The metagame "
Almost Any Ability" is self-explanatory. Every available Pokemon in the metagame is allowed to run almost any ability. This allows Pokemon to become more characteristic as many of them become packed with more options. Without the use of illegal abilities, the Pokemon in Ubers have already proven that they have the strength to stand on their own. However, like the standard Almost Any Ability metagame, every available Pokemon is allowed to run almost any ability. As a result, the metagame is heavily shaken up and for the most part, the viability of each Pokemon has changed. Here are several examples of what types of Pokemon prosper in Almost Any Ability Ubers and how they differ from standard Ubers.
As we know, Darkrai suffers a fatal flaw in standard Ubers this generation, which is the drop in the accuracy of its signature move. Because Dark Void has dropped to 50% accuracy, Darkrai no longer stands the way it used to and is considered hardly viable. However, in Almost Any Ability Ubers things have turned out to be quite different. With the range of many different abilities to choose from, No Guard is the most noticeable choice because it allows Darkrai to hit Dark Void with 100% accuracy. With a high base 125 Speed stat and 0% chance of missing any attack, Darkrai threatens most foes by putting them to sleep and then setting up with Nasty Plot in order to perform a Dark Pulse sweep.
Since its release, Marshadow has became a threatening Pokemon in standard Ubers. Despite its base attack being an average base 125, the combination of Fighting and Ghost type gives it a unique trait beyond any other Pokemon; the ability to hit nonresistant attacks from either of its STABs. Its STABs include the greatest physical Ghost-type move, Spectral Thief, and the greatest physical Fighting-type move, Close Combat. Because of Spectral Thief even Pokemon who set up cannot always have a distinct advantage over opposing teams with Marshadow, and the only type that's immune to Spectral Thief is weak to Close Combat. Marshadow's unique ability to hit every Pokemon with nonresistant STAB attacks makes it one of the best in the current Ubers metagame. In AAA Ubers, Marshadow is able to utilize Adaptability, which boosts the power of its already unbearable STAB combination to greater lengths being able to OHKO or 2HKO Pokemon easier than if it ran Technician.
Here are some calculations that show how much better Adaptability Marshadow becomes:
Life Orb
252 Atk Life Orb Marshadow Spectral Thief vs. 0 HP / 4 Def Necrozma-Dusk-Mane: 304-359 (90.7 - 107.1%) -- 43.8% chance to OHKO
252 Atk Life Orb Adaptability Marshadow Spectral Thief vs. 0 HP / 4 Def Necrozma-Dusk-Mane: 406-478 (121.1 - 142.6%) -- guaranteed OHKO
252 Atk Life Orb Marshadow Close Combat vs. 248 HP / 8 Def Groudon-Primal: 165-195 (40.9 - 48.3%) -- guaranteed 3HKO
252 Atk Life Orb Adaptability Marshadow Close Combat vs. 248 HP / 8 Def Groudon-Primal: 221-260 (54.8 - 64.5%) -- guaranteed 2HKO
252 Atk Life Orb Marshadow Close Combat vs. 252 HP / 252+ Def Yveltal: 185-218 (40.5 - 47.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Adaptability Marshadow Close Combat vs. 252 HP / 252+ Def Yveltal: 247-291 (54.1 - 63.8%) -- 87.5% chance to 2HKO after Poison Heal
252 Atk Life Orb Adaptability Marshadow Shadow Sneak vs. 0 HP / 0 Def Necrozma-Ultra: 229-270 (68.3 - 80.5%) -- guaranteed 2HKO*
*Allows Ultra Necrozma to be revenge killed by priority more easily if Yveltal isn't in check on your team.
Marshadium Z + 1 Bulk Up
+1 252 Atk Marshadow Soul-Stealing 7-Star Strike vs. 252 HP / 64 Def Arceus-Fairy: 375-442 (84.4 - 99.5%) -- guaranteed 2HKO
+1 252 Atk Adaptability Marshadow Soul-Stealing 7-Star Strike vs. 252 HP / 64 Def Arceus-Fairy: 500-590 (112.6 - 132.8%) -- guaranteed OHKO
252 Atk Marshadow Soul-Stealing 7-Star Strike vs. 104 HP / 0 Def Ho-Oh: 339-399 (89.4 - 105.2%) -- 31.3% chance to OHKO
252 Atk Adaptability Marshadow Soul-Stealing 7-Star Strike vs. 104 HP / 0 Def Ho-Oh: 452-532 (119.2 - 140.3%) -- guaranteed OHKO
252 Atk Marshadow Soul-Stealing 7-Star Strike vs. 72 HP / 0 Def Xerneas: 322-381 (78.3 - 92.7%) -- guaranteed 2HKO
252 Atk Adaptability Marshadow Soul-Stealing 7-Star Strike vs. 72 HP / 0 Def Xerneas: 430-508 (104.6 - 123.6%) -- guaranteed OHKO
Normally in Ubers, Kartana has a niche of setting up and sweeping. It's most known for having a role in Sticky Web teams. Despite Kartana's massive base 181 Attack stat, unlike Marshadow this Pokemon's moves aren't as good and there are dozens of Pokemon able to resist its main STAB moves, Smart Strike and Leaf Blade. Almost Any Ability solves this problem quite a bit by giving Kartana the Tinted Lens ability, allowing Kartana to become much more destructive either with Choice Band or Swords Dance.
Calculations to show what Kartana is hitting harder:
Swords Dance
+2 252 Atk Kartana Smart Strike vs. 4 HP / 0 Def Ho-Oh: 160-189 (45.1 - 53.3%) -- 34% chance to 2HKO
+2 252 Atk Tinted Lens Kartana Smart Strike vs. 4 HP / 0 Def Ho-Oh: 320-378 (90.3 - 106.7%) -- 43.8% chance to OHKO
+2 252 Atk Kartana Sacred Sword vs. 248 HP / 252+ Def Celesteela: 178-210 (44.8 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
+2 252 Atk Tinted Lens Kartana Smart Strike vs. 248 HP / 252+ Def Celesteela: 206-244 (51.8 - 61.4%) -- 95.7% chance to 2HKO after Leftovers recovery
+2 252+ Atk Kartana Smart Strike vs. 252 HP / 204+ Def Giratina: 213-252 (42.2 - 50%) -- guaranteed 3HKO after Poison Heal
+2 252+ Atk Tinted Lens Kartana Leaf Blade vs. 252 HP / 204+ Def Giratina: 272-322 (53.9 - 63.8%) -- 88.3% chance to 2HKO after Poison Heal
Choice Band
252 Atk Choice Band Kartana Sacred Sword vs. 0 HP / 4 Def Necrozma-Dusk-Mane: 153-181 (45.6 - 54%) -- 46.9% chance to 2HKO
252 Atk Choice Band Tinted Lens Kartana Leaf Blade vs. 0 HP / 4 Def Necrozma-Dusk-Mane: 228-270 (68 - 80.5%) -- guaranteed 2HKO
While not a Pokemon itself, the ability Poison Heal stands to have significant impact in the metagame by giving bulky Pokemon such as Giratina, Zygarde, and Yveltal the capability of lasting much longer in battles. The ability performs sufficient recovery actions so Giratina doesn't have to use Rest and Pokemon with 50% recovery moves can preserve more of their PP. Poison Heal also allows bulky set up sweepers such as Xerneas to set up stat boosts with less worry of getting KOed thanks to the recovery it gets.
Unlike standard Ubers, Dusk Mane in Almost Any Ability Ubers currently stands as the best Pokemon. Since it has the opportunity to choose other abilities, Dusk Mane's already high level of versatility might as well have doubled. It can run a multitude of abilities either to deal far more than necessary damage on the foe or to set up easier. Examples of typical abilities it can utilize at the moment are Steelworker, Magic Bounce, Flash Fire, and Levitate. With a significant range of abilities to choose from, unfortunately not even Primal Groudon is safe from this monstrous beast.
Steelworker calcs:
+2 252 Atk Steelworker Necrozma-Dusk-Mane Sunsteel Strike vs. 252 HP / 252+ Def Yveltal: 420-495 (92.1 - 108.5%) -- guaranteed OHKO after Stealth Rock and Poison Heal
+2 252 Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 240 HP / 0 Def Arceus: 322-379 (73 - 85.9%) -- guaranteed 2HKO
+2 252 Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 252 HP / 204+ Def Giratina: 247-292 (49 - 57.9%) -- 8.2% chance to 2HKO after Poison Heal
+2 252 Atk Steelworker Necrozma-Dusk-Mane Sunsteel Strike vs. 252 HP / 204+ Def Giratina: 370-438 (73.4 - 86.9%) -- guaranteed 2HKO after Poison Heal
+2 252 Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 252 HP / 252+ Def Zygarde: 237-280 (56.4 - 66.6%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Necrozma-Dusk-Mane Sunsteel Strike vs. 252 HP / 252+ Def Zygarde-Complete: 237-280 (37.2 - 44%) -- 100% chance to 3HKO after Leftovers recovery
+2 252 Atk Steelworker Necrozma-Dusk-Mane Sunsteel Strike vs. 252 HP / 252+ Def Zygarde: 355-420 (84.5 - 100%) -- 6.3% chance to OHKO after Leftovers recovery
Flash Fire and Levitate are used in order to surprise Primal Groudon. In all likelihood is Dusk Mane to set up in front of Primal Groudon using Swords Dance or Rock Polish. Flash Fire is also used to block Will-O-Wisp and prevent burns.
Magic Bounce is used most especially against Giratina users, of who often try to prioritize Will-O-Wisp over Dragon Tail and Thunder Wave users who would appreciate Dusk Mane not being able to move as efficiently. It is also used against Roar users to help Dusk Mane stay in the match to set up.
Out of the many abilities Dusk Mane is suspected to be able to run, these are what seem to be the more expected of it.