Something that I feel is rather unexplored atm (and quite reasonably so), is the possible existence of Stall. Initially it's hard to imagine Stall being viable in a metagame like this, though I can see it finding a way with different measures to standards and a collection of key mons. Immunities to Trigger moves, Unaware, Haze, Foul Play and CM Trigger users all sound like pretty strong options for Stall. Snarl CM Mega Sableye for one is capable of abusing the new mechanic quite nicely, whilst blocking Fake Out and Power-Up Punch/Low Sweep to prevent the opposition from boosting. Quagsire boasts the godsend that is Unaware, as well as an immunity to Charge Beam and possible Stock Pile shenanigans with Scald or Bulldoze. Mandibuzz is immune to Bulldoze and has the awesome STAB Foul Play. Mantine blocks Scald and carries Haze, Clefable has Unaware, etc, etc.
So I've been trying to imagine what possible Stall Breakers might look like in this meta, with more conventional methods of Stall Breaking being less effective in the meta. Pokemon that try to Boost to unmanageable levels to break through stall would be disadvantaged by the influx of Unaware, Haze and Foul Play. Where as Taunt users will struggle against the surely popular Mega Sableye, and may prove unable to put a proper stop to bulky CM boosters that are capable of reliably boosting via a trigger move.
Here's what I came up with.
Pangoro @ Lum Berry
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Power-Up Punch
- Swords Dance
- Power Trip
- Gunk Shot / Bullet Punch / Bulk Up
Scrappy is extremely cool in this meta because it means that in combination with Swords Dance, you can get to +3 Atk in one turn using Power-Up Punch without the threat of Ghost types preventing your set up (basically just a massive fuck you to Mega Sableye). Power Trip is handy for muscling past Unaware mons, as after just two Power-Up Punches Pangoro reaches +6, giving Power Trip 140 base power, capable of 2HKOing Quagsire. The last slot has room for preference. Gunk Shot is able to 2HKO the other common Unaware mon in Clefable if it switches into you, or OHKO if it is severely wounded. Bullet Punch is however a great option to give Pangoro some use against offence, being quite a threatening priority move at +3, and it also gives coverage against Fairies (as does Gunk Shot). Lastly Bulk Up is an option to boost the power of Power Trip faster, as well as make Pangoro harder to revenge kill. Lum Berry is important to prevent Scald Spam and WoW from stopping your sweep.
252+ Atk Pangoro Power-Up Punch vs. 252 HP / 252+ Def Sableye-Mega: 86-104 (28.2 - 34.2%) -- 2% chance to 3HKO
+3 252+ Atk Pangoro Power-Up Punch vs. 252 HP / 252+ Def Sableye-Mega: 216-254 (71 - 83.5%) -- guaranteed 2HKO
252+ Atk Pangoro Power Trip (140 BP) vs. 252 HP / 252+ Def Unaware Quagsire: 195-229 (49.4 - 58.1%) -- 64.5% chance to 2HKO after Leftovers recovery
252+ Atk Pangoro Power Trip (180 BP) vs. 252 HP / 252+ Def Unaware Quagsire: 250-295 (63.4 - 74.8%) -- guaranteed 2HKO after Leftovers recovery (BU variant)
252+ Atk Pangoro Gunk Shot vs. 248 HP / 252+ Def Unaware Clefable: 244-288 (62 - 73.2%) -- guaranteed 2HKO after Leftovers recovery
+3 252+ Atk Pangoro Bullet Punch vs. 0 HP / 0 Def Gengar: 175-207 (67.5 - 79.9%) -- guaranteed 2HKO
Note:
Pangoro could also run Mold Breaker to break Unaware mons far more easily, though it would need to run Taunt to get past Mega Sableye, meaning you lose the utility of the last slot. Though that may be more effective in some scenarios. In fact a lot of mons with Mold Breaker + Taunt & Swords Dance/Nasty Plot would also be extremely effective Stall Breakers, as they can break past Unaware mons with Mold Breaker + Boosting, while using Taunt against Mega Sableye and Haze users. But let's face it, the above set is way cooler.