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Old Apr 25th, 2012, 4:54:32 PM   #176
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Old Apr 25th, 2012, 5:06:22 PM   #177
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Old Apr 25th, 2012, 5:36:03 PM   #178
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Old Apr 25th, 2012, 5:46:28 PM   #179
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Old Apr 25th, 2012, 6:00:42 PM   #180
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Old Apr 25th, 2012, 6:02:16 PM   #181
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Old Apr 25th, 2012, 6:04:00 PM   #182
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Old Apr 25th, 2012, 6:12:34 PM   #183
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Old Apr 25th, 2012, 6:14:54 PM   #184
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Old Apr 25th, 2012, 6:24:07 PM   #185
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Old Apr 25th, 2012, 6:31:44 PM   #186
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Last edited by capefeather; Apr 25th, 2012 at 6:49:54 PM. Reason: bold
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Old Apr 25th, 2012, 6:33:18 PM   #187
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Old Apr 25th, 2012, 6:34:08 PM   #188
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It just seems to me that this is much better overall, Ice/Rock would rely to heavily on godly stats, or a gimmicky set that probably won't work in the end.While Fire/Poison would give us much more to work with.
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Old Apr 25th, 2012, 6:39:28 PM   #189
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Old Apr 25th, 2012, 6:40:41 PM   #190
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Old Apr 25th, 2012, 6:41:07 PM   #191
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Old Apr 25th, 2012, 6:44:07 PM   #192
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Old Apr 25th, 2012, 7:05:34 PM   #193
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Old Apr 25th, 2012, 7:19:00 PM   #194
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Old Apr 25th, 2012, 7:32:04 PM   #195
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Fire/Poison

Ice/Rock as most people said leaves no room for creativity. With that Dual STAB, it's either going to be an offensive Powerhouse (which we already have in CAP) or a huge failure that gets rocked by every single priority move in existence.

Fire/Poison is one of those types that looks bad on paper, but as many people pointed out, it resists three forms of priority and is immune to two common status effects. Since it is a Fire type, we can be flexible about it being a physically offensive threat or we can attempt to use its unique typing as part of a defensive core (I'm thinking with something like Celebi it could be cool)

All in all, Fire/Poison gives us the most flexibility for this CAP project.
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Old Apr 25th, 2012, 7:35:28 PM   #196
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Old Apr 25th, 2012, 7:50:15 PM   #197
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Old Apr 25th, 2012, 8:15:02 PM   #198
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Old Apr 25th, 2012, 8:32:14 PM   #199
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Come on guys, no "let's make a mon terrible yay"
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Old Apr 25th, 2012, 8:43:04 PM   #200
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