Now that we have gotten an art concept, it's time to revisit the ability stage and finish up where we left off. We must now discuss what we consider the best suited flavor abilities for CAP 2 based on the art and what else we know of it by now. Note that any negligibly competitive ability counts as a flavor ability, which doesn't necessarily limit us to something like Honey Gather or Illuminate. If you have questions about what is considered competitive, post about it in the thread! Others and myself will discuss it over and see where we stand. If I agree that it's negligibly competitive and suited, I'll slate it and put it in the poll.
This thread will be open for roughly 24 hours. I may leave it open for longer if we have trouble getting anywhere with flavor abilities.
I went through every ability in the game and, using my current feelings, created a list of the negligibly competitive abilities that we could give to CAP 2 in this poll. Note that the entry with an asterisk (*) is not allowed for the first ability because it could theoretically soft ban CAP 2 in its own metagame.
CAP 2 thus far:
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Ability: No Competitive Ability
Primary Checks: Heatran, Jirachi, Skarmory, Hydreigon
tl;dr: Quack! (Do we really have to give CAP 2 an ability at all!?)
This thread will be open for roughly 24 hours. I may leave it open for longer if we have trouble getting anywhere with flavor abilities.
I went through every ability in the game and, using my current feelings, created a list of the negligibly competitive abilities that we could give to CAP 2 in this poll. Note that the entry with an asterisk (*) is not allowed for the first ability because it could theoretically soft ban CAP 2 in its own metagame.
Anticipation
Big Pecks
Damp
Forewarn
Friend Guard
Gluttony
Healer
Heavy Metal
Honey Gather
Illuminate
Infiltrator
Keen Eye
Light Metal
Liquid Ooze
Magma Armor
Minus
Moody*
Oblivious
Own Tempo
Pickup
Plus
Pressure
Run Away
Soundproof
Sticky Hold
Swarm
Tangled Feet
Telepathy
Torrent
Unnerve
Big Pecks
Damp
Forewarn
Friend Guard
Gluttony
Healer
Heavy Metal
Honey Gather
Illuminate
Infiltrator
Keen Eye
Light Metal
Liquid Ooze
Magma Armor
Minus
Moody*
Oblivious
Own Tempo
Pickup
Plus
Pressure
Run Away
Soundproof
Sticky Hold
Swarm
Tangled Feet
Telepathy
Torrent
Unnerve
CAP 2 thus far:
Focus: Bulky OffenseConcept: 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:
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.
- 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?
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Ability: No Competitive Ability
Primary Checks: Heatran, Jirachi, Skarmory, Hydreigon
tl;dr: Quack! (Do we really have to give CAP 2 an ability at all!?)