nyttyn
From Now On, We'll...
so I think after reading through the initial arguments i'm all for Comatose as being in the running for, if not a frontrunner for our primary ability. It provides us with the status immunity we desire, without allocating way too much of the power budget that Magic Guard would swallow up, and without leaving us still open to burns and paralyze like immunize would. Shed Skin is too RNG (use Scrafty if you wanna get a feeling for how badly shed skin can feel), and leaf guard and friends are too tied to weather which A) limits what teams CAP 23 can be on and B) keeping weather up is no longer the sure thing it used to be.
I think we can probably safely ignore any sort of trick room or phazing shenanagins. I mean for starters we can just not give CAP 23 those moves, and...really how much of a problem is +0 trick room going to be from anything that wants to use trick room, from a move that only gives you a 1 in 3 shot of even summoning trick room, and in turn gives up one of your move slots? and of the phazing moves, well. phazing is the literal exact opposite of what we want to do it does not get any more anti-concept then that, so we can disregard any fears of +0 roar spam.
This is a unique effect that's only semi-replicated by the use of Heal Bell (which takes a turn and a move slot to boot), and status clearing berries (which are narrow, consume the item slot and go away after one use anyway). Meanwhile, it's possible to just boost our attack stat to get more damage, or give ourselves more powerful coverage moves, and it's possible to boost up our defensive stats to shore up our bulk, or give ourselves access to recovery moves (of which there's a goodly wide range to pick from). It's a lot harder to get this kind of status-hate, and as such, I feel that's why we should handle this problem in the ability stage.
As for why we should tackle this issue of status effects - They are extremely common on the bulkier pokemon we're targeting, and can cripple CAP 23's ability to beat them. In particular, I believe full status immunity is extremely important as otherwise we'll lose to status conditions we are not immune to, and you have cases like Mollux where you could potentially get nailed with any of the three common status conditions on a swap! And Comatose is the right pick for the job, as it keeps up from suffering the nasty side effects of a burn drop plus residual damage, the death sentence that is toxic, and the slowness + loss of turn paralyze can induce whilst only using up exactly as much of our power budget as we need (that is, this is a reliable effect (unlike shed skin, leaf guard, and hydration) that doesn't give us side effects we dont really need in an ability (magic guard's immunity to weather damage, stealth rocks, spikes, and life orb recoil whilst still leaving us saddled with the attack drop from burn).
Thus, Comatose works well with our Target and Dismantle list, as it handles a key weakness with beating them that is otherwise extremely hard to come by, and it is not too good, as it does exactly what it needs to and nothing more.
I think we can probably safely ignore any sort of trick room or phazing shenanagins. I mean for starters we can just not give CAP 23 those moves, and...really how much of a problem is +0 trick room going to be from anything that wants to use trick room, from a move that only gives you a 1 in 3 shot of even summoning trick room, and in turn gives up one of your move slots? and of the phazing moves, well. phazing is the literal exact opposite of what we want to do it does not get any more anti-concept then that, so we can disregard any fears of +0 roar spam.
This is a unique effect that's only semi-replicated by the use of Heal Bell (which takes a turn and a move slot to boot), and status clearing berries (which are narrow, consume the item slot and go away after one use anyway). Meanwhile, it's possible to just boost our attack stat to get more damage, or give ourselves more powerful coverage moves, and it's possible to boost up our defensive stats to shore up our bulk, or give ourselves access to recovery moves (of which there's a goodly wide range to pick from). It's a lot harder to get this kind of status-hate, and as such, I feel that's why we should handle this problem in the ability stage.
As for why we should tackle this issue of status effects - They are extremely common on the bulkier pokemon we're targeting, and can cripple CAP 23's ability to beat them. In particular, I believe full status immunity is extremely important as otherwise we'll lose to status conditions we are not immune to, and you have cases like Mollux where you could potentially get nailed with any of the three common status conditions on a swap! And Comatose is the right pick for the job, as it keeps up from suffering the nasty side effects of a burn drop plus residual damage, the death sentence that is toxic, and the slowness + loss of turn paralyze can induce whilst only using up exactly as much of our power budget as we need (that is, this is a reliable effect (unlike shed skin, leaf guard, and hydration) that doesn't give us side effects we dont really need in an ability (magic guard's immunity to weather damage, stealth rocks, spikes, and life orb recoil whilst still leaving us saddled with the attack drop from burn).
Thus, Comatose works well with our Target and Dismantle list, as it handles a key weakness with beating them that is otherwise extremely hard to come by, and it is not too good, as it does exactly what it needs to and nothing more.