Might as well say my thoughts.
Other than my own submission (which I doubt will go through), my support is fully behind
Dragon/Fairy, with
Dragon/Fighting not far behind. Both of these types have an incredibly balanced mix of both offense and defense and can greatly fulfill the concept in its fullest in my opinion, but what edges out Dragon/Fairy is the ability to take on possibly our biggest stop in general, Tomohawk, as well as having exploitable but not too exploitable weaknesses. Dragon/Fighting does have some great advantages, such as a better offensive typing and better utilization of both Spirit Shackle and Anchor Shot. Unfortunately, that 4x weakness to Fairy is hugely offputting if it is supposed to lure them in , as it may not even be able to survive a single Moonblast/Play Rough if the opponent can take the hit.
Ground/Fairy also is interesting, as it also offers a great mix of offense and defense with its typing, but I can see it struggling generally against the bulkier mons we are targeting, with Grass and Water types notably giving it trouble, while Pyroak can have a bloody field day. Trapping also doesn't do anything too notable with the typing in my opinion.
On the other hand, I absolutely despise any
Ghost type submission, with an extra special mention going to
Dragon/Ghost. As good sir
reachzero highlighted in his post, Dragon/Ghost is a type that has the potential to get very much out of hand because its STABs are pretty much unresisted by everything in the metagame except Bisharp, who is not viable in the current CAP metagame. Because of this, as well as the general spammability of Spirit Shackle (more on that later), the rest of the process would be a very delicate balancing act to try and not make the thing an absolute broken mess who cannot be controlled. I think that this would result in a massive headache for the other stages and generally can limit possible experimentation due to the fear of making the thing overpowered. So, in terms of that, Dragon/Ghost is literally a worst case scenario in my opinion.
As for my hatred for Ghost types in general, it has to do with the possible implications of STAB Spirit Shackle. If STAB Spirit Shackle was given to a Ghost type CAP 23 (which I bet I could almost guarantee)
I believe that there would be no reason not to run Spirit Shackle on every set it would ever run. Here is why:
- Spirit Shackle, by being a Ghost type move, has ludicrously good neutral coverage, only having one resistance and one immunity. Notably, these issues can both be fixed with a single coverage type.
- Spirit Shackle is one of the strongest physical Ghost type moves in the entirety of the game. The only things with higher base power A) requires two turns to use without Never-Ending Nightmare B) is a Legendary/Mythical exclusive. The outlier here is Shadow Bone, but the difference in base power is so inconsequential that it barely makes a difference.
- Spirit Shackle has an incredible secondary effect (AKA the trapping). This is a superior secondary effect to every other move of a similar base power, and Spirit Shackle would be run almost all the time due to this absolutely nuts secondary effect.
There is no physical Ghost type STAB that is in fact better than Spirit Shackle, and this move is unnaturally spammable, almost to the point of being riskless. This move also has extraordinary neutral coverage, meaning that you only ever have to run one or two coverage moves to be able to hit everything, which can usually be done through a secondary typing or a straight up coverage move. STAB Spirit Shackle is simply too good.
"But isn't this concept about trapping moves? Shouldn't we make the move as appealing as possible to make sure to use it?"
While, yes, we should promote the usage of trapping moves during this process since the concept is actually based on trapping moves, Spirit Shackle is too much. Take a look at this segment from snake's concept assessment post:
snake_rattler said:
4. Opponents should expect a trapping move set but fear a) the other moves CAP23 will run and b) non-trapping sets. (i.e. a) "Now that I've been trapped, is A, B, or etc. going to happen?" and b) "I've been playing around CAP23 like it's been running a trap move, but it's really not!")
As noted from this post, we should generally expect trapping moves to be run on CAP23, but we should also fear the possibility of variation through other moves to be run and non-trapping sets. This is what makes Heatran such an effective trapper with Magma Storm; people can expect it to be running a Magma Storm set, but there is also the chance that it could be running a Scarf set, meaning that your Excadrill can't come in safe to revenge kill it. Heatran can run these different sets and different moves because they each have thier benefits and uses over the other.
If we give STAB Spirit Shackle, we don't get this because there is no better move than Spirit Shackle. Spirit Shackle is just so good that it would find its way onto every set, no matter the role. Instead of becoming a mon that makes you think, "Oh, it probably will trap me, but there's the chance that it might not have that move" it will become the mon that makes you think "Oh, its going to try and trap me. Let me switch to Colossoil and I'll use Pursuit" It will become a predictable, uninteresting mon. It will become Decidueye.
P.S. Sorry If I went overboard, those are just my honest thoughts ;-;