Moveset: Crash/Flip/Jet/CC (or Ice Punch/Throat Chop/Zen but realistically always CC)
TLDR: Only good (but not unreasonably so) into offense, flip turn bot into most balance and fat
Specific Defensive Counterplay
Regen waters:

- Notes:
1. The majority of balance/slower teams will carry one of these regardless of Palafin, and these existence of these three mons is one of its biggest obstacles
2. All at most 3HKOd by Wave Crash, all never OHKOd by coverage, so it is very difficult for Band Palafin to make progress vs these mons because they have Regenerator
Regen grasses:

- Notes:
1. Niche, but they do have their place on balance/slower teams for specific threats such as Ogerpon. I also believe Hydrapple is underrated
2. All at most 3HKOd by Wave Crash, all never OHKOd by coverage except Ice Punch for Hydrapple
Others (not amazing standalone):

(loses to CC but it’s a big reason why CC as 4th is almost forced, heavily punishes water clicks)

(needs more bulk investment)
Specific Offensive Counterplay
Dragons:

(emergency)
Grasses: 
(the big one)
Other:
General Counterplay/Limitations
-
Hazards: especially if you use the initial switch in as free rocks opportunity
-
Recoil: every move is contact and its switch ins frequently run helmet, wave crash has recoil
-
Momentum: this mon must come in twice to actually become a threat and if you look at the metagame, there’s not much it can come in on without negligible punishment, which is particularly important given its distinct lack of longevity
- Nothing here is really foolproof but it doesn't necessarily need to be as offense can get away with this, and you frequently more than one of these mons on a single team
- Offensive counterplay is prediction reliant (especially vs Ogerpon-W, who is OHKOd by CC but its very existence stops Palafin from clicking freely) and possibly set reliant in case of the dragons, but you could say this about Ogerpon-W and especially Urshifu-R too, and offense deals with both fine in practice
- 252+ Atk Choice Band Palafin-Hero Wave Crash vs. 0 HP / 0 Def Dragapult: 238-281 (75 - 88.6%) -- guaranteed 2HKO
Wow, that’s terrible! Yeah, but people also switch their Pult into Zard-Y against which it is similarly cleanly 2HKOed lol. Point is, Pult is an emergency check, and taking one hit is usually good enough for the offensive teams that rely on it for such duties e.g. to land a wisp or drop ghostium. Take it from someone who mains and spams these offense teams.
- This mon will not get that many opportunities against offense due to the initial switch essentially leaving you one turn behind the entire game, which is not easy to recover from as offense is a heavily momentum based playstyle
- I think Scarf sets will exist, so you don’t have to run 3 water moves and can thus fit Ice Punch. However, this also means you don’t OHKO as many things and so there’s a lot more stuff that you don’t 1v1 on offense, which is a fair trade off
- I think Agility sets could also exist (e.g. Agility/Crash/CC/Zen) but they run into the same issue with regen waters and grasses (pex is 2HKOd by Zen Headbutt, but can land a toxic), while also requiring a turn to set up an agility and having far reduced immediate power.
-
By the way, you can't drop Flip Turn on Band, otherwise you can't even pivot on stuff that checks you! It's probably better to just flip turn into Raging Bolt or Kingambit instead of doing 60% (so 30% net due to regen) to Slowbro with Throat Chop.
What about support?
Fsight
- Not a unique quality of Palafin, it enables pretty much any mon that is checked by physically fat stuff such as Boots/CB Zamazenta.
- Urshifu-R and Ogerpon-W can also (famously Urshifu) break their checks with fsight. Palafin doesn’t even beat Slowbro with Fsight too.
- If the issue is that Palafin breaking through its checks is unreasonably punishing…? No, e.g. if you lose your Waterpon/Shifu switch in on balance you probably also have to pick one almost every time they come in, Palafin is just more flashy (and self-destructive) about it.
Pursuit
- Again, not a unique quality of Palafin
- This really only applies to Slowbro, because the other guys can just regen off Pursuit chip.
- Slowbro is one of the hardest mons to pursuit trap, because no trapper wants to switch into scald, tport is one of the freest clicks in the game, it can easily tech body press, it can easily tech colbur berry, and it doesn’t even need colbur berry to 1v1 gambit. Plus it straight up lives Pursuit anyway.
Rain
- This argument personally annoys me so I’m gonna yap about it. There are better ways of arguing Palafin’s potential brokeness than lazily pointing at ‘wow rain makes water type stronger!’ It’s like saying Chi-Yu is broken because of Sun
- Rain is hard enough to build as is now that Tera is gone, making its defensive fragility really begin to show. For example, dropping Zapdos or Tornadus means Pelipper is your only answer to ID Zama (not a particularly great one), but dropping Bolt makes Zard-Y much scarier (Pelipper is 2HKOed by Weather Ball after Stealth Rock).
- Now consider how difficult it is fitting something like Palafin, which provides no novel defensive utility not already covered by another water type such as Swampert/Pelipper/Manaphy (niche pick), shares the same checks as your Swift Swimmer (and overwhelming Regen mons like you do against something like Lando is significantly harder because they have reliable passive recovery), is a massive momentum sink on a team that lives or dies off momentum… while not even being able to always break your checks that well anyway.
252+ Atk Choice Band Palafin-Hero Wave Crash vs. 252 HP / 252+ Def Alomomola in Rain: 234-276 (43.8 - 51.6%) -- 10.9% chance to 2HKO
(this is particularly bad because Alo can stall out your rain with protect or wish unless you get the roll, and if rain band pala ever somehow becomes a thing, it is reasonable for alo to adapt by running max hp)
252+ Atk Choice Band Palafin-Hero Wave Crash vs. 252 HP / 252+ Def Tangrowth in Rain: 174-205 (43 - 50.7%) -- 3.1% chance to 2HKO
(the others do get 2HKOd by Crash)
- Looks good, right? Until you realise that you really should be getting more for just how insanely difficult it is to fit, let alone activate and position this mon. And getting a kill means you lose around half your HP in the process, especially if they are carrying Helmet, in which case you lose like 80% of it. Rain mons should aim to trade for more than 1 to 1 because Pelipper is not an OU level mon in itself and because they are harder to position compared to regular teams. Yeah ok, sure maybe you can use Palafin to break Alo for MPert (if you can make a team like this and not be extremely weak to some threat, I applaud you), but if your opponent is smart, they’ll realise that there are always useless mons vs Rain and probably a combination of mons that can beat Rain on their own (if the team is well built). So, in the worst case, they’ll just sack their useless mon e.g. Heatran after it’s set rocks, and take your Palafin down to half after scouting with Alo.
- Power simply isn’t rain’s issue and the work invested for something that realistically trades at most 1-1 or 1-1.5 is simply not worth it.