More theorymoning woo
Venusaur @ Desolate Land
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Solar Beam
- Sludge Bomb / Earth Power / Earthquake / Sleep Powder
- Growth
I am fascinated by self-contained weather abusers, and think Venusaur may be the best of the bunch, especially due to its ability to threaten bulkier teams with Growth, access to Weather Ball, and good stats. This set hits 518 speed, has 328 special attack with Growth to boost quickly, and a plethora of good attacking moves highlighted by Weather Ball.
Blissey @ Magic Bounce / Regenerator
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
IVs: 0 Atk
Calm Nature
- Seismic Toss
- Soft-Boiled
- Thunder Wave
- Teleport
Blissey now has a much clearer niche over Chansey by being able to run a second ability. Magic Bounce is very welcome on stallier teams, while Regenerator allows Blissey to Teleport more freely on BO teams.
Zapdos-Galar @ Gorilla Tactics / Tough Claws
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Acrobatics
- U-turn
- Stomping Tantrum
Similar to its Standard form, but now it can run recoilless 110 BP (if this counts as itemless) Flying STAB. Apparently that's not how Acrobatics will work.
Blacephalon @ Magic Guard
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Shadow Ball
- Psyshock / Knock Off
- Calm Mind / Substitute
No recoil Mind Blown is back in another Meta, and if you manage to get one kill, it gets even more powerful.
Noivern @ Aerilate
Ability: Infiltrator / Frisk (would Frisk work on the "item" ability? If so that could be an interesting niche)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- U-turn
- Switcheroo
And so is Aerilate Boomburst.
Talonflame @ Magic Guard
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance / U-Turn
- Roost
Talonflame can now use priority Brave Bird more than one turn in a row, and not worry about Stealth Rock/Sandstorm/Rocky Helmet/etc. breaking Gale Wings unexpectedly. It's still a little weak, and can't switch in safely, but priority is always fun. It can also run Adamant and still outpace 110 base speed mons.
Magnezone @ Turboblaze
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Body Press
I think Steels will be really strong in this meta, and Magnezone can eliminate the majority of them easily, especially with Turboblaze bypassing random Volt Absorbs and Sturdies.
Skarmory @ Teravolt
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird / Body Press
- Spikes
- Roost
- Whirlwind / Defog / Iron Head
Speaking of Steels, Skarmory has the niche (along with Mew) of being bulky, having access to recovery, and spikes, meaning it can afford to run Teravolt to set spikes against Magic Bouncers.
Tapu Koko @ Transistor / Adaptability
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost
Tapu Koko can run super strong Thunderbolts, or pretty-strong Thunderbolt and Dazzling Gleam, while avoiding recoil and U-Turning/Roosting freely. This can dance all over slower teams.
Tapu Bulu @ Triage
Ability: Grassy Surge
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Horn Leech
- Close Combat
- Stone Edge / Darkest Lariat
- Swords Dance
Tapu Bulu gets Triage Horn Leech for the same power as Life Orb thanks to Grassy Terrain, but with no recoil. It's still not getting past Corv, but +3 priority can mess things up.
With so many mons wanting a second ability, I think Choice Scarf will have more of a surprise factor and allow you to get more KOs than expected. Also, how will Trick work against mons with two abilities? Will it fail? If so, that takes away another tool that offense has against stall.