reachzero
the pastor of disaster
Here we will discuss CAP1's stat limits.
So far, CAP1 is:
This is a new addition to the process of creating a Pokemon, so I strongly recommend that you read this entire OP to understand what is to be discussed in this thread.
Stat Bias Limits
Stat bias limits set the general stat bias of a Pokemon from an offensive and defensive standpoint. Stat biases are not solely for limiting stats, but they also describe the overall build of the Pokemon in offensive and defensive terms. However, the stat spread is the only part of the project that will be specifically constrained by Stat Bias Limits; the other part will be explained below. There will be four stat biases selected and a total Base Stat Rating (BSR) limit. The Stat Biases are:
Physical Tankiness (PT)
Because the introduction of 5th Generation has made our previous metric of BSR-movepool correlation somewhat obsolete, we will be handling movepool limitations slightly later in the process, when we are able to take ability and base stats into account.
At the end of this thread, I will be posting the ranges for Stat Biases and Base Stat Rating, depending on the arguments presented and what I think would work best.
It should be noted that this thread is NOT going to lead up to a poll. After a period of about a day or two, I will be deciding the limits that all stat spreads must conform to.
Please do not poll jump by talking about specific stat spreads or suggesting specific abilities.
This thread will close in 24 hours.
So far, CAP1 is:
Typing: Flying/FightingConcept: Momentum
General Description: This will be a Pokemon that can be utilized to gain or regain momentum for a player's team at any point in the match as its primary function.
Justification: Gen. 5 is a very powerful metagame. As such, most battles are won by the smarter strategist who can best maneuver around his/her opponent's onslaught to gain even a single turn's advantage, potentially clinching them the match. This process of gaining and regaining momentum is most often the defining element that makes a winner and a loser out of a single Pokemon battle. Any top player in this metagame should agree that momentum is the most crucial element in any given match; however, "momentum" itself is a rather vaguely defined term that is never really explored in concrete terms. Is it keeping opposing teams on the defensive? Forcing switches? Good prediction? Spamming U-turn? These have all been approaches to achieving momentum, but they are also player-side and largely synonymous with "strategy," as opposed to Pokemon-side and regarding a Pokemon's role on the team. Certainly there are threats like Ferrothorn/Gliscor (defensive) and Scizor/Latios/Voltlos, etc., etc. (offensive) that can achieve momentum as we know it, but there is no current niche for a "momentum Pokemon" because the concept has been purely delegated to players and not to Pokemon.
Questions to be Answered:
-How do we define momentum in terms of competitive Pokemon? What factors make current Pokemon able to achieve momentum and how can we incorporate that information into a successful CAP?
-How do different styles of play (Weather-based offense, stall, bulky offense, etc.) use momentum to achieve their goals and how can our CAP play to those strategies in an effort to take their momentum away?
-What type of traditional role (sweeper, tank, wall, support) would a Pokemon like this most resemble? Would it have to be able to fit more than one of these roles to fit in a variety of teams?
-How will the different playstyles be affected by the addition of a Pokemon that can regain offensive/defensive momentum at any given point? Will offensive teams play more conservatively? Will defensive teams play more recklessly? Will everything simply adapt to a new threat and move on normally?
This is a new addition to the process of creating a Pokemon, so I strongly recommend that you read this entire OP to understand what is to be discussed in this thread.
Stat Bias Limits
Stat bias limits set the general stat bias of a Pokemon from an offensive and defensive standpoint. Stat biases are not solely for limiting stats, but they also describe the overall build of the Pokemon in offensive and defensive terms. However, the stat spread is the only part of the project that will be specifically constrained by Stat Bias Limits; the other part will be explained below. There will be four stat biases selected and a total Base Stat Rating (BSR) limit. The Stat Biases are:
Physical Tankiness (PT)
The rating of the Pokémon's physical defense.
Physical Sweepiness (PS)
The rating of the Pokémon's physical offense.
Special Tankiness (ST)
The rating of the Pokémon's special defense.
Special Sweepiness (SS)
The rating of the Pokémon's special offense.
A spreadsheet for calculating the biases can be found here: http://www.smogon.com/forums/showpost.php?p=3323869&postcount=4 and the formulas themselves can be found here: http://www.smogon.com/forums/showthread.php?p=3313125
Because the introduction of 5th Generation has made our previous metric of BSR-movepool correlation somewhat obsolete, we will be handling movepool limitations slightly later in the process, when we are able to take ability and base stats into account.
At the end of this thread, I will be posting the ranges for Stat Biases and Base Stat Rating, depending on the arguments presented and what I think would work best.
It should be noted that this thread is NOT going to lead up to a poll. After a period of about a day or two, I will be deciding the limits that all stat spreads must conform to.
Please do not poll jump by talking about specific stat spreads or suggesting specific abilities.
This thread will close in 24 hours.