MID TIER:
Rei/Koraidon (Rezzo, Fighting):
Orichalcum Pulse: Night, end the night at the time of using this ability. Once per game, cannot be used during the first two hours.
[early game, mid game, late game, target positive, target negative, vote, player, active]
Absolutely the best scaling ability in the game with game state awareness and knowldege, the problem however is how do you get that knowledge, how do you trust people, and how do you optimise the use of this ability. It's a mammoth task to get it right and it can easily backfire.
Wild ability lmao, I think mushroomtester (May/Shiftry, Wind Rider) and I were cursed with abilities that encourage staring at the thread during the night phase which is not particularly great game design imo - I was definitely spared compared to shroom by having a one-time use, at least.
Barry/Wo-Chien (TopicHats, Dark):
Tablets of Ruin: Day, target a player. That submission receives -1 vote the next night. Affected player is alerted.
[late game, target negative, vote, active]
Pretty awful in the early and midgame, but pretty strong towards the end of the game due to how much awareness of the gamestate is available to each player. Also doesn't require any co-ordination from others to get good use from. The player being aware of the effect is also pretty damning if you spam it too much early on.
Wally/Dragonite (Beaf Cultist, Dragon) + Ethan/Steelix (master oden, Steel):
Multiscale/Sturdy: The first time your submission wins, lose this ability. The first time you would be killed, instead lose this ability.
[early game, mid game, self, kill, passive]
Best of the passive abilities as it enables you to play aggressively in discussions until you receive a kill token or are targeted. The former of which is great for advancing your faction, while the latter provides valuable information. Downside is that winning in the early/midgame is not optimal while making it to the late game with the ability still active is not optimal either, but having no ability in the late game is also not optimal, kind of leading to this weird tension where the ability is trying to tug you away from playing the game properly.
I still think it's a decent idea overall, but could possibly be tweaked in the future to not be at conflict with the principle of the game.
Nemona/Ditto (Seito Chinchou, Normal):
Imposter: Day or night, activate this ability. Gain the abilities of anyone not on your faction who targets you that phase. Once per game.
[self, mid game, player, active]
The only other decent passive ability, though I'm still unclear on the inner workings of this ability since it is quite an overloaded one! Regardless, your strength within the game is at the whim of everybody else, unless you are extremely patient (and can somehow gain the awareness to be patient, which, uhhh, seems impossible...) and can co-ordinate with someone NOT on your faction to give you their ability. Basically, it's far too fairweather to be 'good', but can also randomly be good by hapchance picking up one of the A/B tier abilities.
Orichalcum Pulse and Imposter have gotta be the two wildest ability ideas in the format lol, gotta love it.
Brendan/Incineroar (Orange Soda Pop, Dark):
Intimidate: Day, target a player. That player will be unable to send any messages next night, except to vote.
[early game, mid game, target negative, player, active]
The strongest 'disruptor' ability since it can affect vote trends and enemy organisation rather than submissions. The problem is that by the late game, people will know that your ability exists and can organise in the day phase to avoid being silenced, making this ability harder to get full value from.
Lucas/Grimmsnarl (Tanny89k, Dark):
Prankster: Day, target a player, name a typing. That player's submission will be changed to have that type.
[early game, target negative, sub, active]
Only slightly stronger than the other submission disruptors since it can also vote disrupt Beast Boost and Tinted Lens (but mainly by coincidence or info leak). Changing a typing is also a pretty reliable way of tanking a good submission.
Akari/Mawile (anaconja, Steel):
Sheer Force: Day, target a player. Their submission will gain 20 Atk and 20 SpA.
[early game, target negative, sub, active]
I had placed this in D tier just above Battle Armor until I remembered that MMM2 had 3 entire factions whose goal was to submit stuff that has good defensive merit (Steel, Dragon, Normal). But on top of that, it is much easier to ruin a submission with excessive offensive stats due to the way base stats mathematically scale (20 in defensives is objectively less impactful than 20 in offenses). Pretty decent disruptor, all things considered.
Calem/Tatsugiri (M0onstar, Dragon):
Commander: Day, target a player and name a move. Their submission gains the move. You cannot name the same move more than once per game.
[early game, target negative, sub, active]
There are a number of moves in the game that can tank a good submission. Stuff like Sketch, V-Create, Shed Tail, Shell Smash, Acupressure, Belly Drum, Fillet Away, Last Respects, Revival Blessing, Dire Claw, Clangorous Soul, Fishous Rend, Bolt Beak, Geomancy, are the ones that I can think of. Compared to Thick Fat, it's also easier to hide that you're doing this.
Not 100% reliable though.
Selene/Hariyama (Squawkerz, Fighting):
Thick Fat: Day, target a player. Their submission's abilities will be replaced with Thick Fat.
[early game, target negative, sub, active]
Pretty easy to tank a good submission by adding Thick Fat to it.
Not 100% reliable though.