For the past few years, I have not participated in VRs, but the speedpass vote has made me realize the following:
By choosing to ban speedpass, much of the new (or returning) generation of players deprioritize the amazing creativity that exists and -- the key part -- the creativity that has
*yet to be discovered* in favor of the comfortable, safe, and predictable metagame, where surprises are seen as negatives. I hope that by posting about the way I think about the metagame, I can discourage people from continuing to stifle the metagame in future.
Immediately after the speedpass ban, I sought to see how one could continue innovating with BP while also sampling some trends. Could I compensate for the lack of speed some other way? I built this team,
paste here, (with some tweaks from collective input in the ADV community) and reached 1800 to qualify for the VRs. It is unique in that while many offense teams break with slows mons sweep with a fastmon, this team dual uses SubPass to break early game and support the same breakers with Wish as sweepers in the late game with paraspam.
My purpose of building this team is twofold:
1. To show that as stifled as it is,
BP remains a dynamic part of our metagame that should not be further nerfed. One common rhetoric is "[insert stat here]-pass is a small part of our metagame" - the metagame that you see but not the one it
can be. Around the time of this and the previous suspect test, I built teams with
new ideas designed to test boundaries of healthy BP strategies. My point is that if I, one person, only had a few days and came up with several new ideas just in response to a suspect test, the collective of teambuilders can really innovate and push the metagame in many interesting directions altogether if we keep an open mind.
2. Because I believe that
voters should have skin in the game (in suspects and VRs). I disagree with the idea of voting on BP without even having tried to use BP strats, or writing about mons on VRs without having tried using them.
Even though I have built with Raikou and Registeel in the past, I'd feel dishonest writing about teams I made years ago in different contexts. Now that I have (publicly) built new teams with the trends of the day, Raikou and Registeel with reasonable success, I feel qualified to vote. Now for the VR post.
The larger context:
Three related major shifts happened: the rise of 1) El clasico (/Pixie TSS), 2) Raikou, 3) Registeel. They are related by the attempt to provide more specially defensive coverage without resorting to dedicated special walls, and also their attempt to check each other. This philosophy and the specific mons' influence on the metagame extends beyond these cases - for example, Jolteon provides sp.def coverage while being a good check to Zapdos in clasico-style teams and Raikou teams.
I will explain my VRs in the context of these shifts.
1. El clásico 




/ Pixie TSS 





Over the years, TSS has evolved from composing of
(2018) mons with well-defined roles (spinblocker, walls, Pursuit) to
(2021) general damage with key defensive backbone (MixMence + Blissey) to
(2025) damage dealing with distributed backbone (special side - Leech3AtkCelebi+Jirachi, clasico Zapdos+Refpert+Aero; physical - Mence+OffPert/Dol).
This distributed backbone also means that some breakers/sweepers that ordinarily cannot break through dedicated walls now perform much better (Raikou, Jolteon, AgiliGross).
2. Raikou 
Beyond being a strong exploiter of distributed special backbones, Raikou also
(2020) Outspeeds the slow Dugtrio trend that special offenses adopted, and
(2022) Performs strongly in sandless environments, providing special coverage where Blissey cannot (against other Blissey, Suicune, Celebi) or complementing monoBliss, which is very strong and almost a physical wall.
- Its physical bulk is also impressively allows it to be played more aggressively, especially with the Rest set (a nice revival of an old MDragon RestCune+RestKou team).
- The concept of having a special backbone also applies to spikeless offenses, where Raikou's pure electric type and speed is a huge asset. For example, replacing Zapdos with (or using it with) Raikou on a spikeless offense team improves its matchup notably against Gengar.
3. Registeel 
Registeel had sporadically been used on TSS teams (far back from an infamous Sand Veil team by CZ (2017)); also
this team of mine (2022) so I do not consider its rise on TSS to be an innovation.
(2023) Rather, its use on spikeless offense (iirc first prominently by BIHI on blue offense) is novel. Looking back, its similarities to Hclat's Sp.Def Magneton is striking - tanking random special attacks and sometimes physical attacks with ease and annoying its checks with status. Well known features of Registeel are 1) defensive prowess which allows compensation with offensive sets on other mons (Endpert Registeel is a zoomer meme by this point), 2) consistent chip with SToss hitting all targets, 3) Boom.
But other underrated aspects also are
A) Registeel's pivoting ability - switch into any Earthquake user on a resisted move (like Metagross), and you force them to face Counter, and they either switch out or go for EQ and trade. This makes getting a flying-type in
very safe regardless of whether you actually have Counter.
B) Registeel's ability to trade.
These underrated aspects A & B bring me to my personal experience of using Registeel - Counter and Thunder Wave are staple moves but rather easy to play around. In my team above, I used
HP Grass > Counter because
I retain the pivoting benefits of looking like I have Counter (and the threat of TWave) while allowing me to trade with Pert, or, after grass is revealed, direct damage/boom to a difficult mon like Skarmory / Blissey. TWave is less droppable, but many spikeless offense teams do not go faster than 328 which makes them really susceptible to Gengar, so Zap Cannon / Thunder are options as well.
Ok, what else has changed?
The BPers:

Zapdos - the above trends + speedpass nerf make the metagame unkind to Zapdos. However, some possible adaptations especially to Zapdos on clasico-style teams are
1) Light Screen, which becomes useful to all mons on distributed sp.def backbone teams; on my way to qualifying for speedpass reqs, I combined that with 4Atks Modest OffGar which was really threatening to spinners.
2) Double-Edge / Hyper Beam which deals with Raikou/Jolteon; DE also has nifty self-KO recovery denial mechanics vs Blissey.
What other ways are there to pass? I want take the opportunity to promote
3) EvilZap or rather the Sub/BP/Rest/Tbolt version of it that watermess helped to make, which provides a very safe way to maintain momentum (to dug) vs these sp.def cores.

Vaporeon - After a few experiments, the easiest path forward to me is
Sub/Wish/BP/Surf. Wishpassing is a very good combination with Sub because
1) Even if Vaporeon gets roared out, it can still Wishpass.
2) It self-sustains Vaporeon against targets it subs on such as STossers (and there is more than one in today's metagame).
3) SubPass Vaporeon is naturally paired with bulky breakers (CBMeta, Snorlax, Fighters etc.) that benefit greatly from Wish.
Other stuff

Salamence - Everyone is on the divide and conquer train now. Better KO a Blissey + wipe out virgin 5 while losing to Metagross than doing 70% to everything. I fancy DD/Brick/Refresh/Fly myself in this meta with a prevalence of dedicated stalls (v5), but that set is also very useful against traditional TSS (it beats Skarm/Bliss/Tar, with good EVs survives Ice attacks from Gar/Pert as well, and shrugs off Molt Wisp). I acknowledge offensive Brick sets used now as well.

Jolteon - TSS version of Raikou beneficial for countering the distributed sp.def backbones mentioned above.

Starmie - Again another Pokemon good vs distributed sp.def backbones. Lead Starmie that I believe ABR popularized makes clasico/pixieTSS sweat.
Some personal mentions

Claydol - I find Rock Slide very useful on offensive teams where sometimes spinning is just wasting momentum but you're hard pressed for Zapdos checks. "What if you face Spikes Aero Gar"? Well, most Aerodactyl are CB-locked, so you mostly need to worry about the next fastest sweeper before that (Offmie/Raikou/Jolteon). Those used not to appear too frequently but now have a lot of traction and require alternative solutions.
CBdol, another set I like, is also very useful on teams that are CMRachi/DDTar weak. The key is that you're not sending dol in early game except to pivot, where you're not revealing CB. By the time dol is useful, it's late game, and a strong EQ/Boom is more useful than than spin, or you can spin very predictably knowing how the endgame is going to look like.

Swampert - Pointing out a set from one of my teams,
El Cloysico, defensive Pert with Surf/Ice/EQ/Refresh (or Roar over Ice), with enough speed creep for Blissey. This set came from wanting Pert to make progress vs Skarm like RefPert but not wanting to do 6% with Toxic to Blissey while it heals for 50%. This feigns MonoPert and can surprise Blissey with nasty EQs. You only need to surprise Blissey once with EQ - then it needs to heal several times to regain its HP, which is your chance to crit it. If the team is relatively fast paced like El Cloysico, dropping Protect is fine.

Metagross - I think Metagross (CB/Agility) is super good when everyone is using MonoWaters, Mence+Steel/Dol cores, and weak Swamperts.

Snorlax - When used with your favorite new-age additional special check Raikou/Registeel, Counter Snorlax trades incredibly well risk-free.

Cloyster - Two ways to use it.
1) It becomes threatening once Skarm is damaged. Otherwise, weaker than Skarm as a Spiker. Thus target Skarm first (like El Cloysico)
2) Lead Cloyster
Final ranked list, willing to explain on request
Tyranitar
Skarmory
Blissey
Metagross
Swampert
Dugtrio
Gengar
Zapdos
Suicune
Celebi
Snorlax
Claydol
Salamence
Aerodactyl
Jirachi
Starmie
Forretress
Jolteon
Raikou
Registeel
Milotic
Flygon
Charizard
Medicham
Gyarados
Magneton
Moltres
Cloyster
Vaporeon
Heracross
Armaldo
Regirock
Breloom
Misdreavus
Regice
Jynx
Smeargle
Hariyama