Are certain offensive types more manageable as weaknesses than others? If so, how and why? How can we use this knowledge to our advantage in designating our typing niche?Hi all, thanks for your patience with me:
The idea of what a contradiction means really lies in the resistances and weaknesses; mainly, their chemistry with one another. Out the rip, it seems pretty unanimous that our typing should possess at least some tangible positive qualities, and I couldn't agree more. I think it's very telling that defensive Pokemon with typings that possess little to no redeeming qualities defensively are niche at best, and generally bad at worst. While we could theoretically pursue this angle, it would mean turning up the dial on just about everything else to compensate, which doesn't really make for an engaging or intuitive process imo. It's important to recall that this concept focuses on the idea of a contradiction as opposed to a fundamental setback, which by definition doesn't mean that what typing we end up having is going to be bad, but moreso go against the grain of what makes a defensive profile generically good. In this regard it can be easy to try and look into compensation as a means to build a viable CAP instead of making every part of it function together as a working system, and I am personally not content taking a direction like this with our typing. Regardless of the specific contradiction we take, I will at this time be putting entirely bad defensive typings on the backburner and will likely not be considering them unless there's a groundbreaking argument brought up before we enter suggestions. If this applies to you, please make yourself heard!
Speaking of which, in the last part of this discussion, a really fascinating and strong point regarding how we would want to have a typing with defensive qualities that we would actively enjoy keeping was brought up, given the caveat of Tera. I think this was a really astute point and one I believe we should lean into as we determine our typing, as a Pokemon with a typing that holds more drawbacks than positives is more likely to try and use Tera as an escape route and leverage its other powerful qualities (such as Garganacl). We should try to think about leaning into a defensive niche and work with what our typing brings to the table by leaning into it with our build, as opposed to trying to seeing our weaknesses as something to try and escape from.
The last part of my initial questions explored STAB moves and their relationship to this contradiction. In general it seems having a competent STAB is something people aren't really against -- unsurprisingly given the sensus on the nature of a typing contradiction -- and even if they were, we don't need STAB moves to succeed as a wall so long as we have tools to exert pressure in one way or another. I personally think having a nice STAB move is a nice bonus that could incentivize going with a given typing, especially if it has utility packed in. But, above all else it's really down to the utility we possess and how we manage to win the war of attrition into our desired targets; we do not need a dedicated, good STAB move for this purpose.
The primary situation I see now is that there's a relative divide as to the specific contradiction style we should lean into: many resistances with many weaknesses as a cost, and few weaknesses with a few resistances as a cost. In general, I don't actually see this as much of a problem, because I am not opposed to typing suggestions that have one or the other; both are equally valid and engaging in what they offer and I think are extremely valid routes to take with our contradiction. Before we dive into suggestions, though, I want to ask a few more questions so we can cover our bases as to what these two main contradictions have in store for us as we continue into the process. Not necessarily to force a focus into one direction or another, but to make suggestions more informed and deliberate.
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Contradiction 1: Holder of Many
When a Pokemon has many resistances and many weaknesses, those weaknesses often end up being a reason that the defensive utility of its typing is rendered down as a result of coverage moves often undermining resistances. As such, there is a serious concession to be made about the specific Pokemon we will be able to check, since if we hold weaknesses to common coverage typings, we lose our ability to operate as a wall into a larger range of Pokemon we would be able to check on paper. So, typing suggestions need to be very focused and deliberate with this contradiction.
1: Is the weakness profile something we need to build around, as to minimize the range of Pokemon we want to check that are able to break through us? Or, should we lean more into a set of resistances being so potent that these weaknesses are harder to exploit due to the defensive niche of our typing accomplishing the role we want it to? Why?
2: Are certain offensive types more manageable as weaknesses than others? If so, how and why? How can we use this knowledge to our advantage in designating our typing niche?
3: Are there any typing weaknesses and resistances that, when in tandem, would undermine our specialized defensive profile in practice to a serious extent? For instance, having a U-turn or Knock Off weakness when holding a Water- or Ground-type resistance, due to the common users of these moves.
4: A point made regarding this contradiction is that hazards are a very major caveat that will impact our effective bulk, as they will always be able to break us down throughout the game; this is obviously no issue with Heavy-Duty Boots, the most common item for walls in the game, but the issue stands that moves like Knock Off are going to make these kinds of weaknesses stand out. How significant is having a resilience into Stealth Rock, and how might having more leverage in our item choice and into Knock Off impact our ability to improve the niche given by our typing's many resistances?:
Contradiction 2: Holder of Few
Conversely, a typing that's a holder of few resistances and weaknesses provides many more options since they all have effectively a very similar defensive profile with some deviation lent by given weaknesses and resistances. This improves typing suggestion flexibility a lot, but it's far harder to lean into a unique defensive niche when your resistances are few and far between.
1: We established earlier that having a good STAB move is nice, but not necessary. However, for this contradiction it's arguably a bit more needed as a way to carve out a unique niche when weaknesses aren't as much of an option. Do you think this is true? Why or why not?
2a: Since this contradiction is harder to build a unique defensive profile around, we need to play into whatever resistances we do have. Are there any type resistances or immunities that, by themselves, would be possibly significant enough to help carve out a niche for this contradiction?
2b: Although this contradiction comes with fewer resistances, it does also come with fewer weaknesses. This is a pretty nice caveat, but in a similar vein to the above question, are there any specific type weaknesses that would be significant enough to make a typing not worth serious consideration? How about when 4x weaknesses enter the equation?
3: Are there any typing weaknesses and resistances that, when in tandem, would undermine our widely applicable defensive profile in practice to a serious extent? For instance, having a U-turn or Knock Off weakness when holding a Water- or Ground-type resistance, due to the common users of these moves.
4: In a similar vein to the previous contradiction, this route would also have a shaky relationship with hazards. Without many resistances, we most likely come packed with a Stealth Rock and Spikes neutrality, which could also undercut our bulk to a serious extent since taking neutral hits is already a taller order for a wall of this design. How significant is having a resilience into Stealth Rock when having this contradiction, and how might having more leverage in our item choice and into Knock Off impact our ability to improve our defensive profile's flexibility into a wider range of matchups?
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Because this is a bit less defining stage of questions, I'm going to give this batch about 48 hours. Once we're done, I will be sure to aggregate the common sensi around these contradictions to help inform suggestions, and we'll get started with them proper!
We know that types whose movesets lean predominantly into the physical, such as Fighting and Ground, are especially more vulnerable to status as compared to a Water or Psychic type given the greater stakes associated with Burn and occasionally Paralysis. To lean into this further, utility moves share the same characteristic - no one wants to Rapid Spin or U-Turn into a Flame Body mon.
Following Garganacl’s theme of being punishing its would-be counters of Water and Steel through Salt Cure, types that are especially vulnerable to contact could play an interesting niche if they have a mechanism able to punish the opponent back. Options that comes to mind are mono Dark, or perhaps dual Psychic/Electric; both of these seem invitational to traditional switch ins like Great Tusk, Scizor, or Urshifu-Single for their ability to capitalise on each type’s vulnerability to pivoting moves and common physical STAB.
I’m finding myself particularly drawn to punishing physical attackers given the particularity of our dilemma here. As mentioned before, a fire type that’s magically able to switch into water types isn’t a unique nor creative way to establish a wall. However, traditional methods to bypass the type weakness barrier have tended to lean towards hard-counter abilities: Storm Drain, Dry Skin, Volt Absorb, Flash Fire, Levitate and many other similar iterations of the same get-out-of-jail-free card already exist in the meta. What sets Garg apart from these is its unique style of punishing the opponent back, rather than switching in safely for free.