
(Approved by The Eevee General)
Since the birth of Pokemon, a bad typing has plagued a large number of Pokemon. What if this were to change? What if these Pokemon were allowed to have (almost) any typing they desired? Could old Pokemon that possessed mediocre typing potentially rise in power? Will the Pokemon of the past be outclassed by these new Pokemon? (Almost) Anything can happen in this new metagame. This new typing would be concealed to the enemy, forcing battlers to experiment with different moves to find out the opponent's type.

- Pokemon now have the ability to harness the power of the first two moves in their moveslot. For example, a Lucario with a moveset of Swords Dance, Crunch, Close Combat and Extremespeed would become a Normal/Dark type. The other moves have no effect on the typing.
- Hidden Power counts as a Normal type during use in the first two slots. This is to prevent all Pokemon from having access to all types. I designed this metagame by having Pokemon be limited by their movepool. A Pokemon with Scald and HP Grass in their first slots would be a Wate/Normal type.
- If a Pokemon has two moves of the same type in their first two slots, it becomes that type only. A Talonflame with a moveset of Brave Brid, Roost, Flare Blitz and U-turn would be only a flying type.
- Ubers are banned (obviously).
- Types are not revealed to the opponent in any way. The only way to find out is through experimentation or entry hazards ( which manage to be even more useful than they were before.

I will leave it up to you guys to post sets. The good ones will be added to the main thread. If any of the sets I add are not good, please explain why I should remove them in the comments. If you do not want your sets posted here, please notify me. When you post sets, I would prefer you to post a complete set with a sprite and possibly a description. It would save me a bit of time, thanks in advance :)
(none of these sets were made by me)
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Toxic
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Earthquake
- Night Slash
- Dragon Dance
- Taunt/Super Power
With abilities being a major factor in this metagame, Mold Breaker would be a ability to look at, and not many tanks will stop this minster As it seems so far, the best typings so far will be Steel/Ghost, Normal/Ghost, and Steel/Fairy. This set hurts them all hard with STAB, shut down walls with taunt, and get rid if the threatening Shedinja with Mold Breaker. After one dragon dance, this thing will hurt. Badly. Superpower is just extra coverage as ghost typing will get probably get popular, and along with that will come dark.
Ability: Levitate
- Gyro Ball
- Toxic
- Earthquake
- Stealth Rock
This is pure speculation, but a Steel/Poison with Levitate is only weak to Fire, takes 1/2 damage from Dragon, Flying, Ice, Normal, Rock, Steel, and 1/4 from Bug, Fairy, and Grass. Other Levitators might do it better, but this one came to mind first. EQ is there to hit other Steels that you otherwise can't touch, though un-STABed and uninvested won't being too much. SR is nice. Mold Breaker EQ is a pain.
Lucario @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Claw
- Extreme Speed
- Earthquake
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Close Combat
- Ice Punch
- Swords Dance / Stone Edge / Iron Tail / Extreme Speed / Bullet Punch
- Swords Dance / Stone Edge / Iron Tail / Extreme Speed / Bullet Punch
This is what you want. STAB Close Combat and Ice Punch grant great coverage with 2 moves, Extreme Speed or Bullet Punch can be used as priority, while Stone Edge and Iron Tail grant better coverage, albeit with shaky accuracy. Swords Dance can boost your attack to amazing heights. Stone Edge also grants you perfect coverage against everything but Ghost/Steel.
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Boomburst
- Shadow Ball
- Focus Blast
- U-turn
Gengar @ Life Orb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast/Dazzling Gleam
- Dazzling Gleam/Focus Blast
- Substitute???
Somebody is crying somewhere.
Shedinja @ Air Balloon
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Toxic
- Hone Claws
- Fury Cutter
- Baton Pass / Agility
Poison / Dark typing with Air Balloon, so no weaknesses, can only be hurt by mold breaker. Hone Claws boosts attack and accuracy, and then sweep with Fury Cutter. Baton Pass can be used to switch out and give its boosts, while Agility can raise its speed. Unfortunetaly, Shedinja learns no trapping moves.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Thunderbolt
- Defog / Ice Beam / Healing Wish
- Roost / Recover
You could also go with Ice Beam > Draco Meteor and get an Ice / Electric w/Leviate, but I think Dragon / Electric is better because of all the resists Dragon has. . I like Latias better but Latios can also run the same set. Makes it kind of a worst Keldeo switch in, but the new Electric typing helps a lot, especially now that it doesn't get rekt by TTar's Pursuit. Watch out for Mold Breaker EQs tho. Overall a pretty nice typing imo.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 196 SpA / 240 Spe
Timid Nature
- Draco Meteor
- Surf
- Roost
- Defog
----------- So many Mew sets.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute / Aura Sphere
- Shadow Ball
- Aura Sphere / Substitute
- Nasty Plot / Roost
SubPlot is pretty simple. Normal / Ghost is chosen due to it being a pretty neat defensive typing, although Ghost / Fighting is too and might be better, especially on the variants without Nasty Plot. Shadow Ball and Aura Sphere is all you really need due to how awesome the coverage is. This is a re-occuring theme of Ghost / Fighting coverage on these Mews. However, the cool thing about Mew is that you don't have to run Ghost / Fighting coverage. You can slap on Dark Pulse, BoltBeam - anything. Mew's movepool is huge.
Mew @ Life Orb
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aura Sphere
- Shadow Ball
- Nasty Plot
- Roost / Dark Pulse
Same idea as the above, but a more full-offensive NP set. Not much to say here, since its pretty similar to the above. Dark Pulse is an option over Roost because Dark Pulse hits the Ghost / Normals that would completely wall you. Again, you don't have to run Ghost / Fight - You can run Dazzling Gleam + Dark Pulse, BoltBeam, ect.
Mew @ Life Orb
Ability: Synchronize
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / Drain Punch
- Shadow Claw
- Drain Punch / Swords Dance
- Knock Off / Roost
SD set works pretty much the same but from the other spectrum. Its kind of suffers from low BP moves, but Drain Punch is a cool STAB, so its w/e. Roost isn't ran here because Drain Punch should give you enough recovery, and Knock Off is 2gud to pass up, because of those nasty Ghost / Normals. Again, you can run w/e you want for coverage. Knock Off / Gunk Shot is pretty neat coverage for typing imo.
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Gunk Shot
- Substitute
- Bulk Up
SubBulk Up is neat. Dark / Poison is also a neat defensive typing, so I went with that. Again, Drain Punch / Shadow Claw can be used if you want to. Only weak to Ground is neat. Mainly made this one Dark / Poison to show that Mew doesn't just have to be Ghost / BLANK all the time. Sadly it doesn't learn Play Rough, but it does get Dark Pulse + Dazzling Gleam for special sets.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Night Shade
- Will-O-Wisp
- Soft-Boiled
-----------
Manaphy @ Leftovers/Life Orb
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Dazzling Gleam
- Tail Glow
- HP Ground
Ghost and Fairy provides near perfect coverage hitting everything besides Normal/Fire, Normal/Steel, and Normal/Poison for nuetral damage. Tail Glow allows Manaphy to boost its Special Attack. Hidden Power Ground hits Normal/Fire, Normal/Steel, and Normal/Poison supereffectively. Azelf can also use a similar set, trading power and bulk for speed.
Dragonite @ Leftovers
Ability: Multiscale
Impish Nature
EVs: 252 HP / 252 Def / 4 SDef
- Roost
- Steel Wing
- Dragon Tail
- Toxic/Thunder Wave
Meet Skarmory on drugs. Works wonderfully on stall teams, putting a stop to set up sweepers early on and also helps win matches late game via Toxic Stalling.
Gyarados @ Lum Berry/Gyaradosite
Ability: Moxie
Jolly Nature
EVs: 4 HP / 252 Atk / 252 Spe
- Dragon Dance
- Waterfall
- Earthquake
- Outrage/Ice Fang/Substitute
A wonderful defensive typing, now mixed with Gyarados' offensive prowess. A big middle finger to Game Freak.
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Dragon Pulse
- Flash Cannon / Scald
- Dark Pulse / Aura Sphere
- Rapid Spin / Aura Sphere / Ice Beam
Blastoise best dragon. Dragon / Steel is a cool typing, although Dragon / Water is also neat. Dragon is probably his best typing to go into, although Dark could also be pretty neat. Sadly, outside of Water Pulse, combining Mega Launcher moves causes him to be 4x weak to Fairy, which seems like it'll be very common. This is why I think Dragon / Steel is the best, as Steel lets it smack fairies around. Fighting is also not the best typing to be without an amazing type combo due to how common Fairy and Ghosts are imo, so that's why Aura Sphere was chosen. Dragon / Water is a good choice tho because of Scald's utility and how cool Water / Dragon is. Rapid Spin is neat but is negotiable for Aura Sphere or even Ice Beam. Dark Pulse is important for those Normal / Ghost frens, although Dragon Pulse smacks them neutrally so idk. What makes Blastoise stand out from other mons that can pull a similar set is Mega Launcher, which makes its STAB Dragon Pulse hit really hard. EVs are the standard M. Blastoise spread - 20 speed to outspeed uninvested base 80s, rest goes into HP and SpA.
Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Focus Blast
- Shadow Ball
- Encore
- Dazzling Gleam
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Shadow Ball
- Focus Blast
- Recover
- Calm Mind
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 36 Def / 224 SpD
Sassy Nature
- Iron Head
- Dazzling Gleam
- Thunder Wave
- Wish
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Moonblast
- Thunder Wave
- Moonlight
- Reflect
Absol @ Absolite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Naive Nature
- Play Rough
- Sucker Punch
- Fire Blast//Ice Beam/Psycho Cut
- Swords Dance

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Toxic

Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Earthquake
- Night Slash
- Dragon Dance
- Taunt/Super Power
With abilities being a major factor in this metagame, Mold Breaker would be a ability to look at, and not many tanks will stop this minster As it seems so far, the best typings so far will be Steel/Ghost, Normal/Ghost, and Steel/Fairy. This set hurts them all hard with STAB, shut down walls with taunt, and get rid if the threatening Shedinja with Mold Breaker. After one dragon dance, this thing will hurt. Badly. Superpower is just extra coverage as ghost typing will get probably get popular, and along with that will come dark.

Ability: Levitate
- Gyro Ball
- Toxic
- Earthquake
- Stealth Rock
This is pure speculation, but a Steel/Poison with Levitate is only weak to Fire, takes 1/2 damage from Dragon, Flying, Ice, Normal, Rock, Steel, and 1/4 from Bug, Fairy, and Grass. Other Levitators might do it better, but this one came to mind first. EQ is there to hit other Steels that you otherwise can't touch, though un-STABed and uninvested won't being too much. SR is nice. Mold Breaker EQ is a pain.

Lucario @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Claw
- Extreme Speed
- Earthquake
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Close Combat
- Ice Punch
- Swords Dance / Stone Edge / Iron Tail / Extreme Speed / Bullet Punch
- Swords Dance / Stone Edge / Iron Tail / Extreme Speed / Bullet Punch
This is what you want. STAB Close Combat and Ice Punch grant great coverage with 2 moves, Extreme Speed or Bullet Punch can be used as priority, while Stone Edge and Iron Tail grant better coverage, albeit with shaky accuracy. Swords Dance can boost your attack to amazing heights. Stone Edge also grants you perfect coverage against everything but Ghost/Steel.

Noivern @ Choice Specs
Ability: Infiltrator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Boomburst
- Shadow Ball
- Focus Blast
- U-turn

Gengar @ Life Orb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast/Dazzling Gleam
- Dazzling Gleam/Focus Blast
- Substitute???
Somebody is crying somewhere.

Shedinja @ Air Balloon
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Toxic
- Hone Claws
- Fury Cutter
- Baton Pass / Agility
Poison / Dark typing with Air Balloon, so no weaknesses, can only be hurt by mold breaker. Hone Claws boosts attack and accuracy, and then sweep with Fury Cutter. Baton Pass can be used to switch out and give its boosts, while Agility can raise its speed. Unfortunetaly, Shedinja learns no trapping moves.

Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Thunderbolt
- Defog / Ice Beam / Healing Wish
- Roost / Recover
You could also go with Ice Beam > Draco Meteor and get an Ice / Electric w/Leviate, but I think Dragon / Electric is better because of all the resists Dragon has. . I like Latias better but Latios can also run the same set. Makes it kind of a worst Keldeo switch in, but the new Electric typing helps a lot, especially now that it doesn't get rekt by TTar's Pursuit. Watch out for Mold Breaker EQs tho. Overall a pretty nice typing imo.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 196 SpA / 240 Spe
Timid Nature
- Draco Meteor
- Surf
- Roost
- Defog
----------- So many Mew sets.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute / Aura Sphere
- Shadow Ball
- Aura Sphere / Substitute
- Nasty Plot / Roost
SubPlot is pretty simple. Normal / Ghost is chosen due to it being a pretty neat defensive typing, although Ghost / Fighting is too and might be better, especially on the variants without Nasty Plot. Shadow Ball and Aura Sphere is all you really need due to how awesome the coverage is. This is a re-occuring theme of Ghost / Fighting coverage on these Mews. However, the cool thing about Mew is that you don't have to run Ghost / Fighting coverage. You can slap on Dark Pulse, BoltBeam - anything. Mew's movepool is huge.
Mew @ Life Orb
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aura Sphere
- Shadow Ball
- Nasty Plot
- Roost / Dark Pulse
Same idea as the above, but a more full-offensive NP set. Not much to say here, since its pretty similar to the above. Dark Pulse is an option over Roost because Dark Pulse hits the Ghost / Normals that would completely wall you. Again, you don't have to run Ghost / Fight - You can run Dazzling Gleam + Dark Pulse, BoltBeam, ect.
Mew @ Life Orb
Ability: Synchronize
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / Drain Punch
- Shadow Claw
- Drain Punch / Swords Dance
- Knock Off / Roost
SD set works pretty much the same but from the other spectrum. Its kind of suffers from low BP moves, but Drain Punch is a cool STAB, so its w/e. Roost isn't ran here because Drain Punch should give you enough recovery, and Knock Off is 2gud to pass up, because of those nasty Ghost / Normals. Again, you can run w/e you want for coverage. Knock Off / Gunk Shot is pretty neat coverage for typing imo.
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Gunk Shot
- Substitute
- Bulk Up
SubBulk Up is neat. Dark / Poison is also a neat defensive typing, so I went with that. Again, Drain Punch / Shadow Claw can be used if you want to. Only weak to Ground is neat. Mainly made this one Dark / Poison to show that Mew doesn't just have to be Ghost / BLANK all the time. Sadly it doesn't learn Play Rough, but it does get Dark Pulse + Dazzling Gleam for special sets.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Night Shade
- Will-O-Wisp
- Soft-Boiled
-----------

Manaphy @ Leftovers/Life Orb
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Dazzling Gleam
- Tail Glow
- HP Ground
Ghost and Fairy provides near perfect coverage hitting everything besides Normal/Fire, Normal/Steel, and Normal/Poison for nuetral damage. Tail Glow allows Manaphy to boost its Special Attack. Hidden Power Ground hits Normal/Fire, Normal/Steel, and Normal/Poison supereffectively. Azelf can also use a similar set, trading power and bulk for speed.

Dragonite @ Leftovers
Ability: Multiscale
Impish Nature
EVs: 252 HP / 252 Def / 4 SDef
- Roost
- Steel Wing
- Dragon Tail
- Toxic/Thunder Wave
Meet Skarmory on drugs. Works wonderfully on stall teams, putting a stop to set up sweepers early on and also helps win matches late game via Toxic Stalling.

Gyarados @ Lum Berry/Gyaradosite
Ability: Moxie
Jolly Nature
EVs: 4 HP / 252 Atk / 252 Spe
- Dragon Dance
- Waterfall
- Earthquake
- Outrage/Ice Fang/Substitute
A wonderful defensive typing, now mixed with Gyarados' offensive prowess. A big middle finger to Game Freak.

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Dragon Pulse
- Flash Cannon / Scald
- Dark Pulse / Aura Sphere
- Rapid Spin / Aura Sphere / Ice Beam
Blastoise best dragon. Dragon / Steel is a cool typing, although Dragon / Water is also neat. Dragon is probably his best typing to go into, although Dark could also be pretty neat. Sadly, outside of Water Pulse, combining Mega Launcher moves causes him to be 4x weak to Fairy, which seems like it'll be very common. This is why I think Dragon / Steel is the best, as Steel lets it smack fairies around. Fighting is also not the best typing to be without an amazing type combo due to how common Fairy and Ghosts are imo, so that's why Aura Sphere was chosen. Dragon / Water is a good choice tho because of Scald's utility and how cool Water / Dragon is. Rapid Spin is neat but is negotiable for Aura Sphere or even Ice Beam. Dark Pulse is important for those Normal / Ghost frens, although Dragon Pulse smacks them neutrally so idk. What makes Blastoise stand out from other mons that can pull a similar set is Mega Launcher, which makes its STAB Dragon Pulse hit really hard. EVs are the standard M. Blastoise spread - 20 speed to outspeed uninvested base 80s, rest goes into HP and SpA.

Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Focus Blast
- Shadow Ball
- Encore
- Dazzling Gleam

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Shadow Ball
- Focus Blast
- Recover
- Calm Mind

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 36 Def / 224 SpD
Sassy Nature
- Iron Head
- Dazzling Gleam
- Thunder Wave
- Wish

Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Moonblast
- Thunder Wave
- Moonlight
- Reflect

Absol @ Absolite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Naive Nature
- Play Rough
- Sucker Punch
- Fire Blast//Ice Beam/Psycho Cut
- Swords Dance
I believe that we have already gotten one! Thanks Kit Kasai!
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