Ok, lets begin going over typings:
One typing that I would like to suggest is Ghost/Normal
This typing would enable us to 1) Hit SlowTwins super effectively, 2) give Immunity to Blissey's SToss, leaving only status and PP stall as concerns for what we'd need to get around in order to beat it, 3) resist/not be weak to U-turn and Volt Switch, and 4) turn Ghost's weakness to itself into an immunity, so we become a viable option against one of the more offensive pivots, Dragapult.
This typing has neutrality to almost every type, enabling us to tailor defensive stats to pretty much whatever power level we want. It has 3 immunities, to Fighting, Ghost, and Normal, as well as 2 resistances to Bug and Poison, and has only one weakness, to Dark.
These types also open up a range of strong STAB options.
If physical, there's Poltergeist and a range of strong physical options (though most come with recoil), as well as STAB ExtremeSpeed to help get around faster pivots like Zeraora.
If special, there's Hex, which pairs well with the status options often used to break through bulky pivots, as well the possibility of Boomburst's raw power.
This is an interesting and super-unique typing for the concept which has a couple of conceptual issues for me. It offers an immunity to Seismic Toss (major plus), SE stab vs Slowtwins, and a solid immunity to Dragapult's Shadow Ball. These are all very relevant factors and mean that it matches up positively vs many major pivots, with the only real losing matchups being Urshifu, Mandibuzz, and potentially Zeraora (Knock Off stings). That said, I am very worried about its status as basically its best wall; we've seen what that does with Equilibra, and the potential to basically center the meta around itself (again, it could be its best check) has me very worried. Good STAB coverage is always a plus for opening up more design space later.
Positives:
- Good two move coverage
- Matches up positively against: Slowking, Slowbro, Blissey, Dragapult (2+ defensive pivots, 1+ offensive pivots)
- Good stab options on both sides mean future stages have a lot of freedom.
Negatives:
- Walls itself (need to be very careful with power level)
- Dark weakness hurts some matchups (Zeraora, Urshifu, Mandibuzz)
And of course, one that isn't Dragon but still could be fun to work with:
Grass/Flying - This might seem like an unorthodox proposal for a defensive type, but it might be time to make it work considering Hidden Power Ice is gone. With a 4x resistance to Grass and resistances to Water and Fighting along with a Ground immunity, this typing does just enough defensively and very specifically targets the common mons on pivot teams. I feel like this is a type that is generically pretty bad but in this scenario could end up doing quite well, which I think could be a lot of fun to work around. Additionally, Grass/Flying allows for this mon to retain an offensive presence.
This is the only mention I can find of this typing here, and it certainly is a very interesting one. The offensive coverage is good for our needs, offering SE stab vs Slowtwins, Urshifu, Krilowatt, and probably some others I'm forgetting, and definitely what I'd call "targeted" offensive coverage. It also provides a really nice Water resist, Electric neutrality, and Fighting resist defensively. Overall a super interesting typing, though I do worry a tad about knock vulnerability, but that's not something that can't be worked around. Plus its offensive coverage is weirdly sorta good? we don't have too many defensive steels atm (barring libra), so Grass/Flying frees up some moveslots.
Positives:
- Good two move coverage
- Positive matchup against: Slowking, Urshifu, Slowbro, Amoonguss, potentially Zeraora, potentially Krilowatt
- Good stab options physically and specially mean future stages have a lot of freedom.
Negatives:
- Easily lured by common tech options (Slowbro can run Ice beam)
- Pressured by Knock Off (if going HDB)
I've been saying it the entire time and here I am finally submitting it.
Electric/Flying
This one is pretty similar to Grass/Flying, offering similar matchups, but arguably better resists due to being wayy less exploitable (no 4x weakness). That said, it does have potentially awkward two move coverage, which while not mandatory at all, does constrain our available design space a tad when choosing archetypes we can fulfill. That said, there's no rule that a mon has to run two stabs at all times (see Zapdos). The relative lack of exploitativity when it comes to weaknesses is a major upside of this typing in general, when compared to a lot of options
Positives:
- Hard to exploit using lure/tech options (if we beat slowking, we probably beat slowking)
- Positive matchup against: Slowking, Urshifu, Amoonguss, Slowbro, Rillaboom
- Doom Desire resist
Negatives:
- Difficult STAB coverage, would require either 3 moves dedicated to attacks or other non-stab coverage
- Again, pressured by Knock Off (potentially if we go HDB)
- While it has tons of neutral matchups, it does struggle a bit in positive matchups
- Lack of good electric physical stab does constrain future stages a tiny bit.
I'm going to restate some of the typing from my previous post to make them more in tune with a submission as opposed to just theoretical discussions about their pros and cons. Apologies if I sound repetitive.
1. Electric / Psychic
This is a really cool typing from a hybrid offensive-defensive standpoint. While it does struggle a tad in terms of offensive matchups thanks to well, its weakness to dark, it offers a pretty universally great matchup vs literally every defensive pivot we have. Well, barring Equilibra, which laughs at this STAB combo (easily fixed by coverage). Still, this is great offensively on both sides, with the caveat that physical electric stab is pretty difficult, which means the design space for future stages is pretty damn open. If we can work around its frankly bad matchup vs offensive pivots I think this one is good.
Positives:
- Hits basically every defensive pivot: Slowking, Slowbro, Amoonguss, Mandibuzz, potentially Blissey, Toxapex
- Future Sight + Doom Desire resist
Negatives:
- Struggles against basically every offensive pivot: Astrolotl (Knock Off), Urshifu, Zeraora (Knock Off), Syclant, Dragapult
- If Knock weakness can be worked around this becomes less bad due to hitting a load of stuff neutrally
This typing is very similar to Electric/Flying in terms of the resists and offensive coverage offered. Like Electric/Flying it is SR weak, like Electric/Flying it offers a solid Fighting resist, however it trades a Flying resist (not hyper relevant barring Tomohawk) for an Electric resist (very relevant for Zeraora). From an offensive standpoint it offers solid but not amazing coverage, being unable to meaningfully threaten Astrolotl with its STABs alone, constraining the moveslots a tad (potentially, this is assuming we even run both STAB moves), but offering very relevant SE hits vs Slowking, Mandibuzz, and Pex (like every Electric) as well as Tangrowth.
Positives:
- Solid matchup vs Slowking, Mandibuzz, Pex, Tangrowth, Zeraora, Rillaboom, stretch matchups include Urshifu and Krilowatt
- Good defensive typing offering a fairly unique Fighting+Elec resist
- Good coverage options on both sides means more design space in the future.
- Doom Desire resist
Negatives:
- Again, pressured by Knock Off (assuming HDB)
- Awkward at best STAB combo could make moveslots difficult for future stages
I’m going to throw a type into the ring: Electric / Dark.
Another Electric typing which brings solid matchups vs a load of pivots (Mandibuzz, Toxapex, Slowtwins), while also offering a potentially solid matchup vs some Dragapult sets (physical sets click U-turn or Dragon Darts). This typing again offers useful coverage on both sides which suits it as a fairly offensive typing option. I do worry a tad about well, the fighting weakness, and how that connects with some of the threats we want to take on, namely Zeraora, but lets do an analysis:
Positives:
- Good matchup vs several defensive pivots including Slowking, Toxapex, Mandibuzz (this laughs at Mandi), Slowbro
- Workable matchup vs several offensive pivots including Dragapult, reach include Krilowatt, Astrolotl (these are at least not losing)
- Great offensive coverage
- Good stab options
- Future Sight + Doom Desire resist
Negatives:
- Fighting weakness hurts Zeraora matchup a fair bit (taking Pfists + CC could be difficult)
For the moment, I want to pitch Psychic/Dragon for 28.
This is an excellent defensive typing for this combo, making is very resilient in the face of Future Sight pressure, easily taking on all of Slowking's attacks, and giving us a solid matchup against some offensive pivots like Krilowatt and Rotom-Heat. However, I do worry a tad about this offensively. While Latios has shown that this typing is a proper nuke offensively, that was with exceptional offensive stats, and while those are possible, I do worry that without being a truly high echelon, we'd be unable to pressure a lot of defensive pivots. The typing is also reasonable, but not amazing offensively.
Positives:
- Excellent defensive typing, providing key Volt Switch, Scald, and Future Sight resists
- Solid matchup vs several Electric type offensive pivots
Negatives:
- No SE hits vs defensive pivots (barring amoonguss, tomohawk) means that design space could be difficult going forward (though possible)
The typing that stands out the most to me is Fighting/Electric, as it is a type combination with a lot of utility, both offensively and defensively, that is specifically relevant to the concept of being an "anti-pivot", while still having enough weaknesses and counterplay to be interesting.
This typing is an excellent mixture of offensive and defensive attributes, giving the signature "hit half the pivots SE" that Electric typings offer backed up by one of the strongest offensive typings of Fighting. This is an exceptional stab combo, giving SE hits vs Slowking, Mandibuzz, Toxapex, Slowbro, Blissey and Equilibra, as well potentialyl taking on Urshifu and Zeraora. That said, it does have noted difficulties in the face of an impending Future Sight and struggles a bit vs the grass type defensive pivots. Overall a great typing from both an offensive and defensive standpoint.
Positives:
- Excellent matchups against a huge number of defensive pivots such as Toxapex, Slowbro, Blissey, Equilibra, Slowking.
- Potential solid matchups against Zeraora and Urshifu
- Doom Desire resist
- Good STAB combo
Negatives:
- Future Sight weakness
- Very weak to Amoonguss
Electric / Fairy is a type we ought to seriously consider.
This is another truly excellent typing from the standpoint of beating pivots, again, offering the standard Electric type matchup against Pex, Slowking, Slowbro, and Mandibuzz, as well as a truly amazing matchup against a lot of offensive pivots thanks to well, just how great Fairy typing is defensively. That said, while it has the Electric type offenses, Fairy typing does struggle to provide a huge amount of meaningful offensive coverage in combination with Electric, expanding it to cover Dragapult and well, Dragon types in general. Overall this typing is probably the best defensively out of the Electric types, but not the best offensively.
Positives:
- Excellent defensive typing giving good matchups vs Urshifu, Zeraora (both can't hit it effectively), Dragapult
- It can't be overstated how relevant these resists are
- Electric typing again offers solid coverage against a lot of defensive pivots including Slowking, Toxapex, Slowbro, Mandibuzz
- Good stabs on both sides
Negatives:
- Stonewalled by a few pivots including Equilibra, Amoonguss (this is minor an expected, and can easily change in the movepool stage)
Apologies, trying to get through all of these and there's a lot.
There are two typings I want to highlight with this post.
Electric/Ghost
This again, offers all the usual Electric advantages, while also forcing Urshifu to click Wicked Blow to hit it. Outside of that however, it is somewhat limited; with its main advantage over other Electric typings being a Seismic Toss immunity. Overall an interesting typing, and certainly one we could make succeed, but I can't really view it as being exceptional over Electric/Fighting which offers similar advantages. Great STAB coverage though.
Positives:
- Great STAB coverage, being nearly unresisted
- Standard Electric-type matchups + Blissey
Negatives
- Knock weakness kills otherwise good Zeraora matchup
Finally a non-electric typing lol. This typing is truly excellent offensively, hitting essentially every defensive pivot SE. SE hits on Slowking, Slowbro, Mandibuzz, Amoonguss, Tangrowth, only really missing Toxapex and Blissey, the latter of which you wall easily (freeze dry exists, but I'm not assuming it). This is also combined with a nearly perfect STAB combo, which makes designing movesets easy for the future. Finally, there's good STAB options on both sides. That said, this is where the good sides end; this typing, while excellent offensively, really struggles defensively, with a potent Knock Off and SR weakness and well, a ton of weaknesses in general. Still, this is a solid idea simply because of how great it is offensively
Positives:
- Truly Excellent offensively, hitting Slowtwins, Amoong, Mandi, Tang, and Hawk SE. Somehow a fair few of these can't hit it SE with their main sets.
- Like, just really good offensively
- Great STAB options on both sides means a lot of design space
Negatives:
- This is very bad defensively with every offensive Pivot barring Krilowatt being able to hit it SE
- Doom Desire Weakness
- Very few solid switchins due to a lack of coherent resists.
I want to highlight Grass/Ice.
Ice typings are so fun, but definitely playing with Fire (ha). This is another typing that offers a truly tremendous number of SE hits vs a ton of relevant defensive pivots, and, unlike Ghost/ice, it actually has a single offensive pivot that it technically walls, Krilowatt. For that reason I think its a bit better than Ice/Ghost, because it can actually stop some pivot combos based off typing alone (this is nice), and lacking a Knock weakness is nice, even if every Knock user (barring Pex) can otherwise hit it SE. This is one of my favorite of the "bad" typings because of its very defined strengths and weaknesses, though the 4x fire weakness cares me because it means a mon it could otherwise come in on (Slowking) could just remove it. Difficult to evaluate how likely this is given Slowking's fairly rigid set.
Positives:
- Again, truly excellent offensively hitting Slowtwins, Amoonguss, Mandibuzz, Tangrowth SE using the STABs.
- Solid water resist means it can come in on Slowtwin standard sets
- It actually has a positive matchup vs an offensive pivot; Krilowatt.
- Really good STAB combo and STAB options
Negatives:
- Very exploitable defensively
- Knock weak as hell (assuming HDB)
- Doom Desire weakness
- 4x Fire weakness means a lot of mons can lure it in and KO it (barring insane bulk)
Heyo, I'm back with another type suggestion. I want to note that Electric/Flying is my first choice for it, but I thought I'd throw another hat into the ring that should be a little familiar to you.
Grass/Fighting (also known as Episode 6: Return of the Loom)
Grass typings continue to be fun, offering a great mix of offensive and defensive attributes. This one trades the truly insane offensive attributes of Grass/Ice for a very balanced set of offensive and defensive factors. The Slowking matchup is still very possible despite a Psychic weakness (could be lured by psychic, but unlikely), it gives a very solid Libra matchup thanks to SE stab and a ground resist, and a good matchup against Zeraora. That said, the typing does have its limitations given a Future Sight weakness (more of an in-play restriction), and a number of probable no-win matchups vs stuff like Tomohawk, Mandibuzz, and Amoonguss. Still, something you can fix with coverage.
Positives:
- Great mix of good matchups vs offensive and defensive pivots including Slowking, Slowbro, Zeraora, Equilibra, potentially Krilowatt
- Good stab options on both sides
- Solid resists including Water, Dark, Ground
Negatives:
- Flying weakness is very relevant vs a number of pivots, including Mandibuzz, Tomohawk
- Future Sight weakness is an in-play limitation.
Submitting Grass / Poison:
Based on typing, CAP 28 would have an advantageous matchup against Zeraora, Toxapex, Tangrowth, and Kerfluffle. Zeraora's only real way to hit CAP 28 would be Blaze Kick, which is a bit dire as a result of the power decrease; Toxapex wouldn't be able to potentially poison CAP 28 with Toxic, although Scald burns and Knock Off could prove somewhat troublesome; Tangrowth is only really able to use Knock Off to make progress against CAP 28 if it has this typing; and Kerfluffle is simply walled by this typing, being threatened by potential STAB Poison-type attacks and forced to pivot out with Parting Shot.
This typing is very similar to Grass/Fighting exchanging Grass/Fightings great Fighting stab for a solid Fairy-resist, Fighting-resist, and Toxic immunity, all three of which are very relevant here, and give the typing a solid matchup against Kerfluffle, Zeraora, potentially the Slowtwins, potentially Urshifu, and potentially Krilowatt. It does keep the Future Sight weakness as above, and unlike above it can't just style all over Libra as easily. Overall an interesting typing, and a Toxic immunity is always relevant.
Positives:
- Balanced offensive and defensive pivot advantages including Zeraora, Slowtwins, Kerfluffle, Urshifu, and Krilowatt (some are stretch goals)
- Toxic Immunity means getting worn down is more difficult
Negatives:
- This is a very awkward STAB combo
- Future Sight weakness
- Flying weakness is again relevant for Tomo and Mandi, but its not 4x this time.
I will be submitting Psychic / Fighting:
This is a very strong offensive typing, with literally like the only resists to the STAB combo being Psychic types and Aegislash. Sadly, the best pivot in the format is a Psychic type. That said, outside of that it does match up fairly well vs a number of defensive pivots including Chansey, Amoonguss, potentially Tomohawk, Toxapex. Losing matchups include Slowtwins and Mandibuzz (this is assuming it doesn't get like Tpunch). Very easy to fix up this combo with additional coverage is one plus. Matchups vs offensive pivots are a bit iffier, but we take neutral damage at best from Zeraora, which is nice, and well, neutral damage in general from most pivots, which is expected given the lack of resists that this typing offers barring Fighting and Rock.
Positives:
- Very solid offensive coverage hitting Amoonguss, Toxapex, Blissey, Chansey, Equilibra,maybe Tomohawk, and potentially Zeraora / Urshifu
- Solid coverage options on both sides
Negatives:
- Potentially losing matchups against Mandibuzz, Slowtwins depending on bias and coverage.
- Lack of resists in general.
I'm gonna try submitting Ghost/Dragon.
This is a very solid typing vs pivots as shown by Dragapult and Pajantom, which is where I run into issues; the existence of these two very meta-relevant mons does not help our design space much at all. If we're a fast attacker we're gonna struggle to differentiate ourselves from Dragapult, if we're an average speed wallbreaker the same issues comes up with Pajantom. While there is definitely design space available (eg sweeper, priority, being slow) I don't think there's enough advantages here to outweigh the in-built reduction of the design space. That said, good matchups vs Blissey, Slowtwins, and Heattom, and potentially Zeraora is nice
Positives:
- Amazing offensively and defensively vs Slowtwins, good vs Blissey, solid vs Rotom-Heat, Rillaboom.
Negatives:
- This design space already has a fair few examples
- Knock Weak.
(casually steals G-Luke's typing sub framework)
Ight, I wanna talk about a typing that hasn't seemed to get much recognition but feels fairly pro-concept nonetheless.. Ghost/Dark
Imo Ghost/Dark is interesting due to it's abundance of neutral matchups, along with positive matchups where it really counts. Along with that, STAB Knock Off (punishes the heavy-duty boots mons), a Future Sight immunity, and basically an immunity to the pink blobs (Chansey and Blissey) makes me love this typing. Priority in Shadow Sneak and Sucker Punch is also quite nice.
This is def a less extreme and safer version of Ghost/Normal (it doesn't wall itself) offering a good offensive typing (albeit not together) in Ghost/Dark, useful defensive typing in terms of just being very difficult to exploit, and a broadly neutral at worst matchup vs most pivots (as would be expected). This neutral at worst matchup with few resists barring Blissey is one of my points of contention with this typing as the lack of super-defined weaknesses does make the design space less interesting, but that's very minor. Offensively it pressures the Slowtwins effectively, as well as hitting a ton of offensive pivots for good damage such as Dragapult.
Positives:
- This typing is rarely at a disadvantage
Negatives:
- This typing is rarely at an advantage
Now with that said, I would also like to talk about one other typing that I don't believe anyone else in the thread has brought up yet. And that would be plain old Electric. There have been a ton of electric dual types talked about in the thread so far, but the more I think about it, the more I wonder if a secondary type is needed, or if it is even a good thing here. Electric is a rather unique typing in that it only has one weakness, so unless we are really relying on the resistances of a secondary type, staying single typed can often be a defensive advantage, and I think that may be the case here.
Finally we get to pure electric. As expected, this typing brings all of the advantages the earlier electric typings have shown, hitting Slowking, Slowbro, Toxapex, Mandibuzz SE, while providing solid resists esp to Zeraora. That said, the lack of a secondary typing does mean that it doesn't really have resists other than Electric and Flying, but that also means it doesn't have weaknesses other than ground. This is def a typing we could make work.
Positives:
- Purest distillation of Electric advantages vs Slowking, Slowbro, Toxapex, Mandibuzz, Zeraora
- Doom Desire Resist
Negatives:
- Doesn't really bring anything else; rarely a bad typing, but outside of the above rarely a great typing
I'll be subbing Bug/Dragon.
I like this one a lot; it offers an incredible Slowking matchup, a very solid Zeraora matchup, a workable Urshifu matchup and is just so unique. Bug typing gives a load of very unique attacks that we can explore in later stages, a very solid Fighting and Ground resist, and dragon typing offers the usual amazing gamut of resistances. I do worry a tiny bit about a Knock weakness (HDB), but like, if scratching out every single SR or Dark weak typing would be very disappointing. While it does offer a Ground resist, it might struggle to actualize it beyond Colossoil.
Positives:
- Great offensive matchup vs Slowtwins, Tangrowth
- Great defensive matchup vs a load of pivots including Zeraora, Urshifu, Krilowatt, Rillaboom
- Tons of great attacking options on both sides
Negatives:
- Bug does not add much in terms of attacking coverage to dragon
- Knock weak thanks to SR (HDB)
I got some free time do do a really quick writeup for Water/Grass.
Another very interesting Grass typing; this time offering a very solid SE hit vs Slowking without many of the usual disadvantages of Grass typings, that is, no Fire weakness, and no Electric weakness. Very interesting typing. Gives potentially amazing matchups vs Slowtwins, Krilowatt from typing, but this is where the advantages struggle; outside of Water and Ground this typing offers very few resistances, and it does have a fair few exploitable areas, mainly the U-turn weakness. That said, also very few weaknesses. STAB combo is ok, but does struggle vs Dragon and Grass types (easy to fix up). One of the more difficult to evaluate typings here because of a very targeted set of resists and SE hits, which I do like.
Postiives:
- This has a basically no-loss matchup vs the water-type pivots such as Slowtwins and Krilowatt, also annihilates Equilibra
- Very solid attacking options on both sides
- DD Resist
Neutral:
- Including neutral for this typing alone; it has an absolute plethora of neutral matchups which we could customize using stats, ability, and movepool
Negavites:
- No resists barring Water, Ground, Steel
- U-turn weakness hurts
- STAB combo has very noteworthy holes.
This typing has the same issue as Ghost/Dragon; its quite well explored, and the existence of Urshifu means that the design space for this typing is definitely limited. That said, its truly amazing offensively, and has enough defensive matchups (see Astrolotl, Dragapult) that it could thrive. Again, the existence of Urshifu and Voodoom hurts this typing.
I'll submit something, why not? Submitting Grass / Psychic for consideration.
Another very interesting Grass typing with a relevant and techable 4x weakness. This typing dominates the Slowtwins, has a valuable set of resists, and has great STAB options on both sides. Its weaknesses are definitely the holes in its coverage (as shown by Celebi), and how incredibly weak it is to U-turn, as well as a plethora of weaknesses. Very targeted typing. Positive matchups include Slowtwins, Amoonguss, sorta Zeraora (depends on physical bulk), potentially Krilowatt (speed). Very negative matchups however against Astrlotl, Mandibuzz, Syclant, Rotom-Heat
Positives:
- Amazing Slowtwin and Pex matchup, and good matchups against a few Electric (Zeraora), and Water (Krilowatt) types
- Future Sight resist
- Good stab options on both sides
Negatives:
- As before, very easy to exploit weaknesses
- Noted holes in stab coverage make movesets awkward
Done!!
Posting so that I don't lose this to a power cut, will be editing in more typings as I go.