Magmortified
<b>CAP 8 Playtesting Expert</b>
Our Pokemon so far:
Ability: Frisk / Limber
Stats: 80 HP / 103 Atk / 85 Def /55 SpA /80 SpD /110 Spe
In this thread, vote for the new move you think would be best for CAP 7. Use the clicky poll above to vote. The names of the new moves are subject to change.
Options:
Steel or Ghost (STAB) U-Turn
Type: Steel / GhostName: Ultimate Scout
Description: A Pokemon that is very capable of forcing the opponent to reveal vital information about their team members and their moves using various techniques.
Ability: Frisk / Limber
Stats: 80 HP / 103 Atk / 85 Def /55 SpA /80 SpD /110 Spe
In this thread, vote for the new move you think would be best for CAP 7. Use the clicky poll above to vote. The names of the new moves are subject to change.
Options:
Steel or Ghost (STAB) U-Turn
Soul Forge:Phase/Phase Attack:
Barrel Roll:Phase or Phase Attack
Type: Ghost
Power: 70
Accuracy: 100%
PP: 20
Priority: 0
Attacks, then switches. Basically a U-turn clone ability with STAB and a theme to fit the pokémon as some of the concept art had it jumping out of a portal. Fits the scouting part, too.
Barrel Roll
Type: Steel
Attribute: Physical
BP: 70
PP: 20
Accuracy: 100
Priority: 0
Effect: Switches out after damage.
Steel U-Turn, yessiree...
Shadow Strike:Soul Forge
Type: Ghost, Physical
BP: 100
PP: 10
Acc: 100%
Priority: 0
Effect: None
It's a Ghost type Earthquake. That seems well worth the time for a nice STAB Ghost attack, over Shadow Claw.
Spook:I don't think we should create a steel STAB. Steel already has perfectly viable moves in Iron Head and Meteor Mash. They pack a nice punch and should force switches either through sheer power or flinching annoyance. Ghost is the STAB here needing help, since the very best attack it can have (not including Shadow Force) is Shadow Claw, that has a awful BP and rather useless secondary effect. With that in mind, I really suggest we make this new attack Ghost-Typed, so it has two good STABs to work with.
Moving to the secondary effect here, I am against pairing U-turn with Ghost Type as I really wouldn't like to see our best scouting move being nullified just because your opponent likes a normal type. Even without STAB, U-turn is already a fine move (take Flygon for example). Other examples of secondary effects that I don't find appealing for this poke are status inflicting moves (unless you do something like yawn, but this is for offensive moves), since switching out after being statused gives you no benefits (excluding nature cure pokes) and is actually bad, since it opens up the possibility of you getting another poke statused. So, I believe this move should have a secondary effect that either puts the opponent in a bad situation AND disappears upon switching (best examples being Confusion and stat reduction) or just forces the opponent out right away (roar for example). Of those options, I prefered to be a little conservative and chose something already existant (Crush Claw), only with a small power boost so it can play better the role of main STAB.
With all that being said, this is my proposition:
Shadow Strike (can you get more generic than that?)
Type: Ghost
Physical
Power: 80
Accuracy: 95%
PP: 10
Special: 50% chance of lowering defense 1 stage
80 BP so it is reliable without being overly powerful; 95% accuracy because I feel a 100% accuracy move with that secondary effect would be a tad too good, especially if compared to Crunch (but I can change to 100% if necessary) and 95% is more than enough (take Air Slash, for example); 10 pp just because and 50% chance of lowering def 1 stage because a 2 stage drop can be a bit too extreme (for example it makes it possible for this poke to 2HKO Bronzong with LO, which is bad, while -1 packs enough power to 2HKO Bold Zapdos with LO and SR) and we need to make it happen often enough to make it reliable.
Phantom Energy:Spook
Type: Ghost, Physical
BP: 80
PP: 10
Acc: 100%
Priority: 0
Effect: Has a 40% of lowering either the enemy's Attack or Special Attack by one stage. (Once the check has passed, there is an equal chance of either happening, like Tri Attack)
Rift Hop:Here's mines. It's basically a ghost type superpower. I wanted this move to hit harder than 100 BP, but I also wanted some kind of backfire to using this move, hence the atk and def drops.
Phantom Energy
BP: 120
PP: 5
Accuracy: 100%
Effect: Lowers attack and defense by one stage after use.
Physical
Trounce:Eh Bass thought the one that was posted earlier by someone else was a bit too much, so I thought I would clean it up a bit and make it less "broken". Credit for the name to whoever the original creator was.
Rift Hop
Power: 60
Accuracy: 100
Type: Ghost
PP: 10
Priority: 0
Ability: Acts like U-Turn except with the added effect that it halves the residual damage taken from Spikes / Stealth Rock upon entry for the Pokemon that switches in.
Spikes:
1 layer: 6.25% (6%)
2 layers: 9.375% (9%)
3 layers: 12.5% (12%)
Stealth Rock:
4x Resistant: 1.5625% (1%)
2x Resistant: 3.125% (3%)
Neutral: 6.25% (6%)
2x Weak: 12.5% (12%)
4x Weak: 25% (25%)
Pandemonium:Trounce
Type: Ghost
Power: 90 (135)
Accuracy: 85
PP: 10 (16)
Priority: 0
Effect: Has a critical hit rate one stage higher than normal.
The Ghost-type equivalent of Crabhammer.
These are the Shadow Claw Calculations:
Gengar: 120.31% - 142.53%
BU Revvy: 59.38% - 70.31%
SpinnerStar: 70.18% - 82.81%
SpecStar: 90.42% - 108.05%
Celebi: 37.62% - 45.05%
Max HP/SpD Rotom Forms: 65.13% - 76.97%
Max HP/Def Rotom Form: 51.32% - 61.18%
It just misses out on Stealth Rock 0HKOs to several things. Trounce gives you a chance to mediate this.
To put things in perspective:
(103 + 50) x (75 x 1.5) = 153 x 112 = 17136
(103 + 50) x (90 x 1.5) = 153 x 135 = 20655
20655 / 17136 = 1.205357...
So Trounce is 1.2x as powerful as Shadow Claw. Using this figure to make some crude damage estimates;
Gengar: 120.31% - 142.53%
Trounce does about 144.37% - 171.04%
(actual damage: 144.27% - 170.23%)
BU Revvy: 59.38% - 70.31%
Trounce does about 71.26% - 84.37%
SpinnerStar: 70.18% - 82.81%
Trounce does about 84.22% - 99.37%
SpecStar: 90.42% - 108.05%
Trounce does about 108.50% - 129.66%
Celebi: 37.62% - 45.05%
Trounce does about 45.14% - 54.29%
Max HP/SpD Rotom Forms: 65.13% - 76.97%
Trounce does about 78.16% - 92.36%
Max HP/Def Rotom Form: 51.32% - 61.18%
Trounce does about 61.58% - 73.42%
This gives you a potential 0HKO on Rotom and Spin Starmie after Stealth Rock, a >90% chance to 2HKO Celebi after SR and Leftovers (Dusknoir too) as well as a guaranteed 0HKO on Specs Starmie.
To prove that the Trounce doesn't make Cap7 too powerful:
Bronzong (30.18% - 35.80%)
Cresselia (35.59% - 42.34%)
Suicune (20.30% - 24.01%)
Offensive Gyarados (30.72% - 36.14%) after Intimidate
Vaporeon (27.46% - 32.37%)
Swampert (22.00% - 26.25%)
Bulky Waters are not countered all of a Sudden. Cresselia, who is actually weak against the move, isn't even 2HKOd. Remember that Forretress, Skarmory, Magnezone and Tyranitar actually resist it too, and they have huge defence scores.
Shade Impact:Pandemonium
Physical
Power: 80
Accuracy: 100
PP: 10
Priority: 0
Effect: Has a 20% chance to status the target. If this check passes, the target is burned, frozen, or paralyzed with equal probabilities for each.
It is basically a Ghost-typed physical Tri Attack. I think it fits this Pokemon well.
Phantom Cleave:Shade Impact
Type: Ghost
Class: Physical
Base Power: 120
PP: 5
Accuracy: 100%
Priority: 0
Effect: If opponent switches Pokemon on the turn this attack was selected (including Baton Pass or U-turn), this attack does nothing.
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Notes: An awesome move for an awesome scout, as it encourages switching, therefore revealing information about your opponent's team.
This is interesting.
Phantom Cleave
BP: 120
PP: 5
Type: Ghost
Accuracy: 80%
Move Class: Physical
Effect: Has a high critical hit ratio.
Essentially a somewhat beefy Cross Chop/Stone Edge with a bit more power, it's pretty much a move you won't want to take from your generic non-normal wall.