Hello, it is my belief that routes primarily focused on Dragon Dance are dangerous (read, more likely to fail).
I'll make the following claims:
1) Bypassing Argh is necessary for any "one and done" sweeper in CAP to reach viability.
2) Having midgame utility is the easiest route to viability for a sweeper in CAP (read priority, speed, or useful resists).
Notes:
- By "one and done" I mean a dedicated sweeper that isn't leveraging its typing for midgame utility (see Garchomp/Roost Dnite in OU not CAP), and doesn't have strong priority (see Weavile).
- It is difficult for us to leverage our typing midgame by virtue of Zeraora / Clefable, two mons we'd like to take on, commonly carrying Knock Off, which makes setting up lategame far more difficult.
- Generally speaking late game sweepers are a bit out of fashion in CAP atm as its very difficult to play 5v6 atm. Note Azumarill, Necturna, Cawmodore being near gone from anything but really HO.
Most of the packages I've seen that focus on a Dragon Dance set can satisfy 1), but fail on 2) as they lack priority, and largely focus on preserving Rock Head. Some examples of these include
Pip's,
BasedWhat's, and
Tommaniacal's. My worry here really is that they don't offer the midgame utiltiy to really get a place on a team; just look at Dragonite which has exemplary stats, a wide movepool, but because it can't guarantee midgame utility (in CAP, it can in OU because it doesn't have to worry about Argh), it sees little CAP usage. There are some packages that manage to sidestep this by including powerful utility moves such as Sleep Powder (
DLC's).
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My feeling is that packages that include powerful midgame utility are the most likely to succeed such as
Astra's, which includes STAB Grassy Glide, which instantly gives it a place on some teams as "Rillaboom that checks Koko/Melm and eats Corv".
Jewvia's package is very similar to Astra's but focuses on special sets while also giving Calm Mind. I think there is some potential here, but the lack of Grassy Glide does make it meaningfully harder to fit onto teams.
Snake Rattler's package is also one I favor as Contrary gives it both an insane offensive threat (broken Overheat), and adds Dragapult as a mon it can potentially check, which instantly gives viability.
Dex's package doesn't necessarily give midgame utility, but Magic Guard freeing up the item slot lets Pyroak leverage its bulk very easily, and is thus likely a successful path.
Brambane's Spore/Berserk package likely has a bit of potential behind it, but I do worry about 4MSS, and the lacking explicit power from Berserk.
His Stakeout package def fixes this but I'm having difficulty evaluating it due to the mix of buffs given.
MrMeat's and
Amamama's packages are Chlorophyll centric, and as such my prior concerns are still present. I do not want to play with fire w.r.t. Sun either being unviable or straining the meta.
kj's second buff is something I like as Toxic Immune Fire-type is a mon that will always have some potential, and Calm Mind does offer some interesting things. I do worry it might not be quite strong enough, but there's a nice foundation here.
Zephyri's package is interesting refocusing Pyroak into a pure tank that can swap into Zeraora forever, but I don't quite know if that's enough to get us to viability as our palette of resists is still a bit threadbare.
I do not have the energy to cover anything.
Summary is: Contrary gives us immediate power and lets us check Pult, Grassy Surge is nice, Sleep Approaches are cool but engender 4MSS, Chloro still worries me.