This is a stage that used to coexist with the Stat Limits stage that took place earlier in the CAP. As a refresher, the results of Stat Limits can be found here. According to the on-site article, a 355 BSR limit roughly corresponds to 75 total moves and 35 VGMs. These limits, even with the advent of BW, are enforced in final movepools.
I think that this many moves allowed may be a detriment to the concept, particularly because of the unique nature of this specific concept. This discussion will be a short-lasting one on refining those limits, particularly with regards to reducing them and making the limits more severe. Suffice to say, I think CAP 2 should have a smaller movepool than that, and I want our limits to reflect that. I do, however, want this to be a community discussion that attempts to convince me, like with other stages in the process. So, if you have serious convictions about this like I do, I hope you'll post.
This discussion thread will be open for 24 hours.
CAP 2 thus far:
Name: Necturna
Typing: Grass / Ghost
Stats: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Abilities: Forewarn / Telepathy (DW)
Primary Checks: Heatran, Jirachi, Skarmory, Hydreigon
Gender: Female
tl;dr: Quack! (Movepool work is such a formality.)
I think that this many moves allowed may be a detriment to the concept, particularly because of the unique nature of this specific concept. This discussion will be a short-lasting one on refining those limits, particularly with regards to reducing them and making the limits more severe. Suffice to say, I think CAP 2 should have a smaller movepool than that, and I want our limits to reflect that. I do, however, want this to be a community discussion that attempts to convince me, like with other stages in the process. So, if you have serious convictions about this like I do, I hope you'll post.
This discussion thread will be open for 24 hours.
CAP 2 thus far:
Name: Necturna
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
Abilities: Forewarn / Telepathy (DW)
Primary Checks: Heatran, Jirachi, Skarmory, Hydreigon
Gender: Female
tl;dr: Quack! (Movepool work is such a formality.)