Playstyle reversal is a tier that aims to make offensive teams play more defensively and defensive teams play more offensively, with the addition of one simple (yet chaotic) rule:
All status moves (bar set-up) will lower Defence and Special Defence by one stage, and raise Attack and Special attack by one stage.
All attacking and set-up moves will lower Attack and Special Attack by one stage, and raise Defence and Special Defence by one stage.
Set-up moves are addressed as attacking moves, which means after, say, using Tail Glow, your SpA will increase by 3, followed by a drop in attacking stats and raise in defensive stats. For the sake of consistency and not to over-complicate things, defensive set-up moves like Iron Defence do the same. Note that set-up moves only include stat changing moves, and not things like Focus Energy and Aqua Veil.
Standard OU clauses apply
As you can imagine, this can be completely counter-productive for both sides of the spectrum who both need to come up with new, creative strategies to both get around and abuse this change in mechanics.
Q: How does contrary work with this change?
A: Contrary reverses the stat changes as it does with anything else, which makes them extremely deadly seeing as the boosts they gain are perfect for their needs.
Q: How do Clear Body / Big Pecks / Hyper Cutter work?
A: Since the stat changes are self-inflicted, none of these abilities prevent stat drops.
Q: How do Defiant and Competitive work?
A: Much like the above abilities, the stat changes are self inflicted.
Q: If I attack and the opponent uses Protect/Detect, what happens?
A: Your defenses will still be raised and your attacking stats lowered.
Q: What if my move fails?
A: The stat changes still apply.
A: Contrary reverses the stat changes as it does with anything else, which makes them extremely deadly seeing as the boosts they gain are perfect for their needs.
Q: How do Clear Body / Big Pecks / Hyper Cutter work?
A: Since the stat changes are self-inflicted, none of these abilities prevent stat drops.
Q: How do Defiant and Competitive work?
A: Much like the above abilities, the stat changes are self inflicted.
Q: If I attack and the opponent uses Protect/Detect, what happens?
A: Your defenses will still be raised and your attacking stats lowered.
Q: What if my move fails?
A: The stat changes still apply.
Potentially deadly stuff:
Protect and Substitute: These are very likely to be the main offensive boosting moves in the tier, with the former probably being banworthy. Since these are both status moves, spamming them alongside leftovers or another form of passive recovery means easy set-up.
Regenerator: Not having to lower your defenses when healing is pretty nice, which means this is likely to become one of the better stall abilities.
Taunt: Set up and denying status moves at the same time? Yes please.
Tail Glow / Swords Dance / Nasty Plot: While they don't provide as big of an offensive boost, +1 defence / +1 special defence / +1 or 2 in the respective attacking stat is nothing to scoff at.
Infiltrator: Since substitute is likely to be common, this is probably going to be a very handy ability to kill things while they're setting up.

Shuckle @ Mental Herb
Ability: Contrary
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Protect
- Encore
Gets a cosmic power every turn because of Contrary, which means stopping it from setting up both hazards without taunt will be an immense challenge. It could alternatively run a more defensive set, though similar to standard non-hazard Shuckle if the opponent is immune to toxic it doesn't accomplish much.

Noivern @ Choice Specs
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Boomburst
- Hurricane
- Flamethrower
With the likely substitute spam, Noivern is likely to be a great way to pick them all off, especially with their lowered defenses.
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