CAP 23 CAP 23 - Flavor Ability Poll 1

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Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Time to Add That Flavor!

This will be a Preferential Block Vote (PBV) (a form of Instant Runoff Voting which re-runs the counting, each time removing the previously top-ranked candidate in order to determine the 2nd most preferred, 3rd most preferred, etc.), the details of which are outlined here and here. This is a ranked vote: order does matter! You can upvote your favorites and downvote your least favorites. You may choose to rank as many or as few options as you like, but we encourage you to rank as many options as possible to ensure your preferences are taken into account.

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The list of possible choices is:

Forewarn
Friend Guard
Symbiosis
Unnerve
Vital Spirit
No Flavor Ability

This poll will be open for 24 hours.

- - - - -
CAP23 so far:






Concept:
Name: 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?
Typing: Dragon / Ghost
Abilities: Comatose / Hidden Ability TBA
Stats: 84 HP / 133 Atk / 71 Def / 51 SpA / 111 SpD / 101 Spe
Movepool:
- Spirit Shackle
- Brave Bird
- Fairy Lock
- Snore
- Wrap
- Astonish
- Growl
6 - Snore
8 - Wrap
10 - Laser Focus
12 - Dragon Rage
17 - Poison Gas
19 - Dragon Breath
23 - Dragon Claw
28 - Toxic Spikes
30 - Heal Block
32 - Psychic Fangs
34 - Dragon Rush
37 - Haze
39 - Spirit Shackle
45 - Phantom Force
53 - Outrage
TM 02 Dragon Claw
TM 06 Toxic
TM 09 Venoshock
TM 10 Hidden Power
TM 15 Hyper Beam
TM 17 Protect
TM 18 Rain Dance
TM 21 Frustration
TM 26 Earthquake
TM 27 Return
TM 28 Leech Life
TM 29 Psychic
TM 30 Shadow Ball
TM 32 Double Team
TM 39 Rock Tomb
TM 40 Aerial Ace
TM 42 Facade
TM 44 Rest
TM 45 Attract
TM 48 Round
TM 59 Brutal Swing
TM 65 Shadow Claw
TM 67 Smart Strike
TM 68 Giga Impact
TM 71 Stone Edge
TM 76 Fly
TM 77 Psych Up
TM 78 Bulldoze
TM 80 Rock Slide
TM 83 Infestation
TM 85 Dream Eater
TM 87 Swagger
TM 88 Sleep Talk
TM 90 Substitute
TM 92 Trick Room
TM 94 Surf
TM 100 Confide
Bind
Block
Draco Meteor
Dragon Pulse
Drill Run
Dual Chop
Gastro Acid
Gravity
Helping Hand
Ice Punch
Icy Wind
Iron Tail
Laser Focus
Outrage
Snore
Spite
Telekinesis
Throat Chop
Zen Headbutt
Egg Groups: Dragon / Monster

Ice Fang
Iron Tail
Poison Fang
Sand Tomb
Spite
Whirlpool
Height: 1.1 m / 3'06"
Weight: 6.8 lbs / 3.1 kg
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Symbiosis
Forewarn
Vital Spirit
No Flavor Ability


Nappa: "Vegeta, what does the Scouter Say about his Posting Level?"
Vegeta: "It's OVER NINE-THOUSAAAAAAAND!
Nappa: "What, Nine Thousand?!"
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Symbiosis
Forewarn
No Flavor Ability
Unnerve

EDIT: Fixed it... "No English allowed" DHR
 
Last edited by a moderator:
Forewarn
Friend Guard
Vital Spirit
Unnerve
Symbiosis
No Flavor Ability

There are a lot of neat choices here; it's hard to confidently rank them.
 
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