Name: Entrainment Train
General Description: This Pokemon uses Entrainment to give it's hindering ability to an unsuspecting opponent, without being hindered by the ability too much.
Justification:When thinking of the move Entrainment, most people think of Truant Durant. However, the one problem with this is that Durant isn't able to use its ability effectively. This Pokemon would have a hindering ability, one that it can use effectively without becoming terrible. The ability, however, must still hinder the opponent after being given it by Entrainment. This would allow "Entrainment Train" to benefit from either a hindered opponent or a free turn, due to the opponent switching.
Questions To Be Answered:
- Is a Pokemon with a hindering ability still able to thrive in the Metagame?
- Can the ability be hindering enough, while not making the Pokemon useless?
- Can this Pokemon benefit from giving the opponent the hindering ability?
- How will getting a hindering ability affect the momentum of the opposing team?
- Will gaining the new ability be something the opponent can brush off, or be something that requires an entire strategy change?
- Will this Pokemon be one that you revolve your team around, or setup for a sweeper?
- Will using this Pokemon effectively gain momentum for your team, or lose it?
Explanation:
"Entrainment Train" doesn't resolve around a specific ability. However, it does resolve around a somewhat small "type" of an ability: Hindering abilities. The reason there is a small amount of these kind of abilities is because very few Pokemon have them, as abilities are usually supposed to help the Pokemon who has them. I am worried that this might severely limit discussion because of the small amount of abilities that would be able to use. However, lets move past that for now. One of the harder questions about this topic is how to make the Pokemon have a hindering ability, but not too hindering that it becomes terrible. This pretty much excludes Truant from the possible abilities, and might exclude Slow Start and Defeatist as well. So, what kind of abilities is viable for this Pokemon?
Well, one ability that I thought of that would be useful is Normalize. This ability turns every move into a Normal-type move. Now, while this is a pretty terrible ability, as it drastically lowers the offensiveness of the Pokemon, it has some useful qualities if given to the enemy through Entrainment. If "Entrainment Train" is a Rock, Steel, or both, then any attacking move from the opponent will be not very effective. Or, if we want to be evil and most likely overpowered, we can make the Pokemon part Ghost-type, causing the opponent to be unable to deal damage to "Entrainment Train" after being hit by Entrainment.
Another possibility for an ability could be Heavy Metal. Heavy Metal increases the power of Heavy Slam and Heat Crash and increases the damage dealt by Low Kick and Grass Knot. Luckily, Pokemon don't have those moves. Thus, when an opposing Pokemon gets the Heavy Metal Ability, it usually won't be able to benefit from it. However, if "Entrainment Train" knew either Low Kick or Grass Knot, then it would be able to deal a lot of damage to the opponent, after using Entrainment.
Another, less hindering ability idea, would be Hustle. While this ability raises Attack, it lowers the accuracy of physical moves by 20%. However, this ability doesn't hinder special attackers at all, so it doesn't seem as viable as a possible ability. Also, while Klutz could be a potential ability, it isn't really that different from using Knock Off on the opponent, which can be done with lots of Pokemon. However, I hope that if this concept is discussed more, more viable abilities/ability strategies will be found.
Also my first CAP Concept, even though I've been lurking for a while.