For transparency, I am looking for this stage to provide a fairly broad list of moves that we might want to use, that being STABs, coverage, utility moves, and status. How do you feel about this direction for the stage?
I'm fine with this. I think we're gonna wanna give this thing a pretty generous amount of solid moves anyway, so this approach works perfectly. Given how tall an order it's gonna be to match the level of our competition, a few extra coverage/utility moves could make all the difference in letting CAP32 carve out a unique niche for itself.
Since our stats are going to be significantly below the norm of CAP’s high BSR totals, there has been talk about freeing up signature moves. Is this something we would feel comfortable doing? Should we have an idea of what the move(s) could be?
I'm 100% down for this. As I said before, if CAP32 wants to compete with shit like Iron Moth, Skeledirge, and Cinderace, it's gonna need a fair amount of good moves to set itself apart. Signatures moves are great for this purpose; especially in more recent gens, signature moves have a tendency to be, for lack of better word, rather absurd due to the fact that they're balanced around one Pokemon. Thus, giving CAP32 access to them would let it bring something to the table that none of its competitors can.
I think it should go without saying that Fleur Cannon would be an outstanding choice here. A 130 BP STAB move more than makes up for mediocre stats, and the SpAtk drop leans deeply into the hit-and-run pivot archetype that it seems we wanna go for. Other moves like Lunar Dance and Magma Storm also stick out to me, allowing you to trap and consistently chip away at your switch-ins and heal teammates back to full, providing a unique support profile that, as of yet, no other Fire- or Fairy-type in the meta can replicate.
Our guiding role is Offensive Pivot, which has a fairly broad scope in terms of what we’re meant to provide to a team. Are there any moves that other Offensive Pivots find success with that we should consider right away?
Spikes should be a must for this project, no question. Stealth Rock is great as well, but I don't think we can go without Spikes on this project. I and many other have written at length about our incredible matchup into the best Spinners and Defogger in the tier, and it also serves as a pretty free click against forced switches that you cause (of which, you force a ton). In addition to the limited distribution of Spikes giving CAP32 a tool to separate itself from its competition, the sheer amount of utility and pressure Spikes provide make it a fantastic choice for this project.
Other moves I wanna highlight real quick are Lava Plume, Parting Shot, and Knock Off. Firstly, Lava Plume is a moderately-strong move with very low distribution and a nasty 30% chance to burn, making it incredibly valuable on a pivot with middling stats. Not to mention that cramming a status move and a STAB attack into one slot is huge for allowing CAP32 to viably run other moves like the aforementioned Spikes, as well as Parting Shot and Knock Off. Like Lava Plume, PS and Knock also have really low distribution, and both provide incredible value to an offensive Spikes by removing Timbs and maintaining momentum on defensive switches and racking up chip damage. There's a ton of shit that this thing could viably run, but these four in particular are absolutely the best things it can go for.
I'm fine with this. I think we're gonna wanna give this thing a pretty generous amount of solid moves anyway, so this approach works perfectly. Given how tall an order it's gonna be to match the level of our competition, a few extra coverage/utility moves could make all the difference in letting CAP32 carve out a unique niche for itself.
Since our stats are going to be significantly below the norm of CAP’s high BSR totals, there has been talk about freeing up signature moves. Is this something we would feel comfortable doing? Should we have an idea of what the move(s) could be?
I'm 100% down for this. As I said before, if CAP32 wants to compete with shit like Iron Moth, Skeledirge, and Cinderace, it's gonna need a fair amount of good moves to set itself apart. Signatures moves are great for this purpose; especially in more recent gens, signature moves have a tendency to be, for lack of better word, rather absurd due to the fact that they're balanced around one Pokemon. Thus, giving CAP32 access to them would let it bring something to the table that none of its competitors can.
I think it should go without saying that Fleur Cannon would be an outstanding choice here. A 130 BP STAB move more than makes up for mediocre stats, and the SpAtk drop leans deeply into the hit-and-run pivot archetype that it seems we wanna go for. Other moves like Lunar Dance and Magma Storm also stick out to me, allowing you to trap and consistently chip away at your switch-ins and heal teammates back to full, providing a unique support profile that, as of yet, no other Fire- or Fairy-type in the meta can replicate.
Our guiding role is Offensive Pivot, which has a fairly broad scope in terms of what we’re meant to provide to a team. Are there any moves that other Offensive Pivots find success with that we should consider right away?
Spikes should be a must for this project, no question. Stealth Rock is great as well, but I don't think we can go without Spikes on this project. I and many other have written at length about our incredible matchup into the best Spinners and Defogger in the tier, and it also serves as a pretty free click against forced switches that you cause (of which, you force a ton). In addition to the limited distribution of Spikes giving CAP32 a tool to separate itself from its competition, the sheer amount of utility and pressure Spikes provide make it a fantastic choice for this project.
Other moves I wanna highlight real quick are Lava Plume, Parting Shot, and Knock Off. Firstly, Lava Plume is a moderately-strong move with very low distribution and a nasty 30% chance to burn, making it incredibly valuable on a pivot with middling stats. Not to mention that cramming a status move and a STAB attack into one slot is huge for allowing CAP32 to viably run other moves like the aforementioned Spikes, as well as Parting Shot and Knock Off. Like Lava Plume, PS and Knock also have really low distribution, and both provide incredible value to an offensive Spikes by removing Timbs and maintaining momentum on defensive switches and racking up chip damage. There's a ton of shit that this thing could viably run, but these four in particular are absolutely the best things it can go for.