CAP 13 CAP 2 - Part 5 - Ability Poll 2

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Let's keep trucking along and working toward a final first ability for CAP 2. Now that we've moved out of the IRV stage, we will begin eliminating entries until something has more than 50% of the vote. Until then, keep your heads high and let's see this through!

Recall that this poll is a bold vote poll, the details of which are outlined here. A typical vote might look like the following:
My Preferred Entry

If the voter wishes, he may post comments on his vote below the actual vote. As with IRV, only the vote itself should be bold and none of the supplementary text should be 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 name! The list of possible votes in order of placement in the last poll are:
No Competitive Ability
Limber
Immunity
I've included my logic for slating those three abilities below for the voters' reference:

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.

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!)
 

Birkal

We have the technology.
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Immunity

Still very frightened at the idea of a Pokemon with access to any boosting move having Limber.
 

DougJustDoug

Knows the great enthusiasms
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No Competitive Ability

Sketch is the centerpiece on this 'mon, and it will be incredibly diverse and competitive regardless of ability. For the first time in CAP history, I think it makes sense to have an ability for nothing more than to complement flavor.
 

jas61292

used substitute
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No Competitive Ability

As much as I love Immunity for this, I've decided that I don't really think it needs a good ability, and for the sake of balance, it would be best to err on the side of caution.
 
Immunity

I feel Immunity compliments the flavour of a dead plant well enough anyway and, although it has some benefits, (In terms of bulky offence - part of the aim) it is not extremely competitive. It could be the 'no competitive ability' in the first place but with just that slight help towards bulky offence. I think Immunity pulls this off with aplomb.
 
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