CAP 13 CAP 2 - Part 5 - Ability Poll 1

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This slate was very driven by the community, more-so than the past few slates. While you guys changed my mind a lot in stats and typing, the number of times my mind changed in abilities is an insurmountable figure. I walked into this stage thinking to myself that the slate would obviously be Technician, CompoundEyes, and some other potent stuff. However, as you'll see below, not a single one of those abilities made it to the slate. You all did a number on my logic, both competitively and otherwise, and I'd like to thank you for it. Cheers! That said, you'll find that the slate is much more mellow than I originally thought it'd be, and includes a slated option that we have never considered before on any CAP: No Competitive Ability. See a bit further down for my competitive logic as to why the slate is how it is.

Recall that this poll operates on IRV voting, the details of which are outlined here. This means that you can upvote your favorite typing and downvote your least favorite. Be aware that order does matter in your votes! The first line is your favorite, the last line is your least favorite. Make sure you vote properly. Make sure that you bold your votes and nothing else! A typical vote might look like the following:
Most Preferred
Second Most Preferred
Least Preferred

Any comments that the voter has would go below the votes in non-bold text. Bold text is used to determine what the user's votes are, so none of the supplementary text should be in bold.
Please post only your votes in this thread. Do not respond to other posts, or your posts will be moderated and you warned. If you feel compelled to say something in your own vote, you may still do so, but don't try to incite a discussion. Keep discussion to #cap.

This poll will be open for 24 hours.

When voting, use only the ability's name! The list of possible votes, in order of mention in the topic, are:
Limber
Suction Cups
Immunity
No Competitive Ability
Below is the logic for my slate.

First I want to address why Technician and CompoundEyes aren't slated. These abilities do what I originally wanted; they open up swaths of new moves to be Sketched by CAP 2 competitively. That said, I realized that the stats were carefully balanced against the defenses and offenses of the eventual counters and checks list for CAP 2. Boosting the power of its coverage attacks or STABs is something CAP 2 doesn't want. That explains why Technician is gone. I didn't slate CompoundEyes mostly because near the end of the thread, I suddenly realized that it was a fairly useless ability! Indeed, there are only a handful of actually useful moves that CAP 2 would ever Sketch or learn naturally that need accuracy boosts, and among them you would have used all of the moves anyway. That said, Will-O-Wisp would've definitely not been allowed for the naturally learned list had CompoundEyes been voted in, and in reality that means that CompoundEyes is actually limiting CAP 2. For those reasons, I decided against slating it.

Limber captivated me once reachzero mentioned it. It's a strong ability that doesn't change a lot of the way that CAP 2 is traditionally handled by the threats we deemed critical. The only member of that Steel group that might have tried Thunder Wave is Jirachi, and Jirachi would much rather punch CAP 2 in the face and kill it than paralyze it and sacrifice itself. That said, this makes CAP 2 a much better switch-in to the Thunders and Thunderbolts it will inevitably be taking to get in, and makes it that much more reliable to use against Ferrothorn, one of its key switch-ins both offensively and defensively. This legitimizes the ability beyond a doubt without, I feel, breaking CAP 2's potential. That's key.

Suction Cups is a really cool ability that was presented toward the middle of the thread. It's not the most competitive, but it gives CAP 2 one really nifty trick to use against something that would otherwise completely ruin physical sets: Skarmory. Now while having a solid set of checks is important, physical CAP 2 is practically unusable because of Skarmory. Firstly, physical sets lack a physical Hidden Power, and within STABs are walled by all Steel-types. Even at +6, neither of CAP 2's eventual (and most powerful) STABs can 3HKO Skarmory, leaving it fodder to be Whirlwinded away for all eternity. Suction Cups gives those sets a fighting chance, as now Skarmory must Brave Bird for the victory. Even then, if using a physical Defense booster, this means that CAP 2 might not be immediately shut down. Suction Cups also makes CAP 2 an interestng anchor for Baton Pass teams, which while most of Smogon hates them, I enjoy as a competitive strategy. Don't worry, CAP 2 pretty much can't get naturally-learned Baton Pass without murdering OU, so this really only makes CAP 2 the target of the chain. KEEP IN MIND THAT THE ABILITY CAN BE RENAMED TO BETTER SUIT WHATEVER FLAVOR THE ART ENDS UP PRESENTING. DO NOT CHANGE YOUR VOTE FOR REASONS FOUNDED IN THE ABILITY'S NAME.

And now, Immunity. Now while a lot of competitive players say that this is rather useless for CAP 2, I disagree. Almost all of CAP 2's sets that will succeed are offensive, true, but I do not think that we will have done the concept justice if even a few support sets cannot win matches. Support sets with a powerful STAB attack constitute their own brand of bulky offense, and I think should be able to exist. These support sets fear poison from the likes of defensive Pokemon more than paralysis, and indeed can be ruined by it. Furthermore, bulky sets featuring Coil and similar boosters will also rather be immune to poison than paralysis, and this ability helps legitimize them a lot.

Lastly, let's talk about No Competitive Ability. I just don't think CAP 2 needs one, quite frankly. This may be the first time in forever that a TL has been ambitious enough to say that, but I definitely think of all CAPs, it is most applicable to CAP 2. CAP 2 is a very powerful Pokemon, and will end up succeeding at its job with or without a competitive ability to support it. For that reason, we may take the route of having none and choosing flavor abilities instead. What this will do to the process is basically skip the competitive ability stage entirely. We will then decide art, and after art has been decided, vote for one or two flavor abilities. A flavor ability is one, like Illuminate or Honey Gather, that has absolutely no or negligible competitive value whatsoever. The competitive value of an ability is to be determined by the TL. (This means an ability that has competitive value, but for CAP 2 is particularly useless, could be constituted a flavor ability)

Good luck, and may the best ability (or lack of ability) win!

CAP 2 thus far:
Concept: Sketch Artist

Description: A Pokemon that learns Sketch, once, and everything that goes along with that.

Justification:

In terms of uniqueness, I think that few existing Pokemon can match DPP Smeargle, an otherwise laughably worthless Pokemon trolling OU with access to every trick in the book (or at least 4 of them) but also affecting the metagame greatly by becoming a top threat in the lead metagame. This Pokemon will borrow some of that uniqueness by learning the move Sketch and thus having access to ONE surprise/strategic/gutshot bonus move to supplement its pre-existing movepool. Being otherwise competently built (read: usable stats), this Poke could be a top threat or specialist for reasons we can't even predict yet.

Questions To Be Answered:
  • How will a Poke that has access to any one move out of all the moves in the game affect common battling tactics, namely prediction, scouting, and switching?
  • Which Sketch moves will become most common on this Poke's best sets? Does Sketchmon's success rely on hiding that secret Sketch move until just the right moment or can it succeed with predictably powerful moves like Spore, Spikes, Hurricane, Shell Smash, etc.?
  • Does this unique and powerful access to moves need to be counterbalanced elsewhere in the Pokemon's design? If so, then to what degree?
  • What kind of impact can Sketchmon have on teambuilding in terms of being able to patch holes with common utility moves like Rapid Spin or Toxic Spikes?
Explanation: The key here is that we have a lot of freedom to construct a unique Pokemon while staying within the confines of the concept. Typing, stats, abilities, and even most of the movepool are completely fair game so long as the Poke learns Sketch only once along the way and that we keep that in mind during previous steps. Now, this doesn't mean the CAP process will be directionless; Rising Dusk is pretty well organized and good at keeping discussions focused, and the concept itself has firm grounding in Smeargle's precedent. What's really being studied with this concept is movepool diversity and effectiveness, so it should have the most effect on the movepool process, where movepool creators will have to carefully balance their Sketchmon's actual movepool with the possibility of adding any one other move to the list. In terms of the metagame, there is no doubt in my mind that throwing a wildcard like this into the mix will strongly affect the metagame.
Focus: Bulky Offense
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe

tl;dr: Quack! (Vote for abilities!)
 

jas61292

used substitute
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Immunity
No Competitive Ability
Suction Cups

I really feel that the offensive aspect of this CAP is already going to be potent enough. If we are going to do anything with the ability it should be to legitimize defensive or supportive sets. Immunity is really the only one that does that. Suction Cups is also not bad, but I don't really see it helping the concept at all. Limber I would rather stay away from as it really just tries to boost offense even more, which is the one thing that it already is good at. Lets not just boost it more and more.
 

Asylum_Rhapsody

Guest
No Competitive Ability
Immunity
Suction Cups
Limber


Question: Does "No Competitive Ability" mean that the ability, like Illuminate or Honey Gather, will do literally nothing in combat? Or does it mean that we will later select an ability that has non-critical or negligible competitive value and that will be selected mostly for flavor purposes, like Flare Boost or Hyper Cutter? Either way, this it my top pick, but I just want to be clear.
 

DougJustDoug

Knows the great enthusiasms
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Moderator
No Competitive Ability
Suction Cups
Immunity


For the record, "No Competitive Ability" means the ability is of negligible value to this pokemon in competitive OU play. It doesn't mean we have to give it Illuminate or Honey Gather. The Topic Leader is the one who decides which abilities are competitive or not for this pokemon.

If NCA is selected, then the non-competitive ability will be chosen later, after the art is decided. So, voting for NCA is the equivalent of saying, "I want to pick a low-powered ability later based on the flavor dictated by the artwork we choose."

I chose NCA because Sketch is the conceptual center of this pokemon, and it gives the pokemon amazing variety. Having a competitive ability just clouds the picture for us in terms of learning about the metagame on this CAP. I'd rather pick a cool flavor ability later that bolsters the art we select.
 
Limber
Immunity
No Competitive Ability


Basically I don't really like Suction Cups personally, and I think both Limber and Immunity have been argued well enough to put them over "nothing". Limber I prefer because it blocks random Thunder paralysis.
 
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