If CAP Pre-Evolutions Were In LC

By The Avalanches. Art by Cretacerus.
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Introduction

Smogon's Create-A-Pokémon project has been running since late 2007. It is a community-based project where some of the most intelligent competitive minds work together to create a Pokémon based on a concept to gain insight into the metagame and competitive battling. After a concept is agreed upon, discussions and polls regarding typing, stats, abilities, and moves that would best suit the concept take place. For the artistically inclined, art, sprite, and Pokédex polls for the CAP occur, so that they resemble real Pokémon as closely as possible. The project has produced 19 Pokémon so far, stemming from concepts such as a Pokémon designed to counter specific threats and a Pokémon that takes advantage of a typing that would ordinarily be considered poor. After a CAP is playtested and evaluated in OU, it is then implemented on Pokémon Showdown!, where it can be used in the CAP metagame along with the rest of the project's creations. The project is open to everyone, provided that they understand the rules, intricacies, and the general goal of the project.

So, what are CAP pre-evolutions?

Although the CAP project's Pokémon are created strictly from a competitive standpoint, flavor is still considered and discussed so that they can resemble actual Pokémon. During the downtime between two CAPs, when policy discussion and appointing topic leaders take place, the CAP Pre-Evolution Project allows for its participants to create Pokémon based entirely on flavor. A poll is taken on how many pre-evolutions a CAP should receive, either one, two, or none. From there, much like the original CAP, typing, stats, ability, movepool, art, spriting, Pokédex, and naming discussions take place. The main difference is that CAP pre-evolutions are not made with any competitive consideration, nor are they implemented on the server. With that in mind, the CAP Pre-Evolution Project is considered much more relaxed, making it not only a great way for those new to CAP to get a feel for how the project works, but also an inviting place for users from all parts of Smogon to participate in a community project, even if they are not necessarily knowledgeable about competitive battling.

Having said that, some of the project's first-stage Pokémon would without a doubt kick some ass in the LC metagame. I am a Little Cup player through and through, and part of the fun of the CAP Pre-Evolution Project for me is thinking of how the Pokémon we create would fare in LC, even though they aren't made for that purpose. Like their parents, many of the pre-evolutions are blessed with above-average stats, unique typings, and wonderful ability and move combinations, which would allow most of them to comfortably carve a niche in LC and possibly even surpass a few of the metagame's powerhouses at their own roles. But to what extent would the CAP pre-evolutions shape the metagame? Would their presence allow them to maintain balance in the metagame, by checking some common threats while being checked themselves by other common threats? Would some simply be unable to maintain a foothold in the tier? Or would some be overly centralizing to the point where they forced uncommon strategies to be used in order to check them?

Syclar

Type: Ice / Bug
Abilities: Compound Eyes / Snow Cloak
Base Stats: 40 HP / 76 Atk / 45 Def / 74 SpA / 39 SpD / 91 Spe

Syclar is the pre-evolution of Syclant, the very first CAP Pokémon, which was made early in the DPP era. Although the process for making CAP Pokémon was much, much different all those years ago, the general idea was to make a Pokémon with the stats and movepool to make it a formidable sweeper, along with a typing that was good offensively but awful defensively, compounded by its below-average bulk. Syclant succeeded at being this glass cannon thanks to its Bug / Ice typing, which gave it excellent STAB moves that became monstrously powerful after a Tail Glow or a Swords Dance and weaknesses to Steel-, Flying-, and Fire-type attacks. This meant that even weaker super effective attacks such as Metagross's Bullet Punch would surely annihilate Syclant thanks to its fragile defenses.

Syclar shares many traits with its evolution. It has Syclant's unique typing, excellent offensive stats, access to terrific boosting moves, and a broad offensive movepool. However, one of the important things Syclar lacks is Syclant's Rock-type and Stealth Rock immunity, courtesy of its custom ability Mountaineer, meaning Syclar has two quadruple weaknesses to very common attacking types in LC, as well as a weakness to Stealth Rock, which will afford it minimal opportunities to switch in once Stealth Rock has been set. Despite its frailty, Syclar's offensive capabilities cannot be overlooked. Its blistering base 91 Speed allows it to reach a stat of 19, which is outsped by only Voltorb, Diglett, Elekid, and Choice Scarf users, allowing it to punish a wide variety of foes with its special attacking arsenal, which includes Bug Buzz, Blizzard (which has 91% accuracy due to Compound Eyes), and Earth Power, all of which are obscenely boosted after a Tail Glow. Syclar can also function as a fantastic lead thanks to its Speed tier and access to Spikes and Taunt. Although Dwebble can OHKO Focus Sash Syclar with Rock Blast, Syclar matches up well against other common leads such as Surskit and Drilbur, allowing it to prevent its foes from setting up entry hazards while setting up its own. Syclar also has access to Swords Dance, allowing it to run a physical set, but it would likely be outclassed by its special set, as its only physical Ice-type moves are Ice Shard and Avalanche.

Potential Sets

Syclar @ Focus Sash
Ability: Compound Eyes
EVs: 36 HP / 244 SpA / 188 Spe
Timid Nature
- Tail Glow
- Blizzard
- Earth Power
- Bug Buzz

Syclar @ Focus Sash
Ability: Compound Eyes
EVs: 36 HP / 244 SpA / 188 Spe
Timid Nature
- Spikes
- Taunt
- Blizzard
- Protect / Earth Power

Although the adorable Syclar stands at a tiny eight inches tall, it packs a vicious punch that the tier's other special attackers could only envy. Its sheer power after a Tail Glow would allow it to comfortably OHKO the likes of Timburr and Spritzee after Stealth Rock. Even RestTalk Munchlax, arguably the best special tank in the tier, cannot avoid the 2HKO from Bug Buzz. The only thing that would prevent Syclar from becoming an overly dominant force in Little Cup is the amount of support it requires to execute its sweep. Other sweepers such as Omanyte and Zigzagoon are similar to Syclar in that they need a supporting cast of teammates to remove their checks, set and remove entry hazards, and Knock Off foes' items. Syclar needs all of its faster foes and priority users eliminated if it is to sweep, as it is far too frail to withstand even weaker priority attacks, and its Focus Sash will presumably be broken on the turn it sets up Tail Glow, meaning it will be highly susceptible to being revenge killed. While faster Pokémon are generally uncommon in Little Cup, Choice Scarf and priority users are on practically every team, meaning Syclar's teammates will have to be able to defeat the likes of Pawniard, Fletchling, Timburr, Croagunk, Aipom, Corphish, Bunnelby, and many other Pokémon if Syclar is to sweep. Fortunately, Cottonee can help Syclar deal with most these threats as well as providing Knock Off, Encore, and Memento support, potentially allowing Syclar to set up on and beat these threats. Syclar also absolutely needs entry hazard removal support in order to function; however, this is generally a pretty easy role to fill in LC. Despite the difficulty Syclar faces in dealing with certain foes, it is still an absolute nuke after a Tail Glow and can severely punish opposing teams late-game.

Although it would presumably see less usage than its Tail Glow counterpart, Syclar has many qualities that would make it a viable entry hazard lead. Its wonderful 19 Speed and STAB Blizzard would allow it to easily dispose of Stealth Rock setters such as Archen and Drilbur, and its access to Spikes and Taunt would allow it to set up entry hazards while preventing its foes from doing the same. Protect is used for scouting for Fake Out from the likes of Mienfoo and Aipom; however, Earth Power can also be used in order to take on Steel-types such as Pawniard and Magnemite. This variant of Syclar would be welcome on hyper offense teams, given that Syclar is faster than the other common suicide leads such as Onix and Dwebble, although it lacks Stealth Rock and normally faces difficulty setting up more than one layer Spikes due to its poor defenses.

Embirch

Type: Fire / Grass
Abilities: Leaf Guard / Reckless
Base Stats: 60 HP / 40 Atk / 55 Def / 65 SpA / 40 SpD / 60 Spe

Embirch and its evolution Flarelm are the pre-evolutionary products of Pyroak, the third CAP, and as its imposing design might suggest, Pyroak is a bulky attacker. It boasts a unique Fire / Grass typing, excellent 120 / 105 / 90 bulk, and reliable recovery in Synthesis as well as support options including Leech Seed, Stealth Rock, and Will-O-Wisp. These traits, along with its ability to beat opposing Grass-types, make it a formidable SubSeed wall. Although its Attack sits at a mediocre base 70, a Swords Dance set is also usable, as it has access to two destructive STAB moves in Flare Blitz and Wood Hammer. Pyroak can repeatedly use these moves without compromising its defenses, as Rock Head negates recoil. Pyroak's movepool is rounded out with a colorful (albeit not very useful) array of special coverage moves, including Giga Drain, Earth Power, Fire Blast, Zap Cannon, Psybeam, Ancient Power, and Dragon Breath.

Embirch deviates somewhat from its fully evolved counterpart. While they share the same typing and have comparable stat spreads, Embirch misses out on many of the attacking options that Pyroak has access to, including Wood Hammer, Flare Blitz, Earthquake, Ancient Power, and Earth Power. However, Embirch is still gifted with excellent support options such as Stealth Rock, Leech Seed, Aromatherapy, Will-O-Wisp, Synthesis, and Lava Plume, enabling it to run a useful defensive set or even an offensive Stealth Rock set, courtesy of its decent offensive options and relatively high Special Attack. Although Embirch's Fire / Grass typing leaves it weak to Rock-, Poison-, and Flying-type attacks, its typing is otherwise excellent defensively, as it completely walls common Grass-types such as Pumpkaboo and Cottonee and can threaten others such as Ferroseed and Foongus. Embirch can also beat most physical attacking foes that don't carry moves it is weak to one-on-one thanks to its access to recovery and Lava Plume, which does decent damage in addition to burning the foe 30% of the time, the same "30% chance" Scald has. Although it loses to Flying-types, Fletchling fails to OHKO physically bulky variants of Embirch, which can then proceed to burn it with Will-O-Wisp.

Potential Sets

Embirch @ Eviolite
Ability: Leaf Guard
EVs: 36 HP / 236 Def / 76 SpA / 116 SpD / 36 Spe
Bold Nature
- Lava Plume / Fire Blast
- Giga Drain
- Synthesis
- Will-O-Wisp / Stealth Rock / Aromatherapy

This would likely be one of the best sets that Embirch could run. The defensive EVs invested allow Embirch to reach Eviolite numbers, giving it impressive 23 / 24 / 18 bulk, which allows it to shrug off physical hits and also take a decent amount of special punishment. The remaining EVs are placed in Special Attack and Speed, allowing Embirch to hit marginally harder and outspeed slower foes. Aside from a few faster foes that can shut down Embirch's recovery with Taunt, very few physical attackers will be able to push past this set, as both Lava Plume and Will-O-Wisp are quite capable of inflicting burns. Running both on one set might be somewhat redundant; Fire Blast can be chosen in order to OHKO Pawniard after Stealth Rock damage, but if Lava Plume is chosen, then one of Embirch's support options can be used as an alternative to Will-O-Wisp. Embirch makes for a great Stealth Rock setter, as it is able to punish common Rapid Spin users with Giga Drain, while Aromatherapy can be used in order to relieve its teammates of status conditions. Leaf Guard is unfortunately the best of two awful abilities that Embirch must choose from, and it's unlikely you'll ever see it come into play.

Embirch's excellent defensive assets would make it an extremely welcome addition to bulky offense teams in LC. The ability to send a large portion of an opposing team to the burn ward is a gift that most defensive Pokémon in the tier would envy. With just a little entry hazard control and a teammate to dispose of opposing Flying-, Rock-, and Poison-types, Embirch can wear opposing teams down very efficiently.

Breezi

Type: Poison / Flying
Abilities: Unburden / Own Tempo
Base Stats: 50 HP / 46 Atk / 69 Def / 65 SpA / 50 SpD / 75 Spe

Breezi is the pre-evolution of CAP 4: Fidgit. I'll be honest, I have no clue what either of these things are, but they contrast greatly in appearance. Fidgit is a Poison / Ground Pokémon with eight arms and a weird drill thing and it scares the crap out of me. Breezi on the other hand is a cuddly, sweet, and adorable Poison / Flying type with a cute parachute. The differences end there, however, as they are both decked out with excellent support movepools, high Speed, reasonable bulk, and useful abilities. Fidgit's sprawling movepool includes support moves such as Stealth Rock, Spikes, Toxic Spikes, Tailwind, Knock Off, Rapid Spin, Encore, and Whirlwind. Furthermore, its custom ability in Persistent increases the duration of field-altering moves such as Trick Room, Tailwind, Safeguard, Gravity, and Heal Block—all of which Fidgit has access to—by two turns. Although this might make Fidgit seem like dead weight if it is Taunted, it has a decent Special Attack and two usable STAB options in Sludge Bomb and Earth Power.

Breezi is in somewhat of an unfortunate position regarding its typing. While Poison / Flying is an incredible defensive typing in Little Cup for its ability to wall common Fighting-types and take on Grass- and Fairy-types, Breezi lacks any useful Flying-type moves (its strongest is Aerial Ace), partially due to the fact that it evolves into a monstrous drill. Although Acrobatics would have perfectly complemented its excellent ability Unburden, possibly allowing it to sweep teams late-game, Breezi's potential lies instead in its bevy of support options, which it can use quite effectively with its excellent base 75 Speed. Knock Off is far and away the best attack in LC and can deprive foes of defensive utility, while Spikes and Toxic Spikes are excellent options for defensive teams, quickly wearing foes down. Wish and U-turn work well in tandem, allowing Breezi to safely bring in a wounded ally. Although Breezi's offensive movepool is extremely shallow, its STAB Sludge Bomb can dent foes, particularly Spritzee and Cottonee, and the added chance to poison wears them down further. Although Wish is not a terribly reliable form of recovery without Protect, a move Breezi will seldom have room for, it will allow Breezi to remain healthy throughout the match.

Potential Sets

Breezi @ Eviolite
Ability: Unburden
EVs: 116 HP / 44 Def / 36 SpA / 36 SpD / 236 Spe
Timid nature
- Spikes / Toxic Spikes
- Knock Off
- Sludge Bomb / U-turn
- Wish / U-turn

Breezi is quite bulky, and it boasts an excellent defensive typing and a versatile support movepool. Unfortunately, this can be said of numerous LC Pokémon that have better defenses, typing, and movepools, and Breezi would have a very hard time differentiating itself from these Pokémon. Other entry hazard setters such as Dwebble, Ferroseed, and even Trubbish are much less passive than Breezi, as Breezi must rely only on Sludge Bomb in order to do significant damage, meaning a large portion of the metagame will be able to use Breezi as setup bait. Very few entry hazard setters have an advantageous typing against Fighting-types, and Breezi would have been able to punish them if it had access to Flying-type moves. Luckily, Breezi's high Speed and access to U-turn will allow it to escape trouble when walled. Unfortunately, if it runs both U-turn and Sludge Bomb, it will be unable to use Wish in order to heal itself and its allies. If it forgoes Sludge Bomb or U-turn, it will be unable to force switches or gain momentum. While Breezi is by no means a bad Pokémon, it would in all likelihood struggle to find usage over the sea of support options LC has to offer.

Scratchet

Type: Normal / Fighting
Abilities: Scrappy / Prankster / Vital Spirit
Base Stats: 55 HP / 85 Atk / 80 Def / 20 SpA / 70 SpD / 40 Spe

Scratchet is the pre-evolution of Tomohawk, the first CAP of Gen V. Tomohawk was given an offensively brilliant Flying / Fighting typing, some brilliant stats, an excellent ability in Prankster, and a perfect support movepool to take advantage of Prankster as well as a kick-ass design. Because of these attributes, Tomohawk is widely considered the most competitively dominant CAP Pokémon ever made, as it can pull off a variety of roles, ranging from defensive tanks that utilize its excellent special bulk alongside Intimidate to offensive roles that utilize Tomohawk's excellent offensive coverage, including Hurricane, Earth Power, and Nature Power, the last of which has its priority increased due to Prankster. Scratchet doesn't quite take after its evolution; its offenses are basically inverted versions of Tomohawk's, and it has a Normal / Fighting typing, which is useful even if it's less cool.

Although Scratchet's Special Attack is an awful base 20, meaning that it is unable to utilize its special offensive options, it still has access to Prankster and a large variety of support moves, as well as impressive Attack and some very useful options including Fury Swipes, Superpower, Rock Tomb, and Thief, allowing it to not only badger foes with its annoying movepool, but also hold its own against a variety of threats in Little Cup.

Scratchet is basically the answer to the question "What if we gave Cottonee Timburr's stats and typing?" While Scratchet lacks certain support options such as Encore and Taunt, it is still capable of shutting down opposing sweepers with priority Haze, supporting its team with Stealth Rock, keeping the field clear of entry hazards with Rapid Spin, and even providing an opening for a teammate to sweep with Memento. While it lacks Knock Off and Drain Punch, staples enjoyed by all other Fighting-types, it has access to STAB Superpower, which will savagely dent any foe that doesn't resist it even without Attack investment thanks to Scratchet's impressive base 85 Attack. Even with all these impressive traits, Scratchet is frustratingly difficult to wear down thanks to its amazing 55 / 85 / 70 defenses and priority recovery, a trait shared with only Fletchling. Speaking of Fletchling, it fails to OHKO 0 HP / 0 Def Eviolite Scratchet without a high roll on its Acrobatics, while Scratchet's Superpower has a good chance of OHKOing Fletchling after Stealth Rock damage. The only thing getting in Scratchet's way is its awful Speed, but when you're operating from a higher priority bracket, pointing towards Speed as a flaw is nitpicky. While Scratchet does share many of the same problems as its Fighting-type brethren, namely weaknesses to common Pokémon such as Fairy-, Flying, and bulky Fire-types, there are none in the tier that have as many supporting weapons as this feisty lion cub.

Potential Sets

Scratchet @ Eviolite
Ability: Prankster
EVs: 76 HP / 196 Atk / 156 Def / 36 SpD / 36 Spe
- Superpower / Fury Swipes
- Roost
- Stealth Rock / Haze / Memento
- Rapid Spin / Haze / Memento

I was thinking of including an offensive set in this section, but Scratchet's stats are so good that it can run 196 Attack EVs while maintaining defensive numbers similar to Vullaby. Superpower or Fury Swipes are the only attacks Scratchet needs to run, with the possible exception of Rock Tomb for nailing switch-ins such as Archen and Ponyta, while the rest of its options simply provide it a means of supporting a team and itself; these can be tailored to suit Scratchet's teammates. Rapid Spin and Stealth Rock are the go-to options, but if its teammates have entry hazard setting or removal covered, Scratchet can instead use Memento in order to provide a teammate such as Zigzagoon or Omanyte an opening to set up, similar to other fast Memento users such as Cottonee and Diglett. Haze aims to do the opposite by preventing an already set-up foe from sweeping by erasing their stat changes. Interestingly, Haze will also undo Superpower's stat drop, allowing Scratchet to spam it more efficiently than other Pokémon. The choice between Superpower and Fury Swipes depends entirely on what Scratchet wants to hit, as they both have impressive damage outputs. However, hitting Steel- and Rock-types super effectively is generally preferable to hitting Fairy- and Psychic-types for neutral damage. Both of these moves are incapable of damaging Ghost-types; however, Scratchet also has access to Scrappy. Although it is the inferior choice, it could be used to surprise Gastly on the switch while also allowing Scratchet's Rapid Spin to be unblockable.

Scratchet's best teammates would be those that require Steel- and Rock-types to be removed in order to sweep; notable examples include Bunnelby and Fletchling. The latter rids Scratchet of its Fighting-type checks; however, almost all setup sweepers benefit from sets that run Memento. The role Scratchet performs will probably lie halfway between a Prankster user and an entry hazard lead, while its defenses and offensive prowess will prevent Scratchet from losing momentum, making it one of the better Pokémon in the tier to glue a team together.

Necturine

Type: Grass / Ghost
Abilities: Anticipation / Telepathy
Base Stats: 49 HP / 55 Atk / 60 Def / 50 SpA / 75 SpD / 51 Spe

Necturine is the second CAP pre-evolution of the Black and White era, the product of Necturna, a Grass / Ghost Pokémon that resulted from arguably the most interesting CAP concept ever: a Pokémon that can learn Sketch once. This provides it with the potential to run a multitude of sets, ranging from a bulky support sets with Sticky Web or Spore; to powerful Choice Band wallbreaker sets with V-create, Dragon Ascent, or another strong physical move plus Necturna's other good STAB moves, which include Power Whip, Shadow Claw, and Shadow Sneak; to sweeping sets that can utilize any boosting move. Other useful moves Necturna has access to include Calm Mind and Will-O-Wisp, while it has access to a decent amount of special options which include Shadow Ball, Giga Drain, and Psychic, meaning Necturna does not need to rely on its Sketch choice. As Sketch is provided as an egg move, this means Necturine also has access to the move. It also shares a typing, two benign abilities, and some decent defensive stats with its evolution.

Necturine is a cute, cursed fruit that is known to afflict its owner and their opponents with uncertainty and indecision. Probably. Deciding a move for Necturine to Sketch quite obviously depends on its role on the team, but its ability to run multiple sets and neutralize any counters depending on its coverage would make it one of the most versatile and unpredictable Pokémon in LC. If you decide to keep your Necturine check in, you might get blindsided by a coverage move, but if you switch, you might be gifting it an opportunity to set up or lay entry hazards. One of Necturine's flaws is that it can usually be managed once its special move is revealed, but by then, it is often too late to undo the damage, as it will have wiped out a key check to one of its teammates or set up entry hazards that it can spinblock itself by virtue of its typing. These attributes are bolstered by Necturine's excellent bulk and decent offensive stats. Although it will struggle to be bulky, strong, and fast simultaneously, leaving it open to being revenge killed by foes such as Fletchling and Ponyta, as it lacks recovery aside from Pain Split and Giga Drain unless it uses Sketch, its unpredictability is one of its most enticing features and allows it to be used on any team in LC quite comfortably, a trait only shared with only the very best LC Pokémon.

Potential Sets

Necturine @ Eviolite
Ability: Forewarn
EVs: 116 Def / 196 SpA / 188 Spe
Bold nature
- Calm Mind
- Shadow Ball
- Giga Drain
- Blue Flare / Vacuum Wave / Heal Order

Necturine @ Eviolite / White Herb
Trait: Forewarn
EVs: 116 Def / 196 SpA /188 Spe
Bold Nature
- Shell Smash / Geomancy / Quiver Dance / Tail Glow
- Giga Drain
- Shadow Ball
- Psychic

Necturine @ Eviolite / Berry Juice
EVs: 44 HP / 36 Def / 236 Atk / 188 Spe
Jolly nature
- Shell Smash / Belly Drum
- Shadow Sneak
- Power Whip
- Return / Thief

Necturine @ Eviolite
EVs: 124 HP / 196 Def / 156 SpD / 28 Spe
Bold nature
- Giga Drain
- Will-O-Wisp
- Shadow Sneak / Toxic Spikes
- Spore / Sticky Web / Stealth Rock / Soak / Slack Off / Rapid Spin / Parting Shot / Dark Void

Have you ever gone down to the store and stared transfixed at the snack aisle, knowing you can only pick one but not being able to decide? That's what putting Necturine on your team is like. I could go on and on about the sets this thing could run, but I settled on the four that I feel would be the most effective and most commonly used. Calm Mind is a boosting move Necturine already has access to, freeing up a slot for coverage or recovery. Shadow Ball and Giga Drain provide STAB coverage and allow Necturine semi-reliable recovery, while Necturine's coverage allows it to put down troubling foes. Blue Flare almost always OHKOes Ferroseed with the given EVs, while Vacuum Wave is a useful priority option that makes up for Necturine's Speed. Heal Order makes Necturine much more difficult to break, but this is only scratching the surface of what this fourth slot can be used for. Psycho Boost crumbles almost all of the Fighting- and Poison-types in the tier, while Oblivion Wing can take on Grass-types and provide Necturine with more healing. Soak is rather gimmicky, but switch-ins such as Larvesta and Foongus will lose STAB on their attacks in addition to becoming weak to Giga Drain. Earth Power is comparatively weaker than Necturine's other options, however it does beat switch-ins such as Ponyta and Croagunk. This set can pick off checks to teammates early- or mid-game but is best set up after opposing Knock Off users are taken down, similar to Spritzee's Calm Mind set.

The physical and special sweeping sets are both simple and versatile. Necturine can run three coverage moves and an appropriate boosting move in the last slot. Shell Smash is one of the best options on either set, as it gives Necturna a +2 boost to its offensive stats and Speed without giving away whether it is running a physical, special, or mixed set. Belly Drum boosts Necturine's Attack to +6, and while it might not reach the gold standard of the other Belly Drum sweepers in the tier, STAB Shadow Sneak makes up for its poor speed, and not many foes can walk away from a +6 Power Whip. The special sweeping sets are arguably better, as Giga Drain provides recovery and Psychic gets better coverage over Poison- and Fighting-types, and although Necturine misses the ability to run special coverage, the ability to boost quickly can be seen as a worthwhile tradeoff.

The defensive set is where the largest surprise factor lies. Aside from burning foes with Will-O-Wisp and chipping away with Giga Drain, Necturine can pretty much do anything: lay or remove entry hazards, spinblock, or pivot. Its typing automatically makes it the best Sticky Web setter in the tier, as no Pokémon can gleefully laugh in Drilbur and Staryu's face after putting webs up like Necturine, and it even has access to Toxic Spikes, allowing it to further punish switches. Spore and Dark Void are viable options for putting foes out of commission, the latter of which can hit Vullaby and Foongus, while the former has 100% accuracy. Soak punishes switches, while Slack Off (or whatever equivalent) makes Necturine difficult to break down. Parting Shot allows Necturine to do its part on VoltTurn teams and can aid an ally in setting up.

Although Necturine faces the same issues other Grass-types do, it chooses its counters, unlike other Grass-types. Fletchling can't come in for fear of a Parting Shot, or worse, a Diamond Storm or a Bolt Strike. Fire-types fear Calm Mind sets running Hydro Pump or Earth Power, and other Grass-types can't safely come in, as Fire-type coverage is a worthwhile use of Sketch. Although its typing and low stats would keep it balanced, Necturine would be a very dangerous sight in LC.

Cupra

Type: Bug / Psychic
Abilities: Shield Dust / Keen Eye / Illusion
Base Stats: 50 HP / 60 Atk / 49 Def / 67 SpA / 30 SpD / 44 Spe

Aurumoth is the fourth CAP of the Black and White era and the fifteenth overall. In what was considered one of the most controversial CAP Projects of all time, Aurumoth didn't quite live up to its "risk versus reward" concept, as there was virtually no risk to be found when using the 600 BST leviathan. Aurumoth is the second CAP Pokémon to currently have two pre-evolutions, which are Cupra and Argalis. While all three are made of different metals, they all share a unique Bug / Psychic typing, an interesting offensive move pool, and the ability Illusion, which allows them to disguise themselves as a teammate and hands them the element of surprise as they set up a Quiver Dance or a Tail Glow. Aurumoth also has access to No Guard, allowing its strong special coverage which includes Focus Blast, Hydro Pump, and Blizzard to hit with 100% accuracy. For physical sets, Aurumoth can opt for Dragon Dance which makes great use of its dangerous physical coverage.

Cupra didn't quite inherit Aurumoth's excellent boosting repertoire or the incredibly deadly array of attacks. It did keep most of Aurumoth's STAB moves, so there's that, at least. A Bug / Psychic typing probably wouldn't be all that great defensively in LC, as although it has a double resistance to Fighting-type attacks as well as a single resistance to Ground-, Grass-, and Psychic-type attacks, Cupra's weakness to Dark-, Flying-, Fire-, Ghost-, and Rock-type attacks will give it a very difficult time in LC, as users of these attacks are very common. In addition, its Stealth Rock weakness will give away its Illusion and quickly wear it down. This is compounded by Cupra's very mediocre 50 / 49 / 30 bulk. Even though Cupra has Wish, it will be easily worn down over the course of a match, and it will fail to wall Fighting-types, as they almost always carry Knock Off. Even with its bad defenses taken into account, Cupra's offenses are very shaky at best, especially when compared to the other tier's Psychic-types such as Abra. Cupra could potentially run a decent mixed set, but its 60 / 67 offenses aren't as scary as it wants its foes to think.

Potential Sets

Cupra @ Choice Scarf
Ability: Illusion / Shield Dust
EVs: 36 Atk / 220 SpA / 244 Spe
Rash nature
- Psychic
- Bug Buzz
- Hydro Pump
- Close Combat

This is really the most viable set Cupra can run, and even then, it relies on its coverage and ability to differentiate itself from the other Psychic-types in the tier, as it isn't as powerful as heavyweights such as Abra. Illusion allows Cupra to disguise itself as a Pokémon that Fighting- or Steel-types would normally be comfortable switching into, allowing Cupra to nail switches with Psychic or Close Combat, both of which 2HKO all foes weak to them. Shield Dust is also useful for suppressing secondary effects such as Scald's burn and Moonblast's Special Attack drop. However, Cupra simply isn't bulky enough to take repeated hits, so Shield Dust might not be appreciated over the utility of Illusion. Bug Buzz is STAB coverage that hits through Substitute, and although it hits very few Pokémon in the tier super effectively, it gets decent damage on the Pokémon that resist Cupra's coverage. Hydro Pump enables Cupra to OHKO Archen and heavily dent Ponyta, but it can be a bad move to be locked into, as it invites Croagunk and Grass-types to switch in. With 36 Attack EVs, Close Combat OHKOes Pawniard in addition to OHKOing Magnemite after its Sturdy is broken. Trick is also an option to deposit Cupra's Choice Scarf onto a specially bulky switch-in such as Porygon or Spritzee.

Cupra is unfortunately not bulky enough to utilize the rest of its movepool, which includes options such as Wish and Will-O-Wisp. Its only effective role is to lure in foes that are weak to its coverage options and pick them off, potentially aiding an ally in sweeping up late-game. While it is good at this role, it is unfortunately outclassed by Diglett and Gothita, two Pokémon that are much more effective at removing Steel- and Fighting-types respectively due to their ability to trap them. However, Illusion is still a good niche, and it might allow Cupra to score some surprise KOs that other Pokémon simply couldn't.

Brattler

Type: Grass / Dark
Abilities: Harvest / Infiltrator
Base Stats: 80 HP / 70 Atk / 40 Def / 20 SpA / 90 SpD / 30 Spe

Brattler is the pre-evolution of Malaconda, the sixteenth CAP Pokémon, which was designed to be a Harvest abuser in the sun. With its impressive 115 / 60 / 130 bulk and its good Grass / Dark defensive typing, Malaconda was reasonably successful at this role, being able to repeatedly recycle a Berry thanks to Harvest. A Lum Berry enabled Malaconda to be virtually immune to status conditions in the sun, allowing it to continuously use Rest, while a Sitrus Berry allowed it to consistently heal 25% of its health per turn. Unfortunately, permanent sun's disappearance and Knock Off's buff in Generation VI stomped on this strategy's viability. However, Malaconda also benefited from Knock Off's buff, as it now has a reliable STAB option, and it can still fall back on its utility options such as Glare and Dragon Tail as well as its great special bulk.

Unlike most of the pre-evolutions on this list, Brattler actually inherited a great deal of Malaconda's traits. It too is slow, specially bulky, and gifted with a great movepool. While it might seem like Brattler is just Pawniard with an inferior defensive typing, Brattler's special bulk really shines through, as it allows Brattler to avoid the 2HKO from Abra's Dazzling Gleam with Eviolite and 196 Special Defense EVs, enabling Brattler to Pursuit trap Abra. Infiltrator is ordinarily an overlooked ability, but it actually allows Brattler to Pursuit trap Abra behind a Substitute, something the other Pursuit trappers in the tier only wish they could do. Brattler wouldn't be very useful if it could only come in on Abra once, which is why it has Synthesis to stay healthy and wall special attackers throughout the course of the match. The rest of Brattler's offensive movepool is just as great. Sucker Punch makes up for Brattler's awful Speed too, and allows it to check Gastly; Power Whip annihilates bulky Water- and Rock-type foes; and U-turn and Knock Off allow it to punish switches. Although it loses to pretty much all of the Fighting- and Flying-types in the tier, Brattler has an excellent niche in wearing down special attacking foes.

Potential Sets

Brattler @ Eviolite
Ability: Infiltrator
EVs: 36 HP / 36 Atk / 196 Def / 196 SpD / 36 Spe
Impish nature
- Synthesis
- Knock Off
- Power Whip
- Sucker Punch / Pursuit

Brattler suffers from an unfortunate case of 4MSS, as it wants to run all of its attacks and have room for Glare and U-turn too. However, the moves in its set provide enough coverage for it to break walls, and the above-average power levels of Brattler's moves allow it to severely punish Pokémon weak to those moves. Staryu and Berry Juice Chinchou are OHKOed by Power Whip, and Sucker Punch and Knock Off provide excellent neutral coverage in addition to removing the items of opponents. If trapping the likes of Abra and Gothita is important to Brattler's teammates, then it can opt for Pursuit at the cost of a priority move. Although Fighting- and Fairy-types are a huge problem for Brattler, this can be said of any viable Dark-type in LC. Bug-type moves aside from U-turn are not common enough in LC for Brattler's 4x weakness to come into play, and its potential to fit into defensive cores with bulky Poison-type Pokémon such as Skrelp and Croagunk would make it a welcome addition to any bulky offense team in LC. The the ability to shrug off special attackers by repeatedly healing and supporting its team by repeatedly hitting Knock Off are all prerequisites for a fine defensive LC Pokémon, and that's without considering that it can apply clerical support with Heal Bell or Aromatherapy. The only downside to having all of these options is that Brattler simply does not have room for them all. Aside from that, Brattler would be a very nice addition to the LC metagame, combining the power of Pawniard with the utility and bulk of Vullaby and having a typing unique to the metagame.

Cawdet

Type: Steel / Flying
Abilities: Keen Eye / Volt Absorb / Big Pecks
Base Stats: 35 HP / 72 Atk / 85 Def / 40 SpA / 55 SpD / 88 Spe

Cawdet is the product of Cawmodore, the final CAP of Generation V. Cawmodore's purpose was to be a Pokémon that utilized an otherwise underused boosting move: in this case, Belly Drum. It was then given a movepool, abilities, and stats that would allow it to best utilize the move. Intimidate and Volt Absorb give Cawmodore an easier time in setting up, and its excellent base 118 Speed enables it to sweep after setting up, as few foes barring Choice Scarf users are able to revenge kill Cawmodore, especially with its solid base 130 Defense and excellent Steel / Flying typing, which has only one weakness, three immunities, and eight resistances. Its movepool includes powerful weapons such as Acrobatics, which hits at full power after its Sitrus Berry is consumed, Drain Punch, which provides excellent coverage with Acrobatics in addition to healing off the damage caused by setting up; Bullet Punch, which enables Cawmodore to defeat opposing priority users and faster foes; and Knock Off, which provides great coverage.

Cawdet shares pretty much all of Cawmodore's attributes aside from Intimidate, but Volt Absorb will always be the superior option anyway. It has below-average HP, blistering Speed, great Attack, and solid defenses, and it keeps the perfect offensive movepool that makes Cawmodore a deadly threat and Cawmodore's wonderful defensive typing. The two have very few differences, unlike most of the Pokémon on this list. Belly Drum sweepers are comparatively deadlier in LC compared to other tiers, mostly because Berry Juice can fully heal them, but also due to the ease they have in setting up thanks to how easy it is to put a Memento user on a team in LC. Cawdet absolutely succeeds where other Belly Drum users fall, however. Unlike the other 19 Speed Belly Drum users in the tier, Cawdet is quite bulky and boasts the best typing and ability that a sweeper could ask for. Unlike Zigzagoon, Cawdet pretty much never misses important KOes, as a 110 Base Power STAB Acrobatics coming from base 64 Attack utterly annihilates any Pokémon that doesn't resist it—and even OHKOes a few Pokémon that do resist it, such as Archen and Berry Juice Chinchou. Cawdet saw problems with the way the other Belly Drum users were conducting themselves and decided to fix everything they did wrong. It even handles the coverage issues Swirlix suffered as a physical sweeper, and Swirlix is considered one of the most dominant LC Pokémon in history, so improving upon that is no easy task. That is, unless you basically combine it with Fletchling and remove its weaknesses, which is what we're left with here.

Potential Sets

Cawdet @ Berry Juice
Ability: Volt Absorb
EVs: 180 Atk / 76 Def / 212 Spe
Jolly nature
- Belly Drum
- Acrobatics
- Drain Punch
- Bullet Punch

This is the only set Cawdet will ever need. If Cawdet sets up successfully, then the game is won, as Drain Punch can be used to keep it healthy, making it too difficult to revenge kill without Fire-type attacks from Choice Scarf users. Its Acrobatics is the deadliest attack in Little Cup, as there are no switch-ins to it in the entire tier aside from Pokémon such as Aron and Magnemite, which fall to Drain Punch. Unlike Swirlix, which had at least a handful of niche counters in Grimer and Koffing, LC simply has nothing that can account for Cawdet once it has set up, as only Choice Scarf users such as Vulpix, Houndour, and Larvesta can consistently revenge kill, and with just a little team support from the likes of Focus Sash Diglett, these Pokémon can be trapped and beaten. Diglett happens to be a popular support Pokémon for setup sweepers, as it can trap potential counters to sweepers while also setting up Stealth Rock and neutering foes with Memento, allowing Cawdet to easily set up.

There isn't much else to say about Cawdet. It can set up on pretty much anything thanks to its excellent 19 Speed, and it can usually absorb any neutral hit because of its decent bulk. After that, it's all over. Cawdet can and will utterly annihilate opposing teams, in ways that Swirlix and Fletchling can only envy. Cawdet would fare amazingly in LC, but not for long, as a Pokémon with its outstanding attributes would surely be banned from the current LC metagame.

Volkritter

Type: Water / Fire
Abilities: Anticipation / Infiltrator / Unnerve
Base Stats: 60 HP / 30 Atk / 50 Def / 80 SpA / 60 SpD / 70 Spe

Volkritter is the first CAP pre-evolution of the sixth generation. It is the unevolved form of Volkraken, CAP 18, a Fire / Water Pokémon designed to form a core with two lesser-used Pokémon, which were Latias and Lucario. Its high Special Attack and its ability Analytic enables it to severely punish switches, especially to foes that threaten Latias and Lucario. However, it can be used even on teams without this core, as it is a very capable choice Scarf user thanks to the great coverage its STAB moves provide. In addition to its STAB moves, it also has access to U-turn, which allows it to scout and gain momentum, as well as Memento and Destiny Bond, which enable it to severely cripple or take out a foe. Although Volkraken has a few weaknesses to common attacking types, including a Stealth Rock weakness, its reasonable bulk and good Speed allow it to perform its role quite well.

Volkritter enters a pool of bulky Water-types in LC, so it faces a lot of competition. However, Volkritter has a fantastic niche in its ability to punish usual Water-type switch-ins such as Grass-types and Croagunk with its monstrous STAB Fire Blast. Although Chinchou and Skrelp have an easy time switching in on Volkritter's STAB moves, it retains U-turn from its evolution, enabling it to punish switches, even though it lacks Analytic. These attributes, along with its great Speed tier and excellent Special Attack, would enable Volkritter to be a good bulky pivot and Choice Scarf user. Its ability Infiltrator is mostly cosmetic considering Substitute is less common in LC; however, it does enable Volkritter to punish foes such as Abra and Gastly.

Potential Sets

Volkritter @ Choice Scarf
Ability: Infiltrator
EVs: 36 HP / 36 Def / 196 SpA / 36 SpD / 196 Spe
Timid nature
- Fire Blast
- Hydro Pump / Scald
- U-turn
- Memento / Destiny Bond

Volkritter @ Eviolite
Ability: Infiltrator
EVs: 36 HP / 196 Def / 116 SpA / 116 SpD / 36 Spe
Timid nature
- Scald
- Fire Blast
- U-turn
- Will-O-Wisp

Thanks to U-turn, Volkritter makes for a fantastic Choice Scarf user. Its strong STAB moves enable it to force out pretty much every Pokémon weak to Fire- and Water-type moves and either dent a switch-in with its powerful Fire Blast or Hydro Pump or gain momentum by using U-turn. Although its STAB combination leaves it walled by most of the Water-types in the tier, Magnemite and Chinchou are good teammates on VoltTurn teams that can handle them. Volkritter's last moveslot can be used on Memento, which allows it to safely bring in a teammate, usually a sweeper, on a weakened foe, or Destiny Bond, which when used with Volkritter's 25 Speed almost guarantees it can pick off a troubling foe. This set comfortably fits on VoltTurn teams, so the standard Volt Switch and U-turn users make the best allies, including Chinchou, Magnemite, Mienfoo, Pancham, Vullaby, and Larvesta.

When provided with Wish support, Volkritter can bring bulky support to VoltTurn teams, utilizing Scald and Will-O-Wisp in order to cripple physical foes while being able to take hits with its 23 / 14 / 14 bulk. Volkritter would be a good addition to bulky teams in general, not just VoltTurn teams. Although it loses the Speed it enjoys from the Choice Scarf set, it still reaches 15 Speed, enabling it to outspeed threats such as Chinchou, and its Special Attack stat of 16 makes its Fire Blast OHKO many of the tier's Grass- and Steel-types, all while maintaining great bulk. A RestTalk set similar to the ones Chinchou and Skrelp run are viable, but Volkritter misses out on running U-turn on that set. Volkritter doesn't necessarily need recovery however, as it walls most Fire- and Grass-types without it just fine. Volkritter would be a balanced addition to the Little Cup metagame; it wouldn't be overwhelming in the way Cawdet would be, but it would add a new twist to a niche Little Cup already has, like Brattler.

Snugglow

Type: Electric / Poison
Abilities: Storm Drain / Vital Spirit / Telepathy
Base Stats: 40 HP / 37 Atk / 79 Def / 91 SpA / 68 SpD / 70 Spe

Snugglow is, at the time of writing, the most recent CAP pre-evolution. It is the pre-evolution of Plasmanta, the nineteenth CAP product. The idea behind Plasmanta was for it to function as a good wallbreaker, but also for a partner Pokémon to be able to set up on its counters: in this case, Mega Gyarados. Plasmanta was given Storm Drain and an Electric / Poison typing in order to take on Keldeo and other Water- and Fairy-types that counter Mega Gyarados, while Mega Gyarados has an easy time setting up on the Ground-types that threaten Plasmanta. After a Storm Drain boost, Plasmanta can easily dispatch opposing Water-types thanks to its enormous base 131 Special Attack and powerful Electric STAB move in Thunderbolt, while its Sludge Wave punishes Fairy-types. It also receives Psychic, which gives it great coverage against opposing Poison-types.

Snugglow is really just a far cuter mini-Plasmanta. It keeps Plasmanta's typing and abilities, and its stats (courtesy of yours truly) are just LC-friendly versions of Plasmanta's stats. But Snugglow's role is different than the one its older brother performs. Although it could, in theory, provide a teammate like Corphish a turn to set up by sacrificing itself to a Ground-type, Snugglow can also check Fletchling and Fighting-types simultaneously, something not a lot of Pokémon in the tier can claim, especially as it is much more aggressive with its disposal of these foes, with its high base 91 Special Attack and options to hit both super effectively. Although Snugglow is prime bait for trappers, especially as it lacks Volt Switch, it can hammer walls with its powerful special attacks.

Potential Sets

Snugglow @ Eviolite
Ability: Storm Drain
EVs: 36 HP / 124 Def / 28 SpA / 52 SpD / 196 Spe
Timid Nature
- Thunderbolt
- Sludge Bomb
- Psychic
- Taunt / Encore

Snugglow @ Choice Scarf
Ability: Storm Drain
EVs: 36 HP / 48 Def / 192 SpA / 200 Spe
Timid Nature
- Thunderbolt
- Sludge Wave
- Psychic
- Hidden Power Ground

Snugglow pretty much takes the best attributes from both Chinchou and Croagunk. It walls all kinds of things in the tier, including Fighting-, Fairy-, Water-, and Flying-types, with its workable 21 / 21 / 21 bulk with Eviolite, while actively destroying them with its powerful special attacking options. Snugglow reaches 17 Speed with a Timid nature and 196 EVs, which is a great Speed tier for using Taunt and Encore, enabling it to prevent foes from setting up or lock them into a setup move. Unfortunately, Snugglow lacks Volt Switch, a move virtually every other Electric-type has access to, so it can sometimes be a drain on momentum, particularly as its STAB combination is walled by Pokémon such as Magnemite, Ferroseed, and Drilbur. However, if Snugglow gets in for free—especially if it switches in on a Water-type move and recieves a Storm Drain boost—it can heavily dent anything that wants to come in. Despite lacking Volt Switch, it can still run a decent Choice Scarf set, being able to revenge kill Water-types after a boost, such as Corphish and Tirtouga, as it is immune to their priority options. Unfortunately, Diglett can come in for free if Snugglow uses Thunderbolt, while Pawniard can come in for free if Snugglow uses either Sludge Wave or Psychic. Although Snugglow is easy setup bait if it is locked into a move, its attacks are very powerful coming from 18 Special Attack, and it can easily break past even bulkier foes such as Vullaby and Spritzee with its STAB moves. Avoiding Scald burns is a great gift in a tier where they're so rampant, and Snugglow's stats and movepool would provide other Poison- and Electric-types in the tier with competition.

Conclusion

The CAP Pre-Evolution Project has already pumped out some cute, strong Pokémon, and it will certainly produce more in the future, as most of the Gen IV CAP pre-evolutions have names and preliminary sprites, but aside from that, are completely untouched projects. In addition to that, CAP 20 is not far from completion, so it too might receive a pre-evolution. This article might even need a second edition in the future with all the products this project has the potential to put out. Although these Pokémon will not be implemented on the server, they are still incredibly fun to make, as a lot of thought goes into their creation, and it's a project that welcomes users from all walks of Smogon, from artists, to CAP veterans, to LC and ASB players, and just about everyone else. It's not about who knows the most about flavor or unevolved Pokémon, but just about enjoying discussion and throwing around ideas without necessarily creating a competitive monster.

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