That’s true, but keep in mind it also learns Flash Cannon, which it doesn’t always use, but has as an option. That’s the thing about Color Change; anything with a decent offensive presence could potentially kill you if it’s running the right set. If it ends up being a good mon, things will start running moves specifically to check CAP28, and most mons are capable of doing so even if their movepools are kinda shallow. If CAP28 is bad, there won’t be a lot of sets run specifically to take advantage of color change, but a lot of teams will be capable of doing so anyway. And, you know, it won’t be great, so there won’t be much reason to run it anyway.So I was looking up Color Change on Bulbapedia to see if it interacted differently with any specific moves, and I noticed something interesting about its interactions with Future Sight and Doom Desire:
Generation V onward
Future Sight and Doom Desire now activate Color Change when they hit (they do not activate Color Change when used).
Basically, what this means is that if we are against a mon that uses Future Sight or Doom Desire, we get to keep whatever typing we currently have for a turn. This could lead to some interesting matchups with Future Sight/Doom Desire users, especially Equilibra, since it can't combo Doom Desire directly into Earth Power for SE damage like was thought previously.
Color Change is probably the hardest ability to work with we could have chosen for this project, as while it might not be the worst of the negative abilities, it doesn’t have an immediately way to counteract its downsides. Your enemy is not something that will activate Emergency Exit when you don’t want to switch out or a mon that’ll put an end to your attempts to stall out 5 turns, it’s potentially any offensive mon that isn’t choice locked and even some that are. You could switch in on something passive and work from there, I guess? Except that status is still an issue, but there's really not much you can do to counteract that, so...