Hey all,
This was a pretty insane discussion, with a ton of really cool and interesting ideas and also a lot of uncertainty around the implications of engaging in certain typing avenues. To be real, finding that sweet spot has proven to be a pretty major challenge, far more than I was expecting. While I had a pretty hard time figuring things out, I am beyond grateful to
kenn and the rest of the TLT for their insight and helping guide my thoughts and iron out a philosophy for what to do here. There are probably going to be a few typings I omit here that people are probably gonna be pretty disappointed with me omitting, so I'll be sure to explain that as well. Thank you all again for an amazing discussion; as always, this is my favorite part of the process and it's been my honor to help guide it again.
Your slate is as follows:
Psychic/Fighting
Fire/Fighting
Fire/Normal
Electric/Normal
Grass/Normal
Bug/Dark
Dark
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Psychic/
Fighting
Holder of Few
Psychic/Fighting at first seems to be a very bizarre type combination to include here, and to the average beholder it would make sense why. It doesn't come with many meaningful resists, and it also has some pretty gnarly weaknesses. However, what it lacks in good resists it makes up for with a brutally useful STAB combination, an all-around incredible neutral profile, and a key resistance to Fighting. It packs weaknesses to Ghost, Flying, and Fairy, but because it is neutral to so much, it is a hard type to fully exploit without the help of a Pokemon like Hemogoblin or Dragapult. Its Fighting-type resistance with this neutral profile is also quite a neat quality into Pokemon like Zamazenta and Close Combat Great Tusk, while being a great way to find entry-points into Fighting-type coverage in general. With access to potential options like Body Press and Psychic Noise as tantalizing STABs, this typing is about as quintessential as it gets when it comes to embodying the Holder of Few archetype and has a ton of really interesting qualities that I think would make for an engaging process.
Fire/
Fighting
Holder of Many
Fire/Fighting is mostly represented by Pokemon like Blaziken, Infernape, and Emboar, designed almost entirely to be offensive powerhouses. However Fire/Fighting brings a really awesome defensive profile to the table that is mostly unexplored, packing meaningful resistances to Steel, Dark, Ice, Fire, and Grass, as well as a neutrality to Rock to improve its matchup into Stealth Rock. All around, this typing is just a great option for teams to fully utilize in the metagame since it provides a Weavile, Kingambit, and Darkrai check while also being a bit more resilient into other threats like Malaconda, bulkier Gholdengo, and WispHex Dragapult in a way that its main competitor Arghonaut cannot be. On paper this type is just all around strong defensively, but what brings it into the territory of contradictory is that its defensive profile can be exploited by many common Pokemon due to its really common weaknesses, namely Water Psychic and Ground, making it a bit more selective in what it's aiming to check. However, the STAB combination, which could include options like Lava Plume and Body Press, and the flexibility into Will-O-Wisp users are a huge selling point for it. I have no doubts we can make a great CAP with this typing.
Fire/Normal
Holder of Many
Going off of our previous point, Fire/Normal sacrifices the all around defensive flexibility of Fire/Fighting to shit on Gholdengo and Dragapult specifically. Because of this feature as well as Fire in general being an incredibly emblematic typing for this concept, Fire/Normal is easily one of the most popular type combinations in the thread, and it's not hard to see why. It's an incredibly valuable quality for defensive backbones to have more tools into Gholdengo and Dragapult, with the added bonus of a buffed Kitsunoh, and with it, the typing possesses a potentially better matchup into Hemogoblin thanks to the bonus Fairy-type resistance lost by Fire/Fighting. A huge draw is also beating Necturna. This typing is a bit more specialized, but possesses a mightier niche.
Grass/
Normal
Holder of Many
Grass/Normal on paper looks to be a pretty arbitrary combination, however it is a pretty great option for both Normal and Grass that takes both of their upsides while not cancelling out their intrinsic value in any way. There is a ton of inherent value of being a Grass-type in this metagame when Ogerpon-Wellspring, Cresceidon, Primarina, Arghonaut, and Walking Wake are such potent options, and packing a Ghost-type immunity with it helps cement a stronger niche against its Grass-type competition. The combination of Ghost with Ground, Water, and Electric is really dope, and while we have a lot of weaknesses, many points have been made regarding models like Chesnaught and Sinistcha that demonstrate how far good bulk can offset non-STAB-boosted coverage moves. The added Fighting-type weakness sucks, but our Grass-type STAB can easily leverage us into Great Tusk depending on our build, which makes the Ghost-type immunity very worth it for the most part.
Electric/
Normal
Holder of Few
Electric/Normal is a paralysis-immune variant on Fire/Normal that heavily dials back the weaknesses demonstrated by the other two Normal-type slate options and imo best embodies the Holder of Few archetype for a Normal-type in the context of this concept. Electric/Normal only has two weaknesses to Ground and Fighting, making it relatively hard to exploit, and shits on Gholdengo arguably the hardest of any option on this slate thanks to its Paralysis immunity, which as stated is highly valuable. It is the most committed to being a Holder of Few, akin to Psychic/Fighting, and does so practically while boasting a couple of meaningful resistances.
Dark
Holder of Few
This is the slate's only monotype, which makes it rather unique, but for it, comes with a pretty honest set of resistances and weaknesses. Ghost and Dark are obviously very valuable, and it's pretty hard to fully capitalize on its weaknesses if we're built to be tanky, unlike most other Dark-types in the tier. Most other Dark-type combinations render down the inherent usefulness of having a Dark-type wall by introducing more annoying weaknesses to the table, which complicates Dark's defensive gameplan by nature, so having mono-Dark cuts out the middleman by keeping the weaknesses to a minimum and holding onto the key resistances we know Dark for.
Bug/
Dark
Holder of Many
Bug/Dark is the other Dark-type I took interest in. While Lokix is almost exclusively an offensive Pokemon, its access to Leech Life and propensity to have some HP investment puts its typing's defensive potential on display, making it a rather interesting angle to explore. Mono Dark leans the most into the defensive utility of being Dark by toning down the weaknesses, but Bug/Dark is probably the best "Holder of Many" Dark-type take since it neutralizes Fighting and introduces a Ground-type resistance, making it a take on Dark that leverages a potentially decent matchup into Great Tusk and allows for us to threaten opposing Dark-types. The additional weaknesses, namely to Stealth Rock and Fire, suck pretty bad, but for a Dark-type wall that aims to leverage itself into common Dark-type resistances, it's a pretty compelling angle to take with many build routes.
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Lastly, I wanted to briefly address a few popular typings and explain why I didn't include them.
Electric/Dark is cool and I've genuinely included it on a few iterations of this slate, but the more I thought about it, the more I felt that it was generically outclassed at effectively being a Dark-type by mono Dark and outclassed in potential niche-carving by Bug/Dark. Furthermore, Electric/Normal also covers the "Electric resilient into Ghost" angle I'd say more feasibly due to its fewer weaknesses. It's a cool option and I'd include it if there wasn't this degree of overlap, but it feels like it's trying to do a bit much and doesn't really blend these combined traits in a very practical way imo due to its awkward combination of weaknesses.
Bug/Ground also got a lot of reception and to be honest with you, this typing was never in consideration for me unless I got a god-tier argument. The reality is that there are a metric fuckton of Ground-types in this metagame, all covering an insane amount of roles, and being x2 weak to Ice Spinner instead of x4 is not enough of a niche to make it stand out from the insane splashability Gliscor and Landorus-T, especially when Equilibra exists. It's a cute typing but the circumstances of this metagame just make me struggle to see how we could give it a niche without overtuning it to hell.
Ice/Flying and
Ice/Fighting are really cool. I will be honest and say that originally this slate had 8 options, with the 8th consisting of one of these two typings. Both have some cool qualities and I did (do?) have faith in these qualities, but my issue is that these types are far too specialized and are far too underwhelming in their upsides to offset the asinine amount of weaknesses they have. As fun as it would be to try and make one of these typings work, I struggle to see an angle for them that doesn't result in us trying to mitigate their weaknesses more than actually leveraging their positive traits. Maybe someday.
Normal/Flying was also pretty popular, but personally I never really understood the hype. It's a decent Holder of Few, but I feel as though Electric/Normal was generally more compelling considering that being a Ground-type immunity with a good Ghost-type matchup is not really a dearth niche.
With that, I'm going to pass the baton to
kenn for approval. Thank you all again for having me!