I'm sorry to say this, but Steel looks like a crappy typing at best. Has everyone forgotton about Magnezone?
Or is it decided already that U-turn is going to be required on any set we make.
"Look, we have 4 teams in our CAP7 analysis. You may notice that U-turn is on all of them, but that's because we screwed our first typing poll and now have a major magnezone weak. Don't worry about it though, you still have 3 other moveslots."
I'm sorry to sound sarcastic, but isn't this just going far to fast without any constructive thought being put in? Maybe it's because I work in IT and am used to work in an analytic manner, but I always want to adress issues first before I name any possible solutions.
Anyway, hoping it's not too late yet, but when thinking about the typing, a few obvious questions come to mind for me.
Do we want to be neutral, resistant or immune to entry hazards through typing? Or do we want to get rid of those hazards with an ability like mountaineer or maybe even magic guard?
Do we want to be weak to pursuit?
Do we want to be weak to the few most common attacking types? (Rock/Ground/Fighting/BoltBeam. Fire is also up there to deal with Scizor mainly.) With Steel, we already have 3 of these weaknesses and only neutral to the Tbolt part. (Hi maggy again)
And a more general question, do we want CAP7 to be offensive or defensive? We already seen multiple opinions and multiple people believing that this is obviously going to become offensive or defensive. Steel is indeed a decent defensive type (Not good, a fighting weakness in a CAP metagame filled with fighting types is far from logical), but steel sucks as an offensive type. According to the little IRC convo on page 2, CAP7 isn't going to be really defensive with 80 and 90 base stats on defensive already being a lot. Of course, nothing is decided yet, but if we really won't go over 100 base defense, our little steel CAP7 will get creamed by any Close Combat or Earthquake and will actually not be able to switch in to the metagame a lot. And since the defensive also isn't really going to be high, will we then go attack with our not so great (because people also don't want high offensive stats) attack stat and STAB *cough*Steel*cough* attack?
To be honest, since we haven't even decided on whether this is going to be bulky (not even naming stats here, we don't even know where our global stat spread is going to lie) or sweeperish (yee, I thought up a new word), I don't see how we could even have started with the first type poll.
Anyway, to answer my own questions, here is my opinion on them.
And a more general question, do we want CAP7 to be offensive or defensive?
I say defensive. I want to be able to switch in and live. I'm not saying we want to make a tank, but at least we shouldn't be 2HKOed by neutral attacks, meaning we have some room to breath once we are in. I also don't want to scare away pokemon through sheer force, that's the easy way. I want CAP7 to have highly tactical play and only be able to force someone out through moves and right decisions. Throwing a -2atk on a pokemon that can run special and physical sets is a wrong choice. Yawn would've been better there, or something like that. I only want to be able to KO stuff, like I said before, after they got their defence weakened by me and got totally crippled, yet they still decided to keep that pokemon in.
Do we want to be neutral, resistant or immune to entry hazards through typing? Or do we want to get rid of those hazards with an ability like mountaineer or maybe even magic guard?
I actually don't see why we need to be locked into the few types that are resistant to SR. For the record, only 3 types naturally resist SR, Ground, Steel and Fighting. Seeing as our metagame is already full with fighting and how we thus tailored our couters to have HP flying and having more psychics, fighting already drops for me. Leaving only ground and steel. And to be honest Steek being weak to Fire, fighting and ground, 3 types that are commonly spammed, I think that only leaves ground. And I also don't really like ground because it would almost be impossible to scout bulky waters then. So to me, it seems it's totally ineffecient to gain a SR resistance through typing. So either we need to be content with only a neutrality, (Slap on a leftovers, run protect and you have 12% HP back) or we'll need to use an ability if we really want to be resistant/immune to SR and entry hazards. I'm actually content with neutrality. It's really only SR we are talking about. All the talk about spikes and Tspikes. I've never ever seen a full set been laid down and attempts to put down spikes are only done once in a full moon.
Do we want to be weak to pursuit?
Absolutely not. If we can't switch out, then what's the point of a scout? It's natural that we are going to have weaknesses. There is really no such thing as an uber poke (there is, but I assume we are not going to make one in CAP 7). We will always have someone that forces us out. If he pursuits our ass and we die from it, that really a wasted team slot then. So no Psychic or Ghost type.
Do we want to be weak to the few most common attacking types?
I want to be resistant to most of them. My reasoning for this is that even though we take 12% from SR, at least we can switch in to the majority of the spammed attacks and take no damage from those.
And to provoke a little bit.. What good will an immunity to SR do if we are weak to the most commonly spammed attacking types, all almost able to KO us on our switch in? Did anyone even think about that? Yee, I only took 3% damage from SR. O crap, I switched in on a CC doing 254% damage. Woohoo.
Anyway, saying I want to be neutral to SR and resistant to most of the common attacking types I listed, my bet is going to Water, hopefully paired with something that resists the thing water is weak too. Water isn't great either and takes a lot of neutral damage, but I'd rather take a neutral hit than a SE hit. Dragon, ground and normal seem like pretty decent choices as well, although I think water should be the base to be paired with any of these.