I've been looking at pseudo-Legendaries recently, and I feel like making a post to appreciate what interesting Pokémon they all are.
When you have 600 stat points to work with and a single goal in mind, it would be incredibly easy to come up with something generically strong, minmaxed and perfectly specialized, but instead, nearly all of them are pulled in different directions - this keeps them from being overly good at any one thing, but it also gives them a ton of room for varied and creative sets; even for the ones that have individual best sets, there are other wildly different sets they could pull off at least somewhat well.
There are a couple of qualities that I think make the average pseudo-Legendary really succeed at being interesting and versatile, and I think these were really good choices on a group of Pokémon that could easily have been stronger and less interesting than they are.
- First of all, despite their high base stat totals of 600, most pseudo-Legendaries have well-rounded stats - even in the offense they don't expect to use (for goodness's sake, the lowest
non-dominant offense of any pseudo-Legendary is
95 edit: small correction here - Garchomp has 80 Special Attack - but just keep reading and you'll see why even that only adds to this...) - and their most important ones usually aren't as extreme as one might expect. They're still clearly better off than most Pokémon, because having so many stat points tends to make it hard to have any outright bad stats - nearly all of them have more respectable bulk than the average Pokémon of their archetype, for example - but I appreciate how clear they steered of intentional minmaxing.
Let's take

Garchomp as an example.
Its role at a glance is pretty straightforward - it's a fast physical attacker, a role which... really only requires two stats: Attack and Speed.
So let's look at those stats first! If you were
just trying to make a strong Pokémon, and you had 600 base stat points to use, you could easily give it something absurd like... 125 Attack and 125 Speed, or 154 Attack and 130 Speed, or 150 Attack and 150 Speed - all of these are stat spreads that have been used for other Pokémon (specifically Ubers), and if you just wanted to make Garchomp perfect, it would be easy to use them and still have plenty of points to spare for bulk. Who needs Special Attack anyway?
Now, to be fair, 130 Attack and 102 Speed were already pretty insane for Generation IV... but even then, the only reason Garchomp was Uber was because of evasion clause, and it's been comfortably OU ever since. It seems like there was definitely some restraint when choosing its stats - and as excellent a speed tier as 102 was for Gen IV, Garchomp has higher HP than it does Speed, and there were clearly points to spare.
- Adding to their well-roundedness rather than specialization, most of the pseudo-Legendaries have Abilities that add to their defensive utility instead of bolstering their offenses any further.

Tyranitar's Sand Stream does residual damage and boosts its Special Defense by 50%;

Salamence's Intimidate effectively increases its Defense by 50%, if temporarily;

Dragonite's Multiscale
doubles its Defense
and Special Defense only until it takes its first hit;

Garchomp's Rough Skin relies on taking hits and deals chip damage back;

Hydreigon's Levitate is just an immunity;

Kommo-o has
three different immunities...
With the exception of Salamence's Moxie, not one pseudo-Legendary has an Ability that just directly boosts the power of its attacks (and even Moxie isn't always
run in favor of Intimidate, and it was also a late addition, while Salamence itself was designed around Intimidate from the start).
- On the other hand, two thirds of our nine pseudo-Legendaries are stuck dealing with double-weaknesses to help keep them in check - often to what are already some of the most common attacking types in the game - and Dragapult, one of the three without any, is also the frailest of the bunch. That's not to say that they have
bad type combinations, but I think this is another relevant point showing that they were made with balance and clear flaws in mind rather than meant to be totally ideal.
- Many pseudo-Legendaries have movepools that don't force them into any one role, which capitalizes on the versatility of their stat spreads - of the nine pseudo-Legendaries, I think all but two of them are capable of running sets that are wildly unlike what you'd expect.
- At one point,

Dragonite had like six different sets that were not even similar in roles, and all of them were viable.
-

Tyranitar is sometimes a borderline special tank that's most notable for its sandstorm support, and also sometimes runs straight
sweeping sets despite its base 61 Speed thanks to its boosting move access.
-

Salamence might usually be a straightforward attacker, but I've personally had a great deal of fun using it as offensive support, capitalizing on its unspoken niche as
the bulkiest Pokémon to learn both Wish and Defog paired with the defensive utility of Intimidate and the fact that it only needs two moves for near-perfect neutral coverage.
-

Garchomp, the aforementioned straightforward physical sweeper, is regularly used... as a mixed attacker (???) that's most valuable for its Stealth Rock support (???!!!).
-

Goodra, despite having the stats of a simple wall and a seemingly excellent defensive Ability in Hydration, is dominantly used offensively with Assault Vest four attacks sets, with a niche for physical Curse sets for good measure.
-

Kommo-o's best set right now revolves around Iron Defense of all moves, and it also has become strongly associated with a signature gimmick of omniboosting, including Clangorous Soulblaze (a Z-Move that carried it from one of the weakest pseudo-Legendaries to OU in USUM and also paid homage to its status as the final Totem Pokémon) and its replacement Clangorous Soul (a move that presents itself as an omniboost... but by cutting HP by 33%, exactly enough to offset the Defense and Special Defense boosts it provides, it effectively becomes a mixed Dragon Dance instead - on a Pokémon that already has regular Dragon Dance - just to add a unique option and
check another box from the list of physical and special moves being intentionally non-parallel). It's a pseudo-Legendary that's carried by
being a gimmick Pokémon, and I love it.
- Most impressively,
Dragapult is an insanely fast offensive Pokémon with base 120 Attack and Dragon Dance access... so naturally, its best set is as a special attacker and status spreader and doesn't run boosting moves! This is exactly what I mean when I say that their movepools impact their versatility and battle styles even more than their main unifying trait of BST of 600. I'm absolutely amazed that, with its moveset alone, Dragapult somehow managed to turn an entire 120 points into a throwaway stat.
On the whole... pseudo-Legendaries are basically a million times more nuanced and interesting than they might have been in someone else's hands (certainly more so than if I had been put in charge and didn't know what I was doing! XP), and I just felt like it was worth acknowledging how distinct they always seem to be. I just think this is a really cool bunch of Pokémon and want to give them some appreciation!