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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.

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     Generation IV CAPs 

CAP 1: Syclar and Syclant

An Ice/Bug Glass Cannon mantis meant to check Garchomp, the first non-legendary Pokémon to be banned to Ubers at the time. Syclant was also the first CAP created.

  • Arm Cannon: Depending on the artist, Syclant's arms might be hollow and house arm cannons.
  • Big Creepy-Crawlies: 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 they evolve into Syclant.
  • Elemental Absorption: Ice Body, its Hidden Ability, allows it to gradually regenerate health in Hail. The ability is not too useful, however, when its other abilities are more catered toward its offensive capabilities.
  • Glass Cannon: Syclant's defenses are paper-thin, and its typing is not suitable for defense, either. Its offenses are fantastic, however, and the same typing gives it great STAB moves.
  • Horde of Alien Locusts: Syclar do this in numbers during the winters, entering and leaving on blizzard winds.
  • Improbable Aiming Skills: Its ability, Compound Eyes, gives it a sharp accuracy boost for its moves, such as Blizzard or Focus Blast.
  • No Pronunciation Guide: Syclant's name is officially pronounced "sickle-ant", but many people pronounce it like "cycle-ant" instead.
  • Secret Art: Its signature ability, Mountaineer causes Syclant 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.

  • Action Initiative: Revenankh gained Triage as its Hidden Ability, allowing it to gain the initiative if it uses moves that heal. This means not only that it can use Moonlight or Rest before the next attack, but it can also quickly dent the opponent with Drain Punch.
  • Balance Buff: Before Revenankh received updates to bring it up to Gen. VII standards, it was sorely outclassed as a boosting attacker, given its low-power STAB attacks and dated defensive stats. It received Triage to increase its survivability, Shadow Claw as a better Ghost-type STAB than Shadow Punch, and Will-O-Wisp to burn opponents and reduce physical damage.
  • Bizarre Sexual Dimorphism: Females have longer hair... or rather, bandages.
  • Healing Factor: To some degree. Shed Skin gives it a chance to heal status effects every turn.
  • Mighty Glacier: Revanankh was built to gain stat boosts with Bulk Up; its defensive stats are good, while its offensive stats are mediocre at best. However, it can bypass its low speed by using Shadow Sneak or using moves affected by Triage, giving it Action Initiative.

CAP 3: Embirch, Flarelm, and Pyroak

A Fire/Grass dinosaur that is excellent at defending against a variety of enemies and grinding them down.

  • 24-Hour Armor: Flarelm and Pyroak naturally have armor.
  • Arm Cannon: A prominent feature of the line, it can shoot fire out of its arms.
  • Attack! Attack! Attack!: Embirch frequently try to attack Pokémon that are much stronger than them, even provoking them to anger, since they want to get stronger.
  • 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? (Its pre-evolution and evolution definitively do, so why not Flarelm?) Also, the color of its grass skirt changes from yellow to green between generations.
  • Counter-Attack: Flarelm prefers this method of battle, in contrast to its pre-evolution, since it is slower but otherwise stronger.
  • Dinosaurs Are Dragons: Averted; instead of breathing fire, it shoots fire out of its arm cannons.
  • Glass Cannon: Unlike its evolved forms, Embirch isn't particularly durable.
  • Mighty Glacier: Flarelm and Pyroak possess an impressive bulk and a decent special attack stat, but they are slow.
  • Nerf: Pyroak once got buffed to have Dragon Dance, letting it spam Dragon Dance-boosted recoil-less Flare Blitz and Wood Hammer. This upset the metagame and went against Pyroak's role, so Dragon Dance got taken out, bringing it back to its original role as a sturdy wall.
  • Required Secondary Powers: These Pokémon have fireproof and exothermic leaves, without which they would self-ignite whenever they use a Fire-type attack.
  • Schmuck Bait: Pyroak gets Rock Head, and it also gets Flare Blitz, Wood Hammer, and Wild Charge. That combination of ability and moves might seem like a good combo, but Pyroak has an attack stat of 70 and a speed stat of 60, making it too weak and slow for a physical offensive role.
  • The Stoner: Pyroak gets White Smoke as a Hidden Ability and Sweet Scent and Aromatic Mist as level-up moves. Its Pokédex descriptions 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 multi-armed Poison/Ground spider. It is notable for being the first CAP with a specific concept in mind: its purpose was to be a pure team-support Pokémon.note 

  • Informed Species: Fidgit looks little like a spider besides having eight limbs.
  • Multi-Armed and Dangerous: As the line is based off of a spider, Fidgit consists of mostly arms. It uses its many large hands to, among other things, summon earthquakes.
  • Support Party Member: Fidgit is designed as pure utility with unremarkable offensive presence. The Persistent ability helps keep field effects such as Tailwind or Trick Room longer, it has access to all entry hazards before Generation V, and it can switch in to absorb Toxic Spikes, a Poison-inducing attack, Thunder Wave (but not other Paralysis-inducing attacks, such as Stun Spore or Glare), or, if it has Vital Spirit, a Sleep-inducing attack.
  • This Is a Drill: Fidgit has one on the bottom of his body. It also has smaller ones on each of his elbows, which it uses, in concept art, for Poison Jab. It naturally can use Drill Run.

CAP 5: Rebble, Tactite, and Stratagem

A Rock-type Fragile Speedster/Squishy Wizard resembling an 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 gets Accelerock and Vacuum Wave as priority attacks. They get boosted by Technician, but neither are very useful when Stratagem is fast already with a plethora of high-damage moves.
  • Confusion Fu: It might be a floating rock, but it has an immense movepool filled with all sorts of elemental attacks. Technician-boosted Hidden Power allows it to run any type attack besides Fairy.
  • Critical Hit Class: Stratagem received Sniper as its Hidden Ability and also got Laser Focus as a move, allowing it to guarantee critical hits that deal massive damage.
  • Glass Cannon: It has high Special Attack and speed just like Gengar, but it's faster and slightly more durable.
  • 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.
  • Secret Art: It has Paleo Wave, a Rock-type attack that uses Stratagem's higher special attack. This was due to the lack of special Rock-type moves.
  • Silicon-Based Life: Rebble are gemstone-based beings that are born on comets and asteroids and fall to earth.
  • Starfish Alien: It is, essentially, floating gravel that acts nothing like the way it should.
  • The Strategist: Tactite and Stratagem favor careful strategies, allowing them to beat opponents that are strong yet predictable.

CAP 6: Privatyke and Arghonaut

A Water/Fighting octopus pirate that intended to be an anti-metagame Pokémon. It decentralized the metagame of its time, but it instead centralized it around itself.

  • Achievement In Ignorance: Arghonaut has the Unaware ability, allowing it to ignore stat boosts in a boost-centric metagame.
  • Asskicking Equals Authority: Privatyke will gladly change their loyalty to whichever is the stronger of two Arghonaut in a brawl.
  • Balance Buff: Arghonaut gained the Hidden Ability Technician and moves like Spikes and Circle Throw to help it with a role of a hazards setter and phazer. It also gained Scald to support its old role of No Selling setup sweepers.
  • Dressed to Plunder: Arghonaut is very thematically based off of a pirate; its mantle resembles a tricorne, it has a Hook Hand where the hook is its hand, and it has a single eye; the other eye is black, like an Eyepatch of Power.
  • Hypercompetent Sidekick: Privatyke will carry out an Arghonaut captain's leader flawlessly, to both receive recognition and to become closer at becoming an Argonaut itself.
  • Multi-Armed and Dangerous: It has six limbs; two legs, two tentacles wrapped like fists, and two tentacles that end in a cutlass and hook, respectively.
  • Sword and Fist: Two of its tentacles are wrapped like fisticuffs, while two others end in a blade and hook. In a case of Gameplay and Story Segregation, Arghonaut is heavily biased toward Good Old Fisticuffs. It gets many punching moves, while the only moves it gets that resemble slashing are Cut and possibly Cross Chop.

CAP 7: Nohface and Kitsunoh

A Steel/Ghost phantom fox that is intended to be the ultimate scouting Pokémon.

  • Balance Buff: Kitsunoh gained Iron Fist as its Hidden Ability, boosting the power of Meteor Mash, Bullet Punch, Thunder Punch, and Ice Punch.
  • Cheshire Cat Grin: Kitsunoh permanently has one due to its masks. For female Kitsunoh, that means four of them from the ones on its body.
  • Cool Mask: While Nohface has no masks at all, Kitsunoh has multiple; one on its head and one for each limb.
  • Elemental Punch: Kitsunoh has Thunder Punch and Ice Punch as tutor moves. Coupled with its Iron Fist ability, it makes for damaging coverage options.
  • The Faceless: Nohface has 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 youkai. It's still fantastic by being a phantom fox with a wide variety of elemental strikes.
  • Fog Feet: It doesn't have fog in lieu of feet, but rather, in addition to them.
  • Jagged Mouth: Its masks give Kitsunoh the impression of a sneaky grin and/or a Cat Smile.
  • Signature Move: Shadow Strike, a physical Ghost-type attack which was added due to the lack of moves working with Kitsunoh's superior Attack stat. note 

CAP 8: Monohm, Duohm, and Cyclohm

A strangely adorable Electric/Dragon mon that looks like a dragon made of electricity. Intended to abuse abilities that are useful, but 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.
  • Multiple Head Case: Like a hydra, this Pokémon 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.
  • Our Dragons Are Different: A triple-headed fluffy thundercloud dragon.
  • Power Nullifier: Its Hidden Ability Damp allows it to nullify Self-Destruct and Explosion.
  • Weather Manipulation: Both Duohm and Cyclohm can create violent storms when angered, and the entire line has access to all weather-summoning moves, as well as Thunder, Blizzard, and Draco Meteor. The Gen. VII CAP updates additionally gave them Powder Snow as an egg move.

CAP 9: Colosshalenote  and Colossoil

A Dark/Ground Pokémon in the form of a well-over-eight-feet-tall subterranean brown narwhal. Is good at basketball. Intended to stop secondary effects in the metagame.

  • Covered in Scars: Colossoil has what appears to be scars (or, at the very least, red, scar-like streaks) on its face and arms, to emphasize its Dark typing.
  • Sand Is Water: Like the Ground-type aquatic creatures from Pokémon, Colossoil is a narwhal that lives in the ground.
  • Seldom-Seen Species: A narwhal.
  • 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 made Colossoil extremely powerful, even if Colossoil hadn't been changed: Dark-type moves' matchup against Steel types, the buff to the move Knock Off, and the addition of the item Assault Vest give Colossoil advantages. In particular, it is comparable to Landorus-T, in that they're both powerful pivots with Ground-type STAB and the ability to use Knock Off. Colossoil gets STAB on Knock Off in exchange for the loss of Flying-type resistances/immunities (but Colossoil also doesn’t have to deal with a 4x weakness to Ice-type attacks).
  • This Is a Drill: Colossoil has drills as horns, which it has on its face, down its back, and on its tail. It can naturally use Drill Run with them.

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.

  • Counter-Attack: It has a high 151 base HP stat and learns Counter and Mirror Coat, all to better reflect damage done to Krilowatt.
  • 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 Pokémon received a massive nerfing.
  • Lightning Bruiser: Krilowatt is not only decently bulky with 151/73/74 defenses, but with a Life Orb, it's also pretty powerful. Even with his movepool nerfs, it's still dangerous.
  • Pintsized Powerhouse: Krilowatt is a measly 2'4", but it has abnormally high defenses and decent offenses. With Magic Guard, it fits the role of a potent bulky sweeper.
  • Seldom-Seen Species: A shrimp.

CAP 11: Voodoll and Voodoom

A Fighting/Dark voodoo doll meant to be a perfect partner for Togekiss (but in practice has done better with Zapdos). Also, the last CAP project to be created using Generation IV parameters.

  • 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.
  • 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: It is an animated voodoo doll; its Dark typing helps support this trope.
  • Elemental Absorption: Its once-flavor ability LightningRod became viable with the Gen. V change that it nullifies all Electric-type attacks.
  • Elemental Punch: Voodoom gets Ice Punch from tutoring.
  • Frankenstein's Monster: The justification for Voodoom's electricity-absorbing abilities is that to evolve, its demi-canon pre-evolution 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: In a sense, Voodoom subverts this and plays it straight (primarily the latter). 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). Voodoll plays it straight; it's basically a normal voodoo doll.
  • Improbable Weapon User: A needle. Well, not exactly improbable for him, since he's a voodoo doll, but still not something you commonly see.

     Generation V CAPs 

CAP 1: Scratchet and Tomohawk

The first two CAPs of Gen V, as well as the first two be part of an (entirely canon) evolutionary line and, in Tomohawk's case, the first Flying-type CAP. Specifically, a Flying/Fighting tiger gryphon that is meant to help the player regain momentum (the upper hand). Scratchet, the pre-evolution, is a Normal/Fighting cub with a fluffy body meant to resemble an egg.

  • Action Initiative: One of the hallmarks of Tomohawk is its access to Prankster along with its diverse status movepool. It can cripple opponents with Taunt, Toxic, Haze, or infamously, Confuse Ray, heal with Roost, or even attack directly with Nature Power.
  • Flight: Tomohawk is able to fly despite its 'wings' only being a costume.
  • 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.
  • Nerf: Tomohawk lost Earth Power and Reflect when updated, giving opposing Pokemon a better chance of checking it.
  • Power Creep: 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 other Pokemon, Tomohawk continues to be a dominant force in the CAP metagame.

CAP 2: Necturine and Necturna

A Grass/Ghost Pokémon that can learn Sketch once as an Egg Move, allowing in its movepool access to a single unique or mind-blowing attack that can come out of left field.

  • Balance Buff: For the Gen. VII updates, Necturna received a few more moves it doesn't have to Sketch to help increase its 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.
  • Confusion Fu: Their ability to learn Sketch once gives them massive versatility and unpredictability.
  • Cute Ghost Girl: Necturna was designed with this trope in mind.
  • Decided by One Vote:
    • 237 votes were counted in the finals for deciding its design; not counting the moderator/tallier, the votes were 134 to 133.
    • Necturna's movepool was decided between 43 and 42 votes.
  • Extra Eyes Do Not Belong There: Necturna has eyes on her vine and 'dress', while Necturine has an extra set of small eyes underneath her main set.
  • Giant Waist Ribbon: The red band on Necturna's waist resembles a Giant Waist Ribbon. In conceptual artwork, she has a bow on her back, which is not present in its in-game sprite.
  • Miko: A flytrap miko, specifically.
  • Mighty Glacier: Necturna has a high Attack stat and decent defenses, but low Speed.
  • Nerf: With Necturna being deemed too powerful as a Shell Smash sweeper, the Generation 7 nerf process has Necturna's speed reduced from 81 to 58, as well as removing Phantom Force from its 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.

CAP 3: 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.

  • 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, and the Gen. VI model and party icon show them curled back.
  • Elemental Absorption: Mollux has Dry Skin as one ability, allowing it to absorb Water-type attacks for health and gradually heal in the rain.
  • Hot Skitty-on-Wailord Action: The movepool creator admits 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 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 snail doesn't seem so dangerous, does it? Its 131 Special Attack stat and decent defenses to back it up prove otherwise.
  • 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 it can tank hits from either side and hit harder than Magnezone, it's not that fast.
  • Playing with Fire: Mollux is a Fire-type Pokémon, but it sees more use in rain due to its Dry Skin ability. Putting out in harsh sunlight would make it lose health.
  • 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: Cupra, Argalis, and Aurumoth

A fuzzy caterpillar with copper wings that evolves into a silver-plated cocoon and then a six-winged golden moth. Aurumoth is a Bug/Psychic-type (the first Psychic-type CAP) that attempts to embody "risk vs. reward".

  • Achilles' Heel: Aurumoth's special defense is surprisingly low, so any strong Special Move will take it down if it doesn't get to use Quiver Dance beforehand.
  • Big Creepy-Crawlies: Cupra is 1'8", Argalis is 4'3", and Aurumoth is an impressive 6'11".
  • Dance Battler: Aurumoth learns Dragon Dance and Quiver Dance, allowing it to boost either attacking stat while making up for its below-average speed.
  • Easy Amnesia: In the Black 2/White 2 entry, Aurumoth, like Uxie, can cause trainers to forget things. Thankfully, the effect is limited and temporary.
  • Enlightenment Superpowers: In its Black 2/White 2 Pokédex entry, Argalis evolves into Aurumoth when it achieves enlightenment. In-game, all it needs is to increase its Level to 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.
  • Gameplay and Story Segregation: While its Black 2/White 2 Pokédex entry says otherwise about Argalis's evolution, it evolves like the other pseudo-legendaries by level alone.
  • Gold–Silver–Copper Standard: Aurumoth is gold, while its pre-evolutions are silver and copper.
  • Glowing Eyes: Although hard to see in its Generation 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.
  • Historical In-Joke: Cupra being awarded to the best of athletes references the ancient Olympic Games, and the species name of the entire line (Copper Specie, Free Silver, and Gold Standard) refer to coinage and bimetallism.
  • Hollywood Density: Averted with Cupra. Argalis and Aurumoth, however, invoke this by using Mind over Matter to lessen their weight, especially the latter.
  • Infinity -1 Sword: It's the psuedo-legendary of all CAP mons due to it having a stat base total of 600 and evolving at a high level.
  • Lightning Bruiser: Aurumoth has great stats around the board except for Special Defense.
  • Mind over Matter: This is how Argalis and Aurumoth hold their wings that encompass their bodies, reflected through their Hidden Ability Light Metal.
  • Nerf: Aurumoth lost its Illusion ability in Gen VII, as it was deemed that it allowed Aurumoth too many opportunities to set up safely, contrary to its concept. Illusion was subsequently replaced by Light Metal.
  • Our Angels Are Different: Aurumoth's appearance is based off of seraphim. (Not unlike Volcarona, another awesome moth-like Pokémon...)
  • Psychic Powers: It's Psychic-type and can learn moves such as Psyshock and Psychic to benefit its typing.
  • 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).
  • Taking You with Me: Aurumoth, among its many options, can use Final Gambit. It has above-average HP and decent speed, making it possible to KO many Pokémon.

CAP 5: Brattler and Malaconda

Two Grass/Dark serpents; the first, a rattlesnake, and the second, an anaconda of myth. The latter gives flexibility to sun teams while opposing common OU threats, especially Latias and Latios.

  • Armor-Piercing Attack: It was given Infiltrator as a flavor ability in Gen. V, but as Gen. VI upgraded the ability to bypass Substitute, it is seen more on Malaconda than Harvest, which is even more situational.
  • Attack! Attack! Attack!: Malaconda's level-up movepool consists solely of alternating Normal, Grass, and Dark attacking moves — as befitting its malevolent nature.
  • The Corrupter: Its mere presence causes those around it to become more hostile and evil.
  • Decided by One Vote: Its design was decided by two votes, actually: Amongst 230 votes, the results were 116 to 114.
  • Department of Redundancy Department: Brattler's level-up movepool, through an oversight, repeats the moves Pursuit and Wrap — Malaconda's movepool has those repeats, but those are justified in that it's an evolution, and evolved Pokémon tend to repeat the first few moves they learn.
  • 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.
  • For the Evulz: Both Brattler and Malaconda both inherently love attacking and corrupting others for no reason other than amusement.
  • Green Thumb: It not only grows fruit on itself, but it 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 sunlight up, its access to 100% Harvest makes it remarkably tanky.
  • Mighty Glacier: 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 leave a lot to be desired.
  • Power of the Sun: Malaconda plays up the Lightbringer mythos of its inspiration, being able to summon harsh sunlight in battle.
  • Planimal: A snake that grows leaves, thorns, and an apple.
  • 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, Malaconda is by nature chaotic and, in fact, amplifies vices in those who meet it.
  • Tempting Apple: The Pokémon references both myths through the different colors of apples it may have.
  • Utility Party Member: Malaconda isn't great at beating down enemies on its own (except for physically frail Special attackers lacking super-effective moves, which Malaconda can effortlessly destroynote ), 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 enemy Pokémon’s items, paralyze most Pokémon with Glare, use Rapid Spin to remove hazards on its team's side, and summon the sun to boost the Pokémon on its team with the right moves and/or abilities.

CAP 6: Cawdet and Cawmodore

The final Gen V CAP, a Steel/Flying frigate bird Pokémon that utilizes moves underused in the OU metagame successfully. Its Signature Move is specifically Belly Drum.

  • Action Initiative: It gets Bullet Punch alongside Belly Drum, one generation before Azumarill could use a similar combination.
  • Anchors Away: 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 can be both male and female.
  • Cast From Hit Points: The move it's built around, Belly Drum, sacrifices half of its HP to maximize its attack.
  • Elemental Absorption: Cawmodore can receive Volt Absorb as an ability, letting it gain health from what would otherwise be a weakness to Electric-type moves (unless the opponent has Mold Breaker).
  • Failed a Spot Check: Cawdet will happily wander through enemy territory, since it's plated with enough armor to avoid potential dangers.
  • Feather Fingers: Cawmodore is shown to gesture the white feathers on its wings like fingers, and they presumably clench into a fist to use Bullet Punch, but it hasn't been shown to use them for anything dexterous.
  • Glass Cannon: Cawmodore's high speed, strong STAB moves, priority, and access to recovery makes it terrifying once it is able to activate Belly Drum. That's a big "if", though, considering Cawmodore's low HP and Special Defense.
  • 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.

     Generation VI CAPs 

CAP 18: Volkritter and Volkraken

The first Gen VI CAP (and a return to the previous numbers rather than renumbering them in Gen V). It is a Fire/Water vampire squid Pokémon that works as a "Major Third"; a member of a Power Trio or "core" of Pokémon, in a similar member 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.

  • Armor-Piercing Attack: Infiltrator stops variants of Aegislash that use Substitute, although it has other uses beyond this primary reasoning. It can also bypass Reflect and Light Screen, meaning it's very hard to contain Volkraken.
  • Bioluminescence Is Cool: Like the vampire squid it's based off, it has numerous photophores around its body.
  • Morton's Fork: Its primary ability, Analytic, is designed to take advantage of switches, so 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.
  • Oxymoronic Being: Like Pyroak, fire and water clearly do not get along normally.
  • Power 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 Generation VI OU without its Mega Evolutionnote , and Volkraken wasn't going to help it.

CAP 19: Snugglow and Plasmanta

An Electric/Poison 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.

  • 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 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 damage output 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.
  • Giant Flyer: Plasmanta is an enormous 23 feet long.
  • My Death Is Just the Beginning: Defeating Plasmanta lets Gyarados come in without harm, potentially setting up for a sweep.
  • 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.

  • 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. Furthermore, it received Heavy Slam as a more powerful STAB option, and it gained Psychic Fangs as a coverage move, allowing it to break through Fighting-type Pokémon and Water-resistant Poison-type Pokémon like Mega Venusaur, Mollux, and Plasmanta that would wall it.
  • Bread, Eggs, Breaded Eggs: The motif of its evolutionary line invokes this — the first stage is an inner tube with white stripes and oars, its second stage is a canoe with a reptilian anatomy and stormy colors, and the final stage is a reptilian viking ship with a white, striped keel and oars along its back.
  • Cool Boat: It's a draconic Living Ship that utilizes Confusion Fu in battle.
  • Elemental Punch: Naviathan can learn Thunder Punch and Ice Punch from tutors.
  • Extra-ore-dinary: Caimanoe and Naviathan gain the Steel-typing as well as the hidden ability Light Metal.
  • Good Bad Bugs: The first few hours of Naviathan's playtest placed zero bans on what Pokémon could be used. Therefore, people could use legendary Pokémon or even multiple Mega Pokémon without needing to Mega Evolve.
  • Horse of a Different Color: Like Lapras, the Pokémon in this line transport others across the water. Unlike Lapras, they are literally based on aquatic vehicles.
  • Magic Knight: Naviathan can attack with either physical or special attacks, and its typing gives it decent 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: All three stages are Water-type.
  • The Navigator: Thanks to its innate magnetic field, Caimanoe is adept at navigation. It is literally a navi-gator.
  • Never Smile at a Crocodile: Subverted with Caimanoe. It has a wide, fanged mouth, but it only attacks if someone else provokes it.
  • Roar Before Beating: According to its X/OR entry, it will cry before the start of a major battle.
  • Sapient Ship: The entire line is based on of aquatic vehicles: a pool toy, canoe, and viking longship, respectively.
  • Stealth Pun: Caimanoe is a navigator.
  • This Is a Drill: It has access to Drill Peck as coverage.

CAP 21: Crucibelle
A Poison/Rock slime mold with a Mega Evolution, capable of using the most of its typing to dole out powerful Head Smash attacks and act as a utility counter against various OU threats.

  • Armor-Piercing Attack: One of the base form's abilities is Mold Breaker, aimed to allow it to use status moves against Pokémon with Magic Bounce (such as Mega Sableye or Mega Diancie, which are popular in OU at the time).
  • Badass Adorable: A rather meek, shy-looking slime mold humanoid that can go head to head with some of OU's biggest threats and has the stats to match.
  • Cast From Hit Points: Crucibelle has Wood Hammer, which inflicts recoil damage. Crucibelle is expected to switch out to heal by using Regenerator or to nullify the damage completely with Magic Guard when it Mega Evolves.
  • Chest Monster: It looks like an ornately-designed urn from the outside, while it surprises anyone who comes close.
  • Gradual Regeneration: It gets the Regenerator ability in its base form, allowing it to switch without worrying about entry hazard damage or damage from recoil moves.
  • Lightning Bruiser: Its HP, Attack, and Speed stats are its main highlights, followed by good Special Defense. Like Goodra, though, its Defense stat is rather lacking, and it risks losing some of its bulk if it isn't running Regenerator.
  • Nerf: The nerf process removed Head Smash and Low Kick from its movepool and Mega Crucibelle's speed was reduced from 114 to 108 (the remaining points were put in its Special Attack), allowing more Pokémon to have a better chance of checking it.
  • Peek-a-Bangs: It has slime acting as bangs, in order to veil its second eye.
  • Slime Girl: Crucibelle is a humanoid slime mold in a pot.
  • Status Buff: Crucibelle can learn Coil, which boosts its Attack, Defense, and accuracy.
  • Stealth Pun: One of the abilities the CAP has is Mold Breaker, and the design is a slime mold that leaves its pot for its Mega Evolution.
  • 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 removes from its movepool.

CAP 22: Pluffle and Kerfluffle
A Fairy/Fighting pillow fighter that uses the move Parting Shot to its full extent, given that its only users in Gen. VI are Pangoro and Smeargle, neither of which have the attributes needed to use Parting Shot effectively.

  • After-Combat Recovery: In tandem with Parting Shot, Kerfluffle has Natural Cure, which allows it to lift a persistent status condition without using a turn.
  • 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 in a more literal fashion by actually being a fighting pillow.
  • 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: Kerfluffle is one of the silliest-looking CAP Pokémon, but it's excellent in its role compared to the brawling octopus-pirate or sentient voodoo doll.
  • 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.
  • Not the Intended Use: Kerfluffle has Celebrate and Hold Hands as Event moves, which are normally completely useless in battle. Then Generation VII gave all moves a Z-variant, and suddenly Z-Celebrate and Z-Hold Hands can raise all its stats (except for evasion and accuracy).
  • Signature Move: Parting Shot, which allows Kerfluffle to switch out of a bad matchup to a teammate while debuffing the foe's offensive stats, helps it keep momentum on a team.
  • Took a Level in Badass: Pluffle are naturally gentle, but they get rowdier with age until they gain the fighting spirit of a warrior and evolve into Kerfluffle.
  • Visual Pun: Kerfluffle is a fighting pillow — or, a pillow fighter.

     Generation VII CAPs 

CAP 23: Pajantom

A Dragon/Ghost sleeping dragon that is a master of trapping moves, being able to use moves like Wrap, Whirlpool, Sand Tomb, Fairy Lock, and, most significantly, Spirit Shackle at the expense of the opponent.

  • Dream Weaver: The real Pajantom is the tiny dragon. The larger specter is a manifestation of its dreams.
  • Living Dream: The ghostly apparition is the fantasy of the smaller dragon brought to life.
  • Manchild: Pajantom, despite its scary specter, always has the mind of a small child.
  • Nice Hat: The horn on Pajantom's head resembles a sleeping cap, and it spumes its ghostly specter from the hat's tip.
  • Obliviously Evil: "Evil" is a strong word, but Pajantom seems unaware that "make new friends by trapping them" causes more harm than good.
  • Trap Master: Pajantom is designed to use the effects of trapping moves on its opponent — whether that means clinching a KO otherwise prevented by a switch or pressuring the opponent to switch to another Pokémon that Pajantom can dismantle.

CAP 24: Mumbao and Jumbao

A Grass/Fairy baobab tree line that is capable of abusing Sun and Sand weather conditions for different effects. It has Drought as one of its abilities for boosting Solar Beam and Flame Burst, and it is also capable of using Shore Up in a sandstorm.

  • Acrofatic: Jumbao appears to look tough and bulky and does indeed have good bulk, but it also has a very decent speed stat of 96.
  • Combat Medic: Jumbao naturally spar with Hariyama and others of its species. Its sap is used for curing ailments, and even being around one can make one feel revitalized. In-game, Jumbao is great both at dishing out damage and supporting its teammates with Wish and Healing Wish.
  • 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.
  • No Pronunciation Guide: The "bao" part of "Mumbao" and "Jumbao" comes from the word "baobab", so the part of the name should be pronounced "bay-oh". Many people pronounce it like "bow" instead.
  • Punny Name: "Mumbao" and "Jumbao" together sound like "mumbo-jumbo".
  • Playing with Fire: Jumbao gets Flame Burst. Coupled with Drought to boost its damage, and it can effectively use this Fire-type attack as a third STAB attack.
  • The Power of the Sun: Mumbao becomes highly energetic in sunlight, and when it evolves, it can summon sunlight by itself.
  • Weather Manipulation: One of its possible abilities is Drought, which boosts the damage of Flame Burst, removes the charging turn of Solar Beam, and increases the HP healed by Synthesis.
  • Zigzag Paper Tassel: Mumbao and Jumbao are both wrapped with shimenawa.

CAP 25: Caribolt, Smokomodo, and SnaelstromPre-evos

A set of starter Pokémon designed to maximize their abilities' potential. Caribolt is a Grass/Electric Irish elk, being able to hit with powerful Physical attack moves using Galvanize, while not falling prey to common Electric-type weaknesses through its other typing. Smokomodo is a Fire/Ground bipedal chameleon, using Technician to boost coverage and priority moves. Snaelstrom is a Water/Bug Triton snail that uses Poison Heal and its natural bulk to support its team by spreading entry hazards, spreading status, or attacking.

  • 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. While its ability doesn't boost its damage, it can use Swords Dance and then Aqua Jet to overcome its naturally low speed.
  • Always a Bigger Fish: Toxapex prey on Corsola. Snaelstrom prey on Toxapex, protecting Corsola.
  • Big Creepy-Crawlies: Snaelstorm is a massive Bug-type sea snail.
  • Disability Superpower: Snaelstorm's hidden ability is Poison Heal, which lets it recover HP every turn instead of being hurt when it's poisoned.
  • Fiery Salamander: Smokomodo is designed after a chameleon, named for a komodo, and has this trope as its design.
  • Lightning Gun: Like Alolan Golem, Caribolt has a railgun which it fires electric beams from.
  • Magma Man: Smokomodo has volcanoes smog and lava spewing out of it.
  • Mighty Glacier: Snaelstrom can take a lot of hits thanks to its high defenses, 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.
  • Obfuscating Stupidity: Smokomodo looks stubborn, but it's actually very clever and will use its smog to Smoke Out.
  • Poisonous Person: While not Poison-type, Snaelstorm can learn a few Poison-type moves, has Poison Heal as an ability, and its pre-evolutions' Pokédex entries describe them as being fond of eating poisonous subtances.
  • Regenerating Health: Thanks to Poison Heal, Snaelstrom can restore 12.5% of its health per turn, helping it offset its Stealth Rock weakness.
  • Seldom-Seen Species: All three of the starters are based off of animals not commonly seen in fiction.
  • Shout-Out: Caribolt's red nose is an obvious reference to Rudolph the Red-Nosed Reindeer.
  • Turtle Island: Snaelstrom has a similar motif with its coral-adorned shell, which serves as housing for other underwater Pokémon.
  • Volcanic Veins: Smokomodo's back is covered with rows of volcanoes, and the lava from those flow down its body, resembling these.

CAP 26: Justyke and Equilibra

The final CAP of the seventh generation. 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.

  • Celestial Bureaucracy: In myth, it 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".
  • Drop the Hammer: Justyke, being a living gavel, is known to swing itself recklessly during legal conflict.
  • Hanging Judge: More like Smiting Judge, since it blasts the unrighteous into oblivion.
  • Knight Templar: It violently vanquishes anyone who it deems unjust with rays of light. Whether these judgements are accurate or not is up to interpretation.
  • Light 'em Up: Apparently uses beams of light to slay the unjust. Doom Desire also qualifies.
  • Mighty Glacier: It's slow, but has good bulk on all fronts and hits like a truck.
  • Nerf: Dragon Tail, Whirlwind, and Toxic were removed from its movepool after playtesting.
  • No-Sell: Both of its main abilities have these properties. Levitate removes its Ground weakness, while Bulletproof grants immunity to ball- and bomb-based moves such as Shadow Ball and Bullet Seed.
  • Scales of Justice: Equillibra's design is based off of these, as well as Lady Justice.
  • Status Buff: Justified, its Hidden Ability, boosts Attack when the wielder is hit by a Dark-type move. However, given Equillibra's pitiful base 50 Attack, it doesn't have much use.
  • Shout-Out: The line's shiny coloration is based off of the Statue of Liberty.
  • Taking You with Me: Learns Explosion, Perish Song, and Destiny Bond.
  • Underused Game Mechanic: A deliberate aversion. Delayed attacks such as Future Sight and Doom Desire rarely see use in competitive play, and the community set out to design a CAP based around using said moves. Equilibra was the ultimate result.

     Generation VIII CAPs 

CAP 27: Solotl and Astrolotl

A line of Fire/Dragon firework axolotl magical girls that provides offensive support to its team.

  • Badass Cape: Solotl wears one.
  • Cute Monster Girl: A line of cute axolotl magical girls.
  • Exotic Eye Designs: Their irises are shaped like a twinkling star.
  • Fiery Salamander: They're based on an axolotl, a species of salamander, and are Fire-type Pokemon.
  • Frills of Justice: In addition to having the frills typically found on axolotls, it also has dress-like frills on its torso.
  • Giant Poofy Sleeves: Astrolotl has what looks like poofy sleeves around its arms.
  • Healing Factor: It has the ability Regenerator, allowing it to heal upon switching.
  • Magical Girl Warrior: Astrolotl's streamer-like antennae, jewelry-like body patterns, poofy sleeves, and skirt-like frills evoke the Magical Girl trope. It's no slouch offensively, either, being able to use moves like Fire Lash, Explosion, and Knock Off to support its team while dealing damage.
  • The Medic: Astrolotl gets Wish, Healing Wish, and Heal Bell, letting it heal its teammates' health or clear its teammates' status conditions.
  • Ninja Pirate Zombie Robot: As mentioned above, they're both firework axolotl magical girls.
  • Power Floats: Despite not being a Flying-type nor getting Levitate, it's shown floating in its 3D sprite.
  • Whip It Good: It often uses Fire Lash on competitive movesets, which is an attack that whips the opponent with fire.
  • Wish Upon a Shooting Star: They're both categorized as Shooting Star Pokemon, and it's tradition to wish upon a flying Astrolotl. It may even descend to someone if their wish was kind. Fittingly enough, they can also learn Wish and Healing Wish.

     Unofficial CAPs 

Note: These CAPs are conceptual, and thus, will never be actually available to use on Pokémon Showdown!, the main simulator.


The first unofficial 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 Dream Ability.
  • Slippery Slope: Commonly cited as the reason Froxfire will not be officialized in any way, as if this CAP was 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.
  • Unstable Genetic Code

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.


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 defenses.
  • 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.


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: Petrogeist drops a trail of rocks to find its way back from wandering at night.
  • Treasure Room: It's said to keep a collection of stolen items from spelunkers. It's never been confirmed where these hoards might be, though.


The first of Generation VI theoretical CAPs, Ampeater is an Electric/Dark anteater designed to use Sticky Web to sweep.


A Steel/Flying bird with a furnace chamber body designed as a true Charizard counter.

  • 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.


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.


A Grass/Rock totem pole/sundial/top made to exploit all weathers to its offensive advantage.

  • 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.


A Water/Ghost ship barnacle designed to maximize passive damage.

  • 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.
  • Gradual Grinder: 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.
  • 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.


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.


An Ice/Electric 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.


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.


An Electric/Ghost plasma ball specter that uses moves with high chances of secondary effects along with Serene Grace.


A Ghost/Ice claw-headed serpent that can use Focus Punch when it forces switches.


A Fire/Dark Gila monster that specializes in using stat drops effectively to force winning situations.


An Electric/Flying thundercloud peacock that has different sizes with different stats, letting it effectively take on a variety of roles.


A Flying/Ground pyramid owl that uses the ability Protean for a variety of utility purposes, rather than just offensively.


Alternative Title(s): Smogon


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