IMO, run a fast Taunt lead, because with the ability to use moves automatically it will probably be really easy to fall behind. Best to nip that in the bud and get the drop on your opponent.
So to clarify on the "Moves can be abilities" thing just a little: Are they callable by Assist, and are they affected by stuff like Skill Swap and Worry Seed? (Not that the latter two would really ever come into play outside of the lead matchup, but hey).
Running Magic Coat as your trademark gives youMagic Bounce Rebound. An extremely silly thing would be to run Camouflage Zygarde for STAB Espeed (just run Dragon Dance dunkass) Confuse Ray and friends will be infuriating probably. Haze could be good on stall. Power Split Shuckle would actually turn into a thing -- not that it should run an attacking move, but nothing beats Shuckle 1v1 at an effective -2.
252+ Atk Choice Band Teravolt Kyurem-B Outrage vs. 252 HP / 252+ Def Shuckle: 81-96 (33.1 - 39.3%) -- 11.9% chance to 3HKO after Leftovers recovery (adjusted Attack)
Of course, Shuckle should still give serious thought to just trademarking its Sticky Web. But Trick Room will potentially outclass Sticky Web, since Sticky Web teams just lose if something hits +2 a lot of the time. Like Linked, the ability to use a move for free and the potential absurdness of offensive boosting will turn Trick Room into a very real strategy.
More thoughts later if I have any.
So to clarify on the "Moves can be abilities" thing just a little: Are they callable by Assist, and are they affected by stuff like Skill Swap and Worry Seed? (Not that the latter two would really ever come into play outside of the lead matchup, but hey).
Running Magic Coat as your trademark gives you
252+ Atk Choice Band Teravolt Kyurem-B Outrage vs. 252 HP / 252+ Def Shuckle: 81-96 (33.1 - 39.3%) -- 11.9% chance to 3HKO after Leftovers recovery (adjusted Attack)
Of course, Shuckle should still give serious thought to just trademarking its Sticky Web. But Trick Room will potentially outclass Sticky Web, since Sticky Web teams just lose if something hits +2 a lot of the time. Like Linked, the ability to use a move for free and the potential absurdness of offensive boosting will turn Trick Room into a very real strategy.
More thoughts later if I have any.