CAP 23 CAP 23 - Part 8 - Moveset Discussion

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Quanyails

On sabbatical!
is a Top Artist Alumnusis a Community Leader Alumnusis a Community Contributor Alumnus
Hey, all! While CAP Art Poll 4 is underway, we'll be getting started with movesets! cbreven is our Movepool Leader, so pay close attention to his posts!

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In this stage, we are determining the required and disallowed competitive moves by creating a list of approved movesets. The movesets will be decided based on the competitive needs and limitations of this project. We are not submitting full movepools at this time. There will be a later stage for movepool submissions (level-up sets, egg moves, etc) once the required and disallowed moves have been determined via the accepted movesets.

Moveset Discussion Rules & Guidelines

There should be four kinds of posts in the thread:
  • Moveset Submissions
  • Moveset Edits/Option Submissions
  • General Commentary
  • Section Leader/Topic Leader Announcements/Updates
This means that no moves can be suggested or commented on unless they are part of a full competitive moveset submission or suggested as a additional option for one or more previous movesets. Any recommendations to disallow certain moves should only be in reference to moves contained in previously posted movesets.

The general flow of this thread should go like this:
  1. People post moveset submissions in a prescribed format (see below)
  2. Other people suggest to add/remove moves or other options to previously posted movesets (see below)
  3. Other people propose edits to the descriptive information with previously posted movesets
  4. Other people comment on the competitive pros and cons of previously posted movesets, additions/removals, and proposed edits
  5. Continuously over the course of the thread, the movepool leader updates the first post in the thread with the "currently accepted" movesets and other information related to the status of the intelligent community consensus (see below)

By the end of this discussion thread, we should have the following outputs:
  • The top post in the thread (maintained by the Movepool Leader) will contain a list of all edited, approved movesets
  • The top post will list controversial movesets and/or optional moves that need to be voted on by the community

Prohibited Moves:
Legendary Signature Moves are banned from discussion unless one (or more) is specifically allowed by the combined consensus of the TL and the Movepool Leader. The following moves are considered Legendary Signatures:

Aeroblast
Blue Flare
Bolt Strike
Crush Grip
Core Enforcer
Dark Void
Diamond Storm
Doom Desire
Dragon Ascent
Fleur Cannon
Freeze Shock
Fusion Bolt
Fusion Flare
Geomancy
Glaciate
Heart Swap
Hyperspace Fury
Hyperspace Hole
Ice Burn
Judgement
Land's Wrath
Light of Ruin
Lunar Dance
Luster Purge
Magma Storm
Mist Ball
Moongeist Beam
Oblivion Wing
Origin Pulse
Precipice Blades
Prismatic Laser
Psycho Boost
Psystrike
Relic Song
Roar of Time
Sacred Fire
Searing Shot
Secret Sword
Seed Flare
Shadow Force
Spacial Rend
Spectral Thief
Steam Eruption
Sunsteel Strike
Techno Blast
Thousand Arrows
Thousand Waves
V-Create


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Moveset Submissions

Movesets should be posted in the following format:

Moveset Submission

Name: Agility Sweeper
Move 1: Agility
Move 2: Thunderbolt
Move 3: Ice Beam
Move 4: Earth Power / Energy Ball
Ability: Sheer Force
Item: Life Orb
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest / Timid
  • Agility doubles CAP X's speed, which allows it to sweep.
  • Because of CAP X's Electric typing, Thunderbolt can hit Water-types like Arghonaut very hard.
  • Ice Beam complements Thunderbolt very well, allowing it to hit Ground-types like Zygarde.
  • Earth Power lets CAP X hit Heatran and Mollux very hard, while Energy Ball lets it hit Gastrodon and Mega Swampert harder.
  • Sheer Force powers up CAP X's main moves.
  • Life Orb's recoil is removed by Sheer Force and allows CAP X to hit even harder.
  • Modest is preferred for more power, but Timid can be used to outspeed base 81s like Gyarados and Necturna before boosting.

Code:
[B]Moveset Submission[/B]

Name:
Move 1:
Move 2:
Move 3:
Move 4:
Ability: (optional)
Item: (optional)
EVs: (optional)
Nature: (optional)
[LIST]
[*]
[*]
[*]
[/LIST]
Please keep to the above format so the movepool leader can easily see which posts in the thread are proposing new moveset submissions, and can easily locate the information when updating the top post in the thread.

Ability, Item, EVs, and Nature are optional. All that is required are four moves, a name, and some descriptive information (in bullet form).

Any suggested moveset posted without any reasonable description will be deleted by the moderators. People should not spam movesets, post without checking the movesets already submitted, or post movesets without thinking them through.

Although we are not posting movesets in the full C&C analysis format, you should generally adhere to C&C standards where it makes sense. While there will not be excessively strict moderation on this, use common sense. Don't get too slash-happy with moves, no stupid names, use proper spelling and grammar, etc. These movesets will be put on the CAP subsite immediately at the end of the CAP for the playtest.

If you are unsure of the optimal ability, item, EVs, or nature -- you can leave it out and it can be edited in later over the course of the thread. By the end of the thread, every accepted moveset should be filled in completely. That doesn't mean we need to be 100% sure of every aspect of the moveset. It's fine if we go with our best guess and leave it to the playtest to optimize it.


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Moveset Edits/Option Submissions

Edits/options should be made by copying the most recent version of the moveset and description into an unattributed quote tags ([ QUOTE][ /QUOTE]). Then make any edits, additions, or replacements in bold text, removals should be in strike-through text. The most recent copy should taken from the top post or from the original submission post, depending on whichever one is most current.

Posters can and should comment on the reasoning and background for any proposed edits outside of Quote tags. Simple wording or spelling corrections do not need any explanation or commentary.

Additional move proposals must be made in the context of one or more movesets. The user cannot simply post "I suggest we add Taunt as an option to all non-choiced movesets", for example.


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Movepool Leader/Topic Leader Posts

The first post under the OP is reserved by the Movepool Leader, and will serve as the reference post for the current status of the discussion.

When the Movepool Leader determines that a moveset, option, or edit is accepted by intelligent community consensus, they will add/update a list of "Approved Movesets" in the first post. The Movepool Leader SHOULD NOT add every submission to the first post automatically, simply because it was posted in the thread. The Movepool Leader SHOULD NOT add a submission to the first post if it was not actively accepted by intelligent community consensus. "Lack of any response" is not the same as "acceptance". As with all CAP discussion threads, the leader should always use their best judgement.

If a proposal has received significant intelligent feedback (positive or negative), but it has not yet reached consensus, the Movepool leader should add it to an "Under Consideration" list in the first post. If the thread ends with controversial items that can't reach consensus, they will go to a community poll. In most cases, the "Under Consideration" list should be comprised of full movesets or additional option proposals. Edits to the description of most movesets, probably will not require extensive discussion or polling.

As the Movepool Leader makes updates to the first post, they should also post announcements in the thread indicating what they have added or updated. This will allow active discussion participants to easily track the progress of the thread. The Topic Leader should also post regular feedback in the thread, like every other competitive discussion.

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Typing: Dragon/Ghost
Primary Ability: Comatose
Stats: 84 HP / 133 Atk / 71 Def / 51 SpA / 111 SpD / 101 Spe
Abilities: Comatose / No Competitive Ability / TBD

Concept:
Name: Wait! It's a Trap Move!

Description: A Pokémon that can make effective use of semi-trapping, fully trapping, or self-trapping move(s).

Justification: Trapping is a somewhat polarized mechanic in the current SM metagame. In terms of ability-based trappers we have Dugtrio, perhaps one of the most hated (or most loved, really depends on the situation) Pokémon thanks to its ability Arena Trap. There is also the occasionally seen Magnezone that uses Magnet Pull to lure in and decimate Steel type Pokemon. All trapping effects are ignored by the Shed Shell item or simply by being a Ghost type. However, this is not the kind of trapping I want to focus on. Focusing on abilities leaves few options, and the general mechanics are the same: Lure, Trap, Destroy. Nothing much new is to be found there.

So, instead, I would like this concept to focus on trapping moves. For those unfamiliar with the term, there are a few types of trapping moves which I will make an attempt to explain here. A semi- or partially trapping move prevents the opponent from switching out for a set number of turns while also usually doing a set percent of damage. Example moves would be Whirlpool, Fire Spin, Infestation, and Magma Storm (but don't use that last one, it's legendary exclusive!). There are also what I like to call fully trapping moves, moves that prevent the opponent from switching not for a set number of turns, but instead until the Pokémon who used the move leaves the battlefield. This category includes moves such as Block as well as the brand-new Gen 7 moves of Anchor Shot and Spirit Shackle. Also are what I call self-trapping moves, which is just Ingrain to my knowledge. This move (and if any similar ones come about) lock the USER into battle. Lastly, just to make sure I cover all my bases, Fairy Lock is an interesting trapping move that prevents any Pokémon, friend or foe, from leaving the battlefield on the following turn only (Barring the usual exceptions).

This concept fits in the Actualization and Archetype categories. Trapping moves are exceedingly rare in their usage. The most effective in OU currently is Magma Storm Heatran, but this is by far not its only nor its best set. Expanding our gaze slightly we may find the strange Stall-Trap or Perish-Trap strategies in use in varying parts of the ladder. Even further? Ok then, in Ubers you can find an excellent example of self-trapping in Ingrain Xerneas, which helps prevent the opponent from forcing Xerneas out after it has set up its boosts. In addition, one could look at SD Trapper Decidueye that sets up with Swords Dance after trapping a helpless opponent via Spirit Shackle. Dhelmise can also use Anchor Shot, though I'm not terribly sure as to how that set works... Regardless, that makes about four solid examples of trapping moves across four different tiers, and none of the sets are by any means the only or most effective sets those Pokémon can run (Except maybe Dhelmise. Is there an RU player here who can help me out with that thing?). Overall, the relative rarity of these moves in competitive play when contrasted with the seemingly powerful effect of locking in the opponent begs a variety of questions about the nature and use of said trapping moves. To best explore these moves, designing a Pokémon to use and abuse them makes the most sense for understanding how to properly use them (whatever that would mean).

Questions To Be Answered:
(Base) Is there a 'best' way to utilize trapping moves? If so, what playstyle does it most align with?
(Base) Is there a 'best' type of trapping move overall, or are they each truly viable in their own ways?
(Base) What is the value in trapping the opposing Pokémon? Are certain traps better than others? Why?
(Base) What synergies work well with trapping moves? Why do they have such a great synergy, and how can that be expanded or dealt with in the process of teambuilding?
(Comparison) How do trapping moves compare against trapping abilities? Are there any inherent benefits and disadvantages and if so, what are they?
(Metagame) Are there any particular archetype matchups in which a trapping-move Pokémon would have an advantage? A disadvantage? Why is that?
(Metagame) What has contributed to the lack of presence of trapping moves in our metagame? Is it a plethora of other options, a lack of viable abusers, or something else?
(Metagame) How does the trapping mechanic interact with the value of switching out?[/SIZE]
CAP23 should target and dismantle:
a. Defensive pivots/walls (e.g. doesn't use VoltTurn): Tomohawk, Toxapex, Tangrowth, Arghonaut, Pyroak, Mollux, Mega Venusaur, Zapdos
If successfully trapped, these Pokemon will have a difficult time against CAP23, through CAP23's offensive coverage or utility.

CAP23 should target and pressure (Pokemon that have methods to escape CAP23 and should not threaten a healthy CAP23 AND offensive Pokemon that CAP23 naturally checks):
b. VoltTurn pivots: Landorus-T, Rotom-W, Volkraken, other VoltTurners whose coverage CAP23 resists
These are VoltTurn pivots we should not lose to. CAP23 has a general type advantage over these, so they should be pressured into switching out, rather than having a free U-turn or Volt Switch.
c. Offensive Pokemon: Excadrill, Volcarona, Keldeo, Tapu Bulu, Mega Charizard Y, Calm Mind Naviathan, other Pokemon whose coverage CAP23 resists
CAP23 should generally not lose to Pokemon whose moves are resisted: as such, these Pokemon should fear CAP23 to some degree.

CAP23 should be checked by:
d. Offensive Steel-types: Kitsunoh, Dragon Dance Naviathan, Mega Mawile, Bisharp
e. Ice-types: Syclant, Kyurem-B, Ninetales-A
These Pokemon have the coverage, bulk, or power to tackle CAP23.
f. Dragon-types: Zygarde, Mega Charizard X, Latios, Garchomp
g. Ghost-types: Mimikyu, Kitsunoh, Gengar
These two types have a type advantage over CAP23, but the reverse is also true, so they are checks.
h. Dark-types: Ash-Greninja, Greninja, Colossoil, Mega Sableye, Mega Sharpedo, Mega Gyarados
i. Fairy-types: Tapu Lele, Kerfluffle, Mega Diancie, Mega Gardevoir, Clefable
These Pokemon have the bulk, super-effective STAB-boosted coverage, or other qualities to check CAP23.

CAP23 should be countered by:
j. Skarmory, Celesteela, Ferrothorn, Mega Scizor, Tapu Fini
These Pokemon generally have the bulk to take on a Ghost-type STAB, resist or are immune to CAP23's Dragon-type STAB, and generally do not care about CAP23's trapping effect. Tapu Fini in particular blocks CAP23's ability to use Toxic.


Topic Leader: snake_rattler
Typing Leader: HeaLnDeaL
Ability Leader: LucarioOfLegends
Stats Leader: reachzero
Movepool Leader: cbrevan
 
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cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Name: Offensive Utility
Move 1: Spirit Shackle
Move 2: Earthquake / Outrage / Ice Punch
Move 3: Psychic Fangs / Stone Edge / Brave Bird
Move 4: Toxic Spikes / Fairy Lock / Heal Block / Toxic
Ability: Comatose
Item: Ghostium Z / Psychium Z / Dragonium Z / Flynium Z / Life Orb / Eject Button
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature

Name: Laser Focus
Move 1: Laser Focus
Move 2: Spirit Shackle
Move 3: Outrage / Dragon Claw
Move 4: Brave Bird / Psychic Fangs
Ability: Comatose
Item: Dragonium Z / Flyinium Z / Psychium Z
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly

Name: SubToxic
Move 1: Spirit Shackle / Anchor Shot / Infestation
Move 2: Substitute / Protect
Move 3: Toxic
Move 4: Phantom Force
Ability: Comatose
Item: Leftovers
EVs: 248 HP / 200 SpD / 56 Spe
Nature: Careful

Name: Heal Block
Move 1: Heal Block
Move 2: Spirit Shackle
Move 3: Psychic Fangs
Move 4: Stone Edge / Earthquake / Outrage / Ice Punch
Ability: Comatose
Item: Leftovers / Psychium Z / Figy Berry / Dragonium Z
EVs: 248 HP / 108 Atk / 152 SpD
Nature: Adamant

Name: Assault Vest
Move 1: Spirit Shackle
Move 2: Leech Life
Move 3: Earthquake / Infestation
Move 4: Iron Tail / Stone Edge
Ability: Comatose
Item: Assault Vest
EVs: 168 HP / 252 Attack / 68 Def / 12 SpD / 8 Spe
Nature: Adamant


Disallowed Moves:
Shadow Bone
Gunk Shot, Poison Jab, and Cross Poison
Any Physical Electric and Fighting Type Moves
Any Fire Type Moves
Stealth Rock, Spikes, Sticky Web
Rapid Spin, Defog
U-turn, Volt Switch, Parting Shot
Memento, Healing Wish, and Lunar Dance
Will-o-Wisp
Curse
Trick
Recovery moves, with the exception of Rest
Permanent stat boosting moves, as well as permanent debuffs
Celebrate, Hold Hands, Sketch, Purify, Happy Hour, Forest's Curse, Trick-or-Treat, and Conversion
 
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cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Hello everyone. Since we're the last stop on this CAP's competitive journey, at least from a creation standpoint, our job will be to take the determined facets of our CAP, such as stats, typing, and ability, to address and fulfill goals we established earlier in the concept assessment and threatlist threads through the use of the CAP's potential movepool, or movesets.

Going back to the concept assessment, we identified that the CAP should ideally have multiple sets, with and without trapping moves, to allow us ways to effectively make use of the trapping mechanic. I think it's important to emphasize the latter part of the above stated, as finding ways to use moves such as Spirit Shackle and Anchor Shot outside of their simple damage dealing capabilities will be one of the main puzzles we'll need to address. Additionally, we also stated that CAP should not be using stalling tactics primarily, so keep that in mind as well.

Another important point to remember is that in both the concept assessment and threats discussion, we identified passive, bulkier defensive Pokemon as our main trapping and dismantling targets, so make sure you keep that in mind during this discussion. If you haven't checked it recently, you can find the conclusion to the threatlist discussion here.

On to the real meat of the thread, I'd like us to discussion some questions before I open this thread up to the posting and reviewing of movesets. My hope is that by guiding everyone to focus on these questions first, we'll have a stronger vision of what our CAP should be doing when it comes time to post movesets. Here are the said questions:

What kind of roles, given our previously decided goals and attributes, do you believe we should expect to run trapping moves (Spirit Shackle, Anchor Shot, and binding moves) on, and how will they help fulfill our concept?

What kind of roles, given our previously decided goals and attributes, will we be able to run to both complement and reinforce our primary trapping sets? How can these sets help showcase the trapping effect in a way that works with our concept?

Lastly, how can the dynamic between the identified roles lend the CAP towards creating situations where the trapping mechanic will be significant?


From these questions, I mainly want us to take a shot at the various roles we may run and how they work with the trapping mechanic and underlying concept, all in the context of our stats, typing, ability, and threatlist. In a day or two, depending on the flow of discussion, I'll move us onto open movesets submissions, where we can go into greater detail how we'll address balance, our threatlist, and other intricacies as they come. Now, onto discussion!
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The biggest issue with some of our roles is we want to break several defensive threats without trammeling over others, so we must be careful with specific moves on a stallbreaker set. That said, a stallbreaking set is almost perfect for our CAP as it has the typing and ability to shut down almost every special-attack reliant defensive Pokemon. A trap on one of those mons is the same as a KO.

To complement that, a strong 3 Attacks or AOA attacker role will solidify CAP as an offensive threat that provides pressure to switch in such defensive Pokemon in the first place.

One role that definitely does NOT have a place is a setup sweeper. Trapping makes such a set far too powerful even for weak moves like Hone Claws. One trap on something helpless and CAP easily gets 2 or 3 boosts.
 

LucarioOfLegends

Master Procraster
is a CAP Contributor
Definetely one of the most promising roles that CAP23 can do with its current tools and trapping is wallbreak phenomenally well. You can easily trap the walls you want to with correct prediction, and severely punish them with a strong attack. I personally feel that the best route for CAP to go is towards a Z-move Wallbreaker specifically. Z-moves, along with a strong 133 base attack stat, let CAP23 target specific walls to break through to fulfill its role, but also gives the option of unpredictability that it details by using a different Z-crystal for a fakeout. I think that we would have to limit our coverage options if this was the case, but I think that this is the best route we can go.

On the other hand, any sort of setup sweeper is a massive no-no. If we trap the right Pokemon, we can very easily get to our +6 boosts and generally break the metagame entirely. Even with something as menial as Hone Claws, it could very easily get out of hand. Pls don't
 
Generally speaking, I would agree that CAP should avoid becoming a set up sweeper. Given it's great neutral coverage with its Ghost STAB, Dragon Dance, Swords Dance and Bulk Up should immediately be off the table. When coupled with Spirit Shackle, it could easily trap something that can't touch it and get to +6, making it more than able to sweep teams in a broken manner.

Having said that, I can't help but wonder, is there any potential in a Z-Move set up set? Say we gave CAP Happy Hour or Celebrate. Unlike Dragon Dance, these moves can only be used once per match, and are incompatible with Z-item attacks. Factor in CAP's 4mss and that luremons like Landorus, Haze Tomohawk, Haze Toxapex, Unaware mons, and our established checks like Skarmory, Ferrothorn and Celesteela should still stop CAP cold, and I think we have a balanced cleaner set. We do want to lure these guys on trap sets. Such a set would promote versatility outside of being a trapper without allowing CAP to become an unstoppable trap+set up sweeper.

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I also really like the idea of CAP being able to set up hazards, which allows CAP to take advantage of its good defesive typing, special bulk and Rapid Spin immunity, and furthermore would contribute to its versatility beyond being a wallbreaker. Toxic Spikes is especially enticing as it allows CAP to support its team while also fulfilling its concept as it prompts Poison type targets (Toxapex, Mollux, Mega Venusaur, etc) to switch in and absorb the harzards, allowing CAP to trap them with SS on the switch in, and then finish them with the appropriate coverage. Such a set also prompts established counters like Defog Skarmory, Mega Diancie, Mega Sableye, Collosoil, Magenera and MG Clefable to switchin too, which is neat.
 
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DoW

formally Death on Wings
edit @ below: my b, updated post to just include discussion, will keep moveset for later

Ultimately, I think the following problems will be met: simply relying on a good attack stat is possible, however the problem with trapping moves is that the opponent is always capable of switching out from them - to my mind, there needed to be a reason the opponent would consider staying in, such that a player good at mind games could trap the required pokemon.

It'll be perfectly possible to just use a physical attacking set with maybe CB or LO, where cap23 clicks spirit shackle on its counter every turn until one of them is worn down, at which point the game is over. Don't get me wrong, the game would still be skillful - it would likely come down to offensive predictions largely surrounding things like entry hazards and maybe sandstorm or similar - but that's not a game of trapping. That's a game of threatening to trap then failing to do so until one of you wins by other means.

Normally the way mindgames are introduced are via setup moves - for example do you click sd with landorus and risk keldeo coming in, or do you click eq and risk mega venu clicking leech seed? However, setup moves aren't really much of an option, assuming we don't want this mon to absolutely require a Z-move. Coverage moves are perhaps an option instead, but in this case I think balancing it so that you can threaten checks but neither counter them and your counters nor lose to mons you counter would be difficult, and I think in the end it would still come down relatively often to the situation I wrote about in the previous paragraph.

Ultimately I think the threat with this pokemon is that there are very few sets where trapping is particularly useful. To reiterate, I think many sets will end up being something along the lines of Cap23 @ Choice Band / LO clicking Spirit Shackle and the occasional coverage move, and perhaps taunt. This is fine, but it's using trapping less effectively than heatran, which really isn't the point of this cap. I can see very few reasons not to, in the end, just run the mon with a choice band and watch things fall over, rather than trying to trap things.

So what I'm trying to say is, we need something threatening to potential switch-ins, the way a potential dragon dance is for a zygarde switch-in would be, and we need to combine this with weak coverage moves that do the job they're supposed to and absolutely nothing extra - something like thunder fang can't break skarm even off CB, but anything stronger will, and is therefore not allowable.

I think for scaring possible switch-ins, status moves like sleep or possibly para could be used, as well as things like curse or maybe a way to keep up momentum like parting shot. These combined with weak, yet usable, coverage, should be able to beat the things it needs to beat, and not much of the stuff that needs to beat it.
 
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david0895

Mercy Main Btw
DoW actually we are discussing about the roles CAP23 will do and we can't submit sets at the moment.
Having said that, I can't help but wonder, is there any potential in a Z-Move set up set? Say we gave CAP Happy Hour or Celebrate. Unlike Dragon Dance, these moves can only be used once per match, and are incompatible with Z-item attacks. Factor in CAP's 4mss and that luremons like Landorus, Haze Tomohawk, Haze Toxapex, Unaware mons, and our established checks like Skarmory, Ferrothorn and Celesteela should still stop CAP cold, and I think we have a balanced cleaner set. We do want to lure these guys on trap sets. Such a set would promote versatility outside of being a trapper without allowing CAP to become an unstoppable trap+set up sweeper.
+1 in all stats will remove a lot of his checks thanks to the speed boost, leaving only the 102+ scarf (and I'm not even considering if the +1 in Def/SpD will save CAP23 from them)
About its counters:
+1 252 Atk Garchomp Spirit Shackle vs. 252 HP / 132+ Def Celesteela: 156-184 (39.1 - 46.2%) -- guaranteed 3HKO and Leftovers recovery
0 Atk Celesteela Heavy Slam (120 BP) vs. +1 4 HP / 0 Def Garchomp: 115-136 (34.8 - 41.2%) -- guaranteed 3HKO
Celesteela lose

+1 252 Atk Garchomp Spirit Shackle vs. 248 HP / 252+ Def Skarmory: 114-135 (34.2 - 40.5%) -- guaranteed 3HKO
0 Atk Skarmory Brave Bird vs. +1 4 HP / 0 Def Garchomp: 94-112 (28.4 - 33.9%) -- 1.2% chance to 3HKO
Skarmory lose

+1 252 Atk Garchomp Spirit Shackle vs. 248 HP / 216 Def Tapu Fini: 147-174 (42.8 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
+1 252 Atk Garchomp Spirit Shackle vs. 248 HP / 216 Def Tapu Fini: 147-174 (42.8 - 50.7%) -- 45.7% chance to 2HKO after Stealth Rock and Leftovers recovery
0 SpA Tapu Fini Moonblast vs. +1 4 HP / 0 SpD Garchomp: 152-180 (46 - 54.5%) -- 52% chance to 2HKO
Tapu Fini wins, but it has taken too many damage

+1 252 Atk Garchomp Spirit Shackle vs. 248 HP / 244+ Def Scizor-Mega: 114-135 (33.2 - 39.3%) -- 100% chance to 3HKO
0 Atk Technician Scizor-Mega Bullet Punch vs. +1 4 HP / 0 Def Garchomp: 82-97 (24.8 - 29.3%) -- 100% chance to 4HKO
Mega Scizor lose

+1 252 Atk Garchomp Spirit Shackle vs. 252 HP / 48 Def Ferrothorn: 153-180 (43.4 - 51.1%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Ferrothorn Knock Off vs. +1 4 HP / 0 Def Garchomp: 78-94 (23.6 - 28.4%) -- 94.4% chance to 4HKO
0 Atk Ferrothorn Gyro Ball (109 BP) vs. +1 4 HP / 0 Def Garchomp: 99-117 (30 - 35.4%) -- 22.1% chance to 3HKO
Ferrothorn lose
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
I don't think Z-Stat boosts, aside from the crazy +1 All ones, are problematic. Most of the +Atk boosters for example are already stat-up moves.

Here's a list of the Z-Stat boosts that might be concerning:

Code:
Bulk Up    Fighting     Raises Attack by 1 stage
Hone Claws    Dark     Raises Attack by 1 stage
Howl    Normal     Raises Attack by 1 stage
Laser Focus    Normal     Raises Attack by 1 stage
Leer    Normal     Raises Attack by 1 stage
Meditate    Psychic     Raises Attack by 1 stage
Odor Sleuth    Normal     Raises Attack by 1 stage
Power Trick    Psychic     Raises Attack by 1 stage
Rototiller    Ground     Raises Attack by 1 stage
Screech    Normal     Raises Attack by 1 stage
Sharpen    Normal     Raises Attack by 1 stage
Tail Whip    Normal     Raises Attack by 1 stage
Taunt    Dark     Raises Attack by 1 stage
Topsy-Turvy    Dark     Raises Attack by 1 stage
Will-O-Wisp    Fire     Raises Attack by 1 stage
Work Up    Normal     Raises Attack by 1 stage
Mirror Move    Flying     Raises Attack by 2 stages
Splash    Normal     Raises Attack by 3 stages

Sing    Normal     Raises Speed by 1 stage
Supersonic    Normal     Raises Speed by 1 stage
Sleep Powder    Grass     Raises Speed by 1 stage
String Shot    Bug     Raises Speed by 1 stage
Hypnosis    Psychic     Raises Speed by 1 stage
Lovely Kiss    Normal     Raises Speed by 1 stage
Scary Face    Normal     Raises Speed by 1 stage
Lock-On    Normal     Raises Speed by 1 stage
Sandstorm    Rock     Raises Speed by 1 stage
Safeguard    Normal     Raises Speed by 1 stage
Encore    Normal     Raises Speed by 1 stage
Rain Dance    Water     Raises Speed by 1 stage
Sunny Day    Fire     Raises Speed by 1 stage
Hail    Ice     Raises Speed by 1 stage
Role Play    Psychic     Raises Speed by 1 stage
Yawn    Normal     Raises Speed by 1 stage
Skill Swap    Psychic     Raises Speed by 1 stage
Grass Whistle    Grass     Raises Speed by 1 stage
Gastro Acid    Poison     Raises Speed by 1 stage
Power Swap    Psychic     Raises Speed by 1 stage
Guard Swap    Psychic     Raises Speed by 1 stage
Worry Seed    Grass     Raises Speed by 1 stage
Guard Split    Psychic     Raises Speed by 1 stage
Power Split    Psychic     Raises Speed by 1 stage
After You    Normal     Raises Speed by 1 stage
Quash    Dark     Raises Speed by 1 stage
Sticky Web    Bug     Raises Speed by 1 stage
Electric Terrain    Electric     Raises Speed by 1 stage
Toxic Thread    Poison     Raises Speed by 1 stage
Speed Swap    Psychic     Raises Speed by 1 stage
Aurora Veil    Ice     Raises Speed by 1 stage

Ally Switch    Psychic     Raises Speed by 2 stages
Bestow    Normal     Raises Speed by 2 stages
Me First    Normal     Raises Speed by 2 stages
Recycle    Normal     Raises Speed by 2 stages
Snatch    Dark     Raises Speed by 2 stages
Switcheroo    Dark     Raises Speed by 2 stages
Trick    Psychic     Raises Speed by 2 stages
Of these, half of them are already moves we'd bar because they're already stat boosters, and aside from maybe having to be careful with Trick, Switcheroo, Recycle, or Snatch because they're +2, all the +1 Speed boosters are manageable. Taunt (Atk),Will-O-Wisp (Atk) and Yawn (Spe) are probably the best of these incidental boosters, followed by Weathers and Hypnosis. But again, none of these are horribly restrictive and eating up a Z-slot for support is only good in the sense it will make Tomohawk want to come in to Haze.

So there are a few good moves that will need specific discussion based on this list, but they would likely have been brought up anyway.
 
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Not only would setup be broken with trapping, but it also means our set would be beaten by Tomohawk’s Haze. Basically setup can become very broken, very quickly. iirc anything with TMs learns Substitute. You could be setting up, and the foe is at a loss for what to do. They basically attack fearing that you set up, meaning they can hit you back with a powerful move and cripple or kill your mon, or switch out fearing that they subbed, meaning they get to set up as well, crushing you. It basically becomes mindgames to where it isn't fair. Either the foe sets up while you attack and begins a sweep or they set a sub up while you switch. Yea, you could attack on the substitute, but even switching on setup move is dangerous. All in all, setup can just really get out of hand really quickly. It can bypass our counters and checks, and I honestly don't think it's worth it.
 
Slightly Off Topic / Wishful Thinking:

If we want to dismantle defensive pivots without the use of setup, attack Z-Moves are probabbly the next best thing. CAP23 could fire off a STAB Devastating Drake (Outrage? Dragon Claw?), a STAB Never-Ending-Nightmare (Spirit Shackle), or a Gigavolt Havoc to break through Toxapex and Arghonaut.

On to wishful thinking... If this is possible, I would love to give CAP23 its very own exculsive Z-Move to show off Sun and Moon's new flashy mechanic. It could be pure damage, like Decuideye's Sinister Arrow Raid, or with an added effect, like Mew's Genesis Supernova.
 

S. Court

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Slightly Off Topic / Wishful Thinking:

If we want to dismantle defensive pivots without the use of setup, attack Z-Moves are probabbly the next best thing. CAP23 could fire off a STAB Devastating Drake (Outrage? Dragon Claw?), a STAB Never-Ending-Nightmare (Spirit Shackle), or a Gigavolt Havoc to break through Toxapex and Arghonaut.
Certainly Z-Moves are a good approaching for CAP23, Z-Psychic Fangs helps against Mollux, Arghonaut, MegaVenusaur Toxapex and does a decent amount of damage to Tomohawk, but it'll need more power than that to beat the last one sadly

Z-Brave Bird helps against Arghonaut, MegaVenusaur, Tangrowth and Tomohawk (we'd need to use this move carefully, bringing Tomohawk to a point where even if it uses Roost, CAP23 can beat it with Supersonic Skystrike)

Z-Stone Edge helps against Pyroak and Zapdos, you could say Mollux too, but CAP23 doesn't need that raw power to beat it

Z-Icicle Crash helps against Tangrowth, Zapdos and Landorus-T

About the one you said, specially Z-Outrage, It covers a wide amount of our targets, but iirc it fails to beat Toxapex and Tomohawk. Z-Spirit Shackle is in a similar vein

---

VaanAccesible has a good point about Toxic Spikes, that's a good way to lure some of our targets, my only concern would be Tapu Fini because if Fini switches in when TS are in the field, it'll be poisoned, limiting its work as a counter, but Fini is more a hard check regardless, so I guess that's not that much of a problem.
 

snake

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Just some user thoughts:

Set up lets us run through most of the Pokemon we listed as counters, and to leave some semblance of defensive counterplay to CAP23, I think it'd be smart to disallow set up entirely.

Toxic Spikes lines up with our threatlist extremely well (draw in bulky Poison-types, wear down Pokemon while they're trapped, and pull in Tomohawk to spin away Toxic Spikes. My biggest concern is that it might overwhelm bulky teams a too much, but otherwise it looks like a very effective move.

Other things we need to consider for this CAP's movepool are Taunt and Recovery. Both would be very effective at removing defensive threats, but it might be too much for defensive Pokemon to handle if all of their moves are shut off or if they can't outright beat CAP23. These would encourage sets other than "maul over the opponent with an AOA set," but I would expect large justification from either of these to show that they aren't broken.

CAP23 should definitely be a wallbreaker / stallbreaker, not a sweeper, but we need to be careful about what tools we give it.
 
I personally think Taunt is too much. It does too much to our counters, in my opinion. Skarmory basically is fucked, as it only has Brave Bird without any way to get out of that situation. Leech Seed also gets a gigantic dent as it can’t be used.

However, I have a solution that lets us beat the things we would like to beat while minimizing the amount we tinker with checks and counters- Heal Block. I’ve got a set waiting in the Wings for subs to open with Heal Block, but all I’m going to say is that it prevents Tomo and Pex from recovering, giving us an immensely easier time beating them as soon as they’re trapped. However, it still has use lose to Skarm (whirlwind), while letting Leech Seed users still do chip damage to us, even though the foe doesn’t heal. Also, we can easily make CAP23 very light so that Steela’s Heavy Slam is bass 120 power, making it easier for us to lose to it. All in all, Heal Block is a neat middle ground of being able to beat Recovery while staying somewhat balanced.

As for recovery, the only option I support for it is Pain Split, as it’s an alternative way to pressure things with recovery, as we could get more HP from Tomo than something else.
 

Deck Knight

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Taunt:

Taunt obliterates the effectiveness of a lot of counters and makes many of the Pokemon we want to lure in or stay in wary to do so. I think Heal Block replicates the portion of Taunt we might find desirable without shutting down Skarmory's Whirlwind, Spikes / Rocks setting, or Ferro/Steela's Leech Seed. (CAP takes damage, but they don't heal any).

Healing:

In descending order of strength:

Reliable 50%: NO.

Moonlight & co.: Leaning no. It's much easier to jam and makes CAP TTar bait or Hippo bait, but it's still strong.

Wish: Kind of weird. It works somewhat well with trapping as you can guarantee a favorable matchup, however it's quite slow. CAP won't be passing big Wishes with its mediocre HP.

Drain Punch: I like Drain Punch on CAP because it fits extremely well on an Assault Vest trapping set, it's Z-move is only 140 power, and it provides solid neutral coverage along with Ghost in one move. Most Steel-types in CAP are neutral to it as well, exceptions being Naviathan, Ferrothorn, and Heatran. I've said this before but I don't care much about the Ferro matchup, Ferro needs Gyro Ball to do appreciable damage to CAP and is easy to play around behind a Sub combined with other desirable options like Disable and Spite.

Pain Split: Incidental healing at best, and perfect against bulky recovery mons. I like it.
 
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Ik direct setup is a definite no due to cap23's power but, how would status moves like screech, tickle, tail whip or rock smash. It isn't directly setup like things such as defense curl and sword dance, but it can make killing the things we trap easier and allow the user to potentially save up a z crystal spot.
 

cbrevan

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We've had some good discussion so far, with a lot of possible options brought up in the last day or so. Out of this initial discussion, I believe the community reached enough of a consensus for me to ban stat boosting setup moves from this CAP. You heard it right, setup options are banned from submission. The main concern behind setup moves is the possibility of the CAP abusing the trapping mechanic to boost itself past the capability of it's defensive counters to check it, mainly by forcing the setup on a Pokemon that cannot threaten it. At a more basic level, there are also concerns that a single attack boost would be enough to break some of our wanted counters as well, so I think it's safe to say setup is too powerful a tool to give this CAP. Also, to make it clear, I'm only referring to regular stat boosting moves, and not stat boosting Z moves, such as those Deck Knight identified in an earlier post.

Now, in the interest in keeping the discussion moving forward, I'm opening this thread up to moveset submissions. Primarily, I'd like to see discussion of specific coverage moves and utility options, as well as any outside-of-the-box sets people may have brainstormed. During this stage, the big question I want everyone to ask themselves when posting is: How does this set help create situations where the trapping mechanic or move is used effectively? Essentially, I want us to examine these movesets in the context of trapping moves and trapping mechanics. If it's a non-trapping set, explain how the presence of said set may lead to more opportunities to trap our targets. If you're discussing a utility move, tell us how it relates to our overall goal of making use of trapping moves. What matchups will it effect? How does it interact with our threatlist? Lastly, make sure you post relevant calcs and explain them fully.

One last note, please make sure you read the OP in full and keep to the proper format when submitting potential movesets.
 

LucarioOfLegends

Master Procraster
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Might as well start with a fairly safe set.

Name: Z- Wallbreaker
Move 1: Outrage
Move 2: Spirit Shackle
Move 3: Zen Headbutt
Move 4: Toxic
Ability: Comatose
Item: Dragonium Z/Psychium Z
Evs: 4 HP / 252 Attack / 252 Speed
Nature: Jolly

  • Outrage let's CAP23 punch through almost anything not immune to it with extremely power Dragon STAB. Also can turn into the 190 BP Devastating Drake to break through walls without being locked in.
  • Spirit Shackle gives us a Strong Ghost STAB that also traps CAP's targets for Wallbreaking.
  • Zen Headbutt allows us to break through targets such as Tomohawk and Toxapex, who we would otherwise struggle with getting through, as well as nailing Mega Loppuny on the switch. Can also be paired with Psychium Z to help further the breaking of the former.
  • Toxic is used to wear down targets with a brutal status, giving them a set time limit when trapped. Also can help break down walls once a Z-move has been exhausted.
  • Z-Crystals can help breaking ability with either super strong stab or coverage for certain foes.
  • Evs makes it the best possible attacker.
  • Nature let's it move faster.
I'll post calcs when not mobile. Just wanted to get a set out there. Its generally a well liked set, but I'm not sure if we should use ZH or Fangs for our possible Psychic coverage.
 

Deck Knight

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I have a few to bring up that will be a bit unorthodox.

Moveset Submission

Name: Assault Vest
Move 1: Spirit Shackle / Phantom Force
Move 2: Drain Punch
Move 3: Knock Off
Move 4: Anchor Shot / Infestation
Ability: Comatose
Item: Assault Vest
EVs: 168 HP / 252 Attack / 68 Def / 12 SpD / 8 Spe
Nature: Adamant

  • Spirit Shackle is a decently powerful STAB and allows CAP to trap everything except for Normal types.
  • Drain Punch provides excellent coverage and a way for AV CAP to heal off damage it may have taken during a trapping turn. It can offset the damage from Pyroak's Lava Plume completely.
  • Knock Off can remove items from trapped opponents, or catch counters on a switch and remove their item making them less of a threat to CAP. It's an excellent support move that also allows CAP to remove any Shed Shells still floating around.
  • Anchor Shot is an excellent backup trapping move that threatens Fairy-types and specifically allows CAP to defeat Clefable 1-on-1. Infestation is an extremely safe alternative trapping option that can also capture a pivot before switching, or be utilized in combination with Phantom Force to rack up partial trapping damage before a hard hit.
  • Maximum Attack to hit hard, 8 Spe EVs to outrun Max Spe Adamant Bisharp and other Base 70s.
  • Defensive EVs allow CAP to avoid a OHKO from unboosted Bisharp Sucker Punch, and KO in return with Drain Punch. 12SpD is the spare after other EVs.
  • Set is specifically advantageous against Clefable (w/ Anchor Shot), Tapu Lele, and can effectively wall and dismantle many special attacking threats.
Assault Vest has a lot of interesting applications with trapping because defensive opponents with only special attacks (which are many in CAP) no longer have the option of just switching out. Assault Vest can maximize the utility of both full and partial trapping and Knock Off by allowing CAP to set up the conditions for a favorable matchup on a switch, and its ability to run defensive EVs and a more potent offense (bar LO AOA sets) are points in its favor for inclusion.

- - - - -

Moveset Submission

Name: Disable Tech
Move 1: Substitute / Protect
Move 2: Disable
Move 3: Spirit Shackle
Move 4: Drain Punch / Icicle Crash
Ability: Comatose
Item: Leftovers
EVs: 252 Attack / 4 Def / 252 Spe
Nature: Jolly

  • Substitute to set up substitutes to hide behind, Protect if you want to target and disable pivoting moves.
  • Disable to disable threatening moves that break the Substitute, or to disable a defensive Pokemon's Recovery or pivot move.
  • Spirit Shackle for STAB and to trap opponents either before a Sub or behind one.
  • Drain Punch for coverage. It can 2HKO AV Colossoil, making it a relatively ineffective counter with good prediction. Icicle Crash is more effective against pivots like Landorus-T that try to pivot in for the Intimidate and then U-turn out.
  • Max Attack and Speed to set up Subs quickly and maximize damage.
  • CAP's great set of resistances and ability to remove the switching option to get out of an unfavorable Disable makes it an excellent dismantling set.
  • The Protect variant of a set can jam Zapdos's Volt Switch and Disable it if it comes in on Spirit Shackle, forcing it to face CAP 1on1.
The ability to actually shut down pivoting with the creative use of Protect and Disable is really gnarly, and makes CAP quite unpredictable. It's downside is that it can also be used to Protect on, say, Skarmory Whirlwind. However CAP can't lock down both Roost and Whirlwind on Skarm at the same time, so it still loses even with a successful trap.

I think there will be a general worry that CAP will only have trapping sets, however in my opinion I think the question is WHAT the set traps effectively as opposed to whether it does at all. The exploration comes from whether creative combinations along with viable trapping moves actually can tailor to specific targets using specific moves, and I think we have a strong enough foundation to make that possible.
 
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david0895

Mercy Main Btw
Moveset Submission

Name: Z-Bait
Move 1: Spirit Shackle
Move 2: Outrage
Move 3: Toxic Spikes
Move 4: Psychic Fangs / Stone Edge
Ability: Comatose
Item: Psychium Z / Rockium Z
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly
  • Outrage is the Primary STAB that deals heavy damage to neutral targets
  • Spirit Shackle is the secondary STAB that helps CAP23 to trap its targets
  • Toxic Spikes wear down trapped Pokemon with a Poison status and baits in Poison types
  • Psychic Fangs hits supereffectively Tomohawk, Arghonaut, Pyroak and all the Poison types that will come in to remove Toxic Spikes
  • Stone Edge hits supereffectively Pyroak, Mollux and Zapdos
  • Z crystals boost the damage of Stone Edge or Psychic Fangs, making the CAP23 job faster
  • Evs makes CAP23 as fast and strong as possible
  • Jolly Nature allow CAP23 to outspeed targets like Timid Zapdos, Jolly Landorus-T and Timid Volkraken
This set aims to bait the Poison types that can absorb or ignore the Toxic Spikes and then remove them with the right Z-move

252 Atk Garchomp Spirit Shackle vs. 252 HP / 252+ Def Tomohawk: 103-123 (24.8 - 29.7%) -- 0% chance to 4HKO after Leftovers recovery
252 Atk Garchomp Shattered Psyche (160 BP) vs. 252 HP / 252+ Def Tomohawk: 274-324 (66.1 - 78.2%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Garchomp Spirit Shackle vs. 252 HP / 192+ Def Toxapex: 75-88 (24.6 - 28.9%) -- 99.6% chance to 4HKO
252 Atk Garchomp Shattered Psyche (160 BP) vs. 252 HP / 192+ Def Toxapex: 198-234 (65.1 - 76.9%) -- guaranteed 2HKO

252 Atk Garchomp Shattered Psyche (160 BP) vs. 252 HP / 0 Def Arghonaut: 372-438 (89.8 - 105.7%) -- 37.5% chance to OHKO

252 Atk Garchomp Spirit Shackle vs. 248 HP / 252+ Def Pyroak: 93-111 (20.9 - 25%) -- possible 5HKO after Leftovers recovery
252 Atk Garchomp Continental Crush (180 BP) vs. 248 HP / 252+ Def Pyroak: 278-328 (62.7 - 74%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Garchomp Continental Crush (180 BP) vs. 252 HP / 4 Def Mollux: 464-546 (117.7 - 138.5%) -- guaranteed OHKO
252 Atk Garchomp Shattered Psyche (160 BP) vs. 252 HP / 4 Def Mollux: 412-486 (104.5 - 123.3%) -- guaranteed OHKO

252 Atk Garchomp Spirit Shackle vs. 248 HP / 88 Def Venusaur-Mega: 103-123 (28.3 - 33.8%) -- 0.6% chance to 3HKO
252 Atk Garchomp Shattered Psyche (160 BP) vs. 248 HP / 88 Def Venusaur-Mega: 276-326 (76 - 89.8%) -- guaranteed 2HKO

252 Atk Garchomp Continental Crush (180 BP) vs. 248 HP / 240+ Def Zapdos: 324-382 (84.5 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
 
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Moveset Submission
Name: Coverage Trapper
Move 1: Anchor Shot
Move 2: Dragon Claw/Outrage
Move 3: Brave Bird/Psychic Fangs
Move 4: Icicle Crash
Ability: Comatose
Item: Flyinium Z/Psychium
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

  • .Anchor Shot lets us deal with pokemon we want to counter like Tapu Bulu while letting us trap pokemon that are immune to Spirit Shackle for example Chansey.
  • .Both Dragon Claw and Outrage are here for the STAB and possibly to give rid of other dragons like Cyclohm which is a Volturner and another being Rotom Wash which cant do anything with Will-o-wisp thanks to Comatose. Outrage is a powerful move that lets us defeat trapped pokemon.
  • .Brave Bird and Psychic Fangs let us deal with Tomohawk, Mega Venusaur, Arghonaut' and others and with a Z Powered Move can do much more damage.
  • .Icicle Crash let's us deal with a VoltTurner which runs rampant in OU, Landorus. Also lets us deal with other Pokemon like Tangrowth.
  • .Max Attack for the most Attack possible and Max Speed with Jolly so we outspeed other Pokemon.
 

reachzero

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Name: Lure
Move 1: Spirit Shackle
Move 2: Substitute
Move 3: Toxic
Move 4: Pain Split
Ability: Comatose
Item: Leftovers
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly

SubSplit works really well for this for a number of reasons. It reliable beats and even sets up on Tomohawk, Sub protects it somewhat against Colossoil Pursuit, and most importantly Substitute forces Steels to attack it to break its Sub, using attacks that Magnezone can easily switch in on. This would work okay even with Pain Split, but the ability to Sub more and take advantage of the ridiculously high base HP of things like Soil and Krilowatt would make make this a lot more effective.
 
I’m just just to preemptively advocate AGAINST a few moves I feel harm our counters too much

Taunt/Encore: Borks Skarmory, Mega Scizor, Ferrothorn and Celesteela

Will o Wisp: same as above

Trick/Switcheroo: ugh I’m having Gothelite flashbacks. We need to put our foot down about Choice item + Trick trapping now.

Reliable recovery options like Recover/Slack Off: pushing too far into wall territory here. Pain Split should be fine enough though.

Curse: while Curse Trap does have merit, it harms our counter play to our checks too much.

Perish Song: same as Curse


——

david0895 You sniped my set, you rascal!
I had it all written up too. ;D
 
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Moveset Submission
Name: All-Out Attacker
Move 1: Spirit Shackle
Move 2: Dragon Hammer / Outrage
Move 3: Psychic Fangs
Move 4: Drain Punch
Ability: Comatose
Item: Life Orb / Psychium Z / Dragonium Z
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly

Gonna go ahead and start with something a little standard,

  • Spirit Shackle is a fairly powerful STAB move that allows CAP23 to trap anything that is not a Normal-type.
  • Dragon Hammer is a strong STAB move that notably threatens opposing Dragon-types and provides neutral coverage on a plethora of types.
  • However, Outrage can be used instead, notably being able to securing the 2HKO on Cyclohm.
  • Psychic Fangs is for Poison- and Fighting-types such as Fidgit, Mollux and especially Tomohawk.
  • Drain Punch beats Dark- and Steel-types, such as Bisharp and Tyranitar, who would resist CAP23's other coverage moves otherwise.
  • Comatose prevents CAP23 from being burned from moves such as Will-O-Wisp.
  • Life Orb boosts CAP23's power by 1.5x, helping it break down walls more effectively.
  • Psychium Z helps CAP23 break down more defensive threats such as Arghonaut, Toxapex and Mega Venusaur.
  • However, Dragonium Z can be used alongside Outrage in order to threaten bulkier threats with a strong 190 BP Devastating Drake.
  • The EVs are to maximize CAP23's offensive power.
Name: Choice Band
Move 1: Spirit Shackle
Move 2: Dragon Hammer
Move 3: Psychic Fangs
Move 4: U-turn
Ability: Comatose
Item: Choice Band
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly

  • Spirit Shackle is a strong STAB move that gets stronger with Choice Band.
  • Dragon Hammer lets CAP23 weaken Dragon-types as well as providing STAB, 90 BP neutral coverage
  • Psychic Fangs is for Poison-types and Tomohawk.
  • U-Turn allows CAP23 to pivot on predicted switches into an appropriate counter.
  • Choice Band lets CAP23 dismantle walls.
  • EVs are to maximize its offensive presence.
 
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Dogfish44

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A lot of movesets here seem to be trending towards using a Z-Crystal, whilst using a move which is mainly viable due to the fact that trapping is up.

This is no exception. I'm Welsh, making like a sheep is second nature.

Moveset Submission

Name: Laser Focus
Move 1: Laser Focus
Move 2: Spirit Shackle
Move 3: Outrage / Dual Chop
Move 4: Brave Bird / Psychic Fangs / Icicle Crash
Ability: Comatose
Item: Flyinium Z / Psychium Z / Icium Z
EVs: 252 Attack / 4 SpD / 252 Speed
Nature: Jolly
  • Laser Focus vs a trapped target guarentees us a crit on a move that's going to hit it hard, especially if it's used for a SE Z-Move.
  • Dual Chop added in on the off chance we want to consistently go LF-DC-LF-DC, Outrage as general beatstickery otherwise. Could just as easily be Dragon Claw (Dual Chop is *slightly* stronger, but we're talking like an average of 3 Damage on average from a sample calc).
  • Crit Z-Psychic Fangs KOs Physically Defensive Tomohawk 93.8% of the time, 87.5% OHKO rate on Toxapex, and always KOs M-Venusaur. Crit Z-Brave Bird OHKOs Tangrowth 93.8% of the time, and Crit Z-Icicle Crash lands OHKOs on Zapdos and Landorus-T.
  • Counters including Skarmory still manage to ignore us on even the unlisted Ghostium Sets (252 Atk Giratina Never-Ending Nightmare (160 BP) vs. 248 HP / 252+ Def Skarmory on a critical hit: 226-267 (67.8 - 80.1%) -- guaranteed 2HKO). Celesteela can just get LS up and then Protect (Although strongest options crit for at most 62%), Scizor just Roosts us off, and we don't have the time to set up vs Tapu Fini anyway.
 
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