Fire/Electric
Resistances: 2x Fire, Electric, Grass, Ice, Flying, Bug, Fairy, 4x Steel
Immunities: None (Paralyze, Burn)
Weaknesses: 2x Water, Rock, 4x Ground
What it hits for Super Effective: Bug, Steel, Grass, Ice, Flying, Water
What this Typing offers: It's immunities to two threatening statuses mean it's can't be easily crippled. While it's not baiting Fire types it is still baiting Ground types which it has a nasty 4x weakness to. Water types switching in is kind of iffy because while it is weak to water moves, it's also part electric giving it something to STAB back with. Also since we discussed what's worse, being burned or being paralyzed I figured, why not go for both? Volt Turn and U-Turn aren't issues for this set thanks to resistances.
Mamoswine, Gliscor, Lando, Chansey, Charizard X (DD variants), Crawduant, Excadrill, Garchomp, Greninja and Keldeo should all be considering switching in on CAP 19 here despite some of them being hit back for SE. It discourages Talonflame from entering the battle at all thanks to hitting flying for SE and resistance to both it's types. Potential Para threatens DD Charizard, Crawdaunt, Greninja and Keldeo. Fire punches holes in Mamoswine, and Exadrill while possible burn threaten Gliscor and Lando. That makes everything listed perfect set up bait once they've killed CAP 19. Thundrus also has nothing for CAP 19 here but CAP 19 can burn back if they do go up against each other. Quagsire and Gliscor should have a super easy time against this also since this combination offers nothing to deal with either. It's weak to one if not both types and can't hit for SE on either of them even losing an attack thanks to Ground Immunity. Still, there's burn for that though. ;)
It goes on to threaten Farrothorn, Skarmory, Mandibuzz, Mega Charizard Y, opposing Garaydos (both forms), Mega-Mewile, Mega-Pinsir, Scolipede, Talonflame, Venusaur (both forms), Scizor and (maybe!) Breloom by hitting all of them for SE.
It's potential status moves could mess up: Conkeldurr, Garaydos (both forms), Dragonite, Garchomp, Gliscor, Heatran, Lando, Terrakion and T-Tar (both forms).
Drawbacks: A weakness to
Rock means we won't be switching a whole heck of a lot. Stealth Rock is going to punish for that. Not like that's a Huuuuuge issue with a very respectable 8 resistances and the potential for paralyzing. Leftovers could help heal off a lot of that so long as we're switching into hits we know it can take. Let's just hope we can give it some flinch hax or recovery to help out huh? ;)
- Either be weaker to Fire than it is to Flying (locking CB Talonflame into Flare Blitz is awesome!) or just resist both Fire and Flying to dissaude all Talonflame in general CHECK
- Discourage Mega Venusaur, Rotom-W, and Assault Vest Azumarill's ability to counter the CAP (since Gyara can't set up on them, even if it threatens damage - EQ on Rotom-W, Ice Fang on MVenu, etc) CHECK
- Resist U-turn and/or have a type that can hit many U-turn users for Super Effective damage CHECK
- Draw out Skarmory, who Taunt MGyara can set up on: Skarmory will be afraid to come out here since this type combo can hit it for SE on either side. The only benefit of switching out on CAP 19 here would be to Roar/WW it off the field.
- Draw out Quagsire and/or Ferrothorn, who Sub MGyara can set up on CHECK
- Draw out Gliscor, who either Sub or Taunt MGyara can set up on (unless facing a really fast Taunt Gliscor, I guess) and all Gyarados threaten offensively anyway CHECK
- Be revengeable by CB Azumarill's Aqua Jet, or any Scarf EQ, both of which Gyara can set up on CHECK
Bisharp (Dark/Steel)
Faints
Chansey (Normal)
???
Charizard X (Dragon/Fire) (non-WoW sets)
Resists
Crawduant (Water/Dark)
Baits
Excadrill (Ground/Steel)
Baits
Garchomp (Dragon/Ground)
Baits
Gliscor (Ground/Flying)
Baits
Greninja (Water/Dark)
Baits
Heatran (Fire/Steel)
Resists
Keldeo (Water/Fighting)
Baits
Landorus Base/Therian (Flying/Ground)
Baits
Mamoswine (Ground/Ice)
Baits
Scizor Base (Bug/Steel)
Faints
Edit: I'm still trying to figure out everything that this threatens. It's a very counter intuitive type combination. It's types are strangely complementary hitting either of their weaknesses for SE. This is a very ironic scenario as it causes the opponent to question how they would otherwise counter it.
Usually
Grass types can counter
Electric just fine thanks to a resistance and good recoveries. But the
Fire typing makes that less viable.
Water users that would usually threaten have to think twice now cause they might very well switch in on a STAB
Electric. And because it's resistances are all common elemental types we can make it bulky if we want to and gear it towards a really mean tank. Not to mention we could still load CAP 19 up with an Air Balloon and ditch the
Ground weakness giving it a great way to switch in on dual ground types that it can still hit for SE like
Excadrill and
Mamoswine. Also, these two types are both stereotypically loaded up with plenty of status inflicting moves. Lastly it also gives it good reasons to play in both Sun and Rain.