X-I omg said:
I find this funny because Steel only resist 1 out of the 3 things you listed, and take SE damage from 1.
Even through secondary typing you take atlest Figting netrual (unless its steel-ghost). And last i checked +2 CC from lucario is the strongest out of the 3 so if it can take that while netrual then it shouldn't even need resistances for the other 2.
You see, the Pokemon will get a secondary typing. It will have the abilities Levitate, etc. considered for it. Now, because of which one you choose for your specific instance of CAP10 on your team, you will counter certain Pokemon and lose to others. That sounds
exactly like what CAP10 is supposed to do.
X-I omg said:
But wouldn't a steel type need even more bulk to survive a SE +1 EQ?
Read Fuzz' post. Even if we completely don't account or give the option to account for Steel's weaknesses, which is ridiculous in the first place, team options are there. Granted, CAP10 himself should be able to beat these Pokemon himself, but look!
Gyarados and Lucario only carry one of the types Steel is weak to at any given time. This means it can be dealt with by abilities or immunities elsewhere. Salamence Carries both Fire Blast and EQ, but with an immunity to EQ and potential neutrality to Fire in its secondary typing (plus enough bulk to take the Fire Blast and not be 2HKO'd), it'll be fine. I see this being completely reasonable with Steel as a primary typing, and not with
any other possible type.
swordmaster117 said:
But thats the point. Unless its specifically tailored to counter one of those pokemon, then it wont be switching in. It would be useless in this situation, but you would have another pokemon on your team to switch in instead.
Exactly! These are such high-powered threats, that you can really only address one at a time if you want to. That sounds a heck of a lot like what we need for a utility counter to me. It counters specific threats as needed by the player, and is weak to others. That makes it fair. That makes it not "broken." That makes it a utility counter.
Deck Knight said:
Aye. Not to mention infractions will be handed out by the appropriate people. We'll know we went off the reservation when we check our PM inboxes, thank you.
As much as I'd like to not get an infraction at barely 200 posts, I really am not one to turn down a good discussion with a respected member of the community.
Deck Knight said:
I'm glad you asked that question. I was rambling on earlier about immunities with Ghost and a potential for Trace, which addresses +1 Mence Outrage by coming in soon as it sees Mence and avoiding the whole +1 Mence problem thanks to copied Intimidate. The reason I support Ghost specifically is because Fighting pokemon in particular are way too powerful offensively in OU, especially Lucario, Ape, Machamp, etc. There are also no small number of boosted Fighting moves ala SD Scizor. Skarmory would be considered a "wall," would it not? Even with one of the best defensive typings and great defensive prowess it still can't take many +2 CC's nor multiple Fire Blasts should it switch on a theoretical +1 Atk Mence. I remember back when DP first started people were dropping their jaws at the prospects for Heracross given it could now cleanly 2HKO Skarmory with Choice Banded Close Combat.
Trace is a possibility I've mused over a bit, and beats Mence/Gyara healthily all at once. But I feel as though Trace gives it the ability to counter a few too many threats at once. Virtually anything with Intimidate, Water Absorb, Volt Absorb, Motor Drive, or Flash Fire are all countered soundly at once. Heck, with Trace, CAP10 could even counter Pokemon like Blissey and so forth right off the bat given its ability to switch into status like a trooper. You could come in on Swift Swimmers in rain and outspeed them.. The list really goes on. I feel like for the purposes of CAP10, Trace covers just too much at once. I won't lie, though, it's a great option for countering Pokemon and am glad someone brought it up this far along. (It was mentioned in IRC and earlier in this thread, then forgotten)
And yeah, there are no shortage of Fighting-type moves. Particularly, I had a really neat idea for an ability when I was thinking of some end-products for Steel. I don't want to jump the gun too far, though, but suffice to say that a Steel-type could theoretically handle Fighting-type moves just as well as a Ghost. (That might give you a hint)
Deck Knight said:
Well if you support Steel then it is necessary for our arguments that we assume your favored outcome is the selected outcome. There is no point in arguing against a Water or Fighting supported by railing against Steel. The problem with a primary Steel typing is it requires addressing before the pokemon becomes OU worthy. Let me use a bad Superhero analogy. If Types were Superheroes, Steel by itself would be Superman, best described as "with great powers come easily exploitable weaknesses." Apparently your planet being blown up makes its remnant fragments readily available. Anyway, what you do with a secondary type is to specify which types of kryptonite Superman is no longer affected by. Several typings jump the shark with this for an excellent competitive result that looks like it was ripped from fanfiction.net. (Steel/Grass with some Anti-Fire ability being the most unique and intriguing I've seen of yet, actually)
I don't think it's so limited, though. And because everyone likes seeing these things, I will actually list every possible secondary typing that offers at least one immunity/resistance/neutrality to a type Steel is weak to.
- Steel / Fire - Neutral to Fire, Levitate a definite possibility, possibly an anti-fighting ability
- Steel / Water - Neutral to Fire, covers lots of types defensively, could see levitate to handle ground, possibly an anti-fighting ability
- Steel / Grass - Neutral to Ground, anti-Fire ability very likely
- Steel / Poison - Neutral to Fighting, Levitate a definite possibility, perhaps coupled with an anti-Fire ability for options
- Steel / Flying - Tried and true. Immune to ground, neutral to Fighting, needs to now deal with only Electric and Fire.
- Steel / Psychic - We see enough of these, but neutrality to fighting and the Bronzong model are there.
- Steel / Bug - We've again got two of these in Forretress and Scizor, but it's great. An anti-fire ability would likely put this Poke over the top; I don't really like this combination.
- Steel / Ghost - Immunity to fighting is nice, and with possibilities for an anti-Fire and anti-Ground ability, definitely fits the role nicely. Sorry, Kitsunoh.
- Steel / Dragon - This is a very interesting combination. It scores neutrality to Fire, and the other two types can be covered by ability. Furthermore, as a Dragon, it loses every single one of its Dragon weaknesses. It can no longer resist +1 Outrages, but this might be addressed with stats a bit.
These are the types I see as the most useful for a secondary to Steel. That's well over half the other types in the game. (9 / 16) That's a lot of potential room-for-adjustment in the future parts of the CAP process. If we chose Ghost, we would really have to account for the Dark weakness, otherwise the dang thing will get Pursuit-trapped by things like ScarfTar. I know you said they have better things to do, but their job is to Pursuit-lock Pokemon weak to it. (Latias, Rotom-A, Gengar, etc.) Furthermore, ScarfTar resists your STAB option, you aren't resistant to SR and are vulnerable to every other entry hazard, etc. Let's look at possible Ghost secondary typings to be fair here. I will be looking for ways to neutralize the Pursuit weakness and ways to try to get a resistance to SR and maybe some other entry hazard to help it out. Maybe there's room for an anti-Dark ability, but really the Ghost has more important things to be doing with its ability than resisting Dark.
- Ghost / Fighting - Hello, Rev. No, but really, this typing is nice. Resists SR and covers the Pursuit weakness.
- Ghost / Ground - I'll list it because it resists SR, but it unfortunately doesn't cover Pursuit or opposing Ghosts. Handy TWave immunity, maybe?
- Ghost / Steel - Just like above, this combination is handy. Immunity to Fighting, resistant to SR, immune to Toxic Spikes, possible Levitate and anti-Fire as an ability. Neutrality to both of Ghost's weaknesses is nice. Good candidate.
- Ghost / Dark - No SR resistance, but neutrality to Dark. General all-purpose no-weakness Pokemon, but doesn't cover any of the entry hazards. Decent candidate.
That's not a long list, really, and is actually shorter than Steel's. If we ignore the Pursuit weakness, some other options potentially open up, Rotom's for instance among others, but ignoring the Pursuit weakness is pretty brutal. Almost every player in the OU metagame would use Pursuit as the main mode to smash this Pokemon apart, and it's really not so uncommon in the metagame already with CBScizor, TTar, and Metagross running around so rampant.
Deck Knight said:
I agree with this notion, and the biggest problem I have is that a type that can switch in on everything AND counter everything is not what utility counter is supposed to be. It's like SpD Skarm. If you don't pack Fire or Electric moves at a certain point in the game it will wall you merely via attrition: Roost recovers more damage than you can reasonably deal out. You can't break through its typing and defenses, it doesn't even need to hit you SE at the point. If it could it would be broken. It's very difficult to balance defenses by "requiring investment." People aren't going to invest in defenses unless its a viable wall. The reason I went through a litany of Steels and mentioned Colossoil was to bring up the point that mons with easily exploitable weaknesses will favor offensive over defensive spreads almost regardless of their Base Stats.
The other option of course given our Skarmory example is to take away reliable recovery. Or as I call it: "Build a better Bronzong."
But don't you see, then that Skarmory 2.0 becomes a wall. It doesn't become a utility counter. We shouldn't even be considering Skarmory 2.0. The Bronzong model is much more conducive of the utility counter we're looking for, and even that has room for improvement and tweaking.
I see that most players will favor offense over defense, given the option, but if we keep the offenses modest at best and keep all offensive setup moves away, then it will not be nearly as attractive as the defensive options. We don't want CAP10 to sweep, God no, so we should keep all of the things that make it able to sweep away from it. We can do that easily as we're in control here. We don't want it to be too defensive, though, as we need it to counter specific threats. This is why also I feel that such key weaknesses is important - so that it can be beaten by something it isn't intended to counter. You build to beat Lucario, but alas, you now open yourself up to that MixMence that just switched in. Etc. We can tailor this Pokemon's stats and moves to remove sweeping as an option and remove the want for players to use it as such. It doesn't need Colossoil's 122 attack stat, for instance.