This page contains all tropes applying to the Smogon Create-a-Pokémon... Pokémon. If a trope applies only to the CAP when it is in Battle CAPacity, put it there.
CAP 1: Syclar and Syclant
The first CAP ever to be created, a line of Ice/Bug Glass Cannon mantis meant to check Garchomp, the first non-legendary Pokémon to be banned to Ubers at the time.
- An Ice Person: A line of Ice-types; Syclar can also have the Ability Snow Cloak, which boosts its evasion by 20% if it's hailing or snowing.
- Arm Cannon: Depending on the artist, Syclant's arms might be hollow and house arm cannons.
- Big Creepy-Crawlies: A line of Bug-types. While Syclar is a mere 0'08", Syclant stands at a human-sized 5'7".
- Climbing the Cliffs of Insanity: Syclar does this from the base of mountains to their peaks, eventually gaining Mountaineer when it evolves into Syclant.
- Glass Cannon: On one hand, Syclant's defensive stat are paper-thin, and its typing gives it a number of weaknesses, especially to Fire- and Rock-type moves; on the other hand, its offensive stats are fantastic, and its typing gives it great STAB moves.
- Gradual Regeneration: Their Hidden Ability Ice Body allows them to recover 1/16th of their max. HP at the end of a turn if it's hailing or snowing. The Ability is not too useful, however, when its other Abilities are more catered toward its offensive capabilities.
- Horde of Alien Locusts: Syclar become this during winter, entering and leaving on blizzard winds in numbers.
- Improbable Aiming Skills: Can have the Ability Compound Eyes, which gives them a 30% accuracy bonus to their moves, such as Blizzard or Focus Blast.
- Punny Name: A play on icicles and an ant (for Syclant) or larva (for Syclar).
- Secret Art: Syclant's signature Ability Mountaineer allows it to completely ignore Rock-type damage - including Stealth Rock - on the turn it enters battle.
CAP 2: Revenankh
A Ghost/Fighting mummy with some Mighty Glacier characteristics, made to capitalize on Ghost/Fighting's unresisted type coverage as the ultimate Bulk-Up user.
- Balance Buff: In Gen. VII, Revenankh gained the Hidden Ability Triage, granting +3 priority to its healing moves such as Rest or Drain Punch that improved its longevity, Shadow Claw as a better Ghost-type STAB than Shadow Punch, and Will-O-Wisp to burn opponents and reduce physical damage as a way to compensate for its dated defensive stats.
- Bare-Fisted Monk: Part Fighting-type.
- Glowing Eyelights of Undeath: Revenankh's eyes glow occasionally.
- Healing Factor: Can have the Ability Shed Skin, which gives it a 30% chance to recover from a non-volatile status condition at the end of a turn.
- Meaningful Name: Combines revenant, a wandering spirit that's stuck between the mortal world and the afterlife, and Ankh, an ancient Egyptian symbol which symbolizes the many aspects of life, since it's obviously also a Mummy and fits in with Revenankh's Life Drain battle style.
- Mighty Glacier: Revenankh was built to gain stat boosts with Bulk Up, patching up its Attack and improving its Defense. However, it can bypass its low Speed by using Shadow Sneak or using moves affected by Triage.
- Mummy Wrap: One of the first moves the Ghost-type Revenankh can learn via level up is Bind, which is often depicted as the same as Wrap.
- Super-Persistent Predator: While normally solitary, Revenankh has been known to chase the intruders of its tombs from a week up to decades.
- Tertiary Sexual Characteristics: Female Revenankh have longer hair... or rather, bandages.
- Weather Manipulation: Can have the Ability Air Lock, which negates the effects of ongoing weather.
CAP 3: Embirch, Flarelm, and Pyroak
A line of Fire/Grass dinosaurs who grow their own armor and are excellent at grinding down a variety of enemies over time.
- 24-Hour Armor: Flarelm and Pyroak naturally have armor that grow alongside them, which prevents critical hits in the form of the Ability Battle Armor.
- Attack! Attack! Attack!: Embirch frequently try to attack Pokémon that are much stronger than them, even provoking them to anger by launching fireballs at them, since they want to get stronger. This is reflected through its Ability Reckless.
- Balance Buff: Gained Dragon Dance, which boosts their Attack and Speed by one stage, allowing them to spam boosted and recoil-less Flare Blitz and Wood Hammer if it so desired. For a period of time, this upset the metagame and went against Pyroak's role as a sturdy wall and got taken out, but was readded much later in Gen VIII.
- Breath Weapon: Subverted; instead of breathing fire, it shoots fire out of its arm cannons.
- Counter-Attack: Flarelm prefers this method of battle, in contrast to its pre-evolution, since it is slower but otherwise stronger. Bonus points for the line learning Counter.
- Depending on the Artist: Flarelm has a major case of this, depending on whether its concept art, spritework, or final artwork is referenced. Are its arm cannons yellow or brown? How low do its leg guards go? Is its body orange-and-tan or red-and-yellow? Does it have a grass skirt like Embirch and Pyroak - and if so, is it yellow or green?
- Dinosaurs Are Dragons: Zigzagged; despite being based on a dinosaur, the Pyroak line are Fire/Grass type instead of Dragon-type, although they do learn a couple of Dragon-type moves and are in the Dragon Egg Group.
- Fragile Speedster: For an unevolved Pokémon, Embirch's base 60 Speed makes it relatively fast and base 65 Special Attack is alright, but its Defenses are particularly low.
- Green Thumb: A line of Grass-types.
- Let's Fight Like Gentlemen: According to its Platinum entry, Pyroak are known to engage in ceremonial duels banning use of their cannons.
- Mighty Glacier: Flarelm and Pyroak possess impressive bulk and a decent Special Attack, but they are slow.
- Playing with Fire: A line of Fire-types.
- Power of the Sun: After a battle, Embirch mediates under the sun to restore its willpower and energy; two of its Abilities involve this: under harsh sunlight, Leaf Guard prevents it from being afflicted with non-volatile status conditions, while its Hidden Ability Chlorophyl instead doubles its Speed.
- Punny Name: The evolutionary line's names - Embirch, Flarelm, and Pyroak - all combine a fire-related term with specific trees.
- Recurring Element: Like the Jumpluff and Arboliva lines, the Pyroak line are a three-stage line of Grass-Types with a BST just under 500 and fare better under harsh sunlight.
- Required Secondary Powers: Flarelm's leaves are noted to be fireproof and exothermic, otherwise it would self-ignite whenever they use a Fire-type attack.
- Schmuck Bait: Pyroak has access to Flare Blitz, Wood Hammer and Wild Charge, and can also have the Ability Rock Head, which no sells recoil damage. That combination of moves and Ability might seem like a good combo on paper, but with base 70 Attack and base 60 Speed, Pyroak is too weak and slow for a physical offensive role. This is downplayed when it gained Dragon Dance, which helps patch up said stats.
- The Stoner: Pyroak learns Sweet Scent and Aromatic Mist by level-up, while its Pokédex entries also make reference to the smoke it burns as being soothing.
CAP 4: Breezi and Fidgit
A parachuting Poison/Flying Cartoon Creature that evolves into a Poison/Ground Harvestmen with a lot of drills, the latter of which was made to be a pure team-support Pokémon.
- Breaking Old Trends: Fidgit has the honor of being the first CAP to fulfil a competitive concept; Syclant, Revenankh and Pyroak were mostly based on Rule of Cool.
- Disability Immunity: Breezi can have the Ability Own Tempo, which prevents confusion and blocks Intimidate.
- Dishing Out Dirt: Upon evolving, Fidgit trades its Flying-type for Ground-type.
- Flight: Breezi is actually part Flying-type, this being the source of its Tailwind.
- The Medic: According to its Platinum entry, Fidgit are employed at Pokemon Centers to assist in extreme cases of poisoning. In Gen. IX, it can learn Healing Wish.
- Multi-Armed and Dangerous: Being based off of an Harvestmen, Fidgit consists of mostly Spider Limbs. It uses its many large hands to, among other things, summon earthquakes.
- Poisonous Person: A line of Poison-Types.
- Puny Parachute: Breezi has one of these.
- Secret Art: Fidgit's signature Ability, Persistent, extends the effects of certain field effects such as Gravity, Tailwind and notably Trick Room for two more turns.
- Sensor Character: In Gen VII, they gained the Hidden Ability Frisk, which allows them to check and reveal the held item(s) of opposing Pokemon.
- Status Buff: Breezi can have the Ability Unburden, which doubles its Speed if it uses up or loses a held item.
- Stealth Pun: Breezi are often noted to be ignoring the world and spend their time gliding in the sky, and when they evolve, they gain the Ground-type; in other words, it's a cloudcuckoolander who becomes grounded when they grow up, literally!
- Support Party Member: Invoked. Fidgit is designed for pure utility with unremarkable offensive presence. Its Ability Persistent helps keep field effects such as Trick Room longer, it has access to all damaging entry hazards introduced at the time and also use Rapid Spin to remove them. Fidgit's Poison/Ground typing means that it can switch in to absorb certain Status Conditions, such as Poison from Toxic Spikes, paralysis from Thunder Wave (but not other Paralysis-inducing attacks, such as Stun Spore or Glare); and Sleep if it has the Ability Vital Spirit.
- This Is a Drill: Fidgit has several: one large one on the bottom of its body and several smaller ones on each of its elbows, the latter which it uses, in concept art, for Poison Jab. Upon evolving, it also learns Drill Run.
CAP 5: Rebble, Tactite, and Stratagem
A line of Rock-type Fragile Speedster/Squishy Wizard Starfish Alien made of gravel with Floating Limbs. Its goal was to play against type and see how the presence of such a new type of threat affected the metagame.
- Action Initiative: Stratagem learns Accelerock and Vacuum Wave. While they get boosted by Technician, neither are very useful when Stratagem is fast already with a plethora of high-damage moves.
- Confusion Fu: Stratagem might be a cluster of floating rocks, but it has an immense movepool filled with all sorts of elemental attacks. Technician-boosted Hidden Power allowed it to run any type attack besides Fairy.
- Critical Hit Class: In Gen. VII, they gained the Hidden Ability Sniper, which boosts the power of their critical hits by 50%; they also got the move Laser Focus, which guarantees the next attack to be a critical hit.
- Dishing Out Dirt: A line of Rock-types.
- Glass Cannon: Strategem has high Special Attack on par with Arceus and is the fastest CAP to date, but has as much bulk as Gengar.
- Meaningful Name: A Stratagem refers to a plan or scheme, especially one used to outwit an opponent or achieve an end, a tactic which Stratagem favours. It also sounds like a portmanteau of "strategy" and "gem".
- No Biological Sex: One of the few CAPs to be genderless.
- Playing Against Type: Invoked, Rock-type Pokemon tend to be Mighty Glaciers — high Attack and Defense and low Speed. Stratagem is the opposite, having high Special Attack and Speed but thin defenses.
- Power Floats: Can have the Ability Levitate; allowing them to No-Sell Ground-type attacks and certain entry hazards.
- Recurring Element: Like the Golem and Gigalith lines, the Stratagem line are a three-stage line of Rock-types that achieve their final stage through trading.
- Secret Art: Paleo Wave, a special Rock-type attack that has a 20% chance to lower the target's Attack by one stage, was added due to the shortage of Rock-type STAB usable with Stratagem's higher Special Attack.note
- Silicon-Based Life: Rebble are gemstone-based beings that are born on comets and asteroids and fall to earth.
- Socialization Bonus: Tactite evolves into Stratagem through trading.
- Starfish Alien: They are, essentially, floating gravel that acts nothing like the way it should.
- Super-Toughness: Rebble can have the Ability Solid Rock, reducing the damage taken from super-effective moves by 25%.
- The Strategist: Tactite and Stratagem favor careful strategies, allowing them to beat opponents that are strong yet predictable; reflected through their Ability Technician, which boosts their attacks that have 60 power or lower by 50%.
CAP 6: Privatyke and Arghonaut
A Water/Fighting octopus pirate that was intended to be an anti-metagame Pokémon: It decentralized the metagame of its time, but it instead centralized it around itself. Its pre-evolution, Privatyke, diligently serve as their sidekicks.
- Achievement In Ignorance: Can have the Ability Unaware, which allows them to ignore the stat changes of an opposing Pokémon, helping them to thrive in a boost-centric metagame.
- Arrogant Kung-Fu Guy: Between their skill in commanding crews of both Pokémon and people alike and the hordes of Privatyke who aspire to be them, Arghonaut have developed something of an ego. Bonus points for the line being part Fighting-types.
- Balance Buff: In Gen. VII, they gained the Hidden Ability Technician, which boosts their attacks that have 60 power or lower by 50%; they also got moves like Spikes and Circle Throw to better fulfil a role of a hazards setter and phazer, as well as Scald to support its old role of No Selling setup sweepers.
- Boisterous Bruiser: According to its Diamond entry, Arghonaut are known to take over opposing ships and crews for entertainment.
- Dressed to Plunder: Arghonaut is very thematically based off of a pirate; its mantle resembles a tricorne, it has a literal Hook Hand, and one of its eyes is black, coming off like an Eyepatch of Power.
- Hypercompetent Sidekick: Privatyke will carry out an Arghonaut captain's leader flawlessly, to both receive recognition and become closer at becoming an Arghonaut itself.
- I Fight for the Strongest Side!: Privatyke will gladly change their loyalty to whichever is the stronger of two Arghonaut in a brawl.
- Making a Splash: A line of Water-Types based on octopi and pirates.
- Multi-Armed and Dangerous: Among its six Combat Tentacles, two are wrapped like fists, and another two end in a cutlass and hook, respectively.
- Punny Name:
- Privatyke is a tyke (a young boy) who's also a Private, as in the lowest rank of any solider.
- Arghonaut is an argonaut who goes 'Argh' like a pirate.
CAP 7: Nohface and Kitsunoh
A Steel/Ghost phantom fox intended to be the ultimate scouting Pokémon. Its pre-evolution, Nohface, is a Ghost-type faceless fox said to have stolen the faces of children.
- Balance Buff: In Gen VII, Kitsunoh gained Iron Fist as its Hidden Ability, which boosts the power of its punching moves by 20%. It can get Meteor Mash via breeding, Bullet Punch through relearning, and Thunder Punch and Ice Punch through tutoring.
- Being Watched: According to its Diamond entry, if you're alone and think you are being watched, this is because a Kitsunoh is nearby, just like Haunter.
- Casting a Shadow: A line of Ghost-types who can hide in shadows.
- Cool Mask: While Nohface has no masks at all, Kitsunoh has multiple; one on its head and one for each limb.
- The Dreaded: Nohface's Hidden Ability is Unnerve, which prevents opposing Pokemon from consuming their Berries.
- Extra-ore-dinary: With help from a Metal Coat, Kitsunoh gains the Steel-type upon evolving.
- The Faceless: Nohface is known as the "Faceless Pokémon", having a hole where its face should be, with beady red eyes emerging from it. Kitsunoh may also still be this beneath the mask.
- Fantastic Foxes: Despite the name, Kitsunoh is less directly inspired by the Kitsune. It's still fantastic by being a phantom fox with a wide variety of elemental strikes.
- Fog Feet: Kitsunoh doesn't have fog in lieu of feet, but rather, in addition to them.
- Hidden in Plain Sight: According to its Platinum entry, Kitsunoh hide on the walls of old theatres by arranging its masks like decorations.
- Jagged Mouth: Kitsunoh's masks give it the impression of a Cheshire Cat Grin and/or a Playful Cat Smile. For female Kitsunoh, that means four of them from the ones on its body.
- No-Sell: In addition to the standard Ghost- and Steel-type immunities to Normal-, Fighting- and Poison-type moves, they can have the Ability Limber, which prevents them from being paralysed.
- Punny Name: Nohface has...well, no face.
- Secret Art: Shadow Strike, a physical Ghost-type attack that has a 50% chance to lower the target's Defense by one stage, was added due to the shortage of Ghost-type STAB usable with Kitsunoh's superior Attack. note
- Sensor Character: Can have the Ability Frisk, allowing them to check and reveal the held item(s) of opposing Pokemon.
- Shrinking Violet: Kitsunoh is one, to the point that it wears masks to better communicate with others.
- Socialization Bonus: Like the Scizor and Steelix lines, Nohface evolves into Kitsunoh when it is traded while holding a Metal Coat.
CAP 8: Monohm, Duohm, and Cyclohm
A line of strangely adorable Electric/Dragon cloud dragons that get stormier the more heads they have. Intended to abuse abilities that are useful, but are confined to sub-par Pokémon.
- Ascended Meme: The idea of a fluffy, pink Electric/Dragon tank that can use Choice Specs had been a Running Gag for the previous few Pokémon. This is exactly what Cyclohm (with pink as its shiny coloration) has become.
- Cumulonemesis: A line of Electric-type cloud-dragons.
- Hair-Trigger Temper: Both Duohm and Cyclohm are noted to have ill tempers, starting ferocious storms when angered.
- Meaningful Name: The line's names combine Ohm, a unit of electrical resistance, with either the amount of heads they have (Mono and Duo) and Cyclone.
- Kryptonite-Proof Suit: Can have the Ability Shield Dust, which protects them from the secondary effects of attacks.
- Multiple Head Case: Like the Hydreigon line, the Cyclohm line sprouts more heads per stage. Duohm's two heads are noted to have completely different personalities, and both it and Cyclohm's heads fight each other regularly. Tying into this, upon evolving, they also learn Double Hit and Tri Attack respectively.
- Our Dragons Are Different: Duohm and Cyclohm are part Dragon-type fluffy thundercloud dragons with more heads as it evolves.
- Power Nullifier: In Gen VII, they gained the Hidden Ability Damp, which allows them to nullify explosive moves such as Explosion and Mind Blown as well as the Ability Aftermath.
- Psycho Electro: While Monohm averts this, Duohm and Cyclohm are this at times, having less-than-friendly dispositions who happen to be Electric-types.
- Static Electricity: Can have the Ability Static, which has a 30% chance of inflicting paralysis onto an opponent every time they are hit by a contact move.
- Weather of War: Both Duohm and Cyclohm can create violent storms when angered, and the entire line has access to all weather-summoning moves, as well as Blizzard, Defog, Draco Meteor, Thunder and Weather Ball.
CAP 9: Dorsoil and Colossoil
A Ground/Dark subterranean brown narwhal that's well-over-eight-feet-tall, great at basketball, and is intended to stop secondary effects in the metagame. Its pre-evolution, Dorsoil, is a dopey Ground-type beluga.
- The Brute: Colossoil gains the Dark-type upon evolving and is notorious for its brutality, tearing apart anything that isn't crushed to bits by its drills with its jaws.
- Covered in Scars: Colossoil has what appears to be scars (or, at the very least, red, scar-like streaks) on its face and arms; older male Colossoil have more scars accumulated from territorial battles.
- Dishing Out Dirt: A line of Ground-types.
- Disability Immunity: Dorsoil can have the Ability Oblivious, which makes it immune to taunts and infatuation as well as being Intimidated.
- The Dreaded: In Gen VII, they gained the Hidden Ability Unnerve, which prevents opposing Pokemon from consuming their Berries. The Ability is not too useful, however, when its other Abilities are more catered toward its goal of stopping secondary effects.
- Punny Name: A Portmanteau of 'Soil' with either Dorsal or Colossal.
- Recurring Element: Like the Hippowdon and Krookodile lines, the Colossoil line are a line of Ground-type aquatic creatures who live in the earth.
- Red Eyes, Take Warning: While downplayed with Dorsoil, Colossoil's bloodshot eyes should be a sign that it's not to be messed with.
- Sand Blaster: Dorsoil shoots sand from its blowhole at attackers before fleeing.
- Secret Art: Colossoil's signature Ability Rebound allows it to reflect most non-damaging moves back to the user on the turn it enters battle.
- So Last Season: Subverted. Circumstances would have it such that Colossoil would become a top-ranked threat in the CAP metagame two generations after its inception. A combination of three changes gave Colossoil extremely powerful advantages, even if Colossoil itself hadn't been changed: Steel-types no longer resisting Dark-type moves, the buff to the move Knock Off, and the addition of the held item Assault Vest, which raises the holder's Special Defense by 50%, at the cost of locking out status moves.
- A good Foil would be with Landorus-Therian: both are powerful pivots with Ground-type STAB and the ability to use Knock Off, but Colossoil's Dark-type gives it STAB on Knock Off as well as immunities to Psychic-type and Prankster-boosted status moves and can worry less about Ice-type attacks in exchange for the loss of Flying-type resistances/immunities.
- Status Effect-Powered Ability: Can have the Ability Guts, which means that whenever they get afflicted with a non-volatile status condition, their Attack gets boosted by 50%.
- This Is a Drill: Colossoil has drills as horns, found on its face, down its back, and on its tail. They double as sensory organs that allow Colossoil to detect its prey from a mile below the surface. Upon evolving, it also learns Drill Run.
- Tunnel King: Dorsoil's Diamond entry states that it is one. Its fins are said to have been a basis for shovels since ancient times.
- Unperson: Colossoil's previous pre-evolution Colosshale only had a sprite and name that was randomly posted by a forum user, with CAP users simply going along with it. However, this came to an end in 2017, when users voted to completely replace it with a from-scratch pre-evolution with actual stats and flavor, resulting in Dorsoil's creation.
- Use Your Head: Dorsoil smashes rocks that get in its way with its snout, which has begun to accumulate minerals.
CAP 10: Protowatt and Krilowatt
An Electric/Water shrimp meant to be a Jack of All Stats/utility counter (but is limited in how much it can do at a time thanks to the series' four-move limit), but primarily used as a sweeper due to a loophole on its Ability. Its pre-evolution Protowatt is a small krill that's much less dangerous in comparison.
- Counter-Attack: Krilowatt has a high 151 base HP and can be bred to know Counter and Mirror Coat, all to better reflect damage done to it.
- Gone Horribly Wrong: The aforementioned loophole, enabling it to spam fast, recoil-less-Life-Orb-boosted attacks from its bizarrely expansive movepool. It even had the raw bulk to be virtually unkillable — and it was the last straw before the CAP received a massive nerfing.
- Lightning Bruiser: The Electric-type Krilowatt is not only decently bulky with 151/73/74 HP & Defenses, but with a Life Orb and Magic Guard, it can fit the role of a potent sweeper - a little too well, as previously mentioned.
- Magikarp Power: Protowatt has weak stats and, outside of breeding, learns no more moves than the four it starts with. When it evolves into Krilowatt, it gains a lot more moves as well as excellent attacking stats.
- Making a Splash: A line of Water-types based on krill and shrimp.
- Meaningful Name: "Protowatt" and "Krilowatt" refer to the units of measure "watt" and "kilowatt", since they are part Electric-type, as well as proto- (since Protowatt is rather weak) and Krill, a type of crustacean.
- Pintsized Powerhouse: Krilowatt is a measly 2'4", but can store enough electricity to stun even a Wailord.
- Power Copying: Can have the Ability Trace, which copies an opponent's Ability on the turn they enter battle.
- Protection from the Elements: Can have the Ability Magic Guard, which prevents them from being damaged indirectly, ranging from non-volatile status conditions to entry hazards to recoil from Life Orb.
- Recurring Element: Like the Gyarados and Golisopod lines, the Krilowatt line is a two-stage line of Water-types that start off weak but become much stronger when it evolves.
- Shock and Awe: A line of Electric-types.
- Wonder Twin Powers: Their Hidden Ability is Minus, which boosts their Special Attack by 50% when paired with an ally with Plus or Minus in a Double Battle.
CAP 11: Voodoll and Voodoom
The final CAP of Generation IV, a Fighting/Dark voodoo doll meant to be a perfect partner for Togekiss (but in practice has done better with Zapdos). Its pre-evolution, Voodoll, is a Normal/Dark voodoo doll that's in a lot of pain.
- And I Must Scream: Voodoll feels constant pain and suffering from the pins in its body; to make it worse, each pin is said to contain the combined pain of innocent souls, and one can hear screams coming from inside...
- Balance Buff: As Voodoom could not achieve its role in the Gen. VII metagame (in which Baton Pass got banned), Voodoom was granted Nasty Plot itself, instead of needing to rely on another Pokémon to Baton Pass it.
- It still wasn't enough to help it out due to severe Power Creep, so in Gen. VIII its Special Attack by buffed by 25 points as well as access to Sucker Punch.
- Bare-Fisted Monk: Upon evolving, Voodoom trades its Normal-type for Fighting-type.
- Consolation World Record:
- Voodoom was made with the goal to "Pick a good-but-not-great OU Pokémon, and design the perfect teammate for it, similar to the way Celebi & Heatran, or Blissey & Skarmory complement each other so well on competitive teams.". They failed at making a teammate for Togekiss, but have succeeded (the staff claims it was the most successful CAP) at making one for Zapdos.
- As the point was simply to find out the dynamics behind "perfect teammates," while not having the CAP turn into a Game-Breaker like some of the other CAPs, yes, Voodoom was the best CAP. Players learned a number of things about perfect teammates, and Voodoom isn't a Game-Breaker (except maybe with Zapdos).
- Creepy Doll: A line of Dark-type animated voodoo dolls.
- Elemental Absorption: Their once-flavor Ability Lightning Rod became viable with the Gen. V change in that it now draws in and nullifies all Electric-type moves to boost their Special Attack by one stage. Their other Ability, Volt Absorb, allows them to instead recover 25% of their max. HP when hit by one.
- Elemental Punch: Voodoom gets Ice Punch from tutoring.
- Emotion Suppression: Accordingly, Voodoom struck the pin through its heart to ensure that it feels nothing but pain; it is only when it feels loved enough to remove it that its true potential is unlocked.
- Frankenstein's Monster: The justification for Voodoom's electricity-absorbing abilities is that in order to evolve, Voodoll has to get struck by lightning via a needle through the heart. Frankenstein was cited as inspiration for this.
- Gone Horribly Wrong: Subverted — while Voodoom failed at partnering with Togekiss, it is exceptional with Zapdos. Because of this, it's been called the most successful CAP to date.
- Hollywood Voodoo: While Voodoll plays this trope straight, Voodoom zigzags it to a degree. Some people had the idea to allow Voodoom to both bless (Louisiana voodoo) and curse (Hollywood voodoo) people with its pins, but it's still a gigantic voodoo doll (which only Hollywood and Louisiana voodoo use: other Voudoun branches do not use them).
- Improbable Weapon User: A needle. Well, not exactly improbable for a voodoo doll, but still not something you commonly see.
- It Only Works Once: Their Hidden Ability is Cursed Body, which has a 30% chance of preventing the opponent from using the last move they used on them for the next four turns.
- Non-Elemental: Voodoll is part Normal-type.
- Shout-Out: Voodoom's shiny colors are half-black, half-red, much like Harley Quinn.
- Shock and Awe: Downplayed. While not Electric-types, Voodoll is said to evolve when it gets struck by lightning, and the line can learn several Electric-type moves like Thunderbolt and Volt Switch.
- So Last Season: While Voodoom is considered the most successful CAP in terms of execution, the same cannot be said about its performance in later generations; the introduction of the Fairy-type in particular doesn't do it any flavors. While it was buffed just like several CAPs in Generation VII, gaining access to Flash Cannon and Smart Strike that could help it combat Fairy-types, the improvement isn't enough to save Voodoom.
- Voodoo Doll: The line is based off of animated voodoo dolls.
CAP 1/12: Scratchet and Tomohawk
The first CAP of Generation V, a Flying/Fighting tiger gryphon that is meant to help the player regain momentum (the upper hand). Its pre-evolution, Scratchet, is a Normal/Fighting cub with a fluffy body meant to resemble an egg.
- Action Initiative: Can have the Ability Prankster, which grants +1 priority to their status moves. One of the hallmarks of Tomohawk is utilising this through with its diverse status movepool: It can cripple opponents with Taunt, Haze, or infamously, Confuse Ray, heal with Roost, or even attack directly with Nature Power.
- Bare-Fisted Monk: A line of Fighting-types.
- Breaking Old Trends: Scratchet and Tomohawk have the honor of being the first CAP that are a canonical evolutionary line; the pre-evolutions of Gen. IV's CAPs were retroactively created later in Gen. VII. Tomohawk is also the first Flying-type CAP.
- The Dreaded: Tomohawk can have the Ability Intimidate, which lowers the Attack of opposing Pokemon by one stage.
- Flight: Upon evolving, Tomohawk trades its Ground-type for Flying-type, despite its 'wings' only being a costume.
- Honor Before Reason: Tomohawk's Hidden Ability is Justified, which boosts its Attack by one stage when hit by a Dark-type attack.
- Jack of All Trades: Tomohawk can cover a wide range of roles in a player's team to the extent that otherwise nigh-Game-Breaker Pokémon are all checked by it.
- Mayincatec: Tomohawk has flavors of this, as well as more northern Native American elements.
- Scratchet has a tendency to chase Sigilyph, another Mayincatec Pokémon — ironic, considering Sigilyph's type advantage.
- Meaningful Name: Scratchet combines Scratch and Hatchet, a small axe. Tomohawk upgrades the axe to a tomahawk and gives it a mohawk.
- Nerf: In Gen. VII, Tomohawk lost Earth Power and Reflect to give opposing Pokémon a better chance of checking it.
- Non-Elemental: Scratchet is part Normal-type.
- Ridiculously Cute Critter: Scratchet looks like a cub wearing a costume.
- So Last Season: Subverted. Tomohawk was created in early Gen. V OU, where Pokémon like Genesect and Sand Rush Excadrill ran the metagame. Likewise, Tomohawk had the power level to match, but unlike the others, Tomohawk continues to be a dominant force in the CAP metagame.
- The Sleepless: Scratchet's Hidden Ability is Vital Spirit, which prevents it from being put to sleep.
- Touch the Intangible: Scratchet can have the Ability Scrappy, which allows it to bypass Ghost-types' immunity to Fighting- or Normal-type moves as well as blocking Intimidate.
CAP 2/13: Necturine and Necturna
A Grass/Ghost flytrap miko that can learn Sketch once as an Egg Move, granting her access to a single unique and/or mind-blowing attack that can come out of left field. Her pre-evolution, Necturine, resembles a Liechi Berry.
- Anthropomorphic Food: Necturine's design partially resembles a Liechi Berry.
- Balance Buff: In Gen. VII, Necturna received a few more moves she doesn't have to Sketch to help increase her diversity, such as Leech Seed and Night Shade. Phantom Force was formerly included, but it got removed as the move was too overwhelming in conjunction with a Z-Crystal.
- Bishounen Line: Necturine is very insect-like, while Necturna is much more humanoid.
- Combat Clairvoyance: Necturine's Ability Anticipation makes her shudder when her opponent is packing a move that is either super-effective or can One-Hit KO; Necturna's Ability Forewarn enhances this to alert her about her opponent's strongest move when she enters battle.
- Confusion Fu: Their ability to learn Sketch once gave them massive versatility and unpredictability.
- Cute Ghost Girl: The Ghost-type Necturna was designed with this trope in mind.
- Decided by One Vote:
- 237 votes were counted in the finals for deciding her design; not counting the moderator/tallier, the results were 134 to 133.
- Necturna's movepool was decided between 43 and 42 votes.
- Extra Eyes Do Not Belong There: Necturine has an extra set of small eyes underneath her main set, while Necturna has eyes on her vine and 'dress'.
- Green Thumb: A line of Grass-types that have a resemblance to a Liechi Berry.
- I See Dead People: Necturna can communicate with spirits, to the point of trusting the dead more than the living.
- Mighty Glacier: Necturna has high Attack and decent defenses, but low Speed.
- Nerf: With Necturna being deemed too powerful as a Shell Smash sweeper, the Generation VII nerf process has Necturna's Speed reduced from 81 to 58, as well as removing Phantom Force from her natural movepool.
- Obvious Rule Patch:
- Starting from Pokémon X and Y, Pokémon are now allowed to go to the Move Relearner to remember Egg Moves that have been forgotten. Since this would potentially make them overpowered, the simulator prevents them from having more than one move that can only be learned via Sketch.
- When Smeargle and Sketch were unusable during Pokémon Sword and Shield, the CAP leaders made it so that Necturna can be used in the SS CAP metagame, but could only Sketch moves introduced prior to Sword and Shield, as Necturna theoretically could have Sketched those moves before being transferred.
- One-Gender Race: The Necturna line is all and can only be female.
- Psychopomp: Necturine use trees as conduits to access the spirit world; graveyards are often built around such trees as some believe Necturine help guide spirits to the afterlife.
- Signature Move: Associated with Sketch due to learning it once as an egg move, allowing Necturna access to - starting from Gen. VIII - one Sketchable move introduced up to Gen VII at a time.
- Telepathy: Their Hidden Ability is the Trope Namer, allowing them to avoid damage from an allies' area-effect moves in a Double Battle.
- Yandere: Supplementary material◊ shows that Necturna has shades of this.
CAP 3/14: Mollux
A Fire/Poison-type lava lamp cone snail that is meant to overcome the weaknesses in its typing and exploit its positive aspects in its becoming a viable threat in the metagame.
- Bioluminescence Is Cool: Mollux's innards glow with a vibrant, soothing light, helping it traverse the dark depths of the sea. Fittingly for something partially based on lava lamps, its Hidden Ability is Illuminate.
- Black Bead Eyes: Mollux has these.
- Colour-Coded Emotions: The colours of Mollux's glow depend on its mood; a red light for example discourages predators from attacking.
- Depending on the Artist: Which way Mollux's front legs curl changes between artists. The concept artist draws them curling back, the Gen. V sprites and party icon show them curling forward, only for the Gen. VI model and party icon to curl them back again.
- Elemental Absorption: Mollux has the Ability Dry Skin, allowing it to recover 25% of its max. HP when hit by a Water-type move and gradually recover 1/8th of its max. HP during rain.
- Hot Skitty-on-Wailord Action: The movepool creator lampshades the absurdity of having a pink snail be in the Field and Fairy egg groups instead of Bug, Amorphous, or one of the Water egg groups.
- Impaled with Extreme Prejudice: It's based on a cone snail, which is known for using an organic harpoon to prey on other animals. It can use its tongue to stab a Delibird through the eye and swallow it whole, all while looking just as adorable afterwards.
- Killer Rabbit: A little scrawny cone snail doesn't seem so dangerous, does it? It's got 131 Special Attack and decent defenses to make you think twice.
- Landslide Election: The winning art design had a good 25% of the votes over the nearest competitor in the first art poll, and proceeded to sweep with a majority in the second poll.
- Mighty Glacier: While Mollux can tank hits from either side and hit harder than Magnezone with its base 131 Special Attack, it's not outspeeding much with its base 76 Speed.
- Poisonous Person: Part Poison-type, being based off a cone snail.
- Playing with Fire: Zigzagged, while Mollux is part Fire-type, it sees more use in rain due to its Ability Dry Skin, which allows it to recover HP from rain and Water-type moves; it actually loses more health should it be damaged with a Fire-type move or be under harsh sunlight as a result.
- Punny Name: A mollusk that glows from its light or lux.
- Shown Their Work: Lava lamp for a shell aside, the anatomy of Mollux is highly accurate compared to real-life pulmonates.
- Taking You with Me: The movepool creator gave Mollux Final Gambit more as a gimmick than anything.
CAP 4/15: Cupra, Argalis, and Aurumoth
The pseudo-legendary of CAP: Cupra is a fuzzy Bug-type caterpillar with copper wings that evolves into Argalis, a silver-plated cocoon and finally Aurumoth, a six-winged, Bug/Psychic-type golden seraphic moth that attempts to embody "risk vs. reward".
- Big Creepy-Crawlies: A line of Bug-types. Cupra is 1'8", Argalis is 4'3", and Aurumoth is an impressive 6'11".
- Dance Battler: Aurumoth learns Dragon Dance and formerly Quiver Dance, allowing it to boost an attacking stat while making up for its below-average speed.
- Death from Above: Aurumoth learns Megahorn despite not exactly possessing a horn. As supporting art clarifies, it instead plunges into its enemies from high altitudes.
- Easy Amnesia: According to its Black 2/White 2 entry, Aurumoth, like Uxie, can cause trainers to forget things. Thankfully, the effect is limited and temporary.
- Enlightenment Superpowers: According to its Black 2/White 2 entry, Argalis evolves into Aurumoth when it achieves enlightenment. In-game, all it needs to evolve is to level up starting at Lvl 50.
- Facial Markings: The line naturally has purple bands on its body and wings.
- Floating Limbs: Aurumoth's six floating wings are its defining feature.
- Glowing Eyes: Although hard to see in its Gen. VI render, Aurumoth's eyes glow independently of outside light.
- Good Wings, Evil Wings: Aurumoth has three pairs of golden, shell-like wings floating around it, reminiscent of seraphim.
- Heavy Sleeper: Aurumoth can hibernate for centuries at a time, encased in its golden wings as seen in supporting art.
- Historical In-Joke: Cupra being awarded to the best of athletes references the ancient Olympic Games, and the species name of the line (Copper Specie, Free Silver, and Gold Standard) refer to coinage and bimetallism.
- Hollywood Density: Zigzagged. While Cupra averts this, Argalis and Aurumoth invoke it by using Mind over Matter to hold their wings that encompass their bodies, reflected through the latter's Hidden Ability Light Metal, which halves its weight.
- Improbable Aiming Skills: One set of the line's Abilities invoke this: Cupra can have Keen Eye, which prevents its accuracy from being lowered and ignore evasion boosts on its target; Argalis gets Compound Eyes, which gives it a 30% accuracy bonus to its moves, and Aurumoth has No Guard, which makes all moves - both used by and against it - to never miss.
- Lightning Bruiser: Aurumoth has great stats around the board except for Special Defense, so only strong Special attacks can take it down.
- Meaningful Name: Each stage incorporates the Latin terms of the Gold–Silver–Copper Standard alongside the species they are: Cupra is a Cuprum/Copper larva, Argalis is an Argentum/Silver chrysalis, Aurumoth is an Aurum/Gold moth.
- Nerf: Alongside the many moves axed from its movepool, Aurumoth's Hidden Ability Illusion was replaced by Light Metal in Gen. VII, as it was deemed that it allowed Aurumoth too many opportunities to set up safely, contrary to its concept.
- Protection from the Elements: Two sets of Cupra and Argalis's Abilities invoke this, though both seem to deteriorate in effectiveness: the former has Shield Dust, which protects it from the secondary effects of moves, and has the Hidden Ability Magic Guard, which makes Cupra invulnerable to all forms of indirect damage; while the latter becomes Shed Skin, which gives it a 30% chance to heal its status condition at the end of the turn and gains the Hidden Ability Overcoat, only protecting it from powder moves and residue damage from Sandstorm or Hail.
- Psychic Powers: A line of Psychic-types, the first CAP with the type and can learn moves such as Psyshock and Psychic.
- Railroading: Significant leaders of the CAP project declared Aurumoth more the Topic Leader's personal project than following the community guidelines as the CAP mission has in the past, as evidenced by poll slate choices being unvaried and toward a specific goal, and having the resulting Pokémon not following the concept at all (being extremely un-risky to play).
- Recurring Element: Like fellow pseudo-legendaries such as the Metagross line, the Aurumoth line is a three stage evolution that evolves at a high level with a base stat total of 600. It's also reminiscent of Volcarona, a fellow Bug-type seraphic moth who also utilises a Magic Dance in its competitive sets.
- Shed Armor, Gain Speed: Aurumoth can have the Ability Weak Armor, which boosts its Speed by two stages every time it's been hit with a physical attack, at the cost of lowering its Defense by one stage.
- Take That!: Aurumoth's April Fools' Day back sprite◊ is stamped with "property of BMB". This is a jab at Aurumoth's topic leader, bugmaniacbob, who as mentioned above infamously Railroaded Aurumoth's process into his personal dream Bug-type pseudo-legendary project.
- Taking You with Me: Aurumoth, among its many options, can use Final Gambit, which faints the user but deals damage equal to its remaining HP at the time of usage. With its base 110 HP and decent Speed, a healthy Aurumoth can potentially do heavy damage or knock out an opponent in a sacrifice play.
CAP 5/16: Brattler and Malaconda
A line of Dark/Grass serpents; from a bratty rattlesnake to a malevolent anaconda of myth. The latter gives flexibility to sun teams while opposing common OU threats of the time, especially Latias and Latios.
- Armor-Piercing Attack: The line was given Infiltrator as a flavor Ability in Gen. V, which bypassed barriers such as Reflect and Light Screen, but after Gen. VI buffed the Ability to bypass Substitute, it is seen more on Malaconda than Harvest, which is even more situational.
- The Corrupter: Malaconda's mere presence causes those around it to become more hostile and evil.
- Cue the Sun: In Gen VII, Malaconda gained the Hidden Ability Drought, allowing it to summon harsh sunlight in battle and play up the Lightbringer mythos of its inspiration.
- Dark Is Evil: A line of Dark-Type snakes with an inherent love of attacking and corrupting others for no reason other than amusement.
- Decided by One Vote: Malaconda's design was decided by two, actually: amongst 318 votes, the final results were 160 to 158.
- Fantastic Fruits and Vegetables: The fruit on their tails are a part of them, and so act accordingly. Bratter's seeds grow and shrivel as an indicator of its health, and Malaconda's fruit is utterly delicious yet allows Malaconda to tempt its prey.
- Green Thumb: A line of Grass-type serpents that grow leaves, thorns, and fruit on their bodies - reflected through their Ability Harvest, which has a 50% chance (100% chance during harsh sunlight) of restoring a consumed Berry each turn - while Malaconda also causes the habitat it lives in to teem with plants as well.
- Landslide Election: In stark contrast to the design contest, voters had no indecision on choosing Wyverii's sprites for Malaconda.
- Light Is Not Good: Malaconda is the sinister serpent that shines brightest in the sun — with harsh sunlight up, its access to 100% Harvest makes it relatively tanky.
- Mighty Glacier: Malaconda has great HP and Attack, with absurd Special Defense on that. However, while its thin Defense is complemented by its HP, its Special Attack (which it does not need) and Speed (which it DOES need) leave a lot to be desired.
- Motivated by Fear: Brattler's Hidden Ability is Rattled, which raises its Speed by one stage if hit by a Bug-, Dark- or Ghost-type attack or if Intimidated. Not exactly useful when the only effective move type that will trigger it and be used is super effective on you...
- Poor, Predictable Rock: Malaconda's level-up movepool consists solely of alternating Normal-, Grass-, and Dark-type attacking moves; in fact, outside of those, it gets eight coverage moves, six of which overlap with three types that do not help with its weaknesses anyway, that nonetheless have potential drawbacks.note
- Recurring Element: Like the Arbok and Sandaconda lines, the Malaconda line are a two-stage line of serpentine Pokémon who can paralyse their opponents with Glare.
- Smug Smiler: In its artwork, Malaconda sports a devilish grin. In its sprites, it has a subdued, but more haughty smile.
- Snakes Are Sinister: While most Pokémon are selfish at worst or under a malevolent trainer's control, the Dark-type Malaconda is by nature chaotic and, in fact, amplifies vices in those who meet it.
- So Last Season: Malaconda was made during the Gen. V Weather Wars, enabling a play style that wasn't viable in the generations since.
- Tempting Apple: Malaconda references both myths through the different colors of apples it may have. In Gen. IX, it can learn Grav Apple.
- Apple of Discord: Regular
- Forbidden Fruit: Shiny
- Utility Party Member: Malaconda isn't great at beating down enemies on its own, but it has the tools needed to guide the rest of its team toward victory. It can wall many attackers that use special attacks, use STAB-boosted Knock Off to remove opposing Pokémon’s held items, paralyze most Pokémon with Glare, use Rapid Spin to remove hazards on its team's side, and summon harsh sunlight to boost the Pokémon on its team with the right moves and/or Abilities.
- This Looks Like a Job for Aquaman: As mentioned, Malaconda was tailored to beat down Latias and Latios, two physically frail Special attackers who lack super-effective coverage against it. In addition, its Typing is one of a select few that can wall an offensive core of Electric, Dark, and Ground.
CAP 6/17: Cawdet and Cawmodore
The final CAP of Generation V, a line of Steel/Flying frigate birds who've enlisted in the navy to utilise moves underused in the OU metagame successfully; its Signature Move is specifically Belly Drum.
- Action Initiative: Cawmodore gets Bullet Punch alongside Belly Drum, one generation before Azumarill could use a similar combination.
- Anchors Away: Cawdet resembles one when it spreads its wings, while Cawmodore has an anchor incorporated into its beak, all the better to ram the opponent with Iron Head.
- Animal Gender-Bender: In real life, only male frigate birds have the characteristic red gular pouch, but Cawmodore of both genders have it.
- The Dreaded: Cawmodore can have the Ability Intimidate, which lowers the Attack of opposing Pokemon by one stage.
- Due to the Dead: After a shipwreck, Cawmodore bury fallen sailors at sea as a final sign of respect.
- Elemental Absorption: Can have the Ability Volt Absorb, letting them heal by 25% of their max. HP from what would otherwise be a weakness to Electric-type moves.
- Extra-ore-dinary: A line of Steel-type sailors.
- Failed a Spot Check: Cawdet will happily wander through enemy territory, oblivious to any potential dangers that bounce off its plated armor.
- Feather Fingers: Cawmodore is shown to gesture the white feathers on its wings like fingers, which they presumably clench into a fist to use Bullet Punch, but it hasn't been shown to use them for anything dexterous.
- Flight: A line of Flying-type frigate birds.
- Glass Cannon: Cawmodore's high speed, strong STAB moves, and access to priority and recovery moves makes it terrifying if it's able to activate Belly Drum. That's a big "if", though, considering Cawmodore's low HP and Special Defense.
- The Navigator: Cawmodore are known to be excellent navigators that make it easy for even the most inexperienced mariner to sail on through heavy storms.
- Nerf: In Gen. VIII, Cawdet lost access to Belly Drum to give more Little Cup Pokémon a better chance to check it.
- Power Nullifier: Cawdet can have the Ability Keen Eye, which prevents its accuracy from being lowered and ignore evasion boosts on its target. Their Hidden Ability is Big Pecks, which prevents their Defense from being lowered by other Pokemon.
- Punny Name: Cawdet is a cadet who goes 'Caw', and later gets a Rank Up to commodore.
- Signature Move: Cawmodore is literally built so that it can use Belly Drum very well and so that any set that doesn't use Belly Drum is thoroughly suboptimal.
CAP 18: Volkritter and Volkraken
The first CAP of Generation VI (and a return to the previous numbers rather than renumbering them in Gen V), a Fire/Water vampire squid that was intended to work as a "Major Third"; a member of a trio or "core" of Pokémon, similar to how Voodoom was designed to be a perfect partner to a single Pokémon. In this case, the planned trio is to be formed with Lucario and Latias. While that didn't go exactly as planned, Volkraken is a formidable Pokemon on its own right. Its pre-evolution, Volkritter, is a bit more jittery.
- The Anticipator: Volkritter can have the Ability Anticipation, which makes it shudder when the opponent is packing a move that is either super-effective or can One-Hit KO.
- Armor-Piercing Attack: Can have the Ability Infiltrator, which makes their moves bypass the effects of Reflect, Light Screen and Aurora Veil as well as stopping variants of Aegislash that use Substitute; in other words, it's very hard to contain them.
- Awesomeness by Analysis: Volkraken can have the Ability Analytic, which boosts the damage of its moves if it moves second. This allowed Volkraken to take advantage of switches, where an opposing trainer does not have the better option between leaving a vulnerable Pokémon in versus switching it out and having the switch-in suffer a large chunk of damage.
- Balance, Speed, Strength Trio: Planned on being part of one with Lucario and Latias. Come playtest, though, it was deemed that Lucario just couldn't hold up in Gen. VI OU without its Mega Evolution (which got banned to Ubers), and Volkraken wasn't going to help it.
- Bioluminescence Is Cool: Like the vampire squid they're based off, the line has numerous photophores around its body.
- The Dreaded: Volkritter's Hidden Ability is Unnerve, which prevents opposing Pokémon from consuming their Berries; Volkraken's Pressure amplifies this to increase their opponent's Power Point usage.
- Gameplay and Story Integration: As with real squids, Volkraken is intelligent enough to solve even human engineered puzzles; fittingly, one of its Abilities is Analytic.
- Making a Splash: A line of Water-types based on vampire squids.
- Meaningful Name: They're a sea critter and a kraken who live near volcanic areas.
- Oxymoronic Being: Like Volcanion, fire and water are not known for getting along.
- Playing with Fire: Part Fire-types; swarms of Volkritter are known to be capable of heating up entire shorelines, while Volkraken ignites the chemicals it consumes from hydrothermal vents as a means of jet propulsion.
CAP 19: Snugglow and Plasmanta
An Electric/Poison gigantic manta ray designed to dissuade the opponent from fainting it, as that would give a teammate (Mega Gyarados) a free switch-in and an opportunity to sweep. Its pre-evolution, Snugglow, is much smaller and more of a hugger.
- Balance Buff: Given that Plasmanta's original role was no longer relevant, the CAP community decided to made Plasmanta's checks less well-defined (as it wants to survive now). In particular, Plasmanta gained Aura Sphere and Body Press to let it damage Pokémon like Ferrothorn, Heatran, Tyranitar, and Cawmodore.
- Bioluminescence Is Cool: The rings on Plasmanta's back glow.
- Can't Kill You, Still Need You: Despite its high Special Attack, Plasmanta's STAB attacks and coverage are intentionally underwhelming, all for the opponent to keep Plasmanta alive to prevent a more dangerous Pokémon from taking its place.
- Cuddle Bug: Snugglow loves giving oceangoers a surprise glomp and actively search out sources of stress to calm others, presumably using and reflected through their Hidden Ability Telepathy.
- Elemental Absorption: Can have the Ability Storm Drain, which draws in and nullifies all Water-type attacks to boost their Special Attack by one stage.
- Flying Seafood Special: As with other aquatic-based Pokémon, Plasmanta is shown floating in its 3D render.
- Giant Flyer: Plasmanta is an enormous 23 feet long; for reference, that's long enough to accommodate a stretched out Gyarados.
- Making a Splash: Downplayed. While not Water-types, they're based on manta rays, are in the Water 1 and Water 2 Egg Groups, and can learn a couple of Water-type moves, such as Aqua Tail and Surf.
- Mellow Mantas: Snugglow is a cheerful manta that gives stressed oceangoers a big hug.
- Mundane Utility: Plasmanta's venom, which has conductive properties, has been used in certain technologies, as it has a resistance of precisely one Ohm.
- Psychic Powers: Downplayed. While not Psychic-types, they can learn Psychic-type moves such as Psyshock as well as having the Hidden Ability Telepathy, which allows them avoid damage from an allies' area-effect moves in a Double Battle.
- Poisonous Person: Part Poison-types.
- Punny Name: Snugglow likes to snuggle you and glow. Plasmanta is a manta whose body conducts plasma.
- Shock and Awe: Part Electric-types, based on electric rays.
- The Sleepless: Can have the Ability Vital Spirit, which prevents them from being put to sleep.
- Tron Lines: The line's shiny markings were designed specifically with this trope in mind.
CAP 20: Floatoy, Caimanoe, and Naviathan
A Water/Steel viking longship that can use both Dragon Dance and Calm Mind sets effectively and has completely different checks and counters for either set. Its pre-evolutions, Floatoy and Caimanoe, are respectively a Water-type pool toy and a Water/Steel alligator canoe.
- Balance Buff: Naviathan's Dragon Dance set was outclassed by other users of the move (i.e., Feraligatr and Dragon-type Pokémon). To fix this, its Ability Water Veil was replaced by Guts to boost physical damage even if burnt. Furthermore, it received Heavy Slam as a more powerful STAB option, and gained Drill Peck and Psychic Fangs as coverage moves, allowing it to break through Fighting-type and Water-resistant Poison-type Pokémon like Mega Venusaur, Mollux, and Plasmanta who would otherwise wall it.
- Battle in the Rain: Floatoy's Hidden Ability is Swift Swim, which doubles its Speed under rain.
- Bread, Eggs, Breaded Eggs: The motif of this evolutionary line invokes this — Floatoy is an inner tube with white stripes and oars, Caimanoe is a canoe with a reptilian anatomy and stormy colors, and Naviathan is a reptilian viking ship with a white, striped keel and oars along its back.
- Cool Boat: Naviathan is a draconic Sapient Ship that utilizes Confusion Fu in battle.
- Elemental Punch: Naviathan can learn Thunder Punch and Ice Punch from tutors.
- Extra-ore-dinary: Upon evolving, Caimanoe and Naviathan gain the Steel-type as well as the Hidden Ability Light Metal, which halves their weight.
- Horse of a Different Color: Like Lapras, the Naviathan line transport others across the water. Unlike Lapras, they are literally based on aquatic vehicles: a pool toy, canoe, and viking longship, respectively.
- Magic Knight: Naviathan can attack with either physical or special attacks, and its Water/Steel typing gives it numerous resistances. It is, however, weak to Ground-type attacks, which are commonly seen, as well as strong special attacks (though Calm Mind offsets the latter).
- Making a Splash: A line of Water-types based on waterborne vessel; Floatoy and Caimanoe can also have the Ability Water Veil, which prevents them from being burnt.
- Meaningful Name: Floatoy is a float toy, Caimanoe is a caiman (a relative of alligators) canoe, Naviathan is a navigating leviathan.
- The Navigator: Caimanoe is known as the "Navigator Pokémon", being adept at navigation thanks to its innate magnetic field.
- Never Smile at a Crocodile: Downplayed with Caimanoe. It has a wide, fanged mouth, but only attacks if someone else provokes it.
- Roar Before Beating: According to its X/OR entry, Naviathan will cry before the start of a major battle.
- Stealth Pun: Caimanoe is a navi-gator.
- Strange Salute: According to its Y/AS entry, a Naviathan bowing its head and raising its oars is a majestic salute reserved only for the courageous and valiant.
- Super-Toughness: Can have the Ability Heatproof, which reduces the damage from Fire-type attacks and the burn status.
CAP 21: Crucibelle
A Poison/Rock slime mold capable of using the most of its typing to dole out powerful Head Smash attacks and act as a utility counter against various Gen. VI OU threats. Through Mega Evolution, it gains the Ability Magic Guard and climbs out of its ceramic pot to better batter its opponents.- Anti-Regeneration: Its Hidden Ability is Liquid Ooze, which causes Pokémon that use Life Drain moves against it to take damage instead of getting healed.
- Armor-Piercing Attack: Can have the Ability Mold Breaker, which allows it to ignore any Abilities of opposing Pokémon that would reduce the effectiveness of its moves when attacking. This allows it to use status moves against Pokémon with Magic Bounce (such as Mega Sableye or Mega Diancie, which were popular in Gen. VI OU).
- Badass Adorable: A rather meek, shy-looking humanoid slime mold who has the stats to go head to head with some of Gen. VI OU's biggest threats.
- Cast from Hit Points: Crucibelle learns Wood Hammer and formerly Head Smash, both of which inflict recoil damage.
- Chest Monster: Its shell looks like an ornately-designed urn from the outside, from which it surprises anyone who comes close.
- Dishing Out Dirt: Part Rock-type, based on ancient pottery pots.
- Healing Factor: Can have the Ability Regenerator, which allows it to restore 30% of its max. HP upon switching out - helping it recover from the recoil from Head Smash.
- Hiding Behind Your Bangs: The slime that's dripping from its lid makes it look as if it has hair that veils its eyes.
- Improvised Armour: Each Crucibelle create their own ceramic shell by firing clay in areas with high geothermal activity. Their designs reflect the society that it lived in, providing archaeologists with information about ancient civilizations.
- Lightning Bruiser: Its HP, Attack, and Speed are its main highlights, followed by good Special Defense. Like Goodra though, its Defense is rather lacking, and it risks losing some of its bulk if it isn't running Regenerator.
- Meaningful Name: A crucible is a ceramic container, in this case containing a Cute Monster Girl; Belle is a name that means beauty or beautiful in French.
- Nerf: The nerf process removed Head Smash and Low Kick from its movepool, while 6 points were transferred from Mega Crucibelle's Speed to its Special Attack, allowing more Pokémon to have a better chance of checking it.
- Poisonous Person: Part Poison-type, based on a hazardous slime mold.
- Protection from the Elements: Mega Crucibelle has the Ability Magic Guard, allowing it to ignore indirect damage, ranging from entry hazards, residue damage from Hail and Sandstorm, and even the recoil it would have received from Head Smash completely.
- Slime Girl: Crucibelle is a humanoid slime mold in a crucible; notably, it's one of the few CAPs whose gender ratio is 3:1 skewed towards females.
- Status Buff: Learns Coil, which boosts its Attack, Defense and accuracy by one stage.
- Stealth Pun: It's a slime mold that leaves or 'breaks out of' its pot to Mega Evolve; one of Crucibelle's Abilities is Mold Breaker.
- Super Mode: Crucibelle is the first and thus far only CAP who can Mega Evolve, gaining boosted Attack and Special Defense, as well as Magic Guard.
- Weaponized Headgear: The lid of its pot works as a spiked helmet for using its head.
- Use Your Head: Crucibelle used to make great use of Head Smash's sheer power by either recovering from the recoil damage or avoiding recoil entirely, enough that the move got removed from its movepool.
CAP 22: Pluffle and Kerfluffle
The final CAP of Generation VI, a Fairy/Fighting pillow fighter that uses the move Parting Shot to its full extent, given that its only users in Gen. VI were Pangoro and Smeargle, neither of which have the attributes needed to use Parting Shot effectively. Its pre-evolution, Pluffle, is an adorable Fairy-type bunny pillow.- After-Combat Recovery: Can have the Ability Natural Cure, which allows it to lift a non-volatile status condition when it switches out - such as by using Parting Shot.
- Blowing a Raspberry: Kerfluffle's stuck-out tongue invokes this, while Pluffle's tongue is more reminiscent of a "Silly Me" Gesture.
- Blush Sticker: Pluffle has pink ones on its cheeks.
- Bunnies for Cuteness: Pluffle is a cute bunny pillow.
- Childish Pillow Fight: What Kerfluffle is based off, except its a literal pillow fighter.
- Circle of Friendship: Can have the Ability Friend Guard, which reduces the damage that its ally Pokémon receives from attacks by 25% in a Double Battle.
- Exotic Eye Designs: One of Kerfluffle's eyes is much larger than the other and is in the shape of a four-pointed star.
- Fighting Clown: Upon evolving, Kerfluffle gain the Fighting-type. While it's one of the silliest-looking CAP Pokémon, it's nonetheless excellent in its role compared to the brawling octopus-pirate or sentient voodoo doll.
- Gameplay and Story Integration: Pluffle are naturally gentle, but they get rowdier with age until they gain the fighting spirit of a warrior and evolve into Kerfluffle; in other words, they evolve when they learn to Play Rough.
- Let's Fight Like Gentlemen: Kerfluffle can knock a grown man out in one punch, but it always carries them to bed to recover afterwards.
- Meaningful Name: Kerfluffle is a fluffy pillow who's willing to get into a kerfuffle. Pluffle possibly incorporates plush.
- Our Fairies Are Different: A line of Fairy-type bunny pillows who can learn Moonblast.
- Sensory Abuse: Can have the Ability Aroma Veil, which prevents their moves from being inaccessible by effects such as Disable, Encore and Taunt.
- Signature Move: Built around Parting Shot, which in Gen. VI was the Pangoro line's Secret Art, allowing Kerfluffle to switch out of a bad matchup to a teammate after lowering an opposing Pokémon's Attack and Special Attack by one stage, helping it keep momentum on a team.
CAP 23: Pajantom
The first CAP of Generation VII, a Dragon/Ghost sleeping dragon who dreams itself to be much more fearsome and is a master of trapping moves, such as Wrap, Whirlpool, Sand Tomb, Fairy Lock, and, most significantly, Spirit Shackle at the expense of the opponent.
- Anti-Escape Mechanism: Invoked. Pajantom is designed to use trapping and binding moves on its opponent — whether that means clinching a KO otherwise prevented by a switch or pressuring the opposing Trainer to switch to another Pokémon that Pajantom can dismantle.
- Call of the Wild Blue Yonder: Like Bagon, Pajantom has aspirations of flight; unlike Bagon, it achieves this through Dreams of Flying, which is why it learns Brave Bird and Fly.
- Dream Weaver: When Pajantom falls asleep, it projects its dreams into the form of a ghostly draconic apparition.
- Ghostly Chill: This is cited as to why Pajantom is one of the few Ghost-types to be denied Will-O-Wisp; to hammer the point further, it also has access to Ice-Type moves, such as Ice Punch and Haze.
- Hyper-Competent Sidekick: Arguably, you battle with or against Pajantom's dreams while the real deal is just snoozing away.
- The Kindnapper: Pajantom manifests traps to capture small Pokémon to be its friends. Oftentimes, it becomes confused when its captives become frightened of it.
- Lazy Dragon: Its not lazy, per se, but as explained in its supplemental art, the Dragon-Type Pajantom can fall asleep extremely easily and will doze off as soon as it enters battle.
- Living Dream: The ghostly apparition is the fantasy of the sleeping Pajantom brought to life.
- Manchild: Pajantom, despite its scary apparition, always has the mind of a small child.
- Monster Suit: The real Pajantom is the tiny sleeping dragon on the back; the larger apparition is just a manifestation of its dreams. Don't worry if you were fooled - according to Pajantom's Ultra Sun entry, this is a common error.
- Punny Name: It's a phantom in pyjamas.
- Shoulder-Sized Dragon: Standing at 1'0", this Dragon-type is small enough to be piggybacking on its apparation.
- Shout-Out: Pajantom's sleepiness and ability to learn Sand Tomb serve as a one to the sandman.
- Sleepy Enemy: Pajantom has the Ability Comatose, meaning that it is always treated as asleep and therefore immune to any other non-volatile status condition.
- Visual Pun: Pajantom is literally following its dreams.
CAP 24: Mumbao and Jumbao
A line of Grass/Fairy types based on the baobab tree, Jumbao is a wrestler that is capable of abusing harsh sunlight and sandstorms for different effects; the former to boost Solar Beam and Flame Burst, and the latter to help with Shore Up. Its pre-evolution, Mumbao, is a hyperactive shrub in the sun.
- Acrofatic: Jumbao appears to look tough and bulky and does indeed have good HP and Defenses, but its base 96 Speed is also decent.
- Combat Medic: Jumbao naturally spar with Hariyama and others of its species. Its sap is used for curing ailments, and even being around one is said to make one feel revitalised. In battle, Jumbao is great both at dishing out damage and supporting its teammates with Wish and Healing Wish.
- Cue the Sun: Jumbao's Hidden Ability is Drought, whuch allows it to summon harsh sunlight for five turns.
- Hand Blast: Jumbao stores sticky sap inside of its body, and can shoot it out of its "hands" with enough force to dent a cruiser.
- Heal Thyself: Jumbao learns Synthesis and Shore Up, recovery moves that restore more HP when used in harsh sunlight or a sandstorm respectively.
- Power Copying: Can have the Ability Trace, which allows them to copy an opposing Pokémon's Ability on the turn they enter battle.
- Protection from the Elements: Played with; both can have the Ability Overcoat, which does indeed protect them from powder-based moves (should they lose their Grass-Type) as well as residue damage from a sandstorm or hail; Mumbao's Hidden Ability is however Solar Power, which inverts this by giving it a 50% boost to its Special Attack at the cost of losing 1/8th of its max. HP each turn under harsh sunlight.
- Punny Name: "Mumbao" and "Jumbao" together sound like "mumbo-jumbo".
- Playing with Fire: Prior to its removal, Jumbao had access to Flame Burst. Coupled with Drought to boost its damage, and it could effectively use this Fire-type move as a third STAB attack.
- The Power of Friendship: Like the Lucario line, Mumbao needs to level up with high happiness to evolve, but can only do so during the day.
- The Power of the Sun: Mumbao becomes highly energetic in sunlight, reflected through its Hidden Ability Solar Power.
- Recurring Element: Like the Exeggcutor and Trevenant lines, the Jumbao line are a two stage line of Grass-types based on tall trees that require a special method to evolve.
- Shown Their Work: Jumbao is a Grass-type that is designed to work well in harsh sunlight and sandstorms, and its Pokedex entries say it can improve your health. The baobab tree, which the line is based on, is also known as the Tree of Life that grow in arid climates.
- Weather Manipulation: Jumbao's Hidden Ability is Drought, summoning harsh sunlight which boosted the damage of Flame Burst, removes the charging turn of Solar Beam, and increases the HP healed by Synthesis. It also learns Sandstorm, which increases the HP healed by Shore Up.
- When Trees Attack: They're a line of Grass-types based on baobao trees.
- Zigzag Paper Tassel: Mumbao and Jumbao are both wrapped with shimenawa, which serve as the basis of their Fairy-type. When Jumbao passes, they loosen and fly off into the wind.
CAP 25: Caribolt, Smokomodo, and SnaelstromPre-evos
A set of starter Pokémon designed to maximize their Abilities' potential. In order:
- Caribolt is a Grass/Electric Irish elk, using its Ability Galvanize to attack with powerful Physical moves, while not falling prey to common Electric-type weaknesses through its primary typing.
- Smokomodo is a Fire/Ground bipedal chameleon, using its Ability Technician to boost coverage and priority moves.
- Snaelstrom is a Water/Bug Triton snail, using its Ability Poison Heal and its natural bulk to support its team by spreading entry hazards or status.
- Action Initiative:
- Caribolt can Galvanize its Quick Attack into a Base 48 Electric-type attack.
- Smokomodo can boost its Mach Punch and Bullet Punch into Base 60 attacks via Technician.
- Snaelstrom naturally learns Aqua Jet. Unlike the others, its Ability doesn't boost its damage, instead relying on Swords Dance.
- Always a Bigger Fish: While Toxapex prey on Corsola, Snaelstrom prey on Toxapex, protecting Corsola, who in exchange help maintain its coral-covered shell.
- Breaking Old Trends: This trio have the honor of being the first CAP to have a Framework, allowing the rules of CAP to be bent slightly for additional flavour that otherwise wouldn't be allowed.
- Big Creepy-Crawlies: Coribalis and Snaelstrom gain the Bug-type upon evolving, the latter being a massive 2'0" sea snail.
- Colour-Coded Emotions: Smokomodo's Volcanic Veins change color based on its mood. Bright red is a sign of hostility, while a flickering yellow signals trust to its Trainer.
- Disability Superpower: The Snaelstrom line's Hidden Ability is Poison Heal, which lets them restore 12.5% of its max. HP per turn instead of being damaged when they're poisoned, helping them offset their Stealth Rock weakness.
- Dishing Out Dirt: Smoguana and Smokomodo gain the Ground-type upon evolving.
- The Ditz: Smogecko has a knack of bumping into objects due to its natural clumsiness.
- Fiery Salamander: Smokomodo is designed after a chameleon, named for a komodo, and has this trope as its design.
- Green Thumb: The Caribolt line are part Grass-types; fields that Electrelk runs through become rich with plant life due to it discharging an abundance of bioenergy.
- Lightning Gun: The Electric-type Caribolt is known as the Railgun Pokemon; like the protrusions on the backs of Alolan Golem, Caribolt's antlers function as a railgun which it fires electric beams from.
- Magma Man: The Fire-type Smokomodo has magma coursing through its entire body and has volcanoes on its back spewing out smog, which helps to regulate its body temperature.
- Making a Splash: The Snaelstrom line are part Water-types.
- Meaningful Name: Each line has varying degrees of meaning behind their names.
- For the Caribolt line, they are deers (a fawn, an elk and a caribou) who produce conifers (for Fawnifer) or electric bolts (Electrelk and Caribolt).
- For the Smokomodo line, they are lizards (a gecko, an iguana and a Komodo Dragon/chameleon respectively) who expel smog.
- For the Snaelstrom line, they incorporate whirlpools (a whirlpool, a charybdis and a maelstrom respectively) as well as the animals (snails and chrysalis).
- Mighty Glacier: Snaelstrom can take a lot of hits thanks to its base 110 Defense, and it can do some good damage, especially after a Swords Dance. Its base 63 Speed means that it will likely move second, considering the pace of the tier.
- Mood-Swinger: Smoguana's mood is as unpredictable as a volcano; quite literally blowing its top off if it gets angry.
- Obfuscating Stupidity: Smokomodo looks stubborn, but it's actually very clever and will use its smog to Smoke Out; additionally, the Smokomodo line's Hidden Ability is Technician, which boosts their attacks that have 60 power or lower by 50%.
- Poisonous Person: While not Poison-type, Snaelstrom can learn a few Poison-type moves, has Poison Heal as its Hidden Ability, and its pre-evolutions' Pokédex entries describe them as being fond of eating poisonous substances; Smokomodo and its pre-evolutions similarly are described to expel toxic smog.
- Recurring Element: They are the Starter Mon of CAP, having an Ability that boosted the power of their primary types by 50% when they're at a third of their HP, and learn the Pledge moves as well as the elemental Hyper Beam variants. In addition, each of them also conform to fanon patterns observed in official Starter Trios:
- Grass-type Starters being based on extinct megafauna. The Caribolt line is partially based on the Irish Elk, one of the largest deer species that lived in the Pleistocene.
- Fire-type Starters being based on animals from the Eastern Zodiac. The Smokomodo line is partially based on a chameleon, which like Charizard represents the Dragon.
- Water-type Starters being water-dwelling animals that have design elements of weapons or warrior classes. The Snaelstrom line is partially based on a Triton snail, and becomes a coral reef sentinel that defends other Pokémon from the attacks of the Toxapex line.
- Shock and Awe: Electrelk and Caribolt gain the Electric-type upon evolving; additionally, the Caribolt line's Hidden Ability is Galvanize, changing their Normal-type moves into Electric-type as well as boosting those attacks by 20%.
- Shout-Out: Caribolt's red nose is an obvious reference to Rudolph the Red-Nosed Reindeer.
- Turns Red: As the Starter Mon of CAP, their default Abilities are Overgrow/Blaze/Torrent, which boosts the power of Grass-/Fire-/Water- type moves respectively by 50% when they are at one-thirds of their max. HP.
- Turtle Island: Snaelstrom has a similar motif with its coral-adorned shell, which serves as housing for other underwater Pokémon, even after death.
CAP 26: Justyke and Equilibra
The final CAP of Generation VII, a Ground/Steel set of floating balance scales that resembles Lady Justice, designed to take advantage of "delayed attack" moves, in this case Doom Desire. Its pre-evolution Justyke resembles a gavel that's... not so stoic.
- Celestial Bureaucracy: Its Ultra Sun entry stated that Equilibra guarded the afterlife and determined who would be allowed in by balancing their soul against a single grain of sand.
- Cyclops: See that feminine face? That's not a real face at all. Equilibra's true face is the single eye on its "chest".
- Dishing Out Dirt: Part Ground-types.
- Extra-ore-dinary: Part Steel-types and associated with the Steel-type move Doom Desire.
- For Great Justice: Their designs based around symbols of the law, this is a given. Their Hidden Ability is even Justified, which boosts their Attack by one stage when hit by a Dark-type move. However, given Equillibra's pitiful base 50 Attack, it doesn't have much practical use.
- Hanging Judge: Equilibra judges and blasts those it sees as unrighteous into oblivion.
- Hot-Blooded: Justyke's Sun entry notes that, despite their associations with stoic legal business, they're surprisingly hot-headed.
- Knight Templar: Justyke strike their mallet-like bodies at anyone they judge as evil. Likewise, Equilibra violently vanquishes anyone it deems unjust with divine rays of light, while those it considers righteous are spared. Whether these judgements are accurate or not is up to interpretation.
- Meaningful Name: Justyke seeks justice, while Equilibra seeks to have things operate to its standards of equilibrium.
- Mighty Glacier: It's slow, but has good bulk on all fronts and hits hard with its base 133 Special Attack.
- Nerf:
- Dragon Tail, Whirlwind, and Toxic were removed from their movepools after playtesting.
- Later on, Equilibra, for a time, lost 12 points in Special Attack and had its Ability Bulletproof replaced with the less useful Stalwart due to those factors making it too unpredictable.
- No Biological Sex: One of the few CAPs to be genderless.
- No-Sell: In addition to the standard Ground- and Steel-type immunity to Electric- and Poison-type moves, both of their Abilities negate certain moves: Levitate provides an additional immunity to Ground-type moves as well as certain entry hazards, while Bulletproof makes them immune to ball and bomb moves such as Energy Ball, Focus Blast and Pyro Ball.
- Its former Ability Stalwart played with this, ignoring other Abilities and moves that would otherwise redirect its moves, such as Storm Drain and Follow Me.
- Scales of Justice: Equillibra's design is based off of these, as well as Lady Justice.
- Signature Move: Heavily associated with and built around using Doom Desire, Jirachi's Secret Art which is a special 140 power Steel-type attack that deals damage two turns after use.
- Shout-Out: The line's shiny coloration is based off the Statue of Liberty.
- Taking You with Me: Learns Explosion, Perish Song, and Destiny Bond.
- Underused Game Mechanic: Exploited. At the time, delayed attacks such as Future Sight and Doom Desire rarely saw use in competitive play, and the community set out to design a CAP based around using said moves. Equilibra was the ultimate result.
- Weapon-Based Characterisation: Justyke, being a living gavel, is known to swing its body with tremendous force which it uses to bring trials to order and punish evildoers.
CAP 27: Solotl and Astrolotl
The first CAP of Generation VIII, a line of Fire/Dragon firework axolotl magical girls that provide offensive support to its team.
- A Taste of the Lash: Can learn Fire Lash, which is an physical 80 power Fire-type attack that lashes at the opponent to lower their Defense by one stage.
- Badass Cape: Solotl wears one.
- Combat Medic: Astrolotl learns Healing Wish and Heal Bell, letting it heal its teammates' health or cure their status conditions; it can also use moves like Fire Lash to cripple opponents.
- Cosmic Motifs: Solotl are believed to have arrived after falling from space, while Astrolotl are often mistaken for meteor showers.
- Cute Monster Girl: A line of cute axolotl magical girls.
- Delightful Dragon: The Dragon-type Solotl can spend a lifetime making sure that the dreams of kindhearted Trainers come true.
- Exotic Eye Designs: Their irises are shaped like a twinkling star.
- Fiery Salamander: A line of Fire-type axolotls, a species of salamander, and also carry traits of fireworks.
- Frills of Justice: In addition to having the frills typically found on axolotls, Astrolotl also has dress-like frills on its torso.
- Giant Poofy Sleeves: Astrolotl has what looks like these around its arms.
- Healing Factor: Can have the Ability Regenerator, which allows it to restore 30% of its HP upon switching out.
- Magical Girl Warrior: Astrolotl's streamer-like antennae, jewelry-like body patterns, poofy sleeves, and skirt-like frills invoke the Magical Girl. It's no slouch offensively, either, being able to use moves like Fire Lash and Explosion to support its team while dealing damage.
- Nerf: In Gen. VIII, Astrolotl lost Wish and Knock Off to give opposing Pokémon a better chance of checking it.
- Ninja Pirate Zombie Robot: As mentioned above, they're a line of firework axolotl magical girls.
- Power Floats: Despite not being a Flying-type nor getting Levitate, it's shown floating in its 3D sprite.
- Sailor Senshi Send-Up: As mentioned above, designer Quanyails explicitly described the Magical Girl trope as one of Astrolotl's inspirations, which can be seen in its twintail antennae, frills, and space theme.
- The Sleepless: Can have the Ability Vital Spirit, which prevents them from falling asleep.
- Stellar Name: They're axolotls themed after the sun (Sol) and space (Astro).
- Video Game Stealing: Their Hidden Ability is Magician, which allows them to steal a held item when they attack an opponent as long as they themselves aren't holding one.
- Wish Upon a Shooting Star: They're both categorized as the Shooting Star Pokémon, and it's tradition to wish upon a flying Astrolotl, who may even descend to someone if their wish was kind. Fittingly enough, they can also learn Healing Wish.
CAP 28: Miasmite and Miasmaw
A line of Bug/Dragon bombardier beetles that are designed to disrupt pivoting strategies, namely those that use U-Turn, Volt Switch, and Teleport.
- Balance Buff: In Gen. VIII, Miasmaw had 27 points transferred from its Special Attack to its Speed and Special Defense, as well as gaining U-Turn, Wild Charge and Gunk Shot.
- Big Creepy-Crawlies: A line of large Bug-type bombardier beetles with an even larger dragon-like abdomen.
- Crippling Overspecialization: While Miasmaw's giant abdomen allows it to scare away predators, it also makes it very difficult for it to fly.
- Improbable Aiming Skills: Their Hidden Ability is Compound Eyes, which gives them a 30% accuracy bonus for their moves.
- Man Bites Man: Fittingly for a beetle with a massive maw, it learns a few biting moves, such as Crunch, Poison Fang and Super Fang, although it doesn't have the Ability Strong Jaw. Miasmite also clamps down on those who touch its true head, and doesn't let go until the offender is pacified by its gas.
- Monster Mouth: Miasmaw has a giant one on its abdomen; Miasmite outright resembles one.
- Mushroom Samba: Its Sword entry states that Miasmite constantly spews a hallucinogenic gas that induces this, making those who inhale it to perceive it as a fearsome dragon.
- Our Dragons Are Different: Like Alolan Exeggcutor, the Miasmite line are Dragon-types, despite not resembling traditional dragons of any sort. While one can make the argument that Miasmite resembles a dragon head, the only thing relatively draconic-looking about Miasmaw is its abdomen.
- Power Nullifier: Can have the Ability Neutralizing Gas, which shuts down the Abilities of all other Pokémon while they're present on the battlefield.
- Power Pincers: Can have the Ability Hyper Cutter, which prevents their Attack from being lowered by other Pokemon.
- Punny Name: A play on miasma (an unpleasant or unhealthy gas) and maw (referring to the giant maw on its tail). Likewise, Miasmite switches out maw for mite (a small bug).
- Road Block: Invoked. It was designed to stop pivoting strategies, though as one may guess, its effectiveness is questionable.
- Sickly Green Glow: Its neon green highlights, particularly the fumes from its abdomen, give off this vibe.
- So Last Season: Miasmaw was created shortly before the Crown Tundra DLC was released, which rapidly sapped off most of its viability thanks to reintroducing several Fairy-Types, namely Clefable and Tapu Fini, who easily steamrolled through the Road Block.
- Use Your Head: Learns Dragon Hammer, a move exclusive to Alolan Exeggutor, formerly Tropius in Gen VIII and Raging Bolt.
CAP 29: Chromera
A Dark/Normal (formerly Dark/Poison) Legendary cubist chimera designed to utilize an otherwise detrimental ability to its benefit. In Chromera's case, it has Color Change which buys it time to set up multiple Calm Minds.
- Anomalous Art: It's a legendary Pokémon that's made out of paint, and can change its type when hit by different attacks. Notably, its lvl up movepool contains a move of every typeas a result, with references to certain art styles and such.
- Art Attacker: Its body appears to be made of paint, presumably the source of its Poison-type attacks.
- Balance Buff: A rather unusual one for CAP, as instead of getting any stat buffs or huge movepool changes, Chromera got its type changed, a first for CAP, shedding its Poison typing in favor of Normal. Additionally, it also gained Switcheroo for a bit of extra utility.
- Barrier Change Boss: Chromera has the Ability Color Change, which lets it change its typing to the type of the last attack that it was hit with. Depending on which type of moves were used, Chromera can either become resistant or vulnerable to the type it was last hit with.
- Breaking Old Trends: As mentioned above, Chromera has the honor of being the first CAP to have its type changed after its process, scrapping its Poison typing in favor of becoming the Normal-type, the first CAP with said type, even!
- Classical Chimera: Chromera incorporates elements from the classic lion/goat/snake chimera, where the body is leonine, the tail is a snake head, and the "picture frame" is curled and has ridges like goat horns.
- Combat Pragmatist: Part Dark-type, and remained that way even after its type change.
- Cursed with Awesome: Invoked. Color Change would be a detrimental Ability for most Pokémon, due to its unpredictability and difficulty to take advantage of STAB. Chromera was built from the ground up to utilize this Ability to its advantage, namely buying time so that it can set up multiple Calm Minds.
- Discard and Draw: As previously mentioned, Chromera was retconned from being Dark/Poison to Dark/Normal. While it lost an immunity to Toxic and several resistances, this let it switch into Dragapult better since it was now completely immune to its Ghost-type STAB such as Shadow Ball, in addition to giving it turn one STAB on Boomburst.
- Hoist by His Own Petard: Since the opponent is responsible for controlling the Chromera's type, it's possible to make Chromera weak against the next attack the opponent wants to use.
- Make Some Noise: Learns Boomburst, a special 140 power Normal-type sound-based attack that hits everything around the user, making it a useful option even if Color Change leaves it without STAB.
- The Muse: It's highly sought after because those who come across Chromera are struck with inspiration.
- Non-Elemental: Following its post-process type change, Chromera gained the Normal type in favor of Poison, making it the first official Normal-type CAP.
- Olympus Mons: It's the first official Legendary CAP; having a 600 BST, was voted to have no evolutions, and designer Gravity Monkey stated that they made it with a legendary look in mind.note
- Panthera Awesome: It's a chimera that primarily emphasises the lion part.
- Poisonous Person: Zigzagged. While initially conceived as part Poison-type, it was changed to Normal instead to be more competitively viable. However, it still retains its Poison-type moves, most notably Acid Spray, Sludge Wave and Toxic.
- Punny Name: Its name is a play on "chrom", a prefix referring to color, and "chimera". Its category is also a pun, being known as the Master Beastnote Pokémon.
- Recurring Element: Like Heatran, Chromera is an Legendary that is also an Giant Space Flea from Nowhere, having no clear backstory other than being an abstract artist whose presence inspires others.
CAP 30: Venomicon
A Poison/Flying Deadly Book with an alternate forme once it holds an unique item, and like Cyclohm is designed to optimise Abilities that are, at face value, competitively viable, but confined on unviable or excessively niche Pokémon, or are paired with objectively better Abilities. In Venomicon's case, it has Stamina for its tanking Prologue forme, and when it holds a Vile Vial, Tinted Lens for its utility wallbreaking Epilogue forme.
- Books That Bite: A sentient Tome of Eldritch Lore written in toxic ink. In supplemental material, it's capable of folding up like an airplane to divebomb foes or spitting out its ink like a fountain pen.
- Bequeathed Power: Its Hidden Ability is Power of Alchemy, which allows Venomicon to take on the Ability of a defeated ally in a Double Battle.
- Exotic Eye Designs: Epilogue Forme Venomicon has a perpetual swirly eye, symbolizing its muddied vision and crazed nature as a result of plunging its head into the Vile Vial.
- Flying Books: Part Flying-type, based on a book and feather pen.
- Fun with Homophones: The item Venomicon uses to transform is called the Vile Vial.
- Glass Cannon: Its Epilogue Forme, which has excellent Speed and solid Attack, but its Defenses are average at best.
- Iconic Item: The Vile Vial, which boosts the power of Venomicon's Poison- and Flying-type moves by 20% as well as transforming it into its Epilogue Forme.
- Meaningful Name: A play on "Venom" and the "Necronomicon" of H. P. Lovecraft fame, alluding to its origins as a deadly grimoire.
- Mighty Glacier: Its Prologue Forme, which has good Defenses and excellent Special Attack, but is quite slow.
- Multiform Balance: Its Framework is specifically "Giratina-style Forms", and like its namesake, Venomicon's stat total between its Formes are the same, though each has different distributions and fill different roles.
- Nerf: Twice.
- After Venomicon (especially its Epilogue Forme) centralized the meta around itself, it had 8 points transferred from its Attack to Special Attack and lost Swords Dance, forcing it to rely on Coil (which boosts Attack by one stage compared to Swords Dance's two) for set-up.
- Even after these nerfs both forms of Venomicon continued to be a centralizing force, causing it to further lose Earth Power and Mystical Fire as well as for its Epilogue Forme to lose 19 points in Speed and one in Special Attack. Its Prologue Forme also lost 20 points in Attack, though that's mostly to keep its BST in line with Epilogue Forme as Prologue Forme wasn't exactly using its Attack anyway.
- Pain & Gain: Its Prologue Forme has the Ability Stamina, which boosts its Defense by one stage every time it's hit with a damaging attack.
- Poisonous Person: Part Poison-type, based on an ancient tome of alchemy.
- Scissors Cuts Rock: Its Epilogue Forme has the Ability Tinted Lens, which doubles the power of any not-very-effective attack.
- Scarily Competent Tracker: To quote its Epilogue Forme's Shield entry:Venomicon’s vision has been enhanced beyond the material plane, but its ink distorts everything into moving targets. If it spots you, there is no escape.
- Transformation Trinket: When holding a Vile Vial, Venomicon transforms from its Prologue Forme to it Epilogue Forme.
CAP 31: Saharascal and Saharaja
The final CAP of Generation VIII, a Ground-type Middle Eastern Bactrian camel that has access to a "forbidden fruit"; something on the CAP moves banlist. In Saharaja's case, it uses Diamond Storm. Its pre-evolution, Saharascal, is a Dromedary camel calf that's a lot more raggedy.
- "Arabian Nights" Days: Clearly based on this trope, between it being a camel and its design taking cues from Arabian/Turkish sultans and palaces.
- Breaking Old Trends: Part of its concept, which allowed Saharaja a move from the move banlist. It's also the first monotype CAP since Stratagem, who was conceived four generations ago, as well as the first CAP to evolve by use of an Evolution Stone.
- Cool and Unusual Punishment: Its Shield entry states that being gifted a Saharaja constituted as one of these, and were exploited by particularly petty rulers to their enemies.
- Dark Is Evil: Downplayed, but for their shiny palettes, the line of spoiled camels becomes darker in color.
- Dishing Out Dirt: A line of Ground-type camels associated with the Rock-type move Diamond Storm.
- Elemental Absorption: Can have the Ability Water Absorb, which allows them to nullify Water-type attacks to restore 25% of their max. HP.
- Ermine Cape: Saharaja's sandy underbelly and thighs have lines in contrast to the rest of its white body, giving it a look fit for a rajah.
- Eyes Out of Sight: Saharaja's eyes are obscured beneath its turban. Not that it matters since they're always shut as a sign of its vain personality.
- Had to Be Sharp: Saharascal's Sword entry states that they're abandoned in harsh deserts as soon as they can stand, which led to them developing a crafty personality.
- Luck-Based Mission: Saharaja can have the Ability Serene Grace, which doubles the likelihood of secondary effects occurring. Diamond Storm greatly benefits from this, as it will always raise its Defense by two stages whenever it's used.
- Meaningful Name: Befitting its theme as desert royalty, its name is derived from the Sahara Desert and "Maharaja”, a Sanskrit title meaning “great king”. Likewise, Saharascal substitutes "Maharaja" for "Rascal", referring to its young and ragged appearance.
- Obfuscating Disability: When faced with a larger opponent, Saharascal feigns weakness by walking with an unsteady gait, before kicking a cloud of sand into the eyes of its foes and making its escape.
- Qurac: As mentioned above, it's a camel that incorporates many Middle Eastern design elements, with it having fur that resembles the garb of sultans and its humps resembling Arabian and Turkish palaces.
- Rags to Royalty: Saharascal is a raggedy camel calf that carries nothing but a pile of sand on its hump; when it gets its hooves on a Shiny Stone, it evolves into Saharaja, a royal camel dressed with gemstones.
- Rank Scales with Asskicking: While Saharascal is a Street Urchin that could maybe win a fight or two, Saharaja is described as desert royalty and gains strong stats and moves to back it up.
- Shout-Out: Saharaja's category as the Grand Vizier Pokémon and shiny palette, as well as Saharascal's Satisfied Street Rat background are one to Jafar.
- Signature Move: Heavily associated with and built around using Diamond Storm, Diancie's Secret Art and a physical 100 power Rock-type attack which has a 50% chance of boosting the user's Defense by two stages for every successful hit.
- Super Spit: Their Hidden Ability is Sand Spit, which starts a sandstorm for five turns after they've been hit by an attack. They also naturally learn the trifecta of Stockpile/Swallow/Spit Up.
- The Upper Crass: Saharaja's described by designer NoahIOTJ to be a massive jerk, partially due to it being spoiled royalty. In supplemental material, Saharaja is seen harassing Cacnea and Krilowatt, while its Sword entry says it spits on those it deems unworthy to be with.
- Video Game Stealing: Saharascal can have the Ability Pickpocket, which allows it to steal the opponent's held item if it's hit by a contact move as long as it isn't holding one.
CAP 32: Ababo, Scattervein and Hemogoblin
The first CAP of Generation IX, a Fairy/Fire heartburn creature meant to overcome its average stats to become a viable threat in the metagame. Its pre-evolutions, Ababo and Scattervein, are respectively a Fairy-type blood cell and arteries.
- Action Initiative: Learns Extreme Speed, a physical 80 power Normal-type attack with +2 priority which can be further boosted by Pixilate to be virtually unblockable.
- Breaking Old Trends: After twenty-seven pre-evos, Ababo is the first official Baby Pokemon of CAP.
- Cartoon Creature: A line of Animate Body Parts, specifically based on the components of the circulatory system: Ababo is a blood cell, Scattervein is a series of connected arteries, and Hemogoblin is a heart, in both the symbolic and anatomical sense.
- Disability Immunity: Can have the Ability Own Tempo, which prevents confusion and blocks Intimidate.
- The Dreaded: Scattervein and Hemogoblin can have the Ability Intimidate, which lowers the Attack of opposing Pokemon by one stage.
- Emotion Eater: Hemogoblin absorbs stressful emotions from people to convert into heat.
- Face of a Thug: Scattervein is an empathetic Pokémon who tries to cheer up others, only to traumatise them instead with its unsettling appearance, reflected through its Ability Intimidate. That being said, it also relies on its ditzy demeanour to lure in prey, so...
- Flaming Sword: Formerly learned Bitter Blade, a 90 power Fire-type slicing move that restores HP equal to half the damage dealt to the opposing Pokémon that is currently Ceruledge's Secret Art. The combo served too strong for Hemogoblin, though, and was later removed.
- Fun with Acronyms: When you put the first letters of the line's name together, they spell out ASH. Aside from the obvious Fire-type connotations, there is also one significant Ash in Pokémon history...
- Go Through Me: Despite being tiny and weak, Ababo cares deeply for its friends and will willingly act as a Human Shield for them if they're injured.
- High-Pressure Emotion: While not the exact cause, Hemogoblin will explode from joy if hugged too tight due to accumulated heat throbbing in its body.
- Jack of All Stats: Invoked. Most CAPs have one or two stats higher than 100; Hemogoblin's base stats - with the exception of its 55 Speed - are well rounded, but unremarkable: the highest being its equal 96 Attack & Special Attack.
- Make Some Noise: Formerly learned Boomburst, a special 140 power Normal-type sound-based attack that hits everything around the user. It could be further boosted by Pixilate and STAB into a Base 252 Fairy-type move that goes through substitutes — for comparison, that's stronger than a STAB-less Explosion. The absurd power of the move caused it to get removed from Hemogoblin's movepool during the post-play process.
- Motivated by Fear: Ababo can have the Ability Rattled, which raises its Speed by one stage if hit by a Bug-, Dark- or Ghost-type attack or if Intimidated.
- Nerf: Following inital playtesting, Hemogoblin's Attack, Defense, and Special Defense were lowered by 3, 2 and 8 points respectively, while a number of moves were cut owing to a lack of notable usage, such as Fiery Dance and Boomburst. Spikes originally was cut as well, but it was replaced by Knock Off after final playtesting.
- Later on, it lost access to both Bitter Blade and Fire Lash, forcing it to rely on Flare Blitz for Fire-type STAB.
- Our Fairies Are Different: A line of Fairy-types whose Hidden Ability is Pixilate, turning their Normal-type moves into Fairy-type and boosting them by 20%.
- Playing with Fire: With help from a Fire Stone, Hemogoblin gains the Fire-type upon evolving.
- The Power of Friendship: Ababo requires high friendship to evolve into Scattervein.
- Punny Name: Two stages of this line involve a blood-based pun.
- Ababo involves the four blood types - Type A, Type B, Type AB and Type O - mashed together.
- Hemogoblin is derived from hemoglobin, an iron-containing protein which facilitates oxygen transport in blood, rearranged to incorporate goblin.
- Scattervein is a more straightforward case, being a group of veins that's a bit scatterbrained.
- Shout-Out: Scattervein's base stat total is based on the temperature at which paper burns: Fahrenheit 451
- Shown Their Work:
- In Scattervein and Hemogoblin's shiny palette, their heated veins and flames turn from blue to green, implying a copper-based colourant. The second oxygen transport molecule after hemoglobin in terms of frequency of use is hemocyanin, used by crustaceans and mollusks, which uses copper instead of iron to carry oxygen.
- Scattervein's design may look silly, but it's actually based on the Circle Of Willis, which isn't completely far off from the real deal.
- Ababo's design is based off of blood cells such as platelets; its Violet entry (where it describes Ababo living in large groups and huddling to form a barrier against predators) references the platelets' job of clumping at sites of bleeding in order to form a blood clot.
- Wicked Heart Symbol: The line's shiny palette turns them into a dark blue, possibly evoking this.
CAP 33: Cresceidon
A Water/Fairy sapient wave who not only is meant to be durable, but can afford to invest in Speed.
- The Fair Folk: As noted in its Violet entry, the Fairy-type Cresceidon is respected and feared for its power over the ocean currents; in its presence, smooth seas can quickly become fearsome tidal waves.
- Gentle Giant: Cresceidon may be large, but as seen in supplemental material, it can be docile and friendly to surfers.
- Giant Wall of Watery Doom: Cresceidon is sapient water that takes the form of a ten meter tall breaking wave.
- Making a Splash: Part Water-type and literally made of water. It can also have the Ability Water Veil, which prevents Cresceidon from being burnt.
- Meaningful Name: Combines 'Crescent' with Poseidon, the Greek god of the seas.
- Lord of the Ocean: As mentioned above, Cresceidon is partially named after the Greek God Poseidon and has control over ocean currents.
- Lunacy: Cresceidon's horn resembles a crescent moon and can learn Moonblast.
- Shout-Out: Cresceidon's design is based off The Great Wave off Kanagawa.
- The Spiny: Can have the Ability Rough Skin, which allows Cresceidon to damage opponents that use contact moves against it for 1/8 of their max. HP.
- Stone Wall: Invoked, with Cresceidon going for the unusual variant prioritising both defensive strength and speed; its Hidden Ability is Multiscale, which halves the damage taken from damaging moves when its HP is full.
- Visual Pun: Shiny Cresceidon have a bright blue coloration on their ridges and moon-shaped horn; one idiom used to describe a rare occurrence, such as encountering a Shiny, is a blue moon.
CAP 34: TBD
A Dragon/Poison locomotive that's designed to make use of an held item rarely seen competitively; in this case, it utilises Throat Spray.- Armored But Frail: Its base 45 HP is compensated by its 117 Defense and 110 Sp. Defense.
- Cool Train: It's an armoured locomotive capable of flight and built for speed.
- Our Dragons Are Different: Part Dragon-type. One of its original inspirations was the Chinese dragon dance, hence the segmented parts that were altered into the carriages.
- Poisonous Person: Part Poison-type that emit polluted plumes of smoke.
- Power Nullifier: Can have the Ability Armor Tail, which prevents priority moves from affecting them and their allies.
- Refitted for Sequel: The concept was previously utilised for the FlashCAP Chewerm, see below; unlike Chewerm and its Pinch Berries, CAP 34 instead focuses on the Throat Spray.
- Weapon Specialisation: Invoked. CAP 34's is built so that its main sets would prefer it holding Throat Spray, which boosts the holder's Special Attack by one stage the first time it uses a sound-based move.
Applies to all Flash CAPs
- Canon Discontinuity: All of the FlashCAPs are only conceptual, unable to be played on on Pokémon Showdown! and are unconsidered whenever a new CAP is being designed.
- Slippery Slope: Commonly cited as the reason why Flash CAPs will not be officialised nor be able to be used on Pokémon Showdown! in any way, as if they were accepted and used in competitive play, that would set a precedent for other, less thought-out Pokémon to do the same, spoiling the integrity and mission of CAP as a whole.
Froxbite
The first Flash CAP, made by a moderator and several CAP members, it is a Ice/Fire fox intended as part of a hail team.- Adaptive Armor: Sort of, as Froxfire's fur inversely scales with temperature.
- Expy: Of Syclant, as it is a Glass Cannon that works best in hail, has similar base stats and base stat total, and has a secondary typing that neutralizes one of the Ice-type's weaknesses while doubling its weakness to Rock-type moves.
- Fantastic Foxes: It's a flame-tailed arctic fox that can control the weather.
- Glass Cannon: Like Syclant, it has around base 70 for its HP, Defense, and Sp. Defense, but it has around base 120 for its Attack, Sp. Attack, and Speed.
- Oxymoronic Being: It has both Fire and Ice as its elemental affinities, which is normally self-defeating.
- Power of the Storm: It manipulates the weather rather chaotically in a Pokédex entry, though in-game, it can only produce hail so with its Hidden Ability.
- Secret Art: Would have had Flare Dash, a special Fire-type version of Quick Attack.
Cnidali and Mega Cnidali
A Poison/Fighting jellyfish intended to be a bulky utility NeverUsed Pokémon. Was created for the purposes of NeverUsed CAP brainstorming, but nothing more.- Bare-Fisted Monk: Fighting-type.
- Elemental Punch: It can learn a variety of them, including Sting Jab, its Signature Move.
- Expy: Downplayed with later CAP Crucibelle. Both are Physical Poison Types with the ability Regenerator and can Mega Evolve.
- Gone Horribly Wrong: It was created as a NeverUsed Pokémon, but many users thought it was simply too powerful to remain in the tier.
- The Paralyzer: Sting Jab, despite it being a Poison-type move, can paralyze.
- Poisonous Person: Poison-Type.
- Secret Art: Would have Sting Jab, a physical Poison-type move that has a chance of paralysing the target.
- Super Mode: Was later given a Mega Evolution.
Chamereon
A Pokémon designed to theorize how Multitype might affect the OverUsed metagame and as an In-Joke to memetic CAP art entries.- Fish Eyes: Well, it is a chameleon.
- Glacier Waif: It's two feet long, looks rather awkward and lanky, and has 119/111/109 bulk.
- Hollywood Chameleons: Double-subverted. It can only change the color of its bands and ridge, but it can change its typing.
- Lethal Joke Character: Its existence is a joke, but that doesn't mean that it isn't a competitive Pokémon. Its defenses, movepool, and flexible typing can theoretically have it fit on a variety of teams.
- Multipurpose Tongue: It uses its tongue to swing from and to branches.
- Stone Wall: It has amazing defenses, made even better by how it can change its typing at will. Its attack is acceptable after boosting it up with his wide variety of boosting moves, but otherwise Chamereon just cannot deal enough damage.
Petrogeist
A Ghost/Rock Pokémon that is capable of walling many threats, even if its stats do not appear to follow that.- Creepy Long Fingers: Its 'hands' are scythe-like with long 'fingers' as blades.
- Flaming Hair: The top of Petrogeist's head emits a ghostly substance, which looks like bluish flames.
- Spikes of Doom: Not only can it learn Stealth Rock and Spikes, Petrogeist has two large stalagmite Shoulders of Doom.
- Supernaturally Delicious and Nutritious: Oddly inverted, as apparently, Petrogeist's ectoplasm tastes like blueberry ice cream to people.
- Trail of Bread Crumbs: Its Black Pokédex entry states that Petrogeist drops a trail of rocks to find its way back from wandering at night.
- Treasure Room: According to its White Pokédex entry, it's said to keep a collection of stolen items from spelunkers, but where these hoards might be have never been confirmed.
Snoutlet And Ampeater
The first of Generation VI theoretical CAPs, Ampeater is an Electric/Dark anteater designed to use Sticky Web to sweep.- Blade Below the Shoulder: Its hands end with single, sharp points that carry currents of electricity.
- Tunnel King: It lives alone in burrows, yet it's not a Ground-type Pokémon.
- Yellow Lightning, Blue Lightning: The highlights on Ampeater represent both yellow and blue flavors of electricity.
Rhenstorm
A Steel/Flying bird with a furnace chamber body designed as a true Charizard counter.- Feed It with Fire: Has the Flash Fire ability, allowing it to nullify its Fire-Type weakness.
- Hollywood Density: It averts the tendency in Pokémon to make species much lighter than a plausible weight; it uses its hefty 2,000 kg. to abuse Heavy Slam and Heat Crash.
Reverbell
A Fairy/Ghost angelic bell designed to counter Tomohawk. It is the first unofficial CAP to be created on the CAP Project channel on Pokémon Showdown! rather than IRC.- For Doom the Bell Tolls: It learns Perish Song as a level-up move, and it is a ghostly bell.
- Our Ghosts Are Different: It's an angelic ghost that possesses a bell.
Eucalyptank
A Grass/Rock totem pole/sundial/top made to exploit all weathers to its offensive advantage.- Expy: Of the Mumbao line: both are Grass-Types who were made to take advantage of similar weather effects; namely Sun and Sandstorm. Both have the ability Drought, and have other abilities that help negate certain effects.
- Missing Secret: It gets Shift Gear as an egg move, but the only parents it might possibly have is a genderless species of Pokémon.
- Status Buff: It can use Sand Rush to double its otherwise mediocre speed.
- Weather Manipulation: It has Drought as a primary ability, and it can exploit its effects with Weather Ball and Synthesis.
Barnecro
A Water/Ghost ship barnacle designed to maximize passive damage.- Damage Over Time: It is better at wearing opponents down by forcing them to switch in or by injuring them with Leech Seed or Spiky Shield than actually attacking.
- Ghost Ship: It's a ship that has been taken over by not only barnacles but an unknown creature inhabiting it. Naturally, it has Ghost as one of its types.
- No-Sell: It has Disguise as one of its abilities, giving it a free turn to set up hazards or a status condition.
- Support Party Member: It specializes in setting up entry hazards and keeping them active, then dealing residual damage instead of dealing direct damage.
Chisphera
A Fighting/Psychic chimera that starts off subpar but grows stronger in battle the longer it stays in.- Escaped from the Lab: Its Moon Pokédex entry states that it was a project by the Aether Foundation and escaped from Aether Paradise.
- Magic Knight: It can run well both a physical or special set.
- Increasingly Lethal Enemy: Chisphera relies on gaining stat boosts either through Contrary in conjunction with Superpower and Close Combat or Stamina with Calm Mind. It then unleashes those boosts in not only normal attacks but moves that gain power with stat boosts, such as Stored Power and Power Trip.
Elktrolysis
An Ice/Electric legendary moose designed to be the ultimate Hail abuser.- Utility Party Member: It can set up Hail and provide a defensive buff in the form of Aurora Veil for its teammates.
- Weather Manipulation: It receives Snow Warning as an ability to summon hail. As an added bonus, it can call down Thunderbolts.
- What Could Have Been: Its Moon Pokédex entry states that it is one of four similar legendary Pokemon, but despite this, there have been no plans currently to create the other three.
Holloqua
A Water/Ghost jellyfish that, like Cyclohm, takes advantages of abilities not commonly seen in the metagame.- The Empath: Holloqua seek out those that are crying in order to soothe them.
- Empty Shell: Its Pokédex entry in Pokemon Sun says that Holloqua are hollow creatures, drifting aimlessly in the seas.
- Support Party Member: It can set up Reflect/Light Screen and/or Trick Room in tandem with its ability to allow easier switches for its team's side. It can also burn enemies with Scald or use Z-Curse to inflict status conditions.
Zapparation
An Electric/Ghost plasma ball specter that uses moves with high chances of secondary effects along with Serene Grace.- Luck-Based Mission: Has Serene Grace, which makes fighting Zapparation more frustrating.
Eskimamba
A Ghost/Ice claw-headed serpent that can use Focus Punch when it forces switches.- Action Initiative: Has the Prankster Ability, which gives non-attacking moves +1 priority. It can use Encore in tandem with its ability to force switches, or Taunt and Haze for extra utility if it so desires.
- Taking You with Me: Learns Explosion, purely for flavouring reasons.
Gilamonjaro
A Fire/Dark Gila monster that specializes in using stat drops effectively to force winning situations.- You Will Not Evade Me: Gets Pursuit, which deals double damage to opponents that are being withdrawn.
Nimbird
An Electric/Flying thundercloud peacock that has different sizes with different stats, letting it effectively take on a variety of roles.- Your Size May Vary: Its design framework. Comes in Small, Average and Large sizes: the bigger they are, the more HP, Special Attack and Defenses they gain, and the more Speed lost.
Chewerm
A Dark/Poison berry grub that makes use of an item rarely seen competitively; in this case, berries that raise a stat when consumed.- Poisonous Person: Poison-Type. Its Sword Pokédex entry states that it injects a special venom that preserves berries and makes them taste horrible to other Pokémon.
- Underused Game Mechanic: Or to be more specific, underused game items. It specializes in consuming 'Pinch' berries that raises a stat when consumed at low health, which synergies with Unburden to activate a Speed Boost, or Ripen to double the effects
Horusands
A Flying/Ground pyramid owl that uses the ability Protean for a variety of utility purposes, rather than just offensively.- Confusion Fu: Invoked. In addition to utilizing Protean for STAB, it's designed to also be able to gain defensive bonuses by changing its Type to avoid damage.
Seraphleur
A Grass/Ground rose of Jericho designed to use Meteor Beam to enable snowballing.- Botanical Abomination: An Ultra Beast and part Grass-Type.
- Dishing Out Dirt: Part Ground-Type, and was designed around the Rock-Type Meteor Beam.
- Kill Streak: Part of its Concept, to use the initial boost from Meteor Beam to snowball faster.
Tormentoise
A Poison/Dark tortoise with a skull for a shell made to Torment in 1v1 battles.- I Shall Taunt You: Built around the move Torment.
Shrimpanzee
A Water/Normal sea monkey designed to turn an ordinarily hindering situation - namely, getting Status Conditions - into an tactical advantage.
- Hoist by His Own Petard: Invoked. If the opponent tries to inflict a status condition onto Shrimpanzee, its Synchronise ability will grant them the condition instead, whilst it gets rid of it using Heal Bell.
Horrumoth
A Water/Ghost heikegani that resembles Aurumoth.- Identical Stranger: Its design and concept are based off Aurumoth.
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A Water/Flying Pokemon from the distant future that heavily resembles Naviathan.- Mechanical Abomination: A Future Paradox Pokémon based on Naviathan.