Korski
Distilled, 80 proof
I think the core idea behind pivoting in general and specifically via Parting Shot is the idea of control (control, here, meaning easing prediction by giving your opponent a narrow window of options on how to proceed). To be a good pivot, this CAP should be able to reliably switch into and threaten out particular common archetypes (with its attacks or its utility/support moves or with Parting Shot itself) and also draw in specific archetypes that can be taken advantage of with lowered stats (again, with only a small range of options on a given opposing team). Instead of wearing down switch-ins with damage, Parting Shot essentially makes the opponent weaker, so the majority of these predictable checks and counters ought to be greatly frustrated by having their attacking stats lowered as they enter the field of battle. This is harder to explain than I thought it would be, but that's sort of the gist of my thinking on the matter.
Along that line of thinking, the first typing I thought of before this thread kicked off was Fire / Steel, precisely because of how obvious it is to send in a Water-type to counter it and how screwed many Water-, Fire-, and Ground-type Pokemon are by attack drops (on top of being screwed by losing the switch advantage). Obviously, the comparison will be made to Heatran, but Heatran is already a fantastic pivot even without speed or a pivoting move, and this CAP will get both of those things. I'd say it's definitely worth consideration.
Fire / Steel
4x: Ground
2x: Fighting, Water
1x: Dark, Electric, Fire, Ghost, Rock
1/2x: Dragon, Flying, Normal, Psychic
1/4x: Bug, Fairy, Grass, Ice, Steel
0x: Poison
Oh, god, another Ground-weak CAP. Hear me out:
Ground-types like Landorus-T, Colossoil, and Garchomp will probably be able to switch in, but again they are greatly diminished by Parting Shot's stat drop and switch advantage (not yet factoring in Burn chance or Rebound self-Phazing). Cyclohm is in the same boat as the Ground-types, leaving Prankster Taunt/Nature Power Tomohawk as really the only thing I can think of that really truly messes with this CAP. But then again, the practical effects of using Parting Shot make it so that nothing is really a great switch-in so long as your prediction is on-point. As with the other pivoting moves, this all relies entirely on good prediction; I do believe, though, that Fire / Steel really leans into the purpose of this concept and makes these predictions easier on the player than the other proposed typings.
Along that line of thinking, the first typing I thought of before this thread kicked off was Fire / Steel, precisely because of how obvious it is to send in a Water-type to counter it and how screwed many Water-, Fire-, and Ground-type Pokemon are by attack drops (on top of being screwed by losing the switch advantage). Obviously, the comparison will be made to Heatran, but Heatran is already a fantastic pivot even without speed or a pivoting move, and this CAP will get both of those things. I'd say it's definitely worth consideration.
Fire / Steel
4x: Ground
2x: Fighting, Water
1x: Dark, Electric, Fire, Ghost, Rock
1/2x: Dragon, Flying, Normal, Psychic
1/4x: Bug, Fairy, Grass, Ice, Steel
0x: Poison
Oh, god, another Ground-weak CAP. Hear me out:
- resistance or neutrality to Stealth Rock: check
- Bisharp doesn't want to switch in: check
- Aurumoth doesn't want to switch in and can't set up one-on-one: check
- Cawmodore doesn't want to switch in and can't set up one-on-one: check (also w/4x Bullet Punch resist it can RKO Caw if it's naturally faster)
- Fairy check: check
- targeted offensive STABs that threaten common types (Steel and Fairy as a baseline): check
- broad defensive typing that provides switch-in opportunities and limits opponent's response options (building blocks for pivoting strategy): check
- can't be Burned or Poisoned: hey that's neat
- generically threatening STAB: Lava Plume (Burn then Parting Shot for maximum shenanigans)
- plays well with others: Mega Altaria, Azumarill, Breloom, Celebi, Mega Charizard-Y, Dragonite, Mega Gallade, Gyarados, Heracross(-M), Landorus-T, Lati@s(-M), Malaconda, Necturna, Mega Pinsir, Rotom-W, Serperior, Slowbro(-M), Thundurus-I, Togekiss, Tornadus-T, Venusaur(-M), Zapdos
Ground-types like Landorus-T, Colossoil, and Garchomp will probably be able to switch in, but again they are greatly diminished by Parting Shot's stat drop and switch advantage (not yet factoring in Burn chance or Rebound self-Phazing). Cyclohm is in the same boat as the Ground-types, leaving Prankster Taunt/Nature Power Tomohawk as really the only thing I can think of that really truly messes with this CAP. But then again, the practical effects of using Parting Shot make it so that nothing is really a great switch-in so long as your prediction is on-point. As with the other pivoting moves, this all relies entirely on good prediction; I do believe, though, that Fire / Steel really leans into the purpose of this concept and makes these predictions easier on the player than the other proposed typings.