Alright starting with the one pretty much completely locked in,
approving Draco Meteor for obvious reasons. The only scenario that it would be blacklisted would be if it was broken by itself, but CAP28 has been built with Draco Meteor usage in mind and I highly doubt that it is broken. Otherwise every Pokemon that is naturally Dragon-type gets this move; I see no reason to exclude it.
Disruption Stallbreaker
Name: Mixed Stallbreaker
Move 1: Megahorn
Move 2: Thunderbolt
Move 3: Close Combat/Earthquake
Move 4: Taunt
Ability: Neutralizing Gas
Item: Heavy-Duty Boots/Life Orb
EVs: 252 Atk/4 SpA/252 Spe
Nature: Hasty
Disruption Stallbreaker
Name: Sleepy Stallbreaker
Move 1: Megahorn
Move 2: Thunder
Move 3: Earthquake / Close Combat
Move 4: Hypnosis
Ability: Compound Eyes
Item: Heavy-Duty Boots / Expert Belt
EVs: 252 Atk / 4 SpA / 252 Spe
Nature: Hasty / Lonely
I think these two sets together give a fantastic foundation for the Disruption Stallbreaker archetype, as they fulfill the base needs exceedingly well for CAP28's concept. I do agree with those that had made the point that Thunder should be put on the set, since it means CAP28 does not need to to run Life Orb for Tomohawk, and can instead afford the much more beneficial Heavy-Duty Boots. Overall the moves present here, aside from Thunderbolt, all are seen on a large amount of the other sets submitted so far, and these two sets are rock solid so far. With that in mind,
I am approving Megahorn, Close Combat, Earthquake, Thunder, Thunderbolt, and Taunt using these sets as a base. Thunderbolt as a move is mostly inferior for the purposes of CAP28, but still is meaningful enough as an option for consistency on Neutralizing Gas sets. Hypnosis as a move is very fitting for this archetype specifically and gives Compound Eyes purpose, but I am not quite allowing it at the moment because I am unsure of its effects on other archtypes, which I will elaborate farther below.
Speaking of sleep,
I have decided to disallow Sleep Powder. Many people have stated their concern over the possible inclusion of the move in regards to its 75% accuracy, which critics claim would be completely usable and unhealthy on Neutralizing Gas sets for CAP28. Considering that the thread has shifted its main sleep move to Hypnosis, a similar option with a lower accuracy not usable with Neutralizing Gas, I take this as a sign that the consensus agrees with this sentiment and Sleep Powder should not be an option on CAP28.
Special Setup
Name: Nasty Plot
Move 1: Draco Meteor
Move 2: Thunder
Move 3: Close Combat/Focus Blast
Move 4: Nasty Plot
Ability: Compound Eyes
Item: Life Orb
EVs: 252 SpA/4 SpD/52 Spe
Nature: Naive/Timid
This is also a very solid set and fulfills the most likely course people see for special wallbreaking. I think the weirdest thing on this set is probably Focus Blast and the choice of Compound Eyes when Thunder is still totally servicable on Neutralizing Gas, but otherwise this is what would be expected for the Setup portion of Special Wallbreaker. While I can be proven wrong by Nasty Plot (in which case tell me I am), I feel comfortable enough right now to go ahead and
approve Nasty Plot using this set as a base.
Physical Wallbreaker
Name: Choice Band
Move 1: Dragon Hammer / Dragon Claw
Move 2: Megahorn
Move 3: Close Combat
Move 4: Earthquake / High Horsepower
Ability: Neutralizing Gas
Item: Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant
This Choice Band set is good and fits Physical Wallbreaker well. I'd like to approve it but I think one aspect of it needs to be decided: Dragon Hammer. Optically (unless mods come in to tell me this is the incorrect decision) Dragon Hammer is absolutely fair game. While it is exclusive to Alolan Exeggutor in SwSh, it was given to Tropius in USUM, meaning it was never the intention to be kept completely on Eggy-A. I see no problem allowing such a move.
With that in mind, please discuss whether or not we would like to include this for CAP28. Sets at the moment have slashed it with Dragon Claw at the moment, implying that it is currently an undecided distinction. Please discuss if it in realms of the power levels we desire for CAP28 so we can make a decision on it. Pretty much the rest of the set is good,
so approving Dragon Claw(if Dragon Hammer is approved it will replace it since it's a flat upgrade) and High Horsepower using the set as a base.
Physical Wallbreaker
Name: Coil / Bulk Up
Move 1: Coil / Bulk Up
Move 2: Dragon Hammer / Dragon Claw
Move 3: Close Combat
Move 4: Earthquake / High Horsepower
Ability: Neutralizing Gas
Item: Heavy-Duty Boots
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant
Physical Wallbreaker
Name: Swords Dance Breaker
Move 1: Swords Dance
Move 2: Dragon Hammer / Dragon Claw
Move 3: Close Combat
Move 4: Earthquake
Ability: Neutralizing Gas
Item: Heavy-Duty Boots
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant
I bring these two up for discussion. I do not feel ready to use any of these sets as a baseline for a Physical Setup in the Physical Wallbreaker archetype, and that is mostly because our physical setup is still in contention. Swords Dance is the largest question here: some claim factoring Neutralizing Gas into the equation that SD+3 Attacks could be a bit too scary, while others say that it is not an issue. This is a question I would like answered by thread, so please discuss this point before I make a decision.
Special (Setup) Wallbreaker
Name: Sleepy Setup
Move 1: Quiver Dance / Nasty Plot
Move 2: Sleep Powder Hypnosis
Move 3: Bug Buzz
Move 4: Blizzard
Ability: Compound Eyes
Item: Heavy-Duty Boots
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid / Modest
I think this set brings up a couple things I would like to discuss.
Firstly, I don't understand the appeal of Blizzard here, specifically in regards of adding another coverage type, because I feel it is redundant with the much more popular Thunder in some ways as well as our Bug-type STAB. Thunder is already a move that already targets major Flying-types like Tomohawk and Mandibuzz sufficiently enough, so I think it is completely redundant in that regard. More importantly is the hitting of Grass-types strongly, most particularly Jumbao and Amoonguss as noted by the description. I do not think it is particularly neccesary since the set implies a boosted Bug Buzz, which neither want to stay in on.
+2 252 SpA Yanmega Bug Buzz vs. 248 HP / 92 SpD Amoonguss: 291-343 (67.5 - 79.5%) -- guaranteed 2HKO after Black Sludge recovery
+2 252 SpA Yanmega Bug Buzz vs. 252 HP / 252 SpD Jumbao: 208-246 (53.6 - 63.4%) -- guaranteed 2HKO
I simply find it currently uneccessary considering the popular tools so far, so approving it would require an argument as to why it is worth the approval. Similar case with Fire Blast: when we already have Close Combat for Steel-types and Bug-STAB for Grass-types, why should we approve it?
Second note is Quiver Dance. Quiver Dance is a speed booster, and speed boosting is dangerous stuff for CAP28. Quiver Dance in general is a supremely strong move that is not to be taken lightly, so I would need arguments as to why it's not going to break our mon. Until those are given, I am leaning on blacklisting it.
Finally, I do have some mild concerns about Sleep and Setup together, and this is currently the reason I am not quite approving Hypnosis yet for the Disruption Stallbreaker set. Sleep is absolutely nothing to scoff at in terms of shutting down a mon for a couple of turns, turns CAP28 could absolutely use to boost further. There is the significant weakness of only two attacks being viable, but how much does Sleep compensate in its shutting down the mon. I am somewhat sure its not going to be broken, but I would just like more confirmation that its not from everyone.
Also
Bug Buzz is approved. It by itself is not at all problematic and pretty expected specially.
Those are the big sets I thought I absolutely needed to address first. I have not forgotten the other sets, and will get to them soon. Keep up the great work guys!