snake
CAP Co-Leader
Alright, I'm going to give some of my own comments on each concept submitted so far. Feel free to PM me on Smogon, PS!, or Discord for elaboration or extra assistance. My comments tend to be on the shorter side, but hopefully they make you think about how to improve your concept on your own rather than me telling you how to fix it yourself.
Offensive Overtaker - I would review your questions some more. They're mostly vague, and for such a broad concept, they need to be the cornerstone to giving some direction to the concept. I would go back to your CAP toolkit as well, as your answers to the questions asked by each part are either confusing (especially your Tomohawk reference) or aren't adequately answered. In explanation, maybe you can talk about where you want your concept to go. Do you want to make balance teams more viable? Or do you just want to have a tool crush offensive teams better?
One Trick Ponyta - I like this concept, but given that the extreme restriction happens towards the end of the project, I'm just not sure. If we decide what small list of moves we use at the beginning of the concept, then the project risks becoming very linear. If we wait until the end, we don't have a direction the entire project. Again, extremely neat concept and I think it can succeed, but personally, I'm worried about the discussion it will generate.
Utility Counter - It's a rerun of Krilowatt, but we'd be able to look at the strengths and weaknesses of Krilowatt's process and apply them to CAP23. Perhaps elaborate on the last question and be a little more be specific on the end goal. It'd be an interesting project with the diverse, offensive meta.
Terrain - O - Saurus - Despite the limited number of abilities geared towards Terrains (and fewer that aren't just terrain setting abilities, since those are already on some hefty Pokemon), I think the concept could work out. I think focusing the concept on at least two terrains would make it more interesting, but that's just me.
The return of the fallen king - I'm sorry to be blunt, but your concept fails to address why we should consider building around this move. Last CAP, the Parting Shot had a pretty extensive list of questions and elaboration on the move. Take a look at it and see if you can come up with more topical questions and justification. I'm willing to help you out on this concept though.
Maximum Compression - This concept is very topical to the current metagame, as it is hard to counter everything, even to the point where a niche Pokemon can give well built teams trouble just because they were trying to cover main threats (looking at you Gastrodon). I'm glad you and HeaL merged together; I'd consider adding some of his questions though because they add to the submission very well.
Core Dismantler - This is a very well constructed concept. The only thing that worries me is that explanation is very focused on OU and not the CAP Metagame, but the explanation can be comparisons so it's fine.
Power Cleric - Aside from being eerily similar to part of HeaLnDeaL's concept's explanation...it looks like a good concept. I'd make your questions more focused because those questions could be on any concept. It's also pretty specific in what this Pokemon should do, leaving not much direction to go with it.
Hunker Down - Given the decreased prevalence of Roar, this concept seems pretty viable. It'd be interesting because almost no Pokemon chooses to boost defensively in the current metagame, aside from screens perhaps.
Use the Debuff - I'd shore up your questions section more, as there's a lot to ask about stat debuffs. For example, why is it preferred to boost yourself? What purpose does it serve to debuff?
He Lives in You - I like this concept a lot. It's got some variety in what moves we build around, and Z Crystal interactions to boot.
Weak But Skilled - I think the biggest problem with this concept is that it's too fluid. Do you want to explore a crippling movepool? ability? stats? I'd focus on a least one of them and keep one of these "constant," so we can say "A lacking movepool causes this Pokemon to suffer, but its ability can make up for it. I suggest this because the concept lacks a clear direction otherwise.
Full Potential - Is this supposed to be a concept about making a good teammate for otherwise unviable Pokemon? I like where this is going, but your concept doesn't explain it clearly. Your description is misleading, and your questions are vague.
Scizor of the Sun - I might ask a few more questions, specifically about typing (without poll-jumping) since the concept is so focused on it, but otherwise it looks good. Sun as an archetype has always had fewer abusers than rain and this CAP might be able to remedy this.
Z-Crystal Zealot - I know this one has gotten a lot of time on the PS! chatroom, but a big question this concept needs to address is opportunity cost. Sure, I can use my Z-Crystal on my Fairium Z Geomancy Necturna, but then I can't use it on Flyinium Z Smack Down Landorus-T. A big question for this concept definitely needs to be something like "why should you use this Pokemon over other Z move users?" or "what does opportunity cost play into picking a Z move?"
Hail to the Hail - Again, focus more on the questions. Try to account for Aurora Veil, Hail-specific abilities and their limitations, (Sand Rush gives an immunity to sandstorm to all types, Slush Rush does not, for example), and Hail-specific moves. It's a cool concept, but you need to build on it some.
The Chameleon - The only problem with this concept is that it's very specific on the abilities we pick or guarantees Reflect Type or Camouflage to be in its movepool. It also invalidates the typing stage somewhat. Otherwise it looks fine.
Match Up Defiant - I know we talked about this some, but I think you could explain this a little more clearly it'd help a ton. I feel like it only applies to very specific roles because lots of set-up sweepers have different match-ups against the same Pokemon. Maybe clarify a little more.
Bravest of Them All - I see what this concept is about. What you should do now is branch out and ask what we could learn from a Pokemon with lacking stats or lacking movepool having a good ability. Mimikyu is another example of an ability saving the viability of a Pokemon.
Split Down The Middle - "There really aren't any mons like this in the current metagame, that truely split the two widely different roles it can perform." The problem is that there are many Pokemon that actually do this: AV Magearna / SG Magearna, SpDef Celesteela / Autotomize Celesteela, Defensive Tomohawk / Offensive LO Tomohawk, Defensive Landorus-T / SD RP Landorus-T, DD Naviathan / CM Naviathan are just some examples. Additionally, I get that a "training wheels" mon that makes Swords Dance illegal with Will-O-Wisp would be nice for new players, but its just part of the game that everyone inevitably learns.
Terrain Seed Abuser - Solid concept. I like the twist on the terrain concept and how it's focused on items. It seems like a partner concept at first, but given that there are 4 seeds and they do different things, this could make for a really fun project.
Offensive Overtaker - I would review your questions some more. They're mostly vague, and for such a broad concept, they need to be the cornerstone to giving some direction to the concept. I would go back to your CAP toolkit as well, as your answers to the questions asked by each part are either confusing (especially your Tomohawk reference) or aren't adequately answered. In explanation, maybe you can talk about where you want your concept to go. Do you want to make balance teams more viable? Or do you just want to have a tool crush offensive teams better?
One Trick Ponyta - I like this concept, but given that the extreme restriction happens towards the end of the project, I'm just not sure. If we decide what small list of moves we use at the beginning of the concept, then the project risks becoming very linear. If we wait until the end, we don't have a direction the entire project. Again, extremely neat concept and I think it can succeed, but personally, I'm worried about the discussion it will generate.
Utility Counter - It's a rerun of Krilowatt, but we'd be able to look at the strengths and weaknesses of Krilowatt's process and apply them to CAP23. Perhaps elaborate on the last question and be a little more be specific on the end goal. It'd be an interesting project with the diverse, offensive meta.
Terrain - O - Saurus - Despite the limited number of abilities geared towards Terrains (and fewer that aren't just terrain setting abilities, since those are already on some hefty Pokemon), I think the concept could work out. I think focusing the concept on at least two terrains would make it more interesting, but that's just me.
The return of the fallen king - I'm sorry to be blunt, but your concept fails to address why we should consider building around this move. Last CAP, the Parting Shot had a pretty extensive list of questions and elaboration on the move. Take a look at it and see if you can come up with more topical questions and justification. I'm willing to help you out on this concept though.
Maximum Compression - This concept is very topical to the current metagame, as it is hard to counter everything, even to the point where a niche Pokemon can give well built teams trouble just because they were trying to cover main threats (looking at you Gastrodon). I'm glad you and HeaL merged together; I'd consider adding some of his questions though because they add to the submission very well.
Core Dismantler - This is a very well constructed concept. The only thing that worries me is that explanation is very focused on OU and not the CAP Metagame, but the explanation can be comparisons so it's fine.
Power Cleric - Aside from being eerily similar to part of HeaLnDeaL's concept's explanation...it looks like a good concept. I'd make your questions more focused because those questions could be on any concept. It's also pretty specific in what this Pokemon should do, leaving not much direction to go with it.
Hunker Down - Given the decreased prevalence of Roar, this concept seems pretty viable. It'd be interesting because almost no Pokemon chooses to boost defensively in the current metagame, aside from screens perhaps.
Use the Debuff - I'd shore up your questions section more, as there's a lot to ask about stat debuffs. For example, why is it preferred to boost yourself? What purpose does it serve to debuff?
He Lives in You - I like this concept a lot. It's got some variety in what moves we build around, and Z Crystal interactions to boot.
Weak But Skilled - I think the biggest problem with this concept is that it's too fluid. Do you want to explore a crippling movepool? ability? stats? I'd focus on a least one of them and keep one of these "constant," so we can say "A lacking movepool causes this Pokemon to suffer, but its ability can make up for it. I suggest this because the concept lacks a clear direction otherwise.
Full Potential - Is this supposed to be a concept about making a good teammate for otherwise unviable Pokemon? I like where this is going, but your concept doesn't explain it clearly. Your description is misleading, and your questions are vague.
Scizor of the Sun - I might ask a few more questions, specifically about typing (without poll-jumping) since the concept is so focused on it, but otherwise it looks good. Sun as an archetype has always had fewer abusers than rain and this CAP might be able to remedy this.
Z-Crystal Zealot - I know this one has gotten a lot of time on the PS! chatroom, but a big question this concept needs to address is opportunity cost. Sure, I can use my Z-Crystal on my Fairium Z Geomancy Necturna, but then I can't use it on Flyinium Z Smack Down Landorus-T. A big question for this concept definitely needs to be something like "why should you use this Pokemon over other Z move users?" or "what does opportunity cost play into picking a Z move?"
Hail to the Hail - Again, focus more on the questions. Try to account for Aurora Veil, Hail-specific abilities and their limitations, (Sand Rush gives an immunity to sandstorm to all types, Slush Rush does not, for example), and Hail-specific moves. It's a cool concept, but you need to build on it some.
The Chameleon - The only problem with this concept is that it's very specific on the abilities we pick or guarantees Reflect Type or Camouflage to be in its movepool. It also invalidates the typing stage somewhat. Otherwise it looks fine.
Match Up Defiant - I know we talked about this some, but I think you could explain this a little more clearly it'd help a ton. I feel like it only applies to very specific roles because lots of set-up sweepers have different match-ups against the same Pokemon. Maybe clarify a little more.
Bravest of Them All - I see what this concept is about. What you should do now is branch out and ask what we could learn from a Pokemon with lacking stats or lacking movepool having a good ability. Mimikyu is another example of an ability saving the viability of a Pokemon.
Split Down The Middle - "There really aren't any mons like this in the current metagame, that truely split the two widely different roles it can perform." The problem is that there are many Pokemon that actually do this: AV Magearna / SG Magearna, SpDef Celesteela / Autotomize Celesteela, Defensive Tomohawk / Offensive LO Tomohawk, Defensive Landorus-T / SD RP Landorus-T, DD Naviathan / CM Naviathan are just some examples. Additionally, I get that a "training wheels" mon that makes Swords Dance illegal with Will-O-Wisp would be nice for new players, but its just part of the game that everyone inevitably learns.
Terrain Seed Abuser - Solid concept. I like the twist on the terrain concept and how it's focused on items. It seems like a partner concept at first, but given that there are 4 seeds and they do different things, this could make for a really fun project.