Metagame Free-For-All

It's been a week, so let's talk about three Pokemon that are excellent in the FFA meta:


Kyurem-Black @ Leftovers/Life Orb
Ability: Teravolt
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Icicle Spear
- Fusion Bolt
- Dragon Dance
- Roost/Substitute

Easily one of the most fearsome cleaners in FFA, once Kyurem-Black has a single Dragon Dance under its belt there is very little that can be done to stop it from wrecking havoc. In this slow and bulky meta where relatively few teams carry a Choice Scarf (and those that do often Trick it away to cripple a defensive wall) Kyurem needs only modest speed investment to outspeed virtually everything that matters after a single dance. This particular EV spread outspeeds base 75 (Adamant Band Dracovish) when unboosted, and positive nature base 130 (Spectrier) with one dance. The hit point investment gives it more than 417 hit points, so if you're running Substitute then Blissey/Chansey will not break them with Seismic Toss. Its phsyical bolt/beam move combination is nearly impossible to handle, with only niche Pokemon like Magnezone and Rotom-H resisting both. Its ability Teravolt allows it to rip through Unaware Pokemon. Its bulk is excellent, and in end-game situations with the right positioning can easily win a 2v1, beating down one player then turning around and crushing the other.

Now with all that said, Kyurem-Black isn't perfect. It's such a huge threat that using it paints a target on your back, and Body Press is a very popular move on physically-defensive Pokemon that will likely answer Kyurem. It can struggle with Iron Defense Pokemon, which can boost their defenses faster than it can boost its attack. Fusion Bolt's 8 PP can also be a problem, and double-switches and Protects can deplete it very quickly, especially when you have multiple players left to clean up. Kyurem is also vulnerable to Toxic, so you must keep the field clear of Toxic Spikes to use it effectively. However, these downsides are all greatly outweighed by the sheer power it brings to bear.


Clefable @ Leftovers
Ability: Magic Guard/Unaware
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind/Cosmic Power
- Soft-Boiled
- Moonblast/Work Up
- Stored Power/Flamethrower

This monster is inconspicuous compared to Kyurem-Black, but is easily one of the most dangerous Pokemon in Free-For-All and is cause for attention at team preview. Clefable has a multitude of sets, many of them capable of cleaning up and outright winning 3v1's. It can be tailored any number of ways and depending on what moves and abilities it's carrying your counterplay will be different. While the set featured here is a defensive setup sweeper, Clefable is one of the best clerics in the format as well and a star in a team support role. A Wish/Teleport Clefable can safely deliver wishes to injured teammates, bringing back powerful monsters like Kyurem-Black for a second rampage. Clefable is also a viable user of Psych Up, which can very quickly turn the tables on slower defensive setup Pokemon.

Stored Power is an incredibly powerful move in the free-for-all format, and can take advantage of either the passivity of defensive Pokemon or the distractions posed by offensive Pokemon to begin setting up. Clefable offers the perfect combination of traits to complement this, with STAB Moonblast to deal with Dark-types, the Magic Guard ability for immunity to Toxic or the option of Unaware to beat other setup Pokemon. Cosmic Power allows Clefable to boost both defenses simultaneously, making it nearly impossible to remove with conventional attacks, but can be somewhat passive. Calm Mind is vulnerable to physical attacks, but set up much more quickly and its Moonblast is very dangerous after only one or two boosts. Cosmic Power is able to run Work Up as a second move, using Stored Power as its only attack, which can be a huge surprise to opponents who expected Cosmic Power to be passive. However, this comes at the cost of leaving you powerless against Dark-types and impotent if you can't get boosts (for instance, against a fast Haze or Clear Smog user). Clefable doesn't need to run Stored Power, and can run Flamethrower if you're more concerned about beating Steel-types in the end-game.

Clefable's Achilles heel is the no one set can do everything. It has to either run Unaware or Magic Guard, it can only run a fraction of its attacking and setup move options on a single set, and even the cleric set really wants 5 moves (Wish, Protect, Teleport, Moonblast, and Heal Bell) and needs to drop something. Every Clefable has a weakness, but you don't necessarily know what you're dealing with at team preview. And if that Clefable is just sitting in the back, never hitting the field, you should get scared.


Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Roost
- Defog/Spite/Light Screen

One of the most reliable physical walls in FFA is Iron Defense Corviknight. It's very difficult to remove without STAB super-effective moves, and after a few Iron Defenses it's virtually unstoppable on the physical side while also incredibly hard-hitting with Body Press. Pressure means that opponents will usually run out of attacking moves long before Corviknight runs out of Roost, allowing it to simply wait out targets it can't otherwise beat. In the last slot it can run a variety of move options. It's the most reliable hazard control by far, as many other hazard-control options struggle with being vulnerable to Toxic or Knock Off (which removes their Heavy Duty Boots). Corviknight is not dependent on its Boots and losing its Leftovers isn't the end of the world, giving it the longevity to outlast the hazard setters that other defoggers can struggle with. Spite is another powerful option in FFA; Corviknight often ends up in PP stall wars with other physically defensive walls, and Spite lets it win those wars quickly. It's also an incredible Screen setter, supporting more offensive teams quite nicely. Lastly, it can run a Bulk Up set with a more diverse attacking movepool to serve as less passive win condition. It even gets access to Power Trip, the physical equivalent of Stored Power. However, its Iron Defense set is easily its most consistent mainstay and a common sight on a variety of team compositions for its consistency.

Corviknight's biggest problem is its reliance on Body Press for offensive presence. This can leave it largely impotent against those Pokemon that resist Fighting. It can also struggle with the mere 16 PP of Body Press; this is a Pokemon that can easily spend 30+ turns on the field over the course of the game so you need to be careful with rationing that. There is nothing worse than entering the late-game with all its checks and counters removed only to be out of Body Press uses. Of course, as with the other Pokemon above, these downsides are a price you pay for something that is very difficult for opponents to handle and that can outright win the match if the other teams lose their counters. Many Pokemon are outright helpless against Corviknight's massive physical bulk, hard-hitting Body Press, and ability to win end-game PP wars in situations where the remaining Pokemon mutually wall each other.
 
to add on, here comes my dumbass again with gimmick sets that spell fun for everyone
today I'll be looking at all of the viable (and more niche) Gravity setters. because FFA is so fast-paced, i'd argue Gravity gets a little bump up in viability since it affects the other 3 players and makes them forced to account for it. however, you should really only run Gravity if you want to do the following:
-Make all moves have boosted accuracy (yes, that even includes your opponents if you're a gambling man and were really hoping for that will-o-wisp miss). Any move with at least 60% accuracy will always hit, so it's more of a 1.67 boost, while 50% accurate moves are at about 83%.
-Ground all Flying/Levitate/Air Balloon Pokemon (for smacking around Celesteela/Rotom with ground moves, or ensuring Spikes/Toxic Spikes affects more mons... yes, yours too)
-Completely annihilate the very rare High Jump Kick user and make someone's Flapple a little bit happier (don't use flapple, please)

keep in mind that sets here are not ordered in any way, some are extremely niche while others less so
Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 140 Atk / 116 SpD
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Body Press
- Gravity
- Protect / Trick Room

A spin on the popular doubles trick room setter, Diancie now takes the role of more of a "suicide" Gravity setter, so pretty niche, since there's still that slowness problem. We all already know spread moves do pretty much chip damage in FFA, but, now under Gravity you can't possibly miss any hits at all, meaning more likely than not you'll get your defense boost. However, because Diancie is so slow, that means once you're boosted you're now prime target #1. You should probably pair a sand setter with this.


Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 164 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Gravity
- Pain Split
- Will-O-Wisp
- Night Shade

I'd say Dusclops makes a very valuable defensive Gravity setter. Under Gravity, you can now spread burns 100% of the time, which is the whole appeal of this set. As always, despite its sky-high bulk, it's very weak to Taunt, Knock Off, Trick, etc. Regardless, this is very simple to use, and probably one of the most viable Gravity sets.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gravity
- Earthquake
- Stone Edge
- Protect

Viable? Maybe, maybe not, depends on how many people wanna target you for being Lando-T, and you'll probably wanna focus more on attacking. The main appeal though is that high-accuracy Stone Edge and Earthquake hitting more people. If you'd prefer to just be hitting that one annoying mon though with a ground move, a mixed set could work with Earth Power instead. Overall I'd call this specific Gravity set niche.

Mew @ Sitrus Berry / Mental Herb
Ability: Synchronize
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Gravity
- Hypnosis
- Spikes
- U-turn

A naturally pretty fast Gravity setter that can use it in a couple of ways. This set mainly focuses on how you can set Gravity and use Spikes with the same mon, and also spread sleep around 100% of the time. A super annoying set in the right hands.

Necrozma @ Sitrus Berry
Ability: Prism Armor
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Gravity
- Photon Geyser
- Earth Power
- Protect

A naturally bulky, offensive Gravity setter, though I'd still call this kinda niche in comparison to most other Gravity users especially since the only usage Necrozma could get out of Gravity is Earth Power hitting hard on some mons that'd otherwise be immune to it.

Porygon2 @ Eviolite
Ability: Download / Trace
EVs: 252 HP / 16 Def / 132 SpA / 108 SpD
Modest Nature
IVs: 0 Atk
- Ice Beam / Blizzard
- Zap Cannon / Thunder
- Gravity
- Recover / Protect

In Singles, Porygon could probably use Gravity a lot easier than here where sometimes you might need to protect, and Blizzard had no problem since you didn't need to account for more Pokemon. Regardless, this is a very viable, bulky Gravity user. Zap Cannon has about 83% accuracy under Gravity, so if that doesn't appeal to you, try Thunder, just be wary of Sun weather teams.

Tapu Fini @ Sitrus Berry
Ability: Misty Surge
EVs: 248 HP / 104 Def / 124 SpA / 32 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump / Moonblast / Surf
- Nature's Madness
- Gravity
- Taunt / Protect

Nice and bulky, and can also have 100% accuracy on Nature's Madness and Hydro Pump. Also, since all Pokemon are grounded, that means all Pokemon are affected by the terrain, so keep that in mind. I'd argue this is a very viable Gravity setter.

Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Gravity
- Psychic
- Focus Blast
- Protect

Another offensive Gravity setter, albeit not bulky at all, you will probably want screens support. The main appeal is all mons being affected by Psychic Surge and slapping dark types and steel types with Focus Blast.

Cresselia (F) @ Light Clay / Leftovers / Mental Herb / Sitrus Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Gravity
- Reflect / Icy Wind
- Light Screen / Thunder Wave / Toxic
- Lunar Dance / Moonlight / Protect

Cresselia is a naturally bulky user of Gravity that can be pretty hard to remove, but she doesn't exactly benefit from it alone. So, here's a suicide dual screens build that can put one of your Pokemon back into the fight. Alternatively, you COULD become way more annoying with having a 100% accurate Icy Wind/Thunder Wave/Toxic and work from there.

Sableye @ Rocky Helmet / Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Recover
- Will-O-Wisp
- Gravity

Dusclops does it better, but Sableye does it faster. Remember to watch for Dark types.

Ferrothorn @ Rocky Helmet / Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock / Spikes
- Leech Seed
- Gyro Ball
- Gravity

A super viable user of Gravity, however, Ferrothorn needs to give up something important just to use it in this format -- mainly Protect or setting up hazards. Much like regular Ferrothorn though, you can swap around whatever you want, but the main appeal is being super bulky and having a 100% accurate Leech Seed.

Clefable @ Leftovers
Ability: Magic Guard / Unaware
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature
- Moonblast
- Soft-Boiled
- Gravity
- Fire Blast / Focus Blast / Whatever

Much like Darvin explains Clefable, it's that it really, really wants more move slots, and putting Gravity on it only limits it more. However, what you get is a nice, bulky Gravity setter that can last a few rounds, and is one of the better Fairy types out there. Its immediate, main appeal here is being able to slap around a Steel type with a very sudden Fire Blast or Focus Blast and bring the fear of God into them for a split second.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 80 HP / 252 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Gravity
- Heal Bell
- Seismic Toss

It's Chansey. Takes most hits like a champ, and can heal you right up. Very passive and very defensive as always.

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 80 HP / 252 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Gravity
- Heal Bell
- Seismic Toss

It's Blissey. Also takes hits like a champ, but in a different way than Chansey. With both Chansey and Blissey, if you can fit 'em in somewhere, you could use Sing or Zap Cannon for kicks, but, like, why?

they're not the most detailed sets/explanations, and pretty obviously, you don't need all of your mons to have Gravity on them, but hopefully these give you some fun ideas
 
Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 140 Atk / 116 SpD
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Body Press
- Gravity
- Protect / Trick Room
I seriously gave Diamond Storm/Body Press a try early in the meta, and it indeed is sadly a gimmick. As with pretty much everything you can make it work if you really want to, but Diancie is chipped super easily and has no reliable recovery and Diamond Storm's offensive power is so mediocre that you may as well just run a better Iron Defense user instead.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gravity
- Earthquake
- Stone Edge
- Protect
Replace Stone Edge with Swords Dance and I think this could be seriously dangerous. Not great (anything that requires setup to function effectively had better be earth shattering, and Landous-T really falls short. It lacks a good single-target Ground STAB which means it often can't do anything to target down specific threats, which is really exploitable) but if you can get a SD or two that's going to be some pretty nasty damage and you can't just ignore it with levitate/flying thanks to gravity.
 
It's been a while since I last did a team dump, so let me share a few sample teams. These are pretty solid teams, some of them do have a bad matchup against specific Pokemon but that's not necessarily a deal-breaker in FFA. I only just realized while looking over these teams I realize that I'm overusing the Chansey (or Blissey) + Corviknight core, but in all fairness it's a really good defensive core since a lot of teams are very reliant on a good cleric and defogger, and these two are the best of the best in those roles.

Spike Stack Phasing
:Dracovish::Hippowdon::Umbreon::Skarmory::Kartana::Slowking-Galar:
This team stacks Spikes and has multiple phasers to rake opponents over the coals. It uses Choice Band Dracovish as a breaker to punch holes, Umbreon as a Cleric (since Hippowdon is very vulnerable to status and Dracovish appreciates Wish passing) that isn't setup bait for Kyurem-Black thanks to Foul Play. Slowking-Galar is a poison-type pivot to add some extra protection against Toxic Spikes, while Kartana rounds out this team as our cleaner. The only problem with this team is that it can struggle with Heavy Duty Boots Mantine, which is picking up in popularity as a Defogger that just hard stops Dracovish. You might consider swapping Foul Play for Knock Off on Umbreon to cripple it, but that means Kyurem-Black can just come in on Umbreon for free and dance which is very dangerous in end-game situations.

Perish Trap Balance
:Zapdos-Galar::Chansey::Corviknight::Zeraora::Lapras::Spectrier:
This is a team featuring Perish Trap Lapras as anti-stall tech. I've come to like Lapras as a Perish Song user since Block is more reliable than Whirlpool (cannot miss, isn't stopped by Protect or Storm Drain) and Lapras is generally not regarded as a threat that gets focused on, and being a Dracovish counter is great. Perish Song isn't great against the typical offensive teams you see in regular matches, but if you come up against meta stall teams you will be glad you have it. We use Chansey as a Cleric to support our offensive Pokemon and keep them healthy in longer matches, while Corviknight serves as a very reliable defogger to keep hazards off of our field. This team does not carry any hazards of its own, as it really doesn't have room for them on its defensive core and offensive Pokemon are terrible at keeping hazards up in the FFA meta. All three of Spectrier, Zeraora, and Zapdos-G can potentially clean in the end-game depending on what's left. The team relies on Lapras because it otherwise has no way to stop Stored Power sweepers that are already set up.

Buzzwole/Victini Test
:Buzzwole::Slowbro::Umbreon::Zapdos::Victini::Naganadel:
This is a team I built to test Buzzwole and Victini, and I actually like it quite a lot. Buzzwole is a Bulk Up user with access to the coveted Darkest Lariat move, which ignores defense boosts and thus rips right through almost all Iron Defense and Cosmic Power users. I find that it rarely has opportunity to use Bulk Up or Roost, as it can't really set up until all special attackers are removed, but as an end-game win-con it can be quite strong. Victini uses a Choice Specs Trick set to either break through walls or cripple them. It's fairly one-dimension, but it works fairly well and Specs Blue Flare is incredibly strong. The one concern I have with this team is that it doesn't have a good answer to Heatran, as Slowbro is not carrying Scald and instead Flamethrower for Ferrothorn. You might consider switching that up, although that can make this team weak to Ferrothorn. However, for whatever reason, I've found Heatran hype has really died down and I rarely see it anymore (even though it's still crazy good).

The Meta (TM)
:Clefable::Kyurem-Black::Corviknight::Slowking-Galar::Chansey::Latios:
This is a meta stall team. We see the three Pokemon that I talked about earlier this week featured, along with Slowking-Galar as a pivot to give extra protection against Toxic Spikes and Chansey on Stealth Rock and Heal Bell duty. Finally we have Choice Scarf Latios in the last slot to either give us a revenge-killing option against fast offensive threats that get out of control, or a way to cripple defensive walls or setup. As with a lot of meta teams, this one is very vulnerable to trapping effects. However, you have multiple win-conditions and outs and if you can make it to the end-game with the right cleaner you can absolutely win even after your core is broken.

Regigigas Test
:Clefable::Slowking-Galar::Corviknight::Blissey::Regigigas::Hippowdon:
Here's another team built to test a niche threat, Regigigas. We use a familiar stall core, but this one uses Blissey instead of Chansey since Leftovers helps avoid chipping ourselves with our own sandstorm from Hippowdon. Regigigas rounds out this squad; while I don't think it's particularly amazing (spitballing it at C-tier on viability rankings) it definitely is viable and a threat that needs to be respected. With Power-Up Punch, Rest, and Sleep Talk it can be very difficult for more defensive teams to withstand, and Darkest Lariat will prevent Iron Defense users from setting up in your face (just be mindful that you're a normal-type and can't take boosted Body Presses). Overall this is a fun team and if you like Regigigas this is a solid squad for it.
 
In a world, in a society, an ancient evil has awoken.
Hazards roam the land, and Leech Seed sucks the life out of unsuspecting Pokemon, leaving them helpless for at least 30 turns and leaving them to a slow, antagonizing death.
If you have a problem, if Excadrill nor Regieleki can help, and if you can fit it...
...maybe you can hire, the T-Cruel.


Tentacruel @ Black Sludge / Heavy-Duty Boots / Chesto Berry
Ability: Liquid Ooze
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Rapid Spin
- Knock Off / Scald / Sludge Bomb / Corrosive Gas
- Scald / Sludge Bomb / Haze / Icy Wind / Corrosive Gas / Acid Spray
- Rest / Protect

Tentacruel, since SwSh, is now the only Pokemon with Liquid Ooze, a useful gimmick ability that can deter Giga Drainers and Leech Seeders by doing damage back to them. And, next to Excadrill with its weirdly high HP stat, Tentacruel is probably one of the bulkier spinners out there -- which is useful to have in a world with Sticky Web. Also, since it's a Poison type, it gets rid of Toxic Spikes on your end just by switching in. It's also got a very respectful 120 Sp. Def stat, and surprisingly decent 100 speed, so if you feel like you need to try to outspeed something, you can slap on Heavy-Duty Boots in order to not get slowed down by Sticky Web and have at it.

Keep in mind, however, that you generally only want Tentacruel if you want a bulky spinner that's not Excadrill, AND if you want to deter Leech Seed at the same time because you really, really hate Celesteela/Ferrothorn. However, if you decide to have it on your team, it has a surprising lot of versatile moves, some working better than others if you invest some speed, but I haven't quite tested a speedy build out yet.

Acid Spray is best ran if you run Scald with it, since, well, you can hit a lot better, but running Acid Spray alone isn't a bad choice either since everyone's neurons light up the minute they see a poor mon with -2 Sp. Def. Corrosive Gas is also a very nice gimmick -- in exchange for doing no damage and being suspectable to Taunt, you get to remove EVERYONE'S items without any contact whatsoever. Just keep in mind that unlike Knock Off, which can do a little bit of damage in desperate times, that Corrosive Gas's usefulness wears off the minute items are gone.

Finally, Rest/Protect is best ran according to what you need. You can run Rest without a Chesto Berry, but it's recommended you have some sort of cleric. Likewise, you'll probably want some Wish support if you're running Protect.

Tentacruel is generally weak to Electric, Ground, and Psychic -- alongside heavy physical hitters. Special hitters might be able to break though it too if they're all set up. Therefore, I think Lando-T makes a superb partner if you're looking for someone simple since it's flat-out immune to most of Tentacruel's weaknesses and has Intimidate. Spreading around burns isn't a bad idea either.
Wow, this got a lot more involved than I thought.
 
Tentacruel is a Pokemon on my list of things to try, but its lack of reliable recovery makes me uneasy about it. Hazard control really appreciates reliable recovery in this meta. Due to the fact that there are four players and hazards are set on every side of the field any time anyone sets them, hazard control really has its work cut out for it to keep the field clear. This means hazard control really needs the longevity to come in and spin/defog repeatedly throughout the match to do their job consistently. This makes me uneasy about Tentacruel, which has the bulk but not the reliable recovery for these purposes. This also makes the choice between Boots and Sludge more painful, as spikes will ravage you if you need to spin them, but without Sludge you have zero recovery.

I don't think Chesto is a good choice, and in general I'm not a fan of berries in FFA. I'd prefer to pair Tentacruel with a Heal Bell user to use Rest, or better yet a complementary Wish passer to give it a jolt of recovery when pivoting into it. It does have a natural synergy with the most common wish passes - Umbreon, Clefable, Chansey, and Blissey - being resistant to literally all their weaknesses, which makes me feel the Wish pass route is the way to go.

In terms of speed, I think the only things worth outspeeding are Dracovish and Heatran. This is a pretty bulky meta, and most things below base 100 aren't running any significant speed investment to begin with, and if they do it's just a small amount to creep something specific. Tentacruel can creep both Adamant Dracovish and Modest Heatran with 72 Spe investment, but if it wants to creep their positive-natured variants it requires 172 Spe investment. Based on my experience most Heatran and (Banded) Dracovish are not running speed-boosting natures, so I'd go with the lower threshold of 72 Spe investment.

I also don't think Landorus-T is a good partner for Tentacruel. Typing is only part of the team-building equation, and other qualities matter just as much if not more. In this case both Landorus-T and Tentacruel suffer from being defensive pivots that lack reliable recovery, thus doubling up your reliance on the same kind of support. Given that Landorus-T isn't particularly good in this meta to begin with, I would not recommend it as a partner for Tentacruel. As I mentioned earlier, I think better partners are the wish passers - Umbreon, Clefable, Chansey, and Blissey.
 
snibbedy snab :-DDDD
Very good points. Kinda just, including that in here, since you've been very neatly adding onto my ideas in ways I never thought of.

Aside from that though, I talked about Gravity setters, but now I kinda wanna talk about some potentially fun mons that could abuse Gravity's power. These won't be purely sets, but rather moves on mons that some people might not expect otherwise. Viability can range from anywhere to "hey this kinda works" to "extremely gimmicky" all the way to "not viable at all but fun as hell".

Important Note: Thunder is listed a couple of times here, keep in mind that under Sun, it'll have 50% accuracy, with Gravity bringing it to around 90%

Tornadus-Therian with Hurricane/Focus Blast

Though a rain team could just as easily make Hurricane never miss under any circumstance, with Gravity you get to think a little differently. While you no longer need to participate in silly weather wars (for the most part, Sun can still hamper it a bit) and don't need to share a weakness with your rain setter, however, as opposed to Drizzle just getting it in, Gravity takes a turn to set up... and Tornadus loses its ground immunity, making it suspectable to fun things like Spikes, Toxic Spikes, and eating (insert ground move here).
Other net bonuses include getting a 100% accurate Focus Blast, too, for smacking around Steel types. There's actually a Gen 7 team that used this mon with Specs on their Gravity and did decently well, but I can really only recommend Heavy-Duty Boots in good faith for this format due to hazards being thrown everywhere and Gravity grounding you.

Heatran with Magma Storm
Now here's something actually fun. Magma Storm is Heatran's signature move that does a lotta pain and even traps your opponent. Trapping is fun in FFA because if your other opponents are smart enough, they can take care of a Pokemon that might otherwise cause trouble for everyone. Unlike some other mons, Heatran doesn't lose anything at all under Gravity alone.

Chansey/Blissey with Sing
At this point I'll just admit I'm taking notes from an very old Smogon guide to Gravity, like all the way back from Gen 5, but I feel like this deserves a funny mention just for being there. Under gravity, Sing has 95% accuracy, however, Chansey/Blissey generally have a tight moveset anyway, so I can only put this in the "fun and unexpected" category if you can fit the move in.

Ferrothorn/Tangrowth with Power Whip (and Sleep Powder for Tangrowth)
Keep in mind that I really don't wanna recommend Tangrowth in good faith except for the insane enough to use it -- its Sp. Def is pitifully low, so nearly any special mon can easily put it in a bad spot. However, if you wanna hit something different, reliably, with Ferrothorn and don't wanna use Body Press nor Gyro Ball, there's your big chance.

Tyranitar with Stone Edge
Big man coming through, do you just wanna murder something? Do you also hate missing with one of your hardest STAB moves? Look no further than Tyranitar under Gravity. If you feel the need for a special move like in the golden olden days, you can also throw in Fire Blast or Thunder, just not Blizzard this time around.

HUSTLE TIME!
Mainly Durant (you can even put Stone Edge on him too), though Choice Scarf Dracozolt is also a formidable choice due to its insane Bolt Beak. Keep in mind that while this puts both in pretty good speed, they'll get knocked the hell out by a lot of things. But the matter is they hit hard. Special mentions go to Zwelious, not for being viable, but getting outclassed by Dracozolt in the world of HUSTLE TIME this gen. If you're insane enough though, you could make a somewhat bulky build with Eviolite, but even then I can't recommend it since Dragon Rush is the only decent, non-Outrage dragon move it has, maybe Dragon Tail if you wanna do a little trolling.

Victini with Inferno
Under Gravity and with Victory Star, Inferno becomes around a 95% accurate move. It'll always burn, and while you have V-Create, with Inferno you can keep some of your natural bulk I guess. You also have Focus Blast and Thunder to play around with.

Nidoking in general
Raw power and nothing else, alongside an Earth Power that you're no longer immune to. Fire Blast and Thunder make even stronger moves that can smack around a lot of things with Sheer Force. However, Nidoking is pretty frail and on the slow side, so just beware of that. However, he can make a very nice Toxic Spikes remover while having offensive power.

Landorus in general
Regular, good ol' Landorus is a lot like Nidoking in the sense that you can throw around Sheer Force Earth Powers and knock out people, but you're 101 speed so at least you're at a better speed tier. You can also throw around some mad Focus Blasts. Like Tornadus though, just keep in mind you're grounded. Go to your room.

Cinderace with Gunk Shot
Gravity also helps its Pyro Ball. Both of these moves are nasty, 120 power moves, and with Libero, you'll be hitting a lot of mons super hard and super accurately. Keep in mind, though, that you cannot use High Jump Kick under gravity.

Hopefully this gave some ideas for Gravity abusers, keep in mind though that a good Gravity team has some options to fall back on outside of Gravity, and to have about 2-3 Gravity users on your squad depending on how much you want Gravity to be out on the field. If nothing else, look at a mon you might choose and sort moves by their accuracy. You might just find a little gimmick.
 
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The following reflects my opinion and not the FFA council as a whole (which, due to scheduling issues and real life, has not had a chance to meet to discuss VR yet). I was considering not including a D-rank on this list, as I think there are a lot of Pokemon that you could argue as being D-rank material, having the potential to do damage in the right positioning. It's just a matter of how much effort you're willing to put in to make something work, and this is a format where even very unreliable things can find opportunities to put in work and even succeed. In the end, I decided to include the D-rank since I feel these are Pokemon you do need to account for during building since they are common or threatening enough that you need to keep them in mind. In any case, I hope this is helpful to those looking to build in FFA and wanting to know generally what is good and what threats they need to watch out for.

S-Rank
:Clefable: Clefable
:Corviknight: Corviknight
:Kyurem-Black: Kyurem-Black

A-Rank
:Aegislash: Aegislash
:Blissey: Blissey
:Celesteela: Celesteela
:Chansey: Chansey
:Dracovish: Dracovish
:Ferrothorn: Ferrothorn
:Heatran: Heatran
:Hippowdon: Hippowdon
:Kartana: Kartana
:Naganadel: Naganadel
:Reuniclus: Reunicus
:Slowbro: Slowbro
:Slowking: Slowking
:Slowking-Galar: Slowking-Galar
:Spectrier: Spectrier
:Toxapex: Toxapex
:Umbreon: Umbreon
:Zapdos: Zapdos
:Zapdos-Galar: Zapdos-Galar

B-Rank
:Amoonguss: Amoonguss
:Blacephalon: Blacephalon
:Buzzwole: Buzzwole
:Dragonite: Dragonite
:Gastrodon: Gastrodon
:Gothitelle: Gothitelle
:Hydreigon: Hydreigon
:Jellicent: Jellicent
:Jirachi: Jirachi
:Latias: Latias
:Latios: Latios
:Mantine: Mantine
:Mew: Mew
:Milotic: Milotic
:Nihilego: Nihilego
:Scizor: Scizor
:Skarmory: Skarmory
:Starmie: Starmie
:Suicune: Suicune
:Tangrowth: Tangrowth
:Tapu-Koko: Tapu Koko
:Tapu-Lele: Tapu Lele
:Vileplume: Vileplume
:Weezing-Galar: Weezing-Galar
:Zeraora: Zeraora
:Zygarde: Zygarde

C-Rank
:Azumarill: Azumarill
:Cradily: Cradily
:Dragapult: Dragapult
:Garchomp: Garchomp
:Landorus: Landorus-Incarnate
:Lapras: Lapras
:Pelipper: Pelipper
:Politoed: Politoed
:Porygon2: Porygon2
:Pyukumuku: Pyukumuku
:Quagsire: Quagsire
:Regieleki: Regieleki
:Regigigas: Regigigas
:Registeel: Registeel
:Roserade: Roserade
:Rotom-Wash: Rotom-Wash
:Rotom-Heat: Rotom-Heat
:Salamence: Salamence
:Tornadus-Therian: Tornadus-Therian
:Victini: Victini
:Zarude: Zarude

D-Rank
:Altaria: Altaria
:Darmanitan-Galar: Darmanitan-Galar
:Gyarados: Gyarados
:Landorus-Therian: Landorus-Therian
:Nidoking: Nidoking
:Rillaboom: Rillaboom
:Sableye: Sableye
:Salazzle: Salazzle
:Urshifu: Urshifu-Rapid-Strike
:Volcarona: Volcarona
:Wobbuffet: Wobbuffet

Added Dragonite to C for its role compression
Moved Hippowdon from B to A; it should have never been this low, the Hippo is just to good

Moved Naganadel from B to A; it has proven itself to be a threatening cleaner as good if not better than Spectrier
Moved Zapdos-G from B to A; it's proven to be a very reliable wallbreaker that is difficult to wall out, and easily cleans up in games against slower teams. Aegislash is the only Pokemon that switches into its STAB combo well, and Aegislash has no reliable recovery. Defiant is also an excellent ability.
Moved Dragonite from C to B; the innovation of Body Press Dragonite allows it to check numerous dangerous threats while offering superb role compression.
Moved Dragapult from D to C; its Choice Specs set has been shown to have some usefulness in this format without being completely outclassed by other options. However, its physical sets are not good as Phantom Force is a terrible move in the FFA format.
Moved Zygarde from A to B; good teams are packing Haze and Whirlwind much more commonly now, and this has made it much less effective as it has no ability to single out specific targets even if it has super-effective options.
Added Politoed and Pelipper to C rank; rain has proven itself to be a niche but viable archetype, with Pokemon such as Dracovish and Weather Ball Zapdos being significant threats in rain. However, I'd stress these Pokemon only fit on very specific compositions and are complete deadweight without the Pokemon they are supporting.
Added Sableye to D; it can be an effective Prankster user, especially if you are caught off-guard by a set you didn't expect, but it can often be outright useless if it has the wrong set for the situation and its bulk is not particularly great to begin with.
 
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A Little Thesis on Defog (with some light mentions to other anti-hazard friends)
If you're new to FFA, let's just get out of the way right now that hazards are essentially tyrants. If anyone uses a hazard move, it's going right up on everyone's sides but theirs. And with the chance of getting ganged up on lurking around every corner, someone with a full set of hazards stacked against them will definitely suffer alongside that.
This makes hazard control the king against the tyrant, and in FFA, Defog only removes your hazards and the hazards of whichever opponent you choose -- so long as they don't die before you get a Defog out, or Protect, you can brush everything right off.
However, again, the threat of easily getting ganged up on, and strong-hitting moves in general, makes conserving your hazards remover more important than ever. That means in order to be a really good remover, you need some form of self-recovery -- and I feel like the best of the best are able to recover on their own without needing Wish passes while being bulky enough to take a hit or two.

Of course, keep in mind you can just as easily build an entire team around mons that don't give a damn about hazards, but for the not-so-lucky, here's some ideas and some special mentions to those unable to recover on their own too.
note: please use a little common sense as to whether or not your bird's gonna need those heavy-duty boots, way too lazy to mention every time a mon prone to stealth rock or ground hazards needs 'em. also, watch out for Toxic, as it's the #1 defog-crippler.

Corviknight
Starting with the cream of the crop (heh, get it, birds have crops), Corviknight fits a very nice bill of everything you could look for. Bulky with its overall stat spread and Steel typing, alongside self-healing with Roost. Being a Steel/Flying, that means it's not weak to Stealth Rocks, nor will it have to worry about (Toxic) Spikes. Pressure is also amazing for PP stalling in many instances, but Mirror Armor brings a fun gimmick to the table where if something tries to drop its stats -- that effect will be spread to ALL of your opponents instead. You can rarely, if ever, go wrong with this Pokemon.

Mew
Not exactly the bulkiest due to its Psychic typing and, if you need it as a Defog user, its complete need for Heavy Duty Boots (especially for those not-so-rare, gimmicky cases where getting Toxic Spike'd completely removes you out of Synchronize cheese). Mew gets Defog and Softboiled, while also being able to be a little bit on the fast side in a normally bulky meta -- and, you can still be unpredictable with your last two moves depending on what you need in a support mon. Remember to watch out for Knock Off.

Zapdos
Again, not the bulkiest in the world, but has immediate healing. However, you will absolutely need to watch out especially in this format when you use Roost, since you might Roost just in time for someone to smack you with a ground move, and especially watch out around Zygarde. I say this 'cuz Zapdos also has respectable speed. That being said, you should use this mon to also spread around paralysis to everyone and then get all three of your opponents to gang up on you because you're just that damn annoying. Or, use that SpA and get in some rain to smack around people with a nice Hurricane.

Scizor
Decently bulky with access to both Defog and Roost, alongside being able to slow pivot right out or smack someone around with its famous Technician Bullet Punch is never bad. Personally not my first choice, since if you can fit in a Steel type you can usually fit in Corviknight, but it's there. Also even the lightest graze of a fire attack will kill.

Togekiss
Hi, yes, do you want to be "that guy?" That guy who, while Defogging, also wants to Thunder Wave/Body Slam and then Air Slash a particularly annoying person to death? Well I wouldn't recommend it since you're trying to force two roles into one mon. Togekiss has bulk, and is a Fairy in case that catches your eye for some reason... and it also knows Softboiled, if for some reason you're scared of being at ground level for a turn.

Volcarona
Not a mon I would recommend as a Defogger due to its obvious lots of weaknesses and probably dying to even a stray Rock Slide, but some teams might like having it around for certain other niches beyond defogging. I think of Volcarona as a "bulky offense" mon despite its typing, and I feel like having Defog AND Roost at the same time really limits it, especially since I feel like out of all mons it wants Protect the most. Still, it's there.

Mandibuzz
A good, reliable defogger if you can't fit in Corviknight. Keep in mind, however, that she's very passive, damage only coming from Knock Off or Foul Play.

Latias
Not weak to rocks, Levitates above spikes, alongside having some pretty respectable defenses. Keep in mind, however, that she's got a lot of weaknesses. Special mentions go to Latios if you want someone more offensive while having defog AND recovery, but, you're trying to keep your hazards remover alive here.

Special Mentions (jn terms of Defog + self-Recovery): Dragonite, Salamence, Skarmory, and Altaria. Dragonite and Salamence both have bulky options (with Intimidate and Multiscale, Dragonite now being the ONLY Multiscale mon here) and pretty great attack to give a lil' bit of damage here and there in some situations. Something about them just doesn't sit right with me, not sure why.
Skarmory is overall outclassed by Corviknight, I feel, though you might be able to put Spikes... somewhere, on it, maybe. Maybe not. Its main redemption over Corviknight, I feel, is the fact that it has Sturdy and can slap people around with a stronger Body Press.
Altaria is just... there. It's kinda bulky, and has Natural Cure for not needing to fear Toxic like most Defoggers do, or Cloud Nine if you just really hate weather for some reason. I dunno what to recommend beyond it, normally I'd say something funny like Fire Spin, but you really don't want your Defog user to be a prime gang-up target.

There's several more choices than just these mons, however, most of them I feel are on the offensive side, such as Hydreigon (who can still levitate over spikes and isn't weak to stealth rock), Pelipper, or even Tapu Koko. The thing is though, if you need a hazards remover, you want it to last.

About Rapid Spin
Let's just get it right out of the way -- the reason why Rapid Spin is a bit of a riskier choice, is because of how hardly any users have self-recovery. The only two mons with that are Tsareena/Eldegoss (with Synthesis... have fun using it in weather), and Cryogonal (absolutely cool mon, but lol).

Regardless, I'm gonna list some choices here. Keep in mind pretty much all of them will require Heavy Duty Boots, which only further hampers their longevity. Keep in mind that you do have Rest if you have a cleric, and could fit in a Wish user too, but again, ehhhhhhhh. FFA is so fast-paced, do you really wanna risk it? If you do, it's your grave buddy.

Regieleki
Good mon, but probably will get a single Rapid Spin off and die if forced into this role. I really think of this mon as a suicide lead, but the thing with hazards are that they can come at any time very easily since all 3 of your opponents can just throw in any hazard any time. The same goes for Pheromosa.

Blastoise

Ehhhh. Ehhhhhhhhhhh. Really the only reason why I'm giving it mention at all is because of its decent bulk, and able to have a teensy tiny bit of recovery with Rain Dish... in rain. I don't wanna say to use this in good faith, but if you really need Rapid Spin over Defog, you're kinda strapped dude. You do, however, have moves like Icy Wind, Haze, Body Press, and because I'm gonna assume you're using it in rain, Weather Ball can deal like, a little poof of damage.

Excadrill
Surprisingly bulky with a pretty good typing, also immune to Toxic Spikes and resists SR, but might still get screwed by a full platter of Spikes -- that's really all I can say for this little guy. Just, y'know, it might not last long.

Hitmontop
Intimidate allows for some fun stuff, and Close Combat can do a decent amount of damage in a pinch if you switch out after. You also immediately get style points for the Carlton.

Claydol
Really only mentioning this Pokemon for the fact that it's the only Rapid Spinner who won't likely need Heavy-Duty Boots. Resists Stealth Rock and has Levitate, but is otherwise super passive. You can spread burns with Scorching Sands.

Tentacruel
Already mentioned in a previous post, Tentacruel can deter Leech Seeders with Liquid Ooze (now being the only mon with it), or go with Clear Body so it can Rapid Spin fairly quickly without having to worry about being slowed down by Sticky Web if you decide to be mad enough not to use Heavy-Duty Boots. You've also got a few utility moves, and can also remove Toxic Spikes on your side just by switching in.

Again, there's more offensive-based options, but once again, you want longevity. I'm giving Eldegoss another mention due to having Regenerator, which, in a pinch I GUESS, could allow you to Rapid Spin then get the hell out.

On Magic Bounce
Now you're really digging deep in the barrel, huh? Alright.
Magic Bounce lets you bounce hazards right back, though in order to make it "work", you need some heavy predictions, and will need to predict any time, ANY TIME, any of your opponents are gonna throw in a hazard. That, and, Magic Bounce users are super limited to Xatu, Espeon, and Hatterene.

Xatu can Roost (and can also Defog in the case you mess up a prediction), Espeon is offensive-based and will very likely die early, and Hatterene is super duper slow but has SOME limited recovery in a stab Draining Kiss. You have fun with that.

And finally, at the very bottom, we find Magic Coat. Magic Coat on its own is good to deter status, but if you want to use it to deter hazards, good luck buddy. That's just magic bounce with a one-turn delay. Regardless, you have Porygon2 who can recover and is bulky, Cofagrigus I GUESS, Cresselia I GUESS, Primarina and Sylveon I GUESS. Do you really wanna use this? Then more power to you.
 
A Little Thesis on Defog (with some light mentions to other anti-hazard friends)
Glad you brought this up, because it's an important topic.

Hazard control is critical in FFA, and good hazard control options are in short supply. In more conventional formats with just two players you can rely on offensive pressure to prevent hazards from going up, but in FFA where there are three corners to cover that's a hopeless endeavor. Try as you might, hazards will go up on your side of the field and if the opponent has a bulky setter like Hippowdon, Toxapex, or Ferrothorn then they will keep resetting them over the course of the match. This means hazard control really needs a lot of longevity to do its job; outlasting beasts like Ferrothorn requires reliable recovery and excellent bulk.

One thing I will mention is that having U-Turn or Volt Switch on a Defogger is really good because it lets you escape trapping attempts from Gothitelle. I've been running Volt Switch/Toxic/Roost/Defog Zapdos with full Special Defense investment, and it's saved my skin on numerous occasions by avoiding getting trapped so I still have hazard control. Just having a Volt Switch pivot gives you so much flexibility to play around Perish Trap and Goth Trap.

Altaria is just... there. It's kinda bulky, and has Natural Cure for not needing to fear Toxic like most Defoggers do, or Cloud Nine if you just really hate weather for some reason. I dunno what to recommend beyond it, normally I'd say something funny like Fire Spin, but you really don't want your Defog user to be a prime gang-up target.
Altaria has exactly one viable set in my opinion: Fire Spin / Perish Song / Roost / Protect. It's very niche, largely useless against anything other than hard stall, and only fits on certain team compositions. However, there's very little competing for it in this specific role (Azumarill, Lapras, and arguably a couple others) so in spite of these problems I do think it's a viable pick.

You also didn't mention Tornadus-T, which is a Defogger with Regenerator to stay healthy. You could also run it on Weezing-G or Rotom, but they're iffy choices due to relying on Pain Split for recovery.

About Rapid Spin
Let's just get it right out of the way -- the reason why Rapid Spin is a bit of a riskier choice, is because of how hardly any users have self-recovery. The only two mons with that are Tsareena/Eldegoss (with Synthesis... have fun using it in weather), and Cryogonal (absolutely cool mon, but lol).
There is one that gets reliable recovery - Starmie. It even has the ability Natural Cure so it can cure itself of status, making it probably the only good Rapid Spinner in this entire format. Its defenses leave much to be desired, however, with 60/85/85 being very poor bulk by this meta's standards. However, if you want a good spinner that can actually do the job well in the FFA format this is pretty much it.

I've seen people try to use Tsareena and Cryogonal and have not been impressed. I haven't seen Eldegoss yet, but it does look like it has somewhat more promise. It's very passive, but for some teams that's an acceptable tradeoff.

Using Rapid Spin on Regieleki is a desperation move. It's a hard Pokemon to get onto the field and an easy Pokemon to lose; if you're going to use it you want it to be causing devastation with every turn it's on the field. Stopping to spin is just wasteful on a Pokemon that has to make its few turns on the field count enormously. However, it doesn't need all its move slots so you can fit it in as an emergency option but you really don't want to have to use it.

I don't feel that Blastoise, Hitmontop, Excadrill, or Claydol are viable. I've seen no shortage of players trying to get them to work, and without fail the hazard setters outlast them. Their offensive and defensive qualities are otherwise unremarkable, so there's little reason to run them in the first place.


Edit: it's been bugging me that I didn't mention this previously, and I feel I have to add it to the discussion: grounded Poison-types. The ability to remove Toxic Spikes just by switching in is absolutely enormous, and gives you a measure of extra protection against what is easily the most insidious and dangerous hazard in the FFA format. Toxic Spikes can absolutely cripple a huge swath of Pokemon if you cannot remove them, and the best setter in the format (Toxapex) has a habit of outlasting most forms of hazard control. There are fortunately a wide variety of excellent Poison-types you can slot into your team. Toxapex, Slowking-Galar, and Amoonguss stand out with their regenerator ability so they can stay healthy and not be removed, allowing them to keep coming throughout the match and keep the field clean of T-Spikes. More offensive teams can elect to run Naganadel or Nihilego as their late-game cleaner, and can pivot them in on a safe turn to clean up T-Spikes in an emergency. However, all Poison-types enjoy a boost to their viability from the fact that their mere presence on the team adds insurance against this vicious hazard.
 
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hao 2 jirachi

Jirachi is, so far as I know, the only "Doubles Uber" allowed in FFA. How good is it compared to its usual singles/doubles bouts?
Well... from what I've seen so far, it's pretty much just doing the same stuff it always has in singles. With respectable 100 stats across the board and a Steel typing, it can survive a surprising amount of things, while having a respectable 100 speed in an otherwise bulky meta.

Jirachi can fill the role of a Stealth Rock setter, and with Wish, might be able to help outlast opponents in the Great Defogging Wars if you play smartly. Speaking of wish, thanks to its great 100 base HP, you can also have it be a Wish passer (or even a Healing Wish user depending on how much you need that), while also being a nice pivot with U-Turn.

However, you might be tempted to its main attraction -- the 60% flinch chance with Iron Head. Melmetal's ancestor, to say the least. If you hit a slower mon, you will have a slightly rigged coin toss's chance of ensuring they're not moving. Not exactly reliable, but fun, and also runs the risk of whoever you hit enough times quickly seeing red and only targeting you for as long as they're in the game.
This flinching only becomes worse with its infamous combo of Thunder Wave/Body Slam. You can use Thunder Wave to have a 90% of paralyzing the usual targets, or Body Slam for chip damage, having a 60% chance, and being able to paralyze ground types if they switch in, but not being able to hit ghosts.
However, again, as fun as it sounds, know that it's not super reliable, especially in FFA where both of your other opponents might think they're next on the flinching list and decide to take you out for being annoying.
But speaking of being annoying, another common singles set is the Choice Scarf build. The main appeal is even faster Iron Heads, but also Trick. Trick is honestly pretty helpful in a world of mostly-passive hazard setters and defoggers, just, y'know, do with it as you will.

A final, also-gimmicky idea I wanna share is Doom Desire, Jirachi's special move, and probably the most fun if you really wanna actually hit things -- just, not the most reliable. Doom Desire is a high-powered, Steel-type Future Sight that will most likely keep your opponents guessing on who it's gonna hit. You could probably do some nice, sudden damage with it.

tl;dr: Jirachi can Stealth Rock, Wish pass, be a pivot, Trick Choice Scarfs, or be annoying as always with flinch/para. Also Doom Desire to smack things decently and keep opponents guessing.
Is it good? Well, I think it just needs a proper slot on a team. I will say it's not as good as it would be in singles if you're just looking for the haha hehe hoho funny flinching, because again, the whole paraflinch thing kinda loses its charm in FFA where three people can and will smack you stupider.
 
Today I'm going to talk about late-game cleaners. These are Pokemon that buck the trend of a bulky and slow meta to instead run maximum (or near maximum) speed investment. Their role is to close things out in the late-game, taking advantage of good positioning to break the last components of your opponent's team. They can either sweep outright or eliminate the opponent's only realistic win-conditions. The faster ones can even revenge-kill and prevent opposing cleaners from doing their jobs, and this makes speed investment critical for these Pokemon. They rely heavily on positioning and their lack of bulk investment means they must be used carefully, but in late-game situations where teams are severely weakened they can take advantage of a couple turns opening to cripple or outright eliminate other players from the game, and once it comes down to just two teams they can be at a huge advantage.

Cleaners seldom if ever run Protect; these are Pokemon that hit the field when the positioning is right and strike while the iron is still hot. You want to keep momentum and the other teams on the back foot while you make swift progress. Delaying a turn with Protect runs completely counter to how these Pokemon are used in this format. If the positioning is bad then they shouldn't be on the field at all, and if you're down to your last Pokemon and can't switch then Protect probably won't save you anyways. You will benefit far more from having full range of coverage options.

This is hardly a complete list, and there are many very good Pokemon that can clean in the late-game. For instance, Kyurem-Black is a metagame defining Dragon Dancer that I've already talked about, and there are other viable Dragon Dancers you need to pay attention to. Genesect is another unpredictable wild card that can be running a wide variety of possible sets and it's difficult to know what checks you need to keep to handle it late-game. And while I don't think it's particularly good and won't be featuring it here, Dragapult is very common and has a speed tier to be problematic for most of these fast cleaners so you do need to keep it in mind when building.


Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
IVs: 0 Atk
- Nasty Plot
- Roost
- Dark Pulse
- Flash Cannon

With its base 98 speed, Hydreigon is one of the threats that straddles the boundary between a wallbreaker and a cleaner. Being below base 100 means that any team carrying a fast cleaner can likely outspeed it, but against slower teams it's often fast enough to completely outspeed everything and clean up just fine. The dearth of good Dark-types in free-for-all has a noticeable effect on the meta as a whole; the fact that Stored Power mono-attacker sets are reasonably common speaks for itself. The mere presence of Hydreigon on your team stops any Stored Power sweeper not named Clefable dead in its tracks and discourages Future Sight uses against you. Reliable recovery allows Hydreigon to put in work throughout the game and makes it impossible to beat just by chipping it down; most cleaners lack reliable recovery and thus need to get their job done quickly, but Hydreigon can play the long-game.

If you only care to use Hydreigon as a wallbreaker and want to maximize bulk, I recommend a spread of 168 HP / 252 SpA / 88 Spe with a Modest nature. Hydreigon is a very good Heatran switch-in, so outspeeding Modest Heatran (and, bonus points, Adamant Dracovish) is important. Because Hydreigon is such a good Heatran check, wallbreaker variants can run Earth Power instead of Flash Cannon and accept a poor matchup versus fairies.

Zapdos-Galar @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunderous Kick
- Drill Peck
- Throat Chop/Stomping Tantrum
- Facade/Brave Bird/Close Combat

Galarian Zapdos is a potent wallbreaker and has the speed to clean in the late-game. Close Combat and Brave Bird are powerful, but their defensive drawbacks are often untenable and will prevent Zapdos from doing its job. The power drop is significant, but using the no-drawback moves of Thunderous Kick and Drill Peck is preferred. Most of the time you will want to be spamming Thunderous Kick where at all possible, as sequential hits become very difficult to tank and even Pokemon that resist Fighting can struggle with it. Throat Chop or Stomping Tantrum are run for Aegislash, while the last slot is up to you. It may be tempting to run U-Turn, but Zapdos-G is not a pivot and if it hits the field you want it using one of its powerful attacks. Because it can put in work throughout the game as a wallbreaker to make progress, I recommend pairing it with a Wish passer. Zapdos can also run a Bulk Up set, as its last move slot is filler anyways, though I've found the instant power of Band to be more consistent on this Pokemon.

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Earth Power
- Gravity/Focus Blast
- Sludge Bomb

With the Sheer Force ability, Landorus is one of the few viable Life Orb users in the free-for-all format, allowing it to hit much harder while retaining at least passable longevity. Landorus' biggest problem is dealing with the Flying/Steel types Corviknight and Celesteela. Focus Blast gives an immediate option, but it's prone to being PP stalled (between Protect, Substitute, double-switches, and good old fashioned misses it is really easy to go through 8 Focus Blasts). Gravity wastes a turn to set up, but allows you to spam Earth Power freely afterwards. Neither are perfect solutions, and Landorus prefers to have these threats removed ahead of time. Sludge Bomb is preferred over Sludge Wave; as a spread move, Sludge Wave has drastically reduced power and struggles to get KO's. It's preferable to use the single-target Sludge Bomb so you can focus your damage against the biggest threat and remove it.

Naganadel @ Black Sludge
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
IVs: 0 Atk
- Nasty Plot
- Draco Meteor/Dragon Pulse
- Sludge Bomb
- Flamethrower

This is a fascinating case where which nature you choose will completely change how it works. With a Modest nature, Beast Boost will increase your Special Attack and allows Naganadel to spiral out of control with each KO or lose less from Draco Meteor. However, the lost speed when compared with Timid is substantial and in particular means Kartana is now faster than you, which can be extremely precarious in end-game situations. The speed boost can also make Naganadel impervious to revenge-killing by faster offensive threats, which for some teams is a bigger concern. As with Landorus, Sludge Bomb is preferred over Sludge Wave for maximum single-target damage.

Kartana @ Leftovers
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Sacred Sword

This is one of the most dangerous cleaners in free-for-all, and slower teams can often be demolished after a single Swords Dance. Many well-built Stall teams are dismantled by this set, often relegated to just hoping the other players can stop Kartana and just losing if it survives to the late-game when it's just two teams left. More offensive teams are often outsped and crushed, as very little in this metagame is faster and faster physical attackers (like Scarf Dracovish) often don't KO it anyways. Sacred Sword ignores defense boosts which can be an extremely useful quality. Its special defense is terrible, but its physical bulk is excellent and with careful positioning you can get it in and just remove any special attacker that hits the field and take advantage of the lack of coordination among the other players to pick them off one by one.

Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Fishious Rend
- Outrage
- Dragon Rush
- Psychic Fangs/Crunch

While I feel that Choice Band is Dracovish's best set in Free-For-All, I would be remiss to mention its powerful Choice Scarf set which is an incredibly good cleaner. For the most part the moves other than Fishious Rend are irrelevant, as you should really only be using Fishious Rend. Dragon Rush is a move that is normally quite bad, but Outrage is unreliable in this format as it targets randomly so Dragon Rush is often your only real option if Water Absorb or Storm Dream are in play and you need to target a specific slot. Outrage should typically only be used once there is a single opposing team left. Both Adamant and Jolly are viable; if you choose to go with Adamant, you forfeit outspeeding Spectrier, Tapu Koko, and Timid Naganadel. This is a fairly small list, and if you're confident in your team's ability to handle those Pokemon then the extra power may be preferable for you.

Spectrier @ Leftovers
Ability: Grim Neigh
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Taunt/Substitute
- Shadow Ball
- Dark Pulse

Spectrier is the naturally fastest Pokemon with a "Moxie"-type ability that raises its attacking stat whenever it gets a KO. Very few Pokemon in this format are naturally faster than it, with Jolly Scarf Dracovish, Dragapult, Zeraora, and Regieleki being the only common ones. This means Spectrier can usually count on being the fastest thing on the field. Taunt or Substitute are used to avoid status and can turn Blissey/Chansey into setup fodder as they usually cannot touch Spectrier with anything other than Toxic.

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Drain Punch
- Knock Off

While it's not the most powerful cleaner, Zeraora makes up for it with its flexibility. It's just bulky enough to run a Bulk Up/Drain Punch set while also being one of the fastest threats in the format. In terms of speed, the only fastest things it needs to be mindful of are Dragon Dancers, Choice Scarf users, and Choice Specs Hyper Beam Regieleki. Zeraora is a good fit on balance teams that want a catch-all cleaner that can revenge-kill most other cleaners while still acting a serviceable win-condition in its own right. Volt Absorb gives it excellent defensive utility and can frequently be leveraged for easy healing in the chaos of a Free-For-All.

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Psyshock
- Trick

Thanks to having the move Trick, Blacephelon is better able to handle a Choice Scarf in this format. In matchups where the Scarf won't be necessary you can rid yourself of it earlier in the game to cripple a defensive Pokemon, and in matches where it is necessary it gives you nearly unrivaled speed. In fact, the only viable Choice Scarf users (in my opinion, anyways) that are faster are Latios and Latias, which are very uncommon (I'm the only one running them lol). However, Blacephelon is very fragile and requires excellent positioning because it only takes one decently-strong attack to KO it from full. While it's exceedingly dangerous, it's not a Pokemon that is easy to fit on a team or use.
 
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about Naganadel
Though I'm not exactly sure if it's viable or not, it is possible to go Timid, still get the SpA boosts with Beast Boost, and still outspeed Kartana by only cranking the speed down to 168 EVs, which puts it at 352 speed. I really don't know if it'll survive anything important with an extra 88 EVs to put elsewhere, or get outspeeded by anything important by doing that, but I figured it might be worth mentioning.
 
Though I'm not exactly sure if it's viable or not, it is possible to go Timid, still get the SpA boosts with Beast Boost, and still outspeed Kartana by only cranking the speed down to 168 EVs, which puts it at 352 speed. I really don't know if it'll survive anything important with an extra 88 EVs to put elsewhere, or get outspeeded by anything important by doing that, but I figured it might be worth mentioning.
That's fair enough, and probably would be better than running Modest because being outsped by Kartana is not good if you can avoid it. In terms of relevant things that you still are outsped by, there's Dugtrio, Adamant Scarf Dracovish, and opposing Naganadel running maximum speed. The extra bulk may or may not help, but in the chaos of free for all a few extra hit points often do make the difference between survival and KO.
 
shedinja more like shed my soul away lmao


No particular reason why I'm touching on this abomination in the dead of night while I work out why my internet is getting sudden ping spikes and causing me to lose to damn Lucinas online.
However, the main point is that I really cannot recommend Shedinja in any sort of good faith, ever, unless you have a very specific and tight-knit (semi-)stall team around it. Namely Toxic Spikes, if nothing else, and a way to kill anything that might float over and/or remove your precious purple pokers. Even then, you'll get to watch in horror as someone's Lando-I presses the funny Sandstorm button and then your ultimate wall dies for nothing because you have Heavy-Duty Boots. Which, is a requirement when using Shedinja, especially in a world of hazards.

But, why even consider using Shedinja? Well you shouldn't, unless you have such a galaxy brain that you want to waste it using Shedinja to essentially be a perfect partner to "take" certain hits, and force situations on your opponents instead of finding the cure to like, Guy Fieri's need to take people to Flavortown. Yes, while in FFA you are 3x more likely for an opponent to have a mon that kills Shedinja, you are ALSO 3x as likely for an opponent to have a mon that DOESN'T immediately kill Shedinja. And that's where forcing situations on your opponents happen. Because someone knows they can't hit you, more often than not they'll go for someone else instead or be forced to switch into something that kills Shedinja. I've seen two dudes automatically switch into their fire types the same turn the minute I whip Shedinja out, and knowing that, I can quickly smack one of them with a Toxic, while also punishing them with the power of hazards -- or do more beyond that.

So even though I've said multiple times to NOT use Shedinja, if you insist on using it, what should you run on it? What partners should you take?
Well for sets, there are 3 things absolutely required at the bare minimum: Heavy-Duty Boots as mentioned before, Protect, and maybe Toxic. You can choose to go physical with Shadow Claw/Poltergeist, or do like, a bit more damage with Hex once your opponent's loaded with a status effect. I honestly recommend the latter, since at high level play you're probably gonna see Iron Defense, but in order of total PP if you need to PP stall above all, it's Poltergeist -> Hex -> Shadow Claw -> Shadow Sneak.
However, something I ALMOST forgot to mention, is that Hex is also good because it's non-physical. In a world of Rocky Helmets lurking anywhere, you never know when you might run a physical move and just die.

Who should you run with Shedinja? Well, aside from dying to anything super effective, Shedinja also dies to damaging status, damaging weather, and Leech Seed. (edit: basically any kind of passive damage, so watch out for madmen running gimmicks) Not hazards though, since you're smart and run the boots. So, therefore, a status absorber is great -- and Clefable is the top of the top for that in terms of pure bulk. But Darvin's already listed a few ideas for it, so, turn to him for that. (edit: a decent idea could also be Heatran, since it gives no damns about Toxic nor Will-O-Wisp)
For damaging weather, I honestly really can't recommend a sun/rain setter of your own in good faith, but only because in FFA, self-healing is super important. If you insist on it though, a gimmick mon that actually HAS Sunny Day or Rain Dance could do in emergencies, but my main point is that it'd be much easier to just kill the weather setter and brave the storm for the next few turns. For Tyranitar, Body Press users work great, for most Hail setters, they'll kinda just die at the drop of a hat unless they have Aurora Veil up (which you can defog), but Hippowdon will probably be your worst enemy. Defensive water types, or once again Body Press users like Ferrothorn, Corviknight and Skarmory, can beat it/wall it out respectively, but the point is, you want to remove damaging weather ASAP. Otherwise, it'll feel like having only 5 mons.
Finally, Leech Seed users. Well, that's honestly up to you to deal with, but usually a nice roast takes care of them. I quite like Clefable w/ Flamethrower, though Celesteela will give me night terrors. I'm probably gonna try Cosmic Power over Calm Mind just because of it lurking around.

tl;dr: Don't use Shedinja unless you wanna invoke the true spirit of FFA's nature, and that's making opponents attack each-other because you're smart and switched Shedinja on mons that can't hurt it and WHAT THE HELL DO YOU MEAN IT HAD KNOCK OFF
edit: also it's an extremely gimmicky situation, but that's just par for the course in FFA, watch out for Corrosive Gas users too. The last thing you need is your boots removed and then you end up embarrassing yourself 'cuz you switch Shedinja in on a single row of spikes.
edit 2: also watch out for ability nullifiers such as mold breaker and friends, also neutralizing gas
 
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Hippowdon is even worse for Shedinja than you think, because it can run Whirlwind. If Shedinja is phased in on a sandstorm turn then it's gone.

I'm only going to talk about two Pokemon today, and I guess I may as well make Hippowdon one of them as it's topical to the previous post and something I've been running a lot lately:


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Slack Off
- Stealth Rock/Toxic
- Whirlwind/Toxic
- High Horsepower

You can alternatively run full defense with an Impish nature if you want maximum physical bulk, but in my experience Hippo performs better in FFA with a balanced defensive profile. At any given time there will probably be someone with a special attacker and someone with a physical attacker, so having a mixed defensive profile is useful to hedge your bets against both. It allows you to better tank unexpected coverage like Grass Knot from Tapu Koko or Ice Beam from Genesect, and you don't need any investment to counter threats like physical Regieleki or Zeraora anyways. Moreover, fully physically defensive Hippowdon cannot answer any of the best physical wallbreakers in the meta; Kyurem-Black, Kartana, Dracovish, and Zapdos-G all beat it very easily.

Sand Stream is a superb ability, chipping all three opponents simultaneously while also potentially crippling the recovery of Pokemon reliant on Morning Sun, Moonlight, or Synthesis. You do have to be careful about this working against you; don't pair Hippo with Pokemon reliant on these moves, and be mindful of pairing it with Chansey as the Eviolite pink blob does not appreciate sandstorm chip. Normally I would prefer Blissey over Chansey on a Hippowdon composition as Leftovers better protects against chip damage. Slack Off is an obligatory move for reliable recovery. High Horsepower is the preferred offensive move to give Hippowdon the focus down key threats. Earthquake does not hit individual targets hard enough and is not worth running. Hippowdon is one of the most reliable rocks setters in the format, and can spread Toxic very effectively. Whirlwind allows it to thwart dangerous setup that cannot be affected by Toxic, allowing you to simply whisk away bulky threats like Clefable or Reuniclus or Zygarde.

Hippowdon is vulnerable to Toxic itself, so pairing it with a Heal Bell user and reliable hazard removal to keep Toxic Spikes off the field is critical. This prevents it from being as splashable as other defensive walls such as Ferrothorn or Corviknight, but many teams will be carrying Heal Bell and strong hazard control anyways and Hippo is an easy inclusion on such compositions. This is a Pokemon I see very rarely, and it really deserves more usage than it gets.


Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fishious Rend
- Dragon Rush
- Outrage
- Crunch

The legend, the monster; I talked about Choice Scarf Dracovish previously, but Band is worth talking about all on its own. Even checking it defensively is extremely difficult. If you've been living under a rock since the start of gen 8, go and run some calcs of Adamant Band Fishious Rend against walls like Physically Defensive Ferrothorn, Toxapex, or Slowbro and weep. Dracovish is a true monster that really only wants to be spamming one move, and it defines itself as one of the most devastating wallbreakers in FFA. Its very existence is making 250 a critical speed benchmark to outspeed it (though personally I'd put in 16 more EV's, as that also lets you outspeed Modest Heatran) and catapulting the viability of Pokemon with Water Absorb or Storm Drain into the stratosphere; I have freaking Cradily in C-rank on my viability rankings above, and the sole reason for that is Dracovish.

Water Absorb and Storm Drain are very useful to have just so you have a defensive answer to Dracovish. There are a few other Pokemon that can beat it; a water resist that can outspeed Dracovish can tank Fishious Rends; Kyurem-Black and physically-defensive Starmie can both switch in and Roost or Recover off the damage. Bulky Hydreigon can also manage a switch-in in a pinch, just remember to run at least 72 Spe so you are faster than Adamant Dracovish.

Dracovish really doesn't want to use its other moves, but they do have a purpose. Dragon Rush is frustratingly inaccurate, but since Outrage targets randomly a 75% chance to hit the intended target is significantly better than a 33% chance to hit the intended target. Outrage is still worth a moveslot, but it should only be used once two opponents are removed so it will always target the remaining foe. Crunch is the preferred last move on Band Dracovish as it hits very hard thanks to Strong Jaws and allows you to break Jellicent as well as finish off weakened water immune Pokemon. Psychic Fangs is an option to deal with screens, but generally Band wants power. I've also experimented Stomping Tantrum to take advantage of Protect scouting, but I wasn't impressed by it and don't recommend it.

Dracovish is best paired with a slow pivot move to bring it in safely, as it has unremarkable bulk and no recovery. It appreciates clerical support in Wish and Heal Bell to stay healthy and avoid being worn down. Alternatively you could pair it with Future Sight so that Baneful Bunker Toxapex cannot answer it. However, when building with Dracovish the most important thing to keep in mind is Water Absorb; you need to wear down and remove Water Absorb users as Dracovish cannot function effectively until they're gone. Don't pair it with other Water-type attackers, and try to use other complementary Pokemon to draw in those Pokemon and trap and weaken them. Magma Storm Heatran is a great partner for this purpose.
 
Fun with Hazards (don't try this at home, kids)
Hazards rule, everything else drools. You already know what hazards do, they affect ALL opponents, and Defog is pretty much a requirement unless you just like having Magic Guard and Heavy Duty Boots on everyone.
But who are these common and not-so-common hazard setters? How can you kill them all? Who can you expect to be carrying which hazard?
Well, from my experiences, here's some common and potential hazard setters. I won't be listing ways to beat them all out, as their checks and counters are usually the same as they would be in a Singles match... with a few exceptions here and there. Either way, you can usually find their checks and counters on the Smogon pages.

Before we start though, let's get it out of the way that most hazard setters are gonna be bulky, and therefore slow (for a good majority of the time anyway), so a decently fast Taunt user is always a good way to put them on hold, but like a pimple, they'll always pop right back up later -- more likely than not at a time where you can't just put your Taunt user in because two of your other opponents have decided to have a grudge against you and just want to kill at least one of your mons no matter what. This is why just killing the hazard setter is probably gonna be the more popular option.
Another thing you can do is trap the setter. Block, Infestation, Magma Storm, anything works as long as your other opponents aren't 100% dumb and actually go for the hazard setter instead of you.
Finally, there's almost always using it as set-up bait, but in FFA, if you set up, you instantly become a target for anyone involved.
Also, if you are using a hazard setter, the bulkier the better, unless you have such a galaxy brain that you can summon a Defog/Rapid Spinner on your opponent's side just as you whip out its counter and not die. Some more offensive-based mons will get "special mentions", but it's just because they're there.

Mew (all hazards)
Mew is one of the only two mons that can run any of the hazard trio, the other being... Omastar. Yeah. Unlike Omastar however, Mew has actual bulk and self-recovery, and can run just about anything it damn well wants with it. Chances are you aren't going to see a Mew have all 3 hazards, as that's just the trainer putting all their pokers in one pokermon, but it's just something to throw out there.
If you can hit a Psychic-type super effectively, then chances are you have your counter, just make sure to watch out for any unpredictable choices that could screw you over.

Ferrothorn (Spikes & Stealth Rock)
Usually a partner-in-crime to the ever-present Toxic Spikes setter Toxapex, however, you'll normally only find Ferrothorn only running one or the other due to its other move slots needing to fit in moves that can protect its longevity in FFA. Almost always expect a nasty Leech Seed. Obviously the best kind of counter is killing it with fire like The Thing. Item Removal + Burning it also works wonders, and Fighting types also work well, but can expect to get a case of the ouchies. Funny enough, both Slowbro/Slowking-Galar and Heatran can work against Ferrothorn and Toxapex depending on their movesets.

Skarmory (Spikes and Stealth Rock)
Much like Ferrothorn, Skarmory will likely only run one move or the other, as it loves to run Roost in order for self-recovery, and more likely than not Defog too. Aside from its usual type weaknesses, strong special attackers are the key. It might be a little annoying though, since it has Sturdy, and in my opinion, any Pokemon that can take more than 1 hit instantly makes it bulky here.

Special mention for all hazards go to Omastar. Not because it's viable, but because it's literally the only other mon with access to all three hazards, but chances are using it will just get you targeted anyway since everyone's thinking you're gonna Shell Smash.

Special mention for Stealth Rock + Toxic Spikes go to Nihilego, Nidoking, Nidoqueen, and Runerigus. The first two are more offensive and could be to someone's style, and the last two really don't have any form of reliable self-recovery, even with Runerigus's Pain Split.

Special mentions for Spikes + Toxic Spikes go to Naganadel and uh... Roserade, I guess. Naganadel's on the offensive, and if you REALLY wanted to stretch it for some unknown reason, Roserade has Natural Cure and Synthesis. There's more, but surely you're not thinking of reaching any lower than these two, right? Unless you have some secret plan?

No special mentions for Stealth Rock + Spikes. Crustle's probably there for Sturdy, if you really really just don't wanna run Skarmory and run the risk of getting targeted because they think you're Shell Smashing.

Toxapex
The peck of the pex, the Corsola-eating creature you either love or you hate, Toxapex is the very definition of Toxic Spikes. If you see a Toxapex, it will almost always have Toxic Spikes here. Heavy bulk with Regenerator + Recover, and even two options you really don't wanna switch into through Knock Off and Scald. It's also probably the best Haze user next to Quagsire, but that's another story.
However, beyond having Knock Off and Scald, Toxapex is a fairly passive pokemon... in anything but FFA. It always seems to do just enough damage to me to completely screw me over if an opponent also decides to hit me.
That being said, some good choices against it are Heatran (with Magma Storm, Earth Power, and Taunt in one set), and Future Sight users. Psychic types, Electric types, and Ground types (preferably SpA-based) in general are good options, however, Lando-T isn't good in this format since a particularly cheeky Pex can just Recover off the spread damage. I might or might not have done this several times until I got everyone hitting me.

Really, there's probably no Toxic Spikes user better than Toxapex, but here's some special mentions not covered in Hybrid Setters:
Cofagrigus is there if you wanna think differently when it comes to Toxic Spikes. It has no reliable recovery aside from Pain Split, but it's probably the only defensive non-Poison type aside from its brother Runerigus that can use it. Both also have Mummy, which can cause an interesting level of chaos in an FFA. Body Press can also deal pretty good damage.
Weezing(-Galar) can run a couple interesting things, namely Neutralizing Gas, though much like CofaRune they struggle to recover outside of Pain Split.
Tentacruel's... there. Not really the best as a Toxic Spikes setter since at that point it's outclassed by Toxapex as one, but it can run some different moves.

Ferrothorn and Skarmory were already mentioned in "Hybrid Setters".
And those were kinda the only two best Spikes setters, so like, I ran out of ideas already.

Special mentions go to Klefki for Prankster Spikes. You've got no reliable recovery with your only hope being Draining Kiss, but by golly you got those Spikes out before anything could touch you. You can also play a bit of an "annoyer" role.
Froslass is also there as a Spikes + Destiny Bond sort of gal. There's also, uh, Maractus, who can use Water Absorb/Giga Drain to stay in, maybe. Delibird if you're feeling holly and/or jolly in no exact order.

Even my grandma has Stealth Rock, so I'm only gonna list Stealth Rock users that can recover themselves. Check 'Hybrid Setters' if you think someone's missing.

Jirachi
The only DUber so far allowed in here, Jirachi can Wish itself right back into action. Keep in mind that if you run Stealth Rock, Wish, and Protect, that final slot's gonna be pretty limited. Iron Head's always fun, with U-Turn for pivoting.
As far as killing it goes, pray it isn't running Iron Head if you're slower than it, and use one of the many weaknesses a Steel/Psychic type would have.

Chansey/Blissey
Fat blobs that manage to pull out Stealth Rocks from god knows where and Softboil off the damage, and can switch out of status. Both get smacked by hard physical hits, though Chansey can take them a bit more than her sister can. Knocking off items is the way to go, but watch out for Toxic, or in Blissey's case, she might be hiding some kind of high-powered nuke/weak spot hitter if she feels like it.

Clefable
Yeah this blob can run rocks too, though it's kinda already strapped for move slots as is. Much like Chansey/Blissey, it takes hits and Softboils them off, except it's in a Fairy flavor. Aside from that though, it is heavily unpredictable, so tremble in fear and pray that it only has Unaware when it starts setting up that Cosmic Power.

Hippowdon
Darvin's talked about it, so now I must talk about it. Bulky, slowest sand-setter in the west, and will likely Slack Off any hits you give it while whittling you down with a wonderful sandstorm. Strong special hits help, though SpDef variants will likely laugh at your Draco Meteor before Slacking Off too. Either way, really good.

There's several more Stealth Rock users out there, but none of 'em have reliable self-recovery/need to rely on Pain Split and friends. Cradily's an example, if nothing else, but is it viable? Probably not.
 
Special mentions for Spikes + Toxic Spikes go to Naganadel and uh... Roserade, I guess. Naganadel's on the offensive, and if you REALLY wanted to stretch it for some unknown reason, Roserade has Natural Cure and Synthesis.
Roserade isn't bad in a hazard setting role at all. With a fully physically defensive spread it's decently bulky, it has reliable recovery, removes T-Spikes upon switching in, doesn't care about other status due to Natural Cure, and it can also run Aromatherapy to cure its teammates. That's a lot of useful role compression on a single Pokemon. It's also hardly passive; with 120 SpA its Sludge Bombs pack a punch even with no EV investment. Definitely something that needs to be used carefully as even with full physical defense investment it's not the stoutest Pokemon on the field, but role compression is worth a lot in a format like this where there are so many boxes to check off in teambuilding.

It's [Toxapex] also probably the best Haze user next to Quagsire, but that's another story.
I'd also put Milotic on that list; it has a significant speed advantage over those other two to outspeed the things it wants to Haze. The biggest threats you want to Haze in this format are Stored Power users, which is a problem for Toxapex due to type disadvantage and for Quagsire due to its poor natural special bulk (since Unaware does not impact the base power of Stored Power). In fact, I'd say Quagsire is largely forced into a SpD spread in this format to do its job, which is not at all ideal, and my experience with using it is that it's very easily chipped into range at which it no longer does its job. Milotic hits a much higher speed tier so it doesn't have to worry about being outsped by the things it wants to Haze, and its natural special defense (a whopping base 125) means it can run fully physically-defensive which gives it a much more balanced defensive profile. It's less likely to get chipped down, it can stick on the field for prolonged periods of time, and Competitive dissuades many attacks that have a chance of stat drops.

however, Lando-T isn't good in this format since a particularly cheeky Pex can just Recover off the spread damage
While I'd agree that Lando-T isn't particularly good in FFA, it can (and should) run Swords Dance. A +2 Adamant Lando-T EQ deals a minimum of 68% to Toxapex, which cannot be Recover stalled and will punish the Pex severely if it goes for the Haze.

For the record, I consider Swords Dance/Earthquake/Knock Off/Gravity to be the only good Lando-T set in FFA. It's very hard to get into position due to requiring 2-3 turns of setup to get the ball rolling, and defensively it has no reliable recovery and is vulnerable to Toxic and Burn and being outsped and hammered by every relevant fast revenge-killer. However, the reason it's D-rank on my viability rankings is because if you can jump through all those hurdles to get it set up on the field in a favorable position it is a serious threat.

As a hazard setter, Lando (both formes) is 100% outclassed by Hippowdon. If you want a Stealth Rock setting Ground-type, run the Hippo.

The only DUber so far allowed in here, Jirachi can Wish itself right back into action
While I'm no expert on the tiering history of DUbers, when I looked into the matter it seemed Jirachi was banned from DOU primarily for its support characteristics. Things like speed control and redirection aren't really all that relevant in FFA, and flinching one opponent - even 60% of the time - hardly controls the field. Jirachi isn't even arguably banworthy in this format, so it was absolutely the correct decision to unban it.

Cradily's an example, if nothing else, but is it viable? Probably not.
Cradily gets Recover and Leech Seed. So yes, it has reliable recovery, and thanks to having Storm Drain to serve as a Dracovish answer it is most definitely viable. It's generally restricted to hard stall, but if you check my personal VR above I have it at C-rank.

Corsola-G gets Strength Sap, which needs to be used carefully but definitely can provide excellent recovery. It's one of those Pokemon that I think has potential, but I've yet to try it myself and haven't seen other players using it, so I don't really have anything to say about it at this point.

Celebi, Necrozma, Miltank, Lunatone, Solrock, Wigglytuff, and Pallosand are also Pokemon that get reliable recovery plus Stealth Rock, but none of them have really carved out a niche in this format. I do think Necrozma and Celebi have potential, but so far every role I've seen them succeed in are areas where there is something else that does the same job better.
 
I had an interesting discussion with RedRipoff (Clerk on Discord) about potential unbans in FFA, analzying prospective sets and seeing how they fared against common threats in the current meta. Overall we feel these three Pokemon would be net positive additions to the format and - while likely very powerful threats - would not be broken.

Before I get into the three Pokemon I feel should be unbanned in Free-For-All, I'd like to briefly mention that there are no Pokemon that I believe need to be banned currently. While I do think Clefable, Kyurem-Black, and Dracovish can be very restrictive in building and in practice due to how difficult they can be to handle, I don't feel any of them are broken currently and all of them have their counter-measures. I do think there are some moves that should be banned (Acupressure being the most egregious) but that's not what I'm going to be talking about today in this post.


Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wicked Blow
- Close Combat
- Sucker Punch
- Iron Head/U-Turn

We've had several months with the Rapid-Strike variant of Urshifu, and it has proven to be quite underwhelming in this format. Its relatively poor special bulk and reliance on Close Combat as a Fighting-STAB give it very questionable longevity, and shrewd switches and predictions by opponents can deny it any results while it takes a huge risk of reprisal from any special attacker in a slot it's not pressuring. Even if Urshifu can consistently engineer situations where it can switch in without being threatened, it relies on 8 PP moves and with good resource management and double-switches this can be stalled out quite easily and once either of its STAB's is stalled out it becomes much easier to handle. The risk/reward is simply not worthwhile compared to better options. Urshifu-Single-Strike has the same high-risk gambit, but gives much higher potential reward with its superior offensive typing.

Everyone (including the Urshifu user) is placed into a prediction game every time it hits the field. Urshifu can only target one of the three opponents, and even then which move it uses will change your defensive answer. This is a very prediction-heavy situation, one that is very punishing for anyone that gets it wrong, likely resulting in a KO or massive damage. However, this runs two ways, and a misprediction by the Urshifu user can easily result in losing Urshifu. Even a Knock Off will severely restrict its usefulness, as without a Choice Band many Pokemon can switch into it much more safely.

Overall, Urshifu will likely be a one-dimensional Pokemon fulfilling a wallbreaking role and adding a new tool with which to fight stall. Indeed, Urshifu looks most threatening to the stall archetype as many current teams would be demolished by it, with only Regenerator cores able to consistently fend it off. Very few Urshifu counters have access to reliable recovery, with Buzzwole being the only noteworthy one. This will likely put more constraints on hard stall archetype, which may actually be a good thing for the format overall due to how obnoxious stall can be. More offensive teams will have no troubles punishing Urshifu for any KO, as it falls below base 100 and is easily outsped by powerhouses like Zapdos-G which are also hard to switch into. It will likely fit in just fine with a lot of the other overwhelmingly powerful Choice Band wallbreakers such as the aforementioned Zapdos-G or Dracovish.

Urshifu looks like a solid addition to the format, one that will help break gridlocks with its powerful attacks while being held in check by its middling speed and bulk.


Melmetal @ Choice Band/Leftovers
Ability: Iron Fist
EVs: 252 Atk / 216 SpD / 40 Spe or 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double Iron Bash
- Iron Head
- Thunder Punch/Thunder Wave
- High Horsepower/Thunder Wave

We go from a fast but frail wallbreaker to a slow but indomitable one. Double Iron Bash is insanely powerful, effectively a 144 BP STAB thanks to its ability, coming off of a base 143 attack stat. Melmetal can be run either with a significant bulk investment, or speed investment to take advantage of its flinching potential. Its incredible physical bulk and superb defensive typing make it a defensive juggernaut, and will add a much-needed counter to Kyurem-Black into the format. However, this is tempered by a lack of reliable recovery. For reasons we will talk about shortly it's also unsuitable as a Rest/Talk user which means it will require Wish support to remain healthy throughout the match and can otherwise be chipped down very easily.

However, the lack of reliable recovery is actually not Melmetal's biggest problem, it's the 8 PP of Double Iron Bash. Something big and bulky that stays on the field for many consecutive turns can run through an 8 PP move very quickly in this format, and without Double Iron Bash Melmetal is much less threatening. This is why the Melmetal set above is running dual-STAB, so it doesn't have to over-rely on Double Iron Bash in situations where the power isn't needed. Rest/Talk cannot afford to run dual-STAB, and is counterproductive when your main problem isn't running out of HP but rather PP. Sleep Talk will only call Double Iron Bash 1/3rd of the time, and will hit the intended target even less often, so it's hardly a solution.

Overall Melmetal looks like it will be an interesting addition to the format, with the power and bulk to come in and get work done but requiring Wish support to stay healthy and with its main offensive tool on a limited timer. Other moves we considered that might be worth running are Darkest Lariat to reliably beat Reuniclus, Body Press as Fighting coverage that can get around attack drops, and just running Rest without Sleep Talk for some extra longevity.


Zamazenta-Crowned @ Rusted Shield
Ability: Dauntless Shield
EVs: 252 Atk / 4 SpD / 252 Spe or 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Howl
- Close Combat
- Iron Head/Crunch
- Psychic Fangs/Crunch

While it wasn't unbanned in OU, this box-cover legendary looks like it will fit quite well into the current Free-For-All format. Adamant Zamazenta-C has just enough speed to beat out Kartana and Naganadel EV'd for SpA boost, which is a fantastic place to be. Alternately with a very minimal speed investment it can beat out anything base 100 that isn't running a speed-boosting nature, which lets it shore up its bulk even further. It can easily be EV'd to outspeed anything in between to meet your needs. Its bulk is superb and lets it take pretty powerful hits in stride. With Howl to boost its offensive presence it can become offensively dangerous and break through the physical walls that would otherwise just switch into it and put a hard stop to its rampage.

However, that's where the good things end; its movepool is quite frankly barren, and it is completely reliant on Howl to break through the sky-high defenses that are common in this format. Close Combat is its only usable Fighting-type move, but it has sharply limited PP and weakens Zamazenta's defenses when used. To be clear, Close Combat is outright necessary to avoid being walled by Steel-types. Iron Head is preferred over Behemoth Bash because you want as many PP as possible, and the Pokemon you will use it against don't need the extra power to KO. Depending on whether you run Psychic Fangs or Crunch different things will wall you; for instance, Aegislash easily beats non-Crunch Zamazenta-C, while Toxapex can Haze it safely if it's not carrying Psychic Fangs, and Iron Head is necessary to beat fairies like Clefable. Wild Charge is another possible choice, but the only Pokemon in this format that it's useful against is Mantine.

Strong defensive Pokemon can take a +1 hit in stride; even specially-defensive Hippowdon lives +1 Close Combat and deals massive damage back with High Horsepower, uninvested Buzzwole isn't even 2HKO'd by +1 Psychic Fangs after Drain Punch recovery, and Slowbro shrugs off a single Crunch with Regenerator without issue allowing it to easily scout Zamazenta's set. Pyukumuku and Quagsire both wall Zamazenta completely. Mantine, as mentioned above, walls everyting except Wild Charge (which will leave you walled by more things).

Overall, this Pokemon seems similar to Kyurem-Black in many ways. It has the potential power to cleave through teams with a single boost, but the right countermeasures can wall it out or KO it. It even has the similarity that one of its main offensive moves has 8 PP that can be stalled out with shrewd play. Zamazenta has better bulk than Kyurem, but at the cost of no recovery whatsoever, which should give it a very distinct playstyle while leaving it beatable much like Kyurem is.
 
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Gonna dump my Shedinja squad that had some pretty good results if I had a mega-brain that particular day, but that I'm also extremely bored of.



oh god my soul (Shedinja) @ Heavy-Duty Boots
Ability: Wonder Guard
Shiny: Yes
EVs: 252 SpA / 252 Spe
Rash Nature
IVs: 0 Atk / 0 Def / 0 SpD
- Hex
- Toxic
- Will-O-Wisp
- Protect

I already made my post on Shedinja. tl;dr: Don't use it, unless you want the "thrill" of the century of any mon on any side having some wacky, wild god-knows-what that can kill you -- but also the chance of one of those three having something that can't kill you. This forces people into positions, more than likely against each-other than against you.
Truth be told, I really didn't throw this mon in too much. Just the threat of it on my team preview with the occasional switch-in, Protect, and switch out usually lead the more wary to not even target me unless it was with a move that killed Shedinja itself, which as a stall team gave me plenty of time to set up the field I wanted. Usually. Until someone brought a Defogger in.
This is a very standard set. If I don't have Toxic Spikes up, Shedinja's status moves help punish mons trying to switch in trying to kill it.


bane? (Toxapex) (F) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Haze
- Toxic Spikes
- Knock Off

FFA's best T-Spikes user. Toxic Spikes is probably by far the most important kind of spikes for me to have out. Knock Off also lets me mess with opponents and their passive health recovery. Going with a SpDef build, for some reason, just lets me survive hits long enough to get these Spikes or a Haze off and then get the hell outta there.


green team (Clefable) (F) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Fire Blast

Shedinja hates passive damage, Clefable lives off of anyone trying to get it with passive damage. For a moment, I debated just remaking my team to feature Heatran since it takes care of a lot of things that Clefable could (for my team specifically at least. Heatran doesn't care about sand/toxic/will-o-wisp and scorches leech seeders alive), but unlike Heatran, Clefable here can self-heal. Granted, I get less immediate damage, and sure I could just get a Wish passer for Heatran, but still.
This more physically defensive spread helps me go toe-to-toe with Celesteela for a bit longer, and hopefully get enough CM boosts to roast it alive with Fire Blast. Did I mention I hate Celesteela?


when the (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes
- Roost
- Defog

A very tight mon with a tight moveset. As a Shedinja user, I want as much passive damage available as possible so that when I do become a mega-brain and get a good switch-in with Shedinja, anyone trying to switch in to kill Shedinja gets feet full of Spikes. This, of course, is the only reason why I didn't go with Corviknight. That, and, the not-terribly-bad offense Skarmory's Body Press has can help immediately pressure some mons if I need to because literally no-one else in the whole damn match is going for that asshat just getting free boosts, but I digress.


blolb :) (Blissey) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Soft-Boiled
- Stealth Rock
- Teleport

This was once a Chansey. It also once had Toxic over Teleport. Whether or not that's better than what I ended up with is up to preference, I guess. Chansey took hits immediately better than Blissey, but Blissey I felt had more overall longevity and wouldn't get IMMEDIATELY screwed the minute she was hit with Knock Off (which was a common move against me, gee I wonder why).
I once had Toxic because my Toxic Spikes just kept getting removed by cheeky defoggers I couldn't quite just get to die, but then I realized that the only defog was in my mind and that Teleport was the way for me to go. Teleport is good for my wary ass, because I can just let Blissey here take a hit and get a mon I need to do the job in nicely and safely. I'd put in Stealth Rock, someone would go to Defog it, and I could just Teleport right out and not have to worry about the next mon I want to get in taking the brunt of the damage.


slimy lil slug (Gastrodon) (F) @ Heavy-Duty Boots
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Earth Power
- Recover
- Protect

Water's common, you know what solves it? This lil' slime. I like having Protect simply because, despite taking hits decently well, it can't exactly take being ganged up on. Really, Gastrodon's just there, but it's done me surprisingly well as a pivot. It also takes a lot of moves that would've likely hit Shedinja otherwise.
So you can probably already see how I get bored of it so quickly -- it's full stall. And sometimes you just need to go in and do immediate offensive. Sure, I've got things like Haze or occasionally Shedinja to stop any particularly tricky guys, but, in the chaos of FFA I'm likely to get screwed over.
Also I pretty much die to Taunt. In my team notes though, I kinda note the possibility of replacing Clefable with Heatran and building from there. I also probably could've also used a "bulky" Starmie so I could use Rapid Spin and not have to forfeit my passive damage on someone's side like Defog does.

Anyway; use it, don't, improve upon it, but regardless I hope you enjoy.
 
Today I'm going to be talking about one specific move that is one of the most central to the developing meta: Wish. Reliable recovery is king in FFA; it is far more important to guard your own position than it is to deal damage to an opponent. After all, if you and opponent #1 trade one for one, you're now behind opponents #2 and #3 who played conservatively and still have full teams. This encourages very cautious and defensive play on most turns. However, stall is not the only archetype (and, in my opinion, not the best archetype either) and other more offensive team compositions are proving that they can succeed and even thrive in this format, and the secret to their success is Wish.

Wish passing allows you to use Pokemon that do not have reliable recovery moves of their own, but do have other useful attributes. Pokemon such as Dracovish, Zapdos-Galar, Heatran, and Aegislash are very good at exerting offensive pressure and pinning opponents into situations where they are forced to take a KO. However, their lack of recovery means they are easily worn down and cannot consistently do work throughout the game on their own. This is where Wish comes in, allowing these Pokemon a means of recovery to stay in the game and avoid being worn down, letting you make progress without necessarily losing team members and compromising your own position. While Wish isn't necessary on all offensive compositions (especially those featuring pokemon like Buzzwole or Kyurem-Black which get reliable recovery of their own, or Rest/Talk users who can use their bulk and rest to stay healthy) a lot of Pokemon become far more dangerous when given access to this form of recovery.

So let's talk about the best Wish passers in the format.


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect/Softboiled
- Moonblast
- Teleport

Clefable distinguishes itself with its Magic Guard ability to absorb Toxic and access to the Teleport move to safely and consistently pass Wishes. WishPort Clefable is one of the best ways to support Pokemon like Dracovish or Zapdos-G which struggle to come back in to receive the Wish without being picked off. While Clefable can run Heal Bell on a cleric set, in my opinion it is outclassed as a Heal Bell cleric by better options and is distinguished in this role by its Teleport move and Fairy-type offensive coverage. Clefable's downside is that it has the smallest Wishes and the lowest defenses of any of the Wish passers we will be discussing today. Although Fairy is usually an excellent defensive typing, in this meta it's much more average as Fighting, Bug, and Dark are not particularly common offensive typings.


Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Foul Play
- Heal Bell/Toxic

Umbreon is a Pokemon that I didn't expect to excel in FFA, but I don't think anyone who has seen it in action has any doubts. This is one of the best Pokemon in the format. 95/110/130 defenses are excellent, and with full HP investment its Wishes will give large restores to almost anything. It gets Heal Bell so it can give full cleric support, and can run Toxic if you don't need that. All of this alone would make Umbreon a solid Pokemon in the format, but what really pushes it to excellence is its defensive typing and access to STAB Foul Play. Foul Play absolutely destroys powerful physical attackers and largely prevents Swords Dance users like Kartana from setting up on Umbreon. Even against unboosted targets it's hardly passive; Kyurem-Black takes almost as much from Umbreon's Foul Play as it does from Clefable's Moonblast, and if Kyurem dances then Foul Play is nearly an OHKO. The defensive typing is excellent; Fighting, Bug, and Fairy are not the most common offensive typings in FFA, and are usually easy to see coming and switch out of. In most circumstances, Umbreon will never be taking super-effective attacks, which is kinda crazy for a Pokemon that can spend more time on the field than the rest of your team combined!

Defensively, Dark-typing offers a lot in this format. We have very few viable Ghost resists and the most prominent of them (the pink blobs) don't have a good way of hitting back at the Ghosts. Umbreon checks or counters every Ghost-type in the format with its Dark-typing and Foul Play move. Immunity to Prankster is also useful for the rare Sableye. Psychic immunity allows Umbreon to counter most Stored Power sweepers and absorb Future Sight.

In summary, Umbreon has proven to be exceptionally well-suited to the FFA format.


Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect/Softboiled
- Heal Bell/Toxic/Stealth Rock
- Seismic Toss

With the biggest Wishes in the game, Chansey (and Blissey, for that matter) definitely have the qualities necessary to be excellent at the role. Natural Cure allows them to come in and absorb status before passing off a Wish, they can afford to run double recovery for nearly limitless healing, and can even serve as your Stealth Rock setter if you really need them to. Seismic Toss is a solid offensive move choice that can rack up lots of chip damage. However, Chansey does have its flaws; unless you're carrying Toxic you have no way of touching Ghosts (and Spectrier tends to run either Taunt or Substitute anyways, turning Chansey into setup fodder) and Seismic Toss is generally easy for high-HP Pokemon to simply recover off the damage. Blissey can afford to run surprising coverage, like Psychic or Shadow Ball to pick off threats that normally wouldn't be worried about Seismic Toss, but this just means other things wall you even worse. Eviolite also means Chansey is very vulnerable to Knock Off, and even if you do retain your item you're quite vulnerable to passive damage due to no Leftovers recovery. Taunt/Magma Storm Heatran absolutely destroys Chansey. However, we're quibbling at this point, Chansey is excellent and very difficult to KO, and when carrying Wish it makes your entire team difficult to KO.


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Protect
- U-turn
- Future Sight

While it's no teleport, a slow U-Turn can also be a great way to deliver a Wish, and Jirachi brings the double mode of Future Sight and Wish so it can either enhance the offensive pressure of the Pokemon you're using or help bring it back to health. This makes Jirachi more flexible than other Wish passers at the cost of being less specialized on the healing aspect. Due to its balanced defensive stats, it can be run either Defensive or Specially Defensive to best fit your team's needs.


Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Protect
- Flip Turn
- Scald/Toxic/Heal Bell

Edit: after I originally made this post, there was some discussion on Discord about Vaporeon, which I had originally listed as an "other option". What followed was lightning-fast experimentation and team-building that quickly proved that Vaporeon is going to be a significant presence in the meta. Its slow Flip Turns are excellent for delivering its big Wishes, and its ability in Water Absorb is perfect for giving a good Dracovish answer to your team. Its defensive typing isn't quite as good as Umbreon and it lacks the utility offered by Foul Play, but Flip Turn does offer it the ability to escape trapping moves which is useful for keeping it alive against Perish Trap, Gothitelle traps, and Heatran's Magma Storm. It offers its own unique set of qualities over Umbreon to give it a distinct niche in the meta.

Vaporeon's only flaw is 4MSS; without Scald it's very passive, without Toxic it can do nothing to opposing Water Absorb users (and Storm Drain users block its pivot outright), and it's also a potential Heal Bell user for your team which is a desirable role. All this comes together to create a bit of a tradeoff with no Vaporeon having a complete toolset, unlike Umbreon which feels like it has all it needs and Toxic is a luxury and not a necessity. It also wants to be as slow as possible so that other slow Pokemon cannot intercept its Wish by hitting after the Flip Turn and KO'ing the recipient coming in, and this speed loss can hurt you in other circumstances.

Overall, however, Vaporeon is one of the most promising emerging support options in the meta.

Other options:
You may notice the above list is not particularly long. Unfortunately, Wish does not have the best distribution and this means there are very limited options and most of the Pokemon that do get Wish frankly have no viability with the move. Unless there is a big change in the meta, this means that many team archetypes will likely be very centralized around the aforementioned Pokemon as there just aren't other options. However, there are a few others that I think can deserve some mention:
:Xatu: gets Wish, Teleport, and Future Sight along with the excellent Magic Bounce ability. Unfortunately it's very frail and probably needs Heavy Duty Boots so it only looks like it would be effective against more passive teams.
:Togekiss: A potential role compression candidate that can fit in Defog and can potentially irritate slower targets with Air Slash flinches. Can potentially run double-healing with Roost and Wish.
:Sylveon: Better bulk than Clefable, but it doesn't get a pivot move or the awesome Magic Guard ability.

In closing, release Alomomola and give it Flip Turn.
 
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Potential Bans & Unbans

In this post, we will be discussing and analyzing Pokemon, moves, and mechanics the council is considering to ban or unban from the format. Our decisions are based on what we consider to be suitable for the metagame (having order, healthiness, being balanced/manageable) to remain unbanned, while anything unsuitable for the metagame (overly difficult or impossible to manage, overwhelmingly centralizing, unhealthy) to have consideration of being banned, varying on the circumstances.

Troll/Support Moves [Ban]

  • Aromatic Mist
  • Coaching
  • Decorate
  • Flatter
  • Floral Healing
  • Follow Me
  • Heal Pulse
  • Helping Hand
  • Rage Powder

Support moves — in a charitable lens — may be seen as "interesting political tools", "unique set-up tools", and "unique cooperation tools". They allow for strategic temporary alliances, gimmicky set-up (e.g. Decorate + a Psych Up user or Transform Mew), influence for the person you are helping to not direct attacks at you, and manipulation (have the boosted player KO the other player's Pokemon while you have an Unaware Clefable ready to shut it down later).

However, the way people choose to use these support moves is unenforceable. As a result, you will typically find bad actors (players who are not looking to win games but rather ruin games they're in by creating unfair advantages) use these moves to be a disturbance and ruin competitive/fair matches.

Standard support moves such as Coaching and Decorate can be very volatile; it makes it a lot harder to beat threats that otherwise can't boost their stats (i.e. Dracovish), making teambuilding preparation more difficult and certain unfavorable matchups even more unfavorable. Support moves are one reason Haze and Unaware are omnipresent and almost required on competitive teams.

Heal Pulse and Floral Healing are also very volatile as they improve the longevity of threats that have been beat down and can't recover on their own.

Follow Me and Rage Powder allow other Pokemon to recover themselves or set-up without being targeted and serve little-to-no competitive use.

Moves such as Aromatic Mist and Helping Hand are significantly less dangerous compared to the other support moves mentioned but serve as "blanket bans" that are consistent with the policy of removing all types of support moves.

There is little benefit to support moves being in the format; using them competitively is at best gimmicky and inconsistent. There is a lot of harm with support moves being in the format, such as bad actors using support moves to merely ruin games and nearly forcing players to run Haze/Unaware just to not lose as much to those who get supported. Therefore, the council is considering banning the support moves listed.

Ban Likeliness: Likely


Urshifu Single Strike [Unban]




Code:
Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wicked Blow
- Close Combat
- Aerial Ace / U-Turn / Iron Head
- Poison Jab / Iron Head
As mentioned in Darvin's post, he and I have been discussing the potential of certain Pokemon being unbanned. Urshifu Single Strike was one Pokemon we considered because it is a potent attacker (which, in a defensive meta, having more of is appreciated) that may have feasible counterplay such as Buzzwole with Regenerator Scouting, 8 PP of Wicked Blow and Close Combat (the latter of which also lowering both defenses) and has certain problems such as its speed tier leaving it vulnerable to faster offensive Pokemon (Zapdos-Galar, Landorus-Incarnate, Thundurus-Therian, Naganadel, and less important ones such as Tornadus-Therian and Regieleki), along with its mediocre Special Defense.


Counterplay

Walls:

Regenerator:



The sole reason Urshifu opts for Aerial Ace, an otherwise abysmal move, is because Buzzwole eats the rest of Urshifu's attacks for breakfast. This sets a precedent for Buzzwole players to have to carefully play against Urshifu (with Regenerator, for example) rather than brainlessy bring in Buzzwole because it snacks the rest of Urshifu's moves. Aerial Ace to hit Buzzwole is more important than pivoting (U-Turn), priority (situational and not always reliable Sucker Punch), or extra coverage to hit Weezing-Galar (Iron Head).

252+ Atk Choice Band Urshifu Aerial Ace vs. 252 HP / 252+ Def Buzzwole: 248-292 (59.3 - 69.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Urshifu Aerial Ace vs. 252 HP / 0 Def Buzzwole: 324-384 (77.5 - 91.8%) -- 31.3% chance to OHKO after Stealth Rock

Otherwise, aside from Aerial Ace and Future Sight, Buzzwole is the most viable way of dealing with Urshifu because of its bulk + recovery, as well as its overall viability and suitability in teams.



Resists Dark + Fighting, takes neutral damage from Poison Jab, but Weezing-Galar struggles with Iron Head and having Pain Split as its best recovery option, which is not an ideal recovery move. It is also niche in the metagame otherwise, offering Neutralizing Gas as a great situational ability that can punish the likes of Unaware Clefable trying to safeguard its team from set-up and also being a reliable Kartana answer.


252+ Atk Choice Band Urshifu Wicked Blow vs. 252 HP / 252+ Def Weezing-Galar on a critical hit: 102-121 (30.5 - 36.2%) -- guaranteed 4HKO after Black Sludge recovery
252+ Atk Choice Band Urshifu Iron Head vs. 252 HP / 252+ Def Weezing-Galar: 182-216 (54.4 - 64.6%) -- guaranteed 2HKO after Black Sludge recovery

Weezing-Galar does mean that Iron Head is an option for Urshifu over Poison Jab or Aerial Ace. Poison Jab + Iron Head allows you to hit both Tapu Koko and Weezing-Galar while Aerial Ace + Iron Head allows you to hit both Buzzwole and Weezing-Galar. Weezing-Galar is just as weak to Future Sight as Buzzwole, neither of them can reliably answer Urshifu when there is an upcoming Future Sight directed their way.


Resists Dark + Fighting, takes neutral damage from Iron Head, is not weak to Future Sight, is faster than Urshifu and has access to viable recovery in the form of Roost. Tapu Koko is primarily why Urshifu prefers Poison Jab over Iron Head, as Weezing-Galar doesn't have as reliable of a recovery move as Koko does and Koko has a chance to survive combinations of Future Sight (from Jirachi and Slowbro) and Wicked Blow/Close Combat.

Poison Jab hits everything else Iron Head does except for Weezing-Galar. It seems more advantageous to run Poison Jab overall when considering if Koko is more important to hit than Weezing-Galar, but a player may opt to run both in exchange for Aerial Ace if they feel like it. In addition, if Urshifu is running U-Turn, Dugtrio is a potential partner in order to trap and kill Tapu Koko.


252+ Atk Choice Band Urshifu Wicked Blow vs. 248 HP / 244+ Def Tapu Koko on a critical hit: 130-153 (37.9 - 44.6%) -- guaranteed 3HKO
252+ Atk Choice Band Urshifu Poison Jab vs. 248 HP / 244+ Def Tapu Koko: 232-274 (67.6 - 79.8%) -- guaranteed 2HKO

0 SpA Jirachi/Slowbro Future Sight vs. 248 HP / 0 SpD Tapu Koko: 163-193 (47.5 - 56.2%) -- 84% chance to 2HKO




Having a Pokemon with Regenerator will help against Urshifu if and only if you carry resists to its moves that result in a 3HKO at minimum. The idea is to bring in the Regenerator Pokemon to scout for what move it will lock itself into (and stall 1 of its PP), then switch into a resist to this move. For example, a Toxapex comes in to take a Wicked Blow which allows Clefable to safely come in after.

Future Sight for the most part nullifies this strategy because two of the Regenerator Pokemon [Toxapex, Amoonguss] are weak to Psychic while one has mediocre Special Defense [Tangrowth]; you also cannot take hits like this consistently and you are very predictable.

252+ Atk Choice Band Urshifu Wicked Blow vs. 252 HP / 252+ Def Toxapex on a critical hit: 172-204 (56.5 - 67.1%) -- guaranteed 2HKO

252+ Atk Choice Band Urshifu Wicked Blow vs. 248 HP / 252+ Def Amoonguss on a critical hit: 291-343 (67.5 - 79.5%) -- guaranteed 2HKO after Black Sludge recovery

252+ Atk Choice Band Urshifu Wicked Blow vs. 252 HP / 252+ Def Tangrowth on a critical hit: 199-235 (49.2 - 58.1%) -- 62.9% chance to 2HKO after Leftovers recovery
0 SpA Jirachi/Slowbro Future Sight vs. 252 HP / 4 SpD Tangrowth: 222-262 (54.9 - 64.8%) -- guaranteed 2HKO after Leftovers recovery

After further examination and consideration, I am not comfortable with Urshifu being unbanned. It is unstoppable with Future Sight and lacks any real switch-ins on paper even without Future Sight (2HKOs Buzzwole via Aerial Ace, 2HKOs Weezing-Galar via Iron Head, 2HKOs Tapu Koko via Poison Jab, 2HKOs or OHKOs all other Fairies and the rest of the tier).

Unban Likeliness: Unlikely


Melmetal [Unban]


Code:
Choice Band (Melmetal) @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 212 SpD / 44 Spe
Adamant Nature
- Double Iron Bash
- Iron Head
- Thunder Punch
- High Horsepower / Ice Punch / Superpower

Thunder Wave (Melmetal) @ Leftovers
Ability: Iron Fist
EVs: 24 HP / 252 Atk / 132 SpD / 100 Spe
Adamant Nature
- Double Iron Bash
- Iron Head
- Thunder Punch / High Horsepower
- Thunder Wave
Melmetal was another Pokemon discussed having potential being unbanned. Its bulk and power is superb for the tier, but it struggles from being an unreliable RestTalker (hence not having any independent recovery options besides passive recovery via Leftovers) and Double Iron Bash only having 8 PP. Lacking individual recovery is a setback, but not a major one, as there are viable Wish Passing options such as Vaporeon and Jirachi that have seen increased use, consistency, and suitable roles (Jirachi being a Future Sight Wish Pivot, Vaporoen being a slower Wish Pivot with Water Absorb for Dracovish, additionally helps with Heatran).

The first main set for Melmetal include a hard hitting Choice Band Double Iron Bash variant that opts for Iron Head as an additional move as Double Iron Bash has 8 PP, Thunder Punch for Steel/Flyings like Corviknight, Celesteela, and Skarmory, Water Types like Vaporeon, Starmie, and Pyukumuku, while High Horsepower is to hit Electric types, Heatran, and Toxapex for bigger damage. Ice Punch can be ran over High Horsepower to hit Zapdos, this does mean you're not catching Heatran switch-ins and aren't breaking through Jirachi. Superpower could be ran instead of High Horsepower if you want to deal with Ferrothorn, but the attack and defense drops are impractical and Ferrothorn is known to scout via Protect.

It opts to maximize its attack with EVs and nature, invest 44 Speed to speed creep Gastrodon and additionally outrun Toxapex and Quagsire, and the rest is dumped into Special Defense to patch the bad base stat as much as possible.

Its second main set is Thunder Wave Double Iron Bash. Is a 51% flinch chance not enough? Do you at the same time want to outspeed more of the tier to actually get flinches and also cripple offensive threats? Would you also like to run Leftovers instead for extra longevity? This second set is for you. It is EV'd to do as much damage as possible, outspeed Modest Heatran speed creeps (i.e. 72 Speed EV'd Mew) after Thunder Wave, recover the most from Leftovers, and the rest is allocated to its Special Defense.

Iron Head in this format is necessary. The metagame is too defensive and you have 3 opponents rather than 1. Double Iron Bash's PP will be depleted quickly and Melmetal requires a secondary option for a STAB move, although it will still be significantly less threatening without Double Iron Bash.

Both sets may also opt for max Speed; you will not be taking special attacks as well in exchange however. 12 Speed EVs could be ran instead of 44 Speed EVs if you just want to outrun Toxapex and Quagsire while having extra bulk during this time when Gastrodon is seeing little-to-no competitive usage. However, I believe it's better to be safe rather than sorry and just be able to outspeed Gastrodon.

Counterplay


252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 248 HP / 252+ Def Zapdos: 166-196 (43.3 - 51.1%) -- approx. 1.2% chance to 2HKO
[if 72 Speed EVs] 252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 248 HP / 188+ Def Zapdos: 176-208 (45.9 - 54.3%) -- approx. 50% chance to 2HKO
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 248 HP / 188+ Def Zapdos: 118-140 (30.8 - 36.5%) -- approx. 67.9% chance to 3HKO
[Check] 252+ Atk Choice Band Iron Fist Melmetal Ice Punch vs. 248 HP / 252+ Def Zapdos: 278-328 (72.5 - 85.6%) -- guaranteed 2HKO



252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Ferrothorn: 124-146 (35.2 - 41.4%) -- approx. 83.3% chance to 3HKO after Leftovers recovery
[Check] 252+ Atk Choice Band Melmetal Superpower vs. 252 HP / 252+ Def Ferrothorn: 274-324 (77.8 - 92%) -- guaranteed 2HKO after Leftovers recovery


252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Gastrodon: 190-224 (44.6 - 52.5%) -- approx. 3HKO after Leftovers recovery
252+ Atk Choice Band Melmetal High Horsepower vs. 252 HP / 252+ Def Gastrodon: 168-198 (39.4 - 46.4%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Choice Band Melmetal Superpower vs. 252 HP / 252+ Def Gastrodon: 211-249 (49.5 - 58.4%) -- 69.5% chance to 2HKO after Leftovers recovery (doesn't factor Attack drop after use)



252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Quagsire: 166-196 (42.1 - 49.7%) -- approx. 3HKO after Leftovers recovery
252+ Atk Choice Band Melmetal Superpower vs. 252 HP / 252+ Def Quagsire: 185-218 (46.9 - 55.3%) -- 16% chance to 2HKO after Leftovers recovery

Gastrodon and Quagsire are the most consistent Melmetal walls, with Ferrothorn being very consistent due to the impracticality of Superpower and Zapdos also walling the Thunder Wave variant and non-Ice Punch Choice Band variants (it can still beat Ice Punch variants on switch-in but has to keep itself healthy/out of range). Melmetal is heavily based on prediction and the rest of the cast (along with Zapdos and Ferrothorn if Melmetal is running Ice Punch or Superpower respectively) has to predict right and burn the 8 PP of Double Iron Bash. You could go into Toxapex or Heatran on an incoming Double Iron Bash, but you could get hit with a High Horsepower instead. Corviknight could come in on a Thunder Punch and then spam Roost, but it has to not be chipped in the slightest.

252+ Atk Choice Band Iron Fist Melmetal Thunder Punch vs. 252 HP / 4 Def Corviknight: 332-392 (83 - 98%) -- guaranteed 2HKO after Leftovers recovery

Melmetal does seem hard to beat on paper since it's heavily based on prediction and there are very few options you could run to be the most consistent against it matchup-wise, but I'd say this is nowhere near the level Urshifu has demonstrated to us, and I'd say given it is possible to play around and it is limited to its Double Iron Bash uses, which most teams will have resists for, this evens things out.

Despite Melmetal looking very scary, I could see it as feasible for the tier. I'd like to get to use it in actual matches as practice speaks louder than paper (new catchphrase for you).

Unban Likeliness: Semi-Likely

That's it for now. Darvin and I have decided to postpone Zamazenta-C as we have a few higher priority plans in our agenda, but we will revisit Zamazenta-C (as well as regular Zamazenta) soon. Other discussions regarding what should be banned or not include Shadow Tag/Arena Trap, Dracovish, and Court Change (for speculative unintuitive mechanics). I hope I will have a chance to update this post later regarding these other candidates.
 
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Acupressure can no longer be used on any of the other Pokemon on the field (selecting your 'teammate' is considered an invalid move, and the other two players can't be chosen at all) so I'm not sure why it's being looked at for a ban? Without being usable as a support move it's just a gimmicky strat that has a lot of shutdown options, even if evasion is rolled. Don't ban in my opinion.

Aromatic Mist is an incredibly underwhelming move, so the only reason I could see to ban it is a blanket support ban. That said, it's so underwhelming it probably isn't worth making an exception for it. Grouping it in is fine.

Flatter sounds almost as underwhelming as Aromatic Mist, but more annoying. I haven't seen this at all and I'd be fine if that continued. Ban.

Heal Pulse and Floral Healing add even more defensiveness to a format that really doesn't need it. They can be used strategically but I rarely see people do more than toss these on a bulky mon and drag the game out. I think they should go.

Follow Me/Rage Powder seem like a bad choice for a moveslot, the situations where a Pokemon using these moves would actually benefit from them are incredibly narrow, meanwhile trolling with them is very easy. I don't feel like there's any benefit to keeping these.

Helping Hand certainly has potential to be used in bad faith but I don't think doing so affects the game as much as Heal Pulse/Floral Healing and Coaching/Decorate do. It also has a higher risk factor than the rest of the moves up for discussion because the Pokemon you help could easily be targeting you that turn. I feel that this move has a small enough impact and enough genuine strategy behind it to stay.

Coaching and Decorate are hard calls. They have high potential to be used in both good and bad faith, as it's fairly easy for Psych Up Clefable to win a game this way. Any player that gets too comfortable with their boosts can be in a lot of trouble later. But I know many players will use these moves without any intention of making alliances, or winning. I can see good reason both to keep and ban them, so I'm neutral for now.

Urshifu Single-Strike seems to have a far too narrow set of answers in a format where (in a normal game) you have to keep an eye on three players at once. On top of this it can't be safely scouted with Protect, and Wicked Blow helps it bypass attack drops and burn. Players are left with few reliable options to take hits from this monster that change depending on what coverage it brings. I don't think it's reasonable to consider Urshifu in teambuilding without sacrificing some general strength of your team, so I'm not in favor of unbanning it.

Melmetal on the other hand doesn't sound that bad due to its more reliable answers (Ferrothorn and Gastrodon/Quagsire are much better Pokemon than Tapu Koko and Weezing-Galar) and the possibility to protect scout it. It also really hates attacking into Ferrothorn or any random user of Rocky Helmet. It's very strong and scary with Double Iron Bash, but that's the only thing that really makes it worth having on your team. If you overplay with that move and it runs out, or if someone is brave enough to use Spite on it, then Melmetal basically turns into a dead team slot. I think the average team could reasonably be expected to have an answer to this mon if it were unbanned, and many pre-existing ones likely already do. In summary, unban Melmetal 2021.
 
I wasn't made aware that Acupressure couldn't be used as a support move (prior, I believed Acupressure could be used on the player next to you), so I'll remove that from the list. Also, yes, I'm opposed (edit: neutral) to an Acupressure ban otherwise as I believe the probabilities of gaining evasion boosts, along with having all moves miss against you, and neither player bringing any counterplay option against you (i.e. Unaware, Haze, Whirlwind) are too low and circumstantial to be "banworthy" to some; but it may still be very dangerous in situations where it manages to pull it off, getting an evasion boost isn't too unlikely per consecutive use of Acupressure, and is more consistent to fish for such evasion boosts in a format where players may be focusing on something more threatening for example. It is a discussion for the council to have as I know Darvin has a different opinion on Acupressure.

Aromatic Mist is acknowledged as underwhelming and only included as as blanket ban as it's consistent with the policy, which is the only reason it's there.

I'm on the fence in regards to Helping Hand, currently it's there for the "support move policy", but I could see it being an exception even if there's little benefit to it in the meta.

As I mentioned in the post, Coaching and Decorate have little benefit and a lot of harm. Psych Up Clefable is just a much more gimmicky Calm Mind Clefable that relies on the boosts of others and requires you to run a specific Pokemon alongside it just to have more potential Psyching Up. You're better off just having your own set-up option. With the bad actors in mind, and the overall gimmicky and inconsistent strategy with Decorate/Coaching, I don't think it's a hard one for me to lean toward the "ban" side.


Agreed in regards to Urshifu and Melmetal.
 
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