Normal/Steel
This typing trades 3 weaknesses for 10 resists and 2 immunities, resisting both stabs of over half the metagame. However, its 3 weaknesses of fire, ground, and fighting are to some of the most common coverage types in the game. Fighting in particular is a quad-weakness due to normal, which only really adds the quad weakness and a ghost immunity. However, the pokemon that don't run one of those 3 types of moves generally have a really hard time breaking normal/steel. In particular, the ghost types that prey on the current low-normal type metagame really struggle with normal/steel. Focus blastless
, most
variants,
, and boosting
have no real way to hit normal/steel, and
physically cannot damage us. Other top pokemon really struggle to land neutral hits on steels in general, like
,
,
,
, or
.
But the thing that sets normal/steel apart from other steel type combos is the fact that the matchups that we don't win at, we lose really badly. This lets us put more stat-points into bulk and thus wall the good matchups even better. Only 3 types deal neutral damage into normal/steel; dark, water, and electric. This is tied for the second least number of neutral matchups in the game (steel/ghost has the least, with 2). Additionally, steel/normal has all of the positive traits of steel types when it comes to resisting getting worn down: poison immunity, sandstorm immunity, and stealth rock resistance.
I don't really have much to say about normal/steel offensively. Both of these types are horrendous in that department and while I guess steel can cover rock types for normal, we probably are gonna be more utility reliant than stab reliant. If we really want damage we can run one stab with fitting coverage. Oh, and also iron defense is a universal move so that might be worth something.
This typing trades 3 weaknesses for 10 resists and 2 immunities, resisting both stabs of over half the metagame. However, its 3 weaknesses of fire, ground, and fighting are to some of the most common coverage types in the game. Fighting in particular is a quad-weakness due to normal, which only really adds the quad weakness and a ghost immunity. However, the pokemon that don't run one of those 3 types of moves generally have a really hard time breaking normal/steel. In particular, the ghost types that prey on the current low-normal type metagame really struggle with normal/steel. Focus blastless
But the thing that sets normal/steel apart from other steel type combos is the fact that the matchups that we don't win at, we lose really badly. This lets us put more stat-points into bulk and thus wall the good matchups even better. Only 3 types deal neutral damage into normal/steel; dark, water, and electric. This is tied for the second least number of neutral matchups in the game (steel/ghost has the least, with 2). Additionally, steel/normal has all of the positive traits of steel types when it comes to resisting getting worn down: poison immunity, sandstorm immunity, and stealth rock resistance.
I don't really have much to say about normal/steel offensively. Both of these types are horrendous in that department and while I guess steel can cover rock types for normal, we probably are gonna be more utility reliant than stab reliant. If we really want damage we can run one stab with fitting coverage. Oh, and also iron defense is a universal move so that might be worth something.
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