The following are all the support posts for each proposed typing.
Tery's submission
Tery's submission
Leafybug's submissionTerywj][FONT="Arial Black said:Grass / Ghost[/FONT]
Defensively
Immunities: Normal, Fighting
Resistances: Water, Electric, Grass, Ground
Weaknesses: Dark, Flying, Ice, Ghost, Bug
SmashCAP 2 would resist / be immune to all the Returns, Close Combats, Surfs, Thunderbolts, and Earthquakes in the OU metagame. If you ask me those are pretty handy for switching in on Swampert, Gyarados, etc. The weaknesses can be played around. Flying and Bug are fairly uncommon attacking types outside of Togekiss and Scizor. A Ghost-type attacks are typically restrcited to Gengar and Rotom. Neither of whom would enjoy switching in on SmashCAP 2's own Ghost STAB anyways. Dark-type weakness is a problem, as it easily becomes Pursuit-prey for Scizor. Perhaps something could be done to remedy this. But again, SmashCAP is not meant to design perfect Pokemon.
SmashCAP 2 under this typing takes 12% from Stealth Rock and is also immune to Leech Seed.
Offensively (Both STAB accounted)
Supereffective: Water, Rock, Ground, Ghost, Psychic
Not very effective: Fire, Grass, Steel, Bug, Flying, Dragon, Dark
Immune: Normal
Grass isn't all that great for offense, resisted by a ton of types, but the supereffective hits it gathers are still useful. It can nail Vaporeon and Tyranitar for good damage. Ghost STAB scares away Gengar and Rotom, while hurting Celebi pretty badly. The resistances to Grass / Ghost are plentiful, but with Stealth Rock support 3 of these become handicapped.
Yeah, yeah, yeah...Scizor would love this thing, but let's look beyond that. Being Grass / Ghost gives SmashCAP 2 access to all forms of status through Sleep Powder, Stun Spore, Toxic, and Will-o-Wisp. Stun Spore lacks the accuracy of Thunder Wave, but won't be sucked up by Ground-types, or heal Jolteon / Electivire. Since it's part Ghost it can also use Confuse Ray, but that's not really that important.
The reason this could help the screaming Scizor problem is Will-o-Wisp. Scizor really won't enjoy the attack halve all too much. It could remedy if it was a Swords Dance set, but it'll still be taking 12.5 damage each turn.
UltiMario's submissionPoison / Dark
Defensively
Immunities: Psychic
Resistances: Poison, Ghost, Grass, Dark
Weaknesses: Ground
This thing looks pretty poor defensively resistance-wise. It takes SE damage from the most commonly used move in the game. That being said, it does resist Pursuit, which is always useful.
Offensively (Both STAB Accounted)
Supereffective: Grass, Psychic, Ghost
Not very effective: Ghost, Ground, Poison, Rock, Dark, Fighting, Steel
Immune: Steel
This thing is pretty poor on the offensive as well. Only hitting 3 types for SE damage, which are all pretty uncommon as it is, while being resisted by 7 types. That being said, with this typing, SmashCAP could have access to a STAB Sucker Punch, Pursuit & Payback. It would also have access to Toxic, Toxic Spikes, Memento, Taunt, Torment, and Switcheroo. Moves like these could have a lot of potential.
Despite all of that, SmashCAP 2 would need some good Non-STAB moves to be viable in an environment like OU, if it's goal was to be an offensive Pokemon.
Writer's submissionNormal/Ghost
Defensively
Immunities: Normal, Fighting, Ghost
Resistances: Poison, Bug
Weaknesses: Dark
This guy has 3 immunities, one crappy and one at least somewhat decent resistance, and the pretty bad Dark weakness. This thing can switch into a lot, but at the same time, almost nothing at all. Howerver, the one great plus of this is that the Fighting/Ghost coverage is no longer unresisted.
On other notes, Normal is a great support type, so its defensive and support movepool would probably put it high enough in the defensive ranks.
Offensively (Both STAB Accounted)
Super effective: Ghost, Psychic
Not very effective: Steel, Dark, Rock
Immune: Normal, Ghost
Offensively, ehhhhh. Ghost hits Ghost and Psychic, which, in itself, is decent. Steels will give these STABs problems, whilst Dark and Rock will resist one of two. Then Normal and Ghost resist your moves depending on your choice. A LOT of stuff is hit Neutral with this type combo, though, which is enough to make this somewhat effectent. Shadow Ball has ALWAYS ben a pretty reliable move, but Normal moves? Not as much.
Pretty much, one decent offensive Type, which is also decent defensively, and one great support/defense type.
Annoying's submissionWriter Kupo said:Normal / Poison (oh **** I went there)
Defensively
Immunities: Ghost
Resistances: Bug, Grass, Poison
Weaknesses: Ground, Psychic
Offensively (Both STAB accounted)
Supereffective: Grass
Not very effective: Ghost, Ground, Poison, Rock (2x), Steel
Immune: Ghost, Steel
This typing doesn't have many defensive merits or offensive merits, and the ones it does have are ruined by the negatives of the other side. Its immunity to Ghost can grant it a free switch-in against a Rotom or Gengar choice-locked into Shadow Ball, but its dual STAB gives it nothing to do back to them. Its resistance to U-Turn would also be useful, but once again its dual STAB ruins it as your opponent will get the ability to switch in one of the many things that resists them and probably also carries EQ. This leaves its only defensive merit in the immunity to Toxic and the ability to soak up Toxic Spikes, which is only really useful against stall. It can only hit Celebi for 2x damage, but if Celebi is for whatever reason carrying Psychic then it's done. As for stand-alone bad traits, the weakness to Ground is nearly impossible to cover up; as well as its inability to do anything to Steels, Ghosts, and Tyranitar. This typing is truly a bad typing all-around.
...or is it?
You see, there's something particularly odd about the Pokemon in both of these types: their movepools. Most types' movepools are limited to just their primary and secondary types, a few extras through canon, and a few moves through aesthetics. Poison and Normal, however, don't fit this limitation. Their movepools tend to carry just about any type, and in any form as well. This means that a Pokemon created with both of these types under its belt, despite a type combination that completely contradicts its own merits in every way possible, can become one of the most unpredictable (and in turn one of the most dangerous) Pokemon in existence if built correctly. And as we are the ones building this Pokemon, we can build it correctly.
This typing also has some nice 'type specific' abilities available to it that could be useful in Standard play, such as Scrappy, Liquid Ooze, or Sticky Hold. I know we're not supposed to be mention abilities and all that, but I feel that their relevance to the typing is enough to constitute their mentioning.
In all honesty I just wanted a Poison-type when I created this. The two more obvious choices were taken in Riddle's and Leafybug's, so I was forced to take a roundabout route to find something. And despite the other combinations maybe being more optimal or having some sort of benefit that has previously been untouched, I'm very pleased with my findings, and am glad it's going to be my final submission.
SmashCAP2 - Type Submission
Fire / Ice
tl;dr: this typing is incredibly bad defensively and incredibly good offensively.
Defensive
Resistances: Ice (x2), Grass, Bug
Weaknesses: Ground, Rock (x2), Water, Fighting
Defensively, this Pokemon is a wreck. Bug is fairly uncommon attacking types; switching into resisted attacks will be difficult. Grass is a move type that might only be seen once once on a team, usually solely for Swampert. The double Ice weakness, however, is more useful. Ice attacks are on all teams because they check the beasts that are Salamence and Gliscor. It would be fairly easy to switch into Scarf Jirachi's Ice Punch, Weavile and Mamoswine's Ice Shard, Starmie's Ice Beam... the list goes on and on.
Weaknesses to Ground, Rock, Water, and Fighting are all quite horrible. Ground, in the form of Earthquake, is the most commonly used move in the game. Stealth Rock cuts this Pokémon's HP in half upon switching in; Rapid Spin support is very useful. Any other Rock attacks will OHKO this Pokémon. Water, found in Surf and Waterfall, makes up roughly 15% of all offensive attacks. A Fighting weakness is also bad. Close Combat and Superpower both hover between 5 and 6% of all used moves.
The faint light that shines behind these weaknesses are its teammates. Many Pokémon are immune to Ground and Fighting attacks. Vaporeon stands alone as an OU Pokémon who is immune to Water; Quagsire and Poliwrath are two less common Water Absorbent Pokémon. As previously stated, Stealth Rocks can be Rapid Spun away.
Offensive
Super-effective: Bug, Grass, Ice, Steel, Dragon, Flying, Ground (one or both)
Ineffective: Fire, Ice, Water (both)
Offensively, the Fire / Ice typing is simply amazing. Steel, Flying, and Dragon are all very common types, and are all hit super-effectively. Less common, but still often seen in OU, are the Ground and Bug Pokémon. The Pokemon who resist the offensive combination essentially boils down to Heatran and bulky waters. Ice Pokémon are rarely seen and defensively frail. The glass cannon that is Infernape is also excluded. Bulky Waters could be dealt with by moves such as Thunderpunch, Thunderbolt, Leaf Blade, or Hidden Power. Scarf Heatran has a ridiculous weakness in that being locked into a move is very bad because its common move's typings are offensively weak. Non-Scarf Heatran are easily outsped and OHKOed by the likes of Infernape, Flygon, and Swampert.
Going even more in-depth, this Pokémon has "anti-metagame" merits. Scizor, Salamence, Latias, Jirachi, and Metagross are are hit super-effectively by this Pokémon's STAB attacks. Those who aren't harmed by a Fire / Ice combination, such as Tyranitar, Swampert, and Gyarados, are maimed by Grass or Electric attacks. Then there are Pokémon like Gengar and Infernape who are OHKOed by almost anything.