Hi hello, people told me to talk about Switcheroo Regieleki and talk publicly about what led me to submit it and why I personally think it would be cool, and I think a good way of going about that is by addressing Gravity Monkey's post since it is probably the one that goes most in depth regarding the core reasons why Switcheroo might be bad.
Rn it's just a sitting duck until your opp decides to be a dumbass and sacs his ground type or puts it in range of specs ancient power and then it just auto-wins. No area for interesting counterplay, just, keep your ground alive and switch it in whenever eleki comes in. Of course, since it can't do shit against them, it usually means its a 5v6 for the person using it. This is bad. This is so bad. This buff does not help that! In fact it makes it way worse!!
For the record, Gravity Monkey, I actually agree with you. I think Regieleki is a horrendously designed Pokemon from a competitive standpoint. I believe its concept of being an immensely powerful offensive threat that is entirely shut down by a single type is something that is immensely uninteresting and lacks depth, especially considering how blatantly busted it is once all is said and done. However, I'd argue that what makes this concept so bland is the fact that its incredible, unbridled offensively potential is so uninterestingly polarized. It will either do a lot, or nothing at all, as opposed to meeting a unique middle ground that diversifies how it interacts with its counters outside of simply just "it loses to them, indiscriminately". In other words, Regieleki is a horrible competitive design because its balance is fundamentally polarized, and has no intrigue since it lacks any unique or interesting options to interact with them.
Zeraora and Tapu Koko are both, standardly, the best fast Electric-types in base SS OU, and are both incredible examples of what makes the fast Electric-type archetype so interesting and what inspired me to make this submission. Both are incredibly potent win conditions that hate dealing with Ground-types, but unlike Regieleki, have ways of interacting with them that make them manageable but not complete dead weight, and consequently diversifies how you both build and play with them. Zeraora's access to all of Toxic, Bulk Up, and Knock Off allow for it to exploit Landorus-T's poor longevity, but not outright beat it. Tapu Koko has U-turn to safely pivot against Ground-types, a secondary STAB, and Calm Mind to pressure and take advantage of them, but not in a way that doesn't outright lock its matchup against them. Tapu Koko is also really easy to check with Special walls. Switcheroo with Regieleki, in concept, was designed to be exactly that; an option against Ground-types to let its really cool revenge killing and hazard clearing applications as a super fast Electric-type shine, but not in a way that outright invalidates them. R8 put it best, as Switcheroo is essentially a "one-shot" move. You have to time it well to get your intended effect out of it, lest you waste momentum and your ability to take advantage of Ground-types. The key thing to consider, above all else, though, is that Switcheroo does not mean your Ground-type is instant dead weight against the rest of the team. Stealth Rock, a STAB Earthquake, and potentially momentum are never wastes of turns, especially if they get in on Regieleki to begin with, alongside the sheer inconsistency that comes by nature with the "one-shot" you get. On paper it might seem like that, but in action it will likely be nowhere near consistent enough to be a broken presence.
When coming up with this submission, I mostly had Choice items in mind, as they are usually run with Regieleki anyway, and while they can cripple Ground-types, make it so Knock Off is a really risky move to run alongside it and also makes it so they're still guaranteed switch-ins to Regieleki since it lacks literally any other option to take advantage of them outside of Rapid Spin. Them being Choice-locked could have cool applications on double switches, or forced U-turns if you want to take advantage of Rocky Helmet, for example. However, Switcheroo also has other applications I thought about that let Regieleki's incredible natural attributes shine, namely its Speed. You can run things like Status orbs with Substitute to wear down the Ground-type, Ring Target to wring the opponent into momentum spam, or even other options like Sticky Barb if you really want to get heat.
The idea of Switcheroo was, essentially, to diversify how you fit Regieleki onto teams and actively improve that terrible competitive design to make it practical yet readily checkable with its core weaknesses staying intact, but above all else, less linear as an offensive Pokemon. If you're feeling "Regieleki doesn't and shouldn't be able beat Ground-types!"; you're right, it shouldn't, but that isn't the point of this submission. It's meant to give it
options against them that encourage creativity and clever teambuilding with the fast Electric-type archetype to create unique and practical forms of pressure against Ground-types, a la Zeraora and Tapu Koko, not sure-fire ways to beat them, especially considering it is still greatly held back by Special walls as is. Hopefully this clears things up.
Regarding the other submissions so this isn't just a Regieleki defense post:
Flygon: +Poison Heal, +20 Speed
This is honestly a really, really cool submission and one I would personally be a fan of seeing. A fast Ground-type Poison Heal user that has a naturally really awesome defensive profile, longevity, utility, and boosting is quite a bit like Gliscor on paper, but I believe this submission brings the healthy caveats of Gliscor's presence in the metagame without most of the polarizing parts of Gliscor, especially with Gliscor's much greater bulk being exchanged for a big Speed bonus to let it actually serve as a very consistent-seeming offensive check to a solid amount of dangerous Pokemon while letting it be more feasibly overwhelmed. This feels almost like a Gliscor + Tornadus-T fusion, with Gliscor's defensive profile and Tornadus-T's fast, disruptive presence that still packs natural defensive utility, but lacks the natural power to be an immediately dangerous presence. The only potential problem I see is bulky Dragon Dance, which I could see being a gigantic problem, but with things like Latias around and the amplified power level letting it be more prone to being overwhelmed, it could be a lot less terrifying in practice than it seems on paper. As a big Tornadus-T and Gliscor fan, though, this seems like a lot of fun and it could be a superb presence as an offensive pivot with copious amounts of natural defensive utility.
Salazzle: +Earth Power, +10 SpAtk
Salazzle really needs some kick, and... well, this definitely provides that. Earth Power will for sure help it to instead just break past things like Heatran and Toxapex. Though, I'm going to come out and say that I really dislike like how this tunes its offensive design, a
lot, since it pretty much makes its original niche provided by Corrosion obsolete. This is pretty big for me because I think Corrosion is part of what makes Salazzle so fascinating as an offensive Pokemon, since it allows it to not only apply direct pressure against its natural checks, but does so in a way literally no other Pokemon can, and in a way that's genuinely super practical on paper considering how things like Toxapex would loathe losing that staying factor that makes them so naturally good. I personally think more bulk would be a much more interesting way to play to its great defensive typing and make Corrosion much more practical as an option to play to, but that's just me, I guess.
Dhelmise: Steel/Ghost
Steel/Ghost is an amazing typing defensively, which gives Dhelmise a lot more staying power and a much more practical niche as a Ghost-type wallbreaker and Rapid Spin user, but I'd really like to put emphasis on the fact that this
still gets Steelworker and gives its Steel-type moves an effectively 2.25x boost for free. As such, this turns it into an absolutely asinine wallbreaker, especially considering it gets STAB Poltergeist to complement it to cleave most Steel-type resistances, Rapid Spin for Speed boosting, Swords Dance,
and it still has Synthesis for longevity in case it wants to take a bulky setup route. Knock Off will most likely keep it in check in a vacuum and I could feasibly see it being overwhelmed considering it's still super slow, but I can't say I'm too comfortable with this considering how this change has the potential to drive Dhelmise into a dominating state where it can take consistent trades, considering just how insanely well Steel/Ghost actually augments everything in its kit.
EDIT: Oh and Resist Berries exist, so your Knock Off/Earthquake breakers will likely just die. I'm sorry, this looks way too dangerous and far too good at forcing favorable trades against a wide range of important Pokemon for my comfort.
Cresselia: Psychic/Poison
I mean.... okay, I guess? I get where this is coming from: this gives Cresselia a natural Toxic immunity, goes really well with Levitate, and makes its Calm Mind set a genuine behemoth. From a competitive standpoint I can see its merit and it appears actually rather immensely practical, but I just cannot subscribe to this because I care way too much about flavor and this just makes no sense, especially since it has no Poison-type move barring Toxic, which doesn't count for obvious reasons.