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- Jul 16, 2010
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It is often that we talk about less useful types that are in need of a change to make it better, such as the Grass-type and the Ice-type. It is easy to see why: the types as presented are at an unbalanced disadvantage in the Type Chart, among other factors. On the other hand, there are certain types that are instead at an unbalanced advantage, and the most popular types under this category are the Water- and Dragon-type. There's even a recent thread about how Fairy-types are powerful and in need of toning down its advantage (though it's something I disagreed with).
Now let's take the opposite direction, and figure out which types are currently the most balanced, since that's something that's not being talked about quite often. Here are my opinions:
1) Dark-type - The Dark-type was created as a counter to the Psychic-type, as evidenced by its immunity to them. Even then, it didn't feel like the type itself is overbearing. Its creation certainly controlled the Psychic-type usage, but it is also to encourage Fighting-types by (at that time) having a type advantage over them. It essentially created another elemental triangle between them. Another type that the Dark-type had an advantage over is the Ghost-type, which is more significant now since it is one of two types to resist Ghost, and the only one with a type advantage. The Dark-type also contained a weakness to Bug-types, which contained few super-effective targets. With the Fairy-type being introduced, it is granted an advantage over Dark-types, which is a good thing since overall Dark-types are more powerful now that they are not resisted by Steel.
2) Fire-type - Certainly, Fire-types are weak to Rock, so they are weak to the most common hazard ever: Stealth Rock. However, it's not common for somebody to fault the Fire-type for being useless (just the move Stealth Rock, but that's not the discussion here). Looking at the big picture, Fire is a balanced type. They host some of the most powerful attacks on the Physical and Special front, but there are enough types to keep them in check. They resist some useful types like Ice, Fairy and Fire itself, but are also weak to some common types like Ground and, as mentioned earlier, Rock. The Fire-type shares the Grass attack Solar Beam that hits Water, Rock and Ground super-effectively, but since it's best used in Sun (Fire-types' preferred weather), it's doesn't pressure its weaknesses all the time due to the temporary nature of the weather.
3) Ghost-type - Although on paper, this type has a lot of advantages, including two immunities and having the best coverage offensively (14 neutral + 2 super-effective), and also trapping immunity, it never felt like it is a very overbearing type, unlike Dragon. On the offence, their attacks are not quite powerful, where the universal ones Shadow Ball and Shadow Claw hitting a modest power range. Hex is the most powerful attack in this regard, but that requires status (so it's not always powerful). As a result, they may hit neutrally but they don't always hit hard. On the defence, their only resistances are shared among other types, making them best used for the immunities instead. Even then, there's an ability and moves that bypasses the immunity entirely. Trapping immunity is certainly useful, but it is also a prime target for Pursuit, which hits them super-effectively and will still hit them.
What are the more balanced types among the current 18 types?
Thanks for reading.
Now let's take the opposite direction, and figure out which types are currently the most balanced, since that's something that's not being talked about quite often. Here are my opinions:
1) Dark-type - The Dark-type was created as a counter to the Psychic-type, as evidenced by its immunity to them. Even then, it didn't feel like the type itself is overbearing. Its creation certainly controlled the Psychic-type usage, but it is also to encourage Fighting-types by (at that time) having a type advantage over them. It essentially created another elemental triangle between them. Another type that the Dark-type had an advantage over is the Ghost-type, which is more significant now since it is one of two types to resist Ghost, and the only one with a type advantage. The Dark-type also contained a weakness to Bug-types, which contained few super-effective targets. With the Fairy-type being introduced, it is granted an advantage over Dark-types, which is a good thing since overall Dark-types are more powerful now that they are not resisted by Steel.
2) Fire-type - Certainly, Fire-types are weak to Rock, so they are weak to the most common hazard ever: Stealth Rock. However, it's not common for somebody to fault the Fire-type for being useless (just the move Stealth Rock, but that's not the discussion here). Looking at the big picture, Fire is a balanced type. They host some of the most powerful attacks on the Physical and Special front, but there are enough types to keep them in check. They resist some useful types like Ice, Fairy and Fire itself, but are also weak to some common types like Ground and, as mentioned earlier, Rock. The Fire-type shares the Grass attack Solar Beam that hits Water, Rock and Ground super-effectively, but since it's best used in Sun (Fire-types' preferred weather), it's doesn't pressure its weaknesses all the time due to the temporary nature of the weather.
3) Ghost-type - Although on paper, this type has a lot of advantages, including two immunities and having the best coverage offensively (14 neutral + 2 super-effective), and also trapping immunity, it never felt like it is a very overbearing type, unlike Dragon. On the offence, their attacks are not quite powerful, where the universal ones Shadow Ball and Shadow Claw hitting a modest power range. Hex is the most powerful attack in this regard, but that requires status (so it's not always powerful). As a result, they may hit neutrally but they don't always hit hard. On the defence, their only resistances are shared among other types, making them best used for the immunities instead. Even then, there's an ability and moves that bypasses the immunity entirely. Trapping immunity is certainly useful, but it is also a prime target for Pursuit, which hits them super-effectively and will still hit them.
What are the more balanced types among the current 18 types?
Thanks for reading.