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For secondary ability since magic guard is such a strong I'm going to throw out a suggestion that could seemingly be on par with those and that is Compoundeyes. Compoundeyes allows MonoCap1 to throw its stronger STABs such as Blizzard and Fire Blast with less fear of missing increasing the reliability of Scarf sets for MonoCap1 and making up for the loss in power w/o life orb. This even boosts Inferno's accuracy to a decent but still inaccurate 65% which means that Compoundeyes MonoCap1 could cripple switch-ins semi-reliably with one move which further helps scarf sets.

75/105/90/120/40/110 BST: 540

For a spread I think speeds that outrun all of dragon or steel without scarfs isn't the way to approach MonoCap1 as a pokemon needs checks and counters and even without them Cap1 will still be a boon against these matchups if played correctly. If a player wanted MonoCap1 to simply beat these archetypes without prediction it could simply throw a scarf on it and then you only have to play against e-speed banded D-Nite. Monocap1 at 122 or 115 speed also outruns a lot of pokemon from other types that it really shouldn't giving fire and ice a much bigger advantage against flying, psychic and fairy types that we are not targeting as the MUs that MonoCap1 is supposed to fix.

Now I'll talk about defense and why I chose to give MonoCap1 so much more defense than special defense this investment is made to deal with priority especially Mega Scizor a pokemon can pretty much destroy standard ice alone.

Vs Bulky Mega Scizor
44 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 8 Def Abomasnow: 103-123 (35.3 - 42.2%) -- guaranteed 3HKO

+2 44 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 8 Def Abomasnow: 205-243 (70.4 - 83.5%) -- guaranteed 2HKO

Vs Offensive Mega Scizor
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 8 Def Abomasnow: 130-154 (44.6 - 52.9%) -- 23.8% chance to 2HKO

+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 8 Def Abomasnow: 259-306 (89 - 105.1%) -- 31.3% chance to OHKO

Granted the Offensive mega Scizor is still a 50/50 offensive is generally less trouble for ice since it can be worn down w/o roost. Also you can invest a small amount more into defense in order to mitigate the

(I messed and forgot to change for 8 def investment though it doesn't change anything significantly.)


Giving it an almost guaranteed chance to be able to check defensive Mega Scizor at least once during a match and Scizor is a mon that pretty much auto wins if SR are up and it gets to +2 v Ice. While its is given a paltry 40 special defense so that it basically loses to any bulky special attacker on the other side as a consequence of giving it such decent defense. I believe that a MonoCap1 that is not able to deal with mega scizor in some aspects will fail that mission of giving Ice a small answer to steel. If Monocap1 is given access to will-o-wisp it will also help it fulfill a small purpose in most any match up by burning physically aggressive attackers and being able to survive with its great speed and alright defense therefore giving it a purpose so that it is not dead weight vs other archetypes.

For reference this is the set I'm envisioning as the standard for Monocap1:

MonoCap1 @ Life Orb
Ability: Magic Guard
EVs: 8 Def / 248 Spa / 252 Spe
Naive Nature
- Ice Beam
- Will-o-Wisp
- Ice Shard
- Flamethrower / Fire Blast

Despite giving MonoCap1 mixed offensives I can see very little reason to run it as a mixed attacker instead of as a special attacker with the spread I proposed since the only relevant boost a mons gets from Attack vs these archetypes is access to Ice Shard because Flare Blitz doesn't OHKO anything Fire Blast does not vs. Steel which means that the recoil and giving up a move slot are simply not worth it. Therefore I moved a bit off of attack and onto and onto special to give it an SpA of 120. While this Special Attack may seem like a bit of overkill for MonoCap1 it is important since it allows MonoCap1 to run non LO sets without missing the power too much provided it is running Fire Blast or even Blizzard

For reference this is the set w/o LO that I think will still see usage

Alakazam 2.0 (MonoCap1) @ Focus Sash
Ability: Magic Guard
EVs: 4 Def / 252 Spa / 252 Spe
Naive Nature
- Ice Beam / Blizzard
- Will-o-Wisp
- Ice Shard
- Fire Blast

252 SpA Abomasnow Ice Beam vs. 0 HP / 0 SpD Latios: 258-306 (86.2 - 102.3%) -- 87.5% chance to OHKO after Stealth Rock

252 SpA Abomasnow Blizzard vs. 0 HP / 0 SpD Latios: 314-372 (105 - 124.4%) -- guaranteed OHKO

252 SpA Abomasnow Ice Beam vs. 252 HP / 4 SpD Latias: 222-264 (60.9 - 72.5%) -- guaranteed 2HKO after Stealth Rock

252 SpA Abomasnow Blizzard vs. 188 HP / 0 SpD Dragalge: 288-338 (90.5 - 106.2%) -- guaranteed OHKO after Stealth Rock

252 SpA Abomasnow Fire Blast vs. 252 HP / 252+ SpD Skarmory: 306-362 (91.6 - 108.3%) -- guaranteed OHKO after Stealth Rock
 
Art with Stun!

I cant draw for my life lol. It looks like big foot with a fish for a head lol. We need to get a CAP artist if we want anything decent xD

Anyhow, it's supposed to be a skinny bipedal dragon with giant pertrudging ice scales (note the giant one on the left shoulder). It has 3 fingers on its claws, and it has the ability to create fire balls. I could add wings (which it really should have), but its bad enough as it is. Take it all in...lmfao

Edit: At the very least give me a like to put me out of my misery and ensure I never touch a pencil and paper ever again
 
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I wanted to reccomend a Stat spread for this monocap.

W.I.P

110/60/75/100/90/105 BST: 540

Calcs

110/75/90
non invested is able to take on a Life Orb Draco Meteor From Latios

252 SpA Life Orb Latios Draco Meteor vs. 0 HP / 0 SpD Spinda: 302-356 (83.6 - 98.6%) -- guaranteed 2HKO

252 SpA Life Orb Spinda Ice Beam vs. 0 HP / 0 SpD Latios: 296-351 (98.9 - 117.3%) -- 93.8% chance to OHKO

While 110/75 uninvested is able to tank
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Spinda: 153-180 (42.3 - 49.8%) -- guaranteed 3HKO, just in case it doesn't have Magic Guard.

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Spinda: 306-360 (84.7 - 99.7%) -- guaranteed 2HKO

252+ SpA Life Orb Spinda Ice Beam vs. 100 HP / 0 SpD Tyranitar in Sand: 118-140 (32.2 - 38.2%) -- 95.5% chance to 3HKO

252+ SpA Life Orb Spinda Ice Beam vs. 248 HP / 0 SpD Zapdos: 382-452 (99.7 - 118%) -- 93.8% chance to OHKO

252+ SpA Life Orb Spinda Ice Beam vs. 248 HP / 180+ SpD Zapdos: 289-343 (75.4 - 89.5%) -- guaranteed OHKO after Stealth Rock

252+ SpA Life Orb Spinda Ice Beam vs. 248 HP / 180+ SpD Zapdos: 289-343 (75.4 - 89.5%) -- guaranteed OHKO after Stealth Rock

252+ SpA Life Orb Spinda Fire Blast vs. 232 HP / 4 SpD Thick Fat Mega Venusaur: 182-218 (50.6 - 60.7%) -- guaranteed 2HKO vs Offensive MVenu

252+ SpA Life Orb Spinda Fire Blast vs. 248 HP / 144 SpD Thick Fat Mega Venusaur: 164-195 (45.1 - 53.7%) -- 33.2% chance to 2HKO vs Defensive Venu.

110/75/90 bulk can give it better options as a tanky Magic Guard user with wisp, etc.


I also want to reccomend No Guard to compliment Magic Guard.

Explanation:
-Never miss Blizzard and Fire Blast/Inferno (if available, and also giving it a niche from losing so much from stealth rock)
-Also aids in stuff like Will-O-Wisp (but it'd benefit Magic Guard more.
-Pumps up the offensive pressure even with 100 Sp.Atk

Moves Affected: Blizzard Inferno/Fire Blast Will-O-Wisp (mainly)

Con: Since you now lose Magic Guard, Life Orb sets can easily drain it, especially with losing hazard immunity. In the cost of longevity and having to have a hazard removal to use it effectively, 100% burn spam is really cool in exchange.
 
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I wanted to reccomend a Stat spread for this monocap.

W.I.P

110/60/75/100/90/105 BST: 540

110/75/90 bulk non invested is able to take on a Life Orb Draco Meteor From Latios

252 SpA Life Orb Latios Draco Meteor vs. 0 HP / 0 SpD Spinda: 302-356 (83.6 - 98.6%) -- guaranteed 2HKO

252 SpA Life Orb Spinda Ice Beam vs. 0 HP / 0 SpD Latios: 296-351 (98.9 - 117.3%) -- 93.8% chance to OHKO

While 110/75 uninvested is able to tank
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Spinda: 153-180 (42.3 - 49.8%) -- guaranteed 3HKO, just in case it doesn't have Magic Guard.

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Spinda: 306-360 (84.7 - 99.7%) -- guaranteed 2HKO

252 SpA Life Orb Spinda Fire Blast vs. 172 HP / 0 SpD Azumarill: 117-138 (30.4 - 35.9%) -- 43.6% chance to 3HKO

252+ SpA Life Orb Spinda Fire Blast vs. 172 HP / 0 SpD Azumarill: 129-152 (33.5 - 39.5%) -- guaranteed 3HKO

252+ SpA Life Orb Spinda Fire Blast vs. 252 HP / 252+ SpD Skarmory: 385-455 (115.2 - 136.2%) -- guaranteed OHKO

252 SpA Life Orb Spinda Fire Blast vs. 252 HP / 252+ SpD Skarmory: 351-416 (105 - 124.5%) -- guaranteed OHKO



110/75/90 bulk can give it better options as a tanky Magic Guard user with wisp, etc.

I also want to reccomend No Guard to compliment Magic Guard.

Explanation:
-Never miss Blizzard and Fire Blast/Inferno (if available, and also giving it a niche from losing so much from stealth rock)
-Also aids in stuff like Will-O-Wisp (but it'd benefit Magic Guard more.
-Pumps up the offensive pressure even with 100 Sp.Atk

Moves Affected: Blizzard Inferno/Fire Blast Will-O-Wisp (mainly)

Con: Since you now lose Magic Guard, Life Orb sets can easily drain it, especially with losing hazard immunity. In the cost of longevity and having to have a hazard removal to use it effectively, 100% burn spam is really cool in exchange.
I think that is a really good idea man, and its a pretty solid reason as to why you could run non magic guard sets! My only little quarrel would be some of the irrelevent offensive calcs. I would do them against common walls in the metagame that you know it probably can't OHKO, like Skarmory, or do it against something it's useless against, like Azumarill.
 

iLlama

Nothing personal, I protect my people
Week 3: Voting
Structure mostly taken from CAP Project

Now we have come to the voting phase for Secondary Abilities and Stats. You will be voting for the Secondary Ability and Stats together, meaning you are restricted to voting for only a single user. Make sure to read through each post thoroughly. Bold your votes and nothing else! A typical vote might look like the following:

Who you are voting for

Any comments that the voter has would go below the votes in non-bold text. Bold text is used to determine what the user's votes are, so none of the supplementary text should be in bold.

Please post only your votes in this thread. Do not respond to other posts. You are allowed to say whatever you like in relation to your vote at the bottom of your post, but please do not look to begin a discussion. Asking for votes for your submission or for the submissions of others is not allowed.

IMPORTANT: When voting, use only the name of the author! The list of possible votes include:

Yoshiblaze
Dece1t
david0895
acestriker19
Dgvhh


This poll will be open until October 30th. The concept submissions are quoted below in order of submission.

For secondary ability, I'd like to bring up Technician. "Why Technician?" You may ask. Well, Technician, as you all know, boosts the power of moves under 60 BP by 1.5x. Both Fire and Ice actually have a ton of possibilities for powerful Technician boosted attacks. For example, physically, MonoCAP 1 could get Flame Wheel (90 BP without recoil), Ice Shard (60 BP priority), Avalanche (90 BP), and Icicle Spear (37.5 multi-hit). Having powerful STAB options on top of not being able to get burned sounds really nice, doesn't it? Specially, it could get Incinerate (90 BP and burns berries that your opponent might've needed), Icy Wind (82.5 BP and lowers speed) , Frost Breath (90 BP and always crits), and even Hidden Power (90 BP of any type). Plus, this is could work on what the player prefers. Do they want a Fire or Ice type that can actually switch into hazards and absorbs Toxic? Pick Magic Guard. Do you want some extra power as well as the utility of underused moves such as the stat boost ignoring Frost Breath or the Berry-burning Incinerate? Pick Technician.


For Stats, I have an idea. While I feel like everyone is going to make MonoCAP 1 a special attacker, which may be the most optimal, I want to make it a Physical attacker. Why? Immunity to burns, that's why. It makes it a nice burn switch-in on Ice teams when paired with something like Weavile while giving a rare-ish physical attacker to Fire.

Here's the spread:
64/111/70/75/80/100

With these stats, MonoCAP 1 is a somewhat fast and powerful physical attacker. This allows it to be a Dragonslayer for Fire and hit a lot of things really hard in almost any other type. These stats, however, do leave it in the 100 speed tier, typing with Salamence and Flygon, and being outsped by Garchomp, Terrakion, and even Simipour. On top of that, MonoCAP 1 can't switch into a lot due to poor 64/70/80 bulk, but this is made easier by having Magic Guard. However, when it does get in, it will pack a punch.

VS Water: Water would obviously be pretty tough for something with a Fire/Ice typing. For starters, Crawdaunt OHKOs with Aqua Jet and can take anything thrown out it unless with give MonoCAP 1 coverage. Azumarill is the same way, but doesn't quite OHKO with Aqua Jet if Belly Drum. Keldeo OHKOs with Scald and Volcanion OHKOs with Steam Eruption. For bulkier Pokemon, Tentacruel and Lanturn doesn't quite OHKO with Scald, but eats everything. Ludicolo OHKOs with Hydro Pump, but is actually OHKOed outside of Rain, which s nice. Overall, MonoCAP 1 would obviously have a hard time versus Water, unless it got something like Wild Charge or Technician Shock Wave
VS Dragon: MonoCAP 1 actually OHKOs a lot of Dragons, but is OHKOed by a lot on switch in. Offensive Chomp can live Ice Shard, but is OHKOed by Ice Punch on switch in, however, it's OHKOed Earthquake . Notable Dragons like Multiscale Dragonite and Salamence are OHKOed by Ice Punch, however, they can both OHKO if MonoCAP switches in. Dragalge only live Ice Punch 12.5 percent of the time, but OHKOes back with anything. Basically, if MonoCAP switches in, it's toast, but if it gets to attack, it will shred a lot of things to dust.

VS Steel: I'll maybe edit some explanation here, but I'm tired right now. For, I have some calcs of interest.

Moves: Flare Blitz, Ice Punch (over Icicle Crash for mostly balance), Ice Shard
Ability: Magic Guard
Item: Life Orb
Nature: Jolly

252 Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 0 HP / 0 Def Mew: 291-343 (108.1 - 127.5%) -- guaranteed OHKO
252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Mew: 216-254 (80.2 - 94.4%) -- guaranteed 2HKO
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 0 HP / 0 Def Mew: 638-752 (237.1 - 279.5%) -- guaranteed OHKO
252 SpA Keldeo Scald vs. 0 HP / 0 SpD Mew: 314-372 (116.7 - 138.2%) -- guaranteed OHKO
252+ SpA Volcanion Steam Eruption vs. 0 HP / 0 SpD Mew: 474-560 (176.2 - 208.1%) -- guaranteed OHKO
0 SpA Lanturn Scald vs. 0 HP / 0 SpD Mew: 168-198 (62.4 - 73.6%) -- guaranteed 2HKO
252 Atk Life Orb Mew Flare Blitz vs. 40 HP / 152 Def Lanturn: 142-168 (35.4 - 41.8%) -- 79.7% chance to 3HKO after Leftovers recovery
252+ SpA Life Orb Ludicolo Hydro Pump vs. 0 HP / 0 SpD Mew: 484-569 (179.9 - 211.5%) -- guaranteed OHKO
252 Atk Life Orb Mew Flare Blitz vs. 0 HP / 0 Def Ludicolo: 305-360 (101.3 - 119.6%) -- guaranteed OHKO
4 SpA Empoleon Scald vs. 0 HP / 0 SpD Mew: 228-270 (84.7 - 100.3%) -- 6.3% chance to OHKO

252 Atk Garchomp Earthquake vs. 0 HP / 0 Def Mew: 440-518 (163.5 - 192.5%) -- guaranteed OHKO
252 Atk Life Orb Mew Ice Shard vs. 0 HP / 4 Def Garchomp: 317-380 (88.7 - 106.4%) -- 43.8% chance to OHKO
252 Atk Life Orb Mew Ice Punch vs. 0 HP / 4 Def Garchomp: 598-707 (167.5 - 198%) -- guaranteed OHKO
252 Atk Salamence Outrage vs. 0 HP / 0 Def Mew: 271-319 (100.7 - 118.5%) -- guaranteed OHKO
252 Atk Life Orb Mew Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 299-354 (92.5 - 109.5%) -- 50% chance to OHKO
-1 252 Atk Life Orb Mew Ice Punch vs. 0 HP / 0 Def Salamence: 458-546 (138.3 - 164.9%) -- guaranteed OHKO
252+ Atk Dragonite Earthquake vs. 0 HP / 0 Def Mew: 328-388 (121.9 - 144.2%) -- guaranteed OHKO
252 Atk Life Orb Mew Ice Punch vs. 188 HP / 0 Def Dragalge: 312-369 (98.1 - 116%) -- 87.5% chance to OHKO
252+ SpA Choice Specs Adaptability Dragalge Dragon Pulse vs. 0 HP / 0 SpD Mew: 300-354 (111.5 - 131.5%) -- guaranteed OHKO


252 Atk Life Orb Mew Flare Blitz vs. 252 HP / 252+ Def Skarmory: 260-307 (77.8 - 91.9%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Skarmory Brave Bird vs. 0 HP / 0 Def Mew: 144-171 (53.5 - 63.5%) -- guaranteed 2HKO
252 Atk Life Orb Mew Flare Blitz vs. 4 HP / 0 Def Cobalion: 369-437 (113.8 - 134.8%) -- guaranteed OHKO
252 Atk Cobalion Close Combat vs. 0 HP / 0 Def Mew: 408-482 (151.6 - 179.1%) -- guaranteed OHKO
252 Atk Life Orb Mew Flare Blitz vs. 0 HP / 0 Def Lucario: 611-720 (217.4 - 256.2%) -- guaranteed OHKO
252+ Atk Life Orb Lucario Close Combat vs. 0 HP / 0 Def Mew: 665-788 (247.2 - 292.9%) -- guaranteed OHKO
252 Atk Life Orb Mew Flare Blitz vs. 248 HP / 16+ Def Mega Scizor: 614-723 (179 - 210.7%) -- guaranteed OHKO
44 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Mew: 127-151 (47.2 - 56.1%) -- 78.5% chance to 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 0 HP / 0 Def Mew: 279-328 (103.7 - 121.9%) -- guaranteed OHKO
252 Atk Life Orb Mew Flare Blitz vs. 0 HP / 4 Def Mega Metagross: 322-382 (106.9 - 126.9%) -- guaranteed OHKO
252 Atk Life Orb Mew Flare Blitz vs. 252 HP / 0 Def Empoleon: 253-300 (68 - 80.6%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Empoleon Scald vs. 0 HP / 0 SpD Mew: 228-270 (84.7 - 100.3%) -- 6.3% chance to OHKO
252 Atk Jirachi Iron Head vs. 0 HP / 0 Def Mew: 147-174 (54.6 - 64.6%) -- guaranteed 2HKO
252 Atk Life Orb Mew Flare Blitz vs. 0 HP / 4 Def Jirachi: 455-538 (133.4 - 157.7%) -- guaranteed OHKO
252 Atk Life Orb Mew Flare Blitz vs. 252 HP / 4 Def Bronzong: 400-476 (118.3 - 140.8%) -- guaranteed OHKO
0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD Mew: 130-154 (48.3 - 57.2%) -- 91.8% chance to 2HKO
252 Atk Life Orb Mew Ice Punch vs. 252 HP / 0 Def Heatran: 34-40 (8.8 - 10.3%) -- possibly the worst move ever (#FreeEarthquake)
Alright, so here is the spread I managed to come up with:
76 / 103 / 61 / 111 / 67 / 117 BST: 535

What is the reasoning behind these numbers?

The idea here is to make it a fast Mixed Attacker, noting that it'll more than likely be abusing LO sets the most with Magic Guard preventing recoil/SR damage. The speed tier it hits is just above Starmie, Whimsicott, and the fastest non-scarfed Dragon types available (Latias/Latios). With its Attack stat, I made it high enough to ensure it gets easy OHKO's on things like Mega Pinsir and Hoopa-U (for this one after SR damage), and 2KO Pokemon like Doublade and Kyurem-B, with LO boost and no attack investment off the bat! This means you can really play around with EVs to get the amount of investments you'd need to handle other bulkier threats, such as Chansey or Mew. With its bulk, nothing super fancy here, but I do want it to be susceptible to priority in exchange for the speed tier it has, so Flying can still be able to check it with Dragonite (it's not totally hopeless against this monster!). For Special Attack, I put it at a relatively decent number and at a bit of a higher level than its Attack, so again, it ensures the OHKOS it needs against, this time, most common Dragon types. With this you're encouraged to run a variety of different options, such as a Specially Biased Mixed Attacker, fully Physical (probably with a Choice Band), or fully Special, which can make it pretty unpredictable!

Flare Blitz:
4 Atk Life Orb Mew Flare Blitz vs. 0 HP / 4 Def Mega Pinsir: 296-351 (109.2 - 129.5%) -- guaranteed OHKO

4 Atk Life Orb Mew Flare Blitz vs. 0 HP / 0- Def Kyurem-B: 192-227 (49.1 - 58%) -- 97.7% chance to 2HKO (-Def because it's used to tank Ice Attacks on Dragon Teams)

4 Atk Life Orb Mew Flare Blitz vs. 4 HP / 0 Def Hoopa Unbound: 263-309 (87 - 102.3%) -- 93.8% chance to OHKO after Stealth Rock

252 Atk Life Orb Mew Flare Blitz vs. 4 HP / 252+ Def Eviolite Chansey: 286-339 (44.5 - 52.8%) -- guaranteed 2HKO after Stealth Rock

4 Atk Life Orb Mew Flare Blitz vs. 252 HP / 0 Def Mew: 173-204 (42.8 - 50.4%) -- 41.8% chance to 2HKO after Stealth Rock and Leftovers recovery

Ice Beam:
252 SpA Life Orb Mew Ice Beam vs. 0 HP / 0 SpD Latios: 315-374 (105.3 - 125%) -- guaranteed OHKO

252 SpA Life Orb Mew Ice Beam vs. 0 HP / 0 SpD Hydreigon: 374-445 (115 - 136.9%) -- guaranteed OHKO

252 SpA Life Orb Mew Ice Beam vs. +1 252 HP / 0 SpD Mega Latias: 164-195 (45 - 53.5%) -- guaranteed 2HKO after Stealth Rock

252 SpA Life Orb Mew Ice Beam vs. 0 HP / 0 SpD Kyurem: 187-222 (47.8 - 56.7%) -- guaranteed 2HKO after Stealth Rock

252 SpA Life Orb Mew Ice Beam vs. 248 HP / 252+ SpD Zapdos: 265-315 (69.1 - 82.2%) -- 56.3% chance to OHKO after Stealth Rock


This is quite a bit, not even including potential coverage it could get, such as Focus Blast/Close Combat for Heatran, or Volt Switch to pivot out from Water types.

So why Multiscale?
More than likely as I said, Magic Guard will be the most used ability, being able to evade SR and LO damage (and at this rate Flare Blitz recoil too). From an artistic standpoint I see this being a dragon-like bipedal Pokemon made up of sharp icy scales/intruding ice spikes all around its body, so with that I think it would be fitting as an astetic. It could also make as an emergency check to certain threats such as Mega Scizor, SS Abusers, Mega Zard Y, ect. I think despite it loses out to its SR immunity, it's still a good secondary option.

To put this all together, I have a few sample sets to showcase that can put spotlight onto these stats/its abilities.

Polarized @ Life Orb
Ability: Magic Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Flare Blitz
- Ice Beam
- Close Combat
- Volt Switch / Ice Shard

This I think would be the most common set you'd see with this Pokemon. Non-penalty Flare Blitz and Ice Beam make a deadly combo that is able to do heavy damage to a fast majority of the metagame, being walled only by Heatran and Water types. Close Combat would be the means to handle Heatran, landing a very solid 2KO there, and Volt Switch allows it to act as a fast Offensive Pivot, giving some momentum and being able to safely switch out of any dangerous situation (especially against Water Types it cannot handle very well).


Polarized @ Choice Band
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- Flare Blitz
- Icicle Spear / Icicle Crash
- Close Combat
- Ice Shard

Despite its low base Attack, with a Choice Band and incredible offensive STABs/coverage, this can be a very dangerous set to come across that can wallbreak a pretty large dent of the metagame. Boasting a recoiless Flare Blitz is huge for this Pokemon, giving it a strong 120 base power attack that it can spam as much as you please! Icicle Spear would probably be the recommended Ice STAB because of perfect accuracy, and the fact that it can hit multiple times (which can allow it to break Substitutes rather easily in most cases). Close Combat is given yet again for coverage against Heatran and bulky Rock types. Ice Shard is for priority to revenge kill faster threats.


Polarized @ Choice Specs
Ability: Multiscale
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Flamethrower
- Ice Beam
- Focus Blast
- Volt Switch

This is a 3rd set that can be used to check Scizor for Ice Teams (which they do have checks for, but they aren't quite as viable as this could be). Flamethrower and Ice Beam respectively are the STABs, Focus Blast would be to hit Heatran which would otherwise hardwall it, and Volt Switch is for it to easily pivot out of a sticky situation that it could potentially be in. The good thing to note about that is that it would be slightly stronger than the Choice Band set, in exchange for, in my opinion, suboptimal STABs compared to what you could run on the fully Physical set. Nonetheless, a heavy force to be reckoned with if you can keep hazards off.


iLlama and I also played around with additional calcs, I'm just gonna say it right now despite these being considered below-average attacking stats, this thing is deceptively powerful and can 100% function as a wallbreaker if it really wanted to, especially if it gets coverage like Close Combat (which for the record, at only 4 attack investment/LO boosted, it has the ability to just about 2KO Chansey w/o SR even being up). That is why I'd personally recommend to try and keep its offenses generally low, or else it could break pretty much anything it wants.
WIP

As a second ability, I was thinking about No Guard, because would allow to use Blizzard and Fire Blast without any risk. Also even Icicle Crash and Inferno will never fail.

For the stats, my idea is of a fast but frail mixed attacker: 70 / 115 / 60 / 100 / 80 / 115 (BST: 540)

115 speed is for outspeed all the dragons without a speed boost (scarf, dragon dance, ecc...)

Set used:
MonoCap1 @ Life Orb
Ability: Magic Guard / No Guard
EVs: 4 Atk / 252 Spa / 252 Spe
Hasty / Naive Nature
- Ice Beam / Blizzard
- Icicle Crash / Flare Blitz
- Ice Shard
- Flamethrower / Fire Blast

Against Dragon types:

4 Atk Life Orb Abomasnow Ice Shard vs. 240 HP / 176+ Def Garchomp: 208-250 (49.8 - 59.9%) -- 96.5% chance to 2HKO
252 Atk Life Orb Abomasnow Ice Shard vs. 240 HP / 176+ Def Garchomp: 255-302 (61.1 - 72.4%) -- guaranteed 2HKO
4 Atk Life Orb Abomasnow Icicle Crash vs. 0 HP / 0 Def Kyurem-B: 134-160 (34.2 - 40.9%) -- guaranteed 3HKO
252 SpA Life Orb Abomasnow Ice Beam vs. 0 HP / 4 SpD Kyurem-B: 175-207 (44.7 - 52.9%) -- 22.3% chance to 2HKO
252 SpA Life Orb Abomasnow Blizzard vs. 0 HP / 4 SpD Kyurem-B: 212-251 (54.2 - 64.1%) -- guaranteed 2HKO
252 SpA Life Orb Abomasnow Flamethrower vs. 0 HP / 4 SpD Kyurem-B: 175-207 (44.7 - 52.9%) -- 22.3% chance to 2HKO
252 SpA Life Orb Abomasnow Fire Blast vs. 0 HP / 4 SpD Kyurem-B: 212-251 (54.2 - 64.1%) -- guaranteed 2HKO
4 Atk Life Orb Abomasnow Flare Blitz vs. 0 HP / 0 Def Kyurem-B: 191-226 (48.8 - 57.8%) -- 95.7% chance to 2HKO
252 SpA Life Orb Abomasnow Ice Beam vs. 0 HP / 0 SpD Latios: 296-351 (98.9 - 117.3%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Abomasnow Blizzard vs. 0 HP / 0 SpD Latios: 359-424 (120 - 141.8%) -- guaranteed OHKO
4 Atk Life Orb Abomasnow Icicle Crash vs. 0 HP / 4 Def Latios: 322-382 (107.6 - 127.7%) -- guaranteed OHKO
4 Atk Life Orb Abomasnow Ice Shard vs. 0 HP / 4 Def Latios: 151-182 (50.5 - 60.8%) -- guaranteed 2HKO
252 SpA Life Orb Abomasnow Ice Beam vs. 0 HP / 0 SpD Multiscale Dragonite: 320-377 (99 - 116.7%) -- guaranteed OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Icicle Crash vs. 0 HP / 4 Def Multiscale Dragonite: 281-330 (86.9 - 102.1%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Abomasnow Ice Beam vs. 0 HP / 4 SpD Hydreigon: 351-413 (108 - 127%) -- guaranteed OHKO
4 Atk Life Orb Abomasnow Icicle Crash vs. 0 HP / 0 Def Hydreigon: 296-351 (91 - 108%) -- guaranteed OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Ice Shard vs. 0 HP / 0- Def Hydreigon: 156-187 (48 - 57.5%) -- 90.2% chance to 2HKO
252 SpA Life Orb Abomasnow Ice Beam vs. 252 HP / 4 SpD Mega Latias: 226-268 (62 - 73.6%) -- guaranteed 2HKO
252 SpA Life Orb Abomasnow Blizzard vs. 252 HP / 4 SpD Mega Latias: 273-322 (75 - 88.4%) -- guaranteed 2HKO
252 SpA Life Orb Abomasnow Ice Beam vs. 72 HP / 0 SpD Latias: 257-304 (80.5 - 95.2%) -- 50% chance to OHKO after Stealth Rock
252 SpA Life Orb Abomasnow Blizzard vs. 72 HP / 0 SpD Latias: 312-369 (97.8 - 115.6%) -- guaranteed OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Icicle Crash vs. 72 HP / 0 Def Latias: 296-351 (92.7 - 110%) -- guaranteed OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Ice Shard vs. 72 HP / 0 Def Latias: 140-166 (43.8 - 52%) -- guaranteed 2HKO after Stealth Rock

Against Steel types:

4 Atk Life Orb Abomasnow Flare Blitz vs. 252 HP / 252+ Def Skarmory: 218-257 (65.2 - 76.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Abomasnow Flamethrower vs. 252 HP / 4 SpD Skarmory: 424-502 (126.9 - 150.2%) -- guaranteed OHKO
4 Atk Life Orb Abomasnow Flare Blitz vs. 252 HP / 4 Def Skarmory: 283-335 (84.7 - 100.2%) -- 75% chance to OHKO after Stealth Rock
252 SpA Life Orb Abomasnow Flamethrower vs. 252 HP / 252+ SpD Skarmory: 289-343 (86.5 - 102.6%) -- 87.5% chance to OHKO after Stealth Rock
4 Atk Abomasnow Flare Blitz vs. 248 HP / 252+ Def Mega Scizor: 336-396 (97.9 - 115.4%) -- 81.3% chance to OHKO
4 Atk Abomasnow Flare Blitz vs. 0 HP / 4 Def Bisharp: 290-344 (107 - 126.9%) -- guaranteed OHKO
4 Atk Life Orb Abomasnow Flare Blitz vs. 252 HP / 0 Def Eviolite Doublade: 179-213 (55.5 - 66.1%) -- guaranteed 2HKO
252 SpA Life Orb Abomasnow Flamethrower vs. 252 HP / 252+ SpD Eviolite Doublade: 234-276 (72.6 - 85.7%) -- guaranteed 2HKO
252 SpA Life Orb Abomasnow Fire Blast vs. 252 HP / 252+ SpD Eviolite Doublade: 283-338 (87.8 - 104.9%) -- 68.8% chance to OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Flare Blitz vs. 252 HP / 0 Def Excadrill: 572-678 (134.9 - 159.9%) -- guaranteed OHKO
252 SpA Life Orb Abomasnow Flamethrower vs. 252 HP / 252+ SpD Excadrill: 304-359 (71.6 - 84.6%) -- guaranteed 2HKO
252 SpA Life Orb Abomasnow Fire Blast vs. 252 HP / 252+ SpD Excadrill: 369-437 (87 - 103%) -- 37.5% chance to OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Icicle Crash vs. 252 HP / 0 Def Excadrill: 204-242 (48.1 - 57%) -- 68.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Abomasnow Blizzard vs. 252 HP / 252+ SpD Excadrill: 185-218 (43.6 - 51.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Abomasnow Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 484-577 (137.5 - 163.9%) -- guaranteed OHKO
252 SpA Life Orb Abomasnow Flamethrower vs. 0 HP / 0 SpD Jirachi: 320-377 (93.8 - 110.5%) -- guaranteed OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Flare Blitz vs. 252 HP / 0 Def Jirachi: 382-452 (94.5 - 111.8%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Abomasnow Fire Blast vs. 252 HP / 224+ SpD Jirachi: 289-343 (71.5 - 84.9%) -- guaranteed 2HKO
4 Atk Life Orb Abomasnow Flare Blitz vs. 168 HP / 0 Def Magnezone: 338-400 (104.6 - 123.8%) -- guaranteed OHKO

Coverage (no pls):

4 Atk Life Orb Abomasnow Superpower vs. 0 HP / 0 Def Kyurem-B: 255-302 (65.2 - 77.2%) -- 18.8% chance to OHKO after Stealth Rock
252 SpA Life Orb Abomasnow Focus Blast vs. 0 HP / 4 SpD Kyurem-B: 309-364 (79 - 93%) -- guaranteed OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Superpower vs. 56 HP / 0 Def Kyurem-B: 255-302 (62.9 - 74.5%) -- guaranteed 2HKO
252 SpA Life Orb Abomasnow Focus Blast vs. 56 HP / 0 SpD Kyurem-B: 309-367 (76.2 - 90.6%) -- guaranteed OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Superpower vs. 252 HP / 0 Def Heatran: 242-286 (62.6 - 74%) -- guaranteed 2HKO
252 SpA Life Orb Abomasnow Focus Blast vs. 252 HP / 188+ SpD Heatran: 208-247 (53.8 - 63.9%) -- guaranteed 2HKO
4 Atk Life Orb Abomasnow Superpower vs. 0 HP / 0 Def Heatran: 242-286 (74.9 - 88.5%) -- 6.3% chance to OHKO after Stealth Rock
252 SpA Life Orb Abomasnow Focus Blast vs. 0 HP / 4 SpD Heatran: 270-320 (83.5 - 99%) -- 75% chance to OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Earthquake vs. 252 HP / 0 Def Heatran: 406-478 (105.1 - 123.8%) -- guaranteed OHKO
252 SpA Life Orb Abomasnow Earth Power vs. 252 HP / 188+ SpD Heatran: 312-369 (80.8 - 95.5%) -- 56.3% chance to OHKO after Stealth Rock
4 Atk Life Orb Abomasnow Superpower vs. 248 HP / 80+ Def Tyranitar: 395-468 (98 - 116.1%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Abomasnow Focus Blast vs. 248 HP / 180 SpD Tyranitar in Sand: 322-380 (79.9 - 94.2%) -- 43.8% chance to OHKO after Stealth Rock

Defenses (enough to be revenge killed by priority users and faster pokémons):

252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Abomasnow: 240-284 (85.4 - 101%) -- 12.5% chance to OHKO
252 SpA Life Orb Abomasnow Flamethrower vs. 0 HP / 0 SpD Bisharp: 429-507 (158.3 - 187%) -- guaranteed OHKO
252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 0 Def Abomasnow: 385-455 (137 - 161.9%) -- guaranteed OHKO
252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Abomasnow: 148-175 (52.6 - 62.2%) -- guaranteed 2HKO
252 Atk Mega Lopunny Fake Out vs. 0 HP / 0 Def Abomasnow: 102-121 (36.2 - 43%) -- guaranteed 3HKO
252 Atk Pure Power Mega Medicham Fake Out vs. 0 HP / 0 Def Abomasnow: 110-130 (39.1 - 46.2%) -- guaranteed 3HKO
252 Atk Pure Power Mega Medicham Bullet Punch vs. 0 HP / 0 Def Abomasnow: 110-130 (39.1 - 46.2%) -- guaranteed 3HKO
252 Atk Tough Claws Mega Metagross Bullet Punch vs. 0 HP / 0 Def Abomasnow: 139-165 (49.4 - 58.7%) -- 98.8% chance to 2HKO
252 Atk Aerilate Mega Pinsir Quick Attack vs. 0 HP / 0 Def Abomasnow: 147-174 (52.3 - 61.9%) -- guaranteed 2HKO
44 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Abomasnow: 144-171 (51.2 - 60.8%) -- guaranteed 2HKO
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Abomasnow: 181-214 (64.4 - 76.1%) -- guaranteed 2HKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 0 Def Abomasnow: 244-288 (86.8 - 102.4%) -- 18.8% chance to OHKO
252 Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 0 Def Abomasnow: 259-306 (92.1 - 108.8%) -- 50% chance to OHKO
252+ Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 0 Def Abomasnow: 285-336 (101.4 - 119.5%) -- guaranteed OHKO

252 Atk Mold Breaker Excadrill Earthquake vs. 0 HP / 0 Def Abomasnow: 510-600 (181.4 - 213.5%) -- guaranteed OHKO
252 Atk Jirachi Iron Head vs. 0 HP / 0 Def Abomasnow: 165-195 (58.7 - 69.3%) -- guaranteed 2HKO
252 SpA Keldeo Scald vs. 0 HP / 0 SpD Abomasnow: 314-372 (111.7 - 132.3%) -- guaranteed OHKO
252 Atk Landorus-T Earthquake vs. 0 HP / 0 Def Abomasnow: 536-632 (190.7 - 224.9%) -- guaranteed OHKO
252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Abomasnow: 183-216 (65.1 - 76.8%) -- guaranteed 2HKO
0 Atk Tornadus-T Superpower vs. 0 HP / 0 Def Abomasnow: 260-308 (92.5 - 109.6%) -- 56.3% chance to OHKO
160 SpA Tornadus-T Focus Blast vs. 0 HP / 0 SpD Abomasnow: 260-308 (92.5 - 109.6%) -- 56.3% chance to OHKO
252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 0 HP / 0 Def Abomasnow: 296-348 (105.3 - 123.8%) -- guaranteed OHKO
For secondary ability since magic guard is such a strong I'm going to throw out a suggestion that could seemingly be on par with those and that is Compoundeyes. Compoundeyes allows MonoCap1 to throw its stronger STABs such as Blizzard and Fire Blast with less fear of missing increasing the reliability of Scarf sets for MonoCap1 and making up for the loss in power w/o life orb. This even boosts Inferno's accuracy to a decent but still inaccurate 65% which means that Compoundeyes MonoCap1 could cripple switch-ins semi-reliably with one move which further helps scarf sets.

75/105/90/120/40/110 BST: 540

For a spread I think speeds that outrun all of dragon or steel without scarfs isn't the way to approach MonoCap1 as a pokemon needs checks and counters and even without them Cap1 will still be a boon against these matchups if played correctly. If a player wanted MonoCap1 to simply beat these archetypes without prediction it could simply throw a scarf on it and then you only have to play against e-speed banded D-Nite. Monocap1 at 122 or 115 speed also outruns a lot of pokemon from other types that it really shouldn't giving fire and ice a much bigger advantage against flying, psychic and fairy types that we are not targeting as the MUs that MonoCap1 is supposed to fix.

Now I'll talk about defense and why I chose to give MonoCap1 so much more defense than special defense this investment is made to deal with priority especially Mega Scizor a pokemon can pretty much destroy standard ice alone.

Vs Bulky Mega Scizor
44 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 8 Def Abomasnow: 103-123 (35.3 - 42.2%) -- guaranteed 3HKO

+2 44 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 8 Def Abomasnow: 205-243 (70.4 - 83.5%) -- guaranteed 2HKO

Vs Offensive Mega Scizor
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 8 Def Abomasnow: 130-154 (44.6 - 52.9%) -- 23.8% chance to 2HKO

+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 8 Def Abomasnow: 259-306 (89 - 105.1%) -- 31.3% chance to OHKO

Granted the Offensive mega Scizor is still a 50/50 offensive is generally less trouble for ice since it can be worn down w/o roost. Also you can invest a small amount more into defense in order to mitigate the

(I messed and forgot to change for 8 def investment though it doesn't change anything significantly.)


Giving it an almost guaranteed chance to be able to check defensive Mega Scizor at least once during a match and Scizor is a mon that pretty much auto wins if SR are up and it gets to +2 v Ice. While its is given a paltry 40 special defense so that it basically loses to any bulky special attacker on the other side as a consequence of giving it such decent defense. I believe that a MonoCap1 that is not able to deal with mega scizor in some aspects will fail that mission of giving Ice a small answer to steel. If Monocap1 is given access to will-o-wisp it will also help it fulfill a small purpose in most any match up by burning physically aggressive attackers and being able to survive with its great speed and alright defense therefore giving it a purpose so that it is not dead weight vs other archetypes.

For reference this is the set I'm envisioning as the standard for Monocap1:

MonoCap1 @ Life Orb
Ability: Magic Guard
EVs: 8 Def / 248 Spa / 252 Spe
Naive Nature
- Ice Beam
- Will-o-Wisp
- Ice Shard
- Flamethrower / Fire Blast

Despite giving MonoCap1 mixed offensives I can see very little reason to run it as a mixed attacker instead of as a special attacker with the spread I proposed since the only relevant boost a mons gets from Attack vs these archetypes is access to Ice Shard because Flare Blitz doesn't OHKO anything Fire Blast does not vs. Steel which means that the recoil and giving up a move slot are simply not worth it. Therefore I moved a bit off of attack and onto and onto special to give it an SpA of 120. While this Special Attack may seem like a bit of overkill for MonoCap1 it is important since it allows MonoCap1 to run non LO sets without missing the power too much provided it is running Fire Blast or even Blizzard

For reference this is the set w/o LO that I think will still see usage

Alakazam 2.0 (MonoCap1) @ Focus Sash
Ability: Magic Guard
EVs: 4 Def / 252 Spa / 252 Spe
Naive Nature
- Ice Beam / Blizzard
- Will-o-Wisp
- Ice Shard
- Fire Blast

252 SpA Abomasnow Ice Beam vs. 0 HP / 0 SpD Latios: 258-306 (86.2 - 102.3%) -- 87.5% chance to OHKO after Stealth Rock

252 SpA Abomasnow Blizzard vs. 0 HP / 0 SpD Latios: 314-372 (105 - 124.4%) -- guaranteed OHKO

252 SpA Abomasnow Ice Beam vs. 252 HP / 4 SpD Latias: 222-264 (60.9 - 72.5%) -- guaranteed 2HKO after Stealth Rock

252 SpA Abomasnow Blizzard vs. 188 HP / 0 SpD Dragalge: 288-338 (90.5 - 106.2%) -- guaranteed OHKO after Stealth Rock

252 SpA Abomasnow Fire Blast vs. 252 HP / 252+ SpD Skarmory: 306-362 (91.6 - 108.3%) -- guaranteed OHKO after Stealth Rock
I wanted to reccomend a Stat spread for this monocap.

W.I.P

110/60/75/100/90/105 BST: 540

Calcs

110/75/90
non invested is able to take on a Life Orb Draco Meteor From Latios

252 SpA Life Orb Latios Draco Meteor vs. 0 HP / 0 SpD Spinda: 302-356 (83.6 - 98.6%) -- guaranteed 2HKO

252 SpA Life Orb Spinda Ice Beam vs. 0 HP / 0 SpD Latios: 296-351 (98.9 - 117.3%) -- 93.8% chance to OHKO

While 110/75 uninvested is able to tank
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Spinda: 153-180 (42.3 - 49.8%) -- guaranteed 3HKO, just in case it doesn't have Magic Guard.

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Spinda: 306-360 (84.7 - 99.7%) -- guaranteed 2HKO

252+ SpA Life Orb Spinda Ice Beam vs. 100 HP / 0 SpD Tyranitar in Sand: 118-140 (32.2 - 38.2%) -- 95.5% chance to 3HKO

252+ SpA Life Orb Spinda Ice Beam vs. 248 HP / 0 SpD Zapdos: 382-452 (99.7 - 118%) -- 93.8% chance to OHKO

252+ SpA Life Orb Spinda Ice Beam vs. 248 HP / 180+ SpD Zapdos: 289-343 (75.4 - 89.5%) -- guaranteed OHKO after Stealth Rock

252+ SpA Life Orb Spinda Ice Beam vs. 248 HP / 180+ SpD Zapdos: 289-343 (75.4 - 89.5%) -- guaranteed OHKO after Stealth Rock

252+ SpA Life Orb Spinda Fire Blast vs. 232 HP / 4 SpD Thick Fat Mega Venusaur: 182-218 (50.6 - 60.7%) -- guaranteed 2HKO vs Offensive MVenu

252+ SpA Life Orb Spinda Fire Blast vs. 248 HP / 144 SpD Thick Fat Mega Venusaur: 164-195 (45.1 - 53.7%) -- 33.2% chance to 2HKO vs Defensive Venu.

110/75/90 bulk can give it better options as a tanky Magic Guard user with wisp, etc.


I also want to reccomend No Guard to compliment Magic Guard.

Explanation:
-Never miss Blizzard and Fire Blast/Inferno (if available, and also giving it a niche from losing so much from stealth rock)
-Also aids in stuff like Will-O-Wisp (but it'd benefit Magic Guard more.
-Pumps up the offensive pressure even with 100 Sp.Atk

Moves Affected: Blizzard Inferno/Fire Blast Will-O-Wisp (mainly)

Con: Since you now lose Magic Guard, Life Orb sets can easily drain it, especially with losing hazard immunity. In the cost of longevity and having to have a hazard removal to use it effectively, 100% burn spam is really cool in exchange.
 
David0895

I probably would of voted for Compound Eyes if the base stats were more aligned with the concept.
 
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david0895

I really wish my stat spread wasn't terrible, I loved my Technician idea so much and thought they would be voted on separately XD
 
Me and Dece1t having been talking about the design of the Pokemon since he posted that fabulous drawing on Monday.

I'm not the best artist, but I present to you, the current design of the project:

thumbnail_IMG_0802.jpg

thumbnail_IMG_0803.jpg


Oh yeah, David0895

I just realised that if David wins then this CAP will have Magic Guard and No Guard, which is means that it either has a guard or it doesn't XD
 
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scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
This was really fun to to read through and catch up on this morning. Keep up the good work guys!

Voting for Yoshiblaze. The Technician idea was cool and moveset is a part of next week. There are plenty of awesome physical moves that can mesh with that stat spread and stun's design!
 
Im voting for Acestriker , if ice wants to do anything against steel, the concept-pokemon must survive a +2 bullet punch from mega scizor at least, so it needs some physical defense imo. Besides, no guard in combination with inferno will be cancerous because it gives a 100% free burn! Even scald is very annoying to deal with so I dont think that will be nice to play against or with. But if the pokemon gets no guard it should not get inferno imo.

To deal with mega scizor you could also run a focus sash on the magic guard set of course and switch in on the swords dance but I think it will hinder its viability then cause every chip damage it would have get earlier would mean endgame to a +2 scizor and then you would have to use the concept-pokemon very cautiously against steel teams with mega-scizor and I dont think that is the idea for this concept: it is meant to help ice beat steel more easily. Then you could say you could lead with the concept-pokemon to just beat everything from the bat but with heatran around i dont see it working cause it can switch in to both its stabs very easily. The needed combination of heatran and scizor on steel doesnt hinder teambuilding for steel that much as steel really likes to have a fire immunity already.

To sum it up: for ice to beat steel more easily the concept-pokemon needs more physical defense otherwise mega-scizor will screw it up, which is arguably ice most difficult pokemon.
 

iLlama

Nothing personal, I protect my people
Week 4: Moveset/Movepool

Welcome to the Moveset Discussion. 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.

Moveset Discussion Rules & Guidelines

There should be three kinds of posts in the thread:
  • Moveset Submissions
  • Moveset Edits/Option Submissions
  • General Commentary
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 an importable format
  2. Other people suggest to add/remove moves or other options to previously posted movesets
  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

-------------------
Moveset Submissions

Movesets should be posted in the following format:

Moveset Submission

Name: Choice Band
Move 1: Flare Blitz
Move 2: Sucker Punch
Move 3: U-turn
Move 4: Stone Edge
Ability: Guts
Item: Choice Band
EVs: 252 Atk / 252 Spd
Nature: Jolly
  • Because of CAP X's Fire typing, Flare Blitz does a lot of damage.
  • Sucker Punch allows it priority, as well as the ability to handle Slowking.
  • Stone Edge allows it to OHKO Talonflame
  • U-Turn can be used to scout, as well as abuse predicted switches.
  • Choice Band is used to amplify damage, and fulfil CAP X's role as a wallbreaker
  • In case CAP X gets hit by status conditions, Guts raises its damage output to even higher levels.
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).

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. 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.


-------------------
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.


-------------------


'Polarized' thus far:

Typing: Fire/Ice
Ability: Magic Guard / No Guard
Stats: 70 / 115 / 60 / 100 / 80 / 115 (BST: 540)

 
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Polzarized Move Learnset:
1 Icicle Spear
1 Ice Shard
1 Outrage
1 Scratch
1 Leer
5 Powder Snow
9 Ember
13 Torment
18 Hail
22 Dragon Rage
26 Fire Fang
26 Ice Fang
31 Flame Burst
33 Aurora Beam
37 Dragon Breath
42 Hone Claws
46 Flamethrower
50 Ice Beam
55 Blizzard
58 Flare Blitz

01 Hone Claws
02 Dragon Claw
05 Roar
06 Toxic
07 Hail
10 Hidden Power
11 Sunny Day
12 Taunt
13 Ice Beam
14 Blizzard
15 Hyper Beam
17 Protect
20 Safeguard
21 Frustration
25 Thunder
31 Brick Break
32 Double Team
35 Flamethrower
38 Fire Blast
40 Aerial Ace
41 Torment
42 Facade
43 Flame Charge
44 Rest
45 Attract
50 Overheat
52 Focus Blast
54 False Swipe
59 Incinerate
61 Wil-O-Wisp
65 Shadow Claw
67 Retaliate
68 Giga Impact
70 Flash
72 Volt Switch
73 Thunder Wave
78 Bulldoze
79 Frost Breath
82 Dragon Tail
87 Swagger
88 Sleep Talk
90 Substitute
93 Wild Charge
94 Secret Power
98 Power-Up Punch

Egg Group: Field / Dragon
Spikey Shield: Chesnaught
Close Combat: Monferno, Infernape
Hammer Arm: Chesnaught
Thunder Fang: Arcanine
Icicle Crash: Swinub, Piloswine, Mamoswine
Focus Energy: Bagon, Shelgon, Salamence
Crunch: Salamence, Deino, Zwellious, Hydreigon
Double Edge: Salamence
Heat Wave: Charizard
Inferno: Charizard
Dragon Rush: Dratini, Dragonair, Dragonite
Freeze Dry: Swinub, Piloswine, Mamoswine

Snore
Shock Wave
Low Kick
Knock Off
Super Fang
Uproar
Iron Tail
Drill Run
Dragon Pulse
Heat Wave
Hyper Voice
Outrage
Superpower
Magic Coat
Icy Wind


Polarized Sample Set:

Name: Standard Life Orb Physical Attacker
Move 1: Flare Blitz
Move 2: Icicle Crash / Icicle Spear
Move 3: Close Combat / Iron Tail
Move 4: Volt Switch
Ability: Magic Guard
Item: Life Orb
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly

Flare Blitz does lots of damage, with no penalties thanks to Magic Guard!

Icicle Crash is the Ice STAB used, however Icicle Spear is just as viable with nice perk of hitting multiple times.

Close Combat is preferred for coverage against Heatran, which would otherwise wall it entirely. Iron Tail is also plausible due to the fact that it can check Mega Diancie.

Volt Switch allows it to double as an amazing Offensive Pivot, with the ability to retain momentum upon switchout, also covering Water-Type Pokemon.

Magic Guard is used to evade LO and Flare Blitz Recoil entirely, as well as damage from Stealth Rock upon switchin.

Life Orb is the item due to ability to be non choice locked, while giving a fair power boost with no recoil penalty thanks to Magic Guard.

Side Note: I was told by iLlama that after this week will be name and then we're done. Would we also be allowed to post Pokedex entries? (i.e. Description, Ht., Wt. ect)

Edits since replies:
1. Forgot to include ice shard, that was added.
2. I feel Inferno is not broken. Why? If you run No Guard you now have a 4x SR weakness, which in order for it to be reliable you need good means of hazard control, not to mention save it well. This concept is very risk-reward basis, and No Guard definitely embodies that. Inferno is perfectly fine, knowing that. Not to mention a base 100 SpA Stat is pretty mediocre.
3. Volt switch should be kept over Baton Pass. This allows it to get out of risky situations against bulky Water mons while still dealing a reasonable amount of damage. This is one I'd more so forgo if the majority says no Volt Switch, but, that is where I personally stand.
4. Zap Cannon is a bad idea. Not only to me does it not make much since, especially on the design seeing there is no way to "shoot" it, but that combined with Blizzard creates a dangerous Bolt-Beam combo that can hit just about everything, with a paralysis side effect. At least the combination of Inferno and Blizzard is a bit easier to wall.
4. Close Combat should also stay. Hammer Arm, despite it being an option is in hindsight unreliable, due to the fact that it has incredibly low bulk, which a speed drop will not do it any favors.
5. Spike Shield should also stay. Looking at its design it is actually covered in these glowing red ice spikes throughout its body. Not only is it really creative from a design standpoint, but competitively this could be really cool. This allows stuff such as focus sash sets make it an effective scout, being able to dish a small amount of damage on contact (great for things such as other sash wielders, Dragonite, ect), which I think would be a cool concept, and effectively take on a different type of role.
6. Don't remove Iron tail! Without that it's kinda hopeless against rock, primarily Mega diancie, which both Ice and fire have difficulty checking as it is.
7. Added Freeze Dry and Wild Charge

Don't forget, in its concept as well its supposed to run a butt load of coverage, especially with things that Fire or ice types normally can't provide.
 
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david0895

Mercy Main Btw
Moveset Submission

Name: Physical attacker

Move 1: Flare Blitz
Move 2: Icicle Crash
Move 3: Ice Shard
Move 4: U-Turn
Ability: Magic Guard
Item: Life Orb / Focus Sash
EVs: 252 Atk / 252 Spe
Nature: Jolly
  • Flare Blitz and Icicle Crash are the main STABs
  • Ice Shard is a good priority
  • U-Turn is perfect to gain momentum
  • Life Orb raise the power of the moves, Focus Sash can guarantee a revenge kill
  • Magic Guard removes the recoil from Life Orb and Flare Blitz and negate the Stealth Rock damage

Name: Special attacker

Move 1: Fire Blast / Inferno
Move 2: Ice Beam / Blizzard
Move 3: Frost Breath
Move 4: U-Turn
Ability: Magic Guard / No Guard
Item: Life Orb / Focus Sash
EVs: 252 SpA / 252 Spe
Nature: Timid
  • Fire Blast and Ice Beam are the main STABs, Blizzard can be used with No Guard, Inferno can be used if you want to guarantee the burn at the little cost of less power
  • Frost Breath could be useful against Calm Mind user
  • U-Turn is perfect to gain momentum
  • Life Orb raise the power of the moves, Focus Sash can guarantee a revenge kill
  • Magic Guard removes the recoil from Life Orb and negate the Stealth Rock damage, No Guard guarantee perfect Fire Blast, Inferno and Blizzard

Name: Mixed attacker

Move 1: Flare Blitz
Move 2: Icicle Crash / Ice Shard
Move 3: Ice Beam / Blizzard
Move 4: U-Turn / Fire Blast / Inferno
Ability: Magic Guard / No Guard
Item: Life Orb / Focus Sash
EVs: 4 Atk / 252 Spa / 252 Spe
Nature: Hasty
  • Flare Blitz and Icicle Crash are the main physical STABs, Ice Shard is a good priority
  • Ice Beam is the Ice special STAB, Blizzard can be used with No Guard
  • U-Turn is perfect to gain momentum, Fire can be used if you need of a Fire special STAB, Inferno can be used if you want to guarantee the burn at the little cost of less power
  • Life Orb raise the power of the moves, Focus Sash can guarantee a revenge kill
  • Magic Guard removes the recoil from Life Orb and Flare Blitz and negate the Stealth Rock damage, No Guard guarantee perfect Fire Blast, Inferno and Blizzard
  • Hasty nature is to save the 70/80 special bulk

About coverage, I think we shouldn't add moves that can do serious damage to types that threat it (Fighting, Water, Ground and Rock)
 
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I hope I formatted this correctly.

Moveset Edits
Polzarized Move Learnset:
1 Icicle Spear
1 Outrage
1 Scratch
1 Leer
5 Powder Snow
9 Ember
13 Torment
18 Hail
22 Dragon Rage
26 Fire Fang
26 Ice Fang
31 Flame Burst
33 Aurora Beam
37 Dragon Breath
42 Hone Claws
46 Flamethrower
50 Ice Beam
55 Blizzard
58 Flare Blitz

01 Hone Claws
02 Dragon Claw
05 Roar
06 Toxic
07 Hail
10 Hidden Power
11 Sunny Day
12 Taunt
13 Ice Beam
14 Blizzard
15 Hyper Beam
17 Protect
20 Safeguard
21 Frustration
22 Solar Beam This move will help cement Polarized's Synergy with Drought and Char-Y Teams as a means to break ground and water types in the sun. Most Fire-Types learn Solar Beam as well so it is flavorful.
25 Thunder
31 Brick Break
32 Double Team
35 Flamethrower
38 Fire Blast
40 Aerial Ace
41 Torment
42 Facade
43 Flame Charge
44 Rest
45 Attract
50 Overheat
52 Focus Blast
54 False Swipe
59 Incinerate
61 Will-O-Wisp
65 Shadow Claw
67 Retaliate
68 Giga Impact
70 Flash
72 Volt Switch Volt Switch allows Polarized to escape danger far too easily for my liking while also making it more difficult for its counters to switch-in. Its too strong of a move to have alongside Polarized high speed and makes Polarized more of an autopilot mon where one does not need to outplay the opposing teams as much.
73 Thunder Wave
78 Bulldoze
79 Frost Breath
82 Dragon Tail
87 Swagger
88 Sleep Talk
90 Substitute
94 Secret Power
98 Power-Up Punch

Egg Group: Field / Dragon
Baton Pass: Jolteon, Vaporeon, Flareon, Espeon, Umbreon, Leafeon, Glaceon, Sylveon This is the alternative I see for Volt Switch. Baton Pass allows sets that forgo extra coverage to have a pivoting option but can only be used effectively on predicted switchs. This allows Polarized to escape from opposing counters but doesn't give Polarized great coverage alongside it.
Spikey Shield: Chesnaught This is really weird to see as only grass-types learn Spiky Shield and I can't see a place for this move on Polarized moveset.
Close Combat: Monferno, Infernape I honestly was debating whether or not I wanted to remove this one but ultimately I decided to do so because CC limits the Counters to Polarized immensely. The speed drop from Hammer Arm is much more balanced IMO as it allows a variety of types to bait the Hammer Arm and then force Polarized with decently fast mons. Hammer Arm allows for some counterplay against Polarized on Balanced teams.
Hammer Arm: Chesnaught
Thunder Fang: Arcanine
Icicle Crash: Swinub, Piloswine, Mamoswine
Focus Energy: Bagon, Shelgon, Salamence
Crunch: Salamence, Deino, Zwellious, Hydreigon
Double Edge: Salamence
Heat Wave: Charizard
Inferno: Charizard Even if Inferno is the only thing keeping No Guard Polarized from being trash it is not healthy for the meta at all and makes it so that most any switch-in to No Guard Polarized gets crippled long term in the metagame.
Zap Cannon: Ampharos This is the alternative I propose to keep No Guard Polarized Relevant. Zap Cannon only cripples Polarized offensive switchins and cannot cripple Ground Types and Electric Types which are types with good Switch-ins to Polarized such as Scarf Exca and Rotom-W. This is also fantastic Coverage for Polarized giving it a powerful pseudo Bolt Beam combo.

Dragon Rush: Dratini, Dragonair, Dragonite

Snore
Shock Wave
Low Kick
Knock Off
Super Fang
Uproar
Iron Tail Polarized was not made to beat Fairy and as a result should not have access to Iron Tail, Polarized should be countered by Mons like Diancie and Azumarill since its high speed makes unscarfed offensive checks harder to come by.
Drill Run Ground type coverage allows Polarized to again beat its checks and counters especially vs Rock Type teams also vs Diancie again so even if its just a weaker EQ it should be gotten rid of.
Dragon Pulse
Heat Wave
Hyper Voice
Outrage
Superpower
Magic Coat
Icy Wind
Moveset Submissions

Name: No Guard Zap Cannon
Move 1: Zap Cannon
Move 2: Fire Blast
Move 3: Blizzard
Move 4: Focus Blast / Substitute / Baton Pass
Ability: No Guard
Item: Life Orb / Choice Specs
EVs: 252 SpA / 4 SpD / 252 Spd
Nature: Timid

  • Zap Cannon allows Polarized to KO common water type switch-ins to the Magic Guard set such as Azumarill, Gyarados, Keldeo. It also prevents Cripples other likely switch-ins like T-tar
  • Fire Blast is a powerful STAB that can be used without fear of missing thanks to No Guard
  • Blizzard is also a strong STAB that is helped by No Guard and forms a Bolt Beam Combo with Zap Cannon
  • Focus Blast allows Polarized to break Heatran on a predicted switch-in
  • Substitute combined with Zap Cannon allows Polarized an out against its stronger switch-ins by subbing on a paralyzed switch-in.
  • Baton Pass allows Specs Polarized to secure offensive momentum against predicted counters.
  • Life Orb gives Polarized Access to its phenomenal coverage at the cost of some hp while Specs boosts Zap Cannons power allowing it to make better use of its mediocre 100 Atk stat without sacrificing defense.
Name: No Guard Berry Blast
Move 1: Zap Cannon
Move 2: Fire Blast
Move 3: Blizzard
Move 4: Substitute
Ability: No Guard
Item: Salac Berry / Petaya Berry
EVs: 4 HP / 252 SpA / 252 Spd
Nature: Timid

  • Zap Cannon allows Polarized to KO common water type switch-ins to the Magic Guard set such as Azumarill and Gyarados.
  • Fire Blast is a powerful STAB that can be used without fear of missing thanks to No Guard
  • Blizzard is also a strong STAB that is helped by No Guard and forms a Bolt Beam Combo with Zap Cannon
  • Substitute allows Polarized to get low enough to use its berry it is good to keep Sub up so that Polarized can beat at least 1 opposing priority user.
  • Salac Berry is the means in which Polarized can boosts its speed by coming in on SR and the Subbing on a pokemon that it threatens out.
  • Using Salac allows it to outspeed the majority of Scarfers in the Tier making it a decent cleaner.
  • Using Petaya allows it to boosts in Sp. Attack allowing a No Guard set to wallbreak without resorting to Specs
  • Unlike other sets this set doesn't mind Stealth Rock since it wants to 1/4 quickly in order to use its boosting berry.
 
Moveset Submission

Name: Electro Physical Attacker
Move 1: Flare Blitz
Move 2: Icicle Crash
Move 3: Spark
Move 4: Ice Shard / Hidden Power Grass
Ability: Magic Guard
Item: Life Orb
EVs: 252 Atk / 4 SpA / 252 Spe
Nature: Hasty
  • STAB Flare Blitz for high damage output with it's better physical attack and if CAP 21 (Mega Crucibelle) has taught me anything, Magic Guard actually negates recoil, so...
  • Ice Shard gives priority, being able to at least hit faster mons like Tornadus
  • Spark can be used to hit Water-types, but won't do too much to anything else, so I don't see this being too good. If this is too weak, Thunder Punch could also be used
  • Hidden Power Grass can beat used over Ice Shard or Spark to hit Water, Ground, or Rock-types
  • Life Orb gives a free damage boost, thanks to Magic Guard
  • Magic Guard for obvious reasons
 
(Just a heads up, I'm really uncreative with my EV spreads, and I'm on mobile, so I won't go into too much detail on movesets. I might edit it later.)

New moves I've suggested are in bold.

Moveset Submission:

Name: Physical Magic Guard
Move 1: Flare Blitz
Move 2: Icicle Crash
Move 3: Ice Shard
Move 4: U-Turn / Wild Charge
Ability: Magic Guard
Item: Life Orb
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

  • Flare Blitz + Icicle Crash is for STAB.
  • Ice Shard is for priority.
  • U-Turn for momentum purposes and to switch out freely. As Polarized is fast, it will probably pull this off first.
  • Wild Charge hits water-types.
  • Magic Guard negates Life Orb recoil and recoil from moves.
  • Set focuses on hitting as fast and hard as possible on the physical side.
Name: Special Magic Guard
Move 1: Flamethrower / Fire Blast
Move 2: Freeze-Dry / Ice Beam / Blizzard
Move 3: Earth Power
Move 4: Focus Blast / Volt Switch
Ability: Magic Guard
Item: Life Orb
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid

I don't like running mixed sets, so here's a special set.
  • Flamethrower is for fire STAB, Fire Blast is stronger but with less accuracy.
  • Same goes for Ice Beam / Blizzard.
  • Freeze-Dry hits Water types super effectively and works as good Ice STAB.
  • Earth Power stops Polarized from being completely walled by Heatran.
  • Focus Blast can be an extra move, or Volt Switch can be run for the same reasons U-Turn is on a physical set.
  • Magic Guard negates Life Orb recoil.
  • Unlike the last set, this focuses on the special side of Polarized, which is viable because this CAP seems to have a better special movepool than physical.
Name: No Guard
Move 1: Inferno
Move 2: Blizzard
Move 3: Volt Switch / Thunder
Move 4: Focus Blast
Ability: No Guard
Item: Focus Sash / Choice Scarf
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid

  • I had a think about Inferno. I think that Inferno would be a great move if it wasn't for its awful accuracy, and I'd love to see a Pokemon take advantage of it. So, I've put Inferno. Free burns!
  • Blizzard because it's 100% accurate now so why would you not use it.
  • Zap Cannon. It's Inferno, but with Paralysis. RIP everything.
  • Focus Blast. It will no longer screw you over with its be accuracy.
  • Focus Sash is for living hits because its bill is terrible.
  • Choice Scarf to outspeed pretty much every other scarfer.
Okay, this set may look broken, but it allows Polarized to adapt to any situation.
 
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