OMFL run is over so I will go through my teams from when Home dropped to current state, meta thoughts and future expectations.
Teams
Zacian BO
Yeah this team is like completely ordinary, but it was made before Home came so it was still something new I aimed for. Maybe you can push that Cyclizar was something new but I already advocated for it pre-Home. Enamorus-T eventually evolved to run SubCM or TauntCM but at the time, I wanted Mystical Fire for Corv.
Arceus HO
This one was also made pre-Home, but with Magearna instead of Hatterene. This one is now sadly also just a boring build, though SD Lando-T might be worth something?
Sudowoodo TR
When I say Trick Room is trash in every meta this gen, I say it from experience. While I did get positive results laddering with this and in friedlies, there just isn't any exceptional receiver to wallbreak efficiently (Kingambit and Ursaluna would be very good but sadly they were banned). We need Araquanid and Marowak-A back, to some extent NDW for specially offensive TR teams as well, Magearna god is fake. TR also lacks variety of setters. The unavoidable fact is TR teams are weak to Ghost and Dark due to most setters being Psychic. While Diancie can set no Explosion means you can't get the offensive mons in safely. Last gen we had Teleport Porygon2, now the only thing you can get to offset them is... TR Meowscarada. You can also use Ursaring I guess. If we try to dig for offensive mons for TR then you can maybe go for more unorthodox picks like Sudowoodo in this team, Torkoal or Dudunsparce in SpA, Dragalge in either Atk or SpA, Crabomimable in Atk but they all have glaring problems. Hamurott doesn't help either with Ceaseless Edge bypassing Magic Bounce. Even Caly-I lost High Horsepower cause fsr it got cut from Glastrier wtf? I like STAB CC more than Facade so Hariyama was my choice (also it uilizes donated stats better). Otherwise there isn't much to add, though I can give Earthquake to Sudowoodo maybe without Dragapult. Lagging Tail on Slowking makes sure it moves last even in TR.
Zama-C stall -
OUTDATED
Of course I had to join the train of using Zama-C while it was OU. Figured giving it Giratina's HP was the most degenerate thing to do so might as well built a stall team. The team worked fairly well but sometimes Giratina needed to predict a bit against hazard stack to snipe Gholdengo with Shadow Ball and force it out to safely Defog. Team might also have struggled against Arceus-Ground but at the time it didn't pick up steam yet.
Full rain
The fact that Swift Swim was banned didn't mean I would stop building rain. That said, the biggest downside was using Kyogre. You just can't get a truly safe speed control option with Ogre and often times over rely on it to break, which also means trying to preserve it at full HP, and all of that hasn't taken opposing entry hazards and weather into account. Full rain or even part rain isn't all that good either with Koraidon, and finding a good physical attacker for rain is hard when Urshifu-RS is banned. The team did go through some changes, first with Defog Tinted Braviary-H in Speed, then swapped to something I forgot and finally this version. Scizor was chosen after CM Sylveon destroyed this team, and BU Corv cause some Def boosters were also tough. Scizor had to be Thief to threaten Gholdengo.
Dialga-O BO
Bulky Offense usually has a speed control slot but this team went all in with the pure fat and utility to keep them in check, though there's still Harcanine in emergency cases. Speed Hecidueye is like completely unseen atm but I think it's an ok Defogger thanks to Scrappy Triple Arrow letting it threaten Gholdengo, utility in Knock Off and resisting EdgeQuake to check Groundceus. It's also pretty solid defensively against Helectrode and Hamurott so definitely an underused pick. Dialga-O has good defensive values and offensive values but Speed being so important means using it is inherently risky.
Etern Hazard Stack
This was something I came up with after trying to slap both Kleavor and Hamurott on one team. It did perform well though with Dragapult and Miraidon banned Etern can run another item now. Also fairly standard sans the Scream Tail but even that was already a thing pre-Home. Also figured Scarfing the Kleavor was the play for some speed control.
Sawsbuck Sun
This is a completely normal sun team except Sawsbuck, which can kinda do stuff except against Corviknight.
Electric Terrain -
OUTDATED
Rip Miraidon, too broken while also enabling all the Quark Drive mons. It theoretically enables Raichu-A but no Rising Voltage is sad. This team functions exactly how you think an ETerrain team should, with no pivot really needed cause Miraidon forced momentum to get a free switch often. Initially Orthworm was Corviknight but Corvi didn't really fit the team between Defog removing ETerrain and could be easily taken advantage of. Orthworm still provides Ground immunity while being very solid defensive wise, with Chople to emergency check Fighting. It ended up being better and helped against Clodsire by countering with its own hazards.
Semistall -
OUTDATED
This abomination of Magnezone set was my best bet to make sure Magearna could never do anything before it was banned to Ubers. Against teams without Magearna it was basically a 5v6 but it still somehow worked. Altaria in particular can be a viable Defogger imo in a dump Atk or SpA slot to threaten Gholdengo with EQ/Flamethrower and also has Natural Cure to absorb status or Cloud Nine to combat weather. Outside of that nothing really stands out.
VoltTurn Offense -
OUTDATED
Just like the team name suggests, the team aimed to VoltTurn and trap foes in a vortex. Initially Sableye was something else but I changed it after losing to DD Groundceus. Tusk can't pivot but was necessary to keep Clodsire in check and also set Rock. Magnezone traps Corvi which could disrupt the cycle. Overall a more unique style that I was glad to work but I don't think the team can be salvaged after Dragapult ban since it + Helectrode just formed a natural speed control and there isn't anything else unless Barraskewda magically regained Flip Turn. Speaking of which, Sableye is another underrated pick that can fit on offense builds to deter setup and emergencily check foes which I think is super valuable. This also concludes all my early teams where I tried using a different god for every team.
Hax abusing -
OUTDATED
I couldn't just stand there and let Instruct prove his evilness superiority so I had to overtake him with this one. Hatterene was there to block Rock for Articuno and Glaceon. With luck (skill) on your side, Glaceon and Articuno shall be unstoppable. Sadly RNG items are banned so all I could do was winning a room tour with it.
Beat Up Offense
Beat Up is one of those archetypes I keep trying to make work in many metas. Ngl this team isn't really good due to Weavile getting hit with the move cut and Rayquaza getting speed crept. That said, Weavile when getting a good position can still do numbers. Volcanion losing Defog is also unfortunate. Landorus-T was basically slotted into SpA cause I couldn't find a better option.
Ghost Hazard Status Spam
This looks rather tame, but I wanted to see how status + hazard spam could go with each other. Ghostceus differentiates itself from the other Ghosts in that it can actually take on Great Tusk. Since it's status spam might as well go full Hex. Speed on Cyclizar and Ting-Lu creeps max base 90.
Weird BO
I had wanted to build around double dance Klefki for a while, basically Magearna lite. However Prankster setup is something really useful to get that initial hit and safely activate Weakness Policy. After filling the defensive core I liked the idea of Rillaboom which eases setup for Klefki and also provides the passive recovery for Ting-Lu. Then when I tried to fill the SpA slot I wanted a Steel with defensive utility that handles CC Zacian as well as takes advantage of Etern's SpA. The end result being Forretress is pretty hilarious in hindsight but it felt pretty natural and actually works like a good option: Giga Drain lets it beat Ting-Lu and Tusk 1v1 and even Lando-T in Grassy Terrain, Volt Switch targets Flying-types like Corviknight and Torn-T, Earth Power is mainly for Zacian-C but is also useful against Clodsire. Boots Sturdy also makes it act like an emergency answer, while Spin was the main role. Giga Drain + Grassy Terrain can even restore Sturdy as well.
Boots Stall
This team was inspired by
this. However, taking it into GG was much more challenging. For once, the Ubers presence can severely limit what you can do. There's also no Pex or blob. The team ended up 6-0 due to getting the perfect matchup against HO, but random Stored Power can definitely screw this team over, like Magearna which is immune to both Dragon Tail and Clear Smog. I also didn't run hazard removal so Knock Off would be a big problem. In all honesty I can probably fit Defog on Giratina in place of Will-o-Wisp though that might compromise some mu. Future Sight can also be problematic. The team did have some variants, like with Glowking, or before Miraidon was banned, much more Protect to try to stall out all of its PP. More traditional stall styles probably still thrive more tbh, like hazard stack stall.
Persian balance
I was always a big advocator for Persian. Since Pikachu lost ESpeed, Persian's Silk Scarf Fake Out + Feint is actually stronger than Pika's Fake Out + Quick Attack (even if both Tera as well). While it didn't do much in the game, you could see it easily 2HKO Hamurott and if I had gotten a flinch it would have destroyed Glowking as well. Overall it's somewhat viable imo and does especially well into offense. Obviously it can't do much to Corvi so Magnezone is here, which can also help Caly-I save Glacial Lance's PP.
Glowking Sun
This was a team I considered for OMFL final. I didn't want to make another sun but like it just fits so well with Koraidon even if it's supposed to be centered around Glowking. Zacian-C is pretty inconsistent tbh so I didn't want to use it as god and Koraidon boosts Flamethrower as well. Moltres deals with Enamorus and Zacian-C, can also fish for burn. Heatran was originally Walking Wake but the extra safety net from Heatran was more important.
Meta thoughts and vote explanation:
So we have gone through some steps from Home.
Initial meta
Well, the first meta is always hectic, even with initial ban wave. We ended up banning Caly-S, Hoopa-U and Ursaluna which should come as no surprise. Last Respects was followed from OU which is pretty much applied across most OM at this point.
Chien-Pao ended up going to Ubers after getting unanimously freed but for the time it did stay, it didn't actually make much presence. This was due to gods not giving it a substantial boost most of the time. The ones that do in Rayquaza and Caly-I had problems with it. On one side, they helped enable a much more potent physical attacker. But sadly, losing out on the Speed slot was and still is very detrimental for offensive teams. Typing wise, using both limited building a bit due to their lack of defensive utility, though Ray still has some like blocking weather and good enough typing and Caly-I having good Def and SpD but usually can't do much itself to directly switch in. Using it on the dump slot was still a good option, but the increased bulk of the meta limited it more than it liked, giving it less room to set up. Choice Band was a potent breaker but still struggled to make progress against bulky walls like Alomomola and relied on prediction, in addition to requiring removal due to terrible defensive typing.
Magearna ended up incredibly busted, but we wanted to test the water since it did lose some tools. Turned out the Double Dance set was still way too restricting and potent with its immunity to Dragon Tail and Clear Smog. While there were other sets like TR setter, Specs and utility, Double Dance either in HP or Speed was far and away the best. So busted in fact, that Tanny made it over 1k3 using Eleki god with Magearna.
Regieleki was a pretty controversial figure. I personally voted Ban because I assumed Tera would initially stay, which would make Eleki over the top. At the time, Transistor nerf wasn't discovered either so it could never be free in a Tera meta. In a meta without it however, pretty much every team packs a Ground-type, sometimes 2 so even if it were freed, it would be meh at best.
Urshifu-RS got banned from OU before it saw much impact. It did become a good Pokemon, especially with dump SpD slot from Eternatus or Rayquaza, but could be hard to fit sometimes with supposed good teammates. Kyogre would pair very well with it in theory except it doesn't want the SpD slot there and HP is usually reserved for another defensive pivot like Rotom. Other slots beside SpA are straight downgrades. A potential breaker with SD + Punching Glove or Scarfer was always welcomed, and it has great bulk for an offense mon. It did hate Clodsire but could pack Ice Punch / Ice Spinner for it still.
Since OU freed both formes I supported to free it since I thought it couldn't benefit from GG that much. While it did get banned, I still don't think it was too much. Band was an ok breaker with great Speed. which I found to be healthy as it provided an offensive answer to many dangerous threats. The IronPress set was the stronger one imo, but I found without Tera, staying in Fighting was a bad enough downside against threats like Enamorus that it wasn't too much. Zama-C also went to Ubers, though Steel helped it enough that I would still vote Ban.
Yeah, no shot we would ever free these.
Grouping these 2 together cause they were banned in an effort to prevent teams from becoming purely Mirai/Korai + 4/5 Paradox mons. With more diversity, I predicted that style to be much worse, in addition to Booster Energy staying banned.
This one however would probably be godlike regardless of Mirai. I still voted DNB cause I wanted to see it in action in the new meta since theorycrafting it was more shaky than others but it would most likely be rebanned. Swords Dance with dual STAB and Ice Punch would probably be best if it were ever legal.
OU is debating to possibly ban this mon, with an actual Speed? Hell nah
Defensive Pokemon are traditionally harder to ban compared to offensive ones. Pre-Home, this was a reliable wall in a heavily concentrated meta. With Home, I would like to test it since there are quite a lot of new offensive mons that can break it. Great Tusk, Helectrode, Groundceus, Future Sight support from Glowking or just abusing its general passivity with Taunt/Sub or Hamurott getting Spikes for free. I think having a solid defensive wall that can handle raw power frees up teambuilding more so I think Toxapex's presence would be beneficial even if there are better HP donors now like Giratina. Obviously it might still constrain offensive choices enough, but I think it was uncertain enough to give it a try.
Ended up a positive presence as a Zacian answer and could also fish for burns to beat physical attackers like Koraidon but sadly gone too soon. Without Tera its weakness was even more pronounced.
Walking Rex doesn't really benefit much from GG besides the fact that Koraidon is available. Pre-Home that would overcentralize the tier even more, but with more options and better defensive walls this feels easy to unban to me.
I voted DNB because to me, it was a positive presence that prevented god from dictating the speed tiers, and its power didn't really come out as over the top with the most spammable move only having 80 BP.
Enabling future Paradox Pokemon is already pretty strong when there are Iron Valiant, Moth, Leaves and stuff, but this was just way too strong by itself. The mandatory Ground was shaped by this alone with terrifying power that can even 2HKO WA Clodsire with Specs. This simply couldn't be answered properly unless you ran Ting-Lu on every team. While this was exactly the case pre-Home, there were only 2 gods and fewer overall mons so being forced to use Ting-Lu wasn't exactly too bad. But now with more options, it just can't stay anymore.
Ah yeah, probably the most divisive Pokemon element of all time. I get the concern that in a meta with Ubers Pokemon, Ubers with Tera would be way above the other and unnecessarily constrains teambuilding. However, I personally don't think so. Most Ubers that would be pushed by Tera are arguably already banworthy even without it. This includes Miraidon, Koraidon and to some extent Arceus. I think having Tera allows players to patch holes much easier compared to no Tera and also promotes deeper building and skill ceiling. General example: Your special wall can afford to be used even if it's weak to Water and thus Kyogre provided that it has Tera to take the Water Spout and weaken it. But since it deals with Eternatus and other special attackers well, you can choose to Tera other mons against teams with no Kyogre. Offensive teams can also utilize Tera to prevent priority from running over. Having to run Tera Ghost or Tera Steel to take Espeed from Arceus is not overcentralizing if it can also be used in many other matchups or used in different ways (Also dealing with Breloom and Dragonite with Tera Ghost or utilizing Tera Blast). Ultimately I think the picture for me is similar to that of OU so you can read the thread in Policy Review. Regardless, I wanted to suspect instead of ban -> resuspect because ban -> resuspect only gives 2 weeks Tera experience at best in the suspect test while a suspect whether immediately back then or after a bit could give opportunities to observe Tera GG in high level tour play and active ladder due to Home hype.
Winners and losers from previous meta after Home
Note: not counting banned and unbanned mons since those are obvious.
Getting Great Tusk and Iron Valiant back is great for them. Miraidon ultimate lost by getting banned but it also had Sneasler and Raichu-A as new toys to entertain it in the time it terrorized the newcomers.
Clodsire got newfound usage to answer Kyogre, Helectrode, Iron Valiant, Goltres, Zacian and even some Arceus formes with the right ability (also Miraidon before it was banned). A rare Ground-type to win even with Great Tusk back.
Corviknight didn't like Koraidon and Miraidon everywhere, but the new meta was less hostile towards it and it also got a new (or old) in Kyogre.
Gastrodon will always be the biggest answer to Kyogre.
Gholdengo likes Hamurott's presence cause it can keep its ally's Spikes, though ironically it hates Hamurott on the other side.
HO is thriving, so Grimm is as well.
Hawlucha got Rillaboom to receive a proper Attack donation.
Washtom switches in against Rayquaza, Zacian, Kyogre and more, whereas it was shaky at dealing with Koraidon. It hates Clodsire, but still a win overall.
Skeledirge gained many victims, including Zacian, Arceus, Hawlucha, Iron Valiant and Sneasler.
Greninja could get more Special Attack from Eternatus, while its Speed is just above Arceus to do its job of speed control.
Drifblim does have an ok niche compared to next to none pre-Home, with its bulk with a Def donation capable of taking hits even from dangerous attackers like Ray and Koraidon. Relying on Strength Sap is shaky at times but still an improvement.
Garganacl is sad without Tera.
Slowking now has to compete against its cousin.
Ting-Lu, Hippowdon and Iron Treads now have to compete with Great Tusk.
Baxcalibur has no Tera, now can't be slotted as easily.
Cinderace's 119 Speed was impressive pre-Home, now Arceus's 120 Speed is really a slap in the face.
Glimmora hates Tusk.
Meowscarada is faster than Arceus but overall power creep makes it much harder to break.
Slither wing, Torkoal, Brute Bonnets, Ceruledge and Sandy Shocks aren't as needed in sun teams now.
Breloom finds it hard to break with STAB and its 4mss is worse now. Dual STAB + Rock Tomb misses out on Ghold, Bulldoze misses out on many Flying.
Dachsbun is now unviable when Koraidon is much rarer.
I will miss Gengar's Mean Look Encore set with Tera.
Quaquaval literally vanished. Between Clodsire's rise, Eternatus, Helectrode and the overall power creep, not hard to see why when most offensive mons can hit it super effectively.
Zoroark-Hisui is nowhere to be found. It simply doesn't pack enough utility or damage in this hostile meta.
Current meta
The meta right now is ok. There are different archetypes to play with and a good number of mon choices overall. The most common and safest of them all is...
Bulky Offense
Due to most Ubers having at least decent defensive stats BO is always the traditionally go-to choice. With many options and pretty much any god (except Rayquaza, Giratina and Mewtwo) being able to build around, there are myriad options and subarchetypes to go with.
- Hazard stack
Probably the most popular, with Hamurott being flexible and Ceaseless Edge being an insane move when it hits. Gholdengo is the glue obviously and usually accompanied by Tusk for Rock + Spin. A different rocker is possible to give Tusk more freedom, like Arceus, Heatran or Lando-T. Other defensive backbone mons usually are those with offensive pressure like Skeledirge, Moltres and Zapdos. There are a wide choice for offensive mons, like Grassy package, Hoopa, semi-sun, Harcanine. Speed control option is also diverse, Greninja, Helectrode and Meowscarada all fit the bill. A lot of these are pivots or can disrupt item to force hazard damage
- Sun
Sun is currently a subarchetype of BO. Koraidon and Tusk are a must and Walking Wake is only slightly behind, with Heatran in some cases. After that, it can go more offensive with a Chlorophyll user like Sawsbuck or Scovillain, but a more defensive approach with Clodsire gives a better matchup against Kyogre.
- Normal BO builds also fare pretty well, with flexible options like Torn-T, Cyclizar, Rotom.
Hyper Offense
- Screens
Currently on the rise, Screens HO might turn out to be too strong but it's ok for now. Grimmsnarl enables a log of stuffs to get setup options + they can get stats to avoid revenge kill even after screens wear off. What makes screens tough to deal with is due to their set of mons that aren't usually prepped for. Mewtwo, Polteageist, Maushold, Baxcalibur and some other are practically exclusive to HO, and they can bypass common counterplays, like Baxcalibur breaking Tusk without a Fighting move, Teapot breaking Slowking, Mewtwo breaking Clodsire. I believe teams can adapt to them though, once they are prepped for their effectiveness shouldn't be as high.
- Hazards
Not very common, with only ponch and bj really having experiences with it. Goes without saying that Glimmora is a must. Glimmora does need Sludge Wave and Energy Ball, otherwise Hatterene and Tusk would derail the gameplan. Gholdengo is ubiquitous as well to keep these, and Teapot is also useful to spinblock. Mons used in these types of teams rely on Sash or more bulk to set up, like Enamorus and Arceus or Sash Greninja and Cloyster. This is riskier due to the possibility of hazards getting cleared, Ditto and revenge killers having more room.
- Web
Web is pretty much nonexistent, especially with Tusk. Web mons are currently atrocious, easily disrupted by Taunt and no safety net if it's cleared or blocked. Web mons also risk giving setup turns, and doing all the work only to face many Ground- immune or Boots mons is just instant loss.
Balance
Balance is mid since it's vulnerable to getting punished, though it can still be serviceable. Clodsire, Corviknight and Alomomola are usually the most common, with bulkier variants opting for extra fat mon like Dondozo. Offensive options are a bit shaky because balance need nuclear options to make using the passive mons worth it. Kyogre and Harcanine are the biggest nukes. More niche stuffs like Regidrago and Ursaring can be considered, but nowhere near consistent overall. Vulnerable to hazard stack, Gholdengo and setup in general is really shaky though. Kyogre with Rain is a small subsection of this, but with extra weakness to weather disruption.
Stall
Stall is more or less Giratina. It's definitely a fish though, since Knock spam, no Heal Bell, blobs or Pex all hurt its viability. Usually has 2 Defoggers in Corv and Giratina, it's still susceptible to prediction and getting worn down over time, though without Miraidon Rest mons have an easier time. Tusk maybe can be fitted in? But running Rest on it without Heal Bell is too problematic. Adding to the fact that Hamurott can just slowly get a positive trade against Corv if it has Knock, stall needs to actually make more aggressive plays before they get overrun. Against HO it can be an instant win though. Pretty much uses all the passive mons like Alomomola, Clodsire, with Dondozo as wincon, or really just PP stall since most teams don't prep for stall. Regen is more necessary to combat recovery nerf, so 2-3 Regen are common, between Slowking, Slowbro and Amoonguss. Ditto is also a choice to deter setup.
Other team styles
These simply can't keep up with the other styles. Offense is the most viable but vulnerable to HO and the lack of solid defensive backbone can be more easily punished, like bj vs ponch even if bj won in the end. VoltTurn struggle to break some common mons like Clodsire, and stuffs like Beat Up have way lower distribution. Trick Room is bad like I said above, the lack of mons and inherent weakness to Ghost and Dark is tough. Snow and Sand have no mon to take advantage of and Weather Ball's distribution was nuked. Psyspam like Instruct used can be taken advantage of too easily when it has to lead Indeedee.
Pokemon that others feel are problematic
I pretty much want to echo Lily here. This thing donates bad stats except SpA and Spe, in this offensive meta being a mon that promotes offensive team without the stats to back up for it is just poor. It's still a great mon, but its drawbacks are just too big, and it isn't even guaranteed progress with mons like Clodsire, Alomomola, Rayquaza, Koraidon at least forcing it to predict or just walling it outright.
Pretty much similar to Kyogre except bad Atk instead of bad Spe. Relying on Zacian and the Speed mon alone to break is questionable. So long as it's prepped for, it won't do much. Even mons that can't beat it 1v1 but can pivot like Glowking can just go to a Scarfer, force it out and render it pitiful for the rest of the game. Getting the jump on most mons except Zacian-C itself and Helectrode is impressive and all, but all the most broken mons in Kingambit, Magearna and Ursaluna are not present. Still great, but I'm not really concerned about it.
I personally don't struggle against this, but I see where others come from. It can opt for 2 moves besides Espeed and SD to choose its answers. LO gets the roll on offensive mons, Leftovers/Lum + Max HP turns passive mons into fodder. Taunt denies recovery, and it can choose between Shadow Claw and Earthquake for coverage. My gripe for it is faster mons that resist Normal can give it problems, but it does have the bulk to handle it sometimes. There are still consistent defensive answers despite not many, like Lefties Dondozo and Body Press Tusk. Opting for EQ may also leaves it walled by Air Balloon, and the 4mss means it can't afford both Taunt and Recover, making it weak to either status or easier to revenge kill. It's still a deadly threat at the end of the day with ability to sweep with just a little chip damage and answers can be difficult to slot in so down the line I can see a suspect for it.
I will talk about this below
This is just a very good utility mon that also has the potential to go offensive. But without Booster Energy, it isn't that impressive offensive wise. As a breaker, Choice Band is a good progress maker but against Flying relies on coverage and midgrounds like Slowking and Torn-T are more than fine. Bulk Up Spin has to give up coverage so this problem is even more pronounced.
This is the one I see as the most problematic. Speed is only below Zacian and I guess Zamazenta, but its power is along the line of unwallable. STAB + Fire can beat just about anything, with Band Dragon Claw/ Scarf Outrage destroying even Skeledirge (Band Outrage obviously nukes even harder but then Fairy revenge kills for free if 3 turn Outrage). It can also buff Protosynthesis mons to monstrous levels, causing them to dominate sometimes. It's not at the level of Miraidon, but it's close enough that I think it should be suspected in the future.
Don't think it's problematic for now, hasn't seen much use.
The future
While the meta looks fairly stable, a Tera suspect will definitely happen. What will happen after?
Tera stays banned
Honestly, I don't think much will change. If we assume DLC release in September-October, the only gods on the table (my view, not council's) are Arceus and Koraidon possibly. As for receivers, the only thing that I think stands out as the sore thumb for most people is Gholdengo. It's a good mon, the central piece for hazard stack teams and its value is undeniable. However, is hazard stack team over the top and is it Gholdengo? If anything Hamurott looks more like a problem to me than Gholdengo. Gholdengo only really had 2 games where it truly did good work, bj vs Lily where bj's Specs Ghold applied pressure all game before eventually folding to chip damage and Lily vs Fraise where it NP, got one KO then got revenge killed (albeit it could have done more had Lily clicked MIR the second time). The things it does in theory is kinda tough in a more offensive meta where there are less room to set hazards. The most common remover in Tusk also threatens it, making it an even bigger risk. While it can still have a stranglehold on more defensive builds like stall and balance that relies on Corv for removal, they can still play around it like Boots spam or Gira on stall with Shadow Ball, Corv has U-turn so the Ghold user is at risk. For those hazards to go up, assuming no Ceaseless Edge they might also face Hatterene. So I find it unlikely for Ghold to become a big enough problem. HO saw a rise lately, but as of this post it doesn't really seem outstanding yet.
After that, I think we are good to go until DLC.
Tera is unbanned
Probably fairly similar to banned Tera in terms of actions. Though Arceus and Koraidon will likely be more overwhelming and get yeeted faster. No mon will be unbanned, but I don't see anything that will become overbearing due to Tera. Garganacl will shoot in terms of viability, but may not touch the ban line yet.
Some small stuffs that might be useful during building
Please run TIMID on this. Modest just makes it tie +1 max Speed Arceus and lose to Scarf Etern and Koraidon.
You might consider running low Speed on this to underspeed Slowking, though if you value hitting Glowking with EQ you can choose not to. Also consider Poison Jab over Toxic to prevent Taunt/Sub/Hatt from making it a sitting duck.
Consider running 36 Spe for Tusk.
Run enough Speed for Giratina or Lando-T.