CAP 9 CAP 9 - Main Typing Discussion

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What about Poison?

It is immune to Toxic, and absorbs Toxic Spikes (Stopping them completely).

It is only weak to two types (Yes, I know how common ground is), and those weaknesses could be counter easily with its secondary type or ability.

It is SE against grass types, and thus most Leach Seed and Ingrain users.

Just throwing that out there.
 
Currently, I have enormous support for Dark. Neutral against all forms of entry hazard, Pursuit STAB and resist, ability to hurt Trick users, these are all super important to the concept. Secondary typing also being key here, as Dark doesn't fully complete the requirements, namely status.

These are nice points, but I don't quite see how well it'd work with a secondary type. If we want Steel to cover Toxic and Sandstorm, we've got a double Fighting weakness, which is NOT uncommon. Covering leech seed with grass gives a double bug weakness (though bug moves are not so common, I've been known to carry Signal Beam on both Espeon and Alakazam).

The most promising typing would be Dark/Ground. Immunity to Twave is excellent.

I still prefer Steel because of the Toxic immunity which is crucial for survivability.

What about Poison?

It is immune to Toxic, and absorbs Toxic Spikes (Stopping them completely).

It is only weak to two types (Yes, I know how common ground is), and those weaknesses could be counter easily with its secondary type or ability.

It is SE against grass types, and thus most Leach Seed and Ingrain users.

Just throwing that out there.

Offensively and defensively, Poison is inferior to Steel. Toxic Spikes is a good point, but can be dealt with as other entry hazards and isnt a real threat. SE against Grass is another good point but hopefully, this pokemon will have Rapid Spin (which also negates Toxic Spikes)
 
I understand your concerns, however we do have an ability and secondary typing to consider here. While you touched upon that subject earlier, I think Dark deserves it for the main typing a bit more than secondary, which is probably why I brought it up here and not later.

So because Dark has some merits and Steel has some merits, you pick Dark? Sorry if this sounds weird or harsh but I don't quite get what you are saying.

If anything, I don't believe that our main concern should be blocking immunities, rather it should be something with a typing that can fuck up the secondary. There are many ways to get immunities, but there are less ways to find a viable typing that can really scare users who do use the secondary.

Like I said, why does it matter if you can threaten Celebi and Rotom if you can't switch into their Secondary moves? (Not that Steel can any better, but since I am not saying to threaten Celebi and Rotom, I believe this argument hold more weight against the Dark typing.)

A problem that has occured in CAP 7 was that people were too focused on the CAP concept that they didn't even bother to consider how it would fare in the metagame that much, something that I think is happening here. To those of you who are vouching for a type just because of a certain immunity, I really do want you to think a bit harder as to what you resist and why it's important for this CAP. I urge you not to think simply immunities, but rather how to beat the secondary. Oh, and immunities isn't the answer I'm looking for. ;)

Again, Dark doesn't Stop The Secondary, only its users. If it can't do well against its users, I don't see how you are really fulfilling the concept.

Again, let me emphasize that I am aware that dark does not have the "cool" immunities or resistances other types may have, but I think fighting the secondary is more important at this time. We have another type to consider for this CAP, and the abilities to top it off. Don't get to close-minded here.

The same could be said for Steel. I already listed a bunch of good options to go with Steel.

Steel types can also use Pursuit; although non-STABbed, it resists Latias' and Celebi's main offensive moves as well as Rotom-A's Shadow Ball, which Dark-types can't switch in on as well, except Rotom-A's Shadow Ball.
 
I'd just like to emphasize as to why I think Steel is a great primary typing CAP9 should have.

1) Resistances.

Steel has a huge amount of resistances in Bug, Dark, Dragon, Flying, Ghost, Grass, Ice, Normal, Poison, Psychic, Rock, and Steel. These resistances provide it with a vast amount of opportunities to switch-in, and can potentially become a pretty bulky threat to take down.

2) Resistant to the STABs of many of the common users of secondary effects.

By looking at the list of resistances Steel has, many of the common users of secondary effects can't do much to it offensively. For example: Skarmory, Jirachi, Roserade, Bronzong, and Celebi can't scratch it with their STAB moves, even though they may be able to hit it with their respective secondary effect moves. But I think that Stop the Secondary shouldn't just be focusing on immunities, it should also focus on how it can deal with the users of these effects. In this case, CAP9 with Steel being its type can make it harder for the users of secondary effects to take it down offensively.

Note: There are many more users of secondary effects that Steel is resistant to that aren't listed, these are just some of them.

3) Immunity to sandstorm.

Tyranitar and Hippodown are very common in today's metagame, setting up an everlasting sandstorm every time they switch in. Luckily, Steel-types are immune to the effects of sandstorm and don't mind it at all. Also, Tyranitar ( being more common than Hippowdon) is weak to Steel-type attacks, meaning it wouldn't really enjoy being put up against Steelmon.

4) Status immunity.

Toxic is a big status move that is commonly used against teams, and it's quite annoying when your wall or tank has been hit by it. However, Steel-types are immune to Toxic, which can give it a free switch-in from the likes of Blissey or Cresselia. This isn't really a valid point, but with many Steel-types being generally slow (not saying this CAP will be at all), they won't necessarily mind being hit by Thunder Wave. So in a sense, Steelmon can switch into this as well. Once again, I am not saying this CAP will be slow whatsoever, it's just an example.

5) Entry hazard immunity.

Steelmon will obviously be immune to the effects of Toxic Spikes, even though it's not as common in the CAP metagame rather than the OU metagame. However, Toxic Spikes is still used sometimes and severely cripples teams that don't have a way to combat it. Also, Steelmon will pack a resistance to Stealth Rock, only take 6% every time it switches in, which can be healed off by using Leftovers.


So yeah, I think that Steel will make a pretty sweet primary typing for this concept. Dark doesn't look too shabby either, though.
 
So because Dark has some merits and Steel has some merits, you pick Dark? Sorry if this sounds weird or harsh but I don't quite get what you are saying.
Yeah, it sounds kinda passive-aggressive here. I'm sure you're aware that most types have their merits, so "I don't quite get what you are saying". I've emphasized enough that the common secondary move users would hate a Dark typed pokemon, and I think that's a bigger merit than most immunities presented in this topic. This looks like a pointless bash without any substance to back it up. I'd really like you to cool it.

Additionally, I hope you are aware I was responding to familyguyman's post, so I really hope you read that in response to this if you haven't.

Again, Dark doesn't Stop The Secondary, only its users.
If it can't do well against its users, I don't see how you are really fulfilling the concept.
I'm not really sure what you're trying to argue here, but yeah. If it can't do well against its users, I don't see how we are fulfilling this concept. And again, Dark stops those. That's what I said.


The same could be said for Steel. I already listed a bunch of good options to go with Steel.

Steel types can also use Pursuit; although non-STABbed, it resists Latias' and Celebi's main offensive moves as well as Rotom-A's Shadow Ball, which Dark-types can't switch in on as well.
Dark has a nice STAB pursuit, which IMO is something that Steel does not have. Sure, any type of pokemon can use it, but I'd much rather prefer something that has the strongest pursuit as well as something that Deck has pointed out: Can come in on various Trick users who are weak to STAB Dark. I've already looked at some of these arguments for types and I honestly prefer Dark over Steel. I prefer Dark over Steel because I prefer the merits it has over Steel. If you can't agree on that, I see no point as to why you are arguing with me.
 
Steel seems the logical choice. It boasts numerous resistances, resistance to SR, and immunity to Poison.

Poison is an interesting but, I think, viable choice. It is immune to Toxic and is the only thing that can remove TS without Rapid Spin.

Both of these are terrible STAB types unless one is running Gyro Ball and this CaP happens to have abysmal speed.
 
Only a few types jump out at me as being useful to a 'Stop the Secondary' kind of Pokemon. I'm seeing this from a more defensive viewpoint, as a concept of this sort must lean more towards support, a defensive style of play. What I'm going to say is probably what everyone else is saying, but oh well nevermind okay?

First is, of course, Steel.When I read moi's concept, the first thought that jumped out to me was 'this Pokemon is probably going to be a Steel type'. I mean, Immunity to Toxic Spikes, Sandstorm, and Toxic, while having an advantage towards Stealth Rock, the secondary damage move. It's also a fantastic defensive type (the only Dragon resist? That kind of thing goes a long way), so fantastic, in fact, that it is counterproductive. Many teams run Fire, Fighting, and Ground moves precisely because of the threat of Steel types. Also minor trapping issues, but that's more of a moot point. Still a strong choice, all considered.

Second is Flying. Flying gives us immunity to Spikes and Toxic Spikes, but leaves us wide open to Stealth Rock. What do 13 out of the top 20 leads ususally run? Stealth Rock. It's the most useful secondary damage move in the game, hands down, so our concept Pokemon should be at most 1x weak to Stealth Rock. As for defensive typing, Flying is weak to both sides of the known attacking combination BoltBeam. while few Pokemon really run BoltBeam (Starmie) comes to mind, both Ice and Electric are common attacking moves, not something we want to leave a suppor Pokemon with.

Third option is Dark. This really draws a blank for me, bu based on other people's arguments, I've been coming to see its value. What Deck Knight's post suggests sounds much like Weavile with a different typing to me; I've oft used it to switch into Trick users, take the Trick and scare them off with Pursuit. I'm forced to think that if Dark is used as main typing, it'll become a bit more of a Weavile than a Foretress, and CAP 9's concept just screams to me of a support syle Pokemon.

All considered, it really came up between Steel and Dark for me, and I have (after much deliberation and deliration) decided to vouch for the Steel type.

EDIT: I'd love to practice my debating (verbal swordplay) skills so any comments or thoughts are welcome.
 
Steel seems the logical choice. It boasts numerous resistances, resistance to SR, and immunity to Poison.

Poison is an interesting but, I think, viable choice. It is immune to Toxic and is the only thing that can remove TS without Rapid Spin.

Both of these are terrible STAB types unless one is running Gyro Ball and this CaP happens to have abysmal speed.

Iron Head and Meteor Mash are great moves. Poison just sucks.

As for Dark, I suppose it's fine for the first type but I suspect the secondary type will be more focused on helping CAP9 to switch in, which is why we have them, I just the have priorities in the opposite order but I can see the benefits of deterring secondary users from even switching in or possibly scaring them off.
 
Once again we come to the crossroads of whether this concept is going to remove/resist secondary damage, or take out the others that put it on the field, Steel fulfilling the former and Dark the latter, to an extent.

Dark I believe will work better with this concept, while steel boasts the ability to work WITH the secondary abilities, Dark can keep a lot of them from happening in the first place, a better goal in the short and long term game.
 
Erm, for that second part, I worded it wrong. I meant like, if the users of secondary moves can cripple you on the switch-in with a status, you aren't really doing that good of a job.

For the Pursuit bit, I think a Steel type Pursuiter would be better since it can come in on offensive moves and Trick, and not just Trick (and Rotom's Shadow Ball). A Dark type would involve a prediction war whereas a Steel type can check most of these threats nicely.

And I'm sorry if I came off as aggressive, I'm a very passionate arguer as you can see, and I usually try to get my way.

I get that you prefer Dark, but I don't see why we can't have a discussion over which type is better, as this is a discussion thread. I honestly don't see the merits of Dark Typing without going into its secondary typing and ability (aka polljumping) whereas I think Steel has more merits on its own.

Again, sorry if you feel I was aggressive or whatever, but I'm really just trying to discuss what the better typing is. You've probably learned that I can be much worse than I was in my previous post.
 
I'd tend to say that the main type would be devoted to punishing secondary users, and the secondary type could then be devoted more to immunity/ability to switch in.

Running with that frame of mind, Dark is a far more offense-based type than Steel, and a Dark-type with powerful offensive stats can wreak havoc on multiple secondary move users (see: Tyranitar) - that STAB'd Pursuit is especially deadly.

So yeah, leave the immunities and such for the secondary type and ability, and focus on the offensive aspect with the primary type....
 
Erm, for that second part, I worded it wrong. I meant like, if the users of secondary moves can cripple you on the switch-in with a status, you aren't really doing that good of a job.

For the Pursuit bit, I think a Steel type Pursuiter would be better since it can come in on offensive moves and Trick, and not just Trick (and Rotom's Shadow Ball). A Dark type would involve a prediction war whereas a Steel type can check most of these threats nicely.

And I'm sorry if I came off as aggressive, I'm a very passionate arguer as you can see, and I usually try to get my way.

I get that you prefer Dark, but I don't see why we can't have a discussion over which type is better, as this is a discussion thread. I honestly don't see the merits of Dark Typing without going into its secondary typing and ability (aka polljumping) whereas I think Steel has more merits on its own.

Again, sorry if you feel I was aggressive or whatever, but I'm really just trying to discuss what the better typing is. You've probably learned that I can be much worse than I was in my previous post.

Well, this is a common thing in optimizing. If you pick the best fit at each step, it's easy and it works but you miss the possibility of something different now paying off more later.

Since both primary and secondary typing affect each other, you can't ignore the interaction of this discussion and the secondary typing, so it's not really poll jumping. Having an idea of the final type combo is fine IMO since it would be illogical to ignore it now.

This is why Steel might seem like a lock for the first one but others suggest Dark with the prospect of a secondary type to help round out the concept, which is fine.
 
I'd tend to say that the main type would be devoted to punishing secondary users, and the secondary type could then be devoted more to immunity/ability to switch in.

Running with that frame of mind, Dark is a far more offense-based type than Steel, and a Dark-type with powerful offensive stats can wreak havoc on multiple secondary move users (see: Tyranitar) - that STAB'd Pursuit is especially deadly.

So yeah, leave the immunities and such for the secondary type and ability, and focus on the offensive aspect with the primary type....

Is there a specific reason why we should follow your vision?

We can always leave the primary typing for the resistances/immunities to secondary effects, and leave the secondary typing for punishing the users of these moves.
 
I want to avoid poll jumping here too much, however, these points are crucial:

1) Typing's greatest effect is the weaknesses, resistances and attack effectiveness it brings.

Immunity to most residual damage is great specifically for Steel type, nabbing Toxic, Sandstorm, and SR resistance all at once. However, Steel's biggest problem is its poor offensive coverage. It is resisted by Bulky Waters and Rotom, as well as Bronzong, Metagross, Infernape, and a whole host of other nasty pokemon who prevent you from stopping secondary effects by the offensive pressure they exert, or alternatively, their ability to just set up SR again after they Earthquake you into oblivion (Swampert, Metagross, Hippowdon).

Fire, Fighting, and Ground are all weaknesses to common attacking types. As cool as the immunity to x% damage effects is, the inability to switch in or survive the damaging moves Earthquake, Fire Blast, and Close Combat make job performance difficult.

2) Status is best addressed with Abilities, not Types.

The best part about abilities is they generally don't effect your type chart, at least not negatively. The bonuses they give are "free." Magic Guard is the catch-all "lol-status" ability and does so more effectively than any other combination of types and abilities. There's plenty of room to discuss the best way to address status in the later polls. Typing stops 1 status, usually at the cost of unfavorable weaknesses, especially as regards a concept that wants to switch in to Bulky Waters, Celebi, and other pokemon that treat Ground's Thunder Wave immunity or Fire's Burn immunity in an unpleasant manner.

I'd also like to note in Steel and Poison's specific cases, the immunity makes Guts an inferior option, since it has less to exploit. Its definitely arguable whether immunity or punishment would be the best route, and I prefer punishment here.

3) Leech Seed is a non-issue

Rapid Spin removes Leech Seed from the user, its also a temporary effect, and has 4x the PP of Leech Seed. Celebi's biggest threat is Thunder Wave, not Leech Seed. A Multi-Hit move of decent power like Rock Blast (or, since all Leech Seed users are Grass-type, Icicle Spear >_>) would do more to kill Subseeding.

4) The totality of a threat must be considered.

In theory, Steelix walls Zapdos to hell because its immune to one STAB and resists the other. However, just being able to switch into STABs is pointless. Bronzong generally isn't going to be flinging around Gyro Ball after setting up SR, it will either go about setting up Screens or employ Earthquake. Eating U-turn with Impunity doesn't matter much if the next thing that comes in is Magnezone. Note where most of the Steel types that didn't get a secondary type, move, or ability that mitigated one of Fire, Ground, or Fighting (without making the others worse in the process) went: straight to UU.


As an aside, I think Dark/Steel would be horrible together. I'm considering only two type combinations, and I'm heavily biased towards one after thinking it over the past few days. Since I'll blurt it out eventually anyway, and already have on #cap, I think Dark/Fighting would provide the best balance of nuetralities and would add a crucial Rock resistance. I'm less enthused about Ground because of the Bulky Water weaks, but Dark/Ground is at least workable in my book.
 
I personally am in support of a CAP 9 that is either of the Steel or Ground type. My main reasoning is that should we choose this as our primary type, it really doesn't matter what is chosen as a second type later on because the steel type resists Stealth Rock. Considering how common that it, I think that in order to achieve our concept, we should definately at the very least take neutral damage from Stealth Rock, although being resistant to it would be prefferable.

Fighting would also work well, but neither boast any immunities to any sort of status, so I am a little reluctant to support that option.

I furthermore am reluctant to support the dark type (which a fair number of you are advocating) simply because it, unlike the other three types I reffered to, cannot resist Stealth Rock. This along with its lack of status immunities is a little problematic in my opinion. Could it terrorize Trick users- absolutely. But, for now, Stealth Rock and status conditions are my main concern here.

Now, don't get me wrong: I have no issues with the general community consensus. If not enough people agree with this statement, so be it. All I am saying is that bringing in something that can resist Stealth Rock and some sort of status would be a useful step towards "stopping the secondary."

Edit: Looking back at my post, I don't think I made myself entirely clear, so I changed the wording in the third paragraph a little.
 
Well zorbees I'm completely aware of that =|. I already told you that I was aware of it in the post you responded to, and if Dark gets selected I'm definitely pushing for immunity typings and abilities, which is what I believe will define the rest of the CAP nicely if Dark gets chosen. However, I believe that

The reason I do not believe we can argue about this evenly is because we are not on even grounds to begin with. If you can't agree on the fundamentals then there's no point at all. Our opinions don't match, and I really feel that I can't argue against you, since I feel like I'm arguing against a wall. If you disagree with me on what I've already pointed out, then don't argue with me. I won't argue with you, either.

Immunities don't have to be our first priority, because they ARE a priority and they will get chosen. It's our concept, isn't it? I'd make sure that this thing would get the correct amount of immunities and ways to stop it, but the ways to stop it IMO are best done with Dark type.

I think a Dark pursuiter is better because it gets STAB and can come in on Trick users like Rotom and Latias and Revenge kill them. Deck and I have pointed this out already.

It's a discussion thread, so you should be a bit more open minded about certain things. I've formed my decisions based on what others have said, and my own personal experiences from CAP Projects. I think it's fine.

EDIT: Oh, and Deck Knight completely hit the nail on the head with his post. Give some elbow room for the other parts of CAP.
 
Immunities don't have to be our first priority, because they ARE a priority and they will get chosen. It's our concept, isn't it? I'd make sure that this thing would get the correct amount of immunities and ways to stop it, but the ways to stop it IMO are best done with Dark type.

I think a Dark pursuiter is better because it gets STAB and can come in on Trick users like Rotom and Latias and Revenge kill them. Deck and I have pointed this out already.

You're making Dark type sound awfully geared towards Trick users, but this way (and any way really) is too specialised to Trick. If we use STAB Pursuit to revenge kill a Trick user, we leave ourselves open to a whole lot of problems.

In trying to stop more secondaries, we leave ourselves with a typing issue. As I've said, Dark/Steel is not favourable and less so is Dark/Grass. If Dark isn't doing something more useful than killing off Trick users, it might be the case we need to exclude it from CAP9...
 
Fine, I'll stop arguing because I feel like I'm arguing with a wall, no offense.

I just want to mention to Deck that you have to balance offensive and defensive typing. While Dark is a good offensive type for this concept, it offers two good resists (if you don't count Psychic since it is rarely used) while Steel offers at least 7, arguably more. IMO, good resists are more valuable than good weaknesses (Spiritomb is rarely used with no weaknesses, while Salamence with Dragon, Ice, and Rock weaknesses is very common. I know its not the perfect example but whatever) meaning Steel typing is very valuable. Steel types like Metagross and Scizor also make good use of their STAB moves. But whatever, I'll likely not make another post in this thread.
 
One thing that just hit me, whether or not it is significant, is the threat of Trick Specs as opposed to a Scarf or Band.

If we are relying on Pursuit and CAP9 gets some Specs or Burned, that's not good as it's main threat is now crippled.

What else can Dark typing offer other than a strong Pursuit?
 
I know i am new, but i personally am leaning toward these types for CAP9:

Steel: Many resistances, such as SR, Toxic spikes, spikes, etc.
Dark: As previously stated, Pursuit STAB, Psychic immunity, ghost resistance, and so on and so forth.
Dragon: Dragon/Steel would be an intresting concept, with a ton of resistances, and no 4x weaknesses.
Ground: T-Wave immunity, a handful of intresting type concepts.
Flying: Ground immunity would be a nice touch to a pokemon like this, however, it suffers weakness to SR.
Poison: A Poison-Type 'Second Damage Stopper' would have quite a few advantages when paired with steel.

This concludes my humble opinion.

Edit:
@familyguyman: I think that dark doesnt offer much else, but i think that if Trick Specs happens, it would be accually a good idea maybe not to plan for all of that, as over-thinking makes something take a long time, but i agree.
What WOULD happen if we counted for trick specs?
 
Fine, I'll stop arguing because I feel like I'm arguing with a wall, no offense.

I just want to mention to Deck that you have to balance offensive and defensive typing. While Dark is a good offensive type for this concept, it offers two good resists (if you don't count Psychic since it is rarely used) while Steel offers at least 7, arguably more. IMO, good resists are more valuable than good weaknesses (Spiritomb is rarely used with no weaknesses, while Salamence with Dragon, Ice, and Rock weaknesses is very common. I know its not the perfect example but whatever) meaning Steel typing is very valuable. Steel types like Metagross and Scizor also make good use of their STAB moves. But whatever, I'll likely not make another post in this thread.

You have to distinguish what a "good resist" is in the context of this project.

Ask yourself this: How many Normal, Grass, Poison, Ice, Bug, Rock, Flying, Psychic, Ghost, Dark, Steel, and Dragon pokemon are using secondary effects while simultaneously not possessing a Fire, Ground, or Fighting move? Ice and Bug types aren't using secondary effects. The most common fliers using secondary effects are Gliscor and Skarm. Skarm laughs off Steel STAB like nothing, and Gliscor has STAB EQ. What few Rocks there are are all packing Earthquake. Steels have a Ground move almost by default. Dragons invariably pack Heat (or Earth), and Rotom-H exists for the purpose of roasting Scizor and any other Steel type with Overheat. Support Celebi usually doesn't have Earth Power, but LO Celebi does and CM Celebi carries HP Fire. Normals are usually running support like Blissey, possibly with Flamethrower, or Snorlax with Earthquake. Aren't that many Poisons in OU, but Tentacruel resists Steel and Roserade uses Sleep Powder.

In other words it has a lot of resistances, but not many of them are useful in an actual battle. Dark only has Ghost, Dark, and Psychic of the above but its ability to punish the Ghost and Psychic types is what gives the type value, not that it can switch into their attacks fairly easily. Steel as a general rule lacks punishing ability, and the entire point of secondary effects is to wall, stall, and recover from mediocre offensive tactics.

A lot of Dark's appeal is in what it doesn't have in contrast to other types mentioned: weaknesses to bulky waters or bulky grounds (or worse, Bulky Perts). Also there's nothing stopping us from making this a psuedo-competent special attacker. Decent speed and a STAB Specs Dark Pulse has a lot of potential to infuriate.

Also, there's an ability that turns Burned into a benefit rather than a liability :naughty: Just sayin.
 
Steel as a general rule lacks punishing ability, and the entire point of secondary effects is to wall, stall, and recover from mediocre offensive tactics.

No, the whole point of secondaries is to force switches. If you want to break walls, get another pokemon. There are plenty of pokemon out there.

Although Steels in general don't punish, you're forgetting that its secondary typing hasn't been decided, nor its ability. The way I see it, we need to look at resistances and immunities provided by one type, not the offensive potential.
 
I'd like to add that, with the probability of Rapid Spin in its arsenal and some speed and competent attack stats, no Ghost in the game will want to come in and block a Dark-Type CaP's spinning. So you can say it's a good spinner, if you want to talk about things other secondaries than status and weather immunities.

And I'm 100% for Dark/Fighting. That's what I've had in mind since the concept was chosen (I even mentioned it in the Concept Discussion Thread).
 
I'd like to add that, with the probability of Rapid Spin in its arsenal and some speed and competent attack stats, no Ghost in the game will want to come in and block a Dark-Type CaP's spinning. So you can say it's a good spinner, if you want to talk about things other secondaries than status and weather immunities.

And I'm 100% for Dark/Fighting. That's what I've had in mind since the concept was chosen (I even mentioned it in the Concept Submission Thread).

Dark/Fighting will love some Pursuit switch ins himself. This could help with a Lucario-style offensive strategy to add some versatility and nearly unresisted STAB makes for fun times.

Sounds good to me.
 
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