I'm actually excited for Cheer Yell Horn. Both because it's the "new" Hypnotoxic Laser" and I can use it in my Imakuni? deck as a 4-of.
I think it'll be a 1-2 of in Evolution/easy-pivot decks. If you can pop off auto confusion and get yourself from under it at a crucial moment in the game, turning their next "I KO you next turn" into a 50/50 uncertainty has power that I don't think people are giving it credit for. I think it's a powerful card only if you time it right.
Also, this is one of the new trainers that I hope gets the SR treatment. Especially since last Gen's "enemy Item" was AWFUL (Tormenting Spray).
That said, I hope we also yet Team Yell Towel or whatever the female Yell Grunt is holding, as an Item as well.
Gotta disagree with you on this one. This card is just straight trash. No one will play this card except maybe in stall decks, and even then I can't see it. Let me provide a few reasons why it is bad. If you disagree that's totally fine, just providing my observations.
First, it isn't the new hypnotoxic laser. Hypnotoxic laser gets poison, which can add relevant damage, as well as the possibility of sleep. Also, let's consider that hypnotoxic laser is being played in a format (expanded) where everyone doesn't have 4 switch cards and scoop up nets in their decks.
Second, let's consider the phases of play. You play this card before you enter your attack phase, meaning that you have to immediately play a switch card or something else like scoop up net (assuming the Pokémon is not GX/V, which most decks play) to mitigate the effect. Your opponent however gets a draw phase to have 1 more change at drawing a card to remove the condition, meaning they have more chances then you. And of course that assumes they don't already have switch. If you look at the most recent Limitless tournament deck lists from top decks look how many switch cards and scoop up nets are played in all those decks. This card clearly makes it more difficult for you than for them.
Third, is the space required for a card that, while burnable, isn't a guarantee. You have way better cards that are burnable that you could play that players don't - like Pokémon Catcher for example. People don't like the chance. When you play this card you need an extra card to mitigate its effect on you, whereas your opponent can just heads flip in the check up phase and totally mitigate the effect. Japanese players might like this because they are highly flip oriented in their playstyle, but I don't see it really catching on for the rest of the world.
Even in stall decks I wouldn't see this being played as you still need to attack (for example with Oranguru's Resource Management). Just don't see any relevant use for this card.