Gonna discuss two typings in this post that have gotten a lot of prior discord discussion.
Bug / Dark is functionally a Bug type that has a decent match-up into Grounds, though not amazing, and a dark type that has a decent matchup into Ghosts/Psychics though not amazing. While the typing does not deliver it with the auto-win matchups that a tank might desire, walls have been shown to get by on resists + bulk + ability in a lot of cases. Equlibra and Blissey are both quite competent answers to Gholdengo despite both being neutral to one of its STABs. I'll list some mons that I think are feasible under the following criteria.
They should not have any move at or over 190 BP vs us (counting STAB and SE). Give bonus points for no move above 150 BP or hitting them with a SE stab. I am considering their current dex sets, rather than full movepools. This means some mons will be inaccurate. I am going from S to A-, and also counting kitsunoh and necturna (assuming rage fist)
Bonus Points:
(Hex)
Regular Points:
(Specs) (IDBP)
Now, this analysis is a bit flawed; despite not being able to hit us with a super high BP move we are almost definitely losing vs Kingambit unless we somehow construct a set that has either Wisp or Body Press, but its more meant to show matchups that should be feasible without a specific immunity or resist ability. Now onto the second part of this typing; Dark just has some really really good STAB moves for a wall. A lot of Dark-types have either Foul Play or Knock Off, and those are frankly just amazing moves to click as a wall. While Mandibuzz has shown you need to have a bit of force behind them to actually break some notable Dark-resists such as Gholdengo, they're both still great options to potentially have available to us.
In terms of our strong matchups, you'll note how there's a lot of Ground-types in either column, and those Ground-types are mons that are often involved in the hazard control game. Having a mon that can at the least be lead into these mons and force them to respect us is pretty nice, and is a play pattern that opens up a lot of routes for us to design around. I'd also argue that it leaves the design space relatively open to us. While we do need to hit a specific power level total, I'd argue the number of potentially positive matchups means we can access this through a lot of different routes.
Grass/Normal is one that I particularly like for us. Its something I'd argue is definitely contradictory for a wall thanks to a somewhat awkward resist profile that nonetheless gives us more than enough winning matchups. I'll repeat the analysis I did above, though to provide cliffnotes, we generally do well into Grass-types, Ground-types, and Ghost-types.
Bonus Points:
(hex)
Regular Points:
(specs)
This is frankly a far shorter list than the above, however there is one very notable advantage; you are not weak to Stealth Rock, and thus are likely to have more longevity. This list is also one that's very polarized, you have a lot of matchups where you arguably can wall stuff straight off of resists, but at the same time a lot of those matchups are ones where you're gonna struggle to actually damage them back assuming just STABs. Its an interesting dynamic, however one that we can easily address during movepool. I still like this one because I think there's a genuine lack of defensive grasses in the meta, especially ones that can switch into the Fairy/Water types.
Bug / Dark is functionally a Bug type that has a decent match-up into Grounds, though not amazing, and a dark type that has a decent matchup into Ghosts/Psychics though not amazing. While the typing does not deliver it with the auto-win matchups that a tank might desire, walls have been shown to get by on resists + bulk + ability in a lot of cases. Equlibra and Blissey are both quite competent answers to Gholdengo despite both being neutral to one of its STABs. I'll list some mons that I think are feasible under the following criteria.
They should not have any move at or over 190 BP vs us (counting STAB and SE). Give bonus points for no move above 150 BP or hitting them with a SE stab. I am considering their current dex sets, rather than full movepools. This means some mons will be inaccurate. I am going from S to A-, and also counting kitsunoh and necturna (assuming rage fist)
Bonus Points:
(Hex)
Regular Points:
(Specs) (IDBP)
Now, this analysis is a bit flawed; despite not being able to hit us with a super high BP move we are almost definitely losing vs Kingambit unless we somehow construct a set that has either Wisp or Body Press, but its more meant to show matchups that should be feasible without a specific immunity or resist ability. Now onto the second part of this typing; Dark just has some really really good STAB moves for a wall. A lot of Dark-types have either Foul Play or Knock Off, and those are frankly just amazing moves to click as a wall. While Mandibuzz has shown you need to have a bit of force behind them to actually break some notable Dark-resists such as Gholdengo, they're both still great options to potentially have available to us.
In terms of our strong matchups, you'll note how there's a lot of Ground-types in either column, and those Ground-types are mons that are often involved in the hazard control game. Having a mon that can at the least be lead into these mons and force them to respect us is pretty nice, and is a play pattern that opens up a lot of routes for us to design around. I'd also argue that it leaves the design space relatively open to us. While we do need to hit a specific power level total, I'd argue the number of potentially positive matchups means we can access this through a lot of different routes.
Grass/Normal is one that I particularly like for us. Its something I'd argue is definitely contradictory for a wall thanks to a somewhat awkward resist profile that nonetheless gives us more than enough winning matchups. I'll repeat the analysis I did above, though to provide cliffnotes, we generally do well into Grass-types, Ground-types, and Ghost-types.
Bonus Points:
(hex)
Regular Points:
(specs)
This is frankly a far shorter list than the above, however there is one very notable advantage; you are not weak to Stealth Rock, and thus are likely to have more longevity. This list is also one that's very polarized, you have a lot of matchups where you arguably can wall stuff straight off of resists, but at the same time a lot of those matchups are ones where you're gonna struggle to actually damage them back assuming just STABs. Its an interesting dynamic, however one that we can easily address during movepool. I still like this one because I think there's a genuine lack of defensive grasses in the meta, especially ones that can switch into the Fairy/Water types.
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