jas61292
used substitute
As per the results of our Typing Poll, CAP23 will be a Dragon/Ghost typed Pokemon. Based on this result and on the goals of our concept, we will in this thread be assessing how and to what degree the CAP should interact with various other Pokemon in the metagame, both offensively and defensively. The goal is to come up with a list of Pokemon the CAP should threaten in common gameplay scenarios, as well as Pokemon that should threaten the CAP. Our Topic Leader snake_rattler will be leading the discussion and finalizing the Threats list at the conclusion of this thread. The final say belongs to the TL (there will be no poll at the end of this thread), so please focus your arguments on his posts and questions. Here are some preliminary questions to think about in this thread:
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CAP 23 So Far:
Typing: Dragon/Ghost
Concept:
Typing Leader: HeaLnDeaL
Ability Leader: LucarioOfLegends
Stats Leader: reachzero
Movepool Leader: cbrevan
- Going specifically by typing, what Pokemon found in the CAP metagame will be able to comfortably give this CAP project trouble?
- What Pokemon will be major threats to this project right off the bat?
- What Pokemon have the potential to become counters?
- What Pokemon may end up as threats, but must be contained or dealt with per the concept?
- Will the concept succeed with these set list of threats?
- Is this list of threats acceptable for the project?
- What Pokemon will be threatened by the CAP based off of typing?
- Are these Pokemon targets that we want CAP to hit?
- Will these targets be "unavoidable" to threaten based solely on the typing?
- What direction must the project go in now that a set list of basic threats has been identified?
- What must be done in order to make these threats "wanted counters" or these threats be eliminated from counter discussion?
- What Pokemon do we want this project to counter entirely?
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CAP 23 So Far:
Typing: Dragon/Ghost
Concept:
Topic Leader: snake_rattlerName: Wait! It's a Trap Move!
Description: A Pokémon that can make effective use of semi-trapping, fully trapping, or self-trapping move(s).
Justification: Trapping is a somewhat polarized mechanic in the current SM metagame. In terms of ability-based trappers we have Dugtrio, perhaps one of the most hated (or most loved, really depends on the situation) Pokémon thanks to its ability Arena Trap. There is also the occasionally seen Magnezone that uses Magnet Pull to lure in and decimate Steel type Pokemon. All trapping effects are ignored by the Shed Shell item or simply by being a Ghost type. However, this is not the kind of trapping I want to focus on. Focusing on abilities leaves few options, and the general mechanics are the same: Lure, Trap, Destroy. Nothing much new is to be found there.
So, instead, I would like this concept to focus on trapping moves. For those unfamiliar with the term, there are a few types of trapping moves which I will make an attempt to explain here. A semi- or partially trapping move prevents the opponent from switching out for a set number of turns while also usually doing a set percent of damage. Example moves would be Whirlpool, Fire Spin, Infestation, and Magma Storm (but don't use that last one, it's legendary exclusive!). There are also what I like to call fully trapping moves, moves that prevent the opponent from switching not for a set number of turns, but instead until the Pokémon who used the move leaves the battlefield. This category includes moves such as Block as well as the brand-new Gen 7 moves of Anchor Shot and Spirit Shackle. Also are what I call self-trapping moves, which is just Ingrain to my knowledge. This move (and if any similar ones come about) lock the USER into battle. Lastly, just to make sure I cover all my bases, Fairy Lock is an interesting trapping move that prevents any Pokémon, friend or foe, from leaving the battlefield on the following turn only (Barring the usual exceptions).
This concept fits in the Actualization and Archetype categories. Trapping moves are exceedingly rare in their usage. The most effective in OU currently is Magma Storm Heatran, but this is by far not its only nor its best set. Expanding our gaze slightly we may find the strange Stall-Trap or Perish-Trap strategies in use in varying parts of the ladder. Even further? Ok then, in Ubers you can find an excellent example of self-trapping in Ingrain Xerneas, which helps prevent the opponent from forcing Xerneas out after it has set up its boosts. In addition, one could look at SD Trapper Decidueye that sets up with Swords Dance after trapping a helpless opponent via Spirit Shackle. Dhelmise can also use Anchor Shot, though I'm not terribly sure as to how that set works... Regardless, that makes about four solid examples of trapping moves across four different tiers, and none of the sets are by any means the only or most effective sets those Pokémon can run (Except maybe Dhelmise. Is there an RU player here who can help me out with that thing?). Overall, the relative rarity of these moves in competitive play when contrasted with the seemingly powerful effect of locking in the opponent begs a variety of questions about the nature and use of said trapping moves. To best explore these moves, designing a Pokémon to use and abuse them makes the most sense for understanding how to properly use them (whatever that would mean).
Questions To Be Answered:
(Base) Is there a 'best' way to utilize trapping moves? If so, what playstyle does it most align with?
(Base) Is there a 'best' type of trapping move overall, or are they each truly viable in their own ways?
(Base) What is the value in trapping the opposing Pokémon? Are certain traps better than others? Why?
(Base) What synergies work well with trapping moves? Why do they have such a great synergy, and how can that be expanded or dealt with in the process of teambuilding?
(Comparison) How do trapping moves compare against trapping abilities? Are there any inherent benefits and disadvantages and if so, what are they?
(Metagame) Are there any particular archetype matchups in which a trapping-move Pokémon would have an advantage? A disadvantage? Why is that?
(Metagame) What has contributed to the lack of presence of trapping moves in our metagame? Is it a plethora of other options, a lack of viable abusers, or something else?
(Metagame) How does the trapping mechanic interact with the value of switching out?[/SIZE]
Typing Leader: HeaLnDeaL
Ability Leader: LucarioOfLegends
Stats Leader: reachzero
Movepool Leader: cbrevan