I don't see why this is a problem. Plenty of pokemon are forced to be used with a specific other pokemon, or under a specific weather if they want to be usable. And sand, in and of itself, already has a wide variety of pokemon viable on it (just off the top of my head I can think of volt-turn, stall, balanced, and offensive), so it isn't nearly as constraining on team building as you make it out to be. Uh...true. I'll go "true". Huh, that was easy. I'll be honest, I might have heard that one before, though; sort of cheating. This is an entirely intentional part of why I chose to support Sand Rush in the first place - it isn't a perfect, always-works solution. You have to work for and to keep your doubled speed, and it provides counter-play to CAP6, something that many of the goodstuff suggestions lack. The two combined means we can be more liberal with stats and movepool then we otherwise might has been, which again are far more reliable and consistent ways of addressing CAP6's problems with setting up. And through all of this, it still patches up a core flaw with CAP6 that is extremely difficult to handle in the stats stage (being outrun by Choice Scarf users, which would require disgustingly high, deo-s levels of base speed) and is impossible in the movepool stage (nobody is going to be mental enough to run Agility AND Belly Drum) while at the same time being a factor that is controlled by the user, rather then the opponent (yes of course you 9.5 times of of 10 WON'T switch in Tyranitar to Keldeo, but that doesn't mean you suddenly can't). Well, yeah. ANY abililty is only amazing on the 'right' pokemon. I don't understand why this is a concern - a pokemon with only unSTABed mach punch will not get much out of iron fist, a pokemon with flying type isn't getting anything out of regenerator, so on and so forth. This isn't really a valid criticism - every single ability that has been brought up will only be amazing if CAP6 has the right tools for the job (with the exception of maybe the immunities). Double speed is very benefical and there is no way in hell you can argue otherwise. It is literally 2x speed. TWICE. The speed. That is a very large multiplier. Also none of the other abilities add any depth to CAP6 whatsoever. It will Belly Drum, and it will attempt to sweep. Period. That's about as one-dimensional as it gets man. It doesn't matter if you absorb water, or recover HP when you switch out, CAP6 is still going to be, regardless, hyper-one-dimensional. Granted, Sand Rush will help absolutely balls all in setting up, but as I already said, this frees us up to pursue other, more reliable avenues to help CAP6 set up.