Electivire could potentially counter if armed with Earthquake and an Expert Belt and benefiting from a Motordrive boost coming in on an expected Thunder Wave or Bolt.
Giving it magnet rise kind of compromises the "neglected ability" idea.In reply to all of the Ttar counter ideas, there is a way to make EQ do squat. If the pokemon knows Magnet Rise, then EQ won't be able to do anything to it. The thing is, though, that if we give it MR, it would prob. only use it turn 1. This would then make moves like Roar and Whirlwind more popular.
But anyways, on the topic of counters, I'd say Ice should be the main counter in one way or another.
All of CAP8's solid counters are slower pokemon anyway. It's the checks that get less and less credible with a speed boost, especially the Dragon checks. The Easter Egg Set is built around Dragon Dance. Basically it would need Volt Tackle, Outrage, and EQ to have a remotely credible set. Superpower was on there but I don't see a need to put it there, especially since there seems to be no justification as a Tutor.At the moment DK's list of counters and checks seem very reasonable to me. Personally I would like CAP8 to have both fire and water type moves in his options of offensive attack, but if I had to chose only one type set I would go with Water myself.
I don't know if people do this sort of thing with with Dragon Dance but wouldn't having access to DD change the rankings of checks/counter? You may not be using your attack stat all that much (unless it get a fighting move or two) but the increase in speed always seem like a good thing to me.
Problem being that most Zapdos are running Thunderbolt, Heat Wave, and HP Grass for Pert, or running Sub/Toxic. Zapdos is also deathly afraid of paralysis as it severely stops its ability to heal reliably or counter mediocre Stone EdgesHow's Zapdos for a check/counter? It can pressure-stall hits, isn't weak to CAP8's STABs, attacks with HP Ice and roosts when needed.
I don't understand why that is. Magnet Rise might give the abilities more room to use its abilities, helping it to ignore ground moves.Giving it magnet rise kind of compromises the "neglected ability" idea.
? Hippowadon is capable of doing decent damage with Ice Fang and hits rather hard with STAB EQ. Meanwhile Hippowadon can Slack Off residual damage. On the other end CAP8 is going to hate the possibility of being locked into thunderbolt on this pokemon, but Hippowadon has laughable SpDef. If CAP8 decides to carry around HP Ice for it's dragon counters (asumming is doesn't get Ice Beam or something) Hippowadon isn't going to last long. So I don't see were you are getting the idea that they'd "Wall" each other.Hippowadon should be quite the... not counter, but they'll be brick walls at each other. Kinda sucky if you think about it. SS damage would eventually kill it though.
I wouldn't generally pack Magnet Rise to begin with. It takes up a valuable moveslot just to null the Ground weak. I'd prefer to take my chances and use the turn/slot doing something better.I don't understand why that is. Magnet Rise might give the abilities more room to use its abilities, helping it to ignore ground moves.
Max SA Modest unboosted attacks vs 252 HP/ 0 SDef Celebi:Celebi resists Thunderbolt and can recover off a Draco Meteor. Natural Cure means paralysis isn't a problem, and leech seed in combination with Earth power are going to cause problems for Cap8.
If almost every set ran Magnet Rise, then it will get levitate on the first turn (or very quickly upon being sent out). If everyone's CAP8 just ends up using levitate as its ability, the goal of having it use a neglected ability wouldn't be fulfilled as levitate is far from being neglected in competitive battling.I don't understand why that is. Magnet Rise might give the abilities more room to use its abilities, helping it to ignore ground moves.
Magnet Rise doesn't nullify your existing ability, it just gives you Ground immunity for 5 turns at the cost of a moveslot, and the need to set it up again once it expires or you switch out. It's not even remotely close to using Levitate as the ability.If almost every set ran Magnet Rise, then it will get levitate on the first turn (or very quickly upon being sent out). If everyone's CAP8 just ends up using levitate as its ability, the goal of having it use a neglected ability wouldn't be fulfilled as levitate is far from being neglected in competitive battling.
Water attacks also take out Steelix, so Fire attacks only hinder Regice. On the Water/Fire despute, I'm for fire moves. Ground types already have issues in the metagame while steels generally do not. Latias does the Special Dragon/Water thing, while most others pull mixed dragon/fire, so it's up in the air.Deck Knight said:Now all these checks and counters only take into consideration Electric and Dragon attack moves. Surf/Hydro Pump eliminate a significant portion of the Ground type counters and Tyranitar to an extent, whereas Flamethrower/Fire Blast/Overheat eliminate Steelix and Regice specifically.
Hm... Overheat is a bit scary I must admit, but truth be told I must have figured celebi would have taken less as I am used to running SpDef heavy sets (anything else on Cap in my honest opinion is moot, but thats beside the point). On the subject of speed I always ran at least some, or used a timid nature at the very least.Max SA Modest unboosted attacks vs 252 HP/ 0 SDef Celebi:
Draco Meteor: 52-67%
Dragon Pulse: 34-40%
Thunderbolt: 17-21%
Flamethrower: 48-56%
Overheat: 70-83%
Celebi's problem is that it tends to run physically defensive sets with little to no speed. CAP6 needs 164 Speed EVs to outrun 0 Spe Celebi. That's a bit of an investment but not a total one. Flamethrower is a 2HKO with SR, and short of hitting minimum damage twice Overheat will always 2HKO.