CAP 27 - Part 2 - Typing Discussion

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It's time to discuss one of the most important decisions for CAP 27--its type! Please follow Wulfanator72's posts carefully and DO NOT immediately propose type combinations until he says so.

Below is the final post from the Concept Assessment thread. If you're not up to date with the process, be sure to read the concept linked in the bottom of the post as well!

This has been an excellent week of discussion on our concept, thank you everyone for contributing - I feel like we've really made strides into understanding how we can go about actualising an Offensive Team Support CAP. Before I send you off to Wulf for the typing stage, I would like to summarise what I feel the key points have been throughout this discussion, so we can easily refer back to them in later stages.

What is a support Pokemon? - The primary function of a support Pokemon should be to provide its teammates with Utility options such as Knock Off, Hazard Removal, Status, Hazards, Recovery, Set-up opportunities, or momentum in the form of free switches. In order to ensure that CAP27 maintains its role as a support, the ability to provide a team with some form(es) of utility should be at the forefront.

Defensive Utility - the utility a Pokemon provides by virtue of its defensive prowess (be it stats, abilities, or typing) is very important. Bar a few examples and suicide leads, defenssive utility is a key factor in every support Pokemon brought up. As we have identified that CAP27 needs to be be able to come in often in order to support its teammates, the aforementioned stages will be key in ensuring we can hit this mark.

Offenses - In order to fulfil the "offensive" portion of our concept, CAP27 must not become a typical wall or be overtly passive. However, striking a balance is also important as too offensive can make it so that CAP27 does not fulfil its role as a support Pokemon. Going forward, it will be important to consider how examples such as Tornadus-T, SpDf Heatran, and TankChomp etc fulfil this. There are many more examples within this thread to look over and take notes from as well.

Why use an offensive Support? - quziel's post posses a question that I think should be considered at each stage going forward. Why would I put CAP27 on my team? Considering what it is actually going to do in the meta, and the sort of teams it will fit into will give us a greater insight into the various ways we can take this extremely versatile concept. I hope to see people considering this in discussions going forward

And with that, Concept Assessment has closed and Wulfanator72 will take it away with the Typing Stage!

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CAP 27 So Far
 
Hey, all. Before jumping right into typing, I did want to take a quick moment to thank those of you who pushed for me to be a part of the TLT this project. I am left speechless and incredibly flattered for all the support. Thank you.

Anyway, CAP 27 typing! After a lengthy and detailed concept assessment, there was a consensus that CAP 27 needs to possess two highly important qualities. First, it needs to be able to provide strong offensive pressure along side its role as a support. There was also a notable desire to impose some form of limitation on this side of the concept to avoid CAP 27 specializing as a purely offensive mon. Secondly, we determined that to fulfill the support aspect, we needed to be able to perform repeatable utility. We concluded that this was possilbe by providing CAP 27 with multiple switch-in opportunities and a serviceable amount of durability. Focusing on these two elements, answer the following:
  • What types exemplify Pokémon that provide strong offensive pressure for a team? What are these types specifically targeting that make them desirable for this purpose? What about these types makes them great spammable options?
  • What types typify Pokémon that can supply ample team support? What is it about these types that provides adequate defensive durability in order to preform repeated utility? What are some key resistances we should consider for optimizing durability and switch-in opportunities?
The idea of compression was also highly discussed in the concept assessment. We need to be able to get the most mileage out of every decision we make. Considering this alongside the questions from above, answer this:
  • Where do the types that fall under the categories of offensive pressure and durability overlap? What specifically do these types offer that make them desirable for both categories given the landscape of our meta? Since we are trying to establish a balance between offense and durability, do any of these types facilitate team success without risking becoming too offensively or defensively potent?

Finally, I would like to remind all users that specific typing combinations are currently disallowed until further notice. Dissuading early bandwagoning helps for a healthier conversation and process overall. I will be lifting the restriction as we get further into the typing stage with the potential of supplemental questions. So be watchful for that within the coming days.
 
types that provide excellent offensive coverage:
fire
dark
flying
fighting
fairy
ghost
ground
ice
rock

types that tie into particular team roles:
ground (electric immunity, can somewhat be expected on every team)
steel (status absorber, can somewhat be expected on every team)
poison (status absorber)
flying (ground immunity that can be somewhat expected every team)
electric (status absorber)
ghost (spinblocker)
fire (status absorber)
grass (status absorber ish)

types with excellent utility attacks (attacks that debuff the opponent or provide additional effects beneficial to the team):
fire (burn, lower offenses)
dark (remove items, lower offenses)
normal (hazard control, remove items, multiple status, self ko)
electric (paralysis, switch out)
bug (switch out, lower offenses, poison)
dragon (paralysis, force switch, lower offenses)
fighting (multiple status, force switch)
poison (poison, reset stats)


types that achieve at least 2 of the above:
fire
dark
electric
flying
ghost

fighting
ground
poison

Id like to believe the mon will have at least one of these 6 typings, not necessarily both together but I think they will allow the most exploration and actualization when it comes to supporting through offensive means- in particular i think fire has a lot of good switch-ins thanks to its many resistances and also has one of the best offensive coverage right now, also partly because sun is quite popular right now and rain is not. it has a wide range of utility attacks that can fit both physical and special attacker routes and doesnt need particular abilities to shine, but can have its effects boosted by more tailored abilities also.
i dont really like poison or fighting for this because we've done them to death in cap and i dont think they explore the concept as multi-dimensionally as the other options, but they do fit the criteria still.
 
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Defensive Utility - the utility a Pokemon provides by virtue of its defensive prowess (be it stats, abilities, or typing) is very important. Bar a few examples and suicide leads, defenssive utility is a key factor in every support Pokemon brought up. As we have identified that CAP27 needs to be be able to come in often in order to support its teammates, the aforementioned stages will be key in ensuring we can hit this mark.

One of the things I was thinking about all of the last concept discussion is immunities. Being immune to statuses, entire typing, stat debuffs, hazards, etc. Almost every Pokemon we discussed had an immunity to something in order to get free switch ins. The types we should focus on are ones that give immunities. Normal (immune to Ghost), Ground (immune to Electric), Flying (immune to Ground), Ghost (immune to Normal and Fighting as well as being trapped), Dark (immune to Psychic), Steel (immune to Poison and being Poisoned), Fairy (immune to Dragon), Fire (Immune to Burns), Electric (Immune to Paralysis). There are a few others like Rock, Ice and Grass "Immunities" though their inherent benefits don't help CAP27 accomplish its goals as they only affect weather or limited options. I think we should have at least one of the aforementioned typings to aid in being brought in.

Offenses - In order to fulfil the "offensive" portion of our concept, CAP27 must not become a typical wall or be overtly passive. However, striking a balance is also important as too offensive can make it so that CAP27 does not fulfil its role as a support Pokemon. Going forward, it will be important to consider how examples such as Tornadus-T, SpDf Heatran, and TankChomp etc fulfil this. There are many more examples within this thread to look over and take notes from as well.

One of the things alot of the Pokemon we discussed had is one solid STAB option. Many would have dual STAB but one was clearly more heavily focused when trying to damage while the other was taken as either coverage or utility. One thing we might want to do is give CAP27 a Secondary Defensive typing with limited offensive benefit.

What types typify Pokémon that can supply ample team support? What is it about these types that provides adequate defensive durability in order to preform repeated utility? What are some key resistances we should consider for optimizing durability and switch-in opportunities?

Like most Pokemon its Key Resistances are going to matter who we are going to want to beat. At the risk of topic jumping, if we are going to try and beat Dragapult for example being Normal/Fairy to be immune to its STABs would be useful. It wouldn't help us against Heatran or its Steel STAB. We wouldn't also put that on a team with Clefairy as they are both Fairy and have simular utility. We should decide which Pokemon we are trying to aid and which we are trying to beat.
 
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Hello, cap! I'll be giving my 0.02$ in this post, hope you enjoy
What types typify Pokémon that can supply ample team support? What is it about these types that provides adequate defensive durability in order to preform repeated utility? What are some key resistances we should consider for optimizing durability and switch-in opportunities?
I think this is the most important question we should be asking ourselves here. CAP 27 should have above all as many resistances as we can get on it. Allowing it to switch into as many walls as it possibly can, to ensure it can perform this role of offensive support. A few types that come to mind are:
  • Steel
  • Fire
  • Grass
  • Rock
  • Dragon
  • Ghost
But obviously, when type combinations come into play we'll have more to work with. Also, Please note that good defensive typing =/= good set of resistances by the way. Normal can be a great defensive typing thanks to having only a single weakness, but it wouldn't help much if CAP 27 was an offensive Pokémon willing to make use of its resistances to switch into walls and gain opportunities this way.

What types exemplify Pokémon that provide strong offensive pressure for a team? What are these types specifically targeting that make them desirable for this purpose? What about these types makes them great spammable options?
This question is also very valuable but I don't think we can quite answer it yet without taking type combinations into account as powerful STAB combos are precisely that, combos. The most important thing a strong STAB combo would give us, though, isn't even the ability to threaten stuff out, but having a good coverage with two moves alone gives CAP two extra moveslots for utility moves. Wisp Hex Dragapult, while not exactly a support Pokémon, goes to show how having a good STAB combo can open up the spot for great supporting status moves, in Dragapult's case it's supporting itself, but for CAP 27 we can tailor it to support its teammates instead.

Where do the types that fall under the categories of offensive pressure and durability overlap? What specifically do these types offer that make them desirable for both categories given the landscape of our meta? Since we are trying to establish a balance between offense and durability, do any of these types facilitate team success without risking becoming too offensively or defensively potent?
Again, I feel like this can't really be answered looking at types individually, as the pairing of two types is what gives a Pokémon good STAB combo in the first place (if you want an example, both Rock and Ice are seen as great offensive types, but you put them together and it's a complete trainwreck). So I suppose to find the answer to this one we'll also need to do see with two types in mind. However, I can say that there are certainly a good chunk of type combos that can find this fine line between being strong offensively and still providing solid resistances. Tank Chomp is a remarkable example, but I'm sure there are plenty of others.
 
Where do the types that fall under the categories of offensive pressure and durability overlap? What specifically do these types offer that make them desirable for both categories given the landscape of our meta? Since we are trying to establish a balance between offense and durability, do any of these types facilitate team success without risking becoming too offensively or defensively potent?

Summary:
  • Fire and Grass are my favorite types so far (not necessarily together though)
  • Steel, Electric, Normal, and Dark are also interesting to me.
  • Fairy and Ghost will work, but I think they're generic and would rather choose a different path.
  • Psychic, Rock, and Ice will need a lot of shoring up with its secondary typing to make them work.

Fire: Fire is a type with very concept-focused, spammable moves. It has many STAB moves that deal damange AND can debuff stats, whether its inflicting burns or directly debuffing stats. Before Gen 8, I wouldn't be able to say this, but Fire typing very good defensively with Heavy-Duty Boots. It has a coveted resistance to Fairy-type attacks without giving it weaknesses to Fighting or Psychic-type attacks, which many Fairy-types have access to. Again, burns and stat debuffs can provide teammates with good switch-in opportunities.

Grass: Since there aren't many Grass-types in the metagame and they all get stuffed by Mollux, CAP27 will have a good opportunity to fill in an offensive niche that other Grass-types can't fill. Grass-typing also has some STAB stat-debuffing moves that also deal damage, similar to Fire-typing. Moreover, Grass-types can switch into Pokemon like Seismitoad, Equilibra, and Zeraora, which are some high-profile threats. The water-type resistance is also good to deal with Dracovish if it's pivoted in correctly.

Steel: Steel-typing isn't the best offensively or in the "offensive STAB moves with secondary utility effects" department, but it's excellent defensively, allowing it to switch into Hydreigon, Clefable, and Dragapult more easily. Having a resistance to Flying and Fairy is great as well.

Electric: Being able to switch into Flying-type attacks is pretty great, and spreading paralysis is good offensive support. It's a little lacking in the resistances department though, so a good defensive secondary typing will be necessary.

Normal: The Ghost-type immunity is really good, and having STAB behind some of those "offensive STAB moves with secondary utility effects" is pretty nice. It's not my favorite, but it's worth considering when Ghost-type are ruling the metagame. Having the Fighting-type weakness can be detrimental though.

Dark: Dark, despite losing Pursuit, still has some good "offensive STAB moves with secondary utility effects," but it gives a nasty weakness to Fairy-type attacks while not providing a lot of other resistances. That said, the Ghost-type resistance is pretty useful...

Fairy: Fairy is always a good type to force Hydreigon to use Flash Cannon and Dragapult to use Shadow Ball. Of course, Fairy-typing grants excellent neutral coverage on its own. I'm not particularly enthused by Fairy typing because it is such a strong typing, and I think we can be more interesting than this.

Ghost: Immunities to Normal- and Fighting-type coverage are useful, and it's excellent offensively. However, similar to Fairy, Ghost-types are just generally good right now. I think we can choose a different direction than Ghost typing.

Three types we should be wary of are Psychic, Rock, and Ice. Offensively they provide a lot of pressure, but they don't provide many resistances and don't have many "offensive moves with secondary effects." Thus, while we shouldn't rule them out this early, I'd be wary of them when considering type combinations, as the other typing will have to pull some slack.
 
What are some key resistances we should consider for optimizing durability and switch-in opportunities?
Hi.
So, just as an aside, this question stands out to me because this is where I believe the crux of what we can accomplish typing-wise lies. The "repeatable utility" bit relies in large part on being able to come in on a resist or immunity (be it to the attacking type itself, such as Water resisting Fishious Rend, or to the effect of a support move, such as Electric being immune to TWave and Glare), as well as holding a type advantage versus common mons that it can force out to generate the free turns needed to actually perform its utility bit.
So, this may be a bit of a jump, but I believe we should prioritize typings that resist Fairy, with bonus points if they're at least neutral to Clef's Fire coverage and Jumbao and Kerf's Fighting coverage. CAP meta has revolved around Fairies basically since their introduction, so providing a switch-in to these major threats for offensive teams ensures some utility by itself.
If not, another consideration should be threatening Steel while preferably not being weak to Ground. This one should also be self-explanatory, Steel is one of the other major dominant types and threatening Corviknight while being able to (at least situationally) switch into Equi, Exca and Aegislash is another boon to offensive teams.

So, without going into full detail since ppl have covered a lot of this stuff above, a couple of types stand out to me.
Poison is one I think has flown under the radar, mostly because resistances and immunities to it aren't hard to come by. However, it can check some important shit (see below), switch into Toxic and potentially remove Toxic Spikes. It also has a bunch of cool STABs (on both sides, too!) that, barring Steel, can pose enough of a threat via high BP (Gunk Shot), high Poison chance (Sludge Bomb, Poison Jab) or other secondary effects (Acid Spray's SpD drops, Clear Smog) to avoid gifting free turns.
I also find its shortcomings to be somewhat easily fixable, as the Ground weakness can be patched via secondary typing, defensive ability or even Air Balloon lol. Offensively, Poison actually synergizes with some cool coverage such as Ground, Fire, Ice and Water for stuff like Equi, Ferro or Pult.
Fire is the other obvious one which people have been pining for on discord for nine years lol. It also threatens a bunch of important mons, notably both Fairy and Steels, switches into status (WoW) and has access to good STABs that make it threatening even without inflated attacking stats: Fire Lash, Lava Plume, Magma Storm (???) and Fire Blast.
Poison: Jumbao, Clefable, Kerfluffle
Fire: Corviknight, Jumbao, Clefable, Aegislash, Ferrothorn, switches in on Mollux. Can force out Excadrill and Equilibra if it avoids the Ground STAB.
While less generically useful, Electric threatens out common hazard removers in Corv, Mandibuzz and Tomo as well as prominent defensive mons in Pex and Argh, resists Steel, can switch in on predicted paralysis-inducing moves and Zeraora, both of which are troublesome for offense, and just like dunks on Corv.
Steel is also a pretty obvious one but is actually threatened by a lot of important mons right now and it's hard to argue it could avoid being passive without massive attacking stats, since it's resisted by common types and its available STABs are low on BP and utility.
 
Before addressing any of the questions, I'd like to establish that for the purpose of this project, I believe I'd be better to think in the context of the current metagame, as it affects the effectiveness of a type significantly. The current prominence of Ice-type breakers like Kyurem and Syclant is a great example of this, as in Gen 7 they struggled to spam their moves with threats like Heatran and Magearna being more prominent, but now with Dexit there are not as many threats that can resist their moves so they become more dangerous. The rise of Mollux in Gen 8 is another example that shows how a type can be mediocre in one meta and great in another.

  • What types exemplify Pokémon that provide strong offensive pressure for a team? What are these types specifically targeting that make them desirable for this purpose? What about these types makes them great spammable options?
I believe the best most efficient ways to provide strong offensive pressure are either, a type that has a good matchup against many prominent important threats in the metagame, or one that very few common Pokemon can easily switch into.

-Ice-type probably fits this criteria the best, as it targets Dragapult, Hydreigon, Mandibuzz, Jumbao, and Kommo-o and its neutral coverage is also great considering most resists like Aegislash and Rotom-H can be worn down with relative ease.

-Ghost-type doesn't really target any particular threats, as Dragapult and Aegislash can still hit back with their own super-effective STAB but is only resisted by Hydreigon, Mandibuzz and Colossoil, making it a very spammable type in the current metagame.

-Fire-type is probably the second best Type at targeting prominent threats, as it scares Corviknight, Aegislash, Jumbao, Excadrill, and Ferrothorn; although its also relatively easier to check by things like Dragapult and Hydreigon.

-Other good types to take into account are Fighting, Rock, Fairy, Electric, Normal, Flying, and Ground. These are probably not as powerful as the above choices, but this is not necessarily a bad thing, as they are still good offensive types, and with less power the risk of CAP 27 turning into a generic breaker/sweeper is significantly lowered.

  • What types typify Pokémon that can supply ample team support? What is it about these types that provides adequate defensive durability in order to preform repeated utility? What are some key resistances we should consider for optimizing durability and switch-in opportunities?
As Pipotchi mentioned, types with attacking moves that also have innate utility would be very useful, as moveslot economy is going to be an important factor in how much utility we can fit in our sets, for this reason Dark (Knock Off), Water (Scald), Bug (U-turn), Electric (Volt Switch, Discharge), Fire (Lava Plume), and Normal (Body Slam) are naturally good options. I'd say that on this list Normal and Bug are a step below the others, as they don't provide as many valuable resistances, but they're still decent.

-Steel is always going to come up if you want to discuss defensive types, and for a good reason, as it provides more resistances than any other type, something that is always important to maximize your chances to switch in. That being said, I feel like in this meta this type this is probably not as good as it used to be, as some of the most prevalent threats have neutral STABs like Dragapult or have coverage to bypass it, like Clefable and Syclant. It still definitely should be considered, but I wouldn't call it a main contender.

-Water is another generically good defensive type, an Ice- and Fire-type resistance could be great valuable assets, and a STAB-boosted Scald is a great way to spread status, at least if we can find a workaround the omnipresent Water-type immunities.

  • Where do the types that fall under the categories of offensive pressure and durability overlap? What specifically do these types offer that make them desirable for both categories given the landscape of our meta? Since we are trying to establish a balance between offense and durability, do any of these types facilitate team success without risking becoming too offensively or defensively potent?
-Fire-type is a really good all-rounder, it has really good matchup against many significant threats both offensively and defensively without being too overwhelming, and also has access to good status spreading STAB moves, making it one of the most attractive options in my eyes.

-Electric-type is another solid pick, there might be more Pokemon resistant to this type, but it still has decent enough coverage in the current meta and Paralysis can be a very powerful status to spread.

-Dark-type gives us access to STAB Knock Off, and while it doesn't offer much defensively, a Ghost- and Dark-type resistances can be very useful. My fear with this type is that a strong and spammable Knock Off might be too powerful for our own good, as it will cripple virtually any switch in now that Z-Moves and Megas are not in the game. This is still a very interesting option, but it should be treated with caution.

-Ghost-type is interesting, its main moves don't really give us access to any status effects but Hex has good synergy with other status moves, which could serve as a great incentive to run them. Unfortunately, if we go this route we'd have to compete against Dragapult, which commonly uses this same strategy. We could still differentiate ourselves from it with an unique secondary typing, but I think there are better ways to achieve our concept without directly competing with one of the best Pokemon in the metagame.

-A Water-type has merit, but I feel like having to deal with the all the immunities makes this rather underwhelming on the offensive side, especially given these immunities can negate Scald burns, which would otherwise be a fantastic selling point. It is still very workable, but this wouldn't be one of my first picks.

-Normal- and Ice-type are good offensively, but are really hard to support on the defensive front, as they offer virtually no resistances. Normal-type's immunity to Ghost-types is probably its only significant defensive use, but I don't think that's enough to justify having nothing else. A good secondary type could make them salvageable, but even then, I feel like there are better options.

-On the opposite end, Steel-type falls behind in the offensive side significantly. Its main selling point would be nailing Clefable, but it really doesn't do much else and it won't stand by itself, although again, it might be worth considering if it complements another type well.

Given that the concept is very open, many other types like Flying, Fairy, Fighting, Ground, Psychic, and Rock can also serve us well even if they don't tie as directly into it and I'd like to see discussion on them, I'll probably post more thoughts on them later.
 
This is something I brought up in the other thread, but I'm not sure how many people saw it - I think it's worth considering the use of non-STAB utility moves as coverage. It's important that our Pokémon can do more than just one of these things, right? I think that - even offensively - we should definitely be using its type to incentivize more than just STAB utility moves.
For a completely arbitrary example (I do not advocate for both of these moves on the same set anyway, haha), let's say we want CAP27 to make use of both Circle Throw (for its forced switches) and Knock Off (for its item-removing utility), but we don't want to make it a dual Fighting/Dark-type, so it's only going to get STAB on one of them.
In a case like this, if we chose to make the CAP Dark-type, it would have a much harder time fitting Circle Throw into its moveset - what would a Dark-type gain from running a Fighting-type move? It doesn't hit any of the types that resist Dark except other Dark-types (and is just as bad against Fairy), and its power is so low that a neutral STAB Knock Off still outdamages a super effective Circle Throw anyway in many cases, so covering Pokémon that resist Dark (as opposed to Fighting weaknesses in general) is the only reason it would ever want to run a Fighting move offensively.
On the other hand, if we made CAP a Fighting-type, Knock Off would be a really good coverage move - it's comparatively high in power, and it takes care of Psychic-types and Ghost-types on top of its obvious utility.
It's obvious that the best users of Knock Off are Dark-types, and I don't mean to suggest that STAB isn't important as well, but if we're trying to fit more than one utility move into its movepool - and especially if we're thinking of orienting its other type more towards defenses than giving it another STAB utility move (which I agree is the right call!) - then I think we should be trying to squeeze as much mileage as possible out of non-STAB utility moves, too.
Y'know, compression and all of that.
 
I'd like to propose a framework to help evaluate our primary typing; How well the resists to said typings like taking utility moves. A lot of what made Torn-T able to run solo Hurricane was the fact that Hurricane resists such as Celesteela, Magearna, and Rotom-Wash were all very reliant on their items (Leftovers, Assault Vest, Iapapa Berry) and thus being able to force them in with Hurricane and then cripple them lended a lot of utility to a team.

I'll thus be evaluating typical resists to a stab typing w.r.t. their weakness to two different categories of utility moves, Status, and Item manipulation. A test example will follow (Dragon).

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Dragon Type:

Example Resists:
  • Steel Types:
    • Corviknight:
      • Item Manipulation weakness: Not super prominent, but losing leftovers means it gets worn down far more quickly
      • Status weakness: Very weak to burns, which cut its damage output to almost nothing and mean that suddenly its essentially fodder for the rest of your team. Moderately weak to paralysis, immune to toxic.
    • Aegislash:
      • Item Manipulation weakness: This pokemon is generally quite reliant on its item, needing Choice items to really do the damage it wants to in wallbreaker roles, and other roles really loving the utility and recovery that Air Balloon and Leftovers grant.
      • Status weakness: Physical sets are very weak to burns, which remove its ability to wallbreak. Moderately weak to paralysis, immune to toxic.
  • Fairy Types:
    • Jumbao:
      • Item Manipulation weakness: This pokemon doesn't really get crippled by losing its item; defensive sets dislike being tricked stuff, but its overall not super item dependent.
      • Status Weakness: Burn doesn't really affect it much beyond wearing it down. Paralysis utterly cripples offensive sets which are heavily reliant on their speed. Poison greatly assists in wearing it down.
    • Clefable:
      • Item Manipulation weakness: Leftovers and Life Orb are both key elements for their respective sets; Life Orb Clefable is notably unable to reliably 2hko Mandibuzz of all things once its itemless, and its damage is heavily cut. Pivot Clefable gets a ton of its bulk through leftovers + magic guard, and cutting one of those things means it gets worn down more quickly.
      • Status Weakness: This pokemon is immune to burn and poison. Paralysis is inconvenient to offensive sets, but not a huge impact.
Summary:
  • Item Manipulation generally heavily impacts a number of the resists to Dragon Typing.
  • Status is more unreliable, but Paralysis and Burn both have broadly positive impacts, Toxic/Poison is unreliable utility here.

Dragon typing offers great defensive utility, and its stab can be easily complimented by Item Manipulation and Burn or Paralysis utility options. The presence of these utility options should help make Dragon STAB far safer to use, and it offers a potentially good route forward for the project.

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I am too lazy to evaluate every typing here, but I hope the framework could prove useful for other "main" typings.

Edit: Accidentally posted too early
 
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I will make a larger post later, but I would like to propose one thing almost right out of the gate. There was some obvious concern with this concept being very similar to Clefable and Jumbao for this metagame, and while we have seen examples of Offensive Team Support be present in other forms with other types, I think it is crucial that we avoid giving CAP27 a Fairy typing in order to differentiate it from the other two common mons in this metagame that may act similarly. The whole point returns to quziel's question: "Why would we run CAP27?" and if it's directly competing with two of the best Pokemon in the tier based solely on typing and role, then I really don't see why we would even consider running it on a team. It might be tempting to choose Fairy as a typing. It's got an immunity to one of the best types in the game, it's got great offensive moves that do have secondary effects (Moonblast, Play Rough, Spirit Break, etc.), and these attacks are doing that much more if they're STAB. Basically, to avoid being too similar to mons we already have, I'd avoid considering Fairy at all.
 
What types exemplify Pokémon that provide strong offensive pressure for a team? What are these types specifically targeting that make them desirable for this purpose? What about these types makes them great spammable options?

Good offensive types hit a bunch of types common in the meta and don't tend to be resisted by too much. I think Mx does a great job with that question so I'm really not going to go into too much detail about that aside from seconding the ones he pointed out.

What types typify Pokémon that can supply ample team support? What is it about these types that provides adequate defensive durability in order to preform repeated utility? What are some key resistances we should consider for optimizing durability and switch-in opportunities?

I think the types that come to mind in terms of offering team support are probably Water, Steel, Fairy, and Poison. Each of these types has a solid number of resistances that can be helpful for switching in for supportive purposes, and a few also offer a few handy immunities.

- Water is solidly good because its resists include Fire, Ice, and Water itself, which is certainly helpful in the current meta filled with Kyurems and Dracovish. Water immunes make it difficult currently, but there are obviously work arounds.

-Steel always has a boatload of resistances and that Poision immunity ain't no slouch either. I think the rise of Ghost STAB hurts it since it is neutral, but it is difficult to disregard completely due to those resists and the current dominance of Fairies in the meta.

- Fairy is still a very strong type with its pretty solid resists, particularly to Dark, and that Dragon immunity really putting it a solid amount of work against stuff like Dragapult, Hydreigon, and Kyurem. Probably its sticking point is we already have a metagame with two fantastic Fairies even after the Dugtrio ban, so a Fairy typing will be competitive very hard with Jumbao and Clefable for a team slot.

- Poison I think is flying under the radar a bit right now. It has a bunch of resistances that are popular right now, particularly that Fairy one and Toxic immunity gives it a very solid switch into a common status if we would like to fall down that route. I think the biggest issue with it is that Mollux is a metagame staple at the moment, so any Poison will end up competing with that juggernaut. Still solid.

I would also like to mention metagame context is pretty important here if we want to build a usable offensive support mon, so I think a few interesting additions to these four would be good, considering that they cover some pretty common typings in the meta right now.

-Fire is a very solid typing considering the fairy infestation we are experiencing right now, as well as the common mon in Corviknight. Its a little harder to reccomend thanks to sneaky pebbles and forcing Heavy-Duty Boots if we want to get around that, but still a very solid choice and its offensive capabilities and burn immunity work well for this concept as well.

-Normal is a meme and we know it, but it actually works decently for this concept, most for how strong Aegislash and Dragapult are right now. That ghost immunity certainly helps a bunch as well since Shadow Ball as coverage is no longer uncommon, and its general neutrality in terms of offensive typing is certainly unique. Biggest problem is it lacks resists, so it will absolutely be leaning on a secondary typing if we want more of this, which we do.

-Dark is another that deals with Ghosties, but instead trading the straight immunity for a bunch of resists. While the resists are good, I think it lost a lot of utility as a possible typing from losing Pursuit, and the Fairies in this meta do absolutely no favors.

I also think that because of the commonality of Fairy in the meta and Mollux, Fairy is probably not actually super great as its defensive capabilities are actually deceptively lower due to meta.

Where do the types that fall under the categories of offensive pressure and durability overlap? What specifically do these types offer that make them desirable for both categories given the landscape of our meta? Since we are trying to establish a balance between offense and durability, do any of these types facilitate team success without risking becoming too offensively or defensively potent?

I think its pretty clear to me at least that Fire is the total frontrunner at the moment. Its a very solid typing offensively as it hits a bunch of really popular mons in Corviknight, Jumbao, Equilibra, and Aegislash among others, making it a solid threat offensively. It also packs a bunch of great resists particularly to Fairy and Steel that make it really solid to reccomend. As I said the biggest obstacle to the type is probably that rock weakness and therefore Stealth Rock, but that can be solved by an ability slot or secondary typing if we are willing. I believe we will see a lot of submission with this type at the forefront.

Others I think could fall under this are Flying (thanks to its immunity and Flying STAB being very solid) and Electric (strong neutral STAB that hits a lot but also not grounds, and its resists to Water and Steel and paralyze immunity).
 
I'm not entirely sure how viable Sun is, so take this with a pinch of salt but...
I think we should avoid Fire to prevent Sun teams being too overwhelming. With the addition of Weather Ball Venusuar, Sun is considerably stronger than it was pre-Home. So if CAP 27 becomes an offensive support Fire type, we could easily see a team structure like this:
Jumbao @ Drought
Torkoal @ Drought
Venusaur @ Chlorophyll
CAP 27
Defensive mon
Other abuser (Charizard, Darm etc)
Giving CAP 27 Fire STAB may well push it from "Offensive Team Support" to "Supportive Sun Abuser". So while I agree Fire STAB sounds great, Jumbao and Weather Ball Venusaur would probably snatch it up and corrupt it. Even if Sun doesn't turn out too viable, it will still distort this process around a secondary typing to help Sun, Sun abuser Abilities (can't name any due to polljumping, but I'm sure you get the idea) and moves to support Venusaur and co. specifically. Not to mention a certain Mollux whose toes we'd be trampling on.
As for other types:
Let's be real. While the Ghost immunity is nice, this mon would have to be carried by its secondary typing. Not a relevant typing until we've got specific idea for what to pair it with.
That ground resist looks so tempting doesn't it? This one would force CAP 27 to pivot in and out a lot, due to how easy it would be to force out. However, I think this isn't necessarily a bad thing, as coming in a lot is good. However, Grass is not stellar offensively, so we would need a good secondary typing. Also, we made Caribolt and Jumbao already with this typing recently. And anything that differentiates ourselves from Jumbao is good. So probably not.
This sounds great on paper, but thanks to HAIL LORD VISH, Water immunities are everywhere. Mollux in particular would be a challenge. Obviously pretty defensively sound and potentially offensively potent, but difficult to pull off in the current meta. Just ask HAIL LORD VISH.
A few people have mentioned this, and it sounds pretty, well, sound. Having no real downsides on paper makes this typing an easy pick, and it has Paralysis to cripple checks with for its teammates' abuse. Just got to watch out for Ground. Wait, that's it! (Insert polljump here) On a more serious note, there is some competition in this area, in the form of Home-buffed Rotom. With Zeraora also ripping the metagame to shreds, not mention CAP mons like Caribolt and especially Cyclohm, who does a very similar thing to what I'm suggesting but from a defensive outlook, we'll have to work to make sure an Electric CAP 27 stands out. Also, inviting the mighty Equilibra in for free is something to not like. Still, thanks to Species Clause you can't run multiple Rotoms, so tagteaming with one of them doesn't sound so bad.
Great STAB for kicking things out, but as everyone knows, little defensive utility. Coming in might prove a challenge. Still, a Freeze Dry resist is nothing to scoff at in the current metagame.
Hey, a Rocks resist! Neat STAB, but otherwise little defensive utility. Doesn't help that two of the top Steels in the meta beat Fighting STAB (Aegi and Corv). But as has been repeatedly demonstrated, Fighting STAB backed by Knock Off is lethal. Is it any wonder that the mon that is best at taking this combo, Clefable, is the current king/queen of the meta? I don't think being checked by Clef is too bad, as realistically Clef just has far too much to check in the current metagame.
The first type that springs to mind when you think of status. Gives decent defensive utility. But let's be real, Equilibra takes a massive dump on us. And trying to avoid that puts us in direct confrontation with a certain Mollux. I'm not for making Mollux 2.0. Instead, let's focus on the concept, and pick a type that can do some offensive damage. Outside hitting Fairies, Poison doesn't provide a lot on that front. So use as a backup type at best.
Another safe typing to pick, as shown by Equilibra and, to less success, Smokomodo. While looking at the VR, the meta is Ground-friendly in general, this means we have again a fight on our hands to differentiate CAP 27. Between Seismitoad, Colossoil, Excadrill and Hippowdon, the meta has a Ground for every scenario. To prove otherwise will require some hard work.
Ground immunity, Fighting resist, clickable STAB, what's not to like? That Ice weakness is a pain though. And Rocks weakness will have to dealt with, either by Boots or another means. And while Flying STAB is notoriously hard to resist, it doesn't actually hit a lot Super Effectively. So a Flying CAP 27 will need some oomph behind its hits. Which means less bulk. Workable though.
Provides little defensive utility. Meh STABs. Hits Mollux and that's about it. Next.
Again Ground resistance, with fewer defensive strings attached than Grass, outside that nasty Rocks weakness. However, in a meta centralised around Steel Dragon Fairy with a mix of Fire, Bug STAB is not great. A horrific 7 resistances is some pretty big strings attached. Probably not.
Uhh. It exists I guess? We don't even get a Rock resistance out of this. Hmm. Though that sweet offensive prowess is neat... Probably not. Though workable I guess.
This might actually not be terrible. Immune to Normal and Fighting, plus a Poison resist... Worth investigation. Though obviously there are several Ghosts in the metagame that would give CAP 27 a run for its money. And again would need some offensively leaning stats to force things out.
Always the allure. In this Steel and Fairy-infested meta Dragon STAB is not great outside the almighty Draco Meteor. And we would have three 600 BST pseudo-Legendaries to compete with, all of which have near-bottomless movepools. Not to mention the 660 BST elephant in the room Kyurem. And fellow CAPs Pajantom and Cyclohm. quziel made a rather perverse argument for Dragon that I find interesting: Because Dragon STAB is so "bad" in the current metagame, it lures out the common threats to cripple them. While I think there's way too many Dragons for a Dragon CAP 27 to make much of a splash in this meta, I would love to see this argument made for other types.
Let's be real here. No. Unless we are gunning specifically for Ghosts and want to make Mandibuzz 2.0, no. STAB Knock sounds interesting, then you remember Bisharp exists and does this extremely well already. Offensive Team Support is the concept, not STAB on moves we want. I think this pigeonholes CAP 27 quite badly, and a U-turn weakness isn't what we want. Just ask yourself: If we put Knock Off on Dark CAP 27, then what?
The Ultra-Safe choice. Is not going to cut it. Not only is there so many Steels we would have trouble making CAP 27's presence felt, many mons we would be switching into carry coverage especially for Steels. And that's before we consider the return of Heatran in the DLCs. Nope.
Totally agree with -Voltage- here. We do not want to compete for teamslots with two defining Pokemon that overlap our concept.
Overall, I think a "safe" choice isn't going to cut it here. The types that stand out to me are Electric, Fighting and Flying (plus I have a bias towards Ice, so I think it's totally workable).
 
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First thing that came to my mind was flying, so i'm just gonna make a couple of points for it: great immunities vs ground and most hazards on top of a resist to the strong fighting moves make for great defensive utility in spite of a weakness to sr, which could possibly be circumvented via secondary typing or recovery; a flying type would also have an easy access to defog/u turn/roost (which also could be played with to remove flying weaknesses for a turn) in terms of flavour should we opt for any of those options, but that's besides the point. Offensively though, flying's only strong STABs on both sides of the spectrum have significant drawbacks, with hurricane pouring rng into the meta and brave bird possibly hindering the CAPs longevity, the latter of which could be worked around, though. The best offensive combination with flying is probably fighting, but taking that route probably would just mean making tomohawk but again, aka tornadus t but again but again; some workaround on this note could be found though.
 
Giving CAP 27 Fire STAB may well push it from "Offensive Team Support" to "Supportive Sun Abuser". So while I agree Fire STAB sounds great, Jumbao and Weather Ball Venusaur would probably snatch it up and corrupt it. Even if Sun doesn't turn out too viable, it will still distort this process around a secondary typing to help Sun, Sun abuser Abilities (can't name any due to polljumping, but I'm sure you get the idea) and moves to support Venusaur and co. specifically. Not to mention a certain Mollux whose toes we'd be trampling on.

I disagree with this assessment. While sun is a viable but shaky style already, making an offensive team support Pokemon that also happens to be a "supportive sun abuser" isn't necessarily a problem. If CAP27 fits on a wide variety of teams, even if one of those teams is a Sun team, then we're doing what we need to be doing. I can't see us changing direction into "lets make a one-dimensional sun support mon" just by picking a Fire typing.

Let's be real. While the Ghost immunity is nice, this mon would have to be carried by its secondary typing. Not one for the primary stage I think.

Primary stage? We end with stage with type combination; wulf is just starting us off with analyzing single types. You're completely correct in that the secondary typing will have to carry the Pokemon, but I saw this and wanted to make sure that this is clear.

Also, we made Caribolt and Jumbao already with this typing recently. And anything that differentiates ourselves from Jumbao is good. So probably not.

What we did in previous CAP processes should impact this process, and Jumbao doesn't run its Grass-type STAB move that often. Besides, we can really differentiate ourselves from Jumbao if a Grass-type CAP27 isn't stuffed completely by Mollux.
 
First off, huge shoutout to everyone who has posted. Gave me a lot to think about.
Second off, before I discuss about the typing can I just say that I find it weird that typing comes before move pool? Maybe its due to this being the first CAP Im actively participating in, but I feel its a lot easier to build a typing around an established move pool rather than the other way around.

There are two components to think about when discussing CAP 27's type. Ideally, the type provides strong offensive pressure to help fulfill the offensive aspect of offensive team support while also having a typing that has some defensive utility to ensure it can switch in throughout a game. To keep things simple, Im going to break down typings into offensive, defensive, and support. Offensive typings are typings that have high power STAB moves that are easy to spam and force switches. Defensive typings usually don't use the STAB move in their move pool due to lackluster coverage but provides high levels of defensive utility due to a number of resistances, immunities, or a lack of weaknesses. Finally, support typing are typings that provide team support in their team through support moves or how their types interact with certain effects. Note that a type can go into more than one of these categories.

Ex of (pure) Offensive typing:
Ice, Rock, and Psychic
As stated by others in this thread, these are typings that have offensive pressure but lack defensive utility. If we choose one typing, then the other type needs to round out the weaknesses the type presents itself.

Ex of (pure) Defensive typing:
Steel
Steel is basically the opposite. An amazing defensive typing but seriously lacking offensively. Pokemon that have ran steel type moves usually do to round out specific coverage (dragons using Iron Head or Iron Tail to nail fairies), have crazy power which helps offset the lack luster offensive typing (ex: :Metagross: Meteor Mash), or have some utility to them (ex: :Scizor: tech Bullet Punch).

Ex of Utility typing:
Ground, Ghost, Poison
These typing provide utility to the Pokemon. Ground provides an immunity to electric allowing free switch-ins. Ghost types can spin block. Poison types absorb toxic spikes and are immune to poison status.

The main issue to address is that we don't want 2 offensive typings or 2 defensive typings. 2 offensive typing leads to a Pokemon who packs the offense but lacks the defensive utility to function as team support. 2 defensive typings is the opposite. You get the defensive utility but lack of the offensive component of CAP 27. So below are some general type combinations I think will get the closest to what we are looking for.

First idea: One type is offensive, one type is defensive.
This tries to get the best of both worlds. The offensive typing ensure a powerful STAB to work with thus achieving the "offensive" component while the defensive typing is given to ensure a degree of defensive utility.
Ex: :Heatran:
Heatran's unique typing has a mixture of offensive and defensive utility. Fire is the offensive component providing powerful STAB moves that also happen to have some utility to them. Lava Plume has a nice 30% chance to burn, Magma Storm can be used for trapping, and Fire Blast has raw power. The steel component provides the defensive typing. Most :Heatran: doesn't usually run steel type moves but Steel is an valuable defensive typing that gives :Heatran: a poison immunity and a ton of resistances to work with.

2nd idea: One type is offensive, the other is utility.
One type provides the offensive pressure, while the utility type provides support options and some defensive utility.
Ex: :Incineroar:
The wrestling fire cat is back again. Just like :Heatran: Fire is an awesome offensive typing which Roar abuses by spamming STAB Flare Blitz. Dark provides utility not so much by its inherent typing, but more so by its Dark-type moves. Knock Off removes items and Snarl controls SpA.

3rd idea: Two utility types.
Cant think of a good example for this one right now.
 
I disagree with this assessment. While sun is a viable but shaky style already, making an offensive team support Pokemon that also happens to be a "supportive sun abuser" isn't necessarily a problem. If CAP27 fits on a wide variety of teams, even if one of those teams is a Sun team, then we're doing what we need to be doing. I can't see us changing direction into "lets make a one-dimensional sun support mon" just by picking a Fire typing.
I agree with this, I just thought it needed to be bought up before someone suggests (Insert polljump here) so it works better on Sun. If it fits on Sun, that's ok, it just needs to not be built for Sun. In particular, giving Sun a solution to their longevity problem is not ideal. So I yield to your superior metagame knowledge, with the caveat pointed out.
Primary stage? We end with stage with type combination; wulf is just starting us off with analyzing single types. You're completely correct in that the secondary typing will have to carry the Pokemon, but I saw this and wanted to make sure that this is clear.
Thank you, corrected.
What we did in previous CAP processes should impact this process, and Jumbao doesn't run its Grass-type STAB move that often. Besides, we can really differentiate ourselves from Jumbao if a Grass-type CAP27 isn't stuffed completely by Mollux.
There's only one possible secondary typing that doesn't take a SE hit from one of Mollux's STABs. And I'm pretty sure it's not a typing we want. A typing that settles for forcing Mollux out would be more interesting, but there's not a mass of options there and we wouldn't be able to switch in. Making a Grass not "stuffed" by a Fire/Poison mon with a Water immunity is going to be very specific, and therefore we tie CAP 27 to Mollux's viability, and that will negatively impact CAP 27 in the long run.
 
There's only one possible secondary typing that doesn't take a SE hit from one of Mollux's STABs. And I'm pretty sure it's not a typing we want. A typing that settles for forcing Mollux out would be more interesting, but there's not a mass of options there and we wouldn't be able to switch in. Making a Grass not "stuffed" by a Fire/Poison mon with a Water immunity is going to be very specific, and therefore we tie CAP 27 to Mollux's viability, and that will negatively impact CAP 27 in the long run.

Perhaps I was a bit too hasty with my wording. Jumbao's problem right now is that it can't deal any meaningful damage to Mollux as Mollux switches in, and it's pretty much forced to switch no matter what. The best it can do is pass a Wish or use Healing Wish. This isn't just a problem centered on Jumbao either, as Rotom-M and Ferrothorn are forced out as well, and Caribolt is just not that great in the current metagame due it all the Dragon-types making it hard to sweep. What a Grass-type CAP27 can do is not be absolutely forced out by Mollux. Even if it can't switch into Mollux directly multiple times, there's definitely room to consider Grass typings (more than the one that you're referencing) that would allow CAP27 to turn the tables on Mollux. These can be discussed further when discussing full type combinations, but I wouldn't rule out Grass typing quite yet.

And alright, quziel, I'll give it a shot.

Fire Type:

Example Resists:
  • Dragon-types:
    • Dragapult
      • Item Manipulation weakness: Spell Tag and Choice Specs make it hit much harder, and its Knock Off weakness makes it really hate this move especially.
      • Status weakness: It hates paralysis the most, but burn and toxic chip aren't appreciated either.
    • Hydreigon
      • Item Manipulation weakness: While it's much better with its item, Hydreigon can still punch holes even after losing its item.
      • Status weakness: Substitute sets don't like the extra chip damage, and paralysis means it can't wallbreak as easily.
    • Pajantom
      • Item Manipulation weakness: Pajantom really loves its item, as it can't adequately break without Choice Band, and Leftovers drastically improve its longetivty.
      • Status weakness: It literally doesn't care about status; although Hex deals double damage to Comatose Pokemon if that's worth anything.
  • Water-types:
    • Dracovish
      • Item Manipulation weakness: It really enjoys having its Choice item. It might get some damage off without Band / Scarf but it's much harder.
      • Status weakness: Basically any status neuters Dracovish.
    • Seismitoad
      • Item Manipulation weakness: Losing Leftovers is terrible for Seismitoad because it just gets worn down.
      • Status weakness: Toxic and Burn neutralizing Leftovers is almost as bad as losing its Leftovers, but at least they can be healed with Heal Bell (balance teams) or Healing Wish (offensive teams).
  • Opposing Fire-types
    • Rotom-H
      • Item Manipulation weakness: Losing Heavy-Duty Boots means it's going to take Stealth Rock damage every time it switches in.
      • Status weakness: It's only weak to Toxic, and given that it runs Volt Switch, it can mitigate Toxic's effects decently well.
    • Mollux
      • Item Manipulation weakness: It's like Rotom-H but worse because now it takes Spikes damage too. Using Recover to heal the damage can give the opponent some serious free turns too.
      • Status weakness: Being weak to only paralysis is good since it can't be worn down, but it does care about Equilibra definitely outspeeding it.
  • Rock-types
    • Terrakion
      • Item Manipulation weakness: Justified makes Knock Off hard to use against it temporarily. Generally appreciates its item otherwise though.
      • Status weakness: Despises burns, which is good for a Fire-type.
Summary:
  • Item Manipulation weakness:
    • Many Fire-type resists hate losing their item, but a couple like Hydreigon and Terrakion can get by without it pretty well.
  • Status weakness:
    • It's a pretty mixed bag, but any status we'd give to a Fire-type would cripple some of its resists. Having an innate chance to inflict burns though is especially useful for Pokemon that depend on their Attack stats like Terrakion and Dracovish and for Pokemon that don't like to be chipped like Seismitoad and Dragapult.
This is a fun template to make, give it a try everyone!
 
woo ty quziel for the idea

Normal Type:
Example Resists:
  • Steel-types
    • Corviknight
      • Item Manipulation weakness: doesnt hate losing its leftovers too much, but does hate being tricked a choice item
      • Status weakness: immune to poison, para is annoying, but absolutely hates burn, especially if it has lost leftovers
    • Aegislash
      • Item Manipulation weakness: all sets are very item-reliant, and it is weak to knock off
      • Status weakness: immune to poison, physical and defensive sets hate burn, special offensive sets don’t really mind it. Para is annoying but not too crippling
    • Equilibra
      • Item Manipulation weakness: hates losing leftovers, as they are its only form of recovery. Make it much easier to wear down
      • Status weakness: immune to poison and para, but dislikes burn as it effectively removes leftovers, however can be healed
  • Rock-types
    • Terrakion
      • Item Manipulation weakness: Justify makes knock off risky, however once it loses its item it becomes less threatening
      • Status weakness: dislikes every status, especially burn and para
  • Ghost-types
    • Dragapult
      • Item Manipulation weakness: weak to Knock Off, and all sets are item-dependent, especially specs
      • Status weakness: very weak to all forms of status
    • Necturna
      • Item Manipulation weakness: weak to knock off, and kind of minds losing its item
      • Status weakness: Dislikes burn and para a lot, toxic is annoying but not quite as bad
Summary:
  • Item Manipulation weakness:
    • Overall most mons that would switch in to normal-type attacks are either weak to knock off, rely on their items, or both
  • Status weakness:
    • Every major Pokémon that would switch in to a normal-type attack is vulnerable to burn, and they also all are severely weakened when burned.
actually normal is a really cool typing for this concept not just a meme. a ghost immunity is really good for getting good switch in opportunities, and it allows for a very wide movepool of utility options.
 
I don't have much to add other than what has already been discussed here on the thread, but I would like to expose some thoughts that I had while reading the posts above.

- Fire for now is my favorite and I think of the entire thread. It offers an interesting defensive utility, also resistance to fairies is a big point in a metagame infested with them and, although Water types have also gained some relevance currently, I don't think this is a big obstacle to CAP27 performance. Also, with the brilliant creation of Heavy-Duty Boots, the archenemy of the Fire types is no longer so harmful, setting a precedent for them to take a place in the metagame. Lastly, theotherguytm talked about the risk of CAP27 becoming a Supportive Sun Abuser due to its Fire type STAB, well, I don't see much of a problem with that. Our mission here is to create an offensive support Pokémon, no matter what team archetype it will fit into. If CAP27 finds its place as a Supportive Sun Abuser, fine, I can handle it.

- Poison is my second in command. Although it has not very popular resistances and a boring weakness for the omnipresent Ground-type, I believe it is a underestimated type. Even though it does not have a range of very common resistances, it still has key resistances to some specific types, such as the already mentioned Fairy-type, and only two weaknesses, which can be compensated in other ways. In addition, there is also the ability to absorb and distribute Toxic indiscriminately, which is very good from a utilitity point of view.

- Flying is also one that I really like. It has interesting resistances, as well as immunity to ground moves, which is very useful especially if you have a certain snail as a teammate. But I'm a little afraid that it will become a Torn 2.0.

- My dislikes here are Psychic, Bug, Rock and Ice. I believe they don't have much to offer defensively, offensively or both.
 
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Perhaps I was a bit too hasty with my wording. Jumbao's problem right now is that it can't deal any meaningful damage to Mollux as Mollux switches in, and it's pretty much forced to switch no matter what. The best it can do is pass a Wish or use Healing Wish. This isn't just a problem centered on Jumbao either, as Rotom-M and Ferrothorn are forced out as well, and Caribolt is just not that great in the current metagame due it all the Dragon-types making it hard to sweep. What a Grass-type CAP27 can do is not be absolutely forced out by Mollux. Even if it can't switch into Mollux directly multiple times, there's definitely room to consider Grass typings (more than the one that you're referencing) that would allow CAP27 to turn the tables on Mollux. These can be discussed further when discussing full type combinations, but I wouldn't rule out Grass typing quite yet.
Agree nothing can really be ruled out at this point. It's still too early.
This is a fun template to make, give it a try everyone!
Ok!

Electric type:
Sample Immunity and resists:
  • Ground-types:
    • Equilibra
      • Item Manipulation weakness: Totally reliant on Leftovers for recovery, hates the idea of being Choice locked.
      • Status weakness: Immune to poison, so burns are the best bet. Does not like the the chip.
    • Seismitoad (Credit Rattler as I agree with his points)
      • Item Manipulation weakness: Losing Leftovers is terrible for Seismitoad because it just gets worn down.
      • Status weakness: Toxic and Burn neutralizing Leftovers is almost as bad as losing its Leftovers, but at least they can be healed with Heal Bell (balance teams) or Healing Wish (offensive teams).
    • Colossoil
      • Item Manipulation weakness: AV sets like their item, but Guts sets don't need Flame Orb once it is triggered. Item switching can easily work against its opponent if Flame Orb is already triggered too. If it gets Knocked on the switch-in though, it loses a ton of power.
      • Status weakness: AV hates everything, but watch for Rebound in the switch. Guts dislikes status other than burn on the switch-in, but once Flame Orb is triggered literally does not care. So an unfortunate 50/50 on the switch.
    • Excadrill
      • Item Manipulation weakness: Drill functions without an item, but getting Choice locked tends to hurt, as it gets locked into bad moves. While choiced, it cannot sweep or perform hazard control effectively and tends to be exploitable.
      • Status weakness: Hates burn, hates para too but is immune to Twave.
    • Hippowdon
      • Item Manipulation weakness: Tends to need Leftovers to do its thing. Hates Choices.
      • Status weakness: Hates burn and especially Toxic.
  • Dragon-types: (credit Rattler again for the base of these first three)
    • Dragapult
      • Item Manipulation weakness: Spooky Plate Life Orb and Choice Specs make it hit much harder, while Leftovers gifts it much-needed longevity on Hex and/or Sub sets, and its Knock Off weakness makes it really hate this move especially. Choicing it might cripple it, or might backfire spectacularly.
      • Status weakness: It hates paralysis the most, but burn and toxic chip aren't appreciated either.
    • Hydreigon
      • Item Manipulation weakness: While it's much better with its item, Hydreigon can still punch holes even after losing its item. Its habit of being Choiced dissuades stealing.
      • Status weakness: Substitute sets don't like the extra chip damage, and paralysis means it can't wallbreak as easily. Though again, it still does alarming damage while para'ed.
    • Pajantom
      • Item Manipulation weakness: Pajantom really loves its item, as it can't adequately break without Choice Band, and Leftovers drastically improve its longetivty.
      • Status weakness: It literally doesn't care about status; although Hex deals double damage to Comatose Pokemon if that's worth anything.
    • Kyurem
      • Item Manipulation weakness: Specs, as has been seen many times in SPL OU, is extremely dangerous even without an item, and stealing it can backfire. SubRoost and other slower sets don't appreciate Knocks, but Knocking into a Sub is also a backfire, especially if the Sub lives it.
      • Status weakness: Slower sets hate Toxic, DD hates burns, dislikes para too. Just watch for Subs.
    • Kommo-o
      • Item Manipulation weakness: Often reliant on a consumable item if it's a sweeper set, and Leftovers is its only recovery. Cannot effectively set hazards if choiced.
      • Status weakness: Hates Toxic and burns, offensive sets are crippled by para.
  • Grass-types:
    • Ferrothorn
      • Item Manipulation weakness: Reliant on Leftovers, hates Choice with a passion.
      • Status weakness: Burn tames its Power Whips and Gyro Balls while wearing it down.
    • Jambao (Thanks)
      • Item Manipulation weakness: This pokemon doesn't really get crippled by losing its item; defensive sets dislike being tricked stuff, but its overall not super item dependent.
      • Status Weakness: Burn doesn't really affect it much beyond wearing it down. Paralysis utterly cripples offensive sets which are heavily reliant on their speed. Poison greatly assists in wearing it down.
    • Necturna
      • Item Manipulation weakness: Set-dependent, though sweeping sets tend to need their item for damage. Usually fine choiced, and if choiced on the turn it sets up, the opponent gets blown to bits.
      • Status weakness: Again, set dependent, though usually dislikes para.
  • Other Electric types (all immune to para so I won't mention it):
    • Rotom-Mow
      • Item Manipulation weakness: Generally uses Trick a bunch itself. Knock could backfire.
      • Status weakness: Hates the passive damage of Toxic and burn, as they force it in and out more than it likes.
    • Rotom-Heat (sorry Rattler, I'm lazy)
      • Item Manipulation weakness: Losing Heavy-Duty Boots means it's going to take Stealth Rock damage every time it switches in. Ok choiced though, and often uses Trick itself.
      • Status weakness: It's only weak to Toxic, and given that it runs Volt Switch, it can mitigate Toxic's effects decently well.
    • Zeraora (special mention as it's immune thanks to Volt Absorb)
      • Item Manipulation weakness: Ok without its item. Fine choiced. Mediocre damage output without a boost of some kind though.
      • Status weakness: Very tame if burned.
Overall, Electric is a risky STAB to click in the current meta.
  • Item Manipulation weakness:
    • Some of them tend to be ok without items but hate being choiced, others are capable of dispensing with their item once used in favour of the gifted Choice, or even were planning to give it away anyway. So this is mixed.
  • Status weakness:
    • Yay burns. Many of the Twave-immune mons hate being para'ed by other means too. So, an Electric mon with some way to para Grounds... Could be interesting.
 
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There's not much I have to say regarding some of the discussion questions as others have beat me to the punch. What I would like to do is to talk about one specific type that I think, contrary to popular belief is actually quite useful both offensively and defensively for this concept, despite it generally being regarded as poor, and that is the Normal Type.

I'd like to thank quziel for the great template and pileosand for filling it in for Normal already.
woo ty quziel for the idea

Normal Type:
  • Item Manipulation weakness:
    • Overall most mons that would switch in to normal-type attacks are either weak to knock off, rely on their items, or both
  • Status weakness:
    • Every major Pokémon that would switch in to a normal-type attack is vulnerable to burn, and they also all are severely weakened when burned.

What I think comes across from this post, is that the Normal type offensively actually fits perfectly with our idea of utility and team support. The normal type while not hitting anything super effectively and having quite a few switchins, synergises perfectly with some of the utility moves we want to encourage CAP 27 to run, in this case status and Knock Off. In comparison to some of the other types I've seen mentioned.

Defensively as others have mentioned, Normal isn't particularly great. In the current meta, however, the Ghost immunity is actually quite premium, although it does go without saying that the secondary typing will need to bring in a few more key resists to give it the defensive utility that it requires. That being said, switching into Ghost types, especially if it can force them out with Knock Off, will allow it to use both its utility moves and Normal type stab.
 
Fine, I'll bite since I can't sleep. Getting on the stump for Poison, please feel free to point stuff out where it was missed.

Gah, I just realized I spent nine years typing this while mentioning a specific move throughout. If this is blatant polljumping feel free to shoot me in the face or whatever, or let me know and I'll remove the mentions.
Example resists, in order of how much each type screws you over. S/o pileosand theotherguytm snake_rattler who I piggybacked on a bunch of these
All of these are immune to Poison status, not gonna type it out every time lol
  • Corviknight
    • Item: only bothered by getting Tricked a Choice item, which it gets crippled by.
    • Status: Burn renders it extremely passive.
  • Aegislash
    • Item: doesn't appreciate the damage from Knock Off, non-Choice sets are much less effective if they are Tricked. Commonly uses both Band and Specs so using Trick can hurt CAP as well.
    • Status: physical-based sets are crippled by burn.
  • Equilibra
    • Item: has no recovery outside of Leftovers, making it easier to wear down. Is almost useless if Tricked any Choice item.
    • Status: burn chip is bad but not deadly.
  • Excadrill
    • Item: only really minds being Tricked but can function somewhat if Choiced, at least in relative terms.
    • Status: loses most of its usefulness when burned or paralyzed, the latter can only be done thru Glare/Stun Spore/Body Slam.
  • Ferrothorn
    • Item: misses Leftovers for recovery but can mitigate the loss somewhat via Leech Seed. Wrecked by Choice items.
    • Status: burn leaves it super passive outside of Leech Seed being annoying, plus wears it down heavily.
  • Jirachi
    • Item: weak to Knock Off, utility-oriented sets are weak to Trick and Scarf sets, well... lose the Scarf and a lot of their usefulness.
    • Status: Scarf becomes useless after being burned or paralyzed.
All of these are immune to Poison status, not gonna type it out every time lol
  • Mollux
    • Item: losing Boots makes it much easier to wear down by virtue of its weaknesses to Stealth Rock and Spikes. Choice items hurt due to its dependence on Recover.
    • Status: immune to Burn too.
  • Toxapex
    • Item: losing Leftovers is annoying but doesn't rely solely on them for healing. Choice items cripple it massively tho.
    • Status: Burn chip is unwelcome but otherwise pretty resistant to status.
  • Equilibra (covered above)
  • Seismitoad
    • Item: relies heavily on Leftovers as a defensive mon with no other recovery. Being choiced hurts for the same reason.
    • Status: Toxic is especially crippling, Burn is unwelcome too because of said lack of recovery.
  • Colossoil
    • Item: relatively unbothered by losing its item, especially if Flame Orb sets have already triggered its effect. The possibility of CAP Tricking an AV or said Orb onto itself is also dangerous.
    • Status: mostly impervious to status, outside of Rebound sets being burned or paralyzed, which can be tricky. Flame Orb sets only mind being paralyzed on the switch before the item triggers but are immune to the most common source of Paralysis in Electric moves.
  • Excadrill (covered above)
  • Hippowdon
    • Item: can still heal without Leftovers but in general should avoid Knock Off and especially Choice items.
    • Status: Burn renders it extremely passive outside of Whirlwind, while Toxic poison destroys it.
  • Aegislash (covered above)
  • Dragapult
    • Item: weak to Knock Off, reliant on the power of a boosting item. Is already Choiced a lot of the time.
    • Status: Paralysis especially ruins its day, while Burn might too, to varying degrees depending on the set.
  • Terrakion
    • Item: can take advantage of/discourage Knock Off via Justified, albeit situationally. Similar situation regarding Trick to Dragapult and Aegislash with a potential CB.
    • Status: suffers greatly from being burned or paralyzed.
  • Stratagem
    • I don't really know?? Also it's late, if this is relevant please let me know oops
So. On the topic of item control, most Poison switch-ins suffer heavily from being Tricked a Choice item, moreso than fearing Knock Off. I found a lot of defensive Pokémon so losing items in general is pretty bad, but switching them could be particularly devastating. This is dangerous in a couple cases, however, such as Terrakion and Aegislash potentially benefitting while crippling CAP in return.
On the topic of status, Burn is particularly effective since many switch-ins are physical. I also noticed a lot of the more effective Poison checks suffer greatly if, hypothetically, they could be poisoned despite an immunity to this type--think Mollux or Ferrothorn.
 
Hey all. I figured it was about time for me to make an update post regarding what has been discussed thus far. I am thrilled to read through such thoughtful posts and great discussion points.

First, I want to attempt to clarify my thought process for asking these questions and the direction I planned to take the conversation. The objective of these questions was to break typing down to the most basic building blocks and analyze them individually. I wanted to us to identify the raw strengths and weakness of each type and identify which are the most pro-concept. The inclusion of combined typings would introduce a level of complexity that risked bogging down and derailing parts of the early conversation. I personally think that if you must patch major pitfalls of a typing to meet concept fulfillment, it should not be a typing to consider in the first place, especially given the concept needs established during the assessment. Plus, there are a plethora of typings that stand out as strong contenders given what has been discussed here. We should be taking these types and building upon them. That being said, I know there has been some concern regarding starting with strong typing. This can force us to be incredibly restrictive in later stages, and that is problematic given how important all the stages are for this concept. There is a post currently sitting in the PRC discussing a potential work around for some of these problems: Defining Moves by quziel. I would highly encourage members of the PRC to start discussing this topic again as I have inquired with Jho about its potential implementation for this project. Consensus is one of the base requirements for its implementation into the project and 3 posts does not cut it as consensus.

Secondly, I would also like to direct attention to a few key posts that should be in the forefront of our minds moving forward.

types that tie into particular team roles:

ground (electric immunity, can somewhat be expected on every team)
steel (status absorber, can somewhat be expected on every team)
poison (status absorber)
flying (ground immunity that can be somewhat expected every team)
electric (status absorber)
ghost (spinblocker)
fire (status absorber)
grass (status absorber ish)
Pip started off the discussion strong by addressing something I did not explicitly include in my questions but should have. The inclusion of absorbers and blockers not only contributes to the idea of CAP 27’s defensive durability, but it also gives us additional functionality as a support. I’m surprised I overlooked this in the first place.

Fire: Fire is a type with very concept-focused, spammable moves. It has many STAB moves that deal damange AND can debuff stats, whether its inflicting burns or directly debuffing stats. Before Gen 8, I wouldn't be able to say this, but Fire typing very good defensively with Heavy-Duty Boots. It has a coveted resistance to Fairy-type attacks without giving it weaknesses to Fighting or Psychic-type attacks, which many Fairy-types have access to. Again, burns and stat debuffs can provide teammates with good switch-in opportunities.

Grass: Since there aren't many Grass-types in the metagame and they all get stuffed by Mollux, CAP27 will have a good opportunity to fill in an offensive niche that other Grass-types can't fill. Grass-typing also has some STAB stat-debuffing moves that also deal damage, similar to Fire-typing. Moreover, Grass-types can switch into Pokemon like Seismitoad, Equilibra, and Zeraora, which are some high-profile threats. The water-type resistance is also good to deal with Dracovish if it's pivoted in correctly.

Steel: Steel-typing isn't the best offensively or in the "offensive STAB moves with secondary utility effects" department, but it's excellent defensively, allowing it to switch into Hydreigon, Clefable, and Dragapult more easily. Having a resistance to Flying and Fairy is great as well.

Electric: Being able to switch into Flying-type attacks is pretty great, and spreading paralysis is good offensive support. It's a little lacking in the resistances department though, so a good defensive secondary typing will be necessary.

Normal: The Ghost-type immunity is really good, and having STAB behind some of those "offensive STAB moves with secondary utility effects" is pretty nice. It's not my favorite, but it's worth considering when Ghost-type are ruling the metagame. Having the Fighting-type weakness can be detrimental though.

Dark: Dark, despite losing Pursuit, still has some good "offensive STAB moves with secondary utility effects," but it gives a nasty weakness to Fairy-type attacks while not providing a lot of other resistances. That said, the Ghost-type resistance is pretty useful...

Fairy: Fairy is always a good type to force Hydreigon to use Flash Cannon and Dragapult to use Shadow Ball. Of course, Fairy-typing grants excellent neutral coverage on its own. I'm not particularly enthused by Fairy typing because it is such a strong typing, and I think we can be more interesting than this.

Ghost: Immunities to Normal- and Fighting-type coverage are useful, and it's excellent offensively. However, similar to Fairy, Ghost-types are just generally good right now. I think we can choose a different direction than Ghost typing.

  • What types exemplify Pokémon that provide strong offensive pressure for a team? What are these types specifically targeting that make them desirable for this purpose? What about these types makes them great spammable options?
I believe the best most efficient ways to provide strong offensive pressure are either, a type that has a good matchup against many prominent important threats in the metagame, or one that very few common Pokemon can easily switch into.

-Ice-type probably fits this criteria the best, as it targets Dragapult, Hydreigon, Mandibuzz, Jumbao, and Kommo-o and its neutral coverage is also great considering most resists like Aegislash and Rotom-H can be worn down with relative ease.

-Ghost-type doesn't really target any particular threats, as Dragapult and Aegislash can still hit back with their own super-effective STAB but is only resisted by Hydreigon, Mandibuzz and Colossoil, making it a very spammable type in the current metagame.

-Fire-type is probably the second best Type at targeting prominent threats, as it scares Corviknight, Aegislash, Jumbao, Excadrill, and Ferrothorn; although its also relatively easier to check by things like Dragapult and Hydreigon.

-Other good types to take into account are Fighting, Rock, Fairy, Electric, Normal, Flying, and Ground. These are probably not as powerful as the above choices, but this is not necessarily a bad thing, as they are still good offensive types, and with less power the risk of CAP 27 turning into a generic breaker/sweeper is significantly lowered.


  • What types typify Pokémon that can supply ample team support? What is it about these types that provides adequate defensive durability in order to preform repeated utility? What are some key resistances we should consider for optimizing durability and switch-in opportunities?
As Pipotchi mentioned, types with attacking moves that also have innate utility would be very useful, as moveslot economy is going to be an important factor in how much utility we can fit in our sets, for this reason Dark (Knock Off), Water (Scald), Bug (U-turn), Electric (Volt Switch, Discharge), Fire (Lava Plume), and Normal (Body Slam) are naturally good options. I'd say that on this list Normal and Bug are a step below the others, as they don't provide as many valuable resistances, but they're still decent.

-Steel is always going to come up if you want to discuss defensive types, and for a good reason, as it provides more resistances than any other type, something that is always important to maximize your chances to switch in. That being said, I feel like in this meta this type this is probably not as good as it used to be, as some of the most prevalent threats have neutral STABs like Dragapult or have coverage to bypass it, like Clefable and Syclant. It still definitely should be considered, but I wouldn't call it a main contender.

-Water is another generically good defensive type, an Ice- and Fire-type resistance could be great valuable assets, and a STAB-boosted Scald is a great way to spread status, at least if we can find a workaround the omnipresent Water-type immunities.

  • Where do the types that fall under the categories of offensive pressure and durability overlap? What specifically do these types offer that make them desirable for both categories given the landscape of our meta? Since we are trying to establish a balance between offense and durability, do any of these types facilitate team success without risking becoming too offensively or defensively potent?
-Fire-type is a really good all-rounder, it has really good matchup against many significant threats both offensively and defensively without being too overwhelming, and also has access to good status spreading STAB moves, making it one of the most attractive options in my eyes.

-Electric-type is another solid pick, there might be more Pokemon resistant to this type, but it still has decent enough coverage in the current meta and Paralysis can be a very powerful status to spread.

-Dark-type gives us access to STAB Knock Off, and while it doesn't offer much defensively, a Ghost- and Dark-type resistances can be very useful. My fear with this type is that a strong and spammable Knock Off might be too powerful for our own good, as it will cripple virtually any switch in now that Z-Moves and Megas are not in the game. This is still a very interesting option, but it should be treated with caution.

-Ghost-type is interesting, its main moves don't really give us access to any status effects but Hex has good synergy with other status moves, which could serve as a great incentive to run them. Unfortunately, if we go this route we'd have to compete against Dragapult, which commonly uses this same strategy. We could still differentiate ourselves from it with an unique secondary typing, but I think there are better ways to achieve our concept without directly competing with one of the best Pokemon in the metagame.

-A Water-type has merit, but I feel like having to deal with the all the immunities makes this rather underwhelming on the offensive side, especially given these immunities can negate Scald burns, which would otherwise be a fantastic selling point. It is still very workable, but this wouldn't be one of my first picks.

-Normal- and Ice-type are good offensively, but are really hard to support on the defensive front, as they offer virtually no resistances. Normal-type's immunity to Ghost-types is probably its only significant defensive use, but I don't think that's enough to justify having nothing else. A good secondary type could make them salvageable, but even then, I feel like there are better options.

-On the opposite end, Steel-type falls behind in the offensive side significantly. Its main selling point would be nailing Clefable, but it really doesn't do much else and it won't stand by itself, although again, it might be worth considering if it complements another type well.
Both Snake and Mx did a fantastic job identifying the interactions typings of offense and durability have in the context of the metagame. It really emphasizes the strengths these types offer our concept. I think these posts check off all the boxes when it comes to what these early questions were supposed to accomplish.

What types typify Pokémon that can supply ample team support? What is it about these types that provides adequate defensive durability in order to preform repeated utility? What are some key resistances we should consider for optimizing durability and switch-in opportunities?

I think the types that come to mind in terms of offering team support are probably Water, Steel, Fairy, and Poison. Each of these types has a solid number of resistances that can be helpful for switching in for supportive purposes, and a few also offer a few handy immunities.

- Water is solidly good because its resists include Fire, Ice, and Water itself, which is certainly helpful in the current meta filled with Kyurems and Dracovish. Water immunes make it difficult currently, but there are obviously work arounds.

-Steel always has a boatload of resistances and that Poision immunity ain't no slouch either. I think the rise of Ghost STAB hurts it since it is neutral, but it is difficult to disregard completely due to those resists and the current dominance of Fairies in the meta.

- Fairy is still a very strong type with its pretty solid resists, particularly to Dark, and that Dragon immunity really putting it a solid amount of work against stuff like Dragapult, Hydreigon, and Kyurem. Probably its sticking point is we already have a metagame with two fantastic Fairies even after the Dugtrio ban, so a Fairy typing will be competitive very hard with Jumbao and Clefable for a team slot.

- Poison I think is flying under the radar a bit right now. It has a bunch of resistances that are popular right now, particularly that Fairy one and Toxic immunity gives it a very solid switch into a common status if we would like to fall down that route. I think the biggest issue with it is that Mollux is a metagame staple at the moment, so any Poison will end up competing with that juggernaut. Still solid.

I would also like to mention metagame context is pretty important here if we want to build a usable offensive support mon, so I think a few interesting additions to these four would be good, considering that they cover some pretty common typings in the meta right now.

-Fire is a very solid typing considering the fairy infestation we are experiencing right now, as well as the common mon in Corviknight. Its a little harder to reccomend thanks to sneaky pebbles and forcing Heavy-Duty Boots if we want to get around that, but still a very solid choice and its offensive capabilities and burn immunity work well for this concept as well.

-Normal is a meme and we know it, but it actually works decently for this concept, most for how strong Aegislash and Dragapult are right now. That ghost immunity certainly helps a bunch as well since Shadow Ball as coverage is no longer uncommon, and its general neutrality in terms of offensive typing is certainly unique. Biggest problem is it lacks resists, so it will absolutely be leaning on a secondary typing if we want more of this, which we do.

-Dark is another that deals with Ghosties, but instead trading the straight immunity for a bunch of resists. While the resists are good, I think it lost a lot of utility as a possible typing from losing Pursuit, and the Fairies in this meta do absolutely no favors.

I also think that because of the commonality of Fairy in the meta and Mollux, Fairy is probably not actually super great as its defensive capabilities are actually deceptively lower due to meta.
I also think Lucario’s post provides great insight to the defensive side of our concept. Give his post as well as the others mentioned a read if you haven’t already.

Congratulations! You have made it this far into this post. As your reward for making it this deep into the text, I will be allowing discussion on specific type pairings moving forward! No types have been ruled out thus far, so if you believe there are types being discussed that are working against us, make your thoughts known in the thread. Likewise, if there are types that need more discussion, please provide arguments promoting these types.

Finally, I have also formulated a few new questions based on a combination of CA and the discussion I have seen here.
  • On the topic of offensive presence and pressure, Lyd mentions the importance of strong STAB combinations in their post. However, I remember seeing discussion regarding 1 spammable STAB paired with a good single coverage option in the CA. Should we be placing a heightened importance on strong STAB combinations when it comes to compressed coverage or should we be establishing a single STAB option and free up our secondary typing for other purposes?
  • Typically, type combinations are exponentially better than pure typings. However, does adding an additional type work against us in our search for a balanced typing? A handful of the examples from the concept assessment were single type. Is there any merit to just have a singular typing for this project or would it limit us too much to consider it as an option?
  • Given what has been discussed regarding defensive capability and durability, we need to fill a specific defensive niche with our typing. This typing needs to be meta relevant, obviously, but cannot risk being outclassed by other Pokémon already providing similar functionality. What specific resistances and/or immunities do we need to prioritize to make CAP 27’s usage highly sought after and novel?
I highly encourage everyone to use the SS Cap Viability Rankings when formulating answers and typing suggestions moving forward.
“Good answers to this question will focus on threats holistically and with an eye on specific Pokemon in the CAP meta” – Gmars 2019

As a last minute addition, I am also really liking quziel’s formatting. I am unsure of what to do to adapt it to our dual typing conversation, but I think it is a smart and straight-forward way to analyze typings. Consider using it moving forward, but it is not a requirement to adhere to it.

--------------------

Dragon Type:

Example Resists:
  • Steel Types:
    • Corviknight:
      • Item Manipulation weakness: Not super prominent, but losing leftovers means it gets worn down far more quickly
      • Status weakness: Very weak to burns, which cut its damage output to almost nothing and mean that suddenly its essentially fodder for the rest of your team. Moderately weak to paralysis, immune to toxic.
    • Aegislash:
      • Item Manipulation weakness: This pokemon is generally quite reliant on its item, needing Choice items to really do the damage it wants to in wallbreaker roles, and other roles really loving the utility and recovery that Air Balloon and Leftovers grant.
      • Status weakness: Physical sets are very weak to burns, which remove its ability to wallbreak. Moderately weak to paralysis, immune to toxic.
  • Fairy Types:
    • Jumbao:
      • Item Manipulation weakness: This pokemon doesn't really get crippled by losing its item; defensive sets dislike being tricked stuff, but its overall not super item dependent.
      • Status Weakness: Burn doesn't really affect it much beyond wearing it down. Paralysis utterly cripples offensive sets which are heavily reliant on their speed. Poison greatly assists in wearing it down.
    • Clefable:
      • Item Manipulation weakness: Leftovers and Life Orb are both key elements for their respective sets; Life Orb Clefable is notably unable to reliably 2hko Mandibuzz of all things once its itemless, and its damage is heavily cut. Pivot Clefable gets a ton of its bulk through leftovers + magic guard, and cutting one of those things means it gets worn down more quickly.
      • Status Weakness: This pokemon is immune to burn and poison. Paralysis is inconvenient to offensive sets, but not a huge impact.
Summary:
  • Item Manipulation generally heavily impacts a number of the resists to Dragon Typing.
  • Status is more unreliable, but Paralysis and Burn both have broadly positive impacts, Toxic/Poison is unreliable utility here.

Dragon typing offers great defensive utility, and its stab can be easily complimented by Item Manipulation and Burn or Paralysis utility options. The presence of these utility options should help make Dragon STAB far safer to use, and it offers a potentially good route forward for the project.
-----------------

Thank you for coming to my TED Talk.
 
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