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Art by CyzirVisheen. |
Art by Quanyails. |
The Create-A-Pokémon (CAP) Pre-Evolution project has been churning out pre-evolutions for CAP Pokémon since 2011. While this used to be primarily a flavor-based project to make children of sorts for CAP Pokémon, a brand new competitive metagame in CAP LC was set up a few months ago for these Pokémon and implemented on the Pokémon Showdown! server. Let's take a look at how these Pokémon fit into their competitive scene!
Syclar is a potent threat, hitting the excellent 19 Speed benchmark while having a range of offensive options to choose from. Syclar can choose to be a mixed attacker or specialize in one attacking stat with the aid of a great boosting move in Tail Glow or Swords Dance. Syclar might have to worry about poor defenses and an unfortunate 4x weakness to Stealth Rock, but its offensive capabilities and its range make even Abra jealous.
Syclar @ Life Orb
Ability: Compound Eyes
Level: 5
EVs: 68 Atk / 244 SpA / 188 Spe
Naive Nature
IVs: 19 HP
- Blizzard
- Pin Missile / Bug Buzz / U-turn
- Ice Shard
- Earth Power / U-turn
As a mixed attacker, Syclar is a great revenge killer that can stop many slower foes with a very powerful Blizzard, while Ice Shard is great for dealing the death blow to weakened foes regardless of their Speed. Pin Missile can break through Abra's Sash, and both it and Bug Buzz can be useful to break through or bypass Substitutes, respectively. Earth Power is Syclar's go-to coverage move, allowing it to hit Pawniard and Snugglow super effectively. Lastly, U-turn allows Syclar to become a speedy pivot, allowing it to gain initiative for its team whenever it uses U-turn against a foe that switches out.
Syclar @ Focus Sash / Life Orb
Ability: Compound Eyes
Level: 5
EVs: 36 HP / 244 SpA / 188 Spe
-or-
EVs: 76 Def / 244 SpA / 188 Spe
IVs: 19 HP
Timid Nature
- Tail Glow
- Bug Buzz
- Earth Power
- Blizzard
Tail Glow boosts Syclar's Special Attack to absurd levels. Focus Sash helps Syclar set up much more easily, while Life Orb increases Syclar's immediate power to aid against teams where setting up is just not an option due to too many opposing priority users or hazard setters. If it is able to set up successfully, this set epitomizes Syclar's deadly offensive capabilities.
Syclar @ Focus Sash / Life Orb / Fightinium Z
Ability: Compound Eyes
Level: 5
EVs: 36 HP / 228 Atk / 188 Spe
-or-
EVs: 76 Def / 228 Atk / 188 Spe
IVs: 19 HP
Jolly Nature
- Swords Dance
- Pin Missile / Leech Life
- Ice Shard / Return
- Superpower
Physical Syclar has additional coverage through Superpower, allowing it to threaten would-be checks and counters such as Munchax and Scratchet. Like with Tail Glow, Swords Dance might be hard to set up, but if it is successful, then Syclar can tear through unprepared teams.
Embirch is primarily a specially offensive tank that is able to set Stealth Rock. Its unique Fire / Grass typing allows it to take on a multitude of threats, and its solid recovery options in Synthesis and STAB Giga Drain help with its longevity. It can easily spread burns with STAB Lava Plume or utilize Will-O-Wisp to speed up the process. However, its weakness to Stealth Rock limits its ability to switch in, and while its physical bulk is decent and further supported by burns, its special bulk is lacking. Additionally, Embirch struggles versus top metagame threats, such as Vullaby, Onix, Snugglow, and Doduo, limiting its overall effectiveness.
Embirch @ Eviolite
Ability: Leaf Guard
Level: 5
EVs: 36 HP / 236 Def / 76 SpA / 116 SpD / 36 Spe
Bold Nature
IVs: 0 Atk
- Lava Plume / Fire Blast
- Giga Drain
- Synthesis
- Stealth Rock / Aromatherapy / Will-O-Wisp
Lava Plume is a great STAB move, as it has a 30% chance to inflict burn. This allows Embirch to punish its switch-ins with residual damage and halved Attack. Giga Drain allows Embirch to deal with Water-types like Chinchou, prevents Onix from being a safe switch-in, and improves Embirch's longevity. Synthesis also aims to improve Embirch's longevity and allows it to reliably switch into physical attackers. Stealth Rock lets Embirch take advantage of its many opportunities to switch in by forcing residual damage on foes and breaks opposing SturdyJuice combos. Alternatively, Aromatherapy can provide good support for bulkier teams that already have a Stealth Rock user, or Will-O-Wisp could be used to ensure burns on switch-ins, allowing Embirch to use Fire Blast over Lava Plume for improved power.
Breezi is a hazard stacker, able to set both Spikes and Toxic Spikes. Its Poison / Flying typing allows it to check most Fighting-types, and its good 18 Speed allows it to perform its hazard stacking role effectively. Unfortunately, Breezi is held back by unimpressive bulk and an overall poor movepool. It lacks a good Flying-type STAB move to take advantage of the Fighting-types it can switch into and doesn't have reliable recovery, hurting its longevity. Because of this, Breezi faces heavy competition as a hazard stacker from Venipede, which performs similar roles and additionally benefits from Speed Boost, and from Omanyte, which can additionally set Stealth Rock.
Breezi @ Eviolite
Ability: Unburden
Level: 5
EVs: 116 HP / 44 Def / 36 SpA / 36 SpD / 236 Spe
Timid Nature
- Spikes
- Toxic Spikes
- Sludge Bomb
- U-turn / Knock Off
Spikes and Toxic Spikes are the core of Breezi's niche. These entry hazards quickly wear down opposing Pokémon, helping offensive teammates sweep late-game and allowing defensive teams to punish switches. Sludge Bomb is Breezi's best offensive move and allows it to handle Fairy-types. U-turn can be used to keep up momentum on offensive teams, whereas Knock Off can be useful to remove Eviolite or Berry Juice from foes to support sweeps.
Scratchet is arguably the easiest Pokémon to fit on your team in CAP LC due to its fantastic role compression. It is a spinner that is able to set Stealth Rock, and it has access to Prankster Roost to complement its great bulk. Scratchet is able to make further use of Prankster with both Haze and Memento to support its team. Scratchet can also forgo pure support roles and function as a Bulk Up user that can additionally pass Bulk Up boosts with Baton Pass. Scrappy gives offensive Scratchet sets an unresisted STAB combination. Although purely offensive sets are held back by Scratchet's poor Speed, the access to Scrappy Rapid Spin is a big draw.
Scratchet @ Eviolite
Ability: Prankster
Level: 5
EVs: 236 HP / 196 Def / 36 SpD / 36 Spe
Bold / Impish Nature
- Rapid Spin
- Stealth Rock
- Roost
- Haze / Brick Break / Memento
This is Scratchet's bread-and-butter set. This set does it all with respect to hazard control—it both reliably removes entry hazards and sets Stealth Rock. Roost lets Scratchet take advantage of its good bulk and gives Scratchet the longevity it needs to reliably use Rapid Spin. Prankster Haze prevents Scratchet from being setup fodder and can act as a good emergency button against opposing setup sweepers. Brick Break is another option that is both a decent STAB move and an option against Aurora Veil teams, which have shown solid promise in initial CAP LC tournaments. Finally, Memento can provide a key setup opportunity to a teammate like Necturine. Since this set opts to run Prankster over Scrappy, it is best paired with Pursuit trappers that can eliminate Ghost-types.
Scratchet @ Eviolite
Ability: Prankster / Scrappy
Level: 5
EVs: 236 HP / 36 Def / 196 SpD / 36 Spe
Careful Nature
- Bulk Up
- Roost
- Baton Pass / Brick Break
- Facade / Brick Break
Scratchet can further its good bulk through the use of Bulk Up. While this set faces competition from Bulk Up Timburr, access to reliable recovery in Roost and the ability to pass boosts through Baton Pass gives Scratchet a distinct niche in the role. Facade is used as the primary STAB move to prevent burns from hampering the set, while Brick Break is another option that additionally provides support against Aurora Veil teams.
Scratchet @ Eviolite / Life Orb
Ability: Scrappy
Level: 5
EVs: 236 HP / 236 Atk / 36 Spe
Adamant Nature
- Superpower
- Facade / Roost
- Return
- Rapid Spin
This is more of an experimental set than the previous two, though it has been used to preliminary success. Scrappy removes the one resistance to Scratchet's STAB combination, making its STAB moves extremely spammable. Superpower is Scratchet's best Fighting-type STAB option, and it is used for its power despite its drawbacks. Facade allows Scratchet to work even with status conditions like burn, though Roost can be used over it for longevity, which is especially important since Scratchet cannot force its HP stat to 19 to minimize Life Orb damage. Return is used as a more consistent Normal-type STAB option. Finally, Scrappy Rapid Spin allows Scratchet to remove entry hazards against nearly any Pokémon, Ghost-type or not.
Like its fully evolved counterpart, Necturine is able to learn one Sketched move per moveset. This inherently gives Necturine a number of options, and all of its sets are built around a specific Sketched move. Its natural movepool might be a bit shallow to compensate for this, but Necturine has more than enough chances to shine.
Necturine @ Eviolite / Power Herb
Ability: Anticipation
Level: 5
EVs: 116 Def / 196 SpA / 188 Spe
Modest / Bold Nature
- Shell Smash / Geomancy / Quiver Dance
- Giga Drain
- Shadow Ball
- Psychic / Hidden Power Fighting
Shell Smash is probably offensive setup sweeper Necturine's most potent move, as it allows it to hit 28 Speed after only a single turn, allowing it to even outspeed 18 Speed foes with a Choice Scarf such as Gastly. Eviolite compensates for Shell Smash's lowered defenses, and in many instances Necturine will be setting up against a foe that is initially faster, allowing it to take less damage thanks to its item. Geomancy leaves Necturine comparatively more vulnerable while setting up, since it requires a less defensive item in Power Herb, but the Special Defense boost can be helpful against a number of threats. The main problem with Geomancy, however, is that it can only be set up once per match before Power Herb is consumed, whereas other boosting options may be used multiple times and Necturine can be switched out after setting up without nearly as big of a negative side effect. Quiver Dance provides less of an immediate offensive boost than Shell Smash but comes with the benefit of not lowering the defenses, making it harder for Necturine to be revenge killed by priority. However, a lot of Choice Scarfed threats are still able to outspeed it after one Quiver Dance.
But no matter how Necturine decides to boost, its basic attacking options remain the same. Reliable STAB moves plus coverage in the form of Psychic or Hidden Power Fighting offer Necturine a great neutral attacking set. However, a few threats such as Vullaby are able to withstand the combination and can stop Necturine in its tracks.
Necturine @ Eviolite
Ability: Anticipation
Level: 5
EVs: 124 HP / 196 Def / 156 SpD / 28 Spe
Bold Nature
- Spore / Sticky Web / Rapid Spin
- Giga Drain
- Will-O-Wisp
- Shadow Sneak / Toxic Spikes
Necturine's utility-based Sketch move options include Spore, Sticky Web, and Rapid Spin, all of which allow it to become an effective team supporter. Will-O-Wisp and Toxic Spikes are both moves that complement this role, but giving Necturine three different status-inflicting moves does mean that using all three in a single match might be difficult. Sticky Web as a move might be a bit less effective in CAP LC than in normal LC due to Scrappy Scratchet's ability to spin against Ghost-types, but the move still has its uses and Necturine is the bulkiest user of Sticky Web in the tier.
Necturine @ Eviolite / Fairium Z
Ability: Anticipation
Level: 5
EVs: 116 Def / 196 SpA / 188 Spe
Modest Nature
- Calm Mind
- Shadow Ball
- Giga Drain
- Blue Flare / Fleur Cannon
This set utilizes Necturine's Sketched move to increase its coverage, allowing it to become a potent lure. Blue Flare allows it to take on Pawniard, Ferroseed, and Foongus while still retaining great neutral coverage on many other threats. Fleur Cannon, however, is more specialized to help take on Vullaby. Calm Mind is a boosting move Necturine can learn outside of Sketch and increases the power of its moves.
Cupra is quite simply atrocious, easily the worst CAP LC Pokémon. At first glance it doesn't look too bad, with a pretty good movepool, decently high attacking stats, and at least an average Speed tier that make it seem like it has a small niche, but in practice it is extremely bad. Cupra's typing leaves it incredibly weak to nearly every Pokémon in the CAP LC meta, as Dark-, Fire-, Flying-, Rock-, and even Ghost-type attacks can break it. Its typing also leaves it weak to Stealth Rock, meaning it is very easily worn down. Also, unlike other slow attackers, Cupra has a horrible Special Defense stat, while its Defense and HP stats aren't anything to write home about either. Running a Choice Scarf set could work, but Cupra doesn't even have access to U-turn, meaning it can't even pivot. All in all, don't use Cupra, don't talk about Cupra, don't think about Cupra: it isn't worth the energy.
Brattler's primary niche lies in its ability to counter Abra, which is an S-rank threat in CAP LC. Brattler is a specially bulky physical attacker that additionally has access to Pursuit, and its bulk and typing allow it to counter other top-tier threats such as Staryu and Chinchou. It has reliable recovery in Synthesis that complements its very high Special Defense. Additionally, its STAB Knock Off is a blessing in LC, where Eviolite and Berry Juice are common, and its access to a strong STAB Power Whip makes it difficult to switch into. Brattler is troubled by low Speed, but it can make up for this by using Sucker Punch. However, while Fighting-types fear switching into Brattler's Power Whip, they can usually force it out. In addition, a multitude of common weaknesses reduce Brattler's ability to perform effectively as a special tank outside of answering most Psychic- and Water-types. Popular Flying spam teams also trouble Brattler greatly. Finally, Brattler is especially dead weight versus the popular and threatening Vullaby, and it risks activating Vullaby's Weak Armor with a U-turn.
Brattler @ Eviolite
Ability: Infiltrator
Level: 5
EVs: 196 HP / 196 Atk / 116 SpD
Careful Nature
- Synthesis
- Knock Off
- Power Whip
- Pursuit / Sucker Punch / U-turn
Synthesis allows Brattler to reliably counter special attackers like Abra. STAB Knock Off is a powerful move coming off of Brattler's base 70 Attack, and its utility in removing Eviolites and Berry Juices is invaluable. Power Whip's high Base Power punishes switch-ins, and it is a great move against Water-types like Staryu and Chinchou. Pursuit allows Brattler to become a full counter to Abra by trapping and removing it, and thanks to Infiltrator, Brattler can even remove Abra behind Substitute. Sucker Punch is an alternative option to make up for Brattler's low Speed against other offensive Pokémon, while U-turn allows Brattler to gain momentum when forcing out Pokémon like Abra, Staryu, and Chinchou.
Volkritter's unique typing and usable Speed allow it to function as a revenge killer, while its ability Infiltrator allows it to defeat threats such as Substitute Gastly. Fire and Water STABs allow Volkritter to threaten many different Pokémon, but bulky Water-types can prevent it from doing its job. Fortunately, U-turn allows it to pivot out of bad situations, allowing Volkritter to give momentum to its team.
Volkritter @ Choice Scarf
Ability: Infiltrator
Level: 5
EVs: 36 HP / 36 Def / 196 SpA / 36 SpD / 196 Spe
Timid Nature
- U-turn
- Fire Blast / Flamethrower
- Hydro Pump / Scald
- Memento / Destiny Bond / Power Gem
With a Choice Scarf, Volkritter can chip away at the metagame's fastest threats. U-turn lets Volkritter break Focus Sash on opposing Abra, Syclar, and Diglett, allowing it to come back in later to finish them off with a STAB move. Memento is useful for letting teammates set up after Volkritter has expended its use, while Destiny Bond can net a surprise one-for-one trade. Power Gem allows Volkritter to hit Flying-types such as Vullaby harder, but often its STAB moves will do fine enough of a job with that already.
Bulky Offensive
Volkritter @ Eviolite / Berry Juice
Ability: Infiltrator
EVs: 36 HP / 196 Def / 116 SpA / 116 SpD / 36 Spe
Timid Nature
- Scald
- Fire Blast
- U-turn
- Will-O-Wisp
Forgoing Speed and a bit of power, this set allows Volkritter to tank more hits and lets it spread burns more reliably. Additionally, not being locked into a single move due to Choice Scarf allows Volkritter to pivot out with U-turn after KOing a foe with its STABs.
With a stellar typing, useful ability, and generally good stats, Snugglow makes one of the best CAP LC Pokémon. Snugglow is able to easily check or counter some very common Pokémon in CAP LC, such as Chinchou, Staryu, Scratchlet, Foongus, Pluffle, Snivy, and Croagunk. It also has a pretty good Special Attack stat and Speed tier, allowing it to deal loads of damage, while also having great defensive stats to help it survive even super effective attacks. However, Snugglow suffers an immense weakness to Ground-types like Diglett and Mudbray, and it can be surprise KOed by coverage like Chinchou's Hidden Power Ground or Staryu's Psychic.
Snugglow @ Eviolite
Ability: Storm Drain
Level: 5
EVs: 36 HP / 124 Def / 28 SpA / 52 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Sludge Bomb
- Psychic
- Taunt / Encore / Water Pulse / Substitute
Snugglow's best use is as a bulky attacker, and this set is pretty simple. Thunderbolt and Sludge Bomb are both powerful STAB attacks, while Psychic is used to hit Poison-types like Croagunk, Foongus, and opposing Snugglow. Its last moveslot is merely up to preference: Taunt and Encore provide utility, Water Pulse hits Ground-types, and Substitute gives Snugglow a chance to sweep.
Snugglow @ Waterium Z
Ability: Storm Drain
Level: 5
EVs: 36 HP / 188 SpA / 196 Spe
Modest Nature
- Rain Dance
- Water Pulse
- Thunder
- Sludge Wave
This set capitalizes on Snugglow's Special Attack and access to Rain Dance to help it be a great cleaner late-game. Z-Rain Dance not only boosts Water Pulse's power and Thunder's accuracy but also gives Snugglow +1 to Speed. When using Z-Rain Dance Snugglow, be sure to weaken foes before an attempted sweep, as Snugglow struggles to sweep an entire team on its own. When you are ready for a sweep, it is usually a good idea to switch Snugglow in on a Water-type attack, as this will boost its Special Attack and provide it with setup fodder.
Floatoy might be a bit lacking in coverage and is very frail, but it possesses a few niche traits that allow it to stand out as a user of Dragon Dance. Water Veil allows it to be immune to burns, while Swift Swim turns it into the fastest rain sweeper in the tier.
Floatoy @ Life Orb / Flyinium Z / Normalium Z
Ability: Water Veil / Swift Swim
Level: 5
EVs: 52 HP / 196 Atk / 36 Def / 220 Spe
Jolly Nature / Adamant Nature
- Waterfall
- Icicle Spear / Return
- Drill Peck
- Dragon Dance
Dragon Dance is Floatoy's best chance to become a late-game sweeper, allowing Icicle Spear to reliably KO Sash Abra and Waterfall to KO Choice Scarf Vokritter after Stealth Rock damage. After a boost, Supersonic Skystrike reliably KOes threats such as bulky Timburr and Foongus, while similarly a +1 Breakneck Blitz KOes Snugglow after Stealth Rock damage.
With Fighting- and Dark-types running rampant in Little Cup and Spritzee's inability to keep up momentum, Pluffle was an amazing addition to CAP LC. Pluffle has an incredibly high Special Defense stat, allowing it to act as a sort of blanket check to special attackers such as Staryu, Focus Sash Abra, and Syclar. Being able to Wish pass through Parting Shot makes Pluffle an amazing defensive pivot, able to heal its teammates and weaken foes simultaneously. Unfortunately, Pluffle has a few downsides. First among these is that is is hard countered by Pawniard, a fairly common Pokémon. And when I say hard countered, I mean if Pluffle chooses the wrong move against a Pawniard, the Pawniard can easily defeat an entire team off of it due to Defiant. Pluffle also requires all 4 of its moves to function effectively, meaning Pokémon that resist Moonblast such as Foongus, Ferroseed, and Ponyta are incredibly cumbersome. Finally, due to its great ability to check Fighting- and Dark-types, Pluffle is commonly hit with Knock Off, leaving it vulnerable to coverage attacks from stronger Pokémon.
Pluffle @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 84 HP / 188 Def / 212 SpD
Calm Nature
IVs: 0 Atk
- Parting Shot
- Wish
- Protect
- Moonblast
This is the standard Pluffle set, utilizing Parting Shot and Wish to pivot into and heal teammates. Protect helps Pluffle safely regain HP with Wish, although it can leave it vulnerable to setup sweepers such as Shellder. Moonblast is a very powerful STAB move, allowing Pluffle to hit decently hard, especially against Fighting- and Fairy-types. Pluffle's Eviolite, its EVs, and its nature maximize its defensive stats, mainly its Special Defense, to help it be a defensive behemoth. Natural Cure allows Pluffle to passively heal off status conditions as it switches out, something that works quite well with Wish and Parting Shot.
From meta-defining glues like Scratchet to unfortunate endeavors like Cupra, the CAP Pre-Evolution project introduced a massive range of new LC Pokémon. The next time you want to try out something new, hop into the CAP room on Pokémon Showdown! and ask for some CAP LC battles, or join us on the Smogon forums and help contribute to future CAP LC Pokémon!
Art by Cretacerus.
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