CAP 20 CAP 20 - Part 3 - Threats Discussion

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DougJustDoug

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As per the results of our Typing Poll, CAP20 will be a Water/Steel typed Pokemon. Based on this result and on the goals of our concept, we will in this thread be assessing how and to what degree the CAP should interact with various other Pokemon in the metagame, both offensively and defensively. The goal is to come up with a list of Pokemon the CAP should threaten in common gameplay scenarios, as well as Pokemon that should threaten the CAP. Our Topic Leader nyttyn will be leading the discussion and finalizing the Threats list at the conclusion of this thread. The final say belongs to the TL (there will be no poll at the end of this thread), so please focus your arguments on his posts and questions. Here are some preliminary questions to think about in this thread:
  • Going specifically by typing, what Pokemon found in the OU metagame will be able to comfortably give this CAP project trouble?
  • What Pokemon will be major threats to this project right off the bat?
  • What Pokemon have the potential to become counters?
  • What Pokemon may end up as threats, but must be contained or dealt with per the concept?
  • Will the concept succeed with these set list of threats?
  • Is this list of threats acceptable for the project?
  • What Pokemon will be threatened by the CAP based off of typing?
  • Are these Pokemon targets that we want CAP to hit?
  • Will these targets be "unavoidable" to threaten based solely on the typing?
  • What direction must the project go in now that a set list of basic threats has been identified?
  • What must be done in order to make these threats "wanted counters" or these threats be eliminated from counter discussion?
  • What Pokemon do we want this project to counter entirely?
Obviously, no individual post has to answer every question. Please keep the assumptions minimal (e.g. "CAP20 will have at least one STAB") to avoid poll-jumping. This thread will be opened once nyttyn has posted his opening remarks.

- - - - -
CAP20 so far:

Typing: Water/Steel

Leadership Team:

nyttyn - Topic Leader
Ununhexium - Typing Leader
trc - Abilities Leader
HeaLnDeaL - Stats Leader
Snobalt - Movepool Leader

Concept:
Name: Use the Boost to Get Through!

General Description: A sweeper with several boosting options that result in completely different checks and counters. While each set should be viable in its own right, the unpredictability of this Pokemon should make it much better than any one set alone.

Justification: In the early days of Pokemon X and Y, we experienced the first Pokemon that could (viably) boost and sweep from either the physical or special side: Mega Lucario. While it was clear his unpredictability could have a devastating effect (having your Chansey eat a Close Combat, Will-O-Wisping on the Nasty Plot, etc.) the true extent to which this could make a Pokemon better was masked by the fact that Lucario's sets were both already amazing. The purpose of this concept would therefore be to explore the impact of unpredictability in sweepers by creating a Pokemon that can run several boosting sets, none of which are dominant in their own right, but that when combined can result in an extremely dangerous threat.

Questions To Be Answered:
  • Is there a limit to how much unpredictability can make a Pokemon better? Can it make a decent Pokemon great? Or can it only make them usable?
  • How does being unpredictable with boosting options compare to other forms of unpredictability (such as uncommon coverage moves or trying to speed creep certain threats)? Is unpredictability in sweepers inherently more dangerous because of how easily they can win a game?
  • For a Pokemon that is already unpredictable, will we see the use of strange coverage moves (as many sweepers tend to run) or will it tend to stick to standard sets because it already has the element of surprise?
  • Which boosting moves are distinct enough to completely change a Pokemon's checks/counters? Are Swords Dance, Nasty Plot, and Agility the only ones that can fit this concept? Or is there a way to incorporate moves such as Dragon Dance without giving the Pokemon "the best of both worlds".
  • How effective will double boosting sets be on this Pokemon? Will the ability to "pick your counters" on a Pokemon already designed to bypass its counters be too good? Or can it be designed so that the loss of coverage will still leave it with several checks and counters on any set?
  • To what extent will teams have to prepare for this Pokemon? Will they have to pack several checks/counters like for M-Lucario? Or will they be able to just use a standard team so long as they can identify the set early?
 

nyttyn

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Welcome to threats assessment. In the last stage, we decided our typing would be water/steel - keeping mind that we already know that we're using Dragon Dance and Calm Mind, this leads to two different sets out of the gate, which will quite obviously have different checks and counters. As such, while posting, keep in mind what checks one set may not necessarily check the other, and as such, divide your proposed threats into two groups. In addition, as CAP 20 is going to be a sweeper, the only things we have to be worried about are A) What we CAN set up on, B) What we can beat after a setup, and C) What we can't beat even after a setup

Or, in other words, here are our questions.

1) What can Calm Mind variants set up on?
2) What can Dragon Dance variants set up on?
3) What threatens Calm Mind variants before setup? What threatens them after?
4) What threatens Dragon Dance variants before setup? What threatens them after?
5) What threatens both sets without setup? After setup?



And now, for the Rise and the Fall of CAP20 (and the things it threatens and is threatened by).

 

aim

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Going specifically by typing, what Pokemon found in the OU metagame will be able to comfortably give this CAP project trouble?

Water/Steel has trouble hitting other water types for any damage at all. I can definitely see all the common WATER TYPES from OU giving CAP 20 trouble. Pokemon like Suicune (can scald burn Cap 20 and rest off damage) Mega Gyarados/Gyarados (set up on and hurt with eq/crunch bar scald burn from Cap 20) Rotom-w (doesn't mind steel/water attacks and can hit for super effective with volt-switch or burn with wisp) Starmie shrugs off any hit and can Scald burn or if offensive, threaten with T-Bolt (not so common though).

What Pokemon will be major threats to this project right off the bat?

Choice Scarf Ground types such as Excadrill and Landorus-T have the potential to outspeed and threaten CAP 20 with strong ground moves. Thundurus-I can also threaten with stab Tbolt and Prankster Twave to stop sweeps.

What Pokemon have the potential to become counters?

The three "counters" I can see (i say this in quotations depending on future coverage/ability) would be Suicune, CM Slowbro/Mega Bro and Rotom-W. None of the afformentioned pokemon care about either of CAP 20's stab and shrug off scald burns. All threatening with their own Scald/form of burning as well as either boosting alongside or hitting with a super-effective attack. Ferrothorn as well can whittle CAP 20 down with leech seed and power whip while shrugging off its STAB.

What Pokemon may end up as threats, but must be contained or dealt with per the concept?

Though Excadrill and Scarf Lando-T will be huge threats, depending on Speed, CAP 20 may be able to beat them with the DD set. Another thing we have to factor in is that these pokemon are just checks, they cannot risk switching in on CAP 20 in fear of taking a Water attack. This also goes for Thundurus as well as Landorus-I.

Will the concept succeed with these set list of threats?

Yes. CAP 20 has great typing to be able to set up and beat common threats in the current OU Metagame such as Mega Altaria, Clefable, Defensive Landorus-T, the Lati twins and the list goes on. This will allow CAP 20 to function well in the current OU Metagame.

Is this list of threats acceptable for the project?

Yes for the reason above.

What Pokemon will be threatened by the CAP based off of typing?

Ferrothorn, Suicune, Keldeo, Rotom-W, Slowbro, Mega Slowbro, Gyarados, Mega Gyarados, Starmie, Manaphy and Breloom (to an extent).

Are these Pokemon targets that we want CAP to hit?

Ideally, we'd like for CAP 20 to have some way of beating them, whether through coverage or ability.

Will these targets be "unavoidable" to threaten based solely on the typing?

Some of them such as Suicune and Mega Slowbro, Manaphy who can boost alongside and shrug off CAP 20's hits.

What direction must the project go in now that a set list of basic threats has been identified?

I believe now we must think of a way for CAP 20 to take on the threats listed above. Either through ability or moves. CAP 20 still has plenty of function-ability in the current OU Metagame but ideally giving CAP 20 some way of dealing with water types in OU would be our best bet.

What must be done in order to make these threats "wanted counters" or these threats be eliminated from counter discussion?

Giving CAP 20 some way of combating these counters or honestly just pairing it with Mega Altaria. I don't wanna jump the gun but Mega Altaria pairs perfectly with CAP 20 and takes on most counters bar Ferrothorn. The thing about CAP 20 though is that it has access to Scald so no physical attackers really are "counters" as they can easily just be burnt.

What Pokemon do we want this project to counter entirely?

Mega Altaria, Mega Sableye and Clefable are all pokemon I would like to see CAP 20 Counter and are all prominent threats in the ou meta.


Set up mons are threatened by unaware users such as quagsire and clefable and pokemon that can stop their sweep with prankster thunderwave such as thundurus and klefki. CAP 20 is "perfect" in a sense that it can completely set up on Unaware Clefable and beat it as well as Scald burn Quagsire, neutralizing it. Thundurus and Klefki are also pokemon that have to "sacrifice themselves" in order to Thunder Wave CAP 20 after setting up.
 
Going specifically by typing, what Pokemon will be able to give this CAP trouble?

Bulky waters appear to be the name of this game. I think this fits moreso for the DD set, however; two CM water-types mono-attacking with Scald just seems like a matchup where whoever burns, wins. Aditionally, CM will likely have HP to use for coverage if it's desperate.
Then, of course, there's Ferrothorn, who will likely be able to threaten either variant (though, again, CM can run HP Fire and call it a day), either crippling DD with TWave or slowly wearing down CM.

What Pokemon will be major threats to the CAP right off the bat?

Bulky waters and grass-types are definitely going to be difficult for DD to power through (ignoring possible fire/electric/other coverage) but I doubt the CM set will have to much trouble, despite those 'mons resisting its likely mono-attack, Scald. Faster ground-types are no doubt going to be a pain to deal with, as they can either go scarf for the RK on DD or LO/some other power booster to wallbreak CM. Water-resistors packing Ground/Electric coverage will be bad, too. I'm seeing (Mega) Gyarados (not to poll-jump, but even if we give this thing Levitate Mold Breaker negates it) and Rotom-W as large threats to either set, as well as Excadrill and Lando (either), despite their ability to switch in.

What Pokemon may end up as threats, but must be contained or dealt with as per the concept?

Rotom-W fits this criteria perfectly. Since CAP has to have some level of unpredictability, haveing both sets being easily stopped by one of the most common Pokemon in OU is unacceptable. This could go for Lando-T too, but he can't really switch in thanks to water STAB.

Will the CAP succeed with this list of threats?

Once we get Rotom-W out of the way for at least one of the sets, then I think this list will be fine.

What Pokemon will be threatened by CAP based solely on typing?

Likely most Faries, Talonflame (you can never have too many Talon checks/counters), most bulky waters will be sort of mutually walled, Ice-types barring Mamoswine... just go look at what Empoleon checks and you'll probably have a pretty close list.

Whoof. That took a while. I may edit this later to attempt answering the rest of the questions, but for now that's my input.
 
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I think the two biggest priorities at this point to be able to deal with on at least one set are Rotom-W and Ferrothorn.

Rotom-W not only has super effective coverage on CAP and resists CAP's STAB in an outrageous fashion, but it's also insanely common. However, given that we want the Calm Mind set to be decent against other Calm-Minding Water types anyway so we don't end up having to play the burn game against Pokemon with Rest, this can probably be done by the Calm Mind set. Give it something nice on the special side to deal with Rotom-W and we should be set.

Ferrothorn is a bit trickier. Water/Steel is already better Calm Mind typing than it is Dragon Dance typing, and if we make both of the major go-to answers to our CAP weak to the CM set, nobody's going to go after the DD set. Thus we probably want Ferro to fall to the Dragon Dance set. The issue is that Ferros one weaknesses are Fighting and Fire, and most Physical moves in either category set off Rough Skin. It also probably aims to kill both sets through a combination of Leech Seed and Protect, which makes it hard to use abilities to counter Ferro. This is by no means unmanageable, but we need to be very conscious of how we're countering Ferrothorn and how much damage we take as a result.

So those basic two pokemon we actually need to counter to make this Pokemon viable. Slowbro and Megabro can pose issues based on typing and bulk, but if Calm Mind can counter Rotom-W, it can probably handle them. Breloom is a bit nasty with Mach Punch being super effective, but as long as DD set doesn't die to MP in one hit, it can kill with whatever it used against Ferrothorn.

To summarize, we probably need DD to counter Ferrothorn and CM to counter Rotom-W. These are the two biggest counters based on typing, and most other counters can generally be managed if we can deal with Ferrothorn and Rotom-W.
 

tehy

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I'd argue one of the largest and least discussed is Keldeo; it's got that strong Secret Sword to trash Calm Mind (and DD too), basically being a fighting-type that resists both our STABs. The fact that it can SubCM means it can use CM CAP as total lolbait while easily winning any CM war, and probably come out on top versus a DD set too, which makes it really problematic since it's a near-perfect counter that doesn't care about either set.

Rotom-W is annoying but a CM set is specially bulky enough to do well against him, even without any anti-burn abilities factored in (which is a fair likelihood but I guess this is not the place for that), its ability to take both of our STABs is really worrisome, as is Ferro's.

Mega Ampharos is a niche-ier thing we'll struggle with (i'm fine with it being a hard or near-hard counter personally), did wanna bring that up however
 

Albacore

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What can Calm Mind variants set up on?

CM variants should have no trouble using non-TBolt Latis, Clefable, Azumarill, Scizor without Superpower, Jirachi, Dragalge, and bulky waters like Slowbro, Starmie, Tentacruel lacking Haze, and Alomomola as setup fodder. Depending on whether or not we give it Taunt, it can also win the CM war against Suicune (which otherwise beats us via Pressure). It's also slightly crippled by TWave from Slowbro which, once again, Taunt would be neat for avoiding. It would be really nice if it could set up on Ferrothron and Rotom given that they will most likely wall the DD set.

What can Dragon Dance variants set up on?

Same as the CM variants minus bulky Waters and Ferrothorn which it won't be able to beak past. The DD set will probably use their offensive presence and force switches in order to set up, or use its bulk to take a hit and then sweep. So it won't be able to really safely set up on anything, rather threatening the likes of Heatran, Talonflame, Gliscor, Tyranitar to get to +1.

What threatens Calm Mind variants before setup? What threatens them after?

Both before and after setup, offensive Ground types like Landorus and Garchomp threaten CM, however they generally cannot take a Scald so they can't properly switch in. Fighting types like Breloom also pose a huge threat, Keldeo particularly since it uses it as setup fodder for its Sub CM set. Our CAP is also vulnerable to Celebi who can NP or PSong our CAP away, though other bulky Grass types like MVenu will have trouble breaking past it after one CM, and Amoonguss has to rely on Spore since Clear Smog doesn't affect Steel types. Altaria can use it as setup fodder if running DD since CM will almost certainly not run Flash Cannon, and instead opt for a monoattacking set with Scald. MGyarados can also set up over it very easily. If we don't give it a way to evade it, some Taunt users like Mew, Gliscor (who runs SpD and can actually take Scalds surprisingly well thanks to that), Gardevoir, Azelf, Skarmory, and Mandibuzz can stop a sweep cold. Roar is less common and easier to play around due to its negative priority but can still phaze our CAP away. Burn and Knock off can somewhat whittle our CAP down but aren't exactly full stops. Serperior cleanly Leaf Storms its way through the CAP. And while uncommon, Gastrodon and Toxicroak both have Water immunity and stop the CM set cold. Also, TrickScarf and Gothitelle specifically is a massive bitch but hey, what are you gonna do about that.

What threatens Dragon Dance variants before setup? What threatens them after?

Before setup, faster offensive Pokemon that can outspeed and greatly damage our CAP in general, such as Raikou, Lopunny, and are a threat to it, but they can easily be defeated once it gets to +1. After that, as offensive checks go, Manectric is probably the best, cutting its attack thanks to Intimidate. Metagross can almost certainly take one hit from full and OHKO back with Hammer Arm. Bisharp looks like a real problem since Sucker Punch will probably hurt our CAP a lot. Depending on how fast we make this CAP, faster scarfers like Garchomp and Terrkion can check it, as can Sand Rush Excadrill and Mega Swampert. Thundurus can paralyse our CAP, but it can't actually take a hit. Zapdos, like most electric types, takes on this CAP pretty well. In fact, generic physical walls like Mandibuzz and Skarmory can also stop the DD set. Bulky waters like Slowbro and Manaphy which lost to the CM set will easily take on this one, unless it runs something like Taunt which would be hard to fit on a DD set. Bulky Grass types like MVenu, Ferrothorn and Chensaught are also threatening to the set.

What threatens both sets without setup? After setup?

As mentioned, Keldeo is the single biggest threat to our CAP, and will counter both variants, unless we give DD the appropriate coverage to beat it which is defenitely an option, and a very good one I might add. For Rotom, it's the other way round : DD will almost certainly lose to it, but CM could potentially get enough bulk to handle it. Sand Rush Excadrill is an universal check but can't switch in on any Water move from any set. Swampert in Rain has an easier time switching in, though, and once again, checks both. Celebi can probably handle both sets well. Gastrodon looks like a good counter to both sets. Breloom can potentially set up SDs on CM or Mach Punch its way through DD. Metagross can check any variant without too much difficulty. Zapdos and MGyara look like great answers to both sets as well.

So essentially, if we play our cards right, some bulky waters and bulky grass types will beat one set while some will beat the other.
 
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Ok I'm giving it a try...

Going specifically by typing, what Pokemon found in the OU metagame will be able to comfortably give this CAP project trouble?

As said already Water types are going to give CAP20 trouble by mean of typing alone, as they resist STAB moves and many of them are quite bulky to begin with. Grass types are not to be underestimated in my opinion, as Steel isn't the best attacking type and CAP20 will probably not always run a STAB Steel move. As for almost every water type out there, Ferrothorn is a big fat defensive threat.

What Pokemon will be major threats to this project right off the bat?

Apart from the mentioned Scarf Landorus-I and Excadrill, fast/powerful Electric types can ruin CAP20's day. Mega Manectric can Intimidate the DD set and probably outspeed even after a DD (we don't know it yet) or take a hit and retaliate with Electric moves. Mega Ampharos can take a hit or two and hit back with its massive Special Attack. Fighting types can be a trouble if they are fast (Terrakion can revenge kill the CM set) or bulky (AV Conkeldurr can probably take a non-super effective hit and Drain Punch, or Mach Punch a weakened CAP).

P.S. I forgot to mention Garchomp as a fast Earthquaker.

What Pokemon have the potential to become counters?

Aside from Suicune/MegaBro/Rotom-W, I would like to mention Mega Swampert (especially in the rain, where it can outspeed the DD set easily and wreck CM) and Unaware Quagsire for obvious reasons. Garchomp if we don't have super effective coverage on it.

What Pokemon may end up as threats, but must be contained or dealt with per the concept?

Ground, Electric, and Fighting types who can outspeed or take a hit.

Will the concept succeed with these set list of threats?

I dunno :/

What Pokemon will be threatened by the CAP based off of typing?


Rock and Fairy types for sure. Not too keen on saying Fire types since we're defensively neutral to Fire, but once boosted these shouldn't be a problem. Also not sure on Dragons since most of them can Earthquake/Earth Power us and some can boost along.

Are these Pokemon targets that we want CAP to hit?
Will these targets be "unavoidable" to threaten based solely on the typing?

I guess it's unavoidable that CAP20 will threaten them.

What direction must the project go in now that a set list of basic threats has been identified?


We might give CAP20 some ways to fend off these threats, just not all at once. Ice coverage might help with Grass and Dragons but not with bulky Waters, for instance. Also some specific coverage options might be inferior to "standard" moves aside from the niche of hitting some counters (for instance, if we give CAP20 Ice Fang, it might see use to hit Garchomp but it will be usually inferior to, say, Earthquake).

What Pokemon do we want this project to counter entirely?
Fairies and stallish non-Water types come to mind.
 

Cretacerus

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Defensive Threats based on Typing

- Water Types: Rotom-W, Suicune, Mega Slowbro
Rotom-W seems very problematic due to its wide distribution and the ability to easily take our STAB moves and potential coverage, while threatening back with a super-effective Electric STAB. While the other two can’t hit us nearly as hard, all of them have access to recovery to easily heal off damage from burns or resisted hits, especially with Suicune and some Mega Slowbro running Rest to counter status as well, and are able to burn us in return. Suicune and Mega Slowbro are also capable of setting up CMs themselves and eventually outstalling us with Pressure or breaking through with boosted Psyshocks.

- Grass Types: Ferrothorn, Celebi, Mega Venusaur, (Amoonguss)
A resistance to our main STAB coupled with high defences on both sides of the spectrum allows these Pokémon to wall even boosted sets. Celebi and Mega Venusaur have the offensive capacity to subsequently threaten the DD set, while Ferrothorn can quickly wear it down with residual damage. All also commonly run Paralysis to effectively end DD’s sweep and give CM some trouble in the long run. Access to recovery (and in Celebi’s case Heal Bell/Natural Cure) means that the CM set can’t rely solely on Scald burns to beat them either.


Offensive Threats based on Typing

- Ground Types: Landorus, Garchomp, Excadrill, Mega Swampert
Although they can’t switch in freely on our water STAB, partly due to the risk of burn, their high powered physical attacks and the potential to outspeed us even at +1 makes them extremely effective at revenge killing both of the sets. Garchomp and Mega Swampert can also take at least one neutral hit from either set due to their great bulk, meaning they don’t even need to outspeed to check us.

- Fighting Types: Keldeo, Scarfed Terrakion, Chesnaught, Conkeldurr, Breloom
Similar to the ground types, these Pokémon hit us very hard from the physical side and have a way of bypassing our boosted speed on the DD set, Chesnaught being the exception instead relying on bulk and typing to take a hit.
Keldeo stands out due to its resistance to both our STABs, as well as the ability to set up itself on our CM set and sweep our entire team if given the chance.
Mach Punch in general is a great issue for our DD set as the one priority move we left ourselves open to, and as such has the potential to immediately end our sweep if we don’t have the defences or remaining HP to take it.

- Electric Types: Raikou, Thundurus, Mega Manectric, Mega Ampharos
While they focus on the specially offensive side of the spectrum, their STAB Electric attacks are definitely powerful enough to put the CM set into trouble even after a couple of boosts. The lack of weaknesses and decent bulk means that they can take a hit from the CM set if necessary, while Mega Manectric and Ampharos can most likely take on the DD set as well due to Intimidate and resistance to both STABs, respectively. Additionally, Thundurus can stop a sweep from DD through Prankster Thunder Wave even when outsped.

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When going by typing alone, there is a huge number of Pokémon which can threaten both our sets even after a boost. However, given the correct tools in later stages, we can allow at least one of our sets to get past some of the aforementioned groups.

The most obvious approach to this is to have our CM set deal with the defensive threats. Since they rely a lot on recovering their health to stall us out, access to taunt would allow the CM set to comfortably take on opposing Grass and Water type walls. Rotom-W also shouldn’t be giving us too much trouble after a boost due to its Electric STAB most commonly being an uninvested Volt Switch.
Add an immunity to burn, and we can even use those defensive water types as set-up opportunity for both of our sets, which would be a great boon to the CM set which relies primarily on such scenarios to set up a sweep.

The offensive threats are trickier, as there are not many ways for the CM set to circumvent their STABs and the DD set won’t be able to outspeed and cover them all. While we don’t have to beat every single one of them, it is important to at least deal with our most prominent weakness, which seems to be Fighting types with a resistance to Water. Right now, Keldeo looks like a common counter to both our sets even after a boost, which is extremely unfavourable for our concept. Therefore, the DD set should be given the coverage to deal with troublesome Fighting types and perhaps the defences to survive a Mach Punch from full health provided it managed to set up safely.

While this leaves us revenge killed by fast Ground types and powerful Electric Types, I feel that those threats are easier for the rest of our team to cover up. Most of the Ground Type revenge killers would need to run a Choice Scarf to get past the DD set, which is generally not the best type to get locked into. There have even been suggestions of a situational Magnet Rise set for the CM set to set up on Ground types as well, should they prove to be too problematic.
On the other hand, Electric types aren’t so prevalent as to cause big trouble from my experience, and we have the benefit of hitting them neutrally meaning we can whittle them down eventually. Raikou and Thundurus should be taken out by a boosted Water STAB on the DD set, and Mega Manectric after some prior damage as well. Even though Thundurus can utilize Prankster Thunder Wave to stop our sweep, the fact that it does the same to other viable set-up sweepers means that we probably shouldn’t be too concerned about this. We could cover this in the ability stage, but I don’t think that this is a high priority. Mega Ampharos does look like a solid counter to both boosted sets as well, but along with the posts above I am willing to close an eye on that as it isn’t too common and can be worn down due to its lack of recovery, meaning it won’t be stopping us cold too often.

In conclusion, I think that it is important to cover the most common threats between our two sets after the boost and not to remain too vulnerable against any of them. While it’s fine and probably inevitable to have some niche Pokémon such as Mega Ampharos or Gastrodon counter both sets, we should avoid this being the case with common OU Pokémon for the sake of unpredictability.
 
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Here are some basic points, I will give more input later:

For a Water / Steel, bulky Grass and Water types are the biggest issue. However, I think we need to make it distinct that this CAP needs to be able to not be stopped cold by any bulky Water type. Rather, it should have a way of beating common Water-types, such as Gyarados, Keldeo, and Slowbro, probably through coverage.

For our Calm Mind set, it needs to be able to beat Chansey, since a +6 Scald is not going to break it without hax or some other way of stalling out or inhibiting it. Being Mega Slowbro would also be important, as it could simply adapt to our CAP by running RestTalk + Calm Mind which would effortlessly beat the CAP's Calm Mind set.
 
Here are some basic points, I will give more input later:

For a Water / Steel, bulky Grass and Water types are the biggest issue. However, I think we need to make it distinct that this CAP needs to be able to not be stopped cold by any bulky Water type. Rather, it should have a way of beating common Water-types, such as Gyarados, Keldeo, and Slowbro, probably through coverage.

For our Calm Mind set, it needs to be able to beat Chansey, since a +6 Scald is not going to break it without hax or some other way of stalling out or inhibiting it. Being Mega Slowbro would also be important, as it could simply adapt to our CAP by running RestTalk + Calm Mind which would effortlessly beat the CAP's Calm Mind set.
I really don't think it's necessary that we beat Chansey with CM. The point is to lure the wrong counter and setup multiple times while the opponent switches to the right one, and having CM firmly beaten by Chansey opens a path for DD to sweep. Plus you have teammates to remove various blobs for the CM set.
Agreeing on MBro, though. It'll likely hardwall DD and CM verus Bro is just a PP stall/hax war.
 
While not being based solely on typing, something that I believe no one has pointed out (I could be wrong) is the plausibility of Unaware Quagsire countering this thing. With it completely ignoring DD and/or CM boosts and being able to use Scald/Earthquake, it could be a threat to the CAP as I doubt that it will appreciate a Burn or an EQ. I also doubt that despite Quagsire's low stats that it could break through as we don't want to make it so that it has high enough stats that an all out attacking set is viable. I could be looking to far ahead here, but I believe that Unaware Quagsire could pose a threat to this CAP.
 
I feel that Cretacerus' post is quite thorough in covering what threatens the CAP. As such, I'm going to make an attempt to delve into what the CAP can threaten as of now.

Targets based on Typing

-Fairy-types: Altaria-Mega, Azumarill, Clefable, Diancie(-Mega), Gardevoir(-Mega), Sylveon
All of these Fairy-types are hit super-effectively by the CAP's Steel-type STAB. Diancie in particular gets hit hard thanks to its 4x Steel weakness. The Dragon Dance set will have an easier time against Clefable, Gardevoir, and Sylveon, as all three Pokemon can run Calm Mind themselves and boost alongside CAP 20. Mega Altaria known to run Cotton Guard, so the Calm Mind set would probably be a better option against it more often than not. However, physical Mega Altaria sets tend to run Earthquake for coverage, so that needs to be kept in mind. While Azumarill is neutral to Steel, it can't do much to the CAP without either a Belly Drum boost or running Superpower.

-Steel-types: Bisharp, Excadrill, Heatran, Jirachi, Metagross-Mega, Scizor(-Mega), Skarmory
CAP 20 is 4x resistant to Steel, and its Water STAB fares well against most of the common Steel-types in the tier. While Heatran might be able to use Earth Power to threaten CAP 20 or use Roar to force it out, its Water weakness makes it vulnerable to both of the CAP's sets. Skarmory can do little other than force out the CAP with Whirlwind, while Scizor without Superpower can do little against it. Bisharp can hit the CAP with its Dark STAB, but it doesn't enjoy taking repeated special hits or the risk of burns from Scald. Excadrill can threaten the CAP with Earthquake, but it can't switch into the CAP's Water STAB. Mega Metagross can hit hard with either Hammer Arm or Thunder Punch, but it otherwise can be walled by the CAP. Jirachi's paraflinch shenanigans won't do much damage to the CAP, while attacking sets are nothing to worry over outside of an errant Thunder Punch or Thunderbolt.


Another major threat to the CAP I have yet to see mentioned is Magnezone, which can both trap the CAP and threaten it with Thunderbolt, while the CAP's Water/Steel STABs would not suffice in response.
 

Deck Knight

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Cretacerus and Elite Lord Sigma answered a lot of categorical questions. I still think having a complete list would be beneficial.

OU Type matchups - Positive:

Positive matchups are matchups where either a) at least one of our STABs is super-effective or b) all of the opponent's STABs are not-very effective while CAP hits for at least neutral with a STAB.
Additional notes:
* Are Pokemon that have a super-effective STAB against us, making switching in to set up more difficult.
# Are Pokemon that commonly run an SE Coverage Move against our CAP (along with that move)
& Are Pokemon that meet criteria A and B.
Code:
Positive Matchups:
Altaria-Mega& #-Earthquake
Azelf
Azumarill #-Superpower
Charizard-Mega Y #-Focus Blast [also Drought...]
Clefable&
Cresselia
Diancie-Mega& #-Earth Power
Diggersby*
Dragalge
Dragonite #-Earthquake
Excadrill*
Gardevoir-Mega& #-Focus Blast
Gliscor*
Gothitelle
Heatran #-Earth Power
Hippowdon*
Jirachi
Klefki
Kyurem-Black& #-Fusion Bolt
Landorus*
Landorus-Therian*
Latios
Latias
Mamoswine*
Mew
Metagross-Mega #-Hammer Arm / Earthquake
Pinsir-Mega #-Close Combat / Earthquake
Scizor-Mega #-Superpower
Sylveon&
Talonflame
Tornadus-Therian #-Superpower
Tyranitar #-Superpower
Victini #-Fusion Bolt
Volcarona

&Pokemon w/o # (top opportunities):
Clefable&
Sylveon&

Pokemon w/o * or # (safe setup) [potential issues]:
Azelf [Fast Taunt]
Cresselia [Paralysis]
Dragalge
Gothitelle [Trick-Scarf]
Jirachi [Trick-Scarf, Paralysis]
Klefki [Paralysis]
Latios
Latias
Mew [Fast Taunt, Paralysis]
Talonflame [Fast Taunt]
Volcarona
OU Type matchups - Negative:

Negative matchups are matchups where a) both of our STABs are not-very-effective or b) at least one of the opponent's STABs are super-effective.
Additional notes:
* Are Pokemon we have a super-effective STAB against, rendering them at best a check.
# Are Pokemon that commonly run an SE Coverage Move against our CAP (along with that move)
& Are Pokemon that meet criteria A and B.
Code:
Negative Matchups:
Breloom
Chesnaught
Conkeldurr
Empoleon
Excadrill*
Feraligatr #-Superpower
Ferrothorn
Gallade-Mega
Garchomp
Gliscor*
Gyarados #-Earthquake
Keldeo&
Landorus*
Landorus-Therian*
Magnezone
Mamoswine*
Manaphy
Manectric-Mega
Politoed
Quagsire
Raikou
Rotom-Wash&
Slowbro-Mega
Starmie
Suicune
Tentacruel
Terrakion*
Thundurus
Zapdos

&Pokemon (top threats):
Keldeo&
Rotom-Wash&
Analysis:

What sticks out most to me is that the Pokemon we can usually set up on the most (bar Fairies) are actually Psychic types, and the most prominent threats to CAP outside Bulky Waters with SE Moves tend to be Fighting types because so many of them either resist Water or have a lot of natural bulk.

A few other notes: Most of the Psychic mons could start running Thunderbolt I guess, but that move is not represented in their usage stats and they would sacrifice too much coverage or set effectiveness to make it broadly useful. The Latis look like better targets for DD, whereas Jirachi and Gothitelle would be better targeted by CM.
 
Last edited:
Deck Knight's lists are a fantastic resource! I want to broaden the list of what we consider setup bait, though. In a game, you can't always rely on something that simply can't touch you to set up on; your opponent will be actively avoiding such a matchup, and sometimes teams simply don't run such a pokemon (in part because it's total setup bait for yours). Often, setups will be clinched by forcing something out - potentially something that could hit you hard if it knows it's getting a free turn, so it's often a 50/50 situation.

So here's Deck Knight's positive matchups list, filtered down exclusively to "stuff we have supereffective STAB against".
Code:
Mega Altaria
Charizard-MegaY
Clefable
Diancie-Mega
Diggersby
Excadrill
Gardevoir-Mega
Gliscor
Heatran
Hippowdon
Kyurem-Black
Landorus
Landorus-Therian
Mamoswine
Sylveon
Talonflame
Tyranitar
Victini
Volcarona
And filtered down to stuff that isn't exceptionally fast or significantly bulky (I.E. an OHKO after rocks is plausible) on both sides (which CharY is because Drought), that is:

Code:
Diggersby [Scarfer]
Excadrill [Scarfer]
Gardevoir-Mega
Gliscor
Landorus
Landorus-Therian [Scarfer]
Mamoswine
Volcarona
(Lando-I is pushing it on 'not exceptionally fast', but 101 falls reasonably within what I imagine the cap might get so I left him in. Noted mons who commonly run scarf.) So this is stuff that, given our mixed nature, we can potentially force out with STABs alone on fear of a possible OHKO depending on the set we run, and potentially use that turn to set up. For example, Mega Gardevoir can eat Scalds, but dies immediately to Meteor Mash. DDcap could come in and kill it. CMcap could come in, bluffing the Meteor Mash, force it out and set up. I think we should consider this list on top of Deck Knight's when we consider what we set up on. So as well as Fairies and Psychics, we can add the occasional slow-mid speed Ground type and a couple of special sweepers that can't eat a physical hit. Note that this list expands majorly once the stuff on the first list has taken some prior damage.
 

nyttyn

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Preemptive apology for the delay, I've been sick as a nutter.

Alright, so drawing some conclusions from current discussion, I think it's clear to see that we definitely have a very clearly defined list of checks and counters, as well as things that we can set up on. Arguably, nothing on this wants to switch into a scald, but keep in mind that many of the physical threats to Calm Mind CAP 20 have an especially tough time and must be brought in on either prediction or a safe switch, as a burn can completely wreck them.

Current Threats to CAP20
Scald (and burns in general)
Rotom-W
Thundurus-I
Raikou
Keldeo
Magnezone
Ground Types
Fighting Types
Kyurem-B
Breloom
Conkeldurr
Lucario
Mega Metagross
Mega Gyarados
Swampert
Zapdos

Current threats to Calm Mind CAP20
All of CAP20's universal threats
Grass Types
CroCune and CM (Mega) Slowbro
Chansey
Manaphy
Starmie
Mega Gardevoir
Unaware Clefable (assuming mono-scald coverage. Double Attack CM with flash cannon beats)
Roar

Current Threats to Dragon Dance CAP 20
All of CAP20's universal threats
Gyarados
Landorus-T (Choice Scarfed)
Faster offensive pokemon (things like Lopunny, which can outspeed before a +1 and either tear a huge chunk out of or outright KO CAP20)
Generic physical walls (such as Skarmory and Mandibuzz)



Now that we have our working list of threats, the question becomes: Is there anything on this list that we should especially aim to beat? We definitely will be attempting to address Scald burns in some fashion, and have the coverage (on the dragon dance set, at least) in order to be capable of setting up on bulky waters, but is there anything else we absolutely must beat? Also, if I missed anything that you consider a threat, please feel free to let me know. 24 Hour Warning
 

Deck Knight

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My only notation nyttyn would be that when you conclude the thread, it might be helpful for further discussion to include a list pf "Pokemon CAP 20 should be able to set up on" to focus future discussions, so that users aren't arguing "we can set up on [X threat we cannot realistically set up on]".

Otherwise I think the Dragon Dance set should have in mind beating Fighting types specifically. It is arguably possible that the CM set would be able to CM in the face of an unboosted Volt Switch from Rotom-W, but unless the DD Set has a quick answer to Fighting types, Mach Punch from Breloom and Conkeldurr are going to dramatically impede the ability to sweep. CAP should be able to OHKO them at +1 either outright or with a predetermined level of prior damage (say with 1 layer of spikes, or from 70% etc.) Those two Pokemon specifically also have niche properties that make them troublesome, like Breloom's water resistance [or Breloom running a Poison Heal set] and Conkeldurr's response to a Scald burn being "Thank you sir. Get wrecked." If the DD Set can't prevail over these Pokemon, they will happily switch into most CAP sets on the setup turn and force it out.
 
In a related vein to what Deck Knight was saying, I think our CM set should aim to beat most electric types. Other than the rare Specs Magnezone and NP Thundurus, the electric types in OU are all special attackers that don't hit that hard, and with the right steps we can build CAP to grab a CM as the electric type switches in, and be able to boost in their face once that first free boost is obtained. Electric types will probably remain universal checks to an unboosted CAP, but I think they shouldn't be counters to the CM set. This will help us differentiate CM from DD, as well as reduce the enormous list of things that threaten CM CAP.
 

Bughouse

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Preemptive apology for the delay, I've been sick as a nutter.

Alright, so drawing some conclusions from current discussion, I think it's clear to see that we definitely have a very clearly defined list of checks and counters, as well as things that we can set up on. Arguably, nothing on this wants to switch into a scald, but keep in mind that many of the physical threats to Calm Mind CAP 20 have an especially tough time and must be brought in on either prediction or a safe switch, as a burn can completely wreck them.

Current Threats to CAP20
Scald (and burns in general)
Rotom-W
Thundurus-I
Raikou
Keldeo
Magnezone
Ground Types
Fighting Types
Kyurem-B
Breloom
Conkeldurr
Lucario
Mega Metagross
Mega Gyarados
Swampert
Zapdos

Current threats to Calm Mind CAP20
All of CAP20's universal threats
Grass Types
CroCune and CM (Mega) Slowbro
Chansey
Manaphy
Starmie
Mega Gardevoir
Unaware Clefable (assuming mono-scald coverage. Double Attack CM with flash cannon beats)
Roar

Current Threats to Dragon Dance CAP 20
All of CAP20's universal threats
Gyarados
Landorus-T (Choice Scarfed)
Faster offensive pokemon (things like Lopunny, which can outspeed before a +1 and either tear a huge chunk out of or outright KO CAP20)
Generic physical walls (such as Skarmory and Mandibuzz)



Now that we have our working list of threats, the question becomes: Is there anything on this list that we should especially aim to beat? We definitely will be attempting to address Scald burns in some fashion, and have the coverage (on the dragon dance set, at least) in order to be capable of setting up on bulky waters, but is there anything else we absolutely must beat? Also, if I missed anything that you consider a threat, please feel free to let me know. 24 Hour Warning
Jumping in to pick out a few of these listed threats that CAP20 should in fact beat

In general
Scald (and burns in general)

CM
CroCune and CM (Mega) Slowbro
Chansey
Manaphy -- (should def beat CM, not necessarily TG)
Unaware Clefable
tl;dr CM CAP20 should be able to break almost all of its potential counters (once it gets going)

DD
Magnezone
/some/ ground types, including scarf Lando-T

However, despite me pulling Magnezone out, this CAP should in general remain very threatened by other Electric Types: Rotom-W, Raikou, Thundurus, and Zapdos.


I've singled out Scald and the CM Bulky Water types (Manaphy, Suicune, Slowbro) as particularly important to beat, as it gives CAP 20 a very distinct niche and avoids what is otherwise nearly a guarantee that it would be outclassed as a CMer. Steel typing alone is not enough to differentiate.
 

Da Pizza Man

Pizza Time
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Preemptive apology for the delay, I've been sick as a nutter.

Alright, so drawing some conclusions from current discussion, I think it's clear to see that we definitely have a very clearly defined list of checks and counters, as well as things that we can set up on. Arguably, nothing on this wants to switch into a scald, but keep in mind that many of the physical threats to Calm Mind CAP 20 have an especially tough time and must be brought in on either prediction or a safe switch, as a burn can completely wreck them.

Current Threats to CAP20
Scald (and burns in general)
Rotom-W
Thundurus-I
Raikou
Keldeo
Magnezone
Ground Types
Fighting Types
Kyurem-B
Breloom
Conkeldurr
Lucario
Mega Metagross
Mega Gyarados
Swampert
Zapdos

Current threats to Calm Mind CAP20
All of CAP20's universal threats
Grass Types
CroCune and CM (Mega) Slowbro
Chansey
Manaphy
Starmie
Mega Gardevoir
Unaware Clefable (assuming mono-scald coverage. Double Attack CM with flash cannon beats)
Roar

Current Threats to Dragon Dance CAP 20
All of CAP20's universal threats
Gyarados
Landorus-T (Choice Scarfed)
Faster offensive pokemon (things like Lopunny, which can outspeed before a +1 and either tear a huge chunk out of or outright KO CAP20)
Generic physical walls (such as Skarmory and Mandibuzz)



Now that we have our working list of threats, the question becomes: Is there anything on this list that we should especially aim to beat? We definitely will be attempting to address Scald burns in some fashion, and have the coverage (on the dragon dance set, at least) in order to be capable of setting up on bulky waters, but is there anything else we absolutely must beat? Also, if I missed anything that you consider a threat, please feel free to let me know. 24 Hour Warning
You might have missed Quagsire, as like Clefable it has the abillity to completly ignore our boosts and it also resists one of our stabs, making it a bigger threat, I would put it under a check to dragon dance or a check in general. I also think Kyurem-Black should be taken of as a general check and should be put down as a check to calm mind, since we do have SE coverage against it, which will be used for DD.
As for what of these we should try to beat, I feel like the Dragon Dance set should be able to beat Keldeo Rotom-W, as its not really a good idea for these things to counter both sets, and Dragon Dance is really the only one that has a chance to take it on. I think the same thing goes for Lucario (Maybe even both sets should be able to beat it in that case, but I'm not exactly sure, but atleast Dragon Dance should)
 

Imanalt

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Current Threats to CAP20
Scald (and burns in general) burns are too big of a threat to cm, we need a way to deal with them
Rotom-W think this is misplaced already, although rotom-w's type beats ours, a bulky cm set will take advantage of the lack of firepower from rotom, and set up on it, this belongs in the threats to dd list only
Thundurus-I
Raikou
Keldeo we should make dd be able to beat this, but not cm
Magnezone
Ground Types
Fighting Types
Kyurem-B
Breloom
Conkeldurr
Lucario
Mega Metagross
Mega Gyarados
Swampert
Zapdos

Current threats to Calm Mind CAP20
All of CAP20's universal threats
Grass Types not really sure how grass types are an issue for cm, as we can just cm up until we can kill them unless they have some way to hit us hard
CroCune and CM (Mega) Slowbro
Chansey
Manaphy
Starmie pretty much the only starmie right now is bulky, which we can presumably set up on
Mega Gardevoir
Unaware Clefable (assuming mono-scald coverage. Double Attack CM with flash cannon beats)
Roar

Current Threats to Dragon Dance CAP 20
All of CAP20's universal threats
Gyarados
Landorus-T (Choice Scarfed) we need to beat this
Faster offensive pokemon (things like Lopunny, which can outspeed before a +1 and either tear a huge chunk out of or outright KO CAP20)
Generic physical walls (such as Skarmory and Mandibuzz)
Comments in bold, anything w/ no comment seems like something that is probably reasonable, although i think as we get coverage and stats a lot of the mons in universal checks should change to just checking one set or the other (the offensive fightings should mostly be dealt with by dd, and some of the weaker mons on there could probably be dealt w/ by cm)
 

DetroitLolcat

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I agree with a lot of what Imanalt just said. First and foremost, CAP 20 cannot be largely threatened by burns. In order for Dragon Dance CAP20 and Calm Mind CAP20 to separate itself from other boosters, it's going to need a niche and burn resistance/immunity is a good a niche as any. While Steel typing (and the Poison immunity that comes with it) is good on its own and substantially helps the Calm Mind set, Dragon Dance CAP20 is going to have a tough time earning a team slot in OU if it's easy to burn.

Furthermore, Calm Mind CAP20 should not lose to Clefable or at the very least should have options to beat it. We have a Steel typing for a reason; we should not lose to Fairies, period. Quagsire is a dicier case, but I'd at least want CAP20 to have a shot against it. Maybe it takes a Crabhammer crit or a Scald burn to get through Quag, but we shouldn't just fold against it. Many Physical sweepers are strong enough to beat Quagsire.

One Pokemon that's notably absent from nyttyn's list is Ferrothorn, which can Leech Seed CAP20. While Calm Mind CAP 20 might be able to beat Ferrothorn one-on-one, I believe Dragon Dance should as well. CAP20 faces major competition with Gyarados as a Water-type Dragon Dancer, and beating Ferrothorn all but ensures it'll have a niche to itself. Gyarados loses to Ferrothorn 1v1 (but not by much, as a +1 Crunch will greatly weaken Ferro), so if CAP20 can dispatch Ferrothorn easily or at least prevent Ferrothorn from switching in then we won't have to worry about Dragon Dance not being good enough.
 

Albacore

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Okay, here are my comments on these threats and how we could potentially handle them or not :

Scald (and burns in general) : We need a way to reliably set up on these especially on DD sets, but probably on CM sets too since
Rotom-W : Don't see how DD can really beat this unless we give it Grass coverege I'm fine with DD losing to this set but not CM.
Thundurus-I : Will paralyze DD unless we give it a TWave immunity (or a Lum berry) but will also dies in the process
Raikou : DD probably needs enough power to KO this at least after SR damage. CM will lose to Specs sets but depending on how bulky it is it may be able to take on AV sets, not likely though
Keldeo : DD absolutely needs to be able to beat this imo, it's too common a threat to be walled by and gives it a great niche over MGyarados.
Magnezone : Can't actually be KOed from full so trickier for DD to handle than Raikou. CM is losing to this unless it opts for SpD investment which isn't likely.
Ground Types : CM can potentailly take hits from Landorus-T and even avoid being 2HKOed by Hippowdon if bulky enough. DD shouldn't have too much trouble against there even unboosted, since it will outspeed most of them, although Garchomp looks very problematic especially the physically defensive set which will force the CAP to kill itself from recoil. CM can take one hit from Excadrill, Lando-T, and/or Lando-I if it's bulky enough but will be left at very low health. DD loses to Sand Exca no matter what
Fighting Types : (see Keldeo, Breloom, Conkeldurr, and Lucario)
Breloom : DD should take a Mach Punch from full and OHKO back, CM will probably be able to take 2 non-LO Mach Punches but SD, Life Orb, and Spore are still things.
Conkeldurr : Not too common but it can be very annoying for both sets especially CM. DD can run SE coverage to KO it at +. Personally I don't mind losing to this one too much though.
Lucario : Too obscure a threat to really worry about. DD has no reason to lose to this, CM can dissuade it from switching in but needs a lot of physical bulk to take one LO CC from full.
Mega Metagross : Actually a massive pain for both sets, SE coverage for this on DD specifically probably won't be worth it and it needs way too much attack to OHKO at +1 so it'll have to rely on chipping it . CM needs a completely ridiculous amount of bulk to take 2 Hammer Arms so that's not happening
Mega Gyarados : We may want coverage for this on DD. CM loses to Sub completely, Taunt if it can't evade it and any other variant if it doesn't burn it with Scald
Swampert : Same as Excadrill.
Zapdos : DD is probably losing to this whatever we do. CM may be able to tank its hits but only after one CM.

Current threats to Calm Mind CAP20
Grass Types
: Well, Celebi and Serperior. Anything else is setup fodder, even Chensaught and Sceptile. We can't beat either of these with CM no matter what so no point in even trying.
CroCune and CM (Mega) Slowbro : Suicune can PP stall us so we kinda want a way to avoid that. Slowbro can stall us out of recovery by getting to +6 and Psyshocking. From what I can tell, the only way we can beat these is with Taunt.
Chansey : If we can avoid getting TWaved and then STossed until we get fully para'd enough times for it to KO us, this is complete setup fodder.
Manaphy : This one is pretty interesting actually, becuase depending on how much SpD we give our CAP, Manaphy may or may not be able to 2HKO us with Energy Ball when it's at +6 and we're at +2. This means that SpD investment plays a huge part in whether or not we lose to Manaphy 1v1. If it switches in on CM it can't beat us at all though.
Starmie : Not really, Starmie is complete setup fodder, even rare TBolt variants can't bet us after a CM. Honestly this is a bigger threat to DD than CM if anythiong, since it can stall it out by spamming Scald and Recover.
Mega Gardevoir : Focus Blast does a ton, but if we're already at +1, we may be able to set up on it given the miss chance. Taunt variants beat us if we can't dodge that
Unaware Clefable (assuming mono-scald coverage. Double Attack CM with flash cannon beats) : Comes down to a PP stall unless Clefable also carries CM.
Roar : Not sure why this is listed when Taunt is a far bigger threat to our CAP and that's not even listed, just certain Taunt users. Unlike Taunt, it's only a temporary answer which fails if our CAP is the last mon standing. The only Roar/Whirlwind/Dragon Tail users that don't prefer running Taunt or don't have access to it are Regular Gyarados, Garchomp and sometimes Skarmory. We really shouldn't worry about Roar, since if we can cover taunt we can pretty much cover Roar too.

Current Threats to Dragon Dance CAP 20
Gyarados
: Defenitely a pain, but if DD CAP runs recovery it can probably beat non-TWave/Roar variants.
Landorus-T (Choice Scarfed) : Giving our CAP more than 91 base Speed is enough to handle it.
Faster offensive pokemon (things like Lopunny, which can outspeed before a +1 and either tear a huge chunk out of or outright KO CAP20) : We should have enough power to beat most of these after a DD
Generic physical walls (such as Skarmory and Mandibuzz) : I wish this had been elaborated more since there are a lot of these, but generally speaking we should probably lose to most of these, so this isn't something to worry about too much.
 

nyttyn

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Alright, time to wrap it up (two days is the same as 24 hours right?). We've had some really good discussion here, and I think we have a pretty good picture of what CAP20 needs to be threatened by, and what it needs to set up on. As such, the following threats and setup list for CAP20 is:

Universal threats to CAP20
Thundurus-I (DD will 75% of the time kill it at +1 but its sweep will be crippled in the process)
Raikou (DD might be able to win at +1 after rocks)
Magnezone
Garchomp
Hippowdon (CM might be able to avoid 2HKO, bulk dependent)
Landorus-T (DD should be able to outspeed after +1 speed (+0 atk after intimidate) and do heavy damage, if not kill outright. Can't switch in on CM, CM might be able to survive a hit)
Excadrill
Kyurem-B
Conkeldurr
Mega Metagross
Mega Gyarados
Swampert
Zapdos (CM at +1 might be able to tank)

Threats to Calm Mind CAP20
All of CAP20's universal threats
Keldeo
Celebi
Breloom
Serperior
Magnezone
Manaphy (SpDef dependent)
Mega Gardevoir (assuming mono-scald coverage. Double Attack CM with flash cannon beats)
Unaware Clefable (assuming mono-scald coverage. Double Attack CM with flash cannon beats)


Threats to Dragon Dance CAP20
All of CAP20's universal threats
Gyarados
Rotom-W
Choice Scarf Keldeo
Faster offensive pokemon (things like Lopunny, which can outspeed before a +1 and either tear a huge chunk out of or outright KO CAP20. Almost all of them will lose at +1 though)
Generic physical walls (such as Skarmory and Mandibuzz)

Threats Calm Mind CAP20 should be able to set up on
Scald (and burns in general)
Chansey
Clefable
Non-tbolt Latios
Non-tbolt Latias
Azumaril
Scizor sans Superpower
Jirachi
Tentacruel (sans haze)
CroCune and CM (Mega) Slowbro (CM only, DD can't break them in time)
Talonflame (fast taunt is a issue)
Volcarona
Gothitelle (somewhat shaky if trick scarf is a possibility)
Sylveon
Tyranitar (risky)
Anything that cannot at least 2HKO CAP that also lacks a fast taunt.

Threats Dragon Dance CAP20 should be able to set up on
Scald (and burns in general)
Chansey
Clefable
Non-tbolt Latios
Non-tbolt Latias
Azumaril
Scizor sans superpower
Talonflame (fast taunt is an issue)
Volcarona
Gothitelle (somewhat shaky if trick scarf is a possibility)
Sylveon
Tyranitar (risky)
Anything else CAP20 forces out for a turn.
 
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