The Face Behind BMB

Ok, so you're probably wondering what the fuck i'm talking about

BMB (presumably pronounced "VMV", because these are Russian letters) is a russian Mega Drive pirate. You probably know them as the developer of the Felix the Cat game where he rips his fucking face off in the game over screen that spawned all the memes.

But who is/was BMB? Bootleggers aren't just machines, they're ultimately people with their own things, and dreams, and wills and whatever.

Some notes before I begin:
-I don't actually have BMB's identity. As far as I know, no one really knows except those they know in real life, and maybe online. This is more of a personality thing.
-This is all speculative, based on elements of their games, and info known about them.
-This thread assumes that BMB is a single person. They may be a development team, but BMB is thought to possibly be their initials, so i'm going with them being one guy/chick.

BMB is almost certainly Russian. The games use Russian for one thing, and carts apparently come from a cartridge minting plant in a Russian city which many who live there never recall seeing (I saw this in a YouTube comment, so this factoid should probably be taken with a grain of salt).

I'm pretty sure BMB is young, or at least was when BMB was producing games, which was around the early 2010s. How do I know? Well, in Felix the Cat, there's a secret code screen that reads

"Если вы это читаете вы либо читер, либо великий разработчик этой игры. Ну что выбирай раунд смертный!"

which translates to

"If you are reading this, then you're either a cheater or the great developer of this game. Alright, choose your round, mortal!"

This, along with the infamous gory game over screens of BMB games, seems to prove to me that they were a young adult with a sick sense of humor. They also have a somewhat simple writing style in their games, which shows they don't care much about the story. They may be older, because this doesn't definitively prove anything about age, only temperament, and may have grown up with the games on their NES ports, such as Felix the Cat, Darkwing Duck, and Chip and Dale. Though, these games don't also definitively prove anything, as anyone of any age could possibly enjoy them.

Other than NES games, a lot of BMB games fall into two other categories. The hacks replace characters of other Genesis games with Spongebob, Minions, and Shrek, depending on the game. There are also mobile games, like several Angry Birds ports, LEGO Batman, and others. There are also a few others that don't really fit into these 3 categories, such as Gummi Bears and LEGO Pirates of the Carribean (and maybe PvZ, but that's arguably a mobile game).

So why bring this up? Well, mobile games may indicate that BMB was somewhat of a mobile gamer. They may like some of the shows/movies in the hacks (or may be just using them because they're recognizable, which is the case for many bootleg games, so this is hard to say for certain).

BMB often stole their game over screens from art found online (The famous Felix the Cat game over screen was a t-shirt design, the PvZ one was from somewhere on an art site, idr). This may imply they were interested in online art, and may have been an artist, though if they were, it didn't show in their games, which recycle assets.

Their games often showcase songs from other Mega Drive homebrews, some of which were included with a MD song editor, or stolen from other sources. They also include songs and sound effects from Uwol: The Quest for Money, a homebrew MD game. Mario: A Space Oddessey includes the text "Original by Augusto Ruiz, FM version by Shiru Converted from WYZ Tracker using WYZ2TFM" several times, which attributes credit to U:TQFM. They may have been interested in the MD homebrew scene before pirating.

Of course, all of this may have been attributed to them being a pirate. Mobile games and recognizable characters are easy to sell, Uwol and art could have been a quick google search to find usable assets, and the credit may have been accidental, maybe accidentally copypasted or automatically used by their code editor. Again, this is speculative.

So there we have it, a young adult artist with a passion for mobile games, NES games, Shrek, and MD homebrew.

But what does this prove? As I said in the beginning, BMB was a person, not unlike you or me, and even though we may never know anything about them, it's fun to think about the quiet lives of the mysterious.

I hope this essay was fun to read, andn have a good day.

well that was long and dumb lol

EDIT: The music files are defaults from TurboSound FM and VGM Music Maker, and feature songs from MSX demos (the MD and MSX have similar sound chips).
EDIT2: Apparently Smeshariki by BMB says it was programmed by TOF. I'm not sure the significance of this.
 
Last edited:
[Overview]

<p>Claydol, once one of the most prominent support Pokemon around, now lies overshadowed by many of the newer faces and old rivals that it has only a few advantages over. Bronzong, with a superior defensive typing and slightly higher stats, is more popular as a supporter, and Claydol’s only advantages from a support point of view are its much higher Speed, allowing it to outpace most Scizor and to an extent Tyranitar, and access to Rapid Spin, but even in this area it is overshadowed by Pokemon such as Forretress, who also have a superior defensive typing as well as just as good a support movepool as Claydol, and the ability to strike Ghost-types hard, something Claydol could never achieve. Claydol’s many weaknesses to common types do not help its case either.</p>

<p>However, Claydol does have some positives to it still. It is the only user of Rapid Spin in the game not bothered by any of the entry hazards, which gives it a massive advantage over Pokemon such as Forretress. It also has resistances to Earthquake, Stone Edge, and Close Combat, making it a very potent physical wall. What truly sets it aside from its peers, however, is its offensive side – while Bronzong and Forretress have higher Attack stats, Claydol has a truly phenomenal offensive movepool, allowing it to take on a wide variety of different opponents depending on what you want it to do for your team, and can use both physical and special moves – and wall both physical and special assaults – with equal aptitude. It is one of the fastest walls that exist in the metagame, and its Ground-type STAB moves set it several notches above Forretress when dealing with difficult foes. Claydol could, therefore, be seen as something of a jack-of-all-trades – alas, it can be master of none.</p>

[SET]
name: OU Support
move 1: Rapid Spin
move 2: Stealth Rock
move 3: Earthquake / Earth Power
move 4: Ice Beam / Explosion
item: Leftovers
nature: Relaxed / Bold
evs: 252 HP / 144 Def / 114 SpA

[SET COMMENTS]

<p>While Claydol is usually looked down upon in standard play as a Rapid Spinner in favor of more conventional users such as Forretress, Tentacruel, and Starmie, it does have some advantages over its peers. Firstly, Claydol is the only Rapid Spinner in the game unbothered by all three types of entry hazards. Not only that, but it also has a large support movepool aside from Rapid Spin, including Stealth Rock. It also has other perks such as reasonable bulk on both sides and the ability to use both physical and special attacks well. However, while Claydol has six good resistances it also has six crippling weaknesses to common attacking types, the most damaging of which are its Ghost and Dark weaknesses. The former is the only type that can block Rapid Spin and is usually the first switch into Claydol, and Claydol is much less able to defend itself against these Pokemon than Forretress or Tentacruel. Not only this, but the Dark-type weakness means that it is easy prey for Pursuit-users such as Tyranitar and Scizor.</p>

<p>Rapid Spin is the most important move on the set, as it removes entry hazards that can be crippling for the rest of the Pokemon on your team. You can also cut the opponent’s time short with your own Stealth Rock, which deals damage that is invaluable to your sweepers. The last two slots should be devoted to attacking moves, as there are a lot of Pokemon in standard that can cause Claydol trouble, and so it needs to be adequately prepared, especially considering Claydol’s less-than-impressive offensive stats. The first of these attacking moves should be a STAB Ground-type move, as Ground is an excellent attacking type and helps Claydol greatly with the common Steel-types of OU. Claydol has two choices for this slot, Earth Power and Earthquake. Earthquake is usually the superior choice, as it has a chance to OHKO Lucario and Infernape, as well as 2HKO Tyranitar and Jirachi, which Earth Power cannot do. However, Earth Power has a number of advantages in standard – for example, Earth Power is a guaranteed 2HKO on standard Choice Band Metagross, while Earthquake will never 2HKO without Stealth Rock. It is also not affected by Intimidate, and as most of the best options for the last slot are special moves, it is desirable to run Earth Power to avoid splitting EVs. In the last slot there are a number of options, but generally it is best to avoid splitting EVs - if you run Earth Power, go for Ice Beam, and if you run Earthquake, use Stone Edge, though you can switch them round if you are willing to split EVs.</p>

[ADDITIONAL COMMENTS]

<p>Determining the last slot is a complicated decision. If you have chosen Earth Power, it is advisable that you choose a second special move to avoid having to split EVs, as merely running a Ground-type move would make you extremely easy to set up on, especially in standard. Ice Beam is the most common companion on this set, as it hits the Flying- and Grass-types that resist Ground for super effective damage, creating a combination that is only resisted by Bronzong. Ice Beam is also very helpful to allow Claydol to take on the common Dragon-types in OU, who are mostly immune to Ground, such as Salamence, Flygon, and Latias. However, it lacks power when hitting for neutral damage against Claydol’s more immediate foes, such as Rotom. Another option that merits a mention is Explosion, which may seem ridiculous considering the fact that Claydol is meant to provide prolonged support, and that the first switch into Claydol is likely to be a Ghost-type, however it really is the most realistic way that Claydol will be able to cause significant damage to the opponent’s team, if that is important to you, and can cause a gap in the opponent’s team, as well as a free switch, that gives you a very good chance to attempt a sweep. If you chose Earthquake, to avoid splitting EVs you can use Stone Edge, which provides similar coverage to Earth Power + Ice Beam on the physical side; however it also comes with the considerably large price tag of low accuracy, low PP, and an inability to hit Claydol’s most notable targets of this slot to the same degree as Ice Beam, as even without factoring in Intimidate it has only a small chance to 2HKO Salamence and Gyarados with no defensive investment whatsoever. Toxic is a very interesting option, as it can cripple the bulky Water-types that will commonly switch into Claydol, such as Swampert and Vaporeon, and can also cripple other common switch-ins such as Rotom-A and Tyranitar as well. This is particularly notable as the only two types that are immune to Toxic – Poison- and Steel-types – are both hit for super effective damage by Claydol’s Ground-type STAB.</p>

<p>Claydol is difficult to EV given its multiple traits and talents, and you will very rarely find that most Claydol carry exactly the same EVs. The 252 HP EVs given here grant you maximum HP for overall defensive stability, although you also have the option of running 236 EVs in HP in order to maximize Leftovers recovery, which is particularly beneficial to Claydol as it is immune to sandstorm as well as taking minimal damage from entry hazards. It is then recommended that you concentrate on your Defense stat, as Claydol’s typing and ability grant him resistances to Fighting, Ground, and Rock-type attacks, while also bringing vicious weaknesses in Water, Ice, Ghost, and Grass-type attacks, thus making him more viable as a wall on the physical side. However, here too he is somewhat lacking, since he is unable to stop some of the more vicious and therefore popular physical attackers in OU, such as Scizor, Tyranitar, and Gyarados, all of whom have super effective STAB moves with OHKO potential. Nor can it stop other Pokemon such as Swords Dance Lucario or Dragon Dance Salamence after a boost. Thus, this set is not recommended to anyone wanting a reliable physical wall, as its talents lie better used in the area of supporting the team. Claydol can, however, act as a makeshift check to a variety of other physically inclined Pokemon in OU, such as Flygon, Metagross, Gliscor, and Electivire among others. Thus, in this example EV spread 144 EVs are allocated to Defense, ensuring that it is never 2HKOed by Jolly Life Orb Mamoswine’s Ice Shard, and also survives a Swords Dance Infernape’s Fire Punch. It is also never OHKOed by Choice Band Machamp’s Payback.</p>

<p>Alternatively, you may decide to make greater use of Claydol’s Special Defense stat, which often goes neglected with a typing so fraught with difficulties in the area of special walling. The same investment of 144 EVs to the Special Defense stat and a Calm nature will ensure that none of Modest Latias’ Surf, Timid Heatran’s Fire Blast, Modest Magnezone’s Hidden Power Ice, Timid Life Orb Zapdos’s Hidden Power Grass, and Timid Choice Specs Jolteon’s Hidden Power Grass never 2HKO with Leftovers. At the same time, Claydol has a fair chance of not being 2HKOed by Mild Life Orb Salamence’s Draco Meteor and Naïve Life Orb Infernape’s Grass Knot. Bear in mind, however, that this durability at one end of the scale will usually come at the expense of the other, and so you should choose what your individual Claydol should be best at taking on depending on your team’s own interests.</p>

<p>Although it is reasonable to invest some of the remaining EVs in defenses, it is usually better to invest in Claydol’s offensive stats. While Claydol is a poor attacking Pokemon, its movepool is one of its biggest advantages, and this should be reflected in where you choose to place your EVs. As previously mentioned, 114 EVs to Special Attack means that you are guaranteed to 2HKO 252 HP Metagross with Earth Power, and also gives Ice Beam a reasonable chance to OHKO 4 HP Salamence and Flygon even without Stealth Rock, and allows you to OHKO 4 HP Dragonite and 2HKO 4 HP Zapdos as well as OHKO 252 HP Salamence and Gliscor with Stealth Rock down. If these EVs are relocated to Attack, however, you can OHKO both Lucario and Infernape, as well as 2HKO Tyranitar and Jirachi, with Earthquake. It also ensures the Stone Edge 2HKO on Gyarados, Salamence, and Offensive Zapdos with Stealth Rock down, without Intimidate, and adds extra sting to Explosion. Leftovers is chosen as the item here for the added durability, while you have a choice of several natures depending on your move selection. If you are running a physically defensive Claydol, you will want a Defense-boosting nature to solidify its task. While Claydol’s Speed stat is not impressive, it is high enough to actually be quite threatening even without any Speed EVs – it is worth noting that Bold Claydol without any Speed EVs can outrun most Metagross as well as the standard 8 Speed Scizor and 96 Speed Tyranitar, though you must beware of Tyranitar that run more Speed as well as Scarf and Dragon Dance variants, and Scizor is a pain regardless, as Earth Power is barely a 3HKO. Therefore it can help in many situations not to cut your Speed stat short, however if you run a mixed set this is often unavoidable. If you are running a set with purely Special Attacks, you should use a Bold nature, likewise with physical attacks you should run an Impish nature. As previously mentioned, while the unadulterated Speed stat is useful, it is in your best interests to run a Relaxed nature in order to preserve your offensive stats on both sides. If you are running a specially defensive spread, replace with Calm, Careful, or Sassy nature as appropriate.</p>

<p>When choosing partners for Claydol, it is important to ensure that they are able to make the most of the support that Claydol brings to the table. Chief among these are Pokemon with large weaknesses to Stealth Rock, such as Moltres, Yanmega, and Charizard, all of whom are only rarely seen in OU play, as their Stealth Rock weakness makes them very difficult to battle with reliably in a metagame that relies so heavily on Stealth Rock to weaken teams. More notable are Pokemon with less bothersome Stealth Rock weaknesses, such as Gyarados, Salamence, and Zapdos, who while able to function well with Stealth Rock perform even better with it off the field, as they are taking much less damage each time they switch in. Almost all teams can incorporate Stealth Rock in some way or another, though the best use of it here would be when partnered with set-up sweepers such as Swords Dance Lucario, who greatly appreciate the extra damage dealt to difficult opponents when setting up for a sweep.</p>

<p>One of the most essential partners for all Rapid Spinners, and Claydol in particular, is a Pursuit-trapper to remove Ghost-types. Tyranitar is often the best choice for this role, as it can easily switch into their Ghost-type STAB moves and has the most powerful Pursuit in the game. Claydol also covers Tyranitar’s Fighting and Ground weaknesses, but they share Grass-, Water-, and Bug-type weaknesses. Bear in mind as well that Ghosts with Will-O-Wisp can burn you, rendering Tyranitar nigh on useless, and that Gengar can OHKO with Focus Blast if it carries it. Scizor and Metagross are two other notable Pursuit-users, both of whom resist all of Claydol’s weaknesses with the exception of Water and, for Metagross, Bug, by virtue of their Steel typing. However, neither are particularly adept at taking on Rotom-H at full health, who is a major threat to Claydol, as both of them fail to outrun it and both are OHKOed by Overheat. Along the same lines, you can include a Ghost-type of your own to discourage any Rapid Spin attempts by the opponent, thus keeping your precious entry hazards on the field. Wish support is also recommended, as Claydol boasts no reliable recovery of its own.</p>

<p>For almost all Pokemon, defensive synergy with the rest of the team is an important aspect, and for Claydol this is often more true than otherwise – It has six weaknesses and six resistances in total, and therefore both gives and requires a lot towards covering the team’s rear. Steel-types come to mind as good partners, such as Scizor, Heatran, and Metagross, as they resist five of Claydol’s six weaknesses, as well as the fact that Claydol resists their Fighting- and Ground-type weaknesses. This remarkable cohesion allows them to resist every type in the game, with the exception of Fire- and Water-type attacks. A bulky Water-type, therefore, is a good choice to pin down these weaknesses, as well as covering Claydol’s Ice-type weakness, while your Steel-type can take Grass-type attacks, and Claydol is immune to Electric attacks. In the case of Rotom-A or Jolteon, the former whom Claydol cannot beat regardless, and the latter who usually carries Hidden Power Grass or Hidden Power Ice for coverage, Tyranitar has already been mentioned as a potential partner, and is a good check to both of these threats. As for specific Pokemon that Claydol has trouble in dealing with, the main threats to watch out for are bulky Water-types such as Gyarados. Rotom-H is an excellent check to most of these, and as an additional benefit is one of the best checks in the game to Scizor, one of the individual Pokemon that Claydol simply cannot deal with. Vaporeon with Hidden Power Electric is another option, which is better at taking on Gyarados at the expense of losing ground against Scizor. However, Vaporeon has a massive plus in that it can heal Claydol with Wish support, allowing Claydol and the rest of the team as a result to stay healthy for longer.</p>

[Team Options]

<p>As Claydol has no reliable recovery moves of its own, it can and will be worn down very quickly in combat, and thus Wish support can be very useful in order to lengthen the space of time that Claydol has to operate in. Blissey and Vaporeon are the most notable users of Wish, and both have considerable defensive synergy with Claydol; Blissey can take almost any special attack aimed at Claydol with ease, and as the majority of its weaknesses are to types frequently associated with special moves, Blissey can be considered a very good partner for Claydol regardless of Wish. On Claydol’s part, it resists Blissey’s only weakness, to Fighting-type moves. Vaporeon on the other hand can heal itself by switching into Water-type attacks aimed at Claydol thanks to its ability, Water Absorb, while also resisting Claydol’s Ice weakness and being a good check to many of Claydol’s normal counters such as Gyarados, although they share a Grass-type weakness and Claydol cannot adequately deal with Electric-types such as Jolteon and Rotom-A who threaten Vaporeon. Also, Claydol will usually find its most useful skill is Rapid Spin, so will need help from its teammates to get rid of Ghost-types, which it cannot deal with itself. Scizor and Tyranitar both have very powerful Pursuits and when equipped with Choice Band can usually dispatch Ghosts with little problems; however, Rotom-A can be difficult to deal with as defensive variants cannot be OHKOed by any Pursuit if they do not switch out, and it can simply OHKO Scizor with Overheat or cripple both with Will-O-Wisp. Heracross can use this to its advantage, however, and can absorb Will-O-Wisp for a boost thanks to its Guts ability, and also has access to Pursuit. Dual screens can also help Claydol, especially if Claydol happens to be engaged in a supporting role, however a Pokemon that sets them up will often be weak to Dark, and can thus give your team a weakness to Tyranitar and other Dark-types, as well as the fact that Dual screens can usually be used to better purposes by sweepers and other defensively frail Pokemon.</p>

<p>Claydol is unlikely to be a direct offensive complement to any Pokemon in OU, but can still help its teammates in a number of different ways, the most notable being the way it can influence the entry hazards during the game. By setting up Stealth Rock, passive damage to the opponent’s Pokemon will build up over time, so you should make sure that you include Pokemon that benefit most from this sort of support, usually in the form of set-up sweepers such as Swords Dance Lucario and Dragon Dance Salamence. These Pokemon can also benefit from Dual screens should Claydol be carrying them. At the same time, Claydol can remove entry hazards thanks to Rapid Spin, which is enormously beneficial especially to Pokemon weak to Stealth Rock that will be switching in and out often, such as Salamence and Gyarados. A Rapid Spinner is almost a necessity should you be using a Pokemon that is doubly weak to Rock, such as Yanmega or Moltres, and Claydol is an able candidate for the job. Claydol also has other forms of support, such as Trick Room and Gravity, and the sweepers on these teams should be customized to fit the form of support required; for Trick Room, ideally the sweepers should be as slow as possible, bulky enough to take hits, and able to hit hard from the word go, such as Marowak and Rhyperior. For Gravity, the sweepers should take the utmost advantage of all the effects that Gravity provides – all immunities to Ground-type moves are eliminated, so a powerful user of Earthquake such as Marowak or Mamoswine is ideal, and the accuracy of all moves is raised, so Pokemon with access to high-power but low-accuracy moves such as Starmie or Rhyperior can also be useful.</p>

<p>Defensively, Claydol will need good partners to cover up its many weaknesses. Steel-types are perhaps the very best defensive complements, and they have very good defensive synergy together – Steel-types resist five of Claydol’s six weaknesses (Dark, Ghost, Grass, Ice, and Bug), while Claydol resists Fighting and Ground attacks, two of Steel’s three weaknesses, and can also deal with most Fire-types in OU to an extent, Steel’s third weakness. For a Pokemon such as Heatran this is no problem, as it is immune to Fire-type attacks regardless, but both it and Claydol are then weak to Water-type attacks. Thus, there are some weak links in the partnership, with the problem attacks of Fire and Water being the biggest of the bunch. There are two types that resist both Fire- and Water-type attacks – Dragons and Water-types themselves. In the case of Water-types, bulky Pokemon such as Vaporeon and Suicune make excellent partners, as not only do they resist Fire and Water, but they also reinforce Claydol’s Ice weakness, and Vaporeon in particular can aid Claydol with Wish support. To compensate, Steel-types resist their Grass-type weaknesses and Claydol itself resists its Electric-type weakness. Gyarados is an interesting case as Claydol resists both of its weaknesses, while it can take on many of Claydol’s biggest adversaries to a reasonable extent, such as Scizor and to an extent Tyranitar. In the case of Dragons, Salamence and Dragonite both resist Claydol’s Water-, Grass-, and Bug-type weaknesses, while reinforcing Steel’s Fire-, Fighting-, and Ground-type weaknesses. Furthermore, your Steel-type can take Ice-, Rock-, and Dragon-type attacks aimed at your Dragon-type with ease – or if your Steel-type is Scizor, Skarmory, or Heatran, and hence does not resist Rock-type attacks, Claydol can take Rock-type attacks well itself. In the case of Tyranitar, a bulky Water-type, as already described, can usually fend off its assaults. Tyranitar itself can be very helpful as a partner, as not only does it have some defensive synergy with Claydol, but it can also prove very useful in disposing of Rotom-A and Jolteon, who you may struggle against otherwise. However, it does increase a weakness to Scizor, which if your Steel-type is not Skarmory, Heatran, or Magnezone, should be addressed with a Pokemon such as Zapdos or Rotom-A, who can take anything Scizor throws at it and OHKO back. When playing a Trick Room or Gravity team, it is also recommended that set-up partners are also chosen for their defensive cohesion with Claydol, so as to provide overall team durability – with Trick Room this is difficult, as almost every Pokemon with access to Trick Room also has both a Dark and a Ghost-type weakness. Porygon2 is the main exception, and as Claydol resists its Fighting-type weakness makes a good partner. Ghost-types such as Dusknoir help to cover the large Bug-type weakness as well. With Gravity teams this selection is improved somewhat – Blissey, Clefable and Magnezone all have good defensive synergy with Claydol and are all very reliable at setting up Gravity. Dusknoir is notable here as well.</p>

<p>Claydol is in an unfortunate situation as regards his counters’ common partners, as many of them, especially in offensive teams, have the habit of congregating around one another, as many of them are the most popular Pokemon to be found anywhere. For example, common partners to Gyarados would be Scizor, Tyranitar, and Heatran, the latter being little trouble to Claydol at full health, but the former two being nigh on impassable. To deal with them, a Pokemon with access to moves that hit both of them hard, such as Infernape or Jirachi, works best. Scizor and Tyranitar are also popular partners for Rotom-A – the methods mentioned above work here as well. Latias is a popular partner for Scizor, Rotom-A, and Tyranitar, and can threaten Claydol with Choice Specs Surf or Grass Knot; The same Scizor or Tyranitar can partner up well with Claydol and can both defeat Latias with their STAB moves – Tyranitar in particular can use Choice Scarf to outrun and OHKO Latias with Crunch.</p>

[Optional Changes]

<p>Claydol can be specialized for different teams, as it has a whole host of other support options that are useful for many different teams and styles of play, which can easily be slotted in instead of Rapid Spin or Stealth Rock should it be required. Chief among these are Reflect and Light Screen, which have great merit on offensive teams that rely heavily on set-up sweepers, especially considering that Claydol also learns Stealth Rock. Once Claydol has set them up, it is much easier for a sweeper to set up, as all damage dealt to it is halved. Claydol can also mimic pure support Uxie in this way, using Stealth Rock alongside Dual screens and Explosion in place of Memento, allowing it to not only set up the ideal conditions for a sweep to take place, but also guaranteeing a free, albeit blind, switch in for the boosting sweeper while also removing one other obstacle in its way. Reflect and Light Screen take up both of your predefined support slots, meaning that it is advisable to maximize their effect, and therefore Light Clay is recommended as the item over Leftovers. Gravity is another field effect that Claydol can set up, and can easily slot into the standard moveset over Rapid Spin, as for offensive Gravity teams time is crucial, and Rapid Spin is less valuable. Although slightly overshadowed by Bronzong or Forretress in this role, it is the only Pokemon capable of setting up Gravity that has STAB on Earthquake and Earth Power, one of the most deadly moves under Gravity conditions, as well as access to Stone Edge, which gains perfect accuracy, and unlike Bronzong, does not gain a Ground-type weakness under Gravity either. Other field conditions also have merit over Rapid Spin for their specific teams - Trick Room in particular is an area where Claydol shines. Claydol can be extremely useful to Trick Room teams, as it has resistances to Ground-, Rock-, and Fighting-type moves, which can be crucial to the team's success, although it does not help the Water-, Ice-, Grass-, Ghost-, and Dark-type weaknesses prevalent in these teams. As with Gravity, an offensive physical set is recommended, and Explosion is also a good choice as it allows a free switch for a frail Trick Room sweeper such as Clamperl or Exeggutor. Remember to run a 0 IV in Speed and a Relaxed nature so as to minimise your Speed stat here. Claydol can also set up Rain Dance or Sunny Day, but is usually outclassed by Bronzong here.</p>

<p>Shadow Ball is another decent option, allowing you to hit Ghost-types as they switch in to block Rapid Spin, which is particularly important as two of the three OU Ghosts, Rotom-A and Gengar, are immune to Earth Power by virtue of their Levitate ability. Even so, Gengar is only 2HKOed by Shadow Ball with Stealth Rock up, and Rotom-A is not even guaranteed to be 3HKOed. Lastly, Psychic is Claydol’s other STAB choice, though it has a reputation as a poor attacking type in OU. Nevertheless, it can be useful as it has a chance to OHKO Gengar after Stealth Rock damage, and makes Claydol much more adequate at taking on Fighting-types, which makes it more valuable to Pokemon such as Tyranitar; however it will never 3HKO Rotom-a, unlike Shadow Ball. Bulky Water-types are one of Claydol’s biggest worries, and it has a couple of options if these Pokemon are particularly troubling to you. Grass Knot, with the standard EV spread, is guaranteed to 2HKO 252 HP Swampert through Leftovers, but will do less than a pittance to Suicune and Vaporeon. Rest and Sleep Talk can be useful to provide Claydol with some form of recovery, if you want it to last longer throughout the battle. Trick can be used alongside a Choice item to hopefully cripple a wall switching in, although it is no obstacle for Pokemon such as Scizor or Tyranitar, who can then proceed to happily Pursuit you into oblivion. Magic Coat can be used to block status attacks if you fear Claydol being inflicted with Poison. Lastly, Hidden Power is worth a look in if you have a particular fear of Gyarados, Scizor, or Tyranitar – Hidden Power Electric is guaranteed to 2HKO Gyarados with Stealth Rock damage, Hidden Power Fire 2HKOs all Scizor, and Hidden Power Fighting has a chance to 2HKO most Tyranitar with Stealth Rock damage – though admittedly STAB Earthquake can usually do the same thing with greater overall coverage.</p>

<p>252 HP EVs are almost a necessity on Claydol, but the rest of the EVs are more than customizable to fit your specific interests. Most notable here is the exchange of defensive EVs in order to beat threats of a certain nature, but you are not advised to try to split EVs between the two defensive stats, as this will compromise either your defensive or offensive ability to a great extent. The same is greatly true of your offensive stats. Claydol can also be customized in order to be more defensive or offensive according to your wishes.</p>

[Counters]

<p>Bulky Water-types are perhaps the best counters to Claydol, as most of them have enough bulk to take whatever Claydol throws at them and retaliate with their STAB moves. Gyarados is probably the best choice, as it is immune to Earthquake by virtue of its Flying-type and takes little from Ice Beam, and can easily rack up Dragon Dances against Claydol, or use Taunt in order to stop Claydol trying any support tactics. The most Claydol can muster against it is Stone Edge, which does little to bulky variants thanks to Intimidate, and Toxic, which can be troublesome, but Gyarados can always run a Rest + Sleep Talk set in order to avoid this. The same is more or less true of Suicune and Vaporeon, who both dislike Toxic but have strong Water-type STAB moves that will make Claydol tremble. Starmie has no such problem, thanks to its Natural Cure ability healing it of Poison, and it also has access to Recover to offset any damage that Claydol can do with its STAB moves. Swampert does less well, as it is 2HKOed by the rare Grass Knot and dislikes Toxic, but the principle is much the same.</p>

<p>Bulky Ghost-types are the next-biggest worry – Gengar and Rotom-A are both extremely common and are both immune to Earthquake by virtue of their Levitate abilities, and can both defeat Claydol with their STAB moves, although Gengar cannot switch twice into Shadow Ball and defensive Rotom-A dislikes Toxic. Further down the barrel, Dusknoir acts on the same principle but does not have any strong Ghost-type STAB moves, yet is still an impassable fortress to Claydol.</p>

<p>Bug-types and Dark-types present a particular problem for Claydol as the common users of these types are more offensive and, in particular, have access to the move Pursuit, which can chase down and defeat a fleeing Claydol. Scizor is pretty much unafraid of anything Claydol can throw its way, and can Pursuit if Claydol tries to flee, or else use U-turn, which will kill Claydol if it stays in and allow Scizor to escape from your Scizor check if Claydol runs. Tyranitar is much the same, but has a more powerful STAB Pursuit and can also use STAB Crunch against a Claydol that tries to stay in, however it is crippled by Toxic and can be 2HKOed by physical Claydol’s Earthquake after Stealth Rock damage. Weavile also has access to STAB Pursuit, and can also scout with Fake Out, but is not strong enough to deal with a full-health Claydol, as not even Choice Band Night Slash can OHKO 252 HP Claydol, and it is 2HKOed by Earthquake after Stealth Rock damage. Heracross is also worth noting, as it has a powerful STAB Megahorn and can absorb Toxic for a Guts boost, and also has access to Pursuit. It is also the only one of the above that resists Earth Power, but this comes at a price of a weakness to Psychic.</p>

<p>Grass-types can sometimes be a problem for Claydol as well. The biggest problem in this bunch is Celebi, who resists both of Claydol’s STAB moves and has the necessary defensive stats to overcome weaknesses to Ice Beam and Shadow Ball, and can hit Claydol hard with Grass Knot. Breloom does well also, despite weaknesses to Psychic and Ice Beam, and can use Spore or defeat Claydol with Seed Bomb. Roserade lacks the Earthquake resistance of its peers and also has weaknesses to Ice Beam and Psychic, but has a high Special Defense stat and also has access to Grass Knot and Leaf Storm. While most Dragon-types cannot take Claydol’s Ice Beam, Kingdra is neutral to Ice and can take almost anything Claydol throws at it, and can destroy Claydol with its Water-type STAB moves. Latias is weak to Ice Beam and Shadow Ball, but is immune to Earthquake and has enough Special Defense to take a few hits, while able to hit back at Claydol with Surf or Grass Knot, or simply its Dragon-type STAB moves.</p>

<p>Lastly, Bronzong and Skarmory can take just about anything from Claydol, but cannot immediately pose a threat; Bronzong has to have Grass Knot to cause any real damage, and can only really hurt it by putting it to sleep with Hypnosis. Skarmory can whittle it down with Brave Bird, but must be wary of being caught by Earth Power when it uses Roost if Claydol is slower. Blissey can take any special hit at all and is not terribly bothered by most physical attacks from Claydol, and can try to Toxic-stall Claydol to death, while being immune to Toxic itself thanks to Natural Cure, and mitigating damage taken with Softboiled, however if Claydol uses an unexpected Explosion, Blissey is pretty much out of the game, which can be crippling to teams that rely on her.</p>
 
[Overview]

<p>Claydol, once one of the most prominent support Pokemon around, now lies overshadowed by many of the newer faces and old rivals that it has only a few advantages over. Bronzong, with a superior defensive typing and slightly higher stats, is more popular as a supporter, and Claydol’s only advantages from a support point of view are its much higher Speed, allowing it to outpace most Scizor and to an extent Tyranitar, and access to Rapid Spin, but even in this area it is overshadowed by Pokemon such as Forretress, who also have a superior defensive typing as well as just as good a support movepool as Claydol, and the ability to strike Ghost-types hard, something Claydol could never achieve. Claydol’s many weaknesses to common types do not help its case either.</p>

<p>However, Claydol does have some positives to it still. It is the only user of Rapid Spin in the game not bothered by any of the entry hazards, which gives it a massive advantage over Pokemon such as Forretress. It also has resistances to Earthquake, Stone Edge, and Close Combat, making it a very potent physical wall. What truly sets it aside from its peers, however, is its offensive side – while Bronzong and Forretress have higher Attack stats, Claydol has a truly phenomenal offensive movepool, allowing it to take on a wide variety of different opponents depending on what you want it to do for your team, and can use both physical and special moves – and wall both physical and special assaults – with equal aptitude. It is one of the fastest walls that exist in the metagame, and its Ground-type STAB moves set it several notches above Forretress when dealing with difficult foes. Claydol could, therefore, be seen as something of a jack-of-all-trades – alas, it can be master of none.</p>

[SET]
name: OU Support
move 1: Rapid Spin
move 2: Stealth Rock
move 3: Earthquake / Earth Power
move 4: Ice Beam / Explosion
item: Leftovers
nature: Relaxed / Bold
evs: 252 HP / 144 Def / 114 SpA

[SET COMMENTS]

<p>While Claydol is usually looked down upon in standard play as a Rapid Spinner in favor of more conventional users such as Forretress, Tentacruel, and Starmie, it does have some advantages over its peers. Firstly, Claydol is the only Rapid Spinner in the game unbothered by all three types of entry hazards. Not only that, but it also has a large support movepool aside from Rapid Spin, including Stealth Rock. It also has other perks such as reasonable bulk on both sides and the ability to use both physical and special attacks well. However, while Claydol has six good resistances it also has six crippling weaknesses to common attacking types, the most damaging of which are its Ghost and Dark weaknesses. The former is the only type that can block Rapid Spin and is usually the first switch into Claydol, and Claydol is much less able to defend itself against these Pokemon than Forretress or Tentacruel. Not only this, but the Dark-type weakness means that it is easy prey for Pursuit-users such as Tyranitar and Scizor.</p>

<p>Rapid Spin is the most important move on the set, as it removes entry hazards that can be crippling for the rest of the Pokemon on your team. You can also cut the opponent’s time short with your own Stealth Rock, which deals damage that is invaluable to your sweepers. The last two slots should be devoted to attacking moves, as there are a lot of Pokemon in standard that can cause Claydol trouble, and so it needs to be adequately prepared, especially considering Claydol’s less-than-impressive offensive stats. The first of these attacking moves should be a STAB Ground-type move, as Ground is an excellent attacking type and helps Claydol greatly with the common Steel-types of OU. Claydol has two choices for this slot, Earth Power and Earthquake. Earthquake is usually the superior choice, as it has a chance to OHKO Lucario and Infernape, as well as 2HKO Tyranitar and Jirachi, which Earth Power cannot do. However, Earth Power has a number of advantages in standard – for example, Earth Power is a guaranteed 2HKO on standard Choice Band Metagross, while Earthquake will never 2HKO without Stealth Rock. It is also not affected by Intimidate, and as most of the best options for the last slot are special moves, it is desirable to run Earth Power to avoid splitting EVs. In the last slot there are a number of options, but generally it is best to avoid splitting EVs - if you run Earth Power, go for Ice Beam, and if you run Earthquake, use Stone Edge, though you can switch them round if you are willing to split EVs.</p>

[ADDITIONAL COMMENTS]

<p>Determining the last slot is a complicated decision. If you have chosen Earth Power, it is advisable that you choose a second special move to avoid having to split EVs, as merely running a Ground-type move would make you extremely easy to set up on, especially in standard. Ice Beam is the most common companion on this set, as it hits the Flying- and Grass-types that resist Ground for super effective damage, creating a combination that is only resisted by Bronzong. Ice Beam is also very helpful to allow Claydol to take on the common Dragon-types in OU, who are mostly immune to Ground, such as Salamence, Flygon, and Latias. However, it lacks power when hitting for neutral damage against Claydol’s more immediate foes, such as Rotom. Another option that merits a mention is Explosion, which may seem ridiculous considering the fact that Claydol is meant to provide prolonged support, and that the first switch into Claydol is likely to be a Ghost-type, however it really is the most realistic way that Claydol will be able to cause significant damage to the opponent’s team, if that is important to you, and can cause a gap in the opponent’s team, as well as a free switch, that gives you a very good chance to attempt a sweep. If you chose Earthquake, to avoid splitting EVs you can use Stone Edge, which provides similar coverage to Earth Power + Ice Beam on the physical side; however it also comes with the considerably large price tag of low accuracy, low PP, and an inability to hit Claydol’s most notable targets of this slot to the same degree as Ice Beam, as even without factoring in Intimidate it has only a small chance to 2HKO Salamence and Gyarados with no defensive investment whatsoever. Toxic is a very interesting option, as it can cripple the bulky Water-types that will commonly switch into Claydol, such as Swampert and Vaporeon, and can also cripple other common switch-ins such as Rotom-A and Tyranitar as well. This is particularly notable as the only two types that are immune to Toxic – Poison- and Steel-types – are both hit for super effective damage by Claydol’s Ground-type STAB.</p>

<p>Claydol is difficult to EV given its multiple traits and talents, and you will very rarely find that most Claydol carry exactly the same EVs. The 252 HP EVs given here grant you maximum HP for overall defensive stability, although you also have the option of running 236 EVs in HP in order to maximize Leftovers recovery, which is particularly beneficial to Claydol as it is immune to sandstorm as well as taking minimal damage from entry hazards. It is then recommended that you concentrate on your Defense stat, as Claydol’s typing and ability grant him resistances to Fighting, Ground, and Rock-type attacks, while also bringing vicious weaknesses in Water, Ice, Ghost, and Grass-type attacks, thus making him more viable as a wall on the physical side. However, here too he is somewhat lacking, since he is unable to stop some of the more vicious and therefore popular physical attackers in OU, such as Scizor, Tyranitar, and Gyarados, all of whom have super effective STAB moves with OHKO potential. Nor can it stop other Pokemon such as Swords Dance Lucario or Dragon Dance Salamence after a boost. Thus, this set is not recommended to anyone wanting a reliable physical wall, as its talents lie better used in the area of supporting the team. Claydol can, however, act as a makeshift check to a variety of other physically inclined Pokemon in OU, such as Flygon, Metagross, Gliscor, and Electivire among others. Thus, in this example EV spread 144 EVs are allocated to Defense, ensuring that it is never 2HKOed by Jolly Life Orb Mamoswine’s Ice Shard, and also survives a Swords Dance Infernape’s Fire Punch. It is also never OHKOed by Choice Band Machamp’s Payback.</p>

<p>Alternatively, you may decide to make greater use of Claydol’s Special Defense stat, which often goes neglected with a typing so fraught with difficulties in the area of special walling. The same investment of 144 EVs to the Special Defense stat and a Calm nature will ensure that none of Modest Latias’ Surf, Timid Heatran’s Fire Blast, Modest Magnezone’s Hidden Power Ice, Timid Life Orb Zapdos’s Hidden Power Grass, and Timid Choice Specs Jolteon’s Hidden Power Grass never 2HKO with Leftovers. At the same time, Claydol has a fair chance of not being 2HKOed by Mild Life Orb Salamence’s Draco Meteor and Naïve Life Orb Infernape’s Grass Knot. Bear in mind, however, that this durability at one end of the scale will usually come at the expense of the other, and so you should choose what your individual Claydol should be best at taking on depending on your team’s own interests.</p>

<p>Although it is reasonable to invest some of the remaining EVs in defenses, it is usually better to invest in Claydol’s offensive stats. While Claydol is a poor attacking Pokemon, its movepool is one of its biggest advantages, and this should be reflected in where you choose to place your EVs. As previously mentioned, 114 EVs to Special Attack means that you are guaranteed to 2HKO 252 HP Metagross with Earth Power, and also gives Ice Beam a reasonable chance to OHKO 4 HP Salamence and Flygon even without Stealth Rock, and allows you to OHKO 4 HP Dragonite and 2HKO 4 HP Zapdos as well as OHKO 252 HP Salamence and Gliscor with Stealth Rock down. If these EVs are relocated to Attack, however, you can OHKO both Lucario and Infernape, as well as 2HKO Tyranitar and Jirachi, with Earthquake. It also ensures the Stone Edge 2HKO on Gyarados, Salamence, and Offensive Zapdos with Stealth Rock down, without Intimidate, and adds extra sting to Explosion. Leftovers is chosen as the item here for the added durability, while you have a choice of several natures depending on your move selection. If you are running a physically defensive Claydol, you will want a Defense-boosting nature to solidify its task. While Claydol’s Speed stat is not impressive, it is high enough to actually be quite threatening even without any Speed EVs – it is worth noting that Bold Claydol without any Speed EVs can outrun most Metagross as well as the standard 8 Speed Scizor and 96 Speed Tyranitar, though you must beware of Tyranitar that run more Speed as well as Scarf and Dragon Dance variants, and Scizor is a pain regardless, as Earth Power is barely a 3HKO. Therefore it can help in many situations not to cut your Speed stat short, however if you run a mixed set this is often unavoidable. If you are running a set with purely Special Attacks, you should use a Bold nature, likewise with physical attacks you should run an Impish nature. As previously mentioned, while the unadulterated Speed stat is useful, it is in your best interests to run a Relaxed nature in order to preserve your offensive stats on both sides. If you are running a specially defensive spread, replace with Calm, Careful, or Sassy nature as appropriate.</p>

<p>When choosing partners for Claydol, it is important to ensure that they are able to make the most of the support that Claydol brings to the table. Chief among these are Pokemon with large weaknesses to Stealth Rock, such as Moltres, Yanmega, and Charizard, all of whom are only rarely seen in OU play, as their Stealth Rock weakness makes them very difficult to battle with reliably in a metagame that relies so heavily on Stealth Rock to weaken teams. More notable are Pokemon with less bothersome Stealth Rock weaknesses, such as Gyarados, Salamence, and Zapdos, who while able to function well with Stealth Rock perform even better with it off the field, as they are taking much less damage each time they switch in. Almost all teams can incorporate Stealth Rock in some way or another, though the best use of it here would be when partnered with set-up sweepers such as Swords Dance Lucario, who greatly appreciate the extra damage dealt to difficult opponents when setting up for a sweep.</p>

<p>One of the most essential partners for all Rapid Spinners, and Claydol in particular, is a Pursuit-trapper to remove Ghost-types. Tyranitar is often the best choice for this role, as it can easily switch into their Ghost-type STAB moves and has the most powerful Pursuit in the game. Claydol also covers Tyranitar’s Fighting and Ground weaknesses, but they share Grass-, Water-, and Bug-type weaknesses. Bear in mind as well that Ghosts with Will-O-Wisp can burn you, rendering Tyranitar nigh on useless, and that Gengar can OHKO with Focus Blast if it carries it. Scizor and Metagross are two other notable Pursuit-users, both of whom resist all of Claydol’s weaknesses with the exception of Water and, for Metagross, Bug, by virtue of their Steel typing. However, neither are particularly adept at taking on Rotom-H at full health, who is a major threat to Claydol, as both of them fail to outrun it and both are OHKOed by Overheat. Along the same lines, you can include a Ghost-type of your own to discourage any Rapid Spin attempts by the opponent, thus keeping your precious entry hazards on the field. Wish support is also recommended, as Claydol boasts no reliable recovery of its own.</p>

<p>For almost all Pokemon, defensive synergy with the rest of the team is an important aspect, and for Claydol this is often more true than otherwise – It has six weaknesses and six resistances in total, and therefore both gives and requires a lot towards covering the team’s rear. Steel-types come to mind as good partners, such as Scizor, Heatran, and Metagross, as they resist five of Claydol’s six weaknesses, as well as the fact that Claydol resists their Fighting- and Ground-type weaknesses. This remarkable cohesion allows them to resist every type in the game, with the exception of Fire- and Water-type attacks. A bulky Water-type, therefore, is a good choice to pin down these weaknesses, as well as covering Claydol’s Ice-type weakness, while your Steel-type can take Grass-type attacks, and Claydol is immune to Electric attacks. In the case of Rotom-A or Jolteon, the former whom Claydol cannot beat regardless, and the latter who usually carries Hidden Power Grass or Hidden Power Ice for coverage, Tyranitar has already been mentioned as a potential partner, and is a good check to both of these threats. As for specific Pokemon that Claydol has trouble in dealing with, the main threats to watch out for are bulky Water-types such as Gyarados. Rotom-H is an excellent check to most of these, and as an additional benefit is one of the best checks in the game to Scizor, one of the individual Pokemon that Claydol simply cannot deal with. Vaporeon with Hidden Power Electric is another option, which is better at taking on Gyarados at the expense of losing ground against Scizor. However, Vaporeon has a massive plus in that it can heal Claydol with Wish support, allowing Claydol and the rest of the team as a result to stay healthy for longer.</p>

[Team Options]

<p>As Claydol has no reliable recovery moves of its own, it can and will be worn down very quickly in combat, and thus Wish support can be very useful in order to lengthen the space of time that Claydol has to operate in. Blissey and Vaporeon are the most notable users of Wish, and both have considerable defensive synergy with Claydol; Blissey can take almost any special attack aimed at Claydol with ease, and as the majority of its weaknesses are to types frequently associated with special moves, Blissey can be considered a very good partner for Claydol regardless of Wish. On Claydol’s part, it resists Blissey’s only weakness, to Fighting-type moves. Vaporeon on the other hand can heal itself by switching into Water-type attacks aimed at Claydol thanks to its ability, Water Absorb, while also resisting Claydol’s Ice weakness and being a good check to many of Claydol’s normal counters such as Gyarados, although they share a Grass-type weakness and Claydol cannot adequately deal with Electric-types such as Jolteon and Rotom-A who threaten Vaporeon. Also, Claydol will usually find its most useful skill is Rapid Spin, so will need help from its teammates to get rid of Ghost-types, which it cannot deal with itself. Scizor and Tyranitar both have very powerful Pursuits and when equipped with Choice Band can usually dispatch Ghosts with little problems; however, Rotom-A can be difficult to deal with as defensive variants cannot be OHKOed by any Pursuit if they do not switch out, and it can simply OHKO Scizor with Overheat or cripple both with Will-O-Wisp. Heracross can use this to its advantage, however, and can absorb Will-O-Wisp for a boost thanks to its Guts ability, and also has access to Pursuit. Dual screens can also help Claydol, especially if Claydol happens to be engaged in a supporting role, however a Pokemon that sets them up will often be weak to Dark, and can thus give your team a weakness to Tyranitar and other Dark-types, as well as the fact that Dual screens can usually be used to better purposes by sweepers and other defensively frail Pokemon.</p>

<p>Claydol is unlikely to be a direct offensive complement to any Pokemon in OU, but can still help its teammates in a number of different ways, the most notable being the way it can influence the entry hazards during the game. By setting up Stealth Rock, passive damage to the opponent’s Pokemon will build up over time, so you should make sure that you include Pokemon that benefit most from this sort of support, usually in the form of set-up sweepers such as Swords Dance Lucario and Dragon Dance Salamence. These Pokemon can also benefit from Dual screens should Claydol be carrying them. At the same time, Claydol can remove entry hazards thanks to Rapid Spin, which is enormously beneficial especially to Pokemon weak to Stealth Rock that will be switching in and out often, such as Salamence and Gyarados. A Rapid Spinner is almost a necessity should you be using a Pokemon that is doubly weak to Rock, such as Yanmega or Moltres, and Claydol is an able candidate for the job. Claydol also has other forms of support, such as Trick Room and Gravity, and the sweepers on these teams should be customized to fit the form of support required; for Trick Room, ideally the sweepers should be as slow as possible, bulky enough to take hits, and able to hit hard from the word go, such as Marowak and Rhyperior. For Gravity, the sweepers should take the utmost advantage of all the effects that Gravity provides – all immunities to Ground-type moves are eliminated, so a powerful user of Earthquake such as Marowak or Mamoswine is ideal, and the accuracy of all moves is raised, so Pokemon with access to high-power but low-accuracy moves such as Starmie or Rhyperior can also be useful.</p>

<p>Defensively, Claydol will need good partners to cover up its many weaknesses. Steel-types are perhaps the very best defensive complements, and they have very good defensive synergy together – Steel-types resist five of Claydol’s six weaknesses (Dark, Ghost, Grass, Ice, and Bug), while Claydol resists Fighting and Ground attacks, two of Steel’s three weaknesses, and can also deal with most Fire-types in OU to an extent, Steel’s third weakness. For a Pokemon such as Heatran this is no problem, as it is immune to Fire-type attacks regardless, but both it and Claydol are then weak to Water-type attacks. Thus, there are some weak links in the partnership, with the problem attacks of Fire and Water being the biggest of the bunch. There are two types that resist both Fire- and Water-type attacks – Dragons and Water-types themselves. In the case of Water-types, bulky Pokemon such as Vaporeon and Suicune make excellent partners, as not only do they resist Fire and Water, but they also reinforce Claydol’s Ice weakness, and Vaporeon in particular can aid Claydol with Wish support. To compensate, Steel-types resist their Grass-type weaknesses and Claydol itself resists its Electric-type weakness. Gyarados is an interesting case as Claydol resists both of its weaknesses, while it can take on many of Claydol’s biggest adversaries to a reasonable extent, such as Scizor and to an extent Tyranitar. In the case of Dragons, Salamence and Dragonite both resist Claydol’s Water-, Grass-, and Bug-type weaknesses, while reinforcing Steel’s Fire-, Fighting-, and Ground-type weaknesses. Furthermore, your Steel-type can take Ice-, Rock-, and Dragon-type attacks aimed at your Dragon-type with ease – or if your Steel-type is Scizor, Skarmory, or Heatran, and hence does not resist Rock-type attacks, Claydol can take Rock-type attacks well itself. In the case of Tyranitar, a bulky Water-type, as already described, can usually fend off its assaults. Tyranitar itself can be very helpful as a partner, as not only does it have some defensive synergy with Claydol, but it can also prove very useful in disposing of Rotom-A and Jolteon, who you may struggle against otherwise. However, it does increase a weakness to Scizor, which if your Steel-type is not Skarmory, Heatran, or Magnezone, should be addressed with a Pokemon such as Zapdos or Rotom-A, who can take anything Scizor throws at it and OHKO back. When playing a Trick Room or Gravity team, it is also recommended that set-up partners are also chosen for their defensive cohesion with Claydol, so as to provide overall team durability – with Trick Room this is difficult, as almost every Pokemon with access to Trick Room also has both a Dark and a Ghost-type weakness. Porygon2 is the main exception, and as Claydol resists its Fighting-type weakness makes a good partner. Ghost-types such as Dusknoir help to cover the large Bug-type weakness as well. With Gravity teams this selection is improved somewhat – Blissey, Clefable and Magnezone all have good defensive synergy with Claydol and are all very reliable at setting up Gravity. Dusknoir is notable here as well.</p>

<p>Claydol is in an unfortunate situation as regards his counters’ common partners, as many of them, especially in offensive teams, have the habit of congregating around one another, as many of them are the most popular Pokemon to be found anywhere. For example, common partners to Gyarados would be Scizor, Tyranitar, and Heatran, the latter being little trouble to Claydol at full health, but the former two being nigh on impassable. To deal with them, a Pokemon with access to moves that hit both of them hard, such as Infernape or Jirachi, works best. Scizor and Tyranitar are also popular partners for Rotom-A – the methods mentioned above work here as well. Latias is a popular partner for Scizor, Rotom-A, and Tyranitar, and can threaten Claydol with Choice Specs Surf or Grass Knot; The same Scizor or Tyranitar can partner up well with Claydol and can both defeat Latias with their STAB moves – Tyranitar in particular can use Choice Scarf to outrun and OHKO Latias with Crunch.</p>

[Optional Changes]

<p>Claydol can be specialized for different teams, as it has a whole host of other support options that are useful for many different teams and styles of play, which can easily be slotted in instead of Rapid Spin or Stealth Rock should it be required. Chief among these are Reflect and Light Screen, which have great merit on offensive teams that rely heavily on set-up sweepers, especially considering that Claydol also learns Stealth Rock. Once Claydol has set them up, it is much easier for a sweeper to set up, as all damage dealt to it is halved. Claydol can also mimic pure support Uxie in this way, using Stealth Rock alongside Dual screens and Explosion in place of Memento, allowing it to not only set up the ideal conditions for a sweep to take place, but also guaranteeing a free, albeit blind, switch in for the boosting sweeper while also removing one other obstacle in its way. Reflect and Light Screen take up both of your predefined support slots, meaning that it is advisable to maximize their effect, and therefore Light Clay is recommended as the item over Leftovers. Gravity is another field effect that Claydol can set up, and can easily slot into the standard moveset over Rapid Spin, as for offensive Gravity teams time is crucial, and Rapid Spin is less valuable. Although slightly overshadowed by Bronzong or Forretress in this role, it is the only Pokemon capable of setting up Gravity that has STAB on Earthquake and Earth Power, one of the most deadly moves under Gravity conditions, as well as access to Stone Edge, which gains perfect accuracy, and unlike Bronzong, does not gain a Ground-type weakness under Gravity either. Other field conditions also have merit over Rapid Spin for their specific teams - Trick Room in particular is an area where Claydol shines. Claydol can be extremely useful to Trick Room teams, as it has resistances to Ground-, Rock-, and Fighting-type moves, which can be crucial to the team's success, although it does not help the Water-, Ice-, Grass-, Ghost-, and Dark-type weaknesses prevalent in these teams. As with Gravity, an offensive physical set is recommended, and Explosion is also a good choice as it allows a free switch for a frail Trick Room sweeper such as Clamperl or Exeggutor. Remember to run a 0 IV in Speed and a Relaxed nature so as to minimise your Speed stat here. Claydol can also set up Rain Dance or Sunny Day, but is usually outclassed by Bronzong here.</p>

<p>Shadow Ball is another decent option, allowing you to hit Ghost-types as they switch in to block Rapid Spin, which is particularly important as two of the three OU Ghosts, Rotom-A and Gengar, are immune to Earth Power by virtue of their Levitate ability. Even so, Gengar is only 2HKOed by Shadow Ball with Stealth Rock up, and Rotom-A is not even guaranteed to be 3HKOed. Lastly, Psychic is Claydol’s other STAB choice, though it has a reputation as a poor attacking type in OU. Nevertheless, it can be useful as it has a chance to OHKO Gengar after Stealth Rock damage, and makes Claydol much more adequate at taking on Fighting-types, which makes it more valuable to Pokemon such as Tyranitar; however it will never 3HKO Rotom-a, unlike Shadow Ball. Bulky Water-types are one of Claydol’s biggest worries, and it has a couple of options if these Pokemon are particularly troubling to you. Grass Knot, with the standard EV spread, is guaranteed to 2HKO 252 HP Swampert through Leftovers, but will do less than a pittance to Suicune and Vaporeon. Rest and Sleep Talk can be useful to provide Claydol with some form of recovery, if you want it to last longer throughout the battle. Trick can be used alongside a Choice item to hopefully cripple a wall switching in, although it is no obstacle for Pokemon such as Scizor or Tyranitar, who can then proceed to happily Pursuit you into oblivion. Magic Coat can be used to block status attacks if you fear Claydol being inflicted with Poison. Lastly, Hidden Power is worth a look in if you have a particular fear of Gyarados, Scizor, or Tyranitar – Hidden Power Electric is guaranteed to 2HKO Gyarados with Stealth Rock damage, Hidden Power Fire 2HKOs all Scizor, and Hidden Power Fighting has a chance to 2HKO most Tyranitar with Stealth Rock damage – though admittedly STAB Earthquake can usually do the same thing with greater overall coverage.</p>

<p>252 HP EVs are almost a necessity on Claydol, but the rest of the EVs are more than customizable to fit your specific interests. Most notable here is the exchange of defensive EVs in order to beat threats of a certain nature, but you are not advised to try to split EVs between the two defensive stats, as this will compromise either your defensive or offensive ability to a great extent. The same is greatly true of your offensive stats. Claydol can also be customized in order to be more defensive or offensive according to your wishes.</p>

[Counters]

<p>Bulky Water-types are perhaps the best counters to Claydol, as most of them have enough bulk to take whatever Claydol throws at them and retaliate with their STAB moves. Gyarados is probably the best choice, as it is immune to Earthquake by virtue of its Flying-type and takes little from Ice Beam, and can easily rack up Dragon Dances against Claydol, or use Taunt in order to stop Claydol trying any support tactics. The most Claydol can muster against it is Stone Edge, which does little to bulky variants thanks to Intimidate, and Toxic, which can be troublesome, but Gyarados can always run a Rest + Sleep Talk set in order to avoid this. The same is more or less true of Suicune and Vaporeon, who both dislike Toxic but have strong Water-type STAB moves that will make Claydol tremble. Starmie has no such problem, thanks to its Natural Cure ability healing it of Poison, and it also has access to Recover to offset any damage that Claydol can do with its STAB moves. Swampert does less well, as it is 2HKOed by the rare Grass Knot and dislikes Toxic, but the principle is much the same.</p>

<p>Bulky Ghost-types are the next-biggest worry – Gengar and Rotom-A are both extremely common and are both immune to Earthquake by virtue of their Levitate abilities, and can both defeat Claydol with their STAB moves, although Gengar cannot switch twice into Shadow Ball and defensive Rotom-A dislikes Toxic. Further down the barrel, Dusknoir acts on the same principle but does not have any strong Ghost-type STAB moves, yet is still an impassable fortress to Claydol.</p>

<p>Bug-types and Dark-types present a particular problem for Claydol as the common users of these types are more offensive and, in particular, have access to the move Pursuit, which can chase down and defeat a fleeing Claydol. Scizor is pretty much unafraid of anything Claydol can throw its way, and can Pursuit if Claydol tries to flee, or else use U-turn, which will kill Claydol if it stays in and allow Scizor to escape from your Scizor check if Claydol runs. Tyranitar is much the same, but has a more powerful STAB Pursuit and can also use STAB Crunch against a Claydol that tries to stay in, however it is crippled by Toxic and can be 2HKOed by physical Claydol’s Earthquake after Stealth Rock damage. Weavile also has access to STAB Pursuit, and can also scout with Fake Out, but is not strong enough to deal with a full-health Claydol, as not even Choice Band Night Slash can OHKO 252 HP Claydol, and it is 2HKOed by Earthquake after Stealth Rock damage. Heracross is also worth noting, as it has a powerful STAB Megahorn and can absorb Toxic for a Guts boost, and also has access to Pursuit. It is also the only one of the above that resists Earth Power, but this comes at a price of a weakness to Psychic.</p>

<p>Grass-types can sometimes be a problem for Claydol as well. The biggest problem in this bunch is Celebi, who resists both of Claydol’s STAB moves and has the necessary defensive stats to overcome weaknesses to Ice Beam and Shadow Ball, and can hit Claydol hard with Grass Knot. Breloom does well also, despite weaknesses to Psychic and Ice Beam, and can use Spore or defeat Claydol with Seed Bomb. Roserade lacks the Earthquake resistance of its peers and also has weaknesses to Ice Beam and Psychic, but has a high Special Defense stat and also has access to Grass Knot and Leaf Storm. While most Dragon-types cannot take Claydol’s Ice Beam, Kingdra is neutral to Ice and can take almost anything Claydol throws at it, and can destroy Claydol with its Water-type STAB moves. Latias is weak to Ice Beam and Shadow Ball, but is immune to Earthquake and has enough Special Defense to take a few hits, while able to hit back at Claydol with Surf or Grass Knot, or simply its Dragon-type STAB moves.</p>

<p>Lastly, Bronzong and Skarmory can take just about anything from Claydol, but cannot immediately pose a threat; Bronzong has to have Grass Knot to cause any real damage, and can only really hurt it by putting it to sleep with Hypnosis. Skarmory can whittle it down with Brave Bird, but must be wary of being caught by Earth Power when it uses Roost if Claydol is slower. Blissey can take any special hit at all and is not terribly bothered by most physical attacks from Claydol, and can try to Toxic-stall Claydol to death, while being immune to Toxic itself thanks to Natural Cure, and mitigating damage taken with Softboiled, however if Claydol uses an unexpected Explosion, Blissey is pretty much out of the game, which can be crippling to teams that rely on her.</p>
Everyday this analysis remains a plague to our society.
 
[Overview]

<p>Claydol, once one of the most prominent support Pokemon around, now lies overshadowed by many of the newer faces and old rivals that it has only a few advantages over. Bronzong, with a superior defensive typing and slightly higher stats, is more popular as a supporter, and Claydol’s only advantages from a support point of view are its much higher Speed, allowing it to outpace most Scizor and to an extent Tyranitar, and access to Rapid Spin, but even in this area it is overshadowed by Pokemon such as Forretress, who also have a superior defensive typing as well as just as good a support movepool as Claydol, and the ability to strike Ghost-types hard, something Claydol could never achieve. Claydol’s many weaknesses to common types do not help its case either.</p>

<p>However, Claydol does have some positives to it still. It is the only user of Rapid Spin in the game not bothered by any of the entry hazards, which gives it a massive advantage over Pokemon such as Forretress. It also has resistances to Earthquake, Stone Edge, and Close Combat, making it a very potent physical wall. What truly sets it aside from its peers, however, is its offensive side – while Bronzong and Forretress have higher Attack stats, Claydol has a truly phenomenal offensive movepool, allowing it to take on a wide variety of different opponents depending on what you want it to do for your team, and can use both physical and special moves – and wall both physical and special assaults – with equal aptitude. It is one of the fastest walls that exist in the metagame, and its Ground-type STAB moves set it several notches above Forretress when dealing with difficult foes. Claydol could, therefore, be seen as something of a jack-of-all-trades – alas, it can be master of none.</p>

[SET]
name: OU Support
move 1: Rapid Spin
move 2: Stealth Rock
move 3: Earthquake / Earth Power
move 4: Ice Beam / Explosion
item: Leftovers
nature: Relaxed / Bold
evs: 252 HP / 144 Def / 114 SpA

[SET COMMENTS]

<p>While Claydol is usually looked down upon in standard play as a Rapid Spinner in favor of more conventional users such as Forretress, Tentacruel, and Starmie, it does have some advantages over its peers. Firstly, Claydol is the only Rapid Spinner in the game unbothered by all three types of entry hazards. Not only that, but it also has a large support movepool aside from Rapid Spin, including Stealth Rock. It also has other perks such as reasonable bulk on both sides and the ability to use both physical and special attacks well. However, while Claydol has six good resistances it also has six crippling weaknesses to common attacking types, the most damaging of which are its Ghost and Dark weaknesses. The former is the only type that can block Rapid Spin and is usually the first switch into Claydol, and Claydol is much less able to defend itself against these Pokemon than Forretress or Tentacruel. Not only this, but the Dark-type weakness means that it is easy prey for Pursuit-users such as Tyranitar and Scizor.</p>

<p>Rapid Spin is the most important move on the set, as it removes entry hazards that can be crippling for the rest of the Pokemon on your team. You can also cut the opponent’s time short with your own Stealth Rock, which deals damage that is invaluable to your sweepers. The last two slots should be devoted to attacking moves, as there are a lot of Pokemon in standard that can cause Claydol trouble, and so it needs to be adequately prepared, especially considering Claydol’s less-than-impressive offensive stats. The first of these attacking moves should be a STAB Ground-type move, as Ground is an excellent attacking type and helps Claydol greatly with the common Steel-types of OU. Claydol has two choices for this slot, Earth Power and Earthquake. Earthquake is usually the superior choice, as it has a chance to OHKO Lucario and Infernape, as well as 2HKO Tyranitar and Jirachi, which Earth Power cannot do. However, Earth Power has a number of advantages in standard – for example, Earth Power is a guaranteed 2HKO on standard Choice Band Metagross, while Earthquake will never 2HKO without Stealth Rock. It is also not affected by Intimidate, and as most of the best options for the last slot are special moves, it is desirable to run Earth Power to avoid splitting EVs. In the last slot there are a number of options, but generally it is best to avoid splitting EVs - if you run Earth Power, go for Ice Beam, and if you run Earthquake, use Stone Edge, though you can switch them round if you are willing to split EVs.</p>

[ADDITIONAL COMMENTS]

<p>Determining the last slot is a complicated decision. If you have chosen Earth Power, it is advisable that you choose a second special move to avoid having to split EVs, as merely running a Ground-type move would make you extremely easy to set up on, especially in standard. Ice Beam is the most common companion on this set, as it hits the Flying- and Grass-types that resist Ground for super effective damage, creating a combination that is only resisted by Bronzong. Ice Beam is also very helpful to allow Claydol to take on the common Dragon-types in OU, who are mostly immune to Ground, such as Salamence, Flygon, and Latias. However, it lacks power when hitting for neutral damage against Claydol’s more immediate foes, such as Rotom. Another option that merits a mention is Explosion, which may seem ridiculous considering the fact that Claydol is meant to provide prolonged support, and that the first switch into Claydol is likely to be a Ghost-type, however it really is the most realistic way that Claydol will be able to cause significant damage to the opponent’s team, if that is important to you, and can cause a gap in the opponent’s team, as well as a free switch, that gives you a very good chance to attempt a sweep. If you chose Earthquake, to avoid splitting EVs you can use Stone Edge, which provides similar coverage to Earth Power + Ice Beam on the physical side; however it also comes with the considerably large price tag of low accuracy, low PP, and an inability to hit Claydol’s most notable targets of this slot to the same degree as Ice Beam, as even without factoring in Intimidate it has only a small chance to 2HKO Salamence and Gyarados with no defensive investment whatsoever. Toxic is a very interesting option, as it can cripple the bulky Water-types that will commonly switch into Claydol, such as Swampert and Vaporeon, and can also cripple other common switch-ins such as Rotom-A and Tyranitar as well. This is particularly notable as the only two types that are immune to Toxic – Poison- and Steel-types – are both hit for super effective damage by Claydol’s Ground-type STAB.</p>

<p>Claydol is difficult to EV given its multiple traits and talents, and you will very rarely find that most Claydol carry exactly the same EVs. The 252 HP EVs given here grant you maximum HP for overall defensive stability, although you also have the option of running 236 EVs in HP in order to maximize Leftovers recovery, which is particularly beneficial to Claydol as it is immune to sandstorm as well as taking minimal damage from entry hazards. It is then recommended that you concentrate on your Defense stat, as Claydol’s typing and ability grant him resistances to Fighting, Ground, and Rock-type attacks, while also bringing vicious weaknesses in Water, Ice, Ghost, and Grass-type attacks, thus making him more viable as a wall on the physical side. However, here too he is somewhat lacking, since he is unable to stop some of the more vicious and therefore popular physical attackers in OU, such as Scizor, Tyranitar, and Gyarados, all of whom have super effective STAB moves with OHKO potential. Nor can it stop other Pokemon such as Swords Dance Lucario or Dragon Dance Salamence after a boost. Thus, this set is not recommended to anyone wanting a reliable physical wall, as its talents lie better used in the area of supporting the team. Claydol can, however, act as a makeshift check to a variety of other physically inclined Pokemon in OU, such as Flygon, Metagross, Gliscor, and Electivire among others. Thus, in this example EV spread 144 EVs are allocated to Defense, ensuring that it is never 2HKOed by Jolly Life Orb Mamoswine’s Ice Shard, and also survives a Swords Dance Infernape’s Fire Punch. It is also never OHKOed by Choice Band Machamp’s Payback.</p>

<p>Alternatively, you may decide to make greater use of Claydol’s Special Defense stat, which often goes neglected with a typing so fraught with difficulties in the area of special walling. The same investment of 144 EVs to the Special Defense stat and a Calm nature will ensure that none of Modest Latias’ Surf, Timid Heatran’s Fire Blast, Modest Magnezone’s Hidden Power Ice, Timid Life Orb Zapdos’s Hidden Power Grass, and Timid Choice Specs Jolteon’s Hidden Power Grass never 2HKO with Leftovers. At the same time, Claydol has a fair chance of not being 2HKOed by Mild Life Orb Salamence’s Draco Meteor and Naïve Life Orb Infernape’s Grass Knot. Bear in mind, however, that this durability at one end of the scale will usually come at the expense of the other, and so you should choose what your individual Claydol should be best at taking on depending on your team’s own interests.</p>

<p>Although it is reasonable to invest some of the remaining EVs in defenses, it is usually better to invest in Claydol’s offensive stats. While Claydol is a poor attacking Pokemon, its movepool is one of its biggest advantages, and this should be reflected in where you choose to place your EVs. As previously mentioned, 114 EVs to Special Attack means that you are guaranteed to 2HKO 252 HP Metagross with Earth Power, and also gives Ice Beam a reasonable chance to OHKO 4 HP Salamence and Flygon even without Stealth Rock, and allows you to OHKO 4 HP Dragonite and 2HKO 4 HP Zapdos as well as OHKO 252 HP Salamence and Gliscor with Stealth Rock down. If these EVs are relocated to Attack, however, you can OHKO both Lucario and Infernape, as well as 2HKO Tyranitar and Jirachi, with Earthquake. It also ensures the Stone Edge 2HKO on Gyarados, Salamence, and Offensive Zapdos with Stealth Rock down, without Intimidate, and adds extra sting to Explosion. Leftovers is chosen as the item here for the added durability, while you have a choice of several natures depending on your move selection. If you are running a physically defensive Claydol, you will want a Defense-boosting nature to solidify its task. While Claydol’s Speed stat is not impressive, it is high enough to actually be quite threatening even without any Speed EVs – it is worth noting that Bold Claydol without any Speed EVs can outrun most Metagross as well as the standard 8 Speed Scizor and 96 Speed Tyranitar, though you must beware of Tyranitar that run more Speed as well as Scarf and Dragon Dance variants, and Scizor is a pain regardless, as Earth Power is barely a 3HKO. Therefore it can help in many situations not to cut your Speed stat short, however if you run a mixed set this is often unavoidable. If you are running a set with purely Special Attacks, you should use a Bold nature, likewise with physical attacks you should run an Impish nature. As previously mentioned, while the unadulterated Speed stat is useful, it is in your best interests to run a Relaxed nature in order to preserve your offensive stats on both sides. If you are running a specially defensive spread, replace with Calm, Careful, or Sassy nature as appropriate.</p>

<p>When choosing partners for Claydol, it is important to ensure that they are able to make the most of the support that Claydol brings to the table. Chief among these are Pokemon with large weaknesses to Stealth Rock, such as Moltres, Yanmega, and Charizard, all of whom are only rarely seen in OU play, as their Stealth Rock weakness makes them very difficult to battle with reliably in a metagame that relies so heavily on Stealth Rock to weaken teams. More notable are Pokemon with less bothersome Stealth Rock weaknesses, such as Gyarados, Salamence, and Zapdos, who while able to function well with Stealth Rock perform even better with it off the field, as they are taking much less damage each time they switch in. Almost all teams can incorporate Stealth Rock in some way or another, though the best use of it here would be when partnered with set-up sweepers such as Swords Dance Lucario, who greatly appreciate the extra damage dealt to difficult opponents when setting up for a sweep.</p>

<p>One of the most essential partners for all Rapid Spinners, and Claydol in particular, is a Pursuit-trapper to remove Ghost-types. Tyranitar is often the best choice for this role, as it can easily switch into their Ghost-type STAB moves and has the most powerful Pursuit in the game. Claydol also covers Tyranitar’s Fighting and Ground weaknesses, but they share Grass-, Water-, and Bug-type weaknesses. Bear in mind as well that Ghosts with Will-O-Wisp can burn you, rendering Tyranitar nigh on useless, and that Gengar can OHKO with Focus Blast if it carries it. Scizor and Metagross are two other notable Pursuit-users, both of whom resist all of Claydol’s weaknesses with the exception of Water and, for Metagross, Bug, by virtue of their Steel typing. However, neither are particularly adept at taking on Rotom-H at full health, who is a major threat to Claydol, as both of them fail to outrun it and both are OHKOed by Overheat. Along the same lines, you can include a Ghost-type of your own to discourage any Rapid Spin attempts by the opponent, thus keeping your precious entry hazards on the field. Wish support is also recommended, as Claydol boasts no reliable recovery of its own.</p>

<p>For almost all Pokemon, defensive synergy with the rest of the team is an important aspect, and for Claydol this is often more true than otherwise – It has six weaknesses and six resistances in total, and therefore both gives and requires a lot towards covering the team’s rear. Steel-types come to mind as good partners, such as Scizor, Heatran, and Metagross, as they resist five of Claydol’s six weaknesses, as well as the fact that Claydol resists their Fighting- and Ground-type weaknesses. This remarkable cohesion allows them to resist every type in the game, with the exception of Fire- and Water-type attacks. A bulky Water-type, therefore, is a good choice to pin down these weaknesses, as well as covering Claydol’s Ice-type weakness, while your Steel-type can take Grass-type attacks, and Claydol is immune to Electric attacks. In the case of Rotom-A or Jolteon, the former whom Claydol cannot beat regardless, and the latter who usually carries Hidden Power Grass or Hidden Power Ice for coverage, Tyranitar has already been mentioned as a potential partner, and is a good check to both of these threats. As for specific Pokemon that Claydol has trouble in dealing with, the main threats to watch out for are bulky Water-types such as Gyarados. Rotom-H is an excellent check to most of these, and as an additional benefit is one of the best checks in the game to Scizor, one of the individual Pokemon that Claydol simply cannot deal with. Vaporeon with Hidden Power Electric is another option, which is better at taking on Gyarados at the expense of losing ground against Scizor. However, Vaporeon has a massive plus in that it can heal Claydol with Wish support, allowing Claydol and the rest of the team as a result to stay healthy for longer.</p>

[Team Options]

<p>As Claydol has no reliable recovery moves of its own, it can and will be worn down very quickly in combat, and thus Wish support can be very useful in order to lengthen the space of time that Claydol has to operate in. Blissey and Vaporeon are the most notable users of Wish, and both have considerable defensive synergy with Claydol; Blissey can take almost any special attack aimed at Claydol with ease, and as the majority of its weaknesses are to types frequently associated with special moves, Blissey can be considered a very good partner for Claydol regardless of Wish. On Claydol’s part, it resists Blissey’s only weakness, to Fighting-type moves. Vaporeon on the other hand can heal itself by switching into Water-type attacks aimed at Claydol thanks to its ability, Water Absorb, while also resisting Claydol’s Ice weakness and being a good check to many of Claydol’s normal counters such as Gyarados, although they share a Grass-type weakness and Claydol cannot adequately deal with Electric-types such as Jolteon and Rotom-A who threaten Vaporeon. Also, Claydol will usually find its most useful skill is Rapid Spin, so will need help from its teammates to get rid of Ghost-types, which it cannot deal with itself. Scizor and Tyranitar both have very powerful Pursuits and when equipped with Choice Band can usually dispatch Ghosts with little problems; however, Rotom-A can be difficult to deal with as defensive variants cannot be OHKOed by any Pursuit if they do not switch out, and it can simply OHKO Scizor with Overheat or cripple both with Will-O-Wisp. Heracross can use this to its advantage, however, and can absorb Will-O-Wisp for a boost thanks to its Guts ability, and also has access to Pursuit. Dual screens can also help Claydol, especially if Claydol happens to be engaged in a supporting role, however a Pokemon that sets them up will often be weak to Dark, and can thus give your team a weakness to Tyranitar and other Dark-types, as well as the fact that Dual screens can usually be used to better purposes by sweepers and other defensively frail Pokemon.</p>

<p>Claydol is unlikely to be a direct offensive complement to any Pokemon in OU, but can still help its teammates in a number of different ways, the most notable being the way it can influence the entry hazards during the game. By setting up Stealth Rock, passive damage to the opponent’s Pokemon will build up over time, so you should make sure that you include Pokemon that benefit most from this sort of support, usually in the form of set-up sweepers such as Swords Dance Lucario and Dragon Dance Salamence. These Pokemon can also benefit from Dual screens should Claydol be carrying them. At the same time, Claydol can remove entry hazards thanks to Rapid Spin, which is enormously beneficial especially to Pokemon weak to Stealth Rock that will be switching in and out often, such as Salamence and Gyarados. A Rapid Spinner is almost a necessity should you be using a Pokemon that is doubly weak to Rock, such as Yanmega or Moltres, and Claydol is an able candidate for the job. Claydol also has other forms of support, such as Trick Room and Gravity, and the sweepers on these teams should be customized to fit the form of support required; for Trick Room, ideally the sweepers should be as slow as possible, bulky enough to take hits, and able to hit hard from the word go, such as Marowak and Rhyperior. For Gravity, the sweepers should take the utmost advantage of all the effects that Gravity provides – all immunities to Ground-type moves are eliminated, so a powerful user of Earthquake such as Marowak or Mamoswine is ideal, and the accuracy of all moves is raised, so Pokemon with access to high-power but low-accuracy moves such as Starmie or Rhyperior can also be useful.</p>

<p>Defensively, Claydol will need good partners to cover up its many weaknesses. Steel-types are perhaps the very best defensive complements, and they have very good defensive synergy together – Steel-types resist five of Claydol’s six weaknesses (Dark, Ghost, Grass, Ice, and Bug), while Claydol resists Fighting and Ground attacks, two of Steel’s three weaknesses, and can also deal with most Fire-types in OU to an extent, Steel’s third weakness. For a Pokemon such as Heatran this is no problem, as it is immune to Fire-type attacks regardless, but both it and Claydol are then weak to Water-type attacks. Thus, there are some weak links in the partnership, with the problem attacks of Fire and Water being the biggest of the bunch. There are two types that resist both Fire- and Water-type attacks – Dragons and Water-types themselves. In the case of Water-types, bulky Pokemon such as Vaporeon and Suicune make excellent partners, as not only do they resist Fire and Water, but they also reinforce Claydol’s Ice weakness, and Vaporeon in particular can aid Claydol with Wish support. To compensate, Steel-types resist their Grass-type weaknesses and Claydol itself resists its Electric-type weakness. Gyarados is an interesting case as Claydol resists both of its weaknesses, while it can take on many of Claydol’s biggest adversaries to a reasonable extent, such as Scizor and to an extent Tyranitar. In the case of Dragons, Salamence and Dragonite both resist Claydol’s Water-, Grass-, and Bug-type weaknesses, while reinforcing Steel’s Fire-, Fighting-, and Ground-type weaknesses. Furthermore, your Steel-type can take Ice-, Rock-, and Dragon-type attacks aimed at your Dragon-type with ease – or if your Steel-type is Scizor, Skarmory, or Heatran, and hence does not resist Rock-type attacks, Claydol can take Rock-type attacks well itself. In the case of Tyranitar, a bulky Water-type, as already described, can usually fend off its assaults. Tyranitar itself can be very helpful as a partner, as not only does it have some defensive synergy with Claydol, but it can also prove very useful in disposing of Rotom-A and Jolteon, who you may struggle against otherwise. However, it does increase a weakness to Scizor, which if your Steel-type is not Skarmory, Heatran, or Magnezone, should be addressed with a Pokemon such as Zapdos or Rotom-A, who can take anything Scizor throws at it and OHKO back. When playing a Trick Room or Gravity team, it is also recommended that set-up partners are also chosen for their defensive cohesion with Claydol, so as to provide overall team durability – with Trick Room this is difficult, as almost every Pokemon with access to Trick Room also has both a Dark and a Ghost-type weakness. Porygon2 is the main exception, and as Claydol resists its Fighting-type weakness makes a good partner. Ghost-types such as Dusknoir help to cover the large Bug-type weakness as well. With Gravity teams this selection is improved somewhat – Blissey, Clefable and Magnezone all have good defensive synergy with Claydol and are all very reliable at setting up Gravity. Dusknoir is notable here as well.</p>

<p>Claydol is in an unfortunate situation as regards his counters’ common partners, as many of them, especially in offensive teams, have the habit of congregating around one another, as many of them are the most popular Pokemon to be found anywhere. For example, common partners to Gyarados would be Scizor, Tyranitar, and Heatran, the latter being little trouble to Claydol at full health, but the former two being nigh on impassable. To deal with them, a Pokemon with access to moves that hit both of them hard, such as Infernape or Jirachi, works best. Scizor and Tyranitar are also popular partners for Rotom-A – the methods mentioned above work here as well. Latias is a popular partner for Scizor, Rotom-A, and Tyranitar, and can threaten Claydol with Choice Specs Surf or Grass Knot; The same Scizor or Tyranitar can partner up well with Claydol and can both defeat Latias with their STAB moves – Tyranitar in particular can use Choice Scarf to outrun and OHKO Latias with Crunch.</p>

[Optional Changes]

<p>Claydol can be specialized for different teams, as it has a whole host of other support options that are useful for many different teams and styles of play, which can easily be slotted in instead of Rapid Spin or Stealth Rock should it be required. Chief among these are Reflect and Light Screen, which have great merit on offensive teams that rely heavily on set-up sweepers, especially considering that Claydol also learns Stealth Rock. Once Claydol has set them up, it is much easier for a sweeper to set up, as all damage dealt to it is halved. Claydol can also mimic pure support Uxie in this way, using Stealth Rock alongside Dual screens and Explosion in place of Memento, allowing it to not only set up the ideal conditions for a sweep to take place, but also guaranteeing a free, albeit blind, switch in for the boosting sweeper while also removing one other obstacle in its way. Reflect and Light Screen take up both of your predefined support slots, meaning that it is advisable to maximize their effect, and therefore Light Clay is recommended as the item over Leftovers. Gravity is another field effect that Claydol can set up, and can easily slot into the standard moveset over Rapid Spin, as for offensive Gravity teams time is crucial, and Rapid Spin is less valuable. Although slightly overshadowed by Bronzong or Forretress in this role, it is the only Pokemon capable of setting up Gravity that has STAB on Earthquake and Earth Power, one of the most deadly moves under Gravity conditions, as well as access to Stone Edge, which gains perfect accuracy, and unlike Bronzong, does not gain a Ground-type weakness under Gravity either. Other field conditions also have merit over Rapid Spin for their specific teams - Trick Room in particular is an area where Claydol shines. Claydol can be extremely useful to Trick Room teams, as it has resistances to Ground-, Rock-, and Fighting-type moves, which can be crucial to the team's success, although it does not help the Water-, Ice-, Grass-, Ghost-, and Dark-type weaknesses prevalent in these teams. As with Gravity, an offensive physical set is recommended, and Explosion is also a good choice as it allows a free switch for a frail Trick Room sweeper such as Clamperl or Exeggutor. Remember to run a 0 IV in Speed and a Relaxed nature so as to minimise your Speed stat here. Claydol can also set up Rain Dance or Sunny Day, but is usually outclassed by Bronzong here.</p>

<p>Shadow Ball is another decent option, allowing you to hit Ghost-types as they switch in to block Rapid Spin, which is particularly important as two of the three OU Ghosts, Rotom-A and Gengar, are immune to Earth Power by virtue of their Levitate ability. Even so, Gengar is only 2HKOed by Shadow Ball with Stealth Rock up, and Rotom-A is not even guaranteed to be 3HKOed. Lastly, Psychic is Claydol’s other STAB choice, though it has a reputation as a poor attacking type in OU. Nevertheless, it can be useful as it has a chance to OHKO Gengar after Stealth Rock damage, and makes Claydol much more adequate at taking on Fighting-types, which makes it more valuable to Pokemon such as Tyranitar; however it will never 3HKO Rotom-a, unlike Shadow Ball. Bulky Water-types are one of Claydol’s biggest worries, and it has a couple of options if these Pokemon are particularly troubling to you. Grass Knot, with the standard EV spread, is guaranteed to 2HKO 252 HP Swampert through Leftovers, but will do less than a pittance to Suicune and Vaporeon. Rest and Sleep Talk can be useful to provide Claydol with some form of recovery, if you want it to last longer throughout the battle. Trick can be used alongside a Choice item to hopefully cripple a wall switching in, although it is no obstacle for Pokemon such as Scizor or Tyranitar, who can then proceed to happily Pursuit you into oblivion. Magic Coat can be used to block status attacks if you fear Claydol being inflicted with Poison. Lastly, Hidden Power is worth a look in if you have a particular fear of Gyarados, Scizor, or Tyranitar – Hidden Power Electric is guaranteed to 2HKO Gyarados with Stealth Rock damage, Hidden Power Fire 2HKOs all Scizor, and Hidden Power Fighting has a chance to 2HKO most Tyranitar with Stealth Rock damage – though admittedly STAB Earthquake can usually do the same thing with greater overall coverage.</p>

<p>252 HP EVs are almost a necessity on Claydol, but the rest of the EVs are more than customizable to fit your specific interests. Most notable here is the exchange of defensive EVs in order to beat threats of a certain nature, but you are not advised to try to split EVs between the two defensive stats, as this will compromise either your defensive or offensive ability to a great extent. The same is greatly true of your offensive stats. Claydol can also be customized in order to be more defensive or offensive according to your wishes.</p>

[Counters]

<p>Bulky Water-types are perhaps the best counters to Claydol, as most of them have enough bulk to take whatever Claydol throws at them and retaliate with their STAB moves. Gyarados is probably the best choice, as it is immune to Earthquake by virtue of its Flying-type and takes little from Ice Beam, and can easily rack up Dragon Dances against Claydol, or use Taunt in order to stop Claydol trying any support tactics. The most Claydol can muster against it is Stone Edge, which does little to bulky variants thanks to Intimidate, and Toxic, which can be troublesome, but Gyarados can always run a Rest + Sleep Talk set in order to avoid this. The same is more or less true of Suicune and Vaporeon, who both dislike Toxic but have strong Water-type STAB moves that will make Claydol tremble. Starmie has no such problem, thanks to its Natural Cure ability healing it of Poison, and it also has access to Recover to offset any damage that Claydol can do with its STAB moves. Swampert does less well, as it is 2HKOed by the rare Grass Knot and dislikes Toxic, but the principle is much the same.</p>

<p>Bulky Ghost-types are the next-biggest worry – Gengar and Rotom-A are both extremely common and are both immune to Earthquake by virtue of their Levitate abilities, and can both defeat Claydol with their STAB moves, although Gengar cannot switch twice into Shadow Ball and defensive Rotom-A dislikes Toxic. Further down the barrel, Dusknoir acts on the same principle but does not have any strong Ghost-type STAB moves, yet is still an impassable fortress to Claydol.</p>

<p>Bug-types and Dark-types present a particular problem for Claydol as the common users of these types are more offensive and, in particular, have access to the move Pursuit, which can chase down and defeat a fleeing Claydol. Scizor is pretty much unafraid of anything Claydol can throw its way, and can Pursuit if Claydol tries to flee, or else use U-turn, which will kill Claydol if it stays in and allow Scizor to escape from your Scizor check if Claydol runs. Tyranitar is much the same, but has a more powerful STAB Pursuit and can also use STAB Crunch against a Claydol that tries to stay in, however it is crippled by Toxic and can be 2HKOed by physical Claydol’s Earthquake after Stealth Rock damage. Weavile also has access to STAB Pursuit, and can also scout with Fake Out, but is not strong enough to deal with a full-health Claydol, as not even Choice Band Night Slash can OHKO 252 HP Claydol, and it is 2HKOed by Earthquake after Stealth Rock damage. Heracross is also worth noting, as it has a powerful STAB Megahorn and can absorb Toxic for a Guts boost, and also has access to Pursuit. It is also the only one of the above that resists Earth Power, but this comes at a price of a weakness to Psychic.</p>

<p>Grass-types can sometimes be a problem for Claydol as well. The biggest problem in this bunch is Celebi, who resists both of Claydol’s STAB moves and has the necessary defensive stats to overcome weaknesses to Ice Beam and Shadow Ball, and can hit Claydol hard with Grass Knot. Breloom does well also, despite weaknesses to Psychic and Ice Beam, and can use Spore or defeat Claydol with Seed Bomb. Roserade lacks the Earthquake resistance of its peers and also has weaknesses to Ice Beam and Psychic, but has a high Special Defense stat and also has access to Grass Knot and Leaf Storm. While most Dragon-types cannot take Claydol’s Ice Beam, Kingdra is neutral to Ice and can take almost anything Claydol throws at it, and can destroy Claydol with its Water-type STAB moves. Latias is weak to Ice Beam and Shadow Ball, but is immune to Earthquake and has enough Special Defense to take a few hits, while able to hit back at Claydol with Surf or Grass Knot, or simply its Dragon-type STAB moves.</p>

<p>Lastly, Bronzong and Skarmory can take just about anything from Claydol, but cannot immediately pose a threat; Bronzong has to have Grass Knot to cause any real damage, and can only really hurt it by putting it to sleep with Hypnosis. Skarmory can whittle it down with Brave Bird, but must be wary of being caught by Earth Power when it uses Roost if Claydol is slower. Blissey can take any special hit at all and is not terribly bothered by most physical attacks from Claydol, and can try to Toxic-stall Claydol to death, while being immune to Toxic itself thanks to Natural Cure, and mitigating damage taken with Softboiled, however if Claydol uses an unexpected Explosion, Blissey is pretty much out of the game, which can be crippling to teams that rely on her.</p>

Hey, don't forgert the over 17k word Necturnia analysis, literally too long to actually post anymore

https://www.smogon.com/forums/threads/tmr-the-mspaint-reject.51911/page-5#post-2316278
 
Hey, don't forgert the over 17k word Necturnia analysis, literally too long to actually post anymore

https://www.smogon.com/forums/threads/tmr-the-mspaint-reject.51911/page-5#post-2316278
jesus, when analyses were literally longer than young adult novels

7976AC5A-8BCA-4835-B980-F1CAC08C25F1.jpeg
D9035E35-A53A-4F75-807D-57E59710452F.jpeg
 
AurumothFrontAni-2.gif
AurumothFrontAniS-1.gif


Wyverii, you are a veritable goddess among mortals

Whelp, two months have passed, it's the end of the only chance I'll get to lead a proper CAP, and wouldn't you know it, it's also my 2000th post! Took quite a few update threads to push myself up to that number in time… so this may be a little long, as I think it's right and proper to make the most of a double-opportunity to soliloquise. But I'll do my best to keep it as short as I possibly can…

Anyway, I suppose I should make a start on this, shouldn't I? Yes, where indeed to begin… I suppose perhaps, what I'd like to share with you before anything else, are a few memories from my very earliest interactions with the CAP Project – and more particularly, the message attached. I've often been guilty in the past of poking fun at newer members and their inability to read the rules, but I've never quite forgotten, myself, of how unbelievably awful I used to be. Briefly, of course, but on the other hand, there's a pretty important take-home message hidden in all this. I've seen people diving straight into topics, being told they're idiots, and that classic, age-old Smogon mantra, "lurk more". And every time I see somebody new post something like that, there's always, somewhere deep down, the realisation that here is someone who tried to read the rules, and yes, who made a hash of it, but there is always the potential for moving on up. Somehow I've managed to be one of only fifteen Topic Leaders in the five years this Project has been going, despite spending most of my first CAPs being the sort of occasional-poster who only occasionally gives an asinine, objectively wrong opinion as justification for clicky voting. And there are plenty of people here like that (not naming names, obviously), so I suppose the message is: stick around for a few years, and anything can happen.


My very first recollection of the Create-A-Pokemon Project is from long before I joined Smogon, trawling through the old threads and trying to piece together all the bits and pieces of the first 3 CAPs – this was, then, some time in early 2008, before Fidgit was even thought of. Possibly Pyroak wasn't even finished, because somehow I never managed to find more than a few scraps of process threads – I can't understand why I never found Sunday's old Strategy Pokedex thread. But there was one very notable prevailing thought running through my head while I was doing this (aside from the obvious "would it kill them to organise these properly"), which was, oddly enough, "where are the rest of them". This isn't a particularly intuitive thing to think, so I'll explain further. The CAPs, as they stood, were frankly remarkable – they had their sprites, artwork, and movepools down to a tee, and the whole forum exuded such an air of professionalism (actually, to be honest that's a bit too kind. It was more like "being utterly unapproachable", but professionalism isn't necessarily untrue either) that I couldn't believe that the community could have developed its Pokemon-crafting skills so quickly and cleanly in a mere three attempts. Of course, there is an element of naivety here as well. Naturally I would expect, as many would expect on arriving at something called the "Create-A-Pokemon Project", that there would be a lot more Pokemon-creating going on (not being entirely familiar with the democratic process of the CAP Project at that time, or indeed the fact that it had only even existed for a few months). Looking back on it, possibly Smogon's overall demeanour gave the rudimentary Project a look by association that it didn't necessarily deserve, but the fact remains that I, young and impressionable, was indeed impressed. Briefly. Then I moved on to more important things, like deciding how much Lego I needed to build whatever model of the week it was.


Now, we must jump forwards a little to September of 2008. I, like the many other uneducated imbeciles of the time, decided that it would be a worthwhile use of my valuable time and resources to join Smogon and complain angrily about the banning of Garchomp to Ubers in the Diamond/Pearl generation – for those of you who need a little history backstory, I'm probably not the best person to give it to you, admittedly, but I can cut a very long story short. Smogon wasn't, as far as I am aware, even close to how big it is now until the release of Diamond and Pearl, and the sudden ability for millions of people such as myself to play and battle online without using IRC scripts or Netbattle to play what was still ostensibly a children's game over the internet against a group of die-hard Pokemon fans who formed what seemed to be an impenetrable clique. So why did simulator battling suddenly become popular? Well, there was the fact that the bloody DS Wi-fi never worked… and that even when it did it would perpetually freeze or crash or burn when you were in the middle of a battle… and that I have no idea why any introverted nerd would ever want to attend an event dedicated to something they do when they're bored. But mostly the discovery of convenience – being able to quickly and easily create a team of whatever the hell you wanted from scratch, battle with it in seconds, and be able to lift the easiest and best sets direct from an analysis, for every single Pokemon in the game – without any kind of research – was a revelation.

Rather predictably, however, I mistimed, and equally predictably, Garchomp was voted Über – the first case of its kind. Oh, I should probably also have mentioned the Suspect Testing. In the past, I guess whoever had the "big stick" at Smogon decided what the tiers were, and everyone went along with it. Then we get Suspect Testing, the first serious attempt to introduce democracy to the process. Which would be great if I agreed at all with any decision the system has ever made ever… or with the system itself. But that's quite beside the point. Garchomp's Über now, so what do we do? Easy… vent frustration by trying to logically argue the case that maybe just maybe you are being a teensy bit over-zealous in banning something that is very much borderline. And of course, when that fails, get angry and start employing rhetoric. Weirdly, looking back on it, I never got an infraction for anything I posted during that time period… I guess pretty much everyone was a troll back then, so I kind of blended in with the crowd. For reference, there's no way Garchomp was ever broken in DP OU and it was a reactionary movement both in testing the arm of the Suspect concept and against the shift away from the defensive metagame that everybody remembered from RSE. Old opinions die hard, I guess.

So eventually this gets boring, and I start looking around for something else to ruin. Well, no, it didn't actually go like that, but… eventually I arrive back at CAP, and find that in my absence, Fidgit has been and gone, and Stratagem is nearly over. So, with little to no knowledge of how the process works or even what the point of the whole endeavour is, I immediately leap in to grace the CAP community with the illustrious benefits of my infinite, knowledge, wisdom, and dare I say total obliviousness to how pretentious I sound when I try to exemplify the above traits alongside an opinion.

CAP5 said:
Protolith sounds cool, but more like a geological sample than a pokemon.

Strategem... for me, the fact it is an English word has an averse effect; I mean, it doesn't really suit a rock.

Therefore, I conclude that I shall vote Protolith.

Adorable. I couldn't even spell "adverse" correctly. This was, as you may recall or recognise, CAP 5's final Name Poll, with tennisace at the helm, or as he was known then, tennisace0227 (three cheers for good old random numbers), with Protolith facing off against Stratagem. This was just after the CAP 5 Art Submissions debacle (of which I was blissfully unaware at the time, and only came across while reading some earlier process threads later on). With my support, Protolith didn't have a hope in hell of winning, obviously. But at the very least, I'd made my mark on CAP, and that counted for something, right? Well… eh. Unfortunately for the whole community, my quite obvious unparalleled genius and wit failed to be recognised, and as such, the whole of CAP was deprived of the benefits of my glorious intellect for pretty much the vast majority of the next few CAPs. Just think what could have been, had my talents been recognised then, and I been given the power that I so obviously deserved!

bugmaniacbob;1624963 said:
I don't know if I'm allowed to post concept submissions, but I read the rules four times over and I'm sure it says I can post vague ideas...


Anyway, this is a watered down concept of a pokemon I envisualised once, of course no more details as such.

Concept: 'Defensive Dragon'

Description: A Dragon with defensive capabilities that can viably defend itself against other Dragons.

Well, that's the concept. I'm not sure if I'm allowed to do so, but I wanted to include some ideas as to how the pokemon may be able to defend itself against its kindred. If you don't want to see, don't highlight this text.
  • An Ability: Something like a Flash Fire variant, perhaps, to sponge up Dragon-Type moves.
  • Mega Defensive Stats: Although they'd have to be pretty big...
  • Typing: Difficult, because the only type that resists Dragon is Steel...


Or, maybe not. The above is something I used to rather affectionately remember as my first foray into CAP territory, my first tentative baby steps that would one day lead to great strides and mighty leaps, and then eventually, oh my, yes eventually, reclining lazily back in a tweed armchair while I mercilessly order the poor, helpless members of the CAP Project to dance until their feet bleed for my amusement (what would we do without metaphors?). But surprisingly, it turns out that this wasn't my first, or my second, or anywhere near close to my earliest posts in CAP. In fact, it was a full month after the first quoted post – a full month in which I was apparently doing stuff, though I've no idea what that was – before the above idiocy cropped up. Still, that's getting a little bit ahead of time. There were, after all, a few things that appeared in the month between these two events. This mainly refers to a curious little oddity in CAP's history known only as "EVO".

Now, I should probably point out at this very early juncture that I had pretty much nothing to do with EVO in any even vaguely important respect – not even putting a word or two into those famously chaotic discussions. I merely jumped in once, said the word "Pinsir" a lot, and disappeared again. Now, for those of you who don't know what I'm on about, EVO was a side-project that ran simultaneously with CAP 5 and was designed to exploit an existing niche using an existing but lacklustre Pokemon as a base. And rather predictably, it degenerated rather quickly into flavour (back then an even bigger taboo) and Farfetch'd. Why exactly am I bringing this up? Well, if you aren't one of the people who, unlike myself, choose to spend what little free time they have delving through forum archives as opposed to, I don't know, say, spending time with friends or family, I feel that it's necessary to give you a little required reading – specifically, the two posts on this page by DougJustDoug and X-Act, two of the people whose contributions to CAP honestly can't be stressed enough, but here's not the place to review their accomplishments – a couple of posts that do leave a rather marked impression, not purely as an example of how the CAP Project was in the past, but its fidelity to its core values or, more accurately, mix in a number of universally held points alongside the context of the time. The trivialities that we so often get ourselves hung up over, those who care only for a few parts of the process, not the whole, and the problems with poll-jumping and flavour. On a more positive note, those who step up to lead the discussions and try to make them work, the belief in allowing people to organise themselves and direct by example, the fierce defence of the process against those who don't quite see the point of it. As X-Act noted, "there's no way to prove that your opinion is right here", and as such all people, badgeholders and non-badgeholders alike start out on an equal footing from that first sentence. There are also bits of it that we can keep in mind when looking back on CAP 4, and looking ahead to the future – particularly the bit about the workhorses of the project. I've mentioned Doug and X-Act – I could just as easily mention tennisace, Umbreon Dan, Rising_Dusk, Fuzznip, or any number of others who have made all this possible through blood, toil, tears and sweat. And to a large extent, they're all gone or less active now. New workers are needed, and there's never been a bigger need for them. And there's a good reason I'm saying this – because I physically can't do it. But I'll get back to that later.

So, you may be wondering, why bring up the concept submission? It was dire, yes, but not really more so than any other concept submission around that time, really. After all, they never really had that much structure. Well, after the above had resolved itself, I came back to CAP, and was surprised to see that the EVO Project had disappeared (by this time, CAP 5 had also finished a while ago). Still, never be discouraged, unless your death is imminent. I decided to actually try to find out how the CAP process worked. Now, we didn't have the good old CAP site back in those days (or if we did, it certainly wasn't advertised well enough), so I read the somewhat vague sticky threads religiously. All right, I said to myself. Apparently, we have to post a competitive concept for the Pokemon. Ok, I've written my concept, and it conforms to all the specifications. Ok, so do I just post it in the main forum? This guide is rather vague. Surely if anybody could just waltz in and post a concept, they'd have way more than five CAPs by now? Oh well, nothing else for it but trial and error. And yes, rather than bothering to rummage further through CAP process threads to find a suitable Concept Submissions thread to rummage through, I was one of those imbeciles you mock, who posted his concept in its own thread before a CAP had even begun. And in fact, the thread was never deleted, so it's right there for all you lovely people to gawk over and what not.


In any case, I fled chastened, with a jolly old infraction in hand, and as such kind of missed the bus on the beginning of CAP 6 (which started about a week later). So, yes, while I'd love to say that lurking gave me the opportunity to study the CAP Project and associated process in action, in detail, in real-time, to be perfectly honest I was hiding under a rock for most of it, and missed nearly all of the important bits of the CAP – Concept, Typing, Ability, and Stats – returning right in the middle of Art Submissions. So then, why not try my hand at art submissions? After all, it ought to be pretty hard to screw up posting some artwork, right?

CAP 6 said:

…and there we have infraction #2. Wasn't that fun, children? I suppose I should probably note that the above was based on the mantis shrimp and well… yes, I did think it was pretty horrible at the time, but I thought posting something was better than posting nothing. Ah well. Back to the drawing board. Quite literally, in this case. Still, never mind. If nothing else, I could always think of an extraordinarily pretentious set of names for Name Submissions.

CAP 6 said:
I think I would name it...


Carmolée or Epolace.


Both names are amalgamations of Carapace, Mollusc and Epée, representing the parts of the pokémon; Carapace for the shell, Mollusc for the squid, and Epée for the sword.

I think that if you look into these, my slate for Aurumoth's name polls starts to make a lot more sense…


So, anyway, enough of that. CAP 6 is over, and CAP 7 is about to begin! Three cheers and hearty bellows, lashings of ginger pop all round, et ceteri. So, let's recap how far I've come on my CAP odyssey, after participating in two (kind of) CAP Projects – I have successfully demonstrated that I can't follow simple instructions or research process properly, can't read rules, and have terrible taste in names (and pretty much any kind of flavour really). All in all, you would be well within your rights to predict that I am the sort of rotten, miserable little imbecile that always has to ruin the fun for everyone else. After all, after two CAPs of nothing but utter bilge, surely he won't have changed at all?

CAP 7 said:
Name: Dragon's Bane

Description: A pokemon built with emphasis on countering, not only Dragons themselves, but also the hideously overpowered Dragon moves that make them so deadly (you know the ones...).


The plethora of moves available to Dragons to stop Steel-types from ruining their fun has led many to believe that this is an impossible endeavour without the hypothetical counter having ridiculous base stats, so I'd be interested to see how the community approaches this sort of project.


And looking at the concept I submitted… you'd be totally right, I guess. Old habits die hard, and all that… some day, Dragon's Bane, you will be victorious in a CAP concept poll… just like Jack of All Trades, Winter Wonderland, and all those other ones on the "if we ever run out of ideas" list. But yeah, looking at that, you'd be well within your rights to ask yourself, "What is this guy thinking?" (This is of course assuming that you actually remember the idiot who decided it would be a bright idea to post a concept in its own thread under the expectation that it would lead to a CAP despite all the evidence to the contrary…). After all, you'd think that after two CAPs, I'd have an idea that wasn't exactly the same as the disastrous concept from months before. Honestly. And yet…


Sorry if I've bored you, I promise we're getting to the take-home message soon enough. But here's the interesting part of CAP 7. You can work out for yourselves exactly by how much I'd got better through the two CAPs I'd taken part in, just from that little snippet of conversation – and probably also from my vehement support of the Bug-type in the Typing Discussion. But at the same time, some things do change. This CAP was the first time I had submitted my own stat spread – and somehow, I managed to come third. True, I was miles behind first and second, but for someone who's pretty much a "new guy" even at that point, it's pretty much functionally equivalent to winning regardless. And there's a weird message in that, which is that really, it doesn't matter what people think of you as a person, so long as your submission is good – which is something I really like about the way CAP works. I could submit a terrible, horrible concept for one poll, and get nowhere, and then I can submit a stat spread not long afterwards, and actually not do that badly. Well… it's a bit out of character for me to be so sunny and dreamy, isn't it? I suppose my cynical side wants to point out that first and second place in that poll both belonged to long-time, respected CAP contributors, who were far and away ahead of everyone else, and that, yes, we have a very real problem even now with voting based on the person who submitted it, even though it isn't talked about as much any longer… but hey, getting the encouragement and support of the TL and ATL was really satisfying enough. Oh my, such pathetic sentiment. Shall we move on to the moral message? I suppose we had better…


As I said at the beginning – stick around for a bit, and you get recognised. It's really rather surprising how many people I know and can place into specific voter demographics (if you will) based on my seeing them in the previous CAP, or even a long time before. It's rather nice, in a way, that we as a community can recognise each other in this way – though I won't pretend that my view of everybody is always positive. But I'm always prepared to judge by post, and not by poster – as others have apparently been willing to do for me in the past. And now, four years after making my first post, I'm a Topic Leader. It's a bizarre feeling to be trusted by a community to such an extent after such a farcical entrance, but there it is. I wasn't around since the beginning, like Deck and so many others, and I certainly didn't come into the community in a blaze of glory, like Rising_Dusk. I haven't even really changed much in those four years, either – I'm not much more emotionally mature, or even intelligent, than I was back then, but it's a community that takes time to get used to. Once you're here, it's rather remarkable, in a way. I'm still filling the role of bitter cynic – a role it was rather painful to drop for the entirety of CAP 4 – but for now, I'll just say, pretty much everyone in CAP is capable of the same, even if you didn't have the most encouraging start. And one more thing – this is a two-way street. I encourage moderators to not look down on those they don't like as posters, or ever harbour any doubt that they could at some point be star contributors (yes I know sometimes it's hard but let's just speak of this in hypothetical terms please). Above all, don't be afraid to give second chances, even to those who have screwed up massively. I needed third, fourth, and fifth chances before I got the hang of this. And no, please don't think I'm lecturing you in any way. There's a marvellous culture in CAP that should be preserved, and I implore you to do so in your own way. But this is something that everybody, from mods to casual voters, should be bearing in mind.


So, then, we've had our little trainwreck of an analogy up above. Doubtless most of you could find infinitely better examples, but hey, I'm me and my self is quite happy where it is. The rest isn't particularly important… tried to make Cyclohm a Bug-type too, got another Art thread infraction, and elsewhere, I got myself a nice collection of badges. As it turns out, my cunning plan to create a username with "Bug Maniac" in it, coupled with writing immensely long analyses of nothing but Bug-types, meant I got a Pre-Contributor pretty early on in my C&C career. Huzzah for ladybirds. I believe one person called me "the best gimmick user ever", which is a double-edged compliment if ever I've heard one. Rather like being called the least terrible option for Topic Leader. But who am I to judge? Anyway, we're straying slightly from the point here. We've been through my base history, and now we move on to the main event. Fasten those safety belts.


More than two months ago, I posted a thread under the approval of Birkal for us to start CAP 4 immediately – and by an almost unanimous vote, the motion passed, and our grand journey commenced. It had been quite a while since Mollux ended, and very few of the open PRC topics were even close to being completed. I myself viewed it as something of an exercise in futility to try to attempt to get them moving, especially when school appeared to have started for most people, and even during the summer, there had been few posts on any subject, despite the best efforts of myself and a good number of others to get them rolling. Many of us held the view that the solution to the problem was to pull CAP back on its feet – we had just lost a number of our important, old contributors, such as Rising_Dusk and zarator, and our active numbers were pretty thin on the ground. As such, possibly a new CAP would bring in the activity and members we needed to get CAP back into the shape it needed to be in for progress to start. While I didn't mention it at the time (or perhaps I did, but unintentionally) I had personal reasons for wanting the start of the Project as soon as possible. I was less than a month away from moving on up in the world, and didn't really have any idea how much of a toll university life would take on my time. As such, I pretty much went into this viewing it as my last chance, really, to take on a Topic Leader role, and much more importantly, to do it well. Even before the Topic Leader vote commenced, I had only a few weeks left of unlimited leisure time – time I found myself quite honestly wanting to put to this use. To be perfectly honest, it is unlikely that I would never again have been able to apply for Topic Leader, but at that point in time I was feeling far more confident in my abilities, and far more uncertain about the future, than I do now.


I'm certain you remember the results of that poll quite well (well you would, wouldn't you, since I'm here now). Though for myself, one with a piquant dislike of the dramatic (and yes, that's an oxymoron, don't bother asking), the poll was something of a nightmare. Running into the poll full of hope; resignation at the realisation that pretty much nobody on the PRC was voting for me, and that jas had the competition pretty much sewn up; mild surprise when my vote count started to climb up; trepidation as capefeather made a last-minute rally to draw level; breaking hope again as four last-minute votes pulled me clear of jas; and finally, blinding rage at Birkal's obvious intense pleasure at withholding the results from us over IRC to ramp up the tension (seriously that really wasn't kind). Well, blinding rage is a bit strong, since I tend not to ever get angry any longer, if I can help it. Let's say, "Mildly annoyed". And right at the end, the sudden realisation that people were expecting me to give a 10,000-word victory speech. Not really having expected to win, I hadn't thought of preparing such a thing beforehand. I had won despite not receiving the support of pretty much any moderator or member of the PRC – pretty much the only demographic that I thought I would be receiving votes from – and apparently, I'm a lot more liked by the community at large than I had known, which I must say is very gratifying. But not to worry – fortunately, fluff and flavour come naturally, and I quickly constructed one of the rather more long-winded and flowery ways of promising to not be long-winded and flowery when writing posts, as jas61292 was to later put it (I think. Correct me if I'm wrong). And then, I make four additional promises, and I'm pretty sure I haven't kept any of them. Well, all right, they were qualified with a "maybe", and none of them were deliberate, necessarily (see there I go doing it again). But anyway, let us move on.


Suddenly, Concept Submissions were upon us, and our great CAP journey had begun – while I was still trying to get used to the idea that, in fact, I had all the power of the CAP Project at my disposal, for a mere two months. That and I could now see every deleted post in the forum, which made the whole layout a lot less pleasant. Rather tingly. This was, of course, something of a revelation, and I launched myself into the task with all the vim that I could muster. Probably. I remember being more tired than anything else at the time, but whatever makes the story more interesting. Anyway… I went into my first post with three key thoughts in mind. Firstly, to remember my "election pledge", if you will (kind of bizarre, looking back on it), to force the community to think about decisions that they might otherwise avoid, in terms of deliberately steering the CAP in a difficult, but not divisive, direction (look at me, being all rhetorical) – and to try to push the boundaries of what we were considering acceptable, and to challenge ourselves rather more than we had been doing – to create a Pokemon, rather than to build a concept, if you will. Or rather, to be engineers rather than architects. Or something like that. Secondly, to try to avoid taking the whole thing too seriously – Now, you may say at this point "but you never did do that, did you?" Well, yes, I grant that I brought out the iron hand rather more often than I would have liked to. But that comes later. My initial desire, for what it's worth, was to have a CAP Project where I was more approachable as a Topic Leader than perhaps others were before, where I was inviting people to question things that I thought, ask questions of me, discuss what we were trying to achieve. Lord only knows if I succeeded, because I don't have the faintest clue. If I did, great, if I didn't, then you should know that, yes, I was trying my absolute utmost to answer everybody frankly and invite counterpoints while at the same time keeping the discussion on the straight and narrow and not branching off into too many avenues. Finally, and you may say that this was remiss of me, but I went into battle with a plan in my head. I'd be lying if I said I went into CAP 4 with an open mind, because I had a very clear idea at the start of what I wanted to get out of the project, but then, that's just how I operate. I can't really work in any other way. Whatever the concept turned out to be, I wanted to see it look totally different and more than anything else to exemplify things that we usually shied away from on CAP – big discrepancies between statistics, crippling flaws offset by big advantages, that sort of thing. The sort of thing that we never really do on CAP – or at least, any longer. We ran out of kitchen sinks a while ago.


So, you can see why "Living on the Edge" immediately appealed to me. It was challenging, it was big, and it had the potential to do everything I asked of it. Perfect Nemesis was another that did the same – it specified a crippling weakness that required offsetting. Now, I should probably point out here, in case anybody gets the wrong idea, that I did not waddle straight into the Concept Submissions thinking "we must do things this way". If I had thought that way, and no other way, I would have slated Zystral's concept, "Breaking Point", without question. As it stood, I could see how it would end up down the line – shouting, bad tempers, my having to impose a definition on people who disagreed with it, and above all, not necessarily telling us any more than we knew already, for lack of an end point beyond "big huge ugly evil thing". I went through every single concept that was submitted (well, all those that weren't leapt on by the moderators for whatever rule infringement it might have been), analysed them, thought about them, spent entire days agonising over them, and posted what I thought. Despite what I had said, I was almost disappointed. There wasn't really anything grand or imposing or fantastically new and imaginative – there more potential than you could shake a stick at, but alas, it was all mostly coming from concepts submitted in ages past, or slightly remade. I don't think that there was any concept that really enraptured me as such, though there were plenty that many people liked that I felt I had to be rid of. The only important one of these was Breaking Point, and it wasn't a decision I made lightly, if you'll excuse the cliché. I was hoping I wouldn't have to instigate the wrath of the community so early on, since, well, I knew that given the way I thought about things, I was bound to start encountering quite a bit of resistance before long, when I started not slating things I didn't like. Possibly this is what caused me to slate Weak Armour. But we can get to that later. After an agonising time of whittling them down, I had a shortlist of fifteen, seven of which I actually liked (rather than their just being "good concepts"). And I spent at least a day thinking carefully about what to put on the slate, when Birkal kindly reminded me that I only had a maximum slate of seven options anyway. Joy unbounded – I could make a full slate of things I actually liked! And rather predictably, Birkal's and capefeather's ended up in the final poll together, the two that I had wanted since the very beginning. Joy unbounded, my dears. Joy unbounded.


Now, some of you have occasionally intimated that I am something of a Machiavellian figure, and I can assure you, that though I may lurk in the shadows saying nothing and act incredibly bizarrely at times and eat rats with my custard creams, I am no malevolent puppetmaster. The fact that I got my ladybird for writing a small number of analyses about Bug-types with a name like bugmaniacbob is pure coincidence. The fact that I managed to both indirectly instigate and become Topic Leader of CAP 4 is pure coincidence. And of course, the fact that CAP 4 turned out to be a Bug-type is pure…


OK, I admit, I did really want this to be a Bug-type. But only once the two final concepts were chosen – and at that point, I began to think to myself. This isn't exactly strange – I did want to get a handle on what I eventually expected to produce before we got to the moment of having-to-post-thoughts. For Perfect Nemesis? We wanted a Pokemon with a unique type combination, which resisted a combination of moves that no other Pokemon resisted, and then give our CAP those moves only – so then, what better than Toxicroak, with its Poison/Fighting typing and Dry Skin? More to the point, what could it beat? Why, a Water/Bug CAP 4, with Grass moves for Jellicent and Rock moves for Dragonite, of course! For Risky Business? Well, we could cross that bridge when we came to it. Fortunately for the community, I think, the one I had invested a lot less time into thinking about – and the one I had supported throughout – turned out to be the victor by a narrow margin. Now, I will admit that very possibly I had isolated Perfect Nemesis and Risky Business as being those most likely to produce a Bug-type quite early on in the Concept Submissions. But as you can see from the slate, I didn't labour particularly long on the point. Once we'd got them, I started to get more attached to the idea. But more on that later. By this point, we'd arrived at the jolly old Concept Assessment, possibly my least favourite part of the process. And no, I don't know why that is. Possibly because it's always a tad directionless despite our best efforts – or our best acronyms. Or maybe it's because I was dreading having to impose a definition of Risk on people when I knew that the large majority of people would probably ignore it and go with their own regardless. This is perhaps something to be thankful for – it would be boring if we all agreed about everything. Oh wait, there was a fourth thing as well – I needed a Topic Leader footnote gimmick. And as ever, I resolved to put more effort into it than anybody had done before. At least it wasn't particularly hard to think of something to put – droning on about arthropods is quick, simple, thoroughly interesting and looks like it took more effort than it did. Even though in some cases, as it turns out, the opposite was the case. It took way more effort than it looked like it did.


So, I thought about the problem, formulated some questions concerning how I'd go about thinking about Risk and Reward, in the overarching sense, and had a shot at answering them myself. By the time I was finished, I had a good framework, a solid idea of where to take the concept, and most importantly of all, a big fat 2000-word OP. And then my computer crashed. So I shrugged and typed it all up again. One of the great things about C&C on Smogon is that eventually you cease to get annoyed when you lose about a day's worth of work in an instant through no fault of your own – it happens frequently enough. It's probably done more for my anger management than all my logic and common sense combined (ok not really but it would be so nice if it had done). Fortunately, my computer is now on life support and has only gone blue-screen on me about three times since I bought a load of external devices to stop it dying. Up until somewhere around the Name Polls, it was killing itself every time I watched so much as a youtube video. Anyway, Concept Assessment. Rather predictably, everyone answered different questions at once and nobody seemed able to agree on one anything. Which gave me a goodish number of opinions and viewpoints to sift through, but was rather a headache from an administrative perspective. But right up until Arghonaut cropped up for no adequately explained reason, the level of thought being put into posts was staggering. This is one of those parts of the process where you do really appreciate having that many opinions and so many different takes on a very diverse idea, all in the same place. In fact, it was pretty much then that I realised that I couldn't possibly respond to absolutely everything, and as such, I just hoped that people would take the initiative to see that their line of enquiry was either being followed or put aside. In any case, I found the lines of thought that I agreed most strongly with, and commented on those I did not agree with, and then produced more questions following on from there. In my mind, I was slowly building up a tree of how we would proceed under every conceivable eventuality. Or something like that. And by the end of it all, I had a very good idea indeed of what I wanted to achieve from the CAP, if not exactly how we would go about obtaining it. If that "Best Discussion" thread from PRC ever materialises, I'd certainly not be sorry to see this one winning – though there was far less debate than in other threads, it was structured, everybody seemed to have their own thoughts, and it was extremely useful for me personally. Ultimately a lot of my thoughts leaving the thread were expressed by the midnight IRC chat log I posted there, but here's the bit I decided to push for throughout all further discussions:

Code:
<Pwnemon> if we can fuse intensive team support risk with prediction once in risk

<Pwnemon> i will consider this project a 10/10


So, the great and mighty CAP train chugged ever onwards, and we moved on to typing, adamant in our decision to create an offensive/supporting Pokemon that was a big investment to pick and a big risk to use – well, I was, anyway. Not sure how many people actually got that from the Concept Assessment thread, but to me, it was all perfectly clear, and pretty much everything had gone just as I had planned up until that point. Anyway, as I entered typing discussions I summoned all the different thoughts about ideal typings that I had dreamt up over the course of Concept Assessment and flung them all airily into one big vague "here's what I'm looking for". In hindsight, possibly the whole system of giving my opinion and inviting people to find things that correspond with it was flawed, but it seemed to work out all right in this case. Somewhat annoyingly (in one sense), my two favourite typings came out almost immediately – Bug/Psychic and Bug/Dragon. Rather like the Concept Submissions, I felt certain that these two were the winners, or rather, the best of the best. I had some very particular requirements, not least of which was something akin to a unique typing – I had a feeling that the way the CAP would be played would require some form of niche to make it work, and as such, the investigation of the way that the typing allowed comparisons to other, similar Pokemon was to be encouraged. On the other hand, there were a lot of typings that were "all right", but didn't get slated for whatever reason. Fire/Electric? Rotom-H exists, and is a very risky Pokemon, due to reliance on Overheat for Fire-type STAB and other such things. Fire/Psychic? Victini exists, and has STAB V-create. So what is there out there? Bug/Psychic pretty much ticked all the boxes, and Bug/Dragon was in a class of its own as far as the "inferior powerhouse" idea was concerned. On the one hand Volcarona, on the other hand Kyurem. But I honestly wanted to find some other typings of a similar standard. I really did. Electric/Psychic was definitely something I wouldn't have been sorry to see on CAP 4, but it's a show of my frustration at my inability to find a similarly good typing that I ended up slating Grass/Flying, a typing which I saw had merit but didn't truly believe could give us the best possible CAP 4, solely for lack of any better options. Fortunately, it didn't come down to that. Bug/Psychic and Bug/Dragon had their standoff, and ultimately, the more recognisably risky typing was the one that won out. Threats Discussion came afterward, and was mostly a consensus – plenty of checks, but no true counters. This was a large part of my master plan to create a versatile yet risky attacker, who could also support its team, without the opponent's knowledge that it could do so. Obviously, the details of that Pokemon were yet to be hammered out.


Thus, we came on to the moderate trainwrecks that were the Ability Discussions. Now, I wasn't too fond of how they had gone just after they were finished, but on reconsideration, I'd say that, like pretty much the entirety of CAP 4, I'm very happy with how they resulted indeed. I went into the Primary Ability Discussion wanting some sort of "triality" (yeah I made the word up, but somebody must have used it beforehand, right?) between three different, each competitively viable abilities. This is largely why I went with abilities first – though I didn't say so at the time – because an overly impressive stat spread could quite easily have affected peoples' perceptions of how good certain ability combinations were. If I were to go through the whole thing again, I would probably have combined the three into one single "suggest a combination of three abilities" discussion, though I'm not even sure if such a thing would have been, or even is now, within the Topic Leader's power to decide. In any case, the results weren't exactly that bad, though I didn't feel that way at the time. Now, we had four excellent ability suggestions in No Guard, Illusion, Simple, and Moxie, all of which affected the CAP in different ways and doubtless would shape the CAP from the outset. And then we had Weak Armour, that horrible little niche ability that I thought few cared about. It was so very obvious to me – as someone who values obtuse or counter-intuitive ways of solving problems, as well as the simplest ones, Weak Armour seemed to fall right in the middle, and to me, was symptomatic of our falling into the trap of "taking the easy way out", in much the same way as custom abilities are seen. In fact, I'm willing to bet that Weak Armour's introduction led to the veritable plethora of custom abilities being proposed in the Secondary Ability Discussion. As it stood, though, I felt bad for having slated it. It felt like I had caved in to popular demand as opposed to standing up for the direction I felt I should have been going in – and I'm sure some of you will remember that my conversations on IRC at this time reflected this greatly. Yes, I knew Weak Armour would win if I slated it, and I had done so anyway, which while I suppose creditable in the sense that I had made a decision to give the community that decision, was nevertheless vexing. Indeed, possibly Weak Armour was a blessing in disguise, as well as a curse. Had a more defining ability been chosen, it may well have pressured voters to vote against further abilities, though I am of the opinion that Weak Armour ought by rights to be a pretty defining ability – and a large number of people, judging by the Secondary Ability Discussion, felt the same way. In any case, it was the first vote that had gone against my ideal, and as such, at the time I was attempting to find a way to pick up the pieces again and get back on track.


So, on came the Secondary Abilities. Now, Primary Abilities had had its fair share of horrifically bad abilities and people not listening when I noted that their preferred abilities went against my direction for the CAP, such as the unfortunate cases of Hustle, Flare Boost, and Motor Drive, amongst others. But this all paled in comparison to the ruckus caused by my refusal to even consider Analytic, and it seemed to take three huge posts expounding upon the same points before people actually began to address my arguments – or simply stop posting. Well, all right, Flare Boost came close to causing that much tension, but Analytic nearly had me at the end of my tether – I was so tired that I couldn't stand to write any more to defend a viewpoint that nobody was analysing and it didn't honestly matter if anybody questioned. But I stuck with, I did it, and I'm glad I did, because some people seemed to get the message by the end. In any case, my slate rather reflected the way I was thinking at the time, in that I was only slating those options that I myself very much wanted. Possibly my reaction to Analytic was a rebound to what happened with Weak Armour. In any case, all I slated were abilities that I was sure would pair up well with Weak Armour, while at the same time giving a very real possibility of a third ability, and thus "triality". In the end, Illusion came out victorious in a first-round supermajority, which, while I had not supported it myself, was actually a rather comforting occurrence, for the very simple reason that, while there were many who supported it, there were far more out there who actively hated it.


And so, we came on to the Tertiary Ability thread. Now, as I said before, I wanted a third ability, and it was firmly within my grasp, so by all rights I should have stamped my foot angrily and said "right, this is what we're going to do". But, I guess I didn't. Instead I gave a rather bland OP, posted some pictures of bunny rabbits and rather adorable spiders, and left people to get on with it. Now, this was remiss of me, as ever, and rather predictably, the "No Competitive Ability" crowd leapt out in full force. As with Hustle, Flare Boost, and a lot of other things that I had expressly forbidden beforehand. I'm not going to lie; it was very tiresome, and quite annoying. So, I prepared for one last push for No Guard by slating it alongside No Competitive Ability – in short, I was prepared to stake my all. That's an overly dramatic way of putting it, but by that point I had almost ceased to care what happened in that stage. I had tried to make it light and fluffy, but it was a rather difficult thing to do. Fortunately, I had faith in No Guard – I do have a very great love of bizarre ways of doing things, which has manifested itself in multiple places in this CAP – and more importantly, I had faith in the effect of the poll as I had set it up. There were those who wanted a third ability at any cost, those who simply had a vendetta against Illusion, and those who were probably trying to troll the concept – all of whom combined to bring victory. Some may say that's a rather immoral way of approaching the final poll – but really, that wasn't the thought process that was going through my head. I had considered that slating No Guard alongside something like Mummy would be far more likely to bring the desired result, but in the end, I was purely putting the options to the CAP community, and we got what we voted for.


I'm fairly certain that everybody except for me came out unhappy with the abilities. People who liked Weak Armour hated No Guard. People who liked No Guard hated Weak Armour. And pretty much everyone hated Illusion. I seemed to be the only one who actually liked how the three abilities interacted and could possibly play together – so much so that I actually began to grow rather fond of Weak Armour, which had once been the representation of the worst mistake a Topic Leader could make. Possibly I was only happy because I had come out of a difficult situation with my vision for CAP 4 intact. Anyway, it mattered little. We were on to the stats, and on the one hand, we had three hugely good abilities, while on the other, we had a relatively poor typing. Now, I think that this is an appropriate time to bring up yet another of Doug's quotes, and by jingo, if the guy isn't psychic:

DougJustDoug;4392910 said:
I still support Risky Business too, because I think the self-balancing nature of the concept would be fun to wrestle with as a group. The "let's make this amazing" crowd will have a voice, and the "let's nerf this" crowd will have a voice too. In the end, we'll have to do both to succeed. I don't know if any CAP project has ever given such complete legitimacy to BOTH factions in the same project. That game of tug-of-war will be epic. I suspect I would switch sides frequently!

A pretty perfect prediction of exactly how the entirety of CAP 4 turned out. Well, all right, it wasn't entirely Nostradamus but it serves to illustrate the outline of how the stats discussion went, or at least how I recall it going. An initial, very conservative set of stat limits rather snowballed when it became rather clear that a lot of people wanted the CAP to excel or be terrible in rather different areas, and as such, it was a bit of a nightmare to look at as a Topic Leader. Some people wanted low Speed and others wanted high Speed, which skewed the attacking BSRs to no end. Now, you may well say, why couldn't I just have put very lax limits in place, and left it there, as arguably I eventually did. Well, it seemed rather unbearable that I should take absolutely no lead in telling people what I wanted from the CAP, which was a problem when I could see the merits of either path and had indeed incorporated both approaches into my master plan as different forks. Maybe I was still feeling the after-effects of the Abilities, and was unwilling to give the same leeway twice. But regardless, eventually I did do what I felt would generate the best possible submissions and be fairest to the community – this not being the last time I would attempt to take both sides as far as the war between "nerf it" and "make it amazing" crowds were concerned. Perhaps more so than I ought to have done – I still slightly regret setting the BSR limit slightly too low, though admittedly it ended up being inconsequential.


Yes, as far as this CAP goes, I will admit, I did have a "wish list" – that is to say, things that I wanted this CAP to be. This manifested itself in different ways at different stages (and I won't pretend it didn't), though it never really took over my competitive concerns. What I really wanted was to make a CAP that was unique, that said something about myself, and even more selfishly, was a symbolic statement. In terms of uniqueness, I wanted something that pushed all the boundaries of what was considered acceptable or exceptional. In terms of personification, I wanted something that reflected who I was as a person and the effort I had put into leading it – something that if not entirely the same as my vision, was at least something I could be proud of, and look back on without regrets – and something that I could see representing myself. Mostly this only manifested itself in terms of "grand, imposing, powerful artwork" alongside "extraordinarily pretentious name" and "dex entry that isn't even trying to take that stage seriously". That's actually a fairly good way of summing me up, or at least in terms of CAP contributions.


I won't pretend I wasn't biased slightly towards an attempt to make the "Ultimate Bug-type", and even more so towards having a unique typing, though I could justify both in competitive concerns. Likewise, I wanted an ability "triality", not purely because of the benefits to the concept it granted us in taking things one step further than Yanmega or Bronzong, but also because it was something no CAP Project had done before – and indeed, was a power level that few had tried to reach. By the time stats came around, I was well aware that the power level of our in-progress CAP 4 was dubious. On the one hand, we had a powerful triumvirate of useful abilities. On the other hand, we had a somewhat unknown typing, but both halves rarely used in OU without significant other advantages to their users. Thus, could we push the stats to a power level never before seen in CAP – one of a pseudo-legendary, even? I had made it clear that I wanted the CAP to be versatile both in support and offence – from that, I wanted it to have great attacking and at least some defensive capabilities – and this almost directly led to the vastly inflated BST, despite the fact that a specified high HP would in theory have lowered this value. In my heart of hearts, did I want a pseudo-legendary Bug-type? In truth, I wanted one desperately by the time Stat Submissions finally came upon us. Even so, there wasn't an awful lot to prescribe about it. Those with adequately high offensive and defensive capabilities would be slated, those that didn't would not. This suited me perfectly. We had agreed upon limits that almost necessitated the use of that 600 BST – and if they didn't, the likelihood was that they would have a very high HP stat to compensate, as per lowering BST. And that suited me just fine – either way, I would have plenty of spreads that I liked. And rather predictably, it didn't exactly go according to plan.


Yes, there were lots of spreads that I liked. I had plenty to choose from… far too many to choose from, in fact. The only ones in the thread I couldn't accept were the ones with a HP stat lower than 100 (which was playing into part of my plans for the movepool), and quite apart from that was far more of a liability in terms of other moves – but that's a long story. Cutting them down, by the end, was a nightmare, and I'm not even sure what criteria I was using by the end. Probably a pretty asinine one, because looking back on it, there are a lot of spreads that I should have liked more than those on the slate. But that's neither here nor there. As far as I was concerned, all the ones I eventually slated conformed to a greater or lesser degree to my vision for CAP 4, and I couldn't have been happier with the result. Well, ok, I'd have been happier with a Speed stat of 100 and a rather higher HP stat, but we can't have everything in life. So as you can imagine, I was rather braced by this. Yet another item on my wish list ticked off – and I seemed to be doing a good job in the whole leadership role. Whatever happened after this, I could rest easy knowing that I could be proud of what I had accomplished in this concept… or so I thought.


Next up was art. Now, by this point I was fairly tired of this stage before the polls had even begun. Once you've been around the project for a little bit of time, the whole atmosphere that art polls generate is a bit more grating than it is stimulating, regardless of the calibre of the artwork. I'd already been rather worn out keeping a huge art index up to date, at the same time as keeping a stat spread spreadsheet up to date at the same time (not to mention working on the 5th Gen OU Index, and a bit before this, during the Ability polls, doing a tonne of work trying to finish off the Moves/Items/Abilities Project, which thankfully I have done my part in leading, though I'm still obliged to help out wherever possible). And I wasn't exactly prepared for some of the drama that ended the thread – though I don't want to go into that now. Suffice to say that I ended up taking a side that I've never taken before in any argument, against a lot of people who knew what was going on more than I did, and arguing for something that I never admit I care about in what was probably my most out-of-character moment in the entirety of CAP 4, with the possible exception of that one time on CAP when I started preaching about my love of the CAP community for no real reason. I guess being a Topic Leader and being looked up to kind of rubs off on you after a bit. Would also explain why I started taking the initiative in ways and places I would never ordinarily do, and generating a lot of annoyance from it. But hey, what's done is done, and that whole episode probably explains why I'm not a moderator, if only I could be bothered to think about it a bit more. But, oh well. We had our art threads, and immediately we saw there were three frontrunners. This was perfect, as all three were imaginative, unique, and exuded an aura of pure power, which was everything I wanted. None of them were really entomologically accurate, which was a shame, but hey, can't have everything. To be nice, I brought the top seven into the second poll to give them a shot, and predictably, the top three made it into the single bold votes by a large margin. And so, after a long and gruelling road, we saw KoA go up against Yilx. For somebody like me, who absolutely adores intrigue, the situation could not be more perfect. The top two, the winner of DPP CAP 2 versus the winner of BW CAP 2, both going for their second win, et ceteri. And in the end, the old age triumphed – which I felt was only fitting for any CAP I was presiding over – and we had the majestic Safer Sephimoth floating before us. Now, all we needed was a name. And I was pretty sure that my preferences where names were concerned would irritate a lot of people.


I will admit, I'm pretty inconsistent as a person. I can take quite a lot of things dead seriously. And I can take exactly the same things without an ounce of seriousness or any kind of concern. No idea why. Anyway, this was something that unfortunately came back to bite me when Name Submissions rolled round. I started off the Name Submissions determined to not care in the slightest about what name we had chosen, and to go with what the public wanted. And then I suddenly realised that what the public wanted was something that fundamentally contradicted my own idea of what a good name was – and to my mind, what CAP 4 was. Make no mistake, had I slated it, "Glorifly" or any of the other horrible "-fly" names would have won. But as you will no doubt have guessed from my very first posts in CAP, what I valued in names was, though it doesn't reflect very well on me, pretentiousness, complexity, and meaningfulness – that the name says something about the Pokemon, more so than just being a description. "Aurumoth", to this end, was almost perfect. The divine through gold, the spirit and mind through the imagery of the moth, and a useful wordplay – in fact, it even had a little bit of Latin and made the Psychic-type a lot more subtle than the Bug-type, which was also something I favoured, as well as giving several ways in which a pseudo-legendary line could be formed, in terms of caterpillar > chrysalis > moth or bronze > silver > gold. In short, then, once again I couldn't have been happier with the way this turned out, with the sole exception of the fact that that I really should have slated Glorifly. I suppose it really all came down to this – if I had slated Glorifly (and it would have won, given the competition I set it), I would have regretted it every time I looked at the name. If I didn't slate it, I would regret it right up until the end of the Name Polls, at which point I would cease to care. Maybe that's a little unkind – if I could get used to Kitsunoh after vehemently disliking it when it was proposed, I'm sure I could get over apathy towards Glorifly. Too late now, though. If nothing else, I actually found the reaction to the Name Polls to be utterly hilarious – and I keep on re-reading them just to make myself laugh whenever I feel sad – the reaction is that priceless.


Anyway, once we were done with the names, I suddenly realised that I had to start writing again – I had, after all, spent more than a week doing nothing but preside over polls. And at the same time keeping up various indexes, but nothing much to do with the CAP Project… unless you count the dozen or so process threads that mysteriously sprang up while I was apparently also presiding over a community Pokemon creation project and doing a bunch of other things for parts of the site. Did I get bored during Art Polls and just start writing random threads? Partially, though that's not the whole story. This is a 2k, and I had planned for this to be my 2k ever since I'd got the Topic Leader position. At that point I had calculated how many more posts I'd roughly have to make, and realised that I was quite a few under – and as such, I needed a way to get a large number of posts in a short space of time. So, rather than doing the sensible thing, like posting in SQSA or posting one-liners in a forum, I decided I'd update the entire CAP sub-site instead. And it kind of became something of an obsession; I'd never realised quite how out of date most of the writing was (and still is). Fortunately, I managed to get all the way up to 1,999 posts, so some good came of it, anyway. Plus the feel-good factor of having pretty much outstripped all of the staff's capabilities for getting new stuff on-site, and of course, the ever-endorphin-rushing feeling of helping out. I've talked a bit on IRC about how I feel about the way that these are being handled, and also the way that it's affecting me – I sometimes wonder if people are seeing me as some sort of spiritual successor to Rising_Dusk or tennisace, people who did a huge amount of writing where nobody else was able or willing to do so, and then tried to change parts of the process themselves. But here's not the place to complain about that – and I've gone off-topic, anyway. I need to talk about the CAP site later, but we're in the middle of the Aurumoth Review. So let's get on with it.


So, the Allowed moves. This was, if I'm honest with you, the bit of the CAP that I had been dreading. Firstly, because it was the bit that we absolutely had to get right in order for the whole thing to come together – in my master plan, I had been banking on the superior customisation afforded to us by the movepool options to round out the whole thing and balance the books, as it were. Secondly, because I myself had little to no idea about what I personally wanted, per se – or rather, I knew exactly what my ideal movepool would look like, but the trouble is, I had more than one ideal movepool, each conforming to a very different way of approaching the concept. Thirdly, I really wasn't looking forward to the inevitable giant horrific clash between those for and against Quiver Dance, especially as I did not at that point have any inclination to come down on either side. Attacking Moves was a fairly simple thing to do, as by that time I had more or less resolved that I would allow as much as I thought fair besides some very specific move types, as well as disallowing all the VGMs that could be considered extraneous, for sake of forcing movepool creators to use all their limited VGM slots for versatility. As you probably all know, I very much wanted a versatile Aurumoth as part of my plan, and I did sort of go out of my way to make sure that that would happen. I allowed a lot more moves than I knew movepool makers would have space for, for sake of all the different choices that were possible, as well as a lot of things that I would not have considered necessary or even helpful at the time. But hey, the movepool was the ultimate consolidation of everything we had worked for up until that point, and I didn't want to leave any stone unturned.

---

I have to stop there because his autobiography is so fucking long I can't even post all of it due to size limits.
 
Last edited:
AurumothFrontAni-2.gif
AurumothFrontAniS-1.gif


Wyverii, you are a veritable goddess among mortals

Whelp, two months have passed, it's the end of the only chance I'll get to lead a proper CAP, and wouldn't you know it, it's also my 2000th post! Took quite a few update threads to push myself up to that number in time… so this may be a little long, as I think it's right and proper to make the most of a double-opportunity to soliloquise. But I'll do my best to keep it as short as I possibly can…

Anyway, I suppose I should make a start on this, shouldn't I? Yes, where indeed to begin… I suppose perhaps, what I'd like to share with you before anything else, are a few memories from my very earliest interactions with the CAP Project – and more particularly, the message attached. I've often been guilty in the past of poking fun at newer members and their inability to read the rules, but I've never quite forgotten, myself, of how unbelievably awful I used to be. Briefly, of course, but on the other hand, there's a pretty important take-home message hidden in all this. I've seen people diving straight into topics, being told they're idiots, and that classic, age-old Smogon mantra, "lurk more". And every time I see somebody new post something like that, there's always, somewhere deep down, the realisation that here is someone who tried to read the rules, and yes, who made a hash of it, but there is always the potential for moving on up. Somehow I've managed to be one of only fifteen Topic Leaders in the five years this Project has been going, despite spending most of my first CAPs being the sort of occasional-poster who only occasionally gives an asinine, objectively wrong opinion as justification for clicky voting. And there are plenty of people here like that (not naming names, obviously), so I suppose the message is: stick around for a few years, and anything can happen.


My very first recollection of the Create-A-Pokemon Project is from long before I joined Smogon, trawling through the old threads and trying to piece together all the bits and pieces of the first 3 CAPs – this was, then, some time in early 2008, before Fidgit was even thought of. Possibly Pyroak wasn't even finished, because somehow I never managed to find more than a few scraps of process threads – I can't understand why I never found Sunday's old Strategy Pokedex thread. But there was one very notable prevailing thought running through my head while I was doing this (aside from the obvious "would it kill them to organise these properly"), which was, oddly enough, "where are the rest of them". This isn't a particularly intuitive thing to think, so I'll explain further. The CAPs, as they stood, were frankly remarkable – they had their sprites, artwork, and movepools down to a tee, and the whole forum exuded such an air of professionalism (actually, to be honest that's a bit too kind. It was more like "being utterly unapproachable", but professionalism isn't necessarily untrue either) that I couldn't believe that the community could have developed its Pokemon-crafting skills so quickly and cleanly in a mere three attempts. Of course, there is an element of naivety here as well. Naturally I would expect, as many would expect on arriving at something called the "Create-A-Pokemon Project", that there would be a lot more Pokemon-creating going on (not being entirely familiar with the democratic process of the CAP Project at that time, or indeed the fact that it had only even existed for a few months). Looking back on it, possibly Smogon's overall demeanour gave the rudimentary Project a look by association that it didn't necessarily deserve, but the fact remains that I, young and impressionable, was indeed impressed. Briefly. Then I moved on to more important things, like deciding how much Lego I needed to build whatever model of the week it was.


Now, we must jump forwards a little to September of 2008. I, like the many other uneducated imbeciles of the time, decided that it would be a worthwhile use of my valuable time and resources to join Smogon and complain angrily about the banning of Garchomp to Ubers in the Diamond/Pearl generation – for those of you who need a little history backstory, I'm probably not the best person to give it to you, admittedly, but I can cut a very long story short. Smogon wasn't, as far as I am aware, even close to how big it is now until the release of Diamond and Pearl, and the sudden ability for millions of people such as myself to play and battle online without using IRC scripts or Netbattle to play what was still ostensibly a children's game over the internet against a group of die-hard Pokemon fans who formed what seemed to be an impenetrable clique. So why did simulator battling suddenly become popular? Well, there was the fact that the bloody DS Wi-fi never worked… and that even when it did it would perpetually freeze or crash or burn when you were in the middle of a battle… and that I have no idea why any introverted nerd would ever want to attend an event dedicated to something they do when they're bored. But mostly the discovery of convenience – being able to quickly and easily create a team of whatever the hell you wanted from scratch, battle with it in seconds, and be able to lift the easiest and best sets direct from an analysis, for every single Pokemon in the game – without any kind of research – was a revelation.

Rather predictably, however, I mistimed, and equally predictably, Garchomp was voted Über – the first case of its kind. Oh, I should probably also have mentioned the Suspect Testing. In the past, I guess whoever had the "big stick" at Smogon decided what the tiers were, and everyone went along with it. Then we get Suspect Testing, the first serious attempt to introduce democracy to the process. Which would be great if I agreed at all with any decision the system has ever made ever… or with the system itself. But that's quite beside the point. Garchomp's Über now, so what do we do? Easy… vent frustration by trying to logically argue the case that maybe just maybe you are being a teensy bit over-zealous in banning something that is very much borderline. And of course, when that fails, get angry and start employing rhetoric. Weirdly, looking back on it, I never got an infraction for anything I posted during that time period… I guess pretty much everyone was a troll back then, so I kind of blended in with the crowd. For reference, there's no way Garchomp was ever broken in DP OU and it was a reactionary movement both in testing the arm of the Suspect concept and against the shift away from the defensive metagame that everybody remembered from RSE. Old opinions die hard, I guess.

So eventually this gets boring, and I start looking around for something else to ruin. Well, no, it didn't actually go like that, but… eventually I arrive back at CAP, and find that in my absence, Fidgit has been and gone, and Stratagem is nearly over. So, with little to no knowledge of how the process works or even what the point of the whole endeavour is, I immediately leap in to grace the CAP community with the illustrious benefits of my infinite, knowledge, wisdom, and dare I say total obliviousness to how pretentious I sound when I try to exemplify the above traits alongside an opinion.



Adorable. I couldn't even spell "adverse" correctly. This was, as you may recall or recognise, CAP 5's final Name Poll, with tennisace at the helm, or as he was known then, tennisace0227 (three cheers for good old random numbers), with Protolith facing off against Stratagem. This was just after the CAP 5 Art Submissions debacle (of which I was blissfully unaware at the time, and only came across while reading some earlier process threads later on). With my support, Protolith didn't have a hope in hell of winning, obviously. But at the very least, I'd made my mark on CAP, and that counted for something, right? Well… eh. Unfortunately for the whole community, my quite obvious unparalleled genius and wit failed to be recognised, and as such, the whole of CAP was deprived of the benefits of my glorious intellect for pretty much the vast majority of the next few CAPs. Just think what could have been, had my talents been recognised then, and I been given the power that I so obviously deserved!




Or, maybe not. The above is something I used to rather affectionately remember as my first foray into CAP territory, my first tentative baby steps that would one day lead to great strides and mighty leaps, and then eventually, oh my, yes eventually, reclining lazily back in a tweed armchair while I mercilessly order the poor, helpless members of the CAP Project to dance until their feet bleed for my amusement (what would we do without metaphors?). But surprisingly, it turns out that this wasn't my first, or my second, or anywhere near close to my earliest posts in CAP. In fact, it was a full month after the first quoted post – a full month in which I was apparently doing stuff, though I've no idea what that was – before the above idiocy cropped up. Still, that's getting a little bit ahead of time. There were, after all, a few things that appeared in the month between these two events. This mainly refers to a curious little oddity in CAP's history known only as "EVO".

Now, I should probably point out at this very early juncture that I had pretty much nothing to do with EVO in any even vaguely important respect – not even putting a word or two into those famously chaotic discussions. I merely jumped in once, said the word "Pinsir" a lot, and disappeared again. Now, for those of you who don't know what I'm on about, EVO was a side-project that ran simultaneously with CAP 5 and was designed to exploit an existing niche using an existing but lacklustre Pokemon as a base. And rather predictably, it degenerated rather quickly into flavour (back then an even bigger taboo) and Farfetch'd. Why exactly am I bringing this up? Well, if you aren't one of the people who, unlike myself, choose to spend what little free time they have delving through forum archives as opposed to, I don't know, say, spending time with friends or family, I feel that it's necessary to give you a little required reading – specifically, the two posts on this page by DougJustDoug and X-Act, two of the people whose contributions to CAP honestly can't be stressed enough, but here's not the place to review their accomplishments – a couple of posts that do leave a rather marked impression, not purely as an example of how the CAP Project was in the past, but its fidelity to its core values or, more accurately, mix in a number of universally held points alongside the context of the time. The trivialities that we so often get ourselves hung up over, those who care only for a few parts of the process, not the whole, and the problems with poll-jumping and flavour. On a more positive note, those who step up to lead the discussions and try to make them work, the belief in allowing people to organise themselves and direct by example, the fierce defence of the process against those who don't quite see the point of it. As X-Act noted, "there's no way to prove that your opinion is right here", and as such all people, badgeholders and non-badgeholders alike start out on an equal footing from that first sentence. There are also bits of it that we can keep in mind when looking back on CAP 4, and looking ahead to the future – particularly the bit about the workhorses of the project. I've mentioned Doug and X-Act – I could just as easily mention tennisace, Umbreon Dan, Rising_Dusk, Fuzznip, or any number of others who have made all this possible through blood, toil, tears and sweat. And to a large extent, they're all gone or less active now. New workers are needed, and there's never been a bigger need for them. And there's a good reason I'm saying this – because I physically can't do it. But I'll get back to that later.

So, you may be wondering, why bring up the concept submission? It was dire, yes, but not really more so than any other concept submission around that time, really. After all, they never really had that much structure. Well, after the above had resolved itself, I came back to CAP, and was surprised to see that the EVO Project had disappeared (by this time, CAP 5 had also finished a while ago). Still, never be discouraged, unless your death is imminent. I decided to actually try to find out how the CAP process worked. Now, we didn't have the good old CAP site back in those days (or if we did, it certainly wasn't advertised well enough), so I read the somewhat vague sticky threads religiously. All right, I said to myself. Apparently, we have to post a competitive concept for the Pokemon. Ok, I've written my concept, and it conforms to all the specifications. Ok, so do I just post it in the main forum? This guide is rather vague. Surely if anybody could just waltz in and post a concept, they'd have way more than five CAPs by now? Oh well, nothing else for it but trial and error. And yes, rather than bothering to rummage further through CAP process threads to find a suitable Concept Submissions thread to rummage through, I was one of those imbeciles you mock, who posted his concept in its own thread before a CAP had even begun. And in fact, the thread was never deleted, so it's right there for all you lovely people to gawk over and what not.


In any case, I fled chastened, with a jolly old infraction in hand, and as such kind of missed the bus on the beginning of CAP 6 (which started about a week later). So, yes, while I'd love to say that lurking gave me the opportunity to study the CAP Project and associated process in action, in detail, in real-time, to be perfectly honest I was hiding under a rock for most of it, and missed nearly all of the important bits of the CAP – Concept, Typing, Ability, and Stats – returning right in the middle of Art Submissions. So then, why not try my hand at art submissions? After all, it ought to be pretty hard to screw up posting some artwork, right?



…and there we have infraction #2. Wasn't that fun, children? I suppose I should probably note that the above was based on the mantis shrimp and well… yes, I did think it was pretty horrible at the time, but I thought posting something was better than posting nothing. Ah well. Back to the drawing board. Quite literally, in this case. Still, never mind. If nothing else, I could always think of an extraordinarily pretentious set of names for Name Submissions.



I think that if you look into these, my slate for Aurumoth's name polls starts to make a lot more sense…


So, anyway, enough of that. CAP 6 is over, and CAP 7 is about to begin! Three cheers and hearty bellows, lashings of ginger pop all round, et ceteri. So, let's recap how far I've come on my CAP odyssey, after participating in two (kind of) CAP Projects – I have successfully demonstrated that I can't follow simple instructions or research process properly, can't read rules, and have terrible taste in names (and pretty much any kind of flavour really). All in all, you would be well within your rights to predict that I am the sort of rotten, miserable little imbecile that always has to ruin the fun for everyone else. After all, after two CAPs of nothing but utter bilge, surely he won't have changed at all?




And looking at the concept I submitted… you'd be totally right, I guess. Old habits die hard, and all that… some day, Dragon's Bane, you will be victorious in a CAP concept poll… just like Jack of All Trades, Winter Wonderland, and all those other ones on the "if we ever run out of ideas" list. But yeah, looking at that, you'd be well within your rights to ask yourself, "What is this guy thinking?" (This is of course assuming that you actually remember the idiot who decided it would be a bright idea to post a concept in its own thread under the expectation that it would lead to a CAP despite all the evidence to the contrary…). After all, you'd think that after two CAPs, I'd have an idea that wasn't exactly the same as the disastrous concept from months before. Honestly. And yet…


Sorry if I've bored you, I promise we're getting to the take-home message soon enough. But here's the interesting part of CAP 7. You can work out for yourselves exactly by how much I'd got better through the two CAPs I'd taken part in, just from that little snippet of conversation – and probably also from my vehement support of the Bug-type in the Typing Discussion. But at the same time, some things do change. This CAP was the first time I had submitted my own stat spread – and somehow, I managed to come third. True, I was miles behind first and second, but for someone who's pretty much a "new guy" even at that point, it's pretty much functionally equivalent to winning regardless. And there's a weird message in that, which is that really, it doesn't matter what people think of you as a person, so long as your submission is good – which is something I really like about the way CAP works. I could submit a terrible, horrible concept for one poll, and get nowhere, and then I can submit a stat spread not long afterwards, and actually not do that badly. Well… it's a bit out of character for me to be so sunny and dreamy, isn't it? I suppose my cynical side wants to point out that first and second place in that poll both belonged to long-time, respected CAP contributors, who were far and away ahead of everyone else, and that, yes, we have a very real problem even now with voting based on the person who submitted it, even though it isn't talked about as much any longer… but hey, getting the encouragement and support of the TL and ATL was really satisfying enough. Oh my, such pathetic sentiment. Shall we move on to the moral message? I suppose we had better…


As I said at the beginning – stick around for a bit, and you get recognised. It's really rather surprising how many people I know and can place into specific voter demographics (if you will) based on my seeing them in the previous CAP, or even a long time before. It's rather nice, in a way, that we as a community can recognise each other in this way – though I won't pretend that my view of everybody is always positive. But I'm always prepared to judge by post, and not by poster – as others have apparently been willing to do for me in the past. And now, four years after making my first post, I'm a Topic Leader. It's a bizarre feeling to be trusted by a community to such an extent after such a farcical entrance, but there it is. I wasn't around since the beginning, like Deck and so many others, and I certainly didn't come into the community in a blaze of glory, like Rising_Dusk. I haven't even really changed much in those four years, either – I'm not much more emotionally mature, or even intelligent, than I was back then, but it's a community that takes time to get used to. Once you're here, it's rather remarkable, in a way. I'm still filling the role of bitter cynic – a role it was rather painful to drop for the entirety of CAP 4 – but for now, I'll just say, pretty much everyone in CAP is capable of the same, even if you didn't have the most encouraging start. And one more thing – this is a two-way street. I encourage moderators to not look down on those they don't like as posters, or ever harbour any doubt that they could at some point be star contributors (yes I know sometimes it's hard but let's just speak of this in hypothetical terms please). Above all, don't be afraid to give second chances, even to those who have screwed up massively. I needed third, fourth, and fifth chances before I got the hang of this. And no, please don't think I'm lecturing you in any way. There's a marvellous culture in CAP that should be preserved, and I implore you to do so in your own way. But this is something that everybody, from mods to casual voters, should be bearing in mind.


So, then, we've had our little trainwreck of an analogy up above. Doubtless most of you could find infinitely better examples, but hey, I'm me and my self is quite happy where it is. The rest isn't particularly important… tried to make Cyclohm a Bug-type too, got another Art thread infraction, and elsewhere, I got myself a nice collection of badges. As it turns out, my cunning plan to create a username with "Bug Maniac" in it, coupled with writing immensely long analyses of nothing but Bug-types, meant I got a Pre-Contributor pretty early on in my C&C career. Huzzah for ladybirds. I believe one person called me "the best gimmick user ever", which is a double-edged compliment if ever I've heard one. Rather like being called the least terrible option for Topic Leader. But who am I to judge? Anyway, we're straying slightly from the point here. We've been through my base history, and now we move on to the main event. Fasten those safety belts.


More than two months ago, I posted a thread under the approval of Birkal for us to start CAP 4 immediately – and by an almost unanimous vote, the motion passed, and our grand journey commenced. It had been quite a while since Mollux ended, and very few of the open PRC topics were even close to being completed. I myself viewed it as something of an exercise in futility to try to attempt to get them moving, especially when school appeared to have started for most people, and even during the summer, there had been few posts on any subject, despite the best efforts of myself and a good number of others to get them rolling. Many of us held the view that the solution to the problem was to pull CAP back on its feet – we had just lost a number of our important, old contributors, such as Rising_Dusk and zarator, and our active numbers were pretty thin on the ground. As such, possibly a new CAP would bring in the activity and members we needed to get CAP back into the shape it needed to be in for progress to start. While I didn't mention it at the time (or perhaps I did, but unintentionally) I had personal reasons for wanting the start of the Project as soon as possible. I was less than a month away from moving on up in the world, and didn't really have any idea how much of a toll university life would take on my time. As such, I pretty much went into this viewing it as my last chance, really, to take on a Topic Leader role, and much more importantly, to do it well. Even before the Topic Leader vote commenced, I had only a few weeks left of unlimited leisure time – time I found myself quite honestly wanting to put to this use. To be perfectly honest, it is unlikely that I would never again have been able to apply for Topic Leader, but at that point in time I was feeling far more confident in my abilities, and far more uncertain about the future, than I do now.


I'm certain you remember the results of that poll quite well (well you would, wouldn't you, since I'm here now). Though for myself, one with a piquant dislike of the dramatic (and yes, that's an oxymoron, don't bother asking), the poll was something of a nightmare. Running into the poll full of hope; resignation at the realisation that pretty much nobody on the PRC was voting for me, and that jas had the competition pretty much sewn up; mild surprise when my vote count started to climb up; trepidation as capefeather made a last-minute rally to draw level; breaking hope again as four last-minute votes pulled me clear of jas; and finally, blinding rage at Birkal's obvious intense pleasure at withholding the results from us over IRC to ramp up the tension (seriously that really wasn't kind). Well, blinding rage is a bit strong, since I tend not to ever get angry any longer, if I can help it. Let's say, "Mildly annoyed". And right at the end, the sudden realisation that people were expecting me to give a 10,000-word victory speech. Not really having expected to win, I hadn't thought of preparing such a thing beforehand. I had won despite not receiving the support of pretty much any moderator or member of the PRC – pretty much the only demographic that I thought I would be receiving votes from – and apparently, I'm a lot more liked by the community at large than I had known, which I must say is very gratifying. But not to worry – fortunately, fluff and flavour come naturally, and I quickly constructed one of the rather more long-winded and flowery ways of promising to not be long-winded and flowery when writing posts, as jas61292 was to later put it (I think. Correct me if I'm wrong). And then, I make four additional promises, and I'm pretty sure I haven't kept any of them. Well, all right, they were qualified with a "maybe", and none of them were deliberate, necessarily (see there I go doing it again). But anyway, let us move on.


Suddenly, Concept Submissions were upon us, and our great CAP journey had begun – while I was still trying to get used to the idea that, in fact, I had all the power of the CAP Project at my disposal, for a mere two months. That and I could now see every deleted post in the forum, which made the whole layout a lot less pleasant. Rather tingly. This was, of course, something of a revelation, and I launched myself into the task with all the vim that I could muster. Probably. I remember being more tired than anything else at the time, but whatever makes the story more interesting. Anyway… I went into my first post with three key thoughts in mind. Firstly, to remember my "election pledge", if you will (kind of bizarre, looking back on it), to force the community to think about decisions that they might otherwise avoid, in terms of deliberately steering the CAP in a difficult, but not divisive, direction (look at me, being all rhetorical) – and to try to push the boundaries of what we were considering acceptable, and to challenge ourselves rather more than we had been doing – to create a Pokemon, rather than to build a concept, if you will. Or rather, to be engineers rather than architects. Or something like that. Secondly, to try to avoid taking the whole thing too seriously – Now, you may say at this point "but you never did do that, did you?" Well, yes, I grant that I brought out the iron hand rather more often than I would have liked to. But that comes later. My initial desire, for what it's worth, was to have a CAP Project where I was more approachable as a Topic Leader than perhaps others were before, where I was inviting people to question things that I thought, ask questions of me, discuss what we were trying to achieve. Lord only knows if I succeeded, because I don't have the faintest clue. If I did, great, if I didn't, then you should know that, yes, I was trying my absolute utmost to answer everybody frankly and invite counterpoints while at the same time keeping the discussion on the straight and narrow and not branching off into too many avenues. Finally, and you may say that this was remiss of me, but I went into battle with a plan in my head. I'd be lying if I said I went into CAP 4 with an open mind, because I had a very clear idea at the start of what I wanted to get out of the project, but then, that's just how I operate. I can't really work in any other way. Whatever the concept turned out to be, I wanted to see it look totally different and more than anything else to exemplify things that we usually shied away from on CAP – big discrepancies between statistics, crippling flaws offset by big advantages, that sort of thing. The sort of thing that we never really do on CAP – or at least, any longer. We ran out of kitchen sinks a while ago.


So, you can see why "Living on the Edge" immediately appealed to me. It was challenging, it was big, and it had the potential to do everything I asked of it. Perfect Nemesis was another that did the same – it specified a crippling weakness that required offsetting. Now, I should probably point out here, in case anybody gets the wrong idea, that I did not waddle straight into the Concept Submissions thinking "we must do things this way". If I had thought that way, and no other way, I would have slated Zystral's concept, "Breaking Point", without question. As it stood, I could see how it would end up down the line – shouting, bad tempers, my having to impose a definition on people who disagreed with it, and above all, not necessarily telling us any more than we knew already, for lack of an end point beyond "big huge ugly evil thing". I went through every single concept that was submitted (well, all those that weren't leapt on by the moderators for whatever rule infringement it might have been), analysed them, thought about them, spent entire days agonising over them, and posted what I thought. Despite what I had said, I was almost disappointed. There wasn't really anything grand or imposing or fantastically new and imaginative – there more potential than you could shake a stick at, but alas, it was all mostly coming from concepts submitted in ages past, or slightly remade. I don't think that there was any concept that really enraptured me as such, though there were plenty that many people liked that I felt I had to be rid of. The only important one of these was Breaking Point, and it wasn't a decision I made lightly, if you'll excuse the cliché. I was hoping I wouldn't have to instigate the wrath of the community so early on, since, well, I knew that given the way I thought about things, I was bound to start encountering quite a bit of resistance before long, when I started not slating things I didn't like. Possibly this is what caused me to slate Weak Armour. But we can get to that later. After an agonising time of whittling them down, I had a shortlist of fifteen, seven of which I actually liked (rather than their just being "good concepts"). And I spent at least a day thinking carefully about what to put on the slate, when Birkal kindly reminded me that I only had a maximum slate of seven options anyway. Joy unbounded – I could make a full slate of things I actually liked! And rather predictably, Birkal's and capefeather's ended up in the final poll together, the two that I had wanted since the very beginning. Joy unbounded, my dears. Joy unbounded.


Now, some of you have occasionally intimated that I am something of a Machiavellian figure, and I can assure you, that though I may lurk in the shadows saying nothing and act incredibly bizarrely at times and eat rats with my custard creams, I am no malevolent puppetmaster. The fact that I got my ladybird for writing a small number of analyses about Bug-types with a name like bugmaniacbob is pure coincidence. The fact that I managed to both indirectly instigate and become Topic Leader of CAP 4 is pure coincidence. And of course, the fact that CAP 4 turned out to be a Bug-type is pure…


OK, I admit, I did really want this to be a Bug-type. But only once the two final concepts were chosen – and at that point, I began to think to myself. This isn't exactly strange – I did want to get a handle on what I eventually expected to produce before we got to the moment of having-to-post-thoughts. For Perfect Nemesis? We wanted a Pokemon with a unique type combination, which resisted a combination of moves that no other Pokemon resisted, and then give our CAP those moves only – so then, what better than Toxicroak, with its Poison/Fighting typing and Dry Skin? More to the point, what could it beat? Why, a Water/Bug CAP 4, with Grass moves for Jellicent and Rock moves for Dragonite, of course! For Risky Business? Well, we could cross that bridge when we came to it. Fortunately for the community, I think, the one I had invested a lot less time into thinking about – and the one I had supported throughout – turned out to be the victor by a narrow margin. Now, I will admit that very possibly I had isolated Perfect Nemesis and Risky Business as being those most likely to produce a Bug-type quite early on in the Concept Submissions. But as you can see from the slate, I didn't labour particularly long on the point. Once we'd got them, I started to get more attached to the idea. But more on that later. By this point, we'd arrived at the jolly old Concept Assessment, possibly my least favourite part of the process. And no, I don't know why that is. Possibly because it's always a tad directionless despite our best efforts – or our best acronyms. Or maybe it's because I was dreading having to impose a definition of Risk on people when I knew that the large majority of people would probably ignore it and go with their own regardless. This is perhaps something to be thankful for – it would be boring if we all agreed about everything. Oh wait, there was a fourth thing as well – I needed a Topic Leader footnote gimmick. And as ever, I resolved to put more effort into it than anybody had done before. At least it wasn't particularly hard to think of something to put – droning on about arthropods is quick, simple, thoroughly interesting and looks like it took more effort than it did. Even though in some cases, as it turns out, the opposite was the case. It took way more effort than it looked like it did.


So, I thought about the problem, formulated some questions concerning how I'd go about thinking about Risk and Reward, in the overarching sense, and had a shot at answering them myself. By the time I was finished, I had a good framework, a solid idea of where to take the concept, and most importantly of all, a big fat 2000-word OP. And then my computer crashed. So I shrugged and typed it all up again. One of the great things about C&C on Smogon is that eventually you cease to get annoyed when you lose about a day's worth of work in an instant through no fault of your own – it happens frequently enough. It's probably done more for my anger management than all my logic and common sense combined (ok not really but it would be so nice if it had done). Fortunately, my computer is now on life support and has only gone blue-screen on me about three times since I bought a load of external devices to stop it dying. Up until somewhere around the Name Polls, it was killing itself every time I watched so much as a youtube video. Anyway, Concept Assessment. Rather predictably, everyone answered different questions at once and nobody seemed able to agree on one anything. Which gave me a goodish number of opinions and viewpoints to sift through, but was rather a headache from an administrative perspective. But right up until Arghonaut cropped up for no adequately explained reason, the level of thought being put into posts was staggering. This is one of those parts of the process where you do really appreciate having that many opinions and so many different takes on a very diverse idea, all in the same place. In fact, it was pretty much then that I realised that I couldn't possibly respond to absolutely everything, and as such, I just hoped that people would take the initiative to see that their line of enquiry was either being followed or put aside. In any case, I found the lines of thought that I agreed most strongly with, and commented on those I did not agree with, and then produced more questions following on from there. In my mind, I was slowly building up a tree of how we would proceed under every conceivable eventuality. Or something like that. And by the end of it all, I had a very good idea indeed of what I wanted to achieve from the CAP, if not exactly how we would go about obtaining it. If that "Best Discussion" thread from PRC ever materialises, I'd certainly not be sorry to see this one winning – though there was far less debate than in other threads, it was structured, everybody seemed to have their own thoughts, and it was extremely useful for me personally. Ultimately a lot of my thoughts leaving the thread were expressed by the midnight IRC chat log I posted there, but here's the bit I decided to push for throughout all further discussions:

Code:
<Pwnemon> if we can fuse intensive team support risk with prediction once in risk

<Pwnemon> i will consider this project a 10/10


So, the great and mighty CAP train chugged ever onwards, and we moved on to typing, adamant in our decision to create an offensive/supporting Pokemon that was a big investment to pick and a big risk to use – well, I was, anyway. Not sure how many people actually got that from the Concept Assessment thread, but to me, it was all perfectly clear, and pretty much everything had gone just as I had planned up until that point. Anyway, as I entered typing discussions I summoned all the different thoughts about ideal typings that I had dreamt up over the course of Concept Assessment and flung them all airily into one big vague "here's what I'm looking for". In hindsight, possibly the whole system of giving my opinion and inviting people to find things that correspond with it was flawed, but it seemed to work out all right in this case. Somewhat annoyingly (in one sense), my two favourite typings came out almost immediately – Bug/Psychic and Bug/Dragon. Rather like the Concept Submissions, I felt certain that these two were the winners, or rather, the best of the best. I had some very particular requirements, not least of which was something akin to a unique typing – I had a feeling that the way the CAP would be played would require some form of niche to make it work, and as such, the investigation of the way that the typing allowed comparisons to other, similar Pokemon was to be encouraged. On the other hand, there were a lot of typings that were "all right", but didn't get slated for whatever reason. Fire/Electric? Rotom-H exists, and is a very risky Pokemon, due to reliance on Overheat for Fire-type STAB and other such things. Fire/Psychic? Victini exists, and has STAB V-create. So what is there out there? Bug/Psychic pretty much ticked all the boxes, and Bug/Dragon was in a class of its own as far as the "inferior powerhouse" idea was concerned. On the one hand Volcarona, on the other hand Kyurem. But I honestly wanted to find some other typings of a similar standard. I really did. Electric/Psychic was definitely something I wouldn't have been sorry to see on CAP 4, but it's a show of my frustration at my inability to find a similarly good typing that I ended up slating Grass/Flying, a typing which I saw had merit but didn't truly believe could give us the best possible CAP 4, solely for lack of any better options. Fortunately, it didn't come down to that. Bug/Psychic and Bug/Dragon had their standoff, and ultimately, the more recognisably risky typing was the one that won out. Threats Discussion came afterward, and was mostly a consensus – plenty of checks, but no true counters. This was a large part of my master plan to create a versatile yet risky attacker, who could also support its team, without the opponent's knowledge that it could do so. Obviously, the details of that Pokemon were yet to be hammered out.


Thus, we came on to the moderate trainwrecks that were the Ability Discussions. Now, I wasn't too fond of how they had gone just after they were finished, but on reconsideration, I'd say that, like pretty much the entirety of CAP 4, I'm very happy with how they resulted indeed. I went into the Primary Ability Discussion wanting some sort of "triality" (yeah I made the word up, but somebody must have used it beforehand, right?) between three different, each competitively viable abilities. This is largely why I went with abilities first – though I didn't say so at the time – because an overly impressive stat spread could quite easily have affected peoples' perceptions of how good certain ability combinations were. If I were to go through the whole thing again, I would probably have combined the three into one single "suggest a combination of three abilities" discussion, though I'm not even sure if such a thing would have been, or even is now, within the Topic Leader's power to decide. In any case, the results weren't exactly that bad, though I didn't feel that way at the time. Now, we had four excellent ability suggestions in No Guard, Illusion, Simple, and Moxie, all of which affected the CAP in different ways and doubtless would shape the CAP from the outset. And then we had Weak Armour, that horrible little niche ability that I thought few cared about. It was so very obvious to me – as someone who values obtuse or counter-intuitive ways of solving problems, as well as the simplest ones, Weak Armour seemed to fall right in the middle, and to me, was symptomatic of our falling into the trap of "taking the easy way out", in much the same way as custom abilities are seen. In fact, I'm willing to bet that Weak Armour's introduction led to the veritable plethora of custom abilities being proposed in the Secondary Ability Discussion. As it stood, though, I felt bad for having slated it. It felt like I had caved in to popular demand as opposed to standing up for the direction I felt I should have been going in – and I'm sure some of you will remember that my conversations on IRC at this time reflected this greatly. Yes, I knew Weak Armour would win if I slated it, and I had done so anyway, which while I suppose creditable in the sense that I had made a decision to give the community that decision, was nevertheless vexing. Indeed, possibly Weak Armour was a blessing in disguise, as well as a curse. Had a more defining ability been chosen, it may well have pressured voters to vote against further abilities, though I am of the opinion that Weak Armour ought by rights to be a pretty defining ability – and a large number of people, judging by the Secondary Ability Discussion, felt the same way. In any case, it was the first vote that had gone against my ideal, and as such, at the time I was attempting to find a way to pick up the pieces again and get back on track.


So, on came the Secondary Abilities. Now, Primary Abilities had had its fair share of horrifically bad abilities and people not listening when I noted that their preferred abilities went against my direction for the CAP, such as the unfortunate cases of Hustle, Flare Boost, and Motor Drive, amongst others. But this all paled in comparison to the ruckus caused by my refusal to even consider Analytic, and it seemed to take three huge posts expounding upon the same points before people actually began to address my arguments – or simply stop posting. Well, all right, Flare Boost came close to causing that much tension, but Analytic nearly had me at the end of my tether – I was so tired that I couldn't stand to write any more to defend a viewpoint that nobody was analysing and it didn't honestly matter if anybody questioned. But I stuck with, I did it, and I'm glad I did, because some people seemed to get the message by the end. In any case, my slate rather reflected the way I was thinking at the time, in that I was only slating those options that I myself very much wanted. Possibly my reaction to Analytic was a rebound to what happened with Weak Armour. In any case, all I slated were abilities that I was sure would pair up well with Weak Armour, while at the same time giving a very real possibility of a third ability, and thus "triality". In the end, Illusion came out victorious in a first-round supermajority, which, while I had not supported it myself, was actually a rather comforting occurrence, for the very simple reason that, while there were many who supported it, there were far more out there who actively hated it.


And so, we came on to the Tertiary Ability thread. Now, as I said before, I wanted a third ability, and it was firmly within my grasp, so by all rights I should have stamped my foot angrily and said "right, this is what we're going to do". But, I guess I didn't. Instead I gave a rather bland OP, posted some pictures of bunny rabbits and rather adorable spiders, and left people to get on with it. Now, this was remiss of me, as ever, and rather predictably, the "No Competitive Ability" crowd leapt out in full force. As with Hustle, Flare Boost, and a lot of other things that I had expressly forbidden beforehand. I'm not going to lie; it was very tiresome, and quite annoying. So, I prepared for one last push for No Guard by slating it alongside No Competitive Ability – in short, I was prepared to stake my all. That's an overly dramatic way of putting it, but by that point I had almost ceased to care what happened in that stage. I had tried to make it light and fluffy, but it was a rather difficult thing to do. Fortunately, I had faith in No Guard – I do have a very great love of bizarre ways of doing things, which has manifested itself in multiple places in this CAP – and more importantly, I had faith in the effect of the poll as I had set it up. There were those who wanted a third ability at any cost, those who simply had a vendetta against Illusion, and those who were probably trying to troll the concept – all of whom combined to bring victory. Some may say that's a rather immoral way of approaching the final poll – but really, that wasn't the thought process that was going through my head. I had considered that slating No Guard alongside something like Mummy would be far more likely to bring the desired result, but in the end, I was purely putting the options to the CAP community, and we got what we voted for.


I'm fairly certain that everybody except for me came out unhappy with the abilities. People who liked Weak Armour hated No Guard. People who liked No Guard hated Weak Armour. And pretty much everyone hated Illusion. I seemed to be the only one who actually liked how the three abilities interacted and could possibly play together – so much so that I actually began to grow rather fond of Weak Armour, which had once been the representation of the worst mistake a Topic Leader could make. Possibly I was only happy because I had come out of a difficult situation with my vision for CAP 4 intact. Anyway, it mattered little. We were on to the stats, and on the one hand, we had three hugely good abilities, while on the other, we had a relatively poor typing. Now, I think that this is an appropriate time to bring up yet another of Doug's quotes, and by jingo, if the guy isn't psychic:



A pretty perfect prediction of exactly how the entirety of CAP 4 turned out. Well, all right, it wasn't entirely Nostradamus but it serves to illustrate the outline of how the stats discussion went, or at least how I recall it going. An initial, very conservative set of stat limits rather snowballed when it became rather clear that a lot of people wanted the CAP to excel or be terrible in rather different areas, and as such, it was a bit of a nightmare to look at as a Topic Leader. Some people wanted low Speed and others wanted high Speed, which skewed the attacking BSRs to no end. Now, you may well say, why couldn't I just have put very lax limits in place, and left it there, as arguably I eventually did. Well, it seemed rather unbearable that I should take absolutely no lead in telling people what I wanted from the CAP, which was a problem when I could see the merits of either path and had indeed incorporated both approaches into my master plan as different forks. Maybe I was still feeling the after-effects of the Abilities, and was unwilling to give the same leeway twice. But regardless, eventually I did do what I felt would generate the best possible submissions and be fairest to the community – this not being the last time I would attempt to take both sides as far as the war between "nerf it" and "make it amazing" crowds were concerned. Perhaps more so than I ought to have done – I still slightly regret setting the BSR limit slightly too low, though admittedly it ended up being inconsequential.


Yes, as far as this CAP goes, I will admit, I did have a "wish list" – that is to say, things that I wanted this CAP to be. This manifested itself in different ways at different stages (and I won't pretend it didn't), though it never really took over my competitive concerns. What I really wanted was to make a CAP that was unique, that said something about myself, and even more selfishly, was a symbolic statement. In terms of uniqueness, I wanted something that pushed all the boundaries of what was considered acceptable or exceptional. In terms of personification, I wanted something that reflected who I was as a person and the effort I had put into leading it – something that if not entirely the same as my vision, was at least something I could be proud of, and look back on without regrets – and something that I could see representing myself. Mostly this only manifested itself in terms of "grand, imposing, powerful artwork" alongside "extraordinarily pretentious name" and "dex entry that isn't even trying to take that stage seriously". That's actually a fairly good way of summing me up, or at least in terms of CAP contributions.


I won't pretend I wasn't biased slightly towards an attempt to make the "Ultimate Bug-type", and even more so towards having a unique typing, though I could justify both in competitive concerns. Likewise, I wanted an ability "triality", not purely because of the benefits to the concept it granted us in taking things one step further than Yanmega or Bronzong, but also because it was something no CAP Project had done before – and indeed, was a power level that few had tried to reach. By the time stats came around, I was well aware that the power level of our in-progress CAP 4 was dubious. On the one hand, we had a powerful triumvirate of useful abilities. On the other hand, we had a somewhat unknown typing, but both halves rarely used in OU without significant other advantages to their users. Thus, could we push the stats to a power level never before seen in CAP – one of a pseudo-legendary, even? I had made it clear that I wanted the CAP to be versatile both in support and offence – from that, I wanted it to have great attacking and at least some defensive capabilities – and this almost directly led to the vastly inflated BST, despite the fact that a specified high HP would in theory have lowered this value. In my heart of hearts, did I want a pseudo-legendary Bug-type? In truth, I wanted one desperately by the time Stat Submissions finally came upon us. Even so, there wasn't an awful lot to prescribe about it. Those with adequately high offensive and defensive capabilities would be slated, those that didn't would not. This suited me perfectly. We had agreed upon limits that almost necessitated the use of that 600 BST – and if they didn't, the likelihood was that they would have a very high HP stat to compensate, as per lowering BST. And that suited me just fine – either way, I would have plenty of spreads that I liked. And rather predictably, it didn't exactly go according to plan.


Yes, there were lots of spreads that I liked. I had plenty to choose from… far too many to choose from, in fact. The only ones in the thread I couldn't accept were the ones with a HP stat lower than 100 (which was playing into part of my plans for the movepool), and quite apart from that was far more of a liability in terms of other moves – but that's a long story. Cutting them down, by the end, was a nightmare, and I'm not even sure what criteria I was using by the end. Probably a pretty asinine one, because looking back on it, there are a lot of spreads that I should have liked more than those on the slate. But that's neither here nor there. As far as I was concerned, all the ones I eventually slated conformed to a greater or lesser degree to my vision for CAP 4, and I couldn't have been happier with the result. Well, ok, I'd have been happier with a Speed stat of 100 and a rather higher HP stat, but we can't have everything in life. So as you can imagine, I was rather braced by this. Yet another item on my wish list ticked off – and I seemed to be doing a good job in the whole leadership role. Whatever happened after this, I could rest easy knowing that I could be proud of what I had accomplished in this concept… or so I thought.


Next up was art. Now, by this point I was fairly tired of this stage before the polls had even begun. Once you've been around the project for a little bit of time, the whole atmosphere that art polls generate is a bit more grating than it is stimulating, regardless of the calibre of the artwork. I'd already been rather worn out keeping a huge art index up to date, at the same time as keeping a stat spread spreadsheet up to date at the same time (not to mention working on the 5th Gen OU Index, and a bit before this, during the Ability polls, doing a tonne of work trying to finish off the Moves/Items/Abilities Project, which thankfully I have done my part in leading, though I'm still obliged to help out wherever possible). And I wasn't exactly prepared for some of the drama that ended the thread – though I don't want to go into that now. Suffice to say that I ended up taking a side that I've never taken before in any argument, against a lot of people who knew what was going on more than I did, and arguing for something that I never admit I care about in what was probably my most out-of-character moment in the entirety of CAP 4, with the possible exception of that one time on CAP when I started preaching about my love of the CAP community for no real reason. I guess being a Topic Leader and being looked up to kind of rubs off on you after a bit. Would also explain why I started taking the initiative in ways and places I would never ordinarily do, and generating a lot of annoyance from it. But hey, what's done is done, and that whole episode probably explains why I'm not a moderator, if only I could be bothered to think about it a bit more. But, oh well. We had our art threads, and immediately we saw there were three frontrunners. This was perfect, as all three were imaginative, unique, and exuded an aura of pure power, which was everything I wanted. None of them were really entomologically accurate, which was a shame, but hey, can't have everything. To be nice, I brought the top seven into the second poll to give them a shot, and predictably, the top three made it into the single bold votes by a large margin. And so, after a long and gruelling road, we saw KoA go up against Yilx. For somebody like me, who absolutely adores intrigue, the situation could not be more perfect. The top two, the winner of DPP CAP 2 versus the winner of BW CAP 2, both going for their second win, et ceteri. And in the end, the old age triumphed – which I felt was only fitting for any CAP I was presiding over – and we had the majestic Safer Sephimoth floating before us. Now, all we needed was a name. And I was pretty sure that my preferences where names were concerned would irritate a lot of people.


I will admit, I'm pretty inconsistent as a person. I can take quite a lot of things dead seriously. And I can take exactly the same things without an ounce of seriousness or any kind of concern. No idea why. Anyway, this was something that unfortunately came back to bite me when Name Submissions rolled round. I started off the Name Submissions determined to not care in the slightest about what name we had chosen, and to go with what the public wanted. And then I suddenly realised that what the public wanted was something that fundamentally contradicted my own idea of what a good name was – and to my mind, what CAP 4 was. Make no mistake, had I slated it, "Glorifly" or any of the other horrible "-fly" names would have won. But as you will no doubt have guessed from my very first posts in CAP, what I valued in names was, though it doesn't reflect very well on me, pretentiousness, complexity, and meaningfulness – that the name says something about the Pokemon, more so than just being a description. "Aurumoth", to this end, was almost perfect. The divine through gold, the spirit and mind through the imagery of the moth, and a useful wordplay – in fact, it even had a little bit of Latin and made the Psychic-type a lot more subtle than the Bug-type, which was also something I favoured, as well as giving several ways in which a pseudo-legendary line could be formed, in terms of caterpillar > chrysalis > moth or bronze > silver > gold. In short, then, once again I couldn't have been happier with the way this turned out, with the sole exception of the fact that that I really should have slated Glorifly. I suppose it really all came down to this – if I had slated Glorifly (and it would have won, given the competition I set it), I would have regretted it every time I looked at the name. If I didn't slate it, I would regret it right up until the end of the Name Polls, at which point I would cease to care. Maybe that's a little unkind – if I could get used to Kitsunoh after vehemently disliking it when it was proposed, I'm sure I could get over apathy towards Glorifly. Too late now, though. If nothing else, I actually found the reaction to the Name Polls to be utterly hilarious – and I keep on re-reading them just to make myself laugh whenever I feel sad – the reaction is that priceless.


Anyway, once we were done with the names, I suddenly realised that I had to start writing again – I had, after all, spent more than a week doing nothing but preside over polls. And at the same time keeping up various indexes, but nothing much to do with the CAP Project… unless you count the dozen or so process threads that mysteriously sprang up while I was apparently also presiding over a community Pokemon creation project and doing a bunch of other things for parts of the site. Did I get bored during Art Polls and just start writing random threads? Partially, though that's not the whole story. This is a 2k, and I had planned for this to be my 2k ever since I'd got the Topic Leader position. At that point I had calculated how many more posts I'd roughly have to make, and realised that I was quite a few under – and as such, I needed a way to get a large number of posts in a short space of time. So, rather than doing the sensible thing, like posting in SQSA or posting one-liners in a forum, I decided I'd update the entire CAP sub-site instead. And it kind of became something of an obsession; I'd never realised quite how out of date most of the writing was (and still is). Fortunately, I managed to get all the way up to 1,999 posts, so some good came of it, anyway. Plus the feel-good factor of having pretty much outstripped all of the staff's capabilities for getting new stuff on-site, and of course, the ever-endorphin-rushing feeling of helping out. I've talked a bit on IRC about how I feel about the way that these are being handled, and also the way that it's affecting me – I sometimes wonder if people are seeing me as some sort of spiritual successor to Rising_Dusk or tennisace, people who did a huge amount of writing where nobody else was able or willing to do so, and then tried to change parts of the process themselves. But here's not the place to complain about that – and I've gone off-topic, anyway. I need to talk about the CAP site later, but we're in the middle of the Aurumoth Review. So let's get on with it.


So, the Allowed moves. This was, if I'm honest with you, the bit of the CAP that I had been dreading. Firstly, because it was the bit that we absolutely had to get right in order for the whole thing to come together – in my master plan, I had been banking on the superior customisation afforded to us by the movepool options to round out the whole thing and balance the books, as it were. Secondly, because I myself had little to no idea about what I personally wanted, per se – or rather, I knew exactly what my ideal movepool would look like, but the trouble is, I had more than one ideal movepool, each conforming to a very different way of approaching the concept. Thirdly, I really wasn't looking forward to the inevitable giant horrific clash between those for and against Quiver Dance, especially as I did not at that point have any inclination to come down on either side. Attacking Moves was a fairly simple thing to do, as by that time I had more or less resolved that I would allow as much as I thought fair besides some very specific move types, as well as disallowing all the VGMs that could be considered extraneous, for sake of forcing movepool creators to use all their limited VGM slots for versatility. As you probably all know, I very much wanted a versatile Aurumoth as part of my plan, and I did sort of go out of my way to make sure that that would happen. I allowed a lot more moves than I knew movepool makers would have space for, for sake of all the different choices that were possible, as well as a lot of things that I would not have considered necessary or even helpful at the time. But hey, the movepool was the ultimate consolidation of everything we had worked for up until that point, and I didn't want to leave any stone unturned.

---

I have to stop there because his autobiography is so fucking long I can't even post all of it due to size limits.
bmb.png
 
I have felt for some time that the viability rankings are in need of an overhaul. Sometimes suggested changes are skipped over, so there are some weird placements that have simply been forgotten about. I actually began this post a month or two back, but because of exams and LCPL pre-season, I decided to take a break. In the mean time, some of the suggestions I was planning to write up were implemented in Fiend's recent post, which is good because my post would be at a pretty awkward length otherwise. I expect there are at least a couple of nominations in the list below that you won't agree with, and honestly I would prefer that, because these are a lot of nominations, and I'm sure some of them are quite debatable - hopefully I can spark discussion on some things worth discussing.

Thanks to Tahu for looking this over beforehand.


fletchling.gif
Fletchling: A+ -> A
fletchling.gif


And with that, I would like to begin with what will probably be my most controversial nomination.

First off, I really like the state of A+ and S right now and what they represent - the absolute elite of the tier, containing the most splashable, most threatening, most defining Pokemon of LC. And Fletchling is without doubt one of the faces of LC. Not only does it have a suspect behind its belt, it's a staple on extremely popular VoltTurn and Birdspam teams, justifiably sitting near the front of everybody's threat lists.

However, outside of its significance, sometimes I feel like Fletchling isn't quite up to par with the other A+ ranked Pokemon in other categories - or rather, not anymore. It's still absurdly threatening to unprepared teams, but since its suspect a year and a half ago, the metagame has gotten unfriendlier and unfriendlier to it. These metagame shifts have been in no small part due to Fletchling's own strength, of course, but the Viability Rankings represent the viability of a Pokemon in the current state of the metagame; its legacy simply isn't a factor we should consider. This is the same reason why it was brought down from S-rank originally, and I think it's time we moved it down again.

My biggest issue is that Fletchling feels just a little bit less consistently effective nowadays. Don't get me wrong; this is a nomination to mid A, so Fletchling is still super good. That being said, we've always had lots of available checks to Fletchling - Pawniard, Chinchou, and Magnemite drastically hamper Fletchling's ability to sweep, and are as good as ever. But it's not just Flying resists that check Fletchling. Its low initial damage output means that Pokemon like Porygon and Vullaby are able to check it; defensive Porygon in particular is a fantastic Fletchling checks because not only does it take a pitiful amount from unboosted Acrobatics and OHKO in return after Stealth Rock with Ice Beam, but it can counter-trap one of Fletchling's most popular partners, Diglett. Now, very few of these are actually hard counters to Fletchling, but at the same time, you have to consider how Fletchling's frailty - especially if it runs a Special Defense-reducing nature for Overheat - means it struggles to set up or even come into play. If it isn't granted the opportunity to set up, its damage output is somewhat underwhelming in such a bulky offensive metagame, not even OHKOing Foongus or Slowfoo. Checks will almost always suffice, and it's incredibly easy to fit a couple of Fletchling checks onto a team without even thinking about it.

The popularity and splashability of its checks isn't the only way Fletchling's own capabilities have hindered it. The metagame has become extremely well adapted to Fletchling in particular, but Flying is still a great offensive type. As a result, we've seen a rise in other offensive Flying-types, namely Drifloon and Vullaby. For various reasons, many of which are related to their far greater bulk, Drifloon and offensive Vullaby in particular tend to fare much better against popular metagame trends. Drifloon is currently sitting at the same rank as Fletchling, and Vullaby is at the rank that I am proposing Fletchling moves to. In the past few months, they have gone from what was generally a supporting role for Fletchling on birdspam teams to directly competing with, and very often ousting Fletchling as a team's Flying-type. In fact, it's not uncommon to see Fletchling shafted aside even on the birdspam teams that it defined for over a year in favour of a Vullaby + Drifloon core.

I would like to elaborate some more on Fletchling's splashability, because I feel that this is another major area where it tends to struggle to compete with the other A+ ranks, or at least with the ones that are comparably match-up based in their effectiveness (and because it will be a major factor in my next nomination). Again, I'm not trying to say at all that Fletchling is difficult to fit onto a team. It's one of the most prominent Pokemon on VoltTurn archetypes alongside Mienfoo, Chinchou, and Magnemite, and happens to work especially well on VoltTurn + Diglett teams; although for the first time it's suffering major competition for a slot, it's still a very potent sweeper for bird spam teams; and even run-of-the-mill offensive teams will occasionally find the room for Fletchling as a soft check to Fighting-types and Snivy, as well as a decent late game cleaner. Compared to the other A+ ranks, though, it looks somewhat less impressive. Gastly and Timburr are a bit more difficult to fit onto a team than Fletchling, but I would argue that they are far more consistently effective than Fletchling or even the rest of the A+ rank to make up for it (I suppose the standard Life Orb Gastly set is shut down by Stunky, but Stunky is rare and frankly not great in the current metagame). Whereas Fletchling is a niche pick for general offense and a top pick for two major offensive archetypes, Abra can be tossed onto just about any offensive team and do well; if a team runs any form of hazards (most teams) or simply wants some of the most important defensive Pokemon in the metagame hindered, it will noticeably appreciate Drifloon's presence; and Magnemite is a fantastic pivot and/or safety net for offensive and balanced teams alike, synergizes well with some of the strongest Pokemon in the metagame, and is versatile enough to perform well in a few other niche roles, like trapping Pawniard.

I emphasize again that I am not attempting to get Fletchling unranked. It's still a fantastic Pokemon on the right teams; it just doesn't feel more fantastic than some of the better things in mid A, or as fantastic as those in A+. Although its influence on the metagame cannot be denied, the time when it truly dominated the metagame is long gone.


foongus.gif
Foongus: A -> A+
foongus.gif


I swear this isn't just because Foongus is the cutest and the best.

It may be true that Foongus is not as directly influential in the metagame as the current A+ and S rank Pokemon, and that's probably why it might initially look out of place amongst the Pokemon currently in A+. The other Pokemon are viable because of their inherent strengths, whereas Foongus is good because it beats extremely important Pokemon. This makes sense because everything else in A+ is almost strictly offensive in an offensive metagame, whereas Foongus is a defensive threat. But similarly to my nomination for Fletchling, what I will be discussing is Foongus's actual capabilities in the current metagame, not its influence. Maybe there will be a metagame shift in the near future, like a ban on Diglett or Scald, that will hinder Foongus's prominence or consistent effectiveness, and Foongus will deserve to be moved down, but for the time being, I think the metagame is very friendly to Foongus.

Let's briefly go through what Foongus does. If you're in need of a resilient Fighting check, then you should consider giving Foongus a go. If you want a resilient Water check? Foongus is probably the best choice in the metagame. Long-lasting Fairy counter? Foongus. Volt Switch switch-in? Check. Some way to put enormous amounts of pressure on any team that doesn't have Vullaby? Check. Any combination of those traits? Pick Foongus. It's hard to argue that the three most prominent types in LC are Fighting, Water, and Flying. Foongus is one of the best choices available for checking the most relevant members of the first two, and has the means to threaten Pokemon in the third. Teams based around Toxic Spikes have also been gaining traction recently, and Foongus is easily the single most irritating Pokemon for those teams to face. Although not really a point for this nomination, I think it's funny how Foongus has a sizeable chance to beat Fletchling in a 1v1; Acrobatics doesn't come close to OHKOing Foongus, and Sludge Bomb usually 2HKOes.

As for how Foongus has improved enough to warrant it being raised, I'll admit that Foongus benefits from Diglett's popularity. I personally feel that Foongus has been mid A since Swirlgar, never really getting the chance to improve. However, in the current metagame, just about every major trend except for Drifloon plays in Foongus's favour. Diglett is what's getting all of the attention right now, and this benefits Foongus in several important ways that more than make up for the increase in Drifloon. The most obvious reason is that most bulky Poison-types are weak to Diglett where Foongus is not, expanding Foongus's niche as a team's dedicated bulky Fairy- or Fighting-type check. In addition, many notable offensive threats, such as Snivy and various offensive Water-types, have gained a great deal of prominence for their ability to severely punish teams that are overly reliant on Diglett once they come in on the revenge-kill. Foongus finds itself as not just a check to these key threats, but one of the best available checks, in part due to its limited competition in this role. This makes Foongus an excellent partner for Diglett itself, which is why Foongus is seeing so much use even on otherwise offensively built teams, although it of course greatly appreciates this even on teams without Diglett.

Arguably the most crucial reason why Foongus is so much stronger in a Diglett-centric metagame is how rare Gothita has become from being easily trapped by Diglett, preventing Gothita from being able to get a single KO; this is to the point where Gothita even recently dropped to LC UU. As a result, whereas Foongus formerly had to be run with solid back-up checks in case of Gothita cores, Foongus can now more safely act as the sole dedicated check to these threats. Foongus was frequently seen in this role in SPL where it currently sports a 63% win rate over 27 games, ranking it at the third most wins and the fourth most games of any Pokemon in LC. Courtesy of Regenerator, lack of double weaknesses, and the threat of Spore, it is able to perform its defensive role consistently and effectively. This brings me to the main area where Foongus effortlessly matches and exceeds the current A+ ranked Pokemon - its splashability. Foongus offers so much defensively that I personally often find it difficult not to include Foongus on a team. It makes its way onto teams far more easily than the A+ ranked Pokemon, even Abra (which is noticeably hindered by Diglett, especially LO Abra), and is almost always able to hold its own from a defensive standpoint. Although Gastly and Timburr are probably more likely to sweep a team than Foongus is, Foongus is still dangerous enough once it's in with Sludge Bomb and Spore to be a threat worth considering in teambuilding, and excels in just about every other category.


carvanha.gif
Carvanha: A- -> A
carvanha.gif


I've mentioned Water spam a few times now. We could attribute its rise to specific Pokemon like Diglett, or the things that have dropped in popularity like Croagunk, but at the end of the day, it honestly just comes down to offensive Water-type Pokemon in LC being really strong. I'll begin with the poster child (fish?) of Water spam, Carvanha.

I am sure this nomination has been brought up and just forgotten about before, because there is no way Carvanha's combination of speed, power, and versatility has gone unnnoticed to the average LCer. Everything that can switch in on the physical set is pummeled by the special set. Pokemon that might be able to revenge-kill the special set are picked off by Aqua Jet or are too invested in Special bulk to take a physical attack. Even for each set there is room for variation; the physical set may choose to run Zen Headbutt, the special set has some obscure Hidden Powers at its disposal, and both can run Destiny Bond if Carvanha is being used as a lure instead of the win condition. And Carvanha as a lure is just fine; it's definitely got the coverage options, and functions well even if there is nothing to lure. But I think most of its strength stems from how effective of a sweeper it is. Water spam cores are great to break down Carvanha's checks, but its utility isn't only limited to that; there have been a number of successful teams utilized in SPL and other major tournaments where Carvanha is paired with a trapper or simply some slow VoltTurners. It synergizes with a huge portion of the metagame and is naturally powerful enough to significantly threaten bulkier teams, and heaven forbid you run an offensive team with less than three Carvanha checks.

The nice thing about Carvanha as an offensive Pokemon is how effortlessly it synergizes with other offensive Pokemon. Although it does require support, this support is extremely easy to come by; Knock Off, trappers, slow VoltTurners, and Water or Dark spam partners aren't costly to include on a team and help a great deal in breaking down the bulky Pokemon that Carvanha struggles to sweep through. This does not mean that it requires more support than the average sweeper, because unless the team is especially Carvanha resilient, one of those is usually enough. Carvanha is similar to Snivy in that it can support its own sweep early game for almost no cost by simultaneously pressuring the opponent with the possibility of a sweep and doing damage; it helps that it is almost impossible to revenge-kill with a trapper bar a healthy Sash Diglett. Because Carvanha requires so little support to significantly threaten the opponent, it isn't uncommon to see Carvanha included as a back-up win condition, although it's strong enough of a sweeper for sure to have a team built around it.

I am not nominating another major member of Water spam cores, Corphish, simply because I feel that Carvanha is a better sweeper. Don't get me wrong; Corphish is incredibly threatening, and can most certainly sweep with one of its set-up sets when given the opportunity. However, there are several Pokemon that can safely switch into Corphish, a couple of times, whereas Carvanha has an assortment of coverage moves. When it comes to the amount of pressure put on the opposing team once it manages to get into play, I feel like Carvanha is rivalled pretty much only by Gastly and possibly Snivy.


omanyte.gif
Omanyte: A- -> A
omanyte.gif


Here's another nomination that has been made a few times in the past. Omanyte's Shell Smash set has been around for a while now. It is accounted and prepared for in teambuilding. In response, Omanyte sometimes runs a few tweaks, such as HP Grass or Rock Blast; it's versatile enough to break through some of its checks, allowing a great deal of leniency in what supports it. However, its dominant set of Shell Smash / Water STAB / Ice Beam / Earth Power has been one of the metagame's most effective sweepers for a long time, and, thanks to its fantastic stats and typing, will almost definitely remain so for the rest of the generation. Few sweepers come close to its power and speed after only a single turn of set-up; those that do tend to be both much less resilient to priority and significantly more difficult to set up.

The Shell Smash set alone is arguably good enough for mid A since it's not less effective than the current A+ and mid A sweepers, but the offensive hazard set has also become quite popular over the past few months. Thanks to its offensive presence, Omanyte has a strong match-up against several common leads, notably beating Tauntfoo with a combination of Knock Off and Hydro Pump. More importantly, it can immediately benefit its teammates with entry hazards and Knock Off; I have seen a fair amount of Toxic Spikes teams recently, and Omanyte is one of the most viable Toxic Spikes setters available. Omanyte's main advantages over other suicide leads, other than the sheer number of options it has for how it can support the team, are that its role isn't obvious from team preview due to the prevalence of the Shell Smash set, and it is much easier and more useful to keep alive after the first few turns. After setting hazards up, Omanyte still has utility as a Knock Off spammer and check for Fire- and Flying-types, and its good initial bulk lets it come in throughout early and mid game. If we consider the hazard set effective enough to be A-, even if the Shell Smash set alone isn't good enough for mid A, two A- sets that fill completely separate team slots would warrant Omanyte's placement in mid A.


shellder.gif
Shellder: A- -> A
shellder.gif


Of course, I can't mention how good Shell Smashers are and not nominate for a rise what a lot of people are calling the single best dedicated sweeper in LC right now. I said earlier that Shellder requires a full team to bring out its potential, but that's not a huge disadvantage because it's just so easy to build a team around Shellder. It may have as many checks as other major sweepers, but one thing almost every major Shellder check has in common except for Porygon is that they are incredibly easy to eliminate or sufficiently weaken. Steel-types get trapped by Diglett, Magnet Pull Magnemite, or Trapinch, Ferroseed is probably the single most vulnerable Pokemon to being worn down in LC, and bulky Fairy-types go out of their way to switch into Knock Off. Other than basic trapper support and Knock Off support, Shellder needs hazard support, but any hazard user will do; it wants checks to threats that may force it out initially, but these can be offensive or defensive; and it needs things to lure in what it can set up on or Memento support, but this doesn't have to be something specific. Shellder can forgo Ice Shard for Hidden Power Fighting or Razor Shell to switch up its potential team build even more.

Even with all of that, Shellder teams are often written off as standard and boring. This only serves to show how strong Shellder teams are; they're consistently effective enough to compete with every other team archetype. Most teams based around a specific sweeper, such as Zigzagoon and Sun teams, are nowhere near considered standard (maybe boring). Shellder isn't really anti-meta now that it has cemented itself as a top tier sweeper, as shown by its SPL win rate, but its niche in LC definitely benefits from other metagame trends.

There are a few other sets like Scarf and bulky Rapid Spin, but they're not really worth mentioning compared to the main set. I believe that Shellder deserves to move to mid A by virtue of its Shell Smash set's sweeping potential.


tirtouga.gif
Tirtouga: B+ -> A-
tirtouga.gif


Tirtouga was moved down relatively recently (in the past year or so), and there were times where I agreed that it should be B+. I'll begin by saying the defensive Tirtouga is hardly worth mentioning. Between its lack of recovery and inability to do a whole lot other than get rocks up once it switches in, it's much easier to fit other bulky Rock-types onto a team. There are a few specific team compositions where its raw bulk might be useful, but that's not saying much for a nomination to A-. SturdyJuice Tirtouga is pretty good, but it's so well prepared for nowadays - which is a big part of why Tirtouga was originally moved down - that I feel its main benefit for this nomination is just how it really limits the opponent's options due to how threatening it can be if it does manage to successfully set up.

The metagame is actually pretty friendly to Shell Smashers at the moment. Sash Diglett is barely worth using, Magnemite is often Scarfed instead of SturdyJuice, Mienfoo tends to be Tauntfoo, Timburr and Croagunk aren't quite as popular, and teams are frequently using Snivy as their Grass-type over something bulkier. There are still trends that they don't appreciate, such as Foongus going up and Ponyta going down, but overall, I think Shell Smashers are in a better place than they were during the last LCPL as far as sweeping goes. Tirtouga is well below Shellder or Omanyte when it comes to sweeping; not only is it outsped by common Scarf users after one boost, but it relies a little too much on Stone Edge for comfort. However, Omanyte and Shellder can be quite difficult to set up in a fairly offensive metagame given the omnipresence of Electric- and Grass-types, as well as powerful special attackers like Porygon and Gastly. This is where bulky Tirtouga shines. Thanks to its fantastic initial bulk and good utility even outside of sweeping, Tirtouga is far easier to include on a team as a secondary sweeper, making it a comparatively low risk, low reward sweeper but overall similar in viability. Whereas Omanyte and Shellder usually have entire teams dedicated towards their sweeps, you're more likely to see Tirtouga as a member of a Water spam core. It still has enough of an extensive movepool and powerful priority to act as a team's main sweeper, of course, and saw success in both roles during SPL.

I am not nominating Tirtouga for the same rank as Omanyte because Omanyte has a genuinely strong hazard set outside of Shell Smash, whereas Tirtouga's sets other than bulky Shell Smash are fairly average.


croagunk.gif
Croagunk: B+ -> A-
croagunk.gif


Croagunk still has all of its downfalls that resulted in its drop to B+ initially. It's vulnerable to trappers, it's easily worn down, and none of its stats are outstanding. What has changed is the metagame shift towards offensive Water-types. Through this alone, Croagunk carves a significant niche as a solid Water-type check that has some offensive presence. Croagunk is definitely not a top notch offensive Pokemon; in fact, letting Drilbur or Archen get in once can actually serve to hinder extremely hyper offensive teams. However, it's far more immediately threatening than comparably solid Water-type checks. A Knock Off that's at least strong enough not to ignore, powerful STAB moves, and two great boosting options in Bulk Up and Nasty Plot all serve to make Croagunk surprisingly difficult to hard check outside of Hippopotas, leaving it much less passive than Foongus, Ferroseed, or Chinchou. Croagunk can do plenty outside of checking Water-types, of course, between its numerous priority options to revenge-kill threats and make Croagunk itself more difficult to revenge-kill, and its fantastic set of resistances. Unfortunately Mienfoo tends to be paired with trappers to U-turn to, but Croagunk still does fine against Pawniard, Timburr, and most Grass-types. Trappers, especially Diglett, may be as prevalent as ever, but I would argue that the accompanying metagame shifts favour Croagunk enough to warrant it moving back to A-.

I won't make a formal nomination for Cottonee because I would have been opposed to this two months ago, and right now I'm still on the fence, but moving it back to A- may be worth considering. It's easier to muscle through with Water spam than Croagunk, is hard walled without much trouble, and still carries Croagunk's disadvantages of being easily lured and trapped. However, its offensive and defensive synergy with Shell Smashers is definitely something to take into account, and it can support some other sweepers, although not quite as impressively. I think the 17 Speed HP Fighting set is its best bet right now because it isn't quite as much of a free switch-in to threatening offensive Pokemon.


bunnelby.gif
Bunnelby: B+ -> B
bunnelby.gif


This one may seem weird on paper, but I don't find Bunnelby to that far above the wall-breakers in mid B. The Life Orb and Choice Band sets decimate stall and have the advantage of fairly powerful priority, but Bunnelby's below average Speed tier relegates it to use on webs if it doesn't want to rely solely on Quick Attack to do damage against more offensive teams. Without webs, a wall-breaker with a better Speed tier is far less match-up based; with webs, I would usually rather use a sweeper that isn't forced out by priority as easily, such as Cranidos. As such, I do not feel that it is better than Doduo, Pancham, or Cranidos. Choice Scarf Bunnelby seems strong on paper with its combination of speed and power, but in practice, it's very difficult to get in due to its almost complete lack of resistances and terrible bulk. This, combined with how easily it's forced out due to its reliance on moves with immunities, being outsped by other Scarf users, and vulnerability to priority, makes it difficult to take advantage of. It is also unable to OHKO most Eviolite holders, and relying so much on prediction against teams with Drifloon and Archen to not be a liability makes it even less consistent. Bunnelby isn't necessarily a bad Pokemon, but it's much harder to fit onto a team and less consistent than most Pokemon in B+.


pumpkaboo-super.gif
Pumpkaboo-Super: B+ -> B
pumpkaboo-super.gif


This was originally A- -> B+, but I agree with TCR's sentiment that it's not even good enough for that.
Okay, so say I'm looking for a spinblocker. Pumpkaboo-Super initially looks like a good choice because it matches well against common Rapid Spinners, but it comes with several notable flaws.
It's extremely passive, to the point of barely even being an offensive threat. It's incredibly predictable. It struggles to outlast its common checks due to Synthesis's low PP.

Then we have Drifloon, which also does well against most variants of Drilbur and Staryu; the variants that beat Drifloon are usually also able to break past Pumpkaboo. Drifloon has the potential to be one of the strongest sweepers in the metagame. It is one of the most unpredictable and threatening Pokemon in the metagame. It easily outlasts most of its checks.

There isn't much else to say. Pumpkaboo does have its advantages, but it's only rarely worth choosing. A B+ Pokemon should not come this close to being directly outclassed.


dwebble.gif
Dwebble: B+ -> B
dwebble.gif


Dwebble tends to get a lot of flack, but to be honest it can be a pretty cool mon. It tends to be shafted aside in the lead slot nowadays for Omanyte as a hazard stacker and Onix as a reliable Stealth Rock setter, but having both SturdyJuice and more than one hazard to lay is still pretty nice. However, it's extremely predictable by now, and so enough countermeasures have developed that it's rarely able to actually abuse its strengths, which is why it tends to be shafted aside. Dwebble can take advantage of this somewhat by running a Shell Smash set, but this struggles to get through some very common defensive Pokemon. With enough support, the Shell Smash set still makes for a nice win condition, but Dwebble isn't anything special as a set-up sweeper, to the point where even mid B is a bit of a stretch if we're considering the Shell Smash alone. Neither set is consistently effective nor splashable enough to warrant B+, and although they're different enough to make Dwebble somewhat more unpredictable, it's not hugely beneficial when many of the same Pokemon can easily deal with both sets.

zigzagoon.gif
Zigzagoon: B+ -> B or lower
zigzagoon.gif


Definitely lower than mid B - Onix and Torchic are two solidly mid B Pokemon that I would rather fit onto a competitive team over Zigzagoon seven days a week.

Zigzagoon archetypes have always been quite unreliable; they rely on heavily outplaying your opponent, whether through lots of hard reads or the opponent not knowing what they're doing, to get trappers in on everything they need to trap, and Knock Off everything that needs to be Knocked Off. In addition, Zigzagoon is very match-up reliant; too many Zigzagoon checks and getting rid of all of them with trappers alone, as difficult as they are to get in, no longer becomes feasible. Zigzagoon has always come off as a bit odd sitting in B+ due to its unreliability. Of course, winning with a Zigzagoon against a good player using a good team can feel quite rewarding; it just isn't all that viable, and that's what we're discussing here.

The match-up issue has gotten so much worse with the rise of Drifloon. Zigzagoon teams traditionally rely on trappers to guarantee the removal of things that beat Zigzagoon, but Drifloon flips this on its head by being immune to both Shadow Tag and Arena Trap (and in fact setting up on trappers in some cases) and getting around Pursuit trappers without much trouble. Weakening Drifloon isn't enough unless it's the last Pokemon on the opposing team, because as long as Drifloon is healthy, it can burn Zigzagoon to neuter its sweep. Drifloon is pretty much as close to an auto-lose as it gets for otherwise decent Zigzagoon teams; an insane amount of prediction and luck is needed to force Drifloon onto the field and then eliminate it. With such an enormous blow to dedicated Zigzagoon archetypes, we're left mostly with sweeper spam teams, which are gimmicky at best. This is not something that should be said of a Pokemon in B+, which is for Pokemon that are splashable enough to actually be worth considering as a threat during teambuilding, or even mid B Pokemon, which generally at least have solid and defined niches. This is something that fits the definition of a C rank Pokemon.


aipom.gif
Aipom: B -> B+
aipom.gif


It's strong.


riolu.gif
Riolu: B -> B-
riolu.gif


I would like to say right now that I am not making this nomination because Riolu isn't effective enough once it does find a team slot, as Riolu is one of those Pokemon that can be incredibly rewarding to be creative with. Rather, it struggles to find that team slot to begin with; there are some other very strong Fighting-types in LC. Every Fighting-type that tries to do defensive things has to compete with Mienfoo; every Fighting-type that tries to sweep has to differentiate itself from Timburr. Riolu is much more niche than either Mienfoo or TImburr, to say the least. Not only does it get much less set-up opportunities than Timburr, but it has less utility in case a sweep isn't reasonable because it doesn't get Knock Off, and relies heavily on unexpected coverage moves to break past its counters, which is risky if the opponent tries to scout for, say, Iron Tail. Compare this to Doduo, which is arguably one of the worse mid B ranks. There are four other Pokemon that come close to Doduo's level of both power and speed; Abra and Gastly have neither Doduo's powerful Knock Off nor decent priority, Aipom's Fury Swipes doesn't have Doduo's Brave Bird's OHKO power, and Taillow is so underwhelming outside of its STAB moves that it's actually possible to wall. Other things with Knock Off and priority can't even come close to Doduo's initial power or Speed tier. A Knock Off user that guarantees a KO every time it gets into play is Doduo's own niche. It's just that Riolu's niche doesn't seem as defined as the other mid B ranks, although it's certainly there; most of the time, you have to really justify using Riolu over another Fighting-type.


stunky.gif
Stunky: B -> B-
stunky.gif


The community has been dumping on Stunky for some time now, and the recent metagame shifts have only made Stunky worse, so I think this nomination is pretty sensible. Less Gothita and more Diglett means that Stunky will often be spending more time getting trapped than doing the trapping. Because of Drifloon emerging as the dominant Ghost-type and the increase in WoW Gastly, Stunky isn't that great of a Ghost check anymore. Honedge is gaining popularity as an Abra check. Even its niche as a fast Memento user that traps Abra is beginning to disappear with Beat Up Diglett on the radar. Essentially, Stunky has gotten worse at its single specific niche. A well-timed double switch to Diglett by the Abra user means a dead Stunky, so it can't even reliably trap the few things it continues to consistently beat. And of course, Stunky's drawback of letting in some of the most threatening Pokemon in the metagame for free is as prevalent as ever, causing it to be a liability in most match-ups. Unless you need both a Defog user and an Abra/Gastly/Gothita trapper in a single slot, you're probably better off with something else, but if Stunky really is what you need, it may be worth simply changing the rest of your team. Stunky stinks


taillow.gif
Taillow: B -> B-
taillow.gif


When we get to Pokemon as frail as Taillow, resistances become insignificant enough that it is less a matter of seeing how they differ from Pokemon of similar typings and more about comparing them to other glass cannons. Taillow shouldn't be compared to Fletchling or Vullaby when it functions completely differently from them; instead, we should look at its strengths over other fast and strong but extremely frail Pokemon, like Abra and Gastly. It's with this comparison that it becomes clear how big Taillow's drawbacks are.

Firstly, Special Taillow. Let's look at Staryu, which has the same Speed tier and whose Hydro Pump is almost exactly as strong as Taillow's Boomburst:
200 SpA Life Orb Taillow Boomburst vs. 0 HP / 36 SpD Mienfoo: 21-25 (100 - 119%) -- guaranteed OHKO
(21, 21, 21, 21, 21, 21, 21, 21, 23, 23, 23, 23, 23, 23, 23, 25)
196 SpA Life Orb Staryu Hydro Pump vs. 0 HP / 36 SpD Mienfoo: 21-25 (100 - 119%) -- guaranteed OHKO
(21, 21, 21, 21, 21, 21, 21, 21, 23, 23, 23, 23, 23, 23, 23, 25)
Neither has even remotely powerful priority, so they're about equally threatening to offensive teams. However, Staryu is far more dangerous to slower teams because it has much better coverage options; Taillow needs Stealth Rock to OHKO Ferroseed with Heat Wave, and has almost nothing else in the way of coverage. In addition, LO Staryu is much easier to fit onto a team thanks to an additional niche as a Rapid Spinner that is extremely difficult to spinblock, on top of being a strong offensive Pokemon, whereas Taillow needs additional support if it doesn't want to get KOed early on by Stealth Rock chip. Taillow's perk is a weak U-turn that, because of Taillow's Speed, doesn't help to get its allies in safely, and so does little more than chip at the various switch-ins Taillow's coverage moves don't allow it to break.

Then we have physical Taillow. Here I'll use Aipom:
116 Atk Life Orb Aipom Fury Swipes (5 hits) vs. 156 HP / 40 Def Eviolite Porygon: 20-25 (80 - 100%) -- approx. 6.3% chance to OHKO
(4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5)
So 20 damage over 5 attacks;
236 Atk Guts Taillow Facade (140 BP) vs. 156 HP / 40 Def Eviolite Porygon: 16-19 (64 - 76%) -- guaranteed 2HKO
(16, 16, 16, 16, 16, 16, 16, 16, 18, 18, 18, 18, 18, 18, 18, 19)
Once again, Taillow suffers from a lack of any decent coverage moves, leaving it trivial to deal with for bulkier teams, a far cry from one of the strongest wall-breakers in the metagame in Aipom. Taillow does not have Aipom's utility due to its lack of Knock Off (or wall-breaking prowess). The weakness to Stealth Rock is once again a weak point for Taillow, and Aipom is noticeably statistically bulkier as well. Taillow has the drawback of having to utilize Protect, a revenge-kill, or a teammate's slow VoltTurn to safely activate its orb and pose as even a remote threat, making it difficult to take advantage of early game when it actually wants to be wall-breaking (which it struggles to do anyways). Taillow's own advantages are somewhat significant; Quick Attack is better for sweeping than Fake Out, and Brave Bird, while cutting Taillow's sweep short, helps against the omnipresent Fighting-types. They just pale in comparison to a Pokemon that isn't even in the A ranks.

What may draw some people to Taillow is that it can use either set. This would be great if they didn't share similar checks and counters, and if they were actually worth using. Its saving grace is that it can work as a fast suicide defogger for teams that are weak to webs in particular (if not, you may as well spin with Staryu), but that's an awfully specific niche for something in mid B.


chespin.gif
Chespin: B- -> C+
chespin.gif


Chespin checks some pretty annoying threats. It shuts down standard Life Orb Gastly, walls Hidden Power Fighting Foongus, and can take on mixed Croagunk. It also soft checks a few Water-types, although a poorly timed Scald burn will often let them break past Chespin due to Synthesis's low PP.

Pokemon that check a few fairly significant threats and lose to a far higher number of even greater threats have always been underwhelming in LC, especially in practice. In the current metagame, Chespin is the textbook definition of this. Mienfoo, Drifloon, Vullaby, Ponyta, bulky Fletchling, Timburr, Snivy, and numerous other top threats are barely threatened by Chespin, and can do so much more with a free turn than set up a layer of Spikes or fire off a Seed Bomb that approaches Foongus's Giga Drain in power. Hitting super effectively, Chespin's coverage moves do as much as a neutral STAB Earthquake coming off less Attack than Sash Diglett. That's unless you're willing to sacrifice bulk, in which case Chespin will have to spend so much of its time using up its 8 Synthesis PP when everything comes close to 2HKOing at worst, that it won't have many opportunities to do much else.

There's also the fact that Chespin outright loses to WoW Gastly, struggles against Hidden Power Fire and Clear Smog Foongus, and has a negative match-up against Gunk Shot Croagunk.


lickitung.gif
Lickitung: B- -> C+
lickitung.gif


This nomination follows a similar train of thought to what I have for Chespin. Lickitung can check some pretty strong threats, but it loses to more numerous and more dangerous Pokemon, making it rarely worth including. Lickitung isn't quite as extreme as Chespin; by passing huge Wishes and being able to permanently cripple switch-ins with Knock Off, it isn't quite as detrimental to the teammate that has to switch in on whatever forces Lickitung out. However, its disadvantages are significant enough that its niche is relegated to a bulky Normal-type on semistall, because letting Fighting- and Steel-types in every single time takes its toll on less resilient teams. Semistall is a very limited archetype, which makes Lickitung a perfect fit for C+.


clamperl.gif
Clamperl: C -> B or lower
zigzagoon.gif


Firstly, I do not actually think Clamperl is mid B level. I also don't think Zigzagoon is mid B level, and feel that Clamperl and Zigzagoon should be in the same ranking. This nomination is based solely on that, whether it involves Zigzagoon moving all the way down to mid C or the two meeting somewhere in between; B- feels the most reasonable from what I've seen. I would go as far as to argue that Clamperl is a little bit better than Zigzagoon because there isn't any one Pokemon that Clamperl archetypes just lose to, whereas Zigzagoon archetypes have to deal with Drifloon.

Zigzagoon's +2 priority makes it more effective against non-Drifloon hyper offense by allowing it to set up on and get past the likes of Fletchling and Cottonee; Clamperl will need these to be trapped or lured and removed. However, bulky offense is more common in the current metagame, and Zigzagoon struggles to OHKO some extremely bulky Pokemon, such as Foongus from full or Spritzee after two layers of Spikes. Then there is its damage output before set-up. As such, Zigzagoon requires a great deal of hazard and Knock Off support. Slam Clam has no such issues, being able to OHKO offensive Vullaby after Stealth Rock before set-up, and defensive Porygon and Berry Juice Chinchou after set-up. With that level of raw power, Slam Clam can afford to run Substitute to dodge Sucker Punches and in case it really can't afford to Shell Smash. This gives it a much stronger match-up versus bulky offense on top of rendering it arguably the single most dangerous threat against semistall in the metagame, so as far as sweeping potential goes, the two are on similar grounds. In terms of setting up, neither appreciates being hit by a Knock Off, although Zigzagoon can still get its Belly drum off if the Knock Off user is weak and it has Memento and/or burn support, and itemless Clamperl sweeps just fine if the opposing team is weakened enough. Since Zigzagoon can afford to invest in bulk where Clamperl needs Speed, we usually end up with the two being around equally bulky (Clamperl's 20/15/13 vs Zigzagoon's 22/11/12). They both offer zero defensive synergy and require too much support for a sweep to play the supporting role in offensive cores, and so need an entire team built around them. Clamperl is just about on par with Zigzagoon in every relevant category, so it doesn't make sense for Zigzagoon to be ranked higher.


magby.gif
Magby: C+ -> B-
magby.gif


I could take a similar approach to what I did for Clamperl, but I feel like Magby is difficult enough to set up even with a lot of support, but also effective enough even without much support, that I should just discuss it separately.

We see some obscenely powerful wall-breakers that are only average against offense in mid B; Cranidos, Doduo, and Pancham come to mind. Magby may play a little differently, but the end result is similar. Against offense, Magby relies too much on Mach Punch to sweep for comfort - not horribly ideal when it fails to OHKO common scarf users like Chinchou and Mienfoo - and finds almost no opportunities to set up. Cranidos, Doduo, and Pancham aren't dead weights against offense, though, and neither is Magby; it can most notably set up on Pawniard, and it isn't impossible to wear down these Scarf users. On the other hand, Spritzee and Foongus are just two common Pokemon on defensive teams that cannot be sent in at all, or else Magby sets up then the defensive team vanishes without a trace, especially when Scarf Pawniard or Houndour is usually the only fast Pokemon for these teams if they have one. This completely shuts down the defensive team's synergy, allowing Magby's teammates to wreak havoc. I don't feel that Magby is quite as good as the mid B wall-breakers because it only gets one shot at being a threat instead of being able to come in two or three times; Magby is suddenly less threatening when Foongus's Sludge Bomb critpoisons as Magby sets up, and so many things can go wrong when Magby tries sweeping against offense that I'll leave it there.

I do not think that Life Orb Magby is worth considering here because not only does it have the unfortunate combination of being easily forced out and a vulnerability to every entry hazard, but its weak priority means it gets trapped for almost no cost, making other wall-breakers better choices in most cases.


inkay.gif
Inkay: C+ -> C
inkay.gif


Now that we're getting into the C ranks and everything is only sort of viable, it'll be harder to judge where something belongs in the subranks, but I'll try my best to be convincing.

Inkay is not a good Pokemon. It is completely shut down if the opponent has a Fairy-type, doesn't even want to attack if the opponent has Ponyta or Larvesta, and struggles hugely against Mienfoo. An Inkay sweep is extremely difficult to pull off due to its lack of built-in recovery and a heavy reliance on prediction to get past most Pokemon. Inkay can beat a few Pokemon one on one, but its awful typing, relative frailty, and lack of recovery means it can't switch in, lending it almost no defensive utility. Inkay is so underwhelming that it can't even pull off its draw as a webs check most of the time. Where webs teams usually set webs anyways against Snivy or Pawniard due to their strength even outside of checking webs, there isn't much stopping the webs user from simply not leading with webs against Inkay and playing what essentially amounts to a 5v5.


koffing.gif
Koffing: C+ -> C
koffing.gif


Despite being able to soft check so many physical attackers through its bulk alone, Koffing is far too easily worn down, leaving it unable to check things more than once or twice throughout the match. It doesn't have Ferroseed's numerous resistances to ignore attacks, or Croagunk's priority to be useful even at low health. Furthermore, Koffing simply doesn't do a whole lot once it's in. Snubbull has Thunder Wave and significant offensive presence, Ferroseed has Knock Off, Thunder Wave, and a lot of hazards, and Tentacool has both Knock Off and Rapid Spin. All Koffing can do is try to burn things, making it predictable and easy to wall.

It sucks that Koffing is actually pretty fun to use. I've been playing around with Toxic Spikes Koffing recently, as being able to beat Diglett on top of its physical bulk helps differentiate Koffing from other Toxic Spikes users. However, I would rather use something less passive like Omanyte or Skrelp most of the time, and setting Toxic Spikes is a rather small niche to begin with.


axew.gif
Axew: C+ -> C or Dratini: C -> C+
dratini.gif


I'm not really sure whether they belong in C or C+ as I feel like they're sort of toeing the line, but either way, I believe that Axew and Dratini on equal footing. Axew is the better sweeper; it has the power needed to break through bulkier Pokemon, reaches 16 Speed, hits Cottonee on the switch with Poison Jab instead of Iron Tail, and gets through Abra with Dual Chop. Dratini's main advantage as a sweeper is Extremespeed to get around opposing frail or weakened priority users.

Dratini is the far superior wall-breaker. Its good mixed movepool allows it to plow through common defensive cores without much hassle. Whereas Axew's Life Orb or Swords Dance sets are little more than fodder against offensive teams, Dratini can use an attacking set with less drawbacks because it threatens faster Pokemon with a powerful Extremespeed. Axew's main advantage is the strength of its Outrage, but this isn't good for getting multiple KOs and leaves it even more vulnerable against offensive teams.

Both are quite difficult to fit onto a team; they're frail, and while Dragon typing isn't bad, it's also not very good, so they don't offer much defensive synergy and can be difficult to get into play. I think that their rankings should reflect how their respective advantages in each offensive role are equally significant.


kabuto.gif
Kabuto: C -> C+
kabuto.gif


My view of mid C Pokemon is that they are effective enough to be worth using if you're looking to be innovative, but tend to be a stretch to justify including on a competitive team; C+ Pokemon have very specific but still somewhat notable niches on competitive teams. This isn't the official definition, but I feel that it checks out for what is currently in C and C+ except for what I have detailed above. This makes Kabuto very different from other Pokemon in mid C. It has a clearly defined and relevant niche as the only spinner able to check Flying-types, and the only spinner with acceptably powerful STAB priority. Other than that, Kabuto is a decent spinner in its own right; with Drifloon on the rise, it's more important than ever for Rapid Spinners to be able to threaten Spinblockers. Kabuto unfortunately can't Rapid Spin with impunity and still has to predict the Drifloon switch or Substitute Drifloon will be able to stall it out, but it's still much better off than standard Drilbur or Staryu, which can't afford to spin at all. Even though it is rarely able to fit them all into one set, Kabuto has plenty of utility between Rapid Spin, Knock Off, Stealth Rock, and Aqua Jet, which I feel is enough to warrant a rise to C+.


mantyke.gif
Mantyke: C -> C-
mantyke.gif


I think I've gone over before why I do not think Mantyke is competitively viable so I'll keep this brief.

Rain Dance Mantyke is an incredibly mediocre sweeper. It's nothing special in terms of set-up opportunities or actual sweeping ability, and is well below average compared to other underwhelming sweepers when it comes to being useful outside of sweeping. Its resistances are offset by a weakness to Stealth Rock and a reliance on Life Orb to be even remotely threatening to anything holding an Eviolite. Rain Dance Mantyke's only niche is on Rain teams, and even then it has competition.

Defensive Mantyke is not competitively viable. It has awful physical bulk and is weak to common Special attacks. Rest for recovery and a weakness to Stealth Rock means it is easily outlasted by the few things it does check. With a complete lack of good coverage moves, it takes the disadvantages I mentioned for Chespin and blows them out of the water.


rufflet.gif
Rufflet: C- -> C+
rufflet.gif


Mid A may be a stretch, but there's no getting around Rufflet's damage output. Rufflet's Choice Scarf set is similar to C+ Darumaka's, although it isn't quite as good because it lacks Flare Blitz's power or spammability. More importantly, Rufflet has its Bulk Up set, which is tough to deal with for slower teams and, thanks to Rufflet's decent bulk, can work as a tank against offensive teams as well. As a Flying-type set-up sweeper, Rufflet's far greater bulk gives it a better match-up than Fletchling against defensive teams. Rufflet's main competition as a bulky and powerful Flying-type is Vullaby, but Vullaby lacks Rufflet's sweeping potential. I think apt-get also used a Superpower LO set with webs to get past Porygon, but I don't know the details about that. If we go by what I mentioned for Kabuto, then Rufflet would not belong in C- or even mid C because it has a significant competitive niche as a bulky Eviolite-holding Flying-type that can set up and feasibly sweep.


trapinch.gif
Trapinch: D -> C+
trapinch.gif


This is a pretty big jump, but I do not think that Trapinch is anywhere near outclassed enough by other trappers to be ranked amongst completely unviable Pokemon. Frankly, I would not be opposed to seeing it in B- or mid B.

Trapinch does not have Diglett's reusability nor Gothita's flexbility. What it brings to the table is decent bulk, allowing it to guarantee the removal of several enormously important Pokemon that standard Diglett and Gothita sets would rather avoid. We may as well begin this list with Diglett and Gothita themselves. Trapinch is able to ensure neither traps more than one Pokemon during the match, and, if it's a Berry Juice variant, can actually come out of the encounter with full health.

Trapinch is able to beat a full health SturdyJuice Magnemite, which only specially defensive SubThief Diglett can do otherwise (shoutouts ADV LC); Berry Juice variants can also directly switch into Scarf Magnemite. Trapinch can reliably revenge-kill every single relevant Pawniard and Cranidos variant. Heavily weakened grounded Pokemon is picked off by Feint. It revenge-kills Drilbur, and can come in on Mienfoo's U-turn to trap Snubbull with Rock Slide followed by Earthquake. If you only need Trapinch to trap one thing, running Eviolite makes this list even longer. 45/45/45 base bulk may not be particularly impressive, but with investment, Trapinch is able to survive max SpA Chinchou's Hydro Pump, LO Vulpix's Fire Blast (Trapinch's EQ + Feint KOes through burn), and LO Abra's Energy Ball, allowing it to revenge-kill those as well. Diglett and Gothita are outright unable to deal with a healthy Chinchou, and struggle against Flame Charge Vulpix. All of this assumes Trapinch is taking damage from one layer of spikes.

Some Pokemon like Abra all three trappers can deal with, but there are Pokemon that Diglett and Gothita can trap which Trapinch cannot. Its low Speed limits it to one or two traps, so I do not claim that Trapinch is outright as good as Diglett or Gothita. However, the Pokemon Trapinch can uniquely trap are notable threats that aren't all that unlikely to be worth dedicating a slot to for nearly guaranteed removal. If the rest of the team is significantly hindered by one or more of these Pokemon, Trapinch is not only a good choice, but often the best choice.


I don't have much to say on moving things up to or down from D-rank because the boundaries get even hazier at this point, and I don't use D-rank mons much. However, Shroomish strikes me as a Pokemon that has no valid competitive use whatsoever, and is arguably less useful than some Pokemon that are currently unranked, such as Eevee and Tepig. Also, Gible is currently both unranked and D.


tl;dr Fletchling -> A, Foongus -> A+, Carvanha -> A, Omanyte -> A, Tirtouga -> A-, Shellder -> A, Croagunk -> A-, Bunnelby -> B, Pump-Super -> B, Dwebble -> B, Zigzagoon -> B or lower, Aipom -> B+, Riolu -> B-, Stunky -> B-, Taillow -> B-, Chespin -> C+, Lickitung -> C+, Clamperl -> Zigzagoon's rank, Magby -> B-, Inkay -> C, Koffing -> C, Axew -> Dratini's rank, Kabuto -> C+, Mantyke -> C-, Rufflet -> C+, Trapinch -> C

---

I would also like to give my thoughts on some of the recent nominations:

Vullaby -> A+: Agree
It'd probably be at the lower end of A+, but it does feel a lot more threatening than most of the mid A Pokemon. There are almost no drawbacks to using Vullaby on any type of team; it's a fantastic choice for Dark and Flying spam offensively and has the resistances and raw bulk to provide defensive synergy. Even its toughest checks struggle to switch in more than once or twice if they don't use recovery every time they're in. Other than bulk and power, Vullaby has a perfectly sized movepool to basically do whatever it wants.

Snivy -> A+: Disagree
Snivy, on the other hand, certainly has significant drawbacks. Though it only has a few solid defensive checks, its lack of bulk and awkward Speed tier leaves it with plenty of offensive ones, which isn't great in a metagame that leans towards offense. For every game where it threatens to cleanly sweep the opposing defensive team, it has another where it takes most of the match to even find the opportunity to come in on a revenge-kill, only to get forced out immediately afterward. It also doesn't just slide onto any team; not that fitting Snivy onto a team is a challenge, but a frail Grass-type stacks some pretty notable weaknesses. It does need to be accounted for in teambuilding, but not more than other high tier offensive threats. The A+ ranks just feel more splashable and consistent than Snivy.

Vulpix vs Houndour vs Bellsprout
Of the options proposed, I think Vulpix in B+ and the other two in mid B makes more sense than Vulpix in A- and the other too remaining B+. Sun is pretty good and Vulpix is vital to the archetype, but it's still only a single, fairly minor archetype, whereas most Pokemon in A- are a bit more flexible. Despite its power and potential for critburns, I would rather use a faster wall-breaker over LO Vulpix, which really struggles to make a significant impact against offense when everything outspeeds and OHKOes it. It has to rely on Flame Charge to hold its own against balance most of the time, which rarely works out because these opportunities are few and far between and Vulpix is forced out by priority users or a faster Scarf user immediately afterwards. Choice Scarf is also easily forced out because its coverage moves are extremely weak, so it usually has to lock itself into Fire Blast. All variants of Vulpix have trouble getting in due to their frailty and lack of immunities, and don't appreciate being so easily forced out because they are weak to every single entry hazard.

As for the idea behind this nomination, I don't mind seeing Bellsprout a rank below Vulpix for the reasons given. They're both vital to the sun archetype, and it wouldn't be too far off to have Vulpix at the top of B+ with the vast majority of its niche being sun / Bellsprout at the bottom of B+ with the entirety of its niche being sun, but there is a definite discrepancy in their viability, though. I don't agree with Houndour because it has several very important advantages over Vulpix that make it easier to fit onto the average team, even if it doesn't define an entire archetype. It's more dangerous to offensive teams because of the power of its LO Sucker Punch, it has better sweeping potential thanks to its access to Nasty Plot, and it isn't completely outclassed in the support department due to Destiny Bond and STAB Pursuit. Eviolite and Choice Scarf Houndour are pretty underwhelming in terms of power and bulk unless you're desperate for a more reliable Pursuit trapper, though, so I think its ranking should mostly be based on how good its LO set is.

Lileep -> B-: Disagree
When we make the move from viable to relevant, it's no longer a matter of whether a Pokemon is completely outclassed - we have to consider the Pokemon's disadvantages as well, and Lileep has a lot of those. Even with a Storm Drain boost, Lileep isn't powerful enough to deter most of its checks; for reference, its Giga Drain hits about as hard as Scarf Chinchou's Scald. Of course, the Storm Drain isn't actually that easy to get, in which case we're working with Special Attack that makes defensive Trace Porygon look like a top offensive threat. I can see where this nomination is coming from since Lileep does have its notable strengths, but I would argue that they're pretty close to the other stronger C+ ranks. For example, Darumaka's Hustle Scarf set is very difficult to switch into and still threatening to offense, while Buneary is extremely unpredictable and can do a combination of Life Orb + good coverage, Heal Bell, Thunder Wave, Baton Pass, and Healing Wish to support its team and still pose as an offensive threat.

Archen -> A-: Agree
It wasn't too long ago that I would've argued for Archen being closer to A+, but Archen simply isn't as splashable as it once was. It still has its fantastic combination of utility, power, and versatility, but the metagame shifts have made its weaknesses much more prominent. Being weak to Water-types and Magnemite and set-up bait for Shellder puts a lot of pressure on the rest of the team, so Archen may not always be the best choice when you're looking for a hazard setter or remover or a Fletchling check.

Drilbur -> A-: Agree
At first I was hesitant to agree because Drilbur is still pretty good, but after chatting with madoka, I think the easiest way to see the logic behind this nomination is by comparing Drilbur to Staryu. Staryu is pretty clearly A-; the defensive set can be very passive and the offensive set is easily trapped and revenge-killed, in addition to relying somewhat on prediction. However, it also doesn't come off as worse than Drilbur. Although Drilbur has a more sought-after defensive niche as a hard Magnemite check, defensive Staryu can deal with Fire-types and Omanyte, soft check a few other things, and most importantly, check things throughout the match. Drilbur has access to Stealth Rock, while Staryu has Scald and Thunder Wave. They resort to only partially effective means to get past Drifloon, with Rock Tomb or paralysis/burns. Life Orb sets are able to OHKO Drifloon on the switch and are in general difficult to switch into, but also easy to revenge-kill, with Staryu's higher base Speed being offset by Sand Rush Drilbur. Staryu is about as splashable as Drilbur and about as effective, so it makes sense for both of them to be A-.
It's worth noting that Rock Tomb BJ Drilbur actually beats defensive Staryu one on one about half the time (because of Scald burns), though.

Pumpkaboo-Small -> C: Agree
Pumpkaboo-Small used to have a decent niche as a Spinblocker with offensive presence, but this is no longer notable with the popularity of Drifloon. Both lack OHKOing power initially, but where Pumpkaboo only made it as high as it did because of its typing, Drifloon genuinely excels in every other category. It has more sweeping potential, more unpredictability, and most importantly, the ability to actually stick around instead of being worn down switching in once or twice. Without a genuine reason to be included on a competitive team, Pumpkaboo-Small should not be anywhere near the B ranks.

Tyrunt -> B-: Disagree
I'm sort of on the fence for this, but so far I am not convinced as to why it should move. I don't think it should be based on being the best Dragon-type, because Dragon isn't exactly a sought-after typing in LC. Instead, it would make more sense to compare Tyrunt to popular Rock-types. Dragon Dance Tyrunt is a decent sweeper on its own, but most of the time I would rather run SturdyJuice Tirtouga over SturdyJuice Tyrunt and bulky SS Tirtouga, Shellder, or Omanyte over bulky DD Tyrunt. Stealth Rock Tyrunt is a little more unique in its niche, but it still suffers competition from plenty of other Stealth Rock users, and as a Fletchling check, being Diglett weak isn't great. Choice Scarf Rock-types have never been very good in LC, and I don't see why Tyrunt would differ when its main advantage in a powerful secondary STAB locks it in on top of carrying an immunity (Dragon Claw's damage is pretty underwhelming). Each Tyrunt set has advantages over its competitors, since if they did not, Tyrunt wouldn't be ranked at all, but they don't seem very notable.
 
Back
Top