@ hydrolphin: let me go over your comments one by one
I just want to remind people that this is not a voting thread. It doesn't matter if 60 people support a move, but have no reasoning. Sorry if I sound nitpicky, but it just seems annoying to me.
The explanation is right underneath where you typed this. I bolded it so the mods wouldn't have to read the whole thing to get my opinion.
A dark typed Rapid Spinner is not broken. Yes, it can hit ghosts with a super effective STAB move. But that doesn't mean that you can't set up your hazards again. Stall is based around the fact that most of your members are going to stay alive. So what if CAP9 spins away your spikes? Bring in Skarm and set them up again.
When this guy can easily kill two members of a standard stall team AND get rid of the hazards while keeping perfect coverage...and still has room for taunt or rapid spin...then you can't simply set them back up again. A set with Pursuit, Rapid Spin, Superpower, Crunch/Sucker Punch is perfectly viable with Rapid Spin allowed. Blissey and Rotom check half the metagame together, and killing them allows that half to beat you pretty easily. Making it easier for other things to sweep with little effort, hey wait, thats the Uber Support characteristic!
Also, your point on being immune to WoW is meaningless. Who would give CAP9 guts if you wanted it to be your spinner? CAP9 looks to be a great offensive force with guts and a strong supporter with RS and AMC. But you can't combine the two without crippling CAP9's ability to function. If you ran a Guts set with RS, one of the following things would happen:
The set listen above is perfectly viable. Guts would only be used to give complete w-o-w attack reduction immunity, as well as ensure you have enough attack to pursue without worry.
1. You play defenisvely. To bad that CAP9 is taking extra damage each turn from its burn while it spins.
This set could run leftovers if it wants, which would make it lose only 6.25% a turn even in a sandstorm, exactly the amount that other stuff without leftovers takes in a sandstorm anyway.
2. You play offensively. You would never use RS, making it a wasted movepool spot. If you do use it, you are wasting turns to do as much damage as possible.
Have you ever heard of Starmie? It is an offensive poke that often runs rapid spin on offensive sets simply because it has the ability to 2hko a ghost switchin. This guy can trap and kill said ghost, AND trap and kill blissey. Its okay that the above set is walled by skarm, because now your powerful special sweepers can have a field day.
Dark RS is not broken. Just set the hazards up again, or do without them.
How do you set up the hazards again when this guy RAPID SPINS, getting them up if it has taunt is hard enough. Also, the only thing that walls him on stall is skarm, and skarm can't do anything back, so it can just taunt it and wear it down, or rapid spin it, whatever the case may be. At least with taunt, skarm can do SOMETHING.
CAP9 isn't going to stop all Secondary effects. You can still taunt it. You can still trick it a Choice Specs. It still takes spikes damage upon entry. It has no immunity to Status (AMC protects on the switch-in only, and Guts does very little, as it will die quickly anyway). And you can't stop them all with one set. TO do that you would need AMC with RS/Refresh/Pursuit/Earthquake/Crunch/Taunt/coverage moves etc... You still have to pick what you want to stop.
Stopping the secondary is about more than literally stopping it. CAP 9 completely deters status effects already by its very existence. Why would someone use status on the guys if they know that it will just give CAP 9 a free switch-in to pursue them? CAP 9 is immune to thunder wave, the most common form of paralysis, and is also immune to all status moves on its first turn in. Burn and Toxic will raise its attack to awesome levels if it has Guts, and Flame Orbers are completely immune to other status all the time. This guy doesn't stop all secondary, but he certainly discourages most of them. Also, his taunt is pretty fast as they go, so assuming that they didn't taunt you on the switch, which is generally never done, he will probably outspeed and taunt you first.
Also, Fidgit is an overpowered Spinner? Yes, it is great at its job, but it you apparently forgot that Fidgit also can set up entry hazards, spreading them even more.
I fail to see how it setting up hazards also makes it worse of a spinner... The point was that we don't need another spinner. Fidgit is already amazing at it, and so is Starmie.
Basically my point is that this guy should not destroy an entire playstyle simply by its existence. Its not as if we were eliminating rain dance or baton pass or some type of semi-gimmick team that doesn't account for much of the metagame and is not really viable. We are talking about stall, which currently dominates the ladder, and essentially accounts for half of all playstyles.
Salamence has a bunch of viable sets: DD, Specs, two mixed sets, bulky... the list goes on. T-Tar, Lucario, Infernape, Latias, and many more all have a plethora of sets, most of which are quite different. THe three sets you listed are fairly similar, and start to blend together. For example, CAP9 could include pursuit on its Guts set. And SUbpunch would be a waste of this guys abilities. Either you run it with AMC, whihc is better suited to supporting, or you run it with guts, in which you would be lucky to last 3 turns.
Essentially, Salamence has two sets that are truly viable: DD, and Mixed sets. Other sets are in general plain inferior other than initial surprise value. Ttar has 2 choice sets and a dd set, that is pretty much it (tyraniboah is dead). Lucario has 1 Standard Set: SD sweeper. Infernape has 5 offensive sets: nasty plot, swords dance, and mix, as well as cb and scarf sets, but he can't possilbly a supporter or do so many of the things that this CAP is capable of, and is in general much more unideminsional. most counters counter all non-choice sets. Latias is indeed a good supporter, and has 3 viable offense sets: Life Orb, Calm Mind, and Scarf. unfortunately, it is easily trapped and has 2 excellent hard counters.
The fact that so many moves can be included on different sets is really a testament to its versatility. The fact is that most sweepers use similar moves on different sets, for example latias uses dragon pulse pretty much everywhere. This guy has more than just 3 viable offensive sets, I just listen three that I thought were rather unique and interesting. He could be a viable bander, scarfer, subpuncher, flame orber, supporter, and possibly a tormenter or spinner if those end up being legal.Each of these sets for the most part also has 2 amazing abilities to choose from. The guy has a lot of options.
Also, Salamence takes 16.25% from Life Orb and Sandstorm together, while CAP 9 would take 12.5% in the same situation and is not weak to SR. We all know that Mence is good but CAP 9 would outlast him, so its unfair to say that he would only last 3 turns, especially when you could use leftovers + guts to mitigate the damage.
What does taunt do to stop entry hazards. If they set up SR on the first turn, you can't stop them. Even if they don't you would have to switch in, and hope they stay in while you taunt. If they outspeed you, they'll still be able to get up the rocks. And this isn't even conidering that they would damage you heavily on the first turn.
Even if you do switch in unharmed, outspeed, and taunt them, they can always switch out and set up SR later. Taunt does very little to stop entry hazards.
This is exactly why I don't want Rapid Spin. I don't think that he needs to be the end-all, be-all stop to hazards too. His versatility is already unmatched. On top of this, he is difficult to counter even once you figure out what set it has. If we continue to give CAP 9 the ability to beat/ be everything at once, we might end up with our first Uber CAP. I would like to avoid that.