CAP 10 CAP 10 - Main Typing Discussion

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I'm going to go with Fighting here. Some excellent resistances to Dark, Rock and Bug as well as a handy Stealth Rock resistance. Fighting also offers a great STAB that hits many pokes for SE damage. The point here is to create a counter, that is, a pokemon that can switch in AND threaten the pokemon it switches in to.
 
If Flying didn't have so many bloody weaknesses I'd think it's a good option defensively; immunity to the most commonly used move in the game (last I checked) has got to count for something, and a Fighting resistance is excellent too. Bug is ok too (U-Turn) but I don't think grass is really worth mentioning.
Unfortunately it has Rock, Ice and Electric weaknesses to deal with, but if we could find a simple solution to avoid these...
Just food for thought.

All things considered though my support leans in favour of either Water or Fighting, but these have already been discussed so there's no point in me repeating it.

edit: It sounds messed up, but a Flying/Fighting type with thick fat would only really be weak to electric (considering the rarity of psychic and flying, and Thick fat's cancellation of the Ice Weakness) and resist Fighting, Bug, Grass and Dark, with an immunity to Ground and an effective resistance to fire. Again, just food for thought...
 
I have said it before and I will say it again. Giving us a good neutral stab makes us simply pair a good coverage move with our stab and call it good, which produces a standard set fairly easily. If we force it to have to do without stab we will see a greater amount of versatility in its sets. Normal provides this for us, as normal is a bad se coverage typing and normal types typically have very wide movepools while many other types do not. I think that to make this pokemon truly utility, but also make it so that it can be walled by the things it chooses not to counter, we need to give it a varied movepool with no good stab options to fall back on. Once again, normal offers exactly this, while water does not. I urge you to think outside the box here. Some things that appear to be weaknesses can be strengths when you consider the stats, movepool, and ability we can get away with giving CAP 10 in exchange for a sub-par offensive typing, as well as the natural strengths that the normal type offers. Normal typing gives options and a versatility that no other type offers.

I recognize the advantages of the water and steel typings especially, but for versatility normal is it.

I am sorry if I am a broken record, but I feel that people are not thinking openly enough here.
The problem with Normal is it will put too much stress on type2/ability choosing, because Normal just doesn't cut it in terms of resistances. Even though it only has one weakness, lack of resistances really hurts it. And even though Normal may have good neutral coverage, Water has almost identical neutral coverage (nothing is immune bar Water Absorbers) and it can actually hit stuff super effectively (quite crucial things too). Normal also does absolutely nothing to negate the weaknesses of the possible second typing, which means potentially more weaknesses and fewer resistances than we could otherwise have.
 
It has already been said that CAP10 should focus more on lack of weaknesses rather than a lot of resistances and I agree with that.

However, when looking at the types you can see that a lot of them carry only one or two weaknesses such as normal (1), electric (1), dragon (2), dark (2), fighting (2), ghost (2), poison (2), and water (2). Even types such as steel, ground, and fire only carry three weaknesses. The problem with a lot of these types, however, is what those weaknesses are.

Steel, for example, seems to be a great type on paper with its 11 resists and 1 immunity and only 3 weaknesses, and the thing is that it is a great type and it has been realized, which is why it's such a popular typing and also why a lot of teams carry pokemon that can do a good deal of damage to steel types, and therein lies the problem. The same problem of popular attacking moves also being the super effective ones plagues a lot of these types, which is why there is only three that I can really see being effective, and they are water, poison, and fighting.

Water, it seems to me, has been done before, and out of the remaining three suffers from the worst weaknesses (grass and electric). Poison has useful resistances to bug and fighting but ultimately it is hurt by a weakness to one of the most used moves in the game, earthquake. That is why I have to vote for Fighting. Its only two weaknesses are psychic and flying, two of the worst attacking types, and it has useful resistances to bug, dark, and rock. That, along with a SR resistance and powerful STAB behind it, and I think the fighting type can be used to make a great utility counter.
 
Ghost should be the main typing.

Ghost pros:
Two immunities: Normal, Fighting.
Resistances: Bug, Poison.

A Ghost type ensures our Utility Counter will never be "surprised" by an errant Explosion of something it's trying to counter. It also allows it to switch into Machamp whose only other effective "counter" requires Own Tempo or Shield Dust. Immunity to several common priority moves doesn't hurt either.

The Bug resistance is also useful given the opponent can never know what CAP10 is supposed to be countering. The ability to switch into U-turn at minimal cost is thus ideal, as CAP 10 will have much more freedom to take an attack if that is what is required.

Ghost cons:

Weak to itself
Pursuit Weak
No hazard immunities

The first two could potentially be addressed with a secondary type, but given the fact this is supposed to be a Counter to various opponents, Pursuit isn't big until revenge killers start popping up. Tyranitar is pretty scary but it also has a huge exploitable 4x weakness.

No hazard immunities is quite unfortunate for there's also abilities for that, and also the potential to abuse something like Toxic Spikes with Psycho Shift, etc.

Water and Steel are already heavily accounted for in the OU metagame. Various type combinations to address the weaknesses of these types are in place, and Swampert is no closer to being a utility counter than anything else. The Electric weakness (and to a lesser extent Grass) is very difficult to work around with so many standard sets carrying the move. Starmie has Tbolt, Metagross runs Thunderpunch, Infernape could utilize CC or Grass Knot, Zapdos is it's own class of threat that will be difficult to deal with on this basis alone (Rotom-A as well). The sad fact is you aren't getting much bang for your buck with Water's neutral STAB. Most Rock types are leading off with SR or are named Tyranitar and will laugh off any special Water attacks fairly easily. Bulky Water has been done to death, everyone is prepared for one.

Steel is in much the same boat, save it exchanges a decent level of hazard protection for three crippling weaknesses. Steel is more than prepared for on most teams, and any abilities used to cover Steel's worst weaknesses greatly lesser the versatility of the utility counter. Now I will admit there are fairly broken entirely legal avenues for Steel to go down, but if we overdo it on that front I fear we won't be able to justify a more powerful defensive and support movepool later.
 
I feel that the main typing of CAP 10 should reflect an ability (not the Pokemon type) to be able to respond to a select number of threats at a given time. I also feel that because of this, CAP10 be able to naturally resist a variety of types of moves. A type with a very small number of weaknesses (preferably ones to moves not commonly used in Standard play) should then be used on CAP10. CAP10 should also have a decent number of resistances to play with. A main typing that can greatly contribute to this and maintain an offensive vantage point as well is the Fighting type, mainly because it can provide offensive diversity in the form of the elemental punches as well as attacks like Earthquake and Stone Edge (moves commonly seen on fighting types), boasts a resistance to Stealth Rock, and is resistant to 3 of the most common attacking types in the game- Rock, Bug, and Dark.
 
Ghost should be the main typing.

Ghost pros:
Two immunities: Normal, Fighting.
Resistances: Bug, Poison.

A Ghost type ensures our Utility Counter will never be "surprised" by an errant Explosion of something it's trying to counter. It also allows it to switch into Machamp whose only other effective "counter" requires Own Tempo or Shield Dust. Immunity to several common priority moves doesn't hurt either.

The Bug resistance is also useful given the opponent can never know what CAP10 is supposed to be countering. The ability to switch into U-turn at minimal cost is thus ideal, as CAP 10 will have much more freedom to take an attack if that is what is required.

Ghost cons:

Weak to itself
Pursuit Weak
No hazard immunities

The first two could potentially be addressed with a secondary type, but given the fact this is supposed to be a Counter to various opponents, Pursuit isn't big until revenge killers start popping up. Tyranitar is pretty scary but it also has a huge exploitable 4x weakness.

No hazard immunities is quite unfortunate for there's also abilities for that, and also the potential to abuse something like Toxic Spikes with Psycho Shift, etc.

Water and Steel are already heavily accounted for in the OU metagame. Various type combinations to address the weaknesses of these types are in place, and Swampert is no closer to being a utility counter than anything else. The Electric weakness (and to a lesser extent Grass) is very difficult to work around with so many standard sets carrying the move. Starmie has Tbolt, Metagross runs Thunderpunch, Infernape could utilize CC or Grass Knot, Zapdos is it's own class of threat that will be difficult to deal with on this basis alone (Rotom-A as well). The sad fact is you aren't getting much bang for your buck with Water's neutral STAB. Most Rock types are leading off with SR or are named Tyranitar and will laugh off any special Water attacks fairly easily. Bulky Water has been done to death, everyone is prepared for one.

Steel is in much the same boat, save it exchanges a decent level of hazard protection for three crippling weaknesses. Steel is more than prepared for on most teams, and any abilities used to cover Steel's worst weaknesses greatly lesser the versatility of the utility counter. Now I will admit there are fairly broken entirely legal avenues for Steel to go down, but if we overdo it on that front I fear we won't be able to justify a more powerful defensive and support movepool later.


Hmm ghost certainly is an interesting option. I actually like it a lot because of the vast array of options available to it. The more I think about it, the more appealing ghost seems. The self-weakness and pursuit weakness do need to be dealt with, however. But there are a lot of options for that, like you said.

Just one thing, though. Do we want CAP10 to become a spinblocker?
 
While Normal is neutral across the board (bar it's Fighting weakness and Ghost immunity) it doesn't have any resistances worth bragging about, which could hurt it in the long run; hard hitting attacks would pose a threat regardless of neutral damage, not to mention entry hazards causing further problems. that being said, Steel has the most resists but it's weaknesses are to common for it to be considered, if you ask me. what good are resistances if you're weak to (almost) everything hitting you?

taking the above into consideration, I think a Fighting type is best; with weaknesses that are uncommon enough to not pose a huge threat, along with overall neutral coverage and resistance to Stealth Rock and common attacking types, makes it a good defencive choice. being able to hit Steel types for SE damage is also very useful.
 
Very happy about Multitype banning, it would have been such a cheap way out.

Now, I feel that both Water and Poison are brilliant main typings, due to their resistances and only having two weakness each, but when I weigh them up, I feel that taking +2 Close Combats from Lucario is going to be key, for example, so i'll go with Poison typing
 
Don't worry, I'm not supporting Ground this time.

Well, I'm going to give arguments on all the types given so far:

Normal:
Normal lacks weaknessess, yes, which makes it almost never take x2 damage. However, it is devoid of resistances, except an immunity to Ghost [Why is Normal Immune to Ghost anyway?]. In addittion, it's lone weakness is Fighting... which is a moderately common attackinng type. Finally, Normal STAB is not the best in the world, especially with all the Steels and Ghosts running around.

Bottom Line:
I feel Normal won't get the job done

Poision:
Poision, I am dead set against. Yes, we're only weak to two types. One of them is Ground the single most common attack, Earthquake, being this type. That alone is enough reason to avoid Poision, unless we're planning on Posion/Flying, or a levitateing poision. In addittion, resistance-wise, I'd say Poision is WORSE than Normal. How often do you see poision-attacks in OU? And how often do you see grass-type attacks? A lot less than Ghost.

Oh, and let's not forget the 2nd worst STAB in the game.

Poision basically nessessitates we have Levitate or Flying typing, and even then, is probobly not going to threaten

Water:
Water, is actually a decent option. Thunderbolts are common, but, we've all seen bulky waters [Bearing in mind, that's the route our concept assessment headed], like Suicune shrug them off. Grass-type attacks, again, are uncommon. Water actually has a useful STAB as well, and basically comes pre-packaged with Ice Beam, allowing a Water CAP 10 to hit most of the Top 10... that's why we chose it for Argonaught, after all.

Same number of weaknesses as Poison, better resists, and better STAB? Speaks for itself.

Water is a decent option, and should be considered

Flying:
SR weak. That alone should end the discussion, as counters don't want to be switching in at 75%... and then whatever they take from switching in. Flying is also a poor STAB in OU. Weakness to Ice, Electric, and Rock are also crippling... although, the Ground Immunity and Fighting Resist are tempting. However, if Salamance didn;t have the Flying type, so took half damage from SR, it might just find itself in Ubers [Intimidate weakens the EQ's, and you lose Ice Beam weakness, Stone Edge weakness, T-Bold neutral...]

Poor STAB and SR weakness make Flying a poor option

Ghost:
First thing that springs to mind in Persuit Bait. Bearing in mind that whatever this AP is countering may full-well switch out, meaning CAP10 will need to switch out, to counter it later, we do NOT want Persuit bait.

Ghost STAB is also below average, with Steels, and Darks resisting it, as well as not getting that many Super Effective hits. Fighting and Normal Immunities are nice.

Risk of beng Persuit bait makes Ghost a poor option

Steel:
Tons of resistances to switch in on. However, a lot of these are to rare attacking types [Kinda screams about the Steel-domination, eh?]. In addittion, Steel STAB is bad, it's not going to threaten Gyarados, who'll just set up in your face, or Heatran, who'll just Fire Blast you. Then there's Earthquakes. [And Earth Powers]

Poor STAB and common weaknesses makes Steel an average choice at best

Fighting:
Nice STAB, lack of common weaknesses, we've all seen what Machamp can do, and he's one of the few mono types in OU for a reason. However, Ghost types are the bane of this idea... and there's also Flying types like Mance and Gyarados.

Fighting is a decent type, and is right below Water in my opinion

Right, so, with the so far suggested ideas, my support is with Water. However, I would like to also bring in another thing to the equation.

Grass

I know what you are thinking. Grass STAB is quite poor, but, listen. One way of countering is to kill something outright. Another way is to cripple something so it can be stopped easier, by anything. Whhat type gets more status moves than Grass? Grass also has a few key resists, to ground and water, but, unfortunetly, is weak against Fire and Ice.

In addittion, Grass types do have the potential to hit hard. Leaf Storm is basically Draco Meteor, after all. Heatran coming to sponge it? Thunder Wave/Stun Spore.

What the pokemon counters would fully depend on it's set. A grass CAP10 would be helpless against Salamance unless it carried a Paralysis move, which would cripple Mance to the point of uselessness, however, it would probobly faill against Celebi, unless it had Toxic. 4MSS is going to keep the countering in check, on any pokemon.

Finally, what's the general thing that happens when a counter comes in? You switch out. So, status moves would actually give CAP 10 some use rather than 'I switch in, they switch out, I switch out.', it would be 'I switch in, now do they want to sacrifice something to status?'
 
edit: It sounds messed up, but a Flying/Fighting type with thick fat would only really be weak to electric (considering the rarity of psychic and flying, and Thick fat's cancellation of the Ice Weakness) and resist Fighting, Bug, Grass and Dark, with an immunity to Ground and an effective resistance to fire. Again, just food for thought...

I like how you think. Fighting/flying with thick fat, visualizing that though, takes some serious creativity.

Water and Steel are already heavily accounted for in the OU metagame. Various type combinations to address the weaknesses of these types are in place, and Swampert is no closer to being a utility counter than anything else. The Electric weakness (and to a lesser extent Grass) is very difficult to work around with so many standard sets carrying the move. Starmie has Tbolt, Metagross runs Thunderpunch, Infernape could utilize CC or Grass Knot, Zapdos is it's own class of threat that will be difficult to deal with on this basis alone (Rotom-A as well). The sad fact is you aren't getting much bang for your buck with Water's neutral STAB. Most Rock types are leading off with SR or are named Tyranitar and will laugh off any special Water attacks fairly easily. Bulky Water has been done to death, everyone is prepared for one.

This. My support is behind Fighting or poison. They have been supported well enough, but another aspect that should be taken into account is the common attacking types of not only the metagame, but also the specific threats we're aiming to counter. It's important not to have glaring weaknesses to commonly used coverage moves such as flamethrower, stone edge, EQ, etc. These types allow that (bar EQ for poison) while having other specific merits. Fighting has very key resistances to stone edge, stealth rock, u-turn, and pursuit/sucker-punch. Poison immunity is interesting, but offensive threats are not as likely to kill by this method.

Though this CAP looks like it is designed to be a standalone counter, pokemon is played in teams. Poison's weakness to ground has many ways around it, but one of the simplest is prediction. This changes a great weakness into possible strength.People don't generally expect you to stay in with your heatran/tentacruel when tyranitar switches in. Although EQ is the most commonly used move in the metagame, does anyone really spam it all over the place with the high presence of levitators and flyers, especially choiced? EQ is by and large a risky move to employ, and the utility counter can capitalize on that if it's the poison type with good synergy with teammates.
 
I believe our Primary typing should be: Flying

Advantages: Resistance to Fighting, Grass, and Bug. Immunity to Ground.
Disadvantages: Stealth Rock weak. Weak to Rock, Electric, and Ice.

In suggesting Flying as our primary type, I have a specific Pokemon in mind: Zapdos. When I try to think of a Pokemon that embodies the idea of "Utility Counter", I really can't think of a better example than Zapdos. Zapdos can be built to counter strong physical attackers like Lucario, Metagross, Scizor, etc. through a physically defensive spread, it can be built to counter specially-based attackers like Celebi, Heatran, etc. It can serve a stall-breaking role with its SubToxicRoost set, and can serve as a useful offensive check against various defensive Pokemon with a simple Life Orb set. A lot of what makes this possible is Zapdos' flying typing, its access to the complimentary instant recovery move that comes with that typing (Roost) and the useful set of resistances it has.

Now, you might ask, "why give it a Flying typing when we could just give it Levitate?". A few reasons. One is that the resistances would matter a lot, helping our CAP switch into Fighting and Grass attacks all day long. And importantly, it can also switch into U-turn without taking much damage. Additionally, this frees our ability slot for something cool like Filter or Flash Fire (and not to poll jump, but a Steel/Flying Pokemon with the option to choose Flash Fire as its ability would probably be the best Salamence counter ever).

I'm not really seeing the appeal of Poison. While Poison is a decent defensive typing, it would be a completely useless STAB, and I'm not entirely sure we should offensively neuter our CAP like that right from the start. And Poison's list of resistances is around the same as Flying's, without the immunity to Ground, and its weaknesses are much nastier (Collosoil would wreck this thing without a second thought, for one...)

I think Water and Steel are both good ideas, and would be satisfied with those as our primary typing. They both offer a high level of versatility and are good typings defensively and somewhat good offensively.
 
Grass is weak to fire and ice, two types it needs to be beating. Furthermore, Grass lacks the SR resistance of Steel, is resisted by 7 types (making it poor for countering threats), and only beats Water- and Ground-types, both of which are covered already by the superior choice in Water. About the only cute thing Grass has going for it is an immunity to Leech Seed, which honestly doesn't matter for this CAP.

The best options, as far as I can tell, are Steel, Water, and Fighting in that order. Despite Steel and Water already being accounted for in the OU metagame, as Deck mentions, they're both very, very effective at what they do. No Steel or Water Pokemon in the current metagame acts as a utility counter that can beat specific threats, so it's not as if these types will be overdone or repetitive. Furthermore, they both account for different approaches to the same thing, one boasting handy resistances and virtually no significant weaknesses (Water) and the other carrying a dozen sightly resistances, but a few key weaknesses. All of these weaknesses can be addressed in the ability stage, though, so discounting these as options because they're common is silly.

I think Steel is more useful for this CAP, however, because it gives us ample room for creativity with the stats to sort out its defensive prowess. With Water, incredible defensive stats is practically forced due to its lack of resistances. Either way, they are the optimal choices.

Poison is awesome because it resists Fighting and has only two weaknesses, one of which can be dealt with at a later stage in the CAP's development (Ground). Psychic is a very uncommon attacking type, which is handy. This is basically all the same allure that Fighting has, though, and Fighting sports a key SR resistance. That along with Fighting's arguably better offensive potency gives it the edge over Poison. I still think, though, that defensively, the resistances offered by Steel and the pinch resistances Water has with its good neutral coverage make them both better choices.
Midou said:
Though this CAP looks like it is designed to be a standalone counter, pokemon is played in teams. Poison's weakness to ground has many ways around it, but one of the simplest is prediction.
The point is for CAP10 to switch into these threats, though, so the claim that you can predict the Ground-type attack and switch out is inappropriate here.
 
While water and poison are both very aluring types for this pokemon, I'm going with normal as the main type.
I belive that versibility is key for this pokemon. In order for it to switch in to common threats, a weakness, any weakness, will ultimatly hinder it, because the metagame will adapt for this weakness.

poison seems great at a glance, having four resistances, as well hitting hard againsed grass type, it does take 2x damage from ground. With a 100 base power move like earthquake redily avaible, this could be fatal for our counter. Steel, which has a impressive range of resistances, is unfortuantly hindered by this weakness, as well.

As well, water, while sporting even better type coverage, with a different four resistances, also happens to be weak to two redily avaible types, as well as not hitting dragons for normal damage.

Normal offers a versibility that no other type has. It can be placed into almost any situation without fear of being hit hard by anything. As well, normal's sub par offensive typing can let us get away with having a high defence and attack rating, and while one may be more important than the other, it is undeniable that both are needed to switch into pokemon easily.
 
No offense, but I think going with a Poison type for a Utility Counter wouldn't be a very good idea as just about every other Pokemon carries Earthquake. And even if it's combined with Ground typing, it'll carry even more weaknesses to very common moves, again Earthquake being one of them, and won't be able to switch in to various threats to many teams.

Levitate exists for a reason. And Celebi already has a ton of weaknesses of its own, the majority of them being reasonably common attacking types. Yet does it take much damage from random attacks of these types? Er... no. Another thing you missed... strategic switching.

@Raikaria

You missed Fighting, which is a hell of a lot more common than Ghost. You missed Bug, which is just as common (seriously, U-turn gets spammed a decent amount of times). So that's 2 remotely useful resistances from Poison vs. 1 immunity from Normal which is pretty meh to be honest. Now try telling us that Poison is worse resistance-wise than Normal.
 
Err... not to be rude or anything, but it's a discussion. Besides, the argument "resistances vs. immunity" is a difficult one to judge. Especially when we consider Normal vs. Poison. One has one immunity and one weakness, and the other has four resistances, no immunity, two weaknesses and one type that's immune to it. So it's a toss-up between which you prefer more rather than which is better.

Moving on.

While it doesn't have any primary resistances/ immunities, I feel that Dark can be suggested here. Dark types need only fear Bug and Fighting, of which only Fighting is used popularly. It offers a fairly mid-range stat grouping, and resists Dark and Ghost types, meaning it's Pursuit-resistant. Something of a plus. Dark Pkmn often have moves from almost every to every type at their disposal, due simply because there isn't much that doesn't suit them, bar potentially the three primary elements of Pokemon: Grass, Fire and Water. Plus, they also can gain Will-o-Wisp, Thunder Wave and Toxic without additional typing - after all if Ghost-types can, Dark-types probably can do so too.
It also discourages sweeping - generally speaking, a Dark type's most powerful move is STAB Dark Pulse, STAB Sucker Punch or STAB Crunch, all three being fairly powerful and useful in the metagame. Unless given a secondary typing allowing for a more powerful STAB move, a Dark type will run one of these plus status effects/ stall moves, and possibly another move from a different type. Again promoting a soft counter which has the ability to be used against common threats, rather than anything else.

That said, Dark-type monotyping almost ensures we take an ability like Thick Fat or Levitate in order to resist some of three of the six main typed moves in the metagame: Ground; Fire; Ice; Dragon; Electric; Water. Dark-typing also leaves us with a key weakness to Fighting moves, esp. Physical Infernape who run CC, or MixedSweep Infernape, who also run CC. It also leaves us with a remarkable weakness to Bug-types, more specifically U-Turn, which is found on a lot of Pokemon who are scouters.
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On a final note, if you are going to suggest something, think of some bad points about your typing and evaluate said points: If someone just told me Electric is a good type because it only has one weakness, but didn't have any way to evaluate that or any counter-arguments for why it isn't, I'm not going to agree with them. Even if I think that yes, Electric is a good type because of x and y.
 
I'm going to go on a different tack here and go with Electric.

Electric has only one weakness(Ground), and while the ever popular Earthquake hits it SE, that can be worked around by switching. Electric also has excellent neutral coverage, and hits all those Water-types that infest the metagame which we seek to learn about using CAP 10. It would reduce the no. of waters and instead increase the number of ground-types, who are generally slow and can easily be predicted around and destroyed.
eg)You can easily lure a Swampert's EQ with CAP 10 and use the turn to go to your Ground resist/immunity(say Rotom-C). Now you can(hopefully) send the ground type out and use the turn to start setting up Dual Screens. This helps you to setup something else.

Anyway, Electric resists Electric, which is a type seen fairly often fling around on Pokemon such as Zapdos, Rotom-A etc. Thus, we can utilize this resistance to build an anti-electric Pokemon moveset if necessary(remember, Utility Counter IS the concept of CAP 10). We can thus utilize the Electric typing to build a Pokemon capable of threatening a big force in the metagame, Gyarados. Similarly, it can run other moves to cover other Pokemon while utilizing Electric's excellent neutral coverage.
 
Okay, I'll try to hit them all.

Normal: without ANY common resists we are forcing ourselves into a corner with our ability and stats. I cannot think of one OU normal type that is listed as a great counter to anything (though maybe there's something I'm forgetting) The only reason anyone thinks it is versatile is because it doesn't have much of anything to make it stand out which is why it is called 'Normal' and why it is an awful place to start.

Poison: There is are reasons that this poor type has been almost completely exiled to UU and below. While EQ is an awful weakness if it were the only problem it could be dealt with later though we are almost forced to pick flying or levitate later. However, the bottom line is it doesn't resist anything useful. What common threats are you going to be countering that only threaten you with grass and poison moves?

Electric: Has cool resistances and paints us into the same corner as poison when it comes to EQ. Useful STAB although there are a lot of immune pokes out there. This is easily better than the previous two but I still don't feel like it will be able to resist nearly enough to switch in to a variety of things.

Flying: SR weak to start with BAD weaknesses to boot. Far from the best resistances. Depending on our choice for primary type it may come up as a possibility later but is a poor foundation.

Ghost: Cool immunities. Not a very good STAB. Again not very resistant. Similar to Poison and Electric we almost force ourselves into choosing a second type or ability to combat its weakness. Pursuit is just awful.

Grass: My favorite type. Too bad it got ROYALLY screwed along with poison. It has a few very useful resistances but is weak to so many common things it isn't even funny. The only OU grass-type that isn't just a niche-mon is a BST 600 legend for a reason. Yes, it gets some very unique and useful moves but we have some freedom with CAP to stretch outside the box when it comes to movepools much later. I love grass type but it's a bad place to start.

Okay, now to the top three so far.
Fighting: Useful STAB although having a type immune is a downer. No glaring weaknesses and a couple of very useful resistances. I feel like it is a useable type to start with but that by itself it doesn't resist nearly enough to be able to switch in to things. Decent but in 3rd place for me.

Water: Okay, I think that this has been the most popular so far and for good reasons. It has extremely useful resistances and minimized weaknesses while still boasting a very good STAB. I don't have many issues with water right now as coupled with a second typing and/or a helpful ability it could be very versatile. I feel like this is the least restricting of the types that have been brought up but with only a few resistances (though they are great) will need a lot of help with its defenses from its stats.

No, I didn't forget it.
Steel: While I said that I think water is a more versatile starting place do to its lack of weaknesses, Steel comes very close. It has much worse weaknesses but begins to make up for them with its retarded (literally) number of resistances. While water would need some help from its stats to make up for its lack of resistances, Steel would need help from its ability/second type tto make up for the presence of its weaknesses. I feel like this could be done in enough ways between stats/dual typing/ability that it is not limiting ourselves too much.

I think a pokemon with a classic steel or water build designed to counter is very conceivable. Water gets a better STAB although I feel like that is not very important as it needs to have the potential to threaten everything so, water or not, our poke probably shouldn't rely on STAB. I like Steel best for the moment with Water VERY close behind with Fighting as a more unique but much less viable alternative.

I feel I should point out that I do like Electric a lot and it is worth thinking about some more since it doesn't take much to fix its problems and is not too common a type. Though for now I feel like it would be better left for a potential secondary.
EDIT: Never mind about electric. The more I think about it the more I see that bastard rotom. Gamefreak made him so we don't have to.
 
Okay, I'll try to hit them all.

Normal: without ANY common resists we are forcing ourselves into a corner with our ability and stats. I cannot think of one OU normal type that is listed as a great counter to anything (though maybe there's something I'm forgetting) The only reason anyone thinks it is versatile is because it doesn't have much of anything to make it stand out which is why it is called 'Normal' and why it is an awful place to start.

Yeah, you missed Blissey, who is a great counter to almost any special attacker.
 
Poison: There is are reasons that this poor type has been almost completely exiled to UU and below. While EQ is an awful weakness if it were the only problem it could be dealt with later though we are almost forced to pick flying or levitate later. However, the bottom line is it doesn't resist anything useful. What common threats are you going to be countering that only threaten you with grass and poison moves?
You are forgetting two very crucial resists, bug and fighting. Poison has the resistance to sizor's u-turn, probably the most common move in the metagame. Most fighting pokemon in ou opt for stone edge for coverage(not eq) and you get the resistance to any pokemon who opts for a fighting move to get blissey.
The reason most poisons are in uu is because of their terrible stats.
 
Well, without Multitype it will be very hard to counter more then a few Pok'emon. Countering Dragons without either being a Steel type or having Blissesque SpD is nearly impossible.

Because 1) Dragons are important threats and 2) We don't want to have Blissesque SpD, as it wouldn't let us have other stats, we basically have these 2 options:

1) Be a Rock-Type and rely on Sandstorm
2) Be a Steel-Type

Both options are weak to the ever-common Ground-Type used by Dragons. To prevent ti, we have 3 options:
1) Bug/Grass Type2 - Listed them together because of similarity (Grass is resistant to Electric and Water while being Neutral to Rock, but weak to Ice, Bug and Poison. In addition, Bug is resistant to Fighting)
2) Have a Flying type
3) Have Levitate

Because #1 gives us a Fire weak, only Rock types can afford it (to prevent a x4 Fire weak, which, as Forretress shows, isn't very helpful to countering Dragons) unless we have Flash Fire lol.

#2: The main problem is the Rock weak. It ruins Rock/Flying. Steel/Flying is still OK.

#3, Levitate, is a pretty good option. Water/Steel@Levitate is a good one. If Electric is a bigger threat then Fire, Electric/Steel is better. Levitating Rock/Steel, however, is a somewhat good defensive typing.
 
Holy cow, I did miss Blissey. Regardless, if you want to pump stats into the pokes defenses that much then many of the types that have been suggested can work. I don't think any of them are 'impossible' but to retain the versatility that this concept is about we can't shove all of its stats into one defense like Blissey. It needs to have some bulk before we start the stat distribution imo.

In response to Fink: Yeah, I didn't mention them all. I must have accidentally re-written it and left them out. The point is those resistances are not the most common attack types on threatening sweepers. Even if they have one or even two of those attacks they are bound to have another solid option.
 
I suggest Water type, only becuase it has broad potential in either direction, Offensively and Defensively.

So far we have a pokemon wit hthe concept of handling many pokemon but only a few at a time. The question is how? Do we mena outspeeding and hiting our target harder? Perhaps stalling it out? This question will become more apparent when we get into the Stat distribution and movepool selection. But since we are not concerning ourselves with the "how" portion yet, I suggest a typing that can do everything rather effectively.

Offensively, Water type isn't strong enough to ignore stat distribution. Unlike Dragon, Water types always have to have some EV distribution in their primary offensive stat in order to hit something hard enough to 2HKO or whatever the case of the matter might be. Water type doesn't have a reliable 120-power move to take advantage of, or a 140-power -2 Sp.At move. It has a strong stab and synergizes well with other types (Normal+Water makes perfect coverage bar Empoleon). Water type has few x4 resistances and nothing is immune to it, making a Water-type attack a very safe choice if unsure what to do next or if you have no other option. Surf, Hydro pump, Waterfall and Aqua jet give it many viable stab options (Not including moves like Water Pulse, that have potential with the right ability).Only 2 abilities make pokemon immune to water, which are rarely taken advantage of (Most noteably, Vaporeon)

Defensively, It has plenty of resistances and very few weaknesses. It, once agian synergizes well with other types (Water + Ground, + Steel,). Has no weaknesses to priority moves. More importantly, Water type isn't a very strong defensive type without the proper stat distribution. Starmie, for example, is incapable of taking a strong hit. Swampert, on the other hand, is. This is once agian like another type we know of; Steel. Steel types can usually handle almost anything thrown at them due to their massive amount of resistances. Water cannot handle very powerful attacks while relying on resistances without stat distribution.

Water type is great all around, but it's not so powerful offensively or defensively that it can simply outmatch it's target. It doesn't rely on powerful STAB moves with few resistances and it doesn't rely on massive amount of resistances to play defensively. This is a type thats perfect for what we are trying to do. We want a pokemon that can handle many threats in the metagame today (Latias, Salamence, Scizor, etc), yet cannot properly do it without being fine crafted for the job. Water type simply fits the bill perfectly, due to it's decent movepool and decent defensive typing.

Heres more interesting reasons to choose Water:
+Takes advantage of Rain Dance.
+Resists Scizor's bullet punch.
+Isn't weak to the typical Dragon+Fire/Ground combo.
+Not weak to SR
+Isn't Defensively or Offensively oriented. (Dragon is more prone to be offensive, Steel is more prone to be Defensive, for example).

Thank you for reading this much. This may be my first post but I have been keeping up with these projects for quite some time. I hope you value my posts on equal terms as everyone else's.
 
Eh - I don't like Steel types. It's less the fact that most of them are unnatural, even for Pokemon, but more the fact that Steel is the most OU-dominating type in the metagame, considering almost every fully-evolved Steel type is OU. Well, Steel and Dragon, but you get my point.

Nonetheless - it's a good defensive typing, and combined with Levitate we loose that EQ-weakness. But it's still early days, so something strange and revolutionary might pop up. After all, CAP 3 has almost unparalleled STAB coverage. Similarly, something which isn't Dark/Ghost might give us something with almost no weaknesses and a bucket-load of resistances. For example, Ludicolo would be excellent in OU with his Water/Grass typing if it weren't for the sheer popularity of U-Turn, as he's only weak to Flying, which isn't much of an offensive type in OU, and Bug, which only really has U-turn in OU.
 
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