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Pet Mod Not My Type

DuoM2

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is a Top Community Contributoris a Community Leader Alumnus
thank you to Yoshiblaze and the rest of Pet Mods staff for approving!

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[Gen 9] Not My Type


Hello, and welcome to my next Pet Mod! This is Not My Type, a tier with user-submitted Fakemon only that's built around three of the eighteen types being removed.

Starting out, we will have a slate where everyone submit one set of three types that they want removed. For example, you could suggest something like Grass/Bug/Flying if you want a tier where Ground is extremely overpowered, or maybe Psychic/Bug/Normal if you want it to be lower-impact. Keep in mind that every single move that has one of the removed types will also get deleted. These will get voted on and the most popular choice will end up being what we base the tier around.

Every slate after this will be a Fakemon slate. You may submit one Fakemon per slate. It can be anything, but keep in mind that this mod will probably be over quicker than other mods, so make sure you're as happy with your submission as possible! Everyone will get to share whether they want to Add or Reject each Fakemon and every one with 60% or more "Add" votes will automatically be added to the tier. We will stop once we get around 40-50ish in total.


Other Rules:
  • The Stellar-type, Shadow-type, and ???-type should be ignored here.
  • We will not be creating new moves or abilties for this mod. You can make your Fakemon Eviolite-compatible if you'd like though.
  • Every gimmick like Z-Moves and Terastal will be banned.
  • Oldgen-only moves like Return, Pursuit, or the highly iconic Barrage are allowed as long as their associated type has not been cut.
  • Since I changed this from the Workshop post, I'll say here that most abilities will still be allowed. Something like Fairy Aura will do nothing if the Fairy-type is cut though, and something like Pixilate would be banned in that case.
  • Side note - as of the time I'm editing this post, the type chart has been chosen. For this iteration of the Pet Mod, the additional move and ability bans are as follows: Galvanize, Camouflage, Conversion, Conversion 2, Hidden Power, Judgment, Metronome, Multi-Attack, Nature Power, Natural Gift, Techno Blast, Terrain Pulse, and Weather Ball
  • the tier's council will probably just be me but I'll edit this post if that changes
  • If anything about the rules needs clarifying then let me know!
Links:

Hope you enjoy!
 
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Slate 0: Deciding the Type Chart

As stated in the opening post. We have to decide what our new type chart will be before we can do anything else. It can be any three types you want, but try to keep in mind what other people might want as well. Our Discord server linked in the first post might be pretty important to join so you can gauge others' opinions. One submission per user.


If you want a submission template -

Three Types: https://play.pokemonshowdown.com/sprites/types/Typename.png https://play.pokemonshowdown.com/sprites/types/Typename.png https://play.pokemonshowdown.com/sprites/types/Typename.png
Explanation: Explain why you think the three types should be removed.


For a simpler example (this is not my actual sub) -

Three Types:
Steel.png
Dark.png
Fairy.png

Explanation: I think this would be a fun set to remove because Steel and Fairy are two very overwhelming defensive types, opening the flood gates for a very offensive meta where Psychic and Dragon in particular become stronger again.
 
Three Types:
Bug.png
Ghost.png
Ground.png

Explanation:
If y'all don't stop giving U-turn to everything, it might be better if none of y'all can give U-turn to anything. Stupid unblockable pivot move. Bug as a type is also bad. Defensively, Flying shares the same resistances + gets immunity instead of resistance to Ground. Having been involved in a few metagames, Bug-types have always seemed notoriously unusable unless given broken tools like Tinted Lens First Impression or Quiver Dance or Tail Glow.

Ghost is weird. Hits almost everything neutrally much like Dragon, but only has Normal immune to it which is hard to fit as part of a team's defensive backbone. Dark keeps Psychic in check anyway.

Fairy/Ground, Flying/Ground, Ice/Ground, all pretty potent offensive combos, so we take out the common denominator to let big Steel reign. They'd run Fighting instead, but at least there is Ghost- oh wait.
 
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Hates unblockable pivot move: looks inside: volt switch.

Anyway objectively correct person incoming rn
Number 1
Steel.png

Now I know that steel is a grand defensive background, but in my opinion, it is far too potent at what it does. Its resistances have been tailored to deal with broken things since forever. But, what if in a similar vein, those other broken things were removed, creating a fairer playing ground. Of course no moves of note are lost here which is a huge plus. This leads into the next two removals.
Number 2
Fairy.png

Fuck this type bruh.
Number 3
Dragon.png

And as I have removed this types two sole resistances, it is an obvious remove.

As you can see, I have removed a triad of what I consider, frankly unhealthy typings that cause quite a major stir in tiering. However, conversely there are separate winners from this exchange.

Bug.png

One of my main goals with these removals was to make bug a REALLY useful type. With dark being undoubtedly the best type now, bugs have a very strong in vs them, especially with its biggest obstacles gone. Now the only types that resist bug are either weak to dark, or are weak to stealth rock. Overall a big win.

Poison.png

By removing steel, you’d maybe think that poison will get out of control, and my answer to that is… yeah maybe, but poison has always been terrible offensively, and removing steel provides poison its capability for its frankly terrible offensive mons to thrive, in turn devaluing poison type defensive mons, as they are equally as immune to eachother, cept the offensive ones gonna have psychic or earthquake
Grass.png

Goes from an Eh. Type at best to a must have on any reasonable team. With steels and fairies gone, grounds and waters gotta pick up the slack. Of which grass demolishes.

Tonight’s biggest losers are however
Fire.png

It’s a bit unfortunate to lose your best 2 type matchups as well as losing a great resistance combo. Fires will struggle as usual, but at least they gained conversely by grass and bug benefitting
Flying.png

Conversely, same reason. Loses exellent typing.

However, with the movepool being relatively intact, barring the extreme broken of fairy and dragon stabs, and the frankly unused steel pool you’d be able to enjoy a familiar set of tools to use.

On all your souls we are saving bug types.
 
Three Types:
Rock.png
Flying.png
Psychic.png

Explanation: The whole crux of these removals is to try and make Bug into a strong, but still reasonable defensive type. Rock is maybe the more obvious removal, no Stealth Rock means Bug's biggest weakness is gone and it also means one less big offensive type to target it. Flying's main strengths are threefold - another Bug weakness is gone, Bug's biggest competition would be gone since it shares similar defensive traits to Flying, and Ground loses its most important resist which leaves the room open for other types to fill in.

These two alone already probably accomplish the goal while having some side effects. Grass also gets a slight boost with Ground becoming a lot stronger, but both it and Bug being the only types resistant to Ground would make Fire a lot stronger and would make Fire/Ground an especially good pairing offensively. Fire is also Bug's only weakness now. All of the hazards are now grounded which means Levitate would give a Pokemon full hazard immunity.

I was honestly not so sure what to do with the third type here since this all seemed to solve what I set out to do. Maybe I'll come back to this one but for now I've just removed Psychic, mostly out of not wanting to remove anything else. I thought about Normal but we'd lose too many cool moves, I thought about Poison but I liked us having options for a Toxic immunity, and I thought about Electric but I don't want to make Water THAT overbearing and also I'm sure people who play offense more wouldn't find it fun to remove a big Paralysis immunity. The only moves that are really lost with Psychic are Psyshock/Psystrike, Calm Mind, Future Sight, Screens and Teleport, but if you want to make a sub around any of these moves, then there are similar enough moves that do almost the same job that didn't get cut.


Other notes / possible ideas for people who don't know where to start...
  • Weathers being changed to have incomplete effects could be interesting. Sun in particular with Fire removed - Weather Ball and boosted Fire moves would be removed, Solar Power users no longer having the Charizard effect of a ridiculous Fire STAB, but everything still getting the innate Water resist outside of Hydro Steam still getting boosted. Or you could use it for like Moonlight or Synthesis getting their buff.
  • Electric would get WAY stronger if Ground were removed because of the strength of unblockable Volt Switch. People would still be able to choose a handful of Pokemon to stay immune with abilities like Lightning Rod, Motor Drive and Volt Absorb, and those Pokemon would become a lot more important to balance structures. If there's too many then that would make it feel unchanged though.
  • It's not difficult to make it so practically any type ends up with no weaknesses at all. It's actually possible to do this with every type except for Grass, Rock, and Ice, since those all have more than three.
  • What if you took my train of thought with my submission and tried working it backwards by making a strong type weak? What would it take for Water or Fairy to become terrible?
 
Three Types:
Ice.png
Rock.png
Bug.png

Explanations: I figure what a metagame looks like if these three bottom three types are removed. Ice and Rock have too many slow mons to worth their offensive profile, and Bug-type is overall an awful type carried only by it’s moves and Tinted Lens.

Water, Dragon, Ground and Grass no longer has to worry about Freeze-Dry and for the latter three, general Ice weakness. Grass is also less pressured now that U-Turn is no longer a thing.

Flying and Fire no longer need to worry about that pesky Rock weakness, and Flying no longer need wearing Heavy-Duty Boots.

Grass, Psychic and Dark no longer fear the snapped U-Turn and First Impression, and Fairy and Fighting will still keep Dark in check.

Grass and Flying are the overall winners as, while it loses a type it is super effective against, losing two annoying weaknesses makes their defensive profile much more noticable. Neither would need to worry about Water-type Pokémon carrying Ice-type moves that would be snapped in this metagame, making switching into a Water-type much safer.
 
Three Types:
Dragon.png
Ice.png
Ghost.png

Explanation: I tried to be as reasonable as I could by making the type chart a bit more balanced, considering we can't edit the pre-existing type chart. My goal was to make it roughly the same as something you'd find in a different meta, whilst also having all of the types be at a roughly equal balance. I made sure to keep some very important metagame staples, such as Stealth Rock, Spikes, Defog, Rapid Spin, Volt Switch and U-Turn, whilst removing things I didn't find necessary. Here's my reasoning as to why I removed each type:

Dragon.png
: Dragon is an immensely strong type, and I don't think I'll find anyone disagreeing with that. I originally thought to remove Fairy, but that turns the meta into a Gen 4/5-esque Outrage war, and I didn't want that. Removing Dragon is not only quite a bit better of a change, but it also indirectly nerfs Fairy, since now it only hits Fighting and Dark for super-effective damage, alongside Fairy no longer being immune to any of the types. Apart from that, Dragon also has very few matchups against the rest of the types, other than it being super-effective against itself and Steel resisting it. I admit that Fairy could still be strong with the removal of the Dragon type, but Fairy was made to counter Dragons, and I'd like to see how Fairy would fare if that counter didn't exist.

Ice.png
: Ice... is just weird. It's the glass cannon type, but considering my explanation before, I thought it made the most sense to remove after Dragon. It just didn't really do much now that the Dragons were removed. Sure, it has an amazing offensive matchup, but apart from that, I struggled to find a reason as to why it should be kept. Steel is definitely nerfed thanks to this now that the Electric/Ice offensive pairing no longer exists, only to be replaced by a much more fun Electric/Ground pairing. I didn't want to remove either of Electric or Ground either, as that would overcentralize the meta around either of the two, and removing both didn't feel right for me. Water types also get to enjoy Freeze-Dry not existing, as well as other defensive types like Grass. Ground could also become the new glass cannon type, considering its type matchups. I think it would just be neat to see how this shakes things up.

Ghost.png
: Lastly, Ghost. Admittedly, this was the hardest choice I had to make. I could have removed Ground, but then Steel would become an amazing type to slap onto anything, and by doing that, Electric would have been too strong. I think it would be really fun if Normal had nothing that was immune against it as well. Psychic might be a bit strong because of this, but Steel and Dark exist to counteract that (Gen 1 flashbacks!) The trio of Fighting, Steel and Fairy could also be pretty impactful with the removal of Ghost as well, as Fighting now no longer has to deal with Ghost-types switching into it, and the other two were reworked significantly due to the other changes: Steel is still a really strong defensive type, but the removal of Dragon and Ice definitely hurts it, and Fairy is still a decent type overall even with the removal of Dragons. The removal of Curse could also be very impactful, as slower bulky physical Pokemon (which aren't Ghost) no longer have an option to make their stats better. Considering Curse has been a widely universal move amongst the generations, it would be fun to see a world without it.
 
Rock.png

Rock
All my homies hate Stealth Rock

Steel.png

Steel
All my homies hate having 10 resistances

Ghost.png

Ghost
Throwing Fighting-types a bone after obliterating their offensive prowess. This also means that Normal moves are truly neutral in effectiveness, making Fighting-types a bit better.
 
Three Types:
Dark.png
Ghost.png
Fairy.png

Explanation: screw it, we're making psychic and fighting the best-types in the game

Dark.png
- As a type that literally exists just to beat Psychic-types, you can imagine that with it gone, Psychic-types become way stronger offensively, now lacking an immunity, and defensively, since they don't have to deal with the ubiquitous Knock Off anymore. Knock Off in general also makes items way stronger, unless we all give all our subs Corrosive Gas or start running Itemless Covet sets, so stuff like Boots for Rocks-weak mons and Lefties for walls become a lot more consistent.
Ghost.png
- I was originally gonna remove Bug to get rid of Psychic's U-turn weakness, but I realized that with Dark gone and with me not removing Steel (more on that later), Ghost get a much bigger buff than Psychics from that, so they gotta go too. Aside from Psychic itself (since its only weakness is Bug now), this buffs Normal and Fighting a ton, as they lose their best answers and can click their moves for free as they get resisted at worst, as well as Steel, since now it's lost 2/4 types that hit it neutrally. Also, Rapid Spin is unblockable now, which makes hazard removal a lot stronger. Oh, and Bug loses another resist, which is fairly important if we have to rely on it to beat Psychics.
Fairy.png
- This was originally gonna be Steel, since my original goal was just to buff Psychic-types and removing Steel removes its best resistance after Dark, but I realized that Fighting-types REALLY suck in a world without both Dark and Steel (especially since my initial slate of Dark/Bug/Steel leaves both Ghost and Fairy alive), so I decided to remove Fairy instead. This makes Psychic the premier Fighting-resist, along with Flying and the already more important Bug-type, while also further buffing Bugs by removing another of its resistances. Steel, who has mostly been buffed, also takes a much needed slight hit, since dealing with Fairies was probably the best defensive trait it had among all its crazy defensive traits. And, of course, Dragons eat very good with the bane of their existence gone.

TL;DR
Buffed -
Bug.png
Dragon.png
Fighting.png
Flying.png
Normal.png
Psychic.png
Steel.png

Nerfed -
Poison.png

Neutral -
Electric.png
Fire.png
Grass.png
Ground.png
Ice.png
Rock.png
Water.png
 
Three Types:
Bug.png
Rock.png
Dark.png

Explanation: Bug is really bad so removing it doesn't change the type chart a lot, BUT it does take out U-Turn which would be very impactful. This leads to an increase in viability for bulky Grasses and Psychics who can pivot into things without needing to get pivoted on.

Dark going takes Knock Off out with it, which is also impactful. It does end up being a further buff on Psychics (resisted by itself and Steel, and Ghosts are now only checked by Normal. Given Ghost moves lower power, this seemed preferable than removing Steel to keep Dragons in check. Both of these changes end up changing the tempo of a game significantly but don't end up making one play style better than another. Also taking out Parting Shot alongside U-Turn further limits pivoting.

Rock takes out both Stealth Rock and Sandstorm. It allows Flying and Fire to exist as strong defensive types, which changes the meta quite a bit, and gives Ice-types space to exist offensively. This ends up being a hit to both stall and offensive builds which keeps meta variety intact.
 
Three Types:
Psychic.png
Bug.png
Rock.png


Explanation: I picked the types that creates the least imbalance by process of elimination (or at least not to the point where one type becomes OP or is useless), avoiding removing types that require to remove too much types to be balanced (so no Fairy, Dragon or Electric removal), would constrain teambuilding too much (so no Steel or Water removal) or would remove important irreplacable tools (except SR, we'll get to it in a minute).

The end result is a combination similar to Tanny89k (no Teleport or U-turn), but notably keeps Knock Off around as a good progress making tool. Parting Shot can still be countered with Clear Amulet or Clear Body (which could be fun to use in a meta with good Intimidate users), or even Defiant/Competitive/Contrary on fast attackers (or, you know, not giving the move to everything).
Chilly Reception stills exist I guess.

Psychic.png
- Probably the easiest type to remove without screwing the type chart much. Psychic has no defensive utility besides resisting itself and Fighting (already resisted by a ton of types), and so doesn't make anything broken by being removed, besides making Poison really good as a defensive type.
Calm Mind is the main notable loss (and I'm removing QD too), so special attackers will need to have more immediate power or setup with Nasty Plot or offensive setup moves.

Bug.png
- Other people have already explained it but yeah, Bug's really ass offensively and share the same resists as Flying (and Grass/Fighting is resisted by a lot of types already). The ground resist is nice but otherwise easy type to cut : at least it makes Grass types slightly better.
Rip Sticky Web.

And for the last type :

Rock.png
- My last choice was going to be either Rock or Ice.
Ice doesn't have any defensive utility and is mainly used while Rock's viability is dependent on having strong Flying, Fire and Normal types.
My first choice was Ice, to keep Stealth Rock around, but by doing so we empower too much types defensively by removing Ice coverage and splitting it across multiple types, with Dragon effectively having 1 weakness besides itself and coverage to hit Flying type being less common accross a lot of types.
Removing the Ice type would also remove Aurora Veil (and Screens) from the meta, and since Webs is already gone, I'd like to keep a bit of variety for offensive teams. With Rock (and Stealth Rock) gone, Flying types become really strong but are kept in check by Electric types and Steel types, and the strongest Flying moves either have recoil or are inaccurate (don't give Aeroblast on your subs pls, Flying-type Revelation Dance is cooler), so there's still built-in mechanisms to limit them. Fire types are a bit scarier but can still take damage from Spikes.

Big Winners :
Flying.png
: Only two weaknesses and one less type that resists it and no rocks to cripple them, so they don't have to use boots anymore. Having a ground immunity is also
Fire.png
: Same deal as Flying types : additionial resists can still be granted by abilities.
Other Winners :
Ground.png
: Really strong offensively and can check the Fires, kept in check by Grasses and bulky Waters
Poison.png
: Only one weakness.
Water.png
: More important due to stronger Fire types (but has one less type to hit)
Electric.png
: Becomes the only type to both resist Flying and hit it for SE damage.
Ice.png
: More important to hit Flying types. Also has 1 less weakness and doesn't have to care about Rocks.
Dragon.png
: Fairies are worse I guess. Steels are still good, and Ice types are sligthly better.
Fighting.png
: Is better offensively with 2 resists removed and one weakness removed, still fears Flying-types.
Normal.png
: Better offensively.
Same position :
Grass.png
: Is more valuable due to Ground having only 2 resists, but is weak to the empowered Flying and Fire types.
Steel.png
: Loses 2 valuable resists, still good to check Flying types (and Poison/Ice)
Losers :
Ghost.png
: Less useful defensively since U-turn is gone and slightly worse offensively with no Psychic, still decent vs Fighting and good to block Rapid Spin. However Dark types are less in demand, so maybe it can still get work done offensively.
Dark.png
: Still good for checking Ghosts and strong Knock Offs but has almost no value defensively anymore. Lack of U-turn is still neat, and Fairy types being less valuable makes Fighting the only common type that can hit it effectively.
Big loser :
Fairy.png
: Same as Ghost where no U-turn is slightly less useful. Fire types and Poison types are stronger in the meta, while Dark is weaker, and competes with Flying types as a Fighting resist. Still good as a secondary type for resisting Fighting and Dragon but not great anymore. Could be better in a meta with strong Dragon or Dark types.

Overall removing these 3 types changes a lot of dynamics without shaking the type chart too much, and losing types aren't fucked over too much (and/or can have stronger mons to compensate).
 
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The dormant creative side lies in the initial slate...
I shall choose these three types to go:
Bug.png
- I think I can agree with the others, U-Turn sucks.
Ghost.png
- This removal is mostly on account with what I'm about to remove next....
normal.gif
- Yes, that's right...I plan to get rid of Normal types with my submission. Think of it for a bit...with nearly every universal move gone, Pokémon will be forced to look for other options!
 
Voting has now begun and will last for 48 hours! Since we need exactly one winner, we will be using M4A's voting system, as outlined here. Long story short, just vote for as many or as few subs as you'd like in order from most to least preferred.

EDIT: Self-voting will not be allowed for this.
 
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