First of all, why is Levitate an underwhelming ability? Who here forgets that Levitate makes CAP 10 immune to TSpikes and Spikes damage, which will be beneficial for switching into the threats CAP 10 is supposed to counter? *Sees a lot of hands* In fact, even if it's Fighting, Levitate may be a solid option anyway.
Levitate is underwhelming in terms of what it does for the concept, but that is the only way it's underwhelming. I expect that if CAP10 is given levitate, especially if it is electric type, it is the only ability that will see any use. Oh, and the spikes/tspikes immunities are lovely, but theyre not as common as the ever-present SR, and if one's team is weak to them, then one should have a spinner.
People have to get off the "Electric = Levitate" horse for just a few minutes. The Electric supporters, as a whole, seem to think that CAP 10 can achieve its main goal (if it is Electric) through an ability other than Levitate. Just had to make this clear, as it seems that there is some misconception. If you want examples, just think. Like I've stated, I can think of two or three good ones that make the Ground weakness less "cancerous". See if you can.
You really can't speak for electric supporters as a whole. With over 120 votes, only a small fraction of whom are voicing their opinions, this is very tough to actually argue. Also, I don't think the ground weakness is horribly cancerous, but it does play a major part in making Electric an all around worse choice than Fighting. As for these other abilities to make up for the weakness; focusing on repairing the weakness takes focus away from the concept, which is what the abilities need to be all about. Also, if you're thinking about repairing it with a multitype, well, first let me say that mono type, be it electric or fighting, is best to support the concept for reasons I've already stated (even if I didn't address them to multi-type). And once again, focusing on repairing the weakness via multitype is taking attention away from the concept when we consider the second typing (if any) and is not how the second type (if any) should be determined at all.
We have already established the fact that the Ground weakness is on the same level as the Psychic and Flying weaknesses simply because that in a metagame where CAP 10 will roam free, there will be counters for it. Therefore, please get off the fact that Ground is common in current OU play. We know.We don't know, however, how common it will be if CAP 10 is Fighting and is a prevalent force. We also don't know enough about future play to a point where we can predict Psychic and Flying attacks. Therefore, they are as much of a threat as Ground theoretically speaking in this discussion.
Yeah, we don't know if Psychic and/or Flying will be prevalent forces in the future, but what we do know is that Ground is a huge offensive force right now, while Psychic and Flying are not. We cannot predict the future. Also, trying to adapt CAP10 to a meta that doesn't exist yet is silliness, as this will just result in a different meta than the one anticipated and built around.
Another thing: since when was good STAB bad? I somewhat understand the Close Combat issue, although CC's the move that is the easiest to play around with Ghosts, and has Defensive drops. Otherwise, what's wrong with having a good STAB, especially when it hits for good neutral typing? This allows for CAP 10 to broaden its choices for the types of Pokemon it can counter without having to worry about resistances. Too powerful? What, are we afraid that CAP 10 might actually be able to beat the Pokemon it intends to counter? Not everything is fast and frail.
We don't want a powerful stab with good neutral typing, because that allows it to hit decently against a large range of targets, which is the exact opposite of what this concept calls for. We want to counter a few specific Pokemon extremely effectively (I would say perfectly, but nothing is perfect), while being all but completely ineffectual against everything else. What CAP10 should not end up being able to do is both counter as intended and be a decent offensive threat afterward.