CAP 32 - Part 2 - Typing Discussion

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Submitting Fairy/Steel

This typing has long been regarded as one of the best combinations in the game, and this is for good reason. It's been said thus far that resistances will be one of the most important aspects of CAP32 given our subpar stats, and if it's resistances we want, Fairy/Steel has got them in droves. With this typing, CAP32 would be afforded a whopping nine resistances as well as two immunities (dragon and poison, the former of which is one of the most prominent offensive types in the meta at the moment). Fairy/Steel is an incredible defensive typing, put simply. Just looking at the A-rank mons and above, this typing would allow for a comfortable matchup into several key Pokémon, such as :Iron Valiant: , :Arghonaut: , :Venomicon: , :Jumbao: (pre-tera, this one is admittedly shakier), :Hatterene: , and other mons such as :Snaelstrom: , :Corviknight: , :Roaring Moon: , and :Venomicon-Epilogue: . We would also be able to stomach hits from the likes of :Revenankh: and :Dragapult: , threatening meaningful damage in return. With this typing, we would have additional neutralities to common attacking types such as fighting and ghost, as well as the slightly less common water, electric, and steel. Fairy/Steel does, of course, have two unfortunate weaknesses in Ground and Fire, which is troublesome given their dominance in the metagame. This could potentially be worked around in later stages, but for risk of getting polljumpy, I'll leave it at that. Either way, the defensive presence Fairy/Steel would afford CAP32 is not to be understated.

The offensive presence of Fairy/Steel also contains valuable potential, threatening the fighters of the tier (especially Valiant, who would not be able to hit us with anything other than neutral attacks) and forcing switches on mons such as Argh, Rev, and dragons like Pult and Moon. Though the BP of Fairy/Steel moves is generally lower than other types like Fire, Ground, or Dragon, the switches that Fairy STAB especially would threaten are highly valuable. Steel also possesses valuable potential in checking threats such as Valiant and Hatt. Admittedly, Fairy/Steel is less offensively punishing to the tier as a whole, but if we can take a hit (which the typing would definitely allow) then we have the positioning to scare some notable threats in the metagame. Therefore, my suggestion would be for a more defensively oriented path to capitalize on our many resistances and notable immunities. Given what Fairy/Steel threatens offensively, however, this is not the only possible path this typing could take.

Another benefit to Fairy/Steel is an immunity to Toxic as well as a resistance to U-Turn and Knock Off. This is incredibly important, regardless of whether we take an offensive or defensive role (or a mix of the two). We also would take neutral damage from Volt Switch, and resist Stealth Rock. This is huge, as this potentially frees up an item slot with not having to use HDB as direly as some other mons in the tier. Spikes would be a nuisance, though. That said, HDB is not necessarily as mandatory as on typings such as Fire/Flying or Fire/Bug. The freedom to run other items such as Leftovers, Covert Cloak, or even offensively-oriented items would be a huge boon to CAP32's versatility.

Overall, I think Fairy/Steel would provide CAP32 with some crucial defensive merit, being able to take on some of the key mons in the meta and threaten or force out some of the most prominent attackers. The weaknesses to Fire and Ground do smart a bit, but again, these could be worked around later. The benefits this typing would give us are not to be overlooked!
 
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For a type i am going to be submitting Ghost/Fairy. A type only shared with Mimikyu and Flutter Mane, both having a great offensive presence in whatever tier they are in, which I believe could also translate to CAP.

1. What useful type resistances/immunities does this type have that can make up for poor stats?
Ghost is an incredible defensive typing, having two immunities. and only two weaknesses Being able to enter on Fighting and Dragon type moves can be really useful in a tier where Great Tusk as common, on top of mons like Dragapult using Draco Meteor. On top of that, it 4x resists bug, which is mostly seen on u-turn, but being able to take next to no chip damage can be valuable. On top of that, Ghost/Fairy is only weak to Ghost (which it counters itself) and steel, which, while prevalent, is not as widespread as several other types.

Notable Dragon Types: :walking-wake: :dragapult: :roaring-moon:
Notable Fighting Types: :arghonaut: :great-tusk: :iron-valiant: :Revenankh: :tomohawk:

2. Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)
Not Applicable, as the only non-type immunity is trapping, and the only notable trapper is Pajantom. Which is a ghost type. However, being immune to ghost means an immunity to rapid spin, which with defog being less prevalent is really good.

3. How does this type perform offensively? What Pokemon can it target?
Ghost/Fairy, on top of its nice defensive qualities, has unresisted coverage. It is able to do major damage to other ghost type Pokemon like Dragapult, Revanankh and Gholdengo, and Fairy has many threats it can scare away. Great Tusk, Arghonaut, and Iron Valiant. Skeledirge is another example of a very popular pokemon that it can potentially scare out, although that does depend on what it switches into.

Notable super effective hits with one or both STAB: :arghonaut: :dragapult: :great-tusk: :iron-valiant: :gholdengo: :revenankh: :skeledirge: :dragonite: :roaring-moon: :hatterene: :garchomp: :greninja: :ting-lu: :tomohawk:

Resists/is immune to both STAB:
:grafaiai: :pyroar: :equilibra:*
*If this pokemon goes into a special direction for attacking, bulletproof blocks shadow ball, which then would make libra TECHNICALLY resist both STAB.

4. Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?
Offensive seems to be a clear direction with Ghost/Fairy. While its immunities are nice, it is not nearly as notable as its offensive presence. However, a defensive Ghost/Fairy type is of course possible, as I mentioned it has some valuable defensive niches.

Ghost/Fairy has some great offensive and defensive utility as I have stated, and while double STAB that nothing can switch into is scary, the average-at-best stats will help prevent the metagame from revolving around it.
 
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Template stolen from Quziel

Submiting Fire / Psychic

Fire / Psychic
acts like a middle ground between the generally great Fire / Fairy and the riskier but more rewarding Fire / Flying, with a few good advantages of its own. While it does admitedly got 5 weaknesses to water, rock, ghost, dark, and ground, all which aren't ideal ones to have in this meta, it does have some nice 7 resistances it can put to good use in steel, ice, fire, psychic, fairy, grass, and fighting.

While the defensive potential of this typing is far from ideal in this meta, the typing makes up for it in a very powerful offensive profile. Examples of this being how out of all 27 mons in the viability rankings in the S and A tiers, our stabs alone hit 13 supereffectively, with an aditional 2 being unable to hit us back without going into their coverage and an additional 10 are able to hit for at least neutral damage with one of our stabs. Most notably, this typing targets 3 out of the 4 current S-tiers in the meta with Supereffective attacks, dealing heavy damage to the likes of Arghonaut, Equilibra, and Venomicon. Here are some matchups we have.

STABs resisted and coverage resisted or neutral::jumbao: :hatterene:
STABs resisted and weak to coverage, or carries Knock :iron valiant:

One STAB resisted and not weak to coverage + Threaten Offensively: :cinderace: :iron moth: :tomohawk:
Threaten Offensively and can switch in: :corviknight: :venomicon: :caribolt:
Threaten Offensively but can't switch in: :arghonaut::revenankh::kingambit: :meowscarada: :great tusk: :gholdengo: :equilibra: :venomicon-epilogue:

As seen above, Fire / Psychic needs a bit of help getting into the field, but that problem can be easily mitigated by means of good switching, team support and even some moves and abilities we can add to the CAP, with the rewards being significantly good.
 
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Reserving Water/Fairy and Ground/Ghost

Water/Fairy

What useful type resistances/immunities does this type have that can make up for poor stats?

Water/Fairy resists and abundance of important types in the meta: Fire is a good type to resist due to the prevelence of Sun, and how good of an option Flamethrower is as a coverage move. Fighting is a type that this type resists, like Fire, it has a great coverage move with Close Combat that is overall just a great move. Bug is a resist that Water/Fairy has that let’s us tank U-Turns. Water is a great typing to resist, as rain is also very good, and it has wide distribution of moves throughout a lot. Resisting Knock Off and other common Dark moves is very beneficial, resisting STABs of many common Pokémon. Our immunity would be Dragon which a very strong and powerful typing for the meta.

W Resist (all stabs btw)

:arghonaut: :dragapult: (Dragon); :great tusk: (Fighting); :iron valiant: (Fighting); :krilowatt: (Water); :iron moth: (fire); :Revenankh: (Fighting); :Rotom-Wash: (Water); :skeledirge: (Fire); :snaelstrom: :cinderace: :dragonite: (Dragon); :Garchomp: (Dragon) :Greninja: :ting-Lu: (dark); :roaring moon: :volcarona: :tomohawk: (Fighting); :astrolotl: :ceruledge: (Fire) ; :iron hands: (Fighting) :Kingambit: (Dark); :Meowscarada: (dark); :Toxapex: (water)
Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)

We can resist U-Turn and Knock Off

How does this type perform offensively? What Pokemon can it target?

Water/Fairy does ok offensively

It can hit Fire, Rock, Ground, Fighting, Dark, and Dragon super-effectively, here’s what it hits well.

:arghonaut: :Garganacl: :equilibra: :dragapult: :great tusk: :iron valiant: :iron moth: :Revenankh: :Skeledirge: :cinderace: :dragonite: :Garchomp: :Greninja: :roaring moon: :tomohawk: :ting-lu: :volcarona: :astrolotl: :ceruledge: :Glimmora: :iron hands: :Meowscarada:

Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?

While offensive potential is there, I believe Water/Fairy is a better defensive type, as it resists common metagame staples in Fire, Water, Dark, Dragon, and Fighting

Ground/Ghost

What useful type resistances/immunities does this type have that can make up for poor stats?

Ground/Ghost has three immunities: Normal, Fighting, and Electric. A Normal immunity allows us to Spinblock, a Fighting immunity makes us immune to one of the metagame’s top typings, and an Electric immunity allows use to block momentum through tanking Volt Switches. Ground/Ghost also has a Stealth Rock resistance, and a resistance to Poison allowing it to switch into :venomicon:

Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)

Like I said, we have a resistance to stealth rock, and we absorb Thunder Waves

How does this type perform offensively? What Pokemon can it target?

Ground/Ghost are two amazing typings for offensive purposes. We hit Ghost, Psychic, Fire, Steel, Electric, Poison, and Rock types for SUPER EFFECTIVE damage, damage that’s a lotta types

:equilibra: (not levitate); :Garganacl: :dragapult: :krilowatt: :Gholdengo: :Hatterene: :iron moth: :Revenankh: :Rotom-Wash: :skeledirge: :caribolt: :cinderace: :astrolotl: :ceruledge: :glimmora: :iron hands: :kingambit: :toxapex:

Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?

This one is definitely more up in the air. Ground and Ghost are great offensive typings, but it’s 3 immunities are too good to ignore
 
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LucarioOfLegends

Master Procraster
is a CAP Contributor
Showing support to Psychic / Fire, and also going to throw down Steel / Fighting.

Psychic is in a very interesting spot at the moment as it actually has a very solid opportunity to capitalize on the current meta trends, despite the type's usual shortcoming. There are currently a large number of Fighting- and Poison-types who are extremely relevant to the meta, notable ones being Arghonaut, Great Tusk, Iron Valiant, Iron Moth and both forms of Venomicon (though special mention goes to Prologue form considering its spot on the tier list), which gives the Psychic ample opportunity to capitalize. Of course, Psychic as a typing has many notable shortcomings towards its success, so the given secondary type is meant to bolster up both the offensive profile of the typing, most commonly into striking important resistances / immunities, as well as to balance out its own resistances with the ones the secondary typing provides. This results in Psychic / Fire, a type that has stellar offensive power and some solid defensive merit, but does open itself up to a couple major stinging weaknesses.

What useful type resistances/immunities does this type have that can make up for poor stats?
Psychic / Fire bolsters an impressive seven resistances to Fire, Grass, Ice, Fighting, Psychic, Steel, and Fairy. This is a lot, and a fair few of these are actively meta-relevant against Pokemon such as Iron Valiant, Hatterene, and Jumbao giving the typing ample opportunity to switch in if need be, and also give the chance to stall or setup on Jumbao in particulary, considering we resist every current option the tree currently runs.
Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)
If we decide on a physical direction offensively, the typing also sports an immunity to burns, meaning we can't have our attack cut and reduce the number of ways we can be chipped down through means of Will-O-Wisp or secondary burns.
How does this type perform offensively? What Pokemon can it target?
This is the bread and butter of the typing: between the two STAB options, the Pokemon can hit the large number of meta-relevant Fighting-, Poison-, and Steel-type Pokemon super effectively, and our neutral coverage is only truly stopped by Fire-resistant Dark-types (those currently being Greninja, Roaring Moon, and Ting-Lu). Fire in particular is an extremely spammable typing with a lot of offensive variety, so the typing will be able to deal a lot of damage to a lot of different Pokemon.
Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?
While the typing does have decent defensive merit, this is a typing tool mainly for the offensive, and the STAB options the two types offered lean it more thoroughly in that direction.

Moreso, the typing does have some pretty striking caveats to it: mainly the five weaknesses it sports to Water, Ground, Rock, Dark, and Ghost. Those last three are particular trouble, as it means the type not only has a Stealth Rock weakness, but also can be put down by the tier's Ghost-type line up as well as the common utility move Knock Off. While the resistances presented above do still apply, these weaknesses are equally common coverage types, putting far more risk behind the process of getting in than initially implied.

Earlier in this stage, emphasis was put on the debate between more resistances/immunities vs less weaknesses. I don't personally think either approach is entirely wrong or right, but Psychic / Fire is absolutely the epitome of the former. It supports a lot of good resistances but just as many scathing weaknesses, resulting in the typing being very high risk, high reward. It's an offensively minded typing and certainly has risks, but the offensively presence it holds and the numerous opportunities for later stages I can see for it are simply too good to ignore.

Fighting / Steel is a much weirder typing, and sits on the opposite side of the spectrum as a defensively oriented typing. It supports a fuck load of resistances has a lot of very nice defensive merit, but doesn't have the greatest of offensive profiles. It's built for defense, and if we are looking to explore a more defensive direction for Bang Average, I doubt there are few better typings.

What useful type resistances/immunities does this type have that can make up for poor stats?
Fighting / Steel sports eight resistances to Normal, Grass, Ice, Bug, Rock, Dark, Dragon, and Steel as well as a straight up immunity to Poison. This is a very solid set of resistances across the board, with particular mention going to Rock and Bug, and the shutdown of Poison-type moves entirely gives very ample switch in opportunity. The type does have three weaknesses to the common Ground-, Fire-, and Fighting-types, but these are weaknesses that can absolutely be patched up in later stages, especially if we are looking at a move defensive focus.
Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)
The Poison-type immunity just as much implies an immunity to the poison status, which can be immensely useful for reducing the ways we can be worn down. Resisting Dark means we can resist Knock Off, which while still able to remove our item means we can switch in on the move quite a bit easier than most. The largest highlight is the 4x resistance to both Rock and Bug means we are extremely resilient against the hazard Stealth Rock and the pivoting U-turn, further reducing the ways we can be chipped.
How does this type perform offensively? What Pokemon can it target?
Admittedly not spectacular offensive targetting. The two STABs have kind of alright neutral coverage, and although it has a few major hits, namely Garganacl, the amount of Pokemon the two types can hit super effectively together is admittedly few. Fighting and Steel together produce a awkward set of targets, and due to the common offensive typings we are weak to make it quite a bit more difficult to face the Pokemon we actually check with our STABs. This type screams for coverage, as the type also has some pretty nasty holes, namely Gholdengo.
Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?
Very much defensive path. The offensive profile is lacking, while the defensive stuff is very, very promising in terms of its opportunities, especially its straight up denial of a few major forms of chip.

This is a typing that I feel has both promise and issues right now, but could absolutely capitalize on the opportunities that later stages may produce. A defensive focus may not be one that people are generally leaning towards, but this is a very solid option for that direction with room to grow.
 
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Submitting Ghost/Electric. Very threatening typing with a mix of offensive and defensive benefits.

What useful type resistances/immunities does this type have that can make up for poor stats?
It's immune to fighting and normal, and has a U-turn resist, as well as electric, flying, poison, and steel resists to switch in on Pokemon like Venomicon, Corviknight, Scizor, Tomohawk, Plasmanta, Iron Hands, etc. It can also likely check Cawmodore, resisting its entire moveset and hitting it at least with ghost STAB, perhaps in other ways depending on subsequent stages. It also checks Hawlucha I guess.​
Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)
It's immune to paralysis and blocks Rapid Spin. It's neutral to rocks.​
How does this type perform offensively? What Pokemon can it target?
Resisting every move that Venomicon runs and threatening it offensively is absolutely premium in a metagame where its threat level is as high as it is. Electric and Ghost are really potent STABs, and tons of the best Pokemon in the meta are weak to at least one of them, like Arghonaut, Corviknight, Toxapex, Dondozo, the Venomicons, Hatterene, Gholdengo, Dragapult, Revenankh, Skeledirge, etc. Ghost is also just an extremely spammable type, hitting most of the metagame at least neutrally, and anything that turns Tera Water is targeted by our Electric STAB.​
There are a few Pokemon that resist both, such as Ting-Lu, Roaring Moon, Hydreigon, and maybe Bulletproof Equilibra depending on movepool. However, the cool thing about this typing offensively is that it has multiple viable routes to nearly perfect 2-move coverage. It can function with just STABs, but it can also make amazing use of things like Ghost/Fighting or Electric/Ice if we give it that coverage. This heavily increases how threatening this Pokemon is when it's on the field, and it allows a ton of moveset flexibility, opening up moveslots for things like utility, setup, recovery, specific coverage moves to target certain Pokemon, or whatever else you need, because you have nearly the whole meta covered with two moveslots.​
Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?
I think more offensive routes are favored with this typing due to the potency of its STABs, but defensive ones could also work quite well in the vein of DPP Rotom-A, or even something in between like a slow bulky attacker.​
 
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I'll be submitting Grass/Ground. This is kind of a funky one, but I think it has some real potential.

Offensive Profile:
  • Types hit SE by STAB: Water, Rock, Ground, Fire, Electric, Poison, Steel

Defensive Profile:
  • Immunities: Electric
  • Resistances: 2x Ground, 2x Rock
  • Weaknesses: 2x Fire, 2x Flying, 2x Bug, 4x Ice

What useful type resistances/immunities does this type have that can make up for poor stats?
The Electric immunity is massively useful for bringing in CAP 32. This gives it a potent chance of switching in on Volt Switches and other electric moves with the potential to threaten back. Resisting both Ground and Rock helps against potent ground moves from threats like Great Tusk and Equilibra, and Ground is one of the most common attacking types we see.

I want to touch on the 4x Ice weakness as well. There isn't a single rated Ice type on the CAP viability rankings, and it also isn't a commonly taken coverage move by many of the most potent threats. I watched back 5 of the most recent CAPCL games and only 1 Ice move was used, as a few people took Baxcalibur. Generally, I am not too worried about Ice, despite it being a potent option against a lot of strong Pokemon right now, it isn't being brought very frequently.

Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)
A Stealth Rock resistance and immunity to Thunder Wave and Spore stand out immediately. However, I think the additional benefits of this type come in our ability to work with multiple weather types in future stages of the concept - as I stand by weather as one of the best options to circumvent bad stats. I think we can continue to discuss and leverage weather effects as a means to boosting stats or gaining benefits for a lower BST/BSR Pokemon, and Grass/Ground benefits directly from Rain (fire weakness coverage) and Sand, and Grass has a lot of options that benefit from Sun. I would say the main draw to this typing is the options it offers for specialized roles down the line, while still giving some flexibility.

How does this type perform offensively? What Pokemon can it target?
High Tier Targets: Arghonaut, Garganacl, Great Tusk, Krillowatt, Gholdengo, Rotom-Wash, Ting-Lu

Not too shabby for the A Tiers! This typing threatens a lot of powerful CAP threats, and has a SE option on every Unaware Pokemon which I think is very notable for a boosting or offensive set as Unaware mons will still need to be cautious about dealing with it. This typing does struggle significantly with Flying types which is the major offensive blocker that we would need to consider.

Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?
Given some weaknesses to common attacking moves, this is definirely a more offensive leaning type. Grass and Ground are surprisingly potent coverage right now, in particular by threatening Unaware mons and some more of the top threats we see right now.
 
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I propose Ground/Fairy.

Defensively:

You wanted lots of resistances to get switch-in opportunities in spite of somewhat poor bulk? You've got 'em, baby.
Ground/Fairy resists Fighting, Rock, Bug, and Dark, and is immune to Electric and Dragon. Dragon is a fairly prominent offensive typing, between your Dragapults, Dragonites, Garchomps, Roaring Moons and what have you. This is a valuable immunity for a pokemon that may struggle to take hits. Electric is unfortunately not as valuable: out of all the electric types ranked B+ or higher, only Iron Hands doesn't blast back with a water or grass stab. It does shut down volt switch though, good for disrupting the opponents momentum, so that's something. Notably, Ground cancels Fairy's Poison weakness.
Fighting is an attacking type that is prominent, and as some here have suggested, often very predictable, providing safe switch opportunities. Certainly a very valuable resistance. Being resistant to stealth rock is huge for the usability of a pokemon with limited bulk, and frees up the item slot. Bug gives a resistance to U-turn, very commonly discussed as a substantial boon, and being a problem for Volcarona ain't bad either. And yep, Dark means it resists Knock-off.
Immune to Dragon and Electric, resistant to Fighting, and resisting Stealth Rock, Knock-Off, and 2 out of the 3 pivot moves: Ground/Fairy has a verifiable laundry list of defensive qualities that have been frequently cited as desirable in the thread up to this point.

On the other hand, it is weak to Steel, Water, Grass, and Ice. Ice doesn't seem especially prevalent at the moment, but the rest are quite meaningful. Steel may not be the most offense oriented type in general, but with the likes of Equilibra, Gholdengo, and Scizor on the prowl, it can't be discounted. Water is a very prominent type, and Grass has its fair share of threats as well. Water also makes it weak to flip turn, which is unfortunate, but certainly ameliorated by being resistant/immune to the other 2 pivot moves.

Offensively:
Ground/Fairy doesn't just take hits from Fighting, Rock, Dark, Electric, and Dragon, it hits them right back super-effectively. Steel hits us super effectively, but we can also hit Steel right back. Fire and Poison are also relevant typings to hit, fire especially.
Looking at specific pokemon, I could definitely be wrong, but I think the only ranked mons that resist both STABs are Levitate Equilibra, Corviknight, and Venomicon. That seems pretty good to me. On the other hand it blasts the likes of Arghonaut, Garganacl, Dragapult, Great Tusk, Iron Moth, Skeledirge, and more!

In conclusion, Ground/Fairy has a bunch of the desirable defensive qualities that we've been discussing before typing submission started, and solid offensive coverage as well. It feels like either an offensive or defensive direction is doable, though defensive is perhaps a bit easier to conceptualize.
 
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Wulfanator

Clefable's wish came true!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnus
Wanted to talk about Electric/Flying

1. What useful type resistances/immunities does this type have that can make up for poor stats?

Immunity to ground with key resists to fighting and flying are some of the more notable selling factors. Likewise, two relatively uncommon weaknesses (rock and ice) position the typing well for a defensive approach. The typing can create favorable matchups into Equilibra and certain Venomicon sets which is very valuable considering that both have a strong presence in the meta. Being able to challenge Great Tusk’s STABs is also a point in the types favor even if it risks being knocked off.

2. Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)

The type is immune to paralysis and spikes.

3. How does this type perform offensively? What Pokemon can it target?

Electric and Flying STAB is very useful. The tier is lacking in both types so it is able to establish a niche very easily. While stat dependent, these STABs immediately threaten prominent mons like Arghonaut, Jumbao, Revenankh, Tomohawk, Venomicon, Great Tusk, Greninja, Iron Valiant, Meowscarada, and Toxapex. Also, given the limited selection of strong electric types, it makes the combo more difficult to counter defensively.

4. Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?

Electric/Flying enables both routes. Given the landscape of the meta, it is positioned better to exploit its offensive value. Otherwise, being able to wall 3 of the biggest threats in the tier is outstanding.
 
Rather than answer the questions directly, as I have been, I plan to address them as best I can in the post below

I will be submitting for Dragon/Steel

This is one of my favourite types in the game with distribution still being relatively minimal. It has numerous possible executions, and is incredibly flexible in doing so

Dragon/Steel has some of the best mutual coverage available, with only 2 weaknesses from either of its types not entirely neutralized. Dragon is weak to itself, Ice, and Fairy. Steel resists Dragon, Ice, and Fairy, completely removing its pair's weaknesses, while also resisting 6 others... Dragon pays back in turn by resisting Fire, as well as resisting Electric and Water; types Steel doesn't resist, adding to the pair's mutual coverage. It also gains a response to a potential check by being able to get STAB super effective damage on Fairy, one of its would be weaknesses

Steel adds an immunity to Poison, preventing a potential source of minor, albeit accumulative damage. Stealth Rock would do relatively minimal damage to a Steel type vs others, making it an effective option in tanking various hazards

Dragon has had numerous high BP moves available for years, including the infamous Draco Meteor. Steel is much less well endowed in terms of offense, but has seen in an increase recently, including Steel Beam, Gigaton Hammer, and Make it Rain. Neither are particularly hard hitting, but may have high BP in order to compensate. Steel could be used to clear regulars like Tyranitar or the more recent Garganacl, while Dragon has much more generic coverage due to few types having active resistance against it

Most certainly a defensive path seems most likely, but the resistances available make it quite flexible in how that goal can be obtained. Being able to more reliably invest in offense could be incredibly valuable, since there would be fewer responses to the aggressive strategies possible for the pairing

Forgot my bird fact! The club winged manakin is one of the few birds with solid bones. These colorful lads live in the cloud forests of the Andes Mountains, where they strut their stuff during mating season. The males are unusual in that they are able to produce sounds by vibrating their wings, much as a cricket would! This puts enormous stress on the wings, resulting in their bones solidifying to reduce overall damage

  1. What useful type resistances/immunities does this type have that can make up for poor stats?
  2. Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)
  3. How does this type perform offensively? What Pokemon can it target?
  4. Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?
 
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Alright ladies and gents, it's typing time, and with that in mind, I present to you what might be the single most daring and trailblazing proposal you will ever see; Ground/Flying.

All jokes aside, this typing really is incredible, and I'm sure anyone who's played any OU meta of the past ten years knows why. Great offensive coverage and two great immunities have made this type a mainstay in OU for over a decade. And even though we lack a good ole Landorus in our meta at the moment, I believe that this typing still has an reputable place in the current offensive metagame.

What useful type resistances/immunities does this type have that can make up for poor stats?

If my memory serves me right, Ground and Electric were two pretty important immunities that were frequently mentioned as immunities we should consider when typing CAP32, and lo and behind, Ground/Flying neatly fits both of those into one slot. Not only does this mean they you'll be coming in against the Ground moves Great Tusk and Equilibra for free, but you'll also be finding opportunities against Krilowatt and Caribolt's Electric moves as well. While you're probably always losing the 1v1 to Washtom, finding your way in on a Volt Switch or a Caribolt Rapid Spin could make all the difference when your stats aren't exactly letting you onto the field for free.

While these immunities are fantastic, and have defined the type combo in all of its applications, this typing is admittedly pretty lacking in resistances. Of your mere three resistances, your Fighting resistance is far away the most noteworthy, and is actually really valuable. In a meta where all of Iron Valiant, Great Tusk, and Revenankh are as great as they are, the ability to take advantage of the Fighting assault for your own benefit is incredibly powerful, and pretty unique at the moment, too. Your resistance to U-Turn is pretty good in conjunction with a Volt Switch immunity and lets you takes advantage of switch moved pretty well, and your Poison resistance lets you take on the meta-defining...idk, the occasional Gunk Shot from Venomicom? Well, it'll be way more valuable once Sneasler drops, but for now it's kinda moot. But, no matter how practically useless your Poison resistance is, you're still undeniably being strapped with an incredibly solid typing with this one.

Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)

As aforementioned, the Lando ty- er, Ground/Flying packs an ever-useful resistance to U-Turn and immunity to Volt Switch, but outside of direct attacks, Ground-Flying still packs a ton of utility. For one, it's auspicious defensive profile make it immune to virtually all relevant forms of paralysis, the importance of which cannot be overstated. Being an offensive Pokemon shielded from the most common forms of paralysis in the game is a fantastic trait as it, but it's impact is strengthened by the fact that, in a meta so filled with as many fast and strong threats as our current one, being immune to otherwise debilitating paralysis gives CAP32 a small, but definitely noticeable leg up on its competition.

As far as hazards are concerned, It's partly why I think this typing is so excellent here. Flying, on its own, is immune to Spikes and Toxic Spikes, which is never not a good trait to have in any metagame. Spikes are far and away one of the most dangerous tools a team can use, and being able to hover above them is a huge boon for tour longevity. And while you do lose your coveted Rocks resistance due to your dual Flying typing, only taking 12.5% on switching in as opposed to as much as 37.5% allows you to survive much longer throughout a game, thus granting you more opportunities to abuse your brutal offensive typing in ways your Spikes-weak teammates can't replicate.

How does this type perform offensively? What Pokemon can it target?


This typing performs insanely well. The sheer amount of top-tier Pokemon you just destroy with your STABs is absolutely staggering. When looking at the defensive metagame, you're absolutely thrashing all of Arghonaut, Garganacl, Gholdengo, Skeledirge, Snaelstrom, Great Tusk, Tomohawk, Volcarona, and even Equilibra if the ability provides. That's nine top-tier bulky that are destroyed by at least one of your STABs! Your only true defensive switch-ins in the tier are Rotom-W (who has no recovery, only so much bulk, and is highly susceptible to being worn down) and Corviknight, with everything else either teching to beat you, counting on bulk alone to stave off your attacks, or simply being run over. The offensive metagame gets similarly destroyed, with only Krilowatt and Jumbao being able to switch in safely to one of your STABs, making for a Pokemon that, in spite of its meager stats, can threaten just about everything with damning effectiveness.

Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?


I know I'll probably be beating a dead horse with this one, but I can't stress enough how important it is that CAP32 have a number of notable attributes that set it apart from its competition. In this case, the competition is arguably the single best, most ubiquitous Pokemon is recent history; Landorus-T. Everyone knows why Landorus is as good as it is; it's decently fast, very strong, and has solid bulk, an amazing typing, and a generous movepool that allow it to do whatever it wants. Now, I know that Lando isn't in the meta at the moment, but not only could it very feasibly drop come time for playtesting, but it's also only one of many stellar competitors; all of Great Tusk, Equilibra, Garchomp, and Ting-Lu are all fantastic bulky Ground-types that stand as very well-rounded Pokemon that can fill a variety of roles. However, as strong and versatile as these Pokemon are - Landorus included - most of them take on a more defensive presence more often than not, which is why I think it's imperative that a Ground/Flying CAP32 take a far more offensive path moving forward.

Simply gearing CAP32 towards offense would allow it to stand out beautifully amongst it Ground-type competition. Even for all of its strengths and mind-blowing power, offensive Landorus-T is relatively slow for modern metas and has a complete lack of a reliable Flying STAB outside of Tera Blast. Simply patching up these issues on CAP32 would give it a niche that the tier king of the last two generations could never hope to replicate. Shifting back to a more grounded example, Great Tusk's threat potential is hindered greatly by subpar speed and the fact that its most common sets get hardwalled by [insert bird or bug here], and Garchomp lacks to speed and reliable Dragon STAB to be as immediately threatening as it used to be. Taking advantage of the middling speed and/or unreliably secondary STABs of its competition would make CAP32 a unique offensive threats that can carve its own valuable niche in spite of stronger competition and its own bang average stats.
 
Submitting Fairy/Flying

Offensive Traits: SE against Dragon, Grass, Bug, Dark, Fighting

Hits all other types neutral EXCEPT for Steel

Defensive Traits: Immune to Dragon and Ground. Resists Fighting, Dark, Bug, Grass. Weak to Ice, Electric, Poison, Steel, Rock

What useful type resistances/immunities does this type have that can make up for poor stats?
This typing is immune to an extremely common offensive typing in Ground (Earthquake, Headlong Rush) and immune to Dragon (strong moves such as Draco Meteor and Glaive Rush). It also resists Dark and Bug type moves to make repeatedly being hit by U-Turn and Knock Off easier, has a quad-resist to Fighting so it can come in on Close Combat and Body Press without worry and resists Grass incase you need to tank a Tera-boosted Grass move like Giga Drain to the face.

Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)
Flying allows it to be immune to Spikes/Toxic Spikes before Terastal, but that’s it.

How does this type perform offensively? What Pokemon can it target?
This type performs extremely well against Great Tusk and other Fighting types such as Arghonaut, Breloom, Iron Valiant, Tomohawk and Revenankh. It also makes strong Dragon types such as Dragapult, Baxcalibur, Garchomp, Dragonite, Cyclohm, Hydreigon, Roaring Moon and Pajantom think twice about staying/switching in on it. Dark types such as Ting-Lu, Colossoil, Greninja and Meowscarada are also nice targets for it. There aren’t many Grass or Bug types in the meta that are all that major rn, but it does target Volcarona, Pyroak, Jumbao, Malaconda, Syclant and Slither Wing quite well.

Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?
Considering the strong STAB options this type has access to (Hurricane, Moonblast, Play Rough, Brave Bird, etc.) and its naturally great offensive AND defensive matchups into Great Tusk, Garchomp, Revenankh, Tomohawk, Arghonaut and Iron Valiant, I’d say it could take a more defensive role due to it already having access to high-power STAB to cover its offensive profile, although this matter is still somewhat up in the air due to the stats restriction. A more defensive profile would allow it to offset its Stealth Rock weakness better so it can come in and check or just outright counter (Great Tusk) meta threats more often without needing to overuse its recovery or be forced into bad switches/matchups.
 
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It is CAP policy that we build for the current metagame. Unless that policy changes, we will be using the current status of the metagame for this discussion. It is speculative at best to predict what future metagames will look and play like, so taking a “NatDex Mentality” is outside of the scope of our current project. If and when Home/DLC drops, it will then become our concern.
Mhm. You're entirely correct and I agree with you wholeheartedly, as I stated in my original post. I don't disagree with you in any way in this regard. However, one can prepare for the metagame without being controlled by the metagame. I just wanted people to keep in mind that the metagame, including the current one, is broad and doesn't necessarily need to be a direct response to the top 5 meta threats as though it were a checklist, in support of creativity and constructive analysis rather than a true or false binary of whether X pokemon in the top 10 usage stats is countered or not.


Hyped to see all the submissions. Fire/Fairy and Ground/Fairy definitely have my vote. Fairies have always had top billing in any metagame they've been in despite their typically below-average stats, so I'm of course interested in the combinations with it that haven't been seen before, where we really have to play to their strengths. Both typings are also fantastic in their own right, and I'm excited to see where the analysis goes from here.
Keep up the great work, everyone!
 
Submitting Ice/Ground

How does this type perform offensively? What Pokemon can it target?

This type performs exceptionally well offensively. Twenty-four out of the 34 pokemon curently ranked B+ or higher are hit super-effectively by this combination. At the same time, only a single pokemon on the viability ranking (Snaelstrom) actually restists both. This gives Ice/Ground a very large pool of relevant pokemon it can hit super-effectively while threatening neutral damage on almost everything else. Ground, Dragon, and Fire are all very strong types at present, so being able to target these for super-effective damage is great for a mon that can't rely on pumped-up offensive stats.
In addition, Ice types haven't had much of an offensive presence since the departure of :Chien-Pao:, meaning that CAP 32 will have a fairly distinct offensive niche if we choose this type. Specific high-viability mons that we can hit super-effectively include: :Garganacl: :Venomicon: :Great Tusk: :Jumbao: and :Gholdengo: Ice also opens up the possiblity for STAB priority that can hit some of the fastmons like :Dragapult: and :Meowscarada: super-effectively. Ice STAB also has access to a certain (very balanced) move that lets us also hit bulky waters waters super-effectively.

What useful type resistances/immunities does this type have that can make up for poor stats?

The main useful immunity here is to Electric, particularly useful for blocking Volt Switch and ignoring Thunder Wave. Otherwise the only resistance is to Poison, which is not the most relevant offensive type.

Does this type come with any additional benefits that are particularly appreciated by CAP 32?

While Ice/Ground doesn't resist Stealth Rock, being neutral to Rock is great for an Ice type. This gives more freedom to run synergistic/powerful items that help us overcome an average stat spread.

Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?

Ice/Ground
definitely lends itself to a more offensive path, simple as.
 
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MrDollSteak

CAP 1v1 me IRL
is a Community Contributoris an Artist Alumnusis a Forum Moderator Alumnus
Incredibly reluctantly (pour one out for Ice/Steel), I humbly offer up Electric/Steel.
What useful type resistances/immunities does this type have that can make up for poor stats?
Electric/Steel does a great job of taking the strengths of both typings with a truly ludicrous number of resistances, as well as helpful immunities to two generally debilitating status effects in Paralysis and Poison.

Being able to come in comfortably on Flying, Fairy, Dragon and Electric moves, as well as the omnipresent U-Turn are particularly important, while there is further utility in resisting Rock (except Salt Bae), Normal, Grass and Steel from some offensive threats. Water, Dark and Ghost as neutralities is also not the worst thing, as we identified that in the past, many Average statted mons could with the right investment cope with neutralities.

The type does fold to many of our identified key types, coming with a debilitating Ground weakness, and a less than ideal Fire and Fighting weakness. That said, many of our key Steels in the metagame such as Equilibra, Gholdengo and Corviknight do carry similar weaknesses that have been for the most part able to be mitigated to some extent.

Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)
Electric/Steel is quite optimised for game longevity when it comes to a range of effects. It is immune to Toxic and Toxic Spikes, and resists Stealth Rock, as well as aforementioned common utility moves such as U-Turn and Volt-Switch. The immunity to Paralysis is also interesting at ensuring that CAP 32 would be able to continue throughout the match in either an offensive or defensive role as it will not worry about a drop in speed, nor missing a key turn.

How does this type perform offensively? What Pokemon can it target?
High Tier Targets: Arghonaut (both before and after Tera), Garganacl (both before and after Tera), Venomicon(s), Jumbao, Iron Valiant, Hatterene, Snaelstrom, Corviknight as well as Tera'd Skeledirge.

Although Steel coverage is generally pretty niche, when paired with Electric it affords some really unique opportunities to exploit many defensive corner stones as it can handle them both before and after Terastallisation. The only exception is Skeledirge which doesn't really care about Electric, but the presence of CAP 32 may discourage it from activating its Tera anyway allowing other team members to open it up.
Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?
The typing has a lot of versatility afforded by its strong number of resists and functional immunity to most status effects and as such would argue that Electric/Steel is afforded potential to explore either Offensive or Defensive routes with the right combination of stats and abilities.

That being said, as I suggested in my response to the previous question, Offensive routes would seem to offer an opportunity for the most differentiation in the metagame in being able to tear through some common defensive Pokemon . This is particularly relevant when considering that its defensive profile allows more switchin opportunities against some of the offensive Pokemon in the metagame such as Caribolt, Krilowatt, Dragapult and Jumbao, that it will for the most part be able to threaten out and due to its STAB combination, in preventing defensive Pokemon from switching in allow some opportunities for progress and chipping.

----------

As for other type's that I'd like to show support for in no particular order:

Dragon/Fairy

This is a cool typing. Specialised resistances, a lot of possibility offensively. It doesn't carry a massive amount of inherent utility, but taking on Knock, U-Turn and Volt Switch is cool. It generally just allows for a range of interesting routes.

Fire/Normal

Although not the most versatile, I think its offensive potential is really interesting on both the physical and special sides of things and leaves open quite a lot more of our power budget in terms of both Ability and movepools. I think it has just enough going for it defensively to be able to switchin on some resisted or neutral attacks and start punching holes with its STABs.

Ice/Ghost

I love the offensive potential of this typing. Ghost, furthermore, does a lot to mitigate some of the intrinsic terribility of Ice. While it's still Ice and subsequently not great, it does have a lot of potential as an anti-meta Pokemon, and leaves us a lot of power in terms of our ability, stat allocation and movepool.

Ground/Fairy

On paper this typing is crazy, but in practice I think it will actually be quite specialised, and subsequently is really interesting. Offensively this typing gives us a lot of juice but is also completely walled by some common Pokemon, and defensively it has some really useful resistances, although in practice it will still be quite hard to bring in. I think we can take this in a range of directions that will all be quite powerful with our limited stats without being as overbearing as the type might otherwise seem.
 
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shnowshner

You've Gotta Try
is a Pre-Contributor
Alright I need to burn time until our cat decides she wants to come inside from the freezing cold tempatures and high wind speed of a 3:00 AM Pennsylvanian night (she is not supposed to be outside). Time to review typings with proper submissions behind them.

Fire / Flying
This is a really neat typing in how it balances offense and defense despite such a terrible Rocks weakness. We've seen in older metagames just that plenty of Fire/Flying Pokemon are often strong enough to justify a teamslot towards clearing the ever-present Stealth Rock, whether that's Charizard in the lower tiers, ZardY in the Mega generations, Ho-Oh in Ubers, or Talonflame in ORAS. Obviously there's a lot that goes into these Pokemon being strong in their own right, but I feel it does demonstrate that the right combination of strong traits can let you succeed in the face of such an otherwise obvious and debilitating downside. And at the end of the day, there's always Heavy-Duty Boots.

Water / Dark
I like the Crawdaunt approach here: Water is a good typing all around, and Dark has plenty of cool moves we can look into along with being generally good into a lot of threats. I also like the surprising defensive applications of this type, specifically into Ceruledge, Armarouge, Kingambit, Goldenjoe, and Skeledirge. Being able to leverage our typing against mons like Libra/Pult/Gren and others more situationally is a boon as well.

Water/Flying
Remember thinking about this one at work: there's obvious parallels to Pelipper, another unimpressive BSR mon that succeeds off a crazy ability and surprisingly rich movepool, but I do find there's plenty of uncovered space we can explore given Pelipper having somewhat sad stat distribution and sorta just being a Drizzle bot. It's not like you couldn't stack two Water/Flyings on Rain anyhow, people did that with Mantine for a short while. I really enjoy the matchup spread on this offensively and defensively, both are solid types on their own that have a lot of routes we can pursue to make strong, so combining them is quite appealing to me.

Fire/Fairy
Love this type, why hasn't GameFreak given us one yet. Excellent run-down on the merits Fire/Fairy can bring, Fire is unsurprisingly quite good right now and Fairy compliments it to a great degree, providing a path through Arghonaut and Dragons which otherwise get in the way. Defensive profile is rich to a similar degree that Fire/Flying is, providing us with some strong immunities to Dragon and burn, and a slew of resistances that feel somewhat hard to come by in a single slot. I do wonder if this type mandates hazard protection as much as Fire/Flying would, its not as weak to Rocks but being vulnerable to other hazards can be equally problematic, as is being Ground-weak in general considering the current selection of Grounds in the metagame and the mons that can run it as coverage.

Fire/Dark
Chi-Yu at home is a potential route, it does leave us with similar problem match-ups as Water/Dark does, but the offensive combo is nasty and Sun's prominence is a major contributing factor to that. There's a good amount of pressure relationships with this combo, but the defensive profile does suffer a bit with how common Ground, Fighting, and Water are.

Fire/Normal
I like this one a lot more as it lets us turn Pyroar into CAP 32 at home (not like we need to). Both types have crazy good STABs on both attacking spectrums and the defensive merits are surprisingly solid: mons like Wisp Pult, Skeledirge, and Dengo/Jumbao lacking Focus don't really want to face us, and we can probably flex our resistances/immunities enough to find other switch-ins. Mostly, however, this is an offensive typing that looks to abuse strong SE or boosted Fire moves to force the opponent out, while retaining fairly spammable Normal STAB to make coming in on it a scary prospect.

Ice/Ghost
Bold typing in a lot of ways. Ice is on a low-profile right now but does very well into a lot of common sights – Bao, Venom, Cari, Tomo, the Dragons and Grounds barring Astro and Libra. It's also just neutral versus a lot of stuff, which is helpful in its own right. Ghost is similarly neutral while covering us versus Dengo and Dirge or the occasional Armarouge. Potential to scare out Pult with either STAB, though a bit dubious given our expectedly low statline, is a great way to threatening progress against the opponent and can't be ignored. There's a good amount of problematic mons, but the moves this typing has access to are promising to design around, and I'm not just talking about the funny one that you're likely thinking of.

Dragon/Fairy:
Pretty cheeky typing for the utility trio of Knock/Turn/Volt, but the other merits are certainly there. A Dragon-type that can reasonably tackle other Dragon-types is hard to ignore and you have a good deal of other valuable resists into mons like Gren, Cari, Volc, Rotom, less common picks like Meowscarada. Really this is two fairly strong types mashed together and I can't see it going that poorly as a result, though we would definitely want to find some method around Steels.

Water/Normal
Like how I drew comparisons to Fire/Dark and Water/Dark, Water/Normal feels like a more balanced approach at a Normal-type offensive mon. Not being weak to Rocks is already a bonus, but losing the pretty awful Ground weakness is also huge. Water still has a good amount of offensive prowess and very Water-type switch-ins want to eat a strong Normal move. I don't feel this balance approach makes it better than Fire/Normal in my eyes, as the two still lean more towards offense than defense given the metagame, and Fire/Normal just does the offense a tad better if you ask me.

Fairy/Steel
Sorta not feeling this right now, it's an objectively good type and there's room for another Steel in the metagame, but Fairy/Steel has some pretty significant problems, namely versus opposing Steels (of which Equilibra and Corviknight look quite intimidating to tackle), but also Fire-types and specific stuff like Venomicon and Snaelstrom. I'm somewhat worried about this not being threatening enough to the opponent while also being easily threatened by our powerful Fire- and Ground-type breakers or stronger neutral attackers/boosters. It's workable for sure but I feel like those avenues are somewhat limited.

Ghost/Fairy
I do like this offensively with how many mons this forces out, especially Pult and Rev where it threatens with either STAB. Being fairly neutral weakness-wise with only Ghost and the uncommon Steel is good as well, and the combination of resists + immunities is very appealing. This has plenty of opportunities to hit the field just from immunities alone, or can simply be used to deny the opponent an important move like Scale Shot, Rapid Spin, or Body Press. Solid typing overall.

Fire / Psychic
Probably the most nuclear of the offensive type combos. Psychic is shockingly good into the metagame, with Fighting and Poison very common on teams, and the significant lack of Steels and Psychics around. Fire compliments us very well by blasting through Steels like Corv, Libra, Gambit, and others, not to mention the other praises I can sing about Fire right now. Hell look at Armarouge and what it is capable of. Maybe we would need to make sure to differentiate ourselves from that mon, one which is already not bad, yet it wouldn't be too much of a stretch to further explore its gameplan of running through teams.

Fighting / Steel
A type that leans more into defense isn't unheard of as of now, but Fighting STAB is a pretty big deal for dealing with Libra, Garg, Ting, and Moon. The two types interact weirdly with Steel losing three resists in exchange for a Dark resist (and not taking anything from Rock or Bug), but its still alright, though the weaknesses to Ground, Fighting, and Fire are very painful. I think this would work best as an offensive mon with useful defensive traits, using STAB Fighting and any coverage we give it to dish out damage while using the Steel-type to stay healthy in the face of Rocks, ignoring Toxic, and stomaching weaker hits like U-Turn, Knock Off, and Rapid Spin. Like it more than Fairy/Steel due to the better inherent offense, but its still not that enticing to me compared to others.

Grass/Ground
Firstly—this is weak to U-Turn despite what you said, and that's a pretty big point against it.
Moreover, I do worry about Ground competition we'd be facing and how much of the current metagame threatens us: most Pokemon hit us neutrally with their common sets, and plenty have strong SE moves into us, whether that's Venomicon's Hurricane, Krilowatt's Ice Beam, or Jumbao's more specific Fire Tera Blast. Like the one high-ranking Pokemon I could find that we reasonably could resist all attacking moves from on a particular set is Garganacl, and that dude rarely cares about resists given Salt Cure is the main form of damage. Offensively the type is fine, Ground is always strong and smashing the likes of Argh, Rotom, Tusk, and Ting-Lu is a boon for sure, but the poor defensive profile makes this a rather hard sell for me.

Ground/Fairy
Fairly basic combo of offensive/defensive potential. Venomicon, Corviknight, and Levitate Equilibra ensure this is not nearly as good as it sounds on paper, and there's a fair amount of dangerous Pokemon which don't particularly care about our STAB combo despite how well they synergize. Sorta like Dragon/Fairy to me in that it's a solid typing that does many things right, just feel that it's somewhat overrated here and not nearly as promising without a specific set of options.

Electric/Flying
Pretty anti-meta type, very strong type synergy with some crucially good match-ups and great offensive capabilities. I do find it somewhat vulnerable or exploitable, and certain Pokemon it looks good against defensive it also doesn't immediately threaten back in return, which I do feel drags it down a bit. Another solid type that should work, just not as prolific as others I've seen thus far.

Dragon/Steel
It's been roughly two hours by this point and I'm running out of ways to say "this type is good and would work but I don't particularly care for it." Good amount of routes we can take, Dragon has useful offensive prowess while Steel provides strong defensive synergy in eliminating Fairy, Ice, and Dragon as weaknesses. Relying more on taking neutral damage from a lot versus SE ones isn't ideal IMO but it's got potential versus Kril, Snael, and Cari which is nice, and really any typing that can make getting a strong Dragon on the field is acceptable.

Ground/Flying
What started as a joke I made on Discord took 2 seconds for us to remember, "yeah those Ground/Flyings are pretty damn powerful." Lando and Gliscor honestly don't even explore just how strong Ground/Flying is, since neither have any Flying STAB they commonly run (there's like Acro/Wing Attack on Gliscor and USUM Z-Fly Lando but that's it). The immunities to Ground, Electric, and Spikes are awesome, the resists are great, you only have two weaknesses to worry about (even if Ice moves just kill you), and there's a good deal of Pokemon that you can come in on relatively safely and immediately scare out with STAB. Of the "good typing" subs this is easily my favorite.

Ice/Ground
Scary offensive type that I feel relies heavily on aggressive play to make work, but the results are plainly obvious: very little wants to come in on either of these, and those that do, well maybe they actually won't depending on where we go with this. Not a shot at being terribly helpful defensively but as an attacker Ice/Ground is unmatched with the fear it can instill upon the opponent.

Electric/Steel
Good offensively, alright defensively, still running out of things to say. I do like that this matches well into common Tera Water/Fairy abusers and can make their lives very awkward, and space is there for an Electric to occupy a niche. Once again, the weaknesses are terrible, we can't even pretend to tank a Ground-hit from like EQ Clodsire or something, and a couple mons sound quite awful for us to deal with, but it's doable.
 
Normal/Steel


1. What useful type resistances/immunities does this type have that can make up for poor stats?


This is a type combination that is either immune or resists the STAB moves of Gholdengo and Dragapult, two of the most devastating Pokemon in the metagame. It resists Jumbao's STABs, technically resists Venomicon-Prologue if we run ability altering-moves I guess and has a very favourable matchup vs Hatterene. This type combination is notably defensively complimentary to Hatterene, Dragonite, and Rotom-W. Having a Dragon resistance is nice with Walking Wake around, but Hydro Stream is likely going to be unbearable for a concept-faithful creation.

2. Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)

This typing is immune to Ghost and Poison attacks, and resistant to Stealth Rock.

3. How does this type perform offensively? What Pokemon can it target?

As already mentioned by previous submissions that didn't have their mentions removed Normal/Steel has access to incredibly high BP moves. Steel is actually a pretty good attacking type in Gen 9 and weirdly a little worse off defensively because of the ubiquity of Great Tusk and the presence of a lot of strong Fire and Ground Pokemon. Garganacl threatens it with Body Press, but this typing may still threaten it with high BP, super effective STAB Steel attacks. It can also threaten weak sweepers whose primary STAB it resists, such as Meowscarada.

4. Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?

This typing is meant to be flexible and not constrain community choices towards its development and has a lot to offer both offensively and defensively. Alongside Water and Fairy, Steel is one of if not the best pairing for Normal you can ask for. However, I think this typing is more interesting when it is suited to a bulkier offensive role.

In summary, with the Quziel template:

STABs resisted and coverage resisted or neutral:: :venomicon epilogue: (lol)
STABs resisted and weak to coverage, or carries Knock :dragapult: :gholdengo: :Hatterene: :venomicon: :jumbao::Garganacl:

One STAB resisted and not weak to coverage + Threaten Offensively: :: :Meowscarada:
Threaten Offensively and can switch in: :: :Kitsunoh: :Grimmsnarl:
Threaten Offensively but can't switch in: :Stratagem: :Glimmora:

mod edit: removed polljumping

you went further than that, you removed all mentions of moves lol
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Submitting Water/Psychic

What useful type resistances/immunities does this type have that can make up for poor stats?


The big resistances we have here are Water and Fighting. The resistance of Water is very much appreciated for the match-up against Rain, while also giving us the ability to switch-in relatively safely into something like Toxapex and Choice-locked Greninja. Fighting, on the other hand, sees most of its value from its ability to let us in on Defensive Great Tusk and to some extent Corviknight. The resistance to Fire, while not quite as big due to a lot of Fire-types running Grass-type coverage, is still notable enough for a mention, since it allows us to switch in on Cinderace.

Does this type come with any additional benefits that are particularly appreciated by CAP 32? (ex. Stealth Rock resistance, immunity to a status, etc.)

Unforunately, this typing does not offer any sort of additional benefits for us to enjoy. However, I do think that the lack of a Stealth Rock weakness gives it a distinct niche over a couple of the other Psychic-type combos that have been submitted so far.

How does this type perform offensively? What Pokemon can it target?

Offensively, this type is fairly strong. Many users have already gone quite into depth about just how valuable Psychic is an offensive type right now, since it covers one of the most prominent defensive cores in the tier, Arghonaut and Venomicon. Water also complements Psychic surprisingly well right now, as it covers both Equilibra and Ting-Lu. Also, Water STAB makes it a lot harder for Pokemon such as Skeledirge and Volcarona, two Pokemon that Psychic-types tend to struggle against, to find safe oppurtunties to switch-in on us and threaten us out.

Does this type suggest a more defensive or offensive path moving forward? Or does it leave this matter up in the air?

I would imagine that this typing would suggest a more offensive path moving forwards. While a defensive path is certainly possible, as demonstrated by Slowbro and Slowking, I'm sort of struggling to find a way we can really compete with those two given the limited stat budget we are going to have for this process.
 
Im submitting Ice/Fire

Ice has historically being a very sub-par typing, and while i agree that is quite a hard aspect to balance and use, i think the sheer offensive presence that this combination brings isnt something to sneeze at.
Yeah, this combination lacks a defensive pressence, but it still has some nice resists fairy, ice and u-turn are good resistances to have, and while snow is far from a metagame staple, having a deffense boost from it is a nice trait to have.

Even so, i believe that a concept like this, benefits heavily from a focused role, as i think that stretching our pokemon among various possible roles may be stretching it a little too thin for my liking, so im fine with our typing "restricting" us in a heavily offensive role.

Now, talking about said offenses, we come to the best aspect of this typing, hitting hard on important meta threats like :venomicon: :equilibra: :great tusk: :dragapult: and :jumbao:, while having options that increase considerably the numbers of potential checks.
Thea near omni-presence of sun also helps our fire stab, and gives us a boost in offences that, due to our stats, may be really useful.

The weaknesses of this type are still very notable, with all of them being very present on the metagame, and specially the HARD weakness to stealth rock means that CAP32 will need a bunch of help to stay on the game, specially if we dont wanna feel obligated to use boots (which in itself isnt really a bad thing, but with our average stats we may benefit from an offensive item a bit more).

Overall this typing is totally focused on its role, but it has a bunch of weakness that can allow us a bit more of power budget in ability, either to compensate for some particular weakness (like an inmunity to ground or fire) allowing us to enter safely, or extra powerful ones to make our offensive pressence, even stronger.

In the end, while this typing is far from perfect it can turn out to be an interesting aspect to consider, and a cool experiment to start this new generation with.
 

quziel

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3. How does this type perform offensively? What Pokemon can it target?

Normal/Steel has access to incredibly high BP moves such as Double Edge, Boomburst, Make It Rain, Gigaton Hammer, Spin Out and potentially Steel Beam.
Moderator hat on:
Please don't mention specific uncommon move options when justifying a typing for selection. This is generally considered poll jumping, as it justifies a typing based on the results of a later stage.
 
Moderator hat on:
Please don't mention specific uncommon move options when justifying a typing for selection. This is generally considered poll jumping, as it justifies a typing based on the results of a later stage.
Is this going to count Meteor Mash too? It's currently a "signature" move (which I'll reiterate isn't a term with much merit as far as GF's design goes despite policy's insistence otherwise) for Lucario with its other users currently known to be a DLC.
 

snake

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Short post: I think Fire/Psychic, Water/Psychic, Fire/Flying, Fire/Fairy, Electric/Flying, and Ground/Flying are all very solid typings for this project. One thing I'd like to mention is how Miasmaw, who has a pretty excellent statline, movepool, and ability, barely holds up in the metagame because it is held back to an extreme degree by its typing. Thus, it's important to pick a strong typing for a project designed around "average" stats. Each of these typings can lean very offensively while having enough defensive utility to justify running on a team. There are some typings that lean even harder into the offenses like Electric/Ghost or Ice/Ground, which might be able to justify having the weaker defensive profile, so they're ok, but the other typings are just generally more solid.

Would like to emphasize that I really like Psychic for this project. There are a solid number of viable dark-types in the current meta, but having STAB on Psychic-type moves is really potent given the number of Psychic-weak targets in the metagame (i.e. Arghonaut, Venomicon-P, Great Tusk, and Tomohawk), and the aforementioned secondary Fire or Water typing really helps to patch up both offensive and defensive holes that Psychic brings to the table. In short: the offensive merits of Psychic-typing heavily outweigh the defensive shortcomings that the typing brings, and there are some solid Psychic-type builds that we can pursue. In all the CAP Projects I've participated in, Psychic hasn't felt like a super solid option, but it finally does in this project.
 
Showing Support for Fire/Fairy, and this is my preferred type combination.

Weaknesses: Ground, Poison, Rock, Water
Resistances: Bug, Dark, Fairy, Fighting, Fire, Grass, Ice
Immunities: Dragon, Burn

Defensive Bads:
There are a few glaring weaknesses here. Firstly, you're weak to ground, and in a tier with Great Tusk, Garchomp, and Equilibra. That speaks for itself. You're also threatened by Glimmora, Rotom Wash, and Krillowat.

Defensive Goods:
Firstly: resisting Dark means you resist attacks like Kingambit's Sucker Punch. Resisting Fighting is really big as it gives you a point of entry against Great Tusk, and you threaten it out with STAB. The same goes for Revanankh, Breloom (although banded bullet seed might just OHKO you anyway), Iron Hands, and Iron Valiant. You can also come in on Aura Sphere from Tomahawk.
The 4x resistance to Bug is valuable, as u-turn chip is mitigated.
Dragon immunity is immensly valuable, meaning you can come in on Draco Meteor from Dragapult, Walking Wake, and Astrolotl for free.
You also resist the STAB from Iron Valiant, Jumbao (including focus blast) Astrolotl, and Meowscarada.

ok now time for what really makes this thing spicy:



Coverage for Fire + Fairy:
Super Effective: Bug, Dark, Dragon, Fighting, Grass, Ice, Steel
Neutral: Electric, Fairy, Flying, Ghost, Ground, Normal, Poison, Psychic, Rock, Water
Resists: Fire
Immunities: None

The Offensive Bads:
Both of your STABs are resisted by Fire. This means, without coverage, Skeledirge and Volcorona uses us as free setup. We are also hard stopped by Toxapex and Glimmora.

The Offensive Goods:
Neutrally, the entire tier is hit except for Skeledirge, Volcorona, Toxapex and Glimmora.
This type combo is SE vs. 6 types. Most notably, Fighting and Dragon. Being SE vs. fighting hits the best mon in the tier, arghonaut, as well as threatening Great Tusk. Being SE vs. Dragon threatens Garchomp, Dragapult, and is neutral vs. Astrolotl.


STABs resisted and coverage resisted or neutral: :jumbao::volcarona::iron valiant::meowscarada:
STABs resisted and weak to coverage, or carries Knock:
One STAB resisted and not weak to coverage + Threaten Offensively:
:gholdengo: :cinderace: :great tusk::ting-lu::iron-hands:
Threaten Offensively and can switch in: :corviknight::astrolotl:
Threaten Offensively but can't switch in: :arghonaut::revenankh::kingambit::krilowatt::rotom-wash:
Hard Loss Matchup barring Coverage/Ability: :garganacl: :skeledirge::toxapex::Glimmora::venomicon:
 
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