CAP 36 - Part 3 - Typing Discussion

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CAP 36 So Far

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It's time to discuss one of the most important decisions for CAP 36--its type(s)! Please follow kenn's posts carefully and DO NOT immediately propose type combinations until he says so.

Below is the final post from the Concept Assessment thread:

Alrighty guys! Thank you again for one of the higher quality CA's I can remember being a part of. We've definitely got our work cut out for us, but I think we're extremely well set up to take on the challenges ahead. Here's what we seem to be in alignment with for these last questions.

Relic is flexible. We're definitely clicking our version of Relic Song at least once, ideally: we're going to use it to transform and clean late. We shouldn't build ourselves in a way where we want to click it a ton of times, mostly because we're going to want to do a lot more with our turns and our moves than chip damage, fishing for a 10% chance, and transforming. At the same time, we shouldn't build ourselves in a way where we're only going to want to click it to win the game. Spammer and Pip's posts highlight this: we can't be super rigid with the transformation, and there's going to be points in games where its a big help to go into our offensive form early or swap back to our defensive one.

Our defensive form needs to have a direct impact on the gamestate. We have to balance the defensive first form delicately: too good, and we're going to have builds and situations that focus super heavily on that first form and drop Relic. Too bad, and we're going to fail the concept by not enabling our second cleaner form. Utility like status is going to be very helpful to nail this balance and still have defensive applications, as well as flatly just dealing damage. Active tank roles that emphasize chip damage and impactful utility that a cleaner really desires later on in games seem to be the most effective route.

With these takeaways added, I think we're ready for the first big step: figuring out not just one typing, but two. I'm excited to hand it off to @kenn and get going!
 
Hey there everyone! It's your friendly neighborhood Chromoderator here to get this typing stage underway. Before we get into actually suggesting any specific type combinations, I wanna address a few things with a round of questions so let's hop right into it!

1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?

2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?

3. What types allow the concept to be fulfilled by giving 36 the tools to be self-reliant and set up itself for the lategame?

4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?


I am excited to hear everyone's thoughts and see where everyone is at in terms of how we accomplish not just the concept but the framework as well with regards to typing. I am planning for a soft deadline of 48 hours to get these questions answered and hopefully get us going into suggesting some type combinations!
 
1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?
I think most types can swing running a slightly less powerful move if the transformation is worth it. That said, there are some type + physical/special biases that don't really work together because of that move competition. I think you can pretty easily justify running the 75 BP move over any other move that isn't 100 BP/has insane util. Here's a chart of common moves per type per bias: (I've color coded certain options where I think the Relic Song clone has a good chance to outcompete other moves, I'm not sure if it can outcompete other moves, has a low chance to outcompete other moves)
Type​
Physical​
Special​
Bug
X-Scissor
Bug Buzz
Dark
Knock Off
Dark Pulse
Dragon
Scale Shot / Dragon Claw
Draco Meteor
Electric
Wild Charge
Thunderbolt
Fairy
Play Rough
Moonblast
Fighting
Close Combat
Focus Blast
Fire
Flare Blitz
Fire Blast
Flying
Brave Bird
Hurricane
Ghost
Poltergiest / Shadow Claw
Shadow Ball
Grass
Power Whip
Energy Ball
Ground
Earthquake
Earth Power
Ice
Icicle Spear / Ice Spinner
Ice Beam
Normal
Double-Edge
Hyper Voice
Poison
Gunk Shot
Sludge Bomb
Psychic
Zen Headbutt
Psychic
Rock
Stone Edge
Power Gem
Steel
Iron Head
Flash Cannon
Water
Wave Crash
Hydro Pump / Scald
2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?
I think defensive synergy is key. Gaining immunities, especially turning weaknesses into immunities, is very powerful, and any typing combination that does that should note that it is a large boon. Stuff like Electric/Steel/Fire + Flying and Fairy/Grass + Steel benefit a lot from the typing change (there are many combos that work this way). Additionally, you'd want the base forme to at least desire having coverage of the type that would turn into STAB for the transformation.

3. What types allow the concept to be fulfilled by giving 36 the tools to be self-reliant and set up itself for the lategame?
Classically good defensive typings make a lot of sense for the base forme. Being resilient to damage with the base forme gives the second forme a lot more room to work with when it gets to cleaning. Steel immediately jumps to my mind as a good option, as do things like Poison and Fairy.

4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?
Again, I think typing combinations where the gained type is useful as coverage for the base typing makes so much sense. That cuts down a lot on "dead slots".
 
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1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?
Ideally, the type of CAP song (which I presume is the same as the shared typing) should, at the bare minimum, not be held back by type immunities, as something like Normal (blocked by Ghost-types), Psychic (blocked by Dark-types) or Dragon (blocked by Fairy-types) would prevent us from transforming - if we can't guarantee we can transform, I'd daresay we failed a major part of the framework. That said, types that can be blocked by Abilities though like Fire (Flash Fire) would be fair game though.
As for which types... that depends on whether we want to go Physical or Special. dex above has got a table of moves that, if you look closely, favour one damage category.
2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?
The way I see it, both types should at least cover one of the shared type's weaknesses respectively, so that even if in the other form it can be used as coverage, if perhaps possibly less effectively. As an example, say if we had Water as the shared type, which is weak to Grass and Electric, one form could cover the weakness to Grass, while the other handles Electric.
That said, I do feel the base form's own defensive profile should be more stretched out than the transformed form, if only because it's the main form accessible at the beginning of the turn, and thus less vulnerable to hazards or incoming hits when switching in.
 
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1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?

I think we already went over in the CA that Relic Song being overshadowed by other moves will happen if the form change isnt worth it. If you consider it like a setup move, its damage is a secondary effect with the main goal being to become a really powerful cleaner when the time is right. So I don't really think being overshadowed is a thing like that, and it can theoretically be fine as a move of basically any typing.

However theres still some criteria that I believe can make a shared typing slightly more powerful:
a) types with no immunities- this allows the mon to click Relic Song freely.
b) types with good offensive potential- this allows Relic Song to threaten a KO while transforming which is impactful
c) types with good defensive potential- all mons benefit from having a good typing.
d) having comparable attacks with similar BP in the tier makes it more threatening- for instance, Ghost and Dark moves

2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?

If the second form turns a weakness into a resistance or immunity, then that greatly powers up Relic Song. I think that there isn't a leaning towards offensively covering stuff or defensively covering stuff across the 3 typings- you'd hope that the defensive form has a fantastic defensive typing and the offensive form has a fantastic offensive typing, and so I guess typings that accommodate for both (Water, Fairy, Flying, Ground, even some Steel, Fire, Fighting, Dragon and Ghost dual types) are immediate standouts.
I don't think that its 100% necessary for the defensive form to use both STABs, as this will save some moveslots as long as it can use the cleaner's STAB well enough- for instance plenty of defensive mons would feel alright clicking a non-stab Knock Off or Lava Plume, which could then become STAB for the cleaner after transformation. I think the defensive mon can prioritize being a good defensive typing in this case, and use the extra slots for good coverage or for its utility purposes.

3. What types allow the concept to be fulfilled by giving 36 the tools to be self-reliant and set up itself for the lategame?

Electric, Ground, Fire, Poison, Steel (and ice lol) types have status "immunities" which protects the cleaner from being prematurely crippled.
Fighting, Ground, and Steel types have Stealth Rock resistance and Flying types have Spike immunities. These can help the defensive mon switch in more, meaning when the lategame comes they have more HP with which to spend a turn clicking Relic Song.

I'm not super clear on what the 4th question is asking for but I think that Ghost and Steel have a lot of positive qualities based on the questions above that can lead to a strong dual typing, without forcing much when it comes to movepool choices. But its not that simple! A lot of typings transform completely when paired with something else, so a lot of additional types are still on the table. Its really, really hard to look at this one type at a time, especially when two dual-types are on the table.
 
1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?

Ultimately I feel the first part of the question can be best answered by solving the other portions of the question. For CAP 36 to not have CAP Song not get destroyed on value bs cost, CAP 36 (and by extent CAP Song) should be focused on the types that have the least value offensively within their move pools. These typings might be *good* types offensively within the metagame, but they lack either depth or consistent, safe options within.

With this in mind, and assuming 75 BP is where CAP Song lands as it’s in line with Relic Song, we should first determine what types it would see the most effectiveness from. I propose doing this by just seeing where it would land relative to the base power of other moves assigned to each type.

Below is the list of typings based on where CAP Song would fall tiered on base power:

Normal: 36th
Fire: 31st
Water: 25th
Electric: 24th
Grass: 23rd
Ice: 11th
Fighting: 23rd
Poison: 10th
Ground: 12th
Flying: 13th

Psychic: 24th
Bug: 9th
Rock: 9th
Ghost: 13th

Dragon: 17th
Dark: 15th
Steel: 16th
Fairy: 15th

Now, obviously this doesn’t tell the whole story of Type move distribution. For example, Fairy is the newest type by about…. a decade: So, it’s to be expected it has lesser options for a damaging move as compared to say… a water type. Additionally while Ice and Dragon lack damage options in numbers, they make up for it in both utility and exceptionality. However, in looking into the distribution of attack moves and their base power some interesting niches became apparent. Poison, for example, is widely regarded as an underrated option for a defensive type marred by a lack of a strong move pool to draw from. The most common poison stab move is Poison Jab, coming in at an 80 BP, which gives relic song an interesting position as a move that could actually be used as a primary stab option for one (or both) of CAP 36’s formes. Rock as a typing also sticks out to me as a type with a potential niche, given rock moves are notorious for lacking both power and accuracy, Ogerpon aside. CAP Song could be used ala Power Gem on the special side as the 5 less BP feels annoying but ultimately less consequential. Comparatively, on the physical side, the strongest attacking move Rock has with perfect accuracy is the signature move Mighty Cleave and its 95 base power… which then falls off a cliff to Smack Down at an embarrassing 50 BP leaving CAP Song as an interesting stab option. Flying also stands out to me as a potential option, as Air Slash is the only non-exclusive move within the same ball park as a special attack (admittedly it'd be overshadowed dramatically if CAP song were to be physical.) Dark, Bug, Ghost, and Ground while meeting number benchmarks feel as though CAP Song within those types would struggle to compete with other in slot options either due to the drop off in utility (Knock Off, U-Turn) or strength (EQ for Grounds, Shadow Ball for Ghosts,) Additionally, Ghost can be nullified by Normals, blocking the form change.

With all those considerations in mind, I would suggest Rock or Flying for the shared type. Rock allows it to have solid offensive opportunities, while Flying gives it some cool resistances while also allowing it to come in on ground attacks for zero cost.

2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?

I think you can have both, ultimately. Take Lando-T for example: Ground/Flying as a type allows it to both exert offensive pressue, but also function as a defensive response to specific pokemon and types. Corviknight is another solid example. The typing also doesn't have to exert total pressure defensively, as pokemon like Zamazenta and Garganacl show that you *can* be a defensive presence even if you're taking neutral or even super effective attacks. The formes might not have to explicitly cover for one another.

3. What types allow the concept to be fulfilled by giving 36 the tools to be self-reliant and set up itself for the lategame?

I still view flying as one of the best option for this role as it gives 36 recovery, speed control, entry hazard control, hell even a debuffing option which all let it Help Itself, with typings like Poison, Rock, Ground, Steel, Fairy all serving as viable secondary typing options giving it varied niches such as entry hazards, defensive utility, or intense stab options.

4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?

As assessed above, I believe a typing that:

-Isn't ineffective against a type
-Has a low barrier of entry to make CAP Song a viable move for 36
-Can serve both an offensive and defensive role

has to be included in 36, either as a subtype but ideally the base type, Flying, Rock, and *maybe* Poison lead the way for me, so figuring out the last typings should be viewed from the lens of enhancing both coverage and 36's ability to assert offensive and defensive pressure.
 
1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?
As others have said, the most important parts of the CAP Song are that it needs to be something that has nothing immune to it and doesn't have options that are a lot better (ie. special ice.) While ghost, normal, dragon, electric, ground, and poison are all of some degree of concern, I'd personally argue that there's actually a good few immunity abilities to worry about. For instance, Heatran is basically always going to be somewhat playable, so fire might not be the best pick.
3. What types allow the concept to be fulfilled by giving 36 the tools to be self-reliant and set up itself for the lategame?
Flying has been mentioned a lot, and it's not hard to see why. If the base form pairs flying with a rock-resistant type such as Ground or Steel, you can get around the stealth rock weakness that cripples the type and take advantage of its otherwise excellent defensive portfolio, and can switch to a more offensively potent type like fire that would normally be restricted by a requirement to wear boots. Steel would also allow the pokemon to switch in without needing to worry about toxic. Other synergies such as this also exist, such as a ghost typing allowing the user to switch into normal moves to punish rapid spinners only to swap to a different type to deal massive damage to said spinner with a newly STAB-boosted attack.
4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?
For the offensive form, it needs to rely on raw power over coverage to cope with the limited slots. For example, dark and ground type have singularly powerful moves like earthquake and knock off, while a type like steel lacks a similarly "spammable" move to use after transforming. On the defensive side, we want types that can provide utility even without using moves directly. Types with some sort of immunity like poison and ghost spring to mind.
 
1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?

First, do no harm. 36's shared type cannot be detrimental to either goal. There are types like Ice or Rock who provide incredible offensive benefit, but come at the huge detriment of huge defensive liability. Other types, like Poison or Steel, can provide a beneficial defensive profile, but are very limiting when it comes to offensive pressure due to the nature of the STABs available to them. Types like Fire and Flying are quite handy, but their weakness to Stealth Rocks are incredibly damaging.

I think that most types can be improved with synergistic co-types on both sides of the Song, but those types should primarily be focusing on prioritizing meeting the concept of defensive or offensive posturing. Our connector type should, first and foremost, avoid being detrimental to either side. Whether that's a more neutral type like Normal, a powerhouse type like Fairy or Dragon, or even something that can itself play both sides of the coin like Water, whatever it is cannot put an unnecessary burden on any other factors, such as asking for HDB due to a Rocks weakness or whatever.

2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?

Aside the connector type, I'm not concerned about the two individual types interacting with each other, as the two serve different purposes during different points of the battle. I think that it might be cool if the shift turned a weakness into an immunity or resistance, or changed the types that most easily walled it - something like Ghost->Normal flipping the Ghost opponent attack as an example of the former, or Fairy->Ground surprising Fire and Steel types as an example of the latter.

In the end, if we're going to have a slight leaning, I'd rather lean defensive - a defensive Pokemon preparing for a later sweep doesn't gain nearly as much from a bit more offensive presence than an offensive cleaner/sweeper gains from an additional few "theoretical percentages" in its defensive profile - how often have you appreciated a Gouging Fire's ability to tank Fairy-type attacks due to that slight touch of defensive profile from the Fire-typing, compared to a pure Dragon type? (Or, how often has it infuriated you when facing it?) Meanwhile, Nobody is really thrilled that Hisuian Goodra can do STAB damage on its Dragon Tails or whatever, it's marginal at best.

3. What types allow the concept to be fulfilled by giving 36 the tools to be self-reliant and set up itself for the lategame?

I'm not convinced types will be the most important part of self-setting up. I think that this will be explored more in stats and moves, but I suppose there is some value here in ensuring that we choose a defensive-first and offensive-first type for each form, and also ensuring that they are not too similar or avoid encouraging bending the concept to a primarily defensive or primarily offensive 'mon. We also want to make sure that our Song isn't a total waste of a turn, so our connector type should probably not be something risky to use - how hard is it to click a Ground-type move when you know your opponent has a Flying-type, yknow?

4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?

Our offensive type needs to be usable as a STAB - both in the sense of actually hitting stuff (Bug doesn't hit anything for relevant damage) and having moves that deal damage (name a reliable Steel STAB that is spammable, it's not easy!). Our Song cannot be a waste of time, it's gonna be using it every battle in theory. Our defensive type should not necessitate a move by its own existence, we should have the flexibility of our "setup" of choice not being assumed as early as the typing stage, I think.
 
1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?

Echoing the sentiments of Ayecrusher King , Pipotchi , and Etharia - making our Relic Song clone a type which is affected by immunities would be starting off our process with a significant preemptive nerf. Types with the potential to deal 0x damage are as follows:
  • Type-based: Normal, Fighting, Poison, Ground, Ghost, Electric, Psychic, Dragon
  • Ability-based: Ground (Levitate, Earth Eater), Rock (Mountaineer), Fire (Flash Fire, Well-Baked Body), Water (Dry Skin, Storm Drain, Water Absorb), Grass (Sap Sipper), Electric (Lightning Rod, Motor Drive, Volt Absorb)
Now, I don't think all of these immunities are equal - Mountaineer, for instance, would only stop the Pokemon for one turn if the Syclant user predicts properly, at which point Syclant might end up in danger anyway, but good for Syclant if it can make it work. Others are also more situational too (see: the highest ranked Sap Sipper Pokemon with nothing better to do is Hisuian Goodra), but the Rock immunity here is the only one I feel comfortable totally writing off. I think there's room for discussion on whether any of these other immunities are minor enough that their types should still be viable on other grounds, but for the sake of argument, I'm proceeding with what's remaining.

With that in mind, the list of types that have no immunities* are Flying, Rock*, Bug, Steel, Ice, Dark, Fairy.

One major factor I haven't seen addressed yet is that, since we're looking to make the second form a cleaner, we will probably want to avoid making the Relic Song move a type that is important to cleaning. If the Relic Song move is a high-impact type for endgame cleanup, then I foresee one of two possibilities:
  1. It will likely become necessary to click Relic Song in order to finish off one of the opposing Pokemon, bringing this CAP's momentum to a halt, and allowing the opponent to reverse momentum.
  2. Players will have to run Relic Song alongside another move of the same type, or otherwise use a coverage type with very similar offensive profile. This would squeeze our current "3 Moveslot Syndrome" issue down to a "2 Moveslot Syndrome" issue, at which point we're risking it not being worth the trouble to run the move at all. (this is also a sneaky answer to Question 4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?)
It's for this reason that I would advocate against making the shared typing / Relic Song typing something which the Pokemon will rely on for cleaning capabilities. Looking at just the 7 immunity-immune types above, I looked at their super-effective coverage against all Pokemon currently ranked on CAP's VR, and got the following results:
Attacking Type# Super-Effective Against# of Pokemon on VR% Super-Effective Against
Ice359736%
Fairy289729%
Rock249725%
Flying249725%
Bug209721%
Dark159716%
Steel149714%

Note: this analysis doesn't weight anything based on the tier a Pokemon inhabits on the VR, and the number of things you can hit neutrally, in addition to super-effectively, is also a very important consideration.

All this to say, if we go with a type like Ice, Fairy, or Rock for the STAB Relic Song typing, then there are likely to be multiple Pokemon on any given team where CAP 36's best option would be to click Relic Song during its cleaning, and then immediately revert to its defensive form. While Rock and Flying are very similar in their number of targets, non-STAB Rock coverage tends to be more common and desirable than non-STAB Flying coverage, so I'm arbitrarily considering this to be the boundary line between the highly desirable cleaning types vs the okay-er ones.

With all this in mind, I think some of the strongest contenders for the shared typing / STAB Relic Song based on offensive properties are Flying, Bug, Dark, and Steel.

While my post is primarily focused on the role of offense and STAB typings in attacking, I would like to finish by highlighting a defensive quality / utility of Flying - Having a natural immunity to always-potent Ground moves is nice, but I think the real strength of Flying here is its immunity to Spikes and especially Sticky Web. While a Stealth Rock weakness is a trade-off, being immune to Sticky Web creates more scenarios where CAP 36's post-transformation cleaning can proceed unimpeded, and allows for greater item-slot variation with less burden on hazard control team support.

Edit 4/8/25: Realized my table undercounted the numbers, fixed with better methodology (relative order remains the same)
 
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1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?
I think there are three different versions of this that lead to different results:
1) Defensively solid types with weak offensive Coverage and or little access to additional utility (Steel, Dragon, (Poison), (Bug)). This category would provide a strong defensive base, where Relic Song sees use only as transformation move (basically set up move) and no other move of that type would be used in the moveset. In the Cleaner form this would rely on a really strong Mono attacking Types like Ghost, Water, Fairy or Fire paired with strong non Stab coverage moves, while potentially allowing more freedom in movesets as you might drop the coverage altogether. The caveat is that Relic Song itself might not have a threat factor and would be unable to provide swing turns as strong as with types that have more offensive oomph (especially if the typing also faces immunities that can block it entirely)

On the opposite end of the spectrum we can find
2) typings that are geared super offensively/are great as STAB options for the cleaner form while not providing much additional move utility at the same time. (Ice, Fighting, Fairy, (Ground), (Flying))
These types would make Relic Song a threat in itself especially with Special Fighting, Flying and Fairy, it wouldn’t be far off the strength of the most reliably strong moves of that type. This would benefit a build that actually wants to switch more often between forms and might use the transformation to gain advantages both early game in walling Pokemon and late game in reacting to the mons that are still in the opponents team. The caveat being that you might have to run an additional STAB of the same type that doesn’t offer much more utility and or power than Relic Song itself, so that you don’t have to switch forms during a sweep, which negatively impacts the flexibility of the moveset. Though if you run only relic song as STAB of this Typing it opens up room for more coverage or utility.

In between we have the types that try to marry both worlds
3) These types have a solid defensive spread (at least in dual type combinations) while being spammable STABs and also having access to strong offensive moves, with in built utility or high power options. (Water, Fire, Dark, Psychic, Electric, (Poison), (Flying), (Ground))
This category seems to be the most flexible, allowing the shared typing both defensive and offensive merit to varying degrees.
Most likely you will want to run two moves of this typing that grant either additional utility for the base Form, while still being strong enough as Attack for the cleaner or are high powered nuke options that create more offensive potential.

Rock and Ice type sorta are in between the last two, while they don’t have much defensive merit at all, they provide access to moves that allow for moveslot compression.
Grass falls between one and three, where it doesn’t have the best offensive spread but is strong defensively and has access to really strong Nuke options as well as powerful utility.

I think overall the third category is likely the ideal pool of options for the shared typing, as it grants the most flexibility to fit both defensive and offensive options in the build.
That said with the exception of Normal, Dragon and Bug I don’t think any typing is immediately disqualified for the shared typing, given the right combination.

With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?
I don’t think that synergy here is a must, BUT any form of synergy between the types will benefit the Mon a lot.
I think especially defensive synergy is a great factor between the forms. Using Relic song essentially as a defensive pivot, while also providing chip damage and a potential set up move for the cleaner can create super powerful momentum swings.
Imagine combining a defensive Terastallization with a damaging set up Z-move.
Offensively I don’t think much synergy is required, though given the concept I think it could be beneficial if the defensive form is likely to chip down and weaken the Pokémon that would otherwise halt a sweep of the offensive form.
(The defensive form forces in and chips Pokemon that the offensive form might struggle to clean against.)
What types allow the concept to be fulfilled by giving 36 the tools to be self-reliant and set up itself for the lategame?
Any type that has moves with strong utility compression is a good choice here.
This can range from additional status (Water, Fire, Electric, Poison, (Ground)), debuffs (Psychic, Fire, Grass), hazards or other utility (Rock, Dark, Psychic) to Recovery (Fire, Grass, Fighting).
As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?
I think there’s a very wide array of type combos that can free up moveslots in different ways, be it through moveslot compression through utility, synergistic defensive utility between the forms, that removes the necessity for recovery or other forms off moveslot economy like strong two move coverage with only one reliable STAB for the cleaner form.
The more of these characteristics we can fit into the typing, the easier the following stages will be.
And here lies the challenge. While achieving one of these aspects in isolation might be fairly simple, with each addition it will be more difficult to find type combinations that can satisfy this.
For that reason I think our best starting point is starting with a flexible base type (category 3), which I outlined in my answer for the first question.
 
1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?
As others have said, if another type is immune to the type in question, that type is probably not what we want, as it means 36's cleaner role will be limited in matchups where that immunity is present. Types with common ability based immunities might be another thing to avoid for similar reasons, though that may be up to debate. Types that are lopsided offensively/defensively like grass or ice should probably be avoided, as our CAP song type needs to work for both our defensive and cleaner forms, and having a type that weakens our defensive profile or adds little in terms of coverage is probably not for the best.

The last question here feels like an odd one, truthfully. Whatever CAP Song's type is, the Pokémon should probably be able to learn a move of the same type that DOES outclass CAP Song. Considering that CAP Song is limited both in power and in how freely we can use it, we need an option that provides us with the power and utility that it can't, otherwise we're relying on only one STAB and coverage in order to get the cleaning done.
 
1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?
I'm gonna go against the consensus here and say that I think it's often fine if the shared typing has an immunity, as long as your base form's secondary typing is super effective against the most common holders of that immunity. Just as an example, something like Electric/Water, where Water is hitting the ground types that are immune to CAP song, might be workable (although it's a bit tenuous because of the sheer number and potency of our ground types). This type of build also kind of fits this concept really nicely: there are roadblocks to the transformation itself, but you have the means to clear those roadblocks in the early and mid game.

To be clear, some of these typings with immunities are not going to work. Poison as a base typing just has no realistic way to get through immunities on a primarily defensive chassis that I can see. Ground probably can't get through all the different flying types with different weaknesses in the meta, plus Libra. But some of these shared typings with immunities could actually work quite nicely. Certainly throwing out typings like Ghost that realistically have 0-1 immunities on a given team, without factoring in your secondary typing, is very silly. The main hurdle with this build is that if transforming is hard enough, we risk not running the transformation move. Still, as long as we are threatening the mons immune to CAP song sufficiently, I think it's absolutely worth considering some of these typings for the shared typing slot.

Beyond that, I think people may be slightly undervaluing "generically good" offensive coverage on CAP song. I find the idea that it should specifically be a type with poor offensive coverage a bit strange, although I understand the argument. I think you want the move that's ideally on 100% of movesets to be fairly clickable. Even if you aren't doubling that STAB, when you're in cleaning mode and you're forced to click CAP song to transform and then transform back later, I don't think that's the end of the world. The benefit of having better coverage with that move is that you can cover the remaining threats more easily with your remaining moveslots (perhaps allowing you to double that STAB if needed), and it can ease prediction for example. It can also force more situations where you are killing with the move in the base form and transforming simultaneously, which is quite helpful.

2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?
The defensive mode needs to have a way of specifically wearing down the checks of the offensive mode. But that doesn't necessarily have to come from typing-related offensive synergy. You have to work backwards: If the offensive typing is Fairy/Ground, the best way to wear down Venomicon and Equilibra for late game may just be clicking Knock Off. If that's the case, the base form's means of pressuring these pokemon doesn't primarily come from its typing, so you probably want to think more in terms of defensive synergy. It's very case-specific.

4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?
Good 2-move coverage when transformed is very helpful in compressing moveslots. Types like Fairy and Ice (Freeze-Dry) can be placed into a number of good 2-move pairings and are very worth considering here.
 
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1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?
Also contrary to common sentiments, a CAP Song that can hit into an immunity is possible. The main hindrance is that many of these types are simply bad for the role. Dragon, Electric, Fighting, Ghost, and Ground are very spammable types (often with much stronger moves) that do not want tied to a move CAP36 will not click repeatedly. Poison and Psychic are simply not very strong offensive types (never mind both having much better utility moves than CAP Song).
CAP36 will benefit much more from having a CAP song that can hit most things at least neutrally, and some specific things SE without being overwhelming strong into the meta. Flying, Dark, and Steel are strong candidates with those conditions. It helps that each lacks at least one physical or special STAB move that is obviously better than CAP Song.
With that in mind, its perhaps the wrong order in which to be thinking. The first priority should be in deciding the best secondary type for CAP36's offensive form and working backwards. With a limited move pool, the offensive form really should be leveraging its other STAB to drive its offensive momentum. There may be room for running CAP Song and another move of the same type, but that should only be for exceptionally strong types and certainly not a given.

2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?
Typing does much more for a Pokemon defensively than offensively. As a Pokemon already pulled between two roles, CAP36's base typing should maximize its defensive potential (where EVs and moves cannot). Similarly, as noted above, the secondary type of the offensive form should maximize its offensive potential. If overlap can be found, all the better -- but it is not the primary concern.

3. What types allow the concept to be fulfilled by giving 36 the tools to be self-reliant and set up itself for the lategame?
This question seems better suited for the movepool stage but as others have mentioned there is value in status or hazard immunities and resistances. However, there are other ways around these; Heavy-Duty Boots for instance will already be a strong contender for the item slot given the playstyle outlined for CAP36.

4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?
It is unlikely that CAP36 will run traditional defensive status moves. Instead, some combination of strong (100+ BP) STAB moves and dual-purpose moves will fill it's remaining move slots. The first category is straight-forward, types with spammable STAB moves include Fairy, Fighting, Fire, Ghost, Ground, and Ice. The second is bit more complicated and contingent on plundering signature moves, but some standard examples are Dark, Water, and Poison. Naturally, the former and latter will function better in the offensive and defensive forms, respectively.
 
2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?
Defensively, I think the two formes want different things out of their typings. The base forme wants to preserve its health for a final clean, and a healing move is hard to justify because of 4MSS. The ideal switch-in opportunities for it would be defensive or utility mons that do not threaten to damage it beyond a point that makes cleaning impossible later on. Thus, in addition to status protection and a plethora of resistances that allow it to switch in, it should also be resistant to common chip or progress-making moves. We can't have it falling prey to Knock Off and U-turn at the very least, and I would go so far as to say that resistance to these types is necessary.

The cleaner forme can afford a relatively weak defensive profile in exchange for unbridled offensive prowess. The only defensive consideration would be its resistance to moves commonly used by other cleaners. This is especially important since, compared to other cleaners, CAP 36 with most likely start with some health lost in its cleaning function due to its defensive role. So the main threats would be priority moves like Pixilate Extremespeed, Sucker Punch, Bullet Punch, Triage Drain Punch, or common moves on sets of Pokemon that might outspeed it (Dragapult, for example). Which of these we would like to target is a discussion we can have in the later stages, but this should be a consideration.

These defensive benchmarks could be achieved through the common type or a secondary typing on only one of the formes. Fairy stands out due to helping or at least not being a detriment in most of these cases, especially for the base forme (Equilibra's Doom Desire can be played around, Bullet Punch is basically only used by Cawmodore). Fighting also achieves this, along with a resistance to rocks, but has a fatal weakness to Pixilate ESpeed for the cleaner.
4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?

As others have mentioned, types that have compressed utility are almost necessary, given our 4MSS issues. The same move should ideally serve as utility in the base forme and spammable offense in the cleaner forme. Ghost is a good neutral offensive type that has good compressed moves which can help debuff opposing mons in the base forme while being an easy click in the cleaning stage. Poison has some options but is more limited in scope as worse offensive typing. Dark has some strong staples in Knock Off and Ceaseless Edge, although Knock Off might hamper the cleaner later on.​
 
Don't really have much to say about 3) and 4) that haven't already been elaborated on, so I'm just going to cover the first couple questions

1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?

This isn't exactly a hot take, but one thing that really stands out to me as something that we should be actively avoiding is any type with an immunity. I would argue that we can sort of make an exception here for Ghost here though, just due to how uncommon Normal-types are right now (Shox is like the only even remotely common Normal-type right now, unless we want to get into Teras). On the flip side, I think for the purposes of this concept, we should also group Water in with these typings. While it would normally be a really good shared typing here, the main issue I have with it is that we have two very common Water immunities in both Ogerpon-Wellspring and Mollux, and while it is certainly possible to play around one of them, playing around them both is not very feasible, especially with our limited moveslots.

As for how strong our shared typing needs to be offensively (outside of the lack of immunity), I honestly don't think we really need to put a whole lot of weight into how strong its stands on is own, so for this reason, I honestly wouldn't be super against going with shared typings that are a bit on the weaker side. That being said, it is also very important that our shared typing synergizes well with both of our individual typings, especially for the base form, and especially if we choose a shared typing that is a bit weaker on its own. Finally, I also don't think that CAP Song being overshadowed by other potential STAB options here is really going to be that big of a concern here.

2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?

Offensive synergy between the two forms is not important. Realistically speaking, I think that the base form is going to be making progress through its utility, and the cleaner form shouldn't really need too much assistance from the base form in terms of type coverage as a result.

As for defensive synergy, I'm actually going to go against most of the rest of the thread and say that it is very important for us. Realistically speaking, having too many shared weaknesses between the two typings, or having types that the base form is very weak to that the cleaner form doesn't really like dealing with either is going to make transforming a lot harder, as we are often going to have to deal with these types of mons coming in when attempting to transform. As a result of this, I think that looking into type pairs that can turn weaknesses on one typing into resistances or even immunities on the other typing are going to be extremely valuable here, and are things that we should be actively looking into working with, rather than just viewing it as a potential bonus.
 
Not much to say on 3, but I hope I could contribute a little on four.

1. What types would be a good fit for the shared typing and why? What types allow 36 to transform with CAP Song when needed? What types allow CAP Song to not be overshadowed by other potential STAB options?

Water feels like the best type for the shared type for both forms. It offers strong defensive aspects with some type combos, while hitting a good few things pretty neutrally. The issue with going with Water, however, is that water has REALLY good stab options on both sides. Liquidation, Waterfall, and Wave Crash on physical and Hydro Pump, Surf, and Scald on special. So, I think the next best option would be Ground. It's pretty good defensively, like water, and doesn't get completely overshadowed on both ends.

Fairy and Fighting are also good for the shared slot, but I'd like to talk about them in Section 4.

2. With having essentially three types, as both formes must share one type, how much synergy do we want to have between both formes? Does the overlap between all "three" need to be leaning more offensively to cover threats or defensively to potentially take hits? Why?

Ideally, the overlap should lean more towards the defensive. Too many shared weaknesses is an issue and would harm C36's ability to do effectively preform its role. Having a base type that struggles against that cleaner form's type would also prove an issue, not being able to wall itself does sound bad. Looking at typings that can cover each other would serve well, which is a pretty good transition into Section 4.


4. As mentioned in Concept Assessment, the hindrance of only having 3 moveslots due to "forcing" 36 to run CAP Song is a big concern. In relation to that, what types may provide the most variety in achieving the goal of the concept?

Fairy
, Fighting, Poison, Ghost, and Dark all can work as typings for either form, but it also depends on what form they go with.

If the Shared typing is Water, then:If the Shared typing is Ground, then:
1. Poison: Offers a variety of utilities w/ access to Toxic, T. Spikes, possibly Mortal Spin, plus, a Resistance to Cawmodore's Bullet Punch, Libra's Doom Desire, and Hemo's Pixilate Extreme Speed. Offensively, leaves a bit to be desired though.1. Poison: Being able to take hits from Cari remains pretty good. Still has good defensive utility too. Overall, good defensively, a bit lacking but still feasible offensively.
2. Fairy: Fairy makes for a pretty good combo that is neutral to BPunch, DDes, and Pixilate ESpeed, but gains a few resistances to other threats in turn; namely, being able to wall Offensive Astro, Mias, and whatnot serves as a pretty good utility. W/Fa also serves as a good offensive type, being able to hit quite a few mons neutrally.2. Ghost: Being neutral to Steel is pretty good, and having access to the two ghost stabs always is helpful.
3. Ghost: Pretty good utility, even with a knock weakness and neutrality to fairy. Offensively, it's pretty good as well w/STAB SBall or Poltergeist, which hits quite a few threats neutrally.3. Fairy: While not as good as W/Fa, Go/Fa still makes for a decent typing, both defensively and offensively.
4. Fighting: Despite the glaring weakness to Hemo and Caw, it functions well against a few of the heavy. It can run Drain Punch to threaten Libra and Voodoom, but it really does shine offensively. Hitting Navi, Libra, Voodoom, and Shox is very good, but it gets semi-walled by Venomicon, which sucks. 4. Fighting: Same reasons as for Water, but it's worse since it can;t even hit Venomicon w/o coverage. Plus lacking the Steel resist sucks.
5. Dark: Being weak to turn, Arghonaut, and Pix ESpeed just.. isn't good. Even the access to STAB Knock and Ceaseless, doesn't overlook the glaring weaknesses unfortunately.5. Dark: Same as before, even if Go/Da meshes somewhat better.

Overall: For Water, I think Base: W/P and alt. W/Fa works the best, and as for Ground, Base: Go/P, while Alt: Go/Gh. works the best.
 
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Gonna disagree a bit with dex's evaluation above. There's a bunch of typings where its unlikely that CAP song will be overshadowed that face a far more dire fate; the move is difficult to click due to either lacking SE hits or lacking neutral hits. Special Bug is probably the easiest one of these, as its fairly easy for CAP song to compete with Bug Buzz, but its just gonna be really hard to click unless we do something silly like give CAP 36 Tinted Lens.

Rather I think we need to balance the two out, we need to identify typings that have a large number of opportunities for being momentum positive turns. A 75 BP move is not great, but its a lot nicer when its 150 or 300 BP, and suddenly approaches a momentum positive turn. Something like Fighting has a fair number of SE hits in the meta, letting you click CAP Song vs something like Gambit on a forced switch, and despite Kit existing its still gonna be a pretty easy click a fair amount of the time.

I feel like having a fair number of SE hits is going to be a quality we enjoy, regardless of whether we're facing that many immunities cause we do in fact have 2 potential other STABs we'll be running.

Separately I think a major factor when deciding our typing should be the possibility of "dancing", where we use CAP song to abuse weakness into immunity pairings, creating momentum, and removing potential counterplay (we need to do this).

Aka I like Fighting, Fire, Water, and basically anything that has a SE hit into common Tanks in the meta. We probably want a transforming attack that hits bulky pokemon with lacking longevity hard, rather than bulky pokemon with good longevity.
 
Hey fellow CAPpers! While there are varying opinions amongst all y'all about how we can achieve the synergy (or lack thereof) between both typings, ranging from the shared typing being a pivotal part of 36's identity to putting focus on both typings covering each own's weaknesses by turning them to resistance or immunities the best we can, most of you are in agreement on what types will offer the most compression when it comes to potential utility or coverage to help 36A make a path for 36P to come in and just clean up. You all have mention multiple types such as Water, Fairy, Fire, Ghost, and so on as the potential shared type while types such as Ground, Ice, Dark, and Poison would serve us great when it comes to powerful coverage or utility. I really like what a few of you specifically said such as Da Pizza Man mentioning Water being a rough type to be the shared/CAP Song type due to 2 major immunities within the meta (Wellspring and Mollux) or the table provided by dex on where CAP Song would fit best to not be "overshadowed". With that, I think I have a solid idea of what direction we wanna take with this, so with that I am gonna be opening up typing suggestions for BOTH formes!

How this will work is you will suggest one combination for each forme and draw the connections you think would help achieve the concept between each forme.
Water/Ground --> Water/Flying
CAP Song Type: Water
Benefits of the combinations: Water/Ground provides just 1 weakness albeit a 4x one but Water/Flying gives us a way to barrel past those Grass-types with potential Flying coverage/STAB while also being able to bypass the 4x Electric weakness by swapping back to take that hit if 36P is fast enough to transform before getting hit
I wanna give ample time for everyone to give their thoughts and ideas (or throw support behind ones that may be suggested already) so I am gonna give this 72 hours for suggestions to be given before either a full slate or at the very least a prelim slate is proposed. Have fun!
 
Base Typing: Fire Steel => Pirouette Typing: Fire/Ice

CAP Song Type: Fire

This typing submission aims to combine a well-known (albeit out of favor) defensive typing, courtesy of Heatran's donation, with one of the most terrifying offensive typings in the game (admittedly assuming Freeze-Dry, or some other manner of hitting water types). Fire/Steel also has the advantage that it really has little need of actually running a Steel move, which really helps to make our moveset make a bit more sense. Additionally our other typing, Fire/Ice only really needs the Fire-side of its typing to hit steels or fires, which tend to be pokemon that lack recovery.

I'll note a few things about the base typing. Fire/Steel, as a typing, is more about trying to maximize the defensive value from a Fire type whilst being neutral to SR. There are better defensive typings for Fires, notably Fire/Flying, but they don't allow us to hold leftovers, which I believe is quite valuable for us. We need moveslot compression moreso than anything else on this CAP, and any chance to spend an item slot on healing rather than a moveslot is going to be extremely valuable to us.
 
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WIP

Ground/Flying --> Ground/Ice?
CAP Song Type: Ground
Benefits of the combinations: Ground/Flying calls to mind some of Gliscor's best defensive sets, who although as a 4x weakness to Ice and a 2x weakness to Water, can otherwise tank other moves quite for neutral hits; as seen with Landorus-Therian, we know we aren't required to run a Flying move (admittedly because it doesn't have something usable outside of possibly Tera Blast) to be viable.

Ground/Ice, meanwhile has the extremely good offensive profile to hit everything at least neutrally. A lack of worry against Stealth Rock is also nice.
 
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Base Typing: Water/Ground -> Pirouette Typing: Water/Ice

Song type: Water

Benefits of the typing: Water/Ground is a classically good defensive typing with plenty of nice resistances and immunities. A particularly excellent feature of the typing is that it is immune to Cresciedon's Thunder Wave; I view paralysis as the most detrimental status CAP 36 can get hit with. Water/Ground types have often run Ice-type coverage in the past for Grass-, Flying-, and Dragon-types (see Ice Beam Swampert), so the Pirouette forme's Ice-type STAB move won't be a dead slot on the base forme. Water/Ice, on the other hand, is a potent STAB combination, only resisted by Water and able to hit the vast majority of the tier at least neutrally. In turn, Ground-type coverage is helpful on a Water/Ice Pokemon for odd cases where Ice/Water coverage doesn't cut it like Mollux and Galarian Slowking. Ice is a really good STAB typing by itself, especially with Ground coverage for Fire- and Steel-types, so I don’t think Water would even be wholly necessary to run outside of the Song move. We've seen examples in the past of how good each type is in their role (Swampert for Water/Ground and Iron Bundle for Water/Ice), so I think we have a really good base to build off of for this CAP with this typing.
 
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Ghost/Normal -> Ghost/Fighting
Song type: Ghost

Ghost/Normal is a great defensive typing, with three immunities, two resistances, and only one weakness. Ghost/Fighting is a great offensive typing, hitting virtually everything (except Ghost/Normal) neutrally. And, as mentioned above, the only common Ghost-type move that is significantly stronger than CAP Song's 75 BP is Poltergeist; admittedly most Ghost-types have access to Poltergeist, but it's not unheard of for a Ghost to lack Poltergeist, and if CAP36 is a special attacker it doesn't matter much whether it has access to Poltergeist or not.
 
Base Type: Flying/Steel -> Pirouette Typing: Flying/Fire

Song type: Flying

Benefits:
For the combined typing / CAP Song typing, I stand by my earlier post about the benefits (both offensive and defensive) of Flying. Being immune to Spikes, Sticky Web, and Toxic Spikes, even when Knocked Off, makes it much easier for CAP 36 to switch into the field in its defensive base form. Also, Flying is an incredibly spammable type, hitting most Pokemon neutrally and being immune from immunities, making it easy to click CAP Song often. A Flying CAP song would also stand out from moves of its type more easily than it could for some other more offensively solid typings; the most powerful Flying moves (Acrobatics, Brave Bird, Hurricane) all have caveats or drawbacks (item slot investment, recoil, low accuracy out of rain), meaning CAP Song is easier and more reliable to include on a moveset. Assuming 75 BP, it would match Air Slash on the special side (with 5% higher accuracy) and only be 5 BP below Drill Peck on the physical side.

With Steel as the base form's secondary typing, we would eliminate the Stealth Rock weakness caused by Flying, making CAP 36 reliable enough to switch in no matter what hazard is on the field. While I agree Ground would also be valuable in this role due to the Electric / Thunder Wave immunity, the fact that Poison would be our only additional resistance, while maintaining a weakness to Ice, leaves something to be desired compared to Steel providing 6 additional resistances and Ice neutrality, at the cost of developing a Fire weakness and Fighting neutrality. This is in addition to a Poison / Toxic immunity in the base form, which - while a slightly suboptimal trade-off compared to the Electric / Thunder Wave immunity - gives the base form much greater resilience against long-term chip damage and stall tactics.

Fire is an incredibly powerful STAB type for a cleaner to be able to spam, as it allows CAP 36 to break past several top-tier defensive threats in Kitsunoh, Equilibra, and Gholdengo, which is a really good reason to want to include and click CAP Song in the first place. It's also a creative way to get a Flying/Fire type on the field without Boots or taking 50% HP! Fire also has some nice defensive benefits - it would allow CAP 36 to resist more priority moves like Hemogoblin's Pixilate Extremespeed or Bullet Punch, and remain neutral to Ice type moves like Ice Shard or Weavile's Triple Axel. Shifting from Steel to Fire also provides a resistance to the Fire-type switch-ins (see: Iron Moth, Mollux, Moltres) that might look to check the base form, giving CAP 36 a potential starting point for its onslaught. Finally, as one last bit of utility, Fire would block any burns from Pokemon like Dragapult or Alomomola, should CAP 36 go in a physical direction, making it immune to 2/3 major statuses at one point or another.
 
Base Typing: Ghost / Dark => Pirouette Typing: Ghost / Fairy
CAP Song Type: Ghost

Ghost Dark is a notoriously powerful defensive typing that has a single weakness and crucial immunities, which is a perfect fit for what is most likely gonna be a statball in the defensive form. Being a Ghost type that can take Knock Offs and can force out other ghosts is an extremely good niche in this meta. Additionally, Ghost Dark has tons of potent utility options and STABs such as Infernal Parade, Knock Off and Ceaseless Edge to compress its role on a team.

On the flipside (literally), Ghost Fairy is a potent offensive typing that competely lacks resistances in the meta. The change to a fairy typing means that the dark types that used to check the Ghost Dark form are for the most part forced out of the field if they try to switch out against us. A lot of fairy types who might come in to try and check us suddenly can get outmuscled since the lack of a dark type means they no longer have the direct advantage against us.
 
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Fairy/Steel --> Fairy/Ground
CAP Song Type: Fairy
Benefits of the combinations: Fairy/Steel is known to be a very powerful defensive typing, notable for carrying Tinkaton defensively. It resists Dark and is neutral to Fighting, while boasting most of Steel's impressive array of resists (giving up only Steel). This gives CAP36 plenty of opportunities to switch in on a resisted hit, or take minimal damage while clicking Relic Song. Fairy/Ground is an unexplored type combination, but quite a potent one offensively. Notably, Ground hits all of Fairy's resists (Fire, Steel, Poison) super-effectively, leaving only a handful of Pokemon that resist this STAB combination (Equilibra, Moltres, Venomicon). We can specifically target these Pokemon with our utility moves to fulfill the concept.
 
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