snake
CAP Co-Leader
Plasmanta
Abilites: Storm Drain / Vital Spirit / Telepathy
Stats: 60 / 57 / 119 / 131 / 98 / 100
Abilites: Storm Drain / Vital Spirit / Telepathy
Stats: 60 / 57 / 119 / 131 / 98 / 100
Plasmanta is an interesting CAPmon. In terms of competitive viability among CAPmons, it's fallen in the middle of the pack. A unique STAB combination backed by 131 Base Special Attack and 100 Base Speed turns it into a unique wallbreaker. It's 60 / 119 / 98 bulk is above average, a bit better than Marowak-A's bulk. It's held back a little by being reliant on Hidden Power due to subpar coverage moves, and while its STAB combination is excellent, Ground- and Steel-type run rampant in the metagame, meaning it struggles to spam either of its STAB moves without fear.
Name: Einherjar ~Acta Est Fabula~
Description: A Pokemon that dissuades your opponent from fainting it, or can even leave it's presence on the field felt even after it faints.
Justification: When a Pokemon faints, it's usually thought of as the battle having gotten down to a 5-6. However, we've yet to discover if a Pokemon can leave a lasting impression on the battle even after having fainted; be it through moves like Healing Wish and Destiny Bond, placing hazards that the opponent can't remove as their removal has been taken care of, or by leaving an opponent's key member weakened and/or taken out.
Questions To Be Answered:
Explanation: Just going back to the basic rules of Pokemon, we all know we have to faint all 6 Pokemon on the opposing team. Once a member goes down, we think of it as a 5v6, and then subsequently a 4v6, etc. However, I was thinking if it was possible for a Pokemon to somehow "continue fighting", even after it faints, be it through a lasting effect on the field or by dissuading your opponent from fainting it. That, or having your opponent having the thought of fainting the mon being a taboo, causing them to choose their moves carefully instead of swinging their sweeper into motion all the time. Maybe the Pokemon can grab momentum extremely easily? I'm trying to wrap my head around my own concept myself, but you get the general idea. I hope.
I actually drew lots of inspiration from a specific type of Hyper Offense team in OU; the one known as "Flying Spam". However, that one is kind of one-dimensional and relies on repeatedly attacking to wear down your opponent's answers; my concept however tries to discover if it's even possible at all to take on that idea with a more defensive/balanced approach, or, on the flip side, to dissuade your opponent from recklessly swinging their battering rams into your team as it will leave repercussions if the mon faints.
Description: A Pokemon that dissuades your opponent from fainting it, or can even leave it's presence on the field felt even after it faints.
Justification: When a Pokemon faints, it's usually thought of as the battle having gotten down to a 5-6. However, we've yet to discover if a Pokemon can leave a lasting impression on the battle even after having fainted; be it through moves like Healing Wish and Destiny Bond, placing hazards that the opponent can't remove as their removal has been taken care of, or by leaving an opponent's key member weakened and/or taken out.
Questions To Be Answered:
- How can a Pokemon leave a long-lasting effect on the rest of the battle with just it's moves?
- How the hell is it different from simply ramming a sacrificial martyr into your opponent's team and hoping it punches holes in it?
- Building on the previous question, is it possible to build this Pokemon as a defensive threat rather than a "Glass Cannon"?
- Is it even possible for a Pokemon to leave a lasting effect on on the battle, even after it faints?
- Could changing your opponent's way of thinking even be plausible? From, "I need to take CAP X out!", to, "Damn, if I take CAP X out, I'll be in trouble...!"
Explanation: Just going back to the basic rules of Pokemon, we all know we have to faint all 6 Pokemon on the opposing team. Once a member goes down, we think of it as a 5v6, and then subsequently a 4v6, etc. However, I was thinking if it was possible for a Pokemon to somehow "continue fighting", even after it faints, be it through a lasting effect on the field or by dissuading your opponent from fainting it. That, or having your opponent having the thought of fainting the mon being a taboo, causing them to choose their moves carefully instead of swinging their sweeper into motion all the time. Maybe the Pokemon can grab momentum extremely easily? I'm trying to wrap my head around my own concept myself, but you get the general idea. I hope.
I actually drew lots of inspiration from a specific type of Hyper Offense team in OU; the one known as "Flying Spam". However, that one is kind of one-dimensional and relies on repeatedly attacking to wear down your opponent's answers; my concept however tries to discover if it's even possible at all to take on that idea with a more defensive/balanced approach, or, on the flip side, to dissuade your opponent from recklessly swinging their battering rams into your team as it will leave repercussions if the mon faints.
As a CAP Project, Plasmanta is an odd product. Its concept was to make the opponent wary of KOing it for fear of some sort of payback. Concept Assessment basically turned this concept into another partner concept, and while partner concepts don't necessarily yield unviable products (see Voodoom's performance in Gen 4 and Volkraken's performance), they usually don't really work well with the mons they're intended to work with. The idea from Concept Assessment was to make Ground-types not want to kill Plasmanta because its intended partner, Gyarados, could set up Dragon Dance easily against them and then mega evolve. It's a cool idea, but it just doesn't really work in practice, and the concept is really lost on Plasmanta, frankly leaving Plasmanta as a good, special wallbreaker.
Notably during Plasmanta's CAP Process, Volt Switch was disallowed early on to focus on how Plasmanta was supposed to be sacked to get a free switch-in, not to pivot on its own. However, what our Gen 6 GL sparktrain and I can tell from the chat from the CAP Project room in PS! is that we should discuss the addition of Volt Switch on Plasmanta. Don't read this OP thinking, "man snake just wants Plasmanta to have Volt Switch and he's subtly pushing for it by bashing its process!" This isn't the case: I will remain neutral regarding Volt Switch Plasmanta. However, to address all parties of CAP, I will allow discussion solely on Volt Switch to start this thread off.
We all know that allow access to Volt Switch will increase Plasmanta's viability, so any posts that discuss only the viability increase without talking about whether or not it's appropriate on Plasmanta within the CAP Metagame may be subject to deletion. For example, don't post an importable of a Volt Switch Plasmanta and only tell us how it'd be amazing if Plasmanta could pivot. Tell us why Plasmanta should or should not be able to pivot in and out, whether we should consider the CAP Process's decision, etc. Here are a few questions to help you get started if you feel lost.
1. What effect on Plasmanta does the addition of Volt Switch provide? Will it be balanced, or will it be too potent of a change?
2. Should we respect the CAP Process's decision to disallow Volt Switch? Why or why not?
Please note that Plasmanta does not require any attention to its abilities. I will not tolerate discussion on any new abilities.