These are abilities that have their use cases, but only really work well on one mon or team structure. Usually, these play predictably, have significant flaws and don't offer as much consistency as other options, but are still effective when used right.

Normalize turns all of the user's moves into Normal-type, and gives them a 1.2x boost. The most common setup is Dragapult with Normalize, Entrainment, Ghost Memory Multi-Attack and 2 filler moves used to disrupt the opponent, creating NormPult. Normalize is in this tier as NormPult is it's only good application, plays predictably and doesn't have significant room for mix-ups, though it's presence still needs to be respected and it can completely dominate teams that forget to bring checks for it such as a bulky Magic Bounce user.

Dragon's Maw is almost exclusively an Eternatus tool - there's one thing you're using it for, being to make Dragon Energy deal as much damage as is physically possible. SpecsMaw Eternatus, despite it's inflexibility, has obscene damage output that must be respected, with sacking the Specs for something like Dragon Fang barely leaving you dry for power. It's one note, but that note is dealing 100% in one hit on something that's usually going first, so whilst the inflexibility holds it back the threat of SpecsMaw alone puts it here.

Yet another ability you basically only see on Kartana, Steely Spirit boosts the mon's team's Steel Type BP by 50%. The emphasis on the user's team is important as, not only does Kartana gain a 50% stronger Sunsteel, but it also allows teammates to benefit - most commonly, this is RegenVest Dialga's Doom Desire, which can create some nasty setups that can mow through almost anything in front of it. Steely has this one singular application, but it's such a good application that it's this high up the list.

Mostly a Kyurem-White tool, Refrigerate is used to make it's Ice STAB as powerful as possible, using it's base 170 Sp. Atk to break past even resists. It helps that Ice is a great attacking type, teams tend to only run 1 or 2 resists and the ubiquity of Nuzzle means that most teams like using Ground-types to block it, meaning lots of targets. FridgeSpin can technically exist on things like Calyrex-Ice, but these have the same Rocks weakness as Aerilate users and Calyrex doesn't really have a Fridge-boosted physical option outside of the low-PP Extreme Speed which isn't massively strong unboosted. Overall, it has it's own niche as "the Kyu-W enabler" and can be used to great effect in the right structure.

No Guard is a tool used to abuse the strong but inaccurate moves like Zap Cannon, Magma Storm, Blizzard and Focus Blast - it's essentially used as a way to try and mix in spreading status whilst being a special attacking threat (there aren't very many physical moves you'd want to use, Dynamic Punch is about the only one and confusion isn't that good). The main issue with No Guard is that you're putting it on mainly to abuse Zap Cannon, but there's the issue of "what if I just ran a bulky Nuzzle user like a RegenVest mon", and the fact that No Guard users tend to diminish in how useful they are as the game goes on. Typically ran by Mewtwo.

Flare Boost increases your Sp. Atk by 50% when burned - this is useful as the thing you're running this on (usually a fast special attacker like Eternatus or Spectrier) can't get para'd, which is huge, but also that Imposter isn't able to benefit from Flare Boost unless you've burned them. The power of Nasty Plot + Flare Boost is equal to that of Simple + Nasty Plot (3x boost to Sp. Atk), so it's an alternative that lets you block status. However, Flare boost means you need to ditch the item slot, meaning either Eternatus loses Black Sludge for recovery or Spectrier loses Life Orb to get guaranteed OHKOs on basically everything - in additon, you either put yourself on a permanent timer or stint your coverage to fit a recovery move, which isn't an ideal choice to have to make.

Basically used by Mewtwo and only Mewtwo, PsySurge blocks priority from hitting grounded targets, increases Psychic's damage by 30% and boosts Expanding Force's power. M2 normally runs either a Specs set or a Nasty Plot set with EForce and Photon Geyser in order to abuse the terrain, which is also useful as it prevents Extreme Speed and Triage from being used as revenge-killing tools, and stops Prankster + Parting Shot spam from cutting your damage. PsySurge is mostly a mid-tier ability because Psychic just isn't a very good type and Mewtwo's the only good abuser, and the anti-priority niche isn't perfect as Haze doesn't target the foe and so Prankster Haze still works normally in terrain.

Soundproof blocks all sound moves - you're basically always using it to block Xerneas, if you have a team structure that for some reason can't find an Ice Scales user. The most common users, Zygarde-C and Groudon, are capable of completely nullifying Xerneas as they're able to block the ubiquitous Volt Switch as well as being immune to the main STAB (Groudon is more offensive but is vulnerable to Fishious Rend coverage), on top of helping check random threats that might be problematic such as mixed Rayquaza or Specs Kyurem-White. However, Soundproof is fairly limiting as it's almost useless outside of checking -ate users and the common users of it tend to give up lots of healing through Strength Sap, so they limit Xerneas' damage but in turn give it HP.


Lumping these 2 together as they play the exact same role - rain teams. Rain teams are niche in that you'd require the entire team to be built for rain in order for it to work as well as it can, and with weather in general it's usually a case of "it works brilliantly" or "it doesn't work at all". I think rain as a playstyle has the more "works well" matchups than sun or hail, mainly due to how absurdly powerful Swift Swim Palkia is under rain (there basically isn't a thing you can't OHKO), but also how easy it is to shut down with priority like PixiSpeed can't be ignored. These 2 rain abilities are probably the most successful of the weather abilities (which outside of primal weathers are all niche), so that's why they're above sun and Snow Warning.

Liquid Ooze works by damaging the target for anything they'd heal from you - the main reason you'd be using this in BH is to punish Strength Sap spam, which is ran by the mjaority of offensive threats as the instant recovery is unmatched. With a high Attack user, typically a Steel-type such as Necrozma-Dusk-Mane or Melmetal, a Sap into these often spells death for the healing target, and they get to abuse status moves more than they should as they can purposefully Sap into Magic Bounce users and force damage on them, leaving them hesitant to switch in. There isn't really a use case outside of meming on Sap spam and Magic Bounce users, but it's funny none the less and can be effective in matchups where the enemy needs Sap to heal multiple mons.

Lightning Rod's good because you get to completely forget Nuzzle exists, and instead use it as a way to set up (Lightningrod's +1 SpA is more valuable than Volt Absorb's recovery or Motor Drive's +1 Spe). Lightningrod also benefits from Electrify, which can force the target to activate your ability, not damaging you in the process. Calyrex-S used to run it back when it was freed, but in current meta you'll only really see it as an Eternatus ability due to it's high speed and bulk, shown best
in this thread (week 6). Electrify is nice because it also pierces Magic Bounce. It's not ideal because Glare is Normal-type and so isn't blocked, and without the threat of boosting to oblivion there's not tremendous punishment for the enemy spamming status moves and not activating your ability.

Sniper exists in 2 forms - Focus Energy + Scope Lens, or Shift Gear + Autocrit moves. The SG sets are probably the weaker of the 2, as the mons that have STAB on them (the Urshifu forms) don't have stellar base Attack and the mons themselves are frail defensive liabilities. Scope Lens sets are almost always an Eternatus, which runs Focus Energy, Draco Meteor, Sludge Bomb and Overheat - the main idea is that, after a Focus Energy, you have 100% crit rate meaning that you're a "setup" Eternatus that is immune to Topsy-Turvy and Haze (Haze doesn't remove Focus Energy crit buff), with Imposter additionally only having a 50% crit rate. However, the main issue with this set is the complete dependance on the item and lack of recovery, whilst also only having a 2.25x damage modifier so some Ice Scales Steel-types can stall out Overheat.

Guts is odd, because you see the massive physical profile of the meta and you'd think that having 50% stronger moves'd be great, 50% is the Gorilla Tactics boost and that got banned. However, the primary issue with Guts is that you give up both the item slot and ability slot for 50% power, which isn't as much raw damage as other alternatives (eg. Life Orb + Tough Claws is a 69% boost). It still has it's niche use case due to lower chip than Life Orb, affecting all physical moves and blocking status, but other item/ability combinations simply do more damage and so are usually preferred.

Dazzling/Queenly Majesty block priority from connecting with you. It's like PsySurge, except you trade the Psychic damage for the infinite duration of the effect, it's generally not excellent but you're mostly going to be using it for counter-teaming in a tour setting as running actual ladder teams with Dazzling isn't very effective. Blocking Priority attacks like Extreme Speed and Triage isn't massive as they're not really common enough to run a dedicated check for, plus since you lack a damage-amp ability you're not normally able to punish the bulky attackers running these abilities like Xerneas and Yveltal.

Competitive gives you +2 SpA if you have a stat lowered. It's main use is to help limit Parting Shot spam, as you get a net +3 SpA, whilst also being able to switch in on and punish other stat-lowering tools such as Thunderous Kick and Fire Lash. This is another mostly-Eternatus ability as it has the speed and power to be an offensive threat without being completely reliant on Competitive going off, and it has the bulk and typing to allow it to switch in on stat-lowering attacks. The interaction with Defog isn't as important as it is in standard play due to Defog simply being the lesser-preferred hazard clearing option. Defiant's not included here because I think it just doesn't have the abusers necessary to be good.

Hustle boosts physical damage by 50% but cuts accuracy by 20% - basically, you'd be using this if you want to run Choice Band Hustle in an attempt to regreate Choice Band Gorilla Tactics, with the drawback of missing. Generally, you'd be running Hustle Kyu-B, after which point it's another case of "why would I not use Mold Breaker and kill everything by ignoring Fur Coat", and turning every move to Stone Edge isn't that desirable a trait given Band Kyu-B already basically OHKOs everything anyway. Super-powered moves like V-create, Glacial Lance and Wicked Blow also only have 8PP so running out can be a genuine risk.

Very similar to the above in that you'd be using Download to try and replicate a banned ability, this time Intrepid Sword. Download also has the benefit of being able to raise Sp. Atk, meaning you can use it on mixed attackers like Palkia to gain a slightly larger boost than Adaptability for certain attacks, and can also Baton Pass this boost to a teammate. However, Download's main issue is that you can't actually control which stat the boost goes into without throwing yourself into risky situations, meaning that if you're using it as an ISword substitute then it mighn't actually do anything (if the enemy is a physical wall, you don't get the +Atk to help blow past). Furthermore, in order to benefit from both boosts you need to run it on mixed attackers, to which point you're basically only clicking STABs so Adaptability is normally preferred.

Sand Stream has a very limited use spread, as only Nihilego, Tyranitar and Diance can make use of it (all of which are incredibly niche). Sand Stream is useful as it boosts the Sp. Def of these by 50%, allows sand chip to dig into anything on the field, and allows you to benefit from boosted Shore Up healing by spamming it across multiple mons. Sand chip works both ways, however, so unless you're Ground/Steel spamming you're going to be taking some chip too, and these Rock types themselves are pretty niche so you don't get many chances to work with Sand. Stream is the only Sand ability here as the other 2 aren't worth running at all (Sand Force is bad, Sand Veil is bad).

Unaware is an odd one. Theoretically, in a tier with as much setup spam as it has, you'd think Unaware'd be a godsend as you can simply ignore anything that these monsters want to do. However, Unaware is massively limited because outside of setup it's completely redundant (and can actually harm you as you can't benefit from atk/def drops on the enemy), and it's usually pretty obvious that you're running Unaware after the first run-in with a setup mon, so they can simply decide not to set up and exploit your otherwise lack of an ability to make progress. It can offer you some free turns if the enemy doesn't know yet / realise, or if they're too reliant on setup as a means to make progress, but generally you'll struggle to get a lot of use out of it.



Lumping these all, same as rain - sun teams generally don't offer the same power as rain teams due to V-create and Fishious Rend being similar in power, yet V-create is significantly less spammable and there are few Fire-types that are explosive as rain abusers. Sun seemingly has even less longevity due to a Stealth Rocks weakness (which you probably aren't running Boots spam for), and Solar Power's constant chip digging into already-frail mons especially given Life Orb. Overall, sun is fringe and IMO worse than rain but it can still work if you don't load a hell matchup.

Corrosion can be used to poison Steel-type users; it's primary use is on Eternatus, so you can use a Toxic that won't miss and put the Steel-types on a timer so other teammates like PH Regigigas can have an easier time breaking through them. You risk poisoning Imposter and giving them an Eviolite-boosted, 704HP PH Regigigas which can somewhat limit how much use you get out of Toxic, and there's also the conflict between running Corrison x and being able to use a different ability x / being able to use Nuzzle more easily, to which the Nuzzle route is normally easier as Steel-types still dislike paralysis. It hasn't been seen in a while, but still has it's niche and is nowhere near as bad as the stuff in the tier below.

Snow Warning is used exclusively as a means to activate Aurora Veil - halving how much damage your team takes sounds like it's an excellent ability to run, however it has it's drawbacks of hail chip digging into your team, Imposter being able to steal your screens unless you run other weather users and the setter (which typically needs to be something really fast) not being that useful outside of setting. Additionally, simply running dual screens is a viable alterative that doesn't sack the ability slot and Veil in general doesn't fit many team structures as the window to abuse it is typically very small (whereas screens can handily fit on a Prankster user in the 2 free slots after haze/recover).

Transistor is significantly less applicable than Dragon Energy because there's not any super-powered STAB to exploit, Bolt Beak is banned and Bolt Strike can miss / only has 130BP. It does have it's uses, namely on Zekrom who's able to OHKO a large amount of targets after a Shift Gear, but other than that you don't really have a use case for it. Transistor Xurkitree technically can be used but this mas major issues with speed and flexibility.

Flower Veil prevents Grass-types from having their stats lowered and from being hit with status. There's only one good Grass-type, in Kartana, though Flower Veil actually synergises well with it because you can't get burned and paralysed (which'd limit 2 stats Kart is dependent on). However, it's only applicable on Kartana (who might prefer other abilities to deal damage like Steely Spirit) and, whilst it stops the Attack drop from Strength Sap, it doesn't actually stop the recovery.

Klutz has one singular application, which is AV + Klutz + Trick. This works as Klutz turns off your AV, meaning you can Trick it where you normally wouldn't be able to - the main target for sending the AV to is the enemy's Prankster, so you can more easily spam setup and get away with it. However, the strategy by itself is flawed as the mon using Klutz is basically useless outside of this one tech which mightn't actually go off correctly, and some mons like Prankster Giratina can carry untrickable items such as Griseous Orb, meaning if you load a bad matchup you can basically be down 5-6 at preview.

Pressure stall has only ever worked once, and it was from cityscapes' demonic team that can be
found in this thread (week 1 team). With Pressure and Lunar Dance support you're able to stall out the PP of the enemy's important moves, namely Haze which is the unfortunate fate I experienced. However, outside of this one team (from the tier's best player none the less) i've never really had issues with pressure-stall structures as these need the entire team oriented around them and playing optimally over the massive game duration pressure stall requires can get difficult after a while.