What actually makes a team fragile
Most advice about team building is about offence: coverage, sweepers, what beats what. But
the teams that fall apart rarely fall apart because they could not hit something. They fall
apart because three of their six answer the same attack the same way, and one Pokémon takes
advantage of all three.
There are three distinct failures, and they are not equally bad.
A ×4 weakness
Two types stacking the same weakness is the loudest problem and the easiest to see coming.
It is also the most survivable, because it usually belongs to one member: you know
which Pokémon cannot come in, and you play around it. The strip marks these because they are
worth knowing, not because they are fatal.
A stacked weakness
Three or more of your six taking extra damage from the same type is a different kind of
problem. Nothing on the board looks alarming, every individual matchup is merely bad rather
than catastrophic, and then a single Pokémon of that type walks in and half the team has to
stay in the back. This is the failure the strip's fill height exists to make visible before
you have finished building.
An unanswered type
The quiet one. Somewhere on your team is a weakness that no other member resists. You can
switch, but every switch takes the hit at neutral or worse. Over a long game this is the
weakness that decides it, and it is close to invisible in a list of six Pokémon, which is why
the strip outlines it instead of leaving you to notice.
Fixing any of the three is usually a one-slot change. The point of laying all eighteen
columns out at once is that you can see whether the change you are considering fixes the hole
or simply moves it.