A quick one today to discuss some of the things the council is keeping an eye on and may vote on in the future. I'd like to stress that we do not have any vote scheduled at this time and all these issues are in a discussion phase. We would love to hear the input of other players in the FFA format as to how they feel about these things:
Dracovish
Dracovish has always been a terrifying presence in the Free-For-All format, and as the metagame has developed Dracovish has been shaping the meta in many ways. The power of Dracovish has lead to an abundance of water immunities, which has severely hurt the viability of water as an offensive typing. Moreover, at the highest level of play Vaporeon has proven to be far and away the best Dracovish check, leading to an absolutely
ridiculous amount of usage on council teams.
There are several factors driving the increased threat level that Dracovish presents. The first is the meta shift away from stall and towards bulky offense and balance with Wish support. Dracovish fits perfectly on these types of teams, utilizing the extra power of Future Sight to land KO's while also staying healthy throughout the match and not getting worn down so it can come in and terrorize opponents repeatedly. In a slow and bulky meta, Choice Band Dracovish is fast enough to get the job done and almost nothing that lacks an outright immunity can safely switch in. There's also the issue that the most popular Dracovish answers in the current meta - Vaporeon and Mantine - don't threaten it back with anything other than status. This means that Dracovish often faces little risk when hitting the field as everyone switches to passive immunities. If you're the odd one out without a water immunity then you're in
big trouble since Dracovish is very safe to just beat you into submission while the other players are playing passively.
When we look at the list of Water Absorb and Storm Drain users, the selection is not particularly great. There are broadly only six viable choices: Vaporeon, Mantine, Cradily, Lapras, Jellicent, and Gastrodon. The viability of Gastrodon has fallen off as the meta has developed, as it matches up poorly against many of the top threats and cannot answer newcomer Melmetal as it is easily flinched to death. Cradily has always been more of a hard stall selection, and while it's not as bad as Gastrodon it still matches up poorly against many of the best Pokemon in the format. It's the closest thing to a true counter to Dracovish, as every other Pokemon takes excessive damage from at least one of Dracovish's secondary moves. Jellicent is an underexplored Pokemon in this format, but it's a very shaky Dracovish check since it is destroyed by Crunch. It does have the advantage of being untrappable since it's a Ghost-type, however. Mantine is a good pick for a defogger and you can fit it on most team archetypes, but it's otherwise a fairly passive pick and its physical defense isn't strong enough to take any non-resisted attacks from Dracovish. Lapras is a solid Perish Trapper, but it lacks reliable recovery and it's hard to fit on most team compositions. However, Vaporeon with its slow Flip Turn Wish passing is something that would be very good in the meta even if Dracovish didn't exist. Access to a pivot move gives it a way to escape traps, which is a huge deal. This means it's often the choice by default.
Overall, I don't feel this situation is healthy for the free-for-all format. While we do need powerful wallbreakers, we have other viable and less metagame warping choices like Melmetal and Zapdos-Galar to fill those niches. Dracovish brings a great deal of unhealthy dynamics that these other options do not. Removing Dracovish would just lead to other good wallbreakers filling its niche, water absorb ceasing to be overcentralizing leading to more flexibility in team compositions, and with water absorb being less omnipresent other offensive water-types will become more viable.
Shadow Tag
Trapping is an integral part of the Free-For-All meta, with moves like Magma Storm, Block, Infestation, Whirlpool, and Fire Spin being incredibly valuable tools to lock down opponents and remove their Pokemon. Shadow Tag goes further, however, and traps all three opponents at once without requiring the use of a move. This can lead to a lot of paranoia as players are careful not to leave themselves vulnerable if Goth or Wobb switch in unexpectedly. Moreover, the most reliable trapping moves - Magma Storm and Block - have severely limited PP and must be used carefully in longer matches. Gothitelle can act as a win-condition with Cosmic Power, potentially turning a single good trap situation into an outright win as no one can switch in their countermeasure to stop it. Gothitelle can also run a Scarf Trick set, leaving very little counterplay to stop the Trick even if you see it coming. Shed Shell is also largely unviable in Free-For-All; it's not a reliable option since Knock Off is so common, and the opportunity cost of running anything other than Leftovers is massive.
Part of what makes preparing for Shadow Tag so difficult is that you're not preparing just to be trapped with Wobbuffet or Gothitelle, but rather need to anticipate what other Pokemon might be trapped with you. This makes it far more volatile in some respects, both for the trapper and the trapped. Overall this has made Shadow Tag more manageable in many circumstances, as Gothitelle cannot consistent get work done without becoming a target itself. However, the council believes that Gothitelle is under-explored and there's more potential to use it to trap and remove key threats to open things up for other teammates or to simply win the game on its own. Gothitelle is likely far more dangerous than it appears in the current meta.
However, one of the biggest reasons for a ban on Shadow Tag is the gridlock problem. I've talked about the gridlock problem previously, situations where all four players feel that if they made an offensive play that they would be punished for it, leading to protracted periods where everyone just plays passively and only makes safe moves that will never result in a KO, and the game state remains relatively stale for dozens of turns. Shadow Tag can create or exacerbate gridlock situations; maybe you can use the trap to KO an Umbreon with your Body Press Corviknight, but doing so means a free switch to Heatran and your Corviknight is now trapped and removed. Gridlock is especially bad with Wobbuffet, which discourages attacking into it with Counter and Mirror Coat.
Even if we do not vote on Shadow Tag in the near future, it is something that we will be keeping an eye on as it is likely to get more dangerous as it is further explored. Arena Trap and Magnet Pull are also something we are keeping an eye on, but they are both underexplored and their only users (Magnezone and Dugtrio) are of questionable viability at best. I am personally concerned about Magnet Pull, as it can trap Pokemon that would normally not fear it in OU. This is because there are other Pokemon on the field, and Magnezone can use their presence to remove its target. This makes counterplay much less consistent and much more circumstantial.
Sleep
This is probably a surprising one to see on this list, because Sleep has almost no place in the Free-For-All metagame, with Amoonguss and its Spore being the only relevant user in the format, and Amoonguss itself isn't exactly common and doesn't always carry Spore. So why is Sleep even up for discussion? Well, it's because of Sleep Clause Mod.
The Sleep Clause Mod is a bit of a compromise, deviating from the official rules of the games to find a middle ground where sleep moves are allowed but not overpowering. While Free-For-All is inherently a speculative format without any official analogue in Generation 8, we should still be striving to hold as closely as possible to the official game mechanics. All rules modifications should be justified, and where the balance of equities weighs too heavily we should just ban the mechanic rather than have a rules modification. This has already happened with Court Change, where the council unanimously elected to ban it rather than tinker with speculative mechanics.
In the case of Sleep in Free-For-All, we are talking about
one move that
one Pokemon
sometimes runs. This makes it more metagame relevant than Court Change, but only by a hair. Sleep
isn't a part of this format in any meaningful fashion, and a rules mod is quite frankly disproportionate overkill to keep it around. While Sleep Clause Mod may have a long history in competitive singles, this does not free it from scrutiny. In the Free-For-All format I do not feel that Sleep is meaningful enough to merit the continued existence of Sleep clause, and a ban on Sleep moves is a preferable solution.
Viability Rankings
No, we're not looking to ban Clefable, although the council is unanimous that it is the best Pokemon in Free-For-All. We are working on our viability rankings. We still have about 40 Pokemon to discuss and rank, as well as some discussion on fine tuning the rankings already decided upon (for instance, A+ ended up being a little large so we're probably going to split it up and send a few down to A and create an S- rank for some of the others). However there are a few Pokemon that the council agreed have not seen enough play. Some of these Pokemon are probably minor low-viability Pokemon that really haven't seen any experimentation, while others are potentially high-viability Pokemon but we want to see more of them before putting them into A rank. I'd like to talk about a few of these "underexplored" Pokemon:

ghost is a superb offensive typing free-for-all, and steel is an excellent defensive typing. Thanks to Stance Change, Aegislash can be both very bulky and very offensive, and with the rise of Wish passing as a metagame staple it fits very well onto meta teams. Unfortunately it's seen next to no usage in recent months, and the council member with the most experience with it (that would be me) primarily ran it back in June which is ancient history now given the metagame developments.

libero is an absolutely excellent ability, and Cinderace has the movepool and speed to revenge-kill and wallbreak. It can be ran either with a Bulk Up set or with a Choice Band. We'd like to see more of it before placing it, as it often falls short of breaking through key walls and struggles with its own meager bulk.
please for the love of Arceus stop using its terrible physical sets. Phantom Force is just a bad move in free-for-all; it gives your opponents a free turn to switch out to a better option to take the hit, and those who can take the hit and are slower know that they have an open opportunity to hit into Dragapult with no interference. Dragapult's niche is its good speed, offensive typing, and Infiltrator ability that lets it reliably revenge-kill most fast Pokemon in this meta. The council feels its Choice Specs set is quite threatening, but has seen very little play and would like to see more of it before ranking Dragapult.

this is a wildcard Pokemon with a huge list of move options. It's also one of the few viable Life Orb users due to its generally decent bulk, semi-reliable recovery in Leech Life, and threatening mixed offensive coverage. A great deal of its threat comes from its unpredictability and diverse movepool, which means we really need to see more of it as part of successful team compositions.

as mentioned previously in the Shadow Tag section, we feel Gothitelle is underexplored and has so much untapped potential.

this trapper can potentially remove Corviknight and other steel-types. It can even potentially trap something like Heatran, though it will rely on trapping it with other Pokemon that can remove it as Magnezone loses 1 on 1. Overall we feel it is very matchup dependent as it's not a very impressive Pokemon other than its trapping niche, and that will really depend on what teams you're up against.

ghost/fire is virtually perfect neutral coverage in this format, and with Swords Dance and Flame Charge this looks like a very dangerous wallbreaker indeed. However, while the entire council agreed it has potential none of us have actually used it or seen it used. You'll probably see council members using this in the coming week as it's something we all agree needs testing.

has a very broad move pool and a lot of interesting options, but no one has made any of these combinations work. However, it should be noted that the exact same thing was said of Dragonite before its support set was explored and developed. We don't know what direction (if any) this Pokemon will go in the Free-for-All format, but I personally feel we could be sleeping on a metagame defining set given just how much this thing can do. All it will take is someone to try some crazy combination and realize it actually works.

basically a slower and weaker Landorus-Incarnate without Calm Mind, but with
way better coverage and the bonus of being a grounded poison-type so it cleans up Toxic Spikes. On paper it just straight up 6-0's a lot of slower meta teams if it's carrying the right coverage. It is very frail and its speed tier falls short of the fast Pokemon in the meta, but its offensive qualities look good enough to merit exploration.