P2W
While this game is Pay-2-Win by design, it's to a fairly light degree. The Aeos Ticket currency is amazing, because after only a couple days of playing (I jumped on the wagon late) without noticing the existence of Aeos Tickets I had built up enough through normal gameplay to buy every item, besides the Aeos Cookie because I could tell it was bad so I'm leaving it in the shop. And from there, you can directly exchange Aeos Tickets for Item Enhancers, which is my use for them until all of my items are maxed out. The Unite Licenses are a little pricy, but you start with a lot of money so I grabbed Cramorant fairly quickly (for no reason more than it's my favourite Pokémon in this cast) and I'm entirely content gameplay-wise with the starting selection of Slowbro and Venusaur, the Crustle I got from the recent 7-day event, and the Cramorant I bought. At this stage most of my items are around level 10, and I'm yoyoing between high Expert and low Veteran, which seems about right to me because historically I'm not great at MOBAs. On the bulk, I've increased my rank as I've been more practiced and my skill has increased, rather than due to the items.
So, is this F2P? I mean yeah, of course, as is standard in MOBAs. But the paying is mainly targeted at cosmetics, which I'm very content with not spending money on. A little bit of organic playing, which you need to do to get good and practiced anyway, gets you pretty much everything you need with a little time investment.
Patch
This YouTuber has tested pre- and post-patches to give us detailed patch notes.
Charizard: Good and necessary changes. Charizard was extremely easy to gank for me, particularly when playing Crustle or Cramorant. I could 1v1 it even at a lower level by one or two stages pretty much every time.
Talonflame: These feel like huge damage buffs, so we'll see how it plays out. But before now, Talonflame was really only useful for finishing off opponents who were already weak and likely to die, meaning teams with Talonflame on it just ended up with less evenly distributed farm since Talonflame's entire job was to get the last hit, depriving others of experience. Incentivising Talonflame to jump into combat and hold its own rather than stealing last hits is therefore simply good, particularly since it's frail too.
Venusaur: Very simple buff that simply makes sense. It makes Venusaur a little more effective and less of a liability, since Solar Beam is its best move but dealing damage every 11 seconds just wasn't worth it at higher ranks. Buffing the unite move is also important, since as a Venusaur main I'd often go battles without using it because it was fairly useless.
Absol: Absol getting buffed is interesting because it was already pretty good in the Speedster role, but it was on the lower end of Speedsters too. So long as Absol continues fulfilling its role of being mobile backup and doesn't become a 1v1er, which is what Attackers are for, this should even the playing field when selecting team comps a bit.
Wigglytuff: Straight up buffing Wigglytuff's defensive stats is a good move, they were just too low. Buffing its damage output is also great, because it was too weak. Sing's sleep duration increasing is interesting but also feels appropriate, since this will give Wigglytuff enough time to actually deal damage after putting opponents to sleep, rather than
only acting as support. A lane manned only by Wigglytuff was easy pickings to exploit, so this should make it a little better at holding down the fort if its lane-allies faint.
Eldegoss: Switching Eldegoss to balance its Cotton Guard and Cotton Spore sets was a good move, I think. Cotton Guard honestly seems more intended for lower ranks and Cotton Spore for higher ranks, and in my games I've actually had better success with Eldegoss allies when they were running Cotton Spore anyway, but making Eldegoss more effective in the offensive support role as opposed to just the defensive support mode better fits the pacing of Unite, which is actually very fast with frequent combat. Good change.
Cinderace: Reducing Cinderace's attack stat makes a huge amount of sense. It was primarily too strong because of its basic attack, as it was extremely fast and powerful. All it had to do was spam A, Blaze Kick to reduce movement speed, and then spam A, and the opponent fainted. Nerfing Blaze Kick and buffing Pyro Ball should make it fulfill its intended ranged speedster role better, and hopefully we will see Pyro Ball used from time to time now.
Gengar: Probably the best attacker in the game pre-patch. I actually don't think these buffs go far enough, and I think Gengar will still be the best attacker in the game probably. The damage output hasn't been reduced significantly, but rather it's been given fewer invincibility frames as it dishes out damage. That means that in order to win skirmishes against a Gengar, you pretty much have to use your Eject Button to dodge the attack, and exploit the fact it has less invincibility, which means engaging Gengar still comes with a significant cost which is resetting Eject Button cooldown.
Zeraora: Zeraora barely even received a nerf, to many people's dismay. Discharge was left untouched, and its unite move's very slight damage decrease (5%!) is offset by its basic attack being buffed. Zeraora will probably now be the best Pokémon in the game, since other best Pokémon have been nerfed and Zeraora just sorta stayed the same.
Cramorant: Cramorant's Whirlpool being nerfed makes sense on paper since it was really strong, but Cramorant also doesn't receive another attacking move in its first wave, instead being stuck with Feather Dance which is probably the single worst move in the game (a really minor movement speed reduction for a couple of seconds). Whirlpool was mainly powerful because it could essentially one-shot wild Pokémon, making Cramorant and extremely fast farmer early into the battle, so it makes sense. Dive being buffed doesn't matter because Dive is a bad move; Cramorant is frail and Dive puts Cramorant directly in front of enemy Pokémon. At best it's fine in a 1v1 situation, but when Surf is so good in both 1v1 and multi-Pokémon skirmishes, Dive needs more of an overhaul than anything else.
Machamp: Machamp getting nerfed doesn't make much sense to me. It felt like one of the best-balance characters in the game. At least it was only Cross Chop and nothing more severe.
Overall, I think this patch was pretty good. I don't think they went far enough with Zeraora, and Machamp being nerfed doesn't make much sense to me, but clearly they were getting legitimate feedback from somewhere and made good changes based on what they were being told. It's a really good sign for this game's future that, alongside adding a spectator mode, they're releasing a patch so quickly with fairly widely requested and good changes.
With that said, there are some changes that I'm surprised didn't happen. Mr. Mime is, after Venusaur's buff, the worst character in the game quite comfortably, and it was already the second-worst. Creating its barrier just isn't that useful, especially when Crustle exists with far more offensive capability and a better-shaped, larger wall that can actually trap opponents and create a better barrier between characters than Mr. Mime's. Lucario was also mentioned in patch notes but apparently isn't in that video? Lucario is the best All-Rounder right now and can reach insane levels of power with Power-Up Punch. Greninja also really needs a buff, since with Talonflame's buff it's now the worst Speedster for sure. And with their focus on set diversity in this patch, and the fact that Slowbro's Scald must be alongside Cramorant's Dive with the least used moves in the entire game, it's strange that that didn't receive a significant buff. Overall this patch has been good, but hasn't quite gone the whole way. I suppose it makes sense if patches will be frequent to do it in waves, though.