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The general principle holds true, just combine the weakest defensive types (Grass, Ice, Rock) with other weak defensive typings and you'll have a great starting point. Fighting is pretty poor defensively, but the 3 worst types for fighting defensively are Fighting / Rock, Fighting / Grass, and Fighting / Ice, so using that as an example, the pattern holds true. I'm quite confident that, assuming you count a 4x weakness as being equivalent in severity to having an extra 2x weakness, and assuming you think it's worse to have more weaknesses and more resistances or even immunities (assuming equal numbers, in my eyes each weakness needs at least 2 resistances or immunities to make up for it) then I can say with reasonable certainty that for any given typing, the worst defensive dual typing it is going to have will be with one of those 3 (grass, rock, or ice).
I'm not actually disagreeing with you, mind. I wholeheartedly agree that anything that has Rock, Grass, or Ice tacked onto it is just asking for a hurting (especially my beloved Ice-type) in the weakness department. Was just pointing out that Grass and Rock together is actually decent, which you acknowledged in your response. But, generally, I do agree that anything else with either of those three types (except very, very select combos) is going to be on the receiving end of a lot of weaknesses with near minimal resistances/immunities, as those three suck defensively.