychic type will probably direct us toward a more special attacking CAP. Thus I will direct my analysis toward a special attacker CAP.

This ability would allow Hemogoblin to counterbalance his lack of offensive stats with stat boost. The defensive core are currently often composed of Equilibra, Venomicon, and/or Arghonaut. Hemogoblin's fire type allows it to make Equilibra think twice about switching in on an attack. Venomicon will probably not switch on Hemogoblin as his psychic type scares it quite greatly. The same would apply to most arghonaut sets as they would take a lot of damage from the psychic moves risking being 2HKO'ed. Hemogoblin would likely threaten multiple sweeps with the help of Soul Heart making the enemy try to keep his weakened pokemon away from Hemogoblin as well as denying switch in for potential sweepers like Chuggalong or Revenankh due to their weakness to Hemogoblin's STAB.

Some defensive counters to Hemogoblin would be Creseidon due to it not being weak to his stab and threatening back with either scald or thunder wave. Blissey is also another pokemon that checks Hemogoblin due to its high defensive stats. Pokemons like Stratagem, Dragapult, Gholdengo and Roaring Moon that are faster than Hemogoblin and have super effective stabs are going to be a problem due to our lower stats. Pokemons like Kitsunoh have an interesting interaction with Hemogoblin as neither would want to switch into the other's attack

To resume all the technical details, Soul Heart would help Hemogoblin be more threatening offensively even with average stats as well as being a great flavor for our little heart goblin.
 
Okay so it is now time to vote on what AT Hemogoblin's new ability should be!

The options are as follows:
Psychic Surge
Magic Guard
Multiscale
Speed Boost
Download
Adaptability
Soul-Heart


Please post with a single bold vote on what ability you want.

Voting ends September 9th!
 
Magic Guard

obviously a very powerful ability but i think with the mediocre-to-bad defensive typing and Bang Average stats CAP32AT could use it in a "fair" way while still being focused on early-to-midgame wallbreaking
 
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