There once a type that was so dominant defensively that they had to take two resistances away from it in the name of balance. It has good dual types, powerful attacks and keeps up a very irritating theme from the Ice run.
Time to climb aboard the wheel of Steel.
Type effectiveness:
Attacking: Beats Ice, Rock and Fairy. Resisted by Fire, Water, Electric and itself.
Defending: Super effected by Fire, Fighting and Ground. Neutral to Water, Ghost and Dark. Immune to Poison. EVERYTHING ELSE is resisted.
Dual types:
Available in XY: Electric, Grass, Fighting, Ground, Flying, Bug, Rock, Ghost, Dark, and Fairy. Theoretical but not in the game: Fire, Water, Psychic, Dragon.
Probable final team:
Riolu/Lucario: In addition to being the run's Mega (that they GIVE YOU, for heaven's sake) it's the first one up, will come with 3 max IVs and provides a huge mix of attack variety. Even if I'm stuck using Feint for a few levels.
Honedge/Doublade/Aegislash: Returning champion from the Ghost run, will serve the same role and may actually get its own evo item once I have access to the Move Returner.
Mawile: Another returning champion. I wanted to give Klefki a go, but I'd have to get a great draw on the nature to justify carrying a Pokemon who relies on Hidden Power for coverage. No real changes from the Fairy run.
Steelix: Just Steelix, since the one I'm using is from the Cyllage City ingame trade to avoid that awkward Onix phase. Comes Impish, and I'm not sure about the IVs but hopefully the Attack is good enough.
Ferroseed/Ferrothorn: I've actually used it in BW2, and its movepool was good enough there so this should be fun. Provides the passive damage factor that saved Abomasnow in Ice.
Magneton/Magnezone: Completes the Electric trio, but the shrinkage of the movepool (no access to Signal Beam because of a lack of move tutors, for instance) means I'm using Hidden Power AND Tri Attack for coverage.
Why not use...?
Nosepass/Probopass: May consider (again, depends on the nature) but the Nosepass phase is going to be quite annoying to get through (can't evolve it until of all places, Route 13) and the fact that it comes in hordes only means I'm stuck grinding at least 10 levels early on.
Escavalier: Trade evo, generally sucks overall, will have a full team by the time it comes around.
Pawniard/Bisharp: Another one at least worth considering, I'm going to be flexible with this one (how apropos). Not looking forward to a 4x weak to Fighting, but the trolling possibilities from Defiant...
Klefki: As mentioned above, has movepool problems.
Lairon/Aggron, Durant, Skarmory, Scyther/Scizor: All come Route 18 or in Scizor/Skarmory's case, LATER. Don't want to take the time at that point.
Major battle expectations:
Viola: I'll only have Lucario at this point, but its stats are so insane for a Pokemon of that level that I can probably win a Quick Attack race.
Grant: Steelix is designed to treat this gym like the Machop ingame trade in GSC.
Korrina: Hi Honedge, enjoy the sweep.
Ramos: Resist the STAB? Check. Insane defense to get around Acrobatics? Check. Easy win? Check.
Clemont: "(trainer) sent out Steelix! Hilarity ensues!"
Valerie: The 2nd gym everyone SEs.
Olympia: Depending on the team makeup, I either outstall everything or just rip everything apart.
Wulfric: lols
Rival: Since I'm taking Fennekin out of play, this will be no issue until Flareon shows up.
Team Flare: Houndoom will be the biggest issue, but Steelix and Lucario should be able to win damage races.
Elite 4: There isn't a clear entry point here - I'm leaning toward going Siebold->Drasna->Wulfric->Malva at the end, since I really don't have a Water type.
Champion: Remember what happened in the last fight? I'm picturing something like that.
Trainer:
Having one of the Pokemon locked into "Thumper" means I'm sort of limited in my options, but it turns out that was the name of a character in Veronica Mars. So I'll pull the characters from that... and my trainer will be named Veronica as a result.
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