CAP 13 CAP 2 - Part 2 - Typing Discussion

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I would like to suggest Steel/Flying.

Steel/Flying is pretty well balanced in terms of both offense and defense, which is exactly what we're looking for - Flying is a fantastic offensive STAB to have in this metagame, while Steel in combination with Flying offers a very large variety of useful resistances that support its role as a bulky offensive Pokemon.

At the same time, Steel as a STAB has terrible coverage, which means we can really tailor our movepool to decide just how effective we want this to be offensively - we can easily deny it any Fire, Fighting, or Ground moves if we want it to be walled by certain steel types (unless it forgoes a boosting move in favor of a coverage move, which is the sort of risk/reward trade-off we want it to be making). We could also give this a stat spread similar to Serperior and a more defense/support-oriented moveset if we wanted to.

Steel/Flying is probably the most versatile type suggested so far, only matched by Steel/Water (which is also a great idea for pretty much the same reasons Steel/Flying is). If we want to maintain the goal of our CAP being able to sketch a large variety of moves to pull off a large variety of movesets, this would be the way to go, in my opinion.

Edit: I see reach had the same thoughts as me regarding having just one useful offensive STAB. Grass/Steel would also be good, but I think that leans a little more defensive than I personally prefer.
 
Hello.

After talking for quite a bit on IRC with people like Spork, Rising_Dusk, Theorymon and reachzero, I, and perhaps a few others, think that one of these three typing would be good for CAP2.

Grass/Steel
Grass/Ghost
Poison/Dragon

After a little thinking, I am throwing my support behind Poison/Dragon. As Flarepheonix said, it would a very good type for CAP2, and well, I would make a long post discussing the pros of Poison/Dragon, but it was aready said on IRC...
 
I think with this CAP, typing should be selected more through process of elimination than anything else. With that in mind, I do not think CAP 2 should be either Water, Fire or Rock due to the added bonuses that weather brings making balancing significantly harder than it should be.

I think steel is pushing it defensively, and extremely limiting offensively. The few steel types that are used offensively are used because of a ridiculously good ability, or a sweet secondary typing. Defensively it's a problem because well, imagine a steel type with decent mixed defenses, high speed and spore. Not good.

I think ground is a great choice for a few reasons. Defensively and offensively, ground is a relatively neutral typing. It's weak to water, ice and grass, which don't share any common weaknesses, and it's strong against fire, rock, steel, poison and electric. Since ice, grass and water don't share any weaknesses, we can ensure that CAP 2 has nearly definitive counters, as it will need to run a fire move to deal with ice and grass, or an electric or grass move to deal with water, which still leaves it open to grass and ice types.

I think normal/ghost is an awful idea. It's useful, but it has no applications to this CAP; and is way too good of a type to give sketch to. :/

I guess I'd already have a design done for poison/dragon so that's kind of cool, but I'm hesitant to support anything involving dragons here.
 
At this tentative stage, I'm going to suggest Bug/Dragon. In terms of bulky offence, it ticks quite a few of the boxes. The combination offers some fantastic resistances to common attacks on both sides of the spectrum, most notably Fighting, Ground, Grass (x4), Electric and Water, allowing ample opportunities to switch in. On the other hand its a decent offensive combination without being too overbearing, with decent neutral coverage but a lack of "major" Super Effective hits. A weakness to Stealth Rock also prevents it being too much of an offensive threat without proper team support, limiting its options on when it can switch in or forcing the use of some kind of recovery in its move set.

I have other thoughts, which I'll add at a later time when I can properly articulate them, rather than sneakily typing on my phone under the desk in the hopes that my lecturer doesn't catch me! Those are the major points though.
 
Ok, so I would first like to thank smallvizier for sending me a list of typings that fit what I outlined in my last post.

With that list in hand, I have narrowed it down to a few typing that I think would work well. First of all, I removed any Fire types from that list. As others have said, STAB Sacred Fire/V-Create could very well be too limiting on CAP2. I also took out any types where I believe the double weakness they had would be too crippling (aka Rock).

I believe this CAP should have a good offensive presence, so I further eliminated some that I thought lacked that. However, I think having one or two (but no more) common resist to both STABs would do a decent job in balancing it and giving a direction to its use of Sketch, without forcing it to go one way. This would leave us with the following:

Bug / Fighting
Electric / Rock
Fighting / Grass
Fighting / Poison
Poison / Rock

I believe any of these types would work decently. Though, It would be my personal preference to stay away from Fighting, so I think if I had to suggest a particular typing, I would go with Poison/Rock or Electric/Poison.

Additionally, while it does not quite fit my criteria, I would like to once again say that I think Poison/Dragon would be a very interesting type for CAP2, and while it might not be my first choice, would certainly have my support.
 
What you point out is a really big downfall though. Do we really want to play this pokemon in to being yet another set piece to rain teams? If you make it water, unless you give it Swift Swim (which would seem like an odd ability choice) people are going to play it alongside Politoed and most of what it does will come down to that.

This of course also goes for Fire, which on top of having access to the brutal V-Create and Sacred Fire on STAB, would very often find itself sunning out alongside Ninetails. While sunny day isn't as prevalent, it could suddenly be if given an option like that.

Rock probably needs a mention too, because even though it's bonus in sandstorm isn't offensive, if we are going the bulky offence route, that bonus special defence is possibly significant. While not as concerning as the other two, we could once again be limiting it.

I'm not sure that ice has the same issues, given Hail is far less common, and doesn't give a bonus to ice attacks or defences.

That's why I am a bit hesitant: It's no doubt a good option but poor with relevance to Toed. Perhaps Water could work, though; Spork mentioned in their second post abuot the support of Water alongside Normal or Dragon. These, in my opinion, could be useful additions, as we could limit what it could do in rain with the obvious Sketch'd move... Although V-Create would still scorch Ferro in rain, obviously.

If we psrsue water, it COULD turn ourt a pleasantry: But with what others point out, I'm honestly leaning toward a different typing, as well. Dragon/Poison, in my opinion, could be very well off. I don't even need to say why I'm now considering this, as it's been stated.

I also like the discussion of Grass Types.This could force the CAP to, excuse this pun as well, turn over a new leaf. Honestly, Grass isn't an excellent defensive typing, as demonstrated by Tangrowth, but it's got some discussion. I especially like the Grass/Rock typing, which as Cradily shows fords an interesting turn; the Sandstorm-esque may be a letdown, but it seems to be a boon to a CAP of this caliber.

As well as that, the newly suggested Dragon/Bug is a thoughtful insight, but my taste for it shows that it ould be a tad too offensive, as well as welcoming a Physical bar, thus opening V-Create as a possibility. So I say neigh against this one, in short.

I've still got a taste for the Water aspect, but I'm thoroughly entranced by the different possibilities these typings offer.

EDIT: Just noticed, me, FlareBlitz and Reach all had a similar affliction for our conditions. ...I just succeedingly didn't guess Politoed would be as destructive in coilition with Sketchy as portrayed by you, Tals.
 
I agree with evryone saying Poison. It gets great neutral coverage and has a few weaknesses, which would really increase the potential of the variety of sets it could use.

But what about Psychic?
Offensively: It's super effective against Poison (in which you'll only see Gengar and Tentacruel) and Fighting, which gives it an advantage. It's not very effective on Steel and Dark is immune which gives it some flaws.
Defensively: Neutral dammage from anything but Bug, Ghost and Dark. Not very effective damage from Fighting.

The flaws could be filled out with a secondary typing giving it more resistances. I can't come up with a specific example, but maybe Psychic would be useful?
 
I'm really curious why anyone would suggest Normal / Ghost seriously. Spinblocking is totally irrelevant to CAP 2, and neither has a really useful offensive STAB.That's the point of the typing; It gives CAP 2 a reason to use a Sketch move other than Spore, Shell Smash, or Quiver Dance. Instead of using its Sketch move to set up boosts and muscle through, CAP 2 can use its Sketch move to improve its coverage. More options is a good thing on a concept like this. Ghost is okay standalone, perhaps with something else as a stronger STAB (like Grass), but Normal really adds nothing to the equation. Those three immunities to Normal, Ghost, and Fighting really don't do anything for CAP 2 either, as nothing short of Gengar actually uses those as the primary mode of attack (Scrafty and Lucario use Fighting / Dark, which ravages the Normal / Ghost typing). The point of Normal/Ghost is that it is adaptable. We can do all kinds of things with CAP 2's movepool without being necessarily constrained to "this is Fire type so it must have Fire Blast."With Normal / Ghost really posing no legitimate offensive threat, and Normal arguably doing nothing at all(Porygon-Z and Gengar say hi), I can't help but wonder why it would be a serious suggestion outside of flavor.
Normal/Ghost may not have great super effective coverage, but it has great neutral coverage. And really, as pokemon like Electivire show us, neutral coverage is much more important than super-effective coverage.
 
Upon a little further consideration and discussion, I am officially endorsing Grass/Ghost. Ghost is better for obtaining neutral coverage for boosting sets, whereas Grass is (often) better when using Sketch to take a coverage move. Ghost and Steel have near-equal usefulness as defensive types together with Grass, but Ghost really does boosting sets, especially specially-based boosting sets a lot better. This, of course, would eliminate the #1 complaint against Grass typing.
 
As capefeather pointed before, I would shy away from Fire and Grass as offensive typings as they provide access to very powerful attacks which would encourage the team-creator to constantly stick with these power moves - Seed Flare, V-Create, etc, and not consider the sketching utility of Sketchmon as much.

Poison, Water, and Dragon all have very appealing aspects - Dragon in particular I like because of how the primary offensive sets rely on moves that have large downsides. Poison shows some appeal because of the general association between a poison typing and some kind of bulkiness and utility.
 
I am coming round to the idea of Poison/Dragon. As others have said, this would have good neutral coverage, but fail against Steels - causing CaP2 to choose between Sketching a really strong STAB move, or something which can hurt the Steel pokemon. This is exactly the kind of choice we want this CaP to create, and makes it a better choice than types which give perfect neutral coverage.

At first I wondered whether Steels were just a bit too common. After all, Ferrothorn, Heatran, Jirachi, Scizor and Skarmony would resist this combination. Would we be in danger of making coverage moves too attractive?

But on reflection, this works out really well. The only attacks super-effective against a Poison/Dragon pokemon would be Dragon, Ground, Ice and Psychic. Of the pokemon above, only Heatran routinely possesses one of these attacks. The other four would be wary that switching in to a bulky CaP2 might give it time to set up (or deploy status). Wary is good - it means guessing games and psychology come into play, which an unusual moveset might be able to exploit.

That most teams will include (on average) one of these is great because it means the threat of being walled by an opponent if you don't pick an anti-Steel move would be real but not insurmountable. Just (say) remove Heatran and weaken Skarmony, and you can be on your way.

Incidentally, Grass/Steel and Ghost/Steel are resisted by pretty much the same list of pokemon, so similar comments apply.
 
Throwing out hesitant support for Ghost/Grass, because I think it's the best combination for the CAP that Grass can give us, even if I think Grass has the potential to be somewhat detrimental. It is true that it's a fairly under-appreciated type, however.

Ghost really is a great typing to consider generally because it can achieve perfect neutral coverage with just its STAB and Hidden Power, and while this does limit physical capabilities - Swords Dance or Gear Shift is going to do pretty terrible with its horribly weak Shadow Claw and (potential) lack of fighting coverage - it's clear to most that Quiver Dance and Tail Glow are probably the best set-up moves in the game anyway.

Alongside Ghost/Grass, I'd like to throw out Electric/Ghost, Dark/Ghost and Dragon/Ghost for consideration, due to the interesting offensive coverage and defensive typing of each of them. I'd like to shy away from Ghost/Fighting suggestions, however.

EDIT: @below 'it has a wide variety of moves within its typical movepool' then citing leech seed, morning sun, growth etc. is a pretty darn terrible argument to make in a typing thread. In addressing the non-redundant points, you say it can easily beat and set up on Quagsire, which is perfectly true. But then you fail to address its awful offensive coverage once it has set up. I've already made my peace with Grass as long as it's part of a certain set of dual typings already discussed, but as a raw type on its own, with its weaknesses, resistances and coverage, I still don't think the grass type itself is going to help much at all.
 
I would like to again reaffirm that neutral coverage in its STABs is highly important in order for the CAP to see equal use as an all-out attacker, boosting sweeper, or supporting mon. For this reason I would like to post against Grass, in any form. It's a lovely typing that needs more appreciation, but Grass's terrible offensive coverage means it'll never be used as a set-up sweeper. Grass needs at least two coverage moveslots to ensure that it can function in a sweeper role - so, are we going to give it these moves on top of Sketch? The only answer I can envision to that is no. The only way grass would work as a set-up sweeper is if we gave it Grass-STAB, a great secondary STAB, and Hidden Power, but that rules out wholly physically attacking sets. Chose Grass, and you'll be doomed to use V-Create or Spore on every set.

I would disagree with this. Grass is an excellent offensive type that can actually handle Quagsire when setting up. It also has a wide variety of moves within its typical movepool that could be used well in conjunction with Sketch. Strong STAB attacks like Power Whip and Leaf Storm can do well on any offensive type. Aromatherapy and Morning Sun can often round out a more defensive Pokemon. Leech Seed, Worry Seed, and status support are also common place on Grass-type Pokemon. As an extra boon, many also receive Growth, which could throw in some incentive to run a weather-based team. I would argue that Grass-typing is a strong candidate. I really like Grass / Ghost as a possible contender, while Grass / Steel scares me a bit in terms of a likeness to Ferrothorn.

Other types I'd like to consider are Normal, Psychic, and Poison. Normal types have a good advantage in that they can take neutral hits and have access to wide movepools. Plus, I don't think there are any "bulky offense" Normal Pokemon out there (correct me if I'm wrong). Psychic-type also plays into my Grass argument above; there are lots of different offensive, defensive, and supportive options that these types can run. My only precaution is that Pursuit Tyranitar might become even MORE popular if we choose Psychic. And finally, Poison-type is a rarely-explored type that would suit a bulky offensive Pokemon well.
 
I'd like to propose Poison/Ice for the CAP 2's type combo.

Originally I was agreeing with the Mono-poison camp because it has obvious defensive advantages and poor STAB options.

Adding the Ice type into the mix though grants it a decently usable STAB option but also gives it enough weaknesses so as not to be a total defensive beast, as we're going for an offensive pokemon, even if it should be a little bulky. Key to the dual-typing though is that it stays neutral to the all too common Focus Blasts, Superpowers and Mach Punches that dominate the current meta.
 
IMO, Dragon/Steel or Water/Dragon is the way to go.

Dragon/Steel - It has lots of resistances, obviously. While Steel sucks as an attacking type, Dragon is a very strong attacking type and usually brings with it some good coverage moves.

Water/Dragon - It does not have as much resistances as Dragon/Steel, but it only has one weakness and both types are offensively viable. This type would make this Pokémon very viable in our Metagame, as it could sweep with a Sketched move to deal with Pokémons like Ferrothorn or just help its team against Rain and Sand.

EDIT: After seeing some posts of the nest page, I would like to see Grass/Ghost in this CAP too.
 
would this be the correct place to raise multitype as an ability, as it would affect the type?
 
This may be because I'm faster to see the benefits of Dark-typing, but I'm feeling that something along the lines of Poison/Dark would work out well. This combination resists Poison, Grass, Ghost, and Dark, is immune to Psychic, and is weak to Ground. This STAB combination is resisted by the following Pokémon:
Magnemite, Magneton, Forretress, Steelix, Scizor, Skarmory, Tyranitar, Mawile, Aron, Lairon, Aggron, Registeel, Empoleon, Shieldon, Bastiodon, Stunky, Skuntank, Lucario, Drapion, Croagunk, Toxicroak, Magnezone, Probopass, Dialga, Heatran, Wormadam (Trash Cloak), Excadrill, Sandile, Krokorok, Krookodile, Escavalier, Ferroseed, Ferrothorn, Klink, Klang, Klinklang, Pawniard, Bisharp, Durant, Cobalion, Terrakion, Genesect
Tyranitar, Terrakion
Croagunk, Toxicroak
For the most part, this list can be summed up as "Rock- and Steel-type Pokémon".

This typing creates switch-in opportunities to moves such as Toxic and Psyshock, but for the most part the CAP would be neutral to incoming attacks, limiting its bulk. At the same time, the lack of high-powered STAB moves (as opposed to the merely "acceptable" Poison Jab or Dark Pulse) compels it to seek high-powered coverage moves.

The typing does give a number of advantages, mostly for patching up roles it couldn't otherwise fill. If given STAB Pursuit, CAP2 becomes a very acceptable Choice attacker, using its (presumed) bulk to switch in and trap Ghost- and Psychic-types, if that's the player's thing.

It also creates a valuable luring ability in Poison-type STAB. It may be neglected, but ability to attract Steel-types looking to switch into a negated attack creates a lot of creative opportunities for the Sketch slot.

And finally, I'll submit the following for consideration.

STAB Coverage of other proposed typings:
Pidgey, Pidgeotto, Pidgeot, Spearow, Fearow, Magnemite, Magneton, Farfetch'd, Doduo, Dodrio, Hoothoot, Noctowl, Togetic, Murkrow, Forretress, Scizor, Skarmory, Houndour, Houndoom, Nuzleaf, Shiftry, Taillow, Swellow, Mawile, Cacturne, Swablu, Registeel, Starly, Staravia, Staraptor, Honchkrow, Stunky, Skuntank, Chatot, Lucario, Drapion, Magnezone, Togekiss, Dialga, Heatran, Wormadam (Trash Cloak), Pidove, Tranquill, Unfezant, Deerling, Sawsbuck, Escavalier, Ferroseed, Ferrothorn, Klink, Klang, Klinklang, Pawniard, Bisharp, Rufflet, Braviary, Vullaby, Mandibuzz, Durant, Deino, Zweilous, Hydreigon, Cobalion, Genesect
Magnemite, Magneton, Forretress, Steelix, Scizor, Skarmory, Mawile, Aron, Lairon, Aggron, Beldum, Metang, Metagross, Registeel, Jirachi, Empoleon, Shieldon, Bastiodon, Bronzor, Bronzong, Lucario, Magnezone, Probopass, Heatran, Wormadam (Trash Cloak), Excadrill, Escavalier, Ferroseed, Ferrothorn, Klink, Klang, Klinklang, Pawniard, Bisharp, Durant, Cobalion, Genesect
Tentacool, Tentacruel, Magnemite, Magneton, Omanyte, Omastar, Kabuto, Kabutops, Forretress, Qwilfish, Scizor, Magcargo, Corsola, Mawile, Aron, Lairon, Aggron, Relicanth, Beldum, Metang, Metagross, Registeel, Jirachi, Empoleon, Shieldon, Bastiodon, Bronzor, Bronzong, Lucario, Magnezone, Probopass, Froslass, Heatran, Wormadam (Trash Cloak), Tirtouga, Carracosta, Escavalier, Frillish, Jellicent, Klink, Klang, Klinklang, Litwick, Lampent, Chandelure, Pawniard, Bisharp, Durant, Cobalion, Genesect
Magnemite, Magneton, Forretress, Steelix, Scizor, Skarmory, Mawile, Aron, Lairon, Aggron, Registeel, Empoleon, Shieldon, Bastiodon, Lucario, Magnezone, Probopass, Heatran, Wormadam (Trash Cloak), Excadrill, Escavalier, Klink, Klang, Klinklang, Durant, Cobalion, Genesect
Tentacool, Tentacruel, Slowpoke, Slowbro, Starmie, Slowking, Qwilfish, Surskit, Froslass, Victini, Frillish, Jellicent, Litwick, Lampent, Chandelure, Larvesta, Volcarona, Darmanitan (Zen Mode)
 
This hasn't been brought up yet, but I would strongly support an Electric/Steel type mon. The mon has so many different possibilities. This allows the pokemon to take several different routes. With its many resistances, it can be bulky enough just by sheer typing, allowing us to focus on other stats as well. From an offensive standpoint, it can work specially and physically. It can use Volt Switch to scout, Wild Charge and Meteor Mash/Iron Head for physical damage, and Thunderbolt and Flash Cannon for special damage. On top of that, it can use sketch to get a move like Ice Beam which rounds out its coverage nicely. Fortunately, it won't be too overpowering because its STAB combo isn't that great. Steel typing is poor offensively, and with Electric typing, we need to run Ice Beam, which is a non-STAB move with just neutral coverage. It also restricts it from having moves too powerful for its own good. With a Fire-type, we might see overpowered V-Creates and with a Water type we would see Water Spout spam. But the best our pokemon can do is thunder, and only in the rain. Or, it can take a more supporting role and use its typing to allow it to easily set up spikes.

I would also be in favor of any Electric pairing besides Fire and Dragon. Particularly
Electric/Steel
Electric/Water
Electric/Flying
 
I nominate Poison/Dragon as the type of the pokemon. This is mostly because of its resistances to common attacking types (Fighting,Water,Fire, etc) and weaknesses against other common attacking types (Dragon,Earth). Since the focus is bulky offense, resistances will be quite important as this allows the pokemon to use its defensive stats well. This type also discourages the sketch move from being a move such as Shell Smash, for steel types are too vast for a moveslot to be wasted on some move like spore, when you could be using a coverage move.However, I like the ideas LouisCyphre (Poison/Ice), WeatherEffectRain (Water/Steel), and FlareBlitz (Steel/Flying). If Poison/Dragon is not nominated, any of these would be just fine.
 
I like Poison/Dragon as it balances out its extraordinarily strong Dragon STAB with a much weaker Poison STAB, therefore giving Sketch a number of uses to get past that (coverage, set-up moves, status moves like Spore, etc.) Defensively, neither of the two types share weaknesses, and has some useful resistances as well (Fighting, Electric, Fire).

I also like Grass/Ghost. Offensively, Ghost/Fight gives us perfect coverage (Shadow Ball and whatever Fighting move you choose) and Grass is a great way to deal with Pokémon such as Tyranitar, who would otherwise prey on it. Defensively, an immunity to Fighting and a resistance to Ground is a huge asset.
 
I'm always late to these parties, but I believe I can put forward the most competent argument for Normal/Ghost.

To begin I'll address the STAB moves of Normal and Ghost and explain their relevance to CAP in enhancing Sketch's value.

Normal STAB: Explosion, Head Charge, Extremespeed, Mega Kick, Fake Out, Quick Attack, Tri Attack
Ghost STAB: Shadow Force, Shadow Ball, Hex, Shadow Sneak.

Now my thinking is that the CAP will get at least a few of these for moves. The priority moves stand out the most to me, since STAB Fake Out is no joke for disrupting an opponent. Hex and Tri Attack not only work together, but Hex is also very effective with Spore, Toxic Spikes, Sacred Fire (lol 50% burn chance) and a number of other moves.

So why combine with Normal instead of another type? Explosion is a big reason. STAB Explosion is impossible to ignore, even after the nerf. Even if it has to use Sketch for it, the mere fact it has STAB will make it a potential threat if CAP 2 is ever going to suicide. The other thing is immunities. While it's true Dark/Fighting is more common, Ghost/Fighting is still in use by big threats like Gengar. If Sketch is used for Imprison (Or Sub/Disable, like Gengar) and our CAP gets a few other select common moves like Psyshock, it can shut down threats like Reuniclus as well. Sketch Belly Drum, and the list of foes that can deal with both Quick Attack (or ES) and Shadow Sneak is fairly small.

It also gets good neutral coverage, with Steel resisting both alone, Rock/Dark, Normal/Ghost having an answer to both. I don't want to jump too far, but if we had a few lower level fighting moves to cover up that gap, CAP2 would be quite threatening, as the only type that can hit it SE is Dark, and while it can be Pursuited, Pursuit can't hit it on the switch in. Even without it, Tail Glow + Hidden Power Fighting puts most of those threats to bed, in theory.

Finally of course is the immunities. Normal, Ghost, and Fighting alone with a Bug resistance if it switches into U-turn, and a largely useless Poison resistance. Contrast with other Ghost combinations. Normal gets rid of the Ghost weakness and gives CAP 2 another chance to switch in unscathed. All other Ghost combinants (expect Ghost/Dark, which lacks any resistances but poison) Not only expose CAP 2 to Ghost attacks, but add much more severe weaknesses either to the Dark weakness or in exchange for it (Ghost/Steel's Fire and Ground weaknesses, for example.) Using X-Act's charts, the only type with more mixed defense than Normal/Ghost is Dark/Ghost, and arguably the third immunity is more relevant than not having an weaknesses at all.

If we want to really see how Sketch alone fares, it's best to choose a typing where Sketch will be generally relied upon as either a synergistic move with the set, or else it will have the most opportunities to switch in.

Indeed, largely the point of Normal/Ghost is that it can come in unscathed and either begin setting up, or using the unique quirks of the type with a Sketch move to maximize a variety of different uses.
 
I have to second (third, fourth, whatever...) Grass/Ghost as the type. As previously mentioned, it's main issues on an offensive front be fairly easily remedied with the use of the Sketch, though Hidden Power will also remain a coverage option, allowing the use of Sketch as a boosting move and increasing the elasticity of CAP2. On a defensive front it offers enough resistances and immunities to allow him to be able to take a bulky stance should the CAP begin to sway in that direction, whilst still maintaining fairly exploitable weaknesses. More so, the presence of options like Leech Seed, Growth and Aromatherapy (on the Grass end) complimented by Will-o-Wisp, Curse and Shadow Sneak (Ghost subtype), would allow it to differiante itself from the likes of other bulkier Ghosts/Grasses like Ferro and Jellicent. Oh, and spin-proof Leech Seed, nbd :3 But in all seriousness, I highly support this typing, it offers and fair deal of flexibility in order to best understand the impact of Sketch.
 
I would also like to throw my support in for Grass/Ghost. I think it hits a fair portion of the metagame for at least neutral damage (with the notable exception of Ferrothorn and other Steels), while at the same time not hitting a huge amount for super effective, allowing Sketch to be used as either a coverage move or as a boosting move depending on the role that people want to play CAP2 as.

It's also a solid defensive type, resisting common attacking types in Water, Ground and Electric, and being immune to Normal and Fighting, while at the same time being weak to some other common attacking types like Dark, Fire and Ice. Personally, I think Grass/Ghost would be a good choice for this CAP.

It would also, as col49 said, have several supporting options, but not too many (as well as spin-proof Leech Seed).

Grass/Ghost would, in my opinion, provide the flexibility and versatility this CAP demands while at the same time avoiding very powerful type combinations that would render this CAP too dangerous.
 
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