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Ghost/Steel typing and Recover Cofagrigus: 1
AYYYYY
Anyway this'll be post 500 so I best make it count for more than that. Let's have a look.
Fire / Fairy Sylveon + Flamethrower:
Ok so usually I'm not the one to comment on this sorta stuff but this really bothers me flavour wise. Like you've got the whole monotyped Eeveelution thing which doesn't usually bother me as much as others, but that only adds to the fact the Fire typing just seems 100% pulled out of nothing. I mean look at the thing! There isn't a single thing that could possibly make you think in a million years "That could be a Fire type," none of the dex entries have anything to do with anything similar to Fire. Hell, even the fact that we're having to add Flame Thrower because Sylveon doesn't learn any Fire moves other than Sunny Day is a pretty big indicator that this thing isn't supposed to have any associations with Fire.
The OP reads:
"Those changes should at the very least not contradict flavor. They don’t have to fit a Pokemon’s flavor perfectly, but don’t suggest a secondary Fire-type for Grass-types for example."
To me this is pretty darn close to "contradicting" flavor. We may as well be throwing Fire typing around to various Grass types, that's how much it doesn't make sense on Sylveon.
At the very least do me a favour and list it as Fairy / Fire. I know this was likely the intention but at a glance to think that Sylveon could be primarily Fire typing really bothers me.
Anyway I hope people will see this and you won't get a million rants about flavour, considering it seems to be always becoming less and less relevant, but I just had to.
It's a shame though because realistically Fire / Fairy Sylveon is pretty interesting. Fairy typing has always been pretty cool with those epic resistances to Fighting, Dark and Bug alongside that sweet Dragon Immunity, so to remove that Steel weakness and add resistances to Fire, Grass, Ice and Fairy seems pretty nice. I am however very worried about adding weakness to Ground, Rock and Water. I mean Sylveon's defence has always been piss poor, but with the addition of those weaknesses, anything running Earthquake or Stone Edge coverage is just going to straight up end you every time, which severely limits what Sylveon can come/stay in on. Especially when you consider you have to deal with an SR weakness now.
Its a real shame because had Earthquake in particular not been such common coverage Sylveon would actually have far better match ups against a lot of strong pokemon, such a Mega Charizard X and Mega Altaria. It also loses the ability to check a lot of things such as Mega Diancie.
Still you do gain a nice lot of cool things. Sylveon is now a bloody good check to Weavile, Mega Charizard Y, Mega Gardevoir and various KyuB sets (without SR vs KyuB).
So there is some merit to defensive sets to check specific wall breakers for a stall team, but the main buff is certainly to the Specs set. The extra STAB allows you to break almost all of Sylveon's previous checks and common switch ins, such as; (Mega) Metagross, Excadrill, Mega Aggron, Ferrothorn, (Mega) Scizor, Skarmory, Jirachi, Klefki, Bronzong, Doublade and Roserade. Plus most of these Situational Switch Ins were generally all riding on whether Sylveon was running HP Ground or HP Fire, but now that you have STAB Flamethrower, you can run HP Ground every single time, meaning all those pesky Fire types that resist your STABs are never safe. Lastly Psyshock will round you out to beat Stallbreaker Talonflame and Tentacruel. There are veeery few safe switch ins to this thing. Luckily due to the SR weakness and other added weakness it is now easier to revenge kill than ever.
Water / Dragon Milotic + Flare Boost:
So the first thing jumping to mind is that this will be an EPIC check to Water Spout and Eruption mons in Inheritance! No ok but serious, Water/Dragon is pretty sweet typing for a Specially Defensive mon, with 4x resistances to big hitting Special wall breaker moves like Fire Blast and Hydro Pump, as well as being neutral to almost all coverage. Its two weaknesses are very rare coverage and can generally be spotted a mile away, making it a pretty safe and easy mon to use. I mean with 95/125 SpD fully invested, you can be pretty confident that you won't be dying to any special attackers other than those dropping the big ol Draco Meteors and Pixilated Hyper Voices, but they aren't exactly gonna catch you by surprise. What's cool though is that Psyshock actually isn't that scary, because you can take it from weaker users like Starmie, and the other most common users are freaking Mega Gardevoir and Latios, which have other means of ripping you apart anyway. Very few special attackers can break this thing.
So now we have a reliable blanket check to pretty much all fast but weak Special attackers, that is also capable of taking on some really nasty wall breakers such as Mega Charizard Y, Thundurus, Omastar, Tornadus, Gengar, and Nidoking.
Flare Boost is an interesting option. Its a pretty hefty special attack boost, turning many 3HKOs on frail special attackers into 2HKOs.
0 SpA Milotic Dragon Pulse vs. 0 HP / 0 SpD Mega Manectric: 109-130 (38.7 - 46.2%) -- guaranteed 3HKO
0 SpA Flare Boost Milotic Dragon Pulse vs. 0 HP / 0 SpD Mega Manectric: 165-195 (58.7 - 69.3%) -- guaranteed 2HKO
As a result I reckon it makes Milotic an epic switch in to Scalds, taking approximately 0 damage from them and turning the burn into a substantial power boost, whilst mitigating most of the damage with left overs.
There is also of course the increased merit of offensive sets. With Flame Orb giving you pretty much a Specs boost while still being able to switch moves, on top of Hydro Pump's great bp and your decent 100 SpA.
252+ SpA Flare Boost Milotic Hydro Pump vs. 252 HP / 224+ SpD Mew: 181-214 (44.8 - 52.9%) -- 85.9% chance to 2HKO after Stealth Rock and Leftovers recovery
Also 81 speed when invested isn't half bad from a mon of that power.
Basically I see the two sets either maxing out HP/SpD or SpA/Spe, running Scald/Hydro Pump + Ice Beam, Dragon Pulse and Recover, then abusing its ability either via tanking Scalds or running Flame Orb.
Cool mon.
Chesnaught + Thick Fat:
I don't know how feel about this one, I just feel like it doesn't make an awfully large difference. Like any grass type with Thick Fat, it makes it a nice check to Electric types like Mega Manectric, but outside of that not a lot, and there are already sooo many good/better electric checks. I guess it makes Chesnaught a strong Weavile counter, but most Fire and Ice types are special attackers, and have either and strong secondary STAB or coverage options that'll 2HKO you anyway, in fact real worries like Mega Zard Y and Kyurem Black OHKO you anyway. Another pro is you match up better vs bulky waters as they often run Ice Beam, but even then you don't really wanna be taking Scalds. Just like you check Entei now, but don't really wanna risk a SF Burn if you can avoid. It just over all doesn't seem like it would drastically change anything, and I mean Chesnaught decent in OU. You just gain a handful of slightly better match ups, and lose your cool Bullet proof immunities.
Escavalier + Trick Room and U-Turn:
Not an awful lot to say about this one either tbh. Like at the end of the day Trick Room is arguably viable already, but its just too difficult to make it work reliably and consistently in such an offensive meta. Besides good Trick setters aren't that big an issue as much as just setting it up in general, using a Trick Room team is essentially trying to use a rain team without Politoad or Damp Rock, its just very difficult to pull off and comes with a lot of cost. Beside Escavalier however it would be a good Trick Room setter, it doesn't stand out as something that would be "The Ideal Trick Room Setter," its just another option if you feel like challenging yourself. Basically I just think that the addition of Trick Room will just end up being a mute point, that never actually sees much competitive usage, if any. That said though, I suppose I'm probably looking at this the wrong way because I just want TR teams to be viable more than anything in order to spice up the meta. I suppose as a stand alone cleaner it actually has the potential to be a really good cleaner vs offence. Similar to Hoopa Confined, coming in on a weakened team late game and using its bulk to take a hit and set up TR, before wiping out the rest of the opposition with powerful STABs.
U-Turn however is cool, but its not exactly new. In fact I'm almost certain that there have been at least one instance in the past where Escavalier has been slated with U-Turn and another buff, if not two. But yes a slow bulky mon with a hard hitting U-Turn would be a fantastic pivoting tool.
So basically this'd be a cool mon late game to either safely bring in a cleaner or set up sweeper via Slow U-Turn, or clean itself with Trick Room and Mega Horn + Iron Head nuking things to death.
My vote will probably go to either Milotic or Escavalier.