If I'm being honest, I've been feeling pretty burnt out on RS lately even with my usual break inbetween types. I hate to feel like I'm bailing when we're so close to gettting 100 in each type, but this was never just a "me" goal, was it? With that in mind, I'd like to share some theorymon of the 2 remaining types, since it's no coincidence what remains. This post will be about Normal.
Sadly, no Normal-type has Throh's immaculate dodging technique. Mienshao is a huge, huge problem for any prospective Normal lead, and one that I think largely invalidates the would-be frontrunners, Diggersby and Porygon-Z. Both take enormous damage from Mienshao, even turning into likely/guaranteed KOs if it rolls Reckless. Combined with very limited or no way to boost their speed, it's hard for me to see either of these on the path to 100, though certainly not impossible with good Mienshao luck. So, how to deal with it?
Option 1: Be Faster
Speed doesn't tend to be the name of the game in RS, but let's see what we've got.
lolpunny
Tauros has a wonky Max Knuckle from Reversal (24 PP/100 BP, but largely useless out of dmax) and is very weak, netting relatively few unboosted KOs despite having okay type coverage. I can't see this working.
Cinccino initially sounded better than Tauros due to its gimmick giving it a lot of nifty coverage options (mainly the wonderful Bullet Seed). But since its only Knuckle option is from Focus Blast it gains no momentum, which combined with its poor bulk and strength makes it even worse than Tauros, probably.
The strongest, both in terms of the actual offensive stat and having the lovely Rising Voltage for a drawback-free 140 BP Max Move. Having another STAB is also amazing, since Normal sucks, frankly. Speed drop is the absolute least useful max move effect, and hitting nothing super-effective is awful. It tends to go without saying, but any other type at least mostly nullifies some group of Pokemon by just destroying them with super-effective STAB.
This is much more encouraging right off the bat, at least. Even so, Heliolisk still isn't that strong, and its horrendous physical bulk puts it at risk at being outright OHKOd in a number of situations, nevermind the usual wear and tear. It also gains little momentum, only gaining Electric Terrain and rain, so every problem is usually going to remain one. It seems hard for this to stay afloat just on Shell Bell.
...buuut, one of Heliolisk's most interesting qualities is that it doesn't need to. Heliolisk is one of two Pokemon that learns Parabolic Charge, a weird doubles focused healing move that's usually just a worse Giga Drain in singles. But it has 32 PP, giving it a significant niche in RS. Heliolisk can ideally get OHKOs with it on certain Pokemon, but failing that it can get health from harmless Pokemon. And how serendipitous- it hits Waters super-effective, the same type that will often be obliviously running into Heliolisk's other healing niche, Dry Skin! In fact, with good switching a number of Waters can just be an outright full heal for Heliolisk. But the healing doesn't stop there! Dry Skin also offers passive healing in the rain, which can be summoned by Surf>Max Geyser, which is like a supercharged Grassy Terrain. And for that matter, it even gets Grass Knot for the original version.
With such a plethora of healing options, one has to even consider the forbidden RS item: Life Orb. This makes Heliolisk very strong (also note that it increases the amount of mons you get a free Parabolic Charge refill on), and reduces the amount of hits it needs to take, especially versus some shitty things to switch in on like Golurk. doctordoak original used this combo on a backline Heliolisk for an Electric team, and CuneH8sVappy proposed it in this very context recently. While they didn't find it that useful, I've been trying it a bit and been very impressed with the results, getting up to a 41 battle leg with it. Personally, I ran Rising Voltage/Hyper Beam/Surf/Parabolic Charge. I think the 2 Electric moves are mandatory, but the other 2 have some leeway. Surf largely hits the same targets as Grass Knot and has a more potent healing effect, and also doesn't overwrite Electric Terrain. One of the 2 is definitely needed for Grounds, and that's my preference. The PP is a bit lower, but I don't think it's a big deal for a coverage move on something that gains little momentum. Hyper Beam is... questionable, but let me explain. The remainder of the set obviously has problems with Dragon and Grass types, and Normal STAB is the best way to deal with both. However, Hyper Voice critically misses an OHKO on Kommo-o, who is terrible to switch in on. So since it's not a huge PP loss from Hyper Voice, I decided to try Hyper Beam. It nets some other KOs too, but Kommo-o is the big one. The 8PP is pretty bad though, so I'm not entirely convinced by it.
Anyways, for my money, Heliolisk is the way to go for a Normal lead, but there's another viable path.
Option 2: Tank HJK
This isn't really possible if you're weak to it, but if you're neutral...
Used as a lead twice now, Braviary has a lead friendly stat spread and a STAB Airstream, and doesn't really care about Mienshao. My original Normal team's Braviary is probably too PP deficient to make it to 100, but Braviary definitely has options on that front. I forgoed a 4th move in favor of Bulk Up, but (and don't laugh) Rock Smash is a viable replacement that adds 24 PP and an often better way to get attack. The 70 BP is shitty, but unSTAB Knuckle is usually just for the attack boost+chip anyways. For STAB, Wing Attack is great with 60 BP and 56 PP. My personal proposal would be Wing Attack/Thrash/Iron Head/Rock Smash, but there's a lot of the permutations for the STABs.
I will say though, I had a number of consistency issues getting my original Braviary team to 75, so I'm not quite sure if it's the ticket to 100. But it's definitely viable.
Okay! So that's normal's (not great) lead situation. Thankfully things improve a bit from there.
Our Lord and Savior, Blissey
Oh my god Blissey owns. Just...invalidating so many Pokemon is so potent. I had some PP issues when I ran it originally, but guess what: it learns Recycle. Recycle+Healing is 2 slots, so for the remaining slots:
-Toxic+Teleport: I got this from AlphaClement, basically you Toxic, dick around, then Teleport back to the lead on the turn Toxic will finish the opponent. This has a shitty legality issue though, Teleport+Recycle means the Chansey has to come from Gen1VC (Let's Go can't transfer to Gen 7), which forces Healer instead of Natural Cure. And since it will invariably get statused, this forces Rest over Soft-Boiled which also has some annoying interactions with Electric Terrain. That being said, this still works very well and it's what I tried. But it would be really nice if Blissey could sweep, since Recycle sweeps are free.
-Defense Curl+Echoed Voice: lol. Blissey is mostly set on special attackers, obviously, and Defense Curl lets it muscle through the remaining physical attackers, ideally. Echoed Voice is the only option besides Stored Power that can OHKO Sirfetch'd (iirc some investment is required), and being walled by Ghosts is better than Darks, I'd say. I didn't try this but I think it has potential. Echoed Voice resetting is annoying when you need to heal though, and even 200 BP Echoed Voice can be disappointing.
-Calm Mind+Hyper Voice: This doesn't have to do anything wonky for Sirfetch'd, but I think it's very vulnerable to physical attackers, especially Mienshao.
-Defense Curl+Double Team/Substitute: please no (even ignoring how much this would suck to run, it's very vulnerable to item removal, and I'm not sure how feasible it is to switch in on all of those)
Blissey is almost required for the optimal Normal team, it just hard walls so much for free. The only reason it's "almost" instead of "certainly":
This also gets Recycle! Its special bulk is still incredibly good, and Curse+Body Slam sweeps easily. Sirfetch'd is a big problem, but honestly...for a 100 streak, not running into a particular threat on a backline sweep that still needs to win the crit coinflip is feasible, even if obviously not ideal. I don't think this is better than Blissey, but it's worth considering.
The Non-Blissey Part
Physical+special wall is a common backline build, and given how silly good Normal's dedicated special walls are it's a hard paradigm to ignore. So for that:
This also has the bulk to work in the backline! 100/75 with Bulk Up and Roost is pretty solid when combined with a Fighting neutrality (and Ground immunity for Heliolisk), and Airstream to go for sweeps. Defiant is also a really fun ability, especially on a switch in where you can go directly to a move that triggers it.
I used a fast sweeper on my original Normal team, and it's good. Mine didn't have Leftovers (Big Root lol), but with Leppa Berry on the other backline it should be a little less reliant on Drain Punch which should make its PP less concerning for a 100 streak. I think Braviary is a bit better for a Heliolisk lead, but obviously you can't use Braviary with a Braviary lead, so this could be optimal for that.
Fast Cotton Guard, Fluffy, and Body Press make for a great physical wall. However, I think the PP on this is a bit concerning. Any Body Press sweeper is a bit reliant on Body Press, but Dubwool is particularly so. First, your other move can't be STAB if you don't want to be walled by Ghosts. Unlike Recyclers, Dubwool can't afford to PP stall Ghosts, and while it's pretty reasonable to switch into Ghosts on a Normal team, Golurk, Trevenant, and Drifblim suck (assuming Blissey/Snorlax as the other part of the backline). Heliolisk can switch in on Drifblim and Braviary on Trevenant, but Golurk is super bad. But if you do want Dubwool to deal with Ghosts, the best options are fast Payback, Grassy Glide, or Growl/Baton Pass. The damaging options reduce the reliance on Body Press a little, whereas the other 2 let other mons deal with Ghosts better but make it super reliant on Body Press.
The Forbidden Knowledge That RS Players DON'T Want You To Know!
It's always just been kind of an unspoken rule that Normal simply cannot switch in on Mienshao, but is that true? Well, Braviary is workable if you have dmax to buffer the second hit, but this doesnt really save Diggersby/Porygon-Z since that often won't be the case. But... there exists a way to switch in on Mienshao, dmax or not.
...
With maxed physical bulk, Unfezant takes around half from HJK. But it's slower, right? Not quite. With Rocky Helmet and a Protect to cause recoil on the second HJK, Unfezant can then snipe Mienshao with Quick Attack. Now, Unfezant isn't good, and this is not the start of a good set. I mean, Protect can at least combo with Wish, and Quick Attack has a nice 48 PP, but you're not going to end up with a good set out of this. But, I think this might be the best way to make a Diggersby/PZ lead work. Though it's so stupid I can't honestly claim it's better than just hoping for good Mienshao luck .__.
So, those are my Normal ideas. Hopefully they're of use to any prospective Normal players. As you can see, I have a pretty decent idea of what I think a 100 Normal team will look like, but obviously my word is not final and maybe there's something I'm not considering. Good luck everyone!
Sadly, no Normal-type has Throh's immaculate dodging technique. Mienshao is a huge, huge problem for any prospective Normal lead, and one that I think largely invalidates the would-be frontrunners, Diggersby and Porygon-Z. Both take enormous damage from Mienshao, even turning into likely/guaranteed KOs if it rolls Reckless. Combined with very limited or no way to boost their speed, it's hard for me to see either of these on the path to 100, though certainly not impossible with good Mienshao luck. So, how to deal with it?
Option 1: Be Faster
Speed doesn't tend to be the name of the game in RS, but let's see what we've got.
lolpunny
Tauros has a wonky Max Knuckle from Reversal (24 PP/100 BP, but largely useless out of dmax) and is very weak, netting relatively few unboosted KOs despite having okay type coverage. I can't see this working.
Cinccino initially sounded better than Tauros due to its gimmick giving it a lot of nifty coverage options (mainly the wonderful Bullet Seed). But since its only Knuckle option is from Focus Blast it gains no momentum, which combined with its poor bulk and strength makes it even worse than Tauros, probably.
The strongest, both in terms of the actual offensive stat and having the lovely Rising Voltage for a drawback-free 140 BP Max Move. Having another STAB is also amazing, since Normal sucks, frankly. Speed drop is the absolute least useful max move effect, and hitting nothing super-effective is awful. It tends to go without saying, but any other type at least mostly nullifies some group of Pokemon by just destroying them with super-effective STAB.
This is much more encouraging right off the bat, at least. Even so, Heliolisk still isn't that strong, and its horrendous physical bulk puts it at risk at being outright OHKOd in a number of situations, nevermind the usual wear and tear. It also gains little momentum, only gaining Electric Terrain and rain, so every problem is usually going to remain one. It seems hard for this to stay afloat just on Shell Bell.
...buuut, one of Heliolisk's most interesting qualities is that it doesn't need to. Heliolisk is one of two Pokemon that learns Parabolic Charge, a weird doubles focused healing move that's usually just a worse Giga Drain in singles. But it has 32 PP, giving it a significant niche in RS. Heliolisk can ideally get OHKOs with it on certain Pokemon, but failing that it can get health from harmless Pokemon. And how serendipitous- it hits Waters super-effective, the same type that will often be obliviously running into Heliolisk's other healing niche, Dry Skin! In fact, with good switching a number of Waters can just be an outright full heal for Heliolisk. But the healing doesn't stop there! Dry Skin also offers passive healing in the rain, which can be summoned by Surf>Max Geyser, which is like a supercharged Grassy Terrain. And for that matter, it even gets Grass Knot for the original version.
With such a plethora of healing options, one has to even consider the forbidden RS item: Life Orb. This makes Heliolisk very strong (also note that it increases the amount of mons you get a free Parabolic Charge refill on), and reduces the amount of hits it needs to take, especially versus some shitty things to switch in on like Golurk. doctordoak original used this combo on a backline Heliolisk for an Electric team, and CuneH8sVappy proposed it in this very context recently. While they didn't find it that useful, I've been trying it a bit and been very impressed with the results, getting up to a 41 battle leg with it. Personally, I ran Rising Voltage/Hyper Beam/Surf/Parabolic Charge. I think the 2 Electric moves are mandatory, but the other 2 have some leeway. Surf largely hits the same targets as Grass Knot and has a more potent healing effect, and also doesn't overwrite Electric Terrain. One of the 2 is definitely needed for Grounds, and that's my preference. The PP is a bit lower, but I don't think it's a big deal for a coverage move on something that gains little momentum. Hyper Beam is... questionable, but let me explain. The remainder of the set obviously has problems with Dragon and Grass types, and Normal STAB is the best way to deal with both. However, Hyper Voice critically misses an OHKO on Kommo-o, who is terrible to switch in on. So since it's not a huge PP loss from Hyper Voice, I decided to try Hyper Beam. It nets some other KOs too, but Kommo-o is the big one. The 8PP is pretty bad though, so I'm not entirely convinced by it.
Anyways, for my money, Heliolisk is the way to go for a Normal lead, but there's another viable path.
Option 2: Tank HJK
This isn't really possible if you're weak to it, but if you're neutral...
Used as a lead twice now, Braviary has a lead friendly stat spread and a STAB Airstream, and doesn't really care about Mienshao. My original Normal team's Braviary is probably too PP deficient to make it to 100, but Braviary definitely has options on that front. I forgoed a 4th move in favor of Bulk Up, but (and don't laugh) Rock Smash is a viable replacement that adds 24 PP and an often better way to get attack. The 70 BP is shitty, but unSTAB Knuckle is usually just for the attack boost+chip anyways. For STAB, Wing Attack is great with 60 BP and 56 PP. My personal proposal would be Wing Attack/Thrash/Iron Head/Rock Smash, but there's a lot of the permutations for the STABs.
I will say though, I had a number of consistency issues getting my original Braviary team to 75, so I'm not quite sure if it's the ticket to 100. But it's definitely viable.
Okay! So that's normal's (not great) lead situation. Thankfully things improve a bit from there.
Our Lord and Savior, Blissey
Oh my god Blissey owns. Just...invalidating so many Pokemon is so potent. I had some PP issues when I ran it originally, but guess what: it learns Recycle. Recycle+Healing is 2 slots, so for the remaining slots:
-Toxic+Teleport: I got this from AlphaClement, basically you Toxic, dick around, then Teleport back to the lead on the turn Toxic will finish the opponent. This has a shitty legality issue though, Teleport+Recycle means the Chansey has to come from Gen1VC (Let's Go can't transfer to Gen 7), which forces Healer instead of Natural Cure. And since it will invariably get statused, this forces Rest over Soft-Boiled which also has some annoying interactions with Electric Terrain. That being said, this still works very well and it's what I tried. But it would be really nice if Blissey could sweep, since Recycle sweeps are free.
-Defense Curl+Echoed Voice: lol. Blissey is mostly set on special attackers, obviously, and Defense Curl lets it muscle through the remaining physical attackers, ideally. Echoed Voice is the only option besides Stored Power that can OHKO Sirfetch'd (iirc some investment is required), and being walled by Ghosts is better than Darks, I'd say. I didn't try this but I think it has potential. Echoed Voice resetting is annoying when you need to heal though, and even 200 BP Echoed Voice can be disappointing.
-Calm Mind+Hyper Voice: This doesn't have to do anything wonky for Sirfetch'd, but I think it's very vulnerable to physical attackers, especially Mienshao.
-Defense Curl+Double Team/Substitute: please no (even ignoring how much this would suck to run, it's very vulnerable to item removal, and I'm not sure how feasible it is to switch in on all of those)
Blissey is almost required for the optimal Normal team, it just hard walls so much for free. The only reason it's "almost" instead of "certainly":
This also gets Recycle! Its special bulk is still incredibly good, and Curse+Body Slam sweeps easily. Sirfetch'd is a big problem, but honestly...for a 100 streak, not running into a particular threat on a backline sweep that still needs to win the crit coinflip is feasible, even if obviously not ideal. I don't think this is better than Blissey, but it's worth considering.
The Non-Blissey Part
Physical+special wall is a common backline build, and given how silly good Normal's dedicated special walls are it's a hard paradigm to ignore. So for that:
This also has the bulk to work in the backline! 100/75 with Bulk Up and Roost is pretty solid when combined with a Fighting neutrality (and Ground immunity for Heliolisk), and Airstream to go for sweeps. Defiant is also a really fun ability, especially on a switch in where you can go directly to a move that triggers it.
I used a fast sweeper on my original Normal team, and it's good. Mine didn't have Leftovers (Big Root lol), but with Leppa Berry on the other backline it should be a little less reliant on Drain Punch which should make its PP less concerning for a 100 streak. I think Braviary is a bit better for a Heliolisk lead, but obviously you can't use Braviary with a Braviary lead, so this could be optimal for that.
Fast Cotton Guard, Fluffy, and Body Press make for a great physical wall. However, I think the PP on this is a bit concerning. Any Body Press sweeper is a bit reliant on Body Press, but Dubwool is particularly so. First, your other move can't be STAB if you don't want to be walled by Ghosts. Unlike Recyclers, Dubwool can't afford to PP stall Ghosts, and while it's pretty reasonable to switch into Ghosts on a Normal team, Golurk, Trevenant, and Drifblim suck (assuming Blissey/Snorlax as the other part of the backline). Heliolisk can switch in on Drifblim and Braviary on Trevenant, but Golurk is super bad. But if you do want Dubwool to deal with Ghosts, the best options are fast Payback, Grassy Glide, or Growl/Baton Pass. The damaging options reduce the reliance on Body Press a little, whereas the other 2 let other mons deal with Ghosts better but make it super reliant on Body Press.
The Forbidden Knowledge That RS Players DON'T Want You To Know!
It's always just been kind of an unspoken rule that Normal simply cannot switch in on Mienshao, but is that true? Well, Braviary is workable if you have dmax to buffer the second hit, but this doesnt really save Diggersby/Porygon-Z since that often won't be the case. But... there exists a way to switch in on Mienshao, dmax or not.
...
With maxed physical bulk, Unfezant takes around half from HJK. But it's slower, right? Not quite. With Rocky Helmet and a Protect to cause recoil on the second HJK, Unfezant can then snipe Mienshao with Quick Attack. Now, Unfezant isn't good, and this is not the start of a good set. I mean, Protect can at least combo with Wish, and Quick Attack has a nice 48 PP, but you're not going to end up with a good set out of this. But, I think this might be the best way to make a Diggersby/PZ lead work. Though it's so stupid I can't honestly claim it's better than just hoping for good Mienshao luck .__.
So, those are my Normal ideas. Hopefully they're of use to any prospective Normal players. As you can see, I have a pretty decent idea of what I think a 100 Normal team will look like, but obviously my word is not final and maybe there's something I'm not considering. Good luck everyone!