guess whats back
1-2 Switch!
This metagame combines Singles and Doubles into one metagame by having each Pokemon switch between "active" and "inactive" every few turns, much akin to Rotation Battles. On every first and third of four turns all Pokemon can act, on every second of four turns the second Pokemon cannot act or be acted upon, and on every fourth turn the first Pokemon cannot act or be acted upon. With such a major mechanical shift, who knows what could happen!
Rules
Mechanic: Doubles-based metagame where each Pokemon switches between active and inactive every few turns.
Clauses: Standard Doubles, Gravity Sleep Clause
Bans: Annihilape, Arceus, Calyrex-Ice, Calyrex-Shadow, Darkrai, Dialga, Eternatus, Giratina, Groudon, Koraidon, Kyogre, Magearna, Mewtwo, Miraidon, Ogerpon-Hearthflame, Palkia, Rayquaza, Tatsugiri, Urshifu, Zacian, Zamazenta-Crowned, Moody, Sand Veil, Shadow Tag, Snow Cloak, King's Rock, Razor Fang
Strategy
Protect, Fake Out, and redirection is by far the most important tools in the metagame due to their control over the singles and doubles turns, especially the latter for redirection, despite their limiting effects on moveslot space. Abilities like Intimidate not affecting inactive Pokemon means that they cannot be weakened on the switch during a Singles turn, making it much more important to micromanage. This also extends to switched in Pokemon that are inactive, as they cannot switch. Spread moves like Earthquake, Rock Slide, and Bleakwind Storm are much more potent, as they do not target inactive Pokemon and as such have the 1x multiplier during Singles turns. Hazards and setup, similarly, are also more potent as Singles turns grant more safety into bulkier Pokemon to play around the much more chaotic Doubles turns. All of this culminates into a metagame like no other, so use your knowledge from both Singles and Doubles to great effect!
Increased Viability

Protect becomes immensely more useful here, as being able to either stall out a Singles turn or Doubles turn can turn the tides quickly.

Fake Out can quickly and easily stall out a turn, being able to force a mechanic shift reliably while also preventing the target from moving if they lack a Covert Cloak. Feint also gains a lot more viability due to it mitigating Protect.

Covert Cloak is able to ignore Fake Out and similar effects without giving up much utility, which is amazing on a wide variety of Pokemon. I expect this to be a possible staple.



Much like the above case, the ability to avoid Fake Out and Feint is incredibly notable while still retaining the ability to hit hard with mostly neutral STAB coverage.

Spread moves like Rock Slide and Earthquake receive a substantial nerf, as the single-target effect only comes into play when there is only one target on the field and not when there are two effectively non-existent Pokemon. This is especially the case for opponent-only spread moves, as half the time only one Pokemon can be hit while still receiving the 0.75x damage boost.


Weather is much better here, as it is very easy to switch in a weather setter like Torkoal and Pelipper on a Singles turn while reaping the rewards on a Doubles turn. Screen setting is the exact same, except the setters can do it safely without the constant threat of two attackers at once.
Decreased Viability

Tailwind is all-around nerfed badly. While some dedicated Tailwind setters like Tornadus are only affected minimally, more often than not the offensive Pokemon are setting Tailwind themselves. This means that either their partner or themself will often be the one unable to do anything the next turn, and the few times the setter is the only one active will likely be spent using Protect or inerting less passive pressure. Tailwind effectively being active for 3 turns doesn't help much, either.

Status effects and other damaging effects like Salt Cure and Fire Spin do not activate during inactive turns and so are much worse in practice. That being said, the trapping move timer does not decrease at the end of an inactive turn.

Intimidate does not affect inactive Pokemon and therefore has to be played with acknowledgement of this. This is also the case for other on-entry abilities like Hospitality and the Ruin abilities.

Imagine Arena Trap in Singles but its reliant on trapping during the first turn, loses 99% of the time to Protect, and is completely useless otherwise. That is Arena Trap here.
Other Viability Shifts


It's hard to predict if Trick Room will gain a buff or nerf from such a mechanical change. On one hand, its much easier to set them up from the Singles-to-Doubles turn shifts, while on the other it becomes a lot easier to stall out said turns. Support setters like Cresselia and Indeedee also do nothing but sit there for at least one turn, if not two.
Watchlist


Both are incredibly powerful already, but give them easier Sun setup and even fewer largely consistent answers than regular Singles and you have quite possibly the deadliest core in the metagame.

Much like Chi-Yu, Chien-Pao is a crazy enabler and abuser in a much more defensively limited metagame that is already famous for many physically offensive cores like PaoPult and PaoNite, and these cores only improve in a metagame limited in effective speed control options.

Gravity Sleep Clause in a half-Singles metagame is incredibly threatening, and needs testing in of itself. However, the widespread use of Safety Goggles in Doubles already paired with the relevance of Tera Grass makes this less of an issue, hopefully.


Well this one doesn't need explaining. Male Basculegion is probably broken but the other two Last Respects users are likely to not be.


I hope this doesn't need an explanation either.

Previously banned from DOU but stuck in UUBL, Cocaine Bear is a nightmare to deal with in Trick Room and just a slow attacker out of it. Whatever comes of it is hard to tell.

While limited in the moveslot department, its still Palafin. Safety Goggles or Choice Band, pick your poison. Probably the least broken watchlist Pokemon here.
Questions for the Community
- Are there any other Pokemon that should be watched or banned, or specific things that are inherently better/worse?
- Are there any combos that are now buffed specifically in 1-2 Switch?
- How would Dondozo + Tatsugiri work, despite their interaction being already banned?
- Should tiering be more in respect to Singles, Doubles, or in line with its own unique definition?