I know it's just theorymon atm, but the whole point of Light ball being OP is that powerful mixed attackers CANNOT be walled outside of a few niche Pokemon - if any at all. I mean c'mon, do you really think stall would proliferate if powerhouses like Hoopa-U and Kyurem-B can DOUBLE BOTH THEIR OFFENSES? This means that walls specialized in walling either physical or special attackers (ie metal powder and deep sea scale users) are annihilated on their weaker defensive side, and mixed walls can only use eviolite so they are outgunned defensively (1.5x boost vs 2x boost, which one do you think has the advantage?). Now you might go on saying "but pokemon get a 1.5x boost advantage in regular play as well thanks to choice items", well yeah but choice items can easily be played around, which is why most wallbreakers rarely go choiced (when do you ever see choice band diggersby for example), now these Pokemon can use whatever move they want with zero drawbacks.
I want to address the Light Ball vs Eviolite discussion because a lot of people have disregarded the maths. If you're a wallbreaker which isn't choiced (ie most of them), you are almost certainly carrying a LO which gives a 1.33x boost to attacks. Replacing this with a Light Ball changes the 1.33x multiplier to a 2x multiplier -
this is equivalent to a 1.5x increase in power compared to standard, which is the same gain defensive mons get. (it's a
tiny bit more but that's negligible). As an example:
252 SpA Light Ball Pikachu Thunderbolt vs. 4 HP / 252 SpD Eviolite Chansey: 84-99 (13 - 15.4%) -- possible 7HKO
252 SpA Life Orb Pikachu Thunderbolt vs. 4 HP / 252 SpD Chansey: 82-97 (12.7 - 15.1%) -- possible 7HKO
As you can see, the damage outputs are nearly identical (note the first is LB vs Eviolite and the second is LO vs no item)
The reasons this meta are more offensive are:
-Life Orb users benefit from the removal of its residual damage, while anything which used lefties (especially those without recovery) is worn down much more easily.
-Knock Off becomes insanely spammable, even more so than in standard - stall will need a Koff-resisting Mega, and there are precious few of those.
-On the note of Megas, these suffer from not carrying an item, so don't expect to see the Charizards as much. This is huge for stall because Mega Sableye now gets ruined by the things it's supposed to check.
-Anything that
doesn't run Eviolite is liable to get KO'd by a mixed attacker, as calcs in the thread have shown.
-Assvest becomes entirely outclassed, so mons that relied on it drop in viability (they become comparatively frailer). However I'm pretty sure it's used more on balance/BO, so that's maybe not so relevant.
On the other hand, Band and Specs users are actually
weaker comparatively, though they can now switch up moves. In addition one of the scarier stallbreakers in MGardevior is less viable by virtue of being a mega, which aids stall (there is still Hoopa and Manaphy, although Manaphy has to give up its lefties if it wants to break Eviolite Blissey).
Talonflame and Bisharp are probably going to be S-rank, Talon because it cleans up vs offense and Bisharp as a wallbreaker/stallbreaker which can beat offense with SPunch (more or less the same as standard, just these two got even better).