We don't know the exact mecanism behind Dazzling, but if it blocks things like Prankster Tailwind (ie priority moves that don't target the user of Dazzling), it's likely that it will also prevent your opponent from using Fake Out on your other Pokemon. If it does block any priority move from any Pokemon on the field, then it will be great. If it just blocks moves that targets Bruxish... then it's much less useful apart from OM where Fakespeed is relevant.
Well, yes, but if it works like that Follow Me is
irrelevant to the point.
Bewear - Normal / Fighting | Fluffy / Klutz
Depending on its Attack, this might be a decent FakeSpeeder and can act like a Mega Lopunny-lite when you already have another mega. Fluffy is great for mitigating enemy FakeSpeeds and if it's bulky enough you could even run Swords Dance / Extreme Speed / HJK / Recover and setup on physical threats. Depending on Bewear's Speed, Heatran could make a good emergency stop, as it resists Normal priority and can maybe KO it with SE STAB (insert strongest relevant Gen 7 Fire attack here).
I'm not sure why you'd run High Jump Kick over Close Combat. Mega Lopunny runs High Jump Kick because A: Scrappy means Ghost switch-ins aren't a problem for it and B: it can't actually run Close Combat. 130 BP is such a small boost over 120 BP that it's literally drowned out by damage variance.
252 Atk Mega Lopunny High Jump Kick vs. 0 HP / 0 Def Mew: 110-129 (32.2 - 37.8%) -- 95.3% chance to 3HKO
252 Atk Mega Lopunny Close Combat vs. 0 HP / 0 Def Mew: 102-120 (29.9 - 35.1%) -- 17.5% chance to 3HKO
Meanwhile, Close Combat will never miss and will never remove half the user's health. It's not like Bewear has Regenerator, like Mienshao, to shrug off High Jump Kick's recoil on misses.
Fluffy making it a potential fakespeed check is interesting, definitely. It doesn't even need
that much bulk at base to shrug off damage, thanks to Fluffy.
252 Atk Mega Lopunny Extreme Speed vs. 0 HP / 0 Def Mew: 135-160 (39.5 - 46.9%) -- guaranteed 3HKO
252 Atk Mega Lopunny Extreme Speed vs. 0 HP / 4 Def Fur Coat Swoobat: 109-129 (39.6 - 46.9%) -- guaranteed 3HKO
Swoobat has 67 base HP and 55 base Defense, keep in mind. Through blind coincidence, it ends up with basically the same bulk as Mew if it has
Fur Coat Fluffy. I... honestly didn't plan that.
Mind, High Jump Kick is a OHKO even with Fur Coat, due to effectiveness, so Bewear would either need to outspeed Mega Lopunny (Unlikely) or have pretty solid bulk -not necessarily
very high (70 HP/80 Defense with Fur Coat will survive High Jump Kick even with Stealth Rock up, when hit with Mega Lopunny's super effective High Jump Kick if HP is fully invested) but it can't be a fragile speedsters unless it's
silly-fast.
Bruxish - Water / Psychic | Dazzling / Strong Jaw
Let's pray it has decent bulk and a recovery move! Dazzling will be a godsend in STABmons, and with this type combo, Bruxish can shut down Mega Lop hard. If it has middling HP / Def but no recovery, it could serve as a niche stopgap on some teams but probably won't be a staple.
On the plus side, it resists High Jump Kick. It actually doesn't need that much bulk to laugh at those Mega Lopunny's that are overly reliant on priority+High Jump Kick.
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 252+ Def Mew: 118-140 (38.8 - 46%) -- guaranteed 3HKO
This is a Mew with base 50/50 HP and Defense. Bruxish can have kind of terrible bulk and still work as a check. It's mainly a question of whether it will be
niche as a fakespeed stop that struggles against everything else or an ungodly useful Pokemon all around. If nothing else, it
will have Rest (Because STABmons), so if it's bulk is solid and it lacks regular recovery, it may still be able to function passably via Resting off damage.
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 252+ Def Mew: 79-93 (19.5 - 23%) -- possible 6HKO after Leftovers recovery
252 Atk Mega Lopunny Thunder Punch vs. 252 HP / 252+ Def Mew (Water type): 124-146 (30.6 - 36.1%) -- guaranteed 4HKO after Leftovers recovery
That's Mew's regular statline. In that scenario Mega Lopunny would
have to have Swords Dance or Power Up Punch or something of the sort to push through Bruxish. And of course Bruxish will have Scald because this is STABmons...
Mimikyu - Ghost / Fairy | Disguise
Disguise's description leads me to believe it works only once per battle, not per turn like Fake Out. I'm not sure how Mimikyu will do just by its typing alone, as Ghost and Fairy do not typically offer a lot of new toys (as opposed to things like Normal, Flying, Dark, etc). If it's decently fast and strong, it can work as a good offensive threat as Ghost/Fairy are solid dual STABs. Let's hope it has Calm Mind or Nasty Plot to work with.
Fairy gives it Geomancy if that doesn't get banned in Gen VII, which combines well with Disguise. Being able to drop a Curse from behind a Disguise also makes it a reliable last-ditch check to setup sweeper (Or Moxie/Soul Heart) rampages that aren't multi-hit based or otherwise able to bypass the Disguise. (I suspect Mold Breaker will ignore Disguise, for example)
Turtonator - Fire / Dragon | Shell Armor
Just based on the history of these types, it's probably going to be a special attacker, but the idea of a physical Dragon Dancer that can't be burned sounds epic. Shell Armor is more helpful on defensive Pokemon, but maybe it will have access to a move that boosts defense(s) in tandem with offense(s), in which case it will help out. And as a turtle, there's a high chance it will get Shell Smash. That's no guarantee, however, as we've seen with Blastoise. And Shell Trap looks like a mixed bag. If it's just a Counter clone, I'll pass. My gut tells me it works differently, something along the lines of laying the trap that lasts multiple turns until the right move activates it. Also does it rebound damage like Counter or is it more like Powder?
I'm not sure why people keep saying "turtle=high Shell Smash chance." Torkoal and Carracosta are the only turtle/tortoise Shell Smashers -and there's both a bunch of Shell Smashers that aren't turtles or tortoises and there's turtle/tortoise Pokemon that lack Shell Smash. (Torterra, Blastoise...) The bigger delineation for Shell Smash seems to be whether the shell is vaguely plausible to remove or not, and honestly Turtonator doesn't seem to fit that to me.
Shell Trap's description of
setting a trap implies to me that it's a high-priority move that reacts the very instant the target impacts. (Certainly, the animation for "setting the trap" went before the Torkoal's turn, so it's either got Focus Punch-esque signaling or doesn't work like Counter/Mirror Coat in terms of turn ordering at all) If so, that means it's probably strongly relevant just for punishing... say, fakespeed. Especially if it's
very high priority (+4, like Protect), and especially if it actually interrupts the attack just like Powder. (In general I suspect it's basically "Powder, but for Physical moves. Or possibly contact?) I have a suspicion it will be a Fire type move, which would be neat.
Turtonator itself seems likely to be a slow, bulky mixed attacker. Fire and Dragon both trend toward mixed offenses, while turtle/tortoise is why I'm guessing slow and bulky. (Physically bulky, specifically)
Marowak - Fire / Ghost | Cursed Body / Lightning Rod
If it can still benefit from Thick Club, V-create is really going to hurt lol.
And it'll have Shadow Sneak regardless! Combine with a Trick Room setter, and it'll be nasty.
Core Enforcer - Learnt by Zygarde: Dragon | If the Pokémon it hits has already moved this turn, the Pokémon's Ability is removed.
I'm not sure what relevant Dragons will appreciate removing the target's ability, and relying on a move that activates its ability after the target has moved isn't all that appealing. On top of that Dragons want to be fast and/or boost with Dragon Dance. Unless it has a better BP than Dragon Claw and decent accuracy it's not going to be common.
Vaporizing the target's Ability is huge for hurting all kinds of Pokemon. Many of the best Pokemon in STABmons are leaning on an Ability to get there. It's just too bad it's probably a Dragon move and so won't be a way to break Sylveon's Pixilate.
I'm also not sure why you seem to be assuming it doesn't function like Analytic in terms of treating a switch as having moved first. Being able to wipe a switch-in's Ability can mess with a
lot of checks. Sableye is a hugely relevant force for doing things like dropping Will O Wisp on Physical attackers and then Parting Shotting out, and Core Enforcer, if it's not locked to Zygarde or anything, is liable to cripple Sableye's ability to directly switch into those Dragons it can currently switch into plausibly. Or you can do stuff like have Garchomp Core Enforcer
Mega Sableye on the switch in and then put up your Stealth Rock they were expecting to bounce. That kind of utility is potentially very good.
Fleur Cannon - Learnt by Magearna: Fairy | Draco Meteor clone.
Our resident Fairy nuke, Sylveon, will stick to Boomburst thankyouverymuch. In general, Fairies have access to Moonblast, which is more reliable and has a great secondary effect. Probably won't see much use.
Sadly, no Fairy type currently has native access to Focus Energy.
Theoretically Sylveon might run Focus Energy Fleur Cannon, at least if Shell Smash remains banned and Sylveon unbanned. Maybe. Probably not, but it's a possibility, for all that it's weaker than Pixilated Boomburst. It's conceivable some Special Defense-raising wall might prove able to shrug in the face of Boomburst. Or a Soundproof 'mon, though I'm not getting my hopes up and anyway Techno Blast is still stronger than Fleur Cannon after Pixilate.
Shell Trap - Learnt by Turtonator: Fire | Sets a trap whereby if the user is hit by a Physical attack, the attacker is hit by an explosion that deals much greater damage.
So I'm dubious on how this move will work exactly. Does it stay on the field until it's activated? Will it go away after one turn? A few turns? Does it deal set damage like Powder or a percentage of the damage taken like Counter or some other new calculation? Heatran may use it with its good bulk and resistances, but it generally prefers King's Shield to punish physical attackers. On paper it sounds intriguing (like Powder did last gen) but in practice I have a feeling it's too niche to be useful.
I'm not finding any evidence of its typing actually being known for certain.
The description "much greater damage" implies to me that it scales to the attack's strength.
Also note that King's Shield cannot be spammed turn after turn. This can lead to mis-predicts where you use King's Shield while they set up, and then a second King's Shield is essentially guaranteed to fail. If Shell Trap lacks that issue, it might be a good way of turning such encounters from "one mispredict equals defeat" to "one mispredict turns into a series of 50/50s." Depending on PP, it might even be able to outright stall some threats to the point that they
have to switch or trigger the trap.
Or it could work some other way. We'll have to wait and see.
Thousand Waves - Learnt by Zygarde: Ground | Prevents Pokémon from fleeing.
It's a Ground-type Infestation but stronger. Cool but why do Ground-types need to trap anything?
... unless Gen VII has changed Thousand Waves, its trapping doesn't do damage, and doesn't time out. That's not Infestation at all.
Comatose: Basically Immunity, Limber, Magma Armour and Water Veil in one. Could be cool, but Magic Bounce will still probably be better
Magic Bounce doesn't protect from Scald, Zap Cannon, Inferno, Sacred Fire, etc. They cover largely different roles, so I'm not sure why you're comparing them.
Soul Heart: Special Moxie. Could be good for fast special sweepers like Volcarona and Keldeo, although they might prefer Magic Guard and Adaptability, respectively
I ran Storm Drain Volcarona, personally. I found it a lot more useful of an Ability than ignoring Stealth Rock, because Stealth Rock isn't its only problem and anyway tons of things can KO it easily regardless of whether Stealth Rock rips it in half or not. People never seemed to question why I brought it out on their Water type, netting me a free +1 while I Quiver Danced. A lot of teams just can't stop Volcarona at that point, and often I could Giga Drain the health back.
Keldeo actually probably does like Soul Heart a lot, just because it's not
that hard to place the enemy in situations where they need to win the predict or end up losing a Pokemon, and +1 to Special Attack is stronger than Adaptability's boost. Even if you Calm Mind before hitting things, +2 is the same degree of boost over +1 as Adaptability is.
Soul Heart is also potentially interesting for certain mixed attackers, actually.
Battery: Useless in Singles
Not necessarily. Aroma Veil applies to the user in addition to allies. If Battery boosts the user in addition to allies, it might have a niche.
Triage: Eh, inferior Prankster. Pass. Unless it also works on moves like Giga Drain
... you don't want the ability to A: heal in the face of -ated Extreme Speeds and the like and B: better control your turn timing?
Wimp Out: Could be decent on some offensive Pokémon, but like Stakeout it still faces stiff competition from the Big 4 offensive abilities.
Suicide leads.
Dancer: Not very good in Singles, so I don't think it'll get much use
Whu-
Where do you get
that idea? Being able to copy Swords Dance all by itself is liable to be meta-influential in a big way. The doubles utility of copying an ally in a controlled manner isn't there in a singles context, yes, but Dancer has plenty of potential utility in singles -and that's if no new dancing moves get spread around that are powerful and influential. I wouldn't count it out.
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Water Compaction: Raise Defense 2 stages when struck by a Water type move.
Going by the video, it
looks to me like this does not impart immunity. If it does impart immunity, then that's kind of cool. Something like AAA Volcarona with Water Compaction would be neat in that scenario, making it harder for Gale Wings to revenge it and the like.
But it looks like it doesn't provide immunity, so it seems likely to be a fairly dubious Ability, especially since the majority of good Water type attackers are Special anyway. I mean, I
guess one might consider something like AAA Chansey running it?... or you could run Stamina for more consistent results.
Really, unless Water Compaction provides immunity, it's going to tend to be overshadowed by Stamina, period.