Birkal
We have the technology.
Let's decide on Malaconda's flavor ability. This will be a multiple bold vote, which means you vote for as many entries as you like. This is unweighted so order does not matter. Make sure to bold your votes and nothing else and spell them correctly. A vote looks like this:
This vote will run for 24 hours. Here's the slate:
CAP 5 so far:
Name: Malaconda
Concept:
Abilities: Harvest / Infiltrator
Stats: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe
Movepool:
Weight: 108.8 kg / 240 lbs
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This vote will run for 24 hours. Here's the slate:
Anger Point
Anticipation
Cute Charm
Gluttony
No Ability
Oblivious
Pickpocket
Pickup
Stall
Anticipation
Cute Charm
Gluttony
No Ability
Oblivious
Pickpocket
Pickup
Stall
CAP 5 so far:
Name: Malaconda
Concept:
Typing: Dark / GrassName: Type Equalizer
Description: A pokemon whose presence in the metagame increases the usage of one or more underused types and simultaneously decreases the usage of one or more overused types.
Justification: Take a look at the OU usage statistics for January and you'll see that 9 out of the top 10 pokemon have either steel, water, dragon or fighting as one of their types, and extending it to the top 20 shows 16/20 with those types. We should also be asking ourselves why these trends exist so strongly and what can be done about them. In creating this CAP,we'd have to discuss in depth many different aspects of what makes a type and opinions can ultimately being tested in the playtest.
Questions To Be Answered:
- Is a types usefulness relative to the metagame or is it intrinsic? (Ie. Can any type be the "best" type given the right circumstances or do type match-ups, available STAB moves etc mean some types will always be better than others?)
- What exploitable weaknesses do "good" types in OU have? Are their currently pokemon that can exploit them and if so, how do they function differently to CAP5?
- How (if at all) will the targeted types adapt to the situation created? Will people choose different movesets, abilities, etc or will they just use them more/less? How is this linked to the way CAP5 functions strategically?
- What effects will the changes on certain types' presence have on the metagame?
- Which members of the targeted types will benefit and suffer from this most and why?
- By creating CAP5, have we learnt any new ways to counter good types or use bad types?
Abilities: Harvest / Infiltrator
Stats: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe
Movepool:
Height: 5.5 m / 18’ 0’’1 - Rapid Spin
1 - Vine Whip
1 - Pursuit
1 - Wrap
6 - Pursuit
12 - Wrap
18 - Grass Knot
25 - Sucker Punch
30 - Slam
36 - Leaf Blade
42 - Crunch
48 - Wring Out
57 - Power Whip
66 – PunishmentTM05 Roar
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM21 Frustration
TM22 SolarBeam
TM27 Return
TM32 Double Team
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM53 Energy Ball
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM82 Dragon Tail
TM86 Grass Knot
TM87 Swagger
TM89 U-turn
TM90 Substitute
TM93 Wild Charge
TM95 Snarl
HM01 Cut
HM04 StrengthBind
Dark Pulse
Foul Play
Giga Drain
Heal Bell
Iron Tail
Knock Off
Seed Bomb
Sleep Talk
Snore
Spite
Synthesis
Worry SeedEgg Groups: Grass/Dragon
Aromatherapy
Beat Up
Glare
Haze
Night Slash
Poison Powder
Scary Face
Screech
Sweet Scent
Stun Spore
Weight: 108.8 kg / 240 lbs