And here are the entries:
_____________________________Riddle said:Official Submission
Water/Grass
Resistances - Water (x4), Steel, Ground
Weaknesses - Flying, Poison, Bug
While these may seem a tad underwhelming they work quite well with this pokemons goal, which will be explained in a moment. Water, Steel, and Ground are all very common attacking types in OU, whereas Flying, Poison, and Bug are all seldom used. The only common OU attack that hits this pokemon super-effectively is U-turn which is only run on CB Scizor and has relatively low base power and so with suitable defenses it won't do all that much damage.
Role - This pokemon will function as a counter for users of the move Taunt.
This move is used commonly to break stall for obvious reasons. Pokemon under the effect of taunt can't heal themselves, set up entry hazards, or use status moves or phazing moves. Since, stall teams generally can not do very much direct damage so this allows the Taunter to set up or just attack common stallers. However, this pokemon would be able immune to the effects of Taunt and so could phaze or status the taunter. Common OU users of this strategy are Gyarados, Gliscor, Azelf, and Aerodactyl. Let's see how this pokemon would fare against the standard sets of these pokemon:
This set is specifically designed to stop every taunter in OU. Its obviously not taunt bait and is a good general wall and Toxic spreader.
Gyarados @ Leftovers
~ Dragon Dance
~ Taunt
~ Waterfall
~ Return / Stone Edge / Earthquake / Bounce
Ahh gyarados the most omnipresent taunter in OU. If it gets a phazing move phazing it out can do 25% SR damage. Toxic (everyhing gets it) can kill him. Waterfall is 4x resisted, Earthquake is resisted, Stone Edge and Return are neutral. You can protect (everyone gets it) on Bounce's hit and it does nothing.
Gliscor @ Leftovers
~ Earthquake
~ Taunt
~ Roost
~ U-turn / Toxic / Stealth Rock
Earthquake is resisted, Toxic is manageable, especially if you have a Heal Bell user. U-turn can do some damage, but without STAB and with the low base power it won't be that bad.
Gliscor @ Lum Berry / Yache Berry
~ Swords Dance
~ Rock Polish
~ Taunt
~ Baton Pass
If CAP1 gets a phazing move its completely shut down. Otherwise it sets up mostly the same.
Azelf @ Focus Sash
~ Explosion
~ Stealth Rock
~ Taunt
~ Fire Blast / Psychic
If you can predict an Explosion than Protect (everyone gets it) works perfectly. Fire Blast and Psychic both hit neutrally and with decent defenses should be readily shrugged off.
Aerodactyl @ Focus Sash
~ Taunt
~ Stealth Rock
~ Rock Slide
~ Earthquake
Earthquake is resisted and Rock Slide is shrugged off.
As you can see none of OU's common taunters threaten this pokemon whereas standard stall teams have a very hard time countering them. Not only does this fill a hole that stall teams have, but it is a unique concept for a pokemon that hasn't been done before. Whereas many of the other pokemon are just better versions of current pokemon this one can really teach us more about the metagame and provide a whole new dimension.
_____________________________Terywj said:Idea: Ghost / Water with Levitate.
Provided with good defenses, which is what a bulky-offense counter will need, SmashCAP 1 will be immunte to Earthquake, Close Combat, etc. and resistant to Surf, Ice Beam, Bullet Punch, U-Turn and Fire Blast. All of these are key attacks in the OU metagame. Without making it too broken, SmashCAP 1 is left with Grass, Electric, Ghost, and Dark as weaknesses. The Electric-type weakness can easily be countered by pairing it with something like Flygon, who also happens resists Grass.
This leaves Dark and Ghost-type attacks. Ghost-types are easily remedied by having a Steel or Normal-type as a partner, the most important thing that we need to note is Pursuit. If SmashCAP 1 becomes Ghost / Water, it can easily stop Scizor with good defenses resisting Bullet Punch. However it then becomes Pursuit-prey. This can be remedied by Hidden Power [Fire] (see below). Tyranitar is also a common Pursuit user, but is absolutely ruined by SmashCAP 1's STAB Surf. If it is more physically defensive then it shouldn't worry too much about other weaker Pursuit users in general.
Now onto the offenses of SmashCAP 1 under this proposed typing: STAB Water ruins Heatran, Tyranitar, and Gliscor. Water-type STAB also provides a KO against Infernape.
STAB Ghost on the other hand punishes Latias and Starmie, while scaring off enemy Rotom-A. Being part Water-type means it will get access to Ice-type moves, something of which to hurt Salamence, Flygon, Latias, Gliscor, Togekiss and Tyranitar with.
Someting to consider for a Ghost / Water: Earth Power would be a seemingly good move to pack, as it would hit Metagross and Empoleon for SE damage, 2 Pokemon who resist SmasCAP 1's STAB. As you can tell I'm aiming for this idea to be specially biased. The flavor reasoning behind Earth Power is to make SmashCAP 1 will be a banshee or siren of some sorts under the ocean, where underwater pressure causes rifts in the land.
Of the top 12 bulkiest offense users, SmashCAP 1 will be able to cover all but Gyarados, Swampert, Jirachi, and Suicune. Hidden Power [Grass] can snag Swampert and Suicune, while [Electric] and [Fire] hit Gyarados and Jirachi respectively. Hidden Power [Fire] can also ruin Scizor. Of course it will be highly unlikely that SmashCAP 1 will be running the extra Hidden Power, as it needs the slots for supportive moves as well. This way it can comfortably counter a good number of the most common bulky-offense users today.
_____________________________Umbreon said:Water/Ground
Levitate
HP: 83 307 370
Att: 65 149 166 229 251
Def: 100 212 236 299 328
SpA: 110 230 256 319 350
SpD: 100 212 236 299 328
Spe: 82 180 200 263 289
BST: 540
Typing
Immune:
Electric, Ground
4x Resist:
None
2x Resist:
Fire, Poison, Rock, Steel
Hit Neutral:
Normal, Water, Ice, Fighting, Flying, Psychic, Bug, Ghost, Dragon, Dark
2x Weak:
None
4x Weak:
Grass
Now, percentage of attack moves used from November 2009:
Earthquake 21.37%
Thunderbolt 13.89%
Surf 9.41%
Stone Edge 9.38%
Ice Beam 8.28%
Explosion 8.26%
U-turn 8.03%
Shadow Ball 7.19%
Bullet Punch 6.97%
Fire Blast 6.21%
Close Combat 5.91%
Waterfall 5.75%
Flamethrower 5.34%
Superpower 5.32%
Crunch 5.0%
Pursuit 4.93%
Ice Punch 4.91%
Outrage 4.28%
Draco Meteor 4.05%
Fire Punch 3.96%
Rapid Spin 3.59%
Psychic 3.55%
Grass Knot 3.49%
Grass Knot is the 23rd most common attack move, or the 38th most common move in the game. This translates to an extremely low OHKO rate. Next, Our suggested pokemon is immune to the two most common attacking moves in OU and walls the ground/rock combo. More importantly, it resists Stealth Rock damage, and is immune to both Spikes and Toxic Spikes, as well as Thunder Wave. All of these moves are extremely common in teams that rely on Bulky Offense and its close relative of Stall.
Contrary to our initial concept, there is no feasible means to punish defensive EV investment in the current mechanics. So rather than attempting so, we do the next best thing and punish tactics typically used by the select Pokemon to function as a very broad counter that also cannot be dead weight in the event that the opponent is using neither bulky offense nor stall. We do this by carrying a typing that is both defensively valuable while carrying effective stabs to compensate for what we expect to be a minimal investment into either attacking stat. Defensively, water/ground holds value in that it heavily negates the secondary effects that modify the efficiency of bulky offense and stall, which is usually residual damage or status effects. Offensively, water and ground are two of the best attacking types in the game. From there, all we need to do is hit a solid defensive base spread and hit key speed tiers.
UltiMario said:I propose a Ghost/Steel type, with the ability Levitate, for SmashCAP 1. The only two moves I’ve determined that will be logical and necessary on SmashCAP 1 are Will-O-Wisp and Pain Split and Shadow Sneak, these are three common Ghost Pokémon moves, so they obviously fit.
A Ghost/Steel give it Ground, Fighting, Normal, and Poison Immunities, Neutral effectiveness to Water, Dark, Electric, and Ghost, and gets hit by Fire Super Effective. Everything else is a resistance. This lets you wall big threats like Scizor, Celebi, Mamowsine, Jirachi, and Lucario by resisting, and being immune to many of their STAB attacks. Bullet Punch, Close Combat, Earthquake, Explosion, Grass attacks and so much more are simply being avoided by this fantastic typing.
Not only does this typing and ability protect SmashCAP1 from many of the metagame’s best attacks, but it also protects it from entry hazards and various other hindering moves. Stealth Rock now only does half of its normal entry damage thanks to the Steel typing, Spikes and Toxic Spikes are both avoided by levitate. Poison immunity also makes Toxic Spikes do nothing in Gravity, and Toxic, a huge hamper to Pokémon that are more on the bulky side, such as SmashCAP1, is also negated.
The downside to this fantastic typing? Electric and Water Neutrality and a Fire weakness. Thunderbolt and Surf/Waterfall are pretty common moves in OU, and Pokémon like Heatran, Infernape, Rotom-H, and all the Dragons that commonly are seen carrying Fire moves are the main problems because of their Super Effective moves. Others like Latias (when not having the SpA lowering of Draco Meteor), Electivire, Manaphy, and Jolteon with firing of very powerful moves that, while not Super Effective, are still going to leave a decent dent.
As for the stats, SmashCAP 1 will have Low HP in order to abuse Pain Split. It will have decent attacking stats on both Physical and Special spectrums to make sure it can cover the most Pokémon, and it doesn’t get completely walled by things like Skarmory or Blissey so easily, but it won’t be powerful enough to make a Mixed Sweeper in the slightest. Its Special Defense will be higher than its Physical Defense my a decent margin, even though both stats will be above-average, this is for it to be able to take Special hits that cannot be weakened, unlike how Attack can be lowered with a Will-O-Wisp. Its Speed is a very particular thing, as for it to be as good with Will-O-Wisp as it wants to be, it will have to have a base speed greater than that of Gyarados’, even if it’s only by a small margin, such as at Base 85. This will guarantee the speed needed for it to be effective as a Bulky Offensive Counter.
Now, what can this SmashCAP 1 theorymon beat by brute strength? Not too much honestly, but being able to sponge hits and inflict status will make it more than enough for the only decent strength. Resistances will make life hard for some sweepers, and Will-O-Wisp will make life harder for others. Most Tyranitar aren’t going to be hitting with a Super Effective attack, other than when they’re using the slightly obscure Flamethrower to combat Scizor. Metagross will be hitting with no better than Meteor Mashes or a Thunderpunch, both of which are virtually useless after Will-O-Wisp, although, Metagross could run a Mixed set and HP Fire you until you die, since you can’t really do anything to it after that. I could go on and on and on about this for quite a few of the game’s bulky physical sweepers. For Special sweepers, Latias is taken down with ease to Ghost moves after a Draco Meteor SpA drop, Celebi suffers a similar fate, except it won’t require you to worry about its Special Attack when you face it. Starmie is modestly bulky, and Hydro pump can cause pain, but things like two Shadow Sneaks will probably take it down with little problems. Togkiss is just resisted, stalled, and easily beaten. If you are running Physical sets, Vaporeon should go down with relatively little difficulty, and while it won’t do much to Suicune, it’ll certainly be better than with a special set.
Some main Pokémon that give it problems are Infernape, Heatran, Electivire, Manaphy, Jolteon, and the Fire-Type attack carrying Dragons. Infernape and Heatran absolutely tear through with their STAB Fire moves, where Heatran could be manageable with things like HP Ground, ScarfTran ruins all ability of that. Electivire can hurt with Flamethrower, and you can’t do much in return. Manaphy can set up with a Tail Glow and can easily KO you with Surf, and SpecsJolt will do massive damage with Thunderbolt. Dragonite, Mence, and Flygon all tend to have Fire Blast lurking around on many common sets, and they have the power and defense to easily defeat SmashCAP 1 with a Fire Blast or two. Without Fire Blast, they are considerably easier to take down, but still a respectable challenge.
Of the main Bulky Offense Pokémon, only Swampert, Suicune, and Heatran are going to easily escape unless you specifically prepare for them. Gliscor, Tyranitar, and Metagross are others that have the potential to cause problems, but they’re sets will tend to be more specific in order to do so. Many of these have a 4X weakness, so it’s entirely possible for SmashCAP 1 to get one of these 4X moves to make life easier in taking down these Pokémon, but that will be determined later, during the move set assessment.