HOME | DD

AdeptCharon — Personal type classification

Published: 2013-07-17 23:24:07 +0000 UTC; Views: 10315; Favourites: 116; Downloads: 0
Redirect to original
Description With the addition of Fairy to the franchise, I've tried to make sense of the types again, and now that the number is not a weird 17, but a nice 18, sorting them into 3 categories is not just possible but way simpler than before.

So instead of 5+5+6+normal, its now 3 groups of 6 types each.
The main changes from earlier being
-Normal is not a default non-type in the center, but considered a plain element (Litleo and Helioptile made me rethink Normal as a type anyway now that its shown to be just as good for extra elemental flavor as a secondary type like everything else)
-Ground went from element to strategy (makes perfect sense anyhow. Its been bothering me for a while that I didn't have it there already, because its not about specific materials (that's the difference to Rock), its about knowing how to use somewhat firm ground to ones advantage, by hiding in it, shaking it, throwing it in their face etc. Just like for example Flying knows how to use its ability of air movement to its advantage)
-addition of fairy as a species obviously

1--element (things and processes found in the world around us, things to shoot in the opponents face..)
  • Normal (plain things, energy, light, sound..)

  • Grass (plants..)

  • Water (H2O, useful for all kinds of stuff..)

  • Fire (reactions that release energy, hot stuff..)

  • Electric (flow of electrons, charged and glowing stuff..)

  • Ice (f-f-freezzzing cold stuff..)

2--Species (relates to the creature itself, what kinds of organism it is, what its made of)
  • Bug (insects, arachnids, worms, resistant, tough exoskeleton..)

  • Rock (literally mineral based organisms)

  • Ghost (gaseous, seemingly impossible)

  • Dragon (well, dragons, brute mythical creatures..)

  • Fairy (fairies, magical creatures that use tricks, healing powers, astrological stuff..)

  • Steel (ore based, metals, alloy, artificial materials..)

3--Strategy (a technique, way of battling, an approach)
  • Fighting (superior body, brute force, muscles, martial arts..)

  • Psychic (superior mind, psychokinetic powers, telepathy..)

  • Flying (using advantage of airborne abilities, some wind..)

  • Ground (using solid ground for all sorts of moves)

  • Poison (weakening your enemy to gain advantage)

  • Dark (sneaky cheap unfair tricks, cheating..)
Related content
Comments: 18

CGUniDiverse2001 [2022-07-22 20:52:25 +0000 UTC]

👍: 0 ⏩: 0

EvilMariobot [2019-06-28 13:51:36 +0000 UTC]

Thinking about it, maybe Ground and Normal should be switched. Ground should cover "earth" as an element; as in power of the land and soil (you even acknowledged that in your earlier version). Normal, as a strategy I feel would be "base instinct" with no real refinement or discipline behind it (why I believe Fighting beats Normal, because Fighting is disciplined and trained.)

👍: 0 ⏩: 1

AdeptCharon In reply to EvilMariobot [2019-06-30 11:00:34 +0000 UTC]

Sure. What would bother me then is that Ground and Flying would no longer be in the same group, since they are very much polar opposites.

Normal does make more sense as the "raw" or default strategy, than a pure element (since elements are kind of the opposite of Normal lol)

The thing is, you can see multiple aspects to most types... Ground can be seen as a strategy (abusing the fact everyone else is stuck to and relying on a firm ground to stand on, or using the ground as a means of defense etc.) or as an element. Just like you could look at Flying and think of wind-related things as its elemental aspect.

👍: 0 ⏩: 1

EvilMariobot In reply to AdeptCharon [2019-06-30 12:42:37 +0000 UTC]

I see your point.

I will say that a lot of non-flying attacks still use a wind aspect to it (Silver Wind, Ominous Wind, Blizzard.)

👍: 0 ⏩: 1

AdeptCharon In reply to EvilMariobot [2019-07-01 20:01:08 +0000 UTC]

Yup, Heat Wave, Leaf Tornado/Leaf storm, Twister, Whirlwind, Razor Wind, Fairy Wind, Icy Wind...

They should add a "wind-based" category for move at this point.

Just like how certain moves are
-sound-based (going through substitutes, doing nothing to Soundproof and being prevented by Throat Chop)
-punch-based (boosted by Iron Fist)
-powder-based (having no effect on Grass types, Overcoat, or anything wearing Safety goggles)
-pulse-based (boosted by Mega Launcher and being able to hit other corner of the field in triple battles)
-bite-based (boosted by Strong Jaw)
-bomb-based (prevented by Bulletproof)
... even dance-based (Dancer ability users automatically copy any dance-move that is used)

besides some new ability interaction, wind-based moves could take the role of Defog, becoming hazard removing moves. I feel like that would add a much needed diverse selection of answers to field hazards.

👍: 0 ⏩: 1

EvilMariobot In reply to AdeptCharon [2019-07-01 20:06:22 +0000 UTC]

I actually came up with an ability called "Windmill" which nullifies damage from wind/breath-based moves and boosts speed.

I also have another ability called "Steel-Toed" which is Iron Fist for kicking attacks.

👍: 0 ⏩: 1

AdeptCharon In reply to EvilMariobot [2019-07-06 06:53:20 +0000 UTC]

Cool

👍: 0 ⏩: 0

Pixel3r [2013-09-03 23:10:14 +0000 UTC]

Very interesting... I had been organizing types myself when I found this, but your system is much more understandable, probably because of that third variety. Mine were Element and Attribute, basically giving a very uneven split between the types.
The one point I would argue is the swapping of Rock and Normal. The majority of rock moves involve throwing rocks, which strikes me as a more elemental use of the type. Similarly, mainly Rock Pokemon tend to be more along the line of an Elemental like Magmar, than a branch of creatures like Dragons. From the other side, Normal moves do not tend toward sound, light, or energy as often as they reflect simple tactics like bashing yourself against your enemy, or clawing at them with your natural defenses, rather like other Species based attacks. Most Normal Pokemon as well seem to play less the role of an Elemental like most pure-Element types, rather they fill the role of an animal of the category, unlike most Electric or Fire Pokemon.
Anyway, that's my one argument with this system. Other than that, it seems an excellently designed system, much like all your theories and diagrams.

👍: 0 ⏩: 1

AdeptCharon In reply to Pixel3r [2013-09-05 17:06:05 +0000 UTC]

Most of the Rock type pokemon are either literally mineral-based creatures (living rocks ala Geodude) or fossil-pokemon (*) when the type is primary, while the secondary Rock types merely have rocky armor/shells (ala Magcargo, Crustle, Shuckle...)


*which starts the old debate on whether fossils are Rock types because they are fossils (meaning their designs might as well have been identical but non-Rock in prehistoric times), or if it was that their fossils were so well preserved BECAUSE they have been Rock types from the beginning.

I consider the first one to make little sense, so to me its clearly a species type no matter how I look at it.


A similar thing happens with Steel (if Rock was an element, Steel probably would be too, right?). Alloy/metal-based creatures, or simply covered in armor when its merely gained/secondary.


I'd like to see more actual secondary Bug-type pokemon to see if they somehow use insect-aspects as armor (or how lol) rather than actually resembling insects as creatures.

Normal is two things at the same time. Its the plain type, but also the default type. So anything gimmicky like Ditto, Kecleon, Arceus etc is Normal, without any elemental association, or the opposite, a jack of all trade. While plenty of big regular Normal pokemon learn all kinds of elemental moves, but any casual move is Normal because its not justified to be something else (Bite was Normal before Dark type was introduced for example)... its an interesting and weird type.
There is also Eevee, being Normal due to gaining all kinds of elements because it starts with none.

If Normal is looked at as a species...its all over the place. I don't see what the shared aspects are, since it goes from mammals and birds, to simple monsters like Exploud and weird ones like Porygon, all of which are also present in plenty of other types with seemingly no pattern (even for the species types). So I don't think "they're Normal because they're animals" has much truth to it.


The thing with the species types is that, as I understand it, a pokemon doesn't have to be based on something of that species, it has to employ the features and defensive capabilities associated with that species.

As far as I'm concerned, there could be a cat that has a tough exoskeleton and transparent eye-covers and it'd be a valid Normal/Bug type even though it is clearly not an insect in its basis.

I'm curious if anything new will come out of Helioptile or Litleo to clear up some more stuff about the Normal type (since both of these are the first to actually use it as secondary for some reason)


Well ain't that a wall of text.. hope theres anything good in it XD..

👍: 0 ⏩: 1

Pixel3r In reply to AdeptCharon [2013-09-07 20:49:18 +0000 UTC]

I suppose I can understand that rationale, but I'd still flip those two, m'self. Also, if we go into type roles as Secondary versus Primary types, this whole thing would probably be organized very differently.
I actually think the official phrasing may be inverted as to their types. I can't imagine what Normal could offer as a secondary. That spot is usually reserved for modifiers, rather like non-english adjectives. The first sums up their basic standing, the second gives more detail. Describing something as 'Normal' doesn't make a lot of sense. "It's Fire, but more basic than that." rather than "It's a simple creature, that also uses Fire."

👍: 0 ⏩: 1

AdeptCharon In reply to Pixel3r [2013-09-07 21:01:44 +0000 UTC]

Its whats been bugging me since Helioptiles type was revealed this year...how can something be the default type as an extra LOL.


Still hoping their (Helioptile and Litleos) evos or some kind of gimmick about them explains it, but realistically, they'll both just evolve and keep their Normal secondary type with no obvious reasoning behind whatsoever and Ill just have to accept that it is also possible.

👍: 0 ⏩: 0

ILKCMP [2013-07-18 22:04:06 +0000 UTC]

I was looking forward to seeing how you'd reclassify types with the release of Fairy, and I'm not disappointed! Everything makes perfect sense.


Well done (as per usual)!

👍: 0 ⏩: 1

AdeptCharon In reply to ILKCMP [2013-07-19 07:03:18 +0000 UTC]

Oh cool, I didn't know other people find these things so interesting.


: D

👍: 0 ⏩: 1

AntiSpriteTheft In reply to AdeptCharon [2013-07-19 10:35:22 +0000 UTC]

You honestly have no idea o.o

I could write a wikipedia on your sensible and helpful theories.

👍: 0 ⏩: 0

AntiSpriteTheft [2013-07-18 04:10:25 +0000 UTC]

My only question is, wouldn't Flying also come over to species because it relates to airborne creatures? Or is that always determined by the "normal" type right next to the flying type (thus all common birds have a second type)?

👍: 0 ⏩: 1

AdeptCharon In reply to AntiSpriteTheft [2013-07-18 12:48:36 +0000 UTC]

Flying isn't a set of abilities based on a specific kind of creatures. It's just about being able to overcame gravity. Literally anything that is capable of flight to at least some degree can be Flying type (Mantine, Jumpluff, Charizard, Butterfree, Zubat, for a few non-bird examples)

👍: 0 ⏩: 1

AntiSpriteTheft In reply to AdeptCharon [2013-07-18 12:59:49 +0000 UTC]

Which relates to strategy. I see what you mean.

Thank you for the clarification, means a lot

Now I can go forward and create my Fakemon in peace.

👍: 0 ⏩: 1

AdeptCharon In reply to AntiSpriteTheft [2013-07-18 18:39:50 +0000 UTC]

yay : D

👍: 0 ⏩: 0