Alrighty folks, it's about time we wrap this up!
First of all I just want say I've been very pleased with the way this thread unfolded in the wake of the new formatting changes. It felt much more like a collaborative process than in previous CAP projects, it's both increased the quality of discussion and made my job as SL evaluating community consensus so much easier. I was quite anxious about implementing the changes on such short notice (on top of my IRL situation being complete mayhem for a brief period at the same time), but I couldn't be happier about how smoothly things have gone!
With all that said, it's time to move on to our slate! I will admit, this was a very difficult thing to get feeling right. By nature of our concept focusing on being a wall, there's a lot of overlap that occurs between typings, and the minor differences between them can end up feeling nebulous. I spent a lot of time considering the typings with the most vocal support, initially landing on a more full-sized slate of 8 options, but several of the options on it failed to resonate with me. In general I'm someone that dislikes the bloat that can occur in parts of the CAP project, I much prefer having a tighter, more focused selection to play with. We often end up with the mentality of just throwing stuff at the wall to see what sticks, and I think that more often than not ends up being the leading cause of dissatisfaction with the outcome of this stage in particular.
Due to the unique nature of CAP 33's concept, having a wider variety of options is not necessarily something to strive for, and this has been expressed by several users in this thread that would prefer to see fewer, more proven combos in contention over anything else. To this end we've elected to go for a smaller, more streamlined slate of options. While some overlap does still exist, I feel that the differences between them are compelling enough to not contribute much to bloat.
Grass/Steel
Dragon/Poison
Dark/Poison
Water/Fairy
Water/Flying
Grass/Steel was an early favorite in the thread, and it's not hard to see why, with it sporting an array of useful resists including Fairy, Electric and Water. Checking Krilowatt is a major boon for defensive teams that can struggle with it otherwise, while also sporting a surprisingly good STAB to have in Grass. The major concern of this typing is it's 4x weakness to quite common Fire coverage, which many of the things it seeks to answer can carry, but this is not a deal breaker by any means given how far we have left to go in the project.
Dragon/Poison was one of the more supported Dragon typings, and has the most going for it imo. Dragon as a type feels very awkward this process given how little value it's resistances can feel in certain combos, as well as it's weakness to Fairy feeling especially worrisome with so many prevalent Fairies in the meta. Dragon/Poison boasts a wide spread of useful resistances to Fire, Water, Fighting and Electric, and while not completely eliminating the aforementioned issues of defensive Dragon typings, does go a long way to making them less impactful. The typings biggest issue remains it's matchup into tier staples like Libra and WW, but being strong against the likes of Iron Moth and decent into Hemo and Valiant carries it farther than other proposed Dragon typings.
Dark/Poison is one of the most potent defensive typings in the game, and it's no surprise it's become a top player in this project. This typing accomplishes a lot on it's own. Dark and Poison both have very annoying STAB options to switch into for offensive mons, the Psychic immunity and Ghost resist lets it easily slot into existing defensive cores to tackle powerful mons like Hoopa-U and Pult, and the single weakness to Ground is especially easy to cover when teambuilding given the amount of powerful Ground immune mons in the tier. This on top of the wide-range of neutral matchups makes this typing excellent all around.
Water/Fairy is perhaps in a vacuum the most powerful typing on this slate, with a positive matchup into many of the tiers most threatening mons, such as Baxcalibur, Kingambit, Great Tusk, Walking Wake and Samurott-H, among many others. This typing in particular excels in combination with our high speed, giving 33 ways of playing vs many of the tiers other fast mons with both of it's very sufficient STABs. Little else needs to be said, it's been proven how potent defensively this typing can be with strong past gen examples like Tapu Fini, and will certainly see success here.
Water/Flying is the only Flying typing that received strong support, and though it shares a lot of overlap with Water/Fairy there are some standout differences. The biggest being the immunity to Ground (and more crucially Spikes), giving 33 an even stronger matchup than Water/Fairy into the tiers common Grounds in Libra and Tusk, while also being great partners for them to cover it's own major Electric weakness. A weakness to Rocks and reliance on Boots may seem like big detractors, but are far from world-ending as successful walls like Zapdos and Venomicon show us.
Honorable Mentions
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Dark/Fairy & Dark/Flying both had vocal support, but largely fell flat in the face of Dark/Poison on most every level. Dark/Fairy is a very offensively inclined typing, and didn't really sport a compelling sets of resists beyond Dragapult. It's niche of "annoying af STABS" is also covered just as, if not better by Dark/Poison. Dark/Flying's Ground immunity and general defensive profile is more compelling than Dark/Fairy, but competes very heavily with Venomicon too much for it to feel that great in the long run imo.
Bug/Steel had vocal support from the onset but quickly got overshadowed by Grass/Steel. Bug/Steels biggest sell over Grass/Steel is not being Fighting-weak, but it trades it for a much worse sets of STAB options that do not have nearly as compelling utility to them compared to Grass. It relies entirely on going for a harder neutral approach, which is better accomplished by the likes of Dark/Poison.
Poison/Fairy was just shy of making it, but succumbs to simply having too much competition from existing typings on the slate. Being a Poison that loses to other Poisons, while struggling to provide a compelling set of resistances like Water/Fairy or Dark/Poison is not great. It's not a bad typing at all, but I don't think it's quite capable of standing on it's own.
Water/Ground was also close to inclusion but barely missed out, competing with the other 2 very strong and popular Water typings on the slate. It's certainly not bad, Volt immunity and SR resist are nice for a bulky Water, but like other honorable mentions fails to generate much else in the way of compelling defensive profile in comparison to it's contemporaries. Ground is also an iffy choice for a secondary type, losing the Water resist on a bulky water is annoying, on top of how already saturated with good Grounds SV already is.
Dragon/Fairy & Dragon/Steel were the other Dragon typings in contention, and I debated on them all heavily. Dragon/Steel is functionally very similar to Dragon/Poison, trading a few relevant matchups into mons like Bax for a worse time into mons like Hemo and Val. Dragon/Fairy being a Dragon-beating Dragon is a novel idea, but in practice I think it's crippling weakness to opposing Fairies and far more offensive nature just tanks it's potential. Not losing to Fairies might not sound like that much of an improvement, but it makes a big difference, especially when both Dragon/Steel & Dragon/Poison have better ways to directly pressure said mons, and Water/Fairy accomplishes the same defensive goals as Dragon/Fairy but better.
With that, I toss it over to our TL ausma for approval!