Before I get to the moveset by moveset critiques, I'd like to address some things I think we all have some room for improvement on. For starters, everyone needs to keep in mind that everything being posted is pure theorymonning. This isn't analysis writing where everything that's being put down has been proven in the field. There's no community consensus already present that says running X move on Y set is optimal- you need to do what you can to prove that it is. In that vein, the vast majority of sets posted need calcs to show how the described moves may work in actual play, and virtually every set posted needs to tie in the goal of the set and the moves with our concept and threatlist. Lastly, I think we also need to lend more an an ear to balance problems when we're proposing potentially controversial moves for specific sets, so that we have as great an understanding of a move's overall power level as possible. Also, I'd love to see greater feedback on the posted sets, since our overall goal for this stage is to have well reasoned sets identified to serve as the base for our movepool, and having multiple people critique each set will help a lot in this respect. Anyhow, on to the feedback.
Lucariooflegends said:
Name: Z- Wallbreaker
Move 1: Outrage
Move 2: Spirit Shackle
Move 3: Zen Headbutt
Move 4: Toxic
Ability: Comatose
Item: Dragonium Z/Psychium Z
Evs: 4 HP / 252 Attack / 252 Speed
Nature: Jolly
- Outrage let's CAP23 punch through almost anything not immune to it with extremely power Dragon STAB. Also can turn into the 190 BP Devastating Drake to break through walls without being locked in.
- Spirit Shackle gives us a Strong Ghost STAB that also traps CAP's targets for Wallbreaking.
- Zen Headbutt allows us to break through targets such as Tomohawk and Toxapex, who we would otherwise struggle with getting through, as well as nailing Mega Loppuny on the switch. Can also be paired with Psychium Z to help further the breaking of the former.
- Toxic is used to wear down targets with a brutal status, giving them a set time limit when trapped. Also can help break down walls once a Z-move has been exhausted.
- Z-Crystals can help breaking ability with either super strong stab or coverage for certain foes.
- Evs makes it the best possible attacker.
- Nature let's it move faster.
This isn't a comment for your set in particular, but I'd love to see some calcs showcasing how powerful Devastating Drake is from this CAP and it's affect on our threatlist. An explanation as to why Dragnium z is preferred over Ghostnium z is also warranted, as Never Ending Nightmare does have a greater impact versus Pokemon CAP 23 will have trouble handling without a damage boosting item, such as Magearna. One thing I'd like to point out is that without the appropiate Z crystal or a boosting item, neither ZHB or Psychic Fangs can do more than 3HKO both Tomohawk and Toxapex. While I don't believe this would mean we can't beat Toxapex handily, it does make it one hell of a grinder matchup, but it is significant in the Tomohawk matchup where it can put the CAP on a much faster timer. While that is unfortunate, the inclusion of Toxic does allow us to wear down Tomohawk much faster than it does to us, and that could be added to the moveset description. Also, in regards to ZHB vs Psychic Fangs, I think Fangs is the overall superior option because of how it's much more consistent for both users (lack of misses and flinches).
Deck Knight said:
Moveset Submission
Name: Assault Vest
Move 1: Spirit Shackle / Phantom Force
Move 2: Drain Punch
Move 3: Knock Off
Move 4: Anchor Shot / Infestation
Ability: Comatose
Item: Assault Vest
EVs: 168 HP / 252 Attack / 68 Def / 12 SpD / 8 Spe
Nature: Adamant
- Spirit Shackle is a decently powerful STAB and allows CAP to trap everything except for Normal types.
- Drain Punch provides excellent coverage and a way for AV CAP to heal off damage it may have taken during a trapping turn. It can offset the damage from Pyroak's Lava Plume completely.
- Knock Off can remove items from trapped opponents, or catch counters on a switch and remove their item making them less of a threat to CAP. It's an excellent support move that also allows CAP to remove any Shed Shells still floating around.
- Anchor Shot is an excellent backup trapping move that threatens Fairy-types and specifically allows CAP to defeat Clefable 1-on-1. Infestation is an extremely safe alternative trapping option that can also capture a pivot before switching, or be utilized in combination with Phantom Force to rack up partial trapping damage before a hard hit.
- Maximum Attack to hit hard, 8 Spe EVs to outrun Max Spe Adamant Bisharp and other Base 70s.
- Defensive EVs allow CAP to avoid a OHKO from unboosted Bisharp Sucker Punch, and KO in return with Drain Punch. 12SpD is the spare after other EVs.
- Set is specifically advantageous against Clefable (w/ Anchor Shot), Tapu Lele, and can effectively wall and dismantle many special attacking threats.
Assault Vest has a lot of interesting applications with trapping because defensive opponents with only special attacks (which are many in CAP) no longer have the option of just switching out. Assault Vest can maximize the utility of both full and partial trapping and Knock Off by allowing CAP to set up the conditions for a favorable matchup on a switch, and its ability to run defensive EVs and a more potent offense (bar LO AOA sets) are points in its favor for inclusion.
I think an Assault Vest set is a realistic idea, especially with how good our STAB coverage is and our special bulk. However, the set does have several moves which I'm altogether wary of. Knock Off in particular seems like a very powerful utility option, and not just for this set. A greater explanation as to why removing Shed Shells, especially from Pokemon like Skarmory, is beneficial for this CAP would be appreciated. Drain Punch is also a move I'm not sold on yet, but I'm not against it either. Judging from what I've read in the thread, the main opposition to it is it's impact on Dark-type switchins and Ferrothorn specifically. Perhaps a possible compromise lies in Leech Life to provide a deterrence against Pursuit trapping and semi recovery while lessening the matchup advantage versus Ferrothorn. Either way, more discussion on how susceptible we want the CAP to Pursuit is probably warranted. Infestation + Phantom Force seems like a valid combination, but some specific matchup examples where it's better than simply striking repeatedly with Shackle would be appreciated, since it's arguably a more gimmicky option overall.
Deck Knight said:
Moveset Submission
Name: Disable Tech
Move 1: Substitute / Protect
Move 2: Disable
Move 3: Spirit Shackle
Move 4: Drain Punch / Icicle Crash
Ability: Comatose
Item: Leftovers
EVs: 252 Attack / 4 Def / 252 Spe
Nature: Jolly
- Substitute to set up substitutes to hide behind, Protect if you want to target and disable pivoting moves.
- Disable to disable threatening moves that break the Substitute, or to disable a defensive Pokemon's Recovery or pivot move.
- Spirit Shackle for STAB and to trap opponents either before a Sub or behind one.
- Drain Punch for coverage. It can 2HKO AV Colossoil, making it a relatively ineffective counter with good prediction. Icicle Crash is more effective against pivots like Landorus-T that try to pivot in for the Intimidate and then U-turn out.
- Max Attack and Speed to set up Subs quickly and maximize damage.
- CAP's great set of resistances and ability to remove the switching option to get out of an unfavorable Disable makes it an excellent dismantling set.
- The Protect variant of a set can jam Zapdos's Volt Switch and Disable it if it comes in on Spirit Shackle, forcing it to face CAP 1on1.
The ability to actually shut down pivoting with the creative use of Protect and Disable is really gnarly, and makes CAP quite unpredictable. It's downside is that it can also be used to Protect on, say, Skarmory Whirlwind. However CAP can't lock down both Roost and Whirlwind on Skarm at the same time, so it still loses even with a successful trap.
I'll be frank here, I don't like this set in the least and I don't see myself allowing Disable without one hell of an argument for it. Disable is a very hard punish to any Pokemon which doesn't have two solid ways to hit the CAP for significant damage, and in most cases this means a variety of defensive Pokemon from both sides of our threatlist. For example, Sub + Disable will break through defensive Celesteela's running Fire coverage, as well as making Clefable unable to beat the CAP 1v1. In normal cases this wouldn't be a problem since the opponent can just switch to another check, but with the trapping mechanic available we can create situations where the victim is unable to win not because of their matchup with the CAP, but because of the number of attacking moves they choose to run. I just don't believe a set like this is healthy to allow.
David0895 said:
Moveset Submission
Name: Z-Bait
Move 1: Spirit Shackle
Move 2: Outrage
Move 3: Toxic Spikes
Move 4: Psychic Fangs / Stone Edge
Ability: Comatose
Item: Psychium Z / Rockium Z
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly
- Outrage is the Primary STAB that deals heavy damage to neutral targets
- Spirit Shackle is the secondary STAB that helps CAP23 to trap its targets
- Toxic Spikes wear down trapped Pokemon with a Poison status and baits in Poison types
- Psychic Fangs hits supereffectively Tomohawk, Arghonaut, Pyroak and all the Poison types that will come in to remove Toxic Spikes
- Stone Edge hits supereffectively Pyroak, Mollux and Zapdos
- Z crystals boost the damage of Stone Edge or Psychic Fangs, making the CAP23 job faster
- Evs makes CAP23 as fast and strong as possible
- Jolly Nature allow CAP23 to outspeed targets like Timid Zapdos, Jolly Landorus-T and Timid Volkraken
This set aims to bait the Poison types that can absorb or ignore the Toxic Spikes and then remove them with the right Z-move
G-Luke said:
Name: Hazardous Trapper
Move 1: Toxic Spikes
Move 2: Outrage
Move 3: Spirit Shackle
Move 4: Psychic Fangs / Stone Edge
Ability: Comatose
Item: Life Orb / Dragonium Z / Psychium Z
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- The purpose of this set is to lure out and weaken bulky Poison types and hazard removers and successfully lay Toxic Spikes, which gained support throughtout the thread.
- Toxic Spikes are great on this mon, as it allows it to wear down threats on the field, giving CAP23 and its teammates an easier time to bust through bulky walls.
- Outrage is CAP23's most powerful STAB option, and ensures it can keep up offensive pressure.
- Spirit Shackle is the secondary STAB option, and allows CAP23 to trap and apply pressure to bulky mons.
- The choice between Psychic Fangs and Stone Edge is a tough onw. Psychic Fangs is usually the superior option to break the Poison types that want to absorb Toxic Spikes. But if the team itself is well ensured against Poison types, Stone Edge is a viable option to bust up defoggers like Zapdos.
- Lofe Orb gives a general boost in power, Psychium Z should be chosen if using Psychic Fangs and if opting for Stone Edge, Dragonium Z is a viable option.
- Maximum EV investment Attack and Speed allow CAP23 to maintain its great speed tier and hit as hard as possible.
The above two sets are virtually identical in function and purpose, so I believe they should be consolidated into one, probably just by slashing the items together on either one. I suggest one of the two of you do just that and then work together to optimize it.
As for the moves themselves, Toxic Spikes is certainly an interesting option, as is the idea of using trapping to lure in and forcibly remove hazard removers. However, the question I find myself asking is "Are they needed?"; I understand that they'd be good on this Pokemon but a greater analysis of what they do for us matchup and threatlist wise seems warranted. Aside from that, a good comparison between items would be appreciated, especially the various Z moves and how they help further the goal of this set.
Darqueeze said:
Moveset Submission
Name: Coverage Trapper
Move 1: Anchor Shot
Move 2: Dragon Claw/Outrage
Move 3: Brave Bird/Psychic Fangs
Move 4: Icicle Crash
Ability: Comatose
Item: Flyinium Z/Psychium
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- .Anchor Shot lets us deal with pokemon we want to counter like Tapu Bulu while letting us trap pokemon that are immune to Spirit Shackle for example Chansey.
- .Both Dragon Claw and Outrage are here for the STAB and possibly to give rid of other dragons like Cyclohm which is a Volturner and another being Rotom Wash which cant do anything with Will-o-wisp thanks to Comatose. Outrage is a powerful move that lets us defeat trapped pokemon.
- .Brave Bird and Psychic Fangs let us deal with Tomohawk, Mega Venusaur, Arghonaut' and others and with a Z Powered Move can do much more damage.
- .Icicle Crash let's us deal with a VoltTurner which runs rampant in OU, Landorus. Also lets us deal with other Pokemon like Tangrowth.
- .Max Attack for the most Attack possible and Max Speed with Jolly so we outspeed other Pokemon.
What I find most interesting about this set is you're decision to drop CAP's Ghost STAB for an extra coverage move. As such, some more reasoning behind this decision would be appreciated, specifically how it changes our matchups. A greater comparison between the pros and cons between Brave Bird and Psychic Fangs would also be great to see.
Reachzero said:
Name: Lure
Move 1: Spirit Shackle
Move 2: Substitute
Move 3: Toxic
Move 4: Pain Split
Ability: Comatose
Item: Leftovers
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly
SubSplit works really well for this for a number of reasons. It reliable beats and even sets up on Tomohawk, Sub protects it somewhat against Colossoil Pursuit, and most importantly Substitute forces Steels to attack it to break its Sub, using attacks that Magnezone can easily switch in on. This would work okay even with Pain Split, but the ability to Sub more and take advantage of the ridiculously high base HP of things like Soil and Krilowatt would make make this a lot more effective.
A Sub Toxic set seems like a very realistic option to help break down Tomohawk and other bulky Pokemon. My main concern lies in Pain Split and the potential recovery it provides, which given how low our uninvested HP is when compared to the health pools of invested walls and pivots, could possibly find a viable home as the fourth move in an offensive set. I think an analysis of Pain Split and how viable it would be on an offensive set would go a long way in demonstrating how reasonable Pain Split is or isn't. Lacking Pain Split, Protect is a possible fourth option to help compensate for the lack of recovery, as is Phantom Force to help stall.
MeepBard said:
Moveset Submission
Name: All-Out Attacker
Move 1: Spirit Shackle
Move 2: Dragon Hammer / Outrage
Move 3: Psychic Fangs
Move 4: Drain Punch
Ability: Comatose
Item: Life Orb / Psychium Z / Dragonium Z
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly
- Spirit Shackle is a fairly powerful STAB move that allows CAP23 to trap anything that is not a Normal-type.
- Dragon Hammer is a strong STAB move that notably threatens opposing Dragon-types and provides neutral coverage on a plethora of types.
- However, Outrage can be used instead, notably being able to securing the 2HKO on Cyclohm.
- Psychic Fangs is for Poison- and Fighting-types such as Fidgit, Mollux and especially Tomohawk.
- Drain Punch beats Dark- and Steel-types, such as Bisharp and Tyranitar, who would resist CAP23's other coverage moves otherwise.
- Comatose prevents CAP23 from being burned from moves such as Will-O-Wisp.
- Life Orb boosts CAP23's power by 1.5x, helping it break down walls more effectively.
- Psychium Z helps CAP23 break down more defensive threats such as Arghonaut, Toxapex and Mega Venusaur.
- However, Dragonium Z can be used alongside Outrage in order to threaten bulkier threats with a strong 190 BP Devastating Drake.
- The EVs are to maximize CAP23's offensive power.
This was brought up in several posts already, but a proper explanation as to why Dragon Hammer is needed over Dragon Claw is needed. For Drain Punch, I already commented on the move in DK's AV set, although I will echo my earlier proposal of Leech Life over Drain Punch to help keep Ferrothorn as a potential counter. However, I'd like to know why Drain Punch is needed over say Brick Break on this set, as well as Leech Life over X-scissor if you think Bug coverage has potential.
Dogfish44 said:
Moveset Submission
Name: Laser Focus
Move 1: Laser Focus
Move 2: Spirit Shackle
Move 3: Outrage / Dual Chop
Move 4: Brave Bird / Psychic Fangs / Icicle Crash
Ability: Comatose
Item: Flyinium Z / Psychium Z / Icium Z
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly
- Laser Focus vs a trapped target guarentees us a crit on a move that's going to hit it hard, especially if it's used for a SE Z-Move.
- Dual Chop added in on the off chance we want to consistently go LF-DC-LF-DC, Outrage as general beatstickery otherwise. Could just as easily be Dragon Claw (Dual Chop is *slightly* stronger, but we're talking like an average of 3 Damage on average from a sample calc).
- Crit Z-Psychic Fangs KOs Physically Defensive Tomohawk 93.8% of the time, 87.5% OHKO rate on Toxapex, and always KOs M-Venusaur. Crit Z-Brave Bird OHKOs Tangrowth 93.8% of the time, and Crit Z-Icicle Crash lands OHKOs on Zapdos and Landorus-T.
- Counters including Skarmory still manage to ignore us on even the unlisted Ghostium Sets (252 Atk Giratina Never-Ending Nightmare (160 BP) vs. 248 HP / 252+ Def Skarmory on a critical hit: 226-267 (67.8 - 80.1%) -- guaranteed 2HKO). Celesteela can just get LS up and then Protect (Although strongest options crit for at most 62%), Scizor just Roosts us off, and we don't have the time to set up vs Tapu Fini anyway.
This set is one of the more balanced attempts to further beat down our defensive targets I've seen, mainly because of how situational Laser Focus is to use effectively. The main problem that Laser Focus may present is that Never Ending Nightmare back by a crit does significant damage to Celesteela and Ferrothorn, but as you said they can mitigate this somewhat with Protect.
Vanaccessible said:
Moveset Submission
Name: Chip Annoyance
Move 1: Phantom Force
Move 2: Drain Punch
Move 3: Dragon Tail
Move 4: Substitute/Psychic Fangs/Toxic/Toxic Spikes
Ability: Comatose
Item: Leftovers
EVs: 4 HP / 252 Atk / 252 Speed
Nature: Jolly
- his set aims to partner with hazard setters such as Spikes Ferrothorn or Toxic Spikes Toxapex, with whom CAP has excellent defensive synergy and its Ghost typing allows for Rapid Spin immunity.
- Phantom Force serves to be a handy Ghost STAB option that makes CAP invulnerable for a turn, while also allowing it to stall for Toxic Spikes poison, and permit additional Leftovers recovery.
- Drain Punch provides perfect coverage with Ghost STAB and allows CAP to hit Normal mons and Dark mons for good damage, while also providing additional recovery.
- Dragon Tail provides secondary STAB, racks up chip damage with hazards and forces out set up sweepers/hazard removers who might try to take advantage of CAP’s passiveness.
- Last slot is mainly filler. Substitute allows CAP to take advantage of switches, bypass Sucker Punch and Pursuit and scout. Psychic Fangs nails Poison Switch ins trying to absorb its mates Toxic Spikes, and could be paired with Tapu Lele to hit harder. Toxic and Toxic Spikes are pretty explainitory as they let CAP set up passive damage in its own right.
snake_rattler already covered our main concern with Dragon Tail on this set in an earlier post. As for the rest of the set, look at the AV set and Toxic Spike Lure sets for my commentary on Drain Punch and Toxic Spikes. A possible direction to take this would be to focus on sustainability and bulk to take advantage of a possible spinblock role the CAP may have.
NumberCruncher said:
Moveset Submission
Name: Scarf + Lele Support
Move 1: Spirit Shackles
Move 2: Outrage/Dragon Claw
Move 3: Psychic Fangs
Move 4: Memento/Healing Wish/Parting Shot
Ability: Comatose
Item: Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant
- Lele not only protects CAP from priority, but buffs Psychic Fangs to get several relevant 2HKOs, particularly Mollux, Tomohawk, and Toxapex, with a relevant OHKO on Plasmanta
- 252+ Atk CAP Psychic Fangs vs. 252 HP / 4 Def Mollux in Psychic Terrain: 362-428 (91.8 - 108.6%) -- 50% chance to OHKO
- 252+ Atk CAP Psychic Fangs vs. 252 HP / 252+ Def Tomohawk in Psychic Terrain: 240-284 (57.9 - 68.5%) -- guaranteed 2HKO after Leftovers recovery
- 252+ Atk CAP Psychic Fangs vs. 252 HP / 192+ Def Toxapex in Psychic Terrain: 174-206 (57.2 - 67.7%) -- guaranteed 2HKO
- 252+ Atk Abomasnow Psychic Fangs vs. 4 HP / 0 Def Plasmanta in Psychic Terrain: 270-318 (103 - 121.3%) -- guaranteed OHKO
- Spirit Shackles is just the most powerful physical Ghost move, and it punishes a bad predict.
- Memento and Parting Shot can punish offensive mons attempting to switch in expecting a wallbreaker set and works well with other mons that like Psychic Terrain support, whereas Healing Wish can be used to trade CAP for a heal on a more valueable mon.
I like the idea behind the set, but I don't see the need for any of Memento/Healing Wish/Parting Shot outside of them being generically good on choice users. Why do we need to have an additional punish to offensive switchins than hitting them with either of our stab moves on the switchin? An earlier concern for pivoting moves were that they play into the main checks for some our counters, such as Magnezone and Tapu Koko. Why should Parting Shot be allowed with that in mind?
I think a much more realistic fourth moveslot would be additional coverage, such as Brave Bird or even Stone Edge, both of which are better at revenge killing Volcorana and Mega Pinsir.
Reviloja753 said:
Moveset Submission
Name: Heal Block
Move 1: Heal Block
Move 2: Spirit Shackle
Move 3: Psychic Fangs
Move 4: Dragon Claw / Icicle Crash / Outrage
Ability: Comatose
Item: Leftovers / Psychium Z / Figy Berry / Dragonium Z
EVs: 248 HP / 108 Atk / 152 SpD
Nature: Adamant
- Heal Block's main purpose is to prevent Tomohawk and Toxapex from recovering, allowing us to more easily beat them. It also prevents Zapdos from Roosting, Arghonaut and Mollux from recovering (Mollux gets Recover?) and MVenu from using Synthesis. While Heal Block isn't as powerful as Taunt, it still keeps our counters and checks (namely Skarmory and Ferrothorn) more intact than Taunt would.
- Spirit Shackle is our main STAB move, trapping our foes as well. Also, it actually does a good amount to Tomohawk, which makes room for Psychium Z.
- Psychic Fangs is our main tool against stall. It lets us beat Tomohawk, Toxapex, MVenu, Mollux and Arghonaut.
- If you're looking for Dragon STAB, go for Dragon Claw. It's more reliable than Outrage. Locking into Outrage can lead to disaster. However, Outrage is still a viable option for the slightly more power and a more powerful Z move if you run Dragonium Z. Icicle Crash beats Zapdos and Landorus-Therian.
- Leftovers makes sure that we have enough time to set up our trapping and Heal Block before we die to Air Slash. Psychium Z is another option if you have room for a Z move, as Shattered Psyche kills Tomohawk after Spirit Shackle. Finally, Figy Berry is an alternative to Leftovers.
- EVs are to ensure we live enough Air Slashes from Tomohawk while being able to 3HKO with Psychic Fangs.
- Adamant Nature also supports the 3HKO on Tomohawk with Psychic Fangs, as well as giving more power overall.
This is a well thought out set and post, so I don't have much to say here. If no one else has something to say on this set, I'll be adding it to the approved list soon.
And yes, Mollux learns Recover.
G-Luke said:
Name: No Heals No Deals
Move 1: Heal Block
Move 2: Spirit Shackle
Move 3: Outrage / Dragon Claw
Move 4: Brave Bird / Psychic Fangs / Toxic
Ability: Comatose
Item: Ghostium Z / Dragonium Z / Flyinium Z / Leftovers
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- The purpose of this set is to stallbreak walls by blocking their ability to heal off damage dealt.
- With Taunt and Encore being deemed too powerful, Heal Block I believe is an alternative that is quite acceptable. It stops Toxapex from healing with Black Sludge and Recover, and Mega Venusaur with Leech Seed.
- Spirit Shackle is a great STAB option that also traps the foe, allowing CaP 23 to take full advantage of Heal Block.
- Outrage can be chosen for immediate strong power, but if the confusion effects are deemed too annoying, Dragon Claw is an acceptable alternative. Keep in mind that its power output is severly affected.
- Brave Bird and Psychic Fangs can be used based on which mons you want to pressure more. Toxic is a great third option that works with Heal Block to wear down most walls.
- Z-Crystals are preferred so CAP23 can have a powerful nuke to bust past worn down walls, but Leftovers can also be used for longevity.
- EVs are make CAP 23 hit as hard and as fast as possible.
This is essentially a more offensive version of the above set, which is a solid set in itself. My main two questions are why the Z moves are ordered as they are, and how Heal Block + Z move interacts with our checks and counters.
Garbagery said:
Moveset Submission
Name: Phantom force
Move 1: Spirit Shackle/ Anchor Shot/Infestation
Move 2: Substitute/Protect
Move 3: Toxic
Move 4: Phantom Force
Ability: Comatose
Item: Leftovers
EVs: 248 HP / 200 SPD/ 52 SPE
Nature: Careful
This is well, a stallbreaker set for it. It definitely helps kill Tomo easily without the need for z moves and can handle other threats. The only downside is having a substitute up will discourage a volt switch or a u turn (but this cap will get substitute due to most mons having it) Unforutunately this set will have trouble with physical things we'd like to be checking like Lando, but there is an alternative a set like of 252 hp/ 4 atk/ 252 Defense can be ran just to keep lando in 3hko range so you can toxic it then phantom force/protect it to death.
252 spd can be ran as it stops specs keldeo from breaking cap23's sub.
Infestation as suggested by snake racks up more damage yet only 4 turns might prove undesirable
- Spirit Shackle is for that stab trapping move. Anchor shot would be prefferable to trap chansey, none of our counters are hit super effectively by anchor shot.
- Leftovers is so this cap can rack up leftover health when using Phantom Force and substitute.
- Substitute will keep cap23 hiding behind its good stuff.
- Phantom force does damage, goes through substitutes and most importantly can stall for lefties recovery and toxic residue.
- Comatose is the preffered, and only ability. If NCA is usable, feel free to remove phantom force for rest
- These evs, while compromising Cap23's 133 atk allows it to tank more moves from mons
- This set will have trouble with tangrowth's knock off.
- Toxapex can't do much to you but it will take a really long time to kill it unfortunately
Another well thought out set that I don't have much to say about. One thing I don't understand is how discouraging U-turn or Volt Switch would be bad for this set. Offensive calcs are also lacking in that there is not a one for Phantom Force against anything, and for the calcs show it samples only a small amount of Pokemon.
Okamu said:
Moveset SubmissionName: Fairy Lock
Move 1: Fairy Lock
Move 2: Spirit Shackle / Phantom Force
Move 3: Dragon Claw / Dragon Rush
Move 4: Stone Edge / Psychic Fangs
Ability: Comatose
Item: Leftovers / Sitrus Berry / Aguav Berry
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Basic goal of the set is to weaken opponents until CAP becomes weak enough that it can use Fairy Lock to trap the opponent that finishes it off, guaranteeing a revenge kill
- Fairy Lock helps to keep the pressure on as mons come in to try and KO CAP, threatening an immediate revenge kill (barring Ghost types) once CAP goes down
- Fairy Lock can actually be used decently well due to CAP's above average speed, allowing it to threaten a Fairy Lock on slower mons trying to KO it
- This can lead to mind games of lock vs. no lock, and with CAPs powerful Atk stat, a misplay could be very damaging
- Spirit Shackle would be used to provide more general trapping support, whereas Phantom Force could be employed for a more damage based approach
- Dragon Claw and Dragon Rush help to balance out the STAB options
- I've purposely forgone Outrage because I think the Confusion risk doesn't mesh well with the Fairy Lock strategy
- Stone Edge and Psychic Fangs serve as a "pick what you want to beat" sort of setup, effective against many Pokémon on the trap and destroy list
- Leftovers, Sitrus, and Aguav serve to provide just a bit more longevity for CAP to get off more damage prior to going down
- The EVs help give the speed as high as it can do give Fairy Lock the best chance of going first
- Attack EVs serve to increase damage output
So, I hadn't seen a Fairy Lock set yet, and we said we'd discuss it, so I'm going to throw up a preliminary one. I'm really busy right now, so it's not very good, but I just would like to see the discussion on it. And yes, I know it's another signature move, but to be fair it's significantly different from Shackle, unlike Anchor Shot, in its trap effect, meriting some consideration. Feel free to tear this apart and suggest stuff, again, this is just really preliminary.
I just want to say that I'm very happy that there's a usable set with Fairly Lock being presented. The direction you took to take advantage of the next turn trap effect is the best use of the move I can think of. As for the move choice, I don't see a reason why Dragon Rush is a valid option when you feel the confusion chance from Outrage is too risky, and more importantly there are no calcs to support it. A greater explanation as to what the moves, specifically coverage moves, are targeting and why they are preferred on this set is needed as well. Lastly, I think the item choice is fundamentally wrong because you're equating increased longevity with increased damage output, which isn't really accurate when the CAP can just use a LO or Z Crystal to do as much damage possible each turn. I also fail to see a reason why the CAP would want to keep itself alive longer either, especially because Fairy Lock is only significant when the CAP is not in play, such as after a revenge kill.
Vanaccessible said:
Moveset Submission
Name: Dual Screens
Move 1: Shadow Claw
Move 2: Dragon Claw/Earthquake
Move 3: Light Screen
Move 4: Reflect
Ability: Comatose
Item: Light Clay
EVs: 4 HP / 252 Atk / 252 Speed
Nature: Jolly
- This set uses CAP’s good typing and special bulk to set dual screens.
- Unlike dual screens Tapu Koko and Lati@s and Ninetales-A, CAP offers different resistances and is immune to status, giving it different opportunities to set up screens.
- CAP is immune to Brick Break, while extremely niche, can be run to take down its screens.
- Established counters Defog Skarmory and Tapu Fini can remove CAP’s screens.
- CAP’s typing draws Steel, Dark and Fairy types, allowing set up sweepers like Mega Charizard X, Volcorona, Cawmadore, Azurmarril, Keldeo, Navithan, Mega Scizor, and Mega Tyranitar to set up.
- Shadow Claw offers broad reliable STAB damage.
- The last move is filler coverage. Dragon Claw offers secondary STAB, while Earthquake let’s it hit Tyranitar, Bisharp and Magenera harder.
It's already been pointed out that Shadow Claw has no place here when Spirit Shackle is a likely option this CAP will have. A detailed matchup analysis along with a good show of calcs are needed to show what Screens actual does for this CAP outside of making setup easier for the rest of the team, as well as why this set would be viable in a metagame with more efficient setters such as Ninetales-A.
snake_rattler said:
Moveset Submission
Name: Shadow Bone / Non-trapping
Move 1: Shadow Bone
Move 2: Dragon Claw / Outrage
Move 3: Psychic Fangs
Move 4: Toxic / Stone Edge
Ability: Comatose
Item: Life Orb / Choice Band
EVs: 4 HP / 252 Atk / 252 Speed
Nature: Jolly
- Shadow Bone hits harder than Spirit Shackle, which is your incentive to not use a trapping set
- Dragon-type STAB for extra neutral coverage
- Psychic Fangs pressures our target list pretty well
- Toxic helps wear down bulkier threats while Stone Edge hits Zapdos harder
This is a very straightforward offensive set that I see no immediate issues with. I'm glad you provided calcs showcasing Shadow Bone to justify it's usage; they're significant enough to be worth the moveslot (especially the Mega Sableye calc). One question I do have is why Stone Edge and Toxic in the last slot over other potential options?
Since it's very late for me I'll go through the rest of the sets tomorrow.
Along with the points brought up in my feedback, I'd like people to start thinking about optimizing movesets and descriptions in order for us to start approving movesets. Also, I just want to reiterate that anyone can reply to any feedback to any set, which includes the feedback in this post. I quoted the original posters in my feedback, but I want to be clear that the questions I'm asking in this post are not just for those users in particular, but for the entire community to answer or address.