Pet Mod Extreme Reboot (Complete Mod)

DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
(approved by Yoshiblaze, more complete banner coming soon)
extreboot.png

IT'S TIME FOR AN EXTREME REBOOT!

Welcome to Extreme Reboot! In this Pet Mod, we as a community will be rebuilding the entire game from scratch. Very little will be kept from the base game, as we'll be completely removing and recreating all of the following (in order) -
  • Type Chart
  • Statuses
  • Moves
    • Viable Moves
    • Flavor Moves
  • Abilities
  • Items
  • Pokemon
    • Starter(s)
    • Legendary
    • Mythical
    • Sublegend (ex. Swords of Justice, Latis etc.)
    • Everything Else
There's a lot to cover here! This Pet Mod will be very different from all of the rest, and every slate will be different, so I'll be going over the individual rules of each slate as they come. There would be way too much to explain for what should otherwise be a simple post. A few more things to note -
 
Might as well start things off!
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I know some of these types seem a bit weird at first, but read through some of my flavor and see if it helps clear things up a bit.
All matchups will be offensive (since defensive will be covered in the attacking type's matchups).

:cosmoem:funny ball mons
:sudowoodo::darmanitan-zen::forretress:
Inert is a pretty weird type. Defensively, it's very good, with nice resistances, an immunity to one of the better offensive types in Reactive, and only one weakness in Ethereal. However, offensively it acts similarly to the Normal type from base, only hitting Rotten super-effectively, with resistances in Ethereal, Sterile, and Ancient. Every other type is hit neutrally by it, making it rather bad overall offensively, but its amazing defensive profile should hold it up.

Flavor-wise, Inert is the exact opposite of the next type, Reactive. Inerts are basic, plain, and unchanging, with very few flashy design aspects or out-there move concepts. They are generally docile, and would fall cleanly under the 'good as pets' category. Being added to another type makes that type duller, smoother, with less going on. Can also be used as a transitionary type for form-changing mons (think Zen Darm).
If a substance is made Inert it can no longer rot, thereby killing any rot currently on it.
A spirit cannot be effected very much by anything that is Inert (and therefore prime for possession).
An Inert object cannot do much to something that is already Sterile.
Something that is Ancient is most likely already dormant or inactive, leading to Inert having very little effect.
:eevee:the eevee type
:ditto::silvally::eevee:
Reactive is a very good offensive type, able to hit key many key types such as Sterile, Aerosol, and Elemental (particularly Aerosol, as it is the only type that is able to do so). However, it suffers from an immunity in one of the best defensive types; Inert. Luckily, most of its other resistances are particularly easy to hit with common coverage options, making them much less relevant. Defensively, it struggles, with its resistances not being particularly relevant, but it can provide nice synergy with types such as Inert. Unfortunately, it is very much held back by its weaknesses to Basic, one of the better offensive types, as well as Ancient.

Reactive types are constantly in flux, with chaotic designs and strange abilities. Reactive mons are usually either extremely adaptable (similar to Eevee) or extremely volatile, which can lead to them being dangerous. When blended with other types, Reactive enhances or even overwhelms the features of those types, leading to very flashy results. Expect a lot of very strange moves from this type.
The presence of an Inert substance cancels out any potential reactions, leading to Inerts being immune to Reactive.
Acids and bases are already very capable of reacting with other substances, so Reactive wouldn't affect them very much.
A Sterile object shouldn't react with anything, so something Reactive targeting it would tarnish it and make it no longer Sterile.
A reaction can seriously mess with environment around it, including the air.
This also includes any elements around it (fire could be put out or started, water could be evaporated, earth could be melted or changed into something else, electricity could be conducted), and that level of flux would cause the elements to spin out of control.
An object that has existed for a long time isn't likely to be very Reactive, so it makes sense for Reactive to have little effect on it.
:salazzle:poison but scarier
:dragalge::muk::victreebel:
Acidic is a very solid offensive type. While it doesn't seem to stand on its own, the types it hits pair very nicely with other good offensive types in the chart (particularly Rotten). Defensively, it's weak to Basic and Sterile, one of which is a more defensive type, with some very nice resistances in Reactive and itself, leading to a good showing defensively as well. Overall, one of the better secondary types.

Acidic ends up fairly similar to the Poison type from base flavor-wise, but with an emphasis on corrosion. Acidics are hazardous and extreme, with violent dispositions (one might say sour), extremely dangerous bodies, or sometimes both. When paired with other types, Acidic tends to be the dominant one, as it is an extremely strong flavor. Acidic would also most likely contain many stat-lowering moves.
The presence of an Inert substance cancels out any potential reactions, so Acidics will have very little effect.
Acid doesn't do much when mixed with more acid.
When an acid comes into contact with a base, a powerful reaction occurs.
Acid can eat through almost any Material if strong enough.
Acid will destroy any sort of rot or mold.
Acid can't do much to a non-physical being.
:alcremie-gmax:sugar but scarier
:alcremie::aguav-berry::slurpuff:there aren't a lot of mons that qualify as 'basic', so I threw in a bitter berry for good measure
Basic, unsurprisingly, is somewhat of a jack-of-all-trades type. It is able to hit the almost undisputed best defensive type, Ethereal, super-effectively, making it invaluable as a coverage option for offensive mons. It is also reasonably strong defensively, with resistances to itself, Reactive, and Aerosol, all of which are reasonably powerful offensive options (well, maybe not Aerosol, but you get the point). Also provides a good offensive pairing with Rotten.

There are a lot of things that fit under the scope of Basic, and many of them haven't been explored as concepts in Pokemon. Sugar, alcohol, detergent, soap, plastic, and some salts are all considered Basic, which allows for quite a lot of creativity when it comes to designs and moves. For this one, I look forward to seeing what other submitters will come up with.
The presence of an Inert substance cancels out any potential reactions, so Basics will have very little effect.
Pour a lot of detergent on a reaction and it stops reacting. gg ez
When an acid comes into contact with a base, a powerful reaction occurs.
Bases don't do much when combined.
People use salt to ward off spirits (please don't fact check me on this). Also halloween lol
Plants drink alcohol :blobthumbsup:
:stakataka:construction and buildings; the opposite of ethereal
:conkeldurr::garbodor::komala:
Material has the absolutely amazing tool of an immunity to Rotten. This alone would make it a key defensive typing, but it also has a generally good defensive profile (weaknesses to Acidic, Ethereal, and Elemental, with other nice resistances to itself and Sterile), making it one of the better defensive types. Offensively, it hits Sterile and Natural super effectively, which are both good targets, but Ethereal is immune to its attacks entirely, which is horrible for it. Still, overall a great type.

Similar to Basic, Material has very wide flavor. Construction is the key element here, with wood, concrete, plastic, and glass all falling under the umbrella of Material. Materials are generally somewhat gritty and down-to-earth, though the option for more out-there designs exists with types such as Sterile and Reactive. Offensive Material mons usually end up being setup-based.
Throw a block of wood at another block of wood, not much happens.
Can't do much to a ghost with a physical object.
Buildings and roads must destroy nature to be built.
Things like dirt and rocks can all make something no longer sterile by coming into contact with it.
Wood and stone don't have much effect on the air around them, or particles suspended in it.
:vileplume:creatures born of filth, existing only to destroy others
:grimer::koffing::trubbish:
Rotten is THE glass cannon type. Offensively, it's absolutely amazing, with 4 total types it hits super-effectively (that's more than any other type!). Material being immune to it singlehandedly makes Material a good defensive type, which does hurt it a bit, but also shows how strong Rotten is. Defensively, it's absolutely abysmal, with 5 weaknesses, many of which are relevant offensive types, and only two resistances to Natural and Ancient. Fair warning, Rotten will be an extremely strong coverage option for non-Rotten mons, so distribution of Rotten moves should be very careful.

Rotten can be considered somewhat analogous to the 'evil' part of dark type, combined with the 'decomposition' part of the poison type. Rotten types are almost always extremely hazardous to be around, and very often actively seek to harm others. Design-wise, they tend to revolve around mold, fungus, scavengers, and similarly death-adjacent lifeforms, as well as decomposition itself. Rotten most likely has low-BP attacking moves (to preserve balance) as well as 1 or 2 forms of status.
Sugars and alcohol are prone to fermenting.
Nonliving materials such as metal, as well as treated wood, cannot rot.
Rot breeds more rot, and the strongest rot eats all others.
Something that is already immaterial can't really rot.
Nature is a prime breeding ground for rot, as nearly every dead plant/animal can and will decompose.
The air can't really rot, or be affected by it much.
The older something gets, the more likely it is to begin rotting.
:gengar-mega:ghost, but with a focus on the 'poltergeist' aspect
:banette::aegislash::dusknoir:
Competitively, Ethereal is basically the Steel type from base, but with a few less resistances and a slightly better offensive profile. Defensively, it is of course amazing, with resistances to key offensive types such as Acidic and Rotten, as well as various other good types such as Inert and Elemental. Its weakness to Basic is definitely a big deal, but its other weaknesses are only particularly relevant because it is weak to them, so it is very solid there. Offensively, it struggles a bit. While being able to hit Inert and Material super-effectively are very good on paper, when coupled with multiple relevant resists and an immunity in Natural, it's hard to run effectively (which is part of why Inert and Material are such good defensive types).

Ethereal is admittedly very similar flavor-wise to the Ghost type in base. However, Ethereal has almost nothing to do with specifically death, as that is reserved for Rotten. Instead, Ethereal leans heavily on the concepts of multiple planes of being and possession of objects. Because of this, Ethereals are entirely immaterial, with incorporeal bodies, and are well-known for controlling objects. This leads to them being incredibly hard to damage, or even interact with, through normal means. However, they do not possess living things (mainly to explain their matchup with Natural). Many Ethereals lean specially defensive.
An Inert object can be controlled and manipulated by spirits, therefore making it no longer Inert.
Something incorporeal can't really affect physical reactions.
Again, a nonliving object can easily be controlled by spirits.
On the flip side, spirits have no effect on live organisms and nature.
Similar to reactions, spirits can have very little effect on elemental interactions.
The older something gets, the less affected it is by the spirits around it (I'll admit, this one's mostly for competitive purposes.)
:landorus:a combination of grass and ground with a wider scope overall
:comfey::wormadam::torterra:
Similar to Basic, Natural is an all-around solid type. Defensively, it has a nice immunity to Ethereal, as well as resistances to Basic, Sterile, and Ancient, though it is held back very much by a weakness to Rotten. Offensively, it has a very nice tool in being able to hit Ethereal super-effectively, with its only resists being Acidic and Rotten, neither of which are known for being good defensively. Reasonable defense combined with great offense leads to a very good type overall.

Natural encompasses a wide variety of creatures, both those based on the earth and plants as well as animals. Generally, everything is either a plant itself, plant-like, or plant-related (such as Landorus being a harvest god, or Torterra having trees grow on its back), though there are some exceptions (such as animals). The main motif of Natural is life, and so anything that falls under the typing should, of course, be alive. Many Naturals lean physically defensive.
Living things can't do much to acid without harming themselves in the process.
Life cannot handle rot without being harmed in the process.
Living things are unaffected by Ethereal, and are therefore one of the best ways to combat them.
Newer life tends to outperform older life, leading to it going extinct.
:metal-coat:both a symbol of cleanliness and of purity, but one that is easily tarnished
:pyukumuku::carbink::registeel:also a hard one to find flavormons for in base
Sterile is a fairly average type on its own. It hits Acidic super effectively, which is good, and it has good resistances to Inert and Aerosol, as well as only two weaknesses in Reactive and Material, but where it really shines is its pairings with other types. Both of its weaknesses are easily fixed by a secondary typing, so when paired with something like Inert or Ethereal, both of which are immune to one of Sterile's weaknesses, it becomes a defensive powerhouse. On the offensive side, Sterile provides great coverage options for types such as Natural (with which it has perfect coverage) and Elemental, leading to it being another great secondary type, following in the footsteps of Acidic.

Sterile is a somewhat strange type flavor-wise. Mainly it represents purity, both in body and spirit, with an emphasis on cleanliness (think hospital vibes on the cleanliness part). Of course, depending on mon, purity could represent many things; a sack of squid ink could still be considered Sterile, as long as it was pure and undiluted. As for personality, due to the types focus on cleanliness and purity, Sterile mons tend to be snooty, or even condescending towards those they don't recognize as equals. Overall, this is another one where the flavor is flexible enough to have a lot of things done with it, and one where the secondary type influences design a lot (just like how it plays competitively, coincidentally). Many healing and cleric-style moves are Sterile type.
A perfectly Sterile object has no way of being eaten away at by acid, so it can destroy it freely.
Something Sterile has no way of damaging something like a block of wood without dirtying itself.
Sterilizing a surface is a common way of killing rot.
It's very hard to remain Sterile in nature.
Similarly, being Sterile isn't exactly beneficial when trying to put out a fire or stave off electricity.
:weezing-galar:not just air, but the particles suspended in it
:weezing::drifblim::volcanion:
Aerosol is one of only two types with only one weakness. This, in combination with amazing resistances to Material and particularly Rotten, make it one of the best types for defensive pairings (though on its own it's a bit lackluster due to having too few resistances). Offensively, it's a little more average, hitting Rotten and Elemental super effectively. However, those are paired with 3 resistances in Basic, Ethereal, and Sterile, none of which are types you want resisting your attacks.

Aerosol at its core is entirely based on gas, and on solid and liquid particles in it (such as steam or a sandstorm). However, this doesn't exactly lead to creative designs, so the gas can just be part of a mon's concept. A dragon that constantly had smoke streaming from its mouth could be Aerosol, or a floating cloud island. There are a lot of options, but the constant is that all Aerosol mons are tied in some way to the air.
Aerosols can't really do much to prevent soap from doing what it normally would.
Mold sprays are one of the main ways of killing mold.
Air can't really do much to something immaterial.
Aerosols are a common way of sterilizing a surface, not vice versa (ignore sneezing please and thank you).
Air, or particles suspended in air, are generally a great way of putting out fire, or evaporating water, etc.
:castform:fire, water, electricity; all can be represented here
:jolteon::flareon::vaporeon:
Elemental is another all-rounder type. Offensively, it is capable of hitting some of the better defensive types in Material and Natural, making it valuable coverage for types such as Sterile and Rotten, though it is unfortunately resisted by Ethereal. Defensively, it packs resistances to Ethereal and Sterile, which aren't the greatest, but only really has one relevant weakness in Reactive, making it fairly nice defensively as well. Overall, shines best when paired with other types.

Elemental is a broad type, containing electricity, water, fire, and others (such as ice, wind, light, darkness, and earth, though light could fit under Sterile and earth could fit in Natural depending on the flavor). Now, while it can fit all of these, it doesn't have to; any Elemental mon can be only one, two, or even all of these at once and still be 'Elemental'. Most things that would be considered magical fit under Elemental, and so many Elemental mons end up resembling normal Pokemon (moreso than any other type). This is probably one of the easiest types to design for, and should lead to lots of interesting designs. Many Elementals lean specially offensive.
External elements won't do much to an already strong reaction.
Fire melts metal and burns wood, water oxidizes metal, I could go on.
None of the elements can really do much to a spirit.
Conversely, many elements can have a huge effect on nature.
:regigigas:primordial creatures, made strong by the passage of time
:relicanth::drampa::archeops:
Ancient is definitely a more defensive-leaning type. Its offensive profile isn't terrible, as being able to hit Ethereal super effectively is extremely valuable, but when you consider the two types weak to it and the three that resist it, there's a clear disparity (though at least one is a self-resist which improves its defensive profile). Defensively, however, it's very solid, with an unfortunate weakness to Rotten made up four by many important resistances to types such as Inert and Reactive. In fact, its defensive profile is so unique that no other type resists even two of the types it does at the same time (besides Natural, which is immune to Ethereal and resists Ancient). This leads to it being the only type that can fulfill certain defensive roles, and this uniqueness is its strongest point.

Ancient is, as expected, heavily flavored on being old. Now, this doesn't mean geriatric necessarily, but moreso having existed for a very long time. A great example of this is something like Relicanth, or the restored fossils from base Pokemon, though of course it doesn't just need to be a species; it can also be a single being (like Regigigas). This distinction leads to it being the most common type for both legendaries and mythicals, as those are the mons that most commonly fit into the word 'primordial'.
The older something is, the less Reactive it is, making it easier to calm down a reaction with it.
Ancient things are particularly susceptible to rot, and therefore have trouble managing it.
Ancient artifacts have commonly been used to combat spirits in the past.
Older creatures tend to struggle to keep up with nature's constant evolution.
Old man hits another old man, what happens? Not much.

quick extra flavor, Ethereal-->Material-->Natural is the main type triangle, so have fun with making the starters for those :)


I've never done anything like this before, so feedback would be greatly appreciated. Looking forward to the mod!
 
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Screenshot 2022-01-04 at 20-23-48 Interactive Type Chart.png

I've been waiting for this moment

Rock can't crush Paper because it is too flat
Rock smashes Scissors
Hand catches Rock
Rock crushes Lizard
Paper covers Rock
Paper can't wrap up Scissors because it just breaks it
Paper cuts Hand resulting in Paper cut
Paper can't cut Lizard because of its scales
Scissors can't cut Rock
Scissors cuts Paper
Scissors is wielded by Hand
Scissors cuts Lizard
Hand catches Rock
Hand gets cut by Paper
Hand wields Scissors
Hand can't catch Lizard because its too fast
Lizard can't move Rock
Lizard eats Paper
Lizard can't eat Scissors
Lizard bites Hand
Void can only interact with Void
 
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vfdgxzf.PNG


Short descriptions:
Soul: Soul is the spiritual or immaterial part of a human being or animal, regarded as immortal. It can also describe emotion or abilities.
Hatred: Self-explanatory.
Kindness: Self-explanatory.
Balance: Balance describes the equality, or like a god. Basically Arceus but a type.
Illusion: An illusion is a distortion of the senses, which can reveal how the human brain normally organizes and interprets sensory stimulation. Illusion can also fit in the category of deception.
Internet: Describes parts of technology.
Brain: Describes being smart or having high IQ.
Impulse: A sudden strong and unreflective urge or desire to act, or a pulse of electrical energy. Impulse can also fit in the category of explosions.
Perception: Perception is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment.
Heartache: Describes emotional anguish or grief, or emotional pain or distress.
Tidal: Describes water, oceans, etc.
Nature: Describes plants, animals, etc.
Science: Science is a systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe, or it can be considered as experiments.
Dull: Describes lacking interest or excitement, or lacking brightness, vividness, or sheen.

The starter trio would be Soul/Hatred/Kindness.
 
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Ema Skye

Work!
Funny food mons were very nonsensical so here is a real thing.
Screen Shot 2022-01-05 at 12.25.35 PM.png

This type chart draws inspiration from the 22 Arcanas, reduced to 16 to make it easier to work with. There's a lot of lore behind here too.

In the blank slate that was the land, the people came to revere 15 distinct creatures for their unique abilities. They believed there was something divine about them. Historical tomes split them into 3 domains as people began to realize the divine nature of animals.

They began with 11 creatures that immediately manifested their traits to them.

The Bear, representing the Fire-type, for its high initiative to caring for its cubs and preparing a reliable stash for hibernation.
The Dove, representing the Light-type, as it always signified when bad times were over, particularly after a strong rain.
The Buffalo, representing the Earth-type, as it always migrated towards fresh meadows for food, seemingly in sync with nature.
The Thunderbird, representing the Electric-type, as it refused to listen to the people, and taught them that some things in life are uncontrollable.
The Turtle, representing the Dragon-type, as they believed it to be wise and all-knowing given its long lifespan.
The Rabbit, representing the Heart-type, as they work together for the better of all despite their short lifespans.
The Horse, representing the Melee-type, for their strong power and high endurance in crossing the plains.
The Crab, representing the Mental-type, for they were believed to be introspective and wise due to their reclusive nature.
The Eagle, representing the Wind-type, as it was believed to be a symbol of good luck on the days it appeared.
The Wolf, representing the Feral-type, for its boundless energy, courage and virtue.
The Fox, representing the Spirit-type, for its cunning and reflective nature, and it was believed to be on the path to enlightenment.

And over time, they added the another 4 as their cosmic natures became apparent.

The Raven, representing the Dark-type, for its tricks and pranks. They believed it to be a bringer of bad news, especially surrounding death.
The Honeybee, representing the Crystal-type, for their commitment to order and rigidity to ensure the hive is sustained.
The Cat, representing the Toxic-type, as they truly were self-centered and impulsive, providing an example of what not to do.
The Whale, representing the Water-type, for it instilling both fear and awe in the people, and leading them to fantasize about aquatic worlds.

As time continued, the humans added one more, believing they had earned their spot in the great history books.

The Human, representing the Void-type, for it signifies infinite possibilities and a desire to be whatever it could be.


Representing the Fool Arcana, Void-type represents freedom, potential and spontaneity. It believes it can be whatever it wants to be. While this obviously sounds like Normal-type, I also ended up drawing on mirrors (which is why it has such a strong Light matchup. Pokemon of this type could be: :woobbuffet: :ditto: :castform: :eevee: :stunfisk-galar: :gengar:

Representing the Magician Arcana, we all know about Fire-types. With Grass, Ground and Rock combined into the Earth-type, I had to change its chart a bit to give it some new interactions.. Wind puts out Fires, and so it gets that interaction. Fire also ignites the Spirit. You probably know what Pokemon this could be.

Representing the Priestess Arcana, Light-types draw on elemental light. It's type chart involves both Crystals and Voids reflecting it back at itself. Light also creates electricity, leading to a dominance relationship. Most significantly, there cannot be light in darkness, and light always wins. Potential Light-type Pokemon could be: :starmie: :shiinotic: :volbeat: :xurkitree:

Representing the Empress Arcana, Earth-types are a mesh of Ground and Rock, which explains most of its interactions. It symbolizes fertility and abundance. I did draw on it also having some elements of the Grass-type to give it a weakness to Toxic (it needed some help). Knowing that, you can probably guess what Pokemon this would be.

Representing the Emperor Arcana, Electric-types are another carryover from normal mons. This one is largely untouched and you can guess some mons that would be this type.

Representing the Hierophant Arcana, Dragon-type is another returning type and is also basically untouched.

Representing the Lovers Arcana, Heart-type is a supportive and defensive type. They are cheerful and never give up. It's offensively very poor, but has an impressive amount of resistances. Heart provides another avenue to healing than Water (and Water needed a nerf), while also healing poison. It also calms raging beasts. However, it refuses to harm living creatures (dragons), and cannot aid the darkest of hearts nor the inanimate crystals. Example Heart-types could be: :blissey: :minun: :dragapult: :nidoqueen: :gallade:

Representing the Chariot Arcana, Melee Pokemon are essentially the Fighting-type, with high physical power and low special endurance. They symbolize victory and confidence. Type chart should be self-explanatory.

Representing the Hermit Arcana, Mental Pokemon are rebranded Psychic-types and their type-chart reflects it.

Representing the Fortune Arcana, Wind-type carries over from the Flying-type. With a lot of its old interactions removed, I did need to give it some new ones. The Fire one was explained in the Fire one. Refracting Light can harm birds and prevent them from flying. A committed spirit will not flinch in the strongest winds. This is a very easy one to identify Pokemon for.

Representing the Strength Arcana, Feral-type is a high-risk, high-reward type. It is an amazing offensive-type with 5-types hit for weakness, but with only one defensive-resist, it will struggle when it comes to taking hits. Feral creatures often fight each other, and are ignorant to higher powers (Voids) nor do they flinch in the face of evil. However, the strongest of fighters, the purest of hearts and the ascended minds will defeat any berserk beast. Feral-type Pokemon could be: :rampardos: :primeape: :mightyena: :lycanroc:

Representing the Handed Man Arcana, Spirit-type is a combination of Ghost and Fairy, while also going in its own direction about deified Pokemon or Pokemon from a different world. They will often sacrifice themselves for the greater good, believing it will put them on the path towards enlightenment. Pokemon of this type could be: :gardevoir: :togekiss: :slowking: :meowth:

Representing the Death Arcana, we all know Dark-type. It's a bit more edgier now but it's still functionally the same. It's interaction with Light should be obvious.

Representing the Temperance Arcana, Crystal-type is a rebranded Steel-type. Their commitment to preserving the status quo makes them hardy Pokemon. Itss type chart is reflective of the Steel-type.

Representing the Devil Arcana, this is the Poison-type under a new name. It has been buffed substantially as an offensive-type, with pollution of the Earth and Water explaining its new interactions.

Representing the Moon Arcana, it's the same Water-type we know and love. Everything else has been discussed.
 
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DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
Since there was confusion on Discord I want to note that EXISTING POKEMON WILL BE REMOVED FROM THIS METAGAME. The only reason mine mentions them is to give you an idea of what the type is like.


Here's mine!
1641789946781.png


Shade Stone Paper Blade Brawn Flame Sweet Slime Tooth Fishe Light Vapor Viral. This type chart has types that are all five-letter names, like
stone.png
paper.png
blade.png
, a Rock Paper Scissors starter trio, and should overall be pretty simple to understand.
Time to go over each of them individually. I'll only be covering offensive effectiveness under each type, so if you want to know why Paper is weak to Tooth, I'm only explaining under Tooth.


Shade
Pokemon that fit: :gengar: :mimikyu: :mismagius: :mightyena: :darkrai:
Shade is the neutral type here. If a Pokemon doesn't have a type affiliation, it turns to underhanded tactics, and some Pokemon are naturally drawn to strategies like that so they may be dual-typed with Shade and something else. This is basically a "Shadow" type, so Shade cannot exist where there is Light or Flame.

Shade is basically Dark + Ghost in flavor so the Pokemon and moves you'd make into one of those types would probably fit here. Maybe even throw in some blood if we feel like? Either way, just evil stuff in general.

stone.png

Pokemon that fit: :golem: :palossand: :metagross: :sableye-mega: :dialga:
The first starter type, Stone. This is basically a stand-in for Rock, but it encompasses Ground and Steel as well. It has a Rock-Paper-Scissors set, loses to Brawn and beats Flame for the same reasons as the base games. Also will function as the Steel-type competitively as it resists around half the chart.

Just as Shade is Dark + Ghost, Stone is Rock + Ground + Steel + anything that's ambiguous between the three like glass. We can also add magic crystal stuff for special attacks, but that's entirely up to the community for whether we want to add that as flavor or not. What do you all think?

paper.png

Pokemon that fit :kartana:
The first type on this chart that does not fit any existing Pokemon, but I think it has room to be explored both for Pokemon and moves. Loses to Flame because Paper is flammable, beats Sweet because Paper is used to cover up food, and loses to Vapor because the wind can blow away Paper.

Stone is the defensive type of the trio, Blade is offensive, and Paper was meant to be the whatever one but honestly ended up being pretty bad. Being one of two types to break Stone is great so it'll be good coverage at least. Otherwise, to spitball some Pokemon ideas, Paper/Flame could be a paper mache volcano, I'm sure you could have a drawing or something as a Pokemon, and Shade/Paper could be like a haunted dollar or something stupid like that. Paper is a versatile material, you could do a lot with it beyond the obvious origami.

blade.png

Pokemon that fit: :scyther: :gallade: :bisharp: :aegislash: :zacian-crowned:
Lastly, Blade. This is meant to be sharp weapons, but not claws - not all slicing attacks will be Blade. Blade beats Sweet because knives, and it beats Fishe because a majority of ways for a human to kill a fish involve something sharp - a hook, harpoon, and ultimately it'll be necessary to use a sharp kitchen knife.

Like I said, not all cutting moves are Blade, but things like obvious sword usage and stabs are. Imagine like "Thousand Slashes" for example, that's a Blade-type move, not "Paper Shredder." Also as I said before, Blade-types will have very obvious weapons and not just things you'll see on any old wild animal. This should be primarily physical, though.

brawn.png

Pokemon that fit: :machamp: :sawk: :hitmonchan: :hariyama: :buzzwole:
Brawn, unlike Fighting, will be strictly martial arts. Things that are only loosely Fighting-type like Pheromosa and Mankey will not fit here. You cannot punch a Shadow, Stone is obvious, and athletes are healthier and can more easily fight off viruses, but cannot eat Sweets, punching Slime will bounce off, and bones tend to be very resistant to breaking. This is just Fighting in moves and Pokemon so no second paragraph.

flame.png

Pokemon that fit: :charizard: :infernape: :camerupt: :chandelure: :reshiram:
This is literally just Fire under another name. Probably has the most matchups of any type here. Flames can deny darkness, Stone and Flame's matchups with Flame comes from Pokemon, Paper is flammable. Heat tends to make food taste better, fish are damp, Flames are a direct source of Light that can combat it as such and you need oxygen for a fire.

sweet.png

Pokemon that fit: :cherubi: :slurpuff: :tsareena: :vanilluxe: :rotom-heat:
Despite being called Sweet, this encompasses all food. Not all plants are Grass, not all food is Sweet. Food cannot escape their Paper coverings, bodybuilders have to avoid Sweets, Flames make food taste better, Sweets corrode Teeth, and poorly-prepared food is a wonderful way to transmit viruses.

Sweet is a type I mostly want to keep really happy and jolly. You can extend to foods that are not sugary, but there shouldn't be anything overly brutish or evil that's Sweet-type. Ideally no Viral/Sweet-types for that reason, those two ideas directly clash. This is also meant to function as the Feral-type, it's not resisted by Stone and one of its two resistances does not matter much, but it has six weaknesses which is quite a lot. Anyways, the ideas for Sweet-type moves should be pretty obvious from other media, go to CCaPM 2021 if you want inspiration.

slime.png

Pokemon that fit: :muk: :ditto: :goodra: :reuniclus: :milcery:
For the record, this is NOT Poison, just Slime specifically. Stone resists because you can't throw Slime at a rock and expect it to work, Slime ruins food and is not edible so it beats Tooth, Fishe is immune because most fish have slimy skin and probably wouldn't feel any slime.

You shouldn't have anything lethal in mind with Slime - just weird, slimy substances. It should be gross, it should be awkward, can be lethal if you're something like Muk but it should not be the focus. Not all Fishe-types need to be Slime-type just from the whole slimy skin reasoning, it should be something you would want to convey through its design rather than just "lmao it's part of the species." Like, imagine a can of sardines with fish juice spilling out, THAT'S a Fishe/Slime-type, not just a regular bass.

tooth.png

Pokemon that fit: :marowak: :mandibuzz: :lucario: :houndoom:
This is a case like Sweet where you can use bones to fit the Tooth-type, and it shows through the type logo. I'd change Sweet to match this idea but I think it's most appealing like this and the color makes the most sense. Beats Stone because have fun trying to bite a rock, teeth can punch through Paper, you cannot cut bone unless you have a really specialized Blade, and you can bite Sweets.

Cubone and Marowak are like the star examples of what should be classified as a Tooth-type. Not everything with Teeth should fall under this type, but if it's pronounced like a sabertooth, it will fall under this. Things with pronounced bones though, those should all be Tooth. Most unspecified biting moves will be Tooth unless it's like "Fish Fang" or something, and you can use cartilage as well if you please.

Fishe (type icons pending if this wins)
Pokemon that fit: :seaking: :gyarados: :sharpedo: :eelektross: :kyogre:
Fishe-type. I honestly forgot why I made it resisted by Paper, probably has to do with sushi rolls or something. Beats Slime because fish have slime barriers, beats Fishe because fish eat fish, and Vapor is immune because a fish above water is incapable of doing anything.

Any aquatic life would fit the Fishe-type, and this will primarily be physically-oriented but can have special attacks similar to a Water-type's. I made it Fishe because there is really not a good word to describe fish specifically that has five letters, and I don't want it to be anything that can include non-fish because the matchup chart is so specific to fish.

Light
Pokemon that fit: :ampharos: :volbeat: :lanturn: :rotom: :necrozma-ultra:
Here's a popular one - Light-type, meant to encompass any Pokemon that can produce Light, even if not specifically Electric. Shade cannot exist where Light does, Light just bounces off Stone, Flame is a direct source of Light that competes with it, beats Slime and Vapor because Light can easily travel through both.

This should primarily be specially-oriented. Religious beings should not be given Light by default if this is anything anyone wants to aim for, but can be if there is specific flavor to back it up. I don't think Light/Shade would make much sense because Shade is ultimately a Shadow-type but if anyone wants to go for it then knock yourself out. I'm sure someone can come up with something.

Vapor
Pokemon that fit: :pidgeot: :torkoal: :weezing: :latios: :giratina:
Despite there being a Water-type eeveelution named similarly, Vapor-type is meant to be air, and can include things like polluted gas, smoke, and steam. Anything Flying-type fits Vapor and more. Loses to Stone for the same reason rock resists Hurricane, wind blows around Paper, airing out a Sweet makes it go bad, Fishe out of water cannot survive, and air cannot do much to stop Light, but it's not immune because Light diffraction does exist through the air. No second paragraph because I think you can understand where I'm going with this.

Viral
Pokemon that fit: :parasect: :deoxys:
Here it is, the last one, Viral-type! Really similar offensive coverage to Slime, and the reasonings are very similar. Healthy people fight off viruses best, they go through the mouth easiest so it beats Sweet and Tooth, and Slime I don't see getting Virused so easily. Does that one just click with anyone else or is it just me?

Viral is meant to be a straight up evil, dangerous type of Pokemon to be around. It's meant to include monstrous or gruesome things that not even evil teams want to use, much less regular trainers. This is a type I would hope to keep somewhat elusive, not many Pokemon would have this, but I understand if the community doesn't want to keep that idea for the sake of competitive Pokemon. Likewise, if we do go through with that, this should not get many moves either.
 
I wanted to take part in the Pet Mods section of Smogon for some time now. The names of my types are mostly classical (West and East), with some extra ones to round off the roster.
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  • Water, Fire, and Grass Wood still form a type triangle.
  • Wind is a less generalized Flying, Aether is mostly for Legendaries and other "godly" Pokémon, Void is for alien Pokémon, and Beast is for Animal Pokémon that don't really fit any other type.
  • Water is NVE on Aether because... Honestly, I think it's balanced. I've never actually balanced anything in my life, really. Water is not very effective on Void because while Water is in space, it's mostly in the form of ice, and therefore isn't that useful.
  • Earth is SE on Spirit because when you put a body in the ground, you are laying it to rest, calming the spirit down.
  • Wind is NVE on Fire because... Oxygen helps fire to burn, I guess. It has no effect on Void because there's no air in space, and it's SE against Spirit because typically, they are light in weight. Light enough that they can be pushed around by the wind.
  • Aether is super effective on itself because you send a powerful being to defeat a powerful being, it's super effective on Void for balance, and it's super effective on Spirit because balance, I guess. It's not very effective on Metal because while Metal exists in nature, it is mostly utilized by humans, as opposed to any other being... Plus balance.
  • Void is mostly super effective on things that have a hard time existing in a vacuum. It's resisted by itself because it exists in itself, and it's resisted by Metal for balance. Spirit is resisted by Water because such beings are traditionally repulsed by Water in one way or another. It is resisted by Fire for similar reasons.
  • I just realized that Poison has no weaknesses, so pretend that it's weak to Earth and Aether. It's super effective against Water and Wind to represent pollution.
  • Finally, Beast. I'm getting tired of typing, so the resisted types are those that an animal would have a hard time against, and it's super effective on itself because... Balance? I don't know.
 

Magmajudis

Title pending
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TREE:
Meant as the Steel type of this chart, Tree has by far the most resistances of any type while being very poor offensively. Defensively, it's kept in check by it's weaknesses to Snow, Storm and Wild, three types that are very good offensively and would probably often be used as coverage.

SNOW:
Snow, while not having the greatest defensive profile ever (even if it's still not awful), hits some key types offensively, being one of Tree's only 3 weaknesses and one of Shadow's only 2 weaknesses, while only being not very effective against 3 types.

TIME:
Time is an average type, having a decent, even if not great defensive profile, and a decent offensive profile outside of being ineffective against Light. It was meant as an utility type.

LIGHT:
Light as a type has two great things going for it: For one, it's defensive profile is great, having one immunity and only one weakness to Builder, which isn't that bad. Secondly, it's an excellent neutral STAB that is hard to wall, kind of like Ghost.

WILD:
Probably the worst defensive typing in the chart, but it's saved by the fact it hits 4 types super effectively. That makes it an excellent coverage type for mons that have a way to beat Mind types.

MOUNTAIN:
Mountain is another defensive type, and it's made especially great by it's resistance to Wild and immunity to Storm. Though, it's also not bad offensively, notably being able to threaten Wild and Storm.

RIVER:
This type is probably on the weaker side, but is one of the few to resist Storm, and is also a great check to Warmth, since that type's only other resist is Wild, which is, uh, not great defensively.

BUILDER:
At first, Builder doesn't seem like that good of a type. However, it hits all of Mountain, Wild (even if it can't switch on it), and is Light's only weakness, which at the very least would make it a good coverage type.

MIND:
Mind is a type that is both pretty good offensively, even if it's resisted by Tree, but also defensively, notably being immune to Wild. However, it's not spectacular in either side.

STORM:
Similarly to Wild, Storm is a pretty bad defensive typing that has absurdly good coverage, hitting 4 types super effectively and only aving a few types that resist it. However, it's kept in check by the fact Mountain is immune to it.

WARMTH:
Warmth is a decent offensive typing due to only being resisted by two types. However, where it really shines is defensively, most notably resisting Storm and Snow, while being weak to only two types, that are both mainly defensive types.

MAGIC:
Magic, while decent both defensively and offensively, is a type that would likely be underwhelming if it wasn't for the fact it resists Wild, which instantly gives it a niche.

SHADOW:
Shadow is a type which has some nice defensive and offensive utility (notably, it's only resisted by Tree and Storm, one of which is really easy to beat with coverage), but is held back by it's weakness to both Snow and Wild.
 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
My typechart submission is based around kigo, which are words or phrases associated with a particular season, used in traditional forms of Japanese poetry. Basically its based around haikus and japanese folklore. The pokemon presented here are only to give an idea of what the type is like.
Screen Shot 2022-01-05 at 16.09.55.png

NOTE: MAN-MADE DOES X1/2 AGAINST EARTH TYPE
SPRING :cherrim-sunshine::swellow::politoed::lurantis::togekiss:
Spring is characterized by the new beginning of the year. It's here where you're gonna have most of the flower mons, as well as chirping birds and cute stuff like that. Stuff related to mist and dew also falls in here. Since it's also the season where girl's day/doll festival happens, you can have girly fairy-type beat pokemon in spring. Lots of pink as well. Spring-type moves are related to the idea of a new beginning, so you'll find a lot of healing and cleric moves in here. It's really more of a utility-based type rather than a purely offensive one.

Strong against winter​
Strong against sea -> Sea is usually calmer during spring. Water also helps early flowers bloom​
Weak against summer​
Weak against serenity -> Serenity stays unwavering against of the passage of time​
Weak against storm -> Wind will kinda wreck your flowers lol​

SUMMER :ninjask::simisear::palossand::sunflora::volcarona:
Summer is where the sun shines the brightest: this is where you'd find a lot of what could be considered fire-types. It has sort of a duality, considering it's both related to energy as well as lazying around. It's the season of beaches, vacations, and cicadas. Summer also is the more "male" counterpart to spring's girlishness. Summer moves include a lot of heat-related offensive moves as well as upbeat buff moves.

Strong against spring​
Strong against night -> Sunshine lights up darkness​
Strong against winter -> Heat warms up ice​
Weak against autumn​
Weak against sea -> The sea absorbs heat​
Weak against serenity -> Serenity stays unwavering against of the passage of time​

AUTUMN :gourgeist::greedent::landorus-therian::breloom::chesnaught:
Autumn is the season of harvest and work. The pokémon of this type are usually fields and forests pokemon, which both harbour a warm orange at this time of year. You'll find mushrooms, nuts, rodents and migrating animals under this type. Just like spring, you'll find a lot of healing under autumn, although its usually more life-steal based. You'll also find a slew of moves needing charge turns or moves that set things up for later (i.e. hazards, status).
Strong against summer​
Strong against earth -> Harvests happen thanks to the earth​
Weak against winter​
Weak against serenity -> Serenity stays unwavering against of the passage of time​
Weak against sea -> You lose your harvests against a flood​

WINTER :delibird::beartic::lycanroc::ninetales-alola::abomasnow:
Winter is basically ice-type lol. It's where you'll find everything related to snow and cold. As a harsh and difficult season, winter pokemons and moves will often be offensively oriented. Winter also plays with status and debuffs a fair bit. It does have another face though, being the season of Christmas and of the New Year.

Strong against autumn​
Strong against earth -> Cold kills plants and freezes soil​
Strong against sky -> Pokemon logic​
Strong against night -> Winter nights are harsh for nocturnal animals​
Weak against serenity -> Serenity stays unwavering against of the passage of time​
Ineffective against spring -> Spring is symbolizes a new start over the winter, so its stronger than the other season interactions.​

NIGHT :persian::honchkrow::umbreon::clefable::jirachi:
Night is similar to dark-type in the sense that it's the typing for the vicious and the cunning who only attack once the sun is down. It's also the typing of everything moon and stars related. It's a very backhanded type, which often focuses on making impact on the game without necessarily dropping the HP of opponent pokemon (stuff like Taunt, Wish, Knock Off).
Strong against folklore -> Pokemon logic​
Strong against serenity -> Fears makes inner peace difficult​
Weak against summer -> Night is shattered by light​
Weak against itself -> Vicious people know each other's tactics​

EARTH :rhydon::sudowoodo::torterra::excadrill::trevenant:
Earth encompasses both things relating to the ground itself as well as things growing out of it: you'll find a lot of what would be ground, rock or grass types otherwise. It's way more related to the landscape itself than a vague "lives on it" (not many terrestrial animals would actually be earth-type except for stuff like moles and worms). Earth is usually a very straightforward typing that focuses both on self-sustain and damage.
Strong against storm -> The earth has suffered countless storms, yet it's still here.​
Strong against man-made -> Nature will inevitably outgrow humanity​
Weak against autumn -> You get harvested​
Weak against itself -> Rock on more rock is eh​
Ineffective against sky -> Can't touch the sky from here​

SKY :altaria::staraptor::dragonite::arceus::aurorus:
Sky is, as you can imagine, pretty-much flying type. It contains most things birds and meteorological phenomenons (things like clouds, rain, gusts, aurora borealis perhaps). Stuff related to "heaven" also falls in here: gods and dragons will more often than not be sky type. Sky pokemons are often pivots and can feel very slippery.

Strong against sea -> Birds sometimes go fishing​
Weak against serenity -> A calm and peaceful mind fears neither the meteo nor the gods​
Weak against itself -> Clouds vs clouds = more clouds???​

SEA :dewgong::kingdra::mantine::jellicent::lumineon:
Water type. Do I need to say more? It's important to understand that, if yes everything sea-type is usually water-coded, not everything water-coded would fall in the sea category. As told earlier, rain is more of a spring/sky thing, and things like light refreshing streams are more summer than sea. As for the moves, sea possess a lot of consistent but sometimes passive options.

Strong against summer -> The sea absorbs heat​
Strong against autumn -> You lose your harvests against a flood​
Weak against earth -> Can't touch the sky from the earth​
Weak against sky -> Can't touch the sky from the sea​
Weak against spring -> Water helps flowers bloom​
Weak against itself -> You can't wet water​

SERENITY :snorlax::slowking::lucario::oranguru::medicham-mega:
A type based around calm, contemplation and thinking before moving. Very close to psychic type in terms of flavor, it's also the typing where a lot of "honorable warriors" sort of mons would fall in. It's a defensive typing very good at shutting down opponent strategies with moves having similar effects to Haze and Defog, bringing the fight back to a stiller stand. It's also very "balance" coded, containing stuff similar to Pain Split or Psycho Shift.

Strong against winter -> Serenity helps you stay calm even against cold and pain​
Strong against storm -> Calm is the answer against anger​
Weak against night -> Fear troubles inner peace​
Weak against folklore -> Fear troubles inner peace (bis)​
Weak against itself -> It's kinda hard to "outcalm" someone else lol​

STORM :gyarados::manectric::tyranitar::thundurus::camerupt:
Storm is the violent type. It contains everything disasters and anger. Hurricanes, thunderstorm (electricity in general), seismic activities and volcanic eruption fall into storm. Storm is often very high-risk high-reward, containing a lot of glass cannon pokemons. Storm moves are usually centered around doing damage regardless of consequences: You'll often find recoil moves in here.
Strong against spring -> Wind will kinda wrecks your flowers lol​
Strong against summer -> Kinda ruins your vacation plans​
Strong against man-made -> Your roof won't do much against an earthquake​
Strong against itself -> Violence is a never-ending cycle​
Weak against earth -> The earth has suffered countless storm, yet it's still here.​
Ineffective against serenity -> Calm is the answer against anger​

FOLKLORE :shiftry::chimecho::gengar::entei::mawile-mega:
Pokémon who were given life from the stories of man, aka the yokai type. It's pretty much ghost-type with a few extra steps. Things of earsay and legendary status will also sometime find their way here. These pokemons are uncommon but usually very strong. Folklore has a lot of burst options, which are very powerful in the right situations but aren't particularly spammable.
Strong against serenity -> Fear troubles inner peace​
Strong against itself -> Ghost vs ghost pokemon logic​
Weak against night -> Shady ppl don't give a shit about the supernatural ig​
Ineffective against man-made -> Ghosts can't really influence the human world​

MAN-MADE :magearna::polteageist::muk-alola::claydol::kartana:
Pokémon who were given life from the hand of man. Robots, golems, living objects, you name it. This typing is particular in the way that interacts very little with other types and also has very few actual damaging moves, man-made pokemons usually relying more on their other typing. On the other hand, it has a handful of exclusive moves that can make impact in sometimes bizarre ways. Some of those moves are related to the mon interacting with their creator, like getting fixed or upgraded.

Weak against Earth -> Nature will inevitably outgrow humanity​
Ineffective against folklore -> Humans are powerless against the mystic​

The "typeless" type is only for moves. This exists for moves that can have different types depending on conditions or moves that don't really fall into any other types (extremely rare, usually on status moves). Think of it as a mix between normal and ???.
 
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Type meanings:
:nihilego: :jellicent: :dhelmise: Abyss - ocean, water, unknowable eldritch horror. Preferably specially defensive.
:mismagius: :type-null: :golurk: Alchemy - poisons, amalgamations of man-made and natural. Preferably strong special attackers.
:mismagius: :delphox: :sigilyph: Arcane - magic at its purest and most basic, follows set rules, this one's the neutral type.
:porygon-z: :type-null: :klinklang: Artificial - technology.
:ribombee: :sigilyph: :magearna: Dazzle - sky, wind, and light
:tyranitar: :carbink: :golem: Earth - self explanatory
:avalugg: :froslass: :articuno: Frost - self explanatory. Preferably physically defensive.
:sableye: :spiritomb: :shedinja: Gloom - edgelord stuff, bugs, undeath. Preferably fast and somewhat utility-focused.
:magcargo: :magmortar: :moltres: Heat - self explanatory
:alakazam: :malamar: :hypno: Mind - self explanatory
:gourgeist: :victreebel: :exeggutor: Nature - self explanatory
:gyarados: :lycanroc: :victreebel: Wild - basically Feral from TTM/CCAPM 2021. Preferably strong physical attackers.
 
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Edit: Hi I made a new type chart that is hopefully more balanced, the old one is below if you still want to see it
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Explanations:
Any Pokemon that inhabits or contains water (basically a Water type clone).
Offensive Effectiveness: Aquatic 0.5x -> Airborne: Many avians eat fish, plus they have the higher ground.
Aquatic 2x -> Artificial: Many things made by humans are now at the bottom of the sea.
Aquatic 2x -> Caustic: Corrosive substances are diluted by water.
Aquatic 2x -> Mineral: Many minerals sink in water
Aquatic 0.5x -> Herbal: Grass/Water type matchup
Aquatic 0.5x -> Charged: Electric/Water type matchup.
Weaknesses: Airborne 2x -> Aquatic: Many avians eat fish, plus they have the higher ground.
Herbal 2x -> Aquatic: On the other hand i'm not iffy about this one because some herbs are poisonous.
Charged 2x -> Aquatic: Electric/Water type matchup.
Resistances: Caustic 0.5x -> Aquatic: Corrosive substances are diluted by water.
Metallic 0.5x -> Aquatic: Metal corrodes in water.
Any Pokemon that flies (Flying type clone).
Offensive Effectiveness: Airborne 2x -> Aquatic: Many avians eat fish, plus they have the higher ground.
Airborne 0.5x -> Artificial: Birds are known to fly into buildings and other man-made structures.
Airborne 2x -> Vampiric: This is a bit of a stretch but many parasites/vampiric creatures are eaten by birds (sometimes as a part of their life cycle!).
Airborne 0.5x -> Metallic: Those structures are often metallic.
Airborne 2x -> Herbal: Many avians also eat plants.
Airborne 0.5x -> Charged: Electric/Flying type matchup.
Weaknesses: Vampiric 2x -> Airborne: Avian creatures can also have parasites.
Charged 2x -> Airborne: Electric/Flying type matchup.
Resistances: Aquatic 0.5x -> Airborne: Many avians eat fish, plus they have the higher ground.
Herbal 0.5x -> Airborne: Grass/Flying type matchup
Any Pokemon made of something that doesn't naturally appear/Any Pokemon that is made by humans
Offensive Effectiveness: Artificial 2x -> Caustic: Some artificial materials can't be corroded.
Artificial 0.5x -> Brutish: Brutish Pokemon would just rip through whatever artificial thing's blocking them.
Weaknesses: Aquatic 2x -> Artificial: Many things made by humans are now at the bottom of the sea.
Metallic 2x -> Artificial: Metallic objects can destroy artificial materials (hydraulic presses, shredders, maybe even a sword)
Brutish 2x -> Artificial: Brutish Pokemon would just rip through whatever artificial thing's blocking them.
Resistances: Airborne 0.5x -> Artificial: Birds are known to fly into buildings and other man-made structures.
Vampiric 0.5x -> Artificial: I mean you can't really suck nutrients from artificial stuff
Caustic 0.5x -> Artificial: Some artificial materials can't be corroded.
Any Pokemon that gets nutrients by absorbing them from other organisms.
Offensive Effectiveness: Vampiric 2x -> Airborne: Avian creatures can also have parasites.
Vampiric 0.5x -> Artificial: I mean you can't really suck nutrients from artificial stuff
Vampiric 0.5x -> Metallic: There aren't many nutrients from metallic materials for one to get.
Vampiric 0.5x -> Mineral: How do you even absorb nutrients from minerals
Vampiric 2x -> Herbal: Plants can have parasites.
Vampiric 2x -> Brutish: No matter what level of brutish strength you have, if you get your nutrients drained you'll become lethargic.
Weaknesses: Airborne 2x -> Vampiric: This is a bit of a stretch but many parasites/vampiric creatures are eaten by birds (sometimes as a part of their life cycle!).
Metallic 2x -> Vampiric: This is a bit of a stretch but it is said steel placed on certain parts of the body during burial will ward off vampires
Resistances: Herbal 0.5x -> Vampiric: Plants would have an even harder time fighting back if their nutrients would drained, this kinda goes for Aquatic and Airborne too but it felt like it affects Herbal the most
Brutish 0.5x -> Vampiric: No matter what level of brutish strength you have, if you get your nutrients drained you'll become lethargic, which would make it harder to fight back.
Any Pokemon that can spew or contains corrosive substances.
Offensive Effectiveness: Caustic 0.5x -> Aquatic: Corrosive substances are diluted by water.
Caustic 0.5x -> Artificial: Some artificial materials can't be corroded.
Caustic 2x -> Metallic: Caustic substances can eat through metal.
Caustic 2x -> Herbal: Caustic substances can destroy plants too.
Weaknesses: Aquatic 2x -> Caustic: Corrosive substances are diluted by water.
Artificial 2x -> Caustic: Some artificial materials can't be corroded.
Resistances: Mineral 0.5x -> Caustic: Caustic substances can corrode minerals.
Herbal 0.5x -> Caustic: Caustic substances can destroy plants too.
Brutish 0.5x -> Vampiric: No matter what level of brutish strength you have, if you get your nutrients drained you'll become lethargic, which would make it harder to fight back
Brutish 0.5x -> Caustic: Imagine trying to get past a caustic substance by attacking it wildly. That wouldn't go too well.
Any Pokemon with a metallic quality to it. (Steel type copy)
Offensive Effectiveness: Metallic 0.5x -> Aquatic: Metal is corroded by water.
Metallic 2x -> Artificial: Metallic objects can destroy artificial materials (hydraulic presses, shredders, maybe even a sword)
Metallic 2x -> Vampiric: This is a bit of a stretch but it is said steel placed on certain parts of the body during burial will ward off vampires
Metallic 0.5x -> Metallic: Imagine hitting two blades against each other; they'd just become more dull.
Metallic 0.5x -> Mineral: Imagine striking a blade against a boulder; it'd probably break.
Weaknesses: Caustic 2x -> Metallic: Caustic substances can eat through metal.
Brutish 2x -> Metallic: With brutish strength, you can break through metal easily.
Resistances: Airborne 0.5x -> Metallic: Those structures are often metallic.
Vampiric 0.5x -> Metallic: There aren't many nutrients from metallic materials for one to get.
Metallic 0.5x -> Metallic: Imagine hitting two blades against each other; they'd just become more dull.
Herbal 0.5x -> Metallic: Grass/Steel type matchup.
Any Pokemon that has minerals on it. (Rock/Ground type copy)
Offensive Effectiveness: Mineral 0.5x -> Caustic: Caustic substances can corrode minerals.
Mineral 0.5x -> Mineral: Similar logic to the Metallic/Metallic matchup.
Mineral 0.5x -> Herbal: Plants can grow in, crack and break rock, which contains minerals. Plus plants need minerals to grow (different definition but still).
Mineral 2x -> Amorphous: Throw a blob of amorphous stuff at a rock and it'll probably flow right off without doing much, but the rock can probably do stuff back. Yeah. (this is mostly here for balancing lol)
Mineral 2x -> Charged: Ground/Electric type matchup.
Mineral 0.5x -> Brutish: Brutish-typed mons will probably break through minerals easily.
Weaknesses: Aquatic 2x -> Mineral: Water/Rock type matchup.
Herbal 2x -> Mineral: Grass/Rock type matchup.
Brutish 2x -> Mineral: Brutish-typed mons will probably break through minerals easily.
Resistances: Vampiric 0.5x -> Mineral: How do you even absorb nutrients from minerals
Metallic 0.5x -> Mineral: Imagine striking a blade against a boulder; it'd probably break.
Mineral 0.5x -> Mineral: Similar logic to the Metallic/Metallic matchup.
Amorphous 0.5x -> Mineral: Throw a blob of amorphous stuff at a rock and it'll probably flow right off without doing much.
Charged 0.5x -> Mineral: Electric/Ground type matchup, except not completely.
Basically a Grass type copy.
Offensive Effectiveness: Herbal 2x -> Aquatic: The Water/Grass type matchup.
Herbal 0.5x -> Airborne: Grass/Flying type matchup
Herbal 0.5x -> Vampiric: Plants would have an even harder time fighting back if their nutrients would drained, this kinda goes for Aquatic and Airborne too but it felt like it affect Herbal the most
Herbal 0.5x -> Caustic: Caustic substances can destroy plants too.
Herbal 0.5x -> Metallic: Grass/Steel type matchup.
Herbal 2x -> Mineral: Grass/Rock type matchup.
Herbal 0.5x -> Herbal: Grass/Grass type matchup.
Herbal 2x -> Brutish: Some herbs are poisonous and no matter how brutal or strong you are poison will get to you anyways.
Weaknesses: Airborne 2x -> Herbal: Many avians also eat plants.
Vampiric 2x -> Herbal: Plants can have parasites.
Caustic 2x -> Herbal: Caustic substances can destroy plants too.
Resistances: Aquatic 0.5x -> Herbal: Grass/Water type matchup.
Mineral 0.5x -> Herbal: Plants can grow in, crack and break rock, which contains minerals. Plus plants need minerals to grow (different definition but still).
Herbal 0.5x -> Herbal: Grass/Grass type matchup.
Immunity: Charged 0x -> Herbal: Electric/Grass type matchup but I did a quick search and apparently electrical shock might help plants grow so immunity instead of resistance.
The ultimate neutral type; neutral to everything.K not anymore but still pretty neutral. For this, think of the Slime type, but more general. You could also look in the Amorphous egg group.
Offensive Effectiveness: Amorphous 0.5x -> Mineral: Throw a blob of amorphous stuff at a rock and it'll probably flow right off without doing much.
Amorphous 0.5x -> Amorphous: Amorphous stuff mixes together rather than affecting the other in some way.
Weaknesses: Mineral 2x -> Amorphous: Throw a blob of amorphous stuff at a rock and it'll probably flow right off without doing much, but the rock can probably do stuff back. Yeah. (this is mostly here for balancing lol)
Resistances: Amorphous 0.5x -> Amorphous: Amorphous stuff mixes together rather than affecting the other in some way.
Any Pokemon that has or can unleash an electrical charge. (Electric type clone)
Offensive Effectiveness: Charged 2x -> Aquatic: Electric/Water type matchup.
Charged 2x -> Airborne: Electric/Flying type matchup.
Charged 0.5x -> Mineral: Electric/Ground type matchup, except not completely.
Charged 0x -> Herbal: Electric/Grass type matchup but I did a quick search and apparently electrical shock might help plants grow so immunity instead of resistance.
Charged 0.5x -> Charged: Electric/Electric type matchup.
Weaknesses: Mineral 2x -> Charged: Ground/Electric type matchup.
Resistances: Aquatic 0.5x -> Charged: Electric/Water type matchup.
Airborne 0.5x -> Charged: Electric/Flying type matchup.
Charged 0.5x -> Charged: Electric/Electric type matchup.
Any Pokemon that not only is physically strong but has a wild, feral nature.
Offensive Effectiveness: Brutish 2x -> Artificial: Brutish Pokemon would just rip through whatever artificial thing's blocking them.
Brutish 0.5x -> Vampiric: No matter what level of brutish strength you have, if you get your nutrients drained you'll become lethargic, which would make it harder to fight back
Brutish 0.5x -> Caustic: Imagine trying to get past a caustic substance by attacking it wildly. That wouldn't go too well.
Brutish 2x -> Metallic: With brutish strength, you can break through metal easily.
Brutish 2x -> Mineral: Brutish-typed mons will probably break through minerals easily.
Weaknesses: Vampiric 2x -> Brutish: No matter what level of brutish strength you have, if you get your nutrients drained you'll become lethargic.
Herbal 2x -> Brutish: Some herbs are poisonous and no matter how brutal or strong you are poison will get to you anyways.
Resistances: Artificial 0.5x -> Brutish: Brutish Pokemon would just rip through whatever artificial thing's blocking them.
Mineral 0.5x -> Brutish: Brutish-typed mons will probably break through minerals easily.
Possible Starter Types:
Aquatic/Caustic/Herbal
Vampiric/Brutish/Metallic

Here's my submission (still very wip)

This chart is pretty unbalanced (herbal sucks and artificial might be too good) and everything is mostly flavor so suggestions on how to make the chart more balanced would be great! Anyways onto the types
:huntail::dhelmise::mantine:
Anything that inhabits or contains water (basically a Water type clone). Good against artificial because many things made by humans are now sitting at the bottom of the sea, caustic materials are diluted by water and water corrodes metal. I'm kinda iffy about Aqua being good against Mineral since I put that there thinking that minerals sink in water, but some minerals actually float so I'm not sure about that one now. Airborne resists Aqua because Aquatic creatures are usually confined to the ground and as such would have a hard time attacking airborne ones and since Herbal is a Grass type clone i'm following the Water-Grass matchup (though I feel it doesn't make too much sense since some aquatic creatures eat plants).
:drifblim::dustox::thundurus:
Anything that flies (Flying type clone). Many flying creatures eat plants and aquatic creatures (plus they have the high ground), but they also crash into man-made buildings (artificial and metallic) and mineral is kinda of a Rock clone so copying to Rock-Flying matchup here (though i'm also iffy about this one since you don't see many natural occurrences of minerals raining from the sky).
:porygon-z::golurk::castform:
Yay, this one isn't a Pokemon type copy! Artificial is good against Aqua because it most definitely isn't good for aquatic creatures to be eating synthetic materials and many artificial substances can't be corroded so Caustic's weak to Artificial. And then we see a glaring problem: Artificial has no offensive or defensive resistances and I can't think of flavor reasoning for any, so suggestions here would be really helpful.
:eelektross::parasect::nihilego:
"Parasitic" might also work for a name. This type represents any Pokemon that sucks nutrients from other living things, and threfore it's good against Aqua, Airborne and Herbal but it can't get anything from Mineral, Metallic and Artificial.
:salazzle::victreebel::karrablast:
Pokemon that spew or contain corrosive substances (Corrosive or Acidic would be good names for this type too). This is NOT a Poison copy, as corrosive substances can eat through Metallic and Mineral (and plants).
:scizor::ferrothorn::aegislash:
Steel-type stand in. Good against Vampiric for reasons explained in the Vampiric section and metals are corroded by water. Metallic also resists itself because imagine two blades striking each other; they'd just make the other more dull.
:carbink::gigalith::crustle:
Rock/Ground type copy. Its matchups against Airborne, Caustic and Vampiric are explained in those hide tags already and Minera''s good against Metallic because a sword (or something else made of metal) will likely break when you smash it against a boulder/the ground.
:meganium::tropius::vileplume:
Grass-type copy that, er, is pretty bad. Its matchups are pretty straightforward but I really need ideas on how to make this better.
:swalot::polteageist::gengar:
Amorphous is the neutral type taken to the extreme. It's neutral against everything which probably doesn't make sense in some cases (and I'll probably need to tweak this type in the future) but this is what it's going to be like for now.

I didn't start with three starter types in mind but looking through the type list Aqua/Herbal/Caustic could be one.
I've also been thinking of adding more types (current ideas are Mystical, Barbed, Fervid/Ablaze, Brutish and Charged/Luminous).
 
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When making my type chart, I found that it was quite hard not to simply restate the existing "elemental" type chart, so I wanted to find a system that was equally expansive, yet had a distinct difference from the chart in the games. What I settled on was basing the chart on biological taxonomy- where the pokemon may have "evolved" from. With only 11, very distinct types, this chart will be easy to learn while still offering plenty of variety and creative inspiration for flavor and mechanics.

Screen Shot 2022-01-08 at 1.23.53 AM.png

Beast: :primeape: :tauros: :sandaconda: :mamoswine: :persian:
Land mammals, reptiles, all creatures that reside on land.
Super Effective against Marine, Avian, and Fungus: Mammals eat fish, birds, and mushrooms.
Not Very Effective against Beast: Beasts know their own tricks. They've met their match facing themselves. Self-resists are common.
Not Very Effective against Alien: Terrestrial beasts are nothing to interplanetary species. They can barely fathom alien life, let alone damage them.
Weak to Insect, Fungus: Insects and fungus will infest land animals and cause them serious harm or death.
Weak to Flora: While animals do often eat plants, many plants in the wild are poisonous.
Resists Avian: Birds are eaten by beasts, and are often overwhelmed and knocked out of the air by larger, more muscular creatures.
The Beast type definitely leans offensive, being super effective against Marine, Avian, and Fungus, while only being resisted by itself and Alien. As is with offensive types, it's strong coverage is balanced out by having 3 weaknesses to Insect, Fungus, and Flora, and only 2 resistances, to itself and Avian. A beast type will make the most of its typing by being a fast, strong attacker, or possibly by being a bulky check to other Beasts.

Marine: :lumineon: :dragalge: :sharpedo: :wailord: :dratini:
Creatures that reside underwater, mainly fish.
Super Effective against Insect and Flora: Fish eat bugs and plants.
Super Effective against Mineral: Fish poop out sand and eat coral. Water rusts and erodes metal and earth.
Not Very Effective against Marine: Self-resists are common. Fish are evenly matched against themselves.
Not Very Effective against Primal: Primal precedes Marine life. A fish is nothing to the deep core below the sea.
Weak to Beast and Avian: Animals and birds eat fish.
Weak to Mineral: Fish get sliced and diced by hooks, harpoons, and knives.
Resists Fungus: Fish move too fast and too often for a slow moving mold to take hold, and even in death are washed by the waves and picked clean before they can become the site of infestation.
Marine is another strong offensive type, hitting Insect, Flora, and Mineral for super-effective damage while only being resisted by itself and Primal. Similarly to Beast, defensively it's less useful, with 3 weaknesses to Beast, Avian, and Mineral, and only 2 resistances, to itself and Fungus. Strong Marine Pokemon will use their strong stab in conjunction with coverage for the common defensive Primal-types to wallbreak or sweep. A Marine-type defensive pokemon will likely leverage it's self resist to be a strong check to other Marines.

Avian: :golbat: :ledian: :naganadel: :sigilyph: :pidgeot:
Winged creatures and those that share characteristics with birds.
Coming soon
Coming soon

Insect: :buzzwole: :crustle: :anorith: :paras: :kricketot:
Arthropods, insects, arachnids.
Coming soon
Coming soon

Fungus: :breloom: :amoonguss: :nihilego: :slowking-galar: :shiinotic:
Mushrooms, fungus, mycelia, as well as molds and toxins.
Coming soon
Coming soon

Flora: :tropius: :snover: :floette: :ferroseed: :cacturne:
Plants, such as trees, flowers, bushes, etc.
Coming soon
Coming soon

Mineral: :boldore: :metagross: :claydol: :bronzor: :castform:
Anything abiotic, made of stone, earth, steel, or other non-biological materials.
Coming soon
Coming soon

Alien: :clefable: :elgyem: :deoxys: :pheromosa: :starmie:
Creatures from space, or with strong connections to the extraterrestrial.
Coming soon
Coming soon

Shadow: :shedinja: :cursola: :giratina: :yveltal: :muk:
Death, creatures of darkness, the absence of light.
Coming soon
Coming soon

Mystic: :volcarona: :delphox: :uxie: :mismagius: :alakazam:
Powers beyond the physical- extreme mental prowess, control of magic, a connection to the divine.
Coming soon
Coming soon

Primal: :tornadus: :typhlosion: :toxtricity: :magcargo: :kyogre:
Creatures with control of the basic elements and archaic beings from before existence.
Coming soon
Coming soon

I made a little chart here, showing an example of one existing pokemon for each type combo.
Screen Shot 2022-01-08 at 1.28.38 AM.png
Here's the dragonflycave chart if you prefer to look at it this way.
Screen Shot 2022-01-08 at 1.29.58 AM.png
 

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Choose Your Class: RPG Role Typechart
Screen Shot 2022-01-09 at 10.48.13 AM.png
This chart is inspired by roles/classes from Fantasy and RPG games. Each role portrays a different set of characteristics that could be used to create possible Fakemon. While the lore that was written in this post is quite simple and direct, this could be expanded upon in the future of the mod. For some of these types, like the Mage-type for example, the Fakemon wouldn't necessarily have to be mages. They could also be based on objects, stories, or characteristics related to mages. This opens up the possibility for how types can be explored. Not only that, but there is a plethora of online resources to research for inspiration. Some future subbed Fakemon could even be inspired by characters from RPG/Fantasy games.
-
PaladinIcon.png
and
ClericIcon.png
are the defensive typings of the chart as Paladins are often associated with tanks, and Clerics are often associated with healers.
-
BerserkerIcon.png
is the most offensive typing, but is are the weakest defensively. This connects to the idea of Berserkers acting out of rage and not being preoccupied with safety.
- The rest of the types each have different unique characteristics. For example,
RangerIcon.png
does not have a lot of resistances, but it has an immunity to the strongest offensive type. They also aren't resisted by many types.
- Part of the balance exhibited in the type chart is mindful of dual-types. For example a
D366B1C4-E3F6-4D32-8DB5-D3E61BB892AD.png
9C069C0D-B890-419E-964D-8C3EBA7D761B.png
Fakemon would suffer from a 4x weakness to
BDF72742-EEB0-407D-82EF-9EC699A00C84.png
.
- A form of balance could also be through the implementation of statuses, as some weaker types can be awarded immunities to statuses.
Many of these classes are naturally skilled in specific toolsets. This could allow for the creation of moves and ability to be heavily streamlined. For example:
-
BardIcon.png
can be associated with sound based moves and abilities. (Boomburst, Hyper Voice, Punk Rock, etc.)
-
NecromancerIcon.png
can be associated with death based moves and abilities. (Destiny Bond, Explosion, Cursed Body, etc.)
-
DruidIcon.png
can be associated with nature based moves and abilities. (Aromatherapy, Moonblast, Natural Cure, etc.)
And the list goes on and beyond the vanilla implications of moves and abilities.
The possibilities for the flavor of Dual-types can be quite expansive. For example:
- A
RogueIcon.png
ClericIcon.png
could be a Fakemon that only heals itself in lore and no longer uses its healing powers for others.
- A
MageIcon.png
PaladinIcon.png
could be a Fakemon that uses magic to fortify its defenses and creates a bubble defense around itself.
- A
BerserkerIcon.png
DruidIcon.png
could be a Fakemon that rampages through cities that were once lush forests and restores them.
~~~~~~~~~~~~~~~~~~~~~~
Warrior Icon 1.png

:escavalier::falinks::samurott::bisharp:|:zacian-crowned:
Keywords: Knight, Brave, Hero

The Warrior-type makes up the fighters of the lore. Pokémon that fall under this type are combatant, brave, and often use close-ranged weapons.
- 1/2x against Warriors because their form of combat would often lead to a stalemate.
- 1/2x against Mages as they are the most capable of defending against ordinary weapons.
- 1/2x against Assassin as they are excellent at avoiding their attacks.
- 2x against Paladins as Warriors are trained to defeat Tanks.
- 2x against Cleric as Warriors usually protect Clerics on defense, but on the offense, they know their weaknesses.
- 2x against Rogue as Warriors often target villains.
~~~~~~~~~~~~~~~~~~~~~~
RangerIcon.png

:decidueye::inteleon::watchog::octillery:|:zygarde:
Keywords: Hunter, Accurate, Scout

The Ranger-type makes up the hunters of the lore. Pokémon that fall under this type are resourceful, scouts, and often use far-ranged weapons.
- 1/2x against Mages as they are the most capable of defending against ordinary weapons.
- 1/2x against Paladins as their defenses are resistant to ranged weapons.
- 2x against Berserker as Berserkers do not avoid their attacks when rampaging.
- 2x against Necromancer as they are able to target and take down multiple of their minions quickly.
~~~~~~~~~~~~~~~~~~~~~~
MageIcon.png

:Delphox::Mismagius::Landorus::slowking-galar:|:darkrai:
Keywords: Magical, Sorcerer, Spell-caster

The Mage-type makes up the wizards of the lore. Pokémon that fall under this type are mystical, spell-casters, and use magical powers.
- 1/2x against Paladins as their defenses are resistant to ranged weapons.
- 1/2x against Cleric as they are able to reverse the mage's offensive spells.
- 1/2x against Druid as their elemental powers serve as natural remedies to the mage's offensive spells.
- 1/2x against Necromancers as they are overwhelmed by minions.
- 2x against Ranger as their ranged spell attacks are more potent.
- 2x against Rogue as they are able to counteract their destruction with magic.
- 2x against Alchemist as their magic overpowers alchemically created powers.
~~~~~~~~~~~~~~~~~~~~~~
PaladinIcon.png

:bastiodon::chesnaught::golurk::aegislash:|:zamazenta-crowned:
Keywords: Tank, Sturdy, Guardian

The Paladin-type makes up the tanks of the lore. Pokémon that fall under this type are resilient, defenders, and often use shields.
- 1/2x against Paladins as their equal defenses would result in a stalemate.
- 1/2x against Cleric as they are able to out heal the damaged caused by Paladins.
- 1/2x against Druid as their elemental powers serve disrupt Paladins' offenses.
- 1/2x against Necromancers as they are overwhelmed by minions.
- 2x against Mage as their defenses allows them to go in close range.
- 2x against Berserker as they are able to use their defenses to withstand their rampage and access their weak points.
- 2x against Alchemist as they can use their defenses to charge alchemists.
~~~~~~~~~~~~~~~~~~~~~~
BardIcon.png

:chatot::kricketune::wigglytuff::noivern:|:meloetta-pirouette:
Keywords: Musical, Instrumentalist, Loud

The Bard-type makes up the sound manipulators of the lore. Pokémon that fall under this type are vocal and use sound as a tool for combat.
- 1/2x against Paladins as their defenses allow them to withstand sound damage.
- 1/2x against Assassin as they are able to attack bards before they are able to execute their musical abilities.
- 1/2x against Rogue as they are able to distract bards through tormenting.
- 2x against Warrior as they have no defenses against sound based attacks.
- 2x against Berserker as they are weak of mind and are susceptible to sound based attacks.
- 2x against Alchemist as they have no defenses against sound based attacks.
~~~~~~~~~~~~~~~~~~~~~~
AssassinIcon.png

:Greninja::LUXRAY::dragapult::weavile:|:marshadow:
Keywords: Stealth, Tactical, Agile

The Assassin-type makes up the tactical attackers of the lore. Pokémon that fall under this type are stealthy and are strategic when in combat.
- 1/2x against Rogue as they can counter the techniques of Assassins.
- 1/2x against Berserker as they can damage anything within a given radius of them.
- 1/2x against Alchemist as they are able to use alchemy to mark Assassins.
- 2x against Warrior as they are able to target their weak spots.
- 2x against Cleric as they often sneak past defenses and target them when they are alone which has lead to a rivalry.
- 2x against Druid as they are able to infiltrate their land and prey on them.
~~~~~~~~~~~~~~~~~~~~~~
ClericIcon.png

:Blissey::clefable::alomomola::audino:|:creselia:
Keywords: Support, Healer, Righteous

The Cleric-type makes up the healers of the lore. Pokémon that fall under this type are positive, supportive, and use the power of light for combat.
- 0x against Necromancer as they cannot heal the already dead.
- 1/2x against Rogue as their light powers are not effective against their negativity.
- 1/2x against Alchemist as they value science over morals.
- 2x against Druid as they often rely on Cleric's healing powers to help restore nature.
- 2x against Berserker as they are able to use light attacks to damage Berserkers.
~~~~~~~~~~~~~~~~~~~~~~
RogueIcon.png

:Zarude::gourgeist::toxtricity::obstagoon:|:yveltal:
Keywords: Villain, Evil, Wicked

The Rogue-type makes up the villains of the lore. Pokémon that fall under this type are negative, destructive, and use the power of evil for combat.
- 1/2x against Paladin as they are able to defend against their powers of destruction.
- 1/2x against Cleric as their evil powers are not effective against their light.
- 2x against Bard as they are able to over torment them with their negativity.
- 2x against Rogue as they have a natural rivalry against each other.
~~~~~~~~~~~~~~~~~~~~~~
DruidIcon.png

:celebi::oranguru::manaphy::bellossom:|:xerneas:
Keywords: Naturalist, Elemental, Protector

The Druid-type makes up the nature protectors of the lore. Pokémon that fall under this type are intellectual, wise, and use elemental powers.
- 1/2x against Bard as Bard music often soothes nature.
- 1/2x against Cleric as they rely on Clerics healing powers to restore destruction.
- 2x against Assassin as they are able to connect with their environment to track them.
- 2x against Necromancer as can use their elemental powers to disrupt a group of minions.
~~~~~~~~~~~~~~~~~~~~~~
BerserkerIcon.png

:Drampa::infernape::lycanroc-midnight::hydreigon:|:regigigas:
Keywords: Barbarian, Rampage, Powerful

The Berserker-type makes up the brutes of the lore. Pokémon that fall under this type are uncontrolled, hostile, and use their fury for combat.
- 0x against Ranger as they are not able to reach them from a distance.
- 1/2x against Cleric as they are weakened by their light powers.
- 2x against Warrior as they are able to over power them with brute force.
- 2x against Paladin as they are able to break through their defenses with brute force.
- 2x against Druid as they often rampage in nature causing destruction.
- 2x against Alchemist as their uncontrollable nature allows them to surprise the minds of the Alchemists.
~~~~~~~~~~~~~~~~~~~~~~
AlchemistIcon.png

:carbink::Muk-Alola::Silvally::ditto:|:solgaleo:
Keywords: Chemist, Intelligent, Artificial

The Chemist-type makes up the scientists of the lore. Pokémon that fall under this type are intelligent, innovators, and use alchemy for combat.
- 1/2x against Mage as their magic powers are stronger than alchemy.
- 1/2x against Bard as their music disrupt Alchemists.
- 2x against Ranger as alchemists are able to alchemically made objects to draw in Rangers.
- 2x against Assassin as their alchemic tools lower Assassin's stealth.
~~~~~~~~~~~~~~~~~~~~~~
NecromancerIcon.png

:marowak::Gengar::Parasect::cofagrigus:|:giratina:
Keywords: Manipulator, Death, Reanimation

The Necromancer-type makes up the mediums of the lore. Pokémon that fall under this type often have the ability to control dead bodies.
- 1/2x against Warrior as their defenses allow them to withstand reanimated corpses.
- 1/2x against Ranger as they are able to take out a large number of minions.
- 1/2x against Druid as they are able to use elemental powers to obstruct minion hordes through landscapes.
- 2x against Mage as they are able to overpower mages.
- 2x against Berserker as they are able to continuously send hordes to tire out the Berserker.
~~~~~~~~~~~~~~~~~~~~~~
This project took a while, and I was not able to be as thorough as I would have liked to in some areas considering that, you know, submissions are time based lol. I'd love to hear feedback about anything as I feel like It'd really take a lot of feedback to get a submission for something so important right.

With that being said, thank you for reading, skimming, or looking at the pictures. :]
 
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BirdWindStoneDinosaurPlantFishArtificialTimeSpaceEsoteric
Bird.5x2x.5x
Wind.5x2x2x.5x
Stone2x.5x2x.5x
Dinosaur2x.5x2x.5x
Plant.5x2x.5x
Fish2x.5x.5x2x
Artificial.5x2x.5x
Time2x.5x2x2x0
Space2x.5x2x2x0
Esoteric.5x

pretty similar to EXTREME ROULETTE:psynervous:

starter trio (bird, plant, stone)
esoteric is basically normal
space and time would be the first time 2 diff types are weak to each other
i added fish at the last second
tried to make weaknesses/resistances balanced, esoteric is the only 1 with immunities

maybe more detailed thoughts later
 
Hey all! Since I've got a bit of time on my hands, I thought I'd step in and do a sub review. Won't be anything too big, but I just wanted to get some thoughts out there. To standardize, I'll be looking at these from three lenses; Competitive, Flavor, and Design. Are the types balanced when compared to each other? Do the described flavor and matchups make sense (and how easily will new players be able to intuit them)? How easy or hard will it be to design mons and moves of these types? These are the questions I'll be asking. Without further ado, let's begin!
Wow, this is perfect in every way! I can't believe how good this type chart is! Keep it up!!
Fairly simple chart, making it fairly simple to balance. Not a huge fan of neutral types, particularly ones with no resists, so I don't like Void. Also keep in mind that types such as Rock/Lizard have no weaknesses and no resists–not exactly something you want. Flavor is all good; helped out a lot by it being based on another game. Design-wise, everything also seems fairly easy to work with, though Hand sounds absolutely grotesque. Overall, pretty solid.
Balance-wise, everything is pretty good. Brain worries me a little bit, but it should be fine. Also, Science seems unreasonably bad defensively, though maybe there's a reason for that? Flavor-wise, it's hit-or-miss. Hatred being super effective against Soul makes sense, but then you look at things like Tidal resisting Heartache, and it's not exactly immediately obvious why, making it harder to remember. Design on this one is particularly bad; how on earth do you design a 'Heartache' mon? What about a Balance/Perception dual-type? Seems extremely difficult.

tl;dr The chart itself is pretty solid balance-wise, but you really need descriptions for your flavor.
bring back Chocolate >:(

Anyway, this is a very defensive chart, and then there's Feral lol. Good coverage types will be a big deal with this one, and so I get the feeling Earth will be one of the better ones. Otherwise, everything looks balanced. The lore is really sick, and the matchups are all either intuitive or easy to remember, so you get an A+ for flavor. Design-wise, you gave example mons, which is huge. After reading through all of your type flavors (should've been flavor types >:), my first thought was :woobuffet:. My second thought was that everything seems very smooth to design for, though I do worry a little bit about combinations of the more 'emotional' types, such as Heart/Spirit. Overall, great chart. Definitely one of my top choices.
where fishe? 0-0

gonna skip over this one for now since iirc you're reworking it. lmk if you still want feedback tho
Before we can even begin to discuss design or flavor, something has to be done about the glaring balance issues with this chart. Poison is absolutely busted, with multiple resistances and no types that hit it super-effectively, while offensively it's also usable. Void is stupid, with three immunities and three resistances in a chart with only 11 types, not to mention it's also one of the best offensive types. Beast is obscenely bad, only hitting itself super-effectively, with 4 weaknesses and only 1 resistance. There are a lot of things wrong with chart, and I'd recommend a complete rework if possible.
Firstly let me say, I really appreciate your explanations of your types, as my thoughts were actually a bit different before reading them. This seems like a more offensively-leaning chart overall, though that's partly because there's no 'Steel' type (Tree comes close, but consider that 3 weaknesses is much more of a problem in a chart with 2/3 the amount of types as there are in base). Snow seems fairly weak, with multiple weaknesses and only one resistance that isn't itself, as well as an only slightly above average offensive profile. Flavor-wise, I'm not sure these matchups really make sense. Tree beating Time is the opposite of what I would expect, and stuff like Wild beating River or Builder resisting Light just isn't very intuitive, and I feel it'd be pretty hard to remember. Design-wise, however, all of these types seem fairly easy to work with. Almost all of them being 'natural' helps a lot with that, and everything that isn't has clear flavor parallels in base Pokemon, which designers can draw from for inspiration. All in all, this is a very respectable chart, though I'd love to see a bit of matchup explanation if possible.
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:flushed:

The chart as a whole seems very well-balanced, though I will say Sea seems just a little underwhelming. Also, while I understand the point you're making with Typeless, it seems unnecessary to add to the chart (particularly as it implies there will be Typeless mons, which I'd very much hope there would not be). This is another chart where the flavor is very, very good. All of the matchups are either intuitive or easy to remember, and I like the Spring–>Winter–>Autumn–>Summer type quadrangle a lot. Designs for these are also very well-explained. I would be harping on you for 'Folklore' type, but your explanation gave very clear guidelines and flavor to it, so I have no complaints. Good job! Another one of my favorite charts.
A very offensive chart. Balance on this one is pretty good, though I don't really like Arcane only being resisted by the single worst defensive type in the chart. Frost resisting most of the better offensive types helps a lot with balance, but I'm not a huge fan of one type holding together the entire meta, since it leads to very centralized cores. Flavor-wise, everything makes sense, though some types (Gloom, Dazzle) have random extra things lumped into their flavor that kinda muddies the meanings of the type. Additionally, some of the matchups are kinda arbitrary, or even downright contradictory (why are both Dazzle and Gloom super effective against Abyss?), which will make them pretty hard for new players to learn. Designing with these types is generally workable (thank you for giving example mons, particularly for Arcane), so no complaints here on that. Pretty nice chart, just needs a little touching up on flavor imo.
This chart as a whole just feels like it has too many types hitting others super-effectively, and there isn't really a blanket defensive type to help with that. I don't like neutral types, so I don't like Amorphous. Otherwise, Mineral seems really, really bad, as it's mediocre defensive profile doesn't at all justify how bad it is offensively. Airborne is also really bad for the opposite reason; it's terrible defensively and only mediocre offensively. Otherwise, the balance seems to be fine, nothing stands out to me as too strong. Flavor is good for most of it, but some matchups are a little questionable ('aquatic parasites' doesn't quite cut it for Vampiric beating Aquatic lol), which could make them hard to remember. The majority of the matchups making sense makes it pretty manageable though, so you're good there. Finally, designing with this chart should be pretty easy. All of the types have well-defined flavor, and they're fairly distinct from each other all-around. Overall, very solid flavor, though I might drop a couple weaknesses from some of the types if you have a chance.
Balance for this chart seems pretty good to me, though I will say the types are very homogeneous. Over half of the types have three types they hit super effectively and three resists, and while that's good for balance, it does make for a pretty boring chart. Flavor-wise, I think explanations will help you a lot, since right now some of the matchups are pretty confusing. Generally, though, it's fairly intuitive, so it shouldn't be too hard to figure out even for new players. Design for this is definitely your strongest section, as taxonomy lends itself very well to creative and smooth design processes. My only complaint is that the two aspects of Primal (elemental and ancient) don't really blend particularly well, leading to it being somewhat confusing, but overall everything is fairly good.
This is a really strong chart. Like, it's got personality, y'know? But beyond that, balance is very solid, though I worry a bit about Cleric; seems a little bit too strong offensively for having such a good defensive profile. Flavor is generally solid, though unfortunately basically every matchup just has to be learned, due to the nature of the chart. Luckily, everything makes sense, and touches like every 'ranger' type beating Berserker makes it a lot easier to understand. Unfortunately, where this chart really fails is design. Trying to design mons to fit into say, Bard/Alchemist, is going to be an absolute nightmare, and there isn't really much that can be done about it. Overall, this chart is very, very cool, but it has some pretty serious failings when it comes to design.
Another very homogeneous chart. Every type basically falls into one of three categories; hits 2 types SE with 2 resists, hits 1 type SE with 2 resists, or hits 3 types SE with 1 resist but also Esoteric is immune. Or, of course, it's Esoteric. This does lend to good balance though, and nothing I see seems overwhelming or too weak, so good job on that. Flavor-wise, it's kinda all over the place. I get why Space resists Bird and Plant, but why doesn't it resist Fish for the same reasons? Generally not too difficult to remember the weird matchups though, so it should be fine. Design-wise, everything seems pretty easy to work with besides Esoteric, which seems really obnoxious to work with. Time and Space are probably fine, but maybe a little blurb on their flavor or some example mons would be nice. Overall, a fairly simple but solid chart


Addendum: I completely forgot to talk about moves lol. Anyway, my thoughts on move design are very similar to those for mon design, so if I said anything about mons, most likely moves would also be an issue. The one major difference for moves is that 'neutral' types (Void, Aether, Amorphous, etc.) seem very difficult to design moves for due to the extremely basic nature of these types. For anyone who has either a neutral type or a type with a very neutral-sounding name, it would be good for you to put a blurb explaining what exactly mons of the type would be like, since mon creation and move creation go hand-in-hand.

Alright, that's all of them. If you have any questions or want anything else reviewed, just let me know on Discord or DM me here, I'd be glad to answer. Thanks for reading, and good luck to all of you!
 
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OK, thank you for the feedback. Admittedly I needed that. I hope that this updated type chart will suffice (although tbh, now I'm worried about Wind)
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First thing you'll notice, no more Void. Lightning's here instead. Also, Poison actually has weaknesses, yay! Long story short, I still have a long way to go when it comes to balancing. Nevertheless, I hope this is at least better.
 
This is a really strong chart. Like, it's got personality, y'know? But beyond that, balance is very solid, though I worry a bit about Cleric; seems a little bit too strong offensively for having such a good defensive profile. Flavor is generally solid, though unfortunately basically every matchup just has to be learned, due to the nature of the chart. Luckily, everything makes sense, and touches like every 'ranger' type beating Berserker makes it a lot easier to understand. Unfortunately, where this chart really fails is design. Trying to design mons to fit into say, Bard/Alchemist, is going to be an absolute nightmare, and there isn't really much that can be done about it. Overall, this chart is very, very cool, but it has some pretty serious failings when it comes to design.
Thank you for the feedback! I absolutely agree with the Cleric suggestion, and was wondering about that myself.

Updated Type Chart:Clefable:
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Why this change?
AssassinIcon.png
was a type that was bit underwhelming, with a bad defensive type and not an amazing offensive type. This slight defensive buff helps make it more balanced. For
ClericIcon.png
, this nerf helps make it less overwhelming. It now only hits two types super effectively and retains its two types that it does resisted damage to and its one type that is immune to its damage.

How Creating Dual-types for the RPG Chart is different from Vanilla Dual-types:unown-h::unown-e::unown-l::unown-p:
I wanted to elaborate about how designing for the chart could be done, as it was something I spent a lot of time theorizing about. I also hadn't explored as many options as I could have in my original post. I also want to explore more to help others who may have had a similar concern.

In my opinion, I feel like the biggest reason why it may feel difficult is because dual-types function with pretty different implications from the vanilla types. Where a Fire/Ice mon could be intuitively a combination of the types, Bard/Alchemist may seem a little more daunting under the same pretense. Though, theoretically, there is a lot more room to explore the possibilities.

Design Explanation:electrode:
The whole basis of design for the chart has to do with the idea that dual-classes/roles already exist as a part of many RPG/Fantasy games.

Through my dual-type examples, I tried elaborating about how you could combine the personality traits/characteristics of the different types.

Here are some more creative examples of how dual-types can be implemented that were theorized super quickly.
BardIcon.png
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- An example of a Bard Alchemist could also be an animate Guitar potion-bottle that, design wise, is based on liquid-filled guitars.
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- Another simple example could just be a really intelligent instrumentalist Pokémon that is known to make its own instruments.

- An example with a vanilla mon:
:ss/electrode:
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An artificial Pokémon that is known to create loud sonic booms when combusting.
The Endless Possibilities of Design:meloetta::solgaleo:
Another tool that I examined in my post was research. This could serve as a resource for those who feel extremely stuck with design. I want to give a more comprehensive guide about how it could be done without being overly daunting.

For example: If you were to research “Bard Alchemist” there are a lot of concepts that already explore the idea.
The first image when you google Bard Alchemist: Kitsune Alchemist Bard by chichi
kitsune_alchemist_bard_by_qhici_dbcmms6-fullview.jpg

This example could work as inspiration for a Fox Fakemon that uses a flute and throws bombs - one characteristic of each type.

How to Bring Your Own Ideas Into a Concept:
Personally, I'm not as into anthropomorphic Pokémon, so I would expand on the concept and make it a quadrupedal fox that throws bombs with its tail and sings(or barks?) to detonate them.

TL;DR
Overall, while I do feel like creating dual-types for the RPG chart would be very different from the vanilla series types, it is also quite simple. It really rewards fluff and creativity as it’s fantasy based. No one can really tell you that your idea for a
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is wrong, because there isn’t a set limitation put on what can be explored (also Necromancer/Warriors already exist haha).

This could also present better opportunities for competitive focused mons, if we need a
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mon for the meta, someone could easily put together a nuanced concept for one that could never be considered inaccurate.
 
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AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
The Biome Type Chart

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The concept presented here is pretty simple: Use natural environments and biology as inspirations for the type chart itself. The type interactions and potential roles are insipred by how these biomes function in real life and how their ecosystem insteracts with one another - For an example, Savanna has few resists due to Savannas being generally one of the most hostile ecosystems out there, Forest is super effective against Freashwater because a lot of Forest creatures prey on River and Lake fishes, etc.

As for Moves, I think the way to go is for Physical predominantly based on how the animals of the biome behave, while Special predominantly related to the environment itself (Status could just be a mix). So like with Desert you have phys moves based on how scorpions, vultures, camels etc behave while special you have moves with the harsh sun, strong wind, arid sand, etc.





-
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,
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and
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are the main Defensive types. Most animals struggle to reach these places respectively due to Polar's extreme cold and lack of vegetation; Swamp's flooded terrain, heat and humidity making it difficult to pass through; and Mountain's reduced oxygen, coldness, general lack of vegetation and various cliffs making some misteps fatal. Notably,
mountain.png
and
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&
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and
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are both good defensive cores.

-
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,
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,
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and
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are some good offensive types. Savannas, the ocean and Deserts are all extremely aggressive ecosystems, where you'll see some of the most competitive animals and deadliest battles. In Cave's case, it is moreso useful due to being able to hit through the Mountain/Polar core. Some type combos that have perfect coverage include
savannah.png
saltwater.png
/
forest.png
freshwater.png
/
freshwater.png
saltwater.png
/
desert.png
cave.png
.

-
forest.png
and
freshwater.png
are both more balance-leaning types, not weighting too much either offensively or defensively. They aren't exactly safe places, but their abundance in food, relatively fine paths to transverse through and generally less extreme environments make it so they end up having more averaged offensive and defensive utility.

-
global.png
is, lastly, a blanket type. It would spam hard-to-resist STABs, similar to Ghost in the vanilla chart. It has few resists and few weaknesses because they're animals adapted to live pretty much all over the world, meaning they can take on most biomes without much setback.

-
freshwater.png
forest.png
swamp.png
is our type triangle.


This took a while to do but I've written down potential inspirations for all of my combos, be it a specific species or just a general biome that could be considered a "fusion" of two biomes (global was the hardest though lol, Cave not much behind)

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So with all that settled, let's get to...


Lore Overview

forest.png

Pokémon Examples: :ursaring::infernape::chatot::beedrill::trevenant::greedent:
Move Examples: Forest creatures rely on the Trees for mobility, camouflage and self-sutainace. Forest moves, other than being based on forest animals, should focus on means of priority, pivotting, good positioning and healing.
- Not Very Effective vs Swamp for Swamp being essentially a flooded forest, taking what might seem familiar and making it harsher to live.
- Not Very Effective vs Saltwater for most forest animals not preying on Salwater fish and overall being unable to do well in the sea.

- Super Effective vs Forest because Forest animals are still rather aggressive to one another ans overall hostile.
- Super Effective vs Mountain because despite the rough terrain, a lot of Forest animals can reach mountains with ease.
- Super Effective vs Freshwater because river fish are constantly preyed upon by various forest animals.



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Pokémon Examples: :feraligatr::toxicroak::quagsire::serperior::yanmega::ludicolo:
Move Examples: Swamp animals tend to be ambush predators, hiding until they find a perfect opportunity to hit. Not only that, but as environment, its muddy terrain and humidity causes outsiders to often get worn down. Swamp moves would focus on moves that can wear down the foe over time and moves that would take advantage of that to strike with a stronger move at the right time to finish the job. A lot of the more aggressive Swamp animals also tend to attack with grips and constriction, which could be translated into trapping.
- Not Very Effective vs Mountain for Swamp's overreliance on the floods and muds, something not present in Mountains, as well as dryer air.
- Not Very Effective vs Freshwater for most freshwater animals thriving in Swamp's waters.

- Super Effective vs Forest because as mentioned before, Forest animals get easily overwhelmed by the different terrain.
- Super Effective vs Saltwater because unlike Forest, Swamp animals have easier access to the sea and are used to the water to thrive in.



savannah.png

Pokémon Examples: :pyroar::mightyena::zebstrika::donphan::arbok::girafarig:
Move Examples: Savanna animals live on the most hostile environment out of the ones I picked, at least in terms of animals' aggression. Animals in the Savanna are brutal with their hunting and combat techniques. As such, its moves should be hyper offensive, high damage with high drawbacks sort of deal. Savanna-Type moves would excell at offensive pressure and punching holes. Could be tied to the Bite tag.
- Not Very Effective vs Swamp for the muddy terrain hindering Savanna's rushdown attacks and generally harder perception of space.
- Not Very Effective vs Polar for the extreme cold making it hard for creatures who have adapted to extreme heat to survive.

- Super Effective vs Forest because savanna's hunting and combat skills would prove a challenge to most forest animals.
- Super Effective vs Savanna because of the environment's natural hostility, everything in it always ready for a fight.
- Super Effective vs Desert because savanna animals are generally well adapted to flatness and heat.



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Pokémon Examples: :cacturne::camerupt::mandibuzz::flygon::heliolisk::fennekin:
Move Examples: Desert animals often have to go days or weeks without food or water. Often scavengers, desert animals tend to not enter combat much in the first place, but do great at taking down weakened foes or putting them in a spot where they're weakened so they can take a final blow. The desert itself is harsh on most who try to cross it though and can quickly take down most outsiders. With that in mind, Desert is a bit of a mix between Swamp and Savanna - It can dew raw harsh damage to the opponent but also does well at cleaning weakened foes while also chipping them a bit.
- Not Very Effective vs Forest for the reduced opportunity for Scavenging and reduced combat capabilities.
- Not Very Effective vs Savanna for pretty much the same reason, Savanna animals are capable of stealing from scavengers with ease.
- Not Very Effective vs Mountain for harsh terrain diference, going from flatness to high altitude and cliffs.

- Super Effective vs Cave because most Desert animals use caves to rest.
- Super Effective vs Freshwater because rivers and lakes are places desert animals tend to prey on often.
- Super Effective vs Polar because of the harsh shift in temperature making any polar creature get destroyed the most under desert's heat.
- Super Effective vs Global because desert's extreme condition makes it hard even for worldwide creatures to live in.



cave.png

Pokémon Examples: :gigalith::noivern::sableye::druddigon::galvantula::parasect:
Move Examples: Cave animals cannot rely on their vision as often and they tend to not leave their caves much. Often excellent trackers and can hit with precision thanks to their increased perception skills, but will also tend to stand their ground back at their dens. As such, I think Cave moves should be tied to Sound and Authentic (Ignores substitute) tags, and have other moves that essentially let it bypass X thing (Thus tying it to the whole "increased perception" thing) - Ignoring screens, stat boost, abilities, whatever else. However I do also think they should have some sort of field control or dominance that allows them to stay in the field for longer.
- Not Very Effective vs Swamp for being put in a risky position when hunting for bugs (since bugs in the swamp are near the water's surface)
- Not Very Effective vs Savanna for general lack of a way to deal significant damage to large animals while also failing to defend itself.
- Not Very Effective vs Global for worldwide species generally thriving in the dark, riding Cave's main advantage over others.

- Super Effective vs Forest because their sensory skills allows them to bypass camouflage with ease and precision beats forest's mobility.
- Super Effective vs Desert because they essentially do the scavenging role the best, ridding Desert of food.
- Super Effective vs Cave because they nullify their own Darkness advantage as they can easily detect one another.
- Super Effective vs Mountain because they are used to rocky surfaces and usually have ways to cling to walls and fly.



mountain.png

Pokémon Examples: :cobalion::braviary::ursaring::altaria::bouffalant::gogoat:
Move Examples: the mountain is fairly more defensive than offensive a place. Its primarely inhabitted by bovidae, who respectively use their horns to block off charging animals, defend their territory and fight every now and then, and birds, who often use their mobility to keep themself safe and have some of their best means of damage being shoving other animals off of the mountain so that gravity does the work for them. as such, I think Mountain moves should be fairly defensive to bulky offense oriented moves, as well as moves that deal some sort of indirect damage. Pretty much all Mountain animals have really good mobility too, so moves that enable them to have good positioning throughout a match would be ideal.
- Not Very Effective vs Forest for forest animal's mobility being capable of offsetting the potential falls.
- Not Very Effective vs Desert for mountain animals being unable to pull off their strategies on flat terrains
- Not Very Effective vs Cave for cave animals mostly either being able to fly or cling to walls, as well as being used to rocky terrains.
- Not Very Effective vs Polar for polar animals resisting the cold and generally having fat blubber that resist the falls.

- Super Effective vs Savanna because Savanna animals cannot do much of their attacks in mountainous terrains.
- Super Effective vs Mountain because mountainous animals constantly push eachother off cliffs
- Super Effective vs Saltwater because most mountainous birds prey on sea fish.



freshwater.png

Pokémon Examples: :basculin::oshawott::eelektross::farfetchd::toxicroak::swanna:
Move Examples: Freashwater is suposed to be a type that fits not only for the fishes that live in river and ponds, but other semi-aquatic creatures too such as otters, ducks and jaguars. Anyways the lifestyle in Freshwater is best described as competitive but balanced. With dominance over river streams and tools to help them in their aquatic habitat, as well as some having tools to drag land opponents into the water, Freashwater would be best for moves that put the foe out of their comfort zone or otherwise at a disadvantage (or, in other words, crippling the opponent) as well as good positioning.
- Not Very Effective vs Forest for most forest animals being able to prey on river fish.
- Not Very Effective vs Frashwater for freshwater fish being able to fend off other freshwater fish.
- Not Very Effective vs Polar for most freshwater in the poles being completely frozen.

- Super Effective vs Swamp because most river dwellers can adapt to swamps without issues.
- Super Effective vs Desert because most desert animals are vulnerable upon approaching the rare freshwater in deserts.
- Super Effective vs Saltwater because if put in freshwater, saltwater fish will absorb the freshwater, swell and die.



saltwater.png

Pokémon Examples: :sharpedo::mantine::corsola::pelipper::kingler::starmie:
Move Examples: The ocean is where it all began and as such it has all kinds of weird ways to kill things. Its a very aggressive open space, but that aggression comes in all colours because the ocean is ready to have creative fun on how it wants things to die - A bunch of camouflaging, baiting, straight rushing, huge bites, venom, etc etc. As such, Saltwater moves should be a jack-of-all-trades master of none sort of thing. They shouldn't get the best moves for what said move is trying to do (So for an example, they shouldn't get the best "Punch a hole" move, not the best priority, not the best means of crippling, but a bit of it all.
- Does No Damage vs Mountain due to them not being able to reach mountains.

- Not Very Effective vs Desert for the desert being often far from the ocean, being hard for sea crits to even get there in the first place.
- Not Very Effective vs Saltwater for saltwater creatures being able to fend off most other saltwater creatures.

- Super Effective vs Savanna because most Savanna animals do not do well against tides and can get crippled by aggressive fish.
- Super Effective vs Freshwater because if put in saltwater, freshwater fish will expell all the water from their bodies, dehydrate and die.
- Super Effective vs Polar because a lot of the sea creatures can attack the polar crits that hunt them and often flip the script to hunt them instead.



polar.png

Pokémon Examples: :beartic::empoleon::walrein::kyogre::primarina::ninetales-alola:
Move Examples: The poles are the most harsh environments as far as the place alone goes. As such, the animals living there need to be very resilient not only to region alone, but also have to be pretty self-sufficient and good at hunting so they can take on the lack of vegetation. Therefore, I think Polar moves should be mostly defensivly oriented, crippling the foe overtime with the envyronment's coldness and simply weaking them some. I could see Biting moves being pretty prominent for them though since that's the primary way most Polar animals have in means of combat.
- Not Very Effective vs Mountain for most Mountain creatures being adapted to the cold and Polar having poor mobility.
- Not Very Effective vs Frashwater for their general inability to deal with streams.
- Not Very Effective vs Polar for most polar creatures being tanky and able to fend eachother off.

- Super Effective vs Desert because of the harsh shift in temperature making any desert creature get destroyed the most under pole's cold.
- Super Effective vs Saltwater because most polar creatures prey on saltwater fish the most to survive.



global.png

Pokémon Examples: :buzzwole::pidove::jellicent::raticate::amoonguss::seaking:
Move Examples: Global is meant to represent things that live all over the world. As such they're adapted to pretty much any environment but in turn every environment is used to them, so they are a very neutral type with few interactions. Global types would have their mark be spammable moves, but I also think it'd be interesting if some of their moves tied to survivability, to reflect on how they can keep themselves healthy anywhere. Maybe some sort of anti-crippling (Like Rapid Spin or Aromatherapy in vanilla) as well to reflect on how they mostly aren't bothered by the conditions of wherever they may live.
- Does No Damage vs Polar due to the poles being the one place where most worldwide creatures can't thrive.

- Super Effective vs Global because they are the type thatwould most enter conflict with itself, due to worldwide distribution.
 
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DuoM2

whao
is a Community Contributoris a Community Leader Alumnus
I wanted to take part in the Pet Mods section of Smogon for some time now. The names of my types are mostly classical (West and East), with some extra ones to round off the roster.
View attachment 396603
  • Water, Fire, and Grass Wood still form a type triangle.
  • Wind is a less generalized Flying, Aether is mostly for Legendaries and other "godly" Pokémon, Void is for alien Pokémon, and Beast is for Animal Pokémon that don't really fit any other type.
  • Water is NVE on Aether because... Honestly, I think it's balanced. I've never actually balanced anything in my life, really. Water is not very effective on Void because while Water is in space, it's mostly in the form of ice, and therefore isn't that useful.
  • Earth is SE on Spirit because when you put a body in the ground, you are laying it to rest, calming the spirit down.
  • Wind is NVE on Fire because... Oxygen helps fire to burn, I guess. It has no effect on Void because there's no air in space, and it's SE against Spirit because typically, they are light in weight. Light enough that they can be pushed around by the wind.
  • Aether is super effective on itself because you send a powerful being to defeat a powerful being, it's super effective on Void for balance, and it's super effective on Spirit because balance, I guess. It's not very effective on Metal because while Metal exists in nature, it is mostly utilized by humans, as opposed to any other being... Plus balance.
  • Void is mostly super effective on things that have a hard time existing in a vacuum. It's resisted by itself because it exists in itself, and it's resisted by Metal for balance. Spirit is resisted by Water because such beings are traditionally repulsed by Water in one way or another. It is resisted by Fire for similar reasons.
  • I just realized that Poison has no weaknesses, so pretend that it's weak to Earth and Aether. It's super effective against Water and Wind to represent pollution.
  • Finally, Beast. I'm getting tired of typing, so the resisted types are those that an animal would have a hard time against, and it's super effective on itself because... Balance? I don't know.
I will pretend that this is weak to Earth and Aether for the sake of balancing but otherwise will be using visuals for these submissions, assuming they are provided, as the basis for peoples' submissions. Anyways, voting has begun! Vote for your three favorite subs, like so -

First Choice, Second Choice, Third Choice

This WILL be weighted, so make sure you do so in the correct order. Voting ends in around 3 days or so.

EDIT: You can only self-vote for your third choice.
 

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