Type CondensinG (Playable on ROM!)

nv

The Lost Age
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Type CondensinG (TCG for short)
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The Trading Card Game has differed itself from the games since its inception with the use of Energy to attack, access to a plethora of moves that aren't available in the game, and its lack of some types that are available in the games. This metagame aims to condense all the current 18 types into those 11 types that are in the TCG, affecting not only a Pokemon's typings, but also their moves and abilities.

These are 11 new types with the transferred types included in parentheses:
Grass (Bug)
Fire
Water (Ice)
Electric
Fighting (Rock, Ground)
Psychic (Ghost, Poison)
Normal (Flying)
Dark
Steel
Dragon
Fairy

Rules:

Mechanic
: The current 18 types are condensed into the 11 types that are available in the Trading Card Game, converting Pokemon types, moves, and abilities.
Clauses: OU Clauses
Bans: OU Bans
Unbans: None yet!

Strategy:

With the compression of some types, a lot of Pokemon gain new typings, lose weaknesses, and lose resistances.

Increased Viability
Grass Types: Grass-types benefit immensely from this change as they lose their weaknesses to Bug, Poison, Ice, and Flying while only losing its Ground resist, making it an excellent defensive typing for a lot of bulky Pokemon. Most Grass-types are dual-typed as well giving them nice resistances to couple with their aforementioned typing.
Normal Types: Normal-types that weren't initially Flying-type appreciates the innate buffs they bring along in that now they become immune to Sticky Web, Spikes, and Toxic Spikes. This means offensive and defensive Pokemon appreciate no longer having to worry about racking up entry hazard damage while proceeding to wall or break through the opposing team. They are also able to get around Arena Trap thanks to not being considered "grounded" as Normal-types sort of act like Flying-types (s/o to Rhythms for confirming)

Psychic Types: Psychic-types gain a massive boon as they are now able to absorb Toxic Spikes (if they are grounded) and gained a Stealth Rock resistance. Psychic types also lose their Bug and Ghost weaknesses, leaving them only susceptible to Dark moves while losing none of their resistances. Psychic-types also gain an innate immunity to Toxic status.

Fighting Types: Fighting-types gain a lot in this metagame. They are now immune to Sand damage and gain a Special Defense boost in Sand. They also lose 3 resists and an immunity on the offensive side of things, allowing them to more freely spam their STAB moves.

Electric Types: The only single typing to no longer have any weaknesses, Electric-types are something to look out for. They are also able to freely spam their STAB moves since Ground-types are non-existent, making VoltTurn a very viable and potent strategy.

Decreased Viability
Steel Types: Steel types aren't as good here as they lose a lot of their resistances thanks to the types condensing all while gaining a Stealth Rock weakness. Fighting-types are prominent here as well making them not as healthy of a choice as other Pokemon in terms of defensiveness.
Normal Types: Sadly, while they appreciate not being affected by Spikes and Toxic Spikes, they do however gain a SR weakness since SR now use Fighting-type "damage". This makes it harder for Normal-types to consistently switch into attacks or continue to threaten the opponents.

Q&A:

Q: How does Sand and Hail work since the types they benefited are now obsolete?
A: All the ins-and-outs are listed below in the Resources, but basically Sand works with Fighting-types now and Hail is Rain 0.5 as it affects Water-types.

Q: Can grounded Psychic-types absorb Toxic Spikes?
A: Yes.

Q: Does Roost get rid of a Pokemon's Normal-type now since Flying-types no longer exist?
A: Yes.

Q: Where can I play this?
A: It is now playable on ROM!

Resources:

Type chart courtesy of Machaeger

Some Pokemon's New Typings
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Changes
Bug-type moves become Grass-type.
Ice-type moves become Water-type.
Rock- and Ground-type moves become Fighting-type.
Ghost- and Poison-type moves become Psychic-type.
Flying-type moves become Normal-type.
Holder is immune to Fighting-type attacks. Pops when holder is hit.
Each turn, if holder is a Psychic-type, restores 1/16 max HP; loses 1/8 if not.
/
Holder's Fighting-type attacks have 1.2x power. Judgment is Fighting type.
/
Holder's Fighting-type attacks have 1.2x power.
Holder's Water-type attacks have 1.2x power. Judgment is Water type.
Holder's Grass-type attacks have 1.2x power. Judgment is Grass type.
Holder's Water-type attacks have 1.2x power.
Holder's Grass-type attacks have 1.2x power.
Holder's Normal-type attacks have 1.2x power. Judgment is Normal type.
Raises holder's Attack by 1 if hit by an Water-type attack. Single use.
/
Holder's Psychic-type attacks have 1.2x power. Judgment is Psychic type.
Berries
/
Halves damage taken from a supereffective Fighting-type attack. Single use.
/
Halves damage taken from a supereffective Psychic-type attack. Single use.
Halves damage taken from a supereffective Grass-type attack. Single use.
Halves damage taken from a supereffective Water-type attack. Single use.
Aerilate: This Pokemon's Normal-type moves have 1.3x power.
Gale Wings: This Pokemon's Normal-type moves have their priority increased by 1.
Levitate: This Pokemon is immune to Fighting; Gravity/Ingrain/Smack Down/Iron Ball nullify it.
Rattled: This Pokemon's Speed is raised 1 stage if hit by a Grass-, Dark-, or Psychic-type attack.
Refrigerate: This Pokemon's Normal-type moves become Water type and have 1.3x power.
Scrappy: This Pokemon can hit Psychic types with Normal- and Fighting-type moves. (This is pretty useless though)
Swarm: When this Pokemon has 1/3 or less of its max HP, its Grass attacks do 1.5x damage.
Sand Force: This Pokemon's Fighting/Steel attacks do 1.3x in Sandstorm; immunity to it.
Thick Fat: Fire/Water-type moves against this Pokemon deal damage with a halved attacking stat.
Sandstorm:
  • At the end of each turn, damages each Pokémon for 1/16 of its maximum HP, unless it is Fighting- or Steel-type, has one of the Abilities: Sand Force, Sand Rush, Sand Veil, Magic Guard or Overcoat; or is holding the Safety Goggles.
  • Activates the following Abilities: Sand Force, Sand Rush, Sand Veil.
  • Raises the Special Defense of all Fighting-type Pokémon by 50%.
  • Changes Weather Ball to a Fighting-type move and doubles its power.
  • Causes Solar Beam to only deal half of its normal damage.
  • Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of max HP.
Hail:
  • At the end of each turn, damages each Pokémon for 1/16 of its maximum HP, unless it is Water-type; has one of the Abilities: Ice Body, Snow Cloak, Magic Guard or Overcoat; or is holding Safety Goggles.
  • Activates the following Abilities: Forecast, Ice Body, and Snow Cloak.
    • Causes Forecast to change Castform to its Snowy Form.
  • Changes Weather Ball to an Water-type move and doubles its power.
  • Allows Blizzard to bypass accuracy check.
  • Causes Solar Beam to deal only half its normal damage.
  • Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of the user's maximum HP.
● Stealth Rock hurts foes on switch-in while factoring a Pokemon's Fighting weakness. For example, Skarmory now takes 4x upon switching to Stealth Rock while Venusaur resist Stealth Rock with their new typings.
Water-type Pokémon are immune to the Frozen condition and take no damage from hail.
Psychic-type Pokémon are immune to the Poison and Badly Poisoned conditions, even when switching in with Toxic Spikes in play. Psychic-type Pokémon nullify Toxic Spikes (unless these Pokémon are also Normal-type or have the Levitate Ability). Psychic-type Pokémon are also not affected by moves that prevent Pokémon from fleeing from battle.
Fighting-type Pokémon take no damage from a sandstorm and get a Sp. Def boost in a sandstorm.
Normal-type Pokémon cannot be damaged by Spikes when switching in, nor become afflicted with a Poison or Badly Poisoned conditions due to switching in with Toxic Spikes in play. They are also unaffected by Arena Trap since they are not considered "grounded".
Threats


Dragonite not only gets to keep its immunities to Spikes and Toxic Spikes, but it now gains a reliable secondary STAB in Extreme Speed thanks to it's secondary typing becoming Normal. This makes its wallbreaking capabilities a massive force and something not to scoff at. Dragonite unfortunately still has a nasty weakness to Stealth Rock, but with Multiscale, Dragon Dance, and a reliable secondary STAB, Dragonite will become even more powerful than it is in standard tiers.



Now with an unique typing, Mega Diancie becomes an absolute monster offensively with decent neutral coverage and amazing base 160 offensive stats. It also gains a Stealth Rock resistance, which can help it should it be up on its side of the field. Sadly, Diancie has more weaknesses than most with Psychic-, Steel-, and Fairy-types still being prominent in this metagame.



Being immune to all hazards makes Hydreigon an absolute beast in this metagame because it is a very powerful wallbreaker, stallbreaker, or cleaner with Choice Scarf. Its typing may remain unchanged, but it loses a lot of its weaknesses such as Ice, Bug, and Fighting while only losing a resist in Ghost (which becomes an immunity since it is now Psychic but w/e). It still has no real way around Fairies, but it definitely something to watch out for.



Talonflame is a Pokemon that becomes a very powerful threat in TCG. Thanks to it weakening its SR weakness, Talonflame is able to switch in a lot easier while Roosting off the damage. It also has priority Normal-type moves thanks to Gale Wings, meaning it can boost with SD against Pranksters while also having a pretty powerful Brave Bird.
Useful Posts
A Detailed and In-Depth Look into the TCG Meta by Mygavolt
 
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obligatory noivern gets stab boomburst post

One of my first thoughts when nv first told me about this meta is that the Grass-type benefits immensely from the compression of the typechart here. Normally being a mixed bag of a defensive type with five weaknesses and four resistances, Grass now only carries one weakness (Fire) while retaining three resistances (Electric, Grass, Water). In addition to this, two of the types that formerly hit it super-effectively, Ice and Bug, are now resisted by mono-Grass types because they're compressed into types it resists. Unfortunately Grass still isn't spectacular offensively as it now only hits the Water-type super-effectively while being resisted by itself, Fire, Dragon, and Steel, but its defensive prowess is certainly notable.

One particular Grass-type that stands out to me is Volcarona. Volcarona normally carries the subpar defensive typing of Bug/Fire, which bestows upon it an unfortunate 4x weakness to Stealth Rock, but here Volcarona is blessed with a Grass/Fire typing which under the rules of this meta gives it no weaknesses and four resistances, making its job of setting up Quiver Dances easier and allowing it to better capitalize on its decent 85/105 special bulk which gets boosted every time it uses Quiver Dance. Much like many Grass-types, though, Volcarona isn't as good as it would like to be offensively: Grass/Fire coverage is unfortunately resisted by Fire- and Dragon-types and Heatran, Volcarona doesn't have much high-powered coverage aside from the unreliable Hurricane, and there's no single Hidden Power type that can claim to cover all of those at the same time. Assuming its first three moves will be Quiver Dance/Fiery Dance or Fire Blast/Bug Buzz or Giga Drain, Volcarona might be best off with Roost for a reliable recovery move particularly if it's not running Giga Drain or Hidden Power Fighting to hit Heatran and the Fighting-weak Fires and Dragons.

Oh, and Levitate. Levitate is an amazing ability here because it grants total immunity to all four entry hazards plus Fighting-type attacks. Beyond Hydreigon which has already been mentioned in the OP, the Lati twins are greatly improved in the role of a Defogger thanks to their newfound Stealth Rock immunity; in addition to this, by virtue of their Psychic-typings they also boast immunities to Toxic, which while not that useful to Latios as it's going to be directly attacked most of the time anyway is very beneficial to the more defensively-minded Latias, and particularly its Mega Evolution which will be much harder to wear down with its new immunity. Shame they still have their Dark weakness, but given that Dark-types don't benefit from this change as they now have a weakness to Stealth Rock and none of the types that resist Dark were removed this might be easier to overlook now.

more to come
 
Fire-types loses their Rock- and Ground-type resistances and are useful against the much-improved Grass-types. While Ice-types now resist it, Rock-types are now neutral to it, and it's neutral to Stealth Rock, with Water being its only weakness. Overall, a very solid defensive typing. Victini's Fire/Psychic typing is now fantastic, resisting Fairy, Fighting, Fire, Grass, Psychic, and Steel, while only being weak to Dark and Water. And lastly, birdspam might have just been replaced by normalspam -- Normal's only resist, Steel, is now weak to Stealth Rock, making it a lot easier to wear down.
 
Yeah, Normal actually receives a really BIG buff offensively, considering now Rock and Ghost doesn't exist and Flying types now have STAB on Normal type moves. Talonflame and Landorus-T now has perfect coverage, and well, there's Noivern with it's STAB Boomburst.

On Defensive side, there is now Avalugg which now gain Water type. This possibly brings back the Inverse Battle duo that everyone hate so much, Chanslugg (Chansey + Avalugg). And yeah, there's now Meloetta and it's now buffed too because nothing is immune to Normal now and it's there to destroy Chanslugg teams.

Man, this actually beginning to look like Inverse Battle.

Edit: actually, screw Meloetta. There's Diggersby, which got banned from Inverse Battle, and it's now Normal/Fighting. It's +2 Life Orb Return 2HKOs Avalugg and Skarmory doesn't exist now because it has a bad typing (Steel/Normal), so RIP walls. Also, +2 Life Orb Quick Attack guarantees 1HKOs everything with uninvested 80/80 bulk or lower after Stealth Rock.
 
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Another meta in which Noivern and Dragonite get their bburst/xspeed boost :mad:

Saying that though, this does look interesting overall. Poor Abomasnow pelting himself with hail and having no STAB ice attacks kinda sucks for him though.

Grass/Psychic Shedinja is also interesting to me - having only 3 weaknesses (fire, steel and dark) while his STABs are only resisted by two types (Psychic and Steel) makes him a lot more viable than his regular form.
 
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nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Another meta in which Noivern and Dragonite get their bburst/xspeed boost :mad:

Saying that though, this does look interesting overall. Poor Abomasnow pelting himself with hail and having no STAB ice attacks kinda sucks for him though.

Grass/Psychic Shedinja is also interesting to me - having only 3 weaknesses (fire, steel and dark) while his STABs are only resisted by two types (Psychic and Steel) makes him a lot more viable than his regular form.
Actually the cool thing about this OM is that the moves and abilities pertaining to types are condensed as well meaning Hail is basically Rain 0.5 and its Ice STAB is now a Water STAB (i.e. Ice Shard is a Water-type move).

Shedinja looks to be really scary on paper, but we shall see if it is restrictive like in Type Reflectors to the point of being banned :P
 
Condense Hail into Rain imo.

Tons of Ice-types love this meta. Kyurem is not one of them.

I'd also really like Ghost to be the dominant type over Psychic. Either way, Hoopa loves not having two 4x weaknesses, as do Rhydon and Aggron.

Dragonite is another great Normal. That being said, don't run physical Dragon STAB on it.

Talonflame no longer needs to wear itself down with Brave Bird, it now has STAB on RETURN! Also, Normal/Fire is perfect coverage.

Hippowdon appreciates boosting its own Special Defense with Sandstorm now.

Actually, so many good 'mons are boosted by Sandstorm now, that Sandstorm might be one of the best weathers now. Yeah, you might wanna get to condensing Hail into Rain...

EDIT:

OH GOD GLISCOR

its Special Defense is now boosted in sand, and it gets STAB on Facade as well as perfect STAB coverage.
 
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Welcome to your worst nightmare.
Thanks to TCG removing 7 attacking types, there are now multiple type combinations that have no weaknesses: Grass/Water, Grass/Fire, and pure Electric. However, there are a few more combos that, with the right ability, are weakness-free. Those are Fire/Fairy with Water Absorb, Dry Skin, or Storm Drain, Water/Fire with Volt Absorb, Motor Drive, or Lightning Rod, Steel/Fairy with Flash Fire, Electric/Water with Sap Sipper, and Normal and Electric/Normal with Levitate. Now, unfortunately, none of these actually exist... except for one. Rotom-Fan, once laughed at for its redundant immunity to Ground, is now the only Normal type in the game to have access to Levitate. This means it's the only fully-evolved, dual-typed Pokemon other than Volcarona, Abomasnow, and Ludicolo to have no weaknesses.

...

Unfortunately, that's about all it has going for it. Levitate is a great ability, sure, providing immunity to all fighting type attacks and hazards, but with a whole 1 resistance and no other immunities, Rotom-Fan isn't taking a lot of hits, especially with its mediocre bulk and lack of reliable recovery. It doesn't have much of a movepool, either; sure, Will O Wisp is always nice, and Volt Switch is more spammable than usual, but it's got nothing over any of the other formes, except maybe Rotom-Frost, and that's just because Frost isn't much more than a slight downgrade of Wash. Honestly, I'd rather use the new-and-improved base form: Electric/Psychic might have only two resistances after Levitate, but a Psychic type with a Fighting immunity can catch Pokemon without the right coverage off guard. Of course, the only thing Rotom has over Gengar is STAB Thunderbolt and Volt Switch, while Gengar gets better coverage and stats.

TL;DR: You probably shouldn't use Rotom-Fan.
 
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drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
Guess what now has non-terrible typing?

Avalugg @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rapid Spin
- Recover
- Avalanche
- Roar

Pure water is a million times better than pure ice, still only being weak to electric and grass. Avalugg doesn't get any Fairy or Dragon moves (besides Hidden Power Dragon... lol) which would be the best coverage to pair with water I think (correct me on this if I'm wrong), so you're best off sticking with rar. Rapid Spin is now unblockable. Avalugg is not weak to the Subterfugic Monoliths. Um. Yeah. I stole the set from the analysis.

Skarmory got a lot worse, with its Steel / Flying typing in standard translating here into a 4x weakness to Fighting moves, including things like Earthquake and Sly Stones.

Chansey is now weak to Stealth Rock and a larger array of moves, but it wasn't staying in on most Ground / Rock moves anyway. Otherwise, it's largely the same.

I feel like Zard-X will be fun here. Its typing did nothing but get better, with no Ninja Boulder weakness except on the first switch in, and as a matter of fact only one weakness at all, which it covers offensively with its STAB (Dragon). It also resists The loss of ice types to hit with fire STAB doesn't really bother it... who uses ice types defensively in OU? Or anywhere? It still beats the grass types that are suddenly good defensively. Don't switch in on Serperior or Sceptile though.

Something I'd like to see here is an analysis of good 2 types coverage. With the complete change of the Ground and Ice types, a lot of that has changed. No more boltbeam, no more edgequake, no more ice / ground, no more flying / ground, no more fairy / ground, no more fighting / ghost... I could try to do that but I'm not really confident in my ability to do it justice.

EDIT: I'ma try to do the thing.
EDIT 2: Somehow I missed Chopin talking about Avalugg higher up on the same page... woops.
 
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This seems really interesting, but it's a bit confusing. For example, why doesn't Electric resist Steel?
It's based on the trading card game (hence TCG), and type matchups work a little differently there. Machaeger could have made a mistake, but I think it just works that way.
E: Maybe not, I apologize.
 

lost heros

Meme Master
is a Pre-Contributor
So Mega-Venusaur seems pretty good here. Thick fat gets rid of its fire weakness, leaving only one weakness in dark types. Dark type is also one of the worst types, now they're weak to stealth rocks, gets no extra stab moves offensively, gets no bonuses offensively in types it hits, only loses one type resistance in bug, but also its weakness to fighting now occurs from two additional types. The typing also gains no extra prevelance and only has 45 Pokemon of it's type.

Mega-Venusaur is literally the exact opposite of the entire dark type. With only one weakness in dark types, 5 resistances (water, grass, fighting, electric, and psychic) [all of which get increased prevelance except electric] {Pure electric however will be more popular benefitting from that no weakness thing}, and super effective on water and fighting types, which again have now increased prevelance. It's pretty good.
 
what i don't get is the normal/flying. Why are normal immune to hazards and flying related stuff? If so, are they weak to electric type now?

That means psychic sucks up toxic spikes, are they psychic/poison/ghost.
 
I have to say, this is a pretty neat meta. I decided to make a pertinent spreadsheet document containing the following:
  • A more detailed type chart than the one in the OP (the primary difference being that this one contains dual typings)
  • An offensive coverage chart, which shows all possible duos of offensive types and which defensive types resist the offensive types
  • For each typing, a list of all Pokémon possessing that typing (note the parentheses, indicating battle-based alt forms, which do not count towards the values in the "Quantity" field)
Here's the link:
https://docs.google.com/spreadsheets/d/1PzT7MOu7ommfehcXepd15TavwdoQ7BrTrSgq3D-OqUc/edit?usp=sharing


And another resource (mostly for myself): a list of ability-based type immunities/resistances and Pokémon that possess them:
  • Dry Skin (Water immunity): Parasect (Grass), Toxicroak (Psychic/Fighting), Heliolisk (Electric/Normal), Jynx (Water/Psychic)
  • Flash Fire (Fire immunity): Ninetales (Fire), Arcanine (Fire), Rapidash (Fire), Flareon (Fire), Houndoom (Dark/Fire), Heatran (Fire/Steel), Chandelure (Psychic/Fire), Heatmor (Fire), Typhlosion (Fire)
  • Heatproof (Fire resistance): Bronzong (Steel/Psychic)
  • Levitate (Fighting immunity): Gengar (Psychic), Weezing (Psychic), Unown (Psychic), Flygon (Fighting/Dragon), Lunatone (Fighting/Psychic), Solrock (Fighting/Psychic), Claydol (Fighting/Psychic), Chimecho (Psychic), Latias (Dragon/Psychic), Latias-Mega (Dragon/Psychic) Latios (Dragon/Psychic), Latios-Mega (Dragon/Psychic), Mismagius (Psychic), Bronzong (Steel/Psychic), Carnivine (Grass), Rotom (Electric/Psychic), Rotom-Fan (Electric/Normal), Rotom-Frost (Electric/Water), Rotom-Heat (Electric/Fire), Rotom-Mow (Electric/Grass), Rotom-Wash (Electric/Water), Uxie (Psychic), Mesprit (Psychic), Azelf (Psychic), Cresselia (Psychic), Eelektross (Electric), Cryogonal (Water), Hydreigon (Dark/Dragon)
  • Lightning Rod (Electric immunity): Marowak (Fighting), Sceptile-Mega (Grass/Dragon), Manectric (Electric), Rhyperior (Fighting), Zebstrika (Electric), Raichu (Electric), Seaking (Water), Plusle (Electric)
  • Motor Drive (Electric immunity): Electivire (Electric), Zebstrika (Electric), Emolga (Electric/Normal)
  • Sap Sipper (Grass immunity): Sawsbuck (Normal/Grass), Bouffalant (Normal), Gogoat (Grass), Goodra (Dragon), Azumarill (Water/Fairy), Girafarig (Normal/Psychic), Stantler (Normal), Miltank (Normal), Zebstrika (Electric)
  • Storm Drain (Water immunity): Gastrodon (Water/Fighting), Lumineon (Water), Cradily (Fighting/Grass), Maractus (Grass)
  • Thick Fat (Fire+Water resistance): Venusaur-Mega (Grass/Psychic), Dewgong (Water), Snorlax (Normal), Azumarill (Water/Fairy), Miltank (Normal), Hariyama (Fighting), Grumpig (Psychic), Walrein (Water), Purugly (Normal), Mamoswine (Water/Fighting)
  • Volt Absorb (Electric immunity): Jolteon (Electric), Lanturn (Water/Electric), Thundurus-Therian (Electric/Normal), Minun (Electric), Pachirisu (Electric)
  • Water Absorb (Water immunity): Poliwrath (Water/Fighting), Lapras (Water), Vaporeon (Water), Politoed (Water), Quagsire (Water/Fighting), Mantine (Water/Normal), Maractus (Grass), Jellicent (Water/Psychic), Volcanion (Fire/Water), Lanturn (Water/Electric), Cacturne (Grass/Dark), Seismitoad (Water/Fighting)


Based on the spreadsheet stuff, I found the following offensive type combinations to be below the median in terms of resistant defensive types:
  • Resisted by 9 typings: Dark/Electric, Dark/Fire, Dark/Water, Dragon/Fairy, Dragon/Steel, Electric/Fire, Electric/Psychic, Fairy/Psychic, Psychic/Water
  • Resisted by 8 typings: Dark/Steel, Dragon/Fighting, Fairy/Normal
  • Resisted by 7 typings: Dark/Fighting, Fighting/Psychic
  • Resisted by 6 typings: Electric/Fighting, Fairy/Fire, Fighting/Fire, Fighting/Grass, Fighting/Water, Fire/Psychic
  • Resisted by 5 typings: Dragon/Electric, Dragon/Water
  • Resisted by 4 typings: Electric/Fairy
  • Resisted by 3 typings: Dark/Normal, Dragon/Fire, Electric/Normal, Fighting/Steel, Normal/Water
  • Resisted by 2 typings: Dark/Fairy, Fairy/Fighting, Fairy/Water
  • Resisted by 0 typings: Fighting/Normal, Fire/Normal
Keep in mind that this factors in non-existent type combinations and does not factor in the abilities listed above. Knowing that, perhaps it would be better to consider the existent Pokémon here (aside from Shedinja).
Fighting/Normal
Resisted by 1 [by ability]: Bronzong (Steel/Psychic with Levitate)
Optimal coverage type: Dark or Fire

Fire/Normal
Resisted by 1 [by ability]: Heatran (Fire/Steel with Flash Fire)
Optimal coverage type: Fighting or Water

Dark/Fairy [use of Ditto's sprite indicates that the type combination does not exist]
Resisted by 2: Klefki, Mawile (Fairy/Steel)
Optimal coverage type: Fire

Dragon/Fire
Resisted by 3 [1 by ability]: Altaria-Mega (Dragon/Fairy), Azumarill (Fairy/Water), Heatran (Fire/Steel with Flash Fire)
Optimal coverage type: Electric (imperfect)

Fairy/Fighting
Resisted by 5 [2 by ability]: Chandelure, Delphox, Victini (Fire/Psychic), Bronzong (Steel/Psychic with Levitate), Rotom-Heat (Electric/Fire with Levitate)
Optimal coverage type: Dark or Water

Normal/Water
Resisted by 8: Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel), Empoleon (Steel/Water)
Optimal coverage type: Fighting

Electric/Normal
Resisted by 8: Magnezone (Electric/Steel), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel)
Optimal coverage type: Fire

Fairy/Water
Resisted by 9 [1 by ability]: Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel), Empoleon (Steel/Water), Volcanion (Fire/Water with Water Absorb)
Optimal coverage type: Fighting

Electric/Fairy
Resisted by 10: Rotom-Heat (Electric/Fire), Magnezone (Electric/Steel), Volcarona (Fire/Grass), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel)
Optimal coverage type: Dark

Dark/Normal
Resisted by 11: Bisharp (Dark/Steel), Klefki, Mawile (Fairy/Steel), Aggron, Bastiodon, Cobalion, Excadrill, Lucario, Probopass, Steelix, Steelix-Mega (Fighting/Steel)
Optimal coverage type: Fire

Dragon/Electric
Resisted by 11: Altaria-Mega (Dragon/Fairy), Dedenne (Electric/Fairy), Magnezone (Electric/Steel), Whimsicott (Fairy/Grass), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel)
Optimal coverage type: Fire (imperfect)

Dragon/Water
Resisted by 11: Altaria-Mega (Dragon/Fairy), Whimsicott (Fairy/Grass), Azumarill (Fairy/Water), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel), Empoleon (Steel/Water)
Optimal coverage type: Fire (imperfect)

Dark/Fighting
Resisted by 15 [2 by ability]: Aromatisse, Clefable, Florges, Granbull, Slurpuff, Sylveon (Fairy), Altaria-Mega (Dragon/Fairy), Dedenne (Electric/Fairy), Carbink, Diancie, Diancie-Mega (Fairy/Fighting), Whimsicott (Fairy/Grass), Azumarill (Fairy/Water), Flygon (Fighting/Dragon with Levitate), Hydreigon (Dark/Dragon with Levitate)
Optimal coverage type: Steel

Dragon/Fighting
Resisted by 17 [1 by ability]: Aromatisse, Clefable, Florges, Granbull, Slurpuff, Sylveon (Fairy), Altaria-Mega (Dragon/Fairy), Dedenne (Electric/Fairy), Carbink, Diancie, Diancie-Mega (Fairy/Fighting), Whimsicott (Fairy/Grass), Gardevoir, Gardevoir-Mega, Mr. Mime (Fairy/Psychic), Azumarill (Fairy/Water), Bronzong (Steel/Psychic with Levitate)
Optimal coverage type: Steel (imperfect)

Dragon/Fairy
Resisted by 20: Aggron-Mega, Klinklang, Registeel (Steel), Magnezone (Electric/Steel), Klefki, Mawile (Fairy/Steel), Heatran (Fire/Steel), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel), Skarmory (Normal/Steel), Bronzong, Doublade, Metagross, Metagross-Mega (Psychic/Steel), Empoleon (Steel/Water)
Optimal coverage type: Dark (imperfect)

Fairy/Normal
Resisted by 20: Aggron-Mega, Klinklang, Registeel (Steel), Magnezone (Electric/Steel), Klefki, Mawile (Fairy/Steel), Heatran (Fire/Steel), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel), Skarmory (Normal/Steel), Bronzong, Doublade, Metagross, Metagross-Mega (Psychic/Steel), Empoleon (Steel/Water)
Optimal coverage type: Dark (imperfect)

Fighting/Steel
Resisted by 21 [8 by ability]: Rotom (Electric/Psychic), Chandelure, Delphox, Victini (Fire/Psychic), Froslass, Jellicent, Jynx, Qwilfish, Slowbro, Slowbro-Mega, Slowking, Starmie, Tentacruel (Psychic/Water), Bronzong (Steel/Psychic with Levitate), Rotom-Fan (Electric/Normal with Levitate), Rotom-Frost (Electric/Water with Levitate), Rotom-Heat (Electric/Fire with Levitate), Rotom-Mow (Electric/Grass with Levitate), Rotom-Wash (Electric/Water with Levitate), Eelektross (Electric with Levitate), Cryogonal (Water with Levitate)
Optimal coverage type: Dark

Fairy/Fire
Resisted by 22 [1 by ability]: Arcanine, Darmanitan, Entei, Flareon, Heatmor, Magmortar, Ninetales, Rapidash, Simisear, Torkoal, Typhlosion (Fire), Rotom-Heat (Electric/Fire), Charizard, Charizard-Mega-Y, Moltres, Pyroar, Talonflame (Fire/Normal), Chandelure, Delphox, Victini (Fire/Psychic), Volcanion (Fire/Water), Heatran (Fire/Steel with Flash Fire)
Optimal coverage type: Dark

Fairy/Psychic
Resisted by 23: Aggron-Mega, Klinklang, Registeel (Steel), Magnezone (Electric/Steel), Klefki, Mawile (Fairy/Steel), Chandelure, Delphox, Victini (Fire/Psychic), Heatran (Fire/Steel), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel), Skarmory (Normal/Steel), Bronzong, Doublade, Metagross, Metagross-Mega (Psychic/Steel), Empoleon (Steel/Water)
Optimal coverage type: Dark (imperfect)

Electric/Fire
Resisted by 24 [2 by ability]: Druddigon, Goodra, Haxorus (Dragon), Hydreigon (Dark/Dragon), Ampharos-Mega (Dragon/Electric), Altaria-Mega (Dragon/Fairy), Flygon, Garchomp, Garchomp-Mega, Tyrantrum, Zygarde (Dragon/Fighting), Charizard-Mega-X (Dragon/Fire), Altaria, Dragonite, Noivern, Salamence (Dragon/Normal), Dragalge, Latias, Latias-Mega, Latios, Latios-Mega (Dragon/Psychic), Rotom-Heat (Electric/Fire), Seaking (Water with Lightning Rod), Lanturn (Water/Electric with Volt Absorb)
Optimal coverage type: Normal

Dark/Electric
Resisted by 25 [2 by ability]: Hydreigon (Dark/Dragon), Cacturne, Shiftry (Dark/Grass), Altaria-Mega (Dragon/Fairy), Flygon, Garchomp, Garchomp-Mega, Tyrantrum, Zygarde (Dragon/Fighting), Dedenne (Electric/Fairy), Stunfisk (Electric/Fighting), Whimsicott (Fairy/Grass), Armaldo, Breloom, Chesnaught, Cradily, Crustle, Heracross, Heracross-Mega, Shuckle, Torterra, Virizion, Wormadam-Sandy (Fighting/Grass), Marowak (Fighting with Lightning Rod), Rhyperior (Fighting with Lightning Rod)
Optimal coverage type: Fairy

Fighting/Fire
Resisted by 26 [7 by ability]: Altaria-Mega (Dragon/Fairy), Dragalge, Latias, Latias-Mega, Latios, Latios-Mega (Dragon/Psychic), Azumarill (Fairy/Water), Chandelure, Delphox, Victini (Fire/Psychic), Froslass, Jellicent, Jynx, Qwilfish, Slowbro, Slowbro-Mega, Slowking, Starmie, Tentacruel (Psychic/Water), Flygon (Fighting/Dragon with Levitate), Rotom-Frost (Electric/Water with Levitate), Rotom-Heat (Electric/Fire with Levitate), Rotom-Wash (Electric/Water with Levitate), Cryogonal (Water with Levitate), Hydreigon (Dark/Dragon with Levitate), Grumpig (Psychic with Thick Fat)
Optimal coverage type: Normal

Fire/Psychic
Resisted by 27 [2 by ability]: Hydreigon (Dark/Dragon), Houndoom, Houndoom-Mega (Dark/Fire), Crawdaunt, Gyarados-Mega, Sharpedo, Sharpedo-Mega, Weavile (Dark/Water), Dragalge, Latias, Latias-Mega, Latios, Latios-Mega (Dragon/Psychic), Chandelure, Delphox, Victini (Fire/Psychic), Froslass, Jellicent, Jynx, Qwilfish, Slowbro, Slowbro-Mega, Slowking, Starmie, Tentacruel (Psychic/Water), Heatran (Fire/Steel with Flash Fire), Grumpig (Psychic with Thick Fat)
Optimal coverage type: Normal (imperfect)

Dragon/Steel
Resisted by 27: Aggron-Mega, Klinklang, Registeel (Steel), Bisharp (Dark/Steel), Magnezone (Electric/Steel), Aggron, Bastiodon, Cobalion, Excadrill, Lucario, Probopass, Steelix, Steelix-Mega (Fighting/Steel), Heatran (Fire/Steel), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel), Skarmory (Normal/Steel), Bronzong, Doublade, Metagross, Metagross-Mega (Psychic/Steel), Empoleon (Steel/Water)
Optimal coverage type: Fire or Ground (both imperfect)

Fighting/Grass
Resisted by 33 [7 by ability]: Altaria-Mega (Dragon/Fairy), Dragalge, Latias, Latias-Mega, Latios, Latios-Mega (Dragon/Psychic), Whimsicott (Fairy/Grass), Chandelure, Delphox, Victini (Fire/Psychic), Amoonguss, Ariados, Beedrill, Beedrill-Mega, Celebi, Dustox, Exeggutor, Gourgeist, Roserade, Scolipede, Trevenant, Venomoth, Venusaur, Venusaur-Mega, Victreebel, Vileplume (Grass/Psychic), Flygon (Fighting/Dragon with Levitate), Bronzong (Steel/Psychic with Levitate), Carnivine (Grass with Levitate), Rotom-Heat (Electric/Fire with Levitate), Rotom-Mow (Electric/Grass with Levitate), Hydreigon (Dark/Dragon with Levitate), Azumarill (Water/Fairy with Sap Sipper)
Optimal coverage type: Normal (imperfect)

Electric/Psychic
Resisted by 33: Hydreigon (Dark/Dragon), Cacturne, Shiftry (Dark/Grass), Dragalge, Latias, Latias-Mega, Latios, Latios-Mega (Dragon/Psychic), Rotom (Electric/Psychic), Magnezone (Electric/Steel), Amoonguss, Ariados, Beedrill, Beedrill-Mega, Celebi, Dustox, Exeggutor, Gourgeist, Roserade, Scolipede, Trevenant, Venomoth, Venusaur, Venusaur-Mega, Victreebel, Vileplume (Grass/Psychic), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel)
Optimal coverage type: Fire (imperfect)

Electric/Fighting
Resisted by 34 [9 by ability]: Altaria-Mega (Dragon/Fairy), Dragalge, Latias, Latias-Mega, Latios, Latios-Mega (Dragon/Psychic), Dedenne (Electric/Fairy), Rotom (Electric/Psychic), Whimsicott (Fairy/Grass), Amoonguss, Ariados, Beedrill, Beedrill-Mega, Celebi, Dustox, Exeggutor, Gourgeist, Roserade, Scolipede, Trevenant, Venomoth, Venusaur, Venusaur-Mega, Victreebel, Vileplume (Grass/Psychic), Flygon (Fighting/Dragon with Levitate), Carnivine (Grass with Levitate), Rotom-Fan (Electric/Normal with Levitate), Rotom-Frost (Electric/Water with Levitate), Rotom-Heat (Electric/Fire with Levitate), Rotom-Mow (Electric/Grass with Levitate), Rotom-Wash (Electric/Water with Levitate), Eelektross (Electric with Levitate), Hydreigon (Dark/Dragon with Levitate)
Optimal coverage type: Fairy

Dark/Fire
Resisted by 37 [1 by ability]: Hydreigon (Dark/Dragon), Houndoom, Houndoom-Mega (Dark/Fire), Crawdaunt, Gyarados-Mega, Sharpedo, Sharpedo-Mega, Weavile (Dark/Water), Altaria-Mega (Dragon/Fairy), Flygon, Garchomp, Garchomp-Mega, Tyrantrum, Zygarde (Dragon/Fighting), Azumarill (Fairy/Water), Camerupt, Camerupt-Mega, Emboar, Infernape, Magcargo (Fighting/Fire), Aurorus, Barbaracle, Carracosta, Corsola, Gastrodon, Kabutops, Keldeo, Mamoswine, Omastar, Poliwrath, Quagsire, Relicanth, Seismitoad, Swampert, Swampert-Mega, Whiscash (Fighting/Water), Hariyama (Fighting with Thick Fat)
Optimal coverage type: Fairy

Dark/Steel
Resisted by 38: Houndoom, Houndoom-Mega (Dark/Fire), Bisharp (Dark/Steel), Crawdaunt, Gyarados-Mega, Sharpedo, Sharpedo-Mega, Weavile (Dark/Water), Stunfisk (Electric/Fighting), Camerupt, Camerupt-Mega, Emboar, Infernape, Magcargo (Fighting/Fire), Aggron, Bastiodon, Cobalion, Excadrill, Lucario, Probopass, Steelix, Steelix-Mega (Fighting/Steel), Aurorus, Barbaracle, Carracosta, Corsola, Gastrodon, Kabutops, Keldeo, Mamoswine, Omastar, Poliwrath, Quagsire, Relicanth, Seismitoad, Swampert, Swampert-Mega, Whiscash (Fighting/Water)
Optimal coverage type: Fighting

Fighting/Water
Resisted by 41 [8 by ability]: Altaria-Mega (Dragon/Fairy), Dragalge, Latias, Latias-Mega, Latios, Latios-Mega (Dragon/Psychic), Whimsicott (Fairy/Grass), Azumarill (Fairy/Water), Amoonguss, Ariados, Beedrill, Beedrill-Mega, Celebi, Dustox, Exeggutor, Gourgeist, Roserade, Scolipede, Trevenant, Venomoth, Venusaur, Venusaur-Mega, Victreebel, Vileplume (Grass/Psychic), Froslass, Jellicent, Jynx, Qwilfish, Slowbro, Slowbro-Mega, Slowking, Starmie, Tentacruel (Psychic/Water), Flygon (Fighting/Dragon with Levitate), Carnivine (Grass with Levitate), Rotom-Frost (Electric/Water with Levitate), Rotom-Mow (Electric/Grass with Levitate), Rotom-Wash (Electric/Water with Levitate), Hydreigon (Dark/Dragon with Levitate), Toxicroak (Psychic/Fighting with Dry Skin), Grumpig (Psychic with Thick Fat)
Optimal coverage type: Normal

Dark/Water
Resisted by 44 [1 by ability]: Hydreigon (Dark/Dragon), Cacturne, Shiftry (Dark/Grass), Crawdaunt, Gyarados-Mega, Sharpedo, Sharpedo-Mega, Weavile (Dark/Water), Altaria-Mega (Dragon/Fairy), Flygon, Garchomp, Garchomp-Mega, Tyrantrum, Zygarde (Dragon/Fighting), Whimsicott (Fairy/Grass), Azumarill (Fairy/Water), Armaldo, Breloom, Chesnaught, Cradily, Crustle, Heracross, Heracross-Mega, Shuckle, Torterra, Virizion, Wormadam-Sandy (Fighting/Grass), Aurorus, Barbaracle, Carracosta, Corsola, Gastrodon, Kabutops, Keldeo, Mamoswine, Omastar, Poliwrath, Quagsire, Relicanth, Seismitoad, Swampert, Swampert-Mega, Whiscash (Fighting/Water), Hariyama (Fighting with Thick Fat)
Optimal coverage type: Fairy

Psychic/Water
Resisted by 47 [1 by ability]: Hydreigon (Dark/Dragon), Cacturne, Shiftry (Dark/Grass), Crawdaunt, Gyarados-Mega, Sharpedo, Sharpedo-Mega, Weavile (Dark/Water), Dragalge, Latias, Latias-Mega, Latios, Latios-Mega (Dragon/Psychic), Amoonguss, Ariados, Beedrill, Beedrill-Mega, Celebi, Dustox, Exeggutor, Gourgeist, Roserade, Scolipede, Trevenant, Venomoth, Venusaur, Venusaur-Mega, Victreebel, Vileplume (Grass/Psychic), Durant, Escavalier, Ferrothorn, Forretress, Scizor, Scizor-Mega, Wormadam-Trash (Grass/Steel), Froslass, Jellicent, Jynx, Qwilfish, Slowbro, Slowbro-Mega, Slowking, Starmie, Tentacruel (Psychic/Water), Empoleon (Steel/Water), Grumpig (Psychic with Thick Fat)
Optimal coverage type: Dark (imperfect)

Fighting/Psychic
Resisted by 70 [2 by ability]: Alakazam, Arbok, Azelf, Banette, Banette-Mega, Beheeyem, Chimecho, Cofagrigus, Cresselia, Dusclops, Dusknoir, Espeon, Garbodor, Gengar, Gothitelle, Grumpig, Hoopa, Hypno, Meowstic, Mesprit, Mew, Mismagius, Muk, Musharna, Reuniclus, Seviper, Swalot, Unown, Uxie, Weezing, Wobbuffet (Psychic), Dragalge, Latias, Latias-Mega, Latios, Latios-Mega (Dragon/Psychic), Rotom (Electric/Psychic), Gardevoir, Gardevoir-Mega, Mr. Mime (Fairy/Psychic), Chandelure, Delphox, Victini (Fire/Psychic), Amoonguss, Ariados, Beedrill, Beedrill-Mega, Celebi, Dustox, Exeggutor, Gourgeist, Roserade, Scolipede, Trevenant, Venomoth, Venusaur, Venusaur-Mega, Victreebel, Vileplume (Grass/Psychic), Froslass, Jellicent, Jynx, Qwilfish, Slowbro, Slowbro-Mega, Slowking, Starmie, Tentacruel (Psychic/Water), Bronzong (Steel/Psychic with Levitate), Hydreigon (Dark/Dragon with Levitate)
Optimal coverage type: Dark (imperfect)

 
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lost heros

Meme Master
is a Pre-Contributor
Building off of the last post, I was able to calculate the best defensive type combinations utilizing a pretty simple calculation. Immunities is worth 0 points, 4x resistance; .25, 2x resistance; .5, Neutral; 1, 2x weak; 2, 4x weak, 4 points. Then the summation was calculated and tabulated for all possible type combos. Three type combinations actually tie for the best type combination at 8.5.

Electric Fairy with no weaknesses and three resistances and one immunity.
Unfortunately, the only Pokemon with that combination is Dedenne.

Another is Fire Fairy. Which even worse has no Pokemon with those combinations.

And finally the last is still Steel Fairy, which is only weak to fire. It also has 5 resistances and one immunity, which unsurprisingly is the best defensive typing in the normal metagame as well.
 

drampa's grandpa

cannonball
is a Community Contributoris a Community Leader Alumnus
OH GOD GLISCOR

its Special Defense is now boosted in sand, and it gets STAB on Facade as well as perfect STAB coverage.
I actually disagree with this. It's bulkier in sand and has better coverage, but it's new defensive typing sucks. It's going to have a hard time pulling off defensive sets now, which is what it's really suited for.

Speaking of defensive birds sucking, I think Garchomp will be really good here. It still has fantastic offensive typing (and of course great stats), but now Skarmory not only doesn't resist one of it's STABs, but is 4x weak to it. Steel coverage gets everything except... Bronzong. Wow I care so much. Ice types, formerly the offensive bane of Garchomps life, are now a thing of the past, and Dragon and Fairy priority are virtually non-existent (lel Sylveon). This is going to be one tough mon to take down. Pity it's speed isn't quite as fast as it once was... Or should I say thank god.

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Swords Dance
- Iron Head

Kyu-b should also be pretty great, now that it's gone from awful defensive typing to great defensive typing. Still has exactly the same STAB issues. Is Blizzard 100% accurate in the rain?
 
I actually disagree with this. It's bulkier in sand and has better coverage, but it's new defensive typing sucks. It's going to have a hard time pulling off defensive sets now, which is what it's really suited for.

Speaking of defensive birds sucking, I think Garchomp will be really good here. It still has fantastic offensive typing (and of course great stats), but now Skarmory not only doesn't resist one of it's STABs, but is 4x weak to it. Steel coverage gets everything except... Bronzong. Wow I care so much. Ice types, formerly the offensive bane of Garchomps life, are now a thing of the past, and Dragon and Fairy priority are virtually non-existent (lel Sylveon). This is going to be one tough mon to take down. Pity it's speed isn't quite as fast as it once was... Or should I say thank god.

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Swords Dance
- Iron Head

Kyu-b should also be pretty great, now that it's gone from awful defensive typing to great defensive typing. Still has exactly the same STAB issues. Is Blizzard 100% accurate in the rain?
No because Hail and Rain are two different weathers. Kind of the same reason why Swift Swim won't work in Hail.
 

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Sorry I haven't been a bit more active in posting here what with my other OM, Got Talent, being OMotM I have been enjoying that on the main server and whatnot, but anyways I thought I would post some answers...
So will Aerilate just boost the power of Normal moves?
Aerilate: This Pokemon's Normal-type moves have 1.3x power.
what i don't get is the normal/flying. Why are normal immune to hazards and flying related stuff? If so, are they weak to electric type now?

That means psychic sucks up toxic spikes, are they psychic/poison/ghost.
Normal Types: Normal-types that weren't initially Flying-type appreciates the innate buffs they bring along in that now they become immune to Sticky Web, Spikes, and Toxic Spikes. This means offensive and defensive Pokemon appreciate no longer having to worry about racking up entry hazard damage while proceeding to wall or break through the opposing team. They are also able to get around Arena Trap thanks to not being considered "grounded" as Normal-types sort of act like Flying-types (s/o to Rhythms for confirming)
Is Blizzard 100% accurate in the rain?
Not in actual Rain, but in Rain 0.5, formerly know as Hail, it is. That may be a bit confusing, but think of Hail as a worse Rain (although it still does nicely for things like Mega Abomasnow who can get around opposing Water-types, that don't take "Rain 0.5" damage, with its Grass-type STAB moves.)
As well as a few Pokemon I have found that look very interesting...

Slowbro @ Black Sludge
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Thunder Wave
- Psyshock

Defensive regular Slowbro can be a really nice wall in TCG thanks to its nice defensive typing which got a boon by now being immune to the Toxic status as well being able to absorb Toxic Spikes, making it harder to wear down. It does have a Grass weakness, however, which makes it hard to justify using it over an arguably better Mega Venusaur or any other Grass/Psychic type. Slowbro's main niche is the fact that its recovery move isn't bogged down by weather, which will undoubtedly be a thing in TCG, as well as access to Regenerator, allowing it to keep itself more healthy throughout the match.


Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 96 Def / 164 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Psyshock
- Slack Off

Mega Slowbro does this set better than regular Slowbro for the sheer fact that it has access to Shell Armor as well as a massive base 180 Defense stat. It again is now immune to Toxic / Toxic Spikes making it even more effective as a win condition for more bulkier teams and while beefing up its Special Defense, special Grass-type moves will do less and less and it can win against them with Scald burns + Psyshock.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind / Crunch / Fire Fang

Hippowdon being able to use its own Sand to its advantage now by boosting its Special Defense makes it all around very bulky and hard to take down especially when backed by reliable recovery. That being said, its paltry base 47 Speed means it will almost always move last.

Noivern @ Choice Specs / Life Orb
Ability: Frisk
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Draco Meteor
- Flamethrower
- Switcheroo / Roost

Noivern has already been mentioned but no one has provided an actual set so I decided why not? Basically Noivern can be a powerful wallbreaker thanks to its powerful STAB Boomburst and its coverage in Flamethrower to nail Grass- and Steel-types.

I am glad everyone loves the idea behind this OM and hopefully it gets coded soon so we can potentially play it on ROM or something o_O
 
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Since nobody's mentioned this yet, I just want to quickly point out that Psychic types can use Black Sludge now.
 
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