Like many others have also said, I don't really see the point in abilities punishing contact or providing an electric immunity. The most common U-turners, , , and can all just OHKO us with their stabs and the potential reward of a little chip or potential status isn't really worth the health we lose, nor the potential risk of coming in on a non-U-turn move. As for Volt Switch, we still can't take Knock Off from or Ice Beam from . Although stopping their pivots may be nice, I can't see any situation where Neutralizing Gas isn't preferred. Still, Motor Drive may have enough potential benefits to justify the risk of switching in on these moves.
That being said, I have similar problems with Defiant and Competitive. On paper, these abilities can create great offensive pressure against Defog, Fire Lash, and Intimidate, but in practice, I doubt that this will even be remotely reliable:
0 Atk Astrolotl Fire Lash vs. 0 HP / 0 Def Flygon: 139-165 (44.6 - 53%) -- 25.8% chance to 2HKO
0 Atk Astrolotl Fire Lash vs. -1 0 HP / 0 Def Flygon: 208-246 (66.8 - 79%) -- guaranteed 2HKO
0 Atk Corviknight Brave Bird vs. 0 HP / 0 Def Flygon: 348-410 (111.8 - 131.8%) -- guaranteed OHKO
0- Atk Mandibuzz Foul Play vs. 0 HP / 0 Def Flygon: 162-192 (52 - 61.7%) -- guaranteed 2HKO
's Fire Lash 2hkos us(minimum rolls give us 44.6 + 66.8%), so we can't switch in and take advantage of the boost. Against Defog, can easily OHKO us with Brave Bird and 's Foul Play 2hkos even with minimum attack from CAP28. As for 's Intimidate, Neutralizing Gas also deals with it and overall serves us better. It is possible that the sheer power of a +2 boost can justify the risk of switching in, but realistically I think that the occasions where this will happen are few and far between, especially with the most common removal being Rapid Spin.
Another ability we should be weary about is Download. While I really liked it as an ability for the primary ability stage, now that we have our stats Download has some extremely dangerous implications. We have 135/115 offenses, and giving CAP28 a free choice-item boost on switch-in is pretty insane. While the power level may open up a lot of great possibilities for an HDB set, it could easily get out of hand if we opt for Life Orb or a choice item. For instance:
+1 252+ Atk Choice Band Flygon Megahorn vs. 252 HP / 252+ Def Toxapex: 121-143 (39.8 - 47%) -- 0.4% chance to 2HKO after Stealth Rock and Black Sludge recovery
+1 252+ Atk Choice Band Flygon Megahorn vs. 252 HP / 60 Def Equilibra: 216-255 (52.9 - 62.5%) -- 99.6% chance to 2HKO after Leftovers recovery
After some chip even will be unable to switch into a Download-boosted banded Megahorn, and this is considering that both and resist Megahorn. Even without any coverage, Download could easily get out of hand really fast.
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As for the abilities I do support, I do think that Sheer Force and Thick Fat are both interesting options here.
Sheer Force gives us the same boost that Punk Rock does to Bug Buzz without torturing our artists. I also really like Sheer Force because of how it favors special sets, as our physical STABs of Megahorn, Dragon Claw, and Outrage don't receive the boost and potential special coverage like Flamethrower or Thunderbolt will receive the boost whereas most physical coverage would not. My only concern is the implications of Life Orb boosted Sheer Force, but I would say that taking hazard chip instead of Life Orb chip still more or less balances it out.
Thick Fat is interesting because it helps expand the list of mons we can beat, specifically , , and (kinda). Currently, the list of mons that CAP28 can switch in on reliably is pretty small, so I think that Thick Fat could help remedy that. Like Quziel said, we already handle , , and well with our typing, stats, and NGas, so we can afford to use our secondary ability to beat other pivots.
That being said, I have similar problems with Defiant and Competitive. On paper, these abilities can create great offensive pressure against Defog, Fire Lash, and Intimidate, but in practice, I doubt that this will even be remotely reliable:
0 Atk Astrolotl Fire Lash vs. 0 HP / 0 Def Flygon: 139-165 (44.6 - 53%) -- 25.8% chance to 2HKO
0 Atk Astrolotl Fire Lash vs. -1 0 HP / 0 Def Flygon: 208-246 (66.8 - 79%) -- guaranteed 2HKO
0 Atk Corviknight Brave Bird vs. 0 HP / 0 Def Flygon: 348-410 (111.8 - 131.8%) -- guaranteed OHKO
0- Atk Mandibuzz Foul Play vs. 0 HP / 0 Def Flygon: 162-192 (52 - 61.7%) -- guaranteed 2HKO
's Fire Lash 2hkos us(minimum rolls give us 44.6 + 66.8%), so we can't switch in and take advantage of the boost. Against Defog, can easily OHKO us with Brave Bird and 's Foul Play 2hkos even with minimum attack from CAP28. As for 's Intimidate, Neutralizing Gas also deals with it and overall serves us better. It is possible that the sheer power of a +2 boost can justify the risk of switching in, but realistically I think that the occasions where this will happen are few and far between, especially with the most common removal being Rapid Spin.
Another ability we should be weary about is Download. While I really liked it as an ability for the primary ability stage, now that we have our stats Download has some extremely dangerous implications. We have 135/115 offenses, and giving CAP28 a free choice-item boost on switch-in is pretty insane. While the power level may open up a lot of great possibilities for an HDB set, it could easily get out of hand if we opt for Life Orb or a choice item. For instance:
+1 252+ Atk Choice Band Flygon Megahorn vs. 252 HP / 252+ Def Toxapex: 121-143 (39.8 - 47%) -- 0.4% chance to 2HKO after Stealth Rock and Black Sludge recovery
+1 252+ Atk Choice Band Flygon Megahorn vs. 252 HP / 60 Def Equilibra: 216-255 (52.9 - 62.5%) -- 99.6% chance to 2HKO after Leftovers recovery
After some chip even will be unable to switch into a Download-boosted banded Megahorn, and this is considering that both and resist Megahorn. Even without any coverage, Download could easily get out of hand really fast.
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As for the abilities I do support, I do think that Sheer Force and Thick Fat are both interesting options here.
Sheer Force gives us the same boost that Punk Rock does to Bug Buzz without torturing our artists. I also really like Sheer Force because of how it favors special sets, as our physical STABs of Megahorn, Dragon Claw, and Outrage don't receive the boost and potential special coverage like Flamethrower or Thunderbolt will receive the boost whereas most physical coverage would not. My only concern is the implications of Life Orb boosted Sheer Force, but I would say that taking hazard chip instead of Life Orb chip still more or less balances it out.
Thick Fat is interesting because it helps expand the list of mons we can beat, specifically , , and (kinda). Currently, the list of mons that CAP28 can switch in on reliably is pretty small, so I think that Thick Fat could help remedy that. Like Quziel said, we already handle , , and well with our typing, stats, and NGas, so we can afford to use our secondary ability to beat other pivots.